• Follow our Instagram!
  • Curious about what we're currently doing about bots? Check out the latest updates from staff in this thread.

Project Metagame Workshop

TERA REVERSAL​

Premise: ALL your Pokemon start the game Terrastalised into a type of your choosing. ALL Pokemon can cancel their Terastallization and return to their original typing at any time. You can cancel up to 6 of your Terrastallizations (your entire party). You cannot Tera again after a cancellation.

Quick clarification: at the moment, my idea is you start Tera'd so you keep both your original STAB and gain the Tera boost. For example, a Tera Ice Great Tusk still keeps its Ground and Fighting STAB as well as gain a STAB on Ice Spinner. If you cancel the Tera, you lose the Ice STAB. If you are Tera Ground Great Tusk, your Ground moves gain the Tera damage boost on top of your STAB, but the downside is you can't flip your defensive typing as much if you do this.

Potential Bans and Threats: probably OU-esque banlist. I think Immune abilities naturally get better. The real question is if people woukd enjoy the 50/50s or not. I think this OM highly rewards predictions and will have volatile swing turns.

Questions:

1. What do you think of the way the Tera damage boost work? Would it be better if you lose your natural STABs?

2. Do you think this om would be too punishing for bad players?

3. What are some broken mons you can think of?
I wonder if you ever thought of both interpretations of your first sentence, because the first interpretation in this list is the one I thought of first:
  • All Pokemon in your team start off Terastallized into the same type (not necessarily treated as legal for Pokemon like Ogerpon and Terapagos; requires hacking on cart to achieve for them beyond certain types)
  • All Pokemon in your team start off Terastallized (in this interpretation, "obviously" into a type of your choosing - e.g. you can have Tera Ground Enamorus and Tera Water Ogerpon-W on the same team)
 

IMG_6656.png


Typemons
Original meta by Halliday. Gen 7 hub HERE.
Approved by Giagantic and Chessking.

​
What’s Typemons?
Typemons is a metagame where your entire team can use all the moves of a single chosen type. The idea behind this is to allow for teambuilding where there's distinct archetypes that all have unique playstyles, while still having variation.

Council Members
:slaking: VannAccessible
:lucario: Lysion
:gengar-mega: jl36808

Rules

All Pokémon on your team get access to all (unrestricted) moves of a chosen type. The type is chosen for the entire team, not individual Pokémon. Just slot the moves of the singular type you want and the validator will check if your team’s non-native moves are all the same type.

Clauses
Standard OMs, Evasion Clause, Sleep Moves Clause, Terastal Clause

Pokémon
  • :Annihilape: Annihilape
  • :arceus: Arceus
  • :baxcalibur: Baxcalibur
  • :calyrex-ice: Calyrex-Ice
  • :calyrex-shadow: Calyrex-Shadow
  • :chi-yu: Chi-Yu
  • :chien-pao: Chien-Pao
  • :deoxys: Deoxys
  • :deoxys-attack: Deoxys-Attack
  • :dialga: Dialga
  • :dialga-origin: Dialga-Origin
  • :Enamorus: Enamorus-Incarnate
  • :Espathra: Espathra
  • :eternatus: Eternatus
  • :flutter-mane: Flutter Mane
  • :giratina: Giratina
  • :giratina-origin: Giratina-Origin
  • :gouging-fire: Gouging Fire
  • :groudon: Groudon
  • :ho-oh: Ho-Oh
  • :iron-bundle: Iron Bundle
  • :komala: Komala
  • :koraidon: Koraidon
  • :kyogre: Kyogre
  • :kyurem: Kyurem
  • :kyurem-black: Kyurem-Black
  • :kyurem-white: Kyurem-White
  • :landorus: Landorus-Incarnate
  • :lugia: Lugia
  • :lunala: Lunala
  • :magearna: Magearna
  • :mewtwo: Mewtwo
  • :miraidon: Miraidon
  • :necrozma-dawn-wings: Necrozma-Dawn-Wings
  • :necrozma-dusk-mane: Necrozma-Dusk-Mane
  • :ogerpon-hearthflame: Ogerpon-Hearthflame
  • :ogerpon-wellspring: Ogerpon-Wellspring
  • :Palafin-hero: Palafin
  • :palkia: Palkia
  • :palkia-origin: Palkia-Origin
  • :Porygon-Z: Porygon-Z
  • :rayquaza: Rayquaza
  • :reshiram: Reshiram
  • :roaring-moon: Roaring Moon
  • :shaymin-sky: Shaymin-Sky
  • :Sneasler: Sneasler
  • :solgaleo: Solgaleo
  • :spectrier: Spectrier
  • :Terapagos-terastal: Terapagos
  • :ursaluna-bloodmoon: Ursaluna-Bloodmoon
  • :urshifu-rapid-strike: Urshifu-Rapid-Strike
  • :urshifu: Urshifu-Single-Strike
  • :zacian: Zacian
  • :zacian-crowned: Zacian-Crowned
  • :zamazenta-crowned: Zamazenta-Crowned
  • :zekrom: Zekrom
Abilities
  • :dugtrio: Arena Trap
  • :glalie: Moody
  • :Gothitelle: Shadow Tag
Items
  • :damp rock: Damp Rock
  • :king’s rock: King's Rock
  • :razor fang: Razor Fang
Banned Moves
  • :eevee: Baton Pass
  • :Basculegion: Last Respects
  • :Cyclizar: Shed Tail
Restricted Moves (Still allowed on native users)
  • :Snorlax: Belly Drum
  • :gouging Fire: Burning Bulwark
  • :Samurott-Hisui: Ceaseless Edge
  • :kommo-o: Clangorous Soul
  • :Sneasler: Dire Claw
  • :iron Valiant: Encore
  • :Dragonite: ExtremeSpeed
  • :Torkoal: Eruption
  • :braviary-Hisui: Esper Wing
  • :veluza: Fillet Away
  • :staraptor: Final Gambit
  • :Serperior: Glare
  • :Espathra: Lumina Crash
  • :Falinks: No Retreat
  • :volcarona: Quiver Dance
  • :Annihilape: Rage Fist
  • :Pawmot: Revival Blessing
  • :Cloyster: Shell Smash
  • :Revavroom: Shift Gear
  • :manaphy: Tail Glow
  • :Maushold: Tidy Up
  • :Decidueye-Hisui: Triple Arrows
  • :victini: V-create
  • :Lilligant-Hisui: Victory Dance
  • :kyogre: Water Spout
  • :Urshifu: Wicked Blow
  • :Kingambit: Wicked Torque
None currently!
Until this gets coded on PS! proper, use the honor system to keep the obtainable moves limited to a single type.

