Resource Pet Mods Submissions Thread

Natural Selection :zarude:
Pet Mod Concept
: A micrometa roughly simulating a real-life ecosystem, where tournament results determine which Pokemon get buffs, new moves, or go extinct!

Explanation: The Pokemon series has many associations to the field of biology through things such as Evolution (though only by name, really), fossil Pokemon, regional forms, and most recently covergent species. Competitive Pokemon can also be thought of as an ecosystem - where real-life environments have producers, apex predators, and decomposers, a competitive tier has physical walls, setup sweepers, pivots, etc., and each Mon's common sets adapt over time to optimize their matchups.
This Pet Mod aims to expand on this aspect by more closely emulating a real ecosystem, where the Pokemon change to fill empty niches and/or adapt to environmental pressures, lest they die off...

The mod will start with 40 vanilla Pokemon, either randomly-generated or voted by the community. Each slate will start with 2-3 tournaments, and each mon will be put into four groups based on their usage and win rates in the tournaments (possibly also on community opinion):
  • Group A (Bottom 12.5%) go extinct, and are permanently removed from the meta. They will likely be kept in the teambuilder for archival purposes but won't be legal in battles.
  • Group B (Lower 12.5%) need to adapt to compete with the more successful mons.
  • Group C (Upper 62.5%) are decently successful, and won't be changed.
  • Group D (Top 12.5%) thrive and diverge to fill empty niches in the meta.
Each slate's submissions will fall into two categories: buffing Pokemon in Group B, and creating all-new forms/Fakemon based on Pokemon in Group D to replace the Group A Pokemon that were removed - so a total of 10 Pokemon will be available to base submissions from each slate.

Group B Sub Restrictions - You can only submit changes for up to three of the following attributes of a Group B Pokemon:
  • Add/Remove/Change one Type
  • Add/Replace up to two abilities
  • Base Stats; +15 to a single stat a/o +30 BST max
  • Up to 5 move addition (8 if you also changed typing, for new STABs)
Name:
Type:
Abilities:
Stats:
Movepool Changes:
Explanation: Explain how the changes help the Pokemon in the current meta.
(note: attributes you do not change can be omitted in the sub)
Group D Sub Restrictions - New Pokemon you sub must share the following attributes to the original Pokemon:
  • Exact same BST (you may redistribute stats)
  • At least one type
  • At least one ability
Name:
Original Pokemon:
Type:
Abilities:
Stats:
Movepool Changes:
Explanation: Explain the Pokemon's competitive role and how it fits in the current meta.
Flavor: Explain what caused the original Pokemon to adapt this way. Yes it is required, but you don't have to be very in-depth about it.
Additionally, Pokemon may also have to be artificially nerfed should they prove to be too centralizing and/or problematic - this will most likely be done through a combination of council and community vote.

Miscellaneous
- Terastilization is banned.​
- For both groups, custom elements are allowed, but they must be clones/very similar to existing moves or abilities; no crazy new effects please.​
- The mod plans to last between 6-8 slates.​
- Once the mods is approved I'll look for 1-2 more people for the mod's council, along with a coder.​
 
Chain Meta
Mod Concept: Fakemon micrometa type mod where each mon is submitted as part of a chain, with each designed to specifically counter the mon that precedes it.
Explanation: Each "chain" would take the form of a slate, which would consist of a signups phase where people sign up to be actually in the chain, and then the "chain phase" where the list of participants is randomly split into groups of a maximum size of 5, in the interest of time, and they recieve the last completed submission in the chain. This process repeats until a chain is complete, and then all completed mons in the chain are added into the metagame.
Miscellaneous:
- Tera is banned, not just because it's kind of a controversial mechanic, but it makes designing Fakemon explicitly based on a matchup kind of an impossible task if their intended target can tera out of it.
- Each participant will have 48 hours to complete their submission - if they are unable to complete their submission in time, their prompt is passed on to the next user in the chain.
- The intended powerlevel is something along the lines of OU, although it might end up over or undershooting that dependent on how each chain develops.
- If the mod is approved, I'd appreciate the help of some more people to form a council, as well as someone to help with coding.
 
Balanced StAAAbmons
Pet Mod Concept: A Nat Dex OU based micrometa consisting of abilities or moves a pokémon should get but doesn’t thematically.
Explanation: Have you ever seen a great pokémon but with a useless ability? Or looked at their movepool and it was barren with STAB moves? But do you also want to not run into things that make no sense like magic guard Moltres or Earth Eater Alolan-Muk? Say for example Leavanny; it’s a pretty terrible pokémon that could’ve really benefited from the new sharpness ability with access to stab leaf blade and x scissor. Or how about Oricorio just getting all the dance moves it can ask for? It’s strictly submission based so they don’t always have to be STAB to add them.

Current Additions: https://pokepast.es/74ad499f9417ed8d
https://pokepast.es/36996594586eea51

Miscellaneous:
Tera is not banned.
Nat Dex OU Similar power level.
Anyone can submit something to me to be tested. It should take 1-2 weeks for Massive updates including balance changes.
If this mod gets approved I would like some dedicated council members and help with coding. Reply or message me i’ll invite you to the discord. Thanks!

https://discord.gg/HmbjMQJn join this discord here
 
Well, we said the next approvals would be sooner, but there'd be fewer of them. Here we are!
Mod Name: Type of Abilities
Mod Concept: Currently, there are a few non-signature abilities that can only be found on Pokemon of a certain type. This mod aims to expand on that concept, creating new abilities so that each type has 5 unique abilities.
Mod Explanation:
1. New abilities will be created for each typing, with existing type abilities continuing to be used as well. (sorry Grass-type enthusiasts, ya'll already have the required amount)
2. All the current ability pools of mons will be deleted, and will be able to choose any ability to use of their typing. (Meaning that dual-typed Pokemon will have a pool of 10 abilities)
3. Since monotype Pokemon will have less abilities to choose from, they will have access to an exclusive ability, which will generally be stronger than the others.
4. Despite the weird state the format is in right now, the mod will be a Nat Dex based mod.
In-Battle Form Rules:
1. Since most abilities are now gone, ability based form changes will be changed. The forms will now be considered as out-of-battle forms.
2. Non-ability based forms (including Megas) will keep the same ability that its base form has, even if the new form is of a different type.
We need more stuff that's based on submitting not Pokemon and this does that pretty nicely. Approved!
:sv/flutter-mane: IRONMONS :sv/iron-bundle:
In this new mod, we will make new Paradox forms for existing Pokémon, for Past and Future games.
Important Things about Paradox forms:

  • Paradox forms always have Iron in their names If they are Violet exclusives (ex: Iron Jugulis, Iron Bundle) but not if they are Scarlet exclusives (ex: Great Tusks, Flutter Mane, Roaring Moon)
  • Paradox forms always have 570 (except specific paradoxes that have important mega inspiration, thus having 590 BST)
  • Scarlet exclusives have ALL stats being odd, while Violet exclusives have ALL even stats.
  • Scarlet exclusives have Protosynthesis as their ability, and Violet exclusives have Quark Drive.
  • Paradox Pokémon can use the Energy Booster item to replicate their ability effects.
everything else is fair game!
We will aim for just a few Paradox Pokémon in this format, and it will be SV-based. Council will be decided when the mod gets running, but ive decided to get at least 2 members on it.
:chi-yu: Moretto
:froslass: lavarina
This is an idea that people have been interested in and bounced around more than enough for us to be willing to give it a shot. Approved!
:lugia: :dialga: Super Ubers:Reshiram: :Calyrex-Shadow:


Pet Mod Name: Super Ubers

Pet Mod Concept: This mod is focused on revising older generation Ubers to the standard of newer, more specialized Ubers that GameFreak has put out in the last few generations, while also trying to make Ubers a more interesting and varied metagame. Compare terrible Pokemon like Reshiram or Dialga to hyper-focused Pokemon like Necrozma-Dusk Mane or Calyrex-Shadow. While its unlikely that every box legendary will be viable in a metagame with each other, we can at least give some of the more unfortunate ones a glow-up and a potential niche, while potentially reigning in some of the more absurd creations that GameFreak has put out.

Explanation: Submissions will be done via slates, and a Pokemon's stats, ability, movepool, and sometimes type will be up for changes. Every slate, I will put out 3 or 4 Pokemon to revise. This will be a National Dex based mod, with Megas and Z-moves allowed, but with Terastalization banned. Custom elements will be allowed on a slate-by-slate basis. A typical slate will look like this:

  • Pokemon to buff
  • How the Pokemons' types may be changed, if this is allowed
  • Which custom elements are allowed, if any
  • In every slate, the Pokemons' stats, signature moves, signature abilities, learned moves, and possible abilities will be open to changes
  • BST limits/restrictions
  • To ensure that this isn't just a hyper offense fest a la Gamefreak's recent proclivities, submissions will be categorized into one of 3 groups: Glass Cannon (with the glass being figurative because this is Ubers after all), Tanks, and Fatmons/Utility mons. Take these all with a grain of salt; they won't be 100% rules to follow, but rather a way for submissions to clarify a strategic focus for their submission. Ubers mons can fill multiple roles, but I really want to avoid a thread full of Calyrex-Shadows and Zacians.
  • Participants may submit their changes via a template given in the thread's OP
Voting will occur after a week or so (subject to change based on activity). Some submissions will be paired together if the Pokemon that slate are paired together as box legends for a generation (For instance, Dialga and Palkia would be part of one submission package). Voting for each Pokemon/package will be ranked, with each voter able to vote for and order 3 submissions that they like. I haven't decided whether every box legend will be up for slates (in pairs based on the games they are in), or whether I'll just be including those Ubers with less viability on slates, although I'm leaning towards the former to maintain flavor parity.

Miscellaneous: As this mod is based around balancing the Ubers metagame, certain Ubers will start off banned and be let back in later. Mega Rayquaza, Zacian-Hero, Zacian-Crowned, Calyrex-Shadow, Koraidon, and Miraidon will start off banned from this mod, and at some point I will have a slate or two where they are nerfed down to the standards of the rest of the metagame.

:rayquaza-mega: :zacian: :zacian-crowned: :calyrex-shadow: :koraidon: :miraidon: Say good-bye for a little while guys!

I don't know that a council would be needed, but I am absolutely open to anyone who frequents this forum joining me to help manage balance or what not. I will be looking into how to code this on Dragon Heaven so this becomes playable at some point.
We've been due for an Ubers-based Pet Mod for a while now, and I think this one fits that bill very well. Approved!
:sv/ogerpon:
Masquerade
:sv/ogerpon-wellspring: :sv/ogerpon-cornerstone: :sv/ogerpon-hearthflame:

Pet Mod Name: Masquerade
Pet Mod Concept: This [Gen 9] based micrometa will give a set of masks, based on Ogerpon's masks to Pokemon that need them for it to become stronger!
Explanation: Ogerpon, one of the newly added Pokemon from the Teal Mask DLC, has access to 3 unique items that make it a very interesting Pokemon, the Wellspring, Hearthflame and Cornerstone Masks, if it holds one of these, five things happen to it, all of its attacks gain a 20% dmg boost (which im eliminating) it gets a new type added to its Grass type, gains a new ability, its signature move, Ivy Cudgel, changes type, and when Terastalizing, can only become the type its mask gave it, but gains a new ability, Embody Aspect, so what if other Pokemon were also able to hold their own masks? The submission rules are as follow:
  • The max amount of mons you can sub is 3, the minimum is 1.
  • Each Pokemon can have up to 3 masks or less if prefered by the subber.
  • This should go without saying but you cannot copy from another user's submission.
  • Each mask has to have all of these effects:
    -It has to give the chosen Pokemon a new type, if its dual typed it gets rid of its old secondary type.
    -It has to get a new ability, which is the only one it can have if wearing the mask.
    -One of the moves from the Pokemon's movepool has to change types to the type its mask gave the user.
    -When Terastalized, it has to gain a new ability, not necesarily an Embody Aspect clone.
    -The masks should have a name
  • If you sub a custom move/ability, try to make sure it can be easily coded.
  • Have fun and be respectful!
Pokemon:
Type-changing Move:
Custom Move:
(if needed)

Mask Name:
New Type:
New Ability:
Ability when Tera'd:
Description:
:sv/Coalossal:
Pokemon: Coalossal
Type-changing Move: Ducleg
Custom Move: Ducleg
100BP | 100% acc | 16 PP | Physical | Rock

Mask Name: Uhh Mask
New Type: Rock/Flying
New Ability
Engine
broken stuff
Ability when Tera'd: Steam Hams
uber-worthy ability
Description: it isnt balanced at all and will break the meta

Mask Name: Ehh Mask
New Type: Rock/Dragon
New Ability:
Mold Breaker
Ability when Tera'd: Stamina
Description: its bad

:sv/Phione:
Pokemon: Phione
Type-changing Move: Scald

Mask Name: Ahh Mask
New Type: Water/Flying
New Ability:
leftovers as an ability
leftovers as an ability
Ability when Tera'd: Magic Guard
Description: cool

:sv/Forretress:
Pokemon: Forretress
Type-changing Move: Rapid Spin

Mask Name: Ohh Mask
New Type: Bug/Water
New Ability:
Mold Breaker
Ability when Tera'd: Overcoat
Description: Water type rapid spin :)
Miscelaneous:
  • Pokemon can only Terastalize if they are holding a mask that corresponds to them, because of the mask, they will be locked into one tera type, making it more balanced.
  • Ogerpon's masks give it a 1.2 damage boost to all of its attacks, something that will be removed due to balancing
  • This mod allows customs for the new ability when wearing the mask, for the custom move that can change type with the masks, and for the new ability when Terastalized, but it is encouraged to only use them if really needed.
  • Submission phase would last a week, veto phase would last one day, voting phase would last two days.
  • All Pokemon are still able to hold other items outside of masks.
  • Slates will be themed, and you will be able to choose from a pool of Pokemon to sub from.
  • I will probably make art for all the masks as well as the banner, unless someone wants to make art for their own mask subs.
  • Btw, the masks would only work on the mon that they were subbed with.
Council:
:swampert: Gaboswampert
for now it would be just me, but if it gets approved i would probably ask some ppl if they would wanna be council, as well as some ppl if they wanna code it
There's been a number of ideas that are similar to this in the past, but some of the more specific details for this one could result in an interesting meta and a very different subbing process that I could see people enjoying. Approved!
Natural Selection :zarude:
Pet Mod Concept
: A micrometa roughly simulating a real-life ecosystem, where tournament results determine which Pokemon get buffs, new moves, or go extinct!

Explanation: The Pokemon series has many associations to the field of biology through things such as Evolution (though only by name, really), fossil Pokemon, regional forms, and most recently covergent species. Competitive Pokemon can also be thought of as an ecosystem - where real-life environments have producers, apex predators, and decomposers, a competitive tier has physical walls, setup sweepers, pivots, etc., and each Mon's common sets adapt over time to optimize their matchups.
This Pet Mod aims to expand on this aspect by more closely emulating a real ecosystem, where the Pokemon change to fill empty niches and/or adapt to environmental pressures, lest they die off...

The mod will start with 40 vanilla Pokemon, either randomly-generated or voted by the community. Each slate will start with 2-3 tournaments, and each mon will be put into four groups based on their usage and win rates in the tournaments (possibly also on community opinion):
  • Group A (Bottom 12.5%) go extinct, and are permanently removed from the meta. They will likely be kept in the teambuilder for archival purposes but won't be legal in battles.
  • Group B (Lower 12.5%) need to adapt to compete with the more successful mons.
  • Group C (Upper 62.5%) are decently successful, and won't be changed.
  • Group D (Top 12.5%) thrive and diverge to fill empty niches in the meta.
Each slate's submissions will fall into two categories: buffing Pokemon in Group B, and creating all-new forms/Fakemon based on Pokemon in Group D to replace the Group A Pokemon that were removed - so a total of 10 Pokemon will be available to base submissions from each slate.

