#What do you think about adding custom
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So like a healing version of mist?
like a healing version of trick room >:3
The point is not to limit / ban everything (which it already is). Instead we want to extend the options a player has. Therefore a heal clause is not up for debate right now
honestly, anti-healing moves are too niche to be worth running even if we add a move that blocks it for 5 turns most of the time~~
The enemy can abuse the turn u click such move to attack u, or make a safe switch, and its not hard to force a rotation of mons that dont involve healing for a few turns~
Like Juliet said, limiting the amount of healing u can use in a match overal is a better answer, since that way you dont need to:
- sacrifice a move slot for the move
- find a way to safely setup such move
- Try to get value from it
- actually get an oponent with a healing focused team
We added heal block in the past and was a dead move on most mons, "anti-healing room" would be the same
i dont mind adding exclusive PCG moves~~ but i dont think its the correct aproach to the "healing meta" 🤔
What made ohko get banned?
It's not like ppl were using mons with no guard and ohkos
and a whole team having all heals is limited? removing pp doesn't stop the fact that someone can still heal stall, by that logic we should of just removed the pp from ohkos instead of banning them in general, point of heal clause is to actually make a battle more fun instead of having a 40 minute battle
being harmfull to battles in a way different level:
- It was too safe of a move to have in a free slot for any pokémon
- Hard to counter even if you know the enemy has it
- Add too much RNG to a competitive scene~~
I remember seeing a togekiss in front of a pokémon that cant attack it, and i was forced to switch to my only counter hoping such togekiss would miss the ohKO otherwise it was an instant loss
So healing is pcg version of hyper stall?
i will say: the nerf on healing PP was the best change we had. now i can actually force my enemy to use all 3 helaings and bonk him after. play a value match correctly,e tc...
theres nothing hyper about it. people just dont like long battles
there is a difference in knowing how to play agaisnt healing and healing being actually strong.
i do agree that healing is strong in PCG tho but its not gamebreaking, knowing how to play agaisnt it plays a huge part on it, but most people dont want long matches anyway~~
not saying it wasnt a good idea , it just doesnt solve the issue and the solution that people HAVE been asking for forever
i think thats english xD
Maybe introduce a heal cap at certain MMR? So you can't just run it to the top
This is getting off topic tho
ehhh this wouldnt be the best idea lol
i honestly think that making every healing 3PP instead of keeping 5 on the "non-normal" ones would make it pretty balanced. 🤔
My mandibuzz with 5 healing felt like actually cheating, paralazing mons and healing waiting for the para proc. Now smart enemies can force all of my healing in simple situations and deal with her~~
I'm fine with custom moves I just don't know about THIS particular custom move
Well, I am completely opposed to limiting and lowering everything until the entire meta is just smacking with the highest power mons. Stall strategies are very valid and important for the overall balance of the game. I get that it might not be the most fun to play against and thats why there simply need to be more tools against it
ohkos stop stall times if u ask me
they also stop ohko teams, hyper offense teams, and whatever is in front if it procs. lets not devolve into this discussion again
could those moves be open to change? like: if we try the 5 turns anti-healing and end-up being too niche, can we make it 7~~ or so?
Of course, since its custom we can change anything about it until it works for its purpose 😄
i would be up to test battles agaisnt custom teams u make if u want as well @hard shuttle , since my team have 1 static healing but 4 draining ones~~
would be nice to test agaisnt Tom and Uncheerful as well and see how pratical it is agaisnt actuall flat healing teams
Why was it only the normal healing moves that got nerfed? I think limiting all healing moves to 3 is the better play rather create a custom move to stop all heals for 5 turns
Losing a stab for healing is a big trade
because normal healing moves can be a free-given into any pokémon. the other ones are either eating your coverage slot or a STAB slot
except for mono-types~~
What made mandibuzz so crazy meta all of a sudden?
it's just umbreon with wings and like the only defensive thing that took both of marshadows stabs
Also what typing would this custom type move be?
Yet so many run coverage healing as well and that’s at 5pp.
my last commentary about the "anti-healing room" idea.
I cant see it being really pratical since u have to spend a full turn on somethign that may not generate value~~ For me, seems like it will be like playing a big stats guy with no imediate effect on a card game. You give your enemy momentum in exchange of something that may not generate anything in return
Like golisopod with shore up that’s annoying as well even if it had morning sun or recover
i mean, i rather fight a naganadel with sheer up, than one with earth power
or a togekiss with synthesis instead of aura sphere~~
It's best use would be if you knew what your opps healing Mon was you could switch in and cuck them
I dont get the point that its not worth to run counter measures if healing is such a big problem 🤔
i rather face a sheer up goli, than a earthquake goli >:3
I think the issue isn't so much that there's healing but WHAT has healing
Gen 9 does have a Psychic Move that deals damage and stops the target from healing while on the field. Could just add that in early or wait for it to officially release?
While we are talking new moves, terrain moves when?
Thats just heal block again which is still terrible, even if it does damage sadly
I mean everything can have healing which can be annoying
because its not a free countermeasure. ua re spending a move-slot on a pokémon for it~~ and the healing-arena might even eat a possible better move u wanted in such slot
I dont think its true that you dont generate any value, you force your opponent to change their playstyle if its build on healing which can throw people off completely
It's still another tool to counter though. and more useful then Heal Block.
Just because it doesnt deal damage doesnt mean no value
Yeah but I would rather fight a healing infernape then a healing ferro
thats a fair point 🤔
Do u plan on making it a normal slot move, soo every mon can learn it? Also: is it gonna be a low rarity move as well?
this does change a lot the way i think about it ^
since if its not eating a good move u could have there, and its on a free slot soo some mons could have it for free~~ tham its actually really strong
I think normal move would be the best option since heal is normal also 🤔
I think it should have to be normal
I find most healing teams I beat anyway cuz I can abuse the healing predict and let them waste it
I would love custom moves tho
i do feel liek it should be normal as well. but being too common might be way too strong as well tho~~ i do see value on the move specially on fast mons
Maybe a steel type bullet seed? Just called sixshooter?
but would u rather have anti-healing field or endevor on your dragapult~~
Anti Healing 

id say only if the move comes out in a tm, and is applicable to every type. not going to reroll any mon for a move that isnt guaranteed
^
exactly, soo its kinda strong in that sense
nah, that would create such powerhouses
that move ona normal slot is actually pretty legit
its an A-tier level of strong i think
and if thats not possible, then a heal clause is the only thing that would fix the current issue with the HEAL meta. its cringe and 9/10 people hate battling
Theres no heal tm either, if you can roll for heal why not roll for anti heal?
when the heal stallers start to disagree lmao
the only people that dont hate battling right now, are masochists, and the people doing the heal stall. any more than 2 healing mons makes the battle go for 30-45 minutes. and aint nobody got time for that
i jsut dont think its the only solution like he says, i did agreed with you about heal clause being a good measure
Sounds like idk something like an anti heal move could help?!
What about a move that traps a pokemon AND blocks healing
i mean, same concept with the ohkos. made that banned in ranked instead of an anti ohko move
That seems a bit too strong
Well it would counter heals, in a way
and its not even saying banning healing, just a clause to they cant bring more than 2 healing mons
Ohko is just by design a completely uncompetitve move, just doesnt belong in a ranked format
its like Joans said: Stall is a legit strategy, u dont want to destroy it, you want to give tools agaisnt it OR just balance it~~ Juliet and Contagi want the balance solution. joans want countermeasures
@graceful falcon would that be damaging healing moves too?
And it can't be ferro or mandibuzz that have healing got it? Good the issue is resolved and will never come up again
they have that in scarlet and violet. big user of it is the moose legend (cant think of the name) but does fissure and stomping tantrum
im saying just static healing cpayne
synthesis, milk drink, morning sun type crap
dont think thats possible
It's like passing wonder guard, almost impossible but still done
but saying it is in ranked format in the main games, but cause of how the moves are generated in pcg people can get healing on everything
nope. its pretty legit specially in mirror matches. since on normal pokémon we have passives, itens and partners to keep u imortal int he field~~
its a way different format than PCG
tbh dont ever try to compare singles to doubles at all if you want a real comparison
fissure was used on ting lu to coutner dondozo+tatsugiri as well
True, learnsets do make the Mon good or bad
Don't compare pcg or pokemon or else intimidate Gary when
Shoot ferro thorns having a recoil ability? 
