Project Metagame Workshop

:sv/electrode: BOMBASTIC :sv/electrode:
Premise: The move in your 1st moveslot will double in effectiveness (BP, secondary effects, chance of secondary effects, and drawbacks) and 100% accuracy but self-KO your Pokemon. Any effects that are self-targeting will apply to the next Pokemon coming in.

Potential Bans:
:Enamorus: :serperior: :Lurantis: :Malamar:
All these Pokemon have Contrary. Why is this potentially broken? Well say you use just used Overheat as your "Bombastic" move. It'll not only have 260 BP, but will lower the SpA of the Pokemon you send in by 4 stages. Sike! Contrary instead gives them instant +4 SpA. Not only did you just do massive damage, but now your facing a full health +4 SpA Pokemon. Or they can get +2 in Def/SpD from Close Combat. Or +2 Atk/Def from Superpower. Or if you feel like it, +2 Speed from Hammer Arm. That's pretty busted if you ask me.

:Manaphy: :Volbeat: :volcarona: :ribombee: :falinks:
With Tail Glow, both of these Pokemon provide an instant +6 SpA to any Pokemon on their team. This is like Belly Drum but without the drawback of actively koing 2 Pokemon and getting nothing done. Additionally, Quiver Dance will give anything a 1 turn free Geomancy.
Also don't think too hard about No Retreat.

:Numel:
Remember how I said Contrary would get insane stat buffs? Well while Numel is extremely weak, it can get stat buffs from a partner's suicide move and then double that. Think using Dragon Dance, passing +2 Atk/Spe to another Pokemon, and then you switch in Numel to get +4 in Atk/Spe. Even with Numel's crappy stats (of which it can outspeed Max Speed Regieleki at +4) Simple can definitely be a problem.

Questions:
1. How should status conditions be doubly effective? There are a few ways to potentially do this such as statusing multiple Pokemon, or doubling the effect. If you have an idea, let me know.
2. Hazards also pose a question. Spikes and Toxic Spikes are a bit more obvious, but what about Stealth Rock and Sticky Webs? What should they do if you make them your Bombastic move.
3. Also what happens with Protect moves too?
 
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 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
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
Hoopa-Unbound
Koraidon
Kyogre
Kyurem-Black
Kyurem-White
Giratina (both forms)
Groudon
Magearna
Miraidon
Rayquaza
Smeargle
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 think this metagame could be very cool and allow for some unique combinations. Here's what comes to mind:

Electrode-Hisui @ Choice Specs
Ability: Static
Tera Type: Grass
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Volt Switch
- Thunderbolt
- Leaf Storm
- Energy Ball
New Stats: 60/70/90/130/90/150 BST: 590
Possibly a great revenge killer with the bst of iron val

Hawlucha @ Power Herb
Ability: Unburden
Tera Type: Fighting
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Sky Attack
- High Jump Kick
- Acrobatics
- Close Combat
New Stats: 78/140/130/55/120/118 BST: 641
Very threatening sweeper that has a lot of high bp moves. Should probably be banned considering that its bst is almost as high as box legends.

Great Tusk @ Leftovers
Ability: Protosynthesis
Tera Type: Ground
EVs: 252 HP / 4 Def / 252 SpD
Careful Nature
- Body Press
- Stealth Rock
- Rapid Spin
- Headlong Rush
New Stats: 115/80/131/50/120/87 BST: 583
Finally tusk can have a higher Special Defense.

Also how do status moves work? Would it make the stat the same? (In Tusks case would it make it keep its 131 Defense?)
 
I think this metagame could be very cool and allow for some unique combinations. Here's what comes to mind:

Electrode-Hisui @ Choice Specs
Ability: Static
Tera Type: Grass
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Volt Switch
- Thunderbolt
- Leaf Storm
- Energy Ball
New Stats: 60/70/90/130/90/150 BST: 590
Possibly a great revenge killer with the bst of iron val

Hawlucha @ Power Herb
Ability: Unburden
Tera Type: Fighting
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Sky Attack
- High Jump Kick
- Acrobatics
- Close Combat
New Stats: 78/140/130/55/120/118 BST: 641
Very threatening sweeper that has a lot of high bp moves. Should probably be banned considering that its bst is almost as high as box legends.

Great Tusk @ Leftovers
Ability: Protosynthesis
Tera Type: Ground
EVs: 252 HP / 4 Def / 252 SpD
Careful Nature
- Body Press
- Stealth Rock
- Rapid Spin
- Headlong Rush
New Stats: 115/80/131/50/120/87 BST: 583
Finally tusk can have a higher Special Defense.

Also how do status moves work? Would it make the stat the same? (In Tusks case would it make it keep its 131 Defense?)
I set a temporary cap to 150BP for the Power Clause but if you think it's too high I'll change it to 140BP :blobthumbsup:
If a Pokémon has a statut move, or a physical/special move with "---" base power, it's the original base stat. So yeah, in your example, Great Tusk would stll have 131 !
 
