Reaction Action
Premise: When your ability vocally activates, the first move in your moveslot activates (once per turn).
FAQ:
-This only applies to vocal abilities, meaning the ability must announce that it is activating. This means that an ability like Intimidate would trigger the effect on switch in, but an ability like Huge Power would never. Abilities like Swift Swim would also not trigger this effect, as Swift Swim never announces its affect.
-The priority for the reaction effect happens immediately after the ability has done its function. So if Weak Armor activates, the user will have its stats changed, and then use its first move.
-This effect only triggers once per turn, once per ability. So even if the ability activates multiple times the same turn, the reaction effect only happens the first time that turn. The reaction can happen for that ability the next turn.
Abilities that are affected: Aftermath, Air Lock, Anger Point, Anticipation, Aura Break, Bad Dreams, Battle Bond, Beast Boost, Berserk, Bulletproof, Cheek Pouch, Clear Body, Cloud Nine, Color Change, Competitive, Cursed Body, Cute Charm, Damp (?), Dancer, Dark Aura, Dazzling, Defiant, Delta Stream, Desolate Land, Disguise, Download, Drizzle, Drought, Dry Skin, Effect Spore, Electric Surge, Emergency Exit, Fairy Aura, Flame Body, Flash Fire, Forecast, Forewarn, Frisk, Full Metal Body, Gooey, Harvest, Hydration (?), Hyper Cutter, Ice Body, Illusion (when the illusion breaks?), Immunity (?), Imposter, Innards Out, Intimidate, Iron Barbs, Justified, Levitate, Lightning Rod, Liquid Ooze, Magic Bounce, Magician, Misty Surge, Mold Breaker, Motor Drive, Moxie, Mummy, Natural Cure, Parental Bond, Pickpocket, Pickup, Poison Heal, Poison Point, Poison Touch (?), Power Construct, Pressure, Primordial Sea, Protean, Psychic Surge, Queenly Majesty, Rain Dish, Rattled, Rough Skin, Sand Stream, Sap Sipper, Schooling, Shed Skin, Shields Down, Slow Start (start and finish?), Snow Warning, Solar Power, Soul Heart, Soundproof, Speed Boost, Stamina, Stance Change, Static, Steadfast, Sticky Hold, Storm Drain, Sturdy, Suction Cups (?), Synchronize, Tangling Hair, Teravolt, Trace, Truant, Turboblaze, Unnerve, Volt Absorb, Water Absorb, Water Compaction, Weak Armor, White Smoke, Wimp Out, Wonder Guard (?), Zen Mode.
(Abilities with a "?" are ones I think are vocal with their activation, but I'm not sure. I also could have missed some.)
Bans: OU banlist, and then moves banned from the first move slot: pivot moves (U-Turn, ect), phasing moves (Roar, Dragon Tail, ect), probably more abusive ones.
Sets:
Landorus-Therian (M) @ Choice Scarf
Ability: Intimidate
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Stealth Rock / Earthquake / Rock Tomb
- U-turn
- Earthquake
- Hidden Power [Ice]
Scarf Lando gets up Stealth Rock on switch in right away. Or, it could get an EQ immediately, causing good damage and lets you switch into it with some offense. Theres even Rock Tomb if you want to slow the opponent and guarantee the out speed.
Chansey (F) @ Eviolite
Ability: Natural Cure
EVs: 252 Def / 4 SpA / 252 SpD
Bold Nature
- Seismic Toss / Toxic / Heal Bell / Wish
- Stealth Rock
- Toxic
- Rest
Natural Cure activates on switch out, so Chansey can Rest off damage, and then get one last move in on the switch out.
Slaking @ Choice Band
Ability: Truant
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Giga Impact
- Earthquake
- Sucker Punch
- Hammer Arm
Truant's "loafing around" activation means Slaking can ignore both the downsides of Giga Impact and Truant! It'll still be locked into it's first move during the Truant turns, but that can be a greta advantage.
Gyarados-Mega @ Gyaradosite
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Dragon Dance
- Waterfall
- Crunch
- Earthquake
Gyra can get the DD with Intimidate on the switch in, and then once more when it megas with Mold Breaker! Totally a scary switch in.
Thoughts on the Meta:
-Mons that have the affected abilities are without doubt the most viable, and more so are the abilities that activate on switch in or consistently throughout the game. Intimidate and Mold Breaker already have a good affect, but now similar abilities like Pressure, Forewarn, Anticipation and more can abuse the immediate activation. Alternatively, abilities like Speed Boost and Poison Heal activate at the end of the turn, but can be done multiple times without switching.
-Damage dealing moves will probably be very popular for first moveslots. Being able to attack multiple times or immediately in a turn will be absurd, but many other defensive options might be able to counter this. If it proves to be too centralizing and OP, maybe I can change the premise to only include status moves.
-On being similar to Last Will: The biggest differences to me is that Last Will's activation is once and only on KO. That severely limits the strategy and team building creativity of the meta, whereas here the meta revolves around the constant activation. To me, that is a clear and distinct difference on multiple levels.
Questions:
-As always, better name ideas?
-Any other broken sets?
-Any other abilities I missed or miss-labeled?