Move Equality (Now playable on Aqua Server!)

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I feel as though each Hitmon is at least worth mentioning for new toys it gets.


Hitmonchan Choice Band / Assault Vest
Ability: Iron Fist
EV's: 4 HP / 252 Atk / 252 Spe OR 252 HP / 252 Atk / 4 SpD
Jolly / Adamant / Impish Nature
- Mach Punch / Bullet Punch
- Drain Punch / Dynamic Punch / Power-Up Punch
- Comet Punch / [insert punch move here]
- Pursuit / [insert punch move here]

The weakest of the Hitmons doesn't get too much, but it loves every morsel it does get out of this meta. Powerful STAB in the forms of Drain Punch, Power-Up Punch, and Dynamic Punch... impressive coverage options ranging from Pursuit, as well as Comet Punch (60-150 power per use and decimates Subs) and the other punching move it gets (which all become 108 Base Power). Finally, Bullet Punch is, as always, an option to nail Fairies that might otherwise knock Hitmonchan out of the ring.


Hitmonlee @Salac Berry / Choice Scarf
Ability: Reckless
EV's: 4 HP / 252 Atk / 252 Spe
Jolly / Adamant Nature
- Endure / Fake Out
- (High) Jump Kick
- Blaze Kick
- Pursuit / Mach Punch

The strongest of the Hitmons takes a MASSIVE hit because it cannot rely on the sheer power of High Jump Kick, but it also gains a few toys. Returning to the old-fashioned ways of raising his Speed (Endure Salac or Choice Scarf) allows him to run Reckless, which still boosts the weakened Jump Kicks to 108 base power, on par with Hitmonchan's Fighting STAB of choice. Unfortunately, this boost doesn't extend to his coverage options like it does for 'chan. Blaze Kick being strong and accurate is nice, as is the option of Pursuit for trapping or Mach Punch for priority.


Hitmontop Leftovers
Ability: Technician
EV's: 252 HP / 252 Atk / 4 SpD
Adamant / Careful Nature
- Fake Out / Bullet Punch
- Triple Kick
- Rapid Spin
- Pursuit / Bullet Punch

Arceus above, does Hitmontop ever get a boost! I'm assuming Triple Kick is at least 90 base power, spread across 3 hits (so 30 base power); and after STAB and Technician, that's immense power right there! It also gets a Rapid Spin that actually deals decent damage. The fourth slot is something to run for coverage; Pursuit traps things in, not to mention filling that nasty Ghost-type hole your main moves leave you with; Bullet Punch could be run over Fake Out or Pursuit if you don't like your damage output against Fairy-types, though.

Overall, not the best of 'mons, but they prove that this meta gives new toys to more than just everything that rolled their eyes at Mud-Slap.
 
Last edited:

Pikachuun

the entire waruda machine
Sand Tomb did not get set to 90 BP in a match.

http://replay.pokemonshowdown.com/aqua-moveequality-503

Damage done by Garchomp to Metagross in match: 29%

Damage it should've done

252 Atk Garchomp Sand Tomb vs. 252 HP / 252 Def Metagross: 194-230 (53.2 - 63.1%) -- guaranteed 2HKO

So yeah.

Actually, in general I'm starting to doubt the code works.

EDIT: http://replay.pokemonshowdown.com/aqua-moveequality-506

Dragon Rush misses, damage is wrong in general.

Code doesn't work, full stop.
Sand Tomb is special. I probably would need to look at the code to determine what's wrong with it otherwise.
 
Sand Tomb is special. I probably would need to look at the code to determine what's wrong with it otherwise.
4 SpA Garchomp Hidden Power Ground (set to 90 BP) vs. 252 HP / 4 SpD Assault Vest Metagross: 116-140 (31.8 - 38.4%) -- 96.9% chance to 3HKO

It's Physical and if it was Special it would still be wrong.
 

Pikachuun

the entire waruda machine
Huh. Thought it was special, but apparently it isn't. Must've been confused with another move then.

NotACoolName did you test your code before posting it?
 
