Project Metagame Workshop

IMakeNoSense

hey it's that one guy who makes art
is a Pre-Contributor
:flapple: Berry Blitz :pecharunt:
Metagame premise:
Berries will activate on switch-in, ignoring HP activations (effects that require being hit by a certain kind of move will hold the berry from activating until then). When the Pokémon switches out, your Berry will be returned.

If your berry is locked from being used from Pressure, then your Berry will not activate when you switch in. If it's knocked off/incinerated, it won't be returned to you at all.

Examples:
  • Eating a Chilian Berry will halve any incoming Normal-type moves, once while active. When you switch, the Chilian Berry is granted back.
  • Eating a Chesto Berry will wake up the user if it had been put to sleep, once while active. When you switch, the Chesto Berry is granted back.
  • Eating a Mago Berry will recover 1/3 damage on switch-in and confuse if -Speed. When you switch, the Mago Berry is granted back.
  • Eating a Petaya Berry will give the user a Special Attack boost (+1). When you switch, the Petaya Berry is granted back.

-Species Clause
-Sleep Clause
-Evasion Items Clause
-Evasion Moves Clause
-OHKO Clause
-Moody Clause
-Endless Battle Clause
-Tera Clause (no Terastelizing)
*yes, sleep is ALLOWED.

Potential bans and threats:
Unburden
Maushold
Azumarill
HP recovering Berries
Starf Berry
Lum Berry
Leppa Berry
Custap Berry
Recycle


Questions for the community:
Should Sleep be allowed? I considered it and I wondered if a meta where blocking status is so easy with Lum Berry, it may be a non-problem to allow it here.

Thoughts on Unburden? Since all berries are items, Unburden would activate immediately, but that may mess up the setup for some Unburden users. Likewise, Unburden users can't use Focus Sash to try and activate something before the Speed boost. Maybe slower mons with Unburden like Hitmonlee might see usage?

Finally, what are your thoughts on berries like Mago where they heal 1/3 of your health when you switch in? It'd be like giving any Pokemon Regenerator in sacrifice for their item slot.
 
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KaenSoul

Shared:Power Little Knight
is a Community Leaderis a Community Contributoris a Tiering Contributoris a member of the Battle Simulator Staff
Community Leader
:flapple: Berry Blitz :pecharunt:
Metagame premise:
Berries will activate on switch-in, ignoring HP activations (effects that require being hit by a certain kind of move will hold the berry from activating until then). When the Pokémon switches out, your Berry will be returned.

If your berry is locked from being used from Pressure, then your Berry will not activate when you switch in. If it's knocked off/incinerated, it won't be returned to you at all.

Examples:
  • Eating a Chilian Berry will halve any incoming Normal-type moves, once while active. When you switch, the Chilian Berry is granted back.
  • Eating a Chesto Berry will wake up the user if it had been put to sleep, once while active. When you switch, the Chesto Berry is granted back.
  • Eating a Mago Berry will recover 1/3 damage on switch-in and confuse if -Speed. When you switch, the Mago Berry is granted back.
  • Eating a Petaya Berry will give the user a Special Attack boost (+1). When you switch, the Petaya Berry is granted back.

-Species Clause
-Sleep Clause
-Evasion Items Clause
-Evasion Moves Clause
-OHKO Clause
-Moody Clause
-Endless Battle Clause
-Tera Clause (no Terastelizing)
*yes, sleep is ALLOWED.

Potential bans and threats:
Unburden
Maushold
Azumarill
HP recovering Berries
Starf Berry
Lum Berry
Leppa Berry
Custap Berry
Recycle


Questions for the community:
Should Sleep be allowed? I considered it and I wondered if a meta where blocking status is so easy with Lum Berry, it may be a non-problem to allow it here.

Thoughts on Unburden? Since all berries are items, Unburden would activate immediately, but that may mess up the setup for some Unburden users. Likewise, Unburden users can't use Focus Sash to try and activate something before the Speed boost. Maybe slower mons with Unburden like Hitmonlee might see usage?

Finally, what are your thoughts on berries like Mago where they heal 1/3 of your health when you switch in? It'd be like giving any Pokemon Regenerator in sacrifice for their item slot.
I doubt it will work that well, berries don't have that much variety when it comes to effects, you are pretty much choosing between healing, boosting a stat, and removing a weakness, outside that you got Custab that is pretty much broken and Lum that is just not as strong as a super regen or free stats.
So It would most likely be centralizing around either the healing or stats boosting depending on what remains legal, and action in both categories quickly turns into there not being that many options better than a regular item.
It is a similar problem to what Max berries had before it got deleted.
 
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1706304167569.png
RPScizor EXTREME
1706304023720.png

Rules
A while back, Twitter user @8989takoyaki made a post where they played a game of Rock, Paper, Scissors with their Hitmonchan. Said Hitmonchan only knew 3 moves: Focus Punch, Mach Punch, and Upper Hand. Each move countered another move, essentially creating the weakness triangle of traditional RPS within their movesets. My friend and I decided to add onto this concept and take it to the extreme.

Premise: Each team member may only have a moveset consisting of Focus Punch, Upper Hand, and a damage-dealing move with increased priority. These must be Pokémon who can legitimately learn these 3 moves on-cartridge.
The format will use 1v1 as a base, allowing for quick and simple games while still allowing players to bring multiple Pokémon and play around their opponent's picks. Players are still allowed to bring a maximum of 3 Pokémon and the first to get a KO will win.

Only Pokémon with the exact moveset of Focus Punch, Upper Hand, and a priority move that deals direct damage will be allowed, with a 4th move not being allowed. Consequently, any Pokémon without access to any of those 3 moves are banned, leading to a small handful of them forming the entire metagame.

The only clauses active (and needed) are:
- Species Clause (of course)

-
1706277197444.png
Hax Item Clause (to be in line with 1v1 and Smogon-wide bans)

- Terastal Clause (any Tera Type that resists or has immunity to ghost is unbalanced, also in line with 1v1)

- Moody Clause (solely due to Smeargle)

Every other clause simply does not come into play due to the small handful of available Pokémon to use not having access to overpowered abilities, alongside their movepools being restricted to 3 moves per member. For example, there is no need for Sand Cloak to be banned since no Pokémon who learn the 3 moves has it as an ability, and there is no need to ban sleep / OHKO moves because they don't fit the criteria of the 3-move moveset. If any Pokémon with problematic abilities / moves were to be added to this small pool, the appropriate clauses could easily be added to stop them in their tracks.

With that said, there are a couple of banned items.
-
1706277342938.png
Rocky Helmet is banned due to it rewarding failed predictions / getting hit. Your opponent should not be able to make more progress than you by being worse.

- Covert Cloak is banned since giving the ability to ignore flinches from Upper Hand to any Pokémon would defeat the purpose of the entire metagame.

There are also a couple of strategies that might look banworthy, but seemed balanced enough in testing.
- Inner Focus is (very barely) allowed. Only 6 Pokémon have this ability, and only 3 have enough bulk to use it viably. Even so, Hitmonchan and Mienshao are still very frail, unable to survive repeated Upper Hands, have relatively low damage output compared to other meta threats, and cannot reduce damage they take in any way, aside from focus sash. Mienshao is also forced to run Fake Out, Feint, or Vacuum Wave as its priority, reducing its damage even further. The main user of Inner Focus is Lucario, who is weak to at least 2 moves on every Pokémon, forcing it to run Chople Berry to make any use of its ability. Even so, it only counters Pokémon that fail to deal ~67% of its health with one Upper Hand, and will also just die to Focus Punches in general. Due to this, Inner Focus should be monitored, but is currently not banned.

-
1706277535163.png
Jaboca Berry is allowed
since 1.) it is a one-time use consumable item and 2.) it deals 1/8 of the attacker's HP as opposed to 1/6 from rocky helmet, being outdamaged by most attacks.

- Sucker Punch, Fake Out, and First Impression are allowed as the damage-dealing priority moves in a Pokémon's moveset. Due to the nature of the metagame, Sucker Punch acts like a regular damage dealing move with +1 priority (there are no status moves to select in battle). Fake Out might be able to beat out Upper Hand given the user is faster than its target, but using it and First Impression on subsequent turns will have no effect, making them effectively there to allow a slightly broader range of Pokémon into battle. If you know the matchup, you can abuse this to fire off focus punches, and if you choose to use a Pokémon with them, you would be willingly neutering yourself to have a chance of winning specific matchups.

-
1706310044724.png
Poison Touch is allowed due to games being fast. While 12% chip per turn is strong, no doubt, Sneasler already deals enough damage to get kills regardless of poison damage and Toxicroak has pitiful KO potential regardless of if the opponent is statused. None of the Pokémon who can use this ability have bulk to back up passive playstyles and will not be able to reliably stall out poison damage to 100% secure kills (thank goodness Okidogi is unable to learn any damage-dealing priority). Having it as a pressure tool should not be damaging to the metagame and adds a layer of depth to teambuilding and strategy.

- Speed Boost, while a powerful ability, does not pose a massive threat to the rest of the metagame. Not only does it give diminishing returns, not giving any speed advantage after boosting past Steadfast Pokémon or Sneasler, Blaziken (the only Pokémon with access to the ability) is frail, which risks it taking massive damage before it can fully utilize the speed boosts. Even if it gets set up properly, its damage output is still middling to the point where an opponent has many opportunities to take back the momentum of the game.

- Steadfast is a similar ability to Inner Focus in that it punishes the opponent for flinching your Pokémon. But while Inner Focus walks a fine line between legality and the ban hammer, Steadfast's speed boost isn't nearly as disruptive and even gives Gallade its entire niche. It and Speed Boost are the only way to overcome the speed tiers set in place by the meta, so planning around it is smart.

You might still have some questions:
Why not ban every Pokémon except Hitmonchan (or other strong Pokémon)?
My friend and I really wanted to push the RPS mechanics to their limits, so allowing more Pokémon will allow more team diversity, counterplay, and advanced strategies that utilize varying stats, type matchups, movepools, and abilities.

Why allow items?
Items are half the fun in teambuilding and strategizing, and we felt that keeping items in did not negatively impact the flow of the game in any way. In fact, it made the gameplay much more varied and exciting, further rewarding prediction and mindgames!

What about speed ties and outspeeding mechanics?
Speed ties are unfortunately unavoidable, but can be strategized around by different Pokémon with niche speed tiers or making specific stat spreads (max speed Conkeldurr is a personal favorite). Speed is a valuable resource since it allows you to beat opposing Focus Punches and Upper Hands with your own, and it is definitely important to plan out what threats to outspeed when selecting your 3 Pokémon. Honorable mentions go to Extreme Speed and Feint, both of which have +2 priority to snag wins against opponents selecting +1 priority moves and to deny Sucker Punch.

