Metagame Workshop

Status
Not open for further replies.
Pretty simple idea, dunno if it is already submitted

PERMAMONS (Lol bad name)

We hate when we have to switch out our +6 Azumarill, because it faces Sludge wave Volcanion. Dont you hate, when the best thing, that your +1 mega beedrill can do to Landorus is pivot out and lose that boost? If you answered yes, Permamons are for you!

It is very simple, pokemon keep their stat changes when they switch out(normal switch, pivoting move, red card, eject button, phazing, Emergency Exit). For example if you have +2 attack Diggersby which is facing Skarmory, you can simply switch into Magnezone, which will trap Skarmory and then Diggersby will come back with +2 attack and wreak havoc.

Potential threats: Intimidate is gonna haunt physical attackers in their worst dreams

Belly drum is gonna be very strong

Contrary Serperior is kinda broken

Basically every set up mon is great (SD, DD, QD, NP, BU, CM, even Download or Beast boost)

Stats lowering moves like Acid Spray, metal sound, screech, parting shot and even memento are gonna be pretty strong

Weakness policy is gonna be great

Topsy-Turvy can work

Sticky web looks broken

Unaware mons and stat changes ignoring moves(Darkest Lariat, Sacred Sword)

And of course Haze a Clear smog

Nerfed moves: All moves, which lower stats like Draco Meteor, Close Combat, Overheat, Leaf Storm
 
Last edited:
If you use Metronome and it calls Baton Pass (the only legal way to use that move), when you have +2 attack and you switch to someone who was most recently seen with -1, do they end up at +2, +1, or ignore the pass and stay at -1? If they end up at +2, does that mean the boosts are scrubbed off of whoever did the passing, or does that lucky move call just get to duplicate the boost levels?
 
Pretty simple idea, dunno if it is already submitted

PERMAMONS (Lol bad name)

We hate when we have to switch out our +6 Azumarill, because it faces Sludge wave Volcanion. Dont you hate, when the best thing, that your +1 mega beedrill can do to Landorus is pivot out and lose that boost? If you answered yes, Permamons are for you!

It is very simple, pokemon keep their stat changes when they switch out(normal switch, pivoting move, red card, eject button, phazing, Emergency Exit). For example if you have +2 attack Diggersby which is facing Skarmory, you can simply switch into Magnezone, which will trap Skarmory and then Diggersby will come back with +2 attack and wreak havoc.

Potential threats: Intimidate is gonna haunt physical attackers in their worst dreams

Belly drum is gonna be very strong

Contrary Serperior is kinda broken

Basically every set up mon is great (SD, DD, NP, BU, CM, even Download or Beast boost)

Stats lowering moves like Acid Spray, metal sound, screech, parting shot and even memento are gonna be pretty strong

Weakness policy is gonna be great

Topsy-Turvy can work

Sticky web looks broken

Unaware mons and stat changes ignoring moves(Darkest Lariat, Sacred Sword)

And of course Haze a Clear smog

Nerfed moves: All moves, which lower stats like Draco Meteor, Close Combat, Overheat, Leaf Storm

Volcarona @ Aguav Berry
Ability: Flame Body
EVs: 248 HP / 208 Def / 52 Spe
Bold Nature
IVs: 0 Atk
- Quiver Dance
- Roost
- Flamethrower
- Bug Buzz

Unfortunately, Volcarona doesn't benefit as much from this meta's mechanics due to its excruciating weakness to entry hazards. However, a bulky set can circumvent this weakness somewhat.


Chansey (F) @ Eviolite
Ability: Natural Cure
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
- Charm
- Soft-Boiled
- Seismic Toss
- Toxic

Chansey can use Charm to cripple incoming physical attackers.
 
If you use Metronome and it calls Baton Pass (the only legal way to use that move), when you have +2 attack and you switch to someone who was most recently seen with -1, do they end up at +2, +1, or ignore the pass and stay at -1? If they end up at +2, does that mean the boosts are scrubbed off of whoever did the passing, or does that lucky move call just get to duplicate the boost levels?
IMO The mon, which was at -1 is at +2 now and the Metronome user has lost all boosts.
 
Pretty simple idea, dunno if it is already submitted

PERMAMONS (Lol bad name)

We hate when we have to switch out our +6 Azumarill, because it faces Sludge wave Volcanion. Dont you hate, when the best thing, that your +1 mega beedrill can do to Landorus is pivot out and lose that boost? If you answered yes, Permamons are for you!

It is very simple, pokemon keep their stat changes when they switch out(normal switch, pivoting move, red card, eject button, phazing, Emergency Exit). For example if you have +2 attack Diggersby which is facing Skarmory, you can simply switch into Magnezone, which will trap Skarmory and then Diggersby will come back with +2 attack and wreak havoc.

Potential threats: Intimidate is gonna haunt physical attackers in their worst dreams

Belly drum is gonna be very strong

Contrary Serperior is kinda broken

Basically every set up mon is great (SD, DD, QD, NP, BU, CM, even Download or Beast boost)

Stats lowering moves like Acid Spray, metal sound, screech, parting shot and even memento are gonna be pretty strong

Weakness policy is gonna be great

Topsy-Turvy can work

Sticky web looks broken

Unaware mons and stat changes ignoring moves(Darkest Lariat, Sacred Sword)

And of course Haze a Clear smog

Nerfed moves: All moves, which lower stats like Draco Meteor, Close Combat, Overheat, Leaf Storm
I like this. Despite stall being potentially terrifying and Lando-T being probably broken I think offensive strategies will be able to overcome these difficulties. Anything that can use force switches and boost while the opponent switches is going to be great. However, mons that don't have boosting moves are going to be bad. Choice items probably won't exist in this meta.

Flame Charge sounds fun.
 
I like this. Despite stall being potentially terrifying and Lando-T being probably broken I think offensive strategies will be able to overcome these difficulties. Anything that can use force switches and boost while the opponent switches is going to be great. However, mons that don't have boosting moves are going to be bad. Choice items probably won't exist in this meta.

Flame Charge sounds fun.
Maybe eeveen Eevee with its Z-Move will be viable.
 
More Permamons sets. I think Permaboosts is a better name.


Kartana @ Choice Band / Choice Scarf
Ability: Beast Boost
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Leaf Blade
- Smart Strike
- Sacred Sword
- Knock Off

Swords Dance is nice, but a Choice item makes Kartana more immediately threatening, and it will keep its Beast Boosts even when it switches.


Scolipede @ Waterium Z
Ability: Speed Boost
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Swords Dance
- Megahorn
- Earthquake
- Aqua Tail

Scolipede can build up Swords Dances and Speed Boosts early in the game, and then come back when the enemy team is weakened to sweep.


