Resource Pet Mods Workshop Thread

Hey all! I'm not at the 15 post requirement yet but I'm trying to get more involved in the PetMods community [won one of the Natural Selection tours :psyglad:] so hopefully it'll come soon! I've had this idea stewing for a few days now and wanted feedback.

Pet Mod Name: :plusle: Pairmons :minun: [it was going to be Two By Two until I saw Aquatic's submission from November was named Six By Six :(]

Pet Mod Concept: A twist on the "submit fakemons" concept, not by adding a new method of doing so, but by submitting two connected Pokémon at a time!

Explanation: This would be a slate-based micrometa like so many other PetMods, with the twist of needing two submissions at a time that are thematically connected. Most slates would be themed, helping guide design choices. Some would be mechanically connected (think how Zangoose uses Seviper's poison against it), others may not be and are more thematic. It's up to the slate theme and it's more importantly it's up to you! Here's a few examples of what a slate theme could look like, with some realmons following those concepts to draw inspiration from.
  1. Natural Rivals :zangoose: :seviper:
  2. Best Friends :plusle: :minun:
  3. Legendary Duo :darkrai: :cresselia:
  4. Split Evolution :gardevoir: :gallade:
  5. Symbiotic Relationship :dondozo: :tatsugiri:
Miscellaneous: This has been described as a "good cook" so if you disagree with that assessment I may cry /s. A couple potential questions that I may or may not have the answer to:

Is this going to be a Doubles metagame? They are paired up, after all.
This is my big uncertainty. While some pairs (Tatsudozo, Plusle and Minun) are explicitly designed to be doubles-focused, others aren't. Since this is Smogon, I'd lean towards Singles, but as far as I know there aren't any Doubles-based Pet Mods so that could be an interesting niche for this. I'd love to support both but Pet Mods don't tend to have the playerbase for that. This will be my main thing to think about.

Regional mechanics? Megas? Tera?
No Tera because I don't like it :) probably no regional gimmicks for simplicity's sake. Perhaps a mega slate could be an option?

How many pairs get accepted per slate?
Gut instinct is 3 pairs, so 6 mons at a time

Are Realmons allowed to be submitted?
Potentially! I'm definitely not opposed to the idea; I know some people like making adjustments to real mons or alternate forms. I'm open to the idea. Restricting it to certain slates is a possibility I just came up with.

Specifically two?
I'd be potentially open to a three-mon slate, but that would be rare and as far as I'd be willing to go.

Please feel free to ask questions or offer critique! I'm on the Pet Mods Discord (and a few specific ones as well) as jumpheart so you can chat with me there as well :)
 
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Hey all! I'm not at the 15 post requirement yet but I'm trying to get more involved in the PetMods community [won one of the Natural Selection tours :psyglad:] so hopefully it'll come soon! I've had this idea stewing for a few days now and wanted feedback.

Pet Mod Name: :plusle: Pairmons :minun: [it was going to be Two By Two until I saw Aquatic's submission from November was named Six By Six :(]

Pet Mod Concept: A twist on the "submit fakemons" concept, not by adding a new method of doing so, but by submitting two connected Pokémon at a time!

Explanation: This would be a slate-based micrometa like so many other PetMods, with the twist of needing two submissions at a time that are thematically connected. Most slates would be themed, helping guide design choices. Some would be mechanically connected (think how Zangoose uses Seviper's poison against it), others may not be and are more thematic. It's up to the slate theme and it's more importantly it's up to you! Here's a few examples of what a slate theme could look like, with some realmons following those concepts to draw inspiration from.
  1. Natural Rivals :zangoose: :seviper:
  2. Best Friends :plusle: :minun:
  3. Legendary Duo :darkrai: :cresselia:
  4. Split Evolution :gardevoir: :gallade:
  5. Symbiotic Relationship :dondozo: :tatsugiri:
Miscellaneous: This has been described as a "good cook" so if you disagree with that assessment I may cry /s. A couple potential questions that I may or may not have the answer to:

Is this going to be a Doubles metagame? They are paired up, after all.
This is my big uncertainty. While some pairs (Tatsudozo, Plusle and Minun) are explicitly designed to be doubles-focused, others aren't. Since this is Smogon, I'd lean towards Singles, but as far as I know there aren't any Doubles-based metagames so that could be an interesting niche for this. I'd love to support both but Pet Mods don't tend to have the playerbase for that. This will be my main thing to think about.

Regional mechanics? Megas? Tera?
No Tera because I don't like it :) probably no regional gimmicks for simplicity's sake. Perhaps a mega slate could be an option?

How many pairs get accepted per slate?
Gut instinct is 3 pairs, so 6 mons at a time

Are Realmons allowed to be submitted?Potentially! I'm definitely not opposed to the idea; I know some people like making adjustments to real mons or alternate forms. I'm open to the idea. Restricting it to certain slates is a possibility I just came up with.

Specifically two?
I'd be potentially open to a three-mon slate, but that would be rare and as far as I'd be willing to go.

Please feel free to ask questions or offer critique! I'm on the Pet Mods Discord (and a few specific ones as well) as jumpheart so you can chat with me there as well :)
What about giving them all an ability like Commander? I'll explain myself:
- one of the two pokemon in the duo is chosen as the base;
- when the other one in the duo takes the field, they start to work as a single pokemon (at a nearly Uber-level i'd say), so the other one is inactive;
- some changes are applied to the base Pokemon when the couple takes the field (eg: ability changes, stats vary, a secondary type is added, etc.).
- flavour-wise, they shouldn't all work like Tatsudozo, both members of the pair could stay on the field, but only one should be able to attack.

For example: :plusle:&:minun:
Let's say Minun is used as the base, this means Plusle gains the new ability Polarization: if Minun is on the same side of the field, Plusle cannot attack or be hit, and Minun receives a +1/+2/+3/+2/+2 and every Electric-type status move used gives it the effect of Helping Hand for the next turn.

This would effectively turn the game into a single-double alternation, it can be very funny imho.
A useful idea could be to turn the activation of the ability into a form change instead of using +2s to stats, so they can be more manageable and stay at a normal power level. Trios could have the ability to turn the base into two different forms, or to use two members as the base, and give only one the ability to change their form.

Message me in private if you want to try to structure this together :)
 
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What about giving them all an ability like Commander? I'll explain myself:
- one of the two pokemon in the duo is chosen as the base;
- when the other one in the duo takes the field, they start to work as a single pokemon (at a nearly Uber-level i'd say), so the other one is inactive;
- some changes are applied to the base Pokemon when the couple takes the field (eg: ability changes, stats vary, a secondary type is added, etc.).
- flavour-wise, they shouldn't all work like Tatsudozo, both members of the pair could stay on the field, but only one should be able to attack.

For example: :plusle:&:minun:
Let's say Minun is used as the base, this means Plusle gains the new ability Polarization: if Minun is on the same side of the field, Plusle cannot attack or be hit, and Minun receives a +1/+2/+3/+2/+2 and every Electric-type status move used gives it the effect of Helping Hand for the next turn.

This would effectively turn the game into a single-double alternation, it can be very funny imho.
A useful idea could be to turn the activation of the ability into a form change instead of using +2s to stats, so they can be more manageable and stay at a normal power level. Trios could have the ability to turn the base into two different forms, or to use two members as the base, and give only one the ability to change their form.

