After several cycles of asking, not getting a definitive answer, and then not caring for a long time, I've finally decided to post this in OI, because it will attract the most relevant crowd here. But, mods, please feel free to move this topic to GL if you don't think this is the place.
Pokemon Conquest is rather overlooked as a Pokemon spinoff. Part of it may be due to just how silly it sounds: Pokemon controlled by Samurai Warriors on a Fire Emblem battlefield? But, Conquest managed to find a happy medium between the complicated SRPG and the simple battle system of Pokemon, and created something really special. It's a game I still go back and play today. But I only ever owned one copy (and I've always been an introvert), so I never got to try out the PvP battles. Maybe someday...
In the meantime, let's theorymon! I've been wanting to do this for a while with my brother Low Quality Teams.
Overview of PvP
Let's start by discussing what the multiplayer format has to offer. Although I can't play it for myself, I have found what may be the only recorded footage there is on YouTube of the multiplayer format. Based on this footage, apparently:
A good metagame shouldn't give power to one player to decide the battlefield and roles. But a central ladder should cover as much as possible within the game. The best compromise I can think of is to have these aspects decided at random for ladder battles, and after teams are selected. So, we can define a standard "Ubers" metagame as:
Teams
Choose any 6 warriors with any 6 compatible Pokemon, at any link percentage that is legal with each Warrior. Energy is always at its neutral level, and there are no items. Match
After teams have been chosen and a match has been made, one of the first seven kingdom battlefields is chosen at random. Then, roles of attacker/defender are given at random. Whoever fulfills the win condition for their role is the winner.
So, what to ban from OU?
Nothing past this point is going to be definitive, as most of the meta is untested. Also, most text from here on out will be adapted from Low Quality Teams' analysis of OU, linked below.
For now, let's ban:
OU Top Threats
These Pokémon are so powerful that they will shape the metagame, and they will make it worth bringing Pokémon that aren’t otherwise very useful to counter these big threats.
StaraptorStaraptor is possibly the strongest threat in the tier. Its 4 range and flying type is incredibly useful for traveling around crowded fields and finding the best points to attack. Its ability, Vanguard, combined with its above average attack stat and extremely powerful move Brave Bird make it capable of dealing out extreme damage. As if that weren’t enough, Muneshige II’s warrior skill Typhoon boosts the whole team’s range and attack.
HaxorusHaxorus has the highest non-legendary Attack stat in the game. But to take it a step further, it has Outrage, a move that would be decent just hitting once but actually hits two or three times in one turn! In addition to this, it also has Impact as one of its perfect link warrior skills, which results in a one-time basically guaranteed flinch on something it can’t kill. The other option is Mighty Blow for raw power.
DarmanitanDarmanitan has an incredibly powerful move, with a very big range that makes it easy to spread tons of damage on many targets. If your accuracy is too much of a problem? Use Warrior Woman, to not only boost speed so you can easily hit just about anything but also cause targets to flinch, a powerful concept with a move that targets 7 tiles at once. What really makes Darmanitan outstanding, though, is its ability Conqueror. The high-powered move with the ability to make it flinch things makes it pretty easy for Darm to get one KO, and from there its Speed will no longer need to be boosted by a warrior skill. Another ability option, Spirit, is almost just as good, effectively almost doubling its very high HP.
Other Good OU Teammates
JolteonJolteon’s 3-tile hitting Thunderbolt may not appear to be an excellent spread move, but with Player III’s Motivate combined with its 4 range, it can put heavy damage on many Pokémon in a single turn. It also has Vanguard, which helps it deal decent damage when not boosted by the skill. Its biggest downfall is its bad bulk.
GalladeGallade functions as a vulture meant to pick off weakened targets in order to get a Conqueror boost. Marksman as a warrior skill helps it accomplish this, also allowing Gallade to boost Psycho Cut’s good crit rate and also let it easily hit things with much higher speed before getting the Conqueror boost. Gallade’s biggest struggle is not being able to win many 1v1 matchups to get its boost, but its potential is great.
GyaradosGyarados has great bulk when it can pull off Intimidate, and it also does decent damage with Aqua Tail. The knockback from this move can be helpful in various scenarios. Its typing, flying ability, knockback, and Intimidate or Frighten make Gyarados somewhat of a utility Pokémon good for weakening opponents around a close range attacker.
ChandelureChandelure deals excellent damage with its high attack and strong Fire Spins. It doesn’t have the best speed, making it not super reliable for hitting several targets. What makes Chandelure stand out is Kanbei II’s Extinguish, an easy way to get rid of threatening multi-turn Warrior skills. Neither of these traits alone would be highly useful, but together they make Chandelure a solid pick.