Gyarados-Mega @ Gyaradosite
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Dragon Dance
- Waterfall
- Crunch
- Substitute

In a meta where Unaware will be super popular to counter all the stat boosts, a mon that can ignore Unaware would be very handy.


Victini @ Normalium Z
Ability: Victory Star
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Celebrate
- Stored Power
- Searing Shot
- Focus Blast

Mons with single-use omniboosts like Victini, Kommo-o, and Porygon Z can set up early in the game and not worry as much about losing their boosts when switching.


Masquerain @ Focus Sash
Ability: Intimidate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Sticky Web
- Quiver Dance
- Bug Buzz
- Air Slash

Sticky Web will no doubt be powerful, and here's a setter that's immune to the webs, has Intimidate, and a boosting move of its own.


Excadrill @ Life Orb
Ability: Sand Rush
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Swords Dance
- Earthquake
- Iron Head
- Rock Slide

This meta will be very kind to set-up sweepers that rely on conditions like weather or Trick Room, as they can switch out and wait for the condition to be reset without losing their boosts.


Quagsire @ Leftovers
Ability: Unaware
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Recover
- Haze
- Scald
- Toxic

The only Pokemon to get both Unaware and Haze, allowing for extremely safe boost removal.


Lurantis @ Leftovers
Ability: Contrary
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Superpower
- Leaf Blade
- Knock Off
- Synthesis

You mentioned Serperior being powerful, but Lurantis deserves a mention as well, as it possesses better coverage options, and benefits more heavily from Intimidate and Sticky Web.


Manaphy @ Choice Scarf
Ability: Hydration
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Tail Glow
- Surf
- Ice Beam
- Psychic

This set would normally be really dumb, but in this meta, you can set up a Tail Glow, switch out, and then come in later to sweep.


Ditto @ Choice Scarf
Ability: Imposter
EVs: 248 HP / 8 Atk / 252 Def
Impish Nature
IVs: 0 Atk
- Transform

Ditto normally preys upon set-up sweepers, and this meta will be full of them.


Landorus-Therian @ Choice Scarf
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- U-turn
- Rock Tomb
- Defog

Defog's effect of lowering evasion is normally pretty inconsequential, but in this meta, it can be good team support for a partner with something like Sleep Powder or Focus Blast.


Weavile @ Choice Band
Ability: Pressure
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Punishment
- Ice Shard
- Icicle Crash
- Pursuit / Knock Off

Here's a more offensive way of dealing with enemy stat boosts: use them to increase the power of Punishment.
 
Call me crazy, but I've been wondering why this has never been a meta

2v2

For this to work, this battle needs four people. Essentially, each person brings three Pokemon to the battle. They fight in doubles. So basically, you build half a team, go into a random queue, and hope that your teammate can support you. Alongside this, you can't see what set your teammate has.

Right now I can't see any major threats that wouldn't be banned in DOU, it's mainly going to be those mons and a few gimmicks like golisopod with drizzle support.
The only problem which screws over synergy is weather. I can see someone having hurricane pelipper but their megazard y teammate mega evolves making hurricane 50% accuracy. Should it be banned?
This meta wouldn't really need much of a bandits or any real detail as its basically just doubles with two people. the next one is a bit lengthier however, took a bit of work to piece together some things.

Also:

1v1v1v1:

Basically a battle Royale, the idea is to be the last team of 6 standing.
Five Different Chat Logs! (there's the main one and one for each person for teaming and stuff.)
Quickbans: Toxapex, protect, substitute, Ferrothorn, Strength Sap, Leech Seed.
Half PP Effective-Bans(these things have half pp because otherwise stall would be the whole meta, let attackers kill each other): Synthesis, Morning Sun, Recover, Moonlight. (Shore up is left out because palossand isn't that good although copycat can be made use of.)
Things that might be banned but teaming can suppress: Belly drum, pretty much any solid sweeper, things like Tapu Fini and Suicune running cm and resttalk.
Threats:
U-Turn
Volt Switch
Parting Shot
Darmanitan(Hugely powered wallbreaker when scarfed with sf flare blitz and its got pivot)
Fake Out???? Could be good?
Arenatrap/Shadow Tag, locking in all other mons.
Moxie
Magic Bounce
Extremespeed
Detect/SpikyShield/All those protection moves that not many mons learn)
Linoone: Drum and speed can take down threats easy if teaming with a fake out person. Still does very well without.
Poison gas: Poisons everyone, unless community decides to rework it
Hazards: Hurts everyone unless council decides against it so the only one team is affected.
Eviolite: A major source of bulk.


Not banning status moves because heal bell/aromatherapy exists, and none of the toxic support moves are there(leech seed, protect, substitute.)
Not banning Detect/All the protection moves because they aren't too common plus it makes like Crobat good.
Not banning teaming because a: How do you do that and b: Takes down mega sweepers and makes it a little easier on some noobs. Pretty much, if someone's wrecking your team, ask someone else for help in exchange for a helping hand boost or two. Besides, someone's gotta win, right?

Question: How would hazards/poison gas work?.
Should teaming be banned? (Personally no, but some very salty 2000 trophy players might reckon otherwise
Yes
 
Call me crazy
Ok then.
but I've been wondering why this has never been a meta

2v2

For this to work, this battle needs four people. Essentially, each person brings three Pokemon to the battle. They fight in doubles. So basically, you build half a team, go into a random queue, and hope that your teammate can support you. Alongside this, you can't see what set your teammate has.

Right now I can't see any major threats that wouldn't be banned in DOU, it's mainly going to be those mons and a few gimmicks like golisopod with drizzle support.
The only problem which screws over synergy is weather. I can see someone having hurricane pelipper but their megazard y teammate mega evolves making hurricane 50% accuracy. Should it be banned?
This meta wouldn't really need much of a bandits or any real detail as its basically just doubles with two people. the next one is a bit lengthier however, took a bit of work to piece together some things.

Also:

1v1v1v1:

Basically a battle Royale, the idea is to be the last team of 6 standing.
Five Different Chat Logs! (there's the main one and one for each person for teaming and stuff.)
Quickbans: Toxapex, protect, substitute, Ferrothorn, Strength Sap, Leech Seed.
Half PP Effective-Bans(these things have half pp because otherwise stall would be the whole meta, let attackers kill each other): Synthesis, Morning Sun, Recover, Moonlight. (Shore up is left out because palossand isn't that good although copycat can be made use of.)
Things that might be banned but teaming can suppress: Belly drum, pretty much any solid sweeper, things like Tapu Fini and Suicune running cm and resttalk.
Threats:
U-Turn
Volt Switch
Parting Shot
Darmanitan(Hugely powered wallbreaker when scarfed with sf flare blitz and its got pivot)
Fake Out???? Could be good?
Arenatrap/Shadow Tag, locking in all other mons.
Moxie
Magic Bounce
Extremespeed
Detect/SpikyShield/All those protection moves that not many mons learn)
Linoone: Drum and speed can take down threats easy if teaming with a fake out person. Still does very well without.
Poison gas: Poisons everyone, unless community decides to rework it
Hazards: Hurts everyone unless council decides against it so the only one team is affected.
Eviolite: A major source of bulk.


