Resource Solomods Megathread

[Gen 1] Kanto Plus

In this mod of [Gen 1] OU, play with a select bunch of Gen 2-9 Pokemon and moves in Gen 1! Rules are:

-Special stat is the average of Special Attack and Special Defense, rounded down.
-All included Pokemon are updated to the latest standards, such as stats and movepools; however, Gen 2-9 moves are removed (except for the additions listed below)
-If a Pokemon would normally have Dark or Fairy type, it is now Normal type, instead; Steel is now Rock type. Reverted
-Megas are nerfed to be a mid-ground between their base form and their Mega form, i.e. only 50% of the stat boosts carry over. No Mega Stones are usable, obviously No Megas, anymore
-APT Clause
-Amnesia and Swords Dance are banned Reverted; not that many mons get them, now
-All mons over 600 BST are banned, for now (gonna go in and unban select mons later)
-Physical/Special Split
-Kanto Expansion Pak type chart (used with permission)
-53 new, "essential" moves have been added that fit the mechanics of Gen 1
1. Earth Power
2. Scorching Sands
3. Power Gem
4. Rock Polish
5. Icicle Crash
6. Wild Charge
7. Scald
8. Flare Blitz
9. Heat Wave
10. Psycho Cut
11. Zen Headbutt
12. Hyper Voice
13. Giga Impact
14. Crunch
15. Dark Pulse
16. Throat Chop
17. Hone Claws
18. Night Slash
19. Autotomize
20. Flash Cannon
21. Iron Head
22. Smart Strike
23. Steel Wing
24. Dazzling Gleam
25. Moonblast
26. Play Rough
27. Aura Sphere
28. Brick Break
29. Cross Chop
30. Focus Blast
31. Air Slash
32. Brave Bird
33. Hurricane
34. Dual Wingbeat
35. Energy Ball
36. Giga Drain
37. Leaf Blade
38. Power Whip
39. Seed Bomb
40. Synthesis
41. Wood Hammer
42. Gunk Shot
43. Poison Jab
44. Sludge Bomb
45. Sludge Wave
46. Shadow Ball
47. Shadow Claw
48. Bug Buzz
49. Signal Beam
50. X-Scissor
51. Pollen Puff
52. Dragon Claw
53. Dragon Pulse
-103 new Pokemon from Gens 2-9 that I feel would make a good fit in Gen 1
1. Deino
2. Zweilous
3. Hydreigon
4. Larvitar
5. Pupitar
6. Tyranitar
7. Beldum
8. Metang
9. Metagross
10. Bagon
11. Shelgon
12. Salamence
13. Iron Jugulis
14. Iron Thorns
15. Roaring Moon
16. Wo-Chien
17. Chien-Pao
18. Ting-Lu
19. Chu-Yu
20. Houndour
21. Houndoom
22. Phanpy
23. Donphan
24. Iron Treads
25. Great Tusk
26. Steelix
27. Scizor
28. Magnezone
29. Drilbur
30. Excadrill
31. Ralts
32. Kirlia
33. Gardevoir
34. Gallade
35. Iron Valiant
36. Flabebe
37. Floette
38. Florges
39. Togepi
40. Togetic
41. Togekiss
42. Hatenna
43. Hattrem
44. Hatterene
45. Crobat
46. Bellossum
47. Annihilape
48. Politoed
49. Hitmontop
50. Lickilicky
51. Rhyperior
52. Blissey
53. Happiny
54. Tangrowth
55. Kingdra
56. Mime Jr.
57. Kleavor
58. Smoochum
59. Elekid
60. Electivire
61. Magby
62. Magmortar
63. Espeon
64. Umbreon
65. Leafeon
66. Glaceon
67. Sylveon
68. Porygon2
69. Porygon-Z
70. Munchlax
71. Cryogonal
72. Gible
73. Gabite
74. Garchomp
75. Sandy Shocks
76. Scream Tail
77. Trapinch
78. Vibrava
79. Flygon
80. Gligar
81. Gliscor
82. Volcarona
83. Slither Wing
84. Dreepy
85. Drakloak
86. Dragapult
87. Noibat
88. Noivern
89. Cyclizar
90. Latias
91. Latios
92. Axew
93. Fraxure
94. Haxorus
95. Misdreavus
96. Mismagius
97. Flutter Mane
98. Litwick
99. Lampent
100. Chandelure
101. Electrike
102. Manectric

I'm currently open to suggestions on changing the added mons list. Just DM me on here or on Discord. (The reason why I added specifically 103 is that's how many new mons RB can handle without significant refactoring. Same goes for the 53 new moves.)
 
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[Gen 1] Kantoification

In this mod of [Gen 1] OU, play with Gen 2-9 Pokemon in Gen 1! Rules are:

-Special stat is the average of Special Attack and Special Defense, rounded down.
-Only their Gen 1 moves are usable
-All Pokemon are updated to the latest standards, such as stats and movepools
-If a Pokemon would normally have Dark or Fairy type, it is now Normal type, instead; Steel is now Rock type.
-Megas are nerfed to be a mid-ground between their base form and their Mega form, i.e. only 50% of the stat boosts carry over. No Mega Stones are usable, obviously
-Wrap is banned

Bugs:
-Mega Stones are automatically assigned and have to be manually unassigned
Any specific reason why wrap is banned? The only stuff with a speed tier above Tentacruel is Comfey, Nihilego, Serperior and Wugtrio. Serperior is at a nice 113 speed and Wugtrio is Wugtrio. I would understand an agility + partial trapping ban but wrap is so odd. Specially it being just bind - what about Bind Inteleon? Clamp Barbaracle? Fire Spin Cinderace? I don't see where partial trapping would be so problematic here tbh
 
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Any specific reason why wrap is banned? The only stuff with a speed tier above Tentacruel is Comfey, Nihilego, Serperior and Wugtrio. Serperior is at a nice 113 speed and Wugtrio is Wugtrio. I would understand an agility + partial trapping ban but wrap is so odd. Specially it being just bind - what about Bind Inteleon? Clamp Barbaracle? Fire Spin Cinderace? I don't see where partial trapping would be so problematic here tbh
Wrap has 10-15% more accuracy than the other partial trapping moves, making it more consistent. TBH I thought it was 90% accuracy like in later Gens. The other forms of partial trapping have 70-75% accuracy. I don't think that's consistent enough to warrant a ban. You can talk to me more about it on Discord if you want, I'm Yak Attack#9182 on there. I'm not in the Pet Mods server, but feel free to friend me.
 
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New Solomod time? New Solomod time.
Fusion Evolution: Randomized
Mascot: :abomasnow-mega: (To represent Weezasnow-Galar-Mega, which may be one of the best Megas in the format)
Link to Changes: https://docs.google.com/spreadsheets/d/1hjA3AJLPMilSCyjJb9fqoBJgUciZpVu_W9xrZg0XLrs/edit?usp=sharing
Summary of the Mod: Do you wish there was a Fusion Evolution: The Impostor's Cut Solomod for Generation 9? Well, look no further! In this solomod, all of the Fusions in this FE-based Solomod are completely random! This means that ALL of the fusions are determined by RNG and anything could happen! This also includes Mega Evolutions, unlike The Impostor's Cut which didn't have any!
Competitive Overview: As the original Gen 8 Solomod this is based off said, this is a more mixed bag of a metagame, but there are some REALLY good Pokemon that can be highlighted. Here's a bit of detail on some of them:
:sv/weezing-galar: :sv/abomasnow: / :sv/abomasnow-mega: | :sv/kabutops: :sv/torkoal:
As it stands, the metagame could possibly be dominated by the ever oppresive Weather, although you can make teams without it. Weezasnow-Galar is especially scary due to it having a Mega Evolution, and Kabukoal, while less scary, can set up Sun AND has its speed doubled under it. Watch out for these if you ever see them.

:sv/kommo-o: :sv/greninja:
Kommo-Ninja is this mod's resident Mixed Attacker without having to use a Mega Evolution to be amazing. Thanks to its mixed attacking stats and ability in Bullet Bond, not to mention its absurd coverage, it can practically be a VERY strong glue to tie a team together. Spikes + U-turn and Physical/Special sets are all great options to use, with some unexpected options as well with Clangorous Soul + Throat Spray.

:sv/chesnaught: :sv/stunfisk-galar:
Stunnaught-Galar is one of the best options you have for a physically defensive Pokemon in this mod. Grass/Steel typing along with good recovery, hazards, and being similar to Ferrothorn with its physical bulk as well. It can also go offensive with SD as an option too, and you also have Bronzoleon as the other Steel-type in the mod if you don't want to use this.

:sv/grafaiai: :sv/flygon: | :sv/baxcalibur: :sv/boltund:
Grafaigon and Baxcabolt are both here for different reasons: They are both great at being fast attackers. Grafaigon has one of the greatest typings in the mod in Ground (which a LOT of Pokemon in the meta don't want to take) and can set up with Nasty Plot and pivot with U-turn while Baxcabolt is one of the most dangerous Pokemon here thanks to its 120 Attack + Thermal Jaws-boosted biting moves while being fast on its own. These carry MASSIVE power in the metagame so it's best to watch out for them.

To end this off, here are two Mega Evolutions that I might be putting on the watchlist:
:sceptile-mega: :donphan: (It's a Ground/Dragon type with 135/125 attacking stats and 110 Speed. Need I say more? It could possibly be speed crept if anything wants to run Scarf but this could be pretty dominant if you don't wanna run other megas like :weezing-galar: :abomasnow-mega: or :scovillain: :sableye-mega:.)
:hypno: :salamence-mega: (This has a similar story to Amphamence from FESV. Keep your eyes out for it.)

Some other threats I didn't mention here can be found in the spreadsheet if you can find them.
Note that this isn't playable yet but it might be soon if someone wants to code this!
 
Name of Mod: Braviary New World
Mascot: Porygon-Z :porygon-z:
Link to Changes: https://docs.google.com/spreadsheet...hBGU0X-qS21PHHzFl5iZCGp5Q-g/edit?usp=drivesdk
Summary of the Mod: Porting this forward from Gen 8, this is a comprehensive overhaul mod, in which Pokemon, moves, abilities, items, and even game mechanics are updated to be more competitively viable. Its National Dex format, meaning almost all old Pokemon and moves return. There's a particular focus on giving all Pokemon 3 abilities, restricting signature moves to legendary and pseudo-legendary Pokemon, and cloning moves across types for better coverage options. Z-Moves, Tera, and Dynamax are no longer in the game, although Primal Reversion and Megas are back.

Competitive Overview:

  • National Dex format
  • Megas return; Z-moves, Dynamax, and Terastalization are gone
  • Every Pokemon has undergone stat changes; 150+ abilities have been changed, and over 400 moves have been altered
  • There are some pillars that I plan changes around in this mod, they are as follows:
  • Pokemon
    • Pokemon should have roughly equal BSTs. Not every Pokemon can be viable, but I can try to level the playing field by giving certain groups of Pokemon the same BST
    • 2 stage Pokemon and starter Pokemon generally have a 540 BST
    • 3 stage Pokemon generally have a 550 BST
    • Single stage Pokemon can have up to 530 BST
    • Legendary Pokemon generally retain their BST of 570, 580, or 600
    • Every Pokemon should have a fighting chance at a niche; many Pokemon have new types, and I have tried to differentiate the niches of Pokemon with the same typing
  • Signature Moves and Abilities
    • I detest the trend that Gamefreak is following where every new normalPokemon gets its own signature ability/move/stupid crappy gimmick
    • Signature moves for Legendary Pokemon, on the other hand, I like. Let's you play with some intetesting and flavorful mechanics
    • Many (but not all) signature moves and abilities on normal Pokemon have been removed
    • Many signature moves have also had their distribution increased!
    • Every Legendary Pokemon (or each trio/quartet) gets their own/shared signature move and ability
  • Moves
    • Every type should have an 80/90 BP spammable STAB on both sides of the spectrum
    • Many Moves have been cloned to different types, for instance:
      • Rock Blast and similar multi-hit moves have the same accuracy now (90%)
      • There are many new 40 BP priority moves
      • There are new Pursuit clones, Fire Spin clones, and Power-Up Punch clones
      • Many moves are now clones of Night Slash, which is 70 BP and deals 1/8 max HP damage to the target after hitting
      • There are some new Fire Lash clones
      • Iron Head, Waterfall, Dark Pulse, Zen Headbutt, and their new clones no longer flinch the target; instead having a 30% chance to lower the target's Def/SpD
      • Hurricane/Blizzard/Thunder/Meteor Beam are now clones, with 75% accuracy and perfect accuracy in their respective weathers
      • New Future Sight clones!
      • New Flare Blitz clones! (and Flare Blitz deals 1/4 recoil rather than 1/3)
    • Some Moves have been nerfed/reworked as well
      • Hidden Power was not carried forward. I think Pokemon should have to rely on their natural movepools and not cheese through their checks with Hidden Power Ices and Fires
      • Knock Off has many new clones, but it has also been nerfed: It is now a flat 60 BP move with no boost upon removing items. Technician users are eating good however, and physical Dark types have new reliable STAB moves
      • Toxic is still mostly limited to Poison type Pokemon and Pokemon with Poisonous flavor
      • U-turn and Baton Pass have been removed entirely! Pounce is now a U-turn clone limited mostly to Bug types. In return, there are new clones of U-turn in Flame Wheel, Branch Out, and Slipstream. All these moves have 60 BP - what can I say, I love Scizor!
  • Abilities
    • Except for Pokemon like Aegislash and Minior, every normal Pokemon has 3 abilities
    • Legendary Pokemon have 2 abilities, and 1 of them is usually a signature ability
    • Every ability should be useful! It's more interesting when a Pokémon can choose between multiple competitive abilities
    • To this end, many useless abilities have been removed
    • Additional, many cloned abilities have been streamlined into one another or made into clones of more viable abilities
    • Pokemon that previously had the Levitate ability now have intrinsic Levitation - they retain the Ground type immunity, and get 3 new abilities!
  • New Megas, new Regional forms, new Evolutions, and some new Convergent Evolutions!
  • Freeze and Sleep have been replaced by Drowsiness and Frostbite, as per Pokemon Legends Arceus
  • There are many new means of Hazard control - Quick Feet makes the user immune to entry hazards, Tidy Up and Rapid Spin have greater distribution on viable Pokemon, and new moves such as Aggregate and Terraform remove entry hazards
  • Previously useless field effects such as Mist, Embargo, Heal Block, and Lucky Chant have been reworked to be more viable
  • The type chart has been slightly modified
    • Ice type Pokemon now resist Fairy, Flying, and Normal type attacks
    • Rock type Pokemon now resist Ghost type attacks
    • Fairy type Pokemon are now weak to Psychic type attacks

While many of the ideas are original, I have taken heavy inspiration from such Pet Mods as the OU Theorymon Project, CFM, Sylvemons + its successor, G-Luke's Ideal World, r/stunfisk's Theorymon Thursday posts and other such broad overhaul Pet Mods. I have attempted to credit ideas to the originators, and especially try to give credit to artists from across the Internet.

