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Okay, so I know that this will probably get rejected, but lemme cook

Poképong
Basically, attacks don't deal damage when they are used .
Instead, they deal damage when the target doesn't have/use a move equal to or higher than the BP of the incoming attack, OR if the attacker misses/ lands into an immunity (like crash damage) so they receive it instead.
If you 'return' the attack now that attack goes towards the opponent, w 10% of the base power of the previous attack added (so say I used CC on my opponent, and they use overheat, that CC adds 12BP to the attack); additionally, side effects accumulate as well.
The fun bit about this meta is that strong attacks with heavy drawbacks will have to be used, as well as boosting abilities.
Also maybe it would be a doubles meta but idk how that would work.
Bans-
Standard OU Clauses
 
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I think the easiest option is just Trick / Switcharoo / etc only interact with the normal item slot and, if something other than an item is there, act like they do into unremovable items.

This effectively means they're not useful moves, as Knock will usually be a 65 BP move and Trick / Switcharoo will usually fail, but it's most consistent with what we've done with past OMs like the TM one.
Magic room?
 
Level Points
Basically, a Pokemon's level has to equal the combined max PP of all it's moves.
This would be an interesting metagame because the most powerful attacks are all lower PP, and the garbage ones (I'm looking at you, splash) have the highest PP. This would lead to more diverse movesets with "Usually Useless Moves" getting used more often for higher levels.
Yes, the level can go above 100.
Bans-
Standard OU clauses
Seismic Toss, Night Shade
 
New idea, although a little bit inspired from some previous comments in the thread :

Megazord.jpg

MEGAZORD BATTLE​

Premise :​

HP and PP merge, giving one single and common "reservoir" for each team.

Rules :​

This new HP-and-PP mixed count starts more or less high depending on the number of Pokemon, their HP and PP in one player's team. Each time a Pokemon uses a move or receives damages, the value drops ; when it recovers, the value increases. This takes into consideration new properties :
  1. Pokemon can now use any moves as much as they want and as long as there are points left ;
  2. Each move consumes automatically 1 point, 2 points against Pressure users ;
  3. If a team is left with 1 point, using a move will make the team faint all at once, no matter which Pokemon is sent in battle. PP being prior to moves execution, it will end the game even in case of Recover, Slack Off, Wish, etc.

Clauses :​

  • Baton Pass Clause : only one Pokemon per teams is allowed to use Baton Pass ;
  • Endless Battle Clause ;
  • Evasion Clause ;
  • Freeze Clause : only one frozen Pokemon per teams allowed ;
  • OHKO Clause ;
  • Recovery Clause : only one Pokemon per teams is allowed to use HP-recovering moves in battle ;
  • Sleep Clause : only one Pokemon per teams can be put asleep ;
  • Species Clause ;

Bans :​

  • Arena Trap
  • Moody
  • Shadow Tag
  • Bright Powder
  • King's Rock
  • Last Respects
  • Power Trip
  • Rage Fist
  • Shed Tail
  • Stored Power
  • Wicked Blow
  • Arceus (all forms)
  • Calyrex-Shadow
  • Ditto
  • Koraidon
  • Miraidon
  • Shedinja

Unban :​

  • Baton Pass

Watchlist :​

  • Anger Point
  • Competitive
  • Defiant
  • Harvest
  • Regenerator
  • Speed Boost
  • Chi-Yu
  • Deoxys (all forms)
  • Giratina (both forms)
  • Gouging Fire
  • Groudon
  • Ho-oh
  • Kingambit
  • Kyogre
  • Kyurem-Black
  • Kyurem-White
  • Lugia
  • Magearna
  • Necrozma-Dawn-Wings
  • Necrozma-Dusk-Mane
  • Palafin
  • Raging Bolt
  • Regieleki
  • Roaring Moon
  • Shaymin-Sky
  • Walking Wake
  • Zacian-Crowned

Q&A :​

Q1 : Do moves like Belly Drum/Fillet Away halve the amount of points one's team get ?
A1 : Yes, they do. While being used, the percent of lost points is the same. This also includes lower percent as for Clangorous Soul or Substitute, as well as Leech Seed, Salt Cure, Curse, Nightmare, hazards, poison, confusion, burn, etc... recovery moves are, of course, also affected.

