Project Metagame Workshop

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
This is Heat. I’m gonna stick to the questions first but after I’ll give some ideas or whatever
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?
Checked out the old version, and yeah; this is a massive improvement. It’s way more of a swap, so the name isn’t misleading, and the mechanics overall seem to lead to interesting team structures (judging off prior discussion between you and Hiusi guy, anyways).
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?
Camomons to an extent, possibly frantic fusions? I am NOT the guy to ask about OM history, sorry (i thought nature swap was a gen 9 original (spoiler: it isnt))
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.
I’d be interested. Ability shenanigans are my jam (I enjoy AAA, dont play super often though) and the type swapping on top of it seems like a lot of fun :3

Anyways here are some ideas
:numel::volcarona:
:numel: - mostly a dead slot, bug/ground with terrible stats and flame body. Sash endeavor or endure custap might help it do something though.
:volcarona:
Volcarona @ Heavy-Duty Boots
Ability: Simple
Tera Type: Flying
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Quiver Dance
- Fiery Dance
- Giga Drain
- Psychic

Simple QD is DISGUSTING. +2 to all but defense (attack doesn’t matter) is absolutely worth the 5v6, especially if numel can be used as a HO suicide lead (possibly endure into custap rocks?). Pure fire is a way better defensive typing, having only a 2x rocks weakness as well as now being neutral to flying and resisting fire. A ground weakness does hurt, though.
Psychic is for Fires that resist both Giga Drain and Fiery Dance, namely THE DIRGE Skeledirge - or rather, anything it passes fire + unaware to - but Morning Sun for recovery might be preferable. Bug Buzz is also an option if you expect dark type unaware to be more of an issue.
:dondozo::krookodile:
Actual mons don’t matter, just making sure that unaware is passed to a mon with dark secondary
TL;DR: This is the “i hate stored power” strat
:charizard::typhlosion-hisui: + :ninetales::unown-question:
Solar Power + Sun + Specs + 119 SpAtk + STAB Eruption. 95 speed be damned, thats gonna nuke something.

EDIT! If this ever gets submitted (+ accepted), BAN THIS
:chansey::ditto:
BH players are quaking in their boots rn, this has GOT to go, don’t even let it in for a half second
 
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Idea: Pure 1v1
This has been an idea that I've been thinking about for a while, and it's essentially purist 1v1, with either user only having a team of one Pokemon with one move.

Obviously very fast battles, but also fast meta. Anyone who commonly plays 1v1 knows that the meta can change extremely fast even with the limitation. This is because of the fast battles giving more time for teambuilding, building countersets, and testing. I imagine that Pure 1v1's meta will move even faster, with rapidly evolving strategies made to counter as many other strategies. As they say, restriction breeds creativity.

I think its quite easy to see what wont be in this metagame. Set up and stall will be rendered useless, and hard hitters with high power moves like overheat and head smash will definitely be common. There are no extra limitations on items and abilities since the maximum for those is already one, so I'm sure attack boosting abilities and choice items will be very common. Assault vest also has some potential in this metagame.

Possible threats:
:Iron moth: 80/70/60/140/110/110

Iron Moth @ Choice Specs
Ability: Quark Drive
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Overheat

With a base SpA of 140 and a base speed of 110 paired with Choice Specs and a 130 BP STAB move, it's easy to see how this could be a formidable opponent. Iron moth is able to deal large amounts of damage, and with it's speed stat most opponents wont even be able to make their move. On the other hand, extremely susceptible to any ground moves and bulky water types. Fiery dance and Fire blast are also good options if you don't like the risk associated with lowering your SpA.

:chandelure: 60/55/90/145/90/80

Chandelure @ Choice Specs
Ability: Flash Fire
EVs: 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Overheat

Basically a slower Iron Moth, but also a counter against all other Overheaters with its Flash Fire ability, further boosting its SpA. I think that Shadow Ball could also work well on it.

:Hoopa-Unbound: 80/160/60/170/130/80
Hoopa-Unbound @ Choice Band
Ability: Magician
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Hyperspace Fury

Not much to be said here. The threat is pretty obvious. 160 Atk with banded 100 BP STAB is a monster.

Other Ideas:
:toxapex: 50/63/152/53/142/35
Toxapex @ Leftovers
Ability: Limber
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Toxic

Really just meant to sit there and tank hits. Not sure how well it will due in a meta with potentially a lot of hard hitters.

