@@Castersvarog I mean, there's already counter play, but it's more direct and not all Pokemon can learn Aura Sphere or Slash, and it's only 1 of those two screens.
I was literally thinking of Wonder Launcher throughout and was expecting this discussion to extend Aura and Pulse moves. After all, there's enough of a concept to fulfill the loose criteria of Pseudo-Typing: there are mechanics which specifically interact with this property, there are Pokémon themed around this property, there is potential for other Pokémon or mechanics to interact with and use this property. Honestly, the best improvement would be if these in game move properties were marked in some visible way besides move descriptions. Just a little light bulb symbol on light-interactive move descriptions, a sword icon on slashing moves.
@@rairaion2612actually, certain mechanics that work with egg groups could be pretty cool! What if attract was more likely to work on the same egg group?
Slicing, Ball/Bomb, Wind, and more already exist in the game as basically Soundalikes. This is just fleshing some others out. No reason to say that Sound isn't just Ball/Bomb 2.0
Or you could add "projectile" type attacks (it'd mostly be for stuff like physical moves that don't make contact, but still) and then have bulletproof apply to it.
@@AverageEggmonEnthusiastyup, there are actually a few more of these types of categories that classify attacks as different kinds of actions so that they can interact with either abilities or items. Most only exist for the sake of a single ability though which kinda sucks. Some of the other more common ones are punching, biting, dancing, and protecting
@@jamesruth100 Honestly at this point we might as well add Impact Slash and Pierce from other games and D&D. All the ways physical damage may be applied
@@lancemckenzie1074 Maybe Smog and Clear Smog there's also Aroma Veil, Sweet Veil and Stench for abilities I can think of scented normal attacks like Noxious Torque outside of that, maybe some wind and breath moves have scent to them, but they might as well use their main attribute
@@pigeon1923 The five senses are Taste, Touch, Sound, Smell, and Sight. Four of them are shown off in this video, now we just need a Scent subtype lol.
I think Light based attacks should actually be worse in the sun, considering the sun is so bright it makes most other lights unnoticeable (try shining a flashlight outside in noon, the light it emits is hardly if at all noticeable). I think Light should instead be better in Rain (since it's usually darker due to clouds) and when "inside" like a cave or even a building, as the light would be much more noticable and therefore potent
That makes sense, but I think It does still make sense for It to be stronger In sun. In the sun, there's more light to absorb(?) making the attack stronger
I like the idea of Light attacks being better in the rain and not at night, since competitive battles don't use day/night mechanics and you can't control it
To add onto the idea of Harsh sunlight interacting with Light-based moves The moves Morning sun and Moonlight have their effects boosted by 33.3% under Harsh sunlight, going from healing 50% HP to 66.6% HP. On the flip side, their effect is halved under any other weather effect. So logically, Light-based moves would have a 1.3x stronger power/effect under Harsh sunlight, but halved power/effect under Rain/Snow/Sandstorm/etc. Also the Illuminate ability could boost Light-based moves. It'd be more interesting than it being Keen eye 2.0.
@@asierx7047 I was thinking more like how the Sharpness or Iron fist abilities boost the power of a specific sub-category of moves, since Light here isn't a type but a sub-category of moves
@@reginlief1 I mean, yeah, that's kinda the idea. Sunny Day is called Clear Sky in japanese afterall. But yeah, in english the weather is harsh sunlight so that's what I'm referring it as
Omg imagine if default necrozma was a dark type instead of a psychic type, and ultra necrozma was a light type- Dawn wings and Dusk mane necrozma could both be Dark/Light type combos :o
@@lancemckenzie1074 because there are non-flying type wind moves (Blizzard, Icy Wind, Heatwave, Twister, etc). Similar to how there are non-normal type sound moves (like Bug Buzz, Snarl, Grass Whistle, Torch Song, etc).
I think another interesting property that could've been mentioned here and apply is how certain Pokemon are unaffected by Telekinesis, a move that involves lifting Pokemon off the ground, those being Mega Gengar, Diglett, Dugtrio, Sandygast and Palossand. This is an extremely niche interaction, so I'd understand why you wouldn't know about it, but this basically shows an example of specific properties of these Pokemon that are neither a part of their type or ability, but just their designs (All of these Pokemon are directly connected with the ground) having an effect in battle. This could be similar to how a hypothetical Food pseudo type may work, in that it's tied to neither their type or ability, but the Pokemon itself.
@@jmhguylight bulbs are bad electrical cables which have high electrical resistance, so energy is converted to light. And you also have non-electric light generation like fluorescence and phosphorescence.
The reason why contact exists is to allow certain moves on physical attackers to play around contact effects which are usually extremely detrimental so it’s not really a pseudo type
@@BudewFan_ Except he then said that we should remove the contact distinction because we have the physical and special split, meanwhile certain moves like Earthquake are physical moves without making direct contact. Same with Bullet Seed, Attack Order, Aqua Tail, Dragon Darts, Fling, Drum Beating, etc. There's an entire list of physical moves that don't make direct contact
dividing up contact moves into other subcategories reminds me of how SMT and old Persona used to divide up their physical attacks between like slash, pierce, bash, gun, and so on
Honestly, the game already divides most moves into sub-categories based on method or some other non-typal move property. Making these sub-categories more visible, and introducing more niche interactions specific to these sub-categories could go a long way.
I love that image of how sound would work offensively at 1:47 "Super effective to Ice, resisted by Steel" Because Ice needs more weaknesses and Steel needs more resistances (sarcastic) This is why sound doesn't appeal to me as a type, Ice, Bug and Poison are weak, Steel and Fairy are strong, how exactly would adding the sound type logically address these issues without being completely arbitrary? (same for Light type)
Well it could reasonably go the other way around instead. Sound could be good against steel because when sound bounces off of steel the volume increases, meanwhile ice could resist sound because snow actually dampens sound.
@@nathanblackburn1193 Some bugs don't hear very well, or at all, like fireflies. If I remember katydids hear with their knee joints though. And uh. You have bugs that make a lot of sounds and are defined by it like cicadas... Maybe fairies really like songs and are afraid of loud noises? Makes sense? I've been wondering about what would happen if Poison became super effective against water, due to pollution, but that's disconnected from sound.
@@nathanblackburn1193 you are right, poison and bug should be supereffective against each other like in gen 1 and fairy should lose it's bug resistance so fairy/psychic mons are nerfed as well, same for fighting (idk why beign good at karate makes you resist bugs, poison makes sense, but not bugs). Then i would make poison supereffective against water type (as almost all sea life forms have lethal poison to kill each other). Oh, and if i had to add a type, i wouldn't go for sound, light or anything like that, i would add a type that no one would ever think of: the quantic type, a pokemon type that "breaks" any sort of logic of how our world works. It would be supereffective against all sort of energy related types (electric, fire, psychic) and also steel as it could destabilize it's structure, rock and ice are more chaotic and less organized so it wouldn't be supereffective against them, it would be weak against dark, ghost and bug (as they usually represent chaos and uncertainity) and resist the types already mentioned (electric, fire, psychic and steel), finally things that represent abscence of energy would be the ones that are supereffective against the quantic type, this would include: ice, dark, ghost, and poison. I think this is the only type that could actually balance out the game. I can imagine tachyon, particle and energy based pokemons around this type, and it could also satisfy people who want a sound type as vibrations are related to quantum physics
4:59 This actually kinda reminds me of how games like Dungeons and Dragons and Pathfinder will split up physical attacks into Bludgeoning, Slashing, and Piercing! Also, for sun and the light type, maybe you could make it so that the 50% boost happens to any move that is light based and/or fire type, so that way it can apply to both without stacking?