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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.
does this forging activate when you click the move or is it a separate function? How many times can a single move forge an item? Also what do you do when you forge with Stellar type move?
 
does this forging activate when you click the move or is it a separate function? How many times can a single move forge an item? Also what do you do when you forge with Stellar type move?
what I had in mind is something like u-turn / baton pass, where you execute the move and then it gives you options to click on a healthy teammate, and then once clicked it would display something like "x mon found one Silk Scarf."

For Tera Blast, I'd probably keep it base type so item would be Silk Scarf.

Also another totally separate idea is to introduce item moves and have them function like this, but that may be too complicated.

I set a temporary cap to 150BP for the Power Clause but if you think it's too high I'll change it to 140BP :blobthumbsup:
If a Pokémon has a statut move, or a physical/special move with "---" base power, it's the original base stat. So yeah, in your example, Great Tusk would stll have 131 !

meta seems cool, no idea how the power creep would go though, 140 as opposed to 150 seems much more reasonable since it gets kinda ridiculous with choiced mons saturating movesets with hyper beam clones. Eviolite might be a must ban. Sun seems particularly strong. I'm
specifically looking at mons like Torkoal, Scovillain, Venusaur, protosynthesis mons etc.

Premise: The move in your 1st moveslot will double in effectiveness (BP, secondary effects, chance of secondary effects, and drawbacks) and 100% accuracy but self-KO your Pokemon. Any effects that are self-targeting will apply to the next Pokemon coming in.

I think you might want to distinguish between sheer force flagged effects and other effects and stick to maybe former, since forte has like the niche of using both, although yours is vastly different. On that note how would doubling work for Fickle Beam's going "all out" or Steel Beam recoil. I guess it may be just damage doubling for some moves.

EDIT: Didn't realize status moves were in this too, then I'd just limit to base power doubling and stat stage changes and have them apply to second mon and don't bother with probability
 
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meta seems cool, no idea how the power creep would go though, 140 as opposed to 150 seems much more reasonable since it gets kinda ridiculous with choiced mons saturating movesets with hyper beam clones. Eviolite might be a must ban. Sun seems particularly strong. I'm
specifically looking at mons like Torkoal, Scovillain, Venusaur, protosynthesis mons etc.
Truth is I'm still in the process of building a viable banlist, especially for restricted bans... as Cuddly mentionned, I should take banning high HP mons (like mons with over 100 HP) into consideration, so you'll see some changes soon. I think the power creep would easily reach 580.
 
Truth is I'm still in the process of building a viable banlist, especially for restricted bans... as Cuddly mentionned, I should take banning high HP mons (like mons with over 100 HP) into consideration, so you'll see some changes soon. I think the power creep would easily reach 580.
Btw what is the power level you are looking for with this metagame?
 
Btw what is the power level you are looking for with this metagame?
That's a good question... Just by using four offensive moves, some mons can attain over 650 BST, but at the cost of not having recovery, setup or support options. Give eviolite to a Munchlax plus four offensive moves and it gets technically over 700 BST. I can't give you an objective answer because of the fact that one could go for a complete team of full attackers with legendary-like stats, but I think 580 BST should be good enough strategically speaking. I think it's a matter to discuss together, if you want to.
 
Commander Linked
Premise: Double Battles. Pokemon in slots 1-3 gain an additional "Commander" like Ability and are paired with Pokemon in slots 4-6. When both paired Pokemon are present on the field, the Commander eats its pair and gain +2 to all stats as well as "Linking" their moves.


Commander is Dondozo's signature ability. When a Tatsugiri (the paired Pokemon in this case) is switched in, the Commander will eat it and gain stat boosts. In this OM however, the Commander gains an additional power boost in the form of "Linking".


Linking is a mechanic based on the already existing OM Linked. The mechanic for this OM is exactly the same as in that OM, with a few minor differences. The basic idea is: when the Commander has eaten its pair and selects a move in Slot 1, it will use that move and then also use the eaten mon's Slot 1 move using its own stats for damage calculation. Here is Linked if you don't know: https://www.smogon.com/forums/threads/linked.3660421/


Linked Mechanics:

  • A Commander will Link all of its moves with its Pair after it eats it.
  • Move Links are based on move slots in teambuilder.
  • Priority of a linked pair is equal to that of the lowest-priority move in the link.
  • Moves like Thrash, if linked, lock you into that Link.
  • Damage calculation for both moves use the Commander's stats, type, item and ability.
  • 2 Linked single-enemy target moves (e.g Knock Off, Dragon Claw) will target the same enemy, chosen by the player.
  • If the Commander Links a non single-enemy target move (e.g Earthquake, Rock Slide, Swords Dance, Stealth Rock) with a single-enemy target move from its pair, then the Linked single-enemy target move will target the leftmost enemy by default.

