For real though, the Fan-Region projects by Truegreen7, Birdkeeper Toby and HoopsandHipHop are great. Links in the description. And thank you all so so much for showing this Kaskade project so much love. :) I've been dropping little teasers to "Project 96" over on my Twitter if you're interested, @Lockstin.
You should re-brand your fan project and cut any ties it may have with pokemon, GameFreak and Nintendo cancel by DMCA all fan games, it would be a shame to see all your ideas go to waste.
hey , if its not to much to ask , is it possible that the kaskade region has a diiferent or varried version of weavile . its my favorite and was wondering if it was possible to buff it in a way . you dont have to , its just a suggestion
I think Magnetosphere should activate the Plus and Minus Abilities even if the opposite ability isn't present. It would make it so you can use the Ability even in single battles with some setup.
20% accuracy drop in fog is still unfun. Maybe "the first attack each turn has its accuracy reduced by 20%". It gives an incentive to Pokemon who are not the fastest thing on the field, the idea being that the first Pokemon to attack gives away it's position.
I really like how Strong Winds is the "buffer weather" as much as Flying type is the "buffer type", that is that there are barely any pure Flying Types because it always "attach" itself to another one
@@mr.sandman7339 I think it may be related to why Air is not an element in the Chinese system- according to Wikipedia (which is something), while not being an element, "air" is represented as chi is general, which is always "part of something", like how the Flying type is almost always "part of something". Can't be sure that's what gamefreak had in mind, but the fact is that they too a LOT of time to give us a pure Flying type, or even a primary Flying one, and even then they barely do it, so there must be a reason from the conceptual POV.
@@mosesbakst Castform is a normal type though? And yeah, having only Tornadus and two thirds of a single evolutionary line as pure Flying types, and one line and one third stage which are primary Flying type, is what I mean when I'm said "barely"
For the “Normal Type: Fog” weather: I do agree, with the sound attacks, but another possible buff for Normal Types is for making all normal physical attacks have a critical boost since if you are searching in the fog, you hit harder, but keep the accuracy cut.
I think it could be a random chance which one happens like each one has different name or based on the place it is being used. If it sound it could be like caves and and mountain tops get boosted. The normal unaffected could be for like beaches and towns. The boosted critical could be in a forest or field. I dint know where desserts would fit in
Not a mechanic change or anything but there NEEDS to be a “Weather” tab on the battle menu so people can check the weather and stuff. I would have it with the 1-3 current weathers at the top or in bold with their effects and if their boosted or not Then under that would be the other weathers so people can check them to see if they want to set any up or anything.
@@HexeChroma I don't want to challenge myself, I just know people who do. I think they're stupid but as some of them are friends I try not to say that.
@@HexeChroma I don't want to challenge myself, I just know people who do. I think they're stupid but as some of them are friends I try not to say that.
“Thunderstorm” could probably have its name changed to something like “Static Aura” or something, since a “Thunderstorm” already implies rain. The lighting strike effect could also paralyze the target
that’s a good point… what does castform become in stacked weather? Pick the random of the 3? Is there a tier system of the categories and it takes whatever occupies the highest tier?
@@shieldsdown227 if not holding a weather gem, it chooses the climate weather as usual. If holding one, though, the question remains... probably the most recent one? And if it's holding the whirlygig, Steel.
I think the best way would be give Castform different Abilities to transform based on the weather. Forecast for Climate, for Irritants call it 'Outburst', and for Energies, let's call it Attunement. First two are regular Abilities, last one is a Hidden. Or make them all possible, and after X badges, Proff. Fir can change it freely. Lets Castform still hold any item, and a new one I'd like to put forward. A second Castform only one to contrast the Whirlygig, a universal Weather Extension device a la Heat rock et all. Maybe it's post game, Fir makes it out of regret over the Whirlygig Incident.
You could reshape Typing on Pokemon. Allowing Pokemon to have 3 or 4 types. A Primary type, a Secondary type, and 1 or 2 Tertiary types. Probably make the Primary and Secondary types be treated as they always have, but the Tertiary type(s) would give half STAB damage and half resistances. You could also make Primary, Secondary, and Tertiary type(s) all be at increasing/decreasing effects (depending on if you're looking up the scale or down the scale).
It's actually kinda neat, wind-buffed Smog weather states it will poison any type (including Poison) and the Poison Castform's effect seems like itself and allies would be immune to that.
I think steel got a really short end of the stick, I was hoping maybe increase their speed by being able to pull themselves around with magnetic polarity, also grass seems to really benefit a lot from these weather effects, but grass is weak to a lot so I guess it’s fair
Steel can triple stack better than any other type, with Hail + Sandstorm/Smog + Magnetosphere (with even Sandstorm or Magnetosphere getting wind-buffed). Either [[dealing 1/8th HP (or 1/16th plus poison damage) per turn, perfect accuracy STAB moves and ground immunity]], OR [[dealing 1/8th HP per turn, perfect accuracy STAB moves and a 50% spDef buff]]. Though they could add Magnetosphere interactions into specific Steel moves I suppose.
Imagine stacking Pollen, Sunlight/Rain, and Dragon Force (not strong winds buffed because the normal variant reduces a lot of damage from moves since grass has so many weaknesses). You could make some beastly grass types
Additionally, while steel does get a pretty lame weather, it is unaffected by so many weather types that I feel it kind of balances out in general combat since I assume weather changing will be very frequent
@@miloweiss5201 maybe it should heal them 1/16 because it’s like the ice is reforming back on to their bodies. Ice needs all the defensive help it can get.
Diamond Dust doesn't affect the weather, yes, but it does have one major change to gameplay. Making the battle against Red in HG/SS easier by not having there be hail.
