Move Equality (Now playable on Aqua Server!)

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Zap Cannon though.

Regardless, this metagame seems rather interesting. In my opinion there should be a meta with this plus AverageMons and call it CommunistMons :o
Problem is Communistmons is already taken for a completely different meta, although I don't think it's ever actually been submitted. But yeah that would be kind of interesting. Stall would be the playstyle in a meta like that though.
 
When you say "non-priority", do you specifically mean that only positive priority moves are unaffected, or are negative priority moves such as Dragon Tail and Circle Throw also unaffected?

Also, partial trapping moves like Whirlpool / Infestation are now incredible!

Anyway, Dynamicpunch might be banned, but there are plenty of other moves with a guaranteed or high-chance primary / secondary effect that are gonna be abused so hard thanks to their much-increased base power and / or accuracy. Moves that have been buffed and may be useful (moves with /'s separating them are identical) include:

Electric: Nuzzle / Zap Cannon, Charge Beam, Electroweb, Parabolic Charge, Volt Switch
Fire: Inferno, Fiery Dance, Sacred Fire, Flame Charge, Mystical Fire, Magma Storm / Fire Spin
Ground: Mud Slap, Bulldoze, Sand Tomb, Mud Shot
Ghost: Lick
Fighting: Power Up Punch, Low Sweep, Brick Break, Drain Punch, Circle Throw, Storm Throw, Rock Smash
Rock: Rock Tomb, Smack Down
Poison: Acid Spray, Clear Smog
Psychic: Luster Purge, Mist Ball
Dragon: Dragon Tail, Dragonbreath
Ice: Frost Breath, Icy Wind / Glaciate, Freeze Dry
Fairy: Draining Kiss
Grass: Absorb / Mega Drain / Giga Drain, Horn Leech
Water: Water Pulse (on Mega Launcher users), Whirlpool, Clamp, Octazooka, Razor Shell, Muddy Water
Bug: Infestation, Leech Life, Struggle Bug, U-Turn
Normal: Wrap / Bind, Rage, Tail Slap (on Cinccino)
Dark: Knock Off, Snarl, Pursuit

And this doesn't even include all the basic moves that have been given nice power/accuracy buffs, such as Shadow Ball / Claw, Psycho Cut, the Elemental Punches, Rock Slide, etc.
 
So I take it the best offensive moves by type are the following:
  • Bug physical: Fell Stinger, Leech Life, Steamroller, Twineedle**, U-turn
  • Bug special: Infestation, Struggle Bug
  • Dark physical: Bite, Foul Play (?), Knock Off, Pursuit, Sucker Punch*
  • Dark special: Dark Pulse, Night Daze, Snarl (basically all of them)
  • Dragon physical: Dragon Rush, Dual Chop**
  • Dragon special: Dragon Breath, Twister
  • Electric physical: Nuzzle, Spark
  • Electric special: Charge Beam, Discharge/Thunder, Electroweb (?), Parabolic Charge, Volt Switch, Zap Cannon
  • Fairy physical: tfw only Play Rough
  • Fairy special: Draining Kiss, Moonblast
  • Fighting physical: Arm Thrust*** (on Mega Heracross), Drain Punch, Force Palm, Low Sweep, Mach Punch*, Power-Up Punch, Sacred Sword, Seismic Toss (?), Storm Throw
  • Fighting special: Focus Miss Blast, Secret Sword, Vacuum Wave* (ergo, all but Aura Sphere)
  • Fire physical: Flame Charge, Sacred Fire
  • Fire special: Fiery Dance, Fire Spin, Inferno, Lava Plume, Mystical Fire
  • Flying physical: Not much to behold here. Just Aerial Ace, if anything.
  • Flying special: Air Slash, Chatter, Hurricane
  • Ghost physical: Astonish, Lick, Shadow Punch (on Golurk), Shadow Sneak*
  • Ghost special: Ominous Wind, Shadow Ball
  • Grass physical: Bullet Seed*** (on Breloom and Cinccino), Horn Leech
  • Grass special: Absorb/Giga Drain (Absorb has more PP, Giga Drain has wider distribution), Leaf Tornado
  • Ground physical: Bonemerang**, Bulldoze, Sand Tomb
  • Ground special: Mud Shot, Mud-Slap
  • Ice physical: Ice Shard*, Icicle Crash
  • Ice special: Freeze-Dry, Frost Breath, Icy Wind
  • Normal physical: Bind/Wrap (same thing), Body Slam, Crush Claw, Double Hit** (on Ambipom), Extreme Speed*, Headbutt/Stomp (Stomp has more PP, Headbutt has wider distribution), Rapid Spin, Secret Power (although I am unsure about its effect), Super Fang (?), Tail Slap (on Cinccino)
  • Normal special: Hidden Power (not necessarily Normal, but labeled as such), Tri Attack (reminder: Nature Power)
  • Poison physical: Poison Fang. No dispute here.
  • Poison special: Acid Spray, Clear Smog, Smog
  • Psychic physical: I would say Heart Stamp, but its "distribution" sucks, so...Zen Headbutt.
  • Psychic special: Luster Purge, Mist Ball, Psyshock, Stored Power
  • Rock physical: Rock Blast*** (on Skill Link mons), Rock Slide, Rock Tomb (I dunno about Smack Down)
  • Rock special: Ancient Power (running Power Gem gives nothing but more PP)
  • Steel physical: Bullet Punch*, Iron Head, Iron Tail, Meteor Mash (better chance to raise Atk than Metal Claw), Steel Wing (?)
  • Steel special: Flash Cannon, Mirror Shot (especially the latter)
  • Water physical: Aqua Jet*, Clamp, Razor Shell, Waterfall
  • Water special: Muddy Water, Octazooka, Scald, Water Pulse, Whirlpool
Moves marked with * are priority moves and thusly do not change in power.
Moves marked with ** are dual-hit moves, and moves marked with *** are multi-hit moves.


