Project Metagame Workshop

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.
I like the slot idea, which is more in line with what I had initially. Another alternative is to make it "cyclic"-like 1/2 , 2/3 , 3/4 , 4/5 , 5/6 , 6/1 - this might be harder to build for but gives you more distinct forms.

Swapping the typing of moves - if I understand correctly, this is adding the Aura Wheel's mechanics. While this is cool, it is probably moving into revmons territory - (unless this is swapping all 4 moves' types with the typing of the paired pokemon's 4 moves)
 
Swapping the typing of moves - if I understand correctly, this is adding the Aura Wheel's mechanics. While this is cool, it is probably moving into revmons territory - (unless this is swapping all 4 moves' types with the typing of the paired pokemon's 4 moves)
Fair enough. It’s probably best not to stick to one idea.
 
In general, the tiering system tries to make things less centralized. But what if we were to go in the opposite direction. What if the goal was to center the metagame around one pokemon?

INVASIVE SPECIES
Premise:standard UU metagame. The catch? A single Ubers Mon is legal. For this example, we will go with Palafin.
Potential Rises/Drops:Pokemon that would be good against the Ubers pokemon will naturally rise in value. Pokemon good against those pokemon will then also become good. Pokemon bad against either or both of those, especially setup sweepers, will probably drop in viability.
In this example, Rotom-Wash and Serperior will likely see a great increase in usage. Torkoals sun is now more valuable, and it answers Serperior, so it will likely rise. Rhyperior will probably fall off completely, and Tyranitar doesn't look very good either. Ninetails-Alola will probably also rise in usage, thanks to Freeze-Dry, and the ability to protect your pokemon from Palafin, as well as preserving your own Palafin.
Questions:What Ubers Pokemon do you think would make for a fun Metagame? Would other tiers like RU and PU be more fun?
 
In general, the tiering system tries to make things less centralized. But what if we were to go in the opposite direction. What if the goal was to center the metagame around one pokemon?

INVASIVE SPECIES
Premise:standard UU metagame. The catch? A single Ubers Mon is legal. For this example, we will go with Palafin.
Potential Rises/Drops:Pokemon that would be good against the Ubers pokemon will naturally rise in value. Pokemon good against those pokemon will then also become good. Pokemon bad against either or both of those, especially setup sweepers, will probably drop in viability.
In this example, Rotom-Wash and Serperior will likely see a great increase in usage. Torkoals sun is now more valuable, and it answers Serperior, so it will likely rise. Rhyperior will probably fall off completely, and Tyranitar doesn't look very good either. Ninetails-Alola will probably also rise in usage, thanks to Freeze-Dry, and the ability to protect your pokemon from Palafin, as well as preserving your own Palafin.
Questions:What Ubers Pokemon do you think would make for a fun Metagame? Would other tiers like RU and PU be more fun?
That’s just Godly Gift but in UU and without the sharing of your Uber’s stats.
 
In general, the tiering system tries to make things less centralized. But what if we were to go in the opposite direction. What if the goal was to center the metagame around one pokemon?

INVASIVE SPECIES
Premise:standard UU metagame. The catch? A single Ubers Mon is legal. For this example, we will go with Palafin.
Potential Rises/Drops:Pokemon that would be good against the Ubers pokemon will naturally rise in value. Pokemon good against those pokemon will then also become good. Pokemon bad against either or both of those, especially setup sweepers, will probably drop in viability.
In this example, Rotom-Wash and Serperior will likely see a great increase in usage. Torkoals sun is now more valuable, and it answers Serperior, so it will likely rise. Rhyperior will probably fall off completely, and Tyranitar doesn't look very good either. Ninetails-Alola will probably also rise in usage, thanks to Freeze-Dry, and the ability to protect your pokemon from Palafin, as well as preserving your own Palafin.
Questions:What Ubers Pokemon do you think would make for a fun Metagame? Would other tiers like RU and PU be more fun?
"UU but we unban Palafin" is not an OM, it's a pet mod.
 
no, you misunderstand me. in godly gift, you are allowed one ubers mon of your choice. in this format, there is only one legal ubers mon.
What exactly is the distinction between “One Uber” and “One Legal Uber”? Godly Gift has multiple banned Uber Pokemon such as the SV legendaries, Calyrex-S, Kyurem-B, and Deoxys-A. All other Uber Pokemon in Godly Gift are “Legal Ubers”.
 
