Project Metagame Workshop

I’ve considered the 3v1 being too lopsided, which is why I initially thought it would be better if the DAs would not be released at leads. Once you have to change Pokémon, you still have the option to Protect-scout to see if your opponent is controlling your Pokemon, and once you figure it out, you can swap them out again, still overrides your opponent’s move selection.

Still, this is a fair point. Thinking about it from this perspective, I optimal strat is just to scout and then sack your traitor at the first possible opportunity, or just pocket them in the back. That’s not a sound execution of the premise. Perhaps a mechanical change could otherwise help mitigate this? I feel like the premise is very interesting, and worth exploring, although it is challenging to execute.

How’s this for a slightly different take: Instead of fully controlling one of the opponent’s mons, each player gets 1 instance per game to control any the opponent’s Pokemon, similarly to a Z-Move.

In a Doubles Format, a single move betrayal could still be very much game changing, but it wouldn’t necessarily be so dramatic the other player couldn’t recover.
I didn't realize you could freely switch out the double agent. That makes sense.

I like the "single move per game" version a lot.
 
Here is an idea for an OM I've had since playing LA- Mastery
In LA, mastery moves can be used in strong/agile style, to either strengthen the power and accuracy of a move but be slower or weaken the power of a move but be faster.

Because it usually would be impossible to code, this is how Mastery would work-
The first move slot is the one you have mastery on, so it's not too broken.
Strong style moves give it 10 more base power and accuracy but lowers your speed.
Agile style reverses the power and speed effects.

Bans- All Ubers Pokemon
Moves- Shed tail, last respects, baton pass
Abilities- Moody, Shadow tag, arena trap.
Sleep clause
Evasion abilities clause
Evasion moves clause
Evasion items clause
OHKO clause.

Threats- Extreme Speed, Trick Room, Boomburst, Gyro ball (with strong styles nerf buffing it)

Example sets-
Dragonite Choice Band
 Multiscale/Inner focus (depends on meta)
Tera normal
-Extreme Speed
-Ice Spinner
-Earthquake
-Outrage

Raging Bolt Leftovers
Protosynthesis
Tera Fairy
-Thunderclap
-Thunderbolt
-Draco Meteor/ Dragon Pulse
-Calm mind


Tinkaton Life Orb
Mold breaker
Tera Steel/Ground
-Gigaton hammer
-Play rough
-Sword's dance
-*Either a support move, coverage, or tera ground tera blast*

Kommo-o Throat spray
Soundproof (Ability doesn't matter much though)
Tera Steel
- Clangorous soul
-Boomburst
-Clanging scales
-Flash cannon/ Aura sphere
How is the style of the move determined? How big is the speed drop on strong style moves? And how does strong style interact with multi hit moves?
 
How is the style of the move determined? How big is the speed drop on strong style moves? And how does strong style interact with multi hit moves?
Good questions!
I was thinking that there might be small arrow buttons, left making the move strong and right making it agile (and to anyone saying this couldn't be coded the april fools meta of Monkeys Paw Random Battle had custom made buttons that worked just fine recently) .

The speed drop would be one stage, same thing for the raise on agile

As for the last one, I didn't really think about that lol. I'd say that it would be each individual hit gets boosted, but it only lowers speed once at the end of the turn
If this gets too out of hand it would just be restricted from the mastery slot.
 
Crowned
Metagame Premise: In this Metagame, a “Crown” spawns on the first turn for the player that sends out the slowest Pokemon. The Crown will give that trainer a x1.2 Omni-boost to their Pokemon, but if the player with the Crown uses a move with Effective 60 BP or more, they pass the Crown to their opponent.

Potential Bans and Threats:
:Clodsire: :Torkoal:
Slow Pokemon are king in this meta (literally). For the first few turns at least. While there is some nuanced in what you want to send out as your lead, Pokemon that are slower will be far more useful.
Additionally Pokemon that focus less on offensive output will be more desirable.

:Glimmora: :Great Tusk: :Pawmot:
Other desirable traits will be Pokemon that learn low BP moves with strong utility. If you want to keep your Crown, you got to use weaker moves. And technically moves like Mortal Spin, Rapid Spin, and Nuzzle full under that category.


:Cloyster: :Dragapult: (or would have, rather)
To clear things up, Multi-hit moves will count as having more than 60 BP if their maximum hit causes the move to have a BP effectively that high. So for example, Icicle Spear has 25 BP, but is effectively 125 BP after all 5 hits land. Meaning that using Icicle Spear will still pass your crown to your opponent.

