Move Equality (Playable) Whirlpool, Fire Spin, Infestation & Sand Tomb are now banned (see post 193)

Any fairy is now thankful it got Draining Kiss

Ember is the best fire type move for anything that doesn't get lava plume (or mystical fire), and Fire Spin has it's uses.

Twister/Dragonbreath>Draco Meteor

X-Zard looks more than a little borked (Flame Charge, Dragon Claw, Power Up Punch, Metal Claw/Steel Wing for Mega Altaria)

I'd be careful about attacking Mega Altaria now. It's the only viable user of RAGE!!!!!!!

Acid Spray could be useful on an offensive Tentacruel (did I really just say that?)

Everybody use Fell Stinger/Poison Sting Mega Beedrill.

The debate of Poison Fang or Poison Jab on Mega Sharpedo is over.

Luster Purge Latios maybe?

Trapping moves in general become a lot more viable (Bind Mega Pinsir y/y)

I'm more than a little scared of Power-Up Punch Mega Lopunny.

And finally, I'm going to make a Rest+Snore Mega Altaria the centerpiece of the first team I make for this OM. I figure that set would suit me well.
 

Pikachuun

the entire waruda machine
Anyway, just tagging the first two coders that I can think of a it'd be cool if I could get this coded. Pikachuun
Code:
    {
        name: "Move Equality",
        section: "Other Metagames",
       
        ruleset: ['Pokemon', 'Standard', 'Team Preview', 'Swagger Clause', 'Baton Pass Clause'],
        banlist: ['Uber', 'Soul Dew', 'Gengarite', 'Kangaskhanite', 'Lucarionite', 'Mawilite', 'Salamencite', 'Metagrossite', 'Landorus', 'Mud Slap'],
        onModifyMove: function (move, pokemon) {
            if (!move.priority && !move.basePowerCallback && move.category !== 'Status') move.basePower = 100; //Move.damage bypasses base power regardless.
        }
    },
 
More sets.

Gardevoir @ Gardevoirite
Ability: Trace
EVs: 4 HP / 252 SpA / 252 Spe
Modest Nature
- Substitute
- Draining Kiss
- Hidden Power Fighting
- Psyshock

I'm not sure which is better. Draining Kiss or Hyper Voice? Anyway, this works like special version of sub + drain punch. Also this.

Darmanitan @ Life Orb
Ability: Sheer Force
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Fire Punch
- Bulldoze
- Rock Smash
- Zen Headbutt

Darmanitan got 140 base Attack and Sheer Force. Its low powered moves have side effects! Which means it got boosted. So walls, good luck facing this.
 

Martin

A monoid in the category of endofunctors
is a Smogon Discord Contributoris a Forum Moderator Alumnusis a Community Contributor Alumnusis a Contributor Alumnus
More sets.

Gardevoir @ Gardevoirite
Ability: Trace
EVs: 4 HP / 252 SpA / 252 Spe
Modest Nature
- Substitute
- Draining Kiss
- Hidden Power Fighting
- Psyshock

I'm not sure which is better. Draining Kiss or Hyper Voice? Anyway, this works like special version of sub + drain punch. Also this.

Darmanitan @ Life Orb
Ability: Sheer Force
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Fire Punch
- Bulldoze
- Rock Smash
- Zen Headbutt

Darmanitan got 140 base Attack and Sheer Force. Its low powered moves have side effects! Which means it got boosted. So walls, good luck facing this.
I think with Mega Gardevoir you are better off with Hyper Voice 'cause Pixilate, and it thinks more about nuking than it does healing. But it should run Draining Kiss if its bulky Gardevoir.

That darm set sounds scary. Its not Sheer Force ordinary Flare Blitz, but that power is still f*cking intense. Lemme just calculate Fire Punch's base power really quick:
100*1.3*1.5=195
I think that it is probably still held back by its speed tier though. Still, 195 BP without any drawbacks is f*cking sweet.
 
