XY Omnibus Information Thread

Deck Knight

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This thread will be for the preparation and update for X and Y, and will cover any necessary topics.

1. Type Chart changes.

In XY, Not only is Fairy being added, Steel no longer resists Ghost or Dark. These changes should take place in battles STARTED ON or AFTER November 4th, 2013 (Release Date).

2. Mega Pokemon Mechanics.

These will most likely be enabled through hold items, and have separate stat sheets for Weight, Size, etc. Should Mega Pokemon be kept in their own separate list, or listed immediately below their final evolution. (e.g. A separate listing of Mega Venusaur -> Mega Charizard -> Mega Blastoise or just adding Mega Venusaur below Venusaur.)

Separate from this, do Mega Pokemon get only their ability or, since this would severely limit them in ASB, do they also keep all their abilities from the final form (e.g. Mega Venusaur has Thick Fat as well as Overgrow and Clorophyll)

3. STAB Updates

It has already been revealed that types will have additional defensive benefits, like Grass types being immune to all "Powder" attacks , Electric-types being immune to paralysis, and Ghost types being immune to Mean Look / Block etc (it is unknown whether they are affected by trapping abilities or partial trapping attacks yet). There may be more of this in the final release.

4. New TM / Tutor Rules

If XY is anything like BW, Tutor Moves will not exist until future game releases (barring things like Fire Pledge and Draco Meteor). Do we shift back to what will now be 10 TMs rather than 5 and 5, or do we allow 10 for XY Pokemon and 5XY / 5BWXY Tutors for older generation Pokemon?

5. CAP Updates

6th Gen Moves will be added as the non-canonical add-ons to the CAPs. No Mega-Evolutions since that is going to descend into arbitrariness ridiculously fast.

I would be interested to hear in other issues that may come up. This is the thread to discuss them.

OMNIBUS INFORMATION GATHERING STARTS HERE

Mechanics:

Mega Pokemon:

Mega Pokemon Clause is a new Clause in CAP ASB XY, and the battlers can set the number of Mega Pokemon they want to allow in a battle. (E.G. No Megas, 1 Mega, Unlimited Megas etc.) Mega Pokemon Stones are linked to the Pokemon specifically and, like in-game, are not subject to any item removal or suppression effects such as Trick, Switcheroo, Embargo, or Magic Room. Knock Off does not get the power boost on a Pokemon holding a Mega Stone. In ASB, Mega Evolved Pokemon retain all of their base form's Abilities, and several Mega Pokemon that duplicate base form abilities have associated effects noted on their Mega Stone's Item Description. In Single Ability Battles, Mega Evolutions will have the ability of the Mega Evolution after Mega Evolving, but will retain any effects from the base form's ability (ex. a Moxie Pinsir that got an attack boost before Mega Evolving.)

A Pokemon can Mega Evolve on any action in a round under any condition, including Sleep, Freeze, or Taunt. Mega Evolution does not itself take up an action, and does not have an inherent Energy Cost (it may activate abilities that do, such as Drought or Sand Stream). Mega Evolution occurs before any other action takes place, regardless of priority (Pokemon will mega Evolve in the speed order of the Pokemon if multiple Pokemon are Mega Evolving). Mega Evolved Pokemon remain Mega Evolved for the duration of the battle once they have activated Mega Evolution. Mega Evolved Pokemon will act with the speed priority they had prior to Mega Evolving on the Mega Evolution action, but will act with their updated Speed in subsequent actions. Their ability will be in effect immediately (ex. Mega Charizard Y summoning Drought), as will the updated accuracy boost if they have a +Spe nature.

Mega Evolution can be used as part of a Chance Substitution if the Pokemon has not yet Mega-Evolved. (ex. Charizard Mega Evolve A2 if X uses Rain Dance A1)

Weather and Terrain:

Weather (Fog / Smogs, Hail, Rain Dance, Sandstorm, Sunny Day) and Terrain (Electric Terrain, Grassy Terrain, Misty Terrain) Moves co-exist. Weather will nullify Weather, and Terrain will nullify Terrain, but they do not nullify each other, mirroring the in-game interaction.

Rank Changes:

Rank 5 shall now begin at 116 instead of 120, matching the practice of Rank 4 for stats above 95. Ranks above 6 will also change, being brought down to 153, 173, 189 etc. Rank 3's threshold shall remain 61.

The "normal range" for calculating Attack vs. Defenses now goes from Rank 0 through Rank 6, so that Ranks 7 and above start calculating at +/- 1.0, where Ranks 0-6 calculate at +/- 1.5. This represents the fact that many unspecialized Pokemon in Gen 6 have natural Rank 6 stats, and along with the stat boosts to older Gen Pokemon makes these more reflective of general power.

Pokemon:

For now, use this link to find abilities for Generation 6 Pokemon.
These Abilities have been added to previous Pokemon.
Special Notes:
Scolipede line now have Speed Boost instead of Quick Feet.
Chandelure line now have Infiltrator instead of Shadow Tag.


Aegislash:

Aegislash has two Formes that change Ranks. It is first released in Shield Forme, and any time it uses a damaging move it switches to Blade Forme before using the attack. It will revert to Shield Forme when using he "King's Shield" move. All other non-damaging moves will retain whatever Forme Aegislash is currently in. Aegislash's Nature DOES NOT move with its Ranks, so a +SpD Aegislash will have Rank 7 and Rank 3 SpD in Shield and Blade Formes, respectively.

Unown:

Unown can use all types of Hidden Power and Struggle. Each instance of Hidden Power is considered a separate move for the purposes of Disable, Imprison, and the consecutive EN cost. Unown's Hidden Powers take on the elemental attributes of each element rather than just being a simple energy attack. So for example, Hidden Power Water douses an opponent, Hidden Power Electric can shock them, etc. Unown only gets the STAB damage boost on Hidden Power Psychic, but it does have -1 Energy Cost for all Hidden Powers. Unown retains the ability to modify the Base Attack Power of its combinant Hidden Powers between 4 BAP and 7 BAP, with their energy cost being 2 EN less than the BAP. Consider the following effects of Hidden Power to apply when Unown uses them:

Hidden Power Bug: 50% Drain Effect (Leech Life)
Hidden Power Dark: Taunt Effect (Taunt)
Hidden Power Dragon: Roar Effect (Dragon Tail)
Hidden Power Electric: 30% Paralyze (Discharge), Hits All on Field
Hidden Power Fairy: 20% Attack Lower (Play Rough)
Hidden Power Fighting: 20% Defense Lower, Calculates Damage Using Defense (Rock Smash, Secret Sword)
Hidden Power Fire: 30% Burn (Lava Plume), Hits All on Field
Hidden Power Flying: High Critical Hit Ratio (Aeroblast / Air Cutter), Hits All Opponents
Hidden Power Ghost: 20% Special Defense Lower (Shadow Ball)
Hidden Power Grass: 20% Sleep (Spore / Sleep Powder / GrassWhistle)
Hidden Power Ground: 20% Accuracy Lower (Mud Bomb / Mud Slap)
Hidden Power Ice: 20% Freeze (Blizzard), Hits All Opponents.
Hidden Power Poison: 30% Toxic (Poison Fang)
Hidden Power Psychic: 20% Confusion (Psybeam / Confusion)
Hidden Power Rock: 20% Flinch (Rock Slide), Hits All Opponents
Hidden Power Steel: 20% Special Attack Lower (Flash Cannon)
Hidden Power Water: 20% Speed Lower, Douse effect (BubbleBeam / Water Gun)

Rather than having a specific Hidden Power, Unown has one Hidden Power of each type with different properties. Each different type of Hidden Power is considered a separate attack for the purposes of calculating the consecutive attack EN penalty. Unown can change the Base Attack Power of each Hidden Power in its attacks. If Unown combines two Hidden Power attacks, it will use the damage boosting rules of same attack combinations based off the higher BAP (Combo BAP * 2.25), while using the EN Cost of different attack combinations (EN Attack 1 + EN Attack 2 * 1.5), and the type will be selected based on the stronger selected Hidden Power.

Ex.: Hidden Power Water 4 + Hidden Power Electric 7 = 7 *2.25 BAP, 15.75 BAP. EN = 2 + 5 (7) * 1.5 = 10.5, 11 EN (-1 EN) = 10 EN. Type: Electric (stronger Hidden Power)

Because this Attack also combines an attack with a "hits all on field" property, this attack will hit all Pokemon on the field, has a 30% paralysis effect, a 20% Speed lower effect, and a Douse effect.

Ex. 2: Hidden Power Flying 4 + Hidden Power Psychic 7 = 3 + 7 *2.25 BAP, 18.75 BAP. EN = 2 + 5 (7) * 1.5 = 10.5, 11 EN (-2 EN) = 9 EN. Type: Psychic (stronger Hidden Power)

This Attack will by Psychic typed, hit all opponents, has a 20% chance to confuse, and a high Critical Hit ratio.

CAP Pokemon New TM Moves:

The only thing CAP Pokemon need as of now are new TM updates. Additional reviews will be had of the CAPs later. CAP Pokemon will retain all TMs that crossed over from Gen V and Gen VI on their 6th Gen Selections List.

Code:
New TMs:
Confide
Dazzling Gleam
Infestation
Nature Power
Power-Up Punch
Steel Wing (Not available via 5th Gen TM / Tutor)
Learnset:
Code:
Syclar: Confide, Infestation.
Syclant: Confide, Infestation.
Revenankh: Confide, Dazzling Gleam, Power-Up Punch.
Embirch: Confide, Nature Power.
Flarelm: Confide, Nature Power.
Pyroak: Confide, Nature Power.
Breezi: Confide.
Fidgit: Confide.
Rebble: Confide, Dazzling Gleam, Nature Power.
Bolderdash: Confide, Dazzling Gleam, Nature Power.
Strategem: Confide, Dazzling Gleam, Nature Power.
Privatyke: Confide, Infestation, Power-Up Punch.
Arghonaut: Confide, Infestation, Power-Up Punch.
Nohface: Confide.
Kitsunoh: Confide.
Monohm: Confide, Nature Power.
Duclohm: Confide, Nature Power.
Cyclohm: Confide, Nature Power.
Colosshale: Confide.
Colossoil: Confide.
Protowatt: Confide, Dazzling Gleam.
Krillowatt: Confide, Dazzling Gleam.
Voodoll: Confide, Infestation, Power-Up Punch.
Voodoom: Confide, Infestation, Power-Up Punch.
Scratchet: Confide, Power-Up Punch.
Tomohawk: Confide, Power-Up Punch, Steel Wing.
Necturine: Confide, Infestation, Nature Power.
Necturna: Confide, Infestation, Nature Power.
Mollux: Confide, Dazzling Gleam, Infestation.
Cupra: Confide, Infestation.
Argalis: Confide, Infestation.
Aurumoth: Confide, Dazzling Gleam, Infestation, Steel Wing.
Brattler: Confide, Nature Power.
Malaconda: Confide, Nature Power.
Reasoning:
Everything gets Confide.
Bugs get Infestation.
Grass Types get Nature Power.
Fighting types get Power-Up Punch.
Pokemon with wings get Steel Wing. (Syclant didn't get Steel Wing in Gen IV, therefore it doesn't now)
Revenankh and Aurumoth are sufficiently mystical where Dazzling Gleam works as flavor.
Arghonaut line are pirates. Ew.
Stratagem lines are literal gemstones.
Cyclohm lines are literal dragons made out of electricity.
Voodoll and Voodoom are haunted dolls like Banette, which also gets Infestation. Plus all those pins mean there's a lot of puncture area.
Mollux and Krillowatt are both fairly luminous to where Dazzling Gleam makes sense.
Mollux is pretty close to Tentacruel in design, which has both DG and Infestation.

Unobtainable Pokemon TMs Ruling:

Currently, some previous Pokemon in Gen VI are not obtainable, and therefore we don't have their learnsets. Until we get better data, they will have access to any repeat TM / Tutor from previous generations they have had access to.

The following moves will not be eligible for selection by fresh Gen VI Unobtainable Pokemon.
Code:
Ally Switch
Pluck
Telekinesis
Work Up
The following moves are tutor repeats that fresh Gen VI Unobtainable Pokemon will be eligible for if they learned it by Egg, TM, or Tutor in a previous generation.
Code:
Dark Pulse
Roost
Steel Wing
STAB:

STAB Updates

Bug: Bug STAB; Adds an additional guaranteed attack on all multi-hit moves (does not include two hit moves) with a total hit cap of five (5).
Dark: Dark STAB; ignores Attract and Confusion status entirely when using Dark-type damaging and non-damaging attacks.
Dragon: Dragon STAB; -1 BAP on incoming neutral attacks Dragon itself would resist (e.g. -1 BAP on Aqua Jet against Garchomp.) Unable to have Thrash or Outrage disrupted by oncoming damage.
Electric: Electric STAB; immune to paralysis status.
Fairy: Fairy STAB: -1 EN on non-Fairy typed Nature, Sound, and Scent moves (Stacks with second STAB where applicable). (Nature Power, Natural Gift; Sound Moves; Aromatherapy, Odor Sleuth, Sweet Scent)
Fighting: Fighting STAB; ignore weight restrictions on Circle Throw, Seismic Toss, Sky Drop, Storm Throw, Submission, and Vital Throw.
Fire: Fire STAB; immune to burn status. Brighten Command.

Brighten Command: For the next six (6) actions, all this Pokemon's attacks with have their accuracy increased by one stage. Type Exclusive commands can only be used by Pokemon that are naturally that type, and are still available if the Pokemon changes type.

Command Type: Type Exclusive | Accuracy: -- | Energy Cost: 5 | Priority: 0 | CT: None
Flying: Flying STAB; immunity to Ground attacks and the Arena Trap Ability except under the effects of Smack Down and Gravity, even for ground-based flying Pokemon. Will always hit foes with Dig (except other Flying types) and Dive. Cannot be hit by Dive unless the attacking Pokemon has a size class greater than four (4). Unaffected by Spikes or Toxic Spikes. when switching in. Able to hit Pokemon in the evasive stage of Bounce, Fly or Sky Drop with single target moves that hit Pokemon on the field regardless of position.
Ghost: Ghost STAB; immune to the effects of full trapping moves and the Arena Trap, Magnet Pull, and Shadow Tag abilities. Ghost types can switch out while affected by a partial trapping move, but they will be damaged every action by their effect.
Grass: Grass STAB; immunity to Leech Seed, Worry Seed, and all "Powder" based attacks (Poisonpowder, Powder, Rage Powder, Sleep Powder, Spore, Stun Spore). Unable to have Petal Dance disrupted by oncoming damage. Ignores Arena restrictions on Grass attacks requiring an external grass source. Bloom Command.

Bloom Command: For the next six (6) actions, this Pokemon's "Grass," "Powder," and "Seed" status-moves will have fifteen (15) added points to their Base Accuracy (e.g. Grasswhistle goes from 55 Base Acc to 70 Base Acc). Type Exclusive commands can only be used by Pokemon that are naturally that type, and are still available if the Pokemon changes type.

Command Type: Type Exclusive | Accuracy: -- | Energy Cost: 5 | Priority: 0 | CT: None
Ground: Ground STAB; immune to Sandstorm. Ignores Arena restrictions on Dig and Seismic Attacks for Arenas in which any land mass exists, Evasive Digging reduced from 6 per action Energy Cost to 5 per action.
Ice: Ice STAB; immune to Hail damage, freeze status, and Sheer Cold. Frost Command.

Frost Command: For the next six (6) actions, this Pokemon's Ice moves will have triple the freeze chance. Type Exclusive commands can only be used by Pokemon that are naturally that type, and are still available if the Pokemon changes type.

Command Type: Type Exclusive | Accuracy: -- | Energy Cost: 5 | Priority: 0 | CT: None
Normal: Normal STAB; +1 BAP on attacks that match dominant arena type after 3 actions. Unable to have Thrash or Outrage disrupted by oncoming damage.
Poison: Poison STAB; immunity to Poison/Toxic status. Absorb Toxic Spikes on switch-in unless Flying-typed or using the ability Levitate. -- Accuracy when using Toxic, Poison Gas, or Poison Powder, hitting even during Dig, Fly, etc. Ignore Fog's accuracy reduction. Store Command.

Store Command: For the next six (6) actions, this Pokemon's moves will have their poison / toxic effect chance double. Type Exclusive commands can only be used by Pokemon that are naturally that type, and are still available if the Pokemon changes type.

Command Type: Type Exclusive | Accuracy: -- | Energy Cost: 5 | Priority: 0 | CT: None
Psychic: Psychic STAB; can lift and throw opponents with Psychic regardless of Special Attack Rank. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.
Rock: Rock STAB; Adds an additional level of Priority (+0 to +1, +3 to +4 etc.) on naturally occurring level-up, egg, tutor, or TM attacks that increase only defense, special defense, or prevent damage (Full list: Acid Armor, Amnesia, Barrier, Defense Curl, Detect, Harden, Iron Defense, Light Screen, Protect, Quick Guard, Reflect, Skull Bash, Stockpile, Wide Guard, Withdraw). Reduced damage from all special attacks by two (2) Base Attack Power during Sandstorm, immune to Sandstorm damage. Ignores Arena restrictions on Rock attacks requiring an external rock source.
Steel: Steel STAB; immune to Sandstorm damage, immune to Poison/Toxic status, but can be corroded specifically by Acid and Acid Spray, making them susceptible to Poison-type attacks and Poison/Toxic Status.
Water: Water STAB; Ignores arena restrictions on Water attacks that require an external water source. Evasive Diving reduced from 6 per action Energy Cost to 5 per action.