Q2 : Do I lose if I use suicide moves ?
A2 : Yes, you do. Any suicide moves unavoidably lead to one's loss, so they have no more interest in battle, except for trolling.

Q3 : Does the leppa berry work in this meta ?
A3 : Yes, through the remaining points. When points drop below 4, it gives 10 back. In short, it's like an Oran Berry with late triggering.

Questions for the community :​

Do you see any potential threats and other bans ? Is the metagame simple enough ?
Do you see other matters I should talk about in the Q&A ?

Resources :​

On approval.
None.

I just photoshop-ed official artworks, any propositions from talented artists are welcome too ;)
 
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TERA OVERRIDE

sequel to the previous idea. This might involve quite a few case-by-case stuff... also found this (variations) existed later on.

Ever wanted variations of existing moves, abilities and items? Charge to double the power of Fire type moves? Flash Fire to activate when hit by an Earthquake and give you a ground boost on top of that? If the answer to all those questions is a yes, then this meta is for you!

Premise

In Tera Override, your pokemon are bestowed with the special ability to transfer the type-specific mechanics of their moves, items or abilities to their tera type. Any move, item or ability that has a mechanic relating to a specific type or types in its description, will have those types replaced by user's tera type (excluding stellar) instead.
Explanation

If there are multiple different types affected (in the main description of the move), the tera type will replace all of them. Rattled will raise speed only when hit by your tera type instead of Bug, Dark and Ghost. Thick Fat will halve damage only for hits matching your tera-type. For the case of Dry Skin granting immunity and weakness, immunity will supersede weakness.

What remains unaffected?
The mechanics of the meta will not alter coverage or weakness chart of types, type-specific immunities, or alter STAB in any way.

What is affected? (examples)
  • Iron Bundle (with Electric tera) will have its Freeze Dry deal super-effective damage against Electric type pokemon.
  • A Heatran (with Flying tera) will have its Flash Fire activate by Flying type moves while gaining x1.5 boost to all its Flying type moves.
  • When a Rotom-Mow (with Grass tera) uses Charge, it will double to power of its next Grass type move.
  • A Lokix (with Bug tera) holding Normal Gem will receive x1.3 boost on its First Impression.
  • A Primarina (with Fairy tera) will have its Liquid Voice turn its sound moves into Fairy type moves.
Full List of affected items, abilities, and moves

