Project Metagame Workshop

OM idea (original idea from this Reddit post, submitted and modified with permission from OP):

Exchangeability(is this name good?)

Have you ever been frustrated that you have to choose between Download and Adaptability Porygon-Z? Have you ever wished that your Conkeldurr could use a Guts-boosted Sheer Force-boosted Iron Fist-boosted Ice Punch on that pesky Lando-T? Too bad they're banned in Pokebilities, though...

...But if you give up an moveslot, they're free to wreak havoc!

In Exchangeability, Pokemon can give up a moveslot in exchange for 1 ability from any of their previous (or future) evolutions or alternate formes (regional formes, Megas, Paradox Pokemon, etc.), up to a maximum of 3 times!

FAQ:
How do I exchange my Pokemon's moves?
Like this:
1746755478575.png


Isn't this just worse Pokebilities?
Maybe! While this metagame does allow for the use of multiple abilities at once, this has 2 distinctions: the "exchange" mechanic which leads to a lower power level and a unique tradeoff approach to teambuilding, and the usage of abilities the Pokemon can't usually get (ex. Swift Swim Gyarados).

How do you handle split evolutions?
Split evolutions, while not necessarily part of a Pokemon's evolutionary line, are part of its evolutionary tree, so they are allowed (ex. Clodisre can receive Quagsire's Damp, Hydrapple can receive Appletun's Thick Fat, etc.)!
Similarly, previous evolutions' alternate formes' abilities are valid for exchange (ex. Sandlash can receive Sandshrew-Alola's Slush Rush).


Can I exchange my move for the same ability?
No, you cannot stack abilities.

Standard OU/OMs:
Species Clause, Nickname Clause, OHKO Clause, Evasion Items Clause, Evasion Moves Clause, Sleep Moves Clause (no Sleep Clause), Overflow Stat Mod
Arena Trap, Moody, Sand Veil, Shadow Tag, Snow Cloak
Baton Pass, Last Respects, Shed Tail
King's Rock, Razor Fang
Annihilape, Arceus (all formes), Archaludon, Baxcalibur, Calyrex-Ice, Calyrex-Shadow, Chien-Pao, Chi-Yu, Deoxys, Deoxys-Attack,, Dialga (all formes), Espathra, Eternatus, Flutter Mane, Giratina (all formes), Gouging Fire, Groudon, Ho-Oh, Iron Bundle, Koraidon, Kyogre, Kyurem-Black, Kyurem-White, Landorus-Incarnate, Lugia, Lunala, Magearna, Mewtow, Miraidon, Necrozma-Dawn Wings, Necrozma-Dusk Mane, Ogerpon-Hearthflame, Palafin, Palkia (all formes), Rayquaza, Regieleki, Reshiram, Roaring Moon, Shaymin-Sky, Sneasler, Solgaleo, Spectrier, Terapagos, Ursaluna-Bloodmoon, Urshifu (all formes), Volcarona, Zacian (all formes), Zamazenta-Crowned, Zekrom (all formes)

Conkeldurr (Guts/Sheer Force/Iron Fist), Excadrill (Sand Rush + Sand Force), Landorus-Therian (Landorus-Incarnate's Sand Force/Sheer Force), Ursaluna (Ursaluna-Bloodmoon's Mind's Eye, Ursaring's Quick Feet)
:gyarados:
Gyarados @ Heavy-Duty Boots
Ability: Moxie
Tera Type: Flying
Adamant Nature
- Waterfall
- Earthquake
- Tera Blast
- swiftswim

:kingambit: i mean :bisharp:
Bisharp @ Eviolite
Ability: Defiant
Tera Type: Fairy
Adamant Nature
- Throat Chop
- Sucker Punch
- Iron Head
- supremeoverlord

:ursaluna:
Ursaluna @ Flame Orb
Ability: Guts
Tera Type: Normal
- Facade
- Headlong Rush
- quickfeet
- mindseye

:ironvaliant:
Iron Valiant @ Choice Specs
Ability: Quark Drive
Tera Type: Fairy
Timid Nature
- Hyper Voice
- Shadow Ball
- Thunderbolt
- pixilate

:tyranitar:
Tyranitar @ Booster Energy
Ability: Sand Stream
Tera Type: Dark
EVs: 252 HP / 16 Def / 240 SpD
Sassy Nature
- Stone Edge
- Knock Off
- Earthquake
- protosynthesis

Potential issues:
Offense heavy meta/unreliable defensive options
Generally, it is easier for offense to get out of control compared to defense. It is possible that the most effective strategy for attacking mons would be to forfeit a little bit of coverage for access to higher damage, leading to teams becoming STAB stam while the defensive options in the metagame are left with either less defensive options due to exchanging a move, or by just being their normal self without interacting with the metagame's mechanics (another problem to talk about, which leads me to...)

Unimpactful mechanic
It is a very real possibility that the exchanging mechanic is too weak/too uninteresting/too whatever to warrant interacting with. I'm sure that there would be a handful of Pokemon that can interact with the mechanic in a fun and fulfilling way, but is just a handful or Pokemon enough to warrant an entire OM?

Special interactions

Should there be a special interaction with Paradox Pokemon and their modern-day counterpart? For metagame variability, I think yes. However, this mechanic doesn't align with other species-based rules/mods and may be confusing.

if you have any suggestions/criticisms/comments/questions/whatever, don't hesitate to leave them here!
 
OM idea (original idea from this Reddit post, submitted and modified with permission from OP):

Exchangeability(is this name good?)

Have you ever been frustrated that you have to choose between Download and Adaptability Porygon-Z? Have you ever wished that your Conkeldurr could use a Guts-boosted Sheer Force-boosted Iron Fist-boosted Ice Punch on that pesky Lando-T? Too bad they're banned in Pokebilities, though...

...But if you give up an moveslot, they're free to wreak havoc!