Message me in private if you want to try to structure this together :)
While I think this is a creative idea, I don't particularly love it as it is really restraining on submissions' creativity. There's only so many ways to do that in a fair and balanced way before submissions start to feel stale, imo

Plus, there's a lot more ways to make a duo than there are to make a Tatsugiri-Dondozo pair. Using my five examples in my original post, only two have doubles-focused designs, and more importantly working together is antithetical to two of them. It would feel weird to see Pokémon such as Zangoose and Seviper working as a team considering their lore, no? While Plusle and Minun ended up getting the nod as the mascots, it was Z+S who I ended up using more often as an example while brainstorming this.

I think with some extra thought and work this could be an interesting Pet Mod itself, but I don't think it falls within the vision I had for this. I definitely appreciate the idea though!
 
Pet Mod Name: Everyone is Slaking

Pet Mod Concept: Every ability is changed to be negative/harmful to Pokémon using it. (Example: Water Absorb grants instadeath upon being hit by a water move.)

Explanation: Gen 9 Doubles OU but all abilities are changed to be detrimental versions of themselves. Examples include Huge Power halving attack, Aftermath harming the next Pokémon you send in, and Intimidate backfiring on yourself. Of course, Neutralizing Gas would have no effect aside from killing the user on switch-in. I think that the idea of a metagame where every Pokémon is rendered weak or borderline unusable would be incredibly interesting to play around with.

What happens to Pokémon that have multiple abilities?
Each ability would be a different bad version of its former self, forcing players to choose between two bad options.
 
my other idea is a pet mod called Bootleg Gen 9 where every major Pokémon is a bootleg version of themselves with garbage versions of their strategies.
 
Random Tandem
Premise: A "Bring 9, Pick 6" random battle format, except players build teams of 3 Pokemon that determine the other 6 brought.

Battle Format
  • Each player's team must consist of exactly 3 Pokémon.
  • In this metagame, each Pokémon is linked to a "pool" of 4 other pokemon, each with predetermined items, abilities, and movesets, all set at Level 100 with EVs.
  • During team selection, 2 Pokémon are randomly chosen from each pool, creating a team of 9. The selection for each group is weighted: 40%, 30%, 20%, and 10% chance for each Pokémon.
  • At the start of each battle, 6 Pokémon are chosen, just as you would in a "Bring 12, Pick 6" format.
  • Tera Types are shown on preview
Let's say 3 Pokemon had these pools:
:ss/archaludon: :coalossal::conkeldurr::excadrill::kyogre:
:ss/blastoise: :torterra::forretress::goodra-hisui::terapagos:
:ss/clefable: :golem::umbreon::gliscor::mewtwo:

I would build a team with just the three heads:
:ss/archaludon::ss/blastoise::ss/clefable:

When loading into battle, 2 Pokemon from each pools are randomly chosen:
[:coalossal:]:conkeldurr::excadrill:[:kyogre:]
:torterra:[:forretress:][:goodra-hisui:]:terapagos:
[:golem:]:umbreon:[:gliscor:]:mewtwo:

These 6 Pokemon, along with my three heads, are shown on team preview:
:archaludon::blastoise::clefable::coalossal::kyogre::forretress::goodra-hisui::golem::gliscor:

I would pick 6 of the 9 Pokemon and fight with those:
[:archaludon:]:blastoise:[:clefable:][:coalossal:][:kyogre:][:forretress:]:goodra-hisui::golem:[:gliscor:]

:ss/archaludon::ss/clefable::ss/coalossal::ss/kyogre::ss/forretress::ss/gliscor:

Submissions
  • Submit Pokémon available in the SV format, adjusting abilities and moves but not types or stats.
  • You may submit Pokemon whether or not they are in another Pokemon's random set.
  • Pair each Pokémon with 4 others, each with a set. Keep EVs at max without unconventional spreads, and include any desired moves, abilities, or items.
  • Assign probabilities of 40%, 30%, 20%, and 10% to each set's selection.
Slates
  • Each participant is limited to one submission per slate.
  • The voting process follows a standard weighted system, with three winners selected per slate.
  • Additionally, themed slates may occasionally be introduced.

:ss/clefable:
Pokemon: Clefable
Abilities: Cute Charm / Magic Guard / Unaware
Movepool Additions: Victory Dance
Movepool Removals: Fire Punch

40%
:golem:
Golem @ Assault Vest
Ability: Regenerator
Tera Type: Dragon
EVs: 252 HP / 4 Def / 252 SpD
Careful Nature
- Earthquake
- Stone Axe
- Knock Off
- Dragon Tail

30%
:umbreon:
Umbreon @ Heavy-Duty Boots
Ability: Shadow Shield
Tera Type: Poison
EVs: 252 HP / 4 Def / 252 SpD
Careful Nature
IVs: 0 Atk
- Knock Off
- Toxic
- Moonlight
- Haze

20%
:gliscor:
Gliscor @ Toxic Orb
Ability: Poison Heal
Tera Type: Steel
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Swords Dance
- Earthquake
- Facade
- Rapid Spin

10%
:mewtwo:
Mewtwo @ Expert Belt
Ability: Pressure
Tera Type: Electric
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
- Psystrike
- Thunder Punch
- Ice Punch
- Knock Off

Description: Tried to do cave and moon stuff. Competitively, mostly just big stall but you can roll Mewtwo and also use Gliscor as a wincon.

Questions
  • Coders, does this seem feasible to code? With the built teams and random Pokemon combined I imagine it might be tough.
  • Are the numbers okay? Should there be more Pokemon in the random pools, something either than "Bring 9, Pick 6", etc.?
 
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:sv/luvdisc: DO NOT USE*: THE PET MOD: THE MUSICAL :sv/luvdisc:
*Rebrand possibly pending

Do Not Use is a Solomod I run that has an active playerbase and a baller metagame if I say so myself. That said, I love game design, so running a solomod that doesn't actually change anything besides greatly limiting the dex doesn't quite scratch that itch for me. Thus, a spin-off is born: enter DNU:TPM:TM!

The concept is simple: while this is another "create a Pokémon" pet mod, it's unique in that the mons you create blow. Like, these things wouldn't be remotely viable five tiers below ZU. Hell, the top tiers might only be scratching viability in Little Cup. For reference, in the main tier, the high and top tiers include Jigglypuff, Luvdisc, and Budew. This lack of viability comes from, among other reasons, being first stage evolutions of early route mons, baby forms, and crappy gimmick mons.

This opens up unique design space to play with, in that this would allow people to experiment with how to make bad mons. Do you create a Tynamo situation, where decent stats, ability, and typing are held back by a truly horrendous movepool? Or do you give your mon a fantastic movepool with a stat spread that Gen 3 shitmons look at and go "well at least we're not that bad!" Something else entirely?

My current vision for submissions would follow a fairly normal submission format, where people could submit X mons using a theme, and vote for Y.

:unown-question: Questions to ask:

  • Do we start with the DNU mons allowed, or do we start fresh with all new submissions?
  • Do we steal the DNU BST limit of 280? Do we relax it somewhat? Do we trust people to make total shitmons without the need for a limit?
  • How should we handle eviolite? Assume NFE status unless told otherwise? Focus on making non-NFE mons? Somewhere in between?
  • Does this idea stand on its own in the sea of "create a fakemon in X way" mods due to the power level, or does it need a little more something?
 
REGIONAL EVOLUTIONS 2: PALDEAN BOOGALOO

Pet Mod Concept: An updated version of Samtendo09's Regional Evolutions for Gen 8, with the addition of updates and changes to the meta as of Gen 9.

