Variations

SpartanMalice

Y'all jokers must be crazy
[[Placeholder for banner until imas234 makes one]]​

Approved by The Immortal and Eevee General

A while ago I had this idea for an OM that aimed to create variations of all the abilities that seemed like clones of each other (Water Absorb, Volt Absorb) - but for every possible variation ever. At that time it didn't work out because it would be hellishly difficult / time consuming to code. Anyway, the biggest problem with this idea was distribution. Recently, I tried pitching it as a community project to solve the issue, but I've received a few suggestions that led me to rethink and turn it into a type-based meta instead. Credit to Ghoul King for that idea.

So anyway, moving on:

The general idea is:

- An ability that is primarily type based recieves a variant that allows it to replace the type stated in the ability with any other type.

- These "new" abilities are only given out to Pokemon that have the original template. So for example, Ampharos has access to Lightningrod so they can use a ground-move absorbing Lightningrod.

- Weather abilities were chosen because they primarily interact with move types. If this gets iffy, I'll remove 'em. I included them so the meta doesn't feel completely "dry".

- As with Mix and Mega, Ability Unity and any other meta, the new ability is replaced once the pokemon Mega Evolves. So as far as "ates" go, only Pixilate and Normalize are obtainable. (Depending on how this will be coded, I will remove this or bring it into practice)

A tentative list of the "templates" from which the new variations emerge:
  • Weather based:​
  • Drizzle, Drought, Sandstorm, Snow Warning, Hydration, Leaf Guard, Swift Swim, Chlorophyll, Sand Rush, Solar Power, Leaf Guard, Flower Gift, Sand Veil, Snow Cloak, Rain Dish​
  • Aerilate, Pixilate, Refrigerate,​
  • Blaze, Torrent, Overgrow, Swarm​
  • Dark Aura​
  • Delta Stream​
  • Fairy Aura​
  • Flower Veil​
  • Gale Wings​
  • Heatproof​
  • Justified​
  • Levitate​
  • Lightningrod​
  • Magnet Pull​
  • Motor Drive​
  • Normalize​
  • Pixilate​
  • Refrigerate​
  • Scrappy (Bulbapedia desc: Enables moves to hit Ghost-type foes. --> Ghost being [ x ] type now)​
  • Storm Drain​
  • Sap Sipper​
  • Volt Absorb​
  • Water Absorb​
  • Flash Fire​
Hydreigon @ Life Orb
Ability: Levitate (Fairy)
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Nature
- Draco Meteor
- Dark Pulse
- Superpower
- Roost

The advantage to running Hydreigon over Dark Levitate Latios is, as was pointed out by Ghoul King, "Hydreigon with Fairy Levitate hardwalls Clefable.". With that in mind the classic Wallbreaker set is useful, although still walled by Clefable, most Clefables can't do much vs it. Cosmic Power + Stored Power, Fire Blast, Moonblast, etc. Flash Cannon is still useful I guess but it can just stall out Clefable and keep healing or switch out if Clefable's running Thunder Wave (if scouted early).


Gastrodon @ Leftovers
Ability: Storm Drain (Grass)
EVs: 252 HP / 244 Def / 12 Spe
Bold Nature
- Scald
- Recover
- Toxic
- Earth Power

Standard Gastrodon set. Gastrodon is the superior option over Quagsire due to statistical advantage. Seismitoad can however, run tank sets better.


Stoutland @ Choice Band
Ability: Sand Rush / Chlorophyll / Swift Swim / Hail based speed doubling ability
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Return
- Crunch
- Fire Fang
- Superpower / Pursuit / Wild Charge

Stoutland can be the go-to neutral revenge killer, able to function in any weather without being affected too much (Excadrill doesn't like getting hit by stronger fire and water attacks, and probably doesn't appreciate 100% accurate Blizzards either)

Victreebel @ Life Orb
Ability: Sand Rush / Chlorophyll / Swift Swim / Hail based speed doubling ability
EVs: 4 Def / 252 SpA / 252 Spe
Modest Nature
- Solar Beam / Leaf Storm / Giga Drain
- Weather Ball
- Sludge Bomb
- Sleep Powder / Growth

Victreebel is interesting because of its access to Weather Ball - it gains additional coverage depending on the weather its abusing. Still may not be too great, but its a nice option.


