Post by Mari on Jan 30, 2017 0:41:27 GMT -8
Over this past month I've been going through the item index and balancing items left and right. Many items were nerfed and buffed. Overall, I hope that these changes will result in a higher quality of playing. In general, the way charisma interacts with healing items has been has been heavily redesigned to make it a more valuable stat without necessarily making healing items useless to low charisma characters.
Here's a changelog!
Additionally, today marks the debut of The True Arena! This is a new version of Sunshine Stadium's Boss Battles run by yours truly. The fights are frighteningly hard and the rewards are unparalleled. These fights are designed to be taken on by teams of characters rather than individuals like in the casino. And is that Blue playing scheduling? She sounds a bit funny. Regardless, give a warm welcome to our first boss battle, just in time for Valentines, the goddess Aphrodite!
Here's a changelog!
Regular Items
Back Shield:
Old Mechanics: Absorbs 30% damage that would have otherwise hit the user
New Mechanics: Absorbs 18% damage that would have otherwise hit the user and is ineffective against intelligence targeting attacks.
Bob-Omb:
Old Mechanics: Deals 25% Damage
New Mechanics: Deals 32% Damage
Cracker Launcher
Old Mechanics: Allows you to do 19% damage attacks and inflicts a -2 Dex debuff on yourself while in use.
New Mechanics: Allows you to deal 22% Damage high knockback attacks and prevents the user from bubble shielding while in use. Additionally, if the user is hit by an attack that deals 11% damage or greater they drop the cracker launcher and must spend an action picking it back up if they want to continue using it.
Daybreak
Old Mechanics: Deals 50% unblockable unavoidable damage similar to a final smash.
New Mechanics: The damage amount has been changed to 40% and it has been changed so that you cannot have more than one Daybreak per account.
DNA Splicers
Old Mechanics: Using these splicers, two characters can temporarily fuse together into one. Their stats are added together and the new character has access to both of their move pools, able to attack on both of the RPer's respective turns. The characters damage will be combined during the fusion and split evenly after the fusion. The length of the fusion depends on a charisma roll by the user of the item. For every multiple of 4 the roll lands, the fusion will last for one turn. For example, a roll of 4 will last for one turn while a roll of 15 will last for 3. A roll of 20 will last for 5, and so on. A roll below 4 results in the item failing. Can only be used once per mission.
New Mechanics: Using these splicers, two characters can temporarily fuse together into one. Their stats modifiers are added together and the new character has access to both of their move pools, able to attack on both of the RPer's respective turns. Negative stat modifiers are treated as a +0 for the purposes of combining stats. The characters damage taken will be combined during the fusion and split evenly after the fusion. The length of the fusion depends on a charisma roll by the user of the item. For every multiple of 4 the roll lands, the fusion will last for one turn. For example, a roll of 4 will last for one turn while a roll of 15 will last for 3. A roll of 20 will last for 5, and so on. A roll below 4 results in the item failing. Can only be used once per mission.
Dragoon
Old Mechanics: Deals 40% damage (No modifier listed for accuracy roll) and targets receive a -2 debuff to dodging this attack.
New Mechanics: Damage reduced to 32% to balance it against the daybreak and added a one-per-account stipulation because it shares the daybreak's no duplicates allowed mechanics in-game.
Fairy Bottle
Old Mechanics: Heals for 70% HP if user is over 70% damage
New Mechanics: To heal the user, this item takes a turn to go into effect. During this period, enemies can attempt to steal the fairy bottle using any manner of grappling action. This item heals 50% damage so long as the person who is holding it at the end of this turn has taken 80% or greater damage. Else, it can simply be thrown at enemies for 8% damage and mild knockback.
Fire Flower
Old Mechanics: Deals 3% as a light (comboable) attack with a 10% chance to burn.
New Mechanics: Deals 5% as a light (comboable) attack with a 30% chance to burn.
Food
Old Mechanics: Heals 12% + CHR Mod. Food Items act the same as Light Attacks, the user can use three of them before it counts as 1 Combat Action.
New Mechanics: Heals 1d3 + 2. Characters with 14 or higher Charisma gain an additional +1 to their roll and characters with 9 or less charisma suffer a -1 to their roll. Food Items can be combo'd like light attacks; the user can use three of them before it counts as 1 Combat Action. Also, the bit about the food being paper thin and having the consistency of rice cakes has been removed, as I've never seen anyone acknowledge this facet of the item and it appears to be based solely on a lag prevention technique employed in-game rather than any lore or reference to any actual paper food items.
