Metagame Workshop

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Samtendo09

Ability: Light Power
is a Pre-Contributor
Monomon:
Metagame Premise:
Teams consisting of 6 of the same species. (Alolan forms and Rotom forms don't count because they have different typings and movesets.)
Potential Bans and Threats: Monotype banlist, Pokemon with incredibly versatile movesets and stats (e.g. Jirachi, Mew), Item Clause
Questions for the Community: Should alternate forms be allowed to mix with regular forms (such as Keldeo-Ordinary being on the same team as Keldeo-Resolute)?

Sample Teams: https://pastebin.com/qgYTZVFj , https://pastebin.com/C8er8Wrb , https://pastebin.com/kSuuivtJ
I don't this would be good enough to be submitted, since it would basically make one Pokémon being used over and over again even more, and will bring nothing new except of letting us know what one Pokémon can do in general.
 
I don't know if these already exist, but...
PLUSMONS
Metagame premise:
Each team now consists of 7 pokémons, each pokémon can "dual wield", have 2 abilities and 5 moves. The megaevolution will delete the secondary ability (e.g. on alakazam Synchronize>Inner Focus>Magic Guard) or the primary if shiny (e.g. on shiny alakazam Synchronize<Inner Focus<Magic Guard).
Potential Bans and Threats: I'm not very good at thorymoning, but I think that pokémon with an huge movepool and/or very good abilities (e.g. Scrappy Megakanghaskhan) can be broken. Also, double item clause that don't let you to have 2 of the same item (sorry marorwack-alola). Surely megas and Z-moves will be fine. And poison-types can get +1/8 max life every turn, while poison heal obtaining +3/16.
Questions for the community: Should it be an Uber or OU meta? And also, Should Combos like life orb+choice item or choice item+choice item be banned?

P.S.: a fun-fact: a leech-seeding on a 252hp chansey 0hp brellom with poison heal, lefties, tricked lefties, aqua ring, ingrain and smacked down on grassy terrain can get 188 hp/turn, so 94/115

NICEMONS
Metagame premise:
You can "merge" 2 pokémons into 1 by using nicknames. The type can be selected like in https://github.com/XpRienzo/DragonHeaven/blob/master/mods/franticfusions/README.md Frantic Fusions but the stats are calculated differently: your pokémon will have the better stats can have. (e.g. Pheromonsa*Xurkitree would have 83/137/71/173/71/151 BS) You would get all the moves and the ability that the old pokémons could have.
Potential bans and threats: just said that I'm not so good at thorymonning, I'll Think smeargle, chansey, shuckle, Kyurem-b, and I think UBs (and all others unequilibrated pokémons)
Questions for the community: Should it be an Uber or OU meta? And how must the eviolite work?
 

AquaticPanic

Intentional Femboy Penguin
is a Community Leaderis a Community Contributor
Community Leader
Unnamed (Call it Ability Alphabet for now. Alternate name might be Ability Merge)

Metagame premise: Every ability gets the effect of the next one, in an alphabetical order, added/merged to them (Moody is skipped for obvious reasons).
For an example, let's take a look at Serene Grace. The next ability is Shadow Shield. So as of now,Serene Grace's effects are: "This Pokemon's moves have their secondary effect chance doubled and if this Pokemon is at full HP, damage taken from attacks is halved".
The really OP abilities that would be banworthy otherwise don't really create threats. Huge Power is merged with Honey Gather, so the new users are things like Combee and Teddiursa. Pure Power adds it effect to Psychic Surge, so the only new user is Tapu Lele. Comatose goes to Kecleon. Adaptability is Zan Mode Darmanitan's new toy. Shadow Tag's effect is added to Shadow Shield, so the only new user would be Lunala, which is banned. Parental Bond is added to Own Tempo. Wonder Guard is given to... Wimpod out of all things. The only banworthy is Simple, which goes to Minior; and Protean Necrozma


Edit as of 5/25:
Parental Bond will also be skipped. This is due to it being able to abuse Seismic Toss and even Nature's Madness (The later through Smeargle), which are obviously not really balanced. Since the only mon to get Parental Bond is Ubers anyways, I decided to skip the ability rather than banning Own Tempo.

Huge Power is being taken onto account wheter to be banned or not, as it merges with Hustle, essentially giving a +3 in attack. However, no Huge Power user has any accuracy-boosting move (Either that or I missed it), which is why I'm still deciding (Always being at +3 is honestly ridiculously broken, so it'll probably end up being banned)

Minior is quickbanned due to Shell Smash + Simple combo

Adaptability: Vanilla Effects + If this Pokemon is KOed with a contact move, that move's user loses 1/4 its max HP

Aftermath: Vanilla Effects + This Pokemon's Normal-type moves become Flying type and have 1.2x power.
Aerilate: Vanilla Effects + While this Pokemon is active, the effects of weather conditions are disabled.
Air Lock: Vanilla Effects + This Pokemon's attacks have 1.3x power if it is the last to move in a turn.
Analytic: Vanilla Effects + If this Pokemon (not its substitute) takes a critical hit, its Attack is raised 12 stages.
Anger Point: Vanilllla Effects + On switch-in, this Pokemon shudders if any foe has a supereffective or OHKO move.

Anticipation: Vanilla Effects + Prevents adjacent foes from choosing to switch unless they are airborne.
Arena Trap: Vanilla Effects + Protects user/allies from Attract, Disable, Encore, Heal Block, Taunt, and Torment.
Aroma Veil: Vanilla Effects + While this Pokemon is active, the Dark Aura and Fairy Aura power modifier is 0.75x (However doesn't affect the abilities that merge with them).
Aura Break: Vanilla Effects + Causes sleeping adjacent foes to lose 1/8 of their max HP at the end of each turn.
Bad Dreams: Vanilla Effects + This Pokemon's allies have the power of their special attacks multiplied by 1.3.
Battery: Vanilla Effects + This Pokemon cannot be struck by a critical hit.
Battle Armor: Vanilla Effects + Battle Bond effects (So essentially just Vanilla effects)
Battle Bond: Vanilla Effects + This Pokemon's highest stat is raised by 1 if it attacks and KOes another Pokemon.
Beast Boost: Vanilla Effects + This Pokemon's Sp. Atk is raised by 1 when it reaches 1/2 or less of its max HP.
Berserk: Vanilla Effects + Prevents other Pokemon from lowering this Pokemon's Defense stat stage.
Big Pecks: Vanilla Effects + When this Pokemon has 1/3 or less of its max HP, its Fire attacks do 1.5x damage.
Blaze: Vanilla Effects + Makes user immune to ballistic moves.
Bulletproof: Vanilla Effects + If this Pokemon eats a Berry, it restores 1/3 of its max HP after the Berry's effect.
Cheek Pouch: Vanilla Effects + If Sunny Day is active, this Pokemon's Speed is doubled.
Chlorophyll: Vanilla Effects + Prevents other Pokemon from lowering this Pokemon's stat stages.
Clear Body: Vanilla Effects + While this Pokemon is active, the effects of weather conditions are disabled.
Cloud Nine: Vanilla Effects + This Pokemon's type changes to the type of a move it's hit by, unless it has the type.
Color Change: Vanilla Effects + This Pokemon cannot be statused, and is considered to be asleep.
Comatose: Vanilla Effects + This Pokemon's Sp. Atk is raised by 2 for each of its stats that is lowered by a foe.
Competitive: Vanilla Effects + This Pokemon's moves have their accuracy multiplied by 1.3.