LucarioLucario is decent in the fact that it is a fighting-type attacker that isn’t weak to flying or psychic. It is also the only fighting type with 4 range, thanks to Sprint. Faith might seem like a redundant skill when you already have a move that never misses, but the support potential is extreme for Pokémon that are extremely powerful but a less-than-accurate move is the only thing holding them back.
MetagrossMetagross is a solid tank with few weaknesses, Tadakatsu II’s Unrivaled takes its great Attack and Defense to insane levels. One big problem with using Metagross is how its 85% accurate Meteor Mash is further limited by its below average speed. It severely struggles with fire types, as well as steel resists, both of which are fairly common.
HydreigonHydreigon is essentially an airborne Haxorus with a lot less power. Levitate is a great gain from this trade-off, and Hydreigon is also a bit bulkier. Ambition is an excellent skill to pair with the multi-targeting move Dragon Pulse, but the reason Haxorus is top tier and Hydreigon isn’t is because Hydreigon has a significant fighting weakness, and the fact that despite how it can make bulky targets that live Dragon Pulse flinch, it doesn’t have an option to completely nuke a resist.
MachampMachamp is another prominent holder of the Conqueror ability. It doesn’t have many good ways of raising the middling accuracy of Cross Chop, which makes it less useful to use than Darmanitan unless considering type matchups; there are multiple things that Machamp will beat that Darmanitan won’t. Machamp, like anything with Conqueror, has massive potential if it gets a KO, but unlike Darmanitan it will struggle with resists and fast targets.
ConkeldurrOne might think that Machamp and Conkeldurr would play virtually exactly the same, but that would be incorrect. Conkeldurr is meant to take several hits with its ability Spirit, and then also be able to completely nuke a single target with Chesto. While its purpose is completely different from Machamp’s, its matchups against other Pokémon are essentially the same.
AlakazamAlakazam is a decent glass cannon, somewhat like Jolteon. But instead of having longevity in dealing big hits with an ability like Vanguard, it has more longevity in staying alive, with its ability Life Force and Kanetsugu II’s Love & Honor. It is the psychic type with the most immediate power, and unlike Gallade which preys on a good matchup to earn very high stats, Alakazam is more immediately useful in neutral matchups but isn’t meant to stay on the field for quite as long.
SceptileMagoichi II’s skill has the potential to boost Leaf Storm to nuclear levels of power if you build your team around it right (Lots of girls!!!) You might think that the amount of already powerful Pokémon that happen to resist grass would push it out of viability, but the real reason the Cupid nuke is so good is that it is easy to hit multiple targets thanks to Leaf Storm’s attack range. This can easily make Sceptile make 2-for-1 trades with the enemy team, as anything neutral won’t be living, and even more frail resists will have trouble surviving. The biggest thing that keeps Sceptile out of extreme viability is that this nuke is the only thing it can be used for, making it ineffective late-game or at any point one Cupid has been used.
EmpoleonEmpoleon is unique is that it gets all the great resistances that come with a Steel typing, with none of the losing to every fire type in existence. It of course needs more than this to be considered good, but it certainly delivers with Elegance giving 100% accuracy Hydro Pumps as well as a highly nifty extra bit of range that lets it easily choose the best place to attack from to hit the most opponents in the most optimal manner. Empoleon’s biggest struggles are fighting types, electric types, and anything that resist water, since 1v1ing a resist would result in not being able to use your own resistance effectively, since you both take damage at the same rate.
ExcadrillAnother steel that tries to not lose to fire types, but uses blistering offense instead of bulk and fire neutrality to do so. Adrenaline as a warrior skill to raise Attack, as well as the highly offensively powerful ability Run Up allows it to dish out tons of damage to even neutral targets, and very easily KO electrics and the many other types weak to ground. Excadrill’s biggest problem is that it struggles with the bulky fighting types and, of course, any flying type or levitating target.
BraviaryWhile offensively it has no chance of outshining Staraptor, Braviary is possibly the best support Pokémon in the tier, with Masamune II’s One-Eyed Dragon, boosting range of the user and all adjacent allies by 3, for 3 turns. This could easily let a ton of your Pokémon get the jump on the enemy team by flying in from a distance, allowing for one or two early knock-outs if executed perfectly. Even later in the battle Braviary is useful, as Sky Drop acts as a good support move to get a dangerous Pokémon temporarily out of the picture while you bring in something that would otherwise be crushed.
VolcaronaVolcarona is an outstanding fire type, with a fighting resistance and a ground neutrality to make it stand out from other fire types. It is one of the best fighting counters, with its good bulk, resistance, and Flame Body ability to burn the majority of contact-move using fighting types. Kabuki Dance is an extremely good skill, being one of the only to boost Energy, which defaults to neutral at the start of link battles. What keeps Volcarona from top tier with these insane qualities? Just the amount of fire-type competition, and its incredibly awkward move range.
