Metagame Workshop

drampa's grandpa

turtonator's gurtonator
is a Forum Moderator
Moderator
Approved by The Immortal, original ideas by Eevee General, Swaggy-G, and others, Thanks to Urkerab for hosting previously
Metagame Workshop

You asked, we delivered! This is a thread for bouncing your OM ideas off the community at large before posting them in the OM Submissions subforum. Anyone is welcome to offer feedback on ideas posted here, though recommendations from the mods (The Immortal, E4 Flint, Ransei, yours truly, drampa's grandpa) and other submission readers (G-Luke, Regirock, and Spandan) should be given priority. Our liking of posts can also be seen as expressing interest in a submission.

In order to make a preliminary outline of your submission idea, all you need to do is fill out this brief form (subject to change):

Metagame premise:
Potential bans and threats:
Questions for the community:

Some more information on each:
  • Metagame premise. Keep this succinct. In general, the metagames with the most simple changes are the ones that succeed. If you can't describe this in a single sentence (even a long one), you should go back to the drawing board. Also, you should have a fully formed idea.
  • YES: "Pokemon get access to all of their STAB moves."
  • NO: "I want to do something with STAB moves."
  • Potential bans and threats. This can be pretty brief and should also potentially include sample sets if you have them.
  • YES (this would be part of an answer): "Dragonite will be very powerful and suspect-worthy, given that it can set up using Multiscale and then mega evolve to gain a different ability like Aerilate (insert Dragonite set)."
  • NO: "I think Pokemon that can set up easily would be difficult to beat."
  • Questions for the community. Be specific. Ask the most important questions.
  • YES: "How should I address Pokemon that change form in the middle of a battle?"
  • YES: "Does the name 'Pokemoncansketchonemoveoutsideoftheirnormalmovepool-mons' express the metagame's premise clearly enough? Is it too specific?"
  • NO: "What Pokemon would be good?"
  • NO: "How should I capitalize 'Stabmons'?"
Commonly rejected OM ideas can be found here, you can find the rules for submitting a metagame here, and there is a sample format for submissions here. It is highly recommended that you check out all of the above so you can ensure that your idea is both new and fits within the parameters of what we are looking for.

Happy posting! If you have any questions, or suggestions for additions to the form, let me or a moderator know.
 

The Immortal

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Other Metas Leader
Nobody has ideas? I guess I'll go first.

Eternamax

The rules are essentially:
1) Dynamax is permanent - you start as you normally would, but if you Dynamax then you stay Dynamaxed even if you switch out
2) As many Pokemon as you want can Dynamax

Defensive/Support Pokemon don't want to Dynamax as they lose their moves so not everything would simply Dynamax in this meta. I was thinking this should be Ubers based as the Sw/Sh trio can't Dynamax and they would help check the Pokemon in this meta, especially with their signature moves.

Does anyone have a better Dynamax concept?
 
Sounds like an extremely offensive metagame, but okay. You want some dynamax-based ideas? Got it.

1. Dyna and Max

Two of your Mon can dynamax per battle, but one gets only the hp boost and the other gets only the max moves. Which is which is decided by using an attacking or status move on the turn you click dynamax for your first dynamaxer. This makes defensive Mons better able to abuse dynamax and offense dynamax abusers better at being revenge-killed.

2. Dyna type:

When dynamaxing, you gain or change your secondary typing to that of your hidden power type. (Possibly replacing other benefits?)

3. Dynamic cosplay

When dynamaxing, your stats and typing change to that of the Mon you are nicknamed as instead of normal benefits. Ubers are allowed as nicknames.

4. Dyna drop

Normally, choice locking items and abilities are disabled upon dynamaxing. Now ALL items and abilities are disabled upon dynamaxing.

5. Dyna shuffle

Dynamax Mon are no longer immune to phasing and you can switch out a dynamax Mon without losing your dynamax. The new Mon out will dynamax instead, but you still get a maximum of three turns.

6. Behemoth Moves

You can dynamax as many Mon as you want, but the first move in every mon's moveset gains the anti-dynamax benefits of behemoth blade/bash.

7. Dynastat

You can dynamax each Mon in your party once, but you don't gain max moves. Instead, one of your stats is boosted by 50%. Which stat is boosted depends on position in your party.
 
Battle Stadium Singles 6v6

Premise: All pokemon are set to level 50 and a 6v6 battle is played with BSS clauses.

Rules (aka BSS clauses)
  • Species Clause: Players cannot have two Pokémon with the same Pokédex number on the same team.
  • Item Clause: No two Pokémon may hold the same item during battle.
  • Battle Timer: Players have a total of 10 minutes to make their moves for the entirety of the match with a 1 minute turn timer. If a player allows their 10 minutes to expire they will lose. Level Restrictions: All Pokémon above level 50 will be leveled down to level 50, any Pokemon below level 50 will retain their level.
  • Banned Pokemon: All special pokemon (mythicals and "box legendaries"). These being...
    • Mew
    • Zacian
    • Zamazenta
    • Eternatus
Potential threats: Gothitelle would be a large threat with it's shadow tag and ability to trick choice items onto trapped defensive pokemon. Poltergeist would be able to use it's standard shell smash set but with the option to baton pass to another sweeper making it and extremely threatening mon. Galarian Darmanitan with a choice scarf would be as strong as it is in any tier.
As the bans are static, potential bans does not apply.

Question: Is Battle Stadium Singles 6v6 clear and concise enough? Does it need to be longer or shorter?

Important Note: To address the point to this being too similar to BSS as it is just BSS but with 3 more pokemon, I would point to how different a 3v3 and a 1v1 match are. Despite the rules and clauses being the exact same, a full 6v6 battle is a completely different dynamic compared to only 3v3. For example, Mimikyu is a large BSS threat that is not as difficult to deal with in 6v6 when battles last longer meaning that the turn wasted breaking disguise is a smaller percentage of the total turns in the battle thus making it less impactful. When one of your mons is KOed, you have 5 options left instead of 2.

Pokemon's official format Battle Stadium Singles (formally Battle Spot Singles) has been one of my favorite formats for a while now. However, Pokemon has been a battle of 6 monsters vs 6 others since it's origins in red and blue. This is why I want to adapt the official rules to a 6v6 format.
 
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drampa's grandpa

turtonator's gurtonator
is a Forum Moderator
Moderator
Battle Stadium Singles 6v6

Premise: All pokemon are set to level 50 and a 6v6 battle is played with BSS clauses.

Rules (aka BSS clauses)
  • Species Clause: Players cannot have two Pokémon with the same Pokédex number on the same team.
  • Item Clause: No two Pokémon may hold the same item during battle.
  • Battle Timer: Players have a total of 10 minutes to make their moves for the entirety of the match with a 1 minute turn timer. If a player allows their 10 minutes to expire they will lose. Level Restrictions: All Pokémon above level 50 will be leveled down to level 50, any Pokemon below level 50 will retain their level.
  • Banned Pokemon: All special pokemon (mythicals and "box legendaries"). These being...
    • Mew
    • Zacian
    • Zamazenta
    • Eternatus
Potential threats: Gothitelle would be a large threat with it's shadow tag and ability to trick choice items onto trapped defensive pokemon. Poltergeist would be able to use it's standard shell smash set but with the option to baton pass to another sweeper making it and extremely threatening mon. Galarian Darmanitan with a choice scarf would be as strong as it is in any tier.
As the bans are static, potential bans does not apply.