Stats:
Rank Limits:
Rank 1: 0-25; 80 HP
Rank 2: 26-60; 90 HP
Rank 3: 61-95; 100 HP
Rank 4: 96-115; 110 HP
Rank 5: 116-140; 120 HP
Rank 6: 141-153; 125 HP
Rank 7: 154-173; 130 HP
Rank 8: 174-189; 135 HP
Rank 9: 190-209; 140 HP
Rank 10: 210+; 145 HP

Format:

Pokemon
HP:
Atk: Rank
Def: Rank
SpA: Rank
SpD: Rank
Spe:
Size Class:
Weight Class:
Base Rank Total:

Gen VI Pokemon:
Chespin
HP: 90
Atk: Rank 2
Def: Rank 3
SpA: Rank 2
SpD: Rank 2
Spe: 38
Size Class: 1
Weight Class: 1
Base Rank Total: 13

Quilladin
HP: 100
Atk: Rank 3
Def: Rank 3
SpA: Rank 2
SpD: Rank 2
Spe: 57
Size Class: 1
Weight Class: 3
Base Rank Total: 15

Chesnaut
HP: 100
Atk: Rank 4
Def: Rank 5
SpA: Rank 3
SpD: Rank 3
Spe: 64
Size Class: 3
Weight Class: 4
Base Rank Total: 21

Fennekin
HP: 90
Atk: Rank 2
Def: Rank 2
SpA: Rank 3
SpD: Rank 2
Spe: 60
Size Class: 1
Weight Class: 1
Base Rank Total: 13


Braixen
HP: 90
Atk: Rank 2
Def: Rank 2
SpA: Rank 3
SpD: Rank 3
Spe: 73
Size Class: 2
Weight Class: 2
Base Rank Total: 15

Delphox
HP: 100
Atk: Rank 3
Def: Rank 3
SpA: Rank 4
SpD: Rank 4
Spe: 104
Size Class: 3
Weight Class: 3
Base Rank Total: 21

Froakie
HP: 90
Atk: Rank 2
Def: Rank 2
SpA: Rank 3
SpD: Rank 2
Spe: 71
Size Class: 1
Weight Class: 1
Base Rank Total: 14

Frogadier
HP: 90
Atk: Rank 3
Def: Rank 2
SpA: Rank 3
SpD: Rank 2
Spe: 97
Size Class: 1
Weight Class: 2
Base Rank Total: 15

Greninja
HP: 100
Atk: Rank 3
Def: Rank 3
SpA: Rank 4
SpD: Rank 3
Spe: 122
Size Class: 3
Weight Class: 3
Base Rank Total: 21

Bunnelby
HP: 90
Atk: Rank 2 [4 Huge Power]
Def: Rank 2
SpA: Rank 2
SpD: Rank 2
Spe: 57
Size Class: 1
Weight Class: 1
Base Rank Total: 12 [14 Huge Power]

Diggersby
HP: 100
Atk: Rank 2 [5 Huge Power]
Def: Rank 3
SpA: Rank 2
SpD: Rank 3
Spe: 78
Size Class: 2
Weight Class: 3
Base Rank Total: 16 [19 Huge Power]

Fletchling
HP: 90
Atk: Rank 2
Def: Rank 2
SpA: Rank 2
SpD: Rank 2
Spe: 62
Size Class: 1
Weight Class: 1
Base Rank Total: 13

Fletchinder
HP: 100
Atk: Rank 3
Def: Rank 2
SpA: Rank 2
SpD: Rank 2
Spe: 84
Size Class: 1
Weight Class: 2
Base Rank Total: 15

Talonflame
HP: 100
Atk: Rank 3
Def: Rank 3
SpA: Rank 3
SpD: Rank 3
Spe: 126
Size Class: 2
Weight Class: 2
Base Rank Total: 20

Scatterbug
HP: 90
Atk: Rank 2
Def: Rank 2
SpA: Rank 2
SpD: Rank 1
Spe: 35
Size Class: 1
Weight Class: 1
Base Rank Total: 11

Spewpa
HP: 90
Atk: Rank 1
Def: Rank 2
SpA: Rank 2
SpD: Rank 2
Spe: 29
Size Class: 1
Weight Class: 1
Base Rank Total: 11

Vivillon
HP: 100
Atk: Rank 2
Def: Rank 2
SpA: Rank 3
SpD: Rank 2
Spe: 90
Size Class: 2
Weight Class: 2
Base Rank Total: 17

Litleo
HP: 100
Atk: Rank 2
Def: Rank 2
SpA: Rank 3
SpD: Rank 2
Spe: 72
Size Class: 1
Weight Class: 2
Base Rank Total: 15

Pyroar
HP: 100
Atk: Rank 3
Def: Rank 3
SpA: Rank 4
SpD: Rank 3
Spe: 106
Size Class: 3
Weight Class: 3
Base Rank Total: 20

Flabebe
HP: 90
Atk: Rank 2
Def: Rank 2
SpA: Rank 3
SpD: Rank 3
Spe: 42
Size Class: 1
Weight Class: 1
Base Rank Total: 14

Floette
HP: 90
Atk: Rank 2
Def: Rank 2
SpA: Rank 3
SpD: Rank 4
Spe: 52
Size Class: 1
Weight Class: 1
Base Rank Total: 15

Florges
HP: 100
Atk: Rank 3
Def: Rank 3
SpA: Rank 4
SpD: Rank 7
Spe: 75
Size Class: 2
Weight Class: 2
Base Rank Total: 23

Skiddo
HP: 100
Atk: Rank 3
Def: Rank 2
SpA: Rank 3
SpD: Rank 2
Spe: 52
Size Class: 1
Weight Class: 3
Base Rank Total: 15

Gogoat
HP: 120
Atk: Rank 4
Def: Rank 3
SpA: Rank 4
SpD: Rank 3
Spe: 68
Size Class: 4
Weight Class: 4
Base Rank Total: 22

Pancham
HP: 100
Atk: Rank 3
Def: Rank 3
SpA: Rank 2
SpD: Rank 2
Spe: 43
Size Class: 1
Weight Class: 1
Base Rank Total: 15

Pangoro
HP: 100
Atk: Rank 5
Def: Rank 3
SpA: Rank 3
SpD: Rank 3
Spe: 58
Size Class: 4
Weight Class: 5
Base Rank Total: 19

Furfrou
HP: 100
Atk: Rank 3
Def: Rank 2
SpA: Rank 3
SpD: Rank 3
Spe: 102
Size Class: 3
Weight Class: 3
Base Rank Total: 18

Espurr
HP: 100
Atk: Rank 2
Def: Rank 2
SpA: Rank 3
SpD: Rank 2
Spe: 68
Size Class: 1
Weight Class: 1
Base Rank Total: 15

Meowstic
HP: 100
Atk: Rank 2
Def: Rank 3
SpA: Rank 3
SpD: Rank 3
Spe: 104
Size Class: 1
Weight Class: 1
Base Rank Total: 18

Honedge
HP: 90
Atk: Rank 3
Def: Rank 4
SpA: Rank 2
SpD: Rank 2
Spe: 28
Size Class: 2
Weight Class: 1
Base Rank Total: 15

Doublade
HP: 90
Atk: Rank 4
Def: Rank 6
SpA: Rank 2
SpD: Rank 2
Spe: 35
Size Class: 2
Weight Class: 1
Base Rank Total: 19

Aegislash - Blade Forme
HP: 90
Atk: Rank 6
Def: Rank 2
SpA: Rank 6
SpD: Rank 2
Spe: 60
Size Class: 3
Weight Class: 4
Base Rank Total: 20

Aegislash - Shield Forme
HP: 90
Atk: Rank 2
Def: Rank 6
SpA: Rank 2
SpD: Rank 6
Spe: 60
Size Class: 3
Weight Class: 4
Base Rank Total: 20

Spritzee
HP: 100
Atk: Rank 2
Def: Rank 2
SpA: Rank 3
SpD: Rank 3
Spe: 23
Size Class: 1
Weight Class: 1
Base Rank Total: 15

Aromatisse
HP: 110
Atk: Rank 3
Def: Rank 3
SpA: Rank 4
SpD: Rank 3
Spe: 29
Size Class: 2
Weight Class: 2
Base Rank Total: 21

Swirlix
HP: 100
Atk: Rank 2
Def: Rank 3
SpA: Rank 2
SpD: Rank 2
Spe: 49
Size Class: 1
Weight Class: 1
Base Rank Total: 14

Slurpuff
HP: 100
Atk: Rank 3
Def: Rank 3
SpA: Rank 3
SpD: Rank 3
Spe: 72
Size Class: 2
Weight Class: 1
Base Rank Total: 18

Inkay
HP: 90
Atk: Rank 2
Def: Rank 2
SpA: Rank 2
SpD: Rank 2
Spe: 45
Size Class: 1
Weight Class: 1
Base Rank Total: 12

Malamar
HP: 100
Atk: Rank 3
Def: Rank 3
SpA: Rank 3
SpD: Rank 3
Spe: 73
Size Class: 3
Weight Class: 2
Base Rank Total: 18

Binnacle
HP: 90
Atk: Rank 2
Def: Rank 3
SpA: Rank 2
SpD: Rank 2
Spe: 50
Size Class: 1
Weight Class: 3
Base Rank Total: 13

Barbaracle
HP: 100
Atk: Rank 4
Def: Rank 4
SpA: Rank 2
SpD: Rank 3
Spe: 68
Size Class: 3
Weight Class: 4
Base Rank Total: 19

Skrelp
HP: 90
Atk: Rank 2
Def: Rank 2
SpA: Rank 2
SpD: Rank 2
Spe: 30
Size Class: 1
Weight Class: 1
Base Rank Total: 12

Dragalgae
HP: 100
Atk: Rank 3
Def: Rank 3
SpA: Rank 4
SpD: Rank 5
Spe: 44
Size Class: 3
Weight Class: 3
Base Rank Total: 20

Clauncher
HP: 90
Atk: Rank 2
Def: Rank 3
SpA: Rank 2
SpD: Rank 3
Spe: 44
Size Class: 1
Weight Class: 1
Base Rank Total: 14

Clawitzer
HP: 100
Atk: Rank 3
Def: Rank 3
SpA: Rank 5
SpD: Rank 3
Spe: 59
Size Class: 3
Weight Class: 3
Base Rank Total: 19

Helioptile
HP: 90
Atk: Rank 2
Def: Rank 2
SpA: Rank 3
SpD: Rank 2
Spe: 70
Size Class: 1
Weight Class: 1
Base Rank Total: 14

Heliolisk
HP: 100
Atk: Rank 2
Def: Rank 2
SpA: Rank 4
SpD: Rank 3
Spe: 109
Size Class: 2
Weight Class: 2
Base Rank Total: 18

Tyrunt
HP: 90
Atk: Rank 3
Def: Rank 3
SpA: Rank 2
SpD: Rank 2
Spe: 48
Size Class: 2
Weight Class: 3
Base Rank Total: 14

Tyrantrum
HP: 100
Atk: Rank 5
Def: Rank 5
SpA: Rank 3
SpD: Rank 2
Spe: 71
Size Class: 5
Weight Class: 6
Base Rank Total: 21

Amaura
HP: 100
Atk: Rank 2
Def: Rank 2
SpA: Rank 3
SpD: Rank 3
Spe: 46
Size Class: 3
Weight Class: 3
Base Rank Total: 15

Aurorus
HP: 120
Atk: Rank 3
Def: Rank 3
SpA: Rank 4
SpD: Rank 3
Spe: 58
Size Class: 5
Weight Class: 6
Base Rank Total: 20

Sylveon
HP: 100
Atk: Rank 3
Def: Rank 3
SpA: Rank 4
SpD: Rank 5
Spe: 60
Size Class: 2
Weight Class: 2
Base Rank Total: 20

Hawlucha
HP: 100
Atk: Rank 3
Def: Rank 3
SpA: Rank 3
SpD: Rank 3
Spe: 118
Size Class: 2
Weight Class: 3
Base Rank Total: 20

Dedenne
HP: 100
Atk: Rank 2
Def: Rank 2
SpA: Rank 3
SpD: Rank 3
Spe: 101
Size Class: 1
Weight Class: 1
Base Rank Total: 17

Carbink
HP: 90
Atk: Rank 2
Def: Rank 6
SpA: Rank 2
SpD: Rank 6
Spe: 50
Size Class: 1
Weight Class: 1
Base Rank Total: 20

Goomy
HP: 90
Atk: Rank 2
Def: Rank 2
SpA: Rank 2
SpD: Rank 3
Spe: 40
Size Class: 1
Weight Class: 1
Base Rank Total: 14

Sliggoo
HP:100
Atk: Rank 3
Def: Rank 2
SpA: Rank 3
SpD: Rank 4
Spe: 60
Size Class: 2
Weight Class: 2
Base Rank Total: 17

Goodra
HP: 100
Atk: Rank 4
Def: Rank 3
SpA: Rank 4
SpD: Rank 6
Spe: 80
Size Class: 4
Weight Class: 5
Base Rank Total: 23

Klefki
HP: 90
Atk: Rank 3
Def: Rank 3
SpA: Rank 3
SpD: Rank 3
Spe: 75
Size Class: 1
Weight Class: 1
Base Rank Total: 17

Phantump
HP: 90
Atk: Rank 3
Def: Rank 2
SpA: Rank 2
SpD: Rank 2
Spe: 38
Size Class: 1
Weight Class: 1
Base Rank Total: 13

Trevenant
HP: 100
Atk: Rank 4
Def: Rank 3
SpA: Rank 3
SpD: Rank 3
Spe: 56
Size Class: 3
Weight Class: 3
Base Rank Total: 18

Pumpkaboo - Small Size
HP: 90
Atk: Rank 3
Def: Rank 3
SpA: Rank 2
SpD: Rank 2
Spe: 56
Size Class: 1
Weight Class: 1
Base Rank Total: 14

Pumpkaboo - Average Size
HP: 90
Atk: Rank 3
Def: Rank 3
SpA: Rank 2
SpD: Rank 2
Spe: 51
Size Class: 2
Weight Class: 1
Base Rank Total: 14

Pumpkaboo - Large Size
HP: 90
Atk: Rank 3
Def: Rank 3
SpA: Rank 2
SpD: Rank 2
Spe: 46
Size Class: 2
Weight Class: 1
Base Rank Total: 14

Pumpkaboo - Super Size
HP: 90
Atk: Rank 3
Def: Rank 3
SpA: Rank 2
SpD: Rank 2
Spe: 41
Size Class: 2
Weight Class: 2
Base Rank Total: 14

Gourgeist - Small Size
HP: 90
Atk: Rank 3
Def: Rank 5
SpA: Rank 2
SpD: Rank 3
Spe: 99
Size Class: 2
Weight Class: 2
Base Rank Total: 19

Gourgeist - Average Size
HP: 100
Atk: Rank 3
Def: Rank 5
SpA: Rank 2
SpD: Rank 3
Spe: 84
Size Class: 3
Weight Class: 3
Base Rank Total: 19

Gourgeist - Large Size
HP: 100
Atk: Rank 3
Def: Rank 5
SpA: Rank 2
SpD: Rank 3
Spe: 69
Size Class: 3
Weight Class: 4
Base Rank Total: 19

Gourgeist - Super Size
HP: 100
Atk: Rank 4
Def: Rank 5
SpA: Rank 2
SpD: Rank 3
Spe: 54
Size Class: 4
Weight Class: 5
Base Rank Total: 19

Bergmite
HP: 90
Atk: Rank 3
Def: Rank 3
SpA: Rank 2
SpD: Rank 2
Spe: 28
Size Class: 2
Weight Class: 4
Base Rank Total: 14

Avalugg
HP: 100
Atk: Rank 5
Def: Rank 8
SpA: Rank 2
SpD: Rank 2
Spe: 28
Size Class: 4
Weight Class: 9
Base Rank Total: 22

Noibat
HP: 90
Atk: Rank 2
Def: Rank 2
SpA: Rank 2
SpD: Rank 2
Spe: 55
Size Class: 1
Weight Class: 1
Base Rank Total: 12

Noivern
HP: 100
Atk: Rank 3
Def: Rank 3
SpA: Rank 4
SpD: Rank 3
Spe: 123
Size Class: 3
Weight Class: 4
Base Rank Total: 21

Xerneas
HP: 120
Atk: Rank 5
Def: Rank 3
SpA: Rank 5
SpD: Rank 4
Spe: 99
Size Class: 5
Weight Class: 6
Base Rank Total: 26

Yveltal
HP: 120
Atk: Rank 5
Def: Rank 3
SpA: Rank 5
SpD: Rank 4
Spe: 99
Size Class: 6
Weight Class: 6
Base Rank Total: 26

Zygarde
HP: 110
Atk: Rank 4
Def: Rank 5
SpA: Rank 3
SpD: Rank 3
Spe: 95
Size Class: 5
Weight Class: 7
Base Rank Total: 22

Updated Older Gen Mons:
Pidgeot
HP: 100
Atk: Rank 3
Def: Rank 3
SpA: Rank 3
SpD: Rank 3
Spe: 101
Size Class: 3
Weight Class: 3
Base Rank Total: 19

Raichu
HP: 100
Atk: Rank 3
Def: Rank 2
SpA: Rank 3
SpD: Rank 3
Spe: 110
Size Class: 2
Weight Class: 3
Base Rank Total: 18

Nidoking
HP: 100
Atk: Rank 4
Def: Rank 3
SpA: Rank 3
SpD: Rank 3
Spe: 85
Size Class: 3
Weight Class: 4
Base Rank Total: 19

Victreebel
HP: 100
Atk: Rank 4
Def: Rank 3
SpA: Rank 4
SpD: Rank 3
Spe: 70
Size Class: 3
Weight Class: 2
Base Rank Total: 20

Golem
HP: 100
Atk: Rank 5
Def: Rank 5
SpA: Rank 2
SpD: Rank 3
Spe: 45
Size Class: 3
Weight Class: 7
Base Rank Total: 20

Onix
HP: 90
Atk: Rank 2
Def: Rank 7
SpA: Rank 2
SpD: Rank 2
Spe: 70
Size Class: 7
Weight Class: 6
Base Rank Total: 18

Cloyster
HP: 90
Atk: Rank 3
Def: Rank 8
SpA: Rank 3
SpD: Rank 2
Spe: 70
Size Class: 3
Weight Class: 5
Base Rank Total: 21

Snorlax
HP: 130
Atk: Rank 4
Def: Rank 3
SpA: Rank 3
SpD: Rank 4
Spe: 30
Size Class: 4
Weight Class: 9
Base Rank Total: 23

Chansey
HP: 145
Atk: Rank 1
Def: Rank 1
SpA: Rank 2
SpD: Rank 4
Spe: 50
Size Class: 3
Weight Class: 3
Base Rank Total: 20

Mewtwo
HP: 110
Atk: Rank 4
Def: Rank 3
SpA: Rank 7
SpD: Rank 3
Spe: 130
Size Class: 3
Weight Class: 5
Base Rank Total: 26

Steelix
HP: 100
Atk: Rank 3
Def: Rank 9
SpA: Rank 2
SpD: Rank 3
Spe: 30
Size Class: 7
Weight Class: 8
Base Rank Total: 22

Wobbuffet
HP: 140
Atk: Rank 2
Def: Rank 2
SpA: Rank 2
SpD: Rank 2
Spe: 33
Size Class: 3
Weight Class: 3
Base Rank Total: 19

Shuckle
HP: 80
Atk: Rank 1
Def: Rank 10
SpA: Rank 1
SpD: Rank 10
Spe: 5
Size Class: 1
Weight Class: 2
Base Rank Total: 24

Blissey
HP: 145
Atk: Rank 1
Def: Rank 1
SpA: Rank 3
SpD: Rank 5
Spe: 55
Size Class: 3
Weight Class: 3
Base Rank Total: 22

Lugia
HP: 110
Atk: Rank 3
Def: Rank 5
SpA: Rank 3
SpD: Rank 7
Spe: 110
Size Class: 6
Weight Class: 6
Base Rank Total: 26

Ho-oh
HP: 110
Atk: Rank 5
Def: Rank 3
SpA: Rank 4
SpD: Rank 7
Spe: 90
Size Class: 5
Weight Class: 5
Base Rank Total: 26

Beautifly
HP: 90
Atk: Rank 3
Def: Rank 2
SpA: Rank 4
SpD: Rank 2
Spe: 65
Size Class: 2
Weight Class: 3
Base Rank Total: 16

Slaking
HP: 125
Atk: Rank 7
Def: Rank 4
SpA: Rank 3
SpD: Rank 3
Spe: 100
Size Class: 4
Weight Class: 5
Base Rank Total: 27

Ninjask
HP: 100
Atk: Rank 3
Def: Rank 2
SpA: Rank 2
SpD: Rank 2
Spe: 160
Size Class: 1
Weight Class: 2
Base Rank Total: 19

Aggron
HP: 100
Atk: Rank 4
Def: Rank 8
SpA: Rank 2
SpD: Rank 2
Spe: 50
Size Class: 4
Weight Class: 8 [10 Heavy Metal]
Base Rank Total: 21

Regirock
HP: 100
Atk: Rank 4
Def: Rank 9
SpA: Rank 2
SpD: Rank 4
Spe: 50
Size Class: 3
Weight Class: 6
Base Rank Total: 24

Regice
HP: 100
Atk: Rank 2
Def: Rank 4
SpA: Rank 4
SpD: Rank 9
Spe: 50
Size Class: 3
Weight Class: 5
Base Rank Total: 24

Deoxys-A
HP: 90
Atk: Rank 8
Def: Rank 1
SpA: Rank 8
SpD: Rank 1
Spe: 150
Size Class: 3
Weight Class: 4
Base Rank Total: 26

