Project Metagame Workshop

This just sounds like cross evolution but with extra steps
I was gonna say that it sounds more like LC Frantic Fusions or something. I am wondering if it's even possible for there to be a new original idea for OMs that isn't similar to other OMs and follows the guidelines and isn't also just so vanilla.
 
Bring Your Kid to Work

Metagame Premise: In this metagame, you can bring first stage Pokemon (child) who will be linked to any Pokemon (parent) that gives them stat increases and potentially other buffs.

Potential Bans and Threats:

:Scyther: :Dunsparce: :Girafarig: :Sneasel: :Sneasel-Hisui:
The most obvious potential bans. With all these Pokemon having absurd stats compared to their fellow LC Pokemon it’s a no brainer.

:meditite: :Flittle: :gastly: :girafarig: :misdreavus: :murkrow: :rufflet:
Rest of the LC ban list, but unlike the previously mentioned Pokemon, who comparitively are Arceus and Primal Groundon of Ubers, these guys are more on the powerlevel of Urshifu and Pheromosa. So with the Metagame changes you could definitely see some of them be fine in the meta but we’ll have to see.

:hoopa-unbound: :slaking: :zamazenta: :dragapult:
Some examples of Pokemon where sheer stats alone make them powerful parent Pokemon. All but Slaking here is also decently usable at worst too.

Questions for the Community:
1. How much should a Parent’s stat boost give to first stage Pokemon? Ideally the boost should make LC Pokemon just slightly better in BST than most middle of the road OU Pokemon.
2. Should and what other buffs should the LC Pokemon get? Like movepool buffs and access to new abilities are pretty obvious but I don’t want to go overkill.
3. What other ideas do you have in mind that match the idea and would make the metagame stand out more?
This either swings too close to frantic fusions inheritance etc as another "socket a mon onto another mon for buffs" OM or too close 300 cup as a "you know Little cup really should have mega ray in it to keep meinfoo in check" OM. I like the idea of "bring your parent to work day" and using stage 1 mons but i don't think this implementation is very interesting.
 
I was gonna say that it sounds more like LC Frantic Fusions or something. I am wondering if it's even possible for there to be a new original idea for OMs that isn't similar to other OMs and follows the guidelines and isn't also just so vanilla.
Funny enough, CE is much like FF; Frantic is like Fully Evolved (FE) mons evolving with other FE mons (without moveset additions and less of a boost to stats). FF LC would very much so be a CE metagame.
 
I have 2 simple ones, and one complicated one:
Moodymon: Stat-Raising and Lowering moves are banned, but all Pokémon have Moody along with another of their abilities
Batonmon: Every turn you baton pass into another Pokémon, but volatile status conditions last for 4 turns. You cannot switch.
Burdenmon: You have all your moves, abilities, EVs, and items shared among your Pokémon. This means that Pokémon can have up to 19 moves, 6 abilities, 6 items, and 252 EVs in each stat, but for each extra move/ability/item/EV you have, you take extra damage per turn

All of these are just ideas, please give feedback
 
I have 2 simple ones, and one complicated one:
Moodymon: Stat-Raising and Lowering moves are banned, but all Pokémon have Moody along with another of their abilities
Batonmon: Every turn you baton pass into another Pokémon, but volatile status conditions last for 4 turns. You cannot switch.
Burdenmon: You have all your moves, abilities, EVs, and items shared among your Pokémon. This means that Pokémon can have up to 19 moves, 6 abilities, 6 items, and 252 EVs in each stat, but for each extra move/ability/item/EV you have, you take extra damage per turn

All of these are just ideas, please give feedback

Try making these with the format found on the first post
 
I have 2 simple ones, and one complicated one:
Moodymon: Stat-Raising and Lowering moves are banned, but all Pokémon have Moody along with another of their abilities
Batonmon: Every turn you baton pass into another Pokémon, but volatile status conditions last for 4 turns. You cannot switch.
Burdenmon: You have all your moves, abilities, EVs, and items shared among your Pokémon. This means that Pokémon can have up to 19 moves, 6 abilities, 6 items, and 252 EVs in each stat, but for each extra move/ability/item/EV you have, you take extra damage per turn

All of these are just ideas, please give feedback
Moodymon: this sounds just boring and uncompetitive. Everything is just sub/protect leftovers stall and taunt. Likely a lot of pp stalling. Falls under "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." from the rejected submissions list.
Batonmons: It falls under "Ew who switches: Switching is not allowed or hindered in some way." Even if you added the ability to manually switch, it's just VoltTurn Mayhem with extra steps.
Burdenmons: Any OMs that add extra moveslots usually get denied, as any extra moveslots become less and less valuable as you add more. There's also a banned item clause just like you listed. Also, you have to clarify what "extra damage per turn".
 