Question: Is Battle Stadium Singles 6v6 clear and concise enough? Does it need to be longer or shorter?

Important Note: To address the point to this being too similar to BSS as it is just BSS but with 3 more pokemon, I would point to how different a 3v3 and a 1v1 match are. Despite the rules and clauses being the exact same, a full 6v6 battle is a completely different dynamic compared to only 3v3. For example, Mimikyu is a large BSS threat that is not as difficult to deal with in 6v6 when battles last longer meaning that the turn wasted breaking disguise is a smaller percentage of the total turns in the battle thus making it less impactful. When one of your mons is KOed, you have 5 options left instead of 2.

Pokemon's official format Battle Stadium Singles (formally Battle Spot Singles) has been one of my favorite formats for a while now. However, Pokemon has been a battle of 6 monsters vs 6 others since it's origins in red and blue. This is why I want to adapt the official rules to a 6v6 format.
This is just OU at level 50 with a couple secondary restrictions that don't change much. I don't see it playing out very differently than OU, and personally wouldn't approve.


3. Dynamic cosplay

When dynamaxing, your stats and typing change to that of the Mon you are nicknamed as instead of normal benefits. Ubers are allowed as nicknames
7. Dynastat

You can dynamax each Mon in your party once, but you don't gain max moves. Instead, one of your stats is boosted by 50%. Which stat is boosted depends on position in your party
These two sound interesting, particularly the first. The rest sound like they wouldn't stand out. I'd like to hear more about the first. Can I only Dynamax once? Same number of turns? Can I turn into stuff like Zacian-C or Darm-G that can't normally be sent out without certain requirements fulfilled?

Nobody has ideas? I guess I'll go first.

Eternamax

The rules are essentially:
1) Dynamax is permanent - you start as you normally would, but if you Dynamax then you stay Dynamaxed even if you switch out
2) As many Pokemon as you want can Dynamax

Defensive/Support Pokemon don't want to Dynamax as they lose their moves so not everything would simply Dynamax in this meta. I was thinking this should be Ubers based as the Sw/Sh trio can't Dynamax and they would help check the Pokemon in this meta, especially with their signature moves.

Does anyone have a better Dynamax concept?
You should probably try to lurk more to get a better sense of what makes a good OM and what doesn't. Sorry but it has to be said. ;P
 
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Ivy

resident enigma
is a Live Chat Contributor
6. Behemoth Moves

You can dynamax as many Mon as you want, but the first move in every mon's moveset gains the anti-dynamax benefits of behemoth blade/bash.
This sounds like a cool twist on Return'd; I like it. Might be able to succeed Return'd with this premise even without that unlimited dynamax portion.
 
This is just OU at level 50 with a couple secondary restrictions that don't change much. I don't see it playing out very differently than OU, and personally wouldn't approve.



These two sound interesting, particularly the first. The rest sound like they wouldn't stand out. I'd like to hear more about the first. Can I only Dynamax once? Same number of turns? Can I turn into stuff like Zacian-C or Darm-G that can't normally be sent out without certain requirements fulfilled?


You should probably try to lurk more to get a better sense of what makes a good OM and what doesn't. Sorry but it has to be said. ;P
I was thinking of keeping it at once per battle for three turns. I was also thinking of only allowing base forms, though maybe item-dependant forms could be allowed if you hold the item and regional variants could be allowed if your nickname has the suffix. That said, if people think it would be better with those things changed, they aren't set in stone.
 
2 dynamax OM ideas:

1) Mix and GMAX
An obvious MNM ripoff. Similarly to how mnm works, you can assign a GMAX form to each of your party pokemon, probably through nicknames (no doubling up, each form can only be used once). During battle, each pokemon in your party can dynamax once, IF they have a move that matches the type of their GMAX form's signature move. The pokemon's typing and stats DO NOT change (apart from HP getting doubled), their moves get replaced with dynamax equivalents except for the move that shares a type with the GMAX form's signature move, which becomes the GMAX move. Standard dynamax mechanics apply (no phazing, no flinch, double HP, lasts for 3 turns). This metagame would be Ubers based, but Ubers can't dynamax.

For example, I can name my Snorlax "Charizard" in teambuilder and give it Fire Punch. This means that once per battle it can dynamax, getting double HP and access to GMAX Wildfire. If the Snorlax doesn't have a Fire type move it will not be able to GMAX into Charizard.

Example set:

Alcremie (Hatterene) (F) @ Life Orb
Ability: Magic Bounce
EVs: 252 HP / 4 Def / 252 SpA
Quiet Nature
IVs: 0 Atk / 0 Spe
- Trick Room
- Dazzling Gleam
- Psychic
- Mystical Fire

Alcremie!Hatterene can set trick room and then GMAX into alcremie in order to abuse Mindstorm + GMAX finale which keeps it topped off while not resetting terrain.

2) GMAX moves
OU based. Similarly to the previous idea, all party pokemon get assigned a GMAX form in teambuilder via nicknames (again, no doubling up - each form can only be assigned to one party pokemon). In battle, if a pokemon has a damaging move that matches the type of it's GMAX form's signature move, that move has the GMAX signature move's secondary effect added on to it. I think the move increasing in power as well would be too strong, as the metagame would likely just consist of spamming the GMAX moves due to their higher BP.

For example, I can name my Rotom-Fan "Corviknight" and give it Air Slash. In battle, whenever the Rotom uses Air Slash it will also remove screens and terrain. Silvally forms should probably work like they do currently with dynamaxing. IIRC multiattack turns into the dmax move of it's respective type? So Silvally steel would set Steel type rocks with Multi Attack.

This concept can also be expanded on in two ways:
- add standard dynamax mechanics to it - you can dynamax once per battle, all moves become dynamax equivalents and the GMAX ripoff move becomes the actual GMAX move. Drawing from the above example, if the Rotom dynamaxes Volt Switch is turned into Max Lightning, Air Slash is turned into GMAX Wind Rage.

- add the ability to use DMAX moves as well (GMAX + DMAX moves, or just MAX moves). This would probably be done by nicknaming your pokemon the name of the move you want to use (for example, if I want my Charizard's flying type moves to boost speed by 1 stage, I name him "Airstream"). The no doubling up rule applies, you can only assign each DMAX/GMAX move to one of your party pokemon. In battle effects would be the same, BP and accuracy aren't changed, but the secondary effect of that max move is added onto the appopriate moves. Actual dynamaxing would be banned here.

Some thoughts:
If someone wanted to use a pokemon with it's own GMAX form, that could most likely be done by just not nicknaming it (or perhaps selecting the gmax form in teambuilder)?

After having written this post, I think GMAX + DMAX moves would probably be the most fun, although Max Airstream would likely have to be banned.
 
Those sound reasonable.

Another dynamax-based idea:

Max Status

When dynamaxed, status moves no longer become max guard. Instead, they keep their original effects with the bonus of the secondary effects of their type's max move. Attacking max moves then lose their secondary effects. For example, defog would increase speed in addition to its usual effects, but max airstream wouldn't increase speed and would merely be a high BP move.

This should change how dynamaxing plays out.
 