Explanation:
The very first pet mod I ever participated in, and the one I've still had the most success with, was the Gen 8 Regional Evolutions mod. This pet mod was intended as an extension of a "Regional Variants" mod from the same generation, except that all submissions received an evolved form in the vein of a cross-gen evolution, or an alternate evolution to a regional variant of an unevolved Pokémon. It was rather successful for its time, but with the meta having changed with a new generation of canon games, I figured it was high time we got an updated version of this mod, so I wanted to see if I could helm said updated version and help build up a new regional evo collection from scratch!

The rules that Samtendo provided for the previous iteration of this mod are copypasted below, and I believe that outside of a few tweaks to suit Gen 9's changes to the meta, they would still be solid for the new version.

  1. You may submit for any legal line you’d like as long as you included either a New Stage Evolution or a Replacement Evolution. This includes Branched Evos, except for Eevee and Tyrogue themselves (their respective evolutions are okay). Any other branched evo line will count as a single submission (so feel free to make a whole Ralts line, for an example). Giving just a New Stage Evolution to a canon RV that doesn’t have one or the accepted submissions from the Regional Variants Pet Mod (preferably yours) is also permitted.
  2. You may submit for up to a total of 6 lines. Adding a New Stage Evolution for a pre-existing Regional Variant or an accepted submission (preferably yours) counts as a full line.
    1. Two people may make a Regional Variant of the same evolutionary line, or a New Stage Evolution for a pre-existing or accepted submissions, as long as they are different from each others.
    2. Do not make a regional “counterpart” to existing Regional Evolutions, which are as Perrserker, Obstagoon, Mr. Rime, Sirfetch’d, Runerigus and Cursola, as well as accepted New Stage/Replacement Evolutions.
    3. You also cannot submit an evolution of the original counterparts even if their regional variants have one. This is Regional Evolutions, not just Evolutions.
  3. You may vote for up to 7 lines per slate. You cannot self-vote more than two submissions, and if you do self-vote, vote for at least three more submissions that aren't yours.
  4. Minimum BST for the New Stage Evolutions will be 500, with the maximum will be 600. However, try to aim for 500-530 BST range unless you have a good flavor reason for the New Stage Evolution to have a higher BST.
    1. Pokémon with BST at 486 or higher should not be given a New Stage Evolution. Exception will be given for Regional Forms that are exceptionally poor in competitive scene, or that you honestly think it wouldn’t perform so well. Even then, consider a New Stage Evolution as an option in this case instead of mandatory. Otherwise a Replacement Evolution is always an option. Unlike the other rules starting from 3rd March 2022, this is not the hard rule anymore, but I do recommend to stick with the BST lower than 486 unless your submission have bad, bad typing, and will be judged by case-by-case basis.
    2. Pokémon that is already a three-stage evolutionary line (i.e. Pichu to Raichu, Cleffa to Clefable) are not allowed to received a New Stage Evolution. However, a Replacement Evolution is always possible for these.
    3. Obviously, don't go with the min-maxing. New Stage Evolutions tend to much stronger than their pre-evolution, so be cautious of what Abilities you will give (remember, only pre-existing Abilities allowed).
    4. New Stage Evolutions can have up to six new Moves that their pre-evolution(s) cannot learn. If you decided to give it a new Type and that the Pokémon was single-typed, then ten extra Moves (preferably for STAB and flavor) will be added instead.
    5. Original branched evolutions can each receive a New Stage Evolution as long as it respects the conditions required for one. Otherwise, it’s Replacement Evolutions instead. A New Stage Evolution or Replacement Evolution can be branched as well, but no more than two branched evolutions per line.
    6. For Flavor/Design, be sure to give Height and Weight to your New Stage Evolutions. Weight is especially important does to moves like Low Kick and Grass Knot.
    7. Not every canon Regional Variant with BST below 485 and are single-stage or stage 1 evo needs a New Stage Evolution. Things like Alolan Marowak and especially Galarian Darmanitan will go overkill with a New Stage Evolution. The rest that would be compatible for a new evolution are fine.
  5. Replacement Evolutions follows the same rules as standard Regional Variants, but with a new name instead of “[Regional Pre-Fix] Pokémon”, and be sure that the design is drastic from the original evolution. They must share the same BST as the original evolution of the Pokémon, like how Perrserker (the Replacement Evolution) and Persian (the original) shares the same BST.
  6. Does to taking place in NatDex (where Mega Stones and Z-Moves can be used), no Moves goes “unusable”. However, unlike Regional Variants Pet Mod, you cannot give a Mega Evolution to any submission regardless if the original counterpart had any. The original Regional Variants Pet Mod is where you can do so, anyways.

Original Species:
New Typing:
New Abilities:
New Stats: ? HP/? ATK/? DEF/? SP ATK/? SP DEF/? SPD = [TOTAL]
Added Moves:
Removed Moves:
Flavor/Design:
Competitive Info:

"[Dex entry 1]"
"[Dex entry 2]"
Name:
Name Origin:
Typing:
Abilities:
Stats: ? HP/? ATK/? DEF/? SP ATK/? SP DEF/? SPD = [TOTAL]
New Moves:
Evolution Method: [From what Pokémon and how]
Flavor/Design:
Competitive Info:

"[Dex entry 1]"
"[Dex entry 2]"
These are the slates I've come up with for this mod - aside from the free slates, the current generations are divided into collections of three, and will be worked through in numerical order. I considered doing slates for each gen individually but that might take up too many slates which would take up too much time, so I had to be a little more conservative in slate organization.
  1. Starting Decision Polls (Gimmicks? Convergents?)
  2. Free Slate #1
  3. Variants + Regional Evos of Pokémon from Gens 1-3
  4. Variants + Regional Evos of Pokémon from Gens 4-6
  5. Variants + Regional Evos of Pokémon from Gens 7-9
  6. Free Slate #2
  7. Variants + Regional Evos for Regions from Gens 1-3
  8. Variants + Regional Evos for Regions from Gens 4-6
  9. Variants + Regional Evos for Regions from Gens 7-9
  10. Variants + Regional Evos for Miscellaneous Regions (Ultra Space, Distortion World, spinoff game regions, etc.)
  11. Free Slate #3
If this mod proves successful enough to be productive for these slates, we can continue with additional slates with different themes based on relevance or whatever is picked. I'm aiming for roughly twenty slates for now, but we can continue with more beyond that point if the public so wishes.

Miscellaneous:
  • Coders are welcome! I don't know how to code for Pokémon Showdown myself so I'd be happy to work with anyone who's willing to put the concepts that are accepted into this mod into action.
  • Admins are also welcome, since I'm busy enough as it is IRL that I might not always be available to help or supervise with the activity for this mod and its slates.
  • I'm not sure about whether to include gimmicks such as Mega Evolution, Gigantamaxing, and Z-Moves for any submitted regional evolutions, but may be subject to an initial poll to determine whether they'll be acceptable. Terastrallizing would probably be banned, though, for obvious reasons.
  • Convergent/lookalike Pokémon will likely not be included in this mod, since I'm not sure if those count towards regional variants or not, and we do not have examples of convergent Pokémon evolving into their own thing that doesn't look like the Pokémon they resemble. This may be subject to another poll, though, as they are new to Gen 9.
  • I will provide resources in the opening post for anyone who needs them, as well as a fakedex sheet on Google Sheets so people can check which submissions have already been accepted - as with the Gen 8 version, they will be separated by region, with each variant being listed in the national dex order of the Pokémon family it's based on.
 
