This sounds like Powered Up.Could be fun (and more chaotic) to remove the item slot restriction and just have all ability effects be doubled, or at least the ones that are capable of being doubled (can't really double something like Sturdy).
This sounds like Powered Up.Could be fun (and more chaotic) to remove the item slot restriction and just have all ability effects be doubled, or at least the ones that are capable of being doubled (can't really double something like Sturdy).
This sounds like Powered Up.
The premise is the same, but I doubt Powered Up would be approved as written for Gen 9. A lot of its decisions are inconsistent (x2 multiplier becomes x3 multiplier, except for Sand Rush), arbitrary (multipliers are treated as additive and the addition is doubled, and nearly all other numbers are doubled, but the 60 in Technician stays the same), or both (abilities that normally are active at 50% health or less are now active at 100% health or less, except for Defeatist; x3/4 multipliers become x3/8 multipliers for some unknown reason, except for Rivalry).This sounds like Powered Up.
Think of it not as doubling or squaring, but as of applying the same ability twice. We even have the precedent for it: Ripen effect on berriesAlso, the Guts boost being squared but the Regenerator health boost being doubled rubs me the wrong way. Why not double everything?
Some abilities look seriously scary in this OM. All the Magic Bouncers (e.g. Hatterene) and Mr. Good as Gold (Gholdengo) get the absolutely giant movepool addition of status moves that target them. Even with Sleep Moves Clause added, Gholdengo with Will-O-Wisp already looks scary, and it would become a Defogger no opponent would ever want to switch their Gholdengo into (unless yours is Choice-locked into a non-Ghost move). Meanwhile, Hatterene getting loads of entry hazards, including Sticky Web, is wack. And Hatterene now gets Strength Sap to boot (along with Gholdengo, but Hatterene needs that healing move more). Both Gholdengo and Hatterene break stall even harder with newfound access to Taunt and Encore. And I'm probably still only scratching the surface here - getting blanket access to all those status moves is insane.
Though maybe you're already familiar with the movepool addition nightmare with Prankster, where every single one of them can now pull a Grimmsnarl (Screens + Taunt + Parting Shot), Klefki (entry hazards + Thunder Wave + Trick Room), Sableye (reliable recovery + status), and more. Heck, all of them now get all the cool non- or self-targeting status moves like every boosting move, Tidy Up (this is big for the hazards meta), Court Change (so is this), Wish (that wack recovery move), Haze (the Balanced Hackmons Prankster staple), Destiny Bond, and Chilly Reception! I'm probably still only scratching the surface again.
...Oh yeah, you might want to keep OU's Shed Tail and Last Respects bans (yeah, do I want to see Pranksters with the former and Garganacl/Azumarill/etc. with the latter?).
We might end up in arguments over what counts as a legitimate movepool addition thanks to the rule of this OM; I personally interpret this as "Pokemon learn every move that procs/triggers their selected ability, even silently". This means that I might let Regenerator granting access to pivoting moves slide, but the terrain-setting Surge abilities grant nothing. (It's like giving the Drizzle users access to all Water and Fire moves just because they're affected by Rain. Speaking of that, all the weather-setting abilities would grant nothing.)
Oh yeah, Azumarill for the watchlist, please: Huge Power granting access to all physical moves is seriously scary, and I am in no mood to face Azumarill with access to Jet Punch, Extreme Speed, Flip Turn, Knock Off, Precipice Blades, Collision Course, Bitter Blade, and more.
Well, for starters to be an OM you shouldn't limit this to specific set of abilities, it would be for all of them, either way it doesn't sounds too bad but at the same time it just has too many formats to compete with, like STABmons already gives you access to the important moves you want you just get coverage compared to that.Best Of Your Abilities.
Premise: Any Poke With A Listed Ability gains every move in gen 9 that is affacted by this ability
Sheer Force-all moves with a sceondary effect
Sharpness-all slicing moves
Technician- all moves 60 power and under
Contrary- all stat dropping attacks
Rock Head-all recoil moves
Reckless-all recoil moves
Tough Claws-all contact move
Strong Jaw-all biting moves
Iron Fist-all punching moves
Punk Rock all offensive sound moves
Serene Grace-all moves with a sceondary effect
Mega Launcher-all pulse moves
https://pokepast.es/4e9c78eb51581487
example sets
this is an ou based metagame
potential bans:
enamourus, rage fist
ok- i willWell, for starters to be an OM you shouldn't limit this to specific set of abilities, it would be for all of them, either way it doesn't sounds too bad but at the same time it just has too many formats to compete with, like STABmons already gives you access to the important moves you want you just get coverage compared to that.