Maybe a move that adds healing for 10 turns might work, give the opp chance to forget?
i dont think a heal block move would be the answer. a heal clause would solve the problem for everyone not just afk streamers that have 100s of thousands of pcg bucks to roll for perfect sets
Ok well just real quick do we want custom moves?
whats that move that drains the move pp from the opponent? if that was rollable for every mon that could be something
the one custom move i can get behind is a ground 55 power move or something so that if theres ever a ground tm it won't come with speed control lmao
i am pretty in the middle of the road with this. since yeah, heal clause would solve the issue but also kill the playstyle (and even if most people dont like long matches or to face healing teams, at least i have fun trying to spend enemy healing, count numbers. abuse those healing turns,etc...)
But i do agree that Making a move related to that will be really strong for some, and will not make any impact for others~~
How about a 55 base power ground move that can lower defense?
thats op
what about perish song? 👀
To niche without trap
kida op in specific movesets actually
Oh wait
yeha
gimmie explosion and ill handle all these stallers rq
better, misty explosion!
perish song would be INSANE for heal stallers lol. it'd backfire so bad
pretty much
just imagine clamp perish song heal order pex
Make explosion half ur physical def if u have heals
yeah 💀
I just wanna mess around with terrains
i think the idea of the suggestion is to nerf healing. any other moves that dont do that is just a little off topic o.o
i've been using sunny day on rnaked a few times and had succes with it :3
0 Atk Rampardos Explosion vs. 0 HP / 0 Def Ferrothorn: 110-129 (38 - 44.6%) -- guaranteed 3HKO
please give her explosion
I wanna use moves that aren't boosting by sun or rain
The terrains all boost their respective types and have side effects
What about giving turn effect to heal-block?
Soo basically a heal-block like the useless one we had, but u also switch your mon? >:3
yup. kinda like parting shot~~
but apply anti-healing
that would be insane without the effect already wouldnt it
specially if everything can roll it
No damage so eh
nobody runs uturn for the damage
What makes u turn and flip turn so gud is nothing is immune
would make the anti-healing move a little bit more versatile. you could use it as a blank baton-pass~~
^
It's basically free chip with no drawbacks
i mean, if its not a tm that can be applied to everymon, its not going to fix the current problem -_-
u could make some value by clicking when u expect your enemy to swap, soo u have a delayed swap and guarantee a counter in front of him... but thats about it
smae as baton pass
Ok if just the switching effect is so gud why don't ppl run blank baton pass teams?
whats the current problem? 2 people running a bunch of heal mons? out of how many in the top ladder?
not imediataly. yes. but long term it could
its much more than 2 people ed. its spread like wildfire
I don't think it's just running healing but it might be WHO runs healing
feel free to answer
its a lot of people that run healing actually. specially since healing is pretty free in most pokémon~~ And high ladder have like, 5 active battles soo 2 is half the lobby 
it was a genuine question
if u want me to start naming people i will lol
Why does nobody battle anyway?
not here to call out any battlers in specific. but if you battle more than once a day you notice exactly how many people are running heal stall
I've waited like 10 minutes in queue at 1400
healing is a pretty powerful tool that extend the amount of times you can switch a mon into cheap damage~~ can force attrition battles... there is a lot of benefits in having healing in a mon
ive spent 30 minutes in queue to spend 45 minutes in a heal stall battle. stopped queueing right after
on high ladder its 30~45 minutes waiting for contagi or juliet to queue and thats it 
sometimes a random new name appears
💀 maybe if they queue all day they should accept theyre going to face different playstyles
its all the same playstyle ed
we cant just funnel the entire ranked scene into hyper offense
I mean some play styles are better at times
75% of the players i run into on a daily basis have at leas 3 healing mons and they use every pp every time
i jsut hate aggro playstile tho. since we dont have items and passives on PCG, without healing or draining its just aggro fiesta~~
Healing and offensive are the main plays types right now, later on down the line it might be stall
you cant have double switches, predictions, safe plays, strategies.... at least not in the same level
and its just a clause for limiting static heals to 2 mons. not talking about drain moves
that would change almost no teams tbh... i can remember of only 3 names who uses more than 2 static healings at least
"safe" playstyles are always going to be prevalent in formats like current ranked where it's more of a grind rather than any other thing. lowering how much rng can affect a battle and using your pieces in a consistent manner is ALWAYS going to be a thing. the alternative is to delete that and make it a hyper offense fest where half the match is decided by the lead matchup.
my team for example have only 1 static healing and 4 draining moves
thats the world i never want to live in
i am really ok with the idea of limiting or giving new tools agaisnt healing. but healing/draining has to be at least average/good soo we can have tools to play value oriented matches as well 🤔
I like the idea of custom moves just not sure about this particular one
we just aiming at cas hard lol
holy shit, fuck nahh
This
@pale bluff you just have less consistent teams it's whatever. Aggro fiesta is just less consistent, may as well have ohko back
ohkos are fun though
cas heals yes but we not targetting anyone lmao
This specific move aside, I think having the option to add custom moves is a very good idea
It would probably make sense to independently vote on each custom move that's being considered
There's probably a few weaker types that could benefit from some niche moves with special traits
like psychic to me seems weak in pcg
Maybe some more physical psychic moves?
Bug or grass could really help with sum custom moves, like fiery dance for fire types and power up punch for fighting types give grass sumthing like meteor mash with a chance to buff attack,
Here is the thing - There already are a bunch of options to counter especially static healing moves. Its just that nobody uses them. The most simple to get out even IS a field effect that lasts for 8 whole turns --> Rain Dance / Sandstorm / Hail. I dont know, maybe write a faq about how to handle static healing, but the ongoing complaints especially about static healing, which already got PP nerfed TWICE, start to get a bit annoying when those who complain dont even TRY to use the options there already are to handle those. There are a lot of other moves that need some balance adjustments, partly even BECAUSE static healing got nerfed already.
dealing damage on top of it is huge; You might swap away to get rid of the effect, but you keep the damage you took from it, so next time you swap in, you WILL be chipped damage already.
but why do we need custom moves for that if there are dozens of other actual moves that we dont even have in PCG yet. Like, your grass example, Gen 9 introduced Trail Blaze, which is just Grass type Flame Charge (physical, 50 power, buffs speed by 1 stage), and the biggest issue of most grass types simply is the fact that they are just too slow to outspeed all the meta stuff they'd like to hit first.
Naturally, I'm not opposed to those moves we don't have yet being added either, but I don't see a reason to turn down the future potential to add customs if needed
psychic is weak because most of pcg meta is defined by ghost, dark and steel types, while poison and fighting are rather uncommon.
It would be abused. It would be sooo hard abused. Maybe not even knowingly, but where is this ultimately going? "Oh, I like this specific Pokemon, what kind of move would buff it?" / "Oh, I hate this guys team! What kind of move would let me cheese it completely?". And not sure if you saw that suggestion of a move that swaps the HP bar, but my immediate response was that I'd insta reset a Shuckle until I get that move on it. The risk of overlooking something that could abuse a custom effect to a point where its just not funny anymore is too big. And, again, especially if there are still dozens of other actual pokemon moves we didnt even talk about adding to PCG yet. Like, for example, the formerly mentioned ghost move Spite to insta emtpy 5 PP moves (reduces PP of opponents last move by 4) or galarian Slowkings version of it, Eerie Spell, which deals damage (Psychic type, special move, 80 power) and reduces the PP of opponents last move by 3.
And also, for cases like special steel or physical psychic, which mainly suffer from a lack of chance to roll because they are overwhelmed by physical / special and status moves of their respective typing, just rerelease TMs like Mirror Shot or Psycho Cut. Not that to my knowledge, TM Psycho Cut changed ANYTHING about Psychic type usage 👀
Concerns about abusing the moves are reasonable, but the past chain of discussion gave me the impression that any move with potential to be added would be properly tested well in advance for balance purposes
Adding currently existing moves that we don't have yet and adding custom moves don't seem to really impact each other
A process of moves being tested by the devs and a few others in advance, and then individually polled on in the Discord should be more than sufficient to combat most issues here
Well, the missing moves might very well solve the "need" for custom moves anyway. And, lets say, somebody would randomly suggest what is basically Eerie Impulse, but without even knowing about the real Eerie Impulse. What typing do you think this suggestion would get? Psychic? Bet no! Would be either normal so "everything can use it" or a typing that is already meta.