Questions:
-Should the numbers be tweaked? I just picked <60 BP and x1.2 boosts as they seem pretty modest. Let me know if the BP limit should change, or if the stat boost should change.
-Additionally let me know if you’d prefer the Crown to provide some other benefit (like passive healing or something) or if there should be another method to pass the crown.
-Also, how do you feel about who gets the Crown first? The simplest idea I came up with is giving it to the slower Pokemon on turn 1. The idea is that the slower Pokemon is already disadvantaged so can be compensated with a Crown.
Another idea is giving it to the Pokemon with the lower BST too, though things get complicated with speed ties.
 
Lowest BST sounds better; speed-wise would make kingambit really OP lol, and TR mons would dominate the meta

Also would technician boosted moves pass the crown? How about moves that do more damage over time like Fury Cutter?
Sounds like an interesting meta
One last thing- I think make it 61+, that way the 60Bp moves are still in technician range.
 
Crowned
Metagame Premise: In this Metagame, a “Crown” spawns on the first turn for the player that sends out the slowest Pokemon. The Crown will give that trainer a x1.2 Omni-boost to their Pokemon, but if the player with the Crown uses a move with Effective 60 BP or more, they pass the Crown to their opponent.

Potential Bans and Threats:
:Clodsire: :Torkoal:
Slow Pokemon are king in this meta (literally). For the first few turns at least. While there is some nuanced in what you want to send out as your lead, Pokemon that are slower will be far more useful.
Additionally Pokemon that focus less on offensive output will be more desirable.

:Glimmora: :Great Tusk: :Pawmot:
Other desirable traits will be Pokemon that learn low BP moves with strong utility. If you want to keep your Crown, you got to use weaker moves. And technically moves like Mortal Spin, Rapid Spin, and Nuzzle full under that category.


:Cloyster: :Dragapult: (or would have, rather)
To clear things up, Multi-hit moves will count as having more than 60 BP if their maximum hit causes the move to have a BP effectively that high. So for example, Icicle Spear has 25 BP, but is effectively 125 BP after all 5 hits land. Meaning that using Icicle Spear will still pass your crown to your opponent.

Questions:
-Should the numbers be tweaked? I just picked <60 BP and x1.2 boosts as they seem pretty modest. Let me know if the BP limit should change, or if the stat boost should change.
-Additionally let me know if you’d prefer the Crown to provide some other benefit (like passive healing or something) or if there should be another method to pass the crown.
-Also, how do you feel about who gets the Crown first? The simplest idea I came up with is giving it to the slower Pokemon on turn 1. The idea is that the slower Pokemon is already disadvantaged so can be compensated with a Crown.
Another idea is giving it to the Pokemon with the lower BST too, though things get complicated with speed ties.
Yeah without some kind of caveat to the speed thing it's gonna be a fight to get to the lowest by any means possible, with iron ball Clodsire or Pincurchin, or even optimizing your level to get a lower speed stat. I think having the crown pass when the uncrowned player scores a KO would also balance some things out, since there's currently not a lot of incentive to let the crown pass back by knowingly using a move that would make it do so. That would also prevent the meta from becoming too stall focused, because stall mons are usually slower overall, don't use high BP moves often, and the free 20% bulk is nuts on stuff like Glowking and Alomomola.
 
I have a few alternate ideas with the Crown mechanics. My biggest concerns are passing the crown too often and the crown passing rarely.
I considered “Hot Potato” where the potato would harm you and you’d have to pass it to your opponent, which had the issue of the potato getting passed, then passed again the same turn.
With the Crown going to Pokemon that score a KO, it would be hard for the opponent to gain the Crown themselves.
I think a good track to be on is to “encourage Pokemon to use generally bad moves”. That way a player has to decide if they want to use a weaker move to keep/take the Crown or give/avoid the Hot Potato. I’m also open to ideas like “Switching in a Pokemon with a type disadvantage” gives you the Crown or something.
 
I have a few alternate ideas with the Crown mechanics. My biggest concerns are passing the crown too often and the crown passing rarely.
I considered “Hot Potato” where the potato would harm you and you’d have to pass it to your opponent, which had the issue of the potato getting passed, then passed again the same turn.
With the Crown going to Pokemon that score a KO, it would be hard for the opponent to gain the Crown themselves.
I think a good track to be on is to “encourage Pokemon to use generally bad moves”. That way a player has to decide if they want to use a weaker move to keep/take the Crown or give/avoid the Hot Potato. I’m also open to ideas like “Switching in a Pokemon with a type disadvantage” gives you the Crown or something.
Sorry to bother you with even more questions, but how would moves that double work? For example acrobatics doubling without an item- would that pass the crown despite its original BP being 55?
Also would boosting abilities like Sharpness, Strong Jaw, Technician etc affect if the crown is passed?
 
