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Keep/Change/Delete

Personally me change by making it 80 base power and have it be 15% for burn/freeze/paralysis.

Marvel Scale
 
Keep. It's actually a pretty good tool for rewarding good reads on switches by encouraging you to choose a move you expect the switch to be weak to to get a bonus on them. And even if you don't make the right read, doubling power is still a lot. I suspect the only reason it hasn't really made much of a splash is because the only two lines that get it aren't very, y'know, good.

Heavy Metal
 
Here's a thing; Geomancy is just equivalent to two Quiver Dances. IMO it should have been a no-charging turn move giving +1 Special Attack, +2 Special Defense and +1 Speed. That way, it is not just a copy of another move with a fancy name. Regardless, Geomancy and Power Herb is still a top-tier combination, so keep.

Vise Grip
 
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