Pet Mod VaporeMons

Name: Play Rough / Moonblast
Power: 90
Accuracy: 100
PP: 10 (16)
Category: Physical / Special
Type: Fairy
Effect: Has a 20% chance to lower the target's Att/SpA by 1.
Priority: 0
Flags (ex: Contact, Sound): Unchanged + Moonblast: Ballistic
Potential Pokémon With This Move: Original Distribution + Fairies that lack good stabs
Justification: No more 10% chance to miss on Play Rough with a slight boost to its other aspects. Moonblast becomes similar to Play Rough now while being ballistic which is important with the Baseball Bat addition.

Name: Acupressure
Power: -
Accuracy: -
PP: 20 (48)
Category: Status
Type: Normal
Effect: Raises the user's lowest stat by 2.
Priority: 0
Flags (ex: Contact, Sound): Unchanged
Potential Pokémon With This Move: Original Distribution + :mareanie::toxapex::avalugg-hisui::iron-leaves::chespin::quilladin::chesnaught::donphan:
Justification: My old Bust a Move sub. Cool move with some cool options similar to Jolte Moody but as a set-up move.

Name: Unnerve
Effect: The foe's item has no affect while this ability is active.
Permanent (Yes or No): No
Mold Breaker (Yes or No): No
Potential Pokémon With This Ability: Existing Distribution + :gyarados::sandile::krokorok::krookodile::donphan:
Justification: Joltemons resub but different distribution. There are some cool users with this ability like Hax, Ttar, & Corv. This ability is more cool in this meta with less Knock Off spam.

Name: Opportunist
Potential Pokémon With This Ability: :scovillain: :zarude: :grimmsnarl: :weavile: :cacturne: :honchkrow: :skuntank: :overqwil:
Justification: anaconja resub. I like this idea a lot as its a cool ability on a pokemon that doesn't particularly care about it. Also Scovillain with this ability is crazy funny when combined with Spicy Extract.

:sv/gengar:
Name: Gengar
Type: Ghost/Poison
Abilities: Neutralizing Gas / Levitate
New Moves: Fake Out, Knock Off, Moonblast, Moonlight, Shadow Sneak, Sludge Wave
Removed Moves: None
Justification: Gengar but buffed to help with power creep. Levitate Gengar is always cool and now it packs more reliable options in Sludge Wave over Sludge Bomb, Moonblast over Dazzling Gleam, and recovery for longevity. It also has Knock for anyone crazy enough to run that despite its 65 Att.

Edit: Gave Gengar Neutralizing Gas out of peer pressure

:sv/tyranitar:
Name: Tyranitar
Type: Dark/Rock
Abilities: Sand Stream / Intimidate
New Moves: Shore Up, Stone Axe, Sucker Punch, Meteor Beam, Switcheroo
Removed Moves: None
Justification: Tyranitar buff. Also more G-Luke peer pressure baby (this is good peer pressure though).
 
Last edited:

G-Luke

Sugar, Spice and One For All
is a Community Contributoris a CAP Contributoris a Forum Moderator Alumnus
Name: Play Rough / Moonblast
Power: 90
Accuracy: 100
PP: 10 (16)
Category: Physical / Special
Type: Fairy
Effect: Has a 20% chance to lower the target's Att/SpA by 1.
Priority: 0
Flags (ex: Contact, Sound): Unchanged + Moonblast: Ballistic
Potential Pokémon With This Move: Original Distribution + Fairies that lack good stabs
Justification: No more 10% chance to miss on Play Rough with a slight boost to its other aspects. Moonblast becomes similar to Play Rough now while being ballistic which is important with the Baseball Bat addition.

Name: Acupressure
Power: -
Accuracy: -
PP: 20 (48)
Category: Status
Type: Normal
Effect: Raises the user's lowest stat by 2.
Priority: 0
Flags (ex: Contact, Sound): Unchanged
Potential Pokémon With This Move: Original Distribution + :mareanie::toxapex::avalugg-hisui::iron-leaves::chespin::quilladin::chesnaught::donphan:
Justification: My old Bust a Move sub. Cool move with some cool options similar to Jolte Moody but as a set-up move.

Name: Unnerve
Effect: The foe's item has no affect while this ability is active.
Permanent (Yes or No): No
Mold Breaker (Yes or No): No
Potential Pokémon With This Ability: Existing Distribution + :gyarados::sandile::krokorok::krookodile::donphan:
Justification: Joltemons resub but different distribution. There are some cool users with this ability like Hax, Ttar, & Corv. This ability is more cool in this meta with less Knock Off spam.

:sv/gengar:
Name: Gengar
Type: Ghost/Poison
Abilities: Cursed Body / Levitate
New Moves: Fake Out, Knock Off, Moonblast, Moonlight, Shadow Sneak, Sludge Wave
Removed Moves: None
Justification: Gengar but buffed to help with power creep. Levitate Gengar is always cool and now it packs more reliable options in Sludge Wave over Sludge Bomb, Moonblast over Dazzling Gleam, and recovery for longevity. It also has Knock for anyone crazy enough to run that despite its 65 Att.

:sv/tyranitar:
Name: Tyranitar
Type: Dark/Rock
Abilities: Sand Stream / Intimidate
New Moves: Knock Off
Removed Moves: None
Justification: Tyranitar buff.
Give Gengar NGas.
 

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: 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: Celebrate
Power: --
Accuracy: --
PP: 5
Category:

Type:

Effect: Boosts all the user's stats by 1 stage and congratulates the trainer. Can only be used once per switch-in.
Priority: 0
Flags: Snatch
Potential Pokémon With This Move::blissey::charizard::delibird::greedent::greninja::gyarados::meloetta::persian::raichu::raichu-alola::rayquaza::squawkabilly::typhlosion::typhlosion-hisui::zangoose:
Justification: Kinda stupid idea, but we ball. This brings back the omniboosting Z-Moves of old (and on a mon better than Falinks), one of which being Celebrate, and is thus given to many of its former users, most notably Greninja, and Meloetta, who are among its best users alongside Power Trip Zangoose, should be a decent HO tool.

Name: Chloroblast
Power: 150
Accuracy: 100
PP: 5
Category:

Type:

Effect: Deals less damage the less HP the user has. (Eruption/Water Spout/Dragon Energy's effect)
Priority: 0
Flags: Protect, Mirror
Potential Pokémon With This Move::electrode-hisui::amoonguss::sunflora::calyrex:
Justification: Chloroblast being a Mind Blown clone makes a lot of flavor sense but it's pretty useless for it and kinda boring, so let's make it a clone of another, potentially more interesting move. It's probably the VGC player in me, but I really like the idea of Eruption, Water Spout, and Dragon Energy, but it's hard to pull off in singles since it's so much easier to take damage and lose its power. This is for the better obviously, but aside from Heatran last gen and the occasional funny Typhlosion and Gen 5 OU Jellicent once in a blue moon, these moves haven't done much in an OU context. With Electrode's stupid high Speed, giving it a powerful tool like this could make it a genuinely dangerous early-game breaker, or you can stick Boots on it and pivot around until you get an opening to Chloroblast something off the face of the earth. A couple other Grass-types can have this as well, with Amoonguss probably not using it often but it gives it a bit of an offensive presence, Calyrex being able to deal big damage with Scarf Chloroblasts in Grassy Terrain, and Sunflora being the "best" Chlorophyll user I'm comfortable giving this to (though you are not using it LMAO)

Name: Magic Shield
Power: --
Accuracy: --
PP: 10
Category:

Type:

Effect: Protects the user. If targeted by a status move, the move is bounced back at the user. Has a chance to fail if used consecutively or after other protection moves.
Priority: 4
Flags (ex: Contact, Sound): N/A
Potential Pokémon With This Move::grumpig::golduck::articuno-galar::azelf::mesprit::uxie::meloetta::raichu-alola::wyrdeer::armarouge::ceruledge::gardevoir::indeedee::bruxish::farigiraf::medicham::carbink::diancie::sableye::dachsbun::espeon::umbreon::hoopa::dudunsparce::delphox::oranguru::gothitelle::hatterene:
Justification: Brings back the dexited Magic Coat but with an interesting twist. Magic Coat was seldom seen, usually only on suicide leads, as while it has a powerful effect, it's usually not worth hoping that the opponent uses a status move while leaving yourself wide open to getting hit by an attack. By combining Magic Coat's effect with Protect, there's way less risk to it, so it can be used a really powerful form of scouting where the only risk is the opponent setting up in your face. Likely won't be used by suicide leads like the Magic Coat of old, since such leads want to get hit and the fail chance when used consecutively is really awkward, but instead I could see this being used by setup sweepers or stallbreakers to dissuade attempts to stop them with status move.
Name: Leader's Crest / King's Rock
Effect: This Pokémon's Attack (LC) / Special Attack (KR) is boosted by 10% for every fainted teammate (announced on switch-in like Supreme Overlord). Caps at 30%. Does not stack with Supreme Overlord.
Can Be Knocked Off (Yes or No): Yes
Ignored by Klutz (Yes or No): Yes
Fling Power & Effect: 10 BP
Justification: Resubbing the names of these items, but with completely different effects now based on a different Kingambit ability. While it only caps at Life Orb power, this is still a powerful effect, only requiring half your team to fall to get the most out of it. Great for more offensive teams, or even Kingambit itself who can run this for a slightly worse version of Supreme Overlord while also getting to run Defiant for Landorus.
Name: Muscle Memory
Effect: This Pokémon's moves deal more damage the more times they are used consecutively (Same formula as the Metronome item)
Permanent (Yes or No): No
Mold Breaker (Yes or No): No
Potential Pokémon With This Ability::oricorio::lucario::flamigo::inteleon::hydreigon:
Justification: Metronome is a pretty decent item but seldom seen, especially since the boosts get reset by Protect. Investing your item slot in something that requires you to stay on the field forever, doing the same thing that your opponent could just play around is also a huge risk that's often not worth. But as a passive ability effect that you can combine with items like Choice items? Now you're talking. Somewhat similar to something like Moxie or Grim Neigh, a mon can potentially snowball by gaining multiple boosts consecutively as they use the same move, but even if you're forced to switch out or switch moves after one or two hits, the hits you do get are still useful as hitting something a second time before switching gives you a tiny power boost. Scarfers and sweepers alike would love this.

