Approved by the Pet Mods Moderators
Shadow Colosseum
Welcome to Shadow Colosseum! This Gen 3 Orre Colosseum (essentially Gen 3 VGC) Pet Mod looks to adapt the mechanics and moves of Shadow Pokemon to the Orre Colosseum metagame, making up for how you were never able to use Shadow Pokemon against other players in the Shadow Pokemon games!
Shadow Colosseum
Welcome to Shadow Colosseum! This Gen 3 Orre Colosseum (essentially Gen 3 VGC) Pet Mod looks to adapt the mechanics and moves of Shadow Pokemon to the Orre Colosseum metagame, making up for how you were never able to use Shadow Pokemon against other players in the Shadow Pokemon games!
Before we begin, you should be aware of the mechanical differences between Gen 3 and Gen 9, which you can find in the spoiler tag below:
See this pastebin by Slowbroth for more detailed info.
Major Mechanics
- Unlike VGC in later generations, Orre Colosseum is played at Level 100 instead of Level 50.
- Unlike Gen 4 VGC, Orre Colosseum is played with Team Preview (mimicking Colosseum/XD and not the GBA games).
- Whether an offensive move is Physical or Special is based on its type rather than the move itself. Bug, Fighting, Flying, Ghost, Ground, Normal, Poison, Rock, and Steel moves are Physical, while Dark, Dragon, Electric, Fire, Grass, Ice, Psychic, and Water moves are Special. This includes moves that can change type, like Hidden Power or Weather Ball.
- Spread moves that don't hit a Pokémon's teammate (i.e. Rock Slide) have their power lowered by 50% in doubles when hitting multiple targets, rather than 75%. This is why these moves are significantly less common than in later generations.
- Spread moves that do hit a Pokémon's teammate (i.e. Earthquake) don't have their power reduced at all when hitting multiple targets. This makes them very powerful, especially compared to other spread moves.
- Self-Destruct and Explosion effectively have 400 and 500 BP respectively. This combined with the above point makes them extremely powerful.
- When a Pokemon is KO'd, the next Pokemon is sent in before the turn ends, meaning that the new Pokemon could get hit or even KO'd immediately after.
- The Fairy-type doesn't exist.
- Weather-setting abilities set their weathers permanently, unless replaced by another whether.
- Burn deals 12.5% damage per turn instead of 6.25%.
- Paralysis lowers the user's Speed by 75% instead of 50%.
- Thunder Wave has 100% Accuracy.
- Sleep lasts 2-5 turns. Like in Gen 1 Stadium formats but unlike later gen VGC formats, Sleep Clause exists.
- Ghost and Dark moves are resisted by Steel-types.
- Critical hits have a 1/16 chance of of occurring instead of 1/24, and deal doubled damage instead of 1.5x damage.
- Numerous major moves, abilities, items, and mechanics in Gen 9 VGC don't exist, including but not limited to Trick Room, Tailwind, Terrains, Pivoting moves (aside from Baton Pass), Covert Cloak, Clear Amulet, Dynamic Speed changes, Prankster, Focus Sash, Choice Specs, Choice Scarf, Life Orb, and Assault Vest.
- No Pokémon or moves from Gen 3 and earlier are dexited. Notable moves that aren't dexited include Hidden Power and Return.
- Fake Out and Extreme Speed only have +1 priority. This means that Fake Out can be redirected by Follow Me.
- The chance of successfully using Protect twice in a row is 50% instead of 33.3%.
- Hidden Abilities don't exist.
- Unlike Gen 9 VGC, tournament sets are historically played with Closed Team Sheets, but still can be Open Team Sheet
Minor Mechanics
- Many Pokemon lack stat and ability buffs from later generations, most notably Pelipper and Torkoal not having their weather-setting abilities.
- Grass-types aren't immune to powder moves.
- Electric-types aren't immune to paralysis.
- Surf doesn't hit your teammate in doubles. This combined with the spread move damage reduction makes the move mostly unviable.
- Soul Dew boosts Latios and Latias' SpA & SpD by 1.5x, instead of their Gen 7+ effect. This why the item is only allowed in restricted formats.
- Hail is the Ice-type weather instead of Snow. Hail doesn't boost the Defense of Ice-types, but instead non-Ice-types lose 6.25% of their max HP per turn.
- Sandstorm doesn't boost the SpD of Rock-types by 1.5x.
- Hyper Training doesn't exist, so Hidden Power users must have imperfect IVs if they aren't using Hidden Power Dark.
