Metagame Workshop

Status
Not open for further replies.
Metagame name: Echo Chamber

Metagame premise: All moves become multi-hit, and will repeat until they are one repetition under breaking 120BP. So for instance, Ember has 40BP so would hit 3 times to reach 120BP. Flame Charge has 50BP, so it would hit twice to reach 100BP, since hitting 3 times would push it over 120BP.
Multi-hit moves will repeat as many times as they need to to reach the same criteria as other moves, ignoring their maximum or minimum rolls, so icicle spear will hit 4 times to reach 100BP (actually a nerf to something like cloyster) and twineedle will hit 4 times also.

Moves that increase power on hit (such as ice ball, rolling kick, fury cutter) will stop before breaking 120BP, but will remember their base power for future turns. So Ice Ball hits 30, then 60BP turn one (for 90 BP total), then turn 2 would hit for 120BP. Fury Cutter hits for 40, then 80 BP turn one (for 120 BP total), then 160BP turn 2. Rolling kick hits 4 times total, hitting 10, 20, 30, 40BP.

PRIORITY MOVES ARE UNAFFECTED. If a move says it doubles in power such as payback, it will take into account its changed BP when working out how many times it should repeat. So Pursuit repeats 3 times when its 40BP, and once happens once at 80BP.

Potential bans and threats:
Bans:
-Serene Grace
-Accuracy lowering moves
-Probably Astonish
-Probably hidden power (so everything doesnt get any coverage move of its choice)
-Kings Rock
-Stench

Some threats:


Beedrill-Mega @ Beedrillite
Ability: Adaptability
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Fell Stinger
- Poison Sting
- U-turn
- Pursuit

Fell Stinger hits twice, for 100BP, making it a deadly sweeping moves and Poison Sting hits 8 times, for a >90% poison chance. Pursuit becomes 120BP, which makes it excellent at trapping dark-weak pokemon who pretty much stand no chance whether they leave or stay.


Marowak-Alola @ Thick Club
Ability: Lightning Rod
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Flame Charge
- Bulldoze
- Shadow Bone
- Rock Smash

Marowak gets to hit hard and fast with Flame Charge which hits twice, resulting in +2 speed afterwards. Bulldoze has a similar effect, slowing the opponent by -2. Rock Smash has a good chance of lowering the opponents defense and gives good coverage.

Questions for the community:
-Any ideas for threats that will arise? Any moves that scream to be banned? We had some good ideas on the OM chat already but would be cool to hear more :T
-Theres a possibility that the cutoff could be at 100BP rather than 120. This would neuter some powerful threats like hidden power, and acid spray. The other option would be to leave em all in and see what comes out on top? Any thoughts on that?
-Any sets or ideas in general appreciated!
 
Last edited:
Metagame name: Echo Chamber

Metagame premise: All moves will repeat until they are one repetition under breaking 120BP. So for instance, Ember has 40BP so would hit 3 times to reach 120BP. Flame Charge has 50BP, so it would hit twice to reach 100BP, since hitting 3 times would push it over 120BP.
Multi-hit moves will repeat as many times as they need to to reach the same criteria as other moves, ignoring their maximum or minimum rolls, so icicle spear will hit 4 times to reach 100BP (actually a nerf to something like cloyster) and twineedle will hit 4 times also.

Moves that increase power on hit (such as ice ball, rolling kick, fury cutter) will stop before breaking 120BP, but will remember their base power for future turns. So Ice Ball hits 30, then 60BP turn one (for 90 BP total), then turn 2 would hit for 120BP. Fury Cutter hits for 40, then 80 BP turn one (for 120 BP total), then 160BP turn 2. Rolling kick hits 4 times total, hitting 10, 20, 30, 40BP.

PRIORITY MOVES ARE UNAFFECTED. If a move says it doubles in power such as payback, it will take into account its changed BP when working out how many times it should repeat. So Pursuit repeats 3 times when its 40BP, and once happens once at 80BP.