A missing move could very well solve the problem in which case it could be added, but what if it does not? There remains no reason to not approve the potential for custom moves to maybe get added in the future; we're not really yet discussing any specific ideas
If all individual ideas that end up being considered are busted or just dumb, then they could be voted no at that point
But, just because we say "Nope" to it for now and go through the existing, but missing ones first doesnt mean we couldnt reevaluate costum moves any time later. Saying "no" to it for now is just the way of "Using every single other option in our toolbox first before even considering custom moves".
That's technically true, but whether they are approved now or later is basically a semantic difference at that point, and there appears to be no precedent suggesting a previously declined idea will pop up again later
make healing 5 pp or the orginal pp again ( idk what it was ) but add heal clause
win win
xD
I think the question really just boils down to "do you have some form of idealistic preferance to keep PCG in line with the main games, yes or no"
and if we all agree on that, then the poll should be restarted, since I assume some people who voted no were voting no to the specific example provided rather than the concept as a whole
that "semantic" difference decides whether or not a trillion suggestions will be made before we even looked through all the "real" moves.
Only the devs would be providing suggestions still; there was never any indication that some public forum would be opened for everyone to suggest ideas
I suppose some clarification there would be beneficial
i mean if were talking about moves being added how bout we also get a REAL move that can also probably solve the heal stall issue too and that being moves like stealth rock , toxic spikes , etc etc ( but i might be going off topic with this too )
Yeah, that would surely have to be a completely separate discussion

Entry hazards might get too op in pcg since in general its rare to have healing + good moves on a mon. And we dont have items or abilities that could negate or help with the effects of constant damage upon switching
I repeat: Rain Dance / Sandstorm / Hail 👀
aii but those suck ass LMAO
they are up for 8 turns, turn most static healing into Life Dew, NOBODY uses Life Dew, and Sandstorm and especially Hail deal constant damage on top of that 😤
blitz the day u run rain dance life dew , my respect for u will go through the roof ... but ima stop spamming this thread now xD
Why Rain Dance Life Dew?
oh i completely read that wrong ... let me fix that ... the day you use life dew **
there we go
Life Dew doesnt get a rain boost, if you thought so xD" But Life Dew heals 25%, which is not enough, and thus, nobody uses it, and Rain Dance turns Synthesis and friends into 25% heal move
It doesn't affect all of them though, moves like Slack Off are still 50%
yeah, but Slack Off only has 3 PP
I think literally the only 5 PP move that doesnt suffer from these and even benefits from Sandstorm is Shore Up.
Heal Order?
okay, Heal Order is neutral, too.
What ISNT influenced by Rain Dance is Draining Moves and Pain Split, but those moves need a HEAVY PP nerf regardless.
no leave my parabolic alone :c pain split yes tho lol
TWENTY PP
both parabolic and pain-split have way more PP than we need in a normal match ngl 
ive used all 20 parabolic onces lol
there was countles matchess where having 20PP on parabolic won me the match tho
versus a healing umbreon xD
I still remember how I once tried to outstall Parabolic last season, and after a long, long effort, I finally got rid of 10. That was the moment I learned it has 20 
me too~~ but i do agree is a bit much on such a powerhouse of a move 
10PP would still be really good, but sometimes u would have to be more carefull with the PP uses
thats kinda what I was about to say, that even 10 PP is way too much
wanna go back to 2021 with 10 recover PP? 
i meannnn i did suggest to give healing thier normal pp back but then just add heal claussss xD
but those are only 3 v 3 / 4 v 4 battles (much less room to hit and run) and mainly made for normal playthroughs to not have to constantly run to a center after one trainer battle. Also, Parabolic is, like, Pika clones only? And NOT made to be run on Rotoms and Magnezones? xD"
my team is already past the healing abuse line and i only have mandy with static healing~~ imagine 10 healing PP on that mandy now....
i know
duh

damn, and i even predicted u staying there and clicked nuzzle ;-;
recently i asked for a change in Thunder Wave description to add "this move doesnt affect ground-type pokémon" or something. but the verdict was "its better to keep things like in the original game", kinda surprised with the "add custom moves" suddenly
was taking some time digesting the suggestion here... and the more i think about adding new moves to PCG, the less i like it tbh.
Like contagi said, there will need a lot of money to roll new sets/find those moves. and old pokémon i spent a lot of time rolling will slowlly get "outdated" as better moves are being launched and more counterplay measures are added~~
Its similar to the idea of changing coverages~ i didnt bough Zeraora since mono-electric is not a great investiment, and there is other good mons i could spend my time and effort instead. but if electric coverage is changed suddenly i lost a great mon, mons i invested might now be weaker due to the presence of new zeraora, etc....
but it is totally different, ok heal-block you can just switch out but here, you can both block opponent at 55% from healing, but you deal extra damage (if not dark type) he is now at 50%, which might change everything the next time the pokemon wants to come to counter yours, because best healing users are slow, and counter often fast pokemons. I mean it would be great to add this move for this specific case of heal problems.
I see it like a volt switch of a faster pokemon than opponent, ok it similar to just swtich in (a lot stronger ofc because opponent might change poke) but you just get free bonus damage with the effect you want (if ground poke, you don't have any dmg or effect, just like dark for psychic).
The point is not to have the move, but multiplying the possibilities for countering. I mean i prefer to have that 9g move than a regular psybeam on coverage.
I do 😄
you never use all that, most of the time when a poke spam pain split, it is less than 5 moves, so i don't really think there is a problem with that. BUT draining moves on the other hand might totally get spammed.
Add a Heal Block effect to every trap move in the game, Wrap and Bind included, and call it a day
(actually not joking, we can go back on it if we dont like it)
it is exactly just like a ohko, way way too much powerfull
since you can do the move and heal yourself on the side XD
and someone did bring that up already ^^
You're not gonna stay in and heal against whatever the opponent switches into after you switch in your Wrap-mon. And it only punishes heal teams. If you want to waste 5 Heal Order PP while Wrap chips me for half of my health, be my guest
not joking
ok, your taking the wrong way. The wrap moves are not strong with chips pokemons, but with bulky/stall pokes just like heal moves. A bulky poke will stay in if you don't have super effective move, and if it has shore up or whatever 5pp heal, you ll die faster than you think trying to struggle with your chips
i mean, you get rid of stall heal poke, but chips cannot handle it either
wait i lost myself
Seriously.....
If that is something to be worried about, why isnt everybody already talking how BRUTALLY OVERPOWERED Wrap + Heal order combos are ?
I'm not worried about that combo at all. And I dont use any healers on my team so I'm not even effected by the added Heal Block effect I proposed.
Your arguments doesnt attack the Heal Block effect at all. Just that Wrap is strong with self-healing.
So just add the Heal Block effect and 95% of all cases will be the same as today.
It should make damaging draining moves less viable so maybe 80%.
yeah i am prbably worng here, but i still believe i prefer not having "custom" moves but official game moves, not for the particular healing part, but in general
Part of the reason I want it added to all these existing moves is so people wont have to wait several months to get Pokemon with the moves.
here they spoke about it @lavish plinth
If there is a field for healing, there should be a field to replace it like attack & spatk combined to be reduced by 50% overrall and no crits
Reflect / Light Screen isnt good enough ?
too niche without the 8 round object, hard to have both on the same poke too
but thanks there is not aurora veil XD
And a field effect to have no stats changes
And a field effect to make moves a 100% hit chance
Zap Cannon Inferno galore
add official game fields move 😄 electric, psychic, grass and fairy 😄
Heal Block effect on Trap moves won't be ridiculously effective against an opponent that is switching - healing - switching - attacking without staying in more than one round. Your Trap move will likely hit for low damage on something your opponent switched in to counter your Pokemon, so you cant stay in safely to keep the Trap effect going. You probably need to use the Trap several times before you can finish the opponent off. The opponent could win the damage trades on the switches before that happens. So it's not auto-win vs a healing team.
