Project Metagame Workshop

Sheer power
Metagame premise:
all moves secondary effects are guaranteed to happen like zap cannon and inferno so like if a mon uses fire punch it’s has 100% to burn the target. If the move has half secondary effects like drain punch it’s effects will be doubled instead of being 100%.
Potential bans and threats: any freeze move would be way to op because freezing is practically just waiting to thaw out which not happening 80% of the time,any flinch Moves if your opponent is faster than you every dark pulse,water fall or zen headbutt will be fake out which is a really good moves,ancient power would boost every stat snowballing to the next level,dire claw would be unpradictable because it’s has 3 different effects that can randomly accure so you can’t safely switch a poison type,a electric type or insomnia/vital spirit to stop the effect.
Questions for the community: What would be a better name for sheer power does the name express the premise well enough? would sheer force be power crept? What moves did I miss that would be a potential threat? would the om would work better as ubers as the template or ou? how would serene grace work?
 
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Sheer power
Metagame premise:
all moves secondary effects are guaranteed to happen like zap cannon and inferno so like if a mon uses fire punch it’s has 100% to burn the target. If the move has half secondary effects like drain punch it’s effects will be doubled instead of being 100%.
Potential bans and threats: any freeze move would be way to op because freezing is practically just waiting to thaw out which not happening 80% of the time,any flinch Moves if your opponent is faster than you every dark pulse,water fall or zen headbutt will be fake out which is a really good moves,ancient power would boost every stat snowballing to the next level,dire claw would be unpradictable because it’s has 3 different effects that can randomly accure so you can’t safely switch a poison type,a electric type or insomnia/vital spirit to stop the effect.
Questions for the community: What would be a better name for sheer power does the name express the premise well enough? would sheer force be power crept? What moves did I miss that would be a potential threat? would the om would work better as ubers as the template or ou? how would serene grace would work?

Haxmons is very similar in premise that also covered abilities with effect rates such as (Stench, Poison Touch, Hustle etc) and moves with + crit

ancientpower -I'd add to banlist
 
based on the feedback, here is my last ditch attempt at an improvement (could have just made it worse)

PHANTOM FRENEMY (v2)

Premise: Singles based meta where you assign yourself a partner based on the team preview ordering you picked (1,2) (3,4) (5,6). Every first time an active pokemon clicks on a move, your inactive and (invulnerable) partner will target you off-screen on the same turn with the 1st move in their move-slot.

Clauses:
Inactive partner’s 1st move reveal clause
Sleep move clause
OHKO is banned

Move Restrictions:
  1. Top slot move is restricted from being self-targeting or having multiple targets at once
  2. Fake Out is banned
  3. Semi-invulnerable, charging moves or pivot moves are restricted from being used in first slot
How does priority work?
Your inactive partner’s move takes the priority bracket of the move and speed stat into account

Some possibly unique strats/effects:
Moves such as Skill Swap, Role Play, Trick, Speed Swap, Mimic, Pain Split, Transform, Reflect Type would presumably have "semi-permanent" effects (same as how they work in Foresighters) (i.e if the inactive partner becomes active these effects can be seen)

Other strats: Putting moves useful in doubles as 1st slot moves - Helping Hand, Dragon Cheer, Coaching, Heal Pulse, Floral Healing etc

Mon restrictions:

Ubers
Medicham maybe?

Questions for the community - Is this just nerfed doubles or too restrictive?
 
VGC Draft
(note: no so much an other metagame, more so an extension of vgc to give more advantage to dynamic teambuilding)

Premise: VGC battle with current regulation but instead of preparing a team, you and your opponent do a short draft (time TBC but something like 2 minutes per player). It will consist of ban and pick phases. After this, another short timer, 3 mins maybe, is given for the player to build it in team builder quickly before playing. It is VGC but you have to be able to teambuild as a skill AND pilot the team. More skill to general versatile players as they can tell what's important and build to a win condition. At a high level you can also target ban (eg wolfe glick is very good with incin and rilla pivot playstyle, you can ban it but will lose in another way because he is good).

Bans: N/A. Would follow the current official VGC format (eg reg G, or reg H, etc). Pokemon are banned by the players during the pick ban phase, so the bans are different for every game! (unless a player decides to choose to always ban calyrex and urshifu etc).

Threats: A threat is that player 1 or player 2 draft order is deemed unfair. Maybe first pick is too broken (it likely won't because whatever is picked gets countered) or maybe last pick is broken because it gives one single mon that can't be broken. The draft order will be the only point of changing the rules, as otherwise will follow VGC rules.

Questions for the community:
Can this be implemented into showdown? I would guess yes because it already has the framework, but obviously there are a few steps to it, draft screen (with timer), teambuilder (with timer), and then battle. I think if showdown is able to make it really easy for people to play from a software perspective, it will get a lot of use. The current format of a google sheet with a separate timer, then showdown with separate timer, then organise a battle is bad.

Would anyone that is keen to try the idea like to contact me and try it (google sheets then showdown team builder then battle)? I think this format is also very entertainment friendly as a caster can discuss: why things were banned, potential counterpicks to come out, significance of important picks).

Example:
View attachment 659870
In picture. I have made this into a google sheets to play the premise.
Would work best on showdown because.
1. Showdown can implement the timer system, and make the drafting clean.
2. Showdown is required anyway for google sheet version because a part of it is drafting your team around an idea. With the ease of team builder you are able to assignmoves/tera type for your strategy quickly.
3. It allows people to play it without being dependent on my google sheet doc. Play with others on the ladder.
We dont do draft in this section, you may want to take a look at the draft league sub forum. https://www.smogon.com/forums/forums/draft-league.724/
I still have no idea for the name, but the idea is that pokemon with abilities that affect the users moves, get every move affected by their abilities. For example, a pokemon with Sharpness would get every slicing move powered up by it. Or a pokemon with Triage would get every hp restoring move in the game. This would be a really cool format. It's basically just STABmons but with abilities instead of types. Pokemon that don't get abilities that affect moves are just normal pokemon. Abilities that grant immunites to certain moves (such as Good as Gold), will not get every move they're immune to. Banned Mons: CalyS, CalyI, Miraidon, Koraidon, Rayquaza, Groudon, Kyogre, Mewtwo, Ho-oh, Lugia, Kyurem(all forms), Zekrom, Reshiram, Solgaleo, Lunala, Necrozma(all forms), Zacian, Zacian-Crowned, Zamazenta-Crowned, Eternatus.