I think the coolest thing about these weather ideas is how Flying types would be important. Removing old stuff and buffing what comes next wound make weather plays real crazy. Also, Raihan uses weather Pokémon, so I see him having a flyer to buff the weather he already uses.
Absolutely! Especially since now that weather stacks you can't just replace the opposing teams weather with your weather setter, it would make the flying type weather the best option for it now.
I think maybe changing normal and steel weathers to doing what strong winds does for the irritants and energies respectively. That further defines the three subgroups, makes it so that not every team HAS to have a flier, like it spreads the love, and gives the two *cough* weakest weather concepts more purpose. Just a thought, otherwise great video and great ideas all around
i feel like strong winds would be better for the irritants since irritants have actual particles that can be blown around. magnetosphere definitely is for energies and fog is for climate because there's no other option lol
While I see your reasoning, Dragon and Ghost make sense in the magic way, While Dark would be in a more symbolic way. It's a bit difficult to explain, But basically, don't think of it as pure good light energy, Think of it as processed life essence. Dragons are allergic to the additives and Ghosts are too corrupted. The reason Dark is left out is likely because Ghost tends to be better than Dark so not debuffing Dark is not a bad call. However it's worth noting that Fighting technically shares the anti-Dark space, both mechanically and lore-wise. Also making Dark and Ghost more different might also be part of it, as people often find them too similar.
@Walrein . . . I mean yeah.. But I'm used to typing a lot, So it took more time to clean up the sentences Than it took to actually write down all the points I wanted to address.
@Walrein . . . Yeah, I understand completely, I used to be really bad at making sentences myself. However my language teacher made me realise why And now I'm quite well spoken and quick with writing texts. (The only problem being that I tag on additional sentences out of habit)
I feel like ice types should get an evasion boost when there's hail. Ice types aren't exactly that tanky so the overtime damage doesn't seem like it would be too great for them. But with all the ice falling around it might make it harder to tell if the target is there or just pile of snow/hail
@@bowrin32 what if Snow Cloak instead raised evasion each stage but sent it back to 0 when the weather cleared or was swapped, perhaps even gaining a lowered evasion in other weather
No that would make every single route with hail (if they have any) really annoying. hail should definitely get buffed though, maybe just give a weaker version of the boost water and fire attacks get from their weather (25%) since they would be adding the hail to their blizzards, avalanches, icicle spears and what have you.
If I were to throw my personal spin on this, it would have to be a tiny change to the Sandstorm buffed with Strong Winds. While the special defensive buff IS nice, it was the phrasing Lockstin used in regards to it, "...they polish minerals well." which got me thinking. What if, instead of a Special Defense buff, the Pokemon affected get a +2 SPEED buff? I mean the move "Rock POLISH" is already a thing, so it could be like a free Rock Polish +2 Speed buff when in play. It may not turn the tide for a ton of Rock types, but some, such as Lycanroc, Archeops, and Kabutops could become even more terrifying with such a speed buff.
Since you said that sandstorm “polishes” things, and there’s a move called Rock Polish, wouldn’t it make more sense for Sandstorm to boost rock types’ speed stat rather than defense?
With the Dark-Type weather "Blood Moon" I know another thing to add to it. Since you're making the "Blood Moon + Strong Winds" being very *Evil* (In a Good Way), is it possible to make it so that when Dark Type Pokemon attack a Pokemon who are currently protecting themselves (With Protect/Detect) Dark Types will still damage them, but it will only do half of what the damage would of done in general. Think of it like this, when the Blood Moon is out, Dark Types are more dangerous than before. During that time, Dark Types become so dangerous & stealthy that, even if the opponent guards themselves, the Dark Type Pokemon will still find a way to damage them, even if the amount of damage is reduced. This doesn't have to replace the whole "Dark Types become immune to statuses" since what I've just talked about is somewhat situational.
@@mikhailthegreatestdragon3627 cause in competitive battling that's much better, especially in doubles and against stall teams. Scrappy on all pokemon is, less so
About the Normal Types in Strong Fog, I think they should just be lowered by like 5 or 10%, rather than completely disregarding the accuracy drop. A nice middle ground.
I would actually kill to see a competitive scene for this game. I can only imagine the weather wars, seven turns of weather setup before any actual combat even happens...
Thus Grass types that can protect themselves from Fire/Poison/Bug/Flying/Ice and Electric types that can protect themselves from Ground will become very important in Kaskadian competitive meta. As will Fire/Poison/Bug/Flying/Ice/Ground-types that pair nicely with Psyduck.
Yeah, and it descends into endless turns of *Trying* to set up weather effects, only for the opponent to set up theirs in counter. In the end I see regular battle stategy of Attacking and no setup to be the strongest meta in this... Good idea though.
I feel Strong Winds, when on its own, should boost Speed for Flying types, since they'd be used to them, and damage Grass and Bug types for 1/16, since even trees can be knocked over by strong wind and bugs and wind don't mix.
Grass and bug already have a hard enough time defensively Better off making ground/fairy type moves weaker. Would be a little bit more of a stretch to justify but would be so much more balanced
i think that maybe strong winds buffed by another strong winds should do the dmg, for not impacting that strongly those types and keeping the base strong winds "neutral" as they wanted to make it
For the "Psychic Type: Psychic Field" Weather, maybe when in combination with strong winds it could make dark types no longer immune to Psychic type attacks? You could say that the psychic type Pokémon are more Intune with their abilities because of the more potent weather, and in doing so could allow them to hit dark types for normal damage.
