SP Shared Power

btw that wouldnt work cuz wandering spirit only swaps itself and not other abilities shared on it
Actually I think it can work you just need to make contact twice... But then again truant would not allow you to move when you need the second contact. What if you make contact with one Pokemon then switch slaking into a contact attack? The two Pokemons have wondering spirit so how would that work?
 
I don’t think Slaking would even be that good if it was restricted. It lacks synergy with mostly other Pokemon and is outsped by other sweepers. It competes with Snorlax on berry teams and Zangoose on Guts priority spam.
 
What's The Most Damage Possible in 1 Move in SP?
Hey guys, first time poster here. I've had this question in the back of my mind since watching King the Luck's videos on YT, and Gen9 SP is my favorite OM so I wanted to know how things would be different in a different format.

I've come up with my own setup that I think would yield the most damage, but feel free to correct me if I missed anything or messed up my calcs. Here's a couple of guidelines I'm setting for myself:
  • Setup must be replicable in the "[Gen 9] Shared Power" format on Pokemon Showdown
  • Assume ideal RNG (if you want something to miss or crit etc. it will)
  • No Metronome (move)
This is my Attacking Team, this is my Defending Team, this is the Replay, and the total amount of damage I could feasibly do was:

The rest of this post will be my process and the calcs I used, but I know some people ain't gonna read it so before you go, free my boy Scizor and fix the bug that won't let me share drought.

Which move can deal the most damage?
Since Last Respects is banned, we're gonna need another move to do the damage. Most people's first answer would probably be Rollout, however I think that the SP format gives us a better alternative: a fire type move.

From what I've gathered there are a bunch of abilities unique to fire damage that will boost a fire attack to do more damage than a rollout. The only abilities that help Rollout specifically would be Bombirdier's Rocky Payload and Sand Force, so 480 BP x2 [Defense Curl] x1.5 [Rocky Payload] x1.3 [Sand Force] would be ~1872 potential effective BP. Compare that to a physical fire move with 120 BP x1.5 [Sun] x4 [Forest's Curse & Tar Shot] x2 [Fluffy] x1.5 [Flash Fire] x1.5 [Blaze] x1.25 [Dry Skin], which gives you a ~4050 potential effective BP (although I ended up not using Dry skin).

That leaves our options to a non-contact physical fire move to use, and I've found Pyro Ball to be our best shot.

The Setup: (Refer to Attacking Team, Defending Team, Replay)

T1-T5: Cycle every pokemon on the Attack team to stack all their abilities, Defense team can do whatever. You should have Atk Smeargle and Bastiodon up front at the end. This Smeargle will never switch.

T6-T32: Bastiodon uses Flamethrower, Atk Smeargle uses Conversion. T7 Bastiodon uses Focus Energy, Atk Smeargle uses Copycat. Then begin cycle of Guard Split, switch out, switch in, Guard Split again. Keep repeating that until you've Guard Split 9 times. Have Atk Smeargle use Conversion to not waste the PP of other moves. 9th Guard Split should be on T32.

T33-T36: Switch to Target Smeargle. T34 Atk Smeargle use Conversion again and Target Smeargle use Reflect Type. T35 switch to Forretress, Atk Smeargle uses copycat to reflect Forretress's typing. T36 Forretress uses Power Trick, Atk Smeargle uses copycat again to trick his own power.

T37-T49: Switch to Houndstone, Atk Smeargle use Tar Shot. T38 Howl for 6 turns, Atk Smeargle use Copycat to copy Howl 6 times for +6 Atk. T44 Houndstone use Tail Whip for 6 turns to give Atk Smeargle -6 Def, Atk Smeargle use Tar Shot until T61.

T50-T52: Switch to Medicham, Atk Smeargle uses Tar Shot until T60. T51 Medicham Skill Swap. T52 Medicham Flings its Flame Orb to inflict burn.

T53-T56: Switch to Trevenant, Atk Smeargle still Tar Shot. T54 Trevenant uses Trick so it holds the Heat Rock and gives Choice Band to Atk Smeargle, Atk Smeargle uses Tar Shot and is now choiced. T55 Trevenant uses Forest's Curse. T56 Trevenant uses Sunny Day with Heat Rock, 1st Sun turn.