In Exchangeability, Pokemon can give up a moveslot in exchange for 1 ability from any of their previous (or future) evolutions or alternate formes (regional formes, Megas, Paradox Pokemon, etc.), up to a maximum of 3 times!

FAQ:
How do I exchange my Pokemon's moves?
Like this:
View attachment 738953

Isn't this just worse Pokebilities?
Maybe! While this metagame does allow for the use of multiple abilities at once, this has 2 distinctions: the "exchange" mechanic which leads to a lower power level and a unique tradeoff approach to teambuilding, and the usage of abilities the Pokemon can't usually get (ex. Swift Swim Gyarados).

How do you handle split evolutions?
Split evolutions, while not necessarily part of a Pokemon's evolutionary line, are part of its evolutionary tree, so they are allowed (ex. Clodisre can receive Quagsire's Damp, Hydrapple can receive Appletun's Thick Fat, etc.)!
Similarly, previous evolutions' alternate formes' abilities are valid for exchange (ex. Sandlash can receive Sandshrew-Alola's Slush Rush).


Can I exchange my move for the same ability?
No, you cannot stack abilities.

Standard OU/OMs:
Species Clause, Nickname Clause, OHKO Clause, Evasion Items Clause, Evasion Moves Clause, Sleep Moves Clause (no Sleep Clause), Overflow Stat Mod
Arena Trap, Moody, Sand Veil, Shadow Tag, Snow Cloak
Baton Pass, Last Respects, Shed Tail
King's Rock, Razor Fang
Annihilape, Arceus (all formes), Archaludon, Baxcalibur, Calyrex-Ice, Calyrex-Shadow, Chien-Pao, Chi-Yu, Deoxys, Deoxys-Attack,, Dialga (all formes), Espathra, Eternatus, Flutter Mane, Giratina (all formes), Gouging Fire, Groudon, Ho-Oh, Iron Bundle, Koraidon, Kyogre, Kyurem-Black, Kyurem-White, Landorus-Incarnate, Lugia, Lunala, Magearna, Mewtow, Miraidon, Necrozma-Dawn Wings, Necrozma-Dusk Mane, Ogerpon-Hearthflame, Palafin, Palkia (all formes), Rayquaza, Regieleki, Reshiram, Roaring Moon, Shaymin-Sky, Sneasler, Solgaleo, Spectrier, Terapagos, Ursaluna-Bloodmoon, Urshifu (all formes), Volcarona, Zacian (all formes), Zamazenta-Crowned, Zekrom (all formes)

Conkeldurr (Guts/Sheer Force/Iron Fist), Excadrill (Sand Rush + Sand Force), Landorus-Therian (Landorus-Incarnate's Sand Force/Sheer Force), Ursaluna (Ursaluna-Bloodmoon's Mind's Eye, Ursaring's Quick Feet)
:gyarados:
Gyarados @ Heavy-Duty Boots
Ability: Moxie
Tera Type: Flying
Adamant Nature
- Waterfall
- Earthquake
- Tera Blast
- swiftswim

:kingambit: i mean :bisharp:
Bisharp @ Eviolite
Ability: Defiant
Tera Type: Fairy
Adamant Nature
- Throat Chop
- Sucker Punch
- Iron Head
- supremeoverlord

:ursaluna:
Ursaluna @ Flame Orb
Ability: Guts
Tera Type: Normal
- Facade
- Headlong Rush
- quickfeet
- mindseye

:ironvaliant:
Iron Valiant @ Choice Specs
Ability: Quark Drive
Tera Type: Fairy
Timid Nature
- Hyper Voice
- Shadow Ball
- Thunderbolt
- pixilate

:tyranitar:
Tyranitar @ Booster Energy
Ability: Sand Stream
Tera Type: Dark
EVs: 252 HP / 16 Def / 240 SpD
Sassy Nature
- Stone Edge
- Knock Off
- Earthquake
- protosynthesis

Potential issues:
Offense heavy meta/unreliable defensive options
Generally, it is easier for offense to get out of control compared to defense. It is possible that the most effective strategy for attacking mons would be to forfeit a little bit of coverage for access to higher damage, leading to teams becoming STAB stam while the defensive options in the metagame are left with either less defensive options due to exchanging a move, or by just being their normal self without interacting with the metagame's mechanics (another problem to talk about, which leads me to...)

Unimpactful mechanic
It is a very real possibility that the exchanging mechanic is too weak/too uninteresting/too whatever to warrant interacting with. I'm sure that there would be a handful of Pokemon that can interact with the mechanic in a fun and fulfilling way, but is just a handful or Pokemon enough to warrant an entire OM?

Special interactions

Should there be a special interaction with Paradox Pokemon and their modern-day counterpart? For metagame variability, I think yes. However, this mechanic doesn't align with other species-based rules/mods and may be confusing.

if you have any suggestions/criticisms/comments/questions/whatever, don't hesitate to leave them here!
Paradox isn’t a form change I don’t think it would be allowed
 
OM idea (original idea from this Reddit post, submitted and modified with permission from OP):

Exchangeability(is this name good?)

Have you ever been frustrated that you have to choose between Download and Adaptability Porygon-Z? Have you ever wished that your Conkeldurr could use a Guts-boosted Sheer Force-boosted Iron Fist-boosted Ice Punch on that pesky Lando-T? Too bad they're banned in Pokebilities, though...

...But if you give up an moveslot, they're free to wreak havoc!

In Exchangeability, Pokemon can give up a moveslot in exchange for 1 ability from any of their previous (or future) evolutions or alternate formes (regional formes, Megas, Paradox Pokemon, etc.), up to a maximum of 3 times!

FAQ:
How do I exchange my Pokemon's moves?
Like this:
View attachment 738953

Isn't this just worse Pokebilities?
Maybe! While this metagame does allow for the use of multiple abilities at once, this has 2 distinctions: the "exchange" mechanic which leads to a lower power level and a unique tradeoff approach to teambuilding, and the usage of abilities the Pokemon can't usually get (ex. Swift Swim Gyarados).

