Move Equality (Now playable on Aqua Server!)

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Now playable on the Aqua Server!

Approved by Eevee General and The Immortal

Move Equality is a metagame built on one simple rule:

All moves that deal non-priority damage now have 90 power and 100 accuracy, while their side effects remain identical.

There are a couple of exceptions for balance purposes, but that's the rule. The big one is that any side effects that would change the move's base power are negated - so Knock Off still removes items, but has 90 BP whether it knocks something off or not. (So no, Acrobatics isn't ruining this metagame.) Also, moves that hit twice have 45 BP, while moves that hit 2-5 times have 25 BP. (EDIT: for clarification, since some people have asked about this, moves with varying base power such as Eruption or Return are set to a consistent 90/100.)

As you might imagine, secondary effects are everything in this meta. Coverage also skyrockets, as random moves like Mud-Slap can now actually hurt things in the right hands. Tons of mons gain new niches, especially if they have a rare move with a great side effect that's actually useful now.

While this meta is based on standard OU, it has its own banlist on top of OU's restrictions. This list may change as suspects become apparent.

Ban list is as follows:

Pokemon:
- Greninja (its coverage becomes even more ridiculous than it already is; it hits literally everything except Sableye SE with very strong STAB now)


Moves:
- Dynamic Punch (constant confusion spam is just stupidly annoying to play against; I want this meta to be fun)


So, your thoughts?
 
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Here's a listing of most of the current OU tier in Move Equality (with big thanks to Mygavolt who wrote most of this; I just made a few edits, with some of my own ideas. Mygavolt's original post on this is here.) Note, this doesn't yet include viable UU Pokemon; I'm sure there are plenty of those waiting to be discovered.