@@thequagiestsire Dude, they clearly weren't going for balance here. They just wanted to have fun making something new. I mean, the dark weather is super overpowered and totally unbalanced.
As Steel type is immune to the ice, ground and rock weathers I feel it should maybe be debuffed by others. Perhaps in sun steel types have lower physical defence (as high temperatures cause metals to warp and lose structural stability) or perhaps they have lower speed in the rain due to rust. Just something to balance out the immunities.
Have rain cause rust (damage per turn). Harsh Sunlight removes Rock immunity. Sandstorm reduces Defense and remove Rock immunity but also increases Speed (basically, the sand sandblasts off the outer layers of the Steel, weakening it, but also cleaning it which makes the Pokemon faster). That's all I've got for now.
I think these should only apply when the strong winds effect is up. Steel is durable and can take a lot, it wouldn’t make sense that a little bit of sunlight or rain could warp or rust steel. Though I kinda agree with you so how about steel has a higher chance of being struck by lightning because some metals are conductive.
Imagine a team composed of a pokemon with strong winds as an ability along with u-turn (like you said), which is then swapped into one that summons hail, which is empowered by the strong winds. The following turn the same pokemon or a different one can whip up a sandstorm or cursed winds, since those are in different categories, and the other weather could be summoned the turn after that. The result is that a pokemon on the opposing team takes 1/4 of their max HP every turn
@@bananatheo3796 Unless it's the game's mythical, Wycoot. I could see the neutral entity buffing the weather of each legendary while being the only one to do so. Anything else would make it gen 5 eternal swift swim all over again
@@bananatheo3796 There is, actually. The team has a sort of wiki for the fangame, and there is an ability that triggers Strong Winds, Galeforce. There are, so far, only three Pokémon with this ability. Tornadus, Swellow, and Aerogen as a HA. They might add more, or not, but we'll see.
Magnetisphere sounds very interesting, curiously, wouldnt it make sense if it would increase the speed of steel types, based on how quickckly metals and magnets can move based on the strenght of magnetic attraction?
@@0re0xer1cd8 That would make moves such as Gyro Ball terrifying since you could throw out, say, ferrothorn in that type and just delete everything without something like Extreme Speed
I always thought that the dragon weather would be an eclipse, since some people believed that eclipses were caused by a dragon eating the sun. Your idea for the dragon aura is pretty neat, although I'm not sure how I feel about the non-buffed version.
Dragons used to be feared in Gen 1 due to having very few type weaknesses and being directly resistant to the 3 strarter types. I think we can respect that by making the weather effect raise the stakes of type match ups. Draconean Eclipse: Under the ominous eclipse, all super effective moves are multiplied by 1.5. So super effective moves are increased by 50% Dragons will have the upperhand since they all have dragon moves and tend to get fire moves to deal with ice
The thing is dragon type moves are only super effective against themselves. So if super effective attacks deal less damage, then their weaknesses wont be as severe while they dont get much of a downside since their stab moves are neutral to most types
True say, I feel an actual swarm would be a more exciting effect. Could there even be a Wishiwashi style Bug type Pokémon to explain the bug swarms in the lore?
The thunderstorm gimmic is honestly my favorite one with the randomness of it, but perhaps to keep people interested in Kaskade, do some fan art videos or share more on the back ground planning that went into production would be really awesome to see! Love the work you guys have done for this!
Awesome video, though a couple of additional ideas: 1. Steel probably shouldn't have as many weather effect immunities, it's arguably one of if not the strongest type already. Or at least more negative effects on them like rain or sunlight wearing their defenses with rust or warping. 2. I'm not sure if this would be unbalanced but Dragon Force should probably allow Fairy types to be hit with Dragon type moves like the Fighting one does. Especially with the idea that fairies are immune because they can normally "flow the energy around them" or something. In that condition the energy becomes far more erratic and difficult to control allowing it to actually hit. Maybe not while paired with the 20% super effective move reduction the base weather has, or maybe dragons can loose hp as well in the stronger version, not sure how to fine tune that. Either that or removing dragons and ghosts from being exempt from fairy dust healing; seeing as the benefit that dragon force provides is a universal effect, fairy's should probably be too. 3. Strong Smog being able to ignore all type or ability immunities is probably too much. I get the idea, that it's basically become acid, but it still seems like that's dangerous to counterplay strategies, unless I'm missing something. Overall though this is still a very creative and cool idea and I can't wait to play an actual game with these mechanics.
I think the Smog one is fine honestly, as long as it is basic Poison and not Toxic It could make for fun strategies, since there never really been use for regular poison in competitive settings I can imagine it being used with that one move that has double damage when the foe is poisoned Also help against Steel mons
@@BILOUUU59 nah that would be so op, imagine your clefable getting poisoned and for some reason taking damage because the move is supposed to bypass magic guard as well. It would mean that every Pokemon is one a timer when paired with whirlwind. That would be so unhealthy. Also all the accuracy things.... Just no
I mean if you want to be logical with the Steel with Weather, Steel Pokemon should have a chance to burn non-fire, ice, or water type pokemon on contact because Metal gets hot in the sun, like a slightly worse Flame Body And its logical that hail wouldnt harm steel without enhancement, rain doesnt do too much to metal by itself, the air itself does more, Steel may be one of the strongest types but it is also one of the rarest, and is vulnerable to most offensive types in competitive, like Fire, Fighting, and Ground.
@@Neodria tbh competitive would turn into a hellish Weather war and cheese tactics. I feel like so many of these aren't really made for competitive play.
The ghost type weather “cursed winds” is amazing. I think that there should be an added affect that if a Pokémon faints in “cursed winds” the winds power will get stronger or all dark types revive a small buff as if they had made a deal with a spiritual entity that promised them power.