Name: Damage Tax
Effect: This Pokémon's heals 12.5% of its max HP after successfully using a damaging move. Health gained is boosted by Big Root and prevented by the Heal Block effect.
Permanent (Yes or No): No
Mold Breaker (Yes or No): No
Potential Pokémon With This Ability::veluza::slither wing::vespiquen::ampharos::tsareena::meloetta::jolteon::persian: (:azelf:?)
Justification: JolteMons Shell Bell was a defining part of that metagame, so it would be pretty boring to bring it back as an item just for it to define a second metagame. However, as an ability, things can be different, as this powerful effect can be given to less powerful mons to abuse. Damage Tax is similar in some ways to how offensive mons use Regenerator, allowing pivots to throw out a good number of attacks before getting out while still healthy. While you don't gain as much HP all at once, you gain back some HP much faster while also being able to somewhat ignore Life Orb recoil, since you still heal a net 2.5% while using it.

Name: Steadfast / Guard Dog
Effect: This Pokémon's Speed is raised by 2 (SF) / Attack and Defense is raised by 1 (GD) for each of its stats that is lowered by a foe. Cannot be forced to switch out.
Permanent (Yes or No): No
Mold Breaker (Yes or No): No
Potential Pokémon With This Ability: Old distribution (except for Lucario and Lycanroc, see Guard Dog) + :landorus::weavile::meloetta::dugtrio::dugtrio-alola: / :mabosstiff::lycanroc::lucario::arcanine:
Justification: Steadfast's old effect is extremely useless, so here's a new effect that tries to keep its flavor. Steadfast's Japanese name is "Indomitable Heart", so I went for a similar effect by making this a Speed clone of Defiant. Not a crazy effect by any means, but that's great because I intend to give this to Lando-I over Sheer Force to unban it. Also threw in a buff for Guard Dog as multiple Steadfast mons are dogs and this sub was originally a Speed clone of Guard Dog (which is why the extra effect of preventing phazing is there, since I didn't want to remove that from Guard Dog but these still need to be clones in order to be 1 sub)

Name: Battle Artist
Effect: This Pokémon's type changes to match the type of the contact move it is about to use (Works as many times as you want per switch-in).
Permanent (Yes or No): No
Mold Breaker (Yes or No): No
Potential Pokémon With This Ability::passimian::sawsbuck::sudowoodo::lycanroc-midnight::falinks::toxicroaK(:(:primeape:?)
Justification: Drawing inspiration from an ability from PKMN YB that was intended to be this but with biting moves, we get essentially a physical-leaning version of Gen 8 Protean. This essentially lets us give this strong ability to a couple lower tier mons that may appreciate it, but without breaking the 3 already OU viable Protean mons.
:sm/iron treads:
Name: Iron Treads
Type:

Abilities: Rune Drive / Download
New Moves: High Horsepower, Encore, Superpower, Thunder Wave, Misty Terrain
Removed Moves: N/A
Justification: The rare Yoshiblaze adjustment sub where I don't add 318 moves. Iron Treads is currently holding on the OU viability by a thread, mostly due to the existence of Landorus and Great Tusk both outclassing it and checking it. The addition of Skull Bash last slate gave it a neat option, but it just needs one more thing to really compete with the best and Download is hopefully just that. By coming in on the right mon, Iron Treads can get the power it sorely lacks with an Attack boost, becoming a much better wallbreaker, Scarfer, or just the utility mon that can threaten damage it already is. This also pairs nicely with Skull Bash, making sweeps more possible when you're able to get to +2 Attack. Plus, Rune Drive is still perfectly usable as Booster Energy sets are still adequate. Iron Treads' movepool is already great so it doesn't need much, just added Encore (one of many moves Donphan gets but Treads doesn't) as its Speed could potentially let it abuse it and High Horsepower so it has something to use when on or against Rillaboom teams. I've also now added extra coverage in Superpower and extra utility in Thunder Wave.
Iron Treads @ Choice Scarf / Leftovers / Loaded Dice
Ability: Download
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Iron Head / Shrapnel Shot
- Rapid Spin
- Volt Switch / Knock Off

Iron Treads @ Power Herb
Ability: Download
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Skull Bash
- Earthquake
- Iron Head
- Ice Spinner

Iron Treads @ Booster Energy
Ability: Rune Drive
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Iron Head
- Knock Off
- Rapid Spin


:sm/swablu::sm/altaria:
Name: Swablu line
Type:
->

Abilities: Natural Cure / Gale Wings / Magic Guard
New Moves: Double-Edge, Tidy Up, Heal Bell, Earth Power
Removed Moves: N/A
Justification: Was looking for a mon to give Magic Guard to, as we have none in the dex and ignoring passive damage with Rocks, Spikes, TSpikes, and Salt Cure existing sounds like an easy way to carve a niche out for something. The obvious answer is Delphox, but that's already been subbed multiple times, so I looked a bit more and settled on Altaria. While I really liked the mini-Mega Altaria submission from last slate, keeping the Dragon/Flying-typing and giving it Magic Guard could be super interesting as well. Unlike a more offensive MGuard user like Alakazam or Sigilyph, Altaria is a lot more like Clefable, having basically the same exact bulk, a deep movepool of all the coverage you could dream of and a ton of utility to boot, and a great defensive typing. While I seriously doubt that Altaria could ever reach Clefable's level, all of those traits alone should give Altaria something to do, whether it's a sweeper and stallbreaker with Dragon Dance (or Tidy Up) and recoiless Brave Birds, a wall that can check Fire, Fighting, and Grass-types with ease, a Defogger that matches up well with a lot of hazard setters, or a cleric with Heal Bell. It's only real big flaws are low offensive stats (though Brave Bird is always gonna do decent damage) and an unfortunate Fairy weakness when Iron Valiant exists.
Altaria @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 180 Def / 76 SpD
Impish Nature
- Brave Bird
- Tidy Up
- Will-O-Wisp / Earthquake / Heal Bell
- Roost

Altaria @ Life Orb
Ability: Magic Guard
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Dragon Dance / Tidy Up
- Brave Bird
- Earthquake / Heal Bell
- Roost

Altaria @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 180 Def / 76 SpD
Impish Nature
- Brave Bird / Protect
- Perish Song
- Fire Spin
- Roost


:sm/regieleki::sm/regidrago:
Name: Regieleki & Regidrago
Type:
(Eleki),
(Drago)
Abilities: Clear Body / Transistor (Eleki), Clear Body / Dragon's Maw (Drago)
New Moves:
Both - Superpower, Curse, Thunder Punch
Eleki - Earthquake, Flash Cannon, Taunt, Haze, Healing Wish, Discharge, Magnetic Flux
Drago - Ice Punch, Fire Punch, Drain Punch, Zap Cannon, Focus Blast, Lock-On, Scale Shot
Removed Moves: N/A
Justification: Made the Gen 8 Regis a bit more like the other Regis by adding in Superpower and Curse (as well as EQ for Eleki and Lock-On and Zap Cannon for Drago), as well as giving each one some minor movepool buffs to make them just a little more threatening, moreso for Drago. DDance Drago sets love having some almost real coverage in the elemental Punches and Drain Punch, while Special sets no longer need to run 4 Dragon moves (well it gets Earth Power now but eh) as you can now slot in Focus Blast (or Zap Cannon for crazy Blunder Policy sets). Meanwhile, Eleki gets a couple utility moves to abuse its unmatched Speed, namely Healing Wish.
Regidrago @ Life Orb / Loaded Dice
Ability: Dragon's Maw
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Dragon Dance
- Dragon Claw / Scale Shot
- Earthquake
- Thunder Punch

Regidrago @ Choice Specs
Ability: Dragon's Maw
EVs: 252 SpA / 4 SpD / 252 Spe
IVs: 0 Atk
Timid Nature
- Dragon Energy
- Draco Meteor
- Focus Blast
- Earth Power

Regieleki @ Heavy-Duty Boots
Ability: Transistor
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Thunderbolt
- Rapid Spin
- Volt Switch
- Healing Wish / Taunt

Regieleki @ Heavy-Duty Boots
Ability: Transistor
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Wild Charge
- Superpower
- Rapid Spin
- Volt Switch

Regieleki @ Tera Shard (Normal)
Ability: Transistor
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Extreme Speed
- Superpower / Earthquake
- Rapid Spin
- Volt Switch


:sm/inteleon:
Name: Inteleon
Type:

Abilities: Torrent / Sniper
New Moves: Focus Energy, Psychic, Psyshock, Focus Blast, Calm Mind, Recover, Heal Pulse, Trick, Psybeam, Trick Room, Psycho Cut, Psychic Terrain, Dazzling Gleam, Aqua Cutter
Removed Moves: N/A
Justification: Starmie and Alakazam did a fusion dance. I love a good fast breaker and this (hopefully) fits the bill.
Inteleon @ Choice Specs
Ability: Torrent
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Hydro Pump
- Psychic
- Focus Blast
- Trick / U-Turn / Ice Beam / Surf

Inteleon @ Scope Lens
Ability: Sniper
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Hydro Pump
- Psychic / Ice Beam
- Focus Blast
- Focus Energy
 
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Name: Double Shock / Burn Up
Power: 100
Accuracy: 100
PP: 10
Category:
(DS) /
(BU)
Type:
/

Effect: Deals 30% 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.
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: 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.
Preemptively apologize if we don't do discussion in-thread and GLuke only comments because he's council, but:

I like the idea of making Double Shock / Burn Up actually usable, but this seems like just a little bit (just a little, for emphasis) too much/generically good. These moves seem like they should be viable alternative choices, rather than an optimal default, so 100 base power 100 accuracy seems a little high (unless power creep has already escalated quickly). It comes at the drawback of not having STAB after the initial use, but it is still an Electric or Fire type Earthquake, which is a move that many Pokemon both viably and optimally run just as coverage, and Electric and Fire are good coverage types. Now imagine if Earthquake also came with a one-time mini-nuke every time you switched in (and had the benefit of pulling a type change on the opponent).

