No offense but that's really boring and would br hard to codeAn OM where you switch your pokemon team each turn
No offense but that's really boring and would br hard to codeAn OM where you switch your pokemon team each turn
This cuts off a lot of pokemons moves- besides body press, most pokemon use move that ARE stab, so it seems quite limiting. A lot of successful OMs INCREASE a pokemons toolkit instead of the opposite. Obviously different people have different takes, but I always play OMs that give creative freedomWelcome to antiSTAB!
The premise is simple, all pokemon can't use moves that match their typing. I call it antiSTAB.
I'm still trying to figure out a lot of stuff, but one of the potential bans I'm thinking of right off is a tera ban. Another thing I'm thinking is that status moves are exempt from this, but I'm not sure on it.
And this is where you guys come in! I'm not good at creating an OM so I'll have some questions here. I'll try to decide where to go with stuff based on the responses.
- What moves/abilties/mons should be banned, and should there be any type bans? I'm thinking about using the OU banlist, and going from there, but I'm open to anything.
- Should tera get banned? Personally, its more likely it would be more beneficial if it was banned, but some people have more insight into everything than I do.
- Should status moves of the same type also be banned? I think I know the answer to this one, but some confirmation is always useful.
I'm always looking out for insight on this as at the end of the day it's just a silly idea I had randomly, but also one that could possibly be unique enough to be real.
Yeah, I wish it wasn't too limiting with most mons using stab often, but what can really be done...This cuts off a lot of pokemons moves- besides body press, most pokemon use move that ARE stab, so it seems quite limiting. A lot of successful OMs INCREASE a pokemons toolkit instead of the opposite. Obviously different people have different takes, but I always play OMs that give creative freedom
Move | Type | Category | Description |
---|---|---|---|
Absorb | Special | User recovers 50% of the damage dealt. | |
Acid | Special | 10% chance to lower the foe(s) Sp. Def by 1. | |
Acid Spray | Special | 100% chance to lower the target's Sp. Def by 2. | |
Acrobatics | Physical | Power doubles if the user has no held item. | |
Aerial Ace | Physical | This move does not check accuracy. | |
Air Cutter | Special | High critical hit ratio. | |
Ancient Power | Special | 10% chance to raise all stats by 1 (not acc/eva). | |
Aqua Cutter | Physical | High critical hit ratio. | |
Assurance | Physical | Power doubles if target was damaged this turn. | |
Astonish | Physical | 30% chance to make the target flinch. | |
Aurora Beam | Special | 10% chance to lower the target's Attack by 1. | |
Avalanche | Physical | Power doubles if user is damaged by the target. | |
Barb Barrage | Physical | 50% psn. 2x power if target already poisoned. | |
Bind | Physical | Traps and damages the target for 4-5 turns. | |
Bite | Physical | 30% chance to make the target flinch. | |
Branch Poke | Physical | No additional effect. | |
Breaking Swipe | Physical | 100% chance to lower the foe(s) Attack by 1. | |
Brine | Special | Power doubles if the target's HP is 50% or less. | |
Brutal Swing | Physical | No additional effect. | |
Bubble Beam | Special | 10% chance to lower the target's Speed by 1. | |
Bug Bite | Physical | User steals and eats the target's Berry. | |
Bulldoze | Physical | 100% chance to lower the foe(s) Speed by 1. | |
Bullet Punch | Physical | Usually goes first. | |
Burning Jealousy | Special | 100% burns a target that had a stat rise this turn. | |
Charge Beam | Special | 70% chance to raise the user's Sp. Atk by 1. | |
Chilling Water | Special | 100% chance to lower the target's Attack by 1. | |
Circle Throw | Physical | Forces the target to switch to a random ally. | |
Clear Smog | Special | Resets all of the target's stat stages to 0. | |
Covet | Physical | If the user has no item, it steals the target's. | |
Cross Poison | Physical | High critical hit ratio. 10% chance to poison. | |
Cut | Physical | No additional effect. | |
Disarming Voice | Special | This move does not check accuracy. Hits foes. | |