Questions for YOU (the community):

Should Tera be allowed?
This allows for one more option to build a strategy around, which can be really impactful in a meta like this. (or you all will prob just use it to boost overheat even more)

How about we allow multiple moves to choose from?
I feel like this is something that I really think should be implemented to prevent the meta from becoming too boring and repetitive. You are allowed to choose from up to 4 moves on the first turn of each match, and can only choose that move for the rest of the game. There are 2 ways we could implement this;

- Making choice items a requirement, with moves and abilities like Knock Off and Klutz being banned to maintain the premise of the game. This is the more lazy solution that doesn't allow for as much variety in team-building due to lack of items.

- Making an extra game rule that essentially preforms like a choice items, allowing the player to only select the first move they chose regardless of their item. This would be more difficult to add, but allows for more variety. Also, if this is implemented, how should being flinched/sleeped/paralysed/frozen be taken into account if they prevent the pokemon from making a move? Should it still give you an option to choose between moves like choice items do or should it be locked into the first move you selected anyways?

Now that I'm really thinking about it, I should have just made the multiple moves option just a part of the metagame. How about lets just pretend I said it was. I'll drop these updated sets as well in that case:


Iron Moth @ Choice Specs
Ability: Quark Drive
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Overheat
- Sludge Wave
- Discharge
- Bug Buzz

Chandelure @ Choice Specs
Ability: Flash Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Overheat
- Energy Ball
- Shadow Ball
- Dark Pulse

Hoopa-Unbound @ Choice Band
Ability: Magician
EVs: 252 Atk / 4 Def / 252 SpD
Adamant Nature
- Hyperspace Fury
- Zen Headbutt
- Drain Punch
- Gunk Shot

I hope you all like this idea as much as I do!
 
Alright, this metagame would be kinda impossible to do on ladder, but it would be possible to do in a tournament setting, and it sounds pretty fun.

Guess Hoopa
Premise:The pokemon you and your opponents have are not revealed even when they are sent out, and the pokemon are only referred to using numbers, or, if that makes it too hard to remember, are represented by an unrelated pokemon. Now, you might be thinking that this would make setup sweepers too powerful, as it would be impossible to stop them before it is too late. However, here's the kicker. At the end of every turn, you can use the guess command to make one guess as to what your opponents pokemon is for every pokemon they have. If you correctly guess a pokemons identity (not just guessing a pokemon on their team, but guessing what pokemon a specific member of their team is):

They die.

Changes:signature moves and abilities would not be good, as they would basically give the pokemon a one turn lifespan. The format would probably shift towards bulk, as to give time to guess the opponent. This would also make a viability ranking very hard to make, as the best pokemon would be the first to be guessed, thus making them not as good. I don't think there would be very many bans, but Toxic comes to mind, as it would put a serious time limit on them and also is pretty widely available.

This would be a pretty chaotic and rather uncompetitive metagame, but it also sounds really fun. What do you think?
 
Changes:signature moves and abilities would not be good, as they would basically give the pokemon a one turn lifespan. The format would probably shift towards bulk, as to give time to guess the opponent. This would also make a viability ranking very hard to make, as the best pokemon would be the first to be guessed, thus making them not as good. I don't think there would be very many bans, but Toxic comes to mind, as it would put a serious time limit on them and also is pretty widely available.

This would be a pretty chaotic and rather uncompetitive metagame, but it also sounds really fun. What do you think?
The metagame should have some sort of punishment for guessing wrongly, as well as an option to completely opt out of guessing to prevent raging over seemingly impossible guesses by the opponent after a series of wrong guesses.

Smeargle should instantly be banned for being able to impersonate any Pokemon. I’d argue that stall would be absolutely horrible in this metagame, as status moves reveal far too much information and stall would be absolutely horrible in this metagame. Furthermore, if the opponent is running offense, they can just constantly switching and simply see what the stall player does.
 
True Strike

Premise of the Metagame:
A move's base power is equal to the damage dealt. For example, non-STAB Flamethrower will deal 90 HP.

