Slate 5 winners!
Same process as the first four slates, with the cutoff for this slate being 7.
WINNERS
With that, we can begin a 24 hour discussion phase as council discusses the distribution of the winning moves and abilities. You can talk about the metagame impacts you think all the winners will have, give distribution suggestions (though remember that this isn't a distribution phase like the Sylve and JolteMons of old), and prepare submissions for the upcoming Slate 5. Also, remember that our roomtour that was meant for Slate 4 will be happening (DH update or other method of hosting Slate 4-5's changes pending) on Sunday, so look forward to that (if we can get it to happen).
That's all for now, see you tomorrow!
Same process as the first four slates, with the cutoff for this slate being 7.
Moves
Chisel - 11
Parry - 11
Peekaboo - 11
Psycho Boost - 8
Rage Fist / Raging Fury - 8
Accelerock - 6
Darkest Lariat & co - 5
Heart Swap - 4
Mind Crush - 4
Spin Out (a) - 4
Boo! - 3
Chloroblast & co - 3
Last Respects - 3
Meditate - 3
Mind Rend - 3
Rummage - 2
Soul Siphon - 2
Snatch - 2
Spin Out (Z) - 2
Team Effort - 2
Underdog - 2
Creep Out - 1
Dream Eater - 1
Flying Press / Oxidize - 1
Hyper Fang / Stone Fang - 1
Mind Burn - 1
Soak & co - 1
Spit Up / Brine - 1
Terrain Pulse - 1
Items
Snow Globe / Sand Clock - 9
Hero's Bubble - 9
Hand Mirror - 8
Royal Flush - 6
Zoom Lens - 6
Leather Belt - 5
Destiny Knot - 4
Friendship Bracelet - 4
Indecisive Orb - 4
Spidops-Man Mask - 4
Baseball Glove - 3
Technical Manual - 3
Power Herb - 2
Refined Metal - 2
A Salt Vest - 1
Balanced Scales - 1
Body Armor - 1
Covert Cloak - 1
Decoy Dondozo - 1
Dubious Disc - 1
Spider Ring - 1
War Hammer - 1
Abilities
Steely Spirit - 13
Battle Spines - 7
Sheer Heart - 7
Color Change - 6
Armor Tail & co - 5
Mind Games - 5
Receiver - 5
Water Compaction - 5
Aerilate - 4
Cud Chew - 4
Corrosion - 3
Ghoul Presence - 3
Stage Fright - 3
Wind Power / Electromorphosis - 3
Ambush Hunter - 2
Anticipation (a) - 2
Bulletproof - 2
Fairy Ringer / Justified - 2
Immolate & co - 2
Justified - 2
Protean - 2
Tempest - 2
Triage - 2
Unnerve - 2
Accumulate - 1
Anticipation (unspecified) - 1
Anticipation / Forewarn (G) - 1
Backfire - 1
Flash Freeze / Flash Flood - 1
Moody - 1
Optimist - 1
Starter Abilities - 1
Ruthless - 1
State Change - 1
Adjustments
Hariyama - 10
Iron Jugulis - 10
Muks - 9
Galar Birds (G) - 6
Iron Thorns - 5
Spiritomb - 5
Snorunt line - 5
Cyclizar - 4
Diancie - 4
Goodras - 4
Lycanrocs - 4
Banette - 3
Brambleghast - 3
Eeveelutions - 3
Noivern - 3
Delphox - 2
Farigiraf (G) - 2
Galar Birds (L) - 2
Kanto Birds - 2
Grafaiai - 2
Galar Horses - 2
Tauros - 2
Wigglytuff - 2
Altaria - 1
Arboliva - 1
Eelektross - 1
Farigiraf (I) - 1
Greninja - 1
Gyarados - 1
Iron Bundle - 1
Masquerain - 1
Overqwil - 1
Rotoms - 1
Samurott - 1
Tornadus - 1
Tyranitar - 1
Volcanion (S) - 1
Zacian - 1
Zarude - 1
Chisel - 11