Not banning status moves because heal bell/aromatherapy exists, and none of the toxic support moves are there(leech seed, protect, substitute.)
Not banning Detect/All the protection moves because they aren't too common plus it makes like Crobat good.
Not banning teaming because a: How do you do that and b: Takes down mega sweepers and makes it a little easier on some noobs. Pretty much, if someone's wrecking your team, ask someone else for help in exchange for a helping hand boost or two. Besides, someone's gotta win, right?

Question: How would hazards/poison gas work?.
Should teaming be banned? (Personally no, but some very salty 2000 trophy players might reckon otherwise
Yes
Showdown! doesn't have support for four players in one battle of now, so this would be quite impossible as of now.

Even then, 2v2 is the name of an already existing game.
 
Two more Permaboost sets, this time utilizing Weakness Policy.


Dragonite @ Weakness Policy
Ability: Multiscale
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Dragon Dance
- Dragon Claw
- Roost
- Earthquake

The classic Weakness Policy abuser. Roost allows Dragonite to heal off Stealth Rock damage that gets in the way of its Multiscale.


Metagross @ Weakness Policy
Ability: Clear Body
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Agility
- Meteor Mash
- Zen Headbutt
- Ice Punch

Metagross's Clear Body is very nice in this meta, as it allows it to dodge the likely rampant Intimidate and Sticky Web.
 
Extremmons :
Metagame premices: All pokemons get +20 (base stat) on their highest stat and -20 on the lowest.
Potential bans: OU banlist + chansey/blissey
Questions for the community:
Q: What if a mon has 2 highest stats (like shuckle) ?
A: It gets +10 on each
Q: What if a mon has a stat lower than 20?
A: The stat become 0
 
Extremmons :
Metagame premices: All pokemons get +20 (base stat) on their highest stat and -20 on the lowest.
Potential bans: OU banlist + chansey/blissey
Questions for the community:
Q: What if a mon has 2 highest stats (like shuckle) ?
A: It gets +10 on each
Q: What if a mon has a stat lower than 20?
A: The stat become 0
 

Merritt

no comment
is a Tournament Directoris a Site Content Manageris a Member of Senior Staffis a Community Contributoris a Contributor to Smogonis a Top Dedicated Tournament Host
Head TD
Q: What if a mon has 2 highest stats (like shuckle) ?
A: It gets +10 on each
What if a mon has 6 highest stats (like Mew)? Do any stats increase? Do any decrease? What if it has 3 (like Mismagius)?

Does this also apply to ties for lowest?

Why would Chansey/Blissey be banned?
 
  1. Chansey and blissey have too much hp. Actually they could be played,but they wouldn't receive any boost and I wanted to avoid problems. Nothing would change for mew. The split is also applied for lowering (the stat become 1 only if it would be lower) excluding Diancie and maybe some others who could get negative hp on mega evolve (Diancie loses 20 in hp and nothing in speed). If 3 stats are equals, it would be +7/-7 on each. Nothing happens if there are 4 stats or more.
 
Instead of banning the pink blobs, why not just have it so that if a stat should be pushed above the maximum, just have it stop at the max?

Also, I think it would be more interesting if a Pokemon got the 20 point buff/nerf in ALL relevant stats, instead of evenly distributing the changes.

Finally, to avoid Mega Evolution weirdness, I think HP should be ignored when considering the highest and lowest stats.
 
Last edited:

S1nn0hC0nfirm3d

aka Ho3nConfirm3d
is a Site Content Manager Alumnusis a Social Media Contributor Alumnusis a Forum Moderator Alumnusis a Community Contributor Alumnusis a Top Tiering Contributor Alumnusis a Top Contributor Alumnusis a defending SCL Champion
Mix and Monotype

Premise: Monotype, but Pokemon that don’t match the team’s monotype have their primary type changed to match.

Rules:
1. The legality checks what your monotype is by the first slot in the teambuilder, and then the second and so on.
2. This means if its already a single typed mon, like Serperior, the team will be designated to mono grass, and any non Grass Pokemon added will have their primary typing changed to Grass.
3. If the first slot is a dual type, then the second slot must share a type with the first slot. This will determine the monotype for the rest of the team. If the first slot is Heatran, and the second slot was Charizard, the team would be mono Fire. However, if the second slot did not share a typing with Heatran, like Tapu Koko, the team would be illegal.
4. OU banlist for now.

Essentially, this format provides two really cool metagame functions:
1. Monotype now has up to 5 new mons to try for a given type, and any Pokemon can now be on any monotype team.
2. Any Pokemon can change their primary type without a sacrifice from movepool, ability, item, ect.

Cool sets:

Mono Grass:
Heatran @ Leftovers
Ability: Flash Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Magma Storm
- Stealth Rock
- Taunt
- Earth Power

Great Fire immunity and a fast rocker for mono Grass!

Mono Rock:
Tapu Bulu @ Choice Band
Ability: Grassy Surge
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Stone Edge
- Wood Hammer
- Superpower
- Horn Leech

Grassy Terrian provides a nice EQ debuff and Grass coverage buff for facing mono Ground and Water, respectively. The Grass buff can be a double edged sword of course, but at the very worst there’s now Sap Sipper mons to pair this with.


Mono Normal:
Noivern @ Choice Specs
Ability: Infiltrator
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Boomburst
- Draco Meteor
- Flamethrower
- U-Turn

Provides Normal with a good speed, special attack, coverage, and of course STAB Boomburst.

Questions for community:
-Would a monotype esque OM work out?
-Does anything seem broken?
-Is this too boring of a meta?
 
Some notable Extremons Pokemon, assuming the changes I proposed are accepted.


Code:
 HP: 67
Att: 89
Def: 136
SpA: 79
SpD: 136
Spe: 13

Code:
 HP: 50
Att: 45
Def: 127
SpA: 105
SpD: 127
Spe: 86

Code:
 HP: 100
Att: 55
Def: 135
SpA: 90
SpD: 135
Spe: 85

Code:
 HP: 90
Att: 85
Def: 55
SpA: 135
SpD: 100
Spe: 135

Code:
 HP: 60
Att: 130
Def: 70
SpA: 40
SpD: 40
Spe: 130

Code:
 HP: 60
Att: 120
Def: 85
SpA: 60
SpD: 85
Spe: 120

Code:
 HP: 60
Att: 40
Def: 40
SpA: 125
SpD: 125
Spe: 125

Code:
 HP: 95
Att: 115
Def: 115
SpA: 115
SpD: 115
Spe: 39
 
GODLY INFECTION

There exist quite a few metagames which allows you to add or modify your pokemon abilities, however, you cant mess around with your opponent ones. In Godly infection your first pokemon is a god that will bring suffering to your opponent pokemon by gifting them with its ability.

