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if (opponent uses physical attack) :
take no damage for first damage instance
lose Ice Face
become Eiscue-Noice
while (weather is Snow) :
regain Ice Face
become Ice Face Eiscue
Mimikyu (no changes):
Code:
if (opponent uses attack) :
take no damage for first damage instance
lose 1/8 HP
become Mimikyu-Busted
Minior, Morpeko (similar to Cramorant, become Schrödinger's Minior/Morpeko)
Terapagos is unaffected since it is not triggered by an ability.
This is caused by a while statement ("while form is eiscue-ice" or "while form is mimikyu-base") so regardless of Eiscue and Mimikyu's current form they will take no damage.
Yeah, it’s probably best to exclude form changing abilities as a whole to ignore a ton of roadblocks. I could probably add a wrather speed ability clauses, where only one of them is allowed per team.
Weight Class: Metagame premise: In the spirit of Mystery Dungeon, certain Pokemon take multiple teamslots. Specifically, majour legends and mythicals take four (forfeiting half your team), while minor and pseudo legends take two (let's include Ultra Beasts and Paradox Pokemon here). Potential bans and threats: Ubers and maybe Anything Goes unbanned. Bloodmoon's weight class is up for debate. Questions for the community: Which Uber Pokemon would need to stay banned?
Premise: At the end of every turn, the two active Pokemon switch items. If you consumed an item, you get theirs and they get nothing.
Basically an automatic Trick/Switcheroo. Thinking to make it activate last, after things like Leftovers and Flame/Burn Orb.
You can use Choiced setup now. Possibly a full team of detrimental items and one absorber that doesn't mind said items. Maybe give AV to a support mon a few times to annoy it. Of course, you can 'negate' a turn by bringing the move itself.
Base format undecided, so OU for now.
Potential Bans/Restrictions I am undecided on how this should interact with Harvest. Would it be better to straight up ban Sticky Hold, or is the minimal number of Pokemon who get it fine? It's also interesting counterplay, as well as form changing items. How should this work with Booster Energy?
Toxic and Flame Orb might be a bit strong, Poison Heal is almost certainly banned, but what about Guts/Quick Feet?
Premise: At the end of every turn, the two active Pokemon switch items. If you consumed an item, you get theirs and they get nothing.
Basically an automatic Trick/Switcheroo. Thinking to make it activate last, after things like Leftovers and Flame/Burn Orb.
You can use Choiced setup now. Possibly a full team of detrimental items and one absorber that doesn't mind said items. Maybe give AV to a support mon a few times to annoy it. Of course, you can 'negate' a turn by bringing the move itself.
Base format undecided, so OU for now.
Potential Bans/Restrictions I am undecided on how this should interact with Harvest. Would it be better to straight up ban Sticky Hold, or is the minimal number of Pokemon who get it fine? It's also interesting counterplay, as well as form changing items. How should this work with Booster Energy?
Toxic and Flame Orb might be a bit strong, Poison Heal is almost certainly banned, but what about Guts/Quick Feet?
It sounds intresting, what happens if you connsumed your item (like a sitrus berry)?
Would they lose their item for a turn and then get it back, or nothing would happen?
It sounds intresting, what happens if you connsumed your item (like a sitrus berry)?
Would they lose their item for a turn and then get it back, or nothing would happen?
Simple answer is just you consume, at the end of turn you get their, say, Boots and they are itemless
Next turn they get Boots back and you're itemless
May be more fun to have items come back, but I'm still figuring out the details of the idea
Premise: At the end of every turn, the two active Pokemon switch items. If you consumed an item, you get theirs and they get nothing.
Basically an automatic Trick/Switcheroo. Thinking to make it activate last, after things like Leftovers and Flame/Burn Orb.
You can use Choiced setup now. Possibly a full team of detrimental items and one absorber that doesn't mind said items. Maybe give AV to a support mon a few times to annoy it. Of course, you can 'negate' a turn by bringing the move itself.
Base format undecided, so OU for now.
