Pet Mod VaporeMons

Name: Glitzy Glow | Baddy Bad
Power: 80
Accuracy: 95
PP: 15
Category: Special
Type: Psychic | Dark
Effect: Sets Light Screen | Reflect on user side for 3 turns. Not affected by light clay. Removed by Rapid Spin.
Priority: 0
Flags (ex: Contact, Sound): Protect
Potential Pokémon With This Move: Espeon, Gardevoir, Slowbro, Farigaraf, Callyrex | Umbreon, Hydreigon, Wo-Chien, Grimsnarl, Sableye
Justification: Funny lets go moves. Weakened the effect so they are not too crazy. Not that different from the other crazy hazard setting moves we’ve got now.

Name: Pop Sickle | Writhing Hate
Power: 110
Accuracy: 85
PP: 10
Category: Physical | Special
Type: Ice | Dark
Effect: Inflicts a Torment | Imprison
Priority: 0
Flags (ex: Contact, Sound): Contact | Sound, Authentic
Potential Pokémon With This Move: Some not viable Ice types, Tinkaton, Mimikyu, Azumarill, Iron Valiant | Dark types, mean looking Pokémon
Justification: Big physical ice move. Cool effect. | Big special dark move. Less cool effect. There aren’t very many good physical ice moves or dark moves over 80 bp. These might have to have more limited distribution.

Name: Fillet Away
Power: 0
Accuracy: -
PP: 10
Category: Status
Type: Normal
Effect: +2 Atk, SpAtk, and Spe. Loses half of max hp. Sets a substitute.
Priority: 0
Flags (ex: Contact, Sound):
Potential Pokémon With This Move: Veluza, maybe Tasugiri?
Justification: Veluza needs to be viable. It normally just dies after using this move, now it has at least one turn.

(spectral chains was replaced)
Name: Throat Chop | Decapitate | X-Scissor
Power: 90
Accuracy: 100
PP: 15
Category: Physical
Type: Dark | Steel | Bug
Effect: Opponent becomes unable to use sound based moves until they switch out.
Priority: 0
Flags (ex: Contact, Sound): Contact (All), Punch (TC), Slicing (D and XS)
Potential Pokémon With This Move: Current distribution + Weavile, Cacturn, Zoroark, Brute Bonnet, Pawmot, Iron Hands | Gallade, Veluza, Perrserker, Tinkaton, Iron Leaves, Falinks, Glastrier, Haxorus, Klawf | Current distribution
Justification: Revisiting a cool move, plus creating a clone and making another move more useful, especially with all of the sound moves going around.

Name: Handcuffs
Effect: Boosts the power of all attacks by 1.2x. Cannot use moves the opponent knows.
Can Be Knocked Off (Yes or No): No
Ignored by Klutz (Yes or No): No
Fling Power & Effect: 60 dg, inflict torment.
Justification: Interesting take on a boosting item. While the boost isn’t large, neither is the drawback. Just don’t use with super meta Pokémon or moves. Or do if you’re risky. Also absorbs Knock.

Name: Dungeon Lord
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.

:Toxtricity-Low-Key:
Name: Toxtricity-Low-Key
Type: Poison/Ice
Abilities: Punk Rock/Ice Body/Technician
New Moves: Ice Beam, Blizzard, Freeze Dry, Icicle Crash, Icicle Spear, Ice Punch, Icy Wind, Chilly Reception
Removed Moves: Thunderbolt, Thunder, Wild Charge, Discharge
Justification: The Toxtricitys need to be more different. I altered the Low Key one because it’s less viable. This allows it to stand out, and use powerful ice stab combined with overdrive to have serious coverage.

:Volcanion:
Name: Volcanion
Type: Fire/Water
Abilities: Water Absorb/Misty Surge
New Moves: Moonlight, Dazzling Gleam, Play Rough, Healing Stones
Removed Moves: Scald
Justification: We need a Misty Surge user with the Rune Drive mons. New moves for a more defensive play style. Likes weakening dragons, who resist both STABs. Hot take, removing scald is fine cause it’s got Steam Eruption, which burns like scald, but with less stall potential due to less pp.
 
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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: 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: 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.
 

Ema Skye

Work!
Name: Aftermath
Effect: The user's explosive moves (Self-Destruct, Explosion and Mind Blown) deal double damage. If the user is hit by a Fire-type move, or is knocked out from an opponent's attack or entry hazards, the opponent loses 1/4th of its HP, unless another Pokemon has the Damp ability.
Permanent (Yes or No): No
Mold Breaker (Yes or No): No
Potential Pokémon With This Ability: existing + :electrode: :electrode-hisui: :forretress: :volcanion: :regieleki: :regidrago: :magnezone: :cryogonal: :coalossal: :glimmora: :qwilfish: :overqwil: :revavroom:
Justification: old gen boom but with more strings attached to it. I liked the idea of the mon exploding if it fainted to hazards, and could be an interesting interaction with all the hazards.
 

Yoshiblaze

ye
is a Forum Moderatoris a Community Contributor
Moderator
Obligatory mid slate discussion post time!!

With a good amount of games during the slate 3 meta under our belt, has this slate brought the impact that we expected?

:sm/inteleon:
Inteleon @ Choice Specs
Ability: Sniper
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Snipe Shot
- Ice Beam
- Mud Shot
- U-turn
If you've been around our Discord at all lately, there's no surprise that this is the first thing I'm bringing up. Inteleon was by far the biggest winner of this slate, as its combination of Snipe Shot's guaranteed crits and Sniper, backed by its stellar SpA and Speed and the strength of Water as an offensive typing, make it an absolute menace. I often joked that this was gonna be a special attacking Dracovish, but sometimes it feels like it. 157.5 BP STAB Snipe Shots from a mon with 125 SpA and Specs are extremely hard to take on, especially in rain. A couple calls for nerfs have been made, but Inteleon still has a lot of weaknesses that may allow the meta to naturally adapt to it. Despite its great stats, its coverage being so much weaker than Snipe Shot means that bulky Water resists like Slowking, Goodra-H, or Water Tera Shard Garganacl can stop Inteleon before it ever gets started, even more so for Water-immune mons like Volcanion and Gastrodon, Inteleon requiring Specs to commit war crimes means that numerous viable faster Pokemon can take it on like Meloetta-P, Dragapult, Zamazenta, and Meowscarada, and it's so frail that it can be difficult to get it into position, which limits how many times it gets to destroy things with Snipe Shot. So, Inteleon probably isn't quite broken, but there is a chance that it could get nerfed in some way in the future, you'll just have to wait and see.

:sm/meloetta::sm/meloetta-pirouette:
Meloetta @ Choice Specs / Choice Scarf
Ability: Trace
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Psychic
- Focus Blast
- U-turn
- Trick / Shadow Ball

Meloetta @ Leftovers
Ability: Trace
EVs: 252 HP / 4 Def / 252 Spe
Timid Nature
IVs: 0 Atk
- Psychic
- Focus Blast
- Recover / Rapid Spin
- Calm Mind

Meloetta @ Dancing Shoes
Ability: Trace (Becomes No Guard)
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Mega Kick
- Axe Kick
- U-turn / Swords Dance
- Shadow Claw

The other big winner of this slate were both Meloetta forms, with both greatly enjoying their buffs. The new Psychic/Fighting Meloetta has been a great offensive presence, with a ton of power, good coverage between its STABs, and utility in Trace, U-Turn, and Trick, becoming the premier offensive Psychic-type that the sub aimed for it to be. Meloetta-Pirouette has also had a pretty good showing so far as a great fast pivot or cleaner with the insane power of No Guard STAB Mega Kick and Axe Kick (or Close Combat if you're really scared of Ghosts), with U-Turn for momentum or Swords Dance to sweep. We'll see if it stands the test of time, but after getting completely outclassed by Mega Lopunny in JolteMons, it's nice to see Melo-P shine, with a viable Melo-A as a great bonus.

:sm/basculegion:
Basculegion (M) @ Choice Band
Ability: Swift Swim / Adaptability
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Wave Crash
- Choke
- Aqua Jet
- Liquidation
Basculegion with a real secondary STAB is now even harder to switch into, unsurprisingly. Not much else to say, makes it an even better rain abuser or Crawdaunt-adjacent breaker.
:sm/landorus:
Landorus (M) @ Choice Specs / Life Orb
Ability: Sand Force / Cloud Nine
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Earth Power
- Sludge Bomb / Grass Knot
- Focus Blast
- U-turn / Nasty Plot

Landorus (M) @ Life Orb
Ability: Sand Force / Cloud Nine
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Earthquake
- Storm Throw
- Stone Edge

Definitely expected more out of Lando-I, but it's in an awkward spot right now. In theory it should be pretty good, with one of the best typings in the game, a good Speed tier, and the right stats and moves to run either powerful physical or special sets. In practice however, it hasn't panned out quite yet. While 101 Speed is good, it's still slower than a lot of threats that can either OHKO it or easily revenge kill it, like Roaring Moon, Cinderace, Walking Wake, and Iron Moth, not mention Inteleon and all the things people run to outspeed that. Plus, without Sheer Force, Lando isn't quite powerful enough to tear through everything with ease while it now also has to deal with Life Orb chip. And if you want to use it for its great utility options, you're better off using Lando-T. Lando-I has been pretty underexplored so far though, so it could still live up to the hype, with people still finding what to do with Sand where Lando should shine with Sand Force.

:sm/gengar:
Gengar @ Life Orb
Ability: Levitate / Neutralizing Gas
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Nasty Plot
- Shadow Ball
- Sludge Wave
- Focus Blast
Gengar is a similar boat as Lando-I, being a bit too slow and frail to really live up to the hype so far, but being underexplored. Still lots of potential here, though it likely doesn't have as high of a ceiling as Lando does.