Sorry to bother you with even more questions, but how would moves that double work? For example acrobatics doubling without an item- would that pass the crown despite its original BP being 55?
Also would boosting abilities like Sharpness, Strong Jaw, Technician etc affect if the crown is passed?
It would ideally be considered the same as a move like Fire Blast. So would moves like Icicle Spear and Dragon Darts. I believe that Tera’s hidden mechanic that boosts low BP move to 60 and this mechanic ignores moves like Acrobatics and Bullet Seed.
 
GOBBLED UP
Description: What if your attacks left debris for your opponent to collect and use against you later? In this meta, per every direct hit, the recipient of the attack will hold the type-enhancement item corresponding to the type of the damage. Item restrictions are removed for the kind or number of type boosting items a single pokemon can hold after receiving hits.
  • magnet.png
    Magnet
  • charcoal.png
    Charcoal
  • miracle-seed.png
    Miracle Seed
  • mystic-water.png
    Mystic Water
  • nevermeltice.png
    Nevermeltice
  • hard-stone.png
    Hard Stone
  • dragon-fang.png
    Dragon Fang
  • twistedspoon.png
    Twistedspoon
  • spell-tag.png
    Spell Tag
  • blackglasses.png
    Blackglasses
  • black-belt.png
    Black Belt
  • metal-coat.png
    Metal Coat
  • sharp-beak.png
    Sharp Beak
  • soft-sand.png
    Soft Sand
  • silverpowder.png
    Silver Powder
  • fairy-feather.png.m.1716648629
    Fairy Feather
  • silk-scarf.png
    Silk Scarf
  • poison-barb.png
    Poison Barb

Q: Can my pokemon hold multiple Mystic Waters?
A: Yes, if you receive multiple water hits, and boosts do stack.

Q: How does Fling or Knock Off work?
A: These get rid of all the items including the base item, but they will give the opponent blackglasses afterwards.
Q: Do Fling BP stack?
A: Presumably yes, but not known at the moment.
Q: How do Trick / Switcheroo / Magician / Pickpocket work?
A: Not known atm.
Q: How do multi-hit moves work?
A: These give the opponent the held item per every hit.

Strategy:
  • alomomola.png.m.1716648629
    toxapex.png.m.1716648629
    ting-lu.png.m.1716648629
    corviknight.png.m.1716648629
    Stall, semi-stall or bulky offense builds become extremely viable and gain an extra dimension in this meta as you can stack items on pokemon that can take hits. Corviknight stacking Silver powders or Blackbelts for U-turn, Body Press or Regen water types stab stacking with resisted water hits.​
  • weavile.png.m.1716648629
    Knock Off and Fling will be prevalent as you want to get rid of opposing items and Fling base power is something to look out for.​
  • dipplin.png.m.1716648629
    gastrodon.png.m.1716648629
    Sticky Hold seems interesting as you will have a permanent hold over your items. These pokemon also have Recover, so this becomes a longevity game.​
  • scizor.png.m.1716648629
    zapdos.png.m.1716648629
    Pivot moves are a double-edged sword, since these can easily be utilized by the opponent to gobble up items.​
  • magnezone.png.m.1716648629
    goodra-hisui.png.m.1716648629
    Pokemon with high number of resists can easily switch in and gobble up items.​
  • salazzle.png.m.1716648629
    whimsicott.png.m.1716648629
    Passive play - indirect damages might also be a good strat.​
Banlist: OU Banlist + Clauses

Playability: None

Council: None

Questions for the community: Thoughts? Fun to play? Any broken things?
 
OM: Hax Meters

There are 4 meters. These meters will be displayed in the Battle Options section.
Initially, x = 30.


<your username>
Miss: X
Secondary Effect: X
Critical Hit: X
Status: X
<your opponent’s username>
Miss: X
Secondary Effect: X
Critical Hit: X
Status: X

The meters displayed will be updated at the end of every turn.

Moves used will increase the meters by their respective hax chance. Focus Blast, unaffected by other mechanics, will increase the miss meter by 30, the secondary effect meter by 10 if it hits, and the crit meter by 4.17 if it hits. When a meter reaches 100 the effect is guaranteed and 100 is subtracted from the meter. If no meter reaches 100 the move will hit and have no other effect.

A meter can increase multiple times in one turn, such as if the Pokemon uses a multi-hit move or has multiple statuses.

