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Metagame Workshop

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this is the first time i've submitted something like this before, and i couldn't seem to find any metagame that functions like this (i saw one called "moodymons", but that seemed to specifically just attach moody as an ability to everyone), so here goes:

Moody Nature

ever seen a setup sweeper, and thought "man, if only i could get rid of that pesky setup move-slot and add more coverage"? do you think moxie should just activate all the time, instead of after a kill? are you a big jerk who thinks speed boost should get a +2 every turn? then this is the metagame for you!

The Premise:

at the end of every turn, each pokemon will have one stat raised and one stat lowered, based on their nature. for example, if a pokemon has a timid nature (+Spe, -Atk), then at the end of every turn, that pokemon gets both -1 to attack, and +1 to speed.

The Threats:

scolipede.gif

-baton pass teams can start off with what is effectively a free +2 speed to any pokemon; scolipede can protect once, double its speed, and BP the next turn, and unless you can outspeed it and hit it with a multi-hit move to break its sash, it's guaranteed to be passed off.

zygarde.gif
landorus-therian.gif

-pokemon who no longer need to compromise on choosing one or two boosting moves over coverage will become incredibly powerful. give zygarde an impish or jolly nature, and suddenly it gets the best of both dragon dance and coil, all in one turn! this goes extra for a pokemon like landorus-t, who can now simply run a jolly nature and skip the need for rock polish.

tapulele.gif

-tapu lele (and psychic terrain in general) is going to be absolutely incredible, thanks to a timid nature increasing speed, and psychic terrain giving opponents no way of out-prioritising it. along with BP, this pokemon might very well be one of the first to go in this metagame.

The Questions:

-should there be a specific ban addressing baton pass teams, how should we go about it? is there a way to have a healthy baton pass playstyle in such a meta?

-i use the term "moody" in the title because it quickly explains the core idea of a turn giving you both a positive and negative stat change. that being said, is there a better way of conveying this core concept in the title?

-should this mechanic function fully like moody, or moreso like speed boost? should it function like moody, this would mean that your pokemon will get its stat boost after a switch-in, as opposed to being forced to wait a turn with speed boost, which could potentially be unbalanced.

I don't know what to say for that idea, i mean it could get out of control if all Pokemon could boost their stats (MegaGross, Xurkitree, Mimikyu, Tapu Bulu, Magearna) but also defensively speaking (Mega Sableye boosting its Defense alongside its Special Defense with Calm Mind, Mew boosting and Baton Passing). The Ultra Beasts could also potentially boost two stats when they get a KO etc.

I'm a bit sceptical for that idea.
 
this is the first time i've submitted something like this before, and i couldn't seem to find any metagame that functions like this (i saw one called "moodymons", but that seemed to specifically just attach moody as an ability to everyone), so here goes:

Moody Nature

ever seen a setup sweeper, and thought "man, if only i could get rid of that pesky setup move-slot and add more coverage"? do you think moxie should just activate all the time, instead of after a kill? are you a big jerk who thinks speed boost should get a +2 every turn? then this is the metagame for you!

The Premise:

at the end of every turn, each pokemon will have one stat raised and one stat lowered, based on their nature. for example, if a pokemon has a timid nature (+Spe, -Atk), then at the end of every turn, that pokemon gets both -1 to attack, and +1 to speed.

The Threats:

scolipede.gif

-baton pass teams can start off with what is effectively a free +2 speed to any pokemon; scolipede can protect once, double its speed, and BP the next turn, and unless you can outspeed it and hit it with a multi-hit move to break its sash, it's guaranteed to be passed off.

zygarde.gif
landorus-therian.gif

-pokemon who no longer need to compromise on choosing one or two boosting moves over coverage will become incredibly powerful. give zygarde an impish or jolly nature, and suddenly it gets the best of both dragon dance and coil, all in one turn! this goes extra for a pokemon like landorus-t, who can now simply run a jolly nature and skip the need for rock polish.

tapulele.gif

-tapu lele (and psychic terrain in general) is going to be absolutely incredible, thanks to a timid nature increasing speed, and psychic terrain giving opponents no way of out-prioritising it. along with BP, this pokemon might very well be one of the first to go in this metagame.

