Post by Disaster Area on Mar 7, 2016 3:14:39 GMT
List of Moves KEPT from GameFreak's Pokemon:
Body Slam
Bubble
Bubblebeam
Bug Buzz
Bulk Up
Bullet Seed
Charm
Covet
Destiny Bond
Dig
Disable
Double Edge
Earthquake
Ember
Endure
Flail
Fling
Focus Punch
Future Sight
Growl
Grudge
Heal Bell
Howl
Hyper Voice
Imprison
Knock Off
Leech Seed
Magical Leaf
Metronome
Mirror Move - Uses the last move the opponent used in the battle even if it was several turns previous.
Night Shade
Pain Split
Peck
Perish Song
Pound
Power Gem
Protect
Recycle
Rest
Reversal
Roost - but when using the move, health gained is reduced by spikes damage
Scratch
Sleep Talk
Shadow Ball
Spikes
Spite
Substitute
Switcheroo
Taunt
Thief
Thunder Wave
Torment
Toxic - but accuracy changed to 100%
Transform
Trick Room
Water Gun
Whirlwind
Wish
Normal
Berry Blast - Spc, Acc100%, Natural Gift effect
Body Slam
Concealed Power - Phys, BP70, Acc100%, type varies (like hidden power), note that normal/fairy are possible here.
Covet
Disable
Double Edge
Endure
Flail
Growl
Heal Bell
Howl
Hyper Voice
Metronome
Pain Split
Perish Song
Pinch - 30 BP, 100 Acc
Pound
Protect
Recycle
Scratch
Sleep Talk
Smash - 40BP, 100Acc, 100% Crit Rate
Spike Attack - Phys, 60 BP, 90Acc
Spin Attack - Phys, BP50, Acc95
Substitute
Tail Slam - Phys, BP100, Acc100
Transform
Tumble - Phys, BP30, Acc90
Unnatural Slice - Phys, BP90,Acc100, Hits Ghost types Super Effectively
Whirlwind
Wish
Fighting
Bulk Up
Brutal Uppercut - Phys, BP100, Acc90, 1/4 recoil
Dazzling Punch - Phys, BP55, Acc100, Reduces foe's SpD by 1 stage
Disarm - Phys, BP55, Acc100, Reduces foe's Atk by 1 stage.
Energy Fist - Spc, BP50, Acc100, Restores 100% of damage dealt.
Focus Punch
Judo Slam - Phys, BP30, Acc100, Boosts Defense by 1 stage (30% chance)
Low Blow - Phys, BP60, Acc95, 50% chance for 1 turn taunt effect
One-Two Punch - Phys, BP35, Acc100, Hits twice, second attack does 1.5x damage
Reset Punch - 10 BP, 100Acc, Haze effect
Reversal
Sliding Kick - Phys, BP90, Acc100, 10% flinch chance.
Super Punch - Phys, BP50, Acc90
Tag Out - Switches out the user
Tornado Kick - Phys, BP85, Acc85, 10% flinch chance
Tornado Punch - Phys, BP30, Acc95, Hits 2-5 times.
Vortex Punch - Spc, BP90, Acc100
Whirlwind Palm - Spc, BP40, Acc100, +1 Priority
Fire
Ember
Fiery Spell - Burns the opponent (100% Accuracy)
Fireball - Phys, BP80, Acc100
Fire Breath - Spc, BP90, Acc100
Flaming Fist - Phys, BP80, Acc100
Hellfire - Spc, BP80, Acc100, Super-Effective on Ghost-Types, 10% recoil
Ignite - Spc, BP20, Acc100, 100% chance to burn foe.
Rekindle - Recover
War Cry - +2 Atk
Water
Abyssal Slash - Phys, BP80, Acc100, High crit ratio
Bubble
Bubblebeam
Harsh Current - Spc, BP80, Acc100, 30% Paralysis chance
Misty Blast - Spc, BP75, Acc100
Tidal Wave - Spc, BP95, Acc100
Torrential Crash - Phys, BP100, Acc100 - 1/3 recoil
Wash Away - Removes entry hazards on both sides of the field.
Water Gun
Grass
Bullet Seed
Canopy - Safeguard
Chlorobeam - Spc, BP80, Acc100
Forest Call - Spc, BP90, Acc100
Grass Blade - Phys, BP95, Acc95
Leech Seed
Magical Leaf
Mower - Phys, BP50, Acc100, Super Effective on Grass types.