If 2 effects for a meter are dependent on each other, they will be calculated multiplicatively rather than additively. For example, if a Pokemon is under Attract and Confusion, the Status meter will not increase by 50 + 50 (= 100). If it did, it would guarantee the Pokemon not being able to move due to the increase by 100. Instead, it will increase by 50 (for Confusion), and if the meter does not reach 100, then 0.5 * 50 (no Confusion + Attract), or 25. This is a total of 75, which matches the 75% chance of not being able to move.

Unbans include mechanics that increase evasion like Sand Veil. OHKO moves are still banned.

There will be an option to show all the calculations in the chat.
 
Last edited:
GOBBLED UP
Description: What if your attacks left debris for your opponent to collect and use against you later? In this meta, per every direct hit, the recipient of the attack will hold the type-enhancement item corresponding to the type of the damage. Item restrictions are removed for the kind or number of type boosting items a single pokemon can hold after receiving hits.
  • magnet.png
    Magnet
  • charcoal.png
    Charcoal
  • miracle-seed.png
    Miracle Seed
  • mystic-water.png
    Mystic Water
  • nevermeltice.png
    Nevermeltice
  • hard-stone.png
    Hard Stone
  • dragon-fang.png
    Dragon Fang
  • twistedspoon.png
    Twistedspoon
  • spell-tag.png
    Spell Tag
  • blackglasses.png
    Blackglasses
  • black-belt.png
    Black Belt
  • metal-coat.png
    Metal Coat
  • sharp-beak.png
    Sharp Beak
  • soft-sand.png
    Soft Sand
  • silverpowder.png
    Silver Powder
  • fairy-feather.png.m.1716648629
    Fairy Feather
  • silk-scarf.png
    Silk Scarf
  • poison-barb.png
    Poison Barb

Q: Can my pokemon hold multiple Mystic Waters?
A: Yes, if you receive multiple water hits, and boosts do stack.

Q: How does Fling or Knock Off work?
A: These get rid of all the items including the base item, but they will give the opponent blackglasses afterwards.
Q: Do Fling BP stack?
A: Presumably yes, but not known at the moment.
Q: How do Trick / Switcheroo / Magician / Pickpocket work?
A: Not known atm.
Q: How do multi-hit moves work?
A: These give the opponent the held item per every hit.

Strategy:
  • alomomola.png.m.1716648629
    toxapex.png.m.1716648629
    ting-lu.png.m.1716648629
    corviknight.png.m.1716648629
    Stall, semi-stall or bulky offense builds become extremely viable and gain an extra dimension in this meta as you can stack items on pokemon that can take hits. Corviknight stacking Silver powders or Blackbelts for U-turn, Body Press or Regen water types stab stacking with resisted water hits.​
  • weavile.png.m.1716648629
    Knock Off and Fling will be prevalent as you want to get rid of opposing items and Fling base power is something to look out for.​
  • dipplin.png.m.1716648629
    gastrodon.png.m.1716648629
    Sticky Hold seems interesting as you will have a permanent hold over your items. These pokemon also have Recover, so this becomes a longevity game.​
  • scizor.png.m.1716648629
    zapdos.png.m.1716648629
    Pivot moves are a double-edged sword, since these can easily be utilized by the opponent to gobble up items.​
  • magnezone.png.m.1716648629
    goodra-hisui.png.m.1716648629
    Pokemon with high number of resists can easily switch in and gobble up items.​
  • salazzle.png.m.1716648629
    whimsicott.png.m.1716648629
    Passive play - indirect damages might also be a good strat.​
Banlist: OU Banlist + Clauses

Playability: None

Council: None

Questions for the community: Thoughts? Fun to play? Any broken things?
I might be misunderstanding the meta, but bulky mons will become very very scary.
Stall and BO can be fun but for some players they are really frustrating (especially stall).

There are two kinds of stall pokemon and both are annoying-
There are what I call 'Balloon pokemon' (it includes drifblim because it would be weird if it didn't)
They are pokemon with monstrously high HP but are very frail- the most common ones are Blissey and Alomamola.
Then there is the inverse of that- they have monstrous bulk but low HP- I'm looking at you Toxapex.
Of course some mons like Ting Lu and dondozo have both great bulk and HP and that's just a pain to deal with as well.
These are going to be the central focus of the Meta because they can eat up hits and get a boost as well.

Something kind of funny though is that Bastiadon might actually become a really good anti corv pokemon- 4x resist u turn, and with a chople berry it can eat one body press, power up its own, and also has iron defense with illegal amounts of bulk. Tera fighting body press will destroy anything that isn't a ghost type.

Also- Gholdengo. Can't be statused at all and will become THE biggest stall Breaker pokemon in the format. I don't need to explain that nasty plot/ choice specs Make it rain is going to destroy the majority of pokemon.

