Metagame Fortemons


Dragonite @ Endure
Ability: Multiscale
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Extreme Speed
- Dragon Dance
- Aqua Jet
- Earthquake

Be sure opponent's comfey is dead. Then, enjoy.
 
Landorus-Therian (M) @ Smack Down
Ability: Intimidate
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Defog
- Stealth Rock
- U-turn
- Earthquake

Could be cool, I guess? Honestly probably worse than Zygarde but hey Smackdown exists! Why not use it? Also you can like Uturn a flying mon or something and go into another ground attacker which is a neat bonus
 
why would anyone run Smeargle without Focus Sash?
Someone might slow pivot to Smeargle versus a Pokémon Smeargle can outspeed.

Tailwind, Trick Room, whatever, point is Smeargle can take advantage of many opportunities if given the correct moves including the item.
 
Obvious pivots included:

Golem-alola @ Volt Switch
Ability: Galvanize
- Giga Impact
- Stealth Rock
- Rock Tomb

150 Base power Galvanized STAB Volt Switch :(
Or a Rock Tomb U-turn

Someone has already mention Dragon Tail U Turn Mew and U-Turn V-Create Victini. They brought insane momentum to setup sweeper
 
Im gunna go back and try and answer more questions but first thing I need to point out to people is that the itemized attack only affects attacks in the moveslots. So you can't use priority status with quick attack in the item slot for instance.

Secondly when it comes to affecting the BP of attacks, it will come down to coding as to which moves ultimately work but as a guideline:
if the BP in the teambuilder is "--", then the attack won't have any effect in the item slot. This is because the listed "effect" is just the base power. But if the BP in the teambuilder is "40" and then there is a conditional chance for more damage, that will actually have an effect in the item slot.

So Grass Knot, Gyro Ball, Punishment, Reversal- attacks like these are likely to have no effect.
Attacks like Payback and Weather Ball have a varying damage value but WILL work.
This can be clarified more if/when the meta is coded!

Heres a set I am slapping on to the bottom of this post:


Entei @ Sacred Fire
Ability: Pressure
Shiny: Yes
EVs: 252 Atk / 252 Spe
Adamant Nature
- Extreme Speed
- Flare Blitz
- Stone Edge
- Stomping Tantrum

Priority burn chance to stop sweeping, and just generally very hard to switch into.
 
Not currently playable but hopefully can be tackled soon!
So, supposing I was to take a crack at coding this, then would this be the list of move properties you'd want to copy?
  • breaksProtect (Feint, Hyperspace Fury, Hyperspace Hole, Phantom Force, Shadow Force)
  • critRatio (Aeroblast, Air Cutter, Attack Order, Blaze Kick, Crabhammer, Cross Chop, Cross Poison, Drill Run, Karate Chop, Leaf Blade, Night Slash, Poison Tail, Psycho Cut, Razor Leaf, Razor Wind, Shadow Claw, Sky Attack, Slash, Spacial Rend, Stone Edge)
  • defensiveCategory (Psyshock, Psystrike, Secret Sword)
  • drain (Absorb, Draining Kiss, Drain Punch, Dream Eater, Giga Drain, Horn Leech, Leech Life, Mega Drain, Oblivion Wing, Parabolic Charge)
  • flags; just a limited set (e.g. bite, contact, defrost, pulse, punch) or just copy all flags including e.g. authentic (bypass Substitute), bullet/sound (triggers Bullet/Soundproof), charge/recharge?
  • forceSwitch (Circle Throw, Dragon Tail)
  • ignoreAbility (Moongeist Beam, Photon Geyser, Sunsteel Strike)
  • ignoreDefensive, ignoreEvasion (Chip Away, Darkest Lariat, Sacred Sword)
  • ignoreImmunity (Thousand Arrows hits airborne targets)
  • priority (additive)
  • pseudoWeather (Plasma Fists)
  • recoil? (possibly useful with Reckless)
  • secondaries (additive)
  • self (additive)
  • selfSwitch (U-turn, Volt Switch)
  • sleepUsable? (Rest + 3 attacks + Sleep Talk/Snore in item slot)
  • stealsBoosts (Spectral Thief)
  • thawsTarget?
  • useTargetOffensive (Foul Play)
  • volatileStatus (Thousand Arrows, Smack Down, partially trapping moves)
  • willCrit (Frost Breath, Storm Throw)

