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Pet Mod [Gen 3] Shadow Colosseum - Slate 2 (Shadow Rush, Shadow Blitz, Shadow Wave) - Submission Phase

Yoshiblaze

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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.
Additionally, since I imagine Orre Colosseum as a metagame is foreign to a lot of us, you should also take a look at their resources, which you can find in another spoiler tag below:

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.

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:
Status.png

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::dugtrio::poliwrath::rapidash::magneton::farfetchd::tauros::lapras::zapdos::articuno::swellow::manectric::solrock::lunatone:

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)
Move: User, User, User, etc.
Move: User, User, User, etc.
Move: User, User, User, etc.
The submission with the most points in a category will be added to the mod.

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
Box_XD_256.png
Yoshiblaze
Discord
Resources
Spreadsheet
Playable Here
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:Celebi
:deoxys:Deoxys (all)
:groudon:Groudon*
:ho-oh:Ho-Oh*
:jirachi:Jirachi
:kyogre:Kyogre*
:lugia:Lugia (all)*
:mew:Mew
:mewtwo:Mewtwo*
:rayquaza:Rayquaza*

Items
:soul dew:Soul Dew
 
Slate 1 - Shadow Pokemon: How Do They Work?

Welcome to the first and most important slate of Shadow Colosseum! In this slate, you will be deciding just how Shadow Pokemon will work in Shadow Colosseum, which will dictate how we shape the metagame in the future. This slate is extremely open-ended and doesn't have a set template, but there are a lot of questions that a good sub for this slate must address, so asking yourself these questions should help you guide your submission:
- How does a Pokemon become a Shadow Pokemon? (A button like Tera or Dynamax? Holding an item? Activates on switch-in?)
- How many Shadow Pokemon can you have on a team? (1? 2? As many as you want?)
- What Pokemon can become Shadow Pokemon? (Any Pokemon? Non-legendary Pokemon? Only ones that were in XD and Colosseum?)
- What does a Pokemon gain from being a Shadow Pokemon? (Power boosts? Defensive traits? Special interactions?)
- Are there any downsides to being a Shadow Pokemon? (Weaker defenses? Recoil damage?)
- What role should a Shadow Pokemon serve on your team? (Why should you want to use a Shadow Pokemon? Will they be the centerpiece of your team? Or just another piece to add to the whole? Note that this is a 4v4 Doubles metagame)
- How does the Shadow-type work? (Typechart? Interaction with other Shadows? Does it even exist in the first place?)
- How do Shadow moves work? (How are they learned? Can any Pokemon use a Shadow move or only Shadow Pokemon? What type will they be?) (Shadow moves must be addressed, since we'll spend the rest of the mod adding them to the game - Don't actually make any Shadow moves yet, just mention how they'll work in general)
- What effect do you think Shadow Pokemon will have on the game? (This is a hard question to answer if you're not familiar with Orre Colosseum, but I still encourage you to take your best guess)
- Are you adding anything extra that we would need slates for later? (Shadow-related abilities or items? Shadow forms a la Lugia? - Shadow Lugia itself will get its own slate down the line no matter what)
- Is there any flavor/lore tied to your mechanic? (Very much not required but may strengthen your submission, especially with the stories of the Shadow Pokemon games being one of their selling points)
- Is your idea codeable? (most things are codeable but please make my life as easy as you can afford)

Additionally, based on my experience in the metagame, I can offer a couple extra notes (and more experienced players can chime in as well):
- I know most of us Pet Modders don't play past gens OR VGC, so getting into a mod that's both may seem a little daunting but I promise the meta is a lot simpler than you'd think, especially if you play with Open Team Sheets, which I'd recommend for anyone new to Orre.
- Note that if you're making any part of your Shadow Pokemon mechanic limited to specific Pokemon, then you should make sure to look at the Orre Colosseum VR to make sure you're not directly buffing already top tier Pokemon (the TL;DR is that Metagross, the Latis, Snorlax, and Zapdos are all already amazing).
- The metagame is pretty offensive but not very explosive (aside from literal Explosion), the vast majority of Pokemon are too weak to OHKO things (unless you're using Explosion or hitting something frail with a super effective move) because of the lack of future generation boosting items and power creep, but, like most generations of VGC, hard defensive strategies don't exactly work either. You'll mainly see Bulky Offense, Set Up Spam (usually Screens/Follow Me/Fake Out + a bunch of Calm Minders), and Hyper Offense teams, with Bulky Offense teams usually revolving around Metagross, Zapdos, and/or a Lati Twin being the best. Keep all of this in mind if your Shadow Pokemon mechanic aims to change this power level.
- A pretty high number of Pokemon are at least usable (especially considering how limited the dex is), definitely giving the vibe of something like Gen 9's Regulation A, B, or H.
- There are very few viable Items, so teams often have to dig somewhat deep into the barrel to fill out their items, which is something to consider if you make your mechanic item-based.

