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Metagame Pokemoves!

Yes, could you explain your problem?
Show the team or a replay, if you are using a nickname that could be the problem.
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On the document provided Poison Touch isn't in the list of unobtainable abilities yet all pokemon that give it are banned for some reason.
Muk-A and Grimer-A are both banned dispite not being on any of the ban lists
 
The BP limit for Pokemoves has been increased to 130!
:DprunyyBandedBodyPressLectrysHiusi Guy
Increase BP limit to 130YesYesYesYes

As no Pokemon themselves were banned in the first banslate, the next step would be to increase the BP which is what this is. Once this goes live many of the Pokemon on the first banslate along with others will be looked at in this new light.

Avalugg-Hisui, Breloom, Brute Bonnet, Copperajah, Espeon, Flareon, Gengar, Glimmora, Heatran, Iron Leaves, Iron Valiant, Keldeo, Kleavor, Kyurem, Latios, Magnezone, Mamoswine, Meloetta-Base, Meloetta-Pirouette, Munkidori, Necrozma, Okidogi, Primarina, Rhydon, Scizor, Sneasler, Terapagos-Stellar, Terrakion, Ursaring, Volcanion

Tagging dhelmise for implement, the list is above. Thanks again!
 
Hey, does using Persian-Alolan as a pokemove work? because i'm trying to, yet it keeps failing for some reason
yeah it seems to work. i use the following set and Body Press hits like a truck
Registeel @ Leftovers
Ability: Clear Body
Tera Type: Fighting
EVs: 4 HP / 252 Atk / 252 Def
Impish Nature
- Body Press
- persianalola
- Iron Defense
- Heavy Slam
 
An experiment to see how much damage I can stack
Lycanroc-Dusk @ Focus Sash/Life Orb
Ability: Tough Claws
Tera Type: Rock
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Accelerock
- Crunch
- copperajah
- Swords Dance
 
Fur Coat doesnt affect Body Press, you want something like Hustle or Tough Claws
Why would fur coat not affect body press? Body presses uses the defense stat as its attacking stat in the calculation, fur coat doubles the user's defense, so it should basically work the same way as huge/pure power does for regular physical moves since the ability doubles the stat used in the calculation for body press. It makes no sense that fur coat wouldn't double body press's damage.
 
Why would fur coat not affect body press? Body presses uses the defense stat as its attacking stat in the calculation, fur coat doubles the user's defense, so it should basically work the same way as huge/pure power does for regular physical moves since the ability doubles the stat used in the calculation for body press. It makes no sense that fur coat wouldn't double body press's damage.
Fur Coat just does not boost Body Press due to how the damage is calculated.
Same with Eviolite.
 
The BP limit for Pokemoves has been increased to 130!
:DprunyyBandedBodyPressLectrysHiusi Guy
Increase BP limit to 130YesYesYesYes

As no Pokemon themselves were banned in the first banslate, the next step would be to increase the BP which is what this is. Once this goes live many of the Pokemon on the first banslate along with others will be looked at in this new light.

Avalugg-Hisui, Breloom, Brute Bonnet, Copperajah, Espeon, Flareon, Gengar, Glimmora, Heatran, Iron Leaves, Iron Valiant, Keldeo, Kleavor, Kyurem, Latios, Magnezone, Mamoswine, Meloetta-Base, Meloetta-Pirouette, Munkidori, Necrozma, Okidogi, Primarina, Rhydon, Scizor, Sneasler, Terapagos-Stellar, Terrakion, Ursaring, Volcanion

Tagging dhelmise for implement, the list is above. Thanks again!
is this implemented yet? im still getting the message "Iron Leaves cannot be used as a pokemove"
 
is this implemented yet? im still getting the message "Iron Leaves cannot be used as a pokemove"
It doesn't seem to be. Earlier I saw someone comment in the OM chat that it was, so I figured I just needed to refresh my page, but now it's several hours later and it still says two of my 130 bp pokemoves are illegal.
 
It doesn't seem to be. Earlier I saw someone comment in the OM chat that it was, so I figured I just needed to refresh my page, but now it's several hours later and it still says two of my 130 bp pokemoves are illegal.
The Damp Rock ban took days to implement in my recollection.

While I'm here, it seems that Iron Valiant's unpredictability has been curbed in this meta, what with the majority of them using Granbull!Move (soon to be Iron Valiant!Move), Florges!Move, or Lucario!Move and thus betraying whether they're a full physical or special attacker...right?