Wonder Mons
Metagame Premise
: Pokemon can learn almost all of the moves from each type that can hit them super-effectively.
Pokemon with ‘poor’ defensive typings are given a chance to shine in this metagame as they get more movepool options.
The name comes from Wonder Guard, which only allows super effective moves to hit the Pokemon.

Abilities and secondary effects of moves such as Freeze-Dry are ignored when considering movepool additions to Pokemon.

Potential bans and threats:
Bans- Standard OU Clauses and bans, with the addition of:
Moves- Fishious Rend, Bolt Beak, Double Iron Bash, Shift Gear (Potentially Spore, Clangorous Soul and Octolock)
Pokemon- Potentially Darmanitan-Galar

Some sets:
Kommo-o @ Throat Spray
Ability: Bulletproof
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Dynamax Cannon
- Stored Power
- Aura Sphere
- Clangorous Soul

Runerigus @ Leftovers
Ability: Wandering Spirit
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
- Spectral Thief
- Earthquake
- Stealth Rock
- Strength Sap

Reuniclus @ Assault Vest
Ability: Regenerator
EVs: 248 HP / 252 Def / 8 SpD
Relaxed Nature
- Knock Off
- Psychic
- Spectral Thief
- U-turn

Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Thunderbolt
- Hydro Pump
- Apple Acid / Earth Power
- Nasty Plot

Frosmoth @ Heavy-Duty Boots
Ability: Ice Scales
EVs: 248 HP / 8 SpA / 252 SpD
Calm Nature
- Ice Beam
- U-turn
- Roost
- Will-O-Wisp

Hydreigon @ Leftovers
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Dark Pulse
- Clanging Scales
- Flash Cannon
- Quiver Dance

Dracovish @ Splash Plate
Ability: Strong Jaw
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Dragon Darts
- Fishious Rend
- Earthquake
- Dragon Dance

Shedinja @ Focus Sash
Ability: Wonder Guard
EVs: 252 Atk
Brave Nature
IVs: 0 Def / 0 SpD / 0 Spe
- Knock Off
- Obstruct
- Will-O-Wisp
- Parting Shot

Questions for the community:
Is the name clear enough with the metagame premise, and if not, what other names would people have in mind?
 
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Spirits of the fallen
Premise:
OU based metagame, only pokemon available in Sword and Shield allowed, any pokemon can use the movepool and ability of a pokemon or form not available in Sword and Shield that they are nicknamed as and share a typing with(this means all types of both pokemon the same, ex. Dragapult can take from Giratina since they are both Dragon/Ghost types, but it cannot take from Dragonite, even though they have one type in common.)

Clarifications: the pokemon that were found in the Sword and Shield code not yet in the game(list here:https://www.serebii.net/swordshield/transferonly.shtml) are counted as in the game and cannot be inherited from. ANY form or pokemon not found in sword and shield can be used, including ultra necrozma(as far as I know he isnt in the game at all, correct me if im wrong) and megas.

Bans and Threats
Bans
Standard ou bans, as well as anything obviously broken. Using smeargle, shadow tag, huge/pure power, speed boost and parental bond on donor will be an insta-ban, maybe others if theres something clearly broken I forgot. Kyogre, Groudon and their primal counterparts are incredibly powerful and probably banworthy semi-generic donors that provide powerful attacks and weather for any recipients. Arceus being a powerful donor for any monotype pokemon is also probably too powerful, so maybe that also.

Threats
Escavalier inheriting from Scizor gives it access to u-turn, bullet punch and roost, which makes it a real offensive threat.
Dragapult can take levitate and shadow force from Giratina-Origin, which gives it a physical movepool that could make it powerful with a band set.
Flygon taking thousand arrows and extremespeed from Zygarde can make him a threatening wallbreaker that can also be a setup sweeper.
Hatterene and Gardevoir can get psychic surge from Tapu Lele making them near unwallable attackers.
Corviknight gets spikes from Skarmory.
Charizard can take Talonflame, megazard y or Ho-oh's sets and make itself a threatening attacker with either priority brave bird, drought fire blasts or sacred fire combined with regenerator.
Any pure fairy can get geomancy off of Xerneas (potentially banworthy tbh)
Mandibuzz with yveltal dark aura gains a pretty significant power boost, alongside an abundance of strong support moves.
Pure grass types get poison heal and spore from Shroomish.
And for my favorite sets,

Volcarona (Centiskorch) @ Heavy-Duty Boots
Ability: Flame Body
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Quiver Dance
- Fire Blast
- Bug Buzz
- Psychic

Its just Volcarona but worse, yet still Volcarona. What more is there to say?

Alomomola (Vaporeon) @ Leftovers
Ability: Regenerator
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Wish
- Scald
- Toxic
- Protect

Vaporeon is bulky enough as is, so adding on regenerator just improves it that much more.

Lucario-Mega (Lucario) @ Life Orb
Ability: Adaptability
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Close Combat
- Bullet Punch
- Meteor Mash

Lucario, but with adaptability. Inheriting from your own mega seems really good but IDK what else can really abuse it here besides maybe zard.

Questions: did I miss anything stupidly broken that needs an instaban? Does anyone have a better name than my garbage one? Any other rules that might add to the game?
 
Natural boost:
Premise: At the end of each turn, one of your stat is increased by 10% and another one decreased by 10% based on nature of your mon. Buffs/debuffs from the mechanic remains during all the match.
Clauses: nat dex ou clauses
Questions for community: any bans? Is the stat modification big enough?
 
Natural boost:
Premise: At the end of each turn, one of your stat is increased by 10% and another one decreased by 10% based on nature of your mon. Buffs/debuffs from the mechanic remains during all the match.
Clauses: nat dex ou clauses
Questions for community: any bans? Is the stat modification big enough?
Do abilities affect this? Things like Contrary, Simple, Defiant, Mirror Armour etc
 
(Haven't come up with a name yet)
Metagame premise: Types of both pokemon and moves change to the next type alphabetically
Bug -> Dark
Dark -> Dragon
Dragon -> Electric
Electric -> Fairy
Fairy -> Fighting
Fighting -> Fire
Fire -> Flying
Flying -> Ghost
Ghost -> Grass
Grass -> Ground
Ground -> Ice
Ice -> Normal
Normal -> Poison
Poison -> Psychic
Psychic -> Rock
Rock -> Steel
Steel -> Water
Water -> Bug

Questions for the community:
- Should I make it so if a mon is shiny, the order goes backwards?

Also accepting name suggestions
 
(Haven't come up with a name yet)
Metagame premise: Types of both pokemon and moves change to the next type alphabetically
Bug -> Dark
Dark -> Dragon
Dragon -> Electric
Electric -> Fairy
Fairy -> Fighting
Fighting -> Fire
Fire -> Flying
Flying -> Ghost
Ghost -> Grass
Grass -> Ground
Ground -> Ice
Ice -> Normal
Normal -> Poison
Poison -> Psychic
Psychic -> Rock
Rock -> Steel
Steel -> Water
Water -> Bug

Questions for the community:
- Should I make it so if a mon is shiny, the order goes backwards?