Also, there may be a few things missing from the list I previously formulated, and that is because I used a Veekun move search that was not 100% reliable.

Dang, Heroes and Cons, way to beat me to the punch. I started this post several minutes ago and you had to just come in and...well, whatever. I'll just leave my contribution here anyway.
 
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Mud Slap and Chatter could probably get suspected because of accuracy/confusion hax stuff. Mud Slap at least has immunities for Flying types and Levitate Pokemon, but it does have fairly high distribution. Zap Cannon and Inferno seem to fit in here as well, but they both have low distribution and have immunities like Mud Slap. Neither (Inferno in particular) seem too bad though.

So Salamence and Dragonite has Aerial Ace as a reliable Flying STAB move now, so that's good. Dragon Rush is also an excellent Dragon STAB move for them, so they don't have to choose between the formerly weakish Dragon Claw and the less reliable Outrage.

Since all the moves are 90 base power besides priority, Technician will be a bit useless for some Pokemon, so things like Breloom and Roserade have a bit more of a reason to run Poison Heal and Natural Cure respectively. Bullet Punch is one of Scizor's main selling points though, so it will most likely be keeping Technician for the base form.
 
Dual Chop is also good Dragon STAB because multi-hitting lets it break subs/sashes. Double Kick is good for Fighting for the same reason, although if your Pokémon learns Power-up Punch you should use that instead basically 100% of the time.
 
Problem is Communistmons is already taken for a completely different meta, although I don't think it's ever actually been submitted. But yeah that would be kind of interesting. Stall would be the playstyle in a meta like that though.
Good in my opinion.

Mud Slap and Chatter could probably get suspected because of accuracy/confusion hax stuff. Mud Slap at least has immunities for Flying types and Levitate Pokemon, but it does have fairly high distribution. Zap Cannon and Inferno seem to fit in here as well, but they both have low distribution and have immunities like Mud Slap. Neither (Inferno in particular) seem too bad though.

So Salamence and Dragonite has Aerial Ace as a reliable Flying STAB move now, so that's good. Dragon Rush is also an excellent Dragon STAB move for them, so they don't have to choose between the formerly weakish Dragon Claw and the less reliable Outrage.

Since all the moves are 90 base power besides priority, Technician will be a bit useless for some Pokemon, so things like Breloom and Roserade have a bit more of a reason to run Poison Heal and Natural Cure respectively. Bullet Punch is one of Scizor's main selling points though, so it will most likely be keeping Technician for the base form.
1. At least Chatter is relegated to only 1 shitty mon. Mud Slap sounds like something I would like.....MWAHAHAHAHAHA!
2. I think Dragon Rush is way too much of a pain if this metagame is coded and implemented. That chance to flinch is scary with this kind of playstyle.
3. True, true.

