so, dane, what would you suggest i do? the ability isnt constant... being 40% would help, maybe? since it isnt a constant like brightpowder and sandveil, i don't think it would get as much complaints.
Whoops, thats what I get for not looking at the fine print. Though if it can survie the speed pokemon, Trick Room is still evil.People complain about Sand Veil : 20%
People complain about Bright Powder : 10%
So basically, anything at or more than 10% will get complaints due to luck. Honestly, luck based moves and abilities aren't things that most see as competitively viable.
Unaware doesn't affect speed.
Vital Spirit seems silly. This thing is boinky, not, like … vital. Vital, is, like, vital. C'mon. It's, like, indomitable. Since when does something with eight hands and a big smile take anything seriously?
I like that. Overtime. Persistant doesn't sound like what the ability does.How about Overtime then? It seem to work with what the ability is trying to do.
I mentioned that on the first post on the first page but it was deleted because of large pictures trying to explain it. It fits because of the whole "See no evil, Hear no evil, Speak no evil" thing. In the same vein, Soundproof could work.Anyway, if Persistant is there, why not Unaware. It doesn't technically get rid of status changes, but it does prevent you from switching this in on DDMence only to be slaughtered before you can Haze. No other ability will afford this that luxury, and in the meantime, any of its non-screen stat-boosts become pointless.
1) An auto version of Knock-Off. It would involve it using a contact move to activate the effect.
I gotta agree with u... for me, Persistent is way too broken.. Tail Wind for 5 rounds.. wth.. Trick Room will last way too long.. I know this moves arent used often but thats not a reason to make them rigged ._.Am I the only one who finds persistent broken? Those moves have limited durations for a reason. I'd prefer to not have this thing have an ability that would require extensive testing as to weather or not it breaks the game. Frisk, Poison Point, Klutz, Tangled Feat, and Technician seem good to me.
Wasn't it only a +2 boost for each move? It should look like this:Now that I've been thinking about Persistant...
1st Turn: Gravity
2nd Turn: Tailwind, Gravity has 7 turns left.
3rd Turn: Send out Marowak T:5 G:6
4th Turn on: Proceed to rape.
Wasn't it only a +2 boost for each move? It should look like this:
1st Turn: Gravity ( G:7 )
2nd Turn: Tailwind ( T:5 G:6 )
3rd Turn: Send out Marowak ( T:4 G:5 )
4th Turn on: Rapey ( T:3 G:4 )
Although Trick Room would probably work better with Marowak than Tail Wind. On second thought, I am now worried about how broken this may be...