Approved by The Eevee General
Hi Everybody!
I had an idea for a new metagame to implement in Showdown, that's...
Here are some examples (environments may be balanced during the discussion phase):
How Environment is chosen:
Format for the submission of a new Environment:
I would like to add 6 more Environments to this Pet Mod, to reach the number of 25 Environments. The selection of a new Environment is divided in 3 phases:
1) Submission phase: each user can submit any number of Environments, following the format (I will change each Environment's text to respect the format soon). I declare when it begins and it lasts for 3 days.
2) Poll phase: after 3 days from the beginning of the submission phase, I will open a poll (on strawpoll or somewhere else). This poll will last for 2 days and at the end, the new Environment will be added to the Environments' List in this OP.
3) Balancing phase: the just-implemented Environment is subjected to balancing, so if you don't like a feature of the Environment, you can say it and we will discuss it together without changing the original idea. This phase will last 2 days.
Clauses:
- Sleep Clause
- Baton Pass Clause
- Item Clause
- Species Clause
- Endless Battle Clause
Banlist:
just like OU Tier (bans may be added during the discussion phase)
An idea is to implement some new items that are influenced by the environment in which the match takes place.
Let me know your thoughts about it:
- if you think an environment would make any Pokemon too powerful, say how would you change it.
- if you would like to implement a new environment, you can propose it (I'd like to reach the number of 25 different environment, now they are only one for each type, and some others for weather conditions).
Hi Everybody!
I had an idea for a new metagame to implement in Showdown, that's...
Environment Change!
In this metagame, each match takes place in a different environment (just like during the in-game adventure) and the environment influences moves, weather and Pokemons. The environment is chosen randomly before the match, and it remains the same until the end.
I considered the method of the Plates (or items in general) to summon environments, and I thought about how they would work. They can work in two ways:
1) Each time a Pokemon with a Plate (or with an item that summons an environment) is sent out, the momentaneous environment changes in base of the item he has. So environments would change continuously.
2) The environments is chosen at the beginning of a match by the item the first Pokemon sent out has, and stays the same for the entire match. So environments would be chosen at the beginning of the match and they would be permanent.
There are problems with both of this "environment-summoning" methods by using Plates (or items in general):
1) In this way, if a player summons an environment with a Plate (or another item given to the Pokemon), environments would work just like weather, the only difference would be that weather conditions are summoned by abilities or moves (even if they last 5-8 turns), environments would be summoned by items and they would work as Delta Stream, Primordial Sea and Desolate Land, or like Drought, Drizzle, Sand Stream and Snow Warning in 3,4,5 generations, so this metagame would turn into something that, first of all, does already exists (link), second, it wouldn't be what I want it to be*, third, it would be surreal because I cannot teleport from place to place while I'm battling just using a Plate.
2) An environment (as you said) can make a player win just because he has the right team to fight in that environment, so if one player chooses the environment at the beginning of a match by using a Plate, and he has the right team, he would certainly win, wouldn't he? In addition which player would be the one who chooses the environment of the match?
*the main aim of this metagame is to bring in battling something from the Pokemon games' adventures (in particular, I had this idea while playing Pokemon AS, in Route 120, where it always rain), and to change the metagame making it more difficult, and even more fun and interesting.
- Rose Field: Grounded Pokémon recover 1/16th of their HP each turn. All Pokémon have their Evasion decreased by 1 stage; if any Pokémon uses the move Defog, the Evasion nerf goes away for the rest of the battle. The move Tailwind also removes the Evasion nerf for the user's side while it is in effect. Synthesis restores 75% of HP and Ingrain and Leech Seed have their effects doubled. Grass-type moves, Secret Power, and Nature Power have their power increased by 50%. Nature Power becomes Energy Ball, Secret Power has the animation of Vine Whip and may inflict Sleep, and Camouflage makes the user Grass-type.
- Volcano: Grounded Pokémon become Burned at the end of each turn. Moves with a Burn chance have their secondary effect rate doubled. Fire-type moves, Secret Power, and Nature Power have their priority increased by 1. Nature Power becomes Lava Plume, Secret Power has the animation of Ember and may inflict Burn, and Camouflage makes the user Fire-type.
- Sea: Grounded Pokémon cannot be Burned. Water-type moves, Secret Power, and Nature Power have their priority increased by 1. Nature Power becomes Hydro Pump, Secret Power has the animation of Water Gun and may lower Attack by 1 stage, and Camouflage makes the user Water-type.
