Pet Mod TeraMax [Phase 3 - Slate 1: Gen 8 Home]

G-Luke

Sugar, Spice and One For All
is a Community Contributoris a CAP Contributoris a Forum Moderator Alumnus



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TeraMax
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Generation 8 and 9 can be seen as the introduction to Competitive Pokémon to a large portion of the current Pet Mod community, at least the non veterans. In both of those generations, very controversial elements were introduced, namely Dynamax and Terastilization. Dynamax was ultimately banned in the generation it was introduced in, and Terastilization is still facing a looming second suspect test in the future. Not to mention the weird way Pokémon have been dexited leaving a weird metagame numbers wise, with lopsided balancing. What would we ever to do? Enter TeraMax.


TeraMax is A Gen 9 based metagame focused around rebalancing Dynamax AND Terastilization to fit within an OU construct. This metagame's starting point will be a combination of the base regional dex of Generation 8 and 9. It will have several different phases dealing with different aspects of the metagame.
  • Phase One: Similar to the likes of Book of Enigmas, first phase will be the rebalancing of Dynamax and then Terastilization. Since both will define how the metagame is shaped, they will be treated as pairs when voting commences. Any restructuring, restrictions or additions is allowed, as long as they eventually end in a balanced mechanic. Important to note, users can create Pokémon specific Tera features ala Gigantamax did. Any restrictions or custom aspects like what Pokemon can Dynamax or Tera, how Gigantamax works and the like should be handled here.​
  • Phase Two: This will focus on balancing the existing Pokémon to be a better fit in the metagame. This will be done for 8 slates, similar in structure to SylveMons. Upon the conclusion of the 8 slates, playtesting will be done to get a better understanding of the level of our metagame, and any balancing will be done by council and community input.​
  • Phase Three: The final phase will focus on introducing select threats from Post Home and eventually Post DLC additions from each generation to round out the dex, with the additions being reworked if necessary to better fit into our metagame.​
After all of this, playtesting (and balancing if necessary) will also occur, upon which the metagame will be successfully completed.
Banlist
- Miraidon
- Koraidon
- Zacian
- Zamazenta-Crowned
- Zacian-Crowned
- Eternatus
- Shedinja
- Melmetal-GMax
- Moody
- Arena Trap
- Shed Tail
- Last Respects
- Shadow Tag
- Sand Veil
- Snow Cloak
- King's Rock
- Light Clay
Council:
G-Luke
Gekokeso
analysis geek

Resources:
Spreadsheet
Discord
 
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G-Luke

Sugar, Spice and One For All
is a Community Contributoris a CAP Contributoris a Forum Moderator Alumnus
:grookey::scorbunny::sobble: Current TeraMax Dex :sprigatito::fuecoco::quaxly:

:rillaboom::cinderace::inteleon::Orbeetle:*:butterfree:*:vikavolt::noctowl::corviknight::greedent::unfezant::thievul::obstagoon::dubwool::ludicolo::shiftry::drednaw:*:liepard::boltund::diggersby::cinccino::tsareena::vileplume::bellossom::roserade::pelipper::galvantula::manectric::ninetales::arcanine::vanilluxe::mamoswine::delibird::glalie::froslass::claydol::mudsdale::crustle::golurk::musharna::xatu::bewear::abomasnow::kingler:*:quagsire::crawdaunt::ninjask:*:shedinja::hitmonlee::hitmonchan::hitmontop::pangoro::klinklang::vespiquen::bronzong::gardevoir::gallade::drifblim::eldegoss::cherrim::skuntank::seismitoad::dusknoir::machamp::gengar::gyarados:*:seaking::octillery::cloyster::milotic::basculin::wishiwashi::pyukumuku::garbodor::centiskorch:*:coalossal:*:dugtrio::excadrill::gigalith::conkeldurr::swoobat::noivern::steelix::barraskewda::perrserker::persian::alcremie:*:ribombee::ferrothorn::gourgeist::raichu::vaporeon::jolteon::flareon::espeon::umbreon::leafeon::glaceon::sylveon::flapple:*:appletun:*:meowstic::slurpuff::aromatisse::araquanid::wobbuffet::sirfetchd::lanturn::toxicroak::scrafty::stunfisk-galar::shuckle::whiscash::gastrodon:*:golisopod::barbaracle::cursola::grimmsnarl:*:hatterene::salazzle::throh::sawk::weezing-galar::sudowoodo::clefable::togekiss:*:snorlax::whimsicott::rhyperior::gothitelle::reuniclus::escavalier::accelgor::beheeyem::beartic::braviary::mandibuzz::drapion::chandelure::malamar::weavile::sableye::mawile::maractus::sigilyph::lucario::torkoal::mimikyu::copperajah::qwilfish::jellicent::toxapex::cramorant::toxtricity::sandaconda::hippowdon::durant::heatmor::heliolisk::hawlucha::flygon::haxorus::runerigus::cofagrigus::aegislash::rapidash-galar::polteageist::indeedee::trevenant::shiinotic::oranguru::passimian::morpeko::falinks:*:drampa::turtonator::togedemaru::frosmoth:*:grapploct::pincurchin::mantine::wailord::avalugg::dhelmise::lapras::lunatone::solrock::mr-rime::darmanitan-galar:*:stonjourner:*:eiscue:*:duraludon::rotom::ditto::dracozolt::arctozolt::dracovish:*:arctovish::charizard::silvally::tyranitar::hydreigon::goodra::kommo-o::dragapult::zacian::zamazenta::eternatus:

:meowscarada::skeledirge::quaquaval::oinkologne::spidops::lokix::jumpluff::talonflame:*:pawmot::houndoom::gumshoos::sunflora::kricketune::vivillon::blissey::azumarill::masquerain::floatzel::clodsire::golduck::wigglytuff::hypno::maushold::dachsbun::slaking::arboliva::lycanroc::luxray::staraptor:*:oricorio::ampharos::lilligant::breloom::grumpig::mismagius::hariyama::crabominable::donphan::garchomp::garganacl::pelipper::swalot::florges::camerupt::annihilape:*:medicham::armarouge::ceruledge::bellibolt::kilowattrel:*:dudunsparce:*:sawsbuck::farigiraf::muk::mabosstiff::dedenne::pachirisu::grafaiai:*:stantler::amoonguss::electrode::magnezone::ursaring::zangoose::seviper::altaria::gogoat::tauros-paldea-combat::pyroar::zoroark::honchkrow::klefki::brambleghast::toedscruel:*:tropius::lurantis::klawf::scovillain:*:cacturne::rabsca::venomoth::forretress::scizor::heracross::espathra::krookodile::volcarona::salamence::tinkaton::wugtrio::bombirdier::palafin:*:revavroom:*:cyclizar::orthworm::banette::spiritomb::glimmora::houndstone::komala::palossand::slowbro::slowking::luvdisc::lumineon::bruxish::alomomola::dragalge::clawitzer::eelektross::flamigo::dragonite::cryogonal::cetitan::kingambit::veluza::dondozo::tatsugiri:*:great-tusk::scream-tail:*:brute-bonnet:*:flutter-mane:*:slither-wing:*:sandy-shocks::iron-treads::iron-bundle:*:iron-hands::iron-jugulis:*:iron-moth::iron-thorns:*:baxcalibur::gholdengo::wo-chien:*:chien-pao:*:ting-lu:*:chi-yu:*:roaring-moon::iron-valiant::koraidon::miraidon:

:greninja::walking-wake::iron-valiant::decidueye::samurott::typhlosion::chesnaught::zoroark-hisui::iron-leaves:*
These are all Pokemon introduced via Raids before May 31st. Note that Greninja does not have access to Battle Bond, only Protean.

:venusaur::blastoise::melmetal:

* denotes a Pokémon that has been modified
 
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G-Luke

Sugar, Spice and One For All
is a Community Contributoris a CAP Contributoris a Forum Moderator Alumnus

G-Luke

Sugar, Spice and One For All
is a Community Contributoris a CAP Contributoris a Forum Moderator Alumnus
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Phase 1A: Dynamax
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This Phase will primarily deal with the rebalancing of the mainstay gimmicks of this Mod - Dynamax and Terastillization. The first section will deal will all things Dynamax. Each person will essentially "pitch" how this mod will handle Dynamax in a balanced OU based format. No real rules exist for this section other than the end result must end with Dynamax being a non banworthy element to our metagame, while still carrying the "spirit" of the mechanic, which is ofc open to interpretation. How Dynamax is restricted, how Gigantamax is handled, even what Pokemon can Dynamax will be solely up to the submitter. Obviously this brings alot of creativity and uniqueness to this round, which is heavily encouraged. Go crazy! At the end of the submission section of this phase, people will vote for their three favourite Dynamax reworks, and the one with the highest votes will win. Keep in mind, the base regional dexes of SwSh and SV are what are currently available to the mod, barring the "obvious" Ubers banlist.