How do you handle split evolutions?
Split evolutions, while not necessarily part of a Pokemon's evolutionary line, are part of its evolutionary tree, so they are allowed (ex. Clodisre can receive Quagsire's Damp, Hydrapple can receive Appletun's Thick Fat, etc.)!
Similarly, previous evolutions' alternate formes' abilities are valid for exchange (ex. Sandlash can receive Sandshrew-Alola's Slush Rush).


Can I exchange my move for the same ability?
No, you cannot stack abilities.

Standard OU/OMs:
Species Clause, Nickname Clause, OHKO Clause, Evasion Items Clause, Evasion Moves Clause, Sleep Moves Clause (no Sleep Clause), Overflow Stat Mod
Arena Trap, Moody, Sand Veil, Shadow Tag, Snow Cloak
Baton Pass, Last Respects, Shed Tail
King's Rock, Razor Fang
Annihilape, Arceus (all formes), Archaludon, Baxcalibur, Calyrex-Ice, Calyrex-Shadow, Chien-Pao, Chi-Yu, Deoxys, Deoxys-Attack,, Dialga (all formes), Espathra, Eternatus, Flutter Mane, Giratina (all formes), Gouging Fire, Groudon, Ho-Oh, Iron Bundle, Koraidon, Kyogre, Kyurem-Black, Kyurem-White, Landorus-Incarnate, Lugia, Lunala, Magearna, Mewtow, Miraidon, Necrozma-Dawn Wings, Necrozma-Dusk Mane, Ogerpon-Hearthflame, Palafin, Palkia (all formes), Rayquaza, Regieleki, Reshiram, Roaring Moon, Shaymin-Sky, Sneasler, Solgaleo, Spectrier, Terapagos, Ursaluna-Bloodmoon, Urshifu (all formes), Volcarona, Zacian (all formes), Zamazenta-Crowned, Zekrom (all formes)

Conkeldurr (Guts/Sheer Force/Iron Fist), Excadrill (Sand Rush + Sand Force), Landorus-Therian (Landorus-Incarnate's Sand Force/Sheer Force), Ursaluna (Ursaluna-Bloodmoon's Mind's Eye, Ursaring's Quick Feet)
:gyarados:
Gyarados @ Heavy-Duty Boots
Ability: Moxie
Tera Type: Flying
Adamant Nature
- Waterfall
- Earthquake
- Tera Blast
- swiftswim

:kingambit: i mean :bisharp:
Bisharp @ Eviolite
Ability: Defiant
Tera Type: Fairy
Adamant Nature
- Throat Chop
- Sucker Punch
- Iron Head
- supremeoverlord

:ursaluna:
Ursaluna @ Flame Orb
Ability: Guts
Tera Type: Normal
- Facade
- Headlong Rush
- quickfeet
- mindseye

:ironvaliant:
Iron Valiant @ Choice Specs
Ability: Quark Drive
Tera Type: Fairy
Timid Nature
- Hyper Voice
- Shadow Ball
- Thunderbolt
- pixilate

:tyranitar:
Tyranitar @ Booster Energy
Ability: Sand Stream
Tera Type: Dark
EVs: 252 HP / 16 Def / 240 SpD
Sassy Nature
- Stone Edge
- Knock Off
- Earthquake
- protosynthesis

Potential issues:
Offense heavy meta/unreliable defensive options
Generally, it is easier for offense to get out of control compared to defense. It is possible that the most effective strategy for attacking mons would be to forfeit a little bit of coverage for access to higher damage, leading to teams becoming STAB stam while the defensive options in the metagame are left with either less defensive options due to exchanging a move, or by just being their normal self without interacting with the metagame's mechanics (another problem to talk about, which leads me to...)

Unimpactful mechanic
It is a very real possibility that the exchanging mechanic is too weak/too uninteresting/too whatever to warrant interacting with. I'm sure that there would be a handful of Pokemon that can interact with the mechanic in a fun and fulfilling way, but is just a handful or Pokemon enough to warrant an entire OM?

Special interactions

Should there be a special interaction with Paradox Pokemon and their modern-day counterpart? For metagame variability, I think yes. However, this mechanic doesn't align with other species-based rules/mods and may be confusing.

if you have any suggestions/criticisms/comments/questions/whatever, don't hesitate to leave them here
Interesting, got a set that might be strong

Basculegion Choice Band
Ability:Adaptability
Tera type:Water
-Reckless
-Rock head
-Wave Crash
-phantom force/Head smash/ flip turn

Simple idea- Wave Crash Stonks. Reckless wave crash does 144 damage, plus Adaptability Tera water stab makes it 360 (correct me if I'm wrong) and rock head prevents any recoil. PF is there for stab, FT for pivoting, and Head Smash to have another nuke in your hands
 
Masked Pokemon

I've had this thought in the back of my mind since submitting a similar concept as a Pet Mod and seeing Yoshiblaze's Wonder Masks mechanic in Generation X - basically, you nickname your Pokemon another Pokemon's name. You then can pick up one trait from that Pokemon, whether it be a stat, an Ability, a move, or a type. If your mon has a Tera type that is one of the nicknamed mon's types, and is not one of your own types, it is added as secondary type (or primary if shiny?). If your mon doesn't have an Ability, move, or Tera type unique to the nicknamed mon, it picks up the stat that is boosted by your Nature.

I'm thinking about limiting the stat boosts further. Honestly, just baseless inheritance sounds like another mod, and it doesn't really add flavor. I want to further refine the "why" the stats are inherited. Maybe they could only be inherited from other Pokemon on your team.

Examples:
Zeraora (Tapu Lele) @ Choice Specs
Ability: Psychic Surge
Tera Type: Psychic
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Psychic
- Psyshock
- Moonblast
- Focus Blast
Gives it 143 Speed.

