Metagame Automagic

EV

Banned deucer.
PRESENTING . . .

In this fast-paced 21st century we live in, trainers don't have the time to spend a whole turn setting up their Pokemon. Not to worry, as we have the solution for you! Thanks to AUTOMAGIC, now your Pokemon will activate any setup moves they carry if one of their attacks triggers a secondary effect.


RULES
  • Mechanics: Whenever an attack activates a secondary effect, any setup moves in that Pokemon's movepool are activated automagically.
  • Clauses: OU
  • Bans/Unbans:
    • Bans - King's Rock, Razor Fang
STRATEGY

The easiest way to determine if a move is covered under the metagame's mechanics is to look at the ability Sheer Force. If a move is boosted by Sheer Force, it can activate your setup moves in Automagic!

To see it in action, let's check out our mascot, Mew, which learns a ton of moves:

- Scald
- Nasty Plot

If Mew uses the move Scald and manages to burn the target, it will activate its setup move, Nasty Plot. This can happen multiple times, so if Scald continues to burn targets, Nasty Plot will keep activating. What if it's Speed you're after? Well you can run Rock Polish instead. Or how about ...


- Scald
- Nasty Plot
- Rock Polish

Now we're talking! Scald has a 30% chance to give Mew +2 Special Attack and Speed all in the same turn!

APPLICATIONS

Viable, with a Chance of Magic

Moves such as Scald, Discharge, and Air Slash have respectable base powers and good chances to cause secondary effects. Pokemon with access to boosting moves can use these attacks to deal damage and hope for some automagic, but probably shouldn't rely on them.


Satisfaction Guaranteed!

Moves with a 100% chance of secondary success include Fake Out, Power-Up Punch, Bulldoze, and Flame Charge, among others. These attacks are generally pretty weak, however, and are used mostly just to get the free automagic boosts.


Results Vary: No Refunds

And then there are moves that fit somewhere in between. Charge Beam has a fairly low base power but a fairly high chance to activate its secondary effect. Dragonbreath is generally a poor substitute for Dragon STAB but still maintains a 30% paralysis rate. Heart Stamp is pretty weak but Jirachi can abuse its flinch chance thanks to Serene Grace.


Squibs, Muggles, & Mothers Against Magic

Unaware becomes very potent in Automagic, as it ignores the stat boosts and can shrug off many of the weaker attacks used to activate those boosts. Clear Body and Defiant are anti-stat lowering abilities, and Inner Focus and Protect can bypass flinching hax. Then there are intrinsic type qualities to consider: Electric-types ignore Discharge's paralysis effect, Fire-types ignore Lava Plume's burn, etc.


Swoobat
Ability: Simple
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Charge Beam
- Calm Mind
- Amnesia
- Stored Power

After factoring in Simple, Charge Beam has a 70% chance to raise Swoobat's Special Attack by 4 and Special Defense by 6, which gives Stored Power a 220 BP.



Weavile
Ability: Pressure
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Fake Out
- Swords Dance
- Knock Off / Pursuit
- Icicle Crash

Fake Out almost guarantees you'll get a +2 boost to Attack. Any Ghosts that would normally laugh off the move have to watch out for Knock Off. And the target could always switch to burn the flinch/activation turn, but then it has to watch out for Pursuit!


Lucario
Ability: Justified / Inner Focus
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Power-Up Punch
- Swords Dance
- Agility
- Close Combat

Dual or even mono-attacking sets are likely to be common in order to make room for setup stacking. In this example, Lucario trades coverage for immediate power and speed. Unlike some other moves that rely on chance or flinching, Power-Up Punch can't be "blocked," unless, of course, your opponent sends in a Ghost-type.


Togekiss @ Choice Scarf
Ability: Serene Grace
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Air Slash
- Nasty Plot
- Dazzling Gleam / Work Up
- Trick / Flamethrower / Aura Sphere

Togekiss can power-up your Special Attack for every flinch you generate with Air Slash, giving it +2 or +3 every turn. You can go a similar route with Scarf Jirachi, except every time it lands a flinch with Iron Head, you boost your defenses +1 each with Cosmic Power.

FAQ

(For sake of differentiating moves, the attack that initiates activation is called the "trigger.")