Submissions will last until September 30, giving everyone plenty of time on how they want to balance this precarious mechanic. Good Luck to everyone and may the best submitters win!
 
Dynamax/Gigantaax Rework:
Remove dynamax/gigantamax moves, but when Dynamaxed, turn set-up moves into Max Guard and clear all stat changes from the user when Dynamaxing


More of a simple rework, max moves were probably the most broken part of Dynamax, Max Airstream was insane, Max Knuckle and Max Ooze made mons that were hard to switch into even stronger, Max Geyser and Max Flare set up Rain and Sun respectively, which is incredibly strong, etc.

The main mons that abused Dynamax were offensive mons, and because of many of the max moves listed above and more, they could use it incredibly effectively, as they gained a nice damage boost to their attacks, as well as a broken secondary effect on them most of the time, while defensive mons werent able to use it effectively due to their status moves being transformed into Max Guard, which is basically Protect.

If you remove max moves, now offensive mons gain a nice hp boost that could be used to tank some hits while dealing damage for 3 turns, which the opponent would have to play around, but you also arent able to set-up while on Dynamax, or before Dynamax, to not make it more broken, since being able to set up Swords Dance/Nasty Plot in a mon which is normally frail, while being able to tank at least one hit, may be too much, while defensive mons really like the hp boost, as well as their status moves not being converted to max guard, letting them be able to wall stuff they couldnt for 3 turns at least, it leads to very interesting matchups as well as making the use of Dynamax more intresting
 
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Dynamax rework: Pokémon must hold a Wishing Stone in order to Dynamax, and Wishing Stones announce on switch-in. Max Moves universally have their base power lowered by 20, except for Max Ooze and Max Knuckle, which are lowered by 10. Max Airstream now uses the same base powers as Max Ooze and Max Knuckle. Upon Dynamaxing, a Pokémon's stat stages are all reset to 0. Wishing Stones cannot be Knocked Off or removed / suppressed and Knock Off does not have increased power against Pokémon holding Wishing Stones.

Gigantamax rework: When a Pokémon with the Gigantamax factor Dynamaxes, it will turn into its Gigantamax form permanently. G-Max moves now replace a specific move (akin to Z-moves, or how Iron Head turns into the Behemoth moves on Zacian / Zamazenta) and have set base powers, along with 8 PP, perfect accuracy, and retaining the move's original category unless otherwise stated. G-Max Pokémon now gain a new Ability, replacing their old one. Details below; if this submission wins, any of these details may be subject to change.

:venusaur-gmax: Frenzy Plant becomes G-Max Vine Lash, 110 BP, inflicts Leech Seed; Ability becomes Flower Veil
:charizard-gmax: Blast Burn becomes G-Max Wildfire, 110 BP, inflicts burn; Ability becomes Mold Breaker
:blastoise-gmax: Hydro Cannon becomes G-Max Cannonade, 110 BP, gives the user Aqua Ring; Ability becomes Bulletproof
:butterfree-gmax: Pollen Puff becomes G-Max Befuddle, 140 BP, 20% chance to inflict poison / paralysis / sleep; Ability becomes Magic Bounce
:pikachu-gmax: Volt Tackle becomes G-Max Volt Crash, 150 BP, inflicts paralysis; Ability becomes Huge Power
:meowth-gmax: Pay Day becomes G-Max Gold Rush, 40 BP, hits 2-5 times; Ability becomes Limber
:machamp-gmax: Dynamic Punch becomes G-Max Chi Strike, 120 BP, raises critical-hit ratio one stage; Ability becomes Scrappy
:gengar-gmax: Shadow Ball becomes G-Max Terror, 120 BP, traps the target; Ability becomes Mummy
:kingler-gmax: Crabhammer becomes G-Max Foam Burst, 130 BP, lowers target's Speed one stage; Ability becomes Anger Shell
:lapras-gmax: Freeze-Dry becomes G-Max Resonance, 110 BP, super-effective on Water-types; Ability becomes Ice Scales
:eevee-gmax: Last Resort becomes G-Max Cuddle, 120 BP, infatuates target regardless of gender; Ability becomes Friend Guard
:snorlax-gmax: Body Slam becomes G-Max Replenish, 110 BP, replaces the user's held item (including a held Wishing Stone) with a Sitrus Berry and creates a Sitrus Berry if no item is currently held; Ability becomes Sap Sipper
:garbodor-gmax: Gunk Shot becomes G-Max Malodor, 140 BP, badly poisons the target; Ability becomes Toxic Debris
:melmetal-gmax: Double Iron Bash becomes G-Max Meltdown, 150 BP, inflicts Torment; Ability becomes Liquid Ooze
:rillaboom-gmax: Drum Beating becomes G-Max Drum Solo, 150 BP, ignores Abilities; Ability becomes Grass Pelt
:cinderace-gmax: Pyro Ball becomes G-Max Fireball, 150 BP, ignores Abilities; Ability becomes Quick Feet
:inteleon-gmax: Snipe Shot becomes G-Max Hydrosnipe, 150 BP, ignores Abilities; Ability becomes Storm Drain
:corviknight-gmax: Defog becomes G-Max Wind Rage, 110 BP, physical, has the effect of Defog; Ability becomes Iron Barbs
:orbeetle-gmax: Psychic becomes G-Max Gravitas, 140 BP, sets Gravity; Ability becomes Magic Guard
:drednaw-gmax: Razor Shell becomes G-Max Stonesurge, 120 BP, sets Stealth Rock; Ability becomes Solid Rock
:coalossal-gmax: Tar Shot becomes G-Max Volcalith, 130 BP, special, makes the target weaker to Fire; Ability becomes Earth Eater
:flapple-gmax: Grav Apple becomes G-Max Tartness, 130 BP, destroys the target's held item; Ability becomes Supersweet Syrup
:appletun-gmax: Apple Acid becomes G-Max Sweetness, 130 BP, cures team's status conditions; Ability becomes Supersweet Syrup
:sandaconda-gmax: Sand Tomb becomes G-Max Sandblast, 120 BP, inflicts Sand Tomb; Ability becomes Sand Rush
:centiskorch-gmax: Fire Lash becomes G-Max Centiferno, 120 BP, inflicts Fire Spin; Ability becomes Unnerve
:toxtricity-gmax: Overdrive becomes G-Max Stun Shock, 120 BP, inflicts poison or paralysis, sound-based; Ability becomes Electromorphosis
:hatterene-gmax: Dazzling Gleam becomes G-Max Smite, 110 BP, sets Light Screen; Ability becomes Natural Cure
:grimmsnarl-gmax: False Surrender becomes G-Max Snooze, 110 BP, sets Reflect; Ability becomes Tangling Hair
:alcremie-gmax: Draining Kiss becomes G-Max Finale, 120 BP, heals for 1/6th; Ability becomes Well-Baked Body
:copperajah-gmax: Heavy Slam becomes G-Max Steelsurge, 110 BP, sets a layer of Spikes; Ability becomes Stamina
:duraludon-gmax: Draco Meteor becomes G-Max Depletion, 140 BP, drains 2 PP from the target's last move; Ability becomes Pressure
:urshifu-gmax: Wicked Blow becomes G-Max One Blow, 130 BP, ignores Protect; Ability becomes Inner Focus
:urshifu-rapid-strike-gmax: Surging Strikes becomes G-Max Rapid Flow, 45 BP, hits three times, ignores Protect; Ability becomes Inner Focus

Explanation: Dynamax now both requires your held item (so you have to pick a Dynamaxer before battle) and telegraphs to your opponent which of your Pokémon can Dynamax, putting a limit on how much Dynamax can change a game state; it's still possible for a Pokémon to Dynamax in order to absorb a killing blow, but your opponent will know which of your Pokémon can do that (and also which of them can't). Max moves take a hit in power twice over, both because of the actual lowering of their BP and because Dynamax Pokémon can no longer hold other held items, and Max Airstream joins Max Ooze and Max Knuckle because for real, Max Airstream is stupid. You also can't combine Dynamax with setup moves anymore, since your stat changes get cleared, but that does mean you can Dynamax to avoid a debuff or a Sticky Web or something, at least. Gigantamax Pokémon in my opinion suffer from kind of not being any better than just normal Dynamaxes and in some cases outright worse; this Gigantamax rework will hopefully solve that, turning it into more of a Mega Evolution-style transformation, albeit with no stat increases save for the doubling of HP.