Gliscor (Landorus-Therian) (M) @ Flyinium Z
Ability: Intimidate
Tera Type: Ground
- Earthquake
- Acrobatics
- Stone Edge
- U-turn
Picks up Acrobatics from Gliscor. Huge for wallbreaking through Grass types.

Latios (Toxapex) @ Leftovers
Ability: Levitate
Tera Type: Poison
EVs: 252 HP / 104 Def / 152 SpD
Calm Nature
- Scald
- Recover
- Knock Off
- Haze
Picks up Levitate for the inevitable Ground type Earthquakes that force it out.

Dragonite (Tapu Koko) @ Flyinium Z
Ability: Electric Surge
Tera Type: Flying
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Wild Charge
- Brave Bird
- U-turn
- Acrobatics
Turns it into Electric/Flying. Gives it coverage for Grass types.

Potential Bans:
Smeargle?
Inheriting stats 140+?
Extreme Speed?
Recover?
Quiver Dance?
 
Masked Pokemon

I've had this thought in the back of my mind since submitting a similar concept as a Pet Mod and seeing Yoshiblaze's Wonder Masks mechanic in Generation X - basically, you nickname your Pokemon another Pokemon's name. You then can pick up one trait from that Pokemon, whether it be a stat, an Ability, a move, or a type. If your mon has a Tera type that is one of the nicknamed mon's types, and is not one of your own types, it is added as secondary type (or primary if shiny?). If your mon doesn't have an Ability, move, or Tera type unique to the nicknamed mon, it picks up the stat that is boosted by your Nature.

I'm thinking about limiting the stat boosts further. Honestly, just baseless inheritance sounds like another mod, and it doesn't really add flavor. I want to further refine the "why" the stats are inherited. Maybe they could only be inherited from other Pokemon on your team.

Examples:
Zeraora (Tapu Lele) @ Choice Specs
Ability: Psychic Surge
Tera Type: Psychic
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Psychic
- Psyshock
- Moonblast
- Focus Blast
Gives it 143 Speed.

Gliscor (Landorus-Therian) (M) @ Flyinium Z
Ability: Intimidate
Tera Type: Ground
- Earthquake
- Acrobatics
- Stone Edge
- U-turn
Picks up Acrobatics from Gliscor. Huge for wallbreaking through Grass types.

Latios (Toxapex) @ Leftovers
Ability: Levitate
Tera Type: Poison
EVs: 252 HP / 104 Def / 152 SpD
Calm Nature
- Scald
- Recover
- Knock Off
- Haze
Picks up Levitate for the inevitable Ground type Earthquakes that force it out.

Dragonite (Tapu Koko) @ Flyinium Z
Ability: Electric Surge
Tera Type: Flying
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Wild Charge
- Brave Bird
- U-turn
- Acrobatics
Turns it into Electric/Flying. Gives it coverage for Grass types.

Potential Bans:
Smeargle?
Inheriting stats 140+?
Extreme Speed?
Recover?
Quiver Dance?
how would you borrow stats in the teambuilder? This sounds really similar to Frantic Fusions and Inheritance in my opinion, so while it is interesting, I'm not sure if it would work. That being said, Frantic Fusions was really popular so maybe it will be good. A few other things- which generation would this be played in? Most OMs are in gen 9, but by the examples it looks like it would be gen seven (Z-Crystals, the Tapu's and Zeraora aren't in gen 9) or Natdex, so I'm unsure how many people would play earlier generations unless they were already playing in them.
Also, there are a lot of things that would need to be banned that you overlooked, here are some to name a few-
Abilities-
-Shadow tag
-Arena trap
-Moody
-Pure power
-Huge power
-Water bubble
-Stench
-Simple
-Comatose
Moves-
-Baton pass
-Belly drum (maybe)
-Fillet away (maybe)
-Clangourous soul
-Victory dance (maybe)
*Any evasion items/abilities/moves*
*Any sleep moves*
Pokemon-
All ubers pokemon
Slaking
Regigigas
 
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how would you borrow stats in the teambuilder? This sounds really similar to Frantic Fusions and Inheritance in my opinion, so while it is interesting, I'm not sure if it would work. That being said, Frantic Fusions was really popular so maybe it will be good. A few other things- which generation would this be played in? Most OMs are in gen 9, but by the examples it looks like it would be gen seven (Z-Crystals, the Tapu's and Zeraora aren't in gen 9) or Natdex, so I'm unsure how many people would play earlier generations unless they were already playing in them.
Also, there are a lot of things that would need to be banned that you overlooked, here are some to name a few-
Abilities-
-Shadow tag
-Arena trap
-Moody
-Pure power
-Huge power
-Water bubble
-Stench
-Simple
-Comatose
Moves-
-Baton pass
-Belly drum (maybe)
-Fillet away (maybe)
-Clangourous soul
-Victory dance (maybe)
*Any evasion items/abilities/moves*
*Any sleep moves*
Pokemon-
All ubers pokemon
Slaking
Regigigas
Stats are borrowed if you have no illegal move/Ability or no Tera type that does not match your own typing. It matches the stat boosted by your Nature. That's why nicknaming the mon Zeraora gave the mon 143 Speed.

For move bans, remember that you need to run a mon that can learn that move on your team. I was using [Gen 9] National Dex, so I saw Volcarona - in this case, the best user of Quiver Dance is Oricorio-Pom-Pom, Ribombee, or Oricorio-Sensu, so it's probably fine.

Banned Abilities/moves in OU stay banned, so I didn't include those. However, yeah, Huge/Pure Power and Water Bubble should be banned. Numel is the only Simple mon and Komala isn't v good, so I could see Simple and Comatose staying in. Fillet Away/Shell Smash/Clangorous Soul/Spore should be banned, yeah. Victory Dance is fine, you'd have to run Lilligant-Hisui for that one. And yeah the format would be OU and replacing Slaking/Regigigas's Abilities would troll the meta.
 
