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Some other interesting mechanics (if I understand it correctly)

- Marvel Scale is essentially +1 Def
- Poison Heal is better leftovers
- Do the -ates make all moves the type of the -ate?
- Analytic is life orb without recoil
-Yup, Marvel Scale gives the defense buff right away!
-Same with Poison Heal, lol have both Lefties and it
-No, the -ate abilities are all Type based conditions, which aren't affected
-Yup, Analytic gives the x1.3 bonus right off the bat!

Can't imagine Huge Power Gumshoos is bannable right off the bat even with 110 attack + pure power.

Also does Earthquake get x2 power due to its Dig interaction? If so NASTY

Yeah, Gumshoose really doesn't bring too much to the table sadly, but maybe with Trick Room!

And yes, EQ gtes the x2 power, which is why it be banned. Same with Surf because of Dive. However, Stomping Tantrum and Brine exist as powerful alternatives.

What would stamina and moxie clones even be

Well, the idea is that those abilities and clones like Beast Boost would simply just need an attack to register to get the boost. Thats because Moxie gets the boost if you attack AND get the KO; now you just need to attack.



The old justification still had the condition of needing an attack to register and what not. I believe now this is a wrong interpretation of the Full Effect mechanic. Instead, I found inspiration when comparing the abilities Harvest and Weak Armor.

In the normal game, "A single Pokémon's Harvest will not activate more than once per turn. If the held Berry is consumed immediately after it is restored, Harvest will not be able to restore it again until the next turn."

So, the idea is that these passive activating abilities, like Soul Heart and Regenerator, will always activate once per turn.

However, think of the ability Weak Armor in the normal game. It can be activated multiple times, say if hit by Bullet Seed. But that condition of "being hit" should be avoided in this meta, right? So would weak armor activate immediately once per turn? Would Intimidate also activate each turn?

The idea here is that the type of activation should still be within the bars of the activation category. So, if it is activated by contact attacks, it can now be activated by all attacks. However, the ability would NOT automatically activate once per turn. An ability like Intimidate, which normally is only activated on the first turn, WOULD activate again once every turn.

Using this train of thought, Beast Boost and Moxie are activated when the user attacks AND gets the KO. Now, they just need to attack to get the boost. Stamina activates normally when it is hit by any attack. Now, it'll ALWAYS activate once per turn. Thats the difference between Beast Boost and Stamina; Beast Boost has one more condition that Stamina, and this meta tries to only satisfy the first condition. This is also why Soul Heart activates once a turn, as it isn't required for the user to get a KO, and only to be active when a Pokemon faints.
 
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Question regarding Solar Beam: Would it charge in one turn as if it's in the sun, or would it be half power as if it's in the rain, or both?

Good question, as this also overlaps with moves like Moonlight, and the ability Dry Skin.

I think that the interest of this meta is to always have the best effect to be "switched" on. However, in a negative condition, I think the two effects overlap. So Moonlight in sand would just be 50%, and Solar Beam in sand would be 2 turns. Every other condition though, Solar Beam would be 1 turn, as it implies the sun.

The updated interpretation would be that they always have the most advantageous effect active. Solar Beam is always one move charged, regardless of an unfavorable weather, and so forth. This is because the Full Effect meta trumps the negative conditions of these moves or abilities; the best condition is always present.

Conditions with half good half bad effects, like Solar Power's special attack buff but HP drain, are also always active.
 
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Does this mean that any pokemon could use another pokemon's Mega stone? :smogthink:

So mega evolution still requires the base mon to have a mega evolution. Thus, a mon without a mega holding a mega stone won't mega evolve, as they don't have a form to switch into. However, this meta does imply that mega stones are interchangeable. So, if you wanted, you could mega evolve Scizor into Mega Scizor with it holding a Charizardite. Lol, no competitive change though.
 
Big set dump for Full Effect.

volcarona.gif

Volcarona @ Firium Z / Buginium Z
Ability: Swarm
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Fire Blast
- Quiver Dance
- Solar Beam
- Bug Buzz

Obligatory Volcarona set. Solar Beam charges fast, and Bug Buzz always gets a Swarm boost.



lurantis.gif

Lurantis @ Life Orb
Ability: Contrary
EVs: 248 HP / 252 Atk / 8 SpD
Brave Nature
- Solar Blade
- Superpower
- Knock Off
- Synthesis

A Trick Room abuser who abusers pseudo-permasun better than Volcarona.