Compound Eyes: Vanilla Effects + If this Pokemon has a stat stage raised it is lowered instead, and vice versa.

Contrary: Vanilla Effects + This Pokemon can poison or badly poison other Pokemon regardless of their typing.

Corrosion: Vanilla Effects + If this Pokemon is hit by an attack, there is a 30% chance that move gets disabled.

Cursed Body: Vanilla Effects + 30% chance of infatuating Pokemon of the opposite gender if they make contact.

Cute Charm: Vanilla Effects + While this Pokemon is active, Self-Destruct, Explosion, and Aftermath have no effect.

Damp: Vanilla Effects + After another Pokemon uses a dance move, this Pokemon uses the same move.

Dancer: Vanilla Effects + While this Pokemon is active, a Dark move used by any Pokemon has 1.33x power. (So Oricorio is even more of a doubles mon... Even tho this meta is Singles)

Dark Aura: Vanilla Effects + While this Pokemon is active, allies are protected from opposing priority moves.

Dazzling: Vanilla Effects + While this Pokemon has 1/2 or less of its max HP, its Attack and Sp. Atk are halved.

Defeatist: Vanilla Effects + This Pokemon's Attack is raised by 2 for each of its stats that is lowered by a foe.

Defiant: Vanilla Effects + On switch-in, strong winds begin until this Ability is not active in battle.

Delta Stream: Vanilla Effects (Since Winds overlaps Harsh Sun).

Desolate Land: Vanilla Effects (Since merges with Disguise)

Disguise: Vanilla Effects + On switch-in, Attack or Sp. Atk is raised 1 stage based on the foes' weaker Defense.

Download: Vanilla Effects + On switch-in, this Pokemon summons Rain Dance.

Drizzle: Vanilla Effects + On switch-in, this Pokemon summons Sunny Day. (So it's really just a Drought that can reset it's turn counter)

Drought: Vanilla Effects + This Pokemon is healed 1/4 by Water, 1/8 by Rain; is hurt 1.25x by Fire, 1/8 by Sun.

Dry Skin: Vanilla Effects + This Pokemon's sleep counter drops by 2 instead of 1.

Early Bird: Vanilla Effects + 30% chance of poison/paralysis/sleep on others making contact with this Pokemon.

Effect Spore: Vanilla Effects + On switch-in, this Pokemon summons Electric Terrain.

Electric Terrain: Vanilla Effects + This Pokemon switches out when it reaches 1/2 or less of its maximum HP.

Emergency Exit: Vanilla Effects + While this Pokemon is active, a Fairy move used by any Pokemon has 1.33x power.

Fairy Aura: Vanilla Effects + This Pokemon receives 3/4 damage from supereffective attacks.

Filter: Vanilla Effects + 30% chance a Pokemon making contact with this Pokemon will be burned.

Flame Body: Vanilla Effects + While this Pokemon is burned, its special attacks have 1.5x power.

Flare Boost: Vanilla Effects + This Pokemon's Fire attacks do 1.5x damage if hit by one Fire move; Fire immunity.

Flash Fire: Vanilla Effects (Since the next is a form-changing ability)

Flower Gift: Vanilla Effects + This side's Grass types can't have stats lowered or status inflicted by other Pokemon.

Flower Veil: Vanilla Effects + This Pokemon takes 1/2 damage from contact moves, 2x damage from Fire moves.

Fluffy: Vanilla Effects (Since next is a Form-Changing ability)

Forecast: Vanilla Effects + On switch-in, this Pokemon is alerted to the foes' move with the highest power.

Forewarn: Vanilla Effects + This Pokemon's allies receive 3/4 damage from other Pokemon's attacks.

Friend Guard: Vanilla Effects + On switch-in, this Pokemon identifies the held items of all opposing Pokemon.

Frisk: Vanilla Effects + Prevents other Pokemon from lowering this Pokemon's stat stages.

Full Metal Body: Vanilla Effects + This Pokemon's Defense is doubled.

Fur Coat: Vanilla Effects + If this Pokemon is at full HP, its Flying-type moves have their priority increased by 1.

Gale Wings: Vanilla Effects + This Pokemon's Normal-type moves become Electric type and have 1.2x power.

Galvanize: Vanilla Effects + When this Pokemon has 1/2 or less of its maximum HP, it uses certain Berries early.

Gluttony: Vanilla Effects + Pokemon making contact with this Pokemon have their Speed lowered by 1 stage.

Gooey: Vanilla Effects + If Grassy Terrain is active, this Pokemon's Defense is multiplied by 1.5.

Grass Pelt: Vanilla Effects + On switch-in, this Pokemon summons Grassy Terrain.

Grassy Surge: Vanilla Effects + If this Pokemon is statused, its Attack is 1.5x; ignores burn halving physical damage.

Guts: Vanilla Effects + If last item used is a Berry, 50% chance to restore it each end of turn. 100% in Sun.

Harvest: Vanilla Effects + 30% chance of curing an adjacent ally's status at the end of each turn.

Healer: Vanilla Effects + The power of Fire-type attacks against this Pokemon is halved; burn damage halved.

Heat Proof: Vanilla Effects + This Pokemon's weight is doubled.

Heavy Metal: Vanilla Effects

Honey Gather: This Pokemon's Attack is doubled.

Huge Power: Vanilla Effects + This Pokemon's Attack is 1.5x and accuracy of its physical attacks is 0.8x.

Hustle: Vanilla Effects + This Pokemon has its status cured at the end of each turn if Rain Dance is active.

Hydration: Vanilla Effects + Prevents other Pokemon from lowering this Pokemon's Attack stat stage.

Hyper Cutter: Vanilla Effects + If Hail is active, this Pokemon heals 1/16 of its max HP each turn; immunity to Hail.