Also accepting name suggestions
This looks a lot like it caters too much to defensive play - not many mons actually get STAB from adjacent types, while walls don't really care about that (for example, Avalugg becomes Normal and Ferrothorn becomes Ground/Water). The only thing I can think of that could benefit from this would be Tyranitar, who becomes Steel/Dragon, and Kommo-o, who becomes Electric/Fire, but that's about it. woops cant read
 
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Flipped

Premise:
All pokemon have their base stats flipped. (HP/Atk/Def/SpA/SpD/Spe --> Spe/SpD/SpA/Def/Atk/HP)

With this simple flip, the roles of almost all pokemon are fundamentally changed. Fast, physical attackers turn into specially defensive tanks. Slow pokemon with high defenses are now glass cannons. High HP mons are now speed demons. Some may adapt to their new roles, others will not, and the overall patterns of stat distributions will be very different, creating a fundamentally different metagame. Those who come out on top may surprise you.

:sm/Accelgor:
Accelgor @ Leftovers/Heavy-Duty Boots
Ability: Sticky Hold
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
- Spikes/Toxic Spikes
- Recover
- Toxic
- U-turn
New Stats: 145/60/100/40/70/80
Accelgor is now a defensive behemoth that can make the transition smoothly thanks to access to recovery, a great ability for a wall, and a wide support movepool, which also includes Encore, Knock Off, and Yawn. It could also act as a good weather setter for rain teams, with Hydration removing status and reducing it's fire weakness.

:sm/Espeon:
Espeon @ Light Clay
Ability: Magic Bounce
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
- Morning Sun
- Reflect
- Light Screen
- Psychic Fangs
New Stats: 110/95/130/60/65/65
Espeon is now an amazing Magic Bouncer thanks to its flipped stats. It has many alternatives to setting screens, including Tricking a Choice Scarf/Band, healing teammates with Wish, and setting up Trick Room for slow cannons like Shuckle. Xatu is also improved as a Magic Bouncer, but with its less impressive 95/70/95/70/75/65 stats, it should only be used over Espeon if you are making use of U-turn, Defog, Tailwind, or Thunder Wave, or if you are using a weather mon that makes Morning Sun unreliable.

:sm/Salazzle:
Salazzle (F) @ Black Sludge
Ability: Corrosion
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
IVs: 0 Atk
- Toxic
- Substitute
- Protect
- Encore/Dragon Tail
New Stats: 117/60/111/60/64/68
Salazzle can use its newfound physical bulk to finally abuse Corrosion Toxic. Its lack of recovery forces it to use stalling tactics, but it can stop opponents from setting up with either Encore or Dragon Tail.

:ss/Polteageist:
Polteageist @ Leftovers
Ability: Cursed Body
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
- Strength Sap
- Will-O-Wisp
- Aromatherapy
- Phantom Force/Sucker Punch
New Stats: 70/114/134/65/65/60
Polteageist takes Corsola's role as a defensive ghost with Strength Sap, Will-o-Wisp, and Cursed Body, but differs in its additional support options and is exclusively physical. It can serve as a cleric, Trick the opponents item, set up Reflect/Light Screen, or aid a sweeper in getting in to set up through Memento or Self-destruct. Unfortunately its physical movepool is too limited to make great use of Shell Smash and its high attack stat.

:sm/Unfezant::sm/Noivern::sm/Hawlucha:
Defog users. Yes, believe it or not, Unfezant has a role in this meta as a specially defensive defogger with 93/55/65/80/115/80 stats. Noivern and Hawlucha both have higher HP and lower but more balanced defenses--Noivern has 123/80/97/80/70/85, while Hawlucha has 118/63/74/75/93/78. All three of them sport Roost, Defog, and Taunt. Unfezant and Noivern both have Tailwind and U-turn. Noivern can also Whirlwind or Taunt/attack through subs with Infiltrator. Hawlucha, on the other hand, is neutral to Stealth Rock, reducing the need for Heavy-Duty Boots, and has Encore for support and Body Press to make it less passive.

:sm/Terrakion:
Terrakion @ Leftovers/Iapapa Berry
Ability: Justified
EVs: 252 HP / 4 Atk / 252 SpD
Careful Nature
- Double Kick
- Rock Slide
- Stealth Rock
- Quick Attack
New Stats: 108/90/72/90/129/91
This set looks very strange at first, but consider that this metagame has many glass cannons with high SpA and abysmal HP, most of whom use Sturdy or Focus Sash and are weak to Fighting or Rock moves (especially physical ones). This special tank is specifically tailored to deal with many of them. Double Kick smashes through their Sturdy or Focus Sash, while Quick Attack can pick off a nuke that already boosted its speed while taking the first hit. Rock slide provides a more reliable general purpose STAB that can hit Flying switchins, while Stealth Rock gives it extra utility. It should be noted that while Terrakion has some impressive special bulk, it may still not be able to hold up to Steel attacks from Steelix or Melmetal.

Some other possibilities...
:ss/Dragapult: :sm/Drifblim: :sm/Sigilyph::sm/Swoobat::sm/Excadrill:
Dragapult: 142/75/100/75/120/88; Infiltrator; Will-o-wisp, Reflect/Light Screen, U-turn, Thunder Wave, Hex, Dragon Darts (for Sturdy glass cannons)
Drifblim: 80/54/90/44/80/150; Aftermath; Strength Sap, Trick, Will-o-Wisp, Thunder Wave, Destiny Bond, Tailwind
Sigilyph: 97/80/103/80/58/72; Magic Guard; Roost, Psycho Shift, Trick Room, Trick, Reflect/Light Screen, Whirlwind, Thunder Wave, Calm Mind, Cosmic Power, Tailwind
Swoobat: 114/55/77/55/57/67; Unaware; Roost, Trick Room, Thunder Wave, Reflect/Light Screen, U-turn
Excadrill: 88/65/50/60/135/110; Mold Breaker--MB lets it set Stealth Rock in the face of Espeon/Xatu, which is very useful for ensuring that you can break the Sturdy/Sash on the glass cannons, and it can clear hazards on your side with Rapid Spin, and it has a great SpD stat, but its offenses are pretty abysmal for hitting everything other than the SturdyMons.

:sm/Goodra:
Goodra @ Choice Band
Ability: Sap Sipper/Gooey
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Outrage
- Earthquake
- Thunder Punch/Fire Punch
- Power Whip/Superpower/Iron Tail/Rock Slide
Sap Sipper/Hydration/Gooey
New Stats: 80/150/110/70/100/90
An incredibly powerful wallbreaker, with solid defenses and surprisingly good speed for this meta. Could be deadly with Sticky Web support. It can already provide some of its own speed control with Gooey, but it will probably prefer to have free switch-ins to grass moves to boost its power even higher.

:sm/Hippowdon:
Hippowdon
Hippowdon @ Choice Specs/Life Orb
Ability: Sand Stream
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Earth Power
- Weather Ball
- Muddy Water
- Stealth Rock/Slack Off
New Stats: 47/72/68/118/112/108
Hippowdon is a surprisingly effective special cleaner, with a very high speed for this metagame and one of the best special rock moves of any metagame. While its defensive frailty isn't quite as extreme as some other mons listed below, it still needs to be kept away from such attacks, but its special defense is good enough that it could afford to lay out some rocks or even recover against the right opponents.

:sm/Togekiss:
Togekiss @ Leftovers/Life Orb
Ability: Hustle
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Play Rough
- Extreme Speed
- Aerial Ace/Smart Strike/Drain Punch
- Morning Sun
New Stats: 80/115/120/95/50/85
Good wallbreaker with big Hustle boost, solid defense, and decent speed, and can pick off faster things with Extremespeed.

