Pet Mod Micrometa Mafia III [GG BURN FACTION]

winners
blue.png
:sv/Pecharunt:
Blue's Submission
Pokemon:
Pecharunt
Type:
Poison.png
Ghost.png

Abilities: Poison Puppeteer
Stats: 88/88/160/88/88/88
Movepool Additions:
Movepool Removals:


kris.png
:sv/Smeargle:
Kris's Submission
Pokemon:
Smeargle
Type:
Normal.png
Ghost.png

Abilities: Aroma Veil / Technician / Moody
Stats: 55/50/105/50/65/95
Movepool Additions:
Movepool Removals:


silver.png
:sv/Necrozma-Dusk-Mane:
Silver's Submission
Pokemon:
Necrozma-Dusk-Mane
Type:
Psychic.png
Steel.png

Abilities: Iron Barbs
Stats: 97/127/117/63/99/77
Movepool Additions: Will-O-Wisp
Movepool Removals:

wally.png
:sv/Weavile:
Wally's Submission
Pokemon:
Weavile
Type:
Ice.png
Fighting.png

Abilities: Neuroforce/Pickpocket
Stats: 70/90/65/45/110/148
Movepool Additions: U-Turn
Movepool Removals: Swords Dance
Mewingcracker
 
1751059212466.png
tiebreakerpt2.png

1751059185261.png


TIEBREAKER RULES:
Both remaining players will use their energy until either all energy is used away or one of them dies.

The following are the usable actions:

Attack - 1 energy, if they dont protect you win, if they protect you lose 1 energy, if both attempt to kill you both lose 1 energy.
Protect - no energy, if you protect sucessfully you are shielded next turn, if you protect and they dont attack you can't protect next turn.
Standby - You choose to do nothing. Does not waste any energy but if they attack you, they win and you lose.
 
Congratulations to Cratersmash, Paulluxx, Gaboswampert and Darthus from the Burn faction for winning the third edition of the Micrometa Mafia!
Burn Faction wins.png

It was a tough and tense battle of horrible subs and worse plays, but in the end, their passion burned bright, leading them to victory, thanks to everyone who joined us in this third edition of the game! Oh and btw the broadcast was indeed council trolling to cause paranoia, Bye~!​
 
My first mmm win in the game where I play the worst and the format is the worst. Pitifully ironic…
 
Congratulations to Cratersmash, Paulluxx, Gaboswampert and Darthus from the Burn faction for winning the third edition of the Micrometa Mafia!
View attachment 754815
It was a tough and tense battle of horrible subs and worse plays, but in the end, their passion burned bright, leading them to victory, thanks to everyone who joined us in this third edition of the game! Oh and btw the broadcast was indeed council trolling to cause paranoia, Bye~!​
fwiw a lot of things I said about this format being bad r still true but also don't do like a broadcast troll by council only I did not sign up for a bastard sob anyway uhhh is it gg or was it bg. I can't decide
 
Hello chat. Since Rezzo isn't here this time around to make an ability tier list, I wanted to step up to bat and give my thoughts on all the abilities in this iteration of MMM. If your faction ends up having low-scoring abilities, congratulations! You now have an excuse for losing!

I'm gonna put a cute graphic here, but I'll explain all of the abilities in my full breakdown below, so don't worry if you don't recognize some of these.

S:
:lycanroc:
:baxcalibur:
:azumarill:

A:
:pyukumuku:
:landorus:
:arbok:
:gardevoir:
:lurantis:
:breloom:
:darkrai:

B:
:ho-oh:
:ceruledge:
:gumshoos:
:sneasler:
:gothitelle:
:miraidon:
:runerigus:
:pawmot:
:cosmog:

C:
:slowking-galar:
:clefairy:
:venomoth:
:espathra:
:oinkologne:
:eternatus:

D:
:zoroark-hisui:
:bidoof:
:togekiss:

F:
:froslass:
:gholdengo:


These are abilities that could singlehandedly define an entire faction's gameplan. Whether through vote manipulation or energy generation, S-tier abilities allow their users to play a different game from everyone else, giving them a massive advantage over their competition.

:lycanroc:
Steadfast: If your submission only changes stats, gain 5 votes to your submission. If your submission is changed by an ability, this ability fails.
War Incarnate - Factionless

What the actual fuck were GMs cooking with this one lol. First of all, vote manipulation abilities are some of the most valuable abilities you can possibly get, as until they're found out, you can snatch victory from the jaws of defeat many times over. Not just that, though, but this ability gives you FIVE additional votes, an infinite number of times, for an extremely easy-to-fulfill condition. That's more than an entire faction's worth of votes basically for free. Anyone with half a brain would just save this until mid to lategame and get 2-3 free wins before being taken out, which could easily tilt the entire game in their faction's favor. And no, the drawback does not save this, as there weren't even that many submission-changing abilities, and there was no way of knowing the drawback existed in the first place, making counterplay unreasonable.

