Technician Tower (implemented on aqua.psim.us) WE BACK BABY

Who cares?

Echoed Voice Turn 1: Slightly weaker than the absolute cap Pokemon are allowed to hit at, taking into account the combined Technician Boost and Pixilate boost.

Echoed Voice Turn 2: Above the absolute cap Pokemon are allowed to hit at, taking into account the Pixilate Boost.

Echoed Voice Turn 3+: Everything dies.
3 Tech Rounds are stronger than 3 Echoed Voices.

90 60
90 80
+90 +120
270 260

It takes 2 turns to set up your big scary nuke, and if you have to switch out or use a different move, you go back to 60 BP pre STAB and Pixilate. And on turn 3 you're doing less damage than you would be with a +1 Round.

Basically, Echoed Voice vs Round here is about the same as Echoed Voice vs Hyper Voice in standard, except turn 1 isn't quite as awful here.
 
Heatran is currently the only Pokemon in the game that double resists Fairy, since there's no Steel/Poison or Poison/Fire types (Or non-Heatran Steel/Fire), so basically the opponent has to have Heatran or Shedinja for Mega Gardevoir to really have any reason to use a different move, and Echoed Voice grows stronger even on turns it fails to do damage, such as because the opponent uses Protect.

Turn 4 onward it's a 200+Pixilate BP move (So effectively better than Explosion over and over and over, with STAB) when nothing is normally able to breach 90 BP. With only Heatran and Shedinja doing better than single resist it's hitting harder even on targets that resist it than an otherwise max strength neutrally effective move. And since everything has its overall power lowered, Mega Gardevoir is less likely to be forced to switch in the first place -and since Hidden Power Ground is actually viable on it in this meta, even Heatran will just force you to OHKO Heatran and then restart the doom train.

The main things holding it back from being truly ridiculous are 1: Mega Gardevoir's Defense is still crap (One Bullet Punch or Shadow Sneak will probably OHKO it in this meta, by and large) and 2: plenty of things outrun even Mega Gardevoir, and you can't Scarf it.

I'd still rather run Echoed Voice over Round just for the potential to get completely out of control. It's like Moxie.
 
Greninja getting some more love! :)
Infernape and Lucario look like legitimate threats with their priority, Nape with Mach Punch (which can also be boosted by Iron Fist), Fake Out and Vacuum Wave and Lucario with Bullet Punch, Vacuum Wave, and the unboosted, but still useful Extremespeed.
Some varying sets for each:
Infernape @ Life Orb
Ability: Iron Fist
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Fire Punch
- Thunder Punch
- Mach Punch
- Swords Dance/Power-up Punch/Double Kick/Rock Tomb/Taunt/Dual Chop

Infernape @ Life Orb/Focus Sash
Ability: Blaze
EVs: 4 Atk / 252 SAtk / 252 Spe
Naive nature (Timid if Nasty Plot)
- Flamethrower
- Vacuum Wave
- Double Kick/Nasty Plot
- Hidden Power Grass/Hidden Power Rock

Infernape @ Focus Sash
Ability: Blaze
EVs: 252 Atk / 4 SAtk / 252 Spe
Naive Nature
- Fake Out
- Mach Punch/Vacuum Wave/Double Kick
- Flame Wheel/Flamethrower/Fire Spin
- Taunt/Dual Chop/Double Kick

Lucario @ Life Orb
Ability: Justified
EVs: 252 Atk / 4 SDef / 252 Spe
Adamant/Jolly Nature
- Swords Dance
- Force Palm/Bite
- Bullet Punch
- Bite/ExtremeSpeed/Ice Punch

Lucario @ Life Orb
Ability: Inner Focus/Steadfast
EVs: 252 SAtk / 4 SDef / 252 Spe
Modest/Timid Nature
- Nasty Plot
- Vacuum Wave
- Flash Cannon/Aura Sphere
- Shadow Ball/Dark Pulse/Flash Cannon

Lucario @ Life Orb
Ability: Justified/Steadfast
EVs: 252 Spe / some mixed EV spread
Hasty/Naive Nature
- Vacuum Wave/Bullet Punch
- Extremespeed/Bullet Punch
- Force Palm/Flash Cannon
- Bite/Shadow Ball
 
Some interesting moves/implications.

