The Heart of the Cards - Gen 7 Edition (Slate #9: Blissey, Claydol, Ampharos (Submission Phase))

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Approved by G-Luke
Got Permission from the Original Host, colourcodedchaos
Mostly Copy/Pasted from the original Gen 6 Edition


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*insert cool banner here*

The Heart of The Cards- Gen 7 Edition!
Basically, in this Pet Mod, Pokemon receive one move and one ability from any of their TCG cards. Simple enough?

Using the countless, and I mean COUNTLESS, moves and abilities given to Pokemon in the Trading Card Game, this Pet Mod aims to expand the movepools of all Pokemon by adding a cool new move and further a Pokemon's usefulness with a brand new ability. For example, what if Aerodactyl had a better Flying-move? Or what if Umbreon had better abilities? Thanks to this Pet Mod and the huge world of the TCG, we get to find out!

A Pokémon is selected by the winner of the previous round (I'll be picking the first one). The same Pokémon cannot be selected twice in a row, but can be selected multiple times. There's a lot of cards out there!
The first slate will be 3 Pokemon. Each winner chooses one Pokemon. If a winner doesn't choose a Pokemon, I will fill the needed spots.

People go through the appearances in the TCG of the Pokémon's evolutionary line. They're looking for moves or abilities that can't be learned by the 'mon in question. This... really, really shouldn't be hard, considering some of the insanity in the TCG.

They then remake these moves, abilities, Pokémon Powers, Ancient Traits or whatever into ones that work in the video games. People are allowed to submit ONE (1) move AND ONE (1) ability.

The elemental types of moves are limited to the elemental type of the card it comes from and/or the type/s of the Pokémon in question. The TCG Types are as follows:-

Grass: Bug, Grass, Poison (for cards released prior to Diamond and Pearl)
Fire: Fire
Water: Ice, Water
Lightning: Electric
Psychic: Ghost, Poison (for cards released after Diamond and Pearl), Psychic
Fighting: Fighting, Ground, Rock
Darkness: Dark
Metal: Steel
Colourless: Dragon (for cards released prior to Dragon Selection), Normal, Flying
Dragon: Dragon (for cards released after Dragon Selection)
Fairy: Fairy

For example, Delta Species Cacturne from Crystal Guardians is a Fighting-type card. If an entrant wanted to adapt the move Triple Needle from that card, the choice of elemental type would be limited to Grass, Dark, Fighting, Ground, or Rock.

Abilities can be given to any Pokémon in the evolutionary line. However, if the Pokémon on the slate already has three abilities, then the designer must select an ability to be removed and give a good reason as to why. Mega Evolutions still replace the Pokémon's ability, so entrants should probably bear that in mind, unless the entrant explicitly specifies that the ability is for a Mega Evolution; the ability has to come from a Mega Evolution card, and only applies to the Mega Evolved version of the Pokémon on the slate. No making up Megas, chaps! =]

Moves from TCG can become abilities

For example, Kingdra from the Aquapolis expansion has the Poké-Power Water Cyclone. Kingdra has the abilities Damp, Sniper, and Swift Swim, so one of those would have to be got rid of. An acceptable reason would be "Water Cyclone's effect (whatever it might be) is more suited to its traditional role of a wallbreaker on Rain teams, much more so than the more situational Sniper". An unacceptable reason would be "damp sux lol" or variations thereof. Conversely, Eelektrik from the Noble Victories expansion has the ability Dynamotor, but since Eelektross only has one ability (Levitate), no explanation is necessary.

The community then votes on which one is the best/most interesting/most fun to use, and the winner is included in the Hall of Fame in the OP. In the event of a tie, both entries are added. People are allowed to vote for ONE (1) MOVE and ONE (1) ABILITY unless otherwise explicitly stated, and are not allowed to vote for themselves unless otherwise explicitly stated either. This should help to keep things nicer and fairer for everyone. =]

If the move or ability made comes from a preevolution or Mega card, make sure to point out that it does come from such a card, whether it be in the HIDE box name, sprite above it, or next to the card's name in "Appearance in TCG."

After this, there will be a discussion phase to see what new and cool sets can be made using the new content. Then the next 'mon will be added to the slate; in the event of a tie, the users offer their selections to be voted on by the community. Whoever picks the next Pokémon on the slate may not enter that round; however, they are free to put together an example if they want to. EDIT 12/11/17: I ignored this, so you should too.

And then the process starts again! =]

EDIT 12/11/17:
I just realizedthat I changed this so:
"People are allowed to vote for ONE (1) MOVE and ONE (1) ABILITY unless otherwise explicitly stated, and are not allowed to vote for themselves unless otherwise explicitly stated either" - This was changed to a points system where you can vote for up to 3 subs and you can vote for yourself, but not as first place. If you vote for 3 subs, 1st gets 3 points, 2nd gets 2, and 3rd gets 1. If you vote for 2 subs, 1st gets 2 points and 2nd gets 1. And if you vote for 1, they get 1 point.

Move Submissions Template (remove stuff in Blue):
Move Name: (Name of the move straight from TCG)
Appearance In The TCG: (List the TCG set where the card comes from here. It proves you're not making it up. Not that you would, of course. I trust you. It's those other, much naughtier people out there... =])
Base Power: (The base power of the move. This doesn't have to be at all related to the number on the card, but try and keep it fairly in line. Remember, though, that you're balancing this for the present OU meta)
Power Points: (I leave this at your discretion, but again, try and balance it for the meta. An enormously powerful move with a great effect isn't going to have high PP.)
Accuracy: (The accuracy of the move, written as a percentage. Sometimes this is used as a balancing measure. Sometimes it is used to make Cross Chop suck. Nobody likes Cross Chop, and that makes Cross Chop sad (:[).)
Elemental Type: (As explained in the rules above. I've laid it all out for you in the OP, so there's no excuse for getting it wrong. Yes, it's a limiting factor, but you can't have it all your own way. =])
Damage Category: (Physical, Special, or Status. You can convert damaging moves into non-damaging moves and vice versa at your discretion.)
Effect: (The secondary effect of your move submission, if it has one... and let's be realistic, it probably will. List the proc chance as well, if applicable. This includes stuff like priority, stat increases or decreases, status effects, and so on and so forth. You don't have to stick rigidly to what's on the card, either.)
Z-Effect: (If it's an Attacking move, list the Z-Move of the type and the BP (a good chart for that can be seen here.) If it's non-damaging, list the effect. A loose pattern is the more useless a move it is, the better it's Z-Move is (ex. Splash, Celebrate, Forest's Curse, etc.))
Target: (What your move is capable of hitting. I leave that to your discretion. Keep in mind that Triples don't apply anymore in Gen 7.)
Makes Contact: Yes/No (Whether or not a move makes contact with the target or targets. Tough Claws users will tell you how this can be a big deal. =]. This also has great effects on the Rocky Helmet, too)
Special Properties: (If it's a sound-based move, goes through protect, effected by Snatch, and so on.)
Design Rationale: (Why you've decided to make this move, what you think it contributes, that sort of thing. This is entirely optional, but it'll probably help. Some flavor can also go here.)

Ability Submission Template (remove stuff in Blue):
Ability Name: (The name of the ability right from TCG. Obviously. =])
Appearance In The TCG: (As with the move template, list the set where the card comes from.)
Effect: (What the ability does. This, the astute among you may have gathered, is a reasonably important section to fill out. =])
Ability Replaced: (If you're submitting an ability for a Pokémon that already has three (or for a Mega Evolution, which are only allowed one) then you'll need to specify which. Just put N/A in for those fortunate Pokémon to whom this does not apply.)
Design Rationale: (This is probably the most important section when designing a new ability. Be. Detailed. As much detail as you can. Of course, you don't have to put in very much... but it'll probably be to your advantage.)

Both templates are the same as before, courtesy of colourcodedchaos. And yes, I do agree, Cross Chop is not that good.

Yoshiblaze

Reviloja753


Looking at least 1 more to help out.