What exactly is the distinction between “One Uber” and “One Legal Uber”? Godly Gift has multiple banned Uber Pokemon such as the SV legendaries, Calyrex-S, Kyurem-B, and Deoxys-A. All other Uber Pokemon in Godly Gift are “Legal Ubers”.
The distinction is not between "one Uber" and "one legal Uber", it's between "one Uber of your choice" and "one legal Uber". In Godly Gift, multiple Ubers are legal (and you can choose one of those legal Ubers to be on your team); in Invasive Species, only one Uber is legal (it's literally just UU with a single mon removed from the banlist).
 
The distinction is not between "one Uber" and "one legal Uber", it's between "one Uber of your choice" and "one legal Uber". In Godly Gift, multiple Ubers are legal (and you can choose one of those legal Ubers to be on your team); in Invasive Species, only one Uber is legal (it's literally just UU with a single mon removed from the banlist).
So its literally UU with one additional Pokemon?
Honestly don’t want to sound too mean but that has to be a joke suggestion, right?
 
In general, the tiering system tries to make things less centralized. But what if we were to go in the opposite direction. What if the goal was to center the metagame around one pokemon?

INVASIVE SPECIES
Premise:standard UU metagame. The catch? A single Ubers Mon is legal. For this example, we will go with Palafin.
Potential Rises/Drops:Pokemon that would be good against the Ubers pokemon will naturally rise in value. Pokemon good against those pokemon will then also become good. Pokemon bad against either or both of those, especially setup sweepers, will probably drop in viability.
In this example, Rotom-Wash and Serperior will likely see a great increase in usage. Torkoals sun is now more valuable, and it answers Serperior, so it will likely rise. Rhyperior will probably fall off completely, and Tyranitar doesn't look very good either. Ninetails-Alola will probably also rise in usage, thanks to Freeze-Dry, and the ability to protect your pokemon from Palafin, as well as preserving your own Palafin.
Questions:What Ubers Pokemon do you think would make for a fun Metagame? Would other tiers like RU and PU be more fun?
That wouldn't qualify as an OM, in general we don't do stuff that are possible on cart, thats usually UM territory but this is so specific that a solo petmod would probably be the only place you can take it.
 
Assigned Seating (title wip)

Metagame premise: The typing of your moves is determined by the slot of your Pokemon and the slot in their movesets, corresponding to one of the 18 types alphabetically + Stellar for their last move.
Example:
Take a team made by
658Greninja
https://pokepast.es/414e860056bef86e
Here we start with Slowking's moveset.
Since it is the first Pokemon in the team, its moves will be Future Sight (Bug), Chilly Reception (Dark), Sludge Bomb (Dragon), and Toxic (Stellar).
Zamazenta would then be next, having Electric Close Combat, Fairy Heavy Slam, Fighting Crunch, and Stellar Stone Edge.
Each Pokemon will have 3 of their moves correspond to the type alphabetically and then have their last move be Stellar type. A full team would then have one of each coverage move + 6 Stellar type moves.
Potential Threats & Bans:
:Dragonite: :Toxtricity:

Any metagame where Extreme Speed and Boomburst get to change typings is always a hot button for controversy. These moves will likely get the axe as they usually do.
:Torkoal: :walking wake:
Rain teams will generally be worse off since one Pokemon has to have a Fire type move and only 1 Pokemon have a Water type move.
However Sun teams have Walking Wake with its signature move Hydro Steam. No matter what type it decides to use, it’ll get a boost in Sun.
:Suicune:
Bulky set up sweeps (not just Suicune) have a great advantage here due to Stellar typing. It’s similar to how Legends Plate Arceus would tear up Ubers if it was allowed. Only needing to focus on 1 move for coverage is very benefitial for bulky set up sweepers who can then focus on having 3 moves to help its survival.

