Resource Pet Mods Workshop

sharpen42

formerly Stitch98
So, as you may have seen on the lobby of the Discord channel, a fakemon creator has invented for its fakedex this new mechanic that temporairly changes the typing of a Pokémon on the battlefield and also sharply boosts its strongest stats.
We kinda discussed it on that chat and the changes that the form applies aren't very viable, so I decided to just take inspiration from the concept and make a new mechanic. I have already asked the author consent and I'm waiting for a reply, in the case he says no, I won't be able to open this Pet Mod (that's one of the reasons why I'm posting here).

- Twisted Pokémon

EDIT: I need help with coding, it's almost done, on my github, so if you know anything about coding PS can you take a look and tell me if it would work please?

In this (hypotetical) Pet Mod, every Pokémon has the ability to access 2 Twisted forms, Left-Twist and Right-Twist (we'll abbreviate with R/L-Twist or RT/LT). In each form, the Pokémon changes its typing to a predetermined one (selected in base of its current typing) and its STAB moves will change type to the same of the corresponding Twisted type. Moves that change type will also have a prefix that is a word that reflects the type they became.
So, for each type in the game, we'll have an R-Twisted type and an L-Twisted type, which will more or less stay for offensive and defensive typing respectively, as I tried to make the triads so that types are evenly distributed and LT type resists some of the original type's weaknesses, while the RT type hits supereffectively on some of the types that resist the original type. Priority was given to giving or avoiding immunities.
The other reason I'm posting here is to have some feedback on the triads I made, so your opinion on those is really appreciated. My only rule was that each type has to appear either as an RT or LT type twice, if a type only appears as offensive or defensive, it reflects the facts that there are some types that were meant to be mainly on that side of the spectrum (eg: Ice is an offensive type and Water is a defensive one, makes sense to me).
In the following table you can find R and L-twisted types of each of the existing ones:
<-Left Twist-
-Right Twist->

<-Left Twist-
-Right Twist->

<-Left Twist-
-Right Twist->

<-Left Twist-
-Right Twist->

<-Left Twist-
-Right Twist->

<-Left Twist-
-Right Twist->

<-Left Twist-
-Right Twist->

<-Left Twist-
-Right Twist->

<-Left Twist-
-Right Twist->

<-Left Twist-
-Right Twist->

<-Left Twist-
-Right Twist->

<-Left Twist-
-Right Twist->

<-Left Twist-
-Right Twist->

<-Left Twist-
-Right Twist->

<-Left Twist-
-Right Twist->

<-Left Twist-
-Right Twist->

<-Left Twist-
-Right Twist->

<-Left Twist-
-Right Twist->
Grass: (1/1) Sprouting
Fire: (1/1) Blazing
Water: (0/2) Soaking
Electric: (2/0) Sparkling
Psychic: (1/1) Mesmerizing
Ice: (2/0) Freezing
Dragon: (0/2) Roaring
Dark: (1/1) Obscuring
Fairy: (1/1) Twinkling
Normal: (1/1) Stomping
Fighting: (1/1) Blasting
Flying: (1/1) Swirling
Poison: (1/1) Polluting
Ground: (2/0) Desolating
Rock: (0/2) Crumbling
Bug: (1/1) Infesting
Ghost: (1/1) Terrifying
Steel: (1/1) Piercing
For example:
Heracross is Bug / Fighting type. Since a Bug-type can become Water OR Psychic-type, while a Fighting-type can become Steel OR Dark-type, our Heracross can either choose to become Water / Steel (LT) or Psychic / Dark (RT) and its STAB moves will change type accordingly, so for example in its RT form Megahorn would hit with Psychic type effectiveness, while Close Combat would be Dark-type. Nothing happens to other moves, including those of the same type as the new ones, for example Knock Off remains Dark-type even if used by an Heracross R-Twist. Also, stats and ability stay the same as regular form.

I have thought of two ways of functioning for the Twist form, one can be applied in single battle, the other one is for Rotation Battles. Switching Pokémon is the only part of the battle that has never been touched by GF (since the introduction of U-turn, I guess?), so I wanted to work on that.
First one works like this:
- When swapping Pokémon, the player is able to choose if the entering one will appear in its regular, Left-Twist or Right-Twist form.
- When switching out, the Pokémon returns to its regular form, and the Pokémon coming in won't be able to appear in its L/R-Twist form.
- Each Pokémon in the team can only appear once either in its RT or LT form, but several Pokémon per battle can be Twisted.
Second one (Rotation Battle):
This one is pretty difficult to understand, but I guess it's intuitive once you get it.
After a rotation:
- A non-Twisted Pokémon coming from the right will be Twisted to its Left form
- A non-Twisted Pokémon coming from the left will be Twisted to its Right form
- An R-Twisted Pokémon coming from the right will return in its regular form
- An L-Twisted Pokémon coming from the left will return in its regular form
- Nothing happens if an R-Twisted Pokémon rotates to the left or if an L-Twisted Pokémon rotates to the right

The first turn of the battle has just ended, you have to chose next move.
- If Blastoise comes at the center, it will become Blastoise Right Twist, which is a Poison type,
- if it is Lucario, it will become Lucario Left Twist, which is Steel / Dragon type (pretty neat huh?).
So, imagine you rotate clockwise.
Now on turn two you'll have a Blastoise Right Twist, and you use its Poison-type Polluting Hydro Pump on Tyrunt. At the end of the turn,
- if you rotate clockwise again, Lucario will come to the center in its Right Twist form, which is Dark / Normal type, and nothing will happen to Blastoise,
- if counter-clockwise you'll have a Delphox Left Twist, which is Grass / Dark type.
So, form changes are applied only when the Pokémon rotates to the center.
Now it should be clear (if it's not, just ask)

Rules (for both):
- Megastones, Z-Crystals and Dyna/Gigantamax are not allowed.
- OU clauses
- Natdex

So, my questions are:
- Should abilities, weather and other moves that depend on the type be affected by form change? (Blaze, Water Bubble, Hail and Sandstorm would become useless)
- Which mode would you choose? The more complicated one that makes it a niche metagame (but fun potentially) or the simple one that may make it broken? (they could also both exist)
- Would you add an Item to make the Pokémon able to switch to its Twisted form? Would it allow to go to both forms or just one?
- Would you adopt the single battle one and make it work just like Megas and/or D/G-Max? (don't we have already too many of those?)
We could also have like 15-20 slates for specific Twisted forms that change also ability and swap 50 base points around the stat spread of the regular form, towards defenses in LT, attacking stats in RT. I need a council for that though, cuz im not good at balancing.
- :togekiss:
LT:

RT:

- :abomasnow:
LT:

RT:

- :dracovish: :kingdra:
LT:

RT:

- :tyranitar:
LT:

RT:

- :pangoro: :scrafty:
LT:

RT:

- :sableye: :spiritomb:
LT:

RT:

- :tyrantrum:
LT:

RT:

- :trevenant: :gourgeist: :decidueye: :dhelmise:
LT:

RT:

- :drifblim: :mimikyu:
LT:
and

RT:

- :lapras: :dewgong: :cloyster: :walrein: :arctovish:
LT:

RT:

- :pyroar:
LT:

RT:

- :charizard: :moltres: :talonflame: :oricorio:
LT:

RT:

- :ribombee:
LT:

RT:

- :heracross: :buzzwole:
LT:

RT:

- :articuno: :delibird:
LT:

RT:

- :flygon: :garchomp: :zygarde-10::zygarde:
LT:

RT:

- :shuckle: :armaldo: :crustle:
LT:

RT:

- :dragonite: :altaria: :salamence: :noivern:
LT:

RT:


Edit: Ok, I've thought of a way to make it work.

It will be based on Battle Stadium Singles with the accessibility to Natdex, so people will have a team of 6 Pokémon, but when entering battle you'll have to choose 3 among them. During battle, your first Pokémon will appear on the field in its regular form. As it is now for Dynamax, you'll have a checkbox to choose if you want to Twist or not, if you tick it, then:
- if you choose to switch to your second Pokémon, it will appear on the field in its Left Twist form
- if you choose to switch to your third (last) Pokémon, it will appear on th field in its Right Twist form
- if you choose to use a move, nothing will happen
After that, if a Twisted Pokémon is on your side of the field, you won't be able to activate Twist again when switching. So, to activate Twist, the Pokémon that is on your side of the field has to be in its regular form. Finally, a Twisted Pokémon that switches out is reverted to its regular form.
Making it work this way would tone down impredictablity and mix the two modalities I've thought (we could also create a co-existing Rotation Battle version of this).

In this case, if I tick the box for Twisting and then I choose to switch into Cinderace, it will come in as Cinderace Left Twist, which is Grass-type, while if I choose to switch into Corviknight, it will come in as Corviknight Right Twist, which is Normal / Ground-type. Nothing happens if it chooses to use Close Combat. Seems simple to use, but difficult to predict, but after all in total you still have 6 possible typings that may switch in, just like in OU.
Also, if you tick the Twist box and don't switch but attack, Twist could happen if your Pokémon is forced out with Roar et similia.
New Questions:
- Would it be balanced?
- Would it be better if it required an item?
- Do you like it? Would you play it?
 
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DuoM2

Funky Kong for Smash
is a Pre-Contributor
Restrictions (still not sure about the name)

Another mod based somewhat around randomness, but this one actually involves submissions. I have an ugly-looking spreadsheet that will make slates by putting out a few things-

- One somewhat viable ability. I used the ability tiering from Megas for All for this, with some exceptions (item-based abilities are included now for example), and I discuded abilities at or below below Tier 2. The current list of abilities I have isn't perfectly ideal for this mod and I would discuss changes to it in the Discord.
- One "viable move," taken straight from the list I have for Roulettemons. Sleep moves are discluded, but everything else that Showdown considers viable should be on the table.
- One primary typing. It has an equal chance of being any of the 18 types.
- Three numbers that would correlate to three stats (example - Defense 130, Speed 108, SpDef 62).

Out of the four things that the slate outputs, you are able to submit Fakemon that fall under at least two of the categories. Sometimes two of the things don't really work well together (for example, the stats can give out base 50 Attack and the ability can be Guts) but if that ends up being the case, chances are you can choose something different. If none of this makes sense, here's an example slate.

1588025314083.png


The idea is that because you only have to choose two of these, you have a lot of options to choose from for how to go about the rest. Just for example, let's say you want to make something with the given typing and stats. You still get to choose the other three stats, as well as the ability and secondary typing. You could make it a physically bulky, but passive Grass/Steel, a Grass/Ice that uses Nasty Plot, a pure Grass pivot with Regenerator, a Grass/Rock that sets Stealth Rock, and so on.

As for some questions for the community-

- Anyone got a good name for this? Because I sure don't.
- This would probably be centered around OU. If so, should I allow existing Pokemon?
- Are the restrictions too limiting, too loose, or are they fine as is?
- Does this seem too similar to any other existing mods for any reason?
- Any other major problems I haven't been able to notice?
- Does this mod seem enjoyable in general?


Type Representatives

Concept: There are 18 Pokemon total, all single-typed and one with each type. Users submit abilities, stats, and names for these Pokemon in slates of three, with the main goal being keeping everything balanced while having the Pokemon "represent" their typings as well as possible (like for example, Dragon-types are usually offensive, so they shouldn't try to make it a wall)

The possible lists of stats is below...


View attachment 216959
This is how the averages look, straight from Bulbapedia. This should include Gen 8 Pokemn but I'm not entirely certain. I have a few other ideas though since this doesn't strictly have to be the exact averages of each...

View attachment 216960
This is how they look when scaled up to 720, given the idea that these Pokemon are "the gods of each typing" and above the 680 BST legends. I felt scaling them would be best to keep stuff like Bug from being completely screwed while also keeping things like Dragon in check.

View attachment 216961
This is what happens if I "exaggerate" the stats here. I can't explain how it works without giving an example, so let's take Grass. The average of all of its base stats is 84. Its base HP is 78, and since the difference is 6, we'd subtract 6 again to get an HP stat of 72. If we do this for Attack, the average is still 84 and regular list has its attack as 94, making the difference 10 and the new stat 104. Reason I did this is because the regular stats looked a bit too "plain" to me, like it's rare to see something above 100 or below 70, so I felt like this would make a Pokemon's strengths stronger and its weaknesses bigger.

View attachment 216962
This is the scaled version of the exaggerated stats, in case we'd prefer having everything perfectly equal.