The OU Tier in Move Equality
: Physical Altaria can use Bulldoze and either Body Slam or Rage for STAB; Swift, Dragon Breath, and Flamethrower or Mud-Slap for the special set.
: Play Rough and Aqua Jet stay, but Knock Off is more consistent and Power-Up Punch is greatly buffed. Also, Waterfall remains its best Water STAB.
: Sucker Punch stays, Knock Off is more consistent, and Pursuit is buffed. Not much else to note.
: Technician sets are mostly unchanged, but it can now effectively run Low Sweep just like it used to in BW2, letting it 2HKO things that could have otherwise forced it out. Also, Power-Up Punch.
: Its offensive presence is entirely unchanged (Seismic Toss still does a fixed 100 damage), but judging by the buffs in Power-Up Punch, Drain Punch, and Psyshock, I say its defensive capabilities have taken a turn for the worse. For instance, bulky Latias used to have a 17.5% chance to 3HKO with Psyshock, but now...
- 184 SpA Life Orb Latias Psyshock vs. 4 HP / 252+ Def Eviolite Chansey: 214-253 (33.3 - 39.4%) -- guaranteed 3HKO
...Yeah.
: For Zard-X, Dragon Rush is its new Dragon STAB, Flame Charge is its new Fire STAB, and Power-Up Punch can be used over Earthquake (although Azumarill walls it). For Zard-Y, Inferno is its best Fire STAB, Mud-Slap is a new coverage option, Solar Beam and Focus Blast remain its only Grass and Fighting-type moves (respectively, Hidden Power notwithstanding), and Air Slash is buffed.
: STAB is unchanged (unless you need Disarming Voice to counteract Mud-Slap shenanigans), but Mud-Slap gives it new coverage. Like Chansey, it seems to be in slightly more danger than before due to certain moves being buffed (namely, Poison Jab and Iron Head).
: Drain Punch is buffed, Knock Off is "buffed", Ice Punch is buffed, Mach Punch is the same. Poison Jab is buffed, and Stone Edge is lowered in power (but Rock Tomb is better due to its Speed dropping effect). Also, Power-Up Punch.
: Extreme Speed is the same, Dragon Rush is its new Dragon STAB, Aerial Ace is actually usable, elemental punches are better, and Power-Up Punch over Superpower.
: Rapid Spin does decent damage, Bulldoze over Earthquake, Rock Tomb over Rock Slide (it doesn't get Smack Down), Iron Head stays, not much else to note.
: Seed Bomb over Power Whip for more PP, Metal Claw over Gyro Ball for more PP and a chance to raise Attack, not much else to note.
: Buffed Drain Punch, Knock Off, and Zen Headbutt. Also, Power-Up Punch.
: Sand Tomb or Bulldoze for Ground STAB, Dragon Rush for Dragon STAB. Rock Tomb (no Smack Down) and Flamethrower (which, on ScarfChomp, is now a 3HKO on P.Def Skarm) for coverage. Dragon Breath for special STAB on mixed sets (3HKO on 252/8 Impish Lando-T). Buffed Fire Fang as well.
: Swift or Round for Pixilate-boosted STAB on Mega Gardevoir (Moonblast on regular Gardevoir), Psyshock for Psychic STAB, gets Mud-Slap as a new coverage move.
: Ominous Wind or Shadow Ball for Ghost STAB, Smog or Clear Smog for Poison STAB, more accurate Focus Blasts.
: Aerial Ace for Flying STAB, Bulldoze or Sand Tomb for Ground STAB, and "buffed" Knock Off.
: Buffed Psyshock, Charge Beam, and Hidden Power.
: Buffed Waterfall, buffed Bounce on non-Mega, buffed Bite and Mold Breaker Bulldoze on Mega.
: Buffed Lava Plume and Flash Cannon, Mud-Slap over Earth Power, and Ancient Power actually does something.
: Yep, buffed Arm Thrust. No need to risk those defenses over Close Combat.
: Slightly buffed Secret Sword, greatly buffed Icy Wind and Hidden Power, no reason to not use Scald over H-Pump.
: Nerfed Outrage and Fusion Bolt, buffed Dragon Claw, and prefers Icy Wind over Ice Beam. Rock Smash is a thing as well.
: Can run Sheer Force for no added effects in exchange for 120 BP instead of 90. It's strong, but is it worth it? If not, it still has Sand Force. No changes to its repertoire outside of buffed Hidden Power (not SF boosted).
: Bulldoze over Earthquake, Smack Down over Stone Edge, Rock Smash over Superpower (if applicable), buffed U-turn, and "buffed" Knock Off.
: Dragon Breath over Draco Meteor, buffed Psyshock/Mist Ball and Hidden Power, and Mud-Slap as additional coverage.
: Same as above, only with Luster Purge instead of Mist Ball.
: Power-Up Punch. Headbutt (or Double Hit for subs, or Dizzy Punch for funsies). Buffed elemental punches.
: Buffed Hidden Power, Charge Beam, Mirror Shot, and Volt Switch, plus a more accurate Zap Cannon.
: Bulldoze over Earthquake, buffed Icicle Crash, Rock Smash over Superpower (if applicable), only needs 4 SpA EVs with neutral nature and Life Orb to 2HKO P.Def Rotom-W with Freeze-Dry (no SR).
: Slightly weaker Foul Play, "buffed" Knock Off.
: Buffed Volt Switch, Discharge, and Hidden Power; Flamethrower over Overheat; Mud-Slap for additional coverage.
: Buffed Zen Headbutt, elemental punches, Bulldoze, and Pursuit, plus more accurate Meteor Mash and more consistent Grass Knot (which 2HKOs P.Def Rotom-W, no hazards needed).
: So many options. Knock Off, Zap Cannon, Infestation/Whirlpool, Frost Breath, I'm sure there's a ton more yet to be discovered - be creative!
: This has been mentioned before, so I'll just shamelessly quote the post directly.
Pinsir looks really fun in this meta. It has access to a lot of fun STAB moves like Bind (technically the strongest due to the extra damage from being trapped, and it prevents double switches), Headbutt (sick flinches m8), Facade (stops burns from destroying you), and Secret Power (I think this paras, making it better than Body Slam due to Body Slam being Emerald / FR LG tutor move. Also has more PP so there's that). It also gets Storm Throw for coverage and pseudo-STAB that bypasses defenses. That's pretty good. It also has other coverage options like Rock Slide, Bulldoze (which is better than EQ in every way), Knock Off and its Bug STAB (so Bug Bite). M-Pinsir is a mean little bug.
: Weaker but more accurate Hydro Pump, stronger Volt Switch, and other options in Mud-Slap, Discharge, Charge Beam, and the awesome new Hidden Power.
: Weaker Foul Play and "buffed" Knock Off for non-Mega, buffed Snarl for Mega.
: Dragon Rush and/or Aerial Ace for STAB, Bulldoze as a better Earthquake, and buffed Fire Fang.
: Technician Bullet Punch, buffed U-turn and Pursuit, "buffed" Knock Off, and Rock Smash over Superpower (if applicable).
: Buffed Aerial Ace and Steel Wing are all it gets for offense, buffed Rock Smash makes Double Dance more viable than it's ever been, and nerfed Fire Blast helps its defensive prowess.
: Buffed Scald and Psyshock, as if this thing needed a buff, and key resistances to the two 100% crit moves (Frost Breath and Storm Throw) to complement its Shell Armor.
: Round (more PP; Swift inaccessible) for STAB; buffed Psyshock, Shadow Ball, and Hidden Power.
: Peck over Brave Bird (more PP; Talonflame fears little from accuracy shenanigans but can still run Aerial Ace if you're really worried), Flame Charge over Flare Blitz, buffed U-turn.
: Rock Tomb or Smack Down for Rock STAB, a number of Fighting STAB options (Double Kick for subs, Sacred Sword to bypass stat changes, or Rock Smash to wear down the opposition), Bulldoze over Earthquake (if applicable), and buffed X-Scissor and Hidden Power.
For the record: 4 SpA Life Orb Terrakion Hidden Power Ice vs. 252 HP / 0 SpD Gliscor: 328-390 (92.6 - 110.1%) -- guaranteed OHKO after Stealth Rock
: Appreciates buffed Charge Beam, Hidden Power, and Rock Smash, as well as a more accurate Focus Blast.
: Buffed Pursuit (no reason to use Crunch), Rock Tomb or Smack Down over Stone Edge, Bulldoze over Earthquake, buffed elemental punches, and Power-Up Punch is a thing.
: Buffed Giga Drain (it doesn't get Absorb), Sludge over Sludge Bomb for more PP, and buffed Hidden Power.
: More accurate Zap Cannon, buffed Air Cutter (hooray Flying STAB) and U-turn, and slightly weaker but more accurate Heat Wave. Also, Charge Beam and Hidden Power.


