Pet Mod VaporeMons

Name: Spicy Extract
Power: -
Accuracy: 100%
PP: 15
Category: Status
Type: Grass
Effect: Raises the target(s)'s Attack and lowers their Defense by two stages, confuses and covers them in Powder for the remainder of the turn. (Powder was the signature move of Vivillion prior to Gen IX)
Priority: +1
Flags: Powder
Potential Pokémon With This Move: :Slowbro-Galar: :Slowking-Galar::Salazzle: :Scovillain:
Justification: Turned it into an Buffed Swagger that makes you hit yourself harder. Then I noticed Powder was axed so I figured, why not?

Name: Pursuit
Power: 40
Accuracy: 100%
PP: 20
Category: Physical
Type: Dark
Effect: If the target Pokémon is switched out or uses a move that would cause it to switch out on the turn Pursuit is used, Pursuit's power is increased by 50%, and it will immediately be used before the target is switched out, bypassing an accuracy check.
Priority: 0
Flags: Contact
Potential Pokémon With This Move: :Grimer-Alola: :Tauros: :Tauros-Paldea: :Tauros-Paldea-Blaze: :Tauros-Paldea-Aqua::Murkrow: :Dunsparce: :Wingull::Starly::Croagunk: :Zorua-Hisui::Sandile::Litleo: :Spidops::Nymble: :Wattrel: :Mabosstiff::Brute Bonnet:
Justification: Do I need to say more? I did nerf distribution in case some of the users might jump viability a little too high.
Name: Pointy Lens | Glossy Band
Effect: Holder's special/physical attacks become physical/special. Any stat changes they recieve to their Sp. Atk/Atk by using a move is transferred to the opposing attacking stat. (Ex. If a Dragapult holding a Pointy Lens uses Draco Meteor, it is treated like a physical move and lowers its Attack by two stages. If an Enamorus holding a Glossy Band uses Superpower, it is treated like a Special move and lowers its Sp Atk and Sp. Def by one stage each)
Can be knocked off: Yes
Ignored by Klutz: No
Fling Power & Effect: 30
Justification: Hailing from the defunct Item Factory, this gives physical/special attackers that don't mind using a item slot more coverage.

Name: Safety Policy
Effect: If there are damaging entry hazards on the allied side of the field or if the holder is inflicted with a status condition, consumes the policy and boosts its Defense or Sp. Def by two stages, whichever one is lower.
Can be Knocked Off: Yes
Ignored by Klutz: No
Fling Power & Effect: 40
Justification: Unburden Sneasler can take a hit? Also might pair well with the new Healing Stones.
Name: Stat Leech
Effect: When the Pokemon damages an opposing Pokemon sucessfully, lowers their highest stat by one stage and boosts the same stat of the Pokémon by one stage.
Permanent: Yes
Mold Breaker: No
Potential Pokémon With This Ability: :Delphox: :Oranguru:
Justification: Pokémon Masters Passives!

Name: Haymaker | Towering Force | Brainpower | Brute Wits | Inertia | Rising Tide
Effect: Each time the Pokemon's Attack/Defense/Sp. Atk/Sp. Def/Speed/stats is raised by one stage, it receives a 10% additive increase to the power of its moves.
Permanent: No
Mold Breaker: No
Potential Pokémon With This Ability: Pokemon with high stats?
Justification: Pokémon Masters Passives!

Name: First Aid
Effect: Restores the Pokémon's HP by approximately 40% of its max. HP the first time its HP drops below 25% each battle.
Permanent: No
Mold Breaker: No
Potential Pokémon With This Ability: :Indeedee-Male:
Justification: Pokémon Masters Passives!

Name: Battle Bond
Effect: When the Pokémon directly causes an opposing Pokémon to faint by using a damaging move without taking damage itself, its Attack, Special Attack, and Speed stats are increased by one stage. The Pokémon's STAB moves have an increased crit ratio.
Permanant: Yes
Mold Breaker: No
Potential Pokémon with this Ability: :Greninja:
Justification: Better Battle Bond that's not as overpowered.
:Avalugg-Hisui:
Name: Avalugg-Hisui
Type: Ice/Ground
Abilities: Mold Breaker / Ice Body / Sturdy
New Moves: Freeze-Dry, Spikes, Earth Power, Counter, Ice Shard, Icicle Spear, Gyro Ball.
Removed Moves: Mirror Coat
Justification: Ice/Ground is a much better defensive profile; Strong Jaw only boosted two moves, now it affects a lot more.
:Gengar:
Name: Gengar
Type: Ghost/Poison
Abilities: Levitate / Perish Body
New Moves: Sludge Wave
Justification: Gave it back its old Ability, and upgraded Cursed Body to the Perishing one.
:Farigiraf:
Name: Farigiraf
Type: Normal/Psychic
Abilities: Inner Focus / Armor Tail / Sap Sipper
New Moves: Boomburst
Justification: Trick Room Niche, and spammable Normal Stab.
 
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(item, resub)
Name: Smoke Rocket
Knock? = Yes
Klutz? = No
Fling = 130 BP, resets stat changes
Effect: When the holder is KOed, resets all stat changes on the field.
Justification: Cool tool on balance and HO not to get swept, even if it costs a Mon.

Name: Power of Alchemy|Wandering Spirit|Lingering Aroma
Effect: When the Pokemon enters the field, this ability gets swapped with the opponent's. Doesn't trigger when skill swapped.
Permanent: Yes
Mold Breaker: No
Potential Pokémon With This Ability: :Muk-Alola::slowking-galar::SEVIPER::SWALOT: | :Altaria:, :Annihilape:, :Banette: :Brambleghast: :Dragapult:, :Drifblim:, :Farigiraf:, :Froslass:, :Gengar:, :Gothitelle: :Houndstone::Mismagius: :Palossand: :Sableye: :Spectrier: Spiritomb, Ting-Lu, Typhlosion-Hisui, :Umbreon::Zoroark-Hisui: | :Appletun:, :Arboliva:, :Dachsbun:, :Salazzle:, :Ursaluna:
Justification: Big boon to some mons, letting them beat Regen mons, Decidueye and Crabominable on long term.
 
Aight, gotta resub a bunch as well as new stuff (Warning: I changed a bit new moves in my old adjustments):


New stuff:

Name
: Dissolution
Power: 70
Accuracy: 100%
PP: 10 (max 16)
Category: Special
Type: Poison
Effect: Nullifies the foe(s) Ability if the foe(s) move first.
Priority: 0
Flags (ex: Contact, Sound): /
Potential Pokémon With This Move: Slowbro-Galar, Slowking-Galar, Muk, Muk-Alola, Overqwil, Toxtricity, Dragalge, Qwilfish
Justification: I love Core Enforcer, and, while the flavour is pretty specific, I wanted to mimick it (and a 100 BP Dragon moves is scary). Core Enforcer is better in BH where abilities matter a lot, but it can be pretty useful here (let's imagine you hit a Breloom or a Azumarill...).

Name: Sheer Cold / Misty Explosion
Power: 150
Accuracy: 100%
PP: 5 (max 8)
Category: Special
Type: Ice / Fairy
Effect: Sets Snow/Misty Terrain. User faints after use.
Priority: 0
Flags (ex: Contact, Sound): /
Potential Pokémon With This Move: OG distrib/OG distrib from last gen + Tinkaton
Justification: Two moves that are finally now good, and buff a weather and a terrain that aren't used a lot. Should be fine?
Resub:

Name
: Nullifying Orb
Effect: This Pokemon's ability is nullified (like with Neutralising Gas, but only the wielder).
Can Be Knocked Off: Yes
Ignored by Klutz: No
Fling Power & Effect: 30 BP, Core Enforcer effect
Justification: Funny way to see Slaking used at all. Also, funny Trick strats.

Name: Spice Sandwich
Effect: If held by Mabosstiff, its Speed is x1.5, and takes x0.75 damages from Fighting and Steel damages.
Can Be Knocked Off: No if Mabosstiff; Yes otherwise
Ignored by Klutz: No
Fling Power & Effect: 30 BP, N/A
Justification: Mabosstiff finally gets a needed buff! The spices were quite effective, and now it's back to a better state than before. And the little damage reduction is nice to have.

Name: Indecisive Orb
Effect: The holder's move have x1.2 BP, but it cannot select the same move twice in a row.
Can Be Knocked Off: Yes
Ignored by Klutz: Yes
Fling Power & Effect: 30 BP, inflicts Torment
Justification: Torment items from Sylvemons are back, with a little twist. Now, it acts more like a Life Orb than a Choice item, as well, I like them but I find the x1.2 Speed to be a bit funky. Like OG Torment items, interesting on every sweeper with setup, that has at least a bit of bulk and doesn't want it reduced by Life Orb recoil.

New stuff:

:absorb-bulb: :cell-battery: :snowball:
Name: Absorb Bulb/Cell Battery/Snowball
Effect: Raises holder's Sp.Attack/Attack/Attack by 2 if hit by a Water/Electric/Ice-type attack. The holder takes 0 damages from the attack. Single-use.
Justification: These items are realistically never used at all, if ever. Let's not lie. Even if you have an Item clause, you'll need to have many, many, many items unavailable before ever considering one of these. So here they are, better than ever, granting a one time immunity as well as a better boost. Still is huge competition for an item slot.
Resub:

Name
: Cloud Nine
Effect: While this Pokemon is active, the effects of weather conditions and terrains are disabled.
Potential Pokémon With This Ability: OG distrib + Landorus-I (over Sheer Force), Zapdos, Iron Jugulis, Kilowattrel
Justification: I kinda like Cloud Nine as an ability, so I improved it a bit, I've got a feeling terrain and weather wars can kinda come back, and anyway with Paradoxes, the niche is appreciated. One of the problems with the original distrib is that well... Altaria is meh, Golduck is meh, and anyway, both are gonna run another ability (Natural Cure for Altaria, Swift Swim for Golduck). Maybe now the ability can finally see some use.

Name: Long Reach
Effect: This Pokemon's attacks do not make contact with the target. Non-contact moves have their BP x1.2 (only moves that weren't contact before).
Potential Pokémon With This Ability
: Decidueye, Meowscarada, Noivern, Salamence, Staraptor
Justification: Finally a reason to use Long Reach! I also like the concept, but let's be honest, when Protective Pads does the same job... Anyway, the boost is weaker than Tough Claws because many good moves are affected, but it makes the ability interesting.

New stuff:

Name
: Anticipation
Effect: On switch-in, this Pokemon shudders if any foe has a supereffective or OHKO move, and raises its highest stat by one stage.
Potential Pokémon With This Ability
: OG distrib
Justification: Giving a useless ability a useful role. Now, it's actually worth using at all.

Name: Arena Trap
Effect: Prevent adjacent foe(s) and this Pokemon from choosing to switch unless they are airborne the first turn this Pokemon is being sent out.
Potential Pokémon With This Ability: Dugtrio, Dugtrio-Alola (over Sand Veil), Wugtrio (over Sand Veil), Cacturne, Donphan, Palossand, Sandy Shocks
Justification: Keeping the gimmick while making it a bit more balanced. "I am not locked in here with you. YOU are locked in here with me." But for one turn only so you can less easily annoy shit.
Resub:

:sm/magearna:
Name: Magearna
Type: Steel/Fairy
Abilities: Soul-Heart
New Moves: N/A
Removed Moves: Stored Power, Spikes, Shift Gear, Trick, Draining Kiss
Justification: Gen 7 Magearna was balanced, so with this nerf, it should be balanced too. I kinda like AV Magearna, and offensive sets shouldn't be too overbearing without many of its tools.

:sm/gogoat:
Name: Gogoat
Type: Grass/Steel
Abilities
: Sap Sipper/Grass Pelt
New Moves: Shift Gear, Spin Out, Iron Head, Spikes, Knock Off, Gyro Ball, Grassy Glide, High Horsepower
Removed Moves: N/A
Justification: Cope Ferrothorn and Kartana in the same mon! Now, it can assume defensive roles and act like Ferrothorn, with tools like Knock Off, Spikes, Milk Drink, but it can also assume a more offensive role with Shift Gear and Iron Head, as well as Spin Out acting like an interesting STAB.

:sm/overqwil:
Name: Overqwil
Type: Poison/Dark
Abilities: Water Bubble/Swift Swim/Intimidate
New Moves: Dire Claw, Flip Turn, Slack Off
Removed Moves: N/A
Justification: What if Overqwil was a bit better. Water Bubble makes sense on it, so it can abuse Liquidation, Aqua Jet, or its new Flip Turn. Slack Off is mostly for a defensive set with Intimidate so it can have a niche over Muk-Alola, also in the tier, as well as being a reliable bulky Dark with heal with a better physical bulk than Toxapex.

