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Eve

Bzzt!
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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.
Okay, I like that part.
. 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.
Not sure about that part.
 
Resubmitting because I'm bringing this back for discussion.

Hybrid Moves

Premise:
Each Pokemon will fuse moves of the same type and category to make new unique moves.

Notes:
Pokemon will start off with six moves. The extra two must be used for fusing. Moves must be the same type and category to fuse and the moves will automatically fuse so there's no move set with surf and scald separately anymore. When fused, the damages and accuracy are averaged, and the primary and secondary effects of the other moves are piled together. Pokemon can fuse 2-6 moves at once but keep in mind that your set would only have one move if all six moves are the same type and category.

An example of a great combination is Focus Blast and Aura Sphere to make a 100 damage special fighting move that will never miss, has a chance of lowering the foe's special defense, counts as a pulse move for Mega Launcher Pokemon, and a ballistic in the case of the ability Bullet Proof.

  • In the case where combining moves with different non-zero priorities like Roar with Follow Me, we keep the negative priority because doing it otherwise will cause many moves to fail or become too crazy (see comatose phasing in BH).
  • Status moves must share a similar target, so Swords Dance and Protect works, but Protect and Roar does not.
  • Z-Moves can not be used on move combinations. The combinations will have damages that aren't multiples of 5 unlike regular attacks so figuring out a z-move damage sounds either difficult or tedious.
  • Hidden Power won't combine with normal moves to change types. If that is difficult to code, Hidden Power won't combine with other moves.
  • Multi Hit moves will be averaged as how much damage they can possibly do and the secondary effects will be divided among each hit. A Ninetails using Headbutt + Tail Slap would bring about a 2-5 hit move with each hit doing 19.5 BP and having a 6% chance to flinch the target - not 30% per each hit.
  • Variable move damages like Magnitude, or Gyro Ball will have their current outputs averaged with their other attacks.


Blastoise-Mega @ Blastoisinite
Ability: Torrent
EVs: 248 HP / 252 SpA / 8 SpD
Modest Nature
IVs: 0 Atk
- Water Pulse
- Scald
- Focus Blast
- Aura Sphere
- Dragon Pulse
- Ice Beam

Blastoise gets a nice damage boost on Water Pulse with a chance to burn and confuse. Aura Sphere and Focus Blast will always hit at long last. Both moves are boosted by Mega Launcher allowing Blastoise to take down more of the meta.


Scizor-Mega @ Scizorite
Ability: Light Metal
EVs: 248 HP / 252 Atk / 8 Def
- U-turn
- Bullet Punch
- Steel Wing/Metal Claw
- Fury Cutter
- Swords Dance
- Roost

With a U-Turn that will do 82.5 damage after technician and will do double damage each turn if it's stuck or the last Pokemon standing and a priority Bullet Punch with a chance to raise defense, Scizor has the power it was looking for maximize both its STAB moves.


Breloom @ Big Root
Ability: Technician
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Leech Seed
- Mach Punch
- Drain Punch
- Spore
- Substitute
- Bullet Seed

Breloom has a nasty set here. Spore + Leech Seed to incapacitate and drain opponents. Priority Mach Punch + Drain Punch for quick Technician boosted recovery. Big Root allowing Breloom to heal more off of Leech Seed and Drain Punch.


Blissey (F) @ Leftovers
Ability: Natural Cure
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
IVs: 0 Atk
- Wish
- Soft-Boiled
- Heal Bell
- Seismic Toss
- Toxic
- Stealth Rocks

Soft Boiled + Wish + Heal Bell allows Blissey to save turns and focus on being a tank or allowing for safer switches for other Pokemon. With Knock Off being combined with other moves like Payback or Pursuit, Blissey might be preferred over Chansey.


Potential Threats: Breloom with Spore or Mach Punch hybrids, Smeargle, there are so many.
On the Radar: Sleep + Priority

Banlist: Combining Priority with moves that can flinch, Protect+Sub, OU Banlist.

Questions for the Community: Should anything else be suspected? Sub and Protect make a deadly combination and I've gone ahead and banned it. Would this be more fun in OU or Ubers? Should Z-Moves work off of which move has the lowest power and Z-Status be banned? Thank you all.
 
Resubmitting because I'm bringing this back for discussion.

Hybrid Moves

Premise:
Each Pokemon will fuse moves of the same type and category to make new unique moves.

Notes:
Pokemon will start off with six moves. The extra two must be used for fusing. Moves must be the same type and category to fuse and the moves will automatically fuse so there's no move set with surf and scald separately anymore. When fused, the damages and accuracy are averaged, and the primary and secondary effects of the other moves are piled together. Pokemon can fuse 2-6 moves at once but keep in mind that your set would only have one move if all six moves are the same type and category.

An example of a great combination is Focus Blast and Aura Sphere to make a 100 damage special fighting move that will never miss, has a chance of lowering the foe's special defense, counts as a pulse move for Mega Launcher Pokemon, and a ballistic in the case of the ability Bullet Proof.

  • In the case where combining moves with different non-zero priorities like Roar with Follow Me, we keep the negative priority because doing it otherwise will cause many moves to fail or become too crazy (see comatose phasing in BH).
  • Status moves must share a similar target, so Swords Dance and Protect works, but Protect and Roar does not.
  • Z-Moves can not be used on move combinations. The combinations will have damages that aren't multiples of 5 unlike regular attacks so figuring out a z-move damage sounds either difficult or tedious.
  • Hidden Power won't combine with normal moves to change types. If that is difficult to code, Hidden Power won't combine with other moves.
  • Multi Hit moves will be averaged as how much damage they can possibly do and the secondary effects will be divided among each hit. A Ninetails using Headbutt + Tail Slap would bring about a 2-5 hit move with each hit doing 19.5 BP and having a 6% chance to flinch the target - not 30% per each hit.
  • Variable move damages like Magnitude, or Gyro Ball will have their current outputs averaged with their other attacks.


