Accessorize!

canno

formerly The Reptile
oh man I forgot all about this - nice to see it coded on a server too.

@
or

91/134/120/100/125/70

This thing is a bulky behemoth - admittingly, not as bulky as Kyu-B, but it does have traits over its frozen brother. For one, it has a better movepool consisting of Thunder Wave, Fire Blast/Punch, Heal Bell, Defog, and surprise Dragon Dance. It also has Mutliscale, which is a better ability than Teravolt on the defensive side. Both items have their merits, but I prefer the Metal Coat since you actually have a Steel STAB to work with it (works well with DD too). Dragonite in general is a good option for accessorizing, for example...

@

91/134/95/120/130/70

That is a nasty SpDef combo'd with a nice mixed offensive stats. This Dragonite has a lot of versatility - physical sets can run Dragon Dance or even a support set with priority Aqua Jet or a special attacker with Hydro Pump and its insane special coverage. Even DD can use Fire Blast, abusing that great 120 SpA. While no physical defense is added, it is still a decent phys def, especially when you consider it has Mutliscale.

@

91/164/105/100/90/80

This is for those who want raw power. 164 Attack is absolutely ridiculous, and leaves Dragonite with the very respectable Dragon / Ground typing, allowing it to go full DD with STAB EQ and Dragon Claw / Outrage while choosing the right coverage / roost for the job. This set can also work as a support roll - very solid defenses all round and Defog / Roost let it wall things while still packing a punch, even if its titanic attack is uninvested. You can ever fire off deadly ExtremeSpeeds off of that attack. It even has enough SpA to fully abuse Fire Blast and the such.

There are probably some other ones you can run (Silk Scarf for STAB ESpeed maybe, Charcoal for a cool mixed attack / raw DDer) but I think these four are probably going to be the ones that people run.
 

nv

The Lost Age
is a Community Contributor Alumnusis a Contributor Alumnusis a Smogon Media Contributor Alumnusis a Battle Simulator Staff Alumnus
Ok well since people ninja'd me on the bump, but I still had a semi-big post, I wanted to "bump" this because this is an absolutely amazing metagame that doesn't really get enough love. Anyways, onto the post...

So I actually started looking into this deeply once I took over the OM Index and realized the description for this metagame sounded very intriguing. After reading the OP, the game itself has a lot of potential. So here are some sets...

Stats: 95 / 95 / 68 / 120 / 85 / 60
Set:
Clefable @

Ability: Magic Guard
EVs: 252 HP / 252 SpA / 4 SpD
Modest Nature
IVs: 0 Atk
- Moonblast
- Fire Blast / Flamethrower
- Soft-Boiled
- Thunder Wave / Stealth Rock

Explanation:
Charcoal gives Clefable a respectable boost to its Special Attack as well as a nice STAB attachment to its normal coverage move in Fire Blast. Magic Guard also complements this change thanks to Clefable's "immunity" to Stealth Rock. Sadly, this leaves it more susceptible to the likes of Rock-, Water-, and Ground-types moves.

Stats: 95 / 70 / 68 / 115 / 85 / 90
Set:
Clefable @

Ability: Magic Guard
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Moonblast
- Thunderbolt
- Soft-Boiled
- Calm Mind

Explanation:
Magnet gives Clefable a very respectable 90 base Speed and an amazing 115 Special Attack stat with a minimal decrease in bulk. This decrease is subdued by Clefable's access to Calm Mind as it can boosts its Special Defense that the drop is null and void. This also gives Clefable a really cool Electric/Fairy typing, leaving it weak to only 2 types, one of which is common (Ground). It also gives Clefable an immunity to Thunder Wave, which normally cripples "sweepers". The Electric typing also gives Clefable a neat Flying resist which can help tank powerful Brave Birds or Aerilate Returns.

Stats: 95 / 95 / 68 / 120 / 85 / 60
Set:
Clefable @

Ability: Magic Guard
EVs: 252 HP / 252 SpA / 4 SpD
Modest Nature
IVs: 0 Atk
- Moonblast
- Shadow Ball
- Soft-Boiled
- Thunder Wave / Stealth Rock

Explanation:
Spell Tag gives Clefable an amazing typing in Ghost/Fairy and it even gets STAB Shadow Ball (Clefable's movepool is absolutely amazing). The set is pretty self-explanatory, but the cool thing about this set is the ability to have 3 very good immunities in Dragon, Normal, and Fighting as well as an immunity status. THis allows Clefable to act as a deterrent to more than just Dragon-types and a better Fighting check thanks to the buff from resistance to immunity.


Stats: 75 / 120 / 135 / 45 / 65 / 110
Set:
Gliscor @

Ability: Poison Heal
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- U-turn
- Roost
- Stealth Rock / Swords Dance / Stone Edge

Explanation: Giving Gliscor STAB U-turn is so cool especially with the overall physical bulk increase. While it does lose a bit of special bulk, it now has a great Speed stat of 110, allowing it to get off very fast damage while having a decent STAB combination. The cool thing about this is it still gets access to its decent support movepool with Roost, Stealth Rock, Swords Dance, etc. So a Pokemon with reliable recovery, STAB U-turn, and STAB Earthquake makes for a deadly attacker. Being weak to Flying and Fire can be a problem though. Losing out on the reliable combination of Toxic Orb + Poison Heal is a big downside as well, but the pros outweigh the cons in my opinion.


Stats: 100 / 154 / 140 / 95 / 100 / 51
Set:
Tyranitar @

Ability: Sand Stream
EVs: 248 HP / 80 Def / 180 SpD
Relaxed Nature
- Stealth Rock
- Stone Edge
- Pursuit / Crunch
- Ice Beam / Fire Blast

Explanation: While no type change occurs, this proves a very effective item for Tyranitar as it gets a big Defense boost as well as an Attack boost. I went with the Tank EVs (too lazy to try and customize EVs) as it leans towards the moveset. The defense and attack boost allows Tyranitar to hit harder and tank some strong neutral hits and even some mildly powerful supereffective hits.