Example:

:grimmsnarl::Archaludon::Pelipper::Landorus::Baxcalibur::Rillaboom:
https://pokepast.es/c956509decd713b5

I just took this random Doubles Team for an example. Based on position, the pairs are (:grimmsnarl::landorus:), (:archaludon::baxcalibur:) and (:pelipper::Rillaboom:).

Let's consider the (:grimmsnarl::landorus:) pair only. When both :Grimmsnarl: and :Landorus: are on the field at the same time, :Grimmsnarl: will eat :Landorus: to gain +2 Attack/Defense/Sp.Attack/Sp.Defense/Speed, Link moves and temporarily remove Landorus from the field.


:grimmsnarl:
Grimmsnarl @ Light Clay
Ability: Prankster
Tera Type: Ghost
EVs: 248 HP / 172 Def / 88 SpD
Careful Nature
- Reflect
- Light Screen
- Fake Out
- Parting Shot

:landorus:
Landorus @ Life Orb
Ability: Sheer Force
Tera Type: Poison
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Earth Power
- Sludge Bomb
- Protect
- Sandsear Storm


The Linked moves are:

  1. Reflect + Earth Power
  2. Light Screen + Sludge Bomb
  3. Fake Out + Protect
  4. Parting Shot + Sandsear Storm
You will be displayed :grimmsnarl:'s moves only. If you choose Reflect for example, your :grimmsnarl: will use Reflect and then Earth Power on the leftmost enemy Pokemon using it's own Sp.Attack, Item and Ability. Grimmsnarl will not have access to Landorus' Sp.Atk, STAB, Sheer Force or Life Orb. Earth Power is the lowest priority move in that Link so your Reflect will only have a priority of +0 instead of +1 due to :Grimmsnarl:'s Prankster. Reminder that a Commander Pokemon cannot be switched out or forced out. This means that the 4th Link (Parting Shot + Sandsear Storm) will simply reduce the Attack and Sp.Attack stat of one enemy Pokemon and deal Sandsear Storm to both enemies at a priority of +0.

When your :grimmsnarl: is knocked out, your :Landorus: will return to the field in its original position and can continue to fight. This mechanic is consistent with how Dondozo and Tatsugiri works.

Clauses and Banlist:
Will probably be based on the Doubles OU Clauses and Banlist.

Additional and Potential Bans:

I think we'll implement a category of moves called "Restricted Moves" to restrict certain moves that are not inherently broken but may be problematic when Linked. If a Commander or its Pair has a Restricted Move, it will simply not be Linked. This means that if the Commander selects a Restricted Move, it will only perform that Restricted Move for that turn. If the Pair has a Restricted Move, that Restricted Move will not be used when the Commander selects the corresponding Move slot. For the (:grimmsnarl::landorus:) example, :grimmsnarl: will NOT use Protect after it uses Fake Out because Protect is a Restricted Move. If :grimmsnarl: and :landorus:'s positions are switched, Landorus will NOT use Fake Out after it uses Protect.

Restricted Moves:

  • Invulnerable moves like Protect and Baneful Bunker: Protect and its clones essentially gives you a free turn if your mon is fast enough.
  • Semi-invulnerable two-turn moves such as Dig: Similar to Protect, these moves grant semi-invulnerability.
Questions for the community:
What broken strategies can you come up with in this OM? (Pokemon or Move Pairs)
What do you think of the default target being the leftmost Pokemon?
 
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The Guy Who Has Many Alts said:
Commander is Dondozo's signature ability. When a Tatsugiri (the paired Pokemon in this case) is switched in, the Commander will eat it and gain stat boosts. In this OM however, the Commander gains an additional power boost in the form of "Linking".
uhh i think commander is tatsugiris signature ability
 
:sv/electrode:BOMBASTIC:sv/electrode:
Premise: The move in your 1st moveslot will double in effectiveness (BP, secondary effects, chance of secondary effects, and drawbacks) and 100% accuracy but self-KO your Pokemon. Any effects that are self-targeting will apply to the next Pokemon coming in.

Potential Bans:
:Enamorus: :serperior: :Lurantis: :Malamar:
All these Pokemon have Contrary. Why is this potentially broken? Well say you use just used Overheat as your "Bombastic" move. It'll not only have 260 BP, but will lower the SpA of the Pokemon you send in by 4 stages. Sike! Contrary instead gives them instant +4 SpA. Not only did you just do massive damage, but now your facing a full health +4 SpA Pokemon. Or they can get +2 in Def/SpD from Close Combat. Or +2 Atk/Def from Superpower. Or if you feel like it, +2 Speed from Hammer Arm. That's pretty busted if you ask me.

:Manaphy: :Volbeat: :volcarona: :ribombee: :falinks:
With Tail Glow, both of these Pokemon provide an instant +6 SpA to any Pokemon on their team. This is like Belly Drum but without the drawback of actively koing 2 Pokemon and getting nothing done. Additionally, Quiver Dance will give anything a 1 turn free Geomancy.
Also don't think too hard about No Retreat.