:sm/Tyranitar:
Tyranitar: 61/100/95/110/134/100; Sand Stream--Can go special, physical, or mixed with its huge movepool. Mixed Dragon Dance is probably the way to go--much faster than standard TTar, not too hard to set up with its giant Sand Stream-boosted SpD, and has good special attack to help get past selected physical walls. Movepool has (Physical:) Dragon Dance, Rock Slide/Stone Edge, Crunch, Earthquake, Fire Punch, Ice Punch, Thunder Punch, Low Kick, (Special:) Dark Pulse, Flamethrower/Fire Blast, Ice Beam, Thunderbolt, Earth Power.


Next up, some noticeable patterns. Firstly, there are a lot of good offensive water types. Surely this will lead to some new defensive threats not mentioned above that are designed to counter these water monsters.

:sm/Blastoise:
Blastoise @ Leftovers/Focus Sash
Ability: Torrent/Rain Dish
EVs: 252 Atk / 4 SpA / 252 Spe
Hasty Nature
- Shell Smash
- Liquidation
- Ice Beam
- Dark Pulse
New Stats: 78/105/85/100/83/79
Similar to what Blastoise now does in standard, but with improved mixed offenses allowing it to make much better use of it's big move pool. Special options include Scald/Surf/Hydro Pump, Ice Beam, Dark Pulse, Aura Sphere, Dragon Pulse, and Flash Cannon. Physical options include Liquidation, Ice Punch, Crunch, Zen Headbutt, Earthquake, and Aqua Jet. Can also support and speed itself up with Rapid Spin.

:sm/Milotic:
Milotic @ Leftovers
Ability: Marvel Scale
EVs: 252 HP / 252 Atk / 4 Def
Adamant Nature
- Coil
- Recover
- Aqua Tail
- Dragon Tail/Iron Tail
New Stats: 81/125/100/79/60/95
The physical attacking movepool has a lot to be desired, but it has almost perfect stats for a Coil user. Could invest differently in speed or defense, or even run Dragon Dance.

Other offensive waters:
:sm/Araquanid: :sm/Lapras: :sm/Whiscash::ss/Dracovish: :ss/Arctovish:
Araquanid: 42/132/50/92/70/68; Water Bubble--extremely destructive Liquidation, but frail and not super fast. Use Webs, Scarf, or Trick Room.
Lapras: 60/95/85/80/85/130-- very speedy mixed revenge killer. Has Dragon Dance but bad physical movepool.
Whiscash: 60/71/76/73/78/110-- similar to Lapras but w/ worse stats in exchange for better typing & movepool to use DD
Dracovish: 75/80/70/100/100/90--very similar to standard, but with better speed in exchange for slightly lower attack
Arctovish: 55/90/80/100/90/90-- can now compete with Draco w/ same speed, slightly better attack stat, and nice Ice STAB, but still has defensive problems


Even more notable than all the water types, this metagame is marked by a large number of extreme glass cannons. Pokemon that originally had gargantuan defense and terrible speed now have an insane offensive stat (usually SpA) and paper-thin HP, though some have Sturdy to make things easier for them. These pokemon will be very weak to priority and will need support to reliably bash things. Multi-hit moves might also see a rise in usage to destroy the Sturdy users. Here are some examples that could be meta-defining.

:sm/Steelix:
Steelix @ Life Orb/Focus Sash / Expert Belt
Ability: Sheer Force/Sturdy
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Earth Power
- Flash Cannon
- Dark Pulse
- Rock Polish
New Stats: 30/65/55/200/85/75
Earth Power, Flash Cannon, Dark Pulse, Rock Polish
It really wants to use Sheer Force but Sturdy makes it much easier to set up. Sticky Web or Screens/Memento support could help.

:sm/Melmetal:
Melmetal @ Choice Specs
Ability: Iron Fist
EVs: / 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Flash Cannon
- Thunderbolt
- Ice Beam
- Steel Beam
New Stats: 34/65/80/143/143/135
Melmetal is blessed with one of the highest speeds in the metagame, so it doesn't need to go through the danger of setting up and can nuke things right away. This is essentially the full extent of its special movepool, but for a mon with only two coverage moves, BoltBeam is as good as it gets. Steel Beam provides a nuke for when it really needs it.

:sm/Torkoal:
Torkoal @ Focus Sash
Ability: Drought
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Flamethrower/Fire Blast
- Solar Beam
- Earth Power
- Shell Smash
New Stats: 20/70/85/140/85/70
Boost and blaze. Needs hazard removal support.

:sm/Shuckle:
Shuckle @ Expert Belt
Ability: Sturdy
EVs: 4 HP / 252 Atk / 252 SpA
Brave Nature
IVs: 0 Spe
- Rock Slide
- Earth Power/Earthquake
- Gyro Ball/Sludge Bomb
- Knock Off
5/230/10/230/10/20
The most extreme glass cannon you can get. Wet tissue paper laced with explosives. With Sturdy and TR support, it will break things.

Some Other Glass Cannons
:sm/Avalugg: :ss/Coalossal:
Avalugg: 28/46/44/184/117/95; Sturdy--Can play similar to the above Steelix set, or make a great user of Choice Scarf, with Ice Beam, Flash Cannon, and Surf/Hydro Pump. Last slot could be a last ditch Stealth Rock or Rapid Spin.
Coalossal: 30/90/80/120/80/110; Flash Fire/Flame Body--Special attacker that's fast from the start. Has Flamethrower/Fire Blast, Earth Power, and Scald, with Stealth Rock, Spikes, Rapid Spin, or a physical rock move for the last slot.

Potential bans: Almost all metagames that give Shedinja more than one HP end up quickbanning it. However, I'm not entirely sure if that's necessary in this meta. With its atrocious 40/30/30/45/90/1 stats, its options for hurting anything are really limited to status, making it incredibly passive and probably not too hard to work around. Then again, its potentially salvageable 40/90 SpD combined with its immunities could still make it a pain to deal with. Other pokemon I would keep my eye on include Goodra and some of the glass cannons such as Shuckle and Steelix. The game follows the standard OU banlist.

Special circumstances: In normal play, many pokemon who change form mid-battle acquire a new speed stat, which in this meta would result in a new HP--an event which cannot occur. This means that all form-changing pokemon will retain the HP of the base form, derived from said base form's original speed stat. So, Minior would always have 120 HP from its Core Form's original speed, Wishiwashi would always have 40 HP from its Solo Form's original speed, and so on. Not sure which form of Eiscue is considered the base, so please tell me if you know.
 
Last edited:

drampa's grandpa

turtonator's gurtonator
is a Forum Moderator
Moderator
Spirits of the fallen
Premise:
OU based metagame, only pokemon available in Sword and Shield allowed, any pokemon can use the movepool and ability of a pokemon or form not available in Sword and Shield that they are nicknamed as and share a typing with(this means all types of both pokemon the same, ex. Dragapult can take from Giratina since they are both Dragon/Ghost types, but it cannot take from Dragonite, even though they have one type in common.)

Clarifications: the pokemon that were found in the Sword and Shield code not yet in the game(list here:https://www.serebii.net/swordshield/transferonly.shtml) are counted as in the game and cannot be inherited from. ANY form or pokemon not found in sword and shield can be used, including ultra necrozma(as far as I know he isnt in the game at all, correct me if im wrong) and megas.