Ice Body: Vanilla Effects

Illuminate: This Pokemon appears as the last Pokemon in the party until it takes direct damage.

Illusion: Vanilla Effects + This Pokemon cannot be poisoned. Gaining this Ability while poisoned cures it.

Immunity: Vanilla Effects + On switch-in, this Pokemon Transforms into the opposing Pokemon that is facing it.

Imposter: Vanilla Effects + Moves ignore substitutes and opposing Reflect, Light Screen, Safeguard, and Mist.

Infiltrator: Vanilla Effects + If this Pokemon is KOed with a move, that move's user loses an equal amount of HP.

Innards Out: Vanilla Effects + This Pokemon cannot be made to flinch.

Inner Focus: Vanilla Effects + This Pokemon cannot fall asleep. Gaining this Ability while asleep cures it.

Insomnia: Vanilla Effects + On switch-in, this Pokemon lowers the Attack of adjacent opponents by 1 stage.

Intimidate: Vanilla Effects + Pokemon making contact with this Pokemon lose 1/8 of their max HP.

Iron Barbs: Vanilla Effects + This Pokemon's punch-based attacks have 1.2x power. Sucker Punch is not boosted.

Iron Fist: Vanilla Effects + This Pokemon's Attack is raised by 1 stage after it is damaged by a Dark-type move.

Justified: Vanilla Effects + This Pokemon's accuracy can't be lowered by others; ignores their evasiveness stat.

Keen Eye: Vanilla Effects + This Pokemon's held item has no effect, except Macho Brace. Fling cannot be used.

Klutz: Vanilla Effects + If Sunny Day is active, this Pokemon cannot be statused and Rest will fail for it.

Leaf Guard: Vanilla Effects + This Pokemon is immune to Ground; Gravity/Ingrain/Smack Down/Iron Ball nullify it.

Levitate: Vanilla Effects + This Pokemon's weight is halved.

Light Metal: Vanilla Effects + This Pokemon draws Electric moves to itself to raise Sp. Atk by 1; Electric immunity.

Lightning Rod: Vanilla Effects + This Pokemon cannot be paralyzed. Gaining this Ability while paralyzed cures it.

Limber: Vanilla Effects + This Pokemon damages those draining HP from it for as much as they would heal.

Liquid Ooze: Vanilla Effects + This Pokemon's sound-based moves become Water type.

Liquid Voice: Vanilla Effects + This Pokemon's attacks do not make contact with the target.

Long Reach: Vanilla Effects + This Pokemon blocks certain status moves and bounces them back to the user.

Magic Bounce: Vanilla Effects + This Pokemon can only be damaged by direct attacks.

Magic Guard: Vanilla Effects + If this Pokemon has no item, it steals the item off a Pokemon it hits with an attack.

Magician: Vanilla Effects + This Pokemon cannot be frozen. Gaining this Ability while frozen cures it.

Magma Armor: Vanilla Effects + Prevents adjacent Steel-type foes from choosing to switch.

Magnet Pull: Vanilla Effects + If this Pokemon is statused, its Defense is 1.5x.

Marvel Scale: Vanilla Effects + This Pokemon's pulse moves have 1.5x power. Heal Pulse heals 3/4 target's max HP.

Mega Launcher: Vanilla Effects + This Pokemon's attacks are critical hits if the target is poisoned.

Merciless: Vanilla Effects + If an active ally has Minus or the Ability Plus, this Pokemon's Sp. Atk is 1.5x.

Minus: Vanilla Effects + On switch-in, this Pokemon summons Misty Terrain.

Misty Terrain: Vanilla Effects + This Pokemon's moves and their effects ignore the Abilities of other Pokemon.

Mold Braker: Vanilla Effects + This Pokemon's Speed is raised 1 stage if hit by an Electric move; Electric immunity.

Motor Drive: Vanilla Effects + This Pokemon's Attack is raised by 1 stage if it attacks and KOes another Pokemon.

Moxie: Vanilla Effects + If this Pokemon is at full HP, damage taken from attacks is halved.

Multiscale: Vanilla Effects

Multitype: Vanilla Effects + Pokemon making contact with this Pokemon have their Ability changed to Mummy.

Mummy: Vanilla Effects + This Pokemon has its major status condition cured when it switches out.

Natural Cure: Vanilla Effects + Every move used by or against this Pokemon will always hit.

No Guard: Vanilla Effects + This Pokemon's moves are changed to be Normal type and have 1.2x power.

Normalize: Vanilla Effects + This Pokemon cannot be infatuated or taunted. Gaining this Ability cures it.

Oblivious: Vanilla Effects + This Pokemon is immune to powder moves and damage from Sandstorm or Hail.

Overcoat: Vanilla Effects + When this Pokemon has 1/3 or less of its max HP, its Grass attacks do 1.5x damage.

Overgrow: Vanilla Effects + This Pokemon cannot be confused. Gaining this Ability while confused cures it.

Own Tempo: Vanilla Effects + If this Pokemon has no item, it finds one used by an adjacent Pokemon this turn.

Pickup: Vanilla Effects + If this Pokemon has no item, it steals the item off a Pokemon making contact with it.

Pickpocket: Vanilla Effects + This Pokemon's Normal-type moves become Fairy type and have 1.2x power.

Pixilate: Vanilla Effects + If an active ally has Plus or the Ability Minus, this Pokemon's Sp. Atk is 1.5x.

Plus: Vanilla Effects + This Pokemon is healed by 1/8 of its max HP each turn when poisoned; no HP loss.

Poison Heal: Vanilla Effects + 30% chance a Pokemon making contact with this Pokemon will be poisoned.

Poison Point: Vanilla Effects + This Pokemon's contact moves have a 30% chance of poisoning

Poison Touch: Vanilla Effects

Power Construct: Vanilla Effects (To be fair I'm not even sure if you can replace Power Construct. But since it's both banned and Power Of Alchemy's effects only work in doubles, it really does not matter)

Power Of Alchemy: Vanilla Effects + This Pokemon's Status moves have priority raised by 1, but Dark types are immune.

Prankster: Vanilla Effects + If this Pokemon is the target of a foe's move, that move loses one additional PP.

Pressure: Vanilla Effects + On switch-in, heavy rain begins until this Ability is not active in battle.

Primordial Sea: Vanilla Effects + This Pokemon receives 3/4 damage from supereffective attacks.

Prism Armor: Vanilla Effects + This Pokemon's type changes to match the type of the move it is about to use.

Protean: Vanilla Effects + On switch-in, this Pokemon summons Psychic Terrain.

Psychic Surge: Vanilla Effects + This Pokemon's Attack is doubled.