Stats: 100 / 100 / 125 / 100 / 125 / 90
Set:
Jirachi @

Ability: Serene Grace
EVs: 252 HP / 8 Def / 136 SpD / 112 Spe
Calm Nature
IVs: 0 Atk
- Moonblast
- Toxic
- Wish
- Protect

Explanation: STAB Moonblast is a nice little thing especially when paired with Serene Grace as it now has a 60% chance to lower an opponent's Special Attack stat by one stage. Cherish Ball also gives Jirachi arguably one of the most defensive typings in the game with decent 100 / 125 / 125 bulk. While the lack of reliable recovery sucks, it still learns Wish, which can benefit itself as well as its teammates. Jirachi's EV spread is set so that at base 90 Speed it can still hit the "coveted" 244 Speed stat while hitting a jump point in its Special Defense stat.

Stats: 100 / 125 / 110 / 100 / 90 / 115
Set:
Jirachi @

Ability: Serene Grace
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Iron Head
- U-turn
- Fire Punch / Drain Punch
- Healing Wish

Explanation: Giving Jirachi STAB U-turn is really fun as it now only has one weakness, a greater Speed stat of 115 and a tad bit of physical bulk to take priority a bit easier. It also can still abuse Serene Grace via Iron Head's flinch chance. Fire Punch has a nice 20% chance to burn, but leaves Jirachi walled by quite a few Pokemon while Drain Punch provides recovery, which it lacks.

Stats: 100 / 130 / 115 / 100 / 90 / 105
Set:
Jirachi @

Ability: Serene Grace
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Iron Head
- Drain Punch
- Fire Punch
- U-turn

Explanation: This gives Jirachi STAB Drain Punch, which is really nice since recovery is pretty lacking in terms for offense. Steel/Fighting also helps turn Jirachi's old Dark weakness into a resistance. Steel/Fighting is a really nice combination with the bulk that Jirachi naturally has. The typing also only gives Steel's weaknesses so Jirachi is able to get the benefits of the Fighting-type without any of the weaknesses.


Stats: 91 / 164 / 110 / 100 / 90 / 85
Set:
Dragonite @

Ability: Multiscale
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Outrage
- Superpower / Brick Break
- Ice Punch
- Dragon Claw / Dragon Dance

Explanation: Dragon gains the "coveted" Dragon / Fighting combination and now has a SR resistance. Being 4x weak to Fairy is hurtful, but the coverage Dragonite gains is absolutely amazing. Superpower sucks in conjunction with Dragon Dance as it can stop a Dragonite sweep a lot quicker, but Brick Break is pretty weak even with boosts, so it is up to you.


Stats: 79 / 130 / 95 / 110 / 80 / 126
Set:
Tornadus-Therian (M) @

Ability: Regenerator
EVs: 76 Atk / 180 SpA / 252 Spe
Naive Nature
- Superpower
- Hurricane
- U-turn
- Heat Wave

Explanation: Tornadus-T now has access to STAB Superpower as well as a decent offensive typing backed by some nice resistances. Having Regenerator coupled with U-turn makes it an amazing pivot, same as with standard play, but now with a neutrality to Stealth Rock which means it can take neutral hits a lot better. The lack of bulk is really scary, but the nice all around offensive buffs make Torn-T a really good mixed attacker that has sustainability, which offense seems to lack in this metagame.


Stats: 60 / 70 / 80 / 120 / 80 / 145
Set:
Starmie @

Ability: Natural Cure
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Hydro Pump
- Thunderbolt
- Ice Beam
- Rapid Spin / Recover

Explanation: Starmie now has STAB Thunderbolt as well as a better overall typing as it only has two weaknesses to Grass and Ground. It also sports a nice Speed stat of 145, outspeeding a plethora of new threats as well as Megas such as Mega Lopunny. Electric typing also means an immunity to Thunder Wave which is very nice. Rapid Spin can be good to get rid of hazards while Recover can be nice when Starmie forces a switch to continue being a threat as stated before offense has a lack of sustainability in this meta.


Stats: 60 / 55 / 105 / 165 / 105 / 70
Set:
Chandelure @

Ability: Flash Fire
EVs: 248 HP / 252 SpA / 8 SpD
Quiet Nature
IVs: 0 Atk / 0 Spe
- Shadow Ball
- Energy Ball
- Fire Blast
- Trick Room

Explanation: Chandelure now has a reason to use Trick Room, which someone in this thread said sucks, but can be a nice way to fake out offense as well as break through more defensive teams. Chandelure's Flash Fire ability comes in handy as now it makes it immune to its new Fire weakness, it loses out on its Stealth Rock weakness, and it gains a Water resist. Fire Blast is still amazing coverage for the pesky Steel-types not named Heatran.


Ok...I think I am done with sets for now...I really love this meta and I hope this can bring back the theorymonning (as well as urkerab hosting it on his server) as well as the posts :)

Also...this is my 1.5k so here are my shoutouts...


If I forgot about anyone, I am so sorry, but I love you all! n_n
 
Sap Sipper Water/Ground is finally a reality with Azumarill holding Soft Sand... That said though, Sap Sipper Azumarill is still going to be outclassed by its Huge Power counterpart, particularly while holding the Black Belt as that gives it a huge boost to its Attack as well as STAB on its Fighting move of choice. (Losing the Fairy STAB kind of sucks, though.)