Challenge code:
/challenge [Gen 9] Anything Goes @@@ Standard OMs, Evasion Abilities Clause, Evasion Items Clause, !Obtainable Moves, Sleep Moves Clause, Terastal Clause, -Annihilape, -Arceus, -Baxcalibur, -Calyrex-Ice, -Calyrex-Shadow, -Chi-Yu, -Chien-Pao, -Deoxys-Base, -Deoxys-Attack, -Dialga, -Dialga-Origin, -Enamorus-Base, -Espathra, -Eternatus, -Flutter-Mane, -Giratina, -Giratina-Origin, -Gouging-Fire, -Groudon, -Ho-Oh, -Iron-Bundle, -Komala, -Koraidon, -Kyogre, -Kyurem, -Kyurem-Black, -Kyurem-White, -Landorus-Base, -Lugia, -Lunala, -Magearna, -Mewtwo, -Miraidon, -Necrozma-Dawn-Wings, -Necrozma-Dusk-Mane, -Ogerpon-Hearthflame, -Ogerpon-Wellspring, -Palafin, -Palkia, -Palkia-Origin, -Porygon-Z, -Rayquaza, -Reshiram, -Roaring-Moon, -Shaymin-Sky, -Sneasler, -Solgaleo, -Spectrier, -Terapagos, -Ursaluna-Bloodmoon, -Urshifu-Rapid-Strike, -Urshifu, -Zacian, -Zacian-Crowned, -Zamazenta-Crowned, -Zekrom, -Arena Trap, -Moody, -Shadow Tag, -Damp Rock, -King’s Rock, -Razor Fang, -Baton Pass, -Last Respects, - Shed Tail, *Belly Drum, *Burning Bulwark, *Ceaseless Edge, *Clangorous Soul, *Dire Claw, *Encore, *Eruption, *Esper Wing, *ExtremeSpeed, *Fillet Away, *Final Gambit, *Glare, *Lumina Crash, *No Retreat, *Quiver Dance, *Rage Fist, *Revival Blessing, *Shell Smash, *Shift Gear, *Tail Glow, *Tidy Up, *Triple Arrows, *V-create, *Victory Dance, *Water Spout, *Wicked Blow, *Wicked Torque



