The Heart of the Cards - Gen 7 Edition (Slate #5: Sylveon, Cradily, Gardevoir (Subs Phase))

#26
After way too long of a wait (mistake on my part, my bad), we finally have results!

Winners (Click on the names of the winners for their post):
Points were based on the following scale:
IF:
1. (Worth 3)
2. (Worth 2)
3. (Worth 1)

IF:
1. (Worth 2)
2. (Worth 1)

IF
1. (Worth 1)

BLAZIKEN MOVE: Clutch by colourcodedchaos
colourcodedchaos - 2 + 2 + 1 = 5
Kilgrave - 1 + 1 + 2 = 4

BLAZIKEN ABILITY: Vapour Kicks by colorcodedchaos
colorcodedchaos - 2 + 1 + 2 + 2 = 7
Kilgrave - 1 + 1 + 1 = 3


PRIMEAPE MOVE: Whump by Exploudit
Rev - 1 = 1
Exploudit - 3 + 3 + 3 = 9
colourcodedchaos - 2 + 1 + 1 = 4
Ticktock - 1 + 2 = 3
Kilgrave - 2 = 2

PRIMEAPE ABILITY: (New) Anger Point by Exploudit
colourcodedchaos - 3 + 1 + 1 = 5
Yahooboo - 2 + 3 = 5
Exploudit - 1 + 2 + 3 = 6
Kilgrave - 2 = 2


RHYPERIOR MOVE: Rock Shower by Kilgrave
colourcodedchaos - 2 + 1 + 2 = 5
Kilgrave - 1 + 2 + 3 = 6
Pika Xtreme - 1 + 3 + 1 = 5

0_0

RHYPERIOR ABILITY: Tie
colourcodedchaos - 2 + 2 + 1 = 5
Kilgrave - 1 + 1 + 1 + 2 = 5


Alakazam Re-slate results
: Yes (Sorry Pika Xtreme). Re-slate will happen at a later point
Yes - 4
No - 2


A tiebreaker is needed for Rhyperior's Ability

Congratulations to colourcodedchaos, Exploudit, and Kilgrave for winning!
Since you 3 won, each of you get to make the next slate. Each of you will submit a Pokemon for the next slate and that Pokemon will be slated next will have that Pokemon on the next slate. If less than 3 Pokemon have been submitted, then I will fill in the rest of the spots. Please get these in by tomorrow evening.
 
#30
Well, with CCC conceding the tiebreaker to KIlgrave, ROCK WALL wins for Rhyperior!
And now, let's kick off Slate #2!

Slate #2:
Starting off the second slate, requested by Kilgrave, we have the psycho Martial Artist, MEDICHAM:

Next we have one of my favorite Pokemon designs and the only Pokemon with no weakness naturally, requested by colourcodedchaos, it's EELEKTROSS:

Lastly for this Slate, requested by Exploudit, we have the the loudest Pokemon around, EXPLOUD:



Loose Deadline: Saturday May 20th, 2017​
 
#31
Just found out that Mega Medicham never got a card. Disgusting. Why. Which monster did that. I'm offended. If I used the TCG I would never get it again. That is disrespectful to ma boi.


Move Name: Chakra Points
Appearance In The TCG: Platinum - Supreme Victors
Base Power: 25
Power Points: 20 (without any PP boosting items)
Accuracy: 100%
Elemental Type: Psychic
Damage Category: Physical
Effect: Base power increase by 25 for every non-fainted Pokemon on the opponent's team.
Z-Effect: Power: 160, Type: Psychic
Target: Single
Makes Contact: Yes
Special Properties: None
Design Rationale: Ma boi is smart. He use mighty move. It has 150 base power if you opponent has six no-fainted Pokemon lol. And it can be Pure Power boosted. GG ma boi strongest Pokemon now.

Ability Name: Wise Aura
Appearance In The TCG: EX Emerald
Effect: This Pokemon is immune to the effects of other Pokemon's abilities.
Ability Replaced: N/A
Design Rationale: Ma boi is wise monkey. He is the wisest of all monkeys, so wise in fact that he doesn't feel your abilities. For example, it is immune to abilities that make direct contact, such as Flame Body and Iron Barbs. Wise monkey feel no evil.


Move Name: Suction Heal
Appearance In The TCG: Black & White - Dark Explorers
Base Power: 40
Power Points: 20 (without any PP boosting items)
Accuracy: 100%
Elemental Type: Electric
Damage Category: Physical
Effect: Heals the user for 75% of damage dealt.
Z-Effect: Power: 160, Type: Electric
Target: Single
Makes Contact: Yes
Special Properties: None
Design Rationale: Eelektross sucks onto the Pokemon and drains their energy. Makes sense. It's gotta use that big sucker.