That’s a pretty elegant solution of which trait gets transferred. I’m impressed.

I think my biggest worry about such an OM would be readability. Team preview would be basically useless. Even with a Nickname Reveal Clause, the sheer amount of options that could be transferred would make preparing for endgame scenarios very difficult.
 
Masked Pokemon

I've had this thought in the back of my mind since submitting a similar concept as a Pet Mod and seeing Yoshiblaze's Wonder Masks mechanic in Generation X - basically, you nickname your Pokemon another Pokemon's name. You then can pick up one trait from that Pokemon, whether it be a stat, an Ability, a move, or a type. If your mon has a Tera type that is one of the nicknamed mon's types, and is not one of your own types, it is added as secondary type (or primary if shiny?). If your mon doesn't have an Ability, move, or Tera type unique to the nicknamed mon, it picks up the stat that is boosted by your Nature.

I'm thinking about limiting the stat boosts further. Honestly, just baseless inheritance sounds like another mod, and it doesn't really add flavor. I want to further refine the "why" the stats are inherited. Maybe they could only be inherited from other Pokemon on your team.

Examples:
Zeraora (Tapu Lele) @ Choice Specs
Ability: Psychic Surge
Tera Type: Psychic
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Psychic
- Psyshock
- Moonblast
- Focus Blast
Gives it 143 Speed.

Gliscor (Landorus-Therian) (M) @ Flyinium Z
Ability: Intimidate
Tera Type: Ground
- Earthquake
- Acrobatics
- Stone Edge
- U-turn
Picks up Acrobatics from Gliscor. Huge for wallbreaking through Grass types.

Latios (Toxapex) @ Leftovers
Ability: Levitate
Tera Type: Poison
EVs: 252 HP / 104 Def / 152 SpD
Calm Nature
- Scald
- Recover
- Knock Off
- Haze
Picks up Levitate for the inevitable Ground type Earthquakes that force it out.

Dragonite (Tapu Koko) @ Flyinium Z
Ability: Electric Surge
Tera Type: Flying
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Wild Charge
- Brave Bird
- U-turn
- Acrobatics
Turns it into Electric/Flying. Gives it coverage for Grass types.

Potential Bans:
Smeargle?
Inheriting stats 140+?
Extreme Speed?
Recover?
Quiver Dance?
This feels too complex for an OM, and I don't really see the need of it existing when there are so many OMs that take on the idea of inheriting from one mon to another, on top of there being a petmod that is already doing this, there are too many formats right now, and we need to make sure people can easily tell them apart.
 
This feels too complex for an OM, and I don't really see the need of it existing when there are so many OMs that take on the idea of inheriting from one mon to another, on top of there being a petmod that is already doing this, there are too many formats right now, and we need to make sure people can easily tell them apart.
Yes that's true, but consider that most of them have been successful- everyone likes fancy new tools!
 
Battle Fields

Playable on rom.psim!

Metagame premise:
All field conditions that affect both sides of the field—weather, terrain, gravity, and Trick/Wonder/Magic Room—become permanent once activated, unless overwritten or counteracted (e.g., Trick Room used twice).

Why this metagame?
The idea for Battle Fields was born from scanning the current landscape of Other Metagames and noticing a gap. We have formats that alter typing, stats, movepools, and abilities—but none that truly revolve around field conditions. Previous attempts like Field Control explored similar space but struggled due to complexity or unclear identity. Battle Fields strips the concept down to its core: field effects matter and they stick around. It echoes the Gen 5 weather wars, where permanent field effects shaped the entire metagame and turned niche Pokémon like Ice Body :Walrein: or Rain Dish:Tentacruel: into serious threats.

Today’s Pokémon offer far more synergy with weather and terrain alike, from ability triggers to move boosts to hazard interaction. This metagame fills a missing niche. Its both easy to understand, but unpredictable in how it will evolve. It rewards creative field control and opens the door to a style of play not currently explored in other formats.

Replays:
First game ever: Sun + Grassy Terrain + Gravity VS Electric Terrain
Trick Room LC Snow team absolutely destroys Sand + Gravity OU & Ubers mons

Potential bans and threats:

Trick Room stands out as the most problematic field condition. Permanent speed control drastically warps team construction and gameplay flow, especially when supported by bulky setters. Banning or restricting Trick Room (e.g., one-time per game, or limiting users) should be considered early.

Gravity has proven to be extremely powerful in testing. Guaranteed accuracy for all moves with no built-in way to deactivate it makes it both exciting and potentially overwhelming. Unlike the other field conditions, there’s currently no rivals to gravity or a way to deactivate it, which may need to be addressed mechanically or through bans.

Grassy Terrain, while not inherently broken, benefits from having the strongest automatic setter in the game: :rillaboom: with Grassy Surge. This dominance may marginalize the other terrain types unless Surge abilities are restricted or rebalanced.

The overall power level of this metagame is difficult to pin down due to the sheer number of overlapping field conditions, many of which interact with each other in unpredictable ways. Much like Gen 5’s permanent weather wars, we may see new forms of "Room Wars" or "Field Wars" emerge, with each team trying to assert control through layered conditions.

Questions for the community:
  1. Should this be developed as a Singles or Doubles format?
    Doubles gives more value to terrain and room mechanics, but we've already seen that. Singles could offer a fresh take by reviving the strategic depth of Gen 5-style weather wars, now expanded to include terrains and rooms.
  2. Should Gravity be made togglable like Trick Room (i.e., using it again ends it)?
    Right now, Gravity has no built-in counterplay or expiration, which could prove problematic. Would adding a toggle mechanic solve this without removing what makes the concept interesting?
  3. Should Surge abilities (like Grassy Surge) be restricted or removed?
    Rillaboom is so much better than it's competition that it will be very easy to always keep grassy terrain up (see replay 1). Removing the surge abilities would mean all terrains are activated by their moves, leveling the playing field. Weather setters are far more diverse, so this isn't that big of a problem.

