Metagame Workshop

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Dunfan

formerly Dunsparce Fanboy

Krookodile @ Choice Scarf
Ability: Anger Point
Shiny: Yes
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Stone Edge
- Earthquake
- Stealth Rock
- Pursuit
- Krookodile ( Dark type, 78 BP, 100% accuracy, Physical, Anger Point : Raises attack by 12 stages after hit )


Anger Point looks godly in this meta.
Having a free Belly Drum without HP loss as secondary effect is definitely something. You can even use a Choice Scarf to solve your speed issue.
You could also run a set with Power Trip and a Ground-type Krookodile, but you won't be able to use a Scarf.
 
Thanks for all the input, glad to see people interested in this! I got home late, so I'll be compiling a list up tomorrow, and for the sake of not banning everything things like Water Absorb and Regenerator which resotre your Max HP might turn into something like Giga Drain or Oblivion Wing where they resotre 25 or 33% of the damage dealt instead. I'll see, and if anyone has any suggestions on this, shoot. Also, I think it would be better if the effect if your "attack" becomes your primary ability and not just the one you have making it incredibly repetitive and whatever.


EDIT: Also, maybe a clause. I dunno what it'd be called, but basically, if you are a mega evolution or the ability your Pokémon is using is their primary ability, your attack has no secondary effect. This is to help balance things and keep Pokémon like Magearna and the beasts from becoming too powerful.
 
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Have fun:
Zapdos Leftovers
Ability: Static
252 HP / 252 Def / 4 SpDed
Bold Nature
- Roost
- Defog
- U-Turn / Heat Wave
- Hidden Power Ice / Heat Wave
- Zapdos (Electric type, 82.5 BP, 100% accuracy, special, 30% chance of paralyzing (static))
One more moveslot for coverage and a slightly stronger Discharge.

Kartana (Shiny) @ Choice Band / Steelium Z / Focus Sash
Ability: Beast Boost
EVs: 252 Atk / 4 Def / 252 Spe
Jolly / Adamant Nature
- Leaf Blade
- Sacred Sword
- Night Slash
- Psycho Cut / Swords Dance
- Kartana (Steel typing, 110.5 BP, 90% accuracy, raises attack after a kill)
Gets a much better steel STAB, and one more moveslot for its poor coverage.

Tapu Bulu (Shiny) @ Choice Band / Life Orb
Ability: Grassy Terrain
EVs: 252 Atk / 4 SpDef / 252 Spe
- Woood Hammer / Swords Dance
- Horn Leech
- Stone Edge
- Superpower
- Tapu Bulu (Fairy type, 85 BP, 100% accuracy, summons grassy terrain)
Finally gets a physical fairy STAB, which also summons grassy terrain.

Volcarona @ Firium Z / Life Orb / Leftovers
Ability: Flame Body
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Quiver Dance
- Bug Buzz / Psychic
- Giga Drain
- Hidden Power Ground
- Volcarona (Fire type, 87.5 BP, 100 accuracy, 30% burn chance)
A Fire STAB with a nice burn chance - and one more well-needed coverage move. However, Stealth Rocks still kill this thing.

Thundurus (shiny) Life Orb / Electrium Z
Ability: Defiant
168 Atk / 84 SpA / 252 Speed
Jolly Nature
- Superpower
- Knock Off
- Wild Charge
- Hidden Power Ice
- Thundurus (Flying type, 82.5 BP, 100% accuracy, raises Atk by two stages)
Gets a good flying STAB which also boosts its attack.
You said, the higher offensive star will determine wether the move is physical or special - but before or after applying EVs? The latter would be much better for mons with mixed offensive stats like Thundurus (115/125). This set obviously wants a physical move, and has a higher physical attack stat after applying EVs, but when looking at the raw base stats, SpA is a bit higher and determines the base power of the move.
 
Actually that is probably a good idea, to do it for after applying EVs, of course for mons like Thundurus, but also for mons with the same stat in both Attack and Special Attack. I guess then if you didn't put in any EVs into either attack or special attack and you attacking that's are the same, your move would become physical.

Ok so now I have a small document I'm starting to work with in creating what the abilities would do when they became effects of attacks. I'd love it if people could help or put input on how some abilities work, but I'm starting to see that one of the bigger issues becomes is what is your attack's secondary ability? Can you choose? Is it set? And All that. I actually had a really cool idea for that but I don't know if it's codable or not, and basically it takes the ability before your actual ability, meaning on a Smeargle who's abilities are Own Tempo -> Technician -> Moody, if you selected Own Tempo, the ability before that is Moody, so your attacks effect would randomly raise one stat by 2 stages and lower a different one by 1 stage.
 
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Pokémoves
Metagame premise: Pokémon can now become their own special move that is added as an extra 5th move and the moves name is literally the name of the Pokémon. This is put together by dividing the Pokémon's highest base stat by 2, adding 20 to it, and the Pokémon's Ability becomes the secondary effect. If the power of a move becomes higher than 100, 1 is subtracted from 100% accuracy for every 1 point it goes above 100. The moves type is based on you shiny or not shiny. If your not shiny, the move becomes your primary type. If you are shiny, it becomes your secondary type. The category will always be either Physical or Special, based on which is higher. So, you get all that? Yes? No? Doesn't matter here's an example anyways. So... for example, if I have a Pelipper, it's highest stat is 100, which is its defense. 100 divided by 2 is 50, and +20 will become 70 power. Pelipper's ability in this case is Drizzle, meaning the move will summon Rain Dance if it is not already summoned. The move doesn't go above 100 power, so it has 100% accuracy. We are NOT going to make it shiny, so it's water-type, and Pelipper's higher attacking stat is its special attack, meaning it becomes a Special Move.
Potential bans and threats: Not entirely certain about bans, but Pokémon with very good abilities with triggers that could be turned into attacks can be good. Iron Barbs, Effect Spore, and Trace are good axamples of Goodra effects for attacks.
Questions for the community: So uh, mainly it's how would certain abilities work to be turned into attack effects like Beast Boost and Speed Boost, if this is even codable?
Would this be a pet mod though?
 
Actually that is probably a good idea, to do it for after applying EVs, of course for mons like Thundurus, but also for mons with the same stat in both Attack and Special Attack. I guess then if you didn't put in any EVs into either attack or special attack and you attacking that's are the same, your move would become physical.

