Metagame Move Equality

Martin

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Introduction:
This metagame is based around one premise: all moves have the same base power. Therefore, the viability of a move comes entirely from its accuracy, secondary/tertiary effects and PP!

Mechanics:
All moves are 100 base power, with the following exceptions:
  • If a move modifies its own base power in certain scenarios (e.g. Pursuit, Surf, Assurance, Rollout, Round, Echoed Voice, Acrobatics, Stored Power, Triple Kick, Stomp etc.), it retains it's original base power.
  • If it has a natural base priority (i.e. before Gale Wings, Triage etc.) of anything other than +0 on its damaging hit (e.g. Extreme Speed, Fake Out, Dragon Tail, Focus Punch, Water Shuriken) etc.), it retains it's original base power.
  • If it doesn't use the normal damage formula (e.g. Seismic Toss, Final Gambit, Super Fang), it still follows its regular mechanics.
  • If it hits more than one time and doesn't apply to any of the above criteria, it's base power is determined by the following formula: 100÷[maximum number of hits] (e.g. Fury Attack, Bullet Seed, Rock Blast etc. have 20 BP per hit; Double Hit, Gear Grind and Bonemerang have 50 BP per hit etc.).
  • All offensive Z moves have 180 BP, regardless of secondary effects or exclusivity.
  • Accelerock
  • Acrobatics
  • Assurance
  • Aqua Jet
  • Avalanche
  • Beak Blast
  • Beat Up
  • Bide
  • Body Slam
  • Brine
  • Bullet Punch
  • Circle Throw
  • Counter
  • Crush Grip
  • Dragon Tail
  • Earthquake
  • Echoed Voice
  • Electro Ball
  • Eruption
  • Extreme Speed
  • Facade
  • Fake Out
  • Feint
  • Fire Pledge
  • First Impression
  • Flail
  • Flying Press
  • Focus Punch
  • Frustration
  • Fury Cutter
  • Fusion Bolt
  • Fusion Flare
  • Grass Knot
  • Grass Pledge
  • Gust
  • Gyro Ball
  • Heat Crash
  • Heavy slam
  • Hex
  • Ice Ball
  • Ice Shard
  • Knock Off
  • Low Kick
  • Mach Punch
  • Magnitude
  • Mirror Coat
  • Natural Gift
  • Payback
  • Phantom Force
  • Power Trip
  • Punishment
  • Pursuit
  • Quick Attack
  • Retaliate
  • Return
  • Revenge
  • Reversal
  • Rollout
  • Round
  • Shadow Force
  • Shadow Sneak
  • Shell Trap
  • Smelling Salts
  • Solar Beam
  • Solar Blade
  • Spit Up
  • Steamroller
  • Stomp
  • Stomping Tantrum
  • Stored Power
  • Sucker Punch
  • Surf
  • Triple Kick
  • Trump Card
  • Twister
  • Vacuum Wave
  • Venoshock
  • Vital Throw
  • Wake-Up Slap
  • Water Pledge
  • Water Shuriken
  • Water Spout
  • Weather Ball
  • Whirlpool
  • Wring Out
Rules:
  • Standard OU bans and clauses apply
  • Mud Slap, Power-Up Punch and Fell Stinger are banned
Additional bans may occur if they are deemed necessary, but no unbans from the official list of ubers will happen under any circumstance. PuP is quickbanned because my playtime with it last gen was all the evidence I needed to see that it is an inherently busted move.

Expectations:
Like what happened last gen, I expect offensive teams to be generally buffed and defensive teams to be generally nerfed. This is because the generally higher power of attacks can make walling things that much harder. Hidden Power is suddenly an extremely dangerous coverage move, giving Pokémon access to a 100 BP move of a type they lack in their movepool and actively outclassing certain moves based on PP and the new bottlecapping mechanic, and with the large number of moves with really good secondary effects/PP but low base then Pokémon who are held back by low power movepools have a chance to shine.

Potential ideas:

Raichu @ Focus Sash
Ability: Lightningrod
EVs: 252 Atk / 4 SpA / 252 Spe
Jolly / Hasty Nature
- Nuzzle
- Fake Out
- Volt Switch / Knock Off
- Encore / Knock Off

Anti lead that takes good advantage of the newly-buffed Nuzzle, it's great speed tier, and it's good support movepool.


