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How hazards work? If they heal you (which I assume they do) that means that only Sticky Web is useful, lest you heal your oppenent's Talonflame with Stealth Rock

Yes, Unless you can bounce hazards onto yourself, they are beneficial for the opponent

Edit: The only pokemon who can hope to achieve this are Xatu and Diancie.
 
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I was thinking of a strange use for Healing Wish, but I'm not sure if it counts as Petmodding. The idea is that it fully restores the users health, but instantly KOs the next pokemon you switch into. It's an incentive for saving 5% health mons who have served their purposes
 
I woudn't unban kanga, he is still a beast with a free swords dance in power up punch, a free choice band in parental bond and healing double edge.
Parental Bond got nerfed this generation, with the second hit dealing only 25% damage instead of 50% damage.
 
Here's my idea:

Mirror Magic

Metagame premise:
All damage from anything but direct attacks heals you, and all healing now damages you. In addition, attacks that deal a specific amount of damage (such as Seismic Toss) now heal the target. This does not apply to struggle because of the endless battle clause.

Bans:
  • Normal OU Bans and Rules
  • All moves that KO the user (Explosion/Self Destruct, Memento, Lunar Dance/Healing wish).
  • Belly Drum.
  • Heal Pulse/Floral Healing
  • Due to the opinions of others, Toxic Orb is now subject to a likely ban
Unbans:
  • Mega Kangaskhan: Not only is Seismic Toss nerfed, but Mega Pokemon cannot hold the vital toxic orb. Mega Kang is still very strong, but still evenly matched with the power of Stall
  • Darkrai: Not only is this pokemon healing enemies when he puts them to sleep, the fact that almost everything wants to run a Burn or Toxic Orb means that Darkrai isn’t anywhere near Ubers material

Potential bans and threats:
  • Toxic Orbs become the number one healing item, resulting in an immunity to paralysis and a large amount of health restored every turn
  • Substitute is extremely powerful and is the first potential ban. It grants a substitute and restores 25% of your health, which makes it a better Recover.
  • Recoil Moves are the new drain moves, making Flare Blitz and Brave Bird users extremely powerful. Life Orb Talonflame has priority on a more powerful Brave Bird with no downsides. Head Smash is also made much more powerful
  • Pokemon who can ignore or break subs are very useful in this metagame. Multi Hit moves are decent, Sound based moves are better, and Hoopa Unbound’s Hyperspace Fury makes it the best Wallbreaker in the game.
  • Solar Power is useful for Setup Sweepers, healing the user and increasing power in a weather that doesn't benefit the opponent.
  • As powerful as poisoned walls can be, there is little left to damage your enemies with other than attacks. Tricking Leftovers and Grassy Terrain are some of the few ways to do this. However, they are still quite weak.
  • Although difficult to set up, Mega Diancie and Xatu have access to Skill Swap and Magic Bounce. If properly set up, you can trap and enemy and give yourself Hazards such as toxic spikes.

Questions for the community:
Does this Metagame seem interesting to you guys? I think I had a good idea, but the entire Metagame could be repetitive.

(Edit: I'm banning heal Pulse. There's nothing that can switch into Comfey and live except Lele/Bruxish/Tsareena thanks to their abilities)

It's too subjective. It's basically a Pet Mod with all the hardcoding involved.

This gave me an alternative idea: Opposite Effects. The effects of moves (only moves) become their opposite, if an opposite exists. So draining moves become recoil moves and vice versa. Stat drops become stat boosts. Seismic Toss heals, Heal Pulse damages 50%. Many things stay the same as there isn't an opposite effect, like Pain Split or Reflect for example. This would require minimal or no hardcoding and is purely objective.
 
Here's my idea:

Mirror Magic

Metagame premise:
All damage from anything but direct attacks heals you, and all healing now damages you. In addition, attacks that deal a specific amount of damage (such as Seismic Toss) now heal the target. This does not apply to struggle because of the endless battle clause.