:sm/charizard:
Charizard @ Charizardite Shard Y
Ability: Blaze (Becomes Drought)
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Fire Blast
- Solar Beam
- Focus Blast
- Air Slash / Flame Charge / Overheat
Might be jumping the gun by calling this good, but I feel like this could be good, no? With Drought, +1 SpA, and a 1.2x boost to Fire moves, Charizard's damage output puts even Chi-Yu to shame, while having the same speed tier and only taking 25% damage from Rocks. Hasn't been seen much so far, but this should be a premier wallbreaker that you can also pair with Walking Wake to make a terrifying offensive core, harkening back to the days of Mega Charizard Y and Keldeo in JolteMons

:sm/chesnaught:
Chesnaught @ Leftovers
Ability: Seed Sower
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
- Synthesis / Spiky Shield
- Spikes
- Body Press
- Wood Hammer
Imaging taking damage, couldn't be me. Leech Seed recovery and chip from Seed Sower + Spikes + Leftovers makes Chesnaught a master at the chip damage game, easily healing off chip damage while dishing out a ton itself. Hasn't been seen much so far, but this thing has a good amount of potential with this great combination

:sm/hoopa-unbound:
Hoopa-Unbound @ Choice Band
Ability: Magician
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Hyperspace Fury
- Drain Punch
- Gunk Shot / Zen Headbutt
- Cutting Remark
It's Hoopa with a STAB priority move. What's not to like here? Sure it's on the physical side, but don't let the the fact that Hoopa-U has the highest legal Special Attack stat distract you from the fact that Hoopa-U also has the highest legal Attack stat (tied with Slaking and Palafin-H)
:sm/lilligant-hisui:
Lilligant-Hisui (F) @ Choice Scarf
Ability: Hustle
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Petal Blizzard
- Storm Throw
- Ice Spinner
- Healing Wish
Run Storm Throw if you an unlucky person. You lose 15 BP from Close Combat, which is significant, but in return you never miss and ignore Defense boosts and stat drops.

:sm/hydreigon:
Hydreigon @ Choice Specs / Choice Scarf
Ability: Muscle Memory
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Dark Pulse
- Dragon Pulse
- Flamethrower
- Flash Cannon / U-Turn
Hydreigon's OU bread and butter is and will continue to be Substitute + Nasty Plot with either Lefties or a Tera Shard, but now it potentially has a secondary option. Muscle Memory makes both Specs and Scarf Hydra more threatening, as it can just spam Dark Pulse to its heart's content, either aiding in breaking through a wall or allowing you to snowball off of a revenge kill. It's a difficult to pull off, but it can happen. Also, if you're wondering, Metronome and Muscle Memory do stack, allowing you to get boosts faster and cap at a ridiculously high multiplier. However, with Hydreigon's awkward Speed tier and abuseable type, it much prefers the immediate power of Specs or the Speed of Scarf

:sm/palossand:
Palossand @ Binding Band
Ability: Sand Spit
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
IVs: 0 Atk
- Shore Up
- Protect
- Earth Power
- Shadow Ball / Choke
Aight, it's time for y'all to stop having fun. Get hit to activate Sand Spit, then spam Shore Up and Protect for 5 turns, where the opponent will lose 5/6 of their HP thanks to Binding Band (recovery options not withstanding). Obviously not nearly as good or toxic as it is on paper, as Palossand's typing is very abuseable and dropping Binding Band for a Tera Shard makes it harder to convert the trap into a KO, having to get hit means that, without proper prediction, you don't really get to choose what you want to trap unlike stuff like Arena Trap or Shadow Tag, and even if you do get into position for a trap, you likely won't come out of the trap with enough HP to do it again. Plus, you only have 5 turns to KO what you trap, which makes trapping walls harder. Sand Spit still has a lot of potential, and maybe Sandy Shocks is the true best user of it in an offensive sense as it can switch into Flying moves, trap the foe, then KO them with an Electric move, but we haven't gotten to see much from it so far.

:sm/gallade:
Gallade (M) @ Baseball Bat
Ability: Sharpness
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Cutting Remark
- Close Combat
- Night Slash
Scizor at home:

:sm/weavile:
Weavile @ Choice Band
Ability: Pressure
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- False Surrender
- Ice Spinner
- Ice Shard
- Low Kick
Weavile has a strong Dark move again! Weavile is making a comeback, right? Right...?

:sm/clawitzer:
Clawitzer @ Choice Specs
Ability: Mega Launcher
EVs: 252 HP / 252 SpA / 4 SpD
Quiet Nature
IVs: 0 Spe
- Snipe Shot
- Dark Pulse
- Aura Sphere
- U-turn
Inteleon forma de Trick Room

:sm/kleavor:
Kleavor @ Heavy-Duty Boots
Ability: Sharpness
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Stone Axe
- U-turn
- Cutting Remark
- Night Slash
Kleavor's biggest problem in OU was Great Tusk, not being able to touch it while getting 2HKO'd for free and getting its Rocks spun away. But now, with the Sharpness-boosted and Special Defense targetting Cutting Remark, Kleavor can actually beat Great Tusk 1v1 pretty easily, as Cutting Remark 2HKOs any current Great Tusk variant while only Banded or Attack Booster Energy Tusk with investment can OHKO in return, which potentially allows Kleavor to keep Rocks up against Great Tusk and makes Swords Dance sets potentially viable

:sm/garchomp:
Garchomp @ Choice Band
Ability: Sand Force
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Outrage
- Iron Head
- Stone Edge / Fire Fang
Mega Garchomp at home:

:sm/mismagius:
Mismagius @ Spell Tag
Ability: Death Aura
EVs: 252 HP / 4 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Hex
- Will-O-Wisp
- Dazzling Gleam
- Pain Split
Death Aura suffers from some pretty poor distribution, but it has a little potential. For example, something like this can be a huge nuisance for basically any wall, getting battered by burn and Hex damage while not being able to heal past it. Genuinely if Haunter had Pain Split this gen, Death Aura Haunter with Toxic could be stall's worst nightmare with Toxic/Hex/Taunt/Pain Split lol

:sm/pyroar:
Pyroar @ Choice Specs
Ability: Supreme Overlord / Sand Rush
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Fire Blast
- Earth Power
- Grass Knot
- Overheat
Pyroar's Sand niche has mostly been overshadowed by Lando-I (though Sand Rush's speed might give it a reason to exist when one of Lando's biggest problems is its Speed), but Supreme Overlord in combination with Fire/Ground's great coverage, and Pyroar's usable Speed makes Pyroar pretty usable overall. Not much wants to switch in on it with a couple SO boosts, making it a decent mid-to-lategame wallbreaker. Really wishes it had a setup move that wasn't Work Up, but eh

:sm/vespiquen:
Vespiquen (F) @ Heavy-Duty Boots
Ability: Intimidate
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
- Dual Wingbeat
- U-turn
- Roost
- Healing Stones / Defog
Use if you really hate Sneasler. Basically all it does

:sm/charizard:
Charizard @ Charizardite Shard X
Ability: Blaze (Becomes Tough Claws)
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Dragon Dance
- Dragon Claw
- Flare Blitz
- Earthquake / Iron Tail
You can't fool me that easily, I know this is just a Haxorus in a Charizard costume. Jokes aside, while not being weak to Stealth Rock is great, Zard Shard X Zard isn't nearly as good as as Zard Shard Y, in theory anyway. After the free Attack boost, Charizard really does become what is basically Haxorus but with 144 BP Flare Blitz instead of Close Combat. With Haxorus not sniffing OU viability right now, that doesn't bode too well for Zard Shard X, but at least it's usable, much like how Haxorus isn't viable but is usable.

:sm/ting-lu:
Ting-Lu @ Air Freshener
Ability: Vessel of Ruin
EVs: 252 HP / 4 Def / 252 SpD
Careful Nature
- Spikes
- Earthquake
- Whirlwind
- Ruination
We've almost covered everything new at least once, with just Air Freshener and Frost Breath left, so here's this. Having to drop Leftovers is a pretty hard sell, but this still seems fairly useful on certain stall teams, compressing status healing and phazing into just 1 slot with Whirlwind while Ting-Lu's teammates can keep it healthy with Healing Stones, Life Dew, or Wish.

:sm/cloyster:
Cloyster @ White Herb / Focus Sash
Ability: Overcoat
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Hydro Pump
- Frost Breath
- Mud Shot
- Shell Smash
Lastly, we have Frost Breath. Special attacking Ice-types suck right now and Frost Breath didn't exactly help with that, as shown by the fact that this is probably the best user of the move rn lol. Physical Cloyster with Skill Link is obviously still better, but being a Shell Smasher with Overcoat giving it the freedom to safely run Sash or White Herb is honestly pretty cool.


So overall, this slate actually did deliver pretty well between the Meloettas and Inteleon, plus potential future developments for Lando-I, Seed Sower, and Sand Spit

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

anaconja

long day at job
is a Community Contributoris a Tiering Contributor
Name: Shed Tail
Effect: Lowers the target's Spe by 1. User switches out.
Potential Pokémon With This Move: current + :salazzle::sandaconda::charmeleon::seviper::quagsire:
Justification: i love pivoting
Name: Baseball Bat
Effect: also displays a message when switching in and reflecting a bullet move
Justification: slight nerf so ppl dont get jumpscared by baseball. might not need to be submitted though
:sv/houndstone:
Name: Houndstone
Type: Ghost / Normal
New Moves: Cotton Guard, Stealth Rock, Pain Split
Justification: i was told this was a good idea

:sv/hariyama:
Name: Hariyama
Type: Fighting
Abilities: Thick Fat / Guts / Purifying Salt
New Moves: Court Change, Salt Cure, Slack Off, Swords Dance
Justification: an attempt at a defensive court changer. it has sd too so gluke can run cool offensive sets

:sv/iron-hands:
Name: Iron Hands
Type: Fighting / Electric
Abilities: Photon Drive / Long Reach
New Moves: Court Change
Justification: another court changer. long reach lets it emulate punching glove while its free to use lefties/vest

:sv/pincurchin:
Name: Pincurchin
Type: Electric / Poison
New Moves: Sludge Bomb, Sludge Wave, Barb Barrage, Mortal Spin, Acid, Acid Spray, Gastro Acid, Toxic, Scald, Rising Voltage, Volt Switch
Justification: so the only esurger is useable
 
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zxgzxg

scrabble
is a Forum Moderator
Moderator
Name: Unicorn Horn | Narwhal Horn | Rhino Horn
Power: 80
Accuracy: 100
PP: 15 (24)
Category:

Type:
|
|

Flags: Blade
Effect: x1.5 power if this Pokemon has one typing.
Potential Pokemon With This Move:
Unicorn: :glastrier::iron valiant:
Narwhal: :barraskewda::cetitan::cloyster::drednaw::samurott::samurott-hisui:
Rhino: :haxorus::tauros::tauros-paldea:

Description: I NEED viable offensive Tera Shard. I NEED IT!!!!!!!!
Ability: Outclass
Effect: If this Pokemon has one type, it steals the primary typing off a Pokemon it hits with an attack.
Users: :espathra::haxorus::iron valiant::pyroar::zacian::zamazenta:

Description: Funny ability that has some defensive utility by eliminating STAB and offensive utility by removing resistances. I NEED viable offensive Tera Shard. I NEED IT!!!!!!!!

Ability: Sword of Ruin | Beads of Ruim
Effect: [Switch effects]
Users: :chien-pao: | :chi-yu:

Description: unban funny cat and fish. Also provides potential for mixed sets? Hmm...
 