Some abilities look seriously scary in this OM. All the Magic Bouncers (e.g. Hatterene) and Mr. Good as Gold (Gholdengo) get the absolutely giant movepool addition of status moves that target them. Even with Sleep Moves Clause added, Gholdengo with Will-O-Wisp already looks scary, and it would become a Defogger no opponent would ever want to switch their Gholdengo into (unless yours is Choice-locked into a non-Ghost move). Meanwhile, Hatterene getting loads of entry hazards, including Sticky Web, is wack. And Hatterene now gets Strength Sap to boot (along with Gholdengo, but Hatterene needs that healing move more). Both Gholdengo and Hatterene break stall even harder with newfound access to Taunt and Encore. And I'm probably still only scratching the surface here - getting blanket access to all those status moves is insane.Best Of Your Abilities.
Premise: Any Pokemon With A Listed Ability gains every move in gen 9 that is effected by this ability
Sheer Force-all moves with a sceondary effect
Sharpness-all slicing moves
Technician- all moves 60 power and under
Contrary- all stat dropping attacks
Rock Head-all recoil moves
Reckless-all recoil moves
Tough Claws-all contact move
Strong Jaw-all biting moves
Iron Fist-all punching moves
Punk Rock all offensive sound moves
Serene Grace-all moves with a sceondary effect
Mega Launcher-all pulse moves
Pixilate/galvanize-all normal type moves
adaptability-all STAB moves
Transistor an similar-all moves of the affected type
Hustle-all physical moves
Poison touch-all contact moves
Prankster-all status moves
Regerator-all switching moves
Long reach-all contact moves
Scrappy-all normal an fighting moves
Sand force-all rock/ground/steel moves
Steely Spirit-all steel type moves
Psy/Grassy and Seed Sower/Electric surge-expanding force/grassy glide/rising voltage
Swarm-all bug moves
Blaze/Torrent/Overgrow-all fire/water/grass moves
Gale Wings-all flying moves
Dancer-all dance moves
Skill Link-all multi-hit moves
https://pokepast.es/4e9c78eb51581487
example sets
this is an ou based metagame
potential bans:
enamourus, rage fist
also, please give constructive criticism. their are no names of people who have given me constructive critism, so lets keep it that way
thx
Yeah, that's the other problem with the format, is not easy to define what counts as "effected by this ability".Some abilities look seriously scary in this OM. All the Magic Bouncers (e.g. Hatterene) and Mr. Good as Gold (Gholdengo) get the absolutely giant movepool addition of status moves that target them. Even with Sleep Moves Clause added, Gholdengo with Will-O-Wisp already looks scary, and it would become a Defogger no opponent would ever want to switch their Gholdengo into (unless yours is Choice-locked into a non-Ghost move). Meanwhile, Hatterene getting loads of entry hazards, including Sticky Web, is wack. And Hatterene now gets Strength Sap to boot (along with Gholdengo, but Hatterene needs that healing move more). Both Gholdengo and Hatterene break stall even harder with newfound access to Taunt and Encore. And I'm probably still only scratching the surface here - getting blanket access to all those status moves is insane.
Though maybe you're already familiar with the movepool addition nightmare with Prankster, where every single one of them can now pull a Grimmsnarl (Screens + Taunt + Parting Shot), Klefki (entry hazards + Thunder Wave + Trick Room), Sableye (reliable recovery + status), and more. Heck, all of them now get all the cool non- or self-targeting status moves like every boosting move, Tidy Up (this is big for the hazards meta), Court Change (so is this), Wish (that wack recovery move), Haze (the Balanced Hackmons Prankster staple), Destiny Bond, and Chilly Reception! I'm probably still only scratching the surface again.
...Oh yeah, you might want to keep OU's Shed Tail and Last Respects bans (yeah, do I want to see Pranksters with the former and Garganacl/Azumarill/etc. with the latter?).
We might end up in arguments over what counts as a legitimate movepool addition thanks to the rule of this OM; I personally interpret this as "Pokemon learn every move that procs/triggers their selected ability, even silently". This means that I might let Regenerator granting access to pivoting moves slide, but the terrain-setting Surge abilities grant nothing. (It's like giving the Drizzle users access to all Water and Fire moves just because they're affected by Rain. Speaking of that, all the weather-setting abilities would grant nothing.)
Oh yeah, Azumarill for the watchlist, please: Huge Power granting access to all physical moves is seriously scary, and I am in no mood to face Azumarill with access to Jet Punch, Extreme Speed, Flip Turn, Knock Off, Precipice Blades, Collision Course, Bitter Blade, and more.
