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Has anyone suggested a metagame where all of your moves gain the secondary type of your tera type? you'd be able to make your own version of flying press.
I have seen something similar, but they used freeze dry as their example whereas flying press works differently.
Had an idea I wanted to bounce off the community. Naming it Pressmons for the time being, and the idea would be that the type of the first move would get combined with your mon's tera type and work like flying press (you also don't get STAB on the secondary type).
Dragonite @ Heavy-Duty Boots
Ability: Multiscale
Tera Type: Flying
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Extreme Speed
- Dragon Dance
- Earthquake
- Ice Spinner
In the above set, Dragon Dance, Earthquake, and Ice Spinner would function as normal. Extreme Speed would become super effective against grass, fighting, and the like, resisted by electric, and quad resisted by rock and steel. It wouldn't deal any damage to ghost types, and Dragonite would not get STAB on it.
Status moves would function exactly the same as normal, whether they're in slot 1 or not. If the tera type is the same as move 1, the move functions as normal.
Dragonite @ Heavy-Duty Boots
Ability: Multiscale
Tera Type: Normal
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Extreme Speed
- Dragon Dance
- Earthquake
- Ice Spinner
Everything in the above set would function as normal.
Clauses: Standard om clauses, terastalization clause (terastalization would be unusable, similar to bonus type)
Potential Bans:
Certain priority users like scizor, azumarill, and dragonite might be broken with their unlimited coverage, STAB for scizor and azumarill, and sheer power for dnite
Protean/Libero could be broken, being able to gain STAB on their dual type move no matter its base type. This isn't as notable as priority spam, more of a possibility
Potential Questions:
How would this interact with moves like electrify?
As per flying press, this would change the move's base type to electric/whatever type while retaining the secondary type.
Would it be broken for every pokemon to have a near unpredictable coverage move of their choosing?
It might be, testing would probably have to be done to come to a conclusive answer. If it does end up being broken, potential solutions could include revealing each mon's "tera" type and even which move the type affects.
Things to keep in mind
Mons won't gain STAB on their dual type move unless the base type is STAB. Similarly, items like elemental plates and berries will only come into play if it would with the base move.
That's all I have for now. If you have any questions, thoughts, or concerns, let me know.
Eta: sorry for not following submission format. I don't wanna rework this entire thing right now, but if I make a formal submission I'll make sure to follow the format.
This is likely to have balancing issues. Flying Press works because no individual type is weak to both Flying and Fighting, but when you allow arbitrary combinations, the vast majority of mons now have 4x weaknesses, and some even have 8x or 16x weaknesses. That gives you calculations like this:
0 Atk Poochyena Astonish vs. 0 HP / 4 Def Calyrex-Shadow: 384-456 (112.6 - 133.7%) -- guaranteed OHKO
252+ Atk Guts Ursaluna Close Combat vs. 252 HP / 0 Def Probopass: 3940-4636 (1216 - 1430.8%) -- guaranteed OHKO
That doesn't seem like a massive problem so long as tera reveal clause is in place. Those 8x and 16x super effective moves become 8x and 16x resists when you can just see what type is getting added to their moves and switch accordingly. eg. That crazy ursaluna physically can't damage a flying type with the fighting/ground close combat. (ok gravity exists but you get the idea)
I think dual type metagames while interesting in theory, kind of fall short in practice. I think the main problem is even if you actually somehow made the type combinations predictable, there is still a lot of mental math you have to do for type coverages, which might not be appealing to an average player.
Also, I think the negative multipliers (x0.25, x0.5 and x0 immunities) would be a lot more common than the positive ones as most stuff naturally has more resists than weaknesses so resistances/immunities would be amplified more. It kind of seems like you're getting very little return for too much chaos in such a metagame.
Your idea seems too uncompetitive due to its unpredictability. If Sun and Rain randomly get activated, a defensive check that could have walled those Pokemon now cannot. This also applies to Trick Room randomly swapping the speeds of offensive Pokemon and potentially causing faster teams in winning positions to suddenly be at risk of losing.
