Approved by Arcticblast originally, updated version approved by Hollywood
Welcome to the metagame where your strongest moves suddenly hit like a burned Shedinja, your weaker moves suddenly punch like a drunk Machamp, and your godawful never-would-ever-use-it moves suddenly decimate foes like a judgmental Arceus.
Old Base Power - New Base Power
10 -> 140
15 -> 135
20 -> 130
25 -> 125
30 -> 120
35 -> 115
40 -> 110
45 -> 105
50 -> 100
55 -> 95
60 -> 90
65 -> 85
70 -> 80
75 -> 75
80 -> 70
85 -> 65
90 -> 60
95 -> 55
100 -> 50
105 -> 45
110 -> 40
115 -> 35
120 -> 30
125 -> 25
130 -> 20
135 -> 15
140 -> 10
145 -> 5
150+ -> 1
So from now on, Close Combat only has a base power of 30? And Tackle has a base power of 100? And Leech Life is now 130? Yes!
Isn't that a little too stornk in the case of stuff like Superpower? And don't forget V-Create! Sure, if you think moves with 30 or 1 base power are threatening.
Follow this link to see all the moves that changed.
While turning this stuff on its head sounds really fun and all, there are a few things that need to be addressed:
- Priority base power will stay the same! Otherwise Feint becomes the new Extreme Speed but with 120 bp that ignores Protect. Priority moves at the old 40 bp mark would become 110. Priority is generally weak for a reason so let's keep it that way.
- Multi-hit moves will stay the same! This is for simplicity's sake and to avoid really broken moves. Sorry, you can't have a Double Kick with 120 base power that hits twice in one turn with 100% accuracy.
- Moves that change power will have that effect reversed. For example, Knock Off will now be cut by 50% when it knocks off an item (but then goes back to full power if the opponent doesn't have one.) Pursuit will halve if the opponent switches out. Fury Cutter will get consistently weaker. Acrobatics' power is halved without an item. And so on. (see link for full list, let me know if I missed any)
- And finally, moves that rely on factors like Happiness, Weight, Speed, PP, HP, user's items, stat boosts, and pure luck stay the same. This again is for simplicity's sake and to avoid Return with 150 base power and no drawbacks. (see link for full list)
Well why the restrictions? I'll tell you why. I wanted this metagame to focus on moves inverting in power, not the subtle mechanics of why that happens, but instead to look at which "weak" moves become all of the sudden "strong" and who that benefits.
Obviously there are some types that will do much better now. Bug looks dangerous with Infestation, Fell Stinger, and Leech Life. Flying gets Peck, a move almost on par with Brave Bird's bp yet with no recoil. Water Gun is Hydro Pump with 100% accuracy. Other moves to watch out for include Nuzzle, Draining Kiss, and a Rapid Spin that doubles as hazard removal and very powerful attack.
Also, Pokemon that were once regarded for their wide movepools full of great attacks will need to look to new strategies to survive. On the flip side, Pokemon that had movepools full of so-so or weak attacks now get the chance to shine. Make of it what you will and have fun!
- Ember (110), Aerial Ace (90), Air Cutter (90), Flame Charge (100), Sky Drop (90), Power-Up Punch (110), Mud Slap (130), Rock Tomb (90), Ancient Power (90), Bite (90), Dragon Claw (70), Hidden Power (90)
- Thunder Shock (110), Volt Switch (80), Ominous Wind (90), Mud-Slap (130), Hidden Power Water (90)
- Shadow Claw (80), Shadow Sneak (40), Aerial Ace (90), Shadow Ball (70), Iron Head (70), Fury Cutter (110), Hidden Power (90)
- Peck (115, uh-oh...), Flame Charge (100), U-turn (80), Steel Wing (80)
- Bubble (110), Lick (120), Feint Attack (90), Smack Down (100), Aerial Ace (90), Acrobatics (95), U-turn (80), Power-Up Punch (110), Hidden Power (90)
- Bullet Punch (40), Metal Claw (100), Fury Cutter (120), Acrobatics (95), U-turn (80), Rock Smash (120)
- Dual Chop (40x2), Sand Tomb (115), Rock Tomb (90), Bulldoze (90), Rock Smash (120)
- Power-Up Punch (110), Knock Off (85), Smack Down (100), Mach Punch (40), Ice Punch (75)
- Smack Down (100), Bite (90), Bulldoze (90), Power-Up Punch (110)
- Fire Spin (115), Mud-Slap (130), Ancient Power (90), Flash Cannon (70), Hidden Power (90)
- Psyshock (70), Twister (110), Whirlpool (110), Water Pulse (90), Icy Wind (95), Mud-Slap (130), Shock Wave (90), Hidden Power (90)
- Thanks to Leech Life (130) and Tinted Lens, Yanmega doesn't much care about Stealth Rocks anymore and will be recovering tons of HP with its high Special Attack. Air Cutter (90) is its best Flying STAB. Mud-Slap (130), Hidden Power (90), and Ancient Power (90) are good coverage moves.