Wing Attack: Would be interesting, except every Pokemon that gets it also gets Aerial Ace. Oh well. But Aerial Ace itself means Physical Flying is all over the place, and Flying types basically all have something better than Drill Peck. (Not Drifblim, Gyarados, Landorus, Thundurus, Mega Pinsir, Rotom-Fan, Shaymin-Sky... and Combee. Landorus and Gyarados are the main ones that care) Also, Pluck is probably better than both of those for the Pokemon that have it anyway.

Bite/Thief: Both are stronger than Crunch/Night Slash/Sucker Punch (But it has priority) ever were, and have more useful side effects.

Ancient Power: Suddenly, everything has better-than-Power-Gem-with-an-awesome-side-effect Rock Special attack. Well, OK, everything is hyperbole...

Dragon Breath: Dragon Pulse? Feh! We have a 90 BP Special Dragon move that can Paralyze the target!

Needle Arm: Suddenly, it doesn't completely suck -and in fact is the hardest hitting physical Grass move that can be legally run.

Revenge: Maybe actually worth using!

Air Cutter: It does have an increased critical hit ratio... I guess if you want to go the critmaster route it makes more sense than Hidden Power Flying.

Rock Tomb: Always slows the target Physical Rock move for everyone.

Silver Wind: Replace Bug Buzz with a non-Sound move with an amazing side effect. Not for Accelgor, Escavalier (ha ha), Genesect, Galvantula, or Vivillon. Crap PP to be fair.

Shadow Punch: Finally a reason to run Iron Fist Shadow Punch Golurk! More generally physical Ghost no longer completely sucks. (Oh by the way Golurk completely sucks since all its awesome moves are banned)

Force Palm: Paralyzing 90 BP Fighting move? Nobody would care, except Close Combat is banned.

Bug Bite: Always run this over X-Scissor. Unfortunately a number of Pokemon don't have Bug Bite and have to make do with X-Scissor.

Storm Throw and Frost Breath: Some of the best moves of the game. Ultimate stallbreakers!

Ominous Wind: Replace Shadow Ball with super special awesome side effect variant. Still crap PP to be fair.

Dragon Tail and Circle Throw: Actually pretty lethal now.

Sky Drop: Would be amazing in a Doubles version of this. As is, still might be something Landorus runs just to have some proper Physical Flying move.

Incinerate: Hate Berries and don't mind missing out on Burns? Use this! Otherwise, use Flamethrower. Or Flame Wheel, actually, which additionally clears Freeze. Though Flame Wheel is Physical...

Bulldoze: We don't need no stinkin' Earthquake! Drop Speed and have 90% of Earthquake's strength go! Entei likes.

Heart Stamp: I was going to say "hooray Physical Psychic is viable" and then I saw that basically nothing learns it and most of what learns it has crap Attack. Whyyyyy

Razor Leaf: If you don't have Needle Arm/Leaf Blade, probably your go-to Physical Grass move.

Icy Wind: Better than ever. Oh god so many Pokemon going to be lowering Speed incessantly in this meta. Defiant/Competitive users: This is your time to shine! Also Clear Body/White Smoke guys too.

Mud Shot: Weaker than Earth Power still, and less accurate. Some Pokemon get Mud Shot without getting Earth Power though.

Acrobatics: Better than ever. Don't even need to use the item for it to be good!

Electroweb: OH GOD ANOTHER SPEED-LOWERING MOVE.

Snarl: Slightly stronger than Dark Pulse, lowers the target's Special Attack! No Flinch and you have a chance of missing though. Hmmm.

