How about this:
Role classes
By naming your Pokémon after one of these classes, they change their moveset restrictions according to their role class:
Red Mage: All damaging moves with power up to 90, Calm Mind, Bulk Up, moves that restore 1/2 fixed HP (Recover, Roost, etc.)
White Mage: Moves that restore 1/2 fixed HP, Wish, Aromatherapy/Heal Bell, Seismic Toss/Night Shade, Purify, Lunar Dance, Healing Wish, Heal Pulse, Floral Healing
Black Mage: All special damaging moves except sound-based or HP draining, Calm Mind, Nasty Plot, Tail Glow
Monk: All physical damaging moves except sound-based or HP draining, Swords Dance, Coil, Bulk Up, Belly Drum
Ninja: Physical moves with power up to 90, Agility/Shift Gear/Dragon Dance, status moves that target ONLY the foe (Confuse Ray/Entraintment/Thunder Wave/etc.), priority moves, multi-hit moves, Hone Claws, Foul Play
Schemer: Special moves with power up to 90, Quiver Dance, status moves that target ONLY the foe (Confuse Ray/Entraintment/Thunder Wave/etc.), priority moves, multi-hit moves, Acupressure, Foul Play
Trickster: All status moves that don't heal HP, are not Terrains or are not weather conditions, NOT Baton Pass, Rest
Ancient: Weather conditions, Terrains, Attacks based on weather or natural disasters (Thunder, Solar Beam, Weather Ball, Blizzard, Hurricane, Heat Wave, Earthquake, Earth Power, Surf, Rock Slide), Natural Gift, Nature Power, Geomancy, moves that restore weather dependant HP
Parasite: HP draining moves, moves that restore HP over time (Ingrain, Agua Ring), Pain Split, Leech Seed, Toxic, Strength Sap, Powder moves
Rock Star: Sound based moves (not Parting Shot)
Coward: Volt Switch, U-Turn, Parting Shot, Substitute, Baton Pass, stat raising moves that give 1-2 boosts (NOT Quiver Dance/Tail Glow/Belly Drum/etc.)
So, for example, the Red Mage role is better suited for Pokémon that can hit both physically and specially, like Sheer Force Nidoking. Cowards help keeping the momentum while setting up on slower walls, Parasites make for annoying physical walls with Strength Sap, Ancients make for good weather sweepers and Rock Stars have small movepools but can bypass subs. White Mages are there to support the team, while Black Mages and Monks make for the typical sweepers. Finally, the Ninja/Schemer classes are aimed to be more versatile, but lack recovery and their power is limited.
Max 1 Pokémon of each class per team!
Bans would be:
1) Moves
-Light of Ruin
-Mind Blown
-Head Smash
-Bolt Strike
-Blue Flare
-Eruption
-Water Spout
-Last Resort
2) Abilities:
-Contrary
-Huge Power/Pure Power
-Arena Trap/Shadow Tag
Clauses:
-OU clauses
-Allow 1 Pokémon to know Baton Pass per team
-OHKO moves
Examples:
View attachment 112598
White Mage (Quagsire) @ Leftovers
Ability: Unaware
EVs: 252 HP / 252 Def / 6 SpD
Bold Nature
IVs: 0 Atk
- Seismic Toss
- Heal Bell
- Soft-Boiled
- Wish
View attachment 112597
Monk (Landorus-Therian) (M)
Ability: Intimidate
EVs: 6 HP / 252 Atk / 252 Spe
Jolly Nature
- Earthquake
- Acrobatics
- Rock Slide
- Belly Drum
View attachment 112596
Ancient (Pelipper) @ Choice Scarf
Ability: Drizzle
EVs: 6 Def / 252 SpA / 252 Spe
IVs: 0 Atk
- Surf
- Hurricane
- Thunder
- Blizzard
View attachment 112600
Coward (Thundurus) (M) @ Leftovers
Ability: Prankster
EVs: 252 SpA / 6 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Volt Switch
- Substitute
- Calm Mind
- Baton Pass
Potential Threats:
View attachment 112594
Rock Star (Pidgeot-Mega) @ Pidgeotite
Ability: No Guard
EVs: 252 SpA / 6 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Boomburst
- Bug Buzz
- Sing
- Clanging Scales
Mega-Pidgeot is very fast and has decent bulk, and in this meta it also has access to a powerful STAB move in Boomburst and can sleep your counter with Sing. It also has access to two other powerful moves that can hit through substitutes, but like all Rock Stars, it is useless against Soundproof mons.
View attachment 112595
Trickster (Chansey) @ Eviolite
Ability: Natural Cure
IVs: 0 Atk
- Trick Room
- Rest
- Sleep Talk
- Cotton Guard
Chansey was already feared as a special wall, but in this meta Chansey can get free Defense boosts while setting up Trick Room for slower teammates (like Monk Rampardos or Stakataka) and recover HP freely with Rest, switching out when needed without being dead weight after using Rest.
View attachment 112601
Ninja (Greninja) @ Life Orb
Ability: Protean
EVs: 6 HP / 252 Atk / 252 Spe
Jolly Nature
- Spectral Thief
- Close Combat
- Extreme Speed
- Shift Gear
With Shift Gear to set up, Life Orb, and STAB on every move, Greninja can be very dangerous and unpredictable. Shift Gear can also be used for the surprise element, as it turns super-effective moves (Bug, Fairy and Grass types) into not very effective moves while setting up. All other physical moves aid Greninja in hitting hard any foe that attempts to stop it.
Questions:
Should any more moves be banned (like Spectral Thief)?
Should some class be fused with another or limited (like Ninja/Schemer to moves with 80 base power instead?)?
Which class do you think has the most potential?
Do you think Pokémon like Kyurem-Black, Greninja-Ash, Mega-Diancie,...should be banned?