:Numel:
Remember how I said Contrary would get insane stat buffs? Well while Numel is extremely weak, it can get stat buffs from a partner's suicide move and then double that. Think using Dragon Dance, passing +2 Atk/Spe to another Pokemon, and then you switch in Numel to get +4 in Atk/Spe. Even with Numel's crappy stats (of which it can outspeed Max Speed Regieleki at +4) Simple can definitely be a problem.

Questions:
1. How should status conditions be doubly effective? There are a few ways to potentially do this such as statusing multiple Pokemon, or doubling the effect. If you have an idea, let me know.
2. Hazards also pose a question. Spikes and Toxic Spikes are a bit more obvious, but what about Stealth Rock and Sticky Webs? What should they do if you make them your Bombastic move.
3. Also what happens with Protect moves too?
This could be fun but would most likely be just a meme format that will be difficult for anyone to take too seriously, I would make it for offensive moves to keep it simple as a lot of the interactions seem weird with them.
Commander Linked
Premise: Double Battles. Pokemon in slots 1-3 gain an additional "Commander" like Ability and are paired with Pokemon in slots 4-6. When both paired Pokemon are present on the field, the Commander eats its pair and gain +2 to all stats as well as "Linking" their moves.


Commander is Dondozo's signature ability. When a Tatsugiri (the paired Pokemon in this case) is switched in, the Commander will eat it and gain stat boosts. In this OM however, the Commander gains an additional power boost in the form of "Linking".


Linking is a mechanic based on the already existing OM Linked. The mechanic for this OM is exactly the same as in that OM, with a few minor differences. The basic idea is: when the Commander has eaten its pair and selects a move in Slot 1, it will use that move and then also use the eaten mon's Slot 1 move using its own stats for damage calculation. Here is Linked if you don't know: https://www.smogon.com/forums/threads/linked.3660421/


Linked Mechanics:

  • A Commander will Link all of its moves with its Pair after it eats it.
  • Move Links are based on move slots in teambuilder.
  • Priority of a linked pair is equal to that of the lowest-priority move in the link.
  • Moves like Thrash, if linked, lock you into that Link.
  • Damage calculation for both moves use the Commander's stats, type, item and ability.
  • 2 Linked single-enemy target moves (e.g Knock Off, Dragon Claw) will target the same enemy, chosen by the player.
  • If the Commander Links a non single-enemy target move (e.g Earthquake, Rock Slide, Swords Dance, Stealth Rock) with a single-enemy target move from its pair, then the Linked single-enemy target move will target the leftmost enemy by default.

Example:

:grimmsnarl::Archaludon::Pelipper::Landorus::Baxcalibur::Rillaboom:
https://pokepast.es/c956509decd713b5

I just took this random Doubles Team for an example. Based on position, the pairs are (:grimmsnarl::landorus:), (:archaludon::baxcalibur:) and (:pelipper::Rillaboom:).

Let's consider the (:grimmsnarl::landorus:) pair only. When both :Grimmsnarl: and :Landorus: are on the field at the same time, :Grimmsnarl: will eat :Landorus: to gain +2 Attack/Defense/Sp.Attack/Sp.Defense/Speed, Link moves and temporarily remove Landorus from the field.


:grimmsnarl:
Grimmsnarl @ Light Clay
Ability: Prankster
Tera Type: Ghost
EVs: 248 HP / 172 Def / 88 SpD
Careful Nature
- Reflect
- Light Screen
- Fake Out
- Parting Shot

:landorus:
Landorus @ Life Orb
Ability: Sheer Force
Tera Type: Poison
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Earth Power
- Sludge Bomb
- Protect
- Sandsear Storm


The Linked moves are:

  1. Reflect + Earth Power
  2. Light Screen + Sludge Bomb
  3. Fake Out + Protect
  4. Parting Shot + Sandsear Storm
You will be displayed :grimmsnarl:'s moves only. If you choose Reflect for example, your :grimmsnarl: will use Reflect and then Earth Power on the leftmost enemy Pokemon using it's own Sp.Attack, Item and Ability. Grimmsnarl will not have access to Landorus' Sp.Atk, STAB, Sheer Force or Life Orb. Earth Power is the lowest priority move in that Link so your Reflect will only have a priority of +0 instead of +1 due to :Grimmsnarl:'s Prankster. Reminder that a Commander Pokemon cannot be switched out or forced out. This means that the 4th Link (Parting Shot + Sandsear Storm) will simply reduce the Attack and Sp.Attack stat of one enemy Pokemon and deal Sandsear Storm to both enemies at a priority of +0.

When your :grimmsnarl: is knocked out, your :Landorus: will return to the field in its original position and can continue to fight. This mechanic is consistent with how Dondozo and Tatsugiri works.

Clauses and Banlist:
Will probably be based on the Doubles OU Clauses and Banlist.

