Approved by imas
Created by Grains of Salt
Lead by Grains of Salt and The Immortal
[Source]
Art by Chloe
Many moves, items and abilities in Pokemon have conditions. Sand Rush doubles Speed if in Sand. Choice Specs gives a 1.5x Boost to Special Attack, but you can't change attacks without switching. Facade has 140 BP while you're inflicted with a status. In Conditions, all these aforementioned conditions are removed. For example:Created by Grains of Salt
Lead by Grains of Salt and The Immortal
[Source]
Art by Chloe
Sand Rush doubles Speed
Choice Specs gives a 1.5x Boost to Special Attack
Facade has 140 BP
Rules:
Mechanic: The conditions of moves, items and abilities are removed.
Clauses: OU clauses.
Banned Abilities: Anger Point, Magnet Pull, Sturdy
Banned Items: DeepSeaScale, DeepSeaTooth, Light Ball, Lucky Punch, Metal Powder, Quick Powder, Soul Dew, and Thick Club.
Examples of Changes:
Adaptability: All moves get a 1.33x increase in power
Aftermath: Foe loses 25% of max HP when your pokemon faints.
Analytic: 1.3x boost to damage.
Anger Point: This Pokemon's atk is boosted 12 stages when attacked (Banned)
Anticipation: On switch-in, this Pokemon shudders
Aroma Veil: No change
Aura Break: No change
Bad Dreams: Reduces a foe's HP by 12% every turn
Bulletproof: No change
Cheek Pouch: Restores HP every turn
Chlorophyll/Sand Rush/Swift Swim: 2x Speed regardless of the weather
Cursed Body: Has a 30% chance of disabling any move used by the opponent.
Cute Charm: 33% chance to infatuate you opponent when attacked
Dark Aura: Moves have 1.33x power.
Defeatist: 1/2 Atk and SpA
Defiant / Competitive: 2+ in their respective attacks when lowering a stat(Superpower would activate it, for example)
Delta Stream: No change
Download: Every turn your attack/special attack increases even further.
Early Bird: Statuses with timers end twice as quickly.
Effect Spore: May paralyze, poison, or cause sleep.
Fairy Aura: Moves have 1.33x power.
Filter/Solid Rock: This pokemon receives 3/4 damage from attacks.
Flame Body: 33% chance to burn your opponent when attacked
Flower Gift: Pokemon has 1.5x Attack and Special Defence.
Flower Veil: This side can't have stats lowered or status inflicted by other Pokemon.
Gale Wings: All moves have +1 priority.
Gluttony: Encourages early use of held item
Gooey: Attacking this pokemon lowers your speed by one stage
Grassy Pelt: Boosts defense by 1.5x.
Guts: 1.5x boost to attack, ignores Burns attack drop.
Havrest: Works on all items and you recover your item every turn.
Heatproof: Halves damage from attacks, halves burn damage.
Hustle: 1.5x boost to attack; Accuracy of all moves is 0.8x
Hydration: This Pokemon is cured of status at the end of the turn.
Ice Body: This Pokemon recovers 1/16 HP each turn, Immunity to Hail
Imposter: Transforms upon entering battle, and at the end of every turn (NB loses ability upon transformation.)
Intimidate: Lowers opponents attack on switch in and at end of turn. (max once per turn)
Iron Barbs/Rough Skin: Damages opponent for 1/8 HP every time they attack regardless of contact or not
Iron Fist: This Pokemon's moves have 1.2x power.
Justified: This Pokemon's Attack is raised by 1 stage after it is damaged.
Leaf Guard: This Pokemon cannot be statused and Rest will fail for it.
Liquid Ooze: No change
Magnet Pull: Prevents the opponent from choosing to switch. (Banned)
Marvel Scale: This Pokemon's defense is 1.5x.
Mega Launcher: All moves get a 1.5x boost to their damage
Moxie: You gain +1 attack when you attack your opponent
Multiscale: Damage taken from moves is halved.
Natural Cure: This Pokemon has its major status condition cured when switching in and out
Parental Bond: This Pokemon's moves hit twice. The second hit has its damage halved.
Pixilate/Refrigerate/Aerilate: This pokemons moves are turned to Fairy/Ice/Flying type and do 1.3x damage.