Sylveon @ Choice Specs
Ability: Pixilate (Fighting)
EVs: 240 HP / 252 SpA / 16 Spe
Modest Nature
- Moonblast
- Psyshock
- Hidden Power [Fire] / Shadow Ball
- Hyper Voice

So if Sylveon is running a variant of Pixilate, why not ground to hit its biggest check, Heatran? Because Heatran will be running ground type Flash Fire. Using fighting type coverage, much like Judgement Sylveon in STABmons, it rounds out most of its coverage. Ditching hidden power ground unless its absolutely needed, HP fire hits Scizor harder and Shadow Ball vs Metagross and such. Psyshock for poison types, standard.


Heatran @ Leftovers
Ability: Flash Fire (Ground)
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Magma Storm
- Earth Power
- Taunt
- Toxic

Using the offensive stallbreaker set from the on-site analysis. This is the classic Levitran with a slight twist - not only does it absorb ground attacks, it gains a stronger Earth Power if hit by them. This can be done with more offensive sets like Scarf or even the defensive ones. In fact, the physically defensive set probably prefers Ground type Flash Fire while the specially defensive set can run either fighting or ground type flash fire tbh. If you're going for overkill, try running a balloon tran with fighting type flash fire in sun. Guaranteed to not be brought down easily due to its many resistances (although with the loss of flash fire, fire attacks hit harder, so it's just a gimmick).


Talonflame
Ability: Gale Wings (Flying / Fire)
EVs: 248 HP / 252 Atk / 8 Spe
Adamant Nature
- Acrobatics / Flare Blitz
- Roost
- Swords Dance
- Will-O-Wisp

Bird is back and can now run two variations of his sets. As the only user of Gale Wings in the meta, it can now run its classic flying type sets or opt for fire to take out Mega Metagross and the like, faster (even crippling them with WoW). I'm using the bulky set as an example but a 252 Spe Jolly variation with Fire based Gale Wings can take out Thundurus and the like before they try to cripple it with t-wave.


Rotom-Mow @ Choice Specs / Scarf
Ability: Levitate (Bug) or (Levitate, Fire)
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Volt Switch
- Leaf Storm
- Thunderbolt
- Trick

Rotom-Mow is interesting. Already boasting a ground neutrality, its the Rotom that makes the most sense to ditch its original neutrality for a new one (apart from Rotom-Fan, obv). But the idea is, a bug levitate basically blocks out volt-turn. It doubly resists volt switch, and is immune to u-turn. The fire levitate is mostly for Sableye, Fire based Gale Wings Talonflame, etc.

That's all for now. I'll post more later.
 
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how does type absorb(type) with sticky web, spikes, toxic spikes, or stealth rocks work?
also how about quakeDrive Electivire for something with out weakness, and decent power
 
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SpartanMalice

Y'all jokers must be crazy
Unsure of how hazards would interact with type absorbing abilities due to this not being coded yet, but I can draw a few guidelines:

- Spikes aren't exactly defined by type. They're non grounded and as such are unaffected by Levitate, sure, but unlike Stealth Rock they don't use type effectiveness per se. So for flavour reasons, they'd have to interact the same way Levitate does.

- Poison and Toxic Poison are volatile statuses - that being said, Flash Fire absorbs Will-O-Wisp so I'm not sure how to work this around, as Toxic Spikes don't directly target the attacker.

- Stealth Rock, in my opinion, should be the one to heal if it interacted with a type absorbing ability, similar to how it normally functions - dealing damage based on type effectiveness. How much health it recovers back though - this is where it gets iffy.

- Sticky Web, same as Spikes. Though I'd rather it be unaffected altogether, but that being said - Levitate does avoid webs, so yeah.
 
IMO, hazards should remain unaffected. Spikes and Sticky Webs don't affect Levitators, yes, but that's arguably because Levitators lack the "grounded" property, not because of their Ground immunity. A Ground immunity, by itself, should not affect Poison- or Bug-type moves like Toxic Spikes or Sticky Webs.

