Metagame Workshop

Status
Not open for further replies.
Love this thread! Really nice ideas. I've been toying with this idea for a while now, so here goes:

.:A Berry Useful Immunity:.


Tired of never having a chance to switch in because of spammable moves like Scald? Are you annoyed that some Pokemon's types are less useful because they don't have immunities to help them switch in or are too susceptible to a certain type?

Metagame premise:

An OU-based metagame where type resist berries now grant immunities to a type when held. For example, a Mamoswine with Passho Berry makes it immune to Water-type moves, while giving it Rindo berry makes it immune to Grass moves. They will have this immunity as long as they hold the berry.

Just like the normal berries, the immunities only work if the user is weak to a type (so Mamoswine with Yache berry will not be immune to Ice moves). If a Poison-weak user holds a Kebia berry, they will be immune to Poison damage AND Poison status. If a Fire-weak user holds an Occa berry, they will also be immune to Burn status. Wacan Berry users will be immune to Thunder Wave/Nuzzle, but will still be susceptible to other forms of paralysis like Glare (as they do no turn Electric type, they are just immune to Electric type paraysis moves).

As Stealth Rock calculates damage based on type effectiveness, Charti users may potentially be immune to SR damage...but not sure if this will turn into a Pet Mod (see Questions for Community below for more detail).

As for Chilan berry- since no one is weak to Normal, just like its normal effect, anyone can hold Chilan berry and gain a Normal immunity (mostly to protect you for Fake Out and Extremespeed)

Moldbreaker has no effect on the berry immunities, since it only interacts with abilities.

Tried to balance the immunity advantage by:
  • Using the item slot. Sure Sableye can be immune to Fairy moves now, but it can't Mega evolve or use Leftovers. Sweepers will have to rely on stat ups instead of Life Orb and NFEs like Chansey will have to forgo Eviolite.
  • Like the type resist berries' original effects, immunity only works on the Pokemon's weakness (except for Chilan Berry). This way, the immunity options are limited- you will always know that Normal types will potentially have a Fighting type immunity.
  • Knock Off will remove the immunities when the berries are Knocked Off. However, Colbur berries will make the holder immune to Dark type moves, so Knock Off has no effect.
  • The importance of Taunt/Whirlwind/Roar. Immunity holders will have to rely on boosting moves for offensive potential to replace the lack of Choice items/Life Orb.
  • Unnerve ignores all berry immunities.
Potential bans and threats:
-Moreso on the threats side, but Pokemon with one weakness:
  • Scizor has the potential to be a great Swords Dancer, being immune to the Fire type weakness and Poison/Burn status. Teams will have to rely on passive Rocks/Spikes damage to help inflict damage, which Scizor can just Defog/Roost. Taunt helps against Scizor though. Otherwise, Babiri Berry Unaware Clefable can keep it in check.
  • Normal types in general- they are now immune to both Ghost and Fighting. Snorlax will be formidable once it sets up (although it trades Leftovers for a Ghost/Fighting immunity). Blissey finally has defining niche against Chansey, with more HP + Fighting type immunity it walls a lot more Special sweepers who relied on Focus Blast hitting to dent the pink blob.
  • Pure Electric types turn their Ground weakness into an immunity. Xurkitree has an easier time using Tail Glow while bulky Raikou appreciates easier Calm Minds.
- Colbur + Ghost/Psychic types. Since they are immune to Dark type moves and therefore Knock Off- these types have a better advantage in that their Immunities won't be removed unless its by Trick/Switcheroo. This also protects them from both Sucker Punch and Pursuit- except from Unnerve Pursuit trapping Tyranitar.

- Magic Bounce. Protects from Taunt/pseudo-hazing moves, which protects Colbur Berry Espeon's stat boosts. Good for using Stored Power.

- Bulky Water types- in general are already good with only 2 weaknesses, so removing one is a great asset. Specifically, Electric immunities protect you from Volt Switch momentum breakers. Some notable ones:
  • Gyarados. Being immune to Electricity leaves it with one weakness- and can take advantage of a Electric/Ground moves to provide a well-placed Intimidate, then Substitute/Dragon Dance away. Ironically, now becomes a great Electric type counter.
  • Mantine really appreciates being immune to Electricity. Although it loses Lefties, the lack of a x4 weakness helps it sponge special attacks and Roost damage better.
  • Gastrodon. Rindo Berry removes its only weakness to Ground, and coupled with Storm Drain, allows it to be a great counter against Rain teams, not fearing Hidden Power grass anymore.
- Fairy types. Their weaknesses are not that common, so removing one of them is a great boon. Unaware Clefable doesn't have to worry about Poison status anymore if it has Kebia, while Babiri Berry protects it from Scizor's Bullet punches.
- Tapu Koko with Shuca berry leaves it with only a Poison weaknesses, which gives it great synergy with Steel types (Tapu Koko can protect them from Ground moves). Nice pivoting potential as it has access to both pivot moves.
- Magnezone- now has Ground immunity that lasts for more than one-turn, allowing it to be a safer Steel switch-in. While Skarmory/Celesteela can choose either a Fire/Electric immunity, Magnezon has Sturdy to allow insurance in finding out which immunity they have, and then fire of a Thunderbolt/Hidden Power Fire once you find out their immunity berry.
- Dragonite- extra immunities helps with Multiscale DD sets. Mindgame galore with baiting which move to use- is it immune to Ice? Or maybe the spammable Fairy? Guess wrong and Dragonite has already boosted.
- Yache Garchomp has returned with a vengeance. Or is he baiting you and has a Roseli berry instead?