Tour code:
/tour new [Gen 9] Anything Goes, Elimination,,,[Gen 9] Typemons
/tour rules
Standard OMs, Evasion Abilities Clause, Evasion Items Clause, !Obtainable Moves, Sleep Moves Clause, Terastal Clause, -Annihilape, -Arceus, -Baxcalibur, -Calyrex-Ice, -Calyrex-Shadow, -Chi-Yu, -Chien-Pao, -Deoxys-Base, -Deoxys-Attack, -Dialga, -Dialga-Origin, -Enamorus-Base, Espathra, -Eternatus, -Flutter-Mane, -Giratina, -Giratina-Origin, -Gouging-Fire, -Groudon, -Ho-Oh, -Iron-Bundle, -Komala, -Koraidon, -Kyogre, -Kyurem, -Kyurem-Black, -Kyurem-White, -Landorus-Base, -Lugia, -Lunala, -Magearna, -Mewtwo, -Miraidon, -Necrozma-Dawn-Wings, -Necrozma-Dusk-Mane, -Ogerpon-Hearthflame, -Ogerpon-Wellspring, -Palafin, -Palkia, -Palkia-Origin, -Porygon-Z, -Rayquaza, -Reshiram, -Roaring-Moon, -Shaymin-Sky, -Sneasler, -Solgaleo, -Spectrier, -Terapagos, -Ursaluna-Bloodmoon, -Urshifu-Rapid-Strike, -Urshifu, -Zacian, -Zacian-Crowned, -Zamazenta-Crowned, -Zekrom, -Arena Trap, -Moody, -Shadow Tag, -Damp Rock, -King’s Rock, -Razor Fang, -Baton Pass, -Last Respects, - Shed Tail, *Belly Drum, *Burning Bulwark, *Ceaseless Edge, *Clangorous Soul, *Dire Claw, *Encore, *Eruption, *Esper Wing, *ExtremeSpeed, *Fillet Away, *Final Gambit, *Glare, *Lumina Crash, *No Retreat, *Quiver Dance, *Rage Fist, *Revival Blessing, *Shell Smash, *Shift Gear, *Tail Glow, *Tidy Up, *Triple Arrows, *V-create, *Victory Dance, *Water Spout, *Wicked Blow, *Wicked Torque /tour autostart 7 /tour autodq 5
Q: “Is there a limit to the amount of Typemon moves my Pokémon can use?”
A: Nope! As long as the non-native moves are all the same type and legal, it’s free game. Theoretically your Corviknight and Clodsire could both use all of Leech Seed, Spiky Shield, Strength Sap and Stun Spore on the same set.

Tiering History
Date​
Action​
WIP​
Meta created with initial banlist.​

Resources
> Sample Teams
> Viability Rankings
STABmons Noteworthy Moves
OM Discord



Lysion brought up this classic on Discord and we kinda jumped at collaborating on a Gen 9 revival. Whatcha guys think?

I would ask Halliday for permission to revive but they haven’t been active since 2022.

Starting banlist is based off STAB and Sketch, but the individual move bans can loosen a bit because your whole team needs to commit to a singular type’s toolkit, so there’s a larger opportunity cost, compared to what made these guys broken in those metas.

Change log:

Unbanned mons
  • :azumarill: Azumarill
  • :Basculegion: Basculegion
  • :Dragapult: Dragapult
  • :dragonite: Dragonite
  • :garchomp: Garchomp
  • :Gyarados: Gyarados
  • :Meloetta: Meloetta
  • :Ursaluna: Ursaluna
  • :raging bolt: Raging Bolt
  • :Serperior: Serperior
  • :thundurus-therian: Thundurus-Therian
  • :walking-wake: Walking Wake
  • :zoroark-hisui: Zoroark-Hisui
Unrestricted moves
  • :Calyrex-shadow: Astral Barrage
  • :Conkeldurr: Combat Torque
  • :Archaludon: Electro Shot
  • :meowscarada: Flower Trick
  • :skeledirge: Torch Song
  • :Ribombee: Sticky Web
  • :Urshifu: Surging Strikes
Normal type freed with restrictions! Better execution of the premise this way.

Test game demonstrating Flying-type potential:
https://replay.pokemonshowdown.com/gen9anythinggoes-2703013297

Chall code works, but the Typemons mod is no longer working, so it’s dependent on the honor code until properly coded on PS!
 
Last edited:
Q: “Why is Normal type restricted from use in Typemons?”
A: Normal has, by far the most diverse movepool, including, but not limited to, Blood Moon, Boomburst, Court Change, Encore, Explosion, ExtremeSpeed, Fake Out, Fillet Away, Glare, Heal Bell, Judgement, Population Bomb, Rapid Spin, Revival Blessing, Shell Smash, Swords Dance, Tera Starstorm, Tidy Up, Whirlwind and all the recovery moves, including Wish. In short, if Normal were allowed, no other type would be viable, and to balance it would require a massive banlist.
You're effectively adding every single Normal-type move to the restricted list in an attempt to avoid a long restricted list. I would just restrict the moves that are actually problematic (out of the ones you listed, I think you can safely keep recovery, Heal Bell, Whirlwind, and Explosion unrestricted, and probably Rapid Spin and Court Change as well). Normal does have a lot of utility options; the trade-off is its lack of offensive options. With a dozen or so Normal-type moves added to the restricted list, it should be viable without making other types unviable.
 
Parity Power

This metagame is for Doubles. On even turns, the Pokemon on the left gets a 1.2 multiplier to its Attack and Special Attack, while the Pokemon on the right gets a 0.8 multiplier to its Attack and Special Attack. On odd turns, the reverse for left and right. Potentially no change on the first turn.
 
