STABus

Valmanway

My jimmies remain unrustled
is a Smogon Media Contributor Alumnus
Approved by The Eevee General

Now on Smogon, everyone and their mother knows about STAB; you get a 50% power buff to moves that are the same type as you, and they're almost always a Pokemon's strongest option. But as we all know, there are three categories for attacks; physical, special, and status. Physical and special attacks get STAB to raise their power, but status moves get no boost of any kind. In this metagame, status moves will now get STAB, but they won't deal damage, and will instead increase in effectiveness. For example, Wish heals 50% of the user's health, but if a Normal-type were to use it, then it heals more HP than usual. But things could get a little broken if we don't watch how we buff moves, so instead of some moves effectively getting a 50% boost, they could be boosted in different ways, such as raising an extra stat by 1 stage, gaining more accuracy, healing 66% of the user's health, etc..., though some moves will likely be 50% better, it just depends on the move at hand.

Healing moves such as Wish and Recover recover 66% of the user's health, and healing moves that are improved by weather, such as Synthesis, are raised to 75% in the appropriate conditions.

Moves that inflict status, such as Leech Seed, Will-O-Wisp, and Sleep Powder, have their accuracy increased by 33%.

Ingrain and Aqua Ring recover 1/8 of the user's HP per turn. If Baton Passed, then the recipient recovers 1/8 of their health as well.

Moves that have effects that last a set number of turns last 2 more turns, and weather moves can last up to 10 turns when this is combined with their respective weather rock.

Field hazard moves gain +1 priority.

All status moves that increase/decrease a single stat by one stage will instead be increased/decreased by two stages.

All status moves that change a Pokemon's type, such as Soak and Conversion, gain +1 priority.

All protection moves, such as King's Shield and Spiky Shield, will work 2/3 of the time with consecutive uses as opposed to 1/2 of the time.


Splash has +5 priority. It must happen. Okay, jokes aside now...

Dragon Dance raises Attack, Special Attack, and Speed by 1 stage.

Acid Armor and Barrier raise Defense by 2 stages and Special Defense by 1 stage.

Bulk Up raises Attack by 2 stages and Defense by 1 stage.

Calm Mind raises Special Attack by 2 stages, and Special Defense by 1 stage.

Stockpile and Defend Order raise Defense and Special Defense by 2 stages (the only abusers of these moves are Snorlax and Vespiquen, respectively, so a big buff here doesn't sound like that bad of an idea to me).

Iron Defense raises Defense by 3 stages.

Swords Dance raises Attack by two stages and Special Attack by 1 stage.

Nasty Plot raises Special Attack by 2 stages and Attack by 1 stage.

Amnesia raises Special Defense by 3 stages.

Charm lowers Attack by 3 stages.

Venom Drench inflicts normal poison, and then lowers Attack, Special Attack, and Speed by 1 stage like it normally would.

Work Up raises Attack by 2 stages, and Special Attack by 1 stage.

Growth raises Special Attack by 2 stages and Attack by 1 stage. In the sun, Growth raises Special Attack by 3 stages and Attack by 2 stages.

Shell Smash raises Attack and Special Attack 2 Stages, and raises Speed by 2 stages. Defense and Special Defense do not decrease.

Quiver Dance raises Special Attack and Speed by 1 stage, and raises Special Defense by 2 stages.

Tail Glow raises Special Defense by 1 stage and Special Attack by 3 stages.

Noble Roar lowers Attack, Special Attack, and Speed by 1 stage.

Eerie Impulse and Metal Sound lower Special Attack by 1 stage and Special Defense by 2 stages.

Captivate lowers Attack and Special Attack by 2 stages.

Coil raises Attack and Accuracy by 1 stage and Defense by 2 stages.

Feather Dance lowers Attack by 2 stages and Speed by 1 stage.

Memento lowers Attack and Special Attack by 2 stages and Speed by 1 stage.