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kinda similar to some other pet mods / ideas that have been going around lately but i'll be pinging the people running those for their input in discord

(needs a name lmao i've always been slower with this part)
For every round of this mod, there will be a Blindsided-esque submission period where everyone has a finite number of subs (probably one per person) and nobody can see what everyone else has submitted until everything is done. Instead of submitting additions though, people will submit changes. You cannot submit buffs or nerfs to any Pokemon directly - it has to be to a move, ability, or item, and Pokemon will be indirectly buffed or nerfed by whether or not they have access to all of those things.

For example, no lowering Landorus-T's Attack by 100 or giving it Slow Start instead of Intimidate. If you wanted to nerf Landorus-T you would need to do something like, for example, making U-Turn no longer switch the user out, or maybe make Intimidate lower the user's Attack instead of the opponent's on switch-in. If you're a chad and instead want to buff Landorus-T, you could instead make Sandsear Storm 100% accurate with a 30% Burn chance. If you want to buff a Pokemon like Eelektross that may not have a lot of unique stuff about it, then tough luck, and this isn't the place to create a brand new move with customized distribution. This meta is more about making broader changes and seeing what wins and loses from the shifts.

The current working idea is that each of these rounds will be a week long - days 1-4 will be submissions, results be posted immediately after day 4 ends, day 5-6 is coding/teambuilding/playtesting and day 7 will be for one or multiple roomtours. Winner(s) will probably get additional subs for the next round where things will probably be started over again from scratch. I'll be encouraging everyone to do crazy stuff like making Earthquake 80 Base Power or turning some random status move into a Defog clone. Every meta that results from this is most likely going to be a completely broken mess but that's part of the fun of it to me.

In addition, this is a SV-based mod with all 1000+ Pokemon legal. Basically no dexited moves or regional gimmicks since I'm banning Tera too. Everything anyone submits should be made relatively easy to code, feel free to ask me or whoever else ends up coding this if a sub is okay. If two people make a change to the same thing then I'm going to try to fit both at once. Like for example if one person makes Superpower no longer lower Defense but another raises it to 150 BP then I'll just apply both changes. Obviously hyperspecific changes like "this move is 1.5x stronger if the user is Landorus-T" are not allowed either.

Questions for the community...
  • any name ideas lmao
  • any coders lmao
  • any smaller improvements lmao
  • I feel like this meta by default is going to push offense super hard by default since it's going to seem more fun and a lot easier to break whatever attacking moves or abilities. Ideally there's some balance between offense and defense getting buffs, but it might just end up being fine since it'll be hard to completely solve an offense meta in three days as is. Does anyone have any ideas for countermeasures for this or think that this is a non-issue?
  • any complaints lmao
 
Oaken Scramble (title subject to change)

A metagame where every evolutionary family's stats, moves and abilities are... completely thrown out, and rebuilt from the ground up based on their Pokédex entires. Here's an example with my namesake's line!

Pokémon: Pichu
Type: Electric
Stats: 40/40/30/60/20/30 (220)
Ability: Overload / Ripen / Electric Surge
Core Moves: Thunderbolt, Thunder, Discharge, Wild Charge, Nuzzle

Pokémon: Pikachu
Type: Electric
Stats: 75/75/60/90/40/60 (400)
Ability: Overload / Ripen / Electric Surge
Core Moves: Pichu + Thunder Fang, Crunch, Fire Fang, Heat Wave, Hurricane, Weather Ball, Heal Pulse, Calm Mind, Nasty Plot, Slack Off

Pokémon: Raichu
Type: Electric
Stats: 90/100/80/115/60/80 (525)
Ability: Overload / Ripen / Electric Surge
Core Moves: Pikachu + Bulk Up, Earth Power, Lash Out, Thrash, Outrage

Overload: At the end of the turn: If user has not used an Electric move, provide a stack of Charge. If the user already has Charge active, damages them for 1/8th of their max HP.

Pokémon: Raichu (Alolan)
Type: Electric/Psychic
Stats: 80/100/70/115/70/90 (525)
Ability: Levitate / Gluttony / Lightning Rod
Core Moves: Pikachu + Psychic, Psyshock, Zen Headbutt, Surf

The Pikachu line's Pokédex entries never actually mention them being fast, which is actually pretty weird. What's mainly emphasized is how they build up electricity that they have trouble controlling - a major theme throughout their whole line that net them the new ability Overload, as well as a new stat spread centered on their high Special Attack and low Special Defense. Ripen is based on Pikachu cooking berries for itself, while Electric Surge is based on how their gathering causes thunderstorms.

Alolan Raichu sheds the 'uncontrolled electricity' thematics - its 'dex entires explicitly call out its levitation (Levitate), its love for pancakes (Gluttony), and its ability to psychokinetically manipulate electricity (which I felt was close to Lightning Rod).

In addition to basic STAB moves: Nuzzle because of their electric cheek pouches, biting moves because Pikachu is mentioned as biting people, 'storm moves' (Hurricane, Heat Wave, Weather Ball) from the storms thing, Heal Pulse because they recharge each other, Calm Mind and Nasty Plot from Pikachu's noted intelligence, Slack Off from Pikachu's noted sleeping habits, Bulk Up because excessive charge stimulates Raichu's muscles, Earth Power because Raichu scorches the ground when discharging electricity, 'angry moves' because of Raichu's agitation as charge builds up in its body, and Surf because Alolan Raichu is mentioned as imitating surfers.

I have no clue whether to make this a regular mod or a solomod, because I don't know if anyone else would want to do this stuff. Which is just how things go sometimes, I guess.


...we'd probably also need bigger movepools but I'll think of something. Maybe.
 
Edit: I might make this a Solomod if I can figure out how

Chuurleaders - Pika-clones are busted!
Natdex Doubles, no restricted Pokémon or Ubers
No canon Megas or Dynamax.
Pika-clones not holding a Z-Crystal or Mega Stone can terastallize.
Pika-clones holding a Z-Crystal can use their signature Z-moves, and Z-status moves.
Pika-clones can get a Mega evolution.
Partner Pikachu’s signature moves are legal for Pikachu only.

Each team MUST have a Pika-clone (including the Pikachu line, Marill line or Mimikyu).
Each Pika-clone gets a number of signature moves, mostly support-based.
Each Pika-clone also gets a new signature ability.
Instead of its usual effect, Light Ball doubles a Pika-clone’s +natured stat. 1 Light Ball per team.
Type-reducing berries work on types that aren’t super-effective, when held by a Pika-clone.
Air Balloon doesn’t pop when held by a Pika-clone.

Example ability:

Fruit Juicer - Signature ability of Morpeko. The Pokémon immediately eats its Berry to get the usual effect, plus a persistent effect until it switches out (e.g. Aguav gives a Leftovers effect, Chople gives a 30% reduction of Fighting-type moves. Stat-increasing Berries behave as normal). Also allows the Pokémon to use Natural Gift (multiple times) based on its last eaten Berry.
If a Pokémon with Fruit Juicer doesn’t start with a Berry, it immediately becomes Hangry form and never changes back, even after eating a tricked Berry.

Example moves:

Electron Wave - Signature move of Minun. The user trades its negative stat-changes with the target. If either Pokémon is Ground-type, the user gives its negative stat changes to the target instead.