Quick question- do moves with fixed damage like night shade and seismic toss get boosted? I really hope not because boosted seismic toss from Blissey would be a nightmare lol.
 
Last edited:
GOBBLED UP
Description: What if your attacks left debris for your opponent to collect and use against you later? In this meta, per every direct hit, the recipient of the attack will hold the type-enhancement item corresponding to the type of the damage. Item restrictions are removed for the kind or number of type boosting items a single pokemon can hold after receiving hits.
  • magnet.png
    Magnet
  • charcoal.png
    Charcoal
  • miracle-seed.png
    Miracle Seed
  • mystic-water.png
    Mystic Water
  • nevermeltice.png
    Nevermeltice
  • hard-stone.png
    Hard Stone
  • dragon-fang.png
    Dragon Fang
  • twistedspoon.png
    Twistedspoon
  • spell-tag.png
    Spell Tag
  • blackglasses.png
    Blackglasses
  • black-belt.png
    Black Belt
  • metal-coat.png
    Metal Coat
  • sharp-beak.png
    Sharp Beak
  • soft-sand.png
    Soft Sand
  • silverpowder.png
    Silver Powder
  • fairy-feather.png.m.1716648629
    Fairy Feather
  • silk-scarf.png
    Silk Scarf
  • poison-barb.png
    Poison Barb

Q: Can my pokemon hold multiple Mystic Waters?
A: Yes, if you receive multiple water hits, and boosts do stack.

Q: How does Fling or Knock Off work?
A: These get rid of all the items including the base item, but they will give the opponent blackglasses afterwards.
Q: Do Fling BP stack?
A: Presumably yes, but not known at the moment.
Q: How do Trick / Switcheroo / Magician / Pickpocket work?
A: Not known atm.
Q: How do multi-hit moves work?
A: These give the opponent the held item per every hit.

Strategy:
  • alomomola.png.m.1716648629
    toxapex.png.m.1716648629
    ting-lu.png.m.1716648629
    corviknight.png.m.1716648629
    Stall, semi-stall or bulky offense builds become extremely viable and gain an extra dimension in this meta as you can stack items on pokemon that can take hits. Corviknight stacking Silver powders or Blackbelts for U-turn, Body Press or Regen water types stab stacking with resisted water hits.​
  • weavile.png.m.1716648629
    Knock Off and Fling will be prevalent as you want to get rid of opposing items and Fling base power is something to look out for.​
  • dipplin.png.m.1716648629
    gastrodon.png.m.1716648629
    Sticky Hold seems interesting as you will have a permanent hold over your items. These pokemon also have Recover, so this becomes a longevity game.​
  • scizor.png.m.1716648629
    zapdos.png.m.1716648629
    Pivot moves are a double-edged sword, since these can easily be utilized by the opponent to gobble up items.​
  • magnezone.png.m.1716648629
    goodra-hisui.png.m.1716648629
    Pokemon with high number of resists can easily switch in and gobble up items.​
  • salazzle.png.m.1716648629
    whimsicott.png.m.1716648629
    Passive play - indirect damages might also be a good strat.​
Banlist: OU Banlist + Clauses

Playability: None

Council: None

Questions for the community: Thoughts? Fun to play? Any broken things?
Does the enchantments at least get removed when leaving the field?
Otherwise this metagame ends up being Rage Fist for specific types.
 
Base Power pressure (BPP)

Premise: The amount of PP a move has left has an impact on the move power.

Description:
In competitive, the amount of PP a move has is rarely an issue, because in the span of a single battle it's almost impossible to run out of PP. The idea of this OM is to try to make PP more important, I'm open to suggestions of other ways to do this, but this is my idea:

The base power of a move is calculated with this simple formula:
CURRENT_PP / MAX_PP * DEFAULT_BASE_POWER

Viability shifts


+ Technician, gets to activate on a lot more moves after they have been used a couple times.
+ Pressure, Lower the power of your opponents moves twice as fast
+ Spite, idem
+ High PP moves can be used for longer without losing BP too fast


- Choice items, being locked in a move that keeps getting less powerful can be detrimental
- Low PP moves drastically reduce power on every use.
 
OM: Hax Meters

There are 4 meters. These meters will be displayed in the Battle Options section.
Initially, x = 30.


<your username>
Miss: X
Secondary Effect: X
Critical Hit: X
Status: X
<your opponent’s username>
Miss: X
Secondary Effect: X
Critical Hit: X
Status: X

So is it good, then? I don't want to submit just for them to tell me it doesn't count as an OM.
 
OM: Hax Meters

There are 4 meters. These meters will be displayed in the Battle Options section.
Initially, x = 30.