Metagame premise: Any damaged, burned, poisined, or paralyzed pokemon on your opponent side of the field will be infected and it will gain the original ability of your first pokemon, in adition with its own ability. Your first pokemon is restricted to Ubers banlist and it is immune to the opposing god infection.

Specific rules and examples:
-
The infection lasts until the infected pokemon switches out, or until its healed upon full health without being burned, paralyzed or poisoned (for example by using rest).

- The infection process is a last priority effect, so it will occur after any event that should came at the same time. For example, if your god is Giratina-O, any damaged grounded pokemon who enters the field will be affected by spikes, and then it will gain levitate.

- Multi hit moves will trigger the infection right after the first hit (and after anything that could occur at the same time).

- If both pokemon on the field need to be infected at the same time, then the faster pokemon will be infected first. For example if a healthy Landorus hits a healthy Ferrothorn with Knock Off, then Landrus will take damage from iron barbs and then it will be infected. After that Ferro will be infected for Knock off damage.

- If your God mega evolves or it changes its ability somehow, the ability of the infection will still be its original ability at the start of the game. For example Stall Sableye will gift Stall to any infected pokemon of your opponent even after Mega evolving.


- For technical reasons, some abilities wont be passed and the infection wont occur. If the damaged pokemon currently has the exact same ability as your god, then it wont be infected. Also abilities that manipulates the user's form or ability wont trigger infections (Most of them are hardcoded to its original user either way).

- A pokemon holding a substitute wont be infected if it wasn't alredy. In order to infect a pokemon holding a sub you will need to break the sub before that pokemon recovers its hp to full.

- The infected ability is not passed with baton pass or transform (If a Ditto transforms into an infected pokemon, it wont get the ability of your first mon, but it can be infected).



Battle Bond, Disguise, Flower Gift, Forecast, Illusion, Imposter, Multitype, Power Construct, Power of Alchemy, Receiver, RKS System, Schooling, Shields Down, Stance Change, Trace, Zen Mode.

Banlist:
- OU Banlist and Clauses
- First Pokemon is only restricted to Uber banlist and clauses.


Abilities Banned for first pokemon: Truant, Normalize, Hustle, Slow Start.

Reasoning: After giving Truant to your opponent, you just need to click protect on the active turns and you win. A pokemon with Normalize wont be able to touch ghost types, so any ghost pokemon with priority will became almost unkillable. Hustle drops accuracy, which can be exploited by substitute spam. Slow Start is the least broken of the 4, it can be played around by using slow special attackers, but that is quite limiting and it leaves you pretty weak against any wallbreaker or Chansey.

Speed control: Stall (Sableye)

Weather abuse: Drought, Drizzle, Sand Stream, Snow Cloack and Air Lock. The first two have excellent gods in the primals and the two following provide passive damage, which can be used to trigger more infections. Air Lock checks this styles nullifying the weather. Note that the primals will still pass their normal weather inducing ability since those abilities are their original ones.

Aura Abuse: Fairy Aura, Dark Aura, Aura Break. The first one has Geomancy Xerneas, the second one boosts the almost omnipresent dark moves and the third one checks both styles and it gives you thousand arrows.

Terrain abuse: Electric Surge, Psychic Surge, Misty Surge, Graisy Surge. All terrains have good advantages in this metagame. Bulu and Lele are possibly one step ahead of the other two because of monstruos threats such as Mega Alakazam and Kartana; with rocks on the field, this beasts can continue swepping since their foes will re-set up the terrain for them upon switching in and receiving rocks damage.

No Guard: Your opponent having no guard is the same as you having it.

Defeatist: Perfect for bulky offensive teams combined with moves like Nature Madness.

Emergency Exit: Set up rocks and then send your Mega Aerodactyl to spam Super Fang on every non ghost type. This will work as a neutral priority roar which also deals damage, but your opponent will decide which pokemon send after the forced switch.

Magic Bounce: Works similar to Emergency Exit but using the move Parting Shot instead of Super Fang/ Nature Madness. It limits teambuilding more than Emergency Exit but it will phase anything anytime.

Gooey (Goodra): This ability drops speed on contact moves. Perfect paired with trick room and combined with defiant users who can boost its attack with the speed drop (and multiple times by using fury attack).

Weak Armor: This ability on your opponent means that multi hit physical moves are the worst nightmare for them.

Color Change: This ability requires time since it wont trigger until the second hit (the first is for infection unless rocks are up). This ability denies stabs and changes your opponent type into something convenient for you. Specially great for ghost and Dragon type moves, and awesome with Dual Chop.

Levitate (great at limiting terrain boosts from your opponent)
Intimidate (works with Contrary, Competitive or Defiant users)
Comatose
Heavy metal
Fluffy (boosts fire type moves but weakens contact moves)
Contrary (prevent some sweeps like Geomancy Xerneas from happening)
Unawere (Allows you to spam moves like Draco Meteor)
Anger point (force a crit with Frost Breath and then send scarf ditto to copy the boosts)
Moomy (Maybe this can break the game, since it may eventually affect the original ability of the pokemon infected with Mummy. With this ability on your opponent side you can use freely Slacking and Regigigas against infected mons)

Threats: Alongside with the pokemon alredy mentioned on the previous tabs i will add Mega Gengar as a god. By paying the price of giving your opponent an annoying ability such as Cursed Body when the get infected, you can use Mega gar to trap key threats of your opponent. Lugia and Lunala can also work for stall teams since Multiscale and Shadow Shield only function with full hp and it wont affect infected (so, damaged) pokemon. As for non gods, Mega Swampert can now use its opponents to set up rain for him when it runs out. Toxapex may be interesting in general since it can recover hp to full with regenerator and enter healthy into the field. Landorus and Ferrothorn are good as hazard setters; Ferro can also trigger infections with iron barbs and Lando can remove rocks with Defog.

Sample Teams: I will give the standard teams for you (Rain, Psychich Terrain, etc.)