Vine Guard - Light Screen
Electric
Energy Draw - +1 SpA / +1 SpD
Lightning Strike - Spc, BP85, Acc90
Magnify - +2 Acc
Rapid Burst - Spc, BP40, Acc100, +1 Priority
Recharge - Recover
Shock - Spc, BP95, Acc100
Tesla Shield - Reflect
Thunder Wave
Weak Shock - Phys, BP40, Acc100
Zap - Phys, BP70, Acc100
Flying
Air Blade - Phys, BP80, Acc100, hits through SpD not Def
Chirp - Spc, BP40, Acc100, Sound
Dive Bomb - Phys, BP95, Acc100, 1/4 recoil
Flutter - Phys, BP55, Acc95, Boosts Speed 1 stage, 10% recoil
Mirror Move
Nebulous Mist, Spc, BP85, Acc100, lowers foe's evasion by 1 stage.
Peck
Roost
Soar - +1 Atk, +1 Spe
Strong Gust - Phys, BP40, Acc100, Phazes foe, -6 priority
Tornado - Spc, BP70, Acc100, High crit ratio
Wind Song - +2 SpD
Wings Of Dawn - Spc, BP80, Acc90, 25% chance to raise SpA by 1 stage
Rock
Boulder Throw - Phys, BP60, -1 priority
Crystallize - +1 Atk, +1 Def, -1 Spe
Diamond Dust - Spc, 50BP, 95% accuracy.
Impale - Phys, BP40, Acc90
Landslide - Phys, BP90, Acc100
Power Gem
Ground
Clay Punch - Phys, BP40, Acc100
Dig
Earthquake
Mud Ball - Spc, BP40, Acc80
Mud Blast - Spc, BP80, Acc85, 60% chance to lower the foe's speed by 1 stage.
Raze - Phys, 20BP, 100Acc, Rapid Spin effect
Sand Blast - Spc, BP75, Acc100
Spikes
Trip - Phys, Acc100%, inflicts half of the opponent's current speed as fixed damage (like Seismic Toss)
Poison
Acid Burn - Spc, BP90, Acc90, Burns poisoned and badly poisoned foes.
Corrode - Spc, BP70, Acc100, Reduces foe's Def by 1 stage.
Corrosive Acid - Spc, BP80, Acc90, Super Effective on steel types
Enrich - +1 Def, +1 SpA, -1 Spe
Ink Spray - Spc, BP90, Acc100, 1 in 3 chance to lower the foe's SpA
Pesticide - Spc, BP55, Acc100, Super Effective on Bug Types
Pestilential Storm - Spc, BP100, Acc95, 20% Recoil
Slime Attack - Spc, BP40, Acc100
Syphon - Phys, BP60, Acc100, Heals 100% of damage dealt
Toxic - Accuracy boosted to 100%
Venomous Bite - Phys, 40 BP, 100Acc, Badly Poisons
Venom Slash - Phys, BP80, Acc100
Ice
Cool Blast - Spc, BP50, Acc100
Cold Chills - Reduces the opponent's Special Defense by 2 stages if they are not a Fire- or Ice-type
Flash Freeze - Spc, BP40, Acc100, +1 Priority
Frozen Fist - Phys, BP80, Acc100
Snowstorm - Spc, BP90, Acc100, 10% Recoil
Steel
Fortify - +1 Def, +1 SpD, -1 Spe
Hypercharge - +2 Spe
Iron Storm - Spc, BP95, Acc100, 10% chance to raise SpD
Metal Slam - Phys, BP100, Acc100, 20% Recoil
Polish - +1 Def
Rocket Slam - Phys, BP40, Acc100, +1 Priority
Sword Slash - Phys, BP80, Acc90
Twin Cannon - Phys, BP40, Acc100, Hits twice
Fairy
Charm
Enchantment - +1 SpA / +1 SpD / -1 Spe
Glomp - Phys, 40 BP 100 Acc
Guardian Call - +1 Def / +1 SpD
Harpy Summon - +2 SpA
Healing Circle - Restores HP of user and opponent to Max.
Meteor Barrage - Phys, BP25, Acc100, Hits 2-5 times
Mystic Wave - Spc, BP85, Acc100
Nymph Burst - Spc, BP100, Acc90 - Lowers SpA by 1 Stage
Pixie Blast - Spc, BP80, Acc100 - 30% chance to boost SpD by 1 stage
Pixie Storm - Phys, BP90, Acc100, 10% Recoil
Star Smash - Phys, BP80, Acc-100 - 10% chance to boost Def by 1 stage
Dragon
Dragon Bite - Phys, BP75, Acc100, 10% flinch chance
Dragon Fire - Spc, BP55, Acc100, Hits Steel types super-effectively.