Some mechanics:
STAB still exists, a STAB Flamethrower will do 135 HP.
Type-effectiveness still exists, a 2x super-effective non-STAB Flamethrower will do 180 HP.
Critical hits still exist, a non-STAB Flamethrower on a critical hit will do 135 HP and will ignore stat boosts.
Stat boosts still exist, a +1 SpA non-STAB Flamethrower will do 135 HP. A +1 SpA non-STAB Flamethrower against a +1 SpD Pokemon will do 90 HP.
In doubles, spread moves still lower damage to 0.75x, weather and terrain effects still take place, burn effects still take place, and any move, ability, or item effects (like Fluffy, Choice Band/Specs, Eviolite, etc.) still take place.
Strength Sap and Confusion damage will still use the actual Attack stat (idk if there is a more elegant way to do this)
Moves with variable base power, like Gyro Ball, Heat Crash, or Eruption, do damage based on their BP.
Anything based on percentage, like secondary effects, Life Orb, Recover, hazards, burn/poison, still work as normal.
(lmk if i missed something btw)

Strategy:
All EVs would go into HP and Spe, with Timid nature for lower Atk. No other stat matters.

Speaking of Eviolite, it's basically 50% more HP so some NFE mons would prefer this over using the evolved Pokemon.

Drifblim is a cool Pokemon, with super high HP and access to Will-O-Wisp and Calm Mind and decent attacking moves like Shadow Ball.

Azumarill has decent HP, but mainly has access to Huge Power alongside boosting with a massive 170 HP Liquidation and can use Belly Drum.

Mixed Pokemon can be run a lot viably, as they are not held back by their weaker attacking stat. This could help beat defensively setting up Pokemon.

Bans:
A lot of Ubers could be freed, but I think Calyrex-Shadow always finds a way to break the tier it is in. Koraidon and Miraidon also look pretty strong and banworthy here. Maybe Zacian/Zacian-Crowned also banworthy?

On the defensive side, definitely the pink blobs are banned, Blissey and Chansey have too much HP with recovery and moves like Calm Mind and even Defense Curl maybe.

On the topic of pink blobs, Alomomola looks like another defensive behemoth and probably banworthy as well.

Eternatus has really good HP and Spe, which is exactly what this tier wants. I think it could possibly be a banworthy jack of all trades with strong STAB moves like Dynamax Cannon, recovery, Toxic. What more could you want?

Arceus could also be problematic similar to Eternatus, but now with a choice of typing, strong STAB move, recovery, and good utility. i guess that answered the question

Questions for y'alls:
Is having only 2 relevant stats gonna lead to the impossibility of a balanced metagame?

Would this metagame be too centralizing?

What other banworthy stuff am I missing?

What other mechanics am I missing?

Would this metagame be fun to play?

I can't submit this :regiF:. Hello ANinjaDude :mad:
 
True Strike

Premise of the Metagame:
A move's base power is equal to the damage dealt. For example, non-STAB Flamethrower will deal 90 HP.

Some mechanics:
STAB still exists, a STAB Flamethrower will do 135 HP.
Type-effectiveness still exists, a 2x super-effective non-STAB Flamethrower will do 180 HP.
Critical hits still exist, a non-STAB Flamethrower on a critical hit will do 135 HP and will ignore stat boosts.
Stat boosts still exist, a +1 SpA non-STAB Flamethrower will do 135 HP. A +1 SpA non-STAB Flamethrower against a +1 SpD Pokemon will do 90 HP.
In doubles, spread moves still lower damage to 0.75x, weather and terrain effects still take place, burn effects still take place, and any move, ability, or item effects (like Fluffy, Choice Band/Specs, Eviolite, etc.) still take place.
Strength Sap and Confusion damage will still use the actual Attack stat (idk if there is a more elegant way to do this)
Moves with variable base power, like Gyro Ball, Heat Crash, or Eruption, do damage based on their BP.
Anything based on percentage, like secondary effects, Life Orb, Recover, hazards, burn/poison, still work as normal.
(lmk if i missed something btw)

Strategy:
All EVs would go into HP and Spe, with Timid nature for lower Atk. No other stat matters.

Speaking of Eviolite, it's basically 50% more HP so some NFE mons would prefer this over using the evolved Pokemon.

Drifblim is a cool Pokemon, with super high HP and access to Will-O-Wisp and Calm Mind and decent attacking moves like Shadow Ball.

Azumarill has decent HP, but mainly has access to Huge Power alongside boosting with a massive 170 HP Liquidation and can use Belly Drum.

