Pet Mod [Gen 1] Burgundy Version - Fakemon Concepts

Ema Skye

Work!
is a Pre-Contributor
thanks Pet Mods staff for approving the project
[Gen 1] Burgundy Version​

Legend has it that a remote island lay off the coast of the Kanto region where the strongest trainers gather, further beyond than even the Sevii Islands and the Orange Archipelago. Home to this region are a unique variety of Pokemon that have never been seen before, as well as Pokemon from other regions not native to Kanto. You've been invited by the island's professor, Professor Mulberry, to help study and catalogue life on this island and the uniqueness it features. This is the Burgundy Island.

Premise
In this Gen 1 mod, we will be expanding on the existing RBY metagame by playing to its strengths and, perhaps, tightening some things up. RBY is a unique metagame as its three different tiers (standard, Tradebacks and Stadium) have different mechanics, and so as a mod, we are in a unique position to make some mechanical alterations to the tier that not only play to its strengths, but play the way we want. Legalizing tradebacks and making bug fixes (99.6, Dig/Fly, new sleep or wrap mechanics, etc) are on the table and we will take this in the community's direction. This should still feel like Gen 1, but it should feel both familiar and enhanced.

Beyond that, we'll also be making some additions to the tier. These can be grouped into a few categories.

1. Rebalances

These are historically very popular with other RBY mods. You can take an existing RBY mon and attempt to make it more OU viable. OR, you can take an existing RBY move and make it more viable.

2. Additions

During these slates, people can sub Pokemon from other generations to add them to the mod. These Pokemon should feel like they belong in Gen 1 and so there will be additional guidelines to ensure that they do so. Additionally, new attacks from other generations can also be added. Again, the aim is to feel like they fit in Gen 1, and so it is requested that you make the minimum amount of changes possible to make it work.

3. Original Creations

Similar to the Additions, but these will be original creations for the mod. We will create Fakemon or original moves that can fit within the RBY context. This process will be drawn out over an extended period of time to ensure the final product fits within the tier.

4. Anything Else

During the mod, if there are other things the community wants to add to the mod (new status effects, new types, new mechanics, etc), we may do them if there is enough support in doing so.

Philosophy

This mod attempts to answer the following guiding question: how can a mod feel faithful to the original material but expand on it while doing so? RBY is a fragile generation in terms of its power level, and introducing legions of powercreep sours the experience for everyone. In all cases, it is better to undershoot than overshoot.

By being faithful, there are some things we should consider as part of our guiding principles for the sake of playability and accessibility. It is in the mod's best interest to preserve the core RBY Pokemon and build around them, rather than replacing them. Preserving this core group makes the mod accessible for people looking to get into it, but it also provides some benchmarks for Pokemon creation.
  • Tauros should still be a consistent revenge killer.
  • Alakazam and Starmie should still be competitive special attackers with recover.
  • Snorlax should be the most consistent progress maker and flexible Pokemon in the tier.
  • Chansey should still be a consistent special tank.
  • Exeggutor should still have one of the strongest utility movepools.
This isn't to say you are limited to subbing bad Pokemon (that's no fun), but we ask that you don't seek to powercreep an already excellent Pokemon in the tier. Anything unlisted is fair game but there are a few other things I want people to be aware of:
  • Unless we change sleep mechanics, reliable sleepers (defined as having a 75% accurate sleeping move) should not be faster than 95. 0-7 turn sleep is oppressive and not enjoyable unless the sleepers are flawed in some way.
  • Partial trapping is controversial and possibly uncompetitive on the wrong Pokemon. Be careful making fast users of these moves unless there are other flaws they have (see: Rapidash and Tentacruel). Also be careful giving them access to Agility or Paralysis.
  • Pokemon in RBY have very limited coverage, typically only their STAB and Normal moves. This means that Ghost types can wall a lot of Pokemon just by existing. Ghosts should not be paired with types that have other immunities (especially Flying).
Council
:starmie: Ema Skye
:kingler: Gastlies
:articuno: Paulluxx
:rhydon: bt89

Resources
RBY Resource Hub (by Plague von Karma)
RBY Discord (we discuss the mod in the Pet Mods room)
Spreadsheet of Changes (TBD)
OU Viability Rankings
OU Sample Teams
Strategy Dex
Speed Mechanics (including speed tiers)
General Mechanics Guide
General Metagame Resources (by emma)
 
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Ema Skye

Work!
is a Pre-Contributor
Archive

:aerodactyl: Winning Rebalancing



Name: Flareon
Stats: 65/130/60/110/65
Typing: Fire
New Moves: Thunder, Jump Kick.
Removed Moves:

Flareon learned Zap Cannon in GSC and Superpower in DPP. These 2 moves are similar enough. Now Flareon is better vs Water Mons and Normal Mons.