I wish this video had actually gone more into the different existing sub types of moves. Becasue this video makes it sound like there are very few but really there are tons. Ball/bomb, wind, slicing, aura/pulse, biting and more What makes sound so interesting to everyone is mainly how easily it seems to be for turning into a type. But also because it has more properties outside of ability interactions like ignoring substitute and its a cool way to add more complextity onto moves. I would have loved to see more of these already existing properties get more interactions like how this video suggested slicing moves ignoring screens.
3:19 while that is not a stretch to say I will bring up that there are physical moves that don’t make contact. In particular the move psycho cut is a non contact physical move. There is also Decidueye’s hidden ability long reach which makes it so none of it’s attacks make contact. Contact is more like a requirement for other things than it’s own catergory I would say.
Personally I like the dance sub-type, given oricorios ability already copies dance moves, and a number of Pokémon have dance themes, just add a few more dance abilities and you are good. Foot-loose: all dance moves act like rapid spin and remove hazards. Cause your feet are loose. Deadly grace: boosts damage of dance moves.
I was thinking "Okay but there's like 4 offensive dance moves and two of them are grass and another is Volcarona's signature" but like. Aqua Step. Give Aqu Step to more Pokémon. Also yeah there should be more offensive Dance moves; I like the idea of a Dancing Fan item where the user copies the first Dance move a Pokémon uses (including it's own). Stealing Dragon Dances and getting double Quiver Dance sounds like fun imo.
That whole line of thinking with contact was insanely satisfying even if it didn’t work out. Really fun video. Was trying to find something to watch while eating dinner and this shit slapped top tier content
Sure, almost all contact moves are Physical, but why would Static or Baneful Bunker trigger off Earthquake? If anything, they should make contact Status moves as well (Tail Whip, Lovely Kiss, Quash...) Also, considering the impact/sharp thing, Shell Armor should reduce the damage of sharp moves, not impact. You don't cut through a shell, you smash it with a rock
4:10 my argument, why you shouldn’t is because just because it’s a range attack does not mean it’s special. Not every physical attack using contact attack, take earthquake, for example; and not every special attack is a range attack, I don’t actually think there’s an example of this yet.
5:26 i’m essentially going to do that in my call of Cthulhu games that I combine with Pokémon. The difference is when you crit, if you crit with something blunt You do maximum damage, if you crit with something sharp, you do maximum damage and then another die of damage.
An idea I had for a locust pokemon would fit quite nicely into the food type. The pokemon would be similar to wishiwashi as it starts as a single unimpressive locust but its ability would force it to consume any one time use item it is holding immediately or its target's item when using a move like bug bite. After it eats an item it turns into swarming form and becomes multiple locusts with a much more usable stat total
I've been playing with this gimmick in my Pokémon projects for a WHILE. It adds a ridiculous amount of depth to gameplay and themeing. It's let me do shit like merging Rock and Ground together into Earth seamlessly. Earth is flat out strong against Flying, but some moves are considered "Grounded", and therefore do not affect Flying, which is "Airborne". Moves like Surf and Avalanche are also considered Grounded so they don't affect Airborne Pokémon. I also rebalanced my Shadow type (combination of Dark and Ghost because I hate the Dark type) by removing the Normal and Fighting immunities and replacing it with a Contact immunity (except for Shadow moves). This undoubtedly makes it the strongest type on the chart, but the game is balanced around that fact, my favorite work around being the costly Silph Scope, which is now a held item that lets the holder ignore the immunity. Additionally, I honestly like typed gyms, it's just that I think that they should be more _themed_ around a type but not necessarily limited to that type. For example a Steel type gym could be about magnetism and still use fitting Electric types. This means I can also make gyms themed around Sound moves or Pulse moves-Normal and Water primarily, but still featuring plenty of other types. I even toyed with Dragon moves as a sub-category for Fairy, but that ended up meaning having "Magic" carry too many things. Instead I settled for a general buff to Dragon moves across the board, but they confuse the user if they aren't part Dragon.
I really wish we had physical sound moves. Like Drum Beating could have easily been made one. And maybe a ground one called something like Seismic Wave to reference that sound is a form of vibrations and Seismographs measure vibrations in the earth. Make it 70 base power that gains an additional effect based on the terrain or something to make it stand out more
One thing I noticed about these categories is that they all seem to apply to different senses. Sound to hearing, light to sight, food to taste, and contact to touch. We're just missing small, but there are moves like Sweetscent and Odor Sleuth, and Grass and Poison types in general are applicable to scent. Maybe a new mechanic could involve the five (or more) senses and how they impact a Pokemon's performance in battle.
I think contact is specifically for rock type moves because those definitely are not some kind of magic, but throwing a rock at someone (which is pretty much most rock moves) implies that no physical body to body contact is made
I have felt for a long time that alongside type and category, moves in Pokémon could also get an additional property could be called "Attribute". It would act as the pseudo-type you talked about and cover thing like sound, biting, punching, wind, ... kind of move. That way it would be easier to identify which move count as which so that we don't have to guess anymore if Sucker Punch is powered up by Iron Fist or not.
The case for Sucker Punch is exclusive to English however simply due to the choice of words the translators chose, they could have went with like Low Blow or Sneak Attack for example, I mean, it's the same gen where Iron Fist became a thing if I recall correctly so they should probably have known it would cause problem The overall point still stands and I agree with it, I just wanted to share how baffled I am at the translators taking liberties with something when they should have known that the liberties they took would result in unnecessary confusion
Absolutely great take! I completely agree, these extra effects and tags on moves make them more interesting than just "make it into a new type". Magnetism could be an interesting pseudo-type, interacting with rock, ground, electric, steal and even ice moves in different ways by affecting accuracy/evasion as if pulling/pushing things around. Super cold magnets is how some hover technology works so ice pokemon using magnet moves can cause them to evade the next ground move. Healing is basically a pseudo-type. There's some mechanics based on weight that potentially is a pseudo-type though the theme is more on par with contact. Screens/barriers are a cool mechanic that could have more added to it and could even interact with light. Light as a mechanic, I don't really like that it would take over sunny day, I like it better that it just interacts with various things, like grass types could charge solar beam faster after a light move the same way it does in sunny day, screens could last longer, status effects from dark moves could end sooner, things like that.
okay but the fact that light sounds just like sound IS what makes it so good. tbh it's the one that i can actually see them adding without much issue while the others feel a bit tacked on the fact taht you could jsut add the category and make some effects and it'd work perfectly makes it great
Whenever the concept of Sound as a pokemon type comes up, I always rally behind Weapon or Gear type pokemon. You have the Cubone line, farfetched line, Honedge line, Grookey line, Dreepy line, Octillary, Blastoise, Genesect, Decidueye, etc. Theres so many Pokemon, moves, and items that revolve around the theme of a pokemon having a armament or equipment by default that I always kinda hoped to see a typing around it.