Sharpen raises Attack by 3 stages.

Tickle lowers Attack by 2 stages and Defense by 1 stage.

Hone Claws raises Attack by 2 stages and Accuracy by 1 stage.

Agility, Autotomize, and Rock Polish raise Attack by 1 stage and Speed by 2 stages.

Cotton Spore and Scary Face lower Defense by 1 stage and Speed by 2 stages.

Shift Gear raises Attack and Speed by 2 stages.

Fake Tears lowers Defense by 1 stage and Special Defense by 2 stages.

Geomancy raises Special Attack and Special Defense by 2 stages and Speed by 3 stages (Kind of pointless with OU banlist, but I'm listing it anyways.)

Screech lowers Attack by 1 stage and Defense by 2 stages.

Belly Drum removes 1/3 of the user's health instead of 1/2.

Pain Split, Power Split, and Guard Split are divided up 60/40 for the user and target, respectively.

Defog doesn't get rid of the hazards you set up.

Heal Bell and Aromatherapy recover 5 PP for the moves of all Pokemon except the user and the moves that increase PP.

Refresh recover 5 PP for the moves of the user except for the moves that increase PP.

Roar and Whirlwind are at +0 priority.

Dragon Tail and Circle Throw break through Substitute.

Nature Power is always Earthquake.

Foresight, Odor Sleuth, and Miracle Eye reveal what item the target has.

Lock-On and Mind's Eye guarantee a critical hit with the next attack.

Magic Coat, Snatch, and Helping Hand last an extra turn after their use.

Curse only costs a Ghost-type 1/4 of its health to use.

Copycat gets the STABus effect of any status move it copies.

Me First has +1 priority.

All variants of Block last an extra turn after the user switches out.

Focus Energy raises Attack and Special Attack by 1 stage.

Follow Me and Rage Powder cut the damage received on the turn of its use in half.

Perish Song causes the target to faint 2 turns after its use, but the user faints after 3 turns.

All other moves not mentioned so far have +1 priority.


So with all that I've mentioned so far, here's speculation on what would greatly benefit from getting STAB on status moves:

Latios will really appreciate having his Special Attack and Speed boosted thanks to Dragon Dance.

Mandibuzz, Zapdos, and Skarmory become much better at hazard control with Defog, as they can rid their team of hazards for free with no consequence.

Shuckle can easily bypass users of Taunt thanks to increased priority and lay down Sticky Web much more easily.

Rain teams are much more potent now when using Rain Dance, as Pokemon such as Kabutops, Tornadus-T, and Kingdra have more turns to sweep teams.

Chansey will be a much more effective cleric with Heal Bell, as she can provide teammates with extra PP to maintain their strongest attacks that have little PP, such as Hydro Pump and Close Combat.

Have fun!
 
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Nature Power: As a Normal type, I always get a Ground move.

What?

Roar and Whirlwind already bypass Protect/Detect/Spiky Shield/King's Shield. If you want anything to care it needs an actual buff.

Having Defog not clear your own hazards is actually a downgrade when dealing with Magic Bouncers, and this is important because Defog's big advantage over Rapid Spin is that you can spinblock, but not Defogblock.

Having Curse gain a boosted effect when used by a Ghost seems sort of nonsensical. It's not a Status-STAB, it's just a flat upgrade to one of its behaviors.

Copycat having reduced priority is taking away control from the user. The ideal way to use Copycat is to outspeed the opponent and use Copycat knowing what move they used. Adding priority would be more useful, so that the enemy couldn't mess up your plans by Bullet Punching after Close Combating or whatever. Messing with Copycat's priority is in general risky: look at Riolu spamming Roar via Prankster Copycat once upon a time. I'd actually probably add a damage boost to the effect, or not touch it at all since the user can get STAB/Status-STAB off the move that results anyway.