- Dark Cave: All Pokémon have their Accuracy and Evasion decreased by 1 stage, except for Dark-type Pokémon, Bat-like Pokémon (Zubat, Golbat, Crobat, Woobat, Swoobat, Noibat, Noivern), and Pokémon with the ability Keen Eye; if a Pokémon uses Flash or a Pokémon with the ability Illuminate enters the field, the Evasion and Accuracy modifiers are removed for the rest of the battle. Rock-type moves and Secret Power have their power increased by 50%. Nature Power becomes Power Gem, Secret Power has the animation of Rock Throw and may cause flinching, and Camouflage makes the user Rock-type.
- Power Plant: Steel- and Electric-type Pokémon have the effect of Motor Drive in addition to their regular ability. Electric-type moves acquire a 20% Paralysis chance; if they already had a Paralysis chance, it increases by 20% (so Discharge has a 50% Paralysis chance instead of 30%, for example). Electric-type moves can hit Ground-types. Nature Power becomes Discharge, Secret Power has the animation of Shock Wave and may cause Paralysis (50% chance instead of 30%), and Camouflage makes the user Electric-type.
- Swamp: Every grounded Pokémon has its Speed decreased by 1 stage, except for Poison and Water-type Pokémon. Water-type moves become Poison-type, but Water-type Pokémon still have STAB on them. Poison-type moves and Secret Power have their power increased by 50%. Nature Power becomes Sludge Wave, Secret Power has the animation of Sludge and may inflict Poison, and Camouflage makes the user Poison-type.
- Windy Canyon: Tailwind lasts for 7 turns instead of 4. Hazards and Light Screen/Reflect are removed as if by Defog at the end of each turn. Flying-type moves, Secret Power, and Nature Power have their priority increased by 1. Nature Power becomes Air Slash, Secret Power has the animation of Gust and may lower Evasion, and Camouflage makes the user Flying-type.
- Thunderstorm: the abilities Drizzle, Drought, Snow Warning, Sand Stream don't activate and the moves Sunny Day, Rain Dance, Hail and Sandstorm always fail. The weather is Rain for the entire match. Flying-type Pokémon lose 1/8 of their HP each turn. Nature Power becomes Thunderbolt, Secret Power has the animation of Hurricane and may lower Accuracy by 1 stage, and Camouflage makes the user Electric-type.
- Dry Plateau: the abilities Drizzle, Drought, Snow Warning, Sand Stream don't activate and the moves Sunny Day, Rain Dance, Hail and Sandstorm always fail. The weather is Harsh Sunlight (the kind summoned by Sunny Day or Drought, not Desolate Land) for the entire match. Ground-type moves and Secret Power have their power increased by 50%. Nature Power becomes Earth Power, Secret Power has the animation of Mud Slap and Camouflage makes the user Ground-type.
- Desert: the abilities Drizzle, Drought, Snow Warning, Sand Stream don't activate and the moves Sunny Day, Rain Dance, Hail and Sandstorm always fail. The weather is Sandstorm for the entire match. Ground-, Rock-, and Steel-type Pokémon on the ground recover 1/16th of their HP each turn. Ground-type moves, Nature Power, and Secret Power have their power increased by 50%. Nature Power becomes Earth Power, Secret Power has the animation of Mud Bomb and may lower Accuracy by 1 stage, and Camouflage makes the user Ground-type.
- Cursed Mansion: All Pokémon have the effect of Cursed Body in addition to their regular ability. All Pokémon excluding Rattata, Raticate, Ghost-types, and Dark-types have their Accuracy and Evasion lowered by 1 stage. Ghost-type moves, Nature Power, and Secret Power have their priority increased by 1. Sleeping Pokémon are tormented as if by Bad Dreams. Nature Power becomes Shadow Ball, Secret Power has the animation of Ominous Wind and may inflict Curse, and Camouflage makes the user Ghost-type.
- Reflection Cave: Magic Coat's effects are always active. Psychic-type moves and Secret Power have their power increased by 50%. Psychic-type moves ignore Reflect and Light Screen, and can hit Dark-types. All Physical and Special moves have their priority set to 0. Nature Power becomes Extrasensory, Secret Power has the animation of Psybeam and may lower Accuracy by 1 stage, and Camouflage makes the user Psychic-type.