Is there any way to make it so that anything with a Levitate variant will lack the "grounded" property without retaining their Ground immunity? Because I feel like that would be the most consistent option for the issue, because there's no logical type immunity that should grant immunity to Toxic Spikes and Sticky Webs.

In the case of Stealth Rock, since that is explicitly based on type matchups, immunity/healing abilities should work normally against it. And since those all have set amounts that are recovered on any move of the chosen type, it seems fair to just have that carry over.

... a really bad idea that I just had is to have Mega Diancie Skill Swap Magic Bounce onto something, set up Stealth Rock, then play the game with shit like +1 Band Goodra, extra-fast or extra-powerful Electivire, or a bulky Maractus Gastrodon set that has some bite to it even without a boosting item -- all by giving them Rock immunities.
 

SpartanMalice

Y'all jokers must be crazy
Yeah IMO a poison immunity can apply to moves (Toxic included) but Toxic Spikes should be left untouched.

That gimmick with Diancie doesn't sound too bad tbh. That said I have a feeling that the existence of a potential rock immunity is gonna discourage usage of Stealth Rock, but we'll see.

Do you see anything abusing Hail? Seems like those with access to a speed doubling ability as well as Weather Ball, + Excadrill (whose Mold Breaker set will undoubtedly rise in usage as well) seem to be the go-to mons for that.
 

Martin

A monoid in the category of endofunctors
is a Smogon Discord Contributoris a Forum Moderator Alumnusis a Community Contributor Alumnusis a Contributor Alumnus
I think a cool way to implement this would be to use the Hidden Power type for the ability. For example, if Manectric's IVs gave it HP Ice, Lightning Rod would absorb Ice-type attacks. I think this would be the easiest way for the abilities to work imo.

However, I think that the weather implementation into this is inconsistent to the rest of the changes. Therefore, I think you should scrap it and focus on abilities which directly affect types (weather has an indirect effect on types, but Lightningrod has a direct effect on types). I've c/p'd the list from the OP and modified it to match what I feel should be affected, along with a description of how they are effected:
  1. Aerilate, Pixilate, Refrigerate (type change matches the type of Hidden Power the user would have)
  2. Blaze, Torrent, Overgrow, Swarm (type boost matches the type of Hidden Power the user would have)
  3. Dark Aura, Fairy Aura (type boost matches the type of Hidden Power the user would have
  4. Delta Stream (weakens all attacks which a Pokémon who matches the type user's Hidden Power would be weak to)
  5. Flower Veil (prevents the lowering of stats for any ally which has either a primary or secondary type which matches the user's Hidden Power)
  6. Gale Wings (+1 priority to the hidden power type)
  7. Heatproof (halves damage taken from the hidden power type; halves burn damage)
  8. Justified (boosts attack by 1 stage when hit by a move which matches the user's hidden power type)
  9. Levitate (grants immunity to the type which matches the user's hidden power type; removes "grounded" attribute)
  10. Lightningrod, Storm Drain (boosts SpA by 1 stage when hit by an attack which matches the user's hidden power type; grants immunity to said type)
  11. Magnet Pull (traps any Pokémon which matches the user's Hidden Power type)
  12. Motor Drive (boosts speed by 1 stage when hit by an attack which matches the user's Hidden Power type; grants immunity to said type)
  13. Normalize (changes all attacks to match the type of the user's Hidden Power)
  14. Scrappy (removes type-based immunities of the target if they match the user's Hidden Power type)
  15. Sap Sipper (grants attack boost when hit by a move which matches the type of the user's Hidden Power; grants immunity to said type)
  16. Volt Absorb, Water Absorb (heals user by 25% when hit by an attack which matches the user's Hidden Power type)
  17. Flash Fire (boosts power of moves which match the user's Hidden Power type if they are hit by said type; grants immunity)
  18. Dry Skin (user takes double damage from moves which match the user's hidden power type, but heal 25% when hit by an attack with a hidden power type number of (HPTN) of ([user's HPTN]+1), looping to 0 when HPTN reaches 16 (matches interval for fire and water); takes damage equal 1/8 of max HP when sun is active and heal damage equal to 1/8 of max HP when rain is active)
  19. Rattled (boosts speed by 1 stage when hit by an attack with a type which matches any of the following HPTNs: [user's HPTN], [user's HPTN]+6, [user's HPTN]+7, looping to zero when the HPTN reaches 16 (determined using dark due to it having the "default" HPTN (the type you get with an EV spread of 31/31/31/31/31/31 and it being one of the types affected by rattled; matches up to the intervals of Dark, Bug and Ghost)
Abilities added from original list:
  • Dry Skin
  • Rattled
Abilities removed from original list:
  • Weather-based abilities