Bans and Threats
Bans
Standard ou bans, as well as anything obviously broken. Using smeargle, shadow tag, huge/pure power, speed boost and parental bond on donor will be an insta-ban, maybe others if theres something clearly broken I forgot. Kyogre, Groudon and their primal counterparts are incredibly powerful and probably banworthy semi-generic donors that provide powerful attacks and weather for any recipients. Arceus being a powerful donor for any monotype pokemon is also probably too powerful, so maybe that also.

Threats
Escavalier inheriting from Scizor gives it access to u-turn, bullet punch and roost, which makes it a real offensive threat.
Dragapult can take levitate and shadow force from Giratina-Origin, which gives it a physical movepool that could make it powerful with a band set.
Flygon taking thousand arrows and extremespeed from Zygarde can make him a threatening wallbreaker that can also be a setup sweeper.
Hatterene and Gardevoir can get psychic surge from Tapu Lele making them near unwallable attackers.
Corviknight gets spikes from Skarmory.
Charizard can take Talonflame, megazard y or Ho-oh's sets and make itself a threatening attacker with either priority brave bird, drought fire blasts or sacred fire combined with regenerator.
Any pure fairy can get geomancy off of Xerneas (potentially banworthy tbh)
Mandibuzz with yveltal dark aura gains a pretty significant power boost, alongside an abundance of strong support moves.
Pure grass types get poison heal and spore from Shroomish.
And for my favorite sets,

Volcarona (Centiskorch) @ Heavy-Duty Boots
Ability: Flame Body
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Quiver Dance
- Fire Blast
- Bug Buzz
- Psychic

Its just Volcarona but worse, yet still Volcarona. What more is there to say?

Alomomola (Vaporeon) @ Leftovers
Ability: Regenerator
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Wish
- Scald
- Toxic
- Protect

Vaporeon is bulky enough as is, so adding on regenerator just improves it that much more.

Lucario-Mega (Lucario) @ Life Orb
Ability: Adaptability
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Close Combat
- Bullet Punch
- Meteor Mash

Lucario, but with adaptability. Inheriting from your own mega seems really good but IDK what else can really abuse it here besides maybe zard.

Questions: did I miss anything stupidly broken that needs an instaban? Does anyone have a better name than my garbage one? Any other rules that might add to the game?
This is Inheritance but with a type restriction. Wouldn't be approved on that basis.

Flipped

Premise:
All pokemon have their base stats flipped. (HP/Atk/Def/SpA/SpD/Spe --> Spe/SpD/SpA/Def/Atk/HP)

With this simple flip, the roles of almost all pokemon are fundamentally changed. Fast, physical attackers turn into specially defensive tanks. Slow pokemon with high defenses are now glass cannons. High HP mons are now speed demons. Some may adapt to their new roles, others will not, and the overall patterns of stat distributions will be very different, creating a fundamentally different metagame. Those who come out on top may surprise you.

:sm/Accelgor:
Accelgor @ Leftovers/Heavy-Duty Boots
Ability: Sticky Hold
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
- Spikes/Toxic Spikes
- Recover
- Toxic
- U-turn
New Stats: 145/60/100/40/70/80
Accelgor is now a defensive behemoth that can make the transition smoothly thanks to access to recovery, a great ability for a wall, and a wide support movepool, which also includes Encore, Knock Off, and Yawn. It could also act as a good weather setter for rain teams, with Hydration removing status and reducing it's fire weakness.

:sm/Espeon:
Espeon @ Light Clay
Ability: Magic Bounce
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
- Morning Sun
- Reflect
- Light Screen
- Psychic Fangs
New Stats: 110/95/130/60/65/65
Espeon is now an amazing Magic Bouncer thanks to its flipped stats. It has many alternatives to setting screens, including Tricking a Choice Scarf/Band, healing teammates with Wish, and setting up Trick Room for slow cannons like Shuckle. Xatu is also improved as a Magic Bouncer, but with its less impressive 95/70/95/70/75/65 stats, it should only be used over Espeon if you are making use of U-turn, Defog, Tailwind, or Thunder Wave, or if you are using a weather mon that makes Morning Sun unreliable.

:sm/Salazzle:
Salazzle (F) @ Black Sludge
Ability: Corrosion
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
IVs: 0 Atk
- Toxic
- Substitute
- Protect
- Encore/Dragon Tail
New Stats: 117/60/111/60/64/68
Salazzle can use its newfound physical bulk to finally abuse Corrosion Toxic. Its lack of recovery forces it to use stalling tactics, but it can stop opponents from setting up with either Encore or Dragon Tail.

Normal Sprite

Polteageist @ Leftovers
Ability: Cursed Body
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
- Strength Sap
- Will-O-Wisp
- Aromatherapy
- Phantom Force/Sucker Punch
New Stats: 70/114/134/65/65/60
Polteageist takes Corsola's role as a defensive ghost with Strength Sap, Will-o-Wisp, and Cursed Body, but differs in its additional support options and is exclusively physical. It can serve as a cleric, Trick the opponents item, set up Reflect/Light Screen, or aid a sweeper in getting in to set up through Memento or Self-destruct. Unfortunately its physical movepool is too limited to make great use of Shell Smash and its high attack stat.

:sm/Unfezant::sm/Noivern::sm/Hawlucha:
Defog users. Yes, believe it or not, Unfezant has a role in this meta as a specially defensive defogger with 93/55/65/80/115/80 stats. Noivern and Hawlucha both have higher HP and lower but more balanced defenses--Noivern has 123/80/97/80/70/85, while Hawlucha has 118/63/74/75/93/78. All three of them sport Roost, Defog, and Taunt. Unfezant and Noivern both have Tailwind and U-turn. Noivern can also Whirlwind or Taunt/attack through subs with Infiltrator. Hawlucha, on the other hand, is neutral to Stealth Rock, reducing the need for Heavy-Duty Boots, and has Encore for support and Body Press to make it less passive.

:sm/Terrakion:
Terrakion @ Leftovers/Iapapa Berry
Ability: Justified
EVs: 252 HP / 4 Atk / 252 SpD
Careful Nature
- Double Kick
- Rock Slide
- Stealth Rock
- Quick Attack
New Stats: 108/90/72/90/129/91
This set looks very strange at first, but consider that this metagame has many glass cannons with high SpA and abysmal HP, most of whom use Sturdy or Focus Sash and are weak to Fighting or Rock moves (especially physical ones). This special tank is specifically tailored to deal with many of them. Double Kick smashes through their Sturdy or Focus Sash, while Quick Attack can pick off a nuke that already boosted its speed while taking the first hit. Rock slide provides a more reliable general purpose STAB that can hit Flying switchins, while Stealth Rock gives it extra utility. It should be noted that while Terrakion has some impressive special bulk, it may still not be able to hold up to Steel attacks from Steelix or Melmetal.

