Improving Pokemon: New Moves Challenge - Steel Type
I'm taking a
self-imposed challenge to come up with ways to improve each of the
currently existing types in Pokemon without altering the type chart
in any way. The type I am focusing on today is widely considered to be the best
defensive type in the game. And with the addition of it being
super-effective against Fairy-types starting in Generation VI, it has
become near essential to include Pokemon of this type onto any
competitive team. This presents a particular challenge today as Steel-type really doesn't need any improving in either direction; it's not fair to say that Steel-types are overpowered or underwhelming! However, since the type's introduction in Generation II, it can be said that Steel-type has leaned more on having Pokemon that take advantage of their typing with impressive stat distributions or abilities rather than impressive movepools. I mean, moves like Iron Tail and Iron Head were the only go-to offensive options for Steel-type STAB for a while! And, honestly, while more options exist in the metagame today, they leave a lot to be desired. Most Steel-type
moves in Pokemon currently seem to fall into one of three categories:
feeling too underpowered (ex. Flash Cannon); feeling too situational
(ex. Gyro Ball); or generally having terrible distribution (ex. Smart
Strike). There are some saving graces out there, like Bullet Punch, but
these are far and few between.
So, what follows is a list of moves that I think would benefit Steel-type and create new strategies for already existing Pokemon without being ridiculously overpowered (or radically changing what's instrinsically great about this type already). Today, I present to you my new move concepts for the Steel-type.
So, what follows is a list of moves that I think would benefit Steel-type and create new strategies for already existing Pokemon without being ridiculously overpowered (or radically changing what's instrinsically great about this type already). Today, I present to you my new move concepts for the Steel-type.
- Iron Maiden (Physical, 35bp, 85% acc)
- Description: The user slams the target shut inside an iron maiden, trapping them. Deals 1/8 max HP damage at the end of turn and prevents the target from switching. Lasts 4-5 turns.
- Distribution: Steelix, Forretress, Ferrothorn, maybe a few others.
- Rationale: This could be dangerous if used properly, but like all trapping moves it has a good counter (Ghost-types, Shed Shell) and of the 3 Pokemon listed above, 2 are hilariously weak to Fire-type moves. If anything, this would allow these 3 Pokemon to set up all their hazards and explode before the opponent can even react. Tempting, I must say. Would suck if the opponent had Magnet Pull and you trapped each other, though!
- Resonate (Physical, 70bp, 100% acc)
- Description: Strikes the target so hard it sends a ringing sound wave through the rest of the field. Deals indirect, sound-based damage to all other Pokemon on the field (1/16 max HP).
- Distribution: Most Steel-types, with the highlight being Bronzor. I could see other "musical" Pokemon getting this too, like Chimecho, Kriketune and maybe Chatot.
- Rationale: A different kind of AOE move for Steel-types. It would miss Pokemon with Soundproof, but could hit behind subs considering it's sound-based. Could see some use in certain metas, like VGC, where highly-defensive Steel-types need a way to deal damage to everybody at once without Explosion.
- Quicksilver (Special, 60bp, 95% acc)
- Description: The user coats the target in molten liquid metal. Has a chance to Poison the target (30%).
- Distribution: Not many Steel-types, but enough. Steelix once again comes to mind, as does Heatran. Non-Steels like Heatmor, Garbodor and Muk might appreciate this attack too.
- Rationale: Why not just use Toxic? Well, that's a fair point. But this attack deals damage, meaning it has the ability to hit Pokemon immune to indirect damage or status moves. It also can do things like break sashes while poisoning and so forth. An option, if anything.
- Magnum (Physical, 120bp, 50% acc)
- Description: The user attacks with an all-out blow. If it hits, it has a very high rate of a critical-hit.
- Distribution: Pretty much every Steel-type.
- Rationale: Forgoing the poor distribution of Meteor Mash, this is a high-risk/high-reward option for all Steel-types. If it connects, it even has a chance to double its damage from scoring a critical! Does not help with some of the accuracy issues Steel-type moves suffer from already, but certainly delivers on the power. Something that boosted with Hone Claws or wields an ability like No Guard could be devastating with this move.
- Silver Bullet (Physical, 70bp, 100% acc)
- Description: The user launches a silver projectile straight through the heart of the target. If the target is Ghost-type, this move becomes super-effective.