Summary:
- Dynamaxing / Gigantamaxing requires a held Wishing Stone and resets stat changes
- Max Moves are weaker
- Gigantamaxing is permanent instead of three turns and changes the Pokémon's Ability, G-Max Moves replace specific moves and are better
 
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ViZar

your toast is burned
is a Social Media Contributor Alumnus
Dynamax/Gigantamax Rework:
Only Pokemon that have Gmax formes are allowed to Dynamax. They can still decide if they want to Dynamax or Gigantamax, so something like Venusaur can still utilise Max Overgrow if it wants to. From here on, all max moves have a fixed Basepower of 110, except for Max Airstream, Max Ooze and Max Knuckle which have a fixed Basepower of 90. Gigantamax moves have a fixed Basepower of 130. I know the numbers seem too high, however I also reduced the Dynamax turns from 3 to 1. Meaning that you only launch one hit and that's it. You still get the doubled HP and immunity to phazing moves, meaning you can get some utility out of this mechanic, other than big damage. However, this also means that items are disabled during Dynamax but I also decided that it disables the Pokemon ability, so that there's more risk to the mechanic.

Pokemon with Gmax formes are able to Dynamax or Gigantamax.
Max Moves have 110 BP
Max Ooze, Max Knuckle and Max Air Stream have 90 BP
G-Max moves have 130 BP
Dynamax lasts 1 turn, instead of 3
Dynamax/Gigantamax disables the Pokemon's ability

The rest of the mechanic stays the same.

This new mechanic is still strong, but it shouldn't allow a Pokemon to turn the tide of battle single-handedly. Furthermore, the smaller pool of Pokemon that can use this mechanic is pretty limited, so you can more easily identify which Pokemon abuses it and which does not. Pokemon like Corviknight can utilise G-Max Wind Rage to remove its sides hazards against a Gholdengo, Taunt user or Defiant user. If you desperately need to remove those hazards, then this is one way to go. The Kanto Starters and Coalossal can rack up more damage while Lapras is a reliable Screens Setter, even if Light Clay does not work.

In all honesty, Max Moves might be better in most Pokemon's cases. Drednaw prefers Max Geyser, Melmetal prefers Max Steelspikes, Rillaboom prefers Max Overgrow and Urshifu-R prefers Max Geyser. And these are all their G-Max moves facing competition from their Max Moves, there are different type of moves that they prefer in some cases. These attacks are still strong, so you get a lof of value out of them, although some provide more value and some provide less.
 
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G-Luke

Sugar, Spice and One For All
is a Community Contributoris a CAP Contributoris a Forum Moderator Alumnus
A set format doesnt exist, but when rebalancing please lay out all proposed changes in an easy to read concise format please. Paragraphs explaining chnages in further detail is good, but when its time to bote we should know exactly wyat we are voting for
 

G-Luke

Sugar, Spice and One For All
is a Community Contributoris a CAP Contributoris a Forum Moderator Alumnus
List of Changes:
Dynamax now boosts the HP of user by 50%, not 100%.
Dynamax requires the user to hold a Dynamax Band to perform the mechanic (Dynamax Band is now a regular held item). These cannot be removed from the holder and Knock Off does not have increased power against Pokémon holding Dynamax Bands.
Max Airstream and Max Strike swap effects.
Max Strike now follows the same BP scaling of Max Ooze and Max Knuckle.
You are no longer immune to the effects of flinching, Disable / Cursed Body, Encore and Torment and phazing, but if a Dynamax Pokémon is phazed out, it is still Dynamaxed. It now gains an immunity to Taunt, confusion and infatuation instead.


Gigantamax lasts three turns, but G-Max Moves are now permanent move changes, they have 8 PP and 100% Acc, are affixed to a certain move and all have a fixed BP. Some Some G-Max Pokémon undergo type changes during the transformation, that are permanent even after it wears off.

If no effect is listed, assume it is not changed from standard.

G-Max Vine Lash, Firestorm and Cannonade are all now 140 BP. They now each set the effects of the corresponding "Pledge" move. Required moves: Frenzy Plant, Blast Burn, Hydro Cannon respectively

G-Max Befuddle is now 150 BP.
Required Move: Bug Buzz
Butterfree now replaces it's Flying typing with the Poison typing

G-Max Volt Crash is now 250 BP.
Required Move: Volt Tackle

G-Max Gold Rush is now 50 BP. Hits 2-5 times. Last hit has a 50% chance to inflict confusion.
Required Move: Pay Day

G-Max Chi Strike is now 120 BP.
Required Move: Cross Chop
Machamp now gains the Fire typing

G-Max Terror is now 120 BP.
Required Move: Shadow Ball
Gengar now loses the Poison typing

G-Max Foam Burst is now 140 BP.
Required Move: Crabhammer

G-Max Resonance is now 140 BP. It now heals itself and it's teammates of their status conditions.
Required Move: Blizzard

G-Max Cuddle is now 200 BP. It now Infatuated targets regardless of gender.
Required Move: Last Resort

G-Max Replenish is now 150 BP. Replaces all non removable held items on the field with Sitrus Berries. If the target lacks an item, a Sitrus Berry is bestowed upon them. User consumes all berries on the field upon successful use.
Required Move: Body Slam
Snorlax now gains the Grass typing

G-Max Malodor is now 140 BP. Badly poisons targets if it hits, regardless of typing. (Still has to successfully hit the target though)
Required Move: Gunk Shot

G-Max Meltdown is now 140 BP. Lowers the defense of Steel and Water types by 1 stage.
Required Move: Double Iron Bash
Melmetal now gains the Poison typing.

G-Max Drum Solo, Fireball and Hydrosnipe are all 140 BP. Moves all gain the effects of Mold Breaker. Sound, Ball and Pulse move categories respectively.
Required Moves: Drum Beating, Pyro Ball and Snipe Shot respectively.

G-Max Wind Rage is now a physical move that is 120 BP. Wind Based.
Required Move: Defog

G-Max Gravitas is now 150 BP.
Required Move: Psyshock
Orbeetle now replaces the Bug typing with the Steel typing.

G-Max Stonesurge is now 110 BP.
Required Move: Razor Shell

G-Max Volcanith is now a 140 BP special move. It now applies the effect of Tar Shot.
Required Move: Tar Shot

G-Max Tartness is now a 130 BP move. It now does double damage to not very resistant targets.
Required Move: Grav Apple

G-Max Sweetness is now a 130 BP move. It now applies the effect of Leech Seed to targets.
Required Move: Apple Acid

G-Max Sandblast is now a 130 BP move.
Required Move: Sand Tomb
Sandaconda now gains the Flying typing.

G-Max Stun Shock is now a 140 BP move. Sound Based.
Required Move: Overdrive

G-Max Centiferno is now a 130 BP move.
Required Move: Fire Spin

G-Max Smite is now a 140 BP move. It now inflicts Torment on all foes.
Required Move: Dazzling Gleam

G-Max Snooze is now a 140 BP move. It now inflicts a Quash like effect that lasts for 3 turns, or four if it moved last upon the initial turn.
Required Move: False Surrender

G-Max Finale is now a 130 BP move. It now heals user and allies for 1/4th of their max HP upon hitting.
Required Move: Draining Kiss

G-Max Steelsurge is now a 110 BP move. Sets a layer of Spikes upon landing a hit.
Required Move: Iron Head

G-Max Depletion is now a 140 BP move.
Required Move: Dragon Pulse

G-Max One Blow is now a 130 BP move.
Required Move: Wicked Blow

G-Max Rapid Flow is now a 40 BP move. Hits 3 times.
Required Move: Surging Strikes


Explanation:
Dynamax in standard was an instant win button,with no way to respond outside of well, clicking your own Dynamax. My goal here was to increase the means of punishing Dynamax, by removing many of the immunities that Pokémon may use to punish set up sweepers like Encore, Disable, phazing and the like, while also reintroducing the option of flinching the target to burn turns. I also removed item freedom, as it's imo one of the easiest ways to ensure that Pokémon are not getting too out of hand as sweepers. Nerfing the HP buff from 100% to 50% was also an important change, making actually possible to inflict real damage against Dynamax Pokémon without relying on super effective hits. Lastly making Airstream lose the speed boosting element entirely was decided to be the best bet for balancing a move that made it basically impossible to revenge kill Pokémon even after they lose Dynamax.

