Noble Items

Icy Rock: Extends the duration of Hail weather set by the holder from 5 turns to 10. In addition, the holder's Hail cannot be overridden by any other weather while the holder is on the field. The holder is immune to Hail damage.

Flavour: Um… it's a rock that summons hail I guess? Basically just an extension of its old effect.

Competitive: Now anyone that learns Hail can be a usable Hail setter!


Snowball:
Hold effect: The holder takes 20% less damage from Ice-type moves and is immune to Hail damage. Every time the holder is hit with an Ice-type move and every turn the holder is exposed to Hail, the base power of their own Ice-type moves increases by 10%. This effect stacks with itself (additive, not exponential; ex. 100%, 110%, 120%, 130%, etc. and not 100%, 110%, 121%, 133.1%, etc.) and lasts until the holder switches out. The power boost caps at a x3 multiplier. (If you manage to get it that high, most likely your opponent is stalling and you're playing a Hail team.)

Fling effect: When Flung, the Snowball has 30 base power, plus 20 more base power for every time the holder has been hit with an Ice-type move and every turn the holder has been exposed to Hail since its last switch-in, plus 20 more base power for every time the holder has Flung a Snowball since its last switch-in. A Flung Snowball also has a 20% chance to Freeze the target. The Snowball has the unique trait of having a 50% chance to Recycle itself every turn after being Flung; this becomes a 100% chance in Hail. (The auto-Recycle occurs before any applicable weather damage, so if Hail is up the Snowball will be back in time to prevent Hail damage and gain another Ice boost.)

Flavour: The Snowball builds up as ice and snow collect into it, and the collected snow is then used to power their own Ice-type attacks. Snowballs are also used for snowball fights (in fact, that's how they're normally used), so why not Fling it? It Recycles itself because the holder can just pack together some snow to make a new one. And with its Fling damage increasing every time it's used, the power can snowball out of control!

Competitive: Helps some Pokémon with their Ice weakness while also powering their own Ice coverage. It also helps out with Hail's viability by slowly powering up Ice moves while Hail is in effect!


Never-Melt Ice:
Hold effect: The holder takes 40% less damage from Ice- and Fire-type moves.

Fling effect: When Flung, the Never-Melt Ice has 50 base power. If the target is Frozen or Burned, that status is cured and Fling's base power is multiplied by 3.

Flavour: Never-Melt Ice is supposed to never melt, hence the name, so it confers resistance to both Fire and Ice.

Competitive: It's almost like the ability Thick Fat on an item slot. I'm sure several Pokémon would appreciate this quite a lot. Scizor, for example, might almost be able to live a Fire-type move, taking only 2.4x damage instead of 4x. Many Grass-types like having two of their common weaknesses reduced to only a 1.2x damage multiplier, too.
*note: You could buff it to actually be Thick Fat on an item slot, but I feel like that might be too good.


Casteliacone:
Acts as a Lum Berry. In addition, the Pokémon that eats it has the base power of its Ice-type moves multiplied by 1.5 until it switches out. When Flung at another Pokémon, it hits for 10 base power and the target gains its effects. Can be eaten with Bug Bite or Pluck, or destroyed with Incinerate.

Flavour: It's ice cream, so it boosts the power of Ice-type moves.

Competitive: You will learn that Will-O-Wisping a Weavile or Mamoswine is a bad plan.


Icicle Plate:
Holder's punching and kicking moves become Ice-type and have their base power multiplied by 1.5.

Flavour: Since the Fist Plate no longer boosts Fighting moves directly, other effects are needed for the different Plates. Similarly to the Fist Plate, the Icicle Plate can be used as if it were brass knuckles (despite the fact that this is obviously heresy). The elemental energy from the world's creation that clings to this piece of holy scripture causes it to deal Ice damage when used as a blunt weapon.

Competitive: Put Ice coverage on everything! (Also Mega Kick is suddenly viable as it's now a 180 base power Ice move lol.) Basically the same as the Fist Plate.

Possible change for the Fist Plate to go with: changes punching and kicking moves to be Fighting-type along with boosting them.
 
"The buffs are to be able to render Mega forms with the same niche as their base forms useless". So...
I wouldn't have noticed Abomasnow and its Mega if you hadn't mentioned them. :P
Mega Abomasnow isn't "the same niche" as Abomasnow -it's strongly Trick Room viable rather than OK at Trick Room and it wins weather wars. It's not like Mega Scizor, which really is "Technician Scizor but with more stats", it's got a very distinct niche that separates it out from Abomasnow -even in something like Megamons where you can have Megas holding real items the drop in Speed invalidates the idea of Scarfing it, which is something regular Abomasnow can use and at times does use. The effect is less noticeable, as far as winning weather wars, in Singles than in Doubles/Triples, but it still matters even in Singles.
 