This first slate will last a week, ending on Sunday, December 14th, giving you plenty of time to polish up your ideas!

Oh, and unrelated to the mod itself, but Orre Colosseum is one of this month's Ruins of Alph Spotlight ladders on Showdown, so if you're unfamiliar with the format, then try playing on the ladder!

That's for all now, see you soon!
 
Going for something very out there but still faithful to the games (cause they're my favourite Pokemon games)

Shadow Pokemon Effects
  • Moves: All Shadow Pokemon learn at least TWO Shadow moves (and can learn a max of FOUR, all of which are default/Lv1 moves). All Shadow moves the Pokemon has available to it must be included in the moveset (so some mons have one legal moveset).
  • Type Chart: Attacking moves are always 2x super effective on non-Shadow Pokemon, and 0.5x effective on Shadow Pokemon, but Shadow is not a Pokemon's type and so there is never STAB. Moves can be physical or special, decided on a per-move basis.
  • Availability: Any mon that has a Shadow move in its moves is a Shadow Pokemon (keeping in mind how moves work). On its first switch in, there is a message identifying it as a Shadow Pokemon (akin to Terapagos' ability). There isn't a limit on the number of Shadow Pokemon on a team.
The moveset limitation seems interesting to build around and can let us create some very interesting move distribution. A Shadow mon is obviously powerful offensively, giving it near-perfect coverage in one move (which can offset it not getting STAB). Defensively, resisting Shadow is a huge benefit (since there's no STAB, the BP does all the heavy lifting). How moves adapt to this could be interesting as well - the more Shadow moves a Pokemon gets, the less slots for other moves it can run, which could make some unable to run Protect, Fake Out and other meta relevant moves, and so the moves it would get to run would need to be designed around that.

Soo Yoshi left a comment:
For attackers, making it a Shadow (instead of a regular mon) opens up perfect coverage in a single move slot (2x effectiveness vs everything will hit harder than a STAB attack). Depending on its ability to run boosting moves (if it has less than 4 Shadow moves), it could end up snowballing quick. Something like CB Tauros would also be a very scary Shadow mon since it's locked to one move anyways, and this move would have 2x effectiveness on everything.

On defense, the key value is resisting Shadow attacks from the above attackers. It's probably a requirement to have at least one just to be able to switch into Shadow attacks (since being a Shadow effectively quarters damage from Shadow attacks compared to regular mons). Something like Metagross or Arcanine, which have a lot of defensive value already, could benefit from this, especially if their Shadow movepool lets them still run options like Protect. While Shadow attackers don't really get to use their offensive typing, defenders do, and so defensive answers with good typings can get a lot of value from also resisting Shadow attacks.
 
Last edited:
24 Hour Warning for submissions!

And a quick a review of the sub we have so far
Going for something very out there but still faithful to the games (cause they're my favourite Pokemon games)