Dragon Slam - Phys, BP90, Acc100, 10% Recoil
Dragon Smash - Phys, BP100, Acc90, 1/4 Recoil
Legend's Curse - +1 Atk, +1 SpD, -1 Spe
Sacred Surge - Spc, BP80, Acc100
Serpent Slash - Phys, BP50, Acc100, High crit rate.
Bug
Bug Buzz
Buzz - Spc, BP20, Acc100, Sound, 20% chance to flinch
Horn Slam - Phys, BP95, Acc100, 10% Recoil
Leech - Spc, BP75, Acc100, Restores 100% of damage dealt.
Pins and Needles - Phys, BP60, Acc100
Scuttle - +2 Speed
Swarm Attack - Phys, 18BP, 100% Acc, Hits 2-5 times
Tail Sting - Phys, BP50, Acc100, Badly poisons
Dark
Backstab - Phys, 40BP, Acc100, 100% Crit
Disorienting Blow - Phys, BP50, Acc100, reduces foe's SpA by 1 stage.
Dusk Bomb - Spc, BP90, Acc100
Evil Stare - Reduces foe's SpA 1 stage
Fling
Knock Off [Gen 5 version]
Hiss - Charm
Retribution - Metal burst (list under Spc)
Sneak Attack - Phys, BP80, never misses
Switcheroo
Taunt
Thief
Torment
Vengeance - Spc, Reversal effeect
Ghost
Demon Fist - Phys, 80 BP, 100 Acc
Destiny Bond
Grudge
Night Shade
Shadow Ball
Soul Drain - Spc, BP70, Acc100, Drains 100% of HP
Soul Snatch - Changes the user's secondary typing to the that of the opponent's secondary typing. If the user is single-typed, adds the opponent's secondary typing as a secondary type. If the opponent is single-typed, then that type becomes the user's secondary typing, as per the previous comments.
Spite
Spook - Lowers foes SpD by 1 stage.
Psychic
Essence Break - Spc,BP100, Acc95, 20% chance to lower SpD
Future Sight
Health Orbs - Entry hazard that is set on the user's side. Heals 5/48 of max HP upon switch-in
Hyper Blast - Spc, BP90, Acc100, 10% Recoil
Imprison
Kinetic Shift - Phazes
Magic Punch - Phys, BP70, Acc100
Meridian Blast - Spc, 100 Acc, BP = 110 - |50 - HP(%)|
Mind Crush - Spec, 80BP, 30% chance of reducing target's SpA and SpD by 1 stage.
Rest
Shield Enchant - +2 Def
Trick Room
---
Important things to note:
Phys and Spc stand for Physical and Special respectively.
The available hazard control options are: Health Orbs (Healing, Own-side), Spikes (more balanced due to the presence of health orbs), Wash Away (Water-type move that removes hazards on both sides), and Raze (effectively your Ground-type Rapid Spin). Note the dynamic between Wash Away and Health Orbs on one's own side.
Note that whilst most moves are high accuracy, few annoying secondary effects, etc. that there are still a few which helps reduce annoyance at the game but tries to avoid making the game completely about game theory related probabilities - that is, in '50/50' scenarios, things such as move accuracy and secondary effects help weigh the odds rather than making it a pure coinflip, so the more that there is in the game to prevent the pure 50/50 scenario, the better. Hazards are also kept so as to help prevent infinite battles in the context of hard stall, as well as help enable offense, without being overpowering.
The complete absence of Evasion-boosting, Accuracy-reducing, OHKO, and Freezingg moves. There is also no Baton Pass or U-turn. Whilst Baton Pass often has interesting competitive uses it also has a habit of causing problems. Whilst I maintain it's sensible to keep it around, even if in a limited form, in regular Pokémon, it's not unwise to not open that can of worms here. U-Turn and similar moves have a very powerful effect on the pace of the game, so are not included. There is however Tag Out which can effectively work as dry passing, notable for choice and wish users in rare instances.
The power level is INTENTIONALLY very similar to that of ADV - this is a core concept of BAM in its current form, due to its good reputation and typical natural balance. Since it's very rare to have a Pokémon make everything die, like an overpowered sweeper in later generations, because of the move and item limitations, which means that generally we have more lee-way in our design and making it easier to achieve good game balance.
Advanced /techincal / less important info to be dealt with at a later date: Concealed power's IV to type distribution.