:tentacruel::arcanine::zapdos:
:sv/tentacruel:
Typing:
1736662973046.png
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1736662984771.png

Stats: 90 HP / 60 Atk / 75 Def / 95 SpA / 120 SpD / 100 Spe (540 BST)
Abilities: Water Bubble / Poison Point | Rain Dish

Sample Set: Utility
Tentacruel @ Black Sludge
Ability: Water Bubble / Poison Point
EVs: 242 HP / 120 Def or SpD / 144 Spe
Timid Nature
- Rapid Spin / Toxic Spikes
- Purify
- Octolock
- Scald / Gastro Acid / Washout
  • Tentacruel gets modest increases to its HP, Defense, and Special Attack
  • Water Bubble summons a revamped Mist on the opponent's side of the field when the wielder is hit by an attack. Mist now prevents the affected side from raising its stats for 5 turns - think of it as a more proactive, but temporary, Unaware
  • Poison Point is unchanged and a decent ability on Tentacruel if it runs a physically defensive build
  • Purify is now a Poison type clone of Roost; healing 50% HP but removing the user's Poison type
  • Octolock is a Salt Cure clone; dealing 1/8 max HP every turn; however Salt Cure and Octolock are now status moves and don't deal initial damage
  • Scald has had its Base Power lowered to 70 BP
  • Gastro Acid is now a 60 BP Poison attack which nullifies the target's ability
  • Wash Out is a special Water type Dragon Tail clone; useful on Poison Point sets perhaps
Sample Set: Nasty Plot
Tentacruel @ Shell Bell / Black Sludge
Ability: Water Bubble
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Nasty Plot
- Noxious Plume
- Hydro Pump / Deluge
- Ice Beam / Blizzard / Taunt
  • Yeah I doubt anyone would actually run this but Tentacruel has a cool offensive typing
  • Nasty Plot and Taunt are 2 new moves Tenta gets
  • Noxious Plume is a Poison type Fire Blast clone
  • Hydro Pump has had its Accuracy increased to 85% to match Fire Blast
  • Deluge is a Water type Draco Meteor clone
  • Blizzard has had its Accuracy increased to 75%
  • Shell Bell heals the user for 1/4 of the damage it deals

:sv/arcanine:
Typing:
1736667356151.png
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1736667366116.png

Stats: 90 HP / 117 Atk / 85 Def / 60 SpA / 85 SpD / 103 Spe (540 BST)
Abilities: Intimidate / Flash Fire | Quick Feet

Sample Set: Band / Bulk Up

Arcanine @ Choice Band / Life Orb / Shell Bell
Ability: Quick Feet
EVs: 4 HP / 252 Atk / 252 Spe
Adamant / Jolly Nature
- Extreme Speed
- Flare Blitz / Conflagration
- Close Combat / Wild Charge / Morning Sun
- Flame Wheel / Bulk Up
  • Arcanine's gets stat increases across the board, with a reduction to its unused Special Attack in return
  • The addition of Normal types gives STAB on Extreme Speed, combined with...
  • Quick Feet, which now gives an immunity to entry hazards!
  • Flare Blitz now only deals 1/4 recoil damage instead of 1/3
  • If you dont want any recoil at all, you can use Conflagration, a 90 BP, 100% accurate physical Fire type attack
  • Wild Charge is now a Waterfall clone - 80 BP, with a 30% chance to lower the target's Defense 1 stage
  • Morning Sun still heals less in weather other than Sun; but its PP is now 16 (as is the PP of all healing moves!)
  • Bulk Up is a new set-up move; I thought Swords Dance + STAB E-Speed would be too overbearing
  • The third big kicker is Flame Wheel, a 60 BP physical Fire attack that switches the user out. Very handy for Choice Band sets if you don't want to click E-Speed.

:sv/zapdos:
Typing:
1736668198892.png
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1736668205780.png

Stats: 90 HP / 75 Atk / 100 Def / 125 SpA / 90 SpD / 100 Spe (580 BST)
Abilities: Gale Wings | Static

Sample Set: Defensive
Zapdos @ Heavy-Duty Boots / Leftovers
Ability: Static
EVs: 248 HP / 152 Def / 108 Spe
Bold Nature
- Aeroblast / Discharge
- Defog / Short Circuit
- Roost
- Volt Switch / Slipstream
  • Yes I buffed Zapdos. I think its a really neat mon that is extremely healthy in OU; also, the power level of this metagame is definitely higher what with everything's BST getting increased and better moves and abilities and what not.
  • Zapdos got +10 Def and -10 Atk to have a similar effective BST to other legendary Pokemon
  • Calm down, Gale Wings has been changed - it is now the signature ability of the Legendary Birds, causing them to set Tailwind when their HP goes below half. Strong yes, but frankly Static is still better on defensive sets
  • Aeroblast is the signature move of the Legendary Birds - special, 100 BP/100% accurate, 16 PP, and it summons Mist on the opponent's side of the field, preventing opponents from raising their stats for the duration
  • Short Circuit is one of the Haze clones (although Haze is reworked) - it resets the target's stat stage changes, and if the target had boosted stats, it paralyzes the target
  • Roost now has 16 PP again
  • Slipstream is a special Flying type Volt Switch clone; both of them are 60 BP however
Sample Set: Offensive
Zapdos @ Shell Bell / Fire Extinguisher
Ability: Gale Wings
EVs: 4 HP / 252 SpA / 252 SPe
Modest Nature
- Aeroblast / Hurricane
- Thunder / Thunderbolt
- Heat Wave / Weather Ball
- Roost / Volt Switch / Slipstream
  • Offensive Zapdos can make good use of Gale Wings, especially on Rain teams
  • Hurricane and Thunder both have 75% Accuracy outside of the rain now
  • Fire Extinguisher is a Luminous Moss / Cell Battery clone, raising both Atk and SpA 1 stage each when hit by a Fire type move. None of these item's are consumed on use anymore, making them a niche option for Zapdos on Rain
  • And the rest you've seen. Again, this probably isn't an amazing set with no Flyinium-Z, but its cool

:ampharos::delibird::steelix-mega:
:sv/ampharos: :sv/ampharos-mega:
Typing:
1736668198892.png
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1736672641344.png

Stats: 90 HP / 60 Atk / 100 Def / 120 SpA / 105 SpD / 75 Spe (550 BST) =>
90 HP / 85 Atk / 115 Def / 165 SpA / 120 SpD / 75 Spe (650 BST)
Abilities: Static / Illuminate | Triage => Regenerator

Sample Set
: Mega Ampharos
Ampharos @ Ampharosite
Ability: Static / Triage
EVs: 252 HP / 252 Def / 4 SpA or 252 HP / 252 SpA / 4 Spe
Bold or Modest Nature
- Parabolic Charge
- Dragon Breath / Draco Meteor
- Focus Blast / Nuzzle / Body Press
- Charge / Volt Switch
  • Illuminate extends the duration of Light Screen, Reflect, Aurora Veil, and Safeguard to 8 turns when set by the wielder, but Triage is the star of this show
  • Mega Ampharos obviously should have had Regenerator all along
  • Both forms get increased Speed as well as increased defenses
  • Parabolic Charge is now a Giga Drain clone
  • Dragon Breath is an 80 BP special Dragon type move with a 30% chance to paralyze the target
  • Base Ampharos is a Dragon type now as well, so it gets Draco Meteor
  • Focus Blast is a bit more accurate at the cost of some power; it's now a Fire Blast clone (110 BP / 85% Accuracy)
  • Charge is now an Electric type Synthesis clone - 16 PP, recovers more HP in Electric Terrain, recovers less HP in other terrains

Sample Set: Calm Mind Ampharos
Ampharos @ Leftovers / Big Root
Ability: Triage
EVs: 252 HP / 252 SpA / 4 Spe
Modest Nature
Ability: Triage
- Parabolic Charge
- Dragon Breath
- Calm Mind
- Charge
  • Honestly base Ampharos has a fine stat spread and a unique typing
  • Parabolic Charge and Charge both get the Triage boost
  • Ampharos now gets boosting with Calm Mind
  • not much more to say, pretty simple stuff

:sv/delibird:
Typing:
1736674086290.png
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1736674098074.png

Stats: 80 HP / 130 Atk / 75 Def / 60 SpA / 100 SpD / 95 Spe (540 BST)
Abilities: Slush Rush / Unburden | Magic Bounce

Sample Set: All Out Attacker

Kringuin @ Heavy-Duty Boots / Life Orb
Ability: Magic Bounce / Unburden
EVs: 4 HP / 252 Atk / 252 Spe
Adamant / Jolly Nature
- Triple Axel / Icicle Crash
- Play Rough / Love Bomb / Swords Dance
- Drill Run / Brick Break
- Ice Shard / Spikes / Tidy Up
  • Kringuin is Delibird's new evolution!
  • Slush Rush and Unburden are rather flavorful for the Santa Pokémon - Unburden now gives the user a +1 boost to Speed when it is hit by a resisted attack
  • Magic Bounce is the star of the show, giving a Pokemon with bad defensive some utility
  • Icicle Crash is now 90 BP, 100% Accurate, and no longer flinches the target, instead having a 10% chance to lower Defense
  • Play Rough is similar to Icicle Crash, 90 BP, 100% Accurate
  • Love Bomb is a physical Fairy type Last Respects clone; Both moves start at 50 BP and add 20 BP for each fainted teammate, up to a max of 150 BP
  • Brick Break is now a Psychic Fangs clone with 85 Base Power
  • Tidy Up no longer boosts Attack and Speed; rather it cures all active Pokemon of status conditions in addition to removing entry hazards, Screens, and Substitutes

:sv/steelix::sv/steelix-mega:
Typing:
1736673020555.png
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1736673034502.png

Stats: 85 HP / 95 Atk / 200 Def / 55 SpA / 75 SpD / 30 Spe (540 BST) =>
85 HP / 135 Atk / 230 Def / 65 SpA / 95 SpD / 30 Spe (640 BST)
Abilities: Earth Eater / Sturdy | Sheer Force => Supermassive

Sample Set: Defensive Support

Steelix @ Steelixite / Leftovers
Ability: Earth Eater / Supermassive
EVs: 252 HP / 4 Def / 252 SpD
Sassy Nature
- Earthquake
- Terraform / Spikes / Stealth Rock
- Gyro Ball / Clean Slate / Shed Tail
- Shore Up
  • Steelix gets +10 to its HP, Atk, and SpD; Mega Steelix gets +10 HP and Atk
  • Earth Eater is both a powerful ability on a Steel type and immensely flavorful
  • Supermassive is a new ability which summons Gravity for 5 turns upon entry, or 8 turns when holding a Macho Brace. Mega Steelix can make decent use of more spammable Earthquakes, especially against Steel / Flying types
  • Terraform is a Ground type Defog clone; whereas Defog removes weather, Terraform removes terrains
  • Clean Slate is a Rock type Dragon Tail; all these moves now have 100% Accuracy
  • Shed Tail causes the wielder to lose 1/8 max HP, then switch out; It grants the switch-in doubled defenses until they make a move
  • Shore Up means Steelix finally gets reliable recovery
  • You could probably use this set on both Mega Steelix and normal Steelix; while Supermassive and the extra special bulk is nice, being immune to Ground types and having Leftovers recovery is also pretty swell

Sample Set: Coil
Steelix @ Steelixite
Adamant / Brave Nature
EVs: 252 HP / 252 Atk / 4 SpD
Ability: Earth Eater => Supermassive
- Earthquake
- Heavy Slam / Gyro Ball
- Coil
- Shore Up
  • Mega Steelix can put Coil sets to great use with its access to recovery, immunity to Toxic, and ability to hit Levitating Pokemon with Earthquake
  • Pretty simple set, but I think it would be rather effective, especially in lower tiers

:cacturne::medicham-mega::lunatone:
:sv/cacturne:
Typing:
1736710347266.png
/
1736710354643.png

Stats: 78 HP / 135 Atk / 90 Def / 60 SpA / 90 SpD / 87 Spe (540 BST)
Abilities: Quick Draw / Stakeout | Rough Skin

Sample Set: All Out Attacker

Cacturne @ Choice Band / Life Orb
Ability: Quick Draw / Stakeout
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Darkest Lariat / Lash Out
- Wood Hammer / Needle Arm
- Branch Out / False Surrender
- Conflagration / Sucker Punch / Spikes
  • Cacturne gets a total stat overhaul, fixing its embarrassing Gen 3 mixed attacker syndrome
  • Quick Draw now grants +1 priority to all the user's moves, the first turn it is on the field
  • Cacturne also gets Stakeout now!
  • Darkest Lariat is now a Dark type Flare Blitz clone
  • Lash Out is a weaker alternative without recoil; at 80 BP, it forces the target to move last on the next turn
  • Needle Arm is now a Grass type Fire Lash clone
  • Branch Out is a physical Grass type U-turn clone; remember, its 60 BP!
  • False Surrender is now a Focus Punch clone; these moves are now 140 BP, but still deal half damage if the user is hit while charging
  • Conflagration is a 90 BP, 100% accurate physical Fire type attack

:sv/medicham-mega:
Typing:
1736711066468.png
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1736711075912.png

Stats: 90 HP / 60 Atk / 70 Def / 130 SpA / 100 SpD / 90 Spe (540 BST) =>
90 HP / 80 Atk / 100 Def / 170 SpA / 100 SpD / 100 Spe (640 BST)
Abilities: Mind's Eye / Sixth Sense | Stalwart => Magic Guard

Sample Set: Mega Medicham

Medicham @ Medichamite
Ability: Sixth Sense => Magic Guard
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Psychic / Psyshock
- Focus Blast / Aura Sphere
- Shadow Ball / Mystical Fire / Calm Mind
- Vacuum Wave / Calm Mind
  • Medicham also gets a total stat overhaul
  • I originally started with making Pure Power double SpA rather than Atk, but later on in development I decided I really don't like abilities that just double stats (Huge Power, Fur Coat, and Fluffy are also nixed)
  • So Medicham is a medium speed special Fighting nuke
  • Mind's Eye let's the user's Special attacks ignore immunities - Spiritomb and Sableye better watch out!
  • Sixth Sense let's the user take halved damage when switching in. A lot of Psychic types get this ability, it helps them enter the field despite lack of useful resistances and low bulk
  • Stalwart is a hard to explain - think of it as a build in Metronome, but for defenses. If the wielder is attacked multiple times by the same opponent each hit will deal ~20% less damage. Needless to say, it's useless on the still frail Medicham
  • Mega Medicham doesn't hit quite so hard without a stat doubling ability, so I decided to give it another broken ability - Magic Guard. Medicham is actually a pretty tame wielder, lacking reliable recovery or good bulk/defensive typing. Still, it appreciates the ability to switch into entry hazards, burn, and Toxic.
  • Moves are pretty self explanatory, with a few small differences:
  • Focus Blast, like I said before, is a Fire Blast clone
  • Both Aura Sphere and Shadow Ball have 90 BP
  • Mystical Fire is now an Acid Spray clone, lowering SpD by 2 stages, and both moves now have 50 Base Power