Icicle Plate: boosts the power of sharp moves by 50%
Flavor Concept: Icicle are sharp and is a parallel to fist plate
Competitive Concept: yay night slash icicle crash ice shard weavile I don't really understand this prompt

Icy Rock: someone already did this item the way I wanted to

Snowball: boosts attack and special attack one stage each if hit by an ice type move(non consumable)
Flavor Concept: "It boosts Attack if hit with an Ice-type attack." buffed
Competitive Concept:

Nevermelt Ice: boosts the power of ice type moves by 20%>boosts the power of ice type moves by 30% and halves the power of ice type moves used against the holder
Flavor concept: "repels heat" and parallels to black belt
Competitive Concept:

Castelia Cone: I dun really know
 

Da Pizza Man

Pizza Time
is a Pre-Contributor
Icy Rock: Increases the duration of Hail set by user from 5 to 8 turns. In additon, if the wearer is Ice type, then the holder's defense is increased by 50% in the hail
Flavor Reason: Rock types get a 50% increase in Special Defense during Sandstorm, which is their weather, so I figured Ice types should get similar treatment in their weather
Competitive Reason: This helps Hail out a bit by giving them some more bulk in their weather. This gives a boost in Abomasnow's bulk so it can actually take a couple hits as well as letting other pokemon set up hail

Snowball: Increases the power of ball moves by 50% (Ball moves are Barrage, Electro Ball, Energy Ball, Gyro Ball, Ice Ball, Mist Ball, Shadow Ball, and Weather Ball)
Flavor Reason: Snowballs tend to be more effective when you put them with other Snowballs
Competitive Reason: This helps out pokemon who tend to use these types of moves a lot for coverage, since it also boosts Weather Ball, the item also helps out Weather teams

Never-Melt-Ice: Prevents the holder from getting burned, if the holders is burnt when given this item, there burn is cured
Flavor Reason: It says the item repels heat, so it repels the fires away from the burn
Competitive Reason: Pretty much any physical attacker's dream, they can hold this item and sweep with no worrying about getting burned
 
This is a kind of a stretch, but:
Castelia Cone: Acts like a Lum Berry when held by a Pokémon, curing it of status conditions twice when used. Also, when held by Regigigas, it reduces Slow Start to only 2 turns.
Flavor: Probably Vanilla Its bag description is the same as that of a Lum Berry. Also, Regice needs to hold this item while in the player's party with the other three Regis in order to encounter Regigigas in Ω Ruby and A Sapphire.
Competitive Reason: In VGC, it allows the player to bypass item clause if he or she wants two Pokémon with a Lum Berry. Also, it finally makes Regigigas somewhat viable competitively.
 

Cookie Butter

formerly the someone
Time to vote!
First Choice:UserX
Second Choice:UserY
Third Choice:UserZ
The First Choice gets 3 points, second gets 2 and third gets 1. The user with most votes will have their submission added into the project itself.


-Boosts the users Icicle based moves by 50% (Icicle Crash , Icicle Spear & Ice Shard) (WildGortex)
-The holder's Ice type moves do 30% more damage. (Ghoul King)
-
Holder's punching and kicking moves become Ice-type and have their base power multiplied by 1.5. (FlameUser64)
-Boosts the power of sharp moves by 50% (Throbulator36)


-Makes Hail last for 8 turns and boosts the holder's Ice type moves by 50% in hail. (WildGortex)
-No change. (Ghoul King)
-
Extends the duration of Hail weather set by the holder from 5 turns to 10. In addition, the holder's Hail cannot be overridden by any other weather while the holder is on the field. The holder is immune to Hail damage. (FlameUser64)
-Increases the duration of Hail set by user from 5 to 8 turns. In additon, if the wearer is Ice type, then the holder's defense is increased by 50% in the hail (The Pizza Man)


-Damage of ice type moves used on consecutive turns is increased by 20% each turn (max 100% boost after 5 turns) (WildGortex)
-The holder takes 20% less damage from Ice-type moves and is immune to Hail damage. Every time the holder is hit with an Ice-type move and every turn the holder is exposed to Hail, the base power of their own Ice-type moves increases by 10%. This effect stacks with itself (additive, not exponential; ex. 100%, 110%, 120%, 130%, etc. and not 100%, 110%, 121%, 133.1%, etc.) and lasts until the holder switches out. The power boost caps at a x3 multiplier. (If you manage to get it that high, most likely your opponent is stalling and you're playing a Hail team.) /// Fling effect: When Flung, the Snowball has 30 base power, plus 20 more base power for every time the holder has been hit with an Ice-type move and every turn the holder has been exposed to Hail since its last switch-in, plus 20 more base power for every time the holder has Flung a Snowball since its last switch-in. A Flung Snowball also has a 20% chance to Freeze the target. The Snowball has the unique trait of having a 50% chance to Recycle itself every turn after being Flung; this becomes a 100% chance in Hail. (The auto-Recycle occurs before any applicable weather damage, so if Hail is up the Snowball will be back in time to prevent Hail damage and gain another Ice boost.) (FlameUser64)
-The holder's Normal type moves become Ice type moves. (No damage bonus) (Ghoul King)
-
Boosts attack and special attack one stage each if hit by an ice type move(non consumable) (Throbulator36)
-Increases the power of ball moves by 50% (Ball moves are Barrage, Electro Ball, Energy Ball, Gyro Ball, Ice Ball, Mist Ball, Shadow Ball, and Weather Ball) (The Pizza Man)


