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Project Metagame Workshop (OM Submissions CLOSED)

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So barraskewda gets SD, Sheer Force and Rock Slide from Kingler

Klinklang gets Iron Fist, Double Iron Bash and a bunch of coverage from Melmetal

Intelion gets Water Spout

Ninetails gets Eruption

Darm with Pyro Ball

Belly E Speed Snorlax

PoryZ Boomburst

Venusaur gets Spore

Tangrowth gets Contrary Superpower and Leaf Storm
 
Klinklang gets Iron Fist, Double Iron Bash and a bunch of coverage from Melmetal
Tbh I'm more concerned about the other way round: Melmetal with Shift Gear. Good thing it's banned lol.
  • So, I just wanted to spitball a recent idea I had for an OM. Would appreciate some feedback:

*BFF* (maybe a better name, too).
This meta is based on Gen 8 OU, and all standard bans and clauses apply. For this premise, mons share all potential abilities and moves with other mons that share their type combination. This means that, for instance, Gyarados would have access to all the abilities and moves present on other Water/Flying types (with a few exceptions); however, it would not share assets with any Water types that do not have the dual Flying type. To give a more clear example:
View attachment 259526
Keldeo w/Life Orb
Ability: Water Absorb
  • Calm Mind​
  • Scald​
  • Secret Sword​
  • Ice Beam
In this example, Keldeo gains access to the Ice Beam it has wanted for so long thanks to Poliwrath, who also gives it an actually useful ability in Water Absorb. A mon can even borrow from non-Galar mons unless an ability or move has been restricted. If a mon has multiple forms, only the form that actually shares its typing with the donor will have access to their donor's assets, so Rotom Wash will not get Arctozolt's donations. To clarify, the following do not count for potential donors:
  • Megas
  • Primals
  • Any other form changes that only activate mid battle (ie Meloetta, Darm).
I have tried to keep bans and restrictions light for the sake of variety. However, the following assets are banned:
Abilities:
  • Arena Trap
  • Innards Out
  • Moody
  • Shadow Tag
Moves
  • Baton Pass
  • Double Team
  • Geomancy
  • Light of Ruin
  • Minimize
In addition, the following abilities and moves are restricted to native users:
Abilities:
  • Comatose
  • Electric Surge (Rising Voltage is busted lol)
  • Fur Coat
  • Huge Power/Pure Power
  • Illusion
  • Imposter (imposter proofing is much harder here than in other OMs due to the more limited distribution)
  • Libero/Protean
  • Simple
  • Stakeout
  • Swift Swim (I'm willing to keep the other speed- boosting weather abilities since their recipients aren't as naturally good)
  • Any form-changing abilities (Battle Bond, RKS System, etc.)
Moves:
  • Bolt Beak
  • Fishious Rend
  • Shell Smash
  • Tail Glow
  • Transform
  • Mew’s movepool (as Dr. Pumpkinz pointed out, Mew brings an absurd amount of versatility to the table).
That's all I'm planning for the start. Any picks you might suggest for restriction, such as Bolt Beak or Wonder guard, don't really have any recipients that are OU legal or just aren't viable. However, I am willing to make further restrictions for the following topics:
  • Belly Drum (depends on how good the recipients would actually be)
  • Contrary
  • Drizzle/Drought/Sand Stream (we all know how busted weather can be under the right circumstances. Hail is probably safe due to it not being as good)
  • Magic Guard (potentially enables stall to an obnoxious degree)
  • Psychic Surge (not as problematic as Electric Surge, but still worth considering)
  • Shift Gear (like Shell Smash, but I'm willing to consider it due to more limited distribution)
  • Speed Boost (the only reason this isn't already restricted is because most recipients are- not good. Crawdaunt is currently the only legal option that might be scary)
  • Unaware (given who gets this, might make set-up sweepers next to unusable)
  • Water Bubble (not sure about this)
Please let me know if you have any additional suggestions for what might be problematic, or just something that might make this meta more appealing.
Tbh, unless you're planning on unbanning Zekrom, I don't see the issue with Bolt Beak. If DLC 2 drops any new users, you can just quickban it then.
I'm not really seeing the issue with Electric Terrain since Alolachu's typing is unique, so no other mons get Surge Surfer. It does allow every other pure-Electric mon (read: Zeraora) to fire off boosted Rising Voltages though.
Tail Glow was snapped, and hence it not only has no Galar users, it also cannot be used in a Galar battle even if you did have a mon that knew it. V-create, on the other hand, has no current Galar users, but is still usable, so in this metagame Noivern would have V-create I guess? Or not?
Every pure-Normal type in the game gets Adaptability BellySpeed... Yikes.
Would Corviknight get Toxic via a transferred Scarm?
Since Skorupi and Scyther get Speed Boost, would Scizor and Drapion?
Also, how would event incompatibility (like WishPort Chansey, except that particular example isn't right because Port has multiple donors) and mons that have changed type in past gens work (eg: Can Togekiss donate its Gen 5 movepool and abilities to other Gen 5 Normal/Flying mons)?
Edit: I have sets
Roserade @ Life Orb
Ability: Chlorophyll
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Growth
- Giga Drain
- Weather Ball
- Shadow Ball/Sludge Bomb
Better Venusaur.
Urshifu @ Life Orb
Ability: Moxie
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Dragon Dance
- Wicked Blow
- Close Combat
- Gunk Shot
This is a good idea...
Mew @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 4 SpA / 252 SpD
Calm Nature
IVs: 0 Atk
- Recover
- Acid Armor
- Stored Power
- Calm Mind
Just because Mew cannot donate its moves doesn't mean it can't receive things... Better Reuniclus.
Jirachi @ Life Orb
Ability: Prism Armour
EVs: 252 Atk / 4 SpA / 252 Spe
Lonely Nature
- Sunsteel Strike
- Dragon Dance
- Photon Geyser
- Earthquake
Nec DM: OU edition.
 
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Alright, I've run a few tests and calcs thanks to your suggestions. I have decided to ban the following Pokémon:
Mew: This thing is basically impossible to counter thanks to its sheer versatility. I kind of suspected it might be a problem (honestly not sure why I didn't put it on the chopping block to begin with).
Inteleon: So, apparently rain support allows this thing's water spouts to 2HKO Calm max HP Blissey. That convinced me that this thing simply puts too much strain on teambuilding (and that's not to mention the spread of terrific coverage it gets now).
Urshifu Single-Strike: This thing is already a menace in standard OU; now, imagine that it gets Moxie, Dragon Dance, AND stronger Poison coverage in Gunk Shot. Even things I thought could be reliable checks are almost OHKOed at +1 (Unaware Clef cannot eat a Gunk Shot).
I am not currently convinced that anything else is broken yet. Ninetales' Eruption seems scary, but I've found that it is easier to switch into due to more good mons resisting the move, which means it can't mindlessly click Eruption, not to mention lacking the sheer power and speed of Inteleon. But we'll see.

