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Project Metagame Workshop

Adventure Mons

Premise:
A random format where the pool of Pokemon that is drawn from is all the preset Dynamax Adventures rental Pokemon.

Potential Bans:
-DA Legendaries

Questions:
-Would this be of interest to literally anyone else? Would it get any meaningful play?
-Should Pokemon also be randomly assigned items, i.e., one of the items available from the DA scientists?
-Should Legendaries be included, or would it make the meta too lopsided and focused on digging in with your Legendary?
 
TRACEMONS
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​
Metagame premise: Doubles OM where Pokemon repeat the last allied move in addition to its original move.
Turn 1:
I send out :amoonguss::dragonite:.
:amoonguss: uses Protect.
:Dragonite: uses Extreme Speed. It then also uses Protect.

Turn 2:
:Dragonite: uses Extreme Speed. It does it twice on the same target.
:Amoonguss: uses Sludge Bomb. It also uses Extreme Speed on that target.

Turn 3:
:Dragonite: uses Earthquake. It also uses Sludge Bomb on the opposite target.
:Amoonguss: uses Rage Powder. It then uses Earthquake on all targets.

n.b
  1. The primary move's priority determines the priority of BOTH moves, so Extreme Speed and Protect gives +2 priority to the secondary move. Also both players' very first move repeats nothing since there was no previous move.

  2. Moves prioritise same target, then opposite target.

Potential bans and threats: Will look like Doubles OU banlist with some modifications.

Questions for the community:
  1. How easy is the premise to understand?
  2. Is the targetting system intuitive?
  3. Is the move priority system intuitive?
  4. Can you think of anything broken?
 
I wonder if something like this has been done before:

PP Power

Metagame premise
. Moves have 1/8th of their original PP, and double their base power. A mon that loses all its PP will be KOed.

This is a fast paced meta where mons easily blow each other up and everyone is on a timer. An atk like Gigaton Hammer is 320BP but you can only click it once per game.

Potential bans and threats.
Bans: This is an OU meta (all Ubers banned)
Terastalization?
Leppa Berry, Regenerator, Poison Heal(?), Loaded Dice(?), Rest, Wish, maybe Focus Sash?

Threats:
:excadrill: The landscape changes quite a lot. Stuff like Rapid Spin used to be a basic utility move but now its 100BP coverage and has the highest PP in the game of 8. 50% recovery only has 1PP, so it means everything dies a lot faster.

:breloom: Priority is really good because its got a lot of PP (compared to other options)- Mach Punch has a decent 6PP and 80BP.

:mimikyu: You can potentially neutralize an aggressive mon by burning its PP. Things like Focus Sash, Protect, Pressure, Multiscale, Sturdy, Substitute, Pain Split(?) could all be used to waste time, and Spite is massively threatening.

:dragonite: Mons get access to new/different coverage because lower BP moves gaining double BP and offering more PP. Dragonite will definitely be happy to use a 7PP Wing Attack that's 120BP. Something like 2PP Earthquake is risky, since it might be 200BP but it runs out almost right away. Stuff like Rapid Spin, Icicle Spear, Bite, and Fell Stinger will become commonplace moves that now hit hard.
Multi Hit moves are really nice because they heavily counter Substitute stalling strats, and hit for about 80BP minimum.

:metagross: Explosion is a key move in this metagame because mons will die when they lose all their PP anyway. A 500BP Explosion can be a great way to leave the field

:corviknight: :suicune: :kingambit: Pressure deserves its own mention. Its really good for putting the enemy on an even stricter timer, and its probably banworthy since theres enough users to flood the team with them and still have a bunch of different comps.

Questions for the community.
This game is supposed to avoid healing strategies and major "stalling". Are there healing methods that I missed on the banlist that would dominate? Maybe Subseed, Pain Split?

There might need to be a rule that PP has to be used at least once every 3 turns? In case there's a scenario where the last mons all only have 1PP and attacking will make them lose, so everyone is just switching non-stop.