Current Banlist (for eventual coding):
  • OU Banlist (There will be appropriate adjustments will made for banned Pokemon with unbanned prevos, such as giving the moves/abilities to their prevos (especially if the move/ability in question comes from a pre-evolution's card), or in extreme cases, unbanning them)
  • If any move or ability is deemed broken, then it will be tweaked or completely removed and reslated.
  • Also, Archeops, Regigigas, and Slaking will be banned from having new abilities (Sorry Regi fans :[). There's a small possibility that when the Archeops slate comes, it will be tested with an ability to see if it's broken.
Slate #9:
First, it's the stall staple of every generation, sometimes unevolved, suggested by Reviloja753, BLISSEY:

Next, it's a thing with a bunch of eyes..., suggested by Gravity Monkey, it's CLAYDOL:

Finally, we have the cutest sheared-sheep-lighthouse-dragon-that-can-turn-into-Fabio ever, suggested by MeepBard, it's AMPHAROS:

Archive
Hall of Fame
Viability Rankings
 
Last edited:
Archive


WINNING MOVE: TELEPORT BLAST BY Squawkerz
Move Name: Teleport Blast
Appearance In TCG: Team Rocket
BP: 70
PP: 20 (32 Max)
Accuracy: 100%
Elemental Type: Psychic
Damage Category: Special
Effect: Switches the user out after doing damage
Z-Effect: Shattered Psyche (140 BP)
Target: Single
Contact: No
Design Rationale: Gives Alakazam a much needed form of momentum, and with Magic guard, you can bring another pokemon in without fear of them being burnt or poisoned.

WINNING ABILITY: PSYLINK BY Yoshiblaze
Ability Name: Psylink
Appearance In The TCG: Gym Challenge
Effect: As long as Alakazam has not fainted, raises the Attack and Special Attack of all of Alakazam's Allies that have a damaging Psychic-type move by x1.15. Also raises Alakazam's Attack and Special Attack by x1.15 if it has a Psychic-type move.
Ability Replaced: Inner Focus
Design Rationale: This ability acts as a nice boost to Alakazam's power, raising its Special Attack to a nice Base 155, which allows it to hit a bit harder. It also allows it to boost the power of its teammates, as long as they have a damaging Psychic move (which prevents it from abusing Calm Mind with other Pokémon) For example, if your Raikou has Extrasensory, its Special Attack is now 133 (132.5 rounded up). It can really be a big help to Pokémon that commonly run Psychic-type coverage moves, like Zoroark or even Typhlosion.


WINNING MOVE: CLUTCH BY colourcodedchaos
Move Name: Clutch
Appearance In The TCG: Blaziken #14, Furious Fists
Base Power: 50
Power Points: 10-16
Accuracy: 90%
Elemental Type: Fighting
Damage Category: Physical
Effect: Prevents the target from switching out. If the enemy tried to switch out on the turn it is used, this attack deals double damage.
Z-Effect: All-Out Pummelling (110 BP)
Target: Single Adjacent Enemy
Makes Contact: Yes
Special Properties: --
Design Rationale: This is a very, very good move for Blaziken, as it effectively allows it to deal damage and get an extra turn of Speed Boost up. A combination of Anchor Shot and Pursuit, Clutch allows it to come in on softer targets or leads and keep it jammed in place (y'know, Ghost-types notwithstanding) while you beat the hell out of it and boost until it's dead. It's useful! =]

WINNING ABILITY: VAPOUR KICKS BY colourcodedchaos
Ability Name: Vapour Kick (Originally a move)
Appearance In The TCG: Blaziken FB, #2 Supreme Victors
Effect: This Pokémon's physical Fire-type attacks do super-effective damage to Water-type Pokémon
Ability Replaced: N/A
Design Rationale: The original move, Vapour Kick, deals double its normal quota of damage if the opponent has any Water-type Pokémon in play, and I thought that'd be a cool ability - effectively giving it a retyped Freeze-Dry effect on all its physical Fire-type moves. Plus, it has to be good enough that you'd pass up Speed Boost for it, and there isn't much that's that good in the game full stop. With this ability, though, it no longer fears bulky Water-types and can dish out a serious amount of hurt. I specified physical attacks partly as a balancing measure and partly because of the ability's name, but mostly because who on God's green Earth is going to run a special Blaziken?


WINNING MOVE: WHUMP BY Exploudit
Move Name: Whump
Appearance In The TCG: Diamond & Pearl - Great Encounters
Base Power: 120
Power Points: 10-16
Accuracy: 90%
Elemental Type: Fighting
Damage Category: Physical
Effect: The user gets confused and the target has a 50% chance to flinch
Z-Move: All-Out Pummeling (BP 190)
Target: Single Opponent
Makes Contact: Yes
Special Properties: None
Design Rationale: I tried to be pretty loyal to the TCG move, instead of stopping the opponent from attacking on their next turn, I though flinch would be a great equivalent for the games.

WINNING ABILITY: ANGER POINT BY Exploudit
Ability Name: Anger Point
Appearance In The TCG: Diamond & Pearl - Great Encounters
Effect: For as long as the user has less than 100% HP, it gains a 1.4x boost in any attacking move
Ability Replaced: Anger Point. Not only is Anger Point not accomplishing anything competitively for Mape but it would also be weird to have two abilities with the same name, am I right?
Design Rationale: Once again, I tried to follow the card as best as I could. I'm not sure if the 1.4x boost is too much, but it's not much more than Tough Claws and Primape has booty stats anyways.


WINNING MOVE BY ROCK SHOWER BY Kilgrave
Move Name: Rock Shower
Appearance In The TCG: XY - Primal Clash
Base Power: 60
Power Points: 10 (unboosted)
Accuracy: 50%
Elemental Type: Rock
Damage Category: Physical
Effect: Hits 3 times, each with a 50% chance to hit. Each hit has a 10% chance to make the opponent flinch.
Z-Effect: Power: 120, Type: Rock
Target: Both
Makes Contact: No
Special Properties: N/A
Design Rationale: It makes sense that Rhyperior should be able to fire rocks, and the mildy inaccurate but deadly Rock Shower proves that. Although the flinch chance can get ridiculously high, it doesn't really matter too much as Rhyperior is slow af.

WINNING ABILITY: ROCK WALL BY Kilgrave
Ability Name: Rock Wall
Appearance In The TCG: XY - Primal Clash
Effect: Damage done to this Pokemon through direct attacks is reduced by 10%
Ability Replaced: Lightning Rod
Design Rationale: Pretty useful ability that increases Rhyperior's physical bulk even more. And it is entirely possible that Rhyperior could make a wall of rock.


WINNING MOVE: CHAKRA POINTS BY Kilgrave
Move Name: Chakra Points
Appearance In The TCG: Platinum - Supreme Victors
Base Power: 25
Power Points: 20 (without any PP boosting items)
Accuracy: 100%
Elemental Type: Psychic
Damage Category: Physical
Effect: Base power increase by 25 for every non-fainted Pokemon on the opponent's team.
Z-Effect: Power: 160, Type: Psychic
Target: Single
Makes Contact: Yes
Special Properties: None
Design Rationale: Ma boi is smart. He use mighty move. It has 150 base power if you opponent has six no-fainted Pokemon lol. And it can be Pure Power boosted. GG ma boi strongest Pokemon now.

WINNING ABILITY: POWER HEAL BY Ticktock
Ability Name: Power Heal
Appearance In The TCG: EX Hidden Legends
Effect: This Pokemon does 10% more damage and also heal itself for half the damage for all moves.
Ability Replaced: N/A
Competitive Use: Its pretty OP, but like another fellow friend Gen 6 Parental Bond Omega Barrage, it doesn't do much damage as a measly 60 Attack is pathetic, but it does give a little boost, as well as the ability to heal off any damage done by Life Orb.


WINNING MOVE: SLURP SHAKEDOWN BY Squawkerz
Move Name: Slurp Shakedown
Appearance In The TCG: Dark Explorers
Base Power: 60
Power Points: 10 (16 Max)
Accuracy: 90%
Elemental Type: Electric
Damage Category: Physical
Effect: Switches the opponent out into a random Pokemon, then deals damage
Z-Effect: Power: 120 Type: Electric
Target: Single
Makes Contact: Yes
Special Properties: -6 Priority
Design Rationale: A reverse dragon tail that switches out the opponent before the move does damage. That means it can still phase out the opponent, regardless of immunity.