- Dojo: All Pokémon have the effects of Sturdy and Scrappy in addition to their regular ability. Fighting-type moves and Secret Power have their power increased by 50%. Nature Power becomes Aura Sphere, Secret Power has the animation of Focus Punch and may inflict Confusion, and Camouflage makes the user Fighting-type.
- Mountain Peak: the abilities Drizzle, Drought, Snow Warning, Sand Stream don't activate and the moves Sunny Day, Rain Dance, Hail and Sandstorm always fail. The weather is Hail for the entire match. Ice-type Pokemon have their Defense and Special Defense increased by 1 stage and have the effect of Filter in addition to their regular ability. Ice-type moves and Secret Power have their power increased by 50%. Nature Power becomes Freeze-Dry, Secret Power has the animation of Powder Snow and may inflict Freeze, and Camouflage makes the user Ice-type.
- Iron Cave: Grounded Rock-type and Steel-type Pokémon have the effect of Filter in addition to their regular ability. Steel-type moves and Secret Power have their power increased by 50%. Nature Power becomes Flash Cannon, Secret Power has the animation of Metal Claw, and Camouflage makes the user Steel-type.
- City: All Pokémon have the effect of Pickpocket in addition to their regular ability, and grounded Pokémon have the effect of Pickup in addition to their regular ability as well. Normal-type moves' power is increased by 70%, and Normal-type moves can hit Ghost-types. Nature Power becomes Tri Attack, Secret Power has the animation of Tackle and may inflict Paralysis, and Camouflage makes the user Normal-type.
- Newmoon Night: All Pokémon have the effect of Prankster in addition to their regular ability. Dark-type Pokémon ignore accuracy checks on all of their moves; this effect ends for the rest of the match if a non-Dark-type Pokémon uses Flash, or a Pokémon with the ability Illuminate enters the field. Dark-type moves and Secret Power have their power increased by 50%. The move Moonlight, Morning Sun, Sunny Day, and Lunar Dance always fail, and Moonblast has its power halved. Nature Power becomes Dark Pulse, Secret Power has the animation of Sucker Punch and may lower Defense by 1 stage, and Camouflage makes the user Dark-type.
- Fairy Woods: Fairy-type Pokémon have the effect of Filter in addition to their regular ability. Grounded Pokémon cannot be afflicted by non-volatile status conditions. Fairy-type moves and Secret Power have their power increased by 50%. Dragon-type moves' power is decreased by 50%. Nature Power becomes Moonblast, Secret Power has the animation of Fairy Wind and may lower Special Attack by 1 stage, and Camouflage makes the user Fairy-type.
- Dragon Cave: All Pokémon have the effect of Mold Breaker in addition to their regular ability. Dragon-type moves have perfect accuracy and can hit Fairy-type Pokémon. Nature Power becomes Dragon Pulse, Secret Power has the animation of Dragon Rage and may cause flinching, and Camouflage makes the user Dragon-type.
- Volcano: Grounded Pokémon become Burned at the end of each turn. Moves with a Burn chance have their secondary effect rate doubled. Fire-type moves, Secret Power, and Nature Power have their priority increased by 1. Nature Power becomes Lava Plume, Secret Power has the animation of Ember and may inflict Burn, and Camouflage makes the user Fire-type.
- Sea: Grounded Pokémon cannot be Burned. Water-type moves, Secret Power, and Nature Power have their priority increased by 1. Nature Power becomes Hydro Pump, Secret Power has the animation of Water Gun and may lower Attack by 1 stage, and Camouflage makes the user Water-type.
- Dark Cave: All Pokémon have their Accuracy and Evasion decreased by 1 stage, except for Dark-type Pokémon, Bat-like Pokémon (Zubat, Golbat, Crobat, Woobat, Swoobat, Noibat, Noivern), and Pokémon with the ability Keen Eye; if a Pokémon uses Flash or a Pokémon with the ability Illuminate enters the field, the Evasion and Accuracy modifiers are removed for the rest of the battle. Rock-type moves and Secret Power have their power increased by 50%. Nature Power becomes Power Gem, Secret Power has the animation of Rock Throw and may cause flinching, and Camouflage makes the user Rock-type.
- Power Plant: Steel- and Electric-type Pokémon have the effect of Motor Drive in addition to their regular ability. Electric-type moves acquire a 20% Paralysis chance; if they already had a Paralysis chance, it increases by 20% (so Discharge has a 50% Paralysis chance instead of 30%, for example). Electric-type moves can hit Ground-types. Nature Power becomes Discharge, Secret Power has the animation of Shock Wave and may cause Paralysis (50% chance instead of 30%), and Camouflage makes the user Electric-type.