Floral Headband
This item was not "changed". Its mechanics were however clarified a bit, as I realized in hindsight that the item description was confusing.
Franklin Badge
Old Mechanic: Reflects all ranged attacks until/if it reflects 50% or greater worth of damage.
New Mechanic: Reflects energy/magic based projectile attacks until/if it reflects 26% or greater worth of damage.
Golden Hammer / Hammer
Old Mechanic: Does 30% damage per swing and disables the user's bubble shield, as well as giving them a -2 to their dex mod. 25% chance of being a squeaky hammer that leaves you vulnerable.
New Mechanic: Buffed it to only give a -2 to dodges against ranged attacks. (This change was also made to the regular hammer)
Heart Container
Old Mechanic: Heals 50% + (4x Charisma Mod)
New Mechanic: Heals for 35% + (3x Charisma Mod)
Hydra
Old Mechanic: Dealt 42% damage and had "+2 +1d4." as it's accuracy modifier (???)
New Mechanic: Deals 46% damage and the user suffers a -2 debuff to their accuracy roll when making this attack. Additionally, this item now has a one per account limit like the dragoon and daybreak.
Li Gas Mask
Old Mechanic: Does ... something for 1 turn. Assumedly protects you from the starvia.
New Mechanic: Passively shields you from airborne contaminents until it blocks 3 turns worth of contaminents, after which it ceases to be functional and you must spend a turn washing it with contaminent free water without being interrupted by any knockback before it can be used again. Can be broken by any attack aimed at your face.
Li Jetpack
Old Mechanic: It's not clear. It let you fly, but failed to specify for how long exactly. Oh and it could explode once it was out of fuel, because apparently it was designed by Michael Bay.
New Mechanic: It now lets you fly for an entire 6 turns, but can be attacked by enemies and if you're hit will violently malfunction, either exploding or violently propelling you into the nearest solid surface for 15% damage with a 50% chance of paralysis.
Lovely Perfume
This item was not changed, merely clarified so that there was no "modifier or stats?" confusion.
Makai Realm Brand Honey
Old Mechanic: Fully heals a character, but inflicts them with a random status effect
New Mechanic: Heals 25+cha, but inflicts them with a random negative status effect
Maxim Tomato
Old Mechanic: Heals 40% + Cha Mod
New Mechanic: Heals 1d10 + (20 + Cha Mod)
Mr. Saturn
Old Mechanic: Does 7% damage and nothing else.
New Mechanic: Deals 7% damage and heavily discourages the opponent from bubbleshielding Mr. Saturn or the following attack.
Night Vision Goggles
Old Mechanic: "Self-Explanatory"
New Mechanic: Immunity to impaired vision from a lack of light. Note that this does not necessarily give you immunity to impaired vision caused by things like unholy, living darkness that surrounds your character.
Ore Club
Added high knockback to it's description.
Red Hot Shot
Old Mechanic: Inflicts an "intoxicated" status that was never elaborated on, dating back from before the damage update.
New Mechanic: Intoxicated has been changed to the mind-melted status, which is our new version of intoxicated.
Red Hot Shot
Old Mechanic: Revives with half HP upon death.
New Mechanic: Revives with 1d20 + (5 + Cha Mod) upon death. Only one can be used in a given thread.
Sandbag
Old Mechanic: Produces a food item every time it is attacked for 5 turns.
New Mechanic: There's a limit of 25 food items it can produce before disappearing early.
Team Healer
Old Mechanic: Heals 50% + 5x User's Charisma Mod) to an Ally
New Mechanic: Heals 25% + 2x User's Charisma Mod to an Ally
World's Best Curry
Old Mechanic: Heals 15% and grants immunity to status alterations for 3 turns.
New Mechanic: Heals 10% + Cha Mod instead.
Yashichi
Old Mechanic: Heals meatbags for 20% + Cha and synthetic/robot characters for 40% + 2x Cha
New Mechanic: Heals meatbags for 10% + Cha and Synthetic/robot characters for 20% + 2x Cha
Assisit Trophies
Ashley
Old Mechanic: Unleashes a short cloud that acts like a weaker version of Luigi's Negative Zone for 2 turns!