Shadow Pokemon Effects
  • Moves: All Shadow Pokemon learn at least TWO Shadow moves (and can learn a max of FOUR, all of which are default/Lv1 moves). All Shadow moves the Pokemon has available to it must be included in the moveset (so some mons have one legal moveset).
  • Type Chart: Attacking moves are always 2x super effective on non-Shadow Pokemon, and 0.5x effective on Shadow Pokemon, but Shadow is not a Pokemon's type and so there is never STAB. Moves can be physical or special, decided on a per-move basis.
  • Availability: Any mon that has a Shadow move in its moves is a Shadow Pokemon (keeping in mind how moves work). On its first switch in, there is a message identifying it as a Shadow Pokemon (akin to Terapagos' ability). There isn't a limit on the number of Shadow Pokemon on a team.
The moveset limitation seems interesting to build around and can let us create some very interesting move distribution. A Shadow mon is obviously powerful offensively, giving it near-perfect coverage in one move (which can offset it not getting STAB). Defensively, resisting Shadow is a huge benefit (since there's no STAB, the BP does all the heavy lifting). How moves adapt to this could be interesting as well - the more Shadow moves a Pokemon gets, the less slots for other moves it can run, which could make some unable to run Protect, Fake Out and other meta relevant moves, and so the moves it would get to run would need to be designed around that.
Super good sub here, manages to gracefully adapt what how Shadow Pokemon work in the Shadow Pokemon games without being too overbearing or complicated, I like it a lot. Also seems like this sub answers most of the questions I posed, maybe you can discuss a little more about what role a Shadow Pokemon serves on a team specifically (which from what I'm thinking is mainly either as one of your main attackers or a defensive answer to other Shadows)

That's for now, see you tomorrow!
 
It is now tomorrow, so slate 1 is now over!

With just one submission, we obviously don't need to do a vote, so congrats to Ema Skye for winning this slate, with their Shadow Pokemon mechanics being what we'll base our metagame around!
Going for something very out there but still faithful to the games (cause they're my favourite Pokemon games)

Shadow Pokemon Effects
  • Moves: All Shadow Pokemon learn at least TWO Shadow moves (and can learn a max of FOUR, all of which are default/Lv1 moves). All Shadow moves the Pokemon has available to it must be included in the moveset (so some mons have one legal moveset).
  • Type Chart: Attacking moves are always 2x super effective on non-Shadow Pokemon, and 0.5x effective on Shadow Pokemon, but Shadow is not a Pokemon's type and so there is never STAB. Moves can be physical or special, decided on a per-move basis.
  • Availability: Any mon that has a Shadow move in its moves is a Shadow Pokemon (keeping in mind how moves work). On its first switch in, there is a message identifying it as a Shadow Pokemon (akin to Terapagos' ability). There isn't a limit on the number of Shadow Pokemon on a team.
The moveset limitation seems interesting to build around and can let us create some very interesting move distribution. A Shadow mon is obviously powerful offensively, giving it near-perfect coverage in one move (which can offset it not getting STAB). Defensively, resisting Shadow is a huge benefit (since there's no STAB, the BP does all the heavy lifting). How moves adapt to this could be interesting as well - the more Shadow moves a Pokemon gets, the less slots for other moves it can run, which could make some unable to run Protect, Fake Out and other meta relevant moves, and so the moves it would get to run would need to be designed around that.

Soo Yoshi left a comment:
For attackers, making it a Shadow (instead of a regular mon) opens up perfect coverage in a single move slot (2x effectiveness vs everything will hit harder than a STAB attack). Depending on its ability to run boosting moves (if it has less than 4 Shadow moves), it could end up snowballing quick. Something like CB Tauros would also be a very scary Shadow mon since it's locked to one move anyways, and this move would have 2x effectiveness on everything.

On defense, the key value is resisting Shadow attacks from the above attackers. It's probably a requirement to have at least one just to be able to switch into Shadow attacks (since being a Shadow effectively quarters damage from Shadow attacks compared to regular mons). Something like Metagross or Arcanine, which have a lot of defensive value already, could benefit from this, especially if their Shadow movepool lets them still run options like Protect. While Shadow attackers don't really get to use their offensive typing, defenders do, and so defensive answers with good typings can get a lot of value from also resisting Shadow attacks.
(this was a weird situation for me where like it's obviously bad that a pet mod slate only got one submission but then the one submission was so good that you weren't even sure if you wanted to see more submissions lmao)

With that, we'll take a short break and the start adapting Shadow moves into the game during the next slate!
See you soon!
 
Slate 2 - Shadow Rush, Shadow Blitz, Shadow Wave

We're now on to adding Shadow moves to the game! Since every Shadow Pokemon must run at least 2 Shadow moves to be usable, getting these just right will be super important!

