Trick Room would probably be a bit better. Trick Room setters very frequently run sacrifice moves, so this meta basically gives them an extra move slot with no drawbacks.
A major problem with 5th move idea is that it requires the user to use Import/Export to add in an extra move.Pocket Moves
The idea behind this new Metagame is very simple:
Each Pokemon have access to normal 4 moves with their normal pp amounts... no tweaks to abilities, just standard OU format for the most part...
And then there is a twist: Each Pokemon have also have access to fifth (5th) move with just a single pp use.
The so called Pocket Move, stored in there just in case for that one special occasion which otherwise would not be used in any normal circumstance.
It would still have to come from Pokemon normal movepool - we are not introducing new moves into Pokemons movepool like in STABmons.
I heard that Pokemon as a game was balanced and designed with each pokemon having only 4 moves in mind and that giving them more would lead to less interesting metagames... And if we were to just allow having five moves with no restrictions attached to it? That might have been the case...
What this metagame is trying to achieve is to answer the question:
Could fifth move with even just a single use break the game?
Every Pokemon have access to their Pocket move of choice (from their movepool) in fifth slot. You have to insert it manually in Import/Export section and at the moment there is no other elegant way of doing that...
I'm not aware of any other similar suggestion from this Thread... But also I was not looking through (at the time of writing) 57 pages filled to the brim with post of other users mixed with feedback.
If there were any ideas like this - I will link those in this post, just please let me know.
Here are few examples of movesets utilizing those new Pocket slots:
Hawlucha @ King's Rock / Power Herb
Ability: Unburden
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Acrobatics
- Close Combat
- Fire Punch
- Thunder Punch
- Fling / Sky Attack
Normally when running Unburden set, Hawlucha have to sacrifice one of it's limited 4 slots for Fling, which limits it's moveset greatly...
With Pocket Moves however, Fling could be put in that Pocket Slot instead, giving it only one use... but you also have only one item anyway so you don't lose much by it being only one use.
Alternatively, you can swap Pocket Fling and King's Rock for Pocket Sky Attack and Power Herb - replace guaranteed Flinch on a weak attack with Powerful Flying Attack without any special effects.
Now I don't know if this specific set would be good in that Metagame - I just made it as an example. Maybe Iron Head would be better at countering Fairies. Maybe Drain Punch could be better for longer survivability? Perhaps Substitute could provide great utility in preventing most status effects from affecting your Hawlucha? Sword Dance for setting up with already boosted speed? There are few options and Hawlucha is not the only Pokemon with those options either!Ferrothorn @ Leftovers
Ability: Iron Barbs / Anticipation
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
- Spikes
- Knock Off
- Leech Seed
- Power Whip
- Explosion
What you can see here is an example of Ferrothon Utility moveset.
The only difference is that now... this guy also have Pocket Explosion.
Normally Explosion have 8 uses, but... it's not like you are going to survive after using it once, can you?
In this case Explosion adds a very destructive option on possibly eliminating opposing Pokemon who you can't eliminate in any other way.
Opponent switches in his sweeper, you didn't predicted that would happen here and there or maybe there was a key U-Turn switch... Just swapping Pokemon might be already too late, so... knowing all this you decide that what have to be done MUST be done.
Also as a bonus:
You could consider running Anticipation in order to scout out those super effective moves from opponents. Maybe wouldn't be too good in this example since for the most part you are switching into foes with the Ferrothorn which you are confident don't have said moves, though sometimes scouting that Pocket Flamethrower or other coverage move you didn't accounted for might be a life savior.
A very similar idea would be sets with Memento or other moves which turns your own Pokemon into Fainted one. Sacrifices must me made sometimes.Kartana @ Choice Scarf
Ability: Beast Boost
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Leaf Blade
- Knock Off
- Sacred Sword
- Smart Strike
- Defog / X-Scissor
You could also just include one additional coverage move for very specific pokemon OR a utility move.
