Carrying Effect
Every offensive move now get's the accuracy and secondary effect of the move next to it.
In this metagame, almost every offensive move can be made useful by changing the accuracy or the secondary effect of the move.
A move to the right of the move used will give the move it's accuracy and secondary effect.
If there's no offensive move to the right, it will keep the normal effect.
Examples:
Klinklang @ Leftovers
Ability: Clear Body
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Rock Smash / Discharge
- Gear Grind
- Wild Charge
- Shift Gear
With this set, Klinklang's Gear Grind will be 100% accuracy and it will either have a very high chance of lowering opponent's defense, or a pretty high chance to paralyze.
And Wild Charge will have 85% accuracy but no recoil. If you prefer the recoil over a chance to miss, you can switch between Wild Charge and Shift Gear.
Hydreigon @ Choice Scarf
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
- Draco Meteor
- U-turn
- Dark Pulse
- Body Slam
With this set, your Dracos will always hit, and will have a high chance to paralyze.
Your U-turn will have 90% and lower your SpA by 2, but will switch you out, so it doesn't matter.
Your Dark Pulse lost his flinching.
And Body Slam now can flinch instead.
Weird Mechanics:
Switching moves- only the Volt Turn move itself will switch you out, but it does still gain the secondary effect, so you can run stuff like Nuzzle U-turn to great effect.
2-turn moves- will transfer only the secondary effect, and not the 2-turn part.
Meteor Beam is great for this.
Sheer Force- will activate if you on the newly changed move, Braviary can basically spam Brave Bird now.
Priority- will not transfer the priority, anything else it will, Fake Out will transfer the 100% flinch chance and the ability to only use it turn one, so you can basically make Fake Out powerful but w/o the priority.
Changing base power moves- since base power doesn't transfer, and these moves don't have a set base power, they will not give you an extra boost to your other move.
Rapid Spin- will give the speed boost effect, not the hazard removal.
Phazing moves- will give the accuracy, not. The priority or forcing a switch. Will gain effects.
Bans:
Standard OU Clause
Moves- these moves will not recieve or give a secondary effect, they can still be used normally-
Multi-hit moves that hit more than twice (scarfed Bite Beat Up Weavile)
Moves that can easily be doubled in power (Facade, Acrobatics, Retaliate, Payback, Revenge, Assurance, Avalanche, Brine, Hex, Weather Ball, Terrain Pulse, Rising Voltage, Bolt Beak, Fishious Rend)
Stored Power and Power Trip
Semi-trapping moves
Zap Cannon, Inferno and Dynamic Punch