The HPTN system allows for certain abilities, which were locked before due to affecting multiple types, to be implemented in a way which is consistent with the rest of the abilities, and this list makes any abilities which indirectly affect types (i.e. through summoning field effects) exempt from the changes implemented by the meta. In addition, this allows for Levitate to provide a customisable immunity while retaining the mechanic it has in-game of removing the user's "grounded" trait (making them immune to Spikes, Toxic Spikes and Sticky Web like they would normally be). For example, if a Pokemon has Levitate with HP Rock's IVs, they are immune to all entry hazards due to Levitate granting a rock immunity and removing the grounded trait.

Additionally, Storm Drain users with Rock's Hidden Power IVs will gain +1 SpA when they switch into Stealth Rock and take no damage from said hazard. Therefore, the meta is consistent to the game's mechanics by granting Stealth Rock damage based on the type effectiveness of rock. Whether it affects abilities or not is questionable, but I think that it'd make the metagame more interesting if it did, and there is no way to prove it right or wrong anyway so its not like the game's mechanics are being changed deliberately if abilities are exempt under normal circumstances.
 
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EV

Banned deucer.
Some cool things I thought up while this was in submissions:

w/ Lightning Rod (Ice)
What's that? You wanted to freeze out my giant lizard Christmas tree? Try again! With a near immunity to Boltbeam (Electric is x4 resisted) Mega Sceptile has little to fear from nearly any Water- or Electric-type that relies on Ice for coverage.

w/ Magnet Pull (Fairy/Water/Flying)
Where you going, Clefable? Or Starmie. Or Talonflame. Magnezone can catch and kill a ton of stuff now. Expect it to be a go-to revenger.

w/ Levitate (Fairy/Dragon)
Losing a Ground immunity isn't that big of a deal. What Latios would prefer is an immunity to one of its weaknesses. I picked Fairy or Dragon but Dark sounds reasonable as well. A cool thing about Dragon is it allows Latios to immediately threaten other Dragons with its STAB or just hit anything that comes in hard. Just make sure you trap and remove enemy Fairies with Magnezone first!
 

SpartanMalice

Y'all jokers must be crazy
gamer boy We were discussing the hidden type based IV idea in Submissions as well, and honestly I kinda feel that weather-related abilities are needed to keep the meta semi interesting but if there's no way around it I'd pass I suppose (thereotically, we could use the HP for that too or we could use smooth rock and such but that kinda delves into Pet Mod territory) I could pass. Right now it depends on how this could be coded. I don't think it'd be that bad if the weather abilities were removed but I'm kind of partial to keeping them until I can get a clarification on whether or not they can be brought into the mix without any coding issues.

For Latios, I think an immunity to Bug is interesting as well. Any pokemon that resists one of VoltTurn appreciates an immunity to the other (some of these mons are even 4x resistant! - including the aforementioned Sceptile - though dispelling the 4x Ice Shard weakness seems to be a good priority).

I feel that it's best to ignore Dry Skin as that raises the same complications as with Thick Fat - it's too specific.

Rattled was originally on the list (the justification being the description you gave it), I removed it due to request and partially due to Granbull being the only viable user but I don't see a problem with bring it back in, yeah.

As for the rock absorption, I feel the best way to go about it is if someone tests a custom ability that is a clone of Lightningrod, Water Absorb etc and just replace the [type] to rock, and then test it with Stealth Rock to see how it reacts. I'm hoping it will be absorbed though, that only seems to make sense considering Stealth Rock's original mechanics.
 