Gigantamax Pokémon received the benefit of having upon average higher base power moves for the respective type as opposed to regular Dynamax, and having unique effects. The moves themselves also remain the same even after Gigantamaxing, further incentivizing using these Pokémon. I also added specific type changes to some Pokemon that bolsters their viability or allows them to carve different niches than they do in standard. Some Pokemon also had tweaks that made them more unique than their Dynamax counterparts (Melmetal gets a much better Steel Dynamax move, but gains a secondary typing that largely nerfs it to counteract that.)

Summary:
Dynamax boosts HP by 50% not 100
Dynamax cannot be done without Dynamax Bands
Dynamax lost special immunities that hinder them
Gigantamax Pokémon gain permanent G-Max Moves, some also change typings.
 

G-Luke

Sugar, Spice and One For All
is a Community Contributoris a CAP Contributoris a Forum Moderator Alumnus
Ok everyone, voting for your favourite reworks begin now. Since we have less than 5 options total, simply order the existings subs from most favorite to least favorite, with the first two votes being weighted (top vote has 3 points, second has two, and the rest carry one). You can't put yourself in first place.

Good luck to all participants l, voting ends on October 2nd.
 
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G-Luke

Sugar, Spice and One For All
is a Community Contributoris a CAP Contributoris a Forum Moderator Alumnus
Congratulations to Z-nogyroP's rework of Dynamax!

Dynamax rework: Pokémon must hold a Wishing Stone in order to Dynamax, and Wishing Stones announce on switch-in. Max Moves universally have their base power lowered by 20, except for Max Ooze and Max Knuckle, which are lowered by 10. Max Airstream now uses the same base powers as Max Ooze and Max Knuckle. Upon Dynamaxing, a Pokémon's stat stages are all reset to 0. Wishing Stones cannot be Knocked Off or removed / suppressed and Knock Off does not have increased power against Pokémon holding Wishing Stones.

Gigantamax rework: When a Pokémon with the Gigantamax factor Dynamaxes, it will turn into its Gigantamax form permanently. G-Max moves now replace a specific move (akin to Z-moves, or how Iron Head turns into the Behemoth moves on Zacian / Zamazenta) and have set base powers, along with 8 PP, perfect accuracy, and retaining the move's original category unless otherwise stated. G-Max Pokémon now gain a new Ability, replacing their old one. Details below; if this submission wins, any of these details may be subject to change.

:venusaur-gmax: Frenzy Plant becomes G-Max Vine Lash, 110 BP, inflicts Leech Seed; Ability becomes Flower Veil
:charizard-gmax: Blast Burn becomes G-Max Wildfire, 110 BP, inflicts burn; Ability becomes Mold Breaker
:blastoise-gmax: Hydro Cannon becomes G-Max Cannonade, 110 BP, gives the user Aqua Ring; Ability becomes Bulletproof
:butterfree-gmax: Pollen Puff becomes G-Max Befuddle, 140 BP, 20% chance to inflict poison / paralysis / sleep; Ability becomes Magic Bounce
:pikachu-gmax: Volt Tackle becomes G-Max Volt Crash, 150 BP, inflicts paralysis; Ability becomes Huge Power
:meowth-gmax: Pay Day becomes G-Max Gold Rush, 40 BP, hits 2-5 times; Ability becomes Limber
:machamp-gmax: Dynamic Punch becomes G-Max Chi Strike, 120 BP, raises critical-hit ratio one stage; Ability becomes Scrappy
:gengar-gmax: Shadow Ball becomes G-Max Terror, 120 BP, traps the target; Ability becomes Mummy
:kingler-gmax: Crabhammer becomes G-Max Foam Burst, 130 BP, lowers target's Speed one stage; Ability becomes Anger Shell
:lapras-gmax: Freeze-Dry becomes G-Max Resonance, 110 BP, super-effective on Water-types; Ability becomes Ice Scales
:eevee-gmax: Last Resort becomes G-Max Cuddle, 120 BP, infatuates target regardless of gender; Ability becomes Friend Guard
:snorlax-gmax: Body Slam becomes G-Max Replenish, 110 BP, replaces the user's held item (including a held Wishing Stone) with a Sitrus Berry and creates a Sitrus Berry if no item is currently held; Ability becomes Sap Sipper
:garbodor-gmax: Gunk Shot becomes G-Max Malodor, 140 BP, badly poisons the target; Ability becomes Toxic Debris
:melmetal-gmax: Double Iron Bash becomes G-Max Meltdown, 150 BP, inflicts Torment; Ability becomes Liquid Ooze
:rillaboom-gmax: Drum Beating becomes G-Max Drum Solo, 150 BP, ignores Abilities; Ability becomes Grass Pelt
:cinderace-gmax: Pyro Ball becomes G-Max Fireball, 150 BP, ignores Abilities; Ability becomes Quick Feet
:inteleon-gmax: Snipe Shot becomes G-Max Hydrosnipe, 150 BP, ignores Abilities; Ability becomes Storm Drain
:corviknight-gmax: Defog becomes G-Max Wind Rage, 110 BP, physical, has the effect of Defog; Ability becomes Iron Barbs
:orbeetle-gmax: Psychic becomes G-Max Gravitas, 140 BP, sets Gravity; Ability becomes Magic Guard
:drednaw-gmax: Razor Shell becomes G-Max Stonesurge, 120 BP, sets Stealth Rock; Ability becomes Solid Rock
:coalossal-gmax: Tar Shot becomes G-Max Volcalith, 130 BP, special, makes the target weaker to Fire; Ability becomes Earth Eater
:flapple-gmax: Grav Apple becomes G-Max Tartness, 130 BP, destroys the target's held item; Ability becomes Supersweet Syrup
:appletun-gmax: Apple Acid becomes G-Max Sweetness, 130 BP, cures team's status conditions; Ability becomes Supersweet Syrup
:sandaconda-gmax: Sand Tomb becomes G-Max Sandblast, 120 BP, inflicts Sand Tomb; Ability becomes Sand Rush
:centiskorch-gmax: Fire Lash becomes G-Max Centiferno, 120 BP, inflicts Fire Spin; Ability becomes Unnerve
:toxtricity-gmax: Overdrive becomes G-Max Stun Shock, 120 BP, inflicts poison or paralysis, sound-based; Ability becomes Electromorphosis
:hatterene-gmax: Dazzling Gleam becomes G-Max Smite, 110 BP, sets Light Screen; Ability becomes Natural Cure
:grimmsnarl-gmax: False Surrender becomes G-Max Snooze, 110 BP, sets Reflect; Ability becomes Tangling Hair
:alcremie-gmax: Draining Kiss becomes G-Max Finale, 120 BP, heals for 1/6th; Ability becomes Well-Baked Body
:copperajah-gmax: Heavy Slam becomes G-Max Steelsurge, 110 BP, sets a layer of Spikes; Ability becomes Stamina
:duraludon-gmax: Draco Meteor becomes G-Max Depletion, 140 BP, drains 2 PP from the target's last move; Ability becomes Pressure
:urshifu-gmax: Wicked Blow becomes G-Max One Blow, 130 BP, ignores Protect; Ability becomes Inner Focus
:urshifu-rapid-strike-gmax: Surging Strikes becomes G-Max Rapid Flow, 45 BP, hits three times, ignores Protect; Ability becomes Inner Focus
We will now be moving into Phase 1B, where we tackle the second aspect of of this Pet Mod, Terastillization! Terastillization is a very controversial mechanic, even more so than Dynamax, as at least it was universally decided to warrant leaving. It is still a mechanic that is actively developing as we speak, with the concept of Terastillized Forms hard locked to specific types with new abilities exsting, and Terastal modes and nineteenth Tera types. All of that aside, YOU the submitter will get to decide how these mechanics will be presented to the playerbase (if at all). Same guidelines as Phase 1A - you will pitch how Terastillization is handled in this Pet Mod moving forward, with no real rules outside of maintain the spirit of the mechanic (modifing your type). Go crazy and creative with your submissions, and make Tera a balanced mechanic that pairs up with our now existing Dynamax, forming a relationship however younlike. If you want to even incorporate aspects of Terastillization to specifically combat Dynamax, you are also free to do so.

