Chase Posted January 27, 2015 Share Posted January 27, 2015 Sometimes, all the metagame needs is a bunch of new pokemon, altered movesets, a new gameplay mechanic, and all of a sudden players are left with a different world around them when it comes to competitive pokemon. Teams that used to be very effective may be struggling to get by. The old guard may have slowly fallen down the tiers and the usage lists, in favor of pokemon that never saw the light of day....until now. So far the OTS has catered to beginning competitive players, but what about the folks that used to be here, before the turn of the generation? Well, that's where this thread comes in. For a short while, I'll invite you all to suggest major topics to explain about Generation 6 Competitive play, and will collect and pool information on this post. Master List: - Megas - Weather nerfed. - wide access to "Knock Off" - Fairy - Steel nerfed - Status immunities - Sound > Sub - Abilities that ensure priority or immunity (Gale Wings, Bulletproof) - Abilities that change Normal-type moves into stronger moves of a different type (Aerialate, Pixilate) - Defog - Buffed Will-o-Wisp - Sticky Web - New Items (Vest, Weakness Policy, etc.) - Ability revisions (Oblivious, Overcoat, Infiltrator.) Quote Link to comment Share on other sites More sharing options...
Deleted User Posted January 27, 2015 Share Posted January 27, 2015 Just going to pitch a few ideas. Some might fit into one together perhaps? -Intro of Fairies -Steel type Nerf -Status effect immunities for certain types (Grass: Powders, Electric: Paralysis, Etc.) -Sound moves against substitutes Quote Link to comment Share on other sites More sharing options...
Cyaloom Posted January 27, 2015 Share Posted January 27, 2015 (edited) Some other things:- Powerful priority users (Talonflame, Mega Pinsir)- Defog buff (now it removes hazards)- More users of Will-O-Wisp, due to buffed accuracy (actually this is a less important change)EDIT: - Many unique abilities such as Gale Wings Talonflame and BulletProof Chesnaught. We also have abilities like Pixilate and Refrigerate, which change the type of normal-type moves into something else and that makes Mega Gardevoir, Mega Salamence (in Ubers), and to a certain degree Mega Glalie that good. Edited January 27, 2015 by Cyaloom Quote Link to comment Share on other sites More sharing options...
Reignited'Light Posted January 27, 2015 Share Posted January 27, 2015 - Introduction to Sticky Web, lowers the user's speed by one stage, if it's not a levitating or a flying type. - Many unique abilities such as Gale Wings Talonflame and BulletProof Chesnaught. Quote Link to comment Share on other sites More sharing options...
Ojama Yellow Posted January 27, 2015 Share Posted January 27, 2015 - Viable new items, such as Assault Vest and Weakness Policy.- The nerf to the 'sleep' status.- A slight buff to some older Pokemon, like Alakazam, whose BST was buffed by 10. Nothing that should really make a difference, though.- Knock Off's power boost and effect do not trigger when the opponent holds a Mega Stone.- Not really a change in the game itself, but Swagger is now banned in Smogon's competitive tiers.Edit: the nerf of sleep happened in gen V, my bad!- Maybe it's not a bad idea to mention Chandelure too. This guy had thehidden ability Shadow Tag in generation V. However, because it never was officially released, it was changed to Infiltrator in gen VI. This may be one of the biggest, if not the biggest, change a Pokemon got from gen V to gen VI, not counting Mega Evolution and Primal Reversion, of course. Also, Shadow Tag no longers works on Ghost types, but Hukuna's post got that covered. Edit 2: Fire Blast, Hydro Pump, Blizzard and Thunder all got a decrease of 10 in their base powers, meaning they all went down from 120 to 110 base power. Quote Link to comment Share on other sites More sharing options...
Raindrop Valkyrie Posted January 27, 2015 Share Posted January 27, 2015 -Powder Moves. ((while this exists pre-gen 6, in gen 6 they all received a sub-type of powder move and have mechanics regarding them.)) -Old Ability Changes. ((not just the weather, Oblivious made users immune to Taunt, Overcoat now prevents Powder moves from working[hey... powder moves sounds familiar.], and Infiltrator allows ANY move to hit through Subs.)) -Might be worth mentioning Terrain moves even if they aren't used much if at all. ((Misty Terrain/Grassy Terrain)) -Revert of the Sleep nerf. ((Gen 5 the sleep counter would reset on switch out, this is no longer the case. Sleep still lasts anywhere from 1-3 turns.)) Quote Link to comment Share on other sites More sharing options...