In addition, the moves Boomburst and Extreme Speed are now restricted to native users. Feel free to let me know if any other elements strike you as broken following these changes.
 
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  • So, I just wanted to spitball a recent idea I had for an OM. Would appreciate some feedback:

*BFF* (maybe a better name, too).
This meta is based on Gen 8 OU, and all standard bans and clauses apply. For this premise, mons share all potential abilities and moves with other mons that share their type combination. This means that, for instance, Gyarados would have access to all the abilities and moves present on other Water/Flying types (with a few exceptions); however, it would not share assets with any Water types that do not have the dual Flying type. To give a more clear example:
View attachment 259526
Keldeo w/Life Orb
Ability: Water Absorb
  • Calm Mind​
  • Scald​
  • Secret Sword​
  • Ice Beam
In this example, Keldeo gains access to the Ice Beam it has wanted for so long thanks to Poliwrath, who also gives it an actually useful ability in Water Absorb. A mon can even borrow from non-Galar mons unless an ability or move has been restricted. If a mon has multiple forms, only the form that actually shares its typing with the donor will have access to their donor's assets, so Rotom Wash will not get Arctozolt's donations. To clarify, the following do not count for potential donors:
  • Megas
  • Primals
  • Any other form changes that only activate mid battle (ie Meloetta, Darm).
I have tried to keep bans and restrictions light for the sake of variety. However, the following assets are banned:
Abilities:
  • Arena Trap
  • Innards Out
  • Moody
  • Shadow Tag
Moves
  • Baton Pass
  • Double Team
  • Geomancy
  • Light of Ruin
  • Minimize
In addition, the following abilities and moves are restricted to native users:
Abilities:
  • Comatose
  • Electric Surge (Rising Voltage is busted lol)
  • Fur Coat
  • Huge Power/Pure Power
  • Illusion
  • Imposter (imposter proofing is much harder here than in other OMs due to the more limited distribution)
  • Libero/Protean
  • Simple
  • Stakeout
  • Swift Swim (I'm willing to keep the other speed- boosting weather abilities since their recipients aren't as naturally good)
  • Any form-changing abilities (Battle Bond, RKS System, etc.)
Moves:
  • Bolt Beak
  • Fishious Rend
  • Shell Smash
  • Tail Glow
  • Transform
  • Mew’s movepool (as Dr. Pumpkinz pointed out, Mew brings an absurd amount of versatility to the table).
That's all I'm planning for the start. Any picks you might suggest for restriction, such as Bolt Beak or Wonder guard, don't really have any recipients that are OU legal or just aren't viable. However, I am willing to make further restrictions for the following topics:
  • Belly Drum (depends on how good the recipients would actually be)
  • Contrary
  • Drizzle/Drought/Sand Stream (we all know how busted weather can be under the right circumstances. Hail is probably safe due to it not being as good)
  • Magic Guard (potentially enables stall to an obnoxious degree)
  • Psychic Surge (not as problematic as Electric Surge, but still worth considering)
  • Shift Gear (like Shell Smash, but I'm willing to consider it due to more limited distribution)
  • Speed Boost (the only reason this isn't already restricted is because most recipients are- not good. Crawdaunt is currently the only legal option that might be scary)
  • Unaware (given who gets this, might make set-up sweepers next to unusable)
  • Water Bubble (not sure about this)
Please let me know if you have any additional suggestions for what might be problematic, or just something that might make this meta more appealing.

Sounds cool, just need to keep in mind the more common typings, like pure Normal or pure Water, with the banlist.

Theorymoning Time
:toxapex: - This thing gets a lot of useful moves, like Spikes, Rapid Spin (from Tentacruel), Thunder Wave, Aqua Jet (from Qwilfish), and Flip Turn (from Skrelp, of all things). Also gets Intimidate, although Regenerator probably works better now that it has Flip Turn. Basically turns Toxapex into a better Ferrothorn.

:blastoise::inteleon: - Yeah, the pure Waters get Water Spout, but they get so much more than that. They get access to Octillery’s amazing coverage, which includes Fire Blast, Energy Ball, Flash Cannon, Gunk Shot, etc. Also they get access to Sheer Force and Lightning Rod from Kingler and Seaking, respectively.
 
Would Corviknight get Toxic via a transferred Scarm?
Since Skorupi and Scyther get Speed Boost, would Scizor and Drapion?
Yes, Corviknight does get Toxic since Skarm can still use Toxic.

As for the second question, I would ideally say no, only mons with the same typing get the new abilities, so Scizor and Drapion would not get speed boost. The only reason I'm not outright saying yes is because I'm not sure if that would be overly difficult to code (ie, Scizor does not get everythign Scyther gets).
 
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Darmanitan: Kommo-o and Toxapex are basically the only thing that can switch into Pyro Ball safely, and even Kom is questionable due to lack of recovery. With sun support, this thing is near impossible to wall.
This is the same as always, just without recoil and with a 10% to miss. I guess it gets Gunk Shot and Bulk Up, but I don't really see it using them.
 
SABOTAGE
1594387159186.png
Metagame premise:
Time to plant that electrode Silvaly on enemies team! Sabotage is a doubles OU metagame where you put one of your pokemon on of the enemy field! The pokemon you gives act as its own, you dont control it, but only you can switch it (for another in your team). The battle ends when oponent has no more pokemon active, so you eventually needs to kill your sabotator too (if his last pokemon is in your team, you win), an alterantive way is just kill anything on your oponent team incluiding th sabotator on your side and leaving oponent with yur sabotator only. Standard doubles OU clauses, the right slot on enemy team is one of your pokemon and only you can switch (but oponent selects its moves normally)

Theres a wide array of creativity and new ways to battle:
:Silvally: :Sableye:
-Put a banded explosion only silvally on enemy team and lead with a feint sableye and blow them up. Even better if he doest use protect just go for a boost with your ghost

:torkoal: :Chandelure: :Coalossal:
-Lava plume specs Torkoal + Flash Fire/Coalossal
Boost yourself, craps everyone else

:oranguru:
Utiliy Oranguru
-This dude can do many things, cast trick room, cast weather, pass a symbiosis crap item...

:blissey: :zeraora:
Plasma fists + volt absorb + hyper voice blissey
-Plama fists spam on oponent to turn hyper voice electric and heal your zeraora, while in its side theres a hard to kill blissey that you can hold it up until the end of the match, when you can finish with any close combat.

:poliwrath: :terrakion:
Damp + psych up + belly drum
- your smartass oponent came with an explosion snorlax? damp it, belly drum and psych up, this way you will have a +4 without lose hp, next step is just switch to something to disrupt oponent field and proceeds the sweep

Explosion looks broken but it balances itself because every pokemon you blown up you looses one slot in your team, so its not always good spam explosion and kill the sabotator, it can be more consistent put a wall that helps you or disrupts oponent

Potential bans and threats: I cant see anything thats is already gone from doubles ou that could disrupt the meta, but probably there is
Questions for the community: Does this meta looks fun? Which mroe strategies do you think of? Can this lead to coding hell, if so which ways to go around them?
 