Goodra @ Assault Vest
Ability: Gooey
EVs: 252 HP / 4 SpA / 252 SpD
Sassy Nature
- Draco Meteor
- Fire Blast
- Thunderbolt
- Earthquake

Porygon2 @ Eviolite
Ability: Trace
EVs: 252 HP / 252 Def / 4 SpD
Relaxed Nature
IVs: 0 Atk / 0 Spe
- Ice Beam
- Tri Attack
- Recover
- Trick Room

Farfetch'd @ Stick / Focus Sash
Ability: Defiant
EVs: 252 HP / 252 Atk / 4 Def
Brave Nature
IVs: 0 Spe
- Fury Attack
- Brave Bird
- Quick Attack
- Night Slash / Knock Off

Cresselia @ Leftovers
Ability: Levitate
EVs: 252 HP / 4 Def / 252 SpD
Sassy Nature
IVs: 0 Atk
- Psychic
- Lunar Dance
- Moonlight
- Trick Room

Empoleon @ Focus Sash
Ability: Defiant
EVs: 252 HP / 252 Atk / 4 SpD
Serious Nature
IVs: 0 Spe
- Fury Attack
- Aqua Jet
- Defog
- Stealth Rock

Malamar @ Assault Vest
Ability: Contrary
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Superpower
- Psycho Cut
- Knock Off
- Facade / Filler

Fury attack hits multiple times and makes contact, perfect for defiant users to infect, trigger Gooey and gain massive attack boosts. Priority is needed to keep your sweepers on the field when trick room goes down. Instead of the overpowered Farfetch'd you can use Braviary or Bisharp, but they dont get Stab in both Fury Attack and Quick attack. Malamar dont depend on trick room and it can boost its speed, attack and defense with Superpower, making holding a Z-Crystal almost pointless.

Skarmory @ Flyinium Z
Ability: Weak Armor
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Brave Bird
- Swords Dance
- Agility
- Defog

Cloyster @ Focus Sash
Ability: Skill Link
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Icicle Spear
- Rock Blast
- Shell Smash
- Liquidation

Heracross @ Heracronite
Ability: Guts
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Pin Missile
- Arm Thrust
- Rock Blast
- Bullet Seed

Hitmontop @ Assault Vest
Ability: Intimidate
EVs: 252 HP / 216 Def / 40 SpD
Impish Nature
- Fake Out
- Triple Kick
- Mach Punch
- Pursuit

Weavile @ Choice Scarf
Ability: Pressure
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Beat Up
- Knock Off/ Fury Swipes
- Icicle Crash
- Low Kick

Landorus-Therian @ Leftovers
Ability: Intimidate
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
- Earthquake
- Defog
- Stealth Rock
- U-turn


You can start by setting up Stealth Rock and pivot into weavile or just send Weavile from the start and wreck havoc with beat up. Your Skill Link pokemon multihit moves will deal essentially 200 base damage against healthy mons and 250 base damage against alredy infected ones. You need to ensure the kill on your opponent otherwise you may get swept by a super fast pokemon.

Salamence-Mega @ Salamencite
Ability: Intimidate
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Hyper Voice
- Fire Blast
- Roost
- Defog

Tornadus
Ability: Defiant
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Acrobatics
- Superpower
- Knock Off
- Tailwind

Bisharp @ Life Orb
Ability: Defiant
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Knock Off
- Iron Head
- Brick Break
- Sucker Punch

Milotic @ Red Card
Ability: Competitive
EVs: 252 HP / 252 SpA / 4 Spe
Modest Nature
IVs: 30 Atk
- Surf
- Ice Beam
- Hidden Power [Electric]
- Dragon Tail

Regirock @ Mental Herb
Ability: Clear Body
EVs: 252 HP / 120 Atk / 16 Def / 120 SpD
Impish Nature
- Stone Edge
- Earthquake
- Ice Punch
- Stealth Rock

Malamar @ Normalium Z
Ability: Contrary
EVs: 252 Atk / 252 Spe
Jolly Nature
- Superpower
- Psycho Cut
- Knock Off
- Happy Hour


This team punish switching into your pokemon since they gain benefits from the attack drop caused by intimidate. The only two exceptions are Regirock, who is unnafected by intimidate due to Clear Body, and Salamence itself, who is forced to run a Special set. Milotic can switch into many pokemon, take a hit and get a special attack boost after it forces a switch with red card (or by using dragon tail).


Questions for the Community:

- Should i just let the first pokemon belong to OU instead of Ubers (and rename the metagame)?

- Should i punish a team when their god dies?
I thought on removing the infection permanently, but it may be a big handicap on teams that depend on their god to be present to tank hits.

- What are the abilities that shouldn't work for infections? Only hardcoded ones? Should i just ban Imposter, Trace and Mummy from first slot directly?

- What else do you beleive is broken in this metagame?
 
Mix and Monotype

Premise: Monotype, but Pokemon that don’t match the team’s monotype have their primary type changed to match.

Rules:
1. The legality checks what your monotype is by the first slot in the teambuilder, and then the second and so on.
2. This means if its already a single typed mon, like Serperior, the team will be designated to mono grass, and any non Grass Pokemon added will have their primary typing changed to Grass.
3. If the first slot is a dual type, then the second slot must share a type with the first slot. This will determine the monotype for the rest of the team. If the first slot is Heatran, and the second slot was Charizard, the team would be mono Fire. However, if the second slot did not share a typing with Heatran, like Tapu Koko, the team would be illegal.
4. OU banlist for now.

Essentially, this format provides two really cool metagame functions:
1. Monotype now has up to 5 new mons to try for a given type, and any Pokemon can now be on any monotype team.
2. Any Pokemon can change their primary type without a sacrifice from movepool, ability, item, ect.

Cool sets:

Mono Grass:
Heatran @ Leftovers
Ability: Flash Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Magma Storm
- Stealth Rock
- Taunt
- Earth Power

Great Fire immunity and a fast rocker for mono Grass!

Mono Rock:
Tapu Bulu @ Choice Band
Ability: Grassy Surge
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Stone Edge
- Wood Hammer
- Superpower
- Horn Leech

Grassy Terrian provides a nice EQ debuff and Grass coverage buff for facing mono Ground and Water, respectively. The Grass buff can be a double edged sword of course, but at the very worst there’s now Sap Sipper mons to pair this with.


Mono Normal:
Noivern @ Choice Specs
Ability: Infiltrator
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Boomburst
- Draco Meteor
- Flamethrower
- U-Turn

Provides Normal with a good speed, special attack, coverage, and of course STAB Boomburst.

Questions for community:
-Would a monotype esque OM work out?
-Does anything seem broken?
-Is this too boring of a meta?
Mono steel seems terrifying: Sand stream Ttar/Hippo, Steel type Chansey, Steel type dhelmise, stab bullet punch on medicham. And MORE.

FIre now gain Chlorophyl sweepers with stab weather ball

Water gain aqua tail Mega Aerodactyl

Porygon-z works on almost every team

Mega Blastoise and kartana are great in mono dark or Fighting
 
GODLY INFECTION

There exist quite a few metagames which allows you to add or modify your pokemon abilities, however, you cant mess around with your opponent ones. In Godly infection your first pokemon is a god that will bring suffering to your opponent pokemon by gifting them with its ability.