I think X ability/item/Pokémon is broken!
That's completely fair! This is the first ever metagame I've tried to make, so if something slips through the cracks, please do let me know! Constructive criticism is welcome, and explaining why a certain strategy is too powerful can bring other problematic parts of the meta to light. However, my friend and I did do quite a bit of testing, both of us playing to win and using the most effective strategies we could think of. Hopefully the reasoning above helps highlight what is/isn't balanced as well.

Can you make Nat Dex Pokémon available so I can use X?
Unfortunately, OMs can't have national dex support, as well as 1v1 not supporting the expanded dex. Personally, this is one of the metas where I am grateful that dexit happened, otherwise there would be serious problems with Inner Focus Mega Gallade and such. This meta will only use Pokémon available in generation 9 (or whatever generation is current).

…and that should be it! Everything in this metagame would be entirely replicable on-cartridge, with no extra battle coding needed. With that being said, here are a list of strong Pokémon and items my friend and I used during testing. Obviously we couldn't fully study every possible battle scenario, but testing felt thorough enough without needing additional games for insanely flawed Pokémon like Weavile and Raichu. If someone finds an incredibly broken strategy for Scraggy, they've earned it (but do let us know).

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Conkeldurr
The pillar of balance in this fast-paced metagame, Conkeldurr does it all. Boasting a monstrous base 140 attack, strong HP and defense, this titan is not lacking in the stats department. Not only does it get STAB on Upper Hand, Focus Punch, and Mach Punch, but the latter two are boosted by Iron Fist to reach staggering damage. There isn't a single Pokémon that walls it completely, and its bread-and-butter status allows it to run a plethora of different spreads. It isn't without weaknesses, however. One could target its 65 base special defense with strong Vacuum Waves, tag it with Poison Touch, or most importantly resisting its moves. There are a handful of viable poison, psychic, and bug type options that can not only take a few hits, but outspeed it to reduce its options. Overall, Conkeldurr should be what the meta revolves around, as it promotes a healthy dose of teambuilding and acts as a strong generalist option (comparable to something like RBY Snorlax).

1706280413774.png
Sneasler (yes I know that's the Sneasel sprite)
Sneasler is Upper-Hands-down the fastest Pokémon in this metagame, off the rip. A blistering 120 base speed makes its Upper Hands and Focus Punches nigh uncontested, and it certainly isn't held back by that 130 in attack, either (seriously, who at Game Freak designed this thing?). To add insult to injury, it's got the poison typing - a huge boon in this fighting-centric metagame - and insane utility in Poison Touch. Going fast and nuking with predicts is the way to use it, but do be wary of its middling bulk and tendency to miss 3HKOs with Upper Hand on bulkier/resisted opponents. Quick attack rounds out its moveset quite well, though certainly still being outshined by other priority moves on other fast options. Despite the very real risks of using it, Sneasler is definitely a good pick to slap onto any team with its strong speed advantages.

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Gallade
As the mild-mannered cousin of Medicham, Gallade is certainly the more well rounded psychic type in the meta. It’s got a respectable 125 base attack, and while its other stats aren’t much to write home about, the key to unlocking Gallade’s potential lies within getting flinched. It’s the premier user of Steadfast, and it uses it well with its fighting resistance, usable bulk, and the important ability to outspeed Sneasler after a boost with only partial speed investment. Don’t overlook its priority in Shadow Sneak either, as while it doesn’t benefit from STAB, supereffective damage is dealt against Medicham and other Gallade, only being resisted by weaker picks like Weavile and normal types. TL;DR, don’t get careless flinching Gallade.

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Medicham

Make no mistake, Medicham’s Pure Power might as well give it the wallbreaking power of 2 coked-up wrecking balls. It’s got the highest damage output of all Pokémon in the meta, and even higher risk to fitting it on a team, thus also giving it the most nebulous placement in viability. Does it deserve to be S-tier for OHKOing Conkeldurr with Focus Punch, chunking any resists for >50% of their HP? Or does it hang about in B-tier given that it has the worst combined speed and bulk of any meta threat? Bullet punch being its main priority move could worsen its viability by not getting STAB and being resisted by Lucario and fire types, but also means it isn’t resisted by the likes of poison, psychic, and bug types. Medicham’s damage can be further boosted by Black Belt for cataclysmic results, so if you’re the type longing for high highs and low-ish lows, it’s the perfect choice. Just don’t let it get ahold of any Choice Bands…

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Lucario

Inner Focus is the strongest ability in the meta. You gain the ability to ignore Upper Hand’s flinching effect to blast the opponent with your priority move. Lucario’s Extreme Speed hits hard enough to justify spamming it while healthy and moving before other priority moves is always a plus. Its fighting STABs hit hard enough to keep up with other Pokémon, and it even has an immunity to Poison Touch. So what’s the catch? Well, it’s got a crippling weakness to fighting type moves, forcing it to run Chople Berry to not be folded like a lawn chair. Lucario needs to survive Upper Hand (and preferably be healthy) to make use of its ability. Unfortunately, even with the reduced fighting type damage, sometimes strong wall breakers can Focus Punch right through its defenses and score a clean OHKO. So despite its first impressions, Lucario is actually pretty healthy for the meta in that it encourages strategic aggression.

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Blaziken
Speed Boost in such a fast-paced metagame can make Blaziken feel like a noob trap. It probably is. But that doesn’t stop it from performing its niche of being a mixed attacker with almost constant speed advantage. It’s got one of the most powerful Vacuum Waves in the meta, dealing great chunks of damage to unresisted Pokémon, as well as a decent defensive typing that resists the common Bullet Punch. Still, it’s frail, and you’d be lucky if faster opponents don’t take advantage of your initially lacklustre speed stat. There’s not much else to say about Blaziken, but it certainly fills its niche and gets the job done in a pinch.

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Heracross

Contrary to what you might think, being the sole bug type in the meta doesn’t come with any huge perks or downsides. Heracross’ fighting resistance is shared by many top threats, and there aren’t any moves that hit it for supereffective damage. Instead, it’s got the appealing trait of being the bulkiest Pokémon to resist fighting, allowing it to shrug off Focus Punch from Conkeldurr and survive the same from Medicham, even with Choice Band. Unfortunately, Heracross doesn’t have the best speed and relies on the weak Feint as its priority move, so it has to fight a constant uphill battle against tanks that invest in speed. You should never bring Heracross as a primary win condition, using it instead as a backup plan to face super offensively oriented teams.

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Pinch-Heal Berries (and Sitrus Berry maybe)

Oftentimes, your Pokémon will be left at <25% HP, so the immediate healing of pinch berries is always a good thing. Sitrus Berry’s lower healing makes it harder to benefit from, since most attacks will deal an average of ~33%.

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Jaboca Berry
Don’t be discouraged by the above comparison of it against Rocky Helmet, Jaboca Berry still has its uses. 1/8 of your opponent’s HP might not seem like much, but free damage is free damage. Certain 2HKOs become OHKOs with the extra chip, so don’t overlook it!

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Black Belt / Fist Plate

When at least 2/3 of your moves are fighting type, multiplying their damage by 1.2x is great. If you’re not feeling too creative or need some extra wallbreaking action, Black Belt is the go-to.

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Custap Berry / Salac Berry
These are more niche than the healing berries, but are equally if not more potent in the right hands. Outspeeding and knocking out a faster opponent that thought they had you cornered is a very satisfying feeling, and these berries will get the job done.

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Chople Berry

This is here purely because it is by far the best item to use on Lucario. This is, in fact, NOT a justification of viability for Weavile, Zangoose, Ambipom, or any other Pokémon with a fighting weakness. Lucario has Inner Focus and can live Upper Hand. They cannot.

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Choice Band…?

The ultimate mindfuck. Use if you transcend strategy itself.

Edit: Made some sample teams since teambuilding for this format can be incredibly quick.
1706311304237.png
Simple Offense https://pokepast.es/4e661a4efcd69bff
Bread and butter team with good offense, 2 fighting resistances, and usable speed. All members of the team are relatively safe to bring out against viable Pokémon.

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Speed Control
https://pokepast.es/cc88739fbb2ca358
A team meant to outspeed and threaten mid to slow speed opponents. Salac Berry on Conkeldurr can catch players off guard, though it is slightly more telegraphed than Custap Berry. Lucario punishes priority spam.

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Risky Power
https://pokepast.es/21eed0a525ae786a
High risk, high reward team with hard-hitting STABs. Gallade is one of the only strong users of weakness policy, which should punish opposing Gallade in mirror matches. Both Medicham and Gallade's items can be interchanged with Black Belt, Choice Band, or other offensive items.

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No Conk (Advanced)
https://pokepast.es/1237af42aa2b1bcf
An example of a team that doesn't need to run Conkeldurr. The team's weak spots are covered via the shared fighting resistances, Heracross' longevity, Gallade's oppressive speed control, and Medicham's Pure Power.

The Twitter post by @8989takoyaki mentioned:
 

Attachments

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Rules
A while back, Twitter user @8989takoyaki made a post where they played a game of Rock, Paper, Scissors with their Hitmonchan. Said Hitmonchan only knew 3 moves: Focus Punch, Mach Punch, and Upper Hand. Each move countered another move, essentially creating the weakness triangle of traditional RPS within their movesets. My friend and I decided to add onto this concept and take it to the extreme.

Premise: Each team member may only have a moveset consisting of Focus Punch, Upper Hand, and a damage-dealing move with increased priority. These must be Pokémon who can legitimately learn these 3 moves on-cartridge.
The format will use 1v1 as a base, allowing for quick and simple games while still allowing players to bring multiple Pokémon and play around their opponent's picks. Players are still allowed to bring a maximum of 3 Pokémon and the first to get a KO will win.

Only Pokémon with the exact moveset of Focus Punch, Upper Hand, and a priority move that deals direct damage will be allowed, with a 4th move not being allowed. Consequently, any Pokémon without access to any of those 3 moves are banned, leading to a small handful of them forming the entire metagame.

The only clauses active (and needed) are:
- Species Clause (of course)
- View attachment 597128Hax Item Clause (to be in line with 1v1 and Smogon-wide bans)
- Moody Clause (solely due to Smeargle)
Every other clause simply does not come into play due to the small handful of available Pokémon to use not having access to overpowered abilities, alongside their movepools being restricted to 3 moves per member. For example, there is no need for Sand Cloak to be banned since no Pokémon who learn the 3 moves has it as an ability, and there is no need to ban sleep / OHKO moves because they don't fit the criteria of the 3-move moveset. If any Pokémon with problematic abilities / moves were to be added to this small pool, the appropriate clauses could easily be added to stop them in their tracks.

