Pokémon+ Custom server
Connect to "PK+ Luck-Free Server" on PO's server list or using Advanced Connection : 90.61.223.175:5080
(Edit: OmegaDonut gave me the permission to post this)Connect to "PK+ Luck-Free Server" on PO's server list or using Advanced Connection : 90.61.223.175:5080
IMPORTANT NOTE : This is IN NO WAY an "improved Pokémon" supposed to be better than the official metagame. This is an alternate server, designed to target a very specific kind of player, as described below. If you're not one of them and think this is retarded, do not feel the need to post here as I already know most players won't like it and this will never be even considered for the official server. If you feel the official metagame is retarded and crits should be removed, feel free to open a new thread in in Policy Review (you don't need rights) to discuss it with the staff, but this is not the place to talk about it. To everyone, should you see more of these off-topic posts, just ignore them. So what, they're only text data stored a server, don't feed the haters and they won't cause any trouble.
This thread is not a debate on luck in Pokémon, but only for discussion of the metagame, suggestions and constructive criticism from the players actually interested in this. Don't worry, this will never become standard, as both myself and all of the Smogon staff are very strongly opposed to it : I have myself never whined about "hax" because it's indeed part of Pokémon and I feel like it spices up the game, but still, it doesn't mean that there can't be an alternate game, having the different qualities of other games some enjoy. You want to to tell us to "go play chess/go/whatever" ? Well, that's what it is : a deterministic game (like chess and go) sharing Pokémon's qualities.
NB : For now, the topic is playtesting and discussion of the metagame, if you have suggestions, please PM them to me (I will answer all of them) or post them on the development thread.
While some people say "play another game if you don't want any luck", there are very good reasons why such a luck-based game has a very active competitive community : no other game has the nearly infinite amount of options offered by teambuilding to prepare a strategy, with actual battling skillful and diverse in its own right. In this regard, luck becomes a hindrance as it makes strategies less reliable, removes options by forcing redundancy and, by its very nature, reduce competitive appeal.
I made this server for all of those who play this game for these reasons but feel held back by its randomness. The only case when luck will ever be involved is a speed tie on the first turn : everything else is purely determined by known factors that you have control over. If you enjoy this luck spicing up the game, this server is not for you, but if you play Pokémon for its unique qualities but usually prefer deterministic games, then you will most certainly enjoy this.
Here are the current changelist and move banlist :
Acupressure, Assist, BeatUp, Double Team, DynamicPunch, GrassWhistle, Hypnosis, Inferno, Magma Storm, Magnitude, Metronome, Minimize, Present, Sing, Sleep Talk, Zap Cannon, OHKO moves
Magma Storm is a temporary ban, we can find out how to balance it when a proper metagame develops.
BeatUp is banned for technical reasons.
Magma Storm is a temporary ban, we can find out how to balance it when a proper metagame develops.
BeatUp is banned for technical reasons.
- Random critical hits can't happen anymore, but moves that always crit still do.
- No move will ever miss, no matter what.
- Damage is always be the average of min and max rolls, rounded down. Using 92 as the random multiplier.
- Protect, Detect and Endure always fail when used consecutively.
- Phazing always sends the first available pokemon in the party.
- Sleep always lasts two turns and the sleep counter does not reset upon switching (similar to 4th Gen Rest).
- Trapping moves (Bind, Magma Storm) always last 4 turns (5 with Grip Claw).
- Multi-hit moves always hit min+1 times (max with Skill Link).
- Outrage, Petal Dance and Thrash always lasts two turns and lowers the user's Atk and SpA 2 stages when it ends.
- Charge Beam always raise SpA, but every other luck-based secondary effect was scraped. A consequence is that freezing can't happen anymore. Sheer Force still boosts the moves it used to (intended).
- Hustle has no effect.
- Full paralysis never happens and confusion was banished to the moon. Machamp is reportedly crying under a tree.
- Moves such as Scald, Lava Plume, Discharge, Body Slam and Force Palm always inflict status on the second attempt on the same target. Thunder does not. Abilities such as Flame Body activate after hitting the bearer twice consecutively with a contact move. Shed Skin always activates after three turns (including the turn when you get statused).
- Def and SpD boosts will go away after being struck 20 times (counting from when you got the first boost). It will be announced as a critical hit because the server can't send custom messages, but damage doesn't get doubled. This prevents endless PP*stalling that would have been prevented by critical hits.
- Fire Blast, Hydro Pump, Thunder, Blizzard, Focus Blast, Megahorn and Gunk Shot lowers the user's corresponding offensive stat one stage. Thunder, Hurricane and Blizzard do not under their respective weathers, but the rain moves lose half of their power under the sun. Seed Flare, Power Whip and lolMegaKick do not have downsides for now.
- If both leads tie in speed, the first pokemon to be sent will go first. After that, every tie will be determined by the previous turn :
** If both sides moved, whichever side moved last will win the tie.
** If one side switched, it will win the tie.
** If both sides switched, the outcome will be determined from the previous turn.
Many of these are arbitrary and widely subject to change, depending on what the metagame turns out to be. For example, should Sun prove overpowered, SleepPowder and/or Power Whip might get nerfed.
Among notable consequences, you will always be able to revenge kill fast sweepers with speed ties and special sweepers (*cough*thundurus*cough*) won't be able to Focus Blast through everything and sweep. Since countering also becomes more reliable from the lack of crits, freezes and flinches, these mechanics should inherently help balance the game, so we should be able to follow Smogon's BW OU banlist. Since no stat spread or move BP was altered, analyses should still be mostly relevant.
I'll try to keep the OP updated and gather here useful info, such as new, effective strategies and sets, server stats, etc...
Feel free to share your thoughts and feedback here !
Strategy : Phazer-pinning.
Similar to the chess strategy, you can use team preview and threaten to severely punish any phazing attempt by putting a counter to your opponent's phazer in second position. This is most effective with Magnezone against Skarmory, but can also be used with strong, frail wallbreakers such as Darmanitan or Infernape.