revamped from valmanway's original thread
approved by eevee general + the immortal
Way back in the day, Sleep Talk was an excellent move because, when in tandem with Rest, it could efficiently restore HP with ease. What do I mean by this, exactly? For those who are old enough to remember, Rest used to work when Sleep Talk called on, healing HP entirely no matter where it was from. Way back in the day, we had Explosion, which lowered the opponent's Defense before actually Exploding. Way back in the day, Hyper Beam was an excellent move because it wouldn't require a turn to recharge when it KOed the opponent. However, Game Freak decided to be incredibly cruel and nerf all of these moves and Pokemon, nerfing them to the point where they were shamed and unable to see the light of day. However, this is no longer! No! This metagame attempts to take all moves from their "peak" and combine them into one large metagame, where everything is able to shine! Unlike the past version of Peakmons, this version will not include stat changes. In return, some new and exciting move changes are added that previously were not. Amnesia, for example, boosts both Speical Attack and Special Defense to incredible levels! To summarize, the best attributes from each generation are selected and placed into one metagame! Here's an entire list of changes:
A few clauses are in effect to prevent things from going crazy:
Mega Charizard Y looks like an outstanding threat because Blast Burn, with Drought and 159 Special Attack, is going to dent nearly anything and even some resists! Plus, without a recharge turn, it is incredible late-game because, after the opposing team has been weakened, it's going to be very tough to stop! Mega Venusaur has Amnesia, a nice typing, and great bulk. Giga Drain off a boost is hurting, and will keep Mega Venusaur healthy throughout the match. It'll be very tough to take down without proper coverage. Even Mega Alakazam's Psychic isn't a guaranteed 2HKO after an Amnesia boost! Clefable has a unique combination in Amnesia and Stored Power, only shared with Swoobat. After just two Amnesia boosts, Stored Power is an effective 180 base power move! That's really crazy! Mega Alakazam has nothing to fear now! Dark-types are neutral to Psychic-type moves in this metagame, so Mega Alakzam's Psychic is only resisted by fellow Psychic-types. A demonstration of Mega Alakazam's power: Heatran is 2HKOed by Psychic, due to its neutrality to Psychic. Mega Alakazam is a big threat! Latios is in a similar boat, but also has a 140 base power, nearly entirely unresisted, Draco Meteor that it is free to spam. This is backed up by great Speed, power, and only having to fear Fairy-types. Finally, Kyurem-Black also appreciates this buff to Dragon-types, and now has a much more powerful Ice-type STAB move in Blizzard! Draco Meteor allows it to run an incredible Special Attacking set, and it will have to be accounted for when teambuilding.
Before we go into instantly banning things, I have a question for you all: would you prefer keeping the Psychic- and Dragon-type buffs, or would you prefer them be reverted to normal? This is an interesting debate, and I'm open to both sides of the argument. On one side, we see a great offensive buff, but on the other we have a buff that is potentially too good. Would our problems be solved by banning Mega Alakazam instead? It's really up to you guys, and I'd love to hear your guys' opinions!
Now get out there and play!
approved by eevee general + the immortal
Way back in the day, Sleep Talk was an excellent move because, when in tandem with Rest, it could efficiently restore HP with ease. What do I mean by this, exactly? For those who are old enough to remember, Rest used to work when Sleep Talk called on, healing HP entirely no matter where it was from. Way back in the day, we had Explosion, which lowered the opponent's Defense before actually Exploding. Way back in the day, Hyper Beam was an excellent move because it wouldn't require a turn to recharge when it KOed the opponent. However, Game Freak decided to be incredibly cruel and nerf all of these moves and Pokemon, nerfing them to the point where they were shamed and unable to see the light of day. However, this is no longer! No! This metagame attempts to take all moves from their "peak" and combine them into one large metagame, where everything is able to shine! Unlike the past version of Peakmons, this version will not include stat changes. In return, some new and exciting move changes are added that previously were not. Amnesia, for example, boosts both Speical Attack and Special Defense to incredible levels! To summarize, the best attributes from each generation are selected and placed into one metagame! Here's an entire list of changes:
- Amnesia will raise both Special Attack and Special Defense by two stages. [Generation One]
- Blizzard is now 90% accuracy and has 120 power again, along with a 30% chance to Freeze. [Generation One]
- Bubble Beam has a 30% chance of lowering the opponent's Speed. [Generation One]
- Dig has 100 base power, versus 80. [Generation One]
- Double-Edge's recoil is lowered to just 1/4. [Generation One]
- Explosion and Self-Destruct will cut the opponent's Defense in half when used. [Generation Two]
- Fire Blast has a 30% chance to inflict burn. [Generation One]
- Freeze will only thaw if a Fire-type move is used against the frozen Pokemon. [Generation One]
- High Jump Kick drops only 1 HP if the move misses, versus 50%. [Generation One]
- Hyper Beam and its variants no longer recharge if they KO the opponent. [Generation One]
- Leech Seed drains more health if the opponent is also inflicted with Toxic. [Generation One]
