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[Question] How to balance movepools?

  • 76
    Posts
    3
    Years
    • He/Him and They/Them
    • Canada
    • Seen Nov 3, 2024
    I want to start making my Pokemon Fangame with a bunch of Fakemon, but my main struggle is making custom movepools. Does anyone have any tips for balancing those?
     
    This really depends on ALOT of things.

    If you're strictly going by Pokemon's systems, you'll likely have to take into account level growth of the Pokemon, where the Pokemon spawns the theme of the Pokemon, what Abilities the Pokemon has to justify learning those moves, etc.

    As much as I love Pokemon, it does alot of things where certain moves remain undesirable on certain monsters regardless of theming or practicality. For exmample, having the Abra line learning Psycho Cut via level up is more often than not a wasted slot.
     
    I like to keep the base power and point of progress when attacking moves are learned pretty close based on how strong the player's party is expected to be at certain points. For levels 1~10 everything wants to have at least one STAB move with the favored physical/special attacking stat to attack with, whether the base attacking stats of the Pokémon are 40 or 80. Having those attacking stats not be so far apart also helps.

    Speed tiering is also important depending on how much of your game's roster can sweep through several Pokémon in a row. If everything is super fast and frail, the one that's fastest even with mediocre attacking stats can break your game's balance. I like keeping everything close to the middle with some variance but overall it feels bad if the Pokémon you want to use is slow, gets one-shot all the time, and has terrible moves all at the same time.

    Practical playtesting also helps a lot. Don't rely on calculated numbers. Play through your game, however much of it exists so far, for yourself and experience how a new player would deal with the game's balance based on what's available along the way.
     
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