Misc Metagame thoughts:
- Choice users will be less effective, since these potentially give a free turn/switch-in. Same with Mono-attacking Sleep Talk sets and Self Destruct/Explosion.
- Volturn will not be as spammable, which could lead to more interesting, tactical plays where you have to be more careful.
- Taunt is more important against both stat boosters + pseudohazers.
- Knock Off will be more important but also be a liability against Colbur berry users. Colbur berry users will be important to block Knock Offs and may see a rise.
- Hazards. Switching will be a lot more prevalent because every type potentially will have no effect against another type. Mispredicting potentially means a switch, so damage can add up.
- Defog will be more useful, in relation to the last point.
- Chilan Berry+ Sturdy protects your leads from Fake Out, guaranteeing you at least two turns. Doesn't protect from Taunt though.
- Scald will be less spammable. Grass types with Occa Berry laugh at the face of boiling water (takes resisted damage but is immune to burn). Physical Rock/Ground types appreciate the immunity to Scald's burn chance (although can still be burned by Fire moves).
- Occa berry Grass types finally have a way to protect themselves from the increased Fire damage under Sun. Physical Chlorophyll sweepers in particular don't need to fear burn status anymore. Technician Breloom also appreciates immunity to burn which would've weakened its Mach Punches.
- Similarly, Swift Swimmers love Wacan Berry- protecting them from Electric attacks as well as Thunder Wave paralysis. Ludicolo can use Coba berry to protect itself from accurate Hurricanes.
- Shuca berry Heatran finally removes its x4 Ground weakness for more than one turn. Notably, Specially Defensive versions have nothing to fear against Magnezone as long as it can survive a Thunderbolt, as it will be immune to Hidden Power Ground/Fire.
- Unaware users will be more important for set-up sweepers. Babiri Clefable is great against Scizor, while Quagsire has a niche of having no weaknesses with a Rindo berry (and can Recover off the damage).
- Unnerve will also be a more useful ability now. Unnerve Tyranitar ignores Colbur Berry and makes a great Pursuit trapper for Psychic/Ghost types.
- Trick may see some use again. Although situational, something like Toxic Orb + Magic Guard Alakazam using Trick against a Colbur Berry holder would be a good exchange.
- Noivern/Gothitelle's Frisk ability will have more use? lol


Questions for the community
-STEALTH ROCK-. SR relies type effectiveness to deal damage (50% against Rock/Flying). Would making Rock-weak Charti-berry users immune to SR turn this into a Pet mod? The berry turns the weakness into an immunity, and Stealth Rock weakness IS weakness-reliant. Could make for more interesting metagame potential where things SR-immune Volcarona and co. would gain more viability. Additionally, this 'balances' out by telegraphing what immunity a Pokemon has (so a full health Aerodactyl is confirmed to be Rock immune instead of Water. Saving you one turn of being outpredicted).

If immunity is allowed, this opens up a couple of options, for example:
  • Another thing that helps Multiscale Dragonite (but also saves you trying to predict if he will be immune to Ice/Fairy).
  • Eases switch-ins for rock-weather setters like Pelipper, Alola-Ninetales or the Drought setters. (Although weather has less turns per switch-in, in exchange for more opportunities to safely set weather again in the longer term)
  • Quiver Dance + Roost Volcarona being more viable again.
  • Talonflame/Moltres switches in safer. Rock immunity highlights defensive benefits of Fire/Flying, allowing the mto become bulky defoggers that are immune to all hazards. Good synergy with a Water-immune Ground type to absorb Water/Electric attacks.

-Other hazards. Poison-weak Kebia-berry holders will be immune to Toxic Spikes because they are immune to Poison, but they won't absorb the Toxic Spikes like Poison types.

Should Ground-weak Shuca users (grants Ground immunity) be immune to Spikes? Spikes don't rely on Ground weaknesses, and I think they just deal typeless damage? I feel like Spikes should be left as is...if they they will be immune to Spikes, then I feel this mechanics change makes it a Pet Mod?

Or should hazards just stay the same then (Charti having no effect on SR)? Or just have Stealth Rock immunities because that's the only one that relies on type effectiveness (leaning to this because more interesting, but again don't want this to be a Pet Mod)?

-Type Changes (Conversion/Camouflage)- How do the normal type-resist berries handle this (my guess is they don't, they just reduce damage)? If Colbur Berry Starmie uses Camouflage, should it just retain its Dark immunity until its item gets removed? If it switches out and switches in again, it will go back to its original typing anyway.

This is more an issue for Camouflage/Reflect Type rather than Conversion, since Porygon-Z would rather use Normalium-Z (Normal type means it can only use Chople Berry anyway, so if it uses Conversion, it would gain weaknesses).

As for Imposter- I'm thinking Ditto will keep the Fighting type immunity when Transformed (again, it will most likely gain a weakness when it transforms unless it transforms to Normal type).

-Scrappy & Ignoring Fighting/Normal type immunities. Scrappy's description states how it only affects Ghost types, but is that how it is coded in the game? Or is it coded that Normal/Fighting has no immunities at all?

If it's the latter, then the scenario will be like this: Pangoro's Dark type moves will still have no effect on Colbur Berry holders, but Normal/Fighting moves can damage Chople/Chilan berry holders.

Otherwise if it the coding needs to be changed as well (if the ability originally only works on specifically Ghost types), does that push this to Pet Mod territory again?


In hide tags because of length..

Maybe someone likes this idea enough to pick it up?
Embargo says hello.
 
Well, Weavile is the fastest non-Mega Pokemon that learns Embargo and Knock Off. That being, said, you can pretty much expect a Knock Off to immediately follow, so either switch into another Colbur Berry Pokemon (I expect Item Clause before too long) or into your Mega, because something is losing a (possibly) very important immunity.

But yeah, the Knock Off spam will be very real in the early stages of the metagame. I expect Colburs and Megas galore, because virtually every Pokemon that can learn Knock Off will be using it.
 
Well, Weavile is the fastest non-Mega Pokemon that learns Embargo and Knock Off. That being, said, you can pretty much expect a Knock Off to immediately follow, so either switch into another Colbur Berry Pokemon (I expect Item Clause before too long) or into your Mega, because something is losing a (possibly) very important immunity.

But yeah, the Knock Off spam will be very real in the early stages of the metagame. I expect Colburs and Megas galore, because virtually every Pokemon that can learn Knock Off will be using it.
You don't need to combo Embargo with knock off, just removing key immunities for 5 turns can be scary.
 