:baxcalibur:
Thermal Exchange: If you follow all 3 restrictions, gain 1 Energy.
solrock the great - Freeze

I'm not even gonna downplay it, this ability singlehandedly carried Freeze faction for the entire game. Getting 1 free Energy every round with the only downside being your sub being a little wonky (arguably an upside since it discourages people from voting for and thereby drawing attention to you) is absurdly strong, and we got so many risk-free kills by abusing this. So many of the vote manip / Energy generation abilities that existed in this iteration of MMM were extremely telegraphed or gave little value, so Thermal Exchange having neither of those downsides clearly puts it head and shoulders above the rest.

:azumarill:
Huge Power: Day, target a player. Their sub's Attack is doubled; you gain one Energy for every 20 Attack added.
EeveeGirl1380 - Factionless

Lmao. Free +6 Energy as soon as you find a teammate plus disruption for an opponent's sub plus the entire thing is completely untraceable. Truly an insane ability, it doesn't get much better than this.
These are abilities you wouldn't be upset to get. They might not be as widely applicable as the S-tier abilities, but they're still strong and will consistently get value for their player.

:pyukumuku:
Innards Out: If you are killed, the attacker dies as well.
master oden - Poison

Insanely strong ability if you can make yourself a target. The people most likely to be going for the kills are ones with vote manipulation abilities, so by baiting a kill from one of them, you can guarantee massive value for your team. Also has no real counterplay, as there was no way of knowing this ability existed before it was revealed.

:landorus:
Sheer Force: This player gains one vote power. This player's vote power or vote count cannot be altered.
Gaboswampert - Burn

Very strong vote manip ability with minimal downsides. The vote power not being alterable is straight up just an upside as well, and the vote count doesn't really detract from your gameplan since you'll likely want to keep attention off yourself anyway. Another one that's pretty easy to notice if anyone is tracking vote totals, but that hardly matters when it can get so much value in early to midgame.

:arbok:
Intimidate: Day, target a player. They will be unable to chat in Discord for one in-game day. Target their Smogon username rather than their alias.
Fragmented - Paralysis

Speaking as someone who got targeted by this more than literally anybody else, this ability is really good. If you know who's leading strategy for a faction (not hard since they're usually pretty vocal in pubchat as well), you can completely screw over opposing factions by muting those people, cutting off their communication with other teams or just preventing them from developing their strategy for the next Day. The "can't target twice in a row" drawback is very necessary, as without it this would be even more oppressive than it already is.

:gardevoir:
Trace: Day, target a player. Use their targeted ability on them or their passive ability on yourself. This does not give you any information on the ability.
Magmajudis - Factionless

This ability is one of the most useful abilities throughout the entire game. In earlygame it's a strong scouting tool, letting you figure out people's abilities pretty easily as long as you're paying attention, while in lategame it's amazing disruption, letting you use known abilities to either enrich yourself or screw over your enemies. Super versatile, definitely one of the best non-vote related abilities.

:lurantis:
Contrary: Day, target a player. Swap your votes with that player. The first use is free, while successive uses cost 1 Energy if successful.
Orangesodapop - Factionless

Pretty much the strongest of the "good if you know who other factions are pushing" abilities. Just a bit of social engineering can net you insane value with this ability, even after it starts costing Energy since you can pretty consistently get uptrades if you're paying attention. The biggest downside is you're putting a massive target on yourself after the first successful use, but if saved until an opportune moment this ability can be pivotal.

:breloom:
Technician: If your sub has <500 BST, gain 1 vote power.
Glubbfubb - Sleep

Very consistent vote manip with an easy-to-activate condition. The only real drawback is it's pretty telegraphed (though not as much as some of the other vote manip), so you'll likely be a target once people start counting votes over multiple rounds.

:darkrai:
Bad Dreams: Day, target a player. If they are affected by a negative ability, steal 1 Energy from them.
Noglastica - Sleep

Very very strong ability when paired with a negative ability user, generating consistent Energy as long as you know who to steal from. I assume this is why Sleep didn't have any of those, but all that really means is they just need a bit of collaboration with other another faction and they'll be golden.
These abilities might not be the most consistent, but they can come in clutch in certain circumstances and are still worth factoring into a faction's gameplan.