This specific set is basically Paper Plane with both Smart Strike (STAB move) and Defog (Pocket Move) for those emergency hazard removals.
Alternatively you can include a move which would counter a very specific group of Pokemon with niche weakness. Not a move which you would normally run, but rather something which would only win you one specific KO if you had the move.
Mind you, in this example after using that one move YOU WILL be locked into Struggle since you will be locked into a move without any uses left.
I hope you like the idea for Metagame! I'm curious what other cool sets people will bring there! :D
garchomp never really needs to run pjab cuz it already hits faires almost as hard with eqA major problem with 5th move idea is that it requires the user to use Import/Export to add in an extra move.
Another problem with the meta itself and is that by design a sweeper can just suddenly take out what ever would wall it with its normal coverage. Like Garchomp can suddenly pulls out Poison Jab against Clefable or Tapu Fini. They can “just protect” but they are in a dangerous situation checking Garchomp since they could let Garchomp set up another Sword Dance. If Protect was their pocket move so they could use 4 other moves, they just wasted their emergency stop, now Garchomp can sweep so long as there aren’t additional revenge killers. Defensive answers are important to prevent gameplay from just being revenge killing and guessing, and Defensive answers to many sweepers are deliberately neutered.
They could alternatively just bait it like one would bait a Z-move. The situation of slotting a coverage move in the fifth slot to get past an otherwise troublesome check sounds a lot like Z-moves, except they're significantly weaker and "based" on a completely unrelated attack (as in, instead of Poison Jab getting powered up to Acid Downpour, it's functionally equivalent to whatever move you would have run in Poison Jab's place being "powered up" to Poison Jab), which on the one hand means you're not stuck running a move type just for one target, but on the other hand if you blow your one-time coverage you're fucked because because you don't have a weaker move of the same type to fall back on.A major problem with 5th move idea is that it requires the user to use Import/Export to add in an extra move.
Another problem with the meta itself and is that by design a sweeper can just suddenly take out what ever would wall it with its normal coverage. Like Garchomp can suddenly pulls out Poison Jab against Clefable or Tapu Fini. They can “just protect” but they are in a dangerous situation checking Garchomp since they could let Garchomp set up another Sword Dance. If Protect was their pocket move so they could use 4 other moves, they just wasted their emergency stop, now Garchomp can sweep so long as there aren’t additional revenge killers. Defensive answers are important to prevent gameplay from just being revenge killing and guessing, and Defensive answers to many sweepers are deliberately neutered.
I did include two more ideas in the post worth mentioning about Metagame! Thought I could mention in there too!Pocket Moves
The idea behind this new Metagame is very simple:
Each Pokemon have access to normal 4 moves with their normal pp amounts... no tweaks to abilities, just standard OU format for the most part...
And then there is a twist: Each Pokemon have also have access to fifth (5th) move with just a single pp use.
The so called Pocket Move, stored in there just in case for that one special occasion which otherwise would not be used in any normal circumstance.
It would still have to come from Pokemon normal movepool - we are not introducing new moves into Pokemons movepool like in STABmons.
I heard that Pokemon as a game was balanced and designed with each pokemon having only 4 moves in mind and that giving them more would lead to less interesting metagames... And if we were to just allow having five moves with no restrictions attached to it? That might have been the case...
What this metagame is trying to achieve is to answer the question:
Could fifth move with even just a single use break the game?
Every Pokemon have access to their Pocket move of choice (from their movepool) in fifth slot. You have to insert it manually in Import/Export section and at the moment there is no other elegant way of doing that...
I'm not aware of any other similar suggestion from this Thread... But also I was not looking through (at the time of writing) 57 pages filled to the brim with post of other users mixed with feedback.
If there were any ideas like this - I will link those in this post, just please let me know.