Pure Power: Vanilla Effects + While this Pokemon is active, allies are protected from opposing priority moves.

Queenly Majesty: Vanilla Effects + If this Pokemon is statused, its Speed is 1.5x; ignores Speed drop from paralysis.

Quick Feet: Vanilla Effects + If Rain Dance is active, this Pokemon heals 1/16 of its max HP each turn.

Rain Dish: Vanilla Effects + This Pokemon's Speed is raised 1 stage if hit by a Bug-, Dark-, or Ghost-type attack.

Rattled: Vanilla Effects

Receiver: Vanilla Effects + This Pokemon's attacks with recoil or crash damage have 1.2x power; not Struggle.

Reckless: Vanilla Effects + This Pokemon's Normal-type moves become Ice type and have 1.2x power.

Refrigerate: Vanilla Effects + This Pokemon restores 1/3 of its maximum HP, rounded down, when it switches out.

Regenerator: Vanilla Effects + This Pokemon's attacks do 1.25x on same gender targets; 0.75x on opposite gender.

Rivalry: Vanilla Effects

RKS System: Vanilla Effects + This Pokemon does not take recoil damage besides Struggle/Life Orb/crash damage.

Rock Head: Vanilla Effects + Pokemon making contact with this Pokemon lose 1/8 of their max HP.

Rough Skin: Vanilla Effects

Run Away: This Pokemon's Ground/Rock/Steel attacks do 1.3x in Sandstorm; immunity to it.

Sand Force: Vanilla Effects + If Sandstorm is active, this Pokemon's Speed is doubled; immunity to Sandstorm.

Sand Rush: Vanilla Effects + On switch-in, this Pokemon summons Sandstorm.

Sand Stream: Vanilla Effects + If Sandstorm is active, this Pokemon's evasiveness is 1.25x; immunity to Sandstorm.

Sand Veil: Vanilla Effects + This Pokemon's Attack is raised 1 stage if hit by a Grass move; Grass immunity.

Sap Sipper: Vanilla Effects

Schooling: Vanilla Effects + This Pokemon can hit Ghost types with Normal- and Fighting-type moves.

Scrappy: Vanilla Effects + This Pokemon's moves have their secondary effect chance doubled.

Serene Grace: Vanilla Effects + If this Pokemon is at full HP, damage taken from attacks is halved.

Shadow Shield: Vanilla Effects + Prevents adjacent foes from choosing to switch unless they also have this Ability.

Shadow Tag: Vanilla Effects + This Pokemon has a 33% chance to have its status cured at the end of each turn.

Shed Skin: Vanilla Effects + This Pokemon's attacks with secondary effects have 1.3x power; nullifies the effects.

Sheer Force: Vanilla Effects + This Pokemon cannot be struck by a critical hit.

Shell Armor: Vanilla Effects + This Pokemon is not affected by the secondary effect of another Pokemon's attack.

Shield Dust: Vanilla Effects

Shields Down: Vanilla Effects + If this Pokemon's stat stages are raised or lowered, the effect is doubled instead.

Simple: Vanilla Effects + This Pokemon's multi-hit attacks always hit the maximum number of times.

Skill Link: Vanilla Effects + On switch-in, this Pokemon's Attack and Speed are halved for 5 turns.

Slow Start: Vanilla Effects + If Hail is active, this Pokemon's Speed is doubled.

Slush Rush: Vanilla Effects + If this Pokemon strikes with a critical hit, the damage is multiplied by 1.5.

Sniper: Vanilla Effects + If Hail is active, this Pokemon's evasiveness is 1.25x; immunity to Hail.

Snow Veil: Vanilla Effects + On switch-in, this Pokemon summons Hail.

Snow Warning: Vanilla Effects + If Sunny Day is active, this Pokemon's Sp. Atk is 1.5x; loses 1/8 max HP per turn.

Solar Power: Vanilla Effects + This Pokemon receives 3/4 damage from supereffective attacks.

Solid Rock: Vanilla Effects + This Pokemon's Sp. Atk is raised by 1 stage when another Pokemon faints.

Soul-Heart: Vanilla Effects + This Pokemon is immune to sound-based moves, including Heal Bell.

Soundproof: Vanilla Effects + This Pokemon's Speed is raised 1 stage at the end of each full turn on the field.

Speed Boost: Vanilla Effects + This Pokemon's attacks deal double damage if the target switched in this turn.

Stakeout: Vanilla Effects + This Pokemon moves last among Pokemon using the same or greater priority moves.

Stall: Vanilla Effects + This Pokemon's Defense is raised by 1 stage after it is damaged by a move.

Stamina: Vanilla Effects

Stance Change: Vanilla Effects + 30% chance a Pokemon making contact with this Pokemon will be paralyzed.

Static: Vanilla Effects + If this Pokemon flinches, its Speed is raised by 1 stage.

Steadfast: Vanilla Effects + This Pokemon's Steel-type attacks have their power multiplied by 1.5.

Steelworker: Vanilla Effects + This Pokemon's attacks without a chance to flinch have a 10% chance to flinch.

Stench: Vanilla Effects + This Pokemon cannot lose its held item due to another Pokemon's attack.

Sticky Hold: Vanilla Effects + This Pokemon draws Water moves to itself to raise Sp. Atk by 1; Water immunity.

Storm Drain: Vanilla Effects + This Pokemon's bite-based attacks have 1.5x power. Bug Bite is not boosted.

Strong Jaw: Vanilla Effects + If this Pokemon is at full HP, it survives one hit with at least 1 HP. Immune to OHKO.

Sturdy: Vanilla Effects + This Pokemon cannot be forced to switch out by another Pokemon's attack or item.

Suction Cups: Vanilla Effects + This Pokemon's critical hit ratio is raised by 1 stage.

Super Luck: Vanilla Effects + If Electric Terrain is active, this Pokemon's Speed is doubled.

Surge Surfer: Vanilla Effects + When this Pokemon has 1/3 or less of its max HP, its Bug attacks do 1.5x damage.

Swarm: Vanilla Effects + This Pokemon and its allies cannot fall asleep.

Sweet Veil: Vanilla Effects + If Rain Dance is active, this Pokemon's Speed is doubled.

Swift Swim: Vanilla Effects

Symbiosis: If another Pokemon burns/poisons/paralyzes this Pokemon, it also gets that status.

Synchronize: Vanilla Effects + This Pokemon's evasiveness is doubled as long as it is confused.

Tangled Feet: Vanilla Effects + Pokemon making contact with this Pokemon have their Speed lowered by 1 stage.

Tangling Hair: Vanilla Effects + This Pokemon's moves of 60 power or less have 1.5x power. Includes Struggle.