-The holder's Ice type attacks with a chance to freeze have the chance to freeze doubled and the inflicted freeze cannot be thawed by attacks (i.e. scald and flame wheel will not thaw out the frozen pokemon) (WildGortex)
-The holder replaces their secondary typing with Ice. (Ghoul King)
-The holder takes 40% less damage from Ice- and Fire-type moves. (FlameUser64)
-
Boosts the power of ice type moves by 30% and halves the power of fire type moves used against the holder (Throbulator36)
-Prevents the holder from getting burned, if the holders is burnt when given this item, there burn is cured. (The Pizza Man)


-Cures an ice type pokemon's confusion or major status problem and restores 25% of maximum health when activated. (WildGortex)
-
The holder cannot be Burned. (Ghoul King)
-Acts as a Lum Berry. In addition, the Pokémon that eats it has the base power of its Ice-type moves multiplied by 1.5 until it switches out. When Flung at another Pokémon, it hits for 10 base power and the target gains its effects. Can be eaten with Bug Bite or Pluck, or destroyed with Incinerate. (FlameUser64)
-Acts like a Lum Berry when held by a Pokémon, curing it of status conditions twice when used. Also, when held by Regigigas, it reduces Slow Start to only 2 turns. (Cobalt314)

Send your votes to me via PM.

To keep this thread active in this phase, here are some questions
  • Are there any items you want to see in the next slate?
  • Do you have any questions about this Pet Mod?
  • Which entries for this week do you agree/disagree with? [Remember: Be to the point and decisive, no hate]
  • Are there any new possible sets that can be made with the last week's items?
 
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Time to vote!

The First Choice gets 3 points, second gets 2 and third gets 1. The user with most votes will have their submission added into the project itself.


-Boosts the users Icicle based moves by 50% (Icicle Crash , Icicle Spear & Ice Shard) (WildGortex)
-The holder's Ice type moves do 30% more damage. (Ghoul King)
-
Holder's punching and kicking moves become Ice-type and have their base power multiplied by 1.5. (FlameUser64)
-Boosts the power of sharp moves by 50% (Throbulator36)


-Makes Hail last for 8 turns and boosts the holder's Ice type moves by 50% in hail. (WildGortex)
-No change. (Ghoul King)
-Increases the duration of Hail set by user from 5 to 8 turns. In additon, if the wearer is Ice type, then the holder's defense is increased by 50% in the hail (The Pizza Man)


-Damage of ice type moves used on consecutive turns is increased by 20% each turn (max 100% boost after 5 turns) (WildGortex)
-The holder takes 20% less damage from Ice-type moves and is immune to Hail damage. Every time the holder is hit with an Ice-type move and every turn the holder is exposed to Hail, the base power of their own Ice-type moves increases by 10%. This effect stacks with itself (additive, not exponential; ex. 100%, 110%, 120%, 130%, etc. and not 100%, 110%, 121%, 133.1%, etc.) and lasts until the holder switches out. The power boost caps at a x3 multiplier. (If you manage to get it that high, most likely your opponent is stalling and you're playing a Hail team.) /// Fling effect: When Flung, the Snowball has 30 base power, plus 20 more base power for every time the holder has been hit with an Ice-type move and every turn the holder has been exposed to Hail since its last switch-in, plus 20 more base power for every time the holder has Flung a Snowball since its last switch-in. A Flung Snowball also has a 20% chance to Freeze the target. The Snowball has the unique trait of having a 50% chance to Recycle itself every turn after being Flung; this becomes a 100% chance in Hail. (The auto-Recycle occurs before any applicable weather damage, so if Hail is up the Snowball will be back in time to prevent Hail damage and gain another Ice boost.) (FlameUser64)
-The holder's Normal type moves become Ice type moves. (No damage bonus) (Ghoul King)
-Increases the power of ball moves by 50% (Ball moves are Barrage, Electro Ball, Energy Ball, Gyro Ball, Ice Ball, Mist Ball, Shadow Ball, and Weather Ball) (The Pizza Man)


-The holder's Ice type attacks with a chance to freeze have the chance to freeze doubled and the inflicted freeze cannot be thawed by attacks (i.e. scald and flame wheel will not thaw out the frozen pokemon) (WildGortex)
-The holder replaces their secondary typing with Ice. (Ghoul King)
-The holder takes 40% less damage from Ice- and Fire-type moves. (FlameUser64)
-
Boosts the power of ice type moves by 30% and halves the power of ice type moves used against the holder (Throbulator36)
-Prevents the holder from getting burned, if the holders is burnt when given this item, there burn is cured. (The Pizza Man)


-Cures an ice type pokemon's confusion or major status problem and restores 25% of maximum health when activated. (WildGortex)
-
The holder cannot be Burned. (Ghoul King)
-Acts as a Lum Berry. In addition, the Pokémon that eats it has the base power of its Ice-type moves multiplied by 1.5 until it switches out. When Flung at another Pokémon, it hits for 10 base power and the target gains its effects. Can be eaten with Bug Bite or Pluck, or destroyed with Incinerate. (FlameUser64)
-Acts like a Lum Berry when held by a Pokémon, curing it of status conditions twice when used. Also, when held by Regigigas, it reduces Slow Start to only 2 turns. (Cobalt314)

Send your votes to me via PM.

