Project Metagame Workshop

There was an OM idea similar to this submitted, but having to choose each level for the pokemon ended up being too granular, can be considered too subjective, and also too close to Tier Shift in what it tries to accomplish.
Ok, After much thinking, maybe I don’t even need to make every single mon a really specifically picked level, would it be doable if we just go off of the current gen randbats level?
 
I would like to revamp an idea slightly I pitched earlier this year; I am quite fond of it and realistically I'd like to see if there's any interest again in making it playable!

SwapForce

In SwapForce, Pokemon in slots 1/3/5 swap their primary type and abilities with slot 2/4/6 respectively.

For example: take neighbors Araquanid and Landorus-Therian.
1734364940063.png


Araquanid gives Water-type to Landorus-Therian, as well as Water Bubble and Water Absorb. Araquanid is now Ground/Bug.
Landorus-Therian gives Ground-type to Araquanid, as well as Intimidate. Landorus-Therian is now Water/Flying.

Note: This is a much simpler concept as it was before; where back then, each Pokemon would trade their stats and type. I had spent a good while trying to justify stat swapping... but at the end of the day it wouldn't work without it becoming more complicated than it needs to. This way, it still encourages building interesting combinations as I wanted from the start, but without the craziness that it was before. Plus, this is more in line with how Skylanders actually did it, where the top half switches around with the base.

OU Singles Based
-Species Clause
-Sleep Clause
-Evasion Items Clause
-Evasion Moves Clause
-OHKO Clause
-Moody Clause
-Endless Battle Clause
-Tera Clause

Potential Bans and Threats:
Tinted Lens
Contrary
Magic Guard
Prankster
Comatose
---
Giving Fur Coat to something with high Attack and secondary Fighting could be trouble, like Great Tusk or Kommo-o. Fairy types could realistically check these examples, but that's why I'm thinking about it now.
Giving Garg any type other than Rock could be dangerous; especially Steel and Ghost. Purifying Salt keeps status away, plus in the case of Ghost, it makes one of its weaknesses practically mute.
Giving it potentially STAB Extreme Speed could be dangerous; the only question I have then is, what Normal-type would like to recieve Dragon-type? Chansey? Blissey?
Giving insane priority to recovery plus a potentially STAB Draining Kiss could become problematic, I assume.
Likely going to be QBanned, but I'd like some opinions on that first.
just trust me bro it's meta defining

Questions for the Community:
  • Do you think the revisions I made are for the better or worse for the meta I proposed before? Was the explanation too complicated, or did I do a better job at fixing it?
  • I've considered the changes to be comparable to other metas that change abilities and or types. Would this be too similar to a metagame I might have missed?
  • Quite simply: would anyone be interested in this? If there's very little interest in this, I don't mind letting the idea die out.

original post: https://www.smogon.com/forums/threads/metagame-workshop.3709907/post-9727714
 
Last edited:
Ok, After much thinking, maybe I don’t even need to make every single mon a really specifically picked level, would it be doable if we just go off of the current gen randbats level?
Thats still too similar to Tier Shift at the core, just moving around stats to make everything similar, we avoid making new formats that have similar niches to what is already available.
 
SwapForce
When i saw the original idea I was mostly uninstrested in the double stat ball nature of the idea, especially seeing how the only thing different about the mons most of the time was moovepool and ability which feel less creative to a certain degree, meaning you rly had 2 of the same mon almost (like putting bisharp on a team with kingambit).

I like the change from stat to ability and only primary type though, allows for more unique options to stand out over others, mainly from the fact that now you actually swap atributes with another mon instead of having a frankly cut dry combonation that’s split between two slots.
:Alomomola: :Landorus-therian:
Defensive Cores. Regen would be the backbone of this providing bulky mons with no recovery a way to heal. I highlight these two cause Regenvest/boots Lando as a Water/Flying Type can pop off with an Intimidating, wish passing, Ground Alo who can also spread burns to be even more unkillable.

:Dragapult: :Basculegion:/:Tauros:
Juggernaut. What if I gave up a slots synergy with the other slot to make itself better? Well you get just about every overly strong offensive mon who can abuse some down broken abilities or types but then give nothing in return. Dpult being a perfect example, being unbalenced in almost every aspect besides typing and abilities which it can trade in for Adapt Hydro pumps or even Sflo Bslam/SBall

:Blaziken: :Kingambit:
Offensive Core. Very similar in concept to defensive but can be harder to find due to not having much synergy in typing for STABs which can be a deal breaker at times. In this case it may not be tho as for Kingambit it can now speed boost relatively safely because of it’s high amount of resists and Blaziken can be a game ender with Supreme Knock offs that it now has stab on.

None of these cores would exist in the old version, only really being Juggernauts without the potential downsides which can get boring at some point in my opinion.

Anyways, if you haven't already, hope you post this. It’s very simple so nothing needs to be changed and if anything to be similar to i’d say it’s similar to cross evo with things it affects but is very obviously different from it
 
...if anything to be similar to i’d say it’s similar to cross evo with things it affects but is very obviously different from it
Thanks for the feedback!

So here's the thing with Cross Evolution, Frantic Fusions, and any other "combination" metas; with each of those, they have you nickname your Pokemon off of a base to "independently" boost its stats. To explain what I mean by independently, let me explain how SwapForce is different: it relies on your teambuilding, and the synergy (or otherwise in your Juggernaut examples) to supply your team members with the boosts they need to be substantial. You're no longer incentivized to just give the best boosts to the best bases; you now need to understand, like in Godly Gift, that team composition matters. You can't just nickname your Pokemon and assume the traits of a better Pokemon; you have to actually bring that Pokemon to get its perks.

Another big thing for me was changing the primary type; as cosmetic as "swapping the top half" is, it's also important because it opens up different possibilities if wanted, since there's no other meta that reliably changes your primary type like this does without changing your secondary type, since usually the change comes in the secondary type as seen in Mix and Mega or most of Cross Evolution. This way, mons that would otherwise be held back by their primary STABs can adopt a new one.

