Project Metagame Workshop

had different versions of this meta pitched in the workshop at different times, so might just post this one as well, given the popularity of ideas with the "loop-team mechanic".

Basic idea is the following: How do we make a budget rotation format out of singles in the simplest and least broken way? So I give you...

- Schrödinger's Stance -

View attachment 756191

Premise

Schrödinger's Stance is a singles metagame with a "pseudo-rotational" flare, where your pokemon can simultaneously be both itself and the next slot pokemon all at once. Once the team-preview ordering is complete and the battle commences, your pokemon will lose access to its last two slot moves, having them replaced by those of the next-slot pokemon. With the addition of two new moves comes the ability to be able to immediately "Stance Change" back and forth between yourself and the next slot pokemon depending on whether the selected move is yours or theirs.

Strategy
At the cost of losing 2 of your own moves, this metagame essentially gives you the ability to bring in a party member without costing you a switch. While this is like a budget version of rotation battles, where you can only rotate in one direction, it allows you to synergically team-build and consider the best partner pairings that would give you an advantage against the opposing team. So you want your next slot pokemon to cover potential weaknesses of the preceding pokemon while team-building. One controversial element of rotation battles is the 50/50 nature of the plays. These aspects are somewhat mitigated in this meta due to there being only one partner pokemon that you can rotate into and you gaining only two moves from them.

Sample Pokemon

(
torkoal.png.m.1716648629
/
scovillain.png.m.1716648629
/
walking-wake.png.m.1716648629
)
Below is the paring of a team of three pokemon showcasing the mechanic, where the lead is a Torkoal, 2nd slot pokemon is a Scovillain, and the 3rd slot pokemon is a Walking Wake. (Keep in mind that the meta is a 6v6, and I'm just showing a 3 pokemon team). Arrows indicate how the movesets are altered:

torkoal.gif

Torkoal @ White Herb
Ability: Drought
Tera Type: Fire
EVs: 252 HP / 252 Def / 4 SpD
Relaxed Nature
- Shell Smash -> Shell Smash
- Body Press -> Body Press
- Overheat -> Fire Blast (stance change into
scovillain.png.m.1716648629
)
- Earth Power -> Bullet Seed (stance change into
scovillain.png.m.1716648629
)

scovillain.gif

Scovillain @ Life Orb
Ability: Chlorophyll
Tera Type: Grass
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Leaf Storm -> Leaf Storm
- Flamethrower -> Flamethrower​
- Fire Blast -> Draco Meteor (stance change into
walking-wake.png.m.1716648629
)
- Bullet Seed -> Hydro Steam (stance change into
walking-wake.png.m.1716648629
)

Walking Wake Pokemon Sticker - Walking wake Pokemon Suicune - Discover &  Share GIFs

Walking Wake @ Choice Specs
Ability: Protosynthesis
Tera Type: Water
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Flip Turn -> Flip Turn
- Flamethrower -> Flamethrower​
- Draco Meteor -> Overheat (stance change into
torkoal.png.m.1716648629
)
- Hydro Steam -> Earth Power (stance change into
torkoal.png.m.1716648629
)

Predicted Viability Shifts
  • Given that this metagame is all about pokemon immediately assisting their party members, pokemon with complementary abilities will shine greatly in this meta. One example is weather and terrain setters being paired with pokemon receiving weather and terrain boosts as shown in the sample team.
  • Trick Room is another play-style that greatly benefits from this metagame as you can bring in a threat freely without switching.
  • Teams comprised of pokemon with distinct types providing defensive coverage for one another will be invaluable as you will be able to use your partner pokemon to assume a defensive stance.
  • STAB stacking on the moveset of a pokemon would also be expected to be common since you're only playing with half of a pokemon and might need the coverage
  • Set-up sweepers will be common with the defensive stance pokemon using all the status moves and offensive stance pokemon going for attacks
  • Choice items lose viability as you lose your ability to continuously Stance Change
  • Monotype teams might also lose viability due to the predictability of their STAB and new moves brought by the teammates.
Rules & FAQ

Q: How does the forme change activate?
A: Form change is high priority (~+6), similar to how Aegislash alternates between its Shield and Blade formes. Clicking on last two slot moves will immediately forme change you into your next slot partner and clicking on first two slot moves will either convert you back or keep you in your default forme.

Q: So what exactly does the forme change copy?
A: It copies all non-HP stats of the next slot pokemon up to EV spread, excluding only potential boosts from items. Ability and typing are all copied. HP is excluded due to volatility that comes with forme changing back and forth with two different HP stats. In short, stat changes work like Transform, while mechanically it is a forme transformation.

Q: What about the moveset?
A:
Forme change will not affect movesets. For each pokemon, movesets will be stitched together in pairs and this is determined in team preview.

Q: How does it work with 6th or last slot pokemon in team preview?
A:
This will be cyclic. Last slot pokemon will gain access to last two slot moves of the lead pokemon and will be able to forme change into them.

Q: How does fainting work?
A: Fainting will not affect move or forme access.

Q: How about switching out?
A:
Switches will default you back to your original forme.

Q: How does terastalization work?
A:
Once the pokemon terastallizes, type changes from forme changes will not occur.

Q: What if there is a shared move between two adjacent slot pokemon?
A:
The shared move can appear in the combined moveset, if it is in 1st or 2nd slot, it is executed in the original forme, whereas if it is in the latter two slots, the move is executed as the other pokemon.

Q: How do volatile status effects such as stat stage changes work?
A:
Stat changes are preserved after forme transformation, so any prior boosts or drops will be kept after stance changing into partner pokemon.
Bans & Clauses
  • 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

  • King's Rock
  • Razor Fang

  • Baton Pass
  • Last Respects
  • Shed Tail

  • Arena Trap
  • Moody
  • Shadow Tag

  • Shell Smash
  • Shift Gear
  • Extremespeed
  • Quiver Dance
  • Belly Drum

Slaking

  • Species Clause
  • OHKO Clause
  • Sleep Moves Clause
  • Evasion Clause

Council: None

Playability: None

Resources: None

Questions for the community: Fun to play? Too many potential 50/50 plays to be considered an OM? Any better implementation of the idea?
I realize Chimeara 1v1 utilizes the move stitching mechanic as well. Do you think that's too much of an overlap?

also open to better name ideas given the controversial nature of Schrödinger's legacy.
This idea sounds pretty fun!
Time to give Numel Clangorous soul!
I will think about ways to break this meta because I love making overpowered combos (one of my favourites was from Trademarked, with Specs QD Masquerain on a rain team, nuking everything with hurricane)
 
not sure if something like this exists and how much of a pet-mod territory it falls under, but wanted to share it.

TERAFORMED

Premise

Did you ever go like "Man, I wish there was a field effect boosting this or that type of move"? Well, that's exactly what this metagame aims to do. In Teraformed, all weather and terrain effects will be customized with respect to setter's tera-type, with all x1.3 or x1.5 damage boosts or stat increases applied to setter pokemon's tera type, while other type-specific secondary mechanics will be determined with respect to tera type's weakness and coverage charts, in a manner that is consistent with the rules in standard play.

