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Bridging the Generational Gap: G6 Metagame Essentials


Chase

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Sometimes, all the metagame needs is a bunch of new pokemon, altered movesets, a new gameplay mechanic, and all of a sudden players are left with a different world around them when it comes to competitive pokemon. Teams that used to be very effective may be struggling to get by. The old guard may have slowly fallen down the tiers and the usage lists, in favor of pokemon that never saw the light of day....until now.

So far the OTS has catered to beginning competitive players, but what about the folks that used to be here, before the turn of the generation? Well, that's where this thread comes in.

For a short while, I'll invite you all to suggest major topics to explain about Generation 6 Competitive play, and will collect and pool information on this post.

Master List:

- Megas

- Weather nerfed.

- wide access to "Knock Off"

- Fairy

- Steel nerfed

- Status immunities

- Sound > Sub

- Abilities that ensure priority or immunity (Gale Wings, Bulletproof)

- Abilities that change Normal-type moves into stronger moves of a different type (Aerialate, Pixilate)

- Defog

- Buffed Will-o-Wisp

- Sticky Web

- New Items (Vest, Weakness Policy, etc.)

- Ability revisions (Oblivious, Overcoat, Infiltrator.)

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Some other things:

- Powerful priority users (Talonflame, Mega Pinsir)
- Defog buff (now it removes hazards)
- More users of Will-O-Wisp, due to buffed accuracy (actually this is a less important change)

EDIT:

- Many unique abilities such as Gale Wings Talonflame and BulletProof Chesnaught.

We also have abilities like Pixilate and Refrigerate, which change the type of normal-type moves into something else and that makes Mega Gardevoir, Mega Salamence (in Ubers), and to a certain degree Mega Glalie that good.

Edited by Cyaloom
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- Viable new items, such as Assault Vest and Weakness Policy.
- The nerf to the 'sleep' status.
- A slight buff to some older Pokemon, like Alakazam, whose BST was buffed by 10. Nothing that should really make a difference, though.
- Knock Off's power boost and effect do not trigger when the opponent holds a Mega Stone.
- Not really a change in the game itself, but Swagger is now banned in Smogon's competitive tiers.

Edit: the nerf of sleep happened in gen V, my bad!

- Maybe it's not a bad idea to mention Chandelure too. This guy had thehidden ability Shadow Tag in generation V. However, because it never was officially released, it was changed to Infiltrator in gen VI. This may be one of the biggest, if not the biggest, change a Pokemon got from gen V to gen VI, not counting Mega Evolution and Primal Reversion, of course. Also, Shadow Tag no longers works on Ghost types, but Hukuna's post got that covered.

Edit 2: Fire Blast, Hydro Pump, Blizzard and Thunder all got a decrease of 10 in their base powers, meaning they all went down from 120 to 110 base power.

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-Powder Moves. ((while this exists pre-gen 6, in gen 6 they all received a sub-type of powder move and have mechanics regarding them.))

-Old Ability Changes. ((not just the weather, Oblivious made users immune to Taunt, Overcoat now prevents Powder moves from working[hey... powder moves sounds familiar.], and Infiltrator allows ANY move to hit through Subs.))

-Might be worth mentioning Terrain moves even if they aren't used much if at all. ((Misty Terrain/Grassy Terrain))

-Revert of the Sleep nerf. ((Gen 5 the sleep counter would reset on switch out, this is no longer the case. Sleep still lasts anywhere from 1-3 turns.))

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I mean, sure it's easy to learn in most cases but the general scope of how different this generation is from the last one is reason enough to find every difference and go into detail on what it means for the player of the past.

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Bibs, mine didn't really "cover" Shadow Tag as an ability. Shadow Tag itself hasn't changed in any way, it has changed due to Ghost Types now being immune to Trap Effects of all kinds. ((including Mean Look, Shadow Tag, and other similar effects.)). So really Jeri covered that one since it is type related not ability related.

Also, Hilda I forget to mention Keen Eye also changed. It now also ignores all enemy Evasion Boosts, however this isn't really competitively relevant it is mostly just me mentioning it for completion's sake.

I should note the Sleep Nerf Revision is extremely important, because with it's change you could actually use Rest and not sentence that Pokemon to death. As in 5th Gen Rest would resist the counter on switching out, so one had to stay in 2 full turns. ((at least to my knowledge.)). Therefore Rest become a bit more usable/reliable in 6th Gen.

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I think maybe some of these topics should perhaps be consolidated.

Status immunities + Buffed WoW = Changes with Status moves and effects

Sticky Web + Defog = Changes to the hazards game

These are a few that come to mind. It's going to be difficult to create quality posts for every little nuance that has changed between gen 5 and gen 6.

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Easy Consolidation

1- Type Changes. Fairy Type and the New Type Chart ((included the Steel Nerf.)). Should cover the Type based Immunities here as well. ((Grass:Powder Electric: Paralyze, all types even from normal type moves. Ghost: Trapping)).

2-Ability Revisions, and New Abilities: This will cover first and more minor abilities changes. And then cover the Weather Abilities changes. Weather itself actually didn't really change at all this Gen, it is just the abilities losing the permanency that caused weather to not be anywhere near as reliable as they once were. Once those are out of the way, new abilities should be discussed.