I don't really get the logic behind Nasty Plot and Swords Dance raising both offensive stats for their Status-STAB. The entire point of the specialist stat-boosting moves is that they're specialized at their job. Most Pokemon won't appreciate this 'improvement' at all (And for instance taking increased damage from being Confused and from being hit by Foul Play as Zoroark after a Nasty Plot is injury added to insult), and meanwhile it breaks a lot of larger design patterns about what Pokemon can boost what stats.

By a similar token I'm not sure what the point of having Fake Tears lower Defense in addition to Special Defense as its 'bonus'. Generally if you are using Fake Tears you are either expecting it to drive the enemy out, or you're trying to suppress Special Defense boosts so you can punch through. Lowering their Defense incidentally has some potential use if you end up switching in a physical attacker while they still stay in, but most of the time this would be kind of mocking, like you could have had a useful STABus but naaaah here's something useless.

I don't have a strong objection to Dragon Dance doing this, for reference, because it's whole thing has always been "Go faster+hit harder", and extending that to Special Attack is simply making it more of the same in a different way, rather than compromising its underlying purpose. Plus its nice that it's not just 'bad Shift Gear'.

I also have concerns about Shell Smash's STAB, since literally the only Pokemon that gets it is Smeargle.

I don't particularly like the PP restoration STABs. In normal competitive play PP is largely ignorable, and the times it isn't ignorable are the times it allows an aggravating stalemate to reach an actual resolution. Allowing a match to drag on dozens to hundreds of additional turns seems all unhealthy all the time, with only very niche healthy uses for extending PP on 8 PP moves being used against Pressure enemies type of thing. It's also just sort of weird that Refresh benefits only the user normally and than its STABus is an effect that applies to everybody except the user.

Things I actually like include: Venom Drench being awesome instead of gimmicky and useless. Rage Powder making the various Bugs that have it but are too fragile to use it have an actual reason to use it in Doubles/Triples. Follow Me's only Normal type users are Furret and Smeargle, so same for it. I also overall like Circle Throw and Dragon Tail switching through Substitutes. I especially like Will O Wisp and Leech Seed getting an accuracy boost, even if Smeargle is actually the only non-Grass type to get Leech Seed in the entire game, because I've always disliked the random failure element of them and it's always been weird to me that Will O Wisp is classed as a Fire move but is really basically a Ghost Pokemon move.

And of course, in general, giving Pokemon reason to actually care about typing in relation to Status moves. I like that a lot.
 

Valmanway

My jimmies remain unrustled
is a Smogon Media Contributor Alumnus
Whirlwind/Roar now have 0 Pririty.

Don't worry Whirwind is normal so no PRANKSTER MURKROW SHENANIGANS.
Did this. I have my concerns with Pokemon like Roar Persian, Sand Rush Stoutland, and Swellow abusing +0 priority Roar and Whirlwind, but I'll simply observe discussion for now and see where that takes us.
 
Did this. I have my concerns with Pokemon like Roar Persian, Sand Rush Stoutland, and Swellow abusing +0 priority Roar and Whirlwind, but I'll simply observe discussion for now and see where that takes us.
So basically terrible mon, average out-of-sand mon, and NU Birditis mon are problems. And they're all part normal. Ok.
 

Valmanway

My jimmies remain unrustled
is a Smogon Media Contributor Alumnus
Nature Power: As a Normal type, I always get a Ground move.

What? What?

Roar and Whirlwind already bypass Protect/Detect/Spiky Shield/King's Shield. If you want anything to care it needs an actual buff. Whoops. Fixed that.

Having Defog not clear your own hazards is actually a downgrade when dealing with Magic Bouncers, and this is important because Defog's big advantage over Rapid Spin is that you can spinblock, but not Defogblock. This is a very situational argument, since the only Magic Bouncers are Espeon, Xatu, and Mega Absol, none of which are particularly common, and Magic Coat isn't that much more common. I don't see a real problem here.

Having Curse gain a boosted effect when used by a Ghost seems sort of nonsensical. It's not a Status-STAB, it's just a flat upgrade to one of its behaviors. I don't see the problem here.