Additional and Potential Bans:

I think we'll implement a category of moves called "Restricted Moves" to restrict certain moves that are not inherently broken but may be problematic when Linked. If a Commander or its Pair has a Restricted Move, it will simply not be Linked. This means that if the Commander selects a Restricted Move, it will only perform that Restricted Move for that turn. If the Pair has a Restricted Move, that Restricted Move will not be used when the Commander selects the corresponding Move slot. For the (:grimmsnarl::landorus:) example, :grimmsnarl: will NOT use Protect after it uses Fake Out because Protect is a Restricted Move. If :grimmsnarl: and :landorus:'s positions are switched, Landorus will NOT use Fake Out after it uses Protect.

Restricted Moves:

  • Invulnerable moves like Protect and Baneful Bunker: Protect and its clones essentially gives you a free turn if your mon is fast enough.
  • Semi-invulnerable two-turn moves such as Dig: Similar to Protect, these moves grant semi-invulnerability.
Questions for the community:
What broken strategies can you come up with in this OM? (Pokemon or Move Pairs)
What do you think of the default target being the leftmost Pokemon?
This also sound fun, would avoid describing the mechanic as linked as is not the exact same as Linked, just to avoid confusion and unnecessary assumptions, or you will have people calling it an OMM for no reason.
 
Limitmons
Premise:You can use any pokemon you want. However, each pokemon is assigned a value based on their tier, with AG being 4, Ubers being 3, OU being 2, UUBL being 1.5, UU being 1, RUBL being 0.5, and all tiers below RUBL being 0. Your teams combined value cannot exceed 10.
Rises/Falls:Clodsire would probably drop off in favor of Quagsire, as it frees up 2 points to use in other places. Calyrex-Ice I could see rise, as not only would Trick Room be a fairly cheap strategy, teams with enough bulk to sustain hits from it would likely be harder to make.
Potential Bans:Zacian, Eternatus, Calyrex, Koraidon, and Arceus, for being incredibly volatile.
Questions:should the values/limit be altered to make things more balanced?
 
LOCKED AND LOADED (improvement on Cramorons)

Premise: A singles metagame, where your pokemon can put one of its moves in nickname slot. This will be a "spit / missile" move which can be activated once your pokemon uses an offensive move. When in activated state, if a pokemon receives a direct hit, the missile move is immediately executed returning the pokemon into its normal / deactivated state. This process can be repeated every time you use an offensive move.

Rules: Missile moves can either be status or damaging. However, if they are damaging, they will use the relevant base offensive stat of an unevolved pokemon, with the highest respective offensive stat sharing the missile move's type.

Base offensive stats used given the type of the missile move (does not use unevolved pokemon's STAB) :

Type/CategoryPhysicalSpecial
FireLarvestaHoundour
IceSneaselSnover
WaterBasculin-WSBasculin-WS
ElectricGeodude-AMagnemite
GrassCacneaCacnea
FlyingScytherMurkrow
SteelDuraludonDuraludon
NormalStantlerGirafarig
PsychicGirafarigSolosis
DarkSneaselMurkrow
BugScytherYanma
GhostShuppetGastly
FairyFlabebeSnubbull
FightingKubfuCroagunk
DragonDuraludonDuraludon
RockCranidosGlimmet
PoisonSneasel-HGlimmet
GroundTrapinchSandygast

Additional rules/Clauses: A nickname move cannot be used in moveslots.

List of moves that are restricted from being nicknames: Roar, Whirlwind, Circle Throw, Dragon Tail, Block, Mean Look

Watchlist (nickname moves): Infestation, Sand Tomb, Whirlpool, Fire Spin

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: Should one only restrict to damaging moves? Duraludon is kinda ridiculous. Is using lowest base stats better and more balanced?
 
LOCKED AND LOADED (improvement on Cramorons)

Premise: A singles metagame, where your pokemon can put one of its moves in nickname slot. This will be a "spit / missile" move which can be activated once your pokemon uses an offensive move. When in activated state, if a pokemon receives a direct hit, the missile move is immediately executed returning the pokemon into its normal / deactivated state. This process can be repeated every time you use an offensive move.

Rules: Missile moves can either be status or damaging. However, if they are damaging, they will use the relevant base offensive stat of an unevolved pokemon, with the highest respective offensive stat sharing the missile move's type.

Base offensive stats used given the type of the missile move (does not use unevolved pokemon's STAB) :

Type/CategoryPhysicalSpecial
FireLarvestaHoundour
IceSneaselSnover
WaterBasculin-WSBasculin-WS
ElectricGeodude-AMagnemite
GrassCacneaCacnea
FlyingScytherMurkrow
SteelDuraludonDuraludon
NormalStantlerGirafarig
PsychicGirafarigSolosis
DarkSneaselMurkrow
BugScytherYanma
GhostShuppetGastly
FairyFlabebeSnubbull
FightingKubfuCroagunk
DragonDuraludonDuraludon
RockCranidosGlimmet
PoisonSneasel-HGlimmet
GroundTrapinchSandygast

Additional rules/Clauses: A nickname move cannot be used in moveslots.