Explanation

All non-type mechanics of terrain and weather will remain intact. The positive boosts will be applied to pokemon or moves sharing setter's tera type. The trickiest part of the meta is the damage reductions from weather and the sandstorm damage immunity, where the relevant types are the types that are either doubly advantageous (both resists or immune and is super-effective) or doubly disadvantageous (both weak and deals resistant damage) against the tera type.

Here's a summary of all weather and terrain effects and how they are altered in this meta (most straightforward ones come first)
  • Electric Terrain, Grassy Terrain, Psychic Terrain: x1.3 damage on [moves with terrain setter's tera type]
  • Snowscape, Sandstorm, Sun, Rain: all relevant x1.5 boosts will be on pokemon or moves sharing [weather setter's tera type]
  • Misty Terrain: x0.5 damage reduction on types that [ setter's tera type is immune to] (consistent with standard play)
  • Rain damage reduction: x0.5 damage on doubly disadvantageous type: [types that are BOTH x2 weak to Rain setter's tera type AND deal resisted (x0.5) or immune (x0) damage on the tera type] (consistent with standard play)
  • *Sun damage reduction: x0.5 damage on doubly adventageous types: [types that are BOTH super-effective against Sun setter's tera type AND resist (x0.5) or immune (x0) to the tera type]
  • *Sandstorm damage immunity: Same rule as Sun + setter's tera type
*Sun and Sandstorm rules are consistent up-to an addition of an extra type:
Rock for Sun (tera-fire) and Fighting for Sandstorm (tera-rock) respectively.

Additional consistency rules:
  • Weather Ball and Terrain Pulse now match setter's tera type, whenever a weather or terrain is present.
  • Sand Force takes into account the types that take no damage from Sandstorm depending on [Sand setter's tera type]. These will be the setter tera type and the ones that are doubly advantageous against it.
  • Dry Skin's immunity to Water and increased vulnerability to Fire follows the rules of [Rain setter's tera type]
  • Existing weather/terrain of a tera-type cannot be overwritten by the same field effect of another type (moves fail in situations they normally do in standard play, like continuously using Rain Dance)
A Full Table of buffs and nerfs:
Screenshot 2025-07-26 at 12.10.26 AM.png

Banlist: OU Banlist + Clauses
Effect Reveal Clause: When a weather/terrain effect is set, its respective tera-type is revealed next to the effect and number of remaining turns.

Questions for the Community: Fun to play? Do you think rules are consistent enough for this to be not considered a pet mod? Any better implementation?
 
not sure if something like this exists and how much of a pet-mod territory it falls under, but wanted to share it.

TERAFORMED

Premise

Did you ever go like "Man, I wish there was a field effect boosting this or that type of move"? Well, that's exactly what this metagame aims to do. In Teraformed, all weather and terrain effects will be customized with respect to setter's tera-type, with all x1.3 or x1.5 damage boosts or stat increases applied to setter pokemon's tera type, while other type-specific secondary mechanics will be determined with respect to tera type's weakness and coverage charts, in a manner that is consistent with the rules in standard play.

Explanation

All non-type mechanics of terrain and weather will remain intact. The positive boosts will be applied to pokemon or moves sharing setter's tera type. The trickiest part of the meta is the damage reductions from weather and the sandstorm damage immunity, where the relevant types are the types that are either doubly advantageous (both resists or immune and is super-effective) or doubly disadvantageous (both weak and deals resistant damage) against the tera type.

Here's a summary of all weather and terrain effects and how they are altered in this meta (most straightforward ones come first)
  • Electric Terrain, Grassy Terrain, Psychic Terrain: x1.3 damage on [moves with terrain setter's tera type]
  • Snowscape, Sandstorm, Sun, Rain: all relevant x1.5 boosts will be on pokemon or moves sharing [weather setter's tera type]
  • Misty Terrain: x0.5 damage reduction on types that [ setter's tera type is immune to] (consistent with standard play)
  • Rain damage reduction: x0.5 damage on doubly disadvantageous type: [types that are BOTH x2 weak to Rain setter's tera type AND deal resisted (x0.5) or immune (x0) damage on the tera type] (consistent with standard play)
  • *Sun damage reduction: x0.5 damage on doubly adventageous types: [types that are BOTH super-effective against Sun setter's tera type AND resist (x0.5) or immune (x0) to the tera type]
  • *Sandstorm damage immunity: Same rule as Sun + setter's tera type
*Sun and Sandstorm rules are consistent up-to an addition of an extra type:
Rock for Sun (tera-fire) and Fighting for Sandstorm (tera-rock) respectively.

Additional consistency rules:
  • Weather Ball and Terrain Pulse now match setter's tera type, whenever a weather or terrain is present.
  • Sand Force takes into account the types that take no damage from Sandstorm depending on [Sand setter's tera type]. These will be the setter tera type and the ones that are doubly advantageous against it.
  • Dry Skin's immunity to Water and increased vulnerability to Fire follows the rules of [Rain setter's tera type]
  • Existing weather/terrain of a tera-type cannot be overwritten by the same field effect of another type (moves fail in situations they normally do in standard play, like continuously using Rain Dance)
A Full Table of buffs and nerfs:

Banlist: OU Banlist + Clauses
Effect Reveal Clause: When a weather/terrain effect is set, its respective tera-type is revealed next to the effect and number of remaining turns.

Questions for the Community: Fun to play? Do you think rules are consistent enough for this to be not considered a pet mod? Any better implementation?
I think there is a format w a similar name but that aside, now we can make Pincurchin competitively viable (it happens to get quite a few water type moves for ground types, so tera water pincurch could be fun)
 
not sure if something like this exists and how much of a pet-mod territory it falls under, but wanted to share it.

TERAFORMED

Premise

Did you ever go like "Man, I wish there was a field effect boosting this or that type of move"? Well, that's exactly what this metagame aims to do. In Teraformed, all weather and terrain effects will be customized with respect to setter's tera-type, with all x1.3 or x1.5 damage boosts or stat increases applied to setter pokemon's tera type, while other type-specific secondary mechanics will be determined with respect to tera type's weakness and coverage charts, in a manner that is consistent with the rules in standard play.

Explanation

All non-type mechanics of terrain and weather will remain intact. The positive boosts will be applied to pokemon or moves sharing setter's tera type. The trickiest part of the meta is the damage reductions from weather and the sandstorm damage immunity, where the relevant types are the types that are either doubly advantageous (both resists or immune and is super-effective) or doubly disadvantageous (both weak and deals resistant damage) against the tera type.

