That's... fair. It's harder to make a new OM now than it was in, say, XY.
Frantic Fusions is incredibly similar to Inheritance, and it still got approved. You have a shot, buddy.
That's... fair. It's harder to make a new OM now than it was in, say, XY.
They aren't similar, while you take from another mon, you dont take the movepool, and you can keep your own abilities, if you want to compare it to anything Cross Evo is more similar but has a completely different pool of combination, on top of the movepool thing. That makes it distinct enough from other formats while still interesting.Frantic Fusions is incredibly similar to Inheritance, and it still got approved. You have a shot, buddy.
Anything that's randomized is not going to be approved as an OM; you need to be able to make your team in teambuilder and bring it to battle.give 2 randomized
1MSS
This feels a lot like Linked from Gen 8 where the first two moves are linked.1MSSPremise: All 4 of a pokemon's moves combine to create 1 new move
The way this works is as follows:
Slot 1 determines Power and Priority (if this is a status move then the base power will be zero)
Slot 2 determines Type and Category (if the category is status the move will not do any damage regardless of what's in slot one so be careful what you put here)
Slot 3 determines Accuracy and PP
Slot 4 determines Secondary Effect (if this is a status move, it's effect becomes the secondary effect of the new move)
Example Strategies:
Moltres-Galar @ Choice Specs
Ability: Berserk
Tera Type: Dark
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Hurricane
- Dark Pulse
- Aerial Ace
- Nasty Plot
This moveset will result in a Dark type special move with 110 bp, perfect accuracy, 32 pp, and the secondary effect of boosting SpA by 2 stages. Choice Specs because choice lock is irrelevant when you only have one move.
Clodsire @ Assault Vest
Ability: Unaware
Tera Type: Steel
EVs: 248 HP / 8 Atk / 252 SpD
Careful Nature
- Earthquake
- Bulldoze
- Tackle
- Recover
This would result in a Ground type Physical move with 100 bp, 100 acc, 56 pp and the secondary effect of healing Clodsire for 50% max hp. Clodsire can afford to run Assault Vest since this move is an attack, making it an effective counter measure for special setup sweepers.
Clauses: Standard OM clauses
Annilhape
Arceus (All Forms)
Calyrex-Shadow
Calyrex-Ice
Chi-Yu
Chien-Pao
Dialga
Dialga-Origin
Eternatus
Giratina
Giratina-Origin
Groudon
Koraidon
Kyogre
Magearna
Miraidon
Palafin
Palafin-Hero
Palkia
Palkia-Origin
Rayquaza
Zacian
Zacian-Crowned
Zamazenta
Zamazenta-CrownedArena Trap
Shadow TagShed Tail
Last RespectsKing's Rock
Setup moves
Terastalization
FAQ
None yet but I'll add some as you guys ask questions.
This is frequently rejected premise—it is far too subjective and complex to work as an OM.Premise: Every mechanic/move in game goes to it's earliest known incarnation. excluding bugs but Pokemon learn set. abilities and stats stay the same.
This is frequently rejected premise—it is far too subjective and complex to work as an OM.
The subjective comes in when two things whose earliest versions come from different generations come into conflict. For example:How is it subjective whenever there is a question you just relegate it to the earliest version of that mechanic?
All of these are subjective choices:How is it subjective whenever there is a question you just relegate it to the earliest version of that mechanic?
I understand the complexity argument a bit but it's definitely not subjective at all with the exception of the Fairy type which if you wanted objectivity we'd make it able to attack physically or specially.
Blast Burn didn't exist in Gen 1, so when it was introduced it always had a recharge turn.Hyper beam/equivalents doesn't recharge if it ko's a mon
No physical special split'
Wigglytuff and Clefairy are just normal types.
All abilities will be put to there earliest equivalent.
Snow warning is permanent
Gems boost damage by 1.5x (Only gem available is normal)
Pokemon have natdex learnsets (Including dexited moves if allowed)
How to handle Fairy types with the physical/special split.
Fair enough I'll take the LAll of these are subjective choices:
Blast Burn didn't exist in Gen 1, so when it was introduced it always had a recharge turn.