Parry - 11
Peekaboo - 11
Psycho Boost - 8
Rage Fist / Raging Fury - 8
Accelerock - 6
Darkest Lariat & co - 5
Heart Swap - 4
Mind Crush - 4
Spin Out (a) - 4
Boo! - 3
Chloroblast & co - 3
Last Respects - 3
Meditate - 3
Mind Rend - 3
Rummage - 2
Soul Siphon - 2
Snatch - 2
Spin Out (Z) - 2
Team Effort - 2
Underdog - 2
Creep Out - 1
Dream Eater - 1
Flying Press / Oxidize - 1
Hyper Fang / Stone Fang - 1
Mind Burn - 1
Soak & co - 1
Spit Up / Brine - 1
Terrain Pulse - 1
Items
Snow Globe / Sand Clock - 9
Hero's Bubble - 9
Hand Mirror - 8
Royal Flush - 6
Zoom Lens - 6
Leather Belt - 5
Destiny Knot - 4
Friendship Bracelet - 4
Indecisive Orb - 4
Spidops-Man Mask - 4
Baseball Glove - 3
Technical Manual - 3
Power Herb - 2
Refined Metal - 2
A Salt Vest - 1
Balanced Scales - 1
Body Armor - 1
Covert Cloak - 1
Decoy Dondozo - 1
Dubious Disc - 1
Spider Ring - 1
War Hammer - 1
Abilities
Steely Spirit - 13
Battle Spines - 7
Sheer Heart - 7
Color Change - 6
Armor Tail & co - 5
Mind Games - 5
Receiver - 5
Water Compaction - 5
Aerilate - 4
Cud Chew - 4
Corrosion - 3
Ghoul Presence - 3
Stage Fright - 3
Wind Power / Electromorphosis - 3
Ambush Hunter - 2
Anticipation (a) - 2
Bulletproof - 2
Fairy Ringer / Justified - 2
Immolate & co - 2
Justified - 2
Protean - 2
Tempest - 2
Triage - 2
Unnerve - 2
Accumulate - 1
Anticipation (unspecified) - 1
Anticipation / Forewarn (G) - 1
Backfire - 1
Flash Freeze / Flash Flood - 1
Moody - 1
Optimist - 1
Starter Abilities - 1
Ruthless - 1
State Change - 1
Adjustments
Hariyama - 10
Iron Jugulis - 10
Muks - 9
Galar Birds (G) - 6
Iron Thorns - 5
Spiritomb - 5
Snorunt line - 5
Cyclizar - 4
Diancie - 4
Goodras - 4
Lycanrocs - 4
Banette - 3
Brambleghast - 3
Eeveelutions - 3
Noivern - 3
Delphox - 2
Farigiraf (G) - 2
Galar Birds (L) - 2
Kanto Birds - 2
Grafaiai - 2
Galar Horses - 2
Tauros - 2
Wigglytuff - 2
Altaria - 1
Arboliva - 1
Eelektross - 1
Farigiraf (I) - 1
Greninja - 1
Gyarados - 1
Iron Bundle - 1
Masquerain - 1
Overqwil - 1
Rotoms - 1
Samurott - 1
Tornadus - 1
Tyranitar - 1
Volcanion (S) - 1
Zacian - 1
Zarude - 1
WINNERS
Name: Chisel
Power: 45
Accuracy: 100%
PP: 10
Category:
Type:
Effect: Sets a Substitute on the opponent’s side, then hits 4 times.
Priority: 0
Flags: Contact, Mirror, Protect
Potential Pokémon With This Move: (all forms)
Justification: Funny idea I had. If you can break the sub on the first hit, you’re hitting a clean 135 BP. The second hit still nets you 90 BP, but if you can’t break it until the third hit you’re only getting 45 BP, and if you can’t break the sub at all… might as well forfeit lol. Should still be a very good option for Physical Rock types, since even a reliable 90 BP STAB is valuable for them.
Name: Parry
Power: 80
Accuracy: 100
PP: 10
Category: Physical
Type:
Effect: If the target is using a priority attack, this move goes first and has a 100% chance to flinch. Else, this move has no additional effect.
