Metagame Bio Mech Mons

I've thought more about the concept of this meta and I have some more questions. I will define an "element" to be an ability, move, or item. A "quasi-ability/move/item" is an ability, move, or item in a place that would be illegal in a regular tier (such as OU).

1. Are all elements that are able to be disabled or modified by another element all affected by it?
I bring this question specifically because of RADU's idea of having Magic Room "Ideally it would disable all of them [items]". While this does sound fun, it brings up a contradiction for Trick, Switcheroo, and Corrosive Gas currently only targeting the element in the item slot. Magic Room, Trick, Switcheroo, and Corrosive Gas all deliberately mention affecting "held item(s)", so I don't see why Magic Room should affect all quasi-items.

This question also applies to Neutralizing Gas. If you want to argue that Magic Room deliberately states that "all held items" have no effect, instead of just "held items", then Neutralizing Gas should therefore only target you and your opponent's ability slot, instead of including every quasi-ability. This creates a very weird semantics argument that I do not want to get into.

What about moves that disable other moves? There's Taunt, Throat Chop, Psychic Noise, etc. How are quasi-moves in the item slot (since moves in the ability slot don't really matter) affected by those moves? Are they treated more of as an item (the move can be Knockable/Trickable), more of as a move (can be disabled by Taunt, Throat Chop, etc), or a combination of both?

2. How do quasi-items work in the ability slot?
As we all know, a Pokemon's ability is reset to its base ability upon switching out and back in. This works fine for quasi-moves in the ability slot, since the moves can't even be selected anyways, but what about quasi-items resetting? If quasi-items in the ability slot reset upon every switch out and back in, then suddenly Booster Energy, along with almost every Berry item, should be immediately banned. I don't think I need to explain why constant healing or a free Spe, Atk, or SpA boost for Paradox Pokemon upon every switch-in is broken.

However, if quasi-items in the ability slot do not reset upon switch-in, then do quasi-abilities do? If so, then would Trick/Switcheroo be useless for a quasi-ability in the item slot since it will just reset, or does the quasi-ability lose the power to be reset in the item slot?
 
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:sv/maushold:
Maushold-Four @ Choice Band
Ability: Technician
Tera Type: Normal
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Population Bomb
- Wide Lens
- King's Rock
- Choice Scarf

I think we've peaked with this set. Population Bomb has a 65% flinch chance on top of a million base power.

:sv/maushold:
Maushold-Four @ Choice Band
Ability: Technician
Tera Type: Normal
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Population Bomb
- Wide Lens
- Life Orb
- Silk Scarf / Protective Pads

1000 power population bomb go brrr
 
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I've thought more about the concept of this meta and I have some more questions. I will define an "element" to be an ability, move, or item. A "quasi-ability/move/item" is an ability, move, or item in a place that would be illegal in a regular tier (such as OU).

1. Are all elements that are able to be disabled or modified by another element all affected by it?
I bring this question specifically because of RADU's idea of having Magic Room "Ideally it would disable all of them [items]". While this does sound fun, it brings up a contradiction for Trick, Switcheroo, and Corrosive Gas currently only targeting the element in the item slot. Magic Room, Trick, Switcheroo, and Corrosive Gas all deliberately mention affecting "held item(s)", so I don't see why Magic Room should affect all quasi-items.

This question also applies to Neutralizing Gas. If you want to argue that Magic Room deliberately states that "all held items" have no effect, instead of just "held items", then Neutralizing Gas should therefore only target you and your opponent's ability slot, instead of including every quasi-ability. This creates a very weird semantics argument that I do not want to get into.

What about moves that disable other moves? There's Taunt, Throat Chop, Psychic Noise, etc. How are quasi-moves in the item slot (since moves in the ability slot don't really matter) affected by those moves? Are they treated more of as an item (the move can be Knockable/Trickable), more of as a move (can be disabled by Taunt, Throat Chop, etc), or a combination of both?

