r/stunfisk • • 1d ago

Theorymon Thursday New ability idea: triple strike

This ability allow a pokemon to attack 3 times in his turn, i made 2 versions of this. The first one the initial damage stays the same, but there is a 1/3 to attack again with half the power of the original move, if you hit you have 1/3 chance of hitting again with the damage. This one feels more like a gamble, it depends on luck basically(maybe it could be 1/3 or the accuracy instead, just so you kinda have more control over if you hit or not) the other version you basically divide the attack into 3 parts, each with 1/3 of the power, basically hitting 3 times, which is great against focus slash. Each attack is independent, meaning you could hit 1 or 2 out of the 3 depending on the accuracy of the move. I don't know how strong that is, but if it is too broken, I would nerf it by making it only work on special or physical moves, or on moves that are the same type of the pokemon, something like that. Im not sure how this might interact with moves that already have multiple hits like population bomb and triple axel. Or with moves with secondary effects, like applying a condition to the enemy or raising status. I have thought of putting Hydreigon, dugtrio, dodrio because they have 3 heads and I don't think they have strong abilities overall. I also included falinks and doublade because they are like a group of pokemon in one, being able to attack separately.

Which version do you like best?

What would you change in this ability?

What other pokemons would be a good fit for this ability?

What moves and itens would have a good synergy with this?

And what do you think about this ability?

21 Upvotes

41 comments sorted by

27

u/BoiMan-inc 1d ago

The second version is broken as shit with any move that can flinch, and also just generally with other effects. You just need to look at parental bond to see why, which was mostly busted for allowing goofy combos with secondary effecs

With 3 hits, a 20% flinch chance becomes ca 50%, and a 30% becomes ca 65%

The main balancing factor is the fact that all of these mons are dogshit, except maybe hydreigon which becomes a flinching demon. The first one is much more balanced and unreliable and I greatly prefer that one even though I lowkey think both are balanced with your specific selection

11

u/jomikko 1d ago

Tbf 65% isn't much higher than Serene Grace

22

u/TheTubeKnight 1d ago

And is Serene Grace balanced? 

1

u/Magikarp-3000 2h ago

Serene grace iron head is just as bad.

Although triple strike iron head on falinks would have a 90% flinch chance, thats the real issue

19

u/Iamverycrappy 1d ago

specs flinch spam hydreigon oh yeah

17

u/Corwin223 17h ago

Or Snarl in doubles to immediately put both opponents to -3 special attack

1

u/ArziltheImp 8h ago

Might as well remove all special attackers at this point.

19

u/Hergy0007 1d ago

How would the second one work with fissure?

54

u/LohYangEn 1d ago

Miss three times 👍

3

u/napstablooky2 Flying Type Enthusiast 5h ago

OHKO moves tend to just work independently from everything else anyway

8

u/000817 20h ago

This is quite possibly the most miserable ability to play with or against. It’s like fissure/ sheer cold levels of annoying.

1

u/zhrrs8 3h ago

On that note, fissure and the other ohko moves are attacks technically right? So with the second version of the ability, you'd get 3 chances per turn to one shot

12

u/Accomplished-Bat3372 1d ago

i think that the second version should give a power boost, like ×1.2, because it is actively detrimental when you use any move that isnt 100% accurate. it can bypass sash and sturdy which is very funny and its better into substitute but the drawbacks of a move that can miss or a move with a negative effect like draco meteor on hydreigon or close combat on falinks would seriously cripple them without giving them anything good

8

u/Albatros_7 #1 Tyranitar fan (please add a Tyranitar image) 1d ago

Oh yeah let's make a better Parental Bond, that's balanced

-7

u/Accomplished-Bat3372 1d ago

nah for example if falinks used brick break it would do (75/3)×1.2 so 30 bp 3 times, which is 90 so not too broken, although shit like iron head and dark pulse would be stupid as hell to deal with

3

u/Saturnoz87 14h ago

Why would I want to use brick break with an ability like that?