Group B Sub Restrictions - You can only submit changes for up to three of the following attributes of a Group B Pokemon:
  • Add/Remove/Change one Type
  • Add/Replace up to two abilities
  • Base Stats; +15 to a single stat a/o +30 BST max
  • Up to 5 move addition (8 if you also changed typing, for new STABs)
Name:
Type:
Abilities:
Stats:
Movepool Changes:
Explanation: Explain how the changes help the Pokemon in the current meta.
(note: attributes you do not change can be omitted in the sub)
Group D Sub Restrictions - New Pokemon you sub must share the following attributes to the original Pokemon:
  • Exact same BST (you may redistribute stats)
  • At least one type
  • At least one ability
Name:
Original Pokemon:
Type:
Abilities:
Stats:
Movepool Changes:
Explanation: Explain the Pokemon's competitive role and how it fits in the current meta.
Flavor: Explain what caused the original Pokemon to adapt this way. Yes it is required, but you don't have to be very in-depth about it.
Additionally, Pokemon may also have to be artificially nerfed should they prove to be too centralizing and/or problematic - this will most likely be done through a combination of council and community vote.

Miscellaneous
- Terastilization is banned.​
- For both groups, custom elements are allowed, but they must be clones/very similar to existing moves or abilities; no crazy new effects please.​
- The mod plans to last between 6-8 slates.​
- Once the mods is approved I'll look for 1-2 more people for the mod's council, along with a coder.​
Very unique idea, and it sounds very fun to contribute to. An easy favorite across the staff team here. Approved!
Pet Mod Name: Crossover Chaos Expanded
Pet Mod Concept: As the name implies, it expands upon Crossover Chaos by including characters who debuted in works of fiction apart from video games.
Explanation: The rules and submission process are identical to those of regular Crossover Chaos. Ideally, it will result in a standalone micrometa in which the standard roster will be assimilated to make a separate "double micrometa." (or perhaps you could call it a millimeta)
Miscellaneous: Pika Xreme has departed, and it stands to reason that I've been the most avid contributor (for better or worse), so I figure, "Why not take up the torch?"
Lastly, it's been pretty clear that the Crossover Chaos series of mods has been VERY popular over the years. Definitely deserves for its spinoff to come back at this point. Approved!


That's it for now, congrats to those of you with mods that made it through! Make sure you mention that DuoM2 or Pet Mods Staff approved your thread in the opening post. Hope you enjoy the new additions!
 
:sv/seaking:
:goldeen:Hide And Seaking:goldeen:
post largely stolen adapted from the workshop thread

Concept: Submitters add changes to anything in OU all at once without telling each other, then they try to find each other's changes. Last changes found get added permanently!
Explanation: Slates will be split into two phases:
1. In the first phase, the Hiding Phase, each submitter will privately submit a single change (either to a Pokemon's stats, movepool, or abilities; a move (base power, effect, etc.); an ability or an item). These changes will then be "hidden", or rather they will all be coded at the same time.
2. The second phase will be the Seaking (heh.) Phase, where contributors will search for these changes either by using the teambuilder or by testing and will then submit any changes they discover (likely using a Google Form) as they come across them. Once all but three changes have been found, those changes will be added to the mod permanently, and the next slate can begin.
Miscellaneous:
- The mod will be based on National Dex OU, with a vote on banning Terastalization to be done prior to the first slate.
- Changes must actively benefit at least one Pokemon (at the discretion of the mod leader--you may be asked to justify your change!), or they won't be considered.
- While I'll probably be pretty relaxed on how powerful a change can be, if it's too strong it will be vetoed and you'll be asked to redo the submission, so keep that in mind.
- I'll likely be able to run this on my own on the front end, but locking in a coder before this starts would give me peace of mind, so please reach out if you're interested!
 
Micrometa Mafia II

Concept: We will run a full multi-faction mafia game through the format of a traditional Pet Mod (in this case, a Clean Slate clone). Each faction will get night kills by having their submissions voted in. The last faction standing wins.

Explanation: Going to have to go a bit more in-depth here:
Setup:
-Before the first slate, players will sign up in the thread. From there, they will be secretly divided into one of five factions. Each faction submits Pokemon that fit into their desired competitive archetype. For example, there may be a faction that overwhelmingly favors defensive Pokemon, and as a result all of their submissions will be suited for archetypes like Fat Balance and Stall. Each faction will have some degree of agenda overlap with each other.
-Players will be told what faction they are a part of, but not who their teammates are.
-Each player will have a unique role that influences the game in some way.
Days:
-This is when submissions are made. All living players must make exactly ONE submission, which will be DM'd privately to the GMs (earl zxgzxg Gravity Monkey ) for us to determine if the submission meets faction's goal. Submissions cannot be edited once sent. Submission rules are as follows:
-Submit edited base Pokemon
-The pokemon submitted can be altered in any way, whether that be through typing, stats, abilities, and/or movepools.
-If submitting an NFE pokemon, clarify after its name if its Eviolite-compatible.
-No custom elements
Nights:
-
This is when submissions are posted, votes are cast, winners are chosen, and kills announced. GMs will post the submissions in the thread. Then, living players vote in-thread. Each player can only vote for a single pokemon, for the sake of simplicity for both voters and hosts. Once voting is over, the submission with the most votes wins and is added to the meta, and the winner's faction gets one kill token. Additionally, any kills that occured that night will also be announced at this point. Someone dying the same time they win with their submission does not take away the win for the faction. Depending on the player count, the runner-up could also be added to the meta, and that faction will get either a kill or protection for the night. The winner's identities are not revealed at any point. Players take night actions alongside their votes, and any faction leader can choose to spend a kill token to remove one player from the game. Leaders cannot spend kill tokens the night they get them, as night immediately becomes day once the winner is announced. Once someone is killed, their faction and role is revealed.
Winning:
-
Barring a rare, but possible stalemate scenario, the winning faction is the last one standing.

Miscellaneous:
-At the end of the mod, there will be a tournament where each faction must use Pokemon that fit their faction's agenda. Winner of the tour could also be considered the winning faction, in a less concrete way
-We learned from last time to minimize the amount of "traditional" mafia roles, as they grant players too much information too quickly for the submission stage to matter. Instead, we are limiting roles to either mess with submissions, slightly alter votes, or be powerful one-shot abilities. Additionally, the 1v1v1v1v1 format should hopefully make the overall balance of the game better, as kills are a lot less consistent than they are in normal mafia.
 
Last edited:
:vulpix:Six by Six:vulpix-alola:

As Pet Mods grow larger, something I feel has been left underexplored is the many Battle Clauses implemented onto Showdown, as most Pet Mods tend to just default to the same ones as OU (Or, at most, create a new one for whatever the mod needs). This, of course, is not an issue, but I wanted to create a Pet Mod centered entirely around a clause, in specific, the Species Clause. It dictates that you can only run one individual per species on a team, meaning you can't, for an example, use two Talonflame on the same team. This also extends to forms, which is where this mod's concept comes in:

The idea is to create a metagame with only six species of Pokémon available. However, each of these six Pokémon would have multiple forms. Essentially, you'll have to pick one form from each of these Pokémon to build your team.​



Submission Rules and Mechanics

The Pet Mod would be split into two phases: Slate 0 and Slates 1-5. During the first phase, users will submit which 6 Pokémon will be used as a base for the entire mod (more details in this process will be explained a bit). During the second phase, users submit the new forms for these Pokémon.


For Slate 0, people would submit 6 Pokémon in a blank state - this is to say that these submissions are entirely dettached from the Pokémon's vanilla data. Using Ninetales as an example, it being subbed during slate 0 does not have to follow the real statline that Ninetales has in official formats, nor be mono fire. This applies to all of Type, Ability, Movepool and Stats. Everything during this slate will be built from the ground up. I am not putting any particular limitation on how these Pokémon have to be built - just make sure they're balanced.

These 6 Pokémon will serve as the basis for what the entire rest of the mod will branch off of, so people should be very mindful of what they give to their Pokémon! These 6 Pokémon will also be added together as a pack, with one person submitting a whole set of 6 Pokémon. Make sure your submissions are balanced in relation to one another!

Each of these 6 Pokémon will also be assigned a general role, decided by the submitter. These should be broad ideas that allow different Pokémon to fill the proposed niche - for some examples, these roles could be Pivot, Damage Control, Speed Control, etc. Forms submitted during the second phase will have to find a way to tie back to this proposed role.

A template for Slate 0 submissions can be found below

:sv/unown-question:
Pokémon: Pokemon-Base Form Name
Type:
%3f%3f%3f.png
%3f%3f%3f.png

Base Stats: 0 / 0 / 0 / 0 / 0 / 0 [0 BST]
Abilities: Ability / Ability2 // Ability3

Physical.png
Relevant Moves | Usually Useless Moves
Special.png
Relevant Moves | Usually Useless Moves
Status.png
Relevant Moves | Usually Useless Moves

Intended General Role:


Code:
:sv/:
[B]Pokémon[/B]: Pokemon-Base Form Name
[B]Type[/B]: [IMG]https://play.pokemonshowdown.com/sprites/types/Type.png[/IMG][IMG]https://play.pokemonshowdown.com/sprites/types/Type.png[/IMG]
[B]Base Stats[/B]: 0 / 0 / 0 / 0 / 0 / 0 [0 BST]
[B]Abilities[/B]: Ability / Ability2 // Ability3

[IMG]https://play.pokemonshowdown.com/sprites/categories/Physical.png[/IMG] Relevant Moves | Usually Useless Moves
[IMG]https://play.pokemonshowdown.com/sprites/categories/Special.png[/IMG] Relevant Moves | Usually Useless Moves
[IMG]https://play.pokemonshowdown.com/sprites/categories/Status.png[/IMG] Relevant Moves | Usually Useless Moves

[B]Intended General Role[/B]:


For Slates 1-5, all submissions will be based around the Slate 0 Pokémon. These will be submitted individually rather than as a set. Every slate, one new form will be added for each Pokémon. You'll start with the forms that were created during the first phase, and for each form, you'll be able to do one Large, one Medium and one Small change to Abilities, Types and Stats. The following are the "costs" of each of them:


TYPES
Small - Loses a type and becomes monotype or Typing remains unchanged
Medium - One type may be changed
Large - Both types are changed


STATS
Small - Changes only up to 10 points per stat or Stats stay unchanged
Medium - Changes up to 20 points per stat
Large - Changes up to 40 points per stat


ABILITIES
Small - May change up to 2 abilities, but has to keep a similar effect to the original*
Medium - May change up to 2 abilities. One ability may be replaced freely, the other one with a similar effect to the original
Large - May replace or remove abilities freely

*For an example, Moxie may be replaced by an ability that raises Attack or an ability that activates upon KOing an opponent. Lightning Rod may be replaced with an ability that raises Special Attack or an ability that gives Electric immunity.


As for Moves, for every one Relevant Move you add, you must remove two. If the form's typing is changed, you may remove one Relevant Move of the type it lost and add one of the type it has gained.

The BST of a Pokémon must be the same across all of its forms.

Form-Changing abilities are banned as they somewhat defeat the premisse of this mod and would allow people to bypass the "one new form per slate" rule.


A template for Slate 1-5 submissions can be found below

:sv/unown-question:
Pokémon: Pokemon-New Form Name
Type:
%3f%3f%3f.png
%3f%3f%3f.png

Base Stats: 0 / 0 / 0 / 0 / 0 / 0 [0 BST]
Abilities: Ability / Ability2 // Ability3

Physical.png
Relevant Moves | Usually Useless Moves
Special.png
Relevant Moves | Usually Useless Moves
Status.png
Relevant Moves | Usually Useless Moves

- Relevant Moves Lost | Usually Useless Moves Lost
+ Relevant Moves Gained | Usually Useless Moves Gained


Role Justification:


Code:
:sv/:
[B]Pokémon[/B]: Pokemon-New Form Name
[B]Type[/B]: [IMG]https://play.pokemonshowdown.com/sprites/types/Type.png[/IMG][IMG]https://play.pokemonshowdown.com/sprites/types/Type.png[/IMG]
[B]Base Stats[/B]: 0 / 0 / 0 / 0 / 0 / 0 [0 BST]
[B]Abilities[/B]: Ability / Ability2 // Ability3

[IMG]https://play.pokemonshowdown.com/sprites/categories/Physical.png[/IMG] Relevant Moves | Usually Useless Moves
[IMG]https://play.pokemonshowdown.com/sprites/categories/Special.png[/IMG] Relevant Moves | Usually Useless Moves
[IMG]https://play.pokemonshowdown.com/sprites/categories/Status.png[/IMG] Relevant Moves | Usually Useless Moves

- Relevant Moves Lost | Usually Useless Moves Lost
+ Relevant Moves Gained | Usually Useless Moves Gained


[B]Role Justification[/B]:


Misc.

Flavour would take a bit of a backseat for the creation of these forms. If you want your Ninetales sub to be a Dragon-Type, nothing is stopping you.

These forms don't necessarily have to be named "Ninetales-Alola" or follow other pre-established form names. Get creative! (within reason) This is partially inspired by RPG Classes so use that as inspiraion if you must.

For Slate 0, people would vote for up to 4 sets of submissions that they think should be used as the basis for the mod. For Slates 1-5, each person would get 3 votes per mon, with the votes being weighted (Meaning you can vote "Ninetales - Person X, Person Y, Person Z" and now X has 3 votes, Y has 2 votes and Z has 1 vote. In case of a tie, the mod's council will tiebreak the vote)
 
:Victini: DPP Upside Down

Pokémon from Generations 1-4 have had quite a plentiful time in the limelight in the competitive world. Even for those who haven't since been given game changing abilities or access to incredible new moves, simply existing in those Older Generations with their Lower Power Level and Smaller Pokémon Pools has given just about everything the chance to shine. Most Modern Generation Pokémon have had no such chance...

Until Now.

The Premise is Simple.
Modern Generation Mechanics and Pokémon mixed with Generation 4 Vibes


In execution it's a bit complicated so I'll try to explain exactly what this entails.
Mechanics will be based on those of the Modern (Gen 9) Games. There may be some elements which are changed or removed in order to try and create the desired Vibes, but those will be discussed and decided before submissions begin.

This is a choice made to ensure that the mod can incorporate features from modern generations of Pokémon easily. It makes sure that contributors don't need to worry about ensuring that every element of their submissions existed in Gen 4, especially the plethora of signature moves / abilities seen on many Modern Gen Pokémon, while ensuring that coding the metagame isn't going to cause migraines.


There are a few mechanical elements I'm certain about and a few more that make sense to discuss.