Okay, I have to admit I'm a little confused:
  • You say that the Pokemon you give "acts as its own". What does that mean? Do you mean that the opponent controls your mon, or does it automatically act by selecting a random move? (You probably meant the first thing, but the phrasing seems to imply the second thing). I would just rephrase this for clarity.
  • When your saboteur dies before the end of the battle, what happens? Do you send another saboteur to the enemy's side, thereby meaning you don't want to kill your own saboteur until the end? Because that option would probably make gameplay rather restrictive. Or does the player who loses the enemy's saboteur just get stuck with one mon on their side of the field for the rest of the match? Because that option would be incredibly busted. Or does your opponent just get to send out another of their own mons? I doubt that last option, since once the saboteurs go down it basically becomes standard DOU.
  • How exactly would Ally Switch work? It may not be common, but some strategies do involve this move. Would it be like on FFA battles on cart, where the move just fails? Also, I'm pretty sure Symbiosis only works with consumable items.
Also, the fact that you can switch out your saboteur anytime means the neither player really has much control over their own positioning; in essence, it means that each player is basically locked out of one slot. As such, this basically just becomes Singles with a gimmick mon that you're forced to use; I also mean this in regards that standard Doubles moves like Follow Me are now functionally useless. The fact that you can switch out your saboteur freely also means that you basically have to run multiple mons with trash sets, which doesn't sound particularly fun from a team building standpoint. Realistically, this meta will probably boil down to a lot of spread move/immunity spam.

I admit that I don't really know that much about the coding that goes into Showdown, but the whole mechanic of being able to switch a mon on the other side of the field at any time would probably be a nightmare to program.

Finally, here's a few suggestions:
  • Most importantly, I think it'd probably be best if you ditched the ability to switch out your saboteur; at the start of the match, you pick one mon on your team to give to the opponent, and they are stuck with that throughout the whole match. Not only is that probably easier to program, it also means that you have to fully commit to which mon you designate as a saboteur. Additionally, only having to make one trash mon eases up team building.
  • This means that your saboteur becomes a full member of the enemy team. Letting the saboteur become a full part of the opponent's team and letting them freely switch it around prevents this change from being overly restrictive to gameplay and allows the opponent to potentially plan around would be saboteurs, which would inherently make the meta more interesting and more balanced. This would also prevent the change from devaluing Doubles moves like Follow Me.
  • Also, you might want to add a few restrictions to team builder, such as that a set can't literally just be CB Explosion with nothing else. Allowing obvious options like that might cause your meta to go stagnant quickly. I'd suggest making it so that each mon has to have at least 2 moves, maybe even make them have a full move set.
Hope this was helpful. I'm not sure how else you could improve this idea while keeping the basic concept.
 
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An idea i've been mulling over for a bit:

Pacifist 1v1
A 1v1 meta (3 pokemon teams, choose 1 in team preview) with attacking moves banned. Take down your opponent's pokemon with clever strategy rather than brute force.

Useful Moves: Toxic (obviously), Soak (prevents Ghost types from using Curse, and lets you poison steel/poison types), Simple Beam/Skill Swap/Entrainment, Imprison, Trick/Switcheroo

Preliminary Banlist: Taunt, Magic Βounce, Evasion/Accuracy moves, Substitute
Suspect List: Assault Vest, Curse, Magic Guard

Its 1v1 because otherwise this mode would be a total slog. 1v1 lets matches be short enough for the gimmick to not overstay their welcome.
 
An idea i've been mulling over for a bit:

Pacifist 1v1
A 1v1 meta (3 pokemon teams, choose 1 in team preview) with attacking moves banned. Take down your opponent's pokemon with clever strategy rather than brute force.

Useful Moves: Toxic (obviously), Soak (prevents Ghost types from using Curse, and lets you poison steel/poison types), Simple Beam/Skill Swap/Entrainment, Imprison, Trick/Switcheroo

Preliminary Banlist: Taunt, Magic Βounce, Evasion/Accuracy moves, Substitute
Suspect List: Assault Vest, Curse, Magic Guard

Its 1v1 because otherwise this mode would be a total slog. 1v1 lets matches be short enough for the gimmick to not overstay their welcome.
Pacifistmons is already a thing, cousin.

Though it doesn't see much discussion. Maybe 1v1 would do the format good?
 
Pacifistmons is already a thing, cousin.

Though it doesn't see much discussion. Maybe 1v1 would do the format good?

Heh, silly me. Didn't know about this.

Full teams obviously opens up strategies that can't be used in 1v1s (i.e., hazards), and makes some moves (Curse, Substitute) less broken. But personally playing a full 6v6 in this ruleset sounds awful, whereas I'd be willing to try 1v1s, assuming the change doesn't just cause the meta to be stale and boring
 
An idea i've been mulling over for a bit:

Pacifist 1v1
A 1v1 meta (3 pokemon teams, choose 1 in team preview) with attacking moves banned. Take down your opponent's pokemon with clever strategy rather than brute force.

Useful Moves: Toxic (obviously), Soak (prevents Ghost types from using Curse, and lets you poison steel/poison types), Simple Beam/Skill Swap/Entrainment, Imprison, Trick/Switcheroo

Preliminary Banlist: Taunt, Magic Βounce, Evasion/Accuracy moves, Substitute
Suspect List: Assault Vest, Curse, Magic Guard

Its 1v1 because otherwise this mode would be a total slog. 1v1 lets matches be short enough for the gimmick to not overstay their welcome.
Consider banning Mew and Sableye, as they are already banned in normal 1v1. If you don't know, Mew has the Imprison-Transform combo and Sableye has Encore-Disable (other Pokemon have this too, but Sableye also has Prankster). Mimikyu and Jirachi can stay, as Mimikyu's only usable set is its Curse set and Jirachi can't spam Iron Head anymore.

Generally, in Stall-v-Stall 1v1 matches, it mostly boils down to whoever runs out of PP first, as most Pokemon carry Rest over Recover/Roost/Soft-Boiled (to conserve PP and get rid of status; also I'd add Worry Seed to the list of useful moves since it stops Rest). I don't see it being any more interesting than normal Pacifistmons, sadly.
 
There have been a lot of OMs that have some alterations to stats, but I would like to propose this idea that I haven’t heard anyone speak about.

OPTIMIZEMONS
Metagame Premise: In Pokemon, your stats are calculated based on your Base Stats, Level, IVs, and EVs in these 2 formulas;
HPStatCalcGen34.png

OtherStatCalcGen34.png

Here, you can see the “Investment” calculation of floor(((2*Base + IVs + floor(EVs/4) + Level)/100) is seen in both statistic calculations, but what if this Investment was changed to floor(((2*Base + IVs + EVs + Level)/100) instead? Making it so a single EV will increase your stats instead of 4?
Everything else will be the same however, so you can only have 508 EVs total and only 252 EVs in a given stat.