New stuff:

:sm/cryogonal:
Name: Cryogonal
Type: Ice/Steel
Abilities
: Levitate/Snow Warning
New Moves
: U-Turn
Removed Moves: Aurora Veil
Justification: Snow has really bad setters this gen, so here is a better setter. Ice/Steel so it doesn't need HDB anymore, Spikes so it can set hazards, but in the end it's a perfect Snow setter already. It has Rapid Spin, Recover... It enables Snow a lot.
 
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Name: Choke
Power: 80
Accuracy: 100%
PP: 15
Category: Physical
Type: Ghost
Effect: Target is afflicted with Heal Block and will not regain HP upon switching out if it has Regenerator. Bitter Blade counts as a healing move and cannot be used. Counts as a secondary effect for Sheer Force.
Priority: 0
Flags: Contact, Protect, Mirror
Potential Pokémon With This Move: :spidops: :pawmot: :gallade: :hypno: :gengar: :tsareena: :sudowoodo: :breloom: :hariyama: :swalot: :drifblim: :annihilape: :medicham: :lucario: :ceruledge: :goodra: :toxicroak: :dudunsparce: :muk: :muk-alola: :seviper: :zoroark-hisui: :mimikyu: :brambleghast: :toedscruel: :heracross: :sandaconda: :wugtrio: :sableye: :banette: :hawlucha: :spiritomb: :houndstone: :passimian: :eelektross: :wo-chien: :chesnaught: :basculegion:
Justification: We keep trying and failing to get a real physical Ghost STAB in. Even beyond this one's application as just being STAB, this move is extremely cool for breaking fat, particularly due to the Regenerator interaction (which normal Heal Block doesn't touch for some reason). It also fully disables draining moves, which is really funny vs. Draining Kiss Enamorus-T and maybe the new Bellibolt.

Name: Cutting Remark
Power: 40
Accuracy: 100%
PP: 25
Category: Physical
Type: Psychic
Effect: Uses the target's Sp. Def in damage calculation.
Priority: +1
Flags: Protect, Mirror, Sound, Slicing, Authentic
Potential Pokémon With This Move: :kricketune: :gallade: :squawkabilly: :medicham: :lucario: :farigiraf: :toxtricity: :zangoose: :scyther: :veluza: :iron-leaves::hoopa: :hoopa-unbound: :calyrex:
Justification: This was a joke but it might be kinda cool actually. Giving Gallade and I guess Veluza Sharpness-boosted STAB priority is pretty nice, even if Psychic isn't the best attacking type around, and it goes through Substitutes too. Medicham, Iron Leaves, and Hoopa-Unbound enjoy having STAB priority as well. Murders Sneasler and allows for revenge killing of Zamazenta, Defense-boosted Hawlucha, and Iron Valiant.
Name: Air Freshener
Effect: When the holder successfully uses a wind move, its party is cured of status conditions.
Can Be Knocked Off: Y
Ignored by Klutz: Y
Fling Power & Effect: 30, cures status
Justification: We still haven't gotten Heal Bell distribution, so here's Aromatherapy instead. Hard sell for an item slot, but potentially nice for stall, combining Defog and status clearing.

Name: Iron Ball
Effect: Halves the holder's Speed and grounds it. The holder takes half damage from Fairy-type moves, and Fairy-type Pokémon attacking the holder are hurt for 1/16th of their max HP.
Can Be Knocked Off: Y
Ignored by Klutz: Y
Fling Power & Effect: 130
Justification: Dodge a Fairy weakness or gain a resistance at the cost of your Speed and item slot, punish Fairies for existing, use in Trick Room.
Name: Moody
Effect: Changes to the Pokémon's Attack or Sp. Atk stat also apply to its Defense or Sp. Def stat respectively, and vice versa.
Permanent: N
Mold Breaker: Y
Potential Pokémon With This Ability: Current distribution + :hypno: :swalot: :whiscash: :falinks: :toxtricity: :dudunsparce: :iron-jugulis:
Justification: This is a weird one. Moves that boost both stats would apply twice - so Calm Mind gives +2 Sp. Atk and Sp. Def, as would Amnesia and Nasty Plot. This is a very strong setup tool in spite of most of the Pokémon with it being nothingburgers. Glalie is left out in the cold because it doesn't get a single setup move, but Scovillain can near-omniboost with Growth (doubled in sun if you use non-Chlorophyll Scovillain on sun and are the Joker!), Hypno has gen 1 Amnesia + Stored Power, Swalot can do whatever it wants between Stockpile, Amnesia, and Acid Armor, Whiscash's Dragon Dance is now Victory Dance, Toxtricity can do some shit with Shift Gear and Throat Spray at the cost of Punk Rock, and Dudunsparce has Calm Mind + Boomburst or Coil if that's more your bag. The coolest users are Falinks and Iron Jugulis, though. No Retreat becoming +2 across the board except for Speed sounds ridiculous, and it is, but you can't use Close Combat because it drops your Attack, Defense, Sp. Atk, AND Sp. Def - which means your options are Reversal and Brick Break, and +2 Brick Break is weaker than +1 Close Combat. Iron Jugulis, meanwhile, can actually make use of Work Up, giving itself an all-around boost that might just be enough for it to scratch OU.

Name: Anger Point
Effect: When an opposing Pokémon uses a beneficial status move, the Pokémon's Attack is raised.
Permanent: N
Mold Breaker: N
Potential Pokémon With This Ability: Current distribution + :gyarados: :haxorus: :zangoose: :seviper: :iron-hands:
Justification: Hey, did y'all know that literally every Pokémon with Anger Point is available in SV? Anyway, Gremlin Nob moment. "Beneficial status move" = move that can be stolen by Snatch, plus Healing Stones, plus Shelter if Shelter doesn't have the Snatch flag (which it should). Punishes screens, setup, healing, all that good stuff.

Name: Sunbathe
Effect: During harsh sunlight, Speed is increased by 50% and the Pokémon is immune to Fire-type moves.
Permanent: N
Mold Breaker: N
Potential Pokémon With This Ability: :lycanroc: :salazzle: :copperajah: :espeon: :lurantis: :rabsca: :krookodile: :alomomola: :great-tusk: :moltres: :typhlosion:
Justification: With Protosynthesis cutting into sun's abusers, here's something to help make up for the loss. Sun's fundamental issue compared with rain is that Swift Swim is on goddamn everything and everything with Swift Swim gets STAB on the type that's already boosted by rain, whereas for sun you have to pick between a Speed boost and a boosted STAB. Sunbathe is not as strong as Chlorophyll's Speed boost, but its flavour lets it be distributed to a much wider array of Pokémon, letting sun teams diversify. Salazzle, Typhlosion, and Moltres are the nuclear Fire STAB users (mind the Eruptions and remember Hurricane is 50% accurate in sun), while Great Tusk is a familiar face. The immunity to Fire moves under sun lets sun teams check other sun abusers, and it also means Lurantis and Rabsca aren't annihilated by Fire moves in their preferred weather.

Name: Nocturnal
Effect: The Pokémon takes half damage from Ghost and Dark-type moves, and any additional effects of those moves do not occur.
Permanent: N
Mold Breaker: Y
Potential Pokémon With This Ability: :hypno: :gengar: :lycanroc-midnight: :umbreon: :gothitelle: :venomoth: :cacturne::banette: :roaring-moon: :typhlosion-hisui: :cresselia:
Justification: In a world where Ghost and Dark are two of the most spammable attacking types, Nocturnal offers a way out. The Psychic and Ghost-types with this Ability get to lose two of their most prominent weaknesses, which is great, but the real selling point is the prevention of additional effects. There are minor ones like Bitter Malice not dropping Attack and dodging the Throat Chop volatile, but the best of the bunch are Knock Off not removing your item and Ceaseless Edge failing to set Spikes.
:sv/brute-bonnet:
Name: Brute Bonnet
Type: Poison / Dark
Abilities: Protosmosis / Seed Sower (Hidden)
New Moves: Poison Jab, Toxic, Sludge Bomb, Gunk Shot
Removed Moves: None
Justification: Bonnet's not bad, but we have four Grass / Darks and they're all physical attackers except Wo-Chien. Poison / Dark sets it apart since the competition there is less steep and none of the others (Overqwil, Skuntank, Alolan Muk) are really OU material. It's a very good defensive typing to leverage with its natural bulk, and I kept its move additions slim because it doesn't really need much. Seed Sower as a hidden is just a cherry on top, harkening back to its original typing, granting it some much-desired passive recovery, and weakening Earthquake.

:sv/iron-leaves:
Name: Iron Leaves
Type: Grass / Psychic
Abilities: Quark Drive / Sharpness (Hidden)
New Moves: Psycho Cut, Bitter Blade
Removed Moves: None
Justification: Iron Leaves is in such an awkward position, with one of the worst typings in the game, and I'm hesitant to change it because its signature move shares one of its types... so here's a different option, going full in on insane power. Psycho Cut is a flavour addition; the important things are Sharpness and Bitter Blade. Sharpness by itself is a gigantic buff, making it actually hit hard with Leaf Blade, Psyblade, and Sacred Sword, while Bitter Blade is another huge Sharpness move and one that provides it with a safeguard against chip damage and excellent coverage all in one, letting it hit Steels not weak to Sacred Sword like Gholdengo and Corviknight.

:sv/pyroar:
Name: Pyroar
Type: Fire / Ground
Abilities: Sand Rush / Unnerve / Supreme Overlord (Hidden)
New Moves: Scorching Sands, Earth Power, Morning Sun, Grass Knot
Removed Moves: None
Justification: Someone else submitted Fire / Ground Pyroar at one point, but this is a fairly different take. This is definitely not as good of a Supreme Overlord user as Kingambit, but it still has strong traits - Fire / Ground / Dark is great coverage, its high Speed means it's less reliant on Sucker Punch mindgames in the endgame (although it wishes it had priority), and of course Overheat and Fire Blast are stronger at their baseline than anything Kingambit has to offer, which helps make up for the fact that it has a lower attacking stat and only Work Up as setup. Grass Knot works as an alternate coverage move to break Waters and Rocks and Grounds, while Sand Rush is something sand teams sorely miss as an option.

:sv/electrode: :sv/electrode-hisui:
Name: Electrode | Electrode-Hisui
Type: Electric / Normal | Electric / Grass
Abilities: Soundproof / Electric Surge / Aftermath (Hidden) | Soundproof / Solar Power / Dazzling (Hidden)
New Moves: Electrode: Rapid Spin, Overheat, Weather Ball, Boomburst, Tri Attack
Electrode-Hisui: Rapid Spin, Overheat, Weather Ball, Strength Sap, Apple Acid, Nasty Plot
Removed Moves: None
Justification: Third time's the charm? You've all seen this sub at this point, you know what it does, but this time there are a couple changes to reflect the fact that we don't really need a new Grassy Surge user when Rillaboom was already the most usable of the Surge setters and we just got Grass Pelt. Standard Electrode is the Electric Surge setter that isn't Pincurchin, it has STAB Boomburst to make up for its 80 Sp. Atk, and I went ahead and gave it Rising Voltage this time since only Iron Thorns and Iron Leaves exist as Quark Drive users now so it should hopefully be balanced yeah never mind I did some calcs and Rising Voltage is still probably too much lol. It has Rapid Spin, it has Overheat, it can't boost but it can pivot, you know.

Hisuian Electrode is tougher without the easy route of Grassy Surge, but I think I have something decent here? Strength Sap gives it longevity and Apple Acid helps it wallbreak and discourages Grounds that would block its Volt Switches, that's all obvious, but the Abilities were tough. Solar Power makes it a sun abuser, and the hit to its longevity isn't that dire when you have Strength Sap as an option - this is also why it has Weather Ball and Overheat now, so it can make use of sun granting it essentially three STABs. Solar Power is fitting enough too, given Chloroblast. Buuut relegating it to sun kinda sucks, so Dazzling is here to make it a weird sweeper thing - again, decent flavour with it being a bomb or a firework. Dazzling means you can't rely on priority to get around its 150 Speed, Nasty Plot lets it set up and makes up for it not having as potent of a nuke as its cousin's Boomburst, and Specs Overheat has a good chance to kill bulky Kingambit from full while it can't Sucker Punch you, so that's always nice. Still has a big problem with Dragons, though. Unless you run it with Weather Ball on snow. Haha just kidding. Unless?
 
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G-Luke

Sugar, Spice and One For All
is a Community Contributoris a CAP Contributoris a Forum Moderator Alumnus
:ss/basculegion::ss/basculegion-f:
Name: Basculegion | Basculegion-Female
Type:
(both)
Abilities: Swift Swim / Adaptability | HA: Mold Breaker
New Moves: Will-O-Wisp, Focus Blast, Spirit Shackle, Superpower, Calm Mind, Bulk Up, Shadow Sneak, Trailblaze
Justification: Giving the Basculegion crew strong coverage for prevalent Dark types since it got narked by the rise of good Ghost checks. Set up and Wisp also allows Basculegion to utilize its pretty solid defensive utility as well. Finally, Poltergeist gives the Basculin tribe the power to break most traditional Water resists, since they are rising to prominence.