Shifted
Premise: All pokemons stats are shift one space forward but HP is skipped so it does not cause problems.
Example: Corsola's stats go from 65/55/95/65/95/35 to 65/35/55/95/65/95.
Bans: OU Clause
Treats:
Sweepers/Wallbreakers

Steelix 75/30/85/200/55/65
Electrode 60/150/50/70/80/80
Aerodactyl-Mega 80/150/135/85/70/95
Accelgor 80/145/70/40/100/60
Shuckle 20/5/10/230/10/230
Regice 80/50/50/100/100/200
Bastiodon 60/30/52/168/47/138
Toxapex 50/35/63/152/53/142
Diggersby 85/77/56/77/50/77
Medicham 60/80/60/75/60/75
Alakazam-Mega 55/150/50/65/175/105
Dusknoir 45/45/100/135/65/135

Walls/Tanks
Regigigas 110/100/160/110/80/110
Hoopa-Unbound 80/80/160/60/170/130
Greninja-Ash 72/132/145/67/153/71
Thundurus-Therian 79/101/105/70/145/80
Absol-Mega 65/115/150/60/115/60
Furfrou 75/102/80/60/65/90
Pheromosa 71/151/137/37/137/37
Honchkrow 100/71/125/52/105/52
Landorus-Therian 89/91/145/90/105/80


Anarchy and Democracy
Premise: The meta game would have two variations were in anarchy mode people would test out changes to be made to pokemon and every week there would be a vote on what changes should be implemented in democracy mode.

Better Abilities, Moves and Items (AMI)
Premise: Changes moves, items and abilities to add more variety.
Items:
Elemental items changed from x1.2 to x1.3 (items like Never-Melt Ice and Soft Sand)
Adrenaline Orb only needs a stat drop to drop to activate
Elemental Gems changed from x1.3 to x1.5
Cell Battery gives electric immunity
Terrain Seeds summon the Terrain need and is used.
Grip Claw traps Pokemon that make contact.
Big Root increases the damage and healing from draining moves by x1.3
Lagging Tail moves with the word tail in it have 100% accuracy.
Muscle Band changed from x1.1 to x1.2
Protective Pads no contact or recoil
Safety Goggles Immunity to entry hazards, weather damage and powder moves
Sticky Barb holder lose 1/6 hp per turn dark, steel and poison types are not damaged.
Wide Lens accuracy increased from x1.1 to 1.3
Zoom Lens moves have 100% accuracy if you move after the opponent
Wise Glasses changed from x1.1 to x1.2
Ring Target holder ignore opponents type immunities
All items that would boost one stat by one stage now boost it 2.
Shell Bell changed from 1/8 to 1/6
Adamant Orb is no longer Pokemon specific
Griseous Orb is no longer Pokemon specific
Lustrous Orb is no longer Pokemon specific
Lucky Punch is no longer Pokemon specific and now only boosts the power of punching moves by x1.3
Soul Dew is no longer Pokemon specific
Iron Ball halves speed, x1.3 defense and grounds holder.
Abilities:
Aftermath form 1/4 to 1/2
Battery does no need to recharge on recharge moves. (Hyper Beam)
Battle Armor Attack and Defense x1.2 when above 50%
Big Pecks increase the power of Fighting and Flying moves by X1.1, Defense can't be lowered. (including if lowered by users moves.)
Overgrowth, Blaze and Torrent activate at 2/3hp or less
Clear Body stats can't get lowered
Cloud Nine removes weather, terrain and all other field changes. (trick room)
Cursed Body if made contact with the opponent will get the cursed status put on them.
Cute Charm increases the power of fairy moves by x1.1
Damp gives Fire immunity
Air Lock sets up Tailwind
Early Bird user only sleeps for one turn
Effect Spore powder movers have 100% accuracy
Emergency Exit switches out at the end of the users turn if 1/2hp or under.
Flame Body another Pokemon making contact causes a burn
Flare Boost increase Special Attack and Speed by 1.5 when burned.
Flower Gift increases all stats by 1.5 and sets up a Grassy Terrain
Forecast increases all stats by 1.5 and restarts the weather.
Gale Wings Flying type attacks have priority when 1/2 or more
Healer heals 1/8hp at the end of the users turn
Heatproof Fire immunity
Honey Gather makes bug moves heal 1/6 the damage dealt
Heavy Metal makes all users normal type moves Steel and doubles weight.
Hustle attack is x1.5 and accuracy of physical attacks are x1.2
Hydration Makes getting hit by Water attacks boost speed by 1 and status is cured in rain.
Hyper Cutter Attack stat can not be lowered and x1.1 to slash/cut moves.
Ice Body heals 1/8 in hail and 1/4 when hit by Ice attacks.
Illuminate Makes an immunity to dark type
Immunity can't be Poisoned, Burned or Paralyzed
Infiltrator ignores Protect, Substitute and screens
Inner Focus makes it so you can't flinch and Focus Punch can't be interrupted
Insomnia cannot fall asleep but can still use rest
Iron Fist changed from x1.2 to x1.3
Justified +1 Attack and dark immunity
Keen Eye x1.3 accuracy
Klutz can't use items, can use fling and flings power is boost be x1.3
Leaf Guard rest will not fail in sun
Light Metal halves weight and x1.5 speed
Magician switches items when an attack hits
Magma Armor prevents freeze and boost Special Defense by x1.5 in the sun.
Mega Launcher now also includes Flash Cannon, Energy Ball, Shadow Ball and Techno Blast.
Overcoat makes an immunity to powder, weather damage and entry hazards
Oblivious can't be infatuated, taunted, encored, confused.
Own Tempo can't be confused and attacks like Outrage don't force you to do it for 2 to 3 turns.
Poison Point another Pokemon making contact causes poison
Poison Touch hitting a contact move cause the opponent to be poisoned
Power of Alchemy takes ability of the last Pokemon to faint
Receiver takes ability of the last Pokemon to faint
Pressure foe loses additional PP and gravity is put on them
Rivalry x1.3 on targets that resist on of the users STABS
Run Away switches out at 1/3hp or under
Sand Veil cures status in sandstorm
Scrappy ignores immunities
Shed Skin

