Metagame Workshop

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Hey, um, you completely forgot to establish what any of this has to do with "partners".
Your right, sorry. Seeing it from the outside it seems like the name of a Doubles OM. I'm up for different name suggestions, but can't think of anything at the moment.
Edit: "Perfect Pokémon"? Edit2: Name changed to “Build-A-Mon”.
It's based on the concept of Pikachu-Partner and Eevee-Partner from LGPE, where they have different stats than usual members of their species.
Close! (I haven't played LGPE). It's based on Ash's "partner", Pikachu from the anime. An NFE who can fight legendaries without a Light Ball, and WIN! Twice!!
"What if everybody had one Pokémon like that; a 'perfect partner'." That was kind of my thought process.
 
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Tier MoveSlots

Metagame premise:

Pokemon of different tiers are balanced by the amount of moves they are allowed to know.
OU: 1 move,
UU: 2 moves,
RU: 3 moves,
NU and under: 4 moves.
Additionally, if a Pokemon isn't holding an item, it can know one additional move (max of 4).

Potential bans and threats:
Items: Choice items, Assault Vest
Moves: Spite, Disable

Questions for the Community:
Would this Metagame be fun?
 

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
Tier MoveSlots

Metagame premise:

Pokemon of different tiers are balanced by the amount of moves they are allowed to know.
OU: 1 move,
UU: 2 moves,
RU: 3 moves,
NU and under: 4 moves.
Additionally, if a Pokemon isn't holding an item, it can know one additional move (max of 4).

Potential bans and threats:
Items: Choice items, Assault Vest
Moves: Spite, Disable

Questions for the Community:
Would this Metagame be fun?
I’ll chime in and say restrictive metagames with movepool and ecspecialy moveslot mechanics are never passed. They’re just deemed uncompetitive and not in the spirit of competitive mons I would say.

On another note, instead of tiers though I would say you could get away with some trade off of lack of 4 moves slots = Extra items / abilities. Like instead of a fourth move you’d have almost any ability, so the mon would have 3 moves, its ability, and the 2nd ability you had as a fourth move. Or something of the sort.
 

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
Abilimoves Reference Post:

Previously named "Abilities as Moves".
Playable here under "Submission OMs": http://dragonheaven.psim.us/

Premis: Pokemon can add almost any ability as extra abilities at the cost of moveslots.

So, for an example:




Durant @ Choice Scarf
Ability: Hustle
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Iron Head
- Steelworker
- No Guard
- Adaptability


Durant would then would have its original chosen ability, Hustle, in conjunction with Steelworker, No guard, and Adaptability. This makes Iron Head insanely strong, so much so that it may make up from the lack of any other attacks or coverage in the set.




Tapu Lele @ Psychic Seed
Ability: Psychic Surge
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Unburden
- Psyshock
- Moonblast
- Focus Blast

A less extreme example, Lele can sacrifice only one move and have the great combo of Psychic Terrain + Unburden. However, not having Taunt, Calm Mind, or more coverage like Psychic/HP Fire/Shadow Ball, Lele's sweeping could be limited.




Serperior @ Life Orb
Ability: Contrary
EVs: 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Leaf Storm
- Giga Drain
- Tinted Lenses
- Triage

Serp can now power through most resistances with TL and the great Leaf Storm boosts from Contrary. Lastly, Triage lets it have great priority, more pp, and even some recovery with Giga Drain.


Clauses:
- Abilimove Clause: Abilities as moves can only be used once on a team (including clones). This means that Sheer Force as a move can only be used on one mon, and only once on that mon. However, if you were to have a Sheer Force Nidoking as its regular ability, then that would not affect this clause.
- Standard OU clauses


Bans:
- Pokemon: Shedninja (Sturdy + Wonderguard)
-Abilities as moves: OU Banned abilities (Arena Trap, Moody, ect), Trace, Comatose, Contrary, Fluffy, Fur Coat, Huge Power, Illusion, Imposter, Innards Out, Parental Bond, Protean, Pure Power, Simple, Speed boost, Stakeout, Water Bubble, Wonder Guard.
- On the suspect: Blacephalon, Kartana, Abilmoves: Tinted Lens, Speed doubling abilities (Chlorophyl, Swift Swim, Slush Rush, Sand Rush, Surge Surfer, and Unburden), Aura Veil.

Metagame Analysis:
-Because of the moveslot ability clause, big combos like Steelworker + Adaptability or Psychic Terrian + Unburden are only limited to one mon per team. It also means that sets cannot keep adding Adaptability or Tinted Lens to each mon, and whatever they do use still has the downside of less moves.
-Like Pokebilities and Shared Power, all mechanics revolving around having multiple abilities at once should be in effect.
-While ability moves take up moveslots, they aren't visible or useable as moves in battle.
-All playstyles should be viable. Mindless offense can be combated with mindless stall, as while there are a ton of crazy attacking combos, there are still great defensive cores and abilities to use.
-RegenExit cores on Stall can deal with almost everything, but especially physical attackers thanks to the continuous switching + Intimidate.