:SV/Iron-Thorns:
Name: Iron Thorns
Type:

Abilities: Quark Drive | HA: Technician
New Moves
: Accelerock, Bullet Seed, Bone Rush, Trailblaze
Justification: First viable offensive Tera Shard user?!? Iron Thorn's most famous (even if not best) set is Loaded Dice Rock Blast. Why not take that and push it to it's highest echelon. At +1, Loaded Dice Rock Blast goes IN on anything that isn't a Sturdy resist, and Bullet Seed + Bone Rush smacks the very few resists of the move. It has problems of course, Rock / Electric isn't the best of typings with a x4 weakness to Ground, even Loaded Dice Bullet Seed struggles against certain Water types like Dondozo, and it is susceptible to priority moves like Mach Punch, Jet Punch and Bullet Punch.

:SV/Hoopa::SV/Hoopa-Unbound:
Name: Hoopa / Hoopa-Unbound
Type:
/

Abilities: Magician | HA: Shadow Shield / Magician | HA: Magic Bounce
New Moves: Shadow Sneak, Shadow Claw, Sucker Punch, Superpower, Poltergeist, Psychic Fangs, Dazzling Gleam
Justification: Hoopa's base form is pure ass, now it got a shiny new typing and a powerful new ability that makes it be able to tank alot of special hits. Hoopa-Unbound instead of changing typing, it got lots of good new STAB options and coverage.

:SV/Arcanine:
Name: Arcanine
Type:

Abilities: Intimidate / Flash Fire | HA: Justified
New Moves: Work Up, Boomburst, Sacred FirePyro Ball, Earthquake, Earth Power
Justification: Arcanine is just a dog, so it should get the coveted Normal typing. Arcanine is always hard at work, so it gets Work Up. Arcanine is a very loud dog with a commanding bark and howl, so it gets the barkiest and howliest of moves. Arcanine is the Legendary Pokémon by Pokémon definition, so it gets the most legendary and special Fire type move you can find. Arcanine is a dog, and Dogs love balls. Arcanine sets its balls on fire! Good thing it gets a move to replicate that! Arcanine loves to dig. It digs so much it feels like the earth is shaking! So much so it felt like it needed the ability to do so in battle as well!

These are buffs to make Arcanine be good, in light of it's Hisuian variant being pretty viable.
Name: Lash Out
Power: 80
Accuracy: 100
PP: 15
Category:

Type:

Effect: Doubles in base power if it's stats are lowered by the opponent.
Priority: 0
Flags: Snatch, Contact
Potential Pokémon With This Move: Old Distribution + :zoroark-hisui::qwilfish-hisui::grimer-alola::iron-jugulis::maschiff::Brute-Bonnet::Toxapex:(L)
Justification: A lot of Dark types were robbed of a good STAB move this gen. Instead of giving everything Knock Off, let's buff a move that was by in large a shitstorm of a move last gen. 80 BP and 10 more PP is an objective buff for sure, but now the kicker here is that it's effect does not have to trigger on the same turn the move is used, turning it into a real singles Intimidate punisher.

Name: Storm Throw | Frost Breath | Snipe Shot | False Surrender
Power: 70
Accuracy: -
PP: 10
Category:
|
|
|

Type:
|
|
|

Effect: Move always results in a critical hit unless target is under the effects of Lucky Chant or has the Shell Armor / Battle Armor ability.
Priority: 0
Flags: Same as in Standard (Snipe Shot is now a Pulse move)
Potential Pokémon With This Move: Old Distribution + Some Sniper Pokémon, and a few extra key type matching Pokémon.
Justification: One of these moves were dexited and that's a shame, so let's bring it back, buff it's existing partner via acc and finally rework two old signatures into the fold! Inteleon is gonna love this one. Since Flower Trick is an existing move and it's more or less a fine addition, making the rest of the moves their clones just makes sense.

Name: Soul Drain
Power: 65
Accuracy: 100
PP: 15
Category:

Type:

Effect: Heals user for 75% of damage dealt to foe.
Priority: 0
Flags: Snatch, Heal
Potential Pokémon With This Move: Spooky Boys and Ghouly Girls
Justification: A different type of "reliable" Ghost STAB. For any Ghost that's daring enough to, Soul Drain trades standard BP buffs for immense healing, making "bulky" Ghosts get a fun form of damage when partnered with Big Root.
Name: Battle Bond
Effect: If this Pokemon is a Greninja, its Attack, Special Attack, and Speed are raised by 1 stage and if it attacks and knocks out another Pokemon. This effect can only happen once per switch in. Water Shuriken is boosted in damage by 33%.
Ignored by Mold Breaker: No
Potential Pokémon With This Ability:
:Greninja:
Justification: Battle Bond was also gutted between Gen 8 and 9, so this retooling of the ability will hopefully make Greninja more worthwhile on offensive teams.

Name: Seed Sower / Sand Spit
Effect: When this Pokemon is hit by an attack, the effect of Leech Seed / Sand Tomb begins on the opponent.
Ignored by Mold Breaker: No
Potential Pokémon With This Ability:
:Arboliva::sandaconda: other fitting Pokémon.
Justification: These weather / terrain setting abilities were outclassed by their regular auto setting companions, so I decided to rework them to make a new, but still useful effect. Their new effect is chip city galore, allowing bulkier balance teams to be worn down easier, without causing potentially benefial to enemy / harmful to teammate side effects. Bring on the chip!
 
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Name: Recycle
Power: 0
Accuracy: 100%
PP: 10
Category: Status
Type: Normal
Effect: Heals 1/3 of the user's HP, and restores lost or used held items. (Now restores items that were knock off or stolen)
Priority: 0
Flags: Can be Snatched
Potential Pokémon With This Move: Current users + (2) :azumarill: (1) :delphox: (1) :glimmora: (1) :goodra-hisui: (1,2) :muk-alola: (1) :rotom: (All forms) (1) :uxie: (1,3) :ceruledge: (1,3) :armarouge: (3) :hawlucha: (1,2) :orthworm: (1,3) :scizor: (1) :tinkaton: (2) :cetitan: (3) :cloyster: (3) :grafaiai: (1,3) :bombirdier: (3) :drifblim: (2) :farigiraf: (1,2) :greedent: (2) :grumpig: (1) :oranguru: (1) :pachirisu: (1,2) :swalot: (Reasoning: 1, flavor, 2, berries, 3, other)
Justification: Recycle is a really cool move, and with all of the new ideas for single-use items (which are historically hard to make viable), buffing it into be usable in more than just niche scenarios would be great. Also works as an anti-knock with the drawback of needing to be used by something that can force out the user (otherwise you'd just be giving them back the power boost). The healing places it as another member of the Jungle Healing/Life Dew family or move class, and conveniently Recycle's PP already fit the standard.
As for the addition decisions, many were based purely on flavor. Most prominent berry users, or simply Pokemon with potential berry use from abilities (outside of harvest, which would be redundant), also got it. Some more niche stuff like unburden or white herb users also got it, so they had the potential to attempt their game plan multiple times instead of being one and done.

Name: Charcoal :charcoal:, Blackglasses :black-glasses:, Nevermeltice :never-melt-ice:, etc.
Effect: Boosts the power of [insert] type moves by 1.3x. This boost is changed to 1.5x if the move is not very effective.
Can Be Knocked Off: Yes
Ignored by Klutz: Yes
Fling Power & Effect: 10
Justification: Buffing the type-boosting items to be a more viable alternative for primarily mono-type attackers (be it true monotype or just use their secondary type mostly defensively). The boost is now on par with Life Orb (but you lack the boost on any coverage moves), and it has a built-in weaker version of Tinted Lens (you end up dealing 3/4th damage to resists).


Name: Hot Iron :stick:
Effect: If the holder attacks the enemy and isn't attacked in the same turn, this item is consumed, and doubles the power of the user's next move.
Can Be Knocked Off: Yes
Ignored by Klutz: Yes
Fling Power & Effect: 80, inflicts burn
Justification: Strike while the iron's hot, they say. Fun tool to punish cowards and status. One-time use Stakeout for any mon, or molly wallop a fat boy trying to to click Toxic or Rocks in your face.
 
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move:
barrage(fighting type, bp 25 hit 2-5 time (like almost every other multi hit move)
potential user : :overqwil: :toxapex: :heracross: :iron hands: :hariyama:

baneful bunker (protect + if the opponent use a contact move apply curse, curse effect fail if the opponent have a substitute
potential user : :overqwil: :toxapex: :salamence: (shellgon) :goodra-hisui: :cloyster:

Circle throw (5 bp switch the opponent entire team, effect blocked by sub, priority -6)
potential user : all normal user + :iron hands: :hariyama: :urshifu: :urshifu-rapid-strike:(rapid strike) :slither wing: :medicham:

new item :
sharp teeth (contact move don't check opponent stat boosts, bite move are boosted by 1.2)

mercur drop (black sludge for steel)

room service (room moves (gravity,wonder room,trick room) used by this pokemon become 8 turn long)
 
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Moves

Name
: Mist Step
Power: ---
Accuracy: ---
PP: 10 [16 Max]
Category:

Type:

Effect: Starts Misty Terrain. The user switches out.
Priority: 0
Flags (ex: Contact, Sound): Same as Chilly Reception
Potential Pokémon With This Move: :florges::hatterene:(:alomomola:maybe for a regen Pivot?)
Justification: Misty Terrain is kinda the black sheep of the Terrains, being generally the least consequential, not being associated with as many offensive properties compared to the other terrains, and doesn't even have a proper setter at this point. This intends to provide a method of setting Misty Terrain for our Rune Drive mons.

Name: Graviton Bomb
Power: 80
Accuracy: 100%
PP: 15 [24 Max]
Category:

Type:

Effect: If the target has any hazards on their side of the field, boosts BP by 1.5x. Clears hazards on the target's side of the field.
Priority: 0
Flags (ex: Contact, Sound): Bullet, Protect, Mirror
Potential Pokémon With This Move: :azelf::mesprit::uxie::hoopa::wyrdeer::bronzong::mew:
Justification: Adding an offensive means of clearing Healing Stones

Items

Name
: Whetstone
Effect: When using a slicing move, consumes and boosts Attack stat by 1 stage.
Can Be Knocked Off (Yes or No): Yes
Ignored by Klutz (Yes or No): Yes
Fling Power & Effect: 30
Justification: Resub bc its been decently popular. With the introduction of Slicing as a new flag for moves, I feel it’s only proper to introduce more ways for the move flag to interact with and influence battles. This seemed like a good start, and creates a physical version of Throat Spray. I imagine the main Pokémon who could be interested in running this would be Gallade & Kleavor, pairing the Whetstone with Agility & Sharpness (Veluza can also do this, but less viably and has alternative Attack/Speed boosting options in Filet Away).
 
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Name: Bug Bite | Pluck
Power: 80
Accuracy: 100%
PP: 15
Category:
Physical

Type:
Bug
|
Flying

Effect: Removes the foe's held item. Consumes the foe's held item if possible.
Priority: 0
Flags (ex: Contact, Sound): Contact, Bite, Protect, Mirror
Potential Pokémon With This Move: current distribution +:scyther:| current distribution +:articuno::moltres::starly::murkrow::rufflet::fletchling::squawkabilly::flamigo:
Justification: tbh this is what i thought bug bite and pluck were when i first saw them, and i was a bit disappointed to find out that they were not as strong as i perceived them to be. now theyre basically knock off knockoffs (haha) for bug and flying, respectively.

Name: Crafty Shield
Power: --
Accuracy: --
PP: 10
Category:
Status

Type:
Fairy

Effect: Protects the user. If the user is hit by a special move, they reflect it and deal 1/4 the damage it would have done to the opponent. (Protect variant)
Priority: 3
Flags (ex: Contact, Sound): Nonsnatchable
Potential Pokémon With This Move::ralts::misdreavus::sableye::klefki::magearna::indeedee::polteageist::tinkatink::gholdengo:
Justification: provides some counterplay for special moves that wasnt really there in the base game. crafty shield was also a damn near useless move when it was still around, so i felt it would be nice to bring it back in a new light.
:sm/mabosstiff:
Name: Mabosstiff
Type:
Dark
Fairy

Abilities: Intimidate / Guard Dog / Stakeout
New Moves: Knock Off, Sucker Punch, Moonlight
Removed Moves: none
Justification: mabos fails to stand out amongst more powerful dark types like kingambit and jugulis, so i aim to at least give it a chance to do so. dark/fairy is an amazing offensive typing, going unresisted by everything except for klefki and tinkaton (it has fire fang to hit these two anyway). stakeout makes switching around mabos a tough task, and new moves such as knock and moonlight give mabos extra utility and reliable recovery, respectively. however, stats remain to be mabosstiff's biggest letdown, as everything outside of its attack stat is either at or below 90. 80/90/70 defenses arent terrible, but they dont let mabos take most hits very well, and often forces it to use moonlight as a result.