I see the problem here, I used Moves instead of Movedex. Here's the fix:
mods/moveequality/scripts.js
Code:
exports.BattleScripts = {
    init: function () {
        for (var i in this.data.Movedex) {
            var move = this.data.Movedex[i];
            if (move.priority === 0
                && move.category !== 'Status') {
                var basePower = move.basePower;
                switch (move.multihit) {
                    case 2:
                        basePower = 45;
                    break;
                    case [2, 5]:
                        basePower = 25;
                    break;
                    case 3:
                        basePower = 30;
                    break;
                    default:
                        basePower = 90;
                    break;
                }
              
                this.modData('Movedex', i).basePower = basePower || 90;
                this.modData('Movedex', i).accuracy = 100;
                this.modData('Movedex', i).basePowerCallback = undefined;
                this.modData('Movedex', i).onBasePower = undefined;
            }
        }
    }
}
 
The OU Tier in Move Equality
: Body Slam and Bulldoze for the physical set; 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 with Bullet Seed and Mach Punch are gonna hurt. 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 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.
: Is Sheer Force a blessing or a curse? No added effects in exchange for 120 BP instead of 90—is it worth it? 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, but Knock Off seems to be the only one that matters.
: 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 Discharge and Charge Beam.
: 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.
: Aerial Ace over Brave Bird (as somebody mentioned), 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.
: Brave Bird and Double-Edge are acceptable on this Pokémon because they are boosted by Reckless (108 BP...eh), Close Combat is okay because it doesn't have any other Fighting options, and U-turn is buffed.
: 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.) I mean, Overheat sucks, but other than that...

Rotom-Heat @ Leftovers
Ability: Levitate
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Overheat
- 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.
 
The OU Tier in Move Equality
: Body Slam and Bulldoze for the physical set; 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 with Bullet Seed and Mach Punch are gonna hurt. 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 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.
: Is Sheer Force a blessing or a curse? No added effects in exchange for 120 BP instead of 90—is it worth it? 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, but Knock Off seems to be the only one that matters.
: This has been mentioned before, so I'll just shamelessly quote the post directly.

: Weaker but more accurate Hydro Pump, stronger Volt Switch, and other options in Discharge and Charge Beam.
: 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.
: Aerial Ace over Brave Bird (as somebody mentioned), 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.
: Brave Bird and Double-Edge are acceptable on this Pokémon because they are boosted by Reckless (108 BP...eh), Close Combat is okay because it doesn't have any other Fighting options, and U-turn is buffed.
: 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.) I mean, Overheat sucks, but other than that...

Rotom-Heat @ Leftovers
Ability: Levitate
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Overheat
- 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.
Gardevoir may sometimes prefer to run Round over Swift. Vulnerable to Mud-Slap hax but bypasses substitutes.
 

EV

Banned deucer.
Very nice list Mygavolt ! Maybe Yuelia can add it to the OP or link it. Also, you could give Rotom Hidden Power Fire if you're not excited about Overheat's side effects.
 
or better yet rotom-w with hidden power ice to take care of care of it's counters mainly grass and dragon types
 
Made some general updates to the OP.

Something I've found that'll be a massive pain in the ass for defensive teams atm:


Darmanitan @ Life Orb
Ability: Sheer Force
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Flame Wheel
- Rock Tomb
- Rock Smash
- U-turn

Though its Fire STAB is weaker now, its coverage moves were massively buffed to compensate, and it's a lot bulkier now that its main STAB has no recoil. Almost nothing wants to switch into this - for perspective, standard tank Landorus-T takes 35% minimum from its Flame Wheels, meaning if SR is up it can only switch in once at full health, and most of OU only gets worse from there. Its Speed isn't stellar, so it does struggle against more offensive playstyles, and its bulk still isn't the greatest, but 140 Atk LO Sheer Force hurts.
 
Chatot with 90 power chatter and now can run mud slap, Hidden power/heat wave and hyper voice all together holding out hands.
Awww yeaaah.


Also one thing: Is Echoed Voice's power doubling disabled in this meta? Cause that could cause issues otherwise
 
Yes, HM01 is viable! On a more serious note, what happens with Multi-Hit moves? Are they 90BP per hit or what? If that's the case Ambipom would be hillariously overpowered with its 100% acc Double Hit going for 450bp without stab.
 
Togekiss has been buffed to horrifying levels, with Mud Slap, Air Slash, Ancientpower, Aura Sphere and Dazzling Gleam all getting buffed (Mud Slap and Air Slash in particular). With T-Wave and Mud Slap's accuracy losses, its paraflinch sets are gonna be tough to deal with.

Also, it might sounds silly but I wonder if Cinccino is viable here, with its Skill Link + Kings Rock shenanigans? Tail Slap and Rock Blast now have perfect accuracy and Wake Up Slap has been buffed enough to hit steel types fairly hard, and with nearly 50% chance to flinch per multi-hit move it could be pretty damn annoying, especially since it has such massive speed.
 
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