Oh okay, though I still wonder why you made them Light-type. Reference to hard light in fictions considering they are virtual Pokémon?Thanks for pointing this out, I ment to make them light/electric. Must have messed that part up.
Oh okay, though I still wonder why you made them Light-type. Reference to hard light in fictions considering they are virtual Pokémon?Thanks for pointing this out, I ment to make them light/electric. Must have messed that part up.
I just realized that I have way to many electric/light types so I think I'll change them to pure light-types. Also it is because they are virtual pokemon.Oh okay, though I still wonder why you made them Light-type. Reference to hard light in fictions considering they are virtual Pokémon?
Type | Weaknesses | Resistances | Immunity | Hits SE | Hits NVE | Is Immune | |||||
Normal | Fire,Fighting,Poison | Water,Ground,Bug | Ghost | Water,Electric,Grass | Psychic,Rock,Steel | Dragon | |||||
Fire | Ground,Rock,Dark | Grass,Ice,Steel | Fire | Normal,Grass,Ice | Water,Rock,Dragon | Fire | |||||
Water | Normal,Electric,Grass | Fire,Water,Ice | Rock | Ground,Rock,Steel | Normal,Water,Ice | Grass | |||||
Electric | Ground,Dragon,Normal | Electric,Flying,Steel | Ice | Water,Bug,Flying | Electric,Grass,Rock | Ground | |||||
Grass | Normal,Fire,Ice | Electric,Ground,Rock | Water | Water,Ground,Rock | Fire,Flying,Dragon | Bug | |||||
Ice | Fire,Bug,Rock | Water,Dragon,Dark | Fairy | Grass,Ground,Flying | Fire,Water,Steel | Fighting | |||||
Fighting | Flying,Psychic,Ghost | Bug,Rock,Steel | Dark | Normal,Dark,Rock | Psychic,Bug,Fairy | Ghost | |||||
Poison | Ground,Psychic,Steel | Ghost,Dragon,Poison | Bug | Normal,Bug,Fairy | Ground,Psychic,Ghost | Steel | |||||
Ground | Water,Grass,Ice | Poison,Ground,Psychic | Electric | Fire,Electric,Poison | Normal,Grass,Ground | Flying | |||||
Flying | Electric,Ice,Flying | Grass,Fairy,Bug | Ground | Fighting,Flying,Bug | Electric,Dragon,Steel | Rock | |||||
Psychic | Bug,Ghost,Dark | Normal,Poison,Fairy | Steel | Fighting,Poison,Steel | Ground,Bug,Ghost | Dark | |||||
Bug | Electric,Poison,Flying | Psychic,Fighting,Fairy | Grass | Psychic,Dark,Ice | Normal,Fighting,Flying | Poison | |||||
Rock | Water,Grass,Fighting | Normal,Fire,Electric | Flying | Fire,Ice,Fairy | Grass,Fighting,Ghost | Water | |||||
Ghost | Fairy,Dark,Ghost | Dragon,Rock,Psychic | Fighting | Fighting,Psychic,Ghost | Poison,Dark,Fairy | Normal | |||||
Dragon | Dragon,Steel,Fairy | Fire,Flying,Grass | Normal | Electric,Dragon,Steel | Ice,Poison,Ghost | Fairy | |||||
Dark | Fighting,Bug,Fairy | Dark,Ghost,Poison | Psychic | Fire,Psychic,Ghost | Ice,Dark,Fairy | Fighting | |||||
Steel | Psychic,Water,Dragon | Normal,Ice,Flying | Poison | Poison,Dragon,Fairy | Fire,Electric,Fighting | Psychic | |||||
Fairy | Poison,Rock,Steel | Fighting,Ghost,Dark | Dragon | Ghost,Dragon,Dark | Flying,Psychic,Bug | Ice |
That will lead to entirely different matchups. Just a few things to note in particular;Name of Mod:The 3-3-1 Typechart
Mascot:
Link to Changes:
Summary of the Mod:View attachment 363574The Typechart
Type Weaknesses Resistances Immunity Hits SE Hits NVE Is Immune Normal Fire,Fighting,Poison Water,Ground,Bug Ghost Water,Grass,Bug Psychic,Rock,Steel Dragon Fire Ground,Rock,Dark Grass,Ice,Steel Fire Normal,Grass,Ice Water,Rock,Dragon Fire Water Normal,Electric,Grass Fire,Water,Ice Rock Ground,Rock,Steel Normal,Water,Ice Grass Electric Ground,Dragon,Fairy Electric,Flying,Steel Dark Water,Flying,Steel Electric,Grass,Rock Ground Grass Normal,Fire,Ice Electric,Ground,Rock Water Water,Ground,Rock Fire,Flying,Bug Fairy Ice Fire,Fighting,Rock Water,Dragon,Dark Fairy Grass,Ground,Flying Fire,Water,Steel Fighting Fighting Flying,Psychic,Ghost Bug,Rock,Steel Ice Normal,Ice,Rock Psychic,Bug,Fairy Ghost Poison Ground,Psychic,Steel Ghost,Dragon,Poison Bug Ground Water,Grass,Ice Poison,Ground,Psychic Electric Flying Electric,Ice,Flying Grass,Fairy,Bug Ground Psychic Bug,Ghost,Dark Normal,Poison,Ground Psychic Bug Normal,Poison,Flying Grass,Fighting,Ground Dragon Rock Water,Grass,Fighting Normal,Fire,Electric Flying Ghost Fairy,Dark,Ghost Dragon,Rock,Poison Fighting Dragon Dragon,Steel,Fairy Fire,Flying,Psychic Normal Dark Fighting,Bug,Dragon Dark,Ghost,Psychic Fairy Steel Psychic,Water,Electric Normal,Ice,Flying Poison Fairy Poison,Rock,Steel Fighting,Ghost,Dark Grass Ice Water types are immune to Rock,so they are immune to Stealth Rocks