Ability Bans: Pure Power, Huge Power. Although not because of the moves they get, since Huge Power affects the attack stat, not the physical attacking moves themselves
Ability Watchlist: Triage, Water Bubble. The reasons these guys arent banned is because their users aren't too great. It's not parabolic charge comfey is going to OHKO anything. Water Bubble is closer to being banned though, as Araquanid with surging strikes might be too strong, although its slowness will probably help counter that
Mon Watchlist: Chi-yu, Chien-pao, Regieleki, Regidrago. Chien-Pao and Chi-yu, even without not being affected by this format, still are just very strong. I'm not too comfortable with an unoutspeedable pokemon getting STAB Electro Drift, ALONG with another 1.3x boost without considering items, although may not be that OP. Regidraco does get focus energy, making spacial rend getting 3 1.5x boosts with crits, Dragon's Maw, and STAB, along with its hp, might be overwhelming opponents. Although if proven it not be as strong as it is on paper, probably not gonna get banned.
Move Bans: Last Respects, Baton Pass, Revival Blessing
Item Bans: King's Rock, Starf Berry, Razor Fang, Leppa Berry
We have enough formats about changing move legality, not really looking forward to more, sorry.
Ultimate Relevance
Idea:
Every item constantly has its effect constantly happening,
Example: The Binding Band makes it so when you land a move, it does the remaining 25% of the damage it would have done over 5 turns and locks the opponent in,
Potential bans: Default Nat dex OU bans,
PS: if you need me for any item that seems too hard to try and implement, I am welcome to help!
Other than what was already said, just remember that as far as OM rules are concerned, ND doesnt exists, that what ND other tiers is for.
Sheer power
Metagame premise:
all moves secondary effects are guaranteed to happen like zap cannon and inferno so like if a mon uses fire punch it’s has 100% to burn the target. If the move has half secondary effects like drain punch it’s effects will be doubled instead of being 100%.
Potential bans and threats: any freeze move would be way to op because freezing is practically just waiting to thaw out which not happening 80% of the time,any flinch Moves if your opponent is faster than you every dark pulse,water fall or zen headbutt will be fake out which is a really good moves,ancient power would boost every stat snowballing to the next level,dire claw would be unpradictable because it’s has 3 different effects that can randomly accure so you can’t safely switch a poison type,a electric type or insomnia/vital spirit to stop the effect.
Questions for the community: What would be a better name for sheer power does the name express the premise well enough? would sheer force be power crept? What moves did I miss that would be a potential threat? would the om would work better as ubers as the template or ou? how would serene grace work?
I don't think this can work as a competitive format, getting hit by paralyze, confusion, flinches and freeze all the time just isnt fun, and if you ban any of them then what would be the point of the format?
And the other part of the premise doesnt make much sense, first is not really a natural extension of the first half, is a whole format on its own and is impossible to know how it affects all moves, like what happens with other effects? what is a half secondary effect even? can you even make a description that can explain all possible interactions?
based on the feedback, here is my last ditch attempt at an improvement (could have just made it worse)

PHANTOM FRENEMY (v2)

Premise: Singles based meta where you assign yourself a partner based on the team preview ordering you picked (1,2) (3,4) (5,6). Every first time an active pokemon clicks on a move, your inactive and (invulnerable) partner will target you off-screen on the same turn with the 1st move in their move-slot.

Clauses:
Inactive partner’s 1st move reveal clause
Sleep move clause
OHKO is banned

Move Restrictions:
  1. Top slot move is restricted from being self-targeting or having multiple targets at once
  2. Fake Out is banned
  3. Semi-invulnerable, charging moves or pivot moves are restricted from being used in first slot
How does priority work?
Your inactive partner’s move takes the priority bracket of the move and speed stat into account

Some possibly unique strats/effects:
Moves such as Skill Swap, Role Play, Trick, Speed Swap, Mimic, Pain Split, Transform, Reflect Type would presumably have "semi-permanent" effects (same as how they work in Foresighters) (i.e if the inactive partner becomes active these effects can be seen)

Other strats: Putting moves useful in doubles as 1st slot moves - Helping Hand, Dragon Cheer, Coaching, Heal Pulse, Floral Healing etc

Mon restrictions:

Ubers
Medicham maybe?

Questions for the community - Is this just nerfed doubles or too restrictive?
It makes more sense now but still feels like a more restrictive Trademarked, the stuff you want to use have equivalents in TM, Helping Hand is like Sword Dance, Dragon Cheer is like Focus Energy, Coaching is Bulk Up, and so on. The format doesnt really offer that much as most of what it does is already possible in a different format that has even more options than it.
 
We dont do draft in this section, you may want to take a look at the draft league sub forum. https://www.smogon.com/forums/forums/draft-league.724/

We have enough formats about changing move legality, not really looking forward to more, sorry.

Other than what was already said, just remember that as far as OM rules are concerned, ND doesnt exists, that what ND other tiers is for.

I don't think this can work as a competitive format, getting hit by paralyze, confusion, flinches and freeze all the time just isnt fun, and if you ban any of them then what would be the point of the format?
And the other part of the premise doesnt make much sense, first is not really a natural extension of the first half, is a whole format on its own and is impossible to know how it affects all moves, like what happens with other effects? what is a half secondary effect even? can you even make a description that can explain all possible interactions?

It makes more sense now but still feels like a more restrictive Trademarked, the stuff you want to use have equivalents in TM, Helping Hand is like Sword Dance, Dragon Cheer is like Focus Energy, Coaching is Bulk Up, and so on. The format doesnt really offer that much as most of what it does is already possible in a different format that has even more options than it.
Hi. Thanks for the reply. I am not sure if you read the actual post because it has about 0 in common with the other draft discussions on the page you linked me to. It is a 1v1 gamemodes which follows official VGC regulations. Except when matched you 'draft' or 'select' your team in that matchup. It is NOT about a couple of month long draft tournament with special rules. It is about a game mode that people can search for.
For example currently for VGC it has. Reg G, Reg G Bo3 (OTS), Reg H,Reg H Bo3 (OTS) and I propose the new mode should sit there as Reg G Draft, Reg H Draft.

If you really don't want to understand and consider the idea, its fine, I can continue to use the google sheets. But I think showdown has the backbone that could make it work as a ladder gamemode. I think with a bit of help I could probably code it up myself.

Because it is following VGC format there is clearly already a market that can understand and enjoy the game. Its just its hard to play using the sheet but would be easy to play (and ladder) on showdown.

Thanks
 
hopefully I'm not oversaturating this thread (last for this week)

Name: Proximaprime (not good with names)

Premise: This meta is centered around the ability Supreme Overlord, where every pokemon gets it. However, there is a twist. Instead of being determined by the fallen count, it is determined by the proximity of your pokemon to the opposing pokemon determined in the ordering phase of the team-preview. So how does it work? You and your opponent's leads are denoted by 1. Switches do not affect the ordering.

6 / 5 / 4 / 3 / 2 / 1

1 / 2 / 3 / 4 / 5 / 6

Here the leads would have a (fallen: 0), because they are most distant. If pokemon 4 and 3 are active on the field, they'd both have (fallen: 5) - If 3 and 6 are active, they would both have (fallen: 2)

So basically, you have to keep proximity in mind, while making switches and put your hard hitters in the center ??