Name: Dewgong
Stats: 90/70/80/95/70
Typing: Water-Ice
New Moves: Amnesia, Reflect.
Removed Moves:

Well, with those new Moves Cloyster and Lapras don,t outclass Dewgong anymore.
View attachment 470904
Onix
70(+35)/45/30(-130)/160(+130)/70
Rock/Ice
New moves: Blizzard, Ice Beam, Surf, Bubble Beam, Water Gun, Acid Armor
Removed moves: Earthquake, Dig, Fissure

I wanted to give a unique spin on Onix. Instead of being very strong on the defensive side, why not make it strong on the special side? The ice typing is inspired by the crystal Onix from the anime. Since crystals are prone to getting chipped or shattered, I replaced Onix's current Defense stat with it's former Special stat.

The stat change will be nice to allow it to fire off monstrous Blizzards, but not being a Ground type makes it prone to being paralyzed and crippled. Not having reliable recovery also means it won't have much lasting power, and it walled pretty hard by special walls like Chansey or Starmie. It probably won't be the best mon in the game, but I think it'll always have a niche in firing off nuclear bombs. Acid armor might also be good on it but IDK really.
:y/Aerodactyl:
Name: Aerodactyl
Stats: 80/125/75/70/135 (+20 ATK, +10 DEF +10 SPC, +5 SPE)
Typing: Rock/Flying
New Moves: Rock Slide, Drill Peck
Removed Moves: None

Aerodactyl got Earthquake from tradebacks, but let's improve it even more. It gets a nice power boost, only being slightly weaker than Rhydon. However, unlike Rhydon, Aerodactyl is fast too. It now outspeeds Jolteon instead of speed tying it. The extra bulk means it can utilize its unique ability to resist both normal and ground effectively against foes like Snorlax
:y/machamp:
Name: Machamp
Stats: 90/130/80/80/80 (+15 SPC,+25 SPE)
Typing: Fighting
New Moves: Glare
Removed Moves: -
Machamp's main problem (besides its obvious Psychic weakness) is its slow speed. 55 is a terrible number which makes it also scared of paralysis. A boost in its speed lets it deal damage much easier without taking any damage itself, and while also not stepping into Rhydon's place of being a better defensive option . 15 SPC lets it take special hits a tad easier while also being able to use the elemental punch moves better. It still loses against Psychic types of course, no question there. And paralysis, while not as dreadful as before, still hinders it. Glare lets it paralyze foes, especially switch-ins like Psychic types. So after they get paralyzed, Machamp can just Rolling Kick them to oblivion before Hyper Beam.
:y/beedrill:
Name: Beedrill
Stats: 65 / 100 / 60 / 65 / 95
Typing: Bug / Ground
New Moves: Earthquake
Removed Moves: N/A
Description: Beedrill can now actually use its anti-Psychic tools! It's no longer weak to Psychic, Ground STAB and Earthquake gives it a much-needed tool to smack Rocks and Gengar, Thunderbolt immunity offers it more chances to switch in, and it has all-around better stats.


:armaldo: Winning Additions
:rs/Armaldo:
Stats: 75/125/100/70/45
Typing: Rock/Bug
Movepool Changes: +Universals, +Reflect, -Body Slam
Justification of Changes: Reflect + Rest will allow Armaldo to fulfill a defensive role, similar to snorlax. Removing Body Slam ensures it won't completely replace snorlax due to the devensive sets now being helpless against Alakazam and Starmie, since it can't threaten Paralysis.

Description: Another SD user, but this one might be able to escape the realm of the D-ranks thanks to an amazing typing for RBY standards. It'll have a normal resistance without a weakness to ice or ground, making it an excellent Tauros check. It can either be used as a SD user with a set such as SD + Earthquake + Rock Slide + Hyper Beam or it can be used as a defensive mon, using a set similar to one you would see Reflect Snorlax running.

