Around 3 years ago I started bouncing around the metagame idea
Conditions in the OM room. It's one of those massive OMs that turn the standard metagame upside down, or right side up depending on how you look at it. However after further discussion and some good points by I like Donkeys, it was locked and then scrapped after we realised how subjective the metagame would be.
The premise is that moves, items, abilities whose effects are
condititional have those intrinsic conditions removed entirely. Essentially the conditions and restrictions on moves, items and abilitites are removed, giving you the pros without the cons. Here are some examples;
Choice band: Holder's Attack is 1.5x, but it can only select the first move it executes
Choice band increases physical attacks by 50%, on the condition that it can only select the first move it executes. The condition for the attack increase is being locked into the move, but in this metagame you will not be locked in and you will still receive the 50% increase in attack.
Earthquake/Surf/Facade etc:
There are a lot of moves that double in power with certain conditions are met. Earthquake doubles in power if your opponent uses dig, Surf doubles if your opponent uses dive and Facade doubles if the user is statused. All of these conditions are removed so earthquake, surf and facade will always double in strength.
Adaptability/Tough Claws/Grass Pelt etc:
Similar to the above, there are a lot of abilities that increase a statistic when certain conditions are met. Adaptability increases moves of the same typing as the user by 50%, Tough claws increases moves that make contact by 33% and Grass Pelt increases defence by 50% under grassy terrain. Again, all of these conditions are removed making the statistic increase constant and without restrictions.
So it was scrapped, why bring it up?
I think we made a mistake by rushing the metagame out early and I didn't really figure out an effective metagame philosophy leading to a lot of subjectivity. I think any metagame that can't be descriped in less than three sentences and understood in under 10 is too complicated. However, I think the more chaotic and different a metagame is the more I find it interesting, i.e Mix and Mega, Trademarked, BH etc. and this metagame definitely falls into the catagory. If there is enough interest in the community I would be happy to slowly start the metagame up again and work out a proper philosophy - wether that is as a pet mod or an eventuel fully fledged OM. There's a lot of challenges and things I'm sure I've overlooked, but that's what bouncing the idea around here is for.
Let me share with you some interesting sets;
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Dragonite @ Eviolite
Ability: Multiscale
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Earthquake
- Dragon Rush
- Dragon Dance
- Roost
It was theorymonned that Dragonite would emerge as the by far strongest threat in the metagame. Dragon Rush doubles in power and has 100% accuracy if used against a mon that has used minimize, so therefore it's now a 200 BP Dragon move that can't miss, Earthquake also doubles in power. But that's not the best part! Dragonite also has multiscale, which doubles its defences
at all times. Therefore this set not only hits extremely hard, but it also has 323/454/472 defences without investing in them! But that's still not all, it can also use eviolite for a further 50% increase in defence! An absolute unit!
View attachment 177281
Thundurus (M) @ Choice Specs
Ability: Prankster
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Nasty Plot
- Thunder
- Focus Blast
- Hidden Power [Ice]
Thundurus has the ability prankster which gives +1 priority to all moves, attacking and status moves alike. It also has access to Thunder. Thunder is 50% accurate in sun, but ignores accuracy entirely in rain, thus the latter condition would override the former - so 100% accurate Thunders with +1 priority!