Proton Wave - Signature move of Plusle. The user trades its positive stat-changes with the target. If either Pokémon is Ground-type, the user steals the target’s positive stat changes instead.


The idea is to make all of these (mostly) very similar Pokémon both necessary and diversely powerful, to see how the metagame would bend around them. They could be excellent support Pokémon, ridiculously strong, high-coverage (in Morpeko’s case) attackers, super-fast sweepers… except that they’re almost all weak to the same Ground-types, which would now be much more common.

The Marill line are the one huge counter to Ground-types with their insane priority damage output even without Belly Drum, but they’re also weak to Electric-types, which is kind of an issue when almost every single team will have one.

Mimikyu has no super common weaknesses but still benefits from the Pika-clone treatment, making it a very good alternative option.
 
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Pelago — A Gen 3 pet mod based on Gen 1 Pokémon
Pelago is an island a couple of Surfs south of Kanto. Here, your favorite gen 1 Pokémon have developed in peace for millennia...
Background_Cactus4.jpg


Hey guys! I'm new to the forums, but have been a Pokémon fan for 25 years. I joined the forums now because the last 1.5 years I've been crafting a Gen 3 pet mod called Pelago, which I wanted to share and discuss with common Pokémon (and especially old-Gen) lovers. I've designed 85 new Pokémon based on my beloved Gen 1 creatures and made a website for the project where you can check them all out (stats, abilities, movesets, background story and more). Check it out here: https://www.pelagomon.com/

Concept: Altered Gen 1 Pokémon (types, abilities and stat distributions) in a Gen 3 format pet mod
Explanation: The overall intention is to create a balanced, creative and ADV like metagame with the following rules/principles:
  • A Gen 3 pet mod metagame with ADV mechanics, moves, bans, clauses and types
  • Every Pelagomon is based on a fully evolved gen 1 Pokémon (no Mew or Mewtwo for the time being). E.g. "Reyon" (Fire/Ground) is based on Arcanine.
  • They shall have the exact same stats as their gen 1 original had in ADV, but they can be distributed differently. E.g. Reyon have 95 SpA and 100 Spe, where Arcanine have 100 SpA and 95 Spe.
  • New type combinations are allowed. E.g. "Beachbro" (based on Slowbro) is a now Water/Ground type.
  • New abilities are allowed. E.g. "Cactusaur" (based on Venusaur) now has Sand Stream.
  • They must be designed like they have developed from their original Kanto form. Some have taken big leaps (like Seadra), some are basically the same (like Gengar and Zapdos).
  • They should be designed to make conceptually sense, have a viable niche in competitive play, while not being broken.
  • Some abilities, items and moves can be added from later gens to give a Pokémon a viable niche or spice up the metagame while keeping it at bay (like Snow Warning, Expert Belt and Lunge).
If you find this interesting, please be the firsts to join my Discord to discuss further: https://discord.com/invite/BuQRjCPZ
 

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did some more thinking on my (now-deleted) previous submission Iron Fist, re-imagined it as this

:sv/magmortar: PokePolitics :sv/electivire:
disclaimer: no actual politics is included
* italics are things that I would like specific feedback on *

Democracy? In my Pet Mod? Probably not, but we're going to give it a shot!

In this Pet Mod, there will be 5 council members: the Queen of the Region (hi!), along with 4 rotating council members. At the start of the Pet Mod, I'll have everyone submit one Pokemon to the Pet Mod to be approved, forming the base for the rest of the Pet Mod to be formed around. (Starts as a micrometa, will likely expand quickly). I'll be pretty lenient with what gets in due to how the rest of the mod works. From there, I'll select four random people among the people who submitted in Slate 0 to serve as our first congress.

From there, all players (including congresspeople) submit one piece of legislation to be voted on by the congress. New legislation can be any of the following:
  • New Pokemon​
  • New moves or abilities​
  • New items​
  • Adjusting existing elements
  • Repealing any previously passed legislation​
  • Perhaps most interestingly, changing the rules of the metagame itself (must be approved by the monarch), either literal in-battle rules or changing how the government works​
After submissions, the congress (I do not get a vote, I'm just running the game) then votes Yes, Modify, or No. A piece of legislation needs 3 "Yes" votes in order to pass, where it becomes law and is added to the metagame. Each congressperson only gets 2 "Modify" votes during their term! If something gets a Modify vote or gets stuck in a 2-2 deadlock, there's a one-day window where the congress can work with the legislation's sponsor to fix it. If something is voted No or doesn't make it out of deadlock, tough luck!

Every other slate will be followed up by an election slate. Two congresspeople will have their terms expire, and we need to fill them. Anyone can apply to be a congressperson, allowing them an opportunity to share their agenda and explain why they should get votes. After applications close, we use the flawless voting system of Smogon reacts to pick our next two ambassadors to the government. A term lasts four slates. There will be no such thing as political parties, primaries, debates, etc... not officially, anyways ;)

Slate 0: Starting mon submissions
I randomly select starting four council members--council seats A and B have two-slate terms, council seats C and D have four-slate terms
Slate 1
Slate 2
Slate 2 Elections -- seats A and B
Slate 3
Slate 4
(Possible Playtest location)
Slate 4 Elections -- seats C and D
etc.

This could continue on as long as people are interested and engaged.
 
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:sv/victini: John Hancocks :sv/zygarde:

:pikachu-starter: Concept: John Hancocks is a Gen 9 NatDex-based Pet Mod that deletes the entire list of moves, only to steadily rebuild the movepool by rebalancing and redistributing existing signature moves, and creating new ones - but with an additional twist.

:eevee-starter: Explanation: John Hancocks will be a petmod using Gen 9 NatDex as a base, that completely tears down and rebuilds the movepool. All moves introduced will have one John Hancock - the one whose signature is the biggest and boldest, and uses the move the best - and likewise, all Pokemon will (eventually) get a signature move of their own. While many Pokemon will be able to learn many signature moves, the true owner of the signature move will get an additional effect while using it. This could be anything from as simple as a power boost to weak moves with strong effects like Samurott's Ceaseless Edge, to something as unique as making Beedrill's Twinneedle hit 2-5 times instead of exactly twice.

Pokemon like Kingler and Raichu will get some cool and interesting effects from moves like Crabhammer and Volt Tackle, rather than just uniquely strong stat sticks, while also providing the meta with a base of 'regular' move staples. However, more modern and unique signature moves like Court Change and No Retreat can be freed to explore on new users, while also providing a boost to their original owners to make them more worthwhile.

Each slate will allow people to sub a Pokemon, along with two versions of the move - the base version, and signature version. There are no hard limitations to what either can do (outside of the common sense rules of 'be balanced' and 'be reasonable'), other than that:

a) either the base version or the signature version has to strongly and directly resemble the original signature move
and b) the signature version can't be an entirely different effect from the original - the upgrade can be a power boost, accuracy boost, or even a new unique effect (preferably for moves with simple or no unique effects already, but creativity is both allowed and encouraged, so final judgement is reserved for the veto phase). However, they still must be reasonably considered the same move at the end of the day.

If a signature move seems too broken to be widely distributed, you are not only allowed, but encouraged, to create a nerfed version as the base. For offensive moves, you can even strip them of the potent secondary effects if needed, keeping those for the signature version. Or, if these aren't viable options, the issue can be tackled in the next part of the slate:

Every slate besides the first one will have a secondary sub-slate running alongside it. This is where people can submit proposals for what Pokemon will be allowed to learn the moves that were added in the previous slate. This is where the community has a strong part in formulating the meta - crafting each Pokemon's role based on which moves it does or doesn't learn. Distribution submissions will start and end at the same time as new move submissions, and voting (a simple yes/no on each of the proposed mons) for distribution approval will happen at the same time as the traditional voting for move submissions.