With that said, there are a couple of banned items.
- View attachment 597138 Rocky Helmet is banned due to it rewarding failed predictions / getting hit. Your opponent should not be able to make more progress than you by being worse.
- Covert Cloak is banned since giving the ability to ignore flinches from Upper Hand to any Pokémon would defeat the purpose of the entire metagame.

There are also a couple of strategies that might look banworthy, but seemed balanced enough in testing.
- Inner Focus is (very barely) allowed. Only 6 Pokémon have this ability, and only 3 have enough bulk to use it viably. Even so, Hitmonchan and Mienshao are still very frail, unable to survive repeated Upper Hands, have relatively low damage output compared to other meta threats, and cannot reduce damage they take in any way, aside from focus sash. Mienshao is also forced to run Fake Out, Feint, or Vacuum Wave as its priority, reducing its damage even further. The main user of Inner Focus is Lucario, who is weak to at least 2 moves on every Pokémon, forcing it to run Chople Berry to make any use of its ability. Even so, it only counters Pokémon that fail to deal ~67% of its health with one Upper Hand, and will also just die to Focus Punches in general. Due to this, Inner Focus should be monitored, but is currently not banned.
-View attachment 597142 Jaboca Berry is allowed since 1.) it is a one-time use consumable item and 2.) it deals 1/8 of the attacker's HP as opposed to 1/6 from rocky helmet, being outdamaged by most attacks.
- Sucker Punch, Fake Out, and First Impression are allowed as the damage-dealing priority moves in a Pokémon's moveset. Due to the nature of the metagame, Sucker Punch acts like a regular damage dealing move with +1 priority (there are no status moves to select in battle). Fake Out might be able to beat out Upper Hand given the user is faster than its target, but using it and First Impression on subsequent turns will have no effect, making them effectively there to allow a slightly broader range of Pokémon into battle. If you know the matchup, you can abuse this to fire off focus punches, and if you choose to use a Pokémon with them, you would be willingly neutering yourself to have a chance of winning specific matchups.
- View attachment 597141 Poison Touch is allowed due to games being fast. While 12% chip per turn is strong, no doubt, Sneasler already deals enough damage to get kills regardless of poison damage and Toxicroak has pitiful KO potential regardless of if the opponent is statused. None of the Pokémon who can use this ability have bulk to back up passive playstyles and will not be able to reliably stall out poison damage to 100% secure kills (thank goodness Okidogi is unable to learn any damage-dealing priority). Having it as a pressure tool should not be damaging to the metagame and adds a layer of depth to teambuilding and strategy.
- Speed Boost, while a powerful ability, does not pose a massive threat to the rest of the metagame. Not only does it give diminishing returns, not giving any speed advantage after boosting past Steadfast Pokémon or Sneasler, Blaziken (the only Pokémon with access to the ability) is frail, which risks it taking massive damage before it can fully utilize the speed boosts. Even if it gets set up properly, its damage output is still middling to the point where an opponent has many opportunities to take back the momentum of the game.
- Steadfast is a similar ability to Inner Focus in that it punishes the opponent for flinching your Pokémon. But while Inner Focus walks a fine line between legality and the ban hammer, Steadfast's speed boost isn't nearly as disruptive and even gives Gallade its entire niche. It and Speed Boost are the only way to overcome the speed tiers set in place by the meta, so planning around it is smart.

There might still be some lingering questions:
Why not ban every Pokémon except Hitmonchan (or other strong Pokémon)?
My friend and I really wanted to push the RPS mechanics to their limits, so allowing more Pokémon will allow more team diversity, counterplay, and advanced strategies that utilize varying stats, type matchups, movepools, and abilities.
Why allow items?
Items are half the fun in teambuilding and strategizing, and we felt that keeping items in did not negatively impact the flow of the game in any way. In fact, it made the gameplay much more varied and exciting, further rewarding prediction and mindgames! P.S: you might not want to witness the terrifying power of Choice Band…
What about speed ties and outspeeding mechanics?
Speed ties are unfortunately unavoidable, but can be strategized around by different Pokémon with niche speed tiers or making specific stat spreads (max speed Conkeldurr is a personal favorite). Speed is a valuable resource since it allows you to beat opposing Focus Punches and Upper Hands with your own, and it is definitely important to plan out what threats to outspeed when selecting your 3 Pokémon. Honorable mentions go to Extreme Speed and Feint, both of which have +2 priority to snag wins against opponents selecting +1 priority moves and to deny Sucker Punch.
I think X ability/item/Pokémon is broken!
That's completely fair! This is the first ever metagame I've tried to make, so if something slips through the cracks, please do let me know! Constructive criticism is welcome, and explaining why a certain strategy is too powerful can bring other problematic parts of the meta to light. However, my friend and I did do quite a bit of testing, both of us playing to win and using the most effective strategies we could think of. Hopefully the reasoning above helps highlight what is/isn't balanced as well.
Can you make Nat Dex Pokémon available so I can use X?
Unfortunately, OMs can't have national dex support, as well as 1v1 not supporting the expanded dex. Personally, this is one of the metas where I am grateful that dexit happened, otherwise there would be serious problems with Inner Focus Mega Gallade and such. This meta will only use Pokémon available in generation 9 (or whatever generation is current).

…and that should be it! Everything in this metagame would be entirely replicable on-cartridge, with no extra battle coding needed. With that being said, here are a list of strong Pokémon and items my friend and I used during testing. Obviously we couldn't fully study every possible battle scenario, but testing felt thorough enough without needing additional games for insanely flawed Pokémon like Weavile and Raichu. If someone finds an incredibly broken strategy for Scraggy, they've earned it (but do let us know).

Pokémon
View attachment 597144 Conkeldurr
The pillar of balance in this fast-paced metagame, Conkeldurr does it all. Boasting a monstrous base 140 attack, strong HP and defense, this titan is not lacking in the stats department. Not only does it get STAB on Upper Hand, Focus Punch, and Mach Punch, but the latter two are boosted by Iron Fist to reach staggering damage. There isn't a single Pokémon that walls it completely, and its bread-and-butter status allows it to run a plethora of different spreads. It isn't without weaknesses, however. One could target its 65 base special defense with strong Vacuum Waves, tag it with Poison Touch, or most importantly resisting its moves. There are a handful of viable poison, psychic, and bug type options that can not only take a few hits, but outspeed it to reduce its options. Overall, Conkeldurr should be what the meta revolves around, as it promotes a healthy dose of teambuilding and acts as a strong generalist option (comparable to something like RBY Snorlax).

View attachment 597174 Sneasler (yes I know that's the Sneasel sprite)
Sneasler is Upper-Hands-down the fastest Pokémon in this metagame, off the rip. A blistering 120 base speed makes its Upper Hands and Focus Punches nigh uncontested, and it certainly isn't held back by that 130 in attack, either (seriously, who at Game Freak designed this cruel beast?). To add insult to injury, it's got the poison typing - a huge boon in this fighting-centric metagame - and insane utility in Poison Touch. Going fast and nuking with predicts is the way to use it, but do be wary of its middling bulk and tendency to miss 3HKOs with Upper Hand on bulkier/resisted opponents. Quick attack rounds out its moveset quite well, though certainly still being outshined by other priority moves on other fast options. Despite the very real risks of using it, Sneasler is definitely a good pick to slap onto any team with its strong speed advantages.

View attachment 597191 Gallade
As the mild-mannered cousin of Medicham, Gallade is certainly the more well rounded psychic type in the meta. It’s got a respectable 125 base attack, and while its other stats aren’t much to write home about, the key to unlocking Gallade’s potential lies within getting flinched. It’s the premier user of Steadfast, and it uses it well with its fighting resistance, usable bulk, and the important ability to outspeed Sneasler after a boost with only partial speed investment. Don’t overlook its priority in Shadow Sneak either, as while it doesn’t benefit from STAB, supereffective damage is dealt against Medicham and other Gallade, only being resisted by weaker picks like Weavile and normal types. TL;DR, don’t get careless flinching Gallade.

View attachment 597192 Medicham
Make no mistake, Medicham’s Huge Power might as well give it the wallbreaking power of 2 coked-up wrecking balls. It’s got the highest damage output of all Pokémon in the meta, and even higher risk to fitting it on a team, thus also giving it the most nebulous placement in viability. Does it deserve to be S-tier for OHKOing Conkeldurr with Focus Punch, chunking any resists for >50% of their HP? Or does it hang about in B-tier given that it has the worst combined speed and bulk of any meta threat? Bullet punch being its main priority move could worsen its viability by not getting STAB and being resisted by Lucario and fire types, but also means it isn’t resisted by the likes of poison, psychic, and bug types. Medicham’s damage can be further boosted by Black Belt for cataclysmic results, so if you’re the type longing for high highs and low-ish lows, it’s the perfect choice. Just don’t let it get ahold of any Choice Bands…

View attachment 597193Lucario
Inner Focus is the strongest ability in the meta. You gain the ability to ignore Upper Hand’s flinching effect to blast the opponent with your priority move. Lucario’s Extreme Speed hits hard enough to justify spamming it while healthy and moving before other priority moves is always a plus. Its fighting STABs hit hard enough to keep up with other Pokémon, and it even has an immunity to Poison Touch. So what’s the catch? Well, it’s got a crippling weakness to fighting type moves, forcing it to run Chople Berry to not be folded like a lawn chair. Lucario needs to survive Upper Hand (and preferably be healthy) to make use of its ability. Unfortunately, even with the reduced fighting type damage, sometimes strong wall breakers can Focus Punch right through its defenses and score a clean OHKO. So despite its first impressions, Lucario is actually pretty healthy for the meta in that it encourages strategic aggression.

View attachment 597194 Blaziken
Speed Boost in such a fast-paced metagame can make Blaziken feel like a noob trap. It probably is. But that doesn’t stop it from performing its niche of being a mixed attacker with almost constant speed advantage. It’s got one of the most powerful Vacuum Waves in the meta, dealing great chunks of damage to unresisted Pokémon, as well as a decent defensive typing that resists the common Bullet Punch. Still, it’s frail, and you’d be lucky if faster opponents don’t take advantage of your initially lacklustre speed stat. There’s not much else to say about Blaziken, but it certainly fills its niche and gets the job done in a pinch.

View attachment 597195 Heracross
Contrary to what you might think, being the sole bug type in the meta doesn’t come with any huge perks or downsides. Heracross’ fighting resistance is shared by many top threats, and there aren’t any moves that hit it for supereffective damage. Instead, it’s got the appealing trait of being the bulkiest Pokémon to resist fighting, allowing it to shrug off Focus Punch from Conkeldurr and survive the same from Medicham, even with Choice Band. Unfortunately, Heracross doesn’t have the best speed and relies on the weak Feint as its priority move, so it has to fight a constant uphill battle against tanks that invest in speed. You should never bring Heracross as a primary win condition, using it instead as a backup plan to face super offensively oriented teams.