It was more of an example, when making a new format you have to think what makes it worth playing over the currently existing formats.ok- i will
BUT, i am trying to make this a metagame that would in theory be far enough away from STABmons that they i wouldnt be stealing any STABmons players or vise versa
I think it would be better if Pokemon only gained moves that are affected by their own ability, not moves that would be affected by their ability if their opponent were to use them. Good As Gold, Dancer, and Magic Bounce shouldn't gain anything, since they only trigger for moves used by the opponent.Some abilities look seriously scary in this OM. All the Magic Bouncers (e.g. Hatterene) and Mr. Good as Gold (Gholdengo) get the absolutely giant movepool addition of status moves that target them. Even with Sleep Moves Clause added, Gholdengo with Will-O-Wisp already looks scary, and it would become a Defogger no opponent would ever want to switch their Gholdengo into (unless yours is Choice-locked into a non-Ghost move). Meanwhile, Hatterene getting loads of entry hazards, including Sticky Web, is wack. And Hatterene now gets Strength Sap to boot (along with Gholdengo, but Hatterene needs that healing move more). Both Gholdengo and Hatterene break stall even harder with newfound access to Taunt and Encore. And I'm probably still only scratching the surface here - getting blanket access to all those status moves is insane.
Though maybe you're already familiar with the movepool addition nightmare with Prankster, where every single one of them can now pull a Grimmsnarl (Screens + Taunt + Parting Shot), Klefki (entry hazards + Thunder Wave + Trick Room), Sableye (reliable recovery + status), and more. Heck, all of them now get all the cool non- or self-targeting status moves like every boosting move, Tidy Up (this is big for the hazards meta), Court Change (so is this), Wish (that wack recovery move), Haze (the Balanced Hackmons Prankster staple), Destiny Bond, and Chilly Reception! I'm probably still only scratching the surface again.
...Oh yeah, you might want to keep OU's Shed Tail and Last Respects bans (yeah, do I want to see Pranksters with the former and Garganacl/Azumarill/etc. with the latter?).
We might end up in arguments over what counts as a legitimate movepool addition thanks to the rule of this OM; I personally interpret this as "Pokemon learn every move that procs/triggers their selected ability, even silently". This means that I might let Regenerator granting access to pivoting moves slide, but the terrain-setting Surge abilities grant nothing. (It's like giving the Drizzle users access to all Water and Fire moves just because they're affected by Rain. Speaking of that, all the weather-setting abilities would grant nothing.)
Oh yeah, Azumarill for the watchlist, please: Huge Power granting access to all physical moves is seriously scary, and I am in no mood to face Azumarill with access to Jet Punch, Extreme Speed, Flip Turn, Knock Off, Precipice Blades, Collision Course, Bitter Blade, and more.
that is an amazing, and terrifying idea. i shall add thatSome abilities look seriously scary in this OM. All the Magic Bouncers (e.g. Hatterene) and Mr. Good as Gold (Gholdengo) get the absolutely giant movepool addition of status moves that target them. Even with Sleep Moves Clause added, Gholdengo with Will-O-Wisp already looks scary, and it would become a Defogger no opponent would ever want to switch their Gholdengo into (unless yours is Choice-locked into a non-Ghost move). Meanwhile, Hatterene getting loads of entry hazards, including Sticky Web, is wack. And Hatterene now gets Strength Sap to boot (along with Gholdengo, but Hatterene needs that healing move more). Both Gholdengo and Hatterene break stall even harder with newfound access to Taunt and Encore. And I'm probably still only scratching the surface here - getting blanket access to all those status moves is insane.
Though maybe you're already familiar with the movepool addition nightmare with Prankster, where every single one of them can now pull a Grimmsnarl (Screens + Taunt + Parting Shot), Klefki (entry hazards + Thunder Wave + Trick Room), Sableye (reliable recovery + status), and more. Heck, all of them now get all the cool non- or self-targeting status moves like every boosting move, Tidy Up (this is big for the hazards meta), Court Change (so is this), Wish (that wack recovery move), Haze (the Balanced Hackmons Prankster staple), Destiny Bond, and Chilly Reception! I'm probably still only scratching the surface again.
...Oh yeah, you might want to keep OU's Shed Tail and Last Respects bans (yeah, do I want to see Pranksters with the former and Garganacl/Azumarill/etc. with the latter?).