  • Q: What is a setup move?
  • A: Any status move that raises and/or lowers the user's stats. "Soft" stat changes (such as Light Screen, Tailwind, or Aurora Veil) do not count. See the full list under the Resources section.
  • Q: What if your Pokemon has more than one setup move?
  • A: Every setup move at your Pokemon's disposal is activated, so if you have two setup moves, both are activated that turn.
  • Q: Do the setup moves activate simultaneously?
  • A: The moves are used in the order placed on your Pokemon.
  • Q: Is the setup move's PP used?
  • A: Yes. Any other side-effects of the move happen as well, such as Belly Drum's HP loss. (This also means the move's conditions must be met, e.g. your Pokemon needs at least 50% of its HP remaining in order for Belly Drum to activate.)
  • Q: Can the activation be stopped by certain factors, such as Taunt?
  • A: No. Any successful use of the "trigger" will determine the success of the setup moves.
  • Q: Can you still use your setup moves without relying on a "trigger"?
  • A: Of course! They can be selected like normal.
RESOURCES

Full list of setup moves:
Acid Armor
Agility
Amnesia
Aromatic Mist
Autotomize
Barrier
Belly Drum
Bulk Up
Calm Mind
Charge
Coil
Cosmic Power
Cotton Guard
Curse
Defend Order
Defense Curl
Dragon Dance
Gear Up
Geomancy
Growth
Harden
Hone Claws
Howl
Iron Defense
Magnetic Flux
Meditate
Nasty Plot
Play Nice
Quiver Dance
Rock Polish
Rototiller
Sharpen
Shell Smash
Shift Gear
Swords Dance
Tail Glow
Withdraw
Work Up

Full list of moves affected by Sheer Force ("Triggers"):
Acid
Acid Spray
Air Slash
Ancient Power
Astonish
Aurora Beam
Bite
Blaze Kick
Blizzard
Blue Flare
Body Slam
Bolt Strike
Bone Club
Bounce
Bubble
Bubble Beam
Bug Buzz
Bulldoze
Charge Beam
Chatter
Confusion
Constrict
Cross Poison
Crunch
Crush Claw
Dark Pulse
Diamond Storm
Discharge
Dizzy Punch
Dragon Breath
Dragon Rush
Dynamic Punch
Earth Power
Electroweb
Ember
Energy Ball
Extrasensory
Fake Out
Fiery Dance
Fire Blast
Fire Fang
Fire Lash
Fire Punch
Flame Charge
Flame Wheel
Flamethrower
Flare Blitz
Flash Cannon
Focus Blast
Force Palm
Freeze Shock
Freeze-Dry
Genesis Supernova
Glaciate
Gunk Shot
Headbutt
Heart Stamp
Heat Wave
Hurricane
Hyper Fang
Ice Beam
Ice Burn
Ice Fang
Ice Punch
Icicle Crash
Icy Wind
Inferno
Iron Head
Iron Tail
Lava Plume
Leaf Tornado
Lick
Liquidation
Low Sweep
Lunge
Luster Purge
Metal Claw
Meteor Mash
Mirror Shot
Mist Ball
Moonblast
Mud Bomb
Mud Shot
Muddy Water
Mud-Slap
Mystical Fire
Needle Arm
Night Daze
Nuzzle
Octazooka
Ominous Wind
Play Rough
Poison Fang
Poison Jab
Poison Sting
Poison Tail
Powder Snow
Power-Up Punch
Psybeam
Psychic
Razor Shell
Relic Song
Rock Climb
Rock Slide
Rock Smash
Rock Tomb
Rolling Kick
Sacred Fire
Scald
Searing Shot
Secret Power
Seed Flare
Shadow Ball
Shadow Bone
Signal Beam
Silver Wind
Sky Attack
Sludge
Sludge Bomb
Sludge Wave
Smog
Snarl
Snore
Spark
Steam Eruption
Steamroller
Steel Wing
Stoked Sparksurfer
Stomp
Struggle Bug
Thunder
Thunder Fang
Thunder Punch
Thunder Shock
Thunderbolt
Tri Attack
Trop Kick
Twineedle
Twister
Volt Tackle
Water Pulse
Waterfall
Zap Cannon
Zen Headbutt
Zing Zap

Playable on Dragon Heaven!
 
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drampa's grandpa

cannonball
is a Community Contributoris a Community Leader Alumnus
Why is this meta called AutoMagic if it's not a Magic Room meta s m h


So here's a question if I use say this Cloyster set

Cloyster @ King's Rock
Ability: Skill Link
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Razor Shell
- Shell Smash
- Icicle Spear
- Rock Blast

and get a King's Rock flinch... do I activate my move? Or is it only things inherent in my own moves? What if I used Icicle Crash and got a King's Rock flinch? What if I used King's Rock Weavile and used Fake Out?