The Questions:

-should there be a specific ban addressing baton pass teams, how should we go about it? is there a way to have a healthy baton pass playstyle in such a meta?

-i use the term "moody" in the title because it quickly explains the core idea of a turn giving you both a positive and negative stat change. that being said, is there a better way of conveying this core concept in the title?

-should this mechanic function fully like moody, or moreso like speed boost? should it function like moody, this would mean that your pokemon will get its stat boost after a switch-in, as opposed to being forced to wait a turn with speed boost, which could potentially be unbalanced.
I think something that could be done is ban natures that drop attack and special attack? As it is, most pokemon will essentially have no downside to this gimmick, since they will lower the offensive stat they don't use, while mixed attackers will get fucked. By banning those nature, now everyone has to compromise.
 
I think something that could be done is ban natures that drop attack and special attack? As it is, most pokemon will essentially have no downside to this gimmick, since they will lower the offensive stat they don't use, while mixed attackers will get fucked. By banning those nature, now everyone has to compromise.

The problem is that banning natures isn't really possible. You can only ban Pokemon. I just think that meta isn't a good idea.
 
Poké Cup '17

Expatiation
: In certain tournaments for RBY there was this rule were you where limited to 3 Pokemon where your total level was 155 and split through your team. Each Pokemon had to be between level 50-55.
Premise: Teams total level must be 335 or less and Pokemon must be between level 50-65.
Additional rules: Pokemon in Uber tier are allowed with an added 20 level penalty cost to the teams total level.
Mega evolution and primal reversion have an additional 10 level penalty cost to the teams total level.
NFE Pokemon under RU tier that are not holding eviolite reduce the team penalty by 10.
LC Pokemon reduce the team penalty by 15.
Bans: Rayquaza-Mega
Questions: Should Pokemon have to use what they are legally able to get at that level? Have any ideas on how the rules could be carried out better?

Example team
Zekrom
Level: 50
Worth: 70

Crabrawler
Level: 65
Worth: 50

Excadrill
Level: 53

Tangrowth
Level: 52

Jolteon
Level: 52

Alakazam @ Alakazite
Level: 53
Worth: 63

Team total: 335
 
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"Moves they're legally able to get at that level" isn't really a thing anymore, with the current implementation of the move relearner.

But 40-70 is just way too wide a spread. Without question, the only meaningful teams are going to look something like this:

Groudon @ Red Orb
Level: 70
Worth: 100

Xerneas @ Power Herb
Level: 70
Worth: 90

Landorus-T @ Rocky Helmet
Level: 70
Worth: 70

Rattata @ Focus Sash
Level: 40
Worth: 25

Phanpy @ Lum Berry
Level: 40
Worth: 25

Hippopotas @ Smooth Rock
Level: 40
Worth: 25

Total: 335
Anything that dabbles in the 50s is just going to get annihilated.
 
"Moves they're legally able to get at that level" isn't really a thing anymore, with the current implementation of the move relearner.

But 40-70 is just way too wide a spread. Without question, the only meaningful teams are going to look something like this:


Anything that dabbles in the 50s is just going to get annihilated.
50-65 good?
 
Weakness Policy
Premise:
Weakness Policy is an OU based metagame in which every Pokémon gets +5 added to each of its base stats for each weakness it has (based on typing). Double weaknesses, weaknesses with a x4 multiplier, provide +10 each to a Pokémon's base stats, and Pokémon do not lose anything for having a plentiful amount of resistances.

To provide an example:

Excadrill is a Ground/Steel Pokémon, so it has 4 weaknesses, to Fighting, Fire, Ground, Water-type attacks.
As such, while its original stat spread is 110/135/60/50/65/88, it gets a stat boost of +20 in each stat, so its new stat spread reaches 130/155/80/70/85/108.

This metagame will most likely be very offensively inclined, as offensive Pokémon who don't care as much about the weaknesses they have get a power boost for a lot less opportunity cost than their defensive counterparts, who are forced to choose between having a good amount of resistances or picking up an overall bulk and power increase.

