>>54630038Okay... Here's a possible design that doesn't change game mechanics. It's also very stupid.
>Item>[Type] Belt>This belt turn the wearer into a [Type] Champion. Becomes more powerful as more [Type] pokemon fight together. Only works on [Type]-type pokemon.Effects are cumulative:
1-3 pokemon of [Type]
>Nothing4 pokemon of [Type]:
>[Type]-type moves deal more damage when resisted. (75% instead of 50%)5 pokemon of [Type]:
>Pokemon takes less damage from moves super-effective against [Type] (150% instead of 200%)6 pokemon of [Type]:
>Pokemon has a special effect on switch-in based on [Type]>This would vary on [Type], some ideas are throwing a free leech seed for grass, or setting up screens for psychic. Weather too but a monotype team probably already has weather setters.>Also equipping two pokemon with [Type] belt makes both lose their effectIt's a very narrow design space. The most logical thing you'd do is make some meta-game mechanic that rewards this but that feels cheap.
I choose to make one big "champion" because otherwise you don't have to sacrifice all item slots that way.
P.S. This is not meant for competitive but please tell me how broken it would be in comp anyway. Also I reposted because I wrote it bad sorry