Questions:
- Which of the four formulas above would be best for the stats?
- Should this be a mod where people submit for the Pokemon in slates like mentioned before, or should this be more of a "solomod" where I make all of the changes myself and make it playable?
- Someone in the Discord suggested making one of each type combination usable instead of every single type. This is definitely something we can do, since there are around 300 possibilities, but it kinda goes against the idea of these 18 Pokemon representing their typings. Would that idea be directly better, worse, or would it be its own thing?
- Does this meta seem like it could be fun, both to play and to submit for if we end up using slates?
- Does anyone have any other miscellaneous suggestions that they feel are worth mentioning, but don't really fall under any of the above questions?

I also feel like bringing up in my post that I've worked on this idea a bit more, although most of it was a while ago. I might be wrong on this but I remember the idea getting decent enough reception on Discord. I updated the spreadsheet a bit, and here's what I have now.

1588029870097.png


This is how the stats look. I ended up scaling these to 600 and using the exaggerated versions as Coolman requested because his reasoning for why I should go about it that way being pretty good. I also heard a few people suggest that I should have this include all type combinations rather than just all single types, so for that, I'd just average the stats of the two types' stats as shown above. If anyone wants the spreadsheet for that, here it is, under the "600 Scale + All Combos" tab. With this, however, I have a few more questions for the community...

- Just to make sure, does this seem interesting to everyone?
- Should I do all type combinations, or just all single typings and make it a micrometa?
- Would this be stepping on Type Optimization's toes if I were to do all type combinations?
- Are there any other things that could be changed?


Expect me to post again soon, I had another idea for a mod that I mentioned in the Discord a while ago that I don't think I ever got around to posting here.
 
ViAbilities

The concept is essentially to give every ability some sort of use in singles by slates, whether they do nothing competitively (Ball Fetch, Honey Gather, etc.), only take effect in doubles (Stalwart, Telepathy, etc.), or are otherwise so overly situational that they are nearly useless (Anticipation, Early Bird, etc.).

Slates would be done in a method similar to Two-Step Mons, with the first part of a slate focusing on abilities, and the second part would be to make small modifications to Pokemon with those abilities to allow them to use their altered abilities the best they can, with slight BST changes and movepool additions if necessary. Abilities can also be removed from individual Pokemon if necessary, such as if Unnerve got buffed and became so good for Corviknight that it becomes unbalanced, the ability will be removed from Corviknight over Corviknight being banned or the entire ability being redone.

I'm currently thinking of making the mod based in the NatDex format, though it would most likely be put up to a vote before the first slate whether to use NatDex or the base Gen 8 OU.
 
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Restrictions (still not sure about the name)

Another mod based somewhat around randomness, but this one actually involves submissions. I have an ugly-looking spreadsheet that will make slates by putting out a few things-

- One somewhat viable ability. I used the ability tiering from Megas for All for this, with some exceptions (item-based abilities are included now for example), and I discuded abilities at or below below Tier 2. The current list of abilities I have isn't perfectly ideal for this mod and I would discuss changes to it in the Discord.
- One "viable move," taken straight from the list I have for Roulettemons. Sleep moves are discluded, but everything else that Showdown considers viable should be on the table.
- One primary typing. It has an equal chance of being any of the 18 types.
- Three numbers that would correlate to three stats (example - Defense 130, Speed 108, SpDef 62).

Out of the four things that the slate outputs, you are able to submit Fakemon that fall under at least two of the categories. Sometimes two of the things don't really work well together (for example, the stats can give out base 50 Attack and the ability can be Guts) but if that ends up being the case, chances are you can choose something different. If none of this makes sense, here's an example slate.

1588025314083.png


The idea is that because you only have to choose two of these, you have a lot of options to choose from for how to go about the rest. Just for example, let's say you want to make something with the given typing and stats. You still get to choose the other three stats, as well as the ability and secondary typing. You could make it a physically bulky, but passive Grass/Steel, a Grass/Ice that uses Nasty Plot, a pure Grass pivot with Regenerator, a Grass/Rock that sets Stealth Rock, and so on.

As for some questions for the community-

- Anyone got a good name for this? Because I sure don't.
- This would probably be centered around OU. If so, should I allow existing Pokemon?
- Are the restrictions too limiting, too loose, or are they fine as is?
- Does this seem too similar to any other existing mods for any reason?
- Any other major problems I haven't been able to notice?
- Does this mod seem enjoyable in general?
I really like this idea. I have a few suggestions, but I'm not super knowledgeable about spreadsheets, so some might not be easy:
- Have rare occurences (maybe 15%) where the ability ranking is either higher or lower than usual. If it's higher, give the pokemon a lower limit for the sum of random stats, and vice versa if the ability is worse than usual.
- This is somewhat related to the above suggestion, but make sure all the fakemon don't have the same BST. I don't think this would happen with users submitting half the stats, but a way to prevent it is making the sum of the required stats a range instead of a constant value.
-
- A few name suggestions: Foundationmons and Frameworkmons (or some variation on these, doesn't have to end with "-mons") immediately came to mind.

I think these things could add some variety to the kind of pokemon you get, instead of possibly falling into the trap of "average ability, good stats, weird movepool" that randomization can bring. I'm not active in Roulettemons partly because I don't have as much time for Smogon in general anymore, but also because I'm not a fan of the fakemon falling into the same pattern, including BST.

Overall, great idea, and I'm excited to see where you take it! I'll definitely submit whenever I can if you follow through.
 
Aaaalright, so this is sort of a half-formed idea, and it has nothing to do with the concept I posted previously, but I thought I might as well bring it up!
The idea for this mod is inspired by GS Cup, a doubles-based VGC format in which players may have up to two "restricted Pokémon" (660+ BST Legendaries not named Regigigas and all of their forms and relatives) on their team, with the rest coming from the rest of the Pokédex (but still no Mythical Pokémon).
Disclaimer: I've never actually played a GS Cup format, so the similarities might end pretty quickly! I was just interested by the most basic concept of it. It doesn't necessarily have to follow VGC clauses or anything - it could be bring-6-pick-4 like VGC or it could be 6v6 like Doubles OU and it sure as heck isn't including Dynamax either way.