TerrakionTerrakion manages to be decent even though it doesn’t have an outstanding ability like other fighting types. Carefree is the niche that it has, even though it can’t hit several targets, it at least gives it very high attack as well as a very useful flinch effect. Terrakion is also the only fighting type to resist fire, and ignores all of Darmanitan’s Conqueror boosts with Sacred Sword. Finally, it is faster than all the other fighting types, meaning you will never feel obligated to run Ranmaru II or get pummelled by RNG.
ArticunoArticuno is the best Ice type available due to not being weak to fighting, and having exceptional bulk. Blizzard is super good for hitting many targets, especially with Cold Eyes guaranteeing every one of them gets hit. Ice is very good offensively, as it is the only type that is strong against both flying and dragon, home to two of the most threatening Pokémon, as well as other important things you would want to take care of. Articuno’s big problem is that while it is good at crowd control, it isn’t quite as useful in 1v1 setups where its below-average attack stat shows itself.
Gigalith“Gigalith? Where’s Tyranitar?!” you say. Sure, while Tyranitar’s stats are better, the reason to use Gigalith is that it gets Marksman from a perfect link, so it can fix its Stone Edges to actually hit while T-tar cannot. The other stat improvements from Tyranitar aren’t worth the lack of 3 turns of never-missing bliss. Having a rock type is useful if you have coverage for fighting types (which is easy because Staraptor), since you take care of flying and fire types in one team slot. All you have to do is find a workaround for its terrible 2 range.
LuxrayDon’t get me wrong, Thunder is a garbage move. But the reason to use Luxray is because it synergizes well with Staraptor, if Muneshige II’s Typhoon and Ginchiyo II’s Thunderclap are used in the same turn, it’s +3 range and +3 attack to the whole team. Luxray’s not any good of an attacker when you consider things like Jolteon, or even Raichu, but at the very least Luxray dishes out decent damage in the opportunities that it can get the proper distance from an opponent and land the hit.
EspeonHow could you top cool Conquest-exclusive abilities like Spirit, Conqueror, and Celebrate? Share. That’s how. You get the benefits of all of your allies’ warrior skills, even if they normally only affect the user, regardless of your field location. Espeon seem really weak with its horrible move Psybeam, but look past it. Espeon can use Cupid. Espeon can use Chesto! Espeon can use Unrivaled! It can even do it all in the same turn!
GengarNinjutsu is a great skill to make Gengar a 4-range flier like Staraptor or Braviary. You might think that this ghost type would be terrible at beating psychics due to its weakness to them, the big ones are frail enough to the point where Gengar is fine as long as it gets the first hit. Where Gengar really shines is being a true, 100% counter to all of the fighting types. Even the birds that are super effective are only neutral to their strong attacks! Get you a ghost who does it right.
SamurottWhy use this instead of Gyarados? Conqueror. Its stats aren’t that much lower, and its multi-target move lets it somewhat back itself up even when surrounded by enemies. But really, that’s all that can be said in its favor. While squeezing a water type and a Conqueror sweeper into one sounds good on paper, Samurott needs tons of help, or good type matchups, in order to get one kill to make its stats only on par with Gyarados. Only use it if you are really good at leaving enemies at low health for it to pick off, or if you don’t have space for both a water and a Conqueror abuser and super want to use both.
ScizorWith the number of fire types that are either high tier or really helpful utility, you’d think ol’ Scizor here would never find a home. While the high concentration of many-target hitting fire types is true, a Scizor in the hands of a proper player will be able to control their moves in such a manner where Scizor never has to face a fire type, to where it is then a useful ally. It still needs back up once fire is extinguished, however, since it won’t leave a scratch on any bug resist, most of which can return with neutral damage.
ScraftyEvery fighting type brings something unique to the table, and this one may lose to the other fighters but is also immune to psychic and resistant to ghost, making it a bit easier to use in some situations. Despite this, it lacks the power of something like Conkeldurr or Lucario, and even with its good bulk and Spirit as an ability, it still won’t be as useful in the matchups you would expect your average fighting type to easily dominate.
UmbreonUmbreon’s extremely tanky, which is great if you’re assigned defender. But unlike other Pokémon you would give that designation, Umbreon has potential to hit hard alongside a partner due to the ease of boosting Assurance. It also has 4 range like the other eeveelutions, what holds it back is its typing not being useful defensively on its own, and is also pretty bad offensively.
Points for Further Discussion
I reiterate, by no means is this a definitive guide to any competitive aspect of Conquest. Because we only own one copy of the game, we haven't been able to try out the meta, and I can't make some sort of simulator of Conquest because we lack crucial information, namely the damage formula, and the chances of various random events happening. So a lot of this thread is to have a fun discussion about what these meta would be like.