Deoxys-D
HP: 90
Atk: Rank 3
Def: Rank 7
SpA: Rank 3
SpD: Rank 7
Spe: 90
Size Class: 3
Weight Class: 4
Base Rank Total: 25

Deoxys-S
HP: 90
Atk: Rank 3
Def: Rank 3
SpA: Rank 3
SpD: Rank 3
Spe: 180
Size Class: 3
Weight Class: 4
Base Rank Total: 22

Shieldon
HP: 90
Atk: Rank 2
Def: Rank 5
SpA: Rank 2
SpD: Rank 3
Spe: 30
Size Class: 1
Weight Class: 4
Base Rank Total: 16

Hippowdon
HP: 110
Atk: Rank 4
Def: Rank 5
SpA: Rank 3
SpD: Rank 3
Spe: 47
Size Class: 4
Weight Class: 7
Base Rank Total: 21

Bronzong
HP: 100
Atk: Rank 3
Def: Rank 5
SpA: Rank 3
SpD: Rank 5
Spe: 33
Size Class: 3
Weight Class: 5 [8 Heavy Metal]
Base Rank Total: 21

Yanmega
HP: 100
Atk: Rank 3
Def: Rank 3
SpA: Rank 5
SpD: Rank 2
Spe: 95
Size Class: 3
Weight Class: 4
Base Rank Total: 19

Roserade
HP: 90
Atk: Rank 3
Def: Rank 3
SpA: Rank 5
SpD: Rank 4
Spe: 90
Size Class: 2
Weight Class: 2
Base Rank Total: 20

Regigigas
HP: 110
Atk: Rank 7
Def: Rank 4
SpA: Rank 3
SpD: Rank 4
Spe: 100
Size Class: 6
Weight Class: 8
Base Rank Total: 26

Musharna
HP: 120
Atk: Rank 2
Def: Rank 3
SpA: Rank 4
SpD: Rank 3
Spe: 29
Size Class: 2
Weight Class: 4
Base Rank Total: 19

Zebstrika
HP: 100
Atk: Rank 4
Def: Rank 3
SpA: Rank 3
SpD: Rank 3
Spe: 116
Size Class: 4
Weight Class: 4
Base Rank Total: 21

Scolipede
HP: 90
Atk: Rank 4
Def: Rank 3
SpA: Rank 2
SpD: Rank 3
Spe: 112
Size Class: 5
Weight Class: 6
Base Rank Total: 18

Whimsicott
HP: 90
Atk: Rank 3
Def: Rank 3
SpA: Rank 3
SpD: Rank 3
Spe: 116
Size Class: 1
Weight Class: 1
Base Rank Total: 19

Krookodile
HP: 100
Atk: Rank 5
Def: Rank 3
SpA: Rank 3
SpD: Rank 3
Spe: 92
Size Class: 3
Weight Class: 4
Base Rank Total: 20

Fraxure
HP: 100
Atk: Rank 5
Def: Rank 3
SpA: Rank 2
SpD: Rank 2
Spe: 67
Size Class: 2
Weight Class: 3
Base Rank Total: 18

Ferrothorn
HP: 100
Atk: Rank 3
Def: Rank 5
SpA: Rank 2
SpD: Rank 5
Spe: 20
Size Class: 2
Weight Class: 5
Base Rank Total: 19

Syclant
HP: 100
Atk: Rank 5
Def: Rank 3
SpA: Rank 4
SpD: Rank 3
Spe: 121
Size Class: 3
Weight Class: 4
Base Rank Total: 23

Cyclohm
HP: 110
Atk: Rank 2
Def: Rank 5
SpA: Rank 4
SpD: Rank 3
Spe: 80
Size Class: 4
Weight Class: 4
Base Rank Total: 21

Aurumoth
HP: 110
Atk: Rank 5
Def: Rank 4
SpA: Rank 5
SpD: Rank 2
Spe: 94
Size Class: 4
Weight Class: 5
Base Rank Total: 23

Mega Evolutions:
Mega Venusaur
HP: 100
Atk: Rank 4
Def: Rank 5
SpA: Rank 5
SpD: Rank 5
Spe: 80
Size Class: 5
Weight Class: 5
Base Rank Total: 25

Mega Charizard X
HP: 100
Atk: Rank 5
Def: Rank 4
SpA: Rank 5
SpD: Rank 3
Spe: 100
Size Class: 3
Weight Class: 5
Base Rank Total: 24

Mega Charizard Y
HP: 100
Atk: Rank 4
Def: Rank 3
SpA: Rank 7
SpD: Rank 4
Spe: 100
Size Class: 3
Weight Class: 4
Base Rank Total: 25

Mega Blastoise
HP: 100
Atk: Rank 4
Def: Rank 5
SpA: Rank 5
SpD: Rank 4
Spe: 78
Size Class: 3
Weight Class: 5
Base Rank Total: 24

Mega Alakazam
HP: 90
Atk: Rank 2
Def: Rank 3
SpA: Rank 8
SpD: Rank 3
Spe: 150
Size Class: 3
Weight Class: 3
Base Rank Total: 24

Mega Gengar
HP: 90
Atk: Rank 3
Def: Rank 3
SpA: Rank 7
SpD: Rank 3
Spe: 130
Size Class: 3
Weight Class: 3
Base Rank Total: 24

Mega Kangaskhan
HP: 110
Atk: Rank 5
Def: Rank 4
SpA: Rank 2
SpD: Rank 4
Spe: 100
Size Class: 4
Weight Class: 5
Base Rank Total: 23

Mega Pinsir
HP: 100
Atk: Rank 7
Def: Rank 5
SpA: Rank 3
SpD: Rank 3
Spe: 105
Size Class: 3
Weight Class: 4
Base Rank Total: 25

Mega Gyarados
HP: 100
Atk: Rank 7
Def: Rank 4
SpA: Rank 3
SpD: Rank 5
Spe: 81
Size Class: 6
Weight Class: 7
Base Rank Total: 25

Mega Aerodactyl
HP: 100
Atk: Rank 5
Def: Rank 3
SpA: Rank 3
SpD: Rank 3
Spe: 150
Size Class: 4
Weight Class: 4
Base Rank Total: 23

Mega Mewtwo X
HP: 110
Atk: Rank 8
Def: Rank 4
SpA: Rank 7
SpD: Rank 4
Spe: 130
Size Class: 4
Weight Class: 5
Base Rank Total: 32

Mega Mewtwo Y
HP: 110
Atk: Rank 6
Def: Rank 3
SpA: Rank 9
SpD: Rank 5
Spe: 140
Size Class: 3
Weight Class: 3
Base Rank Total: 32

Mega Ampharos
HP: 100
Atk: Rank 3
Def: Rank 4
SpA: Rank 7
SpD: Rank 4
Spe: 45
Size Class: 3
Weight Class: 4
Base Rank Total: 23

Mega Scizor
HP: 100
Atk: Rank 6
Def: Rank 5
SpA: Rank 3
SpD: Rank 4
Spe: 75
Size Class: 3
Weight Class: 5 [4 Light Metal]
Base Rank Total: 24

Mega Heracross
HP: 100
Atk: Rank 8
Def: Rank 4
SpA: Rank 2
SpD: Rank 4
Spe: 75
Size Class: 3
Weight Class: 4
Base Rank Total: 24

Mega Houndoom
HP: 100
Atk: Rank 3
Def: Rank 3
SpA: Rank 5
SpD: Rank 3
Spe: 115
Size Class: 4
Weight Class: 4
Base Rank Total: 21

Mega Tyranitar
HP: 110
Atk: Rank 7
Def: Rank 6
SpA: Rank 3
SpD: Rank 5
Spe: 71
Size Class: 4
Weight Class: 6
Base Rank Total: 28

Mega Blaziken
HP: 100
Atk: Rank 7
Def: Rank 3
SpA: Rank 5
SpD: Rank 3
Spe: 100
Size Class: 3
Weight Class: 4
Base Rank Total: 25

Mega Gardevoir
HP: 100
Atk: Rank 3
Def: Rank 3
SpA: Rank 7
SpD: Rank 5
Spe: 100
Size Class: 3
Weight Class: 3
Base Rank Total: 25

Mega Mawile
HP: 90
Atk: Rank 4 [8 Mawilite Huge Power]
Def: Rank 5
SpA: Rank 2
SpD: Rank 3
Spe: 50
Size Class: 2
Weight Class: 2
Base Rank Total: 20 [24 Mawilite Huge Power]

Mega Aggron
HP: 100
Atk: Rank 5
Def: Rank 10
SpA: Rank 2
SpD: Rank 3
Spe: 50
Size Class: 4
Weight Class: 8 [11 Heavy Metal]
Base Rank Total: 25

Mega Medicham
HP: 90
Atk: Rank 4 [8 Medichamite Pure Power]
Def: Rank 3
SpA: Rank 3
SpD: Rank 3
Spe: 100
Size Class: 3
Weight Class: 3
Base Rank Total: 19 [23 Medichamite Pure Power]

Mega Manectric
HP: 100
Atk: Rank 3
Def: Rank 3
SpA: Rank 5
SpD: Rank 3
Spe: 135
Size Class: 4
Weight Class: 3
Base Rank Total: 22

Mega Banette
HP: 100
Atk: Rank 7
Def: Rank 3
SpA: Rank 3
SpD: Rank 3
Spe: 75
Size Class: 2
Weight Class: 2
Base Rank Total: 22

Mega Absol
HP: 100
Atk: Rank 6
Def: Rank 2
SpA: Rank 4
SpD: Rank 2
Spe: 115
Size Class: 3
Weight Class: 3
Base Rank Total: 21

Mega Garchomp
HP: 110
Atk: Rank 7
Def: Rank 4
SpA: Rank 5
SpD: Rank 3
Spe: 92
Size Class: 4
Weight Class: 4
Base Rank Total: 26

Mega Lucario
HP: 100
Atk: Rank 6
Def: Rank 3
SpA: Rank 5
SpD: Rank 3
Spe: 112
Size Class: 3
Weight Class: 4
Base Rank Total: 24

Mega Abomasnow
HP: 100
Atk: Rank 5
Def: Rank 4
SpA: Rank 5
SpD: Rank 4
Spe: 30
Size Class: 5
Weight Class: 5
Base Rank Total: 23

Some Pokemon will have different item interactions because of updated stats.
Butterfree: Rare Candy now only boosts SpA
Beedrill: Rare Candy now only boosts Atk.
Nidoqueen: Moon Stone now boosts Atk.
Poliwrath: Water Stone now boosts Atk and Def.
Seismitoad: Rare Candy now only boosts Atk.


Abilities:

New Abilities:
Aerilate:

Type: Toggle

When Active, this Pokemon's Normal-type moves are Flying-type moves, and have an additional two (2) BAP boost. When Inactive, this Pokemon's Normal-type attacks have their BAP increased by two (2).

Pokemon with this ability: Mega Pinsir
Aroma Veil:

Type: Passive

This Pokemon and its allies on the field can not be effected by Attract, Disable, Encore, Taunt, or Torment.

Pokemon with this ability: Spritzee, Aromatisse
Aura Break:

Type: Passive

This Pokemon reverses the effects of Dark Aura and Fairy Aura, reducing the effectiveness of relevant attacks by two (2) BAP.

Pokemon with this ability: Zygarde
Bulletproof:

Type: Passive

This Pokemon is immune to damage from ball and bomb attacks. Full List: Acid Spray, Aura Sphere, Barrage, Bullet Seed, Egg Bomb, Electro Ball, Energy Ball, Focus Blast, Gyro Ball, Ice Ball, Magnet Bomb, Mud Bomb, Octazooka, Seed Bomb, Sludge Bomb, and Weather Ball.

Pokemon with this ability: Chespin, Quilladin, Chesnaut
Cheek Pouch:

Type: Passive

This Pokemon gains additional HP from absorbing more nutrients when it eats any Berry item. For each consumption of a Berry, the Pokemon gains ten divided by maximum berry activations (10/Max activations, rounded down) HP in addition to that berry's effect. [Ex. Lum Berry activates once at maximum, 10 HP is gained. Cheri Berry activates twice at maximum, 5HP per activation is gained. Natural Gift berries activate a maximum of 5 times, so 2HP is gained.)

Pokemon with this ability: Bunellby, Diggersby, Dedenne
Competitive:

Type: Passive

This Pokemon has a major competitive streaj, and whenever one of its stats are decreased by an opponent's Attack or Ability, its Special Attack increases by two (2) stages. Special Attack Boosts gained this way are not subject to deterioration that round.

Pokemon with this ability: Igglybuff, Jigglypuff, Wiglytuff, Gothita, Gothorita, Gothitelle
Dark Aura:

Type: Passive

This Pokemon emanates an intense malevolent aura that increases the Base Attack Power of all Dark type moves on the field by two (2).

Pokemon with this ability: Yveltal
Fairy Aura:

Type: Passive

This Pokemon emanates an intense mystical aura that increases the Base Attack Power of all Fairy type moves on the field by two (2).

Pokemon with this ability: Xerneas
Flower Veil:

Type: Passive

This Pokemon takes great care of all Grass-types, emanating a mystical barrier preventing its own and their stats from being lowered by opponents in battle.

Pokemon with this ability: Flabebe, Floette, Florges
Fur Coat:

Type: Passive

This Pokemon's thick fur coat reduces the BAP of all incoming physical attacks by three (3).

Pokemon with this ability: Furfrou
Gale Wings:

Type: Passive

This Pokemon's Flying type moves have an additional level of priority over their normal order (e.g. +0 priority is +1, +1 is +2, etc.)

Pokemon with this ability Fletchling, Fletchinder, Talonflame:
Gooey:

Type: Passive

This Pokemon has a thick goo covering its body that sticks to any Pokemon that strikes it with a contact attack, slowing the attacking down and reducing its speed and natural speed stage by one (1) stage.

Pokemon with this ability: Goomy, Sliggoo, Goodra
Grass Pelt:

Type: Passive

This Pokemon thrives on environments with Grass Arena type or under the Grassy Terrain effect, reducing the damage from incoming physical attacks by two (2) BAP.

Pokemon with this ability: Skiddo, Gogoat
Magician:

Type: Passive

This Pokemon is crafty and will steal items from an opposing Pokemon during one of its contact attacks if it does not have one of its own.

Pokemon with this ability: Fenniken, Braixen, Delphox, Klefki
Mega Launcher:

Type: Passive

This Pokemon has impressive launching power built into its physiology, and all of its Aura and Pulse attacks have their BAP increased by three (3). Full List: Aura Sphere, Dark Pulse, Dragon Pulse, Water Pulse.

Pokemon with this ability: Mega Blastoise, Clauncher, Clawitzer
Parental Bond:

Type: Passive

This Pokemon's mother and child team strike with each of their attacks. The second attack has half (0.5x) the BAP of the first (do not round). The second strike will not do spillover damage on a Substitute that would not be broken by the first attack, but any effect on Mega Kangaskhan or the opponent (such as Power-Up Punch's Attack boost or Body Slam's paralysis chance) is checked two times. Only attacks that strike a single target are doubled by Parental Bond.

Pokemon with this ability: Mega Kangaskhan
Pixilate:

Type: Toggle

When Active, this Pokemon's Normal-type moves are Fairy-type moves, and have an additional two (2) BAP boost. When Inactive, this Pokemon's Normal-type attacks have their BAP increased by two (2).

Pokemon with this ability: Mega Gardevoir
Protean:

Type: Toggle

When Active, this Pokemon switches their type before striking with each damaging attack to match the attack they are about to use, and keep that type until another damaging move is used. The energy cost for the attack is calculated based on their type before using the move. When Inactive, the Pokemon reverts back to their natural typing. Pokemon that also have Color Change ability may select whether to keep their current type or the damaging attack's type each action.

Pokemon with this ability: Kecleon, Froakie, Frogadier, Greninja
Refrigerate:

Type: Toggle

When Active, this Pokemon's Normal-type moves are Ice-type moves, and have an additional two (2) BAP boost. When Inactive, this Pokemon's Normal-type attacks have their BAP increased by two (2).

Pokemon with this ability: Amaura, Aurorus
Stance Change:

Type: Passive

This Pokemon changes its stance from Shield Forme to Blade Forme when ordered to use a damaging attack (regardless of that attack's success or failure to execute), and will revert to Shield Forme when using the move King's Shield. Non-damaging attacks will retain the Pokemon's current Forme at the time of use.

Pokemon with this ability: Aegislash
Strong Jaw:

Type: Passive

This Pokemon's massive jaws give it incredibly powerful biting attacks, increasing the BAP of all biting attacks by three (3) BAP. Full List: Bite, Bug Bite, Crunch, Fire Fang, Hyper Fang, Ice Fang, Poison Fang, Thunder Fang.

Pokemon with this ability: Tyrunt, Tyrantrum
Sweet Veil:

Type: Passive

This Pokemon creates a mystical veil on the battlefield that prevents the Pokemon and all allies from being put to sleep.

Pokemon with this ability: Swirlix, Slurpuff
Symbiosis:

Type: Toggle

When Active, this Pokemon will immediately act to give an allied Pokemon its held item if they consume theirs, without using up an action. When Inactive, this Pokemon will automatically pick up any stray item on the field and take it as its own if it does not have an item.

Pokemon with this ability: Flabebe, Floette, Florges
Tough Claws:

Type: Passive

This Pokemon has sharp claws that enhance the power of all of its contact attacks by two (2) BAP.

Pokemon with this ability: Mega Charizard X, Mega Aerodactyl, Binacle, Barbaracle.


Old Abilities Updates:
Code:
Drizzle | Rain Dance is auto-summoned and lasts four (4) rounds, six (6) with Damp Rock attached.
Drought| Sunny Day is auto-summoned and lasts four (4) rounds, six (6) with Heat Rock attached.
Infiltrator | Now bypasses Substitute in addition to previous effects.
Keen Eye | Now ignores Evasion in addition to previous effects.
MultiType | Now increases the BAP Boosts on Plates by one (1) BAP.
Oblivious | Now ignores Taunt in addition to previous effects.
Overcoat | Now grants immunity to "Powder" moves. (Full List: Poison Powder, Powder, Rage Powder, Sleep Powder, Spore, Stun Spore.)
Sand Stream | Sanstorm is auto-summoned and lasts four (4) rounds, six (6) with Sandy Rock attached.
Snow Warning | Hail is auto-summoned and lasts four (4) rounds, six (6) with Icy Rock attached.
Attacks:

New Attack List:
Aromatic Mist: The Pokemon generates a sweet smelling mist around an ally that increases their Special Defense by one (1) stage.

Attack Power: -- | Accuracy: -- | Energy Cost: 4 | Attack Type: Status | Effect Chance: -- | Contact: No | Typing: Fairy | Priority: 0 | CT: Passive
Baby-Doll Eyes: The Pokemon gives a quick, innocent glance at the opponent before they can move, causing them to hold back and lowering their Attack by one (1) stage.

Attack Power: -- | Accuracy: 100% | Energy Cost: 5 | Attack Type: Status | Effect Chance: -- | Contact: No | Typing: Fairy | Priority: 1 | CT: Set
Belch: The Pokemon uses part of a consumed berry and spits out a disgusting liquid at the opponent at high speed. This attack can only be used if the Pokemon has partially or completely used a Berry either through activation or Natural Gift.

Attack Power: 12 | Accuracy: 90% | Energy Cost: 8 | Attack Type: Special | Effect Chance: -- | Contact: No | Typing: Poison | Priority: 0 | CT: Set
Boomburst: The Pokemon lets out a massive blast of sound that reverberates throughout the arena, hitting friend and foe alike. The sound ignores Substitute.