Movepool:
Bide, Cut, Dig, Double Team, Double-Edge, Earthquake, Harden, Headbutt, Hyper Beam, Low Kick, Mimic, Rage, Reflect, Rest, Rock Slide, Sand Attack, Scratch, Screech, Seismic Toss, Slash, Strength, String Shot, Substitute, Swords Dance, Toxic, Water Gun
:dp/abomasnow:
Stats: 90/92/75/92/60
Typing: Grass/Ice
Movepool Changes: +Universals

Description: This terrible typing is not terrible in RBY when almost all of its weakness are completely irrelevant, while the resistances are important! It also gives Abomasnow access to two STAB 110 BP moves which is completely unresisted outside of pure fire types, none of which are relevant in OU. The main set will probably be a growth set (keep in mind razor leaf isn't boosted tho) but if you're feeling extra spicy, you can go for an SD set coming off a great physical movepool and a respectable base 92 attack stat.

Movepool:
Bide, Blizzard, Body Slam, Double Team, Double-Edge, Earthquake, Flash, Growth, Headbutt, Hyper Beam, Ice Beam, Ice Punch, Leech Seed, Leer, Light Screen, Low Kick, Mega Kick, Mega Punch, Mimic, Mist, Rage, Razor Leaf, Rest, Rock Slide, Skull Bash, Solar Beam, Stomp, Strength, Substitute, Swords Dance, Take Down, Toxic
:rs/medicham:
Stats: 60/100/85/85/100 (Mega Stats)
Typing: Fighting/Psychic
Movepool Changes: +Universals, -Reflect, -Counter
Justification of Changes: Reflect might make it too hard to break on the physical side considering it has the same physical bulk as Starmie and recover. Removing counter also prevents Medicham from just cheesing a physical attacker.

Description: My attempt at making a good fighting type in RBY. Medicham is a fighting type without a psychic weakness. Although it's STABs are both resisted by Psychics, it's not completely inept defensively against them as opposed to other fighting types. Although it's not as strong as other fighting types, it's the second-bulkiest after Machamp, and recover gives it a lot more longevity. Meditate could also make it a dangerous sweeper if left unchecked.

Movepool:
Bide, Body Slam, Confusion, Double Team, Double-Edge, Dream Eater, Fire Punch, Flash, Headbutt, High Jump Kick, Hyper Beam, Ice Punch, Light Screen, Low Kick, Meditate, Mega Kick, Mega Punch, Metronome, Mimic, Night Shade, Psybeam, Psychic, Rage, Recover, Rest, Rock Slide, Seismic Toss, Strength, Substitute, Swift, Take Down, Thunder Punch, Toxic


(Couldn,t find a sprite that worked)

Sneasler
Stats: 80/130/60/80/120
Typing: Fight-Poison
Movepool Changes: + Bide, + Mimic, + Toxic, +Double Kick, +Jump Kick, +Submission, +Sludge, -Fire Punch, -Rock Slide
Justification of Changes: First 3 moves are required. Next 4 are actual STABs, otherwise it would only have Low Kick. Fire Punch makes littler sense on this specific Mon, who comes from a cold region. Rock Slide makes more sense, but I wanted to keep it balanced and allow Reflect Articuno to somewhat check it.
Description: My goal was to make a Mon that viable used the Poison STAB, regarded as the worst typing in RBY, even though it only uses it for only one Mon (Exeggutor), unless we buff or get new viable Bugs (Bug is weak to Poison in Gen 1). Sneasler is incredibly fast, as fast as Alakazam. If it gets a free SD, it can sweep entire teams, at +2 these Mons die (some are just rolls) from Sludge, Hyper Beam or Jump Kick:
-Alakazam (Speedtie), Starmie (Hyperbeam roll), Tauros, Chansey, Snorlax (Jump Kick roll), Exeggutor, Dewgong, Flareon, Victreebel (Hyper beam roll), Lapras (Jump Kick roll), Jynx, Persian, Jolteon, Hypno (Hyper beam roll).
Sounds impressive and maybe, broken, right? However, it has big downsides. Defensively, Fight-Poison is terrible, Sneasler has big troubles setting up, Psychic from any Mon OHKOs it, Thunder Wave cripples it, a lucky Fire Blast burn absolutely destroys and Earthquake is a common move too. At the same time, at +0 it doesn,t OHKO anything, even Persian lives one Jump Kick from full. Even at +2, the mere existante of Gengar terrifies Sneasler, since its a full counter outside of Dig. Other than Gengar, Alakazam speedties, newly buffed Aerodactyl outspeeds and smashes hard with Drill Peck and EQ and Jolteon, while dies from +2 Hyper Beam, can at least paralyze Sneasler before that happens (or even put a surprise Reflect strat). Other Mons that survive +2 hits and are capable of either crippling or KOing Sneasler are:
-Articuno, Zapdos, Moltres, Aerodactyl (already mentioned), Slowbro, Cloyster (93% max damage), Rhydon (92% max damage, almost always OHKOs back), Golem (99% max damage, doesn,t OHKO back with EQ often from full, but does with Boom), Nidoqueen, Nidoking (I believe both to be viable with Lovely Kiss) and Machamp (newly buffed, has Glare and EQ).
So, all in all, Sneasler offers 2 unique typings and is a high risk, high reward Mon, destroying the most common OU Mons if they let him to set-up, but still with enough counterplay from lesser used Mons




