All OMs are based in the current generation mainline games, which means Sword and Shield. The lone exception is Pure Hackmons due to extraordinary circumstances; an OM based in NatDex is a non-starter.Gen 8 National Dex BH would be nice.
All OMs are based in the current generation mainline games, which means Sword and Shield. The lone exception is Pure Hackmons due to extraordinary circumstances; an OM based in NatDex is a non-starter.Gen 8 National Dex BH would be nice.
The original mon's ability doesn't affect future sight if it's not on the field when it hits.“All moves work like FSight/DDesire” is on the rejected list, although this one isn’t all moves but some moves so idk if that’s different enough
I’d have effects apply to the mon that switches in but use the original mon’s stats/abilities, and Power-Up Punch/Charge Beam/Meteor Mash/whatever else would attack using the original mon’s stats and then boost the new mon.
I like the idea of what order the duel typings of a Pokemon mattering, but I would just start with just affecting resistances.(This idea started out as a shower thought so it might have problems but it's mostly functional)
Better typing
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Introduction:
What if primary and secondary typing actually mattered? In normal play you get the same STAB, and both matter equally when DMG calcs are done.This OM would change these fundamental pokemon rules, in a format based in OU.
Rules:
The primary type of a pokemon would be more important when weakness and resistance are being defined, but STAB would be weaker for pokemon with dual typing (the dmg bonus would be 25%, not 50%), meanwhile a mon's secondary typing would receive full STAB boosts. Adaptability would boost primary typing to 1.5 and secondary typing to 2.
If a pokemon's primary type resists an attack that its secondary type is weak to, the attack is resisted by the defending mon.
If a pokemon's secondary type resists an attack that its primary type is weak to, the attack is neutralized.
Inmunities work the same, but a mon with an ability preventing damage from a type it's 4x weak to (like Rotom-Heat's levitate) will receive 1/2 resisted damage from a move of that type.
Bans:
Standard OU banlist.
An example:
If Corviknight (Flying/Steel) gets hit by a Fighting type move, it receives resisted damage as it's primary typing (Flying) resists the attack even though it's secondary typing (Steel) is weak to it.
However, if Corviknight were hit by an Ice type move (which Flying is weak to and Steel type resists damage from), the attack would deal neutral damage to Corviknight.
If Corviknight were attacked with a ground type move, it would keep it's inmunity.
Potential changes:
-The name of the metagame needs to be changed.
-The changes to inmunities may be changed for balance or just comfort.
-STAB damage boosts might be changed.
-Stall might be very strong so implementing resistances to status effects and hazards might help.
Predictions for how the meta would be:
-The meta would be stally but some important stall mons are nerfed.
-More use of coverage moves, and Water and Fairy type moves (they're the most common secondary types in OU apart from Steel which is bad offensively), so Ferro becomes more commonly used even though it's primary grass typing would probably nerf it (it loses important resistances and can't use Power Whip or the rarer Grass Knot effectively)
-Crawdaunt could see more use due to Adaptability.
-Weavile becomes slightly less viable due to it's Knock Off losing 1/6 of it's current damage, also Alolatales just gets nerfed.
-Blacephalon's best move is now officially Shadow Ball.
-Lando becomes an exclusively support pokemon.
-Mons with Ice or Rock as their primary type are less used.
-Secondary Steels with a defensively bad primary typing probavly fade out in use, as their better STAB options only hit Ice, Fairy and Rock for super-effective damage.
-HO is pretty much useless.
While not necessarily benefiting defensive Pokemon, it would inherently benefit offensive attackers with enough coverage to abuse newly formed x4 and even x8 weaknesses in many of the Pokemon which previously didn't had itA lot of the differences between primary and secondary types feel really arbitrary and hard to explain concisely, and the thing with immunities is just stupid. I think a better ruleset would just be "every multiplier related to the primary type is applied twice".