Mixed Pokemon can be run a lot viably, as they are not held back by their weaker attacking stat. This could help beat defensively setting up Pokemon.

Bans:
A lot of Ubers could be freed, but I think Calyrex-Shadow always finds a way to break the tier it is in. Koraidon and Miraidon also look pretty strong and banworthy here. Maybe Zacian/Zacian-Crowned also banworthy?

On the defensive side, definitely the pink blobs are banned, Blissey and Chansey have too much HP with recovery and moves like Calm Mind and even Defense Curl maybe.

On the topic of pink blobs, Alomomola looks like another defensive behemoth and probably banworthy as well.

Eternatus has really good HP and Spe, which is exactly what this tier wants. I think it could possibly be a banworthy jack of all trades with strong STAB moves like Dynamax Cannon, recovery, Toxic. What more could you want?

Arceus could also be problematic similar to Eternatus, but now with a choice of typing, strong STAB move, recovery, and good utility. i guess that answered the question

Questions for y'alls:
Is having only 2 relevant stats gonna lead to the impossibility of a balanced metagame?

Would this metagame be too centralizing?

What other banworthy stuff am I missing?

What other mechanics am I missing?

Would this metagame be fun to play?

I can't submit this :regiF:. Hello ANinjaDude :mad:
Holy cow, I found this as "Base Power Damage" in Gen 6: https://www.smogon.com/forums/threads/base-power-damage.3528895/

And I thought this reminded me of the Gen 7 OM "Move Equality", where nearly all moves get forced to 100 BP: https://www.smogon.com/forums/threads/move-equality.3599280/

I don't think having only 2 stats you want to boost leads to a perpetual lack of balancing nor absolute boredom - this is arguably reminiscent of Balanced Hackmons and Pure Hackmons where EV spreads are mostly stale at 252/252/252/252/252/252, but even that does not make either meta boring, and it does not prevent Balanced Hackmons from being balanceable. (To a lesser extent, this is reminiscent of The Loser's Game having only Speed as a desirable stat while HP often needs to be increased slightly in order to be optimal, along with Pacifistmons having only Speed, the defences, and HP being desirable.)

The Gen 6 thread was concerned about recovery making many mons hard to break and recovery + defensive boosting (e.g. Calm Mind, Bulk Up, Iron Defense (+ Body Press)) being particularly obnoxious to break.

Smeargle might be banworthy since it can tank multiple hits with 314 max. HP, go for a Shell Smash or some obscene boosting move, then Boomburst (rips out 420 HP per hit at +2) and Astral Barrage or some nasty move combination.

Keep an eye on Dondozo - obnoxiously high base HP, nasty ability to boost and/or outlast even with only Rest as recovery, mainly has to debate between STAB (walled by Ogerpon-W) and coverage (hits like a wet noodle compared to STAB) along with Curse vs. no Curse.

Clodsire gets a pretty big boost here due to being pretty fat HP-wise and having Recover. ...And a boosting move. And that's if hazards and Toxic don't break enough mons.
 
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Metagame Premise: Based on your team-preview ordering, your active pokemon will use the preceding pokemon as its "substitute" upon every switch-in. In other words, the first direct damage you receive after switching in will instead be deducted from the health of the preceding pokemon in team-preview order.

Q & A

Q:
What happens if the preceding pokemon faints?
A: Then, you lose access to your substitute, damages work normally.

Q: How does it work for the lead pokemon?

A: 6th pokemon is used as a fodder.

Q: How do status moves or the secondary effects work?

A: These apply to the active pokemon.

Q: How do fodders work?
A: The HP equivalent of the first damage taken by the active pokemon is instead applied to the fodder pokemon.

Strategy: This meta would likely center around set-up sweepers paired with bulky pokemon with recovery / regenerator. I also see hazard/status stacking and stall builds being viable options as well. Slow pivots also seem very good.


Bans: Starting with OU Banlist

Questions for the community: Do you think this would be fun to play? Anything broken that sticks out? Any changes to the meta that would make it more playable?
 
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Substitute_artwork.png
CANNON FODDER CUP
Substitute_artwork.png

Metagame Premise: Based on your team-preview ordering, your active pokemon will use the preceding pokemon as its "substitute" upon every switch-in. In other words, the first damage you receive after switching in will instead be deducted from the health of the preceding pokemon in team-preview order.