Possible Teams:
Super HO (Pre Suspect Bans): https://pokepast.es/9a7010d9635aa6ca
Mindless HO: https://pokepast.es/e0a777e18015d568
Stall: https://pokepast.es/59205d84d1eeba02
Screens HO: https://pokepast.es/1dca6f1ab4fd7a99

 
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Gravity Monkey

Que des barz comme si jtais au hebs
is a Top Artist
I'll actually bite on this concept a little more in depth:

Premis: Pokemon can add almost any ability as extra abilities at the cost of moveslots.

So, for an example:


Durant @ Choice Scarf
Ability: Hustle
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Iron Head
- Steelworker
- No Guard
- Adaptability


Durant would then would have its original chosen ability, Hustle, in conjunction with Steelworker, No guard, and Adaptability. This makes Iron Head insanely strong, so much so that it may make up from the lack of any other attacks or coverage in the set.


Tapu Lele @ Psychic Seed
Ability: Psychic Surge
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Unburden
- Psyshock
- Moonblast
- Focus Blast

A less extreme example, Lele can sacrifice only one move and have the great combo of Psychic Terrain + Unburden. However, not having Taunt, Calm Mind, or more coverage like Psychic/HP Fire/Shadow Ball, Lele's sweeping could be limited.


Serperior @ Life Orb
Ability: Contrary
EVs: 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Leaf Storm
- Giga Drain
- Tinted Lenses
- Triage

Serp can now power through most resistances with TL and the great Leaf Storm boosts from Contrary. Lastly, Triage lets it have great priority, more pp, and even some recovery with Giga Drain.


Clauses:
- Moveslot Ability Clause: Abilities as moves can only be used once on a team. This means that Sheer Force as a move can only be used on one mon, and only once on that mon. However, if you were to have a Sheer Force Nidoking as its regular ability, then that would not affect this clause.
- Standard OU clauses


Bans:
- Pokemon: Shedninja (Sturdy + Wonderguard), and nothing else yet. This is because mons like Slaking still have Truant and have their negative abilities in affect, and we gotta see how other broken mons could be.
-Abilities: Same as AAA:
Questions:
- I know this seems broken, but the Moveslot Ability Clause should prevent too many broken abilities to be affecting a whole team of mons. This was a lot of Shared Power's problem, but considering the movepool and ability restrictions, i think it could be less imbalanced. The predictability of having less moves may make it a lot more manageable.
- Any cool sets or cores?
- Well, it needs a name lol


Lopunny-Mega @ Lopunnite
Ability: Scrappy
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Protect
- Last Resort
- Adaptability
- Tinted Lens

Chansey (F) @ Eviolite
Ability: Natural Cure
EVs: 252 Def / 252 SpD / 4 Spe
Impish Nature
- Seismic Toss
- Wish
- Toxic
- Regenerator

Charizard-Mega-Y @ Charizardite Y
Ability: Drought
EVs: 4 Def / 252 SpA / 252 Spe
Modest Nature
IVs: 0 Atk
- Flamethrower
- Solar Beam
- Solar Power
- Chlorophyl

Tyranitar @ Choice Band
Ability: Sand Stream
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Crunch
- Adaptability
- Sand Rush
- Sheer Force

Heatran @ Leftovers
Ability: Flash Fire
EVs: 252 HP / 4 Atk / 252 SpD
Sassy Nature
IVs: 0 Atk
- Lava Plume
- Taunt
- Stealth Rock
- Levitate

Magearna @ Leftovers
Ability: Soul-Heart
EVs: 252 HP / 4 Atk / 252 SpD
Sassy Nature
IVs: 0 Atk
- Heart Swap
- Fleur Cannon
- Volt Switch
- Unaware
Komala @ Choice Band
Ability: Comatose
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Prankster
- Scrappy/Tinted Lens
- Sleep Talk
- Last Resort

eh
 
I'll actually bite on this concept a little more in depth:

Premis: Pokemon can add almost any ability as extra abilities at the cost of moveslots.

So, for an example:


Durant @ Choice Scarf
Ability: Hustle
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Iron Head
- Steelworker
- No Guard
- Adaptability


Durant would then would have its original chosen ability, Hustle, in conjunction with Steelworker, No guard, and Adaptability. This makes Iron Head insanely strong, so much so that it may make up from the lack of any other attacks or coverage in the set.


Tapu Lele @ Psychic Seed
Ability: Psychic Surge
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Unburden
- Psyshock
- Moonblast
- Focus Blast

A less extreme example, Lele can sacrifice only one move and have the great combo of Psychic Terrain + Unburden. However, not having Taunt, Calm Mind, or more coverage like Psychic/HP Fire/Shadow Ball, Lele's sweeping could be limited.