Metal Claw: Just slightly weaker than Iron Head and replaces Flinch with Attack boost chance. Might be worthwhile for slower Pokemon?

Poison Fang: Worth considering over Toxic, actually.

Charge Beam: 75 BP move that usually raises Special Attack is nothing to scoff at.

Smack Down: Not as good as Rock Tomb, but it doesn't miss and if you want to follow up with Bulldoze...

Flame Charge: Speed increase for a slight loss in power over Flame Wheel. Also can't Burn. Pretty nice.

Struggle Bug: Basically what I said about Snarl, only additionally compare it to Silver Wind. But it doesn't miss, unlike Snarl. Certainly better than Signal Beam, if you can choose between the two.

Gear Grind: Murder move. Exclusive to Klingklang though.

Parabolic Charge: Heliolisk might actually be able to tank in this meta.

Draining Kiss: Hits just slightly less hard than Dazzling Gleam while having a useful side effect. Nice!

Priority, generally: Oh god.

Power Up Punch: 2/3rds the general upper limit of attack strength while upping Attack? Yes please!

Dual Chop: Best physical Dragon move, bar none. Does have a miss chance though.

Multi-hit moves, generally: Absolute murder, particularly when backed by Skill Link. With most of them being 2-5 hits of 25 BP+Technician, 3/8ths of the time they'll be a 75 BP move (A little weak, but respectable), another 3/8ths of the time they'll be an about 112.5 BP move (Yikes), and the remaining 2/8ths of the time absolutely murder the target. (150 BP or 187.5-ish BP) Fear Skill Linkers, but also fear anything that has multi-hit moves in general. Physical Greninja might be a thing now, entirely for Water Shuriken.
 
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Some interesting moves/implications.

Wing Attack: Would be interesting, except every Pokemon that gets it also gets Aerial Ace. Oh well. But Aerial Ace itself means Physical Flying is all over the place, and Flying types basically all have something better than Drill Peck. (Not Drifblim, Gyarados, Landorus, Thundurus, Mega Pinsir, Rotom-Fan, Shaymin-Sky... and Combee. Landorus and Gyarados are the main ones that care) Also, Pluck is probably better than both of those for the Pokemon that have it anyway.

Bite/Thief: Both are stronger than Crunch/Night Slash/Sucker Punch (But it has priority) ever were, and have more useful side effects.

Ancient Power: Suddenly, everything has better-than-Power-Gem-with-an-awesome-side-effect Rock Special attack. Well, OK, everything is hyperbole...

Dragon Breath: Dragon Pulse? Feh! We have a 90 BP Special Dragon move that can Paralyze the target!

Needle Arm: Suddenly, it doesn't completely suck -and in fact is the hardest hitting physical Grass move that can be legally run.

Revenge: Maybe actually worth using!

Air Cutter: It does have an increased critical hit ratio... I guess if you want to go the critmaster route it makes more sense than Hidden Power Flying.

Rock Tomb: Always slows the target Physical Rock move for everyone.

Silver Wind: Replace Bug Buzz with a non-Sound move with an amazing side effect. Not for Accelgor, Escavalier (ha ha), Genesect, Galvantula, or Vivillon. Crap PP to be fair.

Shadow Punch: Finally a reason to run Iron Fist Shadow Punch Golurk! More generally physical Ghost no longer completely sucks. (Oh by the way Golurk completely sucks since all its awesome moves are banned)

Force Palm: Paralyzing 90 BP Fighting move? Nobody would care, except Close Combat is banned.

Bug Bite: Always run this over X-Scissor. Unfortunately a number of Pokemon don't have Bug Bite and have to make do with X-Scissor.

Storm Throw and Frost Breath: Some of the best moves of the game. Ultimate stallbreakers!

Ominous Wind: Replace Shadow Ball with super special awesome side effect variant. Still crap PP to be fair.

Dragon Tail and Circle Throw: Actually pretty lethal now.