———

While on the topic, here's some new synergy I've found since then:

Pecharunt gives Poison and Poison Puppeteer, which is great for any mon trying to set Toxic. It's secondary type is Ghost, so it can adopt a type that is better for it defensively like Dark, Steel, or even Normal. (but all the GAMERS know it can use STAB Rollout + Defense Curl with Rock type, and fix its SpDef in Sand)

Zamazenta and Gholdengo have an interesting relationship: Zamazenta gets STAB Heavy Slam and Good as Gold to stop burn, while Gholdengo can make Fighting STAB work with Focus Miss Blast and coverage in its old STAB for Make it Rain to check Fairy types.

Perserrker is a threat and a half when it gives Steel type AND Steely Spirit. Going the Juggernaut route and giving it to say, Tinkaton makes the Steel nuke button. It's been seen before in other Metas, but here, now you have to account for Perserrker, and luckily it does recieve Play Rough, so it does get STAB there. You could even just have it lead and run Stealth Rock.


Offensive:
Ninetales gives Fire + Drought:
Solar Blade anyone?

Pelipper gives Water + Drizzle:
probably the best weather

Pincurchin gives Electric + Electric Terrain: Pincurchin itself can lead with Spikes, its got decent stats and great utility.

Rillaboom gives Grass + Grassy Terrain:
(imagine being weezing-galar or an indeedee lol)

Defensive:
Ninetales-Alola gives Ice + Snow Warning:
Blizzard spammers when i go brrr
No but on a secondary Ground this could enable some scary pokemon possibly? Maybe Swampert?

Tyranitar gives Rock + Sand Stream:
Maybe..? It’s worth a shot: and Tyranitar would love to lose Rock for something better I’m sure.
 
a twist on an old idea, hopefully nothing too crazy and is fun to play...
HIVE MIND

image.png

Description: Your team has become a single collective entity, where all party members have access to each other's formes through a shared network of moves.

Metagame Premise: If a single move is shared between only two party members, it will be executed through an immediate forme change into the form of the pokemon that you aren't. It is possible for a single active pokemon to cycle through the formes of the entire team by clicking on the shared moves.

blissey.png.m.1733184959
@ Leftovers
Ability: Natural Cure
Tera Type: Normal
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
- Shadow Ball
- Earthquake
- Soft-Boiled
- Stealth Rock

gholdengo.png.m.1733184959
@ Leftovers
Ability: Good as Gold
Tera Type: Steel
EVs: 4 Def / 252 SpA / 252 Spe
Modest Nature
IVs: 0 Atk
- Make It Rain
- Shadow Ball
- Nasty Plot
- Recover

landorus-therian.png.m.1733184959
@ Leftovers
Ability: Intimidate
Tera Type: Ground
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Earthquake
- Stealth Rock
- Nasty Plot
- Sludge Bomb

slowking-galar.png.m.1733184959
@ Assault Vest
Ability: Regenerator
Tera Type: Poison
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Sludge Bomb
- Future Sight
- Flamethrower
- Grass Knot

*Shared moves bolded in purple, it is possible for all 4 pokemon to forme change into each other by consecutively clicking on a purple move.

Q: How does the forme change work?
A: It works like Stance Change, forme change is immediate.

Q: What if a pokemon faints?
A: Faints will not affect anything, as long as you click on a shared move, you'll still form change.

Q: What does the form change entail?
A: You copy the base stats, moveset, ability and typing of the party member. It doesn't cover EV spread and items.

Q: What happens if you click on the same shared move twice?
A: You revert back to the original pokemon's forme.

Q: Say you forme changed. Can you forme change again to another party member by clicking a shared move in the new moveset?
A: Yes.

Q: What if the move is shared between more than two party members?
A: Then mechanics simply will not apply.

Strategy: Versatility seems to be key here. Basically run sets as mixed as possible to be able to bring in any team members' formes.

Banlist: OU Singles Banlist + Clauses

Watchlist: Smeargle, Slaking

Added Clauses: Forme Reveal Clause (a reveal clause for the team members with whom you are sharing moves)

Questions for the community: Is it too crazy? Fun to play?
 
Last edited:
a twist on an old idea, hopefully nothing too crazy and is fun to play...
Description: Your team has become a single collective entity, where all party members have access to each other's formes through a shared network of moves.

Metagame Premise: If a single move is shared between only two party members, it will be executed through an immediate forme change into the form of the pokemon that you aren't. It is possible for a single active pokemon to cycle through the formes of the entire team by clicking on the shared moves.

blissey.png.m.1733184959
@ Leftovers
Ability: Natural Cure
Tera Type: Normal
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
- Shadow Ball
- Earthquake
- Soft-Boiled
- Stealth Rock

gholdengo.png.m.1733184959
@ Leftovers
Ability: Good as Gold
Tera Type: Steel
EVs: 4 Def / 252 SpA / 252 Spe
Modest Nature
IVs: 0 Atk
- Make It Rain
- Shadow Ball
- Nasty Plot
- Recover

landorus-therian.png.m.1733184959
@ Leftovers
Ability: Intimidate
Tera Type: Ground
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Earthquake
- Stealth Rock
- Nasty Plot
- Sludge Bomb

slowking-galar.png.m.1733184959
@ Assault Vest
Ability: Regenerator
Tera Type: Poison
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Sludge Bomb
- Future Sight
- Flamethrower
- Grass Knot

*Shared moves bolded in purple, it is possible for all 4 pokemon to forme change into each other by consecutively clicking on a purple move.

Q: How does the forme change work?
A: It works like Stance Change, forme change is immediate.

Q: What if a pokemon faints?
A: Faints will not affect anything, as long as you click on a shared move, you'll still form change.

Q: What does the form change entail?
A: You copy the base stats and the moveset of the party member.

Q: What happens if you click on the same shared move twice?
A: You revert back to the original pokemon's forme.

Q: Say you forme changed. Can you forme change again to another party member by clicking a shared move in the new moveset?
A: Yes.

Q: What if the move is shared between more than two party members?
A: Then mechanics simply will not apply.

Strategy: Versatility seems to be key here. Basically run sets as mixed as possible to be able to bring in any team members' formes.

Banlist: OU Singles Banlist + Clauses

Watchlist: Smeargle, Slaking

Added Clauses: Forme Reveal Clause (a reveal clause for the team members with whom you are sharing moves)

Questions for the community: Is it too crazy? Fun to play?
Does changing forme also involve changing your party member’s typing to match? Right now, your FAQ gives me the impression that the answer is no, and when the example Lando-T uses Nasty Plot, it forme changes into a Ground/Flying Gholdengo with Make It Rain, etc. but that still has Intimidate.
 