Questions for the community: Does this add anything? Is something like this proposed before?


wanna scrap this one since it's just HO spam and improve on the same post for something else:

Name: CONTRAVERSE

Premise: Not only that the stat stage changes (raise/drop) are reversed, but also the party they affect is reversed

Examples/Some strats:
  1. Charm and Feather Dance normally lower opponent’s attack by 2 stages, but in this meta they become the new Swords Dance
  2. Eerie Impulse becomes the new Nasty Plot (Raging Neck bo brrrr!)
  3. Tickle becomes the new Bulk Up
  4. Draco Meteor, Close Combat, Leaf Storm etc will raise the opponent’s stats instead of the user - these moves are a bit of a double-edged sword, so no ban yet
  5. Bug type moves do shine - Struggle Bug, Lunge, Skitter Smack
  6. Sticky Webs would allow you to Speed stack
  7. Coil / Hone Claws / Shell Smash - yea these are kinda interesting
  8. And then there is Intimidate
Banlist:
Ubers
Landorus-T, Salamence
Defog, Sweet Scent, Supersweet Syrup

Unbanlist:
Espathra

Questions for the community: Would this be interesting to play? Do you think there is interesting variety or balancing issues?
______________________________
EDIT: Would it be interesting to add other stat modifiers to this such as Choice items, Booster Energy, Eviolite, Snow or Sand buffs ?
 
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image.gif
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TWO-FACED-
image.gif


Premise:
Partly inspired by Morpeko’s end-of-turn transformation, this singles metagame allows pairs of your pokemon to fight as one with their combined moveset. Your pokemon can end-of-turn form change into its partner and back; it will lose access to its own 4 moves during the turn it has its partner’s form and will regain access to its usual moves when the form change reverts back a turn later.

This is based on team preview ordering. Slot 1 is partners with Slot 2. Slot 3 is partners with 4 and so on.

If a partner faints, the remaining pokemon will lose its access to extended movepool and Morpeko-like transformation. The remaining pokemon will just be its vanilla self.

Yes.

Ubers, Slaking for obvious reasons and possibly Mimikyu if you know what I'm talking about

Questions for the community: Does this sound fun? Niche over fervent or vt? The alternative is to make this Stance Change like, where the form transformation is immediate after clicking a partner’s move and back to yours. Do you think that’s better or more broken?
 
ANGRY Hackmons

Premise: Anything directly hackable onto a set (EVs, IVs, forme, ability, item, and move) and is usable in local battles is allowed. All status moves are not allowed.

Bans: All status moves.
Clauses: Endless Battle Clause.

QnA:

Q: Can I use any pokemon?
A: you can use any mon (including megas and primals) that is hackable on the client. This means you can't use Eternatus-Eternamax, and pokemon such as Xerneas, Zacian-Crowned and Zygarde-Complete will revert formes when used.

Q: What is a status move?
A: a status move is one of the three move categories alongside physical and special moves. Status moves include Stealth Rock, Toxic and Recover.

Question for the community:
Would you be interested in my reimagination of gen 9 PH? I know a common complaint with the tier stems from the power of Neutralising Gas, Ability Shield and Revival Blessing. I think by removing all status moves, the meta will regress back to gen 6 PH where people rely on super effective moves and Mold Breaker. I do think the existence of Ability Shield + Wonder Guard and the lack of Trick and Corrosive Gas means having the right coverage is more important than Mold Breaker effect though (from Ability or move like photon geyser).
 
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Single-type mon

Generally speaking, mons with a double-type are better either offensively or defensively, they can rely on another STAB move or extra resistances/immunities.OU official list has about 40 mons or so; only 10 of them have a unique type so about 25% percent.

In this metagame, any Pokemon with a pure typing would get a bonus stat except in HP (let's say +10 or +15 as in Tier Shift) but in return they will have decreased damage if they use a move from a different typing.

Pokemons with a double typing remain the same, nothing would change to them.

Terestal would be banned in my opinion while the other clauses should apply as well.

Some examples:

:serperior: stats would be something like 75/90/110/90/110/128
It's bulkier, stronger and faster but should it use any non-Grass type moves, its damage would be nerfed, so it would really rely on Leaf Storm/Giga Drain spam, or an annoying SubSeedGlare set.

:blissey: would have better defenses without any disadvantages though (Seismic Toss being based on user's level).

:clefable: is just better in any ways and can just spam Moonblast even if its Flamethrower/Thunderbolt/X would be weaker.

:dondozo: and :garganacl: will be more annoying to face, having better bulk and their pure typing being ok.

:tornadus-therian: might shine as well as a pivot with the buff it would gain.

Thanks to Libero, :cinderace: doesn't care about the damage debuff and could be a potent ressource to use.
 
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Perishmons
Premise:
Every time a pokemon switches in, a perish count is activated on that pokemon.
Potential Bans: Trapping (for obvious reasons)
Questions: Has this been done before? I think I have a vague memory of either proposing this metagame, or seeing it, but I will not comb through all 58 pages of this thread.
 
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since it's been a week since my last one, I wanted to share this wonky idea I had. (another form change one)
image.gif
CRAMORONS
image.gif
(or Locked and Loaded idk)

Description:
Ever wanted a meta where you can hurl baby pokemon at the opponent? This singles meta allows you to do a version of that.

Premise: In lieu of its ability, your pokemon can put an unevolved pokemon's name. Using a move that hits multiple targets OR a move with a semi-invulnerable turn will induce a form transformation for your pokemon "picking up" that unevolved pokemon. Once in that state, upon receiving direct hit, the pokemon's 4th move is immediately executed using the unevolved pokemon's offensive stats and STAB. This can be achieved via temporary form transformation into the unevolved pokemon, which reverts back after the damage is dealt. This is repeated every time you use your Gulp-missile move (spread/semi-invulnerable).

Rules: Cross-legality check for the 4th move: It must be a move that both the unevolved pokemon you put in ability slot and your pokemon learns and a move that targets opponent. The unevolved pokemon does not need to learn the "gulp-missile" move.

Acid, Air Cutter, Astral Barrage, Bleakwind Storm, Blizzard, Boomburst, Breaking Swipe, Brutal Swing, Bulldoze, Burning Jealousy, Clanging Scales, Dazzling Gleam, Diamond Storm, Disarming Voice, Discharge, Dragon Energy, Earthquake, Electroweb, Eruption, Fiery Wrath, Glacial Lance, Glaciate, Heat Wave, Hyper Voice, Icy Wind, Incinerate, Lava Plume, Make It Rain, Matcha Gotcha, Mortal Spin, Muddy Water, Origin Pulse, Overdrive, Parabolic Charge, Petal Blizzard, Powder Snow, Precipice Blades, Razor Leaf, Relic Song, Rock Slide, Sandsear Storm, Sludge Wave, Snarl, Sparkling Aria, Springtide Storm, Struggle Bug, Surf, Swift, Twister, Water Spout, Wildbolt Storm, Bounce, Dig, Dive, Fly, Shadow Force, Phantom Force

A base form pokemon that can evolve

Additional Rules: You can use the same Gulp Missile move for multiple pokemon. However, you cannot use the same unevolved pokemon for multiple party members as an ability.

Bans: All Ubers

Move, item bans: King's Rock, Last Respects, Shed Tail, Baton Pass

Questions for the community: Does this sound fun to play? Should one make the activating move more general?
 