What about coded effects? For instance, basePowerCallback handles a multitude of effects:
  • Acrobatics: Not useful because user always has an item
  • Assurance: Probably unusable because of its mechanics
  • Avalanche: BP doubles if user was hit
  • Crush Grip: BP varies by target's %BP
  • Echoed Voice: Deals 40BP first turn, increasing by 40BP each turn until it reaches 200BP (requires additional coding)
  • Electro Ball: BP varies by speed
  • Eruption: BP varies by %HP
  • Flail: BP varies by %HP
  • Frustration: BP varies by happiness
  • Fury Cutter: BP doubles with each subsequent hit (limit 160BP)
  • Grass Knot: BP varies by target's weight
  • Gyro Ball: BP varies by speed
  • Heat Crash: BP varies by weight
  • Heavy Slam: BP varies by weight
  • Hex: Doubles power if target has status
  • Ice Ball: Probably unusable because of its mechanics
  • Low Kick: BP varies by weight
  • Payback: BP doubles if target already moved
  • Power Trip: BP varies by boosts
  • Punishment: BP varies by target's boosts
  • Pursuit: Banned
  • Return: BP varies by happiness
  • Revenge: BP doubles if user was hit
  • Reversal: BP varies by %HP
  • Rollout: Probably unusable because of its mechanics
  • Round: Only useful in Doubles
  • Smelling salts: BP doubles if target paralysed
  • Spit Up: Not viable
  • Stomping Tantrum: BP doubles if last move failed
  • Stored Power: BP varies by boosts
  • Triple Kick: Banned
  • Trump Card: BP varies by PP
  • Wake-Up Slap: BP doubles if target asleep
  • Water Spout: BP varies by %HP
  • Water Shuriken: Banned
  • Wring Out: BP varies by target's %HP
 
Someone might slow pivot to Smeargle versus a Pokémon Smeargle can outspeed.

Tailwind, Trick Room, whatever, point is Smeargle can take advantage of many opportunities if given the correct moves including the item.
That is just way too specific a situation for it to be worthwhile imo.
 
I think Iron Fist + Mach/Bullet punch could be interesting:

Infernape @ Mach Punch
Ability: Iron Fist
- Swords Dance
- Flare Blitz
- Close Combat
- U-Turn

Or a special set (less reliable):
Infernape @ Mach Punch
Ability: Iron Fist
- Nasty Plot
- Fire Blast
- Focus Blast
- Grass Knot

Or even:
Conkeldurr @ Mach Punch
- Bulk Up
- Superpower/Drain Punch
- Ice Punch
- Earthquake
 
Volcarona could be very cool on this meta:
Volcarona @ Fiery dance
Ability: Flame Body
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Quiver Dance
- Flamethrower/Fire Blast
- Bug Buzz
- Giga Drain
Fiery dance allow volcarona to become more powerfull almost each turn, whithout the lack of power of the attack. In more, flame body can punish physical priority user.
 
Araquanid @ Frost Breath
Ability: Water Bubble
EVs: 248 HP / 252 Atk / 8 SpA
Brave Nature
- Liquidation
- Leech Life
- Hidden Power [Fire]
- Scald

It's like Choice Band and Choice Specs at the same time, except you can switch moves, and you ignore defensive boosts. Probably not the ideal spread/moveset, more of a proof of concept than anything.

Gengar @ Infestation
Ability: Cursed Body
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Shadow Ball
- Sludge Wave
- Focus Blast
- Destiny Bond

The main problem with Gengar's classic trapping set is that it trades in a lot of its offensive pressure for the chance to trap an opponent. Now that all of Gengar's attacks trap the opponent, it can be run as a standard fast attacker up to the moment you decide to trade with a slower opponent.

As a side note, I don't understand how even modestly offensive teams are supposed to function when some mons get +2 priority to every move. Is Tapu Lele just going to be mandatory?

EDIT: Made more sets.

Clefable @ Drain Punch
Ability: Unaware
EVs: 252 HP / 252 Def / 4 Spe
Bold Nature
IVs: 0 Atk
- Wish
- Protect
- Moonblast
- Calm Mind

Ignores enemy boosting and helps offset the recovery-damage trade-off.

Tapu Koko @ Quick Attack
Ability: Electric Surge
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Thunderbolt
- Volt Switch
- Dazzling Gleam
- Hidden Power [Ice]

A priority-using revenge killer that doesn't get stonewalled by Psychic Terrain. I mean, Lele can always switch, in, but Koko will at least put a halt to sweeps. Alternatively, swap Volt Switch and Quick Attack for a dedicated pivot with a priority switching option.

