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
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.
(For sake of differentiating moves, the attack that initiates activation is called the "trigger.")
Full list of setup moves:
Full list of moves affected by Sheer Force ("Triggers"):
Playable on Dragon Heaven!
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
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.
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
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
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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