kartana.gif

Kartana @ Snorlium Z
Ability: Beast Boost
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Leaf Blade
- Smart Strike
- Giga Impact

Kartana sometimes runs Breakneck Blitz to blow past its counters. Now that Z-move is powered up.



tornadus-therian.gif

Tornadus-Therian @ Life Orb
Ability: Regenerator
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Hurricane
- Knock Off
- U-turn
- Defog

Accurate Hurricanes



manaphy.gif

Manaphy @ Sea Incense
Ability: Hydration
EVs: 252 HP / 252 SpA / 4 SpD
Modest Nature
IVs: 0 Atk
- Calm Mind
- Brine
- Rest
- Acid Armor

Hydration means it will always clear out status at the end of the turn, and Brine is powered up.



scolipede.gif

Scolipede @ Waterium Z
Ability: Speed Boost
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Swords Dance
- Steamroller
- Poison Jab / Stomping Tantrum
- Aqua Tail

Steamroller has surprisingly low distribution, but Scolipede is the best abuser of it, trading out the inaccurate Mega Horn for a more accurate and slightly more powerful alternative.



incineroar.gif

Incineroar @ Incinium Z
Ability: Blaze
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Flare Blitz
- Darkest Lariat
- Swords Dance
- Flame Charge

Apparently Malicious Moonsault is one of those moves that gets boosted by Minimize. Also perma-Blaze.



chesnaught.gif

Chesnaught @ Leftovers
Ability: Overgrow
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Needle Arm
- Drain Punch
- Bulk Up
- Stone Edge

Needle Arm is also boosted by Minimize.


celesteela.gif

Celesteela @ Life Orb
Ability: Beast Boost
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Heavy Slam
- Acrobatics
- Autotomize
- Stomping Tantrum

How could you list Mega Aggron as the example for Heavy Slam and forget about the primary abuser of the move?



porygon-z.gif

Porygon-Z @ Choice Specs
Ability: Analytic
EVs: 4 Def / 252 SpA / 252 Spe
Modest Nature
IVs: 0 Atk
- Round
- Thunder
- Blizzard
- Shadow Ball

Finally something stronger than Try-Attack.



shroomish.gif

#FreeEviolite (Shroomish) @ Eviolite
Ability: Poison Heal
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Synthesis
- Leech Seed
- Toxic
- Spore

Still bad, but points for meme value.


Hold on, doesn't Prankster give +1 priority to all moves? Let's take another look at Tornadus real quick... OH ARCEUS!

tornadus.gif

Tornadus @ Life Orb
Ability: Prankster
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Hurricane
- Heat Wave
- Focus Blast
- Sludge Wave
 
Big set dump for Full Effect.
Tornadus @ Life Orb
Ability: Prankster
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Hurricane
- Heat Wave
- Focus Blast
- Sludge Wave [/hide]

Love all the sets! Some great ideas here!

Prankster would affect all attacks. Wow thats pretty dangerous, if not quick banned outright


Here's some more possible sets:

Starmie @ Petaya Berry
Ability: Analytic
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Brine
- Dream Eater
- Blizzard
- Thunder

Great late game sweeper!

Thundurus (M) @ Fightinium Z
Ability: Prankster
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Nasty Plot
- Thunder
- Hidden Power [Ice]
- Focus Blast

Another insane Prankster sweeper...


Talonflame @ Liechi Berry
Ability: Gale Wings
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Swords Dance
- Acrobatics
- Flare Blitz
- Facade

Talonflame's Gale Wings is back to its buff!! Crazy stuff to happen here I'm sure
 
Thankfully I think Prankster working for every move would also mean every move from a Prankster Pokemon fails against Dark types. Immense priority in exchange for a type hard walling.

Triage also is pretty nuts, what with its +3 priority to all moves. Comfey isn't exactly amazing, but +3 priority to every attack means it can easily throw away all pretenses of running speed. The extra power that Dazzling Gleam offers over Draining Kiss is appreciated, and meanwhile Comfey can do +3 priority support (including an ultra priority U-turn) or +3 priority sweeping attempts.

That said, Dazzling and Queenly Majesty probably also need bans since they make the Pokemon immune to all attacks. Also, the post seems to be missing Sand Rush, despite getting the other weather speed abilities.
 
Just realized another scary ability: Technician.

ambipom.gif

Ambipom @ Choice Band
Ability: Technician
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Facade
- Knock Off
- Fire Punch
- Seed Bomb

Also, would Knock Off always be at 1.5x power, because it acts as if the target is always holding an item?
 