New Mechanic: Unleashes a short cloud that acts like a weaker version of Luigi's Negative Zone for 2 turns! While inside the zone, enemies do 3% less damage and receive more knockback. They also have a 35% chance of tripping each turn, reducing their dexterity by 2 for the remainder of that turn and preventing them from attempting to escape the negative zone, a 30% chance of being mind-melted and a 30% chance of being flowered.
Coffee Bean
Old Mechanic: Description did not make it clear that this item uses itself automatically when the holder is put to sleep.
New Mechanic: Now it does. It is also now a regular item instead of an assist trophy.
Isabelle
Old Mechanic: Isabelle throws a series of food items, healing for a total of 15%.
New Mechanic: Isabelle throws a series of food items. The user and their allies roll a 1d3 to decide how many food items they manage to get
Kackle
Old Mechanic: This trophy had no accuracy roll.
New Mechanic: Kackle's distraction mechanic now has a flat roll of 15.
Lyn
Old Mechanic: This trophy had a flat 12 for accuracy.
New Mechanic: It now has a flat 15 and targets wisdom.
Nightmare (Kirby)
Old Mechanic: Makes everything dark for 3 turns!
New Mechanic: Makes everything dark for 3 turns! Characters without night vision will be forced to make perception rolls to locate enemies before making attacks. If they don't or fail their roll, only critical attacks will be able to hit their marks and attacks that roll a natural 3 or below will accidentally target an ally instead, gaining a +5 to their roll.
Rabbids
Old Mechanic: Previously lacked a mechanic for the "binding" effect mentioned
New Mechanic: The binding effect now reduces dexterity by 2 for the duration of the trophy.
Rebecca
Old Mechanic: This wayward little girl will appear to shower the user and their allies with gifts of food. Each food item will heal exactly as much as the user's initial charisma roll.
New Mechanic: This wayward little girl will appear to bring the user and their allies a picnic basket with a complete meal inside! The meal heals for a value equal to 1d10+(2*cha). This healing roll is made by the assist trophy user, not the characters consuming the food.
Remilia Scarlet
Old Mechanic: Dealt 20% damage and healed 20%
New Mechanic: Deals 20% and heals 15%
Riki
This trophy was missing mechanics on several of its effects and lacked an accuracy roll. These issues have been corrected.
Sinistar
Old Mechanic: Dealt 16% damage
New Mechanic: Deals 22%
Suwako Moriya
Clarified that using AoEs while Suwako is around will hit Suwako. Previously there was really no reason for anyone to attack Suwako or any mechanic for accidentally attacking her.
Tracy
This item previously did not specify which healing or weapon items it could produce. Since weapons don't really range too far into the OP category but healing items do, the ability to choose any weapon you want has been clarified to only include normal weapon items and the healing item has been changed to a specific mid-tier healing item (World's Best Curry)
Pokemon
Abomasnow
Old Mechanic: 9% damage with 15 STR accuracy roll per turn, 25% chance to freeze, stays for 2 turns.
New Mechanic: Damage buffed to 15%
Arceus
Old Mechanic: 25% damage with 17 flat accuracy
New Mechanic: Damage buffed to 30%
Beedrill
Old Mechanic: Summons 3 Beedrills, each do 10% damage with an accuracy roll of 13 STR.
New Mechanic: Added a 15% chance of poison per sting.
Bellosom
Clarified the mechanics to make it clear that it could target multiple enemies.
Chansey
Old Mechanic: No longer gives items with Soft-boil, summons 5 eggs. Each egg heals 6% + CHR Mod and has an accuracy roll of 13 WIS.
New Mechanic: Generates 5 eggs that function as food items to be distributed by the user among themselves and their allies. These eggs can be kept in your inventory, but will gain a +1 bonus to their healing rolls if used in the same thread they're created in. Alternatively, these eggs can be thrown as 5% damage projectiles that have a 20% chance of randomly exploding for an additional 20% damage.
Charizard
Buffed burn chance from 20% to 30%. When you have only one item and it needs to count when using it, a roughly 1/3 chance looks much better than a 1/5 chance. Plus, it was very meh beforehand.
Charizard
Damage buffed to 16% and accuracy reduced to 13 to make it distinct from the new CHarizard.
Deoxys
Old Mechanic: 33% damage with an accuracy roll of 17 WIS.
New Mechanic: Reduced damage to 25%
Entei
Old Mechanic: 21% damage with an accuracy roll of 17 WIS.