Good luck to all submitters, the slate ends on October 7th. May the best submitters win!

The link to the Discord has also now been added to the OP, check it out and join our fledgling community!
 
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Samtendo09

Ability: Light Power
is a Pre-Contributor
Here we go!

What (I Believe) Went Wrong with Terastalization
Terastalization, as a concept, is about suddenly bring one of your Pokémon into a different type, or intensify one of their already available type. However, the massive power creep doesn’t help Terastalization’s case since it can be used to simply nullify a powerful Pokémon’s weakness to types, or in the case of Palafin, makes their STAB even more spammable.

That said, the surprise factor remain an interesting aspect of the mechanic, so in order to make Terastalization more acceptable and balanced, it’s other greatest assets, the Super STAB and the pre-Tera STAB during Terastalization, will be toned down.

Held Items
  • No held items are required to use Terastal like before.
  • Ogrepon’s masks functions the same as before, but instead of boosting all attacks, it only boosts the matching type when not Terastalized.
    • Cornerstone Mask boosts Rock-type moves by 20%, Hearthflame Mask boosts Fire-type moves by 20%, and Wellspring Mask boosts Water-type moves by 20%.
  • A Pokémon holding Wishing Stone is unable to Terastalize or Crysteralize (See below).
STABs
  • The pre-Tera STABs only applies to another Terastalized Pokémon or a Dynamaxed Pokémon. Exceptions being Crysteralized Pokémon (see below), who retain one of their former STAB by nature of being dual-typed.
  • Moves with positive priority does not benefit Super STAB (Pre-Tera and Tera STABs at once), and does not gain STAB from their pre-Tera type. This includes, but not limited to, Jet Punch and Sucker Punch for Water and Dark respectively.
    • These two points are to make Super STAB less oppressive in most situations.
  • Tera-type STAB otherwise functions the same.
Others
  • Terastalization‘s duration is shortened from “until Pokémon faints” to just five moves.
    • As I said moves, and not turns, this means it will not reset when switched out, and only applies when the Pokémon used any move. This makes flinching only effective to hold off the opposing Pokémon, not Terastalization itself.
  • Any Pokémon that undergoes Terastalization will loses their changed stat stages, both positive and negative.
  • Teal and Hearthflame version of Embody Aspect has been changed; it now only boosts the appropriate stat if dropped below 50% of max HP once per switch-in. This does not apply for Wellspring and Cornerstone version of Embody Aspect. Other than the Teal Embody Aspect, they are also renamed into the following Abilities:
    • Hearthflame Embody Aspect -> Anger Aspect
    • Cornerstone Embody Aspect -> Stoic Aspect
    • Wellspring Embody Aspect -> Sad Aspect
  • Tera Blast becomes 70 BP… but becomes a different move for Pokémon with a Crystera form. See below!

Crystera Forms
To bring parallel with Dynamax‘s Gigantamax, some Pokémon can undergo Special Terastalization akin to Ogerpon’s Mask Terastalization called Crysteralization, but instead of a special item, they only need to have a Crystera Factor like the Max Factor for Gigantamax-compatible Pokémon. Those are always locked to a specific Tera type, but to compensate, their Ability do change, they have unusual dual typing and one specific move becomes a whole new different move. Unlike Max Factor, it also affects an entire line than just one member of the evolution line. Crysteralization also lasts until the Pokémon faints, regardless of their BST.

The Pokémon’s Tera Blast becomes a new Tera Move that varies between Crystera forms, to further complement the new type. Like Tera Blast, the Tera Move is physical if Attack is higher, or special if Special Attack is higher.

Another thing to note is that Super STAB is not available for Crystera forms, even if the Pokémon have one of the type before Crysteralization, giving regular Terastalization a niche over it.

Crystera List below:
Italic means a new type compared to base form.

:pichu::pikachu::raichu:* Electric / Flying, locked to Tera Flying, Volt Tackle becomes Tera Float (Flying, 8 PP, 150 BP, 100% accuracy, 50% recoil on hit, contact), Ability is Long Reach.

:teddiursa::ursaring::ursaluna:€ Normal / Bug, locked to Tera Bug, Lick becomes Tera Honey (Bug, 16 PP, 90 BP, 100% accuracy, always lower target’s Speed by one stage, contact), Ability is Gooey.

:bonsly::sudowoodo: Rock / Grass, locked to Tera Grass, Rock Slide becomes Tera Brush (Grass, 8 PP, 75 BP, 100% accuracy, always raise user’s Speed by two stages), Ability is Flower Veil.

:misdreavus:$:mismagius: Ghost / Electric, locked to Tera Electric, Hex becomes Tera Petrify (Electric, 16 PP, 70 BP, 100% accuracy, double BP on paralyzed target), Ability is Super Bright (Reduce damage from Ghost and Dark moves by 50%).

:crabrawler::crabominable: Fighting / Water, locked to Tera Water, Brick Break becomes Tera Waver (Water, 8 PP, 120 BP, 85% accuracy, breaks the opponent’s Safeguard, Reflect, Light Screen and Aurora Veil if hit, contact), Ability is Fur Coat.

:starly::staravia::staraptor: Normal / Fighting, locked to Tera Normal, Aerial Ace becomes Tera Kick (Normal High Jump Lick but without Crash damage), Ability is No Guard.

:toxel::toxtricity: Poison / Ghost, locked to Tera Ghost, Overdrive becomes Tera Shriek (Overdrive, but Ghost and 120 BP but 8 PP), Ability is No Guard.

:flabebe::floette::florges: Fairy / Psychic, locked to Tera Psychic, Disarming Voice becomes Tera Voice (Psychic Disarming Voice with 55 BP and +1 priority), Ability is Psychic Terrain.

:swablu::altaria: Dragon / Ice, locked to Tera Ice, Dragon Breath became Tera Frost (Ice, 8 PP, 140 BP, 100% accuracy, cannot be used consecutively), Ability is Ice Scales.

:sprigatito::floragato::meowscarada: Grass / Fairy, locked to Tera Fairy, Flower Trick become Tera Flower (Fairy, 16 PP, 80 BP, 100% accuracy, 30% chance of lowering target’s Defense by one stage), Ability is Magician.

:fuecoco::crocalor::skeledirge: Fire / Rock, locked to Tera Rock, Torch Song become Tera Song (Rock, 16 PP, 120 BP, 85% accuracy, increase user’s Special Defense by one stage one hit, sound), Ability is Dry Skin

:quaxly::quaxwell::quaquaval: Water / Flying, locked to Tera Flying, Aqua Step become Tera Step (Flying, 16 PP, 130 BP, 90% accuracy, 50% Crash damage if missed, Dance move, contact), Ability is Dancer.

:wiglett::wugtrio: Water / Dark, locked to Tera Dark, Triple Dive become Tera Beating (Dark, 8 PP, 45 BP, 90% accuracy, each hit lower the target’s Evasion by one stage, contact), Ability is Dazzling.

:dunsparce::dudunsparce: Normal / Dragon, locked to Tera Dragon, Hyper Drill become Tera Drill (Hyper Drill but 120 BP and Dragon-type), Ability is Unaware.

:cetoddle::cetitan: Ice / Steel, locked to Tera Steel, Avalanche become Tera Lance (Steel, 8 PP, 80 BP, 100% accuracy, Base Power increased to 140 if target switched in or moved first, contact), Ability is Counter Master (Fighting immunity + 12,5% danage to attacker that used a Fighting-type move to this Pokémon).

:tinkatink::tinkatuff::tinkaton: Fairy / Fire, locked to Tera Fire, Gigaton Hammer become Tera Gigaton (Same as Gigaton Hammer but Fire-type), Ability is Sheer Force.