Moodymon: this sounds just boring and uncompetitive. Everything is just sub/protect leftovers stall and taunt. Likely a lot of pp stalling. Falls under "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." from the rejected submissions list.
Batonmons: It falls under "Ew who switches: Switching is not allowed or hindered in some way." Even if you added the ability to manually switch, it's just VoltTurn Mayhem with extra steps.
Burdenmons: Any OMs that add extra moveslots usually get denied, as any extra moveslots become less and less valuable as you add more. There's also a banned item clause just like you listed. Also, you have to clarify what "extra damage per turn".
For every extra moveslot you 1. Take 5% more damage per turn 2. One of your other Pokémon has 1 less moveslot
the moves lots are not extra, they are shared amongst your Pokémon. Not 24 moves, you can alot up to 24 moves among all of your Pokémon. Abilities are 7.5 percent per extra and Items are also 7.5 percent per extra Damage per turn. You can get more stuff, but take damage per turn, and other Pokémon dont get those things
 
Slaking of the Hill
:slaking:
Metagame premise:
Try to keep your Pokemon alive and on the field for as long as you can! A mysterious energy damages Pokemon at the end of the turn for 10% of their max HP. The name of the game is longevity: have your Pokemon maintain a streak of being on the field the longest.

Switching will end the streak and moves like Roar that forces the opponent out are banned by default.

Potential bans and threats:
Bans:
Roar, Whirlwind, Dragon Tail, Circle Throw, Red Card

Threats:
Garganacl
Corviknight
Haze (High PP + Stat Reset)
Big Root

Questions for the community:
The metagame does encourage a more defensive strategy, but how could you effectively combat stall in a metagame like this? Regenerator isn't nearly as useful for winning, but moved like Ingrain might be more common?
 
For every extra moveslot you 1. Take 5% more damage per turn 2. One of your other Pokémon has 1 less moveslot
the moves lots are not extra, they are shared amongst your Pokémon. Not 24 moves, you can alot up to 24 moves among all of your Pokémon. Abilities are 7.5 percent per extra and Items are also 7.5 percent per extra Damage per turn. you can get more moves and items a
Slaking of the Hill
:slaking:
Metagame premise:
Try to keep your Pokemon alive and on the field for as long as you can! A mysterious energy damages Pokemon at the end of the turn for 10% of their max HP. The name of the game is longevity: have your Pokemon maintain a streak of being on the field the longest.

Switching will end the streak and moves like Roar that forces the opponent out are banned by default.

Potential bans and threats:
Bans:
Roar, Whirlwind, Dragon Tail, Circle Throw, Red Card

Threats:
Garganacl
Corviknight
Haze (High PP + Stat Reset)
Big Root

Questions for the community:
The metagame does encourage a more defensive strategy, but how could you effectively combat stall in a metagame like this? Regenerator isn't nearly as useful for winning, but moved like Ingrain might be more common?
I see your meta game and raise you a Toxic Protect Toxic Orb Crabhammer Earthquake Gliscor
 
Try to keep your Pokemon alive and on the field for as long as you can! A mysterious energy damages Pokemon at the end of the turn for 10% of their max HP. The name of the game is longevity: have your Pokemon maintain a streak of being on the field the longest.
What's the end game / wincon here? Have a pokemon with the longest streak of being on the field? What ends the game?
 
I added a few things in bans and watchlist of my previous OM called Brawl Business (page 29). Do you think it's even worth mentionning Increased/Decreased Viabilities in it ?
 
What's the end game / wincon here? Have a pokemon with the longest streak of being on the field? What ends the game?
When all 6 Pokemon die, the winner is the player who had any pokemon live on the field for the longest amount of turns. The game ends when any 1 person runs out of Pokemon to use; even if they had the longest streak and thus they win the match
 
When all 6 Pokemon die, the winner is the player who had any pokemon live on the field for the longest amount of turns. The game ends when any 1 person runs out of Pokemon to use; even if they had the longest streak and thus they win the match
That does sound like it would favor stall tactics too much to become popular, while you could try to balance it in a way to prevent this, it being part of the premise would be a giant red flag for a lot of people making it quite difficult to work as a ladder.
Tired of only getting 20 View attachment 549336 from swimmers' butt hole, while making your journey in this huge world ? Well, here and now you can easily fill your pikawallet and show your economic skills, introducing :

Brawl Business

Metagame Premise :
6v6 Single Battle. All offensive moves have Pay Day effect added to theirs, and the one who gathers the most View attachment 549336 at the end wins.