Perishmons
Premise:
Every time a pokemon switches in, a perish count is activated on that pokemon.
Potential Bans: Regenerator.
Questions: Has this been done before? I think I have a vague memory of either proposing this metagame, or seeing it, but I will not comb through all 58 pages of this thread.
Regarding this one, I don't think it adds too much to standard OU play except that you'll have to switch quite a lot. Also trap moves would be broken.

I guess one way to make it more interesting is maybe to do a "mobile" Perish Song that keeps track of you and your opponent's initial team-preview ordering. Something like Perish Song starts adjacent to 6th slot pokemon and at the end of the turn checks if any of the 6th slot pokemon are active or not (if yes kills the active mon) and then a turn later moves to 5th slot. Gives it more of a musical chairs vibe. Dunno if that makes sense.
 
Single-type mon

Generally speaking, mons with a double-type are better either offensively or defensively, they can rely on another STAB move or extra resistances/immunities.OU official list has about 40 mons or so; only 10 of them have a unique type so about 25% percent.

In this metagame, any Pokemon with a pure typing would get a bonus stat except in HP (let's say +10 or +15 as in Tier Shift) but in return they will have decreased damage if they use a move from a different typing.

Pokemons with a double typing remain the same, nothing would change to them.

Terestal would be banned in my opinion while the other clauses should apply as well.

Some examples:

:serperior: stats would be something like 75/90/110/90/110/128
It's bulkier, stronger and faster but should it use any non-Grass type moves, its damage would be nerfed, so it would really rely on Leaf Storm/Giga Drain spam, or an annoying SubSeedGlare set.

:blissey: would have better defenses without any disadvantages though (Seismic Toss being based on user's level).

:clefable: is just better in any ways and can just spam Moonblast even if its Flamethrower/Thunderbolt/X would be weaker.

:dondozo: and :garganacl: will be more annoying to face, having better bulk and their pure typing being ok.

:tornadus-therian: might shine as well as a pivot with the buff it would gain.

Thanks to Libero, :cinderace: doesn't care about the damage debuff and could be a potent ressource to use.
I like the concept, but I feel like this is much more of a benefit to defensive pokemon than offensive, with blissey definitely being much scarier.
Perishmons
Premise:
Every time a pokemon switches in, a perish count is activated on that pokemon.
Potential Bans: Regenerator.
Questions: Has this been done before? I think I have a vague memory of either proposing this metagame, or seeing it, but I will not comb through all 58 pages of this thread.
This feels like it would be interesting conceptually but it also removes any and all setup sweepers because youre always on a timer.
 
Single-type mon

Generally speaking, mons with a double-type are better either offensively or defensively, they can rely on another STAB move or extra resistances/immunities.OU official list has about 40 mons or so; only 10 of them have a unique type so about 25% percent.

In this metagame, any Pokemon with a pure typing would get a bonus stat except in HP (let's say +10 or +15 as in Tier Shift) but in return they will have decreased damage if they use a move from a different typing.

Pokemons with a double typing remain the same, nothing would change to them.

Terestal would be banned in my opinion while the other clauses should apply as well.

Some examples:

:serperior: stats would be something like 75/90/110/90/110/128
It's bulkier, stronger and faster but should it use any non-Grass type moves, its damage would be nerfed, so it would really rely on Leaf Storm/Giga Drain spam, or an annoying SubSeedGlare set.

:blissey: would have better defenses without any disadvantages though (Seismic Toss being based on user's level).

:clefable: is just better in any ways and can just spam Moonblast even if its Flamethrower/Thunderbolt/X would be weaker.

:dondozo: and :garganacl: will be more annoying to face, having better bulk and their pure typing being ok.

:tornadus-therian: might shine as well as a pivot with the buff it would gain.

Thanks to Libero, :cinderace: doesn't care about the damage debuff and could be a potent ressource to use.
This sounds weird, like there isnt much "concept" in the idea for the changes to feel natural, two different rules that dont really seem to relate to each other, there must be a more interesting way to make single typed mons better.
Perishmons
Premise:
Every time a pokemon switches in, a perish count is activated on that pokemon.
Potential Bans: Regenerator.
Questions: Has this been done before? I think I have a vague memory of either proposing this metagame, or seeing it, but I will not comb through all 58 pages of this thread.
I guess this could work, but you need to put more effort on the post, dont just leave it half baked, I dont know why I should do research for you when you cant even explain why the one possible ban you listed would be needed. Even if an idea has been done before you should try to present it in a way that seems interesting and explain why it would work now, no idea if it did tho.
Dont really see why regen would be a problem, it just works like usual, doesnt help when you get hit by stuff that actually becomes broken here like Mean Look.

since it's been a week since my last one, I wanted to share this wonky idea I had. (another form change one)
View attachment 668652CRAMORONS View attachment 668653 (or Locked and Loaded idk)

Description:
Ever wanted a meta where you can hurl baby pokemon at the opponent? This singles meta allows you to do a version of that.

Premise: In lieu of its ability, your pokemon can put an unevolved pokemon's name. Using a move that hits multiple targets OR a move with a semi-invulnerable turn will induce a form transformation for your pokemon "picking up" that unevolved pokemon. Once in that state, upon receiving direct hit, the pokemon's 4th move is immediately executed using the unevolved pokemon's offensive stats and STAB. This can be achieved via temporary form transformation into the unevolved pokemon, which reverts back after the damage is dealt. This is repeated every time you use your Gulp-missile move (spread/semi-invulnerable).

Rules: Cross-legality check for the 4th move: It must be a move that both the unevolved pokemon you put in ability slot and your pokemon learns and a move that targets opponent. The unevolved pokemon does not need to learn the "gulp-missile" move.

Acid, Air Cutter, Astral Barrage, Bleakwind Storm, Blizzard, Boomburst, Breaking Swipe, Brutal Swing, Bulldoze, Burning Jealousy, Clanging Scales, Dazzling Gleam, Diamond Storm, Disarming Voice, Discharge, Dragon Energy, Earthquake, Electroweb, Eruption, Fiery Wrath, Glacial Lance, Glaciate, Heat Wave, Hyper Voice, Icy Wind, Incinerate, Lava Plume, Make It Rain, Matcha Gotcha, Mortal Spin, Muddy Water, Origin Pulse, Overdrive, Parabolic Charge, Petal Blizzard, Powder Snow, Precipice Blades, Razor Leaf, Relic Song, Rock Slide, Sandsear Storm, Sludge Wave, Snarl, Sparkling Aria, Springtide Storm, Struggle Bug, Surf, Swift, Twister, Water Spout, Wildbolt Storm, Bounce, Dig, Dive, Fly, Shadow Force, Phantom Force

A base form pokemon that can evolve

Additional Rules: You can use the same Gulp Missile move for multiple pokemon. However, you cannot use the same unevolved pokemon for multiple party members as an ability.