Knock Off should have low distribution.
Body Slam
Bubble
Bubblebeam
Bug Buzz
Bulk Up
Bullet Seed
Charm
Covet
Destiny Bond
Dig
Disable
Double Edge
Earthquake
Ember
Endure
Flail
Fling
Focus Punch
Future Sight
Growl
Grudge
Heal Bell
Howl
Hyper Voice
Imprison
Knock Off
Leech Seed
Magical Leaf
Metronome
Mirror Move - Uses the last move the opponent used in the battle even if it was several turns previous.
Night Shade
Pain Split
Peck
Perish Song
Pound
Power Gem
Protect
Recycle
Rest
Reversal
Roost - but when using the move, health gained is reduced by spikes damage
Scratch
Sleep Talk
Shadow Ball
Spikes
Spite
Substitute
Switcheroo
Taunt
Thief
Thunder Wave
Torment
Toxic - but accuracy changed to 100%
Transform
Trick Room
Water Gun
Whirlwind
Wish
Normal
Berry Blast - Spc, Acc100%, Natural Gift effect
Body Slam
Concealed Power - Phys, BP70, Acc100%, type varies (like hidden power), note that normal/fairy are possible here.
Covet
Disable
Double Edge
Endure
Flail
Growl
Heal Bell
Howl
Hyper Voice
Metronome
Pain Split
Perish Song
Pinch - 30 BP, 100 Acc
Pound
Protect
Recycle
Scratch
Sleep Talk
Smash - 40BP, 100Acc, 100% Crit Rate
Spike Attack - Phys, 60 BP, 90Acc
Spin Attack - Phys, BP50, Acc95
Substitute
Tail Slam - Phys, BP100, Acc100
Transform
Tumble - Phys, BP30, Acc90
Unnatural Slice - Phys, BP90,Acc100, Hits Ghost types Super Effectively
Whirlwind
Wish
Fighting
Bulk Up
Brutal Uppercut - Phys, BP100, Acc90, 1/4 recoil
Dazzling Punch - Phys, BP55, Acc100, Reduces foe's SpD by 1 stage
Disarm - Phys, BP55, Acc100, Reduces foe's Atk by 1 stage.
Energy Fist - Spc, BP50, Acc100, Restores 100% of damage dealt.
Focus Punch
Judo Slam - Phys, BP30, Acc100, Boosts Defense by 1 stage (30% chance)
Low Blow - Phys, BP60, Acc95, 50% chance for 1 turn taunt effect
One-Two Punch - Phys, BP35, Acc100, Hits twice, second attack does 1.5x damage
Reset Punch - 10 BP, 100Acc, Haze effect
Reversal
Sliding Kick - Phys, BP90, Acc100, 10% flinch chance.
Super Punch - Phys, BP50, Acc90
Tag Out - Switches out the user
Tornado Kick - Phys, BP85, Acc85, 10% flinch chance
Tornado Punch - Phys, BP30, Acc95, Hits 2-5 times.
Vortex Punch - Spc, BP90, Acc100
Whirlwind Palm - Spc, BP40, Acc100, +1 Priority
Fire
Ember
Fiery Spell - Burns the opponent (100% Accuracy)
Fireball - Phys, BP80, Acc100
Fire Breath - Spc, BP90, Acc100
Flaming Fist - Phys, BP80, Acc100
Hellfire - Spc, BP80, Acc100, Super-Effective on Ghost-Types, 10% recoil
Ignite - Spc, BP20, Acc100, 100% chance to burn foe.
Rekindle - Recover
War Cry - +2 Atk
Water
Abyssal Slash - Phys, BP80, Acc100, High crit ratio
Bubble
Bubblebeam
Harsh Current - Spc, BP80, Acc100, 30% Paralysis chance
Misty Blast - Spc, BP75, Acc100
Tidal Wave - Spc, BP95, Acc100
Torrential Crash - Phys, BP100, Acc100 - 1/3 recoil
Wash Away - Removes entry hazards on both sides of the field.
Water Gun
Grass
Bullet Seed
Canopy - Safeguard
Chlorobeam - Spc, BP80, Acc100
Forest Call - Spc, BP90, Acc100
Grass Blade - Phys, BP95, Acc95
Leech Seed
Magical Leaf
Mower - Phys, BP50, Acc100, Super Effective on Grass types.