Blastoise-Mega @ Blastoisinite
Ability: Torrent
EVs: 248 HP / 252 SpA / 8 SpD
Modest Nature
IVs: 0 Atk
- Water Pulse
- Scald
- Focus Blast
- Aura Sphere
- Dragon Pulse
- Ice Beam

Blastoise gets a nice damage boost on Water Pulse with a chance to burn and confuse. Aura Sphere and Focus Blast will always hit at long last. Both moves are boosted by Mega Launcher allowing Blastoise to take down more of the meta.


Scizor-Mega @ Scizorite
Ability: Light Metal
EVs: 248 HP / 252 Atk / 8 Def
- U-turn
- Bullet Punch
- Steel Wing/Metal Claw
- Fury Cutter
- Swords Dance
- Roost

With a U-Turn that will do 82.5 damage after technician and will do double damage each turn if it's stuck or the last Pokemon standing and a priority Bullet Punch with a chance to raise defense, Scizor has the power it was looking for maximize both its STAB moves.


Breloom @ Big Root
Ability: Technician
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Leech Seed
- Mach Punch
- Drain Punch
- Spore
- Substitute
- Bullet Seed

Breloom has a nasty set here. Spore + Leech Seed to incapacitate and drain opponents. Priority Mach Punch + Drain Punch for quick Technician boosted recovery. Big Root allowing Breloom to heal more off of Leech Seed and Drain Punch.


Blissey (F) @ Leftovers
Ability: Natural Cure
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
IVs: 0 Atk
- Wish
- Soft-Boiled
- Heal Bell
- Seismic Toss
- Toxic
- Stealth Rocks

Soft Boiled + Wish + Heal Bell allows Blissey to save turns and focus on being a tank or allowing for safer switches for other Pokemon. With Knock Off being combined with other moves like Payback or Pursuit, Blissey might be preferred over Chansey.


Potential Threats: Breloom with Spore or Mach Punch hybrids, Smeargle, there are so many.
On the Radar: Sleep + Priority

Banlist: Combining Priority with moves that can flinch, Protect+Sub, OU Banlist.

Questions for the Community: Should anything else be suspected? Sub and Protect make a deadly combination and I've gone ahead and banned it. Would this be more fun in OU or Ubers? Should Z-Moves work off of which move has the lowest power and Z-Status be banned? Thank you all.
M scizor might be another threat in a meta like this, might even need a ban since it can combine bp+iron head to get a 60 DMG tech boosted, priority flinch move

Azumarill has a similar but slightly less devastating form of this in aqua jet+waterfall
 

drampa's grandpa

cannonball
is a Community Contributoris a Community Leader Alumnus
Resubmitting because I'm bringing this back for discussion.

Hybrid Moves

Premise:
Each Pokemon will fuse moves of the same type and category to make new unique moves.

Notes:
Pokemon will start off with six moves. The extra two must be used for fusing. Moves must be the same type and category to fuse and the moves will automatically fuse so there's no move set with surf and scald separately anymore. When fused, the damages and accuracy are averaged, and the primary and secondary effects of the other moves are piled together. Pokemon can fuse 2-6 moves at once but keep in mind that your set would only have one move if all six moves are the same type and category.

An example of a great combination is Focus Blast and Aura Sphere to make a 100 damage special fighting move that will never miss, has a chance of lowering the foe's special defense, counts as a pulse move for Mega Launcher Pokemon, and a ballistic in the case of the ability Bullet Proof.

  • In the case where combining moves with different non-zero priorities like Roar with Follow Me, we keep the negative priority because doing it otherwise will cause many moves to fail or become too crazy (see comatose phasing in BH).
  • Status moves must share a similar target, so Swords Dance and Protect works, but Protect and Roar does not.
  • Z-Moves can not be used on move combinations. The combinations will have damages that aren't multiples of 5 unlike regular attacks so figuring out a z-move damage sounds either difficult or tedious.
  • Hidden Power won't combine with normal moves to change types. If that is difficult to code, Hidden Power won't combine with other moves.
  • Multi Hit moves will be averaged as how much damage they can possibly do and the secondary effects will be divided among each hit. A Ninetails using Headbutt + Tail Slap would bring about a 2-5 hit move with each hit doing 19.5 BP and having a 6% chance to flinch the target - not 30% per each hit.
  • Variable move damages like Magnitude, or Gyro Ball will have their current outputs averaged with their other attacks.


Blastoise-Mega @ Blastoisinite
Ability: Torrent
EVs: 248 HP / 252 SpA / 8 SpD
Modest Nature
IVs: 0 Atk
- Water Pulse
- Scald
- Focus Blast
- Aura Sphere
- Dragon Pulse
- Ice Beam

Blastoise gets a nice damage boost on Water Pulse with a chance to burn and confuse. Aura Sphere and Focus Blast will always hit at long last. Both moves are boosted by Mega Launcher allowing Blastoise to take down more of the meta.


Scizor-Mega @ Scizorite
Ability: Light Metal
EVs: 248 HP / 252 Atk / 8 Def
- U-turn
- Bullet Punch
- Steel Wing/Metal Claw
- Fury Cutter
- Swords Dance
- Roost

With a U-Turn that will do 82.5 damage after technician and will do double damage each turn if it's stuck or the last Pokemon standing and a priority Bullet Punch with a chance to raise defense, Scizor has the power it was looking for maximize both its STAB moves.


Breloom @ Big Root
Ability: Technician
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Leech Seed
- Mach Punch
- Drain Punch
- Spore
- Substitute
- Bullet Seed

Breloom has a nasty set here. Spore + Leech Seed to incapacitate and drain opponents. Priority Mach Punch + Drain Punch for quick Technician boosted recovery. Big Root allowing Breloom to heal more off of Leech Seed and Drain Punch.


Blissey (F) @ Leftovers
Ability: Natural Cure
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
IVs: 0 Atk
- Wish
- Soft-Boiled
- Heal Bell
- Seismic Toss
- Toxic
- Stealth Rocks

Soft Boiled + Wish + Heal Bell allows Blissey to save turns and focus on being a tank or allowing for safer switches for other Pokemon. With Knock Off being combined with other moves like Payback or Pursuit, Blissey might be preferred over Chansey.


