That also applies to stuff like Fur Coat, Eviolite, etc.:0 I stand corrected.
That also applies to stuff like Fur Coat, Eviolite, etc.:0 I stand corrected.
Pre-empted by Nitro Indigo but yeah, the Japanese part is overly complicated. The camomons part is also confusing: what if it doesn’t have any stab moves from either mon?So I came up with an idea for an OM/pet mod. I’m calling it ShiritoriMons. It is based off the Japanese word game of the same name where the first kana of the next word must match the last kana of the preceding word. Basically you find two mons that can be linked in this way (appearing as 1 species and being nicknamed with the name of the other to indicate what 2 mons are being combined). I know that there are many variations to the game as well as extenuating situations where homophonic characters can be linked despite the characters themselves being different, but I haven’t gone through those particulars yet. Once you have two mons, you can combine their types however you like (taking a page from Camo this will be indicated by your first 2 moves) and chose any 1 of either mons available Abilities. Stats are determined by adding the respective base stats of both species, then dividing them by 2. The fused Mon has access to the full movepools of both its composite species. The trick is, the names used are the Japanese names. As an example, you could combine Raichu (ライチュウ, Raichū) with Cramorant (ウッウ, U'u) to make a Water/Flying type with Lightning Rod, Water/Electric/Ice/Flying coverage options, Roost and Nasty Plot.
Firstly, using Nat Dex automatically disqualifies an OM because Nat DexHI!
I want to suggest an OM that i had thought of a few hours ago and have found it to be very enticing. Many moves in Pokemon get overlooked due to their low PP, which this OM will try to fix. Essentially, all moves above 70 BP are banned (and a few other exceptions). This will bring a new flavour to pokemon, and make it slightly slower paced, but there will be balance changes to ensure it doesn't just become an OM full of stall. Please keep in mind that i'm a BDSP player and do not have much experience with National Dex formats.
70 BP is an odd middleground for moves, and i hope this OM will break that. I particularly picked 70 BP, as it is high enough to allow moves like U-Turn and Volt Switch, while disabling the most common moves in competitive Pokemon. This BP tier is also noteable for banning Punching Moves, while still allowing Fang moves and all priority moves other than Extreme Speed.
Base BP: Move's BP will be accounted for before any modifiers. For example, If Mega-Gardevoir is to use Secret Power (70BP) it woud be boosted by Pixilate to be boosted to 84 BP, but would still be legal. Same applies to Sheer Force.
Terrains: Terrains give a noteable boost to the BP of their respective types. I am not sure how to make this properly balanced and will require help with this. This concern of mine is mostly caused by Pokemon like Rillaboom, which will be able to freely spam moves like Grassy Glide and U-Turn, as they already were.
Since i haven't gotten to test this idea, i'll probably need some help/ feedback, so please do! Without further ado, let me explain some more complex bans:
Bans:
Technitian - In a tier where the strongest moves are 70 BP, Technitian will be essentially cheating, as any Pokemon with it will deal a much greater overall damage than those without it.
Moves Stronger than 70 BP* - To fit the theme of the OM, a few moves will have to be banned to ensure an overall balance. Moves like Facade, Knock Off and Acrobatics will all be banned, as they are potentially much stronger than the intended maximum BP. Triple Axcel is most likely Banned.
Clarification: Moves like Avalanche, Assurance, Bullet Seed will be legal, as they need to fit a certain uncontrolled criteria to be strong, unlike those that can be intentionally made stronger.
Healing Clause - Because the BP of everything will be significantly lower, a healing clause will need to take place. I have no research, but can speculate that healing moves will need to get a significant PP drop to not make defensive teams overwhelming. If worst comes to worst, Leftovers can also be banned.
Maybe's
This section will be dedicated to things that can be potentially unhealthy but without testing, can't be proved so;
Sheer Force - Like Technitian, Sheer Force offers a significant enhancement in offensive pressure, especially when BP of Sheer Force moves is almost double that of standard Pokemon.