- Distribution: No idea
- Rationale: A move where the concept came first, so I'm not sure how well distributed it would be. However, similar to Freeze-Dry, it gives its native type some more options. Being able to score a SE hit on Ghosts doesn't seem like much, but it means the difference between having to carry a coverage move or not for some Pokemon. With Silver Bullet, certain Steel-types can opt not to use a Dark or Ghost-type move in a slot, saving it for something more useful. It also allows Pokemon like Metagross to bite back against Ghosts that now threaten to hit it for SE damage since Steel-type lost its resistance to Ghost-type in Generation VI.
- Shield Bash (Physical, 70bp, 100% acc)
- Description: The user slams their shield, body, etc. into the target, dealing damage based on their Defense stat rather than Attack. Does not change Aegislash's forme at all.
- Distribution: Aegislash (!!), Bastiodon, Forretress, and a handful of others. Also non-Steels like Sableye (think of its Mega form), Blastoise, Chesnaught, and maybe some more could take advantage of this.
- Rationale: Allows Pokemon with high Defense to deal high damage. Bastiodon suddenly has a STAB option, Forretress no longer needs to lean on Gyro Ball, and the aforementioned non-Steels get a cool physical Steel-type option. Aegislash is the real reason for this move, however, and may break the game with being able to effectively attack in its Shield Forme off 150 base Def as this move does not change it into its Blade Forme when attacking. But you're also wasting a moveslot on a move that you can't use effectively during the 50 base Def Blade Forme (and one that doesn't revert you to your Shield Forme while using it), so maybe that's the balance?
- Gatling Kick (Physical, 10bp, 100% acc)
- Description: The user kicks at the target repeatedly like a piston, hitting up to 4 times for successively more damage but less accuracy per hit. First hit is 10 damage and 100% acc, second is 20 dmg and 90% acc, and so on. Connects all four times with Skill Link. Activates abilities, Focus Sash, Rocky Helmet, etc. with each hit.
- Distribution: Lucario (even though he doesn't need it), Aggron, and Cobalion. Also makes sense on Hitmontop, Hitmonlee, Mudsdale and Lopunny (Mega). I could see it on other "kicking" Pokemon like Tsareena, Rapidash, and Blaziken, but I could also not.
- Rationale: Steel felt like it needed a multi-hit move. It works differently than the others with the accuracy decreasing for each hit rather than being a separate roll off the same accuracy, but if you hit all 4 times it does 100 base damage altogether and that's kind of nice.
- Iron Trap (Physical, 65bp, 95% acc)
- Description: Bites the target so hard it may cause Paralysis (10%).
- Distribution: All the Pokemon that use biting moves. Also some Steel-types like Ferrothorn and Aggron would get this.
- Rationale: Basically the Steel-type "fang" move. Reliable moderate damage, gets boosted by Strong Jaw, has a small chance of a secondary effect. Next.
- Shrapnel (Physical, 85bp, 90% acc)
- Description: Damages the target and sets up 1 layer of Spikes.
- Distribution: Forretress, Ferrothorn, Togedemaru, and most other Steel-types that also learn Spikes. Also a few other Spikers, like Qwilfish, could feasibly learn this.
- Rationale: This is a cool secondary effect that should exist already -- a damaging move that also causes a layer of hazards to appear? Sign me up. Could potentially be dangerous on Pokemon like Ferrothorn who could now run Shrapnel, Stealth Rock, Leech Seed, Power Whip and just become a menace to the opposition. But you know what? Let it happen.
- Drill Bomber (Physical, 100bp, 90% acc)
- Description: The user attacks with a spinning drill to damage opponents. If the foe has screens up (Light Screen, Reflect, etc.), breaks them and then deals damage.
- Distribution: Skarmory, Excadrill, Escavalier, and non-Steels like Fearow, Rhyperior, and Dunsparce. I'm sure others would make sense here too.
- Rationale: Finally a more reliable higher-damage Steel move. Accuracy isn't perfect, but being able to deal 100 base damage and smash screens would be a boon for many Pokemon. This makes Pokemon like Excadrill or Skarmory even better at providing team support, and gives Fearow and its non-Steel friends some nice offensive options (an Assault Vested Rhyperior revenge killing Fairies? Hell yeah!)
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