Potential Threats: Breloom with Spore or Mach Punch hybrids, Smeargle, there are so many.
On the Radar: Sleep + Priority

Banlist: Combining Priority with moves that can flinch, Protect+Sub, OU Banlist.

Questions for the Community: Should anything else be suspected? Sub and Protect make a deadly combination and I've gone ahead and banned it. Would this be more fun in OU or Ubers? Should Z-Moves work off of which move has the lowest power and Z-Status be banned? Thank you all.
When you say same category am I right in thinking this means physical/ special/ status?

If not how does combining moves that are different in that way work?

This sounds cool and imo deserves a submit.
 
Resubmitting because I'm bringing this back for discussion.

Hybrid Moves

Premise:
Each Pokemon will fuse moves of the same type and category to make new unique moves.

Notes:
Pokemon will start off with six moves. The extra two must be used for fusing. Moves must be the same type and category to fuse and the moves will automatically fuse so there's no move set with surf and scald separately anymore. When fused, the damages and accuracy are averaged, and the primary and secondary effects of the other moves are piled together. Pokemon can fuse 2-6 moves at once but keep in mind that your set would only have one move if all six moves are the same type and category.

An example of a great combination is Focus Blast and Aura Sphere to make a 100 damage special fighting move that will never miss, has a chance of lowering the foe's special defense, counts as a pulse move for Mega Launcher Pokemon, and a ballistic in the case of the ability Bullet Proof.

  • In the case where combining moves with different non-zero priorities like Roar with Follow Me, we keep the negative priority because doing it otherwise will cause many moves to fail or become too crazy (see comatose phasing in BH).
  • Status moves must share a similar target, so Swords Dance and Protect works, but Protect and Roar does not.
  • Z-Moves can not be used on move combinations. The combinations will have damages that aren't multiples of 5 unlike regular attacks so figuring out a z-move damage sounds either difficult or tedious.
  • Hidden Power won't combine with normal moves to change types. If that is difficult to code, Hidden Power won't combine with other moves.
  • Multi Hit moves will be averaged as how much damage they can possibly do and the secondary effects will be divided among each hit. A Ninetails using Headbutt + Tail Slap would bring about a 2-5 hit move with each hit doing 19.5 BP and having a 6% chance to flinch the target - not 30% per each hit.
  • Variable move damages like Magnitude, or Gyro Ball will have their current outputs averaged with their other attacks.


Blastoise-Mega @ Blastoisinite
Ability: Torrent
EVs: 248 HP / 252 SpA / 8 SpD
Modest Nature
IVs: 0 Atk
- Water Pulse
- Scald
- Focus Blast
- Aura Sphere
- Dragon Pulse
- Ice Beam

Blastoise gets a nice damage boost on Water Pulse with a chance to burn and confuse. Aura Sphere and Focus Blast will always hit at long last. Both moves are boosted by Mega Launcher allowing Blastoise to take down more of the meta.


Scizor-Mega @ Scizorite
Ability: Light Metal
EVs: 248 HP / 252 Atk / 8 Def
- U-turn
- Bullet Punch
- Steel Wing/Metal Claw
- Fury Cutter
- Swords Dance
- Roost

With a U-Turn that will do 82.5 damage after technician and will do double damage each turn if it's stuck or the last Pokemon standing and a priority Bullet Punch with a chance to raise defense, Scizor has the power it was looking for maximize both its STAB moves.


Breloom @ Big Root
Ability: Technician
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Leech Seed
- Mach Punch
- Drain Punch
- Spore
- Substitute
- Bullet Seed

Breloom has a nasty set here. Spore + Leech Seed to incapacitate and drain opponents. Priority Mach Punch + Drain Punch for quick Technician boosted recovery. Big Root allowing Breloom to heal more off of Leech Seed and Drain Punch.


Blissey (F) @ Leftovers
Ability: Natural Cure
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
IVs: 0 Atk
- Wish
- Soft-Boiled
- Heal Bell
- Seismic Toss
- Toxic
- Stealth Rocks

Soft Boiled + Wish + Heal Bell allows Blissey to save turns and focus on being a tank or allowing for safer switches for other Pokemon. With Knock Off being combined with other moves like Payback or Pursuit, Blissey might be preferred over Chansey.


Potential Threats: Breloom with Spore or Mach Punch hybrids, Smeargle, there are so many.
On the Radar: Sleep + Priority

Banlist: Combining Priority with moves that can flinch, Protect+Sub, OU Banlist.

Questions for the Community: Should anything else be suspected? Sub and Protect make a deadly combination and I've gone ahead and banned it. Would this be more fun in OU or Ubers? Should Z-Moves work off of which move has the lowest power and Z-Status be banned? Thank you all.
How will PPs work? Will they be averaged or summed up? And if the moves are separated when you choose them and are fused simply during the turn, what will happen when one of them finishes the PPs? Will they still be fused?
 
Resubmitting because I'm bringing this back for discussion.

Hybrid Moves

Premise:
Each Pokemon will fuse moves of the same type and category to make new unique moves.

Notes:
Pokemon will start off with six moves. The extra two must be used for fusing. Moves must be the same type and category to fuse and the moves will automatically fuse so there's no move set with surf and scald separately anymore. When fused, the damages and accuracy are averaged, and the primary and secondary effects of the other moves are piled together. Pokemon can fuse 2-6 moves at once but keep in mind that your set would only have one move if all six moves are the same type and category.

An example of a great combination is Focus Blast and Aura Sphere to make a 100 damage special fighting move that will never miss, has a chance of lowering the foe's special defense, counts as a pulse move for Mega Launcher Pokemon, and a ballistic in the case of the ability Bullet Proof.

  • In the case where combining moves with different non-zero priorities like Roar with Follow Me, we keep the negative priority because doing it otherwise will cause many moves to fail or become too crazy (see comatose phasing in BH).
  • Status moves must share a similar target, so Swords Dance and Protect works, but Protect and Roar does not.
  • Z-Moves can not be used on move combinations. The combinations will have damages that aren't multiples of 5 unlike regular attacks so figuring out a z-move damage sounds either difficult or tedious.
  • Hidden Power won't combine with normal moves to change types. If that is difficult to code, Hidden Power won't combine with other moves.
  • Multi Hit moves will be averaged as how much damage they can possibly do and the secondary effects will be divided among each hit. A Ninetails using Headbutt + Tail Slap would bring about a 2-5 hit move with each hit doing 19.5 BP and having a 6% chance to flinch the target - not 30% per each hit.
  • Variable move damages like Magnitude, or Gyro Ball will have their current outputs averaged with their other attacks.