Special thanks to Snaquaza for helping me getting it coded and theorymonning along the way, and to urkerab for implementing it on rom.psim!
Thank you for reading!
 
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Battle Fields

Playable on rom.psim!

Metagame premise:
All field conditions that affect both sides of the field—weather, terrain, gravity, and Trick/Wonder/Magic Room—become permanent once activated, unless overwritten or counteracted (e.g., Trick Room used twice).

Why this metagame?
The idea for Battle Fields was born from scanning the current landscape of Other Metagames and noticing a gap. We have formats that alter typing, stats, movepools, and abilities—but none that truly revolve around field conditions. Previous attempts like Field Control explored similar space but struggled due to complexity or unclear identity. Battle Fields strips the concept down to its core: field effects matter and they stick around. It echoes the Gen 5 weather wars, where permanent field effects shaped the entire metagame and turned niche Pokémon like Ice Body :Walrein: or :Tentacruel: into serious threats.

Today’s Pokémon offer far more synergy with weather and terrain alike, from ability triggers to move boosts to hazard interaction. This metagame fills a missing niche. Its both easy to understand, but unpredictable in how it will evolve. It rewards creative field control and opens the door to a style of play not currently explored in other formats.

Replays:
First game ever: Sun + Grassy Terrain + Gravity VS Electric Terrain
Trick Room LC Snow team absolutely destroys Sand + Gravity OU & Ubers mons

Potential bans and threats:

Trick Room stands out as the most problematic field condition. Permanent speed control drastically warps team construction and gameplay flow, especially when supported by bulky setters. Banning or restricting Trick Room (e.g., one-time per game, or limiting users) should be considered early.

Gravity has proven to be extremely powerful in testing. Guaranteed accuracy for all moves with no built-in way to deactivate it makes it both exciting and potentially overwhelming. Unlike the other field conditions, there’s currently no rivals to gravity or a way to deactivate it, which may need to be addressed mechanically or through bans.

Grassy Terrain, while not inherently broken, benefits from having the strongest automatic setter in the game: :rillaboom: with Grassy Surge. This dominance may marginalize the other terrain types unless Surge abilities are restricted or rebalanced.

The overall power level of this metagame is difficult to pin down due to the sheer number of overlapping field conditions, many of which interact with each other in unpredictable ways. Much like Gen 5’s permanent weather wars, we may see new forms of "Room Wars" or "Field Wars" emerge, with each team trying to assert control through layered conditions.

Questions for the community:
  1. Should this be developed as a Singles or Doubles format?
    Doubles gives more value to terrain and room mechanics, but we've already seen that. Singles could offer a fresh take by reviving the strategic depth of Gen 5-style weather wars, now expanded to include terrains and rooms.
  2. Should Gravity be made togglable like Trick Room (i.e., using it again ends it)?
    Right now, Gravity has no built-in counterplay or expiration, which could prove problematic. Would adding a toggle mechanic solve this without removing what makes the concept interesting?
  3. Should Surge abilities (like Grassy Surge) be restricted or removed?
    Rillaboom is so much better than it's competition that it will be very easy to always keep grassy terrain up (see replay 1). Removing the surge abilities would mean all terrains are activated by their moves, leveling the playing field. Weather setters are far more diverse, so this isn't that big of a problem.

Special thanks to Snaquaza for helping me getting it coded and theorymonning along the way, and to urkerab for implementing it on rom.psim!
Thank you for reading!
A few things- Definitely ban auto-set abililties, they become VERY overpowered in this format- in addition, TR/ Tailwind are very overpowered, either making bulky attackers mons fast or doubling your entire teams speed for unlimited time. With gravity, I think because it doesn't have many users, it would be fine- it would be strong, but slap on a mon with Grassy Terrain (if the ability is banned) and earthquake will never be a problem ever again (earthquake lando-T in gravity is very OP, especially in meta's like trademarked but thats a whole other convo)
 
I happened to be on ROM yesterday as y’all were playtesting Battle Fields as ukerab had also just installed Relay Race (ty!). It seems like a fun idea! I friggin loved Gen 5. Veteran of the Weather Wars, right here.

I do see why the asymmetrical power of the various weathers, terrains, their auto-setters and room effects is something to be concerned about, but if you wind up having to ban many or most of them, it would deflate the premise, and at that point it just starts to resemble standard play too much.

Question 3, I don’t know if I agree that jumping to ban auto setting abilities is necessarily the solution. They all kinda counterbalance one another. Trick Room can be countered by running your own slow EV’d mons, as well as priority, or your own Trick Room user. Gravity might seem to be the most controversial of the bunch as it lacks a means of cancelation, but Rillaboom checks most mons that would want to spam ground moves, as do Chlorophyll and Swim Swimmers. So banning any field effect or auto setter will just makes a different one stronger.

As to question 2, I’m going to guess the mods would not let you reprogram Gravity (correct me if I’m wrong), as it goes outside the scope of your premise. It’s probably all or nothing on that one, ban vs no ban.

So here’s a thought, could the premise be slightly adjusted to include any element that naturally has a timer, including most notably screens, but also Tailwind and Safeguard? These effects are asymmetric, but screens are just a good defensive catch all to all the weathers and terrains and Trick Room, which serve to mainly boost offense, while Tailwind is a good offensive catch all to counteract SS/Chroro/Sand Rush/SlushR/Protos/QuarkD/Surge Surf, while still losing to Trick Room. Safeguard would nullify all status for the whole game, but that one could easily be banned without much collateral damage since Misty Terrain also exists.

Having screens also be indefinite shifts the meta back from offense more towards balance and might stabilize things a bit so you don’t have to ban everything. Having screens also get the buff also serves to increase to importance of Defog, which in turn nerfs terrains indirectly. Brick Break and Psychic Fang also exist, and are very fun. Food for thought!