Bans:
  • Normal OU Bans and Rules
  • All moves that KO the user (Explosion/Self Destruct, Memento, Lunar Dance/Healing wish).
  • Belly Drum.
  • Heal Pulse/Floral Healing
  • Due to the opinions of others, Toxic Orb is now subject to a likely ban
Unbans:
  • Mega Kangaskhan: Not only is Seismic Toss nerfed, but Mega Pokemon cannot hold the vital toxic orb. Mega Kang is still very strong, but still evenly matched with the power of Stall
  • Darkrai: Not only is this pokemon healing enemies when he puts them to sleep, the fact that almost everything wants to run a Burn or Toxic Orb means that Darkrai isn’t anywhere near Ubers material

Potential bans and threats:
  • Toxic Orbs become the number one healing item, resulting in an immunity to paralysis and a large amount of health restored every turn
  • Substitute is extremely powerful and is the first potential ban. It grants a substitute and restores 25% of your health, which makes it a better Recover.
  • Recoil Moves are the new drain moves, making Flare Blitz and Brave Bird users extremely powerful. Life Orb Talonflame has priority on a more powerful Brave Bird with no downsides. Head Smash is also made much more powerful
  • Pokemon who can ignore or break subs are very useful in this metagame. Multi Hit moves are decent, Sound based moves are better, and Hoopa Unbound’s Hyperspace Fury makes it the best Wallbreaker in the game.
  • Solar Power is useful for Setup Sweepers, healing the user and increasing power in a weather that doesn't benefit the opponent.
  • As powerful as poisoned walls can be, there is little left to damage your enemies with other than attacks. Tricking Leftovers and Grassy Terrain are some of the few ways to do this. However, they are still quite weak.
  • Although difficult to set up, Mega Diancie and Xatu have access to Skill Swap and Magic Bounce. If properly set up, you can trap and enemy and give yourself Hazards such as toxic spikes.

Questions for the community:
Does this Metagame seem interesting to you guys? I think I had a good idea, but the entire Metagame could be repetitive.

(Edit: I'm banning heal Pulse. There's nothing that can switch into Comfey and live except Lele/Bruxish/Tsareena thanks to their abilities)
It's too subjective. It's basically a Pet Mod with all the hardcoding involved.

This gave me an alternative idea: Opposite Effects. The effects of moves (only moves) become their opposite, if an opposite exists. So draining moves become recoil moves and vice versa. Stat drops become stat boosts. Seismic Toss heals 25%, Heal Pulse damages 50%. Many things stay the same as there isn't an opposite effect, like Pain Split or Reflect for example. This would require minimal or no hardcoding and is purely objective.
I think that this would be an OM instead of a Pet Mod if the reworked it a little bit. As it seems, Author_Pendragon is probably interpreting any type of damage other than like Flamethrower as residual, which isn't the case. A very good example is to just look at Magic Guard; Magic Guard negates all residual damage, so using that as a basis would probably be safer. Using Explosion and other self-KO moves is still direct damage, so those moves wouldn't be in the slightest bit broken if this OM reworks its guidelines. Same with Seismic Toss and Psywave, etc. This also (mostly) removes the need for hardcoding.

Side note: I also think TI's suggestion is fun and would like to see a more in-depth list (or something) for it, though I feel like the only really noticeable change is that Pokemon like Chansey would run Heal Pulse over Seismic Toss.

Edit: Also I didn't notice the whole thing about pseudo-Contrary so nevermind
 
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And so I begin my quest to standardize this. (Or at least try)

Mirror Magic

Metagame premise:
All damage from anything but an attack heals the target, and all healing now deals damage. This does not apply to moves that KO the user.

List of effects inverted:
  • Weather
  • Curse
  • Leech Seed
  • Poison
  • Burn
  • Hazards
  • Recoil
  • Healing
  • Confusion
  • Binding Moves
  • Life Orb
  • Crashes
  • Mind Blown

Bans:
  • Normal OU Bans and Rules
  • Belly Drum.
  • Heal Pulse/Floral Healing
  • Toxic Orbs

Potential bans and threats
  • Recoil Moves are the new drain moves, making Flare Blitz and Brave Bird users extremely powerful. Life Orb Talonflame has priority on a more powerful Brave Bird with no downsides. Head Smash is also made much more powerful
  • Solar Power is useful for Setup Sweepers, healing the user and increasing power in a weather that doesn't benefit the opponent.
  • As powerful as poisoned walls can be, there is little left to damage your enemies with other than attacks. Tricking Leftovers and Grassy Terrain are some of the few ways to do this. However, they are still quite weak.
  • Although difficult to set up, Mega Diancie and Xatu have access to Skill Swap and Magic Bounce. If properly set up, you can trap and enemy and give yourself Hazards such as toxic spikes.
  • Blacephalon gets an amazing recovery move with 150 base power, making it one of the best pokemon in the tier.

