Approved by The Immortal and Eevee General
The Trading Card Game has differed itself from the games since its inception with the use of Energy to attack, access to a plethora of moves that aren't available in the game, and its lack of some types that are available in the games. This metagame aims to condense all the current 18 types into those 11 types that are in the TCG, affecting not only a Pokemon's typings, but also their moves and abilities.
These are 11 new types with the transferred types included in parentheses:
Grass (Bug)
Fire
Water (Ice)
Electric
Fighting (Rock, Ground)
Psychic (Ghost, Poison)
Normal (Flying)
Dark
Steel
Dragon
Fairy
Rules:
Mechanic: The current 18 types are condensed into the 11 types that are available in the Trading Card Game, converting Pokemon types, moves, and abilities.
Clauses: OU Clauses
Bans: OU Bans
Unbans: None yet!
Strategy:
With the compression of some types, a lot of Pokemon gain new typings, lose weaknesses, and lose resistances.
Increased Viability
Grass Types: Grass-types benefit immensely from this change as they lose their weaknesses to Bug, Poison, Ice, and Flying while only losing its Ground resist, making it an excellent defensive typing for a lot of bulky Pokemon. Most Grass-types are dual-typed as well giving them nice resistances to couple with their aforementioned typing.
Normal Types: Normal-types that weren't initially Flying-type appreciates the innate buffs they bring along in that now they become immune to Sticky Web, Spikes, and Toxic Spikes. This means offensive and defensive Pokemon appreciate no longer having to worry about racking up entry hazard damage while proceeding to wall or break through the opposing team. They are also able to get around Arena Trap thanks to not being considered "grounded" as Normal-types sort of act like Flying-types (s/o to Rhythms for confirming)
Psychic Types: Psychic-types gain a massive boon as they are now able to absorb Toxic Spikes (if they are grounded) and gained a Stealth Rock resistance. Psychic types also lose their Bug and Ghost weaknesses, leaving them only susceptible to Dark moves while losing none of their resistances. Psychic-types also gain an innate immunity to Toxic status.
Fighting Types: Fighting-types gain a lot in this metagame. They are now immune to Sand damage and gain a Special Defense boost in Sand. They also lose 3 resists and an immunity on the offensive side of things, allowing them to more freely spam their STAB moves.
Electric Types: The only single typing to no longer have any weaknesses, Electric-types are something to look out for. They are also able to freely spam their STAB moves since Ground-types are non-existent, making VoltTurn a very viable and potent strategy.
Decreased Viability
Steel Types: Steel types aren't as good here as they lose a lot of their resistances thanks to the types condensing all while gaining a Stealth Rock weakness. Fighting-types are prominent here as well making them not as healthy of a choice as other Pokemon in terms of defensiveness.
Normal Types: Sadly, while they appreciate not being affected by Spikes and Toxic Spikes, they do however gain a SR weakness since SR now use Fighting-type "damage". This makes it harder for Normal-types to consistently switch into attacks or continue to threaten the opponents.
Q&A:
Q: How does Sand and Hail work since the types they benefited are now obsolete?
A: All the ins-and-outs are listed below in the Resources, but basically Sand works with Fighting-types now and Hail is Rain 0.5 as it affects Water-types.
Q: Can grounded Psychic-types absorb Toxic Spikes?
A: Yes.
Q: Does Roost get rid of a Pokemon's Normal-type now since Flying-types no longer exist?
A: Yes.
Q: Where can I play this?
A: It is now playable on ROM!
Resources:
Type chart courtesy of Machaeger
Some Pokemon's New Typings
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Changes
Holder is immune to Fighting-type attacks. Pops when holder is hit.
Each turn, if holder is a Psychic-type, restores 1/16 max HP; loses 1/8 if not.
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Holder's Fighting-type attacks have 1.2x power. Judgment is Fighting type.
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Holder's Fighting-type attacks have 1.2x power.
Holder's Water-type attacks have 1.2x power. Judgment is Water type.
Holder's Grass-type attacks have 1.2x power. Judgment is Grass type.
Holder's Water-type attacks have 1.2x power.
Holder's Grass-type attacks have 1.2x power.
Holder's Normal-type attacks have 1.2x power. Judgment is Normal type.
Raises holder's Attack by 1 if hit by an Water-type attack. Single use.
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Holder's Psychic-type attacks have 1.2x power. Judgment is Psychic type.
Berries
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Halves damage taken from a supereffective Fighting-type attack. Single use.
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Halves damage taken from a supereffective Psychic-type attack. Single use.
Halves damage taken from a supereffective Grass-type attack. Single use.
Halves damage taken from a supereffective Water-type attack. Single use.