It's not much, but could I suggest 90 BP and a 50% boost instead? It makes the actual mini-nuke more powerful (by 5 BP), but makes the weak state only as strong as Flamethrower/Thunderbolt as coverage, instead of Earthquake. This might help it lean into both its strengths and weaknesses a bit more, and make it the more situational but strong pick it should be. It would still be very good or even optimal on Coalossal and Scovillain, too - Coal losing its 4x weakness to both Water and Ground, and Scovillain getting the generally better mono-Grass defensive typing instead of Grass/Fire while also kind of keeping Grass/Fire offensively during the sun it likes to be run with (while also being a very sizable and not-so-mini nuke when it is STAB, Sun, and power boosted). Would be a really cool option on Cinderace too if special sets weren't super mid. EDIT: (And, if you want to include that mono-types using the move become Normal instead of typeless, that would give Arcanine a cool new niche as well with ExtremeSpeed)
 
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Yoshiblaze

ye
is a Forum Moderatoris a Community Contributor
Moderator
Hello and welcome to VaporeMons!

We don't typically do sub feedback in-thread to avoid clutter (G-Luke and my every slate sub reviews being an exception), so I recommend joining our Discord to give feedback in the future, people always appreciate getting feedback and the Discord is the best way to do that.

As for your feedback on Double Shock and Burn Up, yeah I can definitely see the concern here since 100 BP is still more than viable without STAB and both of those types are still very good offensively. As a matter of fact, last slate I also submitted the same Burn Up and Double Shock buff, but at 90 BP with a 33% boost (which makes it go up to 120 BP), which is similar to the suggestion you gave but a little weaker. My rationale for bumping it up to 100 was to make the initial hit as powerful as vanilla Burn Up, with it staying balanced through its limited distribution. But I do agree that the move still being a truly viable option after the one-time nuke is a bit anti-concept, so I might change it to 90 BP with the 50% boost like you suggested since it's kinda the best of both worlds for being a nuke but not still really good afterwards. Thanks for the feedback!
 
Name: Butterfly Kiss
Power: 40
Accuracy: 100%
PP: 20
Category: Special
Type: Fairy
Effect: No additional effect
Priority: +1
Flags: Contact, Protect, Mirror
Potential Pokémon With This Move: :iron_valiant: :enamorus: :hatterene: :magearna: :espathra: :blissey: :indeedee::indeedee_F: :sylveon: :gardevoir: :florges: :vivillon:
Justification: Special prio moves are very underexplored, with only one (with next to no distribution) even being in the game as of Gen 9 in the form of Vacuum Wave. So, here's a special prio move that, unlike Vacuum Wave, can actually be used by strong special attackers. A good amount of Fairies aren't particularly fast in their own right (Sylveon, Hatt, and both Enam to name a few), so a STAB priority not only lets them turn the tables on faster Pokemon, but also keeps fast threats like Pult, Val, DD Bax, and Moon in check.

Name: Rapid Spin
Power: 50
Accuracy: 100%
PP: 40
Category: Physical
Type: Normal
Effect: Raises user's Speed by 1; clears user's side of field of hazards/Leech Seed/binding
Priority: 0
Flags: Contact, Protect, Mirror
Potential Pokémon With This Move: (old distribution) + :tornadus: :thundurus: :landorus: :enamorus: :amoonguss: :brute_bonnet: :electrode: :electrode_hisui: :magearna: :toxapex: :wigglytuff: :scream_tail: :revavroom: :rotom: (all forms) :gholdengo: :azumarill:
Justification: It's no secret - the world needs spinners. Good spinners. Good spinners not named Great Tusk. And the world needs them now more than ever. And so, I bring upon the people of Vaporemons a gift of utmost generosity; twenty more Rapid Spinners.

Ok joking aside this is just a distribution buff. One of the biggest pitfalls of SV OU is that we, as of writing, have next to no viable hazard removal options barring Great Tusk. Of course, in Vaporemons, we do have Shelter, Healing Stones, and Magnezone at our disposal, which help deal with Hazard Stack a bit, but getting rid of hazards is still incredibly difficult. So, to help alleviate that, here's a bunch of Pokemon that I think a) would make for pretty good Spinners or b) should learn Rapid Spin solely based on flavor.

Name: Crash Helmet
Effect: Reduces recoil damage by 50%; boosts power of recoil moves by 25%
Can Be Knocked Off: Yes
Ignored by Klutz: Yes
Fling Power & Effect: 60; deals 1/6 max HP after Fling does damage
Justification: Almost won last slate so here I am bringing it back with some minor tweaks. Same reasoning as before; mons like Gapdos, Palafin, Rilla, Bascu-M, etc. benefit from a boost to both power and longevity that strikes a balance between other items like CB and Lefties.

Name: Spell Book
Effect: When damaged by a special attacks, deals 1/8 max HP in damage to the attacker
Can Be Knocked Off: Yes
Ignored by Klutz: No
Fling Power & Effect: 30; confuses the target
Justification: I could list off at least five ways we can punish physical attackers off the top of my head, yet even though we are nine generations deep, all special attackers really have standing in their way is Assault Vest and Blissey (who sucks but that's besides the point). Giving special walls access to what's effectively a Rocky Helmet for special attackers gives us a new way of keeping them at bay, now that throwing the pink blob at the special attacker doesn't really cut it anymore. Forcing chip onto special attackers like Valiant, Pult, Enam and the like makes them much easier for teams to pin them down and not forfeit progress in order to respond to them.

Name: :shed_shell: Shed Shell
Effect: Prevents holder from being trapped by binding/Arena Trap/Shadow Tag/Mean Look; holder is immune to volatile status conditions
Can Be Knocked Off: Yes
Ignored by Klutz: Yes
Fling Power & Effect: 10; cures target of all status conditions
Justification: Shed Shell is a pretty nothing item that only ever sees use when you're really scared of Heatran or when Dugtrio is legal for some reason. Now, holding a Shed Shell not only makes you immune to trapping, but also to all of Leech Seed, Salt Cure, flinching, Encore, confusion, Taunt, infatuation, Perish Song, Ghost Curse, and Yawn. Not only does this make Shed Shell generally easier to fit, but also provides a response to some of the most powerful status moves in the game.

Name: Escape Artist
Effect: The power of this Pokemon's switch moves is boosted by 30%; switch moves cannot be blocked
Permanent: No
Mold Breaker: No
Potential Pokémon With This Ability: :lokix: :sandy shocks: :zoroark: :zoroark_hisui: :slither wing: :grafaiai: (over Unburden) :kilowattrel: (over Wind Power) :raichu: :tatsugiri: :gengar:
Justification: Switch moves are undeniably powerful, but as of yet, no ability barring Emergency Exit (which only kinda counts) has ever been devoted to them. Giving Pokemon like Slither Wing, Sandy Shocks, and Kilowattrel access to Escape Artist not only considerably powers up their most spammable attack, but also turns them into incredible pivots that can keep up offensive momentum almost without fault.

Name: Anticipation
Effect: This Pokemon's attacks deal 1.3x damage to targets switching in; moves used against targets switching in cannot miss.
Permanent: No
Mold Breaker: No
Potential Pokémon With This Ability: (old distribution) + :inteleon: :delphox: :azelf::kilowattrel: :weavile: :tornadus: :tornadus_therian:
Justification: Kind of a cross between Analytic and No Guard in a way. This ability gives faster mons with inaccurate STABs and/or lackluster immediate power a way of capitalizing on the switches they force by giving them a guaranteed big hit on whatever comes in.

:sm/muk_alola:
Name: Alolan Muk
Type: Poison/Dark
Abilities: Poison Touch / Unaware / Power of Alchemy
New Moves: Thunder Wave, Coil, Sucker Punch, Earthquake, Haze, Whirlwind
Removed Moves: N/A
Justification: IT'S MUKKIN' TIME, BABY! Alright so after consulting Discord and coming to the realization that maybe Poison Touch Ceaseless Edge is a bad idea, I've decided to take a different approach to buffing my guy here. By replacing the rather-niche Gluttony with Unaware, AMuk takes on a niche no other Pokemom can rival; an Unaware Pokemon immune to Stored Power. The combination of Unaware and status moves like TWave, Haze, and Whirlwind allows AMuk to diffuse sweepers like Enam, CM Val, Hatt, Cress, NP Ghold, and some Hydreigon, and Coil sets possibly packing EQ and Sucker let him turn these special attackers into setup fodder.

:sv/espathra:
Name: Espathra
Type: Psychic/Fairy
Abilities: Opportunist / Frisk / Analytic
New Moves: Moonblast, Draining Kiss, Focus Blast, Aura Sphere, Heat Wave, Taunt
Removed Moves: Stored Power (rot in hell stupid cheese)
Justification: I've been thinking about making an Analytic mon for some time now, and since OU has a distinct lack of good offensive Psychics, I figured the newly returned Espathra would be the right mon for the works. Analytic Lumina Crash honestly sounds pretty hilarious, and when backed up by STAB Moonblast and Focus Blast to trash the Pex, Gambit, and Tran that otherwise come in on Crash. Espathra's by no means a stat stick, only having 101 SpAtk and 105 Speed to her credit, so I think that while Analytic does a solid job of powering this Pokemon up, her inherent flaws are enough to keep her from being too stupid (idk maybe Lumina Crash as a move is just kinda obscene).
 
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I am returned after a very sleepless weekend on one of my least favorite holidays. You may despair as appropriate.