@@MrKlausbaudelaire I was thinking the Ghost weather's flavour could be a haunting chill, like a shiver down everyone's spine. Could it effectively use haze on non Ghost types?? I think dealing damage is too direct for the style of Ghost types.
As a Ghost type specialist, I'm way into this ghost weather effect. It seems really cool and I love that Dark and Normal types are included in the buffs. That's sounds like it would be fun to play around with. Also It seems fine to me to let Fog have that extra effect. The total status immunity on a couple of the weathers is a bit spooky to me, but it's probably fine. The weather stacking is really exciting, finding fun combos should be a really good time. I wonder how the steel and ground weathers would interact... If the steel types are floating, but there's ground in the air, I suppose they just still get hit by those EQs anyway. oh well haha.
Given that part of the reason the Steel types are floating is the winds pushing them up, the dust devils probably just propel them just further enough to be out of reach of the dust.
This is a bit late, but I don't think that interaction between the ground and steel weathers would ever happen, since it seems that only one weather can be buffed by strong winds at a time, "Clears all weather effects currently in play and buffs the next weather effect that is activated" 4:58, and since both the steel types levitating and ground type moves hitting flying and levitate Pokémon are strong winds they shouldn't even have to interact.
my thoughts when I reviewed stackable weather strong winds, hail, smog, and cursed winds altogether would hurt a lot next idea you could describe certain characters through combo weather for example Blood Moon (dark-type weather) and Smog (poison-type weather) I won't tell you the character but I will put a quote where he announces his name just with the name redacted "We have become poison to Peter Parker and Spiderman we're -REDACTED-
For the magnet one, make all Steel type pokémon officially weigh nothing by proxy of levitation, so that moves like Grass Knot or Low Kick aren't as effective
But moves that benefit heavier Pokemon like Heavy Slam (whether using it or it being used on) will act as if their weight has been doubled, substituting the power of gravity for the power of magnetism.
Dev here; I'm gonna have to agree with David here. Weight has too many implications when it comes to Steel types. Just allowing them to become immune to ground types is significantly more simple and works just as well.
@@HexeChroma Hey wondering if you can make strong wind give a speed boost or debuff depending on the direction and flying types would take the effect but double good or bad as well give the priority increase or decrease (depending on direction) to give the flyer who have to fly through these weather a bone
@@evolvingdragon1793 This is actually an idea we had but scrapped due to it making strong winds way too complex. It'd basically make tailwind be a part of strong winds, which is a great idea but it would make things a little bit too complicated
Yes, albeit it would be better if it affect both normal type Pokémon and normal type attacks in general. It would be very annoying if such an effect is set up and you don't have any normal type Pokémon in the party.
I feel like a good move idea would be something like "backwind" or a name like that, it applies strong winds and then it retrieves your Pokemon like U-turn or volt switch would, it'd be good competitive move because then you can send out a Pokemon with a weather ability, and if you predict your opponent using it then you can use a weather move before they switch in (I don't remember if moves happen before or after the switch, but if they happen after, then weather moves should now happen before)
@@CelVini Increasing Flying type Pokémon's evasion makes more sense, I feel, than decreasing other Pokémon's accuracy, but other than that I agree with you.
I like the idea of Normal not being affected by the fog. Also I’m surprised we don’t have a poison weather effect in the official games Also what Kaskadian Pokemon would you want to see get a Mega Evolution?
well if i had to chose, chynmunk cat-thingy! (i forgot the name) the design is so cute and a mega would be very cool (also first route rodends barely get any love so might as well give some to one of them)
Lockstin: "Blood Moon + Strong Winds gives you priority for status moves, but Dark-types will have immunity to them now!" Me: Well, frick. Guess I'll just be afraid of Yveltal now...
Maybe decrease the buff for psychic attacks given by the psychic field, i doubt anything other that dark types can tank a psychic attak boosted by both psychic field and psychic terrain
Steel also could’ve been something like “colloidal” where metals shavings or particles dispersed through the air. I’m not sure what it would do but it sounds cool.
If they did this, I’d assume they would move a pollutant into the energy segment, I think the most likely option for this is faerie type, it’s not fairy dust, it’s Mythic Aura or Fae Aura
The strong winds dragon one might be a little broken it basically gives dragons the ability to hold two choice bands (we all know how broken galarian darmanatan was) now I can do that with haxorus and garchomp. Not to mention you can also set up. I would recommend decreasing the damage increase for both dragons and non-dragons by 10 to 20%
Pretty sure all of it is broken. Two choice bands? Why lock yourself into a move when you get a 50% boost to ALL moves. Throw in a life orb instead. If it's 50% only to dragon moves, well that's just like rain and sun. The accuracy one is the most nightmarish to me. 20% accuracy drop is still a lot, and combined with moves that isn't already 100% accurate like H pump, Fire Blast and Focus Miss, that REALLY matters. Either way, this is giving me Gen 5 weather wars flashbacks. The meta for this is really only going to be keeping your weather up to benefit your team while having checks to opposing weathers. All of weather setting abilities are going to be broken, and weather neutering abilities like cloud nine and air lock might also see a lot of use.
I feel like the strong winds buff for smog having it become like toxic would be a little more appropriate. Otherwise pretty much no poison type would choose to use it because then there is no net positive for them since everyone on the field looses 1/8 hp per turn. Speaking in a meta way. Turning it to toxic instead of normal poison in strong winds makes more sense.
Potentially could give severe toxin to all, but NORMAL poison to poison types so they still have a longer death clock at least. If they wanted to keep that all get poisoned, of course.