<your username>
Miss: X
Secondary Effect: X
Critical Hit: X
Status: X
<your opponent’s username>
Miss: X
Secondary Effect: X
Critical Hit: X
Status: X

The meters displayed will be updated at the end of every turn.
The main problem of this (and what all OMs must answer) is: Why should someone play this metagame over OU or another existing tier?

This does feel just like OU but more controlled. While some people might play this metagame for the consistency, OU has an overwhelming number of players and support that puts this at a disadvantage. And creating a new metagame with new mechanics takes a lot of work as well. Compare this to the existing OMs: they all give a lot more options to Pokemons, and as a result play differently from normal play and each other. Unfortunately, I don't think this base idea has a lot of potential.
 
The main problem of this (and what all OMs must answer) is: Why should someone play this metagame over OU or another existing tier?

This does feel just like OU but more controlled. While some people might play this metagame for the consistency, OU has an overwhelming number of players and support that puts this at a disadvantage. And creating a new metagame with new mechanics takes a lot of work as well. Compare this to the existing OMs: they all give a lot more options to Pokemons, and as a result play differently from normal play and each other. Unfortunately, I don't think this base idea has a lot of potential.
First, consistency.

Also, are you saying it has new mechanics or not?

The main difference is instead of accounting for hax every move, you build it up and unleash it at opportune moments, and your opponent is trying to thwart that. For example, if your opponent has a Ttar out and their miss meter is 80 or above, you do not have to worry about Stone Edge until they miss another move.

Unbans include evasion boosting moves and abilities, King’s rock, and Brightpowder since they will be factored into the meters.
 
Last edited:
First, consistency.

Also, are you saying it has new mechanics or not?

The main difference is instead of accounting for hax every move, you build it up and unleash it at opportune moments, and your opponent is trying to thwart that. For example, if you have a Ttar out and your miss meter is 80 or above, your opponent does not have to worry about Stone Edge one time.

Unbans include evasion boosting moves and abilities, King’s rock, and Brightpowder since they will be factored into the meters.
On the code side of things, yes the hax meter is a new mechanic that has to be created.

I understand your points about consistency, and yes you will play differently because you can see an incoming move. However, I can't see this significantly changing the gameplay. For me, it would just be you have to keep in mind once in every 10 turns that you must miss or you will get a status off a secondary effect. Compare this to AAA for example, where you are unsure what ability each Pokemon has, and their abilities can make them play much differently than in standard OU.
 
On the code side of things, yes the hax meter is a new mechanic that has to be created.

I understand your points about consistency, and yes you will play differently because you can see an incoming move. However, I can't see this significantly changing the gameplay. For me, it would just be you have to keep in mind once in every 10 turns that you must miss or you will get a status off a secondary effect. Compare this to AAA for example, where you are unsure what ability each Pokemon has, and their abilities can make them play much differently than in standard OU.
Well, for example, you can safely switch to mons that only fear a scald burn when their secondary effect meter is less than 70. It's a risk in standard metagames. Then when their meter is 70 or above, if you predict scald, you can switch to specific mons to take the burn and use up their meter.

You can also build up your meter to 90 and use a move with a great 10% effect, like ancientpower.
 
Last edited:
Base Power pressure (BPP)

Premise: The amount of PP a move has left has an impact on the move power.

Description:
In competitive, the amount of PP a move has is rarely an issue, because in the span of a single battle it's almost impossible to run out of PP. The idea of this OM is to try to make PP more important, I'm open to suggestions of other ways to do this, but this is my idea:

The base power of a move is calculated with this simple formula:
CURRENT_PP / MAX_PP * DEFAULT_BASE_POWER

Viability shifts


+ Technician, gets to activate on a lot more moves after they have been used a couple times.
+ Pressure, Lower the power of your opponents moves twice as fast
+ Spite, idem
+ High PP moves can be used for longer without losing BP too fast


- Choice items, being locked in a move that keeps getting less powerful can be detrimental
- Low PP moves drastically reduce power on every use.
PP does matter normally, and this solution would make the game really unfun and even more frustrating.
Fire Blast as an example goes from 110 BP to 96.25 BP in 1 move. Then goes to 82.5 BP. And so on.
This makes breaking past bulky Pokemon (affected less since they are using status moves (not at all affected) and moves used for their utility) way hard. It also makes regular battling more obnoxious too since you’ll a pretty large dip in power that otherwise turns a 2HKO into a 3 or even 4HKO. It’s like if every move functioned like Wring Out or Crush Grip.
Additionally, PP gets used up when you miss, hit protect, or hit substitute. Imagine missing Fire Blast as your opponent Substitutes. Now you wasted 1 PP on a miss, 1 on hitting Sub, and now you can actually attack them but with significantly reduced fire power.
 