2. How do quasi-items work in the ability slot?
As we all know, a Pokemon's ability is reset to its base ability upon switching out and back in. This works fine for quasi-moves in the ability slot, since the moves can't even be selected anyways, but what about quasi-items resetting? If quasi-items in the ability slot reset upon every switch out and back in, then suddenly Booster Energy, along with almost every Berry item, should be immediately banned. I don't think I need to explain why constant healing or a free Spe, Atk, or SpA boost for Paradox Pokemon upon every switch-in is broken.

However, if quasi-items in the ability slot do not reset upon switch-in, then do quasi-abilities do? If so, then would Trick/Switcheroo be useless for a quasi-ability in the item slot since it will just reset, or does the quasi-ability lose the power to be reset in the item slot?
To me there are two possible interpretations of this system
1. items, abilities and moves maintain their identity, and slots just get combined into one big "bag" of assignments. Your Pokemon will have [Choice Band, Leftovers, Close Combat, Ice Punch, Iron Fist, Thunder Punch] as assigned elements, but each element maintains their identity. This would mean knock off removes all items, Skill Swap trades all abilities, and magic room indeed removes all items. This does mean that something like Trick could end up attempting to swap 1 items for 5, effectively making you go over limit, so it may not be possible to handle this scenario.
2. The other interpretation is that elements lose their identity and are all effectively the same thing with different applications based on the slot theyre in. "Close Combat" is a move, item or ability only depending on where you slot it. In this case if you knock off a Pokemon that has Close Combat in that slot it will no longer be able to make use of it.
The 2nd implementation is probably preferred because it has less discrepancies in how things like Trick function, but it is to be seen if it is actually implementable. Theres a chance Trick will target the item slot but fail if theres a move or ability in the item slot. This would be lame but a potential technical limitation I suppose, cant know yet.

And yeah in that regard, I guess Magic Room ""ideally"" disables all items to give it a niche, but most likely would disable whatever is in the Item slot, regardless of whether its a move/ability/item
 
Recycle should probably go on the banned list to avoid future confusion since you can have moves in your item slot I can’t reasonably see what interaction it would have with moves outside from causing bugs and confusion about the interactions. If not though, here’s an evil set.

Snorlax @ Leppa Berry
Ability: Charm
Tera Type: Fairy / Ghost
EVs: 252 HP / 4 Def / 252 SpD
Careful Nature
IVs: 0 Atk
- Mud-Slap
- Rest
- Recycle
- Block
 
Recycle should probably go on the banned list to avoid future confusion since you can have moves in your item slot I can’t reasonably see what interaction it would have with moves outside from causing bugs and confusion about the interactions. If not though, here’s an evil set.

Snorlax @ Leppa Berry
Ability: Charm
Tera Type: Fairy / Ghost
EVs: 252 HP / 4 Def / 252 SpD
Careful Nature
IVs: 0 Atk
- Mud-Slap
- Rest
- Recycle
- Block
Quasi-moves aren't really "used up", so I doubt Recycle would even work with them in the first place. Recycle and Harvest would probably not be broken because Harvest can still only restore 1 Berry item at a time and Recycle merely acts as a weaker Copycat for quasi-moves.
 