I absolutely love these "pseudo-types" how they are because they describe how the moves function in parallel to their elemental properties!! A move can be either dragon- or electric-type but still be functionally similar if they are both sound-based, and that added level of complexity is so fun
Light as a "Pseudo-type" does make sense. While it does feel close to 'sound' it would allow you to create bonus effects around certain moves. In fact, Solar Blade is a 'light based move' which is physical, and there was a recent "Mighty Cleave" signature rock type move. So it isn't even stuck in the "Special" type category, you just need to add a few moves that use light as a physical weapon. Officially, there are some 'physical' sub-types for moves, like Slicing(boosted by Sharpness ability) or Punching(Iron fist and Punching Glove). So there are some sort of 'Pseudo-types' for physical, just not obvious ones.
Thank you!!!! I love that sound is a sub type and not a fully fledged one!!! Sub types are such a cool mechanic that should definitely be taken full advantage of
I was literally thinking about this-ish the other day. Like "hey if normal type is the defacto for sound themed moves and pokemon, then it seems like fairy has become the default for food themed, because of pokemon like milcery, dashbund, swirling, etc.
you may enjoy looking at Pokemon Reborn's mechanics. they have it so various locations give various extra effects, and thus give some extra support to these pseudo-types. like sound moves being boosted in caves due to echo, and even stuff like the Ice gym using a custom Mirrored field, which has many light based moves cause accuracy drops, and beam attacks (like ice beam or signal beam and others) to actually reflect off the terrain for boosted damage if they miss. real neat stuff.
I feel like you’re getting at a kind of “delivery method” set of types, that might fit as an expansion of the physical/special split Physical can be split into slashing, piercing, projectile, etc. Special into Sound, Light, pulse, Food? Etc. then it’s applied to moves only, and Pokémon can specialize in certain delivery methods based on move pools and abilities
Physical noncontact moves are projectiles like Icicle Spear and Rock Throw; there's a lot you can do with that. Also explosion isn't a contact move, but it doesn't feel like a projectile, more like a shockwave. Which makes sense because "damp" would dampen the save
Further to the point about Contact and physical moves - in Pokémon Masters, the defensive moves that react to contact in the mainline games just react to Physical moves instead. They didn't even bother to add the contact effect tag to simplify things.
I thought about having light based mechanics when back in gen 4 I designed a fakemon evolution to Sandslash, a steel type with mirror-like scales _(so you could imagine my reaction when 3 generations later Alolan Sandslash suddenly existed)_ Particularly it had an ability which would reflect half the damage of light based moves. So taking only half the damage from stuff like Ice Beam, Mirror Shot, Hyper Beam, etc. and tossing that half back.
I always interpeted a moves' official type as describing the "medium" of the attack (water, martial prowess, draconic magic, etc.) while subcategories describe its "method" (vibrating, slicing, punching, etc.)
I was going to comment this before you brought it up pretty much straight away - but yeah I've always had the response that sound and other move properties would sooner be move categories than types if they were to be fleshed out
You say light would be "just sound2", but honestly it has so much potential to differentiating itself enough and be really interesting. Light based moves could be made less effective on water types, because light refracts on water and now suddenly solar beam might not be a good option against water types. Light moves maybe could go through barrier moves because theyre like glass, light goes through. You could have some moves and abilities having a "mirrored" property, so light moves would either have no effect or actually bounce back to the attacker. The theming is there and its really interesting
Counter-argument for the Harsh Sunlight boosting light moves. I think there should be an eclipse weather effect that boosts dark type moves and in the dark, light is boosted because it’s easier to see the light. A flashlight is less effective the brighter it is outside after all. A flash of bright light in the dark can be blinding
To me, it being sunny doesnt intuitively make sense to boost light, rather my intuition says light moves should be weaker because theyre being outshone and drown out
It seems like the obvious carry for food type would be Stockpile, Swallow, and Spit-up. They have their own stacking, to a max of 3, but that only boosts up to half the max stat boost... so hold food double bonus? double heal double damage? Sure, why not. Could be a whole thing of trying to turtle hard enough so you dont consume your berry so you turtle harder, very defense-half, with a sprinkle of offense.
Removing contact and just replacing it with Physical means that moves like Rock Slide and Earthquake would count as contact, and special moves like Draining Kiss and Petal Dance would no longer make contact.
I theorized a light based move category for a romhack I was working on before. Mostly to give the ability Illuminate something to do. (Boost Light moves by 20%) The special feature was that these moves ignored screens. (Because they pass right through them). Which was kind of hilarious because it made Confuse Ray bypass Safeguard. There was also a surprising number of light based moves, like Psybeam. Couldn't decide if Moonblast was a ball of energy or an energized chunk of moon shot at Pokemon though.
I would argue to leave Sunny Day alone as a fire type move, and add "eclipse" as a new move that makes the ballfield dark, thus making the light type moves do more damage that way
For the Light/Sunny Day interaction, maybe give light moves a pseudo priority boost when used in the sun. Like a 10-20% speed boost when using a Light move in the sun. That way any priority moves and especially fast pokemon will still out speed
We’ve always called these “classifications” and I’ve always thought the MAJORITY of your moves should all have a classification all offense moves should be “ranged” “sound based” “punch” “slicing” “kick” etc. and there should be more interaction with these classifications.
Strong Jaw, Sharpness, and Iron Fist put cettain moves into biting, cutting, and punching categories kind of like sound-based moves, similar to impact and sharp, but narrower.
This video was super cool, and I think your ideas were pretty good! I kinda wanna see sharp become a psuedo-type, it's literally got an ability dedicated to it.
i think its neat for attacks to basically have dual type, maybe if some actual types have interaction baked into them like how grass types are immune to powder and spore.
I love the idea of gluttony causing more damage to opponents holding food, but I propose that it should (also?) cause the pokemon to heal more when consuming food items. Berries that don't heal can heal 1/8th, berries that do heal can heal 1/8th more, and leftovers can have its effect doubled(?). I care nothing for balance, just the rule of cool.
i think instead of harsh sunlight boosting light moves, Magic Room could instead. harsh sunlight i think of as making light moves less effective because there’s already so much light, like how you can hardly see a flashlight on a sunny day. Magic Room however isn’t super used anyways, and the animation makes it look like the battlefield is covered in magic mirrors, which could bounce or amplify the light moves
Heavy/light weight mechanic. Weight based moves like low kick already have desirable, middling, or unimpressive outcomes depending if the pokemon is particularly heavy or not. Not all steel and rock pokemon are big. Could interact with moves like aerial ace. Heavy effective against fighting, fairy, and bug and weak to ground and flying, and visa versa. Moves like roll out, body press, are heavy while light is... Hmm. Maybe we just add heavy without light and everything that isn't heavy is light by default.