Features :

1) The Pay Day effect happens for each hit, but doesn't work with clones.
2) Both players keep their money, even if one of them has all its Pokémon fainted ;
3) Doom desire and Future Sight don't make View attachment 549336.

Clauses :

Endless Battle Clause ;
Evasion Clause ;
Pokédollar Clause :
both players View attachment 549336 amount is shown on screen ;
Sleep Clause : limit to one foe put to sleep.

Unban :

Moves :
OHKO moves, Last Respects.

Bans :

Abilities
: Arena Trap, Moody, Sand Veil, Shadow Tag, Snow Cloack, Speed Boost ;
Items : Amulet Coin, Loaded Dice, Luck Incense ;
Pokémons : Arceus (all forms), Calyrex-Ice, Calyrex-Shadow, Chi-Yu, Chien-Pao, Dialga (both forms), Dragapult, Ethernatus, Flutter Mane, Giratina (both forms), Groudon, Hoopa-Unbound, Iron Bundle, Koraidon, Kyogre, Landorus, Magearna (both forms), Mewtwo, Miraidon, Palafin (both forms), Palkia (both forms), Rayquaza, Spectrier, Urshifu, Urshifu-Rapid-Strike, Volcarona, Zacian (both forms), Zamazenta (both forms).
Moves : Revival Blessing, Shed Tail.

Watchlist :

Item :
King's Rock ;
Moves : Beat Up, Fake Out, Happy Hour, Population Bomb ;
Pokémons : Cloyster, Dragapult.

Q&A :

Q1 :
What happens when both players have max View attachment 549336 (99 999 View attachment 549336) ?
A2 : The win is determined the classic way.

Q1 : What happens when both players have same View attachment 549336 amount and have all their pokémons fainted ?
A2 : Same as Q1 (as a reminder, recoil damages aren't decisive when it comes to using suicide moves).

Q3 : Would Pay Day double View attachment 549336 amount ?
A3+N : No, the Pay Day effect won't stack up so it would work as usual. Note : Same goes for Make It Rain.
A big problem with this concept, is that it doesn't change the way the game will play, you don't really need to change much from a standard offensive team for this to work, after all, you only need to attack and take down the opposite mons to win.
 
A big problem with this concept, is that it doesn't change the way the game will play, you don't really need to change much from a standard offensive team for this to work, after all, you only need to attack and take down the opposite mons to win.
Well, if that can be proved, I can't do anything to make it worthwile. Sure, taking down the opponent's team would suffice if we work on the assumption that each side hits land every turns and you deliver the finishing blow. But in practise, Pokémons have so many occasions to miss attacks, or to suffer from paralysis, flinch, sleep... so even if you have the lead, you can lose to a team of Pokémons that spam multi-hit moves and still faint first.
 
CURSE OF RA


Sandstorm is always up All Pokemon get their choice of a weather-activated ability as an extra ability
All Weather Abilities are activated by Sandstorm. No More 50% Spdef Boost for Rocks
Only Ground, Rock, and Steel Pokémon. Tera Types are Steel, Rock, and Ground.
Ground is no longer super effective against Rock, it is the other way around to create a type triangle


yeah funny shit
 
CURSE OF RA


Sandstorm is always up All Pokemon get their choice of a weather-activated ability as an extra ability
All Weather Abilities are activated by Sandstorm. No More 50% Spdef Boost for Rocks
Only Ground, Rock, and Steel Pokémon. Tera Types are Steel, Rock, and Ground.
Ground is no longer super effective against Rock, it is the other way around to create a type triangle


yeah funny shit
  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.
Will delete your post next time, try to put more effort into them, and check the first post in this thread to learn our guidelines.
 
Slaking of the Hill
:slaking:
Metagame premise:
Try to keep your Pokemon alive and on the field for as long as you can! A mysterious energy damages Pokemon at the end of the turn for 10% of their max HP. The name of the game is longevity: have your Pokemon maintain a streak of being on the field the longest.

