Approved by The Eevee General
Now on Smogon, everyone and their mother knows about STAB; you get a 50% power buff to moves that are the same type as you, and they're almost always a Pokemon's strongest option. But as we all know, there are three categories for attacks; physical, special, and status. Physical and special attacks get STAB to raise their power, but status moves get no boost of any kind. In this metagame, status moves will now get STAB, but they won't deal damage, and will instead increase in effectiveness. For example, Wish heals 50% of the user's health, but if a Normal-type were to use it, then it heals more HP than usual. But things could get a little broken if we don't watch how we buff moves, so instead of some moves effectively getting a 50% boost, they could be boosted in different ways, such as raising an extra stat by 1 stage, gaining more accuracy, healing 66% of the user's health, etc..., though some moves will likely be 50% better, it just depends on the move at hand.
So with all that I've mentioned so far, here's speculation on what would greatly benefit from getting STAB on status moves:
Latios will really appreciate having his Special Attack and Speed boosted thanks to Dragon Dance.
Mandibuzz, Zapdos, and Skarmory become much better at hazard control with Defog, as they can rid their team of hazards for free with no consequence.
Shuckle can easily bypass users of Taunt thanks to increased priority and lay down Sticky Web much more easily.
Rain teams are much more potent now when using Rain Dance, as Pokemon such as Kabutops, Tornadus-T, and Kingdra have more turns to sweep teams.
Chansey will be a much more effective cleric with Heal Bell, as she can provide teammates with extra PP to maintain their strongest attacks that have little PP, such as Hydro Pump and Close Combat.
Have fun!
Now on Smogon, everyone and their mother knows about STAB; you get a 50% power buff to moves that are the same type as you, and they're almost always a Pokemon's strongest option. But as we all know, there are three categories for attacks; physical, special, and status. Physical and special attacks get STAB to raise their power, but status moves get no boost of any kind. In this metagame, status moves will now get STAB, but they won't deal damage, and will instead increase in effectiveness. For example, Wish heals 50% of the user's health, but if a Normal-type were to use it, then it heals more HP than usual. But things could get a little broken if we don't watch how we buff moves, so instead of some moves effectively getting a 50% boost, they could be boosted in different ways, such as raising an extra stat by 1 stage, gaining more accuracy, healing 66% of the user's health, etc..., though some moves will likely be 50% better, it just depends on the move at hand.
Healing moves such as Wish and Recover recover 66% of the user's health, and healing moves that are improved by weather, such as Synthesis, are raised to 75% in the appropriate conditions.
Moves that inflict status, such as Leech Seed, Will-O-Wisp, and Sleep Powder, have their accuracy increased by 33%.
Ingrain and Aqua Ring recover 1/8 of the user's HP per turn. If Baton Passed, then the recipient recovers 1/8 of their health as well.
Moves that have effects that last a set number of turns last 2 more turns, and weather moves can last up to 10 turns when this is combined with their respective weather rock.
Field hazard moves gain +1 priority.
All status moves that increase/decrease a single stat by one stage will instead be increased/decreased by two stages.
All status moves that change a Pokemon's type, such as Soak and Conversion, gain +1 priority.
All protection moves, such as King's Shield and Spiky Shield, will work 2/3 of the time with consecutive uses as opposed to 1/2 of the time.
Moves that inflict status, such as Leech Seed, Will-O-Wisp, and Sleep Powder, have their accuracy increased by 33%.
Ingrain and Aqua Ring recover 1/8 of the user's HP per turn. If Baton Passed, then the recipient recovers 1/8 of their health as well.
Moves that have effects that last a set number of turns last 2 more turns, and weather moves can last up to 10 turns when this is combined with their respective weather rock.
Field hazard moves gain +1 priority.
All status moves that increase/decrease a single stat by one stage will instead be increased/decreased by two stages.
All status moves that change a Pokemon's type, such as Soak and Conversion, gain +1 priority.
All protection moves, such as King's Shield and Spiky Shield, will work 2/3 of the time with consecutive uses as opposed to 1/2 of the time.
Splash has +5 priority. It must happen. Okay, jokes aside now...
Dragon Dance raises Attack, Special Attack, and Speed by 1 stage.
Acid Armor and Barrier raise Defense by 2 stages and Special Defense by 1 stage.