Dual Chop is also good Dragon STAB because multi-hitting lets it break subs/sashes. Double Kick is good for Fighting for the same reason, although if your Pokémon learns Power-up Punch you should use that instead basically 100% of the time.
So many offensive boosts, while stall doesn't gain much in return. ;-;
 
So many offensive boosts, while stall doesn't gain much in return. ;-;
Stall gains moves dropping in BP. You no longer have to worry about a Fire Blast or Draco Meteor or w/e coming in with a high enough BP and getting a crucial OHKO/2HKO. Also, there are moves good for stall like Zap Cannon or Inferno (these are also good for offense, though).
 
Yuelia's response
Just to be clear: Revenge, Avalanche, Circle Throw, and Dragon Tail are all still negative priority moves? (Keeping the latter in check and making the former unappealin)

Since all the moves are 90 base power besides priority, Technician will be a bit useless for some Pokemon, so things like Breloom and Roserade have a bit more of a reason to run Poison Heal and Natural Cure respectively. Bullet Punch is one of Scizor's main selling points though, so it will most likely be keeping Technician for the base form.
Breloom's Technician build mostly runs Mach Punch (Sometimes Banded) and Bullet Seed anyway, which are both unaffected by this meta.

So many offensive boosts, while stall doesn't gain much in return. ;-;
Stall Doesn't have to deal with anything above 90 BP, barring Abilities that provide a way around the roof of 90 BP, such as Technician/Skill Link multi-hit moves. No more random Draco Meteors nuking your wall that could comfortably take 3+ hits from a Physical Dragon, no more Close Combat at 120 BP wrecking Eviolite Chansey, no nothing.

Speaking of

-Technician, though only for multi-hit moves.

-Skill Link, as a more reliable but lower peak version of the above.

-Tough Claws, which is a weak boost, but for instance Fire Punch Mega Charizard X is still one of the harder hitting things in the game.

-Bizarrely enough, Iron Fist, even though it's weaker than Tough Claws and has a smaller distribution of affected moves that Tough Claws includes all of.

-Pixilate, Refrigerate, and Aerilate. Note that Physical users have uniformly lost power (No more 102 BP Return/Frustration, let alone 120 BP Double Edge or the like), while Special doesn't actually care. (Aurorus used to care, and then ORAS gave it Hyper Voice natively)

-Strong Jaw, which is really good here actually.

-Adaptability, which is eminently solid.

-Blaze/Torrent/Overgrow/Swarm, none of which is actually good, but they're more relevant here than normal.

-Sniper. A bit niche, but still there.

-Tinted Lens, though only against resistant targets.

-Analytic, which is amazing for things like slow Volt Switches.

-Sand Force. Eh.

-Sheer Force!

-Dark Aura and Fairy Aura. Not that we'll be seeing them.

-Weather Abilities.

-Mega Launcher, which is terrifying just like Strong Jaw, only Mega Blastoise is actually good.

-And I guess all the ridiculously general effects like Huge Power.


It's worth noting that No Guard is basically worthless, unless Mud Slap isn't banned. Same for Victory Star. I'd include Compound Eyes, but typical abusers get inaccurate Status moves.
 
Just to be clear: Revenge, Avalanche, Circle Throw, and Dragon Tail are all still negative priority moves? (Keeping the latter in check and making the former unappealin)



Breloom's Technician build mostly runs Mach Punch (Sometimes Banded) and Bullet Seed anyway, which are both unaffected by this meta.



Stall Doesn't have to deal with anything above 90 BP, barring Abilities that provide a way around the roof of 90 BP, such as Technician/Skill Link multi-hit moves. No more random Draco Meteors nuking your wall that could comfortably take 3+ hits from a Physical Dragon, no more Close Combat at 120 BP wrecking Eviolite Chansey, no nothing.

Speaking of

-Technician, though only for multi-hit moves.

-Skill Link, as a more reliable but lower peak version of the above.

-Tough Claws, which is a weak boost, but for instance Fire Punch Mega Charizard X is still one of the harder hitting things in the game.

-Bizarrely enough, Iron Fist, even though it's weaker than Tough Claws and has a smaller distribution of affected moves that Tough Claws includes all of.

-Pixilate, Refrigerate, and Aerilate. Note that Physical users have uniformly lost power (No more 102 BP Return/Frustration, let alone 120 BP Double Edge or the like), while Special doesn't actually care. (Aurorus used to care, and then ORAS gave it Hyper Voice natively)

-Strong Jaw, which is really good here actually.

-Adaptability, which is eminently solid.

-Blaze/Torrent/Overgrow/Swarm, none of which is actually good, but they're more relevant here than normal.

