Metagame Workshop

Comatose certainly does announce itself on arrival, just like Mold Breaker: "Komala is drowsing!"

What about Role Play and Skill Swap? Even if your own ability isn't normally one that uses a visible pop-up, Role Play makes two ability pop-up messages appear: one for the old, and one for the new. Does that mean you get to use your first move here as well, possibly even twice in a row? Then you have Skill Swap making two ability pop-ups for both players.
The reaction effect is once per turn, once per ability. So as long as the ability is changed or reintroduced, it can activate again that turn. So yes, twice in a row.
 
Reaction Action

Premise:
When your ability vocally activates, the first move in your moveslot activates (once per turn).

FAQ:
-This only applies to vocal abilities, meaning the ability must announce that it is activating. This means that an ability like Intimidate would trigger the effect on switch in, but an ability like Huge Power would never. Abilities like Swift Swim would also not trigger this effect, as Swift Swim never announces its affect.
-The priority for the reaction effect happens immediately after the ability has done its function. So if Weak Armor activates, the user will have its stats changed, and then use its first move.
-This effect only triggers once per turn, once per ability. So even if the ability activates multiple times the same turn, the reaction effect only happens the first time that turn. The reaction can happen for that ability the next turn.

Abilities that are affected: Aftermath, Air Lock, Anger Point, Anticipation, Aura Break, Bad Dreams, Battle Bond, Beast Boost, Berserk, Bulletproof, Cheek Pouch, Clear Body, Cloud Nine, Color Change, Competitive, Cursed Body, Cute Charm, Damp (?), Dancer, Dark Aura, Dazzling, Defiant, Delta Stream, Desolate Land, Disguise, Download, Drizzle, Drought, Dry Skin, Effect Spore, Electric Surge, Emergency Exit, Fairy Aura, Flame Body, Flash Fire, Forecast, Forewarn, Frisk, Full Metal Body, Gooey, Harvest, Hydration (?), Hyper Cutter, Ice Body, Illusion (when the illusion breaks?), Immunity (?), Imposter, Innards Out, Intimidate, Iron Barbs, Justified, Levitate, Lightning Rod, Liquid Ooze, Magic Bounce, Magician, Misty Surge, Mold Breaker, Motor Drive, Moxie, Mummy, Natural Cure, Parental Bond, Pickpocket, Pickup, Poison Heal, Poison Point, Poison Touch (?), Power Construct, Pressure, Primordial Sea, Protean, Psychic Surge, Queenly Majesty, Rain Dish, Rattled, Rough Skin, Sand Stream, Sap Sipper, Schooling, Shed Skin, Shields Down, Slow Start (start and finish?), Snow Warning, Solar Power, Soul Heart, Soundproof, Speed Boost, Stamina, Stance Change, Static, Steadfast, Sticky Hold, Storm Drain, Sturdy, Suction Cups (?), Synchronize, Tangling Hair, Teravolt, Trace, Truant, Turboblaze, Unnerve, Volt Absorb, Water Absorb, Water Compaction, Weak Armor, White Smoke, Wimp Out, Wonder Guard (?), Zen Mode.
(Abilities with a "?" are ones I think are vocal with their activation, but I'm not sure. I also could have missed some.)

Bans: OU banlist, and then moves banned from the first move slot: pivot moves (U-Turn, ect), phasing moves (Roar, Dragon Tail, ect), probably more abusive ones.

Sets:

Landorus-Therian (M) @ Choice Scarf
Ability: Intimidate
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Stealth Rock / Earthquake / Rock Tomb
- U-turn
- Earthquake
- Hidden Power [Ice]

Scarf Lando gets up Stealth Rock on switch in right away. Or, it could get an EQ immediately, causing good damage and lets you switch into it with some offense. Theres even Rock Tomb if you want to slow the opponent and guarantee the out speed.

Chansey (F) @ Eviolite
Ability: Natural Cure
EVs: 252 Def / 4 SpA / 252 SpD
Bold Nature
- Seismic Toss / Toxic / Heal Bell / Wish
- Stealth Rock
- Toxic
- Rest

Natural Cure activates on switch out, so Chansey can Rest off damage, and then get one last move in on the switch out.