Serperior @ Life Orb
Ability: Contrary
EVs: 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Leaf Storm
- Giga Drain
- Tinted Lenses
- Triage

Serp can now power through most resistances with TL and the great Leaf Storm boosts from Contrary. Lastly, Triage lets it have great priority, more pp, and even some recovery with Giga Drain.


Clauses:
- Moveslot Ability Clause: Abilities as moves can only be used once on a team. This means that Sheer Force as a move can only be used on one mon, and only once on that mon. However, if you were to have a Sheer Force Nidoking as its regular ability, then that would not affect this clause.
- Standard OU clauses


Bans:
- Pokemon: Shedninja (Sturdy + Wonderguard), and nothing else yet. This is because mons like Slaking still have Truant and have their negative abilities in affect, and we gotta see how other broken mons could be.
-Abilities: Same as AAA:
Questions:
- I know this seems broken, but the Moveslot Ability Clause should prevent too many broken abilities to be affecting a whole team of mons. This was a lot of Shared Power's problem, but considering the movepool and ability restrictions, i think it could be less imbalanced. The predictability of having less moves may make it a lot more manageable. This clause does NOT included variant abilities, meaning that both Mold Breakr
- Any cool sets or cores?
- Well, it needs a name lol


Ferrothorn @ Rocky Helmet
Ability: Iron Barbs
EVs: 248 HP / 8 Atk / 252 Def
Relaxed Nature
IVs: 0 Spe
- Leech Seed
- Protect
- Gyro Ball
- Rough Skin

A great check to punish physical Steel / Normal attackers locked into one attack.


Lopunny-Mega @ Lopunnite
Ability: Scrappy
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Protect
- Last Resort
- Adaptability
- Tinted Lens

Chansey (F) @ Eviolite
Ability: Natural Cure
EVs: 252 Def / 252 SpD / 4 Spe
Impish Nature
- Seismic Toss
- Wish
- Toxic
- Regenerator

Charizard-Mega-Y @ Charizardite Y
Ability: Drought
EVs: 4 Def / 252 SpA / 252 Spe
Modest Nature
IVs: 0 Atk
- Flamethrower
- Solar Beam
- Solar Power
- Chlorophyl

Tyranitar @ Choice Band
Ability: Sand Stream
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Crunch
- Adaptability
- Sand Rush
- Sheer Force

Heatran @ Leftovers
Ability: Flash Fire
EVs: 252 HP / 4 Atk / 252 SpD
Sassy Nature
IVs: 0 Atk
- Lava Plume
- Taunt
- Stealth Rock
- Levitate

Magearna @ Leftovers
Ability: Soul-Heart
EVs: 252 HP / 4 Atk / 252 SpD
Sassy Nature
IVs: 0 Atk
- Heart Swap
- Fleur Cannon
- Volt Switch
- Unaware

Tyrantrum @ Choice Scarf
Ability: Rock Head
EVs: 252 Atk / 252 Spe
Jolly Nature
- Head Smash
- Reckless
- Compound Eyes
- Adaptability

Talonflame @ Choice Band
Ability: Gale Wings
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Brave Bird
- Flare Blitz
- Magic Guard
- Reckless

Volcarona @ Buginium Z / Life Orb
Ability: Flame Body
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Quiver Dance
- Fire Blast
- Bug Buzz
- Magic Guard

Like Talonflame, Volcarona benefits a lot from Magic Guard, though it unfortunately can't stack on the abilities very well due to needing Quiver Dance and at least one attack.



Toxapex @ Black Sludge
Ability: Regenerator
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Toxic
- Recover
- Scald / Haze
- Corrosion

Poison all the things! Pairs well with the next mon.



Gengar @ Life Orb
Ability: Cursed Body
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Hex
- Venoshock
- Focus Blast / Toxic / Sniper
- Merciless

Crits galore.

Also, how does Trace work?
 
I am assuming that Trace and other ability based mechanics would work the same as in Shared Power and Multiability.
So it gets replaced with the target's primary ability? I'm pretty sure that's how it worked in Shared Power. By the way, Multiability seems to have dropped off the face of the Earth. Google can't find its thread.
 
Gemini 'Mons (based on the title of the 2019 movie, Gemini Man)

Metagame premise:
A Pokemon can inherit the abilities and moves of another Pokemon with the same types.

Potential Bans and Threats:

Bans- Pure Power, Huge Power, Fur Coat, Speed Boost, Protean, Comatose, Smeargle, Belly Drum, Extreme Speed

Suspects-

Mega Mawile- Mega Mawile should deserve a suspect test, as it is able to inherit Shift Gear from Magearna, mitigating its low speed and giving it a +1, while having many opportunities to set up a Shift Gear and sweep thanks to its Steel/Fairy typing.