- Sitrus Berry always heals 30 HP, instead of 1/4 of the holder's max HP.
- Type-boosting items (i.e. Soft Sand) only boost damage by 10% instead of 20%
- Taunt only lasts 2 turns and isn't blocked by Intimidate.
- Encore lasts 2-5 turns, makes the Pokemon target a random opponent, and is much less distributed.
- Sturdy does not its Focus Sash effect.
- Pokemon have a 50% chance hit themselves in confusion instead of a 33.3% chance.
- Will-O-Wisp has 75% Accuracy.
- If you Trace the ability Intimidate, it doesn't activate.
Major Mechanics
- Unlike VGC in later generations, Orre Colosseum is played at Level 100 instead of Level 50.
- Unlike Gen 4 VGC, Orre Colosseum is played with Team Preview (mimicking Colosseum/XD and not the GBA games).
- Whether an offensive move is Physical or Special is based on its type rather than the move itself. Bug, Fighting, Flying, Ghost, Ground, Normal, Poison, Rock, and Steel moves are Physical, while Dark, Dragon, Electric, Fire, Grass, Ice, Psychic, and Water moves are Special. This includes moves that can change type, like Hidden Power or Weather Ball.
- Spread moves that don't hit a Pokémon's teammate (i.e. Rock Slide) have their power lowered by 50% in doubles when hitting multiple targets, rather than 75%. This is why these moves are significantly less common than in later generations.
- Spread moves that do hit a Pokémon's teammate (i.e. Earthquake) don't have their power reduced at all when hitting multiple targets. This makes them very powerful, especially compared to other spread moves.
- Self-Destruct and Explosion effectively have 400 and 500 BP respectively. This combined with the above point makes them extremely powerful.
- When a Pokemon is KO'd, the next Pokemon is sent in before the turn ends, meaning that the new Pokemon could get hit or even KO'd immediately after.
- The Fairy-type doesn't exist.
- Weather-setting abilities set their weathers permanently, unless replaced by another whether.
- Burn deals 12.5% damage per turn instead of 6.25%.
- Paralysis lowers the user's Speed by 75% instead of 50%.
- Thunder Wave has 100% Accuracy.
- Sleep lasts 2-5 turns. Like in Gen 1 Stadium formats but unlike later gen VGC formats, Sleep Clause exists.
- Ghost and Dark moves are resisted by Steel-types.
- Critical hits have a 1/16 chance of of occurring instead of 1/24, and deal doubled damage instead of 1.5x damage.
- Numerous major moves, abilities, items, and mechanics in Gen 9 VGC don't exist, including but not limited to Trick Room, Tailwind, Terrains, Pivoting moves (aside from Baton Pass), Covert Cloak, Clear Amulet, Dynamic Speed changes, Prankster, Focus Sash, Choice Specs, Choice Scarf, Life Orb, and Assault Vest.
- No Pokémon or moves from Gen 3 and earlier are dexited. Notable moves that aren't dexited include Hidden Power and Return.
- Fake Out and Extreme Speed only have +1 priority. This means that Fake Out can be redirected by Follow Me.
- The chance of successfully using Protect twice in a row is 50% instead of 33.3%.
- Hidden Abilities don't exist.
- Unlike Gen 9 VGC, tournament sets are historically played with Closed Team Sheets, but still can be Open Team Sheet
Minor Mechanics
- Many Pokemon lack stat and ability buffs from later generations, most notably Pelipper and Torkoal not having their weather-setting abilities.
- Grass-types aren't immune to powder moves.
- Electric-types aren't immune to paralysis.
- Surf doesn't hit your teammate in doubles. This combined with the spread move damage reduction makes the move mostly unviable.
- Soul Dew boosts Latios and Latias' SpA & SpD by 1.5x, instead of their Gen 7+ effect. This why the item is only allowed in restricted formats.
- Hail is the Ice-type weather instead of Snow. Hail doesn't boost the Defense of Ice-types, but instead non-Ice-types lose 6.25% of their max HP per turn.
- Sandstorm doesn't boost the SpD of Rock-types by 1.5x.
- Hyper Training doesn't exist, so Hidden Power users must have imperfect IVs if they aren't using Hidden Power Dark.
- Sitrus Berry always heals 30 HP, instead of 1/4 of the holder's max HP.
- Type-boosting items (i.e. Soft Sand) only boost damage by 10% instead of 20%
- Taunt only lasts 2 turns and isn't blocked by Intimidate.