Slaking @ Choice Band
Ability: Truant
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Giga Impact
- Earthquake
- Sucker Punch
- Hammer Arm

Truant's "loafing around" activation means Slaking can ignore both the downsides of Giga Impact and Truant! It'll still be locked into it's first move during the Truant turns, but that can be a greta advantage.

Gyarados-Mega @ Gyaradosite
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Dragon Dance
- Waterfall
- Crunch
- Earthquake

Gyra can get the DD with Intimidate on the switch in, and then once more when it megas with Mold Breaker! Totally a scary switch in.


Thoughts on the Meta:
-Mons that have the affected abilities are without doubt the most viable, and more so are the abilities that activate on switch in or consistently throughout the game. Intimidate and Mold Breaker already have a good affect, but now similar abilities like Pressure, Forewarn, Anticipation and more can abuse the immediate activation. Alternatively, abilities like Speed Boost and Poison Heal activate at the end of the turn, but can be done multiple times without switching.
-Damage dealing moves will probably be very popular for first moveslots. Being able to attack multiple times or immediately in a turn will be absurd, but many other defensive options might be able to counter this. If it proves to be too centralizing and OP, maybe I can change the premise to only include status moves.
-On being similar to Last Will: The biggest differences to me is that Last Will's activation is once and only on KO. That severely limits the strategy and team building creativity of the meta, whereas here the meta revolves around the constant activation. To me, that is a clear and distinct difference on multiple levels.


Questions:
-As always, better name ideas?
-Any other broken sets?
-Any other abilities I missed or miss-labeled?
TFW Volcarona has no reliable activation ability FeelsBadMan.

Anyway, if I can't make my favorite bug broken, how about a different bug?



Scolipede @ Waterium Z
Ability: Speed Boost
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Swords Dance
- Megahorn
- Earthquake
- Aqua Tail

You get +2 attack and +1 speed every turn. That's pretty terrifying.



Excadrill @ Leftovers
Ability: Mold Breaker
EVs: 252 HP / 4 Atk / 252 SpD
Careful Nature
- Rapid Spin
- Earthquake
- Toxic
- Stealth Rock


Landorus-Therian (M) @ Leftovers
Ability: Intimidate
EVs: 252 HP / 112 Def / 144 Spe
Impish Nature
- Defog
- Earthquake
- Stealth Rock
- U-turn

As with pretty much any Bug type, you'll need a hazard remover. Luckily, we have two that remove hazards upon switching in!



Greninja @ Focus Sash
Ability: Protean
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Spikes
- Toxic Spikes
- Ice Beam
- Taunt

Speaking of hazards, here's a near guaranteed three layers of Spikes and one layer of Toxic Spikes.
 

drampa's grandpa

#sobblesquad
is a Pre-Contributor
Does Comatose ever activate vocally? I thought it was a passive ability, so there would be no message of "Komala's Comatose activated!" So that shouldn't be a problem. I do see how assist can call say U-Turn on a the switch in for an endless loop, so Assist probably has to go.





So the biggest differences here are the inclusion of damage dealing moves in the effect, the inclusion of still retaining the users ability, how the effect is activated, and the limitation of which mons are affected by the meta. Having damage dealing moves as the reaction makes this meta heavily focused on the immediate or constant damage that can be done just by switching in or at the the end of the turn. Furthermore, this meta lets the user gain the advantage of Intimidate or Poison Heal without a sacrifice of ability. Theres also the function of to which how the effect is triggered. In Trademarked, the abilities only copy an enter battle trigger, where as in my meta abilities are triggered normally as they are in game. This makes for many different ways to activate the reaction, leading for creative sets or teams trying to take advantage of this effect. Lastly, Trademarked let every mon be able to trade there status move for their ability, where as here only the mons with one of the listed trigger abilities can use this new effect. This is a limitation that I believe works in my meta's favor, but even then its worth noting that these abilities cover a wide range of pokemon to use (36 out of the 48 OU mons have one of these abilities). Even if the mon does not have one of the triggering abilities, there are still a ton of useful abilities and sets out there that can compliment teams. For example, a rain team that wants to take advantage of Rain Dish could still want a Swift Swim user or two.