Switching will end the streak and moves like Roar that forces the opponent out are banned by default.

Potential bans and threats:
Bans:
Roar, Whirlwind, Dragon Tail, Circle Throw, Red Card

Threats:
Garganacl
Corviknight
Haze (High PP + Stat Reset)
Big Root

Questions for the community:
The metagame does encourage a more defensive strategy, but how could you effectively combat stall in a metagame like this? Regenerator isn't nearly as useful for winning, but moved like Ingrain might be more common?
Recover + Leppa Berry + Recycle
 
Been playing monotype a little more often than usual and got an idea :woo:

:Great Tusk: :Iron Valiant: Telephone :Scream Tail: :Iron Leaves:

Premise: Depending on the Pokemon in the party slot before them (excluding the first slot obvi), that Pokemon will have to match at least one of their types.

Example: If I have Corviknight :Corviknight: in the first slot, then my second slot can be either be part steel or part flying like empoleon :empoleon:, but then my third pokemon could be either water or steel like Azumarill :azumarill:, etc.

Increased Viability:
  • Pokemon with decent/unique type combos that lead into more synergizing team typings
  • Pokemon with a role that most of it's type don't have
  • Pokemon that may not have the best type but can lead into a better type
Decreased Viability:
  • Monotype Pokemon that lead to less type variety
  • Pokemon that have not very desirable typings

Bans:
  • :Eevee: Baton Pass
  • :Dugtrio: Arena Trap
  • :Gothitelle: Shadow Tag
  • :Scovillain: Moody
  • :Houndstone: Last Respects
  • :Cyclizar: Cyclizar
  • Ubers (Excluding Volcarona and Espathra)
  • Terastal Clause

Watchlist:
  • :Orthworm: Shed Tail (I'll give it a chance but keep and eye on it)
  • :Booster Energy: Booster Energy
  • :Heat Rock: Heat Rock
  • :Damp Rock: Damp Rock
Q/A:
  • Q: How is this different from monotype? A: It is different from monotype for the fact that it gives you more options when team building whilst also challenging your teambuilding skills a bit more.
  • Q: What's stopping me from just using monotype team? A: Nothing really, if you think a monotype team would do good then go ahead and use one.
  • Q: How do form changes affect the typings available? A: I would want it to be where the next mon just has to be similar to one of the form changes types, like having a rotom-heat with ogerpon base in the next slot.
 
Been playing monotype a little more often than usual and got an idea :woo:

:Great Tusk: :Iron Valiant: Telephone :Scream Tail: :Iron Leaves:

Premise: Depending on the Pokemon in the party slot before them (excluding the first slot obvi), that Pokemon will have to match at least one of their types.

Example: If I have Corviknight :Corviknight: in the first slot, then my second slot can be either be part steel or part flying like empoleon :empoleon:, but then my third pokemon could be either water or steel like Azumarill :azumarill:, etc.

Increased Viability:
  • Pokemon with decent/unique type combos that lead into more synergizing team typings
  • Pokemon with a role that most of it's type don't have
  • Pokemon that may not have the best type but can lead into a better type
Decreased Viability:
  • Monotype Pokemon that lead to less type variety
  • Pokemon that have not very desirable typings

Bans:
  • :Eevee: Baton Pass
  • :Dugtrio: Arena Trap
  • :Gothitelle: Shadow Tag
  • :Scovillain: Moody
  • :Houndstone: Last Respects
  • :Cyclizar: Cyclizar
  • Ubers (Excluding Volcarona and Espathra)
  • Terastal Clause

Watchlist:
  • :Orthworm: Shed Tail (I'll give it a chance but keep and eye on it)
  • :Booster Energy: Booster Energy
  • :Heat Rock: Heat Rock
  • :Damp Rock: Damp Rock
Q/A:
  • Q: How is this different from monotype? A: It is different from monotype for the fact that it gives you more options when team building whilst also challenging your teambuilding skills a bit more.
  • Q: What's stopping me from just using monotype team? A: Nothing really, if you think a monotype team would do good then go ahead and use one.
  • Q: How do form changes affect the typings available? A: I would want it to be where the next mon just has to be similar to one of the form changes types, like having a rotom-heat with ogerpon base in the next slot.
If we look at the OU Teams of the Week, you'd be shocked how close some of them get to being valid Telephone teams:
  • Week 33: Only Maushold needs to be ejected from the Rain team, as it otherwise can chain Manaphy-Crawdaunt-Barraskewda-Pelipper-Zapdos; the Ogerpon-W team can chain Dragapult-Walking Wake-Ogerpon-W and Maushold-Ursaluna-BM
  • Week 32: All 3 teams can chain 3 Pokemon (Cinderace-Ogerpon-H-Amoonguss, Rabsca-Hatterene-Iron Valiant, and Clodsire-Great Tusk-Ting-Lu, respectively)
  • Week 31: Samurott-H team can chain Dragapult-Walking Wake-Samurott-H; Lycanroc-Dusk team can chain Dragapult-Roaring Moon-Kingambit and Azumarill-Enamorus
  • Week 29: First team can chain Dragapult-Gholdengo-Scizor and Rotom-W-Samurott-H
 