The first slate will consist of 3 of the most basic Shadow moves from the original games, being Shadow Rush, Shadow Blitz, and Shadow Wave, which should give us a good baseline for the rest of our slates.

I've put some notes below to help you make submissions for Shadow moves:
- Remember that every Shadow Pokemon must run all of the Shadow moves they can learn and that every Pokemon will learn at least 2 Shadow moves. Thus, try to avoid making redundant Shadow moves, in case they are both given to the same mon, and think about whether it would be worth giving a Pokemon that already learns 2 Shadow moves an additional one.
- In Pokemon XD: Gale of Darkness, all non-signature physical Shadow moves are single-target attacks and all non-signature special Shadow moves are spread moves. Keeping this distinction is not a requirement, but is something to consider.
- Shadow moves are super effective against all non-Shadow Pokemon, but don't give the user a STAB boost. Keep this in mind when deciding how strong they should be.
- The Shadow Pokemon mechanic will be a powerful offensive tool, so keep that in mind when giving moves you make strong to already good Pokemon.
- Click here to see Orre Colosseum's Viability Rankings to see what's already strong.
- If you need a reminder of Gen 3 or Orre Colosseum's mechanics, click here to go to this thread's OP.
- If you need a reminder of what the mechanics of Shadow Pokemon are, you can see them below or in the spreadsheet.
Going for something very out there but still faithful to the games (cause they're my favourite Pokemon games)

Shadow Pokemon Effects
  • Moves: All Shadow Pokemon learn at least TWO Shadow moves (and can learn a max of FOUR, all of which are default/Lv1 moves). All Shadow moves the Pokemon has available to it must be included in the moveset (so some mons have one legal moveset).
  • Type Chart: Attacking moves are always 2x super effective on non-Shadow Pokemon, and 0.5x effective on Shadow Pokemon, but Shadow is not a Pokemon's type and so there is never STAB. Moves can be physical or special, decided on a per-move basis.
  • Availability: Any mon that has a Shadow move in its moves is a Shadow Pokemon (keeping in mind how moves work). On its first switch in, there is a message identifying it as a Shadow Pokemon (akin to Terapagos' ability). There isn't a limit on the number of Shadow Pokemon on a team.
The moveset limitation seems interesting to build around and can let us create some very interesting move distribution. A Shadow mon is obviously powerful offensively, giving it near-perfect coverage in one move (which can offset it not getting STAB). Defensively, resisting Shadow is a huge benefit (since there's no STAB, the BP does all the heavy lifting). How moves adapt to this could be interesting as well - the more Shadow moves a Pokemon gets, the less slots for other moves it can run, which could make some unable to run Protect, Fake Out and other meta relevant moves, and so the moves it would get to run would need to be designed around that.

Soo Yoshi left a comment:
For attackers, making it a Shadow (instead of a regular mon) opens up perfect coverage in a single move slot (2x effectiveness vs everything will hit harder than a STAB attack). Depending on its ability to run boosting moves (if it has less than 4 Shadow moves), it could end up snowballing quick. Something like CB Tauros would also be a very scary Shadow mon since it's locked to one move anyways, and this move would have 2x effectiveness on everything.

On defense, the key value is resisting Shadow attacks from the above attackers. It's probably a requirement to have at least one just to be able to switch into Shadow attacks (since being a Shadow effectively quarters damage from Shadow attacks compared to regular mons). Something like Metagross or Arcanine, which have a lot of defensive value already, could benefit from this, especially if their Shadow movepool lets them still run options like Protect. While Shadow attackers don't really get to use their offensive typing, defenders do, and so defensive answers with good typings can get a lot of value from also resisting Shadow attacks.