Potential Bans/Restrictions I am undecided on how this should interact with Harvest. Would it be better to straight up ban Sticky Hold, or is the minimal number of Pokemon who get it fine? It's also interesting counterplay, as well as form changing items. How should this work with Booster Energy?
Toxic and Flame Orb might be a bit strong, Poison Heal is almost certainly banned, but what about Guts/Quick Feet?
There are also Pokemon forms with item locks such as Ogerpon (and Arceus, Giratina, etc.), so we might have to leave Sticky Hold unbanned (alternately, ban most Ogerpon forms).
Black Sludge looks pretty strong in this meta...unless it gets passed to one of your mons that isn't the original holder.
yet another item meta! This was submitted a while back, putting it out here to gauge interest and for potential suggestions (kinda the reverse order, sorry)
Anyways, it is a hybrid OM between two forgotten ones: Gen 6's Recyclables and Gen 7's Dual Wielding.
A staple of in-game battles is the ability to browse through your inventory in the middle of the fight. What if we gave every pokemon in the party their very own inventory bag full of only two kinds of items to choose from?
Premise: Pokemon can put the name of a secondary item as a nickname, which will allow them to shuffle back and forth between holding their two items at the end of every other turn of activity in a manner similar to how the ability Cud Chew activates.
Added Rules / Bonus:
Pokémon will always be able to shuffle between their two items regardless of the items being lost to Knock Off, Trick or other means.
Pokemon cannot be nicknamed their held item.
At any given moment, pokemon can only hold one of the two items, where the held item will be replaced at the end of even turns.
Q: What if a pokemon does not have an item nickname?
A: Then those pokemon will be exempt from the mechanics of the meta and will not be able to shuffle items.
Q: What happens if the primary or the secondary item gets lost and the pokemon makes a switch?
A: The battle keeps track of how many times a particular item is recovered, so the pokemon will be able to retrieve whichever item is next in the shuffling cycle, once it becomes active again.
Q: If an itemless pokemon makes a switch in turn 15, when do they recover their item?
A: They will be able to recover their item at the end of turn 16 given they have an item nickname. A pokemon must stay in for an even number of turns to be able get their desired item.
Q: How does the mechanic work for Rusted Sword / Shield on Zacian / Zamazenta?
A: The mechanics will fail in this particular instance.
Q: What if a pokemon has a nickname item but no held item?
A: In this instance, same item will be reshuffled every 4 turns as opposed to 2 turns, because the pokemon has no held item.
There are a multitude of strategies in this meta and here are some:
This metagame will mostly reward longevity on the battlefield, with items constantly being utilized. This gives rise to opportunities for both stall and offensive play styles.
Berries, specifically stat boosting and recovery berries
,
,
,
become very viable here. If a pokemon lacks recovery or conventional stat boosting moves, placing these either in item slot, nickname slot or both will be a very good option.
This also increases the viability of moves such as Substitute + Protect to stack up boosts.
While stat boosting berries are powerful, as a counter-play, abilities such as Unnerve, moves like Magic Room or items such as
,
,
might become very popular to gain momentum or force the opponent to switch.
Chesto
and Lum
are quite good and maybe even ban worthy, as these might lead to powerful Rest/Talk strategies.
,
Seed items are rarely seen in standard play, but with the proper terrain support, they provide means of continuous defense boost in this meta. Especially Electric Seed with
on the field is a counterplay against Rest/Lum strats.
Charge moves such as Solar Blade, Phantom Force, Meteor Beam become a lot more viable with the ability to recycle Power Herb
.
Fling gains viability in this meta, as Pokemon that lack proper non-volatile status inflicting moves can hold
or
. They can even hold
or
for a viable dark stab.
While Knock Off or Trick might seem inconsequential in this metagame, this couldn't be further from the truth. Knock Off will mostly deal x1.5 damage with items constantly being recovered and Trick can be disruptive with Choice Items, orbs being transferred.
gives immunity every 2 turns, which
will surely enjoy.
Super effective berries are often overlooked. Imagine this guy
shuffling these.