Questions:
1. Would it be more benefitial to assign types in a different order? Like having the types loop back to Bug once you get past Water. I made the last move Stellar since there are 18 types and my method achieves a typing at least once.
2. Should we add more control over what type a move gets? Like for example naming your Pokemon a certain way to get the desired types, but only once per type?
3. How should abilities and moves that change type be handled? We have examples like Aerliate or Tera Blast that change a move’s typing mid battle.
 
Last edited:
Assigned Seating (title wip)

Metagame premise: The typing of your moves is determined by the slot of your Pokemon and the slot in their movesets, corresponding to one of the 18 types alphabetically + Stellar for their last move.
Example:
Take a team made by
658Greninja
https://pokepast.es/414e860056bef86e
Here we start with Slowking's moveset.
Since it is the first Pokemon in the team, its moves will be Future Sight (Bug), Chilly Reception (Dark), Sludge Bomb (Dragon), and Toxic (Stellar).
Zamazenta would then be next, having Electric Close Combat, Fairy Heavy Slam, Fighting Crunch, and Stellar Stone Edge.
Each Pokemon will have 3 of their moves correspond to the type alphabetically and then have their last move be Stellar type. A full team would then have one of each coverage move + 6 Stellar type moves.
Potential Threats & Bans:
:Dragonite: :Toxtricity:

Any metagame where Extreme Speed and Boomburst get to change typings is always a hot button for controversy. These moves will likely get the axe as they usually do.
:Torkoal: :walking wake:
Rain teams will generally be worse off since one Pokemon has to have a Fire type move and only 1 Pokemon have a Water type move.
However Sun teams have Walking Wake with its signature move Hydro Steam. No matter what type it decides to use, it’ll get a boost in Sun.
:Suicune:
Bulky set up sweeps (not just Suicune) have a great advantage here due to Stellar typing. It’s similar to how Legends Plate Arceus would tear up Ubers if it was allowed. Only needing to focus on 1 move for coverage is very benefitial for bulky set up sweepers who can then focus on having 3 moves to help its survival.

Questions:
1. Would it be more benefitial to assign types in a different order? Like having the types loop back to Bug once you get past Water. I made the last move Stellar since there are 18 types and my method achieves a typing at least once.
2. Should we add more control over what type a move gets? Like for example naming your Pokemon a certain way to get the desired types, but only once per type?
Not sure if this is better, but one way is have the 1st slot move keep its type and have the rest use the alphabetical order following that move's type. That way, you don't have to give every mon Stellar and ensure that a type is usable more than once, without nicknames.

So for your example of Slowking, Future Sight (Psychic), Chilly Reception (Rock), Sludge Bomb (Steel), Toxic (Stellar)
 
Not sure if this is better, but one way is have the 1st slot move keep its type and have the rest use the alphabetical order following that move's type. That way, you don't have to give every mon Stellar and ensure that a type is usable more than once, without nicknames.

So for your example of Slowking, Future Sight (Psychic), Chilly Reception (Rock), Sludge Bomb (Steel), Toxic (Stellar)
Interesting.
I suppose that this would make team building easier too.
I do think in that case Stellar should be skipped over. I just had it there to fill in the gaps and Stellar isn’t really a type and more like a buff.
Also gonna add a question to the original post.
 

On second thought​


Metagame premise:

Before the start of every turn, each player is allowed to make one change to their team.

Do you know that feeling when right after you changed your Great tusk's Stone Edge into Ice Spinnner, you run into one moltres after the other? So you decide to change it back but then all of a sudden the Lando's keep comming? Well then this metagame might be for you! Before the start of a turn, each player can change either an item, ability, or move on a pokemon that's not currently active in battle.