Vine Guard - Light Screen
Electric
Energy Draw - +1 SpA / +1 SpD
Lightning Strike - Spc, BP85, Acc90
Magnify - +2 Acc
Rapid Burst - Spc, BP40, Acc100, +1 Priority
Recharge - Recover
Shock - Spc, BP95, Acc100
Tesla Shield - Reflect
Thunder Wave
Weak Shock - Phys, BP40, Acc100
Zap - Phys, BP70, Acc100
Flying
Air Blade - Phys, BP80, Acc100, hits through SpD not Def
Chirp - Spc, BP40, Acc100, Sound
Dive Bomb - Phys, BP95, Acc100, 1/4 recoil
Flutter - Phys, BP55, Acc95, Boosts Speed 1 stage, 10% recoil
Mirror Move
Nebulous Mist, Spc, BP85, Acc100, lowers foe's evasion by 1 stage.
Peck
Roost
Soar - +1 Atk, +1 Spe
Strong Gust - Phys, BP40, Acc100, Phazes foe, -6 priority
Tornado - Spc, BP70, Acc100, High crit ratio
Wind Song - +2 SpD
Wings Of Dawn - Spc, BP80, Acc90, 25% chance to raise SpA by 1 stage
Rock
Boulder Throw - Phys, BP60, -1 priority
Crystallize - +1 Atk, +1 Def, -1 Spe
Diamond Dust - Spc, 50BP, 95% accuracy.
Impale - Phys, BP40, Acc90
Landslide - Phys, BP90, Acc100
Power Gem
Ground
Clay Punch - Phys, BP40, Acc100
Dig
Earthquake
Mud Ball - Spc, BP40, Acc80
Mud Blast - Spc, BP80, Acc85, 60% chance to lower the foe's speed by 1 stage.
Raze - Phys, 20BP, 100Acc, Rapid Spin effect
Sand Blast - Spc, BP75, Acc100
Spikes
Trip - Phys, Acc100%, inflicts half of the opponent's current speed as fixed damage (like Seismic Toss)
Poison
Acid Burn - Spc, BP90, Acc90, Burns poisoned and badly poisoned foes.
Corrode - Spc, BP70, Acc100, Reduces foe's Def by 1 stage.
Corrosive Acid - Spc, BP80, Acc90, Super Effective on steel types
Enrich - +1 Def, +1 SpA, -1 Spe
Ink Spray - Spc, BP90, Acc100, 1 in 3 chance to lower the foe's SpA
Pesticide - Spc, BP55, Acc100, Super Effective on Bug Types
Pestilential Storm - Spc, BP100, Acc95, 20% Recoil
Slime Attack - Spc, BP40, Acc100
Syphon - Phys, BP60, Acc100, Heals 100% of damage dealt
Toxic - Accuracy boosted to 100%
Venomous Bite - Phys, 40 BP, 100Acc, Badly Poisons
Venom Slash - Phys, BP80, Acc100
Ice
Cool Blast - Spc, BP50, Acc100
Cold Chills - Reduces the opponent's Special Defense by 2 stages if they are not a Fire- or Ice-type
Flash Freeze - Spc, BP40, Acc100, +1 Priority
Frozen Fist - Phys, BP80, Acc100
Snowstorm - Spc, BP90, Acc100, 10% Recoil
Steel
Fortify - +1 Def, +1 SpD, -1 Spe
Hypercharge - +2 Spe
Iron Storm - Spc, BP95, Acc100, 10% chance to raise SpD
Metal Slam - Phys, BP100, Acc100, 20% Recoil
Polish - +1 Def
Rocket Slam - Phys, BP40, Acc100, +1 Priority
Sword Slash - Phys, BP80, Acc90
Twin Cannon - Phys, BP40, Acc100, Hits twice
Fairy
Charm
Enchantment - +1 SpA / +1 SpD / -1 Spe
Glomp - Phys, 40 BP 100 Acc
Guardian Call - +1 Def / +1 SpD
Harpy Summon - +2 SpA
Healing Circle - Restores HP of user and opponent to Max.
Meteor Barrage - Phys, BP25, Acc100, Hits 2-5 times
Mystic Wave - Spc, BP85, Acc100
Nymph Burst - Spc, BP100, Acc90 - Lowers SpA by 1 Stage
Pixie Blast - Spc, BP80, Acc100 - 30% chance to boost SpD by 1 stage
Pixie Storm - Phys, BP90, Acc100, 10% Recoil
Star Smash - Phys, BP80, Acc-100 - 10% chance to boost Def by 1 stage
Dragon
Dragon Bite - Phys, BP75, Acc100, 10% flinch chance
Dragon Fire - Spc, BP55, Acc100, Hits Steel types super-effectively.