Attack Power: 14 | Accuracy: 100% | Energy Cost: 10 | Attack Type: Special | Effect Chance: -- | Contact: No | Typing: Normal | Priority: 0 | CT: Set
Confide: The Pokemon convinces their opponent to drop their defense to tell them a secret, lowing their concentration and reducing their Special Attack by one (1) stage. Ignores Protect and Detect.

Attack Power: -- | Accuracy: -- | Energy Cost: 5 | Attack Type: Status | Effect Chance: -- | Contact: No | Typing: Normal | Priority: 0 | CT: Passive
Crafty Shield: The Pokemon create a mystical shield that blocks any non-damaging move used on itself or allies. Fails if used consecutively.

Attack Power: - | Accuracy: -- | Energy Cost: 7 | Attack Type: Status | Effect Chance: -- | Contact: No | Typing: Fairy | Priority: 3 | CT: Passive
Dazzling Gleam: The Pokemon unleashes a dazzling flash of light that hits all opponents.

Attack Power: 8 | Accuracy: 100% | Energy Cost: 6 | Attack Type: Fairy | Effect Chance: -- | Contact: No | Typing: Fairy | Priority: 0 | CT: Force
Disarming Voice: The Pokemon lets out a disarming cry that strikes the heart of all opponents without fail. The sound ignores Substitute.

Attack Power: 4 | Accuracy: -- | Energy Cost: 4 | Attack Type: Special | Effect Chance: -- | Contact: No | Typing: Fairy | Priority: 1 | CT: Force
Draining Kiss: The Pokemon latches onto the opponents life force with a kiss gesture that drains a large amount of their energy, healing the user for 75% of the damage done to the opponent.

Attack Power: 5 | Accuracy: 100% | Energy Cost: 7 | Attack Type: Special | Effect Chance: -- | Contact: No | Typing: Fairy | Priority: 0 | CT: Set
Eerie Impulse: The Pokemon launches an electrostatic charge that greatly decreases the special attack of the target, lowering its Special Attack by two (2) stages.

Attack Power: -- | Accuracy: 100% | Energy Cost: 6 | Attack Type: Status | Effect Chance: -- | Contact: No | Typing: Electric | Priority: 0 | CT: Passive
Electric Terrain: The Pokemon generates a massive, crackling electromagnetic field that covers the entire ground for four (4) rounds. While in effect, the power of Electric Moves used by grounded Pokemon is increased by three (3) BAP and grounded Pokemon cannot be put to sleep while Electric Terrain is in effect, but Pokemon that are asleep will not be awakened. Nature Power becomes Thunderbolt when Electric Terrain is in effect.

Attack Power: -- | Accuracy: -- | Energy Cost: 10 | Attack Type: Status | Effect Chance: -- | Contact: No | Typing: Electric | Priority: 0 | CT: Set
Electrify: The Pokemon generates an electrical charge that adheres to the opponent, changing the type of the target's next attack to Electric.

Attack Power: -- | Accuracy: -- | Energy Cost: 7 | Attack Type: Status | Effect Chance: -- | Contact: No | Typing: Electric | Priority: 0 | CT: Set
Fairy Lock: Using mystical power, the Pokemon locks down the arena and prevents all foes from switching out. When used against a non-damaging evasive action, it does fixed damage equal to three (3) multiplied by the user's Special Attack Rank.

Attack Power: -- or Fixed Damage = 3 * User's Special Attack Rank | Accuracy: -- | Energy Cost: 6 | Attack Type: Status | Effect Chance: -- | Contact: No | Typing: Fairy | Priority: 0 | CT: Passive
Fairy Wind: The Pokemon whips up a small mystical wind and aims it at the opponent. When combined with another Special Fairy Attack, the Base Attack Power of that attack is increased by one and three quarters (1.75x) [e.g Fairy Wind + Dazzling Gleam is 4 + 8 * 1.75 = 18 BAP].

Attack Power: 4 | Accuracy: 100% | Energy Cost: 3 | Attack Type: Special | Effect Chance: -- | Contact: No | Typing: Fairy | Priority: 0 | CT:Elemental
Fell Stinger: The Pokemon fills their stinger with energy and injects a special neurotoxin into the opponent. If the opposing Pokemon is KO'd by Fell Stinger, part of their energy goes back to the user of this move, increasing the user's Attack by two (2) stages.

Attack Power: 4 | Accuracy: 100 | Energy Cost: 4 | Attack Type: Physical | Effect Chance: -- | Contact: Yes | Typing: Bug | Priority: 0 | CT:Set
Flower Shield: The Pokemon uses its petals to create a shield of flowers that raises the Defense of the user and all Grass-types on the field by one (1) stage.

Attack Power: -- | Accuracy: -- | Energy Cost: 7 | Attack Type: Status | Effect Chance: -- | Contact: No | Typing: Fairy | Priority: 0 | CT: Passive
Flying Press: The Pokemon leaps into the air and strikes the foe with a devastating blow from above. The attack has both Fighting and Flying-type properties, and checks cumulative type effectiveness against both elements (e.g. a Pokemon weak to both Fighting and Flying would take 4x effectiveness damage)

Attack Power: 8 | Accuracy: 95% | Energy Cost: 6 | Attack Type: Physical | Effect Chance: -- | Contact: Yes | Typing: Fighting | Priority: 0 | CT: Set
Forest's Curse: The Pokemon casts an ancient spell that adds Grass typing to the opponent for the next six (6) actions.

Attack Power: -- | Accuracy: 100% | Energy Cost: 8 | Attack Type: Status | Effect Chance: -- | Contact: No | Typing: Grass | Priority: 0 | CT: Set
Freeze Dry: The Pokemon chills all the water inside the target to freeze them solid. The move have a chance to freeze the target. This move is super-effective against Water-types.

Attack Power: 7 | Accuracy: 100% | Energy Cost: 5 | Attack Type: Special | Effect Chance: 10% | Contact: No | Typing: Ice | Priority: 0 | CT: Set
Geomancy: The Pokemon builds up power by maximizing its concentration, then unleashes it throughout its body, raising its Special Attack, Special Defense, and Speed by two (2) stages. This move can be disrupted in-between the charge and the stat boost by multi-hit attacks.

Attack Power: -- | Accuracy: -- | Energy Cost: 11 | Attack Type: Status | Effect Chance: -- | Contact: No | Typing: Fairy | Priority: Energy Charge +3, Stat Boost -3 | CT:Passive
Grassy Terrain: The Pokemon channels energy through its roots to turn the entire field into grass for four (4) rounds. While in effect, the power of Grass moves used by grounded Pokemon is increased by three (3) BAP. Grounded Pokemon on Grassy Terrain will have two (2) damage per action healed. Nature Power becomes Energy Ball when Grassy Terrain is in effect.

Attack Power: -- | Accuracy: -- | Energy Cost: 10 | Attack Type: Status | Effect Chance: -- | Contact: No | Typing: Grass | Priority: 0 | CT: Set
Infestation: The Pokemon sends a swarm of small insects that bite into trap the opposing Pokemon. While trapped in Infestation, the Pokemon recieves two (2) damage per action. The holding effect will last four (4) actions before it needs to be refreshed.

Attack Power: 4 + 2 HP Damage per action | Accuracy: 100% | Energy Cost: 5 | Attack Type: Special | Effect Chance: -- | Contact: No | Typing: Bug | Priority: 0 | CT: Elemental
Ion Deluge: The Pokemon charges the field with special ions that convert Normal-typed attacks into Electric-typed attacks for the next six (6) actions when used. This takes precedence before any Ability effects.

Attack Power: -- | Accuracy: -- | Energy Cost: 8 | Attack Type: Status | Effect Chance: -- | Contact: No | Typing: Electric | Priority: 1 | CT:Set
King's Shield: The Pokemon instantly reverts to its Shield Forme, protecting itself from damaging attacks, reducing the Attack stat of any attacker that makes contact with the shield by two (2) stages for each of their hits. The attack will fail if used consecutively.

Attack Power: -- | Accuracy: -- | Energy Cost: 4 + (Damage Blocked / 2.5) | Attack Type: Status | Effect Chance: -- | Contact: No | Typing: Steel | Priority: 4 | CT:Passive
Land's Wrath: The Pokemon gathers the energy of earth into a clay sphere and launches it at the opponent.

Attack Power: 9 | Accuracy: 100% | Energy Cost: 7 | Attack Type: Physical | Effect Chance: -- | Contact: No | Typing: Ground | Priority: 0 | CT: Elemental
Magnetic Flux: The pokemon generates an electromagnetic field that responds to allied Pokemon (including the user) with the Plus or Minus ability, and raises their Defense and Special Defense by one (1) stage.

Attack Power: -- | Accuracy: -- | Energy Cost: 7 | Attack Type: Status | Effect Chance: -- | Contact: No | Typing: Electric | Priority: | CT:Passive
Mat Block: The Pokemon pulls up an energy mat and uses it to defend themselves from damaging attacks. This attack will also defend allies in a multiple battle, but only on its first use. Subsequent uses will only protect the user. Status moves are not blocked.

Attack Power: -- | Accuracy: -- | Energy Cost: 7 | Attack Type: Status | Effect Chance: -- | Contact: No | Typing: Fighting | Priority: 0 | CT: Passive
Misty Terrain: The Pokemon unleashes a magical mist that envelops the entire field with Fairy dust for four (4) rounds. While in effect, the power of Fairy moves used by grounded Pokemon is increased by three (3) BAP, while the power of Dragon moves used against Grounded Pokemon are reduced by two (2) BAP. Pokemon are protected from Major Status moves while Misty Terrain is in effect, but Misty Terrain will not heal previously inflicted Major Status effects. Nature Power becomes Moonblast when Misty Terrain is in effect.

Attack Power: -- | Accuracy: -- | Energy Cost: 10 | Attack Type: Status | Effect Chance: -- | Contact: No | Typing: Fairy | Priority: 0 | CT: Set
Moonblast: The Pokemon calls on the power of the moon to punish opponents. The attack has a chance to lower Special Attack by one (1) Stage.

Attack Power: 10 | Accuracy: 100% | Energy Cost: 7 | Attack Type: Special | Effect Chance: 30% | Contact: No | Typing: Fairy | Priority: 0 | CT:Elemental
Mystical Fire: The Pokemon summons a magical fire that lowers the opponent's Special Attack by one (1) stage upon contact.

Attack Power: 7 | Accuracy: 100% | Energy Cost: 5 | Attack Type: Special | Effect Chance: 100% | Contact: No | Typing: Fire | Priority: 0 | CT:Elemental
Noble Roar: The Pokemon lets out a noble roar that diminishes the will of the opponent, lowering both their Attack and Special Attack by one (1) stage each. The sound of the roar bypasses Substitute.

Attack Power: -- | Accuracy: 100% | Energy Cost: 6 | Attack Type: Status | Effect Chance: | Contact: No | Typing: Normal | Priority: 0 | CT: Passive
Nuzzle: The Pokemon electrifies their cheeks and strike the opponent with their face, spreading the electricity and paralyzing them.

Attack Power: 4 | Accuracy: 100% | Energy Cost: 4 | Attack Type: Physical | Effect Chance: 100% | Contact: Yes | Typing: Electric | Priority: 0 | CT: Elemental
Oblivion Wing: The Pokemon channels mysterious energy through their wings to their mouth and fires a powerful beam that siphons the life energy out of the target. It heals the user for 75% of the damage inflicted.

Attack Power: 8 | Accuracy: 100% | Energy Cost: 10 | Attack Type: Special | Effect Chance: -- | Contact: No | Typing: Flying | Priority: 0 | CT: Set
Parabolic Charge: The user releases a special electrical field which drains the energy of every Pokemon on the field and restores 50% of the damage inflicted back to the user.

Attack Power: 5 | Accuracy: 100% | Energy Cost: 7 | Attack Type: Special | Effect Chance: -- | Contact: No | Typing: Electric | Priority: 0 | CT:Set
Parting Shot: The Pokemon shouts insults at the opponent, lowering their will to fight in reducing their Attack and Special Attack each by one (1) stage, then turns their back and makes an exit. If the attack hits, two different effects may take depending on the enforced Switch Clause:

Switch = KO: The attack resets all of the User's stat changes and snaps it out of temporary status as well as other effects like Disable, Taunt, and Torment.

Switch = OK: The user is sent back to its trainer's Poke Ball at the end of the round. The Pokemon that is switched in to replace the user is chosen by the player from their remaining Pokemon, however the trainer that commanded Parting Shot must attack first. A Pokemon switched out with Parting Shot can switch without initiating a Switch Phase, but only Pokemon that used Baton Pass, Parting Shot, Teleport (Switch), U-turn, or Volt Switch can be swapped out.

Attack Power: --| Accuracy: 100% | Energy Cost: 5 | Attack Type: Status | Effect Chance: -- | Contact: -- | Typing: Dark | Priority: 0 | CT: Set
Petal Blizzard: The Pokemon sends a flurry of high-speed petals that strike every part of the battlefield.

Attack Power: 9 | Accuracy: 100% | Energy Cost: 7 | Attack Type: Physical | Effect Chance: -- | Contact: No | Typing: Grass | Priority: 0 | CT: Force
Phantom Force: The Pokemon disappears briefly into a shadow dimension before striking an opponent from behind, evading all attacks in the process. Ignores Protect and Detect.

Attack Power: 9 | Accuracy: 100% | Energy Cost: 10 | Attack Type: Physical | Effect Chance: -- | Contact: Yes | Typing: Ghost | Priority: Evasive Action: 0, Hit: -1 | CT:Set
Play Nice: The Pokemon convinces the opponent to let their guard down with playful antics, lowering their Attack. The move ignores Protect and Detect.

Attack Power: -- | Accuracy: -- | Energy Cost: 5 | Attack Type: Status | Effect Chance: -- | Contact: No | Typing: Normal | Priority: 0 | CT: Passive
Play Rough: The Pokemon rushes over to the opponent and roughouses them to do damage. The force may lower an opponent's Attack.

Attack Power: 9 | Accuracy: 90% | Energy Cost: 7 | Attack Type: Physical | Effect Chance: 10% | Contact: Yes | Typing: Fairy | Priority: 0 | CT: Elemental
Powder: The Pokemon launches a volatile powder on the opponent that reacts to Fire-typed attacks. For the next six (6) actions if an opponent uses a Fire-typed attack, the powder will explode doing fixed damage equal to 10 + 2(Target's Special Attack Rank - Target's Special Defense Rank). Once Powder's effect is activated once, it will dissipate.

Attack Power: -- | Accuracy: 100% | Energy Cost: 7 | Attack Type: Status | Effect Chance: -- | Contact: No | Typing: Bug | Priority: 1 | CT: Force
Power-Up Punch: The Pokemon strikes the opponent with an energized punch that increases the user's attack by one (1) stage if the attack is successful.

Attack Power: 4 | Accuracy: 100% | Energy Cost: 4 | Attack Type: Physical | Effect Chance: 100% | Contact: Yes | Typing: Fighting | Priority: 0 | CT:Passive
Rototiller: The Pokemon tills the soil in the arena and exposes the field to nutrients, giving the user and all Grass-types on the field a one (1) stage increase in Attack and Special Attack.

Attack Power: -- | Accuracy: -- | Energy Cost: 9 | Attack Type: Status | Effect Chance: -- | Contact: No | Typing: Ground | Priority: 0 | CT: Passive
Spiky Shield: The Pokemon creates a spiky shield to block damaging attacks. Any contact attack that hits the shield will cause ten (10) fixed damage for each hit. The attack will fail if used consecutively.

Attack Power: -- | Accuracy: -- | Energy Cost: 4 + (Blocked Damage / 2.5) | Attack Type: Status | Effect Chance: -- | Contact: No | Typing: Grass | Priority: 4 | CT:Passive
Sticky Web: The Pokemon lays down a sticky web on the opponent's side of the field that causes all Pokemon that switch in to have their speed reduced by one (1) stage, and sets their natural speed stage to -1.

Attack Power: -- | Accuracy: -- | Energy Cost: 10 | Attack Type: Status | Effect Chance: -- | Contact: No | Typing: Bug | Priority: 0 | CT: Set
Topsy-Turvy: The Pokemon uses a mystical force to reverse positive and negative stat boosts. (e.g. -2 Def becomes +2 Def and vice-versa)

Attack Power: -- | Accuracy: 100% | Energy Cost: 7 | Attack Type: Status | Effect Chance: -- | Contact: No | Typing: Dark | Priority: 0 | CT: Passive
Trick-or-Treat: The Pokemon casts an eerie spell that adds Ghost typing to the opponent for the next six (6) actions.

Attack Power: -- | Accuracy: 100% | Energy Cost: 8 | Attack Type: Status | Effect Chance: -- | Contact: No | Typing: Ghost | Priority: 0 | CT: Set
Venom Drench: The Pokemon releases a toxic agent that acts as a catalyst in a poisoned target, reducing their Attack, Special Attack, and Speed by one (1) stage.

Attack Power: -- | Accuracy: 100% | Energy Cost: 8 | Attack Type: Status | Effect Chance: -- | Contact: No | Typing: Poison | Priority: 0 | CT: Passive
Water Shuriken: The Pokemon creates water shurikens at high speed and launches them at the opponent, hitting 2-5 times. It can disrupt an opponent's move that takes a while to charge up.