Dragon Breath | Special | 30% chance to paralyze the target. | |
Dragon Tail | Physical | Forces the target to switch to a random ally. | |
Draining Kiss | Special | User recovers 75% of the damage dealt. | |
Dual Wingbeat | Physical | Hits 2 times in one turn. | |
Echoed Voice | Special | Power increases when used on consecutive turns. | |
Electroweb | Special | 100% chance to lower the foe(s) Speed by 1. | |
Ember | Special | 10% chance to burn the target. | |
Facade | Physical | Power doubles if user is statused. | |
Fairy Wind | Special | No additional effect. | |
Fake Out | Physical | Hits first. First turn out only. 100% flinch chance. | |
False Swipe | Physical | Always leaves the target with at least 1 HP. | |
Feint | Physical | Nullifies protection moves. | |
Fell Stinger | Physical | Raises user's Attack by 3 if this KOes the target. | |
Fire Fang | Physical | 10% chance to burn. 10% chance to flinch. | |
Fire Spin | Special | Traps and damages the target for 4-5 turns. | |
Flail | Physical | More power the less HP the user has left. | |
Flame Charge | Physical | 100% chance to raise the user's Speed by 1. | |
Flame Wheel | Physical | 10% chance to burn the target. Thaws user. | |
Fling | Physical | Flings the user's item at the target. Power varies. | |
Force Palm | Special | 30% chance to paralyze the target. | |
Freeze-Dry | Special | 10% chance to freeze. Super effective on Water. | |
Frost Breath | Special | Always results in a critical hit. | |
Fury Cutter | - | Physical | Power doubles on hit, up to 160. |
Glaciate | Special | 100% chance to lower the foe(s) Speed by 1. | |
Grass Knot | Special | More power the heavier the target. | |
Gust | Special | Power doubles during Bounce, Fly, and Sky Drop. | |
Gyro Ball | Physical | More power the slower the user than the target. | |
Hard Press | Physical | More power the more HP the target has left. | |
Headbutt | Physical | 30% chance to make the target flinch. | |
Hex | Special | Power doubles if the target has a status ailment. | |
Hold Back | Physical | Always leaves the target with at least 1 HP. | |
Horn Attack | Physical | No additional effect. | |
Ice Fang | Physical | 10% chance to freeze. 10% chance to flinch. | |
Icy Wind | Special | 100% chance to lower the foe(s) Speed by 1. | |
Incinerate | Special | Destroys the foe(s) Berry/Gem. | |
Infernal Parade | Special | 30% burn. 2x power if target is already statused. | |
Infestation | Special | Traps and damages the target for 4-5 turns. | |
Jet Punch | Physical | Usually goes first. | |
Leafage | Physical | No additional effect. | |
Lick | Physical | 30% chance to paralyze the target. | |
Low Kick | Physical | More power the heavier the target. | |
Low Sweep | Physical | 100% chance to lower the target's Speed by 1. | |
Mega Drain | Special | User recovers 50% of the damage dealt. | |
Metal Claw | Physical | 10% chance to raise the user's Attack by 1. | |
Mortal Spin | Physical | Poisons foes, frees user from hazards/bind/leech. | |
Mud-Slap | - | Special | 100% chance to lower the target's Accuracy by 1. |
Mud Shot | Special | 100% chance to lower the target's Speed by 1. | |
Mystical Power | Special | 100% chance to raise the user's Sp. Atk by 1. | |
Night Slash | Physical | High critical hit ratio. | |
Parabolic Charge | Special | User recovers 50% of the damage dealt. | |
Pay Day | Physical | Scatters coins. | |
Payback | Physical | Power doubles if the user moves after the target. | |
Peck | Physical | No additional effect. | |
Pluck | Physical | User steals and eats the target's Berry. | |
Poison Fang | Physical | 50% chance to badly poison the target. | |
Poison Sting | Physical | 30% chance to poison the target. | |
Poison Tail | Physical | High critical hit ratio. 10% chance to poison. | |
Pounce | Physical | 100% chance to lower the target's Speed by 1. | |
Pound | Physical | No additional effect. | |
Powder Snow | Special | 10% chance to freeze the foe(s). | |
Power Trip | Physical | + 20 power for each of the user's stat boosts. | |
Psybeam | Special | 10% chance to confuse the target. | |
Psycho Cut | Physical | High critical hit ratio. | |
Psyshield Bash | Physical | 100% chance to raise the user's Defense by 1. | |