Anyway, I thought it would be interesting to explore that idea further, particularly in a way that was balanced carefully and from scratch. Game Freak's "Ubers" tend to embrace power creep more thoroughly than the Pokémon that are normally legal, mainly because they don't have to worry about them being balanced in any other context, and I think it's obvious that they didn't necessarily have GS Cup specifically in mind when designing most of them, so some of them are extremely dominant in the format, some of them are totally outclassed and not worth wasting a restricted slot, and there are a few that don't really have anything more interesting to offer than a basic four-attacks (or three-attacks-and-Protect) moveset that just happens to be stronger than average.

The concept for this pet mod is as follows: a loosely GS Cup-based format in which every restricted Pokémon is reworked from scratch in such a way that a) all of them are doubles-optimized and viable, and, much more importantly, b) each of them is focused on contributing a different form of utility to a team and is the best possible choice for that form of utility. The goal is that the restricted Pokémon become a defining centerpiece of the team not just by having the best stats and blowing things up the soonest but by working in tandem with the "normal" Pokémon on the team and bring out their best to an extent that no ordinary Pokémon can match.
Since you can only have two restricted Pokémon, other Pokémon that provide similar forms of utility aren't invalidated - for example, if Kyurem becomes the ultimate speed control Pokémon, but you already want to use two other restricted Pokémon, you're still going to be able to incorporate all of the Icy Wind and Electroweb users that Kyurem is designed to outclass. A well-balanced team will probably want to have a lot more than just two Ubers' worth of utility. That said, different forms of utility will be more valuable to different teams, so choosing which forms of utility are worth "spending" your restricted Pokémon slots is an important layer of teambuilding.

The specific goal of the mod is solely the revision of all existing restricted Pokémon. No new Pokémon or forms will be created, and no Pokémon that are not in that specific group will be changed. However, this revision process can include the creation of custom elements (this will actually probably be strongly encouraged and be one of the first steps in the process for each Pokémon, since it's a way to give a unique take on utility options and make sure they're all competitive) or the alteration of existing moves and Abilities, on the condition that they are exclusive to the restricted Pokémon and no normal Pokémon can access them. (For example: someone who's making a submission can do whatever they want to Aeroblast on Lugia's slate and Full Metal Body on Solgaleo's, but altering Sacred Fire for Ho-Oh or Pressure for Dialga would not be allowed, as those are accessible to Pokémon other than the ones that can be slated.)
Everything about the Pokémon can be changed during the process. They're essentially prompts and guidelines - while we should obviously stick to the core idea of each restricted Pokémon, stats may be changed freely, moves may be added and removed, Abilities may be added and removed, and so on. This can be seen like recreating the Pokémon from scratch and does not have to be subtle. Admittedly, I'm personally not huge on allowing type retcons, but that's just a personal preference, so I'll most likely allow it and just vote against them, haha.

The following Pokémon are included in the scope of the project:
:mewtwo::lugia::ho-oh::kyogre::groudon::rayquaza::dialga::palkia::giratina::reshiram::zekrom::kyurem::xerneas::yveltal::zygarde::solgaleo::lunala::necrozma::zacian-crowned::zamazenta-crowned::eternatus: (and all associated forms)
* :cosmog: and :cosmoem: are also restricted Pokémon, but we are not doing that
* Depending whether we go full VGC or allow Mythical Pokémon, :hoopa-unbound: and maybe :arceus: would also qualify
* Calyrex will most likely be included once Crown Tundra comes out and we know its stats
(This will probably be Gen VIII-based and just add all of the mascots as Crown Tundra adds them, since we know they're all coming anyway! That might be nice, since it gives us a smaller selection to use from the start and hopefully time to establish them all and see how the meta develops before the rest are available.
That said, definitely no Dynamax or Gigantamax either way.)

I'm not worried about restricted Pokémon reaching a significantly higher power level than everything else (after all, every team has to want two of them), but there's a condition on this: I would prefer for all of them to place a strong emphasis on support and utility (even if that's combined with offensive pressure!) rather than just raw sweeping power, because I think that's the best way to make sure that they're working in tandem with their non-restricted teammates. I don't want teambuilding to be "two Ubers that can win together and four filler," nor for losing your two restricted Pokémon to mean losing the game because nothing else can take a hit from your opponent's pair!
Some examples of what I understand to constitute utility in a doubles-based environment:
- status setters
- move-binding effects (Taunt, Encore, Disable, maybe Torment)
- weather and terrain
- Gravity
- Trick Room, Tailwind and speed-lowering moves
- lowering enemy stats
- raising ally stats
- screens
- Helping Hand
- trapping
- Fake Out
- priority
- redirection
- breaking protection
- Quick Guard and Wide Guard
- healing
- possibly Heal Block?
As you can see, there's a ton of variety already - there should be more than enough room for every restricted Pokémon to distinguish itself from the others in terms of what it has to offer a team. And especially with the mod being open to custom elements, there are even more ways to explore all of these - setting Gravity could mean using the move Gravity, but it could also mean having an attack that also sets Gravity as a side effect, or having an Ability that sets Gravity on entry, or even a status move that sets Gravity and something else at the same time, depending on the role and power level that specific restricted Pokémon is meant to have.

In terms of active tiering once the mod is playable, I think it should remain possible to nerf and buff restricted Pokémon even after their respective slates have concluded, because the spirit of the mod rests on as many of them as possible being viable choices and supporting unique team constructions; I would hate to resort to banning a Pokémon or leaving one behind that never sees use just because we didn't get the balancing act right on the first try!
On the other hand, I would strongly discourage ever revising any normal Pokémon, because that's outside of the domain of the project and risks creating a greater learning curve and barrier to entry; all Pokémon other than restricted Pokémon should still be handled with tiering and bans as they would be in any other format.

Anddd... in terms of slate structure, I think it would be nice to explore this at a relatively slow pace, with each Pokémon having a multi-step slate (for example: any custom elements -> Abilities if not custom -> ideas for specific movesets they could run and moves that should be added and removed to facilitate this -> stats that are balanced with those sets in mind) and a fair bit of conversation around each of them.
There are only around 22 restricted Pokémon (optionally add some for forms), and each of them is expected to hold a great deal of significance in the meta, so I think it would be best to take it slow and make sure as many people as possible have a say in how to design them, rather than a single person making each one from scratch. This would also reduce the risk of people voting for different reasons - like, say one Solgaleo submission has it doing redirection and another has it doing Gravity, but one is also much stronger than the other in stats and movepool, so some people might be voting based on the form of utility they think is more interesting and others might be voting for the sake of balance in the meta. If the main form of utility and the moves and stat spread were all decided separately, we can have proper discussions on each one and make sure the final Pokémon is both interesting/exciting and well balanced. Like CAP!
Part of the reason why I think this approach would be wise for a meta like this: we also have all the way until Crown Tundra's release (which might even be delayed, for all we know) to get through just the first ten! We have all the time we need to get them right, so while it's important to keep a brisk enough pace that interest doesn't wane and people can participate actively, trying to plow through all of them in a single step feels like an unnecessary rush and a waste of what could be a really fun process.

Anyway, that's all I have to say on this for now. Does anyone have thoughts or feedback on the idea or how it should be run? And does it sound like it could be fun and interesting?

EDIT: This is long! TL;DR version:
- doubles-based
- every team gets up to two restricted Pokémon (most version mascots + Mewtwo/Zygarde/Eternatus); the rest must be normal legal Pokémon
- the goal of the mod is to revamp all of the restricted Pokémon from scratch and balance them for this purpose
- includes custom elements
- strong emphasis on significant utility rather than raw breaking power; the restricted Pokémon are there to open up new options for teambuilding, not to steal the show and win the battle all by themselves
- no non-restricted Pokémon are modified at all (but they can always be banned if they're causing problems)
- based on Gen VIII, but will be updated with DLC (all remaining restricted Pokémon are already confirmed)
 
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Aaaalright, so this is sort of a half-formed idea, and it has nothing to do with the concept I posted previously, but I thought I might as well bring it up!
The idea for this mod is inspired by GS Cup, a doubles-based VGC format in which players may have up to two "restricted Pokémon" (660+ BST Legendaries not named Regigigas and all of their forms and relatives) on their team, with the rest coming from the rest of the Pokédex (but still no Mythical Pokémon).
Disclaimer: I've never actually played a GS Cup format, so the similarities might end pretty quickly! I was just interested by the most basic concept of it. It doesn't necessarily have to follow VGC clauses or anything - it could be bring-6-pick-4 like VGC or it could be 6v6 like Doubles OU and it sure as heck isn't including Dynamax either way.

Anyway, I thought it would be interesting to explore that idea further, particularly in a way that was balanced carefully and from scratch. Game Freak's "Ubers" tend to embrace power creep more thoroughly than the Pokémon that are normally legal, mainly because they don't have to worry about them being balanced in any other context, and I think it's obvious that they didn't necessarily have GS Cup specifically in mind when designing most of them, so some of them are extremely dominant in the format, some of them are totally outclassed and not worth wasting a restricted slot, and there are a few that don't really have anything more interesting to offer than a basic four-attacks (or three-attacks-and-Protect) moveset that just happens to be stronger than average.

The concept for this pet mod is as follows: a loosely GS Cup-based format in which every restricted Pokémon is reworked from scratch in such a way that a) all of them are doubles-optimized and viable, and, much more importantly, b) each of them is focused on contributing a different form of utility to a team and is the best possible choice for that form of utility. The goal is that the restricted Pokémon become a defining centerpiece of the team not just by having the best stats and blowing things up the soonest but by working in tandem with the "normal" Pokémon on the team and bring out their best to an extent that no ordinary Pokémon can match.
Since you can only have two restricted Pokémon, other Pokémon that provide similar forms of utility aren't invalidated - for example, if Kyurem becomes the ultimate speed control Pokémon, but you already want to use two other restricted Pokémon, you're still going to be able to incorporate all of the Icy Wind and Electroweb users that Kyurem is designed to outclass. A well-balanced team will probably want to have a lot more than just two Ubers' worth of utility. That said, different forms of utility will be more valuable to different teams, so choosing which forms of utility are worth "spending" your restricted Pokémon slots is an important layer of teambuilding.

The specific goal of the mod is solely the revision of all existing restricted Pokémon. No new Pokémon or forms will be created, and no Pokémon that are not in that specific group will be changed. However, this revision process can include the creation of custom elements (this will actually probably be strongly encouraged and be one of the first steps in the process for each Pokémon, since it's a way to give a unique take on utility options and make sure they're all competitive) or the alteration of existing moves and Abilities, on the condition that they are exclusive to the restricted Pokémon and no normal Pokémon can access them. (For example: someone who's making a submission can do whatever they want to Aeroblast on Lugia's slate and Full Metal Body on Solgaleo's, but altering Sacred Fire for Ho-Oh or Pressure for Dialga would not be allowed, as those are accessible to Pokémon other than the ones that can be slated.)
Everything about the Pokémon can be changed during the process. They're essentially prompts and guidelines - while we should obviously stick to the core idea of each restricted Pokémon, stats may be changed freely, moves may be added and removed, Abilities may be added and removed, and so on. This can be seen like recreating the Pokémon from scratch and does not have to be subtle. Admittedly, I'm personally not huge on allowing type retcons, but that's just a personal preference, so I'll most likely allow it and just vote against them, haha.

The following Pokémon are included in the scope of the project:
:mewtwo::lugia::ho-oh::kyogre::groudon::rayquaza::dialga::palkia::giratina::reshiram::zekrom::kyurem::xerneas::yveltal::zygarde::solgaleo::lunala::necrozma::zacian-crowned::zamazenta-crowned::eternatus: (and all associated forms)
* :cosmog: and :cosmoem: are also restricted Pokémon, but we are not doing that
* Depending whether we go full VGC or allow Mythical Pokémon, :hoopa-unbound: and maybe :arceus: would also qualify
* Calyrex will most likely be included once Crown Tundra comes out and we know its stats
(This will probably be Gen VIII-based and just add all of the mascots as Crown Tundra adds them, since we know they're all coming anyway! That might be nice, since it gives us a smaller selection to use from the start and hopefully time to establish them all and see how the meta develops before the rest are available.
That said, definitely no Dynamax or Gigantamax either way.)

I'm not worried about restricted Pokémon reaching a significantly higher power level than everything else (after all, every team has to want two of them), but there's a condition on this: I would prefer for all of them to place a strong emphasis on support and utility (even if that's combined with offensive pressure!) rather than just raw sweeping power, because I think that's the best way to make sure that they're working in tandem with their non-restricted teammates. I don't want teambuilding to be "two Ubers that can win together and four filler," nor for losing your two restricted Pokémon to mean losing the game because nothing else can take a hit from your opponent's pair!
Some examples of what I understand to constitute utility in a doubles-based environment:
- status setters
- move-binding effects (Taunt, Encore, Disable, maybe Torment)
- weather and terrain
- Gravity
- Trick Room, Tailwind and speed-lowering moves
- lowering enemy stats
- raising ally stats
- screens
- Helping Hand
- trapping
- Fake Out
- priority
- redirection
- breaking protection
- Quick Guard and Wide Guard
- healing
- possibly Heal Block?
As you can see, there's a ton of variety already - there should be more than enough room for every restricted Pokémon to distinguish itself from the others in terms of what it has to offer a team. And especially with the mod being open to custom elements, there are even more ways to explore all of these - setting Gravity could mean using the move Gravity, but it could also mean having an attack that also sets Gravity as a side effect, or having an Ability that sets Gravity on entry, or even a status move that sets Gravity and something else at the same time, depending on the role and power level that specific restricted Pokémon is meant to have.

In terms of active tiering once the mod is playable, I think it should remain possible to nerf and buff restricted Pokémon even after their respective slates have concluded, because the spirit of the mod rests on as many of them as possible being viable choices and supporting unique team constructions; I would hate to resort to banning a Pokémon or leaving one behind that never sees use just because we didn't get the balancing act right on the first try!
On the other hand, I would strongly discourage ever revising any normal Pokémon, because that's outside of the domain of the project and risks creating a greater learning curve and barrier to entry; all Pokémon other than restricted Pokémon should still be handled with tiering and bans as they would be in any other format.

Anddd... in terms of slate structure, I think it would be nice to explore this at a relatively slow pace, with each Pokémon having a multi-step slate (for example: any custom elements -> Abilities if not custom -> ideas for specific movesets they could run and moves that should be added and removed to facilitate this -> stats that are balanced with those sets in mind) and a fair bit of conversation around each of them.
There are only around 22 restricted Pokémon (optionally add some for forms), and each of them is expected to hold a great deal of significance in the meta, so I think it would be best to take it slow and make sure as many people as possible have a say in how to design them, rather than a single person making each one from scratch. This would also reduce the risk of people voting for different reasons - like, say one Solgaleo submission has it doing redirection and another has it doing Gravity, but one is also much stronger than the other in stats and movepool, so some people might be voting based on the form of utility they think is more interesting and others might be voting for the sake of balance in the meta. If the main form of utility and the moves and stat spread were all decided separately, we can have proper discussions on each one and make sure the final Pokémon is both interesting/exciting and well balanced. Like CAP!
Part of the reason why I think this approach would be wise for a meta like this: we also have all the way until Crown Tundra's release (which might even be delayed, for all we know) to get through just the first ten! We have all the time we need to get them right, so while it's important to keep a brisk enough pace that interest doesn't wane and people can participate actively, trying to plow through all of them in a single step feels like an unnecessary rush and a waste of what could be a really fun process.

Anyway, that's all I have to say on this for now. Does anyone have thoughts or feedback on the idea or how it should be run? And does it sound like it could be fun and interesting?

EDIT: This is long! TL;DR version:
- doubles-based
- every team gets up to two restricted Pokémon (most version mascots + Mewtwo/Zygarde/Eternatus); the rest must be normal legal Pokémon
- the goal of the mod is to revamp all of the restricted Pokémon from scratch and balance them for this purpose
- includes custom elements
- strong emphasis on significant utility rather than raw breaking power; the restricted Pokémon are there to open up new options for teambuilding, not to steal the show and win the battle all by themselves
- no non-restricted Pokémon are modified at all (but they can always be banned if they're causing problems)
- based on Gen VIII, but will be updated with DLC (all remaining restricted Pokémon are already confirmed)
This sounds like a lot of fun. I've already got a few ideas brewing.

Would related Pokemon (like Lugia and Ho-Oh or the weather trio) share a slate, or would each legendary get its own? The former would allow for thematic counterparts to be more easily preserved, while the latter would allow for each legendary to be individually crafted and honed without concern for how well it mirrors its counterparts, and also wouldn't lead to slates of varying sizes. I'm personally leaning towards the former just because I like playing around with inter-Pokemon flavor, but both approaches sound like very valid options.
 
This sounds like a lot of fun. I've already got a few ideas brewing.

Would related Pokemon (like Lugia and Ho-Oh or the weather trio) share a slate, or would each legendary get its own? The former would allow for thematic counterparts to be more easily preserved, while the latter would allow for each legendary to be individually crafted and honed without concern for how well it mirrors its counterparts, and also wouldn't lead to slates of varying sizes. I'm personally leaning towards the former just because I like playing around with inter-Pokemon flavor, but both approaches sound like very valid options.
Ah, thanks!!

I think, based on that feedback and thank you for pointing that out! I hadn't really given much thought to group dynamics at first, I would definitely have related Pokémon share a slate in the hopes that people would have an opportunity to come up with ideas like that, but there wouldn't be any obligation to submit for more than one or to vote for the proposed ideas as a set, leaving room for isolated and individually crafted ideas if the consensus is that they're more effective.
That way, when people are voting on each step of the process, they're always able to propose a cool and interconnected idea (much more so than if they were created one by one, like you said - if Lugia's process comes before Ho-Oh, Ho-Oh could technically still be modeled after Lugia retroactively, but its options on that front would be way more restricted depending on how Lugia turned out), but it's up to the voters whether that actually happens, and if someone has a cool idea that happens not to be interconnected, they're still able to propose it and they can also just be two separate but concurrent processes.

It's also pretty nice that some Generations have smaller groups than others - I would probably start with smaller groups early on, like maybe doing a solo slate of Mewtwo or Eternatus first, then Zacian/Zamazenta as just a two-Pokémon slate to see how well they can be run concurrently and put off large groups like Unova and Alola until after we've ironed out any early issues.
As a backup plan, there's also always the option of doing the very first step - deciding on the utility/theme - for every member of a group at once so people can establish related concepts in advance, then going through later steps like stats and movepools individually! I think doing a duo or trio at once would be fine, but it might be nice to have this in mind for Kyurem and Necrozma in particular, which are each kind of a trio in themselves but are also connected to two other Pokémon; I think it would be convenient to be able to establish their core ideas early on without having to run five processes at once, haha.
 