Attack Power: 2 per hit | Accuracy: 100% | Energy Cost: 4 | Attack Type: Physical | Effect Chance: -- | Contact: No | Typing: Water | Priority: 1 | CT: Set


Old Attacks Updates:
Code:
Air Cutter | Now 60 BP. No ASB Change.
Assurance | Now 60 BP. Increase to 6 / 12 BAP, 8 EN in ASB.
Aura Sphere | Now 80 BP. Decrease to 8 BAP, 6 EN in ASB.
Blizzard | Now 110 BP. Decrease to 11 BAP.
Bubble | Now 40 BP. No ASB Change.
Bug Buzz | Now bypasses Substitute.
Chatter | Now 65 BP. Increase to 7 BAP, 5 EN. Now bypasses Substitute.
Draco Meteor | Now 130 BP. Decrease to 13 BAP.
Dragon Pulse | Now 85 BP. No ASB Change.
Echoed Voice | Now bypasses Substitute.
Energy Ball | Now 90 BP. Increase to 9 BAP, 7 EN in ASB.
Fire Blast | Now 110 BP. Decrease to 11 BAP.
Fire Pledge | Now 80 BP. Increase to 8 BAP, 6 EN, alter combo effect.
Flamethrower | Now 90 BP. Decrease to 9 BAP.
Frost Breath | Now 60 BP. Increase to 6 BAP, 6 EN in ASB.
Fury Cutter | Now 40 BP. No ASB Change.
Future Sight | Now 120 BP. Increase to 12 BAP, 8 EN in ASB.
Glare | Now 100 Acc. ASB will mirror.
Grass Pledge | Now 80 BP. Increase to 8 BAP, 6 EN, alter combo effect.
Grasswhistle | Now bypasses Substitute.
Growl | Now bypasses Substitute.
Gunk Shot | Now 80 Acc. ASB will mirror.
Heal Block | Now prevents moves with a healing effect from being used entirely. Will cause healing moves to revert to failure action 1, then Struggle in subsequent actions if used before a damaging or non-damaging healing move on a turn.
Heat Wave | Now 95 BP. No ASB Change
Hex | Now 60 BP. Increase to 6 / 12 BAP, 8 EN in ASB.
Hidden Power | Now always 60 BP. Remove variable power selection, always 6 BAP, 4 EN.
Hurricane | Now 110 BP. Decrease to 11 BAP.
Hydro Pump | Now 110 BP. Decrease to 11 BAP.
Hyper Voice | Now bypasses Substitute.
Ice Beam | Now 90 BP. Decrease to 9 BAP.
Incinerate | Now 60 BP. Increase to 6 BAP, 4 EN in ASB.
Knock Off | Now 65 BP, and does 1.5x damage if target is holding non-Mega Stone item. Increase to 7 / 12 BAP, 8 EN in ASB.
Leaf Storm | Now 130 BP. Decrease to 13 BAP.
Lick | Now 30 BP. No ASB Change.
Low Sweep | Now 65 BP. Increase to 7 BAP, 5EN in ASB.
Magic Room | Now has 0 Priority Stage. ASB will mirror.
Metal Sound | Now bypasses Substitute.
Meteor Mash | Now 90 BP, 90 Acc. Decrease to 9 BAP, mirror Acc.
Muddy Water | Now 90 BP. Decrease to 9 BAP.
Overheat | Now 130 BP. Decrease to 13 BAP.
Pin Missile | Now 25 BP, 95 Acc. Increase to 3 BAP per hit, 7 EN, mirror Acc.
Poison Gas | Now 90% Acc, ASB will mirror.
Power Gem | Now 80 BP. Increase to 8 BAP, 6 EN in ASB.
Psywave | Now 100 Acc. ASB will mirror.
Relic Song | Now bypasses Substitute.
Roar | Accuracy is now --. ASB will mirror.
Rock Tomb | Now 60 BP, 95 Acc. Increase to 6 BAP, mirror Acc.
Screech | Now bypasses Substitute.
Sing | Now bypasses Substitute.
Skull Bash | Now 130 BP. Increase to 13 BAP, 8 EN.
Smelling Salts | Now 70 BP. Increase to 7 / 14 BAP, 9 EN in ASB.
Smog | Now 30BP. No ASB Change.
Snarl | Now bypasses Substitute.
Snore | Now 50 BP. Increase to 5 BAP. Now bypasses Substitute.
Storm Throw | Now 60 BP. Increase to 6 BAP, 6 EN in ASB.
String Shot | Now lowers Speed two (2) Stages. Increase to 6 EN, ASB will mirror effect.
Struggle Bug | Now 50 BP. Increase to 5 BAP.
Supersonic | Now bypasses Substitute.
Surf | Now 90 BP. Decrease to 9 BAP.
Synchronoise | Now 120 BP. Increase to 12 BP, 8 EN in ASB.
Thief | Now 60BP. Increase to 6BP, 4EN in ASB.
Thunder | Now 110 BP. Decrease to 11 BAP.
Thunderbolt | Now 90 BP. Decrease to 9 BAP.
Uproar | Now bypasses Substitute.
Vine Whip | Now 45 BP. Increase to 5 BAP.
Wake-up Slap | Now 70 BP. Increase to 7 / 14 BAP, 9 EN in ASB.
Water Pledge | Now 80 BP. Increase to 8 BAP, 6 EN, alter combo effect.
Whirlwind | Accuracy is now --. ASB will mirror.
Will-O-Wisp | Accuracy is now 85. ASB will mirror.

Levitate Command Update:
Code:
The Following New Pokemon have Levitate Command:
Honedge
Doublade
Aegislash
Spritzee
Inkay
Carbink
Klefki
Phantump
Pumpkaboo
Items:
New Item List:

Code:
   Abomasite    One of the mysterious Mega Stones. Have Abomasnow hold it, and this stone will enable it to Mega Evolve in battle
   Absolite    One of the mysterious Mega Stones. Have Absol hold it, and this stone will enable it to Mega Evolve in battle
   Aerodactylite    One of the mysterious Mega Stones. Have Aerodactyl hold it, and this stone will enable it to Mega Evolve in battle
   Aggronite    One of the mysterious Mega Stones. Have Aggron hold it, and this stone will enable it to Mega Evolve in battle
   Alakazite    One of the mysterious Mega Stones. Have Alakazam hold it, and this stone will enable it to Mega Evolve in battle
   Ampharosite    One of the mysterious Mega Stones. Have Ampharos hold it, and this stone will enable it to Mega Evolve in battle
   Assault Vest    An item to be held by a Pokémon. This offensive vest raises Sp. Def but prevents the use of status moves.
   Banettite    One of the mysterious Mega Stones. Have Banette hold it, and this stone will enable it to Mega Evolve in battle
   Blastoisinite    One of the mysterious Mega Stones. Have Blastoise hold it, and this stone will enable it to Mega Evolve in battle
   Blazikenite    One of the mysterious Mega Stones. Have Blaziken hold it, and this stone will enable it to Mega Evolve in battle
   Charizardite X    One of the mysterious Mega Stones. Have Charizard hold it, and this stone will enable it to Mega Evolve in battle
   Charizardite Y    One of the mysterious Mega Stones. Have Charizard hold it, and this stone will enable it to Mega Evolve in battle
   Garchompite    One of the mysterious Mega Stones. Have Garchomp hold it, and this stone will enable it to Mega Evolve in battle
   Gardevoirite    One of the mysterious Mega Stones. Have Gardevoir hold it, and this stone will enable it to Mega Evolve in battle
   Gengarite    One of the mysterious Mega Stones. Have Gengar hold it, and this stone will enable it to Mega Evolve in battle
   Gyaradosite    One of the mysterious Mega Stones. Have Gyarados hold it, and this stone will enable it to Mega Evolve in battle
   Heracronite    One of the mysterious Mega Stones. Have Heracross hold it, and this stone will enable it to Mega Evolve in battle
   Houndoominite    One of the mysterious Mega Stones. Have Houndoom hold it, and this stone will enable it to Mega Evolve in battle
   Kangaskhanite    One of the mysterious Mega Stones. Have Kangaskhan hold it, and this stone will enable it to Mega Evolve in battle
   Kee Berry    If held by a Pokémon, this Berry will increase the Pokémon's Defense stat when hit by a physical attack
   Lucarionite    One of the mysterious Mega Stones. Have Lucario hold it, and this stone will enable it to Mega Evolve in battle
   Luminous Moss    An item to be held by a Pokémon. It boosts Sp. Def if hit with a Water-type attack. It can only be used once.
   Manectite    One of the mysterious Mega Stones. Have Manectric hold it, and this stone will enable it to Mega Evolve in battle
   Maranga Berry    If held by a Pokémon, this Berry will increase the Pokémon's Sp. Defense stat when hit by a special attack
   Mawilite    One of the mysterious Mega Stones. Have Mawile hold it, and this stone will enable it to Mega Evolve in battle
   Medichamite    One of the mysterious Mega Stones. Have Medicham hold it, and this stone will enable it to Mega Evolve in battle
   Mewtwonite X    One of the mysterious Mega Stones. Have Mewtwo hold it, and this stone will enable it to Mega Evolve in battle
   Mewtwonite Y    One of the mysterious Mega Stones. Have Mewtwo hold it, and this stone will enable it to Mega Evolve in battle
   Pinsirite    One of the mysterious Mega Stones. Have Pinsir hold it, and this stone will enable it to Mega Evolve in battle
   Pixie Plate    An item to be held by a Pokémon. It is a stone tablet that boosts the power of Fairy-type moves
   Roseli Berry    If held by a Pokémon, this Berry will lessen the damage taken from one supereffective Fairy-type attack
   Sachet    A sachet filled with fragrant perfumes that are just slightly too overwhelming. Yet it's loved by a certain Pokémon
   Safety Goggles    An item to be held by a Pokémon. These goggles protect the holder from both weather-related damage and powder.
   Scizorite    One of the mysterious Mega Stones. Have Scizor hold it, and this stone will enable it to Mega Evolve in battle
   Snowball    An item to be held by a Pokémon. It boosts Attack if hit with an Ice-type attack. It can only be used once.
   Tyranitarite    One of the mysterious Mega Stones. Have Tyranitar hold it, and this stone will enable it to Mega Evolve in battle
   Venusaurite    One of the mysterious Mega Stones. Have Venusaur hold it, and this stone will enable it to Mega Evolve in battle
   Weakness Policy    An item to be held by a Pokémon. Attack and Sp. Atk sharply increase if the holder is hit with a move it's weak to.
   Whipped Dream    A soft and sweet treatmade of fluffy, puffy, whipped and whirled cream. It's loved by a certain Pokémon
Signature Items:
Format:

Item: Description

Cost: | Affected Pokemon:

Abomasite: Allows Abomasnow to Mega-Evolve into Mega Abomasnow. A Snow Warning summoned by Mega Abomasnow will last indefinitely until the weather is changed.

Cost: 15 CC | Affected Pokemon: Abomasnow
Absolite: Allows Absol to Mega-Evolve into Mega Absol.

Cost: 10 CC | Affected Pokemon: Absol
Aerodactylite: Allows Aerodactyl to Mega-Evolve into Mega Aerodactyl.

Cost: 10 CC | Affected Pokemon: Aerodactyl
Aggronite: Allows Aggron to Mega-Evolve into Mega Aggron.

Cost: 10 CC | Affected Pokemon: Aggron
Alakazite: Allows Alakazam to Mega-Evolve into Mega Alakazam.

Cost: 10 CC | Affected Pokemon: Alakazam
Ampharosite: Allows Ampharos to Mega-Evolve into Mega Ampharos.

Cost: 10 CC | Affected Pokemon: Ampharos
Banettite: Allows Banette to Mega-Evolve into Mega Banette.

Cost: 10 CC | Affected Pokemon: Banette
Blastoisinite: Allows Blastoise to Mega-Evolve into Mega Blastoise.

Cost: 10 CC | Affected Pokemon: Blastoise
Blazikenite: Allows Bllaziken to Mega-Evolve into Mega Blaziken. Doubles the Speed stage increase to two (2) stages at the end of each round.

Cost: 15 CC | Affected Pokemon: Blaziken
Charizardite X: Allows Charizard to Mega-Evolve into Mega Charizard X.

Cost: 10 CC | Affected Pokemon: Charizard
Charizardite Y: Allows Charizard to Mega-Evolve into Mega Charizard Y.

Cost: 10 CC | Affected Pokemon: Charizard
Fairy Tech: Causes any stat-reducing secondary effect of Fairy-type attacks to always activate. Increases the Effect Chance of other secondary effects from Fairy-type attacks by ten (10) percentage points (e.g. 30% Effect Chance increases to 40% Effect Chance). Increases the Pokemon's highest true base stat (e.g. 130 Atk) of Attack, Defense, Special Attack, and Special Defense by one (1) Rank. If the highest true base stat is tied, each Rank is raised.

Cost: 8 | Affected Pokemon: Eevee, Sylveon
Garchompite: Allows Garchomp to Mega-Evolve into Mega Garchomp.

Cost: 10 CC | Affected Pokemon: Garchomp
Gardevoirite: Allows Gaedevoir to Mega-Evolve into Mega Gardevoir.

Cost: 10 CC | Affected Pokemon: Gardevoir
Gengarite: Allows Gengar to Mega-Evolve into Mega Gengar.

Cost: 10 CC | Affected Pokemon: Gengar
Gyaradosite: Allows Gyarados to Mega-Evolve into Mega Gyarados.

Cost: 10 CC | Affected Pokemon: Gyarados
Heracronite: Allows Heracross to Mega-Evolve into Mega Heracross.

Cost: 10 CC | Affected Pokemon: Heracross
Houndoominite: Allows Houndoom to Mega-Evolve into Mega Houndoom. Activates Flash Fire and enables Solar Power's damage increase effect in or outside of Sunny Day weather.

Cost: 15 CC | Affected Pokemon: Houndoom
Kangaskhanite: Allows Kangaskhan to Mega-Evolve into Mega Kangaskhan.

Cost: 10 CC | Affected Pokemon: Kangaskhan
Lucarionite: Allows Lucario to Mega-Evolve into Mega Lucario.

Cost: 10 CC | Affected Pokemon: Lucario
Manectite: Allows Manectric to Mega-Evolve into Mega Manectric. Activates Minus Ability and Lightningrod once upon Mega Evolution.

Cost: 15 CC | Affected Pokemon: Manectric
Mawilite: Allows Mawile to Mega-Evolve into Mega Mawile. Increases Mawile's Attack Rank from Huge Power by two (2) (-Atk = 7, Neutral = 8, +Atk = 9)

Cost: 15 CC | Affected Pokemon: Mawile
Medichamite: Allows Medicham to Mega-Evolve into Mega Medicham. Increases Medicham's Attack Rank from Pure Power by one (1) (-Atk = 7, Neutral = 8, +Atk =9)

Cost: 15 CC | Affected Pokemon: Medicham
Mewtwonite X: Allows Mewtwo to Mega-Evolve into Mega Mewtwo X.

Cost: 10 CC | Affected Pokemon: Mewtwo
Mewtwonite Y: Allows Mewtwo to Mega-Evolve into Mega Mewtwo Y.

Cost: 10 CC | Affected Pokemon: Mewtwo
Pinsirite: Allows Pinsir to Mega-Evolve into Mega Pinsir.

Cost: 10 CC | Affected Pokemon: Pinsir
Sachet: Increases the Pokemon's two (2) highest true base stats (e.g. 130 Atk, 85 SpD) of Attack, Defense, Special Attack, and Special Defense by one (1) rank each. Increases Healer's effect chance to 50%, and checks for status of the Pokemon itself and its allies.

Cost: 8 CC | Affected Pokemon: Spritzee, Aromatisse
Scizorite: Allows Scizor to Mega-Evolve into Mega Scizor. Enhances Technician by removing its additional energy cost requirements.

Cost: 15 CC | Affected Pokemon: Scizor
Tyranitarite: Allows Tyranitar to Mega-Evolve into Mega Tyranitar. A Sand Stream summoned by Mega Tyranitar will last indefinitely until the weather is changed.

Cost: 15 CC | Affected Pokemon: Tyranitar.
Venusaurite: Allows Venusaur to Mega-Evolve into Mega Venusaur.

Cost: 10 CC | Affected Pokemon: Venusaur
Whipped Dream: Increases the Pokemon's two (2) highest true base stats (e.g. 130 Atk, 85 SpD) of Attack, Defense, Special Attack, and Special Defense by one (1) rank each. This item also activates Unburden while attached.

Cost: 8 CC | Affected Pokemon: Swirlix, Slurpuff


Battle Items:
Assault Vest: Multiplies the Pokemon's Special Defense Rank by one and a half (1.5x), rounded up. The Pokemon will only be able to use damaging attack moves and combinations in battle. "That Vest is pretty offensive. No! It's an Assault!"
Safety Goggles: The Pokemon is immune to damage from weather effects and the effects of "Powder" Moves. (Full List: Poison Powder, Powder, Rage Powder, Sleep Powder, Spore, Stun Spore.) "The Goggles! They do something!"
Weakness Policy: When struck directly by a super-effective attack, the Pokemon's Attack and Special Attack are increased by two (2) stages, and have their natural Attack and Special Attack stage reset to +2. This item is then consumed, but will be re-issued to the trainer at the end of the battle. "Weakness Policy. We've Got it Covered."
Pixie Plate: A mystical plate that boots the power of Fairy-type moves by two (2) BAP. Activates Multitype and changes Arceus's type to Fairy.
Luminous Moss: Consumable. Absorbs a Water-type attack used by the opponent, causing it to deal no damage and activating this item. When activated, this item is consumed and the Pokemon carrying it has its Special Defense boosted by one (1) for nine (9) actions or until switched out.
Snowball: Consumable. Absorbs an Ice-type attack used by the opponent, causing it to deal no damage and activating this item. When activated, this item is consumed and the Pokemon carrying it has its Special Attack boosted by one (1) for nine (9) actions or until switched out.


Berries:

Kee Berry: Increases the user's Defense Stage by one (1) when the holder is hit by a physical move.

Cost: 6 | Activation: Thrice on being hit by a physical attack | Natural Gift: 8 BAP, Steel

Maranga Berry: Increases the user's Special Defense Stage by one (1) when the holder is hit by a special move.

Cost: 6 | Activation: Thrice on being hit by a special attack | Natural Gift: 8 BAP, Fairy

Roseli Berry: Reduces type effectiveness of a super effective Fairy-type move by one (1) stage (ex. 4x becomes 2x).

Cost: 5 | Activation: Thrice when hit by a super effective Fairy-type attack | Natural Gift: 6 BAP, Fairy


Updated Old Items:

Plates are now available for 10 CC.

Code:
Insect Plate | A mystical plate that boots the power of Bug-type moves by two (2) BAP. Activates Multitype and changes Arceus's type to Bug.
Dread Plate | A mystical plate that boots the power of Dark-type moves by two (2) BAP. Activates Multitype and changes Arceus's type to Dark.
Draco Plate| A mystical plate that boots the power of Dragon-type moves by two (2) BAP. Activates Multitype and changes Arceus's type to Dragon.
Zap Plate| A mystical plate that boots the power of Electric-type moves by two (2) BAP. Activates Multitype and changes Arceus's type to Electric.
Fist Plate| A mystical plate that boots the power of Fighting-type moves by two (2) BAP. Activates Multitype and changes Arceus's type to Fighting.
Flame Plate| A mystical plate that boots the power of Fire-type moves by two (2) BAP. Activates Multitype and changes Arceus's type to Fire.
Sky Plate| A mystical plate that boots the power of Flying-type moves by two (2) BAP. Activates Multitype and changes Arceus's type to Flying.
Spooky Plate| A mystical plate that boots the power of Ghost-type moves by two (2) BAP. Activates Multitype and changes Arceus's type to Ghost.
Meadow Plate| A mystical plate that boots the power of Grass-type moves by two (2) BAP. Activates Multitype and changes Arceus's type to Grass.
Earth Plate| A mystical plate that boots the power of Ground-type moves by two (2) BAP. Activates Multitype and changes Arceus's type to Ground.
Icicle Plate| A mystical plate that boots the power of Ice-type moves by two (2) BAP. Activates Multitype and changes Arceus's type to Ice.
Toxic Plate| A mystical plate that boots the power of Poison-type moves by two (2) BAP. Activates Multitype and changes Arceus's type to Poison.
Mind Plate| A mystical plate that boots the power of Psychic-type moves by two (2) BAP. Activates Multitype and changes Arceus's type to Psychic.
Stone Plate| A mystical plate that boots the power of Rock-type moves by two (2) BAP. Activates Multitype and changes Arceus's type to Rock.
Iron Plate| A mystical plate that boots the power of Steel-type moves by two (2) BAP. Activates Multitype and changes Arceus's type to Steel.
Splash Plate| A mystical plate that boots the power of Water-type moves by two (2) BAP. Activates Multitype and changes Arceus's type to Water.
[/Hide]
 
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Its_A_Random

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Moving this into Policy Centre — This is more of a policy issue than anything else. That said, at an initial glance, for Genderless Pokémon, we could move to the initial +5 level-ups & the standard 5 TM/HM moves, given how we handled Gen V Genderless mons before B2W2. Other than that, nothing else atm.

EDIT: For Gen VI Genderless Pokémon, not all Generations
 
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LouisCyphre

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While I'm glad we're looking forward, I think we'll want a grace period of about a week or two after XY-Day. We need to give the researchers time to, well, research any new mechanics that have surfaced and debunk specific rumors.

TM/Tutor rules also hinge on the presence of, well, tutors in-game.

We know that performing a Mega Evolution is a "free action" in-cartridge. That is, it allows the trainer to evolve and attack in the same turn. In ASB, however, it's certainly not unfeasible to have it be a distinct command, since a single action is hardly a steep price to pay. It could also be declared at the start of the phase, or remain a free action, or all manner of other possibilities. This will hinge on the strength of Mega Evolutions themselves, most likely.