Tentacruel @ Black Sludge
Ability: Clear Body
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Nature
- Acid Spray
- Acupressure
- Scald
- Knock Off

Acid Spray is good, Acupressure lets you boost something. Scald for burns, more boosting, and an attack that isn't bad at power. Knock Off is coverage and utility.

I got this idea from a set I posted in the Other Metas room that was Acupressure / Bulldoze / Rest / Sleep Talk... Shuckle. But that's 3memey5me so I'm not going to post it here.


Charizard-Mega-X @ Charizardite X
Ability: Blaze
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Flame Charge / Power Up Punch
- Swords Dance / Dragon Dance
- Flare Blitz / Dragon Dance
- Outrage / Dragon Claw / Dragon Rush (if the hax are with you)

Never Unban Me (Kangaskhan-Mega) (F) @ Kangaskhanite
Ability: Parental Bond
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Fake Out
- Work Up
- Power-Up Punch / Sucker Punch
- Body Slam

Honestly I'm not even sure how the mechanics of this would work, but I'm glad it's banned.

b0p (Xurkitree) @ Life Orb
Ability: Beast Boost
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Charge Beam
- Tail Glow
- Energy Ball
- Thunderbolt

If stall was ever going to exist this thing killed it. +4 Spa in one turn with 173 spa and Life orb... If you have gravity support you can use Zap Cannon in the first slot, which would help more tbh because speed.

Bananaphy (Manaphy) @ Choice Specs
Ability: Hydration
EVs: 252 HP / 252 SpA / 4 SpD
Modest Nature
IVs: 0 Atk
- Scald
- Calm Mind
- Acid Armor
- Tail Glow

This is what you know as "excessive".

Slowbro-Mega @ Slowbronite
Ability: Shell Armor
EVs: 252 HP / 4 SpA / 252 SpD
Calm Nature
IVs: 0 Atk
- Calm Mind
- Iron Defense
- Scald
- Slack Off

This is an improvement on Orbity's Slowbro set (I really like the Diggersby set tho it looks deadly). It's basically the same except Iron Defense over Amnesia because you want to be able to boost both defenses. Still their set btw.

Gyarados-Mega @ Gyaradosite
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Bulldoze
- Dragon Dance
- Crunch
- Waterfall

Haxorus @ Life Orb
Ability: Mold Breaker
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Bulldoze
- Dragon Dance
- Swords Dance
- Dragon Claw

Buzzwole @ Leftovers
Ability: Beast Boost
EVs: 252 HP / 4 Atk / 252 SpD
Careful Nature
- Lunge
- Bulk Up
- Roost
- Low Sweep
 
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lost heros

Meme Master
I'm very interested. A question: how does geomancy work. Like if I use fake out + geomancy smeargle do I get boosts immediately or does it activate geomancy and do I wait a turn?
 
Venomoth seems like it could be a top contender between Shield Dust, Quiver Dance, Sludge Bomb, and Struggle Bug. Shield Dust makes it immune to opposing secondary effects, which is a nice anti-meta option. Struggle Bug is a guaranteed -1 SpA for the opponent and +1 SpA/SpD/Spe for the moth. This makes it super easy to setup against slower special attackers. Sludge Bomb is another semi-reliable option, which is also its strongest STAB for sweeping.


Venomoth @ Black Sludge
Ability: Shield Dust
EVs: 236 HP / 252 SpA / 20 Spe
Modest Nature
IVs: 0 Atk
- Quiver Dance
- Struggle Bug
- Sludge Bomb
- Roost / [Coverage]

EVs outspeed Phero at +2 with the rest thrown in SpA and HP. Roost and coverage are both pretty reasonable depending on team composition and how much you want venomoth to boost before it seeeps.


Scrafty has the best combo of fake out and a boosting move in DD (only smeargle gets fake out + geo/shell smash/shift gear). All the moves I listed also have 100% secondary effects and good coverage synergy, although their BP isn't the best. PuP makes you stronger, but the other two make you relatively faster. Crunch is a more powerful STAB option that also has a 20% def drop. Iron Head and Poison Jab are good fairy lures and have 30% secondary effects. Drain Punch is generally a strong move, but has no secondary effect.


Scrafty @ Leftovers
Ability: Moxie
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Dragon Dance
- Fake Out
- Power-Up Punch / Low Sweep
- Rock Tomb

Moxie for more guaranteed sweeps. You could also run more HP, particularly if you go the Low Sweep/Rock Tomb route.
 