Bans: All Ubers

Move, item bans: King's Rock, Last Respects, Shed Tail, Baton Pass

Questions for the community: Does this sound fun to play? Should one make the activating move more general?
This one is just too complex, Pokemoves was in the limit on how something similar could work, this is just too much, I would make it launch with any move at least not just something in a specific slot and without learn set restriction, but the way you get the missile just seems like an annoyance, as not much get that kind of moves, and I guess you cant really change it without losing all the flavor from the concept.
 
Chronic Conditioning

Premise: ALL status moves become 5-turn "auras" that trigger at the end of the turn.

Explanation: when your pokemon clicks a status move, it does nothing. At the end of the next 5 turns, that status move will be triggered by the pokemon on the field, even if your pokemon switches out. Order of effects is based on speed. The faster pokemon at the end of the turn will execute all friendly status moves that had been setup as auras, followed by the slower pokemon. Status effects also becomes 100% accurate but fails if that status aura is currently active for your team.


Example 1: My Kingambit clicks Swords Dance. It does not boost Kingambit's attack but instead sets up a "Swords Dance" aura. At the end of the turn, my Kingambit uses Swords Dance and doubles its own attack.

Example 2: My opponent's Skarmory clicks Whirlwind which does not immediately do anything as Kingambit uses Swords Dance. Swords Dance fails because there already is an active Swords Dance aura. The Skarmory was faster so it executes Whirlwind at the end of the turn before Kingambit's effects trigger. My Landorus is forced in. Landorus triggers Swords Dance and doubles its own attack.


Bans and Clauses: probably OU banlist with some changes.

Potential Bans: Revival Blessing, Protect, Whirlwind (Inluding clones).

Revival Blessing: Free 5x revive, so probably broken.

Protect: I'm actually not 100% sure this is ban worthy. Protect triggers at the end of the turn which means it only blocks end of turn status from your opponent. If your mon is slower, Protect does nothing since your opponent's status moves like Toxic and Screech already hit you. Also if the same mon use Protect consecutively, the chance of it activating becomes extremely low so you can expect it to fail half the time.

Whirlwind: I think this is ban worthy because you get to force the enemy out 5 turns in a row which is very disruptive to any game plan. It's also random which can be frustrating. There are several counters to it like Ingrain, Taunt and Magic Bounce but it's probably too centralising.

Debilitating status which are probably make for good auras:
  • Whirlwind
  • Taunt
  • Spikes
  • Stat-lowering setup (Screech, Metal Sound, Charm)
  • Negative status (Toxic, Wisp, etc.)
  • Corrosive Gas
  • Gastro Acid
  • Leech Seed

Positive status for auras:
  • Stat boosting setup (SD/NP)
  • Recover
  • Protect
  • Defog
  • Sleep Talk (can call damaging moves, might be abused. Requires you clicking Rest which is an aura as well though.)
Questions for community:
Do you think 5 turns is too long?
Is it intuitive to use speed as the determining factor on which effects trigger first?
Will there be too many effects on at the same time? I feel like attacking is still a good option so you won't have 5 auras on at the same time.
 
Chronic Conditioning

Premise: ALL status moves become 5-turn "auras" that trigger at the end of the turn.

Explanation: when your pokemon clicks a status move, it does nothing. At the end of the next 5 turns, that status move will be triggered by the pokemon on the field, even if your pokemon switches out. Order of effects is based on speed. The faster pokemon at the end of the turn will execute all friendly status moves that had been setup as auras, followed by the slower pokemon. Status effects also becomes 100% accurate but fails if that status aura is currently active for your team.


Example 1: My Kingambit clicks Swords Dance. It does not boost Kingambit's attack but instead sets up a "Swords Dance" aura. At the end of the turn, my Kingambit uses Swords Dance and doubles its own attack.

Example 2: My opponent's Skarmory clicks Whirlwind which does not immediately do anything as Kingambit uses Swords Dance. Swords Dance fails because there already is an active Swords Dance aura. The Skarmory was faster so it executes Whirlwind at the end of the turn before Kingambit's effects trigger. My Landorus is forced in. Landorus triggers Swords Dance and doubles its own attack.


Bans and Clauses: probably OU banlist with some changes.

Potential Bans: Revival Blessing, Protect, Whirlwind (Inluding clones).

Revival Blessing: Free 5x revive, so probably broken.

Protect: I'm actually not 100% sure this is ban worthy. Protect triggers at the end of the turn which means it only blocks end of turn status from your opponent. If your mon is slower, Protect does nothing since your opponent's status moves like Toxic and Screech already hit you. Also if the same mon use Protect consecutively, the chance of it activating becomes extremely low so you can expect it to fail half the time.

Whirlwind: I think this is ban worthy because you get to force the enemy out 5 turns in a row which is very disruptive to any game plan. It's also random which can be frustrating. There are several counters to it like Ingrain, Taunt and Magic Bounce but it's probably too centralising.

Debilitating status which are probably make for good auras:
  • Whirlwind
  • Taunt
  • Spikes
  • Stat-lowering setup (Screech, Metal Sound, Charm)
  • Negative status (Toxic, Wisp, etc.)
  • Corrosive Gas
  • Gastro Acid
  • Leech Seed

Positive status for auras:
  • Stat boosting setup (SD/NP)
  • Recover
  • Protect
  • Defog
  • Sleep Talk (can call damaging moves, might be abused. Requires you clicking Rest which is an aura as well though.)
Questions for community:
Do you think 5 turns is too long?
Is it intuitive to use speed as the determining factor on which effects trigger first?
Will there be too many effects on at the same time? I feel like attacking is still a good option so you won't have 5 auras on at the same time.
Gonna be real with you here.
This sounds like an absolute nightmare to properly balance.
All stat boosting moves, you are effectivelly giving your entire team Speed Boost for any stat (or super Leftovers with moves like Recover) that also is +2 in most cases. Or Speed Boost for any 2 or 3 or 5 stats you want.
Clicked Quiver Dance once? Well you now get +1 on SpA, SpD, and Speed while being able to attack, and if your Pokemon faints, your next Pokemon is getting those Quiver Dance boosts while being able to attack.
Or how about Spikes? Using Spikes/T-Spikes once, you effectively have full layers of spikes/t-spikes in 1 turn.
Use Recover once, and for 5 turns all damage that doesn’t do 50% to a target is now fully negated while you are able to attack as well.
Transform? Well now anything can be effectively Imposter Ditto with more HP. Or how about Imprison? Use Imprison and switch Ditto in and now what ever was on the field can no longer attack so long as Ditto is out.
Or what about Yawn? If you don’t have something like Electric Surge, Insomnia, or Magic Bounce, you have to constantly switch out to prevent sleep.
It’s genuinely easier to list everything that wouldn’t be broken under this mechanic than to list everything that would be broken.

My advice would be to limit the effectiveness of status moves in some form. Like maybe having the effects wear off after the “aura” is gone? Otherwise it seems incredibly busted.
 
how would court change work? Swap auras ?

other maybe potentially broken things: sub, shed tail, mean look, block, copycat, perish song, recycle, teleport, parting shot, pain split, encore

I'm assuming field effects like gravity, trick room would activate and then deactivate
 
Gonna be real with you here.
This sounds like an absolute nightmare to properly balance.
All stat boosting moves, you are effectivelly giving your entire team Speed Boost for any stat (or super Leftovers with moves like Recover) that also is +2 in ...

