Discussion Phase:
The metagame so far and nerf proposal #1
So far this metagame is untested and undiscussed, and has around 30 new pokemon ( depending how you count Rotom appliances ). All of these new Pokemon can be found in the Spreadsheet. Remember that this is an OU-based metagame so they will be coexisting with the likes of Tapu Koko and Heatran.
I'm going to start us off with a proposal to nerf some of the pokemon that I think are a fair bit stronger than the rest and would over centralize the metagame. Feel free to adjust my changes or suggest a different type of nerf altogether. The original creator has ultimate veto power over any changes. The goal of nerfing should be to stay true to the spirit original submission and not put any new twists on it. Do not take with one hand and give with the other. If you think I've taken too many liberties with my proposals, suggest a more neutral change.
Here are the proposals:
In addition to discussing these pokemon, please suggest any other pokemon that look interesting to you, or bring up any balance concerns you have. Really any thoughts about the metagame would be helpful as there has not been any discussion yet. Don't forget that this metagame will be playable on Dragon Heaven soon!
Also don't worry the next slate will be up in a day or two.
The metagame so far and nerf proposal #1
So far this metagame is untested and undiscussed, and has around 30 new pokemon ( depending how you count Rotom appliances ). All of these new Pokemon can be found in the Spreadsheet. Remember that this is an OU-based metagame so they will be coexisting with the likes of Tapu Koko and Heatran.
I'm going to start us off with a proposal to nerf some of the pokemon that I think are a fair bit stronger than the rest and would over centralize the metagame. Feel free to adjust my changes or suggest a different type of nerf altogether. The original creator has ultimate veto power over any changes. The goal of nerfing should be to stay true to the spirit original submission and not put any new twists on it. Do not take with one hand and give with the other. If you think I've taken too many liberties with my proposals, suggest a more neutral change.
Here are the proposals:
Name: Myzteri ( Unown )
Type:
Ability: Protean
Stats: 100 / 72 / 100 / 128 / 100 / 100 | BST: 600
Move Additions: Psychic, Shadow Ball, Tail Glow, Flamethrower, Thunderbolt, Ice Beam, Power Gem, Earth Power, Aura Sphere, Scald, Recover
Why Over Powered?: 128 SpA and Protean backed up by Mew's bulk and decent Speed. Tail Glow.
Nerf Proposal: Swap Tail Glow with Nasty Plot. -5 to all stats
Justification: There weren't any critical calcs justifying the stat drop, but on paper it has a better combo of stats and ability than almost anything in OU.
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Name: Zycresi ( Unown )
Evolves when leveling up with Mew in the party and no Arceus
Type:
Ability: Psychic Surge
Stats: 100 / 72 / 100 / 108 / 100 / 120 | BST: 600
Move Additions: Psychic, Shadow Ball, Tail Glow, Flamethrower, Thunderbolt, Ice Beam, Power Gem, Earth Power, Aura Sphere, Scald, Recover
Why Over Powered?: 120 Spe and a 50% STAB boost, along with Tail Glow and incredible bulk.
Nerf Proposal: Swap Tail Glow with Nasty Plot. -10 to HP, Def, SpD
Justification: Again no crucial calcs behind lowering the bulk, just taking it down from that 600 BST in light of its 4.5 tier ability.
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Name: Psychoglyph ( Sigilyph )
Type:
Ability: Mental Drain* / Tinted Lens / Magic Guard (HA)
Mental Drain* - Psychic-type Lightningrod
Stats: 82 / 58 / 90 / 130 / 90 / 130 | BST: 575
Move Additions: Power Gem, Earth Power, Moonblast, Nasty Plot, Focus Blast
Why Over Powered?: 130 / 130 Offenses with Magic Guard, phenomenal coverage on Psychic counters, reasonable defenses + good boosting move. Think Mega Zam with bulk, Magic Guard, Fire / Ground coverage, and Nasty Plot.
Nerf Proposal: -15 SpA, -10 Spe
Justification: It still outspeeds a very crowded 115 speed tier in Evos for Everyone, and it's still got decent bulk with Magic Guard, but it needs a Nasty Plot boost to gain wallbreaking power now.
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I'm not that concerned about Psychoglyph's brother, Glyphite, but I'll leave it up to Origin0 if they want to make any changes to it so it will match Psychoglyph's BST.
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Name: Combustoise ( Turtonator )
Type:
Ability: Volatile*
Volatile* - Stamina clone that raises SpA
Stats: 100 / 90 / 150 / 110 / 100 / 50 | BST: 600
Move Additions: Slack Off, Earth Power, Power Gem
Why Over Powered?: Astronomical 100/150/100 defenses allow it to easily set up Shell Smash, and thanks to its ability it can easily get to +3 SpA and start abusing near-perfect three move coverage.
Nerf Proposal: - 10 HP, -10 SpA, Volatile now lowers SpD as well as boosting SpA. Add Shell Armor as an optional ability.
Justification: It's now going to have some weaknesses when setting up, and hit a little less hard. +3 SpA after one turn of setup is still no joke. Shell Armor was added as a neutral way to avoid the new downside of Volatile if you want.
Type:


Ability: Protean
Stats: 100 / 72 / 100 / 128 / 100 / 100 | BST: 600
Move Additions: Psychic, Shadow Ball, Tail Glow, Flamethrower, Thunderbolt, Ice Beam, Power Gem, Earth Power, Aura Sphere, Scald, Recover
Why Over Powered?: 128 SpA and Protean backed up by Mew's bulk and decent Speed. Tail Glow.
Nerf Proposal: Swap Tail Glow with Nasty Plot. -5 to all stats
Justification: There weren't any critical calcs justifying the stat drop, but on paper it has a better combo of stats and ability than almost anything in OU.
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Name: Zycresi ( Unown )
Evolves when leveling up with Mew in the party and no Arceus
Type:


Ability: Psychic Surge
Stats: 100 / 72 / 100 / 108 / 100 / 120 | BST: 600
Move Additions: Psychic, Shadow Ball, Tail Glow, Flamethrower, Thunderbolt, Ice Beam, Power Gem, Earth Power, Aura Sphere, Scald, Recover
Why Over Powered?: 120 Spe and a 50% STAB boost, along with Tail Glow and incredible bulk.
Nerf Proposal: Swap Tail Glow with Nasty Plot. -10 to HP, Def, SpD
Justification: Again no crucial calcs behind lowering the bulk, just taking it down from that 600 BST in light of its 4.5 tier ability.
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Name: Psychoglyph ( Sigilyph )
Type:


Ability: Mental Drain* / Tinted Lens / Magic Guard (HA)
Mental Drain* - Psychic-type Lightningrod
Stats: 82 / 58 / 90 / 130 / 90 / 130 | BST: 575
Move Additions: Power Gem, Earth Power, Moonblast, Nasty Plot, Focus Blast
Why Over Powered?: 130 / 130 Offenses with Magic Guard, phenomenal coverage on Psychic counters, reasonable defenses + good boosting move. Think Mega Zam with bulk, Magic Guard, Fire / Ground coverage, and Nasty Plot.
Nerf Proposal: -15 SpA, -10 Spe
Justification: It still outspeeds a very crowded 115 speed tier in Evos for Everyone, and it's still got decent bulk with Magic Guard, but it needs a Nasty Plot boost to gain wallbreaking power now.
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I'm not that concerned about Psychoglyph's brother, Glyphite, but I'll leave it up to Origin0 if they want to make any changes to it so it will match Psychoglyph's BST.
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Name: Combustoise ( Turtonator )
Type:


Ability: Volatile*
Volatile* - Stamina clone that raises SpA
Stats: 100 / 90 / 150 / 110 / 100 / 50 | BST: 600
Move Additions: Slack Off, Earth Power, Power Gem
Why Over Powered?: Astronomical 100/150/100 defenses allow it to easily set up Shell Smash, and thanks to its ability it can easily get to +3 SpA and start abusing near-perfect three move coverage.
Nerf Proposal: - 10 HP, -10 SpA, Volatile now lowers SpD as well as boosting SpA. Add Shell Armor as an optional ability.
Justification: It's now going to have some weaknesses when setting up, and hit a little less hard. +3 SpA after one turn of setup is still no joke. Shell Armor was added as a neutral way to avoid the new downside of Volatile if you want.
Also don't worry the next slate will be up in a day or two.
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