And if you dont have Trap/HealBlock moves on all your Pokemon, if the healers has a great matchup with and want to switch in on your non-Trap Pokemon you cant really Heal Block them. Quite large weaknesses.
I’m against adding custom moves in pcg even if just for the reason it would make it harder for new and/or casual players to get into the battling aspect (which already exists to a large degree simply due to the way pcg is structured). For the most part people can still rely on general pokemon resources or knowledge from other games for moves/mechanics, which would become increasingly more difficult if we start adding moves that are exclusive to pcg.
I get not wanting to limit playstyles but there are different ways to go about it. It could be maximum x amount of pokemon with y kind of move you’re allowed to have on a team, max x times u can click y move in a battle, et cetera. With x being a variable that can be just about anywhere on the number spectrum. I didn’t feel like joining in on the discussion when they we’re up for debate but imo the same could be done for ohkos, sleep etc and with the right numbers everyone could have their preferred strategy and play style without it becoming overly annoying or unbalanced. And without needing bans, pp reductions or other workarounds. I know everyone likes to hate on ohkos, but they are (or I guess I should say they we’re) one of the ways to counterplay tanky healing mons that prove problematic for your team. But maybe I’m thinking too simply here? Anyway just wanted to drop my 2 cents this time around, a big fat no from me on custom moves.
But how exactly is that not harder for new player if each move has a certain special rule attached to it how many pokemon per team can have it?
It sounds like at this point we would need a book to explain every special rule like this
no, because new player won't have x pokemon with healing moves XD I mean, they probably strugle with having regular good moves
Theyd still need to learn it though?
New player doesnt have move x either and yet it still affects them
Fair point, but it could just be a one-off thats added along the one pokemon above 567 bst when entering a ranked battle. Much more simple than a completely new move added (with maybe more to come), in my opinion at least
Im repeating myself at this point but if we go down this road then next people want a limit to drain moves, switch moves, setup moves.
Its a rabbit hole without end
If it reaches a fair balance then there is an end to the rabbit hole. 🫣
Is it a possibility to make stronger tms a bit more available-maybe as 1 time BC shop purchases if possible-with the idea being that it's harder to lean on healing the better the other team is offensively? Might help navigate the other cost concerns or continual ban and nerf pushes
In my opinion heal is not unbalanced or broken in any way, the main complaints are that it makes battles take too long
Im thinking about adding basic tms for ~ 60 power moves to a shop for a long time so you could get them relatively easily and then only have to roll if you want the more rare moves.
A bit unsure about it still though. Would massively increase the general power levels though and therefore nerf heal as you say
60-75? 👀
I would personally vote for this and is probably more balanced than my own version of the suggestion! Nudging battles in a more offensive direction would cut down on long match potential
or held items xD
Evil Fang just for this meme
(Oh I can’t post a pics
)

If I can’t post a screenshot I’ll post the link to the screenshot in chat
the only thing that worries me a bit is swords dance sets in this situation. im not too sure if it'd be that strong with 60 power moves only but you could just roll for sd and get usable stabs fairly easily
Swords Dance cant be safed without items / abilities anyway. That move has to go with how the battle system currently is.
@honest pendant RIP everyones ground garys lol coverage gets changed all the time at this point
and no we shouldn't add custom moves when there are a tonne of moves still to be added to the game.
i mean, i am not saying it shouldnt happen. i am saying it is already a change that leaves a bad taste in the mouth every time it happens :3
@honest pendant yeah, I just tend to lean toward buff not nerf, obviously some stuff is broken (marsh lol) and can have a naughty corner timeout or in extreme cases nerf stuff but generally buffs are better
I like the Idea od "basic TMs". So many times I get pokemons with good (no op) moveset, and need to rerroll. Sometimes I keep them if I have another pokemon with similar Stats/moves.
The move Heal Block already exists
It's this TOO MUCH ?
I think healing moves have a massive nerf from 10 to 5 and 5 to 3 in Normal slots.
I understand some people can use a STAB in they pokemon to heal with 5PP, but, except some MonoType, it's pretty risky (like a Togekiss without Fairy). But some pokes like Ferrothorn or Toxapex dgaf about loosing a STAB or even a cover move.
And I like the idea of having basic TMs. But I really want to know if have TMs to repleace bad moves in some pokemons gonna make more people enter in Ranked battles, because if only to make active player more OP, it's pretty dumb too.
Maybe a poll asking about this? idk...
i agree with @sleek zephyr how you talking about adding custom moves to the game when normal moves are not even added yet (stealth rocks, spikes) does that not help with the heal stalling issue? which is what this is being braught up about, cant swap in your 1 hp ferros/mandis to proceed to heal stall?
game cant handle those moves but yet lets create custom moves to add just saying.
honestly, i feel like hazzards will make healers stronger, since they can keep the swap in and out game longer than other mons
hazzards are THE moves that should not come to PCG tbh 
i disagree tbh, most people will swap their healers out with low hp in this game
hazzards make that not possible
pcg shouldnt have got swap moves then same arguement.
regardless getting off topic of the custom moves getting added thats all
pretty sure a ferrothorn can swap back and forth longer under stealth rocks than a volcarona 👀
Let’s make healing moves restore only 50hp
thats more than Shuckle would normally heal by them 😏
doesnt change the fact, that chip would turn a mon from 2 shot to 1 shot regardless
PCG dont have the tools to allow hazard moves in the game~~ We dont have itens or passives, neither manually created movesets~
the amount of value a single stealth rocks would get is insane
exactly
Since night shade is one of the “heal stall counter moves” it should the equal damage that comes from night shade not out heal it by mile
dude you have 20? pp vs 3
Yeah when the night shade user doesn’t have healing, you kill it before he does
again. if we are going to talk about heal, the imput is pretty much this:
Jonas: In my opinion heal is not unbalanced or broken in any way, the main complaints are that it makes battles take too long
its not about nerf. its about giving countermeasures
but you DONT outheal Nightshade "by a mile"; Most things have ~150 HP, the tanky ones are even lower. So you get like 20 (?) HP more from Healing than Night Shade eats away again. So you need to use all 3 Healings to get back to surviving a single extra Night Shade.
Healing umbreon vs night shade ferro with no healing who would win?
considering that Umbreon cant do anything to a Ferro... the Ferro,
Let’s test it because I’m sure it’s the umbreon is the winner
I need 4 night shades to kill it
While umbreon needs 4 foul plays or less while it can heal
Let’s say even 5 foul plays
thats the Bold nature low atk IVs scenario
on ferro
I’m okay with the time that never been my issue
Even if so - Since when is it an issue that something can barely handle a Non-Healing Ferrothorn?
That’s my point, I brought ferro as a tanky night shade user to counter the healer but it still kill me with only using 2 pp healing move
And let’s say I finally killed the healer, how should I deal with the second one 
Different scenario but common
hazards help both sides pretty hard. They give stall a way to force damage but they give offense a MASSIVE tempo swing
Also serves a purpose to punish switch/flipturn/uturn dry bp
Healing really isn't a big issue, it's nerfed to the ground. draining moves offer much more healing with how lefties arent even in the game and with most of them doing about the same or neutral to common BP moves except with massive upside
same heal spammers trying to defend spam healing lmao
what you're saying is very clear and obvious my dude. the people not agreeing are doing so out of self interest
Aaand... nerfing those moves more and more and more to the point they become unusable is, of course, absolutely purely based on balancing concerns and not the slightest based on "self interest", sure 
Some people care more about the health of the game than self interest
and its not the people who complain about how their Shadow Bone Dragapult cant go brrr against a tank, but yet completely refuse to run stuff with status moves on their team that were made to counter healing.
tell me you've never played real pokemon without telling me
yeah... You just did that, indeed.