- Encore lasts 2-5 turns, makes the Pokemon target a random opponent, and is much less distributed.
- Sturdy does not its Focus Sash effect.
- Pokemon have a 50% chance hit themselves in confusion instead of a 33.3% chance.
- Will-O-Wisp has 75% Accuracy.
- If you Trace the ability Intimidate, it doesn't activate.
Intro to Orre Colosseum Video by Nnico Iosi (basically summarizes all the info above this)
Orre Colosseum Thread
Orre Colosseum Discord
Orre Colosseum Website
Viability Rankings
Sample Teams
Item Tier List
Orre Colosseum Thread
Orre Colosseum Discord
Orre Colosseum Website
Viability Rankings
Sample Teams
Item Tier List
With that, onto the mod itself!
Rules & Procedures
Slate 1 - Deciding How Shadow Pokemon Work (7 Days)
The first slate of the mod will be dedicated to deciding how Shadow Pokemon will actually work in Shadow Colosseum, since perfectly adapting its mechanics from Colosseum or XD wouldn't quite yield the best result. In your submission, you will describe the mechanics of Shadow Pokemon and how you think those mechanics will first into the Orre Colosseum, along with any flavor you want to include. This will be similar to TeraMax's first slate, being extremely open-ended. You can do essentially anything you want, but do try to keep the spirit of the original Shadow Pokemon mechanic. This mechanic will very likely be metagame-warping, but mechanics that seem too metagame-warping will be vetoed.
(This doesn't really have a template, just describe how your Shadow Pokemon mechanic works in a clear and easy-to-read way)
- Any Pokemon can become a Shadow Pokemon using a button a la Terastallization. Only 1 Pokemon can become a Shadow Pokemon per team.
- Attacks used by Shadow Pokemon have 1.1x power but they also take 1.1x more damage from attacks.
- Any Pokemon can use Shadow-typed moves, but Shadow Pokemon have STAB on them, on top of the 1.1x universal power boost.
- Shadow moves hit all Pokemon neutrally, except for being resisted by other Shadow Pokemon.
- The universal power boost Shadow Pokemon gain is increased to 1.3x when the Pokemon is confused. When confused, all moves used by Shadow Pokemon deal recoil damage equal 1/3 of the damage they deal (this recoil is not ignored by Rock Head, a la Struggle) and they can't hit themselves in confusion.
- Any Pokemon can become a Shadow Pokemon using a button a la Terastallization. Only 1 Pokemon can become a Shadow Pokemon per team.
- Attacks used by Shadow Pokemon have 1.1x power but they also take 1.1x more damage from attacks.
- Any Pokemon can use Shadow-typed moves, but Shadow Pokemon have STAB on them, on top of the 1.1x universal power boost.
- Shadow moves hit all Pokemon neutrally, except for being resisted by other Shadow Pokemon.
- The universal power boost Shadow Pokemon gain is increased to 1.3x when the Pokemon is confused. When confused, all moves used by Shadow Pokemon deal recoil damage equal 1/3 of the damage they deal (this recoil is not ignored by Rock Head, a la Struggle) and they can't hit themselves in confusion.
After Slate 1 - Adding Shadow Moves (5 Days per slate)
After we decide how our Shadow Pokemon mechanic works, we'll then adjust every Shadow move from XD: Gale of Darkness to fit a PvP setting and make them fit better into whatever our Shadow mechanics are. 3 Shadow moves will be slated each slate for you to sub changes to, for a total of 6 slates for all 18 original Shadow moves, plus any additional slates if deemed necessary. Submissions should follow the template in the spoiler tag below and be balanced for the Orre Colosseum metagame (taking our Shadow Pokemon mechanics into account), as the council reserves the right to veto any submissions deemed broken, uncompetitive, or uncodeable. Shadow moves should generally follow the same idea of their original versions, but they don't need to. You can only make 1 submission per move slated.
Blank Template
Name:
Power:
Accuracy:
PP:
Category:
Type:
Effect:
Priority:
Flags (ex: Contact, Sound):
Potential Pokémon With This Move:
Justification:
Template With Explanations
Name: [Name of the move]
Power: [Base Power of the Move]
Accuracy: [Accuracy of the Move. Has to be a multiple of 5]
PP: [Power Points of the Move. Has to be a multiple of 5]
Category: [Physical, Special, or Status - Note that offensive Shadow moves are allowed to be either Physical or Special]
Type: [Type of the Move]
Effect: [What the move does. Can be a secondary effect or an inherent effect like Throat Chop's. Also include whether or not the move is a spread move]
Priority: [The priority bracket of the move. The standard priority of a move is 0]
Flags (ex: Contact, Sound): [Specify which flags the move has. A full list can be found here.]