Speaking of which, Huge Power/Pure Power users here in general look like they'll be really good with an Attack-boosting accessory. For one thing, Diggersby and Medicham with a +30 Attack boosting accessory and fully invested in Attack with Adamant reach the equivalent of a fully-invested Adamant base 221 and 229 base Attack, respectively; and that's without changing their STAB attack types, no less. (Though both the Soft Sand and the Black Belt do involve losing a bit of Special Defense, which is unfortunate for Medicham and Diggersby since they're both still kind of slow after the change)

Some other thoughts:

-Rhyperior holding the Mystic Water. Sure, the Special Attack boost isn't really doing it many favors, but Ground/Water is a fantastic defensive type especially compared to what it was dealt previously and it really appreciates the Special Defense boost. Doesn't really mind the Speed drop either since it was extremely slow to begin with.
-Spell Tag seems like a good item to give to any primary Dark- or Normal-type for the purposes of defensive synergy, but its boosts are basically useless for the purposes of more defensive Pokémon... Any thoughts?
-There are lots of NFEs here that seem like they'd benefit from the stat boosts and typings given by various accessories... until you realize that they can't hold one of them and the Eviolite at the same time. Probably not their chance to shine.
-Pretty much any Bug-type that doesn't want to keep its previous typing for the purposes of STAB (Volcarona, Galvantula) or wants to hold another item should probably go with the Metal Coat, as it not only gives them Scizor's great typing but also gives them usually well-needed defensive boosts. Too bad Shuckle can't hold it because it causes its base Speed to go below 0.
-Miracle Seed Suicune seems good on paper since it gives boosts to all of its most important stats and improves its typing a bit, but it depends on the passive recovery from Leftovers and its Fire resistance a bit too much to sacrifice them. It also lacks a worthwhile Grass move to use for STAB, but that isn't as important as it's often a mono-attacker.
-lapras gogogo
 

Type: Dark / Fairy
Stats: 95 / 65 / 135 / 60 / 155 / 55
Umbreon @

Ability: Synchronize
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Foul Play
- Heal Bell
- Wish
- Toxic / Protect / Baton Pass

Amazing cleric/staller that's only weak to average attacking types in Poison, Steel and Fairy. Manipulate EVs/Nature to suit your needs. STAB Foul Play looks great in this meta because a lot of offensive mons have lowered defenses. Lack of Leftovers make Protect less useful though.


Type: Dragon / Ground
Stats: 76 / 177 / 100 / 70 / 60 / 97
Haxorus @

Ability: Mold Breaker
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Outrage / Dragon Claw
- Earthquake
- Dragon Dance
- Aqua Tail / Filler

177 Atk with access to Sword/Dragon Dance is going to hurt. Mold Breaker destroys those who would try to abuse Levitate by handing out Electric or Steel typing. Because scarf will most likely be rare, it would be hard to revenge-kill this thing. The added 10 Defense might help it survive an Ice Shard (too lazy to do calcs). If you do calcs, just adjust the speed of Haxorus to outspeed its threats after a DD, then put the rest into defenses. :P
 
Last edited:
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Hi here is code
Code:
    {
        name: "Accessorize",
        desc: ["&bullet; <a href=\"http://www.smogon.com/forums/threads/3546902/\">Accessorize</a>"],
        section: "Other Metagames",