Full Movepool:
Agility, Bide, Counter, Dig, Double Kick, Hyper Beam, Jump Kick, Leer, Low Kick, Mimic, Quick Attack, Rage, Rest, Scratch, Screech, Slash, Sludge, Substitute, Submission, Swift, Swords Dance, Take Down, Toxic
:sv/Talonflame:
Stats: 78/81/71/74/128 [432/506 BST]
Typing:

Movepool Changes: +Bide, +Rage, +Drill Peck, +Double Edge, +Focus Energy, -Swords Dance, -Solar Beam, -Fire Spin
Justification of Changes: Special is equal to its higher Sp Attack. Gains Universals, Drill Peck for physical STAB, and Double Edge since it uses recoil moves in the regular games. I'm buffing its base speed by 2 points and giving it Focus Energy so it can have 100% Crit Rate. GF used to be weird about giving Flying types SD, and giving Fire types Solar Beam, so I'm taking those away. Removing Fire Spin to differentiate it from Moltres more, (also 100% Crit PT seems like a bit much).
Description: Revenge Killer/Cleaner with Focus Energy. Has a slightly better time against Rock types than Zapdos does, as Fire Blast Crit is a 3HKO, and it can burn them; however it does take 68% minimum from a Burned Rhydon's Rock Slide sooo...
:talonflame: Fire Blast vs. :Tauros: on a critical hit: 261-307 (73.9 - 86.9%) -- guaranteed 2HKO
:talonflame: Drill Peck vs. :Tauros: on a critical hit: 153-180 (43.3 - 50.9%) -- 3.5% chance to 2HKO
:Tauros: Blizzard vs. :talonflame: : 168-198 (46.7 - 55.1%) -- 70.6% chance to 2HKO
:Tauros: Hyper Beam vs. :talonflame:: 199-235 (55.4 - 65.4%) -- guaranteed 2HKO
:talonflame: Hyper Beam vs. :Chansey: on a critical hit: 505-594 (71.8 - 84.4%) -- guaranteed 2HKO
:talonflame: Drill Peck vs. :Chansey: on a critical hit: 404-475 (57.4 - 67.5%) -- guaranteed 2HKO
:Chansey: Ice Beam vs. :talonflame: 173-204 (48.1 - 56.8%) -- 91.5% chance to 2HKO
:talonflame: Fire Blast vs. :Snorlax: on a critical hit: 273-321 (52.1 - 61.3%) -- guaranteed 2HKO
:Snorlax: Ice Beam vs. :talonflame: 127-150 (35.3 - 41.7%) -- guaranteed 3HKO
:Snorlax: Hyper Beam vs. :talonflame: : 212-250 (59 - 69.6%) -- guaranteed 2HKO
:talonflame: Fire Blast vs. :Exeggutor: on a critical hit: 354-416 (90 - 105.8%) -- 38.5% chance to OHKO
:talonflame: Drill Peck vs. :Exeggutor: on a critical hit: 328-386 (83.4 - 98.2%) -- guaranteed 2HKO
:Exeggutor: Psychic vs. :talonflame: : 138-163 (38.4 - 45.4%) -- guaranteed 3HKO
:talonflame: Hyper Beam vs. :Starmie: on a critical hit: 204-240 (63.1 - 74.3%) -- guaranteed 2HKO
:Starmie: Blizzard vs. :talonflame: : 211-248 (58.7 - 69%) -- guaranteed 2HKO
:talonflame: Hyper Beam vs. :Alakazam: on a critical hit: 291-342 (92.9 - 109.2%) -- 56.4% chance to OHKO
:Alakazam: Psychic vs. :talonflame: : 148-174 (41.2 - 48.4%) -- guaranteed 3HKO
:talonflame: Fire Blast vs. :Rhydon: on a critical hit: 165-194 (39.9 - 46.9%) -- guaranteed 3HKO
burned :Rhydon: Rock Slide vs. :talonflame: : 245-288 (68.2 - 80.2%) -- guaranteed 2HKO
Movepool:
Agility, Bide, Double Edge, Double Team, Drill Peck, Ember, Fire Blast, Fire Spin, Flamethrower, Fly, Focus Energy, Growl, Hyper Beam, Peck, Quick Attack, Razor Wind, Rest, Solar Beam, Substitute, Swift, Swords Dance, Tackle, Take Down, Toxic
Move: Blast Burn / Hydro Cannon / Frenzy Plant
Type: Fire / Water / Grass
Base Power: 150
Accuracy: 90
PP: 8
Effect: Takes a turn to recharge unless it KOes an opponent
Distribution: Blast Burn: :charizard:|:charmander::charmeleon: Hydro Cannon: :blastoise:|:squirtle::wartortle: Frenzy Plant: :venusaur:|:bulbasaur::ivysaur:
Description: Starters get hyper beam clones that they get in later gens. Not much else to say
:gs/dragonite:
Move: Draco Meteor
Type: Dragon
Base Power: 150
Accuracy: 90
PP: 8
Effect: -2 Special
Distribution: :dragonite::mew:|:dratini::dragonair:
Description: The legendary Draco Meteor is here! Base power is now 150 due to the downside now lowering your special defense as well. This gives dragonite an insanely powerful dragon move that is completely unresisted.
Move: Focus Punch
Type: Fighting
Base Power: 150
Accuracy: 100%
PP: 32
Effect: Always goes last. Fails if the user takes damage before it hits.
Distribution: :machamp:* :primeape:* :poliwrath: :pinsir::muk:*
Description:
Purposefully limited distribution. Would be very powerful on mons that have setup (:medicham:) or have mostly normal-type checks. Hopefully this will allow some mons to keep up with powercreep.


