Project Metagame Workshop (OM Submissions CLOSED)

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drampa's grandpa

cannonball
is a Community Contributoris a Community Leader Alumnus
Approved by The Immortal, Swaggy-G, and others, Thanks to Urkerab for hosting previously
Metagame Workshop


SUBMISSIONS ARE CLOSED UNTIL GENERATION 9
YOU MAY STILL PRESENT IDEAS TO THE WORKSHOP BUT THEY WILL NOT BE ACCEPTED AS NEW METAGAMES

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 (In The Hills, Isaiah, Ransei, UT, Kris, drampa's grandpa) and other submission readers (Eli, iapt, Instruct, berry) should be given priority. Our liking of posts can also be seen as expressing interest in a submission.

Guideline for posting:
Main Points:
  1. Workshop submissions are limited to one per week.
    • There is a one week cooldown on posting ideas in the workshop. This is to prevent the rapid-fire spam of undeveloped ideas and instead encourage well-thought-out ideas which can be given the time and attention they need.
  2. Make sure your metagame premise follows our rules
    • Does your metagame idea already exist? Does it follow the general rules of Other Metagames? Have you read our outline for submissions? Make sure to research before posting. (More details on our outline and rules below) NOTE: Other Metagames does not support National Dex formats, so this is not the place to suggest such metagames.
  3. Have you read up on our Submissions guidelines?
    • If the community and/or our submissions team shows interest in your metagame, have you read our Submission rules and OP Format? Most importantly, do you meet the requirements to lead a metagame, and have you considered who will co-lead this metagame with you?

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. This includes adding a secondary concept such as National Dex to your meta. 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 Metagame Ideas:
Important:
Other Metagames does not support National Dex formats, any metagame ideas for that would either fall under the National Dex or Pet Mods sections.
Common Submissions
  • I like old gens: Current Pokemon with X Generation's mechanics
  • Monocolor: All the Pokemon in your team must share the same Dex color.
  • Hoarding: Pokemon can hold X items (where X = 1+n).
  • I want to be a Smogon Tier Leader when I grow up: Tiers made up of Underused(/Bad in ubers) Uber pokemon or a usage based tier under ZU. Basically, no usage based tiers.
  • I Know my egg groups!: Pokemon have access to moves/abilities of Pokemon in the same egg group.
  • Mr Mime For Ubers!: Make all pokemon Uber level in terms of power/bulk.
  • Only 6 pokemon? PLEASE: You can use X (X = 6+n) Pokemon in your team.
  • Hate good moves: Only level up moves allowed/TMs disallowed/only unviable(or "Usually useless moves" from PS builder) moves allowed.
  • Nice Death: All Pokemon come into the field with Perish Song/Mons faint after X turns.
  • Budgetmons: The total base stat in your team must not exceed X/The total value of your team must not exceed X, with individual Pokemon being assigned values like this: [insert rule here].
  • ABCAB: Pokemon learn moves and abilities that start with the first letter of their names but we have a ton of complex bans to try and balance it!
  • OM X and Y are so good: Mashing up two OM concepts to pass off as a new one. (Your om can be similar to another one but it should be a new concept that adds something new or interesting/improves the existing one, assuming the existing one is dead). Check out the OM Mashup Megathread for Mashups of multiple OMs!
  • Chaining: Primary type of a Pokemon in a slot must be the Secondary type of the Pokemon in the slot before it.
  • Ew who switches: Switching is not allowed or hindered in some way.
  • I Sure Love Ability X: All/Some Pokemon get X ability over their normal abilities. Metas where X = Poison Heal/WonderGuard/Prankster have been rejected.
  • Huge Power is so cool!: All/Some Pokemon get Huge Power (or a Huge Power variant for another stat using rule X).
  • Zombies: Pokemon don't die upon fainting the first time. Matches can be won by [insert rule here].
  • STAB moves are the best: You can only use your moves you get STAB in.
  • Random: Your Pokemon's moveset/ability/typing is randomized but you get to pick the rest.
  • Ooh what if we swapped X stat with X stat: No, we have enough of those.
  • Man I hate these Pokemon: X Pokemon/X Typed Pokemon are banned.
  • Priority Moves suck!: All moves have the same priority (0).
  • My formula is not complex: OM concepts that use formulas to calculate Pokemon stats.