Threats
Dragonite not only gets to keep its immunities to Spikes and Toxic Spikes, but it now gains a reliable secondary STAB in Extreme Speed thanks to it's secondary typing becoming Normal. This makes its wallbreaking capabilities a massive force and something not to scoff at. Dragonite unfortunately still has a nasty weakness to Stealth Rock, but with Multiscale, Dragon Dance, and a reliable secondary STAB, Dragonite will become even more powerful than it is in standard tiers.
Now with an unique typing, Mega Diancie becomes an absolute monster offensively with decent neutral coverage and amazing base 160 offensive stats. It also gains a Stealth Rock resistance, which can help it should it be up on its side of the field. Sadly, Diancie has more weaknesses than most with Psychic-, Steel-, and Fairy-types still being prominent in this metagame.
Being immune to all hazards makes Hydreigon an absolute beast in this metagame because it is a very powerful wallbreaker, stallbreaker, or cleaner with Choice Scarf. Its typing may remain unchanged, but it loses a lot of its weaknesses such as Ice, Bug, and Fighting while only losing a resist in Ghost (which becomes an immunity since it is now Psychic but w/e). It still has no real way around Fairies, but it definitely something to watch out for.
Talonflame is a Pokemon that becomes a very powerful threat in TCG. Thanks to it weakening its SR weakness, Talonflame is able to switch in a lot easier while Roosting off the damage. It also has priority Normal-type moves thanks to Gale Wings, meaning it can boost with SD against Pranksters while also having a pretty powerful Brave Bird.
Useful Posts
A Detailed and In-Depth Look into the TCG Meta by Mygavolt
Type CondensinG (TCG for short)
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The Trading Card Game has differed itself from the games since its inception with the use of Energy to attack, access to a plethora of moves that aren't available in the game, and its lack of some types that are available in the games. This metagame aims to condense all the current 18 types into those 11 types that are in the TCG, affecting not only a Pokemon's typings, but also their moves and abilities.
These are 11 new types with the transferred types included in parentheses:
Rules:
Mechanic: The current 18 types are condensed into the 11 types that are available in the Trading Card Game, converting Pokemon types, moves, and abilities.
Clauses: OU Clauses
Bans: OU Bans
Unbans: None yet!
Strategy:
With the compression of some types, a lot of Pokemon gain new typings, lose weaknesses, and lose resistances.
Increased Viability
Decreased Viability
Q&A:
Q: How does Sand and Hail work since the types they benefited are now obsolete?
A: All the ins-and-outs are listed below in the Resources, but basically Sand works with Fighting-types now and Hail is Rain 0.5 as it affects Water-types.
Q: Can grounded Psychic-types absorb Toxic Spikes?
A: Yes.
Q: Does Roost get rid of a Pokemon's Normal-type now since Flying-types no longer exist?
A: Yes.
Q: Where can I play this?
A: It is now playable on ROM!
Resources:
Type chart courtesy of Machaeger
Some Pokemon's New Typings
Bug-type moves become Grass-type.
Ice-type moves become Water-type.
Rock- and Ground-type moves become Fighting-type.
Ghost- and Poison-type moves become Psychic-type.
Flying-type moves become Normal-type.
Ice-type moves become Water-type.
Rock- and Ground-type moves become Fighting-type.
Ghost- and Poison-type moves become Psychic-type.
Flying-type moves become Normal-type.
Berries
Aerilate: This Pokemon's Normal-type moves have 1.3x power.
Gale Wings: This Pokemon's Normal-type moves have their priority increased by 1.
Levitate: This Pokemon is immune to Fighting; Gravity/Ingrain/Smack Down/Iron Ball nullify it.
Rattled: This Pokemon's Speed is raised 1 stage if hit by a Grass-, Dark-, or Psychic-type attack.
Refrigerate: This Pokemon's Normal-type moves become Water type and have 1.3x power.
Scrappy: This Pokemon can hit Psychic types with Normal- and Fighting-type moves. (This is pretty useless though)
Swarm: When this Pokemon has 1/3 or less of its max HP, its Grass attacks do 1.5x damage.
Sand Force: This Pokemon's Fighting/Steel attacks do 1.3x in Sandstorm; immunity to it.
Thick Fat: Fire/Water-type moves against this Pokemon deal damage with a halved attacking stat.
Gale Wings: This Pokemon's Normal-type moves have their priority increased by 1.
Levitate: This Pokemon is immune to Fighting; Gravity/Ingrain/Smack Down/Iron Ball nullify it.
Rattled: This Pokemon's Speed is raised 1 stage if hit by a Grass-, Dark-, or Psychic-type attack.
Refrigerate: This Pokemon's Normal-type moves become Water type and have 1.3x power.
Scrappy: This Pokemon can hit Psychic types with Normal- and Fighting-type moves. (This is pretty useless though)
Swarm: When this Pokemon has 1/3 or less of its max HP, its Grass attacks do 1.5x damage.