        mod: 'accessorize',
        ruleset: ['OU'],
        onValidateSet: function (set) {
            var template = this.getTemplate(set.species || set.name);
            var item = this.getItem(set.item);
            switch (item.id) {
            case 'charcoal': case 'spelltag': case 'magnet': case 'sharpbeak': case 'dragonfang': case 'nevermeltice':
                if (template.baseStats.def <= 5 || template.baseStats.spd <= 5) return ["" + template.species + " does not have enough Def. or Sp. Def. to hold " + item.name + "."];
                break;
            case 'mysticwater': case 'hardstone': case 'cherishball': case 'metalcoat': case 'miracleseed': case 'poisonbarb':
                if (template.baseStats.spe <= 10) return ["" + template.species + " does not have enough Speed to hold " + item.name + "."];
                break;
            case 'twistedspoon': case 'silkscarf': case 'blackglasses':
                if (template.baseStats.def <= 10) return ["" + template.species + " does not have enough Defense to hold " + item.name + "."];
                break;
            case 'silverpowder': case 'softsand': case 'blackbelt':
                if (template.baseStats.spd <= 10) return ["" + template.species + " does not have enough Special Defense to hold " + item.name + "."];
                break;
            }
        }
    }
Code:
exports.BattleScripts = {
    mixTemplate: function (pokemon, type, deltas) {
        if (!type || !(type in Tools.data.TypeChart)) throw TypeError("Must specify valid type!");
        if (!deltas) throw TypeError("Must specify deltas!");
        if (pokemon.types.indexOf(type) < 0) {
            this.add('-start', pokemon, 'typechange', pokemon.types[0] + '/' + type);
            pokemon.typesData[1] = {type: type, suppressed: false, isAdded: false};
        }
        var template = Object.clone(this.getTemplate(pokemon.species));
        for (var stat in template.baseStats) {
            template.baseStats[stat] += deltas[stat] || 0;
        }
        pokemon.formeChange(template);
    }
};
Code:
exports.BattleItems = {
    "blackbelt": {
        inherit: true,
        onBasePower: function () {},
        onTakeItem: false,
        onSwitchIn: function (pokemon) {
            if (!pokemon.currentSpecies) pokemon.currentSpecies = pokemon.template.speciesid;
            this.add('-item', pokemon, 'Black Belt');
            this.mixTemplate(pokemon, 'Fighting', {atk: 30, def: 15, spd: -10, spe: 5});
        },
        onUpdate: function (pokemon) {
            if (pokemon.currentSpecies !== pokemon.template.speciesid) {
                this.mixTemplate(pokemon, 'Fighting', {atk: 30, def: 15, spd: -10, spe: 5});
            }
        }
    },
    "blackglasses": {
        inherit: true,
        onBasePower: function () {},
        onTakeItem: false,
        onSwitchIn: function (pokemon) {
            if (!pokemon.currentSpecies) pokemon.currentSpecies = pokemon.template.speciesid;
            this.add('-item', pokemon, 'Black Glasses');
            this.mixTemplate(pokemon, 'Dark', {def: -10, spa: 30, spd: 15, spe: 5});
        },
        onUpdate: function (pokemon) {
            if (pokemon.currentSpecies !== pokemon.template.speciesid) {
                this.mixTemplate(pokemon, 'Dark', {def: -10, spa: 30, spd: 15, spe: 5});
            }
        }
    },
    "charcoal": {
        inherit: true,
        onBasePower: function () {},
        onTakeItem: false,
        onSwitchIn: function (pokemon) {
            if (!pokemon.currentSpecies) pokemon.currentSpecies = pokemon.template.speciesid;
            this.add('-item', pokemon, 'Charcoal');
            this.mixTemplate(pokemon, 'Fire', {atk: 25, def: -5, spa: 25, spd: -5});
        },
        onUpdate: function (pokemon) {
            if (pokemon.currentSpecies !== pokemon.template.speciesid) {
                this.mixTemplate(pokemon, 'Fire', {atk: 25, def: -5, spa: 25, spd: -5});
            }
        }
    },
    "cherishball": {
        inherit: true,
        onTakeItem: false,
        onSwitchIn: function (pokemon) {
            if (!pokemon.currentSpecies) pokemon.currentSpecies = pokemon.template.speciesid;
            this.add('-item', pokemon, 'Cherish Ball');
            this.mixTemplate(pokemon, 'Fairy', {def: 25, spd: 25, spe: -10});
        },
        onUpdate: function (pokemon) {
            if (pokemon.currentSpecies !== pokemon.template.speciesid) {
                this.mixTemplate(pokemon, 'Fairy', {def: 25, spd: 25, spe: -10});
            }
        }
    },
    "dragonfang": {
        inherit: true,
        onBasePower: function () {},
        onTakeItem: false,
        onSwitchIn: function (pokemon) {
            if (!pokemon.currentSpecies) pokemon.currentSpecies = pokemon.template.speciesid;
            this.add('-item', pokemon, 'Dragon Fang');
            this.mixTemplate(pokemon, 'Dragon', {atk: 20, def: -5, spa: 20, spd: -5, spe: 10});
        },
        onUpdate: function (pokemon) {
            if (pokemon.currentSpecies !== pokemon.template.speciesid) {
                this.mixTemplate(pokemon, 'Dragon', {atk: 20, def: -5, spa: 20, spd: -5, spe: 10});
            }
        }
    },
    "hardstone": {
        inherit: true,
        onBasePower: function () {},
        onTakeItem: false,
        onSwitchIn: function (pokemon) {
            if (!pokemon.currentSpecies) pokemon.currentSpecies = pokemon.template.speciesid;
            this.add('-item', pokemon, 'Hard Stone');
            this.mixTemplate(pokemon, 'Rock', {atk: 20, def: 30, spe: -10});
        },
        onUpdate: function (pokemon) {
            if (pokemon.currentSpecies !== pokemon.template.speciesid) {
                this.mixTemplate(pokemon, 'Water', {atk: 20, def: 30, spe: -10});
            }
        }
    },
    "magnet": {
        inherit: true,
        onBasePower: function () {},
        onTakeItem: false,
        onSwitchIn: function (pokemon) {
            if (!pokemon.currentSpecies) pokemon.currentSpecies = pokemon.template.speciesid;
            this.add('-item', pokemon, 'Magnet');
            this.mixTemplate(pokemon, 'Electric', {def: -5, spa: 20, spd: -5, spe: 30});
        },
        onUpdate: function (pokemon) {
            if (pokemon.currentSpecies !== pokemon.template.speciesid) {
                this.mixTemplate(pokemon, 'Electric', {def: -5, spa: 20, spd: -5, spe: 30});
            }
        }
    },
    "metalcoat": {
        inherit: true,
        onBasePower: function () {},
        onTakeItem: false,
        onSwitchIn: function (pokemon) {
            if (!pokemon.currentSpecies) pokemon.currentSpecies = pokemon.template.speciesid;
            this.add('-item', pokemon, 'Metal Coat');