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The other interpretation is that elements lose their identity and are all effectively the same thing with different applications based on the slot theyre in. "Close Combat" is a move, item or ability only depending on where you slot it. In this case if you knock off a Pokemon that has Close Combat in that slot it will no longer be able to make use of it.
The 2nd implementation is probably preferred because it has less discrepancies in how things like Trick function, but it is to be seen if it is actually implementable. Theres a chance Trick will target the item slot but fail if theres a move or ability in the item slot. This would be lame but a potential technical limitation I suppose, cant know yet.
Assuming an extremely strict second interpretation, the post in #1 will have to be more thorough addressing certain subjects:
Quasi-moves in the item slot can naturally be Tricked, Switcherooed, Corrosive Gassed, etc. Quasi-moves in the item slot are completely immune to any moves preventing certain moves from being selected, such as Encore, Taunt, Psychic Noise, etc. Abilities that affect moves (Galvanize, Adaptability, Dancer, Queenly Majesty, Fluffy, Gale Wings, etc), do not affect quasi-moves. This means that every Pokemon effectively has a maximum of 2 Mold Breaker quasi-moves that can't even be stopped by Ability Shield. Quasi-moves are not affected by weakness Berries.
Quasi-moves in the ability slot can be Skill Swapped, Neutralizing Gassed, Worry Seeded, etc, and will reset upon switching out and back in. Quasi-moves in the ability slot are completely immune to any moves preventing certain moves from being selected, such as Encore, Taunt, Psychic Noise, etc. Abilities that affect moves (Galvanize, Adaptability, Dancer, Queenly Majesty, Fluffy, Gale Wings, etc), do not affect quasi-moves. This means that every Pokemon effectively has a maximum of 2 Mold Breaker quasi-moves that can't even be stopped by Ability Shield. Quasi-moves are not affected by weakness Berries.
Quasi-items in the move slot are immune to any form of item manipulation since they aren't an item.
Quasi-items in the ability slot can naturally be Skill Swapped, Neutralizing Gassed, Worry Seeded, etc, and will reset upon switching out and back in. This means that Booster Energy and almost every healing Berry (the stat-boosting ones might not be broken) will have to be banned.
Quasi-abilities in the move slot are immune to any form of ability manipulation since they aren't an ability. Mold Breaker and its clones cannot ignore quasi-abilities, and moves such as Sunsteel Strike and Photon Geyser cannot ignore quasi-abilities.
Quasi-abilities in the item slot can be Tricked, Switcherooed, Corrosive Gassed, etc, and will not reset themselves upon switching out and back in. Mold Breaker and its clones cannot ignore quasi-abilities, and moves such as Sunsteel Strike and Photon Geyser cannot ignore quasi-abilities.

Some more assumptions, assuming the second interpretation holds:
Neutralizing Gas and all other ability manipulation elements only target elements in the ability slot.
Harvest only recovers a Berry if the Berry is in the item slot, since Berries not in the item slot aren't items.
Unnerve, Cud Chew, Gluttony, Cheek Pouch, and Ripen work normally since they target Berries as a whole. This is another reason for potentially banning almost every Berry, since Pokemon with those abilities (besides Unnerve) can just stack 4 different Berries and become unstoppable.
Unburden doesn't change since the methods to disable items (including quasi-moves and quasi-abilities) don't change.
Can Pickup get opposing quasi-abilities and quasi-moves in the item slot if they are used? (probably not tho, since quasi-items aren't items and Pickup only gets items)

Note that I do not use the term "quasi-Berry" to describe Berries not in the item slot since the only property that changes about Berries is that they are quasi-items. The qualities of a Berry remain unchanged, while the item qualities of a Berry do change. Berries lose their item identity, NOT their Berry identity.
 
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Assuming an extremely strict second interpretation, the post in #1 will have to be more thorough addressing certain subjects:
Quasi-moves in the item slot can naturally be Tricked, Switcherooed, Corrosive Gassed, etc. Quasi-moves in the item slot are completely immune to any moves preventing certain moves from being selected, such as Encore, Taunt, Psychic Noise, etc. Abilities that affect moves (Galvanize, Adaptability, Dancer, Queenly Majesty, Fluffy, Gale Wings, etc), do not affect quasi-moves. This means that every Pokemon effectively has a maximum of 2 Mold Breaker quasi-moves that can't even be stopped by Ability Shield.
Quasi-moves in the ability slot can be Skill Swapped, Neutralizing Gassed, Worry Seeded, etc, and will reset upon switching out and back in. Quasi-moves in the item slot are completely immune to any moves preventing certain moves from being selected, such as Encore, Taunt, Psychic Noise, etc. Abilities that affect moves (Galvanize, Adaptability, Dancer, Queenly Majesty, Fluffy, Gale Wings, etc), do not affect quasi-moves. This means that every Pokemon effectively has a maximum of 2 Mold Breaker quasi-moves that can't even be stopped by Ability Shield.
Quasi-items in the move slot are immune to any form of item manipulation since they aren't an item.
Quasi-items in the ability slot can naturally be Skill Swapped, Neutralizing Gassed, Worry Seeded, etc, and will reset upon switching out and back in. This means that Booster Energy and almost every healing Berry (the stat-boosting ones might not be broken) will have to be banned.
Quasi-abilities in the move slot are immune to any form of ability manipulation since they aren't an ability. Mold Breaker and its clones cannot ignore quasi-abilities, and moves such as Sunsteel Strike and Photon Geyser cannot ignore quasi-abilities.
Quasi-abilities in the item slot can be Tricked, Switcherooed, Corrosive Gassed, etc, and will not reset themselves upon switching out and back in. Mold Breaker and its clones cannot ignore quasi-abilities, and moves such as Sunsteel Strike and Photon Geyser cannot ignore quasi-abilities.