In all fairness, I do believe my four reasons are very distinguishable from Trademarked.
I like the idea of being able to use abilities that trigger at different points in the turn to use different strategies.

You would need to keep an eye on boosting and nukes in general. Overall this meta looks tricky to balance because so much is likely to be broken. Substitute may be broken (Gliscor can abuse Poison Heal to be basically immune to attacks, and in general it provides safe revenge killing) but I would hold off on banning it until you see the meta in action.

How do you intend for choice items to work? Can I run Scarf Nasty Plot Porygon-Z to get a +3 +1 Pokemon in one turn? Would I be locked into Nasty Plot or free to spam Ice Meme?

That's all for now
 
Once you get locked into a move (suchas by getting Download and using your first move), you will not be able to select any moves other than the one you're locked into. Furthermore, any triggered attempt to use a move other than the one you're locked into (e.g. CB Speed Boost Scolipede, you click Swords Dance on turn 1, and have Megahorn in the first slot) will fail without even using a PP on the locked-out move, by analog to how similar situations work with Dancer.

If you could use Protean on a move that was different types every time, you could conceivably go on a rampage of self-triggering moves until you run out of PP. Such a shame, then, that Protean Kecleon is locked out of access to Metronome, and no other move available to Kecleon or Greninja even comes close.

Greninja could use Protect along with any non-Normal move in slot 1 so as to reset the counter and be guaranteed 16 turns of working Protect in a row, but that's not all it's cracked up to be here, as even Protect priority is below that of a switch, so it won't help to block switch-speed moves.
 
GENMONS OM
This is just a rough draft of what could be present in the OM. It will most likely not be added, but it could be cool.

-Every Pokémon has the stats and ability that they had in the gen that they first debuted in (for instance, Alakazam would not have an ability, but would instead essentially have a base 135 spatk and spdef).
-Moves would behave like they did in the gen that they debuted in (for instance, knock off would be a special attack with only 20 base power)
-Hidden Power would have the same attributes that it had back in Gen 2
-Items that didn't come back for Gen 7 would come back for Genmons, like Berserk Gene and the Gems
(Could lead to interesting set ups such as Berserk Gene Hawlucha in Misty Terrain for instance)
-In the battle simulator window, the Pokémon would have the sprites from the games that they debuted in. Gengar would have his Gen 1 sprite, Gliscor would have his Gen 4 sprite, Golisopod would have his Gen 7 model etc.
-Mega Evolutions will behave like they always have
-Despite not being able to originally, Gen 1 Pokémon can hold items in Genmons
-Pokémon will still keep their current movepools

 
Z Stats

What if Z moves had a stat equivalent? This came from my brainstorming on what the new games' new mechanic will be.

The meta would add 5 new items: Attackium Z, Defensium Z, Special Attackium Z, Special Defensium Z, and Speedium Z. Equipping it on a Pokemon allows them to use the Z crystal to boost a stat by one stage permanently throughout the match. This would enable mons to behave as if they were choiced without being locked into a move, while others could patch up weaknesses in their defenses. Like normal Z moves, only one per team is allowed, and it would most likely be one Z item per team in general (if you use a Z Stat then no Z moves and vice versa).

Questions: What would become more viable or go from unviable to viable? Would anything get worse? What would become broken? Is giving up a Z move in favor of a Z Stat worth it, or vice versa? Are stats reasonable for the new game gimmick^TM?
 
GENMONS OM
Just a few notes:
1) There is already a old gen 6 om called Genmons, that had a different change then yours, and hence, a different metagame. I think you need to change your name if you want to submit that metagame, but I have no ideas on what to change it to.
2) On the example on unreleased items, Hawlucha would actually still get confused, because as a flying type, it wouldn't get the benefit from Misty Terrain. Maybe Hitmonlee would be a better example?
3) How would mega evolved pokemon have their stats changed? For example, Alakazam would have 135 SpD in here, but should it mega evolved, would it's SpD decrease back to its original expected stat of 75, or simply keep the old one?