List of moves that are restricted from being nicknames: Roar, Whirlwind, Circle Throw, Dragon Tail, Block, Mean Look

Watchlist (nickname moves): Infestation, Sand Tomb, Whirlpool, Fire Spin

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: Should one only restrict to damaging moves? Duraludon is kinda ridiculous. Is using lowest base stats better and more balanced?
they say dont just give every pokemon an ability, but an exception has to be made for cramorant
 
LOCKED AND LOADED (improvement on Cramorons)

Premise: A singles metagame, where your pokemon can put one of its moves in nickname slot. This will be a "spit / missile" move which can be activated once your pokemon uses an offensive move. When in activated state, if a pokemon receives a direct hit, the missile move is immediately executed returning the pokemon into its normal / deactivated state. This process can be repeated every time you use an offensive move.

Rules: Missile moves can either be status or damaging. However, if they are damaging, they will use the relevant base offensive stat of an unevolved pokemon, with the highest respective offensive stat sharing the missile move's type.

Base offensive stats used given the type of the missile move (does not use unevolved pokemon's STAB) :

Type/CategoryPhysicalSpecial
FireLarvestaHoundour
IceSneaselSnover
WaterBasculin-WSBasculin-WS
ElectricGeodude-AMagnemite
GrassCacneaCacnea
FlyingScytherMurkrow
SteelDuraludonDuraludon
NormalStantlerGirafarig
PsychicGirafarigSolosis
DarkSneaselMurkrow
BugScytherYanma
GhostShuppetGastly
FairyFlabebeSnubbull
FightingKubfuCroagunk
DragonDuraludonDuraludon
RockCranidosGlimmet
PoisonSneasel-HGlimmet
GroundTrapinchSandygast

Additional rules/Clauses: A nickname move cannot be used in moveslots.

List of moves that are restricted from being nicknames: Roar, Whirlwind, Circle Throw, Dragon Tail, Block, Mean Look

Watchlist (nickname moves): Infestation, Sand Tomb, Whirlpool, Fire Spin

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: Should one only restrict to damaging moves? Duraludon is kinda ridiculous. Is using lowest base stats better and more balanced?
Hello Dawn's Piplup :pip:

I think that there are some issues with your concept :

1) using unevolved Pokemons' (I'll call them Missilemons later) highest base stat to determine the damages of the missile is a great idea for sure, but while you made your research to select the best candidates, I can't help but feel that there's subjectivity involved. You could have chosen pure-typed mons for the entire roster (instead of some two-typed). What I'm trying to say is that it works if you only focus on the stats, but I'm not convinced of the fairness of such choices.

2) unless I'm mistaken, there is no relation between the missile and the Missilemons, which could go wrong with some Pokemons. For example, if Sylveon store Hyper Voice as a missile, which missilemon will be used, knowing that it has Pixilate ? What about Tera blast ?

3) you don't specify if missiles keep their side effects or not. If that's the case, there are important restricted bans to consider, such as Cyclizar's Dragon Tail + U-turn (missile) combo.
 
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LOCKED AND LOADED (improvement on Cramorons)

Premise: A singles metagame, where your pokemon can put one of its moves in nickname slot. This will be a "spit / missile" move which can be activated once your pokemon uses an offensive move. When in activated state, if a pokemon receives a direct hit, the missile move is immediately executed returning the pokemon into its normal / deactivated state. This process can be repeated every time you use an offensive move.

Rules: Missile moves can either be status or damaging. However, if they are damaging, they will use the relevant base offensive stat of an unevolved pokemon, with the highest respective offensive stat sharing the missile move's type.

Base offensive stats used given the type of the missile move (does not use unevolved pokemon's STAB) :

Type/CategoryPhysicalSpecial
FireLarvestaHoundour
IceSneaselSnover
WaterBasculin-WSBasculin-WS
ElectricGeodude-AMagnemite
GrassCacneaCacnea
FlyingScytherMurkrow
SteelDuraludonDuraludon
NormalStantlerGirafarig
PsychicGirafarigSolosis
DarkSneaselMurkrow
BugScytherYanma
GhostShuppetGastly
FairyFlabebeSnubbull
FightingKubfuCroagunk
DragonDuraludonDuraludon
RockCranidosGlimmet
PoisonSneasel-HGlimmet
GroundTrapinchSandygast

Additional rules/Clauses: A nickname move cannot be used in moveslots.

List of moves that are restricted from being nicknames: Roar, Whirlwind, Circle Throw, Dragon Tail, Block, Mean Look

Watchlist (nickname moves): Infestation, Sand Tomb, Whirlpool, Fire Spin

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: Should one only restrict to damaging moves? Duraludon is kinda ridiculous. Is using lowest base stats better and more balanced?
This a very complex version of Linked, just adding a second mon to be the one using the new move makes it sound like too much.
 