Blastoise-Mega @ Blastoisinite
Ability: Torrent
EVs: 248 HP / 252 SpA / 8 SpD
Modest Nature
IVs: 0 Atk
- Water Pulse
- Scald
- Focus Blast
- Aura Sphere
- Dragon Pulse
- Ice Beam

Blastoise gets a nice damage boost on Water Pulse with a chance to burn and confuse. Aura Sphere and Focus Blast will always hit at long last. Both moves are boosted by Mega Launcher allowing Blastoise to take down more of the meta.


Scizor-Mega @ Scizorite
Ability: Light Metal
EVs: 248 HP / 252 Atk / 8 Def
- U-turn
- Bullet Punch
- Steel Wing/Metal Claw
- Fury Cutter
- Swords Dance
- Roost

With a U-Turn that will do 82.5 damage after technician and will do double damage each turn if it's stuck or the last Pokemon standing and a priority Bullet Punch with a chance to raise defense, Scizor has the power it was looking for maximize both its STAB moves.


Breloom @ Big Root
Ability: Technician
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Leech Seed
- Mach Punch
- Drain Punch
- Spore
- Substitute
- Bullet Seed

Breloom has a nasty set here. Spore + Leech Seed to incapacitate and drain opponents. Priority Mach Punch + Drain Punch for quick Technician boosted recovery. Big Root allowing Breloom to heal more off of Leech Seed and Drain Punch.


Blissey (F) @ Leftovers
Ability: Natural Cure
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
IVs: 0 Atk
- Wish
- Soft-Boiled
- Heal Bell
- Seismic Toss
- Toxic
- Stealth Rocks

Soft Boiled + Wish + Heal Bell allows Blissey to save turns and focus on being a tank or allowing for safer switches for other Pokemon. With Knock Off being combined with other moves like Payback or Pursuit, Blissey might be preferred over Chansey.


Potential Threats: Breloom with Spore or Mach Punch hybrids, Smeargle, there are so many.
On the Radar: Sleep + Priority

Banlist: Combining Priority with moves that can flinch, Protect+Sub, OU Banlist.

Questions for the Community: Should anything else be suspected? Sub and Protect make a deadly combination and I've gone ahead and banned it. Would this be more fun in OU or Ubers? Should Z-Moves work off of which move has the lowest power and Z-Status be banned? Thank you all.
Cool idea! However, I am not sure dividing second effects among each hit for multi-hit moves has the effect you want. In your example, flinching occurs with approximately 12% chance when the move hits twice, while it flinches with approximately 27% chance when the move hits 5 times. Wouldn't it be an idea to just leave the percentage at one time 30%, regardless of the number of hits?

Also a question, I do not get what you mean by "In the case where combining moves with different non-zero priorities like Roar with Follow Me, we keep the negative priority because doing it otherwise will cause many moves to fail or become too crazy (see comatose phasing in BH)." If I combine any move with a negative priority move, does it have the lowest priority of the two? And what would happen if I combine two positive priority moves with different priority brackets (i.e. protect with prankster thunder wave)? Or a positive priority move with a neutral priority move?

M scizor might be another threat in a meta like this, might even need a ban since it can combine bp+iron head to get a 60 DMG tech boosted, priority flinch move

Azumarill has a similar but slightly less devastating form of this in aqua jet+waterfall
Flinching + priority is banned.
 
Traitmons:

Instead of needing to have 1 ability, 1 item, and 4 moves, the player is allowed to pick 6 of any of the above for any of his Pokemon. This is done simply by placing the new trait under the old one in the teambuilder. For simplicity, illegalities are ignored. Having no moves would either need to be illegal or give you struggle.
Good points, to avoid stuff like this items and abilities would be limited to 1 per Pokemon, sort of like how you can't run the same move twice.

The best mechanic I can think of for megas to limit ability stacking would be to have all abilities replaced with the mega's ability on evolution, meaning a mega could run no ability without much consequence. I'm open to suggestions on this though, I can't think of any other elegant solution.

Knock Off would remove all items, does not receive additional boosts beyond the 1,5x. Maybe banworthy on a "no fun allowed" basis but itemless Pokemon make good absorbers.

Harvest would work as seperate 50% chances for every consumed harvestable item.

Metronome is banned for simplicity.

Not too sure on Trick / Skill Swap etc. yet.

Anything too difficult to code could just be banned really.

Also Slaking / Gigas would be banned. Choice stacking (ex. scarf + band) could be overpowered, but I'd rather see it in action before taking any action. nvm banning
This means you could use things like the following:

Keldeo @ Choice Specs
Ability: Life Orb
- Hydro Pump
- Wise Glasses
- Secret Sword
- Mystic Water

Clefable @ Magic Guard
Ability: Unaware
- Softboiled
- Stealth Rock
- Moonblast
- Toxic

Kyurem-Black @ Earth Power
Ability: Outrage
- Iron Head
- Ice Beam
- Fusion Bolt
- Roost

Effectively any combination of items, abilities, and moves is possible with the traditional cap of 6.
 
Last edited:
Resubmitting because I'm bringing this back for discussion.

Hybrid Moves

Premise:
Each Pokemon will fuse moves of the same type and category to make new unique moves.

Notes:
Pokemon will start off with six moves. The extra two must be used for fusing. Moves must be the same type and category to fuse and the moves will automatically fuse so there's no move set with surf and scald separately anymore. When fused, the damages and accuracy are averaged, and the primary and secondary effects of the other moves are piled together. Pokemon can fuse 2-6 moves at once but keep in mind that your set would only have one move if all six moves are the same type and category.