-Sniper. A bit niche, but still there.

-Tinted Lens, though only against resistant targets.

-Analytic, which is amazing for things like slow Volt Switches.

-Sand Force. Eh.

-Sheer Force!

-Dark Aura and Fairy Aura. Not that we'll be seeing them.

-Weather Abilities.

-Mega Launcher, which is terrifying just like Strong Jaw, only Mega Blastoise is actually good.

-And I guess all the ridiculously general effects like Huge Power.


It's worth noting that No Guard is basically worthless, unless Mud Slap isn't banned. Same for Victory Star. I'd include Compound Eyes, but typical abusers get inaccurate Status moves.
Why ban Mud Slap? It's not like it isn't countered by the same things that counter all the Icy Wind/Electroweb/Rock Tomb/Bulldoze/Snarl/Struggle Bug spam anyway (Clear Body, Contrary, Shield Dust), as well as being stopped by Keen Eye. (Finally, a use for all those Keen Eye birds!) Not to mention the sheer number of things with access to one or more of Shock Wave, Swift, Aerial Ace, Aura Sphere, Magical Leaf, Disarming Voice (actually useful now!), Magnet Bomb, and any others I may have missed. (Not including Vital Throw because it's bad.)
 
Unfun-ness and/or overcentralizing-ness, same as Dynamic Punch, but less uniformly obnoxious. One could argue that you should just carry Own Tempo for all the Dynamic Punchers, but it's banned.
 
Unfun-ness and/or overcentralizing-ness, same as Dynamic Punch, but less uniformly obnoxious. One could argue that you should just carry Own Tempo for all the Dynamic Punchers, but it's banned.
Own Tempo and Shield Dust are the only things that block Dynamic Punch confusion spam though. Clear Body on the other hand is a strangely common (and commonly viewed as useless) ability, and Keen Eye is even more common and even more ignored. Also, remember all those perfect-accuracy coverage moves I just listed above that are now actually useful in terms of raw power? Besides, all you have to do to stop Mud Slap spam is have something that is either Flying-type or has Levitate.

Honestly, I expect that offence-oriented Pokémon would rather have Bulldoze over Mud Slap anyway. Lets you get a 2HKO in places where you should otherwise lose.
 
OML KELDEO IS SO GOOD HOLY SHIT

Keldeo @ Choice Specs
Ability: Justified
Shiny: Yes
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Scald
- Secret Sword
- Icy Wind
- Hidden Power [Ghost]

90 BP HP Ghost and Icy Wind, nuff said.
 
Just to be clear: Revenge, Avalanche, Circle Throw, and Dragon Tail are all still negative priority moves? (Keeping the latter in check and making the former unappealing)
Yep.

Also. In response to people asking why I haven't banned Mud-Slap but have banned Dynamic Punch:

Mud-Slap has competitive use in this meta. Dynamic Punch doesn't.

There is nothing that I'm aware of that gets Dynamic Punch, but somehow doesn't get a legitimate physical Fighting-type attack.

There are a ton of things that get Mud-Slap but don't get any other special ground-type attacks (apart from HP Ground, which carries the opportunity cost of not having another Hidden Power type.)

Here is the complete (long) list of those mons:

Abomasnow
Absol
Accelgor
Altaria
Ambipom
Arcanine
Articuno
Azelf
Azumarill
Banette
Bibarel
Blastoise
Blaziken
Breloom
Cacturne
Carnivine
Charizard
Chatot
Cinccino
Clefable
Crawdaunt
Cresselia
Darkrai
Delibird
Deoxys
Dodrio
Dragonite
Drapion
Drifblim
Dunsparce
Dusknoir
Electivire
Empoleon
Entei
Espeon
Exploud
Farfetch'd
Fearow
Feraligatr
Flareon
Floatzel
Froslass
Furret
Gallade
Gardevoir
Girafarig
Glaceon
Gorebyss
Granbull
Grumpig
Hariyama
Heliolisk
Hitmonchan
Hitmonlee
Hitmontop
Honchkrow
Houndoom
Huntail
Illumise
Infernape
Jirachi
Jynx
Kangaskhan
Kecleon
Kricketune
Kyogre
Latias
Latios
Leafeon
Ledian
Lickilicky
Linoone
Lopunny
Lucario
Ludicolo
Luxray
Machamp
Magmortar
Manaphy
Manectric
Mantine
Mawile
Medicham
Meganium
Mesprit
Metagross
Mewtwo
Mightyena
Milotic
Miltank
Minun
Moltres
Mothim
Mr. Mime
Ninjask
Noctowl
Pachirisu
Pelipper
Persian
Phione
Pidgeot
Plusle
Primeape
Purugly
Qwilfish
Raichu
Raikou
Raticate
Regice
Registeel
Roserade
Rotom
Sableye
Salamence
Sceptile
Seviper
Sharpedo
Shedinja
Shiftry
Skarmory
Skuntank
Slaking
Slowbro
Slowking
Snorlax
Spinda
Stantler
Staraptor
Stoutland
Suicune
Swalot
Sylveon
Tangrowth
Togekiss
Tropius
Typhlosion
Umbreon
Ursaring
Uxie
Vaporeon
Venusaur
Vespiquen
Volbeat
Walrein
Weavile
Weezing
Wigglytuff
Yanmega
Zangoose
Zapdos