Some more assumptions, assuming the second interpretation holds:
Neutralizing Gas and all other ability manipulation elements only target elements in the ability slot.
Harvest only recovers a Berry if the Berry is in the item slot, since Berries not in the item slot aren't items.
Unnerve, Cud Chew, Gluttony, Cheek Pouch, and Ripen work normally since they target Berries as a whole. This is another reason for potentially banning almost every Berry, since Pokemon with those abilities (besides Unnerve) can just stack 4 different Berries and become unstoppable.
Unburden doesn't change since the methods to disable items (including quasi-moves and quasi-abilities) don't change.
Can Pickup get opposing quasi-abilities and quasi-moves in the item slot if they are used?

Note that I do not use the term "quasi-Berry" to describe Berries not in the item slot since the only property that changes about Berries is that they are quasi-items. The qualities of a Berry remain unchanged, while the item qualities of a Berry do change. Berries lose their item identity, NOT their Berry identity.
Yea berries are perhaps unhealthy but have you considered the possibility of how funny it would be to land the juiciest Pluck/Incinerate of all time?
 
How does Metronome work? In terms of putting it in the teambuilder, I mean. It's both an item and a move.

:lokix:
Lokix @ Choice Band
Ability: Tinted Lens
Tera Type: Bug
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- First Impression
- U-turn
- Silver Powder
- Heavy-Duty Boots / Insect Plate

Pretty good revenge killer, just click the best move for the situation while not worrying abt hazards. Maybe you can slot Knock Off over Silver Powder?

:maushold:
Maushold @ Wide Lens
Ability: Technician
Tera Type: Normal
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Population Bomb
- Protective Pads
- Choice Band / Tidy Up / Life Orb
- U-turn / Bite / Tidy Up

Maushold has a few good options on top of the extremely spammable Protective Pads + Wide Lens Population Bomb. Maybe CB, maybe Tidy Up? Both seem good. Maybe even Choice Scarf?

:cinccino:
THIS IS MY (Cinccino) @ Silk Scarf
Ability: Life Orb
Tera Type: Normal
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Tidy Up
- Last Resort
- Metronome (item)
- Lum Berry

Last Resort is still not really good, but it's a lot easier to build a set around in this lol.

:samurott-hisui:
OW THE EDGE (Samurott-Hisui) @ Choice Band
Ability: Sharpness
Tera Type: Dark
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Ceaseless Edge
- Choice Scarf
- Metronome (item) / Dread Plate
- Black Glasses
 
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To me there are two possible interpretations of this system
1. items, abilities and moves maintain their identity, and slots just get combined into one big "bag" of assignments. Your Pokemon will have [Choice Band, Leftovers, Close Combat, Ice Punch, Iron Fist, Thunder Punch] as assigned elements, but each element maintains their identity. This would mean knock off removes all items, Skill Swap trades all abilities, and magic room indeed removes all items. This does mean that something like Trick could end up attempting to swap 1 items for 5, effectively making you go over limit, so it may not be possible to handle this scenario.
Assuming the first loose interpretation:
This interpretation can be further divided into 2 sub-interpretations: boring and hybrid. The boring interpretation states that every element will maintain its identity and completely ignore where it is placed.

Assuming the boring interpretation:
All moves can be Encored, Taunted, Disabled, Psychic Noised, etc. All abilities that affect moves (Fluffy, Galvanize, Dancer, etc) affect every move. All items that affect moves (weakness Berries) affect every move.
All items will be manipulated at the same time by all item-manipulating elements. Knock Off removes every item, Trick switches every item, Wonder Room disables every item, etc.
All abilities will reset upon switching out and back in. All abilities can be suppressed by Neutralizing Gas. Skill Swap swaps every ability of your Pokemon with every ability of your opponent's Pokemon.