  • Babiri Berry
  • Charti Berry
  • Chilan Berry
  • Chople Berry
  • Coba Berry
  • Colbur Berry
  • Haban Berry
  • Kasib Berry
  • Kebia Berry
  • Occa Berry
  • Passho Berry
  • Payapa Berry
  • Rindo Berry
  • Roseli Berry
  • Shuca Berry
  • Tanga Berry
  • Wacan Berry
  • Yache Berry
  • Black Belt
  • Black Glasses
  • Charcoal
  • Dragon Fang
  • Fairy Feather
  • Hard Stone
  • Magnet
  • Metal Coat
  • Miracle Seed
  • Mystic Water
  • Never-melt Ice
  • Poison Barb
  • Sharp Beak
  • Silk Scarf
  • Silver Powder
  • Soft Sand
  • Spell Tag
  • Twisted Spoon
  • Fist Plate
  • Sky Plate
  • Toxic Plate
  • Earth Plate
  • Stone Plate
  • Insect Plate
  • Spooky Plate
  • Iron Plate
  • Flame Plate
  • Splash Plate
  • Meadow Plate
  • Zap Plate
  • Mind Plate
  • Icicle Plate
  • Draco Plate
  • Dread Plate
  • Pixie Plate
  • Normal Gem
  • Black Sludge
  • Cell Battery
  • Absorb Bulb
  • Luminous Moss
  • Adamant Orb
  • Adamant Crystal
  • Lustrous Globe
  • Lustrous Orb
  • Griseous Orb
  • Griseous Core
  • Soul Dew
  • Snowball
  • Blaze, Torrent, Overgrow, Swarm
  • Flash Fire, Earth Eater, Lightningrod, Sap Sipper, Volt Absorb, Water Absorb, Motor Drive, Storm Drain, Well-Baked Body
  • Pixilate, Refrigerate, Aerilate, Galvanize, Normalize
  • Dry Skin
  • Liquid Voice
  • Fairy Aura, Dark Aura
  • Transistor, Dragon's Maw, Steely Spirit, Steelworker, Rocky Payload
  • Water Bubble
  • Desolate Land, Primordial Sea, Delta Stream
  • Drought, Drizzle, Sand Stream, Snow Warning, Sand Spit
  • Steam Engine, Water Compaction, Justified, Thermal Exchange
  • Rattled
  • Scrappy, Mind's Eye
  • Sand Force
  • Flower Veil
  • Fluffy, Heatproof, Purifying Salt
  • Thick Fat
  • Gale Wings
  • Magnet Pull (hell no!)
  • Charge
  • Weather Ball
  • Terrain Pulse
  • Sandstorm, Snowscape, Sunny Day, Rain Dance
  • Misty Terrain, Electric Terrain, Psychic Terrain, Grassy Terrain
  • Soak, Forest's Curse, Magic Powder
  • Roost, Double Shock, Burn-Up
  • Freeze-Dry
  • Tar Shot
  • Aura Wheel
  • Salt Cure
  • Sheer Cold
  • Toxic
  • Toxic Spikes
  • Curse
  • Flying Press
  • Stealth Rock
  • Judgment
  • Tera Blast
  • Tera Starstorm
  • Conversion
  • Conversion-2
  • Reflect Type
  • Weather Ball, Terrain Pulse, Aura Wheel, Toxic Spikes, Salt Cure
  • Rattled, Thick Fat, Dry Skin, Desolate Land, Primordial Sea, Refrigerate, Pixilate, Aerilate, Galvanize, Scrappy, Mind's Eye, Sand Force, Steam Engine, Water Bubble
  • Adamant Orb, Adamant Crystal, Lustrous Globe, Lustrous Orb, Griseous Orb, Griseous Core, Soul Dew

Banlist
  • 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
  • Mewtwo
  • 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
  • King's Rock
  • Razor Fang
  • Baton Pass
  • Last Respects
  • Shed Tail
  • Arena Trap
  • Moody
  • Shadow Tag
  • Species Clause
  • OHKO Clause
  • Sleep Moves Clause
  • Evasion Clause

Additional Clauses: Tera-reveal clause (Tera-type is revealed in team preview) + existing OU clauses

Questions for the community: Fun to play? Any suggestions for a better premise or a more coding-efficient implementation? How do you think weather should be handled? Anything I forgot?

UPDATE: Hi all, this is a baby OM now and we're looking for council. You can DM me (Dawn's Piplup on Showdown too and accomplish on discord), if you're interested in joining or for more info.
 
New idea, although a little bit inspired from some previous comments in the thread :

MEGAZORD BATTLE​

Premise :​

HP and PP merge, giving one single and common "reservoir" for each team.

Rules :​

This new HP-and-PP mixed count starts more or less high depending on the number of Pokemon, their HP and PP in one player's team. Each time a Pokemon uses a move or receives damages, the value drops ; when it recovers, the value increases. This takes into consideration new properties :
  1. Pokemon can now use any moves as much as they want and as long as there are points left ;
  2. Each move consumes automatically 1 point, 2 points against Pressure users ;
  3. If a team is left with 1 point, using a move will make the team faint all at once, no matter which Pokemon is sent in battle. PP being prior to moves execution, it will end the game even in case of Recover, Slack Off, Wish, etc.

Clauses :​

  • Baton Pass Clause : only one Pokemon per teams is allowed to use Baton Pass ;
  • Endless Battle Clause ;
  • Evasion Clause ;
  • Freeze Clause : only one frozen Pokemon per teams allowed ;
  • OHKO Clause ;
  • Recovery Clause : only one Pokemon per teams is allowed to use HP-recovering moves in battle ;
  • Sleep Clause : only one Pokemon per teams can be put asleep ;
  • Species Clause ;