An example of a great combination is Focus Blast and Aura Sphere to make a 100 damage special fighting move that will never miss, has a chance of lowering the foe's special defense, counts as a pulse move for Mega Launcher Pokemon, and a ballistic in the case of the ability Bullet Proof.

  • In the case where combining moves with different non-zero priorities like Roar with Follow Me, we keep the negative priority because doing it otherwise will cause many moves to fail or become too crazy (see comatose phasing in BH).
  • Status moves must share a similar target, so Swords Dance and Protect works, but Protect and Roar does not.
  • Z-Moves can not be used on move combinations. The combinations will have damages that aren't multiples of 5 unlike regular attacks so figuring out a z-move damage sounds either difficult or tedious.
  • Hidden Power won't combine with normal moves to change types. If that is difficult to code, Hidden Power won't combine with other moves.
  • Multi Hit moves will be averaged as how much damage they can possibly do and the secondary effects will be divided among each hit. A Ninetails using Headbutt + Tail Slap would bring about a 2-5 hit move with each hit doing 19.5 BP and having a 6% chance to flinch the target - not 30% per each hit.
  • Variable move damages like Magnitude, or Gyro Ball will have their current outputs averaged with their other attacks.


Blastoise-Mega @ Blastoisinite
Ability: Torrent
EVs: 248 HP / 252 SpA / 8 SpD
Modest Nature
IVs: 0 Atk
- Water Pulse
- Scald
- Focus Blast
- Aura Sphere
- Dragon Pulse
- Ice Beam

Blastoise gets a nice damage boost on Water Pulse with a chance to burn and confuse. Aura Sphere and Focus Blast will always hit at long last. Both moves are boosted by Mega Launcher allowing Blastoise to take down more of the meta.


Scizor-Mega @ Scizorite
Ability: Light Metal
EVs: 248 HP / 252 Atk / 8 Def
- U-turn
- Bullet Punch
- Steel Wing/Metal Claw
- Fury Cutter
- Swords Dance
- Roost

With a U-Turn that will do 82.5 damage after technician and will do double damage each turn if it's stuck or the last Pokemon standing and a priority Bullet Punch with a chance to raise defense, Scizor has the power it was looking for maximize both its STAB moves.


Breloom @ Big Root
Ability: Technician
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Leech Seed
- Mach Punch
- Drain Punch
- Spore
- Substitute
- Bullet Seed

Breloom has a nasty set here. Spore + Leech Seed to incapacitate and drain opponents. Priority Mach Punch + Drain Punch for quick Technician boosted recovery. Big Root allowing Breloom to heal more off of Leech Seed and Drain Punch.


Blissey (F) @ Leftovers
Ability: Natural Cure
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
IVs: 0 Atk
- Wish
- Soft-Boiled
- Heal Bell
- Seismic Toss
- Toxic
- Stealth Rocks

Soft Boiled + Wish + Heal Bell allows Blissey to save turns and focus on being a tank or allowing for safer switches for other Pokemon. With Knock Off being combined with other moves like Payback or Pursuit, Blissey might be preferred over Chansey.


Potential Threats: Breloom with Spore or Mach Punch hybrids, Smeargle, there are so many.
On the Radar: Sleep + Priority

Banlist: Combining Priority with moves that can flinch, Protect+Sub, OU Banlist.

Questions for the Community: Should anything else be suspected? Sub and Protect make a deadly combination and I've gone ahead and banned it. Would this be more fun in OU or Ubers? Should Z-Moves work off of which move has the lowest power and Z-Status be banned? Thank you all.
What happens to fused moves when one of the moves would ordinarily fail? Examples I could think of were Rest + Calm Mind for example, what happens if you're at full health already? Or Sleep Talk + Substitute, if you're asleep can use use it or not and vice versa. Also does sleep talk call normal moves or does it call the special fused moves?

Completely broken stuff:



Alakazam-Mega @ Alakazite
Ability: Trace
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Encore
- Disable
- Recover
- Substitute
- Filler
- Filler

So you make them use the same move again, stop them from using that move so they struggle while getting a sub to protect you from struggle and going back to full health. The last two slots you might want to run some damaging moves or something but it doesn't even matter. You could even run Skill Swap for magic bouncers on the switch.

Edit to avoid double post:
Traitmons:

Instead of needing to have 1 ability, 1 item, and 4 moves, the player is allowed to pick 6 of any of the above for any of his Pokemon. This is done simply by placing the new trait under the old one in the teambuilder. For simplicity, illegalities are ignored.

This means you could use things like the following:

Keldeo @ Choice Specs
Ability: Life Orb
- Hydro Pump
- Wise Glasses
- Secret Sword
- Mystic Water

Clefable @ Magic Guard
Ability: Unaware
- Softboiled
- Stealth Rock
- Moonblast
- Toxic

Kyurem-Black @ Earth Power
Ability: Outrage
- Iron Head
- Ice Beam
- Fusion Bolt
- Roost

Effectively any combination of items, abilities, and moves is possible with the traditional cap of 6.
What happens if you have an ability in your move slots and you mega evolve? Do you keep the base Pokémon ability as well as that of the mega or is it just overwritten? Also what if there is a move or something in the ability slot but you get a new ability from megaing or something.
On that theme Choice item megas with multiple abilities sounds heat. Solar Power Specs zard Y anyone?
 
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Edit to avoid double post:


What happens if you have an ability in your move slots and you mega evolve? Do you keep the base Pokémon ability as well as that of the mega or is it just overwritten? Also what if there is a move or something in the ability slot but you get a new ability from megaing or something.
On that theme Choice item megas with multiple abilities sounds heat. Solar Power Specs zard Y anyone?
I would assume they're overwritten because that's how it works in-game, and if you select a move and then lose it it should probably fail... But then why would you run anything but the mega stone in your ability slot if it's going away anyway. Tell me if I'm wrong (or right ig).

How would Knock Off work? Can I Knock Off a move? An item in a move / ability slot?

Medicham-Mega @ Pure Power
Ability: Medichamite
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- High Jump Kick
- Zen Headbutt
- Fake Out / Choice Scarf / Choice Band
- Ice Punch / Other

If I mega with this set do I get Pure Power twice (plz no)?