That aside, the majority of the field effects do not impact many Pokemon. Snow, Sand, Electric Terrain, Wonder Room, Psychic Terrain, and Misty Surge don't really affect many offensive Pokemon.
The same can be true for the other side. A Fire type who could KO, if rain is on forecast is at risk of it not being a KO. Your team must be ready for that.
And isn't fully unpredictable, one turn before a matching warning appears, so you can do an appropriate switch if you can and/or need
Has anyone suggested an ability condition change metagame?
The idea is that you put the ability you want the activation condition of in the item slot, and the ability affect in the ability slot.
The abilities you choose for this are only the ones the pokemon can normally get.
e.g alolamola could put its healer ability in the item slot for a 30% chance to do [affect] at the end of each turn.
And then you could put the hydration ability in the ability slot to be able to cure your own status.
Overall that would mean alolamola would effectively have a new ability that has a 30% chance to cure its own status at the end of the turn.
The coding for this metagame would be difficult, but lots of abilities don't need to be considered making that job easier: any abilities where the mons have no other abilities (e.g protosynthesis), abilities which are passive (huge power), weird abilities (comatose), ect.
Also lots of abilties have similar conditions for initiation, meaning the code could be recycled.
Here are a few other examples I've thought of that would be good/interesting:
Hitmontop:
intimidate + steadfast = +1 speed on switch in
Scyther:
swarm + steadfast = +1 speed at 1/3 or lower hp
Ursaluna:
Unnerve + Guts = perma active guts boost without being burned (don't have to wait for burn orb, but could be paralyzed)
Polteageist:
Weak armor + cursed body = when hit by a physical move, that move gets disabled (swaps the 30% chance for a guarrantee on physical moves)
Goodra:
Gooey + sap sipper = grass immunity; attack raised by 1 when making contact with other pokemon.
Overqwil:
intimidate + swift swim = doubled speed on switch in (stops after the turn of switch in).
Generally this system tends to be somewhat fair, as you have to sacrifice your item to change a condition, and the condition change will usually not always have an upside.
But some affects are too powerful such as anger point, steam engine, regenerator and would be obviously banned in their use for their affects, but their use for conditions could remain.
What do you think? Any ideas of sets that might be too powerful?
Has anyone suggested an ability condition change metagame?
The idea is that you put the ability you want the activation condition of in the item slot, and the ability affect in the ability slot.
The abilities you choose for this are only the ones the pokemon can normally get.
e.g alolamola could put its healer ability in the item slot for a 30% chance to do [affect] at the end of each turn.
And then you could put the hydration ability in the ability slot to be able to cure your own status.
Overall that would mean alolamola would effectively have a new ability that has a 30% chance to cure its own status at the end of the turn.
The coding for this metagame would be difficult, but lots of abilities don't need to be considered making that job easier: any abilities where the mons have no other abilities (e.g protosynthesis), abilities which are passive (huge power), weird abilities (comatose), ect.
Also lots of abilties have similar conditions for initiation, meaning the code could be recycled.
Here are a few other examples I've thought of that would be good/interesting:
Hitmontop:
intimidate + steadfast = +1 speed on switch in
Scyther:
swarm + steadfast = +1 speed at 1/3 or lower hp
Ursaluna:
Unnerve + Guts = perma active guts boost without being burned (don't have to wait for burn orb, but could be paralyzed)
Polteageist:
Weak armor + cursed body = when hit by a physical move, that move gets disabled (swaps the 30% chance for a guarrantee on physical moves)
Goodra:
Gooey + sap sipper = grass immunity; attack raised by 1 when making contact with other pokemon.
Overqwil:
intimidate + swift swim = doubled speed on switch in (stops after the turn of switch in).
Generally this system tends to be somewhat fair, as you have to sacrifice your item to change a condition, and the condition change will usually not always have an upside.
But some affects are too powerful such as anger point, steam engine, regenerator and would be obviously banned in their use for their affects, but their use for conditions could remain.
What do you think? Any ideas of sets that might be too powerful?