Details:
If an item has been used or knocked off, you're not allowed to give a new item. Remaining PP for a move would more or less be carried over to the new move, if 4/8 draco meteors have been used and the move is replaced by dragon pulse, I think it'd be fair to give dragon pulse 8/16 PP.

Changing the sets would likely have to be done with commands unless someone can think of an easier way. An example of how I think it could be implemented:

Code:
Bot: Which set would you like to make a change to? Select the number of the pokemon in team preview order, or 0 to not make any change.
Player: 1
Bot: Would you like to change the ability (1), item (2), or moveset (3)?
Player: 3
Bot: Enter the move you'd like to replace followed by the new move.
Player: Stone Edge, Ice Spinner
Bot (now visible for all players): biesbas has made a change to Great Tusk

After both players have made their team change (or skipped) a message could be displayed allong the lines off "biesbas has made a change to Great Tusk" and normal play will commence.

Potential bans and threats:
Pokemon with an abundance of moves will get a bigger buff than others. Iron Valiant, Dragapult, Gholdengo to name a few. Pokemon like Alomomola that don't really need more than 4 moves won't be as good, and Pokemon like Garganacl that can easily be countered by the right prep (covert cloak in this case) will lose viability. Swapping a choice item would be very good and might have to be suspect tested, and giving berries could be great in a pinch to give to a statussed or damaged pokemon that's switched out.

Questions for the community:
I think allowing changes to EV spreads will become too complicated, but maybe allowing nature changes could be allowed as well?
Any thoughts on ways to implement this in a user friendly way?
Is it better to announce to which set a change has been made, or would it add to the mind games to keep the opponent guessing? I can imagine the announcements might be needed to make anticipating a new move/item more doable.
Is anyone enthausiastic to work with me on impoving the idea and potentially submitting it together? I could lead a metagame but would definetily need some solid experinced help.
Ideas for a better name?
 

On second thought​


Metagame premise:

Before the start of every turn, each player is allowed to make one change to their team.

Do you know that feeling when right after you changed your Great tusk's Stone Edge into Ice Spinnner, you run into one moltres after the other? So you decide to change it back but then all of a sudden the Lando's keep comming? Well then this metagame might be for you! Before the start of a turn, each player can change either an item, ability, or move on a pokemon that's not currently active in battle.

Details:
If an item has been used or knocked off, you're not allowed to give a new item. Remaining PP for a move would more or less be carried over to the new move, if 4/8 draco meteors have been used and the move is replaced by dragon pulse, I think it'd be fair to give dragon pulse 8/16 PP.

Changing the sets would likely have to be done with commands unless someone can think of an easier way. An example of how I think it could be implemented:

Code:
Bot: Which set would you like to make a change to? Select the number of the pokemon in team preview order, or 0 to not make any change.
Player: 1
Bot: Would you like to change the ability (1), item (2), or moveset (3)?
Player: 3
Bot: Enter the move you'd like to replace followed by the new move.
Player: Stone Edge, Ice Spinner
Bot (now visible for all players): biesbas has made a change to Great Tusk

After both players have made their team change (or skipped) a message could be displayed allong the lines off "biesbas has made a change to Great Tusk" and normal play will commence.

Potential bans and threats:
Pokemon with an abundance of moves will get a bigger buff than others. Iron Valiant, Dragapult, Gholdengo to name a few. Pokemon like Alomomola that don't really need more than 4 moves won't be as good, and Pokemon like Garganacl that can easily be countered by the right prep (covert cloak in this case) will lose viability. Swapping a choice item would be very good and might have to be suspect tested, and giving berries could be great in a pinch to give to a statussed or damaged pokemon that's switched out.