Please add arguments to the discussion or leave it. Calling each other out doesnt help anyone
For the moves the changes I would love to see in PCG are the following: - allow choosing which move gets rerolled when using a TM for a mono type ( dual type don’t have this issue). - create a reroll item for coverage and a reroll item for normal move (for dual types) - add more TMs availability for purchase with poke$ (more variation and availability will make the game easier to play for new players who just started PCG). As for the PCG exclusive moves, I think healing has already been nerfed enough. What should be nerfed rather should be moves such as parabolic charge. That amount of PPs is non justified in a game mod that doesn’t have ability or items held. 10 pps at max should be fair. Finally moves such as v-create should be just banned from rolling in PCG. Why? Because Pokémon in PCG fight at lev50 and a move such as that is simple out of range for almost anything. (Probably also why it was not a move you could select in a batte in the latest two Pokémon games of BDSP and gen IX). In PCG as long as your are of that type you can learn any moves . But formally those signature moves were restricted to only a specific Pokémon (in this case victini and rayquaza) which means the developer of Pokémon didn’t want any mons to be able to learn it (depending on the bst on atk it would clearly be a broken move right?) (sorry for the papyrus)
"allow choosing which move gets rerolled when using a TM for a mono type ( dual type don’t have this issue)"
-signed
"create a reroll item for coverage and a reroll item for normal move (for dual types)"
-too strong
"add more TMs availability for purchase with poke$ (more variation and availability will make the game easier to play for new players who just started PCG)"
-maybe battle coins instead, but not against the primary idea
"As for the PCG exclusive moves, I think healing has already been nerfed enough. What should be nerfed rather should be moves such as parabolic charge. That amount of PPs is non justified in a game mod that doesn’t have ability or items held. 10 pps at max should be fair."
-signed. signed. signed. signed. signed. Though there's barely a difference between 20 or 10 PP. 5 is where you cant just spam them at every opportunity anymore.
"Finally moves such as v-create should be just banned from rolling in PCG. Why? Because Pokémon in PCG fight at lev50 and a move such as that is simple out of range for almost anything."
-The rarity of V-Create makes it a bit difficult to judge, but the only move that really needs a ban imo is Swords Dance. Everything else should be possible to PP balance. V-Create has 5 PP, and 5 PP on a strong move that is hard to resist is certainly enough to burn through whole teams, but lowering those moves down to 3 (hello, Moongeist Beam, Sunsteel Strike and friends) adds enough room to stall them out before they solo'd half your team.
Agreed. 
I really like the idea of being able to choose what moves get replaced if u TM a mono type. Mono types just really need some help in general imo, either through coverage changes or other means. But that’s a different discussion entirely
status moves are limited comparing to healing moves, can be resisted and have low accuracy to land (except for glare). Adding to that you will need to hope for the 30% chance full para, 2 turns of sleep or the 10% chance to freeze + turns of being frozen, in the words I have to relay on RNG vs the 100% healing. From what I've seen the only counter to healing teams is running a healing team. They don't have to be all 6 of your mons, but at least 2 will make you have a fair fight. Maybe it's a stretch but is there a reason why every season you see the number 1 on the leaderboard run more than one healing? except for one season where SD marshadow was the dominant. Shadow bone pult is on most of the teams but never had an issue against it even without healing.
Rain Dance and Hail are based on chance? You need to rely on RNG when burn is inflicted? Work Up is chanced based?
hail to damage myself?, rain dance to ... who use this move 
Hail reduces most heals to 25% AND adds fix damage on top of that, which will hurt a tank much more than a sweeper
Rain dance makes accuracy 100% for moves like hurricane and thunder
I know but how is this a counter
I countered a weather ball suicune with my hail Tapu fini last ranked season.
it works in a very very specific senarios like the one you've mentioned
I said it's limited because the other types that can learn it will damage themselves and sacrifice a coverage slot
Even on ice types it’s not great unless u have double ice
ice hits too much popular stuff super effective to sacrifice ice STAB for that
Exactly
They can learn to ice moves yes, but I rather run ice punsh ice shard avalugg over whatever combination with hail
I can already see how after I spend $200K and two weeks crafting a team with Hail/RainDance good enough for ranked, my opponents either use only Slack Off and Softboiled, or comes with all out offense that stomps my team which sacrificed some power for anti-heal utility 
I ran a full water team as a meme last season with my lead using rain dance, got swept by my opponent’s hurricane Togekiss 
Shouldve 100% accuracy thunder'd it 
Indeed if I had the banned r-wash or thunder tentacrule 
But hail is one of the reasons the eiscue mechanic in the main game is so broken
(not in PCG, eiscue useless in pcg?
)
your options are EITHER Hail OR Rain OR Sandstorm OR any of the numerous other status moves you can use against Heals. What else do you expect from the potential "custom field move" that isnt already covered with those weather effects if you refuse to use those but think that this custom move would be any different? A universal answer that gets rid of healing for you with not a single drawback while also not limiting you at all when facing Sweeper teams? Yeah, THAT sounds balanced...
I’m going to repeat myself but I’m fine about it. 1- Running hail will damage me, force me to sacrifice a coverage move and it’s limited to certain mons. 2- Sand storm will damage the none steel, rock and ground users while many of the healers are steel types. I can’t think of meta mon that can run it and not getting affected by losing a coverage slot. 3- Rain dance? I don’t know how rain drops counter healing moves
"allow choosing which move gets rerolled when using a TM for a mono type ( dual type don’t have this issue)"
-not agiasnt the idea 🤔
"create a reroll item for coverage and a reroll item for normal move (for dual types)"
-nah, thats just way to strong 
"add more TMs availability for purchase with poke$ (more variation and availability will make the game easier to play for new players who just started PCG)"
-like Konig said, making this batle coins could be a legit thing. Jonas did said (and is correct) that doing this would bump the average strenght of the game quite a lot, since anyone can roll a erfect coverage and have decent STABs on top of that.
"As for the PCG exclusive moves, I think healing has already been nerfed enough. What should be nerfed rather should be moves such as parabolic charge. That amount of PPs is non justified in a game mod that doesn’t have ability or items held. 10 pps at max should be fair."
-Konig is hella radical on this wanting 5 PP on such moves~~ But 10 PP does seems like a good place for them
"Finally moves such as v-create should be just banned from rolling in PCG. Why? Because Pokémon in PCG fight at lev50 and a move such as that is simple out of range for almost anything."
even on normal competitive pokémon every mon is lvl 50 on battles its not a PCG thing, but i agree that V-create is just too much for PCG... its a "balanced" move in normal pokémon exactly because we can't have a dragapult using it as a coverage and soo on.... If we would ever vote on deleting moves from PCG, V-create definetely doest make sense to be a thing
- I’m not leaning to adding costume moves myself but if it’s that the only way to nerf healing moves, I’m down for it
Also I agree with making parabolic charge as draining kiss clone
10 pp
@ripe olive how unbalanced are healing moves for u btw? 🤔 i agree that healing is strong, but i dont see it as being toxic strong~~ i do think that the 5 > 3 PP on healing moves made a pretty huge impact
i see healing as good options. some pokémon just need them to be viable, some benefit a bit from an extra option~~ But healing is fine for the most part in terms of balance
The only way to damage the healer is using super effective moves against it, but I don’t recall someone stays to take a super effective hit despite have healing moves. Hitting it with neutral moves won’t out damage the amount of healing it will recover unless you have an S tier strong move
"-Konig is hella radical on this wanting 5 PP on such moves~~ But 10 PP does seems like a good place for them"
I just dont see any difference between 20 or 10 PP; Guess you remember my Tapu Fini; Its a) a tank, so it does stay in battle for quite a while and b) it only has 20 damage PP TOTAL (!), and yet I barely struggle with running out of damage options when I use it. 10 PP surrounded by other damaging moves is just nothing that has to worry about running out in most battles, so you still can use it recklessly even on the 10 HP kill for those sweet 5 free extra HP healing without having to fear any drawbacks.