T57: Switch to Target Smeargle, 2nd Sun turn.
T58: Target Smeargle use Reflect Type to gain bug-steel-grass typing, 3rd Sun turn.
T59: Target Smeargle use Psych up for -6 Def, 4th Sun turn.
T60: Target Smeargle use Switcheroo, taking Choice Band from Atk Smeargle and un-choicing it next turn, 5th Sun turn.
T61: Atk Smeargle use Conversion to gain fire typing, Target Smeargle use Switcheroo again, 6th Sun turn.
T62: Atk Smeargle use Pyro Ball since no choice-lock yet, Target Smeargle triggers focus sash and uses Glaive Rush, 7th Sun.
T63: Atk Smeargle at <33% health from burn Teras into Fire, uses Pyro Ball, hits and crits on the 8th Sun turn with Choice band active.

The Damage Calc: (Refer to 1,261,854,144 and Damage Formula)
Here's the fun part. I did my best to apply everything correctly to the damage formula and round everywhere I needed to to get the most accurate number I could.

First we have the effective Atk value, which is 477 from Guard Split and Power Trick, multiplied by 1.5 for Choice Band, 2 for Pure Power, 1.5 for Flash Fire, 1.5 for Guts, 1.5 for Blaze, 1.5 for Hustle, and 4 for +6 Atk stages. Total is 28,977.75

Then Base value, which calculates the base damage of a 120 BP attack at level 100 with 28,977.75 Atk. Total is 2,920,959 rounded.

Finally the rest of the equation. You're supposed to round down at 0.5 after multiplying each value, however I only needed to do that once. We multiply Base by 1.5 for Sun (rounding down), 2 for Glaive Rush, 1.5 for Crit, 2 For STAB, 16 for Type effectiveness (Forest's Curse & Tar Shot), and 3 for the Other bracket in parentheses (Sniper & Fluffy). Total is 1,261,854,144 total damage inflicted.

RNG needed: On T62-T63, Atk Smeargle needs to hit both Pyro Balls at a ~72% probability each with Hustle. Pyro Ball also needs to not proc burn after the first hit, so another 90%. Thus the probability of a successful attempt of this setup is:

~0.72 x ~0.72 x 0.9 x 0.5 [Focus Energy Crit] = ~23.33% probability of a successful attempt (ignoring the 1/16 probability for max random damage roll).

Possible improvements:
Idk lol. Of the applicable damage enhancers I couldn't fit on this setup, I'm still missing:
  • Toxic Boost (x1.5)
  • Analytic (~x1.3)
  • Sheer Force (~x1.3) (Thanks chartung17)
  • Dry skin (x1.25)
  • Rivalry (x1.25)
  • Regirock's 200 Def stat (~x1.15)
  • Adaptability (x1.125)
  • Temper Flare can have 150 BP, but it makes contact so its bad against Fluffy (Thanks vnmmv)
Let me know if I've failed to account for any abilities or moves. I've looked through Bulbapedia's list of all status moves like twice and I couldn't find anything else to boost damage. Technically Raging Fury would be better to use since it doesn't have the chance to inflict an unwanted burn, but I got the replay with Pyro Ball so who cares. If anyone has any questions comments or criticisms those would be very much appreciated.
 
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What's The Most Damage Possible in 1 Move in SP?
Hey guys, first time poster here. I've had this question in the back of my mind since watching King the Luck's videos on YT, and Gen9 SP is my favorite OM so I wanted to know how things would be different in a different format.

I've come up with my own setup that I think would yield the most damage, but feel free to correct me if I missed anything or messed up my calcs. Here's a couple of guidelines I'm setting for myself:
  • Setup must be replicable in the "[Gen 9] Shared Power" format on Pokemon Showdown
  • Assume ideal RNG (if you want something to miss or crit etc. it will)
  • No Metronome (move)
This is my Attacking Team, this is my Defending Team, and the total amount of damage I could feasibly do was:

The rest of this post will be my process and the calcs I used, but I know some people ain't gonna read it so before you go, no I do not have an attempt replay, free my boy Scizor, and fix the bug that won't let me share drought.