Metagame premise: Any damaged, burned, poisined, or paralyzed pokemon on your opponent side of the field will be infected and it will gain the original ability of your first pokemon, in adition with its own ability. Your first pokemon is restricted to Ubers banlist and it is immune to the opposing god infection.

Specific rules and examples:
-
The infection lasts until the infected pokemon switches out, or until its healed upon full health without being burned, paralyzed or poisoned (for example by using rest).

- The infection process is a last priority effect, so it will occur after any event that should came at the same time. For example, if your god is Giratina-O, any damaged grounded pokemon who enters the field will be affected by spikes, and then it will gain levitate.

- Multi hit moves will trigger the infection right after the first hit (and after anything that could occur at the same time).

- If both pokemon on the field need to be infected at the same time, then the faster pokemon will be infected first. For example if a healthy Landorus hits a healthy Ferrothorn with Knock Off, then Landrus will take damage from iron barbs and then it will be infected. After that Ferro will be infected for Knock off damage.

- If your God mega evolves or it changes its ability somehow, the ability of the infection will still be its original ability at the start of the game. For example Stall Sableye will gift Stall to any infected pokemon of your opponent even after Mega evolving.


- For technical reasons, some abilities wont be passed and the infection wont occur. If the damaged pokemon currently has the exact same ability as your god, then it wont be infected. Also abilities that manipulates the user's form or ability wont trigger infections (Most of them are hardcoded to its original user either way).

- A pokemon holding a substitute wont be infected if it wasn't alredy. In order to infect a pokemon holding a sub you will need to break the sub before that pokemon recovers its hp to full.

- The infected ability is not passed with baton pass or transform (If a Ditto transforms into an infected pokemon, it wont get the ability of your first mon, but it can be infected).



Battle Bond, Disguise, Flower Gift, Forecast, Illusion, Imposter, Multitype, Power Construct, Power of Alchemy, Receiver, RKS System, Schooling, Shields Down, Stance Change, Trace, Zen Mode.

Banlist:
- OU Banlist and Clauses
- First Pokemon is only restricted to Uber banlist and clauses.


Abilities Banned for first pokemon: Truant, Normalize, Hustle, Slow Start.

Reasoning: After giving Truant to your opponent, you just need to click protect on the active turns and you win. A pokemon with Normalize wont be able to touch ghost types, so any ghost pokemon with priority will became almost unkillable. Hustle drops accuracy, which can be exploited by substitute spam. Slow Start is the least broken of the 4, it can be played around by using slow special attackers, but that is quite limiting and it leaves you pretty weak against any wallbreaker or Chansey.

Speed control: Stall (Sableye)

Weather abuse: Drought, Drizzle, Sand Stream, Snow Cloack and Air Lock. The first two have excellent gods in the primals and the two following provide passive damage, which can be used to trigger more infections. Air Lock checks this styles nullifying the weather. Note that the primals will still pass their normal weather inducing ability since those abilities are their original ones.

Aura Abuse: Fairy Aura, Dark Aura, Aura Break. The first one has Geomancy Xerneas, the second one boosts the almost omnipresent dark moves and the third one checks both styles and it gives you thousand arrows.

Terrain abuse: Electric Surge, Psychic Surge, Misty Surge, Graisy Surge. All terrains have good advantages in this metagame. Bulu and Lele are possibly one step ahead of the other two because of monstruos threats such as Mega Alakazam and Kartana; with rocks on the field, this beasts can continue swepping since their foes will re-set up the terrain for them upon switching in and receiving rocks damage.

No Guard: Your opponent having no guard is the same as you having it.

Defeatist: Perfect for bulky offensive teams combined with moves like Nature Madness.

Emergency Exit: Set up rocks and then send your Mega Aerodactyl to spam Super Fang on every non ghost type. This will work as a neutral priority roar which also deals damage, but your opponent will decide which pokemon send after the forced switch.

Magic Bounce: Works similar to Emergency Exit but using the move Parting Shot instead of Super Fang/ Nature Madness. It limits teambuilding more than Emergency Exit but it will phase anything anytime.

Gooey (Goodra): This ability drops speed on contact moves. Perfect paired with trick room and combined with defiant users who can boost its attack with the speed drop (and multiple times by using fury attack).

Weak Armor: This ability on your opponent means that multi hit physical moves are the worst nightmare for them.

Color Change: This ability requires time since it wont trigger until the second hit (the first is for infection unless rocks are up). This ability denies stabs and changes your opponent type into something convenient for you. Specially great for ghost and Dragon type moves, and awesome with Dual Chop.

Levitate (great at limiting terrain boosts from your opponent)
Intimidate (works with Contrary, Competitive or Defiant users)
Comatose
Heavy metal
Fluffy (boosts fire type moves but weakens contact moves)
Contrary (prevent some sweeps like Geomancy Xerneas from happening)
Unawere (Allows you to spam moves like Draco Meteor)
Anger point (force a crit with Frost Breath and then send scarf ditto to copy the boosts)
Moomy (Maybe this can break the game, since it may eventually affect the original ability of the pokemon infected with Mummy. With this ability on your opponent side you can use freely Slacking and Regigigas against infected mons)

Threats: Alongside with the pokemon alredy mentioned on the previous tabs i will add Mega Gengar as a god. By paying the price of giving your opponent an annoying ability such as Cursed Body when the get infected, you can use Mega gar to trap key threats of your opponent. Lugia and Lunala can also work for stall teams since Multiscale and Shadow Shield only function with full hp and it wont affect infected (so, damaged) pokemon. As for non gods, Mega Swampert can now use its opponents to set up rain for him when it runs out. Toxapex may be interesting in general since it can recover hp to full with regenerator and enter healthy into the field. Landorus and Ferrothorn are good as hazard setters; Ferro can also trigger infections with iron barbs and Lando can remove rocks with Defog.

Sample Teams: I will give the standard teams for you (Rain, Psychich Terrain, etc.)