To keep this thread active in this phase, here are some questions
  • Are there any items you want to see in the next slate?
  • Do you have any questions about this Pet Mod?
  • Which entries for this week do you agree/disagree with? [Remember: Be to the point and decisive, no hate]
  • Are there any new possible sets that can be made with the last week's items?
I realised I accidentally typed in halves ice type damage instead of halves fire type damage. also my snowball isn't there.
 
Time to vote!

The First Choice gets 3 points, second gets 2 and third gets 1. The user with most votes will have their submission added into the project itself.


-Boosts the users Icicle based moves by 50% (Icicle Crash , Icicle Spear & Ice Shard) (WildGortex)
-The holder's Ice type moves do 30% more damage. (Ghoul King)
-
Holder's punching and kicking moves become Ice-type and have their base power multiplied by 1.5. (FlameUser64)
-Boosts the power of sharp moves by 50% (Throbulator36)


-Makes Hail last for 8 turns and boosts the holder's Ice type moves by 50% in hail. (WildGortex)
-No change. (Ghoul King)
-Increases the duration of Hail set by user from 5 to 8 turns. In additon, if the wearer is Ice type, then the holder's defense is increased by 50% in the hail (The Pizza Man)


-Damage of ice type moves used on consecutive turns is increased by 20% each turn (max 100% boost after 5 turns) (WildGortex)
-The holder takes 20% less damage from Ice-type moves and is immune to Hail damage. Every time the holder is hit with an Ice-type move and every turn the holder is exposed to Hail, the base power of their own Ice-type moves increases by 10%. This effect stacks with itself (additive, not exponential; ex. 100%, 110%, 120%, 130%, etc. and not 100%, 110%, 121%, 133.1%, etc.) and lasts until the holder switches out. The power boost caps at a x3 multiplier. (If you manage to get it that high, most likely your opponent is stalling and you're playing a Hail team.) /// Fling effect: When Flung, the Snowball has 30 base power, plus 20 more base power for every time the holder has been hit with an Ice-type move and every turn the holder has been exposed to Hail since its last switch-in, plus 20 more base power for every time the holder has Flung a Snowball since its last switch-in. A Flung Snowball also has a 20% chance to Freeze the target. The Snowball has the unique trait of having a 50% chance to Recycle itself every turn after being Flung; this becomes a 100% chance in Hail. (The auto-Recycle occurs before any applicable weather damage, so if Hail is up the Snowball will be back in time to prevent Hail damage and gain another Ice boost.) (FlameUser64)
-The holder's Normal type moves become Ice type moves. (No damage bonus) (Ghoul King)
-Increases the power of ball moves by 50% (Ball moves are Barrage, Electro Ball, Energy Ball, Gyro Ball, Ice Ball, Mist Ball, Shadow Ball, and Weather Ball) (The Pizza Man)


-The holder's Ice type attacks with a chance to freeze have the chance to freeze doubled and the inflicted freeze cannot be thawed by attacks (i.e. scald and flame wheel will not thaw out the frozen pokemon) (WildGortex)
-The holder replaces their secondary typing with Ice. (Ghoul King)
-The holder takes 40% less damage from Ice- and Fire-type moves. (FlameUser64)
-
Boosts the power of ice type moves by 30% and halves the power of ice type moves used against the holder (Throbulator36)
-Prevents the holder from getting burned, if the holders is burnt when given this item, there burn is cured. (The Pizza Man)


-Cures an ice type pokemon's confusion or major status problem and restores 25% of maximum health when activated. (WildGortex)
-
The holder cannot be Burned. (Ghoul King)
-Acts as a Lum Berry. In addition, the Pokémon that eats it has the base power of its Ice-type moves multiplied by 1.5 until it switches out. When Flung at another Pokémon, it hits for 10 base power and the target gains its effects. Can be eaten with Bug Bite or Pluck, or destroyed with Incinerate. (FlameUser64)
-Acts like a Lum Berry when held by a Pokémon, curing it of status conditions twice when used. Also, when held by Regigigas, it reduces Slow Start to only 2 turns. (Cobalt314)

Send your votes to me via PM.

To keep this thread active in this phase, here are some questions
  • Are there any items you want to see in the next slate?
  • Do you have any questions about this Pet Mod?
  • Which entries for this week do you agree/disagree with? [Remember: Be to the point and decisive, no hate]
  • Are there any new possible sets that can be made with the last week's items?
I see that my Icy Rock submission appears to be missing.
 