Bans :​

  • Arena Trap
  • Moody
  • Shadow Tag
  • Bright Powder
  • King's Rock
  • Last Respects
  • Power Trip
  • Rage Fist
  • Shed Tail
  • Stored Power
  • Wicked Blow
  • Arceus (all forms)
  • Calyrex-Shadow
  • Ditto
  • Koraidon
  • Miraidon
  • Shedinja

Unban :​

  • Baton Pass

Watchlist :​

  • Anger Point
  • Competitive
  • Defiant
  • Harvest
  • Regenerator
  • Speed Boost
  • Chi-Yu
  • Deoxys (all forms)
  • Giratina (both forms)
  • Gouging Fire
  • Groudon
  • Ho-oh
  • Kingambit
  • Kyogre
  • Kyurem-Black
  • Kyurem-White
  • Lugia
  • Magearna
  • Necrozma-Dawn-Wings
  • Necrozma-Dusk-Mane
  • Palafin
  • Raging Bolt
  • Regieleki
  • Roaring Moon
  • Shaymin-Sky
  • Walking Wake
  • Zacian-Crowned

Q&A :​

Q1 : Do moves like Belly Drum/Fillet Away halve the amount of points one's team get ?
A1 : Yes, they do. While being used, the percent of lost points is the same. This also includes lower percent as for Clangorous Soul or Substitute, as well as Leech Seed, Salt Cure, Curse, Nightmare, hazards, poison, confusion, burn, etc... recovery moves are, of course, also affected.

Q2 : Do I lose if I use suicide moves ?
A2 : Yes, you do. Any suicide moves unavoidably lead to one's loss, so they have no more interest in battle, except for trolling.

Questions for the community :​

Do you see any potential threats and other bans ? Is the metagame simple enough ?
Do you see other matters I should talk about in the Q&A ?

Resources :​

On approval.
None.

I just photoshop-ed official artworks, any propositions from talented artists are welcome too ;)
How would Leppa berry work?
 
I did say this jokingly in the chat the other day, but I am curious what thoughts would be to the following:

The counterpart of Bad n' Boosted: Good n' Gutted!

Concept is simple: Any stat above 90 is halved (rounding up). This should result in a completely different power level thanks to stronger Pokemon being weakened instead of weak Pokemon being strengthened.

Other than Last Respects and Baton Pass, not sure what the initial banlist would have to be, as everything is dropped to a lower power level. This would be a funny meta where Pokemon like Glalie are potentially excellent due to everything else being brought down to its level.

(Edit: also probably Light Ball, Eviolite, and Huge Power/Pure Power)
 
I did say this jokingly in the chat the other day, but I am curious what thoughts would be to the following:

The counterpart of Bad n' Boosted: Good n' Gutted!

Concept is simple: Any stat above 90 is halved (rounding up). This should result in a completely different power level thanks to stronger Pokemon being weakened instead of weak Pokemon being strengthened.

Other than Last Respects and Baton Pass, not sure what the initial banlist would have to be, as everything is dropped to a lower power level. This would be a funny meta where Pokemon like Glalie are potentially excellent due to everything else being brought down to its level.

(Edit: also probably Light Ball, Eviolite, and Huge Power/Pure Power)

Clever name!

I was actually pondering this myself it other day. It could be interesting to see Ubers/OU mons taken down a peg.

Then again, by nerfing all good stats, it may just wind up as something akin to ZU or PU with extra steps?
 
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I did say this jokingly in the chat the other day, but I am curious what thoughts would be to the following:

The counterpart of Bad n' Boosted: Good n' Gutted!

Concept is simple: Any stat above 90 is halved (rounding up). This should result in a completely different power level thanks to stronger Pokemon being weakened instead of weak Pokemon being strengthened.

Other than Last Respects and Baton Pass, not sure what the initial banlist would have to be, as everything is dropped to a lower power level. This would be a funny meta where Pokemon like Glalie are potentially excellent due to everything else being brought down to its level.

(Edit: also probably Light Ball, Eviolite, and Huge Power/Pure Power)
Although this is pretty interesting and funny to think about, i dont think oms that strictly nerf mons would be possibly aproved (ik its a joke idea but still should prolly mention it)
Anyways these 2 seem to be the most naturally bulky which i find funny for this format
IMG_0575.jpeg

IMG_0576.jpeg

For lando it is in the group of “mons uniquely screwed over by the om” with it’s speed stat being cut to 46 for being 1 over the quota, but otherwise this is litterally just lando but better at tanking hits seeing how the highest attack stat is 90 (Same for spa). For Zap, it is slightly less physically bulky but has better spdef and has recovery which may make it absurdly tanky.