Which move can deal the most damage?
Since Last Respects is banned, we're gonna need another move to do the damage. Most people's first answer would probably be Rollout, however I think that the SP format gives us a better alternative: a fire type move.

From what I've gathered there are a bunch of abilities unique to fire damage that will boost a fire attack to do more damage than a rollout. The only abilities that help Rollout specifically would be Bombirdier's Rocky Payload and Sand Force, so 480 BP x2 [Defense Curl] x1.5 [Rocky Payload] x1.3 [Sand Force] would be ~1872 potential effective BP. Compare that to a physical fire move with 120 BP x1.5 [Sun] x4 [Forest's Curse & Tar Shot] x2 [Fluffy] x1.5 [Flash Fire] x1.5 [Blaze] x1.25 [Dry Skin], which gives you a ~4050 potential effective BP (although I ended up not using Dry skin).

That leaves our options to a non-contact physical fire move to use, and I've found Pyro Ball to be our best shot.

The Setup: (Refer to Attacking Team and Defending Team)

T1-T6: Cycle every pokemon on the Attack team to stack all their abilities, Defense team can do whatever. You should have Atk Smeargle and Bastiodon up front at the end. This Smeargle will never switch.

T7-T33: Bastiodon uses Flamethrower, then begin cycle of Guard Split, switch out, switch in, Guard Split again. Keep repeating that until you've Guard Split 9 times. Have Atk Smeargle use Pyro Ball on Bastiodon enough to reduce HP to below 30% with life orb, else use Conversion to not waste the PP of other moves. T33 Bastiodon use Focus Energy, Atk Smeargle use Copycat to copy it.

T34-T37: Switch to Target Smeargle. T35 use Atk use Conversion again and Target Smeargle use Reflect Type. T36 switch to Forretress, Atk Smeargle uses copycat to reflect Forretress's typing. T37 Forretress uses Power Trick, Atk Smeargle uses copycat again to trick his own power.

T38-T39: Switch to Medicham, Atk Smeargle uses Tar Shot, and will keep using Tar Shot until T48. T39 Medicham Skill Swap.

T40-T53: Switch to Houndstone, Trick Heat Rock onto Atk Smeargle, then Tail Whip for 6 turns. T48 use Howl for 6 turns, Atk Smeargle use Copycat to copy Howl 6 times for +6 Atk.

T54-T56: Switch to Trevenant, Atk Smeargle use Tar Shot. Trevenant uses Trick so it holds the Heat Rock and gives Choice Band to Atk Smeargle, Atk Smeargle use Tar Shot and is now choiced. T55 Trevenant uses Forest's Curse. T56 Trevenant uses Sunny Day with Heat Rock, 1st Sun turn.

T57: Switch to Target Smeargle, Atk Smeargle choiced to Tar Shot, 2nd Sun turn.
T58: Atk Smeargle choiced to Tar Shot, Target Smeargle use Magic Room, 3rd Sun turn 1st Room turn.
T59: Choice lock is undone on Atk Smeargle but use Tar Shot anyways, Target Smeargle use Reflect Type to gain bug-steel-grass typing, 4th Sun turn 2nd Room turn.
T60: Atk Smeargle use Conversion to gain the Fire type, Target Smeargle use Psych up for -6 Def, 5th Sun turn 3rd Room turn.
T61: Stall turn, Atk Smeargle use Conversion, Target Smeargle use Psych up again, 6th Sun turn 4th Room turn.
T62: Atk Smeargle use Conversion, Target Smeargle use Glaive Rush, 7th Sun turn 5th Room turn.
T63: Atk Smeargle use Pyro Ball, hits on the 8th Sun turn with Choice band active.

The Damage Calc: (Refer to 1,093,648,032 and Damage Formula)
Here's the fun part. I did my best to apply everything correctly to the damage formula and round everywhere I needed to to get the most accurate number I could.

First we have the effective Atk value, which is 477 from Guard Split and Power Trick, multiplied by 1.5 for Choice Band, 2 for Pure Power, 1.5 for Flash Fire, 1.5 for Blaze, 1.5 for Hustle, and 4 for +6 Atk stages. Total is ~19,318.5

Then <em>Base</em> value, which calculates the base damage of a 120 BP attack (~x1.3 with Sheer Force, Bulba just says it boosts base power so I put it here same thing) at level 100 with ~25,114.99 <em>Atk</em>. Total is 2,531,593 rounded.