(M) @ Choice Specs
Nickname: White Herb
Ability: Levitate
Tera Type: Dragon
IVs: 0 Atk
- Draco Meteor
- Psyshock
- Calm Mind
- Aura Sphere
@ Air Balloon
Nickname: Grip Claw
Ability: Flash Fire
Tera Type: Fire
EVs: 252 HP / 252 SpA / 4 Spe
Modest Nature
IVs: 0 Atk
- Protect
- Magma Storm
- Earth Power
- Taunt
@ Starf Berry
Nickname: Aguav Berry
Ability: Cheek Pouch
Tera Type: Normal
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
- Stuff Cheeks
- Body Slam
- Earthquake
- Body Press
(F) @ Mirror Herb
Nickname: Sitrus Berry
Tera Type: Fairy
EVs: 252 HP / 252 SpA
Modest Nature
IVs: 0 Atk
- Decorate
- Stored Power
- Draining Kiss
- Calm Mind
@ Red Card
Nickname: leftovers
Ability: Purifying Salt
Tera Type: Rock
EVs: 252 HP / 252 Def
Impish Nature
- Recover
- Salt Cure
- Stealth Rock
- Body Press
King's Rock
Razor Fang
Leppa Berry
Baton Pass
Last Respects
Shed Tail
Arena Trap
Moody
Shadow Tag
Annihilape
Arceus (all formes)
Archaludon
Baxcalibur
Calyrex-Ice
Calyrex-Shadow
Chien-Pao
Chi-Yu
Deoxys
Deoxys-Attack
Dialga (all formes)
Espathra
Eternatus
Flutter Mane
Giratina (all formes)
Gouging Fire
Groudon
Ho-Oh
Iron Bundle
Koraidon
Kyogre
Kyurem-Black
Kyurem-White
Landorus-Incarnate
Lugia
Lunala
Magearna
Mewtwo
Miraidon
Necrozma-Dawn Wings
Necrozma-Dusk Mane
Ogerpon-Hearthflame
Palafin
Palkia (all formes)
Rayquaza
Regieleki
Reshiram
Roaring Moon
Shaymin-Sky
Sneasler
Solgaleo
Spectrier
Terapagos
Ursaluna-Bloodmoon
Urshifu (all formes)
Volcarona
Zacian (all formes)
Zamazenta-Crowned
Zekrom
Species Clause
OHKO Clause
Evasion Items Clause
Evasion Moves Clause
Sleep Moves Clause
Item Clause- (same item can be used only once as a nickname OR as a held item) - Exp: you can use same item twice in a team as long as one is in the item slot and the other is in the nickname slot
Playability: None
Council: None
Resources: None
PS: Still kind of unclear about how to proceed with pokemon having one item in either slot.
yet another item meta! This was submitted a while back, putting it out here to gauge interest and for potential suggestions (kinda the reverse order, sorry)
Anyways, it is a hybrid OM between two forgotten ones: Gen 6's Recyclables and Gen 7's Dual Wielding.
A staple of in-game battles is the ability to browse through your inventory in the middle of the fight. What if we gave every pokemon in the party their very own inventory bag full of only two kinds of items to choose from?
Premise: Pokemon can put the name of a secondary item as a nickname, which will allow them to shuffle back and forth between holding their two items at the end of every other turn of activity in a manner similar to how the ability Cud Chew activates.
Added Rules / Bonus:
Pokémon will always be able to shuffle between their two items regardless of the items being lost to Knock Off, Trick or other means.
Pokemon cannot be nicknamed their held item.
At any given moment, pokemon can only hold one of the two items, where the held item will be replaced at the end of even turns.
Q: What if a pokemon does not have an item nickname?
A: Then those pokemon will be exempt from the mechanics of the meta and will not be able to shuffle items.
Q: What happens if the primary or the secondary item gets lost and the pokemon makes a switch?
A: The battle keeps track of how many times a particular item is recovered, so the pokemon will be able to retrieve whichever item is next in the shuffling cycle, once it becomes active again.
Q: If an itemless pokemon makes a switch in turn 15, when do they recover their item?
A: They will be able to recover their item at the end of turn 16 given they have an item nickname. A pokemon must stay in for an even number of turns to be able get their desired item.