Ok so now I have a small document I'm starting to work with in creating what the abilities would do when they became effects of attacks. I'd love it if people could help or put input on how some abilities work, but I'm starting to see that one of the bigger issues becomes is what is your attack's secondary ability? Can you choose? Is it set? And All that. I actually had a really cool idea for that but I don't know if it's codable or not, and basically it takes the ability before your actual ability, meaning on a Smeargle who's abilities are Own Tempo -> Technician -> Moody, if you selected Own Tempo, the ability before that is Moody, so your attacks effect would randomly raise one stat by 2 stages and lower a different one by 1 stage.
Adaptability Powers up if the same type as the Pokémon.
Aerilate Becomes Flying-type and is boosted a little.
Aftermath Damages target (If it would cause a KO? Upon next attack? If it's next attack would cause a KO?)
Air Lock Eliminates the effects of weather.
Analytic Boosts move power when target moved first.
Anger Point Maxes Attack stat.
Anticipation Reveals dangerous moves.
Arena Trap Prevents opposing Pokémon from fleeing.
Aroma Veil Prevents the next attack that limits move choices.
Aura Break Reverses auras.
Bad Dreams Reduces the HP of sleeping opposing Pokémon.
Battery Powers up next special move.
Battle Armor Prevents critical hits from target.
Battle Bond Transforms user into Ash-Greninja. Water Shuriken gets more powerful.
Beast Boost The user boosts its most proficient stat.
Berserk Boosts the Pokémon's Sp. Atk stat.
Big Pecks Protects the user from Defense-lowering effects.
Blaze Powers up next Fire-type move.
Bulletproof Prevents some ball and bomb moves.
Cheek Pouch Restores HP.
Chlorophyll Boosts the Pokémon's Speed stat.
Clear Body Prevents other Pokémon's moves or Abilities from lowering the Pokémon's stats.
Cloud Nine Eliminates the effects of weather.
Color Change The Pokémon's type becomes the type of the move used.
Comatose Puts user to sleep.
Competitive Boosts the Sp. Atk stat sharply.
Compound Eyes Raises accuracy.
Contrary Reverses stat changes.
Corrosion Poisons the target even if it's a Steel or Poison type.
Cursed Body May disable a move used by the target.
Cute Charm May cause infatuation.
Damp Prevents the use of explosive moves such as Self-Destruct.
Dancer Repeats target's most recent move.
Dark Aura Powers up next Dark-type move.
Dazzling Blocks priority moves.
Defeatist Halves the Pokémon's Attack and Sp. Atk stats.
Defiant Boosts the Pokémon's Attack stat sharply.
Delta Stream The Pokémon changes the weather to eliminate all of the Flying type's weaknesses.
Desolate Land The Pokémon changes the weather to nullify Water-type attacks.
Disguise Once per battle, protects from an attack.
Download Compares target Pokémon's Defense and Sp. Def stats before raising its own Attack or Sp. Atk stat—whichever will be more effective.
Drizzle The Pokémon makes it rain.
Drought Turns the sunlight harsh.
Dry Skin Restores HP, then reduces HP and then increases the damage received from next Fire-type move.
Early Bird Wakes user.
Effect Spore May inflict poison, sleep, or paralysis on target.
Electric Surge Turns the ground into Electric Terrain.
Emergency Exit Switches out.
Fairy Aura Powers up next Fairy-type moves.
Filter Reduces the power of next supereffective attack taken.
Flame Body May burn the target.
Flare Boost Powers up next special attack.
Flash Fire Powers up the next Fire-type move.
Flower Gift Boosts the Attack and Sp. Def stats of itself and allies.
Flower Veil Protects from status conditions and the lowering of stats.
Fluffy Halves the damage taken from next move that makes direct contact, but doubles that of the next Fire-type move.
Forecast Pokémon transforms to change its type to Water, Fire, or Ice.
Forewarn Reveals one of the moves target Pokémon has.
Friend Guard Reduces damage by next attack.
Frisk Reveals target's held item.
Full Metal Body Prevents target's moves or Abilities from lowering the Pokémon's stats.
Fur Coat Halves the damage from next physical move.
Gale Wings Gives priority to next Flying-type move.
Galvanize Becomes Electric-type and is boosted a little.
Gluttony Makes user eat a held Berry.
Gooey Lowers target's Speed stat.
Grass Pelt Boosts the Pokémon's Defense stat.
Grassy Surge Turns the ground into Grassy Terrain.
Guts Boosts the Pokémon's Attack stat.
Harvest May create another Berry.
Healer Sometimes heals a status condition.
Heatproof Halves the damage from next Fire-type move.
Heavy Metal Doubles the Pokémon's weight.
Honey Gather May gather Honey.
Huge Power Doubles the Pokémon's Attack stat.
Hustle Boosts the Attack stat, but lowers accuracy.
Hydration Heals status conditions.
Hyper Cutter Prevents target from lowering user's Attack stat.
Ice Body Recovers HP.
Illuminate No effect.
Illusion Disguises user as the Pokémon in the party's last spot.
Immunity Prevents user from getting poisoned.
Imposter The Pokémon transforms itself into the Pokémon it's facing.
Infiltrator Passes through the target's barrier, substitute, and the like.
Innards Out Damages the target equal to user's current HP.
Inner Focus Protects the user from flinching.
Insomnia Prevents the user from falling asleep.
Intimidate Lowers target's Attack stat.
Iron Barbs Inflicts damage to the target.
Iron Fist Powers up next punching move.
Justified Boosts the Attack stat of the Pokémon.
Keen Eye Prevent taget from lowering user's accuracy.
Klutz Loses use of held items.
Leaf Guard Prevents status conditions.
Levitate User becomes airborne.
Light Metal Halves the user's weight.
Lightning Rod Boosts user's Sp. Atk.
Limber Protects the user from paralysis.
Liquid Ooze Damages target based on amount a draining move would heal. (Can set this to 50% as only a couple are different)
Liquid Voice Becomes sound-based Water-type move.
Long Reach Does not make contact with the target.
Magic Bounce Reflects next status move.
Magic Guard Prevents damage from sources other than attacks.