20 is pretty much infinite. 10 u definitely have to take more care. i can guarantee you that 20 > 10 is already a really big nerf
its the change from "hopeless to try to outstall" to "almost hopeless to try to outstall" 👀
It becomes toxic if it’s getting ran by more than one mon in your team and I’m not just talking about the static healing moves
aside from cosmetic moves like hail and rain dance. there is a lot of counterplay to healing tho. you can safelly swap a hard mon for ur enemy to deal with when he is healing, you can status it, the more the enemy heal, more moves like ice punch, scald, zing zap~~ u can land and get the secondary effect... and there is a lot of non-supereffective moves that deal 40% of the enemy max HP or soo~ pretty much trading all the enemy healing PP for extra 30~50% HP a single time
...what is rail? Edit: Oh, guess that was meant to be Hail xD
yeh 
Here we go you’re mentioning a very strong rare moves that also can be resisted or can be tanked with no problem. It’s all depends on what is the heal user
Assuming if the healer is staying
All the healers run things in the back that can deal with what kills them and I’m 100% sure about it
ban good teambuilding
Aaaaand.. the dragapult sweepers just stay in vs Togekiss instead of swapping a Magnezone in...?
Try to understand or just ask if you misunderstood something both of you. I’m replying to the and I quote “you can safelly swap a hard mon for ur enemy to deal with when he is healing, you can status it, the more the enemy heal, more moves like ice punch, scald, zing zap~~ u can land and get the secondary effect...”
i feel like its a thing that can go both ways~ the guy can choose to heal or to swap into something else as well, etc...
Moongeist beam is definetely a strong move but pretty bad on aegislash-shield~ who uses slack off way better than dragapult... Its just more annoying and takes more time to battle agaisnt aegislash than draga for most people 🤔 Specially when u are playing a attrition game, losing 20% HP to deal 40% HP on the enemy, feeling liek u won a trade, them heal.... But i don't see it as game breaking, its just as good as intended.
I do agree with you that draining moves can get out of control easily as soon as u lose a counter, specially when talking about mons like Rotom with low max HP, high defenses, great typing and speed~~
That’s why all I want is for healing to get somehow limited during the match to like 5 times then it gets auto blocked, excluding the draining moves. Or nerf the amount of healing to equal something like night shade
the point is that you still get chip on something though. im gonna repost one of the first things i said in this post:
"safe" playstyles are always going to be prevalent in formats like current ranked where it's more of a grind rather than any other thing. lowering how much rng can affect a battle and using your pieces in a consistent manner is ALWAYS going to be a thing. the alternative is to delete that and make it a hyper offense fest where half the match is decided by the lead matchup.
can we limit 100+ base power moves to 5 usages per battle?
soo basically the heal-clause Juliet and contagi was defensing really early in the discussion 🤔
Yes plus I added something
what if we just remove all the too strong moves :]
like v-create, moongeist beam etc
thats about the way i see it too. i wouldnt run a pokémon with thunder as a move on ranked tbh. but i lose quite often to that exact move~~ Its pretty much about consistency at the end of the day and the format we are playing in
and the people that play hyper offense get to run through their games fairly faster. but they have issues (i dont mean this as a burn or anything) with people playing a different way because it makes their own games longer
i've been testing 3 different teams on ranked this season. one being pretty offensive with sneasler + dragapult, and sreally surprised me how fast matches go when i am not paying defensive with buzzwole, ferrothorn, etc...
Specially since when u get ahead is really hard for the enemy to get momentum back, soo there is also a merit on aggro comps
i can't imagine how good must be using buff mons as well, like minish's quiver dance ~chancelure~~
right now i am playing consistency over fast matches (since queue takes 30~40 minutes on average to find a player). But i remembe when Hispanic got top 1 before everyone else using a team that was not looking that strong to me at first glance, but all of his matches would end up soo fast tht even without a overwelming positive win-rate he would just spam soo many matches that MMR would flood
bet you I have a much high mmr in most gens than you
@honest pendant @pale bluff stealth rocks would be game breaking
@pale bluff and again heals been nerfed multiple times it's not as strong as just overwhelming sets
-
I agree with being able to select which mono type move we can replace with a TM.
-
I also support having at least some TMs in the shop but for a very high price like 50k+ or an x amount of BC's.
-
I don't support being able to fix coverage moves, that would be too easy & non-challenging.
-
I'm up for seeing one last nerf on heal moves (maybe making it all 2 PP) and hit-healing moves should be no more than 5 PP. To further reduce stalling. < If we did do this change btw, i would like it if we started moving on from nerfing/removing moves after that point, because it'd be disrespectful to many players who have spent hundreds or even millions of pokedollars towards certain mons just to see it heavily nerfed over and over again, which would unmotivated many to play. It'd be better if we just added more unique/powerful dmg output moves to the pool in the near future.

Personal opinion from me.
Heal at 3/3 is already a big nerf, teams are generalized into 4 categories, aggro, mid-range, stall & baton pass
An aggro team with 1-2 pokemons that can setup stuff like sword dance/dragon dance/quiver dance etc can deal a lot of damage to pokemon who have healing moves.
My suggestion is below.
New Update ADD RANK SHOP
I support in adding TMs into a new shop called the "rank shop" where you get certain points from beating an opponent and exchanging them for a good TM.
I support not allowing pokemons to use TMs if they don't contain the same type as the pokemon.
I support having hazards in PCG, but however not in the main pokemon games but Stealth Rock will only work for 2 switch ins, after 2 swaps it will be removed, you can re-set it up if you want.
A seasonal rotation of 4 TMs in the Rank Shop
A 1 time buy per season of a "Pokemon Box" that allows player to get a random A/B/C tier pokemon with IVs ranging from 15 to 31. (for 1 point, this will encourage newer players to pvp if they have a chance to get nice pokemon, however we can't give everyone too much for it, so I will limit it to 1 per season)
A 1 time buy per season of a Stone Pack Box.
For currency wise, if this suggestion is taken into consideration, opening a thread for people who are actively on ladder for inputs will be nice.
TLDR: No point nerfing heal further, its been nerfed enough. Add rank shop.
Here's my take, Jonas didn't ask for an opinion on nerfing healing, he asked for an opinion on if a custom move would be cool and if custom moves would be fun that's it let's stop talking Abt nerfing healing
Cuz this seems to be getting off topic
Well he said “Currently I am thinking of a field effect that prevents the opponents team (or both teams) from using heal moves for 5 turns” which is a way of nerfing healing moves am I right? 🤔
I mean "nerfing" is a strong word but I just mean what about custom moves in general
What do you think about custom moves at all
Basically if custom moves are going to change the meta without nerfing any one of the 3 core teams. Sure. But a custom field effect to ruin any one of the 3 is not going to be welcome.
the thing is: most people here disagree on adding custom moves, but since healing was the spark of the "custom moves" idea, we are discussing some alternate ways to solve such complains about healing matches taking too long~~ without needing custom moves :3
its adding more counterplay~~ the idea is to give people who really hate stall stategies more options without having to destroy healing strategies
I mean maybe we nerf all healing moves to 3pp and don't allow them to be rolled as coverage or normal move? Idk just an idea, not completely banning them let them lose a stab for a heal? Besides toxapex ferro and maybe corviknight or mandibuzz who is willing to sac healing for stab
Why are you going off topic? I thought you said its regarding custom moves?
And no changes to the meta moves.
And lmao not rolling normal moves if you hate healing so much do what i suggested by running a setup
yeah counterplay is a good phrase to it 
just keep in mind that the too long matches is just a small part of the problem not the main issue.
i see it being the only problem. Jonas seems to agree by the way he spoke about it as well 🤔 Healing is fine, great vs certain teams, weak vs others~~
its just more frustrating to lose vs healing tham losing vs other teams
The match wouldn’t even take that long if only one side is healing
There are like setup teams that ruins healing, example getting off 1 sword dance is already brutal
4 seasons later we are still complaing about healing its like beating a dead horse tbh.
I only started complaining after the OHKO ban because it was my counter play to them
People will always complain 
sorry but not sorry, even if heals got banned top players accused of heal stalling would still be at the top..
ehhh
Good for them
agree to disagree 🙂
chupi lol
As much as i have to change my archetype of playing.. but yes i agree @pale bluff
@ripe olive i get what ur saying though tbh dude.
its just not gonna change anything, the sooner we all learn that the better
The moment healing gets changed people gonna complain about aggro
But it’s not gonna hurt to try it if that won’t change there performance
pcg isnt perfect lol there are always problem, obviously the every single mon in the game having access to it is what makes it hard.
but its been a hot topic for 4 seasons now. and its about as nerfed as it should be tbh.
