>>13539915And since I didn't mention it earlier. Yes, Stealth Rock would still do damage on top of the knockdown effect. Also, a few more I thought up.
>Weather moves in generalMoves that induce weather have their duration tied to the pokémon that used them. If that pokémon leaves the battle, the effect wears out after a few (2-3, haven't decided) turns. Weather related held items can either extend this if held by the user, or if held by another pokémon can pass the effect onto them without using Baton Pass. Abilities that induce weather would work under the same rules, meaning you can stop a weather effect by KOing/forcing out its source.
>Moves that hit twice (Twineedle, Double Hit, etc)I'd debate a power boost here, but an interesting mechanic I'd like to see is the ability to choose two different targets during a double battle. Some moves that hit multiple targets by default should also be considered for this behavior, so that their utility isn't limited only to double battles.
>multiple strike moves (Comet Punch, Fury Swipes, Barrage, etc.)Instead of having a given accuracy and then randomly deciding how many hits they're good for, they always attempt five hits, with each hit having its own chance to hit, miss or critical. Power and accuracy should be balanced around 4 hits, perhaps 20 power at 80% accuracy, though I'm not wed to a particular number. This kind of makes Skill Link less useful, but I don't have any immediate ideas on how to fix that.
>While we're on it, Comet PunchWhy is this not a Fighting type move?
>SlamAccuracy raised to 100%. Seriously, what the hell Game Freak?