Been playing monotype a little more often than usual and got an idea :woo:

:Great Tusk: :Iron Valiant: Telephone :Scream Tail: :Iron Leaves:

Premise: Depending on the Pokemon in the party slot before them (excluding the first slot obvi), that Pokemon will have to match at least one of their types.

Example: If I have Corviknight :Corviknight: in the first slot, then my second slot can be either be part steel or part flying like empoleon :empoleon:, but then my third pokemon could be either water or steel like Azumarill :azumarill:, etc.

Increased Viability:
  • Pokemon with decent/unique type combos that lead into more synergizing team typings
  • Pokemon with a role that most of it's type don't have
  • Pokemon that may not have the best type but can lead into a better type
Decreased Viability:
  • Monotype Pokemon that lead to less type variety
  • Pokemon that have not very desirable typings

Bans:
  • :Eevee: Baton Pass
  • :Dugtrio: Arena Trap
  • :Gothitelle: Shadow Tag
  • :Scovillain: Moody
  • :Houndstone: Last Respects
  • :Cyclizar: Cyclizar
  • Ubers (Excluding Volcarona and Espathra)
  • Terastal Clause

Watchlist:
  • :Orthworm: Shed Tail (I'll give it a chance but keep and eye on it)
  • :Booster Energy: Booster Energy
  • :Heat Rock: Heat Rock
  • :Damp Rock: Damp Rock
Q/A:
  • Q: How is this different from monotype? A: It is different from monotype for the fact that it gives you more options when team building whilst also challenging your teambuilding skills a bit more.
  • Q: What's stopping me from just using monotype team? A: Nothing really, if you think a monotype team would do good then go ahead and use one.
  • Q: How do form changes affect the typings available? A: I would want it to be where the next mon just has to be similar to one of the form changes types, like having a rotom-heat with ogerpon base in the next slot.

Not really seeing much of a difference between regular metagames like OU. It's just slightly more restrictive- and much less so than Monotype already was. All this metagame seems like is just an artistic way to team-build and nothing more.
 
I have a wonderful idea. I think it's very fun as a metagame personally >:)

:sv/drifloon: Contractmons :sv/drifloon:

The premise is simple: you can use all of your pokemon in a normal battle that you want. However, at the end of every turn, you lose a set amount of HP based on the Base Stat Total of your pokemon. The higher the stats, the more HP you take!

Base Stat Formula
:blipbug: 1 - 369 :litleo: = 0%
:duosion: 370 - 453 :noctowl: = 1/16%
:araquanid: 454 - 549 :togekiss: = 1/8%
:ogerpon: 550 - 679 :slaking: = 1/4%
:hoopa-unbound: 680+ = 1/2%


Banlist
:calyrex-shadow: Calyrex-Shadow
:arceus: Arceus (all forms)
:calyrex-ice: Calyrex-Ice
:chien-pao: Chien-Pao
:chi-yu: Chi-Yu
:darkrai: Darkrai
:dialga: :dialga-origin: Dialga
:eternatus: Eternatus
:flutter mane: Flutter Mane
:giratina: :giratina-origin: Giratina
:groudon: Groudon
:iron bundle: Iron Bundle
:koraidon: Koraidon
:kyogre: Kyogre
:magearna: Magearna
:mewtwo: Mewtwo
:miraidon: Miraidon
:palkia: :palkia-origin: Palkia
:rayquaza: Rayquaza
:regieleki: Regieleki
:spectrier: Spectrier
:shaymin-sky: Shaymin-Sky
:urshifu: :urshifu-rapid-strike: Urshifu
:zacian: :zacian-crowned: Zacian
-----------------------------------------------------------------------------------
:ninjask: Baton Pass
:cyclizar: Shed Tail
:houndstone: Last Respects
-----------------------------------------------------------------------------------
:kings rock: King's Rock
:razor fang: Razor Fang
:leftovers: Leftovers
:bright powder: Bright Powder
-----------------------------------------------------------------------------------
:gothitelle: Shadow Tag
:dugtrio: Arena Trap
:glalie: Moody
:cacturne: Sand Veil
:froslass: Snow Cloak


