Metronome Battle Move Tier List

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SS Tier
Imprison
Perish Song (if you're slower)
S Tier
Taunt
Disable
A Tier
Non-Rest Recovery Moves
Toxic
Leech Seed
Sleep Inducing Moves
B Tier
Burning/Poisoning Moves
Octolock
Accuracy Lowering/Evasion Raising moves
Moves that Target both opponents + not partner
Moves that deal residual damage (Bind, Whirlpool, etc)
Nature's Madness
Super Fang
No Retreat
C Tier
OHKO Moves
Ingrain/Aqua Ring
Confusion Moves
Paralysis Moves
100% Secondary Status Effect Attacks
D Tier
Moves that target both opponents + partner
Rest
Knock Off
Self Stat Raising Moves
Probably Useless
2 Turn Activation Moves
Final Gambit
Belly Drum
God Hates You
Explosion
Self-Destruct
Misty Explosion
Perish Song (if you're faster)
Heal Pulse
Memento
Lunar Dance
Moves useless with no switching (Entry Hazards, Baton Pass, etc)
Normal No Effect Moves (Happy Hour, Splash, etc)
Dark Void
if you disagree/want to add something, lmk
 
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2 Turn Activation Moves > B

These moves are only useless if your mons are choiced, and in this meta a choice-lock isn’t amazing. If you’re not choiced (better), rolling a two-turn move guarantees damage and can even give you boosts, like with Meteor Beam or Skull Bash.

Accuracy/Evasion Moves > A

The less you get hit, the more you live. Odds are everything!

there’s probably more but I’ll leave them for later. super grateful that this resource is now available!
 
Rest -> C Tier. Yes the 2 turns with drastically reduced or halved progress can be devastating, however a full hp recovery that also removes status can be incredibly clutch. It also has the more rare advantage of being protected from status during the turns you sleep. Not always a move you want to see, but can be amazing.

Substitute add to B Tier. Sub is frankly an amazing move in almost every scenario. Nearly every single status move is blocked and you blank almost any attacking move that would do less than 25% to you. Only reason it isn't A tier imo is because it doesn't block a few crucial moves like perish song, and it can be mediocre vs high attack builds like mega Hera that have more moves that break the sub immediately.

Ingrain -> B Tier. This move is leftovers in a format where leftovers is banned. It cannot be understated how good this move is if you can get it early in a match, since it allows you to easily recover from weaker hits instead of dying to the slow chip war. Would be A if it weren't for the fact that it's not a spectacular move late in a match, and it has the small downside of making flying types hit by ground moves.

Thrash/Petal Dance -> C Tier. Being locked into an offensive move for several turns is great in this meta where it's hard to get damage outside of strong moves and status. Especially if you get them on band/specs mons due to their high base power and in petal dances case, no immunities. (outside of sap sipper but c'mon lol) They can be mediocre on bulkier styles like Type null/Dusclops or Mega sableye stuff, but they definitely shouldn't be slept on and have won games for me.
 
SS Tier
Imprison
Perish Song (if you're slower)
S Tier
Disable
Taunt
A Tier
Non-Rest Recovery Moves
Toxic
Leech Seed
Sleep Inducing Moves
B Tier
Burning/Poisoning Moves
Octolock
Accuracy Lowering/Evasion Raising moves
Moves that Target both opponents + not partner
Moves that deal residual damage (Bind, Whirlpool, etc)
Nature's Madness
Super Fang
No Retreat
C Tier
OHKO Moves
Ingrain
Confusion Moves
Paralysis Moves
100% Secondary Status Effect Attacks
D Tier
Moves that target both opponents + partner
Rest
Knock Off
Self Stat Raising Moves
Probably Useless
2 Turn Activation Moves
Final Gambit
Belly Drum
God Hates You
Explosion
Self-Destruct
Misty Explosion
Perish Song (if you're faster)
Heal Pulse
Memento
Lunar Dance
Moves useless with no switching (Entry Hazards, Baton Pass, etc)
Normal No Effect Moves (Happy Hour, Splash, etc)
Dark Void
if you disagree/want to add something, lmk
Very good thread idea. Some random thoughts:
Imprison deserves its SS tier but on another note I think it is pretty overrated to be honest. Most of the time you roll it you pretty much win, but if you're against Mega Heracross you might lose. In some lategame situations, an Imprison roll can guarantee your loss by forcing a game-ending Struggle to knock you out.

Knock Off to A tier as a good ghost killer as well as taking out Eviolite, Choice items, etc. If anything Knock Off is usually better than Swift in B tier.

Sleep and paralysis can actually be bad (depending on your perspective) in long games because they allow you to preserve PP and Struggle later than the opponent. I personally believe Rest is a very good move for its free full recovery and deserves better than D tier.