The meta will be coded and become playable at whatever point I (and any other council that may want to join in) somewhat arbitrarily decide that enough Pokemon have large enough movepools to actually have a functioning game.

The pet mod as a whole will also be divided into two phases: In Phase 1, we will work on all existing signature moves/Pokemon. Here, signature moves will be moves that have ever been considered a Pokemon's signature, even if they were later distributed (like Arbok's Glare or Parasect's Spore), or only became signatures later on due to reductions in distribution (such as Unown's Hidden Power or Iron Tread's Steel Roller). A list will be created once it's decided how to handle some of the edge cases. In Phase 2, all remaining Pokemon will then have a new signature move created for them, or have an existing move associated with them (like Galvantula's Electroweb) converted into one for them.
 
kinda similar to some other pet mods / ideas that have been going around lately but i'll be pinging the people running those for their input in discord

(needs a name lmao i've always been slower with this part)
For every round of this mod, there will be a Blindsided-esque submission period where everyone has a finite number of subs (probably one per person) and nobody can see what everyone else has submitted until everything is done. Instead of submitting additions though, people will submit changes. You cannot submit buffs or nerfs to any Pokemon directly - it has to be to a move, ability, or item, and Pokemon will be indirectly buffed or nerfed by whether or not they have access to all of those things.

For example, no lowering Landorus-T's Attack by 100 or giving it Slow Start instead of Intimidate. If you wanted to nerf Landorus-T you would need to do something like, for example, making U-Turn no longer switch the user out, or maybe make Intimidate lower the user's Attack instead of the opponent's on switch-in. If you're a chad and instead want to buff Landorus-T, you could instead make Sandsear Storm 100% accurate with a 30% Burn chance. If you want to buff a Pokemon like Eelektross that may not have a lot of unique stuff about it, then tough luck, and this isn't the place to create a brand new move with customized distribution. This meta is more about making broader changes and seeing what wins and loses from the shifts.

The current working idea is that each of these rounds will be a week long - days 1-4 will be submissions, results be posted immediately after day 4 ends, day 5-6 is coding/teambuilding/playtesting and day 7 will be for one or multiple roomtours. Winner(s) will probably get additional subs for the next round where things will probably be started over again from scratch. I'll be encouraging everyone to do crazy stuff like making Earthquake 80 Base Power or turning some random status move into a Defog clone. Every meta that results from this is most likely going to be a completely broken mess but that's part of the fun of it to me.

In addition, this is a SV-based mod with all 1000+ Pokemon legal. Basically no dexited moves or regional gimmicks since I'm banning Tera too. Everything anyone submits should be made relatively easy to code, feel free to ask me or whoever else ends up coding this if a sub is okay. If two people make a change to the same thing then I'm going to try to fit both at once. Like for example if one person makes Superpower no longer lower Defense but another raises it to 150 BP then I'll just apply both changes. Obviously hyperspecific changes like "this move is 1.5x stronger if the user is Landorus-T" are not allowed either.

Questions for the community...
  • any name ideas lmao
  • any coders lmao
  • any smaller improvements lmao
  • I feel like this meta by default is going to push offense super hard by default since it's going to seem more fun and a lot easier to break whatever attacking moves or abilities. Ideally there's some balance between offense and defense getting buffs, but it might just end up being fine since it'll be hard to completely solve an offense meta in three days as is. Does anyone have any ideas for countermeasures for this or think that this is a non-issue?
  • any complaints lmao
You could name it Metamons. Meta as in metagame or even as in it being meta of the game itself with changing moves. I’m just wondering if you have any countermeasures if a person submits an effect on accident that completely cancels another effect. An example of this if someone suggests that mach punch increases your defense by 1 stage but another person that wanted to nerf mach punch reduces your defense by that same amount, which takes priority?(pun unintended) Another thing I want to know is;how will you determine if a buff or nerf is for a Pokemon or just the move itself?
 
You could name it Metamons.Meta as in metagame or even as in it being meta of the game itself with changing moves.
The name Metamons is already in use by a Pet Mod that in my opinion fits it a bit better. For what it's worth though this isn't a big concern anymore since I've already submitted this under the name Ebb and Flow.

I’m just wondering if you have any countermeasures if a person submits an effect on accident that completely cancels another effect. An example of this if someone suggests that mach punch increases your defense by 1 stage but another person that wanted to nerf mach punch reduces your defense by that same amount, which takes priority?(pun unintended)
They would cancel one another out and Mach Punch would be unchanged if those were the only two suggested changes. If someone asked to boost Defense by 2 and the other guy says -1 then the result would be Mach Punch raising Defense by 1.

Another thing I want to know is;how will you determine if a buff or nerf is for a Pokemon or just the move itself?
Whether or not a buff or nerf is meant for a specific Pokemon isn't a huge deal to me. It'll be most obvious when someone does a signature move (e.g. making Commander boost the user's stats by 1 stage each in Singles) or changes something only a few relevant Pokemon use (e.g. making Protean turn the user Bug-type on switch-in instead of its usual effect). As long as nobody intends to change a Pokemon by modifying its base stats or whether or not it has access to certain moves/abilities etc.


Hope all this helps!
 
Name: Booster Everything

Concept: Every item is single use and consumed upon switch-in, giving some kind of boost in the process.

Explanation: Well its just what it says on the cover. Every item functions like booster energy and can be used on any pokemon. There would probably be a process for potentially changing an item's effect if a different effect would fit better. For example, pinch berries would raise the given stat by 1 stage upon switch in. Life Orb could give a damage boost (preferably above 1.5x but not sure how to balance this while having a reason to use it above a pinch berry) at the cost of 1/10 of the holder's HP. There are more creative items, like HP berries could increase the holder's current and max HP upon switchin, or resist berries (occa and such) could reduce all damage taken from that type by half. And then there's items without clear effects, like eject pack, custap berry, and rocky helmet.

Generally one of the challenges here would be giving everything a balanced effect, and preferably giving them all a niche. Why would you use life Orb when pinch berries give a better boost, and why use pinch berries when there's weakness policy. Strong items would need a strong drawback to balance the meta. Also, items would preferably get buffed. Leftovers giving the effect of aqua ring would be... Underwhelming to say the least.

And finally, items that can't be knocked off (ogerpon's masks, Griseous core, Arceus plates with Arceus) would just function as normal. Signature, one mon or line items that can be knocked off (light ball) would have their own effects.
 
Name:Flashcapped
Concept:Turn Flash Cap submissions into their own metagame.
Explanation:In order to fit into this new metagame some or all of the flash caps may have aspects of them changed in order to be balanced in this metagame. Unlike CAP only flash caps will be allowed.
Questions: At what point in rebalancing would one betray the concept of the flash cap?
 
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:sv/smeargle:Blank Canvas :sv/smeargle:
Concept: Players will be split onto groups and will be given a "canvas" Fakemon and 50 points, which will serve to change up the Fakemon into a competively viable one.
Explanation: On every slate, there will be first a 2-day long sign-up phase, everyone who signs up will have to join a discord server, where they will be separated into groups with their own group chat. When the sign-up phase is over, they will be then given a barebones Fakemon, and 50 points, which they can use to add moves, abilities, and change up its type or stats, you must discuss with your teammates what to do with the Fakemon, what to add to it with the limited points you all have. After all of the team members have agreed on what to add to the Fakemon, one of you must ping a council member with the changed mon. After every team finishes their Fakemon, or 5 days pass, every Fakemon will be revealed, and then we go onto the next slate and the cycle goes on and on.