  • No Gimmicks seems pretty mandatory for the Vibes. No Z-Moves, Mega Evolution, DMax, or Tera.
  • Removing Team Preview may be a way to really hone the Vibes of Generation 4, but it also may make the game difficult to approach. This will go to a Vote.
  • Hail, both the Weather and the Move, are gone. Ice types are already a bit sparse, Snow is a perfectly good replacement, and :Eiscue: interacts horribly with their coexistence.
  • The rest of the Removed Moves are probably all fine to have back. Pursuit to me seems borderline mandatory, Hidden Power is fitting of the Vibes but removing it can make the design process more interesting, and pretty much everything else is probably fine.
  • Held Items are a weird area. On one hand, there are some powerful items like Heavy-Duty Boots and Eviolite that don't fit the Vibes well in the slightest, but on the other it'd be a shame to simply not include fun new items like Loaded Dice and Blunder Policy. There's room to discuss things here.
  • Universal Move Distribution could be looked at a bit. Some like Toxic were universal in Generation 4 but have since been restricted, others like Return/Frustration, Secret Power, and Natural Gift have since been outright removed. These could return to being Universal, or could just be treated like regular moves. (I'd assume moves like Rest, Sleep Talk, and Substitute would remain nearly universal)


Pokémon from Generations 5 - 9 are the only Pokémon allowed in this metagame. As Generation 4 is our baseline, and all the Generation 1-4 Pokémon are gone, we'll be starting from scratch; thus, Prior to the first Slate, There will be No Pokémon! The only Pokémon usable in the Metagame will be those that are voted in. This is a bit odd, and will make things a bit slow to start up, but it'll ensure that what we have in the end is completely unique.
Submissions will be made as modifications for existing Pokémon. Given the goal of the mod is showcasing Pokémon from the Modern Generations, completely overhauling them from the ground up in order to do so is less than ideal.
Not every Modern Gen Pokémon will be added into this Metagame; the initial goal will be to add around 100 Pokémon, give or take.
Starting from scratch is done to not force the things being introduced into the game to compete with any existing threats. That way, Pokémon with a relatively low power level can remain impactful, even as more and more options are added. Similarly, not introducing Every Pokémon will hopefully allow every Pokémon that is added to be a meaningful addition to the game; if all of them were added, a lot of especially underpowered Pokémon would probably still be cast to the wayside.
The first few Slates will be focused on experimenting with a few specific Pokémon, with Submissions attempting to "Gen-4-ify" them, and votes deciding on which one best fits the Vibes.
Subsequent Slates will be broadened to allow submissions of larger categories of Pokémon. Those might include going above / below a certain stat total, including a specific type, incorporating a specific element, creating a Pokémon with a certain kind of niche, etc. Votes will decide which of the submitted designs should become a part of the metagame.
For Generation 5 Pokémon, it may be wise to be a bit more selective with their inclusion, especially those that have already had long running competitive success such as [:Landorus-Therian:]. Otherwise, it only makes sense to exclude things that are excessively difficult to mold into fitting the Vibes.
Also, no submissions based on Mega Pokémon... aside from :Audino: and :Diancie:, of course. The rest are all based on Pokémon from Generations 1-4! If these are used as submissions, the end result won't be a Mega Pokémon, but can act as an alternate form of some sort ala :Shaymin: and :Shaymin-Sky:
Generation 4 Vibes are probably the most ambitious part of this concept. Rather than actively ensuring that only things that existed in Generation 4 can exist in this metagame, I instead want to encourage submissions to be designed as though they were meant to fit in alongside the cast of Pokémon that existed in Generation 4. I use the term Vibes because what I'm trying to convey isn't precise or calculatable.
There are still a few strict rules in place. For instance, Pokémon can only have up to Two Abilities; Hidden Abilities did not yet exist in Generation 4, and every Pokémon had at max two. Similarly, Starters would be locked to their respective Pinch Abilities (Blaze, Torrent, and Overgrow).
Just about anything else that could be said has exceptions, such as with Levitate and :Bronzong:, or just doesn't apply very broadly. As such, it doesn't make sense to make them all strict rules. Still, going against these common trends will make a Pokémon less fitting of the Vibes. I probably focus on using vetoes for balance rather than Vibes, but I will mention ways submissions could be changed to better fit when relevant, with examples if the trend I'm pointing out is more obscure.
However, aiming for a Gen 4 Power Level while using Pokémon that are Power Crept for the Modern Generations means that incorporating many Pokémon will inevitably be a process centered around Nerfs rather than Buffs. These can include removing moves, shuffling abilities, changing signature moves or abilities, and potentially even changing a Pokémon's stat distribution to be less optimal! The goal in the end is for them to resemble the vanilla cast of Generation 4 Pokémon, a goal vague enough for many different results to be valid. Overall, I want to try and strike a certain balance between maintaining faithfulness and allowing for submission creativity, and what that looks like will hopefully be ironed out early on.​
Off the bat, I want to avoid having this be short-hand for "Whether or not I, Genuine_Angus_B33F, personally like the idea." My bias will probably shine through in some form, but I'll do my best to not make it overwhelming.​
A few broad examples include;​
  • Far fewer multi-stat boosting move sweepers
  • Far fewer signature moves and abilities
  • Fewer incredibly powerful, game warping abilities
  • More Pokémon with just one ability (even if said ability isn't especially powerful or a signature ability)
  • More reliance on weak, inconsistent, or otherwise suboptimal STAB Attacks for Damage.
  • A slimmer distribution of certain powerful moves such as Close Combat, Spikes, Defog, and more.
  • Less optimized stat distributions, especially for high BST Pokémon (~530 and Above)
Again, These are not strict guidelines. They are design trends that, if followed, will help make Modern Gen Pokémon fit Generation 4 Vibes. Breaking individual trends is encouraged, especially if they make for a more interesting end design or can make use of otherwise ignored or totally outclassed game elements.
Also, there are a fair amount of trends that exist as a result of certain game elements not yet existing. For instance, Electric types in Generation 4 don't act as pivots like they do in Modern Generations, as Volt Switch did not yet exist. Introducing the move would be incredibly game changing in vanilla DPP OU, even on weaker Pokémon like Raichu or Manectric. This certainly doesn't mean that these kinds of mechanics will all be banned, but it probably make them warrant some extra consideration. For instance, it might not make sense for Volt Switch to remain an automatic inclusion for all Electric types as it is in Modern Generations, especially those with other powerful attributes.​

If this idea strikes a chord with you, let me know!​
 
Pet Mod Name: Balanced Createmons

Pet Mod Concept: A Pet Mod where you can make your own Pokemon, being able to customize their stats, types, abilities, & moves.

Explanation: In Balanced Createmons, you can use any Pokemon, including illegal/unobtainable ones (such as MissingNo.) You can then customize their stats, types, abilities, & moves. Each of these aspects cost points, and each team gets 100,000 points to spend.

Miscellaneous: Balanced Createmons is already playable on my custom server and has an active community on Discord with 540 members. There is already a formula in place that is used to determine point costs.

My Server (Pokemon Sandbox Creator)
Balanced Createmons Discord
Balanced Createmons Type VR
Balanced Createmons Banlist
 
Pet Mod Name: RBY CAP
Pet Mod Concept: A Revival of the abandoned RBY CAP project
Explanation: Sabelette and I want to run a mod that's very similar to the old RBY CAP, but will be restructured so that multiple mons are added each slate due to RBY's delicate balance so that we don't end up having to make so many guesses with CAP design, and also so that people actually have a sense of what new typings/roles will be added at once instead of having to make every mon in a vacuum.
Miscellaneous: We are gonna aim for a consistent power level between the mons, aiming for somewhere between Gengar and Moltres viability-wise based on concept. Some of the CAPmons might also be evos/prevos of existing mons, and we we will also add signature moves for some CAPmons, but other new moves won't be added.

Also Discord Server: https://discord.gg/JQWJ4d6D
 
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Random Tandem
Premise: A "Bring 9, Pick 6" random battle format, except players build teams of 3 Pokemon that determine the other 6 brought.

Battle Format
  • Each player's team must consist of exactly 3 Pokémon.
  • In this metagame, each Pokémon in the builder is a "head" to a "pool" of 4 other pokemon, each with predetermined items, abilities, and movesets, all set at Level 100 with EVs.
  • During team selection, 2 Pokémon are randomly chosen from each pool, creating a team of 9. The selection for each group is weighted: 40%, 30%, 20%, and 10% chance for each Pokémon.
  • At the start of each battle, 6 Pokémon are chosen, just as you would in a "Bring 12, Pick 6" format.
  • Tera Types are shown on preview
Let's say 3 Pokemon had these pools:
:ss/archaludon: :coalossal::conkeldurr::excadrill::kyogre:
:ss/blastoise: :torterra::forretress::goodra-hisui::terapagos:
:ss/clefable: :golem::umbreon::gliscor::mewtwo:

I would build a team with just the three heads:
:ss/archaludon::ss/blastoise::ss/clefable:

When loading into battle, 2 Pokemon from each pools are randomly chosen:
[:coalossal:]:conkeldurr::excadrill:[:kyogre:]
:torterra:[:forretress:][:goodra-hisui:]:terapagos:
[:golem:]:umbreon:[:gliscor:]:mewtwo:

These 6 Pokemon, along with my three heads, are shown on team preview:
:archaludon::blastoise::clefable::coalossal::kyogre::forretress::goodra-hisui::golem::gliscor:

I would pick 6 of the 9 Pokemon and fight with those:
[:archaludon:]:blastoise:[:clefable:][:coalossal:][:kyogre:][:forretress:]:goodra-hisui::golem:[:gliscor:]

:ss/archaludon::ss/clefable::ss/coalossal::ss/kyogre::ss/forretress::ss/gliscor:

Submissions
  • Submit Pokémon available in the SV format, adjusting abilities and moves but not types or stats.
  • You may submit Pokemon whether or not they are in another Pokemon's random set.
  • Pair each Pokémon with 4 others, each with a set. Keep EVs at max without unconventional spreads, and include any desired moves, abilities, or items.
  • Assign probabilities of 40%, 30%, 20%, and 10% to each set's selection.
Slates
  • Each participant is limited to one submission per slate.
  • The voting process follows a standard weighted system, with three winners selected per slate.
  • Additionally, themed slates may occasionally be introduced.

:ss/clefable:
Pokemon: Clefable
Abilities: Cute Charm / Magic Guard / Unaware
Movepool Additions: Victory Dance
Movepool Removals: Fire Punch

40%
:golem:
Golem @ Assault Vest
Ability: Regenerator
Tera Type: Dragon
EVs: 252 HP / 4 Def / 252 SpD
Careful Nature
- Earthquake
- Stone Axe
- Knock Off
- Dragon Tail

30%
:umbreon:
Umbreon @ Heavy-Duty Boots
Ability: Shadow Shield
Tera Type: Poison
EVs: 252 HP / 4 Def / 252 SpD
Careful Nature
IVs: 0 Atk
- Knock Off
- Toxic
- Moonlight
- Haze

20%
:gliscor:
Gliscor @ Toxic Orb
Ability: Poison Heal
Tera Type: Steel
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Swords Dance
- Earthquake
- Facade
- Rapid Spin

10%
:mewtwo:
Mewtwo @ Expert Belt
Ability: Pressure
Tera Type: Electric
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
- Psystrike
- Thunder Punch
- Ice Punch
- Knock Off

Description: Tried to do cave and moon stuff. Competitively, mostly just big stall but you can roll Mewtwo and also use Gliscor as a wincon.
 
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:sm/carbink:
Pet Mod Name: Hidden Gems
Pet Mod Concept: In this Gen 9 OU-based metagame, Gems are re-added to the game and now have the added effect of granting a select few Pokemon significant but temporary buffs, much like the ability Battle Bond.
Explanation: Type Gems were a sort of precursor to the recent trend of flashy game-changing mechanics being added to a Pokemon games ever since Gen 6/7 (depending on if you classify Megas as a generational gimmick or more on the level of Ultra Beasts and Paradoxes), essentially being Z-Moves before Z-Moves, with the fact that you have to use them immediately upon using a move of that type being counteracted by the fact that you could use as many of them as you want. Gems were a defining part of Gen 5 OU until they were banned, and then were nerfed and removed in Gen 6, with only Normal Gem still existing in modern gens.

In Hidden Gems, all type gems (including the never released Fairy Gem) would be brought back in Gen 9 (call it a product of Blueberry Academy being in Unova) and made more similar to a modern generational gimmick by adding signature users of them through the Hidden Gems mechanic. The mechanic would be similar to Battle Bond, but instead of being activated after getting a KO, it would be activated by using up a Gem. Additionally, like Battle Bond, the changes only last until the user switches out, so you have to time you Gem activation just right.
:sm/pokemon:
Pokémon: The Pokemon you're making the Hidden Gem form for
Gem: Whichever of the 18 pre-existing gems used to activate the Pokemon's Hidden Gem form
Type After Activation: The Pokemon's type after the Hidden Gem activates. The form must retain the user's primary type and they must have the type of their Gem
Ability: The Pokemon's ability after the Hidden Gem activates
Stat Boosts: The stats that get increased after the Hidden Gem activates. The stat boosts can add up to +3 total, with a maximum of +2 in one stat. Stats can't be given a negative boost and you don't have to use all 3 boosts. Be very careful about boosting Speed.
New Moves: New moves the Pokemon learns. Keep in mind that in order to activate a Gem, the Pokemon needs an offensive move of the Gem's type
Removed Moves: Moves removed from the Pokemon's movepool for balancing purposes. Note that removing moves will also remove them from the prevolution's movepool
Competitive Overview: A brief summary of what the Pokemon does in the metagame and why it should be added

:sm/golduck:
Pokémon: Golduck
Gem: Psychic Gem
Type After Activation:
Water.png
Psychic.png

Ability: Good as Gold
Stats Boosts: +1 SpA, +1 SpD, +1 Spe
New Moves: Expanding Force, Psychic Terrain
Removed Moves: N/A
Competitive Overview: Makes Golduck into a threatening Nasty Plot sweeper that can't be Whirlwinded out or stopped by Thunder Wave thanks to Good as Gold and is somewhat difficult to revenge kill because of its high Speed.
There would be 13 slates, to give us 2 Hidden Gem users for each type of Gem + Hidden Gems for one set of starters, giving us 39 Hidden Gem users in total.

Miscellaneous:
- Would be run by a council
- Would have playtesting roomtours after every other slate
- Customs would be allowed for moves and abilities
- A new Gem item, the Stellar Gem, would be added, which would activate on the user's first attack of any type. This gem won't have any Hidden Gem users.
- While this was intended to purposely be a Pet Mod where we could play around with Tera since most mods don't do that, due to the nature of the Hidden Gems mechanic, there will be a vote on whether or not to allow Tera at the beginning of the mod. Pokemon holding their Hidden Gem can't Terastalize until they both consume their gem and then switch out and back in.
 
Happy Pokémon Day! As a way to celebrate the date, Pet Mods Staff is approving a new set of Pet Mods today!



Pet Mod Name: RBY CAP
Pet Mod Concept: A Revival of the abandoned RBY CAP project
Explanation: Sabelette and I want to run a mod that's very similar to the old RBY CAP, but will be restructured so that multiple mons are added each slate due to RBY's delicate balance so that we don't end up having to make so many guesses with CAP design, and also so that people actually have a sense of what new typings/roles will be added at once instead of having to make every mon in a vacuum.
Miscellaneous: We are gonna aim for a consistent power level between the mons, aiming for somewhere between Gengar and Moltres viability-wise based on concept. Some of the CAPmons might also be evos/prevos of existing mons, and we we will also add signature moves for some CAPmons, but other new moves won't be added.

Also Discord Server: https://discord.gg/JQWJ4d6D

A project that has gathered large ammounts of interest and has promissing potential as a competitive meta, as well as expanding on our Old Gen mods. Approved!



Random Tandem
Premise: A "Bring 9, Pick 6" random battle format, except players build teams of 3 Pokemon that determine the other 6 brought.

Battle Format
  • Each player's team must consist of exactly 3 Pokémon.
  • In this metagame, each Pokémon in the builder is a "head" to a "pool" of 4 other pokemon, each with predetermined items, abilities, and movesets, all set at Level 100 with EVs.
  • During team selection, 2 Pokémon are randomly chosen from each pool, creating a team of 9. The selection for each group is weighted: 40%, 30%, 20%, and 10% chance for each Pokémon.
  • At the start of each battle, 6 Pokémon are chosen, just as you would in a "Bring 12, Pick 6" format.
  • Tera Types are shown on preview
Let's say 3 Pokemon had these pools:
:ss/archaludon: :coalossal::conkeldurr::excadrill::kyogre:
:ss/blastoise: :torterra::forretress::goodra-hisui::terapagos:
:ss/clefable: :golem::umbreon::gliscor::mewtwo:

I would build a team with just the three heads:
:ss/archaludon::ss/blastoise::ss/clefable:

When loading into battle, 2 Pokemon from each pools are randomly chosen:
[:coalossal:]:conkeldurr::excadrill:[:kyogre:]
:torterra:[:forretress:][:goodra-hisui:]:terapagos:
[:golem:]:umbreon:[:gliscor:]:mewtwo:

These 6 Pokemon, along with my three heads, are shown on team preview:
:archaludon::blastoise::clefable::coalossal::kyogre::forretress::goodra-hisui::golem::gliscor:

I would pick 6 of the 9 Pokemon and fight with those:
[:archaludon:]:blastoise:[:clefable:][:coalossal:][:kyogre:][:forretress:]:goodra-hisui::golem:[:gliscor:]

:ss/archaludon::ss/clefable::ss/coalossal::ss/kyogre::ss/forretress::ss/gliscor:

Submissions
  • Submit Pokémon available in the SV format, adjusting abilities and moves but not types or stats.
  • You may submit Pokemon whether or not they are in another Pokemon's random set.
  • Pair each Pokémon with 4 others, each with a set. Keep EVs at max without unconventional spreads, and include any desired moves, abilities, or items.
  • Assign probabilities of 40%, 30%, 20%, and 10% to each set's selection.
Slates
  • Each participant is limited to one submission per slate.
  • The voting process follows a standard weighted system, with three winners selected per slate.
  • Additionally, themed slates may occasionally be introduced.

:ss/clefable:
Pokemon: Clefable
Abilities: Cute Charm / Magic Guard / Unaware
Movepool Additions: Victory Dance
Movepool Removals: Fire Punch

40%
:golem:
Golem @ Assault Vest
Ability: Regenerator
Tera Type: Dragon
EVs: 252 HP / 4 Def / 252 SpD
Careful Nature
- Earthquake
- Stone Axe
- Knock Off
- Dragon Tail

30%
:umbreon:
Umbreon @ Heavy-Duty Boots
Ability: Shadow Shield
Tera Type: Poison
EVs: 252 HP / 4 Def / 252 SpD
Careful Nature
IVs: 0 Atk
- Knock Off
- Toxic
- Moonlight
- Haze

20%
:gliscor:
Gliscor @ Toxic Orb
Ability: Poison Heal
Tera Type: Steel
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Swords Dance
- Earthquake
- Facade
- Rapid Spin

10%
:mewtwo:
Mewtwo @ Expert Belt
Ability: Pressure
Tera Type: Electric
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
- Psystrike
- Thunder Punch
- Ice Punch
- Knock Off

Description: Tried to do cave and moon stuff. Competitively, mostly just big stall but you can roll Mewtwo and also use Gliscor as a wincon.

A fairly unique premisse with a pretty cool RNG element while still being competitive, making for pretty much a brand new way for thegame to be played. Approved!



:sv/seaking:
:goldeen:Hide And Seaking:goldeen:
post largely stolen adapted from the workshop thread

Concept: Submitters add changes to anything in OU all at once without telling each other, then they try to find each other's changes. Last changes found get added permanently!
Explanation: Slates will be split into two phases:
1. In the first phase, the Hiding Phase, each submitter will privately submit a single change (either to a Pokemon's stats, movepool, or abilities; a move (base power, effect, etc.); an ability or an item). These changes will then be "hidden", or rather they will all be coded at the same time.
2. The second phase will be the Seaking (heh.) Phase, where contributors will search for these changes either by using the teambuilder or by testing and will then submit any changes they discover (likely using a Google Form) as they come across them. Once all but three changes have been found, those changes will be added to the mod permanently, and the next slate can begin.
Miscellaneous:
- The mod will be based on National Dex OU, with a vote on banning Terastalization to be done prior to the first slate.
- Changes must actively benefit at least one Pokemon (at the discretion of the mod leader--you may be asked to justify your change!), or they won't be considered.
- While I'll probably be pretty relaxed on how powerful a change can be, if it's too strong it will be vetoed and you'll be asked to redo the submission, so keep that in mind.
- I'll likely be able to run this on my own on the front end, but locking in a coder before this starts would give me peace of mind, so please reach out if you're interested!

An interesting community experiment with an unique twist to how submissions work. Approved!



:sm/carbink:
Pet Mod Name: Hidden Gems
Pet Mod Concept: In this Gen 9 OU-based metagame, Gems are re-added to the game and now have the added effect of granting a select few Pokemon significant but temporary buffs, much like the ability Battle Bond.
Explanation: Type Gems were a sort of precursor to the recent trend of flashy game-changing mechanics being added to a Pokemon games ever since Gen 6/7 (depending on if you classify Megas as a generational gimmick or more on the level of Ultra Beasts and Paradoxes), essentially being Z-Moves before Z-Moves, with the fact that you have to use them immediately upon using a move of that type being counteracted by the fact that you could use as many of them as you want. Gems were a defining part of Gen 5 OU until they were banned, and then were nerfed and removed in Gen 6, with only Normal Gem still existing in modern gens.

In Hidden Gems, all type gems (including the never released Fairy Gem) would be brought back in Gen 9 (call it a product of Blueberry Academy being in Unova) and made more similar to a modern generational gimmick by adding signature users of them through the Hidden Gems mechanic. The mechanic would be similar to Battle Bond, but instead of being activated after getting a KO, it would be activated by using up a Gem. Additionally, like Battle Bond, the changes only last until the user switches out, so you have to time you Gem activation just right.
:sm/pokemon:
Pokémon: The Pokemon you're making the Hidden Gem form for
Gem: Whichever of the 18 pre-existing gems used to activate the Pokemon's Hidden Gem form
Type After Activation: The Pokemon's type after the Hidden Gem activates. The form must retain the user's primary type and they must have the type of their Gem
Ability: The Pokemon's ability after the Hidden Gem activates
Stat Boosts: The stats that get increased after the Hidden Gem activates. The stat boosts can add up to +3 total, with a maximum of +2 in one stat. Stats can't be given a negative boost and you don't have to use all 3 boosts. Be very careful about boosting Speed.
New Moves: New moves the Pokemon learns. Keep in mind that in order to activate a Gem, the Pokemon needs an offensive move of the Gem's type
Removed Moves: Moves removed from the Pokemon's movepool for balancing purposes. Note that removing moves will also remove them from the prevolution's movepool
Competitive Overview: A brief summary of what the Pokemon does in the metagame and why it should be added

:sm/golduck:
Pokémon: Golduck
Gem: Psychic Gem
Type After Activation:
Water.png
Psychic.png

Ability: Good as Gold
Stats Boosts: +1 SpA, +1 SpD, +1 Spe
New Moves: Expanding Force, Psychic Terrain
Removed Moves: N/A
Competitive Overview: Makes Golduck into a threatening Nasty Plot sweeper that can't be Whirlwinded out or stopped by Thunder Wave thanks to Good as Gold and is somewhat difficult to revenge kill because of its high Speed.
There would be 13 slates, to give us 2 Hidden Gem users for each type of Gem + Hidden Gems for one set of starters, giving us 39 Hidden Gem users in total.

Miscellaneous:
- Would be run by a council
- Would have playtesting roomtours after every other slate
- Customs would be allowed for moves and abilities
- A new Gem item, the Stellar Gem, would be added, which would activate on the user's first attack of any type. This gem won't have any Hidden Gem users.
- While this was intended to purposely be a Pet Mod where we could play around with Tera since most mods don't do that, due to the nature of the Hidden Gems mechanic, there will be a vote on whether or not to allow Tera at the beginning of the mod. Pokemon holding their Hidden Gem can't Terastalize until they both consume their gem and then switch out and back in.

Seems very interesting as not many mods are built around adding a new mechanic to the game, so the results will be cool to see. Approved!


:vulpix:Six by Six:vulpix-alola:

As Pet Mods grow larger, something I feel has been left underexplored is the many Battle Clauses implemented onto Showdown, as most Pet Mods tend to just default to the same ones as OU (Or, at most, create a new one for whatever the mod needs). This, of course, is not an issue, but I wanted to create a Pet Mod centered entirely around a clause, in specific, the Species Clause. It dictates that you can only run one individual per species on a team, meaning you can't, for an example, use two Talonflame on the same team. This also extends to forms, which is where this mod's concept comes in:

The idea is to create a metagame with only six species of Pokémon available. However, each of these six Pokémon would have multiple forms. Essentially, you'll have to pick one form from each of these Pokémon to build your team.​



Submission Rules and Mechanics

The Pet Mod would be split into two phases: Slate 0 and Slates 1-5. During the first phase, users will submit which 6 Pokémon will be used as a base for the entire mod (more details in this process will be explained a bit). During the second phase, users submit the new forms for these Pokémon.


For Slate 0, people would submit 6 Pokémon in a blank state - this is to say that these submissions are entirely dettached from the Pokémon's vanilla data. Using Ninetales as an example, it being subbed during slate 0 does not have to follow the real statline that Ninetales has in official formats, nor be mono fire. This applies to all of Type, Ability, Movepool and Stats. Everything during this slate will be built from the ground up. I am not putting any particular limitation on how these Pokémon have to be built - just make sure they're balanced.

These 6 Pokémon will serve as the basis for what the entire rest of the mod will branch off of, so people should be very mindful of what they give to their Pokémon! These 6 Pokémon will also be added together as a pack, with one person submitting a whole set of 6 Pokémon. Make sure your submissions are balanced in relation to one another!

Each of these 6 Pokémon will also be assigned a general role, decided by the submitter. These should be broad ideas that allow different Pokémon to fill the proposed niche - for some examples, these roles could be Pivot, Damage Control, Speed Control, etc. Forms submitted during the second phase will have to find a way to tie back to this proposed role.

A template for Slate 0 submissions can be found below

:sv/unown-question:
Pokémon: Pokemon-Base Form Name
Type:
%3f%3f%3f.png
%3f%3f%3f.png

Base Stats: 0 / 0 / 0 / 0 / 0 / 0 [0 BST]
Abilities: Ability / Ability2 // Ability3

Physical.png
Relevant Moves | Usually Useless Moves
Special.png
Relevant Moves | Usually Useless Moves
Status.png
Relevant Moves | Usually Useless Moves

Intended General Role:


Code:
:sv/:
[B]Pokémon[/B]: Pokemon-Base Form Name
[B]Type[/B]: [IMG]https://play.pokemonshowdown.com/sprites/types/Type.png[/IMG][IMG]https://play.pokemonshowdown.com/sprites/types/Type.png[/IMG]
[B]Base Stats[/B]: 0 / 0 / 0 / 0 / 0 / 0 [0 BST]
[B]Abilities[/B]: Ability / Ability2 // Ability3

[IMG]https://play.pokemonshowdown.com/sprites/categories/Physical.png[/IMG] Relevant Moves | Usually Useless Moves
[IMG]https://play.pokemonshowdown.com/sprites/categories/Special.png[/IMG] Relevant Moves | Usually Useless Moves
[IMG]https://play.pokemonshowdown.com/sprites/categories/Status.png[/IMG] Relevant Moves | Usually Useless Moves

[B]Intended General Role[/B]:


For Slates 1-5, all submissions will be based around the Slate 0 Pokémon. These will be submitted individually rather than as a set. Every slate, one new form will be added for each Pokémon. You'll start with the forms that were created during the first phase, and for each form, you'll be able to do one Large, one Medium and one Small change to Abilities, Types and Stats. The following are the "costs" of each of them:


TYPES
Small - Loses a type and becomes monotype or Typing remains unchanged
Medium - One type may be changed
Large - Both types are changed


STATS
Small - Changes only up to 10 points per stat or Stats stay unchanged
Medium - Changes up to 20 points per stat
Large - Changes up to 40 points per stat


ABILITIES
Small - May change up to 2 abilities, but has to keep a similar effect to the original*
Medium - May change up to 2 abilities. One ability may be replaced freely, the other one with a similar effect to the original
Large - May replace or remove abilities freely

*For an example, Moxie may be replaced by an ability that raises Attack or an ability that activates upon KOing an opponent. Lightning Rod may be replaced with an ability that raises Special Attack or an ability that gives Electric immunity.


As for Moves, for every one Relevant Move you add, you must remove two. If the form's typing is changed, you may remove one Relevant Move of the type it lost and add one of the type it has gained.

The BST of a Pokémon must be the same across all of its forms.

Form-Changing abilities are banned as they somewhat defeat the premisse of this mod and would allow people to bypass the "one new form per slate" rule.


A template for Slate 1-5 submissions can be found below

:sv/unown-question:
Pokémon: Pokemon-New Form Name
Type:
%3f%3f%3f.png
%3f%3f%3f.png

Base Stats: 0 / 0 / 0 / 0 / 0 / 0 [0 BST]
Abilities: Ability / Ability2 // Ability3

Physical.png
Relevant Moves | Usually Useless Moves
Special.png
Relevant Moves | Usually Useless Moves
Status.png
Relevant Moves | Usually Useless Moves

- Relevant Moves Lost | Usually Useless Moves Lost
+ Relevant Moves Gained | Usually Useless Moves Gained


Role Justification:


Code:
:sv/:
[B]Pokémon[/B]: Pokemon-New Form Name
[B]Type[/B]: [IMG]https://play.pokemonshowdown.com/sprites/types/Type.png[/IMG][IMG]https://play.pokemonshowdown.com/sprites/types/Type.png[/IMG]
[B]Base Stats[/B]: 0 / 0 / 0 / 0 / 0 / 0 [0 BST]
[B]Abilities[/B]: Ability / Ability2 // Ability3

[IMG]https://play.pokemonshowdown.com/sprites/categories/Physical.png[/IMG] Relevant Moves | Usually Useless Moves
[IMG]https://play.pokemonshowdown.com/sprites/categories/Special.png[/IMG] Relevant Moves | Usually Useless Moves
[IMG]https://play.pokemonshowdown.com/sprites/categories/Status.png[/IMG] Relevant Moves | Usually Useless Moves

- Relevant Moves Lost | Usually Useless Moves Lost
+ Relevant Moves Gained | Usually Useless Moves Gained


[B]Role Justification[/B]:


Misc.

Flavour would take a bit of a backseat for the creation of these forms. If you want your Ninetales sub to be a Dragon-Type, nothing is stopping you.

These forms don't necessarily have to be named "Ninetales-Alola" or follow other pre-established form names. Get creative! (within reason) This is partially inspired by RPG Classes so use that as inspiraion if you must.

For Slate 0, people would vote for up to 4 sets of submissions that they think should be used as the basis for the mod. For Slates 1-5, each person would get 3 votes per mon, with the votes being weighted (Meaning you can vote "Ninetales - Person X, Person Y, Person Z" and now X has 3 votes, Y has 2 votes and Z has 1 vote. In case of a tie, the mod's council will tiebreak the vote)

Not many mods are built around existing regulations, so building a mod entirely around the idea of playing into species Clause makes for a great and very innovative idea. Approved!



Micrometa Mafia II

Concept: We will run a full multi-faction mafia game through the format of a traditional Pet Mod (in this case, a Clean Slate clone). Each faction will get night kills by having their submissions voted in. The last faction standing wins.

Explanation: Going to have to go a bit more in-depth here:
Setup:
-Before the first slate, players will sign up in the thread. From there, they will be secretly divided into one of five factions. Each faction submits Pokemon that fit into their desired competitive archetype. For example, there may be a faction that overwhelmingly favors defensive Pokemon, and as a result all of their submissions will be suited for archetypes like Fat Balance and Stall. Each faction will have some degree of agenda overlap with each other.
-Players will be told what faction they are a part of, but not who their teammates are.
-Each player will have a unique role that influences the game in some way.
Days:
-This is when submissions are made. All living players must make exactly ONE submission, which will be DM'd privately to the GMs (earl zxgzxg Gravity Monkey ) for us to determine if the submission meets faction's goal. Submissions cannot be edited once sent. Submission rules are as follows:
-Submit edited base Pokemon
-The pokemon submitted can be altered in any way, whether that be through typing, stats, abilities, and/or movepools.
-If submitting an NFE pokemon, clarify after its name if its Eviolite-compatible.
-No custom elements
Nights:
-
This is when submissions are posted, votes are cast, winners are chosen, and kills announced. GMs will post the submissions in the thread. Then, living players vote in-thread. Each player can only vote for a single pokemon, for the sake of simplicity for both voters and hosts. Once voting is over, the submission with the most votes wins and is added to the meta, and the winner's faction gets one kill token. Additionally, any kills that occured that night will also be announced at this point. Someone dying the same time they win with their submission does not take away the win for the faction. Depending on the player count, the runner-up could also be added to the meta, and that faction will get either a kill or protection for the night. The winner's identities are not revealed at any point. Players take night actions alongside their votes, and any faction leader can choose to spend a kill token to remove one player from the game. Leaders cannot spend kill tokens the night they get them, as night immediately becomes day once the winner is announced. Once someone is killed, their faction and role is revealed.
Winning:
-
Barring a rare, but possible stalemate scenario, the winning faction is the last one standing.

Miscellaneous:
-At the end of the mod, there will be a tournament where each faction must use Pokemon that fit their faction's agenda. Winner of the tour could also be considered the winning faction, in a less concrete way
-We learned from last time to minimize the amount of "traditional" mafia roles, as they grant players too much information too quickly for the submission stage to matter. Instead, we are limiting roles to either mess with submissions, slightly alter votes, or be powerful one-shot abilities. Additionally, the 1v1v1v1v1 format should hopefully make the overall balance of the game better, as kills are a lot less consistent than they are in normal mafia.

MMM, while controversial the first time around, was an extremely popular and interesting experiment so a second hopefully less controversial run of it seems promising. Approved!



And that's it for this round of approvals! We hope you are looking forward to all these brand new mods!
 
still submitting today even though my desperate plea to zxg didnt work pensive emoji

:sv/luvdisc: Do Not Use: The Pet Mod: The Musical* ** :sv/luvdisc:

Concept: A standard Fakemons submissions Pet Mod, except the Pokemon are truly awful. Using my Solomod DNU as a base, we'll fill out the roster by making truly terrible creations that wouldn't be viable five tiers below ZU.

Explanation: This mod would start with the legality list of Do Not Use. This gives us a metagame to base the power level around. From there, there will be weekly slates, most if not all featuring a theme of some sorts. Some examples of themes I've brainstormed can be found in a spoiler below***. After submissions, there will be a window to vote on which submissions to accept. (Exact numbers are TBD, probably submit 3 / vote 3 / accept 3 or something like that idk)

Submissions do not have to follow the DNU base stat limit, as long as they are balanced. Due to the abundance of NFEs in this tier, all submissions will need to specify whether or not the Pokemon is compatible with Eviolite. Custom moves and abilities are allowed, but they must be within reason. Keep them relatively simple, to where a fairly new PS coder (hi) would be able to do them. An ability or move deemed to be too complex may be cause for veto.

In addition, we will hold playtesting room tours after every few slates to keep up with how the metagame is developing with the new additions. There may be small breaks to discuss the metagame as well.

Miscellaneous: No Mega Evolutions, Z-Moves, Dynamax, or Terastallization, as in the main tier. If a Pokemon is banned from DNU, it will not be banned here automatically, but may be discussed for action separately; if a Pokemon is suspected into DNU, it will be given a one-week trial period here, after which the council will vote on if it will stay. Speaking of council, I don't have anyone selected yet, but I would like it to be a mix of active Pet Mods users and active DNUsers, to get people from both sides of experience.

Pokemon:
Eviolite-Compatible (Y/N):
Typing:
Base Stats:
Abilities:
Movepool:

Weight:

Custom Elements:
Competitive Role:
Flavor / Description:

* I'm keeping "The Musical" on as long as I'm allowed to
** Do Not Use is the real DNU, Doubles NU doesn't have a thread, fake tier :mehowth:

***
Baby Mode: Create a new baby Pokemon
Borderlines: Adjust currently illegal Pokemon below 330 BST
DNZU: Adjust Pokemon considered unviable in DNU
Darwin Award: Create or adjust a Pokemon that must be fully evolved
Restricted: Create or adjust a Pokemon by giving it a poor movepool
Type-based slates to add representatives from typings with poor availability in DNU, such as Dragon and Steel.
 
REGIONAL EVOLUTIONS 2: PALDEAN BOOGALOO

Concept: An updated version of Samtendo09's Regional Evolutions for Gen 8, with the addition of updates and changes to the meta as of Gen 9.

Explanation:
The very first pet mod I ever participated in, and the one I've still had the most success with, was the Gen 8 Regional Evolutions mod. This pet mod was intended as an extension of a "Regional Variants" mod from the same generation, except that all submissions received an evolved form in the vein of a cross-gen evolution, or an alternate evolution to a regional variant of an unevolved Pokémon. It was rather successful for its time, but with the meta having changed with a new generation of canon games, I figured it was high time we got an updated version of this mod, so I wanted to see if I could helm said updated version and help build up a new regional evo collection from scratch!

The rules that Samtendo provided for the previous iteration of this mod are copypasted below, and I believe that outside of a few tweaks to suit Gen 9's changes to the meta, they would still be solid for the new version.

  1. You may submit for any legal line you’d like as long as you included either a New Stage Evolution or a Replacement Evolution. This includes Branched Evos, except for Eevee and Tyrogue themselves (their respective evolutions are okay). Any other branched evo line will count as a single submission (so feel free to make a whole Ralts line, for an example). Giving just a New Stage Evolution to a canon RV that doesn’t have one or the accepted submissions from the Regional Variants Pet Mod (preferably yours) is also permitted.
  2. You may submit for up to a total of 6 lines. Adding a New Stage Evolution for a pre-existing Regional Variant or an accepted submission (preferably yours) counts as a full line.
    1. Two people may make a Regional Variant of the same evolutionary line, or a New Stage Evolution for a pre-existing or accepted submissions, as long as they are different from each others.
    2. Do not make a regional “counterpart” to existing Regional Evolutions, which are as Perrserker, Obstagoon, Mr. Rime, Sirfetch’d, Runerigus and Cursola, as well as accepted New Stage/Replacement Evolutions.
    3. You also cannot submit an evolution of the original counterparts even if their regional variants have one. This is Regional Evolutions, not just Evolutions.
  3. You may vote for up to 7 lines per slate. You cannot self-vote more than two submissions, and if you do self-vote, vote for at least three more submissions that aren't yours.
  4. Minimum BST for the New Stage Evolutions will be 500, with the maximum will be 600. However, try to aim for 500-530 BST range unless you have a good flavor reason for the New Stage Evolution to have a higher BST.
    1. Pokémon with BST at 486 or higher should not be given a New Stage Evolution. Exception will be given for Regional Forms that are exceptionally poor in competitive scene, or that you honestly think it wouldn’t perform so well. Even then, consider a New Stage Evolution as an option in this case instead of mandatory. Otherwise a Replacement Evolution is always an option. Unlike the other rules starting from 3rd March 2022, this is not the hard rule anymore, but I do recommend to stick with the BST lower than 486 unless your submission have bad, bad typing, and will be judged by case-by-case basis.
    2. Pokémon that is already a three-stage evolutionary line (i.e. Pichu to Raichu, Cleffa to Clefable) are not allowed to received a New Stage Evolution. However, a Replacement Evolution is always possible for these.
    3. Obviously, don't go with the min-maxing. New Stage Evolutions tend to much stronger than their pre-evolution, so be cautious of what Abilities you will give (remember, only pre-existing Abilities allowed).
    4. New Stage Evolutions can have up to six new Moves that their pre-evolution(s) cannot learn. If you decided to give it a new Type and that the Pokémon was single-typed, then ten extra Moves (preferably for STAB and flavor) will be added instead.
    5. Original branched evolutions can each receive a New Stage Evolution as long as it respects the conditions required for one. Otherwise, it’s Replacement Evolutions instead. A New Stage Evolution or Replacement Evolution can be branched as well, but no more than two branched evolutions per line.
    6. For Flavor/Design, be sure to give Height and Weight to your New Stage Evolutions. Weight is especially important does to moves like Low Kick and Grass Knot.
    7. Not every canon Regional Variant with BST below 485 and are single-stage or stage 1 evo needs a New Stage Evolution. Things like Alolan Marowak and especially Galarian Darmanitan will go overkill with a New Stage Evolution. The rest that would be compatible for a new evolution are fine.
  5. Replacement Evolutions follows the same rules as standard Regional Variants, but with a new name instead of “[Regional Pre-Fix] Pokémon”, and be sure that the design is drastic from the original evolution. They must share the same BST as the original evolution of the Pokémon, like how Perrserker (the Replacement Evolution) and Persian (the original) shares the same BST.
  6. Does to taking place in NatDex (where Mega Stones and Z-Moves can be used), no Moves goes “unusable”. However, unlike Regional Variants Pet Mod, you cannot give a Mega Evolution to any submission regardless if the original counterpart had any. The original Regional Variants Pet Mod is where you can do so, anyways.

Original Species:
New Typing:
New Abilities:
New Stats: ? HP/? ATK/? DEF/? SP ATK/? SP DEF/? SPD = [TOTAL]
Added Moves:
Removed Moves:
Flavor/Design:
Competitive Info:

"[Dex entry 1]"
"[Dex entry 2]"
Name:
Name Origin:
Typing:
Abilities:
Stats: ? HP/? ATK/? DEF/? SP ATK/? SP DEF/? SPD = [TOTAL]
New Moves:
Evolution Method: [From what Pokémon and how]
Flavor/Design:
Competitive Info:

"[Dex entry 1]"
"[Dex entry 2]"

These are the slates I've come up with for this mod - aside from the free slates, the current generations are divided into collections of three, and will be worked through in numerical order. I considered doing slates for each gen individually but that might take up too many slates which would take up too much time, so I had to be a little more conservative in slate organization.
  1. Starting Decision Polls (Gimmicks? Convergents?)
  2. Free Slate #1
  3. Variants + Regional Evos of Pokémon from Gens 1-3
  4. Variants + Regional Evos of Pokémon from Gens 4-6
  5. Variants + Regional Evos of Pokémon from Gens 7-9
  6. Free Slate #2
  7. Variants + Regional Evos for Regions from Gens 1-3
  8. Variants + Regional Evos for Regions from Gens 4-6
  9. Variants + Regional Evos for Regions from Gens 7-9
  10. Variants + Regional Evos for Miscellaneous Regions (Ultra Space, Distortion World, spinoff game regions, etc.)
  11. Free Slate #3
If this mod proves successful enough to be productive for these slates, we can continue with additional slates with different themes based on relevance or whatever is picked. I'm aiming for roughly twenty slates for now, but we can continue with more beyond that point if the public so wishes.

Miscellaneous:
  • Coders are welcome! I don't know how to code for Pokémon Showdown myself so I'd be happy to work with anyone who's willing to put the concepts that are accepted into this mod into action.
  • Admins are also welcome, since I'm busy enough as it is IRL that I might not always be available to help or supervise with the activity for this mod and its slates. It may be that this mod will have to be run by a larger council, but that depends on the eventual complexity of the project as a whole.
  • I'm not sure about whether to include gimmicks such as Mega Evolution, Gigantamaxing, and Z-Moves for any submitted regional evolutions, but may be subject to an initial poll to determine whether they'll be acceptable. Terastrallizing would probably be banned, though, for obvious reasons.
  • Convergent/lookalike Pokémon will likely not be included in this mod, since I'm not sure if those count towards regional variants or not, and we do not have examples of convergent Pokémon evolving into their own thing that doesn't look like the Pokémon they resemble. This may be subject to another poll, though, as they are new to Gen 9.
  • I will provide resources in the opening post for anyone who needs them, as well as a fakedex sheet on Google Sheets so people can check which submissions have already been accepted - as with the Gen 8 version, they will be separated by region, with each variant being listed in the national dex order of the Pokémon family it's based on.
 
Pet Mod Name: Ebb and Flow
Pet Mod Concept: A metagame based around Gen 9 OU where everyone blindly introduces ONE change to an existing move, ability, or item. These changes reset every week and the process will repeat itself.
Explanation: Those of you more involved with the community will realize that this is a lot like Blindsided, but for those of you who aren't, here's just an example of how a slate could go...

  • When a slate starts, there will be a Submissions Phase. These will last around 4 days usually, Sunday-Wednesday every week. I'll open up a new Google Form for you to submit your desired change to. For example, maybe making Sleep Talk work like how it does in GSC.
  • Shortly after it closes, the results will be posted on a spreadsheet. You will not see any of these until after submissions are closed. might find that people have done far more broken changes than you, like for example one guy might've made Rock Slide into a status move that works like Shell Smash and another might've coincidentally made Rock Blast always hit 5 times.
  • The Saturday of that same week, there will be a roomtour or two. Thursday and Friday will be your time to prepare for these, whether it be through teambuilding or actually battling people if I or someone else can code it quickly enough.
  • The Sunday after the roomtours(s), the cycle repeats. Every change made in the last week will be reverted back to normal and people will need to sub a change they like again if they want to see it happen again. I will give every person who wins a roomtour in the previous week two submissions instead of one.
This IS Gen 9 OU, so Natdex Pokemon and moves will not be usable. Also Tera's banned. Otherwise you should keep in mind that you aren't allowed to make direct changes to Pokemon stats or make brand new moves or anything like that, so if you want to directly change a specific Pokemon, try to modify a move they can learn or an ability they have. Things will need to be fairly simple to code or else whoever codes this, probably me, will end up needing to code like a dozen moves that are simple base power changes and another dozen moves that need me to try to come up with some awkward workaround for a problem where Showdown doesn't have anything like that implemented. If you're concerned you won't be able to tell the difference between what's easy for me and what isn't then don't worry; I'll probably warn you ahead of the submission deadline about it if you don't ask me whether something's okay or not in advance.
 
doing a fusion dance between my last two ideas for submissions
:sv/melmetal: Iron Fist :sv/melmetal:

Concept: A micrometa where the council is a single user, which rotates every slate. Submissions must cater to the whims of the user who is elected as Supreme Leader, who gets to approve or disapprove them however they want.

Explanation:
At the beginning of each slate, users will be able to vote on three candidates to become Supreme Leader of Iron Fistlandia for a slate. After the Supreme Leader is chosen, players may submit a certain number of changes. After submissions is where things differ from the usual Pet Mod. There is no vetoing or voting for subs here. No, all subs must cater to the whims of the Supreme Leader, as the Supreme Leader is the only vote that matters: being chosen as Supreme Leader, on your own, with no one to keep you in check, lets you approve or disapprove of all proposed changes. Want to come in with a stall agenda? Hopefully the people are on your side! (Or, just lie about your agenda and only approve stall anyways!)

At the start of the mod, there will be a slate 0 where users can submit any Pokemon they want. While anything blatantly broken will be vetoed, this slate is intentionally open in terms of what you can submit, as whatever you submit probably won't remain in-tact anyways.

At the beginning of each slate, there will be an election, which is done using Smogon reacts, a truly flawless voting method. The previous leader will select a successor to nominate, and I will select two challengers. After the election results come in, players get a few days to submit.

Submissions can be a lot of things, but be thoughtful, as you only get three per slate!
  • New Pokemon
  • New moves or abilities, and their distribution
  • New items
  • Adjusting existing elements
  • Repealing any previously passed legislation (effectively deleting a Pokemon, move, etc.)
  • Perhaps most interestingly, changing the rules of the metagame itself (must be approved by me), either literal in-battle rules or changing how the Pet Mod structure works. The Supreme Leader is Supreme, after all!
From there, the Supreme Leader either approves or denies all the submitted changes, and there's a cooldown day for the changes to the metagame to be discussed, and the next election's candidates to be chosen.

Miscellaneous:
A couple extra rules and regulations.

Submission rules:
  1. Supreme Leaders cannot submit to their own slate.

Nomination / Election rules:
  1. If someone is nominated for election and wins, they can't be nominated for one slate.
  2. If someone is nominated for election twice in a row and loses both times, they can't be nominated for one slate.
  3. If a Supreme Leader's successor is chosen, the successor cannot nominate the old Supreme Leader.
  4. I'll plan to participate myself, both in subbing and elections, but would only nominate myself if there's a lack of potential nominees.
  5. Similarly, these rules can be relaxed if needed to to get a full election.
  6. The reason these rules are in effect are to let a variety of people get in power. The goal is to encourage spreading the love and letting everyone who wants to be dictator get a chance.
Leftmost entry is the previous Supreme Leader's nomination.
Election 1: Red, Ethan, May
Election 2: Green, Ethan, Shauna [Red is not able to be nominated under rule 1]
Election 3: Shauna, Barry, Gloria [Green, rule 1; Ethan, rule 2; Red, rule 3]
etc.
 