Which entries for this week do you agree/disagree with? [Remember: Be to the point and decisive, no hate]
Almost all of them are distressing this time, some by virtue of being ridiculously complicated, some by virtue of being insanely OP, some by virtue of being mechanically problematic, and some by being sort of pointless -and some by being two or even three of these! In fact it would be quicker to note which ones don't pain me to read: Throbulator's Snowball entry, and The Pizza Man's Never-Melt Ice entry. (And my own, for the pedantic)

Are there any new possible sets that can be made with the last week's items?
Not a big fan of posting sets, but the Expert Belt is now an excellent tool for Pokemon with wide movepools to pick on weaknesses, especially if they're fast -Starmie is a Pokemon I've already run an Expert Belt on, for instance. (It turns Power Gem into a reliable OHKO on Mega Charizard Y) In particular, so long as you're picking on weaknesses it's equal to Choice Specs/Band without being locked in. For Pokemon with more narrow or redundant movepools it's even less appealing than in Standard, but that's OK because they probably run Life Orb or something anyway if they want offense.

Muscle Band is Trick Room Choice Band, and indeed is all advantage for a lot of Pokemon that are slow Physical attackers. I'd run it on No Guard Machamp, for instance. It's also ridiculously powerful for Pokemon with priority -Belly Drum Azumarill might consider running it over Sitrus Berry!

Fist Plate is ridiculously niche. "Kicking" moves that don't suck are a rarity, and the primary users of the few that exist either can't or won't run this over other items -Hawiucha would rather trigger Unburden, while Mega Medicham would rather stick to Mega Evolving for more universal offense increase and crucial Speed, not to mention bonus durability. "Punching" moves is less niche, but most Pokemon that are punching masters as-is are either sucky or still unlikely to run this over some other item -Infernape would much rather have a Focus Sash a lot of the time, for instance.

Black Belt is interesting, but Fighting moves don't have a strong trend toward increased critical hit ratio. I guess No Guard Machamp might run Cross Chop over Dynamic Punch and hold the Black Belt? But really, probably not, given Muscle Band is more widely useful and more reliable.

Do you have any questions about this Pet Mod?
I'm rather curious as to how niche vs widespread in utility items are preferred to be. We could salvage a lot of items by giving them unusually good effects but saying they only work for a specific Pokemon/set of Pokemon ie Thick Club logic, but I'm not clear how in line with the agenda that would be.
 

Cookie Butter

formerly the someone
Almost all of them are distressing this time, some by virtue of being ridiculously complicated, some by virtue of being insanely OP, some by virtue of being mechanically problematic, and some by being sort of pointless -and some by being two or even three of these! In fact it would be quicker to note which ones don't pain me to read: Throbulator's Snowball entry, and The Pizza Man's Never-Melt Ice entry. (And my own, for the pedantic)
Well, I'm not going to comment on the overpoweredness or the "problematic" items, because we will end up having a revision stage, and they are debatable. I will, however, comment on complicated items (I don't have the time to do an in-depth analysis on what is deemed too complicated or not).
A message to everyone: Please follow the complexity of the already existing effects. This doesn't mean that you can't create new effects, but make them as complex as existing ones. A good example of this is WildGortex's Snowball. More than one effect is completely fine, even if one of them is complex. Two complex effects will only be accepted in rare occasions.
If you want to include a Fling effect and/or BP, that's completely fine as well, but Fling effects will be touched upon extensively by the end of this project.
I'm rather curious as to how niche vs widespread in utility items are preferred to be. We could salvage a lot of items by giving them unusually good effects but saying they only work for a specific Pokemon/set of Pokemon ie Thick Club logic, but I'm not clear how in line with the agenda that would be.
For now, let's make more widespread items. Something along the lines of Fist Plate is not on the line of maximum niche, and as you mentioned it's pretty niche. The Pizza Man's Snowball is probably on the line of maximum niche right now. We'll do Thick Club-like items later, with PMD items.
I'm hoping we will doing the Normal slate so that we can give them the Scrappy effect because let's face it, it's an underdog typing as it is.
Well, Normal type only has one item, so you'll have to wait on this one.
 
All of the ice effects are... mostly ridiculous? If anything, they should be aimed at making ice types as a whole more viable, as they are kind of garbage right now with the exception of a few powerful OU pokemon. Ice type attacks are good, which is why hidden power ice, ice beam, and ice punch are so common. Meanwhile, actually being an ice type is a death sentence. (Sorry Kyurem Black.) Something defensive but not broken like advanced recovery in hail, acting as magic guard for ice types, or just reducing super effective damage for ice types. Two of those effects also protect you from stealth rock, bane of the ice type.
EDIT:Thinking about it, magic guard, even if just for ice types, might be too strong without any draw backs. Hard to say though.

Expert Belt and Muscle Band are amazing, and I'd love to see their effect on the game.
Anything with fighting/ice coverage is going to need them an expert belt.