Comfey @ Big Root / Leftovers
Ability: Triage
EVs: 252 HP / 252 Def / 4 Spe
Bold Nature
IVs: 0 Atk
- Draining Kiss
- Leech Seed / Hidden Power [Fire]
- Calm Mind
- Substitute / Aromatherapy

Takes advantage of Triage giving the massively-buffed Draining Kiss +3 priority. Big Root in conjunction with both Leech Seed and Draining Kiss make it deceptively difficult to take down if it has a Calm Mind or two under its belt. Triage doubles up as a means of making it a pretty ok-ish revenge killer due to it having the highest BP priority move in the game outside of Talonflame's Supersonic Skystrike.


Sharpedo @ Sharpedonite
Ability: Speed Boost
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Protect
- Bite
- Psychic Fangs
- Poison Fang / Waterfall

Strong Jaw effectively gives it STAB Psychic Fangs and Poison Fang, and with Strong Jaw+STAB Bite hits harder than it would with Adaptability, hitting a whopping 225 BP after STAB and having a 30% flinch rate to boot. Really, really monstrous 'mon.


Pinsir @ Pinsirite
Ability: Hyper Cutter
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant / Jolly Nature
- Swords Dance
- Quick Attack
- Secret Power / Double Hit
- Storm Throw

Storm Throw has 100 BP and always deals a critical hit, making it effectively a STAB move that ignores stat boosts. Also Secret Power has a 30% chance to initiate whatever effect the active terrain gives it, which is fun.


Charizard @ Charizardite Y
Ability: Blaze
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Fire Spin
- Solar Beam
- Hidden Power Fighting
- Roost

Fire Spin allows it to trap and help wear down switch-ins to it's STABs, and with Solar Beam+Hidden Power Fighting it is capable of Water-types and Heatran/Tyranitar who think they can get in your way.


Excadrill @ Life Orb
Ability: Mold Breaker / Sand Rush
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly / Adamant Nature
IVs: 29 HP
- Bulldoze
- Rapid Spin
- Iron Head
- Swords Dance / Rock Tomb

Benefits a lot from the buffs. 100 BP Rapid Spin is dope, as is two buffed STABs and no more miss rate on your Rock-type attack. It is very difficult to switch something faster in and expecting to outpace on the next turn because of that nasty 100% speed drop rate.

There's a buttload more but I'm lazy and there are loads here already.

Credit for code goes to Quite Quiet
Code:
{
    name: 'Move Equality',

    mod: 'gen7',
    ruleset: ['[Gen 7] OU'],
    banlist: ['Mud Slap', 'Power-Up Punch', 'Fell Stinger'],

    onModifyMove: function(move) {
        let moveTemplate = this.getMove(toId(move));
        if (moveTemplate.category === 'Status' || moveTemplate.basePower === 0 || moveTemplate.priority !== 0) return move;
        // Moves aren't allowed to modify its base power
        if (move.basePowerCallback || move.onBasePower) return move;
        move = Object.assign({}, move);
        if (move.isZ && move.basePower > 1) {
            move.basePower = 180;
        } else if (move.multihit) {
            let maxhits = Array.isArray(move.multihit) ? move.multihit[1] : move.multihit;
            move.basePower = Math.floor(100 / maxhits);
            move.zMovePower = 180;
        } else {
            move.basePower = 100;
            move.zMovePower = 180;
        }
        return move;
    },
},

PLAYABLE ON ROM
 
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Keep in mind in that charizard y set inferno and focus blast basically any move that used to have bad accuracy like iron tail and stone edge they're now completely accurate which effectively makes no guard outclassed so things like machamp and mega pidgeot are useless now

edit: also in addition to being 100 bp

edit 2: also technician is not that good anymore since like you said every move is 100 bp now
 
Keep in mind in that charizard y set inferno and focus blast basically any move that used to have bad accuracy like iron tail and stone edge they're now completely accurate which effectively makes no guard outclassed so things like machamp and mega pidgeot are useless now

edit: also in addition to being 100 bp

edit 2: also technician is not that good anymore since like you said every move is 100 bp now
uh, no? it only changes the move's base power, accuracy is unaffected.
 
Charge beam should be neat to see since it now has double the bp, and comfey could see some use since it has a 100 bp move with +3 priority. Acid spray also seems nice with 100% chance for -2 spd. Storm throw and frost breath also seem like they could be neat with bp 100 and guaranteed crits.
 