:smeargle: Winning Original Content
none yet


:klink: Mechanical Alterations
  • Tradebacks Legalized
  • Partial Trapping moves (Wrap/Bind/Fire Spin/Clamp) always last 3 turns
  • Sleep lasts up to 3 turns (down from 7 turns in RBY)
  • Dig, Fly and Focus Energy bugs are removed
  • 1/256 miss chance removed
  • Poison damage increased to 1/8th from 1/16th. Toxic does not interact with Leech Seed.
  • Freeze has a 10% of being cured each turn.
  • Whirlwind and Roar act like modern gen moves, instead of doing nothing
  • Recoil damage is not taken if the foe or its substitute is KOed
  • Substitute blocks status conditions and confusion, cannot KO itself by using Substitute and cause draining moves to miss. Explosion moves cause the move's user to faint when attacking a substitute.


Viability List
(not a ranking)

Staples: :rg/tauros: :rg/snorlax: :rg/chansey:
Your team should realistically have all three of these because they are the best Pokemon in each of their jobs. Tauros revenge kills like nothing else due to Hyper Beam, and Ice+Ground+Normal is unresisted. Snorlax is the strongest attacker in the game due to STAB Body Slams, Hyper Beams or Self-Destructs, and is generally the most versatile mon in the tier. Chansey is a powerful special wall while also offering some versatility, notably Thunder Wave, all while possessing reliable recovery.