Example Set

Blacephalon @ Choice Scarf
Ability: Beast Boost
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Mind Blown
- Dark Pulse
- Shadow Ball
- Psyshock

Aggron-Mega @ Aggronite
Ability: Sturdy
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Rock Polish
- Head Smash
- Heavy Slam
- Earthquake

Talonflame @ Life Orb
Ability: Gale Wings
- Brave Bird
- Swords Dance
- Taunt
- Flare Blitz

Tapu Bulu @ Grassy Seed
Ability: Grassy Surge
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
- Wood Hammer
- Bulk Up
- Stone Edge
- Zen Headbutt

Hoopa-Unbound @ Flame Orb
Ability: Magician
EVs: 4 HP / 252 SpA / 252 Spe
Serious Nature
IVs: 0 Atk
- Dark Pulse
- Psychic
- Thunderbolt
- Taunt

Tapu Koko @ Focus Sash
Ability: Electric Surge
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Brave Bird
- Wild Charge
- U-turn
- Agility


Questions for the community:

Currently this is using exactly the effects of Magic Bounce, are there any effects that you would like to see become normal or inverted?



I'm still in the process of reworking this thing, so don't worry, It's not a resubmission, but instead a way for me to get feedback on an alternate version of the original
 
I think there should just be a gamemode where if you name one of your pokemon Gimick or Uber it will put you in one of those two groups. Then it matches you up with a member of the other group and you can battle to see if a gimmick can take down Ubers, the difference with this from just encountering FEAR in Ubers is that your team would NEED to be able to deal with certain gimicks such as Truant Trapping, and that Gimick gets access to everything UU or under and Ubers is vice versa (OU and up).
 
And so I begin my quest to standardize this. (Or at least try)

Mirror Magic

Metagame premise:
All damage from anything but an attack heals the target, and all healing now deals damage. This does not apply to moves that KO the user.

List of effects inverted:
  • Weather
  • Curse
  • Leech Seed
  • Poison
  • Burn
  • Hazards
  • Recoil
  • Healing
  • Confusion
  • Binding Moves
  • Life Orb
  • Crashes
  • Mind Blown

Bans:
  • Normal OU Bans and Rules
  • Belly Drum.
  • Heal Pulse/Floral Healing
  • Toxic Orbs

Potential bans and threats
  • Recoil Moves are the new drain moves, making Flare Blitz and Brave Bird users extremely powerful. Life Orb Talonflame has priority on a more powerful Brave Bird with no downsides. Head Smash is also made much more powerful
  • Solar Power is useful for Setup Sweepers, healing the user and increasing power in a weather that doesn't benefit the opponent.
  • As powerful as poisoned walls can be, there is little left to damage your enemies with other than attacks. Tricking Leftovers and Grassy Terrain are some of the few ways to do this. However, they are still quite weak.
  • Although difficult to set up, Mega Diancie and Xatu have access to Skill Swap and Magic Bounce. If properly set up, you can trap and enemy and give yourself Hazards such as toxic spikes.
  • Blacephalon gets an amazing recovery move with 150 base power, making it one of the best pokemon in the tier.

Example Set

Blacephalon @ Choice Scarf
Ability: Beast Boost
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Mind Blown
- Dark Pulse
- Shadow Ball
- Psyshock

Aggron-Mega @ Aggronite
Ability: Sturdy
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Rock Polish
- Head Smash
- Heavy Slam
- Earthquake

Talonflame @ Life Orb
Ability: Gale Wings
- Brave Bird
- Swords Dance
- Taunt
- Flare Blitz

Tapu Bulu @ Grassy Seed
Ability: Grassy Surge
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
- Wood Hammer
- Bulk Up
- Stone Edge
- Zen Headbutt

Hoopa-Unbound @ Flame Orb
Ability: Magician
EVs: 4 HP / 252 SpA / 252 Spe
Serious Nature
IVs: 0 Atk
- Dark Pulse
- Psychic
- Thunderbolt
- Taunt

Tapu Koko @ Focus Sash
Ability: Electric Surge
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Brave Bird
- Wild Charge
- U-turn
- Agility

Questions for the community:

Currently this is using exactly the effects of Magic Bounce, are there any effects that you would like to see become normal or inverted?