Code:
{
        name: "Move Equality",
        section: "Other Metagames",
        ruleset: ['Pokemon', 'Standard', 'Team Preview', 'Swagger Clause', 'Baton Pass Clause'],
        banlist: ['Uber', 'Soul Dew', 'Gengarite', 'Kangaskhanite', 'Lucarionite', 'Salamencite', 'Metagrossite', 'Landorus', 'Mud Slap'],
        onModifyMove: function (move, pokemon) {
            if (!move.priority && !move.basePowerCallback && move.category !== 'Status' && move.id !== "avalanche" && move.id !== "revenge"
                && move.id !== "focuspunch" && move.id !== "psywave" && move.id !== "magnitude" && move.id !== "brine" && move.id !== "stomp" && move.id !== "knockoff"
                && move.id !== "naturepower" && move.id !== "sheercold" && move.id !== "fissure" && move.id !== "guillotine" && move.id !== "horndrill"
                && move.id !== "belch" && move.id !== "counter" && move.id !== "mirrorcoat" && move.id !== "metalburst" && move.id !== "bide" && move.id !== "seismictoss"
                && move.id !== "nightshade" && move.id !== "dragonrage" && move.id !== "sonicboom" && move.id !== "finalgambit") move.basePower = 100;
                //Move.damage bypasses base power regardless.
            if (move.multihit) move.basePower = 100/hits;
        }
    },
Everything has now been recoded, and will be available to play on http://perfectpokemonshowdown.psim.us/ in a few hours. If you want this metagame on your server, insert this into your format.js file in the \data folder.

If you have any issues playing the metagame, send me and gamer boy a PM :)
 
Round isn't boosted as its power changes when used repeatedly.
How about Echoed Voice? In the original it gets doubled power each time it's used. What would happen now? Would it become ridiculously OP now as it doubles to 200 then 400 power (before getting boosted by everything)

EDIT: I looked. It increases base power by 40 until it reaches 200. Would it still be good then?
 
How about Echoed Voice? In the original it gets doubled power each time it's used. What would happen now? Would it become ridiculously OP now as it doubles to 200 then 400 power (before getting boosted by everything)

EDIT: I looked. It increases base power by 40 until it reaches 200. Would it still be good then?
It's effectively the same as it is now, so no, not particularly.
 

Martin

A monoid in the category of endofunctors
is a Smogon Discord Contributoris a Forum Moderator Alumnusis a Community Contributor Alumnusis a Contributor Alumnus
How about Echoed Voice? In the original it gets doubled power each time it's used. What would happen now? Would it become ridiculously OP now as it doubles to 200 then 400 power (before getting boosted by everything)

EDIT: I looked. It increases base power by 40 until it reaches 200. Would it still be good then?
oops. got the two moves mixed up. Round is the one that is boosted more based on how many pokemon on your side use it in that turn. Neither is boosted to 100 BP as their power changes under certain circumstances.
 

Pikachuun

the entire waruda machine
Code:
{
        name: "Move Equality",
        section: "Other Metagames",
        ruleset: ['Pokemon', 'Standard', 'Team Preview', 'Swagger Clause', 'Baton Pass Clause'],
        banlist: ['Uber', 'Soul Dew', 'Gengarite', 'Kangaskhanite', 'Lucarionite', 'Salamencite', 'Metagrossite', 'Landorus', 'Mud Slap'],
        onModifyMove: function (move, pokemon) {
            if (!move.priority && !move.basePowerCallback && move.category !== 'Status' && move.id !== "avalanche" && move.id !== "revenge"
                && move.id !== "focuspunch" && move.id !== "psywave" && move.id !== "magnitude" && move.id !== "brine" && move.id !== "stomp" && move.id !== "knockoff"
                && move.id !== "naturepower" && move.id !== "sheercold" && move.id !== "fissure" && move.id !== "guillotine" && move.id !== "horndrill"
                && move.id !== "belch" && move.id !== "counter" && move.id !== "mirrorcoat" && move.id !== "metalburst" && move.id !== "bide" && move.id !== "seismictoss"
                && move.id !== "nightshade" && move.id !== "dragonrage" && move.id !== "sonicboom" && move.id !== "finalgambit") move.basePower = 100;
                //Move.damage bypasses base power regardless.
            if (move.multihit) move.basePower = 100/hits;
        }
    },
Everything has now been recoded, and will be available to play on http://perfectpokemonshowdown.psim.us/ in a few hours. If you want this metagame on your server, insert this into your format.js file in the \data folder.

