Do you have a lv100 requirement? I see under-level creep happening for this, which mons I can't tell. When TR is permanently active, you can count on there being speed-creep wars.
yes, its on the draft of the OP for when its fully greenlitDo you have a lv100 requirement? I see under-level creep happening for this, which mons I can't tell. When TR is permanently active, you can count on there being speed-creep wars.
Seems pretty cool of an idea. My only suggestion is to maybe not have moves fail on the same turn. That’d seem a bit frustrating to play with defensive Pokemon when they use recover and can’t because they got hit by a fighting move the same turn.LOGICAL GAMEPLAY
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inspirational GIF: Ash's Hawlucha from Pokemon XY Anime destroying Trick Room with X-Scissor
Description: This metagame aims to answer to the following question. What if moves themselves could be super-effective against one another in battle? What if based on type effectiveness, you could nullify or reset opposing pokemon's moves in a timely fashion?
Metagame Premise: In this metagame, if a damaging move's type is super-effective against any of the opponent's moves, the opponent will be prevented from using them for a single turn (similar to how Gigaton Hammer or Bloodmoon are prevented from being used for a turn)
FAQ
Q: Can you give an example?
A: Suppose opponent uses Leech Seed and you follow with Flamethrower. This will prevent them from using Leech Seed for the next turn, in addition to any Ice and Bug and Grass type moves.
Q: What if Flamethrower goes first and Leech Seed goes second in the same turn?
A: Leech Seed will simply fail, similar to trying to use a sound move while being Throat Chopped or a status move while being Taunted.
Q: How does Freeze Dry, Flying Press work?
A: Counted as ice and fighting respectively.
Q: Does the move need to successfully hit?
A: Yes, otherwise the effect won't happen.
Q: What about ate abilities or tera?
A: Takes into account the type of the damage (or how the move is color-coded)
Increased Viability:
Ice, fighting, rock and associated priority moves:![]()
They can easily shut down the opponent.![]()
Pivot (u-turn/volt-switch) :![]()
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Decreased Viability:
& friends: being locked into a move and forced Struggle is just not ideal![]()
Pokemon whose move-pools are all weak to the same type.
Stall:![]()
normal type recovery can be seen from a mile away and be shut down - (maybe not for the latter 2)![]()
Banlist: OU Banlist + TBD
Questions for the community: Do you think this is interesting? Open for suggestions about better implementation of the idea (original idea was to make the super-effective move nullify and completely undo/reset the last move used by the opponent)
Few notable differences;How exactly is this metagame that different from Sketchmons? Many useful moves (Taunt, Calm Mind, Boomburst) are inaccessible without just naming your Pokemon that move. In addition, the words that have the most moves mostly just seem to be offensive moves with just different typings, making them kind of generic:
Ball, Crash, Cannon, Dance, Hammer, Power, Punch, Rush, Shot, Torque, Up (exception)
You should add a section about Burn and Paralysis. Burn technically doesn’t halve attack stat and instead halve the total damage, which should be pointed out. Also Paralysis is really buffed here.
Description: GF introduced moves like Psyshock, Psystrike and Secret Sword all of which despite being special use opponent's defense stat. What if you could customize moves so that they replace opponent's defensive stats with any one of the 5 other stats based on your nature?
Metagame Premise:
The damaging move placed in 1st slot will replace relevant defensive stat with the opposing stat for which user's nature is beneficial. The damaging move placed in 2nd slot will replace relevant defensive stat with the opposing stat for which user's nature is hindering. If the user has a neutral nature, all damaging moves function as normal. ![]()
Timid Nature
- Volt Switch (uses user's Sp. Attack, opponent's Speed)
- Shadow Ball (uses user's Sp. Attack, opponent's Attack)
- Hyper Voice
- Thunderbolt
Q: What about Psyshock, Psystrike and Secret Sword?
A: These will retain their original mechanics stated in their descriptions regardless of the slot they are placed in.
Q: What about status moves like Strength Sap?
A: Status moves are exempt from the mechanics despite Strength Sap using opponent's Attack.
Q: What about status moves like Mimic, Sketch or Transform that can be used to copy other moves?
A: If a damaging move replaces the status move in slot 1 or 2, the mechanics will apply.
Some viability changes:
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Intimidate is quite strong in this meta as you can use opponent's lowered attack against them. Adamant and Modest are also two of the best natures in the meta due to the rarity of pokemon having both stats high or running mixed sets.![]()
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Bug types also become more viable here, as Sticky Web helps you with moves using speed stat.![]()
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Moves like Mystical Fire, Rock Tomb, Lunge become viable to spam depending on your nature.![]()
Ruin abilities are nice here as you can use that stat offensively.![]()
Decreased Viability:
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Self-detrimental moves such as Leaf Storm, Make it Rain, Draco Meteor that reduce user's stats become less viable here.![]()
Trick Room also decreases in viability as low speed stat can easily be used against you.![]()
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Stall becomes a lot less viable as low speed and offensive stats become a lot more exploitable.![]()
Bans: OU Banlist
Clauses: Existing ones + potentially Nature reveal clause
Q for Community: Fun to play? Too much FP (foe edition) vibes?
I extended the Q&A, if I'm not mistaken Huge/Pure Power fall under the same umbrella as the burn status, in terms of affecting damage and not the stat itself. In battles, however, stats are bolded to facilitate the player regardless.You should add a section about Burn and Paralysis. Burn technically doesn’t halve attack stat and instead halve the total damage, which should be pointed out. Also Paralysis is really buffed here.