Muscle Band Scizor would be horrifying though, as it would actually perform the slowturn job even better than with choice band. I'd be interested to try it on Gourgeist, Dragonite, Intimidate Salamence, Conkeldurr, and pretty much anything bulky with recovery.
 
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-Extends the duration of Hail weather set by the holder from 5 turns to 10. In addition, the holder's Hail cannot be overridden by any other weather while the holder is on the field. The holder is immune to Hail damage. (FlameUser64)
-Increases the duration of Hail set by user from 5 to 8 turns. In addition, if the wearer is Ice type, then the holder's defense is increased by 50% in the hail (The Pizza Man)
I think this is a pretty good direction for icy rock. I think a combination of the two would be ideal: 10 turns of hail, and 50% defense for the survivablity of the setter. And if it makes them immune to hail damage, the setter doesn't even have to be an ice type. This vastly increases the team building choices for hail teams by allowing one very bulky pokemon that would normally get worn down by hail to become integral to the defensive core.

50% defense might be a bit much though. Perhaps the boost is only 33%, or you only get the 50% boost during the hail storm, or maybe they only get the defense boost if they are an actual ice type. After all, you don't want people slapping a 50% defense boost on to pokemon who aren't even running hail as a physical assault vest with no draw backs.
 

Cookie Butter

formerly the someone
*snaps his fingers* GOT IT! Bug- or Ghost-type slate! :-)
Alright.

I think this is a pretty good direction for icy rock. I think a combination of the two would be ideal: 10 turns of hail, and 50% defense for the survivablity of the setter. And if it makes them immune to hail damage, the setter doesn't even have to be an ice type. This vastly increases the team building choices for hail teams by allowing one very bulky pokemon that would normally get worn down by hail to become integral to the defensive core.

50% defense might be a bit much though. Perhaps the boost is only 33%, or you only get the 50% boost during the hail storm, or maybe they only get the defense boost if they are an actual ice type. After all, you don't want people slapping a 50% defense boost on to pokemon who aren't even running hail as a physical assault vest with no draw backs.
Get to voting then! Those two won't be fused though, it's too late for that.
 

Cookie Butter

formerly the someone
The voting phase has ended! I was kinda surprised by the results. Using snowballs and holy scriptures as brass knuckles is confirmed to be effective. :)

Icicle Plate |
Holder's punching and kicking moves become Ice-type and have their base power multiplied by 1.5. (by FlameUser64)
Icy Rock |
Extends the duration of Hail weather set by the holder from 5 turns to 10. In addition, the holder's Hail cannot be overridden by any other weather while the holder is on the field. The holder is immune to Hail damage. (by FlameUser64)
Snowball |
The holder's Normal type moves become Ice type moves. (No damage bonus) (by Ghoul King)
Never-Melt Ice |
The holder takes 40% less damage from Ice- and Fire-type moves. (by FlameUser64) We had a tie between FlameUser64's and The Pizza Man's Never-Melt Ice submissions, but since Ghoul King's Casteliacone winning submission is effectively the same thing as The Pizza Man's Never-Melt Ice submission, FlameUser64's submission wins.
Casteliacone |
The holder cannot be Burned. (by Ghoul King)

New Items for Submission:
(Note: Please try and do all if possible. Thank you.)
Spooky Plate
Spell Tag
Reaper Cloth
(you can make this as widespread or niche as you want)
Cleanse Tag


  • I suggest we remove Icy Rock's un-overridable weather effect, because it may be drastic and overpowered (makes hail stronger than Delta Stream, Desolate Land and Primordial Sea, and it still lasts as normal hail when the Pokemon switches out), and "no changes" was very close to winning. Yes or No?
 
Spooky Plate: turns punching and kicking moves into ghost type and boosts them 50% in power
Flavor Reason: consistency

Spell Tag: Boosts ghost type moves by 30% and gives 10% chance of disable effect
Flavor reason: curses foe

Reaper Cloth: Restores Dusclops line's HP by 1/8 max each turn reduces 1/8 max on other pokemon that hold it
Flavor reason: reaper's power would help a reaper pokemon but hurt others

Cleanse Tag: prevents ghost types other than holder from fleeing
Flavor reason: tags ghost types and prevents them from fleeing

I suggest we remove Icy Rock's un-overridable weather effect, because it may be drastic and overpowered (makes hail stronger than Delta Stream, Desolate Land and Primordial Sea, and it still lasts as normal hail when the Pokemon switches out), and "no changes" was very close to winning. Yes or No?
it is in no way better than DL or PS and is arguably as viable as delta stream. anything less would leave hail horrible.
 
Spooky Plate: The user's Special Normal-type moves turn into Special Ghost-type moves and deal 50% more damage.
Flavor concept: Floating plates can be considered creepy.

Spell Tag: If held by a Ghost-type, its Status moves will always hit. It also halves HP cost for using Curse.
Flavor concept: Spells are usually associated with magic, and since this is on a Ghost-type, it could be considered voodoo magic.