If you have any issues playing the metagame, send me and gamer boy a PM :)
CRASH: ReferenceError: hits is not defined

Did you even test this? Also, this code is sort of inefficient. Why add cases for Night Shade/Seismic Toss etc. when I actually added that move.damage would bypass base power? A similar thing occurs for move.ohko, but in your defense I didn't add a note saying that. Here's the modified version of the modified version of the code (tested):
Code:
    {
        name: "Move Equality",
        section: "Other Metagames",
        ruleset: ['Pokemon', 'Standard', 'Team Preview', 'Swagger Clause', 'Baton Pass Clause'],
        banlist: ['Uber', 'Soul Dew', 'Gengarite', 'Kangaskhanite', 'Lucarionite', 'Salamencite', 'Metagrossite', 'Landorus', 'Mud Slap'],
        onModifyMove: function (move, pokemon) {
            //Account for all moves affected by minimize, terrains/weathers, or two-turn moves (besides earthquake and dragon rush as they're already 100 BP)
            var forbid = ['stomp', 'steamroller', 'bodyslam', 'flyingpress', 'phantomforce', 'shadowforce', 'bulldoze', 'surf', 'whirlpool', 'gust', 'twister', 'solarbeam'];
            if (!move.priority && !move.basePowerCallback && !move.onBasePower && move.basePower && move.category !== 'Status' && forbid.indexOf(move.id) === -1) move.basePower = 100; 
            if (!move.priority && move.multihit) {
                if (typeof(move.multihit) === 'number') {
                    move.basePower = 100/move.multihit;
                } else {
                    move.basePower = 100/move.multihit[1];
                }
            }
        }
    },
 
Last edited:
CRASH: ReferenceError: hits is not defined

Did you even test this? Also, this code is sort of inefficient. Why add cases for Night Shade/Seismic Toss etc. when I actually added that move.damage would bypass base power? A similar thing occurs for move.ohko, but in your defense I didn't add a note saying that. Here's the modified version of the modified version of the code (tested):
Code:
    {
        name: "Move Equality",
        section: "Other Metagames",
        ruleset: ['Pokemon', 'Standard', 'Team Preview', 'Swagger Clause', 'Baton Pass Clause'],
        banlist: ['Uber', 'Soul Dew', 'Gengarite', 'Kangaskhanite', 'Lucarionite', 'Salamencite', 'Metagrossite', 'Landorus', 'Mud Slap'],
        onModifyMove: function (move, pokemon) {
            if (!move.priority && !move.basePowerCallback && !move.onBasePower && move.category !== 'Status' && move.id !== 'bide' && move.id !== 'magnitude' && move.id !== 'stomp' && move.id !== 'steamroller' && move.id !== 'bodyslam' && move.id !== 'flyingpress' && move.id !== 'dragonrush' && move.id !== 'phantomforce' && move.id !== 'shadowforce') move.basePower = 100; //Account for all moves affected by minimize
                //Move.damage bypasses base power regardless. Same with move.ohko.
            if (move.multihit) {
                if (typeof(move.multihit) === 'number') {
                    move.basePower = 100/move.multihit;
                } else {
                    move.basePower = 100/move.multihit[1];
                }
            }
        }
    },
Like I said, I have tried to test but I haven't had a server to test on. Also I'm pretty sure I got rid of that move.ohko stuff but whatever.

It's getting late here and I'm gonna optimise the code in the morning. As for the hits thing, I'm currently trying to find the variable that tracks the amount of hits multihit moves do - clearly that didn't work.
 
Like I said, I have tried to test but I haven't had a server to test on. Also I'm pretty sure I got rid of that move.ohko stuff but whatever.

It's getting late here and I'm gonna optimise the code in the morning. As for the hits thing, I'm currently trying to find the variable that tracks the amount of hits multihit moves do - clearly that didn't work.
Maybe it'll be easier to just hard code it? There aren't TOO many cases.
 
Beedrill @ Beedrillite
Ability: Swarm
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Fell Stinger / Twineedle / U-Turn
- Poison Sting / U-Turn
- Drill Run / Rock Smash
- Protect

With Fell Stinger now doing 100 BP, Mega Beedrill seems like quite the threat. Twineedle also becomes usable as a way of breaking through sashes and an added 40% chance of poison.

Another thing I realized is that Rage is now really good on Mega Altaria as it becomes more powerful when used continuously. Sadly nothing else viable gets it.
 
gamer boy - A few suggestions regarding the list of unchanged moves:
  • If Stomp on the list, Steamroller should be as well, because Steamroller is actually a Bug-type version of Stomp. (Source)
  • Belch should not be on the list. Its damage is not fixed, its base power is not variable, and it has stage 0 priority. (Source)
  • Other missing moves:
    • Fling
    • Gyro Ball
    • Electro Ball
    • Punishment
    • Trump Card
    • Super Fang
    • Present
    • Natural Gift
  • Nitpick: Magnitude is spelled incorrectly.


On another note, physical Lando-I is viable now!