Here are few examples of movesets utilizing those new Pocket slots:
Hawlucha @ King's Rock / Power Herb
Ability: Unburden
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Acrobatics
- Close Combat
- Fire Punch
- Thunder Punch
- Fling / Sky Attack
Normally when running Unburden set, Hawlucha have to sacrifice one of it's limited 4 slots for Fling, which limits it's moveset greatly...
With Pocket Moves however, Fling could be put in that Pocket Slot instead, giving it only one use... but you also have only one item anyway so you don't lose much by it being only one use.
Alternatively, you can swap Pocket Fling and King's Rock for Pocket Sky Attack and Power Herb - replace guaranteed Flinch on a weak attack with Powerful Flying Attack without any special effects.
Now I don't know if this specific set would be good in that Metagame - I just made it as an example. Maybe Iron Head would be better at countering Fairies. Maybe Drain Punch could be better for longer survivability? Perhaps Substitute could provide great utility in preventing most status effects from affecting your Hawlucha? Sword Dance for setting up with already boosted speed? There are few options and Hawlucha is not the only Pokemon with those options either!Ferrothorn @ Leftovers
Ability: Iron Barbs / Anticipation
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
- Spikes
- Knock Off
- Leech Seed
- Power Whip
- Explosion
What you can see here is an example of Ferrothon Utility moveset.
The only difference is that now... this guy also have Pocket Explosion.
Normally Explosion have 8 uses, but... it's not like you are going to survive after using it once, can you?
In this case Explosion adds a very destructive option on possibly eliminating opposing Pokemon who you can't eliminate in any other way.
Opponent switches in his sweeper, you didn't predicted that would happen here and there or maybe there was a key U-Turn switch... Just swapping Pokemon might be already too late, so... knowing all this you decide that what have to be done MUST be done.
Also as a bonus:
You could consider running Anticipation in order to scout out those super effective moves from opponents. Maybe wouldn't be too good in this example since for the most part you are switching into foes with the Ferrothorn which you are confident don't have said moves, though sometimes scouting that Pocket Flamethrower or other coverage move you didn't accounted for might be a life savior.
A very similar idea would be sets with Memento or other moves which turns your own Pokemon into Fainted one. Sacrifices must me made sometimes.Kartana @ Choice Scarf
Ability: Beast Boost
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Leaf Blade
- Knock Off
- Sacred Sword
- Smart Strike
- Defog / X-Scissor
You could also just include one additional coverage move for very specific pokemon OR a utility move.
This specific set is basically Paper Plane with both Smart Strike (STAB move) and Defog (Pocket Move) for those emergency hazard removals.
Alternatively you can include a move which would counter a very specific group of Pokemon with niche weakness. Not a move which you would normally run, but rather something which would only win you one specific KO if you had the move.
Mind you, in this example after using that one move YOU WILL be locked into Struggle since you will be locked into a move without any uses left.Ditto @ Choice Scarf
Ability: Imposter
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
IVs: 30 Atk
- Transform
I thought I would mention Ditto and Transform move for a moment since it get's buffed in this Metagame.
By transforming into other Pokemon you gain access to all their moves - usually 4 different moves - with 5 uses on each one of them.
In this meta however... we also have Pocket Moves which for everyone else only have one use. For Ditto and Mew (I will get to Mew in a moment) which would transform into other Pokemon however... that Pocket move would also have 5 uses.
Already by simply transforming you obtain key information on enemy set including that one Pocket move they are holding... but you also can use those moves without same restriction!
Mew @ Item of your choice
Ability: Synchronize
EVs: EVs of your choice, preferably with max Health
Nature of your choice
- Imprison
- Transform
- Move of your choice
- Move of your choice
- Move of your choice / Imprison / Transform
Mew is soo flexible because of insane movepool it have access to, but one tactic that might stand out especially is Imprison + Transform tactic.
... or even just Transform on it's own.
You could just run any Mew set you want and slap Transform into their Pocket Move Slot OR you could run Transform in one of the main 4 slots and fit Imprison in Pocket Slot... Or you might decide to run both Transform and Imprison in main slots and take another move in that slot.