There also a few pokemon that still have higher than or land right on 90 in a stat after halving which is fun, those being :Blissey::Chansey::Regidrago: for HP(:cetitan: is close), :Deoxys-attack: For Atk and Spa (:Kyurem-black: is close for atk with :kyurem-white::hoopa-unbound: close for spa), :Regirock::avalugg::avalugg-hisui::cloyster: for Def, :Regice: for spdef, and :regieleki::deoxys-speed: for speed.

Lastly,
:pmd/phione: You aren’t Ready (Phione) @ Leftovers
Ability: Hydration
Tera Type: Fairy
EVs: 252 HP / 252 SpA / 4 SpD
Modest Nature
IVs: 0 Atk
- Acid Armor
- Take Heart
- Scald
- Ice Beam
Best setup sweeper in the format???? Maybe, probably not, but it’s still funny to think about
 
so one OM I've been thinking of is one i call, "Together Forever"
its like frantic fusion yes, but i believe it is different enough to be a different metagame,
the aspect would be like "as one" on calyrex where whatever pokemon its riding gets +20 to all stats other then hp and gains calyrex's primary type, i thought, what if that was on other mons? like what if Samurott-Hisui could ride Araqunid?
and that is what i plan to solve.
the way it works is if you nickname a pokemon another pokemon, for example nicknaming a Dondozo "Garganacl" would be Garganacl riding Dondozo would have the Water/Rock typeing and have access to both pokemons moves, it would have 2 abilities at once, you get to chose the ability of the ridden pokemon, but it chooses the first ability of the second half of the theoretical "as one" we have here.
limitations would be, 1 the pokemon being ridden would have to be taller/longer then the riding pokemon.

Obvious ban(s): Smeargle: having access to every move a man can dream of would be broken and having it on a ghost type would be broken, Huge power: self explanatory.
 
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here's an idea of an idea I was toying with in OM room a while back, and was curious whether something similar exists or if there is a good reason why it wouldn't work. It's quite simple:

- Dynamic Draft 8v8 -

Premise:

Instead of the usual "bring X, pick Y" that happens in team-preview stage, players will instead draft their pokemon mid-battle through switching. The first 4 pokemon out of 8 that you make active will be drafted to your team, and once you meet that threshold, the remaining 4 party members will immediately faint (or just become inaccessible). Team preview will still exist, but you will only be selecting the lead there.

Why is it bring 8, draft 4?

It seemed like the optimal number. 8 is large enough pool size to create uncertainty and mind-games for your opponent without creating an information over-load. If the pool is small, then drafts are predictable and there is no point to the altered mechanic. Also larger pool and draft sizes could lead to builds where you just withhold switches and drag the game too long.

Draft of 4 seems like the sweet spot to me. If smaller, you just get steam-rolled for picking a bad lead. I think, that effect is mitigated well enough when you have a team size of 4. Bring 6, pick 3 would be too similar to existing formats and could have that steam-rolling effect.

Bans:

OU Banlist + All phasing moves + Red Card + Revival Blessing

Explanation: Phasing just allows you to manipulate opposing team, and Revival Blessing ban to prevent bringing undrafted pokemon back to life, depending on how the threshold mechanics are implemented.

Questions for the community:

- Do you think this format would be playable and interesting?
- What do you think are the strategically optimal draft and pool sizes? Would something like "bring 10, draft 6" work better/worse?
- Also the elephant in the room here is that this OM makes player use the import function. Do you think that's enough of a red flag for this not to work? I'd like to think an average player knows about Custom Game to navigate through this, but instructions would probably have to be made very clear.

