Metagame name: Echo Chamber
Metagame premise: All moves become multi-hit, and will repeat until they are one repetition under breaking 120BP. So for instance, Ember has 40BP so would hit 3 times to reach 120BP. Flame Charge has 50BP, so it would hit twice to reach 100BP, since hitting 3 times would push it over 120BP.
Multi-hit moves will repeat as many times as they need to to reach the same criteria as other moves, ignoring their maximum or minimum rolls, so icicle spear will hit 4 times to reach 100BP (actually a nerf to something like cloyster) and twineedle will hit 4 times also.
Moves that increase power on hit (such as ice ball, rolling kick, fury cutter) will stop before breaking 120BP, but will remember their base power for future turns. So Ice Ball hits 30, then 60BP turn one (for 90 BP total), then turn 2 would hit for 120BP. Fury Cutter hits for 40, then 80 BP turn one (for 120 BP total), then 160BP turn 2. Rolling kick hits 4 times total, hitting 10, 20, 30, 40BP.
PRIORITY MOVES ARE UNAFFECTED. If a move says it doubles in power such as payback, it will take into account its changed BP when working out how many times it should repeat. So Pursuit repeats 3 times when its 40BP, and once happens once at 80BP.
Potential bans and threats:
Bans:
-Serene Grace
-Accuracy lowering moves
-Probably Astonish
-Probably hidden power (so everything doesnt get any coverage move of its choice)
-Kings Rock
-Stench
Some threats:
Beedrill-Mega @ Beedrillite
Ability: Adaptability
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Fell Stinger
- Poison Sting
- U-turn
- Pursuit
Fell Stinger hits twice, for 100BP, making it a deadly sweeping moves and Poison Sting hits 8 times, for a >90% poison chance. Pursuit becomes 120BP, which makes it excellent at trapping dark-weak pokemon who pretty much stand no chance whether they leave or stay.
Marowak-Alola @ Thick Club
Ability: Lightning Rod
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Flame Charge
- Bulldoze
- Shadow Bone
- Rock Smash
Marowak gets to hit hard and fast with Flame Charge which hits twice, resulting in +2 speed afterwards. Bulldoze has a similar effect, slowing the opponent by -2. Rock Smash has a good chance of lowering the opponents defense and gives good coverage.
Questions for the community:
-Any ideas for threats that will arise? Any moves that scream to be banned? We had some good ideas on the OM chat already but would be cool to hear more :T
-Theres a possibility that the cutoff could be at 100BP rather than 120. This would neuter some powerful threats like hidden power, and acid spray. The other option would be to leave em all in and see what comes out on top? Any thoughts on that?
-Any sets or ideas in general appreciated!
Metagame premise: All moves become multi-hit, and will repeat until they are one repetition under breaking 120BP. So for instance, Ember has 40BP so would hit 3 times to reach 120BP. Flame Charge has 50BP, so it would hit twice to reach 100BP, since hitting 3 times would push it over 120BP.
Multi-hit moves will repeat as many times as they need to to reach the same criteria as other moves, ignoring their maximum or minimum rolls, so icicle spear will hit 4 times to reach 100BP (actually a nerf to something like cloyster) and twineedle will hit 4 times also.
Moves that increase power on hit (such as ice ball, rolling kick, fury cutter) will stop before breaking 120BP, but will remember their base power for future turns. So Ice Ball hits 30, then 60BP turn one (for 90 BP total), then turn 2 would hit for 120BP. Fury Cutter hits for 40, then 80 BP turn one (for 120 BP total), then 160BP turn 2. Rolling kick hits 4 times total, hitting 10, 20, 30, 40BP.
PRIORITY MOVES ARE UNAFFECTED. If a move says it doubles in power such as payback, it will take into account its changed BP when working out how many times it should repeat. So Pursuit repeats 3 times when its 40BP, and once happens once at 80BP.
Potential bans and threats:
Bans:
-Serene Grace
-Accuracy lowering moves
-Probably Astonish
-Probably hidden power (so everything doesnt get any coverage move of its choice)
-Kings Rock
-Stench
Some threats:
Beedrill-Mega @ Beedrillite
Ability: Adaptability
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Fell Stinger
- Poison Sting
- U-turn
- Pursuit
Fell Stinger hits twice, for 100BP, making it a deadly sweeping moves and Poison Sting hits 8 times, for a >90% poison chance. Pursuit becomes 120BP, which makes it excellent at trapping dark-weak pokemon who pretty much stand no chance whether they leave or stay.
Marowak-Alola @ Thick Club
Ability: Lightning Rod
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Flame Charge
- Bulldoze
- Shadow Bone
- Rock Smash
Marowak gets to hit hard and fast with Flame Charge which hits twice, resulting in +2 speed afterwards. Bulldoze has a similar effect, slowing the opponent by -2. Rock Smash has a good chance of lowering the opponents defense and gives good coverage.
Questions for the community:
-Any ideas for threats that will arise? Any moves that scream to be banned? We had some good ideas on the OM chat already but would be cool to hear more :T
-Theres a possibility that the cutoff could be at 100BP rather than 120. This would neuter some powerful threats like hidden power, and acid spray. The other option would be to leave em all in and see what comes out on top? Any thoughts on that?
-Any sets or ideas in general appreciated!
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