Copycat having reduced priority is taking away control from the user. The ideal way to use Copycat is to outspeed the opponent and use Copycat knowing what move they used. Adding priority would be more useful, so that the enemy couldn't mess up your plans by Bullet Punching after Close Combating or whatever. Messing with Copycat's priority is in general risky: look at Riolu spamming Roar via Prankster Copycat once upon a time. I'd actually probably add a damage boost to the effect, or not touch it at all since the user can get STAB/Status-STAB off the move that results anyway. Yeah, I can fix Copycat.

I don't really get the logic behind Nasty Plot and Swords Dance raising both offensive stats for their Status-STAB. The entire point of the specialist stat-boosting moves is that they're specialized at their job. Most Pokemon won't appreciate this 'improvement' at all (And for instance taking increased damage from being Confused and from being hit by Foul Play as Zoroark after a Nasty Plot is injury added to insult), and meanwhile it breaks a lot of larger design patterns about what Pokemon can boost what stats. I don't see the problem here.

By a similar token I'm not sure what the point of having Fake Tears lower Defense in addition to Special Defense as its 'bonus'. Generally if you are using Fake Tears you are either expecting it to drive the enemy out, or you're trying to suppress Special Defense boosts so you can punch through. Lowering their Defense incidentally has some potential use if you end up switching in a physical attacker while they still stay in, but most of the time this would be kind of mocking, like you could have had a useful STABus but naaaah here's something useless. I listed useless moves like Fake Tears and Barrier because I just didn't want to give them +1 priority. No one's probably going to be using some of these moves anyways, so you could say it really doesn't matter how they gets buffed through STABus.

I don't have a strong objection to Dragon Dance doing this, for reference, because it's whole thing has always been "Go faster+hit harder", and extending that to Special Attack is simply making it more of the same in a different way, rather than compromising its underlying purpose. Plus its nice that it's not just 'bad Shift Gear'.

I also have concerns about Shell Smash's STAB, since literally the only Pokemon that gets it is Smeargle. I don't see the problem here.

I don't particularly like the PP restoration STABs. In normal competitive play PP is largely ignorable, and the times it isn't ignorable are the times it allows an aggravating stalemate to reach an actual resolution. Allowing a match to drag on dozens to hundreds of additional turns seems all unhealthy all the time, with only very niche healthy uses for extending PP on 8 PP moves being used against Pressure enemies type of thing. It's also just sort of weird that Refresh benefits only the user normally and than its STABus is an effect that applies to everybody except the user. I'll fix Refresh so it only applies to the user. I see no major issues with Aromatherapy and Heal Bell, so I'm keeping them as they are. Though if this Pet Mod gets implemented eventually and I hear complaints, then I'll most likely fix this.

Things I actually like include: Venom Drench being awesome instead of gimmicky and useless. Rage Powder making the various Bugs that have it but are too fragile to use it have an actual reason to use it in Doubles/Triples. Follow Me's only Normal type users are Furret and Smeargle, so same for it. I also overall like Circle Throw and Dragon Tail switching through Substitutes. I especially like Will O Wisp and Leech Seed getting an accuracy boost, even if Smeargle is actually the only non-Grass type to get Leech Seed in the entire game, because I've always disliked the random failure element of them and it's always been weird to me that Will O Wisp is classed as a Fire move but is really basically a Ghost Pokemon move.

And of course, in general, giving Pokemon reason to actually care about typing in relation to Status moves. I like that a lot.
Comments are in bold and in the quote.
 
Nature Power: His point is that STAB Nature Power changes the summoned move from a STAB move to a non-STAB one, which is counterproductive.

Swords Dance/Nasty Plot: Think of it this way: SD/NP are supposed to be big changes to their respective stat, as opposed to Work Up and Growth which give a smaller boost to each stat. The current changes break this idea, with SD/NP being the exact same as WU/Growth respectfully.