Technician: Vanilla Effects

Telepathy: This Pokemon's moves and their effects ignore the Abilities of other Pokemon.

Teravolt: Vanilla Effects + Fire/Ice-type moves against this Pokemon deal damage with a halved attacking stat.

Thick Fat: Vanilla Effects + This Pokemon's attacks that are not very effective on a target deal double damage.

Tinted Lens: Vanilla Effects + When this Pokemon has 1/3 or less of its max HP, its Water attacks do 1.5x damage.

Torrent: Vanilla Effects + This Pokemon's contact moves have their power multiplied by 1.3.

Tough Claws: Vanilla Effects + While this Pokemon is poisoned, its physical attacks have 1.5x power.

Toxic Boost: Vanilla Effects + On switch-in, or when it can, this Pokemon copies a random adjacent foe's Ability.

Trace: Vanilla Effects + This Pokemon's healing moves have their priority increased by 3.

Triage: Vanilla Effects + This Pokemon skips every other turn instead of using a move.

Truant: Vanilla Effects + This Pokemon's moves and their effects ignore the Abilities of other Pokemon.

Turboblaze: Vanilla Effects + This Pokemon ignores other Pokemon's stat stages when taking or doing damage.

Unaware: Vanilla Effects + Speed is doubled on held item loss; boost is lost if it switches, gets new item/Ability.

Unburden: Vanilla Effects + While this Pokemon is active, it prevents opposing Pokemon from using their Berries.

Unnerve: Vanilla Effects + This Pokemon and its allies' moves have their accuracy multiplied by 1.1.

Victory Star: Vanilla Effects + This Pokemon cannot fall asleep. Gaining this Ability while asleep cures it.

Vital Spirit: Vanilla Effects + This Pokemon heals 1/4 of its max HP when hit by Electric moves; Electric immunity.

Volt Absorb: Vanilla Effects + This Pokemon heals 1/4 of its max HP when hit by Water moves; Water immunity.

Water Absorb: Vanilla Effects + This Pokemon's Water power is 2x; it can't be burned; Fire power against it is halved.

Water Bubble: Vanilla Effects + This Pokemon's Defense is raised 2 stages after it is damaged by a Water-type move.

Water Compaction: Vanilla Effects + This Pokemon cannot be burned. Gaining this Ability while burned cures it.

Water Veil: Vanilla Effects + If a physical attack hits this Pokemon, Defense is lowered by 1, Speed is raised by 2.

Weak Armor: Vanilla Effects + Prevents other Pokemon from lowering this Pokemon's stat stages.

White Smoke: Vanilla Effects + This Pokemon switches out when it reaches 1/2 or less of its maximum HP.

Wimp Out: Vanilla Effects + This Pokemon can only be damaged by supereffective moves and indirect damage.

Wonder Guard: Vanilla Effects + Status moves with accuracy checks are 50% accurate when used on this Pokemon.

Wonder Skin: Vanilla Effects

Zen Mode: Vanilla Effects + This Pokemon's same-type attack bonus (STAB) is 2 instead of 1.5.


Potential bans and threats:
Bans: Battle Bond (Gets Beast Boost's effects added to itself), Volcanion (Water Absorb has now also the effects of Water Bubble), Minior OU Banlist
Possible Bans: Wonder Guard (Merges with Wonder Skin, making Shedinja harder to hit with Seeds, WoWs and Toxics), Huge Power (Merges with Hustle, making the ability very broken)
Threats: Lucario (Steadfast merges with Steelworker), Gogoat (Grass Pelt merges now with Grassy Surge)

Questions for the community:
- Is Necrozma banworthy, since Prism Armor now has the effects of Protean added to it?
- Is Minior banworthy? It has Simple Shell Smash but not that good stats (I'd go with yes)
Aaaaand I just noticed Showdown, for whatever reason, has some abilities listed out of alphabetical order. Which means I'll have to check this entire list again to see if there's any other ability on the wrong order. Yay.
That being said, can anyone with coding experience tell me if this would be easy, or even possible, to code?
 
ABILITY URGE
Metagame Premise: Each Pokemon's ability gets to activate or reactivate after it uses an attack, regardless of what may trigger it. For Example, if Heatran uses Lava Plume, right after the attack is used its own Flash Fire activates. It must strictly be a physical or special attack, as to avoid abuse of status moves like recovery, Protect and Substitute.
Potential Bans and Threats: Any ability dedicated to sharply boosting Attack or Special Attack. Beast Boost.
Questions for the community: How should contact abilities like Flame Body and Effect Spore be handled?

TIME STOPPERS
Metagame Premise: The first 5 turns of each battle function normally. Starting at turn 6, whatever objects or conditions are currently active in the field will remain for the rest of the battle and cannot be changed.
Potential Bans and Threats: None.
Questions for the community: Is 5 turns the appropriate amount of time for set up, or should it be changed?
 
ABILITY URGE
Metagame Premise: Each Pokemon's ability gets to activate or reactivate after it uses an attack, regardless of what may trigger it. For Example, if Heatran uses Lava Plume, right after the attack is used its own Flash Fire activates. It must strictly be a physical or special attack, as to avoid abuse of status moves like recovery, Protect and Substitute.
Potential Bans and Threats: Any ability dedicated to sharply boosting Attack or Special Attack. Beast Boost.
Questions for the community: How should contact abilities like Flame Body and Effect Spore be handled?

TIME STOPPERS
Metagame Premise: The first 5 turns of each battle function normally. Starting at turn 6, whatever objects or conditions are currently active in the field will remain for the rest of the battle and cannot be changed.
Potential Bans and Threats: None.
Questions for the community: Is 5 turns the appropriate amount of time for set up, or should it be changed?
Ability Urge: too much broken stuff. Volcarona would essentially get 110 BP STAB will o wisps, Landorus-t would be downright impervious on the physical side, and Magearna would be almost unstoppable. I wouldn't play this.

Time stoppers - it already exists - it's called Lockdown check it out.
 
Ability Urge: too much broken stuff. Volcarona would essentially get 110 BP STAB will o wisps, Landorus-t would be downright impervious on the physical side, and Magearna would be almost unstoppable. I wouldn't play this.

Time stoppers - it already exists - it's called Lockdown check it out.
Thanks for the input.

How about instead that the abilities re/activate when they KO something like how Battle Bond works? That way problem abilities and Pokemon can be isolated without doing too much damage to other Pokemon that only have one ability.
 