EV

Banned deucer.
and get a King's Rock flinch... do I activate my move? Or is it only things inherent in my own moves? What if I used Icicle Crash and got a King's Rock flinch? What if I used King's Rock Weavile and used Fake Out?
Honestly, I'm not sure how that would work. I'm gonna go with my gut and say only the secondary effect built into the move counts as a trigger. Although King's Rock essentially adds a secondary flinch chance, I don't think it counts for moves that normally have no chance. I'll tag Spandan who's working on the code and urkerab for good measure!

So let's say you have King's Rock + regular move with no secondary chance (Tackle) + flinch = no trigger
Or you do King's Rock + Fake Out/Icicle Crash + flinch = trigger (because Fake Out has the chance already)
 
Edit: Just realized that my Togekiss set was already in the sample sets, RIP. Anyways here are some other sets that could be interesting:

StopTicklingMe (Slowbro-Mega) @ Slowbronite
Ability: Regenerator
EVs: 248 HP / 252 Def / 8 SpD
IVs: 0 Atk
- Scald
- Slack Off
- Calm Mind
- Amnesia/Psyshock

Spam Scald to keep burning; every time you burn something, your SpAtt and Def are boosted. Anmesia for better SpDef, Psyshock for another STAB. Slack Off to stay annoying.

DoubleDance (Diggersby) @ Life Orb
Ability: Huge Power
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Swords Dance
- Agility
- Return
- Bulldoze

Use Bulldoze to lower foe's speed, and then get your attack & speed +2. Spam Return until everything dies.
 
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It's a shame that z moves such as genesis supernova and stoked sparksurfer don't count as having secondary effects, but this meta still seems very interesting and I'm excited to see how it develops
serene grace mons and fake out abusers seem like they'll appreciate this meta the most
 
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Honestly, I'm not sure how that would work. I'm gonna go with my gut and say only the secondary effect built into the move counts as a trigger. Although King's Rock essentially adds a secondary flinch chance, I don't think it counts for moves that normally have no chance. I'll tag Spandan who's working on the code and urkerab for good measure!

So let's say you have King's Rock + regular move with no secondary chance (Tackle) + flinch = no trigger
Or you do King's Rock + Fake Out/Icicle Crash + flinch = trigger (because Fake Out has the chance already)
Kings rock apparently 'adds' a secondary condition to the move, and if it activates, its considered as a secondary activation, and hence triggers the Automagic. I can modify this so that King's Rock doesn't trigger the setup moves, just tell me if i should do so :)


Meow (Suicune) @ Leftovers
Ability: Pressure
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Scald
- Calm Mind
- Rest
- Sleep Talk
Crocune receives a good buff since every time it burns an opponent, it boosts itself.

oh and:
config/formats.js:
Code:
{
		name: "[Gen 7] Automagic",
		desc: ["• Whenever an attack activates a secondary effect, any setup moves in that Pokemon's movepool are activated too."],
		ruleset: ['[Gen 7] OU'],
		mod: 'automagic',
		onAfterSecondaryEffect: function(target, source, move) {
			if(move.secondaries.status === target.status || target.volatiles[move.secondaries.volatileStatus]) return;
			source.baseMoveset.forEach(curmove => {
				let move = this.getMove(curmove.id);
				let isDead = target.hp === undefined || target.hp <= 0;
				let flag = true, moreSetup = ['bellydrum'];
				if(!source.types.includes("Ghost")) moreSetup.push("curse");
				if(move.secondary.volatileStatus || move.secondary.status) flag = flag && !target.moveThisTurn && !isDead;
				if((moreSetup.includes(move.id) || (move.category === "Status" && move.boosts && move.target === "self")) && flag) {
					this.useMove(move, source);
					curmove.pp = target.hasAbility("pressure") ? (curmove.pp - 2) : (curmove.pp - 1);
				}
			});
		},
		onAfterMove: function (source, target, move) {
			if(move.id !== "genesissupernova") return;
			source.baseMoveset.forEach(curmove => {
				let move = this.getMove(curmove.id);
				let isDead = target.hp === undefined || target.hp <= 0;
				if((move.id === 'bellydrum' || (move.category === "Status" && move.boosts && move.target === "self")) && this.terrain === "psychicterrain") {
					this.useMove(move, source);
					curmove.pp = target.hasAbility("pressure") ? (curmove.pp - 2) : (curmove.pp - 1);
				}
			});
		},
},
mods/automagic/scripts.js

Its playable on DragonHeaven, lmk thru VMs if you notice any bugs.
 
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InfernapeTropius11

get on my level
Wow, way to make Sclad even MORE cancerous >.<

All jokes aside, this sounds like a really fun meta! Here are a few (original) sets I thought up usinga high chance to activate the secondary effect. For clarification, I underlined the move(s) with a secondary effect and bolded the boosting moves. If something is italicized, it means it has a small chance (i.e. 10%) to activate a secondary effect, but not one you'd try to abuse.


