i had an idea
Fortemons
Metagame premise:
An attack is put into the item slot, and its effects are granted to all of the attacks in the moveslots!
This includes both primary and secondary effects- so for instance drain punch in the item slot would grant 50% recovery on every single attack. Scald in the item slot would grant 30% burn chance on every single attack. Close Combat in the item slot would drop your def/spd with every attack, and Flare Blitz would cause you to take recoil on every attack.
When it comes to priority, the priority of the item and moveslot moves are added together. So Extremespeed + Return is +2, and Extremespeed + Dragon Tail is -4.
This only works for attacks, not status moves. Status moves dont inherit anything and also cant be put into the item slot (thats another meta!)
Potential bans and threats:
These are moves that are banned as items:
-Power-Up Punch
-Zap Cannon
-Inferno
-Dynamic Punch
-Sky Drop
-"Attacks" that call other moves
-Counter/Mirror Coat/Bide
-Multi-hit moves
-Pursuit
These are moves that are banned as moveslots:
-Seismic Toss / Night Shade
-2-5 Multi-hit moves (fixed 2 and 3 hit moves are fine- Beat Up is banned alongside this)
Banned abilities:
-Serene Grace
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Togekiss @ Extreme Speed
Ability: Super Luck
EVs: 252 HP / 4 Def / 252 SpA
Modest Nature
IVs: 0 Atk
- Nasty Plot
- Air Slash
- Dazzling Gleam
- Aura Sphere
Togekiss is an example of something that will be popular- inheriting +priority to several moves. It cant use serene grace anymore (because its banned), but the combination of nasty plot + 3 excellent prio moves at +2 with increased crit chance will make it a successful sweeper.
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Excadrill @ Rapid Spin
Ability: Sand Rush
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Earthquake
- Iron Head
- Swords Dance
- Rock Slide
Excadrill grants utility in a hyper-offense team without dropping a beat- rapid spin on all of its attacks lets it clear hazards without wasting moveslots, doesnt have to worry about ghosts spinblocking, and can still set up and sweep in sand.
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Magearna @ Volt Switch
Ability: Soul-Heart
EVs: 252 HP / 252 SpA / 4 Spe
Modest Nature
IVs: 0 Atk
- Fleur Cannon
- Flash Cannon
- Aura Sphere
- Thunderbolt
This Magearna doesnt attempt to sweep, rather puts its great typing and attacks to use to become a pivot. The main selling point of the set is the ability to fire off a powerful fleur cannon and immediately switch out, making the special attack drop a non-problem.
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Tsareena (F) @ Feint
Ability: Queenly Majesty
EVs: 252 HP / 252 Atk / 4 Def
Adamant Nature
- Trop Kick
- U-turn
- High Jump Kick
- Play Rough
Tsareena is a key pokemon in the metagame as it will stop 4x priority sweepers in their tracks. It can also run all priority itself, and ensure it cant be outsped while having access to pivoting, and a high jump kick that cant be blocked by protect.
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Ferrothorn @ Payback
Ability: Iron Barbs
EVs: 252 HP / 88 Def / 168 SpD
Relaxed Nature
IVs: 0 Spe
- Gyro Ball
- Power Whip
- Leech Seed
- Stealth Rock
Payback and the other damage-doubling abilities are really strong, although they usually come with a setback such as requiring you to take damage, be statused, move last etc. If you can make the sacrifice, then go ahead! This Ferrothorn will move last anyway, so doubling the power of gyro ball and power whip makes it hit really hard.
Questions for the community:
Can you think of any weird interactions that would not have an obvious effect? For instance I was not sure how seismic toss would interact with a doubling-effect like payback, would it deal 200 hp of damage instead? So I threw it into the banlist for now. If you can think of any others, then lemme know!
So this is basically a rad AF metagame, though I think Fake Out @ U-Turn and vice versa probably needs to be banned. There's kind of a REQUIREMENT for every team to have either Tapu Lele, Tsareena, or Bruxish, but those three all hard-wall @ priority Pokemon, so... I don't know if that's a problem.
I've been making sets like crazy - part of what's so great is that EVERY Pokemon benefits from this metagame. In no particular order...

Malamar @ Superpower
Ability: Contrary
EVs: 252 HP / 4 Def / 252 SpD
Careful Nature
- Rest
- Sleep Talk
- Night Slash
- Psycho Cut
Fairly self-explanatory, though Malamar now gets STAB on its abilities and isn't quite so walled by ghosts.

Comfey @ Draining Kiss
Ability: Triage
EVs: 252 HP / 4 Def / 252 SpA
Modest Nature
IVs: 0 Atk
- Energy Ball
- Dazzling Gleam
- Calm Mind
- Hidden Power [Fire]
Again, fairly self-explanatory. +3 priority and 75% recovery on all its attacks make it very, very hard to take down.