Curse: I think what Ghoul's saying here is that there's no point in giving Curse a STABus when it already has unique effects for Ghost-types. Even if that's not it, there's a reason why it was ???-type for three generations.

I feel like some stat-lowering STABuses could use some tweaking to be more consistent or to avoid repeats. I think Barrier should raise Sp. Attack instead of Sp. Defense, Cotton Spore should lower Sp. Defense instead of Defense, and Eerie Impulse should be just -3 Sp. Attack to avoid them being repeats. Cotton Spore doesn't make sense anyway since Cotton Guard raises Defense, and neither does Eerie Impulse getting its -2 Sp. Attack nerfed to -1. Something should also be done about the three -2 Speed moves that all have the same STABus since there are four other stats that can be raised besides Attack. Cotton Guard and Tail Glow have inconsistent STABuses (TG gets an extra boost while CG does not), as do Scary Face/Cotton Spore & String Shot and Stockpile/Defend Order and Cosmic Power (+1 Speed maybe?).
 

canno

formerly The Reptile
I think it would be better if Nasty Plot gave +1 SpDef and Sword Dance gave +1 Def. Bulk Up and CM would give +1 (Special) Attack, +1 Defense, and +1 Special Defense, since this is much more beneficial to a BU user imo.
 

Valmanway

My jimmies remain unrustled
is a Smogon Media Contributor Alumnus
Nature Power: His point is that STAB Nature Power changes the summoned move from a STAB move to a non-STAB one, which is counterproductive.

Swords Dance/Nasty Plot: Think of it this way: SD/NP are supposed to be big changes to their respective stat, as opposed to Work Up and Growth which give a smaller boost to each stat. The current changes break this idea, with SD/NP being the exact same as WU/Growth respectfully.

Curse: I think what Ghoul's saying here is that there's no point in giving Curse a STABus when it already has unique effects for Ghost-types. Even if that's not it, there's a reason why it was ???-type for three generations.

I feel like some stat-lowering STABuses could use some tweaking to be more consistent or to avoid repeats. I think Barrier should raise Sp. Attack instead of Sp. Defense, Cotton Spore should lower Sp. Defense instead of Defense, and Eerie Impulse should be just -3 Sp. Attack to avoid them being repeats. Cotton Spore doesn't make sense anyway since Cotton Guard raises Defense, and neither does Eerie Impulse getting its -2 Sp. Attack nerfed to -1. Something should also be done about the three -2 Speed moves that all have the same STABus since there are four other stats that can be raised besides Attack. Cotton Guard and Tail Glow have inconsistent STABuses (TG gets an extra boost while CG does not), as do Scary Face/Cotton Spore & String Shot and Stockpile/Defend Order and Cosmic Power (+1 Speed maybe?).
Nature Power: Seeing as the only Pokemon to get STABus on Nature Power are Sawsbuck, Diggersby, and Regigigas, I thought they'd appreciate Earthquake more than a Normal-type move.

Swords Dance / Nasty Plot: I see where you're coming from with this one. I'm just wary of giving them a +3 boost to their respective offensive stat, so that's why I didn't power them up, and any other stat boost would be even stranger/potentially broken.

Curse: For the most part, this is true. I kinda just wanted Curse to be a little usable to be honest, since Curse can be a nasty status condition.

The other things: You could say that this is still a work in progress, since I expected disagreement with my decisions on how some moves get STABus effects. I'll fix some of the moves you mentioned later, but I got some other stuff to do atm.
 
Memento needs a bigger buff. you're killing yourself, but Captivate can do the same thing and a bit less just by setting yourself to female. maybe it should be -3/-3/-1(or -2).
 
This started out as me trying to better explain some of my prior criticisms and then turned into me covering a large number of Status moves, specifically their implications and the occasional 'wait that doesn't seem right' or 'this is currently ambiguous'.