WINNING ABILITY: DYNAMOTOR BY Squawkerz
Ability Name: Dynamotor
Appearance In The TCG: Noble Victories (From Eelektrik)
Effect: This pokemon gains the Charge effect on switch-in. (Doubles the damage of an Electric attack once every time it switches in.)
Ability Replaced: N/A
Design Rationale: This ability is about on par with having no weaknesses. Being able to deal a charge boosted attack to a supposed check or counter is really nice.


WINNING MOVE: DESTRUCTIVE SOUND by Exploudit
Move Name: Destructive Sound
Appearance In The TCG: Black & White - Plasma Storm
Base Power: 65
Power Points: 25-40
Accuracy: 100%
Type: Normal
Damage Category: Special
Effect: If the target of this move is holding an item, then the target will lose the item and the power of the move is increased by 50%. The item cannot be recovered with Recycle. If the Pokémon is holding an item that cannot be removed, such as Giratina with the Griseous Orb, Arceus holding any of its plates or a Pokémon who is holding a Mega Stone needed for it to Mega Evolve, then the move will not do extra damage and they will not lose the hold item. If the user is knocked out from recoil caused by the opponent's hold item or ability, then the opponent will keep the hold item. If the target has got the Sticky Hold ability, the damage will be increased, but the opponent will not lose the hold item. Sound-based Move.
Z-Move: Breakneck Blitz (BP 120)
Target: All Opponents
Makes Contact: No
Design Rationale: I essencially turned Destructive Sound into a Knock Off Clone, definitely not overpowered, but not weak as well.

WINNING ABILITY: EXTRA NOISE BY Kilgrave
Ability Name: Extra Noise
Appearance In The TCG: EX Crystal Guardians
Effect: Increases the damage of sound-based moves by 20%.
Ability Replaced: N/A
Design Rationale: Exploud is extra noisy. It makes sense to have an ability like that.


WINNING MOVE: CURE STREAM by Exploudit
Move Name: Cure Stream
Appearance In The TCG: Diamond & Pearl - Secret Wonders
Base Power: 60
Power Points: 10-16
Accuracy: 100%
Elemental Type: Water
Damage Category: Special
Effect: Lowers the target's Attack and Special Attack by one stage each
Z-Move: Hydro Vortex (BP 120)
Target: Single Opponent
Makes Contact: No
Design Rationale + Competitive Corner: Just like the card move, it reduces the opponent's attacking power while Suicune attacks simoustaneously. Can be a interesting option for Suicune to force switches, and gain some Calm Mind BOOOSHTS

WINNING ABILITY: WIND CHARM BY Ticktock
Ability Name: Wind Charm
Appearance In The TCG: BREAKPoint #30
Effect: As long as Suicune is alive, all Pokemon won't become affected by status, both violate and non-violate.
Ability Replaced: None.
Design Rationale: It says that Suicune can purify and control the wind, so as long as it's alive, it can help Pokemon vulnerable to Paralysis and Taunt.


WINNING MOVE: MAGNET SLASH BY Pika Xreme
MAGNEZONE
Move Name: Magnet Slash
Appearance In The TCG: Magnezone (DP Promo 32)
Base Power: 110
Power Points: 15 (max 24)
Accuracy: 85
Elemental Type: Electric
Damage Category: Special
Effect: If the target is Steel-type, always hits. Super Effective against Steel-types.
Z-Effect: 185
Target: One
Makes Contact: Yes
Special Properties: None
Design Rationale: Magnet Pull makes Steel-types unable to escape Magnezone. Magnet Slash makes them wish they could. Now you can finally do away with Hidden Power!

WINNING ABILITY: ELECTRIC TRANS BY Exploudit
Ability Name: Electric Trans
Appearance In The TCG: Diamond & Pearl - Legends Awakened
Effect: For as long as Magnezone is not inflicted with a status condition, its Electric- and Steel-typed moves deal 1.2x more damage
Ability Replaced: Sturdy
Design Rationale + Competitive Corner: Pretty simple and loyal to the card, since there are no energies in the games, i figured just adding a boost in damage would do. Relacing Sturdy is sad, but its Mag's less viable ability. This ability allows Mag to bluff Magnet Pull (most people dont even try switching out) and still get a noticiable buff to its STABs


WINNING MOVE: TRACTOR BEAM BY Ticktock
Move Name: Tractor Beam
Appearance In The TCG: Guardians Rising #54
Base Power: 100
Power Points: 5-8
Accuracy: 80
Elemental Type: Psychic
Damage Category: Special
Effect: Switches out the opponent and hits twice, one for the first opponent and the other for the new opponent. Hits twice if the opponent is the only one in the party.
Z-Effect: 180 BP
Target: Any adjacent enemy
Makes Contact: No
Special Properties: None
Design Rationale: Well, talk about OP. Hitting the opponent once, switching it out, and then attacking them again hurts.

WINNING ABILITY: MAGIC BARRIER BY Ticktock
Ability Name: Magic Barrier (originally Magic Room)
Appearance In The TCG: Emerging Powers #47
Effect: Summons Magic Room on switch in.
Ability Replaced: Frisk
Design Rationale: Just something to make Magic Room viable.


WINNING MOVE: HOT AIR BY Origin0
Move Name: Hot Air
Appearance In The TCG: Team Magma’s Torkoal, EX Team Magma VS Team Aqua 12
Base Power: 60
Power Points: 10 (max 16)
Accuracy: 100
Elemental Type:

Damage Category:

Effect: Forces opponent to switch to a random teammate.
Z-Effect: Inferno Overdrive,120 BP
Target: Selected Target
Makes Contact: No
Special Properties: -6 priority
Design Rationale: Torkoal is somewhat passive so a phasing move is very useful to remove an opponent trying to set up or to rack up hazard damage. It’s even boosted by STAB and sun, effectively giving it 120 BP, so it hits harder than one might expect. It can also be used to phase most Ghost-types that attempt to block Torkoal’s Rapid Spin.

WINNING ABILITY: HOT SNORT BY Exploudit
Ability Name: Hot Snort
Appearance In The TCG: HS - Unleashed
Effect: 30% chance to Burn any target when switching in
Replaces: Shell Armor
Design Rationale + Competitive Corner: Also pretty simple, I feel its good enough to compete with Drought as an ability slot.


WINNING MOVE: POWER SHORT BY Reviloja753
Move Name: Power Short
Appearance In The TCG: Raichu EX Emerald 97
Base Power: 65
Power Points: 16 (Max PP)
Accuracy: 90%
Elemental Type: Electric
Damage Category: Special
Effect: Power is doubled if the foe has stat changes. Removes said stat changes from the target. Cannot damage or change stats of Pokemon with Clear Body and its variants. 10% chance to paralyze.
Z-Effect: Base 140 Power (Had to increase it from what the chart says by just a little .3.)
Target: Single Target
Makes Contact: No
Special Properties: Bypasses substitutes (but does not break it).
Design Rationale: I thought that set-up is somewhat big part of OU. The one major counter to it was Marshadow and Spectral Thief, but that got quickbanned. I decided to make a more balanced version of Spectral Thief with this one. It just resets stat changes of any kind, rather than only steal boosts. Also, both Raichu forms are rather frail, meaning they can't stick around for long. It's essentially a combination of Clear Smog and Facade, and that alone should give the Raichus some sort of niche in OU, even if its a somewhat small one. It would likely be good on either the Nasty Plot set currently in the analysis for Raichu or a potential Focus Sash offensive utility set.

WINNING ABILITY: VOLTAGE INCREASE BY Pika Xreme
Ability Name: Voltage Increase
Appearance In The TCG: Raichu (Prime), Undaunted 83
Effect: Increases the power of Electric-type move by 1.5x.
Ability Replaced: N/A
Design Rationale: Like with Electric Trans, energy isn't a thing, so it boosts power instead. This makes Raichu actually pretty threatening in battle by making its Electric STABs hurt. A lot. Badly.