Magician Steals the held item of target.
Magma Armor Prevents the user from becoming frozen.
Magnet Pull Traps target.
Marvel Scale Boosts the Defense stat.
Mega Launcher Powers up next aura or pulse moves.
Merciless Always critical hits.
Minus Boosts the Sp. Atk stat of the user.
Misty Surge Turns the ground into Misty Terrain.
Mold Breaker Ignores abilities.
Moody Raises one stat sharply and lowers another.
Motor Drive Boosts user's Speed stat.
Moxie Boosts the Attack stat.
Multiscale Reduces the amount of damage the Pokémon takes from next attack.
Multitype Changes the Pokémon's type to match the Plate or Z-Crystal it holds.
Mummy Changes the target's Ability to Mummy.
Natural Cure All status conditions heal.
No Guard Always lands and so does the next incoming attack.
Normalize Becomes Normal type and the power is boosted a little.
Oblivious Prevents being infatuated or falling for taunts.
Overcoat Protects the user from things like sand, hail, and powder.
Overgrow Powers up next Grass-type move.
Own Tempo Prevents user from becoming confused.
Parental Bond Child repeats attack.
Pickpocket Steals an item from target.
Pickup May pick up the item the target used during a battle.
Pixilate Becomes Fairy-type and is boosted a little.
Plus Boosts the Sp. Atk stat.
Poison Heal Restores HP.
Poison Point May poison the target.
Poison Touch May poison a target.
Power Construct Changes user to Complete Forme.
Power of Alchemy The user copies the Ability of target.
Prankster Has priority.
Pressure Uses up an extra PP from target's most recent move.
Primordial Sea User changes the weather to nullify Fire-type attacks.
Prism Armor Reduces the power of next supereffective attack taken.
Protean Changes the user's type to the type of this move.
Psychic Surge Turns the ground into Psychic Terrain.
Pure Power Doubles user's Attack stat.
Queenly Majesty Blocks priority moves.
Quick Feet Boosts the Speed stat.
Rain Dish The user regains HP.
Rattled Boost user's Speed stat.
Receiver The user copies the Ability of target.
Reckless Powers up move and has recoil damage.
Refrigerate Becomes Ice-type and is boosted a little.
Regenerator Restores a little HP.
Rivalry Deals more damage to Pokémon of the same gender, but deals less to Pokémon of the opposite gender.
RKS System Changes the user's type to match the memory disc it holds.
Rock Head Protects the user from next recoil damage.
Rough Skin Inflicts damage.
Run Away Prevents trapping?
Sand Force Boosts the power of next Rock-, Ground-, or Steel-type move.
Sand Rush Boosts the user's Speed stat.
Sand Stream The user summons a sandstorm.
Sand Veil Boosts the user's evasion.
Sap Sipper Boosts the Attack stat.
Schooling Forms/reverts from school mode.
Scrappy Can hit Ghost-type Pokémon.
Serene Grace Boosts the likelihood of additional effects occurring on next attack.
Shadow Shield Reduces the amount of damage the Pokémon takes.
Shadow Tag Traps.
Shed Skin May heal user's status conditions.
Sheer Force Increases in power.
Shell Armor Prevents critical hits from target.
Shield Dust Blocks the additional effects of next attack taken.
Shields Down Breaks user's shell and it becomes aggressive.
Simple Doubles the stat changes the user has received.
Skill Link Maximizes the number of times the next multi-strike move hits.
Slow Start The user's Attack and Speed stats are halved.
Slush Rush Boosts the user's Speed stat.
Sniper Powers up when it critical hits.
Snow Cloak Boosts evasion.
Snow Warning Summons a hailstorm.
Solar Power Boosts the Sp. Atk stat, but HP decreases.
Solid Rock Reduces the power of next supereffective attack taken.
Soul-Heart Boosts its Sp. Atk stat.
Soundproof Gives full immunity to next sound-based move.
Speed Boost User's Speed stat is boosted.
Stakeout Doubles the damage dealt to the target's replacement if it switches out.
Stall Goes after other moves.
Stamina Boosts the Defense stat.
Stance Change Changes user's form.
Static May cause paralysis.
Steadfast Boosts the Speed stat.
Steelworker Powers up next Steel-type move.
Stench May cause the target to flinch.
Sticky Hold Prevents items from removed by other Pokémon.
Storm Drain Boosts user's Sp. Atk.
Strong Jaw Boosts the power of next biting move.
Sturdy Adds effect of Endure.
Suction Cups Prevents user from switching out.
Super Luck Boosted critical-hit ratio.
Surge Surfer Doubles user's Speed stat.
Swarm Powers up next Bug-type move.
Sweet Veil Prevents user from falling asleep.
Swift Swim Boosts the user's Speed stat.
Symbiosis Passes user's item to target.
Synchronize Target will receive the same status condition as the user.
Tangled Feet Raises evasion.
Tangling Hair Lowers the target's Speed stat.
Technician Powers up next weaker move.
Telepathy Protects against next spread move.
Teravolt Ignores Abilities.
Thick Fat Halves the damage taken from next Fire- or Ice-type move.
Tinted Lens When "not very effective", does regular damage.
Torrent Powers up next Water-type move.
Tough Claws Powers up next move that makes direct contact.
Toxic Boost Powers up next physical attack.
Trace Copies target's Ability.
Triage Gives priority to next healing move.
Truant The user can't use a move the following turn.
Turboblaze Ignores Abilities.
Unaware Ignores the target Pokémon's stat changes.
Unburden Boosts the Speed stat.
Unnerve Makes target unable to eat Berries.
Victory Star Boosts the accuracy.
Vital Spirit Prevents user from falling asleep.
Volt Absorb Restores HP.
Water Absorb Restores HP.
Water Bubble Lowers the power of next Fire-type move done to the Pokémon, raises power of next Water-type move and prevents the user from getting a burn.
Water Compaction Boosts the Pokémon's Defense stat sharply.
Water Veil Prevents the user from getting a burn.
Weak Armor Lowers user's Defense stat but sharply raises its Speed stat.
White Smoke Prevents other Pokémon from lowering user's stats.
Wimp Out Switches out.
Wonder Guard Only lets next move hit the user if supereffective.
Wonder Skin Makes status moves more likely to miss.
Zen Mode Changes the user's shape.