Nature Power: Diggersby already gets Earthquake, as does Regigigas. Only Sawsbuck particularly appreciates the change. I'm not sure what would be a good improvement -Regigigas already gets Crush Grip for instance- but just STABus=Boomburst seems a better placeholder if nothing else.

Nasty Plot/Swords Dance/Fake Tears: A further stage modification of the same stat being modified is only a 25% increase in damage compared to just +/-2 stages, actually. If you're that concerned about it, I'd sooner slap on random Defense/Special Defense boosts. Or they could increase crit chance by one stage, which barely does anything unless they're using an increased crit chance move and/or carrying a Scope Lens, and is tame compared to what you'd done with Focus Energy.

Curse: It already has altered behavior for Ghosts in specific. It's not better behavior per se, but it is altered behavior, which is basically having STABus on Curse. It seems odd to then further alter the behavior, or at least odd to not make it instead provide the normal Curse benefits (Increased Attack and Defense) on top of the Cursing effect. (Which would admittedly be very silly)

Refresh and company: My point was A: for most purposes PP restoration is in no way a boost, B: It is in no way in line with the primary usage of the moves nor a logical expansion on their utility, and C: the primary ways in which it is a boost contribute to, if not infinite games, certainly making certain kinds of matches drag for no apparent purpose. The first is a criticism of the idea that it represents an improvement, while the last is bad for the meta.

Shell Smash: Smashpass Smeargle is already something people do that has real uses. Taking away one of its actual disadvantages seems dangerous. I'd actually sooner increase the offense boosts or the Speed boost than remove the stat-downs, especially since Smashpass Smeargle is also getting a boost from Baton Pass having increased priority, making it extremely difficult to stop it passing off the boosts, even with the likes of Technician Hitmontop.

Snorlax: Synergistic boost. Now it can Stockpile for massive durability, and then Belly Drum at a reduced cost, topping the whole thing off with an unboosted Rest to now wreck you with maxed Attack, Defense, and Special Defense.

Vivillon: Powder is +2 priority! This is absolutely useless! (Unless Will O Wisp activates Powder, in which case Mega Banette and Sableye are relevant for putting Will O Wisp at +1 priority)

Quick Guard: In a doubles or triples version of this Quick Guard becomes a lot more useful generally, since a number of the enemy's Status moves are going to have increased priority. Also: Hitmontop's Quick Guard (And any other Fighting type's Quick Guard) has the nice advantage that it can actually block Fake Out reliably, even from faster Pokemon. (eg Mega Kangaskhan)

Dragonite/Salamence/probably others: Now if they Dragon Dance, you can't be confident that they're physically oriented, which is interesting. It does also mean that Draco Meteor nukes are more powerful and that they can just Dragon Dance a second time to reset to normal.

Hone Claws: Tyranitar rarely runs it in normal play, making having it function as Swords Dance+various moves won't miss will make it show up more. Neat.

After You: With it having increased priority, suddenly Snorlax can pull Reuniclus to the head of the que without any regard for speed order. Ouch. Only relevant in doubles and triples though.

Assist: Round-abuse teams already use Liepard to lead Rounds in Triples teams. Now a bunch of Assist users can do the same. Not only that, but a V-Create Assist team in singles play can laugh at the idea that V-Create lowers speed. Yikes. Contrary Assist V-Create Spinda also probably goes before you and gets that Defense and Special Defense boost before you attack. Yikes.

Conversion/Conversion2: It is marginally possible Porygon-Z/Porygon2 might actually use these now?

Copycat: Now Blissey/Eviolite Chansey, Wigglytuff, Delcatty, Spinda, and Lopunny can pull off various Prankster Copycat behaviors too. Yikes. Good thing Copycat just flat out cannot call forced-switching moves.

Disable+Encore: It's really obnoxious when Liepard does this to you, and now Spinda can do the same. Nothing else by itself though, thank goodness. (Barring Smeargle of course)

Endure: Wait, does this fall under the Protect set of benefits or does it just get even more priority?