Distributed Moves:
1. Healing Stones: Oh good, none of the Regenerator mons got it at least. Thank gods since the move already looks potentially obnoxious.
2. Shrapnel Shot: The fact that :revavroom: Revavroom also got this and still didn't see real use in the first tournament is hilarious. I'm still a bit wary of some of the mons that got this still, but meh, need to get actual results that prove it's actually overpowered first.
3. Life Dew: Likely makes base :palafin: Palafin more viable than it does :veluza: Veluza, funnily enough. Also, glad to see both :vaporeon: Vaporeon and :azumarill: Azumarill got it.
4. Jungle Healing: So the oppressor :rillaboom: Rillaboom gets it (again) while the hero :leafeon: Leafeon wallows in the gutter despite lamenting its unfair loss of Solar Blade compared to the abusive Grassy Glide? I thought you were cool, council.

Distributed Abilities:
5. Apparently divisive -Drive-and-Proto-changes: Only additional comments are ones mentioned about the tourney hereafter.
6. Grass Pelt: ...Well, giving it to :calyrex: Calyrex at least ensures there's one mon that isn't better than :gogoat: Gogoat with its previously signature ability by default. Yay? R.I.P. Seed Sower being even somewhat usable as it is now though.
7. Gale Wings: Only additional comments are ones mentioned about the tourney hereafter.

First Tourney:
A. As mentioned above, :revavroom: Revavroom not seeing any actual use--as in hitting the field--is hilarious; given the composition of the single team of G-Luke that had it, I'm going to assume he was using the Fairy one. I was going to joke about Revavroom not getting any use instead before I left, but I didn't think it would actually happen.
B. Also genuinely surprised to see no Shrapnel Shot :scizor: Scizor.
C. Neither Tuffy-Tuff :wigglytuff: Wigglytuff--say that five times fast--nor compromise Gale Wings :talonflame: Talonflame nor unbanned :palafin: Palafin seeing any use is far more predictable though.
D. Similarly, Sand still seeing no use is also unsurprising since it's still in an incredibly awkward place. At least Beaf Cultist seems to be trying to help me take care of that this Slate.
E. Did no Overcoat mons besides :enamorus-therian: Enamorus-Therian get used despite how much that ability got buffed? That honestly makes the fact the people keep trying to save only :avalugg-hisui: Avalugg-Hisui instead of also trying to buff base :avalugg: Avalugg at least a bit more rather sad.
F. I too thought that Shelter only affected the user's side. That removes hazards on both sides make it rather...underwhelming, especially now that Healing Stones exist, even if it gets around the stupidity of Good as Gold.
G. Did we just buff :dragonite: Dragonite and :roaring moon: Roaring Moon a bit by accident even though they can no longer surprise Tera into something else? Whoops.
H. Thus far Electroweb and Cute Charm seem to be the most impactful move and ability respectively from Slate 01.
I. Ew. I had somehow blanked on the fact that Baseball Bat works against both Focus Miss and Aura Sphere too, meaning that :kingambit: Kingambit would for sure benefit the most. Gross (though still funny to see :dragapult: Dragapult eat shadowy dirt and in theory it makes Focus Blast :gholdengo: Gholdengo rather funny too).
J. Honestly, Grass Pelt :arboliva: Arboliva might be most impressive thing from this tournament to me, though I was most glad to see :magnezone: Magnezone finally be worth a damn again.


With that out of the way, now for my actual submissions. Going to stick with Slate 02's decision for now of trying to make at least half the things new, though this time all of my mon adjustments except one are new too. Also, I guess I'm skipping on trying a physical Electric or Ghost move since it's like half of the submissions have one already:

Name: Leaf Tornado (revival & adjustment)
Power: 70
Accuracy: 100%
PP: 10 (max. 16)
Category: Special
Type: Grass
Effect: Hits Flying types super effectively. Powered up 30% in Sand. Can hit Pokemon using Bounce, Fly, or Sky Drop.
Priority: 0
Flags (ex: Contact, Sound): Mirror, Protect, Wind
Potential Pokémon With This Move: :arboliva:, :cacturne:, :decidueye:, :florges:, :lilligant:, :rotom-mow: and various other high SpA, mostly Grass-type mons though maybe a few Psychics and one innately Sand-immune mon too.
Justification: It seems only fitting that in the post where I try even more to kill the most amount of birds with one figurative stone, for my first move I submit one akin to JolteMons's winning Sky Uppercut submission except slightly less powerful to account for it being powered up in Sand; I was tempted to let it hit ungrounded mons super effectively, but that seems like a headache to code even if it was actually balanced. I would hope that even with the latter it's still mildly less obnoxious due to being on a worse attacking type than Fighting that at least one ability just outright absorbs even though JolteMons's Sky Uppercut was hardly oppressive for the most part. Not much else to say except that it hilariously murders both Gyarados and Landorus-Therian, who could stand to be OHKO'd more by non-Electric and non-Ice attacks respectively--the jerks.

Name: Razor Wind (revival & adjustment)
Power: 85
Accuracy: 100%
PP: 10 (max. 16)
Category: Special
Type: Flying
Effect: Destroys screens.
Priority: 0
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:, :moltres-galar:, :oricorio-sensu: (and probably the other three), :rotom-fan: :tornadus: (+ :sneasel: and :sneasel-hisui: purely for flavor + :zapdos-galar: purely for parity)
Justification: This is rather self-explanatory in what it is and now does, so I'll just note that it should be actually usable now since it's no longer a charge move and that while all the Genies could get it, none of them really need the help, with (regular) Tornadus being the sole exception there.

Resubmissions: (both from Slates 01 & 02)
Name: Stone Fangs (original)
Power: 75
Accuracy: 100%
PP: 10 (max. 16)
Category: Physical
Type: Rock
Effects: Destroys screens. Power boosted 30% in Sand.
Priority: 0
Flags: Bite, Contact, Mirror, Protect
Potential Pokémon With This Move: :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 figured I would make my first move something that killed three birds with one stone, in this case literally given people keep kvetching--understandably--about physical Rock moves' inaccuracy. So here's introducing a "lesser" Psychic Fangs--why is that move just randomly 85 BP?--that has no type immunity and can be powered up by weather without becoming too overbearing or widespread or outpacing Stone Edge. It also helps destroy Light Clay screen strategies more casually than Psychic Fangs because it actually hits Grimmsnarl or other potential Dark mons behind screens--cough, Kingambit, cough. And it also gives Avalugg-Hisui another actual move for Strong Jaw, STAB even, since Game Freak couldn't be bothered to--stupid Mountain Gale. Without Aero(-Mega) in the game, this should be balanced even with Lycanroc-Dusk lurking around, especially since even in Sand it has less BP than Stone Edge still and, worst comes to worst, we can just...not give it to Lycanroc-Dusk. (You can also maybe give this to Bombirdier since birds can have somewhat nightmarish "teeth" and that thing is just randomly Rock-oriented, but meh.)

Name: Elegant Punch (original)
Power: 75
Accuracy: 100%
PP: 15 (max. 24)
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.


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.)

Name: :room service: Room Service (adjustment)
Effect: "If Trick Room is active, the holder's Speed is lowered by 1 stage, non-volatile status is cured, and 1/4 max HP is restored. Single use.
Can Be Knocked Off (Yes or No): Yes.
Ignored by Klutz (Yes or No): Yes.
Fling Power & Effect: 100 , inflicts Taunt (geez this thing hurts)
Justification: Speaking of items that basically see no use, while Room Service is slightly more usable than Ability Shield, it too is still rather terrible; it's to the point where :iron ball: Iron Ball is legitimately probably a better Trick Room item. At the same time, making an item that extends Trick Room's turns would doubtless end up broken, so I instead have opted for making the Trick Room item account for the fact that Trick Room users tend to get hit pretty hard when setting up Trick Room. Thus I have let it now restore a bit of HP. The non-volatile status can probably go honestly, especially if this is deemed too powerful overall.

Resubmissions: (from Slates 01 & 02 and Slate 02 respectively)
Name: :safety goggles: Safety Goggles (adjustment)
Effect: Holder is immune to powder moves, is immune to Sandstorm damage, and has 1.2x accuracy on its attacks.
Can Be Knocked Off:
Yes.
Ignored by Klutz: Yes.
Fling Power & Effect: nothing 80 (wow, they hit that hard? The hell?)
Justification: Since Overcoat was already submitted for adjustment (even if I like G-Luke's Shelter slightly better unfortunately), I figured I would touch the item that also got indirectly screwed over by the change from Hail to Snow. Safety Goggles was already pretty niche even when Hail existed, and while it still has use blocking Spore, that's about it. So I figured an accuracy buff seems fine since Wide Lens and Zoom Lens both suck and so very many submissions are just resubmitting moves to be slightly more accurate. It really shouldn't be above 1.2x accuracy though since we don't want 100% accurate Stone Edges, among other things, without Gravity. (Also, this being one of the first two things I had in mind before I started this madness is why Mycellium Might above specifies "ignores items" now too instead of me just really hating Rindo Berry.)

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: Iron Fist | Iron Foot (adjustment | "original")
Effect: "This Pokemon receives 1/2 damage from punching | kicking moves. Its own have 1.3x power."
Aqua Step
Axe Kick
Blaze Kick
Double Kick
High Jump Kick
Jump Kick
Low Kick
Low Sweep
Mega Kick
Rolling Kick
Stomp
Thunderous Kick
Triple Axel
Triple Kick
Trop Kick

Permanent (Yes or No): No.
Mold Breaker (Yes or No): Yes (as far as receiving damage goes).
Potential Pokémon With This Ability: :crabominable: and:pawmot: + :breloom: (over Effect Spore), :hariyama: (over Sheer Force, which I don't think Hariyama has ever used), :iron hands:, :lucario: (over Steadfast), :primeape: (over Vital Spirit) (and :annihilape: and both :urshifu:, not that it matters--ha) | :flamigo:, :glastrier:, :hawlucha: (over Limber, which I don't think Hawlucha has ever used), :lokix:, :lucario: (over Inner Focus or maybe Justified), :quaquaval: (maybe--Moxie might be better and less problematic to keep), :tsareena: (over Leaf Guard or, if my Tsareena entry somehow wins at the same time this does, over Chlorophyll I guess), and :zapdos-galar: (fits but might be too much)
Justification: Stealing from others like NANI?! stole from me with "Optimist". /s

In another of my many "kill as many birds with one stone" tendencies thus far, I figure I would combine two or three previous entries in here into one while keeping the power scaled down a bit since 50% boosts for either of these seem like they'd be...problematic given Drain Punch and High Jump Kick (& Axe Kick...& Aqua Step) respectively. Annoyingly, all of the good kicking are pretty spread out unless I go out of my way to extend the ability to moves that just involve footwork like Glubflubb did with "Surefooted" that included Acrobatics, Flying Press, High Horsepower, Ice Spinner, and Stomping Tantrum too, which is all the more reason to rein it in if I do. Regardless, as it stands making Iron Fist into a Punk Rock clone does seem the best way to make it more viable without going overboard, and it helps buff two already good mons more in the form of Pawmot and VaporeMons's version of Crabominable; Iron Foot at least still gives Tsareena and maybe the actual Fighting mons with it a decent boost even with Triple Axel currently gone.