And BL
: Buffed Confusion (for more PP than Psychic), more accurate Focus Blast, buffed Shadow Ball and Hidden Power. Not sure how useful Trace can be.
: One of few Adaptability users; Aqua Jet and Knock Off stay, but Waterfall is (arguably) better than Crabhammer.
: Buffed Ancient Power—no need for Diamond Storm—and Hidden Power.
: Façade over Return to counteract potential burns, Bulldoze over Earthquake as usual, buffed U-turn and elemental punches.
: Aerial Ace for Flying STAB; Power-Up Punch and/or Drain Punch for Fighting STAB; buffed Fire Punch and Thunder Punch; can probably settle for Limber (or Mold Breaker, chiefly for Unaware) over Unburden.
: Slightly nerfed Foul Play; nerfed Fire Blast helps its defensive prowess
: Buffed Scald; that's about it.
: Buffed Power-Up Punch/Drain Punch, Zen Headbutt, and elemental punches; also gets Bullet Punch.
: Has potential to flinch things with buffed Steamroller and Rock Slide; Bulldoze vs. Rock Smash depends on what type of coverage is required, but Rock Smash has the superior effect from Scolipede's perspective.
: Smeargle does not deal damage, nor does it know how to take hits, so it remains unchanged in this metagame.
: Got hit hard here, with nearly all its options becoming a lot weaker. It does appreciate buffed U-turn though, and does have slightly stronger moves with Reckless...but still, probably not worth it overall.
: Same deal as Incarnate Thundurus, only with more SpA and less Speed (and less Atk, which hardly matters).
: Buffed Air Slash and Aura Sphere; Hustle sets (heh) appreciate buffed Aerial Ace and Drain Punch.
: Buffed Air Slash or more accurate Hurricane; buffed Rock Smash or more accurate Focus Blast; "buffed" Knock Off; and buffed U-turn.
: Buffed Silver Wind...oh, hello, Shield Dust.
: RIP V-create; how about Flame Charge and Power-Up Punch instead? Or, maybe a special set with a more accurate Inferno and buffed Psyshock and Charge Beam.
: Buffed Fiery Dance and Giga Drain; can also put Silver Wind/Struggle Bug or Hidden Power to use.
: Buffed Pursuit and Icicle Crash; also likes Power-Up Punch.
: Bulldoze over Earthquake; Zygarde unfortunately does not get Dragon Rush, so Outrage and Dragon Tail are its only Dragon STAB options; heck, it doesn't even get Smack Down or Rock Tomb, so Rock Slide is its best coverage option.