I'm still in the process of reworking this thing, so don't worry, It's not a resubmission, but instead a way for me to get feedback on an alternate version of the original

Cool, but destiny bond, perish song, archeops with recovery and tricking petya berries becomes a real problem, also, hillariously, stealth rocks, and spikes become bad, and wish is downright stupid

Edit: Taunt is a problem too
 
Cool, but destiny bond, perish song, archeops with recovery and tricking petya berries becomes a real problem, also, hillariously, stealth rocks, and spikes become bad, and wish is downright stupid

Edit: Taunt is a problem too

Destiny Bond would heal the foe in the previous version, but now this is just normal Destiny Bind. Perish Song is the same way.

Archeops is what you're complaining about? I'm letting BLACEPHALON run wild.
Taunt is actually really viable, but most Pokemon run few status moves and instead rely on things like Recoil
 
Cool, but destiny bond, perish song, archeops with recovery and tricking petya berries becomes a real problem, also, hillariously, stealth rocks, and spikes become bad, and wish is downright stupid
Destiny Bond would heal the foe in the previous version, but now this is just normal Destiny Bind. Perish Song is the same way.

Archeops is what you're complaining about? I'm letting BLACEPHALON run wild.
Taunt is actually really viable, but most Pokemon run few status moves and instead rely on things like Recoil

The problem is that the only reason Archeops is PU is because of it’s lack of recovery and ability that hinders it when at low health though
 
Yes. It's going to rise, but I'm convinced that it's going to be good and not Banworthy. Compared to Talonflame it has no priority in exchange for a slightly more powerful stab (Head Smash VS Flare Blitz) However, Talonflame is still much better as it thrives on Sun Teams and doesn't get screwed when it ends it's turn at low health. Don't get me Wrong, Archeops will be an OU Mon without a doubt, but it isn't Banworthy
 
And so I begin my quest to standardize this. (Or at least try)

Mirror Magic

Metagame premise:
All damage from anything but an attack heals the target, and all healing now deals damage. This does not apply to moves that KO the user.

List of effects inverted:
  • Weather
  • Curse
  • Leech Seed
  • Poison
  • Burn
  • Hazards
  • Recoil
  • Healing
  • Confusion
  • Binding Moves
  • Life Orb
  • Crashes
  • Mind Blown

Bans:
  • Normal OU Bans and Rules
  • Belly Drum.
  • Heal Pulse/Floral Healing
  • Toxic Orbs

Potential bans and threats
  • Recoil Moves are the new drain moves, making Flare Blitz and Brave Bird users extremely powerful. Life Orb Talonflame has priority on a more powerful Brave Bird with no downsides. Head Smash is also made much more powerful
  • Solar Power is useful for Setup Sweepers, healing the user and increasing power in a weather that doesn't benefit the opponent.
  • As powerful as poisoned walls can be, there is little left to damage your enemies with other than attacks. Tricking Leftovers and Grassy Terrain are some of the few ways to do this. However, they are still quite weak.
  • Although difficult to set up, Mega Diancie and Xatu have access to Skill Swap and Magic Bounce. If properly set up, you can trap and enemy and give yourself Hazards such as toxic spikes.
  • Blacephalon gets an amazing recovery move with 150 base power, making it one of the best pokemon in the tier.

Example Set

Blacephalon @ Choice Scarf
Ability: Beast Boost
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Mind Blown
- Dark Pulse
- Shadow Ball
- Psyshock

Aggron-Mega @ Aggronite
Ability: Sturdy
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Rock Polish
- Head Smash
- Heavy Slam
- Earthquake

Talonflame @ Life Orb
Ability: Gale Wings
- Brave Bird
- Swords Dance
- Taunt
- Flare Blitz

Tapu Bulu @ Grassy Seed
Ability: Grassy Surge
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
- Wood Hammer
- Bulk Up
- Stone Edge
- Zen Headbutt

Hoopa-Unbound @ Flame Orb
Ability: Magician
EVs: 4 HP / 252 SpA / 252 Spe
Serious Nature
IVs: 0 Atk
- Dark Pulse
- Psychic
- Thunderbolt
- Taunt

Tapu Koko @ Focus Sash
Ability: Electric Surge
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Brave Bird
- Wild Charge
- U-turn
- Agility

Questions for the community:

Currently this is using exactly the effects of Magic Bounce, are there any effects that you would like to see become normal or inverted?