When Jet Punch was first introduced, it was a physical attack.
Abilities did not exist in Gen 1.
Ninetales-Alola never had the ability to set permanent hail. (And on a somewhat related note, there was no point at which hail and snow both existed, but Snow Warning initially set hail while snowscape has always set snow.)
When the Fairy type was first introduced, Wigglytuff and Clefairy had STAB on their Fairy attacks.
The other gems were obtainable when they were first introduced.
Many Pokemon did not have their full natdex learnset when they were first introduced; for instance Charizard did not learn Blast Burn in gen 1.
As you noted, there are several ways that the physical/special split could be reconciled with the Fairy type.
Hello Dratios,Looking to potentially revive a Gen 8 metagame I started w/ some friends last gen, Broken Record: in which a Pokemon can hold a TR to get the move it contains as a fifth move. TRs are now TMs in Gen 9, but the premise would still work. But given the more dynamic nature of the metagame now with Tera and lessened recovery, a few questions arise:
- Does the vast amount of new TMs (up to 171 from Gen 8's 100 TRs), even with some that won't be used, make the metagame too volatile?
- How should Tera and "Broken-Recorded" moves interact, if at all? Tera Blast by itself has given some Pokemon in OU coverage that has pushed them into brokenness; how much worse would it be when, for example, something could Tera Water and start firing off Hydro Pumps?
I'm happy to hear any thoughts, feedback, or ideas!
I think the problem with Broken Record is that there just aren't that many options to make it interesting over all the other move based formats specially now that Force of the Fallen took over the 4+ moveslots niche.Looking to potentially revive a Gen 8 metagame I started w/ some friends last gen, Broken Record: in which a Pokemon can hold a TR to get the move it contains as a fifth move. TRs are now TMs in Gen 9, but the premise would still work. But given the more dynamic nature of the metagame now with Tera and lessened recovery, a few questions arise:
- Does the vast amount of new TMs (up to 171 from Gen 8's 100 TRs), even with some that won't be used, make the metagame too volatile?
- How should Tera and "Broken-Recorded" moves interact, if at all? Tera Blast by itself has given some Pokemon in OU coverage that has pushed them into brokenness; how much worse would it be when, for example, something could Tera Water and start firing off Hydro Pumps?
I'm happy to hear any thoughts, feedback, or ideas!
I don't think this premise would be interesting enough, the format would most likely play quite similar to OU, and the way PP is either added/removed seems a bit too complex.I had this idea for a while, but I can't find a concrete banlist or watchlist for this metagame so I'm open for propositions. Here it goes :
Devil's Pressure
Premise : Single Battle 6v6. All moves are bound to a new added PP effect, described as followed :
As usual, Pokémons lose one PP when using a move. Then, depending of the occurence (or not) of the move (for offensive moves) and the effects (for passive moves), another PP can either be consumed or restored by one.
For offensive moves :
- If the move is effective => +1 PP back (so your pokémon gets its PP back)
- "" """ """""" is wasted (doesn't affect the opponent/ no target)/not effective => -1 (so your pokémon loses two PP instead of one)
- "" """ """""" misses => 0 (the Pokémon only loses one PP)
For Statut moves (except healing/boost moves) :
- If the effect happens (ex : stat change, is poisonned/ turned asleep/ paralyzed/ burnt, or the opponent attacks the turn you use Protect) => +1
- "" """ """""" is wasted (Magic Bounce, immunities, Protect used but the opponent doesn't attack, Spikes/Stealth rocks/Leech Seed already set up, already a clone) => -1
- "" """ """""" doesn't happen (miss, Taunt) => 0
For Healing/Boost Statut moves :
- If the healing/boost happens => +1
- "" """ """"""""""""""" is wasted (already full HP/ no target/ already max stat) => -1
- "" """ """"""""""""""" doesn't happen (miss, Taunt, heal block) => 0
Strategy :
In this metagame, you might want to conserve your PP as long as possible, as they decrease faster. Consequently, you might prioritize accuracy rather than power.
Moreover, choice items users should expect more passive plays from their opponent, as Protect-type moves are being even more convenient.