Questions for the community:
I think allowing changes to EV spreads will become too complicated, but maybe allowing nature changes could be allowed as well?
Any thoughts on ways to implement this in a user friendly way?
Is it better to announce to which set a change has been made, or would it add to the mind games to keep the opponent guessing? I can imagine the announcements might be needed to make anticipating a new move/item more doable.
Is anyone enthausiastic to work with me on impoving the idea and potentially submitting it together? I could lead a metagame but would definetily need some solid experinced help.
Ideas for a better name?
For one, this sounds like a nightmare to program. If you have to use commands in the chat to do the primary function of the metagame, that’s a very bad sign.
Second is that this sounds absolutely awful to play.
A Pokemon only having 4 moves and 1 item is intentional balancing of the game.
Like your example of Great Tusk being able to beat Moltres and Landorus-T at the same time without compromising what moves it uses already sounds god awful. You at least had enough common sense to not let any active Pokemon change their sets for free, but it’s still ridiculous to let any Pokemon change their ability, item, and moves mid-battle.
 
For one, this sounds like a nightmare to program. If you have to use commands in the chat to do the primary function of the metagame, that’s a very bad sign.
Second is that this sounds absolutely awful to play.
A Pokemon only having 4 moves and 1 item is intentional balancing of the game.
Like your example of Great Tusk being able to beat Moltres and Landorus-T at the same time without compromising what moves it uses already sounds god awful. You at least had enough common sense to not let any active Pokemon change their sets for free, but it’s still ridiculous to let any Pokemon change their ability, item, and moves mid-battle.

You may be right that it wouldn't be fun to play, but the argument that it destroys the intentional balancing of the game is a bit weird in this section of the forum. OM's are all about shaking up the balancing, Corviknight shouldn't have Volt Absorb and Toxapex shouldn't have access to Dire Claw but the OM's in which this 'intentional balancing' is shaken up are quite healthy.
 
You may be right that it wouldn't be fun to play, but the argument that it destroys the intentional balancing of the game is a bit weird in this section of the forum. OM's are all about shaking up the balancing, Corviknight shouldn't have Volt Absorb and Toxapex shouldn't have access to Dire Claw but the OM's in which this 'intentional balancing' is shaken up are quite healthy.
The key difference is that Corviknight in AAA has to choose Volt Absorb before the match starts. You can choose from a variety of abilities in AAA to help Corviknight defend against different Pokemon.
Say you did bring Volt Absorb Corv initially and start fighting a team without or lacking electric moves, but has plenty of physical attackers and fire moves.
Would it really be fair that Corviknight that originally had Volt Absorb can now use Intimidate AND Flash Fire when the situation calls for it so long as it is in the backlines?
Or how about Clefable or Clodsire/Quagsire.
You just set up a few Dragon Dances and are about to sweep. You were also sure those walls that can run Unaware were running their other abilities before as they were abusing them.
But uh oh your opponent who brought Magic Guard Clefable can now suddenly wall your Dragon Dancer endlessly. Or that Clodsire you couldn’t touch with your Water type wallbreaker because it had Water Absorb can now wall your Pokemon that was Dragon Dancing before.
And even both switch out later when you bring in a breaker, they can abuse Magic Guard and Water Absorb again for when they need it, while still having access to Unaware.
This is somewhat similar to Pokebilities where all Pokemon get their abilities at once, which is better, but you also don’t effectively get your entire movepool and item pool too.
 
had this idea a while back, could be garbage

TIME IS HEALTH

Description: A singles metagame, where you can convert the direct damage dealt to opponent to extra time in seconds on your battle timer and this will be the only available increment.

How it works: Both players start with 60 seconds on the the clock, where the time increment for the following turn is given by this formula:


Increment = Maximum "would-have-been" HP recovery from holding Shell Bell that turn converted to seconds

Max Time: The maximum time you have on battle timer caps at 90 seconds and you won't gain any additional time.

Questions for the community: Do you think this would be fun to play? Hard to code? Does the formula seem too arbitrary and is there a less stringent and much better way to utilize this concept of (health <-> time) ?
 
had this idea a while back, could be garbage

TIME IS HEALTH

Description: A singles metagame, where you can convert the direct damage dealt to opponent to extra time in seconds on your battle timer and this will be the only available increment.