Given that Mega Evolutions can grant a Pokemon critical resistances and abilities -- Absol's Magic Bounce, Ampharos' Dragon typing, and Venusaur's Thick Fat to name a few -- I think there should be a separate "Mega Substitution" that may only be given the syntax "If <target> Mega Evolves, do <action>", in addition to normal subs. We already have a sub of this type (KO Subs) so this isn't unprecedented. It gives the action greater counterplay, as well, which allows us to make it a distinct command that can be performed mid-round. Making Mega Evolution stronger for the user and easier to react to for the opponent is a ruling I strongly endorse, as it gives the act great strategic depth and meaning. As for showing the stat changes, we'll have to wait and see how drastic the alterations are in-cartridge.

Mega Evolutions should retain their base form's abilities and gain there own, unless there's a dramatic incentive to disallow this among certain Pokemon.

Mega Evolution data should be listed below their appropriate form in Pokemon profiles. In the DAT, there should be a list of all Mega Pokemon and links to that list in the list of standard Pokemon, where appropriate.

STABs need revision anyways. I say we rebuild them from the ground up to better suit how ASB is played.

Lastly, if a specific Mega Pokemon is too powerful, we can just nerf their relevant Mega Stone! So we can choose to have powerful enabling mechanics for most Megas and then have overpowering ones be limited by their stone in some way.

(Thanks for actually presenting this to the community, Deck; lots of people were afraid of decision by fiat.)
 
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In the subject of MegaEvolutions I thing it would be better to let the Megas retain all of their abilities as well as their stats, this is because in order to use them they have to give up on their item slot already, unless they are capable of using all of their abilities at the same time they are actually worst that the Pokemon they are an improved version of (for ex. Lucario now has to decide between Smooth Bell & Lucarite, now Adaptability alone is more powerful that the boost SB gives but only affects it's STABs so all the coverage moves that he gets become less powerful unless his stats get a big enough boost, MegaVenusaur stats have to offset the losing of Rare Candy boost (+1 SpA/SpD & +1 BP to it's STABs), etc...). now with everyone getting great abilities is likely that we'll see that most mons prefer to Megavolve rather than use say Expert Belt, but that's no different that Sableye wanting Everstone over Expert Belt (Blaziken for example only gets whatever stat boost GF decided to give him, Garchomp becomes slower so even Sand Force might not be worth it in some situations, etc...), it's just that some mons got lucky this gen, this also means they would be banned in battles with only Training Items allowed, this way we also avoid that thei items get anymore of the "gains one rank to their highest stat".

I think MegaEvolutions should work as the toggle abilities, that is you either have to send your mons and go Mega at the start of the battle or you'll require an action to do so latter in the match, I think this makes it easier to fight against and sub without having to make a whole other sub class (though other people might feel that the defensive capabilities that it grants such as typing changes and abilities are essential to them and a way to play mind games with the opponent, I agree this is an interesting aspect of the Megas but I think their evolution fits better with the toggle abilities and that depending on their power level it may be the best thing to do).

The stats of the MegaPokemon should be listed under the respective pokemon and on the item needed for them to undergo Megavolution (ex. Lucarite listing MegaLucario's stats) to make it easier to find and to compare MegaPokemon.

Oh, yeah I think we should keep the one Mega per person per battle rule GF seems to be using, game precedence and whatnot, this way we can also reduce the chances of some types getting too powerful thanks to a huge amount of Megas (Right now only Fire and Fighting have two Megas each but we still don't know how many more are on their way, if every started got one then we could have a huge gap between some types and others).

I agree with Lou that we should give XY a bit of time before any change in mechanics, I think the only think we should alter right away is the typings of the retconned mons (we don't even need to give them a real STAB if we haven't finished figuring them out by then) along with acknowledge the new match ups for any battle starting after Gen 6 is released.

STABs... Really GF, you boosted the only STABs we had that were actually good (the only one remaining without in-game presedence is bug), I think STABs should be discussed, we should iron them out to give a real boost, this might even give us a little more room in order of how good we can make some STABs, though I think we can all agree that at the very least every mon should gain someting useful (even if it's only a niche).
 

Deck Knight

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One thing I'm going to look at specifically given Mega Evolutions is whether, with their introduction, I should scrap Rare Candy boosts, since Mega Evolutions seem to be a more legitimate way of bringing about those balance benefits, OR I limit Rare Candy to those Pokemon that don't have a Mega Stone Evolution and therefore make the difference most relevant to those Prevos and fully-evolved weakish mons that actually benefit the most from it.

In general I support Mega Evolutions as a one-way toggle that is activated like toggle abilities, though I can see it working as a free strategic defensive tactic on a per action basis. I think we need to see the extent of Mega Evolutions before letting that happen.

As far as mechanics implementation, I think the type chart and re-types on old Pokemon can be introduced immediately, but we can hold off on STAB benefits unless we get some official notification that is exhaustive beforehand. We should have them waiting in the wings though, and work on the ones that already exist. I'll start compiling a few lists for that.
 

LouisCyphre

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I'll shout support for action-based, disruptive Mega Evolution until the last vote is cast. It's clearly the intent of its in-game implementation: "Surprise your opponents by changing type in the middle of battle!"

Regarding Rare Candy, Everstone, and the like: I don't think there needs to be a specific exception for these items in relation to Mega Evolution. If I give my Absol Everstone, or Razor Claw, or Expert Belt (!), or any item at all not named Absolite, she can't Mega Evolve. I think it's as clear a trade-off as, say, choosing Chople Berry over Expert Belt.

I've got to, believe it or not, tip a figurative hat to Game Freak on this one. Mega Evolution seems very self-balancing right out of the box!

II think MegaEvolutions should work as the toggle abilities, that is you either have to send your mons and go Mega at the start of the battle or you'll require an action to do so latter in the match, I think this makes it easier to fight against and sub without having to make a whole other sub class (though other people might feel that the defensive capabilities that it grants such as typing changes and abilities are essential to them and a way to play mind games with the opponent, I agree this is an interesting aspect of the Megas but I think their evolution fits better with the toggle abilities and that depending on their power level it may be the best thing to do).
I think Mega Evolution on send-out is reasonable enough. "I send out Mega Absol @ Absolite!" is straightforward and trades the chance to, say, startle the opponent with a surprise Magic Bounce; for whatever you gain for starting in the state.

Being able to perform, say, "Absol: Night Slash | Mega Evolve! | Night Slash," is critical in my opinion. The appeal of suddenly altering your speed tier, abilities, and typing is just too cool to ignore. It's the strategic depth of something like Meloetta's Relic Song, stretched over several popular Pokemon in ASB.

If we don't go with something like this, and confine Megas to start-of-round changes or switch phases, we might as well not implement the mechanic at all. It won't offer us anything except boring item-based boosts unless we fully embrace the transformation mechanic.

Oh, yeah I think we should keep the one Mega per person per battle rule GF seems to be using, game precedence and whatnot, this way we can also reduce the chances of some types getting too powerful thanks to a huge amount of Megas (Right now only Fire and Fighting have two Megas each but we still don't know how many more are on their way, if every started got one then we could have a huge gap between some types and others).
I challenge Example_Exampleton to an Example Match!

3v3 Singles
Instant DQ
2 Subs
2 Mega Evolutions
Infinite Chills/Recovers
ASB Arena

Alternatively, we could make it so that you can only Mega-Evolve every X rounds. Maybe the Mega-evolution-wrist-thing needs time to cool off? Who knows.

EDIT 2

Am I the only one that thinks we should begin construction on a new, Gen 6-compatible Data Audit thread? When the time comes to make the switch, we'd just pin it and unpin the old one. A new Audit would be necessary since information like Mega Evolutions mandate an early place in the thread; and it's a good chance to clean up the general formatting of our Game Rules in order to make it less intimidating overall to newer players.
 
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According to the grapevine, some moves have been updated for XY. Some changes are minor (such as Charm being retyped to Fairy), while others have adjustments in BAP (Such as Blizzard being knocked down to 110 BAP, Flamethrower/Ice Beam/Thunderbolt adjusted to 90, etc.).

Do you think we should gather up all the confirmed data we know of in terms of moves? I can imagine updating the moves another topic we should consider for our XY preparations.
 

Deck Knight

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Continuing to update and consolidate information. Next big project will be new attacks.

Code:
Aromatic Mist | Fairy | Status | -- | 100 | 20 | The user raises the Sp. Def stat of ally Pokémon with a mysterious aroma.
Baby-Doll Eyes | Fairy | Special | -- | 100 | 30 | The user stares at the target with its baby-doll eyes, which lowers its Attack stat. This move always goes first.
Belch | Poison | Special | 120 | 90 | 10 | The user lets out a damaging belch at the target. The user must eat a held Berry to use this move.
Boomburst | Normal | Special | 140 | 100 | 10 | The user attacks everything around it with the destructive power of a terrible, explosive sound.
Confide | Normal | Status | -- | -- | 20 | The user tells the target a secret, and the target loses its ability to concentrate. This lowers the target's Sp. Atk stat.
Crafty Shield | Fairy | Status | -- | -- | 10 | The user protects itself and its allies from status moves with a mysterious power. This does not stop moves that do damage.
Dazzling Gleam | Fairy | Special | 80 | 100 | 10 | The user damages opposing Pokémon by emitting a powerful flash.
Disarming Voice | Fairy | Special | 40 | -- | 15 | Letting out a charming cry, the user does emotional damage to the opposing Pokemon. This attack never misses.
Draining Kiss | Fairy | Special | 50 | 100 | 20 | The user steals the target's energy with a kiss. The user's HP is restored by over half of the damage taken by the target.
Eerie Impulse | Electric | Status | -- | 100 | 15 | The user's body generates an eerie impulse. Exposing the target to it harshly lowers the target's Sp. Atk stat.
Electric Terrain | Electric | Status | -- | -- | 10 | The user electrifies the ground under everyone's feet for five turns. Pokémon on the ground no longer fall asleep.
Electrify | Electric | Status | -- | -- | 20 |If the target is electrified before it uses a move during that turn, the target's move becomes Electric type.
Fairy Lock | Fairy | Status | -- | -- | 10 | By locking down the battlefield, the user keeps all Pokemon from fleeing during the next turn.
Fairy Wind | Fairy | Special | 40 | 100 | 30 | The user stirs up a fairy wind and strikes the target with it.
Fell Stinger | Bug | Physical | 30 | 100 | 25 | When the user knocks out a target with this move, the user's Attack stat rises sharply.
Flower Shield | Fairy | Other | -- | -- | 10 | The user raises the Defense stat of all Grass-type Pokémon in battle with a mysterious power.
Flying Press | Fighting | Physical | 80 | 95 | 10 | The user dives down onto the target from the sky. This move is Fighting and Flying type simultaneously.
Forest's Curse | Grass | Other | -- | 100 | 20 | The user puts a forest curse on the target. Afflicted targets are now Grass type as well.
Freeze Dry | Ice | Special | 70 | 100 | 20 | The user rapidly cools the target. This may also leave the target frozen. This move is super effective on Water types.
Geomancy | Fairy | Status | -- | -- | 10 | The user absorbs energy and sharply raises its Sp. Atk, Sp. Def, and Speed stats on the next turn.
Infestation | Bug | Special | 20 | 100 | 20 | The target is infested and attacked for four to five turns. The target can't flee during this time.
Ion Deluge | Electric | Other | -- | -- | 25 | The user disperses electrically charged particles, which changes Normal-type moves to Electric-type moves.
King's Shield | Steel | Status | -- | -- | 10 | The user takes a defensive stance while it protects itself from damage. It also harshly lowers the Attack stat of any attacker who makes direct contact.
Land's Wrath | Ground | Physical | 90 | 100 | 10 | The user gathers the energy of the land and focuses that power on opposing Pokémon to damage them.
Magnetic Flux | Electric | Other | -- | -- | 20 | The user manipulates magnetic fields which raises the Defense and Sp. Def stats of ally Pokémon with the Plus or Minus Ability.
Mat Block | Fighting | Other | -- | -- | 10 | Using a pulled-up mat as a shield, the user protects itself and its allies from damaging moves. This does not stop status moves.
Misty Terrain | Fairy | Status | -- | -- | 10 | The user covers the ground under everyone's feet with mist for five turns. This protects Pokemon on the ground from status conditions.
Moonblast | Fairy | Special | 95 | 100 | 15 | Borrowing the power of the moon, the user attacks the target. This may also lower the target's Sp. Atk stat.
Mystical Fire | Fire | Special | 65 | 100 | 10 |  The user attacks by breathing a special, hot fire. This also lowers the target's Sp. Atk stat.
Noble Roar | Normal | Status | -- | -- | 30 | Letting out a noble roar, the user intimidates the target and lowers its Attack and Sp. Atk stats.
Nuzzle | Electric | Physical | 20 | 100 | 20 | The user attacks by nuzzling its electrified cheeks against the target. This also leaves the target with paralysis.
Oblivion Wing | Flying | Special | 80 | 100 | 10 | The user absorbs its target's HP. The user's HP is restored by over half of the damage taken by the target.
Parabolic Charge | Electric | Special | 50 | 100 | 20 | The user attacks everything around it. The user's HP is restored by half the damage taken by those hit.
Parting Shot | Dark | Status | -- | 100 | 20 | With a parting threat, the user lowers the target's Attack and Sp. Atk stats. Then it switches with a party Pokemon.
Petal Blizzard | Grass | Physical | 90 | 100 | 15 | The user stirs up a violent petal blizzard and attacks everything around it.
Phantom Force | Ghost | Physical | 90 | 100 | 10 | The user vanishes somewhere, then strikes the target on the next turn. This move hits even if the target protects itself.
Play Nice | Normal | Status | -- | -- | 20 | The user and the target become friends, and the target loses its will to fight. This lowers the target's Attack stat.
Play Rough | Fairy | Physical | 90 | 90 | The user plays rough with the target and attacks it. This may also lower the target's Attack stat.
Powder | Bug | Other | -- | 100 | 20 | The user covers the target in a powder that explodes and damages the target if it uses a Fire-type move.
Power-Up Punch | Fighting | Physical | 40 | 100 | 20 | Striking opponents over and over makes the user's fists harder. Hitting a target raises the Attack stat.
Rototiller | Ground | Other | 0 | -- | 10 | Tilling the oil, the user makes it easier for plants to grow. This raises the Attack and Sp. Atk stats of Grass-type Pokemon.
Spiky Shield | Grass | Status | --- | --- | 10 | In addition to protecting the user from attacks, this move also damages any attacker who makes direct contact.
Sticky Web | Bug | Physical | -- | -- | 20 | The user weaves a sticky net around the opposing team, which lowers their Speed stat upon switching into battle.
Topsy-Turvy | Dark | Status | -- | -- | 20 | All stat changes affecting the target turn topsy-turvy and become the opposite of what they were.
Trick-or-Treat | Ghost | Other | -- | 100 | 20 | The user takes the target trick-or-treating. This adds Ghost type to the target's type.
Venom Drench | Poison | Other | -- | 100 | 20 | Opposing Pokémon are drenched in an odd poisonous liquid. This lowers the Attack, Sp. Atk, and Speed stats of a poisoned target.
Water Shuriken | Water | Physical | 15 | 100 | 20 | The user hits the target with throwing stars two to five times in a row. This move always goes first.
Format:

Attack: Description

Attack Power: | Accuracy: | Energy Cost: | Attack Type: | Effect Chance: | Contact: | Typing: | Priority: | CT:

New Attack List:
Aromatic Mist: The Pokemon generates a sweet smelling mist around an ally that increases their Special Defense by one (1) stage.

Attack Power: -- | Accuracy: -- | Energy Cost: 4 | Attack Type: Status | Effect Chance: -- | Contact: No | Typing: Fairy | Priority: 0 | CT: Passive
Baby-Doll Eyes: The Pokemon gives a quick, innocent glance at the opponent before they can move, causing them to hold back and lowering their Attack by one (1) stage.

Attack Power: -- | Accuracy: 100% | Energy Cost: 5 | Attack Type: Status | Effect Chance: -- | Contact: No | Typing: Fairy | Priority: 1 | CT: Set
Belch: The Pokemon uses part of a consumed berry and spits out a disgusting liquid at the opponent at high speed. This attack can only be used if the Pokemon has partially or completely used a Berry either through activation or Natural Gift.

Attack Power: 12 | Accuracy: 90% | Energy Cost: 8 | Attack Type: Special | Effect Chance: -- | Contact: No | Typing: Poison | Priority: 0 | CT: Set
Boomburst: The Pokemon lets out a massive blast of sound that reverberates throughout the arena, hitting friend and foe alike. The sound ignores Substitute.

Attack Power: 14 | Accuracy: 100% | Energy Cost: 10 | Attack Type: Special | Effect Chance: -- | Contact: No | Typing: Normal | Priority: 0 | CT: Set
Confide: The Pokemon convinces their opponent to drop their defense to tell them a secret, lowing their concentration and reducing their Special Attack by one (1) stage. Ignores Protect and Detect

Attack Power: -- | Accuracy: -- | Energy Cost: 5 | Attack Type: Status | Effect Chance: -- | Contact: No | Typing: Normal | Priority: 0 | CT: Passive
Crafty Shield: The Pokemon create a mystical shield that blocks any non-damaging move used on itself or allies. Fails if used consecutively.

Attack Power: - | Accuracy: -- | Energy Cost: 7 | Attack Type: Status | Effect Chance: -- | Contact: No | Typing: Fairy | Priority: 3 | CT: Passive
Dazzling Gleam: The Pokemon unleashes a dazzling flash of light that hits all opponents.

Attack Power: 8 | Accuracy: 100% | Energy Cost: 6 | Attack Type: Fairy | Effect Chance: -- | Contact: No | Typing: Fairy | Priority: 0 | CT: Force
Disarming Voice: The Pokemon lets out a disarming cry that strikes the heart of all opponents without fail.

Attack Power: 4 | Accuracy: -- | Energy Cost: 4 | Attack Type: Special | Effect Chance: -- | Contact: No | Typing: Fairy | Priority: 1 | CT: Force
Draining Kiss: The Pokemon latches onto the opponents life force with a kiss gesture that drains a large amount of their energy, healing the user for 75% of the damage done to the opponent.

Attack Power: 5 | Accuracy: 100% | Energy Cost: 7 | Attack Type: Special | Effect Chance: -- | Contact: No | Typing: Fairy | Priority: 0 | CT: Set
Eerie Impulse: The Pokemon launches an electrostatic charge that greatly decreases the special attack of the target, lowering its Special Attack by two (2) stages.

Attack Power: -- | Accuracy: 100% | Energy Cost: 6 | Attack Type: Status | Effect Chance: -- | Contact: No | Typing: Electric | Priority: 0 | CT: Passive
Electric Terrain: The Pokemon generates a massive, crackling electromagnetic field that covers the entire ground for four (4) rounds. While in effect, the power of Electric Moves used by grounded Pokemon is increased by three (3) BAP and grounded Pokemon cannot be put to sleep while Electric Terrain is in effect, but Pokemon that are asleep will not be awakened. Nature Power becomes Thunderbolt when Electric Terrain is in effect.

Attack Power: -- | Accuracy: -- | Energy Cost: 10 | Attack Type: Status | Effect Chance: -- | Contact: No | Typing: Electric | Priority: 0 | CT: Set
Electrify: The Pokemon generates an electrical charge that adheres to the opponent, changing the type of the target's next attack to Electric.