I was going to mention weird edge cases and how that might become arbitrary but honestly things seem to line up pretty nice.
Tale ice scales + shield dust for example. “This pokemon takes half damage when affected by the secondary effect of another pokemons attack”. Seems pretty bizarre but what that effectively means is that you take half damage every time you get flinched, burned, confused, etc. From an attacking move.
Might be unintuitive to build around though, especially since order matters. Take the counterpart, shield dust + ice scales:
“This pokemon cannot be affected by special moves”. Thats the only way i could see this working, without picking-and-choosing anyways.
Also, How would immunities work? Like, water absorb + some other thing? “This pokemon [effect] when hit by a water move, immunity to water”? Or is the immunity taken as part of the effect instead? In which is it just tacked on??
Nevermind, seems as though the immunity is a part of the condition, fwiw.
Btw unaware and mold breaker are completely nonsensical for this premise, do they just do nothing? “this pokemon is unaffected by the opponents stat rises and drops” just seems difficult to even consider.
Has anyone suggested an ability condition change metagame?
The idea is that you put the ability you want the activation condition of in the item slot, and the ability affect in the ability slot.
The abilities you choose for this are only the ones the pokemon can normally get.
e.g alolamola could put its healer ability in the item slot for a 30% chance to do [affect] at the end of each turn.
And then you could put the hydration ability in the ability slot to be able to cure your own status.
Overall that would mean alolamola would effectively have a new ability that has a 30% chance to cure its own status at the end of the turn.
The coding for this metagame would be difficult, but lots of abilities don't need to be considered making that job easier: any abilities where the mons have no other abilities (e.g protosynthesis), abilities which are passive (huge power), weird abilities (comatose), ect.
Also lots of abilties have similar conditions for initiation, meaning the code could be recycled.
Here are a few other examples I've thought of that would be good/interesting:
Hitmontop:
intimidate + steadfast = +1 speed on switch in
Scyther:
swarm + steadfast = +1 speed at 1/3 or lower hp
Ursaluna:
Unnerve + Guts = perma active guts boost without being burned (don't have to wait for burn orb, but could be paralyzed)
Polteageist:
Weak armor + cursed body = when hit by a physical move, that move gets disabled (swaps the 30% chance for a guarrantee on physical moves)
Goodra:
Gooey + sap sipper = grass immunity; attack raised by 1 when making contact with other pokemon.
Overqwil:
intimidate + swift swim = doubled speed on switch in (stops after the turn of switch in).
Generally this system tends to be somewhat fair, as you have to sacrifice your item to change a condition, and the condition change will usually not always have an upside.
But some affects are too powerful such as anger point, steam engine, regenerator and would be obviously banned in their use for their affects, but their use for conditions could remain.
What do you think? Any ideas of sets that might be too powerful?
I think I've seen related versions of this. I think it was called Role Reversal. This is my personal opinion, but I feel like the above idea completely disregards items. Maybe for more flexibility one could include consumable items in this since those have conditions. This is a different idea based on yours:
So here the roles of Anger Shell would be swapped with Electric Seed.
If Electric Terrain is present, Anger Shell would activate upon entry but only once, whereas, at 50% HP or less Klawf would get +1 defense boost but as many times as possible.
Not quite sure how this would interact with condition-less abilities like Water Bubble, Technician, Transistor etc (could limit this swap only to conditional abilities and consumable items or you could include all abilities but just make it work one-way.)
Any thoughts on a Pokerogue meta? All Pokemon get access to their egg moves and passive abilities from Pokerogue, with passives being an extra ability choice rather than a second ability. Megas and GMax forms may be added as separate Pokemon that have to hold items, as Mega Pokemon (often) do.
Has anyone suggested an ability condition change metagame?
The idea is that you put the ability you want the activation condition of in the item slot, and the ability affect in the ability slot.
The abilities you choose for this are only the ones the pokemon can normally get.
e.g alolamola could put its healer ability in the item slot for a 30% chance to do [affect] at the end of each turn.
And then you could put the hydration ability in the ability slot to be able to cure your own status.
Overall that would mean alolamola would effectively have a new ability that has a 30% chance to cure its own status at the end of the turn.
The coding for this metagame would be difficult, but lots of abilities don't need to be considered making that job easier: any abilities where the mons have no other abilities (e.g protosynthesis), abilities which are passive (huge power), weird abilities (comatose), ect.
Generally this system tends to be somewhat fair, as you have to sacrifice your item to change a condition, and the condition change will usually not always have an upside.
But some affects are too powerful such as anger point, steam engine, regenerator and would be obviously banned in their use for their affects, but their use for conditions could remain.
This sounds very questionable as the line blurs between what abilities have "conditions". For example, is Levitate merely "This Pokemon is immune to all ground-based effects", or is it "If this Pokemon would be hit by a Ground move or affected by any ground-related element, be immune to it"?
Any thoughts on a Pokerogue meta? All Pokemon get access to their egg moves and passive abilities from Pokerogue, with passives being an extra ability choice rather than a second ability. Megas and GMax forms may be added as separate Pokemon that have to hold items, as Mega Pokemon (often) do.
Premise:
- A poisonous fog will enter on field on Turn 5. At the end of each and every turn, both player's pokemons will take 12,5% of damage. That damage is impossible to be avoided, not even with Magic Guard you're immune to it.
- The damage cannot be dealt on the same turn as the mon switches in.
- That fog is not a Status condition nor is treated like one. So it can be stacked with Poison for example. Also it wont trigger things like Guts.
- It's also not treated as weather and a terrain, so Electric Terrain, or Rain for example, cannot override it. But they can stack in one another.
- Despite the name, Poisonous Fog's Damage is "Corrosive"(Translation: Typeless), so Steel and Poison Types are not immune to it.
- If the fog lasts 40 turns on field, it's damage is increased by 1/16. It will raise an extra 1/16 for every 20 turns that pass afterwards
Turn 1-5: 0% Dmg
Turn 6-45: 12.5%
Turn 46-65: 18,75%
Turn 66-85: 25%
Turn 86-105: 31,25%
Turn 106-125: 37,5%
Turn 126-145(Your match may be over by then): 43,75%
...
Banlist:
Standard OU clauses +
- Open Tera Clause
- Abilities: Poison Heal , Regenerator
- Items: Rocky Helmet
- Moves: Spikes
Has anyone suggested an ability condition change metagame?
The idea is that you put the ability you want the activation condition of in the item slot, and the ability affect in the ability slot.
The abilities you choose for this are only the ones the pokemon can normally get.
e.g alolamola could put its healer ability in the item slot for a 30% chance to do [affect] at the end of each turn.
And then you could put the hydration ability in the ability slot to be able to cure your own status.
Overall that would mean alolamola would effectively have a new ability that has a 30% chance to cure its own status at the end of the turn.
The coding for this metagame would be difficult, but lots of abilities don't need to be considered making that job easier: any abilities where the mons have no other abilities (e.g protosynthesis), abilities which are passive (huge power), weird abilities (comatose), ect.
Also lots of abilties have similar conditions for initiation, meaning the code could be recycled.
Here are a few other examples I've thought of that would be good/interesting:
Hitmontop:
intimidate + steadfast = +1 speed on switch in
Scyther:
swarm + steadfast = +1 speed at 1/3 or lower hp
Ursaluna:
Unnerve + Guts = perma active guts boost without being burned (don't have to wait for burn orb, but could be paralyzed)
Polteageist:
Weak armor + cursed body = when hit by a physical move, that move gets disabled (swaps the 30% chance for a guarrantee on physical moves)
Goodra:
Gooey + sap sipper = grass immunity; attack raised by 1 when making contact with other pokemon.
Overqwil:
intimidate + swift swim = doubled speed on switch in (stops after the turn of switch in).
Generally this system tends to be somewhat fair, as you have to sacrifice your item to change a condition, and the condition change will usually not always have an upside.