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Yoshiblaze

ye
is a Forum Moderatoris a Community Contributor
Moderator
Name: Double Shock / Burn Up
Power: 90
Accuracy: 100
PP: 10
Category:
(DS) /
(BU)
Type:
/

Effect: Deals 50% more damage if the user if the user is a Electric (DS) / Fire (BU) type. Removes user's Electric (DS) / Fire (BU) typing after successful use, unless the user is holding a matching Tera Shard. If the user was pure Fire or Electric, they become a pure Normal-type after using the move (a la how pure Flying-types using Roost become Normal-type).
Priority: 0
Flags: Protect, Mirror, Contact (DS)
Potential Pokémon With This Move::pawmot::iron thorns::eelektross::thundurus::blissey: / :arcanine::arcanine-hisui::moltres::coalossal::typhlosion::typhlosion-hisui::cinderace::scovillain::salazzle::volcanion:
Justification: Running this one last time. Fun fact, Burn Up is coded into the game and 4/7 FEs that learned it are in the game (Coalossal, Typhlosion, Arcanine, and Moltres), yet nothing learns it in SV rn? Anyway, this takes their concept of a nuke that you can only use once because you lose your typing but makes it less harsh, allowing you to still use that moveslot. It's still a pretty big drawback though, as you go from 195 BP (after STAB) down to 100 BP. Still though, it's a great 1-time nuke that can occasionally get you out of sticky situations by removing weaknesses. New things from when I subbed this slate include a slight power boost to 100 BP to match vanilla Burn Up's 130 BP on first use, and added the interaction of Tera Shard letting you get past the type chance, much like how Terastalization does this for Double Shock.

Name: Wind Breaker / Throat Chop
Power: 85
Accuracy: 100
PP: 10
Category:
(WB) /
(TC)
Type:
/

Effect: After getting hit, the target can't use wind moves or Defog (WB) / sounds moves or Yawn (TC) for 3 turns.
Priority: 0
Flags: Protect, Mirror, Contact (TC), Wind (WB)
Potential Pokémon With This Move::tornadus::moltres::moltres-galar::articuno::articuno-galar::iron jugulis::noivern::kilowattrel::talonflame::oricorio::drifblim::vivillon::rotom-fan::honchkrow::hawlucha::jumpluff::rowlet: / Current distribution + :sneasel::mankey::cacturne::zapdos-galar::urshifu::slither wing::falinks::toxtricity:
Justification: I'd be lying if I said I didn't do this for the windbreaker pun, but outside of this can be pretty cool. Weaker but reliable special Flying STAB has been a common concept these last few slates, so this is my take. As anyone who's played VGC lately can tell you, wind moves are surprisingly common. While less common in singles, Hurricane, Heat Wave, Whirlwind, and Bleakwind Storm are all relevant moves that get blocked by this, so this can have an impact, especially for allowing setup sweepers like Rotom-Fan, Moltres-G, or Tornadus-T to avoid getting phazed by Ting-Lu. Plus, this also blocking Defog means that Corviknight doesn't like switching in on this. Also threw in a minor buff to Throat Chop to give to some of the Fighting-types that didn't get Choke (AKA just Zapdos-Galar basically).

Name: Mystical Power
Power: 80
Accuracy: 100
PP: 10
Category:

Type:

Effect: Boosts the user's SpA by 1 stage if successful. Matches the user's primary type.
Priority: 0
Flags: Protect, Mirror
Potential Pokémon With This Move::azelf::mesprit::uxie:
Justification: A very limited sub since I plan on keeping this exclusive to the Lake Trio, but one that can have an impact. Literally every legendary in the game right now has a signature move except for the Kanto birds (2 of which don't particularly need help) and the horses (who have them as part of the Calyrex forms), the Lake Trio included. However, Mystical Power is one of the worst signature moves in the game, being worse than Torch Song in every way. This minor buff puts them on equal footing while allowing you to get past how poor of a type Psychic is by using a Tera Shard to make it into something more useful, while synergizing with the already existing Tera Shard-using potential that Levitate mons have (and has already been occasionally seen with Uxie)

Name: Spoil
Power: 40
Accuracy: 100
PP: 15
Category:

Type:

Effect: Removes the foe's item. If the foe's item was a food or plant-based item (herbs, berries, Berry Juice, Leftovers, Big Root, drinks), the foe's item is replaced with Black Sludge.
Priority: 0
Flags: Protect, Mirror
Potential Pokémon With This Move::skuntank::toxicroak::grafaiai::salazzle::vespiquen::seviper::appletun::flapple::swalot::venomoth::qwilfish::overqwil::dragalge::eelektross::bellibolt::tropius:
Justification: This was originally just bringing back Corrosive Gas with a slightly stronger effect, but then this idea was suggested to me and it was really funny, so we now have Spoil. Most of the time it's basically a Poison version of Gen 3-5 Knock Off, which is obviously still super useful, but sometimes you get a great effect in giving the foe Black Sludge for the crime of holding Leftovers, which can really cripple mon as it's basically a permanent Salt Cure on non-poisons. Would have to be held back by limited distribution, though, considering how strong that effect is against such a common item, with the best users I listed being Bellibolt (who kinda struggles to fit it), Vespiquen, and Overqwil
All berries
Absorb Bulb
Berry Juice
Big Root
Electric Seed
Galarica Cuff
Galarica Wreath
Grassy Seed
Leftovers
Mental Herb
Miracle Seed
Mirror Herb
Misty Seed
Power Herb
Psychic Seed
Sweet Apple
Tart Apple
White Herb

(Dexited items:
Clover Sweet
Leek
Love Sweet
Ribbon Sweet
Star Sweet
Strawberry Sweet
Whipped Dream)
Name: Odd Keystone
Effect: When held by Spiritomb, it heals 12.5% of its max HP per turn, is immune to the Heal Block effect, and takes 50% damage from Fairy moves.
Can Be Knocked Off (Yes or No): No (Spiritomb only)
Ignored by Klutz (Yes or No): Yes
Fling Power & Effect: 10 BP
Justification: A very simple but effect signature item, granting Spiritomb lots of healing and once again giving it no weaknesess (Expert Belt-boosted attacks notwithstanding), letting it perform as a wall, stallbreaker with Death Aura, or setup sweeper much more easily in a higher power environment
Name: Counteract
Effect: While this Pokemon is active, opposing Pokemon's moves and their effects ignore its own Ability.
Permanent (Yes or No): No
Mold Breaker (Yes or No): Yes
Potential Pokémon With This Ability::uxie::articuno-galar::rabsca::umbreon::farigiraf::drifblim::noivern::falinks:
Justification: Okay so I didn't resub this in Slate 3 because it got zero traction in slate 2, so I figured people just weren't into defensive Mold Breaker anymore. But y'know, there is now a new, extremely threatening breaker that's extremely reliant on its ability... and I'm not saying that you should vote for this just for something that could get nerfed in the future... but I am saying that this would help with that while doing other cool things like stopping Supreme Overlord and Huge Power...

Name: Heartless
Effect: This Pokemon's moves deal 30% more damage, but the user takes recoil damage equal to 1/4th of the damage dealt from its moves.
Permanent (Yes or No): No
Mold Breaker (Yes or No): No
Potential Pokémon With This Ability: :moltres-galar::lycanroc-midnight::staraptor::houndoom::sableye::banette::barraskewda::seviper::cacturne::cryogonal:
Justification: Half a Shadow Pokemon reference, half an attempt to add Alternatium Life Gem. Heartless is kinda similar to Reckless as a boosting ability that limits your longevity, making it great for early game wallbreaking but not so much for sweeping without a way to counteract it.
:sm/kubfu::sm/urshifu::sm/urshifu-rapid-strike:
Name: Kubfu line
Type:
(Kubfu),
(Single),
(Rapid)
Abilities: Scrappy (Kubfu), Unseen Fist (both Urshifus)
New Moves:
All - Double-Edge, Feint, Coaching
Single - Beat Up
Removed Moves:
All - Swords Dance
Single - Sucker Punch, Trailblaze
Rapid - Trailblaze
Justification: bring back the love. Urshifu-Rapid is right on the borderline of potentially being fine in OU now that Tera's gone, but with Swords Dance you're gonna have a hard time convincing us to bring it back. So, just remove that and everything's good. Also removed Sucker from Single Strike since it's a crazy move for it to have but I'd honestly still be resistant to free it.
Urshifu-Rapid-Strike @ Choice Band
Ability: Unseen Fist
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Surging Strikes
- Close Combat
- U-turn
- Aqua Jet / Ice Spinner

Urshifu @ Choice Band
Ability: Unseen Fist
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Wicked Blow
- Close Combat
- U-turn
- Ice Punch

:sm/slither wing:
Name: Slither Wing
Type:

Abilities: Protosynthesis / Water Absorb
New Moves: Spikes, Storm Throw, Knock Off, Thunder Wave, Iron Defense, Rage Powder
Removed Moves: N/A
Justification: I swear this isn't because of a certain water lizard, I just wanted to add a new Dry Skin mon that might have the potential to defensively use a Tera Shard to become a typing that would normally be weak to Water, making that typing better, then I realized that I'm really just better off giving this Water Absorb. Ik other people are planning on doing stuff with Slither Wing, so I tried to keep this as different to those plans as possible (which is why this doesn't have Victory Dance). While less valuable now that Scald isn't a thing anymore, Water Absorb is still is great defensive tool, as a type immunity of any kind is hugely valuable. Additionally, the addition of Spikes and Knock Off gives Slither some additional utility on top of the U-Turn and Will-O-Wisp it already had, while TWave is just an upgrade to Stun Spore. Either use this like a Buzzwole with pivoting, or use this with a Tera Shard to create better defensive typings
Slither Wing @ Leftovers
Ability: Water Absorb
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
- Storm Throw
- U-turn / Knock Off
- Morning Sun
- Spikes / Will-O-Wisp

Slither Wing @ Ground Tera Shard
Ability: Water Absorb
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
- Earthquake
- U-turn / Knock Off
- Morning Sun
- Spikes / Will-O-Wisp

Slither Wing @ Fire Tera Shard
Ability: Water Absorb
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
- Flare Blitz
- U-turn / Knock Off / Earthquake
- Morning Sun
- Spikes / Will-O-Wisp


:sm/heracross:
Name: Heracross
Type:

Abilities: Skill Link / Guts / Moxie
New Moves: Bone Rush, Headlong Rush, Icicle Spear, Ice Spinner, Stealth Rock
Removed Moves: N/A
Justification: WIP (Heracross is completely outclassed by the unviable Slither Wing, considered Bug/Steel for Shrapnel Shot shenanigans but settled on the more unique Bug/Ground. Skill Link + Skill Link effected dual STABs + the best Skill Link boosted coverage is pretty generic but effective at making Heracross actually worth something, covering for its meh stats.)
Heracross @ Choice Band
Ability: Skill Link
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Pin Missile
- Bone Rush
- Icicle Spear
- Close Combat