Something like this? (Though several of these would need banning under this draft)
 
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Adaptability Powers up if the same type as the Pokémon.
Aerilate Becomes Flying-type and is boosted a little.
Aftermath Damages the attacker if it contacts the Pokémon with a finishing hit.IV044
Air Lock Eliminates the effects of weather.
Analytic Boosts move power when target moved first.
Anger Point Maxes Attack stat.
Anticipation Reveals dangerous moves.
Arena Trap Prevents opposing Pokémon from fleeing.
Aroma Veil Prevents the next attack that limits move choices.
Aura Break Reverses auras.
Bad Dreams Reduces the HP of sleeping opposing Pokémon.
Battery Powers up next special move.
Battle Armor Prevents critical hits from target.
Battle Bond Transforms user into Ash-Greninja. Water Shuriken gets more powerful.
Beast Boost The user boosts its most proficient stat.
Berserk Boosts the Pokémon's Sp. Atk stat.
Big Pecks Protects the user from Defense-lowering effects.
Blaze Powers up next Fire-type move.
Bulletproof Prevents some ball and bomb moves.
Cheek Pouch Restores HP.
Chlorophyll Boosts the Pokémon's Speed stat.
Clear Body Prevents other Pokémon's moves or Abilities from lowering the Pokémon's stats.
Cloud Nine Eliminates the effects of weather.
Color Change The Pokémon's type becomes the type of the move used.
Comatose Puts user to sleep.
Competitive Boosts the Sp. Atk stat sharply.
Compound Eyes Raises accuracy.
Contrary Reverses stat changes.
Corrosion Poisons the target even if it's a Steel or Poison type.
Cursed Body May disable a move used by the target.
Cute Charm May cause infatuation.
Damp Prevents the use of explosive moves such as Self-Destruct.
Dancer Repeats target's most recent move.
Dark Aura Powers up next Dark-type move.
Dazzling Blocks priority moves.
Defeatist Halves the Pokémon's Attack and Sp. Atk stats.
Defiant Boosts the Pokémon's Attack stat sharply.
Delta Stream The Pokémon changes the weather to eliminate all of the Flying type's weaknesses.
Desolate Land The Pokémon changes the weather to nullify Water-type attacks.
Disguise Once per battle, protects from an attack.
Download Compares target Pokémon's Defense and Sp. Def stats before raising its own Attack or Sp. Atk stat—whichever will be more effective.
Drizzle The Pokémon makes it rain.
Drought Turns the sunlight harsh.
Dry Skin Restores HP, then reduces HP and then increases the damage received from next Fire-type move.
Early Bird Wakes user.
Effect Spore May inflict poison, sleep, or paralysis on target.
Electric Surge Turns the ground into Electric Terrain.
Emergency Exit Switches out.
Fairy Aura Powers up next Fairy-type moves.
Filter Reduces the power of next supereffective attack taken.
Flame Body May burn the target.
Flare Boost Powers up next special attack.
Flash Fire Powers up the next Fire-type move.
Flower Gift Boosts the Attack and Sp. Def stats of itself and allies.
Flower Veil Protects from status conditions and the lowering of stats.
Fluffy Halves the damage taken from next move that makes direct contact, but doubles that of the next Fire-type move.
Forecast Pokémon transforms to change its type to Water, Fire, or Ice.
Forewarn Reveals one of the moves target Pokémon has.
Friend Guard Reduces damage by next attack.
Frisk Reveals target's held item.
Full Metal Body Prevents target's moves or Abilities from lowering the Pokémon's stats.
Fur Coat Halves the damage from next physical move.
Gale Wings Gives priority to next Flying-type move.
Galvanize Becomes Electric-type and is boosted a little.
Gluttony Makes user eat a held Berry.
Gooey Lowers target's Speed stat.
Grass Pelt Boosts the Pokémon's Defense stat.
Grassy Surge Turns the ground into Grassy Terrain.
Guts Boosts the Pokémon's Attack stat.
Harvest May create another Berry.
Healer Sometimes heals a status condition.
Heatproof Halves the damage from next Fire-type move.
Heavy Metal Doubles the Pokémon's weight.
Honey Gather May gather Honey.
Huge Power Doubles the Pokémon's Attack stat.
Hustle Boosts the Attack stat, but lowers accuracy.
Hydration Heals status conditions.
Hyper Cutter Prevents target from lowering user's Attack stat.
Ice Body Recovers HP.
Illuminate No effect.
Illusion Disguises user as the Pokémon in the party's last spot.
Immunity Prevents user from getting poisoned.
Imposter The Pokémon transforms itself into the Pokémon it's facing.
Infiltrator Passes through the target's barrier, substitute, and the like.
Innards Out Damages the target equal to user's current HP.
Inner Focus Protects the user from flinching.
Insomnia Prevents the user from falling asleep.
Intimidate Lowers target's Attack stat.
Iron Barbs Inflicts damage to the target.
Iron Fist Powers up next punching move.
Justified Boosts the Attack stat of the Pokémon.
Keen Eye Prevent taget from lowering user's accuracy.
Klutz Loses use of held items.
Leaf Guard Prevents status conditions.
Levitate User becomes airborne.
Light Metal Halves the user's weight.
Lightning Rod Boosts user's Sp. Atk.
Limber Protects the user from paralysis.
Liquid Ooze Damages target based on amount a draining move would heal. (Can set this to 50% as only a couple are different)
Liquid Voice Becomes sound-based Water-type move.
Long Reach Does not make contact with the target.
Magic Bounce Reflects next status move.
Magic Guard Prevents damage from sources other than attacks.
Magician Steals the held item of target.
Magma Armor Prevents the user from becoming frozen.
Magnet Pull Traps target.
Marvel Scale Boosts the Defense stat.
Mega Launcher Powers up next aura or pulse moves.
Merciless Always critical hits.
Minus Boosts the Sp. Atk stat of the user.
Misty Surge Turns the ground into Misty Terrain.
Mold Breaker Ignores abilities.
Moody Raises one stat sharply and lowers another.
Motor Drive Boosts user's Speed stat.
Moxie Boosts the Attack stat.
Multiscale Reduces the amount of damage the Pokémon takes from next attack.
Multitype Changes the Pokémon's type to match the Plate or Z-Crystal it holds.
Mummy Changes the target's Ability to Mummy.
Natural Cure All status conditions heal.
No Guard Always lands and so does the next incoming attack.
Normalize Becomes Normal type and the power is boosted a little.
Oblivious Prevents being infatuated or falling for taunts.
Overcoat Protects the user from things like sand, hail, and powder.
Overgrow Powers up next Grass-type move.
Own Tempo Prevents user from becoming confused.
Parental Bond Child repeats attack.
Pickpocket Steals an item from target.
Pickup May pick up the item the target used during a battle.
Pixilate Becomes Fairy-type and is boosted a little.
Plus Boosts the Sp. Atk stat.
Poison Heal Restores HP.
Poison Point May poison the target.
Poison Touch May poison a target.
Power Construct Changes user to Complete Forme.
Power of Alchemy The user copies the Ability of target.
Prankster Has priority.
Pressure Uses up an extra PP from target's most recent move.
Primordial Sea User changes the weather to nullify Fire-type attacks.
Prism Armor Reduces the power of next supereffective attack taken.
Protean Changes the user's type to the type of this move.
Psychic Surge Turns the ground into Psychic Terrain.
Pure Power Doubles user's Attack stat.
Queenly Majesty Blocks priority moves.
Quick Feet Boosts the Speed stat.
Rain Dish The user regains HP.
Rattled Boost user's Speed stat.
Receiver The user copies the Ability of target.
Reckless Powers up move and has recoil damage.
Refrigerate Becomes Ice-type and is boosted a little.
Regenerator Restores a little HP.
Rivalry Deals more damage to Pokémon of the same gender, but deals less to Pokémon of the opposite gender.
RKS System Changes the user's type to match the memory disc it holds.
Rock Head Protects the user from next recoil damage.
Rough Skin Inflicts damage.
Run Away Prevents trapping?
Sand Force Boosts the power of next Rock-, Ground-, or Steel-type move.
Sand Rush Boosts the user's Speed stat.
Sand Stream The user summons a sandstorm.
Sand Veil Boosts the user's evasion.
Sap Sipper Boosts the Attack stat.
Schooling Forms/reverts from school mode.
Scrappy Can hit Ghost-type Pokémon.
Serene Grace Boosts the likelihood of additional effects occurring on next attack.
Shadow Shield Reduces the amount of damage the Pokémon takes.
Shadow Tag Traps.
Shed Skin May heal user's status conditions.
Sheer Force Increases in power.
Shell Armor Prevents critical hits from target.
Shield Dust Blocks the additional effects of next attack taken.
Shields Down Breaks user's shell and it becomes aggressive.
Simple Doubles the stat changes the user has received.
Skill Link Maximizes the number of times the next multi-strike move hits.
Slow Start The user's Attack and Speed stats are halved.
Slush Rush Boosts the user's Speed stat.
Sniper Powers up when it critical hits.
Snow Cloak Boosts evasion.
Snow Warning Summons a hailstorm.
Solar Power Boosts the Sp. Atk stat, but HP decreases.
Solid Rock Reduces the power of next supereffective attack taken.
Soul-Heart Boosts its Sp. Atk stat.
Soundproof Gives full immunity to next sound-based move.
Speed Boost User's Speed stat is boosted.
Stakeout Doubles the damage dealt to the target's replacement if it switches out.
Stall Goes after other moves.
Stamina Boosts the Defense stat.
Stance Change Changes user's form.
Static May cause paralysis.
Steadfast Boosts the Speed stat.
Steelworker Powers up next Steel-type move.
Stench May cause the target to flinch.
Sticky Hold Prevents items from removed by other Pokémon.
Storm Drain Boosts user's Sp. Atk.
Strong Jaw Boosts the power of next biting move.
Sturdy Adds effect of Endure.
Suction Cups Prevents user from switching out.
Super Luck Boosted critical-hit ratio.
Surge Surfer Doubles user's Speed stat.
Swarm Powers up next Bug-type move.
Sweet Veil Prevents user from falling asleep.
Swift Swim Boosts the user's Speed stat.
Symbiosis Passes user's item to target.
Synchronize Target will receive the same status condition as the user.
Tangled Feet Raises evasion.
Tangling Hair Lowers the target's Speed stat.
Technician Powers up next weaker move.
Telepathy Protects against next spread move.
Teravolt Ignores Abilities.
Thick Fat Halves the damage taken from next Fire- or Ice-type move.
Tinted Lens When "not very effective", does regular damage.
Torrent Powers up next Water-type move.
Tough Claws Powers up next move that makes direct contact.
Toxic Boost Powers up next physical attack.
Trace Copies target's Ability.
Triage Gives priority to next healing move.
Truant The user can't use a move the following turn.
Turboblaze Ignores Abilities.
Unaware Ignores the target Pokémon's stat changes.
Unburden Boosts the Speed stat.
Unnerve Makes target unable to eat Berries.
Victory Star Boosts the accuracy.
Vital Spirit Prevents user from falling asleep.
Volt Absorb Restores HP.
Water Absorb Restores HP.
Water Bubble Lowers the power of next Fire-type move done to the Pokémon, raises power of next Water-type move and prevents the user from getting a burn.
Water Compaction Boosts the Pokémon's Defense stat sharply.
Water Veil Prevents the user from getting a burn.
Weak Armor Lowers user's Defense stat but sharply raises its Speed stat.
White Smoke Prevents other Pokémon from lowering user's stats.
Wimp Out Switches out.
Wonder Guard Only lets next move hit the user if supereffective.
Wonder Skin Makes status moves more likely to miss.
Zen Mode Changes the user's shape.

