Approved by Eevee General and TheImmortal. Thank you very much!
Have you ever used a move like Volt Switch, Parting Shot, or U-Turn and thought "Man, I really wish there were more moves like these." Or maybe "I wish more Pokemon could learn these moves." Or perhaps "I wish I had more viable options for building a team or strategy around these moves." After all, they're fun and amazing useful moves for stall and offense alike, so who wouldn't want to see more of them?
Well, my friend, I invite you to Volturn Mayhem. Welcome to the metagame where every move that directly affects your opponent forces you to switch! Tackle? Bullet Punch? Will-O-Wisp? Taunt? Yes, all of them and many, many, many more! This is a metagame that promises to throw things on its head by copying a simple mechanic from a small collection of moves and applying it to everything. Gone are strategies such as set-up offense and Perish Trapping. Meanwhile, strategies that rely heavily on momentum may very well become dominant forces!
While it's hard to predict how things will go until it's playable, some things I predict being major components include...
-Set-up offense being nearly useless. What good is it to set a Swords Dance up if you lose it upon attack? Last stand users aside.
-Fast and fragile attackers being able to strike hard, strike fast, and flee before they can get struck in return. Same for priority users, both attackers and Pranksters.
-Bulky regenerators sponging hits to attack or status and then switching for free to heal.
-Choice items being really darn good.
-Same for hazards.
-Trapping moves being completely useless, since you switch immediately.
-Roar, Whirlwind, etc. shuffles the opposing team and then lets the user switch after, letting them capitalize on the opponent's uncontrolled switch.
-Field effects, such as weather, being more potent since one can switch to an abuser without manual switching. Especially Drought, Drizzle, Sandstream, and Snow Warning, since they don't use a turn to trigger.
Current Bans
-Fake Out limited to one per team.
-All other OU clauses.
For reference, only moves that specifically target your foe force a switch. Those that target the user (Recover, King's Shield, Dragon Dance), the user's side (Heal Bell, Wish, Mist), the field (Sunny Day, Trick Room, Gravity), hazards (Spikes, Stealth Rock), or everyone (Haze, Perish Song, Heart Swap) will keep the user in play. Also, depending on whatever is easier to code, Future Sight and Doom Desire may or may not make the user's side switch on use or on hit.
Already playable on the Aqua Server! Playable on the regular servers this month! So let's try all sort of crazy shenanigans to see what might become dominant forces! And also laugh and mock Pokemon who are amazing in standard but are now terrible or even useless after this metagame's defining gimmick comes into play.
Have you ever used a move like Volt Switch, Parting Shot, or U-Turn and thought "Man, I really wish there were more moves like these." Or maybe "I wish more Pokemon could learn these moves." Or perhaps "I wish I had more viable options for building a team or strategy around these moves." After all, they're fun and amazing useful moves for stall and offense alike, so who wouldn't want to see more of them?
Well, my friend, I invite you to Volturn Mayhem. Welcome to the metagame where every move that directly affects your opponent forces you to switch! Tackle? Bullet Punch? Will-O-Wisp? Taunt? Yes, all of them and many, many, many more! This is a metagame that promises to throw things on its head by copying a simple mechanic from a small collection of moves and applying it to everything. Gone are strategies such as set-up offense and Perish Trapping. Meanwhile, strategies that rely heavily on momentum may very well become dominant forces!
While it's hard to predict how things will go until it's playable, some things I predict being major components include...
-Set-up offense being nearly useless. What good is it to set a Swords Dance up if you lose it upon attack? Last stand users aside.
-Fast and fragile attackers being able to strike hard, strike fast, and flee before they can get struck in return. Same for priority users, both attackers and Pranksters.
-Bulky regenerators sponging hits to attack or status and then switching for free to heal.
-Choice items being really darn good.
-Same for hazards.
-Trapping moves being completely useless, since you switch immediately.
-Roar, Whirlwind, etc. shuffles the opposing team and then lets the user switch after, letting them capitalize on the opponent's uncontrolled switch.
-Field effects, such as weather, being more potent since one can switch to an abuser without manual switching. Especially Drought, Drizzle, Sandstream, and Snow Warning, since they don't use a turn to trigger.
Current Bans
-Fake Out limited to one per team.
-All other OU clauses.
For reference, only moves that specifically target your foe force a switch. Those that target the user (Recover, King's Shield, Dragon Dance), the user's side (Heal Bell, Wish, Mist), the field (Sunny Day, Trick Room, Gravity), hazards (Spikes, Stealth Rock), or everyone (Haze, Perish Song, Heart Swap) will keep the user in play. Also, depending on whatever is easier to code, Future Sight and Doom Desire may or may not make the user's side switch on use or on hit.
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