. . .
Mid Tier Shift
Premise: Instead of just adding stats to lower tiered Pokemon it lowers stats of higher tier.
AG: -21 to all stats
Ubers: -14 to all stats
OU: -7 to all stats
UU: 0 to all stats
RU: +7 to all stats
NU: +14 to all stats (when it comes out)
PU: +21 to all stats (when it comes out)
Threats:
Mewtwo: 92/96/76/140/76/116 bst:596
Mewtwo-X: 92/176/86/140/86/116 bst:696
Mewtwo-Y: 92/137/56/180/106/126 bst:696
Swellow: 67/92/67/82/57/132
Kommo-o: 82/117/132/107/112/92
Masquerain: 77/67/69/107/89/87
Snorlax: 167/117/72/72/117/37


Another Theorymon Meta
Premise: It's another one of those Metas/Pet Mods that make changes to Pokemon to see how they would change the meta game.
Changes:
Electrode
Abilities: Magnet Pull/Galvanize/Soundproof
Added Moves: Nasty Plot, Boomburst, Overheat, Rapid Spin

Kingler
Water/Steel
Sheer Force/Weak Armor/Tough Claws
Shell Smash, Anchor Shot, Meteor Mash, Hammer Arm

Girafarig
Psychic/Dark
Parental Bond/Strong Jaw/Sap Sipper
Dark Pulse, Psychic Fangs, Poison Fang, Parting Shot

Ambipom
Normal/Fighting
Technician/Skill Link/Prankster
Tail Slap Close Combat Pin Missile Bone Rush

Togekiss
Pixilate/Immunity/Soul-Heart

Shaymin-Sky
Aerilate

Zebstrika
Electric/Fire
Reckless/Motor Drive/Iron Barbs
Zing Zap Flare Blitz Jump Kick HighHorsepower

Seismitoad
Poison/Ground
Water Absorb/Merciless/Liquid Voice
Boomburst Hammer Arm Liquidation

Gothitelle
Psychic/Dark
Misty Surge/Natural Cure/Dazzling
Parting Shot Moonlight Moonblast Nasty Plot

Emolga
Huge Power/Aerilate/Motor Drive
Electrify Volt Tackle Hyper Voice Knock Off

Beheeyem
Psychic/Electric
Levitate/Analytic/Sheer Force
Volt Switch Power Gem Ice Beam Extrasensory

Vespiquen
Bug/Rock
Levitate/Queenly Majesty/Parental Bond
Quiver Dance Hurricane Leech Life Rapid Spin

Bastiodon
Steel
Soundproof/Bulletproof/Steelworker
King's Shield Punishment Gyro Ball Wild Charge

Rampardos
Mold Breaker/Sheer Force/Rock Head
Dragon Dance Flare Blitz Wild Charge Dragon Hammer

Octillery
Water/Poison
Mega Launcher/Skill Link/Berserk
Aura Sphere Dark Pulse Recover Accelerock

Qwilfish
Steel/Poison
Aftermath/Galvanize/Intimidate
Anchor Shot Leech Life Spiky Shield Stealth Rock

Lanturn
Volt Absorb/Water Absorb/Victory Star
Tail Glow Moonlight Light of Ruin Moonblast

Armaldo
Water/Bug
Bulletproof/Battle Armor/Swift Swim
Lunge Crabhammer Shell Smash

Cradily
Storm Drain/Poison Heal/Liquid Ooze
Wood Hammer Power Gem Poison Jab Anchor Shot

Phione
Water/Ghost
Water Bubble
Shadow Ball Shadow Sneak Moonblast Moonlight

Crustle
Bug/Ground
Water Compaction/Sand Force/Sturdy
Lunge Shore Up Crabhammer Hammer Arm

Zoroark
Dark/Fighting
Illusion/Protean/Imposter
Transform Aura Sphere Parting Shot Conversion

Escavalier
Bug/Steel
Speed Boost/Levitate/Shell Armor
Lunge Extreme Speed First Impression Trick Room

Genesect
Mega Launcher

Aegislash
No Guard/Stance Change
Loses Kings Shield

Malamar
Dark/Fighting
Contrary/Water Absorb/Poison Heal
Hammer Arm Psycho Boost Liquidation Poison Jab
Classmons
Premise: Pokemon get an RPG class that has five abilities attached to it.

Warrior
Tough Claws
Guts
Intimidate
Iron Fist
Reckless

Tank
Bulletproof
Sturdy
Battle Armor
Rock Head
Overcoat

Mage
Analytic
Berserk
Synchronize
Mega Launcher
Magician

Cleric
Magic Bounce
Misty Surge
Unaware
Natural Cure
Triage

Rogue
Illusion
Technician
Tinted Lens
Pickpocket
Unburden

Witch
Bad Dreams
Corrosion
Dark Aura
Soul-Heart
Psychic Terrain

Bard
Comatose
Soundproof
No Guard
Klutz
Scrappy

Archer
Sniper
Long Reach
Merciless
Compound Eyes
Rattled

Monk
Mold Breaker
Grassy Surge
Trickster
Color Change
Protean
Grass Pelt
Surge Surfer
Technician

I've had a number of ideas over time but, lemme just toss this one out.

Totem Showdown
  • Metagame premise: You know Totem Pokemon Battles? Basically, it's that. Doubles format with Slot 1 is a Totem Pokemon that always leads, cannot ever switch out, and has boosted stats across the board. The rest of the team reinforce the Totem Pokemon one at a time as they get knocked out, so long as the Totem is not KOed. First side to KO the Totem and any helpers on the field at the time wins.
  • Potential bans and threats. Obviously, ban Perish Song and probably Curse. Hard to say beyond that.
  • Questions for the community. How buffed should Totem Pokemon be? +1 across the board? Higher defenses than offenses, like +2 both defenses +1 both offenses? Should they get extra HP or other base stat increases? Some resistance or immunity to certain statuses, ala Wonder Skin?
  • Frequency of reinforcements? Should they lead with one and it function like normal battles? Reinforcements can only come in at the end of, say, even numbered turns to better simulate real Totem battles?
  • Allow Ubers as the totem?
You may want to drop the stats of support pokemon cause most rounds only last around 2-4 turns and increasing the stat boost more would make moves like punishment and topsy-turvy really good. Maybe support pokemon would start at half health with defeatist added on to them.

