Martin
A monoid in the category of endofunctors
Posted on the right day this time
Approved by scpinion and imas
Co-hosted with Akumeoy
Introduction:
This metagame is based around one premise: all moves have the same base power. Therefore, the viability of a move comes entirely from its accuracy, secondary/tertiary effects and PP!
Mechanics:
All moves are 100 base power, with the following exceptions:
Rules:
Expectations:
Like what happened last gen, I expect offensive teams to be generally buffed and defensive teams to be generally nerfed. This is because the generally higher power of attacks can make walling things that much harder. Hidden Power is suddenly an extremely dangerous coverage move, giving Pokémon access to a 100 BP move of a type they lack in their movepool and actively outclassing certain moves based on PP and the new bottlecapping mechanic, and with the large number of moves with really good secondary effects/PP but low base then Pokémon who are held back by low power movepools have a chance to shine.
Potential ideas:
Raichu @ Focus Sash
Ability: Lightningrod
EVs: 252 Atk / 4 SpA / 252 Spe
Jolly / Hasty Nature
- Nuzzle
- Fake Out
- Volt Switch / Knock Off
- Encore / Knock Off
Anti lead that takes good advantage of the newly-buffed Nuzzle, it's great speed tier, and it's good support movepool.
Comfey @ Big Root / Leftovers
Ability: Triage
EVs: 252 HP / 252 Def / 4 Spe
Bold Nature
IVs: 0 Atk
- Draining Kiss
- Leech Seed / Hidden Power [Fire]
- Calm Mind
- Substitute / Aromatherapy
Takes advantage of Triage giving the massively-buffed Draining Kiss +3 priority. Big Root in conjunction with both Leech Seed and Draining Kiss make it deceptively difficult to take down if it has a Calm Mind or two under its belt. Triage doubles up as a means of making it a pretty ok-ish revenge killer due to it having the highest BP priority move in the game outside of Talonflame's Supersonic Skystrike.
Sharpedo @ Sharpedonite
Ability: Speed Boost
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Protect
- Bite
- Psychic Fangs
- Poison Fang / Waterfall
Strong Jaw effectively gives it STAB Psychic Fangs and Poison Fang, and with Strong Jaw+STAB Bite hits harder than it would with Adaptability, hitting a whopping 225 BP after STAB and having a 30% flinch rate to boot. Really, really monstrous 'mon.
Pinsir @ Pinsirite
Ability: Hyper Cutter
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant / Jolly Nature
- Swords Dance
- Quick Attack
- Secret Power / Double Hit
- Storm Throw
Storm Throw has 100 BP and always deals a critical hit, making it effectively a STAB move that ignores stat boosts. Also Secret Power has a 30% chance to initiate whatever effect the active terrain gives it, which is fun.
Charizard @ Charizardite Y
Ability: Blaze
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Fire Spin
- Solar Beam
- Hidden Power Fighting
- Roost
Fire Spin allows it to trap and help wear down switch-ins to it's STABs, and with Solar Beam+Hidden Power Fighting it is capable of Water-types and Heatran/Tyranitar who think they can get in your way.
Excadrill @ Life Orb
Ability: Mold Breaker / Sand Rush
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly / Adamant Nature
IVs: 29 HP
- Bulldoze
- Rapid Spin
- Iron Head
- Swords Dance / Rock Tomb
Benefits a lot from the buffs. 100 BP Rapid Spin is dope, as is two buffed STABs and no more miss rate on your Rock-type attack. It is very difficult to switch something faster in and expecting to outpace on the next turn because of that nasty 100% speed drop rate.
There's a buttload more but I'm lazy and there are loads here already.
Credit for code goes to Quite Quiet
PLAYABLE ON ROM
Approved by scpinion and imas
Co-hosted with Akumeoy
Introduction:
This metagame is based around one premise: all moves have the same base power. Therefore, the viability of a move comes entirely from its accuracy, secondary/tertiary effects and PP!
Mechanics:
All moves are 100 base power, with the following exceptions:
- If a move modifies its own base power in certain scenarios (e.g. Pursuit, Surf, Assurance, Rollout, Round, Echoed Voice, Acrobatics, Stored Power, Triple Kick, Stomp etc.), it retains it's original base power.
- If it has a natural base priority (i.e. before Gale Wings, Triage etc.) of anything other than +0 on its damaging hit (e.g. Extreme Speed, Fake Out, Dragon Tail, Focus Punch, Water Shuriken) etc.), it retains it's original base power.
- If it doesn't use the normal damage formula (e.g. Seismic Toss, Final Gambit, Super Fang), it still follows its regular mechanics.
- If it hits more than one time and doesn't apply to any of the above criteria, it's base power is determined by the following formula: 100÷[maximum number of hits] (e.g. Fury Attack, Bullet Seed, Rock Blast etc. have 20 BP per hit; Double Hit, Gear Grind and Bonemerang have 50 BP per hit etc.).
- All offensive Z moves have 180 BP, regardless of secondary effects or exclusivity.