Plus/Minus: This pokemon's attack have 1.5x power
Poison Heal: You don't need to be poisoned anymore, immunity to poison.
Poison Touch: This Pokemon's moves have a 30% chance of poisoning.
Prankster: All moves have +1 priority.
Regenerator: This Pokemon regenerates 33% of its max HP when switching in and out (66% in total)
Sand Force: 33% power increase to all physical moves
Sand Veil: Evasion is 1.25x; immunity to sandstorm
Scrappy: No change
Sheer Force: 1.3x boost to damage; secondary effects are negated.
Solar Power: This Pokemon's Sp. Atk is 1.5x; loses 1/8 max HP per turn.
Soundproof: No change
Stench: All moves have 10% chance to flinch
Strong Jaw: All moves get a 1.5x boost to their damage
Sturdy: When hit with an attack, this Pokémon will survive with 1 HP. (Banned)
Technician: All moves get a 1.5x boost to their damage
Thick Fat: Damage taken from moves is halved
Tinted Lens: All moves do 2x damage.
Torrent/Overgrow/Blaze/Swarm: This pokemon's Water/Grass/Fire/Bug type moves do 1.5x damage.
Tough Claws: 1.3x boost to damage.
Unnerve: No change
Weak Armor: This Pokemon's def is lowered by one and its spe is raised by one when attacked
Wonder Skin: All moves are 50% accurate versus this mon
Wonder guard: No change
Zen Mode: This pokemon is in Zen Mode.
Aftermath: Foe loses 25% of max HP when your pokemon faints.
Analytic: 1.3x boost to damage.
Anticipation: On switch-in, this Pokemon shudders
Aroma Veil: No change
Aura Break: No change
Bad Dreams: Reduces a foe's HP by 12% every turn
Bulletproof: No change
Cheek Pouch: Restores HP every turn
Chlorophyll/Sand Rush/Swift Swim: 2x Speed regardless of the weather
Cursed Body: Has a 30% chance of disabling any move used by the opponent.
Cute Charm: 33% chance to infatuate you opponent when attacked
Dark Aura: Moves have 1.33x power.
Defeatist: 1/2 Atk and SpA
Defiant / Competitive: 2+ in their respective attacks when lowering a stat(Superpower would activate it, for example)
Delta Stream: No change
Download: Every turn your attack/special attack increases even further.
Early Bird: Statuses with timers end twice as quickly.
Effect Spore: May paralyze, poison, or cause sleep.
Fairy Aura: Moves have 1.33x power.
Filter/Solid Rock: This pokemon receives 3/4 damage from attacks.
Flame Body: 33% chance to burn your opponent when attacked
Flower Gift: Pokemon has 1.5x Attack and Special Defence.
Flower Veil: This side can't have stats lowered or status inflicted by other Pokemon.
Gale Wings: All moves have +1 priority.
Gluttony: Encourages early use of held item
Gooey: Attacking this pokemon lowers your speed by one stage
Grassy Pelt: Boosts defense by 1.5x.
Guts: 1.5x boost to attack, ignores Burns attack drop.
Havrest: Works on all items and you recover your item every turn.
Heatproof: Halves damage from attacks, halves burn damage.
Hustle: 1.5x boost to attack; Accuracy of all moves is 0.8x
Hydration: This Pokemon is cured of status at the end of the turn.
Ice Body: This Pokemon recovers 1/16 HP each turn, Immunity to Hail
Imposter: Transforms upon entering battle, and at the end of every turn (NB loses ability upon transformation.)
Intimidate: Lowers opponents attack on switch in and at end of turn. (max once per turn)
Iron Barbs/Rough Skin: Damages opponent for 1/8 HP every time they attack regardless of contact or not
Iron Fist: This Pokemon's moves have 1.2x power.
Justified: This Pokemon's Attack is raised by 1 stage after it is damaged.
Leaf Guard: This Pokemon cannot be statused and Rest will fail for it.
Liquid Ooze: No change
Marvel Scale: This Pokemon's defense is 1.5x.
Mega Launcher: All moves get a 1.5x boost to their damage
Moxie: You gain +1 attack when you attack your opponent
Multiscale: Damage taken from moves is halved.