Tornadus-Therian @ U-Turn
Ability: Regenerator
EVs: 232 HP / 24 Def / 252 Spe
Timid Nature
- Hurricane
- Superpower
- Heat Wave
- Defog / Filler

Auto-pivoting with Regenerator? Sign me up. Shouldn't have much trouble terrorizing bulky teams, if those end up existing.
 
Last edited:
You are now aware that Mew gets Frost Breath, aka a recoilless Life Orb with 1.5x multiplier.

Mew
Ability: Synchronize
Item: Frost Breath
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Nasty Plot / Calm Mind
- Thunderbolt
- Ice Beam
- Roost / pick a move it's Mew lol

Mew
Ability: Synchronize
Item: Frost Breath
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Swords Dance / Bulk Up
- Knock Off / Sucker Punch / EQ / Zen Headbutt
- Dragon Tail / U-Turn / Any other useful physical move
- Roost / Drain Punch

so... I'm excited for the mew centered meta :pimp:
 
Some fun sets

Muk-Alola @ Venoshock / Poison Fang
Ability: Poison Touch
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Poison Jab
- Knock Off
- Fire Punch
- Pursuit
This is a set like the ones posted in that Toxic Spikes team, but with added bonus of not having to run Toxic or Toxic Spikes on another teammate as Poison Jab has a 60% chance to poison and every other move has a 30% chance. Alternatively, Poison Fang as the item trades power for status spreading, as every move now has more than a 50% chance to poison.


Chesnaught @ Feint
Ability: Bulletproof
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
- Belly Drum
- Drain Punch / Hammer Arm
- Seed Bomb
- Stone Edge
So, if you get an opportunity to set up, then... yeah... Drain Punch will keep you from being revenge killed as easily by other Feint/ESpeed users and Hammer Arm nukes things.


Suicune @ Extreme Speed
Ability: Pressure
Shiny: Yes
EVs: 252 HP / 252 Def / 4 SpD
Relaxed Nature
IVs: 0 Atk
- Scald
- Sleep Talk
- Calm Mind
- Rest
Speaking of setting up and sweeping with priority
 
Last edited:
Do Abilities stack? If I put Drain Punch (punching, contact, drains 50% of damage inflicted) in Conkeldurr's item slot, will that stack an additional 20% damage on top of what Hammer Arm, Poison Jab, and Ice/Thunder Punch already get? I'm asking because this is a thing, then.

Conkeldurr @ Drain Punch
Ability: Iron Fist
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Hammer Arm
- Knock Off
- Mach Punch
- Filler

Like, that's still gonna be pretty devastating without the additional 20% damage boost, but getting bonus damage to Knock Off as well as making everything heal a bit is nutty.
 
Last edited:
Do Abilities stack? If I put Drain Punch (punching, contact, drains 50% of damage inflicted) in Conkeldurr's item slot, will that stack an additional 20% damage on top of what Hammer Arm, Poison Jab, and Ice/Thunder Punch already get? I'm asking because this is a thing, then.
Conkeldurr @ Drain Punch
Ability: Iron Fist
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Hammer Arm
- Knock Off
- Mach Punch
- Filler
Like, that's still gonna be pretty devastating without the additional 20% damage boost, but getting bonus damage to Knock Off as well as making everything heal a bit is nutty.
I don't think flags like "is punch move" or "is bullet move" would be able to stack. Would definitely be nice for applying Iron Fist to things like Knock Off though!
 