Dragon Slam - Phys, BP90, Acc100, 10% Recoil
Dragon Smash - Phys, BP100, Acc90, 1/4 Recoil
Legend's Curse - +1 Atk, +1 SpD, -1 Spe
Sacred Surge - Spc, BP80, Acc100
Serpent Slash - Phys, BP50, Acc100, High crit rate.
Bug
Bug Buzz
Buzz - Spc, BP20, Acc100, Sound, 20% chance to flinch
Horn Slam - Phys, BP95, Acc100, 10% Recoil
Leech - Spc, BP75, Acc100, Restores 100% of damage dealt.
Pins and Needles - Phys, BP60, Acc100
Scuttle - +2 Speed
Swarm Attack - Phys, 18BP, 100% Acc, Hits 2-5 times
Tail Sting - Phys, BP50, Acc100, Badly poisons
Dark
Backstab - Phys, 40BP, Acc100, 100% Crit
Disorienting Blow - Phys, BP50, Acc100, reduces foe's SpA by 1 stage.
Dusk Bomb - Spc, BP90, Acc100
Evil Stare - Reduces foe's SpA 1 stage
Fling
Knock Off [Gen 5 version]
Hiss - Charm
Retribution - Metal burst (list under Spc)
Sneak Attack - Phys, BP80, never misses
Switcheroo
Taunt
Thief
Torment
Vengeance - Spc, Reversal effeect
Ghost
Demon Fist - Phys, 80 BP, 100 Acc
Destiny Bond
Grudge
Night Shade
Shadow Ball
Soul Drain - Spc, BP70, Acc100, Drains 100% of HP
Soul Snatch - Changes the user's secondary typing to the that of the opponent's secondary typing. If the user is single-typed, adds the opponent's secondary typing as a secondary type. If the opponent is single-typed, then that type becomes the user's secondary typing, as per the previous comments.
Spite
Spook - Lowers foes SpD by 1 stage.
Psychic
Essence Break - Spc,BP100, Acc95, 20% chance to lower SpD
Future Sight
Health Orbs - Entry hazard that is set on the user's side. Heals 5/48 of max HP upon switch-in
Hyper Blast - Spc, BP90, Acc100, 10% Recoil
Imprison
Kinetic Shift - Phazes
Magic Punch - Phys, BP70, Acc100
Meridian Blast - Spc, 100 Acc, BP = 110 - |50 - HP(%)|
Mind Crush - Spec, 80BP, 30% chance of reducing target's SpA and SpD by 1 stage.
Rest
Shield Enchant - +2 Def
Trick Room
---
Important things to note:
Phys and Spc stand for Physical and Special respectively.
The available hazard control options are: Health Orbs (Healing, Own-side), Spikes (more balanced due to the presence of health orbs), Wash Away (Water-type move that removes hazards on both sides), and Raze (effectively your Ground-type Rapid Spin). Note the dynamic between Wash Away and Health Orbs on one's own side.
Note that whilst most moves are high accuracy, few annoying secondary effects, etc. that there are still a few which helps reduce annoyance at the game but tries to avoid making the game completely about game theory related probabilities - that is, in '50/50' scenarios, things such as move accuracy and secondary effects help weigh the odds rather than making it a pure coinflip, so the more that there is in the game to prevent the pure 50/50 scenario, the better. Hazards are also kept so as to help prevent infinite battles in the context of hard stall, as well as help enable offense, without being overpowering.
The complete absence of Evasion-boosting, Accuracy-reducing, OHKO, and Freezingg moves. There is also no Baton Pass or U-turn. Whilst Baton Pass often has interesting competitive uses it also has a habit of causing problems. Whilst I maintain it's sensible to keep it around, even if in a limited form, in regular Pokémon, it's not unwise to not open that can of worms here. U-Turn and similar moves have a very powerful effect on the pace of the game, so are not included. There is however Tag Out which can effectively work as dry passing, notable for choice and wish users in rare instances.
The power level is INTENTIONALLY very similar to that of ADV - this is a core concept of BAM in its current form, due to its good reputation and typical natural balance. Since it's very rare to have a Pokémon make everything die, like an overpowered sweeper in later generations, because of the move and item limitations, which means that generally we have more lee-way in our design and making it easier to achieve good game balance.
Advanced /techincal / less important info to be dealt with at a later date: Concealed power's IV to type distribution.
Knock Off should have low distribution.