I'm still in the process of reworking this thing, so don't worry, It's not a resubmission, but instead a way for me to get feedback on an alternate version of the original

I think Substitute is a huge problem. Being able to heal 25% and setting up a substitute at the same time seems kinda busted.
 
I think Substitute is a huge problem. Being able to heal 25% and setting up a substitute at the same time seems kinda busted.
In all fairness, you can always just ban it. I think it would make the meta more interesting than hiding behind a dummy to set up, in my opinion. Makes your decisions more high risk high reward.
 
And so I begin my quest to standardize this. (Or at least try)

Mirror Magic

Metagame premise:
All damage from anything but an attack heals the target, and all healing now deals damage. This does not apply to moves that KO the user.

List of effects inverted:
  • Weather
  • Curse
  • Leech Seed
  • Poison
  • Burn
  • Hazards
  • Recoil
  • Healing
  • Confusion
  • Binding Moves
  • Life Orb
  • Crashes
  • Mind Blown

Bans:
  • Normal OU Bans and Rules
  • Belly Drum.
  • Heal Pulse/Floral Healing
  • Toxic Orbs

Potential bans and threats
  • Recoil Moves are the new drain moves, making Flare Blitz and Brave Bird users extremely powerful. Life Orb Talonflame has priority on a more powerful Brave Bird with no downsides. Head Smash is also made much more powerful
  • Solar Power is useful for Setup Sweepers, healing the user and increasing power in a weather that doesn't benefit the opponent.
  • As powerful as poisoned walls can be, there is little left to damage your enemies with other than attacks. Tricking Leftovers and Grassy Terrain are some of the few ways to do this. However, they are still quite weak.
  • Although difficult to set up, Mega Diancie and Xatu have access to Skill Swap and Magic Bounce. If properly set up, you can trap and enemy and give yourself Hazards such as toxic spikes.
  • Blacephalon gets an amazing recovery move with 150 base power, making it one of the best pokemon in the tier.

Example Set

Blacephalon @ Choice Scarf
Ability: Beast Boost
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Mind Blown
- Dark Pulse
- Shadow Ball
- Psyshock

Aggron-Mega @ Aggronite
Ability: Sturdy
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Rock Polish
- Head Smash
- Heavy Slam
- Earthquake

Talonflame @ Life Orb
Ability: Gale Wings
- Brave Bird
- Swords Dance
- Taunt
- Flare Blitz

Tapu Bulu @ Grassy Seed
Ability: Grassy Surge
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
- Wood Hammer
- Bulk Up
- Stone Edge
- Zen Headbutt

Hoopa-Unbound @ Flame Orb
Ability: Magician
EVs: 4 HP / 252 SpA / 252 Spe
Serious Nature
IVs: 0 Atk
- Dark Pulse
- Psychic
- Thunderbolt
- Taunt

Tapu Koko @ Focus Sash
Ability: Electric Surge
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Brave Bird
- Wild Charge
- U-turn
- Agility

Questions for the community:

Currently this is using exactly the effects of Magic Bounce, are there any effects that you would like to see become normal or inverted?



I'm still in the process of reworking this thing, so don't worry, It's not a resubmission, but instead a way for me to get feedback on an alternate version of the original
It's currently using the effects of Magic Guard as a reference, not Magic Bounce. I'm also not sure why Belly Drum/Heal Pulse/Floral Healing are banned, as none of their effects cause residual damage or healing. It's all direct.
 
It's currently using the effects of Magic Guard as a reference, not Magic Bounce. I'm also not sure why Belly Drum/Heal Pulse/Floral Healing are banned, as none of their effects cause residual damage or healing. It's all direct.
It says “all healing does damage” and “all damage from anything but an attack heals the target”.

Also, I could see Ghost-types having an interesting place in this meta. Curse can be used as recovery, making Pokémon like Dusclops more viable, but it also comes at the cost of healing the opponent every turn.

And I don’t think (in my personal opinion) that Heal Pulse on its own should be banned. It has a very low distribution (Comfey doesn’t get it, and neither does anything with Prankster, so priority shenanigans are out the window), and a lot of the Pokémon that get it are unviable or have far better damage options. Floral Healing should definitely be banned though—having +3 priority and being able to 2HKO literally everything is beyond broken.