I kinda dont know what this meta will end up as. It seems to balance both all-out aggression and stalling out the opponent. I'd be interested to see which method comes out on top or if a blend of the two is the optimal strat. The nuclear attacks are scary, but superpowered priority and stall can counter a sweep temporarily, which can be all thats needed. It could be a disaster or it could end up in some real nail-biter finishes trying to make the most of the last few mons vs the last few PP, dunno
 
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Surging Storms
  • Metagame premise. Every turn, a random terrain/weather/room is set on the field, and if a previous weather/terrain was active, it is removed.
  • Potential bans and threats.
    • Drizzle, Drought, Sand Stream, Snow Warning, Sand Spit, Electric Surge, Psychic Surge, Misty Surge, Grassy Surge, Seed Sower
    • Rain Dance, Sunny Day, Sandstorm, Snowscape, Electric Terrain, Psychic Terrain, Misty Terrain, Grassy Terrain, Trick Room, Magic Room, Wonder Room
    • Steel Roller, Ice Spinner
    • Cloud Nine
    • Ubers
  • Questions for the community.
    • Is this too random? Should there be an order of terrains/weathers/rooms?
    • Should this be every turn or every [number of turns>1]?
 
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I wonder if something like this has been done before:

PP Power

Metagame premise
. Moves have 1/8th of their original PP, and double their base power. A mon that loses all its PP will be KOed.

This is a fast paced meta where mons easily blow each other up and everyone is on a timer. An atk like Gigaton Hammer is 320BP but you can only click it once per game.

Potential bans and threats.
Bans: This is an OU meta (all Ubers banned)
Terastalization?
Leppa Berry, Regenerator, Poison Heal(?), Loaded Dice(?), Rest, Wish, maybe Focus Sash?

Threats:
:excadrill: The landscape changes quite a lot. Stuff like Rapid Spin used to be a basic utility move but now its 100BP coverage and has the highest PP in the game of 8. 50% recovery only has 1PP, so it means everything dies a lot faster.

:breloom: Priority is really good because its got a lot of PP (compared to other options)- Mach Punch has a decent 6PP and 80BP.

:mimikyu: You can potentially neutralize an aggressive mon by burning its PP. Things like Focus Sash, Protect, Pressure, Multiscale, Sturdy, Substitute, Pain Split(?) could all be used to waste time, and Spite is massively threatening.

:dragonite: Mons get access to new/different coverage because lower BP moves gaining double BP and offering more PP. Dragonite will definitely be happy to use a 7PP Wing Attack that's 120BP. Something like 2PP Earthquake is risky, since it might be 200BP but it runs out almost right away. Stuff like Rapid Spin, Icicle Spear, Bite, and Fell Stinger will become commonplace moves that now hit hard.
Multi Hit moves are really nice because they heavily counter Substitute stalling strats, and hit for about 80BP minimum.

:metagross: Explosion is a key move in this metagame because mons will die when they lose all their PP anyway. A 500BP Explosion can be a great way to leave the field

:corviknight: :suicune: :kingambit: Pressure deserves its own mention. Its really good for putting the enemy on an even stricter timer, and its probably banworthy since theres enough users to flood the team with them and still have a bunch of different comps.

Questions for the community.
This game is supposed to avoid healing strategies and major "stalling". Are there healing methods that I missed on the banlist that would dominate? Maybe Subseed, Pain Split?

There might need to be a rule that PP has to be used at least once every 3 turns? In case there's a scenario where the last mons all only have 1PP and attacking will make them lose, so everyone is just switching non-stop.

I kinda dont know what this meta will end up as. It seems to balance both all-out aggression and stalling out the opponent. I'd be interested to see which method comes out on top or if a blend of the two is the optimal strat. The nuclear attacks are scary, but superpowered priority and stall can counter a sweep temporarily, which can be all thats needed. It could be a disaster or it could end up in some real nail-biter finishes trying to make the most of the last few mons vs the last few PP, dunno
Leppa berry would go CRAZY in a meta like this. Being able to CC twice instead of once is genuinely a huge advantage, and it could pair well with unburden and acrobatics (hawlucha W?)

The instant fainting on no PP seems a bit odd. Using only struggle is already a fair enough punishment IMO, though I bring this up mostly as a point of discussion for people to think about.