LOCKED AND LOADED (improvement on Cramorons)

Premise: A singles metagame, where your pokemon can put one of its moves in nickname slot. This will be a "spit / missile" move which can be activated once your pokemon uses an offensive move. When in activated state, if a pokemon receives a direct hit, the missile move is immediately executed returning the pokemon into its normal / deactivated state. This process can be repeated every time you use an offensive move.

Rules: Missile moves can either be status or damaging. However, if they are damaging, they will use the relevant base offensive stat of an unevolved pokemon, with the highest respective offensive stat sharing the missile move's type.

Base offensive stats used given the type of the missile move (does not use unevolved pokemon's STAB) :

Type/CategoryPhysicalSpecial
FireLarvestaHoundour
IceSneaselSnover
WaterBasculin-WSBasculin-WS
ElectricGeodude-AMagnemite
GrassCacneaCacnea
FlyingScytherMurkrow
SteelDuraludonDuraludon
NormalStantlerGirafarig
PsychicGirafarigSolosis
DarkSneaselMurkrow
BugScytherYanma
GhostShuppetGastly
FairyFlabebeSnubbull
FightingKubfuCroagunk
DragonDuraludonDuraludon
RockCranidosGlimmet
PoisonSneasel-HGlimmet
GroundTrapinchSandygast

Additional rules/Clauses: A nickname move cannot be used in moveslots.

List of moves that are restricted from being nicknames: Roar, Whirlwind, Circle Throw, Dragon Tail, Block, Mean Look

Watchlist (nickname moves): Infestation, Sand Tomb, Whirlpool, Fire Spin

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: Should one only restrict to damaging moves? Duraludon is kinda ridiculous. Is using lowest base stats better and more balanced?
Ok, given personal commitments and my personal experience with the submission process (to be disclosed in OM suggestions), I'm taking a break with new ideas. In the event that someone is interested in using some of the ideas I posted here or integrating it with their own ideas/submissions, feel free to do so.
 
Loadout

Premise:
You will have 36 slots, the first six will be your starting team. you will use this team until one of your pokemon faint. then the next team is used with only five of the 6 pokemon in it, as if the other pokemon fainted too, it woulld go on until the last team only has one pokemon left, and said pokemon faints. it would be a fun way to pull out completley diffrent strategies in the same game.

Potential bans: instant kill moves like explosion or healing wish to prevent players from autoswitching to a team if they have a disadvantage. and pyukumuku and any other pokemon with an ability that effects on death

Question: What if you could switch teams in the middle of a match?
 
Loadout

Premise:
You will have 36 slots, the first six will be your starting team. you will use this team until one of your pokemon faint. then the next team is used with only five of the 6 pokemon in it, as if the other pokemon fainted too, it woulld go on until the last team only has one pokemon left, and said pokemon faints. it would be a fun way to pull out completley diffrent strategies in the same game.

Potential bans: instant kill moves like explosion or healing wish to prevent players from autoswitching to a team if they have a disadvantage. and pyukumuku and any other pokemon with an ability that effects on death

Question: What if you could switch teams in the middle of a match?
So it's like a roulette combined with a KO condition. You switch teams while keeping the KOs in check. I see a lot of problems to it :
1) if one of the mons were hurt, is the replacement hurt too ?
2) will I need to make six separate teams or a full box of 36 mons ? how do I know which mons will be selected as replacements ?
3) no offense, but I'm not sure that everyone would agree with your last sentence in the premise. It mays sound innovative and give a 6-rounds battle feeling, but it would eventually lead into a lot of stress because you have to remember how each of your teams work strategically.
 
this is a one off thats never gonna happen, MC. middle cup. middle evos only

Yeah, this is probably going to be the case. Middle Cup is too similar to NFE and is a lot less dynamic. Many LC mons/1st stage mons have pretty significant roles in NFE. Misdreavus, Koffing, Dunsparce, and Vullaby for example. I know that Middle Cup usually bans Eviolite so mons like Chansey and Gligar come into play, but I have a feeling you'll get the same Knock Off spam dynamic but with far less tankier mons.
 
shaymin.gif
whiscash.gif
medicham.gif
ZU2
abomasnow.gif
sandaconda.gif
sneasel-hisui.gif
Every new generation comes with powercreep, and more and more Pokemon become unranked from the lowest official tier, PU. If your favourite is below PU, there's an unofficial tier called ZU. But even down in ZU, many Pokemon are still unranked. The idea of ZU2 is to be a tier below ZU, functioning pretty much like UU is for OU. Thus, every Pokemon qualified for ZU or above is banned from ZU2.

Rules:
The Pokemons in ZU that have enough usage would be considered ZU proper so they are automatically banned from ZU2 (threshold of 4.52%). The ban list would be dynamic depending on usage. The current usage list for ZU can be checked at munchstats.com/gen9zu.