Some other possibilities...
Normal Sprite
:sm/Drifblim: :sm/Sigilyph::sm/Swoobat::sm/Excadrill:
Dragapult: 142/75/100/75/120/88; Infiltrator; Will-o-wisp, Reflect/Light Screen, U-turn, Thunder Wave, Hex, Dragon Darts (for Sturdy glass cannons)
Drifblim: 80/54/90/44/80/150; Aftermath; Strength Sap, Trick, Will-o-Wisp, Thunder Wave, Destiny Bond, Tailwind
Sigilyph: 97/80/103/80/58/72; Magic Guard; Roost, Psycho Shift, Trick Room, Trick, Reflect/Light Screen, Whirlwind, Thunder Wave, Calm Mind, Cosmic Power, Tailwind
Swoobat: 114/55/77/55/57/67; Unaware; Roost, Trick Room, Thunder Wave, Reflect/Light Screen, U-turn
Excadrill: 88/65/50/60/135/110; Mold Breaker--MB lets it set Stealth Rock in the face of Espeon/Xatu, which is very useful for ensuring that you can break the Sturdy/Sash on the glass cannons, and it can clear hazards on your side with Rapid Spin, and it has a great SpD stat, but its offenses are pretty abysmal for hitting everything other than the SturdyMons.

:sm/Goodra:
Goodra @ Choice Band
Ability: Sap Sipper/Gooey
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Outrage
- Earthquake
- Thunder Punch/Fire Punch
- Power Whip/Superpower/Iron Tail/Rock Slide
Sap Sipper/Hydration/Gooey
New Stats: 80/150/110/70/100/90
An incredibly powerful wallbreaker, with solid defenses and surprisingly good speed for this meta. Could be deadly with Sticky Web support. It can already provide some of its own speed control with Gooey, but it will probably prefer to have free switch-ins to grass moves to boost its power even higher.

:sm/Hippowdon:
Hippowdon
Hippowdon @ Choice Specs/Life Orb
Ability: Sand Stream
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Earth Power
- Weather Ball
- Muddy Water
- Stealth Rock/Slack Off
New Stats: 47/72/68/118/112/108
Hippowdon is a surprisingly effective special cleaner, with a very high speed for this metagame and one of the best special rock moves of any metagame. While its defensive frailty isn't quite as extreme as some other mons listed below, it still needs to be kept away from such attacks, but its special defense is good enough that it could afford to lay out some rocks or even recover against the right opponents.

:sm/Togekiss:
Togekiss @ Leftovers/Life Orb
Ability: Hustle
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Play Rough
- Extreme Speed
- Aerial Ace/Smart Strike/Drain Punch
- Morning Sun
New Stats: 80/115/120/95/50/85
Good wallbreaker with big Hustle boost, solid defense, and decent speed, and can pick off faster things with Extremespeed.

:sm/Tyranitar:
Tyranitar: 61/100/95/110/134/100; Sand Stream--Can go special, physical, or mixed with its huge movepool. Mixed Dragon Dance is probably the way to go--much faster than standard TTar, not too hard to set up with its giant Sand Stream-boosted SpD, and has good special attack to help get past selected physical walls. Movepool has (Physical:) Dragon Dance, Rock Slide/Stone Edge, Crunch, Earthquake, Fire Punch, Ice Punch, Thunder Punch, Low Kick, (Special:) Dark Pulse, Flamethrower/Fire Blast, Ice Beam, Thunderbolt, Earth Power.


Next up, some noticeable patterns. Firstly, there are a lot of good offensive water types. Surely this will lead to some new defensive threats not mentioned above that are designed to counter these water monsters.

:sm/Blastoise:
Blastoise @ Leftovers/Focus Sash
Ability: Torrent/Rain Dish
EVs: 252 Atk / 4 SpA / 252 Spe
Hasty Nature
- Shell Smash
- Liquidation
- Ice Beam
- Dark Pulse
New Stats: 78/105/85/100/83/79
Similar to what Blastoise now does in standard, but with improved mixed offenses allowing it to make much better use of it's big move pool. Special options include Scald/Surf/Hydro Pump, Ice Beam, Dark Pulse, Aura Sphere, Dragon Pulse, and Flash Cannon. Physical options include Liquidation, Ice Punch, Crunch, Zen Headbutt, Earthquake, and Aqua Jet. Can also support and speed itself up with Rapid Spin.

:sm/Milotic:
Milotic @ Leftovers
Ability: Marvel Scale
EVs: 252 HP / 252 Atk / 4 Def
Adamant Nature
- Coil
- Recover
- Aqua Tail
- Dragon Tail/Iron Tail/Refresh
New Stats: 81/125/100/79/60/95
The physical attacking movepool has a lot to be desired, but it has almost perfect stats for a Coil user. Could invest differently in speed or defense, or even run Dragon Dance.

Other offensive waters:
:sm/Araquanid: :sm/Lapras: :sm/Whiscash:
Normal Sprite
Normal Sprite

Araquanid: 42/132/50/92/70/68; Water Bubble--extremely destructive Liquidation, but frail and not super fast. Use Webs, Scarf, or Trick Room.
Lapras: 60/95/85/80/85/130-- very speedy mixed revenge killer. Has Dragon Dance but bad physical movepool.
Whiscash: 60/71/76/73/78/110-- similar to Lapras but w/ worse stats in exchange for better typing & movepool to use DD
Dracovish: 75/80/70/100/100/90--very similar to standard, but with better speed in exchange for slightly lower attack
Arctovish: 55/90/80/100/90/90-- can now compete with Draco w/ same speed, slightly better attack stat, and nice Ice STAB, but still has defensive problems


Even more notable than all the water types, this metagame is marked by a large number of extreme glass cannons. Pokemon that originally had gargantuan defense and terrible speed now have an insane offensive stat (usually SpA) and paper-thin HP, though some have Sturdy to make things easier for them. These pokemon will be very weak to priority and will need support to reliably bash things. Multi-hit moves might also see a rise in usage to destroy the Sturdy users. Here are some examples that could be meta-defining.

:sm/Steelix:
Steelix @ Life Orb/Focus Sash / Expert Belt
Ability: Sheer Force/Sturdy
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Earth Power
- Flash Cannon
- Dark Pulse
- Rock Polish
New Stats: 30/65/55/200/85/75
Earth Power, Flash Cannon, Dark Pulse, Rock Polish
It really wants to use Sheer Force but Sturdy makes it much easier to set up. Sticky Web or Screens/Memento support could help.

:sm/Melmetal:
Melmetal @ Choice Specs
Ability: Iron Fist
EVs: / 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Flash Cannon
- Thunderbolt
- Ice Beam
- Steel Beam
New Stats: 34/65/80/143/143/135
Melmetal is blessed with one of the highest speeds in the metagame, so it doesn't need to go through the danger of setting up and can nuke things right away. This is essentially the full extent of its special movepool, but for a mon with only two coverage moves, BoltBeam is as good as it gets. Steel Beam provides a nuke for when it really needs it.

:sm/Torkoal:
Torkoal @ Focus Sash
Ability: Drought
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Flamethrower/Fire Blast
- Solar Beam
- Earth Power
- Shell Smash
New Stats: 20/70/85/140/85/70
Boost and blaze. Needs hazard removal support.

:sm/Shuckle:
Shuckle @ Expert Belt
Ability: Sturdy
EVs: 4 HP / 252 Atk / 252 SpA
Brave Nature
IVs: 0 Spe
- Rock Slide
- Earth Power/Earthquake
- Gyro Ball/Sludge Bomb
- Knock Off
5/230/10/230/10/20
The most extreme glass cannon you can get. Wet tissue paper laced with explosives. With Sturdy and TR support, it will break things.