Quick Attack | Physical | Usually goes first. | |
Rapid Spin | Physical | Free user from hazards/bind/Leech Seed; +1 Spe. | |
Razor Leaf | Physical | High critical hit ratio. Hits adjacent foes. | |
Retaliate | Physical | No secondary effect (in Singles). | |
Reversal | Physical | More power the less HP the user has left. | |
Rising Voltage | Special | 2x power if target is grounded in Electric Terrain. | |
Rock Smash | Physical | 50% chance to lower the target's Defense by 1. | |
Rock Throw | Physical | No additional effect. | |
Rock Tomb | Physical | 100% chance to lower the target's Speed by 1. | |
Rollout | Physical | Power doubles with each hit. Repeats for 5 turns. | |
Round | Special | Power doubles if others used Round this turn. | |
Salt Cure | Physical | Deals 1/8 max HP each turn; 1/4 on Steel, Water. | |
Sand Tomb | Physical | Traps and damages the target for 4-5 turns. | |
Scorching Sands | Special | 30% chance to burn the target. Thaws target. | |
Scratch | Physical | No additional effect. | |
Shadow Claw | Physical | High critical hit ratio. | |
Shadow Punch | Physical | This move does not check accuracy. | |
Shock Wave | Special | This move does not check accuracy. | |
Skitter Smack | Physical | 100% chance to lower target's Sp. Atk by 1. | |
Slash | Physical | High critical hit ratio. | |
Sludge | Special | 30% chance to poison the target. | |
Smack Down | Physical | Removes the target's Ground immunity. | |
Smart Strike | Physical | This move does not check accuracy. | |
Smog | Special | 40% chance to poison the target. | |
Snarl | Special | 100% chance to lower the foe(s) Sp. Atk by 1. | |
Snore | Special | User must be asleep. 30% chance to flinch target. | |
Spark | Special | 30% chance to paralyze the target. | |
Steel Wing | Physical | 10% chance to raise the user's Defense by 1. | |
Stomp | Physical | 30% chance to make the target flinch. | |
Stone Axe | Physical | Sets Stealth Rock on the target's side. | |
Stored Power | Special | + 20 power for each of the user's stat boosts. | |
Struggle | - | Physical | Only usable when no other moves are available. User loses 1/4 of its max HP. |
Struggle Bug | Special | 100% chance to lower the foe(s) Sp. Atk by 1. | |
Swift | Special | This move does not check accuracy. Hits foes. | |
Syrup Bomb | Special | Target's Speed is lowered by 1 stage for 3 turns. | |
Tackle | Physical | No additional effect. | |
Terrain Pulse | Special | User on terrain: power doubles, type varies. | |
Thief | Physical | If the user has no item, it steals the target's. | |
Thunder Fang | Physical | 10% chance to paralyze. 10% chance to flinch. | |
Thunder Shock | Special | 10% chance to paralyze the target. | |
Trailblaze | Physical | 100% chance to raise the user's Speed by 1. | |
Trop Kick | Physical | 100% chance to lower the target's Attack by 1. | |
Twin Beam | Special | Hits 2 times in one turn. | |
Twister | Special | 20% chance to make the foe(s) flinch. | |
Upper Hand | Physical | 100% flinch. Fails unless target using priority. | |
Venoshock | Special | Power doubles if the target is poisoned. | |
Vice Grip | Physical | No additional effect. | |
Vine Whip | Physical | No additional effect. | |
Water Gun | Special | No additional effect. | |
Water Pulse | Special | 20% chance to confuse the target. | |
Weather Ball | Special | Power doubles and type varies in each weather. | |
Whirlpool | Special | Traps and damages the target for 4-5 turns. | |
Wing Attack | Physical | No additional effect. | |
Wrap | Physical | Traps and damages the target for 4-5 turns. |
Before | Type Immunity | Type Resist | Hits Neutrally | Hit Super Effectively (x2) |
After | Hits Neutrally | Hits Super Effectively (x2) | Hits Super Effectively (x4) | Hits Super Effectively (x8) |
I don't know the actual coding, but I feel like that's not how Freeze-Dry affects Lapras. I think it's an Ice-type move that now hits Water Super Effectively getting halved by Ice's self-resistance. The slot in the type chart that normally denotes Water resisting Ice changes to a SE hit, and then the damage calculation against a dual-type Water/Ice mon plays out. Metagame sounds neat, besides.Q: “How do Dry Moves affect dual-types with normally x4 resists?”
