Martin
A monoid in the category of endofunctors
Approved by The Immortal and thanks to Yuelia for letting me take over and modify the original version of Move Equality after the approval and, less than two hours later, deletion of Averagemoves
credit to Matt_192 for this dank "artwork"
Introduction:
Welcome to Move Equality! This metagame is based around one premise: all moves have the same base powers. Therefore, the viability of a move comes entirely from its accuracy and secondary/tertiary effects.
Mechanics:
All attacks, excluding those which modify their own base power in certain scenarios (e.g. Pursuit, Surf, Assurance, Round and Stomp), are now base 100 power. In addition to this, any move with a priority of anything other than +0 on their damaging hit (e.g. Quick Attack, ExtremeSpeed, Dragon Tail and Focus Punch) or don't use the normal damage formula (e.g. Seismic Toss, Final Gambit, Super Fang etc.) retain their original base powers. In addition, all moves which hit more than once (e.g. Fury Swipes, Double Hit) have new mechanics, which I have clarified below. For reference, here is a list of un-changed attacks:
The formula for the base power of each strike for attacks which strike more than once are as follows: 100÷[maximum number of hits]. For example, Fury Swipes is 20 BP and Double Hit is 50 BP.
Rules:
Move Equality Council
Server(s):
Current focus of discussion:
If you want this on your server, the code can be found in this post. If you add the metagame to your server, please contact me and I will add it to the OP :) If you want move equality 1v1, it can be found in the same post.
Kyurem-B is currently crying in a corner as it still lacks a physical Ice-type STAB move
credit to Matt_192 for this dank "artwork"
Introduction:
Welcome to Move Equality! This metagame is based around one premise: all moves have the same base powers. Therefore, the viability of a move comes entirely from its accuracy and secondary/tertiary effects.
Mechanics:
All attacks, excluding those which modify their own base power in certain scenarios (e.g. Pursuit, Surf, Assurance, Round and Stomp), are now base 100 power. In addition to this, any move with a priority of anything other than +0 on their damaging hit (e.g. Quick Attack, ExtremeSpeed, Dragon Tail and Focus Punch) or don't use the normal damage formula (e.g. Seismic Toss, Final Gambit, Super Fang etc.) retain their original base powers. In addition, all moves which hit more than once (e.g. Fury Swipes, Double Hit) have new mechanics, which I have clarified below. For reference, here is a list of un-changed attacks:
Moves unaffected because they have increased priority
Quick Attack
Mach Punch
Aqua Jet
Bullet Punch
Ice Shard
Shadow Sneak
Vacuum Wave
Sucker Punch
ExtremeSpeed
Fake Out
Feint
Water Shuriken
Moves unaffected because they have decreased priority
Focus Punch
Avalanche
Revenge
Circle Throw
Dragon Tail
Vital Throw
Moves unaffected because their BP is variable
Rollout
Ice Ball
Magnitude
Fling
Brine
Stomp
Steamroller
Body Slam
Dragon Rush
Flying Press
Phantom Force
Wake Up Slap
Smelling Salts
Hex
Venoshock
Pursuit
Stored Power
Knock Off
Payback
Assurance
Punishment
Weather Ball
Return
Frustration
Spit Up
Beat Up
Triple Kick
Trump Card
Eruption
Water Spout
Gyro Ball
Electro Ball
Acrobatics
Fury Cutter
Echoed Voice
Round
Present
Natural Gift
Low Kick
Grass Knot
Heavy Slam
Heat Crash
Wring Out
Crush Grip
Flail
Reversal
Fire Pledge
Water Pledge
Grass Pledge
Moves unaffected because they ignore the normal damage formula
Super Fang
Psywave
Sheer Cold
Fissure
Guillotine
Horn Drill
Counter
Mirror Coat
Metal Burst
Bide
Seismic Toss
Night Shade
Dragon Rage
Sonic Boom
Endeavor
Final Gambit
Quick Attack
Mach Punch
Aqua Jet
Bullet Punch
Ice Shard
Shadow Sneak
Vacuum Wave
Sucker Punch
ExtremeSpeed
Fake Out
Feint
Water Shuriken
Moves unaffected because they have decreased priority
Focus Punch
Avalanche
Revenge
Circle Throw
Dragon Tail
Vital Throw
Moves unaffected because their BP is variable
Rollout
Ice Ball
Magnitude
Fling
Brine
Stomp
Steamroller
Body Slam
Dragon Rush
Flying Press
Phantom Force
Wake Up Slap
Smelling Salts
Hex
Venoshock
Pursuit
Stored Power
Knock Off
Payback
Assurance
Punishment
Weather Ball
Return
Frustration
Spit Up
Beat Up
Triple Kick
Trump Card
Eruption
Water Spout
Gyro Ball
Electro Ball
Acrobatics
Fury Cutter
Echoed Voice
Round
Present
Natural Gift
Low Kick
Grass Knot
Heavy Slam
Heat Crash
Wring Out
Crush Grip
Flail
Reversal
Fire Pledge
Water Pledge
Grass Pledge
Moves unaffected because they ignore the normal damage formula
Super Fang
Psywave
Sheer Cold
Fissure
Guillotine
Horn Drill
Counter
Mirror Coat
Metal Burst
Bide
Seismic Toss
Night Shade
Dragon Rage
Sonic Boom
Endeavor
Final Gambit
Rules:
- Standard OU clauses apply.
- Mega Metagross and Keldeo are banned.
- Mud Slap, Whirlpool, Fire Spin, Infestation and Sand Tomb are banned.
Move Equality Council
Server(s):
- http://aqua.psim.us/
- http://eos.psim.us/
- http://www.perfectpokemonshowdown.com/ [play here for now]
Current focus of discussion:
- Power-up Punch
Kyurem-B is currently crying in a corner as it still lacks a physical Ice-type STAB move
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