Poison could actually go above burn, since poison is twice as harmful and has more common ways to inflict compared to burn. On the other hand, I believe binding moves are A tier because they don't worry about immunities or Magic Bounce while also guaranteeing at least 50% damage most of the time. At the least, I would rather get a Bind than Swift.

Octolock is okay but it doesn't affect ghosts which are prominent in the meta. It also requires you to roll an attacking move to take advantage of the defence drops, unlike Bind which does guaranteed damage over time automatically.

I would go as far to say that Ingrain/Aqua Ring could go in B tier. Permanent consistent healing goes a long way, and will usually be better than an OHKO move most of the time.

Belly Drum is actually really good if you're faster to take advantage of the +6 Attack.

If nothing else, moves that target a single opponent could be added to C tier, especially nukes like Blast Burn or Roar of Time.

Final Gambit should go in God Hates You with the rest of the self-kill moves for consistency. As for its usefulness, in the earlygame it might cause a guaranteed kill for a kill so it's not totally useless.
Floral Healing = Heal Pulse.
Healing Wish/Lunar Dance is a no effect move in Metronome Battles.
Dark Void and Nature's Madness are uncallable in Gen 8.

As for additions, I would definitely add Torment to S tier to round out the forced-Struggle moves, though it's countered by non-megas through Dynamax. Rollout could go in A tier for its extremely consistent damage output. A Substitute can be useful to have in general. Moves like Worry Seed or Skill Swap can actually make a difference when you get rid of some great ability. Haze can also be nice to get rid of buffs.

EDIT: Spite can also be a devastating move against stall teams or (non-improofed) Blissey, usually forcing an early Struggle or Leppa/Mystery use.

tbh I thought it was just going to be

S: Metronome

and that's it

If you put it like that then you could argue Z-Metronome for A tier, Max Guard for B tier, and Struggle for C tier as well.
 
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Torment: S

While Taunt and Disable forces them to not be able to move for three turns, Torment forces them to not be able to move every other turn for the rest of the game. Basically forces them to kill themselves with Struggle, and their demise will only take a matter of time.

Curse (if Ghost-type): B

Basically almost ensures that the opponent only have five turns to live, max. There's the matter of cutting your own HP though, which is why its only at B, though I can definately see it at A

Draining moves (includes Pain Split if you have less HP): C

You hurt the opponent while healing yourself at the same time. In a metagame where healing is very scarce and every bit of HP counts, this could be very valuable. However it is not really reliable because of varying damage and healing output.

Recoil Moves: D

Please use a better way to damage your opponent.

Mind Blown, Steel Beam, Light of Ruin: God Hates You

A watered-down Explosion with a type and half of the recoil. Not saving them.

Pain Split (if you have more HP): God Hates You

You just hurt youself and healed your opponent at the same time. Congratulations.

Jump Kick and High Jump Kick vs Ghosts or if they miss: God Hates You

In a Ghost-filled meta calling one of these moves can really mean a death sentence. Missing one of these is also basically God pointing his middle finger at you.
 
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if you roll Light of Ruin in metronome that's actually a pretty miraculous event considering it's impossible!
Yeah how could I forget that...I spent half an hour beating my head when I realized that my Magic Guard Reshiram can't learn Light of Ruin in BH.
 
2 Turn Activation Moves > B
These moves are only useless if your mons are choiced, and in this meta a choice-lock isn’t amazing. If you’re not choiced (better), rolling a two-turn move guarantees damage and can even give you boosts, like with Meteor Beam or Skull Bash.
never realized it had to do w/ choice items. I ran double Choiced at first and just never looked back until recently
Rest -> C Tier. Yes the 2 turns with drastically reduced or halved progress can be devastating, however a full hp recovery that also removes status can be incredibly clutch. It also has the more rare advantage of being protected from status during the turns you sleep. Not always a move you want to see, but can be amazing.

Substitute add to B Tier. Sub is frankly an amazing move in almost every scenario. Nearly every single status move is blocked and you blank almost any attacking move that would do less than 25% to you. Only reason it isn't A tier imo is because it doesn't block a few crucial moves like perish song, and it can be mediocre vs high attack builds like mega Hera that have more moves that break the sub immediately.
I moved rest but imo Sub is less useful than B. Blocking threatening status moves is good, but when those are rarer than stat dropping moves, in a meta where you kinda want stats to be lowered to activate Defiant/Competitive, I find it less useful. Put it at C.

Added Torment to S

Added Encore to God Hates You

I'm also gonna move Octolock to high D. In reality the aforementioned Competitive/Defiant abilities are super common and will mean Octolock only really helps against noobs.
 
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