Hoopa-Unbound- Hoopa-Unbound should deserve a suspect test, as it is able to inherit both Contrary and Superpower from Malamar, withstanding more attacks with the +1 defense boosts every time it uses Hyperspace Fury and boosting its attack by one stage every time it uses Superpower.

Threats-

Gliscor (Landorus-Therian) @ Toxic Orb
Ability: Poison Heal
EVs: 248 HP / 8 Atk / 252 Def
Adamant Nature
- U-turn
- Defog
- Stealth Rock
- Earthquake

Ferrothorn (Kartana) @ Choice Scarf
Ability: Beast Boost
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Power Whip
- Iron Head
- Knock Off
- Sacred Sword

Alomomola (Suicune) @ Leftovers
Ability: Regenerator
EVs: 248 HP / 8 SpA / 252 SpD
Modest Nature
- Scald
- Knock Off
- Refresh
- Ice Beam

Questions for the Community:

How should I address Pokemon that can change forms in battle?

Should Pokemon inherit abilities and moves from all Pokemon of that type(s)? Should I introduce any restrictions on the inheritance of abilities and/or moves, and if so, how should I implement this restriction?

What Pokemon, abilities, or moves should I also suspect?
 
I'll actually bite on this concept a little more in depth:

Premis: Pokemon can add almost any ability as extra abilities at the cost of moveslots.

So, for an example:


Durant @ Choice Scarf
Ability: Hustle
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Iron Head
- Steelworker
- No Guard
- Adaptability


Durant would then would have its original chosen ability, Hustle, in conjunction with Steelworker, No guard, and Adaptability. This makes Iron Head insanely strong, so much so that it may make up from the lack of any other attacks or coverage in the set.


Tapu Lele @ Psychic Seed
Ability: Psychic Surge
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Unburden
- Psyshock
- Moonblast
- Focus Blast

A less extreme example, Lele can sacrifice only one move and have the great combo of Psychic Terrain + Unburden. However, not having Taunt, Calm Mind, or more coverage like Psychic/HP Fire/Shadow Ball, Lele's sweeping could be limited.


Serperior @ Life Orb
Ability: Contrary
EVs: 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Leaf Storm
- Giga Drain
- Tinted Lenses
- Triage

Serp can now power through most resistances with TL and the great Leaf Storm boosts from Contrary. Lastly, Triage lets it have great priority, more pp, and even some recovery with Giga Drain.


Clauses:
- Moveslot Ability Clause: Abilities as moves can only be used once on a team. This means that Sheer Force as a move can only be used on one mon, and only once on that mon. However, if you were to have a Sheer Force Nidoking as its regular ability, then that would not affect this clause.
- Standard OU clauses


Bans:
- Pokemon: Shedninja (Sturdy + Wonderguard), and nothing else yet. This is because mons like Slaking still have Truant and have their negative abilities in affect, and we gotta see how other broken mons could be.
-Abilities: Same as AAA:
Questions:
- I know this seems broken, but the Moveslot Ability Clause should prevent too many broken abilities to be affecting a whole team of mons. This was a lot of Shared Power's problem, but considering the movepool and ability restrictions, i think it could be less imbalanced. The predictability of having less moves may make it a lot more manageable. This clause does NOT included variant abilities, meaning that both Mold Breakr
- Any cool sets or cores?
- Well, it needs a name lol


Ferrothorn @ Rocky Helmet
Ability: Iron Barbs
EVs: 248 HP / 8 Atk / 252 Def
Relaxed Nature
IVs: 0 Spe
- Leech Seed
- Protect
- Gyro Ball
- Rough Skin

A great check to punish physical Steel / Normal attackers locked into one attack.


Lopunny-Mega @ Lopunnite
Ability: Scrappy
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Protect
- Last Resort
- Adaptability
- Tinted Lens

Chansey (F) @ Eviolite
Ability: Natural Cure
EVs: 252 Def / 252 SpD / 4 Spe
Impish Nature
- Seismic Toss
- Wish
- Toxic
- Regenerator

Charizard-Mega-Y @ Charizardite Y
Ability: Drought
EVs: 4 Def / 252 SpA / 252 Spe
Modest Nature
IVs: 0 Atk
- Flamethrower
- Solar Beam
- Solar Power
- Chlorophyl

Tyranitar @ Choice Band
Ability: Sand Stream
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Crunch
- Adaptability
- Sand Rush
- Sheer Force

Heatran @ Leftovers
Ability: Flash Fire
EVs: 252 HP / 4 Atk / 252 SpD
Sassy Nature
IVs: 0 Atk
- Lava Plume
- Taunt
- Stealth Rock
- Levitate

Magearna @ Leftovers
Ability: Soul-Heart
EVs: 252 HP / 4 Atk / 252 SpD
Sassy Nature
IVs: 0 Atk
- Heart Swap
- Fleur Cannon
- Volt Switch
- Unaware

Tyrantrum @ Choice Scarf
Ability: Rock Head
EVs: 252 Atk / 252 Spe
Jolly Nature
- Head Smash
- Reckless
- Compound Eyes
- Adaptability

Talonflame @ Choice Band
Ability: Gale Wings
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Brave Bird
- Flare Blitz
- Magic Guard
- Reckless
May I present an elephant in the room, Tinted Lens.