So, supposing I was to take a crack at coding this, then would this be the list of move properties you'd want to copy?
  • breaksProtect (Feint, Hyperspace Fury, Hyperspace Hole, Phantom Force, Shadow Force)
  • critRatio (Aeroblast, Air Cutter, Attack Order, Blaze Kick, Crabhammer, Cross Chop, Cross Poison, Drill Run, Karate Chop, Leaf Blade, Night Slash, Poison Tail, Psycho Cut, Razor Leaf, Razor Wind, Shadow Claw, Sky Attack, Slash, Spacial Rend, Stone Edge)
  • defensiveCategory (Psyshock, Psystrike, Secret Sword)
  • drain (Absorb, Draining Kiss, Drain Punch, Dream Eater, Giga Drain, Horn Leech, Leech Life, Mega Drain, Oblivion Wing, Parabolic Charge)
  • flags; just a limited set (e.g. bite, contact, defrost, pulse, punch) or just copy all flags including e.g. authentic (bypass Substitute), bullet/sound (triggers Bullet/Soundproof), charge/recharge?
  • forceSwitch (Circle Throw, Dragon Tail)
  • ignoreAbility (Moongeist Beam, Photon Geyser, Sunsteel Strike)
  • ignoreDefensive, ignoreEvasion (Chip Away, Darkest Lariat, Sacred Sword)
  • ignoreImmunity (Thousand Arrows hits airborne targets)
  • priority (additive)
  • pseudoWeather (Plasma Fists)
  • recoil? (possibly useful with Reckless)
  • secondaries (additive)
  • self (additive)
  • selfSwitch (U-turn, Volt Switch)
  • sleepUsable? (Rest + 3 attacks + Sleep Talk/Snore in item slot)
  • stealsBoosts (Spectral Thief)
  • thawsTarget?
  • useTargetOffensive (Foul Play)
  • volatileStatus (Thousand Arrows, Smack Down, partially trapping moves)
  • willCrit (Frost Breath, Storm Throw)

What about coded effects? For instance, basePowerCallback handles a multitude of effects:
  • Acrobatics: Not useful because user always has an item
  • Assurance: Probably unusable because of its mechanics
  • Avalanche: BP doubles if user was hit
  • Crush Grip: BP varies by target's %BP
  • Echoed Voice: Deals 40BP first turn, increasing by 40BP each turn until it reaches 200BP (requires additional coding)
  • Electro Ball: BP varies by speed
  • Eruption: BP varies by %HP
  • Flail: BP varies by %HP
  • Frustration: BP varies by happiness
  • Fury Cutter: BP doubles with each subsequent hit (limit 160BP)
  • Grass Knot: BP varies by target's weight
  • Gyro Ball: BP varies by speed
  • Heat Crash: BP varies by weight
  • Heavy Slam: BP varies by weight
  • Hex: Doubles power if target has status
  • Ice Ball: Probably unusable because of its mechanics
  • Low Kick: BP varies by weight
  • Payback: BP doubles if target already moved
  • Power Trip: BP varies by boosts
  • Punishment: BP varies by target's boosts
  • Pursuit: Banned
  • Return: BP varies by happiness
  • Revenge: BP doubles if user was hit
  • Reversal: BP varies by %HP
  • Rollout: Probably unusable because of its mechanics
  • Round: Only useful in Doubles
  • Smelling salts: BP doubles if target paralysed
  • Spit Up: Not viable
  • Stomping Tantrum: BP doubles if last move failed
  • Stored Power: BP varies by boosts
  • Triple Kick: Banned
  • Trump Card: BP varies by PP
  • Wake-Up Slap: BP doubles if target asleep
  • Water Spout: BP varies by %HP
  • Water Shuriken: Banned
  • Wring Out: BP varies by target's %HP
I've already started coding it, and so far I have the validation complete. Below is a very WIP version of the completed code.

JavaScript:
    {
        name: "[Gen 7] Fortemons",
        desc: `Pokémon have all of their moves inherit the properties of the move in their item slot.`,
        threads: [
            `https://www.smogon.com/forums/threads/3638520/`,
        ],