Clauses :
Smogon-wide Clause ;
Spite Clause : Only one Spite user per team allowed.
Ban :
OU Banlist.
Restricted Bans :
Harvest + leppa berry ;
Recycle + leppa berry.
Watchlist :
Moves : Lunar Dance, Wish, Healing Wish ;
Abilities : Pressure, Unaware, Regenerator.
Q&A :
Q1 : Are moves/abilities that reduce PP added to Devil's Pressure ?
A1 + examples : Yes, they are :
1) If a pokémon hits non effectively a Corviknight [Attacks last + Pressure + Spite], it'll lose 7 PP in one turn.
2) A Galarian Slowking [Attacks last + Eerie Spell] can reduce the last opponent's pokémon move by minimum 3 (if the move hits effectively) and maximum 5 PP (if hits non effectively).
Q2 : How would Devil's Pressure work with Metronome/Assist/Copycat/Nature Power/Sleep Talk ?
A2 : The calculation would happen according to the resulting move (unless Taunt was inflicted).
Q3 : How would Devil's Pressure work with n-turns offensive moves ?
A3 : The calculation would happen during the turn of the damages.
Note : for multi-effect statut moves (ex : Swagger), as long as one effect happens, the move is considered not wasted.
This idea has been rejected a few times already, the problem is that teambuilding on this wouldn't be too interesting, is mostly mons with bad abilities that are good anyway like paradoxes, so the mechanic ends not influencing the games that much as everyone plays like they had no ability.Idk if it has been shared before or not but I am putting this idea here:
Ability Swap
Metagame premise: The abilities of the Pokemon on field (the user and the foe) are swapped.
Potential bans and threats:
no more slow start
no more truant lol probs ban on both
uhh idk, u can use corrosion to your benefit???
Questions for the community:
Q. Will the gained ability change if the foe has switched?
A. Probably will be kept the same that turn, and be in effect after turn has ended. so say, in a toxapex vs lokix (assuming 1v1), lokix gains regen and pex tinted lens. if lokix switches, say, into a blissey, and pex has used surf, pex will keep tinted that turn and after the turn has ended will switch to natural cure from blissey (while bliss gains tinted). lokix keeps regen btw. but again, it all depends on ease of coding. I will be fine with whatever.
I can't tell if a metagame is more/less fit than another to be submitted, I'm neither a good strategist nor a gen mechanics obsessive fan to begin with, so while I make sure not to post a "commonly rejected" idea, I can't project it in long term, beyond what I imagined. I would sincerely like to understand what type of OM you (and the council of course) would consider "interesting" and not "too complex" at this point, because a lot of OM with simple changes already emerged within the past few years. I don't think I'm the only one wanting to share OM ideas even though the "non-exploited" part of all Pokémon mechanics has been considerably shrinking.I think the problem with Broken Record is that there just aren't that many options to make it interesting over all the other move based formats specially now that Force of the Fallen took over the 4+ moveslots niche.
I don't think this premise would be interesting enough, the format would most likely play quite similar to OU, and the way PP is either added/removed seems a bit too complex.
This idea has been rejected a few times already, the problem is that teambuilding on this wouldn't be too interesting, is mostly mons with bad abilities that are good anyway like paradoxes, so the mechanic ends not influencing the games that much as everyone plays like they had no ability.
There isn't an answer to that, just something that twists how the game is played, you can check the kind of formats that have been approved knowing that a new idea has to be distinct from them and distinct to the regular game, if a format has a rule that doesn't make you play in a different way or make new sets possibles, then is not needed.I can't tell if a metagame is more/less fit than another to be submitted, I'm neither a good strategist nor a gen mechanics obsessive fan to begin with, so while I make sure not to post a "commonly rejected" idea, I can't project it in long term, beyond what I imagined. I would sincerely like to understand what type of OM you (and the council of course) would consider "interesting" and not "too complex" at this point, because a lot of OM with simple changes already emerged within the past few years. I don't think I'm the only one wanting to share OM ideas even though the "non-exploited" part of all Pokémon mechanics has been considerably shrinking.