Here's a summary of all weather and terrain effects and how they are altered in this meta (most straightforward ones come first)
  • Electric Terrain, Grassy Terrain, Psychic Terrain: x1.3 damage on [moves with terrain setter's tera type]
  • Snowscape, Sandstorm, Sun, Rain: all relevant x1.5 boosts will be on pokemon or moves sharing [weather setter's tera type]
  • Misty Terrain: x0.5 damage reduction on types that [ setter's tera type is immune to] (consistent with standard play)
  • Rain damage reduction: x0.5 damage on doubly disadvantageous type: [types that are BOTH x2 weak to Rain setter's tera type AND deal resisted (x0.5) or immune (x0) damage on the tera type] (consistent with standard play)
  • *Sun damage reduction: x0.5 damage on doubly adventageous types: [types that are BOTH super-effective against Sun setter's tera type AND resist (x0.5) or immune (x0) to the tera type]
  • *Sandstorm damage immunity: Same rule as Sun + setter's tera type
*Sun and Sandstorm rules are consistent up-to an addition of an extra type:
Rock for Sun (tera-fire) and Fighting for Sandstorm (tera-rock) respectively.

Additional consistency rules:
  • Weather Ball and Terrain Pulse now match setter's tera type, whenever a weather or terrain is present.
  • Sand Force takes into account the types that take no damage from Sandstorm depending on [Sand setter's tera type]. These will be the setter tera type and the ones that are doubly advantageous against it.
  • Dry Skin's immunity to Water and increased vulnerability to Fire follows the rules of [Rain setter's tera type]
  • Existing weather/terrain of a tera-type cannot be overwritten by the same field effect of another type (moves fail in situations they normally do in standard play, like continuously using Rain Dance)
A Full Table of buffs and nerfs:

Banlist: OU Banlist + Clauses
Effect Reveal Clause: When a weather/terraino effect is set, its respective tera-type is revealed next to the effect and number of remaining turns.

Questions for the Community: Fun to play? Do you think rules are consistent enough for this to be not considered a pet mod? Any better implementation?
Welp I found something that might get banned- Tera Steel Drizzle/Drought.
Offensively, you can sweep with Gholdengo and Iron Crown, and defensively...
I'm sure that now halfing/quartering damage from the majority of attacks ISN'T going to make tera Steel stall teams a reality.... Right?
 
Welp I found something that might get banned- Tera Steel Drizzle/Drought.
Offensively, you can sweep with Gholdengo and Iron Crown, and defensively...
I'm sure that now halfing/quartering damage from the majority of attacks ISN'T going to make tera Steel stall teams a reality.... Right?
yea paradox mons in general seem busted in this. For Steel though, Drought is only halving Fire, and Drizzle halves Fairy, Ice, and Rock. (On average, weather effects have like two types nerfed - they require a little type chart math to figure out tho). So for Steel type effects, Ground and Fighting still remain nerf-free.
 
(Not sure if something like this exists but)

Gen 9 Mergemons
premise: Pokemon can learn any move that the pokemon next to them in paldea,kitikami, or bb order (as many as possible) (eg. :Garchomp: can learn :garganacl: ‘s and :copperajah:’s movesets because :gible: is next to :copperajah: and :Garchomp: is next to :nacli:)

Bans: basically just ou bans
 
Last edited:
(Not sure if something like this exists but)

±mons
premise: Pokemon can learn any move that the pokemon next to them in natdex order (eg. :Serperior: can learn :victini:’s and :emboar:’s movesets because :Snivy: is next to :victini: and :serperior: is next to :tepig:)

Bans: basically just ou bans and :serperior: (contrary v-create) but that’s all i can think of right now.
this was a gen 7 metagame: https://www.smogon.com/forums/threads/mergemons.3591780/

other than that because you're using natdex, this would not be approved. You could try doing something based on Paldea dex.
 
(Not sure if something like this exists but)

±mons
premise: Pokemon can learn any move that the pokemon next to them in natdex order (eg. :Serperior: can learn :victini:’s and :emboar:’s movesets because :Snivy: is next to :victini: and :serperior: is next to :tepig:)

Bans: basically just ou bans and :serperior: (contrary v-create) but that’s all i can think of right now.
Listen I like metas that encourage creativity but I have no clue what pokemon are where in the natdex, besides like Pecharunt, Gholdengo, the kanto starters, Pikachu, Raichu, Meowth and some other guys
 
Last edited:
TERA OVERRIDE

sequel to the previous idea. This might involve quite a few case-by-case stuff... also found this (variations) existed later on.

Ever wanted variations of existing moves, abilities and items? Charge to double the power of Fire type moves? Flash Fire to activate when hit by an Earthquake and give you a ground boost on top of that? If the answer to all those questions is a yes, then this meta is for you!

Premise

In Tera Override, your pokemon are bestowed with the special ability to transfer the type-specific mechanics of their moves, items or abilities to their tera type. Any move, item or ability that has a mechanic relating to a specific type or types in its description, will have those types replaced by user's tera type (excluding stellar) instead.
Explanation

If there are multiple different types affected (in the main description of the move), the tera type will replace all of them. Rattled will raise speed only when hit by your tera type instead of Bug, Dark and Ghost. Thick Fat will halve damage only for hits matching your tera-type. For the case of Dry Skin granting immunity and weakness, immunity will supersede weakness.

What remains unaffected?
The mechanics of the meta will not alter coverage or weakness chart of types, type-specific immunities, or alter STAB in any way.

What is affected? (examples)
  • Iron Bundle (with Electric tera) will have its Freeze Dry deal super-effective damage against Electric type pokemon.
  • A Heatran (with Flying tera) will have its Flash Fire activate by Flying type moves while gaining x1.5 boost to all its Flying type moves.
  • When a Rotom-Mow (with Grass tera) uses Charge, it will double to power of its next Grass type move.
  • A Lokix (with Bug tera) holding Normal Gem will receive x1.3 boost on its First Impression.
  • A Primarina (with Fairy tera) will have its Liquid Voice turn its sound moves into Fairy type moves.
Full List of affected items, abilities, and moves