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Thankfully I think Prankster working for every move would also mean every move from a Prankster Pokemon fails against Dark types. Immense priority in exchange for a type hard walling.

Triage also is pretty nuts, what with its +3 priority to all moves. Comfey isn't exactly amazing, but +3 priority to every attack means it can easily throw away all pretenses of running speed. The extra power that Dazzling Gleam offers over Draining Kiss is appreciated, and meanwhile Comfey can do +3 priority support (including an ultra priority U-turn) or +3 priority sweeping attempts.

That said, Dazzling and Queenly Majesty probably also need bans since they make the Pokemon immune to all attacks. Also, the post seems to be missing Sand Rush, despite getting the other weather speed abilities.

Added sand rush, also I guess for immunity abilities like Bulletproof, Soundproof, and the ones you mentioned, would they all have to be banned? I mean yeah I guess they would grant immunities to all types of attacks, so that would be a shame :/

Just realized another scary ability: Technician.

ambipom.gif

Ambipom @ Choice Band
Ability: Technician
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Facade
- Knock Off
- Fire Punch
- Seed Bomb

Also, would Knock Off always be at 1.5x power, because it acts as if the target is always holding an item?


Knock Off always gets the boost, yup! Always that 97.5 bp. And yeah lol Technician is a free x1.5 multiplier to every attack.
 
YET ANOTHER scary ability: Fluffy. Fluffy isn't a defense boost, rather it halves the damage of contact moves. So in this meta, it would halve the damage of all incoming attacks.

bewear.gif

Bewear @ Leftovers
Ability: Fluffy
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Facade
- Drain Punch
- Ice Punch
- Swords Dance

On a similar note, the likes of Iron Barbs, Rocky Helmet, and Gooey are really good as well.


Also, how does Adaptability work? It's sort of a type-based ability, but not really, as it doesn't boost a defined type.
 
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Some Bans:
Items: Eviolite, Focus Sash, Eevium Z, Light Clay (Aurora Veil doesn't need Hail), Red Card (would phaze immediately), Weakness Policy, Deep Sea Scale, Deep Sea Tooth, Light Ball, Metal Powder, Quick Powder, Thick Club.
Abilities: Chlorophyl, Multiscale, Sturdy, Swift Swim, Tinted Lenses, Unburden, Slush Rush, Sand Rush, Sand Veil, Snow Veil, Surge Surfer, Wonder Guard, Wonder Skin (all moves have 50% accuracy).
Moves: Earthquake, Fake Out (works every turn), Fusion Bolt, Fusion Flare, Grudge (doesn't require user to faint), Magnitude, Surf (doubles on Dive targets, so always 180 bp), Extrasensory (160 bp, perfect accuracy), Dragon Rush (200 bp, perfect accuracy), Flying Press (200 bp, perfect accuracy), Body Slam (170 bp, perfect accuracy, 30% chance to para).

You'd probably need to ban Brightpowder/Lax Incense if they allow for a 100% chance to dodge all moves with an accuracy check, especially with all those high damage accuracy ignoring moves banned.
 
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YET ANOTHER scary ability: Fluffy. Fluffy isn't a defense boost, rather it halves the damage of contact moves. So in this meta, it would halve the damage of all incoming attacks.

bewear.gif

Bewear @ Leftovers
Ability: Fluffy
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Facade
- Drain Punch
- Ice Punch
- Swords Dance

On a similar note, the likes of Iron Barbs, Rocky Helmet, and Gooey are really good as well.


Also, how does Adaptability work? It's sort of a type-based ability, but not really, as it doesn't boost a defined type.

Fluffy does half all damage. Kind of ridiculous, but still double from Fire attacks I guess. Might worth banning, and yeah all contact items / abilities are now affected by all attacks!

Adaptability just changes the STAB bonus from x1.5 to x2, so I would assume nothing else is changed then. Can't really apply that STAB multiplier to other boosts, right?

You'd probably need to ban Brightpowder/Lax Incense if they allow for a 100% chance to dodge all moves with an accuracy check, especially with all those high damage accuracy ignoring moves banned.

These items only add a percent chance to evasion, not guarantying it under a condition. So, nothing cray about them.
 
This might be an unpopular opinion, but I personally don’t think Deep Sea Scale and Metal Powder should be banned. Considering how enormous offense is probably going to be in this meta, defensive Pokémon need all the help they can get.

Side note: Starmie finally, FINALLY gets a useful offensive Ability in Analytic.