Name: Water Compaction | Well-Baked Body (adjustment | redistribution)
Effect: "This Pokemon's Defense is raised 2 stages if hit by a Water move; Water immunity." | "This Pokemon's Defense is raised 2 stages if hit by a Fire move; Fire immunity."
Permanent (Yes or No): No.
Mold Breaker (Yes or No): Yes.
Potential Pokémon With This Ability: :palossand: (yes, it still exists) + :abomasnow:, :articuno:, :avalugg: (over Ice Body), :avalugg-hisui: (over Ice Body), :baxcalibur:, :beartic: (over Snow Cloak), :cacturne:, :copperajah:, :cryogonal:, :donphan:, :glaceon:, :glastrier:, :great tusk: (gods no), :mudsdale: (over Own Tempo), and :vaporeon: | :dachsbun: + :appletun: (over Gluttony), :carbink:, :diancie:, :flapple: (over Gluttony), :hippowdon:, :krookodile:, and :mudsdale: (over Inner Focus)
Justification: Obligatory "try to make Water Compaction actually worth a damn" entry that's independent of JolteMons even though it won there (when submitted by earl), made all the more annoying by Well-Baked Body being a "fixed" version of it...but for Fire...and only on one underpowered mon currently. Hence folding a bit of redistribution of the latter into this, especially since its flavor--literally--is unfortunatley a lot more difficult to dole out while still making sense--sunbathing and literal rock and food mons are the closest I can get. Additionally, while this technically would be a resub of something from JolteMons, I don't think Ice mons were ever considered back then for fixed Water Compaction's distribution though since none of them ever got it. Shrug.

Resubmissions: (from Slates 01 & 02 and Slate 02 [combined] respectively)
Name: Wind Power | Wind Rider (adjustments)
Effect: Special Attack | Attack raised by 1 stage if hit by a wind move, if Tailwind begins, or if Sandstorm is active. Wind move and Sand immunity.
Ignored by Mold Breaker: (technically) Yes. [/the best type of "yes"]
Potential Pokémon With This Ability: :braviary-hisui: (over Keen Eye), :drifblim:, :iron thorns:, :jolteon:, :kilowattrel:, :rotom-fan:, and :sylveon: | :altaria:, :bombirdier: (over Keen Eye), :braviary: (over Keen Eye), :brambleghast:, :jumpluff: (over Leaf Guard), :staraptor:, and :talonflame:
Justification: Sand abilities for the sand gods. I hate to submit another version of something that someone already is, but the fact that Sandstorm (the move) supposedly counts as a Wind move yet Sand just...doesn't interact with either of these abilities or (positively) with the freaking tumbleweed mon at all is borderline infuriating to me. So now there's this version, which also gives Sand far more diversity among types with abilities that actually benefit from it. (Doing this also made me realize how many Flying mons don't use wings to fly, especially in Gen 9's National Dex. Not sure if that should affect the distribution of this if it wins, but that's mostly what I was going by beyond not giving it to Dragonite, Gyarados, Landorus-Therian, or Salamence even though it would fit them since they're all likely to be overpowered with Wind Rider.)

Name: Fairy Ringer ("original"...from Regional Evolutions) | Justified (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: + :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.)


Warning: The :rotom: Rotom forms will easily be my longest entry ever (for this). The two new entries after that are intentionally very short ones for Grass/Fairy :tsareena: Tsareena with Pixilate and Steel/Water :copperajah: Copperajah with Overcoat. The sole resubmission for Slate 03 is :dudunsparce: Dudunsparce. Thank you.

(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) 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, 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: 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.)

Resubmission: (from Slates 01 & 02)
(currently NU)
:sm/dudunsparce:
Name: Dudunsparce
Type: Normal/Ground
Ability:
Storm Drain / Levitate / Rattled (hidden)
New Moves: Defog, Dragon Pulse, Flash Cannon, Meteor Beam, Power Gem, Rapid Spin, Skull Bash, and Toxic Spikes
Justification: Unfortunately the much awaited Dunsparce evolution arguably ended up being the piece de resistance when it comes to uninspired visual designs among at least Gen 9 mons even if its viability is not as bad as some other Gen 9 newbies. It's just kinda...there though, at least in Singles where it can't make the most of Rattled, Boomburst, or Serene Grace...which is why it loses the last since I loathe paraflinch, and that's really the main thing Serene Grace is ever used for outside of fishing for Ancient Power boosts; Rattled can at least still be used on Special sets well even if it can't be hit by Ghost moves since it's not weak to Bug or Dark and since it can take advantage of all the Intimidate mons. It has more reliable ways to boost itself than Ancient Power and a pretty good movepool anyway, which is why I've only added special moves and hazard-related utility moves. At least a Calm Mind set should be viable as should a Coil set, and with Storm Drain it hilariously walls Rotom-Wash outside of Trick, especially if this either has Facade or is just special. (I originally had given it Poison Heal instead of Storm Drain given it's vaguely a snake, but even without already having Roost, which I want it to keep, Poison Heal with 125 HP would be obnoxious.)
 
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Yoshiblaze

ye
is a Forum Moderatoris a Community Contributor
Moderator
One day left of submissions, so it's sub review time!

I'll basically just be giving some brief (as in like 1-2 sentences ) feedback on all submissions, including whether or not your sub could be vetoed (meaning disqualified from voting). Note that I haven't talked with the rest of council about vetoes or anything, so none of the vetoes here are official, with the official veto slate happening in 2 days when submissions close.

These are all just my opinion, so you can decide whether or not you wanna take my advice
- Probably not understanding something right, but this looks kinda insane, being a strong move of a great typing with a half downside that also helps. I'd probably lower this move's BP and/or change its type, but like I said I might not understand this move's effect correctly

- Simple but cool
- Real berry ability, pretty good

- I can where you're coming from here, though I'm not really sure if I like it. Having to set the weather up manually is a good restriction, but I shudder at the thought of Walking Wake with 12 turns of Sun or Basculegion with 12 turns of Rain. Would probably remove the turn boost from the Rocks, as blasphemous as that sounds
- Unfortunately mostly seems like a worse Calm Mind that a lot of mons that already get Calm Mind would get
- Not sure how useful this is for Sun, but I like the concept
- Pretty cool

:power band:Still decent
:luminous moss:Much better than the original. Aside from Sneasler shenanigans, idk what really uses this but it's alright

- Still decent
- Still okay
- Still pretty good

- Simple but pretty cool, I've always liked Compound Eyes
- Is fine. Can run Spikes Toedscruel in peace now
- I forget if this is a resub or not, but it's still good. Is a JolteMons resub which is meh, but otherwise it's good

- Objectively usable, but with Dragon being such an offensive type, I'm not sure how much this would actually get used. Maybe add a minor effect to it, like healing of the damage dealt for example
- See above, though this time it'd probably be rare just cuz Psychic isn't a very good type. Also, in their current states anyway, this can be combined into 1 submission with Dragon Rage since they're clones of each other

:armarouge::ceruledge:Since these two are direct counterparts, you can combine these into 1 sub. These are both pretty boring but very very effective, would be okay with it
:haxorus:Haxorus definitely appreciates this, but it's likely not enough to get it out from under Baxcalibur and Garchomp's shadows
:houndstone:Seems alright, Ghost/Rock is historically a pretty bad typing, but Rock Head always goes Head Smash goes hard

- Still meh
- Still indifferent to Pursuit

:wide lens:Don't really like this much just because of the huge surprise factor, but at least it's probably not broken because it takes the item slot
:choice band:See above. This can be combined into 1 sub with the above as they're clones of each other
:weakness policy:Not super sure how I feel about this one, the stat boost might be too sharp for how relatively easy it is to activate (esp since the wording implies that Healing Stones count). Might recommend making it just +1 to both defenses but I'm not sure

- Seems alright
- Seems alright with the right distribution
- Also seems decent with the right distribution, essentially giving you 1.5x HP
- This is really similar to a Battle Bond sub from last slate that was resubbed later this slate and I do think I like that other version more

:avalugg-hisui:I forget if this is a resub, but people really like subbing HAvalugg adjustments it seems. Anyway, minmaxed Mamoswine is pretty cool
:gengar:There's another Levitate Gengar sub that I prefer, but this would be fine too
:farigiraf:Would be one way to make this viable. An Exploud-type mon is fun to have. Might be overly cautious here, but with Farigiraf's high SpA, good bulk and multiple methods of setup this could actually be broken, but I definitely have to ask council about this one

- Still cool

- Is Pillage, is fine

- I like it, gives a slightly different take on the Core Enforcer we all got acquainted to back in JolteMons
- Are alright

:adrenaline orb:Still meh
:mabosstiff:Still cool
:life orb:Still cool
:absorb bulb:Makes these a lot more usable. Could see these being a little annoying, in the same kinda way Baseball Bat's bullet bouncing effect can be annoying cuz you can get surprised by the item and hard punished for it

- Still a good way to unban Lando-I
- Still pretty good
- Pretty cool
- Still pretty strong but probably just enough to unban it

:magearna:Still cool
:gogoat:Still good
:overqwil:Still decent
:cryogonal:Roaring Moon going crazy means that Snow is probably in a fine place as is, but that said I do like this, especially without Veil