I see pcg as its rock paper scissors and rng
thats exactly what it is @celest garden
But people will always complain paper (healing) is OP but they dont wanna use scissors and keep going for stone
🤦♂️
I think rocks and spikes are the play for healing tbh, cant change my mind
all healers run when they are low and cant pop another heal, u got rocks or spikes up that makes it so they cant bring it back out to heal up
if there are rocks should make it custom only to last for 2 switch ins, 3 max
i wouldnt mind a custom rock or ghost pivot move
Maybe we add toxic spikes?
Then people would complain about teams that abuse it
rolling for stealth rock whirlwind ferro on day one
Rolling for rapid spin. Instantly
id respect that
Minish would love toxic spikes with his quiver dance + hex chandelure 
3 turns is like nothing. And I just cant see how tanks would be more hurt by hazards than their counterplays. Most tanks are steel. Steel resists stealth rocks. Steel is weak to fire. Fire takes double damage from stealth rocks. Steel is immune to toxic spikes (and swapping steel in is a way to remove them). Most other stuff isnt. And vs Spikes Corviknight, Skarmory and Mandibuzz are immune, the former two not even weak to stealth rocks. If both sides play hazards, the tanky side is the one that gains the advantage here.
Not 3 turns but 3 switches tho
That means a guarantee damage for 3 swaps in. Alternatively u can ‘stack’ stealth rocks for more turns
We can code it like if its spikes, flying types swaps in doesnt remove a switch
You cant stack Stealth Rocks. You can stack Spikes and Toxic Spikes, but not Stealth Rocks. And again, its the not tanky side that suffers much more from it.
No what i mean is if we make it ‘customized’ stealth rock damage doesnt stack but if u use it twice it will last for 6 swap in instead of 3
And i agree, tanky mons will just feel a slight chip, but the chip can be crucial if they get hit by a strong sweeper like pult
Maybe a move that damages the next Mon that tries to heal by how much it should heal?
Or only works on the opposing side
But steel types take only 6.25% from stealth rocks and are immune to toxic spikes. Pult takes 12.5% and gets poisoned. And the healers, well, have healing to get rid of the swap damage after two or three back-and-forth swaps. Pult however gets in its death range and fire types are doomed now anyways.
so a move that you can setup whenever that guarantees you that your opponent will eventually have to kill himself or will never be able to use any heal move. Sounds totally balanced. 👀
Well maybe it could last like 5 turns
and after those 5 turns you are faster and just set it up again when the opponent wants to heal again. Yep...
What do you think of a custom pcg hazard move where for the next 3 swap in takes 10% damage regardless of types @fast kestrel
Instead of the original pokemon hazards stealth rock damage varies
its still the same. Those that can heal just outheal the damage while they gladly take it on those that try to counter them.
Custom hazard: last for 3 swaps, deal 10% hp as damage, if you heal, you only recover 35% instead of 50% for the next 3 turns.
how about a move that guarantees constant damage on a healer and punishes you for switching in anything else by giving it the same treat and lowering its physical attack. Only fire types are immune. Oh, wait, thats Will-O-Wisp.
how about a move that reduces the chance that a healer can even click its healing moves and punishes anything that tries to switch in by giving it the same treat and lowering its speed. Only electric types and maybe ground types are immune? Oh, wait, thats Glare / Thunder Wave / Nuzzle.
how about a move that has a chance that instead of healing the opponent will just hurt themselfes? Oh, wait, thats Confuse Ray.
how about a move that will punish a healer for trying to switch out and damage them anyway, even with twice the power now? Oh, wait, thats Pursuit.
how about a move that will deal 50 flat damage to the opponent so regardless of how much defense they have, they will barely be able to outheal that damage? Oh, wait, thats Night Shade / Seismic Toss / Psywave on average.
how about a move that will deal 50% of the opponents remaining HP, so will instantly kill 1 healing PP when it hits? Oh, wait, thats Super Fang / Natures Madness.
how about a move that reduces the effectivity of healing by 50% for 8 turns, maybe even add some extra damage each turn? Oh, wait, thats Rain Dance, (Sandstorm), Hail.
how about a move that just blocks your opponent from using status moves? Oh, wait, thats Taunt.
how abotu a move that boosts your stats while your opponent is trying to use stall tactics? Oh, wait, thats every buff move ever.
How does this list not have any single acceptable answer to healing already?! Seriously?! Why do we "need" to add a costume move that, if actually balanced, is just as valid as all the other moves here, so apparently nobody would use it anyway again. Which is basically asking for an UNBALANCED answer to healing.
I don't support custom moves regardless of the situation. That would ruin it for many. We already accepted sin variants but that's fine cuz no impact in battle. Introducing custom moves will make this game no longer feel like Pokemon imo. 
To say it in the nicest way possible, outside of drain moves + set up, if you're having issues with healing at THREE pp or even FIVE pp. The issue is you're bad at team building or bad at battling or a combination of the two. The answer is very likely your team comp
No need to change ur mind, this suggestion is perfect
it would make toxic defensive/switching players less effective without having to nerf any more moves.
I'd also like to add that we also need to start adding other moves to the game that we love from the main series, that way healing moves become even more scarce to roll in the future without having to remove them like we did to OhKo's.
Will-O-Wisp is a very good move overall not just against healing moves but it is preferable to mono fire types (AKA Arcanine) with good moves on the other slots, and I don’t think that players will “refuse to use them” if they have it on their other meta pokemon. Same with glare which is the strongest and rarest status move. When you show your opponent that you have TW and Nuzzle in your first game, they will easily counter it with switching to something that immune to it, and it doesn’t punishes most of the tanks due to the fact that they are already slow and you will need to rely on RNG for the full para. Those two moves are popular and already been used by most of the top players, but didn’t make that noticeable impact on the healing strats since most of their team comps have at least one or two counters to them. Pursuit will only punishes if it’s super effective against it, and the other situations you either predict the switch correctly and deal a good damage (not a threatening one since get back with one heal) or they outplay you by staying and hurt you while you are tickling them with a 40 damage. Super fang and nature madness are imo the best counters to healing tanks with one being accessible and the other one can’t be immunized. I talked about night shade before, which does the most on that category, that you will lose the 1 v 1 against the healing mon since in neutral matchup they can just damage damage heal heal damage heal and damage KO. Honorable mention: toxic and lovely kiss. Except for Glare, when I compare all of these counterplays to the healing moves, most of them can miss, can be immunized or limited to certain types that can learn them.
You are the one who keeps complaining about swords dance that it should be removed and now you are asking us to buff? I’m confused. If you say moves like work up I will tell you that one stage buff while bringing you counter Pokémon won’t help, not even with one sword dance buff. Also it’s not easy to bring more than one SD user per team comparing to more than one healer. I’m not commenting on the field effects that you’ve mentioned
Shit I wrote a lot
Sorry everyone
Nah you right. Saying ‘use status moves’ in response to heal spamming is nonsense and everybody who doesn’t heal spam knows it. No custom move will fix that.
I mean everyone has a right to their opinion but naming stuff like Hail as a counter to healing is honestly a meme
Status cons royally bend over every "heal stall" you guys complain about. Chip damage is dumb af in this mode considering leftovers doesn't exist
For all the heal stall you complain about, the issue is quite literally you not having a dedicated check or counter to something that counters your own team building
Hail is a bad example of coubterplay outside of the niche morning sun/moonlight though
Unless aurora veil exists
How about make all self-healing moves 90% accuracy 😏 so they're on the same accuracy as SuperFang/Madness. Bet that would turn some away from healing, and give people random victories.
And yea, switch - attack - switch - heal - repeat nullifies many of the counters like confusing, taunting, flinching, setting up, defense drops.
SlackOff, Softboiled, ShoreUp, HealOrder dont care about the weather.
Sacrificing your coverage move for Wisp or paralyze severely compromises your moveset, becoming a sitting status-duck to certain matchups, and making you lose battles you could have otherwise won. You'd also need status moves on several party members, since the enemy will probably switch in the same Pokemon on your status-mon every time, now that they know you lack damage cover move. The Normal type move can alleviate this weakness if you're lucky. (CrushGrip or DoubleEdge not exactly amazing against healers.)