  • Babiri Berry
  • Charti Berry
  • Chilan Berry
  • Chople Berry
  • Coba Berry
  • Colbur Berry
  • Haban Berry
  • Kasib Berry
  • Kebia Berry
  • Occa Berry
  • Passho Berry
  • Payapa Berry
  • Rindo Berry
  • Roseli Berry
  • Shuca Berry
  • Tanga Berry
  • Wacan Berry
  • Yache Berry
  • Black Belt
  • Black Glasses
  • Charcoal
  • Dragon Fang
  • Fairy Feather
  • Hard Stone
  • Magnet
  • Metal Coat
  • Miracle Seed
  • Mystic Water
  • Never-melt Ice
  • Poison Barb
  • Sharp Beak
  • Silk Scarf
  • Silver Powder
  • Soft Sand
  • Spell Tag
  • Twisted Spoon
  • Fist Plate
  • Sky Plate
  • Toxic Plate
  • Earth Plate
  • Stone Plate
  • Insect Plate
  • Spooky Plate
  • Iron Plate
  • Flame Plate
  • Splash Plate
  • Meadow Plate
  • Zap Plate
  • Mind Plate
  • Icicle Plate
  • Draco Plate
  • Dread Plate
  • Pixie Plate
  • Normal Gem
  • Black Sludge
  • Cell Battery
  • Absorb Bulb
  • Luminous Moss
  • Adamant Orb
  • Adamant Crystal
  • Lustrous Globe
  • Lustrous Orb
  • Griseous Orb
  • Griseous Core
  • Soul Dew
  • Snowball
  • Blaze, Torrent, Overgrow, Swarm
  • Flash Fire, Earth Eater, Lightningrod, Sap Sipper, Volt Absorb, Water Absorb, Motor Drive, Storm Drain, Well-Baked Body
  • Pixilate, Refrigerate, Aerilate, Galvanize, Normalize
  • Dry Skin
  • Liquid Voice
  • Fairy Aura, Dark Aura
  • Transistor, Dragon's Maw, Steely Spirit, Steelworker, Rocky Payload
  • Water Bubble
  • Desolate Land, Primordial Sea, Delta Stream
  • Drought, Drizzle, Sand Stream, Snow Warning, Sand Spit
  • Steam Engine, Water Compaction, Justified, Thermal Exchange
  • Rattled
  • Scrappy, Mind's Eye
  • Sand Force
  • Flower Veil
  • Fluffy, Heatproof, Purifying Salt
  • Thick Fat
  • Gale Wings
  • Magnet Pull (hell no!)
  • Charge
  • Weather Ball
  • Terrain Pulse
  • Sandstorm, Snowscape, Sunny Day, Rain Dance
  • Misty Terrain, Electric Terrain, Psychic Terrain, Grassy Terrain
  • Soak, Forest's Curse, Magic Powder
  • Roost, Double Shock, Burn-Up
  • Freeze-Dry
  • Tar Shot
  • Aura Wheel
  • Salt Cure
  • Sheer Cold
  • Toxic
  • Toxic Spikes
  • Curse
  • Flying Press
  • Stealth Rock
  • Judgment
  • Tera Blast
  • Tera Starstorm
  • Conversion
  • Conversion-2
  • Reflect Type
  • Weather Ball, Terrain Pulse, Aura Wheel, Toxic Spikes, Salt Cure
  • Rattled, Thick Fat, Dry Skin, Desolate Land, Primordial Sea, Refrigerate, Pixilate, Aerilate, Galvanize, Scrappy, Mind's Eye, Sand Force, Steam Engine, Water Bubble
  • Adamant Orb, Adamant Crystal, Lustrous Globe, Lustrous Orb, Griseous Orb, Griseous Core, Soul Dew

Banlist
  • 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
  • King's Rock
  • Razor Fang
  • Baton Pass
  • Last Respects
  • Shed Tail
  • Arena Trap
  • Moody
  • Shadow Tag
  • Species Clause
  • OHKO Clause
  • Sleep Moves Clause
  • Evasion Clause

Additional Clauses: Tera-reveal clause (Tera-type is revealed in team preview) + existing OU clauses

Questions for the community: Fun to play? Any suggestions for a better premise or a more coding-efficient implementation? How do you think weather should be handled? Anything I forgot?
 
Last edited:
TERA OVERRIDE

sequel to the previous idea. This might involve quite a few case-by-case stuff... also found this (variations) existed later on.

Ever wanted variations of existing moves, abilities and items? Charge to double the power of Fire type moves? Flash Fire to activate when hit by an Earthquake and give you a ground boost on top of that? Air Balloon to give you Fairy immunity? If the answer to all those questions is a yes, then this meta is for you!

Premise

In Tera Override, your pokemon are bestowed with the special ability to transfer the type-specific mechanics of their moves, items or abilities to their tera type. Any move, item or ability that has a mechanic relating to a specific type or types in its description, will have those types replaced by user's tera type (excluding stellar) instead.
Explanation

If there are multiple different types affected (in the main description of the move), the tera type will replace all of them. Rattled will raise speed only when hit by your tera type instead of Bug, Dark and Ghost. Thick Fat will halve damage only for hits matching your tera-type. For the case of Dry Skin granting immunity and weakness, immunity will supersede weakness.

What remains unaffected?
The mechanics of the meta will not alter coverage or weakness chart of types, type-specific immunities, or alter STAB in any way.

What is affected? (examples)
  • Iron Bundle (with Electric tera) will have its Freeze Dry deal super-effective damage against Electric type pokemon.
  • A Heatran (with Flying tera) will have its Flash Fire activate by Flying type moves while gaining x1.5 boost to all its Flying type moves.
  • A Hippowdon (with Water tera) holding Air Balloon, will have Water immunity, until the Air Balloon pops.
  • When a Rotom-Mow (with Grass tera) uses Charge, it will double to power of its next Grass type move.
  • A Lokix (with Bug tera) holding Normal Gem will receive x1.3 boost on its First Impression.
  • A Primarina (with Fairy tera) will have its Liquid Voice turn its sound moves into Fairy type moves.
Full List of affected items, abilities, and moves

  • Babiri Berry
  • Charti Berry
  • Chilan Berry
  • Chople Berry
  • Coba Berry
  • Colbur Berry
  • Haban Berry
  • Kasib Berry
  • Kebia Berry
  • Occa Berry
  • Passho Berry
  • Payapa Berry
  • Rindo Berry
  • Roseli Berry
  • Shuca Berry
  • Tanga Berry
  • Wacan Berry
  • Yache Berry
  • Black Belt
  • Black Glasses
  • Charcoal
  • Dragon Fang
  • Fairy Feather
  • Hard Stone
  • Magnet
  • Metal Coat
  • Miracle Seed
  • Mystic Water
  • Never-melt Ice
  • Poison Barb
  • Sharp Beak
  • Silk Scarf
  • Silver Powder
  • Soft Sand
  • Spell Tag
  • Twisted Spoon
  • Fist Plate
  • Sky Plate
  • Toxic Plate
  • Earth Plate
  • Stone Plate
  • Insect Plate
  • Spooky Plate
  • Iron Plate
  • Flame Plate
  • Splash Plate
  • Meadow Plate
  • Zap Plate
  • Mind Plate
  • Icicle Plate
  • Draco Plate
  • Dread Plate
  • Pixie Plate
  • Normal Gem
  • Air Balloon
  • Iron Ball
  • Black Sludge
  • Cell Battery
  • Absorb Bulb
  • Luminous Moss
  • Adamant Orb
  • Adamant Crystal
  • Lustrous Globe
  • Lustrous Orb
  • Griseous Orb
  • Griseous Core
  • Soul Dew
  • Snowball
  • Blaze, Torrent, Overgrow, Swarm
  • Flash Fire, Earth Eater, Levitate, Lightningrod, Sap Sipper, Volt Absorb, Water Absorb, Motor Drive, Storm Drain, Well-Baked Body
  • Pixilate, Refrigerate, Aerilate, Galvanize, Normalize
  • Dry Skin
  • Liquid Voice
  • Fairy Aura, Dark Aura
  • Transistor, Dragon's Maw, Steely Spirit, Steelworker, Rocky Payload
  • Water Bubble
  • Desolate Land, Primordial Sea, Delta Stream
  • Steam Engine, Water Compaction, Justified, Thermal Exchange
  • Rattled
  • Scrappy, Mind's Eye
  • Sand Force
  • Flower Veil
  • Fluffy, Heatproof, Purifying Salt
  • Thick Fat
  • Gale Wings
  • Magnet Pull (hell no!)
  • Charge
  • Weather Ball
  • Terrain Pulse
  • Sandstorm, Snowscape, Sunny Day, Rain Dance
  • Misty Terrain, Electric Terrain, Psychic Terrain, Grassy Terrain
  • Soak, Forest's Curse, Magic Powder
  • Roost, Double Shock, Burn-Up
  • Freeze-Dry
  • Tar Shot
  • Aura Wheel
  • Salt Cure
  • Sheer Cold
  • Toxic
  • Spikes, Toxic Spikes
  • Flying Press
  • Stealth Rock
  • Judgment
  • Tera Blast
  • Tera Starstorm
  • Conversion
  • Conversion-2
  • Reflect Type
  • Weather Ball, Terrain Pulse, Aura Wheel, Toxic Spikes
  • Rattled, Thick Fat, Dry Skin, Desolate Land, Primordial Sea, Refrigerate, Pixilate, Aerilate, Galvanize, Scrappy, Mind's Eye, Sand Force, Steam Engine, Water Bubble
  • Adamant Orb, Adamant Crystal, Lustrous Globe, Lustrous Orb, Griseous Orb, Griseous Core, Soul Dew