How it works: Both players start with 60 seconds on the the clock, where the time increment for the following turn is given by this formula:


Increment = Maximum "would-have-been" HP recovery from holding Shell Bell that turn converted to seconds

Max Time: The maximum time you have on battle timer caps at 90 seconds and you won't gain any additional time.

Questions for the community: Do you think this would be fun to play? Hard to code? Does the formula seem too arbitrary and is there a less stringent and much better way to utilize this concept of (health <-> time) ?
Ok I think you’re gonna need to use something other than the in game timer. That’s more of a Showdown mechanic and like said before mechanics like chat commands won’t be made into OMs.
I think if Pokemon on the field slowly lost their HP every turn, then that’d be more accepting of an OM.
 
Hello everyone, I hope you're doing great !

I know we've been served with stat variations through many OMs (one might compare it to Scalemons or 350 Cup), but I had this idea in mind for a while now :

EQUIPMONS

Equipmons.png

Premise :

Pokémon get new base stats when equiping with offensive moves.

Rules :

Pokémon can change their base stats in Atk, Def, SpA and SpD with moves base power. The moveslots order determine them like so :

1st move = Atk
2nd move = Def
3rd move = SpA
4th move = SpD

If a move is a statut one, or an offensive one with unspecified base power, the original base stat is used instead.

Example :

Here's Woopadoop the Wooper ↓
1727514979088.png
Woopadoop has [45, 45, 25, 25] in [Atk, Def, SpA, SpD] respectively.
Now let's give it a full offense set :
1st moveslot - Earthquake
2nd - Blizzard
3rd - Hydro Pump
4th - Stone Edge

Its base stats in [Atk, Def, SpA, SpD] will become [100, 110, 110, 100]

Properties :

Endless Battle Clause
Evasion Clause
Power Clause : Moves with a base power equal to or over 150 are banned
Sleep Clause : Only one foe per game can be put to sleep
Species Clause
Arena Trap
Contrary
Huge Power
Moody
Pure Power
Sand Veil
Snow Cloack
Speed Boost
Unaware
Unburden
Bright Powder
Damp Rock
Heat Rock
Icy Rock
King's Rock
Light Clay
Baton Pass
Last Respects
Rage Fist
Revival Blessing
Shed Tail
Shell Smash
Arceus (all forms)
Blissey
Calyrex-Ice
Calyrex-Shadow
Chansey
Deoxys (all forms)
Eternatus
Giratina (both forms)
Groudon
Ho-oh
Hoopa-Unbound
Koraidon
Kyogre
Kyurem-Black
Kyurem-White
Lugia
Magearna
Mewtwo
Miraidon
Necrozma-Dusk-Mane
Rayquaza
Regidrago
Smeargle
Munchlax + Eviolite
Poison Heal
Regenerator
Stamina
Booster Energy
Eviolite
Light Ball
Archaludon
Dragapult
Landorus
Necrozma-Dawn-Wings
Palafin
Regieleki
Spectrier
Terapagos
Zacian-Crowned
Zamazenta-Crowned

Strategy :

In this metagame, lots of Pokémon can now act as bulky attackers, some pre-evolution might even compete with their parent thanks to the Eviolite
1727614984428.png
1727615118205.png
. Most profit from the possibility to finally endure more than two hits and support the team efficiently, especially Pokémon with HP stats over 90.

Q&A :

Q1 : Do Imposter and Transform copy modified stats ?
A1 : Yes, along stat boosts.

Q2 : What happen when I equip a mon with a conditional base power ?
A2 : Only the standard base power is taken in the process. So for example, a mon with Revenge will always have 60 as base stat.

Q3: How Pokémon shift their stats when they change forms ?
A3: HP and Speed change, while Att, Def, SpA and SpD remain the same.