New Mechanic: Added a 20% chance of burn.
Gardevoir
Old Mechanic: Creates a Reflect Barrier, which reflects Projectiles for 3 turns.
New Mechanic: Summons a protective barrier around the user and their allies, reducing the damage they take by 3% and healing them by 4 HP for 3 turns.
Giratina
Old Mechanic: 12% damage with an accuracy roll of 17 WIS, extreme knock back.
New Mechanic: 22% damage with an accuracy roll of 17 WIS. Has extreme knockback and a 100% chance of inflicting the mortal wound status.
Giratina
Old Mechanic: 12% damage with an accuracy roll of 17 WIS, extreme knock back.
New Mechanic: 22% damage with an accuracy roll of 17 WIS. Has extreme knockback and a 100% chance of inflicting the mortal wound status.
Gogoat
Old Mechanic: You can ride it, for a +2 to your DEX Mod for 1 turn!
New Mechanic: Buffed to last for 2 turns.
Gulpin
Old Mechanic: Swallows up a target, and can be hit without giving them a chance to dodge! 5% damage for each turn within Gulpin. Make a Strength roll of 10 to escape.
New Mechanic: Swallows up a target, preventing them from defending themselves! The target must defeat Gulpin to escape by rolling against a flat defensive CON roll of 13. Gulpin has 40 HP and for every turn they remain inside Gulpin, they take 14% damage and Gulpin is healed for 5%. Additionally, they suffer a burn status that will not decrease in duration until they are freed. Characters can still attack the victim, but beware that Gulpin might logically suffer damage as well.
Ho-Oh
Old Mechanic: 26% damage with an accuracy roll of 17 WIS, 10% chance to burn.
New Mechanic: 20% damage with an accuracy roll of 17 WIS, 50% chance to burn.
Inkay
Old Mechanic: Trips up opponents making their dodges useless.
New Mechanic: Trips up opponents with its topsy-turvey attack, forcing them to suffer a -2 to all of their dodge rolls for 1 turn.
Koffing
Old Mechanic: Deals poison for 3 turns!
New Mechanic: Assaults foes with toxic gas for 3 turns. Opponents must roll 10+ CON each turn to resist the gas, else it poisons them. Alternatively, they can attack Koffing to try and get rid of it early. Koffing has 30 HP and a hit threshold of 12.
Lugia
Old Mechanic: 35% damage with an accuracy roll of 17 WIS.
New Mechanic: Reduced accuracy to 15
Manaphy
Old Mechanic: Switches body's between you, and any willing ally. If there is none, you get the Pokeball back.
New Mechanic: Choose a target. That target is forcefully body swapped with you, exchanging stats and move sets with you for 3 turns, unless they are willing in which case you can stay swapped indefinitely. Note that damage and items are not exchanged. The same applies in reverse when you get your original body back. If the target is trophied, killed, incapacitated or otherwise indisposed you may not be able to get your body back until they are recovered.
Munchlax
Old Mechanic: Can eat a single Weapon/Item from a foe, and keeps it for a good 3 turns! Before vanishing, leaving the weapon back again.
New Mechanic: Can be used to interrupt a foe using an item, stealing that item and eating it and negating any of the effects it would have had in their post. Alternatively, it can eat a foe's weapon instead. After 3 turns, it vanishes and leaves behind whatever it ate.
Palkia
Old Mechanic: When hit, a foe's Stats are reversed for 2 turns (positive Mods become Negative and vice versa, ex: a character with +2 DEX would have -2 DEX after getting hit). 10% damage with an accuracy roll of 17 STR.
New Mechanic: Deals 15% damage with 17 WIS accuracy. When hit, the target's two highest stats receive a -2 mod debuff Their two lowest stats, in turn, receive a +2 mod buff.
Spewpa
Clarified that AoE attacks will hit Spewpa while it is out on the field.
Starmie
Buffed from 10% to 12% damage. Minor, but significant in flavor.
Togepi
Clarified the mechanics a bit. Added an accuracy to leech seed and a friendly fire / perception check mechanic to night shade.
Victini
Old Mechanic: Increases your Attack mod by 2 for the turn its brought out!
New Mechanic: Gives you a bonus +2 to your attack rolls and a 3% damage bonus for 2 turns after being brought out!
Wheezing
Updated to match Koffing, but with 10 extra health.