- Psychic has a 30% to drop Special Defense and Special Attack. [Generation One]
- Reflect and Light Screen affect only the user, and last until the Pokemon switches out. [Generation One]
- When the first Multi-Hit move is a Critical Hit, all following ones will be as well. [Generation One]
- Aerial Ace and other moves that ignore Evasion are able to hit Pokemon in semi-vulnerable states such as Dig or Fly. [Generation Two]
- Belly Drum raises the user's Attack by two if used when the user has under 50% health. Will not cause any self-inflicted damage. [Generation Two]
- Haze removes any status ailment from all members. [Generation Two]
- If a Pokemon KOes the opponent with a recoil move, the Pokemon will not take any recoil. [Generation Two]
- Metronome is able to call on Counter, Assist, and Feint again. [Generation Two]
- Pokemon are not freeded from Block / Spider Web when using Baton Pass. [Generation Two]
- Roar and Whirlwind only have -1 priority now. [Generation Two]
- Sleep Talk will now use Rest should it call on it. [Generation Two]
- Feint is 50 power once again and has +2 priority. [Generation Four]
- Klutz does not prevent the use of Fling [Generation Three]
- Pressure is not shown as a Pokemon switches in. [Generation Three]
- The number of turns for the moves Disable, Encore, and Taunt are all randomized once again. [Generation Three]
- Anger Point works behind a Substitute. [Generation Four]
- Blizzard and Thunder have a 30% chance to break Protect under Hail and Rain, respectively. [Generation Four]
- Leaf Guard no longer prevents Rest while Sun is active. [Generation Four]
- Pokemon with the ability Magic Guard are unable to be fully paralyzed. [Generation Four]
- Acid Armor, Covet, and Growth have 40 PP. [Generation Five]
- Air Slash, Minimize, and Sacred Sword return to 20 PP. [Generation Five]
- Aura Sphere and Dragon Pulse now have 90 base power again. [Generation Five]
- Barrier, Extrasensory, Swords Dance, and Tailwind have 30 PP. [Generation Five]
- Critical Hits are twice as effective versus 1.5x. [Generation Five]
- Fire Blast, Blizzard, Thunder, and Hurricane have 120 power again. [Generation Five]
- Frost Breath and Storm Throw have 120 power after a Critical Hit. [Generation Five]
- Heat Wave returns to 100 base power. [Generation Five]
- High Jump Kick, Thrash, and Petal Dance have 20 PP. [Generation Five]
- Magma Storm is 120 base power again. [Generation Five]
- Meteor Mash is 100 base power again. [Generation Five]
- Outrage, Future Sight, and Skull Bash have 15 PP. [Generation Five]
- Overheat and its variants return back to 140 baser power. [Generation Five]
- Recover and its variants have 20 PP versus 10. [Generation Five]
- Sky Drop works on everything, regardless of weight. [Generation Five]
- Surf and Muddy Water return to 95 base power. [Generation Five]
- Surf, Flamethrower, Ice Beam, and Thunderbolt have 95 power again. [Generation Five]
- Weather is now permanent, as it once was. [Generation Five]
A few clauses are in effect to prevent things from going crazy:
- Standard OU Clauses are in effect.
- Freeze Clause: No more than one Pokemon may be frozen at any given point throughout the battle.
- Wrap Clause: Wrap and all of its variants are not allowed because of their ability to render the opponent useless, causing endless frustration.
- Prankster + Shuffling: Due to Roar and its variants only having -1 priority, Prankster boosts them to a neutral priority, allowing them to outspeed everything with Choice Scarf and shuffle the opponent to the death.






Mega Charizard Y looks like an outstanding threat because Blast Burn, with Drought and 159 Special Attack, is going to dent nearly anything and even some resists! Plus, without a recharge turn, it is incredible late-game because, after the opposing team has been weakened, it's going to be very tough to stop! Mega Venusaur has Amnesia, a nice typing, and great bulk. Giga Drain off a boost is hurting, and will keep Mega Venusaur healthy throughout the match. It'll be very tough to take down without proper coverage. Even Mega Alakazam's Psychic isn't a guaranteed 2HKO after an Amnesia boost! Clefable has a unique combination in Amnesia and Stored Power, only shared with Swoobat. After just two Amnesia boosts, Stored Power is an effective 180 base power move! That's really crazy! Mega Alakazam has nothing to fear now! Dark-types are neutral to Psychic-type moves in this metagame, so Mega Alakzam's Psychic is only resisted by fellow Psychic-types. A demonstration of Mega Alakazam's power: Heatran is 2HKOed by Psychic, due to its neutrality to Psychic. Mega Alakazam is a big threat! Latios is in a similar boat, but also has a 140 base power, nearly entirely unresisted, Draco Meteor that it is free to spam. This is backed up by great Speed, power, and only having to fear Fairy-types. Finally, Kyurem-Black also appreciates this buff to Dragon-types, and now has a much more powerful Ice-type STAB move in Blizzard! Draco Meteor allows it to run an incredible Special Attacking set, and it will have to be accounted for when teambuilding.
Before we go into instantly banning things, I have a question for you all: would you prefer keeping the Psychic- and Dragon-type buffs, or would you prefer them be reverted to normal? This is an interesting debate, and I'm open to both sides of the argument. On one side, we see a great offensive buff, but on the other we have a buff that is potentially too good. Would our problems be solved by banning Mega Alakazam instead? It's really up to you guys, and I'd love to hear your guys' opinions!
Now get out there and play!
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