Attack Power: -- | Accuracy: -- | Energy Cost: 7 | Attack Type: Status | Effect Chance: -- | Contact: No | Typing: Electric | Priority: 0 | CT: Set
Fairy Lock: Using mystical power, the Pokemon locks down the arena and prevents all foes from switching out. When used against a non-damaging evasive action, it does fixed damage equal to three (3) multiplied by the user's Special Attack Rank.

Attack Power: -- or Fixed Damage = 3 * User's Special Attack Rank | Accuracy: -- | Energy Cost: 6 | Attack Type: Status | Effect Chance: -- | Contact: No | Typing: Fairy | Priority: 0 | CT: Passive
Fairy Wind: The Pokemon whips up a small mystical wind and aims it at the opponent. When combined with another Special Fairy Attack, the Base Attack Power of that attack is increased by one and three quarters (1.75x) [e.g Fairy Wind + Dazzling Gleam is 4 + 8 * 1.75 = 18 BAP].

Attack Power: 4 | Accuracy: 100% | Energy Cost: 3 | Attack Type: Special | Effect Chance: -- | Contact: No | Typing: Fairy | Priority: 0 | CT:Elemental
Fell Stinger: The Pokemon fills their stinger with energy and injects a special neurotoxin into the opponent. If the opposing Pokemon is KO'd by Fell Stinger, part of their energy goes back to the user of this move, increasing the user's Attack by two (2) stages.

Attack Power: 4 | Accuracy: 100 | Energy Cost: 4 | Attack Type: Physical | Effect Chance: -- | Contact: Yes | Typing: Bug | Priority: 0 | CT:Set
Flower Shield: The Pokemon uses its petals to create a shield of flowers that raises the Defense of the user and all Grass-types on the field by one (1) stage.

Attack Power: -- | Accuracy: -- | Energy Cost: 7 | Attack Type: Status | Effect Chance: -- | Contact: No | Typing: Fairy | Priority: 0 | CT: Passive
Flying Press: The Pokemon leaps into the air and strikes the foe with a devastating blow from above. The attack has both Fighting and Flying-type properties, and checks cumulative type effectiveness against both elements (e.g. a Pokemon weak to both Fighting and Flying would take 4x effectiveness damage)

Attack Power: 8 | Accuracy: 95% | Energy Cost: 6 | Attack Type: Physical | Effect Chance: -- | Contact: Yes | Typing: Fighting | Priority: 0 | CT: Set
Forest's Curse: The Pokemon casts an ancient spell that adds Grass typing to the opponent for the next six (6) actions.

Attack Power: -- | Accuracy: 100% | Energy Cost: 8 | Attack Type: Status | Effect Chance: -- | Contact: No | Typing: Grass | Priority: 0 | CT: Set
Freeze Dry: The Pokemon chills all the water inside the target to freeze them solid. The move have a chance to freeze the target. This move is super-effective against Water-types.

Attack Power: 7 | Accuracy: 100% | Energy Cost: 5 | Attack Type: Special | Effect Chance: 10% | Contact: No | Typing: Ice | Priority: 0 | CT: Set
Geomancy: The Pokemon builds up power by maximizing its concentration, then unleashes it throughout its body, raising its Special Attack, Special Defense, and Speed by two (2) stages. This move can be disrupted in-between the charge and the stat boost by multi-hit attacks.

Attack Power: -- | Accuracy: -- | Energy Cost: 11 | Attack Type: Status | Effect Chance: -- | Contact: No | Typing: Fairy | Priority: Energy Charge +3, Stat Boost -3 | CT:Passive
Grassy Terrain: The Pokemon channels energy through its roots to turn the entire field into grass for four (4) rounds. While in effect, the power of Grass moves used by grounded Pokemon is increased by three (3) BAP. Grounded Pokemon on Grassy Terrain will have two (2) damage per action healed. Nature Power becomes Energy Ball when Grassy Terrain is in effect.

Attack Power: -- | Accuracy: -- | Energy Cost: 10 | Attack Type: Status | Effect Chance: -- | Contact: No | Typing: Grass | Priority: 0 | CT: Set
Infestation: The Pokemon sends a swarm of small insects that bite into trap the opposing Pokemon. While trapped in Infestation, the Pokemon recieves two (2) damage per action. The holding effect will last four (4) actions before it needs to be refreshed.

Attack Power: 4 + 2 HP Damage per action | Accuracy: 100% | Energy Cost: 5 | Attack Type: Special | Effect Chance: -- | Contact: No | Typing: Bug | Priority: 0 | CT: Elemental
Ion Deluge: The Pokemon charges the field with special ions that convert Normal-typed attacks into Electric-typed attacks for the next six (6) actions when used. This takes precedence before any Ability effects.

Attack Power: -- | Accuracy: -- | Energy Cost: 8 | Attack Type: Status | Effect Chance: -- | Contact: No | Typing: Electric | Priority: 1 | CT:Set
King's Shield: The Pokemon instantly reverts to its Shield Forme, protecting itself from damaging attacks, reducing the Attack stat of any attacker that makes contact with the shield by two (2) stages for each of their hits. The attack will fail if used consecutively.

Attack Power: -- | Accuracy: -- | Energy Cost: 4 + (Damage Blocked / 2.5) | Attack Type: Status | Effect Chance: -- | Contact: No | Typing: Steel | Priority: 4 | CT:Passive
Land's Wrath: The Pokemon gathers the energy of earth into a clay sphere and launches it at the opponent.

Attack Power: 9 | Accuracy: 100% | Energy Cost: 7 | Attack Type: Physical | Effect Chance: -- | Contact: No | Typing: Ground | Priority: 0 | CT: Elemental
Magnetic Flux: The pokemon generates an electromagnetic field that responds to allied Pokemon (including the user) with the Plus or Minus ability, and raises their Defense and Special Defense by one (1) stage.

Attack Power: -- | Accuracy: -- | Energy Cost: 7 | Attack Type: Status | Effect Chance: -- | Contact: No | Typing: Electric | Priority: | CT:Passive
Mat Block: The Pokemon pulls up an energy mat and uses it to defend themselves and their allies from damaging attacks. Fails when used consecutively.

Attack Power: -- | Accuracy: -- | Energy Cost: 7 | Attack Type: Status | Effect Chance: -- | Contact: No | Typing: Fighting | Priority: 0 | CT: Passive
Misty Terrain: The Pokemon unleashes a magical mist that envelops the entire field with Fairy dust for four (4) rounds. While in effect, the power of Fairy moves used by grounded Pokemon is increased by three (3) BAP, while the power of Dragon moves used against Grounded Pokemon are reduced by two (2) BAP. Pokemon are protected from Major Status moves while Misty Terrain is in effect, but Misty Terrain will not heal previously inflicted Major Status effects. Nature Power becomes Moonblast when Misty Terrain is in effect.

Attack Power: -- | Accuracy: -- | Energy Cost: 10 | Attack Type: Status | Effect Chance: -- | Contact: No | Typing: Fairy | Priority: 0 | CT: Set
Moonblast: The Pokemon calls on the power of the moon to punish opponents. The attack has a chance to lower Special Attack by one (1) Stage.

Attack Power: 10 | Accuracy: 100% | Energy Cost: 7 | Attack Type: Special | Effect Chance: 30% | Contact: No | Typing: Fairy | Priority: 0 | CT:Elemental
Mystical Fire: The Pokemon summons a magical fire that lowers the opponent's Special Attack by one (1) stage upon contact.

Attack Power: 7 | Accuracy: 100% | Energy Cost: 5 | Attack Type: Special | Effect Chance: 100% | Contact: No | Typing: Fire | Priority: 0 | CT:Elemental
Noble Roar: The Pokemon lets out a noble roar that diminishes the will of the opponent, lowering both their Attack and Special Attack by one (1) stage each. The sound of the roar bypasses Substitute.

Attack Power: -- | Accuracy: 100% | Energy Cost: 6 | Attack Type: Status | Effect Chance: | Contact: No | Typing: Normal | Priority: 0 | CT: Passive
Nuzzle: The Pokemon electrifies their cheeks and strike the opponent with their face, spreading the electricity and paralyzing them.

Attack Power: 4 | Accuracy: 100% | Energy Cost: 4 | Attack Type: Physical | Effect Chance: 100% | Contact: Yes | Typing: Electric | Priority: 0 | CT: Elemental
Oblivion Wing: The Pokemon channels mysterious energy through their wings to their mouth and fires a powerful beam that siphons the life energy out of the target. It heals the user for 75% of the damage inflicted.

Attack Power: 8 | Accuracy: 100% | Energy Cost: 10 | Attack Type: Special | Effect Chance: -- | Contact: No | Typing: Flying | Priority: 0 | CT: Set
Parabolic Charge: The user releases a special electrical field which drains the energy of every Pokemon on the field and restores 50% of the damage inflicted back to the user.

Attack Power: 5 | Accuracy: 100% | Energy Cost: 7 | Attack Type: Special | Effect Chance: -- | Contact: No | Typing: Electric | Priority: 0 | CT:Set
Parting Shot: The Pokemon shouts insults at the opponent, lowering their will to fight in reducing their Attack and Special Attack each by one (1) stage, then turns their back and makes an exit. If the attack hits, two different effects may take depending on the enforced Switch Clause:

Switch = KO: The attack resets all of the User's stat changes and snaps it out of temporary status as well as other effects like Disable, Taunt, and Torment.

Switch = OK: The user is sent back to its trainer's Poke Ball at the end of the round. The Pokemon that is switched in to replace the user is chosen by the player from their remaining Pokemon, however the trainer that commanded Parting Shot must attack first. A Pokemon switched out with Parting Shot can switch without initiating a Switch Phase, but only Pokemon that used Baton Pass, Parting Shot, Teleport (Switch), U-turn, or Volt Switch can be swapped out.

Attack Power: --| Accuracy: 100% | Energy Cost: 5 | Attack Type: Status | Effect Chance: -- | Contact: -- | Typing: Dark | Priority: 0 | CT: Set
Petal Blizzard: The Pokemon sends a flurry of high-speed petals that strike every part of the battlefield.

Attack Power: 9 | Accuracy: 100% | Energy Cost: 7 | Attack Type: Physical | Effect Chance: -- | Contact: No | Typing: Grass | Priority: 0 | CT: Force
Phantom Force: The Pokemon disappears briefly into a shadow dimension before striking an opponent from behind, evading all attacks in the process. Ignores Protect and Detect.

Attack Power: 9 | Accuracy: 100% | Energy Cost: 10 | Attack Type: Physical | Effect Chance: -- | Contact: Yes | Typing: Ghost | Priority: Evasive Action: 0, Hit: -1 | CT:Set
Play Nice: The Pokemon convinces the opponent to let their guard down with playful antics, lowering their Attack. The move ignores Protect and Detect.

Attack Power: -- | Accuracy: -- | Energy Cost: 5 | Attack Type: Status | Effect Chance: -- | Contact: No | Typing: Normal | Priority: 0 | CT: Passive
Play Rough: The Pokemon rushes over to the opponent and roughouses them to do damage. The force may lower an opponent's Attack.

Attack Power: 9 | Accuracy: 90% | Energy Cost: 7 | Attack Type: Physical | Effect Chance: 10% | Contact: Yes | Typing: Fairy | Priority: 0 | CT: Elemental
Powder: The Pokemon launches a volatile powder on the opponent that reacts to Fire-typed attacks. For the next six (6) actions if an opponent uses a Fire-typed attack, the powder will explode doing fixed damage equal to 10 + 2(Target's Special Attack Rank - Target's Special Defense Rank). Once Powder's effect is activated once, it will dissipate.

Attack Power: -- | Accuracy: 100% | Energy Cost: 7 | Attack Type: Status | Effect Chance: -- | Contact: No | Typing: Bug | Priority: 1 | CT: Force
Power-Up Punch: The Pokemon strikes the opponent with an energized punch that increases the user's attack by one (1) stage if the attack is successful.

Attack Power: 4 | Accuracy: 100% | Energy Cost: 4 | Attack Type: Physical | Effect Chance: 100% | Contact: Yes | Typing: Fighting | Priority: 0 | CT:Passive
Rototiller: The Pokemon tills the soil in the arena and exposes the field to nutrients, giving the user and all Grass-types on the field a one (1) stage increase in Attack and Special Attack.

Attack Power: -- | Accuracy: -- | Energy Cost: 9 | Attack Type: Status | Effect Chance: -- | Contact: No | Typing: Ground | Priority: 0 | CT: Passive
Spiky Shield: The Pokemon creates a spiky shield to block damaging attacks. Any contact attack that hits the shield will cause ten (10) fixed damage for each hit. The attack will fail if used consecutively.

Attack Power: -- | Accuracy: -- | Energy Cost: 4 + (Blocked Damage / 2.5) | Attack Type: Status | Effect Chance: -- | Contact: No | Typing: Grass | Priority: 4 | CT:Passive
Sticky Web: The Pokemon lays down a sticky web on the opponent's side of the field that causes all Pokemon that switch in to have their speed reduced by one (1) stage, and sets their natural speed stage to -1.

Attack Power: -- | Accuracy: -- | Energy Cost: 10 | Attack Type: Status | Effect Chance: -- | Contact: No | Typing: Bug | Priority: 0 | CT: Set
Topsy-Turvy: The Pokemon uses a mystical force to reverse positive and negative stat boosts. (e.g. -2 Def becomes +2 Def and vice-versa)

Attack Power: -- | Accuracy: 100% | Energy Cost: 7 | Attack Type: Status | Effect Chance: -- | Contact: No | Typing: Dark | Priority: 0 | CT: Passive
Trick-or-Treat: The Pokemon casts an eerie spell that adds Ghost typing to the opponent for the next six (6) actions.

Attack Power: -- | Accuracy: 100% | Energy Cost: 8 | Attack Type: Status | Effect Chance: -- | Contact: No | Typing: Ghost | Priority: 0 | CT: Set
Venom Drench: The Pokemon releases a toxic agent that acts as a catalyst in a poisoned target, reducing their Attack, Special Attack, and Speed by one (1) stage.

Attack Power: -- | Accuracy: 100% | Energy Cost: 8 | Attack Type: Status | Effect Chance: -- | Contact: No | Typing: Poison | Priority: 0 | CT: Passive
Water Shuriken: The Pokemon creates water shurikens at high speed and launches them at the opponent, hitting 2-5 times. It can disrupt an opponent's move that takes a while to charge up.

Attack Power: 2 per hit | Accuracy: 100% | Energy Cost: 4 | Attack Type: Physical | Effect Chance: -- | Contact: No | Typing: Water | Priority: 1 | CT: Set
 
Last edited:

Engineer Pikachu

Good morning, you bastards!
is a Contributor Alumnus
Deck, can you explain your reasoning behind the new Rank numbers? The ranges for Rank 6 and Rank 8 don't make any sense; they range over thirteen and sixteen stat points, respectively, while everything else is in a multiple of five.

Wouldn't something like
Rank 6: 141-155; 125 HP
Rank 7: 156-175; 130 HP
Rank 8: 176-190; 135 HP
Rank 9: 191-210; 140 HP
Rank 10: 211+; 145 HP
make much more sense? Unless there are certain Pokemon you absolutely want to reach a higher tier...
 
Hide=Belch]
Belch: The Pokemon consumes part of its held berry and spits out a disgusting liquid at the opponent at high speed.

Attack Power: 12 | Accuracy: 90% | Energy Cost: 8 | Attack Type: Special | Effect Chance: -- | Contact: No | Typing: Poison | Priority: 0 | CT: Set[/Hide]
Belch doesn't consume the berry, you have to had consumed the berry already in order to use it, the move is locked until you have consumed it.

Also, Boomburt bypasses subs (like all sound moves now) not Protect/detect, unless that's an ASB exclusive effect
 

Deck Knight

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Deck, can you explain your reasoning behind the new Rank numbers? The ranges for Rank 6 and Rank 8 don't make any sense; they range over thirteen and sixteen stat points, respectively, while everything else is in a multiple of five.

Wouldn't something like

make much more sense? Unless there are certain Pokemon you absolutely want to reach a higher tier...
Yes, I'm aware of this, it was done for specific balance reasons, like Mega Zam getting Rank 8 SpA while Mega Gar has Rank 7, and pushing Mewtwo/Lugia/Ho-oh/Florges up to the next Rank to compensate in part for the changes to Rank 6. There were also significant new Megas at a 155 Base that I wanted at the next rank up from the previous classification. It doesn't look as pretty I admit, but there's a lot larger range of stats in XY.


Belch doesn't consume the berry, you have to had consumed the berry already in order to use it, the move is locked until you have consumed it.

Also, Boomburt bypasses subs (like all sound moves now) not Protect/detect, unless that's an ASB exclusive effect
In that case I'll have to modify it, because most berries have a lot more longevity in ASB than they do in game.
 

Deck Knight

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New Item List:

Code:
   Abomasite    One of the mysterious Mega Stones. Have Abomasnow hold it, and this stone will enable it to Mega Evolve in battle
   Absolite    One of the mysterious Mega Stones. Have Absol hold it, and this stone will enable it to Mega Evolve in battle
   Aerodactylite    One of the mysterious Mega Stones. Have Aerodactyl hold it, and this stone will enable it to Mega Evolve in battle
   Aggronite    One of the mysterious Mega Stones. Have Aggron hold it, and this stone will enable it to Mega Evolve in battle
   Alakazite    One of the mysterious Mega Stones. Have Alakazam hold it, and this stone will enable it to Mega Evolve in battle
   Ampharosite    One of the mysterious Mega Stones. Have Ampharos hold it, and this stone will enable it to Mega Evolve in battle
   Assault Vest    An item to be held by a Pokémon. This offensive vest raises Sp. Def but prevents the use of status moves.
   Banettite    One of the mysterious Mega Stones. Have Banette hold it, and this stone will enable it to Mega Evolve in battle
   Blastoisinite    One of the mysterious Mega Stones. Have Blastoise hold it, and this stone will enable it to Mega Evolve in battle
   Blazikenite    One of the mysterious Mega Stones. Have Blaziken hold it, and this stone will enable it to Mega Evolve in battle
   Charizardite X    One of the mysterious Mega Stones. Have Charizard hold it, and this stone will enable it to Mega Evolve in battle
   Charizardite Y    One of the mysterious Mega Stones. Have Charizard hold it, and this stone will enable it to Mega Evolve in battle
   Garchompite    One of the mysterious Mega Stones. Have Garchomp hold it, and this stone will enable it to Mega Evolve in battle
   Gardevoirite    One of the mysterious Mega Stones. Have Gardevoir hold it, and this stone will enable it to Mega Evolve in battle
   Gengarite    One of the mysterious Mega Stones. Have Gengar hold it, and this stone will enable it to Mega Evolve in battle
   Gyaradosite    One of the mysterious Mega Stones. Have Gyarados hold it, and this stone will enable it to Mega Evolve in battle
   Heracronite    One of the mysterious Mega Stones. Have Heracross hold it, and this stone will enable it to Mega Evolve in battle
   Houndoominite    One of the mysterious Mega Stones. Have Houndoom hold it, and this stone will enable it to Mega Evolve in battle
   Kangaskhanite    One of the mysterious Mega Stones. Have Kangaskhan hold it, and this stone will enable it to Mega Evolve in battle
   Kee Berry    If held by a Pokémon, this Berry will increase the Pokémon's Defense stat when hit by a physical attack
   Lucarionite    One of the mysterious Mega Stones. Have Lucario hold it, and this stone will enable it to Mega Evolve in battle
   Luminous Moss    An item to be held by a Pokémon. It boosts Sp. Def if hit with a Water-type attack. It can only be used once.
   Manectite    One of the mysterious Mega Stones. Have Manectric hold it, and this stone will enable it to Mega Evolve in battle
   Maranga Berry    If held by a Pokémon, this Berry will increase the Pokémon's Sp. Defense stat when hit by a special attack
   Mawilite    One of the mysterious Mega Stones. Have Mawile hold it, and this stone will enable it to Mega Evolve in battle
   Medichamite    One of the mysterious Mega Stones. Have Medicham hold it, and this stone will enable it to Mega Evolve in battle
   Mewtwonite X    One of the mysterious Mega Stones. Have Mewtwo hold it, and this stone will enable it to Mega Evolve in battle
   Mewtwonite Y    One of the mysterious Mega Stones. Have Mewtwo hold it, and this stone will enable it to Mega Evolve in battle
   Pinsirite    One of the mysterious Mega Stones. Have Pinsir hold it, and this stone will enable it to Mega Evolve in battle
   Pixie Plate    An item to be held by a Pokémon. It is a stone tablet that boosts the power of Fairy-type moves
   Roseli Berry    If held by a Pokémon, this Berry will lessen the damage taken from one supereffective Fairy-type attack
   Sachet    A sachet filled with fragrant perfumes that are just slightly too overwhelming. Yet it's loved by a certain Pokémon
   Safety Goggles    An item to be held by a Pokémon. These goggles protect the holder from both weather-related damage and powder.
   Scizorite    One of the mysterious Mega Stones. Have Scizor hold it, and this stone will enable it to Mega Evolve in battle
   Snowball    An item to be held by a Pokémon. It boosts Attack if hit with an Ice-type attack. It can only be used once.
   Tyranitarite    One of the mysterious Mega Stones. Have Tyranitar hold it, and this stone will enable it to Mega Evolve in battle
   Venusaurite    One of the mysterious Mega Stones. Have Venusaur hold it, and this stone will enable it to Mega Evolve in battle
   Weakness Policy    An item to be held by a Pokémon. Attack and Sp. Atk sharply increase if the holder is hit with a move it's weak to.
   Whipped Dream    A soft and sweet treatmade of fluffy, puffy, whipped and whirled cream. It's loved by a certain Pokémon
Signature Items:
Format:

Item: Description

Cost: | Affected Pokemon:

Abomasite: Allows Abomasnow to Mega-Evolve into Mega Abomasnow. While Mega Abomasnow is on the field, Hail does four (4) damage per action to Pokemon susceptible to Hail, and heals four (4) damage per action for Pokemon with Ice Body.