EffectMons​
  • Metagame premise. The first move in your movepool is the only attacking move you can use, and the other attacking moves all get their secondary effect added onto the first move (example: garganacle with body press in slot 1, salt cure in slot 2, body slam in slot 3 and recover in slot 4 will have a fighting type 80 bp physical move that uses the defense stat in damage calculation with the secondary effect of salt curing the opponent and having a 30% chance to para. It’s only other move will be recover)
  • Potential bans and threats.
    • Serene grace would be massively overpowered, doubling the chance of effects
    • Covert cloak would invalidate the format due to its ability to stop secondary effects
  • Questions for the community.
    • Should i keep the secondary effects of the first slot attack?
    • Does the name EffectMons sound good? Does it need to be changed to be more descriptive?
    • Does this sound like it would be fairly balanced since everything can use this?
    • Should this be ubers or ou based?
    • Should i just have it so all secondary effects are shared across all moves?
Y'know, while the premise itself is nice, from what I'm seeing this has a lot of overlap with Fortemons due to both's concepts really being able to be boiled down to the same premise of "What if we could use the status effects of moves on another move?"

Breakers and sweepers feel like they're just going to be fully out of control in this meta if bans aren't immediately implemented to keep them in check, especially so with sweepers that can make use of multi-hits and flinch moves to cheese their way past what should be checks or otherwise walls to them. That is to say flinch moves, like in Fortemons, need to be banned pretty much immediately if the meta is going to be cheese-free initially. Defense-lowering moves like Crunch and Liquidations may also need to be looked at for a similar reason of allowing mons to break past things they normally should have no business doing this with.

Tri-Attack having a grab bag of status that can be applied could potentially be very annoying to deal with if put on the right set? Although the only real abusers of this that I see could be Hydreigon or the Dugtrios due to having multihits.

As for the question of if all secondary effects should be shared across all moves, that would be rather iffy due to the existence of draining moves, which (in my opinion) have been and continue to be, an issue in current Fortemons due to being a sort of winmore for sweepers that assists massively in effectively fully sealing games when it does work, and still being a somewhat reliable asset when not utilized to its fully potential.
 
Last edited:
You're effectively adding every single Normal-type move to the restricted list in an attempt to avoid a long restricted list. I would just restrict the moves that are actually problematic (out of the ones you listed, I think you can safely keep recovery, Heal Bell, Whirlwind, and Explosion unrestricted, and probably Rapid Spin and Court Change as well). Normal does have a lot of utility options; the trade-off is its lack of offensive options. With a dozen or so Normal-type moves added to the restricted list, it should be viable without making other types unviable.

You make a good point!

We were largely following the prescient from the previous gen of this meta, but there’s no obligation to do that. We’re also preemptively hitting rain by banning Damp Rock (as is the case in STAB and Sketch).

After talking it over on OM Discord, Lysion and I agree arbitrarily targeting one type detracts from the premise, when it can be balanced with restrictions to not be the only viable option.

Normal will be free to use in Typemons with these move restrictions:
  • :Snorlax: Belly Drum
  • :iron Valiant: Encore
  • :Dragonite: ExtremeSpeed
  • :veluza: Fillet Away
  • :Serperior: Glare
  • :Pawmot: Revival Blessing
  • :Cloyster: Shell Smash
  • :Maushold: Tidy Up
And these guys are now banned:
  • :porygon-z: Porygon-Z
  • :Terapagos-terastal: Terapagos
Normal will be a mostly utility typing with access to Rapid Spin, Court Change, Recovery moves, Heal Bell, and Wish, and tentatively test offensive tools like Swords Dance, Boomburst (woo for Mel, Horoark, Sylveon), Judgment (which requires an item slot to use as coverage) and Pop Bomb, which might give Ambipom and Cinccino a niche.

Glare is restricted as to not prompt further Normal dominance by necessitating Heal Bell (and rendering Electric/Nuzzle redundant) and Tidy Up’s restriction gives Dragon/Dragon Dance relevance, as Normal already brings two other hazard control options.

Edit: Now that Normal is free, we’re going to test :Ribombee: Sticky Web, as Bug needs more love, and we’ve freed up some offensive options to weaker types like Electro Shot, Gigaton Hammer and Astral Barrage.
 
Last edited:
:landorus: TROPICAL STORM :thundurus:​

Metagame premise: Tropical Storm is a metagame where one randomly selected weather will "rage on" for the entire month, being infinitely active for every match played during that time, unable to be removed by any move or ability while still giving other mons access to said weather by making all weather abilities function during any weather, you either join the storm or let yourself be consumed by it.

Explanation: Once a month, a random weather is picked to "rage on" for all of the month. This weather will be infinitely active in every battle played during that month. To help make more mons viable during this month, all weather abilities (like sand rush or solar power) will function in any weather!