Everything Else
  • 2v2 Singles: You can use only 2 Pokemon to battle.
  • 6 Mix: Your 6 Pokemon must have their best stat in a different category.
  • 24 Moves: Every move your pokemon have, are shared between the rest of the pokemon, giving all of them 24 moves in total.
  • Abilimash: All abilities starting with the same letter are mashed together.
  • Ability Share: Pokemon that share a common ability gain access to all possible abilities those Pokemon can have.
  • Adaptamons: Only ability that Pokemon can use is Adaptability. Luckily, they all get it too.
  • Allocation Wars: Pokemon EVs determine the base stat. e.g 252 speed EVs = 252 base speed.
  • Alphabet Attributes: Pokemon gain boosts based on the first letter of their name.
  • Alpha Order Mons: Pokemon can only use the first 4 or last 4 moves they learn.
  • AscentMons: Everything learns Dragon Ascent.
  • Ban Bird: All Bird Pokemon are banned. (Flying Type + Bird based pokemon)
  • Chainmons: There are no team building restrictions, but in battle you can only switch to a mon that shares a type.
  • Change-Type Mons: Types change to the Type directly after it alphabetically.
  • Chessmons: Mixed Tier teambuilding based on chess pieces. http://pastebin.com/TKu9u08w
  • ChoicedMons: All Pokemon must be holding a Choice Item.
  • C-M(Classic-Modern) OU: OU with some old mechanics brought back and some newly created ones introduced.
  • Color Catastrophe: Pokemon get new moves based on Dex color.
  • Confidence: KOing a pokemon with Attacks/Special Attacks raises the stat by 1. Being unable to KO lowers the stat by 1.
  • Conversation Parade: Pokemon can learn any move from another Pokemon's movepool as long as they share a type (minus smeargle).
  • Consistency Mons: "Hax Mechanics" are changed to become formulated, rather than random.
  • Crazy Field: A random field effect will activate when a battle starts, and will stay until the end.
  • Custom Stat: You can customize your Pokemon's base stat using moveslots. The stats are calculated using: (Base Power) x 1.5. Your base stat total cannot exceed 720.
  • Deal Back Double: For every super effective hit that a Pokemon takes, they deal double of the damage that they took, to the foe that damaged them.
  • Defeatistmons: All Pokemon get defeatist.
  • Delaymons: All moves work like Doom Desire.
  • Delta Wars: All pokes gets "Delta Stream" like ability on top of their original ability, which nullifies the weaknesses of the poke's secondary type (because of Mega Rayquaza).
  • Dexmons: Pokémon get the moves from the evolutionary lines above and below themselves in the National Pokedex.
  • Direct Contact: Pokemon can only use moves that directly affect their opponent.
  • Duotype: Pokemon in your team must have either Type A or Type B.(A & B are different types)
  • Eggy Stat Boosts: Base stat increases handed out based on egg group.
  • Extremesped: Moves in slot 1 get +2 Priority.
  • Family Values: Doubles Based, your team must have 3 pairs of Pokemon; each pair must have 2 Pokemon from the same evolution change and they must battle together.
  • Feather Cup: Pokemon's Speed stat is replaced by it's weight.
  • Fermentation: All held items take an extra turn to come into effect.
  • Four Boosts: 4 stat ranges get a multiplier. Lower stat ranges = Larger Multiplier.
  • Freedom-Mons: You can teambuild, but battles work like they do in Emerald's Battle Palace.
  • Fully Evolved LC: Fully evolved pokemon can be used in LC, but must be level 5 and are confined to moves they can learn at level 5.
  • Funkymons: Pokemon/Move's typings change based on given chart.
  • Gotta Go Fast: All Pokemon get Speed Boost + Are afflicted with Perish Song when they switch in.
  • Group Eggs-Change: Pokemon can learn any move from it's other members in it's egg group.
  • Hazard Mashup: All hazards are the same type as the primary type of the Pokemon using it.
  • Highblock: Pokemon cannot use their highest stats.
  • Huge Stat: All Pokemon gets a clone of Huge Power that doubles their lowest stat.
  • Illegal Mons: Pokemon can use any moves bar the ones they can normally learn.
  • Intense Gravity: The field is affected by permanent Gravity (the field effect) and is not removable.
  • Interdependence: Slots 1&2, 3&4, 5&6 are linked. If a pokemon from a linked slot (slot 1) dies, so does the Pokemon in the other linked slot (slot 2).
  • Inverted Status: All status effects (with secondary effects) do the opposite of what they normally do.
  • JudgmentMons: Every Pokemon learns Judgment.
  • Leg Up: Pokemon in tiers lower than OU can have more than 4 moves. Lower tier = more slots. The extra slots can be used to use moves that are not in the Pokemon's movepool.
  • Let it evolve: Pokemon with an evolution can evolve midbattle once to that evolution.
  • Lightweights: All pokemon's base speed is recalculated using the formula new speed = 150/([weight]^1/5)
  • Max PP Revision: PP cannot be increased from the base number. AKA no PP Max/PP Up.
  • MewMons: Provided your highest stat is below 150, all your stats reach that same level.