I have been wondering if pet mods are acceptable here and if not should there a pet mod workshop? Maybe there could be rule allowing pet mods that don't require as much programming like something that changes specific Pokemon but does not ad new ones or something crazy like that?
 
Last edited:
I have been wondering if pet mods are acceptable here and if not should there a pet mod workshop? Maybe there could be rule allowing pet mods that don't require as much programming like something that changes specific Pokemon but does not ad new ones or something crazy like that?
I don't think this thread should be used for Pet Mods. If G-Luke wants he can make his own Pet Mod Workshop in the Pet Mods subforum.

Also, please avoid double and triple posting.
 
Ok, here's my take:

Type scramble
  • Metagame premise: Doubles battle. At the end of each turn, the type of every mon in the field changes in a completely random way.
  • Potential bans and threats: No bans I could think of. Threats would (obviously) be mons with a sub-par defensive typing and mons which usually fear SE STAB moves since the opponent isn't likely to retain its base typing (although it can happen).
  • Questions for the community: I personally like the idea; you have to plan for widest possible coverage when teambuilding, and the type change means immunity abilities are very valuable and status can be inflicted upon pretty much anyone. Does this make sense though?


Main caveats:
  • Soak, Conversion, Conversion2, Trick-or-Treat, Forest's Curse behave like volatile status; they will affect the target as volatile status (as Trick-or-Treat and Forest's Curse only add a type, the type of the pokémon still changes, it just has Grass or Ghost on top; changing into Grass or Ghost does not remove the effect.), working until the pokémon is switched out. They allow you to have some control over the typing, but they may be gimmicky (except for the first two, which may actually be viable options).
  • The type of the mon is only set at the end of the turn; on switch-in, the pokémon will still be of its original typing. This means that if you send in a mon after one on the field fainted, the new one will be of its original type for one turn; if you switch one out, or use volt switch / u-turn, its type will change at the end of the turn. Also, hazards are only affected by the original type as well - changing into poison type will not remove Toxic Spikes from your side of the field.
  • Mold Breaker can ensure your attacks won't be blocked by abilities such as levitate, water absorb, storm drain, and the like. Both these options (Mold Breaker et simila, immunity-providing abilities) are valuable options.

End note: it's actually already coded (by me!) and playable, although I don't know if I can link unregistered servers.
 

Dunfan

formerly Dunsparce Fanboy
This sounds cool! EVs IVs investment will be required to keep in mind while team building. Slow and average speed mons like Dragonite will benefit the most.
Eviolite can be good with Type:Null and Chansey


Type: Null @ Eviolite
Ability: Battle Armor
EVs: 252 HP / 4 Atk / 252 Spe
Serious Nature
IVs: 21 Def
This gives it 394 HP and 648 Defense (after the boost)
Still it lacks recovery moves, the only which it gets is Rest and there will be others getting huge attack boosts so this looks beatable and moreover its high defense might help in balancing the meta? That can only be known after some battles though.


Chansey (F)
Ability: Natural Cure
EVs: 252 HP / 112 Atk / 140 Def
Adamant Nature
IVs: 30 Def
Chansey gets a respectable 240 Defense with 704 HP, earlier the highest Defense it could reach was 117. The boost makes it really bulky but there are others too getting boosts which can defeat this.


Marowak-Alola
Ability: Cursed Body
EVs: 80 Atk / 228 SpA / 200 Spe
Timid Nature
IVs: 29 Atk
Marowak reaches 768 Attack if Thick Club doesn't affect the Lowest Raw Stat, otherwise its highest is 564.
The question is can this thing be stopped? Pretty much yeah. Its quite slow, doesn't have priority, has average defenses and is weak to Ghost, Ground, Water, Dark, and Rock. Most this thing can get is 2 KOs in a match and 3 against unprepared sides.

Vikavolt can reach 370 Speed which is good.
Also how does the stat boost interact with Mega Evolution? Does the mega form carry the same boost as the base or it gets a boost in a different stat if it changes after Mega Evolution?
Either way Garchomp and Mega Garchomp look great in this.
Garchomp can go physical or special and if Mega changes the boost then the EVs IVs can be tweaked to make it fast (Yay Mega Chomp at its best)
Last and the least (yeah the least important thing of the discussion part :P) another name for the meta could be Fragility Boost but Consolation Price sounds nice as well.

Now your opponent will feel what you feel when facing a Huge Power mon :D

The concept is great. I checked out the index and don't think there's a meta like this in it.
On to Serperior (Correct me if I missed something in this one) I think that it should not be banned because the one who is using Serperior should be aware and ready to handle the ability just like how it happens in BH. In the same way weather speed boost users like Excadrill would have to take care as the opponent will also get the same boost. And Liepard, looks solid with status immunity, not sure whether it should be banned or not.

Arena Trap, Intimidate, Emergency Exit, Magic Bounce, Levitate, Protean would be fun. The user of these abilities should make sure that their own team is able to handle any other mon with that ability. Volt Switch and U-turn will be good for getting the right ability to the right mon of your team. Hazard removal would help in getting abilities like Sturdy get activated. Abilities like Truant and Slow Start would affect the foe to so we might see Slaking banned again :/
This meta seems to have a lot of possibilities and would be fun to play!

Some Questions
How would weather summoning abilities work? Like what if Tyranitar and Torkoal switch in the same turn. I assume the slower Pokemon's weather would be summoned.
Would Mummy change all the abilities to Mummy?
Can mon specific abilities like Disguise and Shield down be copied?
Would Mega Evolutions carry two abilities or just the one which they get on mega evolving?
Name ideas: Quantumbility [Quantum + Ability], Ability Claim, Congruent Abilities, Ability Congruency, Congruentbilities, Ability Quadrant, Ability Copy, Copybility, Ability Combo, Combinationbility, Ability Congregation.
Feel free to mix/edit the words so that it sounds good :p
Whoa. Thanks for everything.
These names are much better... well... let's call that meta Quantumbility, that sounds nice.