@@keildriktorishima4672 Gligar is a ground flying type, not a poison type… also toxic orb can’t poison a poison type Pokémon (unless they have the Corrosion ability; I had to look that up to make sure)
Addition: I think when the Dragon Type Weather Effect is active (it’s your choice if strong winds is also active), all attacks should take 2 PP, or have a high chance of consuming +1 PP with that move. I believe this should exist because in Pokémon, a lot of strong moves have low PP, so to balance strong moves with high PP (strong due to Dragon Weather), PP should drain faster.
I just feel like the electric type and dark type effects should swap categories. Like… a blood moon feels more like filling the air with spiritual energy whereas a thunderstorm is an actual literal weather effect.
For Hail, i feel it just screws over ice types even more, the premise of dealing damage over time would be good for a defensive type… which ice is NOT. Plus steel types are the bane of ice type’s existence, just hurting it more
Agreed, while I think the weather mechanics are neat, Ice gets screwed other the most, it could really benefit from something like a 50% physical Def buff during Hail, and maybe some specific interaction with another weather (like maybe immune to Cursed Winds, but not immune to the flinch-chance effect?)
@TMek42 I think they were trying as hard as they could to avoid the “hail gives 50% buff to defense” thing because of how common the idea is. IMO another way to buff hail could be giving out abilities like slush rush and moves like blizzard to more ice types and maybe making more of those types of things. This makes them benefit from hail while also not making hail just another boring weather.
@@UGMD 100% agree, a simple defense buff would be a bit… meh. There have to be more roundabout snd interesting ways, like another comment mentioned, having the boosted hail give ice types the ability to freeze opponents 10% of the time when hit with contact moves, or make other types slower due to the piled snow and etc.
The magnetosphere would be interesting if it messed with how steel types interact with eachother, such as a scarmory carrying a steel type lighter than itself with it in flight or a klefki following an excadrill using dig.
Unless poison gets reworked, I don’t see much of a use for Smog, especially in the strong winds weather effect. I mean, why would you want to poison your own Pokémon? Poison and steel types generally don’t get poison boosting abilities like Poison heal or Toxic Boost, so getting smog up is a detriment to all parties.
@@inkwelldarkpit7722 okay but name a poison or steel type with the ability guts. And besides, burn is much more commonplace for guts users, since there is no venoshock equivalent move
Yeah that’s what I was thinking too. Maybe Smog can stay poisoning all except for immune in its normal form but while powered up perhaps make steel vulnerable to poison attacks and increase its power by 10%?
First, the positives: I really like the idea of Strong Winds, and the fact that some weather types become potentially harmful to the user with them. I think it adds a nice layer of strategy. May I suggest an interaction between Strong Winds and the move Tailwind? I also like the fact that Grass benefits from Rain and Sun, it allows Grass-types to potentially survive most Fire-type attacks while also being an even more effective tank against Water-types. Dual-types such as Torterra and Ferrothorn look appealing. Rock getting a defense buff via Strong Sandstorm potentially makes it a little better as a defensive type that is usually regarded as one of the worst. Pheromones' speed + accuracy buff to Bug-types is quite interesting, Volcarona and Scolipede come to mind as benefactors. Next, the negatives: I'm kind of averse to the idea of debuffing accuracy using a weather; it kind of just adds an unnecessary layer of variance. Strong Pheromones confusing everyone can also be especially frustrating to play with and against. Similar thoughts to Strong Cursed Winds, and having them stacked together is even more chaotic. Smog is straightforward and makes sense, just a little boring imo. It's also not specified if it's poisoned or badly poisoned. Steel-types potentially gaining an immunity to Ground, especially in doubles where it's easier to set up, is really scary, and I fear that it will make Steel even more broken as a defensive type. Now onto more ambiguous opinions: Strong Blood Moon is absolutely bonkers and is a little difficult to wrap my head around, but it can make for some fun battles. Ground-types being able to hit Flying-types through Strong Dust Storm is really interesting, but I'm afraid that it might devalue Rock-type moves as a whole, as Ground-types have little reason to use them now. Hay Fever (Pollen Storm ability) is potentially the Special Attack equivalent of Intimidate everyone is asking for, how that affects battling is a little difficult to assess, though. That's it for the observations, I'm really loving this project and I can't wait to see it finished!
I'm assuming that getting a strong winds buff on your weather isn't easy, with it costing either a move slot or a pokemon in addition to the other weather, and if so this weather system seems fairly balanced and I don't think the strong dust storm will invalidate rock-type moves. But double battles ain't my thing so what do I know.
@@brandonchain1721 And that can turn into mind games where you use your own weather move to take advantage of the opponent's strong winds. Though, investing moveslots for weather has never been a major consideration for most Pokémon, hence weather setting abilities being popular
Some of these are definitely too powerful. The buffed smog is just insane, but i feel like there should be some way to be immune. Because as it is, i kinda just seems way too dangerous for anyone to use it
Strong smog should just give badly poison to every pokemon not immune to poison or could heal poison types giving every poison Pokémon poison heal/black sludge effect.
I mean high risk high reward ya know? Imagine going against a poison type, and you wanna deal with it, but you don't have Salazzle. So you can roll the dice and risk yourself being poisoned for their unposionable Pokémon..... to be poisoned. If anything I'd say if buffed smog caused Pokémon to become BADLY poisoned except for Poison and Steel types, and you know the weather runs for 5 turns default, then that would be more insane than how it is currently (it's currently still what Lockstin stated)
Idea, when strong winds is active, the Smog badly poisons (like toxic) all non poison or steel types, while those two are normally poisoned despite immunity.