Outstanding Options: :rb/exeggutor: :rb/starmie: :rb/alakazam: :rb/rhydon:
Exeggutor lacks its versatility in normal RBY, instead acting as a strong defensive piece due to its coveted Ground resist. Access to Stun Spore allows it to support the team. Starmie has even more versatility and 32PP recover to allow it to stall quite well, especially with its Psychic resist. Alakazam is similar, possessing a more min-maxed statspread and similar coverage options. Rhydon's defensive utility is excellent, acting as an immortal answer to Zapdos while also exploiting paralyzed teams due to its Thunder Wave immunity.

Very Good Options: :y/zapdos: :y/slowbro: :y/jolteon: :y/hypno: :y/persian: :y/vaporeon:
Zapdos is notoriously difficult to wall without Rhydon or Jolteon, as Drill Peck crits end Chansey and Exeggutor. Slowbro sometimes just wins on matchup alone due to Amnesia boosts making it immortal. Jolteon is similar to Zapdos, and notably can break Chansey with Double Kick crits. Hypno gains Amnesia in this format, making it similar to a monotype Slowbro. Persian benefits from Substitute changes, allowing it to hide from paralysis while breaking with Slash. Vaporeon acts as a Slowbro that is slower to get going but hits harder at max.

Niche Options: :rg/gengar: :rg/electabuzz: :rg/articuno: :rg/moltres: :rg/cloyster: :rg/kabutops:
Gengar struggles from the sleep nerfs, but acts as a powerful wallbreaker with great coverage. Electabuzz is similar to the above Electrics, but breaks Rhydon at the cost of worse stats elsewhere. Articuno and Moltres hit the hardest out of all Pokemon in the tier, but possess limited coverage for breaking resists. Cloyster is the tier's best physical wall and offers pivoting through Wrap. Kabutops possesses a coveted Normal+Ice resist that also bosts Slash for breaking Reflect users.

To Be Tested: :aerodactyl: :medicham: :sneasler: :talonflame: :abomasnow: :machamp: :dragonite: :flareon: :dewgong: :armaldo: :beedrill: :onix:
All of these Pokemon have been recently buffed and their position in the tier remains to be seen.
 
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Ema Skye

Work!
is a Pre-Contributor
Slate 0: Mechanical Alterations

You finish up your preparation in Vermilion City for the road ahead. The S.S. Anne leaves shortly for Burgundy Island and you have no idea what the world of Pokemon will look like there. While you can expect to find new Pokemon who know new moves, you may also find that the rules on Burgundy Island are a little different than what you remember from Kanto.

Before we embark on our journey to the Burgundy Island, it's time for us to play god and decide what kind of metagame Burgundy Version will have. What alterations do we want to do? These can be drawn from:
  • other RBY metagames (legalizing tradebacks, Stadium's sleep mechanics, etc.)
  • other Pokemon game's (GSC's thawing from freeze, bug fixes removed in other games, etc.)
  • original creations (partial trapping moves have a visual indicator when they are complete, etc)
Any mechanical alterations you want to make should be bolded in your post. See the example below. If someone else has submitted an identical or similar mechanic from you, please do not submit the same thing. Instead, work with the other user to see if a more collaborative addition can be made. We will not be voting on an individual user's entire proposal as each individual mechanic change is treated like a new submission.

Council isn't going to allow type chart changes as part of this discussion for a few reasons. Firstly, they are quite common in solomods and with a lot of community input, we have the chance to get something more distinct happening (many heads are better than one). Secondly, type chart changes can get out of hand very quickly and can warp the tier's identity more than we're willing to deal with in the first slate.

Example Post
Ema Skye said:
Stadium Sleep Mechanic
Tradebacks Legalized
Dig/Fly bug fixed
1/256 miss chance removed


Stadium's sleep mechanic makes the status less of a requirement when building, dropping from 0-7 turns to 0-3 turns. Sleep is consistently ranked as one of the most annoying mechanics about RBY, so much so that it makes Jynx, an otherwise unremarkable Pokemon, into one of the strongest leads in the tier. Sleep is essentially a KO with how it works and reducing the turn count allows it to still be part of the tier.

Tradebacks are consistently requested to be part of RBY and so I don't see a reason why they shouldn't be part of the mod. They do not change OU that much, but when we get to our lower tiers, they should lead to quite the shakeup. This goes in hand with the changed sleep mechanics above as tradebacks brings a lot of new sleepers.

Dig/Fly glitch is stupid and so fixing it helps the 'Arcanine syndrome' mons.