A: “They become neutral hits. Example: Just as Freeze-Dry hits Lapras neutrally, a Bug-type Dry Move would hit Corviknight neutrally, regardless of whether Flying or Steel is targeted.”
If all Pokémon are broken, none are broken except the ones that are broken anyway.There's a big but though. Terastyllization has been widely accused of being stupid broken and thought of as a likely candidate for an early ban in many metagames. If this metagame was give 6 Pokémon something broken it would be a brokenass metagame. I would not approve something like that.
Pokémon | Turn 1 | Turn 2 | Turn 3 | Turn 4 | |
![]() | Leafage | Contrary | Leafage | Hone Claws | |
Effect: | Damage | [same as ability] | Damage [contrary] | +1 atk +1 acc | |
![]() | Speed Boost | Leer | Swords Dance | ||
Effect: | + 1 spe | -1 def + Contrary= +1 def /\ ![]() ![]() [speed boost] | +1 atk |
This mechanic sounds disgustingly broken.The “High…”
Attack moves default to a minimum of 70 base power. This means attacking moves that normally fall below this threshold get a power increase!
And the “Dry”!
70 BP attacking moves can now be augmented with an additional type effectiveness of the user’s choosing! The enhanced effectiveness of these “Dry Moves” is determined by their users’ selected Tera type.
You are replying to a 3 year old comment. ;)If all Pokémon are broken, none are broken except the ones that are broken anyway.
I don't know the actual coding, but I feel like that's not how Freeze-Dry affects Lapras. I think it's an Ice-type move that now hits Water Super Effectively getting halved by Ice's self-resistance. The slot in the type chart that normally denotes Water resisting Ice changes to a SE hit, and then the damage calculation against a dual-type Water/Ice mon plays out. Metagame sounds neat, besides.
Like imagine having a Fairy and Fighting type on your team and your opponent has Kingambit. How are you supposed to know which Pokemon can survive a Sucker Punch?
If the metagame is based on Freeze Dry, then it should work the same way as Freeze Dry. If your tera type is Ghost, then Cut, Astonish, Ember, and Poison Sting should all do x2 damage to ghosts; their original multipliers are irrelevant, since the Freeze Dry effect is just changing the multiplier to x2. Using different multipliers depending on the original multiplier is inconsistent with the premise and probably would make a lot more things broken.Inky also suggested removing the augmentation to normally neutral / SE hits. I feel like people will generally prefer to hit immunities / resists, but it is relevant for fat mons like Blissey without many weaknesses. How do people feel about this?
If the metagame is based on Freeze Dry, then it should work the same way as Freeze Dry. If your tera type is Ghost, then Cut, Astonish, Ember, and Poison Sting should all do x2 damage to ghosts; their original multipliers are irrelevant, since the Freeze Dry effect is just changing the multiplier to x2. Using different multipliers depending on the original multiplier is inconsistent with the premise and probably would make a lot more things broken.
True, but it fits the premise better, and I think it's going to be far less broken than turning super effective hits into x8.Not a terrible idea, but let me ask you this:
While a flat x2 SE across the board is simpler to understand, isn’t turning full immunities into x2 hits more broken than merely making them neutralities?
This is the difference from Landorus and Gliscor taking x4 from Electric moves rather than x2, if the targeted type is Ground, or the difference from Corv taking neutral damage from Ground moves vs x4 from targeted Flying.
True, but it fits the premise better, and I think it's going to be far less broken than turning super effective hits into x8.
