Metagame 1-2 Switch

Clas

Kaiju
is a Tiering Contributor
OMPL Champion
Approved by KaenSoul and Isaiah
1-2 Switch

This metagame combines Singles and Doubles into one metagame by having each Pokemon switch between "active" and "inactive" every few turns, much akin to Rotation Battles. The first and third turns of four work like regular Doubles, while every second and fourth turn banish the second or first slot Pokemon for the turn. With such a major mechanical shift, who knows what could happen!


Rules
Mechanic: Doubles-based metagame where every few turns a Pokemon is banished or unbanished to simulate flipping between Singles and Doubles.
Clauses: Standard Doubles (Species Clause, Nickname Clause, OHKO Clause, Evasion Moves Clause, Gravity Sleep Clause, Endless Battle Clause)
Bans: Annihilape, Arceus-*, Basculegion-Base, Calyrex-Ice, Calyrex-Shadow, Darkrai, Deoxys-Attack, Deoxys-Base, Dialga, Dialga-Origin, Eternatus, Flutter Mane, Giratina, Giratina-Origin, Groudon, Ho-Oh, Lugia, Lunala, Koraidon, Kyogre, Kyurem-Black, Kyurem-White, Magearna, Mewtwo, Miraidon, Necrozma-Dawn-Wings, Necrozma-Dusk-Mane, Palkia, Palkia-Origin, Rayquaza, Reshiram, Tatsugiri, Terapagos, Urshifu, Urshifu-Rapid-Strike, Zacian, Zacian-Crowned, Zamazenta, Zamazenta-Crowned, Moody, Shadow Tag


Council
:arbok: Clas (TL)
:monferno: adpg.2007
:sylveon: Evie
:charizard-mega-x: SammyCe123
:keldeo-resolute: Schister


Strategy
Protect, Fake Out, and redirection are by far the most important tools in the metagame due to their control over the singles and doubles turns, despite their limiting effects on moveslot space. Abilities like Intimidate not affecting inactive Pokemon means that they cannot be weakened on the switch during a Singles turn, making it much more important to micromanage. This also extends to switched in Pokemon that are inactive, as they cannot switch. Spread moves like Earthquake, Rock Slide, and Bleakwind Storm are much more potent, as they do not target inactive Pokemon and as such have the 1x multiplier during Singles turns. Hazards and setup, similarly, are also more potent as Singles turns grant more safety into bulkier Pokemon to play around the much more chaotic Doubles turns. All of this culminates into a metagame like no other, so use your knowledge from both Singles and Doubles to great effect!

Increased Viability
:espathra: Protect becomes immensely more useful here, as being able to either stall out a Singles turn or Doubles turn can turn the tides quickly.

:iron-hands: Fake Out can quickly and easily stall out a turn, being able to force a mechanic shift reliably while also preventing the target from moving if they lack a Covert Cloak. Feint also gains a lot more viability due to it mitigating Protect.

:Covert-Cloak: Covert Cloak is able to ignore Fake Out and similar effects without giving up much utility, which is amazing on a wide variety of Pokemon. I expect this to be a possible staple.

:gholdengo::dragapult: Much like the above case, the ability to avoid Fake Out and Feint is incredibly notable while still retaining the ability to hit hard with mostly neutral STAB coverage.

:tyranitar: Spread moves like Rock Slide and Earthquake receive a substantial buff, as the single-target effect comes into play during Singles turns as well as the regular one-on-one seen most commonly in endgames.

:torkoal::pelipper: Weather is much better here, as it is very easy to switch in a weather setter like Torkoal and Pelipper on a Singles turn while reaping the rewards on a Doubles turn. Screen setting is the exact same, except the setters can do it safely without the constant threat of two attackers at once.


Decreased Viability
:tornadus: Tailwind is all-around nerfed badly. While some dedicated Tailwind setters like Tornadus are only affected minimally, more often than not the offensive Pokemon are setting Tailwind themselves. This means that either their partner or themself will often be the one unable to do anything the next turn, and the few times the setter is the only one active will likely be spent using Protect or inerting less passive pressure. Tailwind effectively being active for 3 turns doesn't help much, either.

:Garganacl: Status effects and other damaging effects like Salt Cure and Fire Spin do not activate during inactive turns and so are much worse in practice. That being said, the trapping move timer does not decrease at the end of an inactive turn if the two Pokemon are simultaneously active.

