Glory in Faint
Metagame Premise:
- When the health reaches 0%, the pokemon enters a "frenzy mode", which:
* Immediately restores the health to
100%, but the health decreases by
50% at end of each turn (health loss cannot be prevented by Magic Guard), and all attacks on it will be critically hit.
* Gives +1 of Attack, Special Attack, and Speed will be given
in addition to the boost that existed before frenzy mode activated (Yes, Unaware does not mind about this boost).
* Cures status but can be Poisoned, Paralyzed, Burnt, put to Sleep, or Confused again. Effects from trapping moves and Curse from Ghost-types will remain the same.
* Is unable to switch out until it reaches 0% health again after entering frenzy mode.
During frenzy mode, the player can use moves as usual. This includes usage of status moves, Z-moves, and more.
Potential Bans and Threats:
- Bans
* OU Banlist (But I think Ubers banlist will be more dynamic)
* Kyurem-B
*
More to come
- On-the-Radar
* Tapu Lele (Frenzy mode makes this deity a monster and revenge killing is significantly harder because of Psychic Terrain)
- Threats
* Protect-sque move and Fake Out: This makes shutting down 'mons in frenzy mode significantly easier.
* Priority moves: Since 'mons in frenzy mode will always be critically hit, they are likely to faint after a bit of prior damage.
* Boost spams: With frenzy mode's boost, walling Shell Smash users / Belly Drum users is going to be incredibly difficult.
* Unaware users: Assuming players send Unaware user with typing advantage, they can handle dead 'mons easily.
Questions:
* What other threats will run rampant in frenzy mode and will be on radar?
* How do 50% lifesteal and 75% health loss per turn sound to you? (This way, Protect will be more handy).
* Will Ubers banlist be appropriate for this metagame?
* Please point out anything that I have missed or anything that seems unbalanced.