Potential Pokémon With This Move: [List a few Pokémon that could learn this move. The council ultimately decides what Pokémon get what moves, but we'll generally use the same list]
Justification: [Explain what purpose this move would serve]
Example Move Submission
Name: Shadow Sky
Power: --
Accuracy: --
PP: 5
Category:
Type: Shadow
Effect: Summons Shadow Sky for 5 turns, a weather that damages all non-Shadow Pokemon for 1/8 of their max HP at the end of every turn. Weather Ball becomes 100 BP and Shadow-type.
Priority: 0
Flags (ex: Contact, Sound): N/A
Potential Pokémon With This Move:












Name:
Power:
Accuracy:
PP:
Category:
Type:
Effect:
Priority:
Flags (ex: Contact, Sound):
Potential Pokémon With This Move:
Justification:
Template With Explanations
Name: [Name of the move]
Power: [Base Power of the Move]
Accuracy: [Accuracy of the Move. Has to be a multiple of 5]
PP: [Power Points of the Move. Has to be a multiple of 5]
Category: [Physical, Special, or Status - Note that offensive Shadow moves are allowed to be either Physical or Special]
Type: [Type of the Move]
Effect: [What the move does. Can be a secondary effect or an inherent effect like Throat Chop's. Also include whether or not the move is a spread move]
Priority: [The priority bracket of the move. The standard priority of a move is 0]
Flags (ex: Contact, Sound): [Specify which flags the move has. A full list can be found here.]
Potential Pokémon With This Move: [List a few Pokémon that could learn this move. The council ultimately decides what Pokémon get what moves, but we'll generally use the same list]
Justification: [Explain what purpose this move would serve]
Example Move Submission
Name: Shadow Sky
Power: --
Accuracy: --
PP: 5
Category:
Type: Shadow
Effect: Summons Shadow Sky for 5 turns, a weather that damages all non-Shadow Pokemon for 1/8 of their max HP at the end of every turn. Weather Ball becomes 100 BP and Shadow-type.
Priority: 0
Flags (ex: Contact, Sound): N/A
Potential Pokémon With This Move:
Voting Phase (1 Day)
After the submission phase is over, voting will begin. This mod will be using the same voting system as Megas Revisited, where you can vote for as many submissions as you want, with each submission getting a certain number of points based on how you ranked it. Slate 1 and all move slates will use the same system, as well as any other kind of slate we need to do if necessitated by what our Shadow mechanics end up being. An example can be seen below.
For a slate with Shadow Rush, Shadow Sky, and Shadow Wave, for example, a ballot would look like this:
Shadow Rush: User 1, User 2, User 3
Shadow Sky: User 4, User 5, User 6
Shadow Wave: User 7, User 8, User 9
With this ballot, Submission 1 for Shadow Rush would get 3 points, Submission 2 would get 2, and Submission 3 would get 1. The same goes for Submissions 4, 5, and 6 in the Shadow Sky category and Submissions 7, 8, and 9 in the Shadow Wave category, with them getting 3, 2, and 1 point respectively.
You can add as many submissions are you'd like after your third vote, with each one getting 1 point.
Shadow Rush: User 1, User 2, User 3
Shadow Sky: User 4, User 5, User 6
Shadow Wave: User 7, User 8, User 9, User 10, User 11
So, in this ballot, Submissions 10 and 11 would also get 1 point in the Shadow Wave category.
You can vote for your own submission, but it can't be in first place or your only vote in that category. Be sure to mark your self-vote by putting (SV) after it.
Shadow Rush: User 12 (SV), User 2, User 3
Shadow Sky: User 4, User 5, User 6
Shadow Wave: User 7, User 8, User 9, User 10, User 11
This wouldn't be a legal ballot as the self-vote is in first place in the Shadow Rush category
Shadow Rush: User 12 (SV)
Shadow Sky: User 4, User 5, User 6
Shadow Wave: User 7, User 8, User 9, User 10, User 11
This also wouldn't be a legal ballot as the self-vote is the only vote in the Shadow Rush category
Shadow Rush: User 2, User 12 (SV)
Shadow Sky: User 4, User 12 (SV), User 6
Shadow Wave: User 7, User 8, User 12 (SV), User 10, User 11
This is a legal ballot because none of the self-votes are in first place or the only vote in a category.