Q: How does the mechanic work for Rusted Sword / Shield on Zacian / Zamazenta?
A: The mechanics will fail in this particular instance.
Q: What if a pokemon has a nickname item but no held item?
A: In this instance, same item will be reshuffled every 4 turns as opposed to 2 turns, because the pokemon has no held item.
There are a multitude of strategies in this meta and here are some:
This metagame will mostly reward longevity on the battlefield, with items constantly being utilized. This gives rise to opportunities for both stall and offensive play styles.
Berries, specifically stat boosting and recovery berries
,
,
,
become very viable here. If a pokemon lacks recovery or conventional stat boosting moves, placing these either in item slot, nickname slot or both will be a very good option.
This also increases the viability of moves such as Substitute + Protect to stack up boosts.
While stat boosting berries are powerful, as a counter-play, abilities such as Unnerve, moves like Magic Room or items such as
,
,
might become very popular to gain momentum or force the opponent to switch.
Chesto
and Lum
are quite good and maybe even ban worthy, as these might lead to powerful Rest/Talk strategies.
,
Seed items are rarely seen in standard play, but with the proper terrain support, they provide means of continuous defense boost in this meta. Especially Electric Seed with
on the field is a counterplay against Rest/Lum strats.
Charge moves such as Solar Blade, Phantom Force, Meteor Beam become a lot more viable with the ability to recycle Power Herb
.
Fling gains viability in this meta, as Pokemon that lack proper non-volatile status inflicting moves can hold
or
. They can even hold
or
for a viable dark stab.
While Knock Off or Trick might seem inconsequential in this metagame, this couldn't be further from the truth. Knock Off will mostly deal x1.5 damage with items constantly being recovered and Trick can be disruptive with Choice Items, orbs being transferred.
gives immunity every 2 turns, which
will surely enjoy.
Super effective berries are often overlooked. Imagine this guy
shuffling these.
(M) @ Choice Specs
Nickname: White Herb
Ability: Levitate
Tera Type: Dragon
IVs: 0 Atk
- Draco Meteor
- Psyshock
- Calm Mind
- Aura Sphere
@ Air Balloon
Nickname: Grip Claw
Ability: Flash Fire
Tera Type: Fire
EVs: 252 HP / 252 SpA / 4 Spe
Modest Nature
IVs: 0 Atk
- Protect
- Magma Storm
- Earth Power
- Taunt
@ Starf Berry
Nickname: Aguav Berry
Ability: Cheek Pouch
Tera Type: Normal
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
- Stuff Cheeks
- Body Slam
- Earthquake
- Body Press
(F) @ Mirror Herb
Nickname: Sitrus Berry
Tera Type: Fairy
EVs: 252 HP / 252 SpA
Modest Nature
IVs: 0 Atk
- Decorate
- Stored Power
- Draining Kiss
- Calm Mind
@ Red Card
Nickname: leftovers
Ability: Purifying Salt
Tera Type: Rock
EVs: 252 HP / 252 Def
Impish Nature
- Recover
- Salt Cure
- Stealth Rock
- Body Press
King's Rock
Razor Fang
Leppa Berry
Baton Pass
Last Respects
Shed Tail
Arena Trap
Moody
Shadow Tag
Annihilape
Arceus (all formes)
Archaludon
Baxcalibur
Calyrex-Ice
Calyrex-Shadow
Chien-Pao
Chi-Yu
Deoxys
Deoxys-Attack
Dialga (all formes)
Espathra
Eternatus
Flutter Mane
Giratina (all formes)
Gouging Fire
Groudon
Ho-Oh
Iron Bundle
Koraidon
Kyogre
Kyurem-Black
Kyurem-White
Landorus-Incarnate
Lugia
Lunala
Magearna
Mewtwo
Miraidon
Necrozma-Dawn Wings
Necrozma-Dusk Mane
Ogerpon-Hearthflame
Palafin
Palkia (all formes)
Rayquaza
Regieleki
Reshiram
Roaring Moon
Shaymin-Sky
Sneasler
Solgaleo
Spectrier
Terapagos
Ursaluna-Bloodmoon
Urshifu (all formes)
Volcarona
Zacian (all formes)
Zamazenta-Crowned
Zekrom
Species Clause
OHKO Clause
Evasion Items Clause
Evasion Moves Clause
Sleep Moves Clause
Item Clause- (same item can be used only once as a nickname OR as a held item) - Exp: you can use same item twice in a team as long as one is in the item slot and the other is in the nickname slot
Playability: None
Council: None
Resources: None
PS: Still kind of unclear about how to proceed with pokemon having one item in either slot.