Potential threats and bans:
This metagame is pretty similar to the Candy Meta from the Let’s Go games, and while SWSH OU has tons of new mechanics and a different roster, there are still things we can infer.
Movepools matter more than Base stats in a metagame where every stat is pretty high.
Naturally, Clefable, who is already a great Pokemon currently despite having no stat above Base 100, is going to be a prime candidate for a top threat.

Questions:
Given that this is a simple premise that only alters one line of code, what would be a good question? what tweaks should be made to the limitation of EVs?

Some Explanation:
The Metagame's premise is pretty much just changing the stat formula for HP and the other stats.
If you are at all familiar with competitive battling and Showdown's own teambuilder, you would already know how EVs work. You increase your stats the more EVs you add to a stat, with each increment of 4 having any effect (at least for Level 100 Pokemon)
This is caused by the game's calculation dividing EVs by 4 and using the Floor (with means to round down) value.
In this metagame, the section of the calculation where we divide by 4 is removed.

To illustrate, let's do some calculations with the new formula, with Blissey that has its Standard set of perfect IVs, 252 HP / 252 Def / 4 SpD and Bold nature
For the HP, the regular Maximum HP Blissey has is 714.
But after putting 252 EVs into Blissey's HP with the new formula;
Floor(((2*255 + 31 + 252)*100)/100) + 100 + 10 = 903 Max HP
For Blissey's Def;

Floor((Floor(((2*10 + 31 + 252)*100)/100) + 5)*1.1) = 338 Def
For Blissey's SpD;
Floor((Floor(((2*135 + 31 + 4)*100)/100) + 5)*1.0) = 310 SpD
All of Blissey's other stats will be the same as they are not invested with EVs what so ever.

To make things even simpler, in the normal games, 252 EVs with neutral nature will increase a given stat by 63 points.
Back to Blissey, before, this meant that Blissey's uninvested HP at 651 would increase by 63 points (651 + 63 = 714).
In this meta, that 252 EVs would be added to that 651 (651 + 252 = 903).
 
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There have been a lot of OMs that have some alterations to stats, but I would like to propose this idea that I haven’t heard anyone speak about.

OPTIMIZEMONS
Metagame Premise: In Pokemon, your stats are calculated based on your Base Stats, Level, IVs, and EVs in these 2 formulas;
HPStatCalcGen34.png

OtherStatCalcGen34.png

Here, you can see the “Investment” calculation of floor(((2*Base + IVs + floor(EVs/4) + Level)/100) is seen in both statistic calculations, but what if this Investment was changed to floor(((2*Base + IVs + EVs + Level)/100) instead? Making it so a single EV will increase your stats instead of 4?
Everything else will be the same however, so you can only have 508 EVs total and only 252 EVs in a given stat.

Potential threats and bans:
This metagame is pretty similar to the Candy Meta from the Let’s Go games, and while SWSH OU has tons of new mechanics and a different roster, there are still things we can infer.
Movepools matter more than Base stats in a metagame where every stat is pretty high.
Naturally, Clefable, who is already a great Pokemon currently despite having no stat above Base 100, is going to be a prime candidate for a top threat.

Questions:
Given that this is a simple premise that only alters one line of code, what would be a good question? what tweaks should be made to the limitation of EVs?
If you want this to have any chance, you NEED to have a cleaner explanation. Showing the stat formulas is completely unnecessary and makes it look way more complicated than it actually is. Just say "you only need one EV to boost a stat instead of four".
 
This metagame is pretty similar to the Candy Meta from the Let’s Go games, and while SWSH OU has tons of new mechanics and a different roster, there are still things we can infer.
not really
in candy lgpe, every stat gets boosted - in this meta, only specific stats are
offensive mons being less bulky (unless they are stallbreakers who have just enough evs to outspeed uninvested defense mons), and defensive mons are less offensive.
this leads to a really minmaxed meta: 2 offensive mons would likely ohko, sometimes even with bad type matchups. therefore (webs) HO and Stall would be prevalent, assuming im not ovverestimating the effect of the ev boost
 
There have been a lot of OMs that have some alterations to stats, but I would like to propose this idea that I haven’t heard anyone speak about.

OPTIMIZEMONS
Metagame Premise: In Pokemon, your stats are calculated based on your Base Stats, Level, IVs, and EVs in these 2 formulas;
HPStatCalcGen34.png

OtherStatCalcGen34.png

Here, you can see the “Investment” calculation of floor(((2*Base + IVs + floor(EVs/4) + Level)/100) is seen in both statistic calculations, but what if this Investment was changed to floor(((2*Base + IVs + EVs + Level)/100) instead? Making it so a single EV will increase your stats instead of 4?
Everything else will be the same however, so you can only have 508 EVs total and only 252 EVs in a given stat.

Potential threats and bans:
This metagame is pretty similar to the Candy Meta from the Let’s Go games, and while SWSH OU has tons of new mechanics and a different roster, there are still things we can infer.
Movepools matter more than Base stats in a metagame where every stat is pretty high.
Naturally, Clefable, who is already a great Pokemon currently despite having no stat above Base 100, is going to be a prime candidate for a top threat.

Questions:
Given that this is a simple premise that only alters one line of code, what would be a good question? what tweaks should be made to the limitation of EVs?

Some Explanation:
The Metagame's premise is pretty much just changing the stat formula for HP and the other stats.
If you are at all familiar with competitive battling and Showdown's own teambuilder, you would already know how EVs work. You increase your stats the more EVs you add to a stat, with each increment of 4 having any effect (at least for Level 100 Pokemon)
This is caused by the game's calculation dividing EVs by 4 and using the Floor (with means to round down) value.
In this metagame, the section of the calculation where we divide by 4 is removed.

To illustrate, let's do some calculations with the new formula, with Blissey that has its Standard set of perfect IVs, 252 HP / 252 Def / 4 SpD and Bold nature
For the HP, the regular Maximum HP Blissey has is 714.
But after putting 252 EVs into Blissey's HP with the new formula;
Floor(((2*255 + 31 + 252)*100)/100) + 100 + 10 = 903 Max HP
For Blissey's Def;

Floor((Floor(((2*10 + 31 + 252)*100)/100) + 5)*1.1) = 338 Def
For Blissey's SpD;
Floor((Floor(((2*135 + 31 + 4)*100)/100) + 5)*1.0) = 310 SpD
All of Blissey's other stats will be the same as they are not invested with EVs what so ever.

To make things even simpler, in the normal games, 252 EVs with neutral nature will increase a given stat by 63 points.
Back to Blissey, before, this meant that Blissey's uninvested HP at 651 would increase by 63 points (651 + 63 = 714).
In this meta, that 252 EVs would be added to that 651 (651 + 252 = 903).
Well max attack light ball pikachu has 2*(2*55+31+252+5)=796 attack (with a +spe nature). This is quite frightening as it can also have 776 special attack.
 
Also, just want to add that a metagame based on changing stats via a formula is one of the commonly rejected proposals. It just isn't intuitive, and is highly, highly subjective.
If you want it to stand a chance, you have to able to describe the stats changes without a formula.
 