One last note is that multihit moves are absolutely ridiculous. Bullet seed has 6 PP and 200-250 BP (with loaded dice), and on top of it all, multihits are all still boosted by technician (since 50 BP still hits that <60 threshold). Here’s what breloom can do to corviknight with a quad resist

252+ Atk Technician Breloom Bullet Seed (5 hits) (50BP) vs. 248 HP / 252+ Def Corviknight: 115-140 (28.8 - 35%) -- approx. 0.3% chance to 3HKO
^^ That puts corv in CC range btw.

252+ Atk Breloom Close Combat (240BP) vs. 248 HP / 252+ Def Corviknight: 300-354 (75.1 - 88.7%) -- guaranteed 2HKO
(Absolute WORST case scenario it’s a roll in your favour
252+ Atk Breloom Close Combat vs. 248 HP / 252+ Def Corviknight (307 HP): 300-354 (75.1 - 88.7%) -- 87.5% chance to OHKO
And thats only if you min-roll all 4 hits of bullet seed)

Are they banworthy? Maybe. Probably, even, but something to note is that the only ones with that much PP are bullet seed and icicle spear. Yeah sure 40 -> 60 BP (600 effective) PopBomb sounds terrifying but you only get to use it twice so it might not be so worth it.

Other than those I have no other notes.
 
Leppa berry would go CRAZY in a meta like this. Being able to CC twice instead of once is genuinely a huge advantage, and it could pair well with unburden and acrobatics (hawlucha W?)

The instant fainting on no PP seems a bit odd. Using only struggle is already a fair enough punishment IMO, though I bring this up mostly as a point of discussion for people to think about.

One last note is that multihit moves are absolutely ridiculous. Bullet seed has 6 PP and 200-250 BP (with loaded dice), and on top of it all, multihits are all still boosted by technician (since 50 BP still hits that <60 threshold). Here’s what breloom can do to corviknight with a quad resist

252+ Atk Technician Breloom Bullet Seed (5 hits) (50BP) vs. 248 HP / 252+ Def Corviknight: 115-140 (28.8 - 35%) -- approx. 0.3% chance to 3HKO
^^ That puts corv in CC range btw.

252+ Atk Breloom Close Combat (240BP) vs. 248 HP / 252+ Def Corviknight: 300-354 (75.1 - 88.7%) -- guaranteed 2HKO
(Absolute WORST case scenario it’s a roll in your favour
252+ Atk Breloom Close Combat vs. 248 HP / 252+ Def Corviknight (307 HP): 300-354 (75.1 - 88.7%) -- 87.5% chance to OHKO
And thats only if you min-roll all 4 hits of bullet seed)

Are they banworthy? Maybe. Probably, even, but something to note is that the only ones with that much PP are bullet seed and icicle spear. Yeah sure 40 -> 60 BP (600 effective) PopBomb sounds terrifying but you only get to use it twice so it might not be so worth it.

Other than those I have no other notes.
Loaded Dice and Leppa I did catch already and put on the banlist near the top- Leppa because it kinda ruins the timer aspect of the game, and Loaded Dice for being an insane +dmg item on high PP moves, making them ~200 min like you said.
I did edit Technician onto the banlist (which I apparently forgot to save) but it might make more sense to just ban some Technician mons like Breloom individually. If this meta's doubling BP effect happens before Technician it takes some sting out of some other Technician mons' moves like Scizor, or Toxitricity (no 120BP Acid Sprays).

The main reason why I wanted mons to be KOed when out of PP is because I think you could often reach endgames where the remaining mons (multiple on both sides) all run out of PP, and then you have to switch between your remaining mons until turn 1000 to reach a draw. I ideally want the person who ran out first to lose (and I liked the idea that if you ran a mon out of PP they wouldnt become a sack later for your crucial 1PP moves) but down for other suggestions of how to implement that.
Ty for the feedback :)
 
Loaded Dice and Leppa I did catch already and put on the banlist near the top- Leppa because it kinda ruins the timer aspect of the game, and Loaded Dice for being an insane +dmg item on high PP moves, making them ~200 min like you said.
I did edit Technician onto the banlist (which I apparently forgot to save) but it might make more sense to just ban some Technician mons like Breloom individually. If this meta's doubling BP effect happens before Technician it takes some sting out of some other Technician mons' moves like Scizor, or Toxitricity (no 120BP Acid Sprays).