Something like this? (Though several of these would need banning under this draft)
For the love of God use a
 

anaconja

long day at job
is a Community Contributoris a Tiering Contributor
Some cool moves:

(secondary effects determined by how useful it is, bolded type is the more ideal one)
Heatran: 85 BP, Fire/Steel, powers Fire type moves by 50%
Landorus-Therian: 97.5 BP, Ground/Flying, lowers opponent's attack by 1
Volcarona: 87.5 BP, Fire/Bug, 30% chance to burn the opponent
Porygon-Z: 82.5 BP, Normal, raises Attack or Special Attack depending on the opponent's defenses
Thundurus-Therian: 97.5 BP, Electric/Flying, regains 25% Max HP
Amoonguss: 77 BP, Grass/Poison, 30% chance to poison, paralyse, or sleep the opponent (would this be special or physical?)
Alakazam-Mega: 107.5 BP, 92.5% accuracy, Psychic, uses whatever ability it just traced
Ferrothorn: 85.5 BP, Grass/Steel, hurts the opponent by an additional 12.5%
Heracross-Mega: 112.5, 87.5 accuracy, Bug/Fighting, hits 5 times (?)
 
all praise the accuracy gods
Blissey (F) @ Normalium Z
Ability: Natural Cure
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Bestow
- Gravity
- Soft-Boiled
- Shadow Ball/Calm Mind
- Blissey: 147 Power, 53 Accuracy, Normal-Type Special Move, cures the user's status.

Z-Bestow boosts Blissey's speed to a respectable 458, outspeeding everything unboosted slower than Ninjask. Then you set down Gravity, bumping Blisseymove to 88.34 accuracy, and proceed to dish out punishment. If you ain't afraid of no ghosts, run Calm Mind for some truly awesome power.
Trust me, this is officially in the meta.

Guzzlord gets a 131.5 BP, 68.5 Accuracy move that effectively doubles Beast Boost's effect. Not sure if that's gonna work at all due to accuracy, but for a Z-Move nuke it's good.

Bisharp gets an 82.5 BP 100 Accuracy move that raises its Attack 2 stages. Ouch.

Salamence gets an 87.5 BP 100 Accuracy move that lowers the opponent's Attack 1 stage. Finally, a good reliable flying STAB!
 
