Approved by UT and KaenSoul
The Trading Card Game has differed itself from the games since its inception in many different ways, specifically its lack of some types that are available in the games. This metagame aims to condense all the current 18 types into those 10 types that are in the TCG, affecting not only a Pokemon's typings, but also their moves and abilities.
These are 10 new types with the transferred types included in parentheses:
Rules:
Mechanic: The current 18 types are condensed into the 10 types that are available in the Trading Card Game, converting Pokemon types, moves, and abilities.
Clauses: Standard OMs, Sleep Moves Clause, Min Source Gen=9, Evasion Clause, Terastal Clause
Bans:
Pokémon:
Abilities:
Arena Trap
Moody
Shadow Tag
Moves:
Baton Pass
Last Respects
Shed Tail
Council
Gimmicky
KaenSoul
PQRDG
DosDogs
Dark Koopatrol
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:
Resources:
Visual type chart courtesy of KaenSoul
In-depth type chart courtesy of PQRDG
Mechanics:
Watchlist:
Sample Sets:
The Trading Card Game has differed itself from the games since its inception in many different ways, specifically its lack of some types that are available in the games. This metagame aims to condense all the current 18 types into those 10 types that are in the TCG, affecting not only a Pokemon's typings, but also their moves and abilities.
These are 10 new types with the transferred types included in parentheses:
Grass (Bug)
Fire
Water (Ice)
Electric
Fighting (Rock, Ground)
Psychic (Ghost, Fairy)
Normal (Flying)
Dark (Poison)
Steel
Dragon
Fire
Water (Ice)
Electric
Fighting (Rock, Ground)
Psychic (Ghost, Fairy)
Normal (Flying)
Dark (Poison)
Steel
Dragon
Mechanic: The current 18 types are condensed into the 10 types that are available in the Trading Card Game, converting Pokemon types, moves, and abilities.
Clauses: Standard OMs, Sleep Moves Clause, Min Source Gen=9, Evasion Clause, Terastal Clause
Bans:
Pokémon:
Annihilape
Arceus
Baxcalibur
Calyrex-Ice
Calyrex-Shadow
Chi-Yu
Chien-Pao
Deoxys-Normal
Deoxys-Attack
Dialga-Origin
Dialga
Dragapult
Dragonite
Dudunsparce
Eternatus
Garchomp
Giratina-Origin
Giratina
Gouging Fire
Groudon
Haxorus
Ho-oh
Hydreigon
Iron Valiant
Kommo-o
Koraidon
Kyogre
Kyurem
Kyurem-Black
Kyurem-White
Landorus
Latias
Latios
Lugia
Lunala
Mewtwo
Miraidon
Necrozma-DW
Necrozma-DM
Noivern
: Ogerpon-Hearthflame
Palafin
Palkia-Origin
Palkia
Raging Bolt
Rayquaza
Regidrago
Regieleki
Roaring Moon
Salamence
Solgaleo
Shaymin-Sky Forme
Single Strike Urshifu
Ursaluna
Ursaluna Bloodmoon
Walking Wake
Zacian-Crowned
Zacian
Zekrom
Arceus
Baxcalibur
Calyrex-Ice
Calyrex-Shadow
Chi-Yu
Chien-Pao
Deoxys-Normal
Deoxys-Attack
Dialga-Origin
Dialga
Dragapult
Dragonite
Dudunsparce
Eternatus
Garchomp
Giratina-Origin
Giratina
Gouging Fire
Groudon
Haxorus
Ho-oh
Hydreigon
Iron Valiant
Kommo-o
Koraidon
Kyogre
Kyurem
Kyurem-Black
Kyurem-White
Landorus
Latias
Latios
Lugia
Lunala
Mewtwo
Miraidon
Necrozma-DW
Necrozma-DM
Noivern
: Ogerpon-Hearthflame
Palafin
Palkia-Origin
Palkia
Raging Bolt
Rayquaza
Regidrago
Regieleki
Roaring Moon
Salamence
Solgaleo
Shaymin-Sky Forme
Single Strike Urshifu
Ursaluna
Ursaluna Bloodmoon
Walking Wake
Zacian-Crowned
Zacian
Zekrom
Arena Trap
Moody
Shadow Tag
Moves:
Baton Pass
Last Respects
Shed Tail
Council
Gimmicky
KaenSoul
PQRDG
DosDogs
Dark Koopatrol
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.