Question 1, personally I would say singles is the way to go. These mechanics are already prominent in Doubles without the buff.
 
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Contest Hall Battles
Metagame Premise:
In Pokemon Ruby and Sapphire, Contests were introduced which had its own unique mechanics seperate from regular battling. In this Double Battle Metagame, natures are shown and Pokemon get buffs or debuffs depending on their partner’s nature.

Explanation:
There are 5 contest categories which are also associated with natures.
Cool (Atk)
Tough (Def)
Beauty (SpA)
Clever (SpD)
Cute (Spe)
When 2 Pokemon on a player’s side have the same contest category nature, both Pokemon get a x1.3 bonus to that stat.

When the natures don’t overlap, there won’t be a bonus.
Now if one Pokemon has a nature that decreases a stat while its partner increase it, both Pokemon’s stats are decreased by x0.75.
So for example, a Brave Pokemon (+Atk/-Spe) and a Jolly Pokemon (+Spe/-SpA) are on the field, both Pokemon get a x0.75 penalty to their speed.
If it’s a Brave Pokemon and a Timid Pokemon (+Spe/-Atk) both Atk and Speed are reduced.

Potential Bans and Threats:
:Ursaluna-bloodmoon: :torkoal:
Full Trick Room teams are definitely stronger here. Not only do they have more firepower, but they also can use tech like intentionally making themselves slower with 1 Pokemon on the field having Jolly or Timid.

:Chi-Yu: :Chien-Pao:
With how the Ruin abilities work, respective attacks from both using Beautiful or Cool natures is absurd. It’s almost x1.75 boost to any Pokemon.

:Milotic:
Beauty/SpA is probably the best kind of nature for doubles due to things like Intimidate, or how harder it is to run defensive natures in this metagame.

Questions:
1. How do you feel about the synergy system? 2 contest categories matching makes sense, but there could be alternatives for bad synergies. Like how in contests, some categories would have discontent reactions from audiences. Such as Cool contests not liking Clever or Cute moves.

2. How do you feel about the buffs and how they work? If you have ideas on how to improve it, let me know your suggestions.
 
Battle Fields

Playable on rom.psim!

Metagame premise:
All field conditions that affect both sides of the field—weather, terrain, gravity, and Trick/Wonder/Magic Room—become permanent once activated, unless overwritten or counteracted (e.g., Trick Room used twice).

Why this metagame?
The idea for Battle Fields was born from scanning the current landscape of Other Metagames and noticing a gap. We have formats that alter typing, stats, movepools, and abilities—but none that truly revolve around field conditions. Previous attempts like Field Control explored similar space but struggled due to complexity or unclear identity. Battle Fields strips the concept down to its core: field effects matter and they stick around. It echoes the Gen 5 weather wars, where permanent field effects shaped the entire metagame and turned niche Pokémon like Ice Body :Walrein: or :Tentacruel: into serious threats.

Today’s Pokémon offer far more synergy with weather and terrain alike, from ability triggers to move boosts to hazard interaction. This metagame fills a missing niche. Its both easy to understand, but unpredictable in how it will evolve. It rewards creative field control and opens the door to a style of play not currently explored in other formats.

Replays:
First game ever: Sun + Grassy Terrain + Gravity VS Electric Terrain
Trick Room LC Snow team absolutely destroys Sand + Gravity OU & Ubers mons

Potential bans and threats:

Trick Room stands out as the most problematic field condition. Permanent speed control drastically warps team construction and gameplay flow, especially when supported by bulky setters. Banning or restricting Trick Room (e.g., one-time per game, or limiting users) should be considered early.

Gravity has proven to be extremely powerful in testing. Guaranteed accuracy for all moves with no built-in way to deactivate it makes it both exciting and potentially overwhelming. Unlike the other field conditions, there’s currently no rivals to gravity or a way to deactivate it, which may need to be addressed mechanically or through bans.

Grassy Terrain, while not inherently broken, benefits from having the strongest automatic setter in the game: :rillaboom: with Grassy Surge. This dominance may marginalize the other terrain types unless Surge abilities are restricted or rebalanced.

The overall power level of this metagame is difficult to pin down due to the sheer number of overlapping field conditions, many of which interact with each other in unpredictable ways. Much like Gen 5’s permanent weather wars, we may see new forms of "Room Wars" or "Field Wars" emerge, with each team trying to assert control through layered conditions.

Questions for the community:
  1. Should this be developed as a Singles or Doubles format?
    Doubles gives more value to terrain and room mechanics, but we've already seen that. Singles could offer a fresh take by reviving the strategic depth of Gen 5-style weather wars, now expanded to include terrains and rooms.
  2. Should Gravity be made togglable like Trick Room (i.e., using it again ends it)?
    Right now, Gravity has no built-in counterplay or expiration, which could prove problematic. Would adding a toggle mechanic solve this without removing what makes the concept interesting?
  3. Should Surge abilities (like Grassy Surge) be restricted or removed?
    Rillaboom is so much better than it's competition that it will be very easy to always keep grassy terrain up (see replay 1). Removing the surge abilities would mean all terrains are activated by their moves, leveling the playing field. Weather setters are far more diverse, so this isn't that big of a problem.

Special thanks to Snaquaza for helping me getting it coded and theorymonning along the way, and to urkerab for implementing it on rom.psim!
Thank you for reading!
not that it's too relevant for singles (since it's hard to replicate in competitive play), but pledge effects are seemingly excluded in the rom version:
https://replay.pokemonshowdown.com/rom-gen9battlefields-2440477

Edit: nvm, can't read - premise does say affects both sides
 
Contest Hall Battles
Metagame Premise:
In Pokemon Ruby and Sapphire, Contests were introduced which had its own unique mechanics seperate from regular battling. In this Double Battle Metagame, natures are shown and Pokemon get buffs or debuffs depending on their partner’s nature.