:ho-oh:
Regenerator: If you have less than 3 Energy, fail to sub to gain 1 Energy.
Cratersmash - Burn

This ability is strongest in earlygame, when faction pushing is less important, which makes it all the worse that you can't stack up Energy with it. Honestly I was expecting this ability to be way more broken than it actually is, and I think Crater winning came more down to the ability encouraging passive gameplay (the winning strategy this MMM) rather than the ability itself being strong.

:ceruledge:
Weak Armor: If targeted by a negative ability during the Day, your submission's Defense halves and Speed doubles. Gain 3 votes. Not stackable.
Paulluxx - Burn

This ability is what ended up getting Paul killed, which is why it's not going to S despite being such consistent vote manipulation. Besides the fact that it getting randomly activated is like a big neon sign saying "Kill me!", +3 votes is a ton, and it would be pretty easy to set up consistently with an ally targeting you. There was better vote manip, and I also have to say I personally dislike this one because it's positively terrible for meta health, but overall it's still a very strong ability.

:gumshoos:
Stakeout: Fail to vote to gain 2 voting power the next day.
Annadeneko - Factionless

The drawback on this one is pretty heavy, and it's really telegraphed, but +2 votes is still a strong effect, especially in lategame.

:sneasler:
Unburden: Day, target self. After voting ends, your sub's vote count is 1.5x.
Jumpheart - Poison

Simple ability, pretty much guarantees you one win, which is always nice to have.

:gothitelle:
Shadow Tag: Day, target a player. Any ability used on them lasts forever.
Seito Chinchou/Mintly - Sleep

The single most broken ability in the game, thank god we didn't see its true potential here. If you found a way to pair this with something like Huge Power or Intimidate, you could easily create a behemoth of voting power or completely screw over a target of your choice. Definitely inconsistent and required communicating with other factions, but since Sleep was already built around that thanks to Bad Dreams, you wouldn't need to change up your gameplan much to make full use of this ability.

:miraidon:
Hadron Engine: Day, target a player. If your submission's STAB(s) hit their submission super-effectively, your entire faction gains one Energy.
readytolose - Paralysis

Not the flashiest ability, mainly because of that one-time use restriction, but the extra energy with no signal to other teams that it even happened can still be really valuable in the right circumstances.

:runerigus:
Wandering Spirit: If you are targeted by an ability, swap this ability with the attacker's.
Darthus - Burn

Pretty solid ability, providing both ability disruption and the potential to get a strong ability for yourself. Could also enable some really funny ability swapping shenanigans if you have a teammate with a targeting ability.

:pawmot:
Natural Cure: Day, target a dead player. Acquire their Pokemon as a Wild Pokemon. Their ability may only be activated/used once.
Squawkerz - Paralysis

This ability's strength depends on the strength of other abilities, which makes it overall pretty inconsistent. Honestly, I might have put it in C, since the GMs almost entirely got rid of one-time use vote manip abilities this go around, which would've been some of the strongest targets for Natural Cure. However, Steadfast exists, and getting that abil could literally swing an entire game even with one use, so based on that alone I'm putting this abil in B.

:cosmog:
Unaware: Day, target a player. Their sub's additional votes are ignored.
Tanny89k - Factionless

With how vote manip-heavy this game was, Unaware can definitely come in handy at times. Its biggest downside is just that you have to be tuned into the game and know what opposing factions are pushing to make good use of it, but being able to use it every round does make random hits possible, which makes up for that a bit.
These abilities are generally useless, with difficult-to-activate conditions or meaningless effects. It's possible for them to get value in rare circumstances, but other abilities are far more consistent and desirable.

:slowking-galar:
Curious Medicine: Day, target a player. That player receives 0 votes. The first use is free; subsequent uses cost 1 energy.
PalpitoadChamp - Freeze

Pretty situational ability. Can be used to gain value in lategame (and we did manage to make it work once), but it relies on either having very solid info or your enemies voting the same way over and over. The biggest drawback is for sure that it can only be used freely once - the effect just isn't strong enough to pay for, making it essentially a one-time use ability.

:clefairy:
Friend Guard: If you are spending Energy to Protect, you may Protect another player of your choice.
Dragonslayerz - Factionless

Doctor isn't the worst ability of all time, but the issue is with how Energy operates in this version of MMM. For one, protecting is extremely situational, and usually the person who wants to protect is someone who's been winning slates very noticeably (multiple times or with heavy vote manip), which means they'll already have their own Energy to protect with. The second issue is getting the Friend Guard user Energy in the first place, as drawing attention to them with a push just makes them a target as well, defeating the purpose of getting them Energy.