On the code side of things, yes the hax meter is a new mechanic that has to be created.

I understand your points about consistency, and yes you will play differently because you can see an incoming move. However, I can't see this significantly changing the gameplay. For me, it would just be you have to keep in mind once in every 10 turns that you must miss or you will get a status off a secondary effect. Compare this to AAA for example, where you are unsure what ability each Pokemon has, and their abilities can make them play much differently than in standard OU.

Also, double team and minimize can be unbanned. I'm not aware of any metagame that does that.
 
OM: Hax Meters

There are 4 meters. These meters will be displayed in the Battle Options section.
Initially, x = 30.


<your username>
Miss: X
Secondary Effect: X
Critical Hit: X
Status: X
<your opponent’s username>
Miss: X
Secondary Effect: X
Critical Hit: X
Status: X

The meters displayed will be updated at the end of every turn.

Moves used will increase the meters by their respective hax chance. Focus Blast, unaffected by other mechanics, will increase the miss meter by 30, the secondary effect meter by 10 if it hits, and the crit meter by 4.17 if it hits. When a meter reaches 100 the effect is guaranteed and 100 is subtracted from the meter. If no meter reaches 100 the move will hit and have no other effect.

A meter can increase multiple times in one turn, such as if the Pokemon uses a multi-hit move or has multiple statuses.

If 2 effects for a meter are dependent on each other, they will be calculated multiplicatively rather than additively. For example, if a Pokemon is under Attract and Confusion, the Status meter will not increase by 50 + 50 (= 100). If it did, it would guarantee the Pokemon not being able to move due to the increase by 100. Instead, it will increase by 50 (for Confusion), and if the meter does not reach 100, then 0.5 * 50 (no Confusion + Attract), or 25. This is a total of 75, which matches the 75% chance of not being able to move.

Unbans include mechanics that increase evasion like Sand Veil. OHKO moves are still banned.

There will be an option to show all the calculations in the chat.
As cool as that would be, this would be a petmod. In fact there was an older petmod called skillmons that did this.
 
In fact there was an older petmod called skillmons that did this.
The main difference between Skillmons and Hax Meters is that Skillmons has many different kinds of changes.
You can see changes to many moves and abilities.
My goal is to make things simple with an overall theme, without changing things outside of the theme. Skillmons partially has meters, but has many other rules which makes learning it complex. Skillmons also gets rid of crits and misses entirely, and introduces damage scaling. I do not want to do that. I want to either alter them consistently using the point system, or not change them at all.

I was hoping that this would be straightforward enough to be an OM. If not, should this be a petmod or a solomod?
 
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The main difference between Skillmons and Hax Meters is that Skillmons has many different kinds of changes.
You can see changes to many moves and abilities.
My goal is to make things simple with an overall theme, without changing things outside of the theme. Skillmons partially has meters, but has many other rules which makes learning it complex. Skillmons also gets rid of crits and misses entirely, and introduces damage scaling. I do not want to do that. I want to either alter them consistently using the point system, or not change them at all.

I was hoping that this would be straightforward enough to be an OM. If not, should this be a petmod or a solomod?
Sure there are some difference, but it’d still be a petmod since it changes multiple mechanics.
 
Skill shift

Metagame premise:
Upon entering the match, your team's moves and abilities are shifted by 1 slot:

:slaking: @ Heavy-Duty Boots
Ability: Truant
Tera Type: Normal
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
- Bulk Up
- Knock Off
- Slack Off
- Encore

:ditto: @ Choice Scarf
Ability: Imposter
Tera Type: Normal
EVs: 252 HP / 4 Atk / 252 Spe
Jolly Nature
IVs: 30 Atk
- Transform

:chansey: (F) @ Eviolite
Ability: Serene Grace
Tera Type: Normal
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Soft-Boiled
- Seismic Toss
- Heal Bell
- Stealth Rock

:numel: @ Focus Sash
Ability: Simple
Tera Type: Fire
EVs: 252 HP / 252 Atk / 4 Def
Brave Nature
- Roar
- Will-O-Wisp
- Lava Plume
- Flamethrower

:volcarona: @ Heavy-Duty Boots
Ability: Flame Body
Tera Type: Bug
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
- Quiver Dance
- Morning Sun
- Bug Buzz
- Dual Wingbeat

