Battle mechanics thread here.where did you hear it was +50 per dead mon? I heard we didn't have the exact power increase yet, and 50 sounds way too high, probably closer to 20-30 if I had to guess
Battle mechanics thread here.where did you hear it was +50 per dead mon? I heard we didn't have the exact power increase yet, and 50 sounds way too high, probably closer to 20-30 if I had to guess
Basculegion @ Choice Scarf
Jolly max/max
Adaptability
- Last Rites
If you thought Dracovish was absurd... Last rites is apparently 50 base power plus 50 per dead ally. That means with Adaptability and this as your last mon, you're at a 600 base power physical ghost move off of 112 base attack. That makes this a Jolly choice scarfer that cleanly ohkos max/max Toxapex, for example. *If* this is actually how the move works... Hope everyone planned a normal type for their day one team.
An Idea I had for a meme team is running 4 level 1 Pokemon to setup entry hazards or something + Pelipper + Basculegion. It gets Swift Swim and I think Swift Swim+ Band is stronger and faster than Choice Scarf + Adaptability. Probably a bit extreme, but I do see Basculegion being really good on Rain Teams because of how OP Last Rites isBasculegion @ Choice Scarf
Jolly max/max
Adaptability
- Last Rites
If you thought Dracovish was absurd... Last rites is apparently 50 base power plus 50 per dead ally. That means with Adaptability and this as your last mon, you're at a 600 base power physical ghost move off of 112 base attack. That makes this a Jolly choice scarfer that cleanly ohkos max/max Toxapex, for example. *If* this is actually how the move works... Hope everyone planned a normal type for their day one team.
252 Atk Adaptability Basculegion Last Respects vs. 252 HP / 252+ Def Toxapex: 314-370 (103.2 - 121.7%)
252 Atk Adaptability Basculegion Last Respects vs. 252 HP / 252+ Def Corviknight: 410-484 (102.5 - 121%)
252 Atk Adaptability Basculegion Last Respects vs. 252 HP / 152+ Def Buzzwole: 360-424 (86.1 - 101.4%) -- 87.5% chance to OHKO after Stealth Rock
252 Atk Adaptability Basculegion Last Rites vs. 0 HP / 0 Def Tyranitar: 271-319 (79.4 - 93.5%) -- 43.8% chance to OHKO after Stealth Rock
252 Atk Adaptability Basculegion Last Respects vs. 0 HP / 0 Def Weavile: 418-492 (148.7 - 175%)
252 Atk Adaptability Basculegion Last Respects vs. 0 HP / 0 Def Bisharp: 294-346 (108.4 - 127.6%)
252 Atk Adaptability Basculegion Last Respects vs. 252 HP / 252+ Def Hippowdon: 378-446 (90 - 106.1%) -- 75% chance to OHKO after Stealth Rock
This... can be real right? It OHKOs literally everything in OU after Stealth Rocks.
Loaded Dice doesn't guarantee 10 hits and Population Bomb actually has to connect (90 accuracy.) I don't know what the exact math is but if we take an average of 4 hits you have:That or Sucker Punch, either way that is going to be nasty. Though considering that Population Bomb is effectively a 300 BP multi hit move with the Loaded Dice and when boosted by Maushold's Technician strong AF moves seems to be the flavor of this Gen.
Also, minor nitpick but isn't the moves name Last Respects?
People are suggesting Cinderace and Giratina being potentially fine due to the nerfs they got. Ofc they'll only be available through HOME, but my point stands.Does anyone think there's a pokemon we could reasonably test in OU this gen from Ubers?
zamazenta could be fine in ou this gen, it got some great new moves but theres a lot stronger attacks this gen and its bst is a little less monstrous compared to last gen. dauntless shield also got nerfed pretty hard tooDoes anyone think there's a pokemon we could reasonably test in OU this gen from Ubers?
ill probably post random shit later, but a couple of things:Heya, if anyone's looking for some movesets that they can use on release for the most powerful new mons, I have a Pokepaste ready for use when the game drops.
https://pokepast.es/c93872ab16b4248c
These mons are ordered by how broken I feel they'll be on release. Anything not included on this list is either a returning mon (which I did check the lists for, but there's not really much interesting about their movepools), returning mons from HOME (this will be a few months off - expect this to feel like the DLC expansions from Sword & Shield), or is something I don't consider viable at the moment.
Please do excuse me if there are any moveset errors. I've already had to change this paste twice because I got something from Flutter Mane's moveset wrong, so the track record isn't perfect.