:tarountula::spidops: Bug / Fighting, locked to Tera Fighting, Sturggle Bug become Tera Ki Web (Same as Struggle Bug but Fighting, 8 PP and 120 BP), Ability is Spider Power (Immunity of Flying + Special Attack version of Huge Power).

:tadbulb::bellibolt: Electric / Ground, locked to Tera Ground, Discharge become Tera Charge (Ground, 8 PP, 100 BP, 90% accuracy, 30% chance of Paralysis on target), Abiltiy is Levitate.

:squawkabilly: Poison / Flying, locked to Tera Poison, Fury Attack becomes Tera Toxicity (Fury Attack, but Poison, 30 BP and always Badly Poison if hit five times in one turn), Ability is Reckless.

* Alolan Raichu have the same Crystera form as regular Raichu.
€ Bloodmoon Ursaluna does not have access to this Crystera form.
$ In case anyone asked, no, Flutter Mane does not have access to this Crystera form.
We could have more Crystera forms alongside additional Gigantamax forms in later slates.
Summaries
  • Surprise factor is important aspect of Terastalization, so reducing it’s other greatest assets would make it more balanced.
  • Non-Tera STAB is unavailable if Terastalized.
  • Masks’ power-boost effect, Teal and Hearthflame’s Tera-Ability nerfed.
  • Priority doesn’t apply for Super STAB or non-Tera STAB.
  • Five moves limit for regular Terastal, unlimited duration for Crysteralization.
  • Stat stages reset upon Terastalization.
  • Some Pokémon have special Terastal forms called Crystera forms, as seen in list above. Only Crystera Staraptor maintain a non-Tera STAB in Normal.
  • Tera Blast nerfed to 70 BP but turns into a different Tera Move on different Crystera Pokémon.
 
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Tera Rework:
Essentially Tera gives the Pokémon a Third/Second typing instead of changing the whole typing.

For same type Tera, all other types are removed, and Stab boost is the same as previous same type Tera, 2X

WIP btw.

Tera Blast will have different effects after Tera use based on certain Pokémon will have “Tera Forms” because we need Tera forms. Otherwise for non-applicable Pokémon Tera blast will be unchanged 80 bp. Tera forms receive an increase of 50 Base Points on Terastalizing, Distribution of points will vary.

for example tera grass sudowoodo will gain some buffs, and become rock grass

Forms:

New Statline: 130/145/110/60/9/60 (600)

Normal/Ground/Bug

Tera blast Becomes 100BP Bug Type and Ability is changed to Embody Aspect (Bug), lowers the opponents speed by 1 on entry

New Statline:

70/120/115/30/95/30 (460)

Rock/Grass

Tera Blast Becomes 100 BP Grass, ability is changed to Embody Aspect (Grass), sets leech seed on entry on the opponent

New Statline: 60/60/80/115/115/115

Ghost/Electric

Tera Blast Becomes 100 BP, and Ability becomes Embody Aspect (Electric) which gives a Charge on entry

New Statline 97/142/87/52/107/43

Fighting/Ice/Water

Tera Blast Becomes 100 BP Water, and ability becomes Embody Aspect (Water) Which sets Aqua Ring on the field on entry

New Statline: 85/125/90/50/80/105 (535)

Normal

Tera Blast becomes 100 BP Normal, Ability becomes Embody Aspect (Normal) Gains a Laser Focus on Entry

New Statline 75/118/80/124/80/75 (552)

Electric/Poison/Ghost

Tera Blast becomes 100 BP Ghost, Ability becomes Embody Aspect Ghost, Activates a Destiny Bond on Entry

New Statline: 78/75/78/122/164/75 (602)

Fairy/Psychic

Tera Blast becomes 100 BP Psychic, ability becomes Embody Aspect Psychic, and sets a Heal Block on the Target

New Statline: 75/80/90/80/105/110 (540)

Dragon/Flying/Ice

Tera Blast becomes 100 BP Ice, and Ability becomes Embody Aspect Ice, and on switch in, activates the haze effect
 
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Terastalization Rework: Terastalization occurs at the end of the turn instead of the start - if a Pokémon that would have Terastalized is knocked out before it can do so, Terastalization does not count as being used up and can be used again. Terastalization confers STAB to moves of the Pokémon's Tera Type, and moves of the Pokémon's original type(s) that are lost via Terastalization are boosted by 1.2x instead of 1.5x. Terastalization only increases STAB to a 2x multiplier if the Pokémon was originally single-typed and its Tera type is the same as its original type. Tera Blast is now 60 BP. Pokémon holding a Wishing Stone cannot Terastalize. (Futureproofing: The 19th Tera type, however that ends up working or being available, is not available for standard Pokémon.)

Exterastal Forms: Certain Pokémon possess Exterastal forms. These Pokémon will Terastalize into their Exterastal forms when assigned an Exterastal type. Exterastal Pokémon gain two typings through Terastalizing rather than one, and retain the full STAB bonus on any type that they lose instead of having it reduced to a 1.2x boost. Exterastal Pokémon that know Tera Blast will have it replaced by a new Tera move. Most likely there will be slates to introduce Exterastal forms, but some possibilities:

:meowscarada: Meowscarada-Ex: Grass / Psychic - TB becomes Tera Mindgame, 90 / 100 / 10 physical Psychic, randomly sets either Reflect or Light Screen if no screens are up
:skeledirge: Skeledirge-Ex: Fire / Fairy - TB becomes Tera Concert, 80 / 100 / 10 special Fairy, cures the user's status, sound
:quaquaval: Quaquaval-Ex: Water / Flying - TB becomes Tera Windfall, 90 / 90 / 10 physical Flying, sets Tailwind, contact / dance
:bronzong: Bronzong-Ex: Steel / Ghost - TB becomes Tera Deathknell, 70 / 100 / 15 special Ghost, sets Perish Song, sound
:armarouge: Armarouge-Ex: Fire / Fighting - TB becomes Tera Cannonfire, 120 / 85 / 5 special Fighting, 20% chance to burn, bullet
:ceruledge: Ceruledge-Ex: Fire / Steel - TB becomes Tera Metallurgy, -- / -- / 20 status Steel, sharply raises Attack and Defense
:goodra: Goodra-Ex: Dragon / Water - TB becomes Tera Slimeball, 80 / 100 / 15 special Water, 30% chance to poison, bullet
:glimmora: Glimmora-Ex: Ground / Poison - TB becomes Tera Earthbloom, 85 / 90 / 15 special Ground, sets a layer of Spikes
:tyranitar: Tyranitar-Ex: Dragon / Dark - TB becomes Tera Demolition, 100 / 100 / 5 physical Dragon, clears all entry hazards / terrain, contact
:eelektross: Eelektross-Ex: Electric / Poison - TB becomes Tera Exsanguinate, 80 / 100 / 15 physical Poison, drains 75% of the damage dealt, contact / biting
:gholdengo: Gholdengo-Ex: Electric / Ghost - TB becomes Tera Deferral, 120 / 100 / 15 special Electric, works like Future Sight

Explanation: With Dynamax now being tied to an item, I didn't want Terastalization to follow suit, but I still had to try balancing it out such that it can't create the extreme swing states that it does in standard. Having it activate at the end of the turn rather than the beginning felt like the most sensible course of action; now the mindgame element is removed, because even if that Kingambit does go Tera Flying, you can still hit it with Close Combat this turn. Tera also now comes with a material opportunity cost for offensive Pokémon, weakening their original STABs, and the Adaptability boost is now only available for monotype Pokémon, of which there aren't a lot of relevant ones - except Manaphy and Floatzel in rain, I guess, so, uh, sorry about them, but even they're neutered pretty significantly by the end-of-turn change, guaranteeing at least one turn where they're not at full Tera strength. Tera Blast is now essentially Hidden Power; Regieleki is probably still broken but whatever. Overall, these changes may see Pokémon that intend to Terastalize running Protect or similar moves in the style of Gen 6 Mega Evolutions back when Speed didn't apply turn one, to make sure they can Tera safely; offensive Pokémon are much less inclined to Tera due to losing power on their lost STABs and no longer gaining an Adaptability boost unless they were originally monotyped, while defensive Pokémon like Garganacl still enjoy it but are a lot less happy that they need to spend a full turn with their non-Tera types.