:dragonite: @ Heavy-Duty Boots
Ability: Multiscale
Tera Type: Dragon
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Dragon Dance
- Ice Punch
- Earthquake
- Extreme Speed
:slaking: @ Heavy-Duty Boots
Ability: Multiscale
Tera Type: Normal
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
- Extreme Speed
- Bulk Up
- Knock Off
- Slack Off

:ditto: @ Choice Scarf
Ability: Truant
Tera Type: Normal
EVs: 252 HP / 4 Atk / 252 Spe
Jolly Nature
IVs: 30 Atk
- Encore

:chansey: (F) @ Eviolite
Ability: Imposter
Tera Type: Normal
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Transform
- Soft-Boiled
- Seismic Toss
- Heal Bell

:numel: @ Focus Sash
Ability: Serene Grace
Tera Type: Fire
EVs: 252 HP / 252 Atk / 4 Def
Brave Nature
- Stealth Rock
- Roar
- Will-O-Wisp
- Lava Plume

:volcarona: @ Heavy-Duty Boots
Ability: Simple
Tera Type: Bug
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
- Flamethrower
- Quiver Dance
- Morning Sun
- Bug Buzz

:dragonite: @ Heavy-Duty Boots
Ability: Flame Body
Tera Type: Dragon
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Dual Wingbeat
- Dragon Dance
- Ice Punch
- Earthquake
:smeargle: @ Focus Sash
Ability: Technician
Tera Type: Normal
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Memento
- Ceaseless Edge
- Sticky Web
- Poltergeist

:dragapult: @ Life Orb
Ability: Cursed Body
Tera Type: Dragon
EVs: 252 Atk / 4 SpA / 252 Spe
Hasty Nature
- Dragon Darts
- Dragon Dance
- Flamethrower
- Will-O-Wisp

:great tusk: @ Leftovers
Ability: Protosynthesis
Tera Type: Ground
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Earthquake
- Rapid Spin
- Close Combat
- Knock Off

:kingambit: @ Booster Energy
Ability: Supreme Overlord
Tera Type: Dark
EVs: 252 HP / 252 Atk / 4 Spe
Adamant Nature
- Swords Dance
- Sucker Punch
- Iron Head
- Grass Knot

:raging bolt: @ Leftovers
Ability: Protosynthesis
Tera Type: Electric
EVs: 252 HP / 4 Def / 252 SpA
Modest Nature
IVs: 20 Atk
- Thunderclap
- Calm Mind
- Draco Meteor
- Body Press

:corviknight: @ Booster Energy
Ability: Mirror Armor
Tera Type: Flying
EVs: 252 HP / 92 Def / 164 SpD
Careful Nature
- Bulk Up
- Brave Bird
- Roost
- Taunt
:smeargle: @ Focus Sash
Ability: Mirror Armor
Tera Type: Normal
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Taunt
- Memento
- Ceaseless Edge
- Sticky Web

:dragapult: @ Life Orb
Ability: Technician
Tera Type: Dragon
EVs: 252 Atk / 4 SpA / 252 Spe
Hasty Nature
- Poltergeist
- Dragon Darts
- Dragon Dance
- Flamethrower


:great tusk: @ Leftovers
Ability: Cursed Body
Tera Type: Ground
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Will-O-Wisp
- Earthquake
- Rapid Spin
- Close Combat

:kingambit: @ Booster Energy
Ability: Protosynthesis
Tera Type: Dark
EVs: 252 HP / 252 Atk / 4 Spe
Adamant Nature
- Knock Off
- Swords Dance
- Sucker Punch
- Iron Head

:raging bolt: @ Leftovers
Ability: Supreme Overlord
Tera Type: Electric
EVs: 252 HP / 4 Def / 252 SpA
Modest Nature
IVs: 20 Atk
- Grass Knot
- Thunderclap
- Calm Mind
- Draco Meteor

:corviknight: @ Booster Energy
Ability: Protosynthesis
Tera Type: Flying
EVs: 252 HP / 92 Def / 164 SpD
Careful Nature
- Body Press
- Bulk Up
- Brave Bird
- Roost

Increased Viability:

:smeargle: Many great moves only have smeargle as a legal user
:slaking: Can receive a better ability and pass on Truant to a teammate with Skill Swap
:great tusk: :iron moth: :raging bolt: :kingambit: Pokemon with solid abilities and movepools can fit in otherwise hard-to-fill slots
:numel: :araquanid: :ditto: :gliscor: Donors of highly influential abilities
:torkoal: :porygon-z: Pokemon that can pass on great traits without being rendered completely useless without them

Decreased Viability:
:palafin: :terapagos: As all pokemon lose access to their native abilities, forme changers are stuck in their base forme
:pecharunt: Ability useless on other pokemon
 
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