Welcome to Scootopia Version 2! This metagame is currently in the Solomod PL. This thread is mostly for me to post about any balance changes that may happen, although anyone is free to post their thoughts on the metagame if they want.
New Mechanic: Super Types
Super types allow a pokemon to replace their secondary type with one of two powerful new types: Crystal or Feral.
Super types allow a pokemon to replace their secondary type with one of two powerful new types: Crystal or Feral.
- A pokemon's secondary type will change if they are holding either a Crystal Orb or a Feral Orb.
- This change happens right before the first time they switch in.
- Only one pokemon on a team can gain a Super Type.
- These items cannot be removed in battle. They also boost moves of their corresponding type by 20%.
- Crystal- and Feral-type moves can only be used by pokemon with the matching type.
Crystal is a defensively inclined type. It shares some matchups in common with Rock, and some of its matchups are based on its light-scattering properties. Water and Ground are resisted because they play crucial roles in forming various kinds of crystals.
Defensive:
Immune to: Burn Status, Sandstorm
Resists: Normal, Water, Fire, Ground, Rock, Dark, Crystal, Feral
Weak to: Electric, Fighting, Steel
Offensive:
Strong Against: Fire, Dark, Ghost
Resisted By: Electric, Fighting, Steel, Crystal
Feral is an offensively inclined type. Its matchups mostly revolve around wreaking havoc on the environment, while being weak to natural hazards and particularly fearsome beasts. The mutual resist between Feral and Ghost references the Normal type.
Defensive:
Immune to: Sleep Status
Resists: Ice, Ghost, Fairy
Weak to: Fire, Poison, Dragon
Offensive:
Strong Against: Normal, Grass, Water, Flying, Bug, Fairy
Resisted By: Fire, Ghost, Dragon, Crystal
These moves can only be used by pokemon with the corresponding Super Type.
Crystal Cutter | Physical | 50 BP | 15 PP | Always Crits, User recovers 50% of damage dealt | Contact, Slicing |
Crystal Tail | Physical | 120 BP | 5 PP | 85% Acc. | 20% to Drop Atk | Contact |
Crystal Bash | Physical | 100 BP | 10 PP | 10% to drop Atk | Contact |
Crystal Beam | Special | 90 BP | 15 PP | 30% to drop SpA | |
Crystal Cage | Special | 85 BP | 10 PP | 80% Acc. | Traps and damages for 4-5 turns. | |
Crystal Burst | Special | 120 BP | 5 PP | Lowers user's SpA by 1 stage. | |
Crystal Healing | Status | Cures the team's Status and starts effect similar to Aqua Ring | |
Crystal Fortification | Status | User gains +1 Def and +1 SpD, clears negative stat changes | |
Crystal Shard | Status | Sets a layer of Spikes |
Feral Bite | Physical | 90 BP | 15 PP | 30% chance to Poison | Contact, Biting |
Feral Shred | Physical | 20 BP | 15 PP | Hits twice, lowers Def by 1 on each hit | Contact |
Feral Rush | Physical | 120 BP | 10 PP | User takes 1/3 recoil, 20% to drop Def | Contact |
Feral Shriek | Special | 90 BP | 15 PP | Sound move | 20% to lower foe's SpD | Sound |
Feral Power | Special | 110 BP | 5 PP | Lowers user's SpD by 1 | |
Feral Breath | Special | 80 BP | 15 PP | 60% to lower SpD by 1 | Wind |
Feral Healing | Status | User recovers 25% HP and heals its status conditions | |
Feral Spray | Status | Foe: Poisoned, User: +1 Atk, +1 SpA | |
Feral Resilience | Status | User: Status cured, +1 Atk, +1 SpA |
Sleep: Sleep-inducing moves only last 1 turn, but are more accurate. Rest and Yawn last 2 turns. Sleeping pokemon have halved Spe. No Sleep Clause.
Freeze: Special variant of Burn, essentially Frostbite from PL:A. Sheer Cold is now a Will-o-Wisp clone that inflicts Freeze.
Freeze: Special variant of Burn, essentially Frostbite from PL:A. Sheer Cold is now a Will-o-Wisp clone that inflicts Freeze.
--Spreadsheet--
(You may find the "Super Type Defensive Combos" page to be quite useful when building)
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(You may find the "Super Type Defensive Combos" page to be quite useful when building)
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