Exterastal forms essentially function like normal Tera, except it still goes last and you still don't get the Adaptability boost - but a new, potentially more potent type combo and retaining original STABs means they're usually worth it over standard Tera. The ones suggested up there are just that - suggestions - to give an idea of how they ought to work, and I'd encourage folks to get more wild with the possible new type combos, since flavourwise their designs would likely change beyond just having a hat, Mega-style.

Summary:
- Tera happens at the end of the turn instead of the start
- Tera weakens lost STABs and only grants the Adaptability boost to monotype Pokémon
- Tera Blast is 60 BP
- Exterastal forms let certain Pokémon Terastalize into dual-types, and Tera Blast becomes a new signature move
 
:teddiursa:Tera Changes:charcadet:
----------------------------------
Tera types are revealed on preview. Tera adds the typing onto the Pokemon's already existing type combo instead of changing it outright. Same type Tera doesn't exist anymore. Pokemon holding a Wishing Stone are unable to use Tera. The unknown tera type isn't normally available. Ogerpon's Tera works like vanilla, but Embody Aspect has a changed effect (Instead of raising the stat, boosts the stat by 1.2x and prevents that stat from being lowered.)

Tera types are revealed on preview
This is the part I'm not sure about. This prevents wild surprise Tera that you wouldn't be expecting. However, it might be unnecessary with the second change which is-

Tera adds the typing onto the Pokemon's already existing type combo instead of changing it outright.
This is the big part. This prevents Pokemon from completely shedding their old type combo and gaining a new one, making it much less volatile. This causes one of the biggest issues with Tera, turning a losing match-up into an unbeatable one, to be much less of an issue. Something like Garg or Dirge becoming wonderful defensive Water or Fairy-types is no longer a thing either. Now they only become partially defensive Water or Fairy-types. This doesn't fix super boosted Tera STAB moves which is what the next change fixes.

Same type Tera doesn't exist anymore.
This always felt like a dumb part of Tera. Lets have the strong STAB user spam strong STAB even more. Yeah, it lets the user shed a secondary typing that may hinder it defensively, but that doesn't work anymore so we're just removing it.

Pokemon holding a Wishing Stone are unable to use Tera.
To prevent conflicting mechanics, the 2 mechanics are incompatible. Pretty simple stuff.

Ogerpon's Tera works like vanilla, but Embody Aspect has a changed effect (Instead of raising the stat, boosts the stat by 1.2x and prevents that stat from being lowered.)
Embody Aspect breaks this so now it is less broken. Yeah, not sure how else I would adapt this to better fit the changes I made so here it is.

also, no Tera forms. Everyone subbing Tera forms makes it feel like Tera is copying Dynamax.
 
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My turn, thanks to Samtendo im using his template.

Held Items
  • No held items are required to use Terastal like before.
  • Ogrepon’s masks functions the same as before, but instead of boosting all attacks, it only boosts STABs.
  • A Pokémon holding Wishing Stone is unable to Terastalize.
STABs
  • When a Pokémon undergoes Terastalization to a different type than that of its original STABs, the STAB boost on its original STABS is decreased to just a x1.2 boost instead of its normal x1.5 damage boost.
  • Similarly, if a Pokémon undergoes Terastalization to a type which corresponds one of its original STABs, the damage boost it gets for its Tera type attacks is x1.8 (times x1.2 the original STAB attack damage) instead of the x2 damage boost to attacks of that Tera type.
Others
  • Any Pokémon that Terastalizes takes 3/4 damage from a Pokémon in its Dynamax / Gigantamax form.
  • Whatever that 19th tera type is, it is not available for most Pokémon.
  • Tera Blast is now only 75 bp.
  • I got Ninja'd by z-nogyrop.

Explanation:
While I do love the concept of Tera, the execution is mostly flawed since the damage boosts it provides mostly just benefit either broken setup sweepers become too unbearable. This set of changes are designed to make Tera have a bigger opportunity cost by downgrading any STAB you may have lost and preventing single type tera from getting too ridiculous amounts of damage, while not complete taking away the oppornunity to use Tera in an offensive manner. It also now has a way to interact with Dynamax by making it so that Terastal is able to help common mons to handle Dynamaxed / Gigantamaxed mons.

Summary:
- Tera weakens lost STABs and grants just a small extra boost to existing STABs
- Tera Blast is 75 BP
- Ogerpon Masks receive a Nerf
- Terastalized mons take 3/4 of damage from dynamaxed mons
 
List of Terastilization Changes:
  • Terastilization occurs at the end of the turn, rather than the start.
  • Pokemon do not retain their original STABs after terastilizing, however if they terastilize into a type they already had (e.g, Dragapult going tera Ghost), the STAB bonus is increased to 1.8x. Ogerpon's mask forms do not receive this 1.8 bonus.
  • Tera Blast is changed to a 55 BP move whose type is based on the user's Tera Type, regardless of if they have terastilized or not, and gets a 50% power boost if the user is terastilized.
  • Pokemon can't Dynamax if they are terastilized, and vice versa.
Explanation:
- The biggest part of Terastilization that makes it so controversial is the surprise factor: Oh you're going to shut down my Kingambit with a burn? Oops it just Tera-Fire'd. Gonna try to KO it with a Focus Blast? This set is Tera-Fairy, teehee. Changing it to activate at the end of the turn rather than the start makes using terastilization to reverse your matchups a lot less reactionary and less of a "free win" button, particularly on setup sweepers, without undermining the mechanic's value too much. (I did not copy this from Z-nogyrop I swear)
- Tera keeping the mon's original STABs is a dumb mechanic but I like how it gives super STAB if you tera into a type you already had, It trades the defensive value of terastilizing into a different type for a solid power spike that some mons really need. That being said 2x STAB is pretty strong so I'm going to tune it down to 1.8x.
- Tera Blast is now a pseudo-Hidden Power: personally I am not a fan of HP (if a mon needs the coverage, just give it the coverage for god's sake), but I think intersecting it with Tera will create some interesting battle dynamics. The move is less of a commitment to run and is particularly splashable on sets with non-base Tera Types, swapping from a coverage option to a reliable STAB move after tera. It also allows you to predict what an opposing mon's Tera Type could be If it used Tera Blast earlier in the match.
- Ogerpon largely stays the same, though without the mask forms getting super STAB because their masks sort of already give them that (no really, 1.5 x 1.2 = 1.8)
- Dynamax clause is mostly to prevent any unexpected OP shit from happening between the two mechanics, but Pokemon holding a Wishing Star can still terastilize if they so choose.
 
Warning: A lot of writing is ahead. Viewer discretions is advised.

Just a brief update, I've decided to buff my Tera rework. I think I overcompensated in a few areas, and I feel like my main concerns with my rework can be easily fixed with a couple of tweaks.

Alright gang, here's my attempt at a rework for Terastalization that is hopefully more fun and more balanced than currently presented in the meta.

Terastalization: The Controversy
Just as a disclaimer, I've got very little experience actually participating in the Generation 9 metagame, so my opinions might not be as informed as they could be. That being said, from the discourse online and the conversations I've seen, Terastalization seems to be a very controversial game mechanic because of two main reasons:
  1. It's very unpredictable - This, from what I can gather, is one of the biggest reasons why Terastalization is so controversial. The unpredictability that Tera adds to a match that is already very complex by nature is divisive to a lot of people. A lot of people dislike that you can beat out a Chien-Pao by Tera Fighting a mon that a lot of people consider as very weak, some people view that scenario as either cheesy or frustrating. On the other hand, others really like the added layer of complexity to the game, and people view it as just another strategic element of the battle you have to keep track of. However, I also believe that if the second main reason wasn't so centralizing, that the controversy surrounding the mechanic's unpredictability would've been a lot, a lot less of an issue.
  2. It increases and retains STABs across Teras - The root cause of the controversy of Terastalization, I think, can be boiled down to this singular point. Terastalization makes mons much more powerful simply by the fact that same type Teras increase the STAB of attacks to 2x instead of 1.5x, and different type Teras retain the original STAB combination. This pushes Tera to an arguably overcentralizing presence in a metagame, as usually the one turn provided by Tera is usually more than enough to win the game on the spot, and teams will most likely have multiple viable Tera types with completely different counters for each type. This unpredictability certainly doesn't seem that fun to play, but really this issue is compounded by the fact that Tera is such a strong offensive option that most mons that have certain wincons are able to do so much more easily and can even win even faster.
So, here's my pitch for changing it. As stated previously, the main two controversies with Tera are its unpredictability and its potent offensive potential. The thing is, I think that Tera's unpredictability is one of the main reasons why it's such a fun mechanic, and I think that doing something like mandatory tera preview, while understandable I think is something that goes against the spirit of the mechanic. That being said, I also understand that opens up a whole additional can of worms that need to be dealt with. The unpredictability of Tera can work really well as a part of the gameplay if we just find some way to reel the power of it in and fine-tune it.