This existed in the past under the name of Haxmons https://www.smogon.com/forums/threads/haxmons-playable-on-aqua.3500287/I am new, and I come in peace. That means that this idea is one that comes from a place of pure intrigue. As far as I'm concerned, this is not an attempt to "fix" Pokémon, and therefore, I will only look at this from a neutral perspective.
ALSO, WARNING, THIS IS LOOOOOOOONG.
So...
What if Pokémon had NO randomness?
This means that every move will connect, regardless of accuracy. Every secondary condition will proc, no matter what it is. And- Wait, hold on a moment. Here comes a big, big wall of text.
Here comes Consistentmons, a change to the very core mechanics of the game.
Let's start from the top, shall we?
Removing accuracy, first off, means that practically every single mon will have No Guard as an ability. This is, as that may sound, an insane shift to the metagame in potentially unpredictable ways.
Status moves will be guaranteed to hit their para, burn, or what have you. Spore will no longer be the only feasible sleep tool. Fire Blast, Power Whip, Stone Edge, all the super powerful moves will be able to land without much of a downside.
On the other hand, sometimes inaccurate moves have always been nigh-required in meta sets. Rock slide, stone edge, hydro pump, will-o-wisp, these are examples of core essentials to so many Pokémon and their sets.
However, in battle, there's always a possibility that the answer that you've selected will fail. Not this time. Stone Edge is basically a Rock-Type Earthquake. I'll get into critical hit ratios later.
If every powerful move was allowed to exist without the gamble, that would simply mean that the meta of such a change would shift to accommodate for the coveted consistency of moves landing properly.
Now then, before we move on, we need to talk about OHKO moves.
Just ban 'em, if it's that worrying. That clause has always been there.
So, let's now talk about secondary effects.
There is one choice that will likely completely split the new meta down the very middle.
Should secondary effects that employ randomness ALWAYS proc, or NEVER proc?
There are arguments to be made for both sides of the spectrum.
Perhaps it's necessary to keep less powerful moves relevant, if that is an issue that only leads towards slotting in those perfectly-accurate 120 BP moves.
Then again... What about cases like crunch? What if you could stunlock your opponent with guaranteed flinches, or turn flamethrower into will-o-wisp with 90 BP, or thunderbolt into thunder wave with 90 BP?
What about freeze?
Okay, maybe we can leave out status procs.
But in that case, what about chances to lower or raise stats? Should special and physical stats be bounced around constantly? Should Play Rough be the physical equivalent to Mystical Fire? What about defense and special defense drops?
What about Ancient Power?
Again, these choices would flip the very fundamentals of how battles normally go. They'd be consistent in their chaos, yet chaotic in a different way, now.
This is something I would be interested in watching develop, nonetheless.
Personally, I'd choose to have secondary effects always proc. It's more interesting that way.
Let's move onto more fringe cases, like multi-hits and random abilities.
Should multi-hit moves always hit the average number of times? Or should they always max out?
This is where we run into the demon of Consistentmons, Maushold.
Technician Population Bomb becomes a perfectly consistent 300 BP attack, Wide Lens be damned. 99% accuracy be double-damned. This bastard becomes Normal-Type Last Respects, all the time, with 111 speed, and your only hope is to murder the family before it's too late.
Unless it has Focus Sash.
Or gets run on Mono Cla- Oh right.
Guess we should talk about random items.
Maybe that can be a case-by-case basis, or just be removed entirely. Focus Band obviously won't cut it, of course.
Anyways, back to Maushold and Multi-Hits. Perhaps the average is simply the way to go.
What's the average amount of times Population Bomb will hit? 5?
Well, to answer that, we're gonna need to do some statistics. Bear with me here. Population Bomb's first hit will land nine out of ten times.
That's a 90% chance.
The second hit, then, will hit nine out of ten, only after the previous.
We've gone down to 81%.
Where do we draw the line?
73? 66? 59? 53? 48?
Perhaps it should indeed only be five hits. That makes it a 150 BP move on a Pokémon with rather unsavory attacking stats. Breathe a sigh of relief, for the demon is quelled.
So, about random abilities. Are we really going to say that Flame Body, Poison Point, Static, and all the rest should always proc? Should they never proc?