- Heal Block is a fun effect that people have been experimenting with this slate, I like
- My favorite of the priority move subs this slate

:soothe bell:Stall would probably love this, just slot in Whirlwind Ting-Lu or Icy Wind Cresselia and now you have a cleric
:iron ball:Pretty neat anti-Fairy tech with an appropriate downside for giving a better matchup against such a strong type. Could see slow bulky Darks and Fighting-types using this, like Crabominable

- Sounds pretty fun for lower tier mons
- Could be pretty cool, punishes passivity. Also, I assume this only raises Attack 1 stage at a time?
- Seems like an okay enough Protosynthesis replacement, but I'm not super crazy about it
- Still fine

:brute bonnet:Still cool
:iron leaves:Still pretty cool
:pyroar:Legitimately a huge fan of this
:electrode:Still decent. I like the new take on HElectrode

:basculegion:Not too crazy about buffing rain, but as stand alone mons these make the fishes pretty cool
:iron thorns:Still cool
:hoopa:A couple of the moves on Hoopa-U scare me a little bit, but this is overall fine
:arcanine:Is alright, if not a little uninteresting, just giving Arcanine the two best Normal attacking moves. Would be effective, though

- Still cool
- Pretty cool. Inteleon becoming the Special Dracovish Walking Wake only wishes it could be >>>
- Pretty good, a lot more interesting than just doing Poltergeist again

- Makes Ash Gren great again
- I like them

- Pretty cool, though we don't really need more healing moves

:charcoal:Seems like a really strong effect. Is probably fine at a 30% boost since it's just one type at a time, but yeah this might be pretty major
:leek:Pretty decent offensive tool, could help sweepers get a snowball rolling

- Not super interested in this, mostly because we had the same thing as Arm Thrust in both SylveMons and JolteMons
- Honestly probably a nerf to Toxapex, might be better with its original effect
- Not really sure what this one means. If it's a 5 BP move that switches the foe out, then hits the mon that comes in and switches them out for the entire team, that might be a bit broken, as they would accelerate hazard damage extremely fast

:razor fang:Is alright, but we just got a similar item in Razor Fang last slate
:black sludge:Steel-types don't really need the help
:room service:Would probably get vetoed, Trick Room isn't as crazy without Magearna or Tera, but giving threats like Ursaluna that much time would probably be a bad time

- Considering how good the Glowking + Roaring Moon core is right now, I'm not terribly excited to have that but for Iron Valiant
- Is fine as Healing Stones counterplay

:rusted sword:Still cool

- Not super into more Knocking off
- Might be a bit hard to code, but is sounds just okay

:mabosstiff:Seems decent, this mon really needed Sucker Punch
:avalugg-hisui:People really like subbing HAvalugg adjustments it seems. Is still cool

- Still fine
- Still fine

:scope lens:Still cool
:honey:Still meh
:white herb:Might get vetoed due to being too hard to code. Power of Alchemy worked with this effect in JolteMons because I was able to make a workaround by giving each mon with the ability their own version of it, but that wouldn't work for it as an item

- Still fine
- All pretty decent. Would probably keep Armor Tail's distribution rather low just because of the Overcoat buff, though
- See Four-Leaf Clover

:delphox:Still cool
:salazzle:Still pretty cool

- A bit odd but I think it works?
- Still fine

:amulet coin:Still cool
:meloetta:Relic Charm but with a twist, I like
:assault vest:Might be being overly cautious, but this seems slightly crazy? Ig most of the time it'll result in a double down, but this seems like a really really strong way of punishing physical attackers to a concerning degree

- Heal Block is pretty neat, I like
- I love Sand Force, but probably not the most impactful Sand buff. Will be giving it to Garchomp

:scyther:Still cool
:brambleghast:One of my top 2 fav Sand abuser subs along with the earlier Pyroar, I like
:meloettea:I love Meloetta

- Is Special DDance
- lol. In all seriousness, Rocks are fine, there are a lot of Flying and Fire-types I would not want to face in a world without Rocks

- Simple but decent
- Very similar name to JolteMons' Acidic Fists. While I wanna limit JolteMons resubs, I will say that just making this Acidic Fists (which had the same power and accuracy, but broke screens in addition to the poison chance) would be more interesting than this, which is currently slightly stronger Poison Jab with a lower poison chance

:assault vest:Still fine
:dubious disc:Still fine

- Warmed up to this a lot, has a lot of fun potential on stuff like Arcanine
- Is okay
- Both Mortify and Petrify are probably a bit less interesting than Immolate in terms of potential abusers, but I like -ates so they're fine. Also, these can be combined with Immolate into 1 sub since there are all clones

- Not super in to more item removal
- Is an alright physical Electric move
- The potential users of this are a bit limited, but I like the idea
- A tiny bit more removal wouldn't hurt and this one is fairly interesting with its typing and effect

:rusted shield:Pretty cool
:silk scarf:Probably nothing game-changing
:steel memory:Somewhat neat, we had something similar to this in JolteMons with the same name, but this is a bit more interesting than that version

:farigiraf:Seems like a lot, but this would probably ultimately be pretty decent

- Nothing crazy, but a few Grass mons would definitely appreciate it
- Pretty decent, especially Rust Rupture being able to spread the rare toxic
- I like the idea of giving Grass-types a Fire move, though I'm not too crazy about this, both for the secondary effect and the accuracy
- Would be a bit awkward to change Jungle Healing again after it just got buffed, but that said these are pretty neat

- Sounds like a bit of a pain to code, but aside from that it's just okay, might not really see use since you need a lot of setup for it though
- Pretty decent, special priority is always neat
- Pretty cool for Ice-types
- Pretty decent utility move

:eviolite:Very common item concept that was seen in both SylveMons and JolteMons. It's just alright, but will likely end up as a noobtrap aside from maybe giving Bisharp or Primeape a tiny niche on Webs teams or something, though that might be wishful thinking
:wide lens:Is alright, though the Mirror Herb-like effect could be a tiny bit worrying on a non-consumable item
:lagging tail:Is alright
:bluk berry:Sounds okay, if mildly annoying with the likes of Sing

- Not really a fan of adding yet another dimension to the hazard game
- Pretty cool (pun intended)
- Not really in to Chilly Reception clones, we've already seen how strong Chilly Reception is with the right teammate
- Still meh

- Not super crazy about it, if only because of Iron Valiant, but it probably wouldn't be too crazy to have
- Not too sure how I feel about it


- Is alright. Been considering subbing similar things to this myself

- This kinda just makes the more always better than Ice Beam, which I don't really like
- Are okay, though Ice doesn't need more weaknesses

- Still cool
- Don't really need more healing moves, but I really like the concept

:wyrdeer:Could be a fun setup mon, though the Espathra competition is stiff
:swalot:This being the only mon with Scald (that'd actually use it) is a hilarious prospect, might unironically give it a place here

:charizardite x:Pretty neat. Will double check with council on if the stat boosts are too much, which I'm on the fence on personally

- I'm all for a bit more hazard removal, though I'm not sure if this is the way I'd go about it

:rawst berry:Probably at least a bit better than manually setting up weather, though I'm not sure how much use these would get since when the weathers are set aren't easily controllable and you can use a weather rock to extend them

- I like the concept a lot. Might be be better off as a new ability that you could give to Drago rather than changing Dragon's Maw, since to me the power of current Dragon's Maw is an important part of Regidrago (imo I see Eleki as a fast wallbreaker with utility, while Drago was meant to be a tank)

:typhlosion:Me not liking the starters with 3 abilities aside, Regen on either Typhlosion sounds fun for Eruption shenanigans
:tyranitar:Not 100% sure if this is truly a buff, especially since TTar lacks a good Ghost move, but it's maybe something. Accelerock is nice at least
:gyarados:An alright take on Gyarados, should make it much more dangerous

- Is a physical Electric move
- Another decent strong physical Psychic move this slate
- A little boring, but would be effective

:expert belt:Pretty neat, eases prediction while EBelt rewards prediction
:power herb:A JolteMons resub that I actually would be 100% fine with seeing again, this had a bit of potential last gen since it made recharge moves into worse Z-Moves but that potential was never really realized
:adrenaline orb:This makes sense, yeah

- Simple but pretty neat
- Is fine

:tinkaton:Helps with its power issue outside of Gigaton Hammer without being too overbearing, like a sort of Nidoqueen-type mon but with a better typing instead of coverage, I like
:grafaiai:I forget if you were the one that subbed this in Slate 1, but I liked it then and I still like it here

- Giving this to a couple Gale Wings mons immediately, I like
- Don't like that much since this is a super strong effect, but at least it's on a type that doesn't really like pivoting

:vespiquen:Pretty neat, fills the void that Pex left behind in its own unique way

- Are fine
- Still cool

- Still cool
- Still okay

:gengar:Like this a lot for both NGas and Levitate, gives another real Ghost option
:tyranitar:Shore Up sounds wild on paper, but maybe the sucky typing makes up for it (outside of Tera Shard shenanigans ig). I'm a bit sour on Knock Off as well, but I like the rest a lot

the greatest of all time, how does he do it

- Is fine, special priority is always neat
- Am open to a bit mroe removal, though I'd rather have it in more interesting ways than this

:rocky helmet:Still cool
:rocky helmet:Is alright
:shed shell:Seems alright, though there are truly an insane amount of volatile status conditions, some beneficial, so this would certainly have some weird interactions

- Could be neat on lower pivots
- Pretty neat

:muk-alola:Not super in to another Unaware mon
:espathra:I like having Speed Boost on Espathra, even without Stored Power cuz maybe it uses Lumina Crash then, but I like the concept, this could still work thanks to the coverage


- Pretty neat
- Probably my favorite of the accurate special Flying move subs
- Still cool
- Still cool

:rusted shield:Pretty neat, very niche but has some fun applications like potentially screwing over a Glowking on its way out through Chilly Reception
:room service:Still very niche but a pretty good improvement, though slightly clunky to use
:safety goggles:Still cool
:zarude:Still fine

- Pretty good
- Is partially a Jolte resub, but these are fine
- Still fine
- Still fine

:rotom:Is a another Rotom buff sub, though this is the most unique one so far. They're all pretty decent, and I really like both base Rotom, Rotom-Mow (as much as it's a Jolte rehash), and Rotom-Frost (see previous). Wash having Misty Surge concerns me a little bit just because of Iron Valiant but it's probably fine, and Rotom-Fan having Gale Wings + Plot + Hurricane probably is too much. Will ask council, but you might have to swap Cane out for maybe another utility Flying move or something
:tsareena:Third slate in a row with a pretty good Tsareena sub
:copperajah:Pretty cool defensive mon, like a slow Empoleon with a ton of offense
:dudunsparce:Still pretty good

And that's all! See you later today for vetoes!
 