Useful Items
View attachment 597184 Pinch-Heal Berries (and Sitrus Berry maybe)
Oftentimes, your Pokémon will be left at <25% HP, so the immediate healing of pinch berries is always a good thing. Sitrus Berry’s lower healing makes it harder to benefit from, since most attacks will deal an average of ~33%.
View attachment 597213 Jaboca Berry
Don’t be discouraged by the above comparison of it against Rocky Helmet, Jaboca Berry still has its uses. 1/8 of your opponent’s HP might not seem like much, but free damage is free damage. Certain 2HKOs become OHKOs with the extra chip, so don’t overlook it!
View attachment 597185 Black Belt / Fist Plate
When at least 2/3 of your moves are fighting type, multiplying their damage by 1.2x is great. If you’re not feeling too creative or need some extra wallbreaking action, Black Belt is the go-to.
View attachment 597187 Custap Berry / Salac Berry
These are more niche than the healing berries, but are equally if not more potent in the right hands. Outspeeding and knocking out a faster opponent that thought they had you cornered is a very satisfying feeling, and these berries will get the job done.
View attachment 597189 Chople Berry
This is here purely because it is by far the best item to use on Lucario. This is, in fact, NOT a justification of viability for Weavile, Zangoose, Ambipom, or any other Pokémon with a fighting weakness. Lucario has Inner Focus and can live Upper Hand. They cannot.
View attachment 597190 Choice Band…?

The ultimate mindfuck. Use if you transcend strategy itself.

Misc.
The Twitter post by @8989takoyaki mentioned:
I think you forgot to ban tera. Tera Ghost is very broken here.
 

Rules
A while back, Twitter user @8989takoyaki made a post where they played a game of Rock, Paper, Scissors with their Hitmonchan. Said Hitmonchan only knew 3 moves: Focus Punch, Mach Punch, and Upper Hand. Each move countered another move, essentially creating the weakness triangle of traditional RPS within their movesets. My friend and I decided to add onto this concept and take it to the extreme.

Premise: Each team member may only have a moveset consisting of Focus Punch, Upper Hand, and a damage-dealing move with increased priority. These must be Pokémon who can legitimately learn these 3 moves on-cartridge.
The format will use 1v1 as a base, allowing for quick and simple games while still allowing players to bring multiple Pokémon and play around their opponent's picks. Players are still allowed to bring a maximum of 3 Pokémon and the first to get a KO will win.

Only Pokémon with the exact moveset of Focus Punch, Upper Hand, and a priority move that deals direct damage will be allowed, with a 4th move not being allowed. Consequently, any Pokémon without access to any of those 3 moves are banned, leading to a small handful of them forming the entire metagame.

The only clauses active (and needed) are:
- Species Clause (of course)

- View attachment 597128Hax Item Clause (to be in line with 1v1 and Smogon-wide bans)

- Terastal Clause (any Tera Type that resists or has immunity to ghost is unbalanced, also in line with 1v1)

- Moody Clause (solely due to Smeargle)

Every other clause simply does not come into play due to the small handful of available Pokémon to use not having access to overpowered abilities, alongside their movepools being restricted to 3 moves per member. For example, there is no need for Sand Cloak to be banned since no Pokémon who learn the 3 moves has it as an ability, and there is no need to ban sleep / OHKO moves because they don't fit the criteria of the 3-move moveset. If any Pokémon with problematic abilities / moves were to be added to this small pool, the appropriate clauses could easily be added to stop them in their tracks.

With that said, there are a couple of banned items.
- View attachment 597138 Rocky Helmet is banned due to it rewarding failed predictions / getting hit. Your opponent should not be able to make more progress than you by being worse.

- Covert Cloak is banned since giving the ability to ignore flinches from Upper Hand to any Pokémon would defeat the purpose of the entire metagame.

There are also a couple of strategies that might look banworthy, but seemed balanced enough in testing.
- Inner Focus is (very barely) allowed. Only 6 Pokémon have this ability, and only 3 have enough bulk to use it viably. Even so, Hitmonchan and Mienshao are still very frail, unable to survive repeated Upper Hands, have relatively low damage output compared to other meta threats, and cannot reduce damage they take in any way, aside from focus sash. Mienshao is also forced to run Fake Out, Feint, or Vacuum Wave as its priority, reducing its damage even further. The main user of Inner Focus is Lucario, who is weak to at least 2 moves on every Pokémon, forcing it to run Chople Berry to make any use of its ability. Even so, it only counters Pokémon that fail to deal ~67% of its health with one Upper Hand, and will also just die to Focus Punches in general. Due to this, Inner Focus should be monitored, but is currently not banned.

-View attachment 597142 Jaboca Berry is allowed since 1.) it is a one-time use consumable item and 2.) it deals 1/8 of the attacker's HP as opposed to 1/6 from rocky helmet, being outdamaged by most attacks.

- Sucker Punch, Fake Out, and First Impression are allowed as the damage-dealing priority moves in a Pokémon's moveset. Due to the nature of the metagame, Sucker Punch acts like a regular damage dealing move with +1 priority (there are no status moves to select in battle). Fake Out might be able to beat out Upper Hand given the user is faster than its target, but using it and First Impression on subsequent turns will have no effect, making them effectively there to allow a slightly broader range of Pokémon into battle. If you know the matchup, you can abuse this to fire off focus punches, and if you choose to use a Pokémon with them, you would be willingly neutering yourself to have a chance of winning specific matchups.

- View attachment 597274 Poison Touch is allowed due to games being fast. While 12% chip per turn is strong, no doubt, Sneasler already deals enough damage to get kills regardless of poison damage and Toxicroak has pitiful KO potential regardless of if the opponent is statused. None of the Pokémon who can use this ability have bulk to back up passive playstyles and will not be able to reliably stall out poison damage to 100% secure kills (thank goodness Okidogi is unable to learn any damage-dealing priority). Having it as a pressure tool should not be damaging to the metagame and adds a layer of depth to teambuilding and strategy.

- Speed Boost, while a powerful ability, does not pose a massive threat to the rest of the metagame. Not only does it give diminishing returns, not giving any speed advantage after boosting past Steadfast Pokémon or Sneasler, Blaziken (the only Pokémon with access to the ability) is frail, which risks it taking massive damage before it can fully utilize the speed boosts. Even if it gets set up properly, its damage output is still middling to the point where an opponent has many opportunities to take back the momentum of the game.

- Steadfast is a similar ability to Inner Focus in that it punishes the opponent for flinching your Pokémon. But while Inner Focus walks a fine line between legality and the ban hammer, Steadfast's speed boost isn't nearly as disruptive and even gives Gallade its entire niche. It and Speed Boost are the only way to overcome the speed tiers set in place by the meta, so planning around it is smart.

You might still have some questions:
Why not ban every Pokémon except Hitmonchan (or other strong Pokémon)?
My friend and I really wanted to push the RPS mechanics to their limits, so allowing more Pokémon will allow more team diversity, counterplay, and advanced strategies that utilize varying stats, type matchups, movepools, and abilities.

Why allow items?
Items are half the fun in teambuilding and strategizing, and we felt that keeping items in did not negatively impact the flow of the game in any way. In fact, it made the gameplay much more varied and exciting, further rewarding prediction and mindgames!

What about speed ties and outspeeding mechanics?
Speed ties are unfortunately unavoidable, but can be strategized around by different Pokémon with niche speed tiers or making specific stat spreads (max speed Conkeldurr is a personal favorite). Speed is a valuable resource since it allows you to beat opposing Focus Punches and Upper Hands with your own, and it is definitely important to plan out what threats to outspeed when selecting your 3 Pokémon. Honorable mentions go to Extreme Speed and Feint, both of which have +2 priority to snag wins against opponents selecting +1 priority moves and to deny Sucker Punch.

I think X ability/item/Pokémon is broken!
That's completely fair! This is the first ever metagame I've tried to make, so if something slips through the cracks, please do let me know! Constructive criticism is welcome, and explaining why a certain strategy is too powerful can bring other problematic parts of the meta to light. However, my friend and I did do quite a bit of testing, both of us playing to win and using the most effective strategies we could think of. Hopefully the reasoning above helps highlight what is/isn't balanced as well.

Can you make Nat Dex Pokémon available so I can use X?
Unfortunately, OMs can't have national dex support, as well as 1v1 not supporting the expanded dex. Personally, this is one of the metas where I am grateful that dexit happened, otherwise there would be serious problems with Inner Focus Mega Gallade and such. This meta will only use Pokémon available in generation 9 (or whatever generation is current).

…and that should be it! Everything in this metagame would be entirely replicable on-cartridge, with no extra battle coding needed. With that being said, here are a list of strong Pokémon and items my friend and I used during testing. Obviously we couldn't fully study every possible battle scenario, but testing felt thorough enough without needing additional games for insanely flawed Pokémon like Weavile and Raichu. If someone finds an incredibly broken strategy for Scraggy, they've earned it (but do let us know).

View attachment 597144 Conkeldurr
The pillar of balance in this fast-paced metagame, Conkeldurr does it all. Boasting a monstrous base 140 attack, strong HP and defense, this titan is not lacking in the stats department. Not only does it get STAB on Upper Hand, Focus Punch, and Mach Punch, but the latter two are boosted by Iron Fist to reach staggering damage. There isn't a single Pokémon that walls it completely, and its bread-and-butter status allows it to run a plethora of different spreads. It isn't without weaknesses, however. One could target its 65 base special defense with strong Vacuum Waves, tag it with Poison Touch, or most importantly resisting its moves. There are a handful of viable poison, psychic, and bug type options that can not only take a few hits, but outspeed it to reduce its options. Overall, Conkeldurr should be what the meta revolves around, as it promotes a healthy dose of teambuilding and acts as a strong generalist option (comparable to something like RBY Snorlax).

View attachment 597174 Sneasler (yes I know that's the Sneasel sprite)
Sneasler is Upper-Hands-down the fastest Pokémon in this metagame, off the rip. A blistering 120 base speed makes its Upper Hands and Focus Punches nigh uncontested, and it certainly isn't held back by that 130 in attack, either (seriously, who at Game Freak designed this thing?). To add insult to injury, it's got the poison typing - a huge boon in this fighting-centric metagame - and insane utility in Poison Touch. Going fast and nuking with predicts is the way to use it, but do be wary of its middling bulk and tendency to miss 3HKOs with Upper Hand on bulkier/resisted opponents. Quick attack rounds out its moveset quite well, though certainly still being outshined by other priority moves on other fast options. Despite the very real risks of using it, Sneasler is definitely a good pick to slap onto any team with its strong speed advantages.