Equipping it on a Pokemon allows them to use the Z crystal to boost a stat by one stage permanently throughout the match. This would enable mons to behave as if they were choiced without being locked into a move, while others could patch up weaknesses in their defenses
How exactly would this stat boost be applied? Is it like a choice item, or would it be an announced stat boost? Will it be affected by Haze, Heart Swap or switching out? The worry I have is that if it can be removed, then it would typically be outclassed by all-boost Z-moves like Z-Celebrate and Z-Conversion.
 
-Moves would behave like they did in the gen that they debuted in (for instance, knock off would be a special attack with only 20 base power)
Oh boy, say hello to one of the most broken moves in Pokemon history. G1 Blizzard:
120 base power
90% accuracy
And if we're going for true original debut function, a 30% chance to freeze.

EDIT: Oh yeah, and there's also the reintroduction of the horror that is G1 partial trapping moves.


Dragonite @ Silk Scarf
Ability: Inner Focus
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Dragon Dance
- Hone Claws
- Wrap
- Dragon Rush

Dragonite @ Sea Incense
Ability: Inner Focus
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Agility
- Hone Claws
- Whirlpool
- Dragon Pulse

Take your pick. Hit harder overall, or stunlock Ghost types? Either way, Bind, Clamp, Wrap, Fire Spin, and Whirlpool are all disgusting, and with new ways of increasing speed, and more importantly accuracy, I think they should banned.
 
Last edited:
Another weird idea I had:

Abilimoves
Premise:
Pokemon can gain abilities during a battle by using a moveslot for their ability of choice. For instance, a Landorus-T could gain Magic Bounce by using the move Magic Bounce.

Bans & Threats:
Bans would be probably be ability-related, so no dumb stuff like:
  • Wonder Guard
  • Huge/Pure Power (maybe? You still need a turn to set it up)
  • Comatose + Phasing Moves
And things to consider would be:
  • Speed Boost (gives you a +1 no matter what)
  • Contrary/Beast Boost (allow easy snowballing)
The most interesting part of the OM for me is probably that you have to sacrifice a move for an ability, meaning you're restricted to 3 moves which can be really limiting - though the benefits are huge.

Example:


Tapu Bulu @ Leftovers
Ability: Grassy Surge
EVs: 248 HP / 8 Def / 252 SpD
Careful Nature
- Swords Dance
- Horn Leech
- Superpower
- Comatose
This set isn't really amazing, but it showcases how the OM would work: Comatose on Tapu Bulu prevents it from being statused, which is a problem it often faces.

Thoughts?
 
Last edited:
Another weird idea I had:

Abilimoves
Premise:
Pokemon can gain abilities during a battle by using a moveslot for their ability of choice. For instance, a Landorus-T could gain Magic Bounce by using the move Magic Bounce.

Bans & Threats:
Bans would be probably be ability-related, so no dumb stuff like:
  • Wonder Guard
  • Huge/Pure Power (maybe? You still need a turn to set it up)
And things to consider would be:
  • Speed Boost (gives you a +1 no matter what)
  • Contrary/Beast Boost (allow easy snowballing)
The most interesting part of the OM for me is probably that you have to sacrifice a move for an ability, meaning you're restricted to 3 moves which can be really limiting - though the benefits are huge.

Example:


Tapu Bulu @ Leftovers
Ability: Grassy Surge
EVs: 248 HP / 8 Def / 252 SpD
Careful Nature
- Swords Dance
- Horn Leech
- Superpower
- Comatose
This set isn't really amazing, but it showcases how the OM would work: Comatose on Tapu Bulu prevents it from being statused, which is a problem it often faces.

Thoughts?
Your example of Comatose should really be quickbanned, due to its extremely obnoxious and uncompetitive synergy with Sleep Talk and phasing moves.

EDIT: Also, will abilities stay active if the user switches out? In other words, can I use Magic Guard to protect Volcarona from entry hazards?
 
Last edited:
How exactly would this stat boost be applied? Is it like a choice item, or would it be an announced stat boost? Will it be affected by Haze, Heart Swap or switching out? The worry I have is that if it can be removed, then it would typically be outclassed by all-boost Z-moves like Z-Celebrate and Z-Conversion.
Most likely a permanent announced boost that is activated upon use of the Z Stat crystal, so if a Ferrothorn with Special Defensium Z switches in without having activated the crystal yet then it takes take normal amount of damage. I don't know if it should be able to be removed; I thought of it more like a permanent effect. Haze and Heart Swap are only used by Toxapex and Magearna so it's not that bad, and Z-Celebrate type moves have terrible distribution so I'm not worried about them outclassing Z stats regardless.