So you could do:
red card () @ Damp Rock
Ability: Drizzle
Tera Type: Water
EVs: 248 HP / 252 SpA / 8 SpD
Modest Nature
- Hurricane
- Tailwind
- Weather Ball
- U-turn
Or something like that I put it together in like a minute
Premise: For each stat, when used, (Defending from appropriate category moves or attacking with it, along with speed checks for speed.) it is equivalent to the Pokémon’s bst + IVs - hp (hp is not affected by this)
For example: Pokemon like & become more viable with faster comparative speed, and pokemon in high tiers like OU and Uber may get nerfed by their diminished movesets.
Premise: For each stat, when used, (Defending from appropriate category moves or attacking with it, along with speed checks for speed.) it is equivalent to the Pokémon’s bst + IVs - hp (hp is not affected by this)
For example: Pokemon like & become more viable with faster comparative speed, and pokemon in high tiers like OU and Uber may get nerfed by their diminished movesets.
Wait, so the BST becomes one of the stats? Hoopa-Unbound, and Pseudo Legendaries become broken as heck. (I could be misunderstanding, but I don't want a Metagross with at least 631 speed zooming around the meta)
yet another item meta! This was submitted a while back, putting it out here to gauge interest and for potential suggestions (kinda the reverse order, sorry)
Anyways, it is a hybrid OM between two forgotten ones: Gen 6's Recyclables and Gen 7's Dual Wielding.
A staple of in-game battles is the ability to browse through your inventory in the middle of the fight. What if we gave every pokemon in the party their very own inventory bag full of only two kinds of items to choose from?
Premise: Pokemon can put the name of a secondary item as a nickname, which will allow them to shuffle back and forth between holding their two items at the end of every other turn of activity in a manner similar to how the ability Cud Chew activates.
Added Rules / Bonus:
Pokémon will always be able to shuffle between their two items regardless of the items being lost to Knock Off, Trick or other means.
Pokemon cannot be nicknamed their held item.
At any given moment, pokemon can only hold one of the two items, where the held item will be replaced at the end of even turns.
Q: What if a pokemon does not have an item nickname?
A: Then those pokemon will be exempt from the mechanics of the meta and will not be able to shuffle items.
Q: What happens if the primary or the secondary item gets lost and the pokemon makes a switch?
A: The battle keeps track of how many times a particular item is recovered, so the pokemon will be able to retrieve whichever item is next in the shuffling cycle, once it becomes active again.
Q: If an itemless pokemon makes a switch in turn 15, when do they recover their item?
A: They will be able to recover their item at the end of turn 16 given they have an item nickname. A pokemon must stay in for an even number of turns to be able get their desired item.
Q: How does the mechanic work for Rusted Sword / Shield on Zacian / Zamazenta?
A: The mechanics will fail in this particular instance.
Q: What if a pokemon has a nickname item but no held item?
A: In this instance, same item will be reshuffled every 4 turns as opposed to 2 turns, because the pokemon has no held item.
There are a multitude of strategies in this meta and here are some:
This metagame will mostly reward longevity on the battlefield, with items constantly being utilized. This gives rise to opportunities for both stall and offensive play styles.
Berries, specifically stat boosting and recovery berries
,
,
,
become very viable here. If a pokemon lacks recovery or conventional stat boosting moves, placing these either in item slot, nickname slot or both will be a very good option.
This also increases the viability of moves such as Substitute + Protect to stack up boosts.