We might end up in arguments over what counts as a legitimate movepool addition thanks to the rule of this OM; I personally interpret this as "Pokemon learn every move that procs/triggers their selected ability, even silently". This means that I might let Regenerator granting access to pivoting moves slide, but the terrain-setting Surge abilities grant nothing. (It's like giving the Drizzle users access to all Water and Fire moves just because they're affected by Rain. Speaking of that, all the weather-setting abilities would grant nothing.)
Oh yeah, Azumarill for the watchlist, please: Huge Power granting access to all physical moves is seriously scary, and I am in no mood to face Azumarill with access to Jet Punch, Extreme Speed, Flip Turn, Knock Off, Precipice Blades, Collision Course, Bitter Blade, and more.
then i will list the abilities that applyYeah, that's the other problem with the format, is not easy to define what counts as "effected by this ability".
It was more of an example, when making a new format you have to think what makes it worth playing over the currently existing formats.
Either way, is fine as your first idea, but is not something that would get approved, you should check the first posts of this thread to understand better the basics of an OM.
If you have to list what counts and what doesn't then is not eligible as an OM, again, you should check the first post of this thread to understand the basics.that is an amazing, and terrifying idea. i shall add that
then i will list the abilities that apply
ok
This metagame seems really hard to balance.Best Of Your Abilities.
Premise: Any Pokemon With A Listed Ability gains every move in gen 9 that is effected by this ability
Sheer Force-all moves with a sceondary effect
Sharpness-all slicing moves
Technician- all moves 60 power and under
Contrary- all stat dropping attacks
Rock Head-all recoil moves
Reckless-all recoil moves
Tough Claws-all contact move
Strong Jaw-all biting moves
Iron Fist-all punching moves
Punk Rock all offensive sound moves
Serene Grace-all moves with a sceondary effect
Mega Launcher-all pulse moves
Pixilate/galvanize-all normal type moves
adaptability-all STAB moves
Transistor an similar-all moves of the affected type
Hustle-all physical moves
Poison touch-all contact moves
Prankster-all status moves
Regerator-all switching moves
Long reach-all contact moves
Scrappy-all normal an fighting moves
Sand force-all rock/ground/steel moves
Steely Spirit-all steel type moves
Swarm-all bug moves
Blaze/Torrent/Overgrow-all fire/water/grass moves
Gale Wings-all flying moves
Dancer-all dance moves
Skill Link-all multi-hit moves
https://pokepast.es/4e9c78eb51581487
example sets
this is an ou based metagame
potential bans:
enamourus, rage fist, azumarill
also, please give constructive criticism. their are no names of people who have given me constructive critism, so lets keep it that way
thx
also read this for more examples
every ability would get something.If you have to list what counts and what doesn't then is not eligible as an OM, again, you should check the first post of this thread to understand the basics.
Also, avoid posting multiple messages one after the other if no one else has posted, you can just edit the most recent message instead of filling the thread with multiple one line replies.
Truant getting all physical moves is just completely arbitrary. Truant activates after every move, not just physical. Atributing Truant to all physical moves would be a petmod thing.every ability would get something.
truant would get every physical move, for example
i need help with categorizing every ability, so please help
Statistic ExpertMetagame Premise: Moves recieve +1 priority if they change stat stages and correspond to user’s highest non-HP stat(s)
Dragonite’s highest stat is Atk at Base 134. With its highest stat being 134, Dragonite will get priority on
-Chilling Water
-Dragon Dance
Slowking-G has 2 stats tied for the highest, being SpA and SpD. In this case, it will recieve +1 priority for moves that affect SpA or SpD.
-Calm Mind
-Focus Blast
-Nasty Plot
-Psychic
-Shadow Ball
-Acid
-Acid Spray
-Amnesia
-Snarl
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For the cases of form changing Pokemon, priority is given to a move based on what form it‘s currently in. In the case of Aegislash, it will have priority on Def and SpD changing moves in its Shield Form, and have priority on Atk and SpA in its Blade Form.
Potential Bans and Threats:
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Belly Drum in this meta would make several Pokemon wild since most of them would get priority of some kind. In this case, Azu would get priority Liquidation and Superpower, while Iron Hands/Ursaluna would get priority Play Rough.
Great Tusk is already a fantastic Pokemon, being essentially Buzzwole fused with Donphan. Now in this meta, not only does it get priority Close Combat, but priority Headlong Rush, priority Bulk Up, and priority Play Rough.
Mew lost several moves this gen and its kit of utility moves it lost would be less impactful anyways. However, due to Mew having equal stats across the board, it gets priority on anything that causes changes to stat stages.