Potential bans and threats:
Bans:
-Serene Grace
-Accuracy lowering moves
-Probably Astonish

Some threats:


Beedrill-Mega @ Beedrillite
Ability: Adaptability
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Fell Stinger
- Poison Sting
- U-turn
- Pursuit

Fell Stinger hits twice, for 100BP, making it a deadly sweeping moves and Poison Sting hits 8 times, for a >90% poison chance. Pursuit becomes 120BP, which makes it excellent at trapping dark-weak pokemon who pretty much stand no chance whether they leave or stay.


Marowak-Alola @ Thick Club
Ability: Lightning Rod
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Flame Charge
- Bulldoze
- Shadow Bone
- Rock Smash

Marowak gets to hit hard and fast with Flame Charge which hits twice, resulting in +2 speed afterwards. Bulldoze has a similar effect, slowing the opponent by -2. Rock Smash has a good chance of lowering the opponents defense and gives good coverage.

Questions for the community:
-Any ideas for threats that will arise? Any moves that scream to be banned? We had some good ideas on the OM chat already but would be cool to hear more :T
-Theres a possibility that the cutoff could be at 100BP rather than 120. This would neuter some powerful threats like hidden power, and acid spray. The other option would be to leave em all in and see what comes out on top? Any thoughts on that?
-Any sets or ideas in general appreciated!
So does this make every move multi-hit? Does it make every move function like Rollout/Ice Ball? Or does it make every move function like Echoed Voice?
 
So does this make every move multi-hit? Does it make every move function like Rollout/Ice Ball? Or does it make every move function like Echoed Voice?
it makes every move multi-hit, like bullet seed for instance. repeating the same base power as many times as it can for most moves.
 

drampa's grandpa

cannonball
is a Community Contributoris a Community Leader Alumnus
Metagame name: Echo Chamber

Metagame premise: All moves become multi-hit, and will repeat until they are one repetition under breaking 120BP. So for instance, Ember has 40BP so would hit 3 times to reach 120BP. Flame Charge has 50BP, so it would hit twice to reach 100BP, since hitting 3 times would push it over 120BP.
Multi-hit moves will repeat as many times as they need to to reach the same criteria as other moves, ignoring their maximum or minimum rolls, so icicle spear will hit 4 times to reach 100BP (actually a nerf to something like cloyster) and twineedle will hit 4 times also.

Moves that increase power on hit (such as ice ball, rolling kick, fury cutter) will stop before breaking 120BP, but will remember their base power for future turns. So Ice Ball hits 30, then 60BP turn one (for 90 BP total), then turn 2 would hit for 120BP. Fury Cutter hits for 40, then 80 BP turn one (for 120 BP total), then 160BP turn 2. Rolling kick hits 4 times total, hitting 10, 20, 30, 40BP.

PRIORITY MOVES ARE UNAFFECTED. If a move says it doubles in power such as payback, it will take into account its changed BP when working out how many times it should repeat. So Pursuit repeats 3 times when its 40BP, and once happens once at 80BP.

Potential bans and threats:
Bans:
-Serene Grace
-Accuracy lowering moves
-Probably Astonish
-Probably hidden power (so everything doesnt get any coverage move of its choice)

Some threats:


Beedrill-Mega @ Beedrillite
Ability: Adaptability
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Fell Stinger
- Poison Sting
- U-turn
- Pursuit

Fell Stinger hits twice, for 100BP, making it a deadly sweeping moves and Poison Sting hits 8 times, for a >90% poison chance. Pursuit becomes 120BP, which makes it excellent at trapping dark-weak pokemon who pretty much stand no chance whether they leave or stay.


Marowak-Alola @ Thick Club
Ability: Lightning Rod
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Flame Charge
- Bulldoze
- Shadow Bone
- Rock Smash

Marowak gets to hit hard and fast with Flame Charge which hits twice, resulting in +2 speed afterwards. Bulldoze has a similar effect, slowing the opponent by -2. Rock Smash has a good chance of lowering the opponents defense and gives good coverage.

Questions for the community:
-Any ideas for threats that will arise? Any moves that scream to be banned? We had some good ideas on the OM chat already but would be cool to hear more :T
-Theres a possibility that the cutoff could be at 100BP rather than 120. This would neuter some powerful threats like hidden power, and acid spray. The other option would be to leave em all in and see what comes out on top? Any thoughts on that?
-Any sets or ideas in general appreciated!