All status and misc. immunities stay the same,so Fire types still cannot be burned,Grass types are still immune to Powder moves,etc.
Yoink
In The 3-3-1 Typechart,all types hit 3 types Super-Effectively,3 Not Very Effectively,Not Affect 1,and are hit by 3 types SE,3 NVE,and are immune to 1.
Competitive Overview:
I have toned these down.Self-Destruct, Explosion, Boomburst and Extreme Speed might need to be toned down as Normal-type hit things super effectively now. Otherwise, Water, Grass and Bug Pokémon might become crippled.
Fixed.Fairy being useless against both Ice and Dark is very awkward, unless if this is an error.
A stat rework will be in order if it proves too powerfulthough Rillaboom might be a bigger threat than already is.
Ok yup this totally outclasses my attempt lol. Nobody ever bothered to play it anyway so I am hereby retiring Pokemon Triple Deluxe. Will be deleting the original post right away and this post in 24 hours.Super Triples, (vaguely based on Yung Drampa's concept) enjoy this terrible artView attachment 372857
Welcome to Super Triples! As the name implies, this metagame will be designed around... Triple Battles!
Triples are at least somewhat understood as just battles where each trainer has 3 Pokemon on the field. However, in my opinion, vanilla triples would make a pretty awful metagame. This is for many reasons, including copious amounts of hidden information, lots of extreme potential for cheese, and a general lack of something to really distinguish itself from Doubles. As such, I've taken it upon myself to redesign much of what Triples is and how its played from the ground up.
Since it isn't in SwSh, (and because frankly nobody actually played it outside of some funny gimmicks) I'll do a rundown of a few important elements.
In Triples, Pokemon can have 3 positions; Left, Center, and Right. These three positions are determined by the order you choose pokemon; First pick takes (the player's) Left, Second takes Center, and Third takes Right. The biggest thing that Positions effect is targeting; Pokemon in Left Position generally cannot target Pokemon in the opponent's Left Position, and vice versa. Pokemon that can't target each other are said to be in Opposites, or are said to be in Opposite Positions. For the most part, Opposites cannot target each other with moves; this includes Spread Moves and Abilities which target foes; a Pokemon with Intimidate which enters the field from Left Position will not lower the attack of any Opposite opponents. The exception to this rule comes in the form of Flying Moves and Pulse Moves (moves boosted by Mega Launcher). This is a pretty important piece of power in this meta!In addition to being able to Switch, Pokemon in Triples can Shift. Shifting allows a Pokemon in the Left Position or Right Position to expend their turn to move to Center Position. The single most important thing about Shifting is that it does NOT have priority. Unlike Switching, which has priority over every other action, Shifting has 0 priority, meaning it can occur after other moves. This makes it more akin to Ally Switch than Switching proper. This makes Speed Control and Priority very powerful tools, so keep them in mind!
From here on, described elements will be more specific to Super Triples
First, this format will be Bring 6, Pick 4. For the most part, this acts identically to VGC, except that pick order is crucial, as it determines Positions. First pick is Left, Second is Center, and Third is Right, incase you didn't read the above.
