Anonymous asks:

My nidorino was put to sleep in battle and then got its defense lowered by leer. How does that work? How do things like leer, scary face, or mean look work on sleeping pokemon?

I dunno.  Magic?

Truth is, the battle mechanics of the Pokémon games are not really meant as a 100% accurate simulation of anything, and there are probably a million and one things that don’t make too much sense when you look too closely at them, but which we just accept because the game needs to have understandable and predictable rules in order to be playable.  I think this is best illustrated by looking at what happens when you run the exact same imaginary scenario (a Pokémon using an intimidation technique like Leer on a sleeping opponent) through a different set of rules – those of the trading card game.  Exactly what Leer does in the TCG varies slightly depending on the Pokémon using it, but basically it tends to stop the target from attacking, and sometimes also from switching out, during its next turn (Mean Look only seems to prevent switching; Scary Face always prevents both).  So what happens when it’s used on a sleeping Pokémon?  Well, sleeping Pokémon normally can’t do either of those things in the TCG anyway, so the answer is “nothing,” much as you’d expect.  Neither system of rules is ever going to be complex enough to provide the intuitively “correct” answer to every possible imagined scenario; there are always going to be weird corner cases that throw up an interaction that just doesn’t seem to make sense.  I think in those situations the best thing to do is ask “what would probably happen in the anime?” because the anime is less constrained by the need for absolute consistency in the rules – and in this case, I suspect the answer (if anyone ever actually made a move like that, which strikes me as unlikely) is, again, “nothing.”

Anonymous asks:

What IS PP? How is it that a Pokémon can’t use e.g. Cut or Rock Smash in battle because they’ve run out of PP but they can still use them outside battle?

Well, there are gameplay reasons it has to be that way – if field moves were dependent on PP you could become trapped in certain areas and unable to return to a Pokémon Centre.  In any case, for a lot of field moves it’s not like the combat and out-of-combat uses are actually the same or even similar – clearly we’re not supposed to imagine that using Surf (a special attack usually depicted as a powerful wave) involves vigorously swimming at the opponent with your trainer on your back.  Even when the two actions are basically similar, I would imagine that doing something in the middle of a fight is a good deal more stressful and difficult than doing it any other time.  Me, I think of PP as a vague measure of a Pokémon’s energy or exhaustion, the same way as HP is a vague measure of a Pokémon’s health or injuries.  Obviously HP was never meant to be a realistic and precise account of the billion and one different kinds of godawful nonsense that can happen to a Pokémon on a daily basis; it’s just a number that answers the question “can I or can I not keep fighting?” and we accept that without thinking, even though it clearly doesn’t make much sense, because HP is an abstraction that literally everyone has been using for decades.  PP is the same kind of thing.

Anonymous asks:

What would you do to fix darmanitan’s zen mode ability in a way that’s thematically appropriate?

Hmm. Well, the problems with Zen Mode as I see it are:

1) you’re forced to train one Pokémon to fill two roles, and wind up splitting EVs, nature and move sets so you get this messy hybrid (I think Game Freak did anticipate this and tried to deal with it by giving the two forms extremely high base stats in the areas they specialise in – the problem is you’re better off just piling EVs and a nature bonus on top of the high stats enjoyed by the basic form and pushing his attack into the goddamn stratosphere), and 2) Zen Darmanitan is a tank who inherently starts with less than 50% health, which compromises his usefulness. Well, and 3) the alternative, Sheer Force, is such a hugely powerful ability for a Pokémon with a stat spread as extremely specialised towards physical damage as Darmanitan’s, but there’s not much we can do about that.

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vikingboybilly

Do we need another low level grass type attack when we’ve had absorb, vine whip, and razor leaf since gen 1? Has GameFreak decided that Rowlett is incapable of any of those moves (I honestly see razor leaf as a fitting move), or did they just want a non-physical vine whip?

Well, clearly they want a starting move for Rowlet, something it can have at level 5 (just like all the starters had in generation VI), and just as clearly Razor Leaf is too strong for that.  It could easily learn Razor Leaf later on.  Is Vine Whip appropriate for Rowlet?  Eh.  Doesn’t strike me as a great match.  We’ve never had a bird-like Grass-type before, so new moves that go along with that strike me as nothing more than we should expect.

batabid asks:

What’s your explanation for how the move Trick-or-Treat works?