Ability Name: Energy Connect
Appearance In The TCG: XY - Primal Clash
Effect: When this Pokemon is hit by an Electric attack, it increases the power of its Electric attacks by x1.5
Ability Replaced: N/A
Design Rationale: It's an electric Flash Fire. Makes sense.


Move Name: Thunderous Roar
Appearance In The TCG: EX Hidden Legends
Base Power: 60
Power Points: 10 (without any PP boosting items)
Accuracy: 100%
Elemental Type: Normal
Damage Category: Special
Effect: Has a 50% chance to confuse the target.
Z-Effect: Power: 160, Type: Normal
Target: All
Makes Contact: No
Special Properties: Sound-based.
Design Rationale: Exploud likes being loud. 'Nuff said.

Ability Name: Extra Noise
Appearance In The TCG: EX Crystal Guardians
Effect: Increases the damage of sound-based moves by 20%.
Ability Replaced: N/A
Design Rationale: Exploud is extra noisy. It makes sense to have an ability like that.
 
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Squawkerz

Torchic is best mon
#32

Move Name: Yoga Kick
Appearance In The TCG: Primal Clash
Base Power: 90
Power Points: 10 (16 Max)
Accuracy: 100%
Elemental Type: Fighting
Damage Category: Physical
Effect: Deals neutral damage to every type. (No resistances, no SE's, no immunities)
Z-Effect: Power: 175 Type: Fighting
Target: Single
Makes Contact: Yes
Special Properties: None
Design Rationale: Gives Medicham a decent secondary fighting option if you do not want to worry about ghost types, and the crash damage that comes from missing High Jump Kick


Ability Name: Omega Barrage
Appearance In The TCG: Primal Clash
Effect: Every attack hits twice, with the second hit dealing only 50% damage of the first hit
Ability Replaced: N/A
Design Rationale: It might seem broken, but look at this
252+ Atk Life Orb Pure Power Medicham High Jump Kick vs. 0 HP / 0 Def Mew: 185-218 (54.2 - 63.9%) -- guaranteed 2HKO
252+ Atk Life Orb Medicham High Jump Kick vs. 0 HP / 0 Def Mew: 94-109 (27.5 - 31.9%) -- guaranteed 4HKO
after two hits, it is still dealing less damage then one Pure Power. The merit that this ability has is with it's coverage moves, specifically Ice and Thunder Punch. Having a 20% chance to freeze/paralyze a target is especially deadly, and Zen Headbutt now has a 40% flinch chance. Trading a small amount of power for increased secondary effect chances and sub-breaking ability will have enough merit to allow it to be used as frequently as Pure Power.



Move Name: Slurp Shakedown
Appearance In The TCG: Dark Explorers
Base Power: 60
Power Points: 10 (16 Max)
Accuracy: 90%
Elemental Type: Electric
Damage Category: Physical
Effect: Switches the opponent out into a random Pokemon, then deals damage
Z-Effect: Power: 120 Type: Electric
Target: Single
Makes Contact: Yes
Special Properties: -6 Priority
Design Rationale: A reverse dragon tail that switches out the opponent before the move does damage. That means it can still phase out the opponent, regardless of immunity.


Ability Name: Dynamotor
Appearance In The TCG: Noble Victories (From Eelektrik)
Effect: This pokemon gains the Charge effect on switch-in. (Doubles the damage of an Electric attack once every time it switches in.)
Ability Replaced: N/A
Design Rationale: This ability is about on par with having no weaknesses. Being able to deal a charge boosted attack to a supposed check or counter is really nice.
 