Bans and Watches for all weathers:
  • All OU Bans are in effect, this includes Tera Blast. Giving all of these new weather mons access to a move that is now STAB and weather boosted is not a positive addition for the metagame.
  • :pelipper::torkoal: Drought, Drizzle, Sand Stream, Sand Rush, Sunny Day, Sandstorm, Rain Dance, Hail, Snowscape and Chilly Reception are all banned due to giving players a way to override the already set weather, defeating the main purpose of the format.
  • :golduck: Cloud Nine is on watch. Most users are pretty bad and lack any ability to actually hold off some of the more oppressive mons in the format.
  • :barraskewda: Fastest mon in the format by just being played now. Only struggles in sun due to losing STAB but being able to abuse almost any weather is terrifying on a mon with this much attack and a pivoting move.
  • :great_tusk: On watch for now. Reliable spinner that gets a free Attack boost sheerly for existing while having an immunity to sand makes this mon seem like a jack of all trades. Further testing will be required.
Bans and Watches in specific weathers:
  • :ogerpon-cornerstone: is on watch during Sand months. Its great bulk with it's access to the sand SpDef boost means it can be incredible annoying to break through while it throws out high power Ivy Cudgels after a tera.
  • :typhlosion-hisui: is on watch during Sun months. It's already established itself as a great eruption mon with the Choice Scarf item and it being able to throw those out without fear of the weather is quite scary.
  • :walking_wake: is banned during Sun and Rain months. One of the best sun mons to ever sun mon but with Proto now being activated with rain, we have an additional weather that makes this thing a threat.
Commonly Asked Questions:

They are unaffected by the format. Only abilities can function in whatever weather they like, moves still have to use their base effects.

Random generator without last month's weather so that the format at least feels slightly different each month.

Questions for the community:
  • Is it fair to have bans in specific weathers or should I just ban them outright?
  • Is Cloud Nine ban worthy?
 
:landorus: TROPICAL STORM :thundurus:​

Metagame premise: Tropical Storm is a metagame where one randomly selected weather will "rage on" for the entire month, being infinitely active for every match played during that time, unable to be removed by any move or ability while still giving other mons access to said weather by making all weather abilities function during any weather, you either join the storm or let yourself be consumed by it.

Explanation: Once a month, a random weather is picked to "rage on" for all of the month. This weather will be infinitely active in every battle played during that month. To help make more mons viable during this month, all weather abilities (like sand rush or solar power) will function in any weather!

Bans and Watches for all weathers:
  • All OU Bans are in effect, this includes Tera Blast. Giving all of these new weather mons access to a move that is now STAB and weather boosted is not a positive addition for the metagame.
  • :pelipper::torkoal: Drought, Drizzle, Sand Stream, Sand Rush, Sunny Day, Sandstorm, Rain Dance, Hail, Snowscape and Chilly Reception are all banned due to giving players a way to override the already set weather, defeating the main purpose of the format.
  • :golduck: Cloud Nine is on watch. Most users are pretty bad and lack any ability to actually hold off some of the more oppressive mons in the format.
  • :barraskewda: Fastest mon in the format by just being played now. Only struggles in sun due to losing STAB but being able to abuse almost any weather is terrifying on a mon with this much attack and a pivoting move.
  • :great_tusk: On watch for now. Reliable spinner that gets a free Attack boost sheerly for existing while having an immunity to sand makes this mon seem like a jack of all trades. Further testing will be required.
Bans and Watches in specific weathers:
  • :ogerpon-cornerstone: is on watch during Sand months. Its great bulk with it's access to the sand SpDef boost means it can be incredible annoying to break through while it throws out high power Ivy Cudgels after a tera.
  • :typhlosion-hisui: is on watch during Sun months. It's already established itself as a great eruption mon with the Choice Scarf item and it being able to throw those out without fear of the weather is quite scary.
  • :walking_wake: is banned during Sun and Rain months. One of the best sun mons to ever sun mon but with Proto now being activated with rain, we have an additional weather that makes this thing a threat.
Commonly Asked Questions:

They are unaffected by the format. Only abilities can function in whatever weather they like, moves still have to use their base effects.

Random generator without last month's weather so that the format at least feels slightly different each month.

Questions for the community:
  • Is it fair to have bans in specific weathers or should I just ban them outright?
  • Is Cloud Nine ban worthy?
No way the Florida OM

Realistically though, I feel like weather being decided on a month-by-month basis when the same OM in rotation is only possible to be selected every six months or so, may be a bit too much of a restriction on how this OM functions and how it can effectively distance itself from standard gameplay and other OMs, most similarly Battlefields which also allows permanent weather effects among other things.

