Full Effect: Final Revision
(Ignore everything about Full Effect prior to this post. I worked out all the quirks, as now I made it as unbiased as it could be. Previously, there was a lot of debate on how to handle some effects. Here, I made it technically a code based factor to decide what is affected or not. See in Technical Premise. Also, check the pastebins for what changes.)
Premise: All items, moves, and abilities have their best effect immediately and always activated, bar Type based conditions.
The idea for this meta is that mechanics with conditions that rely on certain parameters to be met can now be used without any set up needed. To be more technical, this meta automatically activates any single condition that would naturally work for the mechanic's favor. Here are some examples to get a full idea for the meta:
>Electric Seed: Normally, the seed items are consumed when the Pokemon holding it enters the corresponding terrain. Now, the terrain is no longer needed for the item to be consumed, and the item is used immediately.
(It should be noted that if the user's defense is at +6, this item is used and fails. Or, if bars like Embargo or Magic Room are present, then the item won't be used until these conditions are gone. The only condition that this meta satisfies are is the single, advantageous condition that is intrinsic to the item or mechanic itself, and nothing external like Embargo’s effect).
>Acrobatics: Will always be the full 110 bp, even if the user holds an item.
>Earthquake: If you are unaware, Earthquake doubles power on Pokemon that are underground because of Dig. This meta removes that underground condition, and makes EQ always 200 bp. This move, among others, will probably need to be banned.
>Blaze: Will always be active, regardless of remaining HP.
>Aloraichium Z: No longer needed to be held by just Alolan Raichu, so any Pokemon with Thunderbolt can use this Z move!
So this is the idea of the metagame, as some strategies are immediately viable now. However, not everything is affected, and many effects need to be banned.
Technical Premise:
Pastebins for Everything Changed:
Items: https://pastebin.com/13rLc1rj
Abilities: https://pastebin.com/pZTfPBjj
Moves: https://pastebin.com/v4exd9CC
Shortcut: New Viable Damage Dealing Moves for each Type
Sample Sets:
Bans and Clauses:
OU clauses and banlists, with the following bans (NOTE: if the Pokemon’s only abilities are banned, it is implied by extension that the Pokemon would be banned too):
Items: Focus Sash, Safety Goggles, Weakness Policy
Pokemon Specific Items (ban only affects Pokemon that are NOT normally affected by the item): Eviolite, Eevium Z, Deep Sea Scale, Deep Sea Tooth, Light Ball, Metal Powder, Quick Powder, Thick Club.
Abilities: Anger Point, Bulletproof, Chlorophyl, Dazzling, Disguise, Magic Bounce, Magic Guard, Multiscale, Poison Heal, Queenly Majesty, Sand Rush, Sturdy, Swift Swim, Unburden, Wonder Guard, Overcoat, Slush Rush, Soundproof, Surge Surfer, Damp, Sand Veil, Snow Cloak, Tinted Lens, Tangled Feet.
Moves: Attract, Body Slam, Crafty Shield, Dragon Rush, Earthquake, Fake Out, Flying Press, Fusion Bolt, Fusion Flare, Heat Crash, Heavy Slam, Magic Coat, Magnitude, Sleep Talk, Spit Up, Surf.
Sample Teams:
Lead Mew HO
https://pokepast.es/a1794f67fffae030
(Mew sets up rocks and veil without needing hail, then has many abusers that can set up and sweep)
Rain Balance
https://pokepast.es/78ebb281c0f7c391
(Rain provides a great Brine buff, and helps build a decent offensive and defensive core)
Rocky Helmet Spam
https://pokepast.es/8903e5336eb88c48
(Rocky Helmet and other contact effects are now affected by every attack. This team utilizes this effect so that the threat of passive damage wears down the opponent)
SWALOT NIGHTMARE Stall
https://pokepast.es/be7356fee9f0da64
(Nightmare works even on non sleeping targets, making it a dangerous status effect. Swalot specifically has Infestation and Nightmare, along with Swallow to recover 100% of its max HP. Past this effect, its just hyper stall)
(Ignore everything about Full Effect prior to this post. I worked out all the quirks, as now I made it as unbiased as it could be. Previously, there was a lot of debate on how to handle some effects. Here, I made it technically a code based factor to decide what is affected or not. See in Technical Premise. Also, check the pastebins for what changes.)