Introducing the mixed attacker Clodsire Lure:

:Iron Valiant:
Iron Valiant @ Booster Energy
Ability: Quark Drive
Tera Type: Steel
EVs: 172 Atk / 84 SpA / 252 Spe
Naive Nature
- Florges
- Close Combat
- Knock Off
- Ice Punch

Sure, you can try making Clodsire's life miserable with Encore, but you'll be regretting it when Clodsire 2HKOes you with Poison Jab, let alone Fezandipiti!Move or even (the soon-to-come) Okidogi!Move:

0 Atk Clodsire Poison Jab vs. 0 HP / 0 Def Iron Valiant: 150-176 (51.9 - 60.8%) -- guaranteed 2HKO

So why not lure Clodsire into a false sense of security with that screaming "tell" of Florges!Move, then 2HKO it with Ice Punch when it least expects it?

172 Atk Iron Valiant Ice Punch vs. 248 HP / 8 Def Clodsire: 232-274 (50.1 - 59.1%) -- guaranteed 2HKO

Note that Blissey isn't lured to stay in because you're probably 2HKOing her at worst:

172 Atk Iron Valiant Close Combat vs. 252 HP / 252+ Def Fur Coat Blissey: 338-398 (47.3 - 55.7%) -- 77.3% chance to 2HKO

Florges!Move still hits like a truck:

84 SpA Iron Valiant Florges!Move (112 BP) vs. 12 HP / 0 SpD Walking Wake: 356-420 (104 - 122.8%) -- guaranteed OHKO

84 SpA Iron Valiant Florges!Move (112 BP) vs. 0 HP / 4 SpD Ogerpon-Wellspring: 157-186 (52.1 - 61.7%) -- guaranteed 2HKO
 
Noivern @ Choice Specs
Ability: Infiltrator
Tera Type: Flying
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Nature
- Regidrago
- Boomburst
- Psychic Noise
- Hurricane

Don't know if anyone has tried this yet but I feel like it has some real potential building my team around it now
 
First post on Smogon, would like to start by contributing this Serperior set I enjoy using:

https://pokepast.es/99123b48c69f6635

What it does: Glimmora as a move helps Serperior hit things it normally cannot, as well as be annoying with Toxic Debris. I mainly find Serperior threatening Fires, Flyings, Bugs such as Gouging Fire, Zapdos, Moltres and Volcarona. Substitute allows Serperior to hit cowardly behind a wall while dishing out Leaf Storms and Glimmoras. Glare is there to manage speed control and cripple things to let it 1v1 more mons. Leaf storm is self explanatory.
 
For those brave souls still trying to build a bulky team in this meta (balance IS workable in this meta, I checked), here are the strongest non-banned Pokemoves by base power of each type-category combination so you know what calcs to prepare for!

TypePhysicalSpecial
Bug130 BP (Scizor: grants Swarm)115 BP (Rabsca: grants Synchronize)
Dark125 BP (Bisharp: grants Defiant)125 BP (Hydreigon: grants Levitate)
Dragon130 BP (Kyurem: grants Pressure)130 BP (Latios: grants Levitate, Kyurem: grants Pressure)
Electric123 BP (Electivire: grants Motor Drive)130 BP (Magnezone: grants Magnet Pull)
Fairy130 BP (Iron Valiant: grants Quark Drive)112 BP (Florges: grants Flower Veil)
Fighting130 BP (Sneasler: grants Pressure)115 BP (Lucario: grants Steadfast)
Fire130 BP (Flareon: grants Flash Fire)130 BP (Heatran: grants Flash Fire, Volcanion: grants Water Absorb)
Flying115 BP (Flamigo: grants Scrappy)125 BP (Tornadus: grants Prankster)
Ghost115 BP (Banette: grants Insomnia)130 BP (Gengar: grants Cursed Body)
Grass130 BP (Iron Leaves: grants Quark Drive, Breloom: grants Effect Spore)125 BP (Exeggutor: grants Chlorophyll, Arboliva: grants Seed Sower, Exeggutor-Alola: grants Frisk)
Ground130 BP (Rhydon: grants Lightning Rod)80 BP (Toedscruel: grants Mycelium Might)
Ice130 BP (Mamoswine: grants Oblivious)125 BP (Frosmoth: grants Shield Dust)
Normal130 BP (Ursaring: grants Guts)130 BP (Terapagos-Stellar: grants Teraform Zero)
Poison128 BP (Okidogi: grants Toxic Chain)130 BP (Munkidori: grants Toxic Chain)
Psychic125 BP (Azelf: grants Levitate, Gallade: grants Steadfast)130 BP (Espeon: grants Synchronize)
Rock129 BP (Terrakion: grants Justified)130 BP (Glimmora: grants Toxic Debris)
Steel130 BP (Copperajah: grants Sheer Force)125 BP (Archaludon: grants Stamina)
Water125 BP (Gyarados: grants Intimidate)129 BP (Keldeo: grants Justified)