PP drop definitely isn't as bad as people make it out to be. Like yeah I'm not gonna deny that it's a pretty big deal but I can't think of a time when I, admittedly as a offense player, use recovery on a Mon more than three or four times a battle.Honestly don't think the recover move PP nerf is that big of a deal at all for matchups vs offensive styles. My intuition is that the average offensive vs defensive Pokemon matchup consumes 2-3 recover move PP across the course of the game, if the defensive Pokemon is the victor. If you have one Pokemon defensively responsible for more than 50% of the enemy team, either it's well built offense and it'll have a way to break said Pokemon regardless of much recover PP you have, or it isn't and the other five Pokemon you have should be able to convert that 5v3 into a victory.
Mainly I see this PP change just shortening fat vs fat matchups, and maybe as a relative buff to Pokemon with Regenerator, Poison Heal, and similar not-recover-move ways of staying healthy.
Don't see defensive teamstyles surviving Tera, but once that mechanic is banned as I expect it will be I'm less pessimistic than it seems like a lot of people are. I expect a shift back towards hazard stacking with many good new Spikes/TSpikes users and hazard removal at a premium, plus status moves being less well distributed. But we have three new interesting Unaware users, an ability which has historically been a crutch for heavy stall in offensively strong metas, and a whole bunch of new fat Pokemon with interesting typing to play around with once things chill a little.
Mostly just super hyped to throw a bunch of unviable jank around. Hope it doesn't take too long for these to be up on showdown for us to play around with.
Subtracting the Adaptability boost from the 600 number would imply that the move would have 300 BP with five dead allies, and given this is a 50 BP move that probably functions similarly to something like Stored Power in all seriousness, I can't imagine it surpassing 250. Realistically it caps at like 175 or something.where did you hear it was +50 per dead mon? I heard we didn't have the exact power increase yet, and 50 sounds way too high, probably closer to 20-30 if I had to guess
Yeah, the nerf to Attack really stinks. Zamazenta was already lacking on Attack before, being weaker than LO Kubfu, and now it can't even match up to LO Combusken.zamazenta could be fine in ou this gen, it got some great new moves but theres a lot stronger attacks this gen and its bst is a little less monstrous compared to last gen. dauntless shield also got nerfed pretty hard too
I think it'll mainly be a nerf for Corviknight and Scizor, since when I played, I tended to use recovery moves on those Pokemon a lot more than other mons like Toxapex or Zapdos. However, Scizor doesn't get Roost yet, so it'll mostly just be Corviknight who's nerfed I think. Knock Off having lower distribution means that it'll at least be able to keep its Leftovers more reliably at least, so it can still run something like Protect to enjoy passive recovery and PP stall like before.PP drop definitely isn't as bad as people make it out to be. Like yeah I'm not gonna deny that it's a pretty big deal but I can't think of a time when I, admittedly as a offense player, use recovery on a Mon more than three or four times a battle.
92/140/140 defenses and amazing speed with dauntless shield and STAB Body Press seem a bit broken for OU. Even a toxapex can't do much to counter it with the removal of scald.zamazenta could be fine in ou this gen, it got some great new moves but theres a lot stronger attacks this gen and its bst is a little less monstrous compared to last gen. dauntless shield also got nerfed pretty hard too
Prolly Zamazenta-H with the nerfs to the Galar legends. Other than that it really just depends on how strong the Paradox forms really are. Like if them and the Dark Legendaries are as good as they look then I'd say Magearna might get tested as a possible solution but what do I know.Does anyone think there's a pokemon we could reasonably test in OU this gen from Ubers?
People are wild for saying Giratina, I dont think they remeber what its stats arePeople are suggesting Cinderace and Giratina being potentially fine due to the nerfs they got. Ofc they'll only be available through HOME, but my point stands.
The only mon I can see getting banned this gen but wasn't broken before was Urshifu-Rapid-Strike. Getting SD is huge for it, and it was already hard to switch into before, and has good enough speed and power.