  • Minimons: Only pokemon that are 2'00" feet or lower (0.6m) are allowed.
  • Mixmons: Highest offensive stat become both Attack and Special Attack. Highest defensive stat (not HP) becomes both Defense and Special Defense.
  • Moodymons: All Pokemon have Moody on top of their original ability.
  • Move Bridge: Pokemon can gain access to another Pokemon's ability if they have a move that the other Pokemon can learn in their moveset.
  • No NFE Tier Shift: Lower Tiered Pokemon get boosts to make them OU viabile, however, NFEs do not recieve said boosts.
  • OGmons: You can only use Gen1 Pokemon.
  • Overkill: If an attack does more damage than required to KO a pokemon, the surplus damage turns into a reward for the attacker.
  • Our Final Battle: If one of your pokemon faint, you lose.
  • Plate Expansion: Holding a Plate allows a Pokemon to learn every move of the Plate's corresponding type.
  • Pokemon Chess: Chess Based OM where role is decided based on team slot. There are prerequisites to qualify for a role and each role gets new toys. Player loses if Pokemon in King slot dies.
  • Pokemon Eviolution: Holding eviolite gives base stat boosts. Boosts vary based on base stats.
  • Pokemon Shuffle Showdown: Pokemon Shuffle based metagame.
  • Praise Mimez: All pokemon gain access to Mr. Mime's movepool and abilities.
  • Primal Soul: All Pokemon can become Primal using a "Primal Orb". They get offensive/defensive base stat changes based on shininess.
  • PriorityMons: Every Pokemon gets access to Prankster and every priority move.
  • Rank Shift: Pokemon are boosted based on their position in Tiers' viability rankings.
  • Redistribution: Stats are moved around according to what slot of the team each Pokemon is in.
  • Reverse Sleep Clause: You win if all your Pokemon are asleep but lose if all your opponent's Pokemon have fainted.
  • Sabeteur-mons: You swap teams with the opponent when the battle starts.
  • Secondary Effects Rebound: Moves' secondary effects affect the user of the move.
  • Sharing is Caring: Items held Pokemon on the field are shared with the opposing Pokemon, meaning they are both affected by it (life orb on one pokemon means both lose hp when attacking.)
  • Simplemons: All Pokemon have the ability Simple alongside its regular ability.
  • Smogon Bird!: No species clause on Talonflame.
  • SNABmons: Pokemon get STAB boost on status moves that match its typing.
  • Statistical Abilities: Pokemon gain access to abilities of Pokemon with base stat totals equal to its base stat total.
  • Stat Borrow: Pokemon borrow the highest stat from another pokemon in their team and vice versa.
  • Stat Groups: Pokemon get base stat boosts based on their Experience Group.
  • Stat Reversal: Base Stats are flipped: 5 -> 50, 105->501, 30->3
  • Stat Share: There are three pairs on pokemon (Slot 1 + Slot 2, Slot 3 + Slot 4, Slot 5+ Slot 6). Each pair has their stats averaged down, and that becomes the stat spread for both pokemon.
  • Status Attack Switch: Status moves become attacks, and attacks with secondary effects become status moves.
  • Stick With It: All Stat changes and statuses stay even if the Pokemon switch out.
  • Survival Cup: Every team has one Pioneer. The way to win is by defeating the Pioneer. There is no team preview and you can't know who the pioneer is.
  • Switchmons: Every three turns, you are forced to switch out.
  • Take Half: Take half of one stat and add it too another based on Nature.
  • Team Stats: Pokemon in slots 1&2, 3&4, and 5&6 can swap their stats with each other, provided that at least one pokemon in each swappable position is shiny.
  • The Classroom: Little Cup based metagame where your Pokémon are grouped into 5 possible classes based on their highest base stat (disregarding HP): Warrior (Attack), Knight (Defence), Mage (Special Attack), Cleric (Special Defence) and Thief (Speed).
  • The Wobuffet meta: Pokemon have 6 moveslots: 4 moves you pick in the teambuilder + Mirror Coat and Counter.
  • Tiermons: Teams must have one Pokemon from every tier.
  • Time Gears On: You can reset the last 5 turns one time.
  • Trickle Down Stats: Pokemon's stats are passed to the Pokemon below it alphabetically in the Pokedex.
  • Turbo Items: Item effects are doubled.
  • Turns: At the end of ten turns, the one with the most alive Pokemon wins.
  • Typeless Battles: All types are replaced to become Normal type.
  • Type Mix: Dual typed pokes only has weaknesses of secondary typing but resistances and immunities of primary typing.
  • Type Trinity: Pokemon in slots 1-3 must form a type triangle (like Fire Water Grass) and the primary types of the Pokemon from slots 1-3 are added to slots 4-6 in this order: 1->4, 2->5, 3->6.
  • Unawaremons: Every Pokemon gets Unaware on top of its regular ability.
  • Underdogs: Pokemon with base stats below a certain threshold gain unique buffs to compensate.
  • Utility Belt: Pokémon may hold extra items which will be placed in their moveslots. Any moveslots occupied by items will not be able to have a move in them.
  • Weather or not!: Weather related items give the holder the power to summon said weather.