Q & A

Q:
What happens if the preceding pokemon faints?
A: Then, you lose access to your substitute, damages work normally.

Q: How does it work for the lead pokemon?

A: 6th pokemon is used as a fodder.

Q: How do status moves or the secondary effects work?

A: These apply to the active pokemon.

Q: How do fodders work?
A: The first damage is received by the fodders with their defensive stats and typing taken into account.

Strategy: This meta would likely center around set-up sweepers paired with bulky pokemon with recovery / regenerator. I also see hazard/status stacking and stall builds being viable options as well. Slow pivots also seem very good.


Bans: Starting with OU Banlist

Questions for the community: Do you think this would be fun to play? Anything broken that sticks out? Any changes to the meta that would make it more playable?
Does the "defending" Pokemon take full damage? If I switch my Forretress-protected Walking Wake into a Flamethrower, does Forretress lose all its HP? Would Sturdy activate? Have I misunderstood how type interactions work?
 
Does the "defending" Pokemon take full damage? If I switch my Forretress-protected Walking Wake into a Flamethrower, does Forretress lose all its HP? Would Sturdy activate? Have I misunderstood how type interactions work?
Yes, that is the interaction that I had in mind. I didn't think far into the Sturdy activation (or other abilities).

I guess it might be more straightforward to just calculate the damage on the active pokemon and apply it to the fodder.
 
The metagame idea certainly seems interesting as Fake Out and the pivoting moves become much more viable to “break” the opponent’s substitute to attack them directly.

I’d argue that setup sweepers are overall nerfed as a Pokemon can easily come in and sacrifice another Pokemon to take down the setup sweeper. Even if they can set up more easily, the opponent has more options to stop them. In addition, stall would be nerfed because the mechanic would create a giant chain of damage requiring you to send out a Pokemon so it can use a recovery move to heal from damage, rather than immediately recovering the Pokemon that is currently active.

Also, how do multihit moves work?
 

1739146346798.png
ITEM-TATION
1739146387729.png

(Sorry, I don't have any funny/cool pictures this time)

Premise :​


Pokémon can replace their item by another that is stored in their first moveslot.

Rules :​

  1. each "item move" has 1 PP and have an offensive category (this is to prevent Assault vest or Taunt to block the move usage) ;
  2. if no item, the move simply gives one to the user ;
  3. one can replace its item with the same ;
  4. replacements are definitive, which means pokémon keep their new item until the end of the battle.

Properties :​


  • Endless Battle Clause
  • Evasion Clause
  • OHKO Clause
  • Sleep Clause : only one foe can be put to sleep per game
  • Species Clause
  • Arena Trap
  • Moody
  • Sand Veil
  • Shadow Tag
  • Snow Cloack
  • Speed Boost
  • Bright Powder
  • Energy Booster
  • Baton Pass
  • Last Respects
  • Revival Blessing
  • Shed Tail
  • Shell Smash
  • Annihilape
  • Arceus (all forms)
  • Calyrex-Ice
  • Calyrex-Shadow
  • Deoxys
  • Deoxys-Attack
  • Deoxys-Speed
  • Espathra
  • Eternatus
  • Flutter Mane
  • Giratina (both forms)
  • Groudon
  • Ho-oh
  • Koraidon
  • Kyogre
  • Kyurem-Black
  • Kyurem-White
  • Lugia
  • Magearna
  • Mewtwo
  • Miraidon
  • Necrozma-Dawn-Wings
  • Necrozma-Dusk-Mane
  • Palafin
  • Rayquaza
  • Shaymin-Sky
  • Spectrier
  • Terapagos
  • Ursaluna-Bloodmoon
  • Urshifu
  • Urshifu-Rapid-Strike
  • Volcarona
  • Zacian
  • Zacian-Crowned
  • Zamazenta-Crowned
  • Zekrom
  • Leppa Berry as "item move" - no stalling
  • Weakness Policy as "item move" if it's also the base item - no easy setups ;)

Q&A :​


Q1 : Can my pokémon change its "knocked off" item ?​
A1 : Yes, or even when it's stolen.​
Q2 : Is my pokémon blocked if it changes choice items ?​
A2 : No, the item property of the "item move" is set back to zero, so that players can choose another move instead. For example, if I click to replace a Choice Band by a Choice Scarf turn 1, I can safely choose any move next turn.​
Q3 : Can I change items meant to transform pokémons (like Ogerpon 's masks) ?​
A3 : Yes, though it can only modify move types, not the pokémon itself.​

Resources and more :​


  • Does it look fun to you ?
  • Do you see potentials mind games around offense-defense switches within this meta ?
  • Does it look compatible with terastalization ?
On approval
None yet
 
It feels too similar to Pokemoves. I also don't know many Pokemon that would want to permanently replace their existing item with another one and risk taking damage or getting set up on.
 