Entrainment: In doubles play Entrainment-ing Regigigas just got a leg up, since even outspeeding Pyroar isn't enough to allow you to stop it from overwriting Regigigas' Ability. Not only that, but Audino, Lopunny, and Smeargle can all substitute for the role if you like.

Glare: It's already perfect accuracy. Does this mean it only gets STABus benefit when the enemy has raised their Evasion or lowered your Accuracy?

Lucky Chant: Might actually be worth using now. Too bad Audino, Castform, Unfezant, and Smeargle are the only Pokemon to get native STABus on it.

Metronome: Priority metronome has potential to be really obnoxious, but whatever, it's Metronome.

Mimic: Priority Mimic is cool. Might actually be worth bothering with sometimes.

Psych Up: Priority Psych Up can potentially turn things around when dealing with highly statted-up enemies, instead of them just flattening you first. There's even a fairly large number of Normal types that get it.

Recycle: Priority Recycle? Uh, OK.

Reflect Type: Priority Reflect Type probably won't see any more use than normal Reflect Type, but it at least means you can potentially do stuff like copy the enemy's Poison typing before they Venom Drench you.

Simple Beam: Priority Simple Beam. Much the same as what I was saying earlier about Entrainment, only it's Audino, Delcatty, Linoone, and Farfetch'd. Plus it can be used as a priority way to remove Azumarill's Huge Power or the like.

Sleep Talk: Priority Sleep Talk sounds really really obnoxious. In particular, unlike Copycat it is not blocked from calling Roar or Whirlwind. Resttalk Suicune is a less reliable version, against a lot of not-that-fast Pokemon, of Prankster Gen V Riolu. Eugh.

Substitute: Wait, are we really giving priority Substitute to every random Normal type ever?

Swallow: I realize nobody uses it, but what happens at three Stockpiles? I can't imagine it puts the Pokemon over its max HP...

Transform: Priority Transform! Oh god Smeargle stop being so obnoxious.

Yawn: Priority Yawn sounds really bad.

Weather moves: This has the somewhat odd consequence that manually setting a weather is now more turn efficient than switching back in, assuming STABus, making Ninetails and so on less appealing for weather teams.

Mat Block: If it's just getting the usual +1 priority, it's actually getting nothing because even with Protean Greninja will just end up using it in normal turn order.

Mud Sport/Water Sport: +1 priority for these is probably not going to salvage them, but I'm OK with that when they're such limited, bad, and usually redundant-for-the-user moves.

Mirror Move: Priority Mirror Move! Hooray! Probably not going to salvage the likes of Fearow, but it's still a nice improvement to a gimmicky move.

Anything that inflicts Sleep other than Spore: Darkrai's Dark Void is now 100% accurate, and the other moves are less horribly unreliable. Spore meanwhile gets no benefit, like Glare earlier.

Gastro Acid:... priority Gastro Acid? Means Amoongus, Arbok, Seviper, Swalot, Victreebel, and Vileplume can all take over Regigigas-helper duty.

Charge: So Electric types get Amnesia+next Electric move is double power? Nice.

Electrify and Ion Deluge: Electrify gaining priority is somewhat obnoxious, while Ion Deluge gaining priority just means a few priority Normal moves can be more reliably turned into Motor Drive fuel. (Or, in the case of Extreme Speed, the potential exists at all)

Magnet Rise: Increased duration is actually less useful than increased priority, alas.

Magnetic Flux: You haven't covered it at all.

Thunder Wave: Another already 100% accurate status-inflicting move...

Rototiller: Also not covered yet. Cacturne and Parasect can even both use it in Singles play.

Ally Switch: +2 priority Ally Switch is either really really good or really really useless. I'm not sure which.

Cosmic Power: You seem to have missed it, though I suppose it might be intentional that it gets +1 priority instead.