Me: * Was in a emotional rut due to missing my meds for 2 going on 3 days. * Lockstin: Posts Kaskade video. Me: "Thanks, you have no idea how much better I feel."
The psychic weather effect should reduce fighting instead of dark moves, just like misty terrain reduces dragon moves. UNLESS the dark weather also reduces psychic moves in an inverse relationship (like how sunny day and rain reduce one another’s effects)
The weather effects seem well thought out and intriguing. Sounds like all types would have good strategies for this, certainly making gyms more interesting in the kaskade region great work as always (:
For normal type, I liked what PMD did with "Cloudy" weather, which didn't exactly buff normal types, instead nerfed every single move's power, except for normal types. And with Strong Winds, well... what's cloudier than cloudy? Fog! So I think that's where the accuracy debuff should happen (I guess Psychic and Ghost can dodge the debuff too, along with Normal)
I feel like strong wind should be " buff every weather effect in the next x turns" and not just the next one for the enemie to be able to counter it with his own weather and leave the player make real fun combo weather during the adventure. personally i never used weather in original pokemon games because adventure never needed this kind of strat (either because i would one shot enemies pokemon or my team wouldn't be fit for a weather strat) that's why i think it would be way more fun if strong wind would buff every weather change for like 5 turns or more (with item) than just the next one. btw i love the bug weather one ^^. Your faithfully french viewer (sorry for spelling mistake).
i think they actually should have this kind of counterplay because otherwise the enemy has no real way to counter strong winds unless it also gets removed by the next weather change
yeah i mean if there is onlines battles against real players in the kaskade region the strategie around weather for this game will be so fun and even for the adventure.
@@Simply_Getsu I dont't think that weather effects are permanent, so strong winds can already obly boost up too 5/8 turns. But if weathers can be permanent then this change should be made.
@@moerkx1304 what i meant here is : when you play strong winds the opponent have 3 choices: -1 use a weather before you do to get the buff. -2 cancel your weather/strong wind with his own -3 suffer from your weather buff and do nothing so what i said was, when you use strong wind it's not buff the next weather effect but all next weather effect since you can put climate, irritants and energy giving more plays around weather: -1 both player being able to buff their weather and having climate and energy buff at the same time or countering your irritants with his own -2 cancel the weather boosted with another strong winds -3 opponent doing nothing about the weather -4 having fun combining climate, irritants and energy weather with strong winds during the adventure that's why in my opinion stong winds should be a buff for all weather during 5/8 turns and not just buff the next weather.
This sounds really cool, and I never knew they had more than 4 or 5 weather moves, also small idea, it would be cool if poison had a climate move called Acid Rain, kinda like a tamed or nerfed version of the glitch Acid Rain from Pokemon Platinum, HeartGold, and SoulSilver Where normal it would inflict damage to all Pokemon except Poison While if combined with Strong Winds, it would make it cause slightly more damage to the opponents, but also have a 10-15% chance to inflict a burning status, relating to how acid can burn very bad (Feel free to add more ideas here if you want)
I really like all the weather effects and they are very thought through, however I think it's quite hard to implement these many, as it would make the gameplay aspect very difficult. When there is such a big focus on the weather, there are 18 weather effects and it can be changed in battle by a move or ability... wouldn't the battle just be a back and forth of weather changes?
Very cool weather ideas! And since you asked, I actually feel like any amount of accuracy drop is really infuriating in Pokemon, so normal type moves always hitting would definitely be appreciated since they're so common, however it doesn't work as well thematically for me. I would almost rather have fog give normal types a level of evasion, since they're hard to notice due to how "plain" they are. Just my two cents 💛
Maybe their could be 4 trainers of yourself, hoops and hiphop, true green 7 and birdkeeper toby in a battle tower esque facility each using altheir team from their own new regions?
this is an addition that I would put for the steal type weather, which is to also give a buff in speed to type steel pokémon, since they levitate on the ground are not slowed by their weight, so they might start first or just have a speed stats buff.
I think if Lightning Storm is combined with Magnetosphere it creates Electro Magnetic Field and while charged with electricity Steel type moves can act like Electric moves like Flying Press has Fighting/Flying effectiveness.
First off, obligatory complement on just how AWESOME this whole thing looks, my god I can't wait to play the game. But, my only comments would be to first off, go ahead with the normal moves ignoring fog mechanic, as normal has been a rather weak type to use offensively for several gens now, and it can use all the help it can get. Secondly, hail has always been by far the weakest weather competitively, and the changes don't seem to do much to change that. My recommendation would be to have it give ice types a physical defense buff, as a counterpart to sandstorm. this would help the issue with the type's underwhelming defensive properties practically invalidating all defensive ice types. It could be justified by saying that the cold air hardens the ice on their bodies, or that the hail sticks to them and gives them some sort of armor. Needless to say, this is mostly coming from a competitive viewpoint, and so my suggestions obviously reflect that. I fully understand that the devs probably have a good reason for why this might not be a good idea, and if this change doesn't happen, then I can't really yell at all the people working on this massive project for not putting in one change that some guy with a keyboard ranted about. Anyways sorry for the long rant and much love to the whole team.
Funny how even in another reimagining of a Pokémon area, Hail still sucks (although there may be great users of Hail beyond Aurora Veil and Blizzard Spam)
Wild idea for Kaskade region. What if raids take place in cyber space? You get to do raids by finding transmission towers over the region that digitise your character and project them into cyberspace. During raids you work with other players to solve puzzles before you get to take on a special Pokemon together.
Idea for fairy dust: as you said it's super calming so what if it applies the yawn move to all non fairy or grass types? So after 2 or 3 turns the Pokemon that's currently out will fall asleep if they don't switch?