Martin

A monoid in the category of endofunctors
is a Smogon Discord Contributoris a Forum Moderator Alumnusis a Community Contributor Alumnusis a Contributor Alumnus
gamer boy We were discussing the hidden type based IV idea in Submissions as well, and honestly I kinda feel that weather-related abilities are needed to keep the meta semi interesting but if there's no way around it I'd pass I suppose (thereotically, we could use the HP for that too or we could use smooth rock and such but that kinda delves into Pet Mod territory) I could pass. Right now it depends on how this could be coded. I don't think it'd be that bad if the weather abilities were removed but I'm kind of partial to keeping them until I can get a clarification on whether or not they can be brought into the mix without any coding issues.

For Latios, I think an immunity to Bug is interesting as well. Any pokemon that resists one of VoltTurn appreciates an immunity to the other (some of these mons are even 4x resistant! - including the aforementioned Sceptile - though dispelling the 4x Ice Shard weakness seems to be a good priority).

I feel that it's best to ignore Dry Skin as that raises the same complications as with Thick Fat - it's too specific.

Rattled was originally on the list (the justification being the description you gave it), I removed it due to request and partially due to Granbull being the only viable user but I don't see a problem with bring it back in, yeah.

As for the rock absorption, I feel the best way to go about it is if someone tests a custom ability that is a clone of Lightningrod, Water Absorb etc and just replace the [type] to rock, and then test it with Stealth Rock to see how it reacts. I'm hoping it will be absorbed though, that only seems to make sense considering Stealth Rock's original mechanics.
Oh lol I forgot Thick Fat. If it were implemented it'd use the same system as I used for Dry Skin. TBH, having Dry Skin and Thick Fat is no more specific than having Rattled tbh, which is why I feel it should be implemented. The reasoning behind ommiting Rattled you've given seems kinda iffy tbh as you could very easily say the same for Delta Stream (AG-exclusive, making it nonexistent), and ommiting it would just be plain inconsistent.
 
Just to clear up my confusion, when you say rock absorption, do you mean that a Rock retyped ability should trigger when switching in to Stealth Rock, or that it should also remove the Stealth Rock at the same time?
 

sin(pi)

lucky n bad
Just to clear up my confusion, when you say rock absorption, do you mean that a Rock retyped ability should trigger when switching in to Stealth Rock, or that it should also remove the Stealth Rock at the same time?
Ground types don't absorb Spikes, so I don't see why SR should be absorbed (yes I know Tspikes are absorbed but they inflict status, not damage)
 
First off, no weather. It doesn't fit,
Secondly, I would agree with the IV system, but it doesn't allow normal and fairy, so...

How about making the fourth move's type determine how the ability goes, or something like that.
 
Oh lol I forgot Thick Fat. If it were implemented it'd use the same system as I used for Dry Skin. TBH, having Dry Skin and Thick Fat is no more specific than having Rattled tbh, which is why I feel it should be implemented. The reasoning behind ommiting Rattled you've given seems kinda iffy tbh as you could very easily say the same for Delta Stream (AG-exclusive, making it nonexistent), and ommiting it would just be plain inconsistent.
I already discussed this with SpartanMalice before he submitted it, but if Rattled were implemented the obvious thing would be to say

"Pick a type: if hit by a type that the selected type is weak to, +1 to Speed".

Rattled is all of Psychic's weaknesses.

The Hidden Power solution runs into the problem that Fairy and Normal Hidden Powers are not possible. It sounds clean, and I can appreciate it on the face of it, but it doesn't work, and if implemented in the way you're describing you'd end up with the bizarre scenario that Fairy-type Pixilate and Fairy-type Fairy Aura become impossible. Bonus points: no Normal type Normalize.

One possibility -a less than ideal possibility, but a possibility- would be to say Plates+one of the Normal-boosting items determine it.

A cheat-y possibility that would make the meta a little less interface-friendly would be to say that the move in your fifth slot determines the typing. Totally possible, just requires you to use Import/Export mode to put in a fifth move.
 