Personally I feel that weather being decided on a day-by-day or match-by-match basis could potentially be better for this type of OM as it promotes new variance of teams that can take on or abuse multiple weathers at once, or tech funny options for specific weather conditions instead of just being "Sand teams are really out of the park for this specific week/month" from what I'm seeing

Even with that, there's the potential issue of weather just, not affecting gameplay all that much if you get a borderline neutral weather like Snow and you have two teams that aren't built to take advantage of said weather in the slightest

edit: added my thoughts on this OM
 
Last edited:
Personally I feel that weather being decided on a day-by-day or match-by-match basis could potentially be better for this type of OM as it promotes new variance of teams that can take on or abuse multiple weathers at once, or tech funny options for specific weather conditions instead of just being "Sand teams are really out of the park for this specific week/month" from what I'm seeing
Day-by-day is something I've considered and it may be better for this meta. Match-by-Match feels too random for me, having that extra time to plan would help out a lot in this metagame with all the new mons that have access to weather as well as making the format less matchup fishy.
Even with that, there's the potential issue of weather just, not affecting gameplay all that much if you get a borderline neutral weather like Snow and you have two teams that aren't built to take advantage of said weather in the slightest
This is why. If we have a Snow Day, players can make Aurora Veil teams. Sand Rush and Swift Swim mons still find themselves able to abuse snow though matches may play a lot slower due to Veil. It gives players planning time rather than praying for good weather (like real life).
 
To help make more mons viable during this month, all weather abilities (like sand rush or solar power) will function in any weather!
add: how the hell did i miss this lmao, this changes and probably invalidates a bit of what I was saying before

I assume this would also work with Protosynthesis? If so we could have a lot of problem mons on the Past Paradox side, like Raging Bolt with permanent SpA boost, Water/Ice Weather Ball and Tera on its side to nuke what would normally be its checks half of the days or weeks or months. It's already been proven on certain Sun structures in regular OU and its only less than stellar matchup in this OM (on paper) is Sandstorm, which it still bludgeons a lot of mons that you would normally see on or around Sand with a SpA-boosted Draco Meteor.
 
Last edited:
I assume this would also work with Protosynthesis?
It would yes. I'm not really sure anymore however. It seems to make many mons much more threatening than they should be, examples being the Raging Bolt set you mentioned, Great Tusk becoming much more powerful in any weather and Walking Wake threating high damage in two weathers. It's gotten to the point where so many past paradox mons seem so powerful that I'm debating on even letting Proto use these effects or even being legal.
 
Metagame: Move Balance (any name suggestion please comment)

Metagame Premise:

All moves within the moveset of a Pokemon have their power and PP averaged then redistributed across the moves. Secondary effects are kept by a move. Status moves have 0 power for the purposes of making an average. Since status moves now deal damage, they always use the lower attacking stat when dealing damage.

Example: A moveset of Earthquake (power 100 pp 10), U-turn (power 70 pp 20), Spikes (power 0 pp 20), and Cross Poison (power 70 pp 20), would be redistributed to be 60 power per move ((100 + 70 + 70 + 0) / 4) and 17 pp per move (floor(70 / 4)).

Clauses:

Sleep Clause - only 1 pokemon sleeping at a time
Species Clause - Only 1 instance of each pokemon per team

When giving a base power for multi-hit use the median number of hits, e.g. on s move with 2-5 hits, use 3. Pokemon with Skill Link bypass this, and im gonna just ban loaded dice.


Protect
Detect
King's Shield
Baneful Bunker
Burning Bulwark
Explosion
Self-destruct
Reversal
Sheer Cold
Fissure
Guillotine
Horn Drill
Huge Power
Pure Power
Prankster
Loaded Dice
Smeargle

- Any more things I need to ban?
- Is it fun? Would you play it?
 
Last edited:
Move Relay​

Metagame Premise: The first two moves of each pokemon's moveset are lost and donated to the pokemon in the slot after them in the teambuilder. The last pokemon gives its moves to the first pokemon on the team to form a closed loop.

Being able to have incredibly strong move and ability combinations is balanced out by the fact that you still have to run whatever bad pokemon normally gets the strong moves. The best move donors are those that have strong moves that they don't mind losing, or would be better abused by another pokemon. The best move recipients are pokemon that are already strong, but have some weak aspect of their movepools that they need patching up. A well built team should have a cohesive chain of pokemon that are happier with the moves that they gain than the moves that they lost.

For example:
:manaphy:->:regieleki:->:ursaluna:
Manaphy is fine with losing tail glow and ice beam as it has access to take heart. Regieleki is then able to trade its normal or electric moves for boosting and real coverage, and ursaluna can become a fearsome priority sweeper with access to extreme speed from regieleki.

Banlist:
  • Standard OU Bans
  • :smeargle:Smeargle
  • :komala:Komala
  • :rabsca:Revival Blessing
Watchlist:
  • :regieleki:Regieleki (extreme speed and/or rapid spin donor that often gets banned when it gets access to coverage)
  • :enamorus:Enamorus (contrary+leaf storm clones or psycho boost)
  • :serperior:Serperior (weaker but faster enamorus that can pass coil or glare)
  • :ribombee:Ribombee (quiver dance passer that's not a dead slot after losing quiver)
  • :polteageist:Shell Smash (somewhat degenerate, and torkoal/polteageist are strong donors with drought and stored power respectively)
Questions for the community:
  • Is it more fair/balanced to just pass one move?
  • How do I keep this from becoming HO slop spam? Some defensive mons can get buffed with recovery access or better utility but most of the big wins seem to be offensive. Does this call for a restricted list of moves that can only be in the 3rd or 4th slots?
  • Do I just go ahead and preemptively ban everything from the watchlist?
 