Premise: All items, moves, and abilities have their best effect immediately and always activated, bar Type based conditions.
The idea for this meta is that mechanics with conditions that rely on certain parameters to be met can now be used without any set up needed. To be more technical, this meta automatically activates any single condition that would naturally work for the mechanic's favor. Here are some examples to get a full idea for the meta:
>Electric Seed: Normally, the seed items are consumed when the Pokemon holding it enters the corresponding terrain. Now, the terrain is no longer needed for the item to be consumed, and the item is used immediately.
(It should be noted that if the user's defense is at +6, this item is used and fails. Or, if bars like Embargo or Magic Room are present, then the item won't be used until these conditions are gone. The only condition that this meta satisfies are is the single, advantageous condition that is intrinsic to the item or mechanic itself, and nothing external like Embargo’s effect).
>Acrobatics: Will always be the full 110 bp, even if the user holds an item.
>Earthquake: If you are unaware, Earthquake doubles power on Pokemon that are underground because of Dig. This meta removes that underground condition, and makes EQ always 200 bp. This move, among others, will probably need to be banned.
>Blaze: Will always be active, regardless of remaining HP.
>Aloraichium Z: No longer needed to be held by just Alolan Raichu, so any Pokemon with Thunderbolt can use this Z move!
So this is the idea of the metagame, as some strategies are immediately viable now. However, not everything is affected, and many effects need to be banned.
Technical Premise:
Every item, ability, and move that has an "if" statement to qualify a positive effect will have the last condition in that statement removed, except for any Type based conditions. Any other conditions that may activate a negative or less advantageous effect are removed; again, bar Type based conditions. This will only be ignored if the if statement being avoided is not advantageous or if it is game breaking.
For example, the if statement for Iron Barbs is “if (source && source !== target && move && move.flags['contact']). Essentially, Iron Barbs checks if the user is targeted, hit by a move, and if that the move is a contact based move. This meta drops that last condition, and now any targeting move, contact or not, will activate it.
Full effect does not change the mechanic’s turn check. For example, Iron barbs activates “onDamageTaken.” Here it still only activates onDamageTaken. An ability like Blaze however is an “onUpdate” abilitiy, and it’s if statement is:
(move.type === 'Fire' && attacker.hp <= attacker.maxhp / 3).
The HP check is dropped in Full Effect, so now Blaze will always be active for Fire typed attacks.
One exception to the Full Effect meta is the ignorance of type based conditions, like Water Absorb. Water Absorb’s if statement is: if (target !== source && move.type === 'Water'). Because this is a type based condition, it is not changed by Full Effect.
Another integral rule to Full Effect is that it only activates conditions that are for the benefit for the mechanic, and will ignore the negative conditions. This rule is overridden by the Type based rule, and it should be noted that any negative effects that come along with the positive will still be active as well. Take the ability Dry Skin and it’s onWeather statements:
If (effect.id === 'raindance' || effect.id === 'primordialsea') {
this.heal(target.maxhp / 8);
} else if (effect.id === 'sunnyday' || effect.id === 'desolateland') {this.damage(target.maxhp / 8, target, target);}
This meta ignores the current weather, always grants the rain healing effect, and eliminates the sun damaging effect. Again, no matter the weather, the healing function will always be present. However, Dry Skin also has two Type based conditions: absorbs water, weak to fire. These conditions are unchanged, and work as they do normally in game.
Solar Power has a condition to check for sun, and will raise special attack but damage the user if activated:
if (this.isWeather(['sunnyday', 'desolateland']))
{ return this.chainModify(1.5); } },
onWeather: function (target, source, effect) { if (effect.id === 'sunnyday' || effect.id === 'desolateland') { this.damage(target.maxhp / 8, target, target); } },
Because the special attack boost and damage penalty are activated by the same conditions, both effects are always active in Full Effect.