:venomoth:
Tinted Lens: Day, target a player. If their submission's type resists or is immune to the STAB(s) of your submission, they lose 3 votes.
TopicHats - Poison

Solid effect burdened by a really bad drawback. This is the kind of ability that only gets value in lategame, which is a problem when its drawback means you can't guarantee getting its effect consistently. In lategame, one round can make or break entire factions, so having an ability that might completely fail to do its effect when you need it just isn't what you want.

:espathra:
Opportunist: Day, target a player. You gain one vote for every vote they gain from abilities.
Athyestic - Sleep

My hot take is this is significantly worse than Unaware. Overall the two abilities are pretty similar, and will likely net you similar value throughout the game. The biggest issue is with Opportunist is that, unlike Unaware, you're forced to stick your own neck out in order to benefit at all from this ability, making you a prime kill target as soon as it triggers. This makes you way less likely to get value with it more than a handful of times, which is why I think it's a C tier ability.

:oinkologne:
Lingering Aroma: Day, target a player. That player's ability is suppressed for the day.
KeeganSkymin4444 - Factionless

This ability can get fine value in lategame once you're aware of what other players' abilities are, but the issue is even getting to that point in the first place. Otherwise you're just gonna be randomly disabling abilities with no idea what you're doing or who you might be benefiting, and the odds of hitting a useless ability are just as high as those of hitting a good one.

:eternatus:
Pressure: Day, target a player. If they use energy today, they lose one additional energy.
Arcus72 - Poison

The absolute bottom of the barrel for abilities that aren't just outright useless. This thing is so insanely situational, as for one you use it before voting, meaning you have no idea who's going to have Energy. Secondly, this only even does anything if the target has extra Energy, AND only if they actually use Energy when you target them, which like, when is that ever the case??? Truly a baffling ability.
These abilities only exist to be nuisances. They have no effect on the game itself assuming you're faction voting, but can fuck with players in earlygame when people are just voting for the subs they like.

:zoroark-hisui:
Illusion: Day, target a player. Swap your sub with that player.
Mushroomtester - Freeze

Nuisance ability. However, this one's a little better than Moody, since it can help obscure your faction's goal. Also has the funny factor.

:bidoof:
Moody: Day, target a player. Randomly shuffle their submission's stats.
Beebos - Factionless

Annoying ability with no real value.

:togekiss:
Hustle: Day, target a player. Swap their (sic) highest stat with its Attack stat.
Mossy Sandwich - Paralysis

Annoying ability with no real value. Even worse than the others since it doesn't even guaranteed ruin the sub you target.
These abilities are downright harmful to their user, often being so bad that you'd never want to trigger them at all. I can't believe this category even exists, but here we are.

:froslass:
Day, target 3 players. Hide all targeted aliases during voting. May include yourself.
Beaf Cultist - Freeze

This ability is less than worthless. Using it literally gives your faction LESS info, as anyone doing voting pushes will just tell their partners which submission to vote for (and it's arguably better for them since it obscures the alias they're voting for). You don't even get to know which submission belongs to which user as the person using the ability, which means you are literally hurting your own faction and helping others. And it's not even good to do it for your own sub, as it's really easy for other factions to narrow down which user is being pushed (or at least who's pushing them) after the first couple times it happens. Really trash ability, so bad that I didn't even use it for most of the game.

:gholdengo:
Good as Gold: Automatically blocks abilities for 1 Energy. Automatically blocks kills for 3 Energy.
Loginator - Factionless

This ability is absolutely horrendous. Rezzo talked about this a lot with Sturdy and Multiscale last game, but abilities that only serve to keep their user alive are really really bad and just about antithetical to the game. The biggest problem with Good as Gold is it makes it absolutely impossible for the user to hoard Energy, as any stray ability will cause you to lose 1 of your most valuable resource, let alone a kill attempt taking 3 whole Energy. You would never want to use 3 Energy on a block - killing someone else is pretty much always better. The worst part of this ability, though, is that it can't be turned off. You don't have a choice but to waste your Energy on random bullshit, and that is what lands it in F tier.

Just for fun, I also averaged together the ability scores for each faction, with S-tiers being worth 5 points and F tiers being worth 0. These are the results of that:

1. Burn / Sleep (3.25)
3. Factionless (2.9)
4. Poison / Paralysis (2.75)
6. Freeze (2.00)

Now, if we're being honest, average ability strength isn't really what makes a faction good - having even one S-tier ability can carry your faction through the game far more than every faction member having B-tier abilities. Still, though, it's interesting to see how the factions were laid out in terms of strength (and how much Freeze was carried by Thermal Exchange lol).