:sv/lunatone:
Typing:
1736711451673.png
/
1736711459778.png

Stats: 90 HP / 55 Atk / 90 Def / 110 SpA / 125 SpD / 70 Spe (540 BST)
Abilities: Illuminate / Supermassive | Unnerve

Sample Set: Defensive Support

Lunatone @ Leftovers / Joy Buzzer
Ability: Unnerve
EVs: 252 HP / 252 SpD / 4 Spe
Calm Nature
- Bitter Malice
- Power Gem / Earth Power / Will-o-Wisp
- Brain Drain / Moonlight
- Stealth Rock / Rapid Spin
  • Lunatone gets boosts to both its defenses and SpA, alongside a much better defensive typing
  • Keep in mind, Lunatone actually takes neutral damage from Ghost type attacks thanks to Rock's new resistance, and it intrinsically Levitates above the field
  • Illuminate and Supermassive are mediocre abilities, Unnerve is where its at - Unnerve is now a Special attack lowering Intimidate clone
  • Bitter Malice is a special Ghost type Scald clone - 70 BP, with a 30% chance to Frostbite the target. Frostbite is ported over from Legends Arceus, halving SpA and dealing chip damage every turn
  • Brain Drain is a special Strength Sap clone, and likely the superior recovery over Moonlight
  • And Lunatone gets some new utility options in Will-o-Wisp and Rapid Spin.
  • Overall, its typing isn't fantastic defensively even with a Ghost neutrality, but the innate Levitation, great healing options, and amazing special bulk with Unnerve make Lunatone an option worth considering

:vespiquen::magnezone::yanmega:
:sv/vespiquen:
Typing:
1736715173721.png
/
1736715181581.png

Stats: 90 HP / 65 Atk / 100 Def / 120 SpA / 100 SpD / 65 Spe (540 BST)
Abilities: Majesty / Honey Gather | Unnerve

Sample Set: Defensive Support

Vespiquen @ Heavy-Duty Boots
Ability: Majesty / Unnerve
EVs: 252 HP / 252 Def / 4 Spe
Bold Nature
- Whirlwind /Hurricane
- Sludge Bomb / Clear Smog / Pounce
- Spikes
- Purify
  • Vespiquen was highly influenced by Venomicon-P from CAP. It has solid new stats, a much better defensive typing, and an absolutely amazing ability in Majesty
  • Majesty makes it so that attacks used against the wielder do not recieve a STAB bonus
  • This greatly improves Vespiquen's ability to take hits from either side of the spectrum
  • Whirlwind is now a special Flying type Dragon tail clone
  • Clear Smog is like Short Circuit - it resets the target's stat stage changes, and poisons the target if they have boosted.
  • Vespiquen doesn't get Slipstream, relying on Pounce for pivoting
  • It also gets some other tools like Noxious Plume, Nasty Plot, Acid Armor (+3 boost to SpD, Cotton Guard clone), and Mind Games (a Psychic type Body Press that works off of SpD), but given that she doesn't get Stamina like Venomicon, it's probably not worth running any of these moves.

:sv/magnezone:
Typing:
1736715816556.png
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1736715827134.png

Stats: 80 HP / 65 Atk / 115 Def / 130 SpA / 90 SpD / 70 Spe (550 BST)
Abilities: Magnet Pull / Static | Analytic

Sample Set: Defensive Support

Magnezone @ Leftovers / Shell Bell
Ability: Static
EVs: 252 HP / 252 SpD / 4 Spe
Calm Nature
- Parabolic Charge
- Charge
- Metal Sound / Short Circuit
- Overheat / Rapid Spin
  • I love Magnezone man. Inspired by Vaporemons, I wanted to give it a defensive niche
  • Starting from the top, Magnezone gets buffed Speed and HP so it can actually use its cool defensive typing
  • Magnet Pull actually got nerfed here - It now only traps opposing Steel types for 1 turn. More on that later.
  • Parabolic Charge because recovery while attacking is good
  • Charge is 50% recovery
  • Metal Sound is like Whirlwind now, it's special Steel type attack that switches the target out
  • Magnezone gets Rapid Spin for more team utility, or it can run one of its new coverage moves with Overheat
Sample Set: Offensive / Trapper
Magnezone @ Choice Specs / Choice Scarf
Modest Nature
EVs: 252 HP / 252 SpA / 4 Spe
Ability: Magnet Pull / Analytic
- Parabolic Charge / Thunderbolt
- Mirror Shot / Aurora Beam
- Overheat
- Volt Switch
  • Trapping zone got buffs and nerfs. Magnet Pull now only works for the first turn the user is on the field. This means that IDef + Body Press sets are pretty much dead. However...
  • Magnezone got some new coverage moves to help out with the loss of Hidden Power!
  • Overheat fries Ferrothorn and Scizor, while Aurora Beam is a Mystical Fire clone, at 50 BP and lowering the target's SpD 2 stages. But mainly Aurora Beam is just good coverage for grounds
  • If you would rather deal more damage to Grounds without a 4x Ice weakness, you can always run Mirror Shot, which is now a Steel type Fire Blast clone.
  • If for whatever reason you dont need trapping, Specs Zone is an options with Analytic. Analytic now works like Neuroforce does in vanilla, boosting the power of super-effective attacks by 1.3x. This makes Zone pretty threatening against the Fairies, Waters, and Steel it scares out
Sample Set: Assault Vest
Magnezone @ Assault Vest
Ability: Analytic
EVs: 252 HP / 252 SpA / 4 Spe
Modest Nature
- Parabolic Charge / Thunderbolt
- Mirror Shot / Aurora Beam
- Eerie Impulse / Rapid Spin
- Volt Switch
  • This is the exact same set as above, but with the increased bulk and new coverage, AV Zone would be pretty sweet
  • Eerie Impulse is worth noting on this set - This Move is an Electric type Future Sight clone

:sv/yanmega:
Typing:
1736716295178.png
/
1736716310255.png

Stats: 86 HP / 60 Atk / 86 Def / 120 SpA / 80 SpD / 108 Spe (540 BST)
Abilities: Limber / Tinted Lens | Quick Feet

Sample Set: Tinted Lens Attacker
Yanmega @ Choice Specs
Ability: Tinted Lens
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Draco Meteor
- Signal Beam / Bug Buzz
- Earth Power / Incinerate
- Slipstream
  • Yanmega got simple but effective buffs - way better stats (especially Speed), Dragon typing, some new coverage
  • Signal Beam is now 80 BP, and always nullified the target's ability on hit. Given Tinted Lens + the bad super-effective coverage of Bug, this makes it an effective alternative to just clicking Draco Meteor every time.
  • Earth Power is good coverage, as is Incinerate, which is now a special Fire type Knock Off clone
  • Remember, Knock Off and its clones always remain a flat 60 BP even when removing items
  • And Slipstream is a good pivoting option
Sample Set: Limber Sweeper
Yanmega @ Static Orb
Modest Nature
EVs: 4 HP / 252 SpA / 252 Spe
Ability: Limber
- Drakon Roar
- Bug Buzz
- Dragon Pulse
- Earth Power
  • Yanmega also gets Limber as an ability, which increases the wielder's Speed by 1.5x when it is Paralyzed (and full paralysis doesn't exist here)
  • It gets Limber because Speed Boost doesn't exist in this mod; I found it to be a pretty boring ability
  • Quick Feet gives an immunity entry hazards, but is far less useful to Yanmega than it's other 2 abilities
  • Static Orb is like Toxic Orb. But for Paralysis. Pretty standard stuff.
  • Dragon Pulse has 90 BP, making it slightly less shitty
  • And Yanmega can boost its SpA with Drakon Roar, a special Dragon type Power-Up Punch clone that raises SpA 1 stage.
  • Yeah I mean this isn't a good set but its something man

:krookodile::heatmor::braviary:
:sv/krookodile:
Typing:
1736746711422.png
/
1736746721526.png

Stats: 95 HP / 125 Atk / 103 Def / 65 SpA / 70 SpD / 92 Spe (550 BST)
Abilities: Intimidate / Moxie | Pickpocket

Sample Set: Defensive Support

Krookodile @ Leftovers
Ability: Intimidate
EVs: 252 HP / 252 Def / 4 Spe or 252 HP / 4 Def / 252 Spe
Jolly / Bold Nature
-  Lash Out / Pursuit / Sucker Punch
- Earthquake
- Stealth Rock / Rapid Spin
- Shore Up
  • Krook gets a bit of a glowup to its stats, with + 8 Atk and a hefty +23 Def bringing its stats in line with OU expectations
  • It gets some pretty standard new tools - Sucker Punch, Shore Up, and Rapid Spin all give it some more tools to play in an increased power environment
  • Lash Out is the standard Dark type physical STAB alongside Crunch (now that Knock Off is way weaker); it causes the target to move last on the next turn
  • Overall, defensive Krookodile appreciates the large stat buffs and the new utility options it gets
Sample Set: Choice Attacker
Krookodile @ Choice Scarf / Choice Band
Jolly Nature
EVs: 4 HP / 252 Atk / 252 Spe
Ability: Intimidate / Pickpocket
-  Earthquake / High Horsepower
- Darkest Lariat
- Dire Claw / Stone Edge
- Pounce / Sucker Punch
  • Choiced Krook loses Knock Off but gets the choice between 2 high powered STABs in return - the aforementioned Darkest Lariat, and High Horsepower, which are Dark and Ground type Flare Blitz clones respectively
  • Krook is one of the rare non-Poison types to get Dire Claw, which now fills the niche that Gunk Shot used to - physical, Poison type, 110 BP, 85% Accuracy, 30% chance to Poison. Gunk Shot is now a 90 BP, 100% Accurate attack
  • Stone Edge is actually a clone of Gunk Shot now with 90 BP and 100% Accuracy as well
  • Krookodile is also one of the rare non-Bug types that has access to Pounce, giving it a pivoting option that deals some damage
  • Scarf Krookodile could likely make use of Pickpocket, which grants all of Krookodile's attacks a 30% chance to remove the target's item. Pivoting with Pounce and removing an item at the same time is a special kind of evil
Sample Set: Set-Up Sweeper
Krookodile @ Reaper Cloth / Shell Bell / Weakness Policy
Ability: Intimidate / Moxie
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Dragon Dance
-  Earthquake
- Darkest Lariat | Power Trip
- Stone Edge / Dire Claw | Shore Up
  • Krookodile gets Dragon Dance now as well! And it outspeeds Lando-T by 1 point, what a coincidence
  • It can either go for a bog standard D-Dance set with dual STABs and coverage, or...
  • With Shore Up, Intimidate, its increased natural bulk, Krookodile can attempt to boost off of a weak Flip Turn or Pounce by using Weakness Policy, granting it a 140 BP Power Trip after a D-Dance and WP proc
  • Shell Bell (which heals the holder for 1/4 of the damage its attacks deal), seems like a safe bet, although you can also try to go big with Reaper Cloth, which heals the holder for 1/4 of its own max HP upon nabbing a KO

:sv/heatmor:
Typing:
1736746731654.png
/
1736746741566.png

Stats: 85 HP / 126 Atk / 110 Def / 55 SpA / 80 SpD / 84 Spe (540 BST)
Abilities: Gluttony / Unburden | Mold Breaker

Sample Set: Set-Up Sweeper

Heatmor @ Enigma Berry / Chople Berry / Protective Pads
Ability: Gluttony / Unburden
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
-  Shift Gear / Swords Dance
- Fire Lash / Flare Blitz
- Earthquake / High Horsepower / Wild Charge
- Metal Claw
  • Heatmor is essentially a whole new Pokemon. Drastically different stats, a stellar new typing, and 3 interesting abilities
  • Gluttony now recycles the holder's held item at the end of each turn.
  • This is extremely potent when combined with the revamped Enigma Berry, which now reduces the damage of any super-effective attack to 0.5x.
  • You can also use a specific resist Berry; these now also restore 1/6 of the holder's HP after being consumed.
  • Unburden could be useful with Swords Dance sets; it now raises the user's Speed 1 stage when hit by a resisted attack. Not as strong as vanilla Unburden, but it can be used multiple times per battle
  • Mold Breaker was granted because Durant got Heatproof, and Durant / Heatmor are rivals.
  • Fire Lash is nice, but if you want some more power, you can run Flare Blitz alongside Protective Pads, which now protects the holder from the effects of contact, as well as recoil from its attacks!
  • Coinciding with this, High Horsepower is now a Ground type Flare Blitz clone
  • Wild Charge is an option if you really want to hit Moltres or Mantine or something; its an 80 BP physical Electric type attack with a 30% chance to lower the target's Def 1 stage, no recoil (Iron Head clone)
  • Metal Claw is now a 90 BP, 100% accurate Steel type attack
Sample Set: Utility
Heatmor @ Leftovers / Passho Berry / Enigma Berry
Jolly Nature
EVs: 252 HP / 4 Def / 252 Spe
Ability: Gluttony
-  Fire Lash / Flame Wheel
- Magnet Bomb
- Spikes / Aggregate
- Morning Sun
  • With such a great defensive typing, you can also use a utility setting. Heatmor gets both Spikes and a way to remove them in the form of Aggregate
  • Morning Sun provides reliable recovery
  • Magnet Bomb is a physical Steel type Pursuit clones. It should be noted however than Pursuit and its clones now only deals 1.5x damage when the target switches
  • Flame Wheel is a Fire type U-turn clone
:sv/braviary:
Typing:
1736746755309.png
/
1736746769222.png

Stats: 100 HP / 120 Atk / 90 Def / 60 SpA / 90 SpD / 80 Spe (540 BST)
Abilities: Scrappy / Sheer Force | Defiant

Sample Set: Choice Band
Braviary @ Choice Band
Ability: Scrappy
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
-  Extreme Speed
- Brave Bird / Drill Peck
- Close Combat
- Slipstream
  • Braviary gets a small Attack reduction, but +15 to both defenses
  • But you dont care about that. Yes, Scrappy STAB Extreme Speed
  • This isnt really complicated. The namesake of this mod has a pretty amazing shtick
  • Uhh, Drill Pecks is now a Flying type Fire Lash clone
  • Slipstream for pivoting because it lost U-turn
Sample Set: Bulk Up
Braviary @ Leftovers / Shell Bell
Adamant Nature
EVs: 252 HP / 252 Atk / 4 Spe
Ability: Scrappy
-  Extreme Speed
- Power Trip
- Bulk Up
- Roost
  • Braviary also gets Power Trip now. Roost has 16 PP again. Really, you're not using this, you're using Banded E-Speed. But hey, options are nice right?

:chesnaught::aegislash::goodra:
:sv/chesnaught:
Typing:
1736746779779.png
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1736746794022.png

Stats: 90 HP / 110 Atk / 130 Def / 60 SpA / 80 SpD / 60 Spe (540 BST)
Abilities: Overgrow / Rough Skin | Bulletproof

Sample Set: Defensive
Chesnaught @ Leftovers / Rocky Helmet
Ability: Rough Skin / Bulletproof
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
-  Seed Bomb
- Sky Uppercut / Body Press / Circle Throw
- Spikes / Rapid Spin
- Synthesis
  • Chesnaught gets a bunch of small increases to all of its stats; nothing crazy, but certainly nice
  • A note about Rough Skin and Rocky Helmet - Rough Skin now deals 1/6 max HP damage, Rocky Helmet now deals 1/8. I find it weird that the item would be better than the ability
  • Seed Bomb now has a 30% chance to inflict Leech Seed on the target
  • Sky Uppercut is now a Freeze Dry clone - 70 BP, deals super-effective damage against Flying types. Really helps Chesnaught with its terminal weakness to Flying types
  • Circle Throw is a move that I'm surprised Chesnaught doesn't learn already
  • Mandatory Rapid Spin addition
  • Yet another reminder that Synthesis isn't pure dogshit - it has 16 PP
  • Overall, nothing crazy here, but a bunch of nice new additions for my favorite Kalos starter
  • Oh yeah and Overgrow/Blaze/Torrent have been changed. They now cause the the wielder's Grass/Fire/Water moves to deal more damage the lower its HP is - 50% boost at 50% HP, 99% boost at 1% HP. You're not using this on ole Chesty though

:sv/aegislash:
Typing:
1736754863493.png
/
1736746835228.png

Stats (Aegislash-Both): 60 HP / 140 Atk / 140 Def / 140 SpA / 140 SpD / 60 Spe (680 BST)
Abilities: Stance Change

Sample Set: All Out Attacker
Aegislash @ Shell Bell / Wise Glasses / Muscle Band
Ability: Stance Change
EVs: 252 HP / 252 Atk or SpA / 4 Spe
Brave / Quiet Nature
-  Poltergeist / Spectral Scythe / Shadow Ball
- Close Combat / Aura Sphere / Focus Blast
- Metal Claw / Shadow Sneak / Mirror Shot
- King's Shield / Shadow Sneak
  • THE RETURN OF THE KING
  • God I love Aegislash, and it makes me so sad that it's not OU material anymore
  • I think most of this is due to the low Base Power of its attacks, so that has been remedied
  • On the physical side, Aegislash gets Poltergeist now, or Spectral Scythe, a Ghost type Drain Punch clone
  • Metal Claw is a 90 BP, 100% accurate Steel type attack now
  • Shadow Ball and Aura Sphere are both 90 BP now
  • Focus Blast and Mirror Shot are Fighting and Steel type Fire Blast clones, respectively
  • Wise Glasses and Muscle Band boost the power of special and physical moves by 1.2x, respectively, but they remove any chance of secondary effects happening
Sample Set: Utility Attacker
Aegislash @ Big Root / Leftovers
Adamant Nature
EVs: 252 HP / 252 Atk / 4 Spe
Ability: Stance Change
-  Spectral Scythe / Poltergeist
- Magnet Bomb
- King's Shield
- Will-o-Wisp
  • Aegislash does not get Toxic anymore. Sorry not sorry
  • However, it does get Will-o-Wisp now
  • Spectral Scythe is on the weaker side but recovers half the damage dealt
  • Magnet Bomb is a Steel type Pursuit clone, 40 BP, dealing 1.5x damage against switching targets
  • Big Root now boosts the damage of Draining attacks by 1.3x while not changing the overall percentage of HP recovered. It does boost the amount you heal from status moves like Leech Seed, Strength Sap, etc

:sv/goodra:
Typing:
1736746804534.png
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Stats: 90 HP / 110 Atk / 90 Def / 80 SpA / 150 SpD / 80 Spe (600 BST)
Abilities: Rain Dish / Sticky Hold | Gooey

Sample Set: Defensive Support

Goodra @ Leftovers / Voodoo Doll
Ability: Sticky Hold / Gooey
EVs: 252 HP / 252 Def / 4 SpS
Impish Nature
-  Muckrake
- Stomping Tantrum / Drain Punch
- Recover
- Aggregate / Toxic
  • Goodra's Atk, Def, and SpA are shuffled around a little to make a physical Attacker
  • It also gains a fantastic defensive typing in Dragon/ Fairy
  • Sticky Hold works a little differently now - the wielder is immune to attacks that would remove its item, and any attempts to do so cause the attacker to lose 1/8 max HP
  • Gooey is also a bit different, and more offensive - all of the wielder's attacks lower the targets' Spe 1 stage
  • Voodoo Doll is a new item that Torments any Pokemon that hit the user (and is not consumed after use)
  • Every pseudo-legendary Pokemon now has a signature move, and Goodra's is Muckrake - a 100 BP, 100% accurate physical Dragon type that nullifies the target's ability. Basically a physical Core Enforcer (Core Enforcer is no longer available)
  • Stomping Tantrum has good coverage alongside Muckrake, and forces the target to move last on the next turn
  • Recover is 50% recovery, and Goodra is one of the few non-Poison types with access to Toxic
  • Aggregate is a new method of hazard control. It's a status move that removes all hazards present on the field, and heals the user by 1/8 max HP for every layer of hazards it removes
Sample Set: Acid Armor Sweeper
Goodra @ Leftovers
Impish Nature
EVs: 252 HP / 252 Def / 4 SpS
Ability: Gooey / Sticky Hold
-  Acid Armor
- Mind Games
- Drain Punch / Toxic / Muckrake
- Recover
  • Goodra gets access to Acid Armor, which now raises its SpD by a whopping 3 stages
  • It also gets Mind Games, a special Psychic type clone of Body Press which uses its SpD instead of SpA during damage calculation
  • This combined with Drain Punch, Recover, and phenomenonal typing probably makes Goodra the best user of Mind Games in the format

:golisopod::turtonator::nihilego:
:sv/golisopod:
Typing:
1736766536090.png
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1736766549010.png

Stats: 85 HP / 125 Atk / 140 Def / 60 SpA / 90 SpD / 40 Spe (540 BST)
Abilities: Run Away / Battle Armor | Hyper Cutter

Sample Set: Choice Band

Golisopod @ Choice Band
Ability: Hyper Cutter
EVs: 252 HP / 252 Atk / 4 Spe
Adamant Nature
-  First Impression
- Crabhammer
- Close Combat / Drill Run
- Megahorn / Flip Turn / Pounce
  • Golisopod gets a small boost of +10 to its HP
  • The real fun is with its abilities; it's no longer saddled with the terrible Emergency Exit
  • Run Away makes Golisopod immune to being trapped and immune to Pursuit and its clones (Magnet Bomb, Magical Leaf, Eerie Impulse)
  • Battle Armor gives Golisopod an immunity to Slicing attacks
  • Hyper Cutter is the star of the show; every successful attack that Golisopod makes will deal an additional 1/10 of the opponent's max HP
  • Crabhammer and Megahorn are now Water and Bug types clones of Close Combat, respectively
  • Golisopod also gets its pick between Pounce and Flip Turn for pivoting
Sample Set: Set Up Sweeper
Golisopod @ Heavy-Duty Boots
Adamant Nature
EVs: 252 HP / 252 Atk / 4 Spe
Ability: Hyper Cutter
-  Swords Dance | Bulk Up
- Crabhammer | Liquidation
- Drill Run | Leech Life
- Aqua Jet / Sucker Punch | Power Trip / Drill Run
  • Without Emergency Exit to interrupt it, Golisopod has the stats and the typing to be a good set up sweeper
  • The choice is between Swords Dance and Bulk Up
  • Swords Dance gets to fire off nuclear Crabhammers and can more viably run priority moves
  • Bulk Up gets to use Power Trip for better neutral coverage, and Leech Life can keep Golisopod's HP topped off
  • Leech Life did get a small nerf; its now 75 BP to match Drain Punch and Horn Leech
  • Liquidation got buffed to 90 BP to match other moves like Icicle Crash, Conflagration, and Stone Edge
Sample Set: Revenge Killer
Golisopod @ Insect Plate / Heavy-Duty Boots
Ability: Hyper Cutter
EVs: 252 HP / 252 Atk / 4 Spe
Adamant Nature
-  Crabhammer
- First Impression
- Flip Turn / Pounce/ Close Combat
- Spikes

:sv/turtonator:
Typing:
1736802940268.png
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1736802959323.png

Stats: 80 HP / 60 Atk / 135 Def / 120 SpA / 85 SpD / 50 Spe (530 BST)
Abilities: Aftermath / Earth Eater | Rough Skin

Sample Set: Defensive Support

Turtonator @ Heavy-Duty Boots
Ability: Earth Eater
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
-  Lava Plume / Flame Wheel
- Earth Power / Scorching Sands / Draco Meteor / Dragon Breath
- Spikes / Rapid Spin
- Morning Sun / Burning Bulwark
  • The Turt gets a hefty set of buffs to its HP and it's SpA, letting it actually use its amazing defensive typing in higher tiers
  • All 3 of its new abilities are fantastic - Earth Eater and Rough Skin are pretyy obviously good, but Aftemath also got a glowup
  • When the wielder faints (due to any reason, not just from a contact move), Aftermath removes all entry hazards, screens, weather, and terrain from the field, and all other Pokemon lose 1/3 their max HP
  • It's still an ability that's contingent on you fainting, so it's really not as broken as it sounds
  • Lava Plume for spreading burns, or Flame Wheel for pivoting
  • Choose your Dragon STAB. Dragon Breath is now an 80 BP special Dragon attack with a 30% chance to paralyze the target
  • Earth Power is a more powerful option over Scorching Sands
  • Would you like hazards, or hazard removal?
  • Lastly, Morning Sun is 16 PP recovery, or if you want you can use Burning Bulwark, which is no longer a signature move
Sample Set: Withdraw Set Up
Turtonator @ Heavy-Duty Boots
Calm Nature
EVs: 252 HP / 4 Def / 252 SpD
Ability: Earth Eater
- Withdraw
- Morning Sun
- Lava Plume
- Scorching Sands / Earth Power/ Dragon Pulse
  • But wait, there's more! Turtonator also gets Withdraw, which is now a bizarro version of Calm Mind, raising Def and SpA 1 stage each
  • Yeah I don't know how good this would be, but Fire / Dragon is actually a really good defensive typing, especially when you turn that Ground weakness into an immunity
  • Also, Shell Smash is no longer in the game because I think its cheap and breaks anything good that gets it, so that's no longer an option

:sv/Nihilego:
Typing:
1736804352704.png
/
1736804369984.png

Stats: 109 HP / 53 Atk / 47 Def / 127 SpA / 131 SpD / 103 Spe (570 BST)
Abilities: Beast Boost | Parasitic

Sample Set: Calm Mind

Nihilego @ Life Orb
Ability: Beast Boost / Parasitic
EVs: 4 HP / 252 SpA / 253 Spe or 252 HP / 4 SpA / 252 Spe
Timid Nature
-  Calm Mind
- Noxious Plume / Strength Sap
- Power Gem / Meteor Beam
- Earth Power
  • Nihilego has fantastic stats, but it just needed a little push to really make it in OU with that terrible typing
  • First off, Parasitic is a fantastic Hidden Ability if you dont want to boost your Speed, causing all of Nihilego's attacks to heal it for 1/3 of the damage dealt
  • Calm Mind for boosting that isnt Meteor Beam, and Earth Power helps immensely against Steel types
  • Offensive sets can run Noxious Plume, a Poison type Fire Blast clone
  • For Rock STAB, you have a choice between Power Gem, which is now 90 BP, or Meteor Beam, which has been reworked as a special Rock type clone of Blizzard (110 BP, 75% Accuracy, no charge turn), and gains perfect accuracy in Sandstorm
  • Bulky boosting sets can make use or Strength Sap over Poison STAB, bolstered Nihilego's poor physical bulk

:frosmoth::grapploct::coalossal:
:sv/frosmoth:
Typing:
1736809515910.png
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1736809522625.png

Stats: 85 HP / 60 Atk / 65 Def / 135 SpA / 105 SpD / 100 Spe (550 BST)
Abilities: Ice Body / Shield Dust | Snow Cloak

Sample Set: Quiver Dance Sweeper

Frosmoth @ Heavy-Duty Boots
Ability: Shield Dust / Ice Body
EVs: 4 HP / 252 SpA / 252 Spe or 248 HP / 112 Def / 148 Spe
Modest / Timid Nature
- Quiver Dance
- Frigid Flurry / Freeze-Dry
- Earth Power
- Giga Drain / Snow Shroud
  • Notice anything familiar about those stats? Yeah, they're identical to Volcarona's. They both have the same flavor shtick, I think its unfair that Frosmoth got dogshit stats
  • However, here's the big news - Quiver Dance has been nerfed, kinda. Quiver Dance is now a Bug type clone of Clangorous Soul, raising all of the user's stats, but taking away 1/3 of its max HP
  • Both Frosmoth and Volcarona have signature moves of Frigid Flurry and Searing Shot now - 100 BP, 100% Accuracy, Ice / Fire type, 30% chance to frostbite/burn the opponent
  • Additionally, remember that the Ice type now resists Fairy, Flying and Normal type attacks; Frosmoth's typing is still bad, but at least it has something in the way of resists
  • For abilities, Ice Body has a 30% chance to frostbite any attackers when they make contact; Under Hail, Snow Cloak heals the wielder by 1/8 max HP at the end of each turn, and cures its status conditions
  • Shield Dust is probably the best ability; it has its normal effect of blocking secondary effects, and also makes the wielder immune to Powder moves and Effect Spore's effect
  • Earth Power gives you that sweet Ice / Ground coverage
  • Offensive sets can use Frigid Flurry alongside Giga Drain for healing (and coverage on Water types)
  • Defensive sets will likely use Freeze-Dry and Snow Shroud, which is a 50% Ice type recovery move that heals more In Hail and less in other weathers (No, Frosmoth still does not get Roost, and neither does Volcarona anymore)

:sv/grapploct:
Typing:
1736810311984.png
/
1736810319247.png

Stats: 110 HP / 118 Atk / 105 Def / 65 SpA / 100 SpD / 42 Spe (540 BST)
Abilities: Limber / Suction Cups / Technician

Sample Set: Defensive
Grapploct @ Leftovers / Covert Cloak
Ability: Suction Cups / Technician
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
- Circle Throw / Knock Off
- Recover
- Octolock
- Topsy-Turvy / Toxic / Rapid Spin
  • Grapploct always should have had the Water typing imo; but the specific buffs I have given to it are heavily inspired by Arghonaut from CAP
  • Grapploct has fantastic mixed bulk now, and a solid natural attack stat
  • Suction Cups is a great disruptive ability, causing all Pivoting moves to fail
  • Technician pairs really well with moves like Circle Throw and Knock Off, boosting the latter almost back to its pre-nerf power
  • Recover is the best recovery move in the game, and Topsy-Turvy, Toxic, or Rapid Spin offer additional utility
  • Octolock is changed to now be a Salt Cure clone; however Octolock and Salt Cure are now status moves that don't deal initial damage, and Water types / Rock types are immune to these moves, respectively
Sample Set: Coil Set Up
Grapploct @ Leftovers / Protective Pads
Ability: Technician
EVs: 252 HP / 4 Def / 252 SpD
Impish Nature
- Coil
- Recover
- Arm Thrust / Submission / Low Sweep / Circle Throw
- Knock Off / Bulldoze / Rock Tomb / Wave Crash
  • Grapploct also gets Coil now, and it has a bevy of moves to abuse with Technician
  • Arm Thrust is a FIghting type Rock Blast clone now; 25 BP, 90% accurate, hits 2-5 times
  • Submission is now a physical Fighting type Whirlpool clone; 50 BP, 100% accurate, traps the target for 2-5 turns
  • Low Sweep is 60 BP again so it can get the Technician boost; my man Breloom was robbed
  • The last slot can be any number of coverage moves

:sv/coalossal:
Typing:
1736811804945.png
/
1736811813551.png

Stats: 110 HP / 105 Atk / 120 Def / 50 SpA / 90 SpD / 75 Spe (540 BST)
Abilities: Mountaineer / Flame Body / Cauterize

Sample Set: Defensive

Coalossal @ Leftovers / Joy Buzzer
Ability: Mountaineer
EVs: 252 HP / 100 Def / 152 Spe or something
Jolly Nature
- Salt Cure / Clean Slate
- Temper Flare / Flame Wheel
- Recover
- Spikes / Stealth Rock / Rapid Spin
  • Coalossal's bulk is fine; it gains a new Ghost resistance, and its Attack and Speed get large increases at the cost of its Special Attack
  • Coalossal gets access to Mountaineer, straight from CAP, which grants it 25% HP when hit by a Rock type move, and an immunity to Stealth Rock
  • Salt Cure is an excellent utility move, although Rock types are immune to it now
  • Clean Slate is a Rock type Dragon Tail clone
  • Temper Flare is interesting, its an 80 BP physical Fire type move that forces the target to move last on the next turn
  • Or you can just go with Flame Wheel for a STAB pivot move
  • You have your standard recovery move, and your standard hazard control
  • Joy Buzzer is an item which causes moves that remove items to fail; the attacker is then forced to switch into a random teammate
Sample Set: Set Up Sweeper
Coalossal @ Heavy-Duty Boots
Ability: Cauterize
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Swords Dance / Bulk Up
- Quick Attack
- Return / Body Slam
- Stone Edge / Boulder Bash / Earthquake
  • Coalossal also gets access to Cauterize, a Fire type clone of Galvanize; Galvanize and its clones now gives a 1.3x boost as well
  • Quick Attack for STAB priority
  • Return / Body Slam for powerful Fire STAB
  • Stone Edge is now a 90 BP, 100% accurate move with a 10% chance to lower Defense
  • Boulder Bash is a Rock type clone of Flare Blitz; Flare Blitz and its clones all deal 1/4 recoil instead of 1/3

:basculegion::rabsca::armarouge::wo-chien:
:sv/basculegion::sv/basculegion-f:
Typing:
1736662973046.png
/
1736829541389.png

Stats: 120 HP / 117 Atk / 65 Def / 75 SpA / 65 SpD / 98 Spe (540 BST) (Male)
or
120 HP / 75 Atk / 65 Def / 117 SpA / 65 SpD / 98 Spe (540 BST) (Female)
Abilities: Cursed Body / Adaptability | Mold Breaker

Sample Set: Attacker
Basculegion @ Life Orb / Choice Specs / Choice Band / Choice Scarf
Ability: Adaptability
EVs: 4 HP / 252 Atk or 252 SpA / 252 Spe
Adamant | Timid Nature
- Poltergeist | Shadow Ball
- Wave Crash | Deluge / Hydro Pump
- Last Respects / Avalanche | Ice Beam
- Flip Turn / Aqua Jet | Flip Turn / Astonish
  • Basculegion loses Swift Swim, at the cost of higher base Speed, and a bevy of new strong STAB attacks to abuse Adaptability
  • I equalized the attacking stats of the Male and Female forms so that the Female form wasn't just an inferior special attacker
  • For the Male form, Poltergeist is obviously incredibly strong and gives it a high power Ghost STAB to use alongside Wave Crash
  • Last Respects is still strong but no longer insanely broken - it starts at 50 BP, but only gains 20 BP for each fainted teammate, capping off at 150 BP. You need at least 3 fainted teammates to match the power of Poltergeist
  • Avalanche is now an 80 BP physical Ice type attack, with normal priority, and it forces the target to move last on the next turn
  • For the Female form, Shadow Ball picked up a nice increase to 90 BP
  • Deluge is a Water type clone of Overheat, while Hydro Pump gained an increase to 85% Accuracy
  • Astonish is now a special Ghost type clone of Fake Out; seemed fitting for the flavor of the move
Sample Set: Dual Dance
Basculegion-Male @ Protective Pads / Absorb Bulb
Ability: Adaptability
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Last Respects
- Wave Crash / Liquidation
- Aqua Tail / Agility
- Bulk Up
  • Basculegion has both Calm Mind and Bulk Up, although I think that only the Male form has a shot of pulling a Dual Dance set off
  • Aqua Tail is now a Water type Flame Charge clone - physical, 50 BP, 100% accurate, Raises the user's Speed 1 stage
  • With Adaptability Aqua Tail's damage is pretty good, although Agility can be used for that extra Speed
  • Liquidation picked up a slight buff to 90 BP to match other moves like Icicle Crash, Stone Edge, and Conflagration

:sv/Rabsca:
Typing:
1736828963027.png
/
1736828974840.png

Stats: 100 HP / 60 Atk / 85 Def / 125 SpA / 100 SpD / 70 Spe (540 BST)
Abilities: Synchronize / Stench | Parental Bond

Sample Set: Utility

Rabsca @ Leftovers
Ability: Parental Bond / Stench
EVs: 252 HP / 252 SpD / 4 Spe
Calm Nature
- Sticky Web / Aggregate / Rapid Spin
- Morning Sun
- Land's Wrath
- Mystical Fire / Power Gem / Signal Beam
  • Rabsca has a weirdly good statline, but its not enough, especially alongside its dogshit typing and lack of useful abilities
  • Well, it got increases to its HP, SpA, and Speed
  • Bug / Ground is a better typing than Bug / Psychic, and while its not unique anymore (Heracross, M-Heracross, Wormadan-Sand), its still a cool typing
  • For abilities, Synchronize causes the wielder to copy any stat stage changes received by other Pokemon
  • When a Pokemon with Stench is hit by the opponent (and this works for both contact and non-contact moves), it Torments the attacker
  • Parental Bond has been buffed slightly; the second hit now deals 1.33x damage, however, it no longer works with fixed damage moves like Seismic Toss
  • Revival Blessing is no longer in the game; its effect has been taken by Cresselia's signature move Lunar Blessing (and Ho-oh's new signature ability)
  • Instead, Rabsca gets ole reliable Sticky Web. If you don't need webs, Rabsca gets both Rapid Spin and Aggregate, a new status move which removes all hazards from both sides and heals the user by 1/8 max HP for each layer of hazards it removes
  • Morning Sun is some nice 16 PP recovery
  • Land's Wrath is no longer Zygarde's signature move; its now a special Ground type clone of Fire Blast
  • Rabsca also gets both Power Gem (now 90 BP) and Meteor Beam (now a Rock type Blizzard clone for Sandstorm)
  • Mystical Fire has a fun interaction with Parental Bond - it is now a special Fire type attack, 50 BP, 100% accurate, lowers the target's SpD 2 stages. With Parental Bond, its essentially an 83 Base Power move that leaves the target with -4 SpD
  • And if you don't care for coverage, Signal Beam is an 80 Base Power, 100% accurate special Bug type attack that nullifies the target's ability

:sv/armarouge:
Typing:
1736827528448.png
/
1736827540642.png

Stats: 85 HP / 125 Atk / 100 Def / 55 SpA / 80 SpD / 95 Spe (540 BST)
Abilities: Flash Fire / Quick Draw | Battle Armor

Sample Set: Swords Dance

Armarouge @ Protective Pads / Heavy-Duty Boots
Ability: Quick Draw / Battle Armor
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Swords Dance
- Flare Blitz
- Close Combat
- Brain Buster / Cutting Remark
  • Delphox (and Xatu-Mega) exists as strong special Psychic type, so I decided to make Armarouge a physical attacker
  • Armarouge has 2 great abilities - Quick Draw grants all of its moves +1 priority the first turn the wielder is on the field, while Battle Armor grants immunity all Slicing moves
  • Brain Buster is a Psychic type Flare Blitz clone, while Cutting Remark is a physical Psychic type Quick Attack clone
  • Protective Pads is useful here, protecting the holder from the effects of contact and negating the recoil from Flare Blitz and Brain Buster
  • Don't mourn too much for Armarouge's Expanding Force Psychic terrain shenanigans; I removed Expanding Force from the format

:sv/wo-chien:
Typing:
1736829508830.png
/
1736829526718.png

Stats: 110 HP / 75 Atk / 85 Def / 100 SpA / 130 SpD / 80 Spe (580 BST)
Abilities: Utter Ruin | Effect Spore

Sample Set: Utility

Wo-Chien @ Leftovers
Ability: Utter Ruin
EVs: 252 HP / 252 SpD / 4 Spe
Calm Nature
- Ruination
- Sticky Web / Leech Seed / Foul Play
- Stun Spore / Sweet Scent / Toxic
- Giga Drain / Grass Whistle
  • All of the Treasures of Ruin received drastic changes
  • First off, they all have the same ability, Utter Ruin, which inflicts a permanent Torment effect on all other active Pokemon
  • I think this is pretty flavorful and good god I hate how lazy the effect of Sword of Ruin and its brethren are
  • Second, all of their stats were modified heavily. The Treasures now have matching stat numbers, just shuffled around to each suit their individual roles. Chien-Pao is still a fast physical attacker, Chi-Yu is still a strong (but slower) special attacker, and Wo-Chien and Ting-Lu are still specially and physically bulky walls, respectively
  • Ruination has also been changed, because again, its a lazy effect for a signature move
  • Ruination is now a Strength Sap clone that lowers the target's highest stat by 1 stage, and heals the user by that amount
  • Pretty strong yes, but Wo-Chien and Ting-Lu have no other form of recovery and their overall bulk was severely reduced by their stat changes and loss of the previous abilities. Chien-Pao and Chi-Yu are still offensive Pokemon that don't get as much mileage from Ruination.
  • Furthermore, Ruination only has 8 PP
  • Wo-Chien gets Sticky Web and Toxic Spikes, so that it has something to do for its team other than just sit there and look pretty
  • For status, Wo-Chien is a rare non-Poison type with Toxic, or you can paralyze with Stun Spore, or you can use the revamped Sweet Scent
  • Sweet Scent is now a Burning Jealousy clone - status move that resets the target's stat changes, and causes them to become Drowsy if they had any positive stat boots.
  • Drowsiness replaces Sleep, and like in Legend's Arceus, reduces both of the afflicted Pokemon's Defenses by 25% (so 0.8x of the orginal stat) and reduces their Evasion to 0.75x
  • If you don't want Giga Drain's healing, you can use Grass Whistle, an 80 BP special Grass type attack with a 30% chance to cause the target to become Drowsy
  • And lastly, Effect Spore now just has a 30% chance to inflict Drowsiness on attackers who make contact with Wo-Chien
  • Overall, I'm really happy with the changes to the Treasures of Ruin; I think their new abilities and statlines are far more interesting than just being stat-sticks, and Ruination's new effect feels more flavorful than just being a Super Fang clone
 
Last edited:
Back To Square One
(Will be playable soon in glitchshowdown.com)
(Thanks to DuoM2 and everyone at the discord server, especially Yak Attack and Prowlcorp, for their great help to make this meta. Extra thanks to Yak Attack for hosting the mod for me lol)

Back to square 1.png
Mascot:
cloyster.png


Summary of the Mod: Every Move, Held Item, Ability and Pokémon's base stats will work like they did in their debut generation. Raichu has 100 base Speed instead of 110, Blizzard has 120 BP and 90% acc, Protean activates for every move used, etc. (National Dex Based)
  • Every Gen 1 Pokémon will have SpA and SpD stats equal to their Special Stat in RBY (Ex: Charizard has 85 SpA and SpD, Gengar has 130 SpA and SpD, etc.);
  • Any move that affected Special in Gen 1 (ie Psychic, Amnesia and Growth) will now affect SpA and SpD at the same time (meaning Amnesia is a double Calm Mind, but Cosmic Power will still never raise SpA, since it didn't debut in Gen 1);
  • The type chart will remain unchanged;
  • Status conditions also work as normal(So no super OP Freeze and no Electric type getting Paralysed);
    • For this reason, Leech Seed will not be affected by the toxic counter, unlike in gen1 (I don't want the meta being dominated by sub-seed toxic whimiscott lol)
  • Every Pokémon's movepool and Ability options will remain the same (otherwise early Gen Pokémon would suck);
  • Moves introduced prior to Gen 4 will have their original type-dependent categories (Ice Punch is Special, Hyper Voice is Physical, etc.).
  • Struggle will remain unchanged to avoid endless battle clause scenarios.
  • Similarly, Hidden Power's patterns will be the gen 3 ones due to IV mechanics being unchanged (EVs too by the way).
  • All of the PLA Moves will have their gen 9 effect, due to the game's different mechanics and lack of PvP
  • Due to technical limitations, Counter can no longer cause the battle to desync.
Competitive Overview:
Rules:
  • Standart National Dex
    charizard-mega-x.png
  • Smogon Wide Clauses
    koffing.png
  • Freeze Clause Mod (JP RBY Blizzard has a 30% Freeze chance... yikes)
    cloyster.png
  • Dynamax Clause
    charizard-gmax.png

Bans:
  • Arena Trap
    dugtrio.png
  • Shadow Tag
    wobbuffet.png
  • Power Construct
    zygarde-complete.png
  • Dig
    diglett.png
    and Fly
    pidgey.png
    (Glitched in gen 1)
  • Assist
    liepard.png
  • Baton Pass
    espeon.png
  • Last Respects
    basculegion.png
  • Soul Dew
    soul-dew.png

Unbanned From Nat Dex Ubers and AG:
  • Baxcalibur
    baxcalibur.png
  • Chien Pao
    chien-pao.png
  • Dragapult
    dragapult.png
  • Flutter Mane
    flutter-mane.png
  • Gholdengo
    gholdengo.png
  • Kingambit
    kingambit.png
  • Kyurem-Black
    kyurem-black.png
  • Melmetal
    melmetal.png
  • Roaring Moon
    roaring-moon.png
  • Spectrier
    spectrier.png
  • Zygarde
    zygarde.png

Watchlist:
  • Aegislash
    aegislash.png
  • Baxcalibur
    baxcalibur.png
  • Chien Pao
    chien-pao.png
  • Cinderace
    cinderace.png
  • Darkrai
    darkrai.png
  • Diancie-Mega
    diancie-mega.png
  • Dragapult
    dragapult.png
  • Flutter Mane
    flutter-mane.png
  • Kingambit
    kingambit.png
  • Kyurem-Black
    kyurem-black.png
  • Melmetal
    melmetal.png
  • Meowscarada
    meowscarada.png
  • Zygarde
    zygarde.png
  • Shed Tail
    cyclizar.png
  • Gen1 Partial Trapping Moves
    cloyster.png
cloyster.png

Cloyster @ White Herb
Ability: Overcoat
Tera Type: Electric
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Shell Smash
- Blizzard
- Tera Blast
- Hydro Pump

Icicle Spear Sucks now, but Cloyster now has a solid 85 SpD, meaning that setting up is much easier now. Plus Blizzard is a good replacement and it has acess to the incredibly annoying Clamp.

torkoal.png
walking-wake.png
/
pelipper.png
swampert-mega.png
/
ninetales-alola.png
arctozolt.png
/
tyranitar.png
excadrill.png
Do you remember that weather was so broken in Gen 5 that weather abilities were nerfed to not be permanent? Well forget about that, 'cause the chaos is back! Also... Hail Yeah! Because Hail is also back and Snow is now only settable via Chlilling Reception and Snowscape and its pretty much useless anyways.

diancie-mega.png
slowking-galar.png
scream-tail.png
torkoal.png
Yeah... let's talk about the Great Tusk on the room: Amnesia. Now this move raises SpA and SpD by two stages, basically like a double Calm Mind. Scream Tail and both Slowkings in particular also have Stored Power to get past Unaware Pokémon.

garganacl.png
toxapex.png
clodsire.png
Recover has 32 pp now... yikes.

chansey.png

Chansey @ Eviolite
Ability: Natural Cure
Tera Type: Fairy
EVs: 248 HP / 8 Def / 252 SpA
Modest Nature
IVs: 0 Atk
- Flamethrower
- Tera Blast
- Soft-Boiled
- Calm Mind

Chansey has its precious 105 SpA back. Calm Mind sets probably will be quite hard to stop thanks to its massive bulk and recovery.


dragapult.png

Dragapult @ Leftovers
Ability: Clear Body
Tera Type: Dragon
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Dragon Dance
- Dragon Darts
- Shadow Ball
- Substitute/ Psychic Fangs

Dragapult has Physical Shadow Ball now... is this really getting banned from another OM?

greninja.png
cinderace.png
meowscarada.png
Protean and Libero, like I mentioned earlier, now work like they did prior to being nerfed. Time to see who is getting banned first.