Natural Cure: This Pokemon has its major status condition cured when switching in and out
Parental Bond: This Pokemon's moves hit twice. The second hit has its damage halved.
Pixilate/Refrigerate/Aerilate: This pokemons moves are turned to Fairy/Ice/Flying type and do 1.3x damage.
Plus/Minus: This pokemon's attack have 1.5x power
Poison Heal: You don't need to be poisoned anymore, immunity to poison.
Poison Touch: This Pokemon's moves have a 30% chance of poisoning.
Prankster: All moves have +1 priority.
Regenerator: This Pokemon regenerates 33% of its max HP when switching in and out (66% in total)
Sand Force: 33% power increase to all physical moves
Sand Veil: Evasion is 1.25x; immunity to sandstorm
Scrappy: No change
Sheer Force: 1.3x boost to damage; secondary effects are negated.
Solar Power: This Pokemon's Sp. Atk is 1.5x; loses 1/8 max HP per turn.
Soundproof: No change
Stench: All moves have 10% chance to flinch
Strong Jaw: All moves get a 1.5x boost to their damage
Technician: All moves get a 1.5x boost to their damage
Thick Fat: Damage taken from moves is halved
Tinted Lens: All moves do 2x damage.
Torrent/Overgrow/Blaze/Swarm: This pokemon's Water/Grass/Fire/Bug type moves do 1.5x damage.
Tough Claws: 1.3x boost to damage.
Unnerve: No change
Weak Armor: This Pokemon's def is lowered by one and its spe is raised by one when attacked
Wonder Skin: All moves are 50% accurate versus this mon
Wonder guard: No change
Zen Mode: This pokemon is in Zen Mode.
Assault Vest: Pokemon holding these items are able to utilise Status moves.
Choice Band/Scarf/Specs: Pokémon holding these items may now switch moves between turns.
Focus Sash: Pokemon will live one hit, regardless of their HP number.
Eviolite: Works for all Pokemon
Rocky Helmet: No longer requires contact to activate.
Plates: 1.2x power to all moves.
Weakness Policy: The hit you take no longer needs to be super effective
Mega Stones: Works on any Pokemon but is (Banned - except on normal users)
Type Resist Berries: Halves damage regardless of it being super effective or not.
King's Rock: Now applies flinch chance to moves with a pre-existing flinch chance.
Iron Ball: Holder is always grounded, and is neutral to Ground-type moves.
Choice Band/Scarf/Specs: Pokémon holding these items may now switch moves between turns.
Focus Sash: Pokemon will live one hit, regardless of their HP number.
Eviolite: Works for all Pokemon
Rocky Helmet: No longer requires contact to activate.
Plates: 1.2x power to all moves.
Weakness Policy: The hit you take no longer needs to be super effective
Mega Stones: Works on any Pokemon but is (Banned - except on normal users)
Type Resist Berries: Halves damage regardless of it being super effective or not.
King's Rock: Now applies flinch chance to moves with a pre-existing flinch chance.
Iron Ball: Holder is always grounded, and is neutral to Ground-type moves.
Acrobatics: Double power.
Assurance: Doubles in power
Attract: A target gets infatuated regardless of gender
Avalanche/Revenge/Assurance: Double power
Beat Up: All allies aid in attacking the target, regardless of health.
Belch: Always works
Blizzard: Can't miss
Brine: Double power
Charge: Raises Special Defence and gives a 50% boost in power to your next move
Counter: Returns double damage
Curse: Works as if you are ghost type
Destiny Bond: Knocks out opponent at end of turn regardless of how the faint was inflicted
Dream Eater: Works while awake
Earthquake: Power doubles
Facade: Double power.
Fake Out: Always fail, as if it was the second turn.
Fell Stinger: Raises users atk by 2
Focus Punch: Fails
Freeze Dry: No change
Fusion Flare/Bolt: Power doubles
Grass/Fire/Water Pledge: Only works in doubles/triples format
Growth: Works outside of sun
Grudge: Next attack used on user loses all its PP.
Gust: Power doubles
Hex: Power doubles
Hurricane: Can't miss
Hyperspace Fury: Smeargle now learns it
King's Shield: Lowers opponents attack by two stages when attacked
Knock Off: Removes opponents held items; does 1.5x damage.