Finally the rest of the equation. You're supposed to round down at 0.5 after multiplying each value, however I only needed to do that once. We multiply <em>Base</em> by 1.5 for Sun (rounding down), 2 for Glaive Rush, 1.5 for Crit, 2 For STAB, 16 for Type effectiveness (Forest's Curse & Tar Shot), and 3 for the Other bracket in parentheses (Sniper & Fluffy). Total is 1,093,648,032 total damage inflicted.

RNG needed: Not much surprisingly. I thought I'd be relying on it way more. During T7-33, Pyro Ball has to hit at least 7 out of 9 times, which according to Google AI has a 51.88% probability to happen with the 20% accuracy drop from Hustle. On T63, I have Atk Smeargle use Pyro Ball once, which adds another ~72% probability of happening. Therefore the probability of a successful attempt is:

0.5188 x ~0.72 x 0.5 [Focus Energy Crit] = ~18.68% probability of a successful attempt (ignoring the 1/16 probability for max random damage roll).

Possible improvements:
Idk lol. Of the applicable damage enhancers I couldn't fit on this setup, I'm still missing:
  • Analytic (~x1.3)
  • Dry skin (x1.25)
  • Rivalry (x1.25)
  • Regirock's 200 Def stat (~x1.15)
  • Adaptability (x1.125)
  • Temper Flare can have 150 BP, but it makes contact so its bad against Fluffy (Thanks vnmmv)
Let me know if I've failed to account for any abilities or moves. I've looked through Bulbapedia's list of all status moves like twice and I couldn't find anything else to boost damage.

If anyone would like to try getting a replay of this setup being successfully performed I'd be very thankful. If anyone has any questions comments or criticisms those are appreciated as well.
Is there any reason you didnt use raging fury? Cuz I feel like thats free damage even if it locks you in for a bit and isnt sf boosted (analytic same boost)

edit: for some reason I was thinking raging fury had a higher bp than pyro ball, idk why
 
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Is there any reason you didnt use raging fury? Cuz I feel like thats free damage even if it locks you in for a bit and isnt sf boosted (analytic same boost)
From what I see Raging Fury would do the same amount of damage right? Both Raging Fury and Pyro Ball are 120 BP, and I’d imagine the confusion would hurt the RNG of attempts.
 
I've been paying shared power for a few weeks and have been really enjoying it. However, some abilities don't seem to be transferring from other pokemon that are not restricted. I've been trying a team with Klawf using Anger Shell, which ins't restricted, however my other pokemon are not getting the buff. Is this is a bug or am I misunderstanding something.

Thank you :)
 
I've been paying shared power for a few weeks and have been really enjoying it. However, some abilities don't seem to be transferring from other pokemon that are not restricted. I've been trying a team with Klawf using Anger Shell, which ins't restricted, however my other pokemon are not getting the buff. Is this is a bug or am I misunderstanding something.

Thank you :)
Is the opponent using Sheer Force, did you send out Klawf first, and did you select Anger Shell?
 
What's The Most Damage Possible in 1 Move in SP?
Hey guys, first time poster here. I've had this question in the back of my mind since watching King the Luck's videos on YT, and Gen9 SP is my favorite OM so I wanted to know how things would be different in a different format.

I've come up with my own setup that I think would yield the most damage, but feel free to correct me if I missed anything or messed up my calcs. Here's a couple of guidelines I'm setting for myself:
  • Setup must be replicable in the "[Gen 9] Shared Power" format on Pokemon Showdown
  • Assume ideal RNG (if you want something to miss or crit etc. it will)
  • No Metronome (move)
This is my Attacking Team, this is my Defending Team, and the total amount of damage I could feasibly do was:

The rest of this post will be my process and the calcs I used, but I know some people ain't gonna read it so before you go, no I do not have an attempt replay, free my boy Scizor, and fix the bug that won't let me share drought.

Which move can deal the most damage?
Since Last Respects is banned, we're gonna need another move to do the damage. Most people's first answer would probably be Rollout, however I think that the SP format gives us a better alternative: a fire type move.