Charizard-Mega-Y @ Charizardite Y
Ability: Drought
EVs: 4 Def / 252 SpA / 252 Spe
Modest Nature
IVs: 0 Atk
- Flamethrower / Fire Blast
- Focus Blast
- Tinted Lens
- Chlorophyll

There are not many things take take a neutral hit from 159 base SpA under Sun, so why not make sure nothing resists it? Focus Blast is purely for Flash Fire like Heatran, since it can Levitate and avoid Earthquake. Speaking of Fire Nukes......

Blacephalon @ Firium Z
Ability: Beast Boost
EVs: 80 HP / 176 SpA / 252 Spe
Jolly Nature
IVs: 0 Atk
- Mind Blown
- Calm Mind
- Tinted Lens
- Magic Guard

Calm Mind once, and go for the sweep with recoil-less Mind Blown. EVs are to allow for a speed boost upon a kill since Speed is higher than SpA. Yea you might wanna be careful around the wall breakers you’re allowing here.

Also Regenerator and Levitate Heatran looks sick lol. In fact, any defensive pokémon would love Regenerator, given some may not have recovery.
 
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Cloyster @ Focus Sash
Ability: Skill Link
Max Spe/Atk, duh
- Shell Smash
- Icicle Spear
- Technician
- Dazzling

Victini @ Psychic Seed
Ability: Victory Star
Max HP/Spe
- Final Gambit
- Psychic Surge
- Unburden
- Scrappy
(possibly followed up by a fast Psychic, though with none of them getting Unburden naturally you won't be able to take as full advantage of this)

Togedemaru @ Shell Bell
Ability: Sturdy
Level: 1
- Endeavor
- Refrigerate
- Snow Warning
- Magic Guard
 
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I'll actually bite on this concept a little more in depth:

Premis: Pokemon can add almost any ability as extra abilities at the cost of moveslots.

So, for an example:


Durant @ Choice Scarf
Ability: Hustle
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Iron Head
- Steelworker
- No Guard
- Adaptability


Durant would then would have its original chosen ability, Hustle, in conjunction with Steelworker, No guard, and Adaptability. This makes Iron Head insanely strong, so much so that it may make up from the lack of any other attacks or coverage in the set.


Tapu Lele @ Psychic Seed
Ability: Psychic Surge
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Unburden
- Psyshock
- Moonblast
- Focus Blast

A less extreme example, Lele can sacrifice only one move and have the great combo of Psychic Terrain + Unburden. However, not having Taunt, Calm Mind, or more coverage like Psychic/HP Fire/Shadow Ball, Lele's sweeping could be limited.


Serperior @ Life Orb
Ability: Contrary
EVs: 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Leaf Storm
- Giga Drain
- Tinted Lenses
- Triage

Serp can now power through most resistances with TL and the great Leaf Storm boosts from Contrary. Lastly, Triage lets it have great priority, more pp, and even some recovery with Giga Drain.


Clauses:
- Moveslot Ability Clause: Abilities as moves can only be used once on a team. This means that Sheer Force as a move can only be used on one mon, and only once on that mon. However, if you were to have a Sheer Force Nidoking as its regular ability, then that would not affect this clause.
- Standard OU clauses


Bans:
- Pokemon: Shedninja (Sturdy + Wonderguard), and nothing else yet. This is because mons like Slaking still have Truant and have their negative abilities in affect, and we gotta see how other broken mons could be.
-Abilities: Same as AAA:
Questions:
- I know this seems broken, but the Moveslot Ability Clause should prevent too many broken abilities to be affecting a whole team of mons. This was a lot of Shared Power's problem, but considering the movepool and ability restrictions, i think it could be less imbalanced. The predictability of having less moves may make it a lot more manageable. This clause does NOT included variant abilities, meaning that both Mold Breaker and Teravolt can be ran aa moves on the same team. This is because there doesn’t exist that many variants, and because move abilities can be stacked but only used once I don’t see why not have more.
- Any cool sets or cores?
- Well, it needs a name lol


Ferrothorn @ Rocky Helmet
Ability: Iron Barbs
EVs: 248 HP / 8 Atk / 252 Def
Relaxed Nature
IVs: 0 Spe
- Leech Seed
- Protect
- Gyro Ball
- Rough Skin

A great check to punish physical Steel / Normal attackers locked into one attack.