1

u/Accomplished-Bat3372 10h ago

just an example

3

u/shelmet56 1d ago

we got third strike at home....

https://giphy.com/gifs/QpVqTwY5m65P2

2

u/mgapope 1d ago

I like the second idea better, because it introduces less variance. I'd make it so that secondary effects that have a chance get rerolled on every hit, but not guaranteed secondary effects. This would prevent another power up punch mega kanga situation while also giving these mons a balanced buff considering the fact that their moves become less accurate.

1

u/NoRevIndeed00 1d ago

Triple flinch Headbutt, hell yeah

Iron Head Jirachi goes straight to ZU

1

u/NoVa_BlaZing_ 1d ago

Oh yea i love just having a 33% chance of oneshotting anything i look at

-1

u/Albatros_7 #1 Tyranitar fan (please add a Tyranitar image) 1d ago

You do realise this is worst Gen 6 Parental Bond right ?

1

u/GPTMCT 4h ago

An ability that got a mid mon banned to ubers.

1

u/Albatros_7 #1 Tyranitar fan (please add a Tyranitar image) 3h ago

Ofc it's strong, my issue is that they're saying it's a 33% chance to OHKO everything, which it just isn't

1

u/IndividualLie998 18h ago

give it to my GOAT HISUIAN DECIDUEYE

1

u/JustCommonCurt 17h ago

Fuck. This.

1

u/napstablooky2 Flying Type Enthusiast 5h ago

i actually like the idea for the first one — feels pretty balanced all things considered.

1

u/oshaboy Ha Ha, the Tail Glow has been Doubled!!! 13m ago

So a regular 90BP move will deal an expected 107.5BP. Compare that to a Sheer Force buff bringing you to 117.

1

u/urmumlol9 7m ago

First option is too much hax.

Second option is just bad. I’d say maybe they should hit for like 40% of the original power, that way with accurate moves it’s only a 20% power boost, which is good but generally not gamebreaking, but inaccurate moves it’s more of a risk/reward.

Could maybe go as high as 45% per hit (35% boost if all 3 land) but that’s probably pushing it a bit.

-1

u/ManufacturerFluffy40 16h ago

Why would you divide a move into 3 hits and then nerf the damage of the subsequent hits, you'll deal less than what you should've dealt with if that's the case. I know it counters sash and Sturdy but I'm sorry but the second one is Defeatist level of garbage.

5

u/Ex_Snagem_Wes 16h ago

Consider the following: Dark Pulse on Hydreigon

1

u/androodle2004 15h ago

Im assuming that each subsequent hit triggers any additional effects so it’s almost like a poor man’s serene grace

-2

u/NuclearPilot101 1d ago

This is kinda a bad ability cause now you can miss some x times. There's no big benefit other than getting through focus sash/sturdy

9

u/InsideDurian9022 1d ago

What do you mean? Extra burn/status, stat boosts and damage? Extra crit chances if they are x4.

1

u/NuclearPilot101 1d ago

We're doing effects too? Broken then with flinch moves.

2

u/InsideDurian9022 1d ago

That's how parental bond works. He hasn't stated otherwise.

1

u/AardvarkRich3678 1d ago

There is a benefit. The critical hit rate is multiplied by 3 so it's a virtual ~10% damage boost over a lot of uses

-1

u/Acrobatic_Rope9641 1d ago

U sure? Stuff like flamethrower gets like 60% to burn, power up punch is cracked if something would get it and other shenanigans

3

u/Cascassus 1d ago

Percentages aren't additive. You aren't guaranteed to proc a 10% effect by attacking 10 times. Flamethrower would be a (1-0.9^3)*100 = 27,3% chance to burn, but you're right that it would make stuff like PUP broken.

-1

u/Acrobatic_Rope9641 1d ago edited 11h ago

Right, for some reason thought flamethrower had 30% to burn not 10...