Approved by The Eevee General
Clockmons
'Cause Celebi travels through time, y'know?
Clockmons is an Other Metagame based on OU which focuses on the idea of time, specifically turns. To be more exact, Clockmons doubles the length of all field-conditions in battle but also reduces the length of some field-conditions as well as multi-turn moves.
Increased Length:
· The effects of Rain, Sun, Sandstorm and Hail now last 10 turns without a respective rock and 13 turns with a respective rock;
· Electric Terrain, Grassy Terrain and Misty Terrain now last 10 turns;
· Gravity and Magnet Rise now last 10 turns;
· Tailwind now lasts 8 turns;
· Wonder Room, Trick Room, Magic Room now last 10 turns; &
· Light Screen and Reflect now last 10 turns and 13 turns with Light Clay.
Decreased Length:
· Damage delay on Future Sight and Doom Desire have been reduced to 1 turn;
· Spikes now lasts 8 turns but when first used will layer two sets of spikes instead of the usual one. Using Spikes after using it once will make it have three layers, but will not affect the time it takes for the spikes to go away;
· Toxic Spikes now lasts 8 turns, with no change to their layering mechanic;
· Stealth Rock now lasts 8 turns; &
· Sticky Web now lasts 8 turns.
What does this mean for the OU metagame?
While none of the Pokémon themselves change, the whole mid-game struggle of battles changes, with a near revival of Generation 5's weather-wars but as well as the arisen viability of new strategies, such as Trick Room teams or even Grassy Terrain, where Grass-types receive a 50% bonus to their attacks. However, we can expect a dwindling of some tactics such as the use of Entry Hazards, which have been defining over the last few generations.
Side-notes:
· Aromatisse is the most viable Trick Room setter, being immune to Taunt. It also usually takes more than one hit to KO.
· Volt-Turn teams have Electric Terrain at their disposal to play with. They could also make use of the now 1 turn Future Sight/Doom Desire.
· Misty Terrain is great for hyper-offensive teams, especially ones focused around physical attackers. Florges acts as the perfect set-up for this.
· A Gogoat with uninvested defence gets 240 DEF when Grassy Terrain is active if using Grass Pelt.
· Jirachi can wham Doom Desire when low on health.
· Rain's 100% accuracy Thunder + Electric Terrain's 50% Electric buff is handy. Same applies to Sun's 1-turn Solarbeam + Grassy Terrain.
· Misty Terrain prevents orbs from activating as well as Rest.
Clockmons
'Cause Celebi travels through time, y'know?
Clockmons is an Other Metagame based on OU which focuses on the idea of time, specifically turns. To be more exact, Clockmons doubles the length of all field-conditions in battle but also reduces the length of some field-conditions as well as multi-turn moves.
Increased Length:
· The effects of Rain, Sun, Sandstorm and Hail now last 10 turns without a respective rock and 13 turns with a respective rock;
· Electric Terrain, Grassy Terrain and Misty Terrain now last 10 turns;
· Gravity and Magnet Rise now last 10 turns;
· Tailwind now lasts 8 turns;
· Wonder Room, Trick Room, Magic Room now last 10 turns; &
· Light Screen and Reflect now last 10 turns and 13 turns with Light Clay.
Decreased Length:
· Damage delay on Future Sight and Doom Desire have been reduced to 1 turn;
· Spikes now lasts 8 turns but when first used will layer two sets of spikes instead of the usual one. Using Spikes after using it once will make it have three layers, but will not affect the time it takes for the spikes to go away;
· Toxic Spikes now lasts 8 turns, with no change to their layering mechanic;
· Stealth Rock now lasts 8 turns; &
· Sticky Web now lasts 8 turns.
What does this mean for the OU metagame?
While none of the Pokémon themselves change, the whole mid-game struggle of battles changes, with a near revival of Generation 5's weather-wars but as well as the arisen viability of new strategies, such as Trick Room teams or even Grassy Terrain, where Grass-types receive a 50% bonus to their attacks. However, we can expect a dwindling of some tactics such as the use of Entry Hazards, which have been defining over the last few generations.
Side-notes:
· Aromatisse is the most viable Trick Room setter, being immune to Taunt. It also usually takes more than one hit to KO.
· Volt-Turn teams have Electric Terrain at their disposal to play with. They could also make use of the now 1 turn Future Sight/Doom Desire.
· Misty Terrain is great for hyper-offensive teams, especially ones focused around physical attackers. Florges acts as the perfect set-up for this.
· A Gogoat with uninvested defence gets 240 DEF when Grassy Terrain is active if using Grass Pelt.
· Jirachi can wham Doom Desire when low on health.
· Rain's 100% accuracy Thunder + Electric Terrain's 50% Electric buff is handy. Same applies to Sun's 1-turn Solarbeam + Grassy Terrain.
· Misty Terrain prevents orbs from activating as well as Rest.
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