Sky Drop: Would be amazing in a Doubles version of this. As is, still might be something Landorus runs just to have some proper Physical Flying move.

Incinerate: Hate Berries and don't mind missing out on Burns? Use this! Otherwise, use Flamethrower. Or Flame Wheel, actually, which additionally clears Freeze. Though Flame Wheel is Physical...

Bulldoze: We don't need no stinkin' Earthquake! Drop Speed and have 90% of Earthquake's strength go! Entei likes.

Heart Stamp: I was going to say "hooray Physical Psychic is viable" and then I saw that basically nothing learns it and most of what learns it has crap Attack. Whyyyyy

Razor Leaf: If you don't have Needle Arm/Leaf Blade, probably your go-to Physical Grass move.

Icy Wind: Better than ever. Oh god so many Pokemon going to be lowering Speed incessantly in this meta. Defiant/Competitive users: This is your time to shine! Also Clear Body/White Smoke guys too.

Mud Shot: Weaker than Earth Power still, and less accurate. Some Pokemon get Mud Shot without getting Earth Power though.

Acrobatics: Better than ever. Don't even need to use the item for it to be good!

Electroweb: OH GOD ANOTHER SPEED-LOWERING MOVE.

Snarl: Slightly stronger than Dark Pulse, lowers the target's Special Attack! No Flinch and you have a chance of missing though. Hmmm.

Metal Claw: Just slightly weaker than Iron Head and replaces Flinch with Attack boost chance. Might be worthwhile for slower Pokemon?

Poison Fang: Worth considering over Toxic, actually.

Charge Beam: 75 BP move that usually raises Special Attack is nothing to scoff at.

Smack Down: Not as good as Rock Tomb, but it doesn't miss and if you want to follow up with Bulldoze...

Flame Charge: Speed increase for a slight loss in power over Flame Wheel. Also can't Burn. Pretty nice.

Struggle Bug: Basically what I said about Snarl, only additionally compare it to Silver Wind. But it doesn't miss, unlike Snarl. Certainly better than Signal Beam, if you can choose between the two.

Gear Grind: Murder move. Exclusive to Klingklang though.

Parabolic Charge: Heliolisk might actually be able to tank in this meta.

Draining Kiss: Hits just slightly less hard than Dazzling Gleam while having a useful side effect. Nice!

Priority, generally: Oh god.

Power Up Punch: 2/3rds the general upper limit of attack strength while upping Attack? Yes please!

Dual Chop: Best physical Dragon move, bar none. Does have a miss chance though.

Multi-hit moves, generally: Absolute murder, particularly when backed by Skill Link. With most of them being 2-5 hits of 25 BP+Technician, 3/8ths of the time they'll be a 75 BP move (A little weak, but respectable), another 3/8ths of the time they'll be an about 112.5 BP move (Yikes), and the remaining 2/8ths of the time absolutely murder the target. (150 BP or 187.5-ish BP) Fear Skill Linkers, but also fear anything that has multi-hit moves in general. Physical Greninja might be a thing now, entirely for Water Shuriken.
You forgot Bonemerang: Murder move. Exclusive to Marowak though.
 
Screw it, time for Mega Sceptile/Swampert/Glalie/Steelix theorymon.
Sceptile and its Mega benefit a lot from Technician. Bullet Seed, Double Kick, Bulldoze, Dragon Breath, Acrobatics, Aerial Ace, Pursuit, Rock Tomb and Quick Attack now have more power and Energy Ball, Giga Drain, Drain Punch, Dragon Claw and Leaf Blade are still usable moves. Sadly, Leaf Storm, Focus Blast and Outrage are lost and rather irreplaceable, but the new viable moves added to its movepool greatly compensates for that.
Mixed Life Orb Attacker
Sceptile @ Life Orb
Ability: Overgrow
EVs: 168 Atk / 88 SAtk / 252 Spe
Hasty/Naive Nature
- Energy Ball/Giga Drain
- Bulldoze
- Rock Tomb/Quick Attack/Pursuit
- Hidden Power Fire