Explanation:
There are 5 contest categories which are also associated with natures.
Cool (Atk)
Tough (Def)
Beauty (SpA)
Clever (SpD)
Cute (Spe)
When 2 Pokemon on a player’s side have the same contest category nature, both Pokemon get a x1.3 bonus to that stat.

When the natures don’t overlap, there won’t be a bonus.
Now if one Pokemon has a nature that decreases a stat while its partner increase it, both Pokemon’s stats are decreased by x0.75.
So for example, a Brave Pokemon (+Atk/-Spe) and a Jolly Pokemon (+Spe/-SpA) are on the field, both Pokemon get a x0.75 penalty to their speed.
If it’s a Brave Pokemon and a Timid Pokemon (+Spe/-Atk) both Atk and Speed are reduced.

Potential Bans and Threats:
:Ursaluna-bloodmoon: :torkoal:
Full Trick Room teams are definitely stronger here. Not only do they have more firepower, but they also can use tech like intentionally making themselves slower with 1 Pokemon on the field having Jolly or Timid.

:Chi-Yu: :Chien-Pao:
With how the Ruin abilities work, respective attacks from both using Beautiful or Cool natures is absurd. It’s almost x1.75 boost to any Pokemon.

:Milotic:
Beauty/SpA is probably the best kind of nature for doubles due to things like Intimidate, or how harder it is to run defensive natures in this metagame.

Questions:
1. How do you feel about the synergy system? 2 contest categories matching makes sense, but there could be alternatives for bad synergies. Like how in contests, some categories would have discontent reactions from audiences. Such as Cool contests not liking Clever or Cute moves.

2. How do you feel about the buffs and how they work? If you have ideas on how to improve it, let me know your suggestions.
It's a really cool idea, but it's also very complex- also, very niche but Modest Eviolite Chargabug plus a powerful special attacker is insane (battery vastly improves a partners sp.atk) and indeedee-F with Modest and helping hand and a partner expanding force user will go nuts
 
A few things- Definitely ban auto-set abililties, they become VERY overpowered in this format- in addition, TR/ Tailwind are very overpowered, either making bulky attackers mons fast or doubling your entire teams speed for unlimited time. With gravity, I think because it doesn't have many users, it would be fine- it would be strong, but slap on a mon with Grassy Terrain (if the ability is banned) and earthquake will never be a problem ever again (earthquake lando-T in gravity is very OP, especially in meta's like trademarked but thats a whole other convo)
Tailwind is not a field condition and is therefore unchanged fyi. Headlong Rush is unaffected by grassy terrain, but gravity might be a problem. We’ll have to wait and see! Also gravity lando-t in TM is very nice yeah.


I happened to be on ROM yesterday as y’all were playtesting Battle Fields as ukerab had also just installed Relay Race (ty!). It seems like a fun idea! I friggin loved Gen 5. Veteran of the Weather Wars, right here.

I do see why the asymmetrical power of the various weathers, terrains, their auto-setters and room effects is something to be concerned about, but if you wind up having to ban many or most of them, it would deflate the premise, and at that point it just starts to resemble standard play too much.

Question 3, I don’t know if I agree that jumping to ban auto setting abilities is necessarily the solution. They all kinda counterbalance one another. Trick Room can be countered by running your own slow EV’d mons, as well as priority, or your own Trick Room user. Gravity might seem to be the most controversial of the bunch as it lacks a means of cancelation, but Rillaboom checks most mons that would want to spam ground moves, as do Chlorophyll and Swim Swimmers. So banning any field effect or auto setter will just makes a different one stronger.

As to question 2, I’m going to guess the mods would not let you reprogram Gravity (correct me if I’m wrong), as it goes outside the scope of your premise. It’s probably all or nothing on that one, ban vs no ban.

So here’s a thought, could the premise be slightly adjusted to include any element that naturally has a timer, including most notably screens, but also Tailwind and Safeguard? These effects are asymmetric, but screens are just a good defensive catch all to all the weathers and terrains and Trick Room, which serve to mainly boost offense, while Tailwind is a good offensive catch all to counteract SS/Chroro/Sand Rush/SlushR/Protos/QuarkD/Surge Surf, while still losing to Trick Room. Safeguard would nullify all status for the whole game, but that one could easily be banned without much collateral damage since Misty Terrain also exists.

Having screens also be indefinite shifts the meta back from offense more towards balance and might stabilize things a bit so you don’t have to ban everything. Having screens also get the buff also serves to increase to importance of Defog, which in turn nerfs terrains indirectly. Brick Break and Psychic Fang also exist, and are very fun. Food for thought!

Question 1, personally I would say singles is the way to go. These mechanics are already prominent in Doubles without the buff.
I’d like to say that personally I wouldn’t ban any field condition before the ladder has had time to evolve, but Trick Room is probably going to be too strong. But who knows! Gravity Guts Ursaluna with headlong rush and permanent trick room sounds like a nightmare.

To be clear, the suggestion was to only ban the surge abilities because they are not even close to the same strength. Rillaboom could always pivot in to replace the terrain. But again, I would prefer to have them all legal and see how the meta evolves.

I think a guiding principle would be to always favor banning pokemon, not the field conditions.

To your point about increasing the scope to all timer elements, I do remember discussing this on rom.psim. Personally I’m hesitant, as I think the premise is nice and simple, while still momentus, as is. I’m sure the list would be quite a bit longer than those you mentioned once we take a look into it. I think both tailwind and trick room are likely to be banned, speed control is that important, so it’s a mute point. Safeguard could be nice. I see your point on screens, but I think it would just force all teams to constantly run screens. Doubling both defenses is just too good to pass up.

I do like the idea of buffing balance! I’d love to hear what other people think, if it’s got significant support then I’m up for it.

Finally, I’d like to add right away that I won’t have time to run this metagame, so if it’s accepted I’ll likely punt the responsibility to someone more active soon enough.
 
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