Metagame Workshop

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Instead of using Normalize, you can use something like Adaptability, Tough Claws or Sheer Force to gain power without missing coverage. Hustle + No Guard also works if you have low accuracy Physical Attacks like High Jump Kick, stone Edge or Dynamich Punch.

Here i drop a wall breaker dedicated to break stall teams

Hoopa-Unbound @ Toxic Orb
Ability: Magician
EVs: 4 HP / 252 Atk / 252 Spe
Serious Nature
- Hyperspace Fury
- Guts
- Toxic Boost
- Dark Aura/ Quick Feet/ Defiant

With double boost from Toxic Orb and Dark Aura, you can 2hko Clefable and OHKO everything else besides intimidate stuff. You can use Defiant to nail Intimidate users but you will have less power overall and your matchup against Clefable will be tougher. If HU gets an intimidate drop, switch it out because you need every Hyperspace Fury to hit with all its fury before it rans out!

Quick Feet is better ability in general, but against stall you will need every bit of power you can get.

Azumarill @ Leftovers
Ability: Sap Sipper
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
- Soak
- Perish Song
- Whirpool
- Mold Breaker

Stall breaker Azumarril. Mold Breaker and Soak helps you trapping Sableye Mega
Just wanted to point out that Flame Orb is strictly better than Toxic Orb on Guts sets since the burn nerf to 6.25% damage.

EDIT: I totally missed Toxic Boost.
 
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Just wanted to point out that Flame Orb is stricly better than Toxic Orb on Guts sets since the burn nerf to 6.25% damage.
Not entirely true in this case, because Toxic Boost exists as an additional ability for them to pile on for a net 125% damage boost. The "equivalent" Flare Boost applies to special attacks, and therefore doesn't give any overlap with Guts.
 
Anti-pokemon (UO)

Premise:
In UO, a pokemon can be designated as an anti-pokemon by making it shiny. When a pokemon and an anti-pokemon attack each other, they behave as if they're engaged in an inverse battle. However, a pokemon fighting a pokemon or an anti-pokemon fighting an anti-pokemon follow standard rules of combat. Otherwise, UO follows OU's ruleset

Threats: Because UO makes offensive and defensive typing less consequential, walls that rely on resistances or sweepers that rely on unresisted coverage lose effectiveness, while pokemon with horrible defensive typing or weak move pools are given a chance to shine.

In particular, Grass, Bug, Poison and Normal pokemon see greatly improved viability, while many such as Steel, Dragon, Electric and Fairy types have everything to lose.

Special mention goes to Garchomp, who due to its shiny color being nearly identical to its regular color becomes the biggest gamble since Bisharp

Questions: What specific pokemon do you see being changed by this metagame? Are there any pokemon you believe merit a ban?
It is difficult to determine anything since you wont know if your opponent will bring a normal pokemon or an anti pokemon. In order to make planning a bit less difficult, you might have to adjust something to make it harder to choose anti pokemon

Here are some examples:
- Limit the number of shinies to 2
- Allow only 1 shiny and/or let your lead (choosen in team preview) be an anti pokemon too
- For offensive purposes, transform type immunities into type immunities. For example, anti Garchomp earthquake wont do anything against both Anti Landorus and normal Lando (in Inverse it would mean supper effective damage against the latter).
- For defensive purposes, it will work similar to Inverse (Garchomp Earthquake is supper effective agaist Anti Lando)

The latter 2 options combined gave you a disadvantage for Anti pokemon, making normal pokemon slightly better hence it is more predictable to have normal pokemon and thus, you can plan in advance your anti pokemon.

Other possibility is differentiate Anti pokemon from normal pokemon using external meassures, for example, anti pokemon resist stealth rock in a reverse way. This promotes Charizard as a great anti, and kartana as a great normal (and a check for standard Charizard with X4 SE leaf blade).

As a side note, i realized that you can spam pokemon with similar typings easily in this metagame. For example you can:

- Get a double electric core with Mega Mane and Tapu Koko to spam volturn and activate each other ability. One of them will be weak to standard ground and the other one resistant to it
- Use an almost mono water or mono fire weather team
- Use a standard ferrothorn and an anti Kartana. One of them will check standard fire and anti electrics/water, the other will check electrics/water and anti fire



Just wanted to point out that Flame Orb is stricly better than Toxic Orb on Guts sets since the burn nerf to 6.25% damage.
But Toxic Boost works only with Toxic Orb iirc.
 