SpartanMalice

Y'all jokers must be crazy
Oh lol I forgot Thick Fat. If it were implemented it'd use the same system as I used for Dry Skin. TBH, having Dry Skin and Thick Fat is no more specific than having Rattled tbh, which is why I feel it should be implemented. The reasoning behind ommiting Rattled you've given seems kinda iffy tbh as you could very easily say the same for Delta Stream (AG-exclusive, making it nonexistent), and ommiting it would just be plain inconsistent.
Like Ghoul King said, we used the definition for Rattled as "weak to [x] type's weaknesses". Delta Stream is actually quite similar, as its description is explicitly

"Affects weather and eliminates all of the Flying type's weaknesses."

Wait how are the types of the Ability determined currently? Is it the HP type or what?
I'm going with HP types rn, as it seems to be the easiest but if anyone (preferably someone who knows about coding) has better ideas I'm all ears.

First off, no weather. It doesn't fit,
Secondly, I would agree with the IV system, but it doesn't allow normal and fairy, so...

How about making the fourth move's type determine how the ability goes, or something like that.
Read my previous post. I'm not making any changes until I'm sure they can't be coded.

As for using moves you end up with limitations or a neccessity to use Hidden Power which I feel takes away from the meta - its entire point was to be without much limitations.

Also gamer boy actually gave a plausible reason as to why weather should be removed, so yeah, don't ask for changes if you're gonna be vague - "I don't like it, change it imo" - it's my meta and I decide the changes anyway, if given proper input.

Just to clear up my confusion, when you say rock absorption, do you mean that a Rock retyped ability should trigger when switching in to Stealth Rock, or that it should also remove the Stealth Rock at the same time?
Ground types don't absorb Spikes, so I don't see why SR should be absorbed (yes I know Tspikes are absorbed but they inflict status, not damage)
^ My best guess would be what sin(pi) said. SR is not absorbed by rock types in standard as with Toxic Spikes and poison types, so I don't see why it should be absorbed here.

The Hidden Power solution runs into the problem that Fairy and Normal Hidden Powers are not possible. It sounds clean, and I can appreciate it on the face of it, but it doesn't work, and if implemented in the way you're describing you'd end up with the bizarre scenario that Fairy-type Pixilate and Fairy-type Fairy Aura become impossible. Bonus points: no Normal type Normalize.

One possibility -a less than ideal possibility, but a possibility- would be to say Plates+one of the Normal-boosting items determine it.

A cheat-y possibility that would make the meta a little less interface-friendly would be to say that the move in your fifth slot determines the typing. Totally possible, just requires you to use Import/Export mode to put in a fifth move.
This is one of the reasons to why the HP solution is inconsistent within itself rather than weather. I know for a fact that some of the -ate abusers prefer their regular -ates (with Sylveon and Gardevoir being the only possible exceptions).

How exactly would two items (Plates + normal boosting items) work, GK? Editing it into Teambuilder?

Yeah, one issue with the last slot is Import/Export metas generally lose steam due to not being eligible for OmOTM, so that'll be put on hold I guess until we can find an alternative.
 
What about ability variations based on stats?
1. Keen Eye / Hyper Cutter / Big Pecks (chosen stat cannot be lowered)*
2. Intimidate (lowers stat on entry)
3. Defiant / Competetive (boosts stat by +2 if stats are lowered)
4. Moxie (boosts stat each KO)
5. Speed Boost (+1 boost each turn)
6. Huge Power / Pure Power / Fur Coat (doubles a stat of choice)
7. Unburden (doubles a stat when held item is consumed)
8. Guts / Marvel Scale / Quick Feet (+50% to a stat when hit by a status problem)
9. Plus / Minus (+50% to a stat if your partner has Plus/Minus)
10. Anger Point (+12 stat stages when critically hit)
11. Rattled (when hit by a Bug-, Ghost- or Dark-Type move, increase stat by +1)
Lastly, variations based on lasting ailments:
1. Immunity / Water Veil / Limber / Vital Spirit / Insomnia / Magma Armor (immunity to chosen ailment)
2. Toxic Boost (+50% Attack when afflicted)
3. Flare Boost (+50% Special Attack when afflicted)
4. Poison Point / Static / Flame Body (contact may inflict ailment)**
5. Poison Touch (using a contact move can inflict ailment)**

You could code this by making extra abilities with the altered effects.