Heracross @ Life Orb
Ability: Skill Link
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Bone Rush
- Icicle Spear
- Pin Missile / Trailblaze
- Swords Dance

Heracross @ Flame Orb
Ability: Guts
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Headlong Rush
- Facade
- Close Combat / Trailblaze
- Swords Dance


:sm/snorunt::sm/glalie::sm/froslass:
Name: Snorunt line
Type:
(Snorunt),
(Glalie),
(Froslass)
Abilities-
Snorunt & Glalie - Refrigerate / Ice Body / Moody
Froslass - Magic Guard / Death Aura / Cursed Body
New Moves:
All - Quick Attack, Shelter, Earth Power, Double-Edge, Recover
Glalie - Explosion, Headlong Rush, Head Smash
Froslass - Nasty Plot, Freeze-Dry, Memento, Knock Off, Calm Mind
Removed Moves: N/A
Justification: We have 0 special Ice-types that even sniff OU viability, so let's try to make one. The easy way out would be to just nerf Iron Bundle into OU but we don't take the easy way out. The second option is Refrigerate Rotom-Frost, but we've been there and done that. The third option is Froslass here. With its good Speed tier, great offensive typing, Nasty Plot, some coverage, and Magic Guard, Froslass can be a deceptively strong attacker, launching Life Orb-boosted Frost Breaths, Freeze-Dries, and Shadow Balls to its heart's content while not having to worry about hazards. Memento is also great for Spikes lead sets, giving it a way to KO itself that it lacked. The star of the show here is Froslass, but might as well buff Glalie while we're at it. This is basically Mega Glalie-lite, with strong Refrigerate-boosted STABs in Double-Edge and Explosion, backed up by great Ground STAB in Headlong Rush (it's a floating head, feels justified enough). Glalie is probably not quite viable just because of its awful statline, but it'd be really fun to use.
Froslass (F) @ Life Orb
Ability: Magic Guard
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Frost Breath
- Shadow Ball
- Freeze-Dry
- Nasty Plot

Froslass (F) @ Life Orb
Ability: Magic Guard
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Frost Breath
- Hex
- Will-O-Wisp
- Recover

Froslass @ Focus Sash
Ability: Magic Guard
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Spikes
- Taunt
- Memento
- Thunder Wave

Glalie @ Choice Band
Ability: Refrigerate
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Double-Edge
- Explosion
- Headlong Rush
- Quick Attack
 
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Mintly

formerly Spook
is an Artist
:sv/jolteon:
Name: Jolteon
Type:

Abilities: Volt Absorb / Stakeout | Muscle Memory
New Moves: Psychic, Focus Blast
Removed Moves: None
Justification: As an NU player, I frequently get told off by my bad submissions not fitting OU. This time, im taking a NU Pokemon and patching up the biggest problem it has. Movepool. Jolteon only has 3 viable attacks, Thunderbolt, Volt Switch, and Shadow Ball. It's Special coverage is horrendous, with its two attacks being resisted by 3 big Pokemon in OU, Ursaluna, Roaring Moon, and Ting-Lu. This isn't even mentioning the free switch-ins that they get, as well as the likes of Meowscarada. Did you know Shadow Ball does 40% max to Great Tusk? As a fix, I gave it two useful attacks for hitting these OU staples, but the main one to look at is Focus Blast, which takes care of everything that I have mentioned so far. The addition of Stakeout also allows these switch-ins to be not as safe, but the continuous lack of movepool and unreliability of Focus Blast holds Jolteon in place.
 
Name: Feathered Strike
Power: 90
Accuracy: 100
PP: 15 (max 24)
Category: Physical
Type: Flying
Effect: 50% chance to increase the user's defense by 1 stage.
Priority: 0
Flags: Protect, Mirror, Contact
Potential Pokémon With This Move: :talonflame: :corviknight: literally all the birds ig im too lazy to make them all
Justification: Ngl there's a better Flying move subbed up there. Defensive mons like Altaria and Corviknight would appreciate this though.

Name: Wind Power
Effect: This Pokemon is immune to Wind moves and gains the Charge effect when it takes a hit from a wind move or when Tailwind begins on this Pokemon's side.
Permanent (Yes or No): No
Mold Breaker (Yes or No): No
Potential Pokémon With This Ability: :oricorio-pom-pom: :raichu-alola: :rotom-fan:
Justification: This is mainly distribution but also why does it not give immunity to Wind moves. is it because it's on an Electric type. I would've just given more mons Electromorphosis but that would seem too messy + compared to Bellibolt who actually uses it, Kilowattrel would rather use Volt Absorb.

Name: Haircomb
Effect: If held by Squawkabilly, the holder gains 1.5x boost to speed and accuracy.
Can Be Knocked Off: No
Ignored by Klutz: No
Fling Power & Effect: 10
Justification: These guys suffered more than their other guys. Grabbed Tart Apple from Joltemons since fake status might be too weird(?).

:sv/squawkabilly:
Name: Squawkabilly
Type: Normal/Flying
New Moves: Bulk Up, False Surrender
Justification: Set up and coverage to hit Steel types better. I debated on either giving it BU or SD and i'm still not sure lol
 
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Yoshiblaze

ye
is a Forum Moderatoris a Community Contributor
Moderator
Normally this is when I'd put out a sub review, but I won't be able to get one out right now, so I'm just here to give a 24 hour warning before submissions for this slate end! After that will be vetoes, maybe with a sub review included. See you then!
 
There's a bunch I can say, but I'll just settle for saying I'm glad someone did the random Purifying Salt Hariyama "joke", that it feels hilarious cruel to have given Muscle Memory to Hydreigon given its lore, and that Sunblock both at once makes me glad yet sad given Leaf Guard's continued pathetic existence. Anyway, two entries for everything except for mons, which just gets one new mon + Slate 03 entries because gods I'm tired:

NEW SUBMISSIONS:
Name:
Rising Voltage (revival)
Power: 70
Accuracy: 100
PP: 10
Category: Special
Type: Electric
Effect: Deals double damage if Electric Terrain is active and the target is grounded.
Priority: 0
Flags (ex: Contact, Sound): Mirror, Protect
Potential Pokémon With This Move: :bellibolt:, :eelektross:, :iron leaves:, :iron thorns:, :kilowattrel:, :luxray:, :magnezone:, :miraidon:, :pincurchin:, :raichu:, :raichu-alola:, :rotom:, :sandy shocks:, :toxtricity:, :zapdos:, etc.
Justification: This surprisingly hasn't been resubmitted since Slate 01 by Yoshiblaze himself despite Electric Terrain teams getting nerfed rather significantly overall, certainly more than Sun did. So I guess I'll lazily bite the bullet by being the one to resub it in case people actually wanted to reconsider it.

Name: Hyper Fang | Stone Fang [II] (revival & adjustment | original)
Power: 80 | 80
Accuracy: 100% | 100%
PP: 15 (max. 24) | 15 (max. 24)
Category: Physical | Physical
Type: Normal | Rock
Effect: Destroys screens. Deals 1.5x damage to Steel types (after resistances). | 30% chance to drop target's Defense by 1 stage. Deals 1.5x damage to Steel types (after resistances).
Priority: 0 | 0
Flags (ex: Contact, Sound): Bite, Contact, Mirror, Protect | Bite, Contact, Mirror, Protect
Potential Pokémon With This Move: (Hyper Fang) :arcanine:, :arcanine-hisui:, :avalugg-hisui:, :greedent:, :gumshoos:, :maushold:, :oinkologne:, :oinkologne-f:, :pachirisu:, :ursaluna: {maybe}
(Stone Fang [II]) :arcanine-hisui:, :avalugg-hisui:, :drednaw:, :hippowdon:, :iron thorns:, :klawf:, :lycanroc:, :lycanroc-dusk:, :lycanroc-midnight:, :tyranitar:, etc. (basically Rock mons with toothy mouths--screw you, Garganacl--and even potentially Strong Jaw mons that aren't Rock)
Justification: I'm "cheating" a bit by bundling what's technically a resubmission with the revival of move that got nixed but might as well be new anyway beyond its BP. Stone Fang's would-be distribution would more or less be the same despite its effects being completely different now beyond "100% accurate Rock-type move that literally Bites". Hyper Fang's distribution would be far more limited given how many rodent mons just aren't in Gen 09--poor :bidoof: Bidoof--at all, but that's likely for the better as much as I have an apparent hatred for Screens--I blame :grimmsnarl: Grimmsnarl and Aurora Veil--since some people simply don't; also, like Psychic Fangs (which is annoyingly plural for some reason), Normal innately has a type immunity unlike Rock. Finally, both deal essentially 75% of their damage to Steel types after resistances given that rats are known to be able to chew through even some metals and given that some rocks can be harder than many metals (and given that Steel is still extremely privileged).

Name: Razor Wind [II] (revival & adjustment)
Power: 90
Accuracy: 100%
PP: 10 (max. 16)
Category: Special
Type: Flying
Effect: 30% chance to Poison the target.
Flags (ex: Contact, Sound): Mirror, Protect, Slicing, Wind
Potential Pokémon With This Move: All that mons still around that used to get it + :articuno-galar:, :braviary-hisui:, :drifblim:, :frosmoth:, :iron jugulis:, :kilowattrel:, :masquerain:, :moltres-galar:, :oricorio-sensu: (and maybe the other three), :rotom-fan: :tornadus: (+ :sneasel: and :sneasel-hisui: purely for flavor + :zapdos-galar: purely for parity)
Justification: More or less the same move as before but completely changed in its effect for similar reasons, with its new effect both putting it in line with Flamethrower, Thunderbolt, and Ice Beam as well as further nodding to the kamaitachi mythology origins, with such things being related to disease and Flying tending to lack any status causing outside of Beak Blast and the random paralysis chance from Bounce.

ACTUAL RESUBMISSION: (still clinging on from Slate 01)
Name: Elegant Punch (original)
Power: 70
Accuracy: 100%
Category: Physical
Type: Fairy
Effects: Ignore screens and substitutes (but does not remove them). Power boosted by 30% in Misty Terrain.
Priority: 0
Flags: Authentic, Contact, Dancer, Mirror, Protect, Punch
Potential Pokémon With This Move: :azumarill:, :enamorus:, :gallade:, :gardevoir:, :meowscarada:, :mimikyu: (is so very elegant), all four :oricorio: forms, :quaquaval:, etc.
Justification: Speaking of "annoyed with missing the only widely available strong physical attack"...category, Fairy still also falls into that despite Spirit Break now existing and also now being on (literally one) more than one mon since Spirit Break is a bit too...obnoxiously strong in its current form's effect to distribute widely. So here comes an odd sidegrade to my winning Shadow Punch idea from Joltemons (which I don't want to resubmit right now since I'm masochistic enough to try to make everything new apparently). This would allow those privileged Fairy jerks who might tend towards the physical to have something more reliable than Play Rough but to not have it be too strong. I could see boosting it to 75 BP, but meh--again, Fairies are jerks. (Dancer mons aren't though--just victims.)