Lopunny-Mega @ Lopunnite
Ability: Scrappy
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Protect
- Last Resort
- Adaptability
- Tinted Lens

Chansey (F) @ Eviolite
Ability: Natural Cure
EVs: 252 Def / 252 SpD / 4 Spe
Impish Nature
- Seismic Toss
- Wish
- Toxic
- Regenerator

Charizard-Mega-Y @ Charizardite Y
Ability: Drought
EVs: 4 Def / 252 SpA / 252 Spe
Modest Nature
IVs: 0 Atk
- Flamethrower
- Solar Beam
- Solar Power
- Chlorophyl

Tyranitar @ Choice Band
Ability: Sand Stream
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Crunch
- Adaptability
- Sand Rush
- Sheer Force

Heatran @ Leftovers
Ability: Flash Fire
EVs: 252 HP / 4 Atk / 252 SpD
Sassy Nature
IVs: 0 Atk
- Lava Plume
- Taunt
- Stealth Rock
- Levitate

Magearna @ Leftovers
Ability: Soul-Heart
EVs: 252 HP / 4 Atk / 252 SpD
Sassy Nature
IVs: 0 Atk
- Heart Swap
- Fleur Cannon
- Volt Switch
- Unaware

Tyrantrum @ Choice Scarf
Ability: Rock Head
EVs: 252 Atk / 252 Spe
Jolly Nature
- Head Smash
- Reckless
- Compound Eyes
- Adaptability

Talonflame @ Choice Band
Ability: Gale Wings
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Brave Bird
- Flare Blitz
- Magic Guard
- Reckless
This looks more interesting than my idea.

Ditto @ Choice Scarf
Ability: Impostor
EVs: 252 HP
Relaxed Nature
- Transform
- Infiltrator
- Magic Guard
- Immunity

Ditto is no longer blocked by substitute, and is now immune to all entry hazards.
I'm assuming that the ability banlist only applies to movepool abilities, and that Infiltrator applies to Impostor.

Slaking @ Life Orb
Ability: Truant
EVs: 252 Atk / 4 HP / 252 Spe
Jolly Nature
- Return
- Pursuit
- Earthquake
- Mummy

Mummy + Pursuit means Slaking can get rid of Truant.
 
Some more sets.


Greninja-Ash (M) @ Choice Specs
Ability: Battle Bond
- Hydro Pump
- Dark Pulse
- Water Shuriken
- Adaptability

Ash Greninja pretty much exclusively runs STAB moves, though even more raw power unfortunately comes at the cost of Spikes.



Krookodile @ Groundium Z
Ability: Moxie
EVs: 96 HP / 160 Atk / 252 Spe
Jolly Nature
- Power Trip
- Earthquake
- Knock Off / Pursuit
- Beast Boost

These EVs allow Beast Boost to give a speed boost when KOing an opponent, quickly snowballing with Moxie and building up Power Trip. I'm not sure if Knock Off or Pursuit is better. Knock Off has more power and removes items, while Pursuit makes revenge killing a weakened Pokemon an almost guaranteed KO boost. This set is admittedly pretty gimmicky, as you need 2 KOs for Power Trip to start dealing respectable damage.



Magearna @ Assault Vest
Ability: Soul-Heart
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Volt Switch
- Fleur Cannon
- Ice Beam
- Regenerator

RegenVest, with a pivoting move to boot.



Beedrill-Mega @ Beedrillite
Ability: Swarm
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Pin Missile / Fell Stinger
- Poison Jab
- Knock Off / Assurance / Fell Stinger
- Skill Link / Technician

Pin Missile is scary with both Skill Link and Technician. If you're using Skill Link, then definitely go with Knock Off and Pin Missile, but Technician has more options. Assurance is a possibility over Knock Off for more consistent power, plus bonus damage if the opponent switches in with hazards, but Knock Off still has higher initial power and more utility. Additionally, Fell Stinger can be slotted over either Pin Missile or the Dark move to get a horrifying power boost upon KOing an opponent.

Finally, is Abilimoves already taken? Because this meta needs a name.
 
Some more sets.


Greninja-Ash (M) @ Choice Specs
Ability: Battle Bond
- Hydro Pump
- Dark Pulse
- Water Shuriken
- Adaptability

Ash Greninja pretty much exclusively runs STAB moves, though even more raw power unfortunately comes at the cost of Spikes.



Krookodile @ Groundium Z
Ability: Moxie
EVs: 96 HP / 160 Atk / 252 Spe
Jolly Nature
- Power Trip
- Earthquake
- Knock Off / Pursuit
- Beast Boost

These EVs allow Beast Boost to give a speed boost when KOing an opponent, quickly snowballing with Moxie and building up Power Trip. I'm not sure if Knock Off or Pursuit is better. Knock Off has more power and removes items, while Pursuit makes revenge killing a weakened Pokemon an almost guaranteed KO boost. This set is admittedly pretty gimmicky, as you need 2 KOs for Power Trip to start dealing respectable damage.