Next and absolutely hugely, (This is the meat of the changes!) Center Position gains passive properties that are new to Super Triples.
- Pokemon in Center Position have a passive effect; they take 3/4ths damage from incoming attacks.
This is pretty straight-forward. The idea here is to lower the amount of offensive pressure Center Position Pokemon take, so they aren't as harshly pressured to use Protect or defensive moves every single turn.
This effect is to further allow Center Position Pokemon to do things that aren't Protect, but that don't directly contribute to offensive pressure. There are a few key interactions here. Importantly, this buff only applies as long as that Pokemon stays in Center Position; if they use a Status Move and an ally Shifts them out of Center Position, they won't carry that buff once they're in side position.
- If a Pokemon in Center Positon chooses a Status Move, incoming direct attacks will only deal 2/3rds damage that turn. (Exceptions to this include any Protect variant and Ally Switch)
- There's a new mechanic called Guard Break. If a Pokemon in Center Position uses Protect or any variants of it, and that protecting move blocks 3 separate attacks, the third attack will Guard Break. Attacks which Guard Break will ignore the first passive effect, and on top of that deal triple damage to all of their targets.
This is the big one. While the previous two mechanics focus on passively shifting weight away from Protect, this option aims to be a way to outright manually punish Center Position Protection moves. An important element of this wording is that it includes all protecting moves, including those like Wide Guard, Quick Guard, and Mat Block; it's simply that those moves have to themselves block three separate attacks in order to trigger. (ie, Quick Guard could be broken if Extremespeed, First Impression, and Ice Shard all successfully target the foe, and Ice Shard would deal triple damage to its target, as having lower priority it would hit last.)
All bonuses involving the Center Position go away once a player is down to 2 or fewer pokemon. This means there can be a pretty big imbalance of power if you lose too much positioning too quickly. I might have to try and think of some kind of other supplementary mechanics for this space to offset that, or it could just be a part of the metagame. It's an element I'm open to change.
So that would be the base rules of a potential Super Triples gamemode. To be clear, this could exist as another OM, but I really don't think it would fit well in that role. Even with these proposed changes, and in a few cases because of them, I think this would make for a grossly unbalanced gamemode to play with the full pick of Pokemon. So, if I were to make a meta out of it, I'd want to do so manually, making an exclusive Whitelist rather than starting with everything and making bans. In addition, doing so would allow for Pokemon to be included with specifically designed niches in mind, and can even have new moves created around interactions with mechanics exclusive to Super Triples, such as moves with differing properties depending on the user's position. I've already created a few to potentially use, which will be listed below.
To be clear, I do not know how to edit mechanics in Showdown. If anyone interested would know how to code these concepts, pleaaaasseeee reach out.
OHKO Moves now are attacks which only work if the opponent uses a Protection move. They fail if they target a foe that isn't protecting. If the protecting foe is in the Left or Right positions, all that happens is that their Protection move's effects end; they take no damage. If it targets a foe in Center Position, it doesn't end the move's protection effects, but instead counts as 2 hits towards a Guard Break. If the moves Guard Break, they do as they were originally intended to, and inflict a 100% guaranteed 1HKO. This includes situations where the foe would be immune to the attack (Ghosts with Guillotine, Levitaters with Fissure, etc)Double Team no longer boosts evasion; the user becomes immune to all status moves targeting them for 1 turn, and in addition takes 1/3rd damage from incoming direct attacks. Notably, the move has Neutral Priority, so it is best used by very fast Pokemon. (and if this isn't a tight enough restriction... It's gonna be limited to fast and stealthy pokemon.)Pokemon with Run Away have +1 Priority when they Shift. EZ :)When used from the Left or Right positions, V-Create is reduced to 90 BP, regardless of it's target. However, when used from Center Position, it is restored to 180 BP, and on top of that becomes a spread move which all foes.
Victini might not be a good fit for the format as is, it's really strong already and this would be a huge buff. I might not even get to use this concept, but it's what I'm really thinking of when it comes to creating new mechanics tailor made for the format.
Finally, I'd want to make Pokemon a bit more simple in this metagame in terms of overall options. This is in order to limit the sheer variety of potential sets an opponent could have, and to push pokemon to pull from more obscure options to fulfill various options. Essentially, if a Pokemon would be OU or even UU in modern SwSh Singles, there's a good chance I'd want it nerfed in terms of stats or movepool.
List
Pokemon I'm unsure about
- Melmetal [-Ice Punch, -Ice Beam, -Darkest Lariat, -High Horsepower, -Acid Armor/Iron Defense(?)]