NEW SUBMISSIONS:

Name:
:assault vest: A Salt Vest ("original")
Effect: "Holder's Def is 1.5x in Sand. Sandstorm and Salt Cure immunity."
Can Be Knocked Off (Yes or No): Yes.
Ignored by Klutz (Yes or No): No.
Fling Power & Effect: 80, inflicts Salt Cure {same as Assault Vest's Fling BP + Salt Cure "status"}
Justification: I swear I had this "totally original" idea before Cozy Sweater was submitted last Slate, though ironically I didn't think to combine it with my mostly joking Salt Cube entry until right now. Not much else to say.

Name: :komala: Life-Support Bed (original)
Effect: "If holder is Komala, becomes Normal/Steel, is immune Ground, Def is 1.3x, and restores 1/16 of its max HP at the end of every turn." {Ability remains Comatose. Display message is "All signs still point to Komala being in a coma. I'm sorry."}
Can Be Knocked Off (Yes or No): No. (for Komala only)
Ignored by Klutz (Yes or No): No. (for Komala only)
Fling Power & Effect: 130 {honestly should doubtless be more than that since it's an entire bed, but I'm acting like :iron ball: Iron Ball is the intentional cap}
Justification: I guess since all my other would-be ideas are taken for one reason or another and since I just made my previous joke idea more serious, I shall immediately replace it with another joke idea. Introducing "I Can't Believe It's Not Bedman" with another mon I forgot was even around, though unlike Copperajah, I was not happy to be reminded of its existence. Still, this vile little urchin of disappointment can potentially fulfill some niche with that Ground immune aspect and a unique if underwhelming typing that at least lets it remain immune to Ghosts too unlike all others Steels. It also does decently against a lot of common leads in theory, including (Focus Blast-less) Landorus-Therian of all things, despite its HP still being trash and exploding versus Fighting attacks. Honestly? I'm just grateful this useless thing that is only NU due to having Rapid Spin already has Iron Head. (Also technically would be an indirect buff for Sand due to being immune now to Sandstorm damage and "absorbing" Ground while still being a spinner, but that's mostly incidental.)

RESUBMISSIONS: (from Slate 02 and Slate 03 respectively)
Name: :zarude: Alpha's Attire | :zarude-dada: Parent's Attire (original | original)
Effect: If held by Zarude | Zarude-Dada, the holder's Normal, Dark, and Grass moves are boosted by 1.2x, its ability becomes Intimidate | Parental Bond, and if Zarude-Dada, its type becomes Normal/Grass.
Can Be Knocked Off (Yes or No): No (at least when equipped by Zarude | Zaruda-Dada)
Ignored by Klutz (Yes or No): No (at least when equipped by Zarude | Zarude-Dada)
Fling Power & Effect: 30, inflicts Leech Seed | 10, inflicts -2 Atk.
Justification: Zarude doesn't really need much to that much more viable. Just a better ability and arguably access to Knock Off. The Knock Off redistribution above should fix the latter, so I tried to address the former without "wasting" a separate adjustment space on it. In addition to that, it would be nice to have a physical Normal/Grass mon that didn't suck--sorry, Sawsbuck--since even if Zarude's physical Normal movepool is relatively shallow it already has all the best remaining Normal moves except for the new Skull Bash I guess; as middling a typing as Normal/Grass is, it at least no longer explodes versus Bug (as much) and is outright immune to Ghost. Finally, of the mons get something out of a specific item, Zarude already gets a pretty damn good exclusive healing ability, which Zaruda-Dada can especially abuse as Normal/Grass due to super-powered STAB Facades. (I was originally going to go with Defiant for Zarude-Dada, but the last sentence instantly convinced me that would probably be a bad idea, just like how I was originally to have a Defense boost here for 1.2x, but...no, that would also be a bad idea.)

Name: :ability shield: Ability Shield (adjustment)
Effect: "Holder's Ability cannot be changed by any effect. On the following turn after holder is sent out, identifies and suppresses opponent's ability for that turn.
Can Be Knocked Off (Yes or No):
No.
Ignored by Klutz (Yes or No):
No.
Fling Power & Effect:
Can't be used with Fling.
Justification:
Ability Shield is horrible, to the point that apparently even Doubles won't touch it and the forums doesn't have its sprite still--yes, even with a hyphen. So this attempts to improve it significantly without making it too obnoxious I would hope by way of making it the Ability version of Frisk and also maybe allowing for Defog to finally be used in Gen 9's meta due to getting around Good as Gold's stupid aspect if only for one turn. (Admittedly I'm unsure how difficult this might be to code, especially since you'd have make the item's delayed effect activate after whatever flag is used for normal switching to maximize the effect, right? Shrug.)


NEW SUBMISSIONS:
Name:
Damp | Dewy (adjustment | "original")
Effect: "Prevents activation of explosive attacks and the ability Aftermath while active. This Pokemon's Water, Ice, and Poison attacks (Damp) | Grass, Bug, and Fairy attacks (Dewy) have their power multiplied by 1.2.
Permanent (Yes or No):
No.
Mold Breaker (Yes or No): Yes.
Potential Pokémon With This Ability: (Damp) :bellibolt:, :golduck:, :quagsire: (a.k.a. the few mons that still have it) + :abomasnow:, :articuno:, :cryogonal:, :floatzel:, :pelipper: (over Keen Eye; not that it will ever use it} :slowbro: (over Own Tempo), :slowking: (over Own Tempo), :tatsugiri:, etc.
(Dewy) :amoonguss: (not that it will ever use it), :brute bonnet:, :florges: (over Symbiosis), :leafeon:, :masquerain: (unless my proposal wins, then...ignore this even if Levitate is somewhat fodder), :sunflora: (over Early Bird; this mon is still around? ...Why?), :rabsca: (over Telepathy), :sylveon:, :venomoth: (over Wonder Skin), etc.
Justification: Shrapnel Shot isn't exactly run rampant at present, but Damp keeps getting brought up like this it actually ever gets used, so this is an attempt to make maybe worth using it. It's still not great, especially since Damp's "flavor" unfortunately falls in the annoying sour spot right between "overly broad" and "just specific enough to be a pain in the ass". This especially since so many Water-related abilities would essentially be what it becomes if it's directly improved along the lines of "dampness". So instead of just combining this and the JolteMons version of Rain Dish, which may be the "correct" way to fix it, there's instead...this, which says a lot about it still "needed" to be split and have its would-be Flying buff given to Fairies after realizing that no Flying types that exist really wanted it save for Articuno (which can already just get Damp anyway).

Name: Battle Armor | Bulletproof | Shell Armor (adjustments)
Effect: "This Pokemon cannot be struck by a critical hit and is immune to slicing moves (Battle Armor) | ball and bomb moves (Bulletproof) | biting and punching moves (Shell Armor). (Moonblast counts as a ball[istic] move now.)"
Permanent (Yes or No): No.
Mold Breaker (Yes or No): Yes.
Potential Pokémon With This Ability: (Battle Armor) :falinks: & :perrserker: (a.k.a. the two mons that still have it) + :corviknight: (over Unnerve), :iron valiant:, :kingambit: (over Pressure), :samurott: (...over Shell Armor)
(Bulletproof) :ursaluna: (a.k.a. the only mon to have now with :chesnaught: having Seed Sower instead now) + :goodra: (over Hydration), :goodra-hisui: (...over Shell Armor), :hariyama: (over Sheer Force), :iron hands: & various Ghosts that didn't get Death Aura and that aren't already top tier (such as :hoopa:, :palossand:, :sableye:, though maybe :gengar: would be okay too)
(Shell Armor) :cloyster:, :drednaw:, :klawf:, :torkoal: (the remaining mons that would still have it) + :forretress:, :kleavor: (over Swarm), :slowking-galar: (over Curious Medicine)
Justification: This is taking Ema Skye's previous submission and expanding it a decent bit given that unlike Shrapnel Shot, the new "always critical hit" moves are an issue and Lucky Chant doesn't even exist anymore. The various suggestions are above are admittedly all over the place, but that's mostly because of Shell Armor and various shell-having mons being...weird in terms of whether it looks like their shell will actually protect them or not. Samurott losing Shell Armor for Battle Armor, however, is strictly because it's funny if Samurott-Hisu's original counterpart becomes the best counterplay to its Ceaseless Edge stupidity. Maybe shouldn't be that widespread as abilities since I don't want to turn entire broad moves of categories into even more matchup fishes than they already are; Moonblast's stupidly privileged self should have counted as a ball(istic) move from the start though.

RESUBMISSIONS: (from Slates 01 and 02)
Name: Mycellium Might (adjustment)
Effect: This Pokémon's Grass moves go last in their priority bracket, ignore Abilities, ignore items, and have their power multiplied by 1.5.
Ignored by Mold Breaker:
No.
Potential Pokémon With This Ability: :toedscruel: + :amoonguss: (ugh), :breloom: (over Effect Spore), and :brute bonnet: (that's it, that's all of the mushroom mons since Parasect, Shiinotic, and honorary mushroom Smeargle are all gone)
Justification: As I said, I am tired, so why not do the worst new Gen 9 ability that was clearly made with Spore in mind. I hate to split the vote on this, but I feel like Leech Seed isn't enough for how debilitating this is to an otherwise would-be good mon, especially given Toedscruel needs to be stuck with some form of it since 100 Speed Spore is just asking for unfun times. So I figure the best compromise is to just...let it apply only to Grass moves, even if that includes damaging Grass moves now which seems fine-ish since Giga Drain getting more than double STAB--this is an added Steely Spirit boost, NOT | which is STRONGER THAN Adaptability--works well with going last. Breloom benefits the least due to, uh, not using Giga Drain, but meh, it already has two excellent abilities, and Effect Spore not randomly cheesing people is its own reward; Brute Bonnet's just kind of a victim at but can at least hit stupid hard with Booster Energy while also not being locked into Seed Bomb. Similarly, Toedscruel won't be able to get hazards past Magic Bounce (read: Hatterene) now, but that was basically the only thing its ability was "good" for before while dragging Toedscruel down in every other aspect that wasn't worth the trade off. After all, it's not particularly difficult to set up hazards in this gen anyway even past Magic Bounce; Ceaseless Edge and Stone Axe say "oppression"--I mean "hi".