- Accelerock
- Acrobatics
- Assurance
- Aqua Jet
- Avalanche
- Beak Blast
- Beat Up
- Bide
- Body Slam
- Brine
- Bullet Punch
- Circle Throw
- Counter
- Crush Grip
- Dragon Tail
- Earthquake
- Echoed Voice
- Electro Ball
- Eruption
- Extreme Speed
- Facade
- Fake Out
- Feint
- Fire Pledge
- First Impression
- Flail
- Flying Press
- Focus Punch
- Frustration
- Fury Cutter
- Fusion Bolt
- Fusion Flare
- Grass Knot
- Grass Pledge
- Gust
- Gyro Ball
- Heat Crash
- Heavy slam
- Hex
- Ice Ball
- Ice Shard
- Knock Off
- Low Kick
- Mach Punch
- Magnitude
- Mirror Coat
- Natural Gift
- Payback
- Phantom Force
- Power Trip
- Punishment
- Pursuit
- Quick Attack
- Retaliate
- Return
- Revenge
- Reversal
- Rollout
- Round
- Shadow Force
- Shadow Sneak
- Shell Trap
- Smelling Salts
- Solar Beam
- Solar Blade
- Spit Up
- Steamroller
- Stomp
- Stomping Tantrum
- Stored Power
- Sucker Punch
- Surf
- Triple Kick
- Trump Card
- Twister
- Vacuum Wave
- Venoshock
- Vital Throw
- Wake-Up Slap
- Water Pledge
- Water Shuriken
- Water Spout
- Weather Ball
- Whirlpool
- Wring Out
- Standard OU bans and clauses apply
- Mud Slap, Power-Up Punch and Fell Stinger are banned
Expectations:
Like what happened last gen, I expect offensive teams to be generally buffed and defensive teams to be generally nerfed. This is because the generally higher power of attacks can make walling things that much harder. Hidden Power is suddenly an extremely dangerous coverage move, giving Pokémon access to a 100 BP move of a type they lack in their movepool and actively outclassing certain moves based on PP and the new bottlecapping mechanic, and with the large number of moves with really good secondary effects/PP but low base then Pokémon who are held back by low power movepools have a chance to shine.
Potential ideas:
Raichu @ Focus Sash
Ability: Lightningrod
EVs: 252 Atk / 4 SpA / 252 Spe
Jolly / Hasty Nature
- Nuzzle
- Fake Out
- Volt Switch / Knock Off
- Encore / Knock Off
Anti lead that takes good advantage of the newly-buffed Nuzzle, it's great speed tier, and it's good support movepool.
Comfey @ Big Root / Leftovers
Ability: Triage
EVs: 252 HP / 252 Def / 4 Spe
Bold Nature
IVs: 0 Atk
- Draining Kiss
- Leech Seed / Hidden Power [Fire]
- Calm Mind
- Substitute / Aromatherapy
Takes advantage of Triage giving the massively-buffed Draining Kiss +3 priority. Big Root in conjunction with both Leech Seed and Draining Kiss make it deceptively difficult to take down if it has a Calm Mind or two under its belt. Triage doubles up as a means of making it a pretty ok-ish revenge killer due to it having the highest BP priority move in the game outside of Talonflame's Supersonic Skystrike.
Sharpedo @ Sharpedonite
Ability: Speed Boost
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Protect
- Bite
- Psychic Fangs
- Poison Fang / Waterfall
Strong Jaw effectively gives it STAB Psychic Fangs and Poison Fang, and with Strong Jaw+STAB Bite hits harder than it would with Adaptability, hitting a whopping 225 BP after STAB and having a 30% flinch rate to boot. Really, really monstrous 'mon.
Pinsir @ Pinsirite
Ability: Hyper Cutter
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant / Jolly Nature
- Swords Dance
- Quick Attack
- Secret Power / Double Hit
- Storm Throw
Storm Throw has 100 BP and always deals a critical hit, making it effectively a STAB move that ignores stat boosts. Also Secret Power has a 30% chance to initiate whatever effect the active terrain gives it, which is fun.
Charizard @ Charizardite Y
Ability: Blaze
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Fire Spin
- Solar Beam
- Hidden Power Fighting
- Roost
Fire Spin allows it to trap and help wear down switch-ins to it's STABs, and with Solar Beam+Hidden Power Fighting it is capable of Water-types and Heatran/Tyranitar who think they can get in your way.
Excadrill @ Life Orb
Ability: Mold Breaker / Sand Rush
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly / Adamant Nature
IVs: 29 HP
- Bulldoze
- Rapid Spin
- Iron Head
- Swords Dance / Rock Tomb
Benefits a lot from the buffs. 100 BP Rapid Spin is dope, as is two buffed STABs and no more miss rate on your Rock-type attack. It is very difficult to switch something faster in and expecting to outpace on the next turn because of that nasty 100% speed drop rate.
There's a buttload more but I'm lazy and there are loads here already.
Credit for code goes to Quite Quiet
Code:
{
name: 'Move Equality',
mod: 'gen7',
ruleset: ['[Gen 7] OU'],
banlist: ['Mud Slap', 'Power-Up Punch', 'Fell Stinger'],
onModifyMove: function(move) {
let moveTemplate = this.getMove(toId(move));
if (moveTemplate.category === 'Status' || moveTemplate.basePower === 0 || moveTemplate.priority !== 0) return move;
// Moves aren't allowed to modify its base power
if (move.basePowerCallback || move.onBasePower) return move;
move = Object.assign({}, move);
if (move.isZ && move.basePower > 1) {
move.basePower = 180;
} else if (move.multihit) {
let maxhits = Array.isArray(move.multihit) ? move.multihit[1] : move.multihit;
move.basePower = Math.floor(100 / maxhits);
move.zMovePower = 180;
} else {
move.basePower = 100;
move.zMovePower = 180;
}
return move;
},
},
PLAYABLE ON ROM
Last edited: