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I'll skip the usual theatrics cuz the thread got approved and posted already, but I have a new Solomod thread approval for you all, being Xufactor's Hax Meters!
Name of Mod-National Dex Expanded
New Megas-https://docs.google.com/document/d/19oDjASbkU-JB2wSqR-AG_2ORL6WXsGHtbRLNsCKDsWw/edit?tab=t.0
Balance Changes-https://docs.google.com/document/d/1K0Iq7qnjBGRs-U8BfVkGMX9InGeZ9nimCoZqt4UeM3w/edit?tab=t.0
Summary-This mod is an expansion to Gen 9 National Dex with Ubers, UUbers, OU, and UU formats, it changes quite a few moves, adds new Mega Evolutions and gives many Pokemon multiple abilities.
Mascot: Summary of the Mod: A tier where, as opposed to a "Micrometa" where people only have access to around 60 or fewer Pokemon, people have access to an excessive amount of (hopefully) similarly powerful Pokemon. Competitive Overview: It's hard to give one right now, but there are currently 235 Pokemon to choose from. The goal was of course for everything to be similarly strong but I'm sure some people overshot or undershot. Still, we're ideally gonna be at the point where every meta threat that could pop up will already have multiple forms of counterplay hidden in the tier. Tier isn't yet playable though so we'll see how that holds up.
This is OU clauses, but with Tera banned, Sleep-inducing moves unbanned, and Sleep Clause reintroduced as a result. NatDex moves are legal and Stat Overflow Clause is enabled as well.
The tier will probably be opening back up for at least one more round of Pokemon after some playtesting. You're welcome to join the Discord if you'd like to participate once that rolls around!
Deltamon is now playable on the Dragon Heaven server! Now that I was able to fix a lot of major bugs, Deltamon is in a pretty playable state right now! I'm sure that there are some minor bugs, but those should be fairly easy to patch out. Thank you for playing my dream!
Mascot: Summary of the Mod: A tier where, as opposed to a "Micrometa" where people only have access to around 60 or fewer Pokemon, people have access to an excessive amount of (hopefully) similarly powerful Pokemon. Competitive Overview: It's hard to give one right now, but there are currently 235 Pokemon to choose from. The goal was of course for everything to be similarly strong but I'm sure some people overshot or undershot. Still, we're ideally gonna be at the point where every meta threat that could pop up will already have multiple forms of counterplay hidden in the tier. Tier isn't yet playable though so we'll see how that holds up.
This is OU clauses, but with Tera banned, Sleep-inducing moves unbanned, and Sleep Clause reintroduced as a result. NatDex moves are legal and Stat Overflow Clause is enabled as well.
The tier will probably be opening back up for at least one more round of Pokemon after some playtesting. You're welcome to join the Discord if you'd like to participate once that rolls around!
Name of Mod: 40-170 Et Cetera Mascot: Link to Changes: NatDex list + changes Summary of the Mod: Each fully evolved Pokémon has their base stats with weighted randomly picks of the following numebrs: 40, 50, 70, 90, 100, 110, 120, 150 and 170, with the first four among the most common and the last one as the rarest. And then, I adjust their base stats with respect of these numbers if their BST would be lower than 450 and so that a Pokémon with that BST would hold a niche in “the lowest tier”. Some Pokémon have their movepool or even Ability changed to take account of the new base stats without being too strong in “OU” or “Ubers”.
Pre-evolutions follows the “Goodramons” rule; basic stage is half of the final stage evolution’s base stats, with the first evolution that can still evolve having 3/4th of the base stats. In case of branched evolutions, the first one will be used as the basis. (I.E. Hitmonlee, Vaporeon, Scizor, Gardevoir, Flapple) Move and Ability data changes from Pokémon Champions are also here, alongside Light Power + Night Power as SpA counterparts of Huge Power + Pure Power.
To reduce type overlaps, some Flying / Bug Pokémon such as Butterfree and Beautifly has their Flying-type replaced, and some Pokémon such as Seaking and Stonjourner receives custom evolutions that comes with a secondary type. Regular Farfetch’d, Corsola, Qwilfish, Linoone and Mr. Mime also receives a custom evolution to bridge their gap with theri regional form counterparts.
Z-Moves, Dynamax and Terastalization are not available, while Mega Evolutions are, but uses Mix and Mega stat gains accordingly to the Mega Stone. The full details are in the “Intro” page of the spreadsheet. Competitive Overview: With all of the fully evolved Pokémon having their base stats replaced by new ones (which extends to Mega Evolutions and other BST-changing forms), they will have to rely on their Types, unchanged Abilities and learnset (if not gaining any new moves) to find new roles they do not have in official Pokémon competitive formats or even in Other Metagames. And obviously, some Pokémon has it better than the others. Keep in mind those below are theories.