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Does anyone remember Brokemons from a few generations back? I feel like rebalancing petmods are a dime a dozen, but which one is most devoted to just busting all the pokemon like Brokemons did?
 
Brokenmons Unchained
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The Brokenmons (Which might be a shameless ripoff of the 6th gen Brokemons) is a pet mod like all the other "buff this or that" to make everything viable except the idea is to make every pokemon busted.
The Unchained refers to the fact that this Pet Mod abolishes all evolution lines meaning LC and NFE's will be buffed and busted as if they were a single stage. This also means you will see a LOT more options for creativity since pokemon no longer have to follow the flavour of Prevos and Evos.

Buffing would involve the usual suspects of boosting stats, adding/changing types, adding/changing abilities, adding/changing moves and even adding/changing items. The only rule I'd have is that there be at least mildly justifiable flavour for type changes.
"Machop is now a Fighting/Dragon type because magic" is not cool
"Machop is now a Fighting/Dragon because he vaguely looks like a dragon-boy" is cool.
Slates would consist of either open submissions, themed slates or randomly generated slates. This would be followed by voting for top submissions. That would be followed by me coding and implementing them into the meta. Speaking of which I would be coding and hosting the meta on my own server.

I'm super new to this and just trying to workshop my ideas (I think this is the right place for that).

EDIT: Added super professional art
 
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So in theory if I were to submit my idea would I need to get the permission from the creator of Brokemons? My idea is basically the gen 8 spiritual successor with a few twists.
 

Plague von Karma

Diolch am eich amser!
is a Community Contributoris a Pokemon Researcher
So I've been working on a spreadsheet for a while that aimed to finish the Pokemon in the Spaceworld 1997 demo and produce a hypothetical Gen 2 OU metagame around it. It was originally intended to be a ROM Hack, but a lot of stuff came up that made it a large obstacle. So, since I have the moves and Pokemon basically done, it's technically enough for a Pet Mod right? I've also taken up a research sheet from the original Team Spaceworld people with basically everything that was in the ROM. A lot of stuff on the first sheet is specifically designed with the research sheet in mind.

I don't have the posting requirements to submit this yet, nor do I really know the average process, but I'd love to hear people's thoughts on this!
 
So I've been working on a spreadsheet for a while that aimed to finish the Pokemon in the Spaceworld 1997 demo and produce a hypothetical Gen 2 OU metagame around it. It was originally intended to be a ROM Hack, but a lot of stuff came up that made it a large obstacle. So, since I have the moves and Pokemon basically done, it's technically enough for a Pet Mod right? I've also taken up a research sheet from the original Team Spaceworld people with basically everything that was in the ROM. A lot of stuff on the first sheet is specifically designed with the research sheet in mind.

I don't have the posting requirements to submit this yet, nor do I really know the average process, but I'd love to hear people's thoughts on this!
Intresting find here. Some things I wonder regarding the way some mons are depicted: (Though it's your mod, so...)
  • Why do Volbear and Dynabear learn Fire/Thunder Punch? They're not bipedal so I don't know how that would work. Was it a balancing reason?
  • Hoothoot has a little too high of a BST for me to truly believe it's a regional bird. (SMH it's higher than Psyduck and Grimer)
  • What happened with the Quilfish evo becoming Water/Electric? Was the primary reason to differentiate from Tentacruel? It seems really weird to shed that Poison typing to become Electric.
  • Why does Belboyant have such awfull stats? I personally would have expected the speed to be higher somewhat (at least at 110)
  • Why does Ledyba have the same BST a modern-gen eeveelution has? some sort of meme here? (Also applies to the evo. should probably have a BST closer to Ariados)
  • I actually find it interesting how it was chosen to make Umbreon offensive. I would have thought it would have just been depicted still defensively although in a different way.
  • What's up with Cottomew having an Attack Stat of 80? I don't see any Flying moves on that moveset and the design screams more of a special attacker.
  • Nice concept for the Kurstraw evolution, but what's with having a 505 BST? Is this supposed to be late-game or something?
  • It makes me very uncomfortable that Kingdra has high special defense when it's pre-evo had only 45 special defense...

You might have success here in the solomods megathread. This mod could fit there.
 

Plague von Karma

Diolch am eich amser!
is a Community Contributoris a Pokemon Researcher
Intresting find here. Some things I wonder regarding the way some mons are depicted: (Though it's your mod, so...)
  • Why do Volbear and Dynabear learn Fire/Thunder Punch? They're not bipedal so I don't know how that would work. Was it a balancing reason?
  • Hoothoot has a little too high of a BST for me to truly believe it's a regional bird. (SMH it's higher than Psyduck and Grimer)
  • What happened with the Quilfish evo becoming Water/Electric? Was the primary reason to differentiate from Tentacruel? It seems really weird to shed that Poison typing to become Electric.
  • Why does Belboyant have such awfull stats? I personally would have expected the speed to be higher somewhat (at least at 110)
  • Why does Ledyba have the same BST a modern-gen eeveelution has? some sort of meme here? (Also applies to the evo. should probably have a BST closer to Ariados)
  • I actually find it interesting how it was chosen to make Umbreon offensive. I would have thought it would have just been depicted still defensively although in a different way.
  • What's up with Cottomew having an Attack Stat of 80? I don't see any Flying moves on that moveset and the design screams more of a special attacker.
  • Nice concept for the Kurstraw evolution, but what's with having a 505 BST? Is this supposed to be late-game or something?
  • It makes me very uncomfortable that Kingdra has high special defense when it's pre-evo had only 45 special defense...

You might have success here in the solomods megathread. This mod could fit there.
So there's a lot of questions here that I already had answered on the explanation part of the Pokemon. But I feel I should explain more. The names you're mentioning I believe are the Team Spaceworld fan names? They're a bit inaccurate.

Dynabear and Volbear get Punches as a carryover from Typhlosion, partly for balancing reasons. Otherwise they're very underwhelming. I could go for Thunderbolt maybe?

Hoothoot has its stats taken from the Spaceworld demo itself actually!

If you look at the way Shibirefugu is, it looks like it was intended to be Electric-type. The whole on switch thing and the bolt make it seem off to not make it that type. Not to mention getting Thunder Wave, etc. I could change it back, but I believe it was still mono Water-type in the demo as-is.