Some mechanics are avoided in the Full Effect meta as to avoid game breaking glitches. For example, Moody's if statement is:
if (pokemon.boosts[statPlus] < 6) { stats.push(statPlus); }
Ignoring this statement could possibly let a stat go above +6, which is not what this meta tries to imply. Thus, it is in the game's best interest to not include Moody in the Full Effect change, as Moody is already activated normally, and furthermore it would break boundaries set in game.
Pastebins for Everything Changed:
Items: https://pastebin.com/13rLc1rj
Abilities: https://pastebin.com/pZTfPBjj
Moves: https://pastebin.com/v4exd9CC
Shortcut: New Viable Damage Dealing Moves for each Type
Bug:
-Steamroller (130 bp, -- ac, 30% chance to flinch)
-First Impression(90 bp, 100 ac, +2 priority, works every turn)
-Fell Stinger (50 bp, 100 ac, +3 attack on hit)
Dark:
-Malicious Moonsault (360 bp, -- ac, can be used by any Pokemon with Darkest Lariat and the correct Z move)
-Assurance (120 bp, 100 ac)
-Payback (100 bp, 100 ac)
-Knock Off (97.5 bp, 100 ac, knocks off item)
-Pursuit (80 bp, 100 ac, hits switching out targets)
-Sucker Punch (70 bp, 100 ac, +1 priority, never fails)
Dragon:
-Twister (80 bp, 100 ac, 20% chance to flinch)
Electric:
-10,000,000 Volt Thunderbolt (195, -- ac, +2 crit ratio, used by any Pokemon with Thunderbolt and the correct Z move)
-Stoked Sparksurfer (175 bp, --ac, 100% chance to paralyze, used by any Pokemon with Thunderbolt and the correct Z move)
-Thunder (110 bp, -- ac, 30% chance to paralyze)
Fairy:
-Let's Snuggle Forever (190, -- ac, can be used by any Pokemon with Play Rough and the correct Z move)
Fighting:
-Wake Up Slap (140 bp, 100 ac, wakes up sleeping targets)
Fire:
-NA
Flying:
-Hurricane (110 bp, -- ac, 30% chance to confuse)
-Acrobatics (110 bp, 100 ac)
-Beak Blast (100 bp, 100 ac, burns enemies that target it before the user attacks)
-Gust (80 bp, 100 ac)
Ghost
-Hex (130 bp, 100 ac)
Grass
-Solar Blade (125 bp, 100 ac, one turn attack)
-Solar Beam (120 bp, 100 ac, one turn attack)
Ground
-Stomping Tantrum (150 bp, 100 ac)
Ice
-Blizzard (100 bp, -- ac, 10% chance to freeze)
-Avalanche (120 bp, 100 ac, -4 priority)
Normal
-Pulverizing Pancake (210 bp, -- ac, used by any Pokemon with Giga Impact and the correct Z move)
-Last Resort (140 bp, 100 ac, works even with other moves not selected)
-Facade (140 bp, 100 ac)
-Retaliate (140 bp, 100 ac)
-Smelling Salts (140 bp, 100 ac, cures paralysis)
-Round (120 bp, 100 ac)
-Snore (50 bp, 100 ac, 30% chance to flinch, does not need to be asleep)
Posion
-Venoshock (130 bp, 100 ac)
-Belch (120 bp, 90 ac, no berry needs to be consumed)
Psychic
-Genesis Supernova (185 bp, -- ac, summons Psychic Terrain for 5 turns, used by any Pokemon with Psychic and the correct Z move)
-Synchronoise (120 bp, 100 ac, can be any type)*
-Dream Eater (100 bp, 100 ac, 50% health recovered, target does not need to be asleep)
Rock
-Splinterd Stoneshards (190 bp, -- ac, can be used by any Pokemon with Stone Edge and the correct Z move)
Steel
-NA
Water
-Brine (130 bp, 100 ac)
Sample Sets:
Jolteon @ Choice Specs
Ability: Quick Feet
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Thunder
- Volt Switch
- Synchronoise
- Round
Quick Feet is always active, giving Jolteon a +1 even when healthy. Synchronoise now works on every Pokemon, not just targets with the same type. Lastly, Round's double power effect is also always triggered. Sychnronoise and Round gives Jolteon two nicely powered coverage attacks to take advantage of, and Thunder is perfectly accurate!