It is difficult to determine anything since you wont know if your opponent will bring a normal pokemon or an anti pokemon. In order to make planning a bit less difficult, you might have to adjust something to make it harder to choose anti pokemon

Here are some examples:
- Limit the number of shinies to 2
- Allow only 1 shiny and/or let your lead (choosen in team preview) be an anti pokemon too
- For offensive purposes, transform type immunities into type immunities. For example, anti Garchomp earthquake wont do anything against both Anti Landorus and normal Lando (in Inverse it would mean supper effective damage against the latter).
- For defensive purposes, it will work similar to Inverse (Garchomp Earthquake is supper effective agaist Anti Lando)

The latter 2 options combined gave you a disadvantage for Anti pokemon, making normal pokemon slightly better hence it is more predictable to have normal pokemon and thus, you can plan in advance your anti pokemon.

Other possibility is differentiate Anti pokemon from normal pokemon using external meassures, for example, anti pokemon resist stealth rock in a reverse way. This promotes Charizard as a great anti, and kartana as a great normal (and a check for standard Charizard with X4 SE leaf blade).

As a side note, i realized that you can spam pokemon with similar typings easily in this metagame. For example you can:

- Get a double electric core with Mega Mane and Tapu Koko to spam volturn and activate each other ability. One of them will be weak to standard ground and the other one resistant to it
- Use an almost mono water or mono fire weather team
- Use a standard ferrothorn and an anti Kartana. One of them will check standard fire and anti electrics/water, the other will check electrics/water and anti fire
Hm, what if gender was the switch instead of shiny? it would remove the visibility issue and mean that genderless and legendary pokemon can't be anti-pokemon

Also, you could rule that genderless pokemon, being their own anti-pokemon just ignore type charts altogether and have completely neutral offense and defense. Majorana Pokemon as you will.

EDIT: if we ended up doing this, the tier could be renamed to something like Double Standard
 
Gender could work, but keep genderless on the normal state. It is boring to have pokemon with neutral defense, and having pokemon always in the normal state will bring motives to use anti pokemon instead of just rock papers and scissors.
 
ETERNAL BURDEN

premise
: All pokemon stat changes and conditions remain regardless of switchout. This means that if you SD once youre +2 the rest of the game, if you get a defense drop you're -1 even when you switch out. This also applies to moves like Entrainment/Soak/Forest's Curse but does not apply to leech seed.

Potential bans and threats: Obviously Intimitade is a big one, but it might be needed to check all the offensive threats that can now use a scarf and just find one free switch to SD. Contrary and Quiver Dance would probably need to be quickbanned, maybe Nasty Plot too.
 
Gender could work, but keep genderless on the normal state. It is boring to have pokemon with neutral defense, and having pokemon always in the normal state will bring motives to use anti pokemon instead of just rock papers and scissors.
hm, good idea. it sets a stable state to build off of.

while we're on this, should we set a rule that UBs and Girantina are antipokemon by default instead of pokemon?

ETERNAL BURDEN

premise
: All pokemon stat changes and conditions remain regardless of switchout. This means that if you SD once youre +2 the rest of the game, if you get a defense drop you're -1 even when you switch out. This also applies to moves like Entrainment/Soak/Forest's Curse but does not apply to leech seed.

Potential bans and threats: Obviously Intimitade is a big one, but it might be needed to check all the offensive threats that can now use a scarf and just find one free switch to SD. Contrary and Quiver Dance would probably need to be quickbanned, maybe Nasty Plot too.
I feel like you could put conversion, bellydrum, shell smash, sticky web and kommium-z on the banlist, but then its just a debuff and charge beam/powerup punch game

also, how does this effect other volatile status conditions? is it just changes to stats, type and ability, or would confusion, or flash fire carry over as well?
 
hm, good idea. it sets a stable state to build off of.

while we're on this, should we set a rule that UBs and Girantina are antipokemon by default instead of pokemon?



I feel like you could put conversion, bellydrum, shell smash, sticky web and kommium-z on the banlist, but then its just a debuff and charge beam/powerup punch game

also, how does this effect other volatile status conditions? is it just changes to stats, type and ability, or would confusion, or flash fire carry over as well?
I feel like those would definitely carry over.