These are far from the only things that was unnerfed here. Aegislash, Soul Dew, among othwrs, will definitely shake up the metagame as well.
grimmsnarl.png
Forget about Dual Screens, they only affect the user now. Aurora Veil still works jut fine though.

corviknight.png
landorus-therian.png
tornadus-therian.png
Defog no longer removes hazards from your side of the field. Now the only ways to remove hazards are Rapid Spin (which now is 20bp and doesn't raise speed) Mortal Spin (Glimmora) and Tidy Up (very limited distribution). You can also play against hazards with Magic Bounce (Mega Diancie seems particularly good with Amnesia) and the always reliable Heavy Duty Boots.

samurott-hisui.png
garchomp.png
skarmory.png
At least you can only have one layer of Spikes now, which pokémon like Samurott-Hisui, Garchomp and Skarmory definetly don't apreciate

gholdengo.png
flutter-mane.png
blacephalon.png
While Dragapult may have loved that Shadow Ball is Physical now, I wouldn't say the same about other, special attacking Ghost types. Now the only half decent, non signature Special Ghost moves are Hex and Ominous Wind.

gyarados-mega.png
chien-pao.png
/
haxorus.png
charizard-mega-x.png
Losing Stabs to the lazy early gen Physical-Special Split is never fun. For example, Crunch, Knock Off (which now only has 20bp anyways), Dragon Claw and Outrage (now only 90bp) are all special now. Dark types still have some decent options (like 80 bp Sucker Punch), but Dragon types aren't nearly as lucky (Dragon Rush isn't exactly good).

breloom.png
kyurem-black.png
cinccino.png
Unlike Cloyster, Pokémon like Breloom, Kyurem-Black and Cinccino hate losing Icicle Spear and Bullet Seed.

armarouge.png
ceruledge.png
polteageist.png
Weak Armor now only raises speed by one stage.

arboliva.png
orthworm.png
linoone.png
Thats right, the Sitrus and HP pinch Berries are useless now, which only really affects Belly Drum, Shed Tail and Harvest users anyway, but still relevant enough to be mentioned.

Questions for the community:
  • Currently nothing


If there is something that I may be missing, just let me know please!
 
Last edited:
Back To Square One
View attachment 518302
Mascot:
cloyster.png
,
torkoal.png
or
meowscarada.png


Summary of the Mod: Every Move, Held Item, Ability and Pokémon's base stats will work like they did in their debut generation. Raichu has 100 base Speed instead of 110, Blizzard has 120 BP and 90% acc, Protean activates for every move used, etc.
  • Every Gen 1 Pokémon will have SpA and SpD stats equal to their Special Stat in RBY (Ex: Charizard has 85 SpA and SpD, Gengar has 130 SpA and SpD, etc.);
  • Any move that affected Special in Gen 1 (ie Psychic and Amnesia) will now affect SpA and SpD at the same time (meaning Amnesia is a double Calm Mind, but Cosmic Power will still never raise SpA, since it didn't debut in Gen 1);
  • Status conditions still work as normal (So no super OP Freeze and no Electric type getting Paralysed);
  • Every Pokémon's movepool and Ability options will remain the same (otherwise early Gen Pokémon would suck);
  • Moves introduced prior to Gen 4 will have their original type-dependent categories (Ice Punch is Special, Hyper Voice is Physical, etc.).
Competitive Overview:
cloyster.png

Cloyster @ White Herb
Ability: Overcoat
Tera Type: Electric
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Shell Smash
- Blizzard
- Tera Blast
- Hydro Pump

Icicle Spear Sucks now, but Cloyster now has a solid 85 SpD, meaning that setting up is much easier now. Plus Blizzard is a good replacement.

torkoal.png
walking-wake.png
/
pelipper.png
floatzel.png
/
abomasnow.png
cetitan.png
/
tyranitar.png
houndstone.png
Do you remember that weather was so broken in Gen 5 that weather abilities were nerfed to not be permanent? Well forget about that, 'cause the chaos is back! Also... Hail Yeah! Because Hail is also back and Snow is now only settable via Chlilling Reception and Snowscape and its pretty much useless anyways.

slowking.png
scream-tail.png
torkoal.png
Yeah... let's talk about the Great Tusk on the room: Amnesia. Now this move raises SpA and SpD by two stages, basically like a double Calm Mind. Scream Tail and Slowking in particular also have Stored Power to get past Unaware Pokémon.

chansey.png

Chansey @ Eviolite
Ability: Natural Cure
Tera Type: Fairy
EVs: 248 HP / 8 Def / 252 SpA
Modest Nature
IVs: 0 Atk
- Flamethrower
- Tera Blast
- Soft-Boiled
- Calm Mind

Chansey has its precious 105 SpA back. Calm Mind sets probably will be quite hard to stop thanks to its massive bulk and recovery.

dragapult.png

Dragapult @ Leftovers
Ability: Clear Body
Tera Type: Dragon
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Dragon Dance
- Dragon Darts
- Shadow Ball
- Substitute/ Psychic Fangs

Dragapult has Physical Shadow Ball now... is this really getting banned from another OM?

greninja.png
cinderace.png
meowscarada.png
Protean and Libero, like I mentioned earlier, now work like they did prior to being nerfed. Time to see who is getting banned first.
grimmsnarl.png
Forget about Dual Screens, they only affect the user now. Aurora Veil still works jut fine though.

gholdengo.png
flutter-mane.png
While Dragapult may have loved that Shadow Ball is Physical now, I wouldn't say the same about other, special attacking Ghost types. Now the only half decent, non signature Special Ghost moves are Hex and Ominous Wind, the latter not even being in the game...

breloom.png
Unlike Cloyster, Breloom hates losing Bullet Seed, making Technician sets effectively useless now. At least it can still run Poison Heal ig.

mabosstiff.png
chien-pao.png
haxorus.png
Losing Stabs to the lazy early gen Physical-Special Split is never fun. For example, Crunch, Knock Off (which now only has 20bp anyways), Dragon Claw and Outrage (now only 90bp) are all special now. Night Slash and Dragon Rush aren't nearly as good.

armarouge.png
ceruledge.png
polteageist.png
Weak Armor now only raises speed by one stage.


Questions for the community:
  • How should the type chart be handled? Should it be untouched or should all types work like they did in their debut too?
If there is something that I may be missing, just let me know please!
Some other things that I think are worth note -

- In gen 1, Fire Blast has a 30% chance to burn, and in the JP versions specifically Blizzard has a 30% chance to freeze in addition to the aforementioned accuracy buff. Those two moves are going to be significantly more annoying now.

- Explosion is effectively base 340 power thanks to how it worked in gen 1. At worst Glimmora might appreciate this, but I have no experience with what makes for a good Explosion user in oldgens. Garganacl and Magnezone also learn this and might be fine enough at abusing it.

- This post doesn't say whether this is based on Natdex or SV (the latter is implied), but Defog no longer removes hazards from the user's side, completely gutting its usage. Rapid Spin also no longer boosts Speed and is 20 base power. In SV specifically hazard removal's in a pretty dire state and did not need this hit. A fair amount of Pokemon like Corviknight in both have had their entire usage hinging on Defog and will now be a lot more difficult to slot onto teams. Consolation prize is that Spikes can no longer have any more than 1 layer but still pretty big negative and provided I am right about this being SV-based, Great Tusk will have even more usage than it already did.

- Growth actually also gets effected by the special split since that move existed in gen 1, so it's effectively a Calm Mind clone now. Potentially fun abusers could include Wo-Chien, Toedscruel, and Amoonguss, and Scovillain probably isn't going to appreciate its boosting option being changed. Maybe the Sp. Def boost could make it easier to use the move since iirc it's pretty brittle but I don't think that makes up for the drop in power.

- Dragon-types now completely lack an even usable physical move since Dragon Claw and Outrage are both special attacks now, with Outrage being cut to 90 base power as well. The closest you get is now with Dragon Rush which is absolutely horrible, provided you don't have a signature at least. Some things like Dragonite won't care but like Roaring Moon might for example.

- imo type chart should be untouched if you're leaving status as it is in gen 9.


bout it i think the post covered everything else especially relevant
 
- This post doesn't say whether this is based on Natdex or SV (the latter is implied), but Defog no longer removes hazards from the user's side, completely gutting its usage. Rapid Spin also no longer boosts Speed and is 20 base power. In SV specifically hazard removal's in a pretty dire state and did not need this hit. A fair amount of Pokemon like Corviknight in both have had their entire usage hinging on Defog and will now be a lot more difficult to slot onto teams. Consolation prize is that Spikes can no longer have any more than 1 layer but still pretty big negative and provided I am right about this being SV-based, Great Tusk will have even more usage than it already did.

Good point. Since I originally was planning to this as a OM, I was thinking of this as a SV metagame. I forgot to change it when copying and pasting the other post. Though for a meta like this, Nat Dex fits much better.

- imo type chart should be untouched if you're leaving status as it is in gen 9.

Yeah I agree with you. Now I'm going to edit the post now that its a Natdex metagame (done)
 
Last edited:
Back To Square One
View attachment 518302
Mascot:
cloyster.png
,
torkoal.png
or
meowscarada.png


Summary of the Mod: Every Move, Held Item, Ability and Pokémon's base stats will work like they did in their debut generation. Raichu has 100 base Speed instead of 110, Blizzard has 120 BP and 90% acc, Protean activates for every move used, etc. (National Dex Based)
  • Every Gen 1 Pokémon will have SpA and SpD stats equal to their Special Stat in RBY (Ex: Charizard has 85 SpA and SpD, Gengar has 130 SpA and SpD, etc.);
  • Any move that affected Special in Gen 1 (ie Psychic, Amnesia and Growth) will now affect SpA and SpD at the same time (meaning Amnesia is a double Calm Mind, but Cosmic Power will still never raise SpA, since it didn't debut in Gen 1);
  • The type chart will remain unchanged;
  • Status conditions also work as normal (So no super OP Freeze and no Electric type getting Paralysed);
  • Every Pokémon's movepool and Ability options will remain the same (otherwise early Gen Pokémon would suck);
  • Moves introduced prior to Gen 4 will have their original type-dependent categories (Ice Punch is Special, Hyper Voice is Physical, etc.).
Competitive Overview:
cloyster.png

Cloyster @ White Herb
Ability: Overcoat
Tera Type: Electric
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Shell Smash
- Blizzard
- Tera Blast
- Hydro Pump

Icicle Spear Sucks now, but Cloyster now has a solid 85 SpD, meaning that setting up is much easier now. Plus Blizzard is a good replacement.

torkoal.png
walking-wake.png
/
pelipper.png
swampert-mega.png
/
ninetales-alola.png
cetitan.png
/
tyranitar.png
houndstone.png
Do you remember that weather was so broken in Gen 5 that weather abilities were nerfed to not be permanent? Well forget about that, 'cause the chaos is back! Also... Hail Yeah! Because Hail is also back and Snow is now only settable via Chlilling Reception and Snowscape and its pretty much useless anyways.

diancie-mega.png
slowking-galar.png
scream-tail.png
torkoal.png
Yeah... let's talk about the Great Tusk on the room: Amnesia. Now this move raises SpA and SpD by two stages, basically like a double Calm Mind. Scream Tail and both Slowkings in particular also have Stored Power to get past Unaware Pokémon.

garganacl.png
toxapex.png
clodsire.png
Recover has 32 pp now... yikes.

chansey.png

Chansey @ Eviolite
Ability: Natural Cure
Tera Type: Fairy
EVs: 248 HP / 8 Def / 252 SpA
Modest Nature
IVs: 0 Atk
- Flamethrower
- Tera Blast
- Soft-Boiled
- Calm Mind

Chansey has its precious 105 SpA back. Calm Mind sets probably will be quite hard to stop thanks to its massive bulk and recovery.

dragapult.png

Dragapult @ Leftovers
Ability: Clear Body
Tera Type: Dragon
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Dragon Dance
- Dragon Darts
- Shadow Ball
- Substitute/ Psychic Fangs

Dragapult has Physical Shadow Ball now... is this really getting banned from another OM?

greninja.png
cinderace.png
meowscarada.png
Protean and Libero, like I mentioned earlier, now work like they did prior to being nerfed. Time to see who is getting banned first.
grimmsnarl.png
Forget about Dual Screens, they only affect the user now. Aurora Veil still works jut fine though.

corviknight.png
landorus-therian.png
tornadus-therian.png
Defog no longer removes hazards from your side of the field. Now the only ways to remove hazards are Rapid Spin (which now is 20bp and doesn't raise speed) Mortal Spin (Glimmora) and Tidy Up (Maushold). You can also play against hazards with Magic Bounce (Mega Diancie seems particularly good with Amnesia) and the always reliable Heavy Duty Boots.

gholdengo.png
flutter-mane.png
blacephalon.png
While Dragapult may have loved that Shadow Ball is Physical now, I wouldn't say the same about other, special attacking Ghost types. Now the only half decent, non signature Special Ghost moves are Hex and Ominous Wind.

gyarados-mega.png
chien-pao.png
/
haxorus.png
charizard-mega-x.png
Losing Stabs to the lazy early gen Physical-Special Split is never fun. For example, Crunch, Knock Off (which now only has 20bp anyways), Dragon Claw and Outrage (now only 90bp) are all special now. Dark types still have some decent options (like 80 bp Sucker Punch), but Dragon types aren't nearly as lucky (Dragon Rush isn't exactly good).

breloom.png
Unlike Cloyster, Breloom hates losing Bullet Seed, making Technician sets effectively useless now. At least it can still run Poison Heal ig.

armarouge.png
ceruledge.png
polteageist.png
Weak Armor now only raises speed by one stage.

trevenant.png
azumarill.png
linoone.png
Thats right, the Sitrus and HP pinch Berries are useless now, which only really affects Belly Drum and Harvest users anyway, but still relevant enough to be mentioned.


Questions for the community:
  • How should I handle moves like Blizzard which only have a 30% freeze chance in the japanese versions of RGB?
If there is something that I may be missing, just let me know please!

Post updated with more relevant changes and a new question.

Also, what should I do if I want to make this playable (in Dragon Heaven for example)? I only really started doing this now.
 
Positionmons:
Mascot: :iron hands:
Mod Summary:

Mons battle on a 5x5 arena. Each turn, before attacking, they can move an amount equal to their speed/50, rounded towards closest (min 1). When a pokemon moves, if it moves out of range 1 with a pokemon, that pokemon may attack it outside of its normal attack. After that, they attack. Each attack has two new parameters: range and area. Range is a number (integer or .5) that determines from how far away you can use the attack. ranges:
0.5: any directly adjacent square (red)
1: any directly or diagonally adjacent square (orange)
1.5: Any square with a taxicab dist of 2 or less (yellow)
2: Any square with a distance of 1 from a directly adjacent square
2.5: Any square with a taxicab dist of 3 or less, plus those with 2 diagonal dist (yg)
3: Any square with a distance of 3 or less, except those with 3 diagonal dist or 2 diagonal and 1 taxicab dist (green)
3.5: Any square with a taxicab dist of 4 or less, plus any with a distance of 3 or less, plus those with 3 taxicab and 1 diagonal dist. (light blue)
4: Any tile (blue)
1684958565032.png

Area: Area has the same increments as range, but has 2 different types:
Burst: Everything within the point's equivalent range
Cone: Everything within a 90 degree cone, with a center at a point within range, facing away from the pokemon.



All moves and some pokemon are remade to be more balanced.
Example Move: Earthquake: Ground, physical
80bp, 100acc, 0 range, 1.5 burst area. Hits dig for double damage.

Example 2: Bullet punch: Steel, physical
40bp, 100acc, +1 priority, 2 range, contact

Comes in singles, doubles, 1v1v1v1 and 2v2, both singles and doubles. (1v1v1v1 and 2v2 are on a 8x8 board)
 

Attachments

  • 1684958512137.png
    1684958512137.png
    198 bytes · Views: 141
Positionmons:
Mascot: :iron hands:
Mod Summary:

Mons battle on a 5x5 arena. Each turn, before attacking, they can move an amount equal to their speed/50, rounded towards closest (min 1). When a pokemon moves, if it moves out of range 1 with a pokemon, that pokemon may attack it outside of its normal attack. After that, they attack. Each attack has two new parameters: range and area. Range is a number (integer or .5) that determines from how far away you can use the attack. ranges:
0.5: any directly adjacent square (red)
1: any directly or diagonally adjacent square (orange)
1.5: Any square with a taxicab dist of 2 or less (yellow)
2: Any square with a distance of 1 from a directly adjacent square
2.5: Any square with a taxicab dist of 3 or less, plus those with 2 diagonal dist (yg)
3: Any square with a distance of 3 or less, except those with 3 diagonal dist or 2 diagonal and 1 taxicab dist (green)
3.5: Any square with a taxicab dist of 4 or less, plus any with a distance of 3 or less, plus those with 3 taxicab and 1 diagonal dist. (light blue)
4: Any tile (blue)
View attachment 518839
Area: Area has the same increments as range, but has 2 different types:
Burst: Everything within the point's equivalent range
Cone: Everything within a 90 degree cone, with a center at a point within range, facing away from the pokemon.



All moves and some pokemon are remade to be more balanced.
Example Move: Earthquake: Ground, physical
80bp, 100acc, 0 range, 1.5 burst area. Hits dig for double damage.

Example 2: Bullet punch: Steel, physical
40bp, 100acc, +1 priority, 2 range, contact

Comes in singles, doubles, 1v1v1v1 and 2v2, both singles and doubles. (1v1v1v1 and 2v2 are on a 8x8 board)
...are you gonna be able to code it / find someone able to code it? Seems kinda really hard to implement, tbh. Also having 4 formats (singles, doubles, 1v1v1v1 and 2v2) seems pretty excessive'.

Also, unless I am missing something isn't the best strategy just using the biggest range move on the fastest pokemon and always keeping the opponent far away and unable to hit you?

Also, how does 1v1v1v1 work? Is it 4 players?

I'm not gonna lie; the idea is kinda cool but I really don't see it ever getting implemented or even being that fun to begin with, to be honest. Being able to kite the enemy with fast and big ranged pokemon doesn't seem fun at all.
 
...are you gonna be able to code it / find someone able to code it? Seems kinda really hard to implement, tbh. Also having 4 formats (singles, doubles, 1v1v1v1 and 2v2) seems pretty excessive'.

Also, unless I am missing something isn't the best strategy just using the biggest range move on the fastest pokemon and always keeping the opponent far away and unable to hit you?

Also, how does 1v1v1v1 work? Is it 4 players?

I'm not gonna lie; the idea is kinda cool but I really don't see it ever getting implemented or even being that fun to begin with, to be honest. Being able to kite the enemy with fast and big ranged pokemon doesn't seem fun at all.
i think 1v1v1v1 would just be ffa...
hope that help
 
anyway...
i almost finished my project "REGIONAL DEX"

as i mentionned before it is some kind of metagame with only regional form,what the metagame is gonna look like...

shuckle,it have an extreme100/180/180 bulk,if it toxic/infest u and kill u with it it will become it's oversugared version which have an added 100atk and 100 speed it can also use corrosion sets...

then biddof normal/ghost wonder guard or is new ability which change he's stat with the adv stats knowing that it can have eviolite with a better defensive type... don't let him switch in against your shuckle

meltank will be good too, good as... gold because it is is ability, it have really decent bulk and atk and it's steel type make him able to kill shuckle

now the offensive ones

sharpness stab leaf blade from gallade mega is able to 0hko-2hko shuckle with amazing speed (123) and wall breaking potential, being double weak to u-turn might be a little problem but overall a really strong mon

mudsdale's drain punch make him feel alive draining all of the hp u lost in this atk... overall do pretty good dmges

finally ttar mega is a ravaging beast but might die without actually doing damages...

raticate can confuse u with 100% chance of hitting urself (for 1 turn), it might be hard to kill sometimes

now the starters:

pre-nerf protean...

greninja is a bulky pokemon that can change tipyng from steel/poison to grass / ground

decidueye is a pokemon that use 2 turn moves, soul heart can make it really dangerous

skeledirge have hustle..., it match his personnality

then finally my favourite :
scrafty with his ability gravity master he's cool but pretty easy to kill without gravity so just use priority


i think i talked about all the menaces in it

bye...
 
Also, what should I do if I want to make this playable (in Dragon Heaven for example)? I only really started doing this now.

Ok, so from what I know as of now, I would have to develop the Back to Square one Meta myself. I do have some programming skills, and I think my idea isn't too difficult to make work in practice. However, I don't really know from where I should start... at all. So any help would be greatly appreciated. Thanks in advance
 
Back To Square One
View attachment 518302
Mascot:
cloyster.png
,
torkoal.png
or
meowscarada.png


Summary of the Mod: Every Move, Held Item, Ability and Pokémon's base stats will work like they did in their debut generation. Raichu has 100 base Speed instead of 110, Blizzard has 120 BP and 90% acc, Protean activates for every move used, etc. (National Dex Based)
  • Every Gen 1 Pokémon will have SpA and SpD stats equal to their Special Stat in RBY (Ex: Charizard has 85 SpA and SpD, Gengar has 130 SpA and SpD, etc.);
  • Any move that affected Special in Gen 1 (ie Psychic, Amnesia and Growth) will now affect SpA and SpD at the same time (meaning Amnesia is a double Calm Mind, but Cosmic Power will still never raise SpA, since it didn't debut in Gen 1);
  • The type chart will remain unchanged;
  • Status conditions also work as normal (So no super OP Freeze and no Electric type getting Paralysed);
  • Every Pokémon's movepool and Ability options will remain the same (otherwise early Gen Pokémon would suck);
  • Moves introduced prior to Gen 4 will have their original type-dependent categories (Ice Punch is Special, Hyper Voice is Physical, etc.).
Competitive Overview:
cloyster.png

Cloyster @ White Herb
Ability: Overcoat
Tera Type: Electric
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Shell Smash
- Blizzard
- Tera Blast
- Hydro Pump

Icicle Spear Sucks now, but Cloyster now has a solid 85 SpD, meaning that setting up is much easier now. Plus Blizzard is a good replacement.

torkoal.png
walking-wake.png
/
pelipper.png
swampert-mega.png
/
ninetales-alola.png
cetitan.png
/
tyranitar.png
houndstone.png
Do you remember that weather was so broken in Gen 5 that weather abilities were nerfed to not be permanent? Well forget about that, 'cause the chaos is back! Also... Hail Yeah! Because Hail is also back and Snow is now only settable via Chlilling Reception and Snowscape and its pretty much useless anyways.

diancie-mega.png
slowking-galar.png
scream-tail.png
torkoal.png
Yeah... let's talk about the Great Tusk on the room: Amnesia. Now this move raises SpA and SpD by two stages, basically like a double Calm Mind. Scream Tail and both Slowkings in particular also have Stored Power to get past Unaware Pokémon.

garganacl.png
toxapex.png
clodsire.png
Recover has 32 pp now... yikes.

chansey.png

Chansey @ Eviolite
Ability: Natural Cure
Tera Type: Fairy
EVs: 248 HP / 8 Def / 252 SpA
Modest Nature
IVs: 0 Atk
- Flamethrower
- Tera Blast
- Soft-Boiled
- Calm Mind

Chansey has its precious 105 SpA back. Calm Mind sets probably will be quite hard to stop thanks to its massive bulk and recovery.

dragapult.png

Dragapult @ Leftovers
Ability: Clear Body
Tera Type: Dragon
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Dragon Dance
- Dragon Darts
- Shadow Ball
- Substitute/ Psychic Fangs

Dragapult has Physical Shadow Ball now... is this really getting banned from another OM?

greninja.png
cinderace.png
meowscarada.png
Protean and Libero, like I mentioned earlier, now work like they did prior to being nerfed. Time to see who is getting banned first.
grimmsnarl.png
Forget about Dual Screens, they only affect the user now. Aurora Veil still works jut fine though.

corviknight.png
landorus-therian.png
tornadus-therian.png
Defog no longer removes hazards from your side of the field. Now the only ways to remove hazards are Rapid Spin (which now is 20bp and doesn't raise speed) Mortal Spin (Glimmora) and Tidy Up (Maushold). You can also play against hazards with Magic Bounce (Mega Diancie seems particularly good with Amnesia) and the always reliable Heavy Duty Boots.

gholdengo.png
flutter-mane.png
blacephalon.png
While Dragapult may have loved that Shadow Ball is Physical now, I wouldn't say the same about other, special attacking Ghost types. Now the only half decent, non signature Special Ghost moves are Hex and Ominous Wind.

gyarados-mega.png
chien-pao.png
/
haxorus.png
charizard-mega-x.png
Losing Stabs to the lazy early gen Physical-Special Split is never fun. For example, Crunch, Knock Off (which now only has 20bp anyways), Dragon Claw and Outrage (now only 90bp) are all special now. Dark types still have some decent options (like 80 bp Sucker Punch), but Dragon types aren't nearly as lucky (Dragon Rush isn't exactly good).

breloom.png
Unlike Cloyster, Breloom hates losing Bullet Seed, making Technician sets effectively useless now. At least it can still run Poison Heal ig.

armarouge.png
ceruledge.png
polteageist.png
Weak Armor now only raises speed by one stage.

trevenant.png
orthworm.png
linoone.png
Thats right, the Sitrus and HP pinch Berries are useless now, which only really affects Belly Drum, Shed Tail and Harvest users anyway, but still relevant enough to be mentioned.


Questions for the community:
  • How should I handle moves like Blizzard which only have a 30% freeze chance in the japanese versions of RGB?
  • How should I handle moves introduced in Legends Arceus? Should they have their effects from gen 9 or similar effects to their original counterparts? (Like Stone Axe being partial trapping?)
If there is something that I may be missing, just let me know please!

This is a cool idea, I like it. There are even more noteworthy changes that should impact a metagame like this.

- Sleep Talk can successfully use Rest while sleeping. Will probably make a lot of Fatmons that don't learn a recovery move into a better option.

- Spikes would limited to 1 layer. Rapid Spin wouldn't boost speed.

- Struggle being a Normal type attack means that Ghost types can 1v1 Mons with no PP left on stall. This is a pretty obvious risk of endless battle

- Substitute no longer blocking most status moves, but blocking draining attacks, preventing Explosion self-KO in most circumstances, just generally being a bit strange as compared to modern Substitute.

- Present. Probably not metagame-relevant, but level 1 Delibird being able to OHKO Dragapult will be a thing.

- Roar and Whirlwind won't do anything.

- Rain Dance and Sunny Day (and Sandstorm) would be reset during weather, pretty relevant buff to weather based teams

- Speaking of weather, Drought, Drizzle, Snow Warning and Sand Stream would all become semi-permanent again.

- You'd need to decide how you're going to handle Hidden Power since Gen 2 only has 16 DV patterns per stat whereas Gen 3 and beyond has 32. That plus the patterns yielding different results for damage and type. Either way, Hidden Power could become a physical move depending on the type. Funky.

- Are you going to implement 99.4% accuracy cap on gen 1 moves? There's a handful of things that'll cause ambiguity like that for example
 
- Struggle being a Normal type attack means that Ghost types can 1v1 Mons with no PP left on stall. This is a pretty obvious risk of endless battle
Yeah, I'm gonna make a exception for Struggle. The gen 1 variant would result in endless battles more often than not due to the normal typing and reduced recoil.


- You'd need to decide how you're going to handle Hidden Power since Gen 2 only has 16 DV patterns per stat whereas Gen 3 and beyond has 32. That plus the patterns yielding different results for damage and type. Either way, Hidden Power could become a physical move depending on the type. Funky.
Since IV mechanics are not going to change, the patterns would be the same as the ones in gen 3. This is more of a technicality issue than anything else, so... can't do anything about it.

- Are you going to implement 99.4% accuracy cap on gen 1 moves? There's a handful of things that'll cause ambiguity like that for example
This is more of a glitch in the gen1 games than a actual atribute to the moves themselves, which means I'm not going to implement that. Besides, this is a solomod, meaning its much easier to decide how to tackle these ambiguities. Tho obviously I'll ask for opinions from community from time to time to help me out.
 
