DuoM2
whao
EXTREME ROULETTEMONS
(the name is in all caps and must be referred to in all caps, ty AquaticPanic for approval!)
(the name is in all caps and must be referred to in all caps, ty AquaticPanic for approval!)
Welcome to EXTREME ROULETTEMONS! This is a spinoff format from Roulettemons earlier this gen. In Roulettemons, the Pokemon were made with RNG; the stats, abilities, movesets, and types of every Pokemon are made through a randomization spreadsheet. This mod explores what would happen if we took it even further by deleting and replacing every move, ability, item, and even type and adding new ones in their place. These will all be controlled to some extent by the users, with the number of each depending on how many users "participate." The exceptions are the amount of Pokemon, which there will be 27-30, and the amount of types, which there will be 10.
Did I explain that poorly? If I did, here's the main takeaway - nothing in traditional Pokemon exists anymore. Everything is replaced with randomly-generated moves, abilities, types, items, and Pokemon, although there is some level of user input to make sure nothing insane pops up.
I'd like to go over the process for everything here for those who want to see. Not all of it is foolproof, but that's why I'm getting the help of the community on some parts. The only thing you have to know is that in order to help make abilities, moves, and items for the mod, please read the post below this one.
In order for this mod to work properly, we have to do things in a certain order. We can't add Pokemon without having moves first, and we can't have moves without a type chart. So here's how that'll work...
First Step - Randomizing the Type Chart
The type chart is the very first thing that will be randomized. I'll give out three options for type charts with colors as the placeholders for the types' names, and they will be voted on, with only the most voted winning. The way I'll be randomizing this will be by getting half a table that randomly generates numbers from 1-36, with 1 meaning the user is immune to the target, 2-6 meaning strong matchup, 31-35 meaning weak matchup, and 36 meaning the target is immune. The other half of this table will be found just by flipping the first half so if a type resists another, they'll be super effective against it as well. There will be nine regular types, plus a tenth neutral type that has only one losing matchup and zero winning matchups. Things like immunities to status and weather are given to exactly one type and are given randomly. In addition, I'll be manually giving a winning matchup to types that don't have any against the type with the least losing matchups relative to their winning matchups, and vice versa. It might sound kind of complicated, but all that matters is that you can see the end result. Want examples? You'll be able to see them in a few posts after this one. I'll have conveniently-sorted graphs to show everything you need to see. The community votes between three options, and the winning option is the one we go with.
Second Step - Naming the Type Chart
For the aforementioned randomized type charts, the names have colors as placeholders. That won't do. The types need proper names, and this is where the community involvement really kicks up. The community gets to name all of the ten types instead of their placeholder names. A user has to submit an entire type chart so that people who want cohesiveness through their types aren't screwed over, and whichever user's submission get the most votes will win. The names can make sense, like if a Scissors-type is super effective against a Paper-type, or they can be completely nonsensical, like if the Beaver-type is super effective against the Awesome-type. That's up for the community to decide.
Third Step - Getting the Moves
Up until this point, I've yet to mention that I'm going to have people sort of "sign up" for the earlier parts of this mod. This is because I don't really have a perfect way of generating moves, abilities, or items. Everyone who asks me to be involved will be given 10 pairs of moves to try and fuse together sort of akin to how Fusion Evolution does abilities, with each person getting one of each type. I'll be getting rid of any unviable attacking moves, so you'll only get viable attacks or any status move. The moves will be assigned types already, and they'll likely have to make a specific number of their moves either physical, special, or status, but everything else is entirely on the user: name, base power, secondary effect, other additions like whether it's a punch or sound move, and so on. This is also where we'll get things like terrains, weathers, hazards, etc. How many moves will we end with? That depends on how many users we have sign up. So far we have 16, although more may join or leave. The 10 moves I make will all be universally-learned and neutral-typed, and there will be 2 additional universal moves that are 90 base power, match the user's primary and secondary types, and go off the user's higher attacking stat. That way, every Pokemon will have at least one STAB option. I also will be adding a hazard removal option if we don't have any of those and more healing moves if we don't have enough to allow bulkier Pokemon to succeed.
Note that signups are closed because this mod has gone beyond the point where they are needed. If you are reading this, you do not need to ask me to contribute. Go ahead and post away!
Fourth Step - Getting the Abilities
This stage will be very similar to the last one, but each participant gets to combine 7 pairs of abilities. This works identically to Fusion Evolution's ability combining process, once again with randomly generated ability pairings. The reason this comes after the moves is that the moves will be how we determine things like new weathers. Some abilities like Prankster and Thick Fat can't be translated to a random type chart perfectly, and in cases like this, I will generate a random type for the user to work with.
Fifth Step - Getting the Items
For this one, the people participating will be combining the secondary effect of a random move and the effect of an ability. Each person will get only one to make since there aren't many viable items in the first place. I haven't mentioned this yet, but broken abilities and moves are fine as long as they're not on the level of Wonder Guard and can feasibly be balanced, but I will ask for people who make these to be a bit more careful than with moves and abilities. Especially broken abilities can be balanced out by being given to bad Pokemon, but items can be given to anything, so no "this item doubles the user's attack" or anything too absurd.