Landorus (M) @ Life Orb
Ability: Sheer Force
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Bulldoze
- Rock Tomb
- Rock Smash / Knock Off
- U-turn

It's a shame that its only physical Flying-type move is Fly.


Gotta say, Knock Off is looking a bit less usable than usual, what with it doing less than the average move even when the opponent is holding an item. Now, for some Pokémon, it's actually difficult to choose between Knock Off and some other Dark-type move. Rather than Knock Off being top priority, it's more of a debate of power vs. utility (or, for less fortunate Pokémon, whatever is available). I have to say, I like this change.
 

Martin

A monoid in the category of endofunctors
is a Smogon Discord Contributoris a Forum Moderator Alumnusis a Community Contributor Alumnusis a Contributor Alumnus
Beedrill @ Beedrillite
Ability: Swarm
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Fell Stinger / Twineedle / U-Turn
- Poison Sting / U-Turn
- Drill Run / Rock Smash
- Protect

With Fell Stinger now doing 100 BP, Mega Beedrill seems like quite the threat. Twineedle also becomes usable as a way of breaking through sashes and an added 40% chance of poison.

Another thing I realized is that Rage is now really good on Mega Altaria as it becomes more powerful when used continuously. Sadly nothing else viable gets it.
Yeah. Rage boosting its attack stat by one stage every time it is hit is really big for Altaria. I could see Agility or DD+Rage being very threatening after a few turns.
gamer boy - A few suggestions regarding the list of unchanged moves:
  • If Stomp on the list, Steamroller should be as well, because Steamroller is actually a Bug-type version of Stomp. (Source)
  • Belch should not be on the list. Its damage is not fixed, its base power is not variable, and it has stage 0 priority. (Source)
  • Other missing moves:
    • Fling
    • Gyro Ball
    • Electro Ball
    • Punishment
    • Trump Card
    • Super Fang
    • Present
    • Natural Gift
  • Nitpick: Magnitude is spelled incorrectly.


On another note, physical Lando-I is viable now!


Landorus (M) @ Life Orb
Ability: Sheer Force
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Bulldoze
- Rock Tomb
- Rock Smash / Knock Off
- U-turn

It's a shame that its only physical Flying-type move is Fly.


Gotta say, Knock Off is looking a bit less usable than usual, what with it doing less than the average move even when the opponent is holding an item. Now, for some Pokémon, it's actually difficult to choose between Knock Off and some other Dark-type move. Rather than Knock Off being top priority, it's more of a debate of power vs. utility (or, for less fortunate Pokémon, whatever is available). I have to say, I like this change.
Fixing now. Thanks for pointing them out ;P Its a good job that Lando-I is banned in this meta XD
 
Last edited:
CRASH: ReferenceError: hits is not defined

Did you even test this? Also, this code is sort of inefficient. Why add cases for Night Shade/Seismic Toss etc. when I actually added that move.damage would bypass base power? A similar thing occurs for move.ohko, but in your defense I didn't add a note saying that. Here's the modified version of the modified version of the code (tested):
Code:
    {
        name: "Move Equality",
        section: "Other Metagames",
        ruleset: ['Pokemon', 'Standard', 'Team Preview', 'Swagger Clause', 'Baton Pass Clause'],
        banlist: ['Uber', 'Soul Dew', 'Gengarite', 'Kangaskhanite', 'Lucarionite', 'Salamencite', 'Metagrossite', 'Landorus', 'Mud Slap'],
        onModifyMove: function (move, pokemon) {
            if (!move.priority && !move.basePowerCallback && !move.onBasePower && move.category !== 'Status' && move.id !== 'bide' && move.id !== 'magnitude' && move.id !== 'stomp' && move.id !== 'steamroller' && move.id !== 'bodyslam' && move.id !== 'flyingpress' && move.id !== 'dragonrush' && move.id !== 'phantomforce' && move.id !== 'shadowforce') move.basePower = 100; //Account for all moves affected by minimize
                //Move.damage bypasses base power regardless. Same with move.ohko.
            if (move.multihit) {
                if (typeof(move.multihit) === 'number') {
                    move.basePower = 100/move.multihit;
                } else {
                    move.basePower = 100/move.multihit[1];
                }
            }
        }
    },
Ah sorry, I was under the impression that we were doing 100 divided by the amount of hits in that turn, i.e. if Bullet Seed hit 3 times, it would have a base power of 33.3.

