Approved by Joim
Ever wondered what the metagame would look like if all types were equal?
Are you tired of not being able to use ice or poison types to full potential while steel and water types wall you all day?
Do you think that powerful sweepers getting near-perfect coverage in just two moves is unfair?
Then Balanced Type Chart (BTC for short) is the metagame for you!
The idea behind this metagame is very simple: take the hilariously unbalanced type chart and make the following changes:
Of course, such changes need to be arbitrary and many new immunities will need to be introduced, however they'll be as faithful to the original type chart as possible.
This means that grass isn't suddenly going to become strong against water, but water being immune to fire is a logical change. Likewise Electric and Ground will keep their relationship because it's the most logical choice.
As for the new immunities, all of them except one are former resistances (like water becoming immune to fire).
Here's the chart:
A few interactions may require some explaination, so here they are:
Normal is super-effective against itself
Normal is a type meant to be "neutral" against most of the metagame and virtually everything has access to Normal-type moves, so in order to minimize its negative effects (Inverse Battles have proven that a Normal-type weakness is really nasty) I decided to make it SE against itself: Normal types gain a powerful STAB, but at the cost of a significant weakness. This also encourages the use of Return and Explosion against Chansey and Blissey, who otherwise would be problematic.
Normal is resistant to Fairy
Normal needed a new resistance, so I picked the newcomer Fairy type because I thought it would feel wrong giving a it a resistance to an older type such as water or ice. Consider it a bonus for the normal types who didn't get retconned into fairies.
Grass is immune to Rock
Rock is a problematic type because it is, numerically speaking, the strongest offensive type in the game. If there was a pokemon of all 18 types at once, rock would be its lone weakness - in other words there are more rock weaknesses (4) than resistances (3) in the original type chart. This means that in order to keep the balanced chart as faithful to the normal chart as possible, a new bad matchup (NVE or immunity) had to be made. I picked Grass because it already has a type advantage against rock, except now it's also a defensive one instead of just offensive.
Ice is resistant to Dragon
Dragon is the only type SE against itself in the standard type chart and Ice's only natural resistance has been turned into an immunity, so I wanted to keep Ice's previous status as "dragon slayers" by giving it a type advantage against dragon. Another reason is to force Dragon types to carry Steel-type moves if they want to get past Ice types, because 130+ attacking stats coupled with 120/130 BP moves are still extremely powerful.
Note that status effects/moves immunities still apply: for example fire types are still immune to burn and grass types are still immune to powder moves.
Also note that for balance purposes, Flying, the one type weak to Rock (and by extension Stealth Rock), is immune to Ground and therefore immune to the grounded hazards.
All the standard OU clauses (Moody, sleep etc.) still apply.
Banlist
The initial banlist is the same as the current OU one with the inclusion of Kyurem-B.
Feel free to discuss about potential threats and sets!
Ever wondered what the metagame would look like if all types were equal?
Are you tired of not being able to use ice or poison types to full potential while steel and water types wall you all day?
Do you think that powerful sweepers getting near-perfect coverage in just two moves is unfair?
Then Balanced Type Chart (BTC for short) is the metagame for you!
The idea behind this metagame is very simple: take the hilariously unbalanced type chart and make the following changes:
- all types have exactly one weakness
- all types have exactly one resistance
- all types have exactly one immunity
- all types hit exactly one type for super-effective damage
- all types hit exactly one type for not very effective damage
- all types are completely nullified by exactly one type
Of course, such changes need to be arbitrary and many new immunities will need to be introduced, however they'll be as faithful to the original type chart as possible.
This means that grass isn't suddenly going to become strong against water, but water being immune to fire is a logical change. Likewise Electric and Ground will keep their relationship because it's the most logical choice.
As for the new immunities, all of them except one are former resistances (like water becoming immune to fire).
Here's the chart:
Normal is super-effective against itself
Normal is a type meant to be "neutral" against most of the metagame and virtually everything has access to Normal-type moves, so in order to minimize its negative effects (Inverse Battles have proven that a Normal-type weakness is really nasty) I decided to make it SE against itself: Normal types gain a powerful STAB, but at the cost of a significant weakness. This also encourages the use of Return and Explosion against Chansey and Blissey, who otherwise would be problematic.
Normal is resistant to Fairy
Normal needed a new resistance, so I picked the newcomer Fairy type because I thought it would feel wrong giving a it a resistance to an older type such as water or ice. Consider it a bonus for the normal types who didn't get retconned into fairies.
Grass is immune to Rock
Rock is a problematic type because it is, numerically speaking, the strongest offensive type in the game. If there was a pokemon of all 18 types at once, rock would be its lone weakness - in other words there are more rock weaknesses (4) than resistances (3) in the original type chart. This means that in order to keep the balanced chart as faithful to the normal chart as possible, a new bad matchup (NVE or immunity) had to be made. I picked Grass because it already has a type advantage against rock, except now it's also a defensive one instead of just offensive.
Ice is resistant to Dragon
Dragon is the only type SE against itself in the standard type chart and Ice's only natural resistance has been turned into an immunity, so I wanted to keep Ice's previous status as "dragon slayers" by giving it a type advantage against dragon. Another reason is to force Dragon types to carry Steel-type moves if they want to get past Ice types, because 130+ attacking stats coupled with 120/130 BP moves are still extremely powerful.
Note that status effects/moves immunities still apply: for example fire types are still immune to burn and grass types are still immune to powder moves.
Also note that for balance purposes, Flying, the one type weak to Rock (and by extension Stealth Rock), is immune to Ground and therefore immune to the grounded hazards.
All the standard OU clauses (Moody, sleep etc.) still apply.
Banlist
Pokemon
Arceus
Blaziken
Darkrai
Deoxys
Deoxys-A
Dialga
Giratina
Giratina-O
Groudon
Ho-oh
Kyogre
Kyurem-B
Kyurem-W
Lugia
Mewtwo
Palkia
Rayquaza
Reshiram
Shaymin-S
Xerneas
Yveltal
Zekrom
Abilities
Moody
Items
Gengarite
Kangaskhanite
Arceus
Blaziken
Darkrai
Deoxys
Deoxys-A
Dialga
Giratina
Giratina-O
Groudon
Ho-oh
Kyogre
Kyurem-B
Kyurem-W
Lugia
Mewtwo
Palkia
Rayquaza
Reshiram
Shaymin-S
Xerneas
Yveltal
Zekrom
Abilities
Moody
Items
Gengarite
Kangaskhanite
The initial banlist is the same as the current OU one with the inclusion of Kyurem-B.
Feel free to discuss about potential threats and sets!
Last edited: