I would like to nominate the
Second+Fourth Gen Congregation as our first Weekend Tourney type.
Standard Rules
Evasion, Extended, Freeze, OHKO, Sleep, and Soul Dew Clause must be in play.
None of following pokemon are allowed:
Arceus
Darkrai
Deoxys[-A/D/S]
Dialga
Garchomp
Giratina[-O]
Groudon
Ho-Oh
Kyogre
Latios
Lugia
Manaphy
Mew
Mewtwo
Palkia
Shaymin-S
Wobbuffet
Wynaut
Extra Rule
Maximum amount of EVs in HP: 248.
Maximum amount of EVs in any other stat: 52
Only NEUTRAL natures allowed.
Who else thinks 2nd gen was the best? Who likes the more offensive options available to 4th gen? What if we mix them together! That's what this tourney is about.
This, in my opinion, does a number of things that makes the game more interesting. We have removed what has probably been one of the more intricate parts of team-building: EV spreads. Now building a team is as simple as picking the pokemon, giving it an item, and giving it four moves. This was exactly as GSC was, and what we try to replicate. Of course, we have the physical/ special split, Choice items, Life Orb, abilities, and MANY new pokemon, so don't think your usual team of Skarm/Blissey/Snorlax will save you here.
Speaking of things being removed, now you don't have to second-guess yourself as to if that Lucario is running a +Speed nature or regular Nature to beat your Jolly Mamoswine: everything is stuck with a very specific speed stat. Salamence will always beat Roserade, Scizor always beats Tyranitar, and Swampert always beats Blissey. No more guessing: you know that Zapdos will always beat your Gyarados, so no more tricky Jolly nature with a LO to KO it!
In terms of attacking, you would see that using the stats from GSC compared to the ones given by the 248/52/52/52/52/52, there is very little difference in damage done. Like, 2 damage differences. It's almost playing GSC in DPPHGSS!
Of course, there are now many new ways to break stall that wasn't available, such as Life Orb and the new choice items. The physical/special split didn't help it either: it doesn't mean that stall is out, though! With more entry hazards than ever, not to mention a plethora of mixed walls, stall hasn't been more fun!
How is this insanely different from DP? Do the set stats make THAT much of a difference to how we play?
-Actually, it DOES make a difference! Everything is, in a way, maxed out. For example, Skarmory retains his usual physical defensive prowess while also gaining boosts in terms of speed(especially when you consider 70 is pretty good when it now beats Tyranitar 100% of the time[without scarf]), Sp. defense, and attacking power. While Infernape keeps his usual high-paced speed and attacking stats, he has a lot more staying power than he ever did. Pokemon such as Snorlax, who's biggest issue was a lack of way to invest with EVs and do as much as he did, now is back to his former glory as a pokemon-slaughtering Special tank. If you don't believe me, try it out with a friend and see for yourself!
Standard: Max Atk Lucario hitting Max +def Nature Bronzong with LO Close Combat.
350 Atk vs 364 Def & 338 HP (120 Base Power): 160 - 190 (47.34% - 56.21%)
Tournament: 52 Atk Lucario hitting 248 HP, 52 Defense Bronzong with LO Close Combat.
269 Atk vs 281 Def & 337 HP (120 Base Power): 160 - 190 (47.48% - 56.38%)
So you can tell that both offensive and defensive stats are maxed out in this manner(offense does a bit better because of the one lost HP but meh) as compared to the regular metagame. Now that we've seen the Offense play offensively and the defense play defensively, let's see the reverse: Tyranitar getting hit by it's "counter", Swampert.
Standard: neutral Nature Swampert(no EVs) hitting 4 Hp Tyranitar with Earthquake.
256 Atk vs 256 Def & 342 HP (100 Base Power): 218 - 258 (63.74% - 75.44%)
Tournament: 52 Atk Swampert hitting 248 HP, 52 Defense Tyranitar with Earthquake.
269 Atk vs 269 Def & 403 HP (100 Base Power): 218 - 258 (54.09% - 64.02%)
As you can tell the same amount of damage is done, but the amount of % stripped off of Tyranitar is considerably less because of the HP increase. Damage fluctuates depending on how a pokemon is used in the standard metagame: if they are used for attacking they have the same attacking power, if they are used for defensing they take the same damage when maxed in standard as they do with these rules.
Now that you've seen offense vs defense and defense vs offense, how about some offense vs offense: CB Scizor hitting Salamence with Bullet Punch(no intimidate).
Standard: Max Attack Scizor hitting 4 defense Salamence with CB Tech Bullet Punch
591 Atk vs 197 Def & 331 HP (60 Base Power): 195 - 229 (58.91% - 69.18%)
Tournament: 52 Attack Scizor hitting 248 HP, 52 Defense Salamence with CB Tech Bullet Punch
463 Atk vs 209 Def & 393 HP (60 Base Power): 144 - 169 (36.64% - 43.00%)
The good news is that it nerfs the power of offensive teams versus..... well, itself. You have to out-play your opponent consistently instead of forcing through a single opening: long term-thinking for a short match, basically. Now let's take a look at defense vs defense, where something like Skarmory roosting and getting EQed by Swampert.
Standard: Neutral Nature Swampert(no EVs) hitting Max +Defense Skarmory with EQ.
256 Atk vs 416 Def & 334 HP (100 Base Power): 134 - 158 (40.12% - 47.31%)
Tournament: 52 Attack Swampert hitting 248 HP, 52 Defense Skarmory with EQ.
269 Atk vs 329 Def & 333 HP (100 Base Power): 176 - 210 (52.85% - 63.06%)
And what if they don't roost? Let's try Hydro Pump:
Standard: Neutral Nature Swampert(no EVs) hitting Max +Defense Skarmory with Hydro Pump.
206 Atk vs 176 Def & 334 HP (120 Base Power): 151 - 178 (45.21% - 53.29%)
Tournament: 52 Sp. Attack Swampert hitting 248 HP, 52 Sp. Defense Skarmory with Hydro Pump
219 Atk vs 189 Def & 333 HP (120 Base Power): 150 - 177 (45.05% - 53.15%)
Vote 2+4: the best way to come up with 6!