Greninja is probably the #1 threat to look out for. With its 100bp STAB Hidden Power, only things with high natural special bulk are safe, and you can't assume ahead of time that your priority/scarfer of choice will be able to ohko it. Rock Smash + HP Ghost looks promising, providing ideal neutral coverage with two slots devoted to handling specific threats or setting hazards.

More generally, all Ghost-types are better -- Shadow Ball and Shadow Claw are upstaged by Lick and Ominous Wind, and 100bp is a substantial upgrade.

Tapu Fini has a niche Whirlpool set in OU for breaking stall, but it's not standard because of its low power. Here, 100bp keeps Fini from being too passive and stops wannabe double switches in their tracks. Add that to its ability to check Zard X and I'd call it a staple. Not that it isn't already, but you know what I mean.

Tapu Koko can use a boosted Spark to go physical without the recoil. Spark + U-Turn + Aerial Ace + Hidden Power looks promising for its powerful STAB and almost- comprehensive coverage.

Mega Venusaur could be nice to check the common boltbeam coverage, but the cost of not running a more offensive mega (Zard X/Y, Mgross) might make that decision hard to justify. Alolan Marowak seems a lot more splashable, with buffed Shadow Bones and Flame Charges.

Oh, and I should mention Belly Drum + Flame Charge + Dragon Claw Zard X. Last slot is Quick Attack, Thunder Punch, or Roost. Maybe DD. Good luck.
 
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Martin

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Comfey is super interesting tbh. +3 priority and 50% 75% healing on its STAB is fucking immense, and it is probably going to be similar to XY Talonflame with regards to its prevelance here. Just spitballing here:
Comfey @ Choice Specs
Ability: Triage
EVs: 252 SpA / idk spread them out somehow
Modest Nature
- Draining Kiss
- Hidden Power [Fire] / Hidden Power [Ground]
- Magical Leaf / Grass Knot
- U-turn

Comfey @ Life Orb
Ability: Triage
EVs: 252 SpA / idk spread them out somehow
Modest Nature
- Taunt
- Draining Kiss
- Hidden Power Fire / Hidden Power Ground
- Calm Mind

Comfey @ Big Root / Leftovers
Ability: Triage
EVs: 252 HP / 252 Def / 4 Spe
Bold Nature
IVs: 0 Atk
- Draining Kiss
- Leech Seed
- Calm Mind
- Substitute / Aromatherapy / Taunt
Alolan Wak can now run Lightning Rod with a powerful Fire-type attack, meaning it doesn't have to pick between checking Electric-types and having a brutally-strong Fire-type STAB. The buff to Shadow Bone, and it can now run Flame Charge to be less abuseable after nuking something.

Marowak-Alola @ Thick Club
Ability: Lightning Rod
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Flame Charge
- Shadow Bone
- Swords Dance
- Stealth Rock / Will-O-Wisp / Low Kick

Both Keldeo and Greninja are gods due to Hidden Power. Also Ash Ninja just substitutes Hydro Pump for Bubble or Scald and gets a buff to Dark Pulse.

MegaGross is probably going to be overwhelming. It's literally just a heavily-buffed version of what it was before. It can now run Iron Head without sacrificing power over Mash (making cheesing easier than ever), Thunder Punch now hits way harder than before (as does Zen Headbutt and the entire rest of its movepool), it can now run Rock Smash over Hammer Arm or Bulldoze over Earthquake, and it just generally appreciates the FUCK out of this meta.

There is a load of shit I want to experiment with; I can't wait for this to get coded.
 
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Comfey is super interesting tbh. +3 priority and 50% healing on its STAB is fucking immense, and it is probably going to be similar to XY Talonflame with regards to its prevelance here. Just spitballing here:
Comfey @ Choice Specs
Ability: Triage
EVs: 252 SpA / idk spread them out somehow
Modest Nature
- Draining Kiss
- Hidden Power [Fire] / Hidden Power [Ground]
- Magical Leaf / Grass Knot
- U-turn

Comfey @ Life Orb
Ability: Triage
EVs: 252 SpA / idk spread them out somehow
Modest Nature
- Taunt
- Draining Kiss
- Hidden Power Fire / Hidden Power Ground
- Calm Mind

Comfey @ Big Root / Leftovers
Ability: Triage
EVs: 252 HP / 252 Def / 4 Spe
Bold Nature
IVs: 0 Atk
- Draining Kiss
- Leech Seed
- Calm Mind
- Substitute / Aromatherapy / Taunt
Alolan Wak can now run Lightning Rod with a powerful Fire-type attack, meaning it doesn't have to pick between checking Electric-types and having a brutally-strong Fire-type STAB. The buff to Shadow Bone, and it can now run Flame Charge to be less abuseable after nuking something.