(RESUB)

Name: Avalugg-Hisui
Type:
Ice
Steel

Abilities:
Solid Rock / Battle Armor / Bulletproof (HA)
New Moves: Gyro Ball, Ice Shard
Removed Moves: nada
Justification: havalugg but without a terrible typing

no abilities or items this time (brain melted)
 
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Name: Hazardous Waste
Power: 50
Accuracy: 100
PP: 10 (16)
Category: Physical
Type: Poison
Effect: +50 BP for each layer of hazards on the user's side of the field. Base Power caps at 300.
Flags: None.
Potential Pokémon With This Move: Potential pool including all Poison-Type Pokemon and the future Paradox Pokemon, but especially these three: :muk: :muk-alola: :revavroom:
Justification: Resubmission from last slate, but now with a damage cap. Thanks to Healing Stones, that damage cap would have been 450 BP otherwise. I still like the idea of using the newly added Healing Stones and synergizing it with this move on your team.

Name: Dragon Rush / Iron Tail / Aqua Tail
Power: 95
Accuracy: 90
PP: 10 (16)
Category: Physical
Type: Dragon / Steel / Water
Effect: Single target. 20% chance to lower the target's Attack / Defense / Speed by one stage.
Priority: 0
Flags: Contact
Potential Pokémon With Dragon Rush: All Dragon-type Pokemon, plus everyone in the Dragon Egg Group (adding :Goodra: :Gyarados: :Haxorus: :Seviper: etc.)
Potential Pokémon With Iron Tail: Current selection plus Pokemon that had it in Gen 8 (:Dunsparce::Flareon::Gyarados::Landorus-Therian: :Lycanroc-Dusk: :Perrserker: etc.)
Potential Pokémon With Aqua Tail: Current selection plus :Barraskewda: :Basculin: :Vaporeon: (and then maybe other Pokemon with big obvious tails)

Justification: Okay maybe I went a bit overboard with the combined moves in the last slate, so let's stick to these three. Two 100/75 moves that get no use because of their low accuracy, and a 90/90 move that gets no use when Liquidation is obviously a better choice. Making them all 95/90 should make them all viable choices, and the secondary effects will be useful for them.
Name: Four-Leaf Clover
Effect: Raises the Critical Hit rate of the user by one after every attack. After successfully scoring a Critical Hit, returns critical hit rate back to zero.
Can Be Knocked Off: Y
Ignored by Klutz: Y
Fling Power & Effect: 20 BP, lowers crit rate by 1
Justification: Fun for anyone with Sniper, or anyone who just wants a bit of crit fun to break through walls. Most useful right now for the sad lizard, but I am sure other Pokemon can use it well. Updated wording now means every hit increases the crit rate, making multihit moves synergize well with this.

Name: Honey
Effect: When this Pokemon's HP drops below 50%, restores 25% HP. The item is then consumed.
This item cannot be removed from the holder unless it is consumed. Any attempt to remove/steal this item lower's the attacker's Speed by one stage.
Can Be Knocked Off: N (attempting to Knock Off the item will lower the attacker's Speed by one stage).
Ignored by Klutz: Y
Fling Power & Effect: 20 BP, lowers target's Speed by 1 (can only by Tricked or Flung by a Pokemon with Klutz, or in Magic Room)
Justification: A Healing item with a natural Sticky Hold (+Gooey, sort of) effect. Figured it made sense thematically, picture Winnie the Pooh getting his hands sticky while eating out of a honeypot. Other than that, it is just a Sitrus Berry but better. As it is a consumable from nature, if this item could be considered as a "Berry" that would be cool (meaning it applies to existing moves/abilities, including Harvest and Belch).

(If this wins I will make a buff to Honey Gather in the next slate that allows a Pokemon holding no item randomly pick up Honey in battle)

Name: Everything Bagel
Effect: While holding this item, all of this Pokemon's available abilities are active at once.
Can Be Knocked Off: Y
Ignored by Klutz: N
Fling Power & Effect: 10 BP, nullifies the target's ability
Justification: Held item to give a Pokemon multiple abilities. Some Pokemon benefit somewhat, and some Pokemon benefit greatly. The downside being you no longer have the Leftovers or other held item you would normally want this Pokemon to hold, and getting the item Knocked Off stops the other abilities from being active.
Name: Aftermath
Effect: When this Pokemon faints, every other Pokemon on the field is hurt for 25% of their max HP. This damage ignores Substitute or Protect, but moves with semi-invulnerability (Fly, Dig) can avoid this effect.
Ignored by Mold Breaker: No
Potential Pokémon With This Ability: Everyone who has it + :qwilfish::overqwil: :glimmora: :coalossal: :forretress: :revavroom:(mainly Pokemon that enjoy using Explosion)
Justification: Aftermath is a mediocre ability on the Pokemon that have it (see: Electrode). This new change adds a couple new flavours: 1) it is no longer triggered exclusively by contact moves, and 2) the Pokemon can trigger it itself by using an Explosion move (or other suicide moves, e.g. Chloroblast, Steel Beam). This means you get a bit more bang for your buck with a sacrificial play, even doing solid damage to bulky rock, steel, or ghost types who would normally not be afraid of Explosions.

Name: Armor Tail / Dazzling / Queenly Majesty
Effect: This Pokemon is immune to priority moves and hazards. / This Pokemon and its allies are immune to priority moves and stat-lowering abilities, such as Intimidate. / This Pokemon is immune to priority moves and secondary effects.
Ignored by Mold Breaker: Yes
Potential Pokémon With This Ability: :Farigiraf: :Iron Treads: :Goodra-Hisui: :Orthworm: (AT), :Bruxish: :Azelf: :Uxie: :Mesprit: (D), :Tsareena: :Vespiquen: :Gardevoir: :Gothitelle: (QM)
Justification: We now have three different abilities, distributed to a single Pokemon each, that protect from priority moves. Figured a few changes would make them diverse. Now only Dazzling applies protects allies in Doubles, but now these other abilities have unique benefits as well.

Name: Super Luck
Effect: This Pokemon's Critical Hit rate is raised by one after every attack. After successfully scoring a Critical Hit, returns critical hit rate back to zero.
Ignored by Mold Breaker: No
Potential Pokémon With This Ability: :Honchkrow: :Maushold: :Gholdengo: :Luvdisc: :Cresselia: :Diancie: :Tinkaton: :Delphox: :Mesprit: (honestly any Pokemon that can be in some way related to luck/fortune could go here, this is just a random selection).
Justification: Someone said I should make the Four-Leaf Clover not be an item, so here is the same effect as an ability. Enjoy.
:sv/Delphox:
Name: Delphox
Type: Fire/Fairy
Abilities
: Blaze/Magician
Added Moves: Draining Kiss, Moonblast, Moonlight, Thunderbolt, Thunder, Charge Beam, Blizzard, Ice Beam, Icy Wind, Misty Terrain, Healing Wish
Removed Moves: Psychic Terrain
Justification: A well-deserved buff to the Fire Fox. Fairy instead of Psychic also makes sense as a magic-user, and gives it a unique typing. Finally, a bit of coverage that a spellcaster would want to have. Keeping Magician on it thanks to its new niche with Meteor Beam.

:sv/Salazzle:
Name: Salazzle
Type: Poison / Dragon
Abilities
: Corrosion / Shed Skin
Added Moves
: Draco Meteor, Dragon Breath, Dragon Rush, Dragon Tail, Outrage, Cross Poison, Sludge Wave, U-Turn
Justification: Did you know: there are only five fully evolved Pokemon in the Dragon egg group that are not Dragon type? Dragon/Poison with Fire coverage is a solid offensive presence, buffing Salazzle here to higher viability. Say what you want about it being "Naganadel at home" (and honestly maybe it is)

Also, fun fact: did you know that Salazzle knows Fire Lash? It is currently the only Pokemon in the game to know this move. Do with that information what you will.
 
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Name: Last Respects
Power: 90
Accuracy: 100
PP: 10
Category: Physical
Type:

Effect: +30 BP for each fainted ally. -30 BP for each fainted opponent (to a minimum of 30 BP).
Priority: 0
Flags (ex: Contact, Sound): same as in base
Potential Pokémon With This Move: Current distribution
Justification: Sand buff attempt: part 3 (more likely part 1 for yall tho lol). Previous attempts at nerfing this move mostly sucked, so I gave it some thought and tried to figure out what would balance it while still allowing Houndstone to serve its role as a Sand sweeper. This change makes the move still very strong, but your respect for the dead means it gets weaker as your sweep continues, allowing for easier counterplay the more behind the opponent falls. Also removes the possibility of last mon Houndstone full team sweeps, since by the end of it, you’ll be too weak to take out their walls. Legion is potentially very very strong with this, but since it’s currently a banned move, we can always remove it if necessary without hurting the mon.

Name: Tera Blast
Power: 50
Accuracy: 100
PP: 10
Category: Special
Type:

Effect: Changes to physical if the user’s Attack is higher than its Special Attack. If the user is holding a Tera Shard, this move changes type to match the user’s Tera type and gains an additional effect.
Raises the user’s Attack two stages.
Sets Leech Seed on the target.
Burns the target.
Raises the user’s Special Defense one stage.
Paralyzes the target.
Salt Cures the target.
Clears all terrains.
Sets Tailwind on the user’s side.
Destroys the target’s item.
Sets Snow. In Snow, sets Aurora Veil.
Raises the user’s Special Attack two stages.
Resets the target’s stat changes.
Badly poisons the target.
Torments the target.
Suppresses the target’s ability.
Taunts the target.
Raises the user’s Defense one stage.
Cures the party’s status.
Priority: 0
Flags (ex: Contact, Sound): Mirror, Protect
Potential Pokémon With This Move: universal
Justification: Tera Blast is literally unusable atm, so this changes it to work with Tera Shards while also making it a much more unique tool than just Hidden Power 2.
Name: Damage Bank / Savings Bank
Effect: Every time the holder successfully damages another Pokemon with an attack, the bank’s coin counter goes up by one. At 3 coins, the holder’s next attack will have its power doubled (Damage Bank) / the holder restores 33% max HP (Savings Bank), and the coin counter resets to 0.
Can Be Knocked Off (Yes or No): Yes
Ignored by Klutz (Yes or No): Yes
Fling Power & Effect: 100 BP, Pay Day effects.
Justification: Funny idea I had. Damage Bank averages out to about the same damage boost as Life Orb, except you only get a boosted attack one in every three turns. Savings Bank is similar to Shell Bell from last gen, since it’s about double the healing power of Leftovers if you keep attacking, making it good on pivots.

Name: Dancing Shoes
Effect: If the holder is a Meloetta, it transforms into Meloetta-Pirouette. Meloetta-Pirouette holding this item becomes immune to hazards, and its Attack is increased one stage if it is targeted by a Sound move (also immune to Sound moves).
Can Be Knocked Off (Yes or No): No (if Meloetta)
Ignored by Klutz (Yes or No): Yes
Fling Power & Effect: 30 BP
Justification: Return of the Meloetta item, though with a new effect once again. Goes really well with my Meloetta, though either submission should work fine on their own. Also Walkie-Talkie counterplay !!! Also also this and dirge just kinda do nothing to each other lol.
Name: Death Aura
Effect: While this Pokemon is active, all healing is prevented (healing and draining moves fail. Has no effect on Pain Split).
Permanent: No
Mold Breaker: Yes (draining moves only)
Potential Pokémon With This Ability: :typhlosion-hisui::houndstone::gengar::spiritomb::froslass:
Justification: Return of a semi-popular concept that was subbed a lot last gen by other folks. Seems really really valuable in the current meta, with fat teams being so strong and there being so many forms of viable passive recovery. Helps offensive mons break through defensive cores much easier, at the expense of being completely useless against more offensive teams.