The main reason why I wanted mons to be KOed when out of PP is because I think you could often reach endgames where the remaining mons (multiple on both sides) all run out of PP, and then you have to switch between your remaining mons until turn 1000 to reach a draw. I ideally want the person who ran out first to lose (and I liked the idea that if you ran a mon out of PP they wouldnt become a sack later for your crucial 1PP moves) but down for other suggestions of how to implement that.
Ty for the feedback :)
this is a worrisome combo:

pawmot.gif
cresselia.gif
 
Name: No Level Cup (AKA, EggMaxxing)

Metagame Premise: What would happen if we decided to have Pokémon that had just hatched from an egg battle, and we maximized their potential without leveling them up? Well, we’d have a strange mix of Ubers and Little Cup.

In the “No Level Cup” (NLC), only Level 1 Pokémon are allowed, but it isn’t limited to Little Cup species, since at Level 1 you can have fully evolved Pokémon due to their alternative evolution paths (e.g., Arcanine, Porygon 2/Z, Slowking, Cinccino, Ninetales, Wyrdeer, Froslass, Steelix, Scizor, almost all Eeveelutions except Espeon and Umbreon, among others). If we consider that there are Pokémon that do not evolve (e.g., Kangaskhan, Shuckle, Mawile, Heracross, Pinsir, Tauros, Audino, Maractus) and that some Legendary and Unique Pokémon can be *legally* at Level 1 (Palkia/Dialga/Giratina from the Arceus event in HG/SS, Regigigas from Platinum, the Manaphy egg from Pokémon Ranger, the baby Phione, Meltan, and Melmetal), the result is that even LC Pokémon can hold their own against the three Ubers I mentioned, because at level 1, the stat calculations make them similar (e.g., Slurpuff can have the same stats as Manaphy if you max out all its stats, specifically, 13 HP and 7 in all its stats).

I've been testing this with a friend, and speed is a key factor in this game mode. Almost all Pokémon are balanced, and some that used to be weak (like Smeargle) now have power comparable to the allowed Legendaries, while some from the LC tier, like Mienfoo, can become just as powerful as other evolved Pokémon.


Potential bans and threats:
>Any evolutions that cannot be achieved at Level 1 are banned (Sorry about that, Roserade).
>The only Legendary/Mythical Pokémon allowed are those that can legally be obtained at Level 1 (Dialga, Palkia, Giratina, Manaphy, Phione, Regigigas, Meltan, Melmetal) At Level 1, they will have similar stats to other Pokémon.
>All moves learned at levels other than Level 1 are not allowed.
>Moves: Sonic Boom and Dragon Rage are banned for dealing 20 and 40 HP damage, respectively. The maximum HP is 14 (e.g., Munchlax, Vaporeon, Melmetal).
>Item clause: Personally, I suggest a rule prohibiting duplicate items to ensure variety in setups and prevent spam of Berry Juice and Eviolite.
>Considerations: There are some overpowered abilities, such as Skill Link (Cloyster and Cinccino) or Regenerator (Mienfoo and Slowking), but they can be countered with type coverage (Cinccino is still overpowered, along with Galarian Darmanitan)

P.S.: I’ve never really been one to visit forums; I only created an account to see if this idea could become a reality. However, since the rules require 20 posts, I’m not sure how far this idea can go. I’ll listen to comments on the matter and welcome further suggestions in case something can be done with this idea.
 
Name: No Level Cup (AKA, EggMaxxing)

Metagame Premise: What would happen if we decided to have Pokémon that had just hatched from an egg battle, and we maximized their potential without leveling them up? Well, we’d have a strange mix of Ubers and Little Cup.

In the “No Level Cup” (NLC), only Level 1 Pokémon are allowed, but it isn’t limited to Little Cup species, since at Level 1 you can have fully evolved Pokémon due to their alternative evolution paths (e.g., Arcanine, Porygon 2/Z, Slowking, Cinccino, Ninetales, Wyrdeer, Froslass, Steelix, Scizor, almost all Eeveelutions except Espeon and Umbreon, among others). If we consider that there are Pokémon that do not evolve (e.g., Kangaskhan, Shuckle, Mawile, Heracross, Pinsir, Tauros, Audino, Maractus) and that some Legendary and Unique Pokémon can be *legally* at Level 1 (Palkia/Dialga/Giratina from the Arceus event in HG/SS, Regigigas from Platinum, the Manaphy egg from Pokémon Ranger, the baby Phione, Meltan, and Melmetal), the result is that even LC Pokémon can hold their own against the three Ubers I mentioned, because at level 1, the stat calculations make them similar (e.g., Slurpuff can have the same stats as Manaphy if you max out all its stats, specifically, 13 HP and 7 in all its stats).