Sixth Step - Setting the Power Level
This will be the first time getting actual Pokemon will be involved. For the first slate, I'll generate 10 Pokemon from all of our new resources. This will work similarly to traditional Roulettemons slates, except the 5 that get the most votes will be put into the metagame to set the power level. This slate will be entirely discussion-based minus the voting period and people are free to jump in at this point. The ideal purpose of this is to aim for the perfect middle of the pack, although if people want something a little more broken or sane then that would be fine.
Seventh Step - Adding the Pokemon
The bulk of the mod. After we have the main five, we'll add 20 more to those five while keeping balance in mind. People are allowed to submit sprites for these Pokemon as well, just like with the original. This will work almost identically to how the original Roulettemons worked, which I'll go over now as briefly as possible. Each Pokemon is given...
Eighth Step - The Last Mandatory Slate
If you've been paying close attention, you'd notice that the power level slate adds 5 and the rest before now add 20 more. That's a bit less to the 27-30 estimate, right? Well, since only one Pokemon gets in per slate, and since the power level of this mod will undoubtedly rise at least a little, there's going to be a final slate that adds Pokemon that didn't quite make it for any reason earlier. Users will submit any Pokemon they think will fit this metagame now from any earlier slate, and those will be voted on in the end. Whichever 2-5 get the most votes will win.
Optional - Balancing Slates
There's a very good chance the resulting metagame will have at least one or two Pokemon that is too bad or good. In that case, we have ways of randomizing them to be rebalanced. I've made a random mega generator as well that gives one ability, potentially one typing, and boosts that add to 100 and can go negative in certain stats, and so there will be a slate to give one of five megas to a bad Pokemon. If a Pokemon is too good, the community or council will decide what aspect of its leads to it being broken - stats, abilities, movepool, or potentially even typing. If stats are chosen, for example, five additional stat spreads will be put in its place and the most balanced one will be voted on.
Important Notes
A few other things I felt should be mentioned...
First Step - Randomizing the Type Chart
The type chart is the very first thing that will be randomized. I'll give out three options for type charts with colors as the placeholders for the types' names, and they will be voted on, with only the most voted winning. The way I'll be randomizing this will be by getting half a table that randomly generates numbers from 1-36, with 1 meaning the user is immune to the target, 2-6 meaning strong matchup, 31-35 meaning weak matchup, and 36 meaning the target is immune. The other half of this table will be found just by flipping the first half so if a type resists another, they'll be super effective against it as well. There will be nine regular types, plus a tenth neutral type that has only one losing matchup and zero winning matchups. Things like immunities to status and weather are given to exactly one type and are given randomly. In addition, I'll be manually giving a winning matchup to types that don't have any against the type with the least losing matchups relative to their winning matchups, and vice versa. It might sound kind of complicated, but all that matters is that you can see the end result. Want examples? You'll be able to see them in a few posts after this one. I'll have conveniently-sorted graphs to show everything you need to see. The community votes between three options, and the winning option is the one we go with.
Second Step - Naming the Type Chart
For the aforementioned randomized type charts, the names have colors as placeholders. That won't do. The types need proper names, and this is where the community involvement really kicks up. The community gets to name all of the ten types instead of their placeholder names. A user has to submit an entire type chart so that people who want cohesiveness through their types aren't screwed over, and whichever user's submission get the most votes will win. The names can make sense, like if a Scissors-type is super effective against a Paper-type, or they can be completely nonsensical, like if the Beaver-type is super effective against the Awesome-type. That's up for the community to decide.
Third Step - Getting the Moves
Up until this point, I've yet to mention that I'm going to have people sort of "sign up" for the earlier parts of this mod. This is because I don't really have a perfect way of generating moves, abilities, or items. Everyone who asks me to be involved will be given 10 pairs of moves to try and fuse together sort of akin to how Fusion Evolution does abilities, with each person getting one of each type. I'll be getting rid of any unviable attacking moves, so you'll only get viable attacks or any status move. The moves will be assigned types already, and they'll likely have to make a specific number of their moves either physical, special, or status, but everything else is entirely on the user: name, base power, secondary effect, other additions like whether it's a punch or sound move, and so on. This is also where we'll get things like terrains, weathers, hazards, etc. How many moves will we end with? That depends on how many users we have sign up. So far we have 16, although more may join or leave. The 10 moves I make will all be universally-learned and neutral-typed, and there will be 2 additional universal moves that are 90 base power, match the user's primary and secondary types, and go off the user's higher attacking stat. That way, every Pokemon will have at least one STAB option. I also will be adding a hazard removal option if we don't have any of those and more healing moves if we don't have enough to allow bulkier Pokemon to succeed.
Note that signups are closed because this mod has gone beyond the point where they are needed. If you are reading this, you do not need to ask me to contribute. Go ahead and post away!
Fourth Step - Getting the Abilities
This stage will be very similar to the last one, but each participant gets to combine 7 pairs of abilities. This works identically to Fusion Evolution's ability combining process, once again with randomly generated ability pairings. The reason this comes after the moves is that the moves will be how we determine things like new weathers. Some abilities like Prankster and Thick Fat can't be translated to a random type chart perfectly, and in cases like this, I will generate a random type for the user to work with.