SuperFang/Madness remain the best counter.
Would be interesting to find the "critical mass" of anti-heal Pokemon you require on your team to break enemy healers before you die, without sacrificing every cover move on your entire team. Three anti-healers enough?
Removing ShoreUp/HealOrder/Synthesis/Moonlight as a possible cover-move roll is an option to reduce amount of Pokemon with access to 5 heal PP.
following Konigs message:
- "what about we give healing 90% accuracy?" wait, we have a way of giving it 70% accuracy, its called flinch

I mean, we had the solution at the beginning of this. Heal, clause. 👀
but yeah, i agree a lot with Konig message tbh.
The fact that people are saying hail as a counter is a meme just shows that "anti-healing room" is not gonna be that great anyway since its kinda similar(but yeah, hail sucks)~~ (at least it would be on a normal slot i guess)
Saud said that after someone know u have nuzzle its way less effective, but u can just adapt to that knowledge. i cant say how many times instead of clicking nuzzle on my mandy vs a enemy who i just paralized their togekiss in a previous game~ i click foul play and they bring excadrill trying to pivot the nuzzle....
Status is extremely strong and reliable, moves like natures and super fang are good agaisnt healing and anything else tbh...
Knowing that you have a move is also just straight up basic ladder meta. Adapt and either have mons that can be substituted out, avoid the counterqueue, swap something out specifically to change the match up prior etc.
As much as it would be nice if you could play every single person on the ladder blind and force everyone to go off zero info, it's not realistic.
this emote just makes me think collins is a furry ngl
0 info and they use the mon in front of them with the potential moves and coverages it could have? Sounds like anonymous mode 
While i wouldn't mind more ways to slap healers, I highly prefer for pcg to stick to canon pokemon content.
I literally said this today with some friends, lowering accuracy on healing to 75-90% as a final nerf so we can move on from the healing abuse discussions 
This.
"You are the one who keeps complaining about swords dance that it should be removed and now you are asking us to buff? I’m confused."
I dont know what is confusing about that. There is a good amount of buff per turn and there is too much buff per turn, which is Swords Dance. Whenever you'd 2-shot anyway, Swords Dance is a free turn. When your opponent MAY switch out, Swords Dance allows you to do the right thing regardless of if they swap or not. Fast Sweepers already dominate Ranked. Stuff like a Swords Dance Dragapult that 2shots most things anyway can instantly win you the whole battle once you get it into a place where it cant get oneshot (=Swords Dance turn, gg). Imagine a healing move, but its not 50% healing, its 100% healing (without putting you to sleep for two turns). Swords Dance is, with the moveset opportunities PCG offers, just too much. (and, remind you, Swords Dance also doubles the damage of all physical draining moves and thus, the healing you gain from them).
I disagree with that but I don’t wanna explain why and go way further from the main discussion, so I’ll leave it for later if necessary.
How do you disagree with that LOL he literally just said something true
SD pult with shadow bone is gonna ohko kiss even if jolly
Unless the kiss happens to be bold or something with a perfect defense stat
SD is already plenty threatening on even randbats where scarfers exist with limited movesets
Add in that technically you can get SD and perfect coverage with two moves AND something like v create on any random dragon and it's absurd
Hell unlike with the "heal stall" you all complain about, unless your team has multiple extremely strong priority moves which I would say is MORE difficult to roll since it will usually take the place of a good STAB move to deal with the hypothetical pult, one SD just leads to a complete sweep where as "heal stall" = swap, they heal you threaten with new mon/hit with neutral and they're worn down again
In every discussion there is an agreement and disagreement, so I chose the disagreement because I have reasons 🙂
Plus that’s not our topic
There's no disagreeing with +2 pult ohkos the entire mon list with whatever coverage moves it wants
Ok
foul play them :3
but yeah, boost moves are pretty op
mandybuzz takes a +2 dragon hammer with health to spare >:3 same for umby probably
there is no priority foul play and nothing outspeeds +speed pult
+4 it dies 100%
+2 it lives if no chip damage sure
but even in that scenario where you have umbreon at full
all they need to do is keep pult hidden for a bit
at some point people will roll enough of broken sweeper
where EVERYONE on ladder at some point will have to pack super effective priority
on multiple mons to try and check
while keeping said mon healthy
i swap mandy into pult 1 out of 3 games in ladder. i can guarantee you a +4 pult doest take it down. still, buffs are really good...
+4 0 Atk Dragapult Dragon Darts (2 hits) vs. 0 HP / 0 Def Mandibuzz: 188-224 (101.6 - 121%) -- guaranteed OHKO
+def mandi, horrible IV pult +4 0 Atk Dragapult Dragon Darts (2 hits) vs. 0 HP / 0+ Def Mandibuzz: 156-186 (84.3 - 100.5%) -- approx. 6.3% chance to OHKO
i said dragon hammer >:3
Below average IV pult +4 0 Atk Dragapult Dragon Darts (2 hits) vs. 0 HP / 0+ Def Mandibuzz: 164-194 (88.6 - 104.8%) -- approx. 31.3% chance to OHKO
ok
+4 0 Atk Dragapult Dragon Hammer vs. 0 HP / 0+ Def Mandibuzz: 156-184 (84.3 - 99.4%) -- guaranteed 2HKO
EZ Clap
+4 0+ Atk Dragapult Dragon Hammer vs. 0 HP / 0+ Def Mandibuzz: 171-202 (92.4 - 109.1%) -- 56.3% chance to OHKO
oh no
but we can tweak numbers to do whatever all day
besides the point, SD is broken beyond belief that's why it is supposed to be limited
Heal on the other hand has been nerfed to the ground and isn't all that strong
"hardest" to deal with heal would be stuff like toxapex, umbreon, mandibuzz
ferro is switch to ember and it rolls over
umbreon and mandibuzz on the other hand have no 4x weakness and roll their offense off of a base 95 move with opponent's attack, and toxapex is just a monster defensively
all three get torn down with proper teambuilding although umbreon and mandibuzz are annoying will admit. Don't think they're broken by any means just very strong in this format
Umbreon and mandi almost require a special fairy since nothing really resists dark without a decently high attack stat
It’s hard to make a case on swords dance being too strong without even mentioning similar moves (quiver dance, tail glow, belly drum, shift gear) that, while maybe not as common, are easily on or near the same power level as SD. But as said before it’s offtopic and deterring from the discussion. As far as I understood it’s not even a case of healing be too strong, and I’d probably agree that heals in and of itself aren’t too strong, but things can get annoying/overpowered/cheesy real fast when u stack up on them. Which is why we don’t allow dupes in ranked (and luckily most tourney formats). Might be less of an issue with individual moves, but a clause of some sorts could definitely be in order for certain moves.
Even the healing debate seems kind of like a secondary/bonus topic imo, the main suggestion was if we should add custom moves, which I’m firmly against. Custom sprites or balls/other items are one thing, but I think it’s a dangerous path to start messing with moves or mechanics more than we already have
The healing is off topic but if we're loosely saying healing is "on topic" than by all means stat buffing moves can be argued along the same line since draining moves get buffed by them to continue the sweep while retaining bulk
when i am getting my new custom move that takes out the "shiny" out of my enemy until the end of the battle?
for mental damage purposes
imagine taking the shiny out of @queen gate weaville
or @graceful falcon porygon
I am down for your idea, but instead of "end of battle" permanent. Imagine the actual mental damage
i would scream
Yes custom move that allows each player to take a pokemon from their inventory, that i can get behind
Jk i would never
u would never... until someone steals your main 
Trust me Luka, I don’t have worthwile pokemon to steal
New Caterpie meta intensifies
My caterpies and weedles are pretty good tbf. Got a busted wishiwashi too
Custom moves could be fun if it will be added in a separate mode other than ranked 
lol leave my porygon alone
you didn't mention it, but leave my corvy alone 
no 
Funny is most people who comments here are running healing moves😂 ofc no heal moves jonas lol
100% no
you revived a year old thread l0l
I thought the same, then I realized it was one day too early for a year long break
It's a day late for me, time zones!
No custom nothing
bruh
yeah, delete all pcg and sin mons 