Marowak-Alola @ Thick Club
Ability: Lightning Rod
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Flame Charge
- Shadow Bone
- Swords Dance
- Stealth Rock / Will-O-Wisp / Low Kick

Both Keldeo and Greninja are gods due to Hidden Power. Also Ash Ninja just substitutes Hydro Pump for Bubble or Scald and gets a buff to Dark Pulse.

MegaGross is probably going to be overwhelming. It's literally just a heavily-buffed version of what it was before. It can now run Iron Head without sacrificing power over Mash (making cheesing easier than ever), Thunder Punch now hits way harder than before (as does Zen Headbutt and the entire rest of its movepool), it can now run Rock Smash over Hammer Arm or Bulldoze over Earthquake, and it just generally appreciates the FUCK out of this meta.

There is a load of shit I want to experiment with; I can't wait for this to get coded.
read again, it doesn't affect priority moves so comfey's still meh
marowak's cool tho
 
Double Hit, Gear Grind and Bonemerang have 50 BP per hit etc.).[/hide]
Oh, okay then.

Ambipom @ Life Orb
Ability: Technician
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Double Hit
- Dual Chop
- Rock Smash
- Something

150 BP STAB move that ignores Focus Sash? Yeah, that sounds about right.
 

drampa's grandpa

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As always I'm here to drop some sets.

Xurkitree @ Psychium Z
Ability: Beast Boost
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Charge Beam
- Hidden Power [Ice]
- Energy Ball
- Hypnosis

This sets purpose is to set up to +1 speed with Z-Hypnosis, and sometimes put something to sleep. Then you can spam your boltbeam coverage with a 70% chance to boost your already ridiculous spa with Charge Beam.

Nihilego @ Choice Specs
Ability: Beast Boost
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Acid Spray
- Charge Beam
- Power Gem
- Hidden Power [Ground / Fire / Fighting]

Say hello to wallbreaker extraordinaire Nihilego. Acid Spray reduces the opponents Spd by 2 every time you use it, and at 100 BP it's kind of ridiculous to try and switch into. Nihilego is the fastest and strongest STAB user of Acid Spray.

252 SpA Choice Specs Nihilego Acid Spray vs. 4 HP / 252 SpD Eviolite Chansey: 123-145 (19.1 - 22.5%) -- possible 5HKO
252 SpA Choice Specs Nihilego Acid Spray vs. -2 4 HP / 252 SpD Eviolite Chansey: 246-291 (38.3 - 45.3%) -- guaranteed 3HKO
252 SpA Choice Specs Nihilego Acid Spray vs. -4 4 HP / 252 SpD Eviolite Chansey: 369-435 (57.4 - 67.7%) -- guaranteed 2HKO

Chansey of all things is 3hkod. Steel types do much better against it, but nothing that doesn't resist will do any better.

Jirachi @ Choice Scarf
Ability: Serene Grace
EVs: 252 Atk / 4 SpA / 252 Spe
Hasty Nature
- Heart Stamp
- Iron Head
- Icy Wind
- U-Turn

Heart Stamp is pretty strong now, and flinches are annoying.

Marowak-Alola @ Thick Club
Ability: Lightning Rod
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Flame Charge
- Shadow Bone
- Bulldoze
- Swords Dance

Make urself fast make them slow. I just noticed there's a Maralola set above this.

Blastoise-Mega @ Blastoisinite
Ability: Mega Launcher
EVs: 252 HP / 252 SpA / 4 SpD
Modest Nature
- Water Pulse
- Aura Sphere
- Dark Pulse
- Rapid Spin

coverage is w/e I just threw some moves on there. The point here is to spam Mega Launcher Water Pulse (also Rapid Spin is MUCH better here).
 
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I think the OP should clear up how moves that double each turn work, namely Rollout and its clones, Fury Cutter, and Echoed Voice.


Scolipede @ Waterium Z
Ability: Speed Boost
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Twineedle
- Poison Sting/Poison Tail
- Swords Dance
- Aqua Tail

The instant classic Waterium-Z Scolipede. Mainly wanted to show off Twineedle, which hits twice at 50 BP each, and has an effective 36% chance to poison. It's pretty effective as a Bug move but it has pretty crummy distribution overall, Beedrill could theoretically use it but it would usually prefer to U-turn out. Choice of Poison move is arbitrary: Poison Sting has a better poison chance, but Poison Tail has a nifty crit rate.