Sorry to interrupt the discussion for Pokémoves (which I think you should definitely submit, by the way), but I've had this idea swirling around for a while:

When It Rains, It Pours
aka
Weather Wars 2: Electric Boogaloo
aka
Hail Gets the Shaft... Again
Metagame premise: Weather effects are doubled. For example, Sun decreases the power of Water moves by 100% and increases Fire's power by 100%, Sand Rush/Chlorophyll increases Speed by 200%, Sand Force increases power by 60%, etc.
Potential bans and threats: Weather inducing Abilities like Drizzle and Drought
Questions for the community: Should Thunder's accuracy be increased to 130 in Rain and decreased to 30 in Sun? Should Moonlight restore 2/9 of HP in unfavorable weather?
 

earl

(EVIOLITE COMPATIBLE)
is a Community Contributor
Sorry to interrupt the discussion for Pokémoves (which I think you should definitely submit, by the way), but I've had this idea swirling around for a while:

When It Rains, It Pours
aka
Weather Wars 2: Electric Boogaloo
aka
Hail Gets the Shaft... Again
Metagame premise: Weather effects are doubled. For example, Sun decreases the power of Water moves by 100% and increases Fire's power by 100%, Sand Rush/Chlorophyll increases Speed by 200%, Sand Force increases power by 60%, etc.
Potential bans and threats: Weather inducing Abilities like Drizzle and Drought
Questions for the community: Should Thunder's accuracy be increased to 130 in Rain and decreased to 30 in Sun? Should Moonlight restore 2/9 of HP in unfavorable weather?
Pretty cool idea, and if you really wanted weather wars MKII you should make weather summoning abilities summon perma-weather. For the questions, I don't see why not.
 
All banning weather-setting abilities would accomplish is make non-weather playstyles more viable, and like, that's not the draw. If a setter ends up making one weather too powerful, ban that instead. And definitely make weather-setting abilities permanent -- this lets teams back-and-forth their weathers for more of the match and keep a weather on the field as long as possible, and also give their setters useful items to increase longevity or damage output, making them less deadweight.

You should also clarify whether 'doubled' means doubled or applied twice, and then stick with that for all effects. The former would make rain-boosted attacks hit at 2x power and Moonlight heal 1/6 (1/2 - 1/6 - 1/6) max HP in adverse weather, while the latter would make rain-boosted attacks hit at 2.25x power (1.5 x 1.5) and drop Moonlight to 2/9.

Sounds fun, overall.
 

MAMP

MAMP!
aight here's an idea i've been bouncing around for a while, might as well get some input on it

Metagame premise: Pokemon can replace one of their moveslots with the name of a stat (Attack, Defense, Special Attack, Special Defense, Speed) to get a +1 boost to that stat.

Potential bans and threats: Pokemon that generally don't need all 4 moveslots benefit a lot from this meta, getting to trade in a situational 4th move for a free stat boost. Mons with good speed but poor offensive stats can shore up their deficiencies, and vice versa, but they have to contend with defensive mons with +1 to their defensive stats. Nothing immediately jumps out at me as broken except for Dugtrio with +1 attack and maybe MMedicham with +1 speed, but it's hard to tell without testing.

A few example sets:


Clefable @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 172 Def / 84 SpD
Calm Nature
IVs: 0 Atk
- Calm Mind
- Moonblast
- Soft-Boiled
- Defense




Tapu Koko @ Magnet
Ability: Electric Surge
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Thunderbolt
- U-turn
- Hidden Power [Ice]
- Special Attack


Landorus-Therian @ Choice Band
Ability: Intimidate
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Earthquake
- U-turn
- Stone Edge
- Speed


Smeargle @ Focus Sash
Ability: Own Tempo
EVs: 252 HP / 4 Def / 252 Spe
Timid Nature
- Sticky Web
- Stealth Rock
- Spore
- Speed


Skarmory @ Leftovers
Ability: Sturdy
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
- Roost
- Whirlwind
- Spikes
- Special Defense

Questions for the community: 1) I have no idea what to call this meta, please give me ideas
2) Should Pokemon be limited to only 1 stat boost, or should people be allowed to trade in 2 or even 3 moves for extra stats? I'm concerned about doing this because a lot of offensive Pokemon only really need 2 moves to function, and mons like M-Lopunny with dual stabs and +2 attack just sound impossible to deal with. Generally, defensive mons can't really afford to give up more than 1 move, so allowing mons to trade in multiple moves benefits offense more than anything else.
3) Is this possible to code?
 
Sorry to interrupt the discussion for Pokémoves (which I think you should definitely submit, by the way), but I've had this idea swirling around for a while:

When It Rains, It Pours
aka
Weather Wars 2: Electric Boogaloo
aka
Hail Gets the Shaft... Again
Metagame premise: Weather effects are doubled. For example, Sun decreases the power of Water moves by 100% and increases Fire's power by 100%, Sand Rush/Chlorophyll increases Speed by 200%, Sand Force increases power by 60%, etc.
Potential bans and threats: Weather inducing Abilities like Drizzle and Drought
Questions for the community: Should Thunder's accuracy be increased to 130 in Rain and decreased to 30 in Sun? Should Moonlight restore 2/9 of HP in unfavorable weather?
I think that to follow the pattern, you should alter Thunder and Moonlight, yes. Also, Weather induction should not be permanent, but have doubled duration.

aight here's an idea i've been bouncing around for a while, might as well get some input on it

Metagame premise: Pokemon can replace one of their moveslots with the name of a stat (Attack, Defense, Special Attack, Special Defense, Speed) to get a +1 boost to that stat.

Potential bans and threats: Pokemon that generally don't need all 4 moveslots benefit a lot from this meta, getting to trade in a situational 4th move for a free stat boost. Mons with good speed but poor offensive stats can shore up their deficiencies, and vice versa, but they have to contend with defensive mons with +1 to their defensive stats. Nothing immediately jumps out at me as broken except for Dugtrio with +1 attack and maybe MMedicham with +1 speed, but it's hard to tell without testing.

A few example sets:


Clefable @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 172 Def / 84 SpD
Calm Nature
IVs: 0 Atk
- Calm Mind
- Moonblast
- Soft-Boiled
- Defense




Tapu Koko @ Magnet
Ability: Electric Surge
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Thunderbolt
- U-turn
- Hidden Power [Ice]
- Special Attack


Landorus-Therian @ Choice Band
Ability: Intimidate
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Earthquake
- U-turn
- Stone Edge
- Speed


Smeargle @ Focus Sash
Ability: Own Tempo
EVs: 252 HP / 4 Def / 252 Spe
Timid Nature
- Sticky Web
- Stealth Rock
- Spore
- Speed


Skarmory @ Leftovers
Ability: Sturdy
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
- Roost
- Whirlwind
- Spikes
- Special Defense

Questions for the community: 1) I have no idea what to call this meta, please give me ideas
2) Should Pokemon be limited to only 1 stat boost, or should people be allowed to trade in 2 or even 3 moves for extra stats? I'm concerned about doing this because a lot of offensive Pokemon only really need 2 moves to function, and mons like M-Lopunny with dual stabs and +2 attack just sound impossible to deal with. Generally, defensive mons can't really afford to give up more than 1 move, so allowing mons to trade in multiple moves benefits offense more than anything else.
3) Is this possible to code?
1) Statmoves?
 