From what I've gathered there are a bunch of abilities unique to fire damage that will boost a fire attack to do more damage than a rollout. The only abilities that help Rollout specifically would be Bombirdier's Rocky Payload and Sand Force, so 480 BP x2 [Defense Curl] x1.5 [Rocky Payload] x1.3 [Sand Force] would be ~1872 potential effective BP. Compare that to a physical fire move with 120 BP x1.5 [Sun] x4 [Forest's Curse & Tar Shot] x2 [Fluffy] x1.5 [Flash Fire] x1.5 [Blaze] x1.25 [Dry Skin], which gives you a ~4050 potential effective BP (although I ended up not using Dry skin).

That leaves our options to a non-contact physical fire move to use, and I've found Pyro Ball to be our best shot.

The Setup: (Refer to Attacking Team and Defending Team)

T1-T6: Cycle every pokemon on the Attack team to stack all their abilities, Defense team can do whatever. You should have Atk Smeargle and Bastiodon up front at the end. This Smeargle will never switch.

T7-T33: Bastiodon uses Flamethrower, then begin cycle of Guard Split, switch out, switch in, Guard Split again. Keep repeating that until you've Guard Split 9 times. Have Atk Smeargle use Pyro Ball on Bastiodon enough to reduce HP to below 30% with life orb, else use Conversion to not waste the PP of other moves. T33 Bastiodon use Focus Energy, Atk Smeargle use Copycat to copy it.

T34-T37: Switch to Target Smeargle. T35 use Atk use Conversion again and Target Smeargle use Reflect Type. T36 switch to Forretress, Atk Smeargle uses copycat to reflect Forretress's typing. T37 Forretress uses Power Trick, Atk Smeargle uses copycat again to trick his own power.

T38-T39: Switch to Medicham, Atk Smeargle uses Tar Shot, and will keep using Tar Shot until T48. T39 Medicham Skill Swap.

T40-T53: Switch to Houndstone, Trick Heat Rock onto Atk Smeargle, then Tail Whip for 6 turns. T48 use Howl for 6 turns, Atk Smeargle use Copycat to copy Howl 6 times for +6 Atk.

T54-T56: Switch to Trevenant, Atk Smeargle use Tar Shot. Trevenant uses Trick so it holds the Heat Rock and gives Choice Band to Atk Smeargle, Atk Smeargle use Tar Shot and is now choiced. T55 Trevenant uses Forest's Curse. T56 Trevenant uses Sunny Day with Heat Rock, 1st Sun turn.

T57: Switch to Target Smeargle, Atk Smeargle choiced to Tar Shot, 2nd Sun turn.
T58: Atk Smeargle choiced to Tar Shot, Target Smeargle use Magic Room, 3rd Sun turn 1st Room turn.
T59: Choice lock is undone on Atk Smeargle but use Tar Shot anyways, Target Smeargle use Reflect Type to gain bug-steel-grass typing, 4th Sun turn 2nd Room turn.
T60: Atk Smeargle use Conversion to gain the Fire type, Target Smeargle use Psych up for -6 Def, 5th Sun turn 3rd Room turn.
T61: Stall turn, Atk Smeargle use Conversion, Target Smeargle use Psych up again, 6th Sun turn 4th Room turn.
T62: Atk Smeargle use Conversion, Target Smeargle use Glaive Rush, 7th Sun turn 5th Room turn.
T63: Atk Smeargle Tera Fire, use Pyro Ball, hits on the 8th Sun turn with Choice band active.

The Damage Calc: (Refer to 1,093,648,032 and Damage Formula)
Here's the fun part. I did my best to apply everything correctly to the damage formula and round everywhere I needed to to get the most accurate number I could.

First we have the effective Atk value, which is 477 from Guard Split and Power Trick, multiplied by 1.5 for Choice Band, 2 for Pure Power, 1.5 for Flash Fire, 1.5 for Blaze, 1.5 for Hustle, and 4 for +6 Atk stages. Total is ~19,318.5

Then Base value, which calculates the base damage of a 120 BP attack (~x1.3 with Sheer Force, Bulba just says it boosts base power so I put it here same thing) at level 100 with ~19,318.5 Atk. Total is 2,531,593 rounded.