Other comments about Full Effect:

-Does Sleep Talk work even if the user is awake? If so, it may need to be looked at, since it could potentially call phazing moves with normal priority.
-Do Magic Bounce and Magic Coat bounce back every move? If so, they need to be banned.
-Similarly, Crafty Shield, which can be used consecutively without failing, should be banned if it blocks every move.
-I can see the logistics in banning the Red Card, but what about the Eject Button? Wouldn’t that cause the holder to switch out instantly, giving you a free switch any time you switched in? It would also be stupidly good with Intimidate and Regenerator. I’m suggesting a ban on that, especially since you could put it on every member of your team at once, forcing an infinite battle.
-Come to think of it, how does Emergency Exit work? Does it activate immediately too? Or only once Golisopod is hit?
-And while we’re on the topic of Golisopod, First Impression might need to go, since it can be used every turn.
-Zangoose is absolutely terrifying with Toxic Boost and Facade.
-Conkeldurr is a lot more straightforward at least—Guts is just straight up a better option over either of its other Abilities, leaving it free to use Assault Vest (or, God willing, Deep Sea Scale) as it pleases.
-Never have I been more glad that Clanging Scales is restricted to one evolutionary line.
-If Innards Out and Counter work like I think they do, then whenever Pyukumuku is attacked it will respond by dealing three times the damage in return. And it gets Recover. Yeah, we might need to talk about Pyukumuku.
-If Pokémon-exclusive items are allowed for only their respective Pokémon, Ditto benefits massively from Quick Powder, as it now doubles Ditto’s Speed even when transformed, making it an infinitely better option than the traditional Scarf.
-How do Swallow and Spit Up work? Do they have max power/recovery every time? If so, do they also give -3 to both defensive stats every time?
-Do Plasma Fists and Ion Deluge make every move Electric-type? If so, Plasma Fists needs a ban, seeing as how it’s on one of the fastest Pokémon around which is also immune to Electric.
-I don’t see anything that could go particularly wrong with Sky Drop, but it’s such a weird and poorly programmed move that you should probably ban it as a precautionary measure.
-Would Focus Punch work regardless of whether the user was attacked? If so, cool.
-Are Plus/Minus always active? What about Gear Up/Magnetic Flux; do those always work regardless of Plus/Minus? I can see Plus/Minus Pokémon (aside from, ironically, Plusle and Minun) becoming very highly used in this meta if that’s how it is. Also Magearna, since Gear Up just gives it +1 defenses, plus the whole Soul-Heart deal.
-Merciless guarantees Toxapex crits every time it attacks. Too bad it’s still no good offensively.
-Stick and Lucky Punch are far better options than Scope Lens.
-I can also see Harvest being ridiculous since it regenerates the Berry every turn and Berries activate immediately. In the hands of Tropius or Alolan Exeggutor, the Starf Berry instantly becomes a better version of Moody.
-I would have suggested banning Last Resort rather than Eevium Z, but considering that Facade is just a better version of Last Resort, never mind.
-If Charizard is holding another Pokémon’s Mega Stone, which form does it Mega Evolve into?
 
This might be an unpopular opinion, but I personally don’t think Deep Sea Scale and Metal Powder should be banned. Considering how enormous offense is probably going to be in this meta, defensive Pokémon need all the help they can get.

Side note: Starmie finally, FINALLY gets a useful offensive Ability in Analytic.

Other comments about Full Effect:

-Does Sleep Talk work even if the user is awake? If so, it may need to be looked at, since it could potentially call phazing moves with normal priority.
-Do Magic Bounce and Magic Coat bounce back every move? If so, they need to be banned.
-Similarly, Crafty Shield, which can be used consecutively without failing, should be banned if it blocks every move.
-I can see the logistics in banning the Red Card, but what about the Eject Button? Wouldn’t that cause the holder to switch out instantly, giving you a free switch any time you switched in? It would also be stupidly good with Intimidate and Regenerator. I’m suggesting a ban on that, especially since you could put it on every member of your team at once, forcing an infinite battle.
-Come to think of it, how does Emergency Exit work? Does it activate immediately too? Or only once Golisopod is hit?
-And while we’re on the topic of Golisopod, First Impression might need to go, since it can be used every turn.
-Zangoose is absolutely terrifying with Toxic Boost and Facade.
-Conkeldurr is a lot more straightforward at least—Guts is just straight up a better option over either of its other Abilities, leaving it free to use Assault Vest (or, God willing, Deep Sea Scale) as it pleases.
-Never have I been more glad that Clanging Scales is restricted to one evolutionary line.
-If Innards Out and Counter work like I think they do, then whenever Pyukumuku is attacked it will respond by dealing three times the damage in return. And it gets Recover. Yeah, we might need to talk about Pyukumuku.
-If Pokémon-exclusive items are allowed for only their respective Pokémon, Ditto benefits massively from Quick Powder, as it now doubles Ditto’s Speed even when transformed, making it an infinitely better option than the traditional Scarf.
-How do Swallow and Spit Up work? Do they have max power/recovery every time? If so, do they also give -3 to both defensive stats every time?
-Do Plasma Fists and Ion Deluge make every move Electric-type? If so, Plasma Fists needs a ban, seeing as how it’s on one of the fastest Pokémon around which is also immune to Electric.
-I don’t see anything that could go particularly wrong with Sky Drop, but it’s such a weird and poorly programmed move that you should probably ban it as a precautionary measure.
-Would Focus Punch work regardless of whether the user was attacked? If so, cool.
-Are Plus/Minus always active? What about Gear Up/Magnetic Flux; do those always work regardless of Plus/Minus? I can see Plus/Minus Pokémon (aside from, ironically, Plusle and Minun) becoming very highly used in this meta if that’s how it is. Also Magearna, since Gear Up just gives it +1 defenses, plus the whole Soul-Heart deal.
-Merciless guarantees Toxapex crits every time it attacks. Too bad it’s still no good offensively.
-Stick and Lucky Punch are far better options than Scope Lens.
-I can also see Harvest being ridiculous since it regenerates the Berry every turn and Berries activate immediately. In the hands of Tropius or Alolan Exeggutor, the Starf Berry instantly becomes a better version of Moody.
-I would have suggested banning Last Resort rather than Eevium Z, but considering that Facade is just a better version of Last Resort, never mind.
-If Charizard is holding another Pokémon’s Mega Stone, which form does it Mega Evolve into?


As far as the items go, I do think that maybe Eviolite could be unbanned, but DeepSeaScale with a x2 Sp.Def multiplier might be too much, but maybe a suspect with these items could be possible.

On to the list:
-Sleep Talk does work even when awake. And yes, this would allow phazing moves to bypass the negative priority. Most likely banned.
-Magic Bounce and Magic Coat.. Huh, maybe they'd bounce back attacks too? I think that status effects are a league in their own, but maybe not. I'm not too sure! I'll get back to you, but yeah probably leaning on banned.
-Crafty Shield gotta go; like you said, Protect but doesn't fail when spammed.
-Eject Button would make you switch immediately, but then your item is consumed, so it can't be spammed. Would be cool as a lead though, lol just for scouting to see what the opponent sends out then sending a check.
-Emergency Exit is only activated when hit. This is because normally, if say Goli switched in on rocks and got below 50%, Emergency Exit would NOT trigger. Only attacks that let it down to 50% causes it to switch. So now, any attacks will cause a switch.
-First Impression is fine, because Goli is only so strong, and it is bug typed. Not to mention Goli's ability, Emergency Exit, is a bit of a negative here no doubt.
-Zangoos is totally a monster.
-Conk wouldn't be bad at all, now that it gets the power of Guts but can still run a nice item.
-Lol yeah, Kommo-o Z would be banned if it wasn't just for its distribution.
-Yeah, Counter / Mirror Coat work on any damage dealing attack. Same with Innards Out, which is an ability, and doesn't require Pyukumuku to faint... that may just have to go.
-Huh yeah you're right, Quick Powder and Metal Powder would work even after Ditto transforms. I'm not sure how OP this would be, but QP I think is fine. MP might be a lot. In the end, it might just be a ban as a whole for these two items.
-Swallow and Spit Up are tough ones. I think that they would be at the +3 Stockpile range. This is an easy ban for Spit Up, but Swallow could stay.
-No, Plasma Fist and other type-based conditions do not change. Thats the one big stipulation I try to highlight, as there would be way too much banned without that failsafe.
-Sky Drop shouldn't change.
-Focus Punch always goes through, but still low priority.
-Plus/Minus are always active! Gear Up and such works on any Pokemon! The problem is that plus/minus mons aren't too great, but the 50% increase for Manetric would make it a good special attacker I would say.
-Toxapex with Merciless Venoshock crits! Too bad it has horrible attacking stats.
-Yup, Stick is a straight upgrade to Scope Lens.
-Harvest is no different than gen 5 sun team harvest users, if you were around for that lol. It can be pretty good, but again the Harvest users out there tend to not be the best regardless.
-"-If Charizard is holding another Pokémon’s Mega Stone, which form does it Mega Evolve into?" Huh I never thought of two-formed megas. Maybe it just wouldn't be allowed to mega evolve here, as like Weather Ball, it has multiple forms and neither is the clear "better" one over the other. So Charizard would need its respective stones to mega.
 