Name: Sand Force
Effect: This Pokemon’s attacks have 1.3x power in Sand (also provides Sand immunity).
Permanent: No
Mold Breaker: No
Potential Pokémon With This Ability: Current distribution + :cacturne::orthworm::espathra::revavroom::lycanroc-midnight::rabsca:
Justification: What even is this ability, honestly? There has never been a good abuser of it besides Mega Garchomp, and the fact that it’s a weak ability on a weak weather just compounds the problem. Its new effect is much stronger, and allowing for increased distribution means Sand can finally gain some new abusers.
:sm/Scyther:
Name: Scyther
Type:

Abilities: Sharpness / Technician | Steadfast
New Moves: Dual Wingbeat, Encore, Roost, Sticky Web, Taunt
Removed Moves: none
Justification: An idea I saw in I think the Convergence thread. All of the currently available webbers suck, and Scyther is able to set webs while also being reasonably fast and nowhere near passive. Also adding back a few removed moves because Scizor losing Roost was simply cruel. Sharpness was a flavor suggestion for the Scizor/Kleavor duality, but X-Scissor theoretically goes hard ig. Also webs Scizor/Kleavor lol

:sv/brambleghast:
Name: Brambleghast
Type:

Abilities: Wind Rider / Sand Rush | Infiltrator
New Moves: Ice Spinner, Poltergeist, Nasty Plot, Swords Dance, Weather Ball
Removed Moves: none
Justification: Second slate of giving Grass/Ghost mons Poltergeist lol. Sand is a really weird playstyle right now. Every setter and every viable abuser are weak to Grass and Water, which is just sad, so I figured I’d provide another option. Brambleghast perfectly complements the defensive profiles of the current Sand options, while also offering a powerful offensive tool. Grass/Ghost coverage is not bad at all in OU, only struggling to get past Kingambit, the Dark/Flyings (both of which are offensive), and whatever mons decide to run itemless in order to stop a Brambleghast lol. Ice Spinner provides the coverage to hit both Dark/Flyings as well as Hydreigon, though most teams will probably just run Strength Sap for longevity and disruption. Also gave it Nasty Plot and Weather Ball because plot sets sure would be funny! Should help out an otherwise struggling playstyle quite a lot.

:sm/meloetta::sm/meloetta-pirouette:
Name: Meloetta
Type:
/

Abilities: Trace (Aria), No Guard (Pirouette)
New Moves: Aura Sphere, Axe Kick, Blaze Kick, Heal Bell, Mega Kick, Rapid Spin, Recover, Vacuum Wave
Removed Moves: Sing (ghostwritten all along…)
Justification: OU Psychics are extremely lacking, and the past two slates haven’t fixed that. Instead of shield dog being the issue, it’s turned out that the real dangers are Sneasler and Cresselia, and Meloetta never lets Sneasler set up while always beating Tera Poison Cress, making it an amazing addition for the current meta. Pirouette form also gets noticeably better from this, especially with no competition from Mega Lopunny like last gen, though good luck using that lol.
 
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Mintly

formerly Spook
is an Artist
Name: Zenith Dance
Power: --
Accuracy: --
PP: 20
Category: Status
Type:

Effect: Raises the user's Special Attack and Speed by 1 stage
Flags Dance
Potential Pokémon With This Move: :medicham:, :uxie:, :mesprit:, :azelf:, :delphox:, any Psychic type really.
Justification: Why is there no SpA. Dragon Dance :(

Name: Stealth Rock
Power: --
Accuracy: --
PP: 20
Category: Status
Type:

Effect: Does nothing.
Flags
Potential Pokémon With This Move
: None
Justification: The Lord giveth and The Lord taketh away.
 
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Time to resubs plus more.

Name: Chatter
Power: 90
Accuracy: 100%
PP: 20
Category: Special
Type: Flying
Effect: 10% chance to confuse the target.
Priority: 0
Flags (ex: Contact, Sound): Protect, Mirror, Sound, Authentic
Potential Pokémon With This Move: Oricorios, the Legendary Birds, and

Justification: By nerfing the Confuse chance into the ground and giving it a stronger base power, it gives another flying move for people who don't/can't run Hurricane. Also Chatot is a GOAT don't @ me.

Name: Acid Fist
Power: 90
Accuracy: 100%
PP: 10
Category: Physical
Type: Poison
Effect: 10% chance to Poison
Priority: 0
Flags (ex: Contact, Sound): Protect, Mirror, Contact, Punch
Potential Pokémon With This Move:

Justification: Physical Poisons need a better accuracy move than Gunk Shot and more Powerful than Dire Claw. And Breloom gets it because it fits with its hidden ability.

Name: Body Armor
Effect: Holder's Def is 1.5x, but it can only select damaging moves.
Can Be Knocked Off (Yes or No): Yes
Ignored by Klutz (Yes or No): Yes
Fling Power & Effect: 80
Justification: It just always bugged me that there was never a counterpart to Assault Vest.


Name: Dubious Disc
Effect: Holder's STAB is 2 instead of 1.5, but halves the holder's speed.
Can Be Knocked Off (Yes or No): Yes
Ignored by Klutz (Yes or No): Yes
Fling Power & Effect: 50
Justification: Trick Room. Also love things where you have to decide whether the risk is worth the gain.

Name: Immolate | Mortify | Petrify
Effect: This Pokemon's Normal-type moves become Fire | Ghost | Rock-type moves and have their power multiplied by 1.2.
Permanent (Yes or No): No
Mold Breaker (Yes or No): No
Potential Pokémon With This Ability:
|
|

Justification: Im love -ate guys


Name: Punk Rock
Effect: Unchanged
Permanent (Yes or No): Unchanged
Mold Breaker (Yes or No): Unchanged
Potential Pokémon With This Ability: Toxtricity +

Justification: I love Punk Rock and also Flavor.
 
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Name: Burn Up
Power: 110
Accuracy: 100
PP: 10/16
Category: Special
Type: Fire
Flags: -
Effect: Destroys the target's held item. If the target does not have a held item or it cannot be destroyed, destroys the user's held item instead. If neither can be destroyed, consumes all of this move's PP.
Potential Pokémon With This Move: :delphox: :typhlosion: :typhlosion-hisui: :moltres: :torkoal: :armarouge: :talonflame: :charizard: :houndoom: :camerupt: :pyroar: :scovillain:
Justification: A risky alternative to Knock-Off. Very powerful but could leave you item-less or even move-less if you spam it.

Name: Short Circuit
Power: 80
Accuracy: 100
PP: 15/24
Category: Physical
Type: Electric
Flags: Contact
Effect: If this move fails to deal damage for any reason, summons Electric Terrain.
Potential Pokémon With This Move: :Thundurus: :Iron Hands: :Iron Thorns: :Pawmot: :Luxray: :Raichu::Iron Leaves: :Revavroom::Electrode: :Electrode-Hisui:
Justification: Physical Electric moves are always good to see, and this one has some interesting utility that makes your average Ground-type switch in not as free as usual.

Name: Brain Buster
Power: 120
Accuracy: 100
PP: 15/24
Category: Physical
Type: Psychic
Flags: Contact
Effect: Deals 1/3 of the move's damage as recoil. If the user faints when using this move (due to recoil/life orb/rough skin/etc), summons Psychic Terrain.
Potential Pokémon With This Move: :Hoopa: :Iron Leaves: :Gallade: :Wyrdeer: :Bruxish: :Veluza: :Mew: :Farigiraf: :Hatterene: :Tauros::Staraptor:
Justification: Physical Psychic moves are almost as dire as physical Electric, so this gives a nice nuke option for that. Can create some crazy momentum on fainting if you play things right.

Name: Rototiller
Power: 40
Accuracy: 100
PP: 15/24
Category: Physical
Type: Grass
Flags: -
Effect: On hit, removes entry hazards on the user's side. If any entry hazards were removed, summons Grassy Terrain.
Potential Pokémon With This Move: :Amoonguss: :Calyrex: :Decidueye: :Decidueye-Hisui: :Meowscarada: :Rillaboom: :Brambleghast: :Chesnaught: :Arboliva: :Toedscruel: :Gogoat: :Wo-Chien: :Hippowdon: :Mudsdale:
Justification: More hazard removal is always welcome. Meowscarada especially loves this, as well as any teams with the new Grassy-Terrain abusing paradox mons.

Name: Steady Shield
Effect: The holder's moves deal 0.75x damage. When the holder uses a Protection move, the message "{Holder} steadied itself with its Steady Shield!" will display, and the holder's moves will instead deal 1.5x damage until the end of the next turn.
Protection moves include Protect, Detect, Spiky Shield, King's Shield, Baneful Bunker, Obstruct, Silk Trap, Mat Block, Quick Guard, Wide Guard, Crafty Shield, and Endure.
Can Be Knocked Off: Yes
Ignored by Klutz: Yes
Fling Power & Effect: 80 BP, Protects the user this turn.
Justification: A boosting item that offers a different sort of drawback. At full power you get a whole choice boost, but your movements are much more predictable. Best on things that aren't drowning in moves to choose from. Merciless Baneful Toxapex goes dummy.
Potentially notable is the Fling effect, which could be an option to trigger Unburden while getting an essentially free turn.

Name: Cozy Sweater
Effect: If it is Snowing, the holder's Special Defense is raised by 1.5x.
Can Be Knocked Off: Yes
Ignored by Klutz: Yes
Fling Power & Effect: 40 BP
Justification: Snow has had some nice buffs, but it's still pretty weak as a weather (Aurora Veil notwithstanding). This could maybe allow a bulky Ice-type to kinda-sorta function in the Snow, and non-Ice types could appreciate the boost as well to make Snow teams less one-dimensional.

Name: Boomerang
Effect: If this item was Flung, it returns to the holder at the end of the turn, hitting again when it does.
(If the user gains an item before the Boomerang returns, the second hit will still occur, but the Boomerang will be lost. If a different Pokemon is in battle than the user, the second hit still uses the user's Attack stat, and the new Pokemon can recover the Boomerang if it is not holding an item.)
Can Be Knocked Off: Yes
Ignored by Klutz: Yes
Fling Power & Effect: 40 BP, lowers the target's Defense by one stage.
Justification: Lets you give up your item slot for a pretty strong Dark attack that isn't just single use. Bulky attackers can use it to help wallbreak, and fast attackers can bypass Knock Off if they toss away their Boomerang before they get hit.
 
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Ema Skye

Work!
Adjustments
:sm/farigiraf:
Name: Farigiraf
Type: Normal/Ghost
Abilities: Armor Tail/Stakeout/Pixilate
New Moves: Focus Blast, Volt Switch, Flamethrower, Fire Blast, Bitter Malice, Earth Power, Aura Sphere
Removed Moves: none
Justification: Normal/Ghost is kinda cool, but Kingambit is pretty annoying for this type combo. With Armor Tail's immunity to Sucker Punch, the Kingambit matchup involves a lot less mindgames, with Aura Sphere KOing offensive gambits and a good chance at KOing bulkier sets. Its speed tier is also high enough that it can cover this matchup. Bitter Malice also helps weaken the Darks trying to come in, and is pretty fun with Stakeout on sets less worried about gambit. Pixilate probably isn't as useful, but Fairy forms pretty good coverage with Ghost.


Moves
Name: Ingrain
Power: -
Accuracy: -
PP: 8
Category: Status
Type: Grass
Effect: Restores user's HP to full. User falls asleep for 1 turn.
Priority: 0
Flags (ex: Contact, Sound): Healing, Snatch, etc (same as Rest)
Potential Pokémon With This Move: anything based on plants that have roots
Justification: This move is really useless normally so this is a bit of an overhaul that turns it into better Rest (with limited distribution as the tradeoff). This could be interesting with an Early Bird user to get a free full recovery, given that ability is pretty useless normally and the mons with this move don't have the greatest defensive typing.

Name: Beak Blast / Static Salvo / Rust Rupture
Power: 100
Accuracy: 100
PP: 24
Category: Physical
Type: Flying / Electric / Steel
Effect: Charges up at the beginning of the turn. If hit by a contact move while charging, inflicts burn / paralysis / toxic poison.
Priority: -3
Flags (ex: Contact, Sound): Bullet (all three)
Potential Pokémon With This Move:
Beak Blast: birds
Cotton Cloud: :ampharos:, things with Cotton Guard or Static
Rust Rupture: Shrapnel Shot learners
Justification: Beak Blast is a really cool move with interesting applications, and all three of these moves provide fairly reliable physical STAB for their types.

Name: Burnt Leaves
Power: 70
Accuracy: 80
PP: 24
Category: Special
Type: Fire
Effect: 30% chance to burn
Priority: 0
Flags (ex: Contact, Sound):
Potential Pokémon With This Move: :scovillain: a bulky grass could be cool here. probably only grass types get it.
Justification: HP Fire on Grasses was pretty valuable for coverage, so this tries to replicate it while also giving the move additional utility as a weaker Lava Plume.

Name: Take Heart / Jungle Healing
Power: -
Accuracy: -
PP: 16
Category: Status
Type: Psychic / Grass
Effect: Get +1 SpA/SpD / +1 Atk/Def. If the user is statused, cures status conditions. If not statused, restore 25% HP instead.
Priority: 0
Flags (ex: Contact, Sound): Snatch
Potential Pokémon With This Move:
Take Heart: :luvdisc: :alomomola: :altaria: :mesprit: :blissey: :cresselia: :florges: :gardevoir: :hatterene: :enamorus: (:magearna: lol)
Jungle Healing: :leafeon: :lurantis: :oranguru: :passimian: :tsareena: :brute-bonnet: :sunflora: :tropius: (:annihilape: lol)
Justification: Both of these moves are really cool but a little niche in their application, so I fused them together. Should be interesting boosting options for mons looking to snowball or stallbreak.
 