Excuse-me if i can't do it now, but i'll have to make some tests before answering your questions.
I'll edit this post when i'll be able to answer.
 
Thanks for the input, I may just keep Spikes intact to check Ground-immune Electric types.

In terms of Stealth Rock, I was unsure because no type has been immune to rock before. I think if the motto of the game is "immunity to a type it is normally weak to" in the same manner as Flash Fire then maybe I can have the SR immunity. It would be interesting to see the results so I kind of want to nudge towards this rule.

You don't need to combo Embargo with knock off, just removing key immunities for 5 turns can be scary.
The opponent can just switch out and still have the berry intact for next time it switches in.

That said, Z-Embargo raises Special Attack by 1 stage so you can gain momentum if you're a special attacker.


Actually just thinking out loud, currently what happens when Knock Off is used against a Colbur Berry- the berry activates first right? Does Knock Off still become double damage even if the berry is used up on that turn?

Just trying to think how things are affected if the Immunity Berries need to be activated/used up first before the immunity kicks in. So a Colbur berry user consumes the berry, losing the item in the process but because it has activated, the immunity is permanent for that battle. So this allows for use with Acrobatics/Unburden.

I'm not sure if this will make things less or even more chaotic in terms of Knock Off spam...
 
Rather than Knock Off spam, it seems like that change would incentivize Bug Bite/Pluck spam more than anything, potentially allowing a single Pokemon to gain immunities to several different types over the course of the battle.
 
To my knowledge, Berries wouldn't be consumed, as you never take damage in the first place. Normally Berries are consumed upon taking damage, in which case your damage taken is halved.

Solarblade (I think I'm tagging the right person) Can you weigh in on this?
 
I've got three ideas for some OM's:
In addition to every pokemon's normal ability, every pokemon has both Protean and Color Change. Pokemon will be changing types quickly so it is important to try to control the opponent's type and take advantage. For example, Mamoswine using earthquake and following up with ice shard for the super effective priority, Dusknoir can play mind games using ghost type moves with pursuit to finish off fleeing opponents, and Dragalge becomes lethal with Protean + Adaptability while sporting a large special defense stat. -Ate abilities will turn the normal move into the new type then Protean will change the user's type. Synchronoise will do base 30 if the opponent is not the same type, and 180 if the opponent matches instead of the 120 damage before.
Quickbans: Shedinja, Beedrillite, OU banlist. Watch out for: Defensive pokemon with priority, Dual Chop, pokemon with hindering abilities such as Archeops and Regigigas.

Moves will have their damage boosted by 1 point for every 2 percentage points of Accuracy under 100 calculated after modifiers. Moves with flawless accuracy will do one point less than normal. For example, Zap Cannon will go from 120 BP to 145 BP. Using Zap Cannon on an opponent with Bright Powder increases the power to 150 BP. However, using Zap Cannon against a Machamp with No guard will go down to 119 BP as it is now a move with flawless accuracy. All moves with an accuracy higher than 100% are considered flawless accuracy and will have only one BP subtracted. All Z-Moves have flawless accuracy and will do one damage less. In addition, the moves' secondary effect will rise 1% for each 2% of accuracy below 100 as well. So Air Slash will go from 75 BP and 30% flinch rate to 77.5 BP and 32.5% flinch rate, Fire Blast goes from 110 BP and 10% burn to 117.5 BP and 17.5% Burn rate. Watch out for: Doublade, Focus Blast, Stone Edge, Hustle, and bright powder. OU banlist.

Weather wars are back in a new form. Drizzle and rain dance still last 5 turns however, if a drizzle activates during rain, the 5 turns get added to the end of the queue. For example, if Tyranitar gets sent out and mega evolves, there will be 10 turns of sand. If the Tyranitar mega evolves, and uses sand storm, then there are 15 turns of sand (5+5+5). In addition, Terrain will act the same way. Cloud Nine will clear terrain as well. The final stinger on this mod is weather and terrain inducing moves will do damage while their respective weather is already up equal to 5*the number of turns remaining just before using the move. If Alolan Ninetails uses hail while its snow warning activated on the first turn, hail will do 25 BP. The following turn, Hail will do 45 with 9 turns remaining, then 65 damage with 13 turns left. Weather inducing moves will fail under taunt and will be blocked by protect and typing. Storm Drain absorbs rain dance, Sap Sipper boosts off of grassy terrain. Weather and terrain moves will be physical or special depending on the pokemon's higher offensive stat. [EDIT: forgot to put in that pokemon with the ability snow warning or sand stream, or pokemon that use hail or sandstorm will be immune from the hail/ sand damage. Yes Shedinja can set sand now.]
OU Banlist. Limit only one weather rock and one terrain extender per tea Watch out for Weather inducing pokemon, Golduck, and knock off.
 
Last edited:
As far as I know, Bug Bite/Pluck does not steal the effects of the type resist berries anyway so there shouldn't be a case immunity stealing.
 
Tapumons
every pokemon gets their stats replaced respectively by that of tapus (130/115/95/85/75/70) in the same order. If some of the original stats were the same, you can either subtract ivs in the order you want, or if you leave them alone they will be defaulted to the HABCDS order.

Similar but improved Eeveemons, which didnt work out well because the stats are min/maxed and the lower ones (60/60/65) just wasnt good enough. 70/75/85 rounds out the bulk for offensive pokemon and damage output of defensive ones. You can even run a better trick room team now since -spe base 95s can outslow neutral base 70s.

Bans: smeargle, eviolite, OU banned megastones?
Unbans: impossible hidden power ivs, 600+ bst ubers

Notable threats: pokemon with equal stats everywhere (spinda, victini, manaphy), ditto?

Unresolved: like every other format that entails a universal stat change, how does this affect mega evolutions/other forme changes that affect BST?

examples:
Mimikyu: 75/95/85/70/130/115
Luvdisc: 85/70/95/75/115/130
Kyogre: 95/130/115/85/75/70
Pheromosa with 30Atk IV: 85/95/75/115/70/130
Manaphy with 31SpA/Spe, 0Atk and 30 elsewhere: 95/70/85/130/75/115
 
Tapumons
every pokemon gets their stats replaced respectively by that of tapus (130/115/95/85/75/70) in the same order. If some of the original stats were the same, you can either subtract ivs in the order you want, or if you leave them alone they will be defaulted to the HABCDS order.