Carrying Effect
Every offensive move now get's the accuracy and secondary effect of the move next to it.


In this metagame, almost every offensive move can be made useful by changing the accuracy or the secondary effect of the move.
A move to the right of the move used will give the move it's accuracy and secondary effect.
If there's no offensive move to the right, it will skip the move to the next one.
If there's only one offensive move it will keep it's normal effect.

Examples:

Klinklang @ Leftovers
Ability: Clear Body
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Rock Smash / Discharge
- Gear Grind
- Wild Charge
- Shift Gear

With this set, Klinklang's Gear Grind will be 100% accuracy and it will either have a very high chance of lowering opponent's defense, or a pretty high chance to paralyze.
Wild Charge will have 85% accuracy but no recoil.
And Rock Smash will recieve the recoil instead.

Hydreigon @ Choice Scarf
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
- Draco Meteor
- U-turn
- Dark Pulse
- Body Slam

With this set, your Dracos will always hit, and will have a high chance to paralyze.
Your U-turn will have 90% and lower your SpA by 2, but will switch you out, so it doesn't matter.
Your Dark Pulse lost his flinching.
And Body Slam now can flinch instead.

Zapdos-Galar@ Choice Scarf
Ability: Defiant
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Thunderous Kick
- Close Combat
- Brave Bird
- U-turn

CC will now always drop the opponent's defense instead of dropping yours, which
Brave Bird will get instead of recoil, which will be moved to U-turn, so the recoil is much weaker.

Weird Mechanics:

Switching moves- only the Volt Turn move itself will switch you out, but it does still gain the secondary effect, so you can run stuff like Nuzzle U-turn to great effect.

2-turn moves- will transfer only the secondary effect, and not the 2-turn part.
Meteor Beam is great for this.

Sheer Force- will activate if you on the newly changed move, Braviary can basically spam Brave Bird now.

Priority- will not transfer the priority, anything else it will, Fake Out will transfer the 100% flinch chance and the ability to only use it turn one, so you can basically make Fake Out powerful but w/o the priority.

Changing base power moves- since base power doesn't transfer, and these moves don't have a set base power, they will not give you an extra boost to your other move.

Rapid Spin- will give the speed boost effect, not the hazard removal.

Phazing moves- Dragon Tail and Circle Throw will give the accuracy, not the priority or forcing a switch. Will gain effects.

Bans:
Standard OU Clause

Moves- these moves will not recieve or give a secondary effect, they can still be used normally-

Multi-hit moves that hit more than twice (scarfed Bite Beat Up Weavile)

Moves that can easily increase in power (Facade, Acrobatics, Retaliate, Payback, Revenge, Avalanche, Brine, Hex, Weather Ball, Terrain Pulse, Rising Voltage, Expanding Force, Bolt Beak, Fishious Rend
Stored Power and Power Trip) .

Semi-trapping moves.
 
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Hey guys, I’ve been gone for literally like, 5 years, so forgive me if theres something I’m missing.

So I was thinking about what Pokémon would be potentially improved if they could access more than one of their potential abilities. This is what I came up with tonight. Still super rough, I know.

Duability is a National Dex based meta game. This is due to the increased number of potentially viable Pokémon, as the limited number of Pokémon available in Galar would be overly restrictive and prevent creativity in team building. In duability, all Pokemon have access to two abilities from their list of available ones. Abilities only available to specific forms or variants are likewise restricted (i.e., regular Weezing would not have access to Misty Surge).



Mega evolutions would retain one of their two abilities, and replace the other. How this would exactly work, I’ve yet to decide; I intend to determine this by community consensus.



Charizard @ Charizardite Y

Ability: Solar Power

Ability: Blaze

EVs: 4 Def / 252 SpA / 252 Spe

Timid Nature

- Flamethrower

- Focus Blast

- Solar Beam

- Roost



Mega Charizard Y is already a potent offensive threat with frightening power. The combination of Solar Power and drought takes this even further, increasing it’s SpA by 50% at the cost of some HP each turn.



Compare:



Drought: 252 SpA Charizard-Mega-Y Solar Beam vs. 252 HP / 4 SpD Toxapex: 112-132 (36.8 - 43.4%) -- 99.1% chance to 3HKO after Black Sludge recovery



Solar power + Drought 252 SpA Solar Power Charizard-Mega-Y Solar Beam vs. 252 HP / 4 SpD Toxapex in Sun: 168-198 (55.2 - 65.1%) -- guaranteed 2HKO after Black Sludge recovery



Cinccino @ Choice Band/Leftovers

Ability: Skill Link

Ability: Technician

EVs: 252 Atk / 4 Def / 252 Spe

Jolly Nature

- Tail Slap

- Rock Blast

- Bullet Seed

- Knock Off/Substitute/U-turn



While potentially still outclassed, Cinncino’s good spd tier paired with a workable atk stat and two of the most synergistic abilities in the game could make it a potentially deadly threat. Similar to charizard, the combination of its two abilities allow it to reach insane levels of raw power. This paired with it’s solid multi-hit move pool make it p damn difficult to wall. As an aside, ambipom is notably similar and has stats that are all as good if not slightly better, however its more limited move pool could pose a problem for it.





252 Atk Choice Band Technician Cinccino Tail Slap (5 hits) vs. 252 HP / 252+ Def Toxapex: 200-240 (65.7 - 78.9%) -- approx. 2HKO after Black Sludge recovery



Excadril@ literally anything

Ability: Sand Rush

Ability: take your pick

(Insert standard moves and whatnot here)



Excadrill would honestly change little, however it’s other two (really good, for the record) abilities typically get outshined by sand rush, for obvious reasons. This would just make it even more of a threat; do you choose to have an even more spammable EQ, or do you opt for just stupid power in sand? It’s up to you.



Hippowdon @ Leftovers

(Insert weird wallbreaker set here because I’m lazy as hell and don’t wanna type it up)



Hippowdown takes a page out of Zard’s book, using synergistic weather-based abilities to do a lot of damage. It’s normally decent 112 atk becomes much more impressive with Sand Force active, netting it 2HKO’s against a HUGE portion of the meta game, especially when sandstorm chip damage is taken into consideration.



Quagsire @ Leftovers

Ability: Unaware

Ability: probably water absorb, but damp isnt bad either, tbh



I don’t think this needs much explaining. Quagsire is already a pain for set up sweepers. Now its immune to water/can potentially stop suicide leads.



Clefable @ Leftovers

Abilities: isn’t this one kinda obvious?



See above. Dammit Clefable.



Others:



Regen M Slowbro

Limber M Loppuny

Reuniclus

Conkeldurr with whatever you want to give him

Darmanitan could be funky lol

Magneton/zone could both be cool w/analytic or sturdy

Dugtrio could be a major pain. I actually havent played in a minute though, so it looks like arena trap might be banned?

Alolan Golem could be straight wild.