ABILITY URGE
Metagame Premise: Each Pokemon's ability gets to activate or reactivate after it uses an attack, regardless of what may trigger it. For Example, if Heatran uses Lava Plume, right after the attack is used its own Flash Fire activates. It must strictly be a physical or special attack, as to avoid abuse of status moves like recovery, Protect and Substitute.
Potential Bans and Threats: Any ability dedicated to sharply boosting Attack or Special Attack. Beast Boost.
Questions for the community: How should contact abilities like Flame Body and Effect Spore be handled?
lets go anger point

i had this idea a while back, except mine activated ability as a replaced function of a z-move instead of increased power, it would also trigger its own ability if possible. (z-moves would be allowed multiple times in the match, but only with the correct z-crystal and matching attack). i think having it activate on every single attack is very crazy. if it happens on ko its a slight improvement, but a lot of abilities debuff the opponent in some way, making it useless (for instance intimidate, static, etc...)
 

AquaticPanic

Intentional Femboy Penguin
is a Community Leaderis a Community Contributor
Community Leader
lets go anger point

i had this idea a while back, except mine activated ability as a replaced function of a z-move instead of increased power, it would also trigger its own ability if possible. (z-moves would be allowed multiple times in the match, but only with the correct z-crystal and matching attack). i think having it activate on every single attack is very crazy. if it happens on ko its a slight improvement, but a lot of abilities debuff the opponent in some way, making it useless (for instance intimidate, static, etc...)
What if we go Last Will and make them activate if the user faints in case the abilities affect the opponent? And keep the ones that affect the user work with knocking foes out
 
Name: Movin' On Down

Premise: You take things that are banned to Ubers and make it so that they are balanced in OU. This is a Pet Mod. This includes Pokémon, moves, etc.
 
Elemental Purity

Metagame premise
: All Pokémon have only their primary type as their typing (i.e., Tapu Koko becomes pure Electric, Magearna becomes pure Steel, and so on), or only their secondary type if they are shiny (i.e., Shiny Charizard becomes pure Flying, Shiny Sharpedo becomes pure Dark, and so on). Single-type Pokémon are unaffected.
Potential bans and threats:
• Standard OU banlist, unless some Uber Pokémon are shown to be more manageable without their secondary typing and could drop;
• Regular Landorus-T has the potential to become a really threatening Pokémon. While losing an immunity to Ground and a resistance to Fighting may hurt, it also can't be easily taken down by Ice-type coverage anymore, and it gains a resistance to Stealth Rock;
• Neither regular Greninja nor shiny are much affected by the loss of one of their types thanks to Protean. Ash-Greninja won't be able to spam simultaneous Hydro Pumps and Dark Pulses as freely as before, but it gains one free moveslot for whatever coverage it may need;
• Say goodbye to your Stealth Rock weakness, Regular Kyurem-B! Now you can abuse your bulk and power much more effectively. Beware of Ice, though;
• Regular Latios and Latias no longer care much about Pursuit and Sucker Punch, but losing STAB in the form of Psyshock may hurt a bit, unless you want to resort to Soul Dew as a sort of pseudo-STAB or want to turn them into pure Psychics by shinyfing them;
• Shiny Volcarona loses a crippling weakness for a more forgiving weakness to Stealth Rock, and can now come in more freely to wreak havoc.
Questions for the community: Which Pokémon benefit or are hit the most from losing a type? How will teams adapt and cover their weak points without type compression?

Edit: Shinies use their secondary types and there is no shiny lock.
 
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Pretty Chill Team Builder
Premise: Pokemon will not have conflicting sets or forms when validating. Pokemon Specific Z-crystals act as regular Z-crystals on the respective Pokemon giving the Pokemon two different options.
Bans: OU banlist, OHKO ban especially.
Threats: Older Gen Pokemon, and event legendaries such as Chansey and Mew.

  • In this meta, if a Pokemon has access to the move, through egg moves or previous move tutors, it will have a valid set with no conflicts with its other moves. If a Pokemon has access to an ability whether it is released or not, it can use this ability.
  • Pokemon are allowed to start off in any of its forms. For example, Castform may be sent out in its hail form, Silvally can be a fire type without a memory, Darmanitan can start off in Zen mode, or Meloetta can start in its Pirouette form.
  • A Snorlax with Snorlium-Z treats its crystal as a Normalium-Z. The Snorlax with Giga Impact and Belly Drum has the option of going either Pulverizing Pancake, Breakneck Blitz, or using Z-Belly Drum. Only a Snorlax may use Snorlium-Z as a Normalium-Z and same goes for the rest of the Pokemon specific crystals. Shiny locks are removed.

No more event exclusive moves or gen 3 move tutor moves stopping the whole set, just a pretty chill team builder.


Questions For the Community:
Will it be possible to code around the form changes when I know they are hardcoded in the cartridge to revert to their original form or keep their original type?
Pokemon with form-specific moves, such as Rotom, do not get to share moves. Greninja will not start off as Ash-Greninja. The idea is to have a Pokemon use its moveset and abilities fully; if it can not learn the move, it can not use it. Castform should change form if the weather changes. If Castform starts as rain form, it will change to sun form in the sunlight. If the weather ends or this Rain Form Castform is switched out, it will revert to Rain Mode. Multi Attack will be normal if Silvally is not holding the memory, but in this meta, Silvally-X will be X-type instead of normal (unlike arceus in Balanced Hackmons). Darmanitan will stay Zen Mode the whole game and I am debating allowing Zen Mode Darmanitan to have Sheer Force. This won't mean Thunderus-I will get Volt Absorb, so this ability change will be unique to Darmanitan. Mimikyu, in busted form, will get hurt on the first hit because the disguise is already busted. Charizard will not be able to choose between its X and Y evolution with one stone. Pokemon with changed abilities, such as Suicune getting Water Absorb or Chandelure getting Shadow Tag, do not have access to these abilities. What you see in teambuilder is what you get. Let me know if you have questions!
 
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Elemental Purity

Metagame premise
: All Pokémon have only their primary type as their typing (i.e., Tapu Koko becomes pure Electric, Magearna becomes pure Steel, and so on). Single-type Pokémon are unaffected.
Potential bans and threats:
• Standard OU banlist, unless some Uber Pokémon are shown to be more manageable without their secondary typing and could drop;
• Landorus-T has the potential to become a really threatening Pokémon. While losing an immunity to Ground and a resistance to Fighting may hurt, it also can't be easily taken down by Ice-type coverage anymore, and it gains a resistance to Stealth Rock;
• Greninja isn't much hit by the loss of its Dark-typing thanks to Protean, even though it must become more careful while switching in into Psychic moves. Ash-Greninja won't be able to spam Dark Pulses as freely as before, but it gains one free moveslot for whatever coverage it may need;
• Say goodbye to your Stealth Rock weakness, Kyurem-B! Now you can abuse your bulk and power much more effectively. Beware of Ice, though;
• Latios and Latias no longer care much about Pursuit and Sucker Punch, but losing STAB in the form of Psyshock may hurt a bit, unless you want to resort to Soul Dew as a sort of pseudo-STAB;
• Volcarona loses a crippling weakness for a more forgiving weakness to Stealth Rock, and can now come in more freely to wreak havoc. Too bad that its primary type is Bug, though, and as such loses STAB in the form of Fire Blast and Fiery Dance…
Questions for the community: Should we implement a mechanism in which shiny Pokémon use their secondary typing as their typing? Which Pokémon benefit or are hit the most from losing a type? How will teams adapt and cover their weak points without type compression?
I think shinies should use secondary typing. Also, I think shiny locks should not apply, as it is only fair to things that are shiny locked right now like the other three tapus and the UBs.
 