Lastly, I’m very excited and terrified at the prospect of Mirror Magic Suicide Cup as an OM Mashup.
 
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Belly drum doesn't damage the user, the hp lost is considered as a payment for the move, the same applies with substitute. That's why clefable still lose hp when she uses those moves and that's why the moves fail if there is not enough hp to 'pay'.

Here is a meme set

Milotic @ Flame Orb
Ability: Marvel Scale
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Surf
- Ice Beam
- Protect
- Dragon Tail

No access to reliable recovery is a hindrance but this mon has both a boost in defense and a leftovers like recovery while being immune to status.

Landorus-Therian (M) @ Black Sludge
Ability: Intimidate
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Earthquake
- Protect
- Hidden Power [Ice]
- Knock Off/ Defog

Gliscor got a huge boost, but now he can be statused.
 
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I think Substitute is a huge problem. Being able to heal 25% and setting up a substitute at the same time seems kinda busted.
Originally, Substitute and Subbreakers were going to be extremely important However, the original idea for the Metagame was rejected and with the new standardization, Substitute works as normal
 
Another meme




latias-mega.png


Latias-Mega (F) @ Latiasite
Ability: Levitate
EVs: 252 HP / 228 Def / 28 Spe
Bold Nature
IVs: 0 Atk
- Hidden Power [Fire] / Charge Beam / Dragon Breath / Dragon Pulse
- Psycho Shift
- Toxic
- Whirlpool

Trap your opponent, toxic it and then shift status. After that, Latias proceeds to stack more and more recovery and this is a huge factor if you trap a pokemon that cannot kill Latias fast enough, like Chansey or Physical (Mega) Sableye. Hidden Power Fire is for steel types that makes this strat more difficult to excecute. Charge Beam allows you to set up and it offers a good coverage with whirpool at +6 SPA. Dragon Breath is for a paralysis chance and good PP, and Dragon Pulse for damage. Both whirpool and Toxic can be removed if you set up toxic spikes, allowing you to use calm mind and stored power to snowball (or use another pokemon with Psycho Shift), but then you have to worry about your opponent poisoned mons and remove your own hazzards.


EDIT: i misunderstood how Psycho Shift works.
 
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Another meme




latias-mega.png


Latias-Mega (F) @ Latiasite
Ability: Levitate
EVs: 252 HP / 228 Def / 28 Spe
Bold Nature
IVs: 0 Atk
- Hidden Power [Fire] / Charge Beam / Dragon Breath / Dragon Pulse
- Psycho Shift
- Toxic
- Whirlpool

Trap your opponent, toxic it and then shift status. After that, Latias proceeds to stack more and more recovery and this is a huge factor if you trap a pokemon that cannot kill Latias fast enough, like Chansey or Physical (Mega) Sableye. Hidden Power Fire is for steel types that makes this strat more difficult to excecute. Charge Beam allows you to set up and it offers a good coverage with whirpool at +6 SPA. Dragon Breath is for a paralysis chance and good PP, and Dragon Pulse for damage. Both whirpool and Toxic can be removed if you set up toxic spikes, allowing you to use calm mind and stored power to snowball (or use another pokemon with Psycho Shift), but then you have to worry about your opponent poisoned mons and remove your own hazzards.
Psycho Shift only works if the user is poisoned, which kindof ruins your plans.
 
Another meme




latias-mega.png


Latias-Mega (F) @ Latiasite
Ability: Levitate
EVs: 252 HP / 228 Def / 28 Spe
Bold Nature
IVs: 0 Atk
- Hidden Power [Fire] / Charge Beam / Dragon Breath / Dragon Pulse
- Psycho Shift
- Toxic
- Whirlpool


Trap your opponent, toxic it and then shift status. After that, Latias proceeds to stack more and more recovery and this is a huge factor if you trap a pokemon that cannot kill Latias fast enough, like Chansey or Physical (Mega) Sableye. Hidden Power Fire is for steel types that makes this strat more difficult to excecute. Charge Beam allows you to set up and it offers a good coverage with whirpool at +6 SPA. Dragon Breath is for a paralysis chance and good PP, and Dragon Pulse for damage. Both whirpool and Toxic can be removed if you set up toxic spikes, allowing you to use calm mind and stored power to snowball (or use another pokemon with Psycho Shift), but then you have to worry about your opponent poisoned mons and remove your own hazzards.