Bulk Up raises Attack by 2 stages and Defense by 1 stage.
Calm Mind raises Special Attack by 2 stages, and Special Defense by 1 stage.
Stockpile and Defend Order raise Defense and Special Defense by 2 stages (the only abusers of these moves are Snorlax and Vespiquen, respectively, so a big buff here doesn't sound like that bad of an idea to me).
Iron Defense raises Defense by 3 stages.
Swords Dance raises Attack by two stages and Special Attack by 1 stage.
Nasty Plot raises Special Attack by 2 stages and Attack by 1 stage.
Amnesia raises Special Defense by 3 stages.
Charm lowers Attack by 3 stages.
Venom Drench inflicts normal poison, and then lowers Attack, Special Attack, and Speed by 1 stage like it normally would.
Work Up raises Attack by 2 stages, and Special Attack by 1 stage.
Growth raises Special Attack by 2 stages and Attack by 1 stage. In the sun, Growth raises Special Attack by 3 stages and Attack by 2 stages.
Shell Smash raises Attack and Special Attack 2 Stages, and raises Speed by 2 stages. Defense and Special Defense do not decrease.
Quiver Dance raises Special Attack and Speed by 1 stage, and raises Special Defense by 2 stages.
Tail Glow raises Special Defense by 1 stage and Special Attack by 3 stages.
Noble Roar lowers Attack, Special Attack, and Speed by 1 stage.
Eerie Impulse and Metal Sound lower Special Attack by 1 stage and Special Defense by 2 stages.
Captivate lowers Attack and Special Attack by 2 stages.
Coil raises Attack and Accuracy by 1 stage and Defense by 2 stages.
Feather Dance lowers Attack by 2 stages and Speed by 1 stage.
Memento lowers Attack and Special Attack by 2 stages and Speed by 1 stage.
Sharpen raises Attack by 3 stages.
Tickle lowers Attack by 2 stages and Defense by 1 stage.
Hone Claws raises Attack by 2 stages and Accuracy by 1 stage.
Agility, Autotomize, and Rock Polish raise Attack by 1 stage and Speed by 2 stages.
Cotton Spore and Scary Face lower Defense by 1 stage and Speed by 2 stages.
Shift Gear raises Attack and Speed by 2 stages.
Fake Tears lowers Defense by 1 stage and Special Defense by 2 stages.
Geomancy raises Special Attack and Special Defense by 2 stages and Speed by 3 stages (Kind of pointless with OU banlist, but I'm listing it anyways.)
Screech lowers Attack by 1 stage and Defense by 2 stages.
Belly Drum removes 1/3 of the user's health instead of 1/2.
Pain Split, Power Split, and Guard Split are divided up 60/40 for the user and target, respectively.
Defog doesn't get rid of the hazards you set up.
Heal Bell and Aromatherapy recover 5 PP for the moves of all Pokemon except the user and the moves that increase PP.
Refresh recover 5 PP for the moves of the user except for the moves that increase PP.
Roar and Whirlwind are at +0 priority.
Dragon Tail and Circle Throw break through Substitute.
Nature Power is always Earthquake.
Foresight, Odor Sleuth, and Miracle Eye reveal what item the target has.
Lock-On and Mind's Eye guarantee a critical hit with the next attack.
Magic Coat, Snatch, and Helping Hand last an extra turn after their use.
Curse only costs a Ghost-type 1/4 of its health to use.
Copycat gets the STABus effect of any status move it copies.
Me First has +1 priority.
All variants of Block last an extra turn after the user switches out.
Focus Energy raises Attack and Special Attack by 1 stage.
Follow Me and Rage Powder cut the damage received on the turn of its use in half.
Perish Song causes the target to faint 2 turns after its use, but the user faints after 3 turns.
All other moves not mentioned so far have +1 priority.
Dragon Dance raises Attack, Special Attack, and Speed by 1 stage.
Acid Armor and Barrier raise Defense by 2 stages and Special Defense by 1 stage.
Bulk Up raises Attack by 2 stages and Defense by 1 stage.
Calm Mind raises Special Attack by 2 stages, and Special Defense by 1 stage.
Stockpile and Defend Order raise Defense and Special Defense by 2 stages (the only abusers of these moves are Snorlax and Vespiquen, respectively, so a big buff here doesn't sound like that bad of an idea to me).