Weight Moves - Weight Moves fit the criteria of not being dependant on the user, rather the target, but they can be much stronger than the intended maximum. Moves like Grass Knot and Low Kick seem to be fairly balanced, as their BP is target dependant, but moves like Heavy Slam and Heat Crash seem borderline broken, as they are very often given to very heavy Pokemon, making their damage output insane.
Seismic Toss - Seismic Toss and other simmilar moves like Night Shade seem like they could be potentially broken, as they are often used by defensive tanks like Blissey, and offer high offensive pressure without any investment, made even worse when they can't be KO'd easily due to low BP.
Hidden Power - HP is a good coverage move for essentially every special attacker, and can potentially be broken in a tier where it is among the strongest of moves available.
This ends off my complex bans/ suggestions list.
Let Me give some examples:
Weavile @ Heavy-Duty Boots
Ability: Pressure
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Pursuit
- Ice Shard
- Assurance
- Low Sweep
Heatran @ Leftovers
Ability: Flash Fire
EVs: 252 HP / 96 SpA / 40 SpD / 120 Spe
Modest Nature
IVs: 0 Atk
- Fire Spin
- Scorching Sands
- Taunt
- Stealth Rock
(speculative EV's)
Magnezone @ Air Balloon
Ability: Magnet Pull
EVs: 4 HP / 252 SpA / 252 Spe
Modest Nature
IVs: 0 Atk
- Charge Beam
- Substitute
- Mirror Shot
- Hidden Power [Ice]
I know it says that banning 'good moves' is generally a way to get an OM rejected, but i have a few counterpoints. I made the BP cap high enough to allow a lot of traditionally good moves leeway, just got rid of a lot of standardized moves. Many good moves are still within 70 BP range, and many moves, like Earthquake for example, are still completely replaceable by Bulldoze for example.
But how would that work for:Maybe have their secondary effects activate twice?
Forget about it. It's not what I meant for it to be.But how would that work for:
1. Moves that inflict a status condition (Poison would probably make sense if it applied toxic, but then we'd have way too much toxic for the OM to be any fun. Would we have to add a "badly burned/confused" status? How would "badly asleep/frozen" work? We could have the chance double, but that's literally "everyone has [Serene Grace]", which, as DrPumpkinz explained, is in the "format" of a commonly rejected OM)
2. Status moves (Would they count for to the "buff"?)
3. Priority moves (Would their priority be doubled?)
I think you answered your questions for the first two pretty well. So yes and yes.Once in a while I come up with a few OM ideas and they’re always shot down pretty quick. And that time has come once again!
Plate Power (v1)
Premise: Pokemon that hold a plate gain the plate’s type in addition to the normal effect. The plate cannot be removed.
Rules: OU-based meta. Standard rule set.
Potential threats: Kartana, Dragonite, Rillaboom, Mew, Weavile
Questions: Is this just a bootleg Hidden Type? Hasn’t this category of ideas been beaten to death already? The answers to both these questions is probably yes.
Plate Power (v2)
Premise: Pokemon that hold a plate acquire the plate’s type either through adding it to their single type or by replacing one of their existing types, in addition to the normal effect. The plate cannot be removed.
Rules: OU-based meta. Standard rule set.
Potential threats: Kartana, Rillaboom, Dragonite, Slowbro, Toxtricity
Questions: Is this just a bootleg Hidden Type? Hasn’t this category of ideas been beaten to death already? The answers to both these questions is probably yes.
Evolutionary Progress
Premise: Fully-evolved Pokémon’s base stats are composed of the highest respective stat in its evolutionary family. For example, Incineroar gets 90 Speed from Torracat.
Rules: OU-based meta. Standard rule set.
Potential threats: Honestly it’s not very different from the normal meta so whatever is good in OU will be good here.
Questions: Is this different enough to warrant its own meta?
Full Force
Premise: All moves use their peak damage and mechanics throughout the series. For example, Fire Blast is base 120, Rapid Spin is base 50 and raises speed, and Spore affects Grass-types. (Possible clause: all dexited moves, such as Hidden Power and Pursuit, are available).
Rules: OU-based meta. Standard rule set.
Potential threats: Anything with Explosion.