Metagross-Mega @ Metagrossite
Ability: Clear Body
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Gyro Ball
- Power-Up Punch
- Pursuit
- Agility

Who's ready to hit 120 times in a row!

oh yeh
I liek this meta (Ferrothorn) @ Rocky Helmet
Ability: Iron Barbs
EVs: 248 HP / 252 Def / 8 SpD
Relaxed Nature
IVs: 0 Spe
- Spikes
- Stealth Rock
- Gyro Ball
- Bulldoze


Breloom @ Life Orb
Ability: Technician
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Power-Up Punch
- Rock Tomb
- Spore
- Bullet Seed / Mach Punch

Technician OP

Terrakion @ Choice Band / Scarf
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Aerial Ace / Quick Attack
- Rock Smash
- Rock Tomb
- Bulldoze

Tapu Lele @ Choice Scarf / Specs
Ability: Psychic Surge
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Draining Kiss
- Confusion
- Hidden Power [Fighting]
- Charge Beam

Latios @ Choice Scarf / Choice Specs / Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Whirlpool / Defog
- Dragon Breath
- Charge Beam / Defog
- Stored Power

Tornadus (M) @ Choice Band
Ability: Defiant
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Aerial Ace
- Bite
- Rock Smash
- U-turn

Tornadus-Therian (M) @ Life Orb
Ability: Regenerator
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Air Cutter
- Incinerate
- Icy Wind
- Hidden Power [Ground]

Porygon-Z @ Choice Scarf / Choice Specs
Ability: Adaptability
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Swift
- Charge Beam
- Icy Wind
- Trick
 
Metagame name: Echo Chamber

Metagame premise: All moves become multi-hit, and will repeat until they are one repetition under breaking 120BP. So for instance, Ember has 40BP so would hit 3 times to reach 120BP. Flame Charge has 50BP, so it would hit twice to reach 100BP, since hitting 3 times would push it over 120BP.
Multi-hit moves will repeat as many times as they need to to reach the same criteria as other moves, ignoring their maximum or minimum rolls, so icicle spear will hit 4 times to reach 100BP (actually a nerf to something like cloyster) and twineedle will hit 4 times also.

Moves that increase power on hit (such as ice ball, rolling kick, fury cutter) will stop before breaking 120BP, but will remember their base power for future turns. So Ice Ball hits 30, then 60BP turn one (for 90 BP total), then turn 2 would hit for 120BP. Fury Cutter hits for 40, then 80 BP turn one (for 120 BP total), then 160BP turn 2. Rolling kick hits 4 times total, hitting 10, 20, 30, 40BP.

PRIORITY MOVES ARE UNAFFECTED. If a move says it doubles in power such as payback, it will take into account its changed BP when working out how many times it should repeat. So Pursuit repeats 3 times when its 40BP, and once happens once at 80BP.

Potential bans and threats:
Bans:
-Serene Grace
-Accuracy lowering moves
-Probably Astonish
-Probably hidden power (so everything doesnt get any coverage move of its choice)

Some threats:


Beedrill-Mega @ Beedrillite
Ability: Adaptability
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Fell Stinger
- Poison Sting
- U-turn
- Pursuit

Fell Stinger hits twice, for 100BP, making it a deadly sweeping moves and Poison Sting hits 8 times, for a >90% poison chance. Pursuit becomes 120BP, which makes it excellent at trapping dark-weak pokemon who pretty much stand no chance whether they leave or stay.


Marowak-Alola @ Thick Club
Ability: Lightning Rod
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Flame Charge
- Bulldoze
- Shadow Bone
- Rock Smash

Marowak gets to hit hard and fast with Flame Charge which hits twice, resulting in +2 speed afterwards. Bulldoze has a similar effect, slowing the opponent by -2. Rock Smash has a good chance of lowering the opponents defense and gives good coverage.