I also have no intention of submitting this right now, it is just for brainstorming. If anyone likes the idea, you can take it...
 
here's an idea of an idea I was toying with in OM room a while back, and was curious whether something similar exists or if there is a good reason why it wouldn't work. It's quite simple:

- Dynamic Draft 8v8 -

Premise:

Instead of the usual "bring X, pick Y" that happens in team-preview stage, players will instead draft their pokemon mid-battle through switching. The first 4 pokemon out of 8 that you make active will be drafted to your team, and once you meet that threshold, the remaining 4 party members will immediately faint (or just become inaccessible). Team preview will still exist, but you will only be selecting the lead there.

Why is it bring 8, draft 4?

It seemed like the optimal number. 8 is large enough pool size to create uncertainty and mind-games for your opponent without creating an information over-load. If the pool is small, then drafts are predictable and there is no point to the altered mechanic. Also larger pool and draft sizes could lead to builds where you just withhold switches and drag the game too long.

Draft of 4 seems like the sweet spot to me. If smaller, you just get steam-rolled for picking a bad lead. I think, that effect is mitigated well enough when you have a team size of 4. Bring 6, pick 3 would be too similar to existing formats and could have that steam-rolling effect.

Bans:

OU Banlist + All phasing moves + Red Card + Revival Blessing

Explanation: Phasing just allows you to manipulate opposing team, and Revival Blessing ban to prevent bringing undrafted pokemon back to life, depending on how the threshold mechanics are implemented.

Questions for the community:

- Do you think this format would be playable and interesting?
- What do you think are the strategically optimal draft and pool sizes? Would something like "bring 10, draft 6" work better/worse?
- Also the elephant in the room here is that this OM makes player use the import function. Do you think that's enough of a red flag for this not to work? I'd like to think an average player knows about Custom Game to navigate through this, but instructions would probably have to be made very clear.

I also have no intention of submitting this right now, it is just for brainstorming. If anyone likes the idea, you can take it...
I feel like beat up could be, really broken here, you get a super powerful dark type attack off lead and can also force a switch into a dark resist which can be easily taken advantage of. other then that, seems quite interesting if a little too similar to BSS or just regular ou (particularly in terms of viability)
 
I did say this jokingly in the chat the other day, but I am curious what thoughts would be to the following:

The counterpart of Bad n' Boosted: Good n' Gutted!

Concept is simple: Any stat above 90 is halved (rounding up). This should result in a completely different power level thanks to stronger Pokemon being weakened instead of weak Pokemon being strengthened.

Other than Last Respects and Baton Pass, not sure what the initial banlist would have to be, as everything is dropped to a lower power level. This would be a funny meta where Pokemon like Glalie are potentially excellent due to everything else being brought down to its level.

(Edit: also probably Light Ball, Eviolite, and Huge Power/Pure Power)
Physical Miraidon, here we go.
 
So let me make sure I understand this correctly. Using an ability as a move gives you that ability and, if it's a switch in style ability, activates the effect immediately. How long exactly does this dual ability state last? Is it completely permanent or do you lose it on switchout similar to say, pokemoves?
Frankly there are quite a few "two ability oms" and I think you might need to come up with some spice of some sort to not be immediately compared to them.
 
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OU Preliminary Selection

Metagame Premise: Inspired on Unite's Preliminary Selection format and Brawl Stars' Ranked Mode, we want to change, instead of Battle Mechanics, how the Battle in itself is handled.

Simple Resume of rules: You'll bring a 18-mon team to battle, in which you'll choose 6 to battle with. However, before you and your opponents pick your 6 mons, you will choose 2 mons from the opponent's pool and ban them - They cant be selected at all.
All regular OU Rules still apply, except:
- Species clause which will be swapped to Family Clause
: You're only allowed to bring one mon per evolution line.
- Open Tera Sheet - All mons' Tera Type are revealed on preview.

Common Question:
- How the teams will be built, like, there's any form of Draft? And can mons repeat within them?
Each one bring their own built team, there's no draft and any restrictions beyond Family Clause and OU rules, and mons can repeat within both teams.
- When you'll know what mons got banned? It will be in real time?
Both will choose their bans in secret, once both locked in their choices, the bans are revealed.
- The mons i picked for my team must be revealed?
Yes - under same circumstances as the bans, once both locked their choices, they reveal what they picked.
- Can you change the sets or any details about the mons?
No, once the battle started(Before the bans), both can't change their movesets.
- How the clock would be handled in that situation?
1 minute for choosing the bans, 2 to build their teams, then standard Showdown Clock for the matches. One clock wont influence the other.