Greninja (surprise)

M Mawile

M Sableye (I’m almost positive this one would be gonzo)

M Sharpedo (idk just sounds like a bit much)

As a final note, I’ve considered doing a community vote as to how Pokémon with only one ability should be handled. Some Ideas I am considering are granting them access to any abilities of others in their evolutionary line (Gengar gets levitate again), or potentially voting as a community on what abilities to assign them, based on balance. Idk tho. I’m open to other potential options as well. Leaving them with just one is also an option, but it sounds just... lame. I guess.



Anyway, I’m tired of typing. Theres probs stuff I’m missing. Let me know your thoughts.



I actually had an idea decently similar to this.
It's called PokeMayhem!
basically, each pokemon has a catalog of 5 abilities to choose from. each pokemon gets two abilities.

for instance:
Excadrill gets sand rush, mold breaker, tough claws, sand veil and sand force.
Note: abilities that summon weather cannot be paired with abilities that boost stats/move powers in a weather (save the veil abilities).


Pokemon would also be able to have two items:
one item that boosts a stat (or z-moves/mega-stones/items that add an extra effect to an attack)
one item that provides healing or utility (Herbs, Leftovers, Berries, Iron Ball, etc.)
Going back to Excadrill, a set for it might look something like this:

utility sweeper (sand rush)
Abilities: Sand Rush/Mold Breaker
Items: Steelium Z or Groundium Z/Leftovers or Focus Sash
Moves: Rapid Spin or Swords Dance, Earthquake, Iron Head, Stealth Rock or Toxic or Swords Dance
EVs: 252 Atk, 76 Speed, 126 SpDef

the format would, as implied, Nat Dex. The tier used is to be seen.

definite bans:
G-Darm
Both Mega Mewtwos
Zacian Crowned, probably
Unburden
Might Ban:
MegaGross
Mega Beedrill (????)
Excadrill

In addition to this, you would be able to choose between Regular Darmanitan's two forms, and you could also choose which form Aegislash starts with!
This is just a concept, so any feedback is valuable! I will start working on concepts for each pokemon in Nat Dex OU and Sword and Shield OU and Ubers! I'll post it when I am done, and if you wanna team up, that would cool!
 
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I actually had an idea decently similar to this.
It's called PokeMayhem!
basically, each pokemon has a catalog of 5 abilities to choose from. each pokemon gets two abilities.

for instance:
Excadrill gets sand rush, mold breaker, tough claws, sand veil and sand force.
Note: abilities that summon weather cannot be paired with abilities that boost stats/move powers in a weather (save the veil abilities).


Pokemon would also be able to have two items:
one item that boosts a stat (or z-moves/mega-stones/items that add an extra effect to an attack)
one item that provides healing or utility (Herbs, Leftovers, Berries, Iron Ball, etc.)
Going back to Excadrill, a set for it might look something like this:

utility sweeper (sand rush)
Abilities: Sand Rush/Mold Breaker
Items: Steelium Z or Groundium Z/Leftovers or Focus Sash
Moves: Rapid Spin or Swords Dance, Earthquake, Iron Head, Stealth Rock or Toxic or Swords Dance
EVs: 252 Atk, 76 Speed, 126 SpDef

the format would, as implied, Nat Dex. The tier used is to be seen.

definite bans:
G-Darm
Both Mega Mewtwos
Zacian Crowned, probably

Might Ban:
MegaGross
Mega Beedrill (????)
Excadrill

In addition to this, you would be able to choose between Regular Darmanitan's two forms, and you could also choose which form Aegislash starts with!
This is just a concept, so any feedback is valuable! I will start working on concepts for each pokemon in Nat Dex OU and Sword and Shield OU and Ubers! I'll post it when I am done, and if you wanna team up, that would cool!

Since most Pokemon have access to 3 abilities at most, how would you decide the other abilities it would get access to (i.e. Excadrill doesn't get Sand Veil or Tough Claws naturally, but you put it as part of its catalog of abilities)?

Also, choosing the form a Pokemon starts is an arbitrary change and makes it feel like there are two metagame changes in one OM (the abilities and the formes). Choose one.
 
I actually had an idea decently similar to this.
It's called PokeMayhem!
basically, each pokemon has a catalog of 5 abilities to choose from. each pokemon gets two abilities.

for instance:
Excadrill gets sand rush, mold breaker, tough claws, sand veil and sand force.
Note: abilities that summon weather cannot be paired with abilities that boost stats/move powers in a weather (save the veil abilities).


Pokemon would also be able to have two items:
one item that boosts a stat (or z-moves/mega-stones/items that add an extra effect to an attack)
one item that provides healing or utility (Herbs, Leftovers, Berries, Iron Ball, etc.)
Going back to Excadrill, a set for it might look something like this:

utility sweeper (sand rush)
Abilities: Sand Rush/Mold Breaker
Items: Steelium Z or Groundium Z/Leftovers or Focus Sash
Moves: Rapid Spin or Swords Dance, Earthquake, Iron Head, Stealth Rock or Toxic or Swords Dance
EVs: 252 Atk, 76 Speed, 126 SpDef

the format would, as implied, Nat Dex. The tier used is to be seen.

definite bans:
G-Darm
Both Mega Mewtwos
Zacian Crowned, probably

Might Ban:
MegaGross
Mega Beedrill (????)
Excadrill

In addition to this, you would be able to choose between Regular Darmanitan's two forms, and you could also choose which form Aegislash starts with!
This is just a concept, so any feedback is valuable! I will start working on concepts for each pokemon in Nat Dex OU and Sword and Shield OU and Ubers! I'll post it when I am done, and if you wanna team up, that would cool!
This sounds more like a petmod tbh. You would have to decide each Pokemon's abilities by hand.

There have been a lot of OMs that have some alterations to stats, but I would like to propose this idea that I haven’t heard anyone speak about.

OPTIMIZEMONS
Metagame Premise: In Pokemon, your stats are calculated based on your Base Stats, Level, IVs, and EVs in these 2 formulas;
HPStatCalcGen34.png

OtherStatCalcGen34.png

Here, you can see the “Investment” calculation of floor(((2*Base + IVs + floor(EVs/4) + Level)/100) is seen in both statistic calculations, but what if this Investment was changed to floor(((2*Base + IVs + EVs + Level)/100) instead? Making it so a single EV will increase your stats instead of 4?
Everything else will be the same however, so you can only have 508 EVs total and only 252 EVs in a given stat.

Potential threats and bans:
This metagame is pretty similar to the Candy Meta from the Let’s Go games, and while SWSH OU has tons of new mechanics and a different roster, there are still things we can infer.
Movepools matter more than Base stats in a metagame where every stat is pretty high.
Naturally, Clefable, who is already a great Pokemon currently despite having no stat above Base 100, is going to be a prime candidate for a top threat.

Questions:
Given that this is a simple premise that only alters one line of code, what would be a good question? what tweaks should be made to the limitation of EVs?