Some other assumptions for the boring interpretation:
Way fewer elements will have to be banned, compared to the strict interpretation.

Assuming the hybrid interpretation:
Combine the boring interpretation and the strict interpretation. That's what you get. Please don't use the hybrid interpretation.

Unless I missed anything, those are the 3 interpretations of this metagame.
Boring
Hybrid (I don't even know if this is codeable)
Strict (very complicated coding)
 
If choice items aren't removed in the future, a vanilla Sableye is a very serious option. Almost every offensive set is hard countered by this fella, with the exceptions of triage, very few priority moves, gholdhengo, and dark types.

my precious (Sableye) @ Leftovers / Rocky Helmet / Black Glasses
Ability: Prankster
Tera Type: Dark
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Disable
- Protect
- Recover
- Foul Play

With the power to stop most offensive mons in their tracks, this guy is genuinely a perfect answer to HO. With this overpowered 380 BST 'mon at my disposal, I'm almost disappointed that choice items are under threat.
 
approved by KaenSoul and dhelmise
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View attachment 772249Bio Mech MonsView attachment 772248
Customize your team even further!
In Bio Mech Mons, Pokemon can assign items, abilities and moves to any of the available slots. This lifts the numerical restriction on each, and means you effectively have 6 slots to divide between items, abilities and moves as you please.

Rules, Banlist and Clauses
  1. Pokemon can only be assigned abilities and moves that they natively learn
  2. You must always assign at least one move to each Pokemon
  3. Just like moves, you cannot assign multiple of the same item or ability to one Pokemon​
Abilities:
Items:
Moves:
Pokemon:
Annihilape​
Arceus​
Archaludon​
Baxcalibur​
Calyrex-Ice​
Calyrex-Shadow​
Chien-Pao​
Chi-Yu​
Deoxys​
Deoxys-Attack​
Dialga​
Dialga-Origin​
Espathra​
Eternatus​
Flutter Mane​
Giratina​
Giratina-Origin​
Gouging Fire​
Groudon​
Ho-Oh​
Iron Bundle​
Koraidon​
Kyogre​
Kyurem-Black​
Kyurem-White​
Landorus​
Lugia​
Lunala​
Magearna​
Mewtwo​
Miraidon​
Necrozma-Dawn-Wings​
Necrozma-Dusk-Mane​
Ogerpon-Hearthflame​
Palafin​
Palafin-Hero​
Palkia​
Palkia-Origin​
Rayquaza​
Regieleki​
Regigigas​
Reshiram​
Roaring Moon​
Slaking​
Shaymin-Sky​
Sneasler​
Solgaleo​
Spectrier​
Terapagos​
Ursaluna-Bloodmoon​
Urshifu​
Urshifu-Rapid-Strike​
Volcarona​
Zacian​
Zacian-Crowned​
Zamazenta-Crowned​
Zekrom​

Clauses:
  • Species Clause: A player cannot have two Pokemon with the same National Pokédex number on a team.
  • OHKO Clause: A Pokemon may not have the moves Fissure, Guillotine, Horn Drill, or Sheer Cold in its moveset.
  • Evasion Moves Clause: A Pokemon may not have either Double Team or Minimize in its moveset.
  • Sleep Moves Clause: Bans all moves that induce sleep as a primary effect, such as Hypnosis. (also bans Yawn)
  • Endless Battle Clause: Players cannot intentionally prevent an opponent from being able to end the game without forfeiting

Other:
  • Trick/Switcheroo/Pickpocket and other items/moves/abilities that interact with items still function, and will only interact with what is in the Item slot
  • Skill Swap/Worry Seed/Ability Shield and other items/moves/abilities that interact with abilities still function, and will only interact with what is in the Ability slot

Strategy:

Item-stacking
Running a plethora of different items on the same Pokemon can lead to a min-maxxed strong attackers, albeit with little to no versatility