Similar but improved Eeveemons, which didnt work out well because the stats are min/maxed and the lower ones (60/60/65) just wasnt good enough. 70/75/85 rounds out the bulk for offensive pokemon and damage output of defensive ones. You can even run a better trick room team now since -spe base 95s can outslow neutral base 70s.

Bans: smeargle, eviolite, OU banned megastones?
Unbans: impossible hidden power ivs, 600+ bst ubers

Notable threats: pokemon with equal stats everywhere (spinda, victini, manaphy), ditto?

Unresolved: like every other format that entails a universal stat change, how does this affect mega evolutions/other forme changes that affect BST?

examples:
Mimikyu: 75/95/85/70/130/115
Luvdisc: 85/70/95/75/115/130
Kyogre: 95/130/115/85/75/70
Pheromosa with 30Atk IV: 85/95/75/115/70/130
Manaphy with 31SpA/Spe, 0Atk and 30 elsewhere: 95/70/85/130/75/115
Is tweaking the IVs/EVs only supposed to be usable to break tied base stats, or should they be usable to lift one stat past another that was originally a few points higher? In particular, if you could outfit something like Bold Eevee with an Umbreon-esque stat spread instead of having to settle for 75 Defense, Extreme Evoboost gets a lot safer.
 
Is tweaking the IVs/EVs only supposed to be usable to break tied base stats, or should they be usable to lift one stat past another that was originally a few points higher? In particular, if you could outfit something like Bold Eevee with an Umbreon-esque stat spread instead of having to settle for 75 Defense, Extreme Evoboost gets a lot safer.
I originally intended it to be only for ties.

A beast boost esque calculation is technically possible, yes, but that would need calcing the stats twice (check old stats-calc old stats-arrange-apply new stats-calc new stats)
 
Plate Power


Metagame Premise: OU metagame where all pokemon can learn a new type of move by holding a plate of said type. Pokemon holding plates gain access to every move of the type of the plate, as well as the normal 1.2x power effect. In addition, pokemon can carry a z-crystal of their own type and gain the same access to new moves. If the plate is removed, they can still use the moves granted by the plate, but lose the normal boost (to prevent Knock Off from being overpowered). Item clause applies, and you can still use other items.

Potential bans: Some individual moves might end up being banned (similar to in STABmons and Sketchmons) to prevent some moves like Land's Wrath and Shift Gear from being over centralizing. Normalium-Z might also be an issue, considering it grants all normal types with Shell Smash, Boomburst, and Extremespeed, making them powerful sweepers with Z-Move options.

Potential threats:
- Stone Plate Jirachi gets Diamond Storm, a powerful attack with good coverage and a guaranteed chance to boost defence by two. It also has the utility and bulk to use Stealth Rock.
- Pixie Plate Serperior gets Fleur Cannon, giving it a powerful coverage move that also boosts its special attack. Flame Plate and Overheat provides another coverage option.
- Insect Plate Celesteela can run all kinds of sets: a special sweeper set with Tail Glow or Quiver Dance, a defencive set with Heal Order, or a supportive set with Sticky Web.
- Meadow Plate Rotom-H gains a variety of moves to help run bulky sets, including Leech Seed, Spore, Spiky Shield, Aromatherapy, and Synthesis. Earth Plate also gives it recovery and access to Spikes.
- Fist Plate Scizor gets Storm Throw, a useful coverage move with effectively 135BP and that bypases screens and defence boosts. Or, it could run Steelium-Z to gain a powerful STAB in Shift Gear.
- Dread Plate Toxapex gets the ability to use a slow Parting Shot to give a teammate a free switch in and lower the opponent's attack.
- Pokemon with limited STAB options like Tapu Bulu and Aerodactyl appreciate the ability to get moves like Play Rough and Brave Bird/Head Smash.
- Ghost and Poison types have the ability to use a Z-Stone to boost all their stats with Z-Trick or Treat or Z-Purify.
- While gimmicky, Mind Plate Slaking and Regigigas can make use of their powerful stats by using Skill Swap to give the opponent their abilities, also serving as a check to setup sweepers.

Unresolved: I have been contemplating whether it should show the other player what plate you are holding to be better able to counterplay against foes.
 
Welp, my last OM idea has been received positively, so might as well try again.

Rock Bottom

Metagame Premise:
A pokémon cannot have it's stats modified in any way, both positively and negatively.

This includes: EVs, nature, stat-increasing/decreasing moves (Quiver Dance, Parting Shot, Power-Up punch, etc.), stat-increasing/decreasing abilities (Huge Power, Intimidate, Speed Boost, etc), stat increasing/decreasing items (Choice Scarf, Iron Ball, Salac Berry, etc.), most status Z-Moves, status effects (Namely just Paralysis and Burn) and potentially IVs

This does NOT include: Damage multipliers (Life Orb, Sheer Force, Tough Claws, etc.), damage-reducing items/abilities/moves (Fluffy, Solid Rock, Chople Berry, etc.), damaging Z-Moves, Megastones, Mid-Battle form changes (Probably just Meloetta and Aegislash to the best of my knowledge) and weather/terrains to some extent (For example: electric terrain still boosts electric-type moves and prevent sleep, but Surge Surfer doesn't work anymore)

Potential Bans and Threats:

Victini: I mean, it gets V-Create and Overheat without drawbacks. Ban.

Lati@s: Out of all the dragon-types that can just spam draco meteor, the lati twins are by far the strongest, due to their speed tier and above-average legendary stats. However, again, being unable to invest EVs and running scarf/specs might be a detriment. Some might argue that Kyurem-Black is more threatening, but he has a more manageable speed tier in this meta. Potential ban.

Terrakion: He is mostly here because of it's above average speed, good attack and access to Superpower. Like the lati twins, I don't think it's worth a ban right away, but it's still something to keep an eye out for. Potential ban.