Possible ideas:
4-item clause: You can only use 4 of the same item on your team
 
OU Preliminary Selection

Metagame Premise: Inspired on Unite's Preliminary Selection format and Brawl Stars' Ranked Mode, we want to change, instead of Battle Mechanics, how the Battle in itself is handled.

Simple Resume of rules: You'll bring a 18-mon team to battle, in which you'll choose 6 to battle with. However, before you and your opponents pick your 6 mons, you will choose 2 mons from the opponent's pool and ban them - They cant be selected at all.
All regular OU Rules still apply, except:
- Species clause which will be swapped to Family Clause
: You're only allowed to bring one mon per evolution line.
- Open Tera Sheet - All mons' Tera Type are revealed on preview.

Common Question:
- How the teams will be built, like, there's any form of Draft? And can mons repeat within them?
Each one bring their own built team, there's no draft and any restrictions beyond Family Clause and OU rules, and mons can repeat within both teams.
- When you'll know what mons got banned? It will be in real time?
Both will choose their bans in secret, once both locked in their choices, the bans are revealed.
- The mons i picked for my team must be revealed?
Yes - under same circumstances as the bans, once both locked their choices, they reveal what they picked.
- Can you change the sets or any details about the mons?
No, once the battle started(Before the bans), both can't change their movesets.
- How the clock would be handled in that situation?
1 minute for choosing the bans, 2 to build their teams, then standard Showdown Clock for the matches. One clock wont influence the other.

Possible ideas:
4-item clause: You can only use 4 of the same item on your team
You can already do this pretty easily without needing it to be an om, as well it doesnt seem to change much from OU besides being able to use almost half of the ou tier on a team in preview. I do see the novelty in being able to basically do teambuilding in battle, but I dont see it being an om.
Also is kinda similar, but not rly, to commonly rejected ideas:
Only 6 pokemon? PLEASE: You can use X (X = 6+n) Pokemon in your team.
 
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You can already do this pretty easily without needing it to be an om, as well it doesnt seem to change much from OU besides being able to use almost half of the ou tier on a team in preview. I do see the novelty in being able to basically do teambuilding in battle, but I dont see it being an om.
Also is kinda similar, but not rly, to commonly rejected ideas:
Not exactly enforce unless it's done like a Gentleman's Agreement. But in that case, it can be potentially used to cheat. Like, how can after i reveal the mons, enforce that the mons cannot have things like moveset changed, or that the ban will be honestly informed within the rules and not pre informed to one of them(Like using a referee, what happens if he decides to work for one players' side and tell him what ive banned?).

Also, i Interpreted the common rejected idea of 6 mons as: You cant have a battle mode where more than 6 mons are used in battle.
 
Ive apparently reached the minimum post amount to suggest an OM so i may as well drop some rough skeleton of something I've been thinking about for a little bit.

Strikermonsname subject to change
Premise: A mon can call in either of the mons adjacent to them on the teambuilder to perform the attacking move in their first slot. Think calling in an assist in a tag fighter like marvel vs capcom or dbz fighterz.
Recently I've been re-evaluating this (in hindsight very shallowly thought out) idea posted once before and, while I think the dynamic was interesting, I think it had problems from the getgo, I think the idea very much read as a "each pokemon gets six moves" concept rather than the intended "you have access to a threatening momentum resource in assists" which is both bad flavor in what i was trying to accomplish and in hindsight not a particularly in depth teambuilding experience. I still like the original concept though if not the execution and am considering trying to rework the idea in a way that's a bit less, iunno, fundamentally busted and uninteresting. I've considered mainly going in the direction of "5v5 with one assist pokemon in the last slot" because I think fundamentally a "double U turn", even with restrictions placed on it, (I've mainly considered forcing the pokemon that called the assist to be the one that comes back in at the end of the turn when the assist pokemon finishes being called, for instance) is "good enough" to be worth a team slot, and also bc it fits the normal team builder.