Entei @ Life Orb
Ability: Pressure
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Sacred Fire / Flame Charge
- Howl
- Extreme Speed
- Stone Edge / Bulldoze

Entei seems to have improved a lot in this meta. Sacred Fire has a nice 50% burn chance, which activates Howl to make Extreme Speed stronger. Alternatively, you can use Flame Charge for the guaranteed boost, and use Sacred Fire in the last slot, but you have to forego coverage for that.


Zoroark @ Life Orb / Choice Specs
Ability: Illusion
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature / Modest Nature
- Night Daze
- Nasty Plot
- Focus Blast / Calm Mind
- Flamethrower / Agility / Sludge Bomb

There are a few things you can do with this set, abusing Night Daze's 40% chance to lower accuracy. The first is to use LO and 2 coverage options (or just Focus Blast alongside Agility for +2 SpA / Spe upon activating Night Daze) or you can go Choice Specs for pure power, activating +3 SpA / +1 SpD / +2 Spe every time you nab an accuracy drop, which could actually be valid due to the combination of Zoroark forcing switches (due to Illusion) and thus probably having a couple of chances to try for the boost AND Dark hitting every type for at least some damage (nothing is immune). Overall Zoroark seems like a neat mon, the mind games are still there and it can turn into a fearsome attacker.


Shaymin @ Life Orb / Leftovers
Ability: Natural Cure
EVs: 252 SpA / 4 SpD / 252 Spe OR 248 HP / 252 SpA / 8 SpD
Timid Nature OR Modest Nature
- Seed Flare
- Calm Mind
- Earth Power
- Hidden Power [Fire] / Synthesis

Even though Skymin is banned, regular Shaymin still has a 120 BP STAB with a 40% chance to activate a secondary effect and thus trigger CM. LO is if you opt for .HP Fire and the fast offensive route, Lefties if you prefer Synthesis and a more bulky booster. Earth Power is good coverage for Seed Flare that also has a small chance to trigger CM.


Sableye @ Sablenite
Ability: Prankster
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
- Snarl
- Calm Mind
- Recover
- Will-O-Wisp

Mega Sableye just got a lot more annoying. With a 100% chance to lower the opponent's SpA while boosting its own SpA and SpD, special attackers just crumble before it, and the physical ones are bopped by wisp. There is also nothing immune to Dark, so MegaEye is grabbing that boost no matter what you switch in. This seems like a powerful sweeper once Unaware mons are gone, and can Prankster Wisp some physical attackers in the early game to boot.


Garchomp @ Life Orb
Ability: Rough Skin
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Rock Tomb / Stone Edge
- Earthquake / Bulldoze
- Swords Dance
- Dragon Claw

Up to you which half of EdgeQuake coverage you sacrifice to become weaker in order to gain the SD boost, although I'd prefer the full strength EQ. Garchomp has a nice speed tier for outspeeding stuff before they boost and lowers the speed of switchins. Garchomp becomes really powerful really quickly. Fairly standard set tweaked to abuse the meta!

Other thoughts:
- Moves like Snarl, Flame Charge, Bulldoze, and Rock Tomb in general are really good for their 100% chance to activate a secondary effect and trigger boosts
- Mega Slowbro looks cancerous to face after a couple boosts
- Toxic Spikes seem like they could be buffed as an answer to help bulkier boosters stall out Unaware
- Mud Slap is purely cancerous
 
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King's rock beat up weavile could be interesting to use with fake out/beat up/icicle crash/swords dance, for a guaranteed swords dance followed by ~50% chance of another one
King's rock could also be neat to see on skill link mons and other mons with beat up
 
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InfernapeTropius11

get on my level
Also, there is Volcarona!


Volcarona @ Life Orb
Ability: Flame Body
EVs: 4 Def / 252 SpA / 252 Spe
Modest Nature
- Fiery Dance
- Quiver Dance
- Hidden Power [Ground]
- Bug Buzz / Giga Drain

Fiery Dance is a decently powerful Fire STAB (80 BP) and every time it activates the 50% chance it gives +2 SpA / +1 SpD / +1 Spe! Volcarona looks very threatening and it even has Giga Drain to take on Quagsire (idk if Bug Buzz 2HKOs but Giga Drain certainly will do a lot). Should be a very threatening sweeper, especially cuz it can usually take a hit from something anyway to get up an original QD, and then just steamroll.