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A huge part of this Metagame is priority. Pretty much every Pokemon in this Meta will have a priority move, and these 4 Pokemon just naturally block it. Additionally in Tsareena’s case, she gets Trop Kick and Play Rough (Indeedee-F gets Psychic but can’t use it with Terrain up). A lot of people will definitely complain about these 4 Pokemon.
Cool but not on the Radar for being broken:
Bravest Bird returns in Green with priority Bleakwind Storms and Hammer Arms if you want to run wildcard Bulk Up set.
Priority Torch Song (excuse the pun) really heat. Skeledirge has the great attribute of Unaware, so it doesn’t care about opponent’s stat boosts they get from abusing new priority mechanics.
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Having access to Lunge gives Lokix/Slither Wing priority that is way more flexible than First Impression. A unique part about this is that Atk changing moves are often rare as attacking moves. You have Metal Claw, Meteor Mash, Lunge, Breaking Swipe, Play Rough, Strength, Superpower, and Trop Kick for options (and Meteor Mash is only on Lucario currently with SpA being its highest Atk). Also only Fairy type to get priority Play Rough Grimmsnarl.
:Gholdango:
Gholdango’s highest stat is SpA and luckily that means it has priority Make It Rain. With how many Special Attacking Fairy types there are going to be with Moonblast giving them priority, Gholdango stands out as a Pokemon that resists their hostle take over of the meta.
Questions for the community:
1. Does anyone think HP should be implemented for priority moves (healing and recoil moves), or is non-HP stats fine?
2. Since Sheer Force removes secondary effects, should those moves gain priority?
3. Going back to the Glowking example, should Calm Mind gain just 1 priority, or since it correlates with its 2 highest stats, Calm Mind should recieve +2 priority? Same story for say Mew using Ancient Power, recieving +5 priority?
Kind of seems pretty limiting if you ask me. Like say you want to use a Clodsire team. You make a specially defensive wall probably with Curse, and then a physically defensive Clodsire that sets up hazards. What do you do from there? That’s gonna be an issue for like 90% of Pokemon.Monomons
Metagame premise: You can only use the same mon in all of your teamslots. But you can manipulate typing and stats using Hidden Power type, Tera type, and shininess.
Explanation: Your Pokemon's primary typing is chosen by its hidden power type. Its secondary typing is chosen by its tera type. If the Pokemon is shiny, physical and special stats are swapped.
Lets say you have chosen Kleavor as your monomon- you can have a specially defensive Fighting/Flying version by setting its HP type to Fighting, Tera type to Flying, and making it shiny so it swaps atk with spa, and def with spdef and becomes 70/45/70/135/95/106. It could make sense to use this as a special attacker with Vacuum Wave and Sharpness boosted Air Slash. It would also be a great typing for a Defogger. And then perhaps you would also add a Grass/Steel Kleavor on the team to cover its weaknesses.
Typings will be visible in the battle, like with camomons. This is just essential to having a decent battle.
The point of this metagame is to squeeze as much out of one mon as possible, and Im 100% certain its been suggested before but without the manipulation of typing/stats in this version. I think it leads to some cool setups and a lot of really fun building. You need to pick mons that have enough tools to make up a team. There's also questions of: can my mons spin, can they set hazards, and what to do in the situation of missing some of these key features. For instance, having Poison types that absorb tspikes, or incredibly hazard resistant types like Fighting/Flying and Steel/Flying could be a good idea. Almost no mons have the full package, so how can you build your team around your strengths and cover your weaknesses?
Potential Good Picks:
(this is an OU meta)
Iron Treads- Has Stealth Rock, Rapid Spin, good one-sided stats, some decent physical and special moves with pivoting items and also access to Booster Energy, so it has a great range of spreads it can achieve. But critically lacks boosting options out side of booster energy and choice items. Seems like an extremely safe choice.
Arcanine-Hisui- An amazing mon that benefits from having multiple great abilities and also getting to shed its typing. Defensive sets can run Intimidate or Flash Fire with a great typing to pair with like Water/Fairy or Grass/Steel while running hazards and wisp etc. And the offensive Arcanines will run typings like Fighting/Rock or Normal/Fire to have STAB Extremespeed. But noticably lacks hazard removal, so will need to smartly build around this flaw with hazard-resistant types and items.
Avalugg-Hisui: Really benefits from being different types, plus having its stacked defenses swapped with shiny versions, you can reliably cover both sides of the spectrum well. It has both hazards and removal, recovery and even boosting options, but its not got a great special movepool to work with and the whole team will be brutally slow- though Sturdy + counter/mirror coat could keep it in the game vs offensive threats regardless.