Questions for the community:
-Any ideas for threats that will arise? Any moves that scream to be banned? We had some good ideas on the OM chat already but would be cool to hear more :T
-Theres a possibility that the cutoff could be at 100BP rather than 120. This would neuter some powerful threats like hidden power, and acid spray. The other option would be to leave em all in and see what comes out on top? Any thoughts on that?
-Any sets or ideas in general appreciated!
Scolipede @ King's Rock
Ability: Speed Boost
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Protect
- Poison Sting
- Rock Smash
- Baton Pass
poison sting hits 8 times and each one has a chance of flinching and a good chance of poisoning
rock smash annihilates many steels
gg
 
forgot to list that in the banlist along with stench

edit: after some thought i think 100BP should be the limiter. theres just too much nonsense that comes from 120BP through unbalanced 60bp moves hitting twice and originally fine 40bp moves hitting 3 times instead of 2 (looking at power-up-punch, rock smash, acid spray, pursuit, powder snow, as well as astonish hitting 4 times instead of 3. i would like these to be in the meta without being beyond op). now i can also unban hidden power and can consider unbanning priority.
a lot of previously 110-120 bp moves also now fall to a much more reasonable 80-90BP which seems fair considering their totally busted side effects
 
Last edited:
Scolipede @ King's Rock
Ability: Speed Boost
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Protect
- Poison Sting
- Rock Smash
- Baton Pass
poison sting hits 8 times and each one has a chance of flinching and a good chance of poisoning
rock smash annihilates many steels
gg
Swellow @ King's Rock
Ability: Scrappy
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
Happiness: 3
Return
Agility
Mud-Slap
Defog/filler
 

Ludicrousity

You humour me greatly with your arrogance and c...
is a Forum Moderator Alumnus
Metagame name: Echo Chamber

Metagame premise: All moves become multi-hit, and will repeat until they are one repetition under breaking 120BP. So for instance, Ember has 40BP so would hit 3 times to reach 120BP. Flame Charge has 50BP, so it would hit twice to reach 100BP, since hitting 3 times would push it over 120BP.
Multi-hit moves will repeat as many times as they need to to reach the same criteria as other moves, ignoring their maximum or minimum rolls, so icicle spear will hit 4 times to reach 100BP (actually a nerf to something like cloyster) and twineedle will hit 4 times also.

Moves that increase power on hit (such as ice ball, rolling kick, fury cutter) will stop before breaking 120BP, but will remember their base power for future turns. So Ice Ball hits 30, then 60BP turn one (for 90 BP total), then turn 2 would hit for 120BP. Fury Cutter hits for 40, then 80 BP turn one (for 120 BP total), then 160BP turn 2. Rolling kick hits 4 times total, hitting 10, 20, 30, 40BP.

PRIORITY MOVES ARE UNAFFECTED. If a move says it doubles in power such as payback, it will take into account its changed BP when working out how many times it should repeat. So Pursuit repeats 3 times when its 40BP, and once happens once at 80BP.

Potential bans and threats:
Bans:
-Serene Grace
-Accuracy lowering moves
-Probably Astonish
-Probably hidden power (so everything doesnt get any coverage move of its choice)
-Kings Rock
-Stench

Some threats:


Beedrill-Mega @ Beedrillite
Ability: Adaptability
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Fell Stinger
- Poison Sting
- U-turn
- Pursuit

Fell Stinger hits twice, for 100BP, making it a deadly sweeping moves and Poison Sting hits 8 times, for a >90% poison chance. Pursuit becomes 120BP, which makes it excellent at trapping dark-weak pokemon who pretty much stand no chance whether they leave or stay.


Marowak-Alola @ Thick Club
Ability: Lightning Rod
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Flame Charge
- Bulldoze
- Shadow Bone
- Rock Smash

Marowak gets to hit hard and fast with Flame Charge which hits twice, resulting in +2 speed afterwards. Bulldoze has a similar effect, slowing the opponent by -2. Rock Smash has a good chance of lowering the opponents defense and gives good coverage.

Questions for the community:
-Any ideas for threats that will arise? Any moves that scream to be banned? We had some good ideas on the OM chat already but would be cool to hear more :T
-Theres a possibility that the cutoff could be at 100BP rather than 120. This would neuter some powerful threats like hidden power, and acid spray. The other option would be to leave em all in and see what comes out on top? Any thoughts on that?
-Any sets or ideas in general appreciated!
Congratulations. You have made Nihilego the most broken mon here.