Slaking @ Choice Scarf
Ability: Choice Band
Happiness: 0
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Frustration
- Earthquake
- Fire Punch
- Pursuit

Slaking @ Leftovers / Life Orb
Ability: Slack Off
Happiness: 0
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Frustration
- Earthquake
- Fire Punch
- Bulk Up

And so are Regigigas and probably Archeops. Double choice should probably get banned as well.

Swellow @ Choice Band
Ability: Guts
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Facade
- Quick Attack?
- Flame Orb
- Scrappy

Lolbadset

Seems fun
 
Pikachu @ Light Ball
Ability: Light Ball
EVs: 252 Atk / is it somehow possible to put more Light Ball in the EVs? No? That sucks.
- Light Ball
- Light Ball
- Light Ball
- Extreme Speed

This has a chance to OHKO uninvested Aggron (as long as it doesn't spend any of its six slots on Sturdy), for what that's worth.

Jirachi @ Choice Scarf
Ability: Serene Grace
EVs: 252 Spe / you could have some Atk but really why bother
Jolly Nature
- Serene Grace
- Protective Pads
- Focus Sash (for priority monsters like the above Pikachu) / another Choice Scarf
- Iron Head

Under Pressure, Pressing Down on Bees (Vespiquen) @ Pressure
Ability: Pressure
Relaxed Nature
EVs: 252 HP / 252 Def / 6 SpD
- Pressure
- Protect
- Heal Order
- Defend Order

Of course, with this meta tending to trend toward "run fewer moves, and more items and abilities", that just makes PP stalling easier than ever.
 
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I'd suggest the following: (edited)
-when a pokemon mega evolve the ability slot is replaced. In reality this essentially means you just put your megastone in that slot and evolve for free.
-if anything of the 6 appears more than once (could also be due to transform etc), it is treated as one, and if it is a move, its pp is that of the older ones.
-knock off removes everything identified as a knockable item but its power does not increase further.
-trick switches the entity in the item slot. This should be able to work even if it is in the item slot itself.
-metronome functions both as the held item and becomes selectable as the move.
 
nothing about traitmons said this was illegal:

Azumarill @ Huge Power
Ability: Huge Power
- Huge Power
- Huge Power
- Huge Power
- Aqua Jet

gg bitches
pls no psychic surge

on side note, behold your lord tropius, the god of sun

Tropius @ Solar Power
Ability: Chlorophyll
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Harvest
- Petaya Berry
- Solar Beam
- Choice Specs

zap cannon can now actually hit:

Zapdos @ Zoom Lens
Ability: Zoom Lens
EVs: 252 HP / 252 SpA / 4 SpD
Quiet Nature
IVs: 0 Atk / 0 Spe
- Zoom Lens
- Choice Specs
- Choice Specs
- Zap Cannon

this is minorly depressing

Shuckle @ Sticky Barb
Ability: Sticky Barb
Level: 1
Happiness: -1e+43
Hasty Nature
IVs: 0 HP / 0 Def / 0 SpD
- Sticky Barb
- Sticky Barb
- Sticky Barb
- Sticky Barb

sonic the hedgehog

Ferrothorn @ Macho Brace
Ability: Macho Brace
EVs: 252 HP / 252 Atk / 4 SpD
Brave Nature
IVs: 0 Spe
- Macho Brace
- Macho Brace
- Macho Brace
- Gyro Ball
 
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Pikachu @ Light Ball
Ability: Light Ball
EVs: 252 Atk / is it somehow possible to put more Light Ball in the EVs? No? That sucks.
- Light Ball
- Light Ball
- Light Ball
- Extreme Speed

This has a chance to OHKO uninvested Aggron (as long as it doesn't spend any of its six slots on Sturdy), for what that's worth.
nothing about traitmons said this was illegal:

Azumarill @ Huge Power
Ability: Huge Power
- Huge Power
- Huge Power
- Huge Power
- Aqua Jet

gg bitches
pls no psychic surge

on side note, behold your lord tropius, the god of sun

Tropius @ Solar Power
Ability: Chlorophyll
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Harvest
- Petaya Berry
- Solar Beam
- Choice Specs

zap cannon can now actually hit:

Zapdos @ Zoom Lens
Ability: Zoom Lens
EVs: 252 HP / 252 SpA / 4 SpD
Quiet Nature
IVs: 0 Atk / 0 Spe
- Zoom Lens
- Choice Specs
- Choice Specs
- Zap Cannon

this is minorly depressing

Shuckle @ Sticky Barb
Ability: Sticky Barb
Level: 1
Happiness: -1e+43
Hasty Nature
IVs: 0 HP / 0 Def / 0 SpD
- Sticky Barb
- Sticky Barb
- Sticky Barb
- Sticky Barb
Good points, to avoid stuff like this items and abilities would be limited to 1 per Pokemon, sort of like how you can't run the same move twice.

The best mechanic I can think of for megas to limit ability stacking would be to have all abilities replaced with the mega's ability on evolution, meaning a mega could run no ability without much consequence. I'm open to suggestions on this though, I can't think of any other elegant solution.

Knock Off would remove all items, does not receive additional boosts beyond the 1,5x. Maybe banworthy on a "no fun allowed" basis but itemless Pokemon make good absorbers.

Harvest would work as seperate 50% chances for every consumed harvestable item.

Metronome is banned for simplicity.

Not too sure on Trick / Skill Swap etc. yet.

Anything too difficult to code could just be banned really.

Also Slaking / Gigas would be banned. Choice stacking (ex. scarf + band) could be overpowered, but I'd rather see it in action before taking any action.
 
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Good points, to avoid stuff like this items and abilities would be limited to 1 per Pokemon, sort of like how you can't run the same move twice.

The best mechanic I can think of for megas to limit ability stacking would be to have all abilities replaced with the mega's ability on evolution, meaning a mega could run no ability without much consequence. I'm open to suggestions on this though, I can't think of any other elegant solution.

Knock Off would remove all items, does not receive additional boosts beyond the 1,5x. Maybe banworthy on a "no fun allowed" basis but itemless Pokemon make good absorbers.