Mixed Attacker Mega
Sceptile @ Sceptilite
Ability: Overgrow
EVs: 36 Atk / 252 SAtk / 216 Spe (outspeeds Greninja and Noivern)
Mild Nature
- Energy Ball/Giga Drain
- Bulldoze
- Dragonbreath
- Hidden Power Fire

Swords Dance Mega
Sceptile @ Sceptilite
Ability: Overgrow
EVs: 252 Atk / 80 HP (SpA if mixed) / 176 Spe (outspeeds Mega Manectric)
Jolly/Hasty Nature
- Swords Dance
- Leaf Blade/Bulldoze/Double Kick
- Dragon Claw/Aerial Ace
- Bulldoze/Double Kick/Hidden Power Fire

Mega Swampert doesn't benefit all that much, but it carries Bulldoze over EQ now, Rock Tomb over Stone Edge, and must carry Brick Break over Superpower, which is unfortunate. It is probably nerfed or the same as in OU because of that, but it does get Bite.

Mega Glalie loses Explosion, Return and Earthquake, but gets a stronger Ice Shard, Bulldoze, Bite, Round and Frost Breath. Its best replacement for Return is either Facade or Body Slam. It could probably run one of these sets.
Spike Setter
Glalie @ Glalitite
Ability: Inner Focus
EVs: 252 Atk / 4 SAtk / 252 Spe
Naive/Jolly Nature
- Spikes
- Ice Shard
- Frost Breath/Round/Body Slam
- Bulldoze

Physical Wallbreaker
Glalie @ Glalitite
Ability: Inner Focus
EVs: 252 Atk / 4 SDef / 252 Spe
Adamant/Jolly Nature
- Taunt
- Facade/Body Slam
- Bulldoze
- Ice Shard/Bite

Special Wallbreaker

Glalie @ Glalitite
Ability: Inner Focus
EVs: 252 SAtk / 4 SDef / 252 Spe
Modest/Timid Nature
- Taunt
- Round/Frost Breath
- Water Pulse/Dark Pulse/Shadow Ball
- Hidden Power Ground/Fighting/Grass/Electric
 
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Screw it, time for Mega Sceptile/Swampert/Glalie/Steelix theorymon.
Sceptile and its Mega benefit a lot from Technician. Bullet Seed, Double Kick, Bulldoze, Dragon Breath, Acrobatics, Aerial Ace, Pursuit, Rock Tomb and Quick Attack now have more power and Energy Ball, Giga Drain, Drain Punch, Dragon Claw and Leaf Blade are still usable moves. Sadly, Leaf Storm, Focus Blast and Outrage are lost and rather irreplaceable, but the new viable moves added to its movepool greatly compensates for that.
Mixed Life Orb Attacker
Sceptile @ Life Orb
Ability: Overgrow
EVs: 168 Atk / 88 SAtk / 252 Spe
Hasty/Naive Nature
- Energy Ball/Giga Drain
- Bulldoze
- Rock Tomb/Quick Attack/Pursuit
- Hidden Power Fire

Mixed Attacker Mega
Sceptile @ Sceptilite
Ability: Overgrow
EVs: 36 Atk / 252 SAtk / 216 Spe (outspeeds Greninja and Noivern)
Mild Nature
- Energy Ball/Giga Drain
- Bulldoze
- Dragonbreath
- Hidden Power Fire

Swords Dance Mega
Sceptile @ Sceptilite
Ability: Overgrow
EVs: 252 Atk / 80 HP (SpA if mixed) / 176 Spe (outspeeds Mega Manectric)
Jolly/Hasty Nature
- Swords Dance
- Leaf Blade/Bulldoze/Double Kick
- Dragon Claw/Aerial Ace
- Bulldoze/Double Kick/Hidden Power Fire
Mega Glalie benefits greatly on the special side from Technician, but it loses its greatest physical tool: THE NUKE KNOWN AS FRIDGE EXPLOSION.
Mega Swampert is a mixed bag, but it does get Bulldoze.
Mega Steelix won't be attacking much anyways.
 