Maybe for shell smash have a white herb ban instead? I just dont want it to go too far one way (whoever gets their omniboost or +6 wins) or the other way (everything's banned so its just people fishing for SpA drops)

On the other hand, maybe moves that boost offenses and not attack and defense at the same time would be fine? Cause on the other end of the spectrum you have a mega slowbro easily setting up two iron defenses in regular form and its GG
 
hm, good idea. it sets a stable state to build off of.

while we're on this, should we set a rule that UBs and Girantina are antipokemon by default instead of pokemon?
Why bothering adding rules? Genderless pokemon are always Normal and female only like Clefable are always antipokemon.

Allowing Giratina is risky. You can use Inverse banlist but giratina will force too many pokemon to be antipokemon (assuming Giratina is not antipokemon by default). It can help shaping the metagame but im afraid Giratina may be too influential on it.
 
ETERNAL BURDEN

premise
: All pokemon stat changes and conditions remain regardless of switchout. This means that if you SD once youre +2 the rest of the game, if you get a defense drop you're -1 even when you switch out. This also applies to moves like Entrainment/Soak/Forest's Curse but does not apply to leech seed.

Potential bans and threats: Obviously Intimitade is a big one, but it might be needed to check all the offensive threats that can now use a scarf and just find one free switch to SD. Contrary and Quiver Dance would probably need to be quickbanned, maybe Nasty Plot too.
Would the attacks Encore, Taunt, Perish Song, Ghost Curse, and Substitute also apply? For simplicity's sake you could just make the rule apply to everything that Baton Pass applies to.

Would Haze effect all Pokemon or only the active Pokemon? I think all Pokemon would be better since you could more easily counter the more powerful stat boosting moves. Also Leech Seed would be nerfed if Rapid Spin and Defog could remove it from switched out Pokemon.

This metagame could be very interesting depending on these details. Also Sticky Web and Topsy-Turvy would be powerful threats.
 
Z- Reflection

If your pokemon has a Status Move on its first slot and it holds a Z Crystal, then the Z-effect of that move will apply when that pokemon switches in, unless that effect happens after the move is done.

Moves that wont trigger a Z effect: Assist, Healing Wish, Lunar Dance, Metronome, Nature Power, Memento and Parting Shot. Those Z-effects depend on the realization of the move so they cannot be activated alone.

This metagame opperates with OU banlist and clauses. These 2 clauses are added:

Z-Evasiveness Clause: Moves that can raise Evasiveness with their Z-Effect cant be used on first slot. Those moves are Camouflage, Detect, Flash, Kinesis, Lucky Chant, Magnet Rise, Sand Attack, Smokescreen

Copy Clause: All moves from slot 1 must be different.

Possible bans: There are many pokemon with access to Happy Hour or Celebrate. Banning those moves might not be a wise idea since they can help dealing with full hp restore mons but they will be watched out. Pokemon with access to those moves will be monitored, specially Umbreon, Sylvally, Greninja, Victini and Espeon. Porygon 2 and Porygon Z will be taken into account to.

Unbans: Lucarionite, Metagrossite, Kanghaskanite
Reason: I dont beleive these pokemon might be that powerfull with so many boosted pokemon running rampant.

Threats

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Charizard @ Groundium Z
Ability: Blaze
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
- Hold Hands
- Roost
- Fire Blast
- Earthquake

Regular Kanto starters are back! Zard is one of the few pokemon that have access to Hold Hands, together with Raichu and Vivilion-Fancy.

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Espeon @ Normalium Z/ Fairium Z
Ability: Magic Bounce
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Celebrate
- Stored Power
- Dazzling Gleam
- Hidden Power [Fighting/ Ground]

Pretty straightfoward, get your boosts on switch and then go for the kill. Only checked by Jirachi and a few Dark Types.

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Sylveon @ Normalium Z
Ability: Pixilate
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Celebrate
- Hyper Voice
- Stored Power
- Hidden Power [Ground]

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Umbreon @ Normalium Z
Ability: Synchronize
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Celebrate
- Moonlight
- Heal Bell
- Stored Power

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Dragonite @ Flyinium Z/ Icium Z
Ability: Multiscale
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Haze
- Hurricane
- Heal Bell
- Defog

With Haze on first slot Dnite can recover Hp to full upon switching in, allowing it to recover its multiscale and proceed to eliminate stat boosts with Haze.