            this.mixTemplate(pokemon, 'Steel', {def: 25, spd: 25, spe: -10});
        },
        onUpdate: function (pokemon) {
            if (pokemon.currentSpecies !== pokemon.template.speciesid) {
                this.mixTemplate(pokemon, 'Steel', {def: 25, spd: 25, spe: -10});
            }
        }
    },
    "miracleseed": {
        inherit: true,
        onBasePower: function () {},
        onTakeItem: false,
        onSwitchIn: function (pokemon) {
            if (!pokemon.currentSpecies) pokemon.currentSpecies = pokemon.template.speciesid;
            this.add('-item', pokemon, 'Miracle Seed');
            this.mixTemplate(pokemon, 'Grass', {def: 15, spa: 20, spd: 15, spe: -10});
        },
        onUpdate: function (pokemon) {
            if (pokemon.currentSpecies !== pokemon.template.speciesid) {
                this.mixTemplate(pokemon, 'Grass', {def: 15, spa: 20, spd: 15, spe: -10});
            }
        }
    },
    "mysticwater": {
        inherit: true,
        onBasePower: function () {},
        onTakeItem: false,
        onSwitchIn: function (pokemon) {
            if (!pokemon.currentSpecies) pokemon.currentSpecies = pokemon.template.speciesid;
            this.add('-item', pokemon, 'Mystic Water');
            this.mixTemplate(pokemon, 'Water', {spa: 20, spd: 30, spe: -10});
        },
        onUpdate: function (pokemon) {
            if (pokemon.currentSpecies !== pokemon.template.speciesid) {
                this.mixTemplate(pokemon, 'Water', {spa: 20, spd: 30, spe: -10});
            }
        }
    },
    "nevermeltice": {
        inherit: true,
        onBasePower: function () {},
        onTakeItem: false,
        onSwitchIn: function (pokemon) {
            if (!pokemon.currentSpecies) pokemon.currentSpecies = pokemon.template.speciesid;
            this.add('-item', pokemon, 'Never-Melt Ice');
            this.mixTemplate(pokemon, 'Ice', {atk: 20, def: -5, spa: 20, spd: -5, spe: 10});
        },
        onUpdate: function (pokemon) {
            if (pokemon.currentSpecies !== pokemon.template.speciesid) {
                this.mixTemplate(pokemon, 'Ice', {atk: 20, def: -5, spa: 20, spd: -5, spe: 10});
            }
        }
    },
    "poisonbarb": {
        inherit: true,
        onBasePower: function () {},
        onTakeItem: false,
        onSwitchIn: function (pokemon) {
            if (!pokemon.currentSpecies) pokemon.currentSpecies = pokemon.template.speciesid;
            this.add('-item', pokemon, 'Poison Barb');
            this.mixTemplate(pokemon, 'Poison', {atk: 20, def: 15, spd: 15, spe: -10});
        },
        onUpdate: function (pokemon) {
            if (pokemon.currentSpecies !== pokemon.template.speciesid) {
                this.mixTemplate(pokemon, 'Poison', {atk: 20, def: 15, spd: 15, spe: -10});
            }
        }
    },
    "sharpbeak": {
        inherit: true,
        onBasePower: function () {},
        onTakeItem: false,
        onSwitchIn: function (pokemon) {
            if (!pokemon.currentSpecies) pokemon.currentSpecies = pokemon.template.speciesid;
            this.add('-item', pokemon, 'Sharp Beak');
            this.mixTemplate(pokemon, 'Flying', {atk: 20, def: -5, spd: -5, spe: 30});
        },
        onUpdate: function (pokemon) {
            if (pokemon.currentSpecies !== pokemon.template.speciesid) {
                this.mixTemplate(pokemon, 'Flying', {atk: 20, def: -5, spd: -5, spe: 30});
            }
        }
    },
    "silkscarf": {
        inherit: true,
        onBasePower: function () {},
        onTakeItem: false,
        onSwitchIn: function (pokemon) {
            if (!pokemon.currentSpecies) pokemon.currentSpecies = pokemon.template.speciesid;
            this.add('-item', pokemon, 'Silk Scarf');
            this.mixTemplate(pokemon, 'Normal', {atk: 10, def: -10, spa: 30, spd: 10});
        },
        onUpdate: function (pokemon) {
            if (pokemon.currentSpecies !== pokemon.template.speciesid) {
                this.mixTemplate(pokemon, 'Normal', {atk: 10, def: -10, spa: 30, spd: 10});
            }
        }
    },
    "silverpowder": {
        inherit: true,
        onBasePower: function () {},
        onTakeItem: false,
        onSwitchIn: function (pokemon) {
            if (!pokemon.currentSpecies) pokemon.currentSpecies = pokemon.template.speciesid;
            this.add('-item', pokemon, 'Silver Powder');
            this.mixTemplate(pokemon, 'Bug', {atk: 25, def: 10, spd: -10, spe: 15});
        },
        onUpdate: function (pokemon) {
            if (pokemon.currentSpecies !== pokemon.template.speciesid) {
                this.mixTemplate(pokemon, 'Bug', {atk: 25, def: 10, spd: -10, spe: 15});
            }
        }
    },
    "softsand": {
        inherit: true,
        onBasePower: function () {},
        onTakeItem: false,
        onSwitchIn: function (pokemon) {
            if (!pokemon.currentSpecies) pokemon.currentSpecies = pokemon.template.speciesid;
            this.add('-item', pokemon, 'Soft Sand');
            this.mixTemplate(pokemon, 'Ground', {atk: 30, def: 10, spa: 10, spd: -10});
        },
        onUpdate: function (pokemon) {
            if (pokemon.currentSpecies !== pokemon.template.speciesid) {
                this.mixTemplate(pokemon, 'Ground', {atk: 30, def: 10, spa: 10, spd: -10});
            }
        }
    },
    "spelltag": {
        inherit: true,
        onBasePower: function () {},
        onTakeItem: false,
        onSwitchIn: function (pokemon) {
            if (!pokemon.currentSpecies) pokemon.currentSpecies = pokemon.template.speciesid;
            this.add('-item', pokemon, 'Spell Tag');
            this.mixTemplate(pokemon, 'Ghost', {atk: 25, def: -5, spa: 25, spd: -5});
        },
        onUpdate: function (pokemon) {
            if (pokemon.currentSpecies !== pokemon.template.speciesid) {
                this.mixTemplate(pokemon, 'Ghost', {atk: 25, def: -5, spa: 25, spd: -5});
            }
        }
    },
    "twistedspoon": {
        inherit: true,
        onBasePower: function () {},
        onTakeItem: false,
        onSwitchIn: function (pokemon) {
            if (!pokemon.currentSpecies) pokemon.currentSpecies = pokemon.template.speciesid;
            this.add('-item', pokemon, 'Twisted Spoon');
            this.mixTemplate(pokemon, 'Psychic', {def: -10, spa: 25, spd: 10, spe: 15});
        },
        onUpdate: function (pokemon) {
            if (pokemon.currentSpecies !== pokemon.template.speciesid) {
                this.mixTemplate(pokemon, 'Psychic', {def: -10, spa: 25, spd: 10, spe: 15});
            }
        }
    }
};
Eevee General am i cool enough now D:
Just throwing this out there, but the code doesn't work. at all.
http://replay.pokemonshowdown.com/rom-accessorize-680