Cursed Acupuncture : Every 2 turns a pokemon gets its highest stat increased by +1 but, suffers a certain amount of damage depending on the stat increased. If you have two or more stats that equal the same amount the boost will be random for the first time and the boost will remain with that same stat for the rest of the game.Healing moves only heal for 1/2 the usual amount so soft boiled will only heal for 25%. Taunt, toxic, and good wall breakers will be very important.

Stat Increase Effect

Attack +1 :15% health taken at the end of every two turns

Defense +1 :13% health taken at the end of every two turns

Speed +1 : 17% health taken at the end of every two turns

Sp Def +1 : 13% health taken at the end of every two turns.

Sp Attack +1 : 15% health taken at the end of every two turns.

OU tier pokemon and below are usable.
Baton pass is allowed for one time use throughout the whole game.
All other OU rules apply.

Possible Suspects/Bans(Magearna,Beast Boosters, Specific Regenerator Users)


Questions for the Community

What can I do to improve this metagame if possible?

What are some other major threats that should be suspected or banned?

Is anything confusing?

Should teams be shown for an example?

Is their any metagames like this that I haven't seen?
 
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Cursed Acupuncture : Every 2 turns a pokemon gets its highest stat increased by +1 but, suffers a certain amount of damage depending on the stat increased. If you have two or more stats that equal the same amount the boost will be random for the first time and the boost will remain with that same stat for the rest of the game.

Stat Increase Effect

Attack +1 :15% health taken at the end of every two turns

Defense +1 :13% health taken at the end of every two turns

Speed +1 : 17% health taken at the end of every two turns

Sp Def +1 : 13% health taken at the end of every two turns.

Sp Attack +1 : 15% health taken at the end of every two turns.

OU tier pokemon and below are usable.
Baton pass is allowed for one time use throughout the whole game.
All other OU rules apply.

Possible Suspects/Bans(Magearna,Beast Boosters,)


Questions for the Community

What can I do to improve this metagame if possible?

What are some other major threats that should be suspected or banned?

Is anything confusing?

Should teams be shown for an example?

Is their any metagames like this that I haven't seen?
It's a bit arbitrary, but i don't have opinions on that. Doesn't seem much interesting. Also Stall won't care about losing HP cause most get recovery.
 
Recycle Rampage: Pokémon have their item replaced by a new one whenever they use a new move. The item gained is based off the attacking type and move type of the move used. So a Fire Physical move yields a different move than a Normal Status move or a Water Special move.

Example:
If Leftovers was linked to Normal Type Status Moves, using a move like Swords Dance would give you Leftovers until you use a move of a different Attacking Category/Type.

OU Banlist
OU Clauses apply.

Questions:

How could I improve this? I mean, it's pretty much a rough draft right now.
What items could I do for each move/attacking type?
What about Megas?
Could Stall be Viable here, depending on the item list?
What if you have no item/Lost yours?

Should this be dependent on what move it is instead of the attacking category and type? I.E should draining moves like Giga Drain give Big Root and moves with a high miss rate like Focus Blast give Wide Lens?
 
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Recycle Rampage: Pokémon have their item replaced by a new one whenever they use a new move. The item gained is based off the attacking type and move type of the move used. So a Fire Physical move yields a different move than a Normal Status move or a Water Special move.

Example:
If Leftovers was linked to Normal Type Status Moves, using a move like Swords Dance would give you Leftovers until you use a move of a different Attacking Category/Type.

OU Banlist
OU Clauses apply.

Questions:

How could I improve this? I mean, it's pretty much a rough draft right now.
What items could I do for each move/attacking type?
What about Megas?
Could Stall be Viable here, depending on the item list?
What if you have no item/Lost yours?

Should this be dependent on what move it is instead of the attacking category and type? I.E should draining moves like Giga Drain give Big Root and moves with a high miss rate like Focus Blast give Wide Lens?
You'll have to choose, category or type for offensive moves. But you can do something like this:

Healing moves: Leftovers

Attacking moves that don't enter any of the others categories: The item that boosts by x1.2 the power of an attack of a special type (charcoal, Mystic Water etc...)

Leeching Moves: Big Root

Moves with secondary effects: Life Orb

Boosting moves: White Herb

Low accuracy moves (under 80): Wide Lens

Priority moves: Lagging Tail

Negative priority moves: Quick Claw

Physical moves under 60 Base Power: Choice Band

Special moves under 60 base Power: Choice Specs

Two turn moves: Power Herb

Status inducing moves: Lum Berry

Taunt: Mental Herb

Recoil moves: Choice Scarf

Protection moves: Rocky Helmet

Barrier moves (Light Screen, Reflect, Aurora Veil): Light Clay

if you see anything that should be added RedSabre.
 
Pretty Chill Team Builder
Premise: Pokemon will not have conflicting sets or forms when validating. Pokemon Specific Z-crystals act as regular Z-crystals on the respective Pokemon giving the Pokemon two different options.
Bans: OU banlist, OHKO ban especially.
Threats: Older Gen Pokemon, and event legendaries such as Chansey and Mew.

  • In this meta, if a Pokemon has access to the move, through egg moves or previous move tutors, it will have a valid set with no conflicts with its other moves. If a Pokemon has access to an ability whether it is released or not, it can use this ability.
  • Pokemon are allowed to start off in any of its forms. For example, Castform may be sent out in its hail form, Silvally can be a fire type without a memory, Darmanitan can start off in Zen mode, or Meloetta can start in its Pirouette form.
  • A Snorlax with Snorlium-Z treats its crystal as a Normalium-Z. The Snorlax with Giga Impact and Belly Drum has the option of going either Pulverizing Pancake, Breakneck Blitz, or using Z-Belly Drum. Only a Snorlax may use Snorlium-Z as a Normalium-Z and same goes for the rest of the Pokemon specific crystals. Shiny locks are removed.

