Main Goal/Design Philosophy:
I've only gotten into competitive battling recently, however I've been having a great blast jumping around generations and tiers, however, one thing that strikes me about lower power-level Pokémon is how they usually are unique in that they can possibly do, but you don't get to see them shine since they generally get out classed in important aspects of higher power meta games. I want to see a format where it's incentivized to use some of these lower powered Pokémon in their best way possible, and just to see how some Pokémon would fair when broken free of their tier constraints, so I thought up a Ratio Format.If you are familiar with the Marvel vs Capcom 2 Ratio Mod, then it's quite similar to the idea of that: you can have whatever Pokémon or items on your team, however, the more powerful they are, the more they cost. This means you could spend a lot of points making you favorite Uber lean Deoxys-S with Choice Scarf, yet that would leave you having to dumpster dive for the rest of your team, or you could make your team less centralized around one giant OU-Uber mon.
Simple Rules Outline:
- Battle Rules Are Similar to Uber- Basically no evasion boosting moves, sleep clause, species clause, endless battle clause, or OHKO moves.
- You Must Have a Full Team of 6- You must have 6 Pokémon on your team,. This is basically to avoid people running like 3 Ubers and nothing else.
- Ratio System
- Each Team Has 255 Points to Work With
- Pokémon Have Individual Costs Based on Tier and Hypothetical Team Application (I'll get into that later)
- Items Have Individual Costs Based on Universal Usefulness vs Situational Use
- A Pokémon's Cost Can Be Reduced by Lowering Their Level
- A Pokémon Can't Be Worth Less Than 10 (Even if you lower it's level)
- Abilities Like Shadow Tag and Moody Are an Additional Cost (in Moody's case, exorbitantly so)
This is a link to the full sheet of the costs for every mon and item:
https://docs.google.com/document/d/1_ShY9b4nJ6palFBJvKNqAt18Nm9MEpvyMBrlMkFtmNI/edit?usp=sharing
Keep in mind that just because a Pokémon is top tier in one format, doesn't mean that they are your top choice in every scenario (I don't think a LC sweeper will work too well against a team of mostly RU and possibly OU Pokémon).https://docs.google.com/document/d/1_ShY9b4nJ6palFBJvKNqAt18Nm9MEpvyMBrlMkFtmNI/edit?usp=sharing
I made sure to up the points on all Baton Passers to max for their respective tiers for obvious reasons.
Here's the link to the fleshed out rules page:
https://docs.google.com/document/d/1wzwQJeOSazZY9Zr-sOuKW79IJlDLnhpvWdPmx-jq8a0/edit?usp=sharing
Update Feb 2023: Changed a handful of values of certain Pokémon and notably added an additional cost to abilities like Swift Swim, Chlorophyll, and Sand Rush, as well as adjusted item cost.https://docs.google.com/document/d/1wzwQJeOSazZY9Zr-sOuKW79IJlDLnhpvWdPmx-jq8a0/edit?usp=sharing
I'm currently also split on whether or not to put an additional cost to weather abilities like Drought, Drizzle, Sand Stream, and Snow Warning, and if so what the respective values of each should be, since having endless hail is slightly less potent than having endless rain or sand.
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