Submissions Guidelines:
The guidelines for OM Submissions, as well as the guide on how to create an OP for a metagame can be found here and here.

How do you know if your metagame is ready to be submitted?
There's no real rules that dictate when your metagame idea is ready for OM Submissions, but it's recommended that you get feedback from the community first and have a strong idea of what direction you want to take your meta, as far as banlists, co-leader, and premise go. Additionally, a strong tell that your metagame is ready for submissions is if one of our moderators (In The Hills, Isaiah, Ransei, UT, drampa's grandpa, Kris) or other submission readers (Eli, iapt, Instruct, berry) like your post, it generally means your metagame has piqued our interest (feedback we give should be given highest priority as well.)

Make sure that you yourself fulfill the requirements to submit a metagame, and keep in mind that a user with more OM experience is likely to be taken more seriously in submissions.
 
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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

cannonball
is a Community Contributoris a Community Leader Alumnus
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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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.
 

in the hills

spreading confusion
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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
 

AquaticPanic

Intentional Femboy Penguin
is a Community Leaderis a Community Contributor
Community Leader
(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
 

anaconja

long day at job
is a Community Contributoris a Tiering Contributor
(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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AquaticPanic

Intentional Femboy Penguin
is a Community Leaderis a Community Contributor
Community Leader
not many mons actually get STAB from adjacent types
The moves change type too tho. You'd have for an example Liquidation turn into Bug type, so every mon still has a shot at getting stabs (as well as their coverage now being entirely shifted)
 
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.
 
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drampa's grandpa

cannonball
is a Community Contributoris a Community Leader Alumnus
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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