Threats:
Both Greninjas become very scary, Protean becoming 97/120/92/128/96/147 and Battle Bond becoming 97/170/92/178/96/157.
Tapu Bulu becomes terrifying at 100/160/145/115/125/105.
Beedrill-Mega finally has its revenge on the OU tier, sporting a deadly 85/170/60/35/100/165.
Lastly, Tyranitar becomes Uber-worthy bringing a monstrous 140/174/150/135/140/101.
Many other mons get a sizable power boost, like Buzzwole, Toxapex, Venusaur-Mega, Pinsir-Mega, etc.

Questions:
1) How much should each weakness boost the stats of a Pokémon by?
2) Is there enough power creep / room for exploration in this meta to make it truly interesting?

EDIT: changed post to reflect change about double weaknesses
 
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The thing about level differences is they manifest themselves quadratically: a level 100 isn't just twice as strong or tough as a level 50, but 4 times as much so. The relatively narrow level band of classic Poké Cup makes so that while you're still best served by grouping your team at the extremes, the difference between an equivalent species at the high end and the low end is only about 17%, which is somewhat manageable. 50-65 means the low end is missing out on over 40% of the power they would get by going high, which is pretty close to the effective difference that exists in Pika Cup (43.75%), and when the difference is that large, it's like you're playing 2v2 or 3v3 where the high-leveled team members are the only ones that have any real effect on the match, absolutely crushing anyone who dares to run lower than themselves...unless you can dedicate those expendable low slots to niche purposes such as FEAR or weather/terrain setting. It's better than the 67% difference of the original 40-70 plan, but still no place for the low end to get away with anything but gimmicks.

In particular, attempting to allow ubers (even with some kind of penalty) is ill-fated from the outset, because having an uber in a high slot only exacerbates how suffocating it would be to everyone it gets a level advantage on. Then being able to offset that penalty by running LC mons isn't very conducive to anything except making the gimmicks more gimmicky, taking up as small a footprint as possible, to leave room to cram everything else into the high end. The level limit should be designed to allow a 2H/4L team (which is generally the default template to follow), but not the third H that an "unevolved exemption" would allow them.
 
Weakness Policy
Premise:
Weakness Policy is an OU based metagame in which every Pokémon gets +5 added to each of its base stats for each weakness it has (based on typing). Double weaknesses, weaknesses with a x4 multiplier, are not treated differently in terms of stat boosting compared to normal weaknesses, and Pokémon do not lose anything for having a plentiful amount of resistances.

To provide an example:

Excadrill is a Ground/Steel Pokémon, so it has 4 weaknesses, to Fighting, Fire, Ground, Water-type attacks.
As such, while its original stat spread is 110/135/60/50/65/88, it gets a stat boost of +20 in each stat, so its new stat spread reaches 130/155/80/70/85/108.

This metagame will most likely be very offensively inclined, as offensive Pokémon who don't care as much about the weaknesses they have get a power boost for a lot less opportunity cost than their defensive counterparts, who are forced to choose between having a good amount of resistances or picking up an overall bulk and power increase.

Threats:
Both Greninjas become very scary, Protean becoming 97/120/92/128/96/147 and Battle Bond becoming 97/170/92/178/96/157.
Tapu Bulu becomes terrifying at 95/155/140/110/120/100.
Beedrill-Mega finally has its revenge on the OU tier, sporting a deadly 85/170/60/35/100/165.
Lastly, Tyranitar becomes Uber-worthy bringing a monstrous 135/169/145/130/135/96
Many other mons get a sizable power boost, like Buzzwole, Toxapex, Venusaur-Mega, Pinsir-Mega, etc.

Questions:
1) Should double weaknesses bring a higher boost for Pokémon?
2) How much should each weakness boost the stats of a Pokémon by?
3) Is there enough power creep / room for exploration in this meta to make it truly interesting?

I like this idea, especially when Tier Shift is gone. But imo, double weakness SHOULD give double boost because it's pretty detrimental in practice.
 
Weakness Policy
Premise:
Weakness Policy is an OU based metagame in which every Pokémon gets +5 added to each of its base stats for each weakness it has (based on typing). Double weaknesses, weaknesses with a x4 multiplier, are not treated differently in terms of stat boosting compared to normal weaknesses, and Pokémon do not lose anything for having a plentiful amount of resistances.

To provide an example:

Excadrill is a Ground/Steel Pokémon, so it has 4 weaknesses, to Fighting, Fire, Ground, Water-type attacks.
As such, while its original stat spread is 110/135/60/50/65/88, it gets a stat boost of +20 in each stat, so its new stat spread reaches 130/155/80/70/85/108.