WINNING MOVE: FAIRY POWER BY Gravity Monkey
Move Name: Fairy Power
Appearance In The TCG: HeartGold & SoulSilver (#3)
Base Power: -
Power Points: 5 PP (8 max)
Accuracy: 100
Elemental Type: Normal (:/)
Damage Category: Status
Effect: The user switches out. Every effects on the pokemon (such as status) are removed, and the pokemon heals 50%.
Z-Effect: The user heals completly.
Target: Self
Makes Contact: No
Special Properties: -
Design Rationale: A really effective support move. In the TCG, getting your pokemon back to your hands is equivalent to remove the effects from it, I thought this was the best balanced way to represent the attack.

WINNING ABILITY: MOON GUIDANCE BY Origin0
Ability Name: Moon Guidance
Appearance In The TCG: Clefable, Plasma Storm 98
Effect: Before its turn, there is a 50% chance this Pokemon’s Special Attack stat will increase by 1 stage.
Ability Replaced: Cute Charm
Design Rationale: This ability allows Clefable to potentially be more offensively oriented, gradually increasing its offensive presence. Paired with Calm Mind, Clefable might increase its special attack by 2 stages in one turn.


WINNING MOVE: DRESS UP BY Reviloja753
Pokemon: Sylveon
Move Name: Dress Up
Appearance In The TCG: Generations RC21
Power Points: 16
Accuracy: —
Elemental Type: Fairy
Damage Category: Status
Effect: Raises the user’s speed by two stages and special attack by one stage. Lowers the user’s Special Defense by one stage. If the foe is of the opposite gender, they have a 25% of being infatuated.
Z-Effect: +1 Defense
Target: User
Special Properties: Effected by Snatch.
Design Rationale: I made this mostly because I wanted to give Sylveon a way to have an actual speed stat. However, it has more to it than just mindless set up. It has a downside of lowering SpDef, meaning Calm Mind is still viable. However, it actually works with both Pixilate and Energy Evolution in terms of use. The former should be obvious. The latter counteracts the downside of this move for the first time you use it. You also could run Z-Dress Up to Boost Defense one time, maintaining more bulk. You also could use Dress Up as a way to more easily WishPass or benefit from Wish itself when running Protect while becoming less passive. Overall, Dress Up is very versatile and useful, but also has a downside. It really gives Sylveon a niche in OU, even if only given Pixilate, due to how good of a setup move it is. In terms of flavor, dressing up in Sylveon’s case would likely be a sort of tea party OR a way to attract mates with cute/hot outfits.

WINNING ABILITY: ENERGY EVOLUTION BY Reviloja753
Pokémon: Sylveon
Ability Name: Energy Evolution
Appearance In The TCG: Furious Fists 80 (Eevee)
Effect: This Pokémon has 1.5x Defense and Special Defense.
Ability Replaced: N/A
Design Rationale: Sylveon is the most similar eeveelution to Eevee. Since it doesn’t change as drastically as its siblings, the energy goes into its soul or energy. Since Eevee is the evolution Pokémon, I think the flavor checks out. In terms of competitive use, Sylveon has the distinct honor of having a baked-in Eviolite and still will be able to hold another item. This patches up its otherwise bad physical bulk. Due to this, Sylveon becomes a better defensive Pokémon and the best cleric in the game.


WINNING MOVE: LURE POISON BY Gravity Monkey
Move Name: Lure Poison
Appearance In The TCG: EX Sandstorm #3
Base Power: -
Power Points: 5 PP (8 max)
Accuracy: -
Elemental Type: Poison
Damage Category: Status
Effect: The opponent switches out. The new pokemon on the field gets toxified
Z-Effect: Raises Cradily's special defense by one stage
Target: Opponent
Makes Contact: No
Special Properties: -6 Priority
Design Rationale: I think I don't need to elaborate on the link with the card. This phazing move would help Cradily to become more efficient as an utillity pokemon. It can also prevents opponents wincon to enter the terrain or even have a way to gets Cradily matchups away.
WINNING ABILITY: PRIMAL VIBES BY Gravity Monkey
Ability Name: Primal Vibes
Appearance In The TCG: EX Team Aqua vs. Team Magma #90
Effect: While Cradily is on the field, opposing pokemons can't boost their stats.
Ability Replaced: N/A
Design Rationale: Preventing from evolving in TCG kinda means preventing from boosting. This ability would make our good ol' Cradily an interesting wall who could prevents opponents to set up.


WINNING MOVE: LUMINOUS BLADE BY Origin0
Move Name: Luminous Blade
Appearance In The TCG: Gardevoir EX, Steam Siege 111
Base Power: 90
Power Points: 15 (max 24)
Accuracy: 100
Elemental Type:

Damage Category:

Effect: High critical hit ratio, has a 20% chance to lower the target's Defense by 1 stage
Z-Effect: Twinkle Tackle, 175 BP
Target: Selected Target
Makes Contact: No
Special Properties: Deals damage based on the target's Defense
Design Rationale: An alternative Fairy-type STAB that hits on the target's physical side is nice for hitting Dark-types with higher special bulk or Assault Vests, like Alolan Muk, Houndoom, and Umbreon. It also has a chance to lower their Defense to potentially force them out.


WINNING ABILITY: LIFE LEAP BY Origin0
Ability Name: Life Leap
Appearance In The TCG: Gardevoir EX, Primal Clash 155
Effect: This Pokemon's direct attacks heal it for 33% of the damage done to the target. This ability is ignored if the Pokemon uses an HP-draining move.
Ability Replaced: Telepathy
Design Rationale: Life Leap will help Gardevoir stay healthy throughout the battle, making its powerful STAB attacks draining moves. Could be especially useful if used with Choice Specs or a few Calm Mind boosts.


WINNING MOVE: DRAGON MIST BY Origin0
Move Name: Dragon Mist
Appearance In The TCG: Altaria ex, EX Emerald 90
Base Power: 80
Power Points: 15 (max 24)
Accuracy: 100
Elemental Type:

Damage Category:

Effect: Can hit Fairy-types and does double damage against Steel-types. Also ignores the target's ability.
Z-Effect: Devastating Drake, 160 BP
Target: Selected Target
Makes Contact: No
Special Properties: Ignores the target's ability and resistances.
Design Rationale: Dragon Mist is a great Dragon-type STAB that allows Altaria to hit Steel-types without having to rely on Fire- or Ground-type coverage.


WINNING ABILITY: SONIC WING BY Reviloja753
Ability Name: Sonic Wing
Appearance In The TCG: Supreme Victors 49
Effect: Moves that take two turns to attack no longer do so.
Ability Replaced: N/A
Design Rationale: Altaria is based on a cloud. Some clouds move incredibly fast, as if it's a timelapse. Using Pokemon logic of stretching it to the Nth degree, we can hypothetically see some Altaria occasionally moving so fast, that they break the sound barrier. As such, this ability. Not a lot of Altaria would have this ability (I can see most Altaria in the wild having Natural Cure), which is why it has only 80 speed. In terms of competitive use, two moves come to mind- Sky Attack and Solar Beam. Having a spammable 140 power move BEFORE STAB makes up for a lackluster 70 Attack stat if you run Dragon Dance. Solar Beam isn't as good due to not being STAB. but it still is really powerful coverage. Cotton Cloud goes well with this ability too, with a potential DD set of Sky Attack/Cotton Cloud/EQ/Dragon STAB. Sonic Wing also allows for a mixed pre-mega set of Sky Attack/Solar Beam/Earthquake/Fire Blast. All in all, Sonic Wing provides the base form with a sizable niche of spamming Sky Attack and Solar Beam, and along with Cotton Cloud, can make Altaria extremely powerful.


WINNING MOVE: SPIRAL DRAIN BY Reviloja753
Move Name: Spiral Drain
Appearance In The TCG:EX Legend Maker 84
Base Power: 85
Power Points: 16
Accuracy: 90%
Elemental Type: Rock
Damage Category: Physical
Effect: Lowers the user's speed by one stage. This Pokemon recovers 50% of the damage dealt. Hazards are removed on this Pokemon's side of the field.
Z-Effect: 160 power.
Target: All adjacent Pokemon
Makes Contact: No
Special Properties: N/A
Design Rationale: Armaldo doesn't have any recovery moves that are any good. I decided to give it something akin to a combination of Drain Punch and Rapid Spin. With that level of role compression in a single move, it can run other moves in its movepool, such as Curse, Swords Dance and Stealth Rock. Overall, Spiral Drain gives it a lot more unpredictability in its sets.