1) Suction Cups and Guard Dog would probably need to be on the banlist. Seems fair, since Arena Trap, Shadow Tag (kind of the opposite abilities) are not broken in this and are unbanned.For example, say you have a pincurchin- take a hit, switch out for free, and sweep with a future Paradox pokemon like Iron Boulder
And special-oriented, unless you want to force a switch.1) Suction Cups and Guard Dog would probably need to be on the banlist. Seems fair, since Arena Trap, Shadow Tag (kind of the opposite abilities) are not broken in this and are unbanned.
2) Yea fair point, need something that can tank hits from its boosted SpA or something faster / with priority that can force a switch. Seems like meta would be doubly-hyper offensive.
So from your examples, If I understand correctly, neither Ninetales-A nor Kingambit can get any legal moves in the meta and are forced to Struggle? I don't think cutting-off mons is something sought after for metas.Old Mons New TrickMetagame Premise: In this Metagame, Pokemon can learn any moves that were introduced in 4+ generations after said Pokemon was introduced.
Example:
Pikachu is a Generation 1 Pokemon, and thus would be able to use any moves made from Generation 5 onwards. You could give this Pikachu Bolt Strike, Triple Axel, Thousand Arrows, and Thunderclap if you want to. Any moves introduced 4 generations after the gen Pikachu was introduced.
Kingambit is a Generation 9 Pokemon, but has a pre-evolution from Gen 5, which otherwise would be able to learn Gen 9 moves. What happens in this scenario? Most OMs would allow Kingambit to recieve those moves, however in the spirit of this Metagame, only Bisharp can learn those Gen 9 moves.
So for any scenario of cross-gen evolutions, the evolution will only be able to learn moves from 4+ generations from when they were introduced instead of their pre-evolution’s movepool.
Similar story with alternate forms. Alternate forms will only get moves available based on when they were introduced. In this case for Alolan Ninetales, nothing until Gen 11.
Acid Spray, Acrobatics, After You, Ally Switch, Blue Flare, Bolt Strike, Bulldoze, Circle Throw, Clear Smog, Coil, Cotton Guard, Dragon Tail, Drill Run, Echoed Voice, Electro Ball, Electroweb, Entrainment, Fiery Dance, Final Gambit, Fire Pledge, Flame Charge, Foul Play, Freeze Shock, Frost Breath, Fusion Bolt, Fusion Flare, Glaciate, Grass Pledge, Guard Split, Heal Pulse, Heat Crash, Heavy Slam, Hex, Hone Claws, Horn Leech, Hurricane, Ice Burn, Icicle Crash, Incinerate, Inferno, Low Sweep, Magic Room, Night Daze, Power Split, Psyshock, Psystrike, Quash, Quick Guard, Quiver Dance, Rage Powder, Razor Shell, Reflect Type, Relic Song, Retaliate, Round, Sacred Sword, Scald, Secret Sword, Shell Smash, Shift Gear, Simple Beam, Sludge Wave, Smack Down, Snarl, Soak, Stored Power, Struggle Bug, Tail Slap, Venoshock, Volt Switch, Water Pledge, Wide Guard, Wild Charge, Wonder Room, Work Up
Aromatic Mist, Baby-Doll Eyes, Belch, Boomburst, Celebrate, Confide, Dazzling Gleam, Diamond Storm, Disarming Voice, Dragon Ascent, Draining Kiss, Eerie Impulse, Electric Terrain, Fairy Lock, Fairy Wind, Fell Stinger, Flying Press, Forest's Curse, Freeze-Dry, Grassy Terrain, Happy Hour, Hyperspace Fury, Hyperspace Hole, Infestation, Magnetic Flux, Misty Terrain, Moonblast, Mystical Fire, Noble Roar, Nuzzle, Origin Pulse, Parabolic Charge, Parting Shot, Petal Blizzard, Phantom Force, Play Nice, Play Rough, Precipice Blades, Spiky Shield, Steam Eruption, Sticky Web, Topsy-Turvy, Water Shuriken
