I've not done extensive comparisons yet, but, AFAIK, Parental Bond seems to outclass a lot of the direct damage-boosting abilities. It's effectively an extra 50% damage (about the same as an Adaptability boost) but can break Subs and also has a double chance to fling a status effect on the opponent. It's only draw back is it triggers contact abilities and items twice (if the move makes contact), such as Rocky Helmet or Iron Barbs.
Kind of disappointing to me in the sense in that Gen V, we had a number of direct damage-boosting abilities each with their pros and cons (Adaptability, Sheer Force, Drizzle/Drought (sort of), and Tinted Lens off the top of my head). But if Parental Bond > all of those, then that reduces variety.
...though Guts and Flare Boost might still have some utility it being Imposter resistant.
Note I'm not including Simple or Contrary in the class of "direct-damage boost" abilities as they impact your stats boosts rather than factoring directly into the damage calculation.
If only things were that simple...
...actually, no. I'm glad things aren't that simple. This game would be boring if it was.
But your list is already forgetting things such as Imposter-immune boosters, Prankster Offense, Unaware Defense, Unaware Offense, Para-flinch, Para-fusion, sub-protect stall, and several others (there was like three or four more that eluded me the moment I wrote that sentence).
But really, this is BH. You're pretty much limited to your creativity in what kind of offensive, defensive, or dare I suggest it, hybrids mons you can come up with. Sure, there's a lot of effective cookie cutter builds out there that you can expect to encounter, and those with slight adjustments, but there's still plenty of other options and strategies to explore.
They only hardcode abilities/move effects that involve changing forms, and they only do that to avoid awkward situations where Smeargle turns into Meloetta-P, or Porygon turning into Darminitan-Z, or the like. What would be the point of Trace and all the cool ability stealing moves if the greatest abilities are hardcoded to work for other things?I can't believe Parental Bond isn't hardcoded. You'd think that would be Kangy exclusive, considering the whole parent battling with its baby thing.
Has anyone run it on defensive sets to maximize recovery? I'm thinking Oblivion Wing in particular, but other moves are potentially viable. Also, does Dragon Tail go twice as well?
Are huge/pure power banned? I can't use them on showdown.
Maybe we should include bans in the OP so people stop asking about them.Huge Power/Pure Power have been banned for a while.
252 Atk Refrigerate Kyurem-B Extreme Speed vs. 252 HP / 252 Def Mega Mewtwo X on a critical hit: 247-292 (59.3 - 70.1%)I am unamused.
GG Rob.
View attachment 4399
refridgerate was accounted for in the calc manually.
I woulda won, too.
wait what I counted the bp increase and the item and the nature in my calc252 Atk Refrigerate Kyurem-B Extreme Speed vs. 252 HP / 252 Def Mega Mewtwo X on a critical hit: 247-292 (59.3 - 70.1%)
252+ Atk Refrigerate Kyurem-B Extreme Speed vs. 252 HP / 252 Def Mega Mewtwo X on a critical hit: 271-319 (65.1 - 76.6%)
This is also ruling out items.
EDIT: it had Life Orb...
252 Atk Life Orb Refrigerate Kyurem-B Extreme Speed vs. 252 HP / 252 Def Mega Mewtwo X on a critical hit: 321-380 (77.1 - 91.3%)
Refrigerate changes type and adds a free BP increase!
Your Calculator is probably counting crits as x2 damage still.wait what I counted the bp increase and the item and the nature in my calc
lolwut
252+ Atk Life Orb Kyurem-B ExtremeSpeed vs. 252 HP / 252 Def (custom) on a critical hit: 469-554 (112.74 - 133.17%) -- guaranteed OHKO
what
252+ Atk Life Orb Kyurem-B Helping Hand ExtremeSpeed vs. 252 HP / 252 Def (custom): 352-415 (84.61 - 99.75%) -- guaranteed 2HKOYour Calculator is probably counting crits as x2 damage still.
Okay, that sucks. :(
My current team is an illusion team. Extremely derpy, but oddly effective.