WINNING ABILITY: DUAL ARMOR BY Reviloja753
Ability Name: Dual Armor
Appearance In The TCG: EX Legend Maker 84
Effect: If this Pokemon is holding an item, its secondary type and Normal-type moves become Grass-type.
Ability Replaced: N/A
Design Rationale: Rock/Bug is not a good defensive typing, especially seeing how it's weak to Stealth Rock. This ability seeks to fix its typing to a much better one, both offensively and defensively. It also makes Normal-type moves Grass to give it an actual STAB move. These two things combine to make Armaldo a great hazard remover, especially with the move. As for flavor, I can see Dual Armor Armaldo having moss growing on them and such. Also, it makes it closer to its partner in crime, Cradily.


WINNING MOVE: ASSAULT SWORD BY Origin0
Move Name: Assault Sword
Appearance In The TCG: Gallade EX, XY Promos
Base Power: 85
Power Points: 15 (max 24)
Accuracy: 100
Elemental Type:

Damage Category:

Effect: Base Power and critical hit ratio double if the target has 50% or less of its max HP.
Z-Effect: Shattered Psyche, 160 BP
Target: Selected Target
Makes Contact: No
Special Properties: Has a high critical hit ratio
Design Rationale: The card states that it does more damage when the opposing Pokemon has "no energy attached," which sounds like a Pokemon with low HP. This move gives Gallade a slightly stronger and more accurate Psychic STAB than Zen Headbutt that doesn't make contact and can greatly pressure weakened opponents.


WINNING ABILITY: BLADE STORM BY Origin0
Ability Name: Blade Storm
Appearance In The TCG: Gallade Lv. X, Rising Rivals 106
Effect: Every turn Gallade is out, the opposing Pokemon takes indirect damage equal to 1/16th of its max HP before Gallade's turn. Blocked by Magic Guard.
Ability Replaced: N/A
Design Rationale: The card Poke Power normally does damage to all of the opponent's Pokemon, but that doesn't happen in the games, so I just made it damage the active Pokemon. This ability provides chip damage every turn Gallade is out, which is very useful for breaking Focus Sashes, Sturdy, and negating Leftovers/Black Sludge recovery.


WINNING MOVE: BUBBLE JUMP BY Reviloja753
Move Name: Bubble Jump
Appearance In The TCG: Neo Destiny 13
Base Power: 70
Power Points: 16
Accuracy: 100%
Elemental Type: Water
Damage Category: Physical
Effect: Switches the user out. This Pokemon heals 33% of its HP.
Z-Effect: 140 power
Target: Single Target
Makes Contact: No
Special Properties: N/A
Design Rationale: Two things Azumarill needed were a pivot move and reliable recovery. As such, Bubble Jump was born! It can function well on all three of Azumarill's sets. especially on Band. Band lets it pivot with a lot of power, Belly Drum lets it get out of a bad matchup, and PerishTrap is just nice overall when you're getting out of the way so Perish Song can do its work.

WINNING ABILITY: FROTH BY Pika Xreme
Ability Name: Froth
Appearance In The TCG: EX Team Rocket Returns 1 (EN) / Rocket Gang Strikes Back 25 (JA)
Effect: Paralyzes opponents on switch-in.
Ability Replaced: Thick Fat
Design Rationale: This is literally what it takes to make an ability that might warrant competing with Huge Power. It's better in Doubles, obviously, but still probably not as good as Huge Power. As it is, Sap Sipper has a slightly bigger niche than Thick Fat (An immunity to a former weakness is better than strengthening two resistances), so Thick Fat is the ability that's replaced.


WINNING MOVE: HEAVY SUPLEX BY Pika Xreme
Move Name: Heavy Suplex
Appearance In The TCG: BREAKthrough 3 (EN) / Blue Shock 1 (JA) / Generations 9 (EN) / BREAK Starter Pack (JA) / Premium Champion Pack 3 (JA)
Base Power: Variable (as Low Kick +30)
Power Points: 15 (max 24)
Accuracy: 100
Elemental Type: Bug
Damage Category: Physical
Effect: Variable base power depending on target's weight (in kg). 0-9.9 is 50 BP, 10.0-24.9 is 70 BP, 25.0-49.9 is 90 BP, 50.0-99.9 is 110 BP, 100.0 to 199.9 is 130 BP, and 200.0 or higher is 150 BP.
Z-Effect: 185 BP Savage Spinout
Target: 1 Adjacent
Makes Contact: Yes, very yes
Special Properties: Grabbing move
Design Rationale: A stronger Low Kick, albeit with a less effective type, for Pinsir's Bug STAB flavor. Also, see below

WINNING ABILITY: IRONGRIP BY Pika Xreme
Ability Name: Irongrip
Appearance In The TCG: Jungle 9 (EN) / Pokemon Jungle (JA, unnumbered set)
Effect: Grabbing moves have a 30% chance to paralyze the target and do 1.2x damage
Heavy Suplex
Vital Throw
Storm Throw
(Circle Throw?)
Submission
Crush Grip
Darkest Lariat

Ability Replaced: Hyper Cutter
Design Rationale: While not particularly strong compared to Aerilate, Irongrip reflects in gameplay Pinsir's legendary grabbing ability.


WINNING MOVE: DAMAGE SWAP BY Reviloja753
Move Name: Damage Swap
Appearance In The TCG: Base Set 1
Base Power: -
Power Points: 16
Accuracy: -
Elemental Type: Psychic
Damage Category: Status
Effect: Protects the user from attacks. Any damage this Pokemon would have taken this turn is instead taken by the opponent. +4 Priority.
Z-Effect: All lowered stats are reset.
Target: User
Makes Contact: No
Special Properties: Has a chance to fail if used consecutively or after Protect, Detect, Spiky Shield, King's Shield, or Baneful Bunker.
Design Rationale: Finally! A better version of the Sash counter set! This gives the base freedom to run Life Orb! That alone makes the base 10x better, because it lets Alakazam make much better use of Magic Guard. This lets Alakazam actually be useful without taking the mega slot! :D

WINNING ABILITY: PSYLINK (2.0) BY Yoshiblaze
Ability Name: Psylink
Appearance In The TCG: Gym Challenge
Effect: As long as Alakazam has not fainted, the Attack and Special Attack of all of Alakazam's Allies that have a damaging Psychic-type move is raised by 1.25x. Also raises Alakazam's Attack and Special Attack by 1.25x if it has a Psychic-type move.
Ability Replaced: Inner Focus
Design Rationale: This ability acts as a nice boost to Alakazam's power, raising its Special Attack to a nice 461 at Level 100 (Neutral nature), which allows it to hit a bit harder. It also allows it to boost the power of its teammates, as long as they have a damaging Psychic move (which prevents it from abusing Calm Mind with other Pokémon) For example, if your Raikou with max Special EVs and Timid nature has Extrasensory, its Special Attack is now 411 (up from 329). It can really be a big help to Pokémon that commonly run Psychic-type coverage moves, like Mega Sharpedo or Greninja.


WINNING MOVE: DIAMOND FORCE BY Reviloja753
Move Name: Diamond Force
Appearance In The TCG: XY Promo 44 (Mega)
Base Power: 100
Power Points: 16
Accuracy: 95%
Elemental Type: Fairy
Damage Category: Physical
Effect: 50% chance to raise this Pokemon's Attack by one stage for each hit. Super-effective on Steel-types.
Z-Effect: 180 Power
Target: All adjacent foes
Makes Contact: No
Special Properties: N/A
Design Rationale: Hooray! A physical STAB move! Since it's super-effective on Steel-types, it opens the door to a physical set for Mega Diancie, making it versatile and unpredictable. A physical set on the mega could run Diamond Storm/Diamond Force/Stealth Rock/filler. In terms of flavor, I decided to basically make it Diamond Storm's sister from another mister (or miss, in this case).