Goodra @ Assault Vest
Ability: Gooey
EVs: 252 HP / 4 SpA / 252 SpD
Sassy Nature
- Draco Meteor
- Fire Blast
- Thunderbolt
- Earthquake

Porygon2 @ Eviolite
Ability: Trace
EVs: 252 HP / 252 Def / 4 SpD
Relaxed Nature
IVs: 0 Atk / 0 Spe
- Ice Beam
- Tri Attack
- Recover
- Trick Room

Farfetch'd @ Stick / Focus Sash
Ability: Defiant
EVs: 252 HP / 252 Atk / 4 Def
Brave Nature
IVs: 0 Spe
- Fury Attack
- Brave Bird
- Quick Attack
- Night Slash / Knock Off

Cresselia @ Leftovers
Ability: Levitate
EVs: 252 HP / 4 Def / 252 SpD
Sassy Nature
IVs: 0 Atk
- Psychic
- Lunar Dance
- Moonlight
- Trick Room

Empoleon @ Focus Sash
Ability: Defiant
EVs: 252 HP / 252 Atk / 4 SpD
Serious Nature
IVs: 0 Spe
- Fury Attack
- Aqua Jet
- Defog
- Stealth Rock

Malamar @ Assault Vest
Ability: Contrary
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Superpower
- Psycho Cut
- Knock Off
- Facade / Filler

Fury attack hits multiple times and makes contact, perfect for defiant users to infect, trigger Gooey and gain massive attack boosts. Priority is needed to keep your sweepers on the field when trick room goes down. Instead of the overpowered Farfetch'd you can use Braviary or Bisharp, but they dont get Stab in both Fury Attack and Quick attack. Malamar dont depend on trick room and it can boost its speed, attack and defense with Superpower, making holding a Z-Crystal almost pointless.

Skarmory @ Flyinium Z
Ability: Weak Armor
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Brave Bird
- Swords Dance
- Agility
- Defog

Cloyster @ Focus Sash
Ability: Skill Link
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Icicle Spear
- Rock Blast
- Shell Smash
- Liquidation

Heracross @ Heracronite
Ability: Guts
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Pin Missile
- Arm Thrust
- Rock Blast
- Bullet Seed

Hitmontop @ Assault Vest
Ability: Intimidate
EVs: 252 HP / 216 Def / 40 SpD
Impish Nature
- Fake Out
- Triple Kick
- Mach Punch
- Pursuit

Weavile @ Choice Scarf
Ability: Pressure
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Beat Up
- Knock Off/ Fury Swipes
- Icicle Crash
- Low Kick

Landorus-Therian @ Leftovers
Ability: Intimidate
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
- Earthquake
- Defog
- Stealth Rock
- U-turn


You can start by setting up Stealth Rock and pivot into weavile or just send Weavile from the start and wreck havoc with beat up. Your Skill Link pokemon multihit moves will deal essentially 200 base damage against healthy mons and 250 base damage against alredy infected ones. You need to ensure the kill on your opponent otherwise you may get swept by a super fast pokemon.

Salamence-Mega @ Salamencite
Ability: Intimidate
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Hyper Voice
- Fire Blast
- Roost
- Defog

Tornadus
Ability: Defiant
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Acrobatics
- Superpower
- Knock Off
- Tailwind

Bisharp @ Life Orb
Ability: Defiant
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Knock Off
- Iron Head
- Brick Break
- Sucker Punch

Milotic @ Red Card
Ability: Competitive
EVs: 252 HP / 252 SpA / 4 Spe
Modest Nature
IVs: 30 Atk
- Surf
- Ice Beam
- Hidden Power [Electric]
- Dragon Tail

Regirock @ Mental Herb
Ability: Clear Body
EVs: 252 HP / 120 Atk / 16 Def / 120 SpD
Impish Nature
- Stone Edge
- Earthquake
- Ice Punch
- Stealth Rock

Malamar @ Normalium Z
Ability: Contrary
EVs: 252 Atk / 252 Spe
Jolly Nature
- Superpower
- Psycho Cut
- Knock Off
- Happy Hour


This team punish switching into your pokemon since they gain benefits from the attack drop caused by intimidate. The only two exceptions are Regirock, who is unnafected by intimidate due to Clear Body, and Salamence itself, who is forced to run a Special set. Milotic can switch into many pokemon, take a hit and get a special attack boost after it forces a switch with red card (or by using dragon tail).


Questions for the Community:

- Should i just let the first pokemon belong to OU instead of Ubers (and rename the metagame)?

- Should i punish a team when their god dies?
I thought on removing the infection permanently, but it may be a big handicap on teams that depend on their god to be present to tank hits.

- What are the abilities that shouldn't work for infections? Only hardcoded ones? Should i just ban Imposter, Trace and Mummy from first slot directly?

- What else do you beleive is broken in this metagame?
I don't think Hustle should be banned, as it only decreases the accuracy of physical moves. I also think that you shouldn't bother with the "one Uber per team" thing and just focus on the infection part. As for interesting infections, Solar Power could be neat on a sun team to force infected Pokemon to take residual damage. Also, none of your sample teams are of much use, as they don't have reliable ways of inflicting status conditions onto the opponent. Since status conditions are necessary for an infection to take effect, I expect Toxic Spikes to dominate this meta.
 
I don't think Hustle should be banned, as it only decreases the accuracy of physical moves. I also think that you shouldn't bother with the "one Uber per team" thing and just focus on the infection part. As for interesting infections, Solar Power could be neat on a sun team to force infected Pokemon to take residual damage. Also, none of your sample teams are of much use, as they don't have reliable ways of inflicting status conditions onto the opponent. Since status conditions are necessary for an infection to take effect, I expect Toxic Spikes to dominate this meta.
Thank you for the feedback.

You are right on Hustle, i thought it drop accuracy in general. It can stay for now.

Sorry if my post wasn't clear, in order for infection to take effect, the pokemon must be statused or damaged (not at 100% hp). This means you can ensure infection on any pokemon upon switching in by placing rocks (with the exception of magic guard users). Multi hit moves will trigger infection with their first hit.

I will consider not to allow one uber. I wanted ubers to add Auras and Air Lock as a playstyle and to allow some teams to have a way to brute force some threats like beat up weavile (weak armor as infection) with superior bulk and power (Using Xerneas or Pdon for example).

Solar power is nice. You will be at a disadvantage against other weather infection teams but you can have mega zard Y on first slot (with solar power as base ability) to reset sun without worrying about being infected by drizzle or sand stream because the god is immune.
 
Thank you for the feedback.

You are right on Hustle, i thought it drop accuracy in general. It can stay for now.

Sorry if my post wasn't clear, in order for infection to take effect, the pokemon must be statused or damaged (not at 100% hp). This means you can ensure infection on any pokemon upon switching in by placing rocks (with the exception of magic guard users). Multi hit moves will trigger infection with their first hit.

I will consider not to allow one uber. I wanted ubers to add Auras and Air Lock as a playstyle and to allow some teams to have a way to brute force some threats like beat up weavile (weak armor as infection) with superior bulk and power (Using Xerneas or Pdon for example).