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Pile Driver
Power: 40
Accuracy: 100%
PP: 15 PP
Category: Physical
Type: Name:
1688166493840.png

Effect: The user tosses their target headfirst into the ground, this causes the target to have the effects of their field's entry hazards reapplied, regardless of their ability, immunity, or item. The order of hazard re-application goes like this:
Sticky Web
Toxic Spikes
Spikes
Stealth Rock
Healing Stones
Priority: 0
Flags: Contact, doesn't have the Mirror tag
Potential Pokémon With This Move: :Blissey: :Hariyama: :Iron Hands: :Pawmot: :Heracross: :Lilligant-Hisui: :Kleavor: :Tsareena:
Justification: A niche counter against Heavy-Duty Duty Boots users as it allows you to give them entry hazard damage without investing in someone with Knock Off, it also allows Magic Gaurd users to be chipped despite their immunity to entry hazard damage.

Cinders
Power: 40
Accuracy: 100%
PP: 30 PP
Category: Special
Type: Name:
1688169635470.png

Effect: The user shoots a quick spark at the target, this has a higher priority than most moves.
Priority: 1
Flags:
Potential Pokémon With This Move
: :Skeledirge: :Volcarona: :Iron Moth: :Typhlosion: :Hydreigon: :Scovillain: :Koraidon:
Justification: More options for options in special priority moves. Also give slower Pokemon like Skeledirge and Scovillain a way around their speed issues.


Polar Pulse
Power: 130
Accuracy: 100%
PP: 10 PP
Category: Special
Type: Name:
1688171865115.png

Effect: The user lowers the temperature to charge up an electric shock, takes a turn to charge, if it is snowing, the charge turn is skipped.
Priority: 0
Flags: Pulse
Potential Pokémon With This Move: :Frosmoth: :Abomasnow: :Glaceon: :Slowking: :Miraidon: :Iron Bundle: :Articuno: :Suicune: :Walking Wake: :Zapdos:
Justification: It gives snow teams the extra advantage of having BoltBeam coverage, overall boosting their offensive prowess, Abomasnow would be the one who benefits the most as alongside a strong electric type attack it can use, it also has STAB Blizzard thanks to already setting up snow thanks to Snow Warning, Slowking would also appreciate this move for it's Chilly Reception sets.

Soft Landing
Power: 40
Accuracy: 100%
PP: 20 PP
Category: Physical
Type: Name :
1688172626123.png

Effect: The user rides on a cloud and rams into the target, then it switches out to a teamate, this teammate will be protected by any damage from entry hazards and gaining any volatile status effects on the move it switches into.
Priority: 0
Flags: Contact
Potential Pokémon With This Move: :Dragonite: :Talonflame: :Staraptor: :Gyarados: :Komala: :Roaring Moon: :Slither Wing: :Tornadus: :Thunderus: :Landorus: :Enamorus:
Justification: Two-fold, allows for safer switch ins while also adding some offensive utility, as despite it's weak power, it gives Dragonite and Gyrados, among others, physical Flying-type STAB.

Name: Eviolium
Effect: This evolutionary alloy raises the attack and sp. attack of unevolved Pokemon by 50%.
Can Be Knocked Off: Yes
Ignored by Klutz: Yes
Fling Power & Effect: 40 BP
Justification: Adds some more interesting dynamics to OU, I imagine that with this item, Bisharp and Primape may get OU niches now due to being stronger than their evolutions, but again this is for only unevolved Pokemon so it is quite niche.

Name: Reflective Lens
Effect: When the opponent give the holder a status effect, they will get that same effect, if the opponent raises their stats the holder will have those same stats raised as well, conversely, if the opponent lowers the holder's stats those same stats will be lowered for the opponent as well.
Can Be Knocked Off: Yes
Ignored by Klutz: Yes
Fling Power & Effect: 50
Justification: An item that checks set-up sweepers, by giving the benefits of set-up moves without the time it takes to make a turn.

Name: Iron Ball/Lagging Tail
Effect: When held the user always moves last, but their Attack and Sp. Attack (Iron Ball) or Defense and Sp. Defense (Lagging Tail) are boosted by 30%
Can Be Knocked Off: Yes
Ignored by Klutz: Yes
Fling Power & Effect: 130
Justification: My attempt at fixing two very VERY situational and oftentimes useless items, I feel like gaining a Guts/Marvel Scale level boost without being choice locked will likely give many slow Pokemon an added punch or extra bulk.

Name: Blusk Berry
Effect: When the holder uses a move that is 90% accurate or lower, the berry will be consumed, making that move never miss.
Can Be Knocked Off: Yes
Ignored by Klutz: Yes
Fling Power & Effect: 20
Justification: One of those niche items with some cool functions, it can give every Pokemon a one-time Spore basically, and it also allows the user to guarantee hitting a Focus Blast, the possibilities are intriguing.
More stuff WIP
 

Attachments

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Name: Strato Shield
Power: --
Accuracy: --
PP: 32
Category:

Type:

Effect: Sets a layer of puffy clouds above the ground on the user's side of the field. With 1 layer active, Pokemon that are Flying-type or have the ability Levitate ignore all hazards beneath the clouds on switch-in. With the max of 2 layers active, non-Flying type Pokemon and Pokemon without Levitate that switch-in are considered non-grounded and ignore the hazards beneath the clouds. The clouds can be removed by Rapid Spin from the user's side, an opponent's Wind move landing (removes 1 layer at a time), or Defog from either side.
Priority: +0
Flags (ex: Contact, Sound): Snatch
Potential Pokémon With This Move: Similar distribution to Defog
Justification: MORE HAZARDS. Although this is more of an anti-hazard hazard. Strato Shield helps Flying-types get onto the field without being forced to run boots, even if some but not all of the setters would probably be Flying-types to begin with. Getting three layers up is easier said than done, but pulling it off gives a switching-in Pokemon a free, permanent* Air Balloon without wasting their item slot, and gives more value to wind moves as a form of offensive hazard removal, along with resident Wind Rider Brambleghast, which acts as this hazard's equivalent of a spinblocker (unless Wind Rider gets better distribution in the future).

Name: Avalanche
Power: 120 BP
Accuracy: 100%
PP: 16
Category:

Type:

Effect: Does nothing on the turn its used. Two turns later, an avalanche crashes down and summons Snow.
Priority: +0
Flags (ex: Contact, Sound): Ignores Protect
Potential Pokémon With This Move: Current distribution
Justification: Tragically bad move reworked into a physical Future Sight clone (and a slightly better phys Ice move than Ice Spinner) that creates better Snow setters than Abomasnow (non-Ice types of note that normally get this move include :ursaluna:,:dondozo:,:garganacl:,:samurott:/:samurott-hisui:,:tyranitar:(????) and honorary non-Ice type :crabominable:) but the latter keeps its niche of more immediate Snow.

Name: Heated Debate | Gloomy Attitude | Dry Wit | Chilly Reception
Power: --
Accuracy: --
PP: 16
Category:

Type:
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Effect: Sets Harsh Sunlight/Rain/Sandstorm/Snow, switches out.
Priority: +0
Flags (ex: Contact, Sound): Sound
Potential Pokémon With This Move: :primeape: | :dragalge: | :houndstone: | :slowking:/:slowking-galar:
Justification: Making more viable weather setters. This probably needs VERY strict distribution due to how strong setting weather and immediately pivoting is, as Slowking already demonstrates with the most underwhelming weather. Also decided to make them Sound for funny interactions with Walkie-Talkie.

Name: Static Cling | Seed Fling | Magic Mist | Mind Twist (RESUB)
Power
: 80 BP
Accuracy: 100%
PP: 15
Category:
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Type:
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Effect: Sets Electric Terrain/Grassy Terrain/Misty Terrain/Psychic Terrain on hit. This effect is blocked by Covert Cloak and Shield Dust.
Priority: +0
Flags (ex: Contact, Sound): Contact (Elec/Grass only), Protect
Potential Pokémon With This Move: :luxray::eelektross::toxtricity::pawmot: | :brambleghast::breloom::brute-bonnet::toedscruel: | :wigglytuff::florges::dachsbun::tinkaton: | :armarouge::espathra::espeon::farigiraf:
Justification: Making good terrain setters without just slapping Surge abilities onto everything.
Name: Mist Opportunity
Effect: On switch-in, sets Misty Terrain. During Misty Terrain, Atk and Accuracy is 1.3333x.
Permanent (Yes or No): No
Mold Breaker (Yes or No): No
Potential Pokémon With This Ability: :grimmsnarl::wigglytuff::azumarill::quaquaval:
Justification: Misty Terrain is the only terrain that gives no offensive buffs and the defensive buffs it gives are niche at best, so I think it's fair to give a bit more reliable firepower to setters/abusers.

Name: Twist of Fate
Effect: If the secondary effects of a move targeting this Pokemon activate, negative effects (status inflictions, stat drops, flinching, etc) are redirected to the attacker and positive effects (stat increases) are redirected to this Pokemon.
Permanent (Yes or No): Yes
Mold Breaker (Yes or No): Yes
Potential Pokémon With This Ability: :espeon::delphox::farigiraf::gengar:
Justification: A funny alternative to Covert Cloak/Shield Dust. Don't wanna get burned from Scald? Now they get burned instead. Need something to deal with Ceaseless Edge? Switch in and eat a hit to set a layer of Spikes for free. Eat a Torch Song and get +1 SpA for your troubles. Lots of fun interactions with this ability.
 
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slate 3 and I am submitting even more. woohoo!

Name: Overgrow/Blaze/Torrent
Effect: This pokemon's attacking stat is 1.2x when attacking with [Grass/Fire/Water] attacks. when under 1/3 hp, attacking stat is 1.5x
Permanent: Yes
Mold Breaker: No
Distribution: Current
Justification: Changing starter's abilities has two different reasonings for me. While I know this is a pretty big step up in damage for some pokemon, especially cinderace, it leads to some difficult choices. Do I want a stronger more spammable pyro ball? Do I want the ability to pivot around well and change typings? I think it's very coolfor starters with good abilities to have a choice between two, and starters with useless abilities to actually have some with cool effects

Name: Frost Breath
Power: 60
Accuracy:100
PP:10/16
Category: Special
Type: Ice
Effect: Always results in a critical hit. 10% chance to freeze
Possible Distribution: All ice pokemon, :Gastrodon:, :Slowbro:
Justification: Mostly a useless move used in niche doubles strategies now becomes a possible alternative to ice beam. There's a use case for both moves, not making either useless, and I thought freeze chance was natural.

Name: Scald/Magnet Bomb
Power: 70
Accuracy: 100
PP: 20/32
Category: Special
Type: Water/Steel
Effect: 10% burn/paralysis chance. Super Effective on Ice/Steel
Possible Distribution: Gen 8/7 Distribution, + :basculegion", :walking wake" | + :gholdengo:, :goodra-hisui:, :iron treads:, :forretres:, :lucario:, :bronzong:
Justification: Bringing back mainly dexited moves in a slightly more unique way then just nerfing scald. I always found freeze dry to be interesting and I was sad Magnet Bomb got snapped out of existence, and this was my solution. Feel free to nerf scald distribution, I just think these would be interesting changes to see :).
 
Name: Healing Rush
Power: 90
Accuracy: 100
PP: 10
Category: Physical
Type: Psychic
Effect: Heals the user's party from status conditions
Priority: 0
Flags: Protect, Contact
Potential Pokémon With This Move: :wyrdeer: :grumpig: :medicham: :bronzong:
Justification: Resub! Shoutout to Zarune in Poketypos. Since Psychics have physical moves that are only good for certain Pokemon, I made one that can generally be used. Healing status from your teammates is always good and I'm pretty sure it won't be that hard to handle.

Name: Venom Drench
Power: —
Accuracy: —
PP: 5
Category: Status
Type: Poison
Effect: Fails if the user doesn't have the Poison type. If this move is successful and the user isn't Terastalized, recover 75% of its HP. The user's Poison type then becomes typeless as long as it remains active.
Priority: 0
Flags: Heal
Potential Pokémon With This Move: :swalot: :muk: :muk-alola: :skuntank:
Justification: Venom Drench now gives some Poison mons recovery at the cost of their typing. This definitely needs some careful distribution though. Was this made for Swalot? Maybe. Maybe not.

:sv/wyrdeer:
Name: Wyrdeer
Type: Normal/Psychic
Abilities: Intimidate | Speed Boost | Sap Sipper
New Moves: Body Press, Focus Blast
Removed Moves: Stored Power
Justification: Wyrdeer was done dirty tbh. With Speed Boost it'll be able to get itself going with setup much easier. I removed Stored Power to prevent an Espathra moment.