Questions: Would this power creep make the meta more or less fun? Should dexited moves be legal?
Temporal Titans
Premise: My attempt at making a new mechanic for Scarlet and Violet. One Pokemon per team may hold an Ancient Time Crystal or an Advanced Time Crystal (neither cannot be removed), which confer heightened prowess from the past or specialized adaptations from the future, respectively. Ancient gives 10% to all stats except HP while Advanced gives +25% to 2 stats of choice except HP.
Rules: OU-based meta. Standard rule set.
Potential bans: Hard to say since this mechanic could make anything great. Well rounded mons will like Ancient while minmaxed mons will like Advanced.
Questions: Is this too broken? If so, I could make it +5% all around and +25% to a single stat instead. But if something as absurd as Dynamax can make it into the game, this isn’t a big stretch.
Those are all good points.I think you answered your questions for the first two pretty well. So yes and yes.
Evolutionary progress doesn't really change that much fundamentally. There's a lot of stat changing meta's and they mostly succeed because different pokemon rise to the top (see tier shift for example) or it changes how most pokemon function drastically (like flipped). This doesn't do that.
Full force is an idea that has been proposed in the past and there's a few problems with it. For starters it is by definition a pet mod. You can't really sum up what the meta changes in a single sentence. "Moves function like in the generation they were at their peak" may seem sufficient but what do I know now? I don't know if Shadow Ball is affected or Blizzard or in what way without looking it up. You could only sum it up by listing each affected move seperately with the changes to them and that would make it no different from a pet mod. And there's also edge cases like Thunder. does it retain its 30% change to paralyze the target or revert to 10% but gain a 10 BP boost? And on the topic of paralysis, how do you define electric types being immune to it? A nerf to all moves that inflict paralysis, a nerf to the mechanic or a buff to the typing? The idea seems fine at first glance but it really is more of a pet mod.
Your last idea is just straight up a pet mod. That's because you aren't changing an existing rule or adding a simple one yourself, but rather arbitrarily adding two items with random effects. It also sounds like a less interesting version of mix 'n mega to me honestly.
Kinda meh imo. Maybe biases the meta towards stall because attackers use only one stat but defenders use two? Also a pain to keep track of if you have multiple boosts/drops from different sources and have to keep track of multiple timers.Legends Stat Change
Sure? Kinda a boring idea but I think it’s fine.Offensive Eviolite
I don’t like this one. The rewind has one use: hax. If you use your rewind in a non-hax situation, not much changes: say a Kartana OHKOs you with a Leaf Blade, rewinding won’t save you: you gain nothing but confirmation that it knows Leaf Blade, which was never in doubt. Yes, you can now predict that it’ll use Leaf Blade again, but you have barely more knowledge of this then before, as the opponent is free to choose another move. But now your paraflinch or Spore strategy won’t be stopped by a lucky roll on the opponent’s part, and I feel like that’s the only way this would be used. Also, this anti-baiting measure would kinda just decrease variety.It’s Rewind Time
This isn't a move based OM, and Inheritance, which this is extremely similar to, does not ban Shell Smash either^^ Shell Smash is usually banned or restricted in move-based OMs... Not sure if it would be banworthy here, though.
I think to start I'm going to add Huge Power and Kartana, and I'm going to put Shell Smash and Regieleki on the watchlist. Eleki might sound strange, but it passes a far more useful spread than it normally can use with its movepool, and it might not be a problem anyway.
In my opinion there is a lot of complexity to building in Stat Shift, maybe more than Inheritance. Inheritance takes mons with great stats and typing and mediocre abilities/move pools and gives them a crappy mon's good ability and move pool. Stat Shift teams, however, should ideally have mons whose stats are all solid but could be more effective for a different mon's role. I had to get pretty creative at times when making the team below.Speaking of being similar to Inheritance, that might be a problem with this meta. I submitted a similar idea a while ago (movepools are shifted instead of stats, but shifting stats is comparable to shifting movepools (and typing and abilities) in the opposite direction) but it was rejected on the grounds of it being a more limiting version of Inheritance.