I had an idea for a Pet Mod called Dungeonmons. Basically the idea is that moves and abilities will be remade to mimic the way that they work in the Mystery Dungeon Games. Stuff like Payback being a mixed counter and Rollout being a multi hit move. I was also thinking of adding a distance mechanic. Basically a new form of field effect called distance that lets pokemon advance and retreat. Many moves will become useless if used at the wrong distance, while some moves can have secondary effects to increase distance (Like Bounce/Fly moving towards the foe on the second turn to prevent them from just retreating)
 
Meta idea:
Soul-link Nuzlocke

Slots 1,2 are linked. 3,4 are linked, 5,6 are linked. The linked Pokémon must share a typing. When a pokemon's partner goes down it will faint upon switch in.
HP will be a very important stat in this metagame. Because if a Pokémon goes down so does it's link.

This meta game will be good for practicing cores, as the pairs need to be able to work well together. For example heatran and Mega scizor would be a great pair, heatran can handle scizors fire weakness, and scizor can handle the fighting and ground weakness of heatran.

Examples of solid pairs
Heatran/ Mega-scizor
Tapu Bulu/ Mega-Venusaur
Magearna/ Primarina
Alolan-Muk/ Crobat

Possible bans. OU banlist, possibly z moves, type changing megas (mega gyarados can only pair with a water type not dark or flying.

Possible unbans. Arena trap.

Questions for the community.
Is this a fun idea?
Would an arena trap unban be broken?
Should partners share statuses and stat changes?
Are there other things partners should share like abilities, items, movepools?
Would this be better in singles like I'm planning now, or in doubles (negative effects will be received if a Pokémon is not on the field with it's link)
 
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Stall Sets that could work in Full Effect:

Quagsire @ Leftovers
Ability: Unaware
EVs: 252 HP / 4 Atk / 252 Def
Relaxed Nature
- Swallow
- Counter
- Stomping Tantrum
- Haze / Toxic

A classic unaware set, Quagsire might be harder to KO because Swallow recovers 100% of your HP. Not too bad, plus Counter works on special attacks as well. Counter combined with a 150 bp Ground stab can threaten many HO attackers, and Haze is there for good measure.


Toxapex @ Black Sludge
Ability: Regenerator
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Scald
- Swallow
- Haze
- Toxic

Regenerator is a crazy good ability here, and it's mechanic is based off how Harvest works ingame: "A single Pokémon's Harvest will not activate more than once per turn." So, Regenerator can activate once per turn, meaning that any damage below 33% will be recovered and meaningless. What a wall lol. Combined with Haze, Swallow, and Toxic, it'll be hard to break this. Luckily this meta still has a ton of viable wall breakers that can 1HKO pex after rocks.


Tornadus-Therian (M) @ Fightinium Z
Ability: Regenerator
EVs: 252 HP / 4 SpA / 252 Spe
Timid Nature
- Hurricane
- Taunt
- Focus Blast
- Knock Off

Hurricane is 100% accurate, Knock Off is always buffed, and Regenerator is as great as ever.

Chansey (F) @ Eviolite
Ability: Natural Cure
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
IVs: 0 Atk
- Counter
- Soft-Boiled
- Soft-Boiled
- Stealth Rock

Natural Cure will cure status immediately, and the Counter buff scares many special attackers.

Zapdos @ Rocky Helmet
Ability: Static
EVs: 248 HP / 152 Def / 108 Spe
Bold Nature
IVs: 0 Atk
- Roost
- Thunder
- Heat Wave
- Defog

Rocky Helmet, Static, and other contact effects are triggered by all attacks now. This means Rocky Helmet will always hurt the opponent when they attack, and static has a decent chance to para. Combined with a perfectly accurate Thunder and its 30% para chance, and Zapdos is an annoying mon no doubt.
 