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Volcarona has Bug as its primary type, so its Bug STAB is boosted by 1.5 * 1.5 = 2.25
Defensively, all its weaknesses and resistances associated with its Bug typing are doubled. It takes 1/4 damage from Fighting attacks, it takes 1/8 damage from Grass attacks (since Fire also resists Grass), and it takes 1/2 damage from Ground attacks (since Fire is weak to Ground). It also takes 4 times damage from Flying attacks, 2 times damage from Fire attacks, and 8 times damage from Rock attacks (which also means it instantly dies from Stealth Rock). And while Volcarona doesn't have an immunity ability, if it did, it would still take no damage from those attacks no matter its typing, because that's what happens when you multiply by 0.
I don't know if this would necessarily be a good OM, it would definitely be a lot easier to explain and conceptualize, which is a huge benefit.
That sounds super boring.I'm suggesting that the new rule for that OM - that is "every multiplier related to the primary type is applied twice" - should only apply to mono-typed Pokemon, with logic being that they would be more "Pure" in essence.
ehh… if you do that, it’s even more obvious to swap into Weav. Random choices still seem optimalAn optimal player would not assign the same chance to each move. For example, if it's specs Lele against Slowking-Galar, and you 50-50 psyshock or moonblast to cover Weavile, and their Slowking is more expendable than Weavile, they are 100% staying in and Sludge Bombing. You have to do something like 70-30 psyshock moonblast.
ehh… if you do that, it’s even more obvious to swap into Weav. Random choices still seem optimal
I understand what the UI would be, it's just that custom UI like that is most likely way outside the realm of feasibility. The move selection screen would have to be completely rewritten to include text input boxes for every option (plus checks to make sure they're all numbers and actually add up to 100) plus a way to store these choices and then randomly select one. Showdown, from what I understand, just isn't built to accommodate that. It's not a very flexible engine, at least as far as UI goes.Have UI show each possible play, and have each chance default to 0. Then you assign a chance to each move to total 100%, then submit. An optimal player would not assign the same chance to each move. For example, if it's specs Lele against Slowking-Galar, and you 50-50 psyshock or moonblast to cover Weavile, and their Slowking is more expendable than Weavile, they are 100% staying in and Sludge Bombing. You have to do something like 70-30 psyshock moonblast.
I worry it would end up being optimal to not bother with the probability gimmick and just set all your moves to 25% (or 33% or 50% if one or two of your moves are definitely not the play) to make yourself less predictable, at which point this is just the Battle Palace.
I understand what the UI would be, it's just that custom UI like that is most likely way outside the realm of feasibility. The move selection screen would have to be completely rewritten to include text input boxes for every option (plus checks to make sure they're all numbers and actually add up to 100) plus a way to store these choices and then randomly select one. Showdown, from what I understand, just isn't built to accommodate that. It's not a very flexible engine, at least as far as UI goes.
You can ask someone who actually has experience coding for Showdown for a more informed answer, but based on what I've heard from them, they'll probably say the same.
Hello, that looks like a cool idea. However how does a mon like Eevee or Tyrogue would work, who have multiple full evolutions to choose from?Writing this up so I don't forget about it in gen9.
Name: Borrowed Nature
Metagame Premise: LC, but stats affected by a mon's nature are overwritten by their fully evolved forme's.
Potential bans and threats:
Questions for the community:
- Arena Trap mons (Diglett, Trapinch)
- Honest a load, this is a large offensive boost and I'd have to see how it works in practice
- Its also something that would be submitted in gen9, so I don't know what mons are there.
- The boost provided by this mechanic is largely offensive, and LC is already an offensive meta. Does this push too many mons into unbalanced territory, or can the few mons that gain substantial defensive boosts (marianie has literally the same stats as pex) help it stay balanced.
- Given the substantial mechanical changes, and substantially raised power level, are any of the existing LC Uber mons unbannable.
- I cannot run this as I don't know LC.
- Staying at level 5 helps differentiate this from a traditional OM, but does raise the barrier of entry for non-LC players. Should it stay at level 5, or perhaps be played at level 100?
- Should anything else be taken from the evo?
Anyone who knows LC and knows OMs has my explicit permission to resubmit this in gen9 once OM submissions are open again. I don't have enough expertise in any area, but this seems like potentially interesting.
Or ban non-neutral natures on themThe most direct solution would just be to ban them on technicality.
Or use the highest/lowest stat of all evolutionsThe most direct solution would just be to ban them on technicality.