Psychic Types: Psychic-types gain a massive boon as they are now able to resist Stealth Rock. Psychic types also lose their Bug and Ghost weaknesses, leaving them only susceptible to Dark moves while losing none of their resistances.
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.
Psychic Types: Psychic-types gain a massive boon as they are now able to resist Stealth Rock. Psychic types also lose their Bug and Ghost weaknesses, leaving them only susceptible to Dark moves while losing none of their resistances.
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.
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 Stealth Rocks now use Fighting-type "damage". This makes it harder for Normal-types to consistently switch into attacks or continue to threaten the opponents.
Normal Types: Sadly, while they appreciate not being affected by Spikes and Toxic Spikes, they do however gain a SR weakness, since Stealth Rocks now use Fighting-type "damage". This makes it harder for Normal-types to consistently switch into attacks or continue to threaten the opponents.
Q: Why is the Fairy type condensed into the Psychic type?
A: The Fairy type was retired in the TGC as of 2020, with the release of the Sword & Shield expansion pack.
Q: Why is the Dragon type not condensed into the Normal/Colorless type?
A: As of 2016, Dragon type has been it's own type in the TCG, and as such has been removed from being grouped with Normal.
Q: How do Sand/Snow work?
A: Sand and Snow apply their type-specific mechanics to their condensed forms. Water types recieve a 1.5x defense boost under hail. Fighting and Steel types are immune to sandstorm, and Fighting types revieve a 1.5x special defense boost under Sand.
Q: How do hazards work?
A: Stealth Rock now deals damage based on a Pokemon's fighting weakness. The Psychic type Espeon would take reduced damage from rocks, while the Normal type Blissey would take 2x damage. Grounded Dark types can now absorb Toxic Spikes off of your side of the field. Normal types are immune to Spikes and Toxic Spikes.
Q: How do type-reliant abilities work?
A: The types that trigger these will be condensed as well. Rattled, which raises speed by 1 stage if hit by a Bug, Dark, or Ghost type move, will now raise speed by 1 stage if hit by a Grass-, Dark-, or Psychic-type move. The same applies to type-immunity abilities such as Levitate and Thick Fat.
Q: Does Roost remove your Normal typing for the turn?
A: Yes and no. A pure Normal-type which uses Roost would still be Normal for the turn whereas a Pokémon that has a secondary Normal type will lose its Normal typing, therefore only becoming its primary typing for the turn.
Q: Are Normal-types affected by terrains?
A: As they are considered non-grounded now, they will not benefit from the effects of terrains.
Q: How do status-related type mechanics work?
A: These mechanics are condensed as well. Water types have become immune to freeze, Dark types are immune to poison and will never miss Toxic, etc.
A: The Fairy type was retired in the TGC as of 2020, with the release of the Sword & Shield expansion pack.
Q: Why is the Dragon type not condensed into the Normal/Colorless type?
A: As of 2016, Dragon type has been it's own type in the TCG, and as such has been removed from being grouped with Normal.
Q: How do Sand/Snow work?
A: Sand and Snow apply their type-specific mechanics to their condensed forms. Water types recieve a 1.5x defense boost under hail. Fighting and Steel types are immune to sandstorm, and Fighting types revieve a 1.5x special defense boost under Sand.
Q: How do hazards work?
A: Stealth Rock now deals damage based on a Pokemon's fighting weakness. The Psychic type Espeon would take reduced damage from rocks, while the Normal type Blissey would take 2x damage. Grounded Dark types can now absorb Toxic Spikes off of your side of the field. Normal types are immune to Spikes and Toxic Spikes.
Q: How do type-reliant abilities work?
A: The types that trigger these will be condensed as well. Rattled, which raises speed by 1 stage if hit by a Bug, Dark, or Ghost type move, will now raise speed by 1 stage if hit by a Grass-, Dark-, or Psychic-type move. The same applies to type-immunity abilities such as Levitate and Thick Fat.
Q: Does Roost remove your Normal typing for the turn?
A: Yes and no. A pure Normal-type which uses Roost would still be Normal for the turn whereas a Pokémon that has a secondary Normal type will lose its Normal typing, therefore only becoming its primary typing for the turn.
Q: Are Normal-types affected by terrains?
A: As they are considered non-grounded now, they will not benefit from the effects of terrains.
Q: How do status-related type mechanics work?
A: These mechanics are condensed as well. Water types have become immune to freeze, Dark types are immune to poison and will never miss Toxic, etc.
Resources:
Visual type chart courtesy of KaenSoul
In-depth type chart courtesy of PQRDG
Mechanics:
Bug-type moves become Grass-type.
Ice-type moves become Water-type.
Rock- and Ground-type moves become Fighting-type.
Ghost- and Fairy-type moves become Psychic-type.
Poison-type moves become Dark-type.
Flying-type moves become Normal-type.
Ice-type moves become Water-type.
Rock- and Ground-type moves become Fighting-type.
Ghost- and Fairy-type moves become Psychic-type.
Poison-type moves become Dark-type.
Flying-type moves become Normal-type.
Air Balloon: Holder is immune to Fighting-type attacks. Pops when holder is hit.
Black Sludge: Each turn, if holder is a Dark-type, restores 1/16 max HP; loses 1/8 if not.
Earth Plate: Holder's Fighting-type attacks have 1.2x power. Judgment is Fighting type.
Stone Plate: Holder's Fighting-type attacks have 1.2x power. Judgment is Fighting type.
Icicle Plate: Holder's Water-type attacks have 1.2x power. Judgment is Water type.
Insect Plate: Holder's Grass-type attacks have 1.2x power. Judgment is Grass type.
Sky Plate: Holder's Normal-type attacks have 1.2x power. Judgment is Normal type.
Snowball: Raises holder's Attack by 1 if hit by an Water-type attack. Single use.
Toxic Plate: Holder's Dark-type attacks have 1.2x power. Judgment is Dark type.
Black Sludge: Each turn, if holder is a Dark-type, restores 1/16 max HP; loses 1/8 if not.
Earth Plate: Holder's Fighting-type attacks have 1.2x power. Judgment is Fighting type.
Stone Plate: Holder's Fighting-type attacks have 1.2x power. Judgment is Fighting type.
Icicle Plate: Holder's Water-type attacks have 1.2x power. Judgment is Water type.
Insect Plate: Holder's Grass-type attacks have 1.2x power. Judgment is Grass type.
Sky Plate: Holder's Normal-type attacks have 1.2x power. Judgment is Normal type.
Snowball: Raises holder's Attack by 1 if hit by an Water-type attack. Single use.
Toxic Plate: Holder's Dark-type attacks have 1.2x power. Judgment is Dark type.
Gale Wings: This Pokemon's Normal-type moves have their priority increased by 1 at full HP.
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.
Scrappy: This Pokemon can hit Psychic-types with Normal- and Fighting-type moves, and can also hit Normal-types with Fighting-type moves.
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.
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.
Scrappy: This Pokemon can hit Psychic-types with Normal- and Fighting-type moves, and can also hit Normal-types with Fighting-type moves.
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.
Snow:
● Boosts Water-types' Defense by 1.5x.
● 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.
● 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.
Snow:
● Boosts Water-types' Defense by 1.5x.
● 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, Corviknight now takes 4x upon switching to Stealth Rock while Skeledirge resists Stealth Rock with their new typings.
● Water-type Pokémon are immune to the Frozen condition.
● Dark-type Pokémon are immune to the Poison and Badly Poisoned conditions, even when switching in with Toxic Spikes in play. Dark-type Pokémon nullify Toxic Spikes (unless these Pokémon are also Normal-type or have the Levitate Ability).
● Psychic-type Pokémon are 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.
● Dark-type Pokémon are immune to the Poison and Badly Poisoned conditions, even when switching in with Toxic Spikes in play. Dark-type Pokémon nullify Toxic Spikes (unless these Pokémon are also Normal-type or have the Levitate Ability).