Also, +6 would still be the max for stats. If you have an Attackium Z Snorlax and use Belly Drum then it ends up with +6 Attack, not an effective +7. However, it would retain the Z stat buff even if it switched out after that and would come back later at +1.
 
Just a few notes:
1) There is already a old gen 6 om called Genmons, that had a different change then yours, and hence, a different metagame. I think you need to change your name if you want to submit that metagame, but I have no ideas on what to change it to.
2) On the example on unreleased items, Hawlucha would actually still get confused, because as a flying type, it wouldn't get the benefit from Misty Terrain. Maybe Hitmonlee would be a better example?
3) How would mega evolved pokemon have their stats changed? For example, Alakazam would have 135 SpD in here, but should it mega evolved, would it's SpD decrease back to its original expected stat of 75, or simply keep the old one?
Thanks for the notes
1) I guess "Originmons" could also work.
2) You're right on the Hawlucha bit, Hitmonlee wouldn't work because he is a Gen 1 mon, so he wouldn't have an ability. Maybe Liepard could work? I think hidden abilities should stay regardless of the generation that the Pokémon debuted in, with the exception being gen 1+2 mons, since they did not have abilities to begin with. Gen 3 and above mons could still have their hidden abilities. Held items are present throughout, though. So gen 1 mons could still hold items.
3) Since megas are treated as separate Pokémon in the teambuilder, the stats would change as they normally would. So gen 1 Alakazam would end up losing his spdef buff in favor of gaining an ability, as well as the rest of the base stat buffs that Megazam gets.

Oh boy, say hello to one of the most broken moves in Pokemon history. G1 Blizzard:
120 base power
90% accuracy
And if we're going for true original debut function, a 30% chance to freeze.

EDIT: Oh yeah, and there's also the reintroduction of the horror that is G1 partial trapping moves.


Dragonite @ Silk Scarf
Ability: Inner Focus
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Dragon Dance
- Hone Claws
- Wrap
- Dragon Rush

Dragonite @ Sea Incense
Ability: Inner Focus
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Agility
- Hone Claws
- Whirlpool
- Dragon Pulse

Take your pick. Hit harder overall, or stunlock Ghost types? Either way, Bind, Clamp, Wrap, Fire Spin, and Whirlpool are all disgusting, and with new ways of increasing speed, and more importantly accuracy, I think they should banned.
Trapping moves could definitely be an interesting part of this potential meta. I suppose things like volt turn would be very strong versus this, but I could see how it can get out of hand. A bulky Mega Charizard Y with fire spin could definitely be a threat. Blizzard would be a very strong move for sure, I could see something like protean, or even ash greninja being very oppressive with this move. Maybe it could get banned if it gets out of hand too.
 
Thanks for the notes
1) I guess "Originmons" could also work.
2) You're right on the Hawlucha bit, Hitmonlee wouldn't work because he is a Gen 1 mon, so he wouldn't have an ability. Maybe Liepard could work? I think hidden abilities should stay regardless of the generation that the Pokémon debuted in, with the exception being gen 1+2 mons, since they did not have abilities to begin with. Gen 3 and above mons could still have their hidden abilities. Held items are present throughout, though. So gen 1 mons could still hold items.
3) Since megas are treated as separate Pokémon in the teambuilder, the stats would change as they normally would. So gen 1 Alakazam would end up losing his spdef buff in favor of gaining an ability, as well as the rest of the base stat buffs that Megazam gets.


Trapping moves could definitely be an interesting part of this potential meta. I suppose things like volt turn would be very strong versus this, but I could see how it can get out of hand. A bulky Mega Charizard Y with fire spin could definitely be a threat. Blizzard would be a very strong move for sure, I could see something like protean, or even ash greninja being very oppressive with this move. Maybe it could get banned if it gets out of hand too.
Volt Turn won't save you from Gen 1 partial trapping moves. If the trapper is faster and lucky (or just faster in the case of Hone Claws) there's literally nothing the opponent can do.
 