...My advice would be to limit the effectiveness of status moves in some form. Like maybe having the effects wear off after the “aura” is gone? Otherwise it seems incredibly busted.
First of all, I just want to mention that I didn't really care about the balance at this stage. It's easy to call stuff broken in theory but I think at the end of the day, using powerful stuff is what's fun about OMs for me so I'm inclined to be conservative about bans. I'm on mobile so my reply is a bit scuffed but let's address your points:

1. Stat boosts: I do agree stat boosts are very powerful. You're effectively gaining 5x SD, NP or QD which is insane. However, there are counterplay. Defensive and negative stat changing moves like Iron Defense and Charm also trigger for 5 turns. There are also other stat control moves like Haze, Topsy and Whirlwind which removes boosts. By the way, if your pokemon faints, the pokemon you bring in ti replace it will NOT trigger effects because that action occurs after end of turn effects. An example is when a mon dies to the opponent's attack or to Sandstorm. In both cases, the pokemon you bring in will not take damage from Sandstorm because end of turn effects resolve before you replace a fainted pokemon.

2. Hazards: I think hazards are also extremely powerful as you said. Spikes particularly is a free 3 layers + 2 more if your opponent removes them. I think Spikes could be banned but there are counterplay in defog and Magic Bounce. Defog also clears 5 times so if your mon is slower than your opponent's mon, your Defog will trigger after the opponent's Spikes meaning you'll have a clear field for 5 turns. Magic Bounce will bounce back Spikes and other targeted status moves like Toxic and Taunt. I'm pretty sure a Magic Bounce/Gholdengo will be near mandatory because of how useful it is.

3. Recover: personally, I think the value of Recover goes down when you consider that people are gonna spend time stacking auras to potentially sweep. It's definitely powerful don't get me wrong but Recover is a very reactive move which can be exploited. For example, recover by itself would eventually lose to any boosting move by itself. Worst case scenario, Taunt is great counter to stall teams looking to abuse passive teams.

4. Transform: I'd like to begin by saying I'm not 100% sure how this will be coded. Aside from that, you have to run Mew which is a pretty underwhelming mon and you're relying on your opponent's mons for 5 turns since you'll transform every turn. I think it's potentially good but definitely far from broken. Also since the transform is at the end if the turn, you'll switch in your base mon which might just die to the boosted sweeper you're trying to copy. This is not Imposter Chansey where you immediately copy the mons and the boost and you have massive hp and eviolite.

5. Yawn: unless I'm mistaken, this move is banned by sleep clause. If its not then it's definitely going in the ban list for causing the sleep status.

how would court change work? Swap auras ?

other maybe potentially broken things: sub, shed tail, mean look, block, copycat, perish song, recycle, teleport, parting shot, pain split, encore

I'm assuming field effects like gravity, trick room would activate and then deactivate

Atm I think the best way to implement this is similar to reflect/light screen. Each of your status move becomes a field effect for your team which makes your mon execute the status move at the end of the turn. With that being said, I'd say court changes doesn't affect auras.

I actually do think these moves you have listed could be banned:

Sub, shed tail (already banned in ou), block and mean look.

But the others I'm not 100% convinced. They seem good but remember they are competing with stat-altering moves which are also pretty good. If they do end up being too strong then they'll get banned (like copycat). As a side note I'm also not sure how the auras would interact if you switch midway with teleport/parting shot. Those moves might just be coded to not work since it would be kind of weird to switch out.
 
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First of all, I just want to mention that I didn't really care about the balance at this stage. It's easy to call stuff broken in theory but I think at the end of the day, using powerful stuff is what's fun about OMs for me so I'm inclined to be conservative about bans. I'm on mobile so my reply is a bit scuffed but let's address your points:

1. Stat boosts: I do agree stat boosts are very powerful. You're effectively gaining 5x SD, NP or QD which is insane. However, there are counterplay. Defensive and negative stat changing moves like Iron Defense and Charm also trigger for 5 turns. There are also other stat control moves like Haze, Topsy and Whirlwind which removes boosts. By the way, if your pokemon faints, the pokemon you bring in ti replace it will NOT trigger effects because that action occurs after end of turn effects. An example is when a mon dies to the opponent's attack or to Sandstorm. In both cases, the pokemon you bring in will not take damage from Sandstorm because end of turn effects resolve before you replace a fainted pokemon.

2. Hazards: I think hazards are also extremely powerful as you said. Spikes particularly is a free 3 layers + 2 more if your opponent removes them. I think Spikes could be banned but there are counterplay in defog and Magic Bounce. Defog also clears 5 times so if your mon is slower than your opponent's mon, your Defog will trigger after the opponent's Spikes meaning you'll have a clear field for 5 turns. Magic Bounce will bounce back Spikes and other targeted status moves like Toxic and Taunt. I'm pretty sure a Magic Bounce/Gholdengo will be near mandatory because of how useful it is.

3. Recover: personally, I think the value of Recover goes down when you consider that people are gonna spend time stacking auras to potentially sweep. It's definitely powerful don't get me wrong but Recover is a very reactive move which can be exploited. For example, recover by itself would eventually lose to any boosting move by itself. Worst case scenario, Taunt is great counter to stall teams looking to abuse passive teams.

4. Transform: I'd like to begin by saying I'm not 100% sure how this will be coded. Aside from that, you have to run Mew which is a pretty underwhelming mon and you're relying on your opponent's mons for 5 turns since you'll transform every turn. I think it's potentially good but definitely far from broken. Also since the transform is at the end if the turn, you'll switch in your base mon which might just die to the boosted sweeper you're trying to copy. This is not Imposter Chansey where you immediately copy the mons and the boost and you have massive hp and eviolite.

5. Yawn: unless I'm mistaken, this move is banned by sleep clause. If its not then it's definitely going in the ban list for causing the sleep status.



Atm I think the best way to implement this is similar to reflect/light screen. Each of your status move becomes a field effect for your team which makes your mon execute the status move at the end of the turn. With that being said, I'd say court changes doesn't affect auras.

I actually do think these moves you have listed could be banned:

Sub, shed tail (already banned in ou), block and mean look.

But the others I'm not 100% convinced. They seem good but remember they are competing with stat-altering moves which are also pretty good. If they do end up being too strong then they'll get banned (like copycat). As a side note I'm also not sure how the auras would interact if you switch midway with teleport/parting shot. Those moves might just be coded to not work since it would be kind of weird to switch out.
When I’m talking about balance, I don’t mean like a short lists of bans like a dash of Gholdengo and a pinch of Shell Smash. I mean the entire metagame fundementally sounds broken unless the main mechanic is altered in some way.
Status moves typically have powerful effects that are balanced by the fact that they usually don’t deal damage and take a turn to use. If you want a +4 Atk Dragonite, you got to use Dragon Dance 4 times. They are also balanced by distribution. Shell Smash can only be used by a select few Pokemon that learn it most of which are pretty weak on their own.
Most of the usable status moves all would either be banned or not that affected like Aurora Veil. Looking at them now, only ones I can see not being problematic (or unaffected) are;
-Court Change
-Heal Bell
-All the Suicide moves like Healing Wish
-Heart Swap
-Pain Split
-Reflect Type
-Rest
-Hazards with 1 layer
-Trick
-Trick Room
Pretty much everything else is either problematic, unaffected, or under “Usually Useless Moves” list.
 