All banning weather-setting abilities would accomplish is make non-weather playstyles more viable, and like, that's not the draw. If a setter ends up making one weather too powerful, ban that instead. And definitely make weather-setting abilities permanent -- this lets teams back-and-forth their weathers for more of the match and keep a weather on the field as long as possible, and also give their setters useful items to increase longevity or damage output, making them less deadweight.

You should also clarify whether 'doubled' means doubled or applied twice, and then stick with that for all effects. The former would make rain-boosted attacks hit at 2x power and Moonlight heal 1/6 (1/2 - 1/6 - 1/6) max HP in adverse weather, while the latter would make rain-boosted attacks hit at 2.25x power (1.5 x 1.5) and drop Moonlight to 2/9.

Sounds fun, overall.
Making the weathers permanent sounds like a fun idea, so I won't ban setters. And I do mean doubled and not applied twice. I messed up calculating Moonlight. Thanks for your input!
 
Sorry to interrupt the discussion for Pokémoves (which I think you should definitely submit, by the way), but I've had this idea swirling around for a while:

When It Rains, It Pours
aka
Weather Wars 2: Electric Boogaloo
aka
Hail Gets the Shaft... Again
Metagame premise: Weather effects are doubled. For example, Sun decreases the power of Water moves by 100% and increases Fire's power by 100%, Sand Rush/Chlorophyll increases Speed by 200%, Sand Force increases power by 60%, etc.
Potential bans and threats: Weather inducing Abilities like Drizzle and Drought
Questions for the community: Should Thunder's accuracy be increased to 130 in Rain and decreased to 30 in Sun? Should Moonlight restore 2/9 of HP in unfavorable weather?
Does this apply to passive damage from sand/hail too?
I assume sand does 2.25× SpD to Rock types now?
Edit: Above post answered this

Interesting sets:

Ol' Reliable (Tyranitar) @ Leftovers / Tyranitarite / Smooth Rock (depending how it works)
Ability: Sand Stream
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
- Stealth Rock / Dragon Dance
- Pursuit / Toxic / Whatever coverage is good in this meta
- Stone Edge
- Rest / Crunch

Basically sand + rock = bulk. Whether you use this bulk for stall/utility or to set-up safely is up to you but special moves tickle you and sandstorm deals significant chip damage to nab extra KOs. For extra memes could run AV max SpD to tank any special hit.

252 SpA Choice Specs Tapu Lele Focus Blast vs. 248 HP / 252+ SpD Assault Vest Tyranitar in Sand: 168-200 (41.6 - 49.6%) -- guaranteed 3HKO

252 SpA Choice Specs Tapu Lele Focus Blast vs. 248 HP / 252+ SpD Assault Vest Tyranitar in Sand: 192-228 (47.6 - 56.5%) -- 84.8% chance to 2HKO

Am I Good Yet? (Garchomp-Mega) @ Garchompite
Ability: Sand Force
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Stone Edge
- Iron Head
- Swords Dance / Filler

I guess this isn't quite so bad?

Edit: GrubbinTheGreat sniped me and now my calcs are wrong.
Edit2: fixed calc
Edit3: Yayayaya this was my 100th post
 
Last edited:
Does this apply to passive damage from sand/hail too?
I assume sand does 2.25× SpD to Rock types now?
Edit: Above post answered this

Interesting sets:

Ol' Reliable (Tyranitar) @ Leftovers / Tyranitarite / Smooth Rock (depending how it works)
Ability: Sand Stream
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
- Stealth Rock / Dragon Dance
- Pursuit / Toxic / Whatever coverage is good in this meta
- Stone Edge
- Rest / Crunch

Basically sand + rock = bulk. Whether you use this bulk for stall/utility or to set-up safely is up to you but special moves tickle you and sandstorm deals significant chip damage to nab extra KOs. For extra memes could run AV max SpD to tank any special hit.

252 SpA Choice Specs Tapu Lele Focus Blast vs. 248 HP / 252+ SpD Assault Vest Tyranitar in Sand: 168-200 (41.6 - 49.6%) -- guaranteed 3HKO

252 SpA Choice Specs Tapu Lele Focus Blast vs. 248 HP / 252+ SpD Assault Vest Tyranitar in Sand: 192-228 (47.6 - 56.5%) -- 84.8% chance to 2HKO

Am I Good Yet? (Garchomp-Mega) @ Garchompite
Ability: Sand Force
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Stone Edge
- Iron Head
- Swords Dance / Filler

I guess this isn't quite so bad?

Edit: GrubbinTheGreat sniped me and now my calcs are wrong.
Edit2: fixed calc
Edit3: Yayayaya this was my 100th post
Weathers are permanent, so Smooth Rock does nothing. Yeah, Sandstorm and Hail deal more damage. A cool thing about Tyranitar is that it can come in and set up sand, and then, when an opponent replaces its weather, it can Mega Evolve and set up sand again! Mega Garchomp's main problem (aside from its Speed, of course) was that its Ability was so situational, but Sand being pretty viable and permanent relieves that somewhat, so I could see Mega Chomp finally getting some real use.
 
aight here's an idea i've been bouncing around for a while, might as well get some input on it

Metagame premise: Pokemon can replace one of their moveslots with the name of a stat (Attack, Defense, Special Attack, Special Defense, Speed) to get a +1 boost to that stat.

Potential bans and threats: Pokemon that generally don't need all 4 moveslots benefit a lot from this meta, getting to trade in a situational 4th move for a free stat boost. Mons with good speed but poor offensive stats can shore up their deficiencies, and vice versa, but they have to contend with defensive mons with +1 to their defensive stats. Nothing immediately jumps out at me as broken except for Dugtrio with +1 attack and maybe MMedicham with +1 speed, but it's hard to tell without testing.

