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What about Shedinja? It has 1 HP but special abilites
Perhaps you could replace that slot with stat boosters like sword dance or harden?
hm how do you intend to calculate stats and damage this time?
Light said:I agree, I think this is one way to make sure town movesets aren't broken while keeping the game true to Pokemon and avoid taking away peoples' options. You can also employ gimmicky moves that might or might not end up being helpful like Miracle Eye, Guard Swap, Trick Room, Encore, Toxic, Rain Dance, Helping Hand, Substitute and hordes of others.
Damage will be calculated the same way as in RP1.
Stats will be calculated like this:
Each player will be dealt a random nature (that doesn't affect Speed), a full EV complement (distributed randomly and with none in Speed), and random IV's in each stat (except Speed). This should give RP2 a touch more unpredictability.
What sort of EV spread? Would it be fully 252/252, or what? How would you decide which spreads to roll for?
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Unpredictable doesn't always equal better. Why are you wanting to do that? If you don't want people to be able to reliably predict how much damage they will take and give out, I think people should be able to choose their natures and spreads privately.
2) Because some of us might not be so well-versed in competitive battling. Also, I thought it would improve the gameplay. Well, we'll just have to wait and see if it does.
It makes the game unique, sure... but I'm afraid it would just end up nerfing half of the players or something.
I'll just. slaking, I guess, if ability wouldn't matter in that case. otherwise, porigon2, I guess.