3-Move Revisions and New Moves- All moves that had any revisions should be listed, with the many moves dropping in power((Ice Beam and equivalent moves of a different type, Blizzard and moves of a similar type.)) or rising in power ((power gem, incinerate, etc...)). Things like Will-O-Wisp gaining accuracy should be listed here. ((not going to say it is necessary to go deep into this cause Will-O was being used last gen despite it's lower acc.)) New Moves should be discussed after this. Only relevant moves should be discussed in interest of time, like no reason to mention Fairy Wind.... it will never be used. Defog Revision also should be mentioned here.

That is the simplest way to do it, by lumping all of that stuff together. However, you could break it down into sections if necessary.

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^Poison is still sub-par.

Addition of 62 new moves

Boomburst - Normal type - 140BP - 100% Acc - special

Mystical Fire - Fire type - 65BP - 100% Acc - special

Flying Press - Fighting/Flying type - 80BP - 95% Acc - physical

Mat Block - Fighting type - protects from damage on turn 1

Power-Up Punch - Fighting type - 40BP - 100% Acc - raises Atk 1 stage - physical

Origin Pulse - Water type - 110BP - 85% Acc - Kyogre's signature - special

Steam Eruption - Water type - 110BP - 95% Acc - Volcanion's signature - special

Water Shuriken - Water type - 15BP - 100% Acc - hits 2-5 times - priority +1 - physical

Dragon Ascent - Flying type - 120BP - 100% Acc - Rayquaza's signature - physical

Oblivion Wing - Flying type - 80BP - 100% Acc - restores 75% damage dealt - Yveltal's signature - special

Forest's Curse - Grass type - adds Grass type to target

Grassy Terrain - Grass type - all grounded pokemon gain 1/16 HP each turn - grass type moves get 1.5 damage

Petal Blizzard - Grass type - 90BP - 100% - physical

Spiky Shield - Grass type - protect + 1/8HP damage if move makes contact

Belch - Poison type - 120BP - 90% Acc - must eat a berry to use - special

Electric Terrain - Electric type - all grounded pokemon cannot sleep - electric type moves get 1.5 damage

Electrify - Electric type - if target gets electrified before he makes a move, the move becomes electric type

Nuzzle - Electric type - 20BP - 100% Acc - causes paralysis - physical

Parabolic Charge - Electric type - 50BP - 100% Acc - user gains 1/2 damage dealt - special

Land's Wrath - Ground type - 90BP - 100% Acc - Zygarde's signature - physical

Precipice Blades - Ground type - 120BP - 85% Acc - Groudon's signature - physical

Rototiler - Ground type - raises Atk and SpA of Grass pokemon

Thousand Arrows - Ground type - 90BP - 100% Acc - removes magnet rise, telekinesis, air balloon, flying type immunity to ground - physical

Thousand Waves - Ground type - 90BP - 100% Acc - prevents fleeing and switching out - physical

Hyperspace Hole - Psychic type - 80BP - can't miss - can hit behind protect - special

Diamond Storm - Rock type - 120BP - 95% Acc - has 50% chance to raise def +1 - Diance's signature - physical

Freeze-Dry - Ice type - 70BP - 100% Acc - supereffective against Water type - special

Infestation - Bug type - 20BP - 100% Acc - traps target for 4-5 turns

Powder - Bug type - damages target at 25% HP if going to use fire type move - priority +1 - Vivillon's signature

Sticky Web - Bug type - entry hazard - reduces speed -1 stage at entry

Phantom Force - Ghost type - 90BP - 100% Acc - 1st turn semi invulnerable state, hits 2nd turn - physical

Trick-or-Treat - Ghost type - adds Ghost type to target

whoa this takes a lot of time to type

Hyperspace Fury - Dark type - 100BP - can't miss - can hit behind protect - physical

Parting Shot - Dark type - lowers target's Atk & SpA then switches out

Topsy-Turvy - Dark type - all stat changes become the opposite of what they were

King's Shield - Steel type - protects from damage, not status - if move makes contact, user's attack drops 2 stages

Dazzling Gleam - Fairy type - 80BP - 100% Acc - special

Draining Kiss - Fairy type - 50BP - 100% Acc - restores 75% damage dealt - special

Geomancy - Fairy type - user raises SpA, SpD, SpE by 2 stages - takes 1 turn to charge 1 turn to apply effect

Light of Ruin - Fairy type - 140BP - 90% Acc - recoil 1/3 of damage dealt - special

Misty Terrain - Fairy type - grounded pokemon cannot be statused - halves Dragon type damage

Moonblast - Fairy type - 95BP - 100% Acc - 30% chance to lower target's SpA - special

Play Rough - Fairy type - 90BP - 90% Acc - 10% chance to lower target's Atk - physical

Addition of 27 new abilities

Aerilate - Normal type moves become Flying type

Pixilate - Normal type moves become Fairy type

Refrigerate - Normal type moves become Ice type

Mega Launcher - Powers up aura and pulse moves (water pulse, dark pulse, dragon pulse, aura sphere)

Delta Stream - nullifies weather - supereffective moves against flying types become normally effective

Gale Wings - gives priority to flying type moves

Flower Veil - prevents lowering grass type pokemon's stats

Dark Aura - boosts Dark type moves damage by 33.3%

Fairy Aura - boosts Fairy type moves damage by 33.3%

Edited by nickcrash
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