WINNING ABILITY: SPARKLE VEIL BY Reviloja753
Ability Name: Sparkle Veil
Appearance In The TCG: Fates Collide 72
Effect: This Pokemon ignores its weaknesses and is immune to priority moves.
Ability Replaced: Clear Body
Design Rationale: Diancie in the base form is usually horrible. Bad defensive typing with a lot of weaknesses, including a quad weakness to steel, makes it impossible to use defensively. It also lacks the speed or typing to set up easily and sweep. Sparkle Veil fixes all of that. On the defensive side, no weaknesses means it can actually take advantage of its decent support pool. Screens, Heal Bell, Rocks and even Trick Room are all viable options on the base with Sparkle Veil. You could even make a defensive core of sorts with mega Tyranitar with Sparkle Veil if you really wanted to. If Diancie gets a physical STAB Fairy move (fingers crossed), it could run Gyro Ball or Rock Polish sets.


WINNING MOVE: EXPLOSIVE SMOKE BY Gravity Monkey
Move Name: Explosive Smoke
Appearance In The TCG: Diamond and Pearl #24
Base Power: -
Power Points: 15 (max 24)
Accuracy: 100
Elemental Type: Flying
Category: Status
Effect: Places a layer of explosive smoke on you're opponent field. You can place up to three layers. When your opponent switch in, they get damage the way spikes does and for each layer placed, there is an additional 10% that the opponent get burnt (30% at most). Fire types are immune to it. Can be removed by defog or rapid spin.
Z-Effect: Increase the user's speed by one stage.
Target: Opponent's field
Makes Contact: No
Special Properties: -
Design Rationale: This move is great. At three layers, it's almost like if you had a free scald every time your opponent switches in, and that's a really good thing. I gave a such strong move to drifblim because, well, it's a bad pokemon to start with. I think this move would add to his viability a lot more. Also, since Drifblim is ghost type, it's immune to rapid spin, which makes an interesting combo.

WINNING ABILITY: PUMP UP BY Gravity Monkey
Ability Name: Pump Up
Appearance In The TCG: Supreme Victors #3
Effect: For each alive pokemon in your team, this pokemon gets 1/16th of its health healed by the end of each turn (up to 6/16th).
Ability Replaced: Aftermath. Even though this ability makes sense flavorwise, it's the one that does the less and it's just not really that useful competitively.
Design Rationale: We're gonna make Drifblim great again! *kof kof* So. With this ability, Drfblim becomes incredibly hard to hit and an insanely good lead with Sub and Exploding Smoke. Since this ability upgrades your HP depending on the number of pokemon left in TCG, I thought this inverted beat up ability could be a really cool adition to get Drif a niche.


WINNING MOVE: OVERRUN BY Gravity Monkey
Move Name: Overrun
Appearance In The TCG: Great Encounters #43
Base Power: 100
Power Points: 5 (Max 8)
Accuracy: 95
Elemental Type: Normal
Category: Physical
Effect: +1 prority. The user's defense, special defense and speed is decreased by one stage.
Z-Effect: 175 BP, normal type.
Target: Opponent
Makes Contact: Yes
Special Properties: -
Design Rationale: Overrun sounds like if Linoone was running faster than it could, that's why it is exhausted at the end and loses in speed, defense and special defense. But who cares when you have a priority stronger than extremespeed?

WINNING ABILITY: SNIFF OUT BY Gravity Monkey
Ability Name: Sniff Out
Appearance In The TCG: Sandstorm #44
Effect: When the user loses an item by any way (consumed, knocked off, flinged and etc...), it will regain this item at the end of the turn.
Ability Replaced: Pick Up, because it's just an upgraded version of it.
Design Rationale: Basically Harvest, but better. With that ability, you can spam overrun with white herb and not losing anything. Or you can use it with sitrus berry, or you can try other random things. This will help Linoone to achieve its goals without relying to much on items.
 
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Modeled after the Z-Moves Everywhere Hall Of Fame

Pokemon GX - 20+ Wins

None

Mega Pokemon EX - 15-19 Wins

None

Pokemon EX - 11-14 Wins

None

Pokemon BREAK - 7-10 Wins

Reviloja753 -

Origin0 -

Gravity Monkey -


Pokemon Prime - 4-6 Wins

Exploudit -

Pika Xreme -

Kilgrave -

Ticktock -

Colorless Pokemon - 1-3 Wins

colourcodedchaos -

Squawkerz -

Yoshiblaze -


Colorless Pokemon - 1-3 Wins

Squawkers -

Yoshiblaze -
 
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This idea looks awesome! :D

Move Name: Flare Storm
Appearance In The TCG: XY - Promo
Base Power: 100
Power Points: 5 (without any PP boosting items)
Accuracy: 100%
Elemental Type: Fire
Damage Category: Special
Effect: Does 20% more damage if the opponent is burned.
Z-Effect: Power: 180, Type: Fire
Target: Single
Makes Contact: No
Special Properties: None
Design Rationale: A good special move for Blaziken. Works well with burn support.

Ability Name: Firestarter
Appearance In The TCG: EX Ruby & Sapphire
Effect: As long as this Pokemon is not fainted, the power of all fire attacks that you use are boosted by 20% for all of your Pokemon.
Ability Replaced: N/A
Design Rationale: In the TCG, Firestarter allows you to take a discarded fire energy and give it to a benched Pokemon. So, it makes that Blaziken is to boost the firepower (see what I did there?) of others.


Move Name: Spirited Throw
Appearance In The TCG: XY - Steam Siege
Base Power: 50
Power Points: 20 (unboosted)
Accuracy: 100%
Elemental Type: Fighting
Damage Category: Physical
Effect: The power of this move doubles if Primeape has a lower percentage of HP than the opponent.
Z-Effect: Power: 120, Type: Fighting
Target: (What your move is capable of hitting. I leave that to your discretion. Keep in mind that Triples don't apply anymore in Gen 7.)
Makes Contact: Yes/No (Whether or not a move makes contact with the target or targets. Tough Claws users will tell you how this can be a big deal. =]. This also has great effects on the Rocky Helmet, too)
Special Properties: N/A
Design Rationale: A good STAB move with no significant drawbacks other than Primeape needs to have lower HP. However, this can work in your favour of your opponent has hazards up to gain an immediate power boost.

No ability cos Primeape only has one and Exploudit beat me to it.


Move Name: Rock Shower
Appearance In The TCG: XY - Primal Clash
Base Power: 60
Power Points: 10 (unboosted)
Accuracy: 50%
Elemental Type: Rock
Damage Category: Physical
Effect: Hits 3 times, each with a 50% chance to hit. Each hit has a 10% chance to make the opponent flinch.
Z-Effect: Power: 120, Type: Rock
Target: Both
Makes Contact: No
Special Properties: N/A
Design Rationale: It makes sense that Rhyperior should be able to fire rocks, and the mildy inaccurate but deadly Rock Shower proves that. Although the flinch chance can get ridiculously high, it doesn't really matter too much as Rhyperior is slow af.

Ability Name: Rock Wall
Appearance In The TCG: XY - Primal Clash
Effect: Damage done to this Pokemon through direct attacks is reduced by 10%
Ability Replaced: Lightning Rod
Design Rationale: Pretty useful ability that increases Rhyperior's physical bulk even more. And it is entirely possible that Rhyperior could make a wall of rock.


EDIT: I knew that Hall of Fame looked familiar ;)
 
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Idk much about the card game (I only played it when I was a kid and I broke literally every single rule) but I'll try my best! Also I'm on mobile so no fancy formatting... Anyways, here's my submission:

Move Name: Whump
Appearance In The TCG: Diamond & Pearl - Great Encounters
Base Power: 120
Power Points: 10-16
Accuracy: 90%
Elemental Type: Fighting
Damage Category: Physical
Effect: The user gets confused and the target has a 50% chance to flinch
Z-Move: All-Out Pummeling (BP 190)
Target: Single Opponent
Makes Contact: Yes
Special Properties: None
Design Rationale: I tried to be pretty loyal to the TCG move, instead of stopping the opponent from attacking on their next turn, I though flinch would be a great equivalent for the games.
Ability Name: Anger Point
Appearance In The TCG: Diamond & Pearl - Great Encounters
Effect: For as long as the user has less than 100% HP, it gains a 1.4x boost in any attacking move
Ability Replaced: Anger Point. Not only is Anger Point not accomplishing anything competitively for Mape but it would also be weird to have two abilities with the same name, am I right?
Design Rationale: Once again, I tried to follow the card as best as I could. I'm not sure if the 1.4x boost is too much, but it's not much more than Tough Claws and Primape has booty stats anyways.
 