Also, I'd like to give a shoutout to Rotom-Heat, being resistant to BoltBeam and immune to paralysis, burn, and Mud-Slap. (For the record, no Mold Breaker runs Mud-Slap with pride.)

Rotom-Heat @ Leftovers
Ability: Levitate
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Hidden Power Fire
- Volt Switch
- Will-O-Wisp
- Pain Split

ChestoRest can be used over Pain Split for more immediate, albeit one-time, recovery that can also cure toxic poison.
 
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MZ

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FIRST This concept seems really cool and I want to like it, but scald just became the best move in the game... along with discharge and lava plume etc. cry. Stall seems to have gotten a buff because you can't hit as hard and you get higher damage moves without investing more tho. I wouldn't mind banning mud slap with dynamic punch tho, it seems just as cancerous
 

canno

formerly The Reptile
It's odd. On one hand Stall loves the fact that everything is only 90 BP. However, Offense loves the fact that everything now has great coverage. Notably Hidden Power is stupid here, letting you get coverage in case you didn't have some random low BP coverage move to use. Sheer Force Lando-I can go Physical for even more stronkness with Bulldoze, Rock Slide, Iron Tail, and Knock Off or Rock Smash. It can even use Rock Slide. Special sets meanwhile can run Hidden Power Flying for Flying STAB. Sadly it doesn't get much else outside of more PP on its moves (Mud Shot and Extrasensory have more PP than there counterparts)
 
Interesting that technician now only boosts priority and multihit moves now

Scizor @ scizorite.
Technician
-bullet punch
-u-turn
-pursuit
-quick attack/feint/double hit/metal claw

U-turn now hits stronger as does pursuit(which while no longer doubling in power still pseudo traps). Last move is up to you

Breloom @ focus sash
Technician
-spore
-bullet seed
-mach punch
-swords dance/rock tomb/filler

Basically standard breloom

Similarly,
Hitmontop @ filler
Technician
-mach punch
-triple kick(how would this one work)
-rapid spin
-pursuit/fake out/filler

Takes advantage of rapid spin

Heracross @ heracronite
-pin missile
-arm thrust
-rock blast
-bullet seed/aerial ace

Now has a reason to run arm thrust

Also interesting to note is that pursuit and koff outclass every other physical dark move foul play non-inclusive.
 
Charizard-y with inferno may be anoying, with a spam able high power attack of roughly 200 base Power after stab and drought. Oh and it burns.
traping moves are going to be fun. (Binding band)
Multiple boost areally going to become eiser to handle setting up
all hail mega scizor and his high power priority plus swords dance
Skill link is now the flat out best ability for raw power out side of pure/huge power,
basically this meta I get the feeling is going to get stall fast, and I'm trying to find ways to break that mold
other things adaptability is going to be use full for boosting power as well
the only things that will use moves with a stat debuf are contrary users.
Technician is nerfed drastically (only priority and multi hit)
Draining moves in general are going to be evil
Hidden power
how does return/frustration work

Edit discuss power up punch
 
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.

Aerodactyl @ aerodactylite
-aerial ace
-smack down
-rock smash
-pursuit

Recoil moves are inferior to everything else.
 