Nihilego @ Choice Scarf
Ability: Beast Boost
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
Acid Spray
Power Gem
Charge Beam
Hidden Power Fire

Lets see. This thing can fire off Acid Spray, which hits 3 times, and lowers the foes SpD by 2 stages EACH time. That's right. Against a mon such as Mew it will deal:
Hit 1: 252 SpA Nihilego Acid Spray vs. 252 HP / 252+ SpD Mew: 48-57 (11.8 - 14.1%) -- possible 8HKO
Hit 2: 252 SpA Nihilego Acid Spray vs. -2 252 HP / 252+ SpD Mew: 93-111 (23 - 27.4%) -- 62.7% chance to 4HKO
Hit 3: 252 SpA Nihilego Acid Spray vs. -4 252 HP / 252+ SpD Mew: 139-165 (34.4 - 40.8%) -- guaranteed 3HKO
So, this thing does a minimum of 69.2% and a maximum of 82.3% To a Max SpD and Max HP Mew, and this is a Timid Scarf set. It could run something other than Scarf, maybe Wise Glasses or Life Orb, and it will KO almost anything that doesn't KO it back. Steel Types get hit by a 100 BP Fire Move and Charge Beam hits things such as Empoleon aswell as having a pretty good chance of doubling your Special Attack.
 
Last edited:
Congratulations. You have made Nihilego the most broken mon here.

Nihilego @ Choice Scarf
Ability: Beast Boost
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
Acid Spray
Power Gem
Charge Beam
Hidden Power Fire

Lets see. This thing can fire off Acid Spray, which hits 3 times, and lowers the foes SpD by 2 stages EACH time. That's right. Against a mon such as Mew it will deal:
Hit 1: 252 SpA Nihilego Acid Spray vs. 252 HP / 252+ SpD Mew: 48-57 (11.8 - 14.1%) -- possible 8HKO
Hit 2: 252 SpA Nihilego Acid Spray vs. -2 252 HP / 252+ SpD Mew: 93-111 (23 - 27.4%) -- 62.7% chance to 4HKO
Hit 3: 252 SpA Nihilego Acid Spray vs. -4 252 HP / 252+ SpD Mew: 139-165 (34.4 - 40.8%) -- guaranteed 3HKO
So, this thing does a minimum of 69.2% and a maximum of 82.3% To a Max SpD and Max HP Mew, and this is a Timid Scarf set. It could run something other than Scarf, maybe Wise Glasses or Life Orb, and it will KO almost anything that doesn't KO it back. Steel Types get hit by a 100 BP Fire Move and Charge Beam hits things such as Empoleon aswell as having a pretty good chance of doubling your Special Attack.
edit: hidden power will likely be banned as prev mentioned or simply unaffected like priority moves, making steels a good check
 
Last edited:
i mean, if you take the mon out of context of the meta that it will be in and throw it into OU it would be the most broken mon on the planet, but there will be a heightened number of clear body, shield dust, steel types, pursuit users, contrary users, etc. for instance Serperior with 0 hp investment can switch into acid spray and synthesis off the damage. you have to think about it in the context of the meta. furthermore, i decided to lower the maximum BP a little while ago to 100BP max, so acid spray would only repeat twice.
there's still no doubt that nihilego would be a great pokemon, but i dont agree with your point if your point was that nihilego would be beyond busted. power-up punch is readily available for physical pokemon also, and that actually boosts their own stats rather than lowering the opponents as to allow them to switch around it. furthermore, i think tentacruel is an equally scary acid spray user thanks to its access to whirlpool which actually traps the target, and its coverage, typing, access to clear body and lack of crippling defense stat is in many ways much more favourable. if your point was just to post an interesting pokemon then i agree w/ you
 