Finally the rest of the equation. You're supposed to round down at 0.5 after multiplying each value, however I only needed to do that once. We multiply Base by 1.5 for Sun (rounding down), 2 for Glaive Rush, 1.5 for Crit, 2 For STAB, 16 for Type effectiveness (Forest's Curse & Tar Shot), and 3 for the Other bracket in parentheses (Sniper & Fluffy). Total is 1,093,648,032 total damage inflicted.

RNG needed: Not much surprisingly. I thought I'd be relying on it way more. During T7-33, Pyro Ball has to hit at least 7 out of 9 times worst case scenario, which according to Google AI has a 51.88% probability to happen with the 20% accuracy drop from Hustle. However, you can definitely use a couple more turns to make sure Atk Smeargle gets all the hits, or to hit him a couple of times with other mons. On T63, I have Atk Smeargle use Pyro Ball once, which adds another ~72% probability of happening. Therefore the probability of a successful attempt is:

0.5188 x ~0.72 x 0.5 [Focus Energy Crit] = ~18.68% probability of a successful attempt AT WORST, with a ~36% probability with a safer setup (ignoring the 1/16 probability for max random damage roll).

Possible improvements:
Idk lol. Of the applicable damage enhancers I couldn't fit on this setup, I'm still missing:
  • Analytic (~x1.3)
  • Dry skin (x1.25)
  • Rivalry (x1.25)
  • Regirock's 200 Def stat (~x1.15)
  • Adaptability (x1.125)
  • Temper Flare can have 150 BP, but it makes contact so its bad against Fluffy (Thanks vnmmv)
Let me know if I've failed to account for any abilities or moves. I've looked through Bulbapedia's list of all status moves like twice and I couldn't find anything else to boost damage.

If anyone would like to try getting a replay of this setup being successfully performed I'd be very thankful. If anyone has any questions comments or criticisms those are appreciated as well.
If you replace Sheer Force with Guts and have Forretress use Thunder Wave on Smeargle at some point, you're more RNG reliant, but it's a higher multiplier.
 
If you replace Sheer Force with Guts and have Forretress use Thunder Wave on Smeargle at some point, you're more RNG reliant, but it's a higher multiplier.
Omfg I thought Guts was restricted you're absolutely right. Thanks a ton, already updated with the new numbers.
 
Max Damage Update: I got the replay!
It took me like three tries after I changed the setup a bit. Everything on the original post has been updated with the correct setup and numbers.
 
In a doubles version of this format do you think dancer would be restricted?
Not sure. It feels strong for giving mons quiver dance or victory dance boosts. Definitely pair with mons that have great stats but little setup. Zamazenta comes to mind for victory dance and Hoopa for either wanting the speed and with hyperspace moves to break through common protects in doubles. Clangorous soul would be extremely scary as well on potential berry teams.
 
I don’t think Slaking would even be that good if it was restricted. It lacks synergy with mostly other Pokemon and is outsped by other sweepers. It competes with Snorlax on berry teams and Zangoose on Guts priority spam.
Ye but the main reward of that team would be giving the opponents Pokemon truant.
 
Wanted to share a really cool team I made on forums to honor Roaring Moon being broken in OU. Reached number 5 on ladder currently with it and has been my most consistent team in the 1500 range to push me there.

:roaring moon: :houndstone: :dachsbun: :ting-lu: :Frosmoth: :Zamazenta:

For a quick rundown of what everything does...

:sv/houndstone:
This guy is only here to share Fluffy mainly but is scarfed with Trick to mess with setup that isn't my own.

:sv/dachsbun:
This guy is only here to share Well-Baked-Body to complement Fluffy, but is a nice Roar user in a pinch.

:sv/Ting-Lu:
A lot of teams will have weird hazard control or none at all, so this guy puts a stop to that. This guys main purpose is to provide a small Special Attack shield, set hazards, Whirlwind, and die. Once you bring Zamazenta out, it will usually sit on the field with +1 defense and be as annoying and disruptive as possible, paving the way for your wincon.