Reaper Cloth (a.k.a. the real reason I suggested Ghost-type slate): All of the user's non-STAB moves deal half as much damage as its regular STAB moves (basically x1.25 or 25% more), but gradually loses 1/16 of HP if not held by a Ghost-type. Also raises projectile attacks by 50%.
Flavor concept: The grim reaper is associated with death and since Ghost-types are technically considered undead, they do not feel death. Oh, also projectile damage increase because Persona. :3

Cleanse Tag: If held by a Ghost-type, heals 1/8 of its HP overtime and has a 30% chance of healing from a status condition, unless self-inflicted by one.
Flavor concept: Cleanse means to wash yourself of filth or in Ghost-types' case to wash your soul of sin.
 
Spooky Plate: The holder's Ghost type moves do 30% more damage.
Why: Same as before. You can just assume I'm posting this for every Plate until the end of time.

Spell Tag: The holder's damaging Ghost type moves Disable the target's last used move if they hit.
Flavor: Watch some anime. What do these silly tags get used for? Well, they get slapped onto monsters and ghosts and stuff to disable them. (Among other uses)
Competitive: Shifting Disable from a move slot to an item slot, effectively, is quite useful without being anything overpowered.

Reaper Cloth: The holder becomes a Ghost type so long as they hold the item. (This replaces all their current typing) No effect if the holder is already a Ghost.
Flavor: I am become Death, destroyer of worlds stalking amongst you.
Competitive: There's nifty things you can do with changing typing.

Cleanse Tag: The holder takes halved damage from moves used by Ghost and Dark type Pokemon.
Flavor: The Cleanse Tag protects you from sinister influences. Remember: in-game, it's effect is to reduce encounter rates, and it's normally given to the player in a haunted area.
Competitive: Invent your own hard-counter! But it won't let you make a Ghost type have no weaknesses -Shadow Ball from Gardevoir is full damage.

I suggest we remove Icy Rock's un-overridable weather effect, because it may be drastic and overpowered (makes hail stronger than Delta Stream, Desolate Land and Primordial Sea, and it still lasts as normal hail when the Pokemon switches out), and "no changes" was very close to winning. Yes or No?
I'm for removing that. In particular, it raises really ugly questions about what happens if multiple items have this effect -does Abomasnow get screwed over again because every other weather setter is faster than it so when they're holding their own Stone of Invulnerable Weather they set their weather and then Abomasnow can't set its own? Or do these items override each other, making the whole thing sort of pointless? And then yeah it also leads into bizarre stuff where literally godlike beings are lol-ed at by a toad holding a wet rock chip.
 
I'll most likely vote for someone else's spooky plate.

Spell Tag
Effect: Increases chance of secondary effects.
(The secondary effect chance of moves that cause negative status or lower stats are doubled. Non damaging moves have perfect accuracy. Moves can not cause flinch or lower accuracy.)
Flavor: Spell tag for casting curses upon people
Competitive: Allows pokemon to run more of a trickster/saboteur move set without being full utility. The flinch/accuracy condition is to protect us all from epic hax.
Interesting Uses:

Milotic @ Spell Tag
Ability: Marvel Scale
EVs: 252 HP / 252 Def
Bold Nature
- Scald
- Dragon Breath
- Hypnosis
- Recover
Spell tag gives scald a 60% chance to burn, and dragon breath 60% chance to paralyze, as well as giving hypnosis perfect accuracy. This make Milotic capable of spreading crippling status throughout the enemy team while gettitng chip damage from its attacks.

Latios (M) @ Spell Tag
Ability: Levitate
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Draco Meteor
- Luster Purge
- Hidden Power [Fire]
- Roost
Luster purge is guaranteed to drop special defense, making Latios a potent wall breaker.


Reaper Cloth
Effect: Holder gains power and speed, but slowly loses HP
(The holder's attacks do 33.3% more damage, gains 33.3% speed, but loses 25% of its remaining HP every time it uses an attacking move. Damage not prevented by magic guard.)
Flavor: Making a dark deal with the reaper
Competitive: New suicide sweepers/wall breaker archetype. Good prediction makes or breaks them. Very weak to priority and revenge killing choice scarfers, still not as good as a choice item in all cases. Higher risk than life orb. Allows some slower pokemon with high attack to give a shot at sweeping. This is a devastating item to trick onto walls, as it renders them as taunt/setup fodder.
Interesting User:

Chandelure @ Reaper Cloth
Ability: Infiltrator
EVs: 252 SpA / 252 Spe
Timid Nature
- Shadow Ball
- Fire Blast
- Energy Ball
- Memento/trick
Chandelure's 145 special attack is put to good use as it wipes huge chunks out of enemy teams with the largely unresisted Shadow Ball. Fire Blast punishes Bisharps on the switch if it tries to enter on Shadow Ball and Sucker Punch. Memento lets Chandelure decide when it dies, and setup for it's teammates once its job is done. Trick lets it steal the leftovers of a wall that was standing its way and just really ruin its day. With Reaper cloth Chandelure outruns unboosted base 120s (AND GRENINJA).