Howdy! This is my first time posting a metagame to one of these threads so if I mess up, my bad! I also apologize in advance as this is a very long post for this thread, but since this is an existing meta with history I feel the need to include that here, so I'm keeping it :P

Name of Mod: Do Not Use
Mascot:
ico-a_old_041.gif


This mod is a non-modded National Dex format. Instead of playing with the mechanics of the game or adjusting existing mods, this meta started as all Pokemon under 250 BST, banning overcentralizing threats and adding in new options. It started as a post on the Stunfisk subreddit, but we've grown into a pretty large community on Discord. This is a bit different from normal Solomods; but I wanted to get a Smogon thread up (have being thinking about it for months now, lol) and this was the best spot to put it; as NatDex is too restricted, it doesn't really fit OMs, and it's not slate-based like Petmods. A Discord link is included at the bottom of the post. In addition, this tier has a teambuilder and ladder in a custom server that is linked in the Discord server.


Functional changes:
Do Not Use (aka DNU) is an unofficial tier made up of the weakest Pokemon to ever exist. The initial allowed list was Luvdisc, Unown, Slakoth, and all Pokemon under 250 BST, which is... not a lot. The tier is NatDex because so many key "bad Pokemon" that we wanted were not in the Generation 8 dex, such as Luvdisc, Unown, and Zubat (all of which are viable picks by the way). 250 was chosen as the cap as there are several Pokemon at 250 BST that would be far too powerful in a tier as low power as this--raising the cap by one makes the tier look and play very different. Despite the limited pool of Pokemon, it plays more like OU or other standard tiers than, say, LC, as the tier is played at level 100 with full moveset access. Since the tier started in August 2022, we've tested several new Pokemon into the tier that were above the limit, had several rejects, ran a lot of tournaments, and even dabbled into having OMs of our own (DNU Doubles is in the late stages of a tournament, for example).

Thus, since there's only one functional change (capping BST, and then adding any mons that fit the tier), I'll use this subheader to give a list of tiering action to show the evolution of our meta:

Gen 8
08/19/22 Tier launch

08/20 Zigzagoon quickbanned

10/03 Beldum/Meltan/Swinub suspect test concluded. Swinub was unbanned, Beldum and Meltan stayed banned. Tynamo was also quick unbanned

10/30 Shedinja banned via suspect test (it sounds more broken than it actually was--it was broken, but the tier was absolutely playable with it and I'd argue it was mostly balanced for the first month but people (understandably and predictably) started breaking it through October)

Gen 9
12/17 Terastallization banned via suspect test. There was a separate compromise suspect that would have banned same-type Tera along with Tera Blast, as those were the two strongest aspects of full Tera, but even then it was still too strong, and thus was banned in full.

12/28 Applin and Dreepy quick-unbanned (both were considered largely unviable until recently, where Dreepy has seen a large increase in both usage and success)

01/03/23 Charcadet, Gulpin, Shinx unbanned via suspect test, Jigglypuff stayed banned

02/23/23 Cherubi, Hatenna, Litwick stay banned

03/15 Lechonk, Pidgey, Pidove quick-unbanned (bad, outclassed, and surprisingly good, respectively)

04/14 Wooloo unbanned via suspect test, Spinarak stays banned

04/25 Gulpin quick-banned

05/11 Ledyba, Smoliv stay banned

If you're curious about any of those, hit up the server and ask!


Summary of the mod:
Before August of 2022, "Use your favorites" folk were in very tough luck if their favorites were Luvdisc, Unown, or one of several Pokemon we have that are horrid in Little Cup. This tier was conceived as a place where the weakest of the weak can shine. 26 Pokemon were listed as B- tier or above as of the most recent VR, and that number has grown over time.


Competitive overview:
The meta is surprisingly complex for the limited pool of Pokemon, and any comprehensive summary would make an already way-too-long post even longer, but here are some basics.
Hazardstack is a very solid archetype due to this tier's subpar removal (A Defog from either Zubat or Pidove, and a Spin from Bounsweet or Rolycoly are the best methods). There are multiple Pokemon that can be dedicated to just setting hazards.

767.png

Wimpod is a fantastic hazard lead for Spikes HO due to a very fast speed, Spikes, and Taunt access. In addition, its ability, Wimp Out, works in its favor here as it gets momentum for its trainer. It's not a flawless Pokemon, as it can be exploitable, but it does a great job at getting hazards up.

917.png

Webs HO uses Tarountula to set up hazards and die. It also has access to Toxic Spikes, Spikes, and a very cool phasing move in Circle Throw. It needs a dedicated Webs team, but in the right hands can be very scary.

Wishpass is the tier's best showing of Bulky Offense and Balance, due to no Regenerators and a lack of defensive pivots in general. There are also a few key offensive Pokemon who LOVE the ability to receive a large heal from a Wishpasser. There are two categories:

Primary passers:
173.png
175.png

These two Pokemon have one major purpose on Wishpass teams: get in, get a Wish off, heal up if needed, eventually pass a heal to another Pokemon. Both are incredibly bulky, Cleffa specializing in special bulk and Togepi in physical, and provide other utility and even worthwhile damage output with Seismic Toss.

Secondary passers:
370.png
519.png

You could also add Pawmi into this category, but it's not good. Secondary passers can use Wish to support the team, but often bring other options for the team besides bulk. Luvdisc can use defensive sets to serve as a good passer ala the trio above, but it can also use Wish on offensive sets such as Life Orb. Using a Wish Luvdisc also means you can't use the very scary Specs, which is an opportunity cost you have to consider for fatter offensive teams. Pidove, on the other hand, brings hazard removal and a pivot move to a Wish user, which is incredible role compression.

Stall is in a bit of a down period right now (I will not pick any of the low-hanging fruit about that sentence), but it is still an archetype you have to build around. The pink blobs of above (Cleffa and Togepi) are staples, and there are a few other great options. Wish Luvdisc and support Zubat sets (bringing options such as Defog, Super Fang, and Taunt) are also common.

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Happiny is great on stall as it counters any special attacker with ease, and mixed bulk sets do surprisingly well into a lot of physical attackers. Happiny is also notable as the only Pokemon in the tier with a base 100 HP. This is important as this means its Substitutes are 101 HP when fully invested, an important distinction when Seismic Toss is considered one of the best moves in the tier. It lacks reliable recovery, but Rest works well with Natural Cure involved.

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Though strong on a lot of archetypes, Wooper-Paldea (affectionately called Pooper :wo:) has an important role on stall: it and its Johtonian brethren are the only hazard setters that have reliable recovery. This, combined with strong defensive typing for the tier and two great abilities in Unaware and Water Absorb, give it a great role as a physical wall who can support its team well.

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Swinub is a very strong offensive threat due to currently-perfect coverage with its strong STABs. Ice Shard can pick off a lot of frailer targets, Freeze-Dry can be put on sets to beat Wooper, and you can even tech options like Superpower to hit Happiny. In addition, it punishes switches by having access to Stealth Rocks. Life Orb is the main item, but bulky Eviolite and even Choice items have seen success.

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Maku is a very strong wallbreaker with access to its Guts sets. Facade and Knock Off dismantle pretty much all defensive threats, and it's very very hard to check it defensively. However, it struggles with staying alive and is very prone to being revenge killed. Sheer Force Life Orb and Belly Drum sets are also fringe viable but they require a lot of support.

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Starly is a great wallbreaker and offensive pivot. If you've ever ran into Band Pheromosa, this is it. It's incredibly strong, it's very fast, and it's incredibly frail, especially when it takes 25% every switch in if Rocks are up. Despite its weaknesses, it's been a top tier since day 1 and it is notorious for farming players who don't know how to handle it. While Band sets reign supreme, there are some heat you can run with it such as a HDB pivot.

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Nymble is a powerful threat, doing the same thing it does in LC and Lokix in higher tiers, throwing off Tinted Lens-boosted Bug type moves. Very few Pokemon in DNU can stand up to a Banded Nymble, but options like Life Orb have been popping up more due to increased flexibility.

Other big offensive threats include but are not limited to: LO Luvdisc, Specs Luvdisc, Guts Shinx, Scarf Zigzagoon-Galar, Setup Sweeper Zubat
S
:luvdisc: Luvdisc
:swinub: Swinub
:starly: Starly
S-
:togepi: Togepi
:zubat: Zubat
:cleffa: Cleffa
:wooper-paldea: Wooper-Paldea

A+
:makuhita: Makuhita
:nymble: Nymble
A
:wooper: Wooper
:zigzagoon-galar: Zigzagoon-Galar
A-
:happiny: Happiny
:wimpod: Wimpod
:pidove: Pidove
:shinx: Shinx
:rolycoly: Rolycoly
:lotad: Lotad

B+
:dreepy: Dreepy
B
:unown: Unown
:wooloo: Wooloo
:tyrogue: Tyrogue
:noibat: Noibat
:tarountula: Tarountula
B-
:ralts: Ralts
:charcadet: Charcadet
:bounsweet: Bounsweet

C+
:azurill: Azurill
:sentret: Sentret
C
:pawmi: Pawmi
:bunnelby: Bunnelby
:nickit: Nickit
:igglybuff: Igglybuff
:wiglett: Wiglett
:seedot: Seedot
C-
:lechonk: Lechonk
:poochyena: Poochyena
:whismur: Whismur

D
:pichu: Pichu
:snom: Snom
:blipbug: Blipbug
:pidgey: Pidgey

UR
:combee: Combee
:applin: Applin
:rookidee: Rookidee
:feebas: Feebas
:sunkern: Sunkern
:cosmog: Cosmog
:toxel: Toxel
:kakuna: Kakuna
:tynamo: Tynamo
:kricketot: Kricketot
:magikarp: Magikarp
:spewpa: Spewpa
:slakoth: Slakoth
:burmy: Burmy
:silcoon: Silcoon
:cascoon: Cascoon
:metapod: Metapod
:scatterbug: Scatterbug
:weedle: Weedle
:wurmple: Wurmple
:caterpie: Caterpie

This isn't every mon and archetype that's viable in the tier, but this is already WAY, WAY too long for a Solomod thread but I'm too passionate about this tier (clearly, lol) so this is structured more like an infodump than a Solomods post. Sorry forum mods. Let me know if I need to edit anything or if you have any questions, Discord link is below :woop:

 
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ok so... viability ranking of my solomod idea nobody care about...

s tiers :

:bidoof:
:shuckle:
:melmetal:
:tyranitar: and :tyranitar-mega:
:gallade-mega:
a tier :

:decidueye:
:greninja:
:bibarel: (can't use eviolite)
:corviknight:
:watchog:
:aurorus:
:muk-alola:
:gholdengo:
:raticate:
:basculegion:

b tier (not the best but still can do things) :
:skeledirge:
:carbink:
:sableye: and :sableye-mega:
:gallade:
:simisear:, :simipour: and :simisage:
:tinkaton:
:scrafty:
:steelix:
 
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i did, in page two
basically it is a region of regional variants

here is the sheet : https://docs.google.com/spreadsheets/d/1pOr_O87NLgZjZrYfWJADLl_ptWtpPrUFnSu0sTIPGVI/edit?usp=sharing
The presentation could use a lot of improvements, as it doesn’t look pretty with colors that are uneasy for the eyes, and some details like the Base Stats get obscured because you didn’t made your column wide enough.

You should try to make the colors pleasant to the eyes, making sure the columns are wide enough to give the information, and space out the Base Stats so that people have easier time to figure out. Something like in the one below.
1685709880274.png
If you want people to be interested in your Solomod, decent presentation will make a big difference, as a garish one will push them away.
 
The presentation could use a lot of improvements, as it doesn’t look pretty with colors that are uneasy for the eyes, and some details like the Base Stats get obscured because you didn’t made your column wide enough.

You should try to make the colors pleasant to the eyes, making sure the columns are wide enough to give the information, and space out the Base Stats so that people have easier time to figure out. Something like in the one below.
If you want people to be interested in your Solomod, decent presentation will make a big difference, as a garish one will push them away.
yes i know but:
1. i am working with 3 friends and those are just to say who have to finish which pokemon, i have a second calc in work that will look more like your exemple
2. we're should pm each other i think, our conversation alredy is 5 post long with no interruption
 
Name of Mod: Carmine Red
Mascot: :Parasect:
Link to Changes: Due to the sheer size of changes, I think is better to link the github page.
Base stats with typings
Lv up learnsets
TM Compatibility (for a more readable view, you can go here and search for whichever mon and get the TM learnset in a list, alongside with their stats/types
Moves (f you think a list that mentions only the differences, do tell me and I'll do my best to provide one.
And of course, the Type Matchup table

Summary of the Mod: This is a solomod of my Romhack "Pokemon Carmine Red". One broad summary would be, "Gen 1 but all the types have viable moves, bug type is buffed, the 'worse' types have now actual roles, and a myriad of buffs and changes to most of the pokemon". Worth mentioning that Ghost is now 'special' and Dragon is 'physical', and that sleep lasts 1 to 3 turns instead of 0 to 7 like in vanilla. In terms of what get X moves, for most cases, theyre based on what they got in later gens, slightly adapted to what was possible withing the romhack. Not everything is 1:1 tho

Competitive Overview: Due to the sheer massive of changes, is difficult to say what's OU material now, but by general rule, what was good before will still be good, and what was bad because of bad movepool alone is going to be likely much better. Some notable examples:
:Parasect: Due to being the mascot of the mod, has received an absurd amount of buffs. While still slow as always, its now granted massive bulk and no more double weakness, can crave some niches.
:Dragonite: Now with usable dual stab coming of its massive attack stat can actually do serius damage instead of APT shenaringas
:Clefable: with a brand new typing, better stats, recovery, and most of the toolkit it already had, it promises to be a menace
:Electrode: Now boasting the strongest explosion of the game due to new stab and an ounce of coverage, can pose a threat
:aerodactyl: Another good mon that has been granted stab
:pinsir: :scyther: :venomoth: Since Bug type now resist psychic, and there being strong bug moves, they're ready to commit war crimes against psychic types.
:Kingler: all I'll say is: Kingler Guillotine vs. Mewtwo: 362-426 (87.2 - 102.6%) -- 17.9% chance to OHKO
And some mentions of OU mons:
:Starmie: Now has boltbeam stab. Figure things out
:Jynx: Now has the special of vanilla Alakazam, and lovely kiss has better accuracy.
:Tauros: sadly, loses blizzard and a bit of special, but gains extra speed and attack, and a buffed twinnedle
:Gengar: Loses some special, but in return becomes a pure ghost speed demon. Literally the third fastest mon in the game.
:Golem: and :Rhydon: their roles are now clearly split appart. Golem becomes pure rock and bulkier, and it almost turned into garganacl before garganacl existed, but didnt ended up with recover. Rhydon lost some bulk but became faster.
Ice punch: This move inherits JP Blizzard's 30% freeze chance. Freeze clause is still implemented, but if the move needs to be banned, it will be. Is only on 4 fully evolved pokemon, but I can understand being problematic in competitive.

Most of the code is already done, currently only left is to test that some specific moves have been coded properly, and the process of forking it to DH.
 
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