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Pyukumuku @ Normalium Z / Poisonium Z
Ability: Unawere
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Purify
- Recover
- Block
- Psych Up/ Scald

Pretty Annoying wall. It gets boosts and denies boosts, but it can die from Stored Power so use it to check Physical attackers

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Skuntank @ Icium Z
Ability: Aftermath
EVs: 252 HP / 48 Def / 208 SpD
Careful Nature
- Haze
- Punishment
- Pursuit
- Poison Jab

Nice wall for some special attackes, but it cant switch into them easily. It works better as an Espeon killer, either by trapping it with pursuit after using Z-Haze or by demolishing it with Punishment.

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Kingdra @ Dragonium Z/ Normalium Z
Ability: Swift Swim
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Splash
- Waterfall
- Outrage
- Clear Smog/ Ice Beam/ Giga Impact

+3 Attack and Rain boosted waterfall. Clear Smog is for walls. No Z-effect raises defense 2 stages or more.

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Slowking @ Normalium Z
Ability: Regenerator
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Captivate
- Slack Off
- Scald
- Calm Mind

Great Special Wall that gets +2 special defense with Captivate and it has Regenerator.

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Magearna @ Psychium Z/ Fightinium Z
Ability: Soul-Heart
EVs: 252 HP / 120 Def / 136 SpD
Calm Nature
IVs: 0 Atk
- Heal Bell
- Fleur Cannon
- Aura Sphere
- Heart Swap

Heal Bell gives Magearna full recovery! and with Heart Swap you can steal any massive boost, if you succed in doing so , then you can sweep with a high critical hit Fleur Cannon (If you activate the Z crystal).

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Kartana @ Darkinium Z
Ability: Beast Boost
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Tailwind
- Leaf Blade
- Psycho Cut / Sacred Sword
- Night Slash

Knock Off is pointless in this metagame, so why not just use 3 moves with a guaranteed critical hit? Critical hit means more power and also ignore +1 Defense pokemon (Sacred Sword does it as well).

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Ditto @ Normalium Z
Ability: Imposter
EVs: 252 HP / 252 Def
IVs: 0 Atk
- Transform

Ditto now recovers hp to full before transforming.

Questions:

1) Can this metagame be balanced?
2) What should be quickbanned? What pokemon needs to be watched out?
 
A team full of Sturdy users with Z-recovery can stall endlessly just by repeated switching, as long as you have a defogger who can get in to remove hazards. Get those multi-hitters like Cloyster ready.
 
Would the attacks Encore, Taunt, Perish Song, Ghost Curse, and Substitute also apply? For simplicity's sake you could just make the rule apply to everything that Baton Pass applies to.

Would Haze effect all Pokemon or only the active Pokemon? I think all Pokemon would be better since you could more easily counter the more powerful stat boosting moves. Also Leech Seed would be nerfed if Rapid Spin and Defog could remove it from switched out Pokemon.

This metagame could be very interesting depending on these details. Also Sticky Web and Topsy-Turvy would be powerful threats.
Definitely feel like confusion, encore and taunt also be affected. Dont know if sub would be too broken though but I I like your baton pass rule of thumb.

I also didnt think about how webs would work, I guess on your second switch in you go down to -2 speed?

I feel like I want to play this OM just to try to meme a dedicated soak team with Xurkitree
 
AbiliMoves Possible Troll Set

Azumarill @ Leftovers
Ability: Huge Power
EVs: 252 HP / 252 Atk / 4 SpD
Brave Nature
IVs: 0 Spe
- Dive
- Copycat
- prankster
- queenlymajesty
Basically, it dodges attacks.
Does not work against (I believe): surf, mons that take little or no damage from dive, no guard, mons that underspeed
Can maybe replace queenlymajesty with Pressure or Shadow Tag if allowed.
 