Gengar @ Life Orb
Ability: Cursed Body
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Venoshock
- Hex
- Thunder
- Focus Blast / Dream Eater / Nightmare
A true monster of a set, Gengar has two 130 bp, 100% accurate STABs in Hex and Venoshock. Furthermore, Thunder is perfectly accurate, because it takes the condition as if it was in rain. Lastly, Nightmare and Dream Eater affect even non-Sleeping targets, but the unaffected Focus Blast may still be better for coverage. Still, such a beast.
Sharpedo-Mega @ Sharpedonite
Ability: Speed Boost
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Liquidation
- Assurance
- Facade
- Protect
Strong Jaw's x1.5 damage multiplier affects all attacks, not just bite-based ones. This makes Sharpedo's 120 bp STAB assurance even stronger, and its also worth noting that on neutral hitting targets, Facade's 140 bp is stronger than Liquidation after STAB. With a Speed Boost secured from protect, this thing is a killer.
Thundurus (M) @ Salac Berry
Ability: Defiant
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Superpower
- Wild Charge
- Knock Off
- Facade
The last check for Defiant is if the lowered stat is targeted by another Pokemon. In Full Effect, this condition is dropped, and Defiant can get the Attack boost from self drops as well. This means Super Power would essentially be a +3 Attack raise rather than a -1 attack drop. Combined with a decent Wild Charge STAB, a 97.5 bp Knock Off, and a 140 bp Facade, and you got a real monster.
Guzzlord @ Leftovers
Ability: Beast Boost
EVs: 252 HP / 252 SpD / 4 Spe
Careful Nature
IVs: 17 Atk
- Swallow
- Dragon Tail
- Knock Off
- Stomping Tantrum
Swallow restores 100% of the user's HP, making some mons that didn't have reliable recovery before now have one of the best recovery options. The IVs are meant so that on hit, Beast Boost raises Special Defense, making Guzzlord a great special wall after it fires off an attack. Without the negative IVS, Guzz could simply be a bulky but very strong boosting attacker.
Bans and Clauses:
OU clauses and banlists, with the following bans (NOTE: if the Pokemon’s only abilities are banned, it is implied by extension that the Pokemon would be banned too):
Items: Focus Sash, Safety Goggles, Weakness Policy
Pokemon Specific Items (ban only affects Pokemon that are NOT normally affected by the item): Eviolite, Eevium Z, Deep Sea Scale, Deep Sea Tooth, Light Ball, Metal Powder, Quick Powder, Thick Club.
Abilities: Anger Point, Bulletproof, Chlorophyl, Dazzling, Disguise, Magic Bounce, Magic Guard, Multiscale, Poison Heal, Queenly Majesty, Sand Rush, Sturdy, Swift Swim, Unburden, Wonder Guard, Overcoat, Slush Rush, Soundproof, Surge Surfer, Damp, Sand Veil, Snow Cloak, Tinted Lens, Tangled Feet.
Moves: Attract, Body Slam, Crafty Shield, Dragon Rush, Earthquake, Fake Out, Flying Press, Fusion Bolt, Fusion Flare, Heat Crash, Heavy Slam, Magic Coat, Magnitude, Sleep Talk, Spit Up, Surf.
Sample Teams:
Lead Mew HO
https://pokepast.es/a1794f67fffae030
(Mew sets up rocks and veil without needing hail, then has many abusers that can set up and sweep)
Rain Balance
https://pokepast.es/78ebb281c0f7c391
(Rain provides a great Brine buff, and helps build a decent offensive and defensive core)
Rocky Helmet Spam
https://pokepast.es/8903e5336eb88c48
(Rocky Helmet and other contact effects are now affected by every attack. This team utilizes this effect so that the threat of passive damage wears down the opponent)
SWALOT NIGHTMARE Stall
https://pokepast.es/be7356fee9f0da64
(Nightmare works even on non sleeping targets, making it a dangerous status effect. Swalot specifically has Infestation and Nightmare, along with Swallow to recover 100% of its max HP. Past this effect, its just hyper stall)
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