Hatterene: A whole team of Magic Bounce seems great for the hazard game, and it has boosting options for both sides and an anti-meta choice with Trick Room to make up for a lacking speed tier. It could also run screens to pair with its boosters, which works great with its draining moves. If it runs into Unaware teams, it also has Stored Power to get around it. This could be a dark horse in the metagame.
Potential bans:
Garganacl- 6 salt curers with 6 strong defensive typings and minmaxed stats all immune to status sounds probably too strong.
Great Tusk- has all the tools you could want that perfectly matches this metagame- hazards, removal, boosting, huge range of items, stacked stats that work with both normal and shiny mode, wide range of coverage and items, and access to booster energy for a high amount of variety. Unlike Avalugg, it also has a good speed tier that allows it to have scarf/booster energy with speed and revenge kill offensive threats.
Roaring Moon- An unstoppable offensive threat that disregards utility and just goes all in on offense with powerful attacks backed by choice items and booster energy? Its hard to tell how powerful these strategies could be until we see them in action.
Azumarill- A tricky monster that either is a boosted physical set (shiny actually has more atk than regular) or a trapper that gets rid of your azumarill answers. It could prove too overwhelming to handle multiple of these all boasting different typings- and we may have to look into threats like Cloyster for the same reason of being too overwhelming as boosters
Questions for the community:
-Should you be able to see all the typings from team preview? They should definitely be showcased when the mon is in, like Camomons, but Im wondering if you'd have a better game knowing what they are from preview also, so its not a surprise the first time they switch in.
-Any clearly broken mon choices that deserve an early ban?
-I personally really like that Tera is part of the type choices because it doesnt give you the flexibility to tera into a different type after already having the choice of any type when building the team. Do you agree with that choice?
-I know that hidden power doesnt exist in the current gen but I saw natdex has the option in the builder to set both hidden power and tera. Is it possible to have this without it being a natdex format? If not, primary type could be chosen by name?..
-Can you repeat typings? For instance have 6 Bug/Fighting Choice Banded Lokix?
this seems boring ngl. the differentiating stats and abilities is also what makes each pokemon unique. but hey, im just one personMonomons
Metagame premise: You can only use the same mon in all of your teamslots. But you can manipulate typing and stats using Hidden Power type, Tera type, and shininess.
Explanation: Your Pokemon's primary typing is chosen by its hidden power type. Its secondary typing is chosen by its tera type. If the Pokemon is shiny, physical and special stats are swapped.
Lets say you have chosen Kleavor as your monomon- you can have a specially defensive Fighting/Flying version by setting its HP type to Fighting, Tera type to Flying, and making it shiny so it swaps atk with spa, and def with spdef and becomes 70/45/70/135/95/106. It could make sense to use this as a special attacker with Vacuum Wave and Sharpness boosted Air Slash. It would also be a great typing for a Defogger. And then perhaps you would also add a Grass/Steel Kleavor on the team to cover its weaknesses.
Typings will be visible in the battle, like with camomons. This is just essential to having a decent battle.
The point of this metagame is to squeeze as much out of one mon as possible, and Im 100% certain its been suggested before but without the manipulation of typing/stats in this version. I think it leads to some cool setups and a lot of really fun building. You need to pick mons that have enough tools to make up a team. There's also questions of: can my mons spin, can they set hazards, and what to do in the situation of missing some of these key features. For instance, having Poison types that absorb tspikes, or incredibly hazard resistant types like Fighting/Flying and Steel/Flying could be a good idea. Almost no mons have the full package, so how can you build your team around your strengths and cover your weaknesses?
Potential Good Picks:
(this is an OU meta)
Iron Treads- Has Stealth Rock, Rapid Spin, good one-sided stats, some decent physical and special moves with pivoting items and also access to Booster Energy, so it has a great range of spreads it can achieve. But critically lacks boosting options out side of booster energy and choice items. Seems like an extremely safe choice.
Arcanine-Hisui- An amazing mon that benefits from having multiple great abilities and also getting to shed its typing. Defensive sets can run Intimidate or Flash Fire with a great typing to pair with like Water/Fairy or Grass/Steel while running hazards and wisp etc. And the offensive Arcanines will run typings like Fighting/Rock or Normal/Fire to have STAB Extremespeed. But noticably lacks hazard removal, so will need to smartly build around this flaw with hazard-resistant types and items.