● Psychic-type Pokémon are 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".
Volcarona
Magearna
Sneasler
Hoopa-U
Zamazenta-H
Espathra
Spectrier
Darkrai
Urshifu Rapid Strike
Flygon
Kingdra
Archaludon
Hydrapple
Magearna
Sneasler
Hoopa-U
Zamazenta-H
Espathra
Spectrier
Darkrai
Urshifu Rapid Strike
Flygon
Kingdra
Archaludon
Hydrapple
Garganacl @ Leftovers
TCG Type: Fighting
Ability: Purifying Salt
EVs: 252 HP / 4 Def / 252 SpD
Careful Nature
- Iron Defense / Stealth Rock
- Body Press (Fighting)
- Salt Cure (Fighting)
- Recover
Changes from base Garganacl:
Gains STAB on Body Press.
Purifying Salt = No Weaknesses (Ghost -> Psychic = 0.5x Psychic Damage).
Takes 12.5% from Fighting Type Stealth Rock, while potentially setting up its own.
TCG Type: Fighting
Ability: Purifying Salt
EVs: 252 HP / 4 Def / 252 SpD
Careful Nature
- Iron Defense / Stealth Rock
- Body Press (Fighting)
- Salt Cure (Fighting)
- Recover
Changes from base Garganacl:
Gains STAB on Body Press.
Purifying Salt = No Weaknesses (Ghost -> Psychic = 0.5x Psychic Damage).
Takes 12.5% from Fighting Type Stealth Rock, while potentially setting up its own.
Flutter Mane @ Choice Specs
TCG Type: Psychic
Ability: Protosynthesis
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Energy Ball (Grass)
- Moonblast (Psychic)
- Mystical Fire (Fire) / Psyshock (Psychic)
- Power Gem (Fighting)
Changes from base Flutter Mane:
Shadow Ball is redundant, sharing a STAB type with Moonblast.
Takes 6.25% from Stealth Rock
Power Gem = Fighting Coverage
TCG Type: Psychic
Ability: Protosynthesis
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Energy Ball (Grass)
- Moonblast (Psychic)
- Mystical Fire (Fire) / Psyshock (Psychic)
- Power Gem (Fighting)
Changes from base Flutter Mane:
Shadow Ball is redundant, sharing a STAB type with Moonblast.
Takes 6.25% from Stealth Rock
Power Gem = Fighting Coverage
Volcarona @ Focus Sash / Life Orb
TCG Type: Grass/Fire
Ability: Flame Body
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Quiver Dance
- Giga Drain (Grass)
- Fiery Dance (Fire)
- Psychic (Psychic) / Bug Buzz (Grass) / Air Slash (Normal)
Changes from base Volcarona:
Giga Drain = STAB, Bug Buzz semi-redundant.
Stealth Rock Neutrality
Walled by Dragon, Fire
TCG Type: Grass/Fire
Ability: Flame Body
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Quiver Dance
- Giga Drain (Grass)
- Fiery Dance (Fire)
- Psychic (Psychic) / Bug Buzz (Grass) / Air Slash (Normal)
Changes from base Volcarona:
Giga Drain = STAB, Bug Buzz semi-redundant.
Stealth Rock Neutrality
Walled by Dragon, Fire
Ting-Lu @ Leftovers
TCG Type: Dark/Fighting
Ability: Vessel of Ruin
EVs: 252 HP / 4 Def / 252 SpD
Careful Nature
- Spikes / Stealth Rock
- Ruination (Dark)
- Earthquake / Body Press (Fighting)
- Protect
Changes from base Ting-Lu:
Body Press = STAB
1 weakness (Fighting)
Spikes ignored by Normal Types
TCG Type: Dark/Fighting
Ability: Vessel of Ruin
EVs: 252 HP / 4 Def / 252 SpD
Careful Nature
- Spikes / Stealth Rock
- Ruination (Dark)
- Earthquake / Body Press (Fighting)
- Protect
Changes from base Ting-Lu:
Body Press = STAB
1 weakness (Fighting)
Spikes ignored by Normal Types
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