Magearna @ Assault Vest
Ability: Soul-Heart
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Volt Switch
- Fleur Cannon
- Ice Beam
- Regenerator

RegenVest, with a pivoting move to boot.



Beedrill-Mega @ Beedrillite
Ability: Swarm
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Pin Missile / Fell Stinger
- Poison Jab
- Knock Off / Assurance / Fell Stinger
- Skill Link / Technician

Pin Missile is scary with both Skill Link and Technician. If you're using Skill Link, then definitely go with Knock Off and Pin Missile, but Technician has more options. Assurance is a possibility over Knock Off for more consistent power, plus bonus damage if the opponent switches in with hazards, but Knock Off still has higher initial power and more utility. Additionally, Fell Stinger can be slotted over either Pin Missile or the Dark move to get a horrifying power boost upon KOing an opponent.

Finally, is Abilimoves already taken? Because this meta needs a name.
Abilimoves is already taken: https://www.smogon.com/forums/threads/metagame-workshop.3598275/page-119
You even replied to it not that long ago... Almost the same idea, except you had to use the move to gain the ability instead of automatically having it, and there were fewer ability restrictions.

How about Abilimons for the name?
 

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Abilimoves is already taken: https://www.smogon.com/forums/threads/metagame-workshop.3598275/page-119
You even replied to it not that long ago... Almost the same idea, except you had to use the move to gain the ability instead of automatically having it, and there were fewer ability restrictions.

How about Abilimons for the name?
Looking back at that post, it looks like the only difference between Abilimoves and my metagame is that you do not have to use the abilities as moves.

I'd say that Abilimoves still fits my submission, as talk died down about that post and the problems he posed as abilities as usable moves. My meta is more so that moveslots are extra ability slots, not moves.

Yet I think it is in best interest for his idea to have involved into my meta, so as long as there's willing consent I think Abilimoves works fine. That, or any other good ideas.
 
I think this is a better set for Mega Beedrill

Beedrill-Mega @ Beedrillite
Ability: Swarm
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Pin Missile
- Tinted Lenses
- Technician
- Skill Link

And speaking of Technician + Skill Link,

Mamoswine @ Assault Vest
Ability: Thick Fat
EVs: 108 HP / 252 Atk / 148 SpD
Adamant Nature
- Icicle Spear
- Earthquake
- Technician
- Skill Link

We may need to legalize Fur Coat in order to deal with these powerful physical attackers.
 
As a wise man once said, "another one".


Golisopod @ SilverPowder
Ability: Emergency Exit
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- First Impression
- Liquidation
- Knock Off / Adaptability / Tinted Lens
- Regenerator

Each time Golisopod switches because of Emergency Exit, it gets health back, potentially putting it back over the 50% line so it will switch again. Remember, First Impression means that getting forced out isn't that bad of a thing. A bulkier spread with Assault Vest and maybe Filter over Knock Off is also an option.
 

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Mimikyu @ Mimikium Z
Ability: Disguise
EVs: 252 HP / 252 Atk / 4 Def
IVs: 0 Spe
Brave Nature
- Play Rough
- Copycat
- Prankster
- Tinted Lens / Adaptability / Tough Claws / Moxie

Clean opposing steel types with you team, hit Let's Snuggle together against a faster mon, and then you have a spammable priority nuke.

And that's why, kids, Psychic Surge and Dazzling are going to be things in this meta.
 
Power Harnessing
Premise: Any Pokemon can use one ability they can normally obtain as a move in their moveslot. Abilities that activate on switch-in or upon a condition being fulfilled would work every time they were used, or every time they were used after that condition was fulfilled. If they switch out, they lose the ability effect. However, Pokemon that do this would not be able to use that attack as a normal ability, and would need an alternative. If they do not, they get no ability. Pokemon with multiple good abilities are buffed, while ones with one or none are nerfed.

Example: We'll use an Excadrill to explain this. This Excadrill has Sand Rush as an ability, and Sand Force as an attack. It cannot have Mold Breaker and Sand Force because it is limited to one ability-effect move. Excadrill uses Sand Force. Now, Excadrill has a buff that increases its Ground, Rock, and Steel attacks by 1.3x under Sandstorm, and an ability that doubles its Speed under sand. Excadrill uses Sandstorm, which activates both the ability buff and the Sand Force move buff. Excadrill uses Sand Force again, and now Excadrill has two buffs that increases its Ground, Rock, and Steel attacks by 1.3x under Sandstorm, making the previous moves 1.6x power. See where I'm going with this?

Example 2: Medicham has a new attack: Pure Power! It now has its own virtual Swords Dance that cannot be blocked by Unaware, but in exchange it has to use Telepathy as its ability. It Mega Evolves, and it now has no Ability. This is bad, but it can abuse Pure Power as a setup move with intense prediction.