Resources and more :

Should I add/remove bans ? Does it look balanced ?
None
On approval
 
Last edited:
Hello everyone, I hope you're doing great !

I know we've been served with stat variations through many OMs (one might compare it to Scalemons or 350 Cup), but I had this idea in mind for a while now :

EQUIPMONS

Premise :

Pokémon get new base stats when equiping with offensive moves.

Rules :

Pokémon can change their base stats in Atk, Def, SpA and SpD with moves base power. The moveslots order determine them like so :

1st move = Atk
2nd move = Def
3rd move = SpA
4th move = SpD

If a move is a statut one, or an offensive one with unspecified base power, the original base stat is used instead.

Example :

Here's Woopadoop the Wooper ↓
View attachment 672847Woopadoop has [45, 45, 25, 25] in [Atk, Def, SpA, SpD] respectively.
Now let's give it a full offense set :
1st moveslot - Earthquake
2nd - Blizzard
3rd - Hydro Pump
4th - Stone Edge

Its base stats in [Atk, Def, SpA, SpD] will become [100, 110, 110, 100]

Properties :

Endless Battle Clause
Evasion Clause
Power Clause : Moves with a base power equal to or above 150 BP are banned
Sleep Clause : Only one foe per game can be put to sleep
Species Clause
Arena Trap
Contrary
Huge Power
Moody
Pure Power
Unaware
Sand Veil
Snow Cloack
Speed Boost
Bright Powder
King's Rock
Baton Pass
Last Respects
Rage Fist
Revival Blessing
Shed Tail
Arceus (all forms)
Blissey
Calyrex-Ice
Calyrex-Shadow
Chansey
Deoxys (all forms)
Eternatus
Koraidon
Kyogre
Kyurem-Black
Kyurem-White
Giratina (both forms)
Groudon
Magearna
Miraidon
Rayquaza
Poison Heal
Regenerator
Stamina
Booster Energy
Eviolite
Light Ball
Archaludon
Dragapult
Landorus
Mewtwo
Palafin
Regieleki
Spectrier
Terapagos
Zacian-Crowned
Zamazenta-Crowned

Strategy :

In this metagame, lots of Pokémon can now act as bulky attackers, some pre-evolution might even compete with their parent thanks to the Eviolite View attachment 673351View attachment 673355. Most profit from the possibility to finally endure more than two hits and support the team efficiently, especially Pokémon with HP stats over 90.

Q&A :

Q1 : Do Imposter and Transform copy modified stats ?
A1 : Yes, along stat boosts.

Q2 : What happen when I equip a mon with a conditional base power ?
A2 : Only the standard base power is taken in the process. So for example, a mon with Revenge will always have 60 as base stat.

Q3: How Pokémon shift their stats when they change forms ?
A3: HP and Speed change, while Att, Def, SpA and SpD remain the same.

Resources and more :

Should I add/remove bans ? Does it look balanced ?
None
On approval
I actually do find this interesting and appreciate the effort you put into this post. If I do have a suggestion, it’d be to add BP of the move (or half of it) to the Pokemon’s original stats.
So if you have Earthquake in slot 1, you’d get +50 in Atk.
That way, base stats aren’t all static numbers, the pokemon itself is more important than its movepool, and not to punish high stat Pokemon too much.

Additionally, whether it’s your system or my system for stat changes, here are a few things you definitely missed for bans and being on the watch list;
-Explosion
-Self Destruct
-Gigaton Hammer
-Hyper Beam/Giga Impact
-Hoopa Unbound
-Smeargle (maybe not with my system but all its stats being above 100 easily besides HP and Speed is obviously overpowered)
-All the other massive HP Pokemon
 