A few example sets:


Clefable @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 172 Def / 84 SpD
Calm Nature
IVs: 0 Atk
- Calm Mind
- Moonblast
- Soft-Boiled
- Defense




Tapu Koko @ Magnet
Ability: Electric Surge
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Thunderbolt
- U-turn
- Hidden Power [Ice]
- Special Attack


Landorus-Therian @ Choice Band
Ability: Intimidate
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Earthquake
- U-turn
- Stone Edge
- Speed


Smeargle @ Focus Sash
Ability: Own Tempo
EVs: 252 HP / 4 Def / 252 Spe
Timid Nature
- Sticky Web
- Stealth Rock
- Spore
- Speed


Skarmory @ Leftovers
Ability: Sturdy
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
- Roost
- Whirlwind
- Spikes
- Special Defense

Questions for the community: 1) I have no idea what to call this meta, please give me ideas
2) Should Pokemon be limited to only 1 stat boost, or should people be allowed to trade in 2 or even 3 moves for extra stats? I'm concerned about doing this because a lot of offensive Pokemon only really need 2 moves to function, and mons like M-Lopunny with dual stabs and +2 attack just sound impossible to deal with. Generally, defensive mons can't really afford to give up more than 1 move, so allowing mons to trade in multiple moves benefits offense more than anything else.
3) Is this possible to code?
If you don't mind being a typo away from another meta you could go with Statmons. Maybe MoveBoost or something would be a straight forward name but hopefully someone comes up with something witty.

I can understand exactly why you didn't allow boosting Evasion but imo boosting accuracy should be allowed (not that I can see it being viable).

I agree that boosting multiple stats would be a bit ridiculous especially when stacked with choice items and basically breaks anything with strong spamable moves.

Am I Good Yet? (Garchomp-Mega) @ Garchompite
Ability: Sand Force
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Stone Edge
- Swords Dance / Filler
- Speed

Two opportunities to post Mega Garchomp in one day; must be Christmas.
Basically takes the poor speed of Mega Chomp and makes it good speed. You can SD to be a potent sweeper or just go for 3 moves for killing stuff.
 

Eve

Bzzt!
is a Site Content Manageris a Social Media Contributoris a Community Leaderis a Community Contributoris a Smogon Discord Contributoris a Contributor to Smogon
Community Leader
Here's an idea I honestly just thought of, sort of similar to MAMP's above idea in that you can benefit from limiting your movepool.
Basis: For every move slot empty on a Pokémon, the base power and accuracy of the Pokemon's moves will be increased by these amounts:
1 empty slot: +20% Power, +10% Accuracy
2 empty slots: +40% Power, +20% Accuracy
3 empty slots: +60% Power, +30% Accuracy
Possible Threats: Honestly, nothing sounds too broken thanks to this buff, other than maybe Banded Zygarde seeing as it could run only Thousand Arrows (and maybe Extreme Speed) and pick up KOs like never before. Other than that, it simply gives a little buff to Pokemon that don't have that amazing of a movepool.
Set examples:
wrists so stupid (Lycanroc-Midnight) @ Choice Scarf
Ability: No Guard
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Stone Edge
- Brick Break

A possibly decent (but mainly fun) endgame cleaner. Only 21 Pokémon actually resist Rock+Fighting, and only about 3 are somewhat used in OU. With the two empty moveslots, this thing can deal decent damage, and can often live at least one hit if necessary. Stone Edge will nearly always hit anyways thanks to the accuracy boost, but we just need to be certain :]
252 Atk Lycanroc-Midnight Stone Edge vs. 248 HP / 252+ Def Skarmory: 85-102 (35.7 - 42.8%)

Questions:
1:
Should the buff be more / less? Should accuracy be included?
2: Can you think of anything broken?
3: Is it a good idea?
4: Name ideas? (I was thinking something like "Fewer Choices" seeing as its sorta similar to equipping a Choice Band / Specs)
 

sin(pi)

lucky n bad
Here's an idea I honestly just thought of, sort of similar to MAMP's above idea in that you can benefit from limiting your movepool.
Basis: For every move slot empty on a Pokémon, the base power and accuracy of the Pokemon's moves will be increased by these amounts:
1 empty slot: +20% Power, +10% Accuracy
2 empty slots: +40% Power, +20% Accuracy
3 empty slots: +60% Power, +30% Accuracy
Possible Threats: Honestly, nothing sounds too broken thanks to this buff, other than maybe Banded Zygarde seeing as it could run only Thousand Arrows (and maybe Extreme Speed) and pick up KOs like never before. Other than that, it simply gives a little buff to Pokemon that don't have that amazing of a movepool.
Set examples:
wrists so stupid (Lycanroc-Midnight) @ Choice Scarf
Ability: No Guard
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Stone Edge
- Brick Break

A possibly decent (but mainly fun) endgame cleaner. Only 21 Pokémon actually resist Rock+Fighting, and only about 3 are somewhat used in OU. With the two empty moveslots, this thing can deal decent damage, and can often live at least one hit if necessary. Stone Edge will nearly always hit anyways thanks to the accuracy boost, but we just need to be certain :]
252 Atk Lycanroc-Midnight Stone Edge vs. 248 HP / 252+ Def Skarmory: 85-102 (35.7 - 42.8%)

Questions:
1:
Should the buff be more / less? Should accuracy be included?
2: Can you think of anything broken?
3: Is it a good idea?
4: Name ideas? (I was thinking something like "Fewer Choices" seeing as its sorta similar to equipping a Choice Band / Specs)
I sorta like the premise but why use Lycanroc over Terrakion, which gets STAB on fighting + a much stronger attack?
My biggest gripe with this is that stall mons don't get any buffs at all (other than the indirect one of having to potentially worry less about coverage), but this isn't specific to your premise.
 

Eve

Bzzt!
is a Site Content Manageris a Social Media Contributoris a Community Leaderis a Community Contributoris a Smogon Discord Contributoris a Contributor to Smogon
Community Leader
I sorta like the premise but why use Lycanroc over Terrakion, which gets STAB on fighting + a much stronger attack?
My biggest gripe with this is that stall mons don't get any buffs at all (other than the indirect one of having to potentially worry less about coverage), but this isn't specific to your premise.
Firstly, Lycanroc because its not already viable in an OU environment. Its just an example of something that gets slightly better, although yeah, Terrakion will outclass it. On the subject of stall mons, you're right about that. The only benefit they get is accurate Toxic / T-Wave. Any suggestions on how I could make missing moves benefit them better?
 
You could apply the boost to recovery, so a Pokemon with nothing but a lone recovery move would generate 80% of their HP each time they used it (60% boost of 50% is 80%) or one recovery move and Toxic. That's 70% recovery. Or if you wanna get really fucked-up, apply the boost to fixed damage moves to get Seismic Toss and clones that deal 120, 140, and 160 damage. Even 120 is notable in that you meed a little shy of 500 HP to set up Subs on them anymore.
 
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