While stat boosting berries are powerful, as a counter-play, abilities such as Unnerve, moves like Magic Room or items such as
,
,
might become very popular to gain momentum or force the opponent to switch.
Chesto
and Lum
are quite good and maybe even ban worthy, as these might lead to powerful Rest/Talk strategies.
,
Seed items are rarely seen in standard play, but with the proper terrain support, they provide means of continuous defense boost in this meta. Especially Electric Seed with
on the field is a counterplay against Rest/Lum strats.
Charge moves such as Solar Blade, Phantom Force, Meteor Beam become a lot more viable with the ability to recycle Power Herb
.
Fling gains viability in this meta, as Pokemon that lack proper non-volatile status inflicting moves can hold
or
. They can even hold
or
for a viable dark stab.
While Knock Off or Trick might seem inconsequential in this metagame, this couldn't be further from the truth. Knock Off will mostly deal x1.5 damage with items constantly being recovered and Trick can be disruptive with Choice Items, orbs being transferred.
gives immunity every 2 turns, which
will surely enjoy.
Super effective berries are often overlooked. Imagine this guy
shuffling these.
(M) @ Choice Specs
Nickname: White Herb
Ability: Levitate
Tera Type: Dragon
IVs: 0 Atk
- Draco Meteor
- Psyshock
- Calm Mind
- Aura Sphere
@ Air Balloon
Nickname: Grip Claw
Ability: Flash Fire
Tera Type: Fire
EVs: 252 HP / 252 SpA / 4 Spe
Modest Nature
IVs: 0 Atk
- Protect
- Magma Storm
- Earth Power
- Taunt
@ Starf Berry
Nickname: Aguav Berry
Ability: Cheek Pouch
Tera Type: Normal
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
- Stuff Cheeks
- Body Slam
- Earthquake
- Body Press
(F) @ Mirror Herb
Nickname: Sitrus Berry
Tera Type: Fairy
EVs: 252 HP / 252 SpA
Modest Nature
IVs: 0 Atk
- Decorate
- Stored Power
- Draining Kiss
- Calm Mind
@ Red Card
Nickname: leftovers
Ability: Purifying Salt
Tera Type: Rock
EVs: 252 HP / 252 Def
Impish Nature
- Recover
- Salt Cure
- Stealth Rock
- Body Press
King's Rock
Razor Fang
Leppa Berry
Baton Pass
Last Respects
Shed Tail
Arena Trap
Moody
Shadow Tag
Annihilape
Arceus (all formes)
Archaludon
Baxcalibur
Calyrex-Ice
Calyrex-Shadow
Chien-Pao
Chi-Yu
Deoxys
Deoxys-Attack
Dialga (all formes)
Espathra
Eternatus
Flutter Mane
Giratina (all formes)
Gouging Fire
Groudon
Ho-Oh
Iron Bundle
Koraidon
Kyogre
Kyurem-Black
Kyurem-White
Landorus-Incarnate
Lugia
Lunala
Magearna
Mewtwo
Miraidon
Necrozma-Dawn Wings
Necrozma-Dusk Mane
Ogerpon-Hearthflame
Palafin
Palkia (all formes)
Rayquaza
Regieleki
Reshiram
Roaring Moon
Shaymin-Sky
Sneasler
Solgaleo
Spectrier
Terapagos
Ursaluna-Bloodmoon
Urshifu (all formes)
Volcarona
Zacian (all formes)
Zamazenta-Crowned
Zekrom
Species Clause
OHKO Clause
Evasion Items Clause
Evasion Moves Clause
Sleep Moves Clause
Item Clause- (same item can be used only once as a nickname OR as a held item) - Exp: you can use same item twice in a team as long as one is in the item slot and the other is in the nickname slot
Playability: None
Council: None
Resources: None
PS: Still kind of unclear about how to proceed with pokemon having one item in either slot.
This actually sounds like a really cool meta! As you said, Fling will be more viable, maybe with Weavile? (Idk if it gets the move but 130Bp dark STAB from that monster sounds very strong), also definitely with Kingambit. Also how would harvest work?