Balance Shifts

(Other suggestions for the metaname are welcome)

(First of all, my apologies for my poor English)


Premise: The conditions of the battefield change in direct response to the health percentages and momentum of each player.

Explanation:
Each battle begins with neutral conditions (no weather, no terrain, no room effects). Every 5 turns, OR when a player's total team health percentage drops below a specific threshold, the battle conditions shift. The type of shift depends on who has the lower team health percentage at the time of the shift. Per team, only one weather, one terrain and one room effect can be selected. Each player changes the name of three of their six Pokémon to select the 'comeback' conditions of their choice. The selected conditions apply even if the nicknamed Pokémon has fainted.

At the end of turn 5, 10, 15... [x + 5] (where x is the most recent turn the battle conditions got changed) the battle conditions change to what the player who has the lowest team health percentage selected. However, if the total team health percentage of either player drops below 75%, 50%, 25% and 10%, the battle conditions change to what the player whose team hit that team health percentage threshold selected.

Important: each total team health percentage threshold can only be triggerd once by either player. For example: if the total team health percentage of player X hits the 75% threshold, the battle conditions change. However, if the player Y later also hits the 75% threshold, the battle conditions do not change. If player Y would hit the 50% threshold first, the battle conditions do change, while they do not change if player X hits the 50% threshold.

If possible, there should definitely be a feature that allows both players to see the total team health percentage of both team at all times to encourage strategizing.

Example:
:sv/Archaludon: :sv/Raging Bolt: :sv/Latios: :sv/Barraskewda: :sv/Greninja: :sv/Iron Treads:
(Excadrill nicknamed 'Rain Dance')
(Raging Bolt nicknamed 'Electric Terrain')
(Latios nicknamed 'Wonder Room')

Because of the nicknaming, the selected battle conditions are known to each player before the start of the match.

If the player with this team has the lowest team health percentage after 5, 10, 15... turns, OR their total team health percentage drops below 75%, 50%, 25% or 10%, the battle conditions change to Rain, Electric Terrain and Magic Room for 5 turns. If this player still has a lower total team health percentage than the opponent, the battle conditions remain unchanged.

Questions:
Q1 - A simpler variation to this idea, would be to only change the battle conditions every 5 turns based on the player who has the lower team health percentage. What do you think of this idea?

Bans:
Pokémon
At this point, I find it too hard to say what mons will be broken.

Abilities
All weather-setting abilities: Drizzle, Drought, Sand Stream, Snow Warning and Deltra Stream
All terrain-setting abilities: Grassy Surge, Electric Surge, Psychic Surge and Misty Surge
(F for no dimension setting abilities lol)
If it is possible to modify these abilities to not affect the current field conditions, these bans would not be needed. In addition, a pop-up could be given if a player searches for a match with a team that has a mon with a weather-setting ability (same pop-up when using banned mons/moves).

Moves
All weather-setting moves: Rain Dance, Sunny Day, Sandstorm, Snowscape and Chilly Reception
All terrain-setting moves: Grassy Terrain, Electric Terrain, Psychic Terrain and Misty Terrain
All dimension-setting moves: Trick Room, Wonder Room, Magic Room and Gravity
If it is possible to modify these moves to not affect the current field conditions, these bans would not be needed. In addition, a pop-up could be given if a player searches for a match with a team that has a mon with a weather-setting ability (same pop-up when using banned mons/moves).

Nicknaming
The only legal battle conditions to nickname your Pokémon are 'Rain Dance', 'Sunny Day', 'Sandstorm', 'Snowscape', 'Grassy Surge', 'Electric Surge', 'Psychic Surge', 'Misty Surge', 'Trick Room', 'Magic Room', 'Wonder Room' and 'Gravity'.

Steelroller - as it becomes a free 130 BP Steel-type move when any terrain is active.
Ice Spinner - as it clears the field of terrain. This is not needed if the secondary effect of Ice Spinner can be nullified with mods.

Other:
I am unaware whether some of these ideas would be impossible to implement in the simulator, so I would love to hear if there are such limitations.

Final:
As stated in my previous suggestions, I've always found field conditions an insanely unique mechanic added in mons. With this metagame, I hope to inspire people to make interesting teams that can function under the more obscure conditions of Magic Room, Wonder Room and Gravity.

I am once again very curious about your opinions on this OM. I am also very interested in hearing suggestions to improve, or even ideas you came up with to use in this metagame!
Really curious to everyone’s ideas on this
 
Perma Weather

Premise: The Weather and Terrain's are permanant if set by weather/terrain setting abilites like Pre gen 6. Its based on standard OU tier

Explanation:
Each battle begins with neutral conditions but once an ability (for example Indeedee with psychic surge switches in then it sets up psychic terrain and it will be permanant) however it will be limited to 5-8 turns if set manually (like if hatterene used psychic terrain).They can be changed by using another terrain/weather move like electric terrain(limited turns) or ability like pincurchin electric surge(permanant).Basically works like Weather in gen 5(Hail is changed to Snow) for both Terrain and Electric Terrain.
Important: Defog does remove Terrain even set by ability

example:

:Pincurchin: :Iron Valiant: :Iron Moth: :Iron Crown: :Iron Boulder: :Dragonite:

This is a standard Electric Terrain team which uses pincurchin to setup and quark drive mons to use it aswell as Dragonite to have an actual Rillaboom mu.

Questions
You can Ask me.

Bans

OU banlist

Watchlist:
Quark Drive
Protosynthesis
Swift Swim
Chlorophyl
Slush Rush
Drizzle
Drought
Sand Stream
Snow Warning
Psychic Surge
Electric Surge
Grassy Surge
Misty Surge

Tiering Policy:
Ideally not try to ban any weather related abilities and ban pokemon but if push came to shove ban them

Final:
I always found gen 5 as unique and I do wonder how they will play in gen 9 and also how they interact with Permanant Terrains.

Thats all I have to say
 
Balance Shifts

(Other suggestions for the metaname are welcome)

(First of all, my apologies for my poor English)


Premise: The conditions of the battefield change in direct response to the health percentages and momentum of each player.