:sv/dragapult:

Dragapult @ Choice Specs
Ability: Life Orb
Tera Type: Ghost
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Spell Tag
- Spooky Plate
- Wise Glasses
- Shadow Ball


Multiple abilities
Pokemon with many strong abilities can abuse them all at once, at the cost of items or moveslots

:sv/excadrill:
Excadrill @ Choice Band
Ability: Life Orb
Tera Type: Steel
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Sand Rush
- Sand Force
- Earthquake
- Iron Head


I can do anything!
Pokemon with a very wide movepool can become incredibly versatile

:sv/jirachi:
Jirachi @ Cosmic Power
Ability: Stored Power
Tera Type: Water
EVs: 252 HP / 4 SpD / 252 Spe
Jolly Nature
- Protect
- Substitute
- Wish
- Thunder Wave

pretty much a buff
Pokemon with bad or meh abilities, like :darkrai: :ogerpon-wellspring: :weavile: :kyurem:, can give those up for an extra item or move


Watchlist:
Choice Scarf, Choice Band, Choice Specs

Q&A:
Is this metagame playable on PS?
No, not yet
How do moves/abilities/items like Knock Off, Trick, Skill Swap etc work?
It will depend on the technical implementation. My preferred way of it working is that it interacts with whatever is in that specific slot (i.e. if you have Close Combat in the Item slot and the opponent uses Knock Off, then you are no longer able to use the move Close Combat). It's yet to be seen whether this implementation is feasible or not

Council:
:cacnea: RADU (Leader)
:darkrai: prunyy
:arbok: Clas
Really Excited for the format!!
 
Welcome Back to BS Posting!
A once-a-month series on Smogon where I post the most unorthodox, unasked for, stupid, unexplained, movesets for random OMs with no replay because the OM isn't even playable yet and I was way too hyped for it!

https://pokepast.es/f3cec0746fd6bd94
So, this box is completely rushed! I did not check the banlist of mons! Stuff may be banned and I will not check, because I am lazy and I have an enflamed throat to deal with!

Some boring stuff and some good nothing super out of the box in my opinion, but all could be usable (keyword could).

Anyways here's my favorite set that I have crafted but I assume it will NOT work! Enjoy viewing what could have been:
Benjamin. (Exeggutor-Alola) (M) @ Custap Berry
Ability: Harvest
Shiny: Yes Tera Type: Grass
EVs: 252 Atk / 4 Def / 252 SpA
Quiet Nature
- Endure
- Energy Ball
- Dragon Hammer
- starfberry

I'll be off now to enjoy my very displeasing unflavored tea! Have a nice day fellow Smogon Users! :woo:
thanks.jpg
popbomb.png
 
Looks like a fun OM

Spr_5b_342.png


Crawdaunt @ Choice Band
Ability: Adaptability
Tera Type: Water
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Life Orb
- Black Glasses / mystic water
- Knock Off / Crabhammer
- Dread Plate / Splash Plate

In a meta where items are probably going to be very prevalent, Crawdaunt here looks to be the strongest Knock Off user in the tier, being able to stack Adaptability with both Black Glasses and Dread Plate for a lot of power on it's Knock Offs, on top of Life Orb for a further boost to it's power, and Choice Band to bring it's Atk up even further. If the meta shifts away from held items in the item slot, then you can just as easily move to a Crabhammer centric set, swapping the Black Glasses for a Mystic Water and the Dread Plate for the Splash Plate for more power without needing to rely on your opponent having a held item to be knocked off, at the cost of being vulnerable to Water Absorb.

Crawdaunt @ Hyper Cutter
Ability: Adaptability
Tera Type: Water
EVs: 4 HP / 252 Atk / 252 Spe
Adamant / Jolly Nature
- Life Orb
- Swords Dance
- Knock Off
- Aqua Jet / Crabhammer

Or if being locked into one move is scary, that or Intimidate spam, you could swap the Band for Hyper Cutter to prevent Intimidate / Strength Sap cheese, and use Swords Dance to boost up instead. From there you still have Knock Off, or can move over to Aqua Jet for priority / revenge killing, or Crabhammer as a delete button.
Spr_8a_059H.png

Speaking of breakneck physical attackers!