Ninetales-Alola @ Light Clay
Ability: Snow Warning
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Frost Breath
- Hidden Power [Fire]
- Aurora Veil
- Freeze-Dry/Encore

Alolan Ninetales can maintain a decent offensive presence thanks to Frost Breath, which is essentially a 150 BP move thanks to its guaranteed crits. It appreciates 100 BP Hidden Power as well. But as always, Aurora Veil is the main reason to use this, and its ability to support sweepers will be handy in an offensively biased meta. I can see this thing being pretty common.


Buzzwole @ Leftovers
Ability: Beast Boost
EVs: 52 HP / 244 Atk / 152 SpD / 60 Spe
Adamant Nature
- Power-Up Punch
- Fell Stinger
- Roost
- Ice Punch

Look at this madman, all he can do is boost. This is probably one of the more ridiculous snowballs available, and truth be told Leech Life is probably more consistent as Buzzwole doesn't really have the speed to sweep anything, and is better off healing off damage. But you can't resist the allure of Fell Stinger, Power-Up Punch, and Beast Boost. Getting 4 stages of G A I N S in one turn is too good to pass up.
 

Tuthur

formerly 0-7 in FCL
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I think the OP should clear up how moves that double each turn work, namely Rollout and its clones, Fury Cutter, and Echoed Voice.


Buzzwole @ Leftovers
Ability: Beast Boost
EVs: 52 HP / 244 Atk / 152 SpD / 60 Spe
Adamant Nature
- Power-Up Punch
- Fell Stinger
- Roost
- Ice Punch

Look at this madman, all he can do is boost. This is probably one of the more ridiculous snowballs available, and truth be told Leech Life is probably more consistent as Buzzwole doesn't really have the speed to sweep anything, and is better off healing off damage. But you can't resist the allure of Fell Stinger, Power-Up Punch, and Beast Boost. Getting 4 stages of G A I N S in one turn is too good to pass up.
Power-Up Punch and Fell Stinger are banned.
 

Martin

A monoid in the category of endofunctors
is a Smogon Discord Contributoris a Forum Moderator Alumnusis a Community Contributor Alumnusis a Contributor Alumnus
I think the OP should clear up how moves that double each turn work, namely Rollout and its clones, Fury Cutter, and Echoed Voice.


Scolipede @ Waterium Z
Ability: Speed Boost
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Twineedle
- Poison Sting/Poison Tail
- Swords Dance
- Aqua Tail

The instant classic Waterium-Z Scolipede. Mainly wanted to show off Twineedle, which hits twice at 50 BP each, and has an effective 36% chance to poison. It's pretty effective as a Bug move but it has pretty crummy distribution overall, Beedrill could theoretically use it but it would usually prefer to U-turn out. Choice of Poison move is arbitrary: Poison Sting has a better poison chance, but Poison Tail has a nifty crit rate.


Ninetales-Alola @ Light Clay
Ability: Snow Warning
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Frost Breath
- Hidden Power [Fire]
- Aurora Veil
- Freeze-Dry/Encore

Alolan Ninetales can maintain a decent offensive presence thanks to Frost Breath, which is essentially a 150 BP move thanks to its guaranteed crits. It appreciates 100 BP Hidden Power as well. But as always, Aurora Veil is the main reason to use this, and its ability to support sweepers will be handy in an offensively biased meta. I can see this thing being pretty common.


Buzzwole @ Leftovers
Ability: Beast Boost
EVs: 52 HP / 244 Atk / 152 SpD / 60 Spe
Adamant Nature
- Power-Up Punch
- Fell Stinger
- Roost
- Ice Punch

Look at this madman, all he can do is boost. This is probably one of the more ridiculous snowballs available, and truth be told Leech Life is probably more consistent as Buzzwole doesn't really have the speed to sweep anything, and is better off healing off damage. But you can't resist the allure of Fell Stinger, Power-Up Punch, and Beast Boost. Getting 4 stages of G A I N S in one turn is too good to pass up.
They have self-modifying BP, so they remain unchanged
 
I feel like Rage could be a very good move in this metagame. It's a pseudo Power-up Punch, although it is easier to avoid. Mons such as Salamance, Marowak (both forms), Sharpedo, and Beedrill could benefit from it
 
I feel like Rage could be a very good move in this metagame. It's a pseudo Power-up Punch, although it is easier to avoid. Mons such as Salamance, Marowak (both forms), Sharpedo, and Beedrill could benefit from it
Beedrill couldn't benefit from it really, it's way too hard for Beedrill to take a hit.
 