Ludicrousity

You humour me greatly with your arrogance and c...
is a Forum Moderator Alumnus
i mean, if you take the mon out of context of the meta that it will be in and throw it into OU it would be the most broken mon on the planet, but there will be a heightened number of clear body, shield dust, steel types, pursuit users, unaware pokemon, contrary users, etc. for instance Serperior with 0 hp investment can switch into acid spray and synthesis off the damage. you have to think about it in the context of the meta. furthermore, i decided to lower the maximum BP a little while ago to 100BP max, so acid spray would only repeat twice.
there's still no doubt that nihilego would be a great pokemon, but i dont agree with your point if your point was that nihilego would be beyond busted. power-up punch is readily available for physical pokemon also, and that actually boosts their own stats rather than lowering the opponents as to allow them to switch around it. furthermore, i think tentacruel is an equally scary acid spray user thanks to its access to whirlpool which actually traps the target, and its coverage, typing, access to clear body is in many ways much more favourable. if your point was just to post an interesting pokemon then i agree w/ you
Yeah, it was. I missed the post where you declared a change from 120-100, although it seems like a lot of moves don't like this, such as Charge Beam, Bite and other 60 BP moves
 
You did miss the probable limitation to 100 BP instead of 120. Acid Spray still hits twice (and Beedrill's Fell Stinger still hits twice. You realize that's an Adaptability Return that boosts Attack by 3 stages if it KOs, right?), but at least it doesn't OHKO Chansey without Rocks and Specs?

Nihilego might still be busted.
 
Metagame name: Echo Chamber

Metagame premise: All moves become multi-hit, and will repeat until they are one repetition under breaking 120BP. So for instance, Ember has 40BP so would hit 3 times to reach 120BP. Flame Charge has 50BP, so it would hit twice to reach 100BP, since hitting 3 times would push it over 120BP.
Multi-hit moves will repeat as many times as they need to to reach the same criteria as other moves, ignoring their maximum or minimum rolls, so icicle spear will hit 4 times to reach 100BP (actually a nerf to something like cloyster) and twineedle will hit 4 times also.

Moves that increase power on hit (such as ice ball, rolling kick, fury cutter) will stop before breaking 120BP, but will remember their base power for future turns. So Ice Ball hits 30, then 60BP turn one (for 90 BP total), then turn 2 would hit for 120BP. Fury Cutter hits for 40, then 80 BP turn one (for 120 BP total), then 160BP turn 2. Rolling kick hits 4 times total, hitting 10, 20, 30, 40BP.

PRIORITY MOVES ARE UNAFFECTED. If a move says it doubles in power such as payback, it will take into account its changed BP when working out how many times it should repeat. So Pursuit repeats 3 times when its 40BP, and once happens once at 80BP.

Potential bans and threats:
Bans:
-Serene Grace
-Accuracy lowering moves
-Probably Astonish
-Probably hidden power (so everything doesnt get any coverage move of its choice)
-Kings Rock
-Stench

Some threats:


Beedrill-Mega @ Beedrillite
Ability: Adaptability
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Fell Stinger
- Poison Sting
- U-turn
- Pursuit

Fell Stinger hits twice, for 100BP, making it a deadly sweeping moves and Poison Sting hits 8 times, for a >90% poison chance. Pursuit becomes 120BP, which makes it excellent at trapping dark-weak pokemon who pretty much stand no chance whether they leave or stay.


Marowak-Alola @ Thick Club
Ability: Lightning Rod
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Flame Charge
- Bulldoze
- Shadow Bone
- Rock Smash

Marowak gets to hit hard and fast with Flame Charge which hits twice, resulting in +2 speed afterwards. Bulldoze has a similar effect, slowing the opponent by -2. Rock Smash has a good chance of lowering the opponents defense and gives good coverage.

Questions for the community:
-Any ideas for threats that will arise? Any moves that scream to be banned? We had some good ideas on the OM chat already but would be cool to hear more :T
-Theres a possibility that the cutoff could be at 100BP rather than 120. This would neuter some powerful threats like hidden power, and acid spray. The other option would be to leave em all in and see what comes out on top? Any thoughts on that?
-Any sets or ideas in general appreciated!
Threats
Mudsdale @ Assault Vest
Ability: Stamina
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Bulldoze
- Rock Tomb
- Double Kick
- Payback

Purugly @ Leftovers
Ability: Defiant
EVs: 252 HP / 252 Def / 4 Spe
Impish Nature
- Fake Out
- Aerial Ace
- Bulldoze
- Quick Attack

Togedemaru @ Leftovers
Ability: Iron Barbs
EVs: 4 HP / 252 Atk / 252 Def
Impish Nature
- Twineedle
- Nuzzle
- Spiky Shield
- Encore