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250px-0598Ferrothorn.pngHyperrestricted250px-0598Ferrothorn.png
this is probrably an unfun meta and someone else probrably did this already
What is this pet mod about?
Its a 6v6 NDDoubles (Gen9) match, with some major differences from standard NDDoubles, those being:
  • Standard Natdex Doubles OU rules​
  • No overlapping types (eg. Gliscor/Talonflame are incompatible)
  • No Legendaries, Mythicals, Paradoxes or Ultra Beasts (eg. Mewtwo is Illegal)​
  • No Pokemon with BSTs above 500​
  • No Generational Gimmicks (Megas, Z-Moves, Dmax/Gmax, Tera)​
Other Restrictions
Some Moves/Pokemon/Abilities/Items are banned, those (for now) being:
  • Non-Zero Priority Moves (eg. Aqua Jet, Trick Room, Fake Out, Protect)
  • Level-Based Damage Moves (eg. Night Shade, Seismic Toss)
  • Moves above 100 Base Power (Earthquake, Close Combat, Double Edge)
  • Stat Boosting Moves that boost one Stat by more than one stage (eg. Agility, Nasty Plot, Sword Dance)
  • Suicide Moves (eg. Selfdestruct, Torment, Explosion)
  • Powder Moves (eg. Spore, Sleep Powder, Rage Powder, Powder)
  • Surge Moves (eg. Electric Surge, Psychic Surge)
  • Trick
  • Smeargle
  • Sturdy
  • Contrary
  • Regenerator
  • Leftovers (and Black Sludge)
  • Choice Items (eg. Choice Specs, Choice Band, Choice Scarf)
  • Orbs (Life Orb, Toxic Orb, Flame Orb)
this was an idea i had during midnight, if anyone wants to take this idea and try to run with it you can just take it lol (just write a analysis for ferrothorn i beg u no pressure)
 
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:sv/Doublade:Elimination War :sv/Doublade:
Concept: All players are put into opposing teams, where they both try to create a team of six original Fakemon. Then they battle it out and whoever wins gets to keep their mons, while the rest are eliminated and are illegal to play in the format onwards.

Explanation: After a sign-up phase, council puts everyone into two separate teams at random. Everyone must join the Discord for discussion. Each team is put into a separate private channel, with at least one council member in each one to moderate. For about a week, each team will have to create 6 original Fakemon. It’s encouraged for as many people as possible to be involved in the process, but theoretically one person could create the whole team, although you’ll be cringe if you go that route. This is based on an OU power level, so if anything stands out as too strong, it will be vetoed by the council member(s) moderating and will have to be changed before the battle phase. Each team will also have to assign three different battlers that will be involved in the battle phase. It’s recommended you pick the most competitively experienced battlers if you want to win.

After each team has created all their mons, they’ll be submitted to the spreadsheet and coded in. Each battler must then create a team using the 6 different mons. One can use the same team for each, but it’s recommended to vary up the sets. Then there will be a tournament where the six battlers will duke it out with their separate teams, which is otherwise known as the battle phase. The team who wins a majority of the battles, 2, will result in their mons being allowed to be used in the metagame, while the loser mons will be eliminated. Their mons will still be coded in, but will be deemed illegal and will be rejected by any future battles.

Then the process repeats itself again and again. Expect some variety. Perhaps you get to create 8 unique mons instead of 6 to vary up your team. Or even expect a surprise second chance where teams are allowed to use eliminated mons, and those that win will be allowed into the metagame again. Or on the other hand expect another battle with winner mons to decide who gets to be eliminated. It will get more and more interesting as the metagame develops. But after all the battles, the metagame will be officially complete and you won’t have to worry about who is eliminated or not.

Miscellaneous:
  1. Tera is banned because it’s too centralizing and can easily cause a team that would otherwise lose to suddenly change the tides.​
  2. Customs will likely be banned to make the process easier. We don’t need to deal with anything unexpected.​
  3. You cannot change teams between battles. Whatever is created at the start is what will be used. Unless it’s something incredibly stupid like forgetting to put in EVs.​
  4. Any further questions will be answered if the pet mod is approved. Changes to the metagame is on the table based on public feedback.​
 
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It's like they always say...

"If it ain't broke, don't fix it."


This, of course does not apply to Pokemon's type chart for two main reasons.

1. The typical 18 x 18 type chart is pretty cluttered, difficult to read, and hard to memorize.
2. Part of the reason why it's so hard to memorize is because it's pretty unbalanced and doesn't even make sense at times. Ghost resisting Bug? Bug resisting Fighting? Fighting ISN'T IMMUNE to Ghost? No wonder I frequently forget this stuff!

Because of this, I have been compelled to fix and upgrade Pokémon's type chart. As much as we love this combat mechanic, there's no doubt about it that changes needed to be made. So, behold!
h1MZ4jk.png


Not only is this infinitely easier on the eyes, it's also an infinitely simpler read. All you have to do is read from left to right and you'll not only understand it in no time, but memorization will be EASY! I could totally see this as some sort of mini-map or pause menu addition to the Pokémon Combat System!

However, this is not the same type-chart you have seen before. It doesn't take a Team Rocket Scientist to know that changes have been made in the rules. The Ice type has been buffed, the Fairy type has been nerfed, and the Steel type is... still the most defensive type in the game... Why did I make these changes? You are about to find out.

:furret:Normal:furret:

The Normal type is supposed to be the balanced type. Keyword... supposed to be, but they aren't. They can't even hit anything for super-effective damage. But if the Normal type is ALSO supposed to be inherently bland... who are they even supposed to beat?

Aha, of course! Who better could it be than the despicable Fairy type?!

Now, I know what you're thinking...
jeffy-sml.gif

I know that it looks like I hate the Fairy type. And admittedly, I do! But let me explain why this actually makes logical sense.

Because the Normal type is inherently bland, it's PERFECT that they can defeat the nefarious Fairy type, simply due to their lives are so ordinary that they DISBELIEVE in those fantastical... EVIL tricksters of nature. The heroic Fighting type believes in their nefarious foes, the bad guys of the Dark types believes that there are greater evils than themselves, and the Psychic types are also big-brain enough to find out that these evil spirits actually exist! But Normal? They don't believe in allat! Their lives are just TOO BORING!

Even though they ABSOLUTELY needed a buff, they could also stand to have another weakness, ironically enough. So... why not Dark? An evil bad guy or some savage wild animal would be highly threatening against your average joe. We wouldn't need weapons or training if they weren't a threat! Not to mention, Dark is ALREADY the inverse of Normal, so if any weakness makes sense, it's this one.
  • Normal disbelieves in Fairy.​
  • Dark takes advantage of the weak Normal types.​
  • These changes buff and balance a type that needs help and nerf a type that's too strong.​
Detractors: "You know how bad it would be if Normal was super-effective against something? Their moves deal a LOTTA damage, and we would also have to nerf moves like Double-Edge or Explosion."
Rebuttal: I understand where this is coming from, but our favorite regional rodents/birds are being held back by not only not having a strength against ANYTHING, but they are also punished by two resists and an IMMUNITY! In my opinion, I stay away from moves that deal recoil damage... LET ALONE moves that kill yourself on selection. They aren't worth it in my eyes, especially if I'm already going to take damage and lose a valuable member anyway. Explosion shouldn't have even been nerfed to begin with. I SHOULD get big rewards if I'm expected to make big sacrifices. I get that moves like Return or Extreme Speed exist, but still, Normal would only be super-effective on one type, anyway... the type that NEEDS to be nerfed AND makes logical sense... but... I guess people just LOVE their Fairy types as equally as they hate change... both of which for equally weird reasons...

:skeledirge:Fire:skeledirge:

This type doesn't change very much. It's already well-rounded, but I can make a few offensive changes.​
  • Fire BURNS Fairy! It cleanses them of their sins and banishes them to Hell! I don't see why Gamefreak hasn't thought of this before. Maybe it's because they didn't want the Fairy type to be "healthy" or "balanced".​
  • Dragon is immune to Fire now. They are famous for their Fire breath, and the Dragon type needed a buff, anyway.​
  • No Defensive Changes
Detractors: "Fire is already a really good type, and it's made that much better." (Yes, this is an ACTUAL criticism that I have received.)
Rebuttal: Thankfully, I haven't received this criticism much. But the Fire type hasn't actually changed that much. It beats a type that needed nerfing, and it doesn't affect a type that needed buffing. Can you really call it broken?

:greninja-ash:Water:greninja-ash:

The Water type is actually one of my favorite types, and I don't exactly try to hide it. But as much as it pains me to say this, even I have to admit that they need to be nerfed just a liiiiiiiiitle bit.​
  • Poison POLLUTES Water. For some reason, this is a controversial opinion that I will touch on later, but it's also highly requested for good reason. It makes logical sense, and just that simple change alone can make the Poison type more relevant and further balance the game.​
  • Ice FREEZES Water. It never made sense to me why Ice was a resist as opposed to a weakness. I swear, this is quite possibly the mechanic that makes the LEAST sense in the entire combat system. And I LIKE the Water type!​
  • Speaking of resists... Water resists Earth. Because if you throw a clump of dirt into the ground, it just dissolves in the water, and you're gonna need a LOT of ground to smother some liquid.​
  • No Offensive Changes
Detractors: "If you throw some small Ice cubes into the ocean, it won't do anything."
Rebuttal: S-SERIOUSLY?! THAT'S the defense you're gonna go with?! Really?! REALLY?! Okay, SURE! By that logic, Fire should resist Water! Because A SINGLE DROP OF LIQUID WON'T STOP THE CALIFORNIA WILDFIRES, AMIRITE?! Not only does this argument grasp for straws, but the logic is also more inconsistent than a politician! Ice FREEZES Grass! It FREEZES the Flying birds, a Dragon, and even THE GROUND (I will explain why this doesn't make sense later)! But NOOOOOOO! As soon as Water is involved, it goes from FREEZING to... SMALL ICE CUBES BEING THROWN INTO THE OCEAN?! The logic leaps further than a Leap-Frog on Leap-Day! I swear, Gamefreak made an error in their programming and forgot to fix it, and the fans have gotta be trolling. People will defend anything. HAS NOBODY EVER HEARED OF A FREEZER BEFORE?! HAVE THEY EVEN SEEN A FROZEN LAKE?! ICE FREEZES WATER! END OF STORY!

:tsareena:Grass:tsareena:

The Grass type is frequently cited to be "the one starter that nobody picks". Not only are people not going to pick the boring pile of cabbage over a turtle with Water cannons and a FIRE DRAGON, but the Grass type is also pretty competitively bad in general. It's offenses are okay at best, and its defenses are abysmal. So let's fix it!​
  • Right off the bat, say goodbye to the Grass type's Flying weakness! Yes, I get that birds eat plants, but unlike bugs... birds aren't known for causing plagues or destroying crops. Even strong winds don't really do much to trees.​
  • Grass is now IMMUNE to Fairy... and while it's DEFINITELY a good thing to buff the weak and nerf the strong, this raises some questions. Fortunately, the answer is actually surprisingly simple! If fairies are evil tricksters of NATURE that want to take over the world... why would they want to destroy their own domain in which they rule over?​
  • Too many things resist Grass. Only Fire resists Grass now! You can shoo birds and bugs away with sticks. Trees might not do much damage to Dragon or Steel, but you could say the same about Normal, Fighting, and Dark!​
Detractors: "We don't need to buff the Grass type. It's already one of the best defensive types in the game."
Rebuttal: ... the FUCK it is! Sure, you could say that about Ferrothorn, a Pokémon that nobody actually likes and people only use it for competitive purposes. But that's because it's paired with Steel, which is THE BEST DEFENSIVE TYPE IN THE GAME! You can't say the same about PURE Grass types, let alone combinations with other bad types like Bug, Rock, and especially not Ice! Are you guys saying that you don't want Grass types to be good on their own? I believe that those who hold the opinion that this type doesn't need a buff either doesn't understand balance or can't accept change, because many of our planty friends are being held back purely because of their type... whether alone or paired with something worse.

:miraidon:Electric:miraidon:

The Electric type is already pretty good, but it could stand to have a few... rather obvious changes. ESPECIALLY the first one.​
  • Electric SHOCKS Steel! For some reason, this opinion is controversial. But it's also highly requested, and for good reason. Not only does this make logical sense, but Steel has too many resists already. It can afford another weakness! In fact, the rule is basically already there, but for whatever reason isn't completely in the game. If Water is beaten and resisted by Electric because it's conductive, and Steel is ALREADY resisted by Electric because it's also conductive... why not just have Electric beat Steel? Do they not want the game to be playable?​
  • Ghost POSSESES Electric. This doesn't just go by horror/creepypasta rules, but it ESPECIALLY makes sense in the world of Pokemon. Rotom is EVERYWHERE, and it's famous for being a Ghost that takes control of electronic devices. Besides, Electric could stand to have another weakness if the "Electric beating Steel" update is REALLY going to be that game breaking. It isn't.
  • Rock and Ghost now resist Electric. If you strike a Rock with some lightning, it isn't really going to do much.​
Detractors: "This isn't balanced at all. Volt-Switch is BROKEN now because of THIS!"
Rebuttal: No... no it is not... I swear, this argument is surprisingly common, and I have no idea why. Is it because it beats Steel now? Do I have to remind you that Steel is already THE MOST DEFENSIVE TYPE IN THE GAME?! And I think that those who seriously think that ONE MOVE is going to be broken because of ONE CHANGE are ignoring the fact that it is now being RESISTED by TWO RESISTS! If you seriously believe that this change is broken, please elaborate. Because until then, THIS ISN'T BROKEN AT ALL!


:emolga:Flying:emolga:

I'm sorry, I hate to do this, I hate to nerf the Flying type, but I have to. Because this isn't about nerfing the Flying type. I DO NOT HATE THE FLYING TYPE! But this is actually about giving buffs to the weak... and I can't exactly find good, logical, or balanced changes to buff the Flying type. Uhh... the wind blows the Dragon away...? Yeah, I got nothing.​
  • Flying no longer beats Grass. We've already established why.​
  • Ice resists Flying now. Fans have been requesting this change for a long time. Wether it be a single block of Ice or actual cold weather, neither birds nor strong winds will be able to attack this freezing monstrosity.​
I have no detracting statements nor rebuttals to share. It pains me to nerf one of my favorite types, but I haven't actually heard any complaints made about this decision. I hope there are ways to balance the Flying type without further issues in the metagame.

:quagsire:Earth:clodsire:

I changed the name from Ground to Earth because let's be honest. That name is WAY COOLER! There's quite a few defensive changes we should make to this type.​
  • Bug TUNNELS through Earth. Bugs are surprisingly resilient, and even earthquakes can't do much to them. Not only that, but they are also capable of making several holes through the Earth.​
  • Steel DIGS through Earth. I retain the previous rule of earthquakes being able to destroy Steel buildings, but there are also several Steel tools and machines that are SPECIFICALLY designed to tear up the Earth.​
  • Earth is no longer weak to Ice. Why does the ground care if it's frozen? So what if it can't grow crops? It's GROUND, not Grass!​
  • No Offensive Changes
I haven't seen any criticisms for these changes specifically, not even the NAME change, which I thought was going to be controversial... it's more so the Bug type changes I've made that people have a problem with that I'll touch on later. The closest I've seen for criticisms on these Earth changes specifically are, "But earthquakes destroy Steel buildings!", but people who make these criticisms probably haven't noticed that I never got rid of the Steel type's Earth weakness to begin with.

:tyranitar:Rock:tyranitar-mega:

The Rock type is obviously supposed to be a defensive type, but Gamefreak didn't do a very good job at establishing that, and it shows. In fact, it has been MEMED TO DEATH on how bad the Rock type is.

pn5haesthac51.jpg


So let's make Rock an ACTUALLY defensive type!​
  • When thinking about how to improve the Rock type's defenses, there are two that come to mind that make the most logical sense. That being, Electric and Ice. ESPECIALLY Ice! I don't see how they haven't thought of this before, and it would do a better job at differentiating Rock from Earth, ESPECIALLY if for some reason they stubbornly keep the Earth type's Ice weakness (Which still makes ZERO sense).​
  • Not to say that I can't nerf its offenses. Because Bug is no longer weak to Rock. This is because while a lot of bugs can be killed by rocks, it isn't exactly a universal way to deal with just about every Bug.​
Detractors: "Rock gained some really good resistances, on top of having some damn good offensive stats."
Rebuttal: Thankfully, I don't see people saying this a lot. Most people I know wish for Rock to be a more defensive type, and only a few people to my knowledge have a problem with this. To that, I have a question. Why is it a problem for Rock to have more resistances? It's SUPPOSED to be a defensive type, and the most commonly cited issue with this type is that "It's just Ground, but worse.". Also, I have removed the strength against Bug, so the type doesn't get too busted. If you have GENUINE reasons as to why I mishandled the Rock type, please, let me know.

:koraidon:Fighting:koraidon:

Ironically enough, this Fighting type is mostly going to get some DEFENSIVE changes. Crazy, I know.​
  • Here is a controversial change that people will either love or hate. Fighting now resists Fighting! Why? Because if you take two, equally strong fighters who fight in similar ways, the Fighting is GOING to take a while. Some might argue that this might make the Fighting type... less offensive... because it's supposed to be the Fighting type... FEAR NOT! Not all offense is lost, for it is actually going to get an OFFENSIVE buff this time! And I know this sounds exciting, but I have to warn you. This next offensive change will for some reason be JUST as controversial as this one, if not more.​
  • Bug and Fighting no longer resist each other! For some reason, many people SWEAR this mechanic makes sense. Apparently to these people, it ALMOST makes as much sense as Fire burning Grass! To me, this has NEVER made a LICK of sense! Us Normal people and several mammals have no problem taking down bugs all the time. One could even make the argument that Normal BEATS Bug! But suddenly, it makes SENSE for Bug to RESIST Fighting?! And the justification for this is just SOOOO STUPID! And I'll touch more on WHY it's stupid, later. Now, the reason why they remain NEUTRAL instead of super-effective is because it can be JUST as easy for a Fighting person to defeat a Bug as it is the other way around. (And it's also for game balancing reasons, if we had it MY way, Fighting would BEAT Bug.) But RESIST?! Yeah, no. That's just pushing it...​
  • As if the controversy wasn't over yet, Fighting is now IMMUNE to Ghost! This is controversial, but it shouldn't be. If Normal is already immune to Ghost, Normal and Fighting can’t hit Ghost, and the Fighting type is already supposed to be the Normal type on steroids… then why can’t Fighting be immune to Ghost? People are always against this, and I never understood why.​
  • WE ARE NOT DONE WITH THE CONTROVERSIES, YET! Because when Fighting beats Dark, Dark ALSO beats Fighting! “bUt It’S a KiD’s GaMe! EvIl CaN’t TrIuMpH oVeR gOoD!” So, what you’re saying is that kids don’t deserve to know the truth? Are you saying that they deserve to get their false hopes up and be set up for failure? I’m not against teaching kids to be good, but if you grow up thinking that you are going to win against a cheater just because you’re good and play fair, you’re in for a bad time. It IS possible to be punished for doing the right thing, which is an unfortunate reality of life you have to accept. If Evil never triumphs over Good, there would be no bad guys.​
Detractors: "dO yOu ReAlLy ExPeCt A fIgHtInG kArAtE mAsTeR tO dEfEaT a BuG?!"
Rebuttal: YES! Yes, I do! This reasoning is SO STUPID, and I can't believe that there are so many people who are okay with this. Of COURSE a Fighting Karate Master is gonna defeat a Bug! That's like asking if I really expect Fire to burn Grass! OF COURSE I DO! Now, if you want a BETTER defense on why Bug and Fighting resist each other, you can use the "Kamen Rider" reference. Dark bad guys are typically beaten by a Bug superhero, which is why Bug and Fighting resist each other, since they are both superheroes. This... STILL makes zero sense, and it wouldn't balance the game either. But at least THAT argument is more entertaining, AND it's more logical than having faith so insultingly small in a karate master that you expect them to have trouble with Fighting a BUG!


:darmanitan-galar-zen:Ice:darmanitan-galar-zen:

It's clear that the Ice type needs to be buffed. Gamefreak has severely underestimated the defensive capabilities of Ice by making it the WEAKEST type in the game! This isn't balanced at all, and the fact that the only thing Ice resists is... Ice? That simply won't do. Let's give it the highly requested and long needed buffs that it's been deserving of ever since Generation One.​
  • For starters, Ice now resists Flying and Dragon! It doesn't exactly take a Team Rocket-Scientist to explain why I chose THOSE. But even the Flying resistance ALONE would be game-changing.​
  • You might be wondering why I made Ice immune to Poison. Some might call that a bit "excessive", but I call it "balancing". While Water can be polluted, Ice can not. The Poison just sliiiiiiiiiides right off.​
  • Speaking of Water, I fixed some SERIOUS logic issues! Instead of Ice beating Earth (which makes no sense), Ice beats Water (which makes ALL the sense)! The rest of its offenses will remain unchanged.​
Detractors: "But Ice is SUPPOSED to be weak! Gamefreak DESIGNED it to be a Glass Canon!"
Rebuttal: I see what you mean, but just because something is DESIGNED to be a certain way, doesn't mean it SHOULD be designed a certain way. That's like saying "Life is DESIGNED to be unfair.", and who in their right mind is happy about THAT?! Sure, maybe Ice SHOULD be the weakest to maintain its Glass Canon status. That doesn't mean we shouldn't make defensive changes! Is it... REALLY going to be THAT game-breaking if we give Ice... ONE MORE RESISTANCE?! Like, it should at LEAST be able to resist Flying, RIGHT?! Buffing the weak and nerfing the strong won't ruin the megagame. It's HOW BALANCE WORKS!

:toxtricity:Poison:toxtricity:

The Poison type isn't exactly relevant in the metagame, and it hasn't been relevant since Generation One. Today, I'm going to fix this. Our first change will be ESPECIALLY needed for obvious reasons.​
  • Poison POLLUTES Water. This is arguably one of the most NEEDED things in the metagame.​
  • Poison KILLS Bug! Pesticides are used to eliminate insects all the time. You COULD apply that same logic to Normal, Fighting, Dark, and even Psychic, but a Bug would be ESPECIALLY weak to Poison. They can't even handle CINNAMON! While us PEOPLE tend to eat SPICY PEPPERS which are a LITERAL NEUROTOXIN, and we don't seem to care at all.​
  • Grass is no longer resisted by Poison. Even though Poison kills off the Grass, you can still use nature to cover the pollution. While it won't get rid of the toxic puddle, it will still make it safer to cross.​
  • Ghost no longer resists Poison. This NEVER made sense in the first place.​
  • THREE TYPES are IMMUNE to Poison, now. I thought this was a bit excessive, especially since Poison hasn't exactly been relevant. So far, nobody seems to care about this... I guess it's because it makes Toxic LESS of a broken move...?​
Detractors: "Poison is BROKEN now because it beats Water!"
Rebuttal: While Poison beating Water is highly requested, I cannot, and I mean CANNOT believe that this argument against this is real. They HAVE to be trolling! This HAS to be a joke! Just because something beats Water DOESN'T mean it's broken! If anything, it's called "game balancing". And the people who make this argument seem to be ignoring that there are THREE TYPES that Poison cannot hit in my type chart! Can you REALLY call it broken? I think that three types being immune to Poison seems kinda excessive... but for some reason, I haven't heard any complaints about this... at least not yet...

:scizor:Bug:scizor-mega:

There's no doubt about it, the Bug type needs a SERIOUS re-work. It's infamous for being one of the worst types in ALL of Pokemon. Its defenses are okay at best, and their offenses are GARBAGE! Let's make the Bug type more viable, shall we?​
  • Poison replaces Rock, as a weakness. While a Rock wouldn't universally kill a Bug due to many of them having surprising strength and resilience, it's much easier to kill off a Bug using a Poison.​
  • Bug DIGS through Earth.​
  • Besides, if we were using the Rock SQUISHES Bug rule, then by that logic, Normal, Fighting, Dark, Steel, Dragon, AND Psychic would all be super-effective against Bug! Because we aren't idiots, we will remove the Bug and Fighting resist each other rule.​
  • Bug resisting Grass doesn't really make sense. You can't eat your food if it's attacking YOU.​
  • Here's a resist that DOES make sense. Psychic. Not only does Bug already BEAT Psychic, but whenever we find a Bug, we're too scared to even ATTACK it without armoring ourselves with ALL the protection in the world. We COULD just... squish it... but we're not just scared of getting bitten or stung. We're also scared that we would get sick just by TOUCHING it alone!​
  • Too many things resist Bug. Especially Fairy and Ghost, these resists feel random and never made any sense.​
Detractors: "Bug is a surprisingly good defensive type, ESPECIALLY when paired with Steel!"
Rebuttal: Scroll up to the Grass section. The same rebuttal applies here. I swear, people LOVE to say "Actually, the type is GOOD if you pair it with a GOOD DEFENSIVE TYPE!" Like... of COURSE it is. Think I don't know that?

:dragapult:Ghost:dragapult:

As of now, the Ghost type is actually pretty good. People LOVE to say that "Good Ghost types don't exist because the Dark type exists, and H-Zoro is proof of this!", and to that, I say...

the-big-lebowski-thats-like-your-opinion-man.gif


Not to say it could do without some changes. It DEFINITELY could. So here are the changes I would make.​
  • Fairy BEATS Ghost now. Why? Because the Dark types are just... okay villains. And if an okay villain can beat a Ghost, a SUPERVILLAIN could DEFINITELY beat a Ghost!​
  • Ghost POSSESES Electric and Fighting is IMMUNE. We've already discussed why.​
  • We are going to drop the Bug and Poison resists. They are the most random and nonsense resists ever. If we're going with the "Ghost can't be infested or intoxicated" logic, then by that logic, Ghost should be IMMUNE to everything. As nonsense as Bug v.s. Fighting is, at least it makes... SOME sense... you can use the "Japanese Superhero" argument, but there is no excuse for why Ghost resists Bug and Poison. You can't even use the "game balance" excuse, because it just makes Bug & Poison more irrelevant than they already are.​
Detractors: "Just because Ghost POSSESES something (like Electric), doesn't mean it BEATS something."
Rebuttal: Really, now? Well, if that's the case, why don't people want to be possessed? If you're possessed, you don't just lose the fight... you lose control of your entire body. If a Ghost takes control of you, that means they can BEAT YOURSELF UP! And if you're in a fight... why wouldn't they?

:mewtwo:Psychic:mewtwo:

Out of all the types with the exception of Dragon, Psychic has been done the most dirty. Even though it was undisputably the most powerful and broken type in Generation One, it didn't actually need to be nerfed despite popular belief. Rather, it was a victim of Gamefreak's poor programming and game design. What made the type so threatening is that the Bug type was too bad to realistically counter Psychic, and due to a programming error, it also became IMMUNE to Ghost! Yes, they fixed their mistakes as later generations went by, but they also PUNISHED the Psychic type because of Gamefreak's own mistakes. Let's see how we can REALLY balance the Psychic type!​
  • The Dark type already did a good job at nerfing Psychic, which is why Steel didn't need to kick it while it was down. First of all, it doesn't make logical sense. How would Steel, a PHYSICAL object, be able to resist a MENTAL attack? The "Steel was created to nerf Psychic" excuse doesn't work either, because that's what the Dark type is for.​
  • Psychic also beats Fairy now. "But that doesn't make any sense.", you may be asking. "Dark is OKAY villain. Fairy is SUPERVILLAIN. Why does Psychic beat Fairy?" Because while you can't exactly reason with a Dark mind with psychopathic tendencies, the Fairy specializes in evil tricks and masterful planning. A brilliant mind not only believes in fairies, but a Psychic can see through ALL of the Fairy's lies, deceit, and trickery.​
  • Bug resists Psychic. We already know why.​
  • No Defensive Changes.
Detractors: "Psychic will become an offensive threat again!"
Rebuttal: Why yes, you'd be exactly right... IN GENERATION ONE! I don't see why this is such a common argument, since what MADE Psychic such an offensive threat in the first place was Gamefreak's bad programing and game design. Nowadays, power creep is a thing, Bug has better moves, Dark is STILL immune to this day, and Ghost has been able to hit Psychic ever since the second generation. Steel did NOT need to resist Psychic. It's excessive, unbalanced, and it never made sense. Besides, the Bug type has ALSO been buffed by my type chart because of its new resist, so you can't exactly call Psychic "broken". The Fairy type was too strong, anyway.

:regidrago:Dragon:regidrago:

When you think of "Which type has been done the most dirty?", the Ice, Bug, and Grass types will be the ones that come to mind to most people. But if you ask me, no type has been done dirtier than the Dragon type themselves. I am absolutely convinced that Gamefreak HATES the Dragon type with a burning passion. In Generation One, "Dragon Fury" only deals 40 damage no matter what (which is not only low output, but it negates the whole purpose of strengths and weaknesses), and as if that wasn't insulting enough, DRAGONITE was the ONLY fully-evolved Dragon Pokémon in Generation One (If they didn't hate dragons, they wouldn't create this insult to EVERY Dragon ever and make it the ONLY Dragon Pokémon!). Like every type, it's true that the Dragon type has gotten better over the years, but one thing hasn't changed. Their defenses are okay at best, and their offenses are GARBAGE! Only being super-effective against THEMSELVES?! You can't exactly call THAT broken without having a broken mind, can you? So why did they nerf the Dragon type? Was it for marketing purposes? Well, in that case, they could've nerfed the Steel type instead! So... were they ACTUALLY putting in the effort to balance the game? Pfft, what the heck do you think? OF COURSE NOT! Because the Fairy type is even MORE busted than the Dragon type (n)ever was! It didn't just kick the Dragon while it was down. It made up a fake problem, "fix" it (but not really), and BECOME what they swore to destroy! I am convinced that Gamefreak ONLY did this out of spite. Because they hated the Dragon type, and nothing else! Well guess what? I'm gonna buff it wether Gamefreak likes it or not!​
  • Dragon beats Steel, but Steel also beats Dragon. Swords slay dragons, but dragons destroy Steel buildings. Not only does it buff the Dragon and nerf the Steel, but it also BUFFS the Steel offensively! See, guys? I don't COMPLETELY hate the Steel type!​
  • Ice resists Dragon. SEE THAT, GAMEFREAK?! If you were REALLY that concerned with Dragon being too strong, then just BUFF THE FRIGGIN ICE TYPE! But oh nooooo! We don't wanna make a SMART DECISION that involves HEALTHY GAME BALANCE, do we?!​
  • Dragon is IMMUNE to Fire and Poison. It is just as famous for its Poison immunity as it is for its Fire breath.​
  • Fairy RESISTS Dragon now. It is NO LONGER IMMUNE! That is WAY too much, and it didn't have to be this way. I've even asked Fairy fans about this, and they wouldn't have a problem with turning the immunity into a resistance.​
Detractors: "bUt ThE dRaGoN tYpE iS tOo StRoNg!"
Rebuttal: Read the ENTIRE Dragon section. Because I don't think you did.

:zoroark:Dark:zoroark:

No preamble needed, let's get this over with.
  • Dark beats Normal and Fighting. You already know why.​
  • No Defensive Changes
No Detractors Detected
No Rebuttal Needed


:tapu fini:Fairy:tapu fini:

Normally, I would say, "Just get rid of the Fairy type." and call it a day. They don't do anything except un-balance the metagame and ruin good Pokémon with the Retcon Disease.

what-nani.gif


That would be BORING! Let's TRY to make these unwanted mosquitoes more bearable instead of just eliminating them to extinction. We are going to balance the type that makes things unbalanced! Shouldn't be hard, right?​
  • Normal DISBELIEVES in Fairy. Fire BURNS Fairy! Psychic OUTSMARTS Fairy!​
  • Fairy resists Ghost because they are SUPERVILLAINS! Fairy resists Dragon because THE DRAGONS HAVE HAD ENOUGH!
  • Grass is IMMUNE to Fairy! Buff the weak and nerf the strong, I always say.​
Detractors: "The Fairies SUCK now!"
Rebuttal: GOOD! It's called KARMA! I don't take kindly to those who bully the lizards.