Arcanine-Hisui @ Flame Plate
Ability: Rock Head
Tera Type: Fire
EVs: 4 HP / 252 Atk / 252 Spe
Adamant / Jolly Nature
- Flare Blitz
- Charcoal
- Choice Band
- Choice Scarf
This thing has one job, spam Flare Blitz. Band and Scarf boost it's Atk & Spd, Charcoal & Flame Plate both boost the power of Flare Blitz, and Rock Head stops it from taking recoil damage.
 
Thought about the hybrid interpretation a lot more.
If the council decides to go with the strict interpretation, one way to make the meta more playable and not absolutely broken with potentially 2 permanent Mold Breaker Aroma Veiled moves would be for quasi-moves (and quasi-moves ONLY) to become move-ability or move-item hybrids. I will call these movilities and motems.

Assuming a strict interpretation without quasi-moves:
Skill Swap, Neutralizing Gas, and all other forms of ability manipulation will only affect the movility. The movility can be Encored, Taunted, Disabled, Psychic Noised, etc. All abilities that affect moves (Fluffy, Galvanize, Dancer, Unaware, etc) affect the movility. All items that affect moves (weakness Berries) affect the movility.
Trick, Switcheroo, Knock Off, Wonder Room, and all other forms of item manipulation will only affect the motem. The motem can be Encored, Taunted, Disabled, Psychic Noised, etc. All abilities that affect moves (Fluffy, Galvanize, Dancer, Unaware, etc) affect the motem. All items that affect moves (weakness Berries) affect the motem.
Quasi-items and quasi-abilities remain the same.

A strict interpretation with hybrid moves might be the best interpretation.

The reason why I believe item and ability hybrids probably cannot exist is because the code will somehow have to keep track of what type an element is AND what type the element is being mixed with. Unlike the boring interpretation that treats the 7 free element slots as interchangeable, a pure hybrid interpretation treats 7 element slots as unique.

For example, let's say there is a Dragapult and a Latios.
Dragapult @ Choice Specs
Ability: Life Orb
Tera Type: Ghost
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Spell Tag
- Spooky Plate
- Wise Glasses
- Shadow Ball

Latios @ Choice Specs
Ability: Levitate
Tera Type: Ghost
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Luster Purge
- Draco Meteor
- Ice Beam
- Trick

Let's say the Latios magically gets off a Trick. How is the code going to indicate to the user whether an item is an item-ability hybrid (that can reset upon switching out), a pure item, or an item-move hybrid? The boring interpretation can merely lump all moves as moves, all items as items, and all abilities as abilities, and the strict interpretation prevents Trick from creating this tricky situation in the first place.
 
Upon discussing with the council, we've come to a more in-depth definition of how we'd like moves like Taunt, Encore, Trick, Knock Off, Skill Swap etc to function.
Disclaimer: this is only based on what we, personally, would prefer, but the actual implementation will be the one that's easiest for the coders to implement.

  • Item-interactors deal with the Item slot
    • This means that moves like Trick and Knock Off, or abilities like Pickpocket will remove, replace or steal whatever is in the Item slot, regardless of what it is. If your opponent has Close Combat in the item slot and you click Knock Off, that Pokemon can no longer use the move Close Combat.
  • Ability-interactors deal with the Ability slot
    • In a similar vein to above, moves like Skill Swap and Worry Seed, or abilities like Neutralizing Gas, will swap, replace or suppress whatever is in the Ability slot. If your opponent has Life Orb in the Ability slot and you use Worry Seed, their Life Orb will be replaced with Insomnia.
  • Move-interactors deal with all Moves
    • This makes moves like Taunt and Encore consistent with their usual use case. Taunt will check for all your moves and forbid you from using Status moves, and Encore will lock you into the last move you used. Move-interactors will not make a distinction based on where the moves are placed.
This should cover a very wide basis of scenarios, and if there are other exceptions you are unsure about let me know in the thread and I'll reply.
Again, whether this becomes the real implementation depends on the feasibility of it from the coders' perspective
 
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