:sv/swalot:
Name: Swalot
Type: Poison
Abilities: Sticky Hold | Liquid Ooze | Earth Eater
New Moves: Venom Drench (if the move wins. if not, Slack Off), Scald
Removed Moves: —
Justification: The dex keeps mentioning that this thing can eat anything but itself. So it wouldn't be that much of a stretch for it to have Earth Eater. Gave it reliable recovery as well since that's what it lacks the most. God save this mon. Also Scald stomach acid.

ill make more later my ass isnt motivated/too busy with totk rn :wo:
 
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Gravity Monkey

Que des barz comme si jtais au hebs
is a Top Artist
:charizard-mega-x::charizard-mega-y:
Name: Charizardite Shard X | Y
Effect: If held by a Charizard, on switch in…
- Teras it into Dragon | Fire
- Changes its ability to Tough Claws | Drought
- Grants a +1 Atk boost | + 1 SpA boost
- And continuously after that, makes Dragon and Fire | Fire and Flying moves deal 1.2x damage
Can Be Knocked Off (Yes or No): No
Ignored by Klutz (Yes or No): No
Fling Power & Effect: None
Justification: I think that the Revavroom Tera shards are really cool and I really wanted to build off that mechanic. Yoshiblaze's comments about the mega subs last slate gave me an idea off how we could go about doing that, and so here are the mega-stone shards! This current version might be a bit overkill with the +1 offensive stages, if the council thinks its too much I'll comply.
 
Name: Fatal Spin :Brambleghast:
Power: 80
Accuracy: 100
PP: 30
Category: Physical
Type: Ghost
Effect: Removes hazards on user side, user faints.
Priority: 0
Flags (ex: Contact, Sound):
Potential Pokémon With This Move: Spooky things that can spin.
Justification: not sure if this is really good, absolute garbage, or super niche.

Name: Rawst | Persim | Pecha | Aspear Berry
Effect: When below 50% hp, set Sun | Rain | Sand | Snow. Single use
Can Be Knocked Off (Yes or No): Yes
Ignored by Klutz (Yes or No): No
Fling Power & Effect: 20 bp, sets Sun | Rain | Sand | Snow.
Justification: I know we will all miss the Rawst Berry and its limitless viability. Funny new weather setting tool.

Name: Dungeon Lord :Regidrago:
Effect: Users dragon type moves heal it for 50% of the damage dealt.
Permanent (Yes or No): Yes
Mold Breaker (Yes or No): Yes
Potential Pokémon With This Ability: Regidrago and maybe Goodra, Appletun, Altaria, Dragalge
Justification: Regidrago was supposed to be the defensive counterpart to Regieleki, but it ended up just being worse. This gives it an interesting defensive alternative. New name.

:Typhlosion:
Name: Typhlosion
Type: Fire/Ground
Abilities: Blaze / Flash Fire / Regenerator
New Moves: Earth Power, Earthquake, Scorching Sands, Stealth Rock, U-Turn
Removed Moves: Nah
Justification: Typholsion isn’t good. Ground type makes its rocks weakness into a neutrality, and gives it a secondary STAB that is really helpful. Regen lets it toss big eruptions more often.

:Tyranitar:
Name: Tyranitar
Type: Rock / Ghost
Abilities: Sand Stream / Rough Skin / Unnerve
New Moves: Accelerock, Shadow Punch, Shadow Bone, Phantom Force, Poltergeist
Removed Moves: Nah
Justification: Sand is not good. We got new sand mons in Sandy Shocks and Great Tusk, they need a better setter. Also serves as a spin blocker for hazard stack, yay. Added ghost moves.

:gyarados:
Name: Gyarados
Type: Water/Dragon
Abilities: Intimidate / Moxie / Multiscale
New Moves: Flip Turn, Draco Meteor, Scale Shot
Removed Moves: Nah
Justification: It looks like a dragon, so it is a dragon. Flip Turn makes it a solid Intimidate pivot, and Multiscale boosts dragon dance sets.
 
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Name: Thundering Blow
Power: 85
Accuracy: 100
PP: 15 (max 24)
Category: Physical
Type: Electric
Effect: 30% chance to paralyze the opponent.
Priority: 0
Flags: Protect, Mirror, Contact
Potential Pokémon With This Move: :iron_hands: :iron_thorns: :pawmot: :luxray: :eelektross: :regieleki: :toxtricity:
Justification: Realized a lot of physical Electric types are pretty slow, so I figured a move that spreads Paralysis could be cool. Give it to Toxtricity for funny Shift Gear sets.

Name: Mind Crush
Power: 120
Accuracy: 100
PP: 5 (max 8)
Category: Physical
Type: Psychic
Effect: Lowers the user's Attack and Defense by 1.
Priority: 0
Flags: Protect, Mirror, Contact
Potential Pokémon With This Move: :hoopa_unbound: :iron_leaves: :azelf: :gallade: :wyrdeer: :veluza: :mew:
Justification: Psychic type Superpower, since physical Psychic types don't have a nuke option. A lot of them have signature moves or Sharpness-boosted Psycho Cut, but they just don't compare to a 120 BP STAB.

Name: Triple Axel
Power: 20
Accuracy: 90
PP: 10 (max 16)
Category: Physical
Type: Ice
Effect: Hits 3 times. Each hit can miss, but power rises (2nd hit is 40 and 3rd is 60).
Priority: 0
Flags: Protect, Mirror, Contact
Potential Pokémon With This Move: Old distribution + :baxcalibur: :glastrier: :cetitan: :abomasnow:
Justification: Physical Ice types were robbed, so I'm bringing this back. Apparently it's already in the game, just not learnable for some reason.
Name: Leather Belt :expert_belt:
Effect: Holder's attacks that are neutral against the target do 1.2x damage.
Can Be Knocked Off: Yes
Ignored by Klutz: Yes
Fling Power & Effect: 10
Justification: Cool tool for types that don't have too many supereffective hits, like Normal, Dragon, and Ghost. Mostly just an alternative to Life Orb in case you don't want to take damage all the time.

Name: Power Herb :power_herb:
Effect: Holder's two-turn moves complete in one turn (except Sky Drop). Holder's recharge moves skip the recharge turn. Single use.
Can Be Knocked Off: Yes
Ignored by Klutz: Yes
Fling Power & Effect: 10
Justification: Minor buff to Power Herb so that it also includes recharge moves. Functions on the same principle of a powerful nuke that you can only click once, and helps proc Unburden sometimes.

Name: Adrenaline Orb :adrenaline_orb:
Effect: Raises holder's Speed by 1 stage if hit by a Bug-, Dark-, or Ghost-type attack, or Intimidated. Single use.
Can Be Knocked Off: Yes
Ignored by Klutz: Yes
Fling Power & Effect: 30
Justification: Giving Adrenaline Orb the effects of Rattled. Put it on a Knock absorber and set up for a sweep. Or switch into a U-turn to threaten whatever is coming in.
Name: Versatile
Effect: This Pokemon's non-STAB moves deal 1.33x damage.
Permanent: No
Mold Breaker: No
Potential Pokémon With This Ability: :mew: :goodra: :goodra-hisui: :copperajah: :gallade: :salamence: :azelf:
Justification: The counterpart to Adaptability. 1.33x may seem a little weird at first, but that's how much Adaptability boosts STAB moves (from 1.5x to 2x), and it has precedent in stuff like Dark Aura.

Name: Optimist
Effect: This Pokemon draws Dark moves to itself to raise Sp.Atk by 1; Dark immunity.
Permanent: No
Mold Breaker: Yes
Potential Pokémon With This Ability: :hatterene: :enamorus_therian: :mew: :hoopa: :mesprit: :raichu_alola: :diancie:
Justification: Dark type Storm Drain, to absorb Knock Off and Ceaseless Edge mainly. Additionally, checks a lot of the relevant Dark type Pokemon.
:sv/tinkaton:
Name: Tinkaton
Type: Fairy / Steel
Abilities
: Mold Breaker / Own Tempo / Sheer Force
New Moves
: Earth Power, Discharge.
Removed Moves: None.
Justification: Tinkaton was balanced with Gigaton Hammer in mind, but that's why it has 75 Attack. This makes its other moves hit like a wet paper towel. My proposed solution to that is Sheer Force, boosting Play Rough (and Rock Slide) to acceptable levels. I also added some funny Sheer Force boosted Special coverage, in case it ever needs that.


:sv/grafaiai:
Name: Grafaiai
Type: Dark / Poison
Abilities: Unburden / Poison Touch / Prankster
New Moves: Sucker Punch, Toxic Spikes, Dark Pulse.
Removed Moves: None.
Justification: Just wanted to give Grafaiai STAB on Knock Off, and the ability to set hazards through Toxic Spikes (Dire Claw gets blocked a lot). Allows it to make progress pretty easily. Added Sucker Punch as priority.
 
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anaconja

long day at job
is a Community Contributoris a Tiering Contributor
Name: Slipstream
Accuracy: 100%
PP: 10
Category: Status
Type: Flying
Effect: User heals HP equal to the opponent's Spe. Lowers the opponent's Spe by 1.
Priority: 0
Flags (ex: Contact, Sound):
Potential Pokémon With This Move: :revavroom: other things related to racing?
Justification: this was a p neat idea in poketypos where you can set up and then use this both as recovery and pseudo speed boosting.

Name: Icy Glare
Accuracy: 100%
PP: 10
Category: Status
Type: Ice
Effect: Lowers the opponent's Def and SpD by 1. User switches out.
Priority: 0
Flags (ex: Contact, Sound):
Potential Pokémon With This Move: :baxcalibur::cloyster::weavile::abomasnow::beartic::glalie:
Justification: parting shot but more offensive.
:sv/vespiquen:
Name: Vespiquen
Type: Poison / Flying
Abilities: Intimidate / Cute Charm / Supreme Overlord
New Moves: Gunk Shot, Poison Jab, Barb Barrage, Poison Fang, Sludge Wave, Acid Armor, Body Press, Dual Wingbeat, Defog, Whirlwind
Justification: adds a poison type to fill the niche of pex beating stuff like crab, sneasler, etc
 
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Yoshiblaze

ye
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Interrupting the submissions phase for a quick second to give you another obligatory discussion post!

Except this time, with the playtesting roomtour we had today, this discussion post will be a quick tourney recap!

Tour #1 - VaporeMons - Round Robin - 6 Entrants
1st
: G-Luke (4-1)
2nd: Gravity Monkey (3-2)
2nd: ryangregory78 (3-2)
4th: 2 players tied (2-3)
VaporeMons Roomtour Usage Stats

Code:
+ ---- + ------------------ + ---- + ------- + ------- +
| Rank | Pokemon            | Use  | Usage % |  Win %  |
+ ---- + ------------------ + ---- + ------- + ------- +
| 1    | Dragapult          |   12 |  40.00% |  58.33% |
| 2    | Landorus-Therian   |   11 |  36.67% |  63.64% |
| 3    | Kingambit          |   10 |  33.33% |  50.00% |
| 3    | Magnezone          |   10 |  33.33% |  50.00% |
| 3    | Great Tusk         |   10 |  33.33% |  40.00% |
| 6    | Ting-Lu            |    8 |  26.67% |  62.50% |
| 6    | Gholdengo          |    8 |  26.67% |  50.00% |
| 8    | Iron Valiant       |    7 |  23.33% |  42.86% |
| 8    | Toxapex            |    7 |  23.33% |  28.57% |
| 10   | Slowking-Galar     |    5 |  16.67% |  60.00% |
| 10   | Sylveon            |    5 |  16.67% |  60.00% |
| 10   | Crabominable       |    5 |  16.67% |  60.00% |
| 10   | Scream Tail        |    5 |  16.67% |  40.00% |
| 10   | Heatran            |    5 |  16.67% |  40.00% |
| 15   | Dragonite          |    4 |  13.33% |  75.00% |
| 15   | Mew                |    4 |  13.33% |  75.00% |
| 15   | Slowbro            |    4 |  13.33% |  50.00% |
| 15   | Walking Wake       |    4 |  13.33% |  50.00% |
| 15   | Roaring Moon       |    4 |  13.33% |  50.00% |
| 20   | Hoopa-Unbound      |    3 |  10.00% |  66.67% |
| 20   | Volcanion          |    3 |  10.00% |  66.67% |
| 20   | Iron Treads        |    3 |  10.00% |  66.67% |
| 20   | Slowking           |    3 |  10.00% |  66.67% |
| 20   | Weavile            |    3 |  10.00% |  66.67% |
| 20   | Iron Hands         |    3 |  10.00% |  33.33% |
| 20   | Thundurus-Therian  |    3 |  10.00% |   0.00% |
| 27   | Rillaboom          |    2 |   6.67% |  50.00% |
| 27   | Iron Moth          |    2 |   6.67% |  50.00% |
| 27   | Hydreigon          |    2 |   6.67% |  50.00% |
| 27   | Arcanine-Hisui     |    2 |   6.67% |  50.00% |
| 27   | Pelipper           |    2 |   6.67% |   0.00% |
| 27   | Basculegion        |    2 |   6.67% |   0.00% |
| 27   | Enamorus-Therian   |    2 |   6.67% |   0.00% |
| 34   | Revavroom-*        |    1 |   3.33% | 100.00% |
| 34   | Baxcalibur         |    1 |   3.33% | 100.00% |
| 34   | Decidueye-Hisui    |    1 |   3.33% | 100.00% |
| 34   | Corviknight        |    1 |   3.33% | 100.00% |
| 34   | Enamorus           |    1 |   3.33% | 100.00% |
| 34   | Arboliva           |    1 |   3.33% | 100.00% |
| 34   | Tornadus-Therian   |    1 |   3.33% | 100.00% |
| 34   | Cinderace          |    1 |   3.33% | 100.00% |
| 34   | Goodra-Hisui       |    1 |   3.33% |   0.00% |
| 34   | Cresselia          |    1 |   3.33% |   0.00% |
| 34   | Braviary-Hisui     |    1 |   3.33% |   0.00% |
| 34   | Sandy Shocks       |    1 |   3.33% |   0.00% |
| 34   | Kleavor            |    1 |   3.33% |   0.00% |
| 34   | Zapdos             |    1 |   3.33% |   0.00% |
| 34   | Grimmsnarl         |    1 |   3.33% |   0.00% |
| 34   | Ursaluna           |    1 |   3.33% |   0.00% |
| 34   | Slowbro-Galar      |    1 |   3.33% |   0.00% |
Leads