@@jeromebreton2764 because if they swap out it stops yawn already. It's like an antisweep terrain because non grass and fairy types can't build up stats.
I feel like pokemon with lighting rod or are steel types should have a higher chance to be hit by lightning during a thunderstorm. I just think that would make some sense
Given that weight is used to calculate the power of moves like Low Sweep or Heavy Slam, it could also account height in calculating the chances of being struck
My main thing is, with these weather effects being able to stack, how do they interact with each other? Like ground and steel, steel gains levitate, but ground still affects levitating pokemon. Or which form of Castform takes precedence in the weather, is it the first condition added, or is it the most recent one? Maybe a hold item for Castform that introduces the weather effect of choice that can't be removed unless the item is taken out of play, something like the heat/damp/smooth rocks.
They couldn't interact, because to do what you stated you'd need to somehow Strong Wind buff both Dust Storm AND Magnetosphere, which is impossible due to Strong Winds clearing weathers. And if you mean if Steel gains ground-immunity through other means (like magnet rise, part flying type, air balloon item, or the levitate ability) then wind-buffed Dust Storm should still hit because their Ground immunity comes from an airborne-like effect. Go to Bulbapedia and check the move Gravity for what types of Ground-immunities can be negated, since I imagine its similar.
Maybe I misunderstood that element of it, I thought he suggested that strong winds clears what's there, and can be stacked upon, but it would still be interesting to see if there was any implementation of unique effects with certain combinations of weather, in a similar vein to the pledge moves.
I like to think part of the reason fog increased sound types is partly due to fog machines often being in musical settings maybe if paired with something that would trigger cool lights it increases both the sound and the visual effects?
About the ice type weather, I'd recommend allowing it to help ice type defenses. They have only one resistance and are universally the weakest defensive typing. Instead of reinforcing the damage they already are capable of doing, hail should either heal ice types(as it adds to their bodies) or increase their defenses against super effective attacks(freezing faster in the weather?)
Yes. I really like this idea. There's a lot of way to make it works too. Here are a few suggestions. Negating/Reducing Ice's weakness during Strong Hail is an idea I really like. Or reducing the power of Water, Grass and Fire moves in general. Or have all Ice Type get a Pseudo Aurora Veil during Strong Hail.
@@shytendeakatamanoir9740 Strong Hail could also make Water type moves deal Ice damage instead, as it freezes the water, thus doing less damage to Ice and Fire types.
This gimmick is absolute chaos and is probably gonna be on the razor-wire between amazing strategy and extreme frustration... This will be interesting to see in action if the fan-game comes out before it is axed by TPC... like all the other cool ideas...
Theres hundreds of fangames out there, and very few have actually gotten DMCA'd. The chances of the fangame getting shut down are slim, especially due to us taking certain precautionary measures to lower those odds even more.
Most of the new weather effects are really interesting but I would say buffing hail to do double damage against grass types(1/8 instead of 1/16) would help balance the fact they get boosted by both sun and rain. Also for the fighting type one making it so you can’t switch whilst it’s active could play into the honourable duel angle of the weather.
I love this honorable duel idea. Perfect for forcing a battle in a nuzlock as well, especially if they make better combat AI that actually switches pokemon when it's a good idea.
This is AMAZING! I love the idea, and I feel like having weather changes be secondary effects of some moves, held items or as hidden abilities would revolutionize competitive play.
Question: What is the intended method for Castform to distinguish between Irritants and Energy? You specified in its video that the Weather Gem is needed to have it not prioritize Climate, but if examples of the previous two are active, what then?
I have no clue about balancing stuff and all that jazz, but I can see being incredibly frustrated after a Pokémon strong winds away all the weathers I just put up. Maybe make it 1pp to add more strategy on whether or not to use it instantly or wait until my opponent stacks up weathers. 3pp at the max
I just want to bring this up. I know this is the wrong video, but there is something else for Bug Rotom. There are electronic devices that emits a really high pitched sound that repels and sometimes kills bugs. A malfunctioning version of this device as a Rotom would turn it into a horrific pied-piper. So as a device move, it could learn Infestation. (If not, But Buzz works pretty well.)
I love this concept because it deepens the strategy of the fights. Would it be possible to not always make new weathers overtake existing ones and have some counter each other. Ex. Sunlight beats rain but allow blizzard to block sunlight. Or try weather combos where blizzard and rain give the buffed hail effect without needing winds all the time.
I would suggest that only 1 hp reduction effect should last on the field, since 3 reductions, each boosted by winds would be broken. Or another thing that can be done is either decrease their stackability, or make more moves like drain punch and giga drain so that pikemon can avtuslly mantain their hp.
Only one wheather effect can be boosted by Strong Winds at any one time. Also, I'd say that making use of Hail, Smog, and Cursed winds all at the same time is allready hard enough. I mean, only setting it all up whould be a challenge in of it self. But on top of that, the wheather effects whould also effect your pokemon, and there is litteraly only one type combo which protects against it all. Ghost - Steel, which there is only a single pokemon line with that combo; the Aegislash line. I don't think it'd be that insanely broken of a strategy, seems too hard to set up and maintain, seeing as the opponent could just try and change the wheather. fun? Extreamly. broken? Not really.