Miscelaneous:
Name: -
Type: Fire
Stats: 80/70/80/70/70/70
Abilities: Intimidate
Moves: -

Name: -
Type: Ground
Stats: 70/70/70/70/70/90
Abilities: -
Moves: Tidy Up

Name: -
Type: Water
Stats: 90/70/80/70/80/60
Abilities: -
Moves: -

Name: -
Type: Grass/Ghost
Stats: 70/70/70/70/70/70
Abilities: -
Moves: Leech Seed, Wood Hammer
Add Name: 0
Change Weight/Height: 0
Add Notable Moves: 5
Add Notable Moves (STAB): 3
Add Usually Useless Moves: 0.5
Add Usually Useless Moves (STAB): 0
Add/Change Type: 10
Add/Change Abilities: 5
Add 10 to a stat: 1
Remove 10 to a stat: 0.5

Take Down, Rest, Sleep Talk, Snore, Protect, Facade, Substitute and Tera Blast are automatically added to the Fakemon, as they are universal TMs, and to not make movepools too barren, could remove this too if ppl consider this may affect the process of creation

Council:
currently just me, will ask for more ppl if they wanna join

Coder:
none, again will ask someone if they wanna code
 
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:sv/smeargle:Blank Canvas :sv/smeargle:
Concept: Players will be split onto groups and will be given a "canvas" Fakemon and 50 points, which will serve to change up the Fakemon into a competively viable one.
Explanation: On every slate, there will be first a 2-day long sign-up phase, everyone who signs up will have to join a discord server, where they will be separated into groups with their own group chat. When the sign-up phase is over, they will be then given a barebones Fakemon, and 50 points, which they can use to add moves, abilities, and change up its type or stats, you must discuss with your teammates what to do with the Fakemon, what to add to it with the limited points you all have. After all of the team members have agreed on what to add to the Fakemon, one of you must ping a council member with the changed mon. After every team finishes their Fakemon, or 5 days pass, every Fakemon will be revealed, and then we go onto the next slate and the cycle goes on and on.

Miscelaneous:
Name: -
Type: Fire
Stats: 80/70/80/70/70/70
Abilities: Intimidate
Moves: -

Name: -
Type: Ground
Stats: 70/70/70/70/70/90
Abilities: -
Moves: Tidy Up

Name: -
Type: Water
Stats: 90/70/80/70/80/60
Abilities: -
Moves: -

Name: -
Type: Grass/Ghost
Stats: 70/70/70/70/70/70
Abilities: -
Moves: Leech Seed, Wood Hammer
Add Name: 0
Change Weight/Height: 0
Add Notable Moves: 5
Add Notable Moves (STAB): 3
Add Usually Useless Moves: 1
Add/Change Type: 10
Add/Change Abilities: 5
Add 10 to a stat: 1
Remove 10 to a stat: +1
Council:
currently just me, will ask for more ppl if they wanna join

Coder:
none, again will ask someone if they wanna code
I feel like hyper tuning might be extremely strong here. Especially with the stats, maybe add a limit or increase costs. With moves and abilities, maybe add individual costs. It would take a while but probably be better overall. Take this slate:

Name: -
Type: Bug
Stats: 70/70/70/70/70/70
Abilities: -
Moves: -

Change typing to Ground/Steel. 20 points. Add double iron bash, earthquake, fusion bolt, and shift gear. Either 34 total or 40, I'll just assume 40 for this hypothetical. Ability to dazzling. 45 points. 60 away from spA. 39 points. 30 to speed. 42 points. 30 away from def and spD, 40 away from HP. 32 points. 180 to atk. 50 points. Complete. Let's take a look at our new abomination.

Name: Scruuyu
Type: Ground/Steel
Stats: 30/250/40/10/40/100
Abilities: Dazzling
Moves: Double Iron Bash, Earthquake, Fusion Bolt, Shift gear

Now we have a setup menace. Slap a sash on and watch ur enemies wither (just make sure not to overflow the attack).

Same blank slate.

Name: Faddazz
Type: Dragon/Steel
Stats: 200/10/240/10/10/10
Abilities: Neutralizing Gas
Moves: Strength sap, (Infestation/Anchor shot), Salt cure, Knock off

More or less unkillable on the physical side. Hboots. Lefties.

Point is, overturning is very possible. Very possible. There are two routes u can go here: A: increase point costs, add limits, reduce point pool, etc to limit how far things can go. B: Just keep things as they are and define the quote, "if everyone's super, no one is"
 
thanks for the feedback! asked too on the pet mods discord server and someone said abt the same thing, been considering making that removing 10 from a stat gives 0.5 points or that it would just costs points altogether, i should also consider if status moves would count for the STAB part or not
 
:amoonguss: Amoong Uss :amoonguss:

Concept: Inspired by the recent success of MicroMetaMafia 2 and my recent obsession with playing Among Us in the year 2024, Amoong Uss (we can change the name lol) attempts to recreate playing the funny little imposter game in a Pet Mod format.

Explanation: Okay, let's break this down.

  • Pre-game
    • Players sign up in the thread. Tentative number is 15 slots, open to more if the interest is there.
    • For every 5 players in the game, one will be assigned to be an Impostor :ditto:. The rest will be Crewmates.
    • Impostors know who each other are. Crewmates do not know who anyone else is.
  • Game
    • The game will consist of two general gameplay states, Rounds and Meetings.
    • A custom map will be made for our purposes. calling it Pokus.
      • This map will have several rooms, each room having a 1-3 tasks in it.
      • The map and task list will be public information to prevent metagaming.
    • During rounds, player-to-player communication is not allowed.
  • At the start of each round, all players will start in a predetermined room on the map.
  • For the duration of the round, players take one turn per day.
  • At the start of their turn, players are alerted of the following information:
    • Who was already in their room
    • Who also just arrived in their room, and from what direction
    • If any bodies are in the room
  • A "turn" consists of one of the following actions:
    • Move to a room adjacent to the one you are currently in
    • Work on a task
    • Dance, which alerts other players in the room you are dancing (this is the only allowed form of mid-round communication)
    • Do nothing
    • Report a body, if one is in the room
    • Kill another player, if impostor (there will be some sort of kill cooldown–thinking 3 turns?) (this may not consume your turn?)
    • Additional room-specific actions may/will exist (emergency meeting, cams, sabotages, venting, etc.) but they aren't important to the overall concept so I haven't fleshed them out yet.
  • Tasks
    • This is the Pokemon submission aspect of this Pet Mod!
    • Each crewmate will have a certain number of tasks to complete.
    • Each task takes 2-3 turns to complete, giving people time to design their Pokemon without pressure of a harsh time constraint.
    • Each task gives the players some form of constraint for their submission. What exactly this is depends on the task, but will be something that limits design space but not enough to truly restrict creative freedom.
    • Impostors have a task list, but don’t actually do tasks
  • Meetings
    • When a body is reported, at the end of that turn, players are all pulled into a meeting, a phase that lasts for up to three days.
    • Player-to-player communication opens up, and players will be able to talk about things.
    • Public information is the body reported, who reported it, and all dead players. All other info, players have to talk about with each other.
    • I’d love to ban DMs (make all communication have to be public) but I don’t know how reasonable this is.
    • After 24 hours, players can vote for another player or to skip. Once everyone has voted or the 48 hours of voting have passed, the option with the most votes is chosen. If this is a player, said player is eliminated.
    • After this, the next round starts.
  • Submissions
    • Clean Slate-style submissions, where you can assign any gameplay aspects to an existing Pokemon. No customs.
    • Submissions should be balanced for an OU context.
    • Submissions must follow the constraint of the task, or the task will not count as completed.
    • At the start of each meeting, all crewmate submissions to that point are added to a public sheet, so players know what Pokemon have been submitted. The corresponding task is not given–players have to deduce which tasks have been done.
    • Impostors do not submit Pokemon via doing tasks. Instead, for each player they kill, they influence the metagame by removing two of the killed player’s submissions and replacing it with a submission they create.
    • Each player would have a private channel in the Discord which they use to receive info about the game and send submissions (exact method TBD, this would be at least partially automated however to make things easier for game runners and players)
      • Screenshots from this channel would be banned and result in an immediate game ban. Don’t do it.
  • Win Conditions
    • Crewmates win by voting off all of the impostors, or by completing 90% of their tasks (this is to prevent one player from AFKing and ruining the game)
    • Impostors win by killing enough players until they have a voting majority