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No way we're doing Alakazam again, that went SUPER slow the first time we did it

Move Name: Ram
Appearance In The TCG: Jungle 45
Base Power: 120
Power Points: 15 (24 max)
Accuracy: 100
Elemental Type: Rock
Damage Category: Physical
Effect: 1/3 of the damage done is taken in recoil
Z-Effect: Continental Crush 190
Target: Single
Makes Contact: Yes
Special Properties: A recoil move, duh
Design Rationale: A recoil move. This allows Rhydon to abuse Rock Head with a perfect-accuracy Rock move. While Rock-type already has a recoil move, Rhydon doesn't learn it, and its other Rock STABs aren't the greatest, especially compared to Earthquake. ...oh yeah, and Rhydon and Rhyperior can hit much harder with Reckless... I guess...

I'm going to be completely real this is made for Rhydon the better one and not Rhyperior
 
Move Name: Flames of Rage
Appearance In The TCG: EX Holon Phantoms
Base Power: 180
Power Points: 5 (8 with max PP Ups)
Accuracy: 85
Elemental Type: Fire
Damage Category: Special
Effect: Just like the move Rage, if the user is hit after using this move, its Attack raises 1 stage, but additionally the user's next use of this move does 1.5x damage. Using this move twice in a row will burn the user and half their health.
Z-Effect: 200 BP Inferno Overdrive
Target: Random Enemy
Makes Contact: No
Special Properties: None
Design Rationale: This move's incredibly high base power seems overpowered but is counteracted by Primeape's low base 60 Special Attack and lack of STAB. The fact that it has the same effect as Rage comes from its name having Rage in it as well as being linked to the move's TCG counterpart, where it does more damage the more damage Primeape has taken. This would probably be too powerful of a move without the consecutive use downside as it would mean a specially invested Primeape would become incredibly hard hitting after using this move - it can't do this reliably if it takes heavy damage for doing so, and also loses much of its physical power, which is very problematic when this pokemon has no other special moves it can viably run.

Ability Name: Scram
Appearance In The TCG: Gym Challenge - Brock's Primeape
Effect: If this Pokemon has less than half its HP at the end of a turn, it switches out to another random Pokemon and that Pokemon gains any stat boosts this Pokemon had.
Ability Replaced: Defiant. I feel like Vital Spirit and Anger Point are more important to the flavour of Primeape than Defiant.
Design Rationale: In the TCG, Scram causes Primeape to be shuffled into your deck along with any cards attached to it at low health. In this case, Primeape being shuffled into your deck is replaced with the random switch and the cards attached to it part becomes stat boosts. This synergizes well with moves like Power Up Punch, Bulk Up, Work Up and the move I created above, Flames of Rage, in order to allow Primeape to potentially win games using conveniently passed boosts. However, it does not synergize well with Close Combat at all and may give all your amazing attack boosts to a special attacker that can't do anything with them. To those that think the fact the switch is random makes it uncompetitive, just look at Whirlwind, Roar,Dragon Tail and Red Card, which all make a random switch and are usually considered fine. Additionally, the randomness makes sense as the word 'Scram' implies that it's running away as fast as possible without any thoughts of where to.
 
Your Updated Snip
Thanks for the submissions! However, for each line, you're only allowed to submit 1 move and 1 ability, with the moves and ability coming from any card in the whole line, so you'll have to choose 1 move and 1 ability in the entire line, very sorry about that :[. With your current post, you would get 8 submissions (16 accounting for both the move and ability) instead of everyone else's 3 (or 6), or it would cause separate votes for all 8 Pokemon, which would get hectic.

If you were confused by the fact that all of their sprites are in the OP, firstly, sorry about that, and secondly, that's to show that your submission can come from any Pokemon in the line. As for prevos, don't worry about them, they also get the winning move and ability. The final evolution's name is the name listed in the slate because, other than Blissey and banned Pokemon, that's the one you'll most likely use and because you can use any move from any card in the line.

Again, very sorry you got confused and I hope I was able to clear anything up. Feel free to ask questions or for more elaboration!

Also, yeah, I knew you'd recognize the Hall of Fame ;)


By the way, if the move or ability you submit does come from a preevolution or Mega card, make sure to point that out whether it be in the HIDE box name, like's Pika Xtreme, or next to the card's name in "Appearance in TCG" in case I get skeptical and can't find the card.
 
Thanks for the submissions! However, for each line, you're only allowed to submit 1 move and 1 ability, with the moves and ability coming from any card in the whole line, so you'll have to choose 1 move and 1 ability in the entire line, very sorry about that :[. With your current post, you would get 8 submissions (16 accounting for both the move and ability) instead of everyone else's 3 (or 6), or it would cause separate votes for all 8 Pokemon, which would get hectic.

If you were confused by the fact that all of their sprites are in the OP, firstly, sorry about that, and secondly, that's to show that your submission can come from any Pokemon in the line. As for prevos, don't worry about them, they also get the winning move and ability. The final evolution's name is the name listed in the slate because, other than Blissey and banned Pokemon, that's the one you'll most likely use and because you can use any move from any card in the line.

Again, very sorry you got confused and I hope I was able to clear anything up. Feel free to ask questions or for more elaboration!

Also, yeah, I knew you'd recognize the Hall of Fame ;)


By the way, if the move or ability you submit does come from a preevolution or Mega card, make sure to point that out whether it be in the HIDE box name, like's Pika Xtreme, or next to the card's name in "Appearance in TCG" in case I get skeptical and can't find the card.
Ohhhhhhhhh. Yeah tbh it wasn't really stated so I got confused. I'll change it now.
 

T.I.A.

formerly Ticktock

Move Name: Sudden Charge
Appearance In The TCG: Aquapolis
Base Power: 90
Power Points: 10-16
Accuracy: 85%
Elemental Type: Fighting
Damage Category: Physical
Effect: The user receives 25% recoil. The opponent is forced out to a random Pokemon
Z-Move: All-Out Pummeling (BP 175)
Target: Single Opponent
Makes Contact: Yes
Special Properties: -6 Priority
Design Rationale: It's basically the same as it is in Aquapolis, but more powerful and less accurate to stand it out from Circle Throw.
 
Primeape

Move Name
: Frenzied Attack
Appearance In The TCG: Team Rocket - Dark Primeape
Base Power: 100
Power Points: 10 (Max 16)
Accuracy: 90%
Elemental Type: Fighting
Damage Category: Physical
Effect: Attack for 2-3 turns. The user has their speed and attack raised if the opponent is not knocked out by the end of the attacks. Each attack has a 25% chance to flinch. If the attack misses the first time, Primeape will get crash damage.
Z-Effect: 190 BP
Target: Adjacent
Makes Contact: Yes
Special Properties: I don't think so...? I don't know if the effects I listed earlier count.
Design Rationale: I noticed that Primeape has a hard time breaking past typical physical walls and doesn't have a somewhat reliable STAB move that doesn't lower your stats. This move also allows you to run Life Orb if you want, and still be able to outspeed what you need to. From a flavor point of view, the only move I can think of that reflects its angry personality is Outrage and MAYBE Overheat, so this makes a lot of sense flavor-wise too.
 
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I can finally enter this now! Yaaaaaay!