EDIT: Abilitiy variants based on type effectiveness! Can be altered to affect super effective or not very effective hits.
1. Filter / Solid Rock
2. Tinted Lens
3. Wonder Guard
 

SpartanMalice

Y'all jokers must be crazy
We've discussed these in the chat before (this started out as Variations of all abilities) but figured that in order to include all such changes the only possibility would be creating custom abiilties (and we kinda used Filter / Solid Rock > < Tinted Lens due to their bulbapedia descriptions being exact opposites) - which would result in this becoming a Pet Mod. We also figured that Huge Power variations would be incredibly centralizing and ridiculous. Still, I like the input. :) I had missed out Anger Point during the original list (also, Plus/Minus but - that's only ever useful in doubles and this is a singles meta)
 
Other possible threats in this meta:
Since there'll be a lot of things that want to grab a new immunity, this guy is going to break through regardless.

Same as the above, only with more power, special coverage, but a worse defensive typing and no DD/SD.

Makes good use out of Levitate (Rock) - this also means it's completely immune to all entry hazards. Can pivot just as well as Rotom-W.
Can set up any weather it wants now.
A Steel-Type that can trap and KO Fire-Types? What is this sorcery (Magnezone gets OHKOed by Talonflame, while this guy here gets only scratched)
 
Talked to you earlier about this and sick meta my friend! Flash fire heatran looks fucking awesome and rly excited for what it brings, keep up the good work!
 
How exactly would two items (Plates + normal boosting items) work, GK? Editing it into Teambuilder?
I didn't mean two items. As far as I'm aware, Showdown doesn't support two items. I meant "Change Plates plus one of the Normal boosting items to dictate type of affected Ability". It's less than ideal.


Rain Power Heliolisk looks pretty interesting, finally able to put in work with its access to Surf, frying enemies with an ultra-powerful always-hits Thunder, and access to Grass Knot letting it push past the likes of Storm Drain Gastrodon, not to mention any new threats. It even has Dragon Pulse to push past the Dragons that wall these moves. 109 Special Attack is nothing to scoff at when getting essentially a Specs boost for free -and who says Heliolisk isn't also stacking a Life Orb on it or the like?- and of course Surf then also gets an additional 50% boost out of the Rain itself.

Heliolisk is the only Solar Power Pokemon to potentially play nice with Rain, too. Sunflora and Tropius would much rather stick to the Sun, or just not run Solar Power at all, and the others are Fire types, so same there.

Something worth commentary as far as stuff like Ground Motor Drive is that you can also select more unusual types to cover to patch flaws in your team. You might, for instance, run Thundurus-Therian with Fire Absorb so it can reliably switch into Talonflame, rather than covering its Rock or Ice weakness.
 
109 Special Attack is nothing to scoff at when getting essentially a Specs boost for free -and who says Heliolisk isn't also stacking a Life Orb on it or the like?-
10% Rain Power recoil is saying that it's not stacking a Life Orb too. Given how badly it wants to avoid recoil, it's probably best suited for a Choice item or, for a surprise, an Expert Belt.

A possibility I thought up is to allow Normal and Fairy variants by changing the parity of your defensive stats -- Dark Hidden Power IVs with even Defense and Special Defense could signal a Normal-type variant, while Dark HP IVs with odd Defense and Special Defense would count as a Fairy-type variant. One odd and one even would be Dark. But this seems a bit complicated, and it might be better off just not allowing Fairy or Normal variants. I dunno, we'll see.
 

InfernapeTropius11

get on my level
First thing I thought of is we now have Gengar and Latios with a Dark immunity. Pursuit? AHAHA GOOD ONE!!! Knock Off also becomes slightly less spammable, so that's always a good thing. This actually looks really fun, I just don't really understand how you can select the type immunity--how that would be coded. But hyped for mah Latios n_n
 

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