Banlist
  • 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
  • King's Rock
  • Razor Fang
  • Baton Pass
  • Last Respects
  • Shed Tail
  • Arena Trap
  • Moody
  • Shadow Tag
  • Species Clause
  • OHKO Clause
  • Sleep Moves Clause
  • Evasion Clause

Additional Clauses: Tera-reveal clause (Tera-type is revealed in team preview) + existing OU clauses

Questions for the community: Fun to play? Any suggestions for a better premise or a more coding-efficient implementation? How do you think weather should be handled? Anything I forgot?
I don't think Iron Ball/Levitate/Roost/Spikes/Toxic Spikes should be affected; their effects relate to whether the user is grounded, rather than relating directly to the Ground type.
 
TERA OVERRIDE

sequel to the previous idea. This might involve quite a few case-by-case stuff... also found this (variations) existed later on.

Ever wanted variations of existing moves, abilities and items? Charge to double the power of Fire type moves? Flash Fire to activate when hit by an Earthquake and give you a ground boost on top of that? Air Balloon to give you Fairy immunity? If the answer to all those questions is a yes, then this meta is for you!

Premise

In Tera Override, your pokemon are bestowed with the special ability to transfer the type-specific mechanics of their moves, items or abilities to their tera type. Any move, item or ability that has a mechanic relating to a specific type or types in its description, will have those types replaced by user's tera type (excluding stellar) instead.
Explanation

If there are multiple different types affected (in the main description of the move), the tera type will replace all of them. Rattled will raise speed only when hit by your tera type instead of Bug, Dark and Ghost. Thick Fat will halve damage only for hits matching your tera-type. For the case of Dry Skin granting immunity and weakness, immunity will supersede weakness.

What remains unaffected?
The mechanics of the meta will not alter coverage or weakness chart of types, type-specific immunities, or alter STAB in any way.

What is affected? (examples)
  • Iron Bundle (with Electric tera) will have its Freeze Dry deal super-effective damage against Electric type pokemon.
  • A Heatran (with Flying tera) will have its Flash Fire activate by Flying type moves while gaining x1.5 boost to all its Flying type moves.
  • A Hippowdon (with Water tera) holding Air Balloon, will have Water immunity, until the Air Balloon pops.
  • When a Rotom-Mow (with Grass tera) uses Charge, it will double to power of its next Grass type move.
  • A Lokix (with Bug tera) holding Normal Gem will receive x1.3 boost on its First Impression.
  • A Primarina (with Fairy tera) will have its Liquid Voice turn its sound moves into Fairy type moves.
Full List of affected items, abilities, and moves

  • Babiri Berry
  • Charti Berry
  • Chilan Berry
  • Chople Berry
  • Coba Berry
  • Colbur Berry
  • Haban Berry
  • Kasib Berry
  • Kebia Berry
  • Occa Berry
  • Passho Berry
  • Payapa Berry
  • Rindo Berry
  • Roseli Berry
  • Shuca Berry
  • Tanga Berry
  • Wacan Berry
  • Yache Berry
  • Black Belt
  • Black Glasses
  • Charcoal
  • Dragon Fang
  • Fairy Feather
  • Hard Stone
  • Magnet
  • Metal Coat
  • Miracle Seed
  • Mystic Water
  • Never-melt Ice
  • Poison Barb
  • Sharp Beak
  • Silk Scarf
  • Silver Powder
  • Soft Sand
  • Spell Tag
  • Twisted Spoon
  • Fist Plate
  • Sky Plate
  • Toxic Plate
  • Earth Plate
  • Stone Plate
  • Insect Plate
  • Spooky Plate
  • Iron Plate
  • Flame Plate
  • Splash Plate
  • Meadow Plate
  • Zap Plate
  • Mind Plate
  • Icicle Plate
  • Draco Plate
  • Dread Plate
  • Pixie Plate
  • Normal Gem
  • Air Balloon
  • Iron Ball
  • Black Sludge
  • Cell Battery
  • Absorb Bulb
  • Luminous Moss
  • Adamant Orb
  • Adamant Crystal
  • Lustrous Globe
  • Lustrous Orb
  • Griseous Orb
  • Griseous Core
  • Soul Dew
  • Snowball
  • Blaze, Torrent, Overgrow, Swarm
  • Flash Fire, Earth Eater, Levitate, Lightningrod, Sap Sipper, Volt Absorb, Water Absorb, Motor Drive, Storm Drain, Well-Baked Body
  • Pixilate, Refrigerate, Aerilate, Galvanize, Normalize
  • Dry Skin
  • Liquid Voice
  • Fairy Aura, Dark Aura
  • Transistor, Dragon's Maw, Steely Spirit, Steelworker, Rocky Payload
  • Water Bubble
  • Desolate Land, Primordial Sea, Delta Stream
  • Steam Engine, Water Compaction, Justified, Thermal Exchange
  • Rattled
  • Scrappy, Mind's Eye
  • Sand Force
  • Flower Veil
  • Fluffy, Heatproof, Purifying Salt
  • Thick Fat
  • Gale Wings
  • Magnet Pull (hell no!)
  • Charge
  • Weather Ball
  • Terrain Pulse
  • Sandstorm, Snowscape, Sunny Day, Rain Dance
  • Misty Terrain, Electric Terrain, Psychic Terrain, Grassy Terrain
  • Soak, Forest's Curse, Magic Powder
  • Roost, Double Shock, Burn-Up
  • Freeze-Dry
  • Tar Shot
  • Aura Wheel
  • Salt Cure
  • Sheer Cold
  • Toxic
  • Spikes, Toxic Spikes
  • Flying Press
  • Stealth Rock
  • Judgment
  • Tera Blast
  • Tera Starstorm
  • Conversion
  • Conversion-2
  • Reflect Type
  • Weather Ball, Terrain Pulse, Aura Wheel, Toxic Spikes
  • Rattled, Thick Fat, Dry Skin, Desolate Land, Primordial Sea, Refrigerate, Pixilate, Aerilate, Galvanize, Scrappy, Mind's Eye, Sand Force, Steam Engine, Water Bubble
  • Adamant Orb, Adamant Crystal, Lustrous Globe, Lustrous Orb, Griseous Orb, Griseous Core, Soul Dew