Last Resort: Always fails.
Me First: Copies the foe at 1.5x power and uses it right away.
Metal Burst: Returns 1.5x damage
Mirror coat: Returns double damage
Nightmare: A target is hurt by 1/4 max HP per turn.
OHKO moves: Fails everytime
Payback: Doubles in power
Powder: Target loses 1/4 HP upon attacking and their attack is negated.
Protect: No change
Pursuit: Power doubles; Hits mons before they switch
Round: Power doubles.
Sleep Talk: Uses another known move. Can be used while awake.
Smelling Salts: Power doubles; Cures paralysis
Snatch: Steals moves to use
Snore: Can be used while awake.
Solar Beam: Always 1 turn
Stomp, Steamroller, Body Slam, Dragon Rush, Flying Press, and Phantom Force: 2x Power and cannot miss.
Sucker Punch: Always works.
Surf: Power doubles
Synthesis/Morning Sun/Moonlight: Heal 66% of maximum health.
Thunder: Can't miss
Toxic: Can't miss
Toxic Spikes: Everything now absorbs it
Venom Drench: Lowers SpA, Atk, and Spe of foe by 1
Venoshock: Consistently doubled power.
Wake-Up Slap: Power doubles; Cures sleep
Weather Ball: Double Power, changes type in weather
Wide Guard/Quick Guard: No change
High Jump kick: User loses 50% of its max HP
Jump Kick: User loses 50% of its max HP
Magnitude: Doubles power
Twister: Doubles power
Whirlpool: Doubles power
All Weather inducing
Assurance: Doubles in power
Attract: A target gets infatuated regardless of gender
Avalanche/Revenge/Assurance: Double power
Beat Up: All allies aid in attacking the target, regardless of health.
Belch: Always works
Blizzard: Can't miss
Brine: Double power
Charge: Raises Special Defence and gives a 50% boost in power to your next move
Counter: Returns double damage
Curse: Works as if you are ghost type
Destiny Bond: Knocks out opponent at end of turn regardless of how the faint was inflicted
Dream Eater: Works while awake
Earthquake: Power doubles
Facade: Double power.
Fake Out: Always fail, as if it was the second turn.
Fell Stinger: Raises users atk by 2
Focus Punch: Fails
Freeze Dry: No change
Fusion Flare/Bolt: Power doubles
Grass/Fire/Water Pledge: Only works in doubles/triples format
Growth: Works outside of sun
Grudge: Next attack used on user loses all its PP.
Gust: Power doubles
Hex: Power doubles
Hurricane: Can't miss
Hyperspace Fury: Smeargle now learns it
King's Shield: Lowers opponents attack by two stages when attacked
Knock Off: Removes opponents held items; does 1.5x damage.
Last Resort: Always fails.
Me First: Copies the foe at 1.5x power and uses it right away.
Metal Burst: Returns 1.5x damage
Mirror coat: Returns double damage
Nightmare: A target is hurt by 1/4 max HP per turn.
OHKO moves: Fails everytime
Payback: Doubles in power
Powder: Target loses 1/4 HP upon attacking and their attack is negated.
Protect: No change
Pursuit: Power doubles; Hits mons before they switch
Round: Power doubles.
Sleep Talk: Uses another known move. Can be used while awake.
Smelling Salts: Power doubles; Cures paralysis
Snatch: Steals moves to use
Snore: Can be used while awake.
Solar Beam: Always 1 turn
Stomp, Steamroller, Body Slam, Dragon Rush, Flying Press, and Phantom Force: 2x Power and cannot miss.
Sucker Punch: Always works.
Surf: Power doubles
Synthesis/Morning Sun/Moonlight: Heal 66% of maximum health.
Thunder: Can't miss
Toxic: Can't miss
Toxic Spikes: Everything now absorbs it
Venom Drench: Lowers SpA, Atk, and Spe of foe by 1
Venoshock: Consistently doubled power.