AbiliMoves Possible Troll Set

Azumarill @ Leftovers
Ability: Huge Power
EVs: 252 HP / 252 Atk / 4 SpD
Brave Nature
IVs: 0 Spe
- Dive
- Copycat
- prankster
- queenlymajesty
Basically, it dodges attacks.
Does not work against (I believe): surf, mons that take little or no damage from dive, no guard, mons that underspeed
Can maybe replace queenlymajesty with Pressure or Shadow Tag if allowed.
prankstercat also doesn't work against brute force or stall, a bigger troll would be riolu:
Riolu @ Lum Berry
Ability: Prankster
EVs: 252 HP / 252 Atk / 4 SpD
Brave Nature
IVs: 0 Spe
- Dig
- Copycat
- Sturdy
- Dazzling
switch out lum for protective pads if rough skin spam gets annoying
 
AbiliMoves concept: Regenerator+Eruption/Water Spout

Jellicent @ Choice Specs
Ability: Water Absorb
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Water Spout
- Shadow Ball
- Scald/Ice Beam
- Regenerator

Keep your Spouts/Eruptions at high BP for the duration of the match.

Another idea, very strong Kartana (or some other Steel Type).

Kartana @ Choice Band/Choice Scarf
Ability: Beast Boost
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Smart Strike
- Steelworker
- Adaptability
- Tough Claws

Keep hitting Smart Strike, which does insane damage to all non-resists, and then snowball, as Kart tends to do.
 
AbiliMoves concept: Regenerator+Eruption/Water Spout

Jellicent @ Choice Specs
Ability: Water Absorb
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Water Spout
- Shadow Ball
- Scald/Ice Beam
- Regenerator

Keep your Spouts/Eruptions at high BP for the duration of the match.

Another idea, very strong Kartana (or some other Steel Type).

Kartana @ Choice Band/Choice Scarf
Ability: Beast Boost
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Smart Strike
- Steelworker
- Adaptability
- Tough Claws

Keep hitting Smart Strike, which does insane damage to all non-resists, and then snowball, as Kart tends to do.
Jellicent sounds pretty good, especially since the many of the Water types it checks will have Primordial Sea, making its Water Spouts even stronger.

252+ SpA Choice Specs Jellicent Water Spout (150 BP) vs. 0 HP / 0 SpD Manaphy in Heavy Rain: 225-266 (65.9 - 78%) -- guaranteed 2HKO
252+ SpA Choice Specs Jellicent Water Spout (150 BP) vs. 248 HP / 0 SpD Araquanid in Heavy Rain: 178-210 (52.5 - 61.9%) -- guaranteed 2HKO

That said, it does need to be wary of Ash Greninja.

Kartana's already been thought of though, with Hustle to abuse Smart Strike's inability to miss.
 
Jellicent sounds pretty good, especially since the many of the Water types it checks will have Primordial Sea, making its Water Spouts even stronger.

252+ SpA Choice Specs Jellicent Water Spout (150 BP) vs. 0 HP / 0 SpD Manaphy in Heavy Rain: 225-266 (65.9 - 78%) -- guaranteed 2HKO
252+ SpA Choice Specs Jellicent Water Spout (150 BP) vs. 248 HP / 0 SpD Araquanid in Heavy Rain: 178-210 (52.5 - 61.9%) -- guaranteed 2HKO

That said, it does need to be wary of Ash Greninja.

Kartana's already been thought of though, with Hustle to abuse Smart Strike's inability to miss.
That actually does sound better, although possibly the Steelworker+Adaptability+Tough Claws could still work with something like Meteor Mash Lucario? Or maybe a Special Attacker with Flash Cannon (Doom Desire) with something else over Tough Claws.
 
That actually does sound better, although possibly the Steelworker+Adaptability+Tough Claws could still work with something like Meteor Mash Lucario? Or maybe a Special Attacker with Flash Cannon (Doom Desire) with something else over Tough Claws.
While that does sound like a good Lucario set, the problem is that Kartana outclasses pretty much every physical offensive Steel-type thanks to its speed, high natural power, and unique ability to make use of Hustle. The only thing I can think of that isn't completely outclassed my Kart is Mega Mawile, thanks to hitting a bit harder than Kartana.

252 Atk Hustle Kartana Smart Strike vs. 0 HP / 0 Def Mew: 220-261 (64.5 - 76.5%) -- guaranteed 2HKO
252+ Atk Huge Power Mawile-Mega Iron Head vs. 0 HP / 0 Def Mew: 247-292 (72.4 - 85.6%) -- guaranteed 2HKO
252 Atk Huge Power Mawile-Mega Iron Head vs. 0 HP / 0 Def Mew: 225-265 (65.9 - 77.7%) -- guaranteed 2HKO

As a side note, Meteor Mash is actually a punching move, so something like Meteor Mash + Bullet Punch + Drain Punch / Sky Uppercut + Iron First on Lucario would be neat if Iron Fist didn't suck.