Watchlist
:dragonite: Dragonite
:volcarona: Volcarona
:espathra: Espathra
:ogerpon-hearthflame: Ogerpon-Hearthflame
:landorus: Landorus
:palafin: Palafin
- Trapping moves (Sand Tomb, Whirlpool, Fire Spin, etc)
- Regenerator
- Healing moves (Rest, Wish, Recover, etc)
- Terastallization


Questions & Answers
Q: Do any abilities interact with this damage tick? A: No. The only way to negate the damage is by switching, but even so, the switch-in will still take damage at the end of the turn.

Q: How much is the damage tick? A: Everything is rounded down. So if you were to have an HP stat of 374 and a BST of 560, you would be taking 93 HP of damage every turn instead of 93.5.

Q: What happens if it's 2 pokemon remaining and they both die to the tick damage? A: Maybe make it a speed tie thing? Or a draw. I'm not sure how that scenario would play out, but maybe make it a speed thing of that's the case.

Q: Why is the tick damage so specific? A: Well I tried to sort it by first evolution, second evolution, the fully evolved 2 stages, the third evolutions, the legendaries and pseudo legends, and then the high base stat pokemon.

Q: How do stat changes effect the damage taken? A: Uuum... I didn't think about all that. The goal is for the damage taken to be based on the original Base Stat Total, and have all these stat changes by wany of boosting or decreasing not affect the pokemon in battle.


Let me know what you guys think of Contractmons.
 
I have a wonderful idea. I think it's very fun as a metagame personally >:)

:sv/drifloon: Contractmons :sv/drifloon:

The premise is simple: you can use all of your pokemon in a normal battle that you want. However, at the end of every turn, you lose a set amount of HP based on the Base Stat Total of your pokemon. The higher the stats, the more HP you take!

Base Stat Formula
:blipbug: 1 - 369 :litleo: = 0%
:duosion: 370 - 453 :noctowl: = 1/16%
:araquanid: 454 - 549 :togekiss: = 1/8%
:ogerpon: 550 - 679 :slaking: = 1/4%
:hoopa-unbound: 680+ = 1/2%


Banlist
:calyrex-shadow: Calyrex-Shadow
:arceus: Arceus (all forms)
:calyrex-ice: Calyrex-Ice
:chien-pao: Chien-Pao
:chi-yu: Chi-Yu
:darkrai: Darkrai
:dialga: :dialga-origin: Dialga
:eternatus: Eternatus
:flutter mane: Flutter Mane
:giratina: :giratina-origin: Giratina
:groudon: Groudon
:iron bundle: Iron Bundle
:koraidon: Koraidon
:kyogre: Kyogre
:magearna: Magearna
:mewtwo: Mewtwo
:miraidon: Miraidon
:palkia: :palkia-origin: Palkia
:rayquaza: Rayquaza
:regieleki: Regieleki
:spectrier: Spectrier
:shaymin-sky: Shaymin-Sky
:urshifu: :urshifu-rapid-strike: Urshifu
:zacian: :zacian-crowned: Zacian
-----------------------------------------------------------------------------------
:ninjask: Baton Pass
:cyclizar: Shed Tail
:houndstone: Last Respects
-----------------------------------------------------------------------------------
:kings rock: King's Rock
:razor fang: Razor Fang
:leftovers: Leftovers
:bright powder: Bright Powder
-----------------------------------------------------------------------------------
:gothitelle: Shadow Tag
:dugtrio: Arena Trap
:glalie: Moody
:cacturne: Sand Veil
:froslass: Snow Cloak


Watchlist
:dragonite: Dragonite
:volcarona: Volcarona
:espathra: Espathra
:ogerpon-hearthflame: Ogerpon-Hearthflame
:landorus: Landorus
:palafin: Palafin
- Trapping moves (Sand Tomb, Whirlpool, Fire Spin, etc)
- Regenerator
- Healing moves (Rest, Wish, Recover, etc)
- Terastallization


Questions & Answers
Q: Do any abilities interact with this damage tick? A: No. The only way to negate the damage is by switching, but even so, the switch-in will still take damage at the end of the turn.