Accelgor @ Assault Vest
Ability: Sticky Hold
EVs: 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Struggle Bug
- Acid Spray
- Mega Drain
- Water Shuriken

Jynx @ Choice Scarf
Ability: Dry Skin
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Frost Breath
- Draining Kiss
- Nasty Plot
- Confusion

Tsareena @ Leftovers
Ability: Leaf Guard
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Acrobatics
- Razor Leaf
- Rapid Spin
- High Jump Kick

Anti-Nihilego (Tentacruel) @ Assault Vest
Ability: Clear Body
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Acid Spray
- Water Pulse
- Mega Drain
- Icy Wind
 
Last edited:
Type: Null @ Eviolite
Ability: Battle Armor
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Rage
- Pursuit
- Flame Charge
- Substitute
Rage is pretty neat in Echo Chamber. For Type Null, it's a 100BP STAB move that raises its attack every time it's hit, which means a lot of boosts when there's so many multi-hit moves running around.
 

lost heros

Meme Master
is a Pre-Contributor
Metagame name: Echo Chamber

Metagame premise: All moves become multi-hit, and will repeat until they are one repetition under breaking 120BP. So for instance, Ember has 40BP so would hit 3 times to reach 120BP. Flame Charge has 50BP, so it would hit twice to reach 100BP, since hitting 3 times would push it over 120BP.
Multi-hit moves will repeat as many times as they need to to reach the same criteria as other moves, ignoring their maximum or minimum rolls, so icicle spear will hit 4 times to reach 100BP (actually a nerf to something like cloyster) and twineedle will hit 4 times also.

Moves that increase power on hit (such as ice ball, rolling kick, fury cutter) will stop before breaking 120BP, but will remember their base power for future turns. So Ice Ball hits 30, then 60BP turn one (for 90 BP total), then turn 2 would hit for 120BP. Fury Cutter hits for 40, then 80 BP turn one (for 120 BP total), then 160BP turn 2. Rolling kick hits 4 times total, hitting 10, 20, 30, 40BP.

PRIORITY MOVES ARE UNAFFECTED. If a move says it doubles in power such as payback, it will take into account its changed BP when working out how many times it should repeat. So Pursuit repeats 3 times when its 40BP, and once happens once at 80BP.

Potential bans and threats:
Bans:
-Serene Grace
-Accuracy lowering moves
-Probably Astonish
-Probably hidden power (so everything doesnt get any coverage move of its choice)
-Kings Rock
-Stench

Some threats:


Beedrill-Mega @ Beedrillite
Ability: Adaptability
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Fell Stinger
- Poison Sting
- U-turn
- Pursuit

Fell Stinger hits twice, for 100BP, making it a deadly sweeping moves and Poison Sting hits 8 times, for a >90% poison chance. Pursuit becomes 120BP, which makes it excellent at trapping dark-weak pokemon who pretty much stand no chance whether they leave or stay.


Marowak-Alola @ Thick Club
Ability: Lightning Rod
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Flame Charge
- Bulldoze
- Shadow Bone
- Rock Smash

Marowak gets to hit hard and fast with Flame Charge which hits twice, resulting in +2 speed afterwards. Bulldoze has a similar effect, slowing the opponent by -2. Rock Smash has a good chance of lowering the opponents defense and gives good coverage.

Questions for the community:
-Any ideas for threats that will arise? Any moves that scream to be banned? We had some good ideas on the OM chat already but would be cool to hear more :T
-Theres a possibility that the cutoff could be at 100BP rather than 120. This would neuter some powerful threats like hidden power, and acid spray. The other option would be to leave em all in and see what comes out on top? Any thoughts on that?
-Any sets or ideas in general appreciated!
This Metagame is pretty dull ngl. The only real buffs are the few moves that have incredibly low BP, have useful secondary effects, and aren't priority moves. The only difference between this and standard play is that already multi hit moves are more consistent, and fell stinger, power up punch, and acid spray are incredibly broken. Sure Nuzzle and Poison Sting may be used more frequently over things like thunder wave and poison jab, but besides that this meta doesn't change much to actually be interesting to me.
 