Accelerock, Aurora Veil, Baneful Bunker, Beak Blast, Brutal Swing, Clanging Scales, Darkest Lariat, Dragon Hammer, Fire Lash, First Impression, Fleur Cannon, Floral Healing, High Horsepower, Ice Hammer, Instruct, Leafage, Liquidation, Lunge, Moongeist Beam, Photon Geyser, Pollen Puff, Power Trip, Prismatic Laser, Psychic Fangs, Psychic Terrain, Revelation Dance, Shore Up, Smart Strike, Solar Blade, Sparkling Aria, Speed Swap, Spirit Shackle, Stomping Tantrum, Strength Sap, Sunsteel Strike, Tearful Look, Throat Chop, Toxic Thread, Trop Kick, Zing Zap
Apple Acid, Astral Barrage, Aura Wheel, Behemoth Bash, Behemoth Blade, Body Press, Branch Poke, Breaking Swipe, Burning Jealousy, Clangorous Soul, Coaching, Court Change, Decorate, Dragon Darts, Dragon Energy, Drum Beating, Dual Wingbeat, Dynamax Cannon, Eerie Spell, Expanding Force, False Surrender, Fiery Wrath, Flip Turn, Freezing Glare, Glacial Lance, Grassy Glide, Grav Apple, Jaw Lock, Jungle Healing, Lash Out, Life Dew, Magic Powder, Meteor Beam, Misty Explosion, No Retreat, Overdrive, Poltergeist, Pyro Ball, Rising Voltage, Scale Shot, Scorching Sands, Shell Side Arm, Skitter Smack, Snipe Shot, Spirit Break, Steel Beam, Steel Roller, Strange Steam, Stuff Cheeks, Surging Strikes, Tar Shot, Teatime, Terrain Pulse, Thunder Cage, Thunderous Kick, Triple Axel, Wicked Blow
Alluring Voice, Aqua Cutter, Aqua Step, Armor Cannon, Axe Kick, Barb Barrage, Bitter Blade, Bitter Malice, Blazing Torque, Bleakwind Storm, Blood Moon, Burning Bulwark, Ceaseless Edge, Chilling Water, Chilly Reception, Chloroblast, Collision Course, Combat Torque, Comeuppance, Dire Claw, Doodle, Double Shock, Dragon Cheer, Electro Drift, Electro Shot, Esper Wing, Fickle Beam, Fillet Away, Flower Trick, Gigaton Hammer, Glaive Rush, Hard Press, Headlong Rush, Hydro Steam, Hyper Drill, Ice Spinner, Infernal Parade, Ivy Cudgel, Jet Punch, Kowtow Cleave, Last Respects, Lumina Crash, Lunar Blessing, Magical Torque, Make It Rain, Malignant Chain, Matcha Gotcha, Mighty Cleave, Mortal Spin, Mountain Gale, Mystical Power, Noxious Torque, Order Up, Population Bomb, Pounce, Psyblade, Psychic Noise, Psyshield Bash, Rage Fist, Raging Bull, Raging Fury, Revival Blessing, Ruination, Salt Cure, Sandsear Storm, Shed Tail, Shelter, Silk Trap, Snowscape, Spicy Extract, Spin Out, Springtide Storm, Stone Axe, Supercell Slam, Syrup Bomb, Tachyon Cutter, Take Heart, Temper Flare, Tera Blast, Tera Starstorm, Thunderclap, Tidy Up, Torch Song, Trailblaze, Triple Arrows, Triple Dive, Twin Beam, Upper Hand, Victory Dance, Wave Crash, Wicked Torque, Wildbolt Storm
Potential threats:
Dragonite now gets access to Shift Gear, Thousand Arrows, Dragon Ascent, Dragon Darts, Acrobatics, Coil, Torque moves, on top of its already great kit. It would not surprise me if it gets banned.
Gyarados is a lower tier Pokemon but mostly die to Gen 9 gutting its movepool. It won’t be as strong as Dragonite, but it does have great options as a Gen 1 Pokemon.
Metagross will be a top threat having access to STAB Sunsteel Strike, Gigaton Hammer, and Photon Geyser. You then have tons of coverage options from Thousand Arrows to Trop Kick.
We don't need people running Jirachi with Dire Claw, Mountain Gale, Triple Arrows, or Wicked Torques.
Questions for the community:
1. Is the generational gap here ideal? I came up with the 4 generational gap because that seemed to have the right amount of generations for a Pokemon to be considered "old". And that's just about half of Pokemon too as we're in Gen 9 currently. But let me know if the gap should be wider or thinner.