Some Explanation:
The Metagame's premise is pretty much just changing the stat formula for HP and the other stats.
If you are at all familiar with competitive battling and Showdown's own teambuilder, you would already know how EVs work. You increase your stats the more EVs you add to a stat, with each increment of 4 having any effect (at least for Level 100 Pokemon)
This is caused by the game's calculation dividing EVs by 4 and using the Floor (with means to round down) value.
In this metagame, the section of the calculation where we divide by 4 is removed.

To illustrate, let's do some calculations with the new formula, with Blissey that has its Standard set of perfect IVs, 252 HP / 252 Def / 4 SpD and Bold nature
For the HP, the regular Maximum HP Blissey has is 714.
But after putting 252 EVs into Blissey's HP with the new formula;
Floor(((2*255 + 31 + 252)*100)/100) + 100 + 10 = 903 Max HP
For Blissey's Def;

Floor((Floor(((2*10 + 31 + 252)*100)/100) + 5)*1.1) = 338 Def
For Blissey's SpD;
Floor((Floor(((2*135 + 31 + 4)*100)/100) + 5)*1.0) = 310 SpD
All of Blissey's other stats will be the same as they are not invested with EVs what so ever.

To make things even simpler, in the normal games, 252 EVs with neutral nature will increase a given stat by 63 points.
Back to Blissey, before, this meant that Blissey's uninvested HP at 651 would increase by 63 points (651 + 63 = 714).
In this meta, that 252 EVs would be added to that 651 (651 + 252 = 903).
Also after some criticism over complexity, I think a better idea would be Candymons SS based on the Candy meta from LGPE, since the premise originally was essentially that with the limits of EVs, but I would like to hear some other people's opinions first.
Alternatively, a DV based Meta like Gens 1&2 could be interesting too.
 
Unsure if this idea has been done before, but wanted to see some thoughts on this idea:

100%
Are you tired of your your moves's secondary effect never activating? Are you tired of never getting your berry back with harvest? This is 100%! Where every attack, ability and item with a percentage tied to it, will work 100% of the time!


Rules:

Mechanic
: Abilities and Moves percentage-tied effects will work 100% of the time, (Including move accuracy, but NOT including critical hit rates. This also does not affect status effect that occur a certain percentage of the time (ie: Paralysis, Confusion, Infatuation, etc.))
Clauses: OU clauses
Bans: OU banlist
Unbans: None

Flinch Chance
Burn Chance
Paralysis Chance
Freeze Chance
Poison Chance
Badly Poison Chance
Confusion Chance
Stat Lowering Chance
Stat Boosting Chance

Special Cases:
Tri-Attack: Secondary Effect activates 100% of the time, chooses out of the 3 with regular rates

Banned:

Cursed Body
Cute Charm
Effect Spore
Flame Body
Harvest
Hustle (Affected by 100% accuracy on moves)
Poison Point
Poison Touch
Quick Draw
Shed Skin
Static
Stench
Super Luck (100% critical hit rate)
Wonder Skin

Banned:
Sand Veil
Snow Cloak

Questions on the meta:
1. Are evasiveness based abilities broken? Or would they be ok because of the temporary nature of the weather? (Would bypass the 100% accuracy check)
2. What should we do about freezes? Would banning moves with a freezing chance make more sense, or would it be better to instate a gen 1-like freeze clause?
3. Is flinching too centralizing for the metagame? I personally believe that most mons that rely on these flinching moves get walled by certain mons and is fairly countered by regenerator as well.
4. Are Omniboost moves too much? This seems like it can be especially broken on mons like togekiss, or others that also have access to flinching moves.

Interesting thoughts:
A lot of mons gain some better damage on some of their coverage, with moves like Thunder, Focus Blast, Blizzard being 100% accurate (All having secondary effects as well).

Cursed Body is a very interesting ability, which hard counters choice users, and counter pokemon that will rely on flinching strategies.

Galarian Slowbro gains +1 priority on all it's moves, which is fun.

Scrafty and Sandaconda with Shed Skin can be used to soak up status inducing moves.
 
Unsure if this idea has been done before, but wanted to see some thoughts on this idea:

100%
Are you tired of your your moves's secondary effect never activating? Are you tired of never getting your berry back with harvest? This is 100%! Where every attack, ability and item with a percentage tied to it, will work 100% of the time!


Rules:

Mechanic
: Abilities and Moves percentage-tied effects will work 100% of the time, (Including move accuracy, but NOT including critical hit rates. This also does not affect status effect that occur a certain percentage of the time (ie: Paralysis, Confusion, Infatuation, etc.))
Clauses: OU clauses
Bans: OU banlist
Unbans: None

Flinch Chance
Burn Chance
Paralysis Chance
Freeze Chance
Poison Chance
Badly Poison Chance
Confusion Chance
Stat Lowering Chance
Stat Boosting Chance

Special Cases:
Tri-Attack: Secondary Effect activates 100% of the time, chooses out of the 3 with regular rates

Banned:

Cursed Body
Cute Charm
Effect Spore
Flame Body
Harvest
Hustle (Affected by 100% accuracy on moves)
Poison Point
Poison Touch
Quick Draw
Shed Skin
Static
Stench
Super Luck (100% critical hit rate)
Wonder Skin

Banned:
Sand Veil
Snow Cloak

Questions on the meta:
1. Are evasiveness based abilities broken? Or would they be ok because of the temporary nature of the weather? (Would bypass the 100% accuracy check)
2. What should we do about freezes? Would banning moves with a freezing chance make more sense, or would it be better to instate a gen 1-like freeze clause?
3. Is flinching too centralizing for the metagame? I personally believe that most mons that rely on these flinching moves get walled by certain mons and is fairly countered by regenerator as well.
4. Are Omniboost moves too much? This seems like it can be especially broken on mons like togekiss, or others that also have access to flinching moves.

Interesting thoughts:
A lot of mons gain some better damage on some of their coverage, with moves like Thunder, Focus Blast, Blizzard being 100% accurate (All having secondary effects as well).

Cursed Body is a very interesting ability, which hard counters choice users, and counter pokemon that will rely on flinching strategies.

Galarian Slowbro gains +1 priority on all it's moves, which is fun.

Scrafty and Sandaconda with Shed Skin can be used to soak up status inducing moves.
Yeah, this meta doesn’t sound too fun. From what you describe:
  • Omni boosting moves such as Ancient Power can easily break any set up sweeper that gets it.
  • Flinching is extremely oppressive; you basically have to run Inner Focus or else you just lose.
  • Allowing moves to have perfect accuracy and always activate their secondary effect means that Shadow Ball and Focus Blast, which many special attackers get access to, are guaranteed to get a SpD drop. There are no words for how broken that combo is.
  • You need to restrict freeze, since that second option you proposed would basically ban all Ice moves.
  • Every hit being guaranteed to land basically kills all playstyles except HO, especially with the guaranteed effects.
  • This meta is heavily focused on status spam, which just- doesn’t sound appealing.
  • Cursed Body basically invalidates Choice items, unless you have Trick or Switcheroo.
  • 100% accuracy + Hustle= NO
If you want this meta to work, there is a lot of things you need to address. For one, I think you should nix the accuracy thing altogether.
 