Now for a few sets abusing Storm Throw and Frost Breath. These moves are interesting, because despite their low base power, they always crit. This gives them great synergy with abilities like Technician and Sniper.


Throh @ Choice Band
Ability: Guts
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Storm Throw
- Technician
- Sniper
- Adaptability / Tough Claws

Pangoro @ Choice Band
Ability: Scrappy
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Storm Throw
- Technician
- Sniper
- Adaptability / Tough Claws

Throh has more bulk and is stronger if he gets statused, while Pangoro can hit Ghost types, has more speed, and has more power right out of the gate.



Abomasnow-Mega @ Abomasite
Ability: Snow Warning
EVs: 248 HP / 252 SpA / 8 SpD
Quiet Nature
- Frost Breath
- Ice Shard / Bullet Seed / Giga Drain
- Technician
- Sniper / Adaptability

Abomasnow is incredibly bulky (especially since it's probably too slow for speed investment to matter), and has a few other move options. Ice Shard gives it a way to circumvent its low speed, Bullet Seed gives it a strong physical attack to break through bulky Waters and/or special walls, while Giga Drain retains Bullet Seed's ability to smash Waters while providing a bit of healing. Adaptability can be used over Sniper, trading power on Frost Breath for power on its second move, though keep in mind that using Adaptability is much more costly than using Sniper thanks to to Abilimove clause.



Glaceon @ Choice Specs
Ability: Ice Body / Snow Cloak
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Frost Breath
- Technician
- Sniper
- Adaptability

With a base Special Attack of 130 (only two points lower than Mega Snow) and the ability to hold a Choice Specs, Glaceon brings raw power to the table. It also has decent natural bulk.



Regice @ Weakness Policy
Ability: Clear Body
EVs: 4 Def / 252 SpA / 252 Spe
Modest Nature
IVs: 0 Atk
- Frost Breath
- Rock Polish
- Technician / Filter
- Sniper

Even when uninvested, Regice has a bit more special bulk than HP invested Mega Snow. This, in combination with its access to Rock Polish, makes it a good candidate for a Weakness Policy sweeper. Filter can be used instead of Technician to make setting up easier.
 
Relay Race

All baton passable status effects remain even if you switch, but the Pokemon in the 1st slot of your team is the only pokemon affected by these changes.
Tier: OU

Potential Bans: Haze, Heart Swap, Topsy-Turvy, Kyurem-B
Potential Issues: harder to Break Stall??? Confusion could be annoying, Unaware

How it could changes strategies:
Sabotage your opponent’s stats by using metal sound, charm, screech, Fire Lash, Intimidate, etc.
Make moves like draco meteor, overheat, superpower become spammable
Leech Seed, (ghost) Curse, Confusion
Z-Moves (like z-status) to remove bad status
Moves that can’t be hazed: Aqua Ring, Ingrain, Focus Energy.
Mist might actually have use
Trap and remove the 1st slot mon
Punishment , Stored Power, and Power Trip may have uses.
Mold Breaker mons will probably be a popular choice for the 1st slot.
Strength Sap becomes stronger since the opposing mon won't drop attack, and the 1st slot mon gets to deal with the stat drop

Possible Team (I forgot that most of the mons would not be affected by the trapping effect of ingrain):
https://pokepast.es/22e945b34e52aa23
 
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All the Storm Throw and Frost Breath mons in my last post were slow wallbreakers, so how about some fast mons to mess with offense? All the sets would basically look the same (Attack, Technician, Sniper, Adaptability, Choice Scarf), so I'll just talk about the mons.


Froslass is the fastest user of Frost Breath, crucially outspeeding and OHKOing Kartana, if that thing ends up sticking around.



Ninetales is only one point slower than Froslass, but that one point is enough to make Ninetales speed tie with Kartana. Then again, if speed boosting abilities aren't banned, Ninetales can use Slush Rush, which would allow it to easily outspeed Kartana, as well as let it afford some extra power through Choice Specs and a Modest nature.