- Not super interested in this, mostly because we had the same thing as Arm Thrust in both SylveMons and JolteMons
- Honestly probably a nerf to Toxapex, might be better with its original effect
- Not really sure what this one means. If it's a 5 BP move that switches the foe out, then hits the mon that comes in and switches them out for the entire team, that might be a bit broken, as they would accelerate hazard damage extremely fast

:razor fang:Is alright, but we just got a similar item in Razor Fang last slate
:black sludge:Steel-types don't really need the help
:room service:Would probably get vetoed, Trick Room isn't as crazy without Magearna or Tera, but giving threats like Ursaluna that much time would probably be a bad time
for the dmgs it is only on the first mon, and i think i'm gonna add a new move that kinda make it less op : regen spikes, 4 layers max, 1=+12% 2=+18% 3=25% and 4 =33%, u set thos on ur own terrain, (i thought that was what h stones did) and barrage i think we could had that u gain +1 def, -1 speed like an contrary scale shot, regens spike is tauntable and blocked by heal block, it is also a heal move
 
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Yoshiblaze

ye
is a Forum Moderatoris a Community Contributor
Moderator
Submissions are now closed (a bit earlier than 24 hours after the review, but i don't wanna end voting super late at night again, this already pretty late in the day as is)!

Before we get into the voting phase, we're gonna have a short Veto Phase, where we'll give 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. New submissions cannot be made and no other submissions can be edited during the veto phase.

The vetos are as follows:
Name: Safety Policy
Effect: If there are entry hazards on the allied side of the field or if the holder is inflicted with a status condition, consumes the policy and boosts its Defense and Sp. Def by two stages.
Can be Knocked Off: Yes
Ignored by Klutz: No
Fling Power & Effect: 40
Justification: Unburden Sneasler can take a hit? Also might pair well with the new Healing Stones.
This effect is a bit too strong for many setup sweepers, especially since it can be activated with Healing Stones which are pretty hard to get rid of, making a lot of setup sweepers extremely easy to set up with. I recommend making this only boost defenses by 1 stage each and also require the holder to take damage from the hazard

Name: Haymaker | Towering Force | Brainpower | Brute Wits | Inertia
Effect: Each time the Pokemon's Attack/Defense/Sp. Atk/Sp. Def/Speed is raised by one stage, it receives a 10% additive increase to the power of its moves.
Permanent: No
Mold Breaker: No
Potential Pokémon With This Ability: Pokemon with high stats?
Justification: Pokémon Masters Passives!
This isn't a veto, but when talking with council we felt that this would require some quite limited distribution for it to be balanced, so distributing all 5 of moves would prove to be really difficult if they won. Thus, we'll allow you to combine these into 1 ability that effects all stat boosts, which is an overall buff but we'd have to be careful with distribution either way

Name: First Aid
Effect: Restores the Pokémon's HP by approximately 50% of its maximum HP the first time its HP drops to half or below each battle.
Permanent: No
Mold Breaker: No
Potential Pokémon With This Ability: :Indeedee-Male:
Justification: Pokémon Masters Passives!
This effect is likely too strong to give to most things, so I recommend making this a 25% heal instead, like a one-time Sitrus Berry

Circle throw (5 bp switch the opponent entire team, effect blocked by sub, priority -6)
potential user : all normal user + :iron hands: :hariyama: :urshifu: :urshifu-rapid-strike:(rapid strike) :slither wing: :medicham:
Switching the entire team out would be too powerful on an effect for hazard stack teams to abuse.

room service (room moves (gravity,wonder room,trick room) used by this pokemon become 8 turn long)
This is pretty borderline since Trick Room isn't nearly as strong without Magearna or Terastalization, but this still would buff them to a scary degree and has proven to be an issue in many mods before, so this is just enough to get it vetoed

Name: Everything Bagel
Effect: While holding this item, all of this Pokemon's available abilities are active at once.
Can Be Knocked Off: Y
Ignored by Klutz: N
Fling Power & Effect: 10 BP, nullifies the target's ability
Justification: Held item to give a Pokemon multiple abilities. Some Pokemon benefit somewhat, and some Pokemon benefit greatly. The downside being you no longer have the Leftovers or other held item you would normally want this Pokemon to hold, and getting the item Knocked Off stops the other abilities from being active.
The effect itself is fine, but it's unfortunately probably impossible to code at the current moment (we faced a lot of problems with the same effect with Power of Alchemy in JolteMons, leading to us using a workaround, but said workaround can't be done for this), so this unfortunately has to be vetoed until I know for sure I can do this

Name: Bomb Vest
Effect: If the holder is damaged by a contact move, the damage of that move is prevented, then the vest explodes, being used up and dealing 300 damage to all active Pokemon. Blocked by Damp.
Can Be Knocked Off (Yes or No): Yes
Ignored by Klutz (Yes or No): No
Fling Power & Effect: 200 BP, 100% recoil.
Justification: Really funny contact punish tool. Somewhat difficult to utilize well, but instantly getting 80-90% chip on most physical mons might be worth it for fat teams.
Would be too powerful of a way to punish physical attackers, essentially letting you put a better version of Innards Out on any mon (and it kinda-sorta gives some really high HP mons like Blissey a pseudo-immunity to contact moves as long as they can heal off the damage0

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

Effect: Does nothing.
Flags
Potential Pokémon With This Move
: None
Justification: The Lord giveth and The Lord taketh away.
Ik this was probably a joke sub, but removing Stealth Rock would have some pretty drastic implications, mainly being an extreme buff to the already great Flying-types that are immune to every other negative hazard and likely requiring us to re-ban Volcarona. This would likely warp the metagame in a few too many ways to allow

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

Type:
|
|
|

Effect: Sets Harsh Sunlight/Rain/Sandstorm/Snow, switches out.
Priority: +0
Flags (ex: Contact, Sound): Sound
Potential Pokémon With This Move: :primeape: | :dragalge: | :houndstone: | :slowking:/:slowking-galar:
Justification: Making more viable weather setters. This probably needs VERY strict distribution due to how strong setting weather and immediately pivoting is, as Slowking already demonstrates with the most underwhelming weather. Also decided to make them Sound for funny interactions with Walkie-Talkie.
This was another borderline one, but Chilly Reception clones for other weathers would likely be too powerful even if they were given to really bad mons due to the power of weather, especially for Sun and Rain

:sm/muk_alola:
Name: Alolan Muk
Type: Poison/Dark
Abilities: Poison Touch / Unaware / Power of Alchemy
New Moves: Thunder Wave, Coil, Sucker Punch, Earthquake, Recover, Haze, Whirlwind
Removed Moves: N/A
Justification: IT'S MUKKIN' TIME, BABY! Alright so after consulting Discord and coming to the realization that maybe Poison Touch Ceaseless Edge is a bad idea, I've decided to take a different approach to buffing my guy here. By replacing the rather-niche Gluttony with Unaware, AMuk takes on a niche no other Pokemom can rival; an Unaware Pokemon immune to Stored Power. The combination of Unaware and status moves like TWave, Haze, and Whirlwind allows AMuk to diffuse sweepers like Enam, CM Val, Hatt, Cress, NP Ghold, and some Hydreigon, and Coil sets possibly packing EQ and Sucker let him turn these special attackers into setup fodder. Recover ties this all up by providing AMuk with a source of reliable healing that he sorely misses, allowing him to check these special attackers multiple times over the course of a game.
Muk-A's typing and bulk would likely make it too tough to break with both Unaware and Recover, so I recommend just removing Recover


:sm/rotom: :sm/rotom-fan: :sm/rotom-frost: :sm/rotom-heat: :sm/rotom-mow: :sm/rotom-wash:
Name: Rotom and his brothers its forms
After talking with council, we did decide that the combination of Nasty Plot, Gale Wings, and Hurricane on Rotom-Fan would be a bit too strong (as much as it makes sense to give it Hurricane), so just swap out Hurricane for another Flying move and it'll be fine

And that's all! You will have 24 hours to make necessary changes, and then voting will start (voting will start early if all vetoes are fixed before the deadline). If you have any questions about these, then just let me or a council member know. See you soon!
 
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Ugh. I missed the review yesterday due to the checking too early before collapsing into bed and then almost missed this too due to how uncharacteristically busy things have been for me this week. Glad I checked.

After talking with council, we did decide that the combination of Nasty Plot, Gale Wings, and Hurricane on Rotom-Fan would be a bit too strong (as much as it makes sense to give it Hurricane), so just swap out Hurricane for another Flying move and it'll be fine
Understandable. Shame that all of the current possible Flying replacements either suck for its stats--basically all physical Flying moves--or are even more problematic than Hurricane, even the other status ones like Feather Dance and Roost, despite having less power. It's pretty telling when Aeroblast is one of the least problematic replacements. I would just give it Mirror Move, but that unfortunately got murdered a couple of gens ago, so I've just given it Air Cutter instead even though it will probably never use that--why couldn't it be at least 100% accurate?--outside of like meme critical hit sets with Scope Lens. Oh well.

Anyway, thanks for the review, Yoshiblaze and council. See you tomorrow-ish for voting. Have a good weekend.
 