I actually do find this interesting and appreciate the effort you put into this post. If I do have a suggestion, it’d be to add BP of the move (or half of it) to the Pokemon’s original stats.
So if you have Earthquake in slot 1, you’d get +50 in Atk.
That way, base stats aren’t all static numbers, the pokemon itself is more important than its movepool, and not to punish high stat Pokemon too much.
Thanks Cuddly, for the first time I'm not looking for niche mechanics so I've been more at ease.
I get your point of view, however I'm looking for a way to make every Pokémon stand on their own, whether they are base, 1st-stage or fully evolved ones. Just adding stats won't suit in this case, because if I can add 50 points, so my opponent. I know that the staticity can be bothersome at some points, but it fits for what I want to do.
Additionally, whether it’s your system or my system for stat changes, here are a few things you definitely missed for bans and being on the watch list;
-Explosion
-Self Destruct
-Gigaton Hammer
-Hyper Beam/Giga Impact
-Hoopa Unbound
-Smeargle (maybe not with my system but all its stats being above 100 easily besides HP and Speed is obviously overpowered)
-All the other massive HP Pokemon
I've already written something just for moves above 140 BP and it's called the Power Clause ;)

Regarding Hoopa-Unbound ans Smeargle, I'll add them in bans. As for massive HP Pokémon : I'm hesitating for Dondozo, because it doesn't leave much impact without Unaware. I think the biggest threats would be Alomomola and Amoongus, because of Regenerator.
 
TYPE FACTORY

Description: The damaging move placed in 1st slot has the additional effect of "forging" the respective type enhancing item for a selected party member. This works like a combination of Revival Blessing and Recycle, where the selected teammate will find and hold the item in addition to their own.

Secondary effect of 1st slot damaging moves:
Based on 1st slot move's type, the selected teammate will find and hold either one of the following items in addition to their own.

Normal:
Silk Scarf
Fighting:
Black Belt
Flying:
Sharp Beak
Poison:
Poison Barb
Ground:
Soft Sand
Rock:
Hard Stone

Bug:
Silver Powder
Ghost:
Spell Tag
Steel:
Metal Coat
Fire:
Charcoal
Water:
Mystic Water
Grass:
Miracle Seed

Electric:
Magnet
Psychic:
Twisted Spoon
Ice:
Never-Melt Ice
Dragon:
Dragon Fang
Dark:
Black Glasses
Fairy:
Fairy Feather


Rules:
There are no restrictions on the number or type of the enhancing items that can be held this way.
Enhancement from the same items do stack. (presumably)
Knock off gets rid of all items and so does Fling
Trick / Switcheroo / Magician / Pickpocket: Unknown until coded
How do pivot moves work? - Item recipient is the same as the one that switches in.


Banlist:

Clauses:
Sleep move clause, endless battle clause, species clause, OHKO clause
Banned Pokemon: All Ubers
Banned items: King’s Rock, Razor Fang
Banned Abilities: Moody, Shadow Tag, Arena Trap
Banned Moves: Shed Tail, Baton Pass, Last Respects

______________________________________________________________________________________________________
Questions for the community: Do you think this is fun or adds much to standard play? (probably geared towards HO)
 
SKINWALKERS
Description:
When your mon KOs the opponent's mon, it will automatically use Transform before the opponents mon gets KO'd. This means it will copy the opponent's stats (except HP), moves, EVs, and stat changes (except Protosynthesis/Quark Drive) and will override its own.

Rules:
Abilities/moves which take effect when said mon is KO'd will work as usual.

It must be a direct KO. This means that residual damage/non-direct damage against the opponent causing it to faint when your mon is on the field does not make it transform.
All 6 members of a team can transform upon a KO, and each member can do it as many times as they wish.

Banlist:
Clauses: Species Clause, Sleep Moves Clause, Evasion Items Clause, Evasion Moves Clause, Moody Clause, OHKO Clause, Endless Battle Clause
Mons: All Ubers, All mons with a base HP stat above 127 (non-inclusive)
Items: Bright Powder, King's Rock, Razor Fang
Abilities: Arena Trap, Moody, Sand Veil, Shadow Tag, Snow Cloak
Moves: Baton Pass, Last Respects, Shed Tail​
 
Back
Top