This actually sounds like a really cool meta! As you said, Fling will be more viable, maybe with Weavile? (Idk if it gets the move but 130Bp dark STAB from that monster sounds very strong), also definitely with Kingambit. Also how would harvest work?
Harvest would recover the last used berry. Then that would be replaced by whichever item is next in user's shuffling cycle, if the turn number is even (could be the same item). So the mechanics of the meta comes into play after other end-of-turn things happen.
Premise: For each stat, when used, (Defending from appropriate category moves or attacking with it, along with speed checks for speed.) it is equivalent to the Pokémon’s bst + IVs - hp (hp is not affected by this)
For example: Pokemon like & become more viable with faster comparative speed, and pokemon in high tiers like OU and Uber may get nerfed by their diminished movesets.
This just sounds like high BST mons with lowish HP the meta. But ig high bst has always been a benefit (or rather the result of having the benefit of good stats).
I would say that it's easier to think of when the stats are
base stat=(bst-hp)/5
This makes it not the stat itself being set at some strange place but the base stat, which we are more used to looking at.
Either way, the fact that the strongest mons are also the fastest, while being fairly bulky, looks like a incurable balance issue. There will be a ton of centralization around mons with high stats. While it won't be the ONLY factor the top mons will be everywhere and significantly better than the slightly weaker ones.
As for the meta... Diancie and Deoxys seem to be the mons with the best stats besides HP that aren't Ubers already. Everything has the potential to be mixed but everything is bulky on both sides. Bulky setup will be good, as will fat in general.
I would recommend looking at Averagemons and checking out the similarities. They're not quite the same, but I think you might want to look at it, because I suspect this meta will end up with similar playstyles, if not the same mons. Free Extreme Evoboost.
this is WIP and can't submit this right now, if anyone wants to take it (DM me first) or has suggestions for improving the idea, I'm all yours.
EFFECTOMAGNETISM
We all know what it means for a pokemon to take a super-effective hit, but what if we explored the idea of one move to be super effective on another?
Premise:
A damaging move will function like a magnet, temporarily stealing the recipient opposing pokemon’s moves with weak typing for the duration of the next two turns.
Rules:
Stealing of moves starts at the end of the turn and lasts for the next two turns.
If a move is stolen from the opponent, the opponent will not be able to use that move the following two turns.
Stolen moves will draw from the same PP pool as the opponent's.
Damaging moves need to be successfully used for stealing to take place.
If the "magnet" is already active with stolen moves, the new moves will not be stolen until the old ones are released.
Stolen moves can be passed to a teammate through switches and pivot moves.
This metagame makes you to think about the optimal movesets for your pokemon. You can either put all eggs in one basket - fill up your moveset with types with small number of weaknesses such as Electric, Water or Normal but you also have to minimize the overlaps between them and make sure they share minimal to no weakness with each other. (unlike the poor banner Dragonite)
Switching will be a defining feature of this metagame, along with finding the suitable donors for the temporarily stolen moves.
Fighting types really shine in this meta as they have the potential to gobble up Normal type status / set-up moves or hazard setting moves such as Stealth Rock.
Strong Water and Grass types are extremely viable for gobbling hazard moves and using them against the opponent.
Electric types become especially strong with not many options to steal their stab moves, a bolt-beam coverage can be effectively utilized to scare off ground types.
Pivoting will be central to keeping the stolen moves for a max number of two turns. Especially slow pivoting will protect your incoming pokemon from getting its moves stolen. You might even try strategies with Eject Pack items
Dark type moves and pokemonalso become extremely viable due to large number of Psychic support moves.
Choice items also lose viability due to risk of the move getting stolen.
Trick Room will have decreased viability due to the predictability of the setters and the potential of the move being easily stolen.
Weather teams might also lose viability due to predictable and one-trick-pony nature of the movesets.
Q: Can a pokemon use their attack while a super-effective move is being used by the opponent?
A: Yes, unlike the effects of Disable, Heal Block effect or Taunt, pokemon are not prevented from using their moves as the stealing effect starts the following turn.