Last edited:
Format Name: Username Battle
Format Premise: The letters in your username determine the team the generator gives you, consistently! It uses gen 9 random battle sets.
Generator how does it work: TBD, but it will get the letters of your username, take 6 of them for the team(alternatively add random ones if below 6 letters in length), and then use those to create a diverse team at the very least of types.

Does this sound fun and unique?
 
Format Name: Username Battle
Format Premise: The letters in your username determine the team the generator gives you, consistently! It uses gen 9 random battle sets.
Generator how does it work: TBD, but it will get the letters of your username, take 6 of them for the team(alternatively add random ones if below 6 letters in length), and then use those to create a diverse team at the very least of types.

Does this sound fun and unique?
I think the problem with this is some usernames will always be better and those ppl will have a massive advantage, and some ppl will have shitty usernames and be at a great disadvantage
 
By my knowledge, random battle mons are supposed to be balanced to fight with each other. How would one roll a bad squad, if type diversity is guaranteed?
Random battles Pokemon are supposed to be as balanced as possible. Your random team may still contain Luvdisc or Delibird (worst 2 Pokemon in randbats), have no way to deal with a Shell Smash sweeper, have majority special attackers vs Blissey, struggle against hazards, etc.
 
Random battles Pokemon are supposed to be as balanced as possible. Your random team may still contain Luvdisc or Delibird (worst 2 Pokemon in randbats), have no way to deal with a Shell Smash sweeper, have majority special attackers vs Blissey, struggle against hazards, etc.
By my knowledge, Luvdisc or Delibird aren't really that bad in random battles. Sunflora and Avalugg feel way worse to use.

Also if you don't like your team? make a new account, and hope for a better one. It would be a funny, user based metagame.
 
By my knowledge, Luvdisc or Delibird aren't really that bad in random battles. Sunflora and Avalugg feel way worse to use.

Also if you don't like your team? make a new account, and hope for a better one. It would be a funny, user based metagame.
Forcing people to make new accounts just makes this a "hope your account rolls well or you lose" meta
 
By my knowledge, Luvdisc or Delibird aren't really that bad in random battles. Sunflora and Avalugg feel way worse to use.

Also if you don't like your team? make a new account, and hope for a better one. It would be a funny, user based metagame.
If you check the winrates of Gen 9 Random Battles for October by typing /rwr, you’ll see that Luvdisc and Delibird sit at the very bottom having a winrate lower than 46%. The closest other Pokemon to that is Sunflora with about a 48% winrate.
 
Non-Consumable
Metagame Premise:
What if consumable items weren't actually consumable? Specifically the item remains in the item slot after being used and can be used again, potentially immediately if the trigger condition allows it. This metagame would be based around OU
Potential bans and threats: Consumable items that can be activated repeatedly and are either too easy to activate or provide too great of a boost would be absolutely banned immediately, such as the Sitrus Berry healing the user potentially to 75% HP the instant it hits or goes below 50%, or the Starf Berry forcing every stat to +6 when at 25% HP or less. Powerful items that aren't berries include (but aren't limited to) the Air Balloon which doesn't pop and thus essentially becomes Levitate, the terrain seeds which force a defensive stat to +6 when the respective terrain is active and may need to be banned, and the Herbs which allow either powerful counterplay or enable certain moves to become far more effective. Knock Off becomes far more powerful as the items that can be removed are now also far more powerful, Sticky Hold goes from niche to viable for the same reason, Endure allows the most powerful berries to be activated far more easily, and Unnerve goes from basically useless to potentially metagame-defining thanks to it being able to block the usage of all the extremely powerful berries. Even the Oran Berry becomes viable!
Questions:
  1. How should the Eject Pack be handled? I understand that it turning self-stat lowering moves into pivoting moves is a great strategy that should be explored, but I worry about self-webs dragging battles on even with a low turn count
  2. Should level 1 pokemon be banned? This is specifically because the combination of Sturdy + Oran Berry would effectively be the same as Sturdy Shedinja, but even level 2 is too high for Magnemite and other base 25 HP Sturdy mons to hit a max HP of 11, though at the same time Knock Off and Unnerve counter this entirely and Knock Off will be everywhere
  3. Is infinite activations too much? I personally think it's fine and more exciting but multiple people in the Other Metagames Discord think it may be too much and suggested it should be limited to one or a few activations per turn
 