Other good moves: Liquidation, Lunge, Razor Shell
 
This meta seems fun and silly, which is a good thing imo. I can't help but notice that certain moves (Shell Smash, mostly) are absent from the Resources list? Is that intentional or not? Shell Smash could potentially get pretty stupid.

Anyways here's some cool fun sets.


Ribombee @ Leftovers
Ability: Shield Dust
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Struggle Bug
- Moonblast
- Quiver Dance
- Calm Mind/HP Ground

Ribombee has a few good qualities, namely Shield Dust and a 100% activation move in Struggle Bug, so it's similar to Venomoth in that respect. Its high speed lets it outspeed things so it can tank hits from them after boosting, and if it runs Calm Mind, it can become pretty hard to beat for special attackers. Moonblast has a nifty 30% activation chance too. It can run Roost too, so it can have sustain against Pokemon it can set up on.

Persian-Alola @ Black Glasses
Ability: Technician
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Nasty Plot
- Snarl
- Hidden Power [Fighting]
- Fake Out

This cool cat can make up for its initially crummy Special Attack with Fake Out and Snarl, both boosted by Technician. If Fairy-types are dealt with this seems like it could make a deceptively powerful cleaner, since its main boosting attack is very spammable. Its strongest attack is a guaranteed boost attack, which is pretty neat. Unfortunately it doesn't quite have the greatest two-move coverage, and its stats in general are pretty mediocre.


Bisharp @ Life Orb
Ability: Defiant
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Swords Dance
- Sucker Punch
- Iron Head
- Knock Off/Power-Up Punch

Bisharp has a great feature: whenever it's hit by weak attacks like Bulldoze, Struggle Bug, Rock Tomb, Snarl, or the like, it becomes stronger! This lets it punish sweepers that try to boost on it, and it also lets it switch into these moves and threaten things. Unfortunately it's very weak to Low Sweep. It can sometimes nab a boost from Iron Head, or more consistently if you opt to use Power-Up Punch, but Knock Off is pretty good too.

Infernape @ Firium Z
Ability: Iron Fist
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Fake Out
- Mach Punch
- Flare Blitz

Infernape seems pretty cool and versatile since it has a ton of boosting options to choose from. It has Swords Dance, Nasty Plot, Calm Mind and Bulk Up on the boosting front, and Fake Out, Flame Charge, Low Sweep, Power-Up Punch, Bulldoze and Rock Tomb on the boost-triggering front. Unfortunately it only has four moveslots so something like this seems ideal. You can run a variant with Nasty Plot, Vacuum Wave, and Fire Blast instead, too. I am convinced Fake Out is one of the best moves in this metagame but I suppose Flame Charge is a reasonable alternative. Fake Out lets you revenge kill when coupled with your priority attack of choice, which is pretty useful. In running those boosting moves Infernape gives up a lot of immediate breaking power which I think can be important.
 
Hariyama @ Flame Orb
Ability: Guts
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Fake Out
- Belly Drum
- Bullet Punch
- Close Combat

Basically save this till the end of the game and guarantee the free Belly Drum with Fake Out, and proceed to clean with Bullet Punch. I've gone with Flame Orb > Sitrus Berry because I reckon it'll be important to get the atk boost from Guts, given Bullet Punch's lack of STAB. The speed investment allows you to smash bulkier threats with Close Combat if need be.

Porygon-Z @ Normalium-Z
Ability: Download
EVs: 252 HP / 252 SpA / 4 Spe
Modest Nature
- Charge Beam
- Conversion
- Nasty Plot
- Agility

Basically if all goes as planned you can get +1/+1/+4/+1/+3 in two turns, assuming you can safely use Z-Conversion and Charge Beam, pulling off the 50% chance. Quite a big gamble, but I've gone with 252 HP so that the added durability may give you a second chance to use Charge Beam if you fail the first time, given I doubt you'll need much Spe investment if you get to +3. Ground types are a problem, and you may be better off investing in speed and swapping Agility for Shadow Ball. Idk.

Shiftry @ Life Orb
Ability: Chlorophyl
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Fake Out
- Swords Dance
- Growth
- Knock Off / Sucker Punch

Another solid cleaner that gets a guaranteed +4 in Sun with Fake Out, and proceeds to bop everything with Knock Off. Sucker Punch is an option to allow you to beat opposing priority, but it has a lot of short comings like loses to Sub, low PP, and other exploitable flaws. Plus Sucker Punch makes the ridiculous speed a bit redundant. Shiftry can also opt for a special set with Growth / Nasty Plot / Snarl / Filler.
 
You know what? All hail LINKED!!!