- Swamp: Every grounded Pokémon has its Speed decreased by 1 stage, except for Poison and Water-type Pokémon. Water-type moves become Poison-type, but Water-type Pokémon still have STAB on them. Poison-type moves and Secret Power have their power increased by 50%. Nature Power becomes Sludge Wave, Secret Power has the animation of Sludge and may inflict Poison, and Camouflage makes the user Poison-type.
- Windy Canyon: Tailwind lasts for 7 turns instead of 4. Hazards and Light Screen/Reflect are removed as if by Defog at the end of each turn. Flying-type moves, Secret Power, and Nature Power have their priority increased by 1. Nature Power becomes Air Slash, Secret Power has the animation of Gust and may lower Evasion, and Camouflage makes the user Flying-type.
- Thunderstorm: the abilities Drizzle, Drought, Snow Warning, Sand Stream don't activate and the moves Sunny Day, Rain Dance, Hail and Sandstorm always fail. The weather is Rain for the entire match. Flying-type Pokémon lose 1/8 of their HP each turn. Nature Power becomes Thunderbolt, Secret Power has the animation of Hurricane and may lower Accuracy by 1 stage, and Camouflage makes the user Electric-type.
- Dry Plateau: the abilities Drizzle, Drought, Snow Warning, Sand Stream don't activate and the moves Sunny Day, Rain Dance, Hail and Sandstorm always fail. The weather is Harsh Sunlight (the kind summoned by Sunny Day or Drought, not Desolate Land) for the entire match. Ground-type moves and Secret Power have their power increased by 50%. Nature Power becomes Earth Power, Secret Power has the animation of Mud Slap and Camouflage makes the user Ground-type.
- Desert: the abilities Drizzle, Drought, Snow Warning, Sand Stream don't activate and the moves Sunny Day, Rain Dance, Hail and Sandstorm always fail. The weather is Sandstorm for the entire match. Ground-, Rock-, and Steel-type Pokémon on the ground recover 1/16th of their HP each turn. Ground-type moves, Nature Power, and Secret Power have their power increased by 50%. Nature Power becomes Earth Power, Secret Power has the animation of Mud Bomb and may lower Accuracy by 1 stage, and Camouflage makes the user Ground-type.
- Cursed Mansion: All Pokémon have the effect of Cursed Body in addition to their regular ability. All Pokémon excluding Rattata, Raticate, Ghost-types, and Dark-types have their Accuracy and Evasion lowered by 1 stage. Ghost-type moves, Nature Power, and Secret Power have their priority increased by 1. Sleeping Pokémon are tormented as if by Bad Dreams. Nature Power becomes Shadow Ball, Secret Power has the animation of Ominous Wind and may inflict Curse, and Camouflage makes the user Ghost-type.
- Reflection Cave: Magic Coat's effects are always active. Psychic-type moves and Secret Power have their power increased by 50%. Psychic-type moves ignore Reflect and Light Screen, and can hit Dark-types. All Physical and Special moves have their priority set to 0. Nature Power becomes Extrasensory, Secret Power has the animation of Psybeam and may lower Accuracy by 1 stage, and Camouflage makes the user Psychic-type.
- Dojo: All Pokémon have the effects of Sturdy and Scrappy in addition to their regular ability. Fighting-type moves and Secret Power have their power increased by 50%. Nature Power becomes Aura Sphere, Secret Power has the animation of Focus Punch and may inflict Confusion, and Camouflage makes the user Fighting-type.
- Mountain Peak: the abilities Drizzle, Drought, Snow Warning, Sand Stream don't activate and the moves Sunny Day, Rain Dance, Hail and Sandstorm always fail. The weather is Hail for the entire match. Ice-type Pokemon have their Defense and Special Defense increased by 1 stage and have the effect of Filter in addition to their regular ability. Ice-type moves and Secret Power have their power increased by 50%. Nature Power becomes Freeze-Dry, Secret Power has the animation of Powder Snow and may inflict Freeze, and Camouflage makes the user Ice-type.
- Iron Cave: Grounded Rock-type and Steel-type Pokémon have the effect of Filter in addition to their regular ability. Steel-type moves and Secret Power have their power increased by 50%. Nature Power becomes Flash Cannon, Secret Power has the animation of Metal Claw, and Camouflage makes the user Steel-type.