This metagame will most likely be very offensively inclined, as offensive Pokémon who don't care as much about the weaknesses they have get a power boost for a lot less opportunity cost than their defensive counterparts, who are forced to choose between having a good amount of resistances or picking up an overall bulk and power increase.

Threats:
Both Greninjas become very scary, Protean becoming 97/120/92/128/96/147 and Battle Bond becoming 97/170/92/178/96/157.
Tapu Bulu becomes terrifying at 95/155/140/110/120/100.
Beedrill-Mega finally has its revenge on the OU tier, sporting a deadly 85/170/60/35/100/165.
Lastly, Tyranitar becomes Uber-worthy bringing a monstrous 135/169/145/130/135/96
Many other mons get a sizable power boost, like Buzzwole, Toxapex, Venusaur-Mega, Pinsir-Mega, etc.

Questions:
1) Should double weaknesses bring a higher boost for Pokémon?
2) How much should each weakness boost the stats of a Pokémon by?
3) Is there enough power creep / room for exploration in this meta to make it truly interesting?
I'm gonna list a few mons that like this meta:

These stats are without the 4x weakness rule, since idk if it is happening yet. Will update if it is
Dragonite
91 / 134 / 95 / 100 / 100 / 80 -> 111 / 154 / 115 / 120 / 120 / 100

Serperior
75 / 75 / 95 / 75 / 95 / 113 -> 100 / 100 / 120 / 100 / 120 / 138

Aerodactyl + Mega
80 / 105 / 65 / 60 / 75 / 130 -> 105 / 130 / 90 / 85 / 100 / 155
80 / 135 / 85 / 70 / 95 / 150 -> 105 / 160 / 110 / 95 / 120 / 175

Breloom
60 / 130 / 80 / 60 / 60 / 70 -> 90 / 160 / 110 / 90 / 90 / 100

Chadelure
60 / 55 / 90 / 145 / 90 / 80 -> 85 / 80 / 115 / 170 / 115 / 105

Weavile
70 / 120 / 65 / 45 / 85 / 125 -> 100 / 150 / 95 / 75 / 115 / 155

Victini
100 / 100 / 100 / 100 / 100 / 100 -> 125 / 125 / 125 / 125 / 125 / 125

Celebi
100 / 100 / 100 / 100 / 100 / 100 -> 135 / 135 / 135 / 135 / 135 / 135 (810 bst lol)

Terrakion
91 / 129 / 90 / 72 / 90 / 108 -> 124 / 164 / 125 / 107 / 125 / 143
 
Weakness Policy
Premise:
Weakness Policy is an OU based metagame in which every Pokémon gets +5 added to each of its base stats for each weakness it has (based on typing). Double weaknesses, weaknesses with a x4 multiplier, are not treated differently in terms of stat boosting compared to normal weaknesses, and Pokémon do not lose anything for having a plentiful amount of resistances.

To provide an example:

Excadrill is a Ground/Steel Pokémon, so it has 4 weaknesses, to Fighting, Fire, Ground, Water-type attacks.
As such, while its original stat spread is 110/135/60/50/65/88, it gets a stat boost of +20 in each stat, so its new stat spread reaches 130/155/80/70/85/108.

This metagame will most likely be very offensively inclined, as offensive Pokémon who don't care as much about the weaknesses they have get a power boost for a lot less opportunity cost than their defensive counterparts, who are forced to choose between having a good amount of resistances or picking up an overall bulk and power increase.

Threats:
Both Greninjas become very scary, Protean becoming 97/120/92/128/96/147 and Battle Bond becoming 97/170/92/178/96/157.
Tapu Bulu becomes terrifying at 95/155/140/110/120/100.
Beedrill-Mega finally has its revenge on the OU tier, sporting a deadly 85/170/60/35/100/165.
Lastly, Tyranitar becomes Uber-worthy bringing a monstrous 135/169/145/130/135/96
Many other mons get a sizable power boost, like Buzzwole, Toxapex, Venusaur-Mega, Pinsir-Mega, etc.