If that list looks absurdly long, consider that that's what it looks like after I deleted all the NFEs.

So yeah. Mud-Slap may be annoying, but banning it would have a drastic effect on the competitive metagame. That's not to say a ban on it can't possibly happen; if it does, though, it'll be after people start playing it and (generally) decide the coverage above isn't worth keeping around the accuracy hax.
 
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Something interesting to note is that Drain Punch and Power-up Punch seem to be the most viable Fighting moves for the Pokemon that get them. Rock Smash, Low Sweep and Force Palm are also very nice. Close Combat, Superpower and Hammer Arm are now a bit worse, but some Pokemon will have to make do with them like Staraptor. Iron Fist and Strong Jaw benefit greatly, as their moves tended to be on the weaker side, so Pokemon like Pangoro and Mega Sharpedo will get a chance to shine.

Victini seems to have lost a lot of viability since its high BP moves like V-Create, Blue Flare and Bolt Strike are greatly toned down and Victory Star is completely useless. Delphox seems to be the better Fire/Psychic Pokemon now with its higher Sp. Atk and Speed, Mystical Fire, a stronger Psyshock, Dazzling Gleam, Shadow Ball and Shock Wave and a more reliable Grass Knot. It can also set up with Calm Mind.

Something else to consider is Pursuit. Psychic and Ghost types will probably end up being a liability in a metagame Pursuit is 90 BP. Bisharp, Mega Beedrill, Scizor, Mega Absol, and maybe Spiritomb and Zoroark will make great Pursuit users in this metagame. Thankfully, it retains the 90 BP when switching out, but it's still higher than the normal 80 BP and viable outside of trapping. Possibly suspect-worthy.

R.I.P. Mega Pidgeot btw
 
Hidden Power is now fantastic for mixed / special attackers who need coverage. And I think Power-Up Punch is the only thing stopping Chansey from being broken here, as you can't even use HJK or CloseCombat anymore so there are basically no unboosted physical moves that get the clean 2HKO.

Alakazam is seriously powerful now, since all of its common moves (sans Focus Blast) get small but important damage boosts. Focus Blast is weaker but it's basically Aura Sphere now so it's not bad and Psyshock, Shadow Ball, and Dazzling Gleam/HP Fire are all stronger now, gleaning OHKOs they may not usually get. Alakazam might be the only psychic type that isn't a liability in the face of a 90 BP Pursuit since it can do serious damage to - if not outright OHKO - all pursuit users, and if it carries a Focus Sash, it is guaranteed to survive one pursuit anyway.

Does anyone else think partial trapping moves might be overpowered now? With 90 power, perfect accuracy, and many of them (Clamp, Whirlpool, Fire Spin / Magma Storm, Infestation) generally getting STAB as well, I'm worried that you can simply abuse these along with Mud Slap / Zap Cannon / other abusive moves to make it virtually impossible for the opponent to win, skilled or not. Basically I think that some of the faster Pokemon will just become broken thanks to these mechanics. Guess we'll see what happens when this meta gets coded.
 
best thing to do in the face of mud slap is add an accuracy clause that prevents accuracy from hitting negative stages(sleep clause exists so theres precedent for limited preventative clauses)
 
best thing to do in the face of mud slap is add an accuracy clause that prevents accuracy from hitting negative stages(sleep clause exists so theres precedent for limited preventative clauses)
Difference is that Sleep clause can actually be emulated on cart by disqualifying a player who inflicts Sleep on more than one of the foe's Pokémon. The same is not true of Accuracy loss, otherwise it's effectively the same as banning Mud Slap.
 