Code:
+ ---- + ----------------------- + ---- + ------- + ------- +
| Rank | Leads                   | Use  | Usage % |  Win %  |
+ ---- + ----------------------- + ---- + ------- + ------- +
| 1    | Landorus-Therian        |    4 |  13.33% |  75.00% |
| 1    | Dragapult               |    4 |  13.33% |  50.00% |
| 3    | Iron Treads             |    2 |   6.67% | 100.00% |
| 3    | Rillaboom               |    2 |   6.67% |  50.00% |
| 3    | Hoopa-Unbound           |    2 |   6.67% |  50.00% |
| 3    | Mew                     |    2 |   6.67% |  50.00% |
| 7    | Kingambit               |    1 |   3.33% | 100.00% |
| 7    | Slowking-Galar          |    1 |   3.33% | 100.00% |
| 7    | Slowking                |    1 |   3.33% | 100.00% |
| 7    | Magnezone               |    1 |   3.33% | 100.00% |
| 7    | Tornadus-Therian        |    1 |   3.33% | 100.00% |
| 7    | Heatran                 |    1 |   3.33% |   0.00% |
| 7    | Ting-Lu                 |    1 |   3.33% |   0.00% |
| 7    | Sandy Shocks            |    1 |   3.33% |   0.00% |
| 7    | Kleavor                 |    1 |   3.33% |   0.00% |
| 7    | Crabominable            |    1 |   3.33% |   0.00% |
| 7    | Pelipper                |    1 |   3.33% |   0.00% |
| 7    | Walking Wake            |    1 |   3.33% |   0.00% |
| 7    | Toxapex                 |    1 |   3.33% |   0.00% |
| 7    | Grimmsnarl              |    1 |   3.33% |   0.00% |

This was a really fun tournament to spectate, with a decent variety of teams and some cool sets and combos, which I'll go over below
:sm/dragonite:
Dragonite @ Tera Shard (Normal)
Ability: Multiscale
EVs: 144 HP / 252 Atk / 112 Spe
Adamant Nature
- Dragon Dance
- Extreme Speed
- Earthquake
- Roost
Tera Shard Normal Dragonite went hard in this tournament, cleaning up multiple battles with its insanely powerful Extreme Speeds bolstered by 1-2 Dragon Dances. I initially figured that this would be one of the better offensive Tera Shard users, as even with DNite still taking 25% from Rocks and Normal being a much worse defensive typing for when you're trying to get it in, STAB ESpeed off of 134 Attack is still STAB ESpeed off of 134 Attack. It's still a bit worse than it is in vanilla for obvious reasons, but if you're a Tera Normal DNite fan, you're still in luck

:sm/hydreigon:
Hydreigon @ Tera Shard
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Hidden Power: Water
IVs: 0 Atk
Timid Nature
- Nasty Plot
- Substitute
- Hydro Pump
- Earth Power
This one was a lot more unexpected, but this set by G-Luke had a pretty decent showing, especially in the last game of the tournament. While not having Lefties sucks for a Substitute set, Water being a good defensive typing, Water/Ground having decent coverage, and Hydro Pump being super powerful, especially after a boost, made this pretty effective. While I'm not sure if this specific set will stand the test of time, this shows that with its theoretically infinite options, you can really get creative with Tera Shard.

:sm/mew:
Mew @ Tera Shard
Ability: Synchronize
Hidden Power: Poison
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
- Life Dew
- Healing Stones
- U-turn
- Sludge Bomb
Speaking of creative things with Tera Shard, this was another neat tech. This is mainly here because this is how I was reminded that Mew learns Life Dew so it kinda sorta has recovery again (can't wait to see someone use Demon Mew again now that they have this information), but it did quite well as a support mon that kept its entire team healthy with Healing Stones and Life Dew, with both effects at one point allowing its teammate Landorus-T to heal 45% on switch-in. Healing Stones in general did quite well in this tournament, which is why Sylveon had 5 uses, in particular in the last game of the tournament where ryangregory48, while they did lose in the end, Sylveon's Healing Stones were integral in giving them a chance to win, mitigating the 3 layers of Spikes that G-Luke got up by essentially halving their damage. Without the stones, they 100% would've lost much faster. So while you do have to use some somehwat suboptimal mons like Mew or Sylveon to use Healing Stones, certain teams can really make it worth it.

:sm/magnezone:
Magnezone @ Leftovers
Ability: Levitate
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Thunderbolt / Electroweb
- Flash Cannon
- Rapid Spin
- Volt Switch
Magnezone is back maybe? Levitate and Rapid Spin were pretty big buffs and both were shown off to effect in the tournament, with Magnezone getting multiple spins off while being able to take on the likes of Landorus and Ursaluna thanks to Levitate.

:sm/slowking::sm/roaring moon:
Slowking @ Heavy-Duty Boots
Ability: Regenerator
EVs: 248 HP / 8 Def / 252 SpD
IVs: 0 Atk / 0 Spe
Tera Type: Water
Sassy Nature
- Future Sight
- Chilly Reception
- Surf
- Slack Off

Roaring Moon @ Choice Band
Ability: Protostasis
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Crunch
- Dragon Claw
- Earthquake
- U-turn
The new paradox abilities also made some appearances, mainly contributing to the complete absence of Sun in the tournament, but a couple new combos were seen as well, like Iron Moth + Iron Hands + Rillaboom and Pelipper + Scream Tail, but this combo was the most effective. Both Slowkings synergize fairly well with Roaring Moon (moreso Glowking imo, but regular Slowking was the one used in the tournament so that's what I'm gonna talk about), and they can easily activate Protostasis with Chilly Reception, letting Choice Band Roaring Moon deal absolutely insane damage. Probably a hot take, but this might be a buff overall for Roaring Moon, considering how common both Slowkings are, making it really easy to get that extra 1.3x boost, while it's very easy to fit either Slowking on to your team while Torkoal teams usually had to commit to Sun harder

:sm/crabominable:
Crabominable @ Rocky Helmet
Ability: Fur Coat
EVs: 252 HP / 136 Def / 100 SpD / 20 Spe
Impish Nature
- Swords Dance
- Slack Off
- Jet Punch
- Drain Punch
Crabominable is still quite good, you probably already knew this but I'll just remind you anyway. It can also use buffed Punching Glove potentially now.

:sm/arboliva:
Arboliva @ Leftovers
Ability: Grass Pelt
EVs: 252 HP / 252 SpA / 4 SpD
IVs: 0 Atk
Modest Nature
- Terrain Pulse
- Earth Power
- Hyper Voice
- Strength Sap
This was only brought to one game, but it went absolutely crazy, taking hits it would never be able to otherwise thanks to Grass Pelt, dealing great damage with Terrain Pulse, and healing crazy amounts with Strength Sap. Looks like a very fun mon.

:sm/decidueye-hisui:
Decidueye-Hisui @ Choice Band
Ability: Scrappy
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Poltergeist
- Triple Arrows / Close Combat
- U-turn
- Shadow Sneak / Brave Bird
This didn't really get to do anything in the tournament (though it did win), but it got used so I get to talk about it. Extremely questionable flavor aside, this mon goes hard if you can get it in. Scrappy TArrows is a crazy move, STAB Poltergeist and Sneak are great, and it can U-Turn out in the rare situations where you need to. It's not super duper great because it's slow, has a pretty poor defensive typing for how slow it is, and it very powerful but really wishes it was even stronger. So it's a bit tough to use, but in theory, if you're able to position it well, this mon goes hard.

:sm/rillaboom:
Rillaboom @ Leftovers
Ability: Grassy Surge
EVs: 248 HP / 200 Atk / 60 Spe
Adamant Nature
- U-turn / Swords Dance
- Wood Hammer
- Knock Off
- Jungle Healing
monke

:sm/kingambit:
Kingambit @ Baseball Bat
Ability: Supreme Overlord
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Swords Dance
- Kowtow Cleave
- Sucker Punch
- Iron Head
:baseball:
A 25% boost to contact moves would probably already make this Kingambit's best item, but the temporary immunity to Aura Sphere and Focus Blast really makes Baseball Bat Kingambit's best friend, being by far the best user of the item right now. But I'm mainly just talking about this because the bounce back effect did activate once, with a Dragapult on its way to getting sacked getting hit by a bounced back Shadow Ball before getting obliterated by a follow-up Kowtow Cleave. It was very funny.
:sm/enamorus-therian:
love me (Enamorus-Therian) (F) @ Baseball Bat
Ability: Overcoat
EVs: 220 HP / 252 SpA / 36 Spe
Modest Nature
IVs: 0 Atk
- Calm Mind
- Draining Kiss
- Earth Power
- Mystical Fire
Starting this section off with another Baseball Bat mon, this was a tech that I was planning on using in the tournament, but then I didn't enter the tournament, so I'll just reveal it now. Big Root is still a great item on Enam-T, but Baseball Bat could potentially be its new best item? Big Root was used just to boost Draining Kiss, which Baseball Bat also does just 5% less, but in return you get a temporary immunity to super effective Sludge Bombs and Shrapnel Shots. Definitely worth considering.

:sm/scizor:
Scizor @ Loaded Dice
Ability: Technician
EVs: 32 HP / 252 Atk / 224 Spe
Adamant Nature
- Swords Dance
- Bullet Punch
- Shrapnel Shot
- Close Combat
I was honestly extremely surprised that no one used this mon, as this was one of the biggest winners this slate on paper. Technician Shrapnel Shot is a very funny move and puts a lot of things in range of a boosted Bullet Punch, making it a pretty good sweeper or cleaner in theory. Still has a lot of Scizor's normal weaknesses and you do have to forgo Life Orb-boosts for Bullet Punch and CC or U-Turn in return for getting the most out of Shrapnel Shot.

:sm/bellibolt:
Bellibolt @ Leftovers / Big Root
Ability: Electromorphosis
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
IVs: 0 Atk
- Volt Switch
- Surf
- Slack Off
- Discharge / Parabolic Charge
I still think this mon has some genuine potential. A great typing, good bulk, 2 great abilities in Electromorphosis and Volt Absorb, and a now passable movepool with a great complimentary STAB in Surf, coverage in Ice Beam, and the recovery and pivoting it already had. Being a Water that's weak to Ground with so many good Grounds in the meta is unfortunate, but those Charge-boosted Discharges and Volt Switches backed up by real coverage sound mighty fine

:sm/decidueye:
Decidueye @ Heavy-Duty Boots
Ability: Contrary
EVs: 248 HP / 44 Def / 216 SpD
Calm Nature
- Leaf Storm
- Knock Off
- Roost
- Defog
idk what this actually runs (this is just the UU Sample Set on SmogDex), but this mon is based, can't wait to see what it can do

:sm/rotom-fan:
Rotom-Fan @ Heavy-Duty Boots
Ability: Gale Wings
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Nasty Plot
- Air Slash
- Thunderbolt
- Will-O-Wisp / Volt Switch
Gale Wings' distribution is quite rough, so aside from trying to relive the glory days of the Talonflame of old (who might still be better off with Flame Body but who knows), this is probably the best you're getting with Gale Wings. There's also Bombirdier, who's 103 Attack with priority Brave Birds sounds insane on paper, but the rest of its stats and need for Boots lets it down severely. With Rotom-Fan, you can try to sweep through a team with +2 Gale Wings-boosted Air Slashes, potentially with some flinches along the way, though having no easy way to get back into Gale Wings range with Roost or even Pain Split or something is unfortunate


That's all for now, keep the submissions coming!
 
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