Aerodactyl-Mega
Aerodactyl-Mega @ Aerodactylite
Ability: Tough Claws
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Fire Fang
- Ice Fang
- Rock Tomb
- Aerial Ace

Aero gets even cooler now. Fangs now are a good coverage, making him even better.
Amoonguss
Amoonguss @ Black Sludge
Ability: Regenerator
EVs: 248 HP / 44 Def / 216 SpD
Calm Nature
- Spore
- Absorb
- Clear Smog
- Hidden Power [Fire]

Strong HP, Absorb and CLEAR SMOG? yup
Tauros
Tauros @ Choice Scarf
Ability: Anger Point
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Body Slam
- Rock Tomb
- Bulldoze
- Smart Strike

Ok, this don't seem to be nothing, but guaranteed crit attacks are very used in the metagame. Then, Tauros switch in it and Sweep.
Charizard-Mega-X
Charizard-Mega-X @ Charizardite X
Ability: Tough Claws
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Flame Charge
- Dragon Claw
- Roost

Don't need DD, Flame Charge + SD.
 
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Ludicrousity

You humour me greatly with your arrogance and c...
is a Forum Moderator Alumnus
Ninetales-Alola @ Life Orb / Choice Scarf / Choice Specs
Ability: Snow Warning
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Frost Breath
- Hidden Power [Electric]
- Moonblast
- Filler

Ninetales-A gets some love here. Frost Breath gives it a 100 BP STAB move that always crits, which allows it to break setup walls. Hidden Power Electric can now take the spot of Freeze Dry, because Freeze Dry only allowed it to hit water, and everything that Frost Breath hits. Moonblast is just there for STAB coverage. Blizzard is kinda useless here, sadly.


Nihilego @ Choice Scarf
Ability: Beast Boost
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Acid Spray
- Power Gem
- Thunderbolt
- Psychic

This OM allows Nihilego to spam STAB Acid Spray with 100 BP off of 353 SpA and 502 Spe (When factoring in Scarf) Acid Spray also lowers the foes SpD, and therefore becomes insanely powerful after a very short amount of time.
 
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Aerodactyl-Mega
Aerodactyl-Mega @ Aerodactylite
Ability: Tough Claws
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Fire Fang
- Ice Fang
- Rock Tomb
- Aerial Ace

Aero gets even cooler now. Fangs now are a good coverage, making him even better.
Amoonguss
Amoonguss @ Black Sludge
Ability: Regenerator
EVs: 248 HP / 44 Def / 216 SpD
Calm Nature
- Spore
- Giga Drain
- Clear Smog
- Hidden Power [Fire]

Strong HP, Giga Drain and CLEAR SMOG? yup
Tauros
Tauros @ Choice Scarf
Ability: Anger Point
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Body Slam
- Rock Tomb
- Bulldoze
- Smart Strike

Ok, this don't seem to be nothing, but guaranteed crit attacks are very used in the metagame. Then, Tauros switch in it and Sweep.
Charizard-Mega-X
Charizard-Mega-X @ Charizardite X
Ability: Tough Claws
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Flame Charge
- Dragon Claw
- Roost

Don't need DD, Flame Charge + SD.
Mega Aerodactyl is already really fast, so Rock Slide is probably better than Rock Tomb.
Why have Giga Drain on Amoongus when you can just use Absorb?
I wouldn't recommend Tauros, since it is weak to one of the guaranteed crit moves. Primeape can fulfill the same role, and it's still fast enough to outrun the whole unboosted meta if you give it a scarf.
 
Beedrill-Mega @ Beedrillite
Ability: Adaptability
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Twineedle/U-Turn
- Poison Sting
- Brutal Swing/Knock Off
- U-Turn/Drill Run
Twineedle is a nice STAB as it can break past substitutes/sashes/etc and has a double 20% chance to poison its target. Alternatively just use U-Turn but that's not as cool.
Poison Sting is Poison Jab with more PP and no contact.
Brutal Swing always does more damage than knock off (Only slightly more if target has an item, much more if it doesn't) but knock off obviously removes items which is awesome.
Last slot can be U-Turn on Twineedle sets if you prefer that over the ground coverage, otherwise just use Drill Run for that nice pseudo-EQ.

