Is that not just a more restrictionary form of doubles? I don’t see what value it provides besides just enabling stall to become viable.
this seems similar to this very old OM, https://www.smogon.com/forums/threads/binary-battles.3557666/In your lane
Premise:Doubles, but pokemon in slot one can only target pokemon in slot one, and likewise for slot two. Exceptions exist for moves that can only target allies, spread moves, and when there is only one pokemon left in a slot.
Rises/drops:it would look similar to a singles format, however you would have to keep in mind that a pokemon will not always be immediately available for you when teambuilding (since if you need it in slot 2, but it is in slot one, you have to sacrifice a lot to get it there). Spread moves would also be decently powerful. Protect may still be used to buy time to switch a Mon from one slot to another.
Potential Bans:none that I could see.
Questions:would it be more interesting if spread moves and moves that can only target allies didn't have exceptions?
in singles or doubles, if you were to have a pokemon capable of countering an opponents pokemon and sent it out, as long as that pokemon is on the field, if the opponent sends out that pokemon, you can answer it. in this scenario, if you do that, they can send their pokemon at the other lane, and you cannot use that pokemon to answer them. it makes you have to position yourself a lot more carefully.Is that not just a more restrictionary form of doubles? I don’t see what value it provides besides just enabling stall to become viable.
It seems fine as a new take on Averagemons and Scalemons, I'm not a big fan of making new stat modifier metagames as they have a tendency of losing interest after people have seen all the stat changes, but it does sound like a cool flavor that may get some interest over time and with the previously mentioned formats not returning this gen it may take over that niche.Regi Cup
Metagame premise: Pokémon's base stats will be tweaked to the closest of 50, 100, and 200. And additionally Pokémon's highest base stat (before the above modification) will be fixed to 200 (hp>atk>def>spa>spd>spe if tied). Detailed explanation is as followed:
Potential bans and threats: It will be an Ubers-based metagame since the gaps between base stats are somewhat filled.
- Pokémon's highest base stat will be tweaked to 200 (hp>atk>def>spa>spd>spe if tied).
- If Pokémon's base stat is less than 75, it will be tweaked to 50.
- If Pokémon's base stat is greater than or equal to 75, but less than 150, it will be tweaked to 100.
- If Pokémon's base stat is greater than or equal to 150, it will be tweaked to 200.
Eviolite
NFE Pokémon looks like benefiting a lot from the metagame mechanics, especially those gifted with 200 base HP. But what if I tell you that 1.5x base 50 is almost the same as base 100? Besides than I thinkchansey can have a niche of being a solid special wall thanks to its 200-100 special bulk.
Ditto
"Oh god how can I handle these 200 atk monsters!?" Ditto (with its base 200 HP) is here to force these HO players to improof.
Zamazenta-Crowned
This thing has 200 base Def and Dauntless Shield and STAB Body Press.
Many Pokémon from lower tiers are happy with their new stats. Here are just 2 examples.
View attachment 678957
View attachment 678958
Chien-Pao (100-100-100-100-50-200)
200 base Speed is more than ideal but with only 100 base Atk I don't think Chien-Pao can play an offensive Role any more.
Q&As:
Q: Why is there a special rule about Pokémon's highest base stat?
A: Otherwise most Pokémon will only have 50 and 100 stats, which makes this meta no longer a fun Regi Cup but a dull 50/100 Cup.
This is a terrible idea, lets do it.Has there ever been an other meta developed with reversed speed tiers?
Mechanically, this would effectively make Trick Room default (and actually using Trick Room in such a meta would temporarily reestablish the normal default speed tiers but for only 5 turns). This would inherently advantage slow bulky mons, while making fast-glass cannons like Meowscarada and Sneasler unusable, and making for what you might think could develop into a pretty heavy balance/stall based meta, not unlike Balanced Hackmons. On the contrary, to offset this defensive focus, offensive Uber-tier mons (who generally have high soft stats themselves) would provide enough breaking opportunities to dismantle such playstyles.