99.6 misses are really just unfun and unnecessary. While they are a 'unique part' of RBY, not everything unique is good.
At the end of the discussion (we will discuss for a few days), I will open up voting. Any individual mechanic alteration that has a clear mandate from the voters to add will be implemented in the tier (we will let you know what the threshold is once we get there).

Discussion opens now (you can post now!) and we'll wrap it up in about 4 days.
 
My requests:

Next-gen PSN damage - regular poison status to deal 1/8 damage at the end of a move, but Toxic mechanics to remain the same (swap to regular PSN on switch, etc)

Next-gen Counter - Counter works on all physical moves (Normal, Fighting, Ground, Rock, Poison, Bug, Flying, Ghost)

Next-gen Whirlwind/Roar - these moves actually force the opponent to switch another Pokemon at random

Elaborations: I've picked stuff that I don't think will have too huge an impact on the way RBY is played. Well, Counter being changed might, but I think changing FRZ and SLP to later gen mechanics will alter the feel of RBY too much (for my liking). Stadium sleep turns does sound like a good idea though.

Edit:

Focus Energy fix - multiplies crit ratio by 4 instead of dividing it (nothing OU-relevant gets this, but it might be a nice tool to explore looking forward)
 
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Ema Skye

Work!
is a Pre-Contributor
Stadium Sleep Mechanic
Stadium's Recoil Mechanics
Tradebacks Legalized
Dig/Fly bug fixed
1/256 miss chance removed


Stadium's sleep mechanic makes the status less of a requirement when building, dropping from 0-7 turns to 0-3 turns. Sleep is consistently ranked as one of the most annoying mechanics about RBY, so much so that it makes Jynx, an otherwise unremarkable Pokemon, into one of the strongest leads in the tier. Sleep is essentially a KO with how it works and reducing the turn count allows it to still be part of the tier.

Stadium's recoil mechanics are pretty simple: if the move KOs a Pokemon or a substitute, no recoil damage is taken. Double Edge becomes a lower risk-reward Hyper Beam and Submission mons don't kill themselves attacking Snorlax or Chansey.

Tradebacks are consistently requested to be part of RBY and so I don't see a reason why they shouldn't be part of the mod. They do not change OU that much, but when we get to our lower tiers, they should lead to quite the shakeup. This goes in hand with the changed sleep mechanics above as tradebacks brings a lot of new sleepers.

Dig/Fly glitch is stupid and so fixing it helps the 'Arcanine syndrome' mons.

99.6 misses are really just unfun and unnecessary. While they are a 'unique part' of RBY, not everything unique is good.
 

Sabelette

"What does 7Used mean"
is a Community Contributor
Set Wrap to always 3 turns
Stadium crit mechanics (alternatively, GSC crit chance mechanics but keep autocrit on high crit ratio moves)
Stadium Substitute mechanics
 
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Ema Skye

Work!
is a Pre-Contributor
Voting time!

You can vote for as many of the mechanic alterations as you want (vote ‘All’ to do that). The amount that will be added to the mod will be determined by what the vote count looks like. Any that have a clear desire by the community to be part of the mod will be added.

Votes will close in 48 hours.
 

Sabelette

"What does 7Used mean"
is a Community Contributor
Set Wrap to always 3 turns
Stadium Substitute mechanics
GSC crit rate for non-high-crit moves
GSC freeze mechanics
Stadium Sleep Mechanic
Tradebacks Legalized
Dig/Fly bug fixed
1/256 miss chance removed

Focus Energy fix
Next-gen PSN damage
Next-gen Whirlwind/Roar
 

Yung Dramps

awesome gaming
Next-gen PSN damage
Next-gen Counter
Next-gen Whirlwind/Roar

Focus Energy fix
Stadium Sleep Mechanic
Stadium's Recoil Mechanics
Tradebacks Legalized
Dig/Fly bug fixed
1/256 miss chance removed

Body Slam can paralyze Normal types again
GSC's freeze mechanics
Set Wrap to always 3 turns
 

Ema Skye

Work!
is a Pre-Contributor
Set Wrap to always 3 turns
Stadium Substitute mechanics
GSC crit rate for non-high-crit moves
GSC freeze mechanics
Stadium Sleep Mechanic
Tradebacks Legalized
Dig/Fly bug fixed
1/256 miss chance removed
Focus Energy fix
Next-gen PSN damage
Next-gen Whirlwind/Roar
Stadium Recoil
 