- Alcremie
- Hitmontop
- Tsareena
- Accelgor
- Greninja [-Battle Bond, -Gunk Shot, -Low Kick]
- Turtonator
- Dodrio
- Golem-A
- Dugtrio
- Gothitelle
- Cryogonal
- Toxicroak
- Palossand
- Stoutland
- Rotom
- Alomamola
- Dragonite [-Dragon Dance(?)]
My End Goal would be introducing something like 40-50 Pokemon total.
- A lot, but namely;
- Tornadus-Therian
- Lucario / Clawitzer
- Gyarados
- Luxray
- Golisopod
- Salazzle
- Cacturne [+Jungle Healing, +Scorching Sands]
- Slowking-G
- Weezing
I do not have the programming chops to make these changes / implement this metagame and its' concepts right now, so if any of this is of interest to you and you know how to program, it'd be a huge help.
Overall, if you have thoughts on any part of this, I'm looking for feedback. This is super experimental, and while I have a good idea of what I'd like this kind of game to look like, I absolutely need help ironing out details.
A change that could make sense is trapping preventing the trapped target from shifting.Just a thought.Super Triples, (vaguely based on Yung Drampa's concept) enjoy this terrible artView attachment 372857
Welcome to Super Triples! As the name implies, this metagame will be designed around... Triple Battles!
Triples are at least somewhat understood as just battles where each trainer has 3 Pokemon on the field. However, in my opinion, vanilla triples would make a pretty awful metagame. This is for many reasons, including copious amounts of hidden information, lots of extreme potential for cheese, and a general lack of something to really distinguish itself from Doubles. As such, I've taken it upon myself to redesign much of what Triples is and how its played from the ground up.
Since it isn't in SwSh, (and because frankly nobody actually played it outside of some funny gimmicks) I'll do a rundown of a few important elements.
In Triples, Pokemon can have 3 positions; Left, Center, and Right. These three positions are determined by the order you choose pokemon; First pick takes (the player's) Left, Second takes Center, and Third takes Right. The biggest thing that Positions effect is targeting; Pokemon in Left Position generally cannot target Pokemon in the opponent's Left Position, and vice versa. Pokemon that can't target each other are said to be in Opposites, or are said to be in Opposite Positions. For the most part, Opposites cannot target each other with moves; this includes Spread Moves and Abilities which target foes; a Pokemon with Intimidate which enters the field from Left Position will not lower the attack of any Opposite opponents. The exception to this rule comes in the form of Flying Moves and Pulse Moves (moves boosted by Mega Launcher). This is a pretty important piece of power in this meta!In addition to being able to Switch, Pokemon in Triples can Shift. Shifting allows a Pokemon in the Left Position or Right Position to expend their turn to move to Center Position. The single most important thing about Shifting is that it does NOT have priority. Unlike Switching, which has priority over every other action, Shifting has 0 priority, meaning it can occur after other moves. This makes it more akin to Ally Switch than Switching proper. This makes Speed Control and Priority very powerful tools, so keep them in mind!
From here on, described elements will be more specific to Super Triples
First, this format will be Bring 6, Pick 4. For the most part, this acts identically to VGC, except that pick order is crucial, as it determines Positions. First pick is Left, Second is Center, and Third is Right, incase you didn't read the above.
Next and absolutely hugely, (This is the meat of the changes!) Center Position gains passive properties that are new to Super Triples.
- Pokemon in Center Position have a passive effect; they take 3/4ths damage from incoming attacks.
This is pretty straight-forward. The idea here is to lower the amount of offensive pressure Center Position Pokemon take, so they aren't as harshly pressured to use Protect or defensive moves every single turn.
This effect is to further allow Center Position Pokemon to do things that aren't Protect, but that don't directly contribute to offensive pressure. There are a few key interactions here. Importantly, this buff only applies as long as that Pokemon stays in Center Position; if they use a Status Move and an ally Shifts them out of Center Position, they won't carry that buff once they're in side position.
- If a Pokemon in Center Positon chooses a Status Move, incoming direct attacks will only deal 2/3rds damage that turn. (Exceptions to this include any Protect variant and Ally Switch)
- There's a new mechanic called Guard Break. If a Pokemon in Center Position uses Protect or any variants of it, and that protecting move blocks 3 separate attacks, the third attack will Guard Break. Attacks which Guard Break will ignore the first passive effect, and on top of that deal triple damage to all of their targets.