NickCrash Posted January 27, 2015 Share Posted January 27, 2015 Let's start with the new type chart (fairy and steel nerf) and get into the concept of mega evolutions. The rest is easier to learn. Quote Link to comment Share on other sites More sharing options...
Chase Posted January 27, 2015 Author Share Posted January 27, 2015 I mean, sure it's easy to learn in most cases but the general scope of how different this generation is from the last one is reason enough to find every difference and go into detail on what it means for the player of the past. Quote Link to comment Share on other sites More sharing options...
Raindrop Valkyrie Posted January 27, 2015 Share Posted January 27, 2015 Bibs, mine didn't really "cover" Shadow Tag as an ability. Shadow Tag itself hasn't changed in any way, it has changed due to Ghost Types now being immune to Trap Effects of all kinds. ((including Mean Look, Shadow Tag, and other similar effects.)). So really Jeri covered that one since it is type related not ability related. Also, Hilda I forget to mention Keen Eye also changed. It now also ignores all enemy Evasion Boosts, however this isn't really competitively relevant it is mostly just me mentioning it for completion's sake. I should note the Sleep Nerf Revision is extremely important, because with it's change you could actually use Rest and not sentence that Pokemon to death. As in 5th Gen Rest would resist the counter on switching out, so one had to stay in 2 full turns. ((at least to my knowledge.)). Therefore Rest become a bit more usable/reliable in 6th Gen. Quote Link to comment Share on other sites More sharing options...
Deleted User Posted January 27, 2015 Share Posted January 27, 2015 I think maybe some of these topics should perhaps be consolidated. Status immunities + Buffed WoW = Changes with Status moves and effects Sticky Web + Defog = Changes to the hazards game These are a few that come to mind. It's going to be difficult to create quality posts for every little nuance that has changed between gen 5 and gen 6. Quote Link to comment Share on other sites More sharing options...
Veterans Azeria Posted January 27, 2015 Veterans Share Posted January 27, 2015 Fairy Type Balancing of the Poison and Steel Types Mega Evolution Changes to Hazards Idk if this fits in but for ingame it does:Making EV Training and IV breeding A LOT easier. Quote Link to comment Share on other sites More sharing options...
Raindrop Valkyrie Posted January 27, 2015 Share Posted January 27, 2015 Easy Consolidation 1- Type Changes. Fairy Type and the New Type Chart ((included the Steel Nerf.)). Should cover the Type based Immunities here as well. ((Grass:Powder Electric: Paralyze, all types even from normal type moves. Ghost: Trapping)). 2-Ability Revisions, and New Abilities: This will cover first and more minor abilities changes. And then cover the Weather Abilities changes. Weather itself actually didn't really change at all this Gen, it is just the abilities losing the permanency that caused weather to not be anywhere near as reliable as they once were. Once those are out of the way, new abilities should be discussed. 3-Move Revisions and New Moves- All moves that had any revisions should be listed, with the many moves dropping in power((Ice Beam and equivalent moves of a different type, Blizzard and moves of a similar type.)) or rising in power ((power gem, incinerate, etc...)). Things like Will-O-Wisp gaining accuracy should be listed here. ((not going to say it is necessary to go deep into this cause Will-O was being used last gen despite it's lower acc.)) New Moves should be discussed after this. Only relevant moves should be discussed in interest of time, like no reason to mention Fairy Wind.... it will never be used. Defog Revision also should be mentioned here. That is the simplest way to do it, by lumping all of that stuff together. However, you could break it down into sections if necessary. Quote Link to comment Share on other sites More sharing options...
