Break-A-Move

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Approved by The Eevee General

There are 3 things that make a Pokemon strong. BST, Typing and Movepool. In this meta we focus on the last one. What makes a movepool good is the amount of moves, and the moves themselves. Again the last one.

So what's the point of this meta? To break the many moves in existence, and then break them some more. Hence the (not so great) name:

BREAK-A-MOVE.

Some moves are great. Protect is a free turn, Toxic gives them 6 turns to live unless they switch, U-turn does damage and switches, and Splash is broken as hell. So let's make the good ones better, and the bad ones even better!

Standard OU Clauses are in effect. INCLUDING OHKO Clause

  • All Protect like moves: Will succeed at least 2 times, then is 30% for the rest of the turns. Success rates are independent.
    • Detect only: Affects whole team
    • King's Shied: Blocks Status.
  • Constrict: BP=100, always lowers speed by 2.
  • Wrap and co.: Combines New Gen and Gen 1 mechanic (where you couldn't attack while being "trapped"). 100 accuracy.
  • Pursuit: if they switch, they also flinch, and therefore fail to flee.
  • Splash: Raises Evasion by 2, unpunished. If activated in Rain: Magikarp's Revenge.
  • Minimize/Double Team: raises evasion by 4/2 now.
  • Moves that crush Minimize: Also lowers Evasion to 0, and paralyzes them if they're Minimized.
  • Sonicboom/ Dragon Rage: NO Immunities, does damage equal to their lvl*2.
    • Seismic Toss/Night Shade: NO Immunities, deals dmg based on your lvl *2.
  • Hyper Beam and co.: 200 BP, no recharge if sb or pokemon faints. Also no recharge is resisted.
  • Explosion/Selfdestruct: Halvens defense, 300 BP.
  • Baton Pass: Confusion, Stat drops, Leech Seed, and all other negative effects will not be passed.
  • Memento: lowers attack, Spa, and Spe to -6.
  • Calm Mind/Bulk Up: Raises both stats by 2, and also raises Defense/Special Defense by 2
  • Quiver Dance: see Calm Mind.
  • Superpower/Close Combat: Lowers Defense only, 150 BP
  • Leech Seed: Heals Double the HP drained, and at least 20%.
  • Heal Pulse: Fully Heals them.
  • Belly Drum: +2 Speed, and 1/3 HP Penalty
  • Curse: 1/4 Hp Penalty.
  • Diamond Storm: 20 PP.
  • AncientPower and Co.: Will Raise stats. 10PP.
  • Teleport:+6 Priority, does not activate Pursuit, Raises a random stat by 2 for switch-in.
  • Venom Drench(Venom Trap in Japanese): Traps them, and -6 Attack and Special Attack.

So with more moves than Pokemon, how will this work?

Well, there will be posted 5 moves at once to break. Then people suggest how to break them, and then we vote on it(i guess, what else?).

Improvements/Brokeness:
Scolipede is Broken With Speed Boost Sword Dance Infestation. Wrap and Co. might have to be nerfed just for this.

Thank god for Evasion Clause.

dEnIsSsS's Memento Whimsicott is so scary. Bring in Gothitelle and gg.

Gothitelle+ memento= you're f*****.

252+ Atk Choice Band Lickilicky Explosion vs. 248 HP / 252+ Def Avalugg: 496-585 (126.2 - 148.8%) -- guaranteed OHKO. That is all.


Well, as the motto says: Gotta break em all! Find as many inconsistencies in that as you can.

Now go.
 
Last edited:
Quick Guard and Wide guard just got nerfed...
Why'd you mention e-killer lickilicky instead of splodelax?

Maybe let mat block activate twice(resetting on switchin)?
 
Quick Guard and Wide guard just got nerfed...
Why'd you mention e-killer lickilicky instead of splodelax?

Maybe let mat block activate twice(resetting on switchin)?
In order:
Then nvm Quick/Wide Guards.

I just realized i made Selfdestruct an Explosion clone. the point still stands, i didn't even really halfen the defense,just put in half of 194.

Yes. I will.
 