- With Pixilate and a much stronger Normal move in Echoed Voice (110 vs Hyper Voice's old 90), Sylveon can fire off strong attacks in between supporting the team. Thing is, if it uses Echoed Voice twice (or more) in a row, the base power drops by half each time, so it will have to attack with other moves if it wants to stay on the offensive.
- No longer burdened with Close Combat's side effects, Sawk has a reliable Fighting STAB with no drawbacks in Karate Chop (100). Now that Knock Off is a bit wonky as it does less if the target is holding an item, there's Payback (100), which does full damage as long as Sawk moves first. With a base 85 Speed and good 125 Attack, Sawk is screaming for a Choice Scarf, something that combos well with Payback. Otherwise it has coverage moves in the elemental punches (still 75) or the double-edged-sword Rock Tomb (90) which will increase your target's Speed. Again, a Choice Scarf can remedy this against slower foes.
Welcome to the metagame where your strongest moves suddenly hit like a burned Shedinja, your weaker moves suddenly punch like a drunk Machamp, and your godawful never-would-ever-use-it moves suddenly decimate foes like a judgmental Arceus.
Time for a Power-Twist!


10 -> 140
15 -> 135
20 -> 130
25 -> 125
30 -> 120
35 -> 115
40 -> 110
45 -> 105
50 -> 100
55 -> 95
60 -> 90
65 -> 85
70 -> 80
75 -> 75
80 -> 70
85 -> 65
90 -> 60
95 -> 55
100 -> 50
105 -> 45
110 -> 40
115 -> 35
120 -> 30
125 -> 25
130 -> 20
135 -> 15
140 -> 10
145 -> 5
150+ -> 1
So from now on, Close Combat only has a base power of 30? And Tackle has a base power of 100? And Leech Life is now 130? Yes!
-BUT-
Power comes at a price! When the strength of the moves got twisted around, so did some of their effects. What that means is moves that decreased or increased a stat now have that effect inverted. So you mean Power-Up Punch lowers Attack 1 stage now? And Superpower raises Attack and Defense? And Mud-Slap raises the opponent's accuracy? Yes to all three.Isn't that a little too stornk in the case of stuff like Superpower? And don't forget V-Create! Sure, if you think moves with 30 or 1 base power are threatening.
Follow this link to see all the moves that changed.
While turning this stuff on its head sounds really fun and all, there are a few things that need to be addressed:
- Priority base power will stay the same! Otherwise Feint becomes the new Extreme Speed but with 120 bp that ignores Protect. Priority moves at the old 40 bp mark would become 110. Priority is generally weak for a reason so let's keep it that way.
- Multi-hit moves will stay the same! This is for simplicity's sake and to avoid really broken moves. Sorry, you can't have a Double Kick with 120 base power that hits twice in one turn with 100% accuracy.
- Moves that change power will have that effect reversed. For example, Knock Off will now be cut by 50% when it knocks off an item (but then goes back to full power if the opponent doesn't have one.) Pursuit will halve if the opponent switches out. Fury Cutter will get consistently weaker. Acrobatics' power is halved without an item. And so on. (see link for full list, let me know if I missed any)
- And finally, moves that rely on factors like Happiness, Weight, Speed, PP, HP, user's items, stat boosts, and pure luck stay the same. This again is for simplicity's sake and to avoid Return with 150 base power and no drawbacks. (see link for full list)
Well why the restrictions? I'll tell you why. I wanted this metagame to focus on moves inverting in power, not the subtle mechanics of why that happens, but instead to look at which "weak" moves become all of the sudden "strong" and who that benefits.
Obviously there are some types that will do much better now. Bug looks dangerous with Infestation, Fell Stinger, and Leech Life. Flying gets Peck, a move almost on par with Brave Bird's bp yet with no recoil. Water Gun is Hydro Pump with 100% accuracy. Other moves to watch out for include Nuzzle, Draining Kiss, and a Rapid Spin that doubles as hazard removal and very powerful attack.
Also, Pokemon that were once regarded for their wide movepools full of great attacks will need to look to new strategies to survive. On the flip side, Pokemon that had movepools full of so-so or weak attacks now get the chance to shine. Make of it what you will and have fun!














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