:sv/Frosmoth:
This is NOT Ice Scales, but is Shield Dust. Very useful for Toxic Chain teams and just netting extra setup boosts because people forget their secondary effects are now useless. Defog is very useful for Webs and Toxic Spikes, the latter spelling death for this team as Roaring Moon cannot deal with Tspikes.

:sv/Zamazenta:
The speed control, while also providing a one time Dauntless Shield. With scarf Zamazenta, you will autowin vs teams relying on Maushold, Flutter Mane, and can surprise numerous +1 speed setup mons.

:sv/Roaring-Moon:
Roaring Moon @ Booster Energy
Ability: Protosynthesis
Tera Type: Fairy
EVs: 252 Atk / 80 Def / 176 Spe
Adamant Nature
- Dragon Dance
- Knock Off
- Tera Blast / Taunt
- Roost

The absolute star of the show. Why is this? This guy is not a team player, it just wants to show off and win on its own. It is very good at setting up multiple times after all. For why this Roaring Moon set works, physical teams will hate Dauntless Shield + Fluffy and this often allows Roaring Moon to at least Dragon Dance twice and just win the game, which is why we drop the Jolly nature and run Adamant to hit as hard as possible with Booster Energy while still being fast enough to not matter once you DD twice. Special teams are a bit more tricky, but as long as you outpace them switching or they can't directly threaten Roaring Moon quickly enough you will usually win that too. Fat teams struggle to kill Roaring Moon under all these conditions, and you can usually surprise phasing attempts with a Tera Fairy Tera Blast on Ting-Lu or stop any other surprise phasers with Taunt directly. This set also beats iron defense Zamazenta one on one, which stops offensive teams that rely on it as well. TLDR this thing is very good at winning.

Replays:
https://replay.pokemonshowdown.com/gen9sharedpower-2326541512?p2 Taunt Rmoon beating a low ladder Skeledirge.
https://replay.pokemonshowdown.com/gen9sharedpower-2326545465 Tera Fairy Roaring Moon coming in on a x3.5 defense Zamazenta and winning (lol)
https://replay.pokemonshowdown.com/gen9sharedpower-2330425658?p2 A game won by Roaring Moon, Zamazenta, and Ting-Lu all doing what I explained above.
https://replay.pokemonshowdown.com/gen9sharedpower-2330473251?p2 Destroying Maushold sample.
https://replay.pokemonshowdown.com/gen9sharedpower-2330478324?p2 beating the same opposing Zamazenta team from earlier.
https://replay.pokemonshowdown.com/gen9sharedpower-2330790198-cxhde2cqmarx4b4spg933m38hdog7ajpw Beating Sun
https://replay.pokemonshowdown.com/gen9sharedpower-2330794167-d0j5ye3gg11k6vlogcnt4obgen6caovpw?p2 Solo'ing Toxic Chain Stall with Shield Dust

This team probably has glaring weaknesses like tspikes and roar users not named ting-lu if u dont run taunt but just position Moon better and u can maybe win k bye ciao

Edit: After playing a lot of games can confirm this is very rmoon sweep or u die
 
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After some internal talks, the council as a whole has agreed on the following action:

:sv/garganacl:Purifying Salt is no longer a restricted ability!

With the tier stabilizing for the most part, a raising concern has been the inability for defensive teams to handle the wide variety of offensive threats in the metagame, this change is meant to support such struggling team structures without indirectly buffing the trend of offense in the metagame as well, to further ensure variety on the metagame. More specifically, Purifying Salt eases a lot the matchup against Merciless teams, as well as against Hex users like Dragapult.

What do you think? Do you think something else should be looked at? Feel free to share your thoughts on the matter here!

Tagging dhelmise for implementation.
 
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NOOOOOOOOOOOOOOOOO!!!!!!