Avalugg-Hisui: Really benefits from being different types, plus having its stacked defenses swapped with shiny versions, you can reliably cover both sides of the spectrum well. It has both hazards and removal, recovery and even boosting options, but its not got a great special movepool to work with and the whole team will be brutally slow- though Sturdy + counter/mirror coat could keep it in the game vs offensive threats regardless.
Hatterene: A whole team of Magic Bounce seems great for the hazard game, and it has boosting options for both sides and an anti-meta choice with Trick Room to make up for a lacking speed tier. It could also run screens to pair with its boosters, which works great with its draining moves. If it runs into Unaware teams, it also has Stored Power to get around it. This could be a dark horse in the metagame.
Potential bans:
Garganacl- 6 salt curers with 6 strong defensive typings and minmaxed stats all immune to status sounds probably too strong.
Great Tusk- has all the tools you could want that perfectly matches this metagame- hazards, removal, boosting, huge range of items, stacked stats that work with both normal and shiny mode, wide range of coverage and items, and access to booster energy for a high amount of variety. Unlike Avalugg, it also has a good speed tier that allows it to have scarf/booster energy with speed and revenge kill offensive threats.
Roaring Moon- An unstoppable offensive threat that disregards utility and just goes all in on offense with powerful attacks backed by choice items and booster energy? Its hard to tell how powerful these strategies could be until we see them in action.
Azumarill- A tricky monster that either is a boosted physical set (shiny actually has more atk than regular) or a trapper that gets rid of your azumarill answers. It could prove too overwhelming to handle multiple of these all boasting different typings- and we may have to look into threats like Cloyster for the same reason of being too overwhelming as boosters
Questions for the community:
-Should you be able to see all the typings from team preview? They should definitely be showcased when the mon is in, like Camomons, but Im wondering if you'd have a better game knowing what they are from preview also, so its not a surprise the first time they switch in.
-Any clearly broken mon choices that deserve an early ban?
-I personally really like that Tera is part of the type choices because it doesnt give you the flexibility to tera into a different type after already having the choice of any type when building the team. Do you agree with that choice?
-I know that hidden power doesnt exist in the current gen but I saw natdex has the option in the builder to set both hidden power and tera. Is it possible to have this without it being a natdex format? If not, primary type could be chosen by name?..
-Can you repeat typings? For instance have 6 Bug/Fighting Choice Banded Lokix?
Kind of seems pretty limiting if you ask me. Like say you want to use a Clodsire team. You make a specially defensive wall probably with Curse, and then a physically defensive Clodsire that sets up hazards. What do you do from there? That’s gonna be an issue for like 90% of Pokemon.
Another issue with these monomon type of metagames is that every Pokemon is in the same speed tier and nearly guarantees your entire team is either outspeeding the opponent always or you’re being outsped (ignoring scarf and natures).
Metagame Premise: This Metagame is to let many people use the fusion Pokémon in competitive battles and test them on their matchmaking skills.Fusiomons
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Explanation: To fuse a pokemon, nickname the ‘body’ the ‘head‘. The base Atk,Def, and Speed stats are taken from the body and the Hp,Sp.def, and Sp.atk are from the head. Pokémon will be able to choose from any possible ability for either part of the fusion. The primary type is taken from primary type of the body, and the secondary type from the secondary type of the head. Also, Pokemon will be limited to only 2 moves from each side of the fusion. Weight and multiple other competitive related characteristics will be average(All pokemon are Genderless).If the body is affected by eviolite, its fusion will also be affected by it.(This is why Pikachu is banned because light ball is treated like eviolte)
Frantic Fusions
Frantic Fusions is a metagame where a Pokemon gains the traits of a Pokemon in its Nickname: It gets the fused Pokemon's primary ability as a secondary ability, its primary type as the Pokemon's secondary type, its movepool, and its highest stat, ascending from HP to Speed. If you're shiny, you inherit the secondary type in your own slot and its secondary ability in your own as well.
After seeing all this I decide to make my own post. Here we go.Fusionmons
(I hope this hasn't been submitted before)
Premise: When a Pokémon is nicknamed to a different Pokémon's name they "Fuse". Fusing would combine the mons first and second typing, combine move sets, average the mons stats (Ex: Base form Atk + Nickname mon Atk= Answer/ 2 = Fusion Atk stat (Rounded Up)), and change the mons ability to the nickname mons ability(s). (A sort of combo of CrossEvo and Inheritance)
Example:+
= A Dragon/Fighting Type with 90/135/81/88/81/118 for stats and the ability of Quark Drive. The Fusion could also be reversed for a new typing and ability but the same stats, in this case a Fairy/Dark type with the ability Protosynthesis.