Discuss Draining Kiss. 90 base power move that provides 67.5 base power worth of healing. Far superior to Giga Drain and not fun to deal with at all.

Speaking of moves with variable base power, how do Eruption and Water Spout work?

Also yeah how does Triple Kick work? 15 BP first hit + 30 BP second hit + 45 BP third hit? And Beat Up now has 15 base power per hit, I presume?

Victini sounds scary with STAB Inferno, while Mew has Zap Cannon and is more than happy to inflict Para on everything with it. V-create is no longer relevant at all. Draco Meteor and Leaf Storm have died sad, sad deaths. Celebi appreciates 90 base power Giga Drains.

Gyro Ball and Iron Tail are amazing Steel coverage on everything. Diancie appreciates the sudden appearance of an almost-useful Physical movepool, and the advent of godly Hidden Power.

Mega Metagross is buffed with a more accurate Meteor Mash.

Hidden Power on everything it is the best move okay.

Elemental Fangs are good coverage. Tyrantrum is powerful with 135 base power Poison Fangs.

Anything that had Aerilate/Pixilate/Refrigerate and nothing to abuse it with on the Special side no longer has that problem, as everything ever learns Round. Round is officially superior to Hyper Voice due to having more PP.

Charge Beam is now the best Electric move that isn't Zap Cannon. Flame Charge is the best physical Fire move. Razor Shell is the best physical Water move. Crush Claw is the best physical Normal move (other than Rapid Spin). Rock Smash is second place to Power-up Punch as the best physical Fighting move.

Mega Blastoise is amazing. Water Pulse hits 202 base power after Mega Launcher and STAB, while the rest of its coverage is 135 base power Fighting/Dragon/Dark.
 
Oh and I forgot, mega sharpedo has 135 base power coverage from the fangs(electric , toxic)
and more power from crunch/bite (202.5 I think)(bite is better than crunch now)
also super launcher (blastoise) has power now with water pulse being at 202.5 bp (after stab and launcher) as well as dragon and dark coverage and fighting coverage at 135 bp after ability really any of the high power boost abilities are awsome
edit ninjad
 
OKAY actually everything that learns Storm Throw or Frost Breath is now shooting up the tier list, with these moves having 135 base power before STAB.

Icy Wind, Bulldoze, and Rock Tomb are great fun to abuse.

Edit: Also Struggle Bug and Snarl. Snarl may in fact be the best Dark-type Special move.
 
Secondary effects may not influence the meta as much as Abilities that boost the power of moves. Some thoughts:

- Stall looks great. No more turning 3HKOs into 2HKOs. Althought there is the fear of coverage, you can always handle it with a good core (More so once top threats are identified).

- As mentioned, Abilities that boost power are wonderful here. Weather, MBlastoise, Tough Claws, Adaptability, Guts, Ateabilities etc are all wonderful.

- Mega Heracross and Cloyster got a considerable boost to their already decent niches.

- Fairy Spam is the new Bird Spam!

- Klefki has a decent niche is CM/Iron Defense/Draining Kiss/HP Fire on a bulky spread.
 
I'm loving some of the ideas people are coming up with, this stuff sounds like so much fun to abuse now.

Something I thought of that could be very anti-meta (if the meta is like what I imagine it's going to be like):

Chandelure @ Choice Scarf
Ability: Flash Fire
- Inferno
- Shadow Ball (still the best special Ghost move, lol)
- Hidden Power (probably Ground or Fighting, but whatever works)
- Clear Smog / Energy Ball / Psychic

Chandy's immunity to both Fire and Fighting coupled with its excellent resists (Fairy in particular) give it countless opportunities to switch in and start wreaking havoc with the amazing new Inferno, spreading burns and revenge killing everything. Couple this with M-Stoise and you're already got a great offensive core right there.

Oh, and PS:
Also yeah how does Triple Kick work? 15 BP first hit + 30 BP second hit + 45 BP third hit? And Beat Up now has 15 base power per hit, I presume?
Sure, sounds good, let's go with that.

(Yeah, I hadn't considered those two moves beforehand, sorry ._.)
 