Name: Fairy Ringer ("original"...from Regional Evolutions) | Justified (resubbed adjustment)
Effect: "This Pokémon draws Fairy moves towards to itself to raise Special Atk by 1; Fairy immunity." | "This Pokémon's Attack is raised 1 stage if hit by a Dark move; Dark immunity."
Permanent: No. | No.
Mold Breaker: Yes. | Yes.
Potential Pokémon With This Ability: (Fairy Ringer) :brute bonnet: (only because the original mon I made it for was a mushroom and this is easily the mushroom mon that could use it the most without also being obnoxious about it like actual :amoonguss: who would just use Regenerator anyway), :calyrex:, :electrode-hisui: (over Aftermath), :hoopa: (NOT :hoopa-unbound:...probably), :mismagius:, :muk-alola: (over Power of Alchemy), :salazzle:, :umbreon:
(Justified) :arcanine:, :gallade:, and :lucario: (a.k.a. the still existent mons currently with the ability) + :decidueye:, :honchkrow: (crosses wingtips behind back while replacing Insomnia), :iron leaves:, and :zarude-dada: (for clarification, this is Zarude-Dada)
Fairy Ringer Justification: I was originally going to try to readd the adjustment to Pastel Veil from JolteMons but then I realized that even with all of the free hazards around, Toxic Spikes are still the weakest of them and it doesn't feel fit any non-Poison new Gen 9 pokemon on top of half of the things that got it in JolteMons being removed. So instead I was reminded of a surprisingly one-off ability for the Regional Evolutions Pet Mods (that I never finished the cataloging of--sigh) despite my perverse love of Storm Drain clones, and Fairies could certainly stand to be brought down a peg, so here we go.
Justified Justification: With all of the Swords of Justice gone outside of the random robot version of the worst one (that's still currently a bit bad), changing Justified becomes a lot more easy to do without worrying about automatically breaking any of the mons that still have it. I figure given how obnoxiously free both Ceaseless Edge and what remains of Knock Off currently are to click, a Dark-absorbing ability has good merit even before Kingambit's and the Ruination legendaries' additional existences. That three of the most appropriate new instances for it--really, the "only" ones since Honchkrow is a largely a joke--all happen to also be Grass to absorb Samurott-Hisui's other STAB is genuinely coincidental, not that it helps the non-Robin Hood ones much since they both get exploded by X-Scissor and, in Zarude-Dada's case, also Sacred Sword to a lesser degree. (Regular Samurott could be given this for maximum irony even though it's going to need more boosts than just this, and I guess we can give this to Palafin if we care about its regular form being unbanned but then likely still never seeing usage anyway.)


NEW SUBMISSION:
(currently PU)
:sm/masquerain:
Name: Masquerain
Type: Bug/Water
Abilities:
Intimidate / Levitate / Water Bubble (hidden ability; replaces Unnerve)
New Moves: Flip Turn, Life Dew, Rapid Spin, Snipe Shot (already got Electroweb in a previous slate)
Removed Moves: Hydro Pump, Quiver Dance
Justification: :araquanid: Araquanid at home...is still probably damn decent given how powerful Water Bubble is as an ability and given that Masquerain has at least both better SpA and Speed even though it's far frailer. Regardless, it has always bothered me how cute little :surskit: Surskit goes from its unique Bug/Water typing to the banal and doomed Bug/Flying typing, especially since it took forever to actually decent Flying STAB. While Araquanid finally rectified that (...four entire gens later), Araquanid is unfortunately gone now, so this will have to do, as seen with people already using it as a suicide lead Sticky Webs setter (just because the pickings are that slim). Unfortunately due to Water Bubble, it needs to lose both Hydro Pump and Quiver Dance, otherwise it would just outright masquerade massacre things, which is funny until it happens to you. Even letting it have Snipe Shot is a bit...tenuous, honestly. (I imagine its new Levitate ability never actually gets used, but it does at least let it still pretend to be the Bug/Flying mon it unfortunately became in addition to just being what Game Freak should done from the beginning if they wanted yet another Bug off the ground just because it had wings; much like making a special-oriented Grass/Ghost mon, Game Freak seems weirdly allergic to just giving any Bug the Levitate ability since even the most obvious one of :beedrill: Beedrill doesn't get it, only general disappointment :vikavolt: Vikavolt who would prefer almost any other ability.)

SLATE 03 RESUBMISSIONS:
(Now all with Choke I guess, even though I'm bit wary of that on Rotom, and Tsareena gets Cutting Remark.)

(currently NU, PU, PU, UU, RU, and OU respectively)
:sm/rotom: :sm/rotom-fan: :sm/rotom-frost: :sm/rotom-heat: :sm/rotom-mow: :sm/rotom-wash:
Name: Rotom and his brothers its forms
Type: (Rotom) Electric/Ghost
(Rotom-Fan) Electric/Flying
(Rotom-Frost) Electric/Ice
(Rotom-Heat) Electric/Fire
(Rotom-Mow) Electric/Grass
(Rotom-Wash) Electric/Water
Abilities: (Rotom) Levitate / Adaptability / Pure Power (hidden ability)
(Rotom-Fan) Neutralizing Gas / Gale Wings (obtained from Slate 02) / Wind Power (hidden ability)
(Rotom-Frost) Levitate / Refrigerate / Overcoat (hidden ability)
(Rotom-Heat) Levitate / Harvest / Electric Surge (hidden ability)
(Rotom-Mow) Levitate / Chlorophyll / Grassy Surge (hidden ability)
(Rotom-Wash) Levitate / Storm Drain / Misty Surge (hidden ability)
New Moves: (Rotom and thus all forms) Choke, Defog, Pain Split, Poltergeist, Shadow Claw, Shadow Sneak, Weather Ball, and Zing Zap
(all Rotom forms but not Rotom) Rapid Spin
(Rotom-Fan only) Hurricane Air Cutter and Tailwind
(Rotom-Frost only) Chilly Reception and Ice Beam
(Rotom-Heat only) Flamethrower and Heal Bell
(Rotom-Mow only) Energy Ball and Solar Beam
(Rotom-Wash only) Heal Bell and Surf
Removed Moves: [none for now, may have to be Nasty Plot though]
Justification: Despite how much was already submitted for Slate 03 by time I returned, Rotom and its forms were not among them. Despite having voted for them before, I was disappointed that the changes when I did so were so meager, so I've decided to make them far more involved this. This especially since asymmetry bugs me so much; while Rotom-Fan is deserving of an ability other than Levitate, it rather threw everything out of sync there. So here's an massive attempt to fix that and so many other things, with each form getting three new moves and two new abilities in addition to base-Rotom's changes in part to keep that symmetry and in part to be faithful to in-game and how the form changing and move reminding works--thus only ever gaining or losing four new moves in all when changing forms:

:rotom: Rotom: Despite amusingly being in a tier above its Fan and Frost forms, it still needs the most changes overall, so it gets two very different but strong abilities. Adaptability makes its special attacks quite strong but not overwhelming and probably best on Rain where it can spam (Specs) Thunder without fear of missing. Meanwhile while through the power of TV yoga Pure Power makes its physical attacks as strong as :azumarill: Azumarill's while having much more Speed but held back by having half of the base HP and intentionally by its still very limited physical movepool that includes no way to boost its Attack presently; it literally had no STAB physical moves before this, and it briefly had Wild Charge before I pulled back on that for now due to Electric Terrain existing. It also got back Defog and Pain Split, which means all the forms did too, though Toxic can stay gone for all that I care, and while its physical prowess is actually stronger than its special one now (which only got Weather Ball), it can effectively bluff either of its non-Levitate abilities that hit completely different sides until it attacks and all of its abilities benefit from Trick--hello Iron Ball.

:rotom-fan: Rotom-Fan: Technically already touched by Slate 02 due to the recent victory of compromise Gale Wings, it doubtless needs more still. So it gets rid of its useless Levitate ability that it was never using again for the apparently beloved Neutralizing Gas as sort of an inversion of the joke it used to be in terms of having a Flying mon having Levitate as an "ability". It also gains Hurricane and Tailwind, both more moves for it to actually (ab)use with Gale Wings, in addition to the Rapid Spin that all Rotom forms (but not base Rotom) get to go with their physicality and to be more supportive. (As such, due to Gale Wing Hurricane, this is the likeliest reason that all of the Rotoms may need to lose Nasty Plot, though maybe they can get Work Up instead, which would benefit base Rotom more at this point anyway.)

:rotom-frost: Rotom-Frost: The bulkiest (in Snow) but still by far crappiest Rotom gets on the Overcoat train to help with Ice's crippling defensive weaknesses even in the face of Snow boosting Defense, and most of its other additions are effectively window-dressing, with it being the start of all the non-Rotom-Fan forms getting 100% accurate but lower powered STABS in addition to at least one other move and Rapid Spin. Chilly Reception fulfills the "is your refrigerator running?" joke (that it tells) arguably better than Slush Rush would, and unlike the :slowking::slowking-galar: Slow-and-Glow siblings, this wouldn't have to wear Boots with Overcoat in use even if it lacks the brokenness of Regenerator. It also benefits the most from Rapid Spin with Refrigerate telling :gholdengo: Gholdengo to sit down, shut up, and freeze in Hell if it should try to spinblock, and with Refrigerate also being usable with Hyper Voice to be a better Ice Beam that's almost as strong as Blizzard but actually, you know, accurate outside of Snow.

:rotom-heat: Rotom-Heat: Probably the Rotom form that gets screwed the most in terms of abilities, especially since it didn't get Neutralizing Gas in the end, in part due to being a microwave oven. Flame Body would have made sense, but of its many resistances, most of them lean special outside of Bug, Steel (which just got the non-contact Shrapnel Shot), and arguably Fire (which...can't be burned). Given that it's the form most likely to still use Levitate anyway due to being the only form quad-weak to Ground, I figured I should give it abilities and moves that worked 100% of the time (...in Sun). So Harvest is just an attempt at a possibly interesting non-Grass user of it (since Ripen still sucks) and Electric Surge is both a concession to "VaporeMons can probably have a better Electric Surge user than Pincurchin now" and to force Pure Power Rotom-base teams to still use :pincurchin: Pincurchin if they want to abuse Rotom's new physical Electric STAB to its maximum power. (Flamethrower and Heal Bell are self-explanatory, though Heal Bell might have instead been Aromatherapy if that hadn't randomly just got deleted wholesale from Gen 9.)