Explanation:
Each battle begins with neutral conditions (no weather, no terrain, no room effects). Every 5 turns, OR when a player's total team health percentage drops below a specific threshold, the battle conditions shift. The type of shift depends on who has the lower team health percentage at the time of the shift. Per team, only one weather, one terrain and one room effect can be selected. Each player changes the name of three of their six Pokémon to select the 'comeback' conditions of their choice. The selected conditions apply even if the nicknamed Pokémon has fainted.

At the end of turn 5, 10, 15... [x + 5] (where x is the most recent turn the battle conditions got changed) the battle conditions change to what the player who has the lowest team health percentage selected. However, if the total team health percentage of either player drops below 75%, 50%, 25% and 10%, the battle conditions change to what the player whose team hit that team health percentage threshold selected.

Important: each total team health percentage threshold can only be triggerd once by either player. For example: if the total team health percentage of player X hits the 75% threshold, the battle conditions change. However, if the player Y later also hits the 75% threshold, the battle conditions do not change. If player Y would hit the 50% threshold first, the battle conditions do change, while they do not change if player X hits the 50% threshold.

If possible, there should definitely be a feature that allows both players to see the total team health percentage of both team at all times to encourage strategizing.

Example:
:sv/Archaludon: :sv/Raging Bolt: :sv/Latios: :sv/Barraskewda: :sv/Greninja: :sv/Iron Treads:
(Excadrill nicknamed 'Rain Dance')
(Raging Bolt nicknamed 'Electric Terrain')
(Latios nicknamed 'Wonder Room')

Because of the nicknaming, the selected battle conditions are known to each player before the start of the match.

If the player with this team has the lowest team health percentage after 5, 10, 15... turns, OR their total team health percentage drops below 75%, 50%, 25% or 10%, the battle conditions change to Rain, Electric Terrain and Magic Room for 5 turns. If this player still has a lower total team health percentage than the opponent, the battle conditions remain unchanged.

Questions:
Q1 - A simpler variation to this idea, would be to only change the battle conditions every 5 turns based on the player who has the lower team health percentage. What do you think of this idea?

Bans:
Pokémon
At this point, I find it too hard to say what mons will be broken.

Abilities
All weather-setting abilities: Drizzle, Drought, Sand Stream, Snow Warning and Deltra Stream
All terrain-setting abilities: Grassy Surge, Electric Surge, Psychic Surge and Misty Surge
(F for no dimension setting abilities lol)
If it is possible to modify these abilities to not affect the current field conditions, these bans would not be needed. In addition, a pop-up could be given if a player searches for a match with a team that has a mon with a weather-setting ability (same pop-up when using banned mons/moves).

Moves
All weather-setting moves: Rain Dance, Sunny Day, Sandstorm, Snowscape and Chilly Reception
All terrain-setting moves: Grassy Terrain, Electric Terrain, Psychic Terrain and Misty Terrain
All dimension-setting moves: Trick Room, Wonder Room, Magic Room and Gravity
If it is possible to modify these moves to not affect the current field conditions, these bans would not be needed. In addition, a pop-up could be given if a player searches for a match with a team that has a mon with a weather-setting ability (same pop-up when using banned mons/moves).

Nicknaming
The only legal battle conditions to nickname your Pokémon are 'Rain Dance', 'Sunny Day', 'Sandstorm', 'Snowscape', 'Grassy Surge', 'Electric Surge', 'Psychic Surge', 'Misty Surge', 'Trick Room', 'Magic Room', 'Wonder Room' and 'Gravity'.

Steelroller - as it becomes a free 130 BP Steel-type move when any terrain is active.
Ice Spinner - as it clears the field of terrain. This is not needed if the secondary effect of Ice Spinner can be nullified with mods.

Other:
I am unaware whether some of these ideas would be impossible to implement in the simulator, so I would love to hear if there are such limitations.

Final:
As stated in my previous suggestions, I've always found field conditions an insanely unique mechanic added in mons. With this metagame, I hope to inspire people to make interesting teams that can function under the more obscure conditions of Magic Room, Wonder Room and Gravity.

I am once again very curious about your opinions on this OM. I am also very interested in hearing suggestions to improve, or even ideas you came up with to use in this metagame!

I don't really understand the premise of this; not only is the name misleading to assume it's a Tier Shift clone, but it also is focused on weather/terrains without the terrain changing abilities, but also it changes the weather by 5 turn intervals? This feels like it's just enabling weather/terrain abusers more so while completely outclassing mons that can't do so, while also restricting what nicknames you can give to Pokemon... I just don't understand it.

I think the biggest issue lies in the swapping of field effects (both weather and terrains) and defining "momentum" in a way that makes the most sense. I see no incentive to be better at the game if by 5 turns all of my field effects are going to get voided and changed over to the opponent's preference. Is that really a "balance shift", or is that more "underdog boost"? And if it is underdog boost, that seems wildly not fun.

If the premise is built on making the losing player stronger, I wouldn't believe that'd make for a good metagame.
 
Does changing forme also involve changing your party member’s typing to match? Right now, your FAQ gives me the impression that the answer is no, and when the example Lando-T uses Nasty Plot, it forme changes into a Ground/Flying Gholdengo with Make It Rain, etc. but that still has Intimidate.
forgot to put it in Q&A, forme change includes base stats, ability, typing and moveset; it excludes EV spread and items
 
Been workshopping this new OM idea:

Forged Signature :sv/smeargle:

Premise
: You can give a mon a single signature move that shares its typing. If you do, it gains the stats of the original owner.

"Signature move" will use this definition for the metagame: Its a move that is only learned by 1 line of pokemon (smeargle-excluded) in Gen 9. Out of the line, the "original owner" is considered to be the base form of the highest evolution. In the situation where the move is only learned by a form of the pokemon and not the base version, it still applies the base forms stats.
there is a list of signature move holders here: https://bulbapedia.bulbagarden.net/wiki/Signature_move this isn't perfectly aligned with the definition above, but its good enough at narrowing down a list of potential moves for teambuilding purposes.
Each signature move can only be granted once. Ubers are restricted in this metagame; they can be used, but can't have other mon's signature moves.
Hyperspace Fury and Aura Wheel fail when not used by their original owners, but in this metagame, you can use these "locked" moves.