No Evolution Chain Cup
Metagame premise: Only pokemon that are not part of an evolutionary chain can be use (i.e. it cannot evolve to or from anything). Mega evolutions do not count as evolutionary line.
Potential bans and threats: All legendaries, ultra beasts, and Mimikyu for sure. Potentially also ban Hawlucha.
Some Pokemon are Absol, Aerodactyl, Rotom forms.
Questions for the community: Should Mega evolutions be allowed? Should Pokemon that had no evolutionary chain when originally released be allowed? Notable additions would be Chansey, Jynx, and Snorlax.
 
No Evolution Chain Cup
Metagame premise: Only pokemon that are not part of an evolutionary chain can be use (i.e. it cannot evolve to or from anything). Mega evolutions do not count as evolutionary line.
Potential bans and threats: All legendaries, ultra beasts, and Mimikyu for sure. Potentially also ban Hawlucha.
Some Pokemon are Absol, Aerodactyl, Rotom forms.
Questions for the community: Should Mega evolutions be allowed? Should Pokemon that had no evolutionary chain when originally released be allowed? Notable additions would be Chansey, Jynx, and Snorlax.
First, this doesn't sound terribly interesting. Restrictive metas rarely are. Second, why tf is Mimikyu quickban worthy?
 

drampa's grandpa

#sobblesquad
is a Pre-Contributor
Another weird idea I had:

Abilimoves
Premise:
Pokemon can gain abilities during a battle by using a moveslot for their ability of choice. For instance, a Landorus-T could gain Magic Bounce by using the move Magic Bounce.

Bans & Threats:
Bans would be probably be ability-related, so no dumb stuff like:
  • Wonder Guard
  • Huge/Pure Power (maybe? You still need a turn to set it up)
  • Comatose + Phasing Moves
And things to consider would be:
  • Speed Boost (gives you a +1 no matter what)
  • Contrary/Beast Boost (allow easy snowballing)
The most interesting part of the OM for me is probably that you have to sacrifice a move for an ability, meaning you're restricted to 3 moves which can be really limiting - though the benefits are huge.

Example:


Tapu Bulu @ Leftovers
Ability: Grassy Surge
EVs: 248 HP / 8 Def / 252 SpD
Careful Nature
- Swords Dance
- Horn Leech
- Superpower
- Comatose
This set isn't really amazing, but it showcases how the OM would work: Comatose on Tapu Bulu prevents it from being statused, which is a problem it often faces.

Thoughts?
Multibility (a similar metagame where you could put an ability in your item slot) was rejected this generation for being too similar to Almost Any Ability, Pokebilities, and the now defunct Shared Power. This metagame would likely run into the same roadblock.

Did you mean for only one ability at a time to be addable?
 
Mantis Style: a metagame where only bug and/or fighting types are allowed to participate in, how do you think it would go? What would be some big threats, and what would be terrible?
 
Mantis Style: a metagame where only bug and/or fighting types are allowed to participate in, how do you think it would go? What would be some big threats, and what would be terrible?
That’s an extremely limiting idea, which not many people would play (I think). If you wanna create a good metagame, try giving the user more options not less.

(Thanks ChrystalFalchion for amazing quote)
 
Mantis Style: a metagame where only bug and/or fighting types are allowed to participate in, how do you think it would go? What would be some big threats, and what would be terrible?
Right off the bat I think Mega-Pinsir would dominate this metagame since it will hit everything extremely hard for at least neutral damage.
 
Was thinking about different avenues to approach an OM, and realized that Natures are relatively unexplored. So I came up up with something I'm tentatively calling Naturemons.

Basically, you can replace your item and/or ability with a Nature, and you'll receive the stat changes of that Nature. This stacks with other Nature boosts. I'm also considering making Natures raise/lower stats by 20% instead of 10%, just so power-boosting Natures aren't just Muscle Bands or Wise Glasses when put in the item slot.

My main worry with this idea is that besides the obvious Slaking, Regigigas, Archeops, and Golisopod (the former two of which will likely be banned), there aren't many Pokemon that this will change drastically, so the meta might be kinda boring.
 
