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How many moves do we want to build around? How should they interact with one another, if at all?
I would say one, or potentially two if their conditions are related. For instance, it would be easy to build around Weather Ball + Solar Beam or Eruption + Dragon Energy, but making an effective user...
WIP
Name: Butter Knife
Description: This Pokémon does not have access to any high-BP STAB moves, but it makes effective use of its less powerful STABs.
Justification: There are a couple different routes this concept could take. First, it could make a Pokémon that is less reliant on its STABs...
Effectively, everything has:
Speed Boost
Battle Armor
Sturdy
Damp
Oblivious
Cloud Nine
Color Change
Own Tempo
Suction Cups
Clear Body
Magnet Pull
Soundproof
Pressure
Thick Fat
Pickup
Hustle
Sticky Hold
Liquid Ooze
Overgrow
Blaze
Torrent
Swarm
Rock Head
Rivalry
Heatproof
Download
Iron Fist...
Nothing in the premise indicates that a move (or ability) can be used more than once if more than one team member learns it. If that's what the premise is intended to be, then you should rephrase it to clarify that.
I'm not sure whether the premise is poorly phrased or the example is incorrect, but you say "every move and every ability can only be claimed once", and the example has two Pokemon with Hurricane.
Was Corrosion intentionally left off the list of affected abilities? Its description on Showdown says "This Pokemon can poison or badly poison a Pokemon regardless of its typing", but the in-game description says "The Pokémon can poison the target even if it’s a Steel or Poison type."
Check
:sv/polteageist:
Polteageist @ White Herb
Ability: Weak Armor
Tera Type: Fighting
EVs: 252 HP / 4 SpA / 252 Spe
Modest Nature
- Shadow Ball
- Stored Power
- Tera Blast
- Shell Smash
Polteageist is just bulky enough to take a hit, and it can OHKO after a Shell Smash.
252+...
That seems like an arbitrary change. It normally doesn't activate until a move's PP reaches zero, which means in this meta it shouldn't activate until your points reach zero (which I believe means it would never activate, since I'm guessing it wouldn't activate in normal play if you faint from...
Check
:sv/rillaboom:
Rillaboom @ Choice Band
Ability: Grassy Surge
Tera Type: Grass
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Grassy Glide
- Wood Hammer
- U-turn
- Knock Off
Rillaboom has the speed advantage, and it's one of the few Pokémon strong enough to OHKO Hoopa with...