EDIT TO PROTECT MOVES: They no longer affect success rates of each other, adn Wide Guard/Quick Guard can be used as normal. Sorry for acccidental nerf.
 
For explosion/self-destruct, can you make it so that if the move fails to do damage to an opponent, the user will not faint?
Also, what if draining moves heal 75% of the HP drained, like Oblivion Wing?
 
Focus Blast: 100% accuracy: as it has focus in it's name.
Transform: when used, becomes a 5th move in movepool: to make a quick switch if needed.
Lock On: not only is the next hit guaranteed accuracy-wise, It ignores all immunities/resistances for the following move, and that move is guaranteed to be a max damage crit: Because Lock On sounds like a Sniper, and snipers want to guarantee a kill in one hit, to be efficient.
 
Focus Blast: 100% accuracy: as it has focus in it's name.
Transform: when used, becomes a 5th move in movepool: to make a quick switch if needed.
Lock On: not only is the next hit guaranteed accuracy-wise, It ignores all immunities/resistances for the following move, and that move is guaranteed to be a max damage crit: Because Lock On sounds like a Sniper, and snipers want to guarantee a kill in one hit, to be efficient.
Also Lock On rolls the highest number possible, if codable. And mind reader does the same thing.
 
yes. Also, some other to-be-broken moves:

1. Mud Slap: gives the opponent -6 accuracy, and when they switch, the switched into pokemon keeps the debuff (goes away after the 2nd guy).
2. Volt Tackle: If the user is holding a Light Ball, they take no recoil from this move, and get a damage boost of 1.5*.
3. Splash: Gives the foe ParaFusion.
4. Sing: 100% accuracy
5. Boomburst: does double damage to sleeping Pokemon, then wakes them up.
6. Chatter: does triple damage to sleeping pokemon, then wakes them up.
7. Selfdestruct: 300 BP, the foe's Pokemon has to rest a turn.
8. Explosion: 300 BP, burns the foe.

note how I gave similar moves different purposes.
 
Freeze-Dry: 50% chance to freeze
Headbutt: +1 Priority, 50% chance to flinch
Triple Kick: Each hit has a 30% chance to flinch, and each hit gains +1 chance to crit (first hit is +1, second is +2, third is +3)
Comet Punch: 30 BP, each hit has +1 crit chance
Double Slap: if it only hits twice, the second hit has 120BP and flinches the target if they are Asleep or Paralyzed. Removes the status if that is the case.
Slam: Has a 20% chance to confuse and lower Attack and Defense by -1.
 
Stored Power: starts off at 70 BP, and doesn't max out
Milk Drink: fully restores HP/PP, and raises Atk/Def
Cosmic Power: +2 Def/Sp. Def
Nuzzle: also attracts the foe
Hyper Beam/Variants: they no longer require rest afterwards
 
Sacred Fire - Has 100 acc and 100% burn chance
Giga Drain (and all 50% draining moves): Now drain 75% the damage dealt
Draining Kiss (and all 75% draining moves): Have their BP bumped up by 5 and now drain 100% the damage dealt.
 
What about Heal Pulse having some back-heal instead? That would also allow Mega Launcher to keep its boosting effect.
e.g.
User ability | Target | Self
M. Launcher | 75% | 50%
Any other | 50% | 25%
 
Fell Stinger: 50 Base Power, maxes out users Attack if it faints opponent.
Ember/Thunder Shock/Acid/Powder Snow: Guaranteed burn/paralyze/badly poison/freeze, respectively.
 

Cookie Butter

formerly the someone
Ice Ball and Rollout: 50BP (doubles in power for each consecutive successful hit for 5 turns), 100 acc. User isn't restricted to it for 5 turns or until it misses.
Heal Order: Heals 25% in the turn it is used and and 50% in the next turn.
Attack Order: Attacks twice. Second hit is twice as strong.
Defend Order: Increases the user's defenses by +1 for 6 turns. Stops increasing the defenses if the user switches out or uses an offensive move.
Magma Storm: Always traps the opponent for 5 turns and has a 30% chance to burn it.
 
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