No more event exclusive moves or gen 3 move tutor moves stopping the whole set, just a pretty chill team builder.


Questions For the Community:
Will it be possible to code around the form changes when I know they are hardcoded in the cartridge to revert to their original form or keep their original type?
Pokemon with form-specific moves, such as Rotom, do not get to share moves. Greninja will not start off as Ash-Greninja. The idea is to have a Pokemon use its moveset and abilities fully; if it can not learn the move, it can not use it. Castform should change form if the weather changes. If Castform starts as rain form, it will change to sun form in the sunlight. If the weather ends or this Rain Form Castform is switched out, it will revert to Rain Mode. Multi Attack will be normal if Silvally is not holding the memory, but in this meta, Silvally-X will be X-type instead of normal (unlike arceus in Balanced Hackmons). Darmanitan will stay Zen Mode the whole game and I am debating allowing Zen Mode Darmanitan to have Sheer Force. This won't mean Thunderus-I will get Volt Absorb, so this ability change will be unique to Darmanitan. Mimikyu, in busted form, will get hurt on the first hit because the disguise is already busted. Charizard will not be able to choose between its X and Y evolution with one stone. Pokemon with changed abilities, such as Suicune getting Water Absorb or Chandelure getting Shadow Tag, do not have access to these abilities. What you see in teambuilder is what you get. Let me know if you have questions!
honestly this sounds like a pretty solid meta , I especially like it for the fact that it makes some mons with form changes more viable , and actually makes pirouette form meloetta and zen mode darmanitan usable. However i do see this meta may leave some pokemon not being able to benefit from the meta but then again isnt that the case with most.
 
Questions for the community: Should we implement a mechanism in which shiny Pokémon use their secondary typing as their typing? Which Pokémon benefit or are hit the most from losing a type? How will teams adapt and cover their weak points without type compression?
Pretty much mandatory to implement if you want more than two Flying-types in the tier.
 

sin(pi)

lucky n bad
Elemental Purity

Metagame premise
: All Pokémon have only their primary type as their typing (i.e., Tapu Koko becomes pure Electric, Magearna becomes pure Steel, and so on). Single-type Pokémon are unaffected.
Potential bans and threats:
• Standard OU banlist, unless some Uber Pokémon are shown to be more manageable without their secondary typing and could drop;
• Landorus-T has the potential to become a really threatening Pokémon. While losing an immunity to Ground and a resistance to Fighting may hurt, it also can't be easily taken down by Ice-type coverage anymore, and it gains a resistance to Stealth Rock;
• Greninja isn't much hit by the loss of its Dark-typing thanks to Protean, even though it must become more careful while switching in into Psychic moves. Ash-Greninja won't be able to spam Dark Pulses as freely as before, but it gains one free moveslot for whatever coverage it may need;
• Say goodbye to your Stealth Rock weakness, Kyurem-B! Now you can abuse your bulk and power much more effectively. Beware of Ice, though;
• Latios and Latias no longer care much about Pursuit and Sucker Punch, but losing STAB in the form of Psyshock may hurt a bit, unless you want to resort to Soul Dew as a sort of pseudo-STAB;
• Volcarona loses a crippling weakness for a more forgiving weakness to Stealth Rock, and can now come in more freely to wreak havoc. Too bad that its primary type is Bug, though, and as such loses STAB in the form of Fire Blast and Fiery Dance…
Questions for the community: Should we implement a mechanism in which shiny Pokémon use their secondary typing as their typing? Which Pokémon benefit or are hit the most from losing a type? How will teams adapt and cover their weak points without type compression?
Isn't this just Adaptability with minor changes?
 
I think shinies should use secondary typing. Also, I think shiny locks should not apply, as it is only fair to things that are shiny locked right now like the other three tapus and the UBs.
Pretty much mandatory to implement if you want more than two Flying-types in the tier.
Very well, it is decided. Shinies will use their secondary types, then.

Isn't this just Adaptability with minor changes?
Sorta, even though in Adaptability all Pokémon gain Adaptability along with their Abilities and gain a resistance to their lost types. Meanwhile, in Purity, the Pokémon just lose one of their types and don't gain any boost of any kind.
 
RsEmix

Ever wondered what would happen if no new Pokemon were invented, just new moves and abilities? In RSEmix, all Pokemon released after RSE are banned, but the physical/special split is still intact, the Fairy-type still exists and Pokemon have their current abilities and movepools.

Banlist

All post Gen 3 Pokemon
OU banlist
OU clauses

Complex bans

The following Pokemon may not hold an Eviolite: Rhydon, Togetic, Lickitung, Dusclops, Yanma, Gligar, Magneton, Magmar, Electabuzz, Roselia, Piloswine, Porygon2, Sneasel, Nosepass (basically any that were given evolutions in Gen 4).

Possible bans

Charizardite X - with no Landorus-T, Tapu Fini or Heatran to get in its way, Charizard X's STABs are only resisted by Azumarill, who still takes massive damage from Flare Blitz

Increased viability.

Dragon types

With far fewer Fairy types to get in their way, the Dragons can now spam their STABs much more freely.

Clefable

Now undisputedly the best Fairy type in the tier, as it no longer has to compete with the Tapus and Togekiss.

Mega Pidgeot

No longer outclassed by Tornadus-T

Decreased viability

Nothing springs to mind as of yet.

Q&A

Do Alola formes count?

Afraid so. No more Marowak-A or Muk-A

What about mega evolutions?

They are still legal, and will be banned on a case by case basis.

What about Z moves?

They're still legal and function just as they do in standard play.
 
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Eh.... I like the idea, but cutting off all Pokémon after Ruby Sapphire and Emerald is just bad. Gen 4 hugely updates the metagame, and still has most of the cool mechanics. I would say make it Gen 4, keep the fairy type around, and moves that were buffed after gen 4 stay buffed, same with debuffs, all that stuff.

However, on the other side of the coin, it seems like a relatively bad idea because you literally just do Sun & Moon but only Pokémon made before BW/DP are allowed. So basically you just do Gen 7 without the Pokémon from Gen 5-7, or 4-7. Also you would have to take into account things like the Dream World in BW, which isn't in RSE/DPP, and might have to be thought over about banning hidden abilities, which are gained through that. Same with Team Preview.

TL;DR Cool premise, but basically just playing Gen 3 OU with Gen 7 Mechanics.
 
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I dont see what this actually does,or if it even qualifies as an OM. To be honest,I dont enjoy the idea due to that massive limiter is has on teambuilding. Although if this were to become a thing,I agree with RedSabre in making it gen 4
 
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