I mean, it's definitely way higher power level than normal OU. Is that the "brokenness" you're talking about? If so, I don't really see the problem. You can argue signature moves are broken when it's as accessible as it is in stabmons, or certain abilities are broken when it's as accessible as it is in AAA. I think the fact that both players have access to the OM mechanic already makes it balanced because both players have access to "broken" stuff. If there are certain moves that are too strong (like Revival Blessing, Whirlwind and maybe Spikes) then I'll just ban them down the line. I don't agree with the idea that most status moves would be too strong though because you need to evaluate these moves with the context that your opponent is also doing similarly strong stuff. Just as an example, if you click Swords Dance but your opponent clicks Charm, they both simply cancel each other out. Remember you can't even use more SD to boost past charm because you already have an SD aura active.
 
I mean, it's definitely way higher power level than normal OU. Is that the "brokenness" you're talking about? If so, I don't really see the problem. You can argue signature moves are broken when it's as accessible as it is in stabmons, or certain abilities are broken when it's as accessible as it is in AAA. I think the fact that both players have access to the OM mechanic already makes it balanced because both players have access to "broken" stuff. If there are certain moves that are too strong (like Revival Blessing, Whirlwind and maybe Spikes) then I'll just ban them down the line. I don't agree with the idea that most status moves would be too strong though because you need to evaluate these moves with the context that your opponent is also doing similarly strong stuff. Just as an example, if you click Swords Dance but your opponent clicks Charm, they both simply cancel each other out. Remember you can't even use more SD to boost past charm because you already have an SD aura active.
I don’t think you’re comprehending how absurdly busted many status moves would be if they got automatically used at the end of each turn. So let me break the ones considered useful down
-Majority of stat buffing moves;
Fairly simple. Remember Mega Kangaskhan? Remember how Parental Bond would let you use Power Up Punch twice to get a Sword Dance boost while attacking?
Well now imagine getting a Sword Dance boost while using any attack. Or Nasty Plot boost. Or Quiver Dance. Or tons of different boosts. You can be using any incredibly strong move while getting those same boosts, like Close Combat, Flare Blitz, Fire Blast, etc.
That’s definitely above the likes of 60 BP (after PB) Power Up Punch and Torch Song (only boosts SpA by one stage). Not only is it bigger and stronger, but also applies to any move too, so you can get those boosts through all your coverage moves too, which can additionally get more boosts.
Imagine facing down a Skeledirge, it uses Torch Song, and now its +3 or +4 in SpA because someone used Nasty Plot/Tail Glow earlier. Or imagine it used Flame Charge, getting +2/+3 in SpA and +1 in speed.

-Other stat buff moves:
Some of the stat boosting moves are psuedo one time only stat buffs. These are your Belly Drums, your Clangorous Soul, your No Retreats, etc. These either have massive drawbacks in draining your HP (in some cases useful) or only being able to be used once outside of weird mechanics like Jaw Lock.
Still busted as well.
Belly Drum, you obviously only need to use it once to be off to the races. Just imagine Dragonite getting 1 usually free Belly Drum off because its partner used that move once. You just rampage through your opponent’s team unless they have a Ghost type or Unaware Pokemon. It’s also obviously not exclusive to Dragonite. You can use Unburden sweepers, anything with decent priority, anything fast, and anything really.
Clangorous Soul is very similar because you can really rampage through teams because you are getting multiple omni-boosts for free for multiple turns.
No Retreat seems not to bad because Falinks/Smeargle can only use it and you can’t switch. Unless of course you have Shed Shell, in which case you can give anything an Omni-boost at least 1 time, and they also can’t be forced out either.
-Protect and Variants;
Pretty obvious why they are ban worthy. You get full protect at least every other turn while attacking and not requiring any prediction or having any sort of risk.
-Status Pivoting moves
You know how U-turn exists? It’s a 70 BP Bug type move and yet its arguably the best move in the franchise. It’s because it has the effect of switching out automatically mid-turn, giving nearly free momentum.
Now imagine if it were stronger and any other type that doesn’t have an immunity, and even if the opponent is immune you still get to switch?
Use Chilly Reception or Parting Shot, and now any move can pivot like U-turn while doing way more damage. Each turn, you’re scrambling against hit after hit, trying to resist every attack, but your opponent just freely gets in another Pokemon with super effective coverage.
Oh and don’t get me started on using U-Turn with Parting Shot. You think you might be able to tank a hit reasonably well and land a super effective hit, like Ice Beam against Dragapult, but that Dragapult used U-turn instead, switched into a bulky steel or water type, and at the end of the turn, they switch back like nothing ever happened. But know not only are you chipped but at -1 Atk/SpA too.
-Destiny Bond
No
-Taunt
This obviously breaks the metagame if I am thinking how it works. You just shut off the metagame for 6-8 turns.
-Disable/Torment
Fittingly named, you disable basically every Choice user in the entire Metagame for several turns. On top of making most fights much harder because you are prevented from using different moves for a long time. This also applies to Torment but not as bad. Both still really strong in this meta because they are automatic and simply switching doesn’t counter them.
-Encore
Really easy momentum grabbing. You Encore a Pokemon, switch into a resist, and you can do this until the effect wears off.
-Healing moves
As stated before, you get free healing while doing anything. Most damage you’ll take will be negated automatically, if not all of it. Strength Sap being especially cancerous because you also lower the opponent’s Atk stat automatically, making anything survive way longer than they should
-Substitute
You get Substitutes that respawn every time the previous sub is removed, so effectively you get status immunity for 5 turns that also reduces all damage to 25% of your HP.
-Status inflicting moves
Good luck trying to keep your team healthy. Use Will-o-wisp and now any physical attacker can never come in without being burned for several turns. Don’t want to be poisoned? Well now you have to send out your Steel or Poison type, which can easily face a Ground, Psychic, Fighting, or Fire who can always use their attacking moves too.
-Stealth Rock/Sticky Web
Not so obviously broken since one would think “oh but nothing will happen after the first turn”, which is only true if your opponent isn’t actively trying to Rapid Spin them away. If you want to remove them, you now have to wait 5 turns minimum to do so, and by then it can be hard to get your Rapid Spinner back in.
Also keep in mind, Ceaseless Edge is so good because you’re dealing damage while also setting Hazards, despite it having a crappy base power
-Spikes/Toxic
Literally Ceaseless Edge for any move. Any move that has almost twice as much BP as Ceaseless Edge. 1 Turn of spikes is now effectively 3 layers and harder to remove due to above problem. You can even switch while also setting hazards up
-Defog
The counter to hazards. It’s not broken and infact some what harder to use since you will often be in a scenario where you can only Defog (as say any Flying type) against Ice, Electric, or Rock types. No to mention, Contrary, Defiant, and Competitive existing to screw you over even harder than before and making Hazard stacking even easier.
-Suicide moves
Obviously so bad here that they might as well not be in the game.
-Aurora Veil/Screens/Weather/Terrain
Almost nothing changes. Screens are harder to remove since they can always be reset automatically, and whose weather/terrain is slower wins I guess.
-Haze
Like with Defog, its kind of bad and doesn’t accomplish much unless you Haze slowly
-Stat debuff moves
All of which act as discount stat buff moves, but with additional drawback of activating Contrary/Defiant/Competitive. Either they end up being detrimental trash you don’t use because of that or almost as bad as stat buffs (or better since the drawback is usually your opponent switching out, which they can’t do, and they ignore Unaware in a way).
-Transform
Like I said, you give your Pokemon what is essentially free Imposter. And you can use regular Imposter Ditto with an Imprison partner too.
-Swapping moves like Trick or Heart Swap
Would never be used.
-Trap moves
You effectively give all Pokemon Shadow Tag on top of their regular ability.
-Phase moves
You get psuedo Gen 5 Riolu strats but much harder to counter since you don’t need to stay in, can be any Pokemon, and you also attack while phasing at the end of the turn.
-Attacking phase moves
You know what? Dragon Tail/Circle Throw can also be ultra cancer too. Use them with status moves like Will-o-wisp and now it’s even easier to spread those statuses around for free.