:rotom-mow: Rotom-Mow: Easily the most straightforward change even if Grassy Pelt existing now makes Grassy Surge even more underwhelming, especially as someone who wasn't ever that impressed with Grassy Surge Rotom-Mow in JolteMons (where, admittedly, :rillaboom: Rillaboom still had the oppressive Grassy Glide). As such there's nothing to note, since I already just noted the above Aromatherapy deletion, beyond that it's probably the Rotom form that benefits the most from the addition of Weather Ball.

:rotom-wash: Rotom-Wash: Easily the Rotom form that needs the least help even if too has suffered a small decline of sorts in part due to power creep despite being one of the few Water types that didn't even lose Scald...due to never having it. It will continue to never have it, in part because I feel like giving Rotom-Wash back Pain Split in addition to an anti-Water ability already makes it a griefer mon to Rain even without the chance to randomly get Rain-boosted burns on their sweepers. The 100% accuracy of Surf is honestly already a big buff to it since we've all missed vital Hydro Pumps with it at one point or another, and I can't exactly give it Chilling Water when Chilling Water still...rather sucks. Misty Surge is there mainly just to have another setter (that can actually use its item slot freely) as well to make it so that the Rotom forms cover all Terrains that existed (and were never used) before Psychic Terrain and Psychic Surge were introduced.

(currently RU)
:sm/tsareena:
Name: Tsareena
Type: Grass/Fairy
Abilities:
Chlorophyll / Queenly Majesty / Pixilate (hidden ability)
New Moves: Body Slam, Choke, Cutting Remark, Heal Bell, Jungle Healing (from Slate 02), Petal Blizzard, Thunderous Kick, and Triple Axel (still technically exists akin to Poltergeist)
Removed Moves: [none]
Justification: I loathe Regenerator, so this is my attempt at buffing Tsareena, who doesn't need that much, especially after Jungle Healing. While a kick-buffing ability (or a Leaf Guard that wasn't horrible) would be nice (but would probably break Quaquaval in the former case), this is making do with what current exists. The additions are self-explanatory for once save for perhaps Petal Blizzard, which finally gives her attacks above 80 BP with 100% accuracy; Body Slam, Thunderous Kick, and Pixilate fulfill the same role, with the last meaning she can actually remove hazards with Rapid Spin even against Gholdengo's stupid self. (Also Tsareena always weirdly felt like it should have been Grass/Fairy or Grass/Fighting, but the latter somewhat steps on :breloom: Breloom--heh--even with :decidueye-hisui: Decidueye-Hisui no longer Grass/Fighting too now, so....)

(currently RU)
:sm/copperajah:
Name: Copperajah
Type: Steel/Water
Abilities:
Sheer Force / Overcoat / Heavy Metal (hidden ability)
New Moves: Choke, Defog, Heat Crash, Life Dew, Liquidation, Rain Dance, Soak, and Wave Crash
Removed Moves: [none]
Justification: Every time I am reminded that that this mon still exists, I am surprised anew that part of its flavor insists its water-resistant...while being neutral to Water. Not much else to say about it beyond that, really, except that Overcoat was going to be Sap Sipper before I realized that most Grass mons would still be able to beat the crap out of it anyway and Overcoat covers the main reason for consideration, i.e. Spore. (Also having Steel/Water typing back would be nice.)
 

Yoshiblaze

ye
is a Forum Moderatoris a Community Contributor
Moderator
A day out from voting means that it's time for another veto phase. However, as you may have noticed by me not saying it, in light of me not getting out a sub review for this slate, for this veto phase you will be allowed to change and add any submissions. Consider it a veto AND submission phase. Please note that changes or additions you make may be vetoed without warning once voting begins tomorrow. If you'd like me or anyone else to review your submission, be sure to ask in the #idea-sharing channel of our Discord server or ask me in DMs on here

As with normal veto phase, the veto phase gives people a chance to fix potentially broken submissions. Any sub that's vetoed and isn't appropriately nerfed/replaced will not be eligible for voting.

:sm/sandy-shocks:
Name: Sandy Shocks
Type: Electric/Ground
Abilities: Protosynthesis | Magnet Pull
New Moves
: N/A
Removed Moves: N/A
Justification: As a member of the Magnemite family, it should have Magnet Pull.
Magnet Pull is an extremely strong ability for a Ground-type to have, allowing it to easily eliminate pretty much every Steel-type with ease, especially since Sandy Shocks has tools for Corviknight and Heatran. Sandy Shocks already has the more balanced trapping ability in Sand Spit, so it should stick with that. (Also, this submission doesn't account for Sandy Shocks now having Protocrysalis instead of Protosynthesis, which would make things weird as there would be 3 Sun Paradoxes and only 1 Sand one)

Name: Fell Stinger (pre-existing)
Power: 150
Accuracy: 100%
PP: 5 (8 max)
Category:
Type:
Effect:
The user aggressively strikes the foe with a large stinger. This has a 100% chance to paralyze the opponent, but will cause the user to faint at the end of the next turn. Breaks through protection.
Priority: 0
Flags (ex: Contact, Sound): Contact, Mirror
Potential Pokémon With This Move: current distribution + more bugs??
Justification: the bugs (and inteleon for some reason ??) get a powerful move. i mainly made this move with suicide leads in mind, but anything with a moderately decent attack stat may also be able to utilize this p well. bug is a p terrible offensive type tho, so be wise when using this.
Since the user doesn't faint immediately after using this, the downside ends up being too minor when compared to the massive upside this move has. 150 BP and 100% paralysis is well worth it in spite of being a Bug move when you can simply switch out after using it to avoid fainting, or use it twice if the situation calls for it to deal even more damage. I recommend making it so that the user faints immediately after use

Name: Squirting Flower
Effect: If the user gets hit by an attack, soaks the foe.
Can Be Knocked Off (Yes or No): Yes
Ignored by Klutz (Yes or No): Yes
Fling Power & Effect: 40 BP, soaks the foe.
Justification: funny soaking item. idk whether this’ll be completely useless or not, but it might be good on some slower stuff.
A passive Soaking effect would actually be really powerful for walls and Grass/Electric-types alike, being able to remove the foe's STAB for free, making walling them a lot easier (like a less powerful version of the ability Unimpressed from JolteMons, which ignored STAB boosts on incoming attacks, but on any mon) while giving any Grass or Electric-type that can take a hit automatic super effective STAB into the foe. I recommend making this single use.

:sm/iron-thorns:
Name: Tyranitar | Iron Thorns
Type:
Rock
Dark
|
Rock
Ground

Abilities: Sand Stream / Unnerve | Quark Drive / Skill Link
New Moves: Knock Off, Shore Up | Bone Rush, Knock Off, Shore Up
Removed Moves: --
Justification: ttar gets knock and shore up for utility and healing respectively; thorns gets those 2 moves, and has rock/ground typing and bone rush to make more use of skill link. both of these dudes felt underwhelming in gen 9, so i wanted to amp them up a bit (inteleon be damned)
Ik this sounds kinda weird since Iron Thorns is literally future Tyranitar, but functionally TTar and Iron Thorns aren't really counterparts (they are related, but not counterparts, kinda like Pikaclones to Pikachu), so you will have to separate this into 2 subs.

Name: Tera Blast
Power: 70
Accuracy
: 100%
PP: 15 (max 24)
Category: Special
Type: Normal
Effect: Type varies on the user's primary type. Phys. if Atk > SpA. 90 BP if userholds a Tera Shard.
Priority
: 0
Flags (ex: Contact, Sound): /
Potential Pokémon With This Move: lol
Justification: I'm trying to make this move better without making it too similar to canon, or without making it Hidden Power 2. So it's basically less powerful but widespread Revelation Dance, and it allows for offensive Tera users (and afaik it doesn't break anything, Dragapult and Dragonite are primarily Dragon so it should be fine, otherwise I think it's all good? Maybe Iron Valiant would be annoying with it?)
This is pretty borderline, but we believe that a couple Pokemon would set this over the edge, mainly Regieleki and Volcarona being able to get the Tera-boosted coverage to make them broken again. I recommend not giving this a BP boost if the user is holding a Tera Shard.

: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.
This was allowed last slate and it's legitimately right on the edge, but after some deliberation we decided that these would probably be a bit unhealthy. Surprise immunities are very annoying to deal with, as we're learning right now with the item Baseball Bat and its bullet move immunity that's able to swing games in a way not unlike a well-timed Terastalization in vanilla OU, to the point where it'll likely get nerfed in some way. This is the same sort of thing. I recommend making it so that the damage from these moves is weakened by like 50 or 30% instead of a full-on immunity

Name: Shrapnel (Might be changed if clashing with Shrapnel Shot)
Power: -
Accuracy: 100%
PP: 15
Category: Status
Type: Steel
Effect: Sets sharp steel onto the opponent's side of the field. (G-Max Steelsurge, anyone?)
Priority: 0
Flags: Reflectable
Potential Pokémon with this move: :Cufant: :Klefki: :Tinkatink: :Gimmighoul: :Iron Treads:
Justification: With so many hazards, I'm surprised this hasn't been brought up yet.
Kinda similar to the sub a couple slates ago that removed Stealth Rock, adding Steelspikes to the hazard metagame likely warps the tier too much, now having to consider a second, equally powerful Stealth Rock of a different type while teambuilding and playing, which would likely be too restrictive.