Example#2:+
= A Fighting/Fairy Type with 83/88/68/113/100/75 for stats and the abilities Cute Charm/Pixelate. Flipping the fusion would make it a Fairy/Steel Type with the same stats but the abilities Steadfast/Inner Focus/Justified.
Premise:Q: Wait, before I read anything, why should your version of Infinite Fusion be approved when there are so many others?
A: It's already playable. And we've done 1000+ games with different people. Among all the metagames on the server, it's the most popular. Visit my personal server and at least try the fantastic teambuilder.
As one of the most played player in this tier (and annihilated Nihilslave the most KEKW), and as one of the most ubers addicted player in the region, I must say this OM tier actually makes me enjoy which I was never expecting that as I am not a fan of OM to start with.After seeing all this I decide to make my own post. Here we go.
Nihilslave's Better BH Exploration Notes II
Infinite Fusion
Premise:
Optional Premise:
- Choose a Pokémon as usual to be the Body Part, while giving it the name of a Pokémon as nickname which is to be the Head Part of the fusioned Pokémon
- Fusioned Pokémon's base stats of H P, SpA, SpD = That base stats of Head * 2 / 3 + That base stats of Body * 1 / 3
- Fusioned Pokémon's base stats of Atk, Def, Spe = That base stats of Head * 1 / 3 + That base stats of Body * 2 / 3
- Fusioned Pokémon's Types include: First Type of Head + Second (or First if no Second) Type of Body
- Fusioned Pokémon's available Abilities include: First Ability of Head, Second Ability of Body, and Hidden Ability of Head
- Fusioned Pokémon's available Moves include: ALL moves learnt by Head and Body
Rules (With all premises above)
- Pokémon in Formes cannot be used
- Special Fusions. E.g. Calyrex + Spectrier = Calyrex-Shadow
- Pokémon's Total EV limit is doubled, i.e. 1020
- National Dex (I know it's not gonna happen)
Ruleset: Obtainable, +Past, +Unobtainable, +Unreleased, Team Species Preview, Nickname Preview, !!EV Limit = 1020, Species Clause, HP Percentage Mod, Cancel Mod, Endless Battle Clause, Sketch Post-Gen 7 Moves, Dynamax Clause, Terastal Clause, OHKO Clause, Evasion Moves Clause
Banlist: Cramorant, Shedinja, Moody, Shadow Tag, Baton Pass, Geomancy, Revival Blessing
Restricted: Eternatus, Groudon, Kyogre
Q&As:
Q: Why are the stats and ability contributions asymmetric for Head and Body?
A: To make teambuilding more interesting. For example, if you wanna have an imposter with high hp, Blissey + Ditto should be the choice. But since Imposter is the Hidden Ability of Ditto, you have to put it into the Head slot in order to have that, which inevitably restricts the total base hp of the fusioned pokemon.
Q: How is this even related to "Better BH"?
A: As you can see, the trend of gamefreak designing new Pokemon, Moves, and Abilities is that, they design a lot of broken things, and then combine them to make sure no Pokemon has all of broken Stats, broken Moves, and broken Abilities together. (Actually some even do have, see Zacian-C.) The fact is, gamefreak won't take "how hackmons will be like if we add this broken move" into any account. If this continues, Hackmons formats will surely be harder and harder to balance. Pure Hackmons is already destroyed by such trend, while Balancd Hackmons will be done sooner or later imo.
A: However in Infinite Fusion, you are still kinda free to choose from all the Abilities and Moves like in Hackmons, while the meta itself already inherently has gamefreak's "balancing design" by its mechanics. Thus you can see the thinnest ever banlist in OM (I don't check others lol. But it's surely thin enough.) Plus we doubled the EV limit for each Pokemon, which just makes it a perfect Hackmons alternative.
Q: Why is this an Uber-based metagame?
A: I believe it will be too hard to balance if we make it OU-based + I want it to be a BH alt.
Q: How does Species Clause work here?
A: You will usually have 12 species in your team counting both Heads and Bodies. And the Species Clause check is based on that. Self-Fusion will only count that species once tho.
Q: Eternatus, Groudon, and Kyogre and restricted, does this mean they are banned from fusion with other Pokemon?
A: Nope. We have such thing called Special Fusion so when you fusion Eternatus with Eternatus you will get Eternatus-Eternamax, which should undoubtedly be banned. So this restriction list just means we banned Eternatus-Eternamax, Groudon-Primal, and Kyogre-Primal.
Replays:
Electric Surge
Trick Room
Sleeptalk
Offense War
Balance War
Stall War