:incineroar: Intimidate does not affect inactive Pokemon and therefore has to be played with acknowledgement of this. This is also the case for other on-entry abilities like Hospitality and even activity-reliant ones like the Ruin abilities.

:Dugtrio: Imagine Arena Trap in Singles but its reliant on trapping during the first turn, loses 99% of the time to Protect, and is completely useless otherwise. That is Arena Trap here. At least Gothitelle is real enough to make Shadow Tag broken.


Other Viability Shifts
:porygon2: It's hard to predict if Trick Room will gain a buff or nerf from such a mechanical change. On one hand, its much easier to set them up from the Singles-to-Doubles turn shifts, while on the other it becomes a lot easier to stall out said turns. Support setters like Sinistcha and Indeedee-F also do nothing but sit there for at least one turn, if not two.

:tatsugiri: While not at all relevant metagame-wise since 2-stage omniboost in Singles is very dumb, for coding reasons Commander Tatsugiri does not ignore the metagame's mechanics, mostly for breathing room for the three cretins who choose to free it in a challenge code.
:chi-yu: Chi-Yu is incredibly powerful already, but give it easier Sun setup and even fewer largely consistent answers than regular Singles and you have quite possibly the deadliest Pokemon in the metagame. The only reason this isn't banned is because it's legal in DOU.

:chien-pao: Much like Chi-Yu, Chien-Pao is a crazy enabler and abuser in a much more defensively limited metagame that is already famous for many physically offensive cores like PaoPult and PaoNite, and these cores only improve in a metagame limited in effective speed control options. That being said, it's significantly more answerable than Chi-Yu.

:amoonguss: Gravity Sleep Clause in a half-Singles metagame is incredibly threatening, and needs testing in of itself. However, the widespread use of Safety Goggles in Doubles already paired with the relevance of Tera Grass makes this less of an issue, hopefully.

:Basculegion-F::houndstone: Well this one doesn't need explaining. Male Basculegion is banned but the other two Last Respects users are hopefully not broken.

:cyclizar::orthworm: I hope this doesn't need an explanation.

:ursaluna: Previously banned from DOU but stuck in UUBL, Ursaluna is a nightmare to deal with in Trick Room but just a slow attacker out of it. Whatever comes of it is hard to tell.

:palafin-hero: While limited in the moveslot department, its still Palafin. Safety Goggles, Mystic Water, or Choice Band, pick your poison. Probably the least broken watchlist Pokemon here as it's only Tier 5 in DOU.

:Farigiraf: Ally Switch is quite frankly terrifying. Unlike redirection, Ally Switch allows a Pokemon to be banished in place of a teammate, although it will fail if used again right after unbanishment.
Q: How does banishment work?
A: Banishment removes a Pokemon from play entirely for one turn, but all their boosts, ability counters etc are saved. This happens every two turns, switching from right to left to right every time.

Q: How do protection moves work if a Pokemon is banished?
A: Protection moves will not reset their counter. This also includes Ally Switch, since it uses a similar counter.

Q: How do abilities work when a Pokemon is banished?
A: They will be paused. This means that Slaking's Truant will wait a turn, Regigigas's Slow Start counter will not decrease, and the Ruin abilities will turn off until the Pokemon is unbanished.

Q: How do Wish, Future Sight, and Doom Desire work with banished Pokemon?
A: They are pushed back an extra turn if they would trigger on a banished slot.

Q: How do Coaching, Decorate, and similar moves work with banished Pokemon?
A: They fail, as there is technically no target. This also includes moves that need to target the ally to affect the user, such as Ally Switch.
 
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can “paused” be specifed for things like intimidate? is it intended to cause a stat drop once and then never again or will it drop every turn it is unbanished?
edit: would this also apply with things like weathers that are set up on a nonbanished turn and end on a banished one by things like drought or drizzle?
 