Hitmontop @ Rock Smash/Rolling Kick
Ability: Technician
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
- Triple Kick
- Fake Out
- Bullet Punch
- Mach Punch
Mostly just trying to work out a way to abuse Triple Kick, but Hitmontop's movepool isn't amazing. Still, an 87.5% chance to lower their defense by at least one stage is solid, and you've got a damn high chance of getting more. Rolling Kick makes Hitmontop have a whopping 75% chance to flinch, so if they're paralyzed... Triple Kick isn't a slouch either, when boosted by Technician.

Starmie @ Rapid Spin
Ability: Natural Cure
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
IVs: 0 Atk
- Scald
- Ice Beam/Psyshock
- Thunderbolt/Psyshock
- Recover
Starmie @ Rapid Spin
Ability: Analytic
EVs: 4 HP / 252 SpA / 252 Spe
Bold Nature
IVs: 0 Atk
- Surf/Hydro Pump
- Ice Beam/Psyshock
- Thunderbolt/Psyshock
- Recover
Offensive and defensive spinners both gain a ton - for one thing, they can't be spinblocked anymore. Perhaps more importantly, their 4MSS is heavily alleviated.

Slowking @ Dragon Tail
Ability: Regenerator
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Calm Mind
- Scald
- Rest
- Sleep Talk
It's Crocune but constantly, endlessly phazing. I thought that'd just be fun to play with, dealing with opposing setup.

Clefable @ Charge Beam
Ability: Unaware/Magic Guard
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Heal Bell
- Moonlight
- Moonblast
- Flamethrower
Clefable benefits less than you might hope, but Charge Beam means Clefable doesn't need to drop coverage against Steel types for a setup move. I personally like Unaware, what with all the Contrary setup around.

Muk-Alola @ Clear Smog/Shadow Sneak
Ability: Poison Touch
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Shadow Sneak/Clear Smog
- Crunch
- Gunk Shot
- Stone Edge
Clear Smog can't miss, and passes that on to Gunk Shot and Stone Edge, while Shadow Sneak @ Clear Smog makes it the perfect Phazer against anything not immune to priority or ghost moves. You can swap Shadow Sneak and Clear Fog around, but at the cost of accuracy and being entirely unable to touch Pokemon immune to priority.

Nihilego @ Acid Spray
Ability: Beast Boost
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Power Gem
- Sludge Wave
- Dazzling Gleam
- Thunderbolt
A hell of a wallbreaker, when every move lowers their spdef by two stages it 2HKOs almost everything.

Buzzwole @ Fell Stinger
Ability: Beast Boost
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Leech Life
- Bulk Up
- Stone Edge
- Hammer Arm
Mostly I just found the idea of +4 attack on a KO hilarious. Is that so wrong.

Jellicent @ Hex
Ability: Water Absorb
EVs: 252 HP / 4 SpA / 252 SpD
Calm Nature
IVs: 0 Atk
- Will-O-Wisp
- Recover
- Hydro Pump
- Shadow Ball
330 power Hydro Pump or 240 power Shadow Ball (with STAB) makes Jellicent much scarier once it gets that burn off.

Serperior @ Leaf Storm/Giga Drain
Ability: Contrary
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Giga Drain/Leaf Storm
- Dragon Pulse
- Hidden Power [Fire]
- Glare
More self-explanatory, though I personally prefer the stat-up on Dragon Pulse so that you don't lose momentum as much, even though that costs you power on your STAB.

Entei @ Extreme Speed
Ability: Pressure
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Sacred Fire
- Stone Edge
- Iron Head
- Return
Priority with a 50% chance to burn off a STAB fire move is nasty. Fun revenge killer, and even if it can't kill it's got a good chance to force a switch given the burn.

Landorus-Therian @ U-Turn
Ability: Intimidate
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Earthquake
- Stone Edge
- Stealth Rock
- Outrage
i really like volt-turn mayhem.

Rotom-Wash @ Volt Switch
Ability: Levitate
EVs: 248 HP / 252 SpA / 8 SpD
Modest Nature
IVs: 0 Atk
- Hydro Pump
- Thunderbolt
- Will-O-Wisp
- Hex
like, REALLY like.

Tornadus-Therian @ U-Turn
Ability: Regenerator
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Hurricane
- Dark Pulse
- Focus Blast
- Sludge Wave
i'm just excited Tornadus-T can use his spatk now. he deserves it.

Pelipper @ Hurricane
Ability: Keen Eye
EVs: 248 HP / 252 SpA / 8 SpD
Modest Nature
IVs: 0 Atk
- Hurricane
- Hydro Pump
- Blizzard
- Roost
Hydro Pump now can't miss in rain AND gets a 50% damage buff.