Some case examples:
:kyurem: Freeze-Shock is Kyurem-Black's signature move and grants base Kyurem's stats.
:zamazenta: Behemoth Bash is Zamazenta's signature move, and grants base Zamazenta's stats. Despite base Zama being fighting type, this move would only be accessible to Steel types here, as the move is Steel type.
:reshiram: Fusion Flare is not a signature move here, as Kyurem-White and Reshiram are not the same line.
:ursaluna-bloodmoon: Blood Moon is Ursaluna-Bloodmoons signature move, and grants Ursaluna-Bloodmoons stats (its considered a different line to Ursaluna).
:chien-pao: Ruination is not a signature move here, as Chien Pao, Ting Lu etc are not the same line.
:chatot: Chatter is not a signature move here as it has no users in Gen 9.
:blissey: Soft-boiled is a signature move in Gen 9, because although Mew has had it in the past the only current users are the Blissey line.

Some fun mons to use:

:sv/furret:
Furret @ Heavy-Duty Boots
Ability: Frisk
Tera Type: Normal
- Shadow Ball
- Judgment
- Tidy Up
- U-turn

Sometimes you need an Arceus-sized Furret in your metagame to clear up hazards with tidy up reliably. Cinccino and Maushold can also do this combo, but Furret is the only one with Shadow Ball and good special movepool in general, so it can invest in special attack to boost both its main attacks.

:sv/enamorus:
Enamorus (F) @ Heavy-Duty Boots
Ability: Contrary
Tera Type: Fairy
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Dragon Ascent
- Superpower
- Play Rough
- Taunt

Rayquazanamorus is probably my worst nightmare, Contrary Dragon ascent with massive stats is a strong threat for sure.

:sv/numel:
Numel @ Grassy Seed
Ability: Simple
Tera Type: Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
- Torch Song
- Earth Power
- Trailblaze
- Amnesia

Torch Song giving Numel Skeledirge stats means it can be a ramping sweeper, thanks to getting +2 from each Simple Torch Song. If you start with a +2 defense seed, and also use Trailblaze for +2 Speed you can probably start getting really scary quickly.

:sv/grimmsnarl:
Grimmsnarl (M) @ Leftovers
Ability: Prankster
Tera Type: Dark
- Topsy-Turvy
- Parting Shot
- Spirit Break
- Thunder Wave

A failsafe for out of control sweepers, Malamar-stats are a mild improvement for Grimmsnarl but its really all about that Prankster Topsy Turvy.

:sv/lanturn:
Lanturn @ Assault Vest
Ability: Volt Absorb
Tera Type: Water
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Electro Shot
- Scald
- Flip Turn
- Ice Beam

Electro Shot Lanturn is a funny idea. Archaludon grants great stats and the move becomes even scarier when STAB. Its got a nice defensive ability too.

:sv/cyclizar:
Cyclizar @ Rocky Helmet
Ability: Regenerator
Tera Type: Dragon
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Order Up
- Knock Off
- Rapid Spin
- U-turn

Have you ever seen a mon use Order Up? Its Dondozos signature Dragon-type move, and it makes Cyclizar into a very tanky physical regen pivot.

:sv/tyranitar:
Tyranitar @ Assault Vest
Ability: Sand Stream
Tera Type: Rock
EVs: 252 HP / 4 SpA / 252 SpD
Sassy Nature
- Ceaseless Edge
- Ice Beam
- Knock Off
- Flamethrower

95Hp 70Spdef and only 100 Atk from base Samurott is a downgrade, sure, but access to Ceaseless Edge could be worth it all for Tyranitar. It has a good type matchup into Tidy Up mons, and with Sand Stream and AV it boosts itself to insane spdef wall territory anyway.

I don't know what mons/moves would be banned apart from any mon banned from Ubers. Eviolite would definitely be banned and I think Terastalization would be also.

Questions for the community: Right now this metagame is Ubers, but with Uber mons themselves restricted. It also allows for Uber mons' signatures to be used, and gaining Uber stats. Do you like that route, or would you prefer no Ubers and no Uber signatures? I think there is an argument for both, since Uber signatures means lots of crazy stats but it does push some lower-tier signature moves like Decidueye-H, Typhlosion-H etc out of the running cus they just dont grant good enough stats. Stuff like a regular Ho-oh without using a signature would probably destroy those types of mons without having to do anything special.
I also think it would be correct to display the name of the mon you are forging as a tab under the healthbar, I think it would make sense due to the movesets being kinda impossible to scout alongside stats. Thoughts on that appreciated.
And of course, are there any other cool mons you could envision for the meta or any questions on the ruling for signature moves?
 
Last edited:
Been workshopping this new OM idea:

Forged Signature :sv/smeargle:

Premise
: You can give a mon a single signature move that shares its typing. If you do, it gains the stats of the original owner.

"Signature move" will use this definition for the metagame: Its a move that is only learned by 1 line of pokemon (smeargle-excluded) in Gen 9. Out of the line, the "original owner" is considered to be the base form of the highest evolution. In the situation where the move is only learned by a form of the pokemon and not the base version, it still applies the base forms stats.
there is a list of signature move holders here: https://bulbapedia.bulbagarden.net/wiki/Signature_move this isn't perfectly aligned with the definition above, but its good enough at narrowing down a list of potential moves for teambuilding purposes.
Each signature move can only be granted once. Ubers are restricted in this metagame; they can be used, but can't have other mon's signature moves.
Hyperspace Fury and Aura Wheel fail when not used by their original owners, but in this metagame, you can use these "locked" moves.

Some case examples:
:kyurem: Freeze-Shock is Kyurem-Black's signature move and grants base Kyurem's stats.
:zamazenta: Behemoth Bash is Zamazenta's signature move, and grants base Zamazenta's stats. Despite base Zama being fighting type, this move would only be accessible to Steel types here, as the move is Steel type.
:reshiram: Fusion Flare is not a signature move here, as Kyurem-White and Reshiram are not the same line.
:ursaluna-bloodmoon: Blood Moon is Ursaluna-Bloodmoons signature move, and grants Ursaluna-Bloodmoons stats (its considered a different line to Ursaluna).
:chien-pao: Ruination is not a signature move here, as Chien Pao, Ting Lu etc are not the same line.
:chatot: Chatter is not a signature move here as it has no users in Gen 9.
:blissey: Soft-boiled is a signature move in Gen 9, because although Mew has had it in the past the only current users are the Blissey line.