Fifth Step - Getting the Items
For this one, the people participating will be combining the secondary effect of a random move and the effect of an ability. Each person will get only one to make since there aren't many viable items in the first place. I haven't mentioned this yet, but broken abilities and moves are fine as long as they're not on the level of Wonder Guard and can feasibly be balanced, but I will ask for people who make these to be a bit more careful than with moves and abilities. Especially broken abilities can be balanced out by being given to bad Pokemon, but items can be given to anything, so no "this item doubles the user's attack" or anything too absurd.
Sixth Step - Setting the Power Level
This will be the first time getting actual Pokemon will be involved. For the first slate, I'll generate 10 Pokemon from all of our new resources. This will work similarly to traditional Roulettemons slates, except the 5 that get the most votes will be put into the metagame to set the power level. This slate will be entirely discussion-based minus the voting period and people are free to jump in at this point. The ideal purpose of this is to aim for the perfect middle of the pack, although if people want something a little more broken or sane then that would be fine.
Seventh Step - Adding the Pokemon
The bulk of the mod. After we have the main five, we'll add 20 more to those five while keeping balance in mind. People are allowed to submit sprites for these Pokemon as well, just like with the original. This will work almost identically to how the original Roulettemons worked, which I'll go over now as briefly as possible. Each Pokemon is given...
- A set of random stats that all add up to anywhere between 485-540, with 570 and 600 being options as well
- Two or three randomly-chosen abilities
- One or two randomly-chosen types
- 17 random moves in addition to the 12+ universal moves (movepools are small because all moves in this are hopefully going to be good)
- A name from a community member, first come first serve except I name the last one
Eighth Step - The Last Mandatory Slate
If you've been paying close attention, you'd notice that the power level slate adds 5 and the rest before now add 20 more. That's a bit less to the 27-30 estimate, right? Well, since only one Pokemon gets in per slate, and since the power level of this mod will undoubtedly rise at least a little, there's going to be a final slate that adds Pokemon that didn't quite make it for any reason earlier. Users will submit any Pokemon they think will fit this metagame now from any earlier slate, and those will be voted on in the end. Whichever 2-5 get the most votes will win.
Optional - Balancing Slates
There's a very good chance the resulting metagame will have at least one or two Pokemon that is too bad or good. In that case, we have ways of randomizing them to be rebalanced. I've made a random mega generator as well that gives one ability, potentially one typing, and boosts that add to 100 and can go negative in certain stats, and so there will be a slate to give one of five megas to a bad Pokemon. If a Pokemon is too good, the community or council will decide what aspect of its leads to it being broken - stats, abilities, movepool, or potentially even typing. If stats are chosen, for example, five additional stat spreads will be put in its place and the most balanced one will be voted on.
Important Notes
A few other things I felt should be mentioned...
- The Pokemon and typing slates will all have submission and voting phases that last 5 and 2 days respectively. Discussion phase is where you discuss the possible implications of each of the Pokemon/type charts, and voting is self-explanatory.
- The item, ability, and move slates will have me ping each participant with their list of things to fuse. These do not need to win anything and will be added automatically unless I have any issue with the submissions.
- I will not be voting at all unless it's to break a tie, so don't worry about complications with ties.
- Status immunities are decided in the typing slate. I will generate a number 1 to 10 for all statuses with immunities + powders, and the type it correlates with gets the immunity. I will also additionally be rolling 1-18 for a possible second type to be immune to poison, where if it's greater than 10, only one type gets the immunity.
- For every Pokemon slate, you can vote to have none of the options win. You can vote for "none," and if "none" wins, then no Pokemon will be added. The end result will still be that same 27-30, so don't worry about a slot being lost to a bad slate.
- Pokemon should not be voted in based on how interesting of a mega they may have. I don't want to just toss out megas everywhere.
- As mentioned before, abilities and moves can be unbalanced. Pokemon, items, and type charts should not be.
- Please read the second post if you want to participate in the ability, move, or item slates! You will not be able to if you ignore it.
Council -
DuoM2
Just me so far. I may keep it like this honestly, I want to try something.
Important Links -
Roulettemons Main Discord Server - Useful for matchmaking, announcements, and discussion on the meta. You can also ask questions here.
General Pet Mods Discord Server - Useful if you want to get involved with the Pet Mods community as a whole.
EXTREME ROULETTEMONS METAGAME SPREADSHEET - This contains every custom element we have so far and will be constantly updated as we go on. This is very important, you'll likely need this in order to play the format.
EXTREME ROULETTEMONS RANDOM POKEMON GENERATOR - This is the Pokemon generator. Note that the sheet's formatting is pretty bad and that it doesn't have any information about the format itself. Its sole purpose is for if you want to generate things like type charts or Pokemon.
EXTREME ROULETTEMONS Random Team Generator - Coming soon! This will only be made after the metagame is nearing completion and will contain sample movesets and randomly-generated teams.
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