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Project Metagame Workshop

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.
It would activate instantly, but I'm currently assuming that if coded the Eject Pack would have a maximum number of uses per turn even if everything else can be activated infinitely and even if it's banned
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.
Berry Juice doesn't exist in Gen 9
It theoretically could be but the format can handle these things relatively well with enough Knock Off and bans.
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.
Items that already aren't consumable would be unaffected, and the most broken consumables would be banned, so it shouldn't devolve to that point, though the concern is valid. If ignoring the metagame premise is the best strategy then items are too strong
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.
As previously stated, Eject Pack would be limited regardless of if everything else is, but this argument increases the chances of it being banned outright
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.
Multi-hit moves bypass focus sash
Leppa berry+revival blessing is in a similar boat where its broken in theory but in practice every pokemon runs knock off.
I didn't think of revival blessing, if I'm being honest. Good catch
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.
In my mind when coded each item that can be activated repeatedly would appear to only activate once (unless Cheek Pouch) with the effect in-code simply stopping once it does nothing
 
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?
re the questions:
1. i think that 1 move might be a little too similar to force of the fallen but it could be better, id rather test two moves tho
2. absolutely have a restricted list of moves including shell smash and espeed and probably qd among other things
3. i would ban/restrict most of them yeah


im a little concerned about this being too similar to ou but after rebuilding a couple diff ou comps for the format it does feel very fun and unique as a format idea so i hope to see this developed further
 
Forced Monotype​

Premise: The primary type of each mon in your team is replaced with the primary type of the mon in the 1st slot of your team. If the mon in the 1st slot is shiny, its secondary type (or primary type if it has 1 type) replaces the other mons' secondary types (or gives them a type if they have 1 type, unless they have the type already).

Example:
Slot #1: :Hatterene:(Shiny): :Psychic::Fairy: -> :Psychic::Fairy: (stays the same)
Slot #2: :Alomomola:: :Water: -> :Water::Fairy:
Slot #3: :Great Tusk:: :Ground::Fighting: -> :Ground::Fairy:
Slot #4: :Zamazenta:: :Fighting: -> :Fighting::Fairy:
Slot #5: :Gholdengo:: :Steel::Ghost: -> :Steel::Fairy:
Slot #6: :Ogerpon-Hearthflame:: :Grass::Fire: -> :Grass::Fairy:

Since Hatterene is shiny, its secondary type (Fairy) replaces the other mons' secondary types, incl. Alomomola, which becomes Water/Fairy.

Other Info:
  • If the 1st mon changes form, the old, team preview typing is shared. Ex:
    • Shiny Zamazenta-Crowned would share the Fighting-type rather than the Steel-type, since Zamazenta-Hero is shown at team preview
    • Shiny Ogerpon-Wellspring would share the Water-type rather than the Grass-type, since Ogerpon-Wellspring is shown at team preview.
  • If a mon changes form mid-battle, even if that mon is in the 1st slot, the new form's primary/secondary type will still be the team type
  • If a mon changes typing mid-battle, its typing changes as normal. Ex:
    • If Garchomp were in Slot #1, and Charizard was affected with Soak, Charizard would change from Dragon/Flying to pure-Water-type, rather than pure-Dragon-type
  • If a mon was affected by Soak, then changed form, Soak would be removed, but the mon would still have its typing replaced by the 1st mon's primary/secondary type
  • Restricted mon are only allowed to be in the 1st slot
  • Since this is based off Monotype, Terastallization is banned
 
Forced Monotype​

Premise: The primary type of each mon in your team is replaced with the primary type of the mon in the 1st slot of your team. If the mon in the 1st slot is shiny, its secondary type (or primary type if it has 1 type) replaces the other mons' secondary types (or gives them a type if they have 1 type, unless they have the type already).
In normal monotype, the typings are kept fairly balanced via the banlist; bug scrapes by off of legalized volcarona while ground is missing gliscor. You can't really do the same thing here and all the typings necessarily have an even playing field. Its hard to see a world where this doesn't just reduce down to 5 or 6 typings that everybody uses. This is still interesting though.
 
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