I've been testing this with a friend, and speed is a key factor in this game mode. Almost all Pokémon are balanced, and some that used to be weak (like Smeargle) now have power comparable to the allowed Legendaries, while some from the LC tier, like Mienfoo, can become just as powerful as other evolved Pokémon.


Potential bans and threats:
>Any evolutions that cannot be achieved at Level 1 are banned (Sorry about that, Roserade).
>The only Legendary/Mythical Pokémon allowed are those that can legally be obtained at Level 1 (Dialga, Palkia, Giratina, Manaphy, Phione, Regigigas, Meltan, Melmetal) At Level 1, they will have similar stats to other Pokémon.
>All moves learned at levels other than Level 1 are not allowed.
>Moves: Sonic Boom and Dragon Rage are banned for dealing 20 and 40 HP damage, respectively. The maximum HP is 14 (e.g., Munchlax, Vaporeon, Melmetal).
>Item clause: Personally, I suggest a rule prohibiting duplicate items to ensure variety in setups and prevent spam of Berry Juice and Eviolite.
>Considerations: There are some overpowered abilities, such as Skill Link (Cloyster and Cinccino) or Regenerator (Mienfoo and Slowking), but they can be countered with type coverage (Cinccino is still overpowered, along with Galarian Darmanitan)

P.S.: I’ve never really been one to visit forums; I only created an account to see if this idea could become a reality. However, since the rules require 20 posts, I’m not sure how far this idea can go. I’ll listen to comments on the matter and welcome further suggestions in case something can be done with this idea.
Since this involves only legal sets and is completely replicable with only legal Gen 9 (Scarlet/Violet) play (at least The Loser's Game requires a game win validator change), this really sounds like an Unofficial Metagame instead. Try submitting this meta idea to there instead!
 
Name: Humanly Gift

Premise: Humans praising gods in Godly Gift is so old-fashioned and out of touch with reality. These days we worship inferior creatures like Harambe and crabs, so this meta was created to better reflect reality.Rules: 5 Pokemon in your team gift their stats to a "god" in the restricted list based on the slot (This god list can start as LC mons with some similar bans in GG like Pure Power). If there's no "god", no donation occurs.

Potential Bans: Snom, Smeargle, Regieleki/Deoxys-Speed.

Questions for the Community: What do you think I should have on the initial gods list
 
Revert gg with lc god sounds fun, you may want to take a look at baby mons with silly boosting moves, as with actual stats I can see Squirtle, Sinistea and/or Turtwig being too much.
I think you can get away with this tier using the Uber's banlist as a starting point if you are fine with silly stats for the lc mon, but I guess it is much easier to balance if you dont, as you can control the upper cap of stats a god can have if we start with a lower power level.
 
Name: Reversed Effects (idk about this name but whatever)

Metagame Premise:
All abilities, items and secondary effects from moves are all redirected at the other Pokemon. For example, Intimidate would lower your attack stat instead of the opponent's. An item like Leftovers would heal the other Pokemon instead of yourself.

Form changing abilities like Zen Mode remain unmodified.
Potential bans/threats:
Most items, abilities and moves generally get worse with this, which could be interesting trying to balance.
Iron Ball would be an easy ban.
Flame/Life/Toxic Orb would be banned, maybe choice items too.

Abilities/Pokemon:
Truant (and Slaking)
Slow Start (and Regigigas)

Questions:
Does this category seem fun and interesting?
Any more ideas for potential bans (I know I definitely missed some)?
Any name suggestions?
 
Name: Reversed Effects (idk about this name but whatever)

Metagame Premise:
All abilities, items and secondary effects from moves are all redirected at the other Pokemon. For example, Intimidate would lower your attack stat instead of the opponent's. An item like Leftovers would heal the other Pokemon instead of yourself.