Hmm.  Well, when you go Trick-or-Treat-ing, you “become” a ghost, or monster, or whatever, for a little while.  You take a little journey into the spirit world, and gain new perspectives on the natural and the supernatural.  Pumpkaboo is a Jack-o’-lantern, a light that guides souls through the spirit world, so it makes sense it would be able to get other Pokémon to follow it on that sort of escapade.  Once you go along with that, you have some of the properties of a spirit yourself, including immunities and vulnerabilities.

vikingboybilly asks:

Timburr should learn wood hammer.

Should he, though?  By the time Timburr reaches a level where a move as powerful as Wood Hammer becomes remotely reasonable, he’s not Timburr anymore.  It makes sense for Timburr, sure, but in practice what we’re actually saying is “let’s give Conkeldurr Wood Hammer,” and… I don’t think there’s any good reason for that?

EDIT: Pansexualkiba adds: There are some Pokemon who have access to moves in their base form that their evolutions can’t get, though! Like, for example, Riolu and Force Palm or Nidorina and Poison Fang.
To which I would answer: absolutely true, but so what?  Those are moves that still make perfect sense for Lucario and Nidoqueen.
Conkeldurr getting Wood Hammer would hardly be the stupidest thing we’ve ever seen in terms of move compatibility, but I think that not giving it to him is perfectly understandable.

Anonymous asks:

Suppose clear body, white smoke and flower veil also protected from self-inflicted stat loss. Thus, torkoal and heatmor would suck a bit less thanks to lack of overheat recoil, florges would be useful in doubles, and regirock migbt get some use out of superpower. My main worry is metagross, who’s already a solid pokemon and loves using hammer arm. Would that be too broken?

You know, I think we’re probably fine there?  Like, if there is any doubt about Metagross, then just apply the change only to White Smoke.  I don’t care if they have Overheat without recoil; Heatmor and Torkoal are still not going to dominate anything any time soon.  And even Metagross… well, Hammer Arm isn’t really its primary attack, and it also has the options of Bullet Punch and Agility anyway.  Like, it’s a buff to a Pokémon who probably doesn’t need it, but I honestly don’t think it’s a huge one?  Sure as hell pales in comparison to giving Metagross a Mega Evolution, and we were apparently fine with that.

Anonymous asks:

The problem with cherrim’s flower gift ability is that it boosts the wrong stats. Imagine if cherrim had its special attack and speed state boosted in the sun! Not necessarily doubled, perhaps just buffed by 1.5. Cherrim doesn’t exactly have the best special movepool, but it does have STAB grass attacks + weather ball, which would make it a pretty competent sun sweeper.

Mmm, sure, sounds fun.  I mean, the problem with reliance on weather as a general thing is that Tyranitar still exists and can say “nope” to you at will, especially if you have as much riding on the weather as Cherrim does.  Also Cherrim’s starting attributes are poor enough that something like Chlorophyll Venusaur (who’s tough enough for Growth to be viable some of the time) might still outclass her.  But yeah, Grass + Fire has always been great, and this would probably make Cherrim suck less, though I wonder if it actually decreases her flexibility in doubles, since much of the point of Flower Gift is that it applies to your whole team, and you now have fewer partners who are eligible for the damage boost.  Then again, everyone likes speed.

vikingboybilly asks:

Do you find it odd that Carnivine, a venus flytrap, is poorly matched against bug type pokemon? What would you do to fix that (besides ignoring it)?

Hmm.  It hadn’t occurred to me, but yes, that is unfortunate.  Well, I’ve talked before about improving Carnivine by changing its type to Grass/Poison, among other things, which would help, but looking at it from this particular perspective… at the moment Carnivine has an ability, Levitate, which is great but actually not particularly helpful to a Grass-type.  You could replace that with a unique ability – “Flytrap,” “Flycatcher,” something like that – which absorbs Bug attacks for healing (in the manner of Water Absorb) or an attack boost (in the manner of Sap Sipper).  I think that would get the point across nicely.