An idea I got while walking to my house from school, and I think would be cool:
Symbiomons
Metagame Premise:

In this meta, you can put mons in the item slot of other mons to give the latter new stats. In this case, their stats would be the average of their combined stats, and the typing depends if the "base mon" is shiny or not.
The following formula determines the resulting mon's stats:
New base = (Base mon Stat + Symbiote Stat) / 2
Typing Formula: (If normal) Host primary type + Symbiote primary type. If shiny: the secondary types are used instead.
Now with a way to boost their stats, weaker mons find a spot on teams that normally they couldn't, with the correct sets.
Clefable @ Ferrothorn
Ability: Cute Charm/Magic Guard, Unaware
HP: 84
Atk: 82
Def: 102
SpA: 74
SpD: 103
Spe: 40
BST: 485
Typing: Fairy/Steel or Fairy/Grass

Landorus-T @ Ferrothorn
Ability: Intimidate
HP: 81
Atk: 119
Def: 110
SpA: 79
SpD: 98
Spe: 55
BST: 542
Typing: Ground/Steel or Flying/Grass

Diggersby @ Kartana
Ability: Pickup/Cheek Pouch, Huge Power
HP: 72
Atk: 118
Def: 104
SpA: 54
SpD: 54
Spe: 93
BST: 495
Typing: Normal/Grass or Ground/Steel

Mimikyu @ Zeraora
Ability: Disguise
HP: 71
Atk: 101
Def: 77
SpA: 76
SpD: 92
Spe: 119
BST: 536
Typing: Ghost/Electric or Fairy/Electric

Rotom-Wash @ Regigigas
Ability: Levitate
HP: 80
Atk: 112
Def: 108
SpA: 92
SpD: 108
Spe: 93
BST: 593
Typing: Electric/Normal or Water/Normal
Of course, this meta follows the OU clauses and some of its own:
Symbiote Species Clause: a single symbiote can only used by only one team member.
Uber Symbiote Clause: Pokémon that belong to the Uber tier cannot be used as Symbiotes.
Symbiote-Teamslot Clause: None of the pokémon on the team can share it's species with a symbiote that is being used by a teammate. This include alternative forms like Rotom and Oricorio.

Possible Bans or threats:
Regigigas/Slaking as symbiotes

Both mons provides both insane Atk. and bulk boost on almost you put them, with the only drawback being forcing the host to become part normal type, which can be problematic in some cases.
Blissey as symbiote
Again, provides an exponential boost on bulk to most mons, allowing them to become pretty damn fat. Again, forces t hero host to become part Normal, which has some really good defensive synergy with other types.
Shedinja as a host
Wonderguard is an amazing ability, which paried with typings like Ghost/Normal or Ghost/Dark that have little to none weaknesses, can transform the discarded shell into an almost unkillable wall that could force the meta to run specific attackers, Roar/Whirlwind or status just to break throug it.
Huge Power users as hosts
Huge Power, along anything that boost attack, is just enough to justify using Diggersby, Azumarill or vanilla Medicham. You can make it either a strong and kinda fast wallbreaker, or a more bulky one, forcing balance and stall to either using a bulky Ghost type for Diggers and Medi or rely on faster revenge killers (Also, Azumarill and Diggersby have STAB priority, too).

Now, some question for you, my dear reader:
What non-Uber pokémon deserves to be banned as either as a host and/or as a symbiote?
There is Uber Pokémon that deserves to be unbanned?
Is the type change mechanics alright, or should be changed?
Could be possible to symbiotes to pass their ability to their hosts?
 
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Mascots
In sports, teams use mascots to rally the team and make the team more interesting. The Patriots have a bunch of militiamen shoot after every score, in addition to pat patriot. The Lions don't have an actual lion and are named after an overhyped, endangered cat. So clearly, mascots are important to team success, and I want to bring this important symbol of every sports team into Pokémon.

Metagame premise: the mon in the first slot (the mascot) in the teambuilder gives its ability and all 4 of its moves to all of the other mons on the team in an ou based meta. Thus giving every mon but the mascot 8 moves and 2 abilities but the mascot only 4 moves and 1 ability.

Possible Bans and threats: (all of these apply only to the mascot) unburden, speed boost, surge surfer, the speed boosting weather abilities, huge/ pure power, water bubble, Fluffy, fur coat, zoroark, ditto, smeargle, regenerator, innards out, protean, shell smash, extreme speed, defog, and rapid spin (6 hazard removers is just unfair) are the things that should immediately and definitely be banned. Things that are more open for discussion of banning are: intimidate, multiscale, magic bounce, contrary and unaware.

some potentially threatening mascots include: pelipper, magearna (shift gear), lele, mega-pinsir, beast booster of choice, dhelmise, and a hell of a lot more threats that others more creative than me can think of.