Shoild your wallbreaker or adjacent need to consider Protective Pads, just to keep Volcarona from breakdancing and blasting everything?
Maybe so.
Now that I think about it, we haven't considered moves and items that switch you or your opponents out.
Perhaps it should just follow team order. That way, you can potentially have consistent answers to any hazard whirlwind sets, before they can get too greedy.
Now then, about status. Sleep, Paralysis, and Freeze. Should Paralysis not stun you at all? Or should it always stun?
I think the answer's clear. Sleep should be shaken off as soon as there's even a chance, as should Freeze. Paralysis only serving as a speed nerf still makes it quite strong.
So, what's left? What other random mechanics exist in Pokémon as a competitive game?
Oh, yes, damage rolls! Should everything be on the high roll, low roll, or square in the middle? Having it always hit the average roll would only be logical. But remember, this choice can change matchups and checks, depending on EVs. OHKO rolls and all that.
Okay fine, let's address random critical hits. I know a game with this mechanic all too well, and it's the biggest meme ever.
Crits in Pokémon, from a game design standpoint, is an answer to overly stally teams. If you take too long to kill your opponent, you risk them smacking you with immense damage through your ×4 defense stack.
Then again, you can also crit them.
Or just never do so on either end.
Now how about that, something a bit more complex at play.
Let's consider this, shall we. From a game design perspective, crits are meant to be a great equalizer to long games. Offensive teams hitting a wall will get as much traction as they risk a tank blasting them in the face.
Consider this. A crit can happen with a 1 in 16 chance. Out of 16 moves, one should crit.
This is where I propose an experimental mechanic. On every 16th turn, both parties should gain a guaranteed crit on their next move. If it's a move eith a high critical hit ratio, or if zoom lens and focus energy is used, that could be cut down to 8 or maybe even every 4 turns! With an item and setup, of course.
If their move on the crit turn doesn't deal damage...
Should they lose it?
Or should they keep it stored for later?
What if you stall 16 more turns with no attack? Can you crit twice in a row?
That would go against the core fundamentals of the mechanic. Let's not.
Anyways, that should be all for my little thought experiment. Remember this, I am not a game designer, nor someone with extensive knowledge of the metagame, to the point where I'd be useful in say, a suspect test discussion.
However, I can say for certain that this would be an alternative metagame to think about. Truly, one of the metas of all time.
This seems like an ok idea, not too exited about it, feels like balancing it may be a lost cause, and not sure if there are enough flags in the game to make it not repetitive.i'm new here so excuse any mistakes! >.<
RED FLAGS, GREEN FLAGS
Metagame Premise: If you nickname your Pokémon after a move flag (with the expection of contact), moves with that flag gains a 50% boost to its BP (akin to "Strong Jaw" or "Sharpness"). If you put an exclamation mark (!) after the nickname, it will instead gain a 50% damage reduction against those moves.
Example:
By naming your Heracross "multihit", it can relieve the glorious days of its mega form, as all its multihit moves will gain a 50% bonus to their base power!
With access to all 3 elemental fangs and Crunch, Garchomp can access stronger coverage than before if you give it the name "bite"!
I don't know how to make this into the Hisuian variety, but if you give your Samurott the name "pivot!", those U-Turns and Volt Switches will hurt way less, allowing you to keep spamming those spikes.
POTENTIAL THREATS
I'm... not sure. This is the part I suck at. I assume things like Gallade and Kleavor, which already have Sharpness and good attack, as well as anything that can apply the flag bonuses to a wide variety of moves like Iron Thorns (multihit) or Gengar (bullet).
Questions for the community:
-What flags should be banned? Because surely there's something other than contact that will be too much.
-If you haven't noticed yet, this metagame will be very matchup dependant - the same set with a different nickname can change a lot. Is that a good thing, you think?
This existed in the past under the name of Haxmons https://www.smogon.com/forums/threads/haxmons-playable-on-aqua.3500287/
You don't qualify to lead a format tho, as your account doesn't have enough posts.
This seems like an ok idea, not too exited about it, feels like balancing it may be a lost cause, and not sure if there are enough flags in the game to make it not repetitive.