Move Name: Clutch
Appearance In The TCG: Blaziken #14, Furious Fists
Base Power: 50
Power Points: 10-16
Accuracy: 90%
Elemental Type: Fighting
Damage Category: Physical
Effect: Prevents the target from switching out. If the enemy tried to switch out on the turn it is used, this attack deals double damage.
Z-Effect: All-Out Pummelling (110 BP)
Target: Single Adjacent Enemy
Makes Contact: Yes
Special Properties: --
Design Rationale: This is a very, very good move for Blaziken, as it effectively allows it to deal damage and get an extra turn of Speed Boost up. A combination of Anchor Shot and Pursuit, Clutch allows it to come in on softer targets or leads and keep it jammed in place (y'know, Ghost-types notwithstanding) while you beat the hell out of it and boost until it's dead. It's useful! =]
Ability Name: Vapour Kick (Originally a move)
Appearance In The TCG: Blaziken FB, #2 Supreme Victors
Effect: This Pokémon's physical Fire-type attacks do super-effective damage to Water-type Pokémon
Ability Replaced: N/A
Design Rationale: The original move, Vapour Kick, deals double its normal quota of damage if the opponent has any Water-type Pokémon in play, and I thought that'd be a cool ability - effectively giving it a retyped Freeze-Dry effect on all its physical Fire-type moves. Plus, it has to be good enough that you'd pass up Speed Boost for it, and there isn't much that's that good in the game full stop. With this ability, though, it no longer fears bulky Water-types and can dish out a serious amount of hurt. I specified physical attacks partly as a balancing measure and partly because of the ability's name, but mostly because who on God's green Earth is going to run a special Blaziken?
Move Name: Wreck
Appearance In The TCG: Delta Primeape, #50 EX Holon Phantoms
Base Power: 70
Power Points: 10-16
Accuracy: 95%
Elemental Type: Fire
Damage Category: Physical
Effect: Deals 50% more damage if there is Light Screen, Reflect, Aurora Veil, or a Terrain active; the boost is gained multiple times if there are multiple ones active. Removes screens, Aurora Veil, and Terrains before attacking.
Z-Effect: Inferno Overdrive (140 BP)
Target: Single Adjacent Enemy
Makes Contact: Yes
Special Properties: --
Design Rationale: Terrain users like the Tapus and Raichu-Alola have had it too good for too long! This is the kind of move I wish things like Brick Break and Psychic Fangs were, with it actively encouraging destruction and fuelling Primeape's demented wrath. Besides, we need an answer to terrain abuse and frankly? This seems like it.
Ability Name: Frenzy
Appearance In The TCG: Dark Primeape, #43 Team Rocket
Effect: This Pokémon gains a 50% bonus to all damage when under the effects of a major or minor status effect or pseudo-effect. This Pokemon is immune to Flinch and gains a 50% damage bonus on the turn it would have been flinched, and also ignores the damage penalty from Burn. These bonuses stack.
Ability Replaced: Anger Point. It's a fairly rubbish ability, and Frenzy gives a much more consistent boost, becoming effectively a better Guts.
Design Rationale: It's a better Guts. Chuck a Flame Orb on it, switch it in on a Seeder, and go to town on them! Seriously though, Primeape doesn't have much going for it aside from its Attack, and this way it can become a brutally effective pseudo-Guts sweeper. Guts itself got a real boost in SuMo because Burn's damage was scaled way back, so why not give it a try? =]
Move Name: Hard Crush
Appearance In The TCG: Rhyperior Level X, #145 Legends Awakened
Base Power: 25
Power Points: 10-16
Accuracy: 100%
Elemental Type: Fighting
Damage Category: Physical
Effect: Hits two to five times. Each consecutive hit increases in base power by 15. Each hit also has 25% recoil
Z-Effect: All-Out Pummelling (100 BP)
Target: Single Adjacent Enemy
Makes Contact: No
Special Properties: --
Design Rationale: A brutally powerful move that's as strong than Superpower even if it only hits three times! Rhyperior really needs some decent coverage options, and this Fighting-type move doesn't compromise its defences or attack like Superpower or Close Combat do. However, there is a recoil element. Hm. If only it had some manner of ability that boosted the damage of recoil moves...
Ability Name: Earth Fissure
Appearance In The TCG: Rhyperior, #12 Diamond & Pearl
Effect: Upon entering the field, all opposing Pokémon have a 50% chance of losing their Held Item.
Ability Replaced: Lightning Rod. Oh, Lightning Rod. While it's a really good ability, when it comes to Rhyperior it's about as useful in singles as mood lighting in a school for the blind. Instead of getting a Special Attack boost when you switch in on one particular move, why not try a coin flip on whether or not the opponent gets to keep their held item when you switch in on any move? =]
Design Rationale: This really was an effort to get shot of an otherwise completely useless ability. Rhyperior needed something to set it apart, and while Reckless works really well with the move, this compliments more defensively oriented sets. Banded eejit wrecking your day? Switch it in on him and watch his band fall off! And so on. It's fun for all the family. =]
 
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Well, after 1 week and 2 days, I say it's time to vote!

The voting works like Megas for All, where you can vote for up to 3 submissions for ability and attack each. The submissions get points based on what position they are.
Blaziken - Attack:
1. This dude (gets 3 points)
2. Yoshiblaze (gets 2 points)
3. This other dude (gets 1 point)

The submissions with the most points win!

Voting List:



Also, make sure to vote on whether or not we should re-slate Alakazam from last generation.
Alakazam Re-slate: Yes

or

Alakazam Re-slate: No


Good Luck to everyone!

Voting ends on Friday May 5th at ~11:59 PM EST
 
Well, after 1 week and 2 days, I say it's time to vote!

The voting works like Megas for All, where you can vote for up to 3 submissions for ability and attack each. The submissions get points based on what position they are.
Blaziken - Attack:
1. This dude (gets 3 points)
2. Yoshiblaze (gets 2 points)
3. This other dude (gets 1 point)

The submissions with the most points win!

Voting List:



Also, make sure to vote on whether or not we should re-slate Alakazam from last generation.
Alakazam Re-slate: Yes

or

Alakazam Re-slate: No


Good Luck to everyone!

Voting ends on Friday May 5th at ~11:59 PM EST
Frenzied Attack is a move.
 
Alakazam reslate: Yes

Blaziken Line Move:
1) Me
2) Kilgrave

Blaziken Line Ability:
1) Me
2) Kilgrave

Primeape Line Move:
1) Exploudit
2) Me
3) Ticktock

Primeape Line Ability:
1) Me
2) Yahooboo
3) Exploudit

Rhyperior Line Move:
1) Me
2) Kilgrave

Rhyperior Line Ability:
1) Me
2) Kilgrave
 
Alakazam Reslate: No

(I swear to god if that happens I am giving up on all of you)

Rhyperior Line Move: Pika Xreme

Rhyperior Line Ability: Kilgrave

Blaziken Line Ability: colourcodedchaos
 
How did I miss this!!!

Blaziken Line Move:
1) colourcodedchaos
2) Kilgrave

Blaziken Line Ability:
1) colourcodedchaos
2) Kilgrave

Primeape Line Move:
1) Exploudit
2) Ticktock
3) colourcodedchaos

Primeape Line Ability:
1) Yahooboo
2) Exploudit
3) colourcodedchaos

Rhyperior Line Move:
1) Pika Xtreme
2) Kilgrave
3) colourcodedchaos

Rhyperior Line Ability:
1) colourcodedchaos
2) Kilgrave

Alakazam Re-slate: NO (If it does get reslated, no one steal Teleport Blast from me)
 
Alright, update time. I missed my own deadline, so I'm just posting to say that voting is now closed and results will be posted later today. Wait, wait...


Actually, there's barely any votes, so I'll extend it to Wednesday. Use this post as a reminder to vote :)
 
Actually, there's barely any votes,
Haha, if you think 3 is bad, you should see it down on Z-Moves Everywhere lol.

Blaziken Move:
1) Kilgrave
2) colourcodedchaos

Blaziken Ability:
1) colourcodedchaos
2) Kilgrave

Primeape Move:
1) Exploudit
2) Kilgrave
3) colourcodedchaos

Primeape Ability:
1) Exploudit
2) Kilgrave
3) colourcodedchaos

Rhyperior Move:

1) Kilgrave
2) colourcodedchaos
3) Pika Xreme

Rhyperior Ability:

1) Kilgrave
2) colourcodedchaos
 
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