Pikachu-Belle (F) @ Light Ball
Ability: Lightning Rod
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly/Hasty Nature
- Nuzzle
- Icicle Crash
- Knock Off / Volt Switch
- Rock Smash / Volt Switch

Belle Pikachu no longer has to worry about Icicle Crash missing, and Nuzzle acts as a physical Zap Cannon. Knock Off is Knock Off, Rock Smash is for things like Magnezone that don't mind its other moves, and Volt Switch is for momentum (plus it works as a special move for Lightning Rod).

Or just use special Pikachu with Charge Beam, HP Ice, and Mud-slap. Maybe Draining Kiss from Pop Star Pikachu, but that doesn't offer any better coverage type-wise.


So, moves that need clarification:
  • Crush Grip and Wring Out
  • Eruption and Water Spout
  • Fling
  • Gyro Ball and Electro Ball
  • Magnitude
  • Natural Gift
  • OHKO moves (I know OHKO clause is a thing, but I'm just wondering)
  • Punishment
  • Return and Frustration
  • Reversal and Flail
  • Super Fang
  • Trump Card
  • Grass Knot, Low Kick, Heavy Slam, Heat Crash
(Edited) According to the updated OP, the moves crossed out are indeed 90 power 100 accuracy moves, but I am still wondering about Super Fang and the OHKO moves.

Also, a few more questions:
  1. Do cumulative moves, like Fury Cutter and Rollout, increase in power or just stay at 90 no matter how many times they're used?
  2. Do multi-hit moves maintain their accuracies, or are their accuracies changed to 100?
  3. Are never-miss moves changed from NaN (not a number) accuracy to 100 accuracy? If so, does that change anything?
  4. Is PP modified in any way? It may not seem too big of a factor, but I feel it at least amounts to something.

Oh, and one more thing: a list of moves with likely secondary effects, just because I feel like it.
  • Inferno: burn
  • Nuzzle: paralysis
  • Zap Cannon: paralysis
  • Dynamic Punch: confusion BANNED
  • Mystical Fire: +1 SpA user
  • Snarl: -1 SpA target
  • Struggle Bug: -1 SpA target
  • Bulldoze: -1 Spe target
  • Icy Wind: -1 Spe target
  • Mud Shot: -1 Spe target
  • Rock Tomb: -1 Spe target
  • Mud-Slap: -1 Acc target
  • Power-Up Punch: +1 Atk user
  • Chatter: confusion (not so banned)
  • Flame Charge: +1 Spe user
  • Acid Spray: -2 SpD target
  • Electroweb: -1 Spe target
  • Glaciate: -1 Spe target
  • Low Sweep: -1 Spe target
And then there's Charge Beam, the only move with a 70% effect, which gives the user +1 SpA.
  • Sacred Fire: burn (and sacred cauldron bubble)
  • Poison Fang: toxic poison
  • Crush Claw: -1 Def target
  • Razor Shell: -1 Def target
  • Rock Smash: -1 Def target
  • Mist Ball: -1 SpA target
  • Luster Purge: -1 SpD target
  • Leaf Tornado: -1 Acc target
  • Octazooka: -1 Acc target
  • Diamond Storm: +1 Def user
  • Fiery Dance: +1 SpA user
  • Smog: poison
  • Seed Flare: -2 SpD target
  • Night Daze: -1 Acc target
  • Lava Plume: burn
  • Scald: burn
  • Searing Shot: burn
  • Steam Eruption: burn
  • Body Slam: paralyze
  • Discharge: paralyze
  • Dragon Breath: paralyze
  • Force Palm: paralyze
  • Lick: paralyze
  • Spark: paralyze
  • Gunk Shot: poison
  • Poison Jab: poison
  • Poison Sting: poison
  • Sludge: poison
  • Sludge Bomb: poison
  • Hurricane: confusion
  • Iron Tail: -1 Def target
  • Moonblast: -1 SpA target
  • Mirror Shot: -1 Acc target
  • Mud Bomb: -1 Acc target
  • Muddy Water: -1 Acc target
  • Thunder: paralyze

Anything below 30% I omitted. Also, Freeze-Dry is completely better than Ice Beam (EDIT: and Explosion is utter crap).
 