Priority: Varies / 0
Flags (ex: Contact, Sound): Contact
Potential Pokémon With This Move:
Justification: Finally, Sucker Punch counterplay! also slaps ExtremeSpeed Normal Dragonite, and shuts down Kingambit.
Name: Peekaboo
Power: 140
Accuracy: 100
PP: 20
Category:
Type:
Effect: Charges at the beginning of the turn, hits at -3 priority. If the user gets hit while charging, this move deals 50% damage.
Priority: -3
Flags: Protect, Mirror, Contact
Potential Pokémon With This Move:
Justification: Focus Punch is a sick concept, but it hasn't been successful since Gen 3, so I figured I'd try to make the drawback less harsh, so either you get a big hit off or a weak hit but still a hit, balanced by the fact that it's -3 priority. However, a big reason why Focus Punch hasn't been seen since Gen 3 is because Fighting moves sucked back then but now we have Close Combat, distributed Superpower, and Drain Punch, plus Storm Throw in this mod, so Focus Punch isn't gonna work for this. On the other hand, Fairy is a type that lacks physical moves, is a pretty decent offensive type, and also provides the perfect name for this effect in Peekaboo. Plus, Fairy coverage is an option for Dark-types, which means that Stakeout Mabosstiff gets to use this (in like NU). In practice, this'll be an option on stuff like Azumarill, being a bit risky with the negative priority, but having a very high reward
Name: Psycho Boost
Power: 120
Accuracy: 100
PP: 5
Category:
Type:
Effect: Lowers the user's SpA by 1 stage after use. Hits all adjacent foes.
Priority: 0
Flags: Protect, Mirror
Potential Pokémon With This Move:
Justification: Psychic-types suck -> Psycho Boost isn't in the game but likely wouldn't help most of them cuz Overheat isn't a great move (plus if I wanted THAT big of nuke I'd distribute Expanding Force to fast mons and make PsySpam viable) -> Remember Make It Rain -> Profit. Also opens up Eject Pack Trick Room shenanigans on more setters (though you're likely best off using Hoopa-U or Magearna).
Name: Rage Fist | Raging Fury
Power: 50
Accuracy: 100%
PP: 10
Category: Physical
Type: Ghost | Fire
Effect: Gains 50 BP after taking direct damage, up to 200 BP.
Priority: 0
Flags: Unchanged
Potential Pokémon With This Move: |
Justification: Return of attempts to Free The Ape. A 200 BP cap is much more reasonable than 350, and Raging Fury gets thrown in there too for the hell of it - I mean, no one is ever using Raging Fury as it stands when Flare Blitz is right there, so now it at least has a higher ceiling and no recoil, plus Arcanine and Slither Wing can use Morning Sun to make damage tanking a bit easier.
Name: Hero's Bubble
Effect: If held by Palafin-Zero, Water-type moves are boosted by 100%. If held by Palafin-Hero, takes half damage from Dark-type and Fighting-type moves.
Can Be Knocked Off: Y
Ignored by Klutz: Y
Fling Power & Effect: 30
Justification: So Palafin's kinda bad after the Zero to Hero nerf, mostly because it can't get kills. Well now it can! The Water Bubble effect actually gives Palafin-Zero a higher damage output than (itemless) Palafin-Hero, at least with Water moves, making it much more feasible to grab that first kill outside of rain. It becomes much less useful after transforming, but still not worthless - it's a great Knock Off absorber and lets it take on threats like Kingambit. Note that despite the typical Eeveemons approach to signature items, this can be Knocked Off, so don't go switching Palafin-Zero into Great Tusk all willy-nilly.
Name: Snow Globe | Sand Clock
Effect: User is considered to be under the effects of Snow | Sand. Consumes itself on switch in if the user has the Protostasis | Protocrysalis abilities.
Can Be Knocked Off : Yes
Ignored by Klutz : Yes
Fling Power & Effect: 80bp, Summons Snow / Sand for 5 turns.