Threats:
Aurora Veil Abomasnow would be an excellent leader for Hyper Offense. The tier would have lots of setup sweepers: Veluza, Venomoth, Bellossom, Virizion, Combusken, Oricorio-S, Rhydon, etc. who would benefit from Aurora Veil.
Stall would have great options in Porygon2, Muk, Articuno, Naclstack, Sandaconda, and probably Regenerator Klawf.
Morpeko and Eelektross would be excellent Knock Off users who at the same would be good pivots.
Sneasel-H would be excellent speed control.
Shaymin would be the main nuke in the tier and probably S tier with Abomasnow.

Question for the community:
Which Pokemon(s) would be banned to borderline (ZU2BL)?
 
shaymin.gif
whiscash.gif
medicham.gif
ZU2
abomasnow.gif
sandaconda.gif
sneasel-hisui.gif
Every new generation comes with powercreep, and more and more Pokemon become unranked from the lowest official tier, PU. If your favourite is below PU, there's an unofficial tier called ZU. But even down in ZU, many Pokemon are still unranked. The idea of ZU2 is to be a tier below ZU, functioning pretty much like UU is for OU. Thus, every Pokemon qualified for ZU or above is banned from ZU2.

Rules:
The Pokemons in ZU that have enough usage would be considered ZU proper so they are automatically banned from ZU2 (threshold of 4.52%). The ban list would be dynamic depending on usage. The current usage list for ZU can be checked at munchstats.com/gen9zu.

Threats:
Aurora Veil Abomasnow would be an excellent leader for Hyper Offense. The tier would have lots of setup sweepers: Veluza, Venomoth, Bellossom, Virizion, Combusken, Oricorio-S, Rhydon, etc. who would benefit from Aurora Veil.
Stall would have great options in Porygon2, Muk, Articuno, Naclstack, Sandaconda, and probably Regenerator Klawf.
Morpeko and Eelektross would be excellent Knock Off users who at the same would be good pivots.
Sneasel-H would be excellent speed control.
Shaymin would be the main nuke in the tier and probably S tier with Abomasnow.

Question for the community:
Which Pokemon(s) would be banned to borderline (ZU2BL)?
You appear to be unfamiliar with SU - a.k.a. Sub-Zero Used. I'm having a really tough time finding its Smogon thread right now, but evidence there's an entire community you're missing out on are in https://www.smogon.com/forums/threa...tournament-grand-finals-won-by-sleid.3734971/ and https://www.smogon.com/forums/threads/usage-based-tier-update-for-october-2024.3752345/post-10289097.

Loadout

Premise:
You will have 36 slots, the first six will be your starting team. you will use this team until one of your pokemon faint. then the next team is used with only five of the 6 pokemon in it, as if the other pokemon fainted too, it woulld go on until the last team only has one pokemon left, and said pokemon faints. it would be a fun way to pull out completley diffrent strategies in the same game.

Potential bans: instant kill moves like explosion or healing wish to prevent players from autoswitching to a team if they have a disadvantage. and pyukumuku and any other pokemon with an ability that effects on death

Question: What if you could switch teams in the middle of a match?
Precisely because you switch to a team with one fewer member every time one of your mons gets KOed, can we use 21-mon teams instead? First 6 make up Team 1, next 5 make up Team 2, etc.

In addition, Pokemon Showdown boxes and custom games only support max. 24 mons per team right now, so 21-mon teams make your OM more feasible.

Also, is the sum total of all 6 teams subject to Species Clause, or only just each individual team? It would be more interesting if it were the former, as copying and pasting the same team 6 times if it were the latter gets old fast and starts turning this OM into regular OU.
 
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ROLEMONS
Premise:Pokemon can ONLY use STAB moves (including status moves)
Changes:Limits the amount of hazard setters, but makes hazards more important, as there will be a lot of switching. Setup sweepers will be much harder to use. Monotype pokemon will be inherently weaker than multitype pokemon. Pokemon with good offensive types will be stronger, but immunities will be more important. I won't bring up every pokemon that will be made much better or worse by this, because that's basically all of them.
Potential Bans:Regenerator, because switching in is much easier in this game. Recover and other similar moves, as the overall damage will be lower.
Questions:What pokemon do you think will shine in this format?
 
ROLEMONS
Premise:Pokemon can ONLY use STAB moves (including status moves)
Changes:Limits the amount of hazard setters, but makes hazards more important, as there will be a lot of switching. Setup sweepers will be much harder to use. Monotype pokemon will be inherently weaker than multitype pokemon. Pokemon with good offensive types will be stronger, but immunities will be more important. I won't bring up every pokemon that will be made much better or worse by this, because that's basically all of them.
Potential Bans:Regenerator, because switching in is much easier in this game. Recover and other similar moves, as the overall damage will be lower.
Questions:What pokemon do you think will shine in this format?
This is very restricting, I doubt this would be accepted
 
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