- City: All Pokémon have the effect of Pickpocket in addition to their regular ability, and grounded Pokémon have the effect of Pickup in addition to their regular ability as well. Normal-type moves' power is increased by 70%, and Normal-type moves can hit Ghost-types. Nature Power becomes Tri Attack, Secret Power has the animation of Tackle and may inflict Paralysis, and Camouflage makes the user Normal-type.
- Newmoon Night: All Pokémon have the effect of Prankster in addition to their regular ability. Dark-type Pokémon ignore accuracy checks on all of their moves; this effect ends for the rest of the match if a non-Dark-type Pokémon uses Flash, or a Pokémon with the ability Illuminate enters the field. Dark-type moves and Secret Power have their power increased by 50%. The move Moonlight, Morning Sun, Sunny Day, and Lunar Dance always fail, and Moonblast has its power halved. Nature Power becomes Dark Pulse, Secret Power has the animation of Sucker Punch and may lower Defense by 1 stage, and Camouflage makes the user Dark-type.
- Fairy Woods: Fairy-type Pokémon have the effect of Filter in addition to their regular ability. Grounded Pokémon cannot be afflicted by non-volatile status conditions. Fairy-type moves and Secret Power have their power increased by 50%. Dragon-type moves' power is decreased by 50%. Nature Power becomes Moonblast, Secret Power has the animation of Fairy Wind and may lower Special Attack by 1 stage, and Camouflage makes the user Fairy-type.
- Dragon Cave: All Pokémon have the effect of Mold Breaker in addition to their regular ability. Dragon-type moves have perfect accuracy and can hit Fairy-type Pokémon. Nature Power becomes Dragon Pulse, Secret Power has the animation of Dragon Rage and may cause flinching, and Camouflage makes the user Dragon-type.
Before either team is shown, both players make a blind pick for which environment their team would personally prefer for the sake of Gentleman's Clause. If they match, that's that. Then at team preview, both players ban a number of environments (say, 2 or 3, maybe more) that they would rather not deal with, and then it's chosen randomly after that. This encourages more interesting abuses of environments that will be less obvious so your opponent doesn't know what environments they ought to ban.
Format for the submission of a new Environment:
Environment name: the name of the new environment.
Weather effects: if in the environment there is always a weather condition. If not, leave empty.
Nature Power becomes: Nature Power becomes always a Special Attack with 65≤BP≤110.
Secret Power has the animation of: Secret Power doesn't change its type, but it changed its animation and his secondary effect (that must have always the 30% chance to be activated).
Camouflage changes the type in: Camouflage changes the type of the Pokemon depending on the environment.
Other effects: the effects can include statuses, statistics drops and boosts, transformation of the type of moves and Pokemon, etc.
Flavour: explain why all these things happen.
Weather effects: if in the environment there is always a weather condition. If not, leave empty.
Nature Power becomes: Nature Power becomes always a Special Attack with 65≤BP≤110.
Secret Power has the animation of: Secret Power doesn't change its type, but it changed its animation and his secondary effect (that must have always the 30% chance to be activated).
Camouflage changes the type in: Camouflage changes the type of the Pokemon depending on the environment.
Other effects: the effects can include statuses, statistics drops and boosts, transformation of the type of moves and Pokemon, etc.
Flavour: explain why all these things happen.
I would like to add 6 more Environments to this Pet Mod, to reach the number of 25 Environments. The selection of a new Environment is divided in 3 phases:
1) Submission phase: each user can submit any number of Environments, following the format (I will change each Environment's text to respect the format soon). I declare when it begins and it lasts for 3 days.
2) Poll phase: after 3 days from the beginning of the submission phase, I will open a poll (on strawpoll or somewhere else). This poll will last for 2 days and at the end, the new Environment will be added to the Environments' List in this OP.
3) Balancing phase: the just-implemented Environment is subjected to balancing, so if you don't like a feature of the Environment, you can say it and we will discuss it together without changing the original idea. This phase will last 2 days.
Clauses:
- Sleep Clause
- Baton Pass Clause
- Item Clause
- Species Clause
- Endless Battle Clause
Banlist:
just like OU Tier (bans may be added during the discussion phase)
An idea is to implement some new items that are influenced by the environment in which the match takes place.
Let me know your thoughts about it:
- if you think an environment would make any Pokemon too powerful, say how would you change it.
- if you would like to implement a new environment, you can propose it (I'd like to reach the number of 25 different environment, now they are only one for each type, and some others for weather conditions).
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