Some fun mons to use:

:sv/furret:
Furret @ Heavy-Duty Boots
Ability: Frisk
Tera Type: Normal
- Shadow Ball
- Judgment
- Tidy Up
- U-turn

Sometimes you need an Arceus-sized Furret in your metagame to clear up hazards with tidy up reliably. Cinccino and Maushold can also do this combo, but Furret is the only one with Shadow Ball and good special movepool in general, so it can invest in special attack to boost both its main attacks.

:sv/enamorus:
Enamorus (F) @ Heavy-Duty Boots
Ability: Contrary
Tera Type: Fairy
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Dragon Ascent
- Superpower
- Play Rough
- Taunt

Rayquazanamorus is probably my worst nightmare, Contrary Dragon ascent with massive stats is a strong threat for sure.

:sv/numel:
Numel @ Grassy Seed
Ability: Simple
Tera Type: Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
- Torch Song
- Earth Power
- Trailblaze
- Amnesia

Torch Song giving Numel Skeledirge stats means it can be a ramping sweeper, thanks to getting +2 from each Simple Torch Song. If you start with a +2 defense seed, and also use Trailblaze for +2 Speed you can probably start getting really scary quickly.

:sv/grimmsnarl:
Grimmsnarl (M) @ Leftovers
Ability: Prankster
Tera Type: Dark
- Topsy-Turvy
- Parting Shot
- Spirit Break
- Thunder Wave

A failsafe for out of control sweepers, Malamar-stats are a mild improvement for Grimmsnarl but its really all about that Prankster Topsy Turvy.

:sv/lanturn:
Lanturn @ Assault Vest
Ability: Volt Absorb
Tera Type: Water
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Electro Shot
- Scald
- Flip Turn
- Ice Beam

Electro Shot Lanturn is a funny idea. Archaludon grants great stats and the move becomes even scarier when STAB. Its got a nice defensive ability too.

:sv/cyclizar:
Cyclizar @ Rocky Helmet
Ability: Regenerator
Tera Type: Dragon
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Order Up
- Knock Off
- Rapid Spin
- U-turn

Have you ever seen a mon use Order Up? Its Dondozos signature Dragon-type move, and it makes Cyclizar into a very tanky physical regen pivot.

:sv/tyranitar:
Tyranitar @ Assault Vest
Ability: Sand Stream
Tera Type: Rock
EVs: 252 HP / 4 SpA / 252 SpD
Sassy Nature
- Ceaseless Edge
- Ice Beam
- Knock Off
- Flamethrower

95Hp 70Spdef and only 100 Atk from base Samurott is a downgrade, sure, but access to Ceaseless Edge could be worth it all for Tyranitar. It has a good type matchup into Tidy Up mons, and with Sand Stream and AV it boosts itself to insane spdef wall territory anyway.

I don't know what mons/moves would be banned apart from any mon banned from Ubers. Eviolite would definitely be banned and I think Terastalization would be also.

Questions for the community: Right now this metagame is Ubers, but with Uber mons themselves restricted. It also allows for Uber mons' signatures to be used, and gaining Uber stats. Do you like that route, or would you prefer no Ubers and no Uber signatures? I think there is an argument for both, since Uber signatures means lots of crazy stats but it does push some lower-tier signature moves like Decidueye-H, Typhlosion-H etc out of the running cus they just dont grant good enough stats. Stuff like a regular Ho-oh without using a signature would probably destroy those types of mons without having to do anything special.
I also think it would be correct to display the name of the mon you are forging as a tab under the healthbar, I think it would make sense due to the movesets being kinda impossible to scout alongside stats. Thoughts on that appreciated.
And of course, are there any other cool mons you could envision for the meta or any questions on the ruling for signature moves?
I think this could be very fun! My only wonder is if most signature moves are too broken on any other mon; like you don’t see Lilligant-Hisui in Ubers because of Victory Dance; regardless if the move is awesome or not, it’s still Grass/Fighting. Putting that move on anything else just seems way too chaotic and would make the whole metagame too hyper-offensive?

I should also add that I feel like making signature moves same-type exclusive makes it seem like a more restrictive STABmons. Not sure the work-around that though.

not sure what I’m sayin but I am in fact sayin
 
Last edited:
Been workshopping this new OM idea:

Forged Signature :sv/smeargle:

Premise
: You can give a mon a single signature move that shares its typing. If you do, it gains the stats of the original owner.

"Signature move" will use this definition for the metagame: Its a move that is only learned by 1 line of pokemon (smeargle-excluded) in Gen 9. Out of the line, the "original owner" is considered to be the base form of the highest evolution. In the situation where the move is only learned by a form of the pokemon and not the base version, it still applies the base forms stats.
there is a list of signature move holders here: https://bulbapedia.bulbagarden.net/wiki/Signature_move this isn't perfectly aligned with the definition above, but its good enough at narrowing down a list of potential moves for teambuilding purposes.
Each signature move can only be granted once. Ubers are restricted in this metagame; they can be used, but can't have other mon's signature moves.
Hyperspace Fury and Aura Wheel fail when not used by their original owners, but in this metagame, you can use these "locked" moves.

Some case examples:
:kyurem: Freeze-Shock is Kyurem-Black's signature move and grants base Kyurem's stats.
:zamazenta: Behemoth Bash is Zamazenta's signature move, and grants base Zamazenta's stats. Despite base Zama being fighting type, this move would only be accessible to Steel types here, as the move is Steel type.
:reshiram: Fusion Flare is not a signature move here, as Kyurem-White and Reshiram are not the same line.
:ursaluna-bloodmoon: Blood Moon is Ursaluna-Bloodmoons signature move, and grants Ursaluna-Bloodmoons stats (its considered a different line to Ursaluna).
:chien-pao: Ruination is not a signature move here, as Chien Pao, Ting Lu etc are not the same line.
:chatot: Chatter is not a signature move here as it has no users in Gen 9.
:blissey: Soft-boiled is a signature move in Gen 9, because although Mew has had it in the past the only current users are the Blissey line.