View attachment 597191 Gallade
As the mild-mannered cousin of Medicham, Gallade is certainly the more well rounded psychic type in the meta. It’s got a respectable 125 base attack, and while its other stats aren’t much to write home about, the key to unlocking Gallade’s potential lies within getting flinched. It’s the premier user of Steadfast, and it uses it well with its fighting resistance, usable bulk, and the important ability to outspeed Sneasler after a boost with only partial speed investment. Don’t overlook its priority in Shadow Sneak either, as while it doesn’t benefit from STAB, supereffective damage is dealt against Medicham and other Gallade, only being resisted by weaker picks like Weavile and normal types. TL;DR, don’t get careless flinching Gallade.

View attachment 597192 Medicham
Make no mistake, Medicham’s Pure Power might as well give it the wallbreaking power of 2 coked-up wrecking balls. It’s got the highest damage output of all Pokémon in the meta, and even higher risk to fitting it on a team, thus also giving it the most nebulous placement in viability. Does it deserve to be S-tier for OHKOing Conkeldurr with Focus Punch, chunking any resists for >50% of their HP? Or does it hang about in B-tier given that it has the worst combined speed and bulk of any meta threat? Bullet punch being its main priority move could worsen its viability by not getting STAB and being resisted by Lucario and fire types, but also means it isn’t resisted by the likes of poison, psychic, and bug types. Medicham’s damage can be further boosted by Black Belt for cataclysmic results, so if you’re the type longing for high highs and low-ish lows, it’s the perfect choice. Just don’t let it get ahold of any Choice Bands…

View attachment 597193Lucario
Inner Focus is the strongest ability in the meta. You gain the ability to ignore Upper Hand’s flinching effect to blast the opponent with your priority move. Lucario’s Extreme Speed hits hard enough to justify spamming it while healthy and moving before other priority moves is always a plus. Its fighting STABs hit hard enough to keep up with other Pokémon, and it even has an immunity to Poison Touch. So what’s the catch? Well, it’s got a crippling weakness to fighting type moves, forcing it to run Chople Berry to not be folded like a lawn chair. Lucario needs to survive Upper Hand (and preferably be healthy) to make use of its ability. Unfortunately, even with the reduced fighting type damage, sometimes strong wall breakers can Focus Punch right through its defenses and score a clean OHKO. So despite its first impressions, Lucario is actually pretty healthy for the meta in that it encourages strategic aggression.

View attachment 597194 Blaziken
Speed Boost in such a fast-paced metagame can make Blaziken feel like a noob trap. It probably is. But that doesn’t stop it from performing its niche of being a mixed attacker with almost constant speed advantage. It’s got one of the most powerful Vacuum Waves in the meta, dealing great chunks of damage to unresisted Pokémon, as well as a decent defensive typing that resists the common Bullet Punch. Still, it’s frail, and you’d be lucky if faster opponents don’t take advantage of your initially lacklustre speed stat. There’s not much else to say about Blaziken, but it certainly fills its niche and gets the job done in a pinch.

View attachment 597195 Heracross
Contrary to what you might think, being the sole bug type in the meta doesn’t come with any huge perks or downsides. Heracross’ fighting resistance is shared by many top threats, and there aren’t any moves that hit it for supereffective damage. Instead, it’s got the appealing trait of being the bulkiest Pokémon to resist fighting, allowing it to shrug off Focus Punch from Conkeldurr and survive the same from Medicham, even with Choice Band. Unfortunately, Heracross doesn’t have the best speed and relies on the weak Feint as its priority move, so it has to fight a constant uphill battle against tanks that invest in speed. You should never bring Heracross as a primary win condition, using it instead as a backup plan to face super offensively oriented teams.

View attachment 597184 Pinch-Heal Berries (and Sitrus Berry maybe)
Oftentimes, your Pokémon will be left at <25% HP, so the immediate healing of pinch berries is always a good thing. Sitrus Berry’s lower healing makes it harder to benefit from, since most attacks will deal an average of ~33%.

View attachment 597213 Jaboca Berry
Don’t be discouraged by the above comparison of it against Rocky Helmet, Jaboca Berry still has its uses. 1/8 of your opponent’s HP might not seem like much, but free damage is free damage. Certain 2HKOs become OHKOs with the extra chip, so don’t overlook it!

View attachment 597185 Black Belt / Fist Plate
When at least 2/3 of your moves are fighting type, multiplying their damage by 1.2x is great. If you’re not feeling too creative or need some extra wallbreaking action, Black Belt is the go-to.

View attachment 597187 Custap Berry / Salac Berry
These are more niche than the healing berries, but are equally if not more potent in the right hands. Outspeeding and knocking out a faster opponent that thought they had you cornered is a very satisfying feeling, and these berries will get the job done.

View attachment 597189 Chople Berry
This is here purely because it is by far the best item to use on Lucario. This is, in fact, NOT a justification of viability for Weavile, Zangoose, Ambipom, or any other Pokémon with a fighting weakness. Lucario has Inner Focus and can live Upper Hand. They cannot.

View attachment 597190 Choice Band…?

The ultimate mindfuck. Use if you transcend strategy itself.

The Twitter post by @8989takoyaki mentioned:
I'm not sure if I'm a fan of this. First off, a metagame should never be luck based, and obviously there's no skill in rps. While I can see your trying to make it more strategic, its still a game off luck. Secondly, the goal of an OM is to change a mechanic, but this metagame doesn't do that.
 

Rules
A while back, Twitter user @8989takoyaki made a post where they played a game of Rock, Paper, Scissors with their Hitmonchan. Said Hitmonchan only knew 3 moves: Focus Punch, Mach Punch, and Upper Hand. Each move countered another move, essentially creating the weakness triangle of traditional RPS within their movesets. My friend and I decided to add onto this concept and take it to the extreme.

Premise: Each team member may only have a moveset consisting of Focus Punch, Upper Hand, and a damage-dealing move with increased priority. These must be Pokémon who can legitimately learn these 3 moves on-cartridge.
The format will use 1v1 as a base, allowing for quick and simple games while still allowing players to bring multiple Pokémon and play around their opponent's picks. Players are still allowed to bring a maximum of 3 Pokémon and the first to get a KO will win.

Only Pokémon with the exact moveset of Focus Punch, Upper Hand, and a priority move that deals direct damage will be allowed, with a 4th move not being allowed. Consequently, any Pokémon without access to any of those 3 moves are banned, leading to a small handful of them forming the entire metagame.

The only clauses active (and needed) are:
- Species Clause (of course)

- View attachment 597128Hax Item Clause (to be in line with 1v1 and Smogon-wide bans)

- Terastal Clause (any Tera Type that resists or has immunity to ghost is unbalanced, also in line with 1v1)

- Moody Clause (solely due to Smeargle)

Every other clause simply does not come into play due to the small handful of available Pokémon to use not having access to overpowered abilities, alongside their movepools being restricted to 3 moves per member. For example, there is no need for Sand Cloak to be banned since no Pokémon who learn the 3 moves has it as an ability, and there is no need to ban sleep / OHKO moves because they don't fit the criteria of the 3-move moveset. If any Pokémon with problematic abilities / moves were to be added to this small pool, the appropriate clauses could easily be added to stop them in their tracks.

With that said, there are a couple of banned items.
- View attachment 597138 Rocky Helmet is banned due to it rewarding failed predictions / getting hit. Your opponent should not be able to make more progress than you by being worse.

- Covert Cloak is banned since giving the ability to ignore flinches from Upper Hand to any Pokémon would defeat the purpose of the entire metagame.

There are also a couple of strategies that might look banworthy, but seemed balanced enough in testing.
- Inner Focus is (very barely) allowed. Only 6 Pokémon have this ability, and only 3 have enough bulk to use it viably. Even so, Hitmonchan and Mienshao are still very frail, unable to survive repeated Upper Hands, have relatively low damage output compared to other meta threats, and cannot reduce damage they take in any way, aside from focus sash. Mienshao is also forced to run Fake Out, Feint, or Vacuum Wave as its priority, reducing its damage even further. The main user of Inner Focus is Lucario, who is weak to at least 2 moves on every Pokémon, forcing it to run Chople Berry to make any use of its ability. Even so, it only counters Pokémon that fail to deal ~67% of its health with one Upper Hand, and will also just die to Focus Punches in general. Due to this, Inner Focus should be monitored, but is currently not banned.

-View attachment 597142 Jaboca Berry is allowed since 1.) it is a one-time use consumable item and 2.) it deals 1/8 of the attacker's HP as opposed to 1/6 from rocky helmet, being outdamaged by most attacks.

- Sucker Punch, Fake Out, and First Impression are allowed as the damage-dealing priority moves in a Pokémon's moveset. Due to the nature of the metagame, Sucker Punch acts like a regular damage dealing move with +1 priority (there are no status moves to select in battle). Fake Out might be able to beat out Upper Hand given the user is faster than its target, but using it and First Impression on subsequent turns will have no effect, making them effectively there to allow a slightly broader range of Pokémon into battle. If you know the matchup, you can abuse this to fire off focus punches, and if you choose to use a Pokémon with them, you would be willingly neutering yourself to have a chance of winning specific matchups.

- View attachment 597274 Poison Touch is allowed due to games being fast. While 12% chip per turn is strong, no doubt, Sneasler already deals enough damage to get kills regardless of poison damage and Toxicroak has pitiful KO potential regardless of if the opponent is statused. None of the Pokémon who can use this ability have bulk to back up passive playstyles and will not be able to reliably stall out poison damage to 100% secure kills (thank goodness Okidogi is unable to learn any damage-dealing priority). Having it as a pressure tool should not be damaging to the metagame and adds a layer of depth to teambuilding and strategy.

- Speed Boost, while a powerful ability, does not pose a massive threat to the rest of the metagame. Not only does it give diminishing returns, not giving any speed advantage after boosting past Steadfast Pokémon or Sneasler, Blaziken (the only Pokémon with access to the ability) is frail, which risks it taking massive damage before it can fully utilize the speed boosts. Even if it gets set up properly, its damage output is still middling to the point where an opponent has many opportunities to take back the momentum of the game.

- Steadfast is a similar ability to Inner Focus in that it punishes the opponent for flinching your Pokémon. But while Inner Focus walks a fine line between legality and the ban hammer, Steadfast's speed boost isn't nearly as disruptive and even gives Gallade its entire niche. It and Speed Boost are the only way to overcome the speed tiers set in place by the meta, so planning around it is smart.

You might still have some questions:
Why not ban every Pokémon except Hitmonchan (or other strong Pokémon)?
My friend and I really wanted to push the RPS mechanics to their limits, so allowing more Pokémon will allow more team diversity, counterplay, and advanced strategies that utilize varying stats, type matchups, movepools, and abilities.

Why allow items?
Items are half the fun in teambuilding and strategizing, and we felt that keeping items in did not negatively impact the flow of the game in any way. In fact, it made the gameplay much more varied and exciting, further rewarding prediction and mindgames!