But some affects are too powerful such as anger point, steam engine, regenerator and would be obviously banned in their use for their affects, but their use for conditions could remain.
What do you think? Any ideas of sets that might be too powerful?
Keep in mind we avoid anything that is RNG dependant, and if you want abilities to do stuff they dont usually do in a way that cant be shared by every possible combination then you may have a petmod here instead of an om, as the rule is too complex. And pokebilities may do this better anyway.
Premise:
- A poisonous fog will enter on field on Turn 5. At the end of each and every turn, both player's pokemons will take 12,5% of damage. That damage is impossible to be avoided, not even with Magic Guard you're immune to it.
- The damage cannot be dealt on the same turn as the mon switches in.
- Recover Moves will grant a one-turn immunity to the damage. It will deal damage normally at the end of the next turn unless you use another one.
- If you use Safeguard, it will halve the damage so long as it's active.
- If the fog lasts 40 turns on field, it's damage is increased by 1/16. It will raise an extra 1/16 for every 20 turns that pass afterwards
Turn 1-5: 0% Dmg
Turn 6-45: 12.5%
Turn 46-65: 18,75%
Turn 66-85: 25%
Turn 86-105: 31,25%
Turn 106-125: 37,5%
Turn 126-145(Your match may be over by then): 43,75%
...
Banlist:
Standard OU clauses +
- Open Tera Clause
- Abilities: Poison Heal , Regenerator
- Items: Rocky Helmet
I get the idea and seem interesting, but may be better to not have abilities/moves in general to affect it, or even actions like switching, just the pure raw damage with no conditions to keep it simple to understand. It doesnt seem like the kind of idea that gets popular around here tho, but may be worth trying if interest is perceived.
I did say this jokingly in the chat the other day, but I am curious what thoughts would be to the following:
The counterpart of Bad n' Boosted: Good n' Gutted!
Concept is simple: Any stat above 90 is halved (rounding up). This should result in a completely different power level thanks to stronger Pokemon being weakened instead of weak Pokemon being strengthened.
Other than Last Respects and Baton Pass, not sure what the initial banlist would have to be, as everything is dropped to a lower power level. This would be a funny meta where Pokemon like Glalie are potentially excellent due to everything else being brought down to its level.
(Edit: also probably Light Ball, Eviolite, and Huge Power/Pure Power)
So I have been sitting on this for a bit. And while it did start off as a joke, I would like to know if the powers that be would allow this if it was submitted for real.
So I have been sitting on this for a bit. And while it did start off as a joke, I would like to know if the powers that be would allow this if it was submitted for real.
It could work but is much harder to get people interested on small numbers than trying to get them into the next format where everything is over 100, if there seems to be interest it could be considered, but it doesn't offer anything than other stat modifier format don't.
DESIGNATED SURVIVOR (probably better and more fitting names exist)
Ever wished that friendship-based survivability mechanics from the games were also in the competitive scene? If yes, then this metagame might be for you.
Premise:
In this singles metagame, your party members will be able to create and pass each other an "Endure Chain". More specifically, your lead pokemon will have the one-time ability to endure hits that would result in a K.O.; once this ability is spent or its holder faints, the survivor mantle will pass down to the next pokemon that you select in team-preview, which carries all the way up to the 6th slot pokemon.
Rules & Questions:
Pokemon are ordered from slot 1 to slot 6. Once the lead faints or spends their endure, the "survivor" mantle will pass down to the next pokemon in team-preview.
The endure mechanics is only activated by direct hits and not by passive damage.
The lead or the survivor pokemon does not have to faint for mechanics to pass to the next pokemon, they simply need to use up their "second chance", but fainting would be sufficient for the mechanics to pass.
Pokemon with Focus Sash, Sturdy or Pokemon using Endure, will have those mechanics take precedence over the mechanics of the metagame, so these instances will not count as expenditure of the "second chance".
For multi-hit moves, the hits after the endured hit will deal damage.
Banlist:
OU Banlist and Clauses
Questions for the Community:
Fun to play? Any broken elements? How similar to OU would this be?