Pokémon that are let down by either stat distribution that is not compatible with it’s defensive type, or generally low or too average stats, are able to see new life with better stats compared to their OG base stats. Non-Mega Beedrill might be on watchlist due to 150 Attack and Speed + Swords Dance, but mediocre Abilities and Bug / Poison being a subpar type combinations might keep it in check.
As before, to promote type diversity, some Pokémon receives a custom evolution that, if 450 or close, have them 1.25x for the custom evolution, or if much higher, the evolution has it and the pre-evo has 0.75x. This allows forgotten, “forgettable” or severely overshadowed Pokémon like Aromatisse to see new life by evolving further and ensuring good stats to back up their semi-rare or unorthodox type combination.
Legendary Pokémon and other special Pokémon did not appreciated their stats reduced enough to be much easier to deal with even as non-Ubers (or non-OU in some cases). Mew doing far stronger than Mewtwo instead of the other around, on top of access to all TMs, is an insult to injury in Mewtwo’s case.
Dragon-type with high BSTs, including most Dragon-type Pseudos (not Salamence, luckily for it) and Archaludon, were left with less stats to work with. Koraidon and Miraidon at least have their very powerful Abilities intact, allowing them to be both a setter an a sweeper / wallbreaker.
Everyone else has new roles from their new BSTs. If I missed anyone, or if there are other particular threats that I missed or better off in the Ubers, tell me.
Name of Mod: Geek's Sandbox Mascot (Optional): Link to Changes: Spreadsheet Summary of the Mod: A Solomod that aims to be place for all my whacky ideas or my own personal playground of sorts. Competitive Overview (Optional): I share an idea i had here: The ultimate metronome mon immune to status, taunt, running out of pp, weak to nothing, and finally built in leftovers all in one ability.
Name of Mod: Underdogs Mascot: Link to Changes: Google Sheet(s) Summary of the Mod:
The premise of Underdogs is simple: take all the awful no-good types, abilities, movepool choices and BSTs under 475, and see if we can make good Pokemon out of them!
Underdogs is a solomod actively being developed by a secret petmods society, hidden right underneath the community's nose and whom are quietly pulling all the strings behind the scenes... It's a solomod run by myself that I'm developing alongside some cool & awesome friends over this August :)
Each underdog submission starts with a cap of 450 BST. Submitters can then apply limitations to the underdog's typing, ability, or movepool to increase its BST cap. Examples of limitations include:
Being locked into certain suboptimal typings (Bug/Flying, Grass/Ice, Rock/Normal, etc.)
Only being allowed to have certain bad abilities (Defeatist, Truant, Emergency Exit, etc.)
Having the movepool heavily restricted (ie. only allowed one coverage move type, only allowed offensive moves for one STAB typing)
Submitters must balance the limitations they've applied and their BST cap to create viable Pokemon !
The metagame is also populated by regular, canon Pokemon, voted in during a slate 0.
This solomod's development is intended to be very casual, and will run from now until the end of August.
The first week of September is planned to be for final balance patches, and the mod will be considered closed after :)
Competitive Overview: Will be filled out later once a few games have been played!
Name of Mod: Johto But With More Cool Things Mascot: Link to Changes: https://docs.google.com/spreadsheets/d/1h9jb4IRVhPRVfyPlPqgTVfZiHqsDuvJr7hRwJEkKHF8/edit?usp=sharing Summary of the Mod: name is quite self-explanatory! its a johto solomod that currently focuses more on adapting mega evolutions into gen 2 and making legendaries and mythicals usable in a OU format, along with bringing future moves and pokemon from newer generations into gen 2. it also has its own unique twist with adapting abilities into gen 2, though only for certain pokemon; like mythicals, legendaries and megas. theres also certain custom aspects, wich should bring a new and interesting change to gen 2!
one of our council members has no google account so the sheet link is public edit, i will publish the link once we are far enough in that I can safely remove that access level
In this meta moves and abilities get upgraded to some another move or ability that is better. I chose to define an "Upgrade" as an increase of BP, Accuracy, Secondary effect or removal of bad secondary effects. PP is not counted in determining an upgrade and the move or ability is taken at face value, without outside factors like other abilities, potential users of those elements and so on.
Regarding Ability Upgrades, since multiple abilities can serve as an upgrade to a specific ability, I decided to choose between them. I didn't want every status immunity ability to turn into Purifying Salt after all.
As you might imagine, this results in powercreep. A lot of Pokemon got stronger set-up moves or just powerful moves in general. Abilities are less crazy, but still impactful. Here's a list of some changes. I didn't include everything yet, since I still want to figure out how to define a "Downside". PP isn't something I saw as too much of a detriment, but move flags and some secondary effects are a different story. There are some things that I missed and I will add them later.
This is a SV format, but dexited moves and abilities will be unbanned or made available. I will use the banlist of SV OU but unban certain Pokemon. Since powerful abilities and moves are made more accessible, they don't stick out as much.
Air Cutter -> Aeroblast
Wild Charge -> Aura Wheel
Flame Wheel & Fire Punch -> Blazing Torque
Fire Blast -> Blue Flare
Hyper Voice -> Boomburst
Water Gun -> Bouncy Bubble
Thunder Shock -> Buzzy Buzz
Howl, Hone Claws, Curse & Bulk Up -> Coil
Dragon Pulse -> Core Enforcer
Quick Attack -> Extreme Speed
Fly -> Floaty Fall
Seed Bomb -> Grav Apple
Thunder Wave -> Glare
Seed Bomb -> Ivy Cudgel
Aqua Jet -> Jet Punch
Hyper Voice -> Judgement
Thief -> Knock Off
Sludge Bomb & Sludge Wave -> Malignant Chain
Dazzling Gleam -> Moonblast
Psyshock -> Psystrike
Calm Mind -> Quiver Dance
Fire Pledge & Flamethrower -> Searing Shot
Agility, Dragon Dance, Rock Polish & Howl -> Shift Gear
Surf & Water Pledge -> Splishy Splash
Nasty Plot -> Tail Glow
Calm Mind -> Take Heart
Fiery Dance & Fire Pledge -> Torch Song
Rock Smash -> Triple Arrows
Howl, Curse, Bulk Up & Dragon Dance -> Victory Dance
Levitate -> Eelevate: Gains effects of Beast Boost
Blaze -> Fire Mane: Boost to Fire-type moves apply everytime
Rock Head -> Magic Guard: Nullifies all indirect damage
Illuminate & Keen Eye -> Mind's Eye: Normal and Fighting moves can hit Ghosts
Hydration -> Purifying Salt: Gains Ghost resist and status immunity everytime
Flame Body -> Spicy Spray: Ability activates everytime and on every move
Poison Touch -> Toxic Chain: Poison chance changed to Toxic change and applies on all moves
Heatproof & Water Veil -> Water Bubble: 2x power on Water moves, Burn immunity and halves damage from Fire
Mod is now playable, but I added some more changes:
Torrent -> Water Bubble
Moxie & Chilling Neigh -> As One (Glastrier)
Grim Neigh -> As One (Spectrier)
Unnerve -> As One, the version depending on the higher attacking stat
Dauntless Shield -> Embody Aspect (Cornerstone)
Intrepid Sword -> Embody Aspect (Hearthflame)
Hustle -> Huge Power
Withdraw, Iron Defense, Acid Armor & Shelter -> Cotton Guard
As you can tell, the distribution of strong abilities and moves leads to power creep. Set-Up Sweepers especially have a lot more options to set-up with and in some cases their abilities help them with certain counterplay, like Purifying Salt blocking status for Manaphy, or to boost their sweep, like Eelevate on Latios.
Retiring this Solomod due to lack of interest compared to Wonkymons Returns. Maybe it will return when Pet Mods / Solomods for Gen 10 becomes possible, but for now I got something else to replace it.
Well, Deltamon has been playable for a few weeks now and it seems like a couple people are enjoying the format! Though I've noticed quite a few things that may have been proven to be too unhealthy for the format Shell Smash Gerson was a huge mistake. So I've issued out this somewhat big balance patch to nerf stuff that was agreed to be too overwhelming, and buff some of the more underutilized Pokemon.
Cuptain: -5 Atk, -Encore
Blue: -5 Sp. Atk, +5 Atk
Kawkaw: +Stealth Rock
Flowery: -4 Atk, +4 Sp. Atk, -4 Atk at the minimum would force Blossom Speed on standard Jolly sets, making it harder to simply click buttons with Blossom Attack Grassy Terrain, as running Adamant will make you underspeed base 110s.