Tsubomitto's stats were rearranged from Victreebell's, but I was considering looking through the source code leaks to find if they ever gave it stats later to use those. Honestly, it's a nightmare to find this thing a niche...

Ledyba and Mitsuboshi were separate Pokemon with different level-up moves. I explain it in the sheet. I may change it back though.

I felt like Umbreon being made defensive as a Poison-type would have been a poor choice given the mono typing. I did some testing during my ROM Hack and it died to way too many things. So, I chose to make it an Espeon parallel. I switched the special and physical stats.

Dandemew(can't quite remember the name rn LOL) was given the Attack stat with an intention to give it Flying-type moves but I don't think I found it any good ones in the end. I may nerf it to buff something else somewhere down the line.

Norowara was intended to be late game in my hack given Pokedex position. However, since it was changed to Misdreavus later in development (during Spaceworld 1999), I'm not so sure now.

Seadra had 70 SpD in the Spaceworld Demo at the time. So, I restored that and then edited Kingdra accordingly. I'm not sure if it was the best idea.

I should note that I haven't edited the sheet in months, so my memory may be a bit iffy. I greatly appreciate the criticism though!
 
I had quite the hiatus, but I'm planning to be back in action now!

I am contemplating a sequel to my gen 1 mod, Rose Red Iris Blue. In this mod, I rebalanced all of the fully evolved gen 1 pokemon to be OU viable. However, I don't wish to end there... I would like to take in as many future-generation pokemon and implement them into gen 1 OU play as well!

RRIB was mostly self-driven by myself as a passion project, but I would like for this sequel to be community-driven. Something like weekly or even bi-weekly slates to carefully tailor fan favourites into amazing metagame additions, is what I had in mind.

Previously, server instability was an issue for this metagame. I am currently planning to get it on a more stable server, dragonheaven perhaps? I also plan to keep adding to our dedicated custom client that we had to visualize the metagame. Would you all be interested in the continuation of gen 1's final hurrah?
 

Gravity Monkey

bakayaro, konoyaro
is a Pre-Contributor
Assist Wars
(aka Bench Moves ig)
You know how in fighting games like Pokken Tournament or Naruto Ninja Storm, you can summon "assist characters" in your battle that just deal one attack or provide one boost and then disappear? Well, this mod idea I had aims to recreate that, but in pokemon.

Basically, this mod would take place in a "3v3 OU" format. Basically, it would play like BSS, but with the OU clauses instead (cuz yknow dynamax blows). So, you bring six and then pick three for your match. But in this mod, the last 3 remaining mons can have an actual impact. Basically, those mons would let you use up to three "assist moves" during your match, one for each mon. This virtually gives every mon 7 moveslots, but with three of them being only usable once. Those moves would be determined by the species of the benched mons themselves as each mon would have an assist move assigned.

Each slate, we would be creating around 5 of those "assist moves" based around themes or specific mons. The pokemons they would be assigned to would be specified in the submissions themselves. Now, bear in mind that to ensure that no broken strats would be possible, those moves would either have to be toned down (i.e. A +1 boost in Spe, a 60 BP coverage move) or have conditions (i.e. This move can only be used under rain, or only works if the opponent is switching or something). Having moves with smaller impacts also helps to halt the use of mons purely for their assist moves over what they can actually bring to the team. That doesn't remove from the fact that with more options, this mod would be home to big mindgames and really funky strats!

Questions:
- For coders (especially zard), do you guys think that this mod would actually be codable?
- Would you guys be more interested in an actual 6v6 format where you just have 3 extra slots (or whatever number) for assist mons?
- Nat Dex > OU or nah? Or maybe custom clauses to allow some mons that are only available in BSS?
- Do I risk getting sued by Dramps for copyright infringement on his mod Bench Ailities?
- Idk, seems interesting enough?
 
I had quite the hiatus, but I'm planning to be back in action now!

I am contemplating a sequel to my gen 1 mod, Rose Red Iris Blue. In this mod, I rebalanced all of the fully evolved gen 1 pokemon to be OU viable. However, I don't wish to end there... I would like to take in as many future-generation pokemon and implement them into gen 1 OU play as well!

RRIB was mostly self-driven by myself as a passion project, but I would like for this sequel to be community-driven. Something like weekly or even bi-weekly slates to carefully tailor fan favourites into amazing metagame additions, is what I had in mind.

Previously, server instability was an issue for this metagame. I am currently planning to get it on a more stable server, dragonheaven perhaps? I also plan to keep adding to our dedicated custom client that we had to visualize the metagame. Would you all be interested in the continuation of gen 1's final hurrah?
They’ve “refactored” the client (idk what that means) so you’ll have to really know what you’re doing to update the client. I suggest making some minor changes here and there to see if what you’re changing changes in TeamBuilder/search. I’m here trying to do the same for PMotS
 
Galarian Rebirth

This Pet Mod aims to give a Galarian form to all Pokemon that were Untiered in Generation 7, making them competitively viable by assisting them with new abilities, a different typing, and if needed minor stat changes or signature moves. The goal of the Pet Mod is to make these pokemon hold a niche in the OverUsed tier, despite their normal form being lackluster. The mod would be played using the Galarian Pokedex plus the alternate forms of these pokemon and in case an original form is already in the Galarian Pokedex both will be playable (but not together with their Galarian form, considering they will have the same Pokedex number).

My questions to the community:
- Does this metagame look fun to play?
- Does my hope to make these pokemon hold a niche in the OverUsed tier without changing their statistics in a major way sound too irrealistic?
- Would anyone be up to help me for slates and in general for the submission part of the Pet Mod?
 
Yeah but my objective is not to give Galarian forms to every pokemon, but only to the ones who need typing/ability changes to be able to hold any sort of niche whatsoever
 
Wasn't the Complete Pokédex Project kinda like this? It aimed to make every family have three stages by adding evolutions, pre-evolutions, or both depending on the Pokémon's stats
 
Wasn't the Complete Pokédex Project kinda like this? It aimed to make every family have three stages by adding evolutions, pre-evolutions, or both depending on the Pokémon's stats
Yeah, that sounds cool, but I don't want to "complete" the Pokedex; just 51 added Pokemon (17 slates)
also no pre-evos
 

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