So basically, there are 3 category of status moves in this meta.
A. Absolutely absurdly broken shit (most common by far)
B. Not affected at all or by much
C. Made so dog shit you’ll never see those moves be used
You get into a scenario where the meta is in an unplayable state where everything is busted and cancerous with few bans, or everything gets banned but whats left is so terrible you don’t use it anyways.

Take my advice and say the status moves have their effects cut off after X turns, so its not as broken.
 
As is I feel like the banlist would be (at minimum) very similar to Trademarked with couple of additional moves (most of the things Cuddly listed) Maybe take something (not exactly the same) from that meta's playbook and say once an aura is set, the active pokemon can only use it once and make it (3 or 4 turns) like tailwind

or have the effects cut off but this may be tricky to do with stuff like "can't escape" status, focus energy, imprison
 
View attachment 666779 -TWO-FACED- View attachment 666781

Premise:
Partly inspired by Morpeko’s end-of-turn transformation, this singles metagame allows pairs of your pokemon to fight as one with their combined moveset. Your pokemon can end-of-turn form change into its partner and back; it will lose access to its own 4 moves during the turn it has its partner’s form and will regain access to its usual moves when the form change reverts back a turn later.

This is based on team preview ordering. Slot 1 is partners with Slot 2. Slot 3 is partners with 4 and so on.

If a partner faints, the remaining pokemon will lose its access to extended movepool and Morpeko-like transformation. The remaining pokemon will just be its vanilla self.

Yes.

Ubers, Slaking for obvious reasons and possibly Mimikyu if you know what I'm talking about

Questions for the community: Does this sound fun? Niche over fervent or vt? The alternative is to make this Stance Change like, where the form transformation is immediate after clicking a partner’s move and back to yours. Do you think that’s better or more broken?
revisiting the Morpeko one - cutting the 8 moves

Metagame: GLITCHED SWITCH (v1)

Premise:
A metagame where the pokemon that switches out will leave an "imprint" on the pokemon that comes in. This works like Morpeko's end-of-turn transformation. At the end of every odd turn of activity, your pokemon will form change into the previously active pokemon, while at the end of even turns, form change reverts back. Form transformations do not affect the move set.

Rules: Your pokemon will not be in a "glitched" state if it is sent out at the start of the battle or in place of a fainted party member. Pivot moves work the same way as switches.

Q: How does terastallization work?
A: Similar to Morpeko's transformation, terastallization fixes you in your current form. So, this would allow you to have 2 pokemon of the same species, where one has another pokemon's moveset. Every other pokemon would transform normally based on premise.

Banlist: OU Banlist + Slaking, possibly Mimikyu because of its form changes

Increased Viability:
Abilities like Intimidate, Download are quite powerful as these will cycle.
Regenerator
Protect, Substitute - these give you some control over your forms
Contrary
Pairing weather abilities with pokemon having weather boosts
Bulky and defensive pokemon with setup moves
Shell Smash

GLITCHED SWITCH (v2)

Premise:
Your switch-in inherits the base stats of the pokemon that switches out. This does not apply to turn 1 or pokemon that are sent in place of fainted party members.

Banlist: OU + maybe Slaking + Regigigas

Questions for the community: Not sure which version is better, first may come close to Inheritance, but should play quite differently given you're alternating between two abilities / type combinations / stats - and also an exercise in synergic team building since switches are important part of the meta. Do you think this is interesting and fun? any other broken things?

Second one: Too similar to stat inheritance? does switch activation and no nickname give it enough niche?
 
revisiting the Morpeko one - cutting the 8 moves

Metagame: GLITCHED SWITCH (v1)

Premise:
A metagame where the pokemon that switches out will leave an "imprint" on the pokemon that comes in. This works like Morpeko's end-of-turn transformation. At the end of every odd turn of activity, your pokemon will form change into the previously active pokemon, while at the end of even turns, form change reverts back. Form transformations do not affect the move set.

Rules: Your pokemon will not be in a "glitched" state if it is sent out at the start of the battle or in place of a fainted party member. Pivot moves work the same way as switches.

Q: How does terastallization work?
A: Similar to Morpeko's transformation, terastallization fixes you in your current form. So, this would allow you to have 2 pokemon of the same species, where one has another pokemon's moveset. Every other pokemon would transform normally based on premise.

Banlist: OU Banlist + Slaking, possibly Mimikyu because of its form changes

Increased Viability:
Abilities like Intimidate, Download are quite powerful as these will cycle.
Regenerator
Protect, Substitute - these give you some control over your forms
Contrary
Pairing weather abilities with pokemon having weather boosts
Bulky and defensive pokemon with setup moves
Shell Smash

GLITCHED SWITCH (v2)

Premise:
Your switch-in inherits the base stats of the pokemon that switches out. This does not apply to turn 1 or pokemon that are sent in place of fainted party members.

Banlist: OU + maybe Slaking + Regigigas

Questions for the community: Not sure which version is better, first may come close to Inheritance, but should play quite differently given you're alternating between two abilities / type combinations / stats - and also an exercise in synergic team building since switches are important part of the meta. Do you think this is interesting and fun? any other broken things?

Second one: Too similar to stat inheritance? does switch activation and no nickname give it enough niche?
The first one sounds cool, but I’d try simplifying it first. Sounds a bit hard to actually play with, with you having to switch between Pokemon with dramatically different stats.
I’d say make it so that Pokemon in Slot 1/2, 3/4, and 5/6 swap with each other. It makes teambuilding easier and playing easier too.

Another addition you can do is swapping the typing of moves between paired Pokemon.
 
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