Xerneas
Previously lacked a turn limit. Now lasts 3 turns.
Zoroark
Old Mechanic: 30% damage 17 accuracy
New Mechanic: Reduced damage to 22%
Back Shield:
Old Mechanics: Absorbs 30% damage that would have otherwise hit the user
New Mechanics: Absorbs 18% damage that would have otherwise hit the user and is ineffective against intelligence targeting attacks.
Bob-Omb:
Old Mechanics: Deals 25% Damage
New Mechanics: Deals 32% Damage
Cracker Launcher
Old Mechanics: Allows you to do 19% damage attacks and inflicts a -2 Dex debuff on yourself while in use.
New Mechanics: Allows you to deal 22% Damage high knockback attacks and prevents the user from bubble shielding while in use. Additionally, if the user is hit by an attack that deals 11% damage or greater they drop the cracker launcher and must spend an action picking it back up if they want to continue using it.
Daybreak
Old Mechanics: Deals 50% unblockable unavoidable damage similar to a final smash.
New Mechanics: The damage amount has been changed to 40% and it has been changed so that you cannot have more than one Daybreak per account.
DNA Splicers
Old Mechanics: Using these splicers, two characters can temporarily fuse together into one. Their stats are added together and the new character has access to both of their move pools, able to attack on both of the RPer's respective turns. The characters damage will be combined during the fusion and split evenly after the fusion. The length of the fusion depends on a charisma roll by the user of the item. For every multiple of 4 the roll lands, the fusion will last for one turn. For example, a roll of 4 will last for one turn while a roll of 15 will last for 3. A roll of 20 will last for 5, and so on. A roll below 4 results in the item failing. Can only be used once per mission.
New Mechanics: Using these splicers, two characters can temporarily fuse together into one. Their stats modifiers are added together and the new character has access to both of their move pools, able to attack on both of the RPer's respective turns. Negative stat modifiers are treated as a +0 for the purposes of combining stats. The characters damage taken will be combined during the fusion and split evenly after the fusion. The length of the fusion depends on a charisma roll by the user of the item. For every multiple of 4 the roll lands, the fusion will last for one turn. For example, a roll of 4 will last for one turn while a roll of 15 will last for 3. A roll of 20 will last for 5, and so on. A roll below 4 results in the item failing. Can only be used once per mission.
Dragoon
Old Mechanics: Deals 40% damage (No modifier listed for accuracy roll) and targets receive a -2 debuff to dodging this attack.
New Mechanics: Damage reduced to 32% to balance it against the daybreak and added a one-per-account stipulation because it shares the daybreak's no duplicates allowed mechanics in-game.
Fairy Bottle
Old Mechanics: Heals for 70% HP if user is over 70% damage
New Mechanics: To heal the user, this item takes a turn to go into effect. During this period, enemies can attempt to steal the fairy bottle using any manner of grappling action. This item heals 50% damage so long as the person who is holding it at the end of this turn has taken 80% or greater damage. Else, it can simply be thrown at enemies for 8% damage and mild knockback.
Fire Flower
Old Mechanics: Deals 3% as a light (comboable) attack with a 10% chance to burn.
New Mechanics: Deals 5% as a light (comboable) attack with a 30% chance to burn.
Food
Old Mechanics: Heals 12% + CHR Mod. Food Items act the same as Light Attacks, the user can use three of them before it counts as 1 Combat Action.
New Mechanics: Heals 1d3 + 2. Characters with 14 or higher Charisma gain an additional +1 to their roll and characters with 9 or less charisma suffer a -1 to their roll. Food Items can be combo'd like light attacks; the user can use three of them before it counts as 1 Combat Action. Also, the bit about the food being paper thin and having the consistency of rice cakes has been removed, as I've never seen anyone acknowledge this facet of the item and it appears to be based solely on a lag prevention technique employed in-game rather than any lore or reference to any actual paper food items.
Floral Headband
This item was not "changed". Its mechanics were however clarified a bit, as I realized in hindsight that the item description was confusing.
Franklin Badge
Old Mechanic: Reflects all ranged attacks until/if it reflects 50% or greater worth of damage.
New Mechanic: Reflects energy/magic based projectile attacks until/if it reflects 26% or greater worth of damage.
