Project Metagame Workshop

Hi I was working on my OM concept “Second Wind” and thought that I could use some help.

The concept basically involves giving Pokémon a multiplier of their damage based on their HP:

Less than 50% HP: +1.3x damage
Less than 25% HP: +1.5x damage

The multiplier can be used only for attacking moves. The basic format I had in mind for this concept was Gen 9 OU.

Here is what I have been thinking:

Is it a good concept to use?

I think it's pretty simple yet interesting ! Maybe defenses could be boosted while you're still at full, to make proccing the second wind power boost easier ?
 
Hiusi Guy said: (Source: #2241, https://www.smogon.com/forums/threads/metagame-workshop.3709907/post-10973289)

When asked about Haze and Explosion, that would suggest surf would be single target.

Also your response just reminded me Choice Scarf Iron Head Jirachi is at least a consideration here.

Other concerns include:

Belly Drum + Extreme Speed, Sure it only starts on turn 2 and Extreme Speed is single target, but what are you supposed to do against +6 Extreme Speed? Especially if an ally has Ally Switch.

Spread Entrainment doing some REALLY dumb things especially since if I see this correctly, Arena Trap is legal.

If Counter/Mirror Coat becomes a spread move, it can lead to cheesy Focus Sash sets, especially if the partner has Fake Out.

Solar Beam or Solar Blade can be a spread move spammed from turn 1 with the only cost being a pokemon with Drought or a faster Sunny Day user being led. Weather Ball has a slightly higher level of power in sun or rain.

Rising Voltage is somewhat similar, but the question is Pincurchin or manually set? Also, ground types exist meaning it's not as bad.

Priority Spread Brave Bird. Actually, Priority Spread Acrobatics too.

Spread Trick sounds really dumb. IDK what it would do, but I know it would do something.

Spread Population Bomb is either terrifying or useless. I'm not sure which one.

Spread Leech Seed sounds annoying, though IDK if that would mean the same pokemon gets healed twice at the end of the turn.

Lastly, How would Strength Sap go if the user is on the right? Sounds like a massive heal for two pokemon.
Could be interesting, but sounds a bit like balancing hell with all the secondary effects that arent intended for spread moves, you cant just worry about guaranteed secondary effects, anyone with experience in doubles will tell you how annoying Rock Slide or even Muddy Water can be. Not to mention every status move being Life Dew now.
This also doesn't explain what happens with some kind of moves, are moves that affect both allies and opponents like Surf lose turn into "only opposite mons" when in the right?
I also have my doubts about how popular a doubles format can be here but it may work.
A lot late ik, mb. For mechanic questions, Trick would probably go in some pre-determined order (i.e left to right or right to left) but it would basically just be how trick works normally just doing it twice in one turn, Strength Sap would work like parabolic charge and matcha gotcha where they heal the user based on how much damage they did to each target (in this case scaling based on each foes attack stats), and yeah leech seed would heal the user twice over seeing how that is a possible situation outside of this idea just not common nor as reliable. For the balancing issues, yeah i recognize itd be very hard to balance, that’s kinda why i just went for the 100% moves at first as its a bit hard to visualize just how annoying/broken other things may be, but i currently dont have many ideas to deal with them besides going with flow and banning things as the meta develops. Lastly, i know i cant do anything about the general unpopularity of doubles oms, i just really wanted to make a new idea for one.
 
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