First of all, the type changes are only appearance-they have no affect.
Secondly, on every switch they activate, ie landot with 319 / 757 / 366 / 221 / 97 / 331

The code, uhh... needs some work. Each time an accessorized 'mon switched in, it reapplied the boosts (Landorus-T had base 265 attack at the end). Also, typings didn't work at all. Proof:

http://replay.pokemonshowdown.com/rom-accessorize-680
Ninjas everywhere
 
Ok well since people ninja'd me on the bump, but I still had a semi-big post, I wanted to "bump" this because this is an absolutely amazing metagame that doesn't really get enough love. Anyways, onto the post...

So I actually started looking into this deeply once I took over the OM Index and realized the description for this metagame sounded very intriguing. After reading the OP, the game itself has a lot of potential. So here are some sets...

Stats: 95 / 95 / 68 / 120 / 85 / 60
Set:
Clefable @

Ability: Magic Guard
EVs: 252 HP / 252 SpA / 4 SpD
Modest Nature
IVs: 0 Atk
- Moonblast
- Fire Blast / Flamethrower
- Soft-Boiled
- Thunder Wave / Stealth Rock

Explanation:
Charcoal gives Clefable a respectable boost to its Special Attack as well as a nice STAB attachment to its normal coverage move in Fire Blast. Magic Guard also complements this change thanks to Clefable's "immunity" to Stealth Rock. Sadly, this leaves it more susceptible to the likes of Rock-, Water-, and Ground-types moves.

Stats: 95 / 70 / 68 / 115 / 85 / 90
Set:
Clefable @

Ability: Magic Guard
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Moonblast
- Thunderbolt
- Soft-Boiled
- Calm Mind

Explanation:
Magnet gives Clefable a very respectable 90 base Speed and an amazing 115 Special Attack stat with a minimal decrease in bulk. This decrease is subdued by Clefable's access to Calm Mind as it can boosts its Special Defense that the drop is null and void. This also gives Clefable a really cool Electric/Fairy typing, leaving it weak to only 2 types, one of which is common (Ground). It also gives Clefable an immunity to Thunder Wave, which normally cripples "sweepers". The Electric typing also gives Clefable a neat Flying resist which can help tank powerful Brave Birds or Aerilate Returns.

Stats: 95 / 95 / 68 / 120 / 85 / 60
Set:
Clefable @

Ability: Magic Guard
EVs: 252 HP / 252 SpA / 4 SpD
Modest Nature
IVs: 0 Atk
- Moonblast
- Shadow Ball
- Soft-Boiled
- Thunder Wave / Stealth Rock

Explanation:
Spell Tag gives Clefable an amazing typing in Ghost/Fairy and it even gets STAB Shadow Ball (Clefable's movepool is absolutely amazing). The set is pretty self-explanatory, but the cool thing about this set is the ability to have 3 very good immunities in Dragon, Normal, and Fighting as well as an immunity status. THis allows Clefable to act as a deterrent to more than just Dragon-types and a better Fighting check thanks to the buff from resistance to immunity.


Stats: 75 / 120 / 135 / 45 / 65 / 110
Set:
Gliscor @

Ability: Poison Heal
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- U-turn
- Roost
- Stealth Rock / Swords Dance / Stone Edge

Explanation: Giving Gliscor STAB U-turn is so cool especially with the overall physical bulk increase. While it does lose a bit of special bulk, it now has a great Speed stat of 110, allowing it to get off very fast damage while having a decent STAB combination. The cool thing about this is it still gets access to its decent support movepool with Roost, Stealth Rock, Swords Dance, etc. So a Pokemon with reliable recovery, STAB U-turn, and STAB Earthquake makes for a deadly attacker. Being weak to Flying and Fire can be a problem though. Losing out on the reliable combination of Toxic Orb + Poison Heal is a big downside as well, but the pros outweigh the cons in my opinion.


Stats: 100 / 154 / 140 / 95 / 100 / 51
Set:
Tyranitar @

Ability: Sand Stream
EVs: 248 HP / 80 Def / 180 SpD
Relaxed Nature
- Stealth Rock
- Stone Edge
- Pursuit / Crunch
- Ice Beam / Fire Blast

Explanation: While no type change occurs, this proves a very effective item for Tyranitar as it gets a big Defense boost as well as an Attack boost. I went with the Tank EVs (too lazy to try and customize EVs) as it leans towards the moveset. The defense and attack boost allows Tyranitar to hit harder and tank some strong neutral hits and even some mildly powerful supereffective hits.


Stats: 100 / 100 / 125 / 100 / 125 / 90
Set:
Jirachi @

Ability: Serene Grace
EVs: 252 HP / 8 Def / 136 SpD / 112 Spe
Calm Nature
IVs: 0 Atk
- Moonblast
- Toxic
- Wish
- Protect

Explanation: STAB Moonblast is a nice little thing especially when paired with Serene Grace as it now has a 60% chance to lower an opponent's Special Attack stat by one stage. Cherish Ball also gives Jirachi arguably one of the most defensive typings in the game with decent 100 / 125 / 125 bulk. While the lack of reliable recovery sucks, it still learns Wish, which can benefit itself as well as its teammates. Jirachi's EV spread is set so that at base 90 Speed it can still hit the "coveted" 244 Speed stat while hitting a jump point in its Special Defense stat.

Stats: 100 / 125 / 110 / 100 / 90 / 115
Set:
Jirachi @

Ability: Serene Grace
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Iron Head
- U-turn
- Fire Punch / Drain Punch
- Healing Wish

Explanation: Giving Jirachi STAB U-turn is really fun as it now only has one weakness, a greater Speed stat of 115 and a tad bit of physical bulk to take priority a bit easier. It also can still abuse Serene Grace via Iron Head's flinch chance. Fire Punch has a nice 20% chance to burn, but leaves Jirachi walled by quite a few Pokemon while Drain Punch provides recovery, which it lacks.