To elaborate: 1. throughout the first 5 generations, wind-related concepts had already been part of the series all along, - through numerous moves that range from plain examples like Whirlwind/Gust/Twister to ones interacting with specific elements like IcyWind/SilverWind/Leaf Tornado/HeatWave/... -through certain wind associated Pokémon like Lugia, Shiftry... and possibly the strongest direct representation with Tornadus 2. the first the theme loosely manifesting in a game mechanic is seen in XY, with the "natural object" feature (where objects will sometimes appear behind wild hordes of Pokémon, which can be destroyed by specific spread moves), where all of the plant objects have to get hit by wind-themed moves to be affected. 3. by the time of SV, wind-based moves are now an actual game mechanic, as they interact with wind-based abilities like Wind Rider and Wind Power. I've tried to theorycraft an actual Wind type countless times over the past 2 decades, so it's been amazing to see it finally manifest mechanically in recent games! But I suppose its pseudo-type state getting fleshed out further might be what I should actually hope for. Because while most people probably jump to the assumption that "Flying type is already a wind type", it is just not true that Flying has even remotely an exclusive coverage of the concept; which becomes very clear when looking at a list of wind-based moves. Yes, the moves that first come to mind are likely things like Hurricane and Aeroblast, but the selection so far is so diverse, that there is at least one, if not even multiple, wind-based moves for all of the following types already: Normal, Grass, Ice, Fire, Electric, Flying, Bug, Ghost, Fairy, Dragon, Ground. So one could argue that the way wind combines with other elements to create wind-based moves could be seen as a crucial feature of the concept, which feels more pseudo-type-y than perhaps everything else mentioned in this video?
I think this video showed more of why sound being a type is a stupid idea, instead of why we need more "pseudo-types." The whole sound mechanic is basically just a move category like biting, bullets, slicing, punching, wind, spores, and the others.
Wind-based moves like Tailwind, and Gust now interact with the Wind Rider and Wind Power abilities. I have always thought the Sand-based and Mud-based attacks and abilities would be cool, like demonstrating the difference between Ground and Ground like Sandaconda using Scorching Sand vs Mudsdale using Mud shot. Or doing something cool with Web-based attacks!
I wish there was a pseudo type for mono-type Pokémon- A demonstration of elemental mastery that could only be achieved by focusing on one type. Single type Pokemon are at a disadvantage because they only get stab for one type.
Sir these are 4 of the 5 senses, touch contact, sound hearing, taste food, light sight, whats the smell type gonna be, stench? We do have multiple pokemon abilities and moves (sweet scent) that can apply to it
Hmmm... Smell type moves would actually work really well. I could see Pokemon like Oinkologne having an immunity to stench-based moves, and Pokemon like Muk or Weezing having an ability to boost stench-based moves. Moves like Poison Gasm, Smog, Belch, Strange Steam, Haze, Misty Terrain, Misty Explosion, and Aromatic Mist could be stench-based.
Contact should be focused on range, as in whether or not a pokemon can execute a move successfully from afar, or whether they need to be within melee range
As someone who really likes Brambleghast I am definitely not biased in saying that I think the "wind" category/pseudo-type should be expanded in future games I definitely don't just want to make my funny little tumbleweed competitively viable. Totally.
Something I keep requesting when this topic is discussed: Light/Beam moves ignore screens Wind deal additional damage the lighter the target (poor Poke gets knocked around)
I really like the idea that Slicing moves could ignore reflect, and aura/pulse moves ignore light screen. It'd be like how Sound ignore Substitute
Its like World slash vs Infinity
Yokai Watch profile picture LET'S FUCKING GOOO
@@javierclaresgarcia8279 SUMMMONING SLIPPERY
Would finally give those two moves the nerf they need
@@Castersvarog I mean, there's already counter play, but it's more direct and not all Pokemon can learn Aura Sphere or Slash, and it's only 1 of those two screens.
All move sub-categories:
Slicing, Punching, Biting, Protecting,
Wind, Sound, Dance, Explosive,
Ball/Bomb, Aura/Pulse, Powder/Spore.
elaborate
@@Ari-xf2ro These are all the "Tags" that are in the code for moves.
@@EndyStar oh ok thanks
I was literally thinking of Wonder Launcher throughout and was expecting this discussion to extend Aura and Pulse moves. After all, there's enough of a concept to fulfill the loose criteria of Pseudo-Typing: there are mechanics which specifically interact with this property, there are Pokémon themed around this property, there is potential for other Pokémon or mechanics to interact with and use this property. Honestly, the best improvement would be if these in game move properties were marked in some visible way besides move descriptions. Just a little light bulb symbol on light-interactive move descriptions, a sword icon on slashing moves.
Do you have a source for this out of curiosity?
ah yes my favorite pseudo types: sound, sound 2, sound 2.5, food, and sound 3
Like the water egg groups
@@rairaion2612actually, certain mechanics that work with egg groups could be pretty cool! What if attract was more likely to work on the same egg group?
Slicing, Ball/Bomb, Wind, and more already exist in the game as basically Soundalikes. This is just fleshing some others out. No reason to say that Sound isn't just Ball/Bomb 2.0
There is kind of another pseudotype that comes from the ability "Bulletproof" which is immune to "bomb and ball" moves.
Or you could add "projectile" type attacks (it'd mostly be for stuff like physical moves that don't make contact, but still) and then have bulletproof apply to it.
The Wind Rider ability also gives us the “wind moves” category which I didn’t know about before
@@AverageEggmonEnthusiastyup, there are actually a few more of these types of categories that classify attacks as different kinds of actions so that they can interact with either abilities or items. Most only exist for the sake of a single ability though which kinda sucks. Some of the other more common ones are punching, biting, dancing, and protecting
The ballin type!
@@jamesruth100 Honestly at this point we might as well add Impact Slash and Pierce from other games and D&D. All the ways physical damage may be applied
My favourite sub-types. Hearing, Touch, Taste and Sight.
So it's just smell last? Fart moves? Feet rubbing moves?
Aroma therapy, odur sleuth, sweet scent... No attacking moves?
@@manelneedsaname1773???
@@lancemckenzie1074 Maybe Smog and Clear Smog
there's also Aroma Veil, Sweet Veil and Stench for abilities
I can think of scented normal attacks like Noxious Torque
outside of that, maybe some wind and breath moves have scent to them, but they might as well use their main attribute
@@pigeon1923 The five senses are Taste, Touch, Sound, Smell, and Sight. Four of them are shown off in this video, now we just need a Scent subtype lol.
I think Light based attacks should actually be worse in the sun, considering the sun is so bright it makes most other lights unnoticeable (try shining a flashlight outside in noon, the light it emits is hardly if at all noticeable). I think Light should instead be better in Rain (since it's usually darker due to clouds) and when "inside" like a cave or even a building, as the light would be much more noticable and therefore potent
That makes sense, but I think It does still make sense for It to be stronger In sun. In the sun, there's more light to absorb(?) making the attack stronger
@@Badylird sh*t like this is why its not a never gonna be a new type
I like the idea of Light attacks being better in the rain and not at night, since competitive battles don't use day/night mechanics and you can't control it
@@schaffs2but what if we brought in the New Moon weather from Insurgence.?
@@Bruh_idk69lul 🤮
To add onto the idea of Harsh sunlight interacting with Light-based moves
The moves Morning sun and Moonlight have their effects boosted by 33.3% under Harsh sunlight, going from healing 50% HP to 66.6% HP. On the flip side, their effect is halved under any other weather effect.
So logically, Light-based moves would have a 1.3x stronger power/effect under Harsh sunlight, but halved power/effect under Rain/Snow/Sandstorm/etc.