Harvest would work as seperate 50% chances for every consumed harvestable item.

Metronome and Trick / Switcheroo and Skill Swap are banned for simplicity.

Anything too difficult to code could just be banned really.

Also Slaking / Gigas would be banned. Choice stacking (ex. scarf + band) could be overpowered, but I'd rather see it in action before taking any action.
Now that i have thought about it a little more how about just letting them take on their natural order
-entrainment, skill swap etc work on the first slot that contains an ability. if either the user or the target doesnt have one, the move fails. likewise trick, knock off etc work on the first slot that contains an item. knock off also knocks off one item at a time
-mega evolution replaces the first slot that contains an ability. if there is none, the first item that is not the megastone, and then the first move that is not the move selected that turn is replaced.
 
I have some ideas for some mechanic and move changes.
Status:
Freeze: Works like a special version of burn were the target is frostbitten rather than frozen solid and their special attack is reduced.
Confusion: The confused foe will attack itself a turns after it has been confused, attack normally through confusion the turn after, then will be cured.
Sleep: Will always last 3 turns.
Moves:
Sleep Talk: As long as a Pokemon is asleep and has sleep talk they can select one of their moves and use it as if they got the move through sleep talk.
Powder Snow: Freezes target
Rototiller: User increases Atk and Spa by 1 in Grassy Terran not dependent on type and Z-Rototiller increases Spe by 1. Still grants grass types a Atk and Spa boost.
Grass Whistle: 90% Accuracy
Move that require recharge after use: Don't need to recharge if you knockout the foe.
Focus Punch: 140BP Does half damage if interrupted.
Telekinesis: The target is easier to hit for three turns and is confused.
Future Sight: Hits the turn after it was used.
Doom Desire: Hits the turn after it was used.
King Shield: Reduces Atk by 1.
Belch: 140BP Does half damage if user has not eaten a berry.
Incinerate: 40BP +1 priority
Flame Burst: also damages the target equal to 1/16th of their max Hit Points.
Magnet Rise: also increases spe by 1.
Ominous Wind: Gets rid of hazards on booth sides of the field.
Shadow Force: Special, one turn move with 33% recoil.
Rock Climb: Rock Type.
Skull Bash: Ghost type.
Spike Cannon: Steel type.
Strength: Fighting type.
Tri Attack: 25BP Hits three time, first fire, second ice, third electric.
 
I really liked the Traitmons concept and created some fun sets!


Magearna @ Shift Gear
Ability: Soul-Heart
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Calm Mind
- Focus Blast
- Thunderbolt
- Ice Beam

- Magearna's movepool is amazing and Focus Blast Bolt+Beam is only one of its many options!



Mew @ Life Orb
Ability: Rock Polish/Nasty Plot
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Psychic
- Fire Blast
- Thunderbolt
- Ice Beam

- Mew's ability is boring, the exact opposite of its movepool, so a lot of options here too!



Volcarona @ Psychium Z
Ability: Hidden Power Ground
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Quiver Dance
- Fire Blast
- Psychic
- Bug Buzz

- Volcarona also enjoys the new moveslot, cosidering it makes it a better sweeper and Flame Body is kinda useless if you're running Offensive Volc.



Togekiss @ Super Luck
Ability: Serene Grace
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Scope Lens
- Choice Scarf
- Choice Specs
- Air Slash

- I know it's not a guaranteed crit, but it'll flinch and crit (and tilt) your oponent eventually lol



Celesteela @ Leftovers
Ability: Iapapa Berry
EVs: 252 HP / 200 Def / 56 SpD
Relaxed Nature
- Leech Seed
- Protect
- Heavy Slam
- Flamethrower

- While offensive Celesteela needs Beast Boost, defensive sets can use the slot with other items like berries or Big Root.



Kingdra @ Scope Lens
Ability: Swift Swim
EVs: 4 Def / 252 SpA / 252 Spe
Modest Nature
IVs: 0 Atk
- Sniper
- Focus Energy
- Hydro Pump/Surf
- Draco Meteor

This just hits so hard lol 252+ SpA Sniper Kingdra Hydro Pump vs. 248 HP / 8 SpD Eviolite Chansey in Rain on a critical hit: 343-405 (48.7 - 57.6%), and is still faster than 350 scarfers (in the rain).




Greninja-Ash @ Protean
Ability: Battle Bond
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Ice Beam
- Hydro Pump
- Extrasensory
- Hidden Power [Fire]

- Well, it may be harder to get the BB to activate, but once it is, what a fast and powerful Protean User, a lot of options too!



Zygarde @ Iapapa Berry
Ability: Groundium Z
EVs: 76 HP / 252 Atk / 180 Spe
Adamant Nature
- Dragon Dance
- Coil
- Thousand Arrows
- Extreme Speed

- As fas as I know, in OU, Zygarde's ability is useless, so it's like a free slot, there are many things you can use, Z-Thousand Arrows loses its effect, but still hits hard at +1.



Keldeo @ Leftovers
Ability: Taunt
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Calm Mind
- Substitute
- Scald
- Secret Sword

- Another mon with a mediocre ability, in need of a 5th slot. Now you can freely use Toxapex as setup bait!



Volcanion @ Choice Specs
Ability: Splash Plate
EVs: 4 Def / 252 SpA / 252 Spe
Modest Nature
IVs: 0 Atk
- Waterium Z
- Life Orb
- Mystic Water
- Steam Eruption

- This is where I start experimenting with these "1-move-nukes". The calc can't handle all of the modifiers, so we gotta use a real calc: 1,5 (CS) * 1,2 (SP)* 1,3 (LO) * 1,2 (MW) = 2,808. So 252+ SpA Volcanion Hydro Vortex (185 BP) vs. 248 HP / 8 SpD Eviolite Chansey: 211-249 (30 - 35.4%) becomes 84,2 - 99,4. And that's a special attacker, normal hit versus Chansey! (Z Move is a one time thing, I know, but still helps to break stuff easier). The next two are kinda like this, but faster and less powerful.