Form changing abilities like Zen Mode remain unmodified.
Potential bans/threats:
Most items, abilities and moves generally get worse with this, which could be interesting trying to balance.
Iron Ball would be an easy ban.
Flame/Life/Toxic Orb would be banned, maybe choice items too.

Abilities/Pokemon:
Truant (and Slaking)
Slow Start (and Regigigas)

Questions:
Does this category seem fun and interesting?
Any more ideas for potential bans (I know I definitely missed some)?
Any name suggestions?
This doesn't seem very interesting.
There are a few abilities that are unaffected (e.g. Drought, Grassy Surge, No Guard), but most Pokemon will just run abilities that have little to no effect (e.g. Queenly Majesty provides no benefit to your opponent because Tsareena can't learn any priority moves). Apart from the unaffected abilities, there are very few that are actually useful: Contrary might be situationally useful (but it's probably worse than in standard play), Imposter can stop setup sweepers/force switches, and Stall lets you outrun everything (but Sableye is still bad).
There are also very few viable items - everything is going to run Black Sludge, Sticky Barb, or Lagging Tail (or Power Band/Anklet/etc if Lagging Tail is banned).
People will just stop running moves with significant chances of secondary effects, unless they're immune to those secondary effects (e.g. Poison types using Sludge Bomb).
You're removing a lot of things from the game and not adding much of anything.
 
This doesn't seem very interesting.
There are a few abilities that are unaffected (e.g. Drought, Grassy Surge, No Guard), but most Pokemon will just run abilities that have little to no effect (e.g. Queenly Majesty provides no benefit to your opponent because Tsareena can't learn any priority moves). Apart from the unaffected abilities, there are very few that are actually useful: Contrary might be situationally useful (but it's probably worse than in standard play), Imposter can stop setup sweepers/force switches, and Stall lets you outrun everything (but Sableye is still bad).
There are also very few viable items - everything is going to run Black Sludge, Sticky Barb, or Lagging Tail (or Power Band/Anklet/etc if Lagging Tail is banned).
People will just stop running moves with significant chances of secondary effects, unless they're immune to those secondary effects (e.g. Poison types using Sludge Bomb).
You're removing a lot of things from the game and not adding much of anything.
What if the format was an extension of the losers game format? That would make it interesting since the options wouldn't be so limited
 
Revert gg with lc god sounds fun, you may want to take a look at baby mons with silly boosting moves, as with actual stats I can see Squirtle, Sinistea and/or Turtwig being too much.
I think you can get away with this tier using the Uber's banlist as a starting point if you are fine with silly stats for the lc mon, but I guess it is much easier to balance if you dont, as you can control the upper cap of stats a god can have if we start with a lower power level.
To be clear, this is a party of 5 Ubers with 1LC mon that inherits stats based on placement?
 
Name: Flipped

Metagame Premise:

Double format where all abilities, items and secondary + non-damaging primary effects from moves are all redirected at the other Pokemon. For example, Intimidate would lower your attack stat instead of the opponent's. An item like Leftovers would heal the other Pokemon instead of yourself. In terms of moves, this means that all status moves are inverted and OHKO moves like Sheer Cold kill the user instead of the target



However the goal of the game is to get your Pokemon KO'ed first.
(I know this is similar to Loser's Game, but the added element I think makes it significantly different)


Form changing abilities like Zen Mode and universal abilities (e.g. No Guard) remain unmodified.
Comeuppance is also unmodified.
Potential bans/threats:
Moves (probably need more):
Block
Baneful Bunker
Spiky Shield
Abilities:
Bad Dreams (although it is Darkrai only)
Earth Eater (cos free health to opponent is too OP)
Disguise (probably)
Friend Guard

Idk what items to ban
Questions:
Does this category seem fun and interesting?
Any more ideas for potential bans (I know I definitely missed some)?
Any name suggestions?

P.S.
Idk what gens this works in, maybe a natdex version would be cool but idrc too much.
 
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Name: Flipped

Metagame Premise:

Double format where all abilities, items and secondary effects from moves are all redirected at the other Pokemon. For example, Intimidate would lower your attack stat instead of the opponent's. An item like Leftovers would heal the other Pokemon instead of yourself. Furthermore, status moves are also flipped.

