I would assume not, it probably works more like torch song or esper wing then a sheer force moveDoes Covert Cloak / Shield Dust / Sheer Force prevent you from getting ability?
Also



I would assume not, it probably works more like torch song or esper wing then a sheer force moveDoes Covert Cloak / Shield Dust / Sheer Force prevent you from getting ability?
Buuttttt Torch Song is boosted by Sheer ForceI would assume not, it probably works more like torch song or esper wing then a sheer force move
Don't see how Pokemoves being called by Sleep Talk cause problemsWe may as well ask the big question here: can Pokemoves be called by Sleep Talk?
Even if they can't, this set looks really annoying but might still end up not getting Komala restricted. Komala!Move thuds into Ghosts, and the set randomly gets mostly hosed by Gholdengo, who gets a nice firm hit in before getting Dragon Tailed out the hard way. If you have no Ghosts, though, several Pokemon outspeed Noivern (e.g. Weavile, Darkrai, Zamazenta), and Meowscarada speed ties in an emergency.
We may as well ask the big question here: can Pokemoves be called by Sleep Talk?Noivern @ Heavy-Duty Boots
Ability: Frisk
Tera Type: Flying
EVs: 252 HP / 4 SpD / 252 Spe
Jolly Nature
- Sleep Talk
- Whirlwind
- Dragon Tail
- Komala
Absolutely 100% agree with this. As it stands , HO is by far the best playstyle, with offense and gliscor bo being somewhat viable. This is not a heathy environment and greatly restricts potential teambuilding. Claims that “this would be just like mulitbilities” aren’t justified, as many oms are arguably similar (cross evo and mnm?) but feel different in practice. For example, this meta still gives coverage dependent mons coverage, gives mons lacking good stab good stab, and heightens power of bp. It’s also still dependent on getting the move off, adding a further degree of positioning than simply selecting two abilities.Cool format with potential room for really unique exploration, but a major suggestion that should overall improve the OM while it's in the theory stage: Abilities should be kept after switching, akin to Shared Power, AAA etc. With how the current format works, HO is the one that benefits most without leaving any room for any balanced or bulky playstyles. Not just this, but you're currently more suggested to use high BP moves rather than play into abilities, which this change would do while still enabling high BP Pokemoves like Chandelure, Hoopa, and Haxorus.
Wouldn't that also help quite a few offensive Pokémon too? I mean, I support the decision thoughkeep the primary ability of the used Pokemove for the rest of the battle.
it does for sure, but I also don't necessarily think that's a problem. The ones that are overbearing can be banned, and the ones that arent can flourish on both balance and offensive playstyles without being forced to give up too much momentumWouldn't that also help quite a few offensive Pokémon too? I mean, I support the decision though
There is no currently because the format doesnt exists yet.Currently, defensive teams are almost forced to use at least 6 extra turns that, against powerful Pokemoves like Enamorus-Incarnate, Haxorus, and Ursaluna-Bloodmoon, they simply can not afford. This slightly altered premise would level the playing field greatly without making either offense or defense overbearing, making the metagame as a whole more versatile and dynamic for players who enjoy all types of teamstyles.
The idea that I am currently proposing to the rest of the council is to just outright ban everything above 125 BP or so.
Making changes that are not consistent is not a good idea. Right now the premise says that the base power is dependent on the higher of the two attacking stats. Having another rule that it caps at 125 BP doesn’t really fit with how OMs are designed. Having a bigger banlist is less of an issue than making arbitrary changes to the premise.Maybe instead of making a massive banlist, just cap the BP at 125.
That will remove the need for the high BP banlist, because a Hoopa Pokémove will have the same BP and worse ability than an Azelf Pokémove
Idk Prankster Spite Sableye might do a better jobI Spent some time on the kitchen and i got a funny set to share:
Pressure Stall+Regenerator(
)
Deoxys-Speed @ Leftovers
Ability: Pressure
Tera Type: Psychic
EVs: 188 HP / 252 SpA / 68 Spe
Modest Nature
IVs: 0 Atk
- Tornadus-Therian
- Psychic Noise
- Substitute
- Protect
Given that defensive counterplay will probably be extremely limited early on due to the immense base power of pokemoves, i realized i could abuse a weakness that they all have: 8 PP. With Deo's immense speed and access to pressure, it can use Protect and Substitute to quickly drain the power points of any pokemoves being spammed, while still being an offensive threat on its own right due to its solid special attack, ability to run modest viably and plethora of great coverage.
There is a lot of freedom to be had with the specifics of this set, I believe the most important element is substitute, as that can single-handendly stall out a pokemove and, well, be substitute. Psychic noise is useful for messing with bulky pokémon that might try to wall it and guarantee progress even in matchups where it would otherwise be a sitting duck. I chose to go withas my pokemove as it can give Deo a more aggressive way of healing its HP with regenerator and serve as a generally strong move to chip things away with, but Recover > Protect is an option that frees your pokemove slot while still keeping the longevity, and bulkier/faster EV spreads can work just as well.
- Rillaboom
:O | prunyy | Lectrys | BandedBodyPress | Hisui Guy |
Ban all moves above 125 BP | Ban | Ban | Ban | Abstain |
remember, it takes the primary typing so this would be fire typeDragapult @ Choice Band/Life Orb
Ability: Infiltrator
Tera Type: Dragon
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Ceruledge
- Dragon Darts
- U-turn
- Sucker Punch