Last time I toyed with this idea I was extremely vague (bc I was unsure how to even go abt designing it to begin with) so I'll give a general outline as to what I have thought out how assists ideally would function.
-Assists would be tied to the pokemon in the last slot of the team builder, who can only have one move assigned to them. The assist pokemon cannot be called onto the field except as an assist, cannot be called as the first pokemon as a lead, or replace a fainted mon. The assist mon otherwise functions normally (it can hold an item, its abilities work, it can be status'd etc.)
-Assists would take the place of the option to switch in the assist pokemon, when an assist pokemon is picked to switch in, it switches in as usual, then performs the one move assigned to it (at the time it usually would due to their speed), and then is made at the end of the turn to switch back to the mon that called it.
-The Assist pokemon cannot be called if it has run out of HP, or if its single move has run out of PP.
-If the Assist pokemon is alive but all 5 normal mons have fainted you immediately lose.

I certainly don't know how such a meta with the mechanic would shake out, and I don't know if it's even fundamentally that interesting for the (I would assume) messy coding involved. But I think this version at least feels a little more focused as opposed to the older one that wanted to shove a team positioning gimmick in at the same time.
 
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Late, but never too late : they're triggered when points drop below 4. I've updated information in my OM suggestion just now, in Q&A.
That seems like an arbitrary change. It normally doesn't activate until a move's PP reaches zero, which means in this meta it shouldn't activate until your points reach zero (which I believe means it would never activate, since I'm guessing it wouldn't activate in normal play if you faint from recoil/helmet/etc when using the last PP of a move).
 
That seems like an arbitrary change.
Busted :trode:
It normally doesn't activate until a move's PP reaches zero, which means in this meta it shouldn't activate until your points reach zero (which I believe means it would never activate, since I'm guessing it wouldn't activate in normal play if you faint from recoil/helmet/etc when using the last PP of a move).
Either we stick to the standard mechanic so that it never activates, or we slightly change it so that the item keeps a valuable purpose. I stated "below 4" according to moveslots, in a way that left points have to be proportional to the number of moveslots used, and if not, the leppa berry could activate. Both options are good to me, the latter being more adapted to the meta but challenging to code.
 
Busted :trode:

Either we stick to the standard mechanic so that it never activates, or we slightly change it so that the item keeps a valuable purpose. I stated "below 4" according to moveslots, in a way that left points have to be proportional to the number of moveslots used, and if not, the leppa berry could activate. Both options are good to me, the latter being more adapted to the meta but challenging to code.
It's not going to be viable either way when other berries are so much better.
 
Idea I recently came up with, it uses no new mechanics but rather restricts the information both players receive. This may be difficult to code so idk if it's even feasible to implement but I may as well show it anyways.

Historianmons

Ever wanted to switch into your choice specs hoopa-unbound to annihilate the opposing toxapex... without them even realizing you did it? Do you wish focus punch was more viable? Are you the player that loves predicting and making hard callouts at every available opportunity? If so, this metagame is for you!

Premise

In Historianmons, both players can only see the state of the battle as it was one turn previously.

Explanation

Pokemon showdown keeps track of the entire battle as you click the buttons, but players can only see what happens/the battle log only updates one turn behind showdown. Thus, your last move used is hidden from your opponent until your next move, which is hidden until your next, ect, and the same is true for your opponent. This means both players must attempt to read the future board state and attempt to predict what the opponent used on the previous turn. The only source of up-to-date information for either player is their available decisions. For example, if your choice band scizor is suddenly able to use all of it's moves, it has it likely been hit with a knock off. Similarly, if your pokemon faints, you may not be able to see it get knocked out, but you will be prompted to send out a new pokemon. On first turn of the battle, both players can only see their opponent's team and does not know the opposing lead.

Banlist
Current OU Banlist

Clauses
Existing OU clauses

Potentially Broken Stuff:
Tinted lens, it's very reliable in such an unreliable metagame
Polteageist, shell smash is a lot harder to deal with when you don't know it happened

Questions for the community: Predictions are inherently luck based, is that problematic or unfun? Is there any broken stuff that could ruin the metagame that I missed? Is it too hard to code?
 
Does this mean each player will select 2 actions on turn 1 (switching in a Pokemon and clicking a move) and then they will only see that their Pokemon switched in, but can choose the action on turn 2?
 
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