Do be aware that some Pokemoves not listed above boost their own strength with successive uses so they quickly - but not immediately - get stronger in practice than the above moves, such as Regidrago!Move.
 
i still dont understand:extremecheems:

If you're talking about how the meta works:

See the following pokepaste for a visual example
https://pokepast.es/599a223677453025

Shown are two Great Tusks with near identical movesets. Tusk 1 has Close Combat as a normal move, but Tusk 2 has Mienshao as a pokemove. For example, Mienshao's move allows Great tusk to have a 125 base power physical move that grants the ability Inner Focus on move completion. Mienshao's traits as a move are selected through Mienshao's Highest Attacking Stat and its First Ability. Mienshao's stats are shown as
65/125/60/95/60/105. The bolded stats are the offensive ones, Attack and Special Attack respectfully. Since Mienshao's attack stat is higher, the pokemove will be Physical, and have its base power be 125. If Mienshao's offenses were flipped, the move would instead be special. The first ability is the one the teambuilder defaults to when selecting a mon. Mienshao's abilities are Inner Focus, Regenerator and Reckless. Since Inner Focus is first, it is selected to the move and granted to Great Tusk on top of Protosynthesis, like how As One behaves. Though, Great Tusk would much rather have Regenerator over Inner Focus, it is forced to run Inner Focus if it uses Mienshao as a move. These two main things allow the pokemove to be selected.

TLDR: Put one pokemon in a moveslot to use it as an attacking move, with its highest attacking stat being base power and whether or not the move is physical/special, and its FIRST ability being the secondary effect.
 
Balance is indeed workable in this meta - I got 1st place on the Pokemoves ladder with only balance teams!

Screenshot_20240828-000145.png


This is likely the best version of the team, but I did swap some members around on other versions of the team:
https://pokepast.es/a090d6359b31adf9

Note that I went with lopsided defensive EV spreads because Pokemoves are that much more powerful than most other moves, so mixed walls fare poorer (except for Blissey).

:SV/Blissey:
Blissey @ Heavy-Duty Boots
Ability: Natural Cure
Tera Type: Dark
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
- Persian-Alola
- Soft-Boiled
- Calm Mind
- Seismic Toss

I knew I wanted to abuse Blissey with Persian-Alola!Move, and it turns out that not only can she wall virtually every special attacker, she can also wall about a third of the physical attackers! Make sure you switch her out of Fighting-types and mons with Attack-boosting moves. She used to be the Stealth Rock setter, but Calm Mind lets her keep pace with special attackers with boosting moves and also occasionally lets her sweep. Seismic Toss is still there to deal consistent damage to physical attackers switching in as well as win Calm Mind wars in her own way. A cool thing about the Fur Coat Blissey gets with Persian-Alola!Move - it also halves Psyshock's damage.

:SV/Gliscor:
Gliscor @ Toxic Orb
Ability: Poison Heal
Tera Type: Water
EVs: 244 HP / 252 Def / 12 SpD
Impish Nature
- Earthquake
- Protect
- Toxic
- Knock Off / Spikes / Ursaring

Gliscor is pretty mediocre. It has trouble walling things for long, and it gets 2HKOed by pretty much every special attacker. It's even overloaded as a Fighting resist surrounded by two Fighting-weak mons. But it's a demon at getting its own HP back with well-timed Protects and switch-ins, it can indeed tank a hit and Toxic that special attacker, and it can actually Toxic stall out guys with a little help from a friend. Earthquake is there to hit mons immune to Toxic hard such as Iron Treads, Clodsire, and the otherwise very dangerous Sneasler. I used Spikes at first, but I had a hard time noticing the chip damage compared to Toxic, and Flying-types kept pivoting around Gliscor. I thought Ursaring!Move would deal hazards-caliber damage since it's a near-Facade that grants Guts, but it turns out that a Gliscor with essentially Ground/Poison/Normal coverage is still exploitable (e.g. Gholdengo with Haunter!Move on good predictions). U-turn seemed promising at times, but I went with Knock Off in the end. Taking Leftovers off mons is hazards-caliber damage in the long run, and nothing is immune to Knock Off or Dark, so pivoting around Gliscor no longer works so well.