Solar power is nice. You will be at a disadvantage against other weather infection teams but you can have mega zard Y on first slot (with solar power as base ability) to reset sun without worrying about being infected by drizzle or sand stream because the god is immune.
I don't think having infections being triggered by both damage and status is a good idea. I think it should be one or the other, but not both. Personally, I'd go with just status, as damage is WAY easier to inflict (literally just attack) while status makes things more interesting, as it centralizes the meta around specifically Toxic Spikes. Grounded Poison-types become incredibly valuable, as they are the most reliable way of clearing Toxic Spikes. Flying, Steel, and Levitate mons become more valuable as well, as they are immune to Toxic Spikes. Gravity potentially gets a niche, as it removes the immunity of Flying and Levitate mons. Moves that apply burn and paralysis also become more powerful, and thus Pokemon with immunity to those effects like Fire and Electric types become more valuable. And with all these status effects running rampant, Heal Bell and Aromatherapy become much more valuable as well.

Here are some mons that I think could thrive in this metagame. Some are already good in OU, but some aren't.


Lopunny can infect the opponent with Klutz, and can act as a cleric on offensive teams with Heal Bell or Healing Wish.



Already the premier Toxic Spike setter and absorber in OU, Toxapex will likely see a ton of use in this Toxic Spike heavy meta. It also has Scald as a secondary means of inflicting status.



Corrosion allows Salazzle to easily infect almost every Pokemon with Toxic. Absorbing Toxic Spikes is a plus.



Completely immune to infection, with access to Rapid Spin to clear away Toxic Spikes.



Preys upon grounded Poison-types with STAB Earthquake, immune to Toxic Spikes thanks to its Flying type, can clear away Toxic Spikes thanks to access to Defog.



Can act as a cleric with Heal Bell, and has access to Gravity to make Flying and Levitate mons vulnerable to Toxic Spikes.



Has Magic Bounce to prevent Toxic Spikes from being set, can infect the opponent with Stall to aid offensive teams, can infect Poison and Steel types with Will-o-Wisp, and has access to Gravity to both infect non-grounded Pokemon and boost the accuracy of Will-o-Wisp.



Like Landorus, Excadrill preys upon grounded Poison-types, is immune to Toxic Spikes (this time even when Gravity is in effect), and can clear away Toxic Spikes (this time keeping any Toxic Spikes on your opponent's side). What really sets Excadrilll apart from Lando is Mold Breaker, which allows it to use Toxic to infect Magic Bounce users, such as the aforementioned Mega Sableye.
 
I don't think having infections being triggered by both damage and status is a good idea. I think it should be one or the other, but not both. Personally, I'd go with just status, as damage is WAY easier to inflict (literally just attack) while status makes things more interesting, as it centralizes the meta around specifically Toxic Spikes. Grounded Poison-types become incredibly valuable, as they are the most reliable way of clearing Toxic Spikes. Flying, Steel, and Levitate mons become more valuable as well, as they are immune to Toxic Spikes. Gravity potentially gets a niche, as it removes the immunity of Flying and Levitate mons. Moves that apply burn and paralysis also become more powerful, and thus Pokemon with immunity to those effects like Fire and Electric types become more valuable. And with all these status effects running rampant, Heal Bell and Aromatherapy become much more valuable as well.

Here are some mons that I think could thrive in this metagame. Some are already good in OU, but some aren't.


Lopunny can infect the opponent with Klutz, and can act as a cleric on offensive teams with Heal Bell or Healing Wish.



Already the premier Toxic Spike setter and absorber in OU, Toxapex will likely see a ton of use in this Toxic Spike heavy meta. It also has Scald as a secondary means of inflicting status.



Corrosion allows Salazzle to easily infect almost every Pokemon with Toxic. Absorbing Toxic Spikes is a plus.



Completely immune to infection, with access to Rapid Spin to clear away Toxic Spikes.



Preys upon grounded Poison-types with STAB Earthquake, immune to Toxic Spikes thanks to its Flying type, can clear away Toxic Spikes thanks to access to Defog.



Can act as a cleric with Heal Bell, and has access to Gravity to make Flying and Levitate mons vulnerable to Toxic Spikes.



Has Magic Bounce to prevent Toxic Spikes from being set, can infect the opponent with Stall to aid offensive teams, can infect Poison and Steel types with Will-o-Wisp, and has access to Gravity to both infect non-grounded Pokemon and boost the accuracy of Will-o-Wisp.



Like Landorus, Excadrill preys upon grounded Poison-types, is immune to Toxic Spikes (this time even when Gravity is in effect), and can clear away Toxic Spikes (this time keeping any Toxic Spikes on your opponent's side). What really sets Excadrilll apart from Lando is Mold Breaker, which allows it to use Toxic to infect Magic Bounce users, such as the aforementioned Mega Sableye.
Status only for infection could work. I would exclude sleep to make rest more viable and spore less broken but i dunno.

If that is the case then i may ban cleric moves since they will be way to ccentralizing and they will make infection pretty hard to abuse imo.

What about toxapex and tapu fini? Are they fine or a bit too op?
 
Status only for infection could work. I would exclude sleep to make rest more viable and spore less broken but i dunno.

If that is the case then i may ban cleric moves since they will be way to ccentralizing and they will make infection pretty hard to abuse imo.

What about toxapex and tapu fini? Are they fine or a bit too op?
I wouldn't ban cleric moves. It provides counterplay to infection, and alone isn't enough to fully counteract Toxic Spikes.

I hadn't considered Tapu Fini, but seeing as how it also prevents you from infecting your opponent, it seems balanced.

Toxapex is probably the most banworthy thing be honest, but I'd wait until this meta is actually playable before banning stuff that isn't obviously game breaking.

I guess maybe Toxic Spikes could also be considered banworth, since it will be incredibly centralizing, but personally, I think that without it, infections wouldn't spread very far, as an already-statused mon can just switch in an absorb a status move aimed at an uninfected teammate.
 
I wouldn't ban cleric moves. It provides counterplay to infection, and alone isn't enough to fully counteract Toxic Spikes.

I hadn't considered Tapu Fini, but seeing as how it also prevents you from infecting your opponent, it seems balanced.

Toxapex is probably the most banworthy thing be honest, but I'd wait until this meta is actually playable before banning stuff that isn't obviously game breaking.

I guess maybe Toxic Spikes could also be considered banworth, since it will be incredibly centralizing, but personally, I think that without it, infections wouldn't spread very far, as an already-statused mon can just switch in an absorb a status move aimed at an uninfected teammate.
What i dont like about aromaterapy and heal bell is that they can easily throw off your efforts on infecting a few pokemon on the other side, discouraging the infection spread on the first place (specially if your oponent has mega sableye). Moves like refresh, rest, or healing wish and abilities like natural cure can be used to control infection spread in a not so massive way.

Toxapex and toxic spikes might be quite centrlizing for sure, but i guess you can burn or paralyze pex taking any opportunity you have when he enters the field and use the infected ability on your favor.

I wont ban anything for now, but mega sableye, cleric moves, toxaex/toxic spikes are on the radar.
 
Status
Not open for further replies.

Users Who Are Viewing This Thread (Users: 1, Guests: 3)

Top