I have also included the original versions of each of the slated Shadow moves, in case you need inspiration:
Name: Shadow Rush
Power: 55
Accuracy: 100%
PP: N/A (Shadow moves didn't have PP in the original games, but they will here)
Category:
Physical.png

Type: Shadow
Effect: No additional effect
Priority: 0
Flags (ex: Contact, Sound): Protect, Contact
Distribution::butterfree::raticate::arbok::venomoth::meowth::primeape::poliwrath::voltorb::hitmonlee::hitmonchan::lickitung::kangaskhan::scyther::magmar::tauros::articuno::zapdos::dragonite::delcatty::mawile::banette::salamence:
Name: Shadow Blitz
Power: 40
Accuracy: 100%
PP: N/A (Shadow moves didn't have PP in the original games, but they will here)
Category:
Physical.png

Type: Shadow
Effect: No additional effect
Priority: 0
Flags (ex: Contact, Sound): Protect, Contact
Distribution::beedrill::pidgeotto::spearow::paras::growlithe::dodrio::grimer::spinarak::natu::mareep::pineco::teddiursa::swinub::houndour::poochyena::shroomish::makuhita::sableye::gulpin::carvanha::numel::baltoy:
Name: Shadow Wave
Power: 50
Accuracy: 100%
PP: N/A (Shadow moves didn't have PP in the original games, but they will here)
Category:
Special.png

Type: Shadow
Effect: No additional effect. Hits all adjacent foes.
Priority: 0
Flags (ex: Contact, Sound): Protect
Distribution::vulpix::growlithe::seel::swinub::seedot::ralts::nosepass::delcatty::mawile::roselia::zangoose::lunatone::duskull::snorunt::spheal:

And lastly, below is the template for making Shadow move submissions, as well as the rules for making subs:
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:
Status.png

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::dugtrio::poliwrath::rapidash::magneton::farfetchd::tauros::lapras::zapdos::articuno::swellow::manectric::solrock::lunatone:
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.

This slate will be open until Friday, December 26th.

See you soon!
 
Name: Shadow Rush
Power: 50
Accuracy: --
PP: 15
Category:
Physical.png

Type: Shadow
Effect: This move does not check accuracy.
Priority: 0
Flags (ex: Contact, Sound): Protect, Contact
Potential Pokémon With This Move::beldum::snorlax::tauros::cubone::slakoth::magikarp::bagon::larvitar::aerodactyl::regirock::groudon:
Justification: This is, rather expectedly, meant to be THE default physical Shadow move, with a decent amount of power (effectively 100 BP against all non-Shadows, a smidge weaker than something like a STAB Brick Break), mostly being given to already strong physical threats, giving them a solid but not too crazy Shadow option to default to, which is why the distribution is actually really small, since we still have 3 other non-signature Shadow moves from XD that were physical that the weaker physical attackers can have. The can't miss effect is also somewhat relevant, since Bright Powder is genuinely viable with how shallow the item pool is (usually used in places where you'd typically use Focus Sash in later gens).

Name: Shadow Blitz
Power: 30
Accuracy: 100
PP: 30
Category:
Physical.png

Type: Shadow
Effect: Usually moves first.
Priority: 1
Flags (ex: Contact, Sound): Protect, Contact
Potential Pokémon With This Move::dratini::scyther::shroomish::absol::pinsir::doduo::kangaskhan::skitty::meowth::sneasel::meditite::growlithe::entei::rayquaza:
Justification: Shadow Quick Attack, having the same effective power as a STAB one. Speed control outside of paralysis isn't terribly common in Orre (mainly just a few Icy Wind users and that's it) and priority moves outside of Fake Out are even less common, so strong priority like this gives something unique for Shadow mons to do. I mostly gave this to fast Fake Out users and mons defined by their priority moves in later gens, like Scizor and Dragonite.

Name: Shadow Wave
Power: 60
Accuracy: 100
PP: 15
Category:
Special.png

Type: Shadow
Effect: No additional effect. Hits all adjacent foes.
Priority: 0
Flags (ex: Contact, Sound): Protect
Potential Pokémon With This Move::abra::gastly::latios::latias::raikou::staryu::horsea::omanyte::plusle::minun::kyogre::celebi:
Justification: Special Shadow Rush, having the same purpose but for already strong Special Attackers. Also kept its spread-hitting effect from the original, which is neat for Calm Mind users like the Latis or Raikou, letting them hit multiple targets at once with a weaker move rather than using a stronger move to hit one mon. Due to how spread moves work in Gen 3, Shadow Wave's power is halved when hitting as a spread move, being effectively 60 BP against non-Shadows.
 
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