Was thinking about different avenues to approach an OM, and realized that Natures are relatively unexplored. So I came up up with something I'm tentatively calling Naturemons.

Basically, you can replace your item and/or ability with a Nature, and you'll receive the stat changes of that Nature. This stacks with other Nature boosts. I'm also considering making Natures raise/lower stats by 20% instead of 10%, just so power-boosting Natures aren't just Muscle Bands or Wise Glasses when put in the item slot.

My main worry with this idea is that besides the obvious Slaking, Regigigas, Archeops, and Golisopod (the former two of which will likely be banned), there aren't many Pokemon that this will change drastically, so the meta might be kinda boring.
You could make it so that the nature boosts a stat by one stage and lowers another by 1 stage as well (like if you have Jolly in the ability slot, you get +1 Speed and -1 Special Attack) upon switch in.


So, I had an idea for an OM similar to the now defunct Shared Power. It works like this: Pokemon share their ability with the next Pokemon in line, effectively giving everything 2 abilities. You can rearrange the team at preview, allowing for different combinations.

Banlist
OU Banlist and Clauses +
Ability Clause - only 1 Pokemon can have a particular ability on your team. Clone abilities do not violate this.
Shedinja - Wonder Guard would be broken on anything good, Shedinja itself can also gain Sturdy.
Ash-Greninja - Can gain Sheer Force, Technician, Adaptability etc.
Possibly Dragonite
Mawilite
Medichamite

The following abilities are banned:
Huge Power
Pure Power
Protean
Simple
Comatose
Water Bubble
Contrary
Fur Coat



Sample team to illustrate how it works:

Click Sprites


Q&A

Do abilities stack?

With themselves, no. If you put Salamence and Landorus-T together, Landorus-T would not drop the foe's attack stat by 2 stages. However, if you put Necrozma and Mega Aggron together, Prism Armor would stack with Filter, reducing super effective damage by 50%. If you had say Heatproof Bronzong next to a Thick Fat Mamoswine, Mamoswine would take only 25% from Fire type attacks.

What about immunity granting abilities?

If it's different immunities, they both trigger, so if you put a Levitate Pokemon behind Heatran, it would be immune to both Ground and Fire type moves. If it's the same type but has different effects (i.e. Water Absorb and Storm Drain) then both effects will trigger. If it is the same effect (Dry Skin and Water Absorb) then the effect will not stack, so you'll only gain 33% HP when hit by a Water move.

If a Pokemon faints does it still pass the ability?

Yes.

Why can you only use one of each ability on native Pokemon?

Even with 2, you could still give 4 Pokemon on your team Regenerator, making them near impossible to wear down. Or a weather summoning ability, or really damn near anything.

Resources:
(If it got approved)

Increased viability

Breloom goes from being discount Kartana to passing 2 amazing abilities in Technician and Poison Heal. Conkeldurr and pass Guts and Sheer Force. Yanmega can pass Tinted Lens, and abuse Beast Boost or Soul Heart in conjunction with Speed Boost to become incredibly powerful. Porygon-Z, Mega Beedrill and Crawdaunt can all pass Adaptability, and recive abilities like Sheer Force or Beast Boost.
 
Last edited:
The following abilities cannot be passed, but can be used by Pokemon who naturally have them:

Huge Power
Pure Power
Contrary
Protean
Fur Coat
Psychic Surge
Simple
Speed Boost
Water Bubble
Possibly the abilities that boost Speed under weather and Surge Surfer
Possibly Magic Guard
Instant red flag. You shouldn't have to add asterisks to your rules. If an ability would be broken if passed, just straight up ban the ability.
 
STABmons and AAA both have moves and abilities respectively that can only be used on Pokemon that naturally have them. How is this different?
Because by making some abilities not passable, you're breaking the rules you set in place. Think of OMs as mods on cart. If a move is banned on non-native users in STABmons, no code alteration is required. You and your opponent just agree not to use that move on non-native users. But if an ability is made unpassable, one would have to go into the mod's code and make it so that the ability won't be passed.
 

Users Who Are Viewing This Thread (Users: 2, Guests: 1)

Top