I feel like a variant with Transform in Pocket Move might be one of better ones for the simple reason that you can become enemy Pokemon quicker all while keeping other usual movesets this Pokemon might have run.Blissey @ Heavy-Duty Boots
Ability: Natural Cure
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Seismic Toss
- Soft-Boiled
- Thunder Wave / Toxic
- Teleport
- Rest
Here is an example of Defensive Moveset with addition to Pocket Rest - just to allow emergency recovery.
Normally running two healing moves might be considered not the best if you are limited by amount of moves you can carry...
But if you gain access to one move with single use? There are only few actions which might be worth the slot.
I have chosen Rest as it allows for immediate refilling of your Health Bar, while for more standard slot I left Soft-Boiled in order to stay engaged with the opponent. In case of Rest, Blissey does have access to ability Natural Cure which let's her cure status effects when switching out. That of course would include Sleeping Status caused by Rest.
That being said - you could probably fit in many other move for different effects.
- Counter is a very specific move which might allow you to take out one Physical Attacker not strong enough to OHKO you.
- Any move which applies status on enemy Pokemon while keeping other one in main movepool.
- You could consider Wish as one-time healing move for another Pokemon OR to allow this one to survive next turn easier.
I hope you like the idea for Metagame! I'm curious what other cool sets people will bring there! :D
Is it fine to come up with new ideas of OMs even if they wouldn't be considered for this but rather new generation?https://www.smogon.com/forums/threa...formation-announcements.3656519/#post-9260372
Following our schedule, OM Submissions are now closed for the remainder of the generation. Thank you everyone for submitting ideas throughout the generation!
This thread will remain open for people to still discuss ideas, but keep in mind that we are not taking any submissions until next generation.
Yup! That's what the workshop is for, after all :]Is it fine to come up with new ideas of OMs even if they wouldn't be considered for this but rather new generation?
Of course I don't see them being accepted now or anything, rather just to throw ideas around for preparation for next gen.
Eh, the only sort-of-interesting thing this meta does it make Aegislash a pure defensive Pokemon, and even then Aegislash's movepool isn't very optimized for pure defense, and it's arguably less interesting than it was in vanilla. For everyone else, it's just the same mon but worse (with the obvious exception of mons with hindering abilities), and they're all less interesting than they are in vanilla (including the ones with hindering abilities).Metagame Premise: OU, but no Pokémon has an ability (this changes the viability of many Pokémon drastically)
Potential bans and threats:
- Regigigas (amazing stats, not hindered by slow start)
- Volcarona (heatran can no longer absorb it's fire moves, blissey is worse because of no natural cure, toxapex is worse because of no regenerator, and basically things that gave it issues are worse in general)
Questions for the community: Should certain Pokémon in Ubers be tested to see if they are still overpowered after losing their ability? Should these Pokémon, if deemed not op be allowed in this format? Things like Cinderace, Naganadel, Pheramosa, Darmanitan-G, Landorus-I, Magearna, and Zamazenta-C could all are much worse due to not having an ability.
Honestly this would largely just be OU but smaller and more centralized. Stuff like Clefable, Nidoking, and weather go away completely while there isn't much that's going to rise up and take their place. There aren't many new strategies to exploreMetagame Premise: OU, but no Pokémon has an ability (this changes the viability of many Pokémon drastically)
Potential bans and threats:
- Regigigas (amazing stats, not hindered by slow start)
- Volcarona (heatran can no longer absorb it's fire moves, blissey is worse because of no natural cure, toxapex is worse because of no regenerator, and basically things that gave it issues are worse in general)
Questions for the community: Should certain Pokémon in Ubers be tested to see if they are still overpowered after losing their ability? Should these Pokémon, if deemed not op be allowed in this format? Things like Cinderace, Naganadel, Pheramosa, Darmanitan-G, Landorus-I, Magearna, and Zamazenta-C could all are much worse due to not having an ability.