Banlist
  • 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
  • King's Rock
  • Razor Fang
  • Baton Pass
  • Last Respects
  • Shed Tail
  • Arena Trap
  • Moody
  • Shadow Tag
  • Species Clause
  • OHKO Clause
  • Sleep Moves Clause
  • Evasion Clause

Additional Clauses: Tera-reveal clause (Tera-type is revealed in team preview) + existing OU clauses

Questions for the community: Fun to play? Any suggestions for a better premise or a more coding-efficient implementation? How do you think weather should be handled? Anything I forgot?
Ngl this sounds fire.
It is time to make this meta broken lol.
One combo I can think of rn is tera normal hippowdon/tyranitar
Now, swap into a blissey.
Congratulations, we now have a pokemon with 255 base HP, and 200 sp.def after sand (and neither of these factor in EVs or IVs as well) who has passive chip on the opponent each turn.
This also works with tera water sand/snow setter+toxapex.

Offensively, I will have to think a bit about it but I am praying to arceus that this will be a HO meta and NOT a stall one.
 
Bio Mech Mons (BMM)

In this OM, you can freely assign Items, Abilities and Moves to any of their respective slots.
For example, something like this would be completely allowed:
1000096574.jpg

In this example, Excadrill would be holding both a Choice Scarf and a Choice Band, have both Sand Rush and Sand Force, but would be restricted to only running two moves.
Pokemon are still limited to only their own abilities and moves that they can learn.

This metagame would make for very interesting min-maxxed Pokemon, with offensive threats like Dragapult being able to run Choice Specs Life Orb Wise Glasses Spell Tag, giving up its ability and two of its moves, and defensive mons like Alomomola being able to run Assault Vest Heavy Duty Boots Leftovers, giving up two moves in the process and specializing into a pure pivot.
This would also let Pokemon with two strong abilities shine, like Download Adaptability Porygon-Z or Sheer Force Guts Conkeldurr.
Meanwhile, mons with demonic movesets and meh abilities like Mew would be able to dominate by running up to 6 moves.
 
Bio Mech Mons (BMM)

In this OM, you can freely assign Items, Abilities and Moves to any of their respective slots.
For example, something like this would be completely allowed:
View attachment 763475

In this example, Excadrill would be holding both a Choice Scarf and a Choice Band, have both Sand Rush and Sand Force, but would be restricted to only running two moves.
Pokemon are still limited to only their own abilities and moves that they can learn.

This metagame would make for very interesting min-maxxed Pokemon, with offensive threats like Dragapult being able to run Choice Specs Life Orb Wise Glasses Spell Tag, giving up its ability and two of its moves, and defensive mons like Alomomola being able to run Assault Vest Heavy Duty Boots Leftovers, giving up two moves in the process and specializing into a pure pivot.
This would also let Pokemon with two strong abilities shine, like Download Adaptability Porygon-Z or Sheer Force Guts Conkeldurr.
Meanwhile, mons with demonic movesets and meh abilities like Mew would be able to dominate by running up to 6 moves.
What would happen if you put a move somewhere else?
 
Max Moves
Premise: all damaging moves also have the secondary effect of their max move counterpart
Premise 2: same as premise 1 but pokemon with gmax moves also get that effect on the types of moves that are usually effected (the gmax gen 8 starters will not have their moves have a base power of 160, but will have the effect of ignoring abilities, so no 160 bp flame charge or grassy glide)
Bans: Poison special moves, flying moves, and fighting physical moves over 90 bp, rising voltage, normal ou bans, covert cloak and maybe shield dust if they can block the effects of max moves, multihit moves depending on if every hit does the second effect, especially arm thrust, grimsnarl if premise 2 (and butterfree but it isn't in sv)
Note: This is very simple, so I'm sorry if it already exists.
 
Last edited:
Bio Mech Mons (BMM)

In this OM, you can freely assign Items, Abilities and Moves to any of their respective slots.
For example, something like this would be completely allowed:
View attachment 763475

In this example, Excadrill would be holding both a Choice Scarf and a Choice Band, have both Sand Rush and Sand Force, but would be restricted to only running two moves.
Pokemon are still limited to only their own abilities and moves that they can learn.

This metagame would make for very interesting min-maxxed Pokemon, with offensive threats like Dragapult being able to run Choice Specs Life Orb Wise Glasses Spell Tag, giving up its ability and two of its moves, and defensive mons like Alomomola being able to run Assault Vest Heavy Duty Boots Leftovers, giving up two moves in the process and specializing into a pure pivot.
This would also let Pokemon with two strong abilities shine, like Download Adaptability Porygon-Z or Sheer Force Guts Conkeldurr.
Meanwhile, mons with demonic movesets and meh abilities like Mew would be able to dominate by running up to 6 moves.
This is actually a fun idea. I made a similar one on my server which is a mashup of Dual Wielding, Multibility, Fortemons, Trademarked, and an additional rule (or there is an om for that, idr) that items and abilities can be put into move slots.
The difference is, ur rule removes the fortemons and trademarked part to keep it simple. Bringing moves in item and ability slots just turns them into additional move slots. Format will still be hard to implement and balance I can imagine. However I'm looking forward to play it.
 
Last edited:
TERA OVERRIDE

sequel to the previous idea. This might involve quite a few case-by-case stuff... also found this (variations) existed later on.

Ever wanted variations of existing moves, abilities and items? Charge to double the power of Fire type moves? Flash Fire to activate when hit by an Earthquake and give you a ground boost on top of that? Air Balloon to give you Fairy immunity? If the answer to all those questions is a yes, then this meta is for you!

Premise

In Tera Override, your pokemon are bestowed with the special ability to transfer the type-specific mechanics of their moves, items or abilities to their tera type. Any move, item or ability that has a mechanic relating to a specific type or types in its description, will have those types replaced by user's tera type (excluding stellar) instead.
Explanation

If there are multiple different types affected (in the main description of the move), the tera type will replace all of them. Rattled will raise speed only when hit by your tera type instead of Bug, Dark and Ghost. Thick Fat will halve damage only for hits matching your tera-type. For the case of Dry Skin granting immunity and weakness, immunity will supersede weakness.

What remains unaffected?
The mechanics of the meta will not alter coverage or weakness chart of types, type-specific immunities, or alter STAB in any way.