Golden Hammer / Hammer
Old Mechanic: Does 30% damage per swing and disables the user's bubble shield, as well as giving them a -2 to their dex mod. 25% chance of being a squeaky hammer that leaves you vulnerable.
New Mechanic: Buffed it to only give a -2 to dodges against ranged attacks. (This change was also made to the regular hammer)
Heart Container
Old Mechanic: Heals 50% + (4x Charisma Mod)
New Mechanic: Heals for 35% + (3x Charisma Mod)
Hydra
Old Mechanic: Dealt 42% damage and had "+2 +1d4." as it's accuracy modifier (???)
New Mechanic: Deals 46% damage and the user suffers a -2 debuff to their accuracy roll when making this attack. Additionally, this item now has a one per account limit like the dragoon and daybreak.
Li Gas Mask
Old Mechanic: Does ... something for 1 turn. Assumedly protects you from the starvia.
New Mechanic: Passively shields you from airborne contaminents until it blocks 3 turns worth of contaminents, after which it ceases to be functional and you must spend a turn washing it with contaminent free water without being interrupted by any knockback before it can be used again. Can be broken by any attack aimed at your face.
Li Jetpack
Old Mechanic: It's not clear. It let you fly, but failed to specify for how long exactly. Oh and it could explode once it was out of fuel, because apparently it was designed by Michael Bay.
New Mechanic: It now lets you fly for an entire 6 turns, but can be attacked by enemies and if you're hit will violently malfunction, either exploding or violently propelling you into the nearest solid surface for 15% damage with a 50% chance of paralysis.
Lovely Perfume
This item was not changed, merely clarified so that there was no "modifier or stats?" confusion.
Makai Realm Brand Honey
Old Mechanic: Fully heals a character, but inflicts them with a random status effect
New Mechanic: Heals 25+cha, but inflicts them with a random negative status effect
Maxim Tomato
Old Mechanic: Heals 40% + Cha Mod
New Mechanic: Heals 1d10 + (20 + Cha Mod)
Mr. Saturn
Old Mechanic: Does 7% damage and nothing else.
New Mechanic: Deals 7% damage and heavily discourages the opponent from bubbleshielding Mr. Saturn or the following attack.
Night Vision Goggles
Old Mechanic: "Self-Explanatory"
New Mechanic: Immunity to impaired vision from a lack of light. Note that this does not necessarily give you immunity to impaired vision caused by things like unholy, living darkness that surrounds your character.
Ore Club
Added high knockback to it's description.
Red Hot Shot
Old Mechanic: Inflicts an "intoxicated" status that was never elaborated on, dating back from before the damage update.
New Mechanic: Intoxicated has been changed to the mind-melted status, which is our new version of intoxicated.
Red Hot Shot
Old Mechanic: Revives with half HP upon death.
New Mechanic: Revives with 1d20 + (5 + Cha Mod) upon death. Only one can be used in a given thread.
Sandbag
Old Mechanic: Produces a food item every time it is attacked for 5 turns.
New Mechanic: There's a limit of 25 food items it can produce before disappearing early.
Team Healer
Old Mechanic: Heals 50% + 5x User's Charisma Mod) to an Ally
New Mechanic: Heals 25% + 2x User's Charisma Mod to an Ally
World's Best Curry
Old Mechanic: Heals 15% and grants immunity to status alterations for 3 turns.
New Mechanic: Heals 10% + Cha Mod instead.
Yashichi
Old Mechanic: Heals meatbags for 20% + Cha and synthetic/robot characters for 40% + 2x Cha
New Mechanic: Heals meatbags for 10% + Cha and Synthetic/robot characters for 20% + 2x Cha
Assisit Trophies
Ashley
Old Mechanic: Unleashes a short cloud that acts like a weaker version of Luigi's Negative Zone for 2 turns!
New Mechanic: Unleashes a short cloud that acts like a weaker version of Luigi's Negative Zone for 2 turns! While inside the zone, enemies do 3% less damage and receive more knockback. They also have a 35% chance of tripping each turn, reducing their dexterity by 2 for the remainder of that turn and preventing them from attempting to escape the negative zone, a 30% chance of being mind-melted and a 30% chance of being flowered.
Coffee Bean
Old Mechanic: Description did not make it clear that this item uses itself automatically when the holder is put to sleep.
New Mechanic: Now it does. It is also now a regular item instead of an assist trophy.
Isabelle
Old Mechanic: Isabelle throws a series of food items, healing for a total of 15%.