Cost: 15 CC | Affected Pokemon: Abomasnow
Absolite: Allows Absol to Mega-Evolve into Mega Absol.

Cost: 10 CC | Affected Pokemon: Absol
Aerodactylite: Allows Aerodactyl to Mega-Evolve into Mega Aerodactyl.

Cost: 10 CC | Affected Pokemon: Aerodactyl
Aggronite: Allows Aggron to Mega-Evolve into Mega Aggron.

Cost: 10 CC | Affected Pokemon: Aggron
Alakazite: Allows Alakazam to Mega-Evolve into Mega Alakazam.

Cost: 10 CC | Affected Pokemon: Alakazam
Ampharosite: Allows Ampharos to Mega-Evolve into Mega Ampharos.

Cost: 10 CC | Affected Pokemon: Ampharos
Banettite: Allows Banette to Mega-Evolve into Mega Banette.

Cost: 10 CC | Affected Pokemon: Banette
Blastoisinite: Allows Blastoise to Mega-Evolve into Mega Blastoise.

Cost: 10 CC | Affected Pokemon: Blastoise
Blazikenite: Allows Bllaziken to Mega-Evolve into Mega Blaziken. Doubles the Speed stage increase to two (2) stages at the end of each round.

Cost: 15 CC | Affected Pokemon: Blaziken
Charizardite X: Allows Charizard to Mega-Evolve into Mega Charizard X.

Cost: 10 CC | Affected Pokemon: Charizard
Charizardite Y: Allows Charizard to Mega-Evolve into Mega Charizard Y.

Cost: 10 CC | Affected Pokemon: Charizard
Garchompite: Allows Garchomp to Mega-Evolve into Mega Garchomp.

Cost: 10 CC | Affected Pokemon: Garchomp
Gardevoirite: Allows Gaedevoir to Mega-Evolve into Mega Gardevoir.

Cost: 10 CC | Affected Pokemon: Gardevoir
Gengarite: Allows Gengar to Mega-Evolve into Mega Gengar.

Cost: 10 CC | Affected Pokemon: Gengar
Gyaradosite: Allows Gyarados to Mega-Evolve into Mega Gyarados.

Cost: 10 CC | Affected Pokemon: Gyarados
Heracronite: Allows Heracross to Mega-Evolve into Mega Heracross.

Cost: 10 CC | Affected Pokemon: Heracross
Houndoominite: Allows Houndoom to Mega-Evolve into Mega Houndoom. Activates Flash Fire and enables Solar Power's damage increase effect in or outside of Sunny Day weather.

Cost: 15 CC | Affected Pokemon: Houndoom
Kangaskhanite: Allows Kangaskhan to Mega-Evolve into Mega Kangaskhan.

Cost: 10 CC | Affected Pokemon: Kangaskhan
Lucarionite: Allows Lucario to Mega-Evolve into Mega Lucario.

Cost: 10 CC | Affected Pokemon: Lucario
Manectite: Allows Manectric to Mega-Evolve into Mega Manectric. Activates Minus Ability and Lightningrod once upon Mega Evolution.

Cost: 15 CC | Affected Pokemon: Manectric
Mawilite: Allows Mawile to Mega-Evolve into Mega Mawile. Changes Huge Power's Attack Rank increase formula to Attack Rank * 2 (e.g. Adamant Mega Mawile has R5 * 2 = R10 Attack).

Cost: 15 CC | Affected Pokemon: Mawile
Medichamite: Allows Medicham to Mega-Evolve into Mega Medicham. Changes Pure Power's Attack Rank increase formula to Attack Rank * 2 (e.g. Adamant Mega Medicham has R5 * 2 = R10 Attack).

Cost: 15 CC | Affected Pokemon: Medicham
Mewtwonite X: Allows Mewtwo to Mega-Evolve into Mega Mewtwo X.

Cost: 10 CC | Affected Pokemon: Mewtwo
Mewtwonite Y: Allows Mewtwo to Mega-Evolve into Mega Mewtwo Y.

Cost: 10 CC | Affected Pokemon: Mewtwo
Pinsirite: Allows Pinsir to Mega-Evolve into Mega Pinsir.

Cost: 10 CC | Affected Pokemon: Pinsir
Sachet: Increases the Pokemon's two (2) highest true base stats (e.g. 130 Atk, 85 SpD) of Attack, Defense, Special Attack, and Special Defense by one (1) rank each. Increases Healer's effect chance to 50%, and checks for status of the Pokemon itself and its allies.

Cost: 8 CC | Affected Pokemon: Spritzee, Aromatisse
Scizorite: Allows Scizor to Mega-Evolve into Mega Scizor. Enhances Technician so that it applies its boost to attacks with nine (9) BAP or less.

Cost: 15 CC | Affected Pokemon: Scizor
Tyranitarite: Allows Tyranitar to Mega-Evolve into Mega Tyranitar. While Mega Tyranitar is on the field, Sandstorm does four (4) damage per action to Pokemon susceptible to Sandstorm.

Cost: 15 CC | Affected Pokemon: Tyranitar.
Venusaurite: Allows Venusaur to Mega-Evolve into Mega Venusaur.

Cost: 10 CC | Affected Pokemon: Venusaur
Whipped Dream: Increases the Pokemon's two (2) highest true base stats (e.g. 130 Atk, 85 SpD) of Attack, Defense, Special Attack, and Special Defense by one (1) rank each. This item also activates Unburden while attached.

Cost: 8 CC | Affected Pokemon: Swirlix, Slurpuff


Battle Items:
Assault Vest: Multiplies the Pokemon's Special Defense Rank by one and a half (1.5x), rounded up. The Pokemon will only be able to use damaging attack moves and combinations in battle. "That Vest is pretty offensive. No! It's an Assault!"
Safety Goggles: The Pokemon is immune to damage from weather effects and the effects of "Powder" Moves. (Full List: Poison Powder, Powder, Rage Powder, Sleep Powder, Spore, Stun Spore.) "The Goggles! They do something!"
Weakness Policy: When struck directly by a super-effective attack, the Pokemon's Attack and Special Attack are increased by two (2) stages, and have their natural Attack and Special Attack stage reset to +2. This item is then consumed, but will be re-issued to the trainer at the end of the battle. "Weakness Policy. We've Got it Covered."
Pixie Plate: A mystical plate that boots the power of Fairy-type moves by two (2) BAP. Activates Multitype and changes Arceus's type to Fairy.
Luminous Moss: Consumable. Absorbs a Water-type attack used by the opponent, causing it to deal no damage and activating this item. When activated, this item is consumed and the Pokemon carrying it has its Special Defense boosted by one (1) for nine (9) actions or until switched out.
Snowball: Consumable. Absorbs an Ice-type attack used by the opponent, causing it to deal no damage and activating this item. When activated, this item is consumed and the Pokemon carrying it has its Special Attack boosted by one (1) for nine (9) actions or until switched out.


Berries:

Kee Berry: Increases the user's Defense Stage by one (1) when the holder is hit by a physical move.

Cost: 6 | Activation: Thrice on being hit by a physical attack | Natural Gift: 8 BAP, Steel

Maranga Berry: Increases the user's Special Defense Stage by one (1) when the holder is hit by a special move.

Cost: 6 | Activation: Thrice on being hit by a special attack | Natural Gift: 8 BAP, Fairy

Roseli Berry: Reduces type effectiveness of a super effective Fairy-type move by one (1) stage (ex. 4x becomes 2x).

Cost: 5 | Activation: Thrice when hit by a super effective Fairy-type attack | Natural Gift: 6 BAP, Fairy


Updated Old Items:

Plates are now available for 10 CC.

Code:
Insect Plate | A mystical plate that boots the power of Bug-type moves by two (2) BAP. Activates Multitype and changes Arceus's type to Bug.
Dread Plate | A mystical plate that boots the power of Dark-type moves by two (2) BAP. Activates Multitype and changes Arceus's type to Dark.
Draco Plate| A mystical plate that boots the power of Dragon-type moves by two (2) BAP. Activates Multitype and changes Arceus's type to Dragon.
Zap Plate| A mystical plate that boots the power of Electric-type moves by two (2) BAP. Activates Multitype and changes Arceus's type to Electric.
Fist Plate| A mystical plate that boots the power of Fighting-type moves by two (2) BAP. Activates Multitype and changes Arceus's type to Fighting.
Flame Plate| A mystical plate that boots the power of Fire-type moves by two (2) BAP. Activates Multitype and changes Arceus's type to Fire.
Sky Plate| A mystical plate that boots the power of Flying-type moves by two (2) BAP. Activates Multitype and changes Arceus's type to Flying.
Spooky Plate| A mystical plate that boots the power of Ghost-type moves by two (2) BAP. Activates Multitype and changes Arceus's type to Ghost.
Meadow Plate| A mystical plate that boots the power of Grass-type moves by two (2) BAP. Activates Multitype and changes Arceus's type to Grass.
Earth Plate| A mystical plate that boots the power of Ground-type moves by two (2) BAP. Activates Multitype and changes Arceus's type to Ground.
Icicle Plate| A mystical plate that boots the power of Ice-type moves by two (2) BAP. Activates Multitype and changes Arceus's type to Ice.
Toxic Plate| A mystical plate that boots the power of Poison-type moves by two (2) BAP. Activates Multitype and changes Arceus's type to Poison.
Mind Plate| A mystical plate that boots the power of Psychic-type moves by two (2) BAP. Activates Multitype and changes Arceus's type to Psychic.
Stone Plate| A mystical plate that boots the power of Rock-type moves by two (2) BAP. Activates Multitype and changes Arceus's type to Rock.
Iron Plate| A mystical plate that boots the power of Steel-type moves by two (2) BAP. Activates Multitype and changes Arceus's type to Steel.
Splash Plate| A mystical plate that boots the power of Water-type moves by two (2) BAP. Activates Multitype and changes Arceus's type to Water.
 
Last edited:

Deck Knight

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About "Powder" just one thing, it blocks the fire attacks completely, so that should be added
I've heard about four different reports on this in the relevant thread. Until I get a better answer, that seemed to be the most recent operating consensus.
 

Frosty

=_=
is a Forum Moderator Alumnusis a Community Contributor Alumnus
I will probably be minority here, but I believe the general availability of Mega Stones needs to be discussed.

I mean...

The Mega Mons are stronger than (most) legendary mons and, unless I am mistaken, Mega Stones aren't something you can simply buy in-game.

Making them available for 10CC simply as that is a tad dangerous. This may center our otherwise wide metagame in 20 mons or so. I am not sure if that is the best course of action.

I was going to suggest to turn them into prizes for RP. Nothing TLR-level, mind you, but at least limit their availability somehow.

Or at least make them more expensive? Or maybe make them cost UC and not CC so people ref more?
 

Deck Knight

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Deck can you explain why a seemingly random array of Mega Stones give added effects while others do not?
I will probably be minority here, but I believe the general availability of Mega Stones needs to be discussed.

I mean...

The Mega Mons are stronger than (most) legendary mons and, unless I am mistaken, Mega Stones aren't something you can simply buy in-game.

Making them available for 10CC simply as that is a tad dangerous. This may center our otherwise wide metagame in 20 mons or so. I am not sure if that is the best course of action.

I was going to suggest to turn them into prizes for RP. Nothing TLR-level, mind you, but at least limit their availability somehow.

Or at least make them more expensive? Or maybe make them cost UC and not CC so people ref more?
Most of them are on Mega Mons that replicate an already existing ability on the base form, thus providing an enhancement on the ability they already have.

The ones that don't, being specifically Houndoom, Manectric, and Mawile, do not actually get much of a boost Rank-wise from their Mega Stone, and are actually in what would otherwise be "Normal" mon territory, matching the starters. As a result they got bufferd to make their evolutions sufficiently more threatening than their stats would suggest. As it stands, the higher one's BRT is slightly stronger than most Base 600 mons that are available for all players (e.g. 24-26 vs. 22-23), and using an item. The best comparison is therefore something like an opponent with Rare Candy or Everstone.

That said, I can look into the CC cost. What would you suggest?

Mega Mons are pretty scary, especially in something like a 1v1, which is why the clause exists. The CC is fairly inexpensive so that players can get access to a Mega Stone for their Pokemon fairly quickly.
 

Frosty

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Since it is an evolution of sorts, maybe it would be the case of adding like 3EC to the respective pokemon and only enable the Mega-Evolution when EC is filled and after the pokemon fought at least once in his non-mega evolved form? It would work like the evolutionary stones (ingame no leveling is required, but here it is).

And as far as cost goes, I would go as far as to raise it to 30CC (or at least 20CC). Simply because the end result is much stronger than of everstone/rare candy (I would do an actual comparison, but I can't).

And let's pay close attention to how clauses goes, as they are our current best way to control the flood, sort of speak. I guess the only way to see how the metagame will develop is by seeing how the metagame develops, so maybe let's every player get them is the best course of action. But at least with said measures the mega-evolutions will require the effort it deserves, IMO.
 
I think Frosty raises a good suggestion in the Mega-Evolution counter. This could possible work along the lines as something that only begins to fill after both EC and DC is maxed, and under certain conditions. For example, the Pokemon could be required to take part in a variety of battles, gaining a 1-time Counter for having completing each of a basic Roleplay, battle, brawl, etc. UC should not be able to be used to fill this counter.

This makes the process of achieving a Mega Evolution more arduous, and dissuades a massive influx of Mega Mawiles in the census. Beyond a practical sense, I feel this process eliminates the current system in which evolution is somewhat trivialised by UC dumping and creates a sense of journey between trainer and Pokemon. Mega Evolutions are awesome and personally I think they should be treated specially to preserve the unique prestige of being Mega.

With regards to costs of the stones themselves, I think that 30 CC is rather excessive. Granted, Mega Stones are massively powerful, more so than Rare Candy and Everstone, but consider that these two items apply to a much wider array of Pokemon. Mega Stones are pretty much useful only for one Pokemon. Case in point, Evolutionary Stones can be viewed as underpowered Mega Stones, and we could have Mega Stone cost scale appropriately. Hence, in terms of cost in terms of cost I vote raising the cost per Stone to 15-20 CC.

If we really wanted to be extreme about this, and this would simultaneously curb the Ref deficit, we could just introduce Mega Tokens that one can earn only through reffing, as well.
 
I'd like to suggest some changes to the Mega Evo buffs on certain Pokemon.

For Mega Scizor: Change to "Moves boosted by Technician do not have their energy cost increased".
For Mega Tyranitar: Change to "Sandstorm summoned by Sand Stream has indefinite duration".
Maybe do a similar thing to Mega Abomasnow?

That is all for now.
 

Geodude6

Look at my shiny CT!
I'd like to suggest that Stance Change be made a Trait. Why?

Stance Change is vital to how Aegislash operates in-game. And when I say vital, I don't mean things like Blaziken's Speed Boost or Breloom's Poison Heal. I mean vital as in, the entire concept is based around it. If Aegislash did not have Stance Change, it would be like Necturna not getting Sketch!

Granted, it doesn't limit the Aegislash the way Truant does Slaking. But given the entire design and concept of Aegislash revolves around it switching back and forth between a defensive stance and an offensive one, and since this is the only ability Aegislash gets (so it would not get multiple abilities in a 1 ability match), I believe that this is valid and something that should be considered.
 
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We could just make the MegaRing and Stones obtainable by RP events only, as the end results are every bit as powerful as legendary Pokemon (and then some). Perhaps tie the ring to badges and then have RP challenges to get the various stones? Perhaps you would need to clear an RP with the mon you want to mega evolve to get the stone? These are just some ideas if the process of MegaEvolution is to be made harder.
 
While I do agree that something about giving Mega Stones away so easily stinks, I don't think they can be rightfully compared to legendary Pokemon.

Legendary Pokemon generally are more than just a bunch of good stats. If it were something like this, we'd have no reason to make them more unaccessible than, say, Dragonite. What really sets legends apart from the rest is their uniqueness. They generally have a combination of type, stat spread and moves that is completely unobtainable otherwise, in a much more extreme sense than megas. I don't have time right now, but if I get again on this tomorrow I can give you detailed examples, if you don't believe me. The point is, Megas are much more similar to, say, Bone Club Marowak (which is just a stronger Marowak) then shit like Dialga or Terrakion, and should be treated as such.
 
Hmm, honestly I don't see what all the fuss is about. Yes these Pokemon are quite strong but I don't think any of them are explicitly broken. Even then if you don't like Mega Evolutions, there's nothing saying you have to use them or allow them in your battles (Yeah they'll probably appear in Gyms and Roleplays but those can be handled on a case by case basis instead of globally). I can understand a slight price hike, but do we really want to make a "TMSR" for these things and make them effectively "veterans only"? I don't think we really do.

I think I can compare Mega Evolutions at least somewhat to Aurumoth; when it was getting to be in ASB, everybody was worried that it was going to be broken, but thus far it hasn't really even made a dent in the metagame.

On the side though, I do think the Huge Power increase for Megas might be a little much, considering Rank 10 Attack can't be obtained naturally on anything else (neither can 10 Defense, but that's not nearly as much of an issue as Attack). Tyranitar, Abomasnow, and Scizor I think we can keep the proposed buffs for and if they turn out to be broken, then we can fix them.

I actually find myself kind of liking Geodude's proposal to make Stance Change a Trait, at least partially because without it it becomes a not-so-great glass cannon.
 

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