Q: How much is the damage tick? A: Everything is rounded down. So if you were to have an HP stat of 374 and a BST of 560, you would be taking 93 HP of damage every turn instead of 93.5.

Q: What happens if it's 2 pokemon remaining and they both die to the tick damage? A: Maybe make it a speed tie thing? Or a draw. I'm not sure how that scenario would play out, but maybe make it a speed thing of that's the case.

Q: Why is the tick damage so specific? A: Well I tried to sort it by first evolution, second evolution, the fully evolved 2 stages, the third evolutions, the legendaries and pseudo legends, and then the high base stat pokemon.

Q: How do stat changes effect the damage taken? A: Uuum... I didn't think about all that. The goal is for the damage taken to be based on the original Base Stat Total, and have all these stat changes by wany of boosting or decreasing not affect the pokemon in battle.


Let me know what you guys think of Contractmons.
I SEE YOUR METAGAME AND RAISE YOU POISON HEAL GLISCOR
 
I have a wonderful idea. I think it's very fun as a metagame personally >:)

:sv/drifloon: Contractmons :sv/drifloon:

The premise is simple: you can use all of your pokemon in a normal battle that you want. However, at the end of every turn, you lose a set amount of HP based on the Base Stat Total of your pokemon. The higher the stats, the more HP you take!

Base Stat Formula
:blipbug: 1 - 369 :litleo: = 0%
:duosion: 370 - 453 :noctowl: = 1/16%
:araquanid: 454 - 549 :togekiss: = 1/8%
:ogerpon: 550 - 679 :slaking: = 1/4%
:hoopa-unbound: 680+ = 1/2%


Banlist
:calyrex-shadow: Calyrex-Shadow
:arceus: Arceus (all forms)
:calyrex-ice: Calyrex-Ice
:chien-pao: Chien-Pao
:chi-yu: Chi-Yu
:darkrai: Darkrai
:dialga: :dialga-origin: Dialga
:eternatus: Eternatus
:flutter mane: Flutter Mane
:giratina: :giratina-origin: Giratina
:groudon: Groudon
:iron bundle: Iron Bundle
:koraidon: Koraidon
:kyogre: Kyogre
:magearna: Magearna
:mewtwo: Mewtwo
:miraidon: Miraidon
:palkia: :palkia-origin: Palkia
:rayquaza: Rayquaza
:regieleki: Regieleki
:spectrier: Spectrier
:shaymin-sky: Shaymin-Sky
:urshifu: :urshifu-rapid-strike: Urshifu
:zacian: :zacian-crowned: Zacian
-----------------------------------------------------------------------------------
:ninjask: Baton Pass
:cyclizar: Shed Tail
:houndstone: Last Respects
-----------------------------------------------------------------------------------
:kings rock: King's Rock
:razor fang: Razor Fang
:leftovers: Leftovers
:bright powder: Bright Powder
-----------------------------------------------------------------------------------
:gothitelle: Shadow Tag
:dugtrio: Arena Trap
:glalie: Moody
:cacturne: Sand Veil
:froslass: Snow Cloak


Watchlist
:dragonite: Dragonite
:volcarona: Volcarona
:espathra: Espathra
:ogerpon-hearthflame: Ogerpon-Hearthflame
:landorus: Landorus
:palafin: Palafin
- Trapping moves (Sand Tomb, Whirlpool, Fire Spin, etc)
- Regenerator
- Healing moves (Rest, Wish, Recover, etc)
- Terastallization


Questions & Answers
Q: Do any abilities interact with this damage tick? A: No. The only way to negate the damage is by switching, but even so, the switch-in will still take damage at the end of the turn.

Q: How much is the damage tick? A: Everything is rounded down. So if you were to have an HP stat of 374 and a BST of 560, you would be taking 93 HP of damage every turn instead of 93.5.

Q: What happens if it's 2 pokemon remaining and they both die to the tick damage? A: Maybe make it a speed tie thing? Or a draw. I'm not sure how that scenario would play out, but maybe make it a speed thing of that's the case.

Q: Why is the tick damage so specific? A: Well I tried to sort it by first evolution, second evolution, the fully evolved 2 stages, the third evolutions, the legendaries and pseudo legends, and then the high base stat pokemon.