For the record - those categories are essentially what I was going for, but it's a bit early to say whether mons like this would be banned for sure in a metagame where Terastalizing is likely to catch out several of the top wallbreakers (and also become a damage amp for several of the top wallbreakers, looking at you Roaring Moon), and also where Speed has mattered more than it ever will do. Chi-Yu is probably broken as shit, but I feel like that will only really become apparent once you remove several of the faster or bulkier brokens (Roaring Moon, Flutter Mane, Ting-Lu) from the metagame, hence why I put it that low.ill probably post random shit later, but a couple of things:
baxcalibur gets ddance, i think that should 100% be a set, especially after roaring moon/the booster gets the hammer but even before.
who couldve guessed ice/water stab would be so so sooo damn good if you just add freeze-dry to the equation. also id like to point out (incase others havent noticed already) that bundle is sitting at 136 speed, obviously one of the fastest mons around, even faster than flutter mane and chien-pao at 135.
imo chi-yu is easily in the 100% broken category, and at least more than bundle. it may not be speedy, but the amount of firepower behind is is completely unmatched. honestly, the "broken" and "likely broken" categories might as well be retitled "banned first" and "banned later" - although i can see ting-lu and bundle sticking around for longer. i can't put chi-yu above valiant or roaring moon in good faith.
so unfortunate that valiant gets swords dance, really. it is definately going to ubers because of it. no cool iconic speedy mixed attackers for us, ah well.
I think you're underrating Scovillain, actually. We've never had a Chlorophyll abuser with fire STAB before, but that alone is a really nice niche in a meta which heavily incentivises running sun. You don't really need to try and get clever with coverage because Fire Blast is obscenely strong - cleanly 2HKOs 252/0 Skeledirge, for example. Just run Growth, Fire Blast, Solar Beam, and then either Giga Drain for LO recoil or maybe some coverage for the fairy dog and quad resists.Scovillain seems like it'll benefit from the new (seemingly) Sun-centric meta. Its stats aren't the greatest, but it has just enough juice and unique tricks to make a name for itself as a niche but potent weather sweeper.
Scovillain @ Life Orb
Ability: Chlorophyll
EVs: 252 SpA / 252 Spe / 4 Def
Modest Nature
IVs: 0 Atk
- Fire Blast
- Solar Beam
- Tera Blast (Fairy)
- Worry Seed/Substitute/Giga Drain/Flamethrower
<snip>
Sun teams will be reeeally prominent in the beginning of the meta, which will probably result in very quick bans for flutter mane, chi-yu and roaring moon or sun altogether.For the record - those categories are essentially what I was going for, but it's a bit early to say whether mons like this would be banned for sure in a metagame where Terastalizing is likely to catch out several of the top wallbreakers (and also become a damage amp for several of the top wallbreakers, looking at you Roaring Moon), and also where Speed has mattered more than it ever will do. Chi-Yu is probably broken as shit, but I feel like that will only really become apparent once you remove several of the faster or bulkier brokens (Roaring Moon, Flutter Mane, Ting-Lu) from the metagame, hence why I put it that low.
I think you're underrating Scovillain, actually. We've never had a Chlorophyll abuser with fire STAB before, but that alone is a really nice niche in a meta which heavily incentivises running sun. You don't really need to try and get clever with coverage because Fire Blast is obscenely strong - cleanly 2HKOs 252/0 Skeledirge, for example. Just run Growth, Fire Blast, Solar Beam, and then either Giga Drain for LO recoil or maybe some coverage for the fairy dog and quad resists.
I don't see how tera blast fairy would be that benefitial compared to a tera type that can hit other fire types, or just stomping tantrum, since growth, which you should obviously run, gives +2 to both offensive stats. either way he will be a staple on sun teams.Scovillain seems like it'll benefit from the new (seemingly) Sun-centric meta. Its stats aren't the greatest, but it has just enough juice and unique tricks to make a name for itself as a niche but potent weather sweeper.
Scovillain @ Life Orb
Ability: Chlorophyll
EVs: 252 SpA / 252 Spe / 4 Def
Modest Nature
IVs: 0 Atk
- Fire Blast
- Solar Beam
- Tera Blast (Fairy)
- Worry Seed/Substitute/Giga Drain/Flamethrower
Sun-boosted LO Fire Blasts melts anything that doesn't resist it, and Solar Beam takes care of the pesky Water and Rock types. The Tera Blast (Fairy) nails Dragon types that'll try and switch in to the juiced up STABs.
The thing about the Roaring Moon matchup for Scovillain is that Scovillain beat fully offensive sets 1 on 1, but sets that favor Speed investment over Attack will outspeed even Timid Scovillain under the Sun due to Protosynthesis. That's where Worry Seed might be an option worth looking in to- it'll strip paradox switch ins of their ability, thus enabling a Scovillain sweep later down the line or creating an opening for something else to come in and set up on the (somewhat) crippled paradox. Since Scovillain hits pretty hard with its STABs and is pretty fast under the Sun, it can use the opportunity to set up a Substitute and force the opponent to take a hit. Flamethrower and Giga Drain are alternative options that can be used for more consistency, but I think Worry Seed and Substitute will be the more common options for the lil pepper man.