Furthermore, offensive but slow mons like Ursaluna, Hatterene or Eruption Torkoal would become potent offensive breakers/cleaners.
Any thoughts? Would anyone be interested in such a meta?
Pretty funny idea, but I can see this meta getting boring pretty fast. The highest stat becoming 200 is just too high and some Pokemon become too samey when they have only 50, 100, or 200 individual stats. Like for example, any Pokemon who is fast with smaller other stats will just have 200 Speed like every other Pokemon whose highest stat is Speed.Regi Cup
Metagame premise: Pokémon's base stats will be tweaked to the closest of 50, 100, and 200. And additionally Pokémon's highest base stat (before the above modification) will be fixed to 200 (hp>atk>def>spa>spd>spe if tied). Detailed explanation is as followed:
Potential bans and threats: It will be an Ubers-based metagame since the gaps between base stats are somewhat filled.
- Pokémon's highest base stat will be tweaked to 200 (hp>atk>def>spa>spd>spe if tied).
- If Pokémon's base stat is less than 75, it will be tweaked to 50.
- If Pokémon's base stat is greater than or equal to 75, but less than 150, it will be tweaked to 100.
- If Pokémon's base stat is greater than or equal to 150, it will be tweaked to 200.
Eviolite
NFE Pokémon looks like benefiting a lot from the metagame mechanics, especially those gifted with 200 base HP. But what if I tell you that 1.5x base 50 is almost the same as base 100? Besides than I thinkchansey can have a niche of being a solid special wall thanks to its 200-100 special bulk.
Ditto
"Oh god how can I handle these 200 atk monsters!?" Ditto (with its base 200 HP) is here to force these HO players to improof.
Zamazenta-Crowned
This thing has 200 base Def and Dauntless Shield and STAB Body Press.
Many Pokémon from lower tiers are happy with their new stats. Here are just 2 examples.
View attachment 678957
View attachment 678958
Chien-Pao (100-100-100-100-50-200)
200 base Speed is more than ideal but with only 100 base Atk I don't think Chien-Pao can play an offensive Role any more.
Q&As:
Q: Why is there a special rule about Pokémon's highest base stat?
A: Otherwise most Pokémon will only have 50 and 100 stats, which makes this meta no longer a fun Regi Cup but a dull 50/100 Cup.
There is more variety because the vast majority of Pokemon will have their stats become 100 or 50.Cuddly's idea for the the Regi Cup OM definitely seems more diverse (and should definitely ban Eviolite), but then won't most offensive Pokemon still be speed tied at 200 (Dragapult, Barraskewda, Weavile, Iron Boulder, Meowscarada, etc) and then any slower offensive Pokemon (Roaring Moon, Darkrai, Iron Valiant, Azelf) be nearly useless from their mostly unchanged/nerfed defensive stats?
Yes, that is my point. There are too many viable Pokemon that all reach 200 speed and have 100 in attack or special attack, making HO and balance incredibly repetitive.There is more variety because the vast majority of Pokemon will have their stats become 100 or 50.
At least with the system I propose, there would be stats that are actually 80 and not every stat spread would look like 50/100/50/50/50/200 or 100/100/100/200/100/50 something like that. You're guaranteed to have two 100 stats, two 50 stats, and one 200 and 80 stats. This also increases the pool of viable Pokemon significantly by making something like Pikachu viable who otherwise is bad.
I wouldn't be so sure it'd be HO. Its very easy to have something outspeed offensive threats like Charizard or Chi-yu while also having pretty easy access to incredibly bulky Pokemon to stuff out faster Pokemon, whose 100 offenses wouldn't dent 200 defenses.Yes, that is my point. There are too many viable Pokemon that all reach 200 speed and have 100 in attack or special attack, making HO and balance incredibly repetitive.