Bans that apply to both mascots and teammates: shedinja
Questions for the Community:
Can anyone think of a cooler/ more informative name? (I like it but I believe it could be better)
Can it be coded correctly? (I know 8 moves is possible because of PIC, but I don't know about a combo of 4 and 8 depending on the mon, but it could possibly be worked around by simply doubling up the mascots moves)
 
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Mascots
In sports, teams use mascots to rally the team and make the team more interesting. The Patriots have a bunch of militiamen shoot after every score, in addition to pat patriot. The Lions don't have an actual lion and are named after an overhyped, endangered cat. So clearly, mascots are important to team success, and I want to bring this important symbol of every sports team into Pokémon.

Metagame premise: the mon in the first slot (the mascot) in the teambuilder gives its ability and all 4 of its moves to all of the other mons on the team in an ou based meta. Thus giving every mon but the mascot 8 moves and the mascot only 4.

Possible Bans and threats: (all of these apply only to the mascot) unburden, speed boost, surge surfer, the speed boosting weather abilities, huge/ pure power, water bubble, smeargle, regenerator, defog, and rapid spin (6 hazard removers is just unfair) are the things that should immediately and definitely be banned. Things that are more open for discussion of banning are: intimidate, multiscale, magic bounce, and unaware.

some potentially threatening mascots include: pelipper, magearna (shift gear), lele, mega-pinsir, beast booster of choice, dhelmise, and a hell of a lot more threats that others more creative than me can think of.

Questions for the Community:
Can anyone think of a cooler/ more informative name? (I like it but I believe it could be better)
Can it be coded correctly? (I know 8 moves is possible because of PIC, but I don't know about a combo of 4 and 8 depending on the mon, but it could possibly be worked around by simply doubling up the mascots moves)


Would the receiving mons also have their own ability on top of the mascot's? Or is their ability replaced by the mascot's?

Also more possible bans could be Adaptability, No Guard, Protean, and Prankster. Also, implying the other 5 mons get 2 abilities, you'll have to deal with the Shared Power glitches and Exploits lol. Sharing something like Skill Link would be ugly, and also say if the mascot was mega hera, could it first pass Guts then pass Skill Link when its megas?
 
Would the receiving mons also have their own ability on top of the mascot's? Or is their ability replaced by the mascot's?

Also more possible bans could be Adaptability, No Guard, Protean, and Prankster. Also, implying the other 5 mons get 2 abilities, you'll have to deal with the Shared Power glitches and Exploits lol. Sharing something like Skill Link would be ugly, and also say if the mascot was mega hera, could it first pass Guts then pass Skill Link when its megas?

Yes, they would retain their own ability. Adaptability is something that I'm almost certain is not banworthy. I would wait to see the meta before banning no guard and skill link, I can't see them being better than weather and using mons with good setup moves. Prankster I dont see an issue in. The mascot would only share its current ability so before mega evolving the other mons would receive guts, and after they would receive skill link.
Protean would have to go your right.
 
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Mascots
In sports, teams use mascots to rally the team and make the team more interesting. The Patriots have a bunch of militiamen shoot after every score, in addition to pat patriot. The Lions don't have an actual lion and are named after an overhyped, endangered cat. So clearly, mascots are important to team success, and I want to bring this important symbol of every sports team into Pokémon.

Metagame premise: the mon in the first slot (the mascot) in the teambuilder gives its ability and all 4 of its moves to all of the other mons on the team in an ou based meta. Thus giving every mon but the mascot 8 moves and the mascot only 4.

Possible Bans and threats: (all of these apply only to the mascot) unburden, speed boost, surge surfer, the speed boosting weather abilities, huge/ pure power, water bubble, smeargle, regenerator, protean, shell smash, defog, and rapid spin (6 hazard removers is just unfair) are the things that should immediately and definitely be banned. Things that are more open for discussion of banning are: intimidate, multiscale, magic bounce, contrary and unaware.

some potentially threatening mascots include: pelipper, magearna (shift gear), lele, mega-pinsir, beast booster of choice, dhelmise, and a hell of a lot more threats that others more creative than me can think of.

Questions for the Community:
Can anyone think of a cooler/ more informative name? (I like it but I believe it could be better)
Can it be coded correctly? (I know 8 moves is possible because of PIC, but I don't know about a combo of 4 and 8 depending on the mon, but it could possibly be worked around by simply doubling up the mascots moves)
Maybe add a disadvantage for when your mascot faints. Like I constant barbs effect or something.
 
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