What about speed ties and outspeeding mechanics?
Speed ties are unfortunately unavoidable, but can be strategized around by different Pokémon with niche speed tiers or making specific stat spreads (max speed Conkeldurr is a personal favorite). Speed is a valuable resource since it allows you to beat opposing Focus Punches and Upper Hands with your own, and it is definitely important to plan out what threats to outspeed when selecting your 3 Pokémon. Honorable mentions go to Extreme Speed and Feint, both of which have +2 priority to snag wins against opponents selecting +1 priority moves and to deny Sucker Punch.

I think X ability/item/Pokémon is broken!
That's completely fair! This is the first ever metagame I've tried to make, so if something slips through the cracks, please do let me know! Constructive criticism is welcome, and explaining why a certain strategy is too powerful can bring other problematic parts of the meta to light. However, my friend and I did do quite a bit of testing, both of us playing to win and using the most effective strategies we could think of. Hopefully the reasoning above helps highlight what is/isn't balanced as well.

Can you make Nat Dex Pokémon available so I can use X?
Unfortunately, OMs can't have national dex support, as well as 1v1 not supporting the expanded dex. Personally, this is one of the metas where I am grateful that dexit happened, otherwise there would be serious problems with Inner Focus Mega Gallade and such. This meta will only use Pokémon available in generation 9 (or whatever generation is current).

…and that should be it! Everything in this metagame would be entirely replicable on-cartridge, with no extra battle coding needed. With that being said, here are a list of strong Pokémon and items my friend and I used during testing. Obviously we couldn't fully study every possible battle scenario, but testing felt thorough enough without needing additional games for insanely flawed Pokémon like Weavile and Raichu. If someone finds an incredibly broken strategy for Scraggy, they've earned it (but do let us know).

View attachment 597144 Conkeldurr
The pillar of balance in this fast-paced metagame, Conkeldurr does it all. Boasting a monstrous base 140 attack, strong HP and defense, this titan is not lacking in the stats department. Not only does it get STAB on Upper Hand, Focus Punch, and Mach Punch, but the latter two are boosted by Iron Fist to reach staggering damage. There isn't a single Pokémon that walls it completely, and its bread-and-butter status allows it to run a plethora of different spreads. It isn't without weaknesses, however. One could target its 65 base special defense with strong Vacuum Waves, tag it with Poison Touch, or most importantly resisting its moves. There are a handful of viable poison, psychic, and bug type options that can not only take a few hits, but outspeed it to reduce its options. Overall, Conkeldurr should be what the meta revolves around, as it promotes a healthy dose of teambuilding and acts as a strong generalist option (comparable to something like RBY Snorlax).

View attachment 597174 Sneasler (yes I know that's the Sneasel sprite)
Sneasler is Upper-Hands-down the fastest Pokémon in this metagame, off the rip. A blistering 120 base speed makes its Upper Hands and Focus Punches nigh uncontested, and it certainly isn't held back by that 130 in attack, either (seriously, who at Game Freak designed this thing?). To add insult to injury, it's got the poison typing - a huge boon in this fighting-centric metagame - and insane utility in Poison Touch. Going fast and nuking with predicts is the way to use it, but do be wary of its middling bulk and tendency to miss 3HKOs with Upper Hand on bulkier/resisted opponents. Quick attack rounds out its moveset quite well, though certainly still being outshined by other priority moves on other fast options. Despite the very real risks of using it, Sneasler is definitely a good pick to slap onto any team with its strong speed advantages.

View attachment 597191 Gallade
As the mild-mannered cousin of Medicham, Gallade is certainly the more well rounded psychic type in the meta. It’s got a respectable 125 base attack, and while its other stats aren’t much to write home about, the key to unlocking Gallade’s potential lies within getting flinched. It’s the premier user of Steadfast, and it uses it well with its fighting resistance, usable bulk, and the important ability to outspeed Sneasler after a boost with only partial speed investment. Don’t overlook its priority in Shadow Sneak either, as while it doesn’t benefit from STAB, supereffective damage is dealt against Medicham and other Gallade, only being resisted by weaker picks like Weavile and normal types. TL;DR, don’t get careless flinching Gallade.

View attachment 597192 Medicham
Make no mistake, Medicham’s Pure Power might as well give it the wallbreaking power of 2 coked-up wrecking balls. It’s got the highest damage output of all Pokémon in the meta, and even higher risk to fitting it on a team, thus also giving it the most nebulous placement in viability. Does it deserve to be S-tier for OHKOing Conkeldurr with Focus Punch, chunking any resists for >50% of their HP? Or does it hang about in B-tier given that it has the worst combined speed and bulk of any meta threat? Bullet punch being its main priority move could worsen its viability by not getting STAB and being resisted by Lucario and fire types, but also means it isn’t resisted by the likes of poison, psychic, and bug types. Medicham’s damage can be further boosted by Black Belt for cataclysmic results, so if you’re the type longing for high highs and low-ish lows, it’s the perfect choice. Just don’t let it get ahold of any Choice Bands…

View attachment 597193Lucario
Inner Focus is the strongest ability in the meta. You gain the ability to ignore Upper Hand’s flinching effect to blast the opponent with your priority move. Lucario’s Extreme Speed hits hard enough to justify spamming it while healthy and moving before other priority moves is always a plus. Its fighting STABs hit hard enough to keep up with other Pokémon, and it even has an immunity to Poison Touch. So what’s the catch? Well, it’s got a crippling weakness to fighting type moves, forcing it to run Chople Berry to not be folded like a lawn chair. Lucario needs to survive Upper Hand (and preferably be healthy) to make use of its ability. Unfortunately, even with the reduced fighting type damage, sometimes strong wall breakers can Focus Punch right through its defenses and score a clean OHKO. So despite its first impressions, Lucario is actually pretty healthy for the meta in that it encourages strategic aggression.

View attachment 597194 Blaziken
Speed Boost in such a fast-paced metagame can make Blaziken feel like a noob trap. It probably is. But that doesn’t stop it from performing its niche of being a mixed attacker with almost constant speed advantage. It’s got one of the most powerful Vacuum Waves in the meta, dealing great chunks of damage to unresisted Pokémon, as well as a decent defensive typing that resists the common Bullet Punch. Still, it’s frail, and you’d be lucky if faster opponents don’t take advantage of your initially lacklustre speed stat. There’s not much else to say about Blaziken, but it certainly fills its niche and gets the job done in a pinch.

View attachment 597195 Heracross
Contrary to what you might think, being the sole bug type in the meta doesn’t come with any huge perks or downsides. Heracross’ fighting resistance is shared by many top threats, and there aren’t any moves that hit it for supereffective damage. Instead, it’s got the appealing trait of being the bulkiest Pokémon to resist fighting, allowing it to shrug off Focus Punch from Conkeldurr and survive the same from Medicham, even with Choice Band. Unfortunately, Heracross doesn’t have the best speed and relies on the weak Feint as its priority move, so it has to fight a constant uphill battle against tanks that invest in speed. You should never bring Heracross as a primary win condition, using it instead as a backup plan to face super offensively oriented teams.

View attachment 597184 Pinch-Heal Berries (and Sitrus Berry maybe)
Oftentimes, your Pokémon will be left at <25% HP, so the immediate healing of pinch berries is always a good thing. Sitrus Berry’s lower healing makes it harder to benefit from, since most attacks will deal an average of ~33%.

View attachment 597213 Jaboca Berry
Don’t be discouraged by the above comparison of it against Rocky Helmet, Jaboca Berry still has its uses. 1/8 of your opponent’s HP might not seem like much, but free damage is free damage. Certain 2HKOs become OHKOs with the extra chip, so don’t overlook it!

View attachment 597185 Black Belt / Fist Plate
When at least 2/3 of your moves are fighting type, multiplying their damage by 1.2x is great. If you’re not feeling too creative or need some extra wallbreaking action, Black Belt is the go-to.

View attachment 597187 Custap Berry / Salac Berry
These are more niche than the healing berries, but are equally if not more potent in the right hands. Outspeeding and knocking out a faster opponent that thought they had you cornered is a very satisfying feeling, and these berries will get the job done.

View attachment 597189 Chople Berry
This is here purely because it is by far the best item to use on Lucario. This is, in fact, NOT a justification of viability for Weavile, Zangoose, Ambipom, or any other Pokémon with a fighting weakness. Lucario has Inner Focus and can live Upper Hand. They cannot.

View attachment 597190 Choice Band…?

The ultimate mindfuck. Use if you transcend strategy itself.

Edit: Made some sample teams since teambuilding for this format can be incredibly quick.
View attachment 597282 Simple Offense https://pokepast.es/a302c7e7689a0b00
Bread and butter team with good offense, 2 fighting resistances, and usable speed. All members of the team are relatively safe to bring out against viable Pokémon.

View attachment 597283 Speed Control https://pokepast.es/cc88739fbb2ca358
A team meant to outspeed and threaten mid to slow speed opponents. Salac Berry on Conkeldurr can catch players off guard, though it is slightly more telegraphed than Custap Berry. Lucario punishes priority spam.

View attachment 597284 Risky Power https://pokepast.es/e6f336f86c11946d
High risk, high reward team with hard-hitting STABs. Gallade is one of the only strong users of weakness policy, which should punish opposing Gallade in mirror matches. Both Medicham and Gallade's items can be interchanged with Black Belt, Choice Band, or other offensive items.

View attachment 597285 No Conk (Advanced) https://pokepast.es/32dd5bb180c9eb27
An example of a team that doesn't need to run Conkeldurr. The team's weak spots are covered via the shared fighting resistances, Heracross' longevity, Gallade's oppressive speed control, and Medicham's Pure Power.

The Twitter post by @8989takoyaki mentioned:
Sadly, imo, Snealser is the only good Pokemon, losing speed ties because you’re not using it is not worth it
 
I'm not sure if I'm a fan of this. First off, a metagame should never be luck based, and obviously there's no skill in rps. While I can see your trying to make it more strategic, its still a game off luck. Secondly, the goal of an OM is to change a mechanic, but this metagame doesn't do that.
When choosing the base format to build the metagame off of, I chose 1v1 for the reason that it already had large elements of luck present. While I do agree with your point on luck based metagames, having the basis of the format as 1v1 hurts it a lot less than it being a 6v6 or doubles (even 2v2) format.

I however, have to disagree that OMs must change a mechanic. I believe that rulesets that change the interactions between Pokémon and teambuilding process are warranted to be OMs, perhaps as mini-formats even. If metagames like Pika Cup in Colosseum and Jump! Magikarp! 2v2 exist, I see no reason why this metagame can't be played. If not an official format, then perhaps a guideline/balancing guide to play amongst friends.
 