NickCrash Posted January 27, 2015 Share Posted January 27, 2015 (edited) ^Poison is still sub-par. Addition of 62 new moves Boomburst - Normal type - 140BP - 100% Acc - special Mystical Fire - Fire type - 65BP - 100% Acc - special Flying Press - Fighting/Flying type - 80BP - 95% Acc - physical Mat Block - Fighting type - protects from damage on turn 1 Power-Up Punch - Fighting type - 40BP - 100% Acc - raises Atk 1 stage - physical Origin Pulse - Water type - 110BP - 85% Acc - Kyogre's signature - special Steam Eruption - Water type - 110BP - 95% Acc - Volcanion's signature - special Water Shuriken - Water type - 15BP - 100% Acc - hits 2-5 times - priority +1 - physical Dragon Ascent - Flying type - 120BP - 100% Acc - Rayquaza's signature - physical Oblivion Wing - Flying type - 80BP - 100% Acc - restores 75% damage dealt - Yveltal's signature - special Forest's Curse - Grass type - adds Grass type to target Grassy Terrain - Grass type - all grounded pokemon gain 1/16 HP each turn - grass type moves get 1.5 damage Petal Blizzard - Grass type - 90BP - 100% - physical Spiky Shield - Grass type - protect + 1/8HP damage if move makes contact Belch - Poison type - 120BP - 90% Acc - must eat a berry to use - special Electric Terrain - Electric type - all grounded pokemon cannot sleep - electric type moves get 1.5 damage Electrify - Electric type - if target gets electrified before he makes a move, the move becomes electric type Nuzzle - Electric type - 20BP - 100% Acc - causes paralysis - physical Parabolic Charge - Electric type - 50BP - 100% Acc - user gains 1/2 damage dealt - special Land's Wrath - Ground type - 90BP - 100% Acc - Zygarde's signature - physical Precipice Blades - Ground type - 120BP - 85% Acc - Groudon's signature - physical Rototiler - Ground type - raises Atk and SpA of Grass pokemon Thousand Arrows - Ground type - 90BP - 100% Acc - removes magnet rise, telekinesis, air balloon, flying type immunity to ground - physical Thousand Waves - Ground type - 90BP - 100% Acc - prevents fleeing and switching out - physical Hyperspace Hole - Psychic type - 80BP - can't miss - can hit behind protect - special Diamond Storm - Rock type - 120BP - 95% Acc - has 50% chance to raise def +1 - Diance's signature - physical Freeze-Dry - Ice type - 70BP - 100% Acc - supereffective against Water type - special Infestation - Bug type - 20BP - 100% Acc - traps target for 4-5 turns Powder - Bug type - damages target at 25% HP if going to use fire type move - priority +1 - Vivillon's signature Sticky Web - Bug type - entry hazard - reduces speed -1 stage at entry Phantom Force - Ghost type - 90BP - 100% Acc - 1st turn semi invulnerable state, hits 2nd turn - physical Trick-or-Treat - Ghost type - adds Ghost type to target whoa this takes a lot of time to type Hyperspace Fury - Dark type - 100BP - can't miss - can hit behind protect - physical Parting Shot - Dark type - lowers target's Atk & SpA then switches out Topsy-Turvy - Dark type - all stat changes become the opposite of what they were King's Shield - Steel type - protects from damage, not status - if move makes contact, user's attack drops 2 stages Dazzling Gleam - Fairy type - 80BP - 100% Acc - special Draining Kiss - Fairy type - 50BP - 100% Acc - restores 75% damage dealt - special Geomancy - Fairy type - user raises SpA, SpD, SpE by 2 stages - takes 1 turn to charge 1 turn to apply effect Light of Ruin - Fairy type - 140BP - 90% Acc - recoil 1/3 of damage dealt - special Misty Terrain - Fairy type - grounded pokemon cannot be statused - halves Dragon type damage Moonblast - Fairy type - 95BP - 100% Acc - 30% chance to lower target's SpA - special Play Rough - Fairy type - 90BP - 90% Acc - 10% chance to lower target's Atk - physical Addition of 27 new abilities Aerilate - Normal type moves become Flying type Pixilate - Normal type moves become Fairy type Refrigerate - Normal type moves become Ice type Mega Launcher - Powers up aura and pulse moves (water pulse, dark pulse, dragon pulse, aura sphere) Delta Stream - nullifies weather - supereffective moves against flying types become normally effective Gale Wings - gives priority to flying type moves Flower Veil - prevents lowering grass type pokemon's stats Dark Aura - boosts Dark type moves damage by 33.3% Fairy Aura - boosts Fairy type moves damage by 33.3% Edited January 27, 2015 by nickcrash Quote Link to comment Share on other sites More sharing options...
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