:SV/Zamazenta:
Zamazenta @ Leftovers
Ability: Dauntless Shield
Tera Type: Steel
EVs: 252 HP / 88 Def / 168 Spe
Jolly Nature
- Iron Defense
- Body Press
- Trevenant
- Roar / Heavy Slam

When you're building a balance or bulky offence team, you go with one of the finest blanket physical checks around. Zamazenta ends up revenging a lot of mons the rest of the defensive core has trouble against, such as Kingambit and Ogerpon-W. Trevenant!Move is a 110-BP physical Ghost move that grants Natural Cure - great coverage and a nice middle ground between power and shrugging off status. Roar is pretty good at shoving opposing boosters and defensive walls out of the way. Heavy Slam was used earlier until I realized that I rarely ran into Clefable and Zamazenta has to switch out of Iron Valiant most of the time and Enamorus every time.

:SV/Terapagos-Terastal:
Terapagos @ Heavy-Duty Boots
Ability: Tera Shift
Tera Type: Stellar
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Rapid Spin
- Toxic
- Tera Starstorm
- Hydreigon

Terapagos is fairly mediocre in this meta, but it is a decent Rapid Spinner, and it does have a bag of tricks that suits this team. Terapagos had Stealth Rock, Calm Mind, and the virtually Defense-boosting Wo-Chien!Move at points, but Terapagos struggled to deal damage that mattered often enough. Toxic dealt enough damage to make an impact, especially given the balance structure backing it up. Hydreigon!Move is simply the most powerful special Dark move Terapagos can get (granting Levitate is nice, though). I generally lead with Terapagos (except against Rain, where I lead with Raging Bolt and slam Latios!Move against Pelipper, hoping to catch the Ground-type switch-in), and Rapid Spinning is great to get Speed boosts against Screens. When Terapagos isn't leading, though, it's useful to get emergency damage in with Tera Shell protecting it for one turn. This Terapagos set is walled by Kingambit and Tyranitar (beats being walled by Garganacl), and Zamazenta handles both Dark-types. Against Archaludon, I typically leave or get Terapagos in and hit it as many times as I can with Hydreigon!Move, sacrifice Terapagos in the process, then revenge Archaludon with someone else.

:SV/Raging Bolt:
Raging Bolt @ Booster Energy
Ability: Protosynthesis
Tera Type: Fairy
EVs: 4 Def / 252 SpA / 252 Spe
Modest Nature
- Taunt
- Thunderclap
- Latios
- Thunderbolt

I like priority on all of my teams, and Raging Bolt provides useful resistances to Fire and Grass (while Kingambit adds a third weakness to Fighting). Latios!Move is typical to flip Ground-type match-ups on their head with Levitate. After finding that Calm Mind didn't do much in my games and running into too many Clodsires, I replaced Calm Mind with Taunt and never looked back. This Raging Bolt set is max. Speed with Modest to outspeed as many other Raging Bolt sets as possible without losing power. Booster Energy is part relic from the Calm Mind times, but it gets some helpful KOes:

252+ SpA Protosynthesis Raging Bolt Latios!Move (130 BP) vs. 0 HP / 4 SpD Ogerpon-Wellspring: 325-384 (107.9 - 127.5%) -- guaranteed OHKO

252+ SpA Protosynthesis Raging Bolt Latios!Move (130 BP) vs. 252 HP / 4 SpD Iron Treads: 210-247 (54.6 - 64.3%) -- guaranteed 2HKO

252+ SpA Protosynthesis Raging Bolt Latios!Move (130 BP) vs. 248 HP / 252+ SpD Clodsire: 228-268 (49.2 - 57.8%) -- 96.9% chance to 2HKO

:SV/Alomomola:
Alomomola @ Rocky Helmet
Ability: Regenerator
Tera Type: Flying
EVs: 252 HP / 252 Def / 4 SpD
Relaxed Nature
IVs: 0 Spe
- Scald
- Flip Turn
- Wish
- Protect

This is the 6th member of the team and the most often replaced, but it turns out that Water + Ground/Flying has few exploitable weaknesses. The only type combinations naturally breaking both are Ice/Grass (virtually nonexistent), Ice/Electric (found on special attackers only), Water/Electric (very rare), and Water/Grass. Yes, Alomomola and Gliscor have trouble with Ogerpon-W as a result. Scald tries to burn things but often isn't reliable enough in this fast-paced, offensive meta. It's higher-impact than stuff like Chilling Water and Okidogi!Move, though. Protect is a lot better than Wish in this team - Alomomola makes up part of the Toxic stalling core by stalling shockingly well for a mon prone to being 2-3HKOed. After finding that I didn't run into that much hazards on the ladder, Rocky Helmet became Alomomola's item to get helpful chip on attackers.