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can “paused” be specifed for things like intimidate? is it intended to cause a stat drop once and then never again or will it drop every turn it is unbanished?
edit: would this also apply with things like weathers that are set up on a nonbanished turn and end on a banished one by things like drought or drizzle?
No, this is specifically for actions like Wish that require an extra turn to trigger. Doom Desire and Future Sight should also be included in this interaction, and I have edited this in accordingly. Abilities work the exact same way they do in Rotation Battles, i.e. they won't reactivate unless they are field-reliant like Slow Start and Sword of Ruin
 
I've been looking into implementing this but it's going to need client support because the server doesn't actually tell the client which Pokémon it wants to act in a particular turn, instead the client uses its knowledge of which Pokémon are fainted to decide which ones to send actions for.
 
Kris dhelmise advised me that Tatsugiri's Commander already tells the client to skip that Pokémon, so I now have a rough version working on ROM, with at least some of the functionality active. The client still allows you to target both of your opponent's inactive Pokémon, so be sure to avoid attacking the Pokémon directly across on even nunbered turns. Note that while I have added a randbats format, Abyssal Bot often gets confused and Turbo Bottttt doesn't know about the opponent being inactive so it can be lured into attacking your inactive Pokémon has sadly since been removed from the server.
 
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What's the desired behaviour when you're down to your last Pokémon? Currently my code crashes because it tries to deactivate all of the active Pokémon... unless you're lucky and they face across each other, in which case they can still attack each other on alternate turns.
 
What's the desired behaviour when you're down to your last Pokémon? Currently my code crashes because it tries to deactivate all of the active Pokémon... unless you're lucky and they face across each other, in which case they can still attack each other on alternate turns.
Simply disable the inactive turns for the player with 1 Pokemon, don't know how I forgot such a common situation
 
Day 1 thoughts of 1-2 Switch:
  • Meta feels really balanced, lots of flexibility and it really feels like a mix of singles and doubles - overall 8.5/10
  • Building leans towards the doubles side, but may not be entirely necessary to see success
  • Wellspring is #1, there's really no surprises here when its top tier in singles and doubles although it does suffer from 4MSS harder than in singles
  • Do think that it's not perfect right now but my main issue is a mechanics thing moreso - as it stands, it's currently necessary to keep track of what Pokemon are active as moves don't redirect and there is no active/inactive declaration message. I have asked if this is potentially changeable to at least partially solve this issue. moves still dont redirect but this has otherwise been solved
  • 1738427747222.png
As for a team I've been using, a balance team revolving around SD Wellspring has worked wonders for me so far. [:incineroar::amoonguss::ogerpon-wellspring::ting-lu::dragapult::chien-pao:]
Ting-Lu feels especially great in the current meta as hazards are much better here than in regular doubles. Dragapult was another Pokemon that surprised me, leveraging its great Dragon-type coverage and the generally lower defensive capabilities of the tier to deal tons of damage. Incineroar is also pretty decent despite the Intimidate nerf, as Fake Out can be stored if Incineroar switches in before an inactive turn. Boots on Pao is to help handle the lack of removal on the team so it can stay effective into bulkier teams.

I will say that I haven't run into any of the projected brokens yet (Ursaluna formes and Ally Switch), but outside of those the meta feels really fun to play and I'm really looking forward to what's to come for the meta. Also, surprisingly, no-one is using Porygon2 despite it being likely the best defensive Pokemon in the tier thanks to Trick Room and great overall bulk.
 
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Some thoughts after toying with the metagame a bit.

  • Hazards are extremely real, bringing a dedicated setter and even removers is viable and very worth it, perhaps unsurprisingly so.
  • Pivoting is extremely useful, moreso than in normal play. The constant freezing of half the board means that having access to positional momentum is paramount, and I expect teams to rely more and more upon pivot mons as the metagame develops
  • Smart protect play effectively allows a pokemon to choose if it wants to play singles or doubles, and bulkier strategies exploit this to great effect
  • Field effects that are often held back by their setters such as sun and rain greatly enjoy being able to not deal with having their weak setters on the field for as long, though extension items feel fairly mandatory
  • Stall is real, packing disruption tools for it and setup is very rewarding.
  • Good positioning rewards setup mons greatly, usually being able to exploit the singles turns to great effect and receive support from fake out/follow me users on the doubles turns
  • Tailwind is significantly less impactful than in standard doubles play
  • Recovery is extremely valuable, but hard to slot over protect on some mons, wish pass strategies may be worth exploring
  • This format has a very high skill ceiling and makes me feel dumb when I play it LOL
Hope to see things develop more over the coming weeks, this format has been very exciting to play thusfar
 
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