Huh. Maybe Magnezone will be a thing with 90bp HP Fire, 75bp Charge Beam, etc... still has a predictable as crap set tho. Also 90bp Shock Wave is better than Tbolt unless you have parahax out the ass lmao.
 
There's really no reason to run Shock Wave over Thunderbolt when Smogon bans Evasion increases anyway. Better to hope for the Paralysis.

You forgot Bonemerang: Murder move. Exclusive to Marowak though.
I didn't bother listing it because where Klingklang is fast, vaguely durable, not locked into a single item if it wants to be good, and has a fantastic set-up move (Shift Gear) so if it gets an opportunity to switch in and set up it might actually be salvaged by Technician Tower, Marowak comes straight back to having all its usual problems of being slow, fragile, and not that amazing an offense tool even with Thick Club. Plus just switching in a Ground immune Pokemon renders Marowak's potential moot -even in a Doubles version of this, when people try to use Trick Room Marowak in standard Doubles, I doubt Bonemerang's boost would really make Marowak particularly useful.

I dunno, maybe in a Doubles format you could try having a partner both set Trick Room and then set Gravity, and then Marowak would justify its existence?
 
There's really no reason to run Shock Wave over Thunderbolt when Smogon bans Evasion increases anyway. Better to hope for the Paralysis.



I didn't bother listing it because where Klingklang is fast, vaguely durable, not locked into a single item if it wants to be good, and has a fantastic set-up move (Shift Gear) so if it gets an opportunity to switch in and set up it might actually be salvaged by Technician Tower, Marowak comes straight back to having all its usual problems of being slow, fragile, and not that amazing an offense tool even with Thick Club. Plus just switching in a Ground immune Pokemon renders Marowak's potential moot -even in a Doubles version of this, when people try to use Trick Room Marowak in standard Doubles, I doubt Bonemerang's boost would really make Marowak particularly useful.

I dunno, maybe in a Doubles format you could try having a partner both set Trick Room and then set Gravity, and then Marowak would justify its existence?
Eh, the absurd power justifies its use. Sometimes.
 
config/formats.js
Code:
    {
        name: "Technician Tower",
        section: "Other Metagames",

        mod:'technichiantower',
        ruleset: ['Pokemon', 'Standard', 'Team Preview', 'Swagger Clause', 'Baton Pass Clause'],
        banlist: ['Uber', 'Soul Dew', 'Gengarite', 'Kangaskhanite', 'Lucarionite', 'Mawilite','Heracronite', 'Technician'],
        validateSet: function(set) {
            for (var i in set.moves) {
                var move = this.getMove(string(set.moves[i]));
                if (move.basePower && move.basePower >= 90 && !(move.id in {'frustration':1,'return':1})) return ['The move ' + move.name + ' is banned because it has >90 Base Power.'];
                if (move.id === 'frustration' && set.happiness < 105) return ['The move Frustration is banned because Pokemon ' + (set.name || set.species) + ' has less than 105 happiness'];
                if (move.id === 'return' && set.happiness > 150) return ['The move Return is banned because Pokemon ' + (set.name || set.species) +  'has more than 150 happiness'];
                if (move.basePower && move.basePower > 63 && set.ability in {'Pixilate':1,'Aerilate':1,'Refrigerate':1}) return ['The move ' + move.name + ' is banned for Pokemon with an -ate ability.'];
            if (move.basePowerCallback)return ["The move " + move.name + " is banned because it has a variable BP"]
            }
        },
        onBasePowerPriority: 8,
        onBasePower: function (basePower, attacker, defender, move) {
            if (basePower <= 60) {
                this.debug('Technician boost');
                return this.chainModify(1.5);
            }
        },
    },
mods/technichiantower/scripts.js
Code:
exports.BattleScripts = {
    init: function() {
        this.modData('Pokedex', 'scizormega').abilities['0'] = 'Swarm';
    }
}
 