If you vote for only 2 submissions in a category, the first place submission gets 2 points and the second place submission gets 1 point. If you vote for just one, then that submission gets 1 point.
Beedrill: User 1 (1 point)
Lopunny: User 4 (2 points), User 5 (1 point)
Pidgeot: User 7 (3 points), User 8 (2 points), User 9 (1 point), User 10 (1 point), User 11 (1 point)
Shadow Rush: User 1, User 2, User 3
Shadow Sky: User 4, User 5, User 6
Shadow Wave: User 7, User 8, User 9
With this ballot, Submission 1 for Shadow Rush would get 3 points, Submission 2 would get 2, and Submission 3 would get 1. The same goes for Submissions 4, 5, and 6 in the Shadow Sky category and Submissions 7, 8, and 9 in the Shadow Wave category, with them getting 3, 2, and 1 point respectively.
You can add as many submissions are you'd like after your third vote, with each one getting 1 point.
Shadow Rush: User 1, User 2, User 3
Shadow Sky: User 4, User 5, User 6
Shadow Wave: User 7, User 8, User 9, User 10, User 11
So, in this ballot, Submissions 10 and 11 would also get 1 point in the Shadow Wave category.
You can vote for your own submission, but it can't be in first place or your only vote in that category. Be sure to mark your self-vote by putting (SV) after it.
Shadow Rush: User 12 (SV), User 2, User 3
Shadow Sky: User 4, User 5, User 6
Shadow Wave: User 7, User 8, User 9, User 10, User 11
This wouldn't be a legal ballot as the self-vote is in first place in the Shadow Rush category
Shadow Rush: User 12 (SV)
Shadow Sky: User 4, User 5, User 6
Shadow Wave: User 7, User 8, User 9, User 10, User 11
This also wouldn't be a legal ballot as the self-vote is the only vote in the Shadow Rush category
Shadow Rush: User 2, User 12 (SV)
Shadow Sky: User 4, User 12 (SV), User 6
Shadow Wave: User 7, User 8, User 12 (SV), User 10, User 11
This is a legal ballot because none of the self-votes are in first place or the only vote in a category.
If you vote for only 2 submissions in a category, the first place submission gets 2 points and the second place submission gets 1 point. If you vote for just one, then that submission gets 1 point.
Beedrill: User 1 (1 point)
Lopunny: User 4 (2 points), User 5 (1 point)
Pidgeot: User 7 (3 points), User 8 (2 points), User 9 (1 point), User 10 (1 point), User 11 (1 point)
Move: User, User, User, etc.
Move: User, User, User, etc.
Move: User, User, User, etc.
Move: User, User, User, etc.
Move: User, User, User, etc.
Discussion Phase (1 Day) -
After the voting phase ends, we'll have a quick 1 day break to discuss the new winners and prep for the next slate, as well as early playtesting if I get the new slate coded quickly.
Council
Ruleset
Bring 6, Pick 4: Each team consists of 6 Pokemon, with each player selecting 4 to battle with at Team Preview.
Self-KO Clause: If your last Pokémon faints to a self-KO move or effect, you will lose the battle
Species Clause: Limit one of each Pokémon
Stadium Sleep Clause: Limit one foe put to sleep
Freeze Clause Mod: Limit one foe frozen
Endless Battle Clause: Forcing endless battles is banned
Exact HP Mod: Exact HP is shown
Item Clause: Limit 1 of each item
Bans
Pokemon
(Pokemon with asterisks are allowed in GS Cup)
Celebi
Deoxys (all)
Groudon*
Ho-Oh*
Jirachi
Kyogre*
Lugia (all)*
Mew
Mewtwo*
Rayquaza*
Items
Soul Dew
Bring 6, Pick 4: Each team consists of 6 Pokemon, with each player selecting 4 to battle with at Team Preview.
Self-KO Clause: If your last Pokémon faints to a self-KO move or effect, you will lose the battle
Species Clause: Limit one of each Pokémon
Stadium Sleep Clause: Limit one foe put to sleep
Freeze Clause Mod: Limit one foe frozen
Endless Battle Clause: Forcing endless battles is banned
Exact HP Mod: Exact HP is shown
Item Clause: Limit 1 of each item
Bans
Pokemon
(Pokemon with asterisks are allowed in GS Cup)
Items