This is the big one. While the previous two mechanics focus on passively shifting weight away from Protect, this option aims to be a way to outright manually punish Center Position Protection moves. An important element of this wording is that it includes all protecting moves, including those like Wide Guard, Quick Guard, and Mat Block; it's simply that those moves have to themselves block three separate attacks in order to trigger. (ie, Quick Guard could be broken if Extremespeed, First Impression, and Ice Shard all successfully target the foe, and Ice Shard would deal triple damage to its target, as having lower priority it would hit last.)
All bonuses involving the Center Position go away once a player is down to 2 or fewer pokemon. This means there can be a pretty big imbalance of power if you lose too much positioning too quickly. I might have to try and think of some kind of other supplementary mechanics for this space to offset that, or it could just be a part of the metagame. It's an element I'm open to change.
So that would be the base rules of a potential Super Triples gamemode. To be clear, this could exist as another OM, but I really don't think it would fit well in that role. Even with these proposed changes, and in a few cases because of them, I think this would make for a grossly unbalanced gamemode to play with the full pick of Pokemon. So, if I were to make a meta out of it, I'd want to do so manually, making an exclusive Whitelist rather than starting with everything and making bans. In addition, doing so would allow for Pokemon to be included with specifically designed niches in mind, and can even have new moves created around interactions with mechanics exclusive to Super Triples, such as moves with differing properties depending on the user's position. I've already created a few to potentially use, which will be listed below.
To be clear, I do not know how to edit mechanics in Showdown. If anyone interested would know how to code these concepts, pleaaaasseeee reach out.
OHKO Moves now are attacks which only work if the opponent uses a Protection move. They fail if they target a foe that isn't protecting. If the protecting foe is in the Left or Right positions, all that happens is that their Protection move's effects end; they take no damage. If it targets a foe in Center Position, it doesn't end the move's protection effects, but instead counts as 2 hits towards a Guard Break. If the moves Guard Break, they do as they were originally intended to, and inflict a 100% guaranteed 1HKO. This includes situations where the foe would be immune to the attack (Ghosts with Guillotine, Levitaters with Fissure, etc)Double Team no longer boosts evasion; the user becomes immune to all status moves targeting them for 1 turn, and in addition takes 1/3rd damage from incoming direct attacks. Notably, the move has Neutral Priority, so it is best used by very fast Pokemon. (and if this isn't a tight enough restriction... It's gonna be limited to fast and stealthy pokemon.)Pokemon with Run Away have +1 Priority when they Shift. EZ :)When used from the Left or Right positions, V-Create is reduced to 90 BP, regardless of it's target. However, when used from Center Position, it is restored to 180 BP, and on top of that becomes a spread move which all foes.
Victini might not be a good fit for the format as is, it's really strong already and this would be a huge buff. I might not even get to use this concept, but it's what I'm really thinking of when it comes to creating new mechanics tailor made for the format.
Finally, I'd want to make Pokemon a bit more simple in this metagame in terms of overall options. This is in order to limit the sheer variety of potential sets an opponent could have, and to push pokemon to pull from more obscure options to fulfill various options. Essentially, if a Pokemon would be OU or even UU in modern SwSh Singles, there's a good chance I'd want it nerfed in terms of stats or movepool.
List
Pokemon I'm unsure about
- Melmetal [-Ice Punch, -Ice Beam, -Darkest Lariat, -High Horsepower, -Acid Armor/Iron Defense(?)]
- Alcremie
- Hitmontop
- Tsareena
- Accelgor
- Greninja [-Battle Bond, -Gunk Shot, -Low Kick]
- Turtonator
- Dodrio
- Golem-A
- Dugtrio
- Gothitelle
- Cryogonal
- Toxicroak
- Palossand
- Stoutland
- Rotom
- Alomamola
- Dragonite [-Dragon Dance(?)]
My End Goal would be introducing something like 40-50 Pokemon total.
- A lot, but namely;
- Tornadus-Therian
- Lucario / Clawitzer
- Gyarados
- Luxray
- Golisopod
- Salazzle
- Cacturne [+Jungle Healing, +Scorching Sands]
- Slowking-G
- Weezing
I do not have the programming chops to make these changes / implement this metagame and its' concepts right now, so if any of this is of interest to you and you know how to program, it'd be a huge help.
Overall, if you have thoughts on any part of this, I'm looking for feedback. This is super experimental, and while I have a good idea of what I'd like this kind of game to look like, I absolutely need help ironing out details.
A change that could make sense is trapping preventing the trapped target from shifting. Just a thought.