Questions:
1) Should double weaknesses bring a higher boost for Pokémon?
2) How much should each weakness boost the stats of a Pokémon by?
3) Is there enough power creep / room for exploration in this meta to make it truly interesting?

I really like that idea, but what about things like Eviolite and Huge Power ?

Diggersby is now a 105 / 76 / 97 / 70 / 97 / 98...
Which means it can have a maximum of 552 Atk.

If double weaknesses gives +10, then Zweilous is now 102 / 115 / 100 / 95 / 100 / 88 with access to Hustle and Eviolite.
Just a sample, but still scary.
 
Weakness Policy
Premise:
Weakness Policy is an OU based metagame in which every Pokémon gets +5 added to each of its base stats for each weakness it has (based on typing). Double weaknesses, weaknesses with a x4 multiplier, are not treated differently in terms of stat boosting compared to normal weaknesses, and Pokémon do not lose anything for having a plentiful amount of resistances.

To provide an example:

Excadrill is a Ground/Steel Pokémon, so it has 4 weaknesses, to Fighting, Fire, Ground, Water-type attacks.
As such, while its original stat spread is 110/135/60/50/65/88, it gets a stat boost of +20 in each stat, so its new stat spread reaches 130/155/80/70/85/108.

This metagame will most likely be very offensively inclined, as offensive Pokémon who don't care as much about the weaknesses they have get a power boost for a lot less opportunity cost than their defensive counterparts, who are forced to choose between having a good amount of resistances or picking up an overall bulk and power increase.

Threats:
Both Greninjas become very scary, Protean becoming 97/120/92/128/96/147 and Battle Bond becoming 97/170/92/178/96/157.
Tapu Bulu becomes terrifying at 95/155/140/110/120/100.
Beedrill-Mega finally has its revenge on the OU tier, sporting a deadly 85/170/60/35/100/165.
Lastly, Tyranitar becomes Uber-worthy bringing a monstrous 135/169/145/130/135/96
Many other mons get a sizable power boost, like Buzzwole, Toxapex, Venusaur-Mega, Pinsir-Mega, etc.

Questions:
1) Should double weaknesses bring a higher boost for Pokémon?
2) How much should each weakness boost the stats of a Pokémon by?
3) Is there enough power creep / room for exploration in this meta to make it truly interesting?

Interesting idea, but I think there's too much broken stuff. Why Nerdy already highlighted how insane Mega TTar would be. Terrakion would also have:
126/ 164 / 125 / 107 / 125 / 133

That would give it a better Speed tier than Tapu Koko, better overall bulk than Cresselia and almost as much Attack as Kyurem-B, but with a much better STAB combination. It also gets Swords Dance and Rock Polish.

Just an idea, but maybe give just one +5 stat boost to a particular stat, depending on weaknesses? So a Ground weakness would give +5 Attack, Steel + 5 Defence, Psychic +5 Special Attack and Flying +5 Speed. That's based on what stats those particular types is highest on average.
 
Remember, everything getting higher stats means that these mons will also be bulkier (HP + Def/SpDef are both increased as opposed to just Atk/SpA - this is why TS was relatively stall-oriented with the exception of Rain, which thrived because all its sweepers were in like NU).
As Whammerist said, stall and other defensive teams may struggle because they're either comparatively frail or are easy to hit SE, but bulky offense will have mons that are, in general, fatter. So some threats may look broken in a vacuum, or compared to OU, but this reminds me a lot more of CrossEvo in terms of BSTs.

I like the idea of giving boosts only to specific stats, it sounds cool. However, it does make the meta far more complicated.
 
I really like the idea of applying the boosts to only specific stats, so here's the highest stat of every type according to Bulbapedia (overall, not only fully evolved) :
HP : Normal
Atk : Fighting, Grass, Poison, Ground, Ice, Bug, Dragon, Dark
Defense : Water, Rock, Ghost, Steel
SpA : Fire, Electric, Psychic
SpD : Fairy
Spe : Flying

Definitely not balanced, sadly.
Also anything is weak to Normal, so there would be no HP gain.
 
First off, wow. Thank you so much for everyone who commented on my OM idea, it honestly made my day to come back and see that a lot of people had interest :)

Secondly, I felt like I would just respond to what everybody had to say.