Some fun mons to use:

:sv/furret:
Furret @ Heavy-Duty Boots
Ability: Frisk
Tera Type: Normal
- Shadow Ball
- Judgment
- Tidy Up
- U-turn

Sometimes you need an Arceus-sized Furret in your metagame to clear up hazards with tidy up reliably. Cinccino and Maushold can also do this combo, but Furret is the only one with Shadow Ball and good special movepool in general, so it can invest in special attack to boost both its main attacks.

:sv/enamorus:
Enamorus (F) @ Heavy-Duty Boots
Ability: Contrary
Tera Type: Fairy
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Dragon Ascent
- Superpower
- Play Rough
- Taunt

Rayquazanamorus is probably my worst nightmare, Contrary Dragon ascent with massive stats is a strong threat for sure.

:sv/numel:
Numel @ Grassy Seed
Ability: Simple
Tera Type: Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
- Torch Song
- Earth Power
- Trailblaze
- Amnesia

Torch Song giving Numel Skeledirge stats means it can be a ramping sweeper, thanks to getting +2 from each Simple Torch Song. If you start with a +2 defense seed, and also use Trailblaze for +2 Speed you can probably start getting really scary quickly.

:sv/grimmsnarl:
Grimmsnarl (M) @ Leftovers
Ability: Prankster
Tera Type: Dark
- Topsy-Turvy
- Parting Shot
- Spirit Break
- Thunder Wave

A failsafe for out of control sweepers, Malamar-stats are a mild improvement for Grimmsnarl but its really all about that Prankster Topsy Turvy.

:sv/lanturn:
Lanturn @ Assault Vest
Ability: Volt Absorb
Tera Type: Water
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Electro Shot
- Scald
- Flip Turn
- Ice Beam

Electro Shot Lanturn is a funny idea. Archaludon grants great stats and the move becomes even scarier when STAB. Its got a nice defensive ability too.

:sv/cyclizar:
Cyclizar @ Rocky Helmet
Ability: Regenerator
Tera Type: Dragon
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Order Up
- Knock Off
- Rapid Spin
- U-turn

Have you ever seen a mon use Order Up? Its Dondozos signature Dragon-type move, and it makes Cyclizar into a very tanky physical regen pivot.

:sv/tyranitar:
Tyranitar @ Assault Vest
Ability: Sand Stream
Tera Type: Rock
EVs: 252 HP / 4 SpA / 252 SpD
Sassy Nature
- Ceaseless Edge
- Ice Beam
- Knock Off
- Flamethrower

95Hp 70Spdef and only 100 Atk from base Samurott is a downgrade, sure, but access to Ceaseless Edge could be worth it all for Tyranitar. It has a good type matchup into Tidy Up mons, and with Sand Stream and AV it boosts itself to insane spdef wall territory anyway.

I don't know what mons/moves would be banned apart from any mon banned from Ubers. Eviolite would definitely be banned and I think Terastalization would be also.

Questions for the community: Right now this metagame is Ubers, but with Uber mons themselves restricted. It also allows for Uber mons' signatures to be used, and gaining Uber stats. Do you like that route, or would you prefer no Ubers and no Uber signatures? I think there is an argument for both, since Uber signatures means lots of crazy stats but it does push some lower-tier signature moves like Decidueye-H, Typhlosion-H etc out of the running cus they just dont grant good enough stats. Stuff like a regular Ho-oh without using a signature would probably destroy those types of mons without having to do anything special.
I also think it would be correct to display the name of the mon you are forging as a tab under the healthbar, I think it would make sense due to the movesets being kinda impossible to scout alongside stats. Thoughts on that appreciated.
And of course, are there any other cool mons you could envision for the meta or any questions on the ruling for signature moves?
You would first have to remove the restriction so is not comparable to stabmons, otherwise is like a very limited version of stabmons.
Either way I feel like at this point in pokemon's lifespan signature moves have become very outdated as a concept with a lot of stuff just staying signature for one gen and some moves becoming signature by accident as all the users but one get dexited, which hurts the "experience" this format would be trying to sell and be a bit confusing for more casual players, as you will have people wondering why isnt Spiky Shield a signature while teambuilding.
 
You would first have to remove the restriction so is not comparable to stabmons, otherwise is like a very limited version of stabmons.
Either way I feel like at this point in pokemon's lifespan signature moves have become very outdated as a concept with a lot of stuff just staying signature for one gen and some moves becoming signature by accident as all the users but one get dexited, which hurts the "experience" this format would be trying to sell and be a bit confusing for more casual players, as you will have people wondering why isnt Spiky Shield a signature while teambuilding.
Hmm, I dont think this meta is like stabmons. Even though at surface level they look like stabmons sets in the builder, none of these mons play like the set would in stabmons thanks to the stat inheritance- and you would not see these moves on the chassis of Lanturn, Furret or Numel's typing, ability and surrounding movepool in any other meta than this one due to them being lacking in too many areas. That being said, I get that you havent vibed with the idea so consider me discouraged from taking it any further
 
Hmm, I dont think this meta is like stabmons.
STABmons: Gain access to all moves of your same type(s)

Forged Signature: Gain access to one signature move, so long as it’s the same type.

Disregarding the stat changes, it’s STABmons for one move, and so long as said move is a signature move.
 
Last edited:
"disregarding an absolutely huge cange, its just this, except its not.”
I wouldn’t say it’s a huge change? It just seems added on to make an argument that it’s different than STABmons. Again, I think it’s a cool concept; I think using Torch Song Numel would be quite funny. But simply by making the signature move you rent out type-exclusive, it becomes similar to STABmons some degree, in my opinion anyway.

I would appreciate if someone else could give some feedback too; I was just giving my input here and I’d rather not be made to look like an idiot.
 
I wouldn’t say it’s a huge change? It just seems added on to make an argument that it’s different than STABmons. Again, I think it’s a cool concept; I think using Torch Song Numel would be quite funny. But simply by making the signature move you rent out type-exclusive, it becomes similar to STABmons some degree, in my opinion anyway.
The Pokemon inherits the stats, while keeping Typing, Ability, and their entire Movepool. This means most of the time, all Pokemon can lock one STAB move to get Uber-level stats.