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Unsure if this idea has been done before, but wanted to see some thoughts on this idea:

100%
Are you tired of your your moves's secondary effect never activating? Are you tired of never getting your berry back with harvest? This is 100%! Where every attack, ability and item with a percentage tied to it, will work 100% of the time!


Rules:

Mechanic
: Abilities and Moves percentage-tied effects will work 100% of the time, (Including move accuracy, but NOT including critical hit rates. This also does not affect status effect that occur a certain percentage of the time (ie: Paralysis, Confusion, Infatuation, etc.))
Clauses: OU clauses
Bans: OU banlist
Unbans: None

Flinch Chance
Burn Chance
Paralysis Chance
Freeze Chance
Poison Chance
Badly Poison Chance
Confusion Chance
Stat Lowering Chance
Stat Boosting Chance

Special Cases:
Tri-Attack: Secondary Effect activates 100% of the time, chooses out of the 3 with regular rates

Banned:

Cursed Body
Cute Charm
Effect Spore
Flame Body
Harvest
Hustle (Affected by 100% accuracy on moves)
Poison Point
Poison Touch
Quick Draw
Shed Skin
Static
Stench
Super Luck (100% critical hit rate)
Wonder Skin

Banned:
Sand Veil
Snow Cloak

Questions on the meta:
1. Are evasiveness based abilities broken? Or would they be ok because of the temporary nature of the weather? (Would bypass the 100% accuracy check)
2. What should we do about freezes? Would banning moves with a freezing chance make more sense, or would it be better to instate a gen 1-like freeze clause?
3. Is flinching too centralizing for the metagame? I personally believe that most mons that rely on these flinching moves get walled by certain mons and is fairly countered by regenerator as well.
4. Are Omniboost moves too much? This seems like it can be especially broken on mons like togekiss, or others that also have access to flinching moves.

Interesting thoughts:
A lot of mons gain some better damage on some of their coverage, with moves like Thunder, Focus Blast, Blizzard being 100% accurate (All having secondary effects as well).

Cursed Body is a very interesting ability, which hard counters choice users, and counter pokemon that will rely on flinching strategies.

Galarian Slowbro gains +1 priority on all it's moves, which is fun.

Scrafty and Sandaconda with Shed Skin can be used to soak up status inducing moves.
I think this could almost be good. I might remove accuracy from the list of things that get affected, as it's not really an effect, per se. I also notice you mention that items are affected in opening line and then never bring it up again. If they are, Focus Band needs to go, as it prevents direct damage from ever KOing a Pokemon (throw it on something with Magic Guard and you literally can't do anything without Knock Off or Trick). Flinching moves also definitely need to be banned. It doesn't matter if a Pokemon is "walled" because its attacks are resisted. If it's faster, there's absolutely nothing the opponent can do without Regenerator, Inner Focus, or Steadfast (contact punishes can be circumvented with Protective Pads or non-contact moves). Evasion abilities are terrible in regular play, and nothing about this meta makes them better, so I have no idea why you thought they might be banworthy.

I think what potentially kills this meta is freezing. Trying to implement a freeze clause mod really wouldn't work, at least not in the way you're probably imagining. Gen 1 freeze clause mod works because it's subtle. Changing the freeze chance of a move from 10% to 0% is indistinguishable from someone getting mildly bad luck. Changing the freeze chance from 100% to 0% makes it plainly evident that an exception is being made. "What about sleep clause mod?" Sleep clause simulates the cartridge sleep clause, where if you put two Pokemon to sleep, you forfeit. Sleep clause mod causes the move to fail, as if to say "you're a dumbass for trying to put another Pokemon to sleep".

The only valid options here are to ban moves with a freeze chance entirely, or cause them to fail outright if the opponent already has a frozen Pokemon (in the case of Tri Attack, it would be a 50/50 between para and burn, sort of like how freeze and sleep clause mods affect Gen 1 freeze moves and Secret Power under Grassy Terrain). Either way, Ice as an offensive type is significantly crippled, with most Ice attacks either being banned or reduced to Spore. This isn't necessarily a bad thing, but it is drastic.
Aurora Beam
Avalanche
Freeze Shock (only user is banned)
Frost Breath
Glaciate
Ice Burn (only user is banned)
Ice Shard
Icicle Crash (banned due to flinching)
Icicle Spear
Icy Wind
Sheer Cold (banned due to OHKO)
Triple Axel
 
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Carrying Effect
Every offensive move now get's the accuracy and secondary effect of the move next to it.


In this metagame, almost every offensive move can be made useful by changing the accuracy or the secondary effect of the move.
A move to the right of the move used will give the move it's accuracy and secondary effect.
If there's no offensive move to the right, it will keep the normal effect.

Examples:

Klinklang @ Leftovers
Ability: Clear Body
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Rock Smash / Discharge
- Gear Grind
- Wild Charge
- Shift Gear

With this set, Klinklang's Gear Grind will be 100% accuracy and it will either have a very high chance of lowering opponent's defense, or a pretty high chance to paralyze.
And Wild Charge will have 85% accuracy but no recoil. If you prefer the recoil over a chance to miss, you can switch between Wild Charge and Shift Gear.

Hydreigon @ Choice Scarf
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
- Draco Meteor
- U-turn
- Dark Pulse
- Body Slam

With this set, your Dracos will always hit, and will have a high chance to paralyze.
Your U-turn will have 90% and lower your SpA by 2, but will switch you out, so it doesn't matter.
Your Dark Pulse lost his flinching.
And Body Slam now can flinch instead.

Weird Mechanics:

Switching moves- only the Volt Turn move itself will switch you out, but it does still gain the secondary effect, so you can run stuff like Nuzzle U-turn to great effect.

2-turn moves- will transfer only the secondary effect, and not the 2-turn part.
Meteor Beam is great for this.

Sheer Force- will activate if you on the newly changed move, Braviary can basically spam Brave Bird now.

Priority- will not transfer the priority, anything else it will, Fake Out will transfer the 100% flinch chance and the ability to only use it turn one, so you can basically make Fake Out powerful but w/o the priority.

Changing base power moves- since base power doesn't transfer, and these moves don't have a set base power, they will not give you an extra boost to your other move.

Rapid Spin- will give the speed boost effect, not the hazard removal.

Phazing moves- will give the accuracy, not. The priority or forcing a switch. Will gain effects.

Bans:
Standard OU Clause

Moves- these moves will not recieve or give a secondary effect, they can still be used normally-

Multi-hit moves that hit more than twice (scarfed Bite Beat Up Weavile)

Moves that can easily be doubled in power (Facade, Acrobatics, Retaliate, Payback, Revenge, Assurance, Avalanche, Brine, Hex, Weather Ball, Terrain Pulse, Rising Voltage, Bolt Beak, Fishious Rend)

Stored Power and Power Trip

Semi-trapping moves

Zap Cannon, Inferno and Dynamic Punch
What do you guys think?
 
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