Tornadus-Therian @ Choice Specs
Ability: Regenerator
EVs: 4 Def/ 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Life Orb
- Sky Plate
- Flyinium Z
- Hurricane



Swellow @ Choice Specs
Ability: Scrappy
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Life Orb
- Silk Scark
- Normalium Z
- Boomburst
 
Traitmons:

Instead of needing to have 1 ability, 1 item, and 4 moves, the player is allowed to pick 6 of any of the above for any of his Pokemon. This is done simply by placing the new trait under the old one in the teambuilder. For simplicity, illegalities are ignored. Having no moves would either need to be illegal or give you struggle.

This means you could use things like the following:

Keldeo @ Choice Specs
Ability: Life Orb
- Hydro Pump
- Wise Glasses
- Secret Sword
- Mystic Water

Clefable @ Magic Guard
Ability: Unaware
- Softboiled
- Stealth Rock
- Moonblast
- Toxic

Kyurem-Black @ Earth Power
Ability: Outrage
- Iron Head
- Ice Beam
- Fusion Bolt
- Roost

Effectively any combination of items, abilities, and moves is possible with the traditional cap of 6.
This is both amazing, and probably the most broken meta I've ever seen. I like
 
Good points, to avoid stuff like this items and abilities would be limited to 1 per Pokemon, sort of like how you can't run the same move twice.

The best mechanic I can think of for megas to limit ability stacking would be to have all abilities replaced with the mega's ability on evolution, meaning a mega could run no ability without much consequence. I'm open to suggestions on this though, I can't think of any other elegant solution.

Knock Off would remove all items, does not receive additional boosts beyond the 1,5x. Maybe banworthy on a "no fun allowed" basis but itemless Pokemon make good absorbers.

Harvest would work as seperate 50% chances for every consumed harvestable item.

Metronome is banned for simplicity.

Not too sure on Trick / Skill Swap etc. yet.

Anything too difficult to code could just be banned really.

Also Slaking / Gigas would be banned. Choice stacking (ex. scarf + band) could be overpowered, but I'd rather see it in action before taking any action.
Why not let them Knock/Trick/Switcheroo the thing in the item slot and skill swap/entrainment the thing in the ability slot?

Eg
Azumarill @ Huge Power
Ability: Sap Sipper
- Thick Fat
- fillers

So skill swap would swap sap sipper and Knock/Trick/Switcheroo would swap/knock Huge Power.
 
-mega evolution replaces the first slot that contains an ability. if there is none, the first item that is not the megastone, and then the first move that is not the move selected that turn is replaced.
There's a flaw in your plan:

Ultimate Wallbreaker (Medicham-Mega) @ Medichamite
Ability: Telepathy
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Pure Power
- Choice Band
- Life Orb
- High Jump Kick

It gets Pure Power twice, which when combined with Life Orb and Choice Band, gives it insane power. The only potentially viable mons that can switch in, survive a hit, outspeed, and OHKO are Mega Pinsir and Choice Scarf Togekiss (and Pinsir has to sacrifice a lot of speed and/or attack EVs to do so - the spread shown in the calc below allows it to have just enough speed to outrun Medicham without needing a scarf, but leaves nothing left to invest in attack).

252+ Atk Life Orb Choice Band Pure Power Pure Power Medicham-Mega High Jump Kick vs. 252 HP / 40+ Def Pinsir-Mega: 283-334 (84.7 - 100%) -- 6.3% chance to OHKO
252+ Atk Life Orb Choice Band Pure Power Pure Power Medicham-Mega High Jump Kick vs. 168 HP / 176+ Def Togekiss: 300-352 (84.9 - 99.7%) -- guaranteed 2HKO

And even these counters are easily dealt with using a little chip damage.

In other words, you have to either ban Medichamite or do something to prevent doubled Pure Power.



Also, here's another set that looks like fun:

Critdra 2.0 (Drapion) @ Razor Claw
Ability: Sniper
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Scope Lens
- Cross Poison
- Night Slash
- Choice Band/Choice Scarf/Life Orb/Filler

Sniper combined with guaranteed crits on both STABs, without needing a turn to set up Focus Energy, sounds pretty good to me.
 
Hmm... what about not repeating the Pure Power? Like the moves?

Random set:
Salamence @ Salamencite
Ability: Intimidate
- Moxie
- Return/Double Edge
- Roost
- Dragon Dance
Intimidate on switch, get Moxie boosts when you sweep.
 
Silvally @ Poison Memory
Ability: RKS System
- Ice Memory
- Bug Memory
- Ghost Memory
- Multi-Attack
what type is it?

Hmm... what about not repeating the Pure Power? Like the moves?

Random set:
Salamence @ Salamencite
Ability: Intimidate
- Moxie
- Return/Double Edge
- Roost
- Dragon Dance
Intimidate on switch, get Moxie boosts when you sweep.
who said salamencite was unbanned?

anyway,
Porygon-Z @ Analytic
Ability: Adaptability
IVs: 0 Atk
- Download
- Choice Specs
- Normalium-Z
- Hyper Beam
Even Rock and Steel types should be afraid of that. Jeez.

Tapu Bulu @ Shell Bell
Ability: Grassy Surge
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Big Root
- Choice Band
- Assault Vest
- Horn Leech
Maximum leechage. It might be better to just use Meadow Plate and Miracle Seed or Rose Incense instead of the root and bell but IDK
 

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Hmm... what about not repeating the Pure Power? Like the moves?

Random set:
Salamence @ Salamencite
Ability: Intimidate
- Moxie
- Return/Double Edge
- Roost
- Dragon Dance
Intimidate on switch, get Moxie boosts when you sweep.
yeah, I think limiting a set to having no duplications (whether moves, items or abilities) would be the best overall solution. A.k.a no double choice item, no double Pure Power.
 
yeah, I think limiting a set to having no duplications (whether moves, items or abilities) would be the best overall solution. A.k.a no double choice item, no double Pure Power.
In the set I listed, there is no duplication until you mega evolve (You start with Telepathy and Pure Power, then mega evolution replaces Telepathy with Pure Power). Something has to be done to make sure there's still no duplication after mega evolution.
 
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