Landorus-Therian (M) @ Reaper Cloth
Ability: Intimidate
EVs: 252 Atk / 252 Spe
Jolly Nature
- Earthquake
- Stone Edge
- Superpower
- Explosion
Landorus outspeeds base 135s and hits like a truck. It can even blast through some physical walls like Gliscor with explosion to allow your dragon dancer to clean up the rest of the team.


Cleanse Tag

Effect: Protects the holder from temporary status.
(The holder can not be affected by the effects of temporary status like confusion, infatuation, taunt, torment, etc.)
Flavor: Cleanse tag is a protective spell that defends the user from curses.
Competitive: Allows full utility pokemon to not become taunt fodder, and trick room teams in doubles to reliably set up.

Amoonguss @ Cleanse Tag
Ability: Regenerator
EVs: 252 HP / 184 Def / 72 SpD
Sassy Nature
- Rage Powder
- Spore
- Protect
- Giga Drain
This is the standard doubles Amoonguss, but sacrificing staying power for the ability to ignore taunt and spore it up with impunity.

Cofagrigus @ Cleanse Tag
Ability: Mummy
EVs: 252 HP / 252 Def
Bold Nature
IVs: 0 Spe
- Shadow Ball
- Will-O-Wisp
- Knock Off
- Trick Room
Cofagrigus has huge defenses and utility for trickroom. With cleanse tag it's pretty much guaranteed to get the setup.


  • I suggest we remove Icy Rock's un-overridable weather effect, because it may be drastic and overpowered (makes hail stronger than Delta Stream, Desolate Land and Primordial Sea, and it still lasts as normal hail when the Pokemon switches out), and "no changes" was very close to winning. Yes or No?
Sounds fine. Feel like the items needs a little something to compensate though. Perhaps the hail countdown doesn't start until the holder switches out?

EDIT: Changed the effect of spell tag due to not making any pokemon better, except for a few powerful sweepers. Spell tag may still need a small nerf, open to suggestions.
 
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I'm honestly perfectly fine with removing the "holder's Hail cannot be overridden by any other weather while they're on the field" effect. Admittedly, the main purpose of it was to make it so holding a weather rock means you win direct weather wars as long as your setter is on the field. And I hadn't considered the possibility of it not being an OU-based meta, so I'd failed to take Desolate Land/Primordial Sea/Delta Stream into account.

Were we to somehow decide to keep that effect, I'd add the revisions of:
— Desolate Land, Primordial Sea, and Delta Stream still override the holder's Hail.
— Other weather setters with weather rocks can override the holder's Hail.
 

Cookie Butter

formerly the someone
Time to vote!
First Choice:UserX
Second Choice:UserY
Third Choice:UserZ
The First Choice gets 3 points, second gets 2 and third gets 1. The user with most votes will have their submission added into the project itself.


-The holder's Ghost type moves do 30% more damage. (Ghoul King)
-Turns punching and kicking moves into ghost type and boosts them 50% in power (Throbulator36)
-The user's Special Normal-type moves turn into Special Ghost-type moves and deal 50% more damage. (The Legend Waker)


-Boosts ghost type moves by 30% and gives 10% chance of disable effect (Throbulator36)
-The holder's damaging Ghost type moves Disable the target's last used move if they hit. (Ghoul King)
-
If held by a Ghost-type, its Status moves will always hit. It also halves HP cost for using Curse. (The Legend Waker)
-Increases chance of secondary effects. (Chaoswalker)


-All of the user's non-STAB moves deal half as much damage as its regular STAB moves (basically x1.25 or 25% more), but gradually loses 1/16 of HP if not held by a Ghost-type. Also raises projectile attacks by 50%. (The Legend Waker)
-The holder becomes a Ghost type so long as they hold the item. (This replaces all their current typing) No effect if the holder is already a Ghost. (Ghoul King)
-
Restores Dusclops line's HP by 1/8 max each turn reduces 1/8 max on other pokemon that hold it (Throbulator36)
-Holder gains 33.3% power and speed, but loses 25% HP every time it uses an attacking move (Chaoswalker)


-If held by a Ghost-type, heals 1/8 of its HP overtime and has a 30% chance of healing from a status condition, unless self-inflicted by one. (The Legend Waker)
-
The holder takes halved damage from moves used by Ghost and Dark type Pokemon. (Ghoul King)
-Prevents ghost types other than holder from fleeing (Throbulator36)
-Protects the holder from temporary status. (Chaoswalker)

Send your votes to me via PM.

To keep this thread active in this phase, here are some questions
  • Are there any items you want to see in the next slate?
  • Do you have any questions about this Pet Mod?
  • Which entries for this week do you agree/disagree with? [Remember: Be to the point and decisive, no hate]
  • Are there any new possible sets that can be made with the last week's items?
  • Do you think this project should have an schedule? Now that Christmas is over, I can work on one.
 

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