config/formats.js
Code:
    {
        name: "Move Equality",
        section: "Other Metagames",
   
        mod: "moveequality",
        ruleset: ["OU"],
        banlist: ["Greninja", "Dynamic Punch"]
    }
mods/moveequality/scripts.js
Code:
exports.BattleScripts = {
    init: function () {
        for (var i in this.data.Moves) {
            if (this.data.Moves[i].priority === 0) {
                var basePower = this.data.Moves[i].basePower;
                switch (this.data.Moves[i].multihit) {
                    case 2:
                        basePower = 45;
                    break;
                    case 3:
                        basePower = 15;
                    break;
                    case [2, 5]:
                        basePower = 25;
                    break;
                    default:
                        basePower = 90;
                    break;
                }
            
                var basePowerCallback;
                if (this.data.Moves[i].id === 'triplekick') {
                    basePowerCallback = function (pokemon) {
                        pokemon.addVolatile('triplekick');
                        return 15 * pokemon.volatiles['triplekick'].hit;
                    }
                }
                this.modData('Moves', i).basePower = basePower;
                this.modData('Moves', i).accuracy = 100;
                if (basePowerCallback) this.modData('Moves', i).basePowerCallback = basePowerCallback;
                this.modData('Moves', i).onBasePower = undefined;
            }
        }
    }
}
/ping Snaquaza, Yuelia
 
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Chou Toshio

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I don't see it being clearly broken though it will replace CC as fighting move of choice.

Pidgeot and machamp lose their utility with the advent of never missing.
Except Pidgeot now has 90 base power 100% acc drop mud slap, on top of its 30% confusion hurricane... getting basically flawless coverage on top of stupidly annoying side affects. gdamn it.

Also Power Up Punch is ridiculous in this meta, and suddenly lots of things that had terrible coverage are now rock-smashing you in the face.

Pinsir
+Pinsirite
-Bind
-Rock Smash / Bulldoze
-Swords Dance
-Quick Attack

Oh-yeah--
 
Except Pidgeot now has 90 base power 100% acc drop mud slap, on top of its 30% confusion hurricane... getting basically flawless coverage on top of stupidly annoying side affects. gdamn it.

Also Power Up Punch is ridiculous in this meta, and suddenly lots of things that had terrible coverage are now rock-smashing you in the face.

Pinsir
+Pinsirite
-Bind
-Rock Smash / Bulldoze
-Swords Dance
-Quick Attack

Oh-yeah--
Did you seriously made a pun about rock smash?
 
Medicham @ Medichamite
Ability: Pure Power
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Power-Up Punch
- Bullet Punch
- Ice Punch
- Fake Out

So everytime you use your STAB, you increase its already ridiculous Attack to make your opponent wet his pants? Kinda reminds me of Superpower Malamar, but ridiculous version. If only it has higher Speed...
 
I have a team ready and waiting!

also holy crap Garchomp has a ludicrously wide movepool

Also guys: Rock Tomb on everything. Oy.
 
Mega Lopunny looks like it should be superb in this meta. It has Power-Up Punch, Drain Punch, or Low Sweep for its Fighting STAB, while it can gets Headbutt, Facade (if its power is still undiminished by burn), or Double Hit for its Normal STAB. What's more, given the plethora of awesome Fighting moves and several nice Ground-type moves, Gengar may be valuable in this meta, and Lopunny just doesn't give a fuck. I'd run Power-Up Punch, Facade (backup: Double Hit), Drain Punch, and Ice Punch (to usually OHKO physically defensive Gliscor after Stealth Rock).

Pangoro can also put in work on the same front with Knock Off, PUP, Storm Throw, and Iron Head / Poison Jab / Parting Shot.

As for Gengar, besides immunity to non-Lopunny Fighting moves used as coverage (still has Knock Off worries from those using it as STAB), gets beautiful coverage in Ominous Wind / Shadow Ball and Focus Blast / HP Fighting, with Smog / Clear Smog for another STAB. So basically it gets a little better.

Chansey just became a royal pain in the ass, what with none of the SE moves hitting it topping 90BP -- no more stray Close Combats headed its way! Of course, that's where Power-Up Punch comes in... and where Quagsire comes in. Because lots of threats will need to be physical and boost to reliably beat Chansey, this makes them Quagsire fodder (provided they don't run Grass coverage, lol), especially because it can Mud-Slap them into oblivion. I foresee this being a very nice core, as the high-powered attacks that one would need to break through it are not really a thing.
 
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