Sadly, imo, Snealser is the only good Pokemon, losing speed ties because you’re not using it is not worth it
In testing, though speed was proven to be a stat of importance, speed ties were not the be-all and end-all of matches. If you test out a couple games, you'd find that many of the listed threats have counterplay to Sneasler, such as Lucario being invested defensively to bait Upper Hand and bring Sneasler into kill range. I agree that Sneasler is strong, but it definitely is not an overpowering presence in the meta. Counterplay exists, and it's not like you're sacrificing a team slot to exclusively deal with Sneasler, it's just a common Pokémon to plan around.
 

KaenSoul

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If metagames like Pika Cup in Colosseum and Jump! Magikarp! 2v2 exist, I see no reason why this metagame can't be played. If not an official format, then perhaps a guideline/balancing guide to play amongst friends.
Ok, but this section has nothing to do with Pikacup, jump magikarp and 2v2, none of those are OM, check here https://www.smogon.com/forums/threads/other-metagames-index-ask-questions-here.3709852/#post-9374084 to get a better idea of what we do in this sub forum and the kind of formats we approve (for starters, we don't approve formats that limit teambuilding, and this format has less than 100 legal pokémon at that...).
And remember that this thread is to showcase and discuss your ideas before you propose it to the OM staff, so it can become a full format with you as the leader, if you just want to post a ruleset for a friendly game, maybe just set up a discord or something, we can't help you with that here.
 
:blissey: :haxorus: :skarmory:Prowess Perks:volcarona: :latias: :weavile:

Metagame premise:
In this metagame, Pokémon gain access to an ability that thematically matches their highest stat.
  • HP: Regenerator.
  • Attack: Hustle.
  • Defense: Filter.
  • Special Attack: Sheer Force.
  • Special Defense: Magic Guard.
  • Speed: Prankster.

What happens if a Pokémon has a tie in their highest stat?
- They get access to all abilities of that tie. Mew, for instance, has all 6 abilities to choose from.
Do Pokémon gain the ability in addition to their original abilities, or instead of?
- They simply gain access to the abilities, they do not receive the new abilities on top of their original ones.

Bans: Uber.

- Species Clause
- Sleep Clause
- Evasion Items Clause
- Evasion Moves Clause
- OHKO Clause
- Moody Clause
- Endless Battle Clause
- Tera Clause (no Terastallizing)

:great_tusk: Great Tusk - Hustle, Filter
:kyurem: Kyurem - Hustle, Sheer Force
:regigigas: Regigigas - Slow Start
:slaking: Slaking - Truant

Community Questions:
Are the abilities listed suitable? Do you have better / more fitting suggestions?
Do you have any concerns about the metagame in regards to balance? Any Pokémon that should be banned outright?
Is the idea itself too similar to an existing metagame? (AAA, etc.)
 
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:blissey: :haxorus: :skarmory:Prowess Perks:volcarona: :latias: :weavile:

Metagame premise:
In this metagame, Pokémon gain access to an ability that thematically matches their highest stat.
  • HP: Regenerator.
  • Attack: Hustle.
  • Defense: Filter.
  • Special Attack: Sheer Force.
  • Special Defense: Magic Guard.
  • Speed: Prankster.

What happens if a Pokémon has a tie in their highest stat?
- They get access to all abilities of that tie. Mew, for instance, gains all 6 abilities.

Bans: Uber.

- Species Clause
- Sleep Clause
- Evasion Items Clause
- Evasion Moves Clause
- OHKO Clause
- Moody Clause
- Endless Battle Clause
- Tera Clause (no Terastallizing)

:great_tusk: Great Tusk - Hustle, Filter
:kyurem: Kyurem - Hustle, Sheer Force
:regigigas: Regigigas - Slow Start
:slaking: Slaking - Truant

Community Questions:
Are the abilities listed suitable? Do you have better / more fitting suggestions?
Do you have any concerns about the metagame in regards to balance? Any Pokémon that should be banned outright?
Is the idea itself too similar to an existing metagame? (AAA, etc.)
How does this work? Does Mew have seven abilities at once? Or does it have its choice of any one of those seven?
 
:blissey: :haxorus: :skarmory:Prowess Perks:volcarona: :latias: :weavile:

Metagame premise:
In this metagame, Pokémon gain access to an ability that thematically matches their highest stat.
  • HP: Regenerator.
  • Attack: Hustle.
  • Defense: Filter.
  • Special Attack: Sheer Force.
  • Special Defense: Magic Guard.
  • Speed: Prankster.

What happens if a Pokémon has a tie in their highest stat?
- They get access to all abilities of that tie. Mew, for instance, gains all 6 abilities.

Bans: Uber.

- Species Clause
- Sleep Clause
- Evasion Items Clause
- Evasion Moves Clause
- OHKO Clause
- Moody Clause
- Endless Battle Clause
- Tera Clause (no Terastallizing)

:great_tusk: Great Tusk - Hustle, Filter
:kyurem: Kyurem - Hustle, Sheer Force
:regigigas: Regigigas - Slow Start
:slaking: Slaking - Truant

Community Questions:
Are the abilities listed suitable? Do you have better / more fitting suggestions?
Do you have any concerns about the metagame in regards to balance? Any Pokémon that should be banned outright?
Is the idea itself too similar to an existing metagame? (AAA, etc.)
Mew should not get all 7 abilities. That's way too overpowered. Also, mons like Manaphy are also getting all abilities. That's way too overpowered
 
How does this work? Does Mew have seven abilities at once? Or does it have its choice of any one of those seven?
It has a choice between them, getting all of them would be too strong. I will amend the post to clarify.

Mew should not get all 7 abilities. That's way too overpowered. Also, mons like Manaphy are also getting all abilities. That's way too overpowered
Mew would not get access to all abilities at once. It simply gains access to it. This means more options, not more power. Do you still consider it broken with this in mind? And if so, what would you prefer? To ban Mew? I'm open to ideas.
 
It has a choice between them, getting all of them would be too strong. I will amend the post to clarify.


Mew would not get access to all abilities at once. It simply gains access to it. This means more options, not more power. Do you still consider it broken with this in mind? And if so, what would you prefer? To ban Mew? I'm open to ideas.
Ok I misread that, Mew doesn't need to be banned in that case.
 
Hi, I would like some feedback on my OM idea which can be found here. I have also attached the document to this post. Thank you for your time and I look forward to hearing your thoughts.
Do forms (available in Gen 9, though if you decide all Pokemon with Megas get the Gen 6 TM/HM/Tutor pool, too...) only introduced in a generation later than the base mon count as the form's debut generation or the base mon's debut generation? ...Or both? Here are some forms your answer to this affects:
  • Samurott-Hisui
  • Ursaluna-Blood-Moon
  • Ninetales-Alola
  • Wooper-Paldea (therefore Clodsire)
  • Greninja-Bond (this was introduced in Gen 7)
 
When I made this, I was looking at the Serebii list of pokemon and it was only later that I remembered about the Hisuian mons from Legends Arceus. It's definitely something which I have not considered much. There's definitely argument for Legends Arceus being a completely new game or a gen 4 remake. I'm leaning towards a completely new game though so probably just gen 8. I have received other feedback expressing concerns regarding the length of this document as well as the similarity to other OMs. I think they brought up a great point, and I will address it in this post.

1. Is this OM too similar to STABmons?

I can definitely see why you may compare these two OMs. Both give mons moves, so they must be the same, right? Well, I will argue that there is enough differences between the two OMs which justifies a new OM. The most important point is that the move accessibility of Mewgenics and STABmons is vastly different. While in this OM every mon gains BH-esque move pool in terms of quantity, STABmons limit the additional move to its user (and pre-evolutions') type. This means that mons do not have access to incredible coverage nor the wide arrange of utility moves such as U-turn and Roost that is provided in this OM. Unlike in Mewgenics, mons in STABmons gain access to significantly more powerful moves, usually from legendaries. These moves include V-create, Moongeist Beam, Bolt Strike, Extremespeed, etc which are completely unavailable in Mewgenics. This is why I believe there to be significant enough difference to the extent that these two OMs shouldn't be thought of the same.

2. Is this OM too similar to Convergence?

This is another valid comparison which is made to this OM. Both OMs let you gain a large move pool, and in terms of move pool accessibility, Convergence is definitely much closer to Mewgenics compared to STABmons. You are unable to use the aforementioned signature and extremely powerful moves for the most part. Legendaries tend to have quite unique typings, after all. Nevertheless, I have two arguments against this comparison. Firstly, just like STABmons, it is difficult to access moves that are 'far' outside of your typing. For example, Amoonguss in Convergence is unable to access moves such as Ice Beam, Thunderbolt, Fire Blast and U-turn. Many other mons suffer from this problem as well. It's not easy to find a Water type that can learn Fire Type moves, right? The second argument is Abilities. Unlike in this OM, Convergence allows you to access new abilities. I believe that abilities are capable of making or breaking entire sets. You don't have to look much further than Regenerator, Poison Heal and Magic Guard for example. Thus I think this OM is not comparable to Convergence.

3. Is this OM too similar to Sketchmons?

I believe this comparison comes closest to Mewgenics. Mewgenics give access to a wide range of moves, while Sketchmons give you any move you want, though only one. Once again however I would like to present reasons why this OM is unique from Sketchmons. The first argument shouldn't be unfamiliar. In Sketchmons, you can use any move you want, which means the quality of move you are getting compared to Mewgenics is much higher. Once again these are moves such as V-create, Sunsteel Strike, Spore, Ceaseless Edge, Tidy Up, etc. These signature moves are completely unavailable in this OM. Furthermore, Sketchmons restrict mons to only one new move, unlike in this meta where any mon can have up to four completely new moves. I believe these two differences set the two OMs apart far enough.

4. Is this OM too similar to Balanced Hackmons?

This is another valid comparison you could make to argue against the existence of this OM. I will keep this brief because I believe that these two OMs are the least comparable out of the four I have addressed in this post. Firstly, the STABmons and Sketchmons move pool accessibility argument also applies here. You can run extremely powerful moves with absolutely no restriction in BH. You want Gigaton Hammer, Flower Trick, V-create, Stone Axe Kartana in BH? You got it (before it got banned). Mons in this OM won't get one move anywhere close to that power level, let alone four of them. Furthermore, BH has full EVs, Uber mons, Alternate formes without restriction (Mega, Primals, Arceus) as well as any ability you want. All of these factors should overwhelmingly establish the difference between these two OMs.

I would also like to conclude this post by mentioning that I have not even touched on the '1 unique illegal move allowed per team' rule. I hope this post provides further insight regarding the concepts of this OM and dispel doubts about its similarity in comparison to the four OMs above. I thank you for your time and look forward to hearing more feedback regarding how I can further improve on this idea.
 