You could have some mons with neutral -> SE but most neutral -> neutral (however this would be hard to code, so only use as a last resort).Inky also suggested removing the augmentation to normally neutral / SE hits. I feel like people will generally prefer to hit immunities / resists, but it is relevant for fat mons like Blissey without many weaknesses. How do people feel about this?
I like it! Also, gen gap is ideal.Old Mons New TrickMetagame Premise: In this Metagame, Pokémon can learn any moves that were introduced in 4+ generations after said Pokémon was introduced.
Example:
Pikachu is a Generation 1 Pokémon, and thus would be able to use any moves made from Generation 5 onwards. You could give this Pikachu Bolt Strike, Triple Axel, Thousand Arrows, and Thunderclap if you want to. Any moves introduced 4 generations after the gen Pikachu was introduced.
Kingambit is a Generation 9 Pokémon, but has a pre-evolution from Gen 5, which otherwise would be able to learn Gen 9 moves. What happens in this scenario? Most OMs would allow Kingambit to receive those moves, however in the spirit of this Metagame, only Bisharp can learn those Gen 9 moves.
So for any scenario of cross-gen evolutions, the evolution will only be able to learn moves from 4+ generations from when they were introduced instead of their pre-evolution’s movepool.
Similar story with alternate forms. Alternate forms will only get moves available based on when they were introduced. In this case for Alolan Ninetales, nothing until Gen 11.
Acid Spray, Acrobatics, After You, Ally Switch, Blue Flare, Bolt Strike, Bulldoze, Circle Throw, Clear Smog, Coil, Cotton Guard, Dragon Tail, Drill Run, Echoed Voice, Electro Ball, Electroweb, Entrainment, Fiery Dance, Final Gambit, Fire Pledge, Flame Charge, Foul Play, Freeze Shock, Frost Breath, Fusion Bolt, Fusion Flare, Glaciate, Grass Pledge, Guard Split, Heal Pulse, Heat Crash, Heavy Slam, Hex, Hone Claws, Horn Leech, Hurricane, Ice Burn, Icicle Crash, Incinerate, Inferno, Low Sweep, Magic Room, Night Daze, Power Split, Psyshock, Psystrike, Quash, Quick Guard, Quiver Dance, Rage Powder, Razor Shell, Reflect Type, Relic Song, Retaliate, Round, Sacred Sword, Scald, Secret Sword, Shell Smash, Shift Gear, Simple Beam, Sludge Wave, Smack Down, Snarl, Soak, Stored Power, Struggle Bug, Tail Slap, Venoshock, Volt Switch, Water Pledge, Wide Guard, Wild Charge, Wonder Room, Work Up
Aromatic Mist, Baby-Doll Eyes, Belch, Boomburst, Celebrate, Confide, Dazzling Gleam, Diamond Storm, Disarming Voice, Dragon Ascent, Draining Kiss, Eerie Impulse, Electric Terrain, Fairy Lock, Fairy Wind, Fell Stinger, Flying Press, Forest's Curse, Freeze-Dry, Grassy Terrain, Happy Hour, Hyperspace Fury, Hyperspace Hole, Infestation, Magnetic Flux, Misty Terrain, Moonblast, Mystical Fire, Noble Roar, Nuzzle, Origin Pulse, Parabolic Charge, Parting Shot, Petal Blizzard, Phantom Force, Play Nice, Play Rough, Precipice Blades, Spiky Shield, Steam Eruption, Sticky Web, Topsy-Turvy, Water Shuriken
Accelerock, Aurora Veil, Baneful Bunker, Beak Blast, Brutal Swing, Clanging Scales, Darkest Lariat, Dragon Hammer, Fire Lash, First Impression, Fleur Cannon, Floral Healing, High Horsepower, Ice Hammer, Instruct, Leafage, Liquidation, Lunge, Moongeist Beam, Photon Geyser, Pollen Puff, Power Trip, Prismatic Laser, Psychic Fangs, Psychic Terrain, Revelation Dance, Shore Up, Smart Strike, Solar Blade, Sparkling Aria, Speed Swap, Spirit Shackle, Stomping Tantrum, Strength Sap, Sunsteel Strike, Tearful Look, Throat Chop, Toxic Thread, Trop Kick, Zing Zap