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Gravity Monkey

t'as fait des frites, puis t'as mangé les frites
is a Top Artist
All except Body Slam paralysing Normal types, Stadium Crit Mechanics, and Next-Gen Counter
 
All except:
Body Slam can paralyze Normal types
Stadium Crit Mechanics
Next-Gen Counter
GSC Freeze Mechanics
 
1/256 miss chance removed
Tradebacks Legalized
Dig/Fly bug fixed

Stadium Sleep Mechanic
Set Wrap to always 3 turns
GSC's freeze mechanics
Next-gen PSN damage
Next-gen Whirlwind/Roar
 
Set Wrap to always 3 turns
Stadium Substitute mechanics
Stadium's Recoil mechanics

GSC crit rate for non-high-crit moves
GSC Freeze mechanics
Stadium Sleep mechanics
Dig/Fly bug fixed
1/256 miss chance removed
Focus Energy fix
Next-gen PSN damage
Next-gen Whirlwind/Roar
 

Ema Skye

Work!
is a Pre-Contributor
You spent your ride on the SS Anne reading about previous Pokemon research on Burgundy Island. It appears you were correct in making preparations for a different kind of Pokemon battle than you experienced in Kanto.

Vote count (little bit early but there are very clear winners):
Code:
13/13: 3 turn PT, 1-3 turn Sleep, Tradebacks, Dig/Fly fix, 1/256 removed,  GSC Poison, Whirlwind/Roar
12: Focus Energy fix
11: Stadium Recoil
10: Stadium Substitute, GSC Freeze
(supermajority threshold)
7: Gen 6 Paralysis
5: Next Gen Counter, Stadium/GSC Crit
3: Body Slam paralyses Normals
This means the following changes will be implemented into the mod:

Bug fixes:
  • Dig, Fly and Focus Energy bugs are removed (this unbans Dig and Fly; Focus Energy quadruples crit rate)
  • 1/256 miss chance removed
Status effects:
  • Poison damage is boosted to 1/8th instead of 1/16th. Toxic does not interact with Leech Seed.
  • Defrost chance is 10% every turn
  • Sleep lasts between 1-3 turns instead of 1-7. Pokemon still cannot attack the turn they wake up.
Move alterations:
  • Whirlwind and Roar are phazing moves like in new gens (instead of doing nothing in battle)
  • Recoil moves do not inflict recoil when KOing a substitute or a Pokemon
  • Substitute blocks all status effects, causes exploding Pokemon to faint and causes draining moves to miss. A Pokemon cannot self KO when making a substitute.
  • Wrap, Bind, Fire Spin and Clamp always last 3 turns, instead of 2-5 turns
Tradebacks are also legalized. See the link for a list of Tradeback moves.

:y/weezing: :y/marowak: Slate 1: Changed Friends :y/farfetchd: :y/arbok:
After a long day at sea, you landed on the island. Professor Mulberry is eagerly waiting for your arrival. Upon arriving at her lab, she shows you the initial research she has conducted in her initial week on the island. It turns out not only do Pokemon battle differently on the island, some of them are stronger than their Kanto relatives.

This is our first rebalancing slate, aiming to take some of RBY's lower tiered Pokemon and give them a new place in the tier.

Some Pokemon are ineligible for rebalanced on account of already being very good. This list is:
  • Tauros, Snorlax, Chansey, Persian, Starmie, Alakazam, Exeggutor, Slowbro, Hypno, Zapdos, Rhydon, Jolteon, Cloyster, Gengar, Jynx
The only other parameter is that the Pokemon you pick must be fully evolved. Additionally, if a winning rebalanced Pokemon has an evolution in a later gen, their evolution cannot be submitted. Similarly, a fakemon evolution cannot be made for it.

Otherwise, you are free to change anything about the Pokemon (stats, typing and movepool), though it is preferred that you work off of the existing Pokemon's kit and enhance it, instead of completely overhauling it. Please keep in mind the philosophical benchmarks outlined in the OP.

Here is a template for subbing. Please limit yourself to six submissions.

Code:
:y/pokemonname:
Name:
Stats:
Typing:
New Moves:
Removed Moves:
 
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