Rules questions:
- How does gender work? Can it still be set to 'random'?
- "Moody: Increases by 2 higher stat, drecreases by 2 lower stat." / "Starf Berry: Boosts Pokémon's higher stat." Could you clarify this? What happens in the case of a tie?
- How does Quick Claw work?
- Does No Guard circumvent Air Balloon?
- Micle Berry normally only single use; here, though, it's not made explicit whether it's a consumable or not. Care to clarify?
- For moves that have a 50% or 70% chance of the secondary effect occurring, why do they have their power nerfed and the 2ndary effect chance set to 100% instead of just keeping the BP the same and using the secondary point system? TFW Diamond Storm is nerfed.
- Any particular reason that Anger Point operates off of a 10,000/2,500/1,250/625 point system when it could just as easily do with 16/4/2/1?
- Does damage use the median of the standard possible damage rolls, the minimum, the maximum, what? This could actually be used to balance the meta, if one playstyle becomes too oppressive.
If these were answered somewhere upthread, well, they're not in the OP, and half the thread seems to be arguing about stuff that doesn't apply any more so I didn't read it thoroughly.
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I'm surprised at how little discussion there is of the actual meta.
Galvantula has effective 105/147 mixed offenses (give or take) with Compound Eyes, on top of already being the best Pokemon. Normally I would only bother mentioning the latter, but it does get Sucker Punch and Pursuit for some reason. So a surprise mixed set would be... not terrible?
With Defog giving two stat drops in this meta, Bisharp just got that much nastier. After just one Defog:
+4 252+ Atk Bisharp Knock Off (97.5 BP) vs. 252 HP / 252+ Def Skarmory: 288-340 (86.2 - 101.7%) -- 12.5% chance to OHKO
Scizor fares a bit better.
Gravity increasing the power of attacks by 5/3 is a straight-up 66% stat boost. Jesus. Gravity could be a pretty amusing move to put on a stallbreaker; for that matter, so would Sweet Scent. Sweet Scent's double stat drops could actually make it usable on teams that like to rack up hazard damage.
With Minimize functioning as a double Cosmic Power, Clefable could be a threatening staller in this meta -- the moves that ignore defense boosts are usually poorly distributed or suboptimal choices on most 'mons. At least, assuming that defense boosting doesn't become a big thing in this meta, rendering those moves necessary.