Also the Illuminate ability could boost Light-based moves. It'd be more interesting than it being Keen eye 2.0.
Illuminate could be a Light-based Pixilate.
@@asierx7047 I was thinking more like how the Sharpness or Iron fist abilities boost the power of a specific sub-category of moves, since Light here isn't a type but a sub-category of moves
Ehh, I think it’s more that the sky clears up for those celestial bodies to be in full force, not that “light” effects are stronger in the sun.
@@reginlief1 I mean, yeah, that's kinda the idea. Sunny Day is called Clear Sky in japanese afterall. But yeah, in english the weather is harsh sunlight so that's what I'm referring it as
Omg imagine if default necrozma was a dark type instead of a psychic type, and ultra necrozma was a light type- Dawn wings and Dusk mane necrozma could both be Dark/Light type combos :o
There are also Wind moves as a pseudo-type, thanks to the abilities Wind Rider and Wind Power. Could be another avenue for expanding the concept.
How is wind distinguished from flying?
@@lancemckenzie1074 because there are non-flying type wind moves (Blizzard, Icy Wind, Heatwave, Twister, etc). Similar to how there are non-normal type sound moves (like Bug Buzz, Snarl, Grass Whistle, Torch Song, etc).
I think another interesting property that could've been mentioned here and apply is how certain Pokemon are unaffected by Telekinesis, a move that involves lifting Pokemon off the ground, those being Mega Gengar, Diglett, Dugtrio, Sandygast and Palossand. This is an extremely niche interaction, so I'd understand why you wouldn't know about it, but this basically shows an example of specific properties of these Pokemon that are neither a part of their type or ability, but just their designs (All of these Pokemon are directly connected with the ground) having an effect in battle. This could be similar to how a hypothetical Food pseudo type may work, in that it's tied to neither their type or ability, but the Pokemon itself.
Do you have an example
@@laskurtanceixixiiThey gave an example within their own comment
@@kindlyevilbgm ☝️🤓
@@laskurtanceixixii☝️🤡
@@laskurtanceixixii 🤦♀️
Did you know that Electric doesn't actually have any Light moves? Steel and Rock have more!
Electricity makes light
@@jmhguylight bulbs are bad electrical cables which have high electrical resistance, so energy is converted to light. And you also have non-electric light generation like fluorescence and phosphorescence.
@@jmhguy So does Fire. By extension: Fire is the light-type, lol.
@@VioletLunaChan agree
The reason why contact exists is to allow certain moves on physical attackers to play around contact effects which are usually extremely detrimental so it’s not really a pseudo type
He kinda spent an entire section of the video about that lol
@@BudewFan_ Except he then said that we should remove the contact distinction because we have the physical and special split, meanwhile certain moves like Earthquake are physical moves without making direct contact. Same with Bullet Seed, Attack Order, Aqua Tail, Dragon Darts, Fling, Drum Beating, etc. There's an entire list of physical moves that don't make direct contact
@@dorkenspache8353 oh, I genuinely just didn’t notice that, was listening to the vid in the bg my bad
dividing up contact moves into other subcategories reminds me of how SMT and old Persona used to divide up their physical attacks between like slash, pierce, bash, gun, and so on
Honestly, the game already divides most moves into sub-categories based on method or some other non-typal move property. Making these sub-categories more visible, and introducing more niche interactions specific to these sub-categories could go a long way.
They still do.
@@makes58 Some of them. P5 has only gun and phys, SMTV has only phys, and P3R it's a remake so it inherits the clasification from the original P3.
I love that image of how sound would work offensively at 1:47
"Super effective to Ice, resisted by Steel"
Because Ice needs more weaknesses and Steel needs more resistances (sarcastic)
This is why sound doesn't appeal to me as a type, Ice, Bug and Poison are weak, Steel and Fairy are strong, how exactly would adding the sound type logically address these issues without being completely arbitrary?
(same for Light type)
Well it could reasonably go the other way around instead. Sound could be good against steel because when sound bounces off of steel the volume increases, meanwhile ice could resist sound because snow actually dampens sound.
@@jashpippins8228 Yeah but how about buffing Bug and Poison? How would Sound nerf Fairy?
@@nathanblackburn1193 Some bugs don't hear very well, or at all, like fireflies. If I remember katydids hear with their knee joints though. And uh. You have bugs that make a lot of sounds and are defined by it like cicadas...
Maybe fairies really like songs and are afraid of loud noises? Makes sense?
I've been wondering about what would happen if Poison became super effective against water, due to pollution, but that's disconnected from sound.
@@nathanblackburn1193 you are right, poison and bug should be supereffective against each other like in gen 1 and fairy should lose it's bug resistance so fairy/psychic mons are nerfed as well, same for fighting (idk why beign good at karate makes you resist bugs, poison makes sense, but not bugs). Then i would make poison supereffective against water type (as almost all sea life forms have lethal poison to kill each other). Oh, and if i had to add a type, i wouldn't go for sound, light or anything like that, i would add a type that no one would ever think of: the quantic type, a pokemon type that "breaks" any sort of logic of how our world works. It would be supereffective against all sort of energy related types (electric, fire, psychic) and also steel as it could destabilize it's structure, rock and ice are more chaotic and less organized so it wouldn't be supereffective against them, it would be weak against dark, ghost and bug (as they usually represent chaos and uncertainity) and resist the types already mentioned (electric, fire, psychic and steel), finally things that represent abscence of energy would be the ones that are supereffective against the quantic type, this would include: ice, dark, ghost, and poison. I think this is the only type that could actually balance out the game. I can imagine tachyon, particle and energy based pokemons around this type, and it could also satisfy people who want a sound type as vibrations are related to quantum physics
It doesn't need to be balanced, just fun
there was no sirfetch'd section i want a refund
Food
4:59 This actually kinda reminds me of how games like Dungeons and Dragons and Pathfinder will split up physical attacks into Bludgeoning, Slashing, and Piercing!
Also, for sun and the light type, maybe you could make it so that the 50% boost happens to any move that is light based and/or fire type, so that way it can apply to both without stacking?
I wish this video had actually gone more into the different existing sub types of moves. Becasue this video makes it sound like there are very few but really there are tons. Ball/bomb, wind, slicing, aura/pulse, biting and more
What makes sound so interesting to everyone is mainly how easily it seems to be for turning into a type. But also because it has more properties outside of ability interactions like ignoring substitute and its a cool way to add more complextity onto moves.
I would have loved to see more of these already existing properties get more interactions like how this video suggested slicing moves ignoring screens.
3:19 while that is not a stretch to say I will bring up that there are physical moves that don’t make contact.
In particular the move psycho cut is a non contact physical move. There is also Decidueye’s hidden ability long reach which makes it so none of it’s attacks make contact. Contact is more like a requirement for other things than it’s own catergory I would say.
I’m glad we at least got to see your attempt on making Contact into a pseudo-type
Uh... Light working a lot like sound proves that it could totally work!
Personally I like the dance sub-type, given oricorios ability already copies dance moves, and a number of Pokémon have dance themes, just add a few more dance abilities and you are good.
Foot-loose: all dance moves act like rapid spin and remove hazards. Cause your feet are loose.