Yoshiblaze

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

The following submissions CANNOT be voted for:
Safety Policy
Circle Throw
Room Service (awaterbucketonlava)
Stealth Rock
Heated Debate / Gloomy Attitude / Dry Wit / Chilly Reception

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
Bug Bite / Pluck (SV)
Crafty Shield (SV)
Storm Throw clones (G-Luke)
Brain Buster (Sannis)
Soft Landing (Glubbfubb)
Razor Wind (The Damned)

Items
Spice Sandwich (Lysion)
Iron Ball (Z-nogyroP)
Damage + Savings Bank (Beaf Cultist)
Spell Book (ryangregory78)

Abilities
Iron Fist + Foot (The Damned)
Cloud Nine (Lysion)
Optimist (NANI?!)
Sand Force (Beaf Cultist)

Adjustments
:mabosstiff: (SV)
:avalugg-hisui: (SV)
:pyroar: (Z-nogyroP)
:vespiquen: (anaconja)
:rotom: (The Damned)
:iron-treads: (Yoshiblaze)
 

G-Luke

Sugar, Spice and One For All
is a Community Contributoris a CAP Contributoris a Forum Moderator Alumnus
Moves
Choke
Lash Out (SV)
Storm Throw / Frost Breath / Snipe Shot / False Surrender (SV)
Slipstream
Burn Up / Double Shock
Razor Wind (The Damned)

Items
Absorb Bulb / Cell Battery / Snowball
Charizardite Shard (X | Y)
Ability Shield

Abilities
Battle Bond (SV)
Moody (Z-Porygon)
Oblivious / Shield Dust
Seed Sower / Sand Spit (SV)
Muscle Memory

Adjustments
Gengar (PalpitoadChamp)
Iron Thorns (SV)
Basculegion / Basculegion-F (SV)
Electrode / Electrode-Hisui
Iron Treads
Magearna
 
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interesting slate. some clear standouts for sure - moves were super crowded and picking what I voted for with those was tough. on the flip side, ability options were honestly pretty sparse. but that means yall will have room for death aura, right? :)

Moves
Last Respects (SV)
Choke (Z-nogyroP)
Cutting Remark (Z-nogyroP)
Soul Drain (G-Luke)
Short Circuit (Sannis)
Magic Shield (Yoshiblaze)

Items
Damage Bank/Savings Bank (SV)
Dancing Shoes (SV)
Luminous Moss (Beebos)
Air Freshener (Z-nogyroP)
Four-Leaf Clover (PQRDG)
Leather Belt (NANI?!)

Abilities
Death Aura (SV)
Sand Force (SV)
Overgrow/Blaze/Torrent (Actively Aroa)
Muscle Memory (Yoshiblaze)
Damage Tax (Yoshiblaze)

Adjustments
Brambleghast (SV)
Meloetta (SV)
Magearna (Lysion)
Pyroar (Z-nogyroP)
Vespiquen (anaconja)
Tyranitar (PalpitoadChamp)
 
Moves:
Dissolution (Lysion)
Beak Blast / Static Salvo / Rust Rupture (Ema Skye)
Storm Throw | Frost Breath | Snipe Shot | False Surrender (G-Luke)
Lash Out (G-Luke)
Hazardous Waste (PQRDG)
Play Rough / Moonblast (SV)

Items:
Spice Sandwich (Lysion)
Air Freshener (Z-nogyroP)
Whetstone (Rasdanation)
Charizardite Shard X | Y (Gravity Monkey)
Crash Helmet (ryangregory78)
Safety Goggles (The Damned)

Abilities:
Opportunist (SV)
Muscle Memory (Yoshiblaze)
Escape Artist (ryangregory78)
Sand Force (Beaf Cultist)
Anger Point (Z-nogyroP)
Cud Chew (Gekokeso)

Adjustments:
Pyroar (Z-nogyroP)
Scyther (Beaf Cultist)
Meloetta (Beaf Cultist)
Swalot (lavarina)
Gengar (SV)
Tyranitar (SV)
 
MOVES
Butterfly Kiss (SV)
Choke
Cutting Remark
Recycle
Razor Wind
Play Rough | Moonblast

ITEMS
Spell Book (SV)
Dancing Shoes
Body Armor
Iron Ball (Z-nogyroP)
Eviolium
Pointy Lens | Glossy Band

ABILITIES
Escape Artist (SV)
Water Compaction | Well-Baked Body
Armor Tail / Dazzling / Queenly Majesty
Cloud Nine
Fairy Ringer | Justified
Iron Fist | Iron Foot

ADJUSTMENTS
Espathra (SV)
Magearna
Brute Bonnet
Basculegion-M | Basculegion-F
Meloetta
Inteleon
 
MOVES:
Choke
Storm Throw | Frost Breath | Snipe Shot | False Surrender
Avalanche
Celebrate
Butterfly Kiss
Leaf Tornado

ABILITIES:
Power of Alchemy|Wandering Spirit|Lingering Aroma (SV)
Long Reach
Versatile
Unnerve
Escape Artist
Anticipation

ITEMS:
Tie-DyeBand
Dancing Shoes
Alpha's|Parent's Attire
Air Freshener
Charizardit Shard X | Y
Dubious Disc

ADJUSTEMENTS:
Avalugg-Hisui
Gengar (PalpitoadChamp)
Salazzle
Wyrdeer
Tinkaton
Tsareena
 
Last edited:
Moves
Lash Out
Slipstream
Healing Rush (SV)
Beak Blast | Static Salvo | Rust Rupture
Cutting Remark
Thundering Blow

Items
Air Freshener
Charizardite Shard X | Y
Dancing Shoes

Abilities
Seed Sower | Sand Spit
Death Aura
Dungeon Lord
Steadfast | Guard Dog

Adjustments
Electrode | Electrode-H
Arcanine
Meloetta
Tsareena
Copperajah
Wyrdeer (SV)
 
Ugh. My back. Here are my votes in the dead of night since I won't have time later today--no rest for the wicked. I'll try not to vote seven things in a category this time:

MOVES:
Choke
Storm Throw | Frost Breath | Snipe Shot | False Surrender
Last Respects
Polar Pulse
Magic Shield
Razor Wind (SV)

ITEMS:
Smoke Rocket
Iron Ball
Charcoal, Blackglasses, Nevermeltice, etc.
Dancing Shoes
Body Armor
Spell Book

ABILITIES:
Hydration | Leaf Guard
Cloud Nine
Nocturnal
Sand Force
Armor Tail | Dazzling | Queenly Majesty
Wind Power | Wind Rider (SV)

ADJUSTMENTS:
Gogoat
Electrode | Electrode-Hisui
Hoopa | Hoopa-Unbound
Delphox
Brambleghast
Rotom and its forms (SV)
 
Moves
Choke (SV)
Cutting Remark (SV)
Lash Out
Storm Throw | Frost Breath | Snipe Shot | False Surrender
Double Shock | Burn Up
Chloroblast

Items
Air Freshener (SV)
Iron Ball (SV)
Damage Bank | Savings Bank
Dancing Shoes
Crash Helmet
Cozy Sweater

Abilities
Cud Chew
Moody (SV)
Anger Point (SV)
Seed Sower | Sand Spit
Sand Force
Muscle Memory

Adjustments
Pyroar (SV)
Electrode | Electrode-Hisui (SV)
Iron Thorns
Brambleghast
Meloetta
Vespiquen
 
Moves

Dissolution (SV)
Double Shock/Burn Up
Storm Throw | Frost Breath | Snipe Shot | False Surrender
Cutting Remark
Chloroblast

Items

Absorb Bulb/Cell Battery/Snowball (SV)
Charizardite Shards
Indecisive Orb (SV)
Dancing Shoes
Dubious Disc

Abilities

Cloud Nine (SV)
Escape Artist
Long Reach (SV)
Versatile
Seed Sower | Sand Spit
Battle Bond (G-Luke)

Adjustments

Gogoat (SV)
Magearna (SV)
Basculegion
Gengar (PalpitoadChamp)
Vespiquen
Tinkaton
 
Last edited:
Moves

Fatal Spin (SV)
Slipstream
Strato Shield
Burn Up (Sannis)
Bug Bite/Pluck
Choke

Items

Rawst Berry and Co. (SV)
Charizardite X/Y
Iron Ball/Lagging Tail
Damage/Savings Bank
Whetstone
Absorb Bulb and Co.

Abilities

Dungeon Lord (SV)
Battle Bond (G-Luke)
Armor Tail and Co.
Immolate and Co.
Optimist
Muscle Memory

Adjustments

Typhlosion (SV)
Gyarados (SV)
Pyroar
Gogoat
Electrode/Electrode-Hisui
Gengar (PalpitoadChamp)

Edit: Added specifications for duplicate subs. My bad for the confusion
 
Last edited:
Moves:

Choke (Z-nogyroP)
Storm Throw and Clones (G-Luke)
Lash Out (G-Luke)
Bug Bite/Pluck (chemicalmines)
Cutting Remark (Z-nogyroP)
Celebrate (Yoshiblaze)

Items:

Crash Helmet (ryangregory78)
Body Armor (SV)
Leather Belt (NANI?!)
Luminous Moss (Beebos)
Air Freshener (Z-nogyroP)
Absorb Bulb/Cell Battery/Snowball (Lysion)

Abilities:

Aerilate | Pixilate | Refrigerate | Galvanize (Beebos)
Immolate and Co. (SV)
Nocturnal (Z-nogyroP)
Death Aura (Beaf Cultist)
Seed Sower / Sand Spit (G-Luke)
Cloud Nine (Lysion)


Adjustments:

Typhlosion (Sigilyph Bro)
Farigiraf (Ema Skye)
Gengar (PalpitoadChamp)
Grafaiai (NANI?!)
Swalot (lavarina)
Mabosstiff (chemicalmines)
 
Moves
Frost Breath (SV)
Mind Crush

Items
Charizardite shards

Abilities
Starter abilities (SV)
Death Aura (Beaf
Versatile (NANI
Mist Opportunity (ICE)

Adjustments
Gengar (Palpitoad)
Farigiraf (EMA)
Tinkaton (NANI)
Typhlosion (SIGI)
Tyranitar (SIGI)
 

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