drampa's grandpa

cannonball
is a Community Contributoris a Community Leader Alumnus
This Metagame is pretty dull ngl. The only real buffs are the few moves that have incredibly low BP, have useful secondary effects, and aren't priority moves. The only difference between this and standard play is that already multi hit moves are more consistent, and fell stinger, power up punch, and acid spray are incredibly broken. Sure Nuzzle and Poison Sting may be used more frequently over things like thunder wave and poison jab, but besides that this meta doesn't change much to actually be interesting to me.
Imo this is why it's important to have 120 bp rather than 100 cuz you get a TON more moves.
 

lost heros

Meme Master
is a Pre-Contributor
Imo this is why it's important to have 120 bp rather than 100 cuz you get a TON more moves.
Not really, it just raises the power cutoff for a lot of moves to 120 and just introduces bulldoze/rocktomb/eweb and snarl. And then the super annoying Heart Stamp which is either a 51% flinch on normal pokemon and a 84% from Jirachi.
 
What about going with a middle ground and have the limit at 110? In this way, things like Bullet Punch and Bulldoze can't be spammed freely, while allowing some nice moves like Snarl to be used.
 
This Metagame is pretty dull ngl. The only real buffs are the few moves that have incredibly low BP, have useful secondary effects, and aren't priority moves. The only difference between this and standard play is that already multi hit moves are more consistent, and fell stinger, power up punch, and acid spray are incredibly broken. Sure Nuzzle and Poison Sting may be used more frequently over things like thunder wave and poison jab, but besides that this meta doesn't change much to actually be interesting to me.
fair enough, the meta does actually add around 60 new useful moves to the pool though, more if the user is technician and about 10 more if priority moves are included so its not as few as you are perhaps thinkin
 

Samtendo09

Ability: Light Power
is a Pre-Contributor
Here's another one that I hope it could works this time.

Metagame: Attack-Defense Reversed

Metagame premise: Attack and Special Attack now function like Defense and Special Defense, and Defense and Special Defense now functions like Attack and Special Attack. Expect walls and stalls becoming bulky sweeper, and sweepers becoming more defensive. To clarify, Defense and Special Defense are now used for damaging moves in respective category, while Attack and Special Attack are now used to reduce damage from Defense and Special Defense, respectfully.

Potential bans and threats: OU Banlist, with possible unban of Aegislash, while quickbanning Assault Vest does to being potentially too broken for multiple Pokemon who got high Special Defense, especially Goodra and Sandstorm Boosted Tyranitar. The latter two are likely to raise up, although for the rest, I am not too sure.

Questions for the community:
+ Which general strategy (offensive, defensive, sweeping, hyper offense, etc) would get helped or hindered?
+ Which other Pokemon could be a threat or even possible quickban?
+ Would formerly stalling or sweeping Pokemon could get used to this OM, or would they lose some valuable points in term of viability?


Never mind I found out that we had enough of these.
 
Last edited:

drampa's grandpa

cannonball
is a Community Contributoris a Community Leader Alumnus
Not really, it just raises the power cutoff for a lot of moves to 120 and just introduces bulldoze/rocktomb/eweb and snarl. And then the super annoying Heart Stamp which is either a 51% flinch on normal pokemon and a 84% from Jirachi.
And Aerial Ace, Air Cutter, Ancient Power, Assurance, Avalanche, Bite, Brutal Swing, Bug Bite, Circle Throw, Covet, Dragon Breath, Dragon Tail, Feint Attack, Flame Wheel, Force Palm, Frost Breath, Heart Stamp, Hidden Power (unless banned), Incinerate, Magical Leaf, Magnet Bomb, Needle Arm, Ominous Wind, Pluck, Revenge, Rolling Kick, Round, Shadow Punch, Shock Wave, Silver Wind, Sky Drop, Storm Throw, Swift, Thief, Water Pulse, and Wing Attack. And that's just base 60.

These are relevant. See my previous sets: be coverage, stab for things, especially flying types. Also base 100 being the cut-off fails to make base 40s truly viable.
 
Status
Not open for further replies.

Users Who Are Viewing This Thread (Users: 1, Guests: 6)

Top