Further Reading
Conquest OU Threatlist and Viability Rankings, written by Low Quality Teams
List of Pokemon and Max Stats, c/o Low Quality Teams
Pokemon Conquest is rather overlooked as a Pokemon spinoff. Part of it may be due to just how silly it sounds: Pokemon controlled by Samurai Warriors on a Fire Emblem battlefield? But, Conquest managed to find a happy medium between the complicated SRPG and the simple battle system of Pokemon, and created something really special. It's a game I still go back and play today. But I only ever owned one copy (and I've always been an introvert), so I never got to try out the PvP battles. Maybe someday...
In the meantime, let's theorymon! I've been wanting to do this for a while with my brother Low Quality Teams.
Overview of PvP
Let's start by discussing what the multiplayer format has to offer. Although I can't play it for myself, I have found what may be the only recorded footage there is on YouTube of the multiplayer format. Based on this footage, apparently:
- Players can choose to fight at whatever Link level they have their Warriors trained to, or to set the Link level. The latter option is still capped off by the Warrior's compatibility (Ranmaru+Dragonite in 100% Link mode would still only be 90%). AFAICT the former option would only be relevant if there were FEAR-like strats, but I can't think of any, so just treat 100% mode as being the same as no cap.
- Players can fight on any of the first seven kingdoms (though for theorymonning we can consider the other kingdoms as well), and can be either the attacker or the defender. (P1 chooses both of these options.)
- Players can choose any Warriors currently in their gallery, in any order. (They are not put in Gallery order as they would be during story mode.)
- Energy at the start is always set to the neutral level, and Warriors can't have items. (This is verifiable just by looking in your Gallery.)
A good metagame shouldn't give power to one player to decide the battlefield and roles. But a central ladder should cover as much as possible within the game. The best compromise I can think of is to have these aspects decided at random for ladder battles, and after teams are selected. So, we can define a standard "Ubers" metagame as:
Teams
Choose any 6 warriors with any 6 compatible Pokemon, at any link percentage that is legal with each Warrior. Energy is always at its neutral level, and there are no items. Match
After teams have been chosen and a match has been made, one of the first seven kingdom battlefields is chosen at random. Then, roles of attacker/defender are given at random. Whoever fulfills the win condition for their role is the winner.
So, what to ban from OU?
Nothing past this point is going to be definitive, as most of the meta is untested. Also, most text from here on out will be adapted from Low Quality Teams' analysis of OU, linked below.
For now, let's ban:
- Pokemon: Dialga, Reshiram, Zekrom, Arceus, Rayquaza. These are all the "overpowered" legends except Groudon and Mewtwo. Those two can be used, but as you'll see below this won't be much of an issue.
- Warriors: Kenshin Rank II and Shingen Rank II. +1 Range/Atk, and +1 Atk/Def, respectively, for 3 turns for the entire party, is just way too much power.
OU Top Threats
These Pokémon are so powerful that they will shape the metagame, and they will make it worth bringing Pokémon that aren’t otherwise very useful to counter these big threats.
Staraptor
Haxorus
Darmanitan
Other Good OU Teammates
Jolteon
Gallade
Gyarados
Chandelure
Lucario
Metagross
Hydreigon
Machamp
Conkeldurr
Alakazam
Sceptile
Empoleon
Excadrill
Braviary
Volcarona
Terrakion
Articuno
Gigalith
Luxray
Espeon
Gengar
Samurott
Scizor
Scrafty
Umbreon
Points for Further Discussion
I reiterate, by no means is this a definitive guide to any competitive aspect of Conquest. Because we only own one copy of the game, we haven't been able to try out the meta, and I can't make some sort of simulator of Conquest because we lack crucial information, namely the damage formula, and the chances of various random events happening. So a lot of this thread is to have a fun discussion about what these meta would be like.
- Although choosing map and role at random seemed the fairest to me, it may mean that many battles are decided by RNG before they even begin. Is there an alternative to this randomness that still keeps the ladder fun to play? Is it possible to add customization to the ladder in some way, or should this be kept to unranked battles?
- What notable teambuilding strategies do you foresee? For example, would a 90% to 98% Warrior-Pokemon pair potentially be viable among 100%s? Might it be viable to run 2 of the same mon on different Warriors?
- What Pokemon do you think would be used in OU enough to be banned from the next tier down by usage?
- Who has the advantage, the attacker (moves first each turn) or the defender (able to stall out the turn counter)? The defender may be able to resort to running away or tanking attacks to out the turn counter. Do you see this being viable on any of the battlefields?
- What other metagames could be implemented? Imagine a simulator like Showdown, where the battle mechanics can be bent to our will.
- Is Simisear secretly the best Pokemon in the game?
Further Reading
Conquest OU Threatlist and Viability Rankings, written by Low Quality Teams
List of Pokemon and Max Stats, c/o Low Quality Teams