Apple Acid, Astral Barrage, Aura Wheel, Behemoth Bash, Behemoth Blade, Body Press, Branch Poke, Breaking Swipe, Burning Jealousy, Clangorous Soul, Coaching, Court Change, Decorate, Dragon Darts, Dragon Energy, Drum Beating, Dual Wingbeat, Dynamax Cannon, Eerie Spell, Expanding Force, False Surrender, Fiery Wrath, Flip Turn, Freezing Glare, Glacial Lance, Grassy Glide, Grav Apple, Jaw Lock, Jungle Healing, Lash Out, Life Dew, Magic Powder, Meteor Beam, Misty Explosion, No Retreat, Overdrive, Poltergeist, Pyro Ball, Rising Voltage, Scale Shot, Scorching Sands, Shell Side Arm, Skitter Smack, Snipe Shot, Spirit Break, Steel Beam, Steel Roller, Strange Steam, Stuff Cheeks, Surging Strikes, Tar Shot, Teatime, Terrain Pulse, Thunder Cage, Thunderous Kick, Triple Axel, Wicked Blow
Alluring Voice, Aqua Cutter, Aqua Step, Armor Cannon, Axe Kick, Barb Barrage, Bitter Blade, Bitter Malice, Blazing Torque, Bleakwind Storm, Blood Moon, Burning Bulwark, Ceaseless Edge, Chilling Water, Chilly Reception, Chloroblast, Collision Course, Combat Torque, Comeuppance, Dire Claw, Doodle, Double Shock, Dragon Cheer, Electro Drift, Electro Shot, Esper Wing, Fickle Beam, Fillet Away, Flower Trick, Gigaton Hammer, Glaive Rush, Hard Press, Headlong Rush, Hydro Steam, Hyper Drill, Ice Spinner, Infernal Parade, Ivy Cudgel, Jet Punch, Kowtow Cleave, Last Respects, Lumina Crash, Lunar Blessing, Magical Torque, Make It Rain, Malignant Chain, Matcha Gotcha, Mighty Cleave, Mortal Spin, Mountain Gale, Mystical Power, Noxious Torque, Order Up, Population Bomb, Pounce, Psyblade, Psychic Noise, Psyshield Bash, Rage Fist, Raging Bull, Raging Fury, Revival Blessing, Ruination, Salt Cure, Sandsear Storm, Shed Tail, Shelter, Silk Trap, Snowscape, Spicy Extract, Spin Out, Springtide Storm, Stone Axe, Supercell Slam, Syrup Bomb, Tachyon Cutter, Take Heart, Temper Flare, Tera Blast, Tera Starstorm, Thunderclap, Tidy Up, Torch Song, Trailblaze, Triple Arrows, Triple Dive, Twin Beam, Upper Hand, Victory Dance, Wave Crash, Wicked Torque, Wildbolt Storm
Potential threats:
Dragonite now gets access to Shift Gear, Thousand Arrows, Dragon Ascent, Dragon Darts, Acrobatics, Coil, Torque moves, on top of its already great kit. It would not surprise me if it gets banned.
Gyarados is a lower tier Pokémon but mostly die to Gen 9 gutting its movepool. It won’t be as strong as Dragonite, but it does have great options as a Gen 1 Pokemon.
Metagross will be a top threat having access to STAB Sunsteel Strike, Gigaton Hammer, and Photon Geyser. You then have tons of coverage options from Thousand Arrows to Trop Kick.
We don't need people running Jirachi with Dire Claw, Mountain Gale, Triple Arrows, or Wicked Torques.
Questions for the community:
1. Is the generational gap here ideal? I came up with the 4 generational gap because that seemed to have the right amount of generations for a Pokémon to be considered "old". And that's just about half of Pokémon too as we're in Gen 9 currently. But let me know if the gap should be wider or thinner.
Even Dynamaxing won't protect you from the effect of the Eject Button, since that's considered to be your item, and therefore you intended to switch.What would happen to pokemon with guard dog/suction cups, as their abilities prevent being forced to switch out? Also hazards would be extremely viable, as well as weather having a free switch into a sweeper