Sand Force: This Pokemon's Fighting/Steel attacks do 1.3x in Sandstorm; immunity to it.
Thick Fat: Fire/Water-type moves against this Pokemon deal damage with a halved attacking stat.
Sandstorm:
- At the end of each turn, damages each Pokémon for 1/16 of its maximum HP, unless it is Fighting- or Steel-type, has one of the Abilities: Sand Force, Sand Rush, Sand Veil, Magic Guard or Overcoat; or is holding the Safety Goggles.
- Activates the following Abilities: Sand Force, Sand Rush, Sand Veil.
- Raises the Special Defense of all Fighting-type Pokémon by 50%.
- Changes Weather Ball to a Fighting-type move and doubles its power.
- Causes Solar Beam to only deal half of its normal damage.
- Causes Moonlight, Synthesis, and Morning Sun to recover ¼ of max HP.
- At the end of each turn, damages each Pokémon for 1/16 of its maximum HP, unless it is Water-type; has one of the Abilities: Ice Body, Snow Cloak, Magic Guard or Overcoat; or is holding Safety Goggles.
- Activates the following Abilities: Forecast, Ice Body, and Snow Cloak.
- Causes Forecast to change Castform to its Snowy Form.
- Changes Weather Ball to an Water-type move and doubles its power.
- Allows Blizzard to bypass accuracy check.
- Causes Solar Beam to deal only half its normal damage.
- Causes Moonlight, Synthesis, and Morning Sun to recover ¼ of the user's maximum HP.
● Stealth Rock hurts foes on switch-in while factoring a Pokemon's Fighting weakness. For example, Skarmory now takes 4x upon switching to Stealth Rock while Venusaur resist Stealth Rock with their new typings.
● Water-type Pokémon are immune to the Frozen condition and take no damage from hail.
● Psychic-type Pokémon are immune to the Poison and Badly Poisoned conditions, even when switching in with Toxic Spikes in play. Psychic-type Pokémon nullify Toxic Spikes (unless these Pokémon are also Normal-type or have the Levitate Ability). Psychic-type Pokémon are also not affected by moves that prevent Pokémon from fleeing from battle.
● Fighting-type Pokémon take no damage from a sandstorm and get a Sp. Def boost in a sandstorm.
● Normal-type Pokémon cannot be damaged by Spikes when switching in, nor become afflicted with a Poison or Badly Poisoned conditions due to switching in with Toxic Spikes in play. They are also unaffected by Arena Trap since they are not considered "grounded".
● Water-type Pokémon are immune to the Frozen condition and take no damage from hail.
● Psychic-type Pokémon are immune to the Poison and Badly Poisoned conditions, even when switching in with Toxic Spikes in play. Psychic-type Pokémon nullify Toxic Spikes (unless these Pokémon are also Normal-type or have the Levitate Ability). Psychic-type Pokémon are also not affected by moves that prevent Pokémon from fleeing from battle.
● Fighting-type Pokémon take no damage from a sandstorm and get a Sp. Def boost in a sandstorm.
● Normal-type Pokémon cannot be damaged by Spikes when switching in, nor become afflicted with a Poison or Badly Poisoned conditions due to switching in with Toxic Spikes in play. They are also unaffected by Arena Trap since they are not considered "grounded".
Dragonite not only gets to keep its immunities to Spikes and Toxic Spikes, but it now gains a reliable secondary STAB in Extreme Speed thanks to it's secondary typing becoming Normal. This makes its wallbreaking capabilities a massive force and something not to scoff at. Dragonite unfortunately still has a nasty weakness to Stealth Rock, but with Multiscale, Dragon Dance, and a reliable secondary STAB, Dragonite will become even more powerful than it is in standard tiers.
Now with an unique typing, Mega Diancie becomes an absolute monster offensively with decent neutral coverage and amazing base 160 offensive stats. It also gains a Stealth Rock resistance, which can help it should it be up on its side of the field. Sadly, Diancie has more weaknesses than most with Psychic-, Steel-, and Fairy-types still being prominent in this metagame.
Being immune to all hazards makes Hydreigon an absolute beast in this metagame because it is a very powerful wallbreaker, stallbreaker, or cleaner with Choice Scarf. Its typing may remain unchanged, but it loses a lot of its weaknesses such as Ice, Bug, and Fighting while only losing a resist in Ghost (which becomes an immunity since it is now Psychic but w/e). It still has no real way around Fairies, but it definitely something to watch out for.
Talonflame is a Pokemon that becomes a very powerful threat in TCG. Thanks to it weakening its SR weakness, Talonflame is able to switch in a lot easier while Roosting off the damage. It also has priority Normal-type moves thanks to Gale Wings, meaning it can boost with SD against Pranksters while also having a pretty powerful Brave Bird.
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