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Hello there mega pinsir. With a nice 90BP aerilate quick attack, who even needs return?

Also, Focus miss isn't Focus miss anymore :D. Although it is completely outclassed by aura sphere/HP fighting for PP's sake

And here's my set

Volcarona@ leftovers/any good item really
Modest nature
EVS: 96HP/ 252 SpA/ 160 speed

- Quiver Dance
- Giga Drain
-Fiery Dance
- Filler

volcarona can be amazing in this meta. Fiery dance gets buffed to 90BP with a good chance to raise your SpA, yes please. Also, ridiculously strong giga drain can't be bad right?
 
Hello there mega pinsir. With a nice 90BP aerilate quick attack, who even needs return?
Moves with priority keep their original base power.

U-turn/Volt Switch will be everywhere in this OM. The first threat that comes to mind is CB Scizor who can run 90BP STAB U-turn / 90BP Knock Off / classic Bullet Punch / filler (Brick Break/Pursuit?).
 

MANNAT

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Mew is basically god in this meta, with everything that a mon could hope for in this meta from zap cannon to frost breath. Aside from that, I see scizor and heracross having a lot of niches in the meta. Fighting types don't have to worry about the drops from CC, and they can use a move that makes their other physical moves stronger as well as beingg STAB.
Praise arceus focus blast is now reliable
HP Fighting is better for pp.

Edit: Greninja'd
 
So, moves that need clarification:
  • OHKO moves (I know OHKO clause is a thing, but I'm just wondering)
  • Super Fang
These moves are unchanged. I consider them to be basically set-damage moves, sort of like Seismic Toss except with a varying number they're set to. Leaving them as they are seems to be the option that makes the most sense.
Also, a few more questions:
  1. Do cumulative moves, like Fury Cutter and Rollout, increase in power or just stay at 90 no matter how many times they're used?
  2. Do multi-hit moves maintain their accuracies, or are their accuracies changed to 100?
  3. Are never-miss moves changed from NaN (not a number) accuracy to 100 accuracy? If so, does that change anything?
  4. Is PP modified in any way? It may not seem too big of a factor, but I feel it at least amounts to something.
1. They stay at a consistent 90 no matter how many times they're used.
2. They're changed to 100.
3. ...Good question. I'm inclined to think of the accuracy check bypass as an effect, and therefore leave them as they are; I don't think it changes that much, anyway (though anything that makes Mud-Slap less annoying is a good thing, so why not.)
4. No, PP is not modified in any way.
 

canno

formerly The Reptile
Pinsir looks really fun in this meta. It has access to a lot of fun STAB moves like Bind (technically the strongest due to the extra damage from being trapped, and it prevents double switches), Headbutt (sick flinches m8), Facade (stops burns from destroying you), and Secret Power (I think this paras, making it better than Body Slam due to Body Slam being Emerald / FR LG tutor move. Also has more PP so there's that). It also gets Storm Throw for coverage and pseudo-STAB that bypasses defenses. That's pretty good. It also has other coverage options like Rock Slide, Bulldoze (which is better than EQ in every way), Knock Off and its Bug STAB (so Bug Bite). M-Pinsir is a mean little bug.
 
These moves are unchanged. I consider them to be basically set-damage moves, sort of like Seismic Toss except with a varying number they're set to. Leaving them as they are seems to be the option that makes the most sense.
Pokemon mechanically, OHKO moves just hit ludicrously, insanely, abominably, appallingly hard, regardless of what the in-game interface claims. Arguably Fissure should now act as Physical Ground coverage.

How does Present work?

Does Pursuit constitute a priority move (Unmodified BP), or does it go to base BP 90 and still chase the target for doubled BP (180!!), or does it get set to 90 BP and chase the target but not double in BP? (Straight upgrade over Standard Pursuit)

Do Revenge and Avalanche double in BP? Start from 90? Normal, other than 100 Accuracy? (I would expect this to be covered by the priority rule, but I suspect you only meant positive priority moves)

By the same token: Dragon Tail and Circle Throw?

Last Resort? Trump Card?