EDIT: i misunderstood how Psycho Shift works.
The only real way to pull off this kind of thing is trap an opponent, switch out to Xatu or Mega Diance and skill swap, then switch out again and toxic spikes. Unfortunately this would get wrecked by defog or taunt
 
The only real way to pull off this kind of thing is trap an opponent, switch out to Xatu or Mega Diance and skill swap, then switch out again and toxic spikes. Unfortunately this would get wrecked by defog or taunt
All trapping wears out when you switch, even if you use Baton Pass. So you would need a trapping move, Skill Swap or Entrainment, Magic Bounce, and hazards all on the same mon. Either that or use Skill Swap + Eject Button Xatu and switch to Arena Trap Dugtrio to set up rocks. The only problem is you can't legally accomplish either of those.

So, unless your opponent either is really bad or has their own Magic Bounce mon, the only way you can set up any hazards on your own side is to have Xatu use Skill Swap on an opposing Steel type and then pivot out using Eject Button to switch in Golem-Alola or Probopass so they can trap the opponent with Magnet Pull and set up Stealth Rock. Sounds like an awful lot of effort just to get rocks up - maybe it would have a niche if it were Toxic Spikes, but nothing with a trapping ability gets them.

In other words, there is no way to make this strategy viable.
 
I made one pseudo stall team for mirror magic (pickup + fling seems quite powerfull btw, not sure if broken but maybe so)

Maybe Aerodactyl can be used instead of weavile and some wall different than slowbro if you dont want to be forced to use skill swap.
weavile-f.png

Weavile @ Black Sludge
Ability: Pressure
EVs: 252 HP / 4 Atk / 252 Spe
Jolly Nature
- Substitute
- Protect
- Taunt
- Knock Off

slowbro.png

Slowbro @ Black Sludge
Ability: Regenerator
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
IVs: 0 Atk
- Surf
- Psyshock
- Protect
- Skill Swap

images

Blacephalon @ Assault Vest
Ability: Beast Boost
EVs: 252 HP / 4 SpA / 252 SpD
Calm Nature
- Mind Blown
- Shadow Ball
- Knock Off
- Hidden Power [Electric]


ambipom-f.png

Ambipom @ Aguav Berry
Ability: Pickup
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Fling
- Double-Edge
- Knock Off
- U-turn

emboar.png

Emboar @ Life Orb
Ability: Reckless
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
- Flare Blitz
- Head Smash
- Taunt
- Earthquake

landorus-therian.png

Landorus-Therian @ Black Sludge
Ability: Intimidate
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Earthquake
- Stone Edge / Rock Slide
- Protect / Defog
- U-turn
 
This might sound stupid but what about this has this been done?

Swap Battles:

You and your Foe pick 3 pokemon on each others team and switch them into each others teams so for instance say I have something like this

Gliscor
Blissey
Clafable
Charizard Y
Landorus-Therian
Hoopa-UnBound

Vs.

Tapu Lele
Greninja
Latios
Magearna
Mawile-Mega
Kartana

Lets say my team is the one with the landorus so I choose the magearna kartana and greninja then my foe chooses my gliscor blissey and landorus

our teams would then be switched so I would have magearna kartana greninja Charizard clafable and hoopa

my Foe would have lele latios mawile gliscor blissey and landorus

and you cant just make 3 pokemon terrible because your foe might only pick the good ones and you might pick 3 terrible pokemon leaving you with 6 crappy pokemon and them with 6 good pokemon alternatively you could but it would be a gamble how ever it would be better to take a bh approach to things and make it so your pokemon can beat each other but you foe will have trouble beating you I don't know if this has already been done but it seems fun to me

Possible Bans:
landorus-Therian
reasoning: because landorus is everywhere all its going to do is ether make it so some one has 2 landos or they spend one of the 3 pokemon just to swap landos which defeats the purpose of this meta game of switch pokemon with your foe if you just switch 2 pokemon I chose 3 pokemon as it makes it half your team rather then just a small portion of your team

Kyuirim-B
Reasoning: See above but to a less extent possibly

these would be huge changes espeicially in a om like this as it would completely change the climate of ou in of its self on top of having to think about the swap
 
Hipstermon:

the top 10 most commonly and consistently used pokemon in ou are banned

This would definitely shift things around quite a bit but would it change it enough for it to be considered a om has this been done before and any possible bans because of the lack of the massive power of the top 10?
 
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