How should the Eject Pack be handled? I understand that it turning self-stat lowering moves into pivoting moves is a great strategy that should be explored, but I worry about self-webs dragging battles on even with a low turn count
It really depends. Would it activate at the end of the turn? The way it is now, you could make an infinite match by getting webs on both sides and having a full team of eject packs. Even if this does activate end of turn, it still seems really annoying, essentially giving so many mons access to teleport.
Should level 1 pokemon be banned? This is specifically because the combination of Sturdy + Oran Berry would effectively be the same as Sturdy Shedinja, but even level 2 is too high for Magnemite and other base 25 HP Sturdy mons to hit a max HP of 11, though at the same time Knock Off and Unnerve counter this entirely and Knock Off will be everywhere
Berry Juice as well. I think you should just ban down to Level 8, where min HP Magnemite has 22 HP, leaving it at 21 HP upon Berry Juice.
Is infinite activations too much? I personally think it's fine and more exciting but multiple people in the Other Metagames Discord think it may be too much and suggested it should be limited to one or a few activations per turn
It theoretically could be but the format can handle these things relatively well with enough Knock Off and bans.
 
Non-Consumable
Metagame Premise:
What if consumable items weren't actually consumable? Specifically the item remains in the item slot after being used and can be used again, potentially immediately if the trigger condition allows it. This metagame would be based around OU
Potential bans and threats: Consumable items that can be activated repeatedly and are either too easy to activate or provide too great of a boost would be absolutely banned immediately, such as the Sitrus Berry healing the user potentially to 75% HP the instant it hits or goes below 50%, or the Starf Berry forcing every stat to +6 when at 25% HP or less. Powerful items that aren't berries include (but aren't limited to) the Air Balloon which doesn't pop and thus essentially becomes Levitate, the terrain seeds which force a defensive stat to +6 when the respective terrain is active and may need to be banned, and the Herbs which allow either powerful counterplay or enable certain moves to become far more effective. Knock Off becomes far more powerful as the items that can be removed are now also far more powerful, Sticky Hold goes from niche to viable for the same reason, Endure allows the most powerful berries to be activated far more easily, and Unnerve goes from basically useless to potentially metagame-defining thanks to it being able to block the usage of all the extremely powerful berries. Even the Oran Berry becomes viable!
Questions:
  1. How should the Eject Pack be handled? I understand that it turning self-stat lowering moves into pivoting moves is a great strategy that should be explored, but I worry about self-webs dragging battles on even with a low turn count
  2. Should level 1 pokemon be banned? This is specifically because the combination of Sturdy + Oran Berry would effectively be the same as Sturdy Shedinja, but even level 2 is too high for Magnemite and other base 25 HP Sturdy mons to hit a max HP of 11, though at the same time Knock Off and Unnerve counter this entirely and Knock Off will be everywhere
  3. Is infinite activations too much? I personally think it's fine and more exciting but multiple people in the Other Metagames Discord think it may be too much and suggested it should be limited to one or a few activations per turn
my gripe with this is it kinda just feels like a gimmicky ou (though i have a similar gripe with gg so maybe it isn’t that much of a problem)
 
Non-Consumable
Metagame Premise:
What if consumable items weren't actually consumable? Specifically the item remains in the item slot after being used and can be used again, potentially immediately if the trigger condition allows it. This metagame would be based around OU
Sticky hold is now the strongest ability by a landslide. Item removal is vital, to the point that I wouldn't be surprised to see magic room start to crop up occasionally. Basically all items are so broken that the best way to deal with them is to run a ton of removal and ignore the metagame premise entirely. Tinkaton is decent due to mold breaker knock off.

Trick/switcheroo in particular are really strong, as they put the pressure on the opponent to use knock off on you, and if you give an opponent an eject pack and then set both webs and rocks/spikes that pokemon is guaranteed dead, so you can slowly trick packs until the opponent's entire team is doomed. The opponent is unable to use one 'mon as trick fodder because the pack forces that 'mon to the back again. You can even set gravity for the airborn guys. The same trick can be done with eject button and priority moves.
Should level 1 pokemon be banned? This is specifically because the combination of Sturdy + Oran Berry would effectively be the same as Sturdy Shedinja, but even level 2 is too high for Magnemite and other base 25 HP Sturdy mons to hit a max HP of 11, though at the same time Knock Off and Unnerve counter this entirely and Knock Off will be everywhere
Magnemite is not the only lv.1 cheese, as focus sash can be abused with moves like pain split and leech seed, but again knock off is so good that it shouldn't matter. Leppa berry+revival blessing is in a similar boat where its broken in theory but in practice every pokemon runs knock off. I think the only items that would be really impactful are items like weakness policy for knock-bait or items that activate instantly, like the seeds, which are probably banned (knock off+stored power+room service+contrary malamar gaming).
Is infinite activations too much? I personally think it's fine and more exciting but multiple people in the Other Metagames Discord think it may be too much and suggested it should be limited to one or a few activations per turn
Pack is not the only infinite, even a normal item like a lansat berry should theoretically make the turn length infinite, even if the gamestate is static.

Overall this is just really janky.
 
Last edited:
Back
Top