Why Nerdy said:
I like this idea, especially when Tier Shift is gone. But imo, double weakness SHOULD give double boost because it's pretty detrimental in practice.
Reviloja753 said:
I agree. I specifically think it should be a +10 to every stat for each 4x weakness.

I think my general consensus here is that the +10 boost for different types is the better option, as double weaknesses and weaknesses in general will be crucial in this meta for defeating top threats, i.e. Fairy-coverage for defeating the plentiful amount of Dark and Fighting types like Terrakion, Tyranitar, Greninja, etc. We might as well compensate mons for double weaknesses a tiny bit :P

Dunsparce Fanboy said:
I really like that idea, but what about things like Eviolite and Huge Power ?

Diggersby is now a 105 / 76 / 97 / 70 / 97 / 98...
Which means it can have a maximum of 552 Atk.

If double weaknesses gives +10, then Zweilous is now 102 / 115 / 100 / 95 / 100 / 88 with access to Hustle and Eviolite.
Just a sample, but still scary.

All abilities that double stats:
Huge Power:
Azumarill hits 65 base attack, Diggersby hits 76, and Mawile-Mega gets to 115 with a +10 boost. These are all good boosts, but none seem 'broken'.

Pure Power:
Medicham-Mega has 115 base attack as well, same deal as Huge Power.

Fur Coat:
Furfrou - lol

Fluffy:
Bewear could actually be a lot better in this meta, having 140/100/80 bulk with 145 Attack and Fluffy. However, this mon doesn't seem truly quickban-worthy, and time will tell how good it actually is.

Swift Swim/Sand Rush/Slush Rush/Surge Surfer: I don't think examining this abilities as truly broken is necessary, as these mons are typicially the fastest Pokemon on the field either way.

As far as Eviolite, Zweilous could be dispatched with the aforementioned Fairy coverage, and 102/100/100 bulk with Evio doesn't seem too crazy when compared to other defensive threats in the meta as well as taking in mind the prominence of Knock Off with all these busted Dark types running around in the meta. In general, I feel Knock Off spam should keep Eviolite threats at bay at least until replays of this meta in action show otherwise.



In response to general balance questions, Mega TTar seems insanely busted and most likely needs to go upon release, but otherwise I mainly agree on sin(pi)'s point that BO should balance the heavy hitters out, as in CrossEvo.

I'm not a *huge* fan of the stat increase per weakness idea as it would most likely result in the HO offensive that everybody right now is fearing, with the Dark and Fighting types that are already so powerful simply being more effective without other mons getting a bulk boost. In addition, a +5 boost only in one stat per weakness I feel would just make a meta less fun to explore as a whole, as at most mons are only getting a plus 35 or 40 boost to their stats, not even truly minmaxed or assigned in specific places. If someone would want to pursue that idea as a seperate metagame it could possibly find success, but otherwise I don't think it fits the general mold of the OM I'm looking to make.

As far as the multiplier idea, refer to sin(pi)'s post.

But yeah! Again, thank you so much to everyone for the feedback, and probably after floating this idea around a little more I'll decide to make a submission post, so stay tuned :)
 
Weakness Policity Kyurem-Black has 150/195/125/145/115/120. Are we dead yet?


That being said, Ice is surprisingly interesting. Articuno has 110/105/120/115/145/105 (Or 115/110/125/120/150/110, depending on how 4x are addressed), Cloyster has 70/115/200/105/65/90, and Aurorus is now pretty good with 153/107/102/129/122/88 (or 163/117/112/139/132/98. Again, I have no idea about how the 4x will work). Crabominable is hard-hitting with 127/162/107/92/97/73, and perfect coverage in Ice/Dark/Fighting/Ground

Leavanny, out of all things, becomes a good Webs setter, with 105/133/110/100/110/122. Rhyperior (145/170/160/85/85/70) and Golem (110/150/160/85/95/75) are good Stealth Rock setters, while Cacturne (105/150/95/150/95/90) and Chesnaught (143/142/157/109/110/99) can work for Spikes. Toxic Spikes has no user that benefits as much. Alternatively, Claydol (90/100/135/100/150/105) and Dhelmise (95/156/125/111/115/65) are good spinners

Looking more onto OU, Latios is a monster with 110/120/120/160/140/140, Mamoswine has 135/155/105/95/85/105, which is good overall, Alolan Marowak has 85/115/135/75/105/70 AND USABLE ITEM THAT DOUBLES ATTACK.