New Mechanic: Isabelle throws a series of food items. The user and their allies roll a 1d3 to decide how many food items they manage to get
Kackle
Old Mechanic: This trophy had no accuracy roll.
New Mechanic: Kackle's distraction mechanic now has a flat roll of 15.
Lyn
Old Mechanic: This trophy had a flat 12 for accuracy.
New Mechanic: It now has a flat 15 and targets wisdom.
Nightmare (Kirby)
Old Mechanic: Makes everything dark for 3 turns!
New Mechanic: Makes everything dark for 3 turns! Characters without night vision will be forced to make perception rolls to locate enemies before making attacks. If they don't or fail their roll, only critical attacks will be able to hit their marks and attacks that roll a natural 3 or below will accidentally target an ally instead, gaining a +5 to their roll.
Rabbids
Old Mechanic: Previously lacked a mechanic for the "binding" effect mentioned
New Mechanic: The binding effect now reduces dexterity by 2 for the duration of the trophy.
Rebecca
Old Mechanic: This wayward little girl will appear to shower the user and their allies with gifts of food. Each food item will heal exactly as much as the user's initial charisma roll.
New Mechanic: This wayward little girl will appear to bring the user and their allies a picnic basket with a complete meal inside! The meal heals for a value equal to 1d10+(2*cha). This healing roll is made by the assist trophy user, not the characters consuming the food.
Remilia Scarlet
Old Mechanic: Dealt 20% damage and healed 20%
New Mechanic: Deals 20% and heals 15%
Riki
This trophy was missing mechanics on several of its effects and lacked an accuracy roll. These issues have been corrected.
Sinistar
Old Mechanic: Dealt 16% damage
New Mechanic: Deals 22%
Suwako Moriya
Clarified that using AoEs while Suwako is around will hit Suwako. Previously there was really no reason for anyone to attack Suwako or any mechanic for accidentally attacking her.
Tracy
This item previously did not specify which healing or weapon items it could produce. Since weapons don't really range too far into the OP category but healing items do, the ability to choose any weapon you want has been clarified to only include normal weapon items and the healing item has been changed to a specific mid-tier healing item (World's Best Curry)
Pokemon
Abomasnow
Old Mechanic: 9% damage with 15 STR accuracy roll per turn, 25% chance to freeze, stays for 2 turns.
New Mechanic: Damage buffed to 15%
Arceus
Old Mechanic: 25% damage with 17 flat accuracy
New Mechanic: Damage buffed to 30%
Beedrill
Old Mechanic: Summons 3 Beedrills, each do 10% damage with an accuracy roll of 13 STR.
New Mechanic: Added a 15% chance of poison per sting.
Bellosom
Clarified the mechanics to make it clear that it could target multiple enemies.
Chansey
Old Mechanic: No longer gives items with Soft-boil, summons 5 eggs. Each egg heals 6% + CHR Mod and has an accuracy roll of 13 WIS.
New Mechanic: Generates 5 eggs that function as food items to be distributed by the user among themselves and their allies. These eggs can be kept in your inventory, but will gain a +1 bonus to their healing rolls if used in the same thread they're created in. Alternatively, these eggs can be thrown as 5% damage projectiles that have a 20% chance of randomly exploding for an additional 20% damage.
Charizard
Buffed burn chance from 20% to 30%. When you have only one item and it needs to count when using it, a roughly 1/3 chance looks much better than a 1/5 chance. Plus, it was very meh beforehand.
Charizard
Damage buffed to 16% and accuracy reduced to 13 to make it distinct from the new CHarizard.
Deoxys
Old Mechanic: 33% damage with an accuracy roll of 17 WIS.
New Mechanic: Reduced damage to 25%
Entei
Old Mechanic: 21% damage with an accuracy roll of 17 WIS.
New Mechanic: Added a 20% chance of burn.
Gardevoir
Old Mechanic: Creates a Reflect Barrier, which reflects Projectiles for 3 turns.
New Mechanic: Summons a protective barrier around the user and their allies, reducing the damage they take by 3% and healing them by 4 HP for 3 turns.
Giratina
Old Mechanic: 12% damage with an accuracy roll of 17 WIS, extreme knock back.
New Mechanic: 22% damage with an accuracy roll of 17 WIS. Has extreme knockback and a 100% chance of inflicting the mortal wound status.