Dramatics aside, this is going to be a very interesting metagame changeup in my opinion. Garganacal is a solid defensive pokemon in it's own right, will be a solid addition to the stall teams that are in the tier. Blanking status conditions is a great ability to have, and the ghost resistance will also be quite helpful for dealing with Dragapult and Flutter Mane. Overall, probably not game breaking, but definitely a strong pokemon. I don't play stall, and it's not the most popular archetype out there so I don't see it too much on ladder, but I feel like it's going to be buffed a decent amount by this. However, it feels like Garg might be fighting Blissey for teamslots, as both have abilities that shut down status spam. Stall is already stretched for teamslots, so Garg's prescence might not be felt for a while. I could potentially see the two coexisitng on the same team, as if you can fit levitate, Garg becomes a very scary phys wall to compliment Blissey, particularily if you can swing some of the ruin abilites or fluffy. Will need to playtest a bit before seeing how strong Purifying Salt is out in the wild, but Merciless teams are going to be in shambles if people start running this. Might need to bring back the Toedscruel team I built way earlier in the gen.
 
After some internal talks, the council as a whole has agreed on the following action:

:sv/garganacl:Purifying Salt is no longer a restricted ability!

With the tier stabilizing for the most part, a raising concern has been the inability for defensive teams to handle the wide variety of offensive threats in the metagame, this change is meant to support such struggling team structures without indirectly buffing the trend of offense in the metagame as well, to further ensure variety on the metagame. More specifically, Purifying Salt eases a lot the matchup against Merciless teams, as well as against Hex users like Dragapult.

What do you think? Do you think something else should be looked at? Feel free to share your thoughts on the matter here!

Tagging dhelmise for implementation.
So when is comatose going to be unrestricted a generally weaker ability? Or good as gold for that matter.
 
Good as Gold is much stronger than Purifying Salt due to immunity to all status on top of all status moves such as Taunt and Encore.
Good as gold is stronger in some regards with non volatile statues, but move like nuzzle, discharge, dynamic punch, sacred fire, body slam, and scald can still inflict statues. You have to run covert cloak to eliminate that but your forcing an item slot. T spike affects mons if they are not steel, flying, poison or have an ability to levitate. Contact effects like flame body and static also get past good as gold. Toxic chain as well. Purifying salt stops all volatile statues from any source.

Comatose won’t be unbanned due to how Whirlwind called by Sleep Talk interacts with it.
We already have anti phasing measures like guard dog. Also priority is very common in the tier providing answer to normal priority phasing. Also forces that mon to only have rest talk and whirlwind to be reliable otherwise you can have openings to land attacks. Mons also have to outspeed. Have to knock off any boots for hazards to due damage. If people are using dragon tail instead almost every team has a tera fairy to put an end to all the dragon spam. Circle throwers are also on the slower side the fastest being lucario at 90 bst.
 
Good as gold is stronger in some regards with non volatile statues, but move like nuzzle, discharge, dynamic punch, sacred fire, body slam, and scald can still inflict statues. You have to run covert cloak to eliminate that but your forcing an item slot. T spike affects mons if they are not steel, flying, poison or have an ability to levitate. Contact effects like flame body and static also get past good as gold. Toxic chain as well. Purifying salt stops all volatile statues from any source.


We already have anti phasing measures like guard dog. Also priority is very common in the tier providing answer to normal priority phasing. Also forces that mon to only have rest talk and whirlwind to be reliable otherwise you can have openings to land attacks. Mons also have to outspeed. Have to knock off any boots for hazards to due damage. If people are using dragon tail instead almost every team has a tera fairy to put an end to all the dragon spam. Circle throwers are also on the slower side the fastest being lucario at 90 bst.
Good as Gold is more of a stallbreaking tool in itself than a proper way to support defensive team structures, rather thsn having the effect of mainly supporting bulky team structures, it just heavily constrains the amount of options in the tier, as seen back when Magic Bounce wasn't restricted giving similar precedents.

As for Comatose, may I remind it can be combined with Prankster to downright heavily limit counterplay? Dark-types aren't too reliable as answers when everything can get Adaptability + Protean or Libero + Pixilate to pressure them offensively.
 
As for Comatose, may I remind it can be combined with Prankster to downright heavily limit counterplay? Dark-types aren't too reliable as answers when everything can get Adaptability + Protean or Libero + Pixilate to pressure them offensively.
Prankster is already restricted and the only prankster mon with any phasing is Murkrow which is extremely frail.
 
Given it's +1 priority that barely matters, Riolu was a problematic threat in past gens out of Copycat + Roar for instance, it seems unecessary to add patent centralization to the tier, especially when Komala itself (the only Comatose donor) adds nothing else of note to the tier.
 
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