I need to work a bit more with this idea, so any help with technical issues is pretty much appreciated
Type Sum
Metagame premise: Your pokemon's hidden power type will be added to the effect of the moves, item and ability of that pokemon each time one or more types appear in the description. For conditions an 'OR' clause will be used, and for consecuences an 'AND' clause will apply.
This is quite confusing, so better explain it with a few examples
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Heatran @ Grassium Z
Ability: Flash Fire
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk / 30 SpA (
Hidden Power = Ground)
- Magma Storm
- Earth Power
- Solar Beam
- Stealth Rock
lets see Heatran ability:
Standard Falsh Fire: This Pokemon's Fire attacks do 1.5x damage if hit by one Fire move; Fire immunity.
now, since Heatran Hidden power is Ground, each time a 'Fire' appears in the description regarding the Fire type, then Ground will be added, so the new Flash Fire will be
New Flash Fire: This Pokemon's Fire AND Ground do 1.5x damage if hit by one Fire OR Ground move; Fire AND Ground immunity.
note the AND are added since they are effects while the OR is added because being hitted by a Fire move is a condition.
This means, Heatran is now immune by both Fire and Ground (and also, immune by Thousand Arrows!!) and by receiving an Fire or Ground move, Both Magma Storm and Earth Power will gain more power.
But the Heatran analysis doesnt end here.
Lets see Heatran's Item, Grassium Z:
Description: If holder has a Grass move, this item allows it to use a Grass Z-Move.
by adding Ground each time Grass appears, this will be modified this way:
New Grassium Z effect: If holder has a Grass
OR Ground move, this item allows it to use a Grass or Ground Z-Move.
In order to understand how Z moves works, one should directly check at the coding i guess, but my bet is that now you can use both a Ground Z move with Earth Power or a Grass Z move with Solar Beam depending on what do you need during the battle. My other hypothesis (Acoording to Bulbapedia description), is that you can uppgrade your Grass or Ground moves into Z Bloom Doom (a Grass type move). Using this second alternative, you can use any Z- crystal with Heatran and activate it with Earth Power.
Now, looking at the moves, one might think that Stealth Rock is affected by this Metagame, however the real effect of Stealth Rock is to 'place rocks on the field'. So you are never calling the Rock type actually (Stealth Rock effect is to set up rocks on the field; the effect of the rocks placed are not modified by this metagame).
In general, moves, abilities and items that interact with field conditions, such as Sunny Day, Drizzle, Electric Surge, have a 'Set up' Effect, and they are not modified by this metagame because any type is called in the description of the effect.
Ok, more examples
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Araquanid @ Splash Plate
Ability: Water Bubble
EVs: 130 HP / 252 Atk / 126 Def
Adamant Nature
IVs: 30 SpD / 30 Spe (
Hidden Power = Bug)
- Liquidation
- Leech Life
- Sticky Web
- Magic Coat
Water Bubble boosts both Water and Bug Attacks, effectively doubling this pokemon attack. This pokemon now also resist Bug type moves, since it also does resist Fire. Splash Plate Boost Both Water and Bug type moves (also, it makes Judgement a combined Water+Bug type move similar to Flying Press). WIth this new resistance and stronger Bug Type moves, without needing to lose life with Life Orb. Now this pokemon became an effective check for Bug types like Scizor and Buzzwole, Grass types like Tangrowth, and Psychic tpyes like Reuniclus, Alakazam and Slowbro.
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Glalie-Mega @ Glalitite
Ability: Refrigerate
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
IVs: 30 Def / 30 SpA / 30 Spe (
Hidden Power = Fire)
- Freeze-Dry
- Earthquake
- Double-Edge
- Taunt / Hidden Power Fire
Refrigerate boosts and transforms both Normal and Fire moves into a combined Ice+Fire Move, which is only resisted by Water, Rock and Fire types. Freeze dry is supper Efective against Fire and Water Pokemon and Earthquake also Handles Fire while also being supper effective against Rock, You can use Hidden power fire on last slot so you dont loose 1 Iv on this 100 base Speed Pokemon. Since Hidden Power Effect Overwrites Refrigerate and it doesnt call any specific type on its description, it isnt affected by this metagame rules, so it is effectively a wasted slot.
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Latios-Mega (M) @ Latiosite
Ability: Levitate
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Dragon Claw
- Earthquake
- Roost
- Dragon Dance
Perfect Iv for Hidden Power Dark. Levitate gives this guy Dark Immunnity as well as immunity to Ground, Spikes and Toxic Spikes. This Pokemon doesnt fear the Threats of Hoopa-U, Ash Greninja or Sucker Punch Mega Mawile. Standard Lati@s also works and it is immune to Knock Off. In general, Levitate Dragons can carry Hidden Power Dragon to get access to Dragon Z moves as an alternative to other Z moves; and Flygon can Transform a X4 weaknesses to ice into a Immunity.