:kingambit:Steel:kingambit:

Ah, yes. The type that we ALL wish to nerf. Those who wish for the Steel type to remain BY FAR the most unbalanced type in the entire game, they don't know how to have fun. I am aware that Steel is supposed to be a defensive wall, but it's possible to achieve this without making the game unplayable.​
  • Electric SHOCKS Steel. Dragon DESTROYS Steel. FINALLY, two more weaknesses! It's about damn time, too!​
  • Grass, Psychic, and Dragon are no longer resisted by Steel. TAKE THAT!​
  • Defensive Nerfs aren't all it gets. It also DIGS Earth and... SLAYS Dragon! It's offenses weren't that great, so I buffed em'.​
Detractors: "The Steel type is supposed to be the most defensive type in the game!"
Rebuttal: Ok, and? It still is. The Steel type could stand to have two more weaknesses and lose three more resists. It's still the defensive wall we all know, and every human despises. If you like the Steel type, that's cool, we're all entitled to our own opinions, but that's how I know you are not from Earth.

Overall Detracting Statement: "I can guarantee you that anything you can think of, Gamefreak has already thought of everything."
Rebuttal: Being okay with the current type chart we have is fine. But making a statement like THIS is just straight up arrogant. Gamefreak has been in the Pokémon business for over 25 years, and they have a whole team they can communicate their development with. But it's arrogant to "guarantee" that they've "thought of everything", because nobody can do THAT. Let's not kid ourselves, here. Gamefreak isn't really the best at designing games. From Generation One to Generation Nine, each and every game, while fun, have NOTICEABLE flaws that hold back each generation (or sometimes the whole franchise). I am going to be honest, Pokémon is a great franchise, but I think it deserves to be under a more competent, more talented team. Like the rest of us, Gamefreak is still human. Obvious mistakes like Electric not beating Steel are GOING to happen.

I want to be clear, while I try to keep this as logical and balanced as possible, I am aware that this isn't perfect, and there is never going to be a perfect type chart. If we focus too much on balance, we will start to question why Fire only burns Grass and not Steel or Bug. If we focus too much on logic, the Ghost type would be immune to EVERYTHING, and the Psychic type would be super-effective against everything because "smart people know all your plans and are always three steps ahead!". Nothing is immune to criticism, but I think this type chart is about as good as it gets. Let me know in the comments, please.
 
1718306764388.png

Ubermons: Gen 9 National Dex


Time to bring this back again. In every generation, there's always a banlist to allow for a better metagame. With Generation 9 increasing the power level by a lot, thus making Ubermons a mod with a lot to work with. The goal is to make every ban, from National Dex OU, a viable and healthy part of the metagame. Pokémon that were part of a Slate are going to be changed, if the Pokémon are too strong or too weak, as a result of their nerfs being not enough or too much.

The Slate will consist of 2-4 Pokémon, which are decided by the council and the community and will last 5-6 days. The rules for the slates will depend on the Pokémon in question.

The rules for Pokemon will change depending on the suspects. There are some general rules, like Paradox Pokemon having a BST 570/590, Mythicals having a BST of 600 and so on. Some Ubers are better than others, and thus, for example, some Box Legendaries will have higher BST than others (for example, Solgaleo will have less restrictions since it is worse Kyogre).

Code:
[B]Pokémon[/B]:
[B]Changes[/B]:
[B]Types[/B]:
[B]Abilities[/B]:
[B]Stats[/B]:
[B]Movepool Changes[/B]:
[B]Description[/B]: (This is an essential part of the submission, just like the other aspects)

Voting will last 1-2 days.
In the voting phase, users vote for their preferred submissions and the winning submissions are added to the role compendium and spreadsheet.
The voting format is as follows:

Role in question: 1st preferred option, 2nd preferred option, 3rd preferred option.

Note: These self voting rules and the explanation are from good user lyd, slightly adapted to fit this pet mod
If you want to vote for yourself now, it gets slightly more complicated. You can always keep voting for yourself as second, but you can change the order a bit, for as long as the number of self-votes equals 2x the number of submissions you made. Let's use some examples to make it more understandable:

Stallbreaker: Yoshiblaze, Lyd, Ludicrousity
Special Wall: Ludicrousity, Lyd, Yoshiblaze
Defensive Pivot: Ludicrousity, Lyd, Yoshiblaze

So this voting format is good, cuz' Lyd voted for himself as second three times, and when you add everything up, he gave himself 6 votes, which is fine, as it is exactly the number of submissions he made for the slate x2. However, say he liked his Stallbreaker submission a lot, and he really wants it to win, he can play around with his votes a little bit:

Stallbreaker: Lyd, Yoshiblaze, Ludicrousity
Special Wall: Ludicrousity, Lyd, Yoshiblaze
Defensive Pivot: Ludicrousity, Yoshiblaze, Lyd

So to make his Stallbreaker first vote, he moved his Defensive Pivot self-vote to last. Makes sense, right? And when you add up the votes, 3 + 2 + 1 = 6 which is exactly what he wants. Let's say that he likes his Special Wall and Defensive Pivot submissions more, and he didn't like his Stallbreaker submission too much. He can do this:

Stallbreaker: Yoshiblaze, Ludicrousity, G-Luke
Special Wall: Lyd, Ludicrousity, Yoshiblaze
Defensive Pivot: Lyd, Ludicrousity, Yoshiblaze

3 + 3 adds up to six, so he's good to that. Small note that this can't be done if he made no Stallbreaker submission because if that was the case, the number of submissions he made x2 would actually end up as 4, which isn't enough. Also, had he only made a single submission, he'd always have to self-vote as #2 or lower because making only one submission gives him only two self-vote points. We hope that was clear, if you had any trouble to understand this, feel free to PM anyone from the council and we'll explain it as best as we can.

Council:
:swampert: ViZar

Side Note: Since Terastallization is a huge factor in a lot of those bans, it will be adjusted sometime in the mod. However, for the start it will be banned.
*Depending on playerbase feedback, these Pokemon will be unbanned due to Tera not being allowed, at first.
 
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:sv/smeargle:Blank Canvas :sv/smeargle:
Concept: Players will be split onto groups and will be given a barebones "canvas" Fakemon and 50 points, which will serve to change up the Fakemon into a competively viable one.
Explanation: On every slate, there will be first a 2-day long sign-up phase, everyone who signs up will have to join a discord server, where they will be separated into groups with their own group chat. When the sign-up phase is over, they will be then given a barebones Fakemon, and 50 points, which they can use to add moves, abilities, and change up its type or stats, you must discuss with your teammates what to do with the Fakemon, what to add to it with the limited points you all have. After all of the team members have agreed on what to add to the Fakemon, one of you must ping a council member with the changed mon. The council can decide to veto subs too, and ask for them to be changed. After every team finishes their Fakemon, or 5 days pass, every Fakemon will be revealed, and then we go onto the next slate and the cycle goes on and on.

Miscelaneous:
Name: -
Type: Fire
Stats: 60/40/60/40/40/40
Abilities: Intimidate
Moves: -

Name: -
Type: Ground
Stats: 50/50/50/50/50/70
Abilities: -
Moves: Tidy Up

Name: -
Type: Water
Stats: 80/60/70/50/70/60
Abilities: -
Moves: -

Name: -
Type: Grass/Ghost
Stats: 60/60/60/60/60/60
Abilities: -
Moves: Leech Seed, Wood Hammer
Name:
Type:
Water/Ice
Stats: 60/40/60/40/60/40
Abilities: -
Movepool: Ice Hammer, Ice Beam

Changes:
Contrary: 4
Wave Crash, Liquidation, Ice Spinner: 6
Superpower, Bolt Strike: 14
+60 Atk, +70 Spd: 26
Name: msjzhxhhdhzjahzksksh: 0
Water Gun, Bubble Beam, Icy Wind, Snowscape, Rain Dance, Sheer Cold, Powder Snow: 0

Finished Slate:
Name:
msjzhxhhdhzjahzksksh
Type: Water/Ice
Stats: 60/100/60/40/60/110
Abilities: Contrary
Movepool: Ice Hammer, Ice Beam, Ice Spinner, Wave Crash, Liquidation, Superpower, Bolt Strike, Take Down, Protect, Rest, Sleep Talk, Snore, Facade, Substitute, Tera Blast, Water Gun, Bubble Beam, Icy Wind, Snowscape, Rain Dance, Sheer Cold, Powder Snow.

-

Name: -
Type: Poison
Stats: 60/50/50/50/50/50
Abilities: Neutralizing Gas
Movepool: Sludge Wave, Poison Jab

Changes:
Add Dark: 10
Vessel of Ruin: 4
+50 Def, +30 HP: 16
Toxic, Knock Off, Parting Shot, Ruination, Clear Smog, Mortal Spin: 12
Recover: 7
Infestation, Stockpile: 1
Name: Stall-Yu: 0
Venoshock, Acid, Acid Spray, Poison Sting, Poison Gas, Bite, Assurance, Fling, Thief, Belch, Snarl: 0

Finished Slate:
Name:
Stall-Yu
Type: Poison/Dark
Stats: 90/60/100/60/60/60
Abilities: Neutralizing Gas | Vessel of Ruin
Movepool: Sludge Wave, Poison Jab, Toxic, Knock Off, Parting Shot, Ruination, Clear Smog, Mortal Spin, Recover, Infestation, Stockpile, Venoshock, Acid, Acid Spray, Poison Sting, Poison Gas, Bite, Assurance, Fling, Thief, Belch, Snarl, Take Down, Protect, Substitute, Rest, Sleep Talk, Snore, Facade, Tera Blast.

-

Name: -
Type: Ground
Stats: 60/40/40/40/40/30
Abilities: -
Movepool: Headlong Rush, Sandsear Storm, Earthquake, Earth Power, Knock Off, Rapid Spin, Will-o-Wisp

Changes:
Add Poison: 10
+40 HP, +20 Def, +60 SpDef: 24
Grassy Surge, Regenerator: 8
Toxic, Spikes, Toxic Spikes, Shore Up: 8
Name: Molusket: 0
Sand Attack, Bulldoze, Venoshock, Acid, Acid Spray, Poison Sting, Poison Gas, Belch, Sand Tomb, Dig, Fissure, Mud Shot, Mud-Slap, Stomping Tantrum: 0

Finished Slate:
Name:
Molusket
Type: Ground/Poison
Stats: 100/40/60/40/100/30
Abilities: Grassy Surge | Regenerator
Movepool: Headlong Rush, Sandsear Storm, Earthquake, Earth Power, Knock Off, Rapid Spin, Will-o-Wisp, Toxic, Spikes, Toxic Spikes, Shore Up, Sand Attack, Bulldoze, Venoshock, Acid, Acid Spray, Poison Sting, Poison Gas, Belch, Sand Tomb, Dig, Fissure, Mud Shot, Mud-Slap, Stomping Tantrum, Protect, Rest, Sleep Talk, Substitute, Snore, Facade, Tera Blast, Take Down.
Add Name: 0
Change Weight/Height: 0
Add Notable Moves: 7
Add Notable Moves (STAB): 2
Add Usually Useless Moves: 0.5
Add Usually Useless Moves (STAB): 0
Add/Change Type: 10
Add/Change Abilities: 4
Add 10 to a stat: 2
Remove 10 to a stat: 0

This list is up for future editing in case its needed to grow or lower the cost of anything here.
  • Take Down, Rest, Sleep Talk, Snore, Protect, Facade, Substitute and Tera Blast are automatically added to the Fakemon, as they are universal TMs.
  • Tera is banned.
  • This Pet Mod will be based on [Gen 9] OU.
  • Remember that the council will be able to veto subs and ask for them to be changed.
Council:
:swampert: Gaboswampert
just me currently, but may ask ppl if they are interested on joining if this pet mod gets approved.

Coder:
Will ask ppl if they wanna code if this pet mod gets approved.
 
Pet Mod Name: Like a Muse to Flame (Formerly Kanto Resurrection: Beyond 151)
Pet Mod Concept: Remember when certain Pokémon were originally revealed, people started to assume the movepools for them, their abilities already having been revealed? Remember that one time Corviknight was playable in Showdown before Pokémon Sword and Shield's release, before it's full movepool or it's stats were even shown? Now, in this Pet Mod...your assumptions can become reality to create Smogon's next superstars!
Explanation: For each slate, the sprites of three Fakemon (And sometimes, their pre-evolutions or even some alternative forms) will be shown...and that's it. No name, no typing, nothing. It's up to you to pick up to three of the designs, and create a name and typing for each of them, as well as their abilities, movepools, and roles in the metagame. After a while, voting will commence for each of the three designs: The ones with the most votes for each design will win and become the Pokémon's real design!
Miscellaneous: This will be a micrometa, so only the new Pokémon will take part in it.
475.png

Name: Bioketo (Bio + Strike)
Typing: ==
Ability: Chlorophyll / Steadfast / Speed Boost
Base Stats: 75 / 112 / 70 / 68 / 80 / 95 (500)
Notable Moves: X-Scissor, Giga Drain, Leaf Blade, Energy Ball, Night Slash, Smart Strike, Swords Dance, Sunny Day, Growth, Agility
Height + Weight: 114.6 lbs
Potential Competitive Role: Setup Sweeper in Sun Teams.
 
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Co-Submitted with: Beaf Cultist
Going to preface this with saying, I don't plan on leading this mod longterm, I have a lot of passion for it and I plan on staying involved but creating a philosophy for a project like this to run on is my primary goal. This mod is about creating an open creative project that values a few things.

:wo-chien: Right Off The Page! :noctowl:
Concept: Our favorite characters from literature have crawled from syntax into the realm of Pokemon.

Explanation: This metagame uses Pokemon as a tool to settle that dispute. We will chose literary characters and balance them in a fun to play and build metagame. The submitting process will be overlooked by a group of users called "editors". They will look at all the subs and help the submitters submit positive additions to this metagame. Slates(Known as chapters) will be based upon authors and every sub deemed by the editors as story-sound, and positive additions to the meta. That being said, each author will have a maximum amount of submissions allowed.

This is a Generation 9 metagame and the base power level will be built around the characters, not every Pokemon will be equal but the goal will be that they follow the philosophies of the mod.

There won't be any true limitations on the author selected as long as its chosen by the community. If the author is to improve the meta, thats positive. If the author is to add some characters people like, thats positive too.


Philosophies:

Community Run

Competitively Stable

Constructive

Creative
 
Twice more, with reeling.....
Pet Mod Name: Let's Go, Tamagotchi!
Pet Mod Concept
: Since 1996, Tamagotchi toys have proven to be one of the earliest similarities to Pokémon, with several unique kinds with their own quirky shapes and personalities. But, when Digimon stepped in as a masculine counterpart, only to explode in popularity, the Tamagotchi themselves have fallen into obscurity for all but the most dedicated fans. Now, on the 20th Anniversary of it's primary worldwide toy, the Tamagotchi Connection, it's finally time to see their true potential in a Pokémon battle! This Micrometa will focus almost entirely on Tamagotchi, testing the submitter's ability to adapt to even the weirdest and cutest of designs.
Explanation: Each slate will have three Tamagotchi species in it, with each user being able to submit typings, stat spreads, movepools, and abilities for each of them.
Miscellaneous: As mentioned earlier, this is going to be a Gen 9 Micrometa, so only the Tamagotchi put together by the community can take part! In addition, this mod will be run by a small council that will help put the mod together and make sure that it stays balanced. Custom Elements must be based on existing concepts if able, while Terastalization will be banned initially.
 
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