Excadrill @ Rapid Spin
Ability: Mold Breaker
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
- Earthquake
- Iron Head
- Swords Dance
- Rock Slide
More offensive spinner. Excadrill is damn happy to have Edgequake for coverage.

Tapu Lele @ Draining Kiss
Ability: Psychic Surge
EVs: 248 HP / 252 SpA / 8 SpD
Modest Nature
IVs: 0 Atk
- Psychic
- Psyshock
- Moonblast
- Energy Ball
Tapu Lele might be better with a scarf, I don't know. But it's guaranteed to cause switches against anything with Priority equipped, so I felt like it wasn't necessary. 75% heal Psychic Terrain STAB Psychic is so much fun anyway.

Blissey @ Seismic Toss
Ability: Natural Cure
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
IVs: 0 Atk
- Aromatherapy
- Soft-Boiled
- Toxic
- Dazzling Gleam
Not even sure this is worth the item slot, but hey, now Blissey can deal her 100 damage to anyone, even Ghost/Poison and Ghost/Steel types. If Blissey being walled by stuff was a problem you had...

Mew @ Shock Wave
Ability: Synchronize
EVs: 252 Atk / 4 SpA / 252 Spe
Hasty Nature
- Zap Cannon
- Dynamic Punch
- Blizzard
- Earthquake
Basically just No Guard Mew. Same old.

Celesteela @ Giga Drain
Ability: Beast Boost
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Heavy Slam
- Earthquake
- Stone Edge
- Seed Bomb
And now Celesteela has the recovery it always wanted. Pity it's not more reliable...

Azumarill @ Aqua Jet
Ability: Huge Power
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
- Belly Drum
- Play Rough
- Waterfall
- Bulldoze
+1 Waterfall > Aqua Jet, I guess. And Play Rough is also priority now.

Forretress @ Rapid Spin
Ability: Sturdy
EVs: 252 HP / 252 Atk / 4 SpD
Brave Nature
IVs: 0 Spe
- Stealth Rock
- Gyro Ball
- Earthquake
- Spikes
i'm bad at predicting spinblockers, and now i don't have to.

Lapras @ Freeze Dry
Ability: Water Absorb
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Dragon Dance
- Waterfall
- Avalanche
- Drill Run/Heal Bell
Turns out Freeze Dry in the item slot means Lapras has perfect coverage with its STAB. Last slot is, as a result, basically filler.

Araquanid @ Leech Life
Ability: Water Bubble
EVs: 248 HP / 252 Atk / 8 SpA
Brave Nature
- Liquidation
- Crunch
- X-Scissor
- Ice Beam
Bulk is a bit more respectable when Liquidation is given Leech Life's heal, though not as large a benefit as many other Pokemon.

Sigilyph @ Stored Power
Ability: Magic Guard
EVs: 252 HP / 4 SpA / 252 SpD
Calm Nature
IVs: 0 Atk
- Cosmic Power
- Roost
- Air Slash
- Psyshock

Swoobat @ Stored Power
Ability: Simple
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Calm Mind
- Air Slash
- Psyshock
- Heat Wave
Basically the same concept - Stored Power with a 60 power head start and more coverage options. Air Slash helps Sigilyph a LOT.

Exploud @ Rollout
Ability: Scrappy
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Boomburst
- Surf
- Flamethrower
- Focus Blast/Hammer Arm
Rollout doubles in power each turn, and unlike Fury Cutter, does not have a cap. Boomburst reaches a ridiculous 2240 base power before STAB on the fifth turn it's used. Of course, speed is a problem. Not sure what baton passers make sense in this.

Scolipede @ Venoshock
Ability: Speed Boost
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Toxic Spikes
- Baton Pass
- Poison Jab/Megahorn
- Earthquake
Since Ninjask doesn't benefit at all, due to its already barren movepool, this is probably the best baton passer. Venoshock-boosted Megahorn is going to hurt a lot, at least.

Galvantula @ Giga Drain/Volt Switch/Electroweb
Ability: Compound Eyes
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Sticky Web
- Thunder/Volt Switch
- Bug Buzz/Volt Switch
- Energy Ball/Giga Drain
And for Sticky Web, we've got this guy, I guess? There's a lot of options. My favorite is probably being able to voltturn out with Bug Buzz instead, but hey, maybe you're into recovery.

Bruxish @ Aqua Jet
Ability: Dazzling
EVs: 252 HP / 252 Atk / 4 Def
Adamant Nature
- Swords Dance
- Waterfall
- Psychic Fangs
- Ice Fang
Poor Bruxish. Of the three priority blockers, it's by far struggling the most. What it DOES have going for it is both priority AND setup, so when it comes in and forces a switch it can get off a Swords Dance before setting up its own sweep. It's not much, but it's something.
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