Last edited:
config/formats.js
Code:
    {
        name: "Technician Tower",
        section: "Other Metagames",

        mod:'technichiantower',
        ruleset: ['Pokemon', 'Standard', 'Team Preview', 'Swagger Clause', 'Baton Pass Clause'],
        banlist: ['Uber', 'Soul Dew', 'Gengarite', 'Kangaskhanite', 'Lucarionite', 'Mawilite','Heracronite', 'Technician'],
        validateSet: function(set) {
            for (var i in set.moves) {
                var move = this.getMove(string(set.moves[i]));
                if (move.basePower && move.basePower >= 90 && !(move.id in {'frustration':1,'return':1})) return ['The move ' + move.name + ' is banned because it has >90 Base Power.'];
                if (move.id === 'frustration' && set.happiness < 105) return ['The move Frustration is banned because Pokemon ' + (set.name || set.species) + ' has less than 105 happiness'];
                if (move.id === 'return' && set.happiness > 150) return ['The move Return is banned because Pokemon ' + (set.name || set.species) +  'has more than 150 happiness'];
                if (move.basePower && move.basePower > 63 && set.ability in {'Pixilate':1,'Aerilate':1,'Refrigerate':1}) return ['The move ' + move.name + ' is banned for Pokemon with an -ate ability.']
            }
        },
        onBasePowerPriority: 8,
        onBasePower: function (basePower, attacker, defender, move) {
            if (basePower <= 60) {
                this.debug('Technician boost');
                return this.chainModify(1.5);
            }
        },
    },
mods/technichiantower/scripts.js
Code:
exports.BattleScripts = {
    init: function() {
        this.modData('Pokedex', 'scizormega').abilities['0'] = 'Swarm';
    }
}
Thanks! Gonna edit that into the OP.
 
More Mega sets:
Metagross-M Stats: 80/145/150/105/110/110
Metagross @ Metagrossite
Ability: Clear Body
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Bullet Punch/Meteor Mash
- Thunder Punch
- Meteor Mash/Zen Headbutt/Ice Punch
- Power-up Punch
Tough Claws Technician Bullet Punch, Pursuit and Power-up Punch are all just wonderful! Thunder Punch gets past Skarmory and Slowbro at +1 and Bullet Punch can help to pick off faster threats.

Sharpedo-M Stats: 70/140/70/110/65/105
Sharpedo @ Sharpedite
Ability: Speed Boost
EVs: 4 HP / 252 Atk / 252 Spe
Adamant/Jolly Nature
- Aqua Jet/Protect/Substitute
- Bite
- Poison Fang
- Ice Fang/Waterfall/Bulldoze
Technician Strong Jaw Poison Fang and Bite will definitely be great for it in this metagame.

Diancie-M Stats: 50/160/110/160/110/110
Diancie @ Diancite
Ability: Clear Body
EVs: 4 HP / 252 SAtk / 252 Spe
Timid Nature
- Calm Mind
- Dazzling Gleam/Ancientpower
- Earth Power
- Hidden Power Rock/Fire / Ancientpower
Mainly benefits from Hidden Power/Ancientpower more than anything. It loses Diamond Storm unfortunately :(.
 
Last edited:

Pikachuun

the entire waruda machine
Diancie-M Stats: 50/160/110/160/110/110
Diancie @ Diancite
Ability: Clear Body
EVs: 4 HP / 252 SAtk / 252 Spe
Timid Nature
- Calm Mind
- Moonblast
- Earth Power
- Hidden Power Rock/Fire / Ancientpower
Mainly benefits from Hidden Power/Ancientpower more than anything. It loses Diamond Storm unfortunately :(.
It also loses Moonblast too, because 95 BP.
At least there's Dazzling Gleam!
 