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Gliscor @ Toxic Orb
Ability: Poison Heal
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
IVs: 30 SpA / 30 SpD (
Hidden Power = Ground)
- Earthquake
- Roost / Stealth Rock / Knock Off
- Protect
- Curse
With Hp ground Curse will work the same way it works with Ghost types. With Protect and Poison Heal you can Stall out or force out any Cursed pokemon. With Roost this pokemon becomes typeless until the end of the turn.
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Magnezone @ Choice Specs
Ability: Magnet Pull
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 30 HP / 2 Atk / 30 Def / 30 SpA (
Hidden Power = Water)
- Thunderbolt
- Flash Cannon
- Volt Switch
- Signal Beam
Maybe Rain teams are strong in this metagame...
Magnet Pull Traps Both Water and Steel Types, allowing you to break those mons with Thunderbolt, despite few exceptions like Swampert and Ferrothorn, but if you manage to trap Greninja or Peliper, you will have dealt a ton of damage alredy. Specs are needed to quickly kill Toxapex and Speed investment is needed to prevent Peliper from escaping with U-turn, but it can be adjusted.
A bulkier version with assault vest can be used to trap Psychic types. With Perfect Ivs and a scarf this pokemon can Finish off Tyranytar, hoopa_u and unboosted Mega gyarados.
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Mamoswine @ Life Orb / Groundium Z
Ability: Thick Fat
EVs: 252 Atk / 4 SpA / 252 Spe (
Hidden Power = Steel)
Naive Nature
IVs: 30 SpD
- Earthquake
- Ice Shard
- Superpower/ Iron Head / Stealth Rock
- Freeze-Dry
Thick Fat makes this pokemon take Neutral Damage from Fire and Steel. Freeze Dry hits water and Steel supper effectively, so this pokemon have 3 ways to break steel types depending on they other typing: Ferrothorn, Empoleon and Celesteela are destroyed by Freeze Dry, Heatran and Mawile by Earthquake, and scizor is weakened by Freeze Dry. You can remove Superpower for Iron Head so you have 2 different options for Z moves, but Mamo tends to prefeer consistant damage with Life Orb.
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Volcarona @ Air Balloon
Ability: Swarm
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Bug Buzz
- Hidden Power [Rock]
- Substitute
- Quiver Dance
Air Balloon gives Volc a partial immunity to Ground and Rock (also... stealth rocks?). Hidden Power Rock sucks against everything except Mega Zard Y, so this set is more like a Lure set and it is assumed that you can handle Steel types with Magnezone. Hidden power rock is boosted by Swarm though.
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Zeraora @ Life Orb
Ability: Volt Absorb
EVs: 252 Atk / 4 Def / 252 Spe
IV: 30 SPA, 30 SPD (
Hidden Power = Ground)
Jolly Nature
- Plasma Fists
- Knock Off
- Close Combat
- Fire Punch/ Toxic
Offensive Electric immune to Ground and Electric. The downside is that you wont damage Defensive Ground tpyes, so carrying toxic is a good alternative.
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Floatzel @ Splash Plate
Ability: Life Orb
EVs: 252 Atk / 4 Def / 252 Spe
IV: 30 ATK, 30 SPE (
Hidden Power = Psychic)
Jolly Nature
- Liquidation / Crunch
- Ice Punch/ Crunch
- Pursuit/ Crunch
- Soak
Soak transforms the target into a Water/Psychic type. Then you finish it off with Pursuit or Crunch. Ice punch helps extending pressure against many key threats.
Banlist and Clauses: OU banlist and Clauses
Bans: I havent find anything broken yet. I will watch out Magnezone and Magnet Pull in general. Dhelmise is dangerous, and Shedinja can remove one weakneses with Air baaloon (with HP rock it may be immune to all hazards).
Here there is a link with possible Hidden Power IV's, if you are interested on giving some feedback:
https://www.smogon.com/forums/threads/hidden-power-iv-combinations.78083/
Questions:
1) Is the premise understandable. If not very much, how can i make it more clear?
2) Do you find this metagame Fun?
3) How should Z- Crystals and Z- Moves work?
4) Should Air Balloon give Stealth Rock immunity if hidden power is Rock?
5) Should i use the pokemon Name to Specify what type is summed to all effects, instead of Hidden power type? (for example, if Flygon is called 'Ice', it gets Ice immunity with Levitate). This would help with teambuilding since you wont have to find about IV's for hidden power and it will let your opponent know about the type that is being summed.
6) Should ate abilities and type modifiers for attacks being handled with double typing? or Overwriting should work better?
7) What do you consider broken?
8) How should i handle Field effects called by moves and abilities? Is it ok to let them work as usual?
Thank you for reading!