Stats: 100 / 130 / 115 / 100 / 90 / 105
Set:
Jirachi @

Ability: Serene Grace
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Iron Head
- Drain Punch
- Fire Punch
- U-turn

Explanation: This gives Jirachi STAB Drain Punch, which is really nice since recovery is pretty lacking in terms for offense. Steel/Fighting also helps turn Jirachi's old Dark weakness into a resistance. Steel/Fighting is a really nice combination with the bulk that Jirachi naturally has. The typing also only gives Steel's weaknesses so Jirachi is able to get the benefits of the Fighting-type without any of the weaknesses.


Stats: 91 / 164 / 110 / 100 / 90 / 85
Set:
Dragonite @

Ability: Multiscale
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Outrage
- Superpower / Brick Break
- Ice Punch
- Dragon Claw / Dragon Dance

Explanation: Dragon gains the "coveted" Dragon / Fighting combination and now has a SR resistance. Being 4x weak to Fairy is hurtful, but the coverage Dragonite gains is absolutely amazing. Superpower sucks in conjunction with Dragon Dance as it can stop a Dragonite sweep a lot quicker, but Brick Break is pretty weak even with boosts, so it is up to you.


Stats: 79 / 130 / 95 / 110 / 80 / 126
Set:
Tornadus-Therian (M) @

Ability: Regenerator
EVs: 76 Atk / 180 SpA / 252 Spe
Naive Nature
- Superpower
- Hurricane
- U-turn
- Heat Wave

Explanation: Tornadus-T now has access to STAB Superpower as well as a decent offensive typing backed by some nice resistances. Having Regenerator coupled with U-turn makes it an amazing pivot, same as with standard play, but now with a neutrality to Stealth Rock which means it can take neutral hits a lot better. The lack of bulk is really scary, but the nice all around offensive buffs make Torn-T a really good mixed attacker that has sustainability, which offense seems to lack in this metagame.


Stats: 60 / 70 / 80 / 120 / 80 / 145
Set:
Starmie @

Ability: Natural Cure
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Hydro Pump
- Thunderbolt
- Ice Beam
- Rapid Spin / Recover

Explanation: Starmie now has STAB Thunderbolt as well as a better overall typing as it only has two weaknesses to Grass and Ground. It also sports a nice Speed stat of 145, outspeeding a plethora of new threats as well as Megas such as Mega Lopunny. Electric typing also means an immunity to Thunder Wave which is very nice. Rapid Spin can be good to get rid of hazards while Recover can be nice when Starmie forces a switch to continue being a threat as stated before offense has a lack of sustainability in this meta.


Stats: 60 / 55 / 105 / 165 / 105 / 70
Set:
Chandelure @

Ability: Flash Fire
EVs: 248 HP / 252 SpA / 8 SpD
Quiet Nature
IVs: 0 Atk / 0 Spe
- Shadow Ball
- Energy Ball
- Fire Blast
- Trick Room

Explanation: Chandelure now has a reason to use Trick Room, which someone in this thread said sucks, but can be a nice way to fake out offense as well as break through more defensive teams. Chandelure's Flash Fire ability comes in handy as now it makes it immune to its new Fire weakness, it loses out on its Stealth Rock weakness, and it gains a Water resist. Fire Blast is still amazing coverage for the pesky Steel-types not named Heatran.


Ok...I think I am done with sets for now...I really love this meta and I hope this can bring back the theorymonning (as well as urkerab hosting it on his server) as well as the posts :)

Also...this is my 1.5k so here are my shoutouts...


If I forgot about anyone, I am so sorry, but I love you all! n_n
Boy we are not random we be them PU people :P love ya lad and grats on the post milestone
 
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tfw you have apparently distanced yourself from the UU community ;;
What's UU's loss is OM's gain! :toast:

Just throwing this out there, but the code doesn't work. at all.
http://replay.pokemonshowdown.com/rom-accessorize-680

First of all, the type changes are only appearance-they have no affect.
Secondly, on every switch they activate, ie landot with 319 / 757 / 366 / 221 / 97 / 331



Ninjas everywhere
Tagging urkerab because it's his server
 
I almost wish Ferrothorn was Steel/Grass instead of Grass/Steel so it could get the amazing Steel/Fairy typing while holding a Cherish Ball in this meta. Oh well, at least CB will make Registeel a mixed wall that is only surpassed by Shuckle really, which it would have a better defensive typing than, though it would have literally zero Fairy STAB. Also, Silk Scarf is probably going to break Dragonite's Espeeds. Not really because of an Attack boost, but rather because its gonna get STAB from it. In my head, Spell Tag Bisharp seemed really good but it really doesn't seem worth it because it would lose its Iron Head STAB in exchange for only HP Ghost and Shadow Claw being its only Ghost STAB.
 
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Oh well, at least CB will make Registeel a mixed wall that is only surpassed by Shuckle really, which it would have a better defensive typing than, though it would have literally zero Fairy STAB.
I'm pretty sure that 80/175/175 defenses are better in effect than 20/230/230 defenses given how much higher the former's HP is.

even with that said, Registeel suffers from the same fatal flaw as Shuckle as a wall, as it has no reliable recovery outside of Rest and Rest just simply isn't that good of a move

I agree with your point on Ferrothorn, though. There are a lot of Pokémon here that would benefit from having their primary and secondary type reversed, for that matter.
 
http://replay.pokemonshowdown.com/rom-accessorize-686
Did a test battle against myself and there were some issues in the code. Namely when Lando-T used Earthquake and the other Lando-T was immune to it. (yes, I did make my name Forearm. It's on my other computer and I really just wanted to steal the name Forearm because it was available. And using moves in the wrong scenario was done to represent misclicks.)