Future Sight and Doom Desire?

A list of interesting things.

-Physical Flying is suddenly widely, competently available, due to Aerial Ace now being a 90 BP move.

-Rage is sort of a crappy, unreliable Normal-typed Power Up Punch. Note that Mega Salamence and Mega Altaria can -ate it into an actually good move.

-Partial trapping moves are amazing, and make it much riskier to stay in on something you think you can counter, but might not be able to. This includes Fire Spin, Clamp, Sand Tomb, Whirlpool, Infestation, and a bunch of Normal moves.

-ROCK MOVES DON'T MISS.

-2 turn moves suck even more, as do recharge moves.

-Leech Life means Bug-type leech is an actual thing now.

-Pin Missile is actually pretty cool, and Bonemerang no longer misses.

-Assuming Struggle is affected, your death throes are actually competent.

-Metal Claw invalidates Meteor Mash, with far superior PP.

-Astonish is legitimate Physical Ghost coverage, which is notable since a lot of Pokemon get it and no other Ghost moves. Same for Lick.

-Speaking of, Physical Ghosts have been straight upgraded -and Golurk should probably run Iron Fist over No Guard to improve its Shadow Punches.

-Brick Break is awesome. Drain Punch is awesome. Power Up Punch is awesome.

-Poison Fang is fantastic, with a 50% chance of inflicting Toxic off a 90 BP hit.

-Dragon Claw is invalidated by Dragon Rush, which is now worth using. Dual Chop is the choice for breaking Subs/Sashes. Dragon Pulse is slightly better.

-All recoil moves suck -Talonflame should run Aerial Ace, not Brave Bird.

-Tyrantrum is actually pretty awesome with its Fang coverage here.

-Physical Psychic no longer sucks, just like Physical Ghost.

-Speaking of, Psyshock is slightly better, and specifically it's even harder to argue for Psychic over Psyshock. (Psystrike meanwhile is just Psyshock)

-Bug Bite and Pluck are much less niche now.

-Smack Down is actually worth running.

-Sacred Sword is now the go-to Fighting move for Musketeers other than Keldeo.

-Fell Stinger.

-Nuzzle.

-Solar Beam is officially worthless.

-Snore is maybe worth actually using -in particular, -ate Pokemon might run Rest-Snore builds that are reasonably effective.

-Icy Wind is amazing.

-Zap Cannon is Nuzzle with fewer PP, but better distribution. And Special.

-Mist Ball and Luster Purge are a lot more appealing to the Latis now, albeit they have crap PP.

-Silver Wind, Ancient Power, and Ominous Wind are a lot more worth abusing for the hoped-for trigger chance -it is no longer legitimate to argue that Special Heatran should run Stone Edge, for instance.

-Struggle Bug and Snarl are insane.

-Parabolic Charge is actually worthwhile -unfortunately the Pokemon that get it aren't tank material.
 

Snaquaza

KACAW
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Pokemon mechanically, OHKO moves just hit ludicrously, insanely, abominably, appallingly hard, regardless of what the in-game interface claims. Arguably Fissure should now act as Physical Ground coverage.
Small post, might edit some stuff in, but wanted to say something.
This is definitely not true. OHKO moves are like Night Shade, Psywave and Sonicboom. They do fixed damage that's equal to the target's current HP stat.
 
How does Present work? 3/4 chance of a 90 BP attack, 1/4 chance of healing.

Does Pursuit constitute a priority move (Unmodified BP), or does it go to base BP 90 and still chase the target for doubled BP (180!!), or does it get set to 90 BP and chase the target but not double in BP? (Straight upgrade over Standard Pursuit) The last one.

Do Revenge and Avalanche double in BP? Start from 90? Normal, other than 100 Accuracy? (I would expect this to be covered by the priority rule, but I suspect you only meant positive priority moves) They're set to 90/100, and don't double.

By the same token: Dragon Tail and Circle Throw?

Last Resort? Trump Card?

Future Sight and Doom Desire? All of the above are 90/100 moves, and they keep their mechanics (except for Trump Card, since that alters BP).
Replies in the quote, in red.
 
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