HaiLinked (Manaphy) @ Choice Scarf
Ability: Hydration
EVs: 252 SpA / 4 Def / 252 Spe
Timid Nature
- Scald
- Tail Glow
- Ice Beam
- Energy Ball


Any of you linked nerds must remember this. The glorious Scarf + Tail Glow Manaphy... except without guaranteed boost. But once you burned/frozen something, it'll get +3 SpA. Sounds cool, eh.


You want a 6-0? (Charizard) @ Charizardite X
Ability: Blaze
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Flame Charge
- Swords Dance
- Earthquake/Fire Punch
- Dragon Claw

So in just a turn, you get a GUARANTEED +1 Speed AND +2 Attack. How cool is that? Dragon Dance is outdated. POWER IS EVERYTHING!!


Sketch or STAB (Metagross) @ Metagrossite
Ability: Clear Body
EVs: 224 HP / 252 ATK / 32 Spe
Adamant Nature
- Power-up Punch
- Agility
- Meteor Mash
- Zen Headbutt / any coverage you want

Any one of you STABmons or Sketchmons players remember Shift Gear Mega Metagross? Who doesn't know Shift Gear Mega Metagross in STAB/Sketchmons anyway? THIS, ladies and gentlemen, is pretty much the same with exception that it gives up a moveslot. Though I think Power-up Punch + Tough Claws boost can be a good enough coverage move once you get to +1.
 

charizard8888

Catch The Wave
is a Forum Moderator Alumnus
Nice concept and the title suits it perfectly!
Setting up made easy and fun :]

Some cool sets:

Raichu-Alola @ Life Orb
Ability: Surge Surfer
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Fake Out
- Nasty Plot/Agility
- Thunderbolt
- Psyshock

Fake Out hits first and gives you a X2 SpA/Speed (Nasty Plot is preferred because it is already fast). Having Tapu Koko in the team along with this allows it to always go for Nasty Plot, get X2 speed boost and boost on Thunderbolt. Unfortunately, this thing gets completely walled by Krookodile but otherwise does well.

Salazzle (F) @ Life Orb
Ability: Corrosion
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Fake Out
- Nasty Plot
- Sludge Wave
- Fire Blast/Flamethrower

Fake Out again for Nasty Plot boost on the first turn, Sludge Wave and Fire Blast for Poison and Fire STAB. Flamethrower can be used over Fire Blast for more accuracy.

Mismagius @ Life Orb/Focus Sash
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Shadow Ball/Ominous Wind
- Mystical Fire/Charge Beam/Icy Wind
- Dazzling Gleam/Charge Beam/Icy Wind
- Nasty Plot

Mystical Fire, Charge Beam, Icy Wind triggers Nasty Plot. Shadow Ball and Ominous Wind also have a chance to trigger it.

Chatot @ Choice Scarf
Ability: Big Pecks
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Chatter
- Nasty Plot
- Boomburst
- Heat Wave/Ominous Wind

Chatot @ Choice Specs
Ability: Big Pecks
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Chatter
- Nasty Plot
- Boomburst
- Agility

This one is cool! Chatter confuses the target and gives you Nasty Plot and/or Agility Boost.
Set 1 contains Scarf which makes Chatot blazingly fast from the start + Chatter to confuse the opponent and get a X2 SpA boost.
Set 2 comes with Choice Specs which gives it both SpA and Speed boost and its main purpose contains using only Chatter.

Too much Nasty Plot?
Here's another set that might be good
Ursaring with Rock Tomb/Bulldoze along with Quick Feet/Guts Toxic/Flame Orb boosting from Belly Drum Swords Dance/Bulk Up

Some 100% Boosting moves which come with viable Pokemon.
Electroweb: Thundurus, Thundurus-Therian Vikavolt, Magnezone
Rock Tomb: Excadrill, Terrakion, Machamp, Kyurem-Black, Landorus-Therian, Conkeldurr, Salamence, Rampardos (maybe with Rock Polish or SD or both?)
Bulldoze: Landorus-Therian, Excadrill, Garchomp, Mudsdale
Struggle Bug: Pinsir, Scizor, Golisopod, Crustle (+ Shell Smash), Scolipede (might help in BP), Gliscor
Power-Up Punch: Rampardos (Rock Polish/SD), Buzzwole (or Lunge), Metagross, Dragonite
Icy Wind: Latios, Keldeo
Flame Charge: Mega Charizard X, Entei (or Sacred Fire? lol), Infernape, Victini (Work Up), Marowak Alola (SD, Iron Defense)

And before leaving here's a replay for the lolz
http://replay.pokemonshowdown.com/dragonheaven-gen7automagic-16542
 
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sin(pi)

lucky n bad
Ghost types are pretty good as an antimeta option - they block Fake Out, Low Sweep and PUP at a minimum. For example:

Marowak-Alola @ Thick Club
Ability: Lightning Rod
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Flame Charge
- Shadow Bone
- Bulldoze / Rock Tomb / Fire Punch / etc
This also walls Charge Beam and Sacred Fire, which is pretty handy. The Scald weakness is annoying but you can pair it with Mantine or Gastrodon (Curse+Scald!) or something to handle that.
 