Cryogonal is stronger and slower than Frolass, and Jynx is stronger and slower than Cryogonal.



Mega Pinsir is the only fast user of Storm Throw, though in order to receive STAB, it must forgo Adaptability or Tough Claws for Normalize, which also means it can't run Quick Attack without significantly lowering the power of Storm Throw. On the plus side, Normalize is much less sought after than Adaptability or Tough Claws, making it less costly for the Abilimove Clause.
 
Priority and Speed Doubling Abilities in Abilimoves:

Speed will always be the most delicate mechanic to balance in a metagame, and in Abilimoves, both priority users and abusers of speed doubling abilities are likely to be very centralizing. I'm not sure what, if anything yet, is ban worthy yet, as the Abilimove Clause prevents say rain teams having more than one unnatural Swift Swim user, as well as these weather abusers being checked at revenged by other weather-setting abilimove users. Priority is also dangerous, but the meta could always use Dazzling and Psychic Surge. Still, Mold Breaker and another terrain like Misty or Grassy Surge can still allow priority users to bypass anti-priority measures. All in all though, the more Abilimoves needed to counter checks ultimately makes a set extremely one dimensional and predictable, meaning they're easier for the right defensive checks to switch in and punish.

This goes for both speed controls, and I don't see a good reason for banning anything yet, as we'll have to see if a meta filled with weather setters and priority abusers is even the most viable meta.

Here are the two lists, lemmie know if you think anything else should be added! I excluded any sets I believed were outclassed by the sets already posted, or If I bleived they just wouldn't work.

Priority: https://pokepast.es/04be113c652b5c5c

Double Speed: https://pokepast.es/4c6192f54873857b


A couple take aways here:
- No one yet suggested Prankster + Nature Power + a terrain surge! That would allow for a priority Thunderbolt, Energy Ball, and Moonblast with the right terrain (not counting Psychic Terrain for obvious reasons). Xurikitree can have a priority, 50% boosted Tbolt, and of course can late game sweep with Beast Boost. Tapu Fini can enjoy a Prankster Calm Mind to set up on special attackers and a prankster Moonblast.
-Pangoro and Conk are the premier Triage users with how strong their Drain Punches can be. Because Conk only has Iron Fist as a natural ability, it can invest in damage buffing Abilimoves like Adaptability and Tough Claws and be a powerhouse. Pangoro is a little weaker, but with Mold Breaker naturally, it can then either have much better Abilimoves to help boost it, or also have Misty Surge to counter Psychic Terrain; nullifying all anti-priority measures. I say this again because Iron Fist isn't the best damage multiplier (only being x1.2) compared to better abilities, and Mold Breaker is still pretty worthwhile to always get past Dazzling. Overall, both can be interchangeable for what you want.
- Gale Wings probably only has three physical users: Talonflame, Staraptor, and Honchkrow. Each have a good qualities about their sets, and rely on Magic Guard for free switches and to remain priority. On sets like mono Brave Bird though, Regenerator or Roost could be used instead to maintain 100%.
- Sun, Rain, and Psychic Surge + unburden are likely the best speed doubling abilities. The weathers have damage buffing effects and the primal abilities that prevent something like Snow Warning from removing their effects. Psychic Surge and Unburden of course go together thanks to the immunity to priority, while the other surge's could easily be revenged killed or lose their speed boost otherwise.

Lemmie know what everyone thinks!
 
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Priority and Speed Doubling Abilities in Abilimoves:

Speed will always be the most delicate mechanic to balance in a metagame, and in Abilimoves, both priority users and abusers of speed doubling abilities are likely to be very centralizing. I'm not sure what, if anything yet, is ban worthy yet, as the Abilimove Clause prevents say rain teams having more than one unnatural Swift Swim user, as well as these weather abusers being checked at revenged by other weather-setting abilimove users. Priority is also dangerous, but the meta could always use Dazzling and Psychic Surge. Still, Mold Breaker and another terrain like Misty or Grassy Surge can still allow priority users to bypass anti-priority measures. All in all though, the more Abilimoves needed to counter checks ultimately makes a set extremely one dimensional and predictable, meaning they're easier for the right defensive checks to switch in and punish.

This goes for both speed controls, and I don't see a good reason for banning anything yet, as we'll have to see if a meta filled with weather setters and priority abusers is even the most viable meta.