@@linuslundqvist14 firstly, magic guard exists. Secondly, yeah it may be hard but it would still be annoying since even 2 effects stacked up would be so annoying. (1 from ability and 1 from move is the simplest combo)
@@udayverma9749 Honestly, with how the entire region is centered around the use of wheather effects, I whoulden't doubt the arrival of a whole slew of new wheather countering abilities and moves to be added. Which even if that's not true, I just don't think it'd be that hard to remove wheather anyhow, because all you have to do is set up rain, sunnyday, etc. which by the sounds of things, pretty much every single pokemon will now have access to. Also, forgot about magic guard, but that's still a very limited ability, but whould be quite useful on both sides of the conflict. So yeah, that's a thing. But to be real now, that's the crux of my argument, any sort of wheather combo will have to not only be reasonably easy to set up, but also be able to keep it going, or else, Imo, not be a worth while strategy. That said, Im sure that people will find ways of setting it all up and keeping it all going, and absolutely dominating. The hell, I wanna do that, it just sounds fun. I just don't think it'll be easy, and Imo, therefore should not be considered broken.
@@linuslundqvist14 thats also true but i still believe damage stacking should be reduced just a bit, For eg 1/16 hp per turn could be changed to 1/24 ish if another reducing effect is up too
A suggestion for the strong Wing Poison Weather Effect : Inflicts Toxic instead of simple Poison on non-Poison immune Pokemon. It just makes sense that they would get affected even more since the Poison is so strong, and it gives Poison Type an Edge.
Everything here sounds pretty great! I do have one suggestion. Instead of giving fog to normal types (which makes no real sense. Fog is water), make normal types have advantages when there’s no “weather”. Clear sky is also a type of weather in of itself. So the normal type weather (also just default weather) would be Clear Sky. Perhaps introduce a move that clears a single weather condition (I put forth the name Dissipate). I’ll leave the buff ideas to the experts.
I was thinking the same thing, fog is more of a water weather than normal so I do have an idea, just like u said clear sky clears the sky, simple, but as it can't be boosted by strong winds as it's a clear sky of course, how bout giving something to the normal types so that they can get all the boosts that the opponent had before the clear sky was used. That would be great.
@@poisonedoak6563 personally I think if the weather has been stacked using defog only once won't work dunno what will happen tho, but I think defog can clear one weather condition where clear sky can clear all at once while also giving the normal a great boost.
All of these are so creative and interesting gameplay-wise. My only suggestion is that even with all the new weather effects, Hail still feels like it doesn't do much in comparison, and lord knows the Ice types need all the help they can get, so here's my suggestion: What if while Hail is falling, Ice types are able to catch the hail with their bodies and freeze it onto themselves, resulting in them gaining a defense buff while Hail is active as they build it up as icy armor, similar to how types like Rock and Ground get stat buffs from their weathers? Also, maybe Strong Winds could make the air so cold, that just making contact with an Ice Type has a 10% chance of freezing you?
now that you mentioned it, i'd be pretty surprised if that doesn't make it in, it'd be a great addition edit: made this reply before the freezing part, so i'll add that although freeze might be a bit too good i think the 10% chance is fair, since it's only for contact moves, and freezing status needs more love, even if it's good. using a contact move would be a last-ditch effort if you desperately need to get rid of an ice mon and only have contact moves although the freeze effect is a bit chancey on its own, and the 10% chance is even more so, but i still feel justified since most things in pokemon is a bit rng-dependent, even some of the new weathers like thunderstorm. to close off my point, the chance for the move ice beam to freeze is already 10%, the same chance. just don't make contact if you're not an ice type and/or overwrite the weather and you're good to go
I think the frozen condition is a dangerous status to mess with. Its really good and thats why it appears so infrequently in the games. I like the defense buff though, it makes perfect sense to me
@@jackdotzler6115 I'm going to second the support for the defense buff, but not the freeze part. Although in that case, maybe both Defense and Special Defense could be buffed?
I honestly like the freezing buff, but I think chance from contact might be a bit unbalanced, though I’m not a competitive player, so I can’t say whether it’s under or overpowered, but what about boosted hail giving water type moves a chance to freeze?
I have made dual typed weather conditions for pokemon that have types that are in the same category so I will list the ones that make the most sense. Climate Combos: Most of these do not work very well but there are a couple that make sense. Freezing Rain: is a combo of Rain and Hail which would have the same effects but it would make Water type moves except Brine and Scald super effective against Grass and have a 10% chance to freeze. Solar Eclipse: is a combo of Harsh Sunlight and Blood Moon which would give Dark type moves a 10% chance to burn and super effective on Bug.
Just wanted to say about the "chi" in battle aura: I'm not an expert, but I think that chi is more of a life energy inside everyone, and while it's usually misrepresented in media as a "ultimate fighting power", it's really just very green and life-ey energy. Just a thought.
True, but I think he's more referring to the act of focusing one's Chi through meditation and discipline, etc. Monk/martial arts-stuff essentially. But pop culture references make sense in pokemon anyway, I mean, Psychic type's weaknesses are just the three most obvious fears (bugs, ghosts and the dark), and Psychic being supereffective against Fighting is just the popular phrase 'Brains over brawn'.
I think you might be confusing "chi" with "ki." I don't think I've every heard chi depicted as a "fighting aura" before. Or am I being an idiot and those are just two different translations of the same word?
Me after finishing the Kaskade playlist: Wow, that was so amazing and well put-together! I wish I could have gotten into it while videos were still airing. Lockstin: Observe...
I don’t know why, but I feel like there should be a special weather effect that only the Ultra Beast can use. It would make sense they have weird weather in their world, right? Maybe it causes your Pokémon to randomly swap out? That could be cool
The Dark-type weather is _so cool._ Having it boost super effective moves rather than Dark moves actually benefits non-Dark Pokemon more than Dark Pokemon, which is really interesting, since Dark is mostly renowned for its neutral coverage, not its super effective coverage. Making Dark-types immune to status moves in harsh wind is also especially clever, since it mirrors the Dark type's natural immunity to Prankster.