Replacing an item with HDB or scarf after setting up could be a niche use. Guts mons also really like having burn + another item, and gliscor is very funky.
It does feel somewhat similar to pokemoves, but I’d definitely say that there’s almost more precedent for setting damage to just be what the item’s fling damage would be.
I will agree that the item replacement would likely be really niche though, not many pokemon want to swap their items out.
 
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inspired by this post

:wimpod: Scaredymons :shiinotic:

Premise
When a Pokemon switches in, it automatically uses the Move Substitute.
When a Pokemon is behind a substitite, its all base stats except HP are raised by 20.

Bans and Threats
:alomomola: Regenerator
It will be disappointing if people just switch between 2 Regenerators forever. Either banning Regenerator itself or implementing an Ability Clause can solve this problem. As a ban-unhappy player I'm leaning towards Ability Clause.
:mr_mime: Baton Pass
Broken or not I think it a fun idea to unban Baton Pass for a test :)
:cyclizar: Shed Tail
Similar to Baton Pass but it has limited Pokemon pool to learn it and you need to wait for the substitute to break to use this Move.
:gliscor: Poison Heal
Well.
:darmanitan: Belly Drum, and generally all setup Moves
They really sound scary. I can see Belly Drum and Shell Smash banned at least.
:heracross-mega: Multi-hit Moves / :noivern: Substitute bypassing Moves & Abilities
They are both ways to ignore the opposing substitues, making them waste 25% of max HP on switch-in.
:skarmory: Whirlwind & Roar
It controls setup, it wastes the HP of the Pokemon switched in, and it deals hazard damage.
:forretress: Hazards
Hazards is a very important component of the meta since it heavily restricts switch-in. However Knock Off may not be very useful here and thus Heavy Duty Boots can be very popular.
:breloom: Status Moves
They are mostly useless and Sleep Clause may not be implemented. Use Sing to catch your opponent by surprise.

Question(s)
Q: What should the boost be for Pokemon behind a substitute? Maybe raise Pokemon's stat stages instead?
 
inspired by this post

:wimpod: Scaredymons :shiinotic:

Premise
When a Pokemon switches in, it automatically uses the Move Substitute.
When a Pokemon is behind a substitite, its all base stats except HP are raised by 20.

Bans and Threats
:alomomola: Regenerator
It will be disappointing if people just switch between 2 Regenerators forever. Either banning Regenerator itself or implementing an Ability Clause can solve this problem. As a ban-unhappy player I'm leaning towards Ability Clause.
:mr_mime: Baton Pass
Broken or not I think it a fun idea to unban Baton Pass for a test :)
:cyclizar: Shed Tail
Similar to Baton Pass but it has limited Pokemon pool to learn it and you need to wait for the substitute to break to use this Move.
:gliscor: Poison Heal
Well.
:darmanitan: Belly Drum, and generally all setup Moves
They really sound scary. I can see Belly Drum and Shell Smash banned at least.
:heracross-mega: Multi-hit Moves / :noivern: Substitute bypassing Moves & Abilities
They are both ways to ignore the opposing substitues, making them waste 25% of max HP on switch-in.
:skarmory: Whirlwind & Roar
It controls setup, it wastes the HP of the Pokemon switched in, and it deals hazard damage.
:forretress: Hazards
Hazards is a very important component of the meta since it heavily restricts switch-in. However Knock Off may not be very useful here and thus Heavy Duty Boots can be very popular.
:breloom: Status Moves
They are mostly useless and Sleep Clause may not be implemented. Use Sing to catch your opponent by surprise.

Question(s)
Q: What should the boost be for Pokemon behind a substitute? Maybe raise Pokemon's stat stages instead?
ROM actually has a version of this called "Proxy War" which is just mons using substitute without the boost part.