However the goal of the game is to get your Pokemon KO'ed first.
(I know this is similar to Loser's Game, but the added element I think makes it significantly different)


Form changing abilities like Zen Mode and universal abilities (e.g. No Guard) remain unmodified.
Comeuppance is also unmodified.
Potential bans/threats:
Moves (probably need more):
Block
Baneful Bunker
Spiky Shield
Abilities:
Bad Dreams (although it is Darkrai only)
Earth Eater (cos free health to opponent is too OP)
Disguise (probably)
Friend Guard

Idk what items to ban
Questions:
Does this category seem fun and interesting?
Any more ideas for potential bans (I know I definitely missed some)?
Any name suggestions?

P.S.
Idk what gens this works in, maybe a natdex version would be cool but idrc too much.
We gotta change the name, Flipped is already taken.

Little-known fact: The Loser's Game had a Doubles incarnation in Gen 6. I suspect your proposed OM will start looking a lot like that Doubles incarnation of The Loser's Game, complete with these:
  • Action may need to be taken against regular attacks - aiming Blood Moon and Surging Strikes at your own mons seems optimal otherwise
  • You are going to want to set all mons to Level 100 (either make all other levels fail validation or force all mons to Level 100 in-game)
  • You are going to want to force all teams to have 6 Pokemon (or the maximum allowed in the roomtour rules if, say, Tours Minigames picks it up)
  • Trick remains a good move - pointing it at your opponent and forcing a symmetrical item exchange seems optimal
  • High speed is still a good thing to have, as moving first is still key
The main differences I see involve optimal items, as in Doubles Losers you want self-harming items, while here, you want opponent-healing items instead (e.g. Leftovers).

Optimal abilities compared to Doubles Losers seem to be a mixed bag - Intrepid Sword is now a death sentence for your team while it's good in Doubles Losers, but Prankster on a Dark-type looks downright evil in this OM while it's merely great in Doubles Losers. Depending on how that status move application on the opposing team really works, Magic Bounce might still be a good ability in this OM, as it technically nulls the move that hit it and then has the Bouncer use the move.
 
We gotta change the name, Flipped is already taken.

Little-known fact: The Loser's Game had a Doubles incarnation in Gen 6. I suspect your proposed OM will start looking a lot like that Doubles incarnation of The Loser's Game, complete with these:
  • Action may need to be taken against regular attacks - aiming Blood Moon and Surging Strikes at your own mons seems optimal otherwise
  • You are going to want to set all mons to Level 100 (either make all other levels fail validation or force all mons to Level 100 in-game)
  • You are going to want to force all teams to have 6 Pokemon (or the maximum allowed in the roomtour rules if, say, Tours Minigames picks it up)
  • Trick remains a good move - pointing it at your opponent and forcing a symmetrical item exchange seems optimal
  • High speed is still a good thing to have, as moving first is still key
The main differences I see involve optimal items, as in Doubles Losers you want self-harming items, while here, you want opponent-healing items instead (e.g. Leftovers).

Optimal abilities compared to Doubles Losers seem to be a mixed bag - Intrepid Sword is now a death sentence for your team while it's good in Doubles Losers, but Prankster on a Dark-type looks downright evil in this OM while it's merely great in Doubles Losers. Depending on how that status move application on the opposing team really works, Magic Bounce might still be a good ability in this OM, as it technically nulls the move that hit it and then has the Bouncer use the move.
If the name Flipped is already taken, something like Reverse Effects doesn't seem bad ig.

Regarding your points:
- I can always ban damaging yourself directly, but at the same time, I don't want to make it a PP stall game (even though that is actually bad, since Struggle is a 2-hit move with reversed effects). If the format were to be a 1v1, how close do you think it would stand to Loser's Game?
- I can implement force lvl 100 and force 6 pokemon on the team

About the final point, status moves in this OM would be completely inverted, e.g. Calm Mind would raise the opponent's Special Attack and Special Defence rather than yours (in a doubles setting, the player can choose the target). You are right though that Prankster is really evil, and I will be shoving that on the banlist.

I hope this OM is sufficiently different from the Loser's Game, both singles and doubles, I've been checking the banlist on Loser's Game and I think it is very different in terms of the meta (mainly because moves that would kill you now don't and instead OHKO moves like Sheer Cold do that)
 
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