Healing Wish/Lunar Dance: Do these get +1 priority or do they fall under 'healing move' and receive no STABus because they're already full heals?

Guard Swap/Heart Swap: Priority theft of status modifiers is mean. I like it. (Not that it actually matters for Heart Swap)

Haze: With +1 priority I can imagine people actually using it to block hugely boosted Pokemon, such as Dragon Dancers who have gotten out of control.

Sticky Web: Priority Sticky Web makes it almost impossible to stop the enemy getting Sticky Web up. Yikes.

Destiny Bond: It is so obnoxious when Mega Banette does this, and now every Ghost with Destiny Bond can do it, including Eviolite Dusclops. Oh god this is going to be horrible.

Nightmare: I suspect you just missed this, because +1 priority to Nightmare is just useless.

Embargo:... priority Embargo? Seems pretty useless.

Flatter: Priority Flatter?

Parting Shot: Priority Parting Shot is amazing in STABmons and the like. Now Pangoro might actually see some use!... unless you decide it should lower more stats or something.

Quash: Priority is exactly what Quash needs to be actually useful ever. To be fair, Prankster Murkrow can already do it in normal play, and only a few Pokemon (Pangoro, Arceus-Dark, Honchkrow, and Spiritomb) gain the capability here, but even so.

Switcheroo/Trick: Priority item swapping? Not sure how useful this actually is, given how many Pokemon are Scarfed if they bother to use these.

Topsy-Turvy: PRIORITY TOPSY-TURVY OH GOD NIGHTMARE OF SETUP EVERYWHERE. Hey maybe people will use Malamar as a non-gimmick. Cool.

Taunt: Prankster Taunt is obnoxious enough as is. Also, now Sableye will win a Taunt-out with Thundurus, for instance, because +2 priority beats out +1 priority but more speed. Yikes.

Torment: Prankster torment? Eeeeh. Could be useful I guess.

Aromatic Mist/Baby-Doll Eyes/Flower Shield: Do these fall under "Modifies one stat one stage, go up to two stages" or under "Unlisted=+1 priority"?

Crafty Shield: Is this going to get a STABus other than +1 priority?


For reference, Lopunny, Exploud, and Kangaskhan can all pull off the priority Restalk-forceswitch combination, and probably others too.

EDIT: Further examples include: Furfrou, Stantler, Stoutland, Linoone, Persian, Purugly, Arceus, Ursaring, Zangooe, Pyroar, Slaking/Vigoroth, Raticate, Braviary, Fearow, Noctowl, Pidgeot, Staraptor, Snorlax, Swellow, Heliolisk, and Lickilicky.
 
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Nitpick:

These moves actually have a 1/3 chance of success if used consecutively. 1/2 of the time would be a more logical "improvement."
Not seeing what you are here. The way I understand it, it's supposed to be: always work the first turn, 2/3 chance on turn 2, (2/3)^2=4/9 chance on turn 3, etc. Could be wrong on that, though.
 
My understanding is that it's a 50% chance of success on the second turn, and then 25% on the third turn, and then it either goes no lower or keeps halving beyond that depending on the generation you're talking about.
 

Arcticblast

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It's a 1/3 chance on the first consecutive attempt (meaning one successful use already). If you succeed the second time, your chance becomes of success on the third Protect becomes 1/9, and so on and so forth. It was previously 1/2 and 1/4, but this was changed in XY.
 
Well that would explain a lot in my matches, specifically why I never seem to get a second Protect/King's Shield/etc.

Also to expand a little on the forced-switch priority resttalk issue: Kangaskhan and Exploud both have access to both Roar and Circle Throw and Scrappy, meaning you can set up hazards, bring in Kangaskhan or Exploud, and every time they Sleep Talk is a 2/3 chance of priority switching the target, with not even Ghosts being able to reduce it to a 1/3 chance. It's at most only 2 out of three turns thankfully, but it's still potentially degenerate.
 

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