Ubers and AG PokemonDonatorStats
PsystrikeMewtwo106/110/90/154/90/130
AeroblastLugia106/90/130/90/154/110
Origin PulseKyogre100/100/90/150/140/90
Precipice BladesGroudon100/150/140/100/90/90
Dragon AscentRayquaza105/150/90/150/90/95
Psycho BoostDeoxys50/150/50/150/50/150
Roar of TimeDialga100/120/120/150/100/90
Spacial RendPalkia90/120/100/150/120/100
Shadow ForceGiratina150/100/120/100/120/90
JudgmentArceus120/120/120/120/120/120
Blue FlareReshiram100/120/100/150/120/90
Bolt StrikeZekrom100/150/120/120/100/90
Behemoth Blade(Zacian)92/120/115/80/115/138
Dynamax CannonEternatus140/85/95/145/95/130
Wicked BlowUrshifu100/130/100/63/60/97
Surging StrikesUrshifu-Rapid-Strike100/130/100/63/60/97
Glacial LanceCalyrex-Ice100/165/150/85/130/50
Astral BarrageCalyrex-Shadow100/85/80/165/100/150
Blood MoonUrsaluna-Bloodmoon113/70/120/135/65/52
Rage FistAnnihilape110/115/80/50/90/90
Glaive RushBaxcalibur115/145/92/75/86/87
Collision CourseKoraidon100/135/115/85/100/135
Electro DriftMiraidon100/85/100/135/115/135
Burning BulwarkGouging Fire105/115/121/65/93/91
Other Notable Pokemon
ChloroblastElectrode-H60/50/70/80/80/150
Solf-BoiledBlissey250/5/5/35/105/50
Thunderous KickZapdos-G90/125/90/85/90/100
Fiery WrathMoltres-G90/85/90/100/125/90
Luster PurgeLatios80/90/80/130/110/110
Doom DesireJirachi100/100/100/100/100/100
Magma StormHeatran91/90/106/130/106/77
Crush GripRegigigas110/160/110/80/110/100
Lunar Dance / Lunar BlessingCresselia120/70/110/70/120/85
Dark VoidDarkrai70/90/90/135/90/125
Seed FlareShaymin100/100/100/100/100/100
Ceaseless EdgeSamurott-H90/108/80/100/65/85
Victory DanceLilligant-H70/105/75/50/75/105
Bleakwind StormTornadus79/115/70/125/80/111
Wildbolt StormThundurus79/115/70/125/80/111
Sandsear StormLandorus89/125/90/115/80/101
Glaciate / Ice Burn / Freeze Shock(Kyurem)125/130/90/130/90/95
ShelterGoodra-H80/100/100/110/150/60
Diamond StormDiancie50/100/150/100/150/50
Hyperspace FuryHoopa-Unbound80/160/60/170/130/80
Steam EruptionVolcanion80/110/120/130/90/70
Baneful BunkerToxapex50/63/152/53/142/35
Clanging Scales / Clangorous SoulKommo-o75/110/125/100/105/85
Prismatic Lazer / Photon GeyserNecrozma97/107/101/127/89/79
Fleur CannonMagearna80/95/115/130/115/65
Pyro Ball / Court ChangeCinderace80/116/75/65/75/119
Dragon DartsDragapult88/120/75/100/75/142
Behemoth Bash(Zamazenta)92/120/115/80/115/138
Jungle HealingZarude105/120/105/70/95/105
Thunder CageRegieleki80/100/50/100/50/200
Dragon EnergyRegidrago200/100/50/100/50/80
Stone AxeKleavor70/135/95/45/70/85
Dire ClawSnealser80/130/60/40/80/120
Flower TrickMeowscarada76/110/70/81/70/123
Torch SongSkeledirge104/75/100/110/75/66
Population BombMaushold74/75/70/65/75/111
Salt CureGarganacl100/100/130/45/90/35
Mortal SpinGlimmora83/55/90/130/81/86
Order UpDondozo150/100/115/65/65/35
Kowtow CleaveKingambit100/135/120/60/85/65
Make It RainGholdengo87/60/95/133/91/84
Hydro SteamWalking Wake99/83/91/125/83/109
Electro ShotArchaludon90/105/130/125/65/85
Thunderclap / Rising VoltageRaging Bolt125/73/91/137/89/75
Mighty CleaveIron Boulder90/120/80/68/108/124
Iron CrownIron Crown90/72/100/122/108/98
Malignant ChainPecharunt88/88/160/88/88/88
I got bored halfway so no formatting
 
Can we use just the point system in Joim's post in page 9 of this thread for an OM?
https://www.smogon.com/forums/threads/skillmons-coming-back-soon™.3524601/page-9
Ignore the other balancing changes.

We have meters for a bunch of things. Initially, we only show the meters for misses, secondary effects, and critical hits, but as other effects like para and freeze happen, we show those too.

Unbans include mechanics that increase evasion like sand veil. OHKO moves are still banned.

Does this work for an OM?
 
No, is extremely complex compared to what OMs are allowed to do.

How about just meters for misses, secondary effects, and crits.
If you use a move like focus blast for example, it adds 30 to the miss meter, 10 to the secondary effect meter if it hits, and 6.25 to the crit meter if it hits.

When a meter reaches 100, the effect happens, and you subtract 100.
 
Molded
Premise:the base stat total of a pokemon is determined by their team slot, the base stat totals being the following:
95 125 55 100 75 150
130 90 110 90 110 70
100 50 100 140 100 110
95 95 82 95 82 151
70 160 160 160 5 45
150 100 50 50 150 100
(These are just to give you an idea of what they would be, they are subject to change).
Also, to help you keep track of everything, a pokemon representative of the the team slots build will be displayed in some form beside them. I think it would be something like Dragapult, Giratina, Latios, Deoxys-Speed, Ursaluna, and Blissey.
Changes:It will basically be a whole new meta, as every pokemon with bad stats will get their chance to shine using their unique movepool and typing. I think the best/worst part about this is that so many pokemon will be usable, and possibly hundreds will be good.
Potential Bans:Smeargle, Mew, Imposter, Eviolite, Huge Power, Ice Scales, Fur Coat. Probably a bunch of other things too.
Also, I came up with a similar meta but this time all Pokemons stats are 100. May post it later.
 
Last edited:
Back
Top