Q: Can I "double-steal" back a move that was previously stolen by the opponent?
A: No. Steal effect only works on moves that are not originally yours.
Q: What if a pokemon faints while knowing stolen moves?
A: Stolen moves will be released once their turn expires.
Q: Can a move with depleted PP be stolen?
A: Yes, the move will show up in your moveset. It can also be restored by Leppa Berry and returned back to the opponent, but why would you do that?
Q: What if you steal a move that is already in your moveset?
A: The same move shows up twice with opposing pokemon's PP.
Annihilape
Arceus (all formes)
Archaludon
Baxcalibur
Calyrex-Ice
Calyrex-Shadow
Chien-Pao
Chi-Yu
Deoxys
Deoxys-Attack
Dialga (all formes)
Espathra
Eternatus
Flutter Mane
Giratina (all formes)
Gouging Fire
Groudon
Ho-Oh
Iron Bundle
Koraidon
Kyogre
Kyurem-Black
Kyurem-White
Landorus-Incarnate
Lugia
Lunala
Magearna
Mewtwo
Miraidon
Necrozma-Dawn Wings
Necrozma-Dusk Mane
Ogerpon-Hearthflame
Palafin
Palkia (all formes)
Rayquaza
Regieleki
Reshiram
Roaring Moon
Shaymin-Sky
Sneasler
Solgaleo
Spectrier
Terapagos
Ursaluna-Bloodmoon
Urshifu (all formes)
Volcarona
Zacian (all formes)
Zamazenta-Crowned
Zekrom
None yet
King's Rock
Razor Fang
Arena Trap
Moody
Shadow Tag
Species Clause
OHKO Clause
Sleep Moves Clause
Evasion Clause
Council: None
Playability: None
Resources: None
Questions for the community:
Do you think this would be fun to play?
Is 2-turns too much?
Do you think it's better to create duplicates of the moves as opposed to stealing them?
Hello Dawn's Piplup , I'm not sure I understood the "weak typing" part correctly in your premise, do you mean that the stolen moves are of a type that is weak to the one used ? (like, if I use Flamethrower, I'm stealing Grass-type moves ?)
Also (and I'm wondering because of the picture), are moves stolen one at a time, or in one go in the same turn ?
Hello Dawn's Piplup , I'm not sure I understood the "weak typing" part correctly in your premise, do you mean that the stolen moves are of a type that is weak to the one used ? (like, if I use Flamethrower, I'm stealing Grass-type moves ?)
Also (and I'm wondering because of the picture), are moves stolen one at a time, or in one go in the same turn ?
For second q, it's in one go. So if the opponent knows Leech Seed and Ice Beam, Flamethrower will steal both of them at once but it activates at the end of turn, so the opponent will still be able to use either move during the turn the moves are stolen.
I think it might be better and more balanced for magnet to steal moves that are previously revealed (used before by the opponent).
Premise: A double battle format but whenever you use a move, your OTHER pokemon uses it, and if you have only one pokemon the same pokemon will use it.
For example, if & are on the same side, and uses dragon dance, then will use dragon dance instead of , and vice versa.
Premise: A double battle format but whenever you use a move, your OTHER pokemon uses it, and if you have only one pokemon the same pokemon will use it.
For example, if & are on the same side, and uses dragon dance, then will use dragon dance instead of
Okay niche strat, but say you use a really good boosting move (clangourous soul, no retreat etc) next to Numel (the only pokemon with simple in S/V), and then also use baton pass with the non-numel mon, you have just passed ungodly amounts of stat boosts to a sweeper of your choice
[]Moveswap (help me make a better name)[/]
Premise: A double battle format but whenever you use a move, your OTHER pokemon uses it, and if you have only one pokemon the same pokemon will use it.
For example, if & are on the same side, and uses dragon dance, then will use dragon dance instead of
Okay niche strat, but say you use a really good boosting move (clangourous soul, no retreat etc) next to Numel (the only pokemon with simple in S/V), and then also use baton pass with the non-numel mon, you have just passed ungodly amounts of stat boosts to a sweeper of your choice