I think this is the biggest issue with this idea. By switching a slow Pokemon out and a fast Pokemon in, you get to go twice in a row and potentially KO the opponent using a mon that wasn't on the field when you started, which seems extremely broken.Speed is important and switching can be dangerous: pivoting moves don't allow you to come in for free, meaning when you switch a Pokemon in, due to turn recalculation, if they switch in a faster Pokemon that OHKOs you they can faint your Pokemon right then and there.
fix this, and I'm so inI think this is the biggest issue with this idea. By switching a slow Pokemon out and a fast Pokemon in, you get to go twice in a row and potentially KO the opponent using a mon that wasn't on the field when you started, which seems extremely broken.
Also, Focus Punch should be banned, since this meta makes it a 150BP move with no drawbacks.
I disagree. In most metas, the turn ends when you're phased out, but in this case, if a mon is phased out, the mon that replaced it would still be able to move that turn.final note: with priority becoming obsolete by the nature of the metagame, phasing moves would need to be banned
A point worth discussing, and I see two ways to go with this:By switching a slow Pokemon out and a fast Pokemon in, you get to go twice in a row and potentially KO the opponent using a mon that wasn't on the field when you started, which seems extremely broken.
The problem is the logistics of the implementation: say a slower Pokemon wants to use the move Protect, how do you make that happen. Do you give the slower Pokemon the choice to act first by using the priority move every time he's moving second, effectively broadcasting that they have a priority move and adding a plethora of empty confirmation turns in each game? Do you make it a "quick time event" by being able to click Protect in your opponent's turn if you're faster than him but making Protect counterplay be "literally just instaclick"?Perhaps status moves already with priority/Prankster can still have priority? I don’t like the idea of Choice Itemed Pokemon running around without any effective way to scout/eliminate them with the lack of Protect or offensive priority moves.
And yeah Focus Punch should definitely be banned, the alternative is that we have it work the same way it normally does, with it only attacking if you don't get hit in the opponent's next action, but that sounds sorta gimmicky to implement with slow focus punch and would also probably just make the move useless as a result. There's definitely other things that need to be looked at, like the ability Stakeout and moves like Eject Pack and Eject Button, but all in due time.Also, Focus Punch should be banned, since this meta makes it a 150BP move with no drawbacks.
pokemon has become chess now. whether that's a good thing or a bad thing is for you to decide.A point worth discussing, and I see two ways to go with this:
I don't skew too heavily one way or the other, I am a proponent of "the less rules you add the better" and I would like to see what option 1 brings in theory, but option 2 sounds like the more competitive option in my head.
- Embrace the nature of what it provides. MT!'s idea is perfect sequencing and ideal plays, since lines are straightforward besides luck you know exactly what can happen and how. Let's take a scenario: Lead Deoxys-Speed vs Lead Ting-Lu: something straightforward to think is that Iron Valiant is a good mon to switch into Ting-Lu, but not if they have their own Deoxys-Speed in the back, you risk your Pokemon dying right away. This is sort of how very fast and strong Pokemon self balance themselves, in this scenario they become a liability. Depending on team compositions a better approach than going Iron Valiant would be to go a bulky mon like Kyurem or Zapdos, that wins the 1v1 without getting instantly OHKO'd by something in the back. This can create a trade-heavy metagame that rewards good positioning and momentum the utmost, with players running into dead ends if they didn't have enough foresight. It's really hard to theorycraft so we'd have to see how it goes in practice
- Try to mitigate the perceived issue. My preferred idea is that slow switch-out makes the pokemon who is switching in act second in the next turn, no matter what. This maintains Pokemon's core lack of switch-in "safety", in that you are hardly ever able to bring in a threat for free and get a kill off it, but you instead have to work for it by getting your threat in against a Pokemon that cannot kill you, and that you can kill back. This can also polarize MUs by making it extremely more difficult to switch into a strong Pokemon, considering one Quiver Dance or Dragon Dance can have you completely cooked. I would say this more closely resembles how Pokemon is currently played, so it's an option worth considering.
- What the fuck is a speed stat?! Option 3 consists in calculating turn order at preview using the average speed of all Pokemon on the field, and maintaining that turn order for the rest of the game. This is a potentially gamebreakingly horrible option that I am including because I find it sorta amusing.