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When I made this, I was looking at the Serebii list of pokemon and it was only later that I remembered about the Hisuian mons from Legends Arceus. It's definitely something which I have not considered much. There's definitely argument for Legends Arceus being a completely new game or a gen 4 remake. I'm leaning towards a completely new game though so probably just gen 8. I have received other feedback expressing concerns regarding the length of this document as well as the similarity to other OMs. I think they brought up a great point, and I will address it in this post.

1. Is this OM too similar to STABmons?

I can definitely see why you may compare these two OMs. Both give mons moves, so they must be the same, right? Well, I will argue that there is enough differences between the two OMs which justifies a new OM. The most important point is that the move accessibility of Mewgenics and STABmons is vastly different. While in this OM every mon gains BH-esque move pool in terms of quantity, STABmons limit the additional move to its user (and pre-evolutions') type. This means that mons do not have access to incredible coverage nor the wide arrange of utility moves such as U-turn and Roost that is provided in this OM. Unlike in Mewgenics, mons in STABmons gain access to significantly more powerful moves, usually from legendaries. These moves include V-create, Moongeist Beam, Bolt Strike, Extremespeed, etc which are completely unavailable in Mewgenics. This is why I believe there to be significant enough difference to the extent that these two OMs shouldn't be thought of the same.

2. Is this OM too similar to Convergence?

This is another valid comparison which is made to this OM. Both OMs let you gain a large move pool, and in terms of move pool accessibility, Convergence is definitely much closer to Mewgenics compared to STABmons. You are unable to use the aforementioned signature and extremely powerful moves for the most part. Legendaries tend to have quite unique typings, after all. Nevertheless, I have two arguments against this comparison. Firstly, just like STABmons, it is difficult to access moves that are 'far' outside of your typing. For example, Amoonguss in Convergence is unable to access moves such as Ice Beam, Thunderbolt, Fire Blast and U-turn. Many other mons suffer from this problem as well. It's not easy to find a Water type that can learn Fire Type moves, right? The second argument is Abilities. Unlike in this OM, Convergence allows you to access new abilities. I believe that abilities are capable of making or breaking entire sets. You don't have to look much further than Regenerator, Poison Heal and Magic Guard for example. Thus I think this OM is not comparable to Convergence.

3. Is this OM too similar to Sketchmons?

I believe this comparison comes closest to Mewgenics. Mewgenics give access to a wide range of moves, while Sketchmons give you any move you want, though only one. Once again however I would like to present reasons why this OM is unique from Sketchmons. The first argument shouldn't be unfamiliar. In Sketchmons, you can use any move you want, which means the quality of move you are getting compared to Mewgenics is much higher. Once again these are moves such as V-create, Sunsteel Strike, Spore, Ceaseless Edge, Tidy Up, etc. These signature moves are completely unavailable in this OM. Furthermore, Sketchmons restrict mons to only one new move, unlike in this meta where any mon can have up to four completely new moves. I believe these two differences set the two OMs apart far enough.

4. Is this OM too similar to Balanced Hackmons?

This is another valid comparison you could make to argue against the existence of this OM. I will keep this brief because I believe that these two OMs are the least comparable out of the four I have addressed in this post. Firstly, the STABmons and Sketchmons move pool accessibility argument also applies here. You can run extremely powerful moves with absolutely no restriction in BH. You want Gigaton Hammer, Flower Trick, V-create, Stone Axe Kartana in BH? You got it (before it got banned). Mons in this OM won't get one move anywhere close to that power level, let alone four of them. Furthermore, BH has full EVs, Uber mons, Alternate formes without restriction (Mega, Primals, Arceus) as well as any ability you want. All of these factors should overwhelmingly establish the difference between these two OMs.

I would also like to conclude this post by mentioning that I have not even touched on the '1 unique illegal move allowed per team' rule. I hope this post provides further insight regarding the concepts of this OM and dispel doubts about its similarity in comparison to the four OMs above. I thank you for your time and look forward to hearing more feedback regarding how I can further improve on this idea.
I think considering all those similarities are not favoring the case for the OM, but what I find most problematic is that it seems to ask a lot of the people participating in the OM. Most OM submissions are simple and easy to understand so that a layman can come in and quickly grasp the changes and work with it. Hardly anyone will know what the changelog for this looks like, it's a big ask to sift through all tutorable moves for every Pokémon's generation. Meanwhile in Balanced Hackmons, STABMons, and Sketchmons it's obvious what you gain access to.
 

KaenSoul

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Hi, I would like some feedback on my OM idea which can be found here. I have also attached the document to this post. Thank you for your time and I look forward to hearing your thoughts.
Yeah, just like Glamurio said, this isn't simple enough, is not the most complex idea we have, but having to look up tables just for another move legality format makes it way more complicated than every other option in this om category, and either way, we have enough formats of this kind already competing with each others.
 
Tera critters

Metagame premise:

All ru and bellow pokemon start the game tera'ed no other pokemon can tera.

Potential bans and threats:
Weather teams will probably become a big problem since a lot of weather abusers are low tiers mons with a solid niche in ou, such as :Floatzel:,:Basculegion:,:Barraskewda: for rain and :Typhlosion-Hisui:, :Slither Wing:(tera fire Flare Blitz),:Chandelure:. And added viability to :Ninetales:, and :Politoed: for being tera weather setters over :Torkoal: and :Pelipper:.

:Avalugg:/:Avalugg-Hisui: people are able to be great tera abusers since they are no longer tera hogs and have stupid physical bulk while still packing a punch with body press and strong ice stab, and utility in rapid spin.

:Chansey: is finally able to have more useful defensive typing without burning tera, making it much better on stall.

:Conkeldurr: this wallbreaking monster has been ou/uubl most gens with its insane wall breaking power now boosted even more with ether a free adaptability boost while still able to use its amazing ability options, or able to get stab facade or stab knock off.

:Hitmonlee: unburden + tera is quite strong and without flexible defensive tera to stop it, I could see it being to much.

:Terrakion: is probably going to make a splash since its quite strong with a solid speed stat.

:Magnezone: is probably quite solid since its got good bulk and power and can pick a tera type to effectively trap whatever steels it needs to without being a tera hog and having solid triple stab should mean it can put in work even without any effective trapping targets.

:Lucario: can work as a tera normal extreme speed with swords dance and stab cc to hit steels/rocks.

:Entei: can tera normal espeed with flare blitz and close combat for steels/rocks/ghosts that would otherwise block espeed.

:Regidrago: can tera dragon for huge numbers or get stronger coverage with one of steel/fire/posion/fighting/ground.

:Snorlax: could with tera ground act as a bulky ground with a ice neutrality, and fire resist thanks to thick fat, with pretty good stab moves in ether double-edge or body slam + earthquake.

:Toxtricity: tera normal stab punk rock boosted boomburst.

:Noivern: tera normal boomburst / tera fire flamethrower + stab draco.

Questions for the community:
Are there any improvements to this idea you have?
Is to close to Bonus Type?
Is this premise to weak to have much difference from just ou without tera?
Could the name be improved to convey the idea better?
Would this format just turn into hyper offence hell or stall hell with avalug and chansey getting big buffs?
 
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Is this premise to weak to have much difference from just ou without tera?
Could the name be improved to convey the idea better?
Should the auto tera happen before or after rocks?
Would this format just turn into hyper offence hell or stall hell with avalug and chansey getting big buffs?
I feel like it would just unbalance current OU since massive offensive threats are kept in check by Tera... but it also allows to offensive sweeper to exist so I don't know.

The name doesn't tell exactly what this tier is about so I feel like we should find another one but I have no good idea atm

The Tera should happen BEFORE the rock like it is in bonus type imo.

I feel like it would be OU with some pokemons from lower tiers but not as much as we think and I don't think it would add a lot to stall but maybe i'm completely wrong
 
I'm sorry, but I would like to ask you to elaborate a bit further on your first point. In the simulator teambuilder, all of the additional moves available due to the OM ruleset are viewable. Based on this, all somebody have to do is go to the teambuilder and see all of the moves the mon can learn. It is not necessary to search up tables at all. I'm not sure what mean when you say it is a "big ask", unless you are assuming the player won't have access to the teambuilder? Could you elaborate this point a little further?

Secondly, you mention that there are "already enough" OMs in this category. I would like to disagree with this statement. I have made a post arguing why this idea is unique enough from Sketchmons, Convergence, STABmons and Balanced Hackmons. I urge you to read it. If you still have concerns regarding the similarity of those OMs with this one, I would be happy to provide further argument. Otherwise, please let me know of other OMs which you believe are too similar. I thank you for your feedback.
 

KaenSoul

Shared:Power Little Knight
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Community Leader
I'm sorry, but I would like to ask you to elaborate a bit further on your first point. In the simulator teambuilder, all of the additional moves available due to the OM ruleset are viewable. Based on this, all somebody have to do is go to the teambuilder and see all of the moves the mon can learn. It is not necessary to search up tables at all. I'm not sure what mean when you say it is a "big ask", unless you are assuming the player won't have access to the teambuilder? Could you elaborate this point a little further?
Most formats don't get that kind of support, specially right away, for BH and stabmon is there and was easy to implement, but even simple stuff isnt usually available, Alphabet Cup has been a format for years, and it doesn't have that kind of help, so people need to look up the moves they want, but searching by name is a lot easier anyway.
Secondly, you mention that there are "already enough" OMs in this category. I would like to disagree with this statement. I have made a post arguing why this idea is unique enough from Sketchmons, Convergence, STABmons and Balanced Hackmons. I urge you to read it. If you still have concerns regarding the similarity of those OMs with this one, I would be happy to provide further argument. Otherwise, please let me know of other OMs which you believe are too similar. I thank you for your feedback.
We have more than enough variants of gaining movepool, outside of sketch, conv, stab and bh, there is also Inheritance, Alphabet Cup, Cross Evolution and Force of the Fallen, some just change legalities, some come with restrictions on how you get them, some come with a few more mechanics, I think something really impressive would be needed for me to want to add another format to the category, and "you gain access to x moves" isn't distinct enough from what we have.
The list of moves you gain access to may impact what kind of sets you would be using, but it doesn't change the appeal of the format, as at its core is still not that different from the others when you look at them from the outside.
 
Frostbite OU
Metagame premise
: add the frostbite status from Legends Arceus. Frostibitten Pokemon take 1/16 of max HP at the end of turn. Special attack is halved. Ice types are inmune.
For programming simplicity, change snowscape's effect to freeze (frostbite) the enemy pokemon with 85% accuracy. Change Ice Body's effect to: "On contact, 30% to cause frostbite".

Potential bans and threats: Standard OU banlist. Potential Volcarona unban.

Questions for the community: Any other moves or abilities that should be changed?
 

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