Giratina
Old Mechanic: 12% damage with an accuracy roll of 17 WIS, extreme knock back.
New Mechanic: 22% damage with an accuracy roll of 17 WIS. Has extreme knockback and a 100% chance of inflicting the mortal wound status.
Gogoat
Old Mechanic: You can ride it, for a +2 to your DEX Mod for 1 turn!
New Mechanic: Buffed to last for 2 turns.
Gulpin
Old Mechanic: Swallows up a target, and can be hit without giving them a chance to dodge! 5% damage for each turn within Gulpin. Make a Strength roll of 10 to escape.
New Mechanic: Swallows up a target, preventing them from defending themselves! The target must defeat Gulpin to escape by rolling against a flat defensive CON roll of 13. Gulpin has 40 HP and for every turn they remain inside Gulpin, they take 14% damage and Gulpin is healed for 5%. Additionally, they suffer a burn status that will not decrease in duration until they are freed. Characters can still attack the victim, but beware that Gulpin might logically suffer damage as well.
Ho-Oh
Old Mechanic: 26% damage with an accuracy roll of 17 WIS, 10% chance to burn.
New Mechanic: 20% damage with an accuracy roll of 17 WIS, 50% chance to burn.
Inkay
Old Mechanic: Trips up opponents making their dodges useless.
New Mechanic: Trips up opponents with its topsy-turvey attack, forcing them to suffer a -2 to all of their dodge rolls for 1 turn.
Koffing
Old Mechanic: Deals poison for 3 turns!
New Mechanic: Assaults foes with toxic gas for 3 turns. Opponents must roll 10+ CON each turn to resist the gas, else it poisons them. Alternatively, they can attack Koffing to try and get rid of it early. Koffing has 30 HP and a hit threshold of 12.
Lugia
Old Mechanic: 35% damage with an accuracy roll of 17 WIS.
New Mechanic: Reduced accuracy to 15
Manaphy
Old Mechanic: Switches body's between you, and any willing ally. If there is none, you get the Pokeball back.
New Mechanic: Choose a target. That target is forcefully body swapped with you, exchanging stats and move sets with you for 3 turns, unless they are willing in which case you can stay swapped indefinitely. Note that damage and items are not exchanged. The same applies in reverse when you get your original body back. If the target is trophied, killed, incapacitated or otherwise indisposed you may not be able to get your body back until they are recovered.
Munchlax
Old Mechanic: Can eat a single Weapon/Item from a foe, and keeps it for a good 3 turns! Before vanishing, leaving the weapon back again.
New Mechanic: Can be used to interrupt a foe using an item, stealing that item and eating it and negating any of the effects it would have had in their post. Alternatively, it can eat a foe's weapon instead. After 3 turns, it vanishes and leaves behind whatever it ate.
Palkia
Old Mechanic: When hit, a foe's Stats are reversed for 2 turns (positive Mods become Negative and vice versa, ex: a character with +2 DEX would have -2 DEX after getting hit). 10% damage with an accuracy roll of 17 STR.
New Mechanic: Deals 15% damage with 17 WIS accuracy. When hit, the target's two highest stats receive a -2 mod debuff Their two lowest stats, in turn, receive a +2 mod buff.
Spewpa
Clarified that AoE attacks will hit Spewpa while it is out on the field.
Starmie
Buffed from 10% to 12% damage. Minor, but significant in flavor.
Togepi
Clarified the mechanics a bit. Added an accuracy to leech seed and a friendly fire / perception check mechanic to night shade.
Victini
Old Mechanic: Increases your Attack mod by 2 for the turn its brought out!
New Mechanic: Gives you a bonus +2 to your attack rolls and a 3% damage bonus for 2 turns after being brought out!
Wheezing
Updated to match Koffing, but with 10 extra health.
Xerneas
Previously lacked a turn limit. Now lasts 3 turns.
Zoroark
Old Mechanic: 30% damage 17 accuracy
New Mechanic: Reduced damage to 22%
Additionally, today marks the debut of The True Arena! This is a new version of Sunshine Stadium's Boss Battles run by yours truly. The fights are frighteningly hard and the rewards are unparalleled. These fights are designed to be taken on by teams of characters rather than individuals like in the casino. And is that Blue playing scheduling? She sounds a bit funny. Regardless, give a warm welcome to our first boss battle, just in time for Valentines, the goddess Aphrodite!