        mod: 'gen7',
        ruleset: ['[Gen 7] OU'],
        banlist: ['Serene Grace', 'Fake Out'],
        restrictedMoves: ['Bide', 'Chatter', 'Dynamic Punch', 'Inferno', 'Power Trip', 'Power-Up Punch', 'Pursuit', 'Sky Drop', 'Stored Power', 'Zap Cannon'],
        validateSet: function (set, teamHas) {
            const restrictedMoves = this.format.restrictedMoves || [];
            const template = this.dex.getTemplate(set.species);
            if (!set.item) return;
            const item = this.dex.getMove(set.item);
            /** @type {string[]} */
            const problems = [];
            if (!item.exists) return problems.concat(this.validateSet(set, teamHas) || []);
            if (restrictedMoves.includes(item.name) || item.multihit || item.flags['charge'] || item.damage || item.damageCallback) {
                problems.push(`${template.species}'s move ${item.name} cannot be used as an item.`);
            }
            if (item.secondary && item.secondaries) {
                for (const secondary of item.secondaries) {
                    if (!secondary.boosts) continue;
                    if (secondary.boosts.accuracy && secondary.boosts.accuracy < 0) {
                        problems.push(`${template.species}'s move ${item.name} cannot be used as an item.`, `(Accuracy-lowering moves as items is banned.)`);
                    }
                }
            }
            if (item.boosts && item.boosts.accuracy && item.boosts.accuracy < 0) {
                problems.push(`${template.species}'s move ${item.name} cannot be used as an item.`, `(Accuracy-lowering moves as items is banned.)`);
            }
            for (const moveid of set.moves) {
                const move = this.dex.getMove(moveid);
                if (move.multihit && Array.isArray(move.multihit)) {
                    problems.push(`${template.species}'s move ${move.name} is banned.`, `(Variable multi-hit moves are banned.)`);
                }
                if (move.damage || move.damageCallback) problems.push(`${template.species}'s move ${move.name} is banned.`, `(Fixed damage moves are banned.)`);
                if (move.id === item.id) problems.push(`${template.species}'s item ${item.name} cannot be used as both an item and a move.`);
            }
            let lset = this.dex.getLearnset(set.species);
            if (!lset || !(item.id in lset)) problems.push(`${template.species} doesn't learn ${item.name}.`);
            return problems;
        },
        onModifyMove: function (move, source) {
            let set = source.set;
            if (!set.item) return;
            let item = this.getMove(set.item);
            if (!item.exists) return;
            if (item.volatileStatus) move.volatileStatus = item.volatileStatus;
            move.priority += item.priority;
            if (item.drain) move.drain = item.drain;
            for (let flag in item.flags) {
                move.flags[flag] = 1;
            }
            if (item.secondary && item.secondaries) {
                if (!move.secondary) move.secondary = item.secondary;
                for (const secondary of item.secondaries) {
                    if (!move.secondaries) move.secondaries = [];
                    move.secondaries.push(secondary);
                }
            }
            move.self = item.self;
            if (item.boosts) {
                for (let boost in item.boosts) {
                    // @ts-ignore
                    move.boosts[boost] += item.boosts[boost];
                }
            }
        },
        onTakeItem: function (item, pokemon, source) {
            let set = pokemon.set;
            if (set.item) {
                let i = this.getMove(set.item);
                if (i.exists) return false;
            }
            return item.onTakeItem;
        },
    },
I haven't actually gotten to testing the in-battle effects yet because I know that requires a lot more work, but the validation so far works accurately. I haven't fiddled with validating a team for the unclarified effects yet because, like you, I'm waiting on responses, so for now I'm just coding what I confidently know the answer to and testing other mechanics, as seen in onModifyMove. I'll actually get to testing mechanics in a bit.

I tried PMing you on PS about this, but unsurprisingly, you were AFK.
 
Muk-Alola @ Payback
Ability: Poison Touch
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Pursuit
- Poison Jab
- Fire Punch
- Knock Off

I don't know how this would work but if payback doubles the damage on a switch muk can most definitely take out lele with a 160 BP pursuit
 
honestly just make a VR system like this

S Rank
  • Tapu Lele
Not S Rank
  • Everything Else
anyway for an actual set sort of thing uhh

Azumarill @ Headbutt

random example but dang, 30% flinch.
 
I wonder if mah boi Feraligatr is good in this meta...

Feraligatr @ Avalanche
Ability: Sheer Force
EVS: 252 Attack/ 4 Defense / 252 Speed
Jolly Nature
- Liquidation
- Ice Punch
- Crunch
- Dragon Dance

BP 170 Liquidation getting another 30% from Sheer Force should blow massive bleeding holes through all comers.
I believe you mean sacred sword, not secret sword, for the terrak set

Speaking of which, Priority moves sounds like it'll be oppressive; so bringing out stops to that would be good

I think something like

Garchomp @ Bulldoze
Ability: Rough Skin
EVs: 252 Atk / 252 Spe
Jolly Nature
- Swords Dance
- Earthquake
- Dragon claw
- Stone Edge

Or running Flame charge in the item slot would be a good idea, allowing all moves to essentially give you speed boost
Garchomp should run Dual Chop over Dragon Claw if it's running Bull Doze/Flame Charge/any other move with effects. Dual Chop is one of the few remotely decent double hit moves, and it would make ol' Chomper here quite the beast. All other Pokemon with access to Dual Chop and its related moves Bonemerang and Gear Grind are super mediocre, but Garchomp is already good and this just makes him great.
 

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