M-Beedrill's stats make it monstrous tbh, especially if phero leaves OU.

Sharpedo-Mega @ Sharpedonite
Ability: Strong Jaw
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Bite
- Ice Fang
- Poison Fang/Psychic Fangs/Waterfall
- Protect

Bite is effectively a 150 power STAB move with a 30% flinch chance from a really fast (after a boost, anyway) Pokemon. Ouch.
Ice Fang from this is now seriously powerful and provides some great coverage as well as some neat side effects.
The 3rd slot is coverage. Waterfall is STAB but thanks to Strong Jaw the other moves are just as powerful, so it's a question of what side effect and what type you want. Poison Fang's side effect is incredible albeit not really fitting with the mon's 'one shot the enemy or die' playstyle.
Protect is for the speed boost, of course.

Thundurus (M) @ Life Orb
Ability: Prankster
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Thunder Wave
- Nasty Plot
- Charge Beam
- Hidden Power [Ice]
Thunder Wave to cripple, set up one Nasty Plot and just kill everyone. Charge Beam's additional boosts are really nice against bulkier teams but feel free to use Discharge. I don't really have much to say about this.

Nidoking (M) @ Choice Scarf
Ability: Sheer Force
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Bulldoze
- Poison Tail
- Rock Tomb
- Ice Punch
Does the same thing Nidoking does in normal play but can now use its higher attacking stat and make use of EdgeQuake. Does lots of damage.

Zapdos @ Leftovers
Ability: Pressure
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Ancient Power
- Ominous Wind
- Baton Pass
- Charge Beam
Zapdos has some nice coverage moves which give that amazing effect of boosting all your stats by 1. It also has a STAB charge beam. This makes it an amazing baton passer, whether you can get an AncientWind boost or not.

Just some random badly explained ideas :P
 
Last edited:

Quite Quiet

I need a kitchen knife that doesn't whisper to me
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It's been a while since I did anything related to PS programming, so I won't 100% guarantee this fits for every conceivable case (though urkerab might know) but from the (few) test games I did it works.
Code:
{
    name: 'Move Equality',

    mod: 'gen7',
    ruleset: ['[Gen 7] OU'],
    banlist: ['Mud Slap', 'Power-Up Punch', 'Fell Stinger'],

    onModifyMove: function(move) {
        let moveTemplate = this.getMove(toId(move));
        if (moveTemplate.category === 'Status' || moveTemplate.basePower === 0 || moveTemplate.priority !== 0) return move;
        // Moves aren't allowed to modify its base power
        if (move.basePowerCallback || move.onBasePower) return move;
        move = Object.assign({}, move);
        if (move.isZ && move.basePower > 1) {
            move.basePower = 180;
        } else if (move.multihit) {
            let maxhits = Array.isArray(move.multihit) ? move.multihit[1] : move.multihit;
            move.basePower = Math.floor(100 / maxhits);
            move.zMovePower = 180;
        } else {
            move.basePower = 100;
            move.zMovePower = 180;
        }
        return move;
    },
},
 
Last edited:

Martin

A monoid in the category of endofunctors
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It's been a while since I did anything related to PS programming, so I won't 100% guarantee this fits for every conceivable case (though urkerab might know) but from the (few) test games I did it works.
Code:
    {
        name: 'Move Equality',

        mod: 'gen7',
        ruleset: ['[Gen 7] OU'],
        banlist: ['Mud Slap', 'Power-Up Punch', 'Fell Stinger'],

        onModifyMove: function(move) {
            if (move.category === 'Status' || move.basePower === 0 || move.priority !== 0) return move;
            // Moves aren't allowed to modify its base power
            if (move.basePowerCallback || move.onBasePower) return move;
            if (move.isZ && move.basePower > 1) {
                move.basePower = 180;
            } else if (move.multihit) {
                let maxhits = Array.isArray(move.multihit) ? move.multihit[1] : move.multihit;
                move.basePower = Math.floor(100 / maxhits);
                move.zMovePower = 180;
            } else {
                move.basePower = 100;
                move.zMovePower = 180;
            }
            return move;
        },
    },
Did you test it w/ Triage or Gale Wings modifying priority? I remember last gen getting the BP to work on Gale Wings was a bit buggy at first, so just double checking this.
 

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