There is something that needs to be quickbanned

Diggersby @ Life Orb
Ability: Huge Power
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Agility
- Bulldoze
- Belly Drum
- Return

Or just ban BD
 
Belly Drum isn't supposed to get Triggered, it isn't in the list
eevee general said:
  • Q: Is the setup move's PP used?
  • A: Yes. Any other side-effects of the move happen as well, such as Belly Drum's HP loss. (This also means the move's conditions must be met, e.g. your Pokemon needs at least 50% of its HP remaining in order for Belly Drum to activate.)
I'm pretty sure that's an oversight
 
Some cool sets:

Raichu-Alola @ Life Orb
Ability: Surge Surfer
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Fake Out
- Nasty Plot/Agility
- Thunderbolt
- Psyshock
Raichu-A has several other options of note. One of them is Nuzzle, of which it is probably the best user of all the Pikachu clones, which serves as a sort of Double Dance by slowing down the other Pokemon. Then there's Stoked Sparksurfer, which isn't on the list, but Eevee did mention in submissions that it would be included. Finally, there's Electroweb, a move with a 100% effect that you also mentioned. In addition to those other users you indicated, Porygon-Z with Nasty Plot + Electroweb might be worth looking at, even though it does pitiful damage.
 

EV

Banned deucer.
My bad with the setup move list. The site I used to generate them didn't include +/- moves like Shell Smash or even Belly Drum fsr.

Stoked Sparksurfer and Genesis Supernova will count as triggers. How could I deny the mascot its signature Z move? :3

If King's Rock and that Razor item count as adding secondary effects, then that means you can give any move a small trigger chance! I wouldn't count on it, however.

There is something that needs to be quickbanned

Diggersby @ Life Orb
Ability: Huge Power
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Agility
- Bulldoze
- Belly Drum
- Return

Or just ban BD
Diggersby learns Belly Drum?

Shouts to Isa Simple for finding the Hariyama set I was going to feature. Anyway, keep em coming!
 
I just spent the last 45 minutes typing up a complex reply on here and Safari crashed in the last 30 seconds, so I'm dumping it here, no calcs, no complexity, nothing. FML.



Sigilyph @ Psychium Z
Ability: Tinted Lens
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Charge Beam
- Cosmic Power
- Stored Power
- Hypnosis

Z Hypnosis ups speed, letting it outspeed neutral natured 252 Pheromosa, get to +2 from Charge beam, stored power one shots +6 Quivermoth.




Dunsparce @ Leftovers
Ability: Serene Grace
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Coil
- Agility
- Bulldoze
- Headbutt

Self explanatory, but lemme tell you anyways. Bulldoze turn one to outspeed virtually everything, do it again for the extra power, do it again because +3 attack, why not, then spam headbutt and hope for flinch hax.


Maybe I'll edit this post to its formor glory later.

Edit #1: Added sprites, made some hide boxes, and changed some typos. Will add some calcs eventually
 
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boxofkangaroos

this is the day of the expanding man
This meta seems interesting, but the use of Fake Out as a trigger honestly seems pretty broken. Maybe Inner Focus will rise in popularity just to stop Fake Out.

In other news, Ambipom seems like it could actually get a chance to shine.


Ambipom @ Normalium Z
Ability: Technician
EVs: 252 Atk / 252 Spe
Jolly Nature
- Power-Up Punch
- Return
- Agility
- Work Up

In one turn, Ambipom can use Power-Up Punch, Agility, and Z-Work Up to gain +3 Attack and +2 Speed. Then it can sweep teams (without Ghost-types) using Return and Power-Up Punch.

(still not 100% sure how Z-moves work in this meta, but from my understanding this set works)
 
Something I noticed is the Trigger didn't activate when the target fainted. Spandan ?
I made it such that the trigger wont activate if the target faints, because if it faints, it wont be burned/flinched/confused/have its stat lowered etc. I am still working on the code, its not complete yet, but this bug has been fixed.
 
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