Code fixed.
sorry to boder you again, but here is the...
config/formats.js
Code:
    {
        name: "Technician Tower",
        section: "Other Metagames",

        mod:'technichiantower',
        ruleset: ['Pokemon', 'Standard', 'Team Preview', 'Swagger Clause', 'Baton Pass Clause'],
        banlist: ['Uber', 'Soul Dew', 'Gengarite', 'Kangaskhanite', 'Lucarionite', 'Mawilite','Heracronite', 'Technician'],
        validateSet: function(set) {
            for (var i in set.moves) {
                var move = this.getMove(string(set.moves[i]));
                if (move.basePower && move.basePower >= 90) return ['The move ' + move.name + ' is banned because it has >90 Base Power.'];
                if (move.id === 'frustration' && set.happiness < 105) return ['The move Frustration is banned because Pokemon ' + (set.name || set.species) + ' has less than 105 happiness'];
                if (move.id === 'return' && set.happiness > 150) return ['The move Return is banned because Pokemon ' + (set.name || set.species) +  'has more than 150 happiness'];
                if (move.basePowerCallback && !(move.id in {'frustration':1,'return':1})) return ['The move ' + move.name + ' is banned because it has a variable BP'];
                if (move.basePower && move.basePower > 63 && set.ability in {'Pixilate':1,'Aerilate':1,'Refrigerate':1}) return ['The move ' + move.name + ' is banned for Pokemon with an -ate ability.']
            }
        },
        onBasePowerPriority: 8,
        onBasePower: function (basePower, attacker, defender, move) {
            if (basePower <= 60) {
                this.debug('Technician boost');
                return this.chainModify(1.5);
            }
        },
    },
mods/technichiantower/scripts.js
Code:
exports.BattleScripts = {
    init: function() {
        this.modData('Pokedex', 'scizormega').abilities['0'] = 'Swarm';
    }
}
 
sorry to boder you again, but here is the...
config/formats.js
Code:
    {
        name: "Technician Tower",
        section: "Other Metagames",

        mod:'technichiantower',
        ruleset: ['Pokemon', 'Standard', 'Team Preview', 'Swagger Clause', 'Baton Pass Clause'],
        banlist: ['Uber', 'Soul Dew', 'Gengarite', 'Kangaskhanite', 'Lucarionite', 'Mawilite','Heracronite', 'Technician'],
        validateSet: function(set) {
            for (var i in set.moves) {
                var move = this.getMove(string(set.moves[i]));
                if (move.basePower && move.basePower >= 90) return ['The move ' + move.name + ' is banned because it has >90 Base Power.'];
                if (move.id === 'frustration' && set.happiness < 105) return ['The move Frustration is banned because Pokemon ' + (set.name || set.species) + ' has less than 105 happiness'];
                if (move.id === 'return' && set.happiness > 150) return ['The move Return is banned because Pokemon ' + (set.name || set.species) +  'has more than 150 happiness'];
                if (move.basePowerCallback && !(move.id in {'frustration':1,'return':1})) return ['The move ' + move.name + ' is banned because it has a variable BP'];
                if (move.basePower && move.basePower > 63 && set.ability in {'Pixilate':1,'Aerilate':1,'Refrigerate':1}) return ['The move ' + move.name + ' is banned for Pokemon with an -ate ability.']
            }
        },
        onBasePowerPriority: 8,
        onBasePower: function (basePower, attacker, defender, move) {
            if (basePower <= 60) {
                this.debug('Technician boost');
                return this.chainModify(1.5);
            }
        },
    },
mods/technichiantower/scripts.js
Code:
exports.BattleScripts = {
    init: function() {
        this.modData('Pokedex', 'scizormega').abilities['0'] = 'Swarm';
    }
}
This code is a stubborn thing, isn't it?
 
It seems M-Blastoise & Clawzister's Water Pulse is extremely overpowered with technician+mega launcher with STAB.

Original Power= 60 x 2.5boost
Final Power=150
 

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