Major Reworks:
  • Terastalization does not require a held item.
I don't like the idea of Tera and Dynamax occupying the same "niche" or a similar gameplan, if that makes sense. I want them to be as unique mechanics as they possibly can from eachother.

  • Terastalizing to the same type still provides a boost in firepower, but only 1.8x. Terastalizing to a type outside of the original type combo will still give the Pokemon a 1.2x damage boost to their original type, but it will also gain the STAB of the new type it changes into.
This makes Tera much less of an all-encompassing win button that so many mons can take advantage of. Terastalizing to the same type will be a lot less powerful, and changing to a different type on offensive mons won't be as immediately threatening as normal. But wait a minute, you might be thinking:

"Offensive mons will no longer be able to Terastalize as flexibly now, their STAB is neutered upon a different Tera. Doesn't that restrict your options?".

I have to say, good question. Original Terastalization basically lets you Tera whatever mon you want with whatever type you want with basically no restrictions. I want to keep that freedom with this rework. Well, that's where the next change comes into play:

  • Terastalizing to the same type will lock you into that type for the rest of the game. Terastalizing into a different type will cause you to lose that type when you switch out but Terastalization can be used again.
THIS is the crux of the matter and what (hopefully) makes this rework of Terastalization much more fun. Usually in games of Tera, the moment your opponent reveals their Tera type, the unpredictability of the game is completely over. Most of the time, Tera is usually enough to win you the game, so it isn't even part of the gameplan of the team, it's more or less so a matter of "Okay, once this and this and this have all been eliminated, I will Tera and then probably win the game," however this issue is compounded even moreso by the broken Tera mechanics of the original.

With this change, Terastalization becomes a layer of strategy that starts even before you enter a match. You have to keep in mind that if it isn't part of your original type, you are no longer committing to a Tera type when you Terastalize. Instead of being an immediate wincon, defensive Tera moreso becomes a tool that you can use during a battle that offensive mons can most certainly take advantage of to get around their checks, but they can't use it to end games as easily anymore. Same type Teras are also riskier, because a same-type Tera "consumes" the Tera for the rest of the game. If you aren't using a same-type Tera to push for a win, you would've wasted a valuable resource. This goes both ways, as you can now more effectively use a defensive Tera type to combat against offensive Teras, since you aren't "using it up" as you normally would.

And also keep in mind that the battle of the Tera types doesn't actually start on the battlefield, it starts in the teambuilder. Whether you choose to give a mon a same type Tera or a different Tera type is entirely dependent on whether you wish to use that mon as a strong single nuke that could pave the way for a wincon, or a defensive resource that could still have the option of maintaining it's offensive pressure. Remember, once that mon gets back into the battlefield it will have no longer be Terastalized, meaning you can use its original STABs again and it'll once again become an offensive threat. Terastalizing becomes an information game, a mind game, and a resource game, scouting out the opponent's usage of Tera types and getting an understanding at what sort of potential Tera types the opponent might want to use at any given moment. But wait a minute, you might be thinking:

"Doesn't that seem too strong? The fact that you can always Tera against your bad matchups over and over and pivot until the right time for your Tera abuser seems annoying,"

And you'd be right, partially, if it weren't for one last rule.

  • Terastalizing to a different type retains the weaknesses of the original type, unless it's a 4x weakness and in that case, the 4x weakness becomes a neutrality.
Originally, this rule was actually removed. Talk in the Discord had made me realize that my Tera rework was nerfed a bit too much. This rework however was brought back due to the fact that there needed to be some balancing factor to being able to Tera to other types freely. This is how and fixes the problem with being able to so easily Tera against a bad matchup.

You can still soft check your bad matchups, but you have to be a lot more precise about what and when you choose to Tera. Retaining your weaknesses upon Terastalization means that you can't just Tera into a new type and then take resisted hits left and right.

As an example, Zapdos Terastalizing into a Ground-type doesn't allow it to completely stop its Rock-type checks, because it keeps its weakness to Rock by virtue of its Flying-type. Therefore, even if it Terastalizes into Ground, it takes a neutral hit from Rock-types, not a resisted hit. Some smart play and the Zapdos could be close to a 2HKO. You can't just mindlessly click Tera and then counter your check, you still have to play smart and you still have to have a good typed non-tera defensive backbone.

As another example, Arcanine Terastalizing into a Grass-type still makes it neutral to both Ground-types and Water-types, as Fire maintains both of those weaknesses from its original Fire typing. It's also still weak to Rock-types as well. The new Tera type can help soft check a Pokemon, but it can't completely overturn its bad matchup.

The only exception to this rule is 4x weaknesses. If a Pokemon has a 4x weakness in its original type, that weakness becomes neutralized when Terastalizing into the new type. This is to still maintain some flexibility for being able to use Tera defensively, as it allows even bad defensive types to reap some of the benefits of Tera.

An example of this would be Volcarona, which a Tera Ground can actually flip the Rock-type matchup. The 4x weakness becomes a neutrality, and thus the new Ground-typing allows Volcarona to resist Rock-types. That being said, Volcarona becomes 4x weak to Water and is still weak against Flying-type attacks, since Flying is a weakness carried over by the original Fire/Bug type. Another example is Corsola Terastalizing into Dragon. 4x weak to Grass is neutralized, and thus Corsola resists Grass. That being said, it's now neutral to Electric-type moves and weak to Fighting and Ground, as those are both weaknesses carried over by its Water/Rock type.

As you can see, this rework makes different typed Tera much less of an oppressive force and much more thoughtful play is required to make use of it totally. As I've already said, the battle of the Tera doesn't begin at the start of the match, it begins at the teambuilder. Once you get into a proper match, Tera becomes a force present throughout in which types are interacting all the time, and the base types of your Pokemon are just as important. You can't flip the script instantly. You could Tera to take a surprise knock out, or you could just switch to a mon that actually checks the mon. If you have a Fire type Tera mon against a Steel, don't Tera Water the Steel-type, just switch to your Water-type mon, or your own Fire-type, or if you anticipate that the Steel-type will survive, Tera Water and then Tera Blast.

That's the type of strategy I'm envisioning with this rework.

Keep in mind that if a Pokemon faints while being Terastalized, whether its the same type or not, the player will lose the ability to Tera for the rest of the game.

Other Points:
- Dynamax mons and Gigantamax mons can't Terastalize, for balance reasons and also because it would be a complete headache to think of a plausible interaction for them that would also still be fun. That also by extension means that:​
> Pokemon holding a Wishing Stone can't Terastalize​
I'll think of what to do for Ogerpon later, I'm tired
 
Last edited:

G-Luke

Sugar, Spice and One For All
is a Community Contributoris a CAP Contributoris a Forum Moderator Alumnus
Tera Rework:

Two major changes to Terastilization. If a Pokémon terastilizes, it's STAB bonus from types other than the terastilized type will be nerfed to ×1.25. In addition, the boost from same type Tera will go from x2 to x1.75.

Pokémon who undergo Terastilization takes ×0.75 from Max and G-Max Moves.

Pokémon holding a Wishing Stone cannot Tera.

I really didn't bother doing anything complex. You still have the big surprise factor since there is no indication who can Tera or how, but the raw mechanic itself is not as powerful. If a Kingambit wants to run Tera Fairy, it can get a goober Tera Blast but its Sucker Punch isnt that big anymore. I gave it some unique counterplay to Dynamax as well, but if that is seen as too strong I can remove that.
 

G-Luke

Sugar, Spice and One For All
is a Community Contributoris a CAP Contributoris a Forum Moderator Alumnus
Ok everyone, voting for your favourite reworks begin now. Vote for your favourite 5 submissions, in order from fav to least fav. The first two subs are weighted (First is 3, second is 2) and you cannot vote for yourself in the first slot. You can't put yourself in first place.

Good luck to all participants, voting ends on October 9th!
 

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