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.