Banlist: Standard OU Banlist, Slaking, Regigigas, Shedinja
Unbanlist:
Buffed Mons/Threatlist:


Clefable @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Unaware
- Moonblast
- Wish
- Protect

Clefable, a feared icon of OU stall, has not very bulky stats itself. However, it truly shines with its abilities and utility in moves. Its ability to run either Magic Guard and Unaware make it a staple of stall and sometimes balance. But what if it could double its utility by having both Magic Guard and Unaware? Clefable now has been very buffed with access to Unaware to halt setup sweepers, and Magic Guard to stop stall!

Greninja @ Life Orb / Waterium Z
Ability: Battle Bond
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Nature
- Protean
- Hydro Pump
- Gunk Shot
- Hidden Power [Fire]

Now, let's move to the more offensive side of the spectrum: Greninja. Greninja has almost no drawbacks to its use except the availability of Ash-Greninja, which has insane offensive stats in 145/153/132, outspeeding its checks and KOing them., while Greninja only has average offensive stats in 95/103/122, barring the speed stat. However, any Tapu Koko that can survive one of its hits due to Light Screen or Reflect can KO it with a Thunderbolt or Wild Charge. But what if Greninja could have both the uncheckability of Protean and the offensive merit of Ash-Greninja?
While it takes correct prediction to have a chance to set up, if you do you can have the uncheckability of Protean Greninja and KO your opponent. Then, you can get the stats of Ash-Greninja, making it an absolute beast!

There are many more combos and good Pokemon available! Experiment and look at the tier lists! Have fun!


Thoughts?
 
I understand that another version of this is in progress. However, allowing any Pokemon to use any ability seems broken. Therefore, I limited abilities to only ones the user can have, and you can only have one. Therefore, I believe it is fundamentally different.
 
I understand that another version of this is in progress. However, allowing any Pokemon to use any ability seems broken. Therefore, I limited abilities to only ones the user can have, and you can only have one. Therefore, I believe it is fundamentally different.
I'm pretty sure there's already a meta that lets a Pokemon use all its abilities at once, which is basically your idea but less cumbersome. Besides, stacking on ridiculous abilities is fun.
 
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?
this is almost an exact copy of Type Reflectors from last gen except for changing the primary type instead of the secondary type
 
Why the heck is this thread not stickied?

Also, I have a proposal that is not remotely serious, and I'm bringing it up for the express purpose of having it be added to the Rejected Metagames list so as to avoid it being tried for real — Five More Minutes, Mom: every Pokémon has Slow Start on top of their usual Ability. (Yes, I checked the Rejected Metagames list to make sure that nobody had already suggested this hare-brained idea in earnest, and I don't know whether to be relieved or scared that it isn't there, but it ought to be put there in order to ward off noobs. Before anyone asks, reading through the Rejected Metagames list reveals that somebody has already proposed a metagame where every Pokémon has Defeatist, which would probably be almost as unfun as a metagame where every Pokémon has Slow Start.)
I’d play this just to spite you
 
That Chlorophyll Mega Zard Y sounded pretty scary, so here's something that can revenge kill it.


Tapu Koko @ Choice Specs
Ability: Electric Surge
EVs: 124 HP / 252 SpA / 132 Spe
Modest Nature
IVs: 0 Atk
- Thunderbolt
- Dazzling Gleam
- Volt Switch
- Surge Surfer

The speed investment unsurprisingly is just enough to outspeed Mega Zard Y with Chlorophyll. More speed can be run if stuff like Slush Rush Ninetales-A, Sand Stream Lycanroc, Drizzle Floatzel, and Drought Whimsicott start getting used.
 
Another spin-off idea that is more balanced:

A Pokemon can have only 1 extra ability, but the amount of moveslots that must be given up depends on the ability.

2 Moveslots: Contrary, Fluffy, Fur Coat, Illusion, Innards Out, Parental Bond, Protean, Simple, Stakeout, Speed Boost
3 Moveslots + 1 item slot: Huge Power, Pure Power, Water Bubble, Comatose
Banned: Imposter, Wonder Guard, Shedinja
1 Moveslot: every other ability

I'm calling this Abilimons. This prevents many of the broken ability combinations, limits the amount of one attack spammers, and differentiates itself from AAA by allowing abilities that were banned from AAA.

Sample sets:

Chansey @ Eviolite
Ability: Natural Cure
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
- Seismic Toss
- Soft-Boiled / Wish
- Parental Bond / Fur Coat

Latios @ Soul Dew
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Draco Meteorr
- Psyshock / Psychic
- Contrary

Keldeo / Greninja
Ability: Justified / Battle Bond
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Surf / Scald
- Water Bubble

Hoopa-Unbound
Ability: Magician
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Hyperspace Fury
- Huge Power
 
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