My main issue with this is the mechanics is basically a limited version of Trademarked and the boosts are kinda arbitrary.

Edit: One way to make it less arbitrary is maybe give +25% to all stats (or highest) behind sub, since sub itself is -25 on HP.
 
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JOHN MONS

Premise: both players start with a 300 second timer which does not refresh. Every 50 second time interval has passed, ALL of your pokemon's offensive moves deal a cumulative additional 10% more damage. If your timer reaches runs out, you lose the game.

e.g.

start of battle (300-251s timer) : 0% more damage.
250-201s timer: 10% more damage.
200-151s timer: 20% more damage.
150-101s timer: 30% more damage
100-51s timer: 40% more damage.
50-0s timer: 50% more damage.

Banlist: Standard OU clauses and banlist.

Threats and Strategy:

:Kingambit: Last mon Kingambit <50s will have a very respectable 2.25x damage increase.

Protect can help you timeout your opponent.
 
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Idea- Santa Cup.
All moves would be a variation of present, keeping the original typing, and the secondary effects would replace the heal chance of the original moves while doing the max damage

Bans:
Pokemon- Any Uber/AG Pokemon.
Moves- Shed tail, last respects, baton pass.
Abilities- Moody, Shadow tag, arena trap.

Suspects- Triple Arrows, Population Bomb, Bullet seed, Rock Blast, Icicle Spear and Scale shot (multi hit effects would not count as possible secondary effect)

Obviously this might not ever be an OM, challengable OM or OMotM, but it is a fun idea.
 
Another Idea for an OM- Zero Waste!
Any stat that you didn't put EVs into becomes 1, but the base stat gets transferred to the stat with the nature boost. (The stat with the + next to it)

For example, if I had my Pecharunt have 0 attack, defence or special defence evs, with a +Sp.Atk nature, it would have 336 base points added onto its Sp.Atk, at the cost of having 1 in each of its bulks.

Bans- All Uber/AG pokemon, Hoopa Unbound, Shed tail, Last respects, Baton pass, Trick Room, Moody, Shadow Tag, Arena trap

Threats- Iron Valient, Dragapult, Focus Sash (with 1HP), Sturdy (With 1HP),Trick room (with 1 Speed).

Mixed attackers and bulky pokemon would be amazing in this meta, since they can lose their Non Offensive Stat/ bulk respectively and trade it for damage or speed!

While this is similar to Nature swap, you get a boost instead of just trading your stats.
Another thing is that priority moves would be invaluable in this meta, since if your opponent became a glass cannon, you can probably ohko before they move, so maybe priority would be banned (just the attacks to be clear). On the other hand this would be the best conterplay to so many Offensive pokemon.

Please give feedback so that this can become bigger!
 
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Idea- Santa Cup.
All moves would be a variation of present, keeping the original typing, and the secondary effects would replace the heal chance of the original moves while doing the max damage

Bans:
Pokemon- Any Uber/AG Pokemon.
Moves- Shed tail, last respects, baton pass.
Abilities- Moody, Shadow tag, arena trap.

Suspects- Triple Arrows, Population Bomb, Bullet seed, Rock Blast, Icicle Spear and Scale shot (multi hit effects would not count as possible secondary effect)

Obviously this might not ever be an OM, challengable OM or OMotM, but it is a fun idea.
This isn't very likely to go anywhere, I much prefer the idea of Zero Waste since Santa Cup is more luck based whereas Zero Waste is revolved around skill.
 
Generational Nightmares

National Dex OU Meta Game

Premise: All Pokemon and Moves Function As if from their Original Generation.
Further Explanation: Do you Miss hyper Beam Not needing a recharge on KO, or your Chansseys single Special Stat with this you can. Also ideally if a their was a gimmick in a generation pokemon of that generation can use it.

Potential Bans: No idea who would be banned yet but I’m sure their would be some quick bans, I feel like some of the Strong Dynamax Absuers (Such as Dragapult) or Tera Abusers (Idk) would get banned, also as a lot of nerfs would be undone some pokemon would be spiked back into viability.

Questions: Should/Is it even possible to put the Special [Instead of SpA SpD] for the mons introduced before gen 3? Also should Pokémon who are given access to a gimmick in another generation [Such as Mega-Aerodactyl or Gigantamax Pikachu] be allowed?
 