My bad xD
 

Pikachuun

the entire waruda machine
Fixing now. Thanks for pointing them out ;P Its a good job that Lando-I is banned in this meta XD
It's also a shame that Bulldoze doesn't get boosted, due to the fact that it, as well as Earthquake and Magnitude, are actually weakened by Grass Terrain [Dragon moves still get boosted, despite being weakened by misty terrain, due to the fact that a type is targetted rather than a move].

Anyways, updated my code to include every possible case where a move can be weakened (that I'm aware of), including the aforementioned grassy terrain cases, every minimize move if I didn't add them already, solarbeam, surf and whirlpool [dive], and twister and gust [fly]. I also added a case where it checks if the BP is 0, which is a sure sign that the move has variable BP. Also I fixed a slight bug that buffs water shuriken to 20 BP [slight because 2 BP doesn't really make too much of a difference]. I also made the code slightly more efficient by making it look at an array of forbidden moves instead of constantly spamming move.id !== x. The code should be fully complete now.
 
Last edited:
As for things that consistently avoid the 2HKO from Specs Keldeo, it's just about Megasaur, Florges, and Cresselia. And I'm pretty sure there's something that can take those three out no problem - Mega Beedrill looks like it has the chops, but I'd have to calc on Megasaur.
 

Martin

A monoid in the category of endofunctors
is a Smogon Discord Contributoris a Forum Moderator Alumnusis a Community Contributor Alumnusis a Contributor Alumnus
It's also a shame that Bulldoze doesn't get boosted, due to the fact that it, as well as Earthquake and Magnitude, are actually weakened by Grass Terrain [Dragon moves still get boosted, despite being weakened by misty terrain, due to the fact that a type is targetted rather than a move].

Anyways, updated my code to include every possible case where a move can be weakened (that I'm aware of), including the aforementioned grassy terrain cases, every minimize move if I didn't add them already, solarbeam, surf and whirlpool [dive], and twister and gust [fly]. I also added a case where it checks if the BP is 0, which is a sure sign that the move has variable BP. Also I fixed a slight bug that buffs water shuriken to 20 BP [slight because 2 BP doesn't really make too much of a difference]. I also made the code slightly more efficient by making it look at an array of forbidden moves instead of constantly spamming move.id !== x. The code should be fully complete now.
Great! Thanks a bunch! You are so helpful :) Sorry to bug you one more time, but could I get you to look over the list in the OP (C/P'd for you below) to ensure that I didn't miss anything simply due to the vast number of them that there are and you knowing more of them than me XD. Once again, this is very appreciated, so thank you so much (and I promise not to waste any more of your time on this XD)
Quick Attack
Mach Punch
Aqua Jet
Bullet Punch
Ice Shard
Shadow Sneak
Vacuum Wave
Sucker Punch
ExtremeSpeed
Fake Out
Feint
Water Shuriken
Focus Punch
Avalanche
Revenge
Circle Throw
Dragon Tail
Vital Throw
Rollout
Ice Ball
Bulldoze
Earthquake
Psywave
Magnitude
Fling
Brine
Stomp
Steamroller
Body Slam
Dragon Rush
Flying Press
Phantom Force
Wake Up Slap
Smelling Salts
Hex
Hurricane
Solar Beam
Gust
Thunder
Twister
Sky Uppercut
Smack Down
Surf
Whirlpool
Pursuit
Stored Power
Knock Off
Payback
Assurance
Punishment
Weather Ball
Return
Frustration
Spit Up
Beat Up
Triple Kick
Trump Card
Super Fang
Nature Power
Eruption
Water Spout
Gyro Ball
Electro Ball
Acrobatics
Fury Cutter
Echoed Voice
Round
Present
Natural Gift
Sheer Cold
Fissure
Guillotine
Horn Drill
Low Kick
Grass Knot
Heavy Slam
Heat Crash
Flail
Reversal
Wring Out
Crush Grip
Fire Pledge
Water Pledge
Grass Pledge
Counter
Mirror Coat
Metal Burst
Bide
Seismic Toss
Night Shade
Dragon Rage
Sonic Boom
Endeavor
Final Gambit
 