Also Exeggutor randomly becomes a threat, with 130/130/120/160/110/90, being able to abuse Chlorophyll or Substitute + Berry Spam (Combine with that one that gives a random stat +2 at the end of the turn + harvest and you get a semi-moody if you have 25% or less health).
 
Interesting idea, but I think there's too much broken stuff. Why Nerdy already highlighted how insane Mega TTar would be. Terrakion would also have:
126/ 164 / 125 / 107 / 125 / 133

That would give it a better Speed tier than Tapu Koko, better overall bulk than Cresselia and almost as much Attack as Kyurem-B, but with a much better STAB combination. It also gets Swords Dance and Rock Polish.

Just an idea, but maybe give just one +5 stat boost to a particular stat, depending on weaknesses? So a Ground weakness would give +5 Attack, Steel + 5 Defence, Psychic +5 Special Attack and Flying +5 Speed. That's based on what stats those particular types is highest on average.
I think you mean 143 Speed.

With the stat changes put into play with those Pokemon (barring Tapu Koko),

Cresselia:
120 / 70 / 120 / 75 / 130 / 85 -> 135 / 85 / 135 / 90 / 145 / 100 -- Cresselia still has higher overall bulk;

Kyurem-B:
125 / 170 / 100 / 120 / 90 / 95 -> 150 / 195 / 125 / 145 / 115 / 120 -- Yeah, you're right.

Regardless, I don't see why the huge number of "broken" Pokemon matters. In a meta where everything's broken, is anything really broken? Obviously, yes, but when everything is given absurd buffs to the point where everything has comparable stats in one way or another, I don't think it matters very much. For example, Cresselia has 120 / 120 / 130 bulk, and Mega Slowbro has 120 / 205 / 105 bulk, which makes them very presumably viable answers to the threats you mentioned.
 
Mega-Abomasnow: 90 / 132 / 105 / 132 / 105 / 30 ---> 125 / 167 / 140 / 167 / 140 / 65

Unreleased, but hello 804 BST.
 
Why Nerdy said:
When you get insane stats like that, another idea is to make it Ubers based BUT, make a clause so that Ubers doesn't get increased stats, similar to Mix and Mega.

I like this idea a lot in theory, however my only minor nitpick is that it doesn't really fit into the flavor of the meta as well as it does in the other OMs that use it. For example, it makes since that OMs like Cross Evolution and Mix and Mega allow this because these Uber mons don't typicially evolve or mega evolve (with very few exceptions). I could see newer players getting confused when they bring Ubers into battle and don't get the stat boosts they were expecting, or people just being generally confused as to why Ubers are allowed in the first place. Again, not trying to shoot this idea down and to be honest I'm probably on board with it / will implement it when I suggest this OM, just playing devil's advocate I guess. Super cool idea.

Also, editing this in as to not spam the page; just a few quick notes / interaction questions.

A) Blissey, with 255 base HP and one weakness, will crossover the base stat threshold, and presumably will need to be banned. Is that the best way to handle this, or should some sort of exception be made?
B) Megas who change type, and more specifically weaknesses, will have their base HP stat changed (according to current ruleset). How should this be handled? Should base HP stay the same, or should a Zygarde-C-esque HP change occur?
 
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For Weakness Policy I think people are missing out on some things. While yes, using things like Celebi with 7 weaknesses to get a + 210 BST boost is nice and all, you could just use something with a higher Base Stat already and just get free boosts with an already good typing.

Just look at Mega Metagross for example. 80/145/150/105/110/110 BST: 700 gets +20 to each stat and then has 100/165/170/120/130/130 BST 820, which is insane.
Another great mega pokemon would be Mega Venusaur. 80/100/123/122/120/80 BST 625 transforms into 100/120/143/142/140/100 BST 745, and then with Thick Fat it has only 2 weaknesses.

As for the above, stats shouldn't jump over the 255 threshold and HP should only reflect base forms weaknesses and not change (but other stats should). This should only actually affect Gyarados, Sceptile, Pinsir, Charizard X, Ampharos, Audino, and Lopunny. (Altaria has the same number of weaknesses before and after type change).
 
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