And here's the Wild Pokemon tier list. These all costing Energy, plus you having to telegraph when you get them, means the abilities need to be pretty strong in order to be worth it, so I'll be judging them a lot more harshly than regular partner Pokemon.

S:
:sprigatito:

A:
:applin:
:heracross:
:charizard:

B:
:terapagos:
:growlithe-hisui:
:zygarde-complete:
:lileep:

C:
:pidove:
:pikachu:
:zubat:

D:
:diglett:
:drifloon:

F:
:kricketot:


:sprigatito:
Protean: If your sub follows another faction's goal, you gain 1 Energy.

Extremely strong ability, though you'll have to trial-and-error for a few slates in order to figure out faction goals if you don't already know one. As I talked about with Thermal Exchange, drawbackless Energy generation is hands down the strongest ability effect in all of MMM3, so of course having that here puts this ability immediately into S-tier. The one real downside is that the strength of this ability depends heavily on whether or not mods are paying attention, and I know from experience that they CONSTANTLY forgot about my wild mon, and you'd have no way of correcting them with this one.
:applin:
Ripen: Day, activate. Gain 2 voting power. Single use.

Simple, effective, doesn't put a target on your back. What more could you want?

:heracross:
Moxie: When you receive energy from a slate, you gain 1 additional energy.

Pretty great lategame ability, especially for anyone who can abuse a voting majority to gain consistent Energy, which is why I picked it up. Even second place can guarantee a kill every slate thanks to this, and since in lategame even 2 votes is usually enough for second, it's really easy to gain consistent value off of this mon.

:charizard:
Solar Power: Day target self. Double your energy. Single use.

Pretty strong ability if you can use it well, especially for the players who could passively generate Energy.
:terapagos:
Tera Shift: Day, activate. Remove all energy from all players. Single use.

Funny ability. Can be good to screw over people holding onto a lot of Energy, but since its existence was broadcast to the entire game, everyone had the opportunity to use the Energy they were holding onto before it could activate, making it a lot worse than if it was a partner ability.

:growlithe-hisui:
Rock Head: Your next kill also serves as protection. Single use.

It's alright. Kinda situational tho.

:zygarde-complete:
Power Construct: If you are not killed this round, gain 3 energy. Single use.

Wild ability. Its usefulness relies on how many people try to get it, as you won't be able to get value if you're forced to Protect, so you have to hope other people provide a smokescreen for you. In this case, with how late in the game it appeared, I don't think it was worth it at all.

:lileep:
Storm Drain: Day, activate. Receive any Energy gained by any player through abilities. Single use.

Fine ability in a vacuum, the issue here is gaining value due to it only being single-use. There were two passive Energy-generation abilities, but assuming you had to spend 2 Energy just to get Lileep, you're not likely to be able to get more Energy than it takes just to pay off your initial investment if those are all you target, and the other Energy-generation abilities were single-use and mostly used up by the time this Wild mon came around.
:pidove:
Rivalry: Day, target a nonallied player. If they share at least one typing, you gain 5% votes.

Really finnicky and confusingly-worded ability. Basically what is boils down to is "if your submission and theirs share a type, you get +1 vote if they get any votes at all" since the number rounds up, which is like, fine I guess? But imo it's just not strong nor consistent enough to be worth the Energy you'd have to spend getting it.

:pikachu:
Lightning Rod: Day, activate. Redirect all abilities towards yourself. Single use.

The problem with this ability is the environment it exists in. The majority of multi-use abilities in this MMM were detrimental to their targets, meaning in most cases all you're doing is giga-fucking yourself for a single day by using this ability. There's circumstances where it could work, like if you pulled Steadfast or were intentionally drawing heat away from a teammate, but for the most part you'd just be screwing yourself over with this.

:zubat:
Infiltrator: Your next kill ignores Protect. Single use.

Too situational, Protect sucks anyway.
:diglett:
Arena Trap: Day, target a player. That player can't change their vote.

Mods confirmed the player would get notified, which makes this super trash lol.

:drifloon:
Aftermath: When killed, reveal the username of your killer.

Too situational and lowkey what's even the point? You usually know the faction of whoever killed someone, and it's not hard to deduce who's killing just from the winners list besides the passive Energy generation guys, plus by the point in the game this was submitted, everyone had already teamed up, so it wasn't like killers would be targeted anyway.
:kricketot:
Run Away: Day, target self. Become immune to kill tokens and abilities, but become unable to sub or vote for this day. Single use.

Single-use protection with a downside when protecting already sucks. Lol.
 
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