I had thought about changing the /weak output (like in Inverse Battles) could help reduce the effort for a player to know how to hit an opponent correctly. It might be hard or outright impossible though as I don't know how exactly /weak's output is coded.Sure, it shakes up the metagame, but it forces players to remember or constantly check primary/secondary types.
That's true too.this can’t really be explained in a single sentence, given it’s making two separate changes and neither are small side things like Mix and Mega’s “and you van use more than one mega”.
It’s possible for a new command to be created for this like /scale, /ce, /mnm, probably more I’m forgettingI had thought about changing the /weak output
oh yeah trueIt’s possible for a new command to be created for this like /scale, /ce, /mnm, probably more I’m forgetting
A lot of the differences between primary and secondary types feel really arbitrary and hard to explain concisely, and the thing with immunities is just stupid. I think a better ruleset would just be "every multiplier related to the primary type is applied twice".Rules:
The primary type of a pokemon would be more important when weakness and resistance are being defined, but STAB would be weaker for pokemon with dual typing (the dmg bonus would be 25%, not 50%), meanwhile a mon's secondary typing would receive full STAB boosts. Adaptability would boost primary typing to 1.5 and secondary typing to 2.
If a pokemon's primary type resists an attack that its secondary type is weak to, the attack is resisted by the defending mon.
If a pokemon's secondary type resists an attack that its primary type is weak to, the attack is neutralized.
Inmunities work the same, but a mon with an ability preventing damage from a type it's 4x weak to (like Rotom-Heat's levitate) will receive 1/2 resisted damage from a move of that type.
I am interested in this version. It would be full of 4x weaknesses and some 8x weaknesses but that’s not necessarily a bad thing, it makes coverage still important despite the big boost to a stab.A lot of the differences between primary and secondary types feel really arbitrary and hard to explain concisely, and the thing with immunities is just stupid. I think a better ruleset would just be "every multiplier related to the primary type is applied twice".
Volcarona has Bug as its primary type, so its Bug STAB is boosted by 1.5 * 1.5 = 2.25
Defensively, all its weaknesses and resistances associated with its Bug typing are doubled. It takes 1/4 damage from Fighting attacks, it takes 1/8 damage from Grass attacks (since Fire also resists Grass), and it takes 1/2 damage from Ground attacks (since Fire is weak to Ground). It also takes 4 times damage from Flying attacks, 2 times damage from Fire attacks, and 8 times damage from Rock attacks (which also means it instantly dies from Stealth Rock). And while Volcarona doesn't have an immunity ability, if it did, it would still take no damage from those attacks no matter its typing, because that's what happens when you multiply by 0.
I don't know if this would necessarily be a good OM, it would definitely be a lot easier to explain and conceptualize, which is a huge benefit.
that fixes both the stall problem and the explaining issueA lot of the differences between primary and secondary types feel really arbitrary and hard to explain concisely, and the thing with immunities is just stupid. I think a better ruleset would just be "every multiplier related to the primary type is applied twice".
Volcarona has Bug as its primary type, so its Bug STAB is boosted by 1.5 * 1.5 = 2.25
Defensively, all its weaknesses and resistances associated with its Bug typing are doubled. It takes 1/4 damage from Fighting attacks, it takes 1/8 damage from Grass attacks (since Fire also resists Grass), and it takes 1/2 damage from Ground attacks (since Fire is weak to Ground). It also takes 4 times damage from Flying attacks, 2 times damage from Fire attacks, and 8 times damage from Rock attacks (which also means it instantly dies from Stealth Rock). And while Volcarona doesn't have an immunity ability, if it did, it would still take no damage from those attacks no matter its typing, because that's what happens when you multiply by 0.
I don't know if this would necessarily be a good OM, it would definitely be a lot easier to explain and conceptualize, which is a huge benefit.