Deadly grace: boosts damage of dance moves.
I was thinking "Okay but there's like 4 offensive dance moves and two of them are grass and another is Volcarona's signature" but like. Aqua Step. Give Aqu Step to more Pokémon.
Also yeah there should be more offensive Dance moves; I like the idea of a Dancing Fan item where the user copies the first Dance move a Pokémon uses (including it's own). Stealing Dragon Dances and getting double Quiver Dance sounds like fun imo.
That whole line of thinking with contact was insanely satisfying even if it didn’t work out. Really fun video. Was trying to find something to watch while eating dinner and this shit slapped top tier content
Sure, almost all contact moves are Physical, but why would Static or Baneful Bunker trigger off Earthquake?
If anything, they should make contact Status moves as well (Tail Whip, Lovely Kiss, Quash...)
Also, considering the impact/sharp thing, Shell Armor should reduce the damage of sharp moves, not impact. You don't cut through a shell, you smash it with a rock
Pun intended you're cooking with the food pseudotype.
4:10 my argument, why you shouldn’t is because just because it’s a range attack does not mean it’s special. Not every physical attack using contact attack, take earthquake, for example; and not every special attack is a range attack, I don’t actually think there’s an example of this yet.
There are like three special moves that make contact. Namely grass knot, draining kiss, and Infestation. Electro Drift also makes contact.
But there are physical attacks that don't make contact, most of which are rock type
Don’t forget the artillery moves (affected by bulletproof)
5:26 i’m essentially going to do that in my call of Cthulhu games that I combine with Pokémon. The difference is when you crit, if you crit with something blunt You do maximum damage, if you crit with something sharp, you do maximum damage and then another die of damage.
Doesn't that just make Sharpness superior in every context, and thus creates an illusion of choice?
@@Sanguivore there are certain enemies that actually take little to no damage from sharp weapons, like Mi-go.
@@nettlesandsnakes9138 Unless those enemies are plentiful, then Sharpness is still superior by a longshot.
An idea I had for a locust pokemon would fit quite nicely into the food type. The pokemon would be similar to wishiwashi as it starts as a single unimpressive locust but its ability would force it to consume any one time use item it is holding immediately or its target's item when using a move like bug bite. After it eats an item it turns into swarming form and becomes multiple locusts with a much more usable stat total
Crikethreen
I saw a regional fake concept called Hippihoppi that I sort of just yoinked for my own project 😅
I've been playing with this gimmick in my Pokémon projects for a WHILE. It adds a ridiculous amount of depth to gameplay and themeing. It's let me do shit like merging Rock and Ground together into Earth seamlessly. Earth is flat out strong against Flying, but some moves are considered "Grounded", and therefore do not affect Flying, which is "Airborne". Moves like Surf and Avalanche are also considered Grounded so they don't affect Airborne Pokémon.
I also rebalanced my Shadow type (combination of Dark and Ghost because I hate the Dark type) by removing the Normal and Fighting immunities and replacing it with a Contact immunity (except for Shadow moves). This undoubtedly makes it the strongest type on the chart, but the game is balanced around that fact, my favorite work around being the costly Silph Scope, which is now a held item that lets the holder ignore the immunity.
Additionally, I honestly like typed gyms, it's just that I think that they should be more _themed_ around a type but not necessarily limited to that type. For example a Steel type gym could be about magnetism and still use fitting Electric types. This means I can also make gyms themed around Sound moves or Pulse moves-Normal and Water primarily, but still featuring plenty of other types.
I even toyed with Dragon moves as a sub-category for Fairy, but that ended up meaning having "Magic" carry too many things. Instead I settled for a general buff to Dragon moves across the board, but they confuse the user if they aren't part Dragon.
I really wish we had physical sound moves. Like Drum Beating could have easily been made one.
And maybe a ground one called something like Seismic Wave to reference that sound is a form of vibrations and Seismographs measure vibrations in the earth.
Make it 70 base power that gains an additional effect based on the terrain or something to make it stand out more
One thing I noticed about these categories is that they all seem to apply to different senses. Sound to hearing, light to sight, food to taste, and contact to touch. We're just missing small, but there are moves like Sweetscent and Odor Sleuth, and Grass and Poison types in general are applicable to scent. Maybe a new mechanic could involve the five (or more) senses and how they impact a Pokemon's performance in battle.
honestly, theorizing pseudo-types over entirely new types is WAY more interesting imo
I think contact is specifically for rock type moves because those definitely are not some kind of magic, but throwing a rock at someone (which is pretty much most rock moves) implies that no physical body to body contact is made
0:24 Thank you for saying that. Why can't it just be a pseudo type of attack? It works the way it is now
I have felt for a long time that alongside type and category, moves in Pokémon could also get an additional property could be called "Attribute". It would act as the pseudo-type you talked about and cover thing like sound, biting, punching, wind, ... kind of move. That way it would be easier to identify which move count as which so that we don't have to guess anymore if Sucker Punch is powered up by Iron Fist or not.
The case for Sucker Punch is exclusive to English however simply due to the choice of words the translators chose, they could have went with like Low Blow or Sneak Attack for example, I mean, it's the same gen where Iron Fist became a thing if I recall correctly so they should probably have known it would cause problem
The overall point still stands and I agree with it, I just wanted to share how baffled I am at the translators taking liberties with something when they should have known that the liberties they took would result in unnecessary confusion
Absolutely great take! I completely agree, these extra effects and tags on moves make them more interesting than just "make it into a new type".
Magnetism could be an interesting pseudo-type, interacting with rock, ground, electric, steal and even ice moves in different ways by affecting accuracy/evasion as if pulling/pushing things around. Super cold magnets is how some hover technology works so ice pokemon using magnet moves can cause them to evade the next ground move.
Healing is basically a pseudo-type.
There's some mechanics based on weight that potentially is a pseudo-type though the theme is more on par with contact.
Screens/barriers are a cool mechanic that could have more added to it and could even interact with light.
Light as a mechanic, I don't really like that it would take over sunny day, I like it better that it just interacts with various things, like grass types could charge solar beam faster after a light move the same way it does in sunny day, screens could last longer, status effects from dark moves could end sooner, things like that.
The Food concept was genuinely well designed haha
Great video!
Such a great video!
Loved your ideas, it would be so cool to see them expanding even more on the battle mechanics with fully fleshed-out pseudo-types.
What about "Love" as a pseudo type, with moves like attract, charm, sweet kiss, draining kiss, and abilities like cute charm, idk sounds cute lol
There's rivalry and a secondary status effect so you might be onto something
I feel like that's more or less an extension of Fairy type. If Fairy type could have their own status ailment, it would've been infatuation.
@@DanDaFreakinMan And Normal is associated with Sound? Food with also Fairy? Light with Electric, Fire, Psychic, and _Fairy again?_
@@Deadflower019 up to a point, yes.
thank you for putting in timestamps for the music!
okay but the fact that light sounds just like sound IS what makes it so good. tbh it's the one that i can actually see them adding without much issue while the others feel a bit tacked on the fact taht you could jsut add the category and make some effects and it'd work perfectly makes it great
Dance type would be fire
We already got Quaquaval and Oricorio
One of those is water
Whenever the concept of Sound as a pokemon type comes up, I always rally behind Weapon or Gear type pokemon. You have the Cubone line, farfetched line, Honedge line, Grookey line, Dreepy line, Octillary, Blastoise, Genesect, Decidueye, etc. Theres so many Pokemon, moves, and items that revolve around the theme of a pokemon having a armament or equipment by default that I always kinda hoped to see a typing around it.