Q: How do stat changes effect the damage taken? A: Uuum... I didn't think about all that. The goal is for the damage taken to be based on the original Base Stat Total, and have all these stat changes by wany of boosting or decreasing not affect the pokemon in battle.


Let me know what you guys think of Contractmons.
I like the concept, but I think either you made a mistake when writing your metagame (1/4% of 680BP = 1,7 HP lost ?) or you forgot to mention something in the damage calculation. On another note, I find it a little cruel, it's like having constant residual effects ; that would mean that you can't safely switch in a Pokémon if Stealth Rocks and full Spikes are set on your side.
 
I like the concept, but I think either you made a mistake when writing your metagame (1/4% of 680BP = 1,7 HP lost ?) or you forgot to mention something in the damage calculation.
Glad you like the idea.

But if you do math, then the amount of HP your pokemon has divided by the chip damage from that stat range gets you your answer. Let's look at Baxcalibur as an example.

Let's assume you run 4 HP, Level 100. That stat is effectively an HP stat of 372. 372/4 = 93. So Baxcalibur is taking 93 HP of damage every turn.

With this same example, say you don't run HP EVs. You have an HP stat of 371. 371/4 = 92.75 -- so a 0 HP invested Baxcalibur in this meta would take 92 HP of damage every turn.

Now let's do the same for Hoopa Unbound. 0 HP Hoopa-Unbound has an HP stat of 301. 301/2 = 150.5 -- so Hoopa Unbound would take 150 HP of damage every turn. It's a bit confusing but once you understand it, it's fairly simple.

On another note, I find it a little cruel, it's like having constant residual effects ; that would mean that you can't safely switch in a Pokémon if Stealth Rocks and full Spikes are set on your side.
Yea that's true. The chip damage things might need to be limited in some way, as well as a hazard limit to like maybe only rocks or 1 layer of spikes. This is an OM idea, after all. But if it were mainstream then these things would be accounted for.
 
No-Evo Cup
Metagame premise: Only Pokémon that are able to breed but aren’t part of an evolutionary line are allowed. OU claises applies otherwise.
:tauros::tauros-paldea::tauros-paldea-blaze::tauros-palde-aqua::ditto::qwilfish::delibird::sableye::volbeat::illumise::torkoal::zangoose::seviper::tropius::luvdisc::pachirisu::spiritomb::rotom: (+ forms):manaphy:*:phione:*:basculin::basculin-blue-striped::alomomola::cryogonal::dedenne::carbink::oricorio:(+ forms):oranguru::passimian::komala::mimikyu::bruxish::cramorant::falinks::pincurchin::stonjourner::eiscue::indeedee:(+ female):morpeko::squawkabilly:(+ forms):klawf::bombirdier::cyclizar::orthworm::flamigo::veluza::dondozo::tatsugiri:

* The reason why Manaphy and Phione are allowed is because of being able to Breed with a Dittom unlike most Legendary, Mythical and Paradox Pokémon.
Due to the overall lower power level as seen with most of these Pokémon’s relative low viability, many of these Pokémon may benefit of not having to deal with OU threats or those within their own tiers.

Potential bans and threats:
:dondozo: Already OU viable to this day, Dondozo is unlikely to stay in the metagame for long because of enormous bulk by non-evolving Pokémon standards. Most likely quickbanned.
:manaphy: Another OU viable pure-Water-type, this time with great stats all-around and access to Tail Glow. Most likely quickbanned.
:torkoal: Although OU viable, there is only itself and Tropius that can benefit it’s Sun effects, though do expect Sun teams to be prevalant. May be on the watchlist, but nothing too pressing.
:zangoose: With access to Toxic Boost, Zangoose would be a potent wallbreaker with good speed by non-evolving Pokémon atandards.
:cyclizar: Even with Shed Tail banned, Cyclizar will remain viable with 121 base Speed and 95 Attack, as well as a variety of coverage moves.
:orthworm: Thanks to a lower power level, Orthworm is able to make use of it’s bulk with more efficiency.
:ditto: It does what it do the best: Impostor for revenge-killing, and even counter-sweeping.
Questions for the community:
  • Are there other non-evolving Pokémon that could be potentially viable in this Cup?
  • What set level would suit best? Level 100? Level 5? Or even level 50?
  • Should Heat Rock be banned to see if Torkoal be a more menagable threat without Heat Rock?
 
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