Wow, Black Belt Bisharp is much more powerful than I thought it would be. Granted, it was 4x boosted when it swept most of the other team, but it still dealt a lot of damage to Coat Ferrothorn even without Swords Dance or STAB due to the aforementioned issues.

http://replay.pokemonshowdown.com/rom-accessorize-704
Did another match against myself and Lando-T is seriously glitched to the point of nigh-invulnerability. And Ferrothorn's negative speed results in it becoming blisteringly fast, and it is so fast it results in Gyro Ball having negative power. Lando-T's negative Special Defense resulted in pretty much no special moves being able to deal more than scratch damage to it, ever.
 
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Strategies, Suspects, and Resources
~#~

QUESTION:
Should we quick-ban Shedinja w/ Metal Coat?



It's not a question of if, it's a question of when. Shedinja wearing a Metal Coat has only 1 type weakness and will undoubtedly dominate the metagame initially.

-No longer vulnerable to poison or Toxic
-No longer vulnerable to sandstorm damage
-Immune to every type bar Fire
I can see this becoming rather ridiculous. Ban it faster than a Deoxys-S with a choice scarf, timid nature and 252 speed evs.
 

Type: Water / Steel
Stats: 95 / 60 / 104 / 100 / 150 / 71
Milotic @

Ability: Marvel Scale
EVs: 248 HP / 252 Def / 8 SpD
Relaxed Nature
- Scald
- Rest
- Sleep Talk
- Dragon Tail

Marvel Scale boosts your defense to a whopping 505 while asleep. With 11 resistances and 1 immunity, Water/Steel is still one of the better type combinations out there. Cherish Ball is also an option if you fear Black Belt and Soft Sand users.


Type: Rock / Fighting
Stats: 72 / 135 / 130 / 54 / 76 / 73
Barbaracle @

Ability: Tough Claws
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Cross Chop / Brick Break
- Stone Edge
- Shell Smash
- Substitute / Earthquake

Shell Smash and destroy everything in sight. Great dual STAB and Tough Claws. Earthquake to kill Fairy/Steel or Ghost/Steel. Can also go Rock/Dragon to get STAB Dragon Claw, and just use your Fighting and Ground coverage moves to fight off Steel.



Mew looks great because aside from fulfilling any role you want, Knock Off is nerfed and therefore less prevalent in the meta.
 
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Just as a word of warning I was able to get Lando-T with Silver Powder to over 8000 Attack just by getting 4x from Swords Dancing, and well above 1000 Speed. Ferrothorn ended up with negative Speed that ended up behaving like it had well over 900 Speed for whatever reason too. Ferrothorn for top speedster
EDIT: BST boost/drop stacking seems to have been fixed, Lando-T is now more reasonable and not able to get up to 8000 Attack.
 
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Nalei

strong, wild garbage
is a Tiering Contributor Alumnus
Metagame looks sweet! I had a couple ideas:..

Cherish Ball Chansey looks like a nightmare with 30 defense and even more special defense. It can wall just about anything now and here's some calcs to prove it:
252+ Atk Life Orb Huge Power Diggersby Return vs. 4 HP / 252+ Def Eviolite Chansey: 253-300 (39.4 - 46.7%) -- guaranteed 3HKO
252 SpA Mega Charizard Y Fire Blast vs. 4 HP / 252 SpD Eviolite Chansey in Sun: 138-163 (21.4 - 25.3%) -- 0.2% chance to 4HKO
It appears the only thing that can really break it is physical Poison and Steel types in addition to set-up pokemon.
252 Atk Adaptability Mega Beedrill Poison Jab vs. 4 HP / 252+ Def Eviolite Chansey: 352-416 (54.8 - 64.7%) -- guaranteed 2HKO
252 Atk Tough Claws Mega Metagross Meteor Mash vs. 4 HP / 252+ Def Eviolite Chansey: 374-444 (58.2 - 69.1%) -- guaranteed 2HKO

Black Belt Tyranitar anyone? It loses out on it's crippling 4x weakness and has a pretty average typing instead. The boost in speed and attack make it's Dragon Dance set more viable and it can make use of the Fighting STAB with Low Kick/Superpower. After a Dragon Dance it can actually outspeed pokemon as fast as Tornadus-T and has as much attack as a Mega Tyranitar.
 

EV

Banned deucer.
Metagame looks sweet! I had a couple ideas:..

Cherish Ball Chansey looks like a nightmare with 30 defense and even more special defense. It can wall just about anything now and here's some calcs to prove it:
252+ Atk Life Orb Huge Power Diggersby Return vs. 4 HP / 252+ Def Eviolite Chansey: 253-300 (39.4 - 46.7%) -- guaranteed 3HKO
252 SpA Mega Charizard Y Fire Blast vs. 4 HP / 252 SpD Eviolite Chansey in Sun: 138-163 (21.4 - 25.3%) -- 0.2% chance to 4HKO
It appears the only thing that can really break it is physical Poison and Steel types in addition to set-up pokemon.
252 Atk Adaptability Mega Beedrill Poison Jab vs. 4 HP / 252+ Def Eviolite Chansey: 352-416 (54.8 - 64.7%) -- guaranteed 2HKO
252 Atk Tough Claws Mega Metagross Meteor Mash vs. 4 HP / 252+ Def Eviolite Chansey: 374-444 (58.2 - 69.1%) -- guaranteed 2HKO
Chansey can't hold both a Cherish Ball and Eviolite. =/
 

Nalei

strong, wild garbage
is a Tiering Contributor Alumnus
Chansey can't hold both a Cherish Ball and Eviolite. =/
Good point lol. I forgot about that... Well, although the calculations are no longer viable, Cherish Ball Blissey could work as a Chansey alternative. It has better defense and HP than Eviolite Chansey. The Normal/Fairy typing and higher special attack would also be interesting even you do lose out on a little special defense.
 

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