Iron Defense raises Defense by 3 stages.
Swords Dance raises Attack by two stages and Special Attack by 1 stage.
Nasty Plot raises Special Attack by 2 stages and Attack by 1 stage.
Amnesia raises Special Defense by 3 stages.
Charm lowers Attack by 3 stages.
Venom Drench inflicts normal poison, and then lowers Attack, Special Attack, and Speed by 1 stage like it normally would.
Work Up raises Attack by 2 stages, and Special Attack by 1 stage.
Growth raises Special Attack by 2 stages and Attack by 1 stage. In the sun, Growth raises Special Attack by 3 stages and Attack by 2 stages.
Shell Smash raises Attack and Special Attack 2 Stages, and raises Speed by 2 stages. Defense and Special Defense do not decrease.
Quiver Dance raises Special Attack and Speed by 1 stage, and raises Special Defense by 2 stages.
Tail Glow raises Special Defense by 1 stage and Special Attack by 3 stages.
Noble Roar lowers Attack, Special Attack, and Speed by 1 stage.
Eerie Impulse and Metal Sound lower Special Attack by 1 stage and Special Defense by 2 stages.
Captivate lowers Attack and Special Attack by 2 stages.
Coil raises Attack and Accuracy by 1 stage and Defense by 2 stages.
Feather Dance lowers Attack by 2 stages and Speed by 1 stage.
Memento lowers Attack and Special Attack by 2 stages and Speed by 1 stage.
Sharpen raises Attack by 3 stages.
Tickle lowers Attack by 2 stages and Defense by 1 stage.
Hone Claws raises Attack by 2 stages and Accuracy by 1 stage.
Agility, Autotomize, and Rock Polish raise Attack by 1 stage and Speed by 2 stages.
Cotton Spore and Scary Face lower Defense by 1 stage and Speed by 2 stages.
Shift Gear raises Attack and Speed by 2 stages.
Fake Tears lowers Defense by 1 stage and Special Defense by 2 stages.
Geomancy raises Special Attack and Special Defense by 2 stages and Speed by 3 stages (Kind of pointless with OU banlist, but I'm listing it anyways.)
Screech lowers Attack by 1 stage and Defense by 2 stages.
Belly Drum removes 1/3 of the user's health instead of 1/2.
Pain Split, Power Split, and Guard Split are divided up 60/40 for the user and target, respectively.
Defog doesn't get rid of the hazards you set up.
Heal Bell and Aromatherapy recover 5 PP for the moves of all Pokemon except the user and the moves that increase PP.
Refresh recover 5 PP for the moves of the user except for the moves that increase PP.
Roar and Whirlwind are at +0 priority.
Dragon Tail and Circle Throw break through Substitute.
Nature Power is always Earthquake.
Foresight, Odor Sleuth, and Miracle Eye reveal what item the target has.
Lock-On and Mind's Eye guarantee a critical hit with the next attack.
Magic Coat, Snatch, and Helping Hand last an extra turn after their use.
Curse only costs a Ghost-type 1/4 of its health to use.
Copycat gets the STABus effect of any status move it copies.
Me First has +1 priority.
All variants of Block last an extra turn after the user switches out.
Focus Energy raises Attack and Special Attack by 1 stage.
Follow Me and Rage Powder cut the damage received on the turn of its use in half.
Perish Song causes the target to faint 2 turns after its use, but the user faints after 3 turns.
All other moves not mentioned so far have +1 priority.
So with all that I've mentioned so far, here's speculation on what would greatly benefit from getting STAB on status moves:
Latios will really appreciate having his Special Attack and Speed boosted thanks to Dragon Dance.
Mandibuzz, Zapdos, and Skarmory become much better at hazard control with Defog, as they can rid their team of hazards for free with no consequence.
Shuckle can easily bypass users of Taunt thanks to increased priority and lay down Sticky Web much more easily.
Rain teams are much more potent now when using Rain Dance, as Pokemon such as Kabutops, Tornadus-T, and Kingdra have more turns to sweep teams.
Chansey will be a much more effective cleric with Heal Bell, as she can provide teammates with extra PP to maintain their strongest attacks that have little PP, such as Hydro Pump and Close Combat.
Have fun!
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