I saw the DELTARUNE one like last week so now im subbing
who would have guessed that contact is made primarily by physical actions. wild
I absolutely love these "pseudo-types" how they are because they describe how the moves function in parallel to their elemental properties!! A move can be either dragon- or electric-type but still be functionally similar if they are both sound-based, and that added level of complexity is so fun
Light as a "Pseudo-type" does make sense. While it does feel close to 'sound' it would allow you to create bonus effects around certain moves. In fact, Solar Blade is a 'light based move' which is physical, and there was a recent "Mighty Cleave" signature rock type move. So it isn't even stuck in the "Special" type category, you just need to add a few moves that use light as a physical weapon.
Officially, there are some 'physical' sub-types for moves, like Slicing(boosted by Sharpness ability) or Punching(Iron fist and Punching Glove). So there are some sort of 'Pseudo-types' for physical, just not obvious ones.
Thank you!!!! I love that sound is a sub type and not a fully fledged one!!!
Sub types are such a cool mechanic that should definitely be taken full advantage of
Dance type could work for example ludicolo and oricorio are based on dancing and you can maybe add a dance floor that boosts dance type moves
Watched this while eating tacos. Love It when you post Kazoo. And I know you spent a lot of time getting all the footage for the video as usual
I was literally thinking about this-ish the other day. Like "hey if normal type is the defacto for sound themed moves and pokemon, then it seems like fairy has become the default for food themed, because of pokemon like milcery, dashbund, swirling, etc.
you may enjoy looking at Pokemon Reborn's mechanics. they have it so various locations give various extra effects, and thus give some extra support to these pseudo-types. like sound moves being boosted in caves due to echo, and even stuff like the Ice gym using a custom Mirrored field, which has many light based moves cause accuracy drops, and beam attacks (like ice beam or signal beam and others) to actually reflect off the terrain for boosted damage if they miss. real neat stuff.
I feel like you’re getting at a kind of “delivery method” set of types, that might fit as an expansion of the physical/special split
Physical can be split into slashing, piercing, projectile, etc.
Special into Sound, Light, pulse, Food? Etc.
then it’s applied to moves only, and Pokémon can specialize in certain delivery methods based on move pools and abilities
Physical noncontact moves are projectiles like Icicle Spear and Rock Throw; there's a lot you can do with that. Also explosion isn't a contact move, but it doesn't feel like a projectile, more like a shockwave. Which makes sense because "damp" would dampen the save
Making these things types would be so strange. I prefer them as they are, and I would love to see more kinds of moves like these!
Further to the point about Contact and physical moves - in Pokémon Masters, the defensive moves that react to contact in the mainline games just react to Physical moves instead. They didn't even bother to add the contact effect tag to simplify things.
Sound isnt the only category for Pokemon moves. There’s quite a few more. Biting, Punching, Slicing, Ball/Bomb, Wind, and Dance
I thought about having light based mechanics when back in gen 4 I designed a fakemon evolution to Sandslash, a steel type with mirror-like scales _(so you could imagine my reaction when 3 generations later Alolan Sandslash suddenly existed)_
Particularly it had an ability which would reflect half the damage of light based moves. So taking only half the damage from stuff like Ice Beam, Mirror Shot, Hyper Beam, etc. and tossing that half back.
I always interpeted a moves' official type as describing the "medium" of the attack (water, martial prowess, draconic magic, etc.) while subcategories describe its "method" (vibrating, slicing, punching, etc.)
I love all the discussions and ideas this video created :)
I was going to comment this before you brought it up pretty much straight away - but yeah I've always had the response that sound and other move properties would sooner be move categories than types if they were to be fleshed out
Was surprised ball/bullet wasn’t here
I love the little sprites throughout. Little deer my beloved
Fun idea and great video! Keep up the good stuff
actually interesting type/mechanic ideas? no way
You say light would be "just sound2", but honestly it has so much potential to differentiating itself enough and be really interesting. Light based moves could be made less effective on water types, because light refracts on water and now suddenly solar beam might not be a good option against water types. Light moves maybe could go through barrier moves because theyre like glass, light goes through. You could have some moves and abilities having a "mirrored" property, so light moves would either have no effect or actually bounce back to the attacker. The theming is there and its really interesting
Counter-argument for the Harsh Sunlight boosting light moves. I think there should be an eclipse weather effect that boosts dark type moves and in the dark, light is boosted because it’s easier to see the light. A flashlight is less effective the brighter it is outside after all. A flash of bright light in the dark can be blinding
I feel like the Stockpile group of moves is also pretty food related. It would be an interesting aspect to explore.
To me, it being sunny doesnt intuitively make sense to boost light, rather my intuition says light moves should be weaker because theyre being outshone and drown out
It seems like the obvious carry for food type would be Stockpile, Swallow, and Spit-up. They have their own stacking, to a max of 3, but that only boosts up to half the max stat boost... so hold food double bonus? double heal double damage? Sure, why not. Could be a whole thing of trying to turtle hard enough so you dont consume your berry so you turtle harder, very defense-half, with a sprinkle of offense.
Removing contact and just replacing it with Physical means that moves like Rock Slide and Earthquake would count as contact, and special moves like Draining Kiss and Petal Dance would no longer make contact.
I theorized a light based move category for a romhack I was working on before. Mostly to give the ability Illuminate something to do. (Boost Light moves by 20%)
The special feature was that these moves ignored screens. (Because they pass right through them). Which was kind of hilarious because it made Confuse Ray bypass Safeguard.
There was also a surprising number of light based moves, like Psybeam. Couldn't decide if Moonblast was a ball of energy or an energized chunk of moon shot at Pokemon though.
I would argue to leave Sunny Day alone as a fire type move, and add "eclipse" as a new move that makes the ballfield dark, thus making the light type moves do more damage that way
For the Light/Sunny Day interaction, maybe give light moves a pseudo priority boost when used in the sun.
Like a 10-20% speed boost when using a Light move in the sun. That way any priority moves and especially fast pokemon will still out speed
A fun light move would be Hard Light where it uses the special attack for power but acts as physical against the opponent
The food idea is honestly fantastic
We’ve always called these “classifications” and I’ve always thought the MAJORITY of your moves should all have a classification all offense moves should be “ranged” “sound based” “punch” “slicing” “kick” etc. and there should be more interaction with these classifications.
Strong Jaw, Sharpness, and Iron Fist put cettain moves into biting, cutting, and punching categories kind of like sound-based moves, similar to impact and sharp, but narrower.
This video was super cool, and I think your ideas were pretty good! I kinda wanna see sharp become a psuedo-type, it's literally got an ability dedicated to it.
i think its neat for attacks to basically have dual type, maybe if some actual types have interaction baked into them like how grass types are immune to powder and spore.