Wake-Up Slap: Power doubles; Cures sleep
Weather Ball: Double Power, changes type in weather
Wide Guard/Quick Guard: No change
High Jump kick: User loses 50% of its max HP
Jump Kick: User loses 50% of its max HP
Magnitude: Doubles power
Twister: Doubles power
Whirlpool: Doubles power
All Weather inducing
Strategy:
Excadrill is a powerful and centralizing threat in Conditions, due to its access to two abilities with incredible effects. Sand Rush doubles Excadrill's Speed regardless of the weather condition, allowing it to outspeed Omastar in Rain. Excadrill can also act as a powerful wallbreaker by utilising Sand Force and a Choice Band. Choice Band no longer locks the user into anything, hence completely outclassing Life Orb. Sand Force gives a 33% boost to all of Excadrill's moves, providing incredible boosts to damage at no extra cost. Additionally, Earthquake has an astounding 200 Base Power in Conditions, seeing as power doubles if an opponent uses Dig. This makes Excadrill stupidly powerful, allowing it to 2HKO Fur Coat Giratina after Stealth Rock damage and doing at least 120% to Hippowdon! Hence, flying type Pokemon are definitely recommended.
Similar to Sturdy Shedinja in Balanced Hackmons, Trevenant has an ability that enables it to live any hit. The ability Harvest now gives a Pokemon's item back at the end of every turn regardless of the item and the weather condition. Focus Sash is also changed in Conditions! It becomes much more viable in this metagame due to the ability to live any hit regardless of your HP Percentage. It doesn't matter if a Pokémon is at 1% or 88%, it's going to live and use its Focus Sash up; however, thanks to Harvest it regains its Focus Sash every turn. Trevenant can still be overwhelmed with Knock Off, Trick, Status, Weather (Hail, Sandstorm) or any other form of passive damage.
Dragonite becomes an incredibly potent threat within the Conditions metagame due to its access to an upgraded Multiscale, an upgraded Eviolite and its somewhat formidable natural bulk. Dragonite has Multiscale regardless of its remaining HP, meaning it will always take half damage from attacks. Coupled with Eviolite, Dragonite obtains absolutely atrocious bulk. Here are some calculations:
252 Atk Life Orb Weavile Icicle Crash vs. 252 HP / 252+ Def Eviolite Multiscale Dragonite: 172-203 (44.5 - 52.5%) -- 10.9% chance to 2HKO
252 Atk Life Orb Mamoswine Icicle Crash vs. 252 HP / 252+ Def Eviolite Multiscale Dragonite: 179-213 (46.3 - 55.1%) -- 62.5% chance to 2HKO
+6 252+ Atk Life Orb Bisharp Knock Off (97.5 BP) vs. 252 HP / 252+ Def Eviolite Multiscale Dragonite: 218-257 (56.4 - 66.5%) -- guaranteed 2HKO
+6 252 SpA Life Orb Thundurus Thunder vs. 252 HP / 0 SpD Eviolite Multiscale Dragonite: 303-357 (78.4 - 92.4%) -- guaranteed 2HKO
252+ Atk Choice Band Tyranitar Stone Edge vs. 252 HP / 252+ Def Eviolite Multiscale Dragonite: 136-162 (35.2 - 41.9%) -- guaranteed 3HKO after sandstorm damage
Mechanic Philosophy:
This metagame follows the mindset that everything has a cost that it can now avoid, i.e. Pokemon can now get the boost from Choice Items without being locked in. For the majority of moves this is enough, it's simple and you should be able to figure it out yourself. However, a lot can be up for interpretation, so we need to expand.
Using this mindset a lot of abilities like Moxie, Regenerator and Natural cure would activate every turn, or at an undefined time. But this isn't right, it doesn't fit the metagame as it would be too subjective, so we have settled for it occurring at the second most reasonable condition.
For example, Regenerator wouldn't heal a Pokemon by 33% each turn, but it would heal when it switches. We settled for "out" being the condition in this case.
If you do have any questions about this changes, then please PM me (Grains of Salt) so I can either explain the reasoning or change it.
Questions and Answers
Q: How does weather work?
A: Conditions directly regarding weather, like increased power for Water/Fire moves in Rain/Sun and Special Defence boost to rock types aren't affected. However, moves/abilities that have conditions regarding weather are changed, like Swift swim or Sand force. If a weather condition conflicts with itself, then it is ignored. An example is Solar beam increasing and decreasing a lot, ending up at like 3,5 base power without this rule.
Q:
Resources:
Will add helpful posts here in the future!
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