Name: Mirror Herb
Effect: Current Effects + Copying any positive stat changes of all opposing Pokémon upon entering battle.
Can be knocked off: Yes
Ignored by Klutz: Yes
Fling Power & Effect: 30, doubles the stat changes of the target, if any.
Justification: Mirror Herb + the old Photocopier sub I saw in Joltemons.
The effect of copying stat boosts on switch-in has been considered broken many times across Pet Mods and while this is a much weaker version of that, being one use and all, the effect is still powerful enough to warrant a veto. Makes attempting to setup with pretty much anything extremely unsafe when a mon can come in, copy the boosts, and reverse sweep you

Move: Moonblast/Bitter Blade/Defog/Jet Punch
Flag Changes: Ballistic/Heal/Wind/Not Sheer Force boosted
Description: Moonblast is now affected by Baseball Bat, Bitter Blade is now affected by Big Root/Choke/Death Aura, Defog is now affected by Air Freshener, Jet Punch is affected by Sheer Force for some reason. Also lets these moves get distributed to different users. Might add some others if someone can think of some more.
We were considering allowing this because you were just changing move flags, but just to avoid setting any poor precedents this will be vetoed as these moves aren't clones of each other

Name: Spectral Chains
Power: 0
Accuracy: -
PP: 10
Category: Status
Type: Ghost
Effect: Sets Spectral Chains on the opponents side. Opponents cannot switch out the turn after they switch into the chains. Does not affect flying types, levitating Pokémon, or ghost types.
Priority: 0
Flags (ex: Contact, Sound): same as other hazards
Potential Pokémon With This Move: Decidueye, Polteageist, Zoaroark-Hisui, Driftblimp, Hoopa, Sableye, Spiritomb
Justification: MORE HAZARDS! This one is interesting in that it doesn’t directly harm the Pokémon, but limits opponent options. Could be good, could be garbage, not sure how this would turn out.
A hazard that limits one's ability to switch would very likely be too difficult to play around to be healthy, as limiting switches is always extremely powerful, so this being able to do it passively would be too much

Name: Feathered Strike
Power: 90
Accuracy: 100
PP: 15 (max 24)
Category: Physical
Type: Flying
Effect: 100% chance to increase the user's defense by 1 stage.
Priority: 0
Flags: Protect, Mirror, Contact
Potential Pokémon With This Move: :talonflame: :corviknight: literally all the birds ig im too lazy to make them all
Justification: Ngl there's a better Flying move subbed up there. Defensive mons like Altaria and Corviknight would appreciate this though.
This isn't really a veto (more like a sub review of just this specifically), but this was brought up when we were discussing vetoes and while it's not broken enough to be vetoed, there was concern that this move's effect is too powerful to allow us to put it on anything that could sniff OU viability, as the 100% Defense raise on a move with a great type is super powerful on the main mon that'd want this, being Corviknight. I suggest either reducing the move's power or making the Defense raise chance 30 or 50%

And that's all! Remember, for this veto phase you are allow to edit and add new submissions. See you tomorrow for voting!
 

Yoshiblaze

ye
is a Forum Moderatoris a Community Contributor
Moderator
Voting is now open!

The following submissions CANNOT be voted for:
nothing, everything can be voted for

In each category, you may vote for 6 submissions, with 2 self-votes in each category (so you can vote for 24 submissions with 8 total self-votes). Please specify which votes are self-votes. You don't have to list who made the submission unless someone else subbed something with the same name/species. The order you put it in does not matter, every vote is worth 1 point
Moves
Blaze Kick (SV)
Aura Sphere (SV)
Liquidation
Triple Axel
Tail Slap
Thunderbolt

Items
Eviolite (SV)
Black Belt (SV)
Life Orb
Metronome
King's Rock
Choice Specs

Abilities
Speed Boost (SV)
Justified (SV)
Sheer Force
Pressure
Skill Link
Volt Absorb

Adjustments
Combusken (SV)
Lucario (SV)
Feraligatr
Weavile
Cinccino
Jolteon
For the sake of making vote counting easier, PLEASE use the same exact format listed in the spoiler box above


Voting will end in 24 hours!
 
Moves
Chain Lightning (SV)
Pluck (SV)
Double Shock | Burn Up
Wind Breaker | Throat Chop
Mystical Power
Defog

Items
Mithril Armor
Tera Shard (SV)
Rusty Chain (SV)
Power Herb

Abilities
Shell Armor
Opportunist
Sunblock | Sand Veil | Snow Cloak (SV)
Costar (SV)
Outclass
Sword of Ruin | Beads of Ruin

Adjustments
Brambleghast
Electrode | Electrode-Hisui (SV)
Mew (SV)
Tinkaton
Houndstone
Hariyama
 
Last edited:

G-Luke

Sugar, Spice and One For All
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Moves
Feathered Strike
Defog
Pluck
Chain Lightning
Burn Up / Double Shock
Mystical Power

Items
Tie-dye Band
Focus Band / Focus Lens
Tera Shards
Ability Shield

Abilities
Sunblock / Sand Veil / Snow Veil
Battle Armor (Gekokeso)
Unnerve
Beads of Ruin / Swords of Ruin
Wind Power (lavarina)
Counteract

Adjustments
Copperajah (The Damned)
Hariyama (anaconja)
Tyranitar (PalpitoadChamp)
Oricorios
Mew
Magearna (Lysion)
 
Moves
Defog
Feathered Strike
Tera Blast (SV)
Dissolution (SV)
Wind Breaker | Throat Chop
Mind Crush

Items
Odd Keystone
Indecisive Orb (SV)
Baseball Bat
Power Herb

Abilities
Sunblock | Sand Veil | Snow Cloak
Versatile
Counteract
Heartless
Outclass
Justified (SV)

Adjustments
Mew
Magearna (SV)
Zacian (SV)
Tinkaton
Hariyama
Glalie | Froslass
 
Stuck typing on phone (and reseting my password): for this set of votes since otherwise I won't get to vote at all this weekend. Also unfortunate is the amount of overlap on like four or five different things--oh well:

SLATE 04 MOVES:
Upheaval
Hazardous Waste
Chain Lightning
Mind Crush
Wind Breaker | Throat Chop
Hyper Fang | Stone Fang [II] (Self-Vote)

SLATE 04 ITEMS:
Yellow Nectar | Pink Nectar | Red Nectar | Purple Nectar
Tie-Dye Band
Focus Band | Focus Lens
Iron Ball
Rusty Chain
Odd Keystone

SLATE 04 ABILITIES:
Gluttony
Disguise | Ice Face
Poison Touch
Shell Armor | Battle Armor (Gekokeso's--I assume we can vote for these together since I packaged mine together; if not, then just count this as vote his Shell Armor)
Rivalry
Wind Rider | Wind Power (Z-nogyorP's)

SLATE 04 ADJUSTMENTS:
Rotom and formes (Beaf Cultist's)
Oricorio Baile | Oricorio Pom-Pom | Oricorio Pa'u
Gogoat
Electrode | Electrode-Hisui (...I still hate Regenerator though)
Snorunt line
Copperajah (Self-Vote)
 
Moves

Pop Sickle | Writhing Hate (SV)
Glitzy Glow | Baddy Bad (SV)
Upheaval
Hazardous Waste
Unicorn Horn and Co.
Spoil

Items

Handcuffs (SV)
Odd Keystone
Damage Bank | Savings Bank
Nectars
Tie-Dye Band
Rusty Chain

Abilities

Dungeon Lord (SV)
Disguise | Ice Face
Justified
Clear Advantage
Opportunist
Sword of Ruin | Beads of Ruin

Adjustments

Toxtricity-Low-Key (SV)
Volcanion (SV)
Slither Wing
Rotom Forms (Beef Cultist)
Oricorio Forms
Copperajah (The Damned)
 
Lots of resubs this slate, which I’m not really thrilled by. some posts were basically entirely resubs. Hoping yall come up with some more unique ideas next slate. Moves were also astonishingly weak this slate, which is a big shock compared to last slate. There’s definitely some diamonds in every category, but I wouldn’t be surprised if we get a couple shitters this slate.

Moves
Comet Call (SV)
Defog (Beebos)
Chain Lightning (Z-nogyroP)
Pluck (Z-nogyroP)
Wind Breaker/Throat Chop (Yoshiblaze)

Items
Damage Bank/Savings Bank (SV)
Mithril Armor (SV)
Tie-Dye Band (Beebos)
Tera Shard (Z-nogyroP)
Leather Belt (NANI?!)

Abilities
Battle Spines (SV)
Gluttony (SV)
Justified (Lysion)
Outclass (zxgzxg)
Counteract (Yoshiblaze)

Adjustments
Brambleghast (SV)
Rotom (SV)
Oricorio (Totally_Odette)
Magearna (Lysion)
Mew (Z-nogyroP)
Copperajah (The Damned)
 
Moves
Feathered Strike (SV)
Pluck
Burn Up / Double Shock
Defog (Beebos)
Chain Lightning
Mind Crush

Items
Odd Keystone
Tie-Dye Band
Nectars

Abilities
Dungeon Lord
Wind Power (SV)
Sunblock | Sand Veil | Snow Cloak
Counteract
Swords of Ruin | Beads of Ruin

Adjustments
Oricorios
Mew
Magearna (Lysion)
Copperajah
Houndstone
Toxtricity Low-Key
 
Moves
Accelerock (SV)
Mountain Gale (Z-nogyroP)
Upheaval
Defog (Beebos)
Pluck
Mind Crush

Items
Mithril Armor
Iron Ball
Baseball Bat
Odd Keystone

Abilities
Aftermath (Ema Skye)
Outclass
Gluttony
Justified

Adjustments
Iron Thorns (SV)
Tyranitar (SV)
Rotom (Beaf Cultist)
Galar Birds (Lysion)
Mew (Z-nogyroP)
Snorunt line (Yoshiblaze)
 
Moves

Defog (Beebos)
Upheaval (IceLevelIncarnate)
Mountain Gale (chemicalmines)
Sizzly Slide (Swagodile)
Salt Cure | Infestation (IceLevelIncarnate)
Hazardous Waste (PQRDG)

Items

Nectars (IceLevelIncarnate)
Tie-Dye Band (Beebos)
Indecisive Orb (Lysion)
Leather Belt (NANI?!)
Crash Helmet (Swagodile)
Grandpa from Stardew Valley's Fucked Up Bed Life-Support Bed (The Damned)


Abilities

Sunblock | Sand Veil | Snow Cloak (Z-nogyroP)
Counteract (Yoshiblaze)
Wind Rider | Wind Power (Z-nogyroP)
Aerilate | Pixilate | Refrigerate | Galvanize (Beebos)
Armor Tail / Dazzling / Queenly Majesty (PQRDG)
Immolate | Mortify | Petrify | Psychokinesis (SV)


Adjustments

Gogoat (Lysion)
Oricorios (Totally_Odette)
Iron Leaves (Z-nogyroP)
Pinchurchin (anaconja)
Avalugg-Hisui (Ayecrusher King)
Iron Thorns (chemicalmines)
 
Moves -
Salt Cure | Infestation
Defog (SV)
Accelerock
Pluck
Double Shock | Burn Up
Wind Breaker | Throat Chop
Items -
Mithril Armor
Honey
Tie-Dye Band (SV)
Dubious Disc
Tera Shard (Z-nogyrop)
Power Herb
Abilities -
Super Luck
Battle Armor
Aftermath
Damp | Dewy
Mycelium Might
Fairy Ringer | Justified
Adjustments -
Scovillain
Galar Birds
Tinkaton
Grafaiai
Hariyama
Snorunt line
 
Moves
Mind Crush (SV)
Thunderous Blow (SV)
Double Shock | Burn Up
Hazardous Waste

Items
Leather Belt (SV)
Power Herb (SV)
Indecisive Orb
Damage Bank | Savings Bank
Baseball Bat

Abilities
Versatile (SV)
Optimist (SV)
Outclass
Fairy Ringer | Justified


Adjustments
Tinkaton (SV)
Grafaiai (SV)
Gogoat (Lysion)
Iron Thorns (chemicalmines)
 

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