What is affected? (examples)
  • Iron Bundle (with Electric tera) will have its Freeze Dry deal super-effective damage against Electric type pokemon.
  • A Heatran (with Flying tera) will have its Flash Fire activate by Flying type moves while gaining x1.5 boost to all its Flying type moves.
  • A Hippowdon (with Water tera) holding Air Balloon, will have Water immunity, until the Air Balloon pops.
  • When a Rotom-Mow (with Grass tera) uses Charge, it will double to power of its next Grass type move.
  • A Lokix (with Bug tera) holding Normal Gem will receive x1.3 boost on its First Impression.
  • A Primarina (with Fairy tera) will have its Liquid Voice turn its sound moves into Fairy type moves.
Full List of affected items, abilities, and moves

  • Babiri Berry
  • Charti Berry
  • Chilan Berry
  • Chople Berry
  • Coba Berry
  • Colbur Berry
  • Haban Berry
  • Kasib Berry
  • Kebia Berry
  • Occa Berry
  • Passho Berry
  • Payapa Berry
  • Rindo Berry
  • Roseli Berry
  • Shuca Berry
  • Tanga Berry
  • Wacan Berry
  • Yache Berry
  • Black Belt
  • Black Glasses
  • Charcoal
  • Dragon Fang
  • Fairy Feather
  • Hard Stone
  • Magnet
  • Metal Coat
  • Miracle Seed
  • Mystic Water
  • Never-melt Ice
  • Poison Barb
  • Sharp Beak
  • Silk Scarf
  • Silver Powder
  • Soft Sand
  • Spell Tag
  • Twisted Spoon
  • Fist Plate
  • Sky Plate
  • Toxic Plate
  • Earth Plate
  • Stone Plate
  • Insect Plate
  • Spooky Plate
  • Iron Plate
  • Flame Plate
  • Splash Plate
  • Meadow Plate
  • Zap Plate
  • Mind Plate
  • Icicle Plate
  • Draco Plate
  • Dread Plate
  • Pixie Plate
  • Normal Gem
  • Air Balloon
  • Iron Ball
  • Black Sludge
  • Cell Battery
  • Absorb Bulb
  • Luminous Moss
  • Adamant Orb
  • Adamant Crystal
  • Lustrous Globe
  • Lustrous Orb
  • Griseous Orb
  • Griseous Core
  • Soul Dew
  • Snowball
  • Blaze, Torrent, Overgrow, Swarm
  • Flash Fire, Earth Eater, Levitate, Lightningrod, Sap Sipper, Volt Absorb, Water Absorb, Motor Drive, Storm Drain, Well-Baked Body
  • Pixilate, Refrigerate, Aerilate, Galvanize, Normalize
  • Dry Skin
  • Liquid Voice
  • Fairy Aura, Dark Aura
  • Transistor, Dragon's Maw, Steely Spirit, Steelworker, Rocky Payload
  • Water Bubble
  • Desolate Land, Primordial Sea, Delta Stream
  • Steam Engine, Water Compaction, Justified, Thermal Exchange
  • Rattled
  • Scrappy, Mind's Eye
  • Sand Force
  • Flower Veil
  • Fluffy, Heatproof, Purifying Salt
  • Thick Fat
  • Gale Wings
  • Magnet Pull (hell no!)
  • Charge
  • Weather Ball
  • Terrain Pulse
  • Sandstorm, Snowscape, Sunny Day, Rain Dance
  • Misty Terrain, Electric Terrain, Psychic Terrain, Grassy Terrain
  • Soak, Forest's Curse, Magic Powder
  • Roost, Double Shock, Burn-Up
  • Freeze-Dry
  • Tar Shot
  • Aura Wheel
  • Salt Cure
  • Sheer Cold
  • Toxic
  • Spikes, Toxic Spikes
  • Flying Press
  • Stealth Rock
  • Judgment
  • Tera Blast
  • Tera Starstorm
  • Conversion
  • Conversion-2
  • Reflect Type
  • Weather Ball, Terrain Pulse, Aura Wheel, Toxic Spikes
  • Rattled, Thick Fat, Dry Skin, Desolate Land, Primordial Sea, Refrigerate, Pixilate, Aerilate, Galvanize, Scrappy, Mind's Eye, Sand Force, Steam Engine, Water Bubble
  • Adamant Orb, Adamant Crystal, Lustrous Globe, Lustrous Orb, Griseous Orb, Griseous Core, Soul Dew

Banlist
  • 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
  • King's Rock
  • Razor Fang
  • Baton Pass
  • Last Respects
  • Shed Tail
  • Arena Trap
  • Moody
  • Shadow Tag
  • Species Clause
  • OHKO Clause
  • Sleep Moves Clause
  • Evasion Clause

Additional Clauses: Tera-reveal clause (Tera-type is revealed in team preview) + existing OU clauses

Questions for the community: Fun to play? Any suggestions for a better premise or a more coding-efficient implementation? How do you think weather should be handled? Anything I forgot?
Levitate, magnet rise, and air balloon unground the user, and ungrounding the user is what gives the ground immunity, so I don't think that they should be changed by tera in this metagame, but this depends on how this metagame would be coded. Also, does stealth rock become the type of the pokemon's tera type, or does it do super effective damage to the user's tera type? Will leech seed not effect the type of your tera type? Will powder moves work as normal? Will changing the type of a prankster pokemon change the type that is immune to it? The tera type of items and abilities change when they are swaped with things like trick or skill swap? How will tera stellar work?
 
Last edited:
I don't think Iron Ball/Levitate/Roost/Spikes/Toxic Spikes should be affected; their effects relate to whether the user is grounded, rather than relating directly to the Ground type.
Toxic spikes should still be effected since usually only poison types can remove it on switch, so it could be changed to the tera type of the user can remove it on switch in
 
I don't think Iron Ball/Levitate/Roost/Spikes/Toxic Spikes should be affected; their effects relate to whether the user is grounded, rather than relating directly to the Ground type.
Levitate, magnet rise, and air balloon unground the user, and ungrounding the user is what gives the ground immunity, so I don't think that they should be changed by tera in this metagame, but this depends on how this metagame would be coded. Also, does stealth rock become the type of the pokemon's tera type, or does it do super effective damage to the user's tera type? Will leech seed not effect the type of your tera type? Will powder moves work as normal? Will changing the type of a prankster pokemon change the type that is immune to it? The tera type of items and abilities change when they are swaped with things like trick or skill swap? How will tera stellar work?

ROM actually has a playable version of this metagame - Gen 6 Variations (code might be old and janky as my battle crashed while testing Rattled), where hidden power type replaces the tera type and the meta is limited to abilities only.

- I tested Levitate among other abilities, and it seems like you guys are right, the ability makes the user ungrounded rather than having to do with ground type itself.

- Same principle should hold with Iron Ball, Spikes, Air Balloon, Magnet Rise for this version.

- I'm not entirely sure about Roost as it makes the user grounded by removing the Flying type temporarily. So under the current premise, that type should be replaced by another if applicable.

- For items, it's always the current holder, so Trick/Switcheroo should be irrelevant in principle.

- Type-specific immunities should not be affected. Grass is always immune to powder moves or Leech Seed. Rock, Ground and Steel are always immune to Sandstorm damage, Dark is immune to Prankster, Fire is immune to WoW and so on.