Questions for the Community:

Should IVs be set to 0 or not? I'm asking this in case you'd have to manually set your IVs to 0, which I wouldn't like to be necessary.

Should mega-evolved pokemon retain it's base form's stats?
 

Tuthur

haha
is a Site Content Manageris a Top Social Media Contributoris a Forum Moderatoris a Community Contributoris a Top Tiering Contributoris a Top Contributoris a Top Smogon Media Contributor
No Evolution
Metagame Premise:
Only the Pokémon which don't have evolution or pre-evolution, and aren't legendary or ultra-beast (not shure if UBs are legendaries).
So the Pokemon avaible are:
Gen1: Farfetch'd, Kangskhan, Pinsir, Tauros, Ditto, Aerodactyl;
Gen2: Unown, Girafarig, Dunsparce, Qwilfish, Shuckle, Heracross, Corsola, Delibird, Skarmory, Stantler, Smeargle, Miltank;
Gen3: Sableye, Mawile, Plusle, Minun, Volbeat, Illumise, Torkoal, Spinda, Zangoose, Seviper, Lunatone, Solarock, Castform, Kecleon, Tropius, Absol, Relicanth, Luvdisc;
Gen4: Pachirisu, Chatot, Spiritomb, Carnivine, Rotom (all forms);
Gen5: Audino, Throh, Sawk, Basculin, Maractus, Sigilyph, Emolga, Alomola, Cryogonal, Stunfisk, Druddigon, Bouffalant, Heatmor, Durant;
Gen6: Furfrou, Hawlucha, Dedenne, Carbink, Klefki;
Gen7: Oricorio (all forms), Whishiwashi, Comfey, Oranguru, Passimian, Pyukumuku, Minior, Komala, Turtonator, Togedemaru, Mimikyu, Bruxish, Drampa, Dhelmise;
Potential Bans and Threats: Kangaskhanite (for its raw power), Mawilite (same), Sablenite (for its effiency in stall team and the lack of fairy Pokemon);
Questions for the community: Do I have forgot any Pokemon in the list ?
Should Kangaskhanite, Mawilite or Sablenite be quickbanned ?
Should Phione be unbanned ?

Edit: I created a strawpoll to decide if all mega stones have to be banned : https://strawpoll.com/7wxseb1
And another one to decide if Phione is legendary or not : https://strawpoll.com/fw7bbs7
 
Last edited:
No Evolution
Metagame Premise:
Only the Pokémon which don't have evolution or pre-evolution, and aren't legendary or ultra-beast (not shure if UBs are legendaries).
So the Pokemon avaible are:
Gen1: Farfetch'd, Kangskhan, Pinsir, Tauros, Ditto, Aerodactyl;
Gen2: Unown, Girafarig, Dunsparce, Qwilfish, Shuckle, Heracross, Corsola, Delibird, Skarmory, Stantler, Smeargle, Miltank;
Gen3: Sableye, Mawile, Plusle, Minun, Volbeat, Illumise, Torkoal, Spinda, Zangoose, Seviper, Lunatone, Solarock, Castform, Kecleon, Tropius, Absol, Relicanth, Luvdisc;
Gen4: Pachirisu, Chatot, Spiritomb, Carnivine, Rotom (all forms);
Gen5: Audino, Throh, Sawk, Basculin, Maractus, Siglyph, Emolga, Alomola, Cryogonal, Stunfisk, Druddigon, Bouffalant, Heatmor, Durant;
Gen6: Furfrou, Hawlucha, Dedenne, Carbink, Klefki;
Gen7: Oricorio (all forms), Whishiwashi, Comfey, Oranguru, Passimian, Pyukumuku, Minior, Komala, Turtonator, Togedemaru, Bruxish, Drampa, Dhelmise;
Potential Bans and Threats: Kangaskhanite (for its raw power), Mawilite (same), Sablenite (for its effiency in stall team and the lack of fairy Pokemon);
Questions for the community: Do I have forgot any Pokemon in the list ?
Should Kangaskhanite, Mawilite or Sablenite be quickbanned ?
Should Phione be unbanned ?
I think all mega stones should be banned. It fits better with the premise of the game.
 
No Evolution
Metagame Premise:
Only the Pokémon which don't have evolution or pre-evolution, and aren't legendary or ultra-beast (not shure if UBs are legendaries).
So the Pokemon avaible are:
Gen1: Farfetch'd, Kangskhan, Pinsir, Tauros, Ditto, Aerodactyl;
Gen2: Unown, Girafarig, Dunsparce, Qwilfish, Shuckle, Heracross, Corsola, Delibird, Skarmory, Stantler, Smeargle, Miltank;
Gen3: Sableye, Mawile, Plusle, Minun, Volbeat, Illumise, Torkoal, Spinda, Zangoose, Seviper, Lunatone, Solarock, Castform, Kecleon, Tropius, Absol, Relicanth, Luvdisc;
Gen4: Pachirisu, Chatot, Spiritomb, Carnivine, Rotom (all forms);
Gen5: Audino, Throh, Sawk, Basculin, Maractus, Siglyph, Emolga, Alomola, Cryogonal, Stunfisk, Druddigon, Bouffalant, Heatmor, Durant;
Gen6: Furfrou, Hawlucha, Dedenne, Carbink, Klefki;
Gen7: Oricorio (all forms), Whishiwashi, Comfey, Oranguru, Passimian, Pyukumuku, Minior, Komala, Turtonator, Togedemaru, Bruxish, Drampa, Dhelmise;
Potential Bans and Threats: Kangaskhanite (for its raw power), Mawilite (same), Sablenite (for its effiency in stall team and the lack of fairy Pokemon);
Questions for the community: Do I have forgot any Pokemon in the list ?
Should Kangaskhanite, Mawilite or Sablenite be quickbanned ?
Should Phione be unbanned ?
For gen 7, you forgot Mimikyu. I also believe all mega stones should be banned. Phione should he unbanned, since it isn't that good anyways.
 
Status
Not open for further replies.

Users Who Are Viewing This Thread (Users: 1, Guests: 3)

Top