I love the idea of gluttony causing more damage to opponents holding food, but I propose that it should (also?) cause the pokemon to heal more when consuming food items. Berries that don't heal can heal 1/8th, berries that do heal can heal 1/8th more, and leftovers can have its effect doubled(?). I care nothing for balance, just the rule of cool.
This video is actually so brilliant. Love that you didn't go thr brainless route and talk about new actual types. I love the idea of more pseudo types
i think instead of harsh sunlight boosting light moves, Magic Room could instead. harsh sunlight i think of as making light moves less effective because there’s already so much light, like how you can hardly see a flashlight on a sunny day. Magic Room however isn’t super used anyways, and the animation makes it look like the battlefield is covered in magic mirrors, which could bounce or amplify the light moves
Light subtype would be a field day for necrozma. Prism armor absorbs light based moves while his ultra form ability enhances his own.
Heavy/light weight mechanic.
Weight based moves like low kick already have desirable, middling, or unimpressive outcomes depending if the pokemon is particularly heavy or not.
Not all steel and rock pokemon are big.
Could interact with moves like aerial ace.
Heavy effective against fighting, fairy, and bug and weak to ground and flying, and visa versa.
Moves like roll out, body press, are heavy while light is... Hmm. Maybe we just add heavy without light and everything that isn't heavy is light by default.
Food type Pokemon (Pokemon based on, obsessed with or producing food):
Victreebel (Grass\Food)
Farfetch'd (Food\Flying)
Galarian Farfetch'd (Food\Fighting) Sirfetch'd (Food\Fighting)
Alolan Grimer (Poison\Food) Alolan Muk (Poison\Food)
Lickitung (Food) Lickilicky (Food)
Chansey (Normal\Food) Blissey (Normal\Food)
Munchlax (Food) Snorlax (Food)
Miltank (Normal\Food)
Mega Mawile (Steel\Food)
Gulpin (Poison\Food) Swalot (Poison\Food)
Trapinch (Ground\Food)
Combee (Bug\Food) Vespiquen (Bug\Food)
Carnivine (Grass\Food)
Vanillite (Ice\Food) Vanillish (Ice\Food) Vanillux (Ice\Food)
Heatmor (Fire\Food)
Swirlix (Fairy\Food) Slurpuff (Fairy\Food)
Yungoos (Normal\Food) Gumshoos (Normal\Food)
Bounsweet (Grass\Food) Steenee (Grass\Food) Tsareena (Grass\Food)
Guzzlord (Dark\Food)
Skwovet (Normal\Food) Greedent (Normal\Food)
Milcery (Fairy\Food) Alcremie (Fairy\Food)
Full Belly Morpeko (Electric\Food)
Cramorant (Flying\Food)
Sinistea (Ghost\Food) Polteageist (Ghost\Food)
Applin (Food\Dragon) Flapple (Food\Dragon)/ Appletun (Food)\Dragon)/ Dipplin (Food\Dragon) Hydrapple (Food\Dragon)
Lechonk (Normal\Food) Oinkologne (Normal\Food)
Fidough (Fairy\Food) Dachsbun (Fairy\Food)
Smoliv (Grass\Food) Dolliv (Grass\Food) Arboliva (Grass\Food)
Nacli (Rock\Food) Naclstack (Rock\Food) Garganacl (Rock\Food)
Toedscool (Ground\Food) Toedscrool (Ground\Food)
Capsakid (Grass\Food)
"give drought to more pokemon than torkoal and groudon"
Ninetails: am i a joke to you
Ah, finally someone will talk about wind-based moves, a literal mechanic in the games.
[finishes video]
....wait what.
To elaborate:
1. throughout the first 5 generations, wind-related concepts had already been part of the series all along,
- through numerous moves that range from plain examples like Whirlwind/Gust/Twister to ones interacting with specific elements like IcyWind/SilverWind/Leaf Tornado/HeatWave/...
-through certain wind associated Pokémon like Lugia, Shiftry... and possibly the strongest direct representation with Tornadus
2. the first the theme loosely manifesting in a game mechanic is seen in XY, with the "natural object" feature (where objects will sometimes appear behind wild hordes of Pokémon, which can be destroyed by specific spread moves), where all of the plant objects have to get hit by wind-themed moves to be affected.
3. by the time of SV, wind-based moves are now an actual game mechanic, as they interact with wind-based abilities like Wind Rider and Wind Power.
I've tried to theorycraft an actual Wind type countless times over the past 2 decades, so it's been amazing to see it finally manifest mechanically in recent games!
But I suppose its pseudo-type state getting fleshed out further might be what I should actually hope for.
Because while most people probably jump to the assumption that "Flying type is already a wind type", it is just not true that Flying has even remotely an exclusive coverage of the concept; which becomes very clear when looking at a list of wind-based moves. Yes, the moves that first come to mind are likely things like Hurricane and Aeroblast, but the selection so far is so diverse, that there is at least one, if not even multiple, wind-based moves for all of the following types already:
Normal, Grass, Ice, Fire, Electric, Flying, Bug, Ghost, Fairy, Dragon, Ground.
So one could argue that the way wind combines with other elements to create wind-based moves could be seen as a crucial feature of the concept, which feels more pseudo-type-y than perhaps everything else mentioned in this video?
I think this video showed more of why sound being a type is a stupid idea, instead of why we need more "pseudo-types." The whole sound mechanic is basically just a move category like biting, bullets, slicing, punching, wind, spores, and the others.
I really do like the food and sound pseudotype ideas
Wind-based moves like Tailwind, and Gust now interact with the Wind Rider and Wind Power abilities. I have always thought the Sand-based and Mud-based attacks and abilities would be cool, like demonstrating the difference between Ground and Ground like Sandaconda using Scorching Sand vs Mudsdale using Mud shot.
Or doing something cool with Web-based attacks!
Slicing moves already have their own little mechanic, that being that most slicing moves have an increased critical hit ratio.
In Gen 9 they added Wind as a classification of move which only applies to Killowatrell and Brambleghast.
I wish there was a pseudo type for mono-type Pokémon- A demonstration of elemental mastery that could only be achieved by focusing on one type. Single type Pokemon are at a disadvantage because they only get stab for one type.
This was more creative than you give yourself credit for!
I thought you were gonna talk about a dance type with oricorio as a representative or something, but you got some interesting ideas
Sir these are 4 of the 5 senses, touch contact, sound hearing, taste food, light sight, whats the smell type gonna be, stench? We do have multiple pokemon abilities and moves (sweet scent) that can apply to it
Hmmm... Smell type moves would actually work really well. I could see Pokemon like Oinkologne having an immunity to stench-based moves, and Pokemon like Muk or Weezing having an ability to boost stench-based moves. Moves like Poison Gasm, Smog, Belch, Strange Steam, Haze, Misty Terrain, Misty Explosion, and Aromatic Mist could be stench-based.
Contact should be focused on range, as in whether or not a pokemon can execute a move successfully from afar, or whether they need to be within melee range
As someone who really likes Brambleghast I am definitely not biased in saying that I think the "wind" category/pseudo-type should be expanded in future games
I definitely don't just want to make my funny little tumbleweed competitively viable. Totally.
Something I keep requesting when this topic is discussed:
Light/Beam moves ignore screens
Wind deal additional damage the lighter the target (poor Poke gets knocked around)