- For weather, other field effects and Stealth Rock, I was thinking of making this based on setter pokemon's tera type. So sun and rain would basically be used to nerf only one type. For SR, this would be a more glorified version of how it worked in Passive Aggressive, so there is some overlap there. - not sure about how this played out with Magic Bounce or Court Change, and if the field effects can be fit into a universal premise.

- and then there are stuff like -ate abilities, where replacing both types with tera does't make much sense. I imagine this would only give you the x1.2 boost on tera-type moves. (ate works normally in ROM version as far as I can tell)

- Stellar should probably default to primary type or simply the unaltered mechanics.
 
Bio Mech Mons (BMM)

In this OM, you can freely assign Items, Abilities and Moves to any of their respective slots.
For example, something like this would be completely allowed:
View attachment 763475

In this example, Excadrill would be holding both a Choice Scarf and a Choice Band, have both Sand Rush and Sand Force, but would be restricted to only running two moves.
Pokemon are still limited to only their own abilities and moves that they can learn.

This metagame would make for very interesting min-maxxed Pokemon, with offensive threats like Dragapult being able to run Choice Specs Life Orb Wise Glasses Spell Tag, giving up its ability and two of its moves, and defensive mons like Alomomola being able to run Assault Vest Heavy Duty Boots Leftovers, giving up two moves in the process and specializing into a pure pivot.
This would also let Pokemon with two strong abilities shine, like Download Adaptability Porygon-Z or Sheer Force Guts Conkeldurr.
Meanwhile, mons with demonic movesets and meh abilities like Mew would be able to dominate by running up to 6 moves.
ok let's flesh this out a bit,
I'm starting off with an OU banlist; these changes stand to give a shining light to certain mons that can make use of multiple abilities, item combinations, or more than 4 moves, so it would be a shame if it was all overshadowed by the Ubers insane stats.
Other than that, I wanna start off with a clean slate. Some items or mons may be OP when combined in this way but we can't know until we try, and it's really fun to try in the first place.

That said, what mons stand to gain the most from this change?
:ogerpon-wellspring: Ogerpon is a special case of a mon that can abuse these changes to the fullest. The mask is a required item, given that it can't be wellspring form without it. But it can replace its god awful ability, and for the first time ever it can actually run items. wellspring also has heavy 4mss, it can really stand to gain from a potential 5th moveslot.

Mons with multiple good abilities:
:clefable: unaware + magic guard sounds nice on paper
:azumarill: you get the usual huge power goodness and now you can also just eat up grass moves, that's amazing for it
:clodsire: same as above, unaware + water absorb is pretty neat
:conkeldurr: sheer force + iron fist + life orb drain punch and mach punch is quite the crazy dmg combo
:excadrill: as mentioned before sand excadrill with both sand rush and sand force becomes much more potent
:basculegion-f: can now be a rain abuser with swift swim and adaptability both usable at once
there could be some other stuff like :mienshao: with reckless + regen, :porygon-z: with adapt + download, :ambipom: and :cinccino: with skill link + technician, but the rest are tiered quite low so I'm not sure if it would boost their viability enough to be competitive

Mons with trash abilities:
:darkrai: Bad Dreams is a literal throw in the trash ability that it cannot feasibly use, so being able to run a second item or a 5th move over it could make darkrai insane
:deoxys-speed: unless you're running a defensive moveset on this guy say goodbye to pressure
:great-tusk: he's the one most seen without booster but generally all the protodrive guys have a free slot if they don't wanna use booster energy, and quite few of them would wanna waste two slots on a one time stat boost
:kyurem: boots + specs :D
:weavile: boots + band :D
:pecharunt: nobody cares about poison puppeteer
there's quite a lot of guys in this category I don't wanna spend all day writing about but you get the idea

Mons with few good moves:
This is a trickier list to define cause technically all mons get leverage out of their moveslots, but there's so much value in running multiple items/abilities that some moves are worth cutting. Alomomola can become a pure pivot with Boots, Lefties, AV regen, keeping flip turn and one other move.
Generally speaking a lot of the defensive mons can try to run boots+lefties while a lot of the offensive mons can try to run double choice + life orb and try to be unstoppable, but both of these come to high risk

what's the risk? Knock Off
this move becomes 2/3x as valuable, being able to knock multiple items off in one go, and for mons that have given up abilities and moveslots for the multiple items, losing them is not something they can afford. This can balance out the choice spam without really needing to ban the items, but we can't really know if it becomes something healthy or irredeemably toxic until it's tried out.

that's all for now chat I'm open to any and all feedback and council interest before I decide to submit
 
Bio Mech Mons (BMM)

In this OM, you can freely assign Items, Abilities and Moves to any of their respective slots.
For example, something like this would be completely allowed:
View attachment 763475

In this example, Excadrill would be holding both a Choice Scarf and a Choice Band, have both Sand Rush and Sand Force, but would be restricted to only running two moves.
Pokemon are still limited to only their own abilities and moves that they can learn.

This metagame would make for very interesting min-maxxed Pokemon, with offensive threats like Dragapult being able to run Choice Specs Life Orb Wise Glasses Spell Tag, giving up its ability and two of its moves, and defensive mons like Alomomola being able to run Assault Vest Heavy Duty Boots Leftovers, giving up two moves in the process and specializing into a pure pivot.
This would also let Pokemon with two strong abilities shine, like Download Adaptability Porygon-Z or Sheer Force Guts Conkeldurr.
Meanwhile, mons with demonic movesets and meh abilities like Mew would be able to dominate by running up to 6 moves.
what happens if you use multiple of the same held item or ability? Also, Slaking and Regigigas definitely need to be banned
 
what happens if you use multiple of the same held item or ability? Also, Slaking and Regigigas definitely need to be banned
yep, forgot about those, but they're banned
and multiple of the same items or abilities will not work similarly to how it's not possible to load up multiple of the same move
 
How would Trick / Switcheroo work then? Does the user gain three items (that they can’t all fit)?
I've been thinking about both that, Pickpocket and Skill Swap, and there's a few options:
1. You can freely swap around beyond the theoretical limit, meaning trick/switcheroo become very strong abusers of item-stackers. This can be fun but also degenerate and doesn't as strictly follow underlying game logic.
2. Trick/Switcheroo/Skill Swap/Pickpocket fail if it would result in either the user or the opponent going over the slot limit. I'm not huge on this option because of the discrepancy between the amount of items, meaning it would effectively be a rare occurrence for the moves to actually go through.
3. The first item/ability listed (similarly to Conversion using the first move) is the only one to get swapped around, and all other items/abilities are safe. Trick/Switcheroo/Skill Swap/Pickpocket would fail if the opponent or user doesn't have any available slots, still. This keeps strategies like trick scarf and trick barb in the game while somewhat following vanilla rules
4. Remove the moves altogether. Meh option but no headaches

I would have to discuss with a potential council about this matter, but my personal preference, with the idea of trying to avoid removing features from the game, would be to go with option 3 initially, and then potentially consider option 4 if it turns out to be unfun/unappealing/uncompetitive
 
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