Team members that didn't make it into the best version:

:SV/Landorus-Therian:
Landorus-Therian (M) @ Rocky Helmet
Ability: Intimidate
Tera Type: Water
EVs: 252 HP / 220 Def / 36 Spe
Bold Nature
- Tornadus-Therian
- Earth Power
- U-turn
- Stealth Rock / Nasty Plot

He's a very fine Pokemon using a very fine set, and he does buy a lot of time with Intimidate and pivoting, sometimes with Regenerator. He just didn't fit my style as well as Gliscor does. He does better into Archaludon but worse into Clodsire than Gliscor does.

:SV/Amoonguss:
Amoonguss @ Yache Berry
Ability: Regenerator
Tera Type: Water
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
- Protect / Giga Drain
- Sludge Bomb
- Toxic
- Heatran

Amoonguss was my first attempt to fix the Ogerpon-W and Iron Valiant match-ups at the same time. Sadly, Amoonguss has a zillion weaknesses and opens my team up to not only Ground/Ice coverage (thus the Yache Berry to safely Toxic Great Tusk/etc. as they hit Amoonguss with an Ice move), but even Cinderace. Heatran!Move was funny the one time I ran into a Sun team that led with Torkoal, but Ogerpon-H chases the Flash Fire 'Moongs out too well.

:SV/Pecharunt:
Pecharunt @ Air Balloon
Ability: Poison Puppeteer
Tera Type: Fairy
EVs: 252 HP / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Malignant Chain
- Haunter
- Recover
- Parting Shot

Pecharunt was my second attempt to fix the Ogerpon-W and Iron Valiant match-ups at the same time. Its weakness array got annoying, though, not only opening me up to Ground/Ice coverage again, but also Roaring Moon. This set outspeeds all Great Tusks, so it can stay immune to Ground for as long as possible with a well-aimed Haunter!Move.

:SV/Dondozo:
Dondozo @ Leftovers
Ability: Unaware
Tera Type: Dragon
EVs: 248 HP / 8 Atk / 252 Def
Impish Nature
- Liquidation
- Okidogi
- Rest
- Sleep Talk

Dondozo @ Leftovers
Ability: Unaware
Tera Type: Dragon
EVs: 248 HP / 8 Atk / 252 Def
Impish Nature
- Liquidation
- Cyclizar
- Rest
- Curse

Dondozo @ Leftovers
Ability: Unaware
Tera Type: Dragon
EVs: 248 HP / 8 Atk / 252 Def
Impish Nature
- Body Press
- Flamigo
- Rest
- Sleep Talk

I swear Dondozo has a much harder time walling anything in Pokemoves than in OU. It's like everyone surrounding it has offensively Terastallized all the time. Cyclizar!Move grants Shed Skin and tries to free up a moveslot for Curse so Dondozo can start walling things. This comes at the cost of giving up on Ogerpon-W close to completely. Okidogi!Move and Flamigo!Move are both super-effective against both Ogerpon-W and Iron Valiant. Okidogi!Move grants Toxic Chain, which ensures this Rest-Talker isn't too passive even while sleeping. Body Press snipes Kingambit, Roaring Moon, and other mons that regularly 3HKO Dondozo. The 8 Attack EVs are to get as much damage done on Ogerpon-W as possible so revenging her later is easier.

Replays:

In other news, cool sets I found on ladder! I had to reverse engineer EVs, natures, and likely items, so I may have gotten them wrong:

:SV/Deoxys-Speed:
Deoxys-Speed @ Life Orb
Ability: Pressure
Tera Type: Fighting
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
- Psycho Boost
- Ice Beam
- Malamar
- Superpower

Faced this set (or something very much like it) a few times on ladder. Juked me once, and then I was determined to make sure it never jukes me ever again. Pretty scary once it gets rolling, though.

:SV/Dondozo:
Dondozo @ Leftovers
Ability: Unaware
Tera Type: Dragon
EVs: 248 HP / 252 Def / 8 SpD
Impish Nature
- Gogoat
- Crunch
- Curse
- Rest

A Dondozo set that middle fingers Ogerpon-Wellspring at the cost of getting through Roaring Moon very slowly.

:SV/Zamazenta:
Zamazenta @ Leftovers
Ability: Dauntless Shield
Tera Type: Fire
EVs: 252 HP / 4 Def / 252 Spe
Jolly Nature
- Substitute
- Protect
- Sneasler
- Crunch

This set actually Pressure stalled out my Gliscor in https://replay.pokemonshowdown.com/gen9pokemoves-2185024931. This game and another game where Gholdengo essentially got to switch into Gliscor for free made me shy away from using Ursaring!Move as Gliscor's 4th move.
 
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