I still think we could implement something similar to option 3 for deciding turn order: given that speed is very important in this meta and high speed mons are bound to be prevalent, this would sort of balance it by giving the slower team the advantage, counterpicking their lead. It would also help remove the potentially only 50/50 in the game.
The problem is the logistics of the implementation: say a slower Pokemon wants to use the move Protect, how do you make that happen. Do you give the slower Pokemon the choice to act first by using the priority move every time he's moving second, effectively broadcasting that they have a priority move and adding a plethora of empty confirmation turns in each game? Do you make it a "quick time event" by being able to click Protect in your opponent's turn if you're faster than him but making Protect counterplay be "literally just instaclick"?
Choice Items still have their drawbacks: a Choice Band Iron Valiant may click Spirit Break on your Great Tusk, but instead of being forced to go a faster mon that OHKOs, you can now safely go Kingambit, force them to switch out and kill something else entirely. Probably a poor example but you get the idea.
While theorycrafting with a few friends we also thought about negative priority moves like Trick Room and Counter. While technically you can just remove the priority from the moves, they can end up being overly broken as a result, so more discussion has to be done about that.
And yeah Focus Punch should definitely be banned, the alternative is that we have it work the same way it normally does, with it only attacking if you don't get hit in the opponent's next action, but that sounds sorta gimmicky to implement with slow focus punch and would also probably just make the move useless as a result. There's definitely other things that need to be looked at, like the ability Stakeout and moves like Eject Pack and Eject Button, but all in due time.
I would just make priority status moves bypass the mechanic entirely. The person using the status move can only use it when it is their time to perform an action, and the turn order would not be changed unless the Pokemon uses Prankster Tailwind or some other speed-modifying status move that raises the speed high enough.The problem is the logistics of the implementation: say a slower Pokemon wants to use the move Protect, how do you make that happen. Do you give the slower Pokemon the choice to act first by using the priority move every time he's moving second, effectively broadcasting that they have a priority move and adding a plethora of empty confirmation turns in each game? Do you make it a "quick time event" by being able to click Protect in your opponent's turn if you're faster than him but making Protect counterplay be "literally just instaclick"?
Doesn't this just essentially turn the meta into a game of a ton of forced 1v1s? You send out a Pokemon to OHKO the Iron Valiant, then what? Your opponent sends out a Pokemon to OHKO or set up on that Pokemon, and so on. I predict the strategy will just be to either setup early and eliminate your opponents with sheer power, or to build a team maximizing coverage moves. With how offense-oriented this metagame is, I propose unbanning Ho-Oh and/or Lugia.Choice Items still have their drawbacks: a Choice Band Iron Valiant may click Spirit Break on your Great Tusk, but instead of being forced to go a faster mon that OHKOs, you can now safely go Kingambit, force them to switch out and kill something else entirely. Probably a poor example but you get the idea.
While theorycrafting with a few friends we also thought about negative priority moves like Trick Room and Counter. While technically you can just remove the priority from the moves, they can end up being overly broken as a result, so more discussion has to be done about that.
I'm not sure if I'm understanding this correctly. You mean that you would make it so a move with +priority can only be used if you have the first action? Doesn't that actually just nerf the move instead? I also don't understand how using Prankster Tailwind would function logistically, you cannot select the move until it's your action, so how are you gonna modify the turn order retroactively?I would just make priority status moves bypass the mechanic entirely. The person using the status move can only use it when it is their time to perform an action, and the turn order would not be changed unless the Pokemon uses Prankster Tailwind or some other speed-modifying status move that raises the speed high enough.
Valid thought, and we can't really know until we try, so here's something we can use for reference:Doesn't this just essentially turn the meta into a game of a ton of forced 1v1s? You send out a Pokemon to OHKO the Iron Valiant, then what? Your opponent sends out a Pokemon to OHKO or set up on that Pokemon, and so on. I predict the strategy will just be to either setup early and eliminate your opponents with sheer power, or to build a team maximizing coverage moves. With how offense-oriented this metagame is, I propose unbanning Ho-Oh and/or Lugia.