Questions:
  • Is the actual Pokemon part of this Pet Mod satisfactory?
    • Comparing this to MMM2, the submissions themselves had more of an impact on the game. I don’t want the actual pet mod aspect of this to feel like an afterthought and fear it at least somewhat does right now.
    • In addition, how can I make the impostors have more of an impact on the eventual metagame while staying true to concept?
  • Should roles be included?
    • Roles undoubtedly spice up Among Us and I feel the same would be true here, but that might be a lot to juggle. Maybe roles would be for a second iteration if that happens?
  • Is the pace of the game too slow? Will it be able to hold its audience throughout?
    • An easy fix for this is to have players take 2 turns at a time, but this causes bigger issues, such as with impostors trying to kill–how do you kill on your second turn if you don’t even know who is there?
  • Are the communication limits fair? Do they add to the intrigue of the game or do they feel like they inherently limit things?
    • Right now, I tried to replicate Among Us as closely as possible. I realize that this may be a downside in some departments, such as this one.
  • Probably the biggest question here. Overall, is this too ambitious/too high-concept for a Pet Mod?
I realize this one is a bit of a doozy, so I’d want to work more between submission, approval, and game launch. Feedback would be appreciated on things! I think this would end up being fun but a lot of work on my end so I'd want to make sure there was interest before actually submitting it.
 
Hello everyone ! I have an idea of a new Pet Mod :

Terrains Battle

Concept :
A battle where terrains with various effects appear, changing the flow of the battle and adding dynamism, while allowing new uncommun strategies to perform properly and bringing something new to the game.

Explanation : As soon as the battle starts, a random terrain appear. Each time a Pokemon is K.O., the last terrain disappear and another random terrain appear. The terrain's effects only apply when the terrain is active. If else, its effects disappear.


Exemples of terrains :

Freedom ? : Status have no effect.

Balanced battle : The player with the least non-K.O. pokemons will automatically do a critical hit with his/her next offensive attack.

Dragon Fury : In two turns, each player will receive a Draco Meteor with 100 % accuracy (the Draco Meteor will still hit even if this terrain is not active when it'll hit). To make damage calculation easier, we'll say the Draco Meteor is launched with a Spe. Atk. equal to 236 (=100 base stat with 0 EVs and 31 IVs) without STAB.

To make the explanations easier, an active pokemon is considered as a pokemon used in the battle, the one you have to select the attack. The one which is on the battlefield. Hope you understood.

And an active terrain is the terrain that has been chosen at the beginning of the battle, or after a K.O.

Lucky Area : Double the moves' secondary effect chance.

Lab Ability : All pokemons of each player now have the ability of their first active pokemon after this terrain appeared.

Normal buff : Normal type Pokemons have a Technician ability in addition of their normal ability.

Bugged space : Weaknesses and resistances are now the opposite. (ex : weakness -> resistance; double weakness -> immunity; resistance -> weakness; immunity -> double weakness)

Healthy terrain : After using an offensive attack, 20 % chance to heal 1/3 of the damage dealt.

Random ability : Each pokemon have another random ability which is stuck to the pokemon and will not change. (the ability can still be modified by pokemon moves or abilities, such as Neutralizing Gas for exemple, and will still disappear when this terrain is no longer active, as for all terrains)

Metronome Metaverse : After using an attack, the user casts Metronome.

Cursed cemetery : Each turn, lower by 1 two random stats of all active pokemons. (evasion and accuracy excluded)

Overpower : Pokemon with 440 BST or less have increased stats by 1 on switch-in. (evasion and accuracy excluded)

Pure fury : Each player chooses one of their pokemon. The chosen pokemon receives 3 more items : a Choice Scarf, a Choice Specs and a Choice Band. The items provided by this terrain disappear when this terrain is no longer active.

Trick space : Activates a Trick Room that will only end when this terrain is no longer active.

Tell me what you think about them !

But I was wondering : At first, I wanted it to play in [Gen9 OU] but then I thought : why not make a format of this mode, where we can play not only gen9 ? Not only singles, but also doubles ?
Please tell me what you think about this.


Ah, and here is the banlist :
Baton Pass

As you can see, it is almost empty, so I would like to hear your ideas (and you can also say that I don't need more bans if you think so).


Clauses :
Species Clause : Prevents teams from having more than one Pokémon from the same species

OHKO Clause : Bans all OHKO moves, such as Fissure

Evasion Clause : Bans abilities, items, and moves that boost Evasion

Accuracy Moves Clause : Bans moves that have a chance to lower the target's accuracy when used

Endless Battle Clause : Forcing endless battles is banned

Moody Clause : Bans the ability Moody

CFZ Clause : Bans the use of crystal-free Z-Moves

HP Percentage Mod : HP is shown in percentages

Cancel Mod : Allows players to change their own choices before their opponents make one

Sleep Clause Mod : Prevents players from putting more than one of their opponent's Pokémon to sleep at a time, and bans Mega Gengar from using Hypnosis


So, thanks for reading, tell me what you think about that mode !
I'm not really good at teambuilding, so if you have an idea for a sample team, don't hesitate !
 
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Hi y'all. I'm new here so I just wanted to share a idea.

The forbidden cup

Tldr; all mons are trapped even if they are ghost type or holding the item shed shell.

Bans

-eject button/pack
-memento/healing wish/any self-ohko move
-basically has gen9ou bans but sleep is aalso banned

On a side note; idk how hard it'll be to implement this but moves like chilly reception, teleport and baton pass fail when attempting to use them.

Tell me what y'all think and if I'm missing anything
 
Hi y'all. I'm new here so I just wanted to share a idea.

The forbidden cup

Tldr; all mons are trapped even if they are ghost type or holding the item shed shell.

Bans

-eject button/pack
-memento/healing wish/any self-ohko move
-basically has gen9ou bans but sleep is aalso banned

On a side note; idk how hard it'll be to implement this but moves like chilly reception, teleport and baton pass fail when attempting to use them.

Tell me what y'all think and if I'm missing anything
That sounds good, but does this ban U-turn, Volt Switch, Parting Shot, etc ? Or can we still use these moves ?
 
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