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Generational Nightmares

National Dex OU Meta Game

Premise: All Pokemon and Moves Function As if from their Original Generation.
Further Explanation: Do you Miss hyper Beam Not needing a recharge on KO, or your Chansseys single Special Stat with this you can. Also ideally if a their was a gimmick in a generation pokemon of that generation can use it.

Potential Bans: No idea who would be banned yet but I’m sure their would be some quick bans, I feel like some of the Strong Dynamax Absuers (Such as Dragapult) or Tera Abusers (Idk) would get banned, also as a lot of nerfs would be undone some pokemon would be spiked back into viability.

Questions: Should/Is it even possible to put the Special [Instead of SpA SpD] for the mons introduced before gen 3? Also should Pokémon who are given access to a gimmick in another generation [Such as Mega-Aerodactyl or Gigantamax Pikachu] be allowed?
Love the idea but OMs sadly don't support natdex. I think it should still have the physical/ Special split so that it still feels right (like, what do you mean I punch someone with a bit of heat and it uses my magic powers?).
 
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Vaccimon (Not sure of the name)

Premise

A pokemon develops immunity to moves it got hit by for as long as it stays on the field.

 Explanations
If a pokemon would get hit by a move it already got hit by previously (including status moves) that move does nothing.

If a move doesn't hit (because of an accuracy check or any other reason, the pokemon doesn't get immunity to that move)

Moves that target the user are also affected, this means you won't be able to sword dance twice without switching, because of move immunity.

The immunity is based on the move, not the pokemon using the move, this means that if 2 different pokemons use the same move on the same target the immunity still stands.

It could work in singles, but I think it's way more interesting in doubles.

Bans
  • Moves that force the target to switch.
  • Baton pass
Possible ban
  • :gholdengo: Gholdengo - the innate immunity to status moves combined with the good typing and the possibility to get immunities to even more moves might be too much of a threat.
Viability shift
  • Choice items lose a lot of value being unable to hit the same mon twice.
  • Buffing moves and healing moves that target yourself can only be used once without switching.
  • Defensive mons that can stay on the field for a long time gain a lot of value by amassing immunities to multiple moves.
  • Probably a lot more things...
Questions
How do multi-hit moves work?
The pokemon won't be immune until the move is done resolving.

What about moves that don't target?
Moves like reflect, light screen, spikes, trick room, rain dance, etc. Are unaffected by the immunity rules.

How does redirecting moves work?
Magic bounce will reflect the status move and give immunity to the pokemon that gets hit, not the magic bounce user.

Follow me can only be used once, because it targets the user, but if a move gets redirected to the user of follow me they will get immune to that move too.

How does transfom work?
The pokemon that gets transformed into can no longer be the target of transform.

Transforming into a pokemon that has move immunities does NOT copy those move immunities.

What about moves like outrage?
You probably don't want to use moves that trap you into using them in this OM. A pokemon hit by outrage becomes immune to outrage.

What if I hit a substitute?
The pokemon won't get the immunity, and the substitute cannot get immunities.
 
Communism (open to other names)

Premise:

Every pokèmon gets a copy of all the items in the party

Details:

Only the item assigned to a specific pokèmon can be removed/tricked. It doesn't affect other pokèmon
Not sure how it will work if multiple berries are used
OU clauses

Possible viable strategies:

-choice offense: choice band, choice scarf, choice specs, assault vest + heavy duty boots/life orb/focus sash/leftovers
- paradox offense: booster energy + offensive or support items
-defensive/bulky offense: leftovers, sitrus berry, heavy duty boots, lum berry, rocky helmet
- stacking weaknesses + super effective move power reducing berries
- item enhancing moves of a certain type + matching plate
- focus sash + custap berry/salac berry/liechi berry + heavy duty boots

bans: king's rock/razor fang
possible bans: weakness policy, scope lens, protect (to make full choice teams playable and avoid passive recovery cheese), choice scarf (if choice teams end up being too strong), focus sash (can provide c), tera clause

Power level of this metagame would be crazy, expecially on the offensive side, but there will be a large number of viable strategies, with item sets being as important as the selection of pokèmon. I would love full choice teams to be viable but not ending up broken or too much matchup reliant.
 
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