Some Other Glass Cannons
:sm/Avalugg:
Normal Sprite

Avalugg: 28/46/44/184/117/95; Sturdy--Can play similar to the above Steelix set, or make a great user of Choice Scarf, with Ice Beam, Flash Cannon, and Surf/Hydro Pump. Last slot could be a last ditch Stealth Rock or Rapid Spin.
Coalossal: 30/90/80/120/80/110; Flash Fire/Flame Body--Special attacker that's fast from the start. Has Flamethrower/Fire Blast, Earth Power, and Scald, with Stealth Rock, Spikes, Rapid Spin, or a physical rock move for the last slot.

Potential bans: Almost all metagames that give Shedinja more than one HP end up quickbanning it. However, I'm not entirely sure if that's necessary in this meta. With its atrocious 40/30/30/45/90/1 stats, its options for hurting anything are really limited to status, making it incredibly passive and probably not too hard to work around. Then again, its potentially salvageable 40/90 SpD combined with its immunities could still make it a pain to deal with. Other pokemon I would keep my eye on include Goodra and some of the glass cannons such as Shuckle and Steelix. The game follows the standard OU banlist.

Special circumstances: In normal play, many pokemon who change form mid-battle acquire a new speed stat, which in this meta would result in a new HP--an event which cannot occur. This means that all form-changing pokemon will retain the HP of the base form, derived from said base form's original speed stat. So, Minior would always have 120 HP from its Core Form's original speed, Wishiwashi would always have 40 HP from its Solo Form's original speed, and so on. Not sure which form of Eiscue is considered the base, so please tell me if you know.
There are a bunch of OMs, current or former, which use some formula to modify base stats. Tier Shift, Scalemons, The Negative Metagame. Ones that flip stats around directly have been submitted, I don't remember off the top of my head if they were accepted. Why is this one special?

I don't hate the concept or anything it's just that we've reached a saturation point with this sort of metagame. So why should we choose this over a similar meta which already has somewhat of a following?

Natural boost:
Premise: At the end of each turn, one of your stat is increased by 10% and another one decreased by 10% based on nature of your mon. Buffs/debuffs from the mechanic remains during all the match.
Clauses: nat dex ou clauses
Questions for community: any bans? Is the stat modification big enough?
How do you prevent this being extremely broken? This sounds like attempting to load a ton of boosts on one mon the meta. I can't see a way this meta ends up being both fun and balanced.
 
Do abilities affect this? Things like Contrary, Simple, Defiant, Mirror Armour etc
No because it doesn't effect stat changes (which is between -6 and 6)

How do you prevent this being extremely broken? This sounds like attempting to load a ton of boosts on one mon the meta. I can't see a way this meta ends up being both fun and balanced.
Only the pokemon on the field gets his stats changed. You need a lot of turns to double a stat. I admit that some really tanky pokemons should be banned.
 
There are a bunch of OMs, current or former, which use some formula to modify base stats. Tier Shift, Scalemons, The Negative Metagame. Ones that flip stats around directly have been submitted, I don't remember off the top of my head if they were accepted. Why is this one special?

I don't hate the concept or anything it's just that we've reached a saturation point with this sort of metagame. So why should we choose this over a similar meta which already has somewhat of a following?
Most of those metagames create far fewer changes to the innate roles of pokemon. In Tier Shift, everyone does the same thing as in standard, it's just that the formerly weak ones are beefed up. In Scalemons, once again, everyone's play styles are the same but their stats are just buffed or nerfed relative to each other--since unevolved pokemon tend to have the most extreme stat differences, Scalemons largely becomes a weird Little Cup. In Reversed, pokemon do have their roles switched between being physical and special, but a wall is still a wall and a sweeper is still a sweeper, and in fact much of the cast in Reversed ends up being the same as in standard, just doing their role on the other side of the spectrum.

Flipped is uniquely different from that, in that almost all pokemon now function in completely different ways. Where else have fat mons been forced to live life as blazingly fast? Where else have sweepers been forced to try their hand as walls? Where else have slow tanks been forced to act as glass cannons? All this, despite everyone's BST being exactly the same.

The Negative Metagame is the only other OM I can think of that has created a similar role reversal. Its calculation formula--160 minus existing stat (which is more complicated and arbitrary)--favors pokemon with extremely low BST, creating a kind of reverse LC with some weird ones like Shuckle thrown in. In some ways Flipped can be seen as the OU counterpart to this, as it is a kind of reverse standard that also has some weird ones like Shuckle. However, Flipped is less restrictive than The Negative Metagame. Both OMs create the phenomenon of pokemon trying to make due with a movepool that wasn't designed for their new role, but since fully evolved pokemon have better movepools, there are more tools to make the transition, so there is a better diversity of choices. Flipped is also unique in that there are a select few pokemon that return from standard without having changed at all (Mew, Celebi, Jirachi) or very little (Dracovish), creating some interesting dynamics between the old and the new. With no changes to anyone's BST, the metagame truly becomes an exploration on how stat distribution controls a pokemon's fortunes. Flipped also has a simpler, less arbitrary, and more consistent formula for stats, making it more user-friendly and a more logical choice for the main reversal-style metagame. And in any event, there hasn't been a post in The Negative Metagame's thread since 2016, so really doesn't seem like TNM has much of a current following anyway.
 
Someone has been asking for Dynamax ideas? Well, I may have just something for you. Say hello to...

KAIJUS & COHORTS

Metagame premise
:

This is essentially a reprise of Gods and Followers, but with a little twist: the first slot will be dedicated to a Dynamax/Gigantamax Pokémon of your choice. Not only this Dynamax Pokémon will have all properties and immunities of Dynamax -- like double HP, Max/GMax Moves and immunities to phazing and weight-based moves -- but it will start Dynamaxed/Gigamaxed and stay Dynamaxed/Gigamaxed throughout the whole match!

However, just like with "Gods and Followers", there are a few restrictions:

- All "cohorts" must share at least a type with the "Kaiju". For example, you could have a Corviknight and Centiskorch with a GMax Charizard, but you wouldn't be able to have a Dracovish or Darmanitan-Galar as cohorts.

- If your "Kaiju" is knocked out, your whole team will be cursed for your blasphemy and fall under a permanent Embargo effect. So you should think twice before exposing your "Kaiju" to needless attacks.

Potential bans and threats:

- Gyarados [Kaiju]: A Pokémon capable of boosting its Speed as much as it wishes with Max Airstream and set up Rain with a potential partner in Dracovish and Barraskewda? Also, getting access to unkillable walls in the form of Toxapex and Corviknight? This doesn't sound broken at all! (/sarcasm)

Questions for the community:

Should the first slot allow Ubers as well? Zacian-Crowned sounds like a pretty nasty "Kaiju" capable of killing other "Kaijus" with Behemoth Blades and with a really good defensive typing -- which gives it access to powerful allies like Corviknight and Clefable -- but Zamazenta(-Crowned) and Eternatus seem a bit more balanced, both in terms of power and in terms of available allies.
 
Nice twist on God's and Followers, which I always found cool.


Speaking of dynamax ideas, one I was thinking about, that I could use advice for on the details:

Dynamin:

The dynamax button will now, instead of enlarging your Pokémon for three turns, will shrink your opponent's Pokémon for three turns.

For that time period, all their Pokémon halve their hp and their attacks are treated as if they have a - 1 in the relevant stat.
 

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