Here are the two lists, lemmie know if you think anything else should be added! I excluded any sets I believed were outclassed by the sets already posted, or If I bleived they just wouldn't work.

Priority: https://pokepast.es/04be113c652b5c5c

Double Speed: https://pokepast.es/4c6192f54873857b


A couple take aways here:
- No one yet suggested Prankster + Nature Power + a terrain surge! That would allow for a priority Thunderbolt, Energy Ball, and Moonblast with the right terrain (not counting Psychic Terrain for obvious reasons). Xurikitree can have a priority, 50% boosted Tbolt, and of course can late game sweep with Beast Boost. Tapu Fini can enjoy a Prankster Calm Mind to set up on special attackers and a prankster Moonblast.
-Pangoro and Conk are the premier Triage users with how strong their Drain Punches can be. Because Conk only has Iron Fist as a natural ability, it can invest in damage buffing Abilimoves like Adaptability and Tough Claws and be a powerhouse. Pangoro is a little weaker, but with Mold Breaker naturally, it can then either have much better Abilimoves to help boost it, or also have Misty Surge to counter Psychic Terrain; nullifying all anti-priority measures. I say this again because Iron Fist isn't the best damage multiplier (only being x1.2) compared to better abilities, and Mold Breaker is still pretty worthwhile to always get past Dazzling. Overall, both can be interchangeable for what you want.
- Gale Wings probably only has three physical users: Talonflame, Staraptor, and Honchkrow. Each have a good qualities about their sets, and rely on Magic Guard for free switches and to remain priority. On sets like mono Brave Bird though, Regenerator or Roost could be used instead to maintain 100%.
- Sun, Rain, and Psychic Surge + unburden are likely the best speed doubling abilities. The weathers have damage buffing effects and the primal abilities that prevent something like Snow Warning from removing their effects. Psychic Surge and Unburden of course go together thanks to the immunity to priority, while the other surge's could easily be revenged killed or lose their speed boost otherwise.

Lemmie know what everyone thinks!
The Eruption Heatran set would need to be tweaked, as Heatran only gets Eruption through an event, and so it locked into a Quiet nature (which unfortunately reduces its speed).

I also thought that Galvanize Raichu might be outclassed by Galvanize Pikachu, but it turns out that Banded Raichu and Light Ball Pikachu have exactly the same strength.

252+ Atk Choice Band Galvanize Raichu Extreme Speed vs. 0 HP / 0 Def Mew: 201-237 (58.9 - 69.5%) -- guaranteed 2HKO
Possible damage amounts: (201, 202, 205, 208, 210, 213, 214, 217, 219, 222, 225, 226, 229, 231, 234, 237)

252+ Atk Choice Band Galvanize Raichu Extreme Speed vs. 0 HP / 0 Def Mew: 201-237 (58.9 - 69.5%) -- guaranteed 2HKO
Possible damage amounts: (201, 202, 205, 208, 210, 213, 214, 217, 219, 222, 225, 226, 229, 231, 234, 237)

I'd also include Braviary in the list of Gale Wings users. It may not have the snowballing potential of Honchkrow or the speed of Staraptor or Talonflame, but it's still faster than Honchkrow, and Defiant means that pivoting around with Intimidate won't deter it.
 
Tier Itemslots

Premise

The amount of items a Pokemon can hold is determined by its tier.

Uber: 0 items
OU: 1 item
UU: 2 items
RU and under: 3 items

No duplicate items on the same Pokemon. No double choice items. (similar to Dual Wielding)
Also, items can't get knocked off or removed.

Tier: Uber, but to get the item slots, the Pokemon's moves/ability/items must be legal for that tier (similar to Tier Shift)

Potential Bans: any item combinations that are too powerful

Sample Sets:

Snorlax (Rest) @ Lum Berry + Chesto Berry + Leftovers
Smeargle @ Focus Sash + Custap Berry + Mental herb
Pikachu @ Light Ball + Focus Sash + Pikashunium Z
Clamperl @ Deep Sea Tooth + Deep Sea Scale + Eviolite
Shedinja @ Focus Sash + Lum Berry + Safety Goggles

Questions
  • Could this work in the code by putting multiple items in the item slot in the team builder?
  • Does this look fun yet different enough from the other OM's?
 
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