Sharpshooter: Effect Update: This Pokemon's bullet moves do 1.5x their normal damage. Pollen Puff heals 3/4 of the target's max HP. User's bullet moves cannot be redirected
Mew Mew Wand: -5 BP
BIG SHOT: -15 BP
Omega Bravery: -1 Priority, now a contact move
Crystal: +Strength Sap
Asgore: +Teatime
Sheary: +10 Atk, +3 Speed, -3 Sp. Atk
Werewerewire: -U-Turn, -Volt Switch
Mad Dummy: +10 HP
Gyftrot: +Bullet Seed, +Icicle Spear
Carol: -5 Speed, With Cold Gaze active, she can no longer outspeed anything above 361 even with a Timid nature, now being barely outsped by base 115s such as Bibliox and Mauswheel. Before, she could outspeed anything at or below 375.
Rude Buster: -5 BP
Ice Wolf: +Sheer Force, +Icicle Crash
Lesser Dog: +10 Atk, -10 Sp. Atk
Tasque Manager: +Zen Headbutt
GERSON REWORK: No longer gets Shell Smash! Will have 100 Attack and 120 Speed and gains +10 in Defense and +10 in Special Defense, along with gaining Stealth Rock. He is now aiming to be more of a fast revenge killer/disruptor type (similar to the likes of Mega Lopunny) with an incredibly fast Gigaton Hammer, rather than a Shell Smash sweeper. He can come in to threaten offense teams running Pokemon like Queen, Glyde and non Speed Booster Flowery, but struggle to dent bulkier structures containing hard stops like Winglade or Moldbygg, and will end up getting soft-checked by Pokemon like Asgore or Final Froggit.
The big change is the Gerson rework. Mega Gerson was originally a Shell Smash Pokemon with Gigaton Hammer. That was a huge mistake, Gerson is probably the one Pokemon I entirely regret making in concept. I also issued minor nerfs to some Pokemon that proved to be too strong and/or caused polarizing matchups in practice. I hope this is a good first step into making a balanced and fun meta to play!
As for the current watchlist, I'd say the top 3 Pokemon on the list are Seth, Werewerewire, and Queen.
Seth is basically Celebi if it was made in Gen 9. Seth's excellent ability allows them to mitigate all their weaknesses for one turn while having some astronomical breaking power to back it up often leads them to immediately force a trade or two. I have considered lowering their Special Attack or cutting Psyshock from their movepool to slightly lower their ability to break fatter structures, and likely net less OHKOs.
Werewerewire is the dex's Pseudo Legendary, and through it's signature ability Shocking Snare (an Electric type Pursuit), it solves the one problem that Electric types have, and that is the opponent just... switching into a Ground type. I cut all pivot moves from its movepool to force it to be more prediction reliant, now that it's lacking free midground pivot options. Wire beats what is arguably the most splashable Pokemon in the format, Winglade, and it has the defenses to shrug off a hit or two. It also has a very solid speed tier at 108 base Speed, and that can further be boosted up by Quark Drive. Overall, it has proven to be a formidable force on many teams.
Queen is possibly one of the most versatile Pokemon in Deltamon, rivaling the likes of Jevil. She has 3 amazing abilities to select from, and a Mega form that completely alters her playstyle. Levitate is the most common option on her, as it lets her turn that quadruple weakness to Ground into an immunity, making Psychic her only weakness. She also has Calm Mind to threaten more passive play, a nice Speed stat at base 104, and due to her Mega changing her into a physical attacker, she has lots of bluff potential.
Edit: Oh yeah, I forgot to mention that Glyde is also pretty high up on the current watchlist. I do think that I might've overtuned him a bit, 100 Attack Aerilate Extreme Speed along with Glyde's excellent 118 base Speed is no joke, and it arguably makes Glyde Deltamon's premier revenge killer. I've also seen some people experiment with Swagger Herb sets to try and get a cheeky Attack boost. I think a Glyde nerf could be warranted, but I'll hold off for now since Glyde does have a fair bit of counterplay like Winglade, HDB Shadow Mantle, and getting trapped by Werewerewire.
Edit as of 9/2: Tsunderplane has a nerf underway! Tsunderplane has flew under the radar for quite some time, likely due to everyone experimenting with Werewerewire in the first few weeks after Deltamon's release. After more people began to discover just how deadly this Pokemon is. Tsunderplane has showed just how hard it is to wall due to Reckless Brave Bird & Flare Blitz coupled with STAB Extreme Speed and that excellent base 120 Speed. Unlike Glyde, Tsunderplane could rip through Steels such as Winglade and Abberant with Choice Band Reckless boosted Flare Blitzes. Tsunderplane will now be replacing Reckless for Aftermath & 5 base Speed. I think the Pokemon will still be good, as it has the very coveted pair of STAB Extreme Speed, and U-Turn coming off of 107 Attack, as well as Flare Blitz to threaten Steels. The loss of 5 Speed points forces it to tie against Mauswheel, Bibliox, and Orange, all of which it could effortlessly threaten beforehand with a Reckless Double-Edge/Brave Bird. Now Tsunderplane is forced to risk a Speed tie or threaten Extreme Speed which may not always KO. It's now much easier to revenge KO with Gerson & Flowery and is forced to Extreme Speed the latter or take a Close Combat, Extreme Speed does around 60% with Choice Band. Hopefully this change makes the Plane a lot less oppressive.
Anyways, that's all that I wanted to share! I do have a couple new Pokemon that I'd like to introduce to the format that should make building a little bit easier. Like one thing that some people noted is that the format lacks some really splashable Ground type Pokemon. I think I've come up with a Pokemon that will hopefully fill that gap.
Link to Changes: Current Dex Summary: After brainstorming some rough concepts for a crossover between my two favorite games, Deltarune and Undertale, and Pokemon, I decided to work on a Pokedex to compile my ideas. A while later I discovered Smogon Pet Mods decided I wanted to try to make this concept into a solomod of my own. After a bit of work I have finally completed the Pokedex and am proud to finally unveil it. This dex features over 150 characters from Deltarune Chapters 1-5 and Undertale combined!
Each Pokemon (or rather, Recruit) was made with the intent of being usable at the very least, and high OU level at best. Many of these Pokemon are designed to be around Generation 9 National Dex's power level and go head-to-head with some of the greatest threats in that tier. I assume Deltamon's power level will likely be around Current Generation OU's level.
I have also come up with a few signature moves and abilities for many of Deltarune and Undertale's more recognizable characters (my favorites being the Roaring Knight's Black Knife, and Seth's Tactical Dodge!) to make them feel more unique. I didn't want to go overboard with custom moves and abilities so that the tier would be easier to learn. I personally always found it hard to get into a mod with tons of new mechanics to study. I really tried to make my custom moves and abilities accurate to the characters they're attached to!
Competitive Overview: Deltamon is going to be based off of the Generation 9 National Dex format. Pokemon will have access to Z-Moves, Megas, and deleted moves such as Pursuit. Once I release Deltamon, I plan on having a Singles OU, Ubers, and Doubles OU format to begin with. Though I'm not very well versed in Doubles, so I'm not sure how balanced the format will be. I tried my hardest to try to strike a balance between Singles and Doubles-based Pokemon. The main focus will be Singles and many of the balancing changes will be with that in mind. I'd like to add a National Dex format where you can use real Pokemon up to Generation 9 (I'm considering calling this format "National Dex Dark World") and I do want to create a Random Battles format some time down the line, perhaps once the meta settles so I can discover each Pokemon's optimal sets.
To start off, there are 3 Ubers, Titan, Sans, and Asriel, along with his Hyperdeath Form. With Rouxls Kaard being an added Doubles Uber due to his ability likely being ridiculously overcentralizing in Doubles.
Since this entire dex was balanced by one person (me), I can't guarantee it'll be even remotely balanced right away. Once Deltamon is playable I'm probably going to have to dish out immediate changes to whatever overwhelming threats rise up. I honestly wouldn't even be surprised if some random Pokemon in the dex like I don't know... Shadowguy, becomes an S rank and ends up requiring immediate nerfs.
Here are some example sets I came up with for some Pokemon in the tier!
Kris @ Life Orb
Ability: Sharpness
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Night Slash
- Sacred Sword
- Smart Strike
Kris @ Darkinium-Z
Ability: Soul-Heart
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Calm Mind
- Dark Pulse
- Secret Sword
- Luster Purge
Orange @ Sitrus Berry
Ability: Full Belly
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Bulk Up
- Close Combat
- Earthquake
- Substitute / Knock Off
Orange @ Amber Omega Petal
Ability: Full Belly
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Petal Dance
- Close Combat
- Knock Off
- Protect
Out on the DH2 server to play! I've fixed most of the bugs that have popped up! Everything should be in working order, but it's likely that some issues slipped through the cracks. Let me know if you find any!
Special thanks go to those in the Pet Mods and National Dex room that let me share my ideas that I've had for this mod, while giving me criticisms and helping me improve it! Thanks for watching my dream!