Justification: Snow and Sand probably need the Joltemons sun treatment to just be able to have dedicated teams to it. Rather than rely on bad setters like Abomasnow, many mons can now use their weather abilities without having to weaken the team by forcing bad setters in their teams. Was changed to just activate the effects based on feedback, and is also now just budget Booster Energy to prevent the paradox Mons from ruining every other Mon's fun.
Name: Hand Mirror
Effect: The holder takes 2/3 damage from Pokemon it shares a type with.
Can Be Knocked Off (Yes or No): Yes
Ignored by Klutz (Yes or No): Yes
Fling Power & Effect:
Justification: Cute Charm as an item. Should be pretty cool on some walls to enable them to answer specific matchups better, and just generally seems like a cool niche item.
Name: Steely Spirit
Effect: This Pokemon's offensive stat is doubled while using a Steel-type attack. If a Pokemon uses a Electric-type attack against this Pokemon, that Pokemon's offensive stat is halved when calculating the damage to this Pokemon. This Pokemon cannot be paralyzed. Gaining this Ability while paralyzed cures it
Permanent (Yes or No): Yes
Mold Breaker (Yes or No): Yes
Potential Pokémon With This Ability: + Some other Steel
Electric Resist, check! Super Steel STAB, check! Para blocking, check! Perrserker is probably good now, if not we can find kind if bad Steels for it.
Name: Battle Spines
Effect: This Pokemon’s attacks do an additional 1/8 of the target’s max HP in damage. This occurs after the move’s normal damage and announces itself a la Rocky Helmet. Multi-hit moves only activate this effect once.
Permanent (Yes or No): No
Mold Breaker (Yes or No): No
Potential Pokémon With This Ability:
Justification: Weird take on a boosting ability. Makes for some VERY strong wallbreakers.
Name: Sheer Heart
Effect: Special attacks have 1.3 power; stat changes to the Special Attack stat have no effect.
Potential Pokémon With This Ability: Hatterene, Florges, Gardevoir, Indeedee (both), Hoopa, Medicham
Justification: Resub from FEUU, this is an ability I kinda like. Gives a new interesting power boost for Choice sets without being too overbearing as it means no Calm Mind/Nasty Plot/etc.
Name: Iron Jugulis
Type: Dark / Flying
Abilities: Neuron Drive / Mega Launcher (Hidden)
New Moves: Aura Sphere, Roost,Snipe Shot
Removed Moves: None
Justification: The kick in the pants that Iron Jugulis needs. Straightforward buff, makes Dark Pulse a legit threat, which should be all it needs since it already has a pretty solid Speed tier and a potent Hurricane. Roost and Aura Sphere are additional tech, the latter of which is also Mega Launchered.
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
Name: Muk | Muk-Alola
Type:|
Abilities: Regenerator / Liquid Ooze | HA: Water Absorb | Neutralizing Gas / Poison Touch | HA: Power of Alchemy
New Moves: Both: Recover, Earthquake, Explosion
Base: Whirlpool, Aqua Jet, Liquidation, Soak, Water Crash, Surf, Hydro Pump, Muddy Water
Alola: Sucker Punch, Foul Play, Swords Dance, Beat Up, Jaw Lock, Power Trip, Curse, Stealth Rock
Justification: Buffing the Muks, because they have a lot of great potential. Muk regular adds the treasured Poison Water type, and one with Regen or Water Absorb at that. Muk-A opts to crap on Regen spam instead, letting it wield NGas to shut down certain threats. Getting Rocks is great too.
With that, we can begin a 24 hour discussion phase as council discusses the distribution of the winning moves and abilities. You can talk about the metagame impacts you think all the winners will have, give distribution suggestions (though remember that this isn't a distribution phase like the Sylve and JolteMons of old), and prepare submissions for the upcoming Slate 5. Also, remember that our roomtour that was meant for Slate 4 will be happening (DH update or other method of hosting Slate 4-5's changes pending) on Sunday, so look forward to that (if we can get it to happen).
That's all for now, see you tomorrow!