Martin

A monoid in the category of endofunctors
is a Smogon Discord Contributoris a Forum Moderator Alumnusis a Community Contributor Alumnusis a Contributor Alumnus
Now normally i hate copying other people's work and claim it my own but here's OU and BL in moves equality
OU:
: Body Slam and Bulldoze for the physical set; Swift, Dragon Breath, and Flamethrower for the special set.
: Play Rough and Aqua Jet stay, Buffed Knock Off and Power-Up Punch Also, Waterfall remains its best Water STAB.
: Sucker Punch stays, Buffed Knock Off, Pursuit and Low Kick nothing else.
: Mach Punch Stays the same, still has Bullet seed and Rock tomb but now he gets a Buffed Power-up Punch Rock Smash and Low Sweep.
: 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.
: Buffed Vine Whip Leaf Tornado Mega Drain and Giga Drain, Slightly Weaker Leaf Storm, Buffed Hidden Power Dragon Pulse and Rock Smash also Buffed Aqua Tail and Iron Tail that is accurate, Oh and Buffed Knock off.
: Bulldoze or Sand Tomb are better than earthquake now, Buffed Bite and Crunch,Buffed Fangs and Rock Smash,Can Take advantage of his bad speed with Revenge,Slightly Accurate Stone Edge and Iron Tail
: Weaker but more Accurate Zap Cannon,Buffed Charge Beam, Mirror Shot,Buffed Volt Switch makes Volt-turn Teams much more viable, and Buffed Signal Beam,Also Nerfed Fire Blast Helps it's defensive powers.
: 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, Ember is better than Fire Blast, Inferno is its best Fire STAB, 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, 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.
: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.
: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.
: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 Confusion, Seed Bomb,Ancientpower is Nice Coverage,Buffed Giga Drain,Psyshock,and Buffed U-turn Helps for Voltturn Teams,Also Nerfed Fire Blast Helps it's defensive powers
: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,Also Buffed Confusion and Magical Leaf,And Buffed Hidden Power of any type.
: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 Confusion Psybeam and 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,Ember is better than Fire Blast,Buffed Fire Spin and Accurate Magma Storm,and Ancient Power
: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
: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.
:Slightly weaker Foul Play, "buffed" Knock Off.
: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.
:Buffed Volt Switch, Discharge, and Hidden Power; Flamethrower over Overheat.
: Same as Above,Only with Extrasensory instead of Flamethrower.
: Bind,Headbutt,Facade, and Secret Power as new Flying Stab, Storm Throw is a nice Fighting Coverage that Bypasses Defenses,Rock Slide,Bulldoze instead of Earthquake,Buffed Knock off,And actually can use Bug STAB so Bug Bite is an option.
:Buffed Air Slash or more accurate Hurricane; buffed Rock Smash or more accurate Focus Blast; "buffed" Knock Off; and buffed U-turn.
: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 powers.
: 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.
:buffed Psyshock, Shadow Ball, and Hidden Power.
:Aerial Ace over Brave Bird (as somebody mentioned), Flame Charge over Flare Blitz, buffed U-turn.
: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.
: Buffed Scald and Psyshock,Buffed Rapid Spin,Signal Beam for Bug Coverage,and Power Gem for Rock Coverage
:Buffed Ancient Power—no need for Diamond Storm—and Hidden Power.
: Buffed Iron Head,Buffed Confusion and Buffed U-turn makes it viable for Voltturn teams
: Buffed Scald,That's about it.

BL Tier
: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.
: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 powers.
: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 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 Pursuit and Icicle Crash; also likes Power-Up Punch.
:Yep, buffed Arm Thrust. No need to risk those defenses over Close Combat.
: Bind,Headbutt,Facade, and Secret Power as new Flying Stab, Storm Throw is a nice Fighting Coverage that Bypasses Defenses,Rock Slide,Bulldoze instead of Earthquake,Buffed Knock off,And actually can use Bug STAB so Bug Bite is an option.
:Buffed Drain Punch, Knock Off, and Zen Headbutt. Also, Power-Up Punch.
: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
: Buffed Fiery Dance,Weaker but Accurate Hurricane,Ember is better than Fire Blast,Buffed Fire Spin,and Buffed Giga Drain.
Not every move has its power changed, which a lot of this post implies. Read the OP to see all of the moves which retain their normal mechanics. The main examples on this list include Knock Off, Pursuit and Bulldoze.
 

xJownage

Even pendulums swing both ways
252 Atk Life Orb Sheer Force Darmanitan Fire Punch vs. 0 HP / 0 Def Mew: 292-344 (85.6 - 100.8%) -- 12.5% chance to OHKO

Darm sounds pretty fucking scary on paper, but in practice its not THAT powerful. not to mention that SF removes the secondary effects of the moves, which is huge in this metagame.

Mega Beedrill + Keldeo core is legit unwallable. It just destroys everything...and mega bee u-turns out of its counters.
 

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