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#33

Move Name: Destructive Sound
Appearance In The TCG: Black & White - Plasma Storm
Base Power: 65
Power Points: 25-40
Accuracy: 100%
Type: Normal
Damage Category: Special
Effect: If the target of this move is holding an item, then the target will lose the item and the power of the move is increased by 50%. The item cannot be recovered with Recycle. If the Pokémon is holding an item that cannot be removed, such as Giratina with the Griseous Orb, Arceus holding any of its plates or a Pokémon who is holding a Mega Stone needed for it to Mega Evolve, then the move will not do extra damage and they will not lose the hold item. If the user is knocked out from recoil caused by the opponent's hold item or ability, then the opponent will keep the hold item. If the target has got the Sticky Hold ability, the damage will be increased, but the opponent will not lose the hold item. Sound-based Move.
Z-Move: Breakneck Blitz (BP 120)
Target: All Opponents
Makes Contact: No
Design Rationale: I essencially turned Destructive Sound into a Knock Off Clone, definitely not overpowered, but not weak as well.
Ability Name: Erasing Sound
Appearance In The TCG: Platinum - Supreme Victors
Effect: Whenever the user uses a Sound-based move, its team takes half damage from Super Effective moves for three turns (counting the turn the Sound move was used)
Design Rationale: My goal was to make it able to help teammates since allowing it for only the turn where Exploud is on the field wouldn't acomplish any support, to make it more flavor logical I also modified the og to allow the ability to be activated only when Exploud uses a Sound-based Move.
 
#34
Move Name: Channelling
Appearance In The TCG: Medicham, Supreme Victors #34
Base Power: 80
Power Points: 10-16
Accuracy: 100%
Elemental Type: Poison
Damage Category: Physical
Effect: Upon hitting the target, restores the held items of every allied Pokémon.
Z-Effect: 140 BP
Target: Single Adjacent Enemy
Makes Contact: Yes
Special Properties: Priority -1
Design Rationale: This is a non-STAB move that allows it to really turn things around against Fairies, but it shines most in multi-participant formats. You can give berries back to your team-mates, or White Herbs, or Focus Sashes. It's a powerful support move, plus Mega Medicham can make it hit like a bus.
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#35

Move Name: Sky Kick
Appearance In The TCG: Platinum - Supreme Victors
Base Power: 90
Power Points: 10 (without any PP boosting items)
Accuracy: 100%
Elemental Type: Fighting
Damage Category: Physical
Effect: Deals double damage to any Pokemon with an resistance to Fighting.
Z-Effect: Power: 170
Target: Single
Makes Contact: Yes
Special Properties: Can hit semi-invulnerable Pokemon.
Competitive Use: This can be a useful tool as well as a safer tool against any Fighting-resistant Pokemon barring Ghosts.

Ability Name: Power Heal
Appearance In The TCG: EX Hidden Legends
Effect: This Pokemon does 10% more damage and also heal itself for half the damage for all moves.
Ability Replaced: N/A
Competitive Use: Its pretty OP, but like another fellow friend Gen 6 Parental Bond Omega Barrage, it doesn't do much damage as a measly 60 Attack is pathetic, but it does give a little boost, as well as the ability to heal off any damage done by Life Orb.
 
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#36
Only missed the deadline by 1 day this time, Voting Time again!

Blaziken - Attack:
1. This dude (gets 3 points)
2. Yoshiblaze (gets 2 points)
3. This other dude (gets 1 point)


The submissions with the most points win!

Voting List:



Good Luck to everyone!

Voting ends on either Wednesday May 24th or Thursday May 25th at ~11:59 PM EST
 
#38
Medicham - Move: Kilgrave; Squawkerz; TickTock
Medicham - Ability: TickTock
Eelektross - Move: Squawkerz; Kilgrave
Eelektross - Ability: Squawkerz
Exploud - Move: Exploudit
Exploud - Ability: Kilgrave

Self votes are allowed, right??
 
#39
Medicham - Move: Kilgrave; Squawkerz; TickTock
Medicham - Ability: TickTock
Eelektross - Move: Squawkerz; Kilgrave
Eelektross - Ability: Squawkerz
Exploud - Move: Exploudit
Exploud - Ability: Kilgrave
 

Squawkerz

Torchic is best mon
#40
in an attempt to revive this, I will vote

Medicham - Move: Kilgrave, Ticktock, Squawkerz
Medicham - Ability: Kilgrave, Ticktock, Squawkerz
Eelektross - Move: Squawkerz (I feel that self votes should be allowed if there is only one other option)
Eelektross - Ability: Squawkerz
Exploud - Move: Exploudit
Exploud - Ability: Kilgrave
 
#41
Why did I forget about this

Well, 1 month late, but I'm going to close voting and tally up the votes.

I have to say, I'm...
really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really,

REALLY sorry for abandoning this like I did and I'll do my best to continue this
 
#42
One month late results time!

Winners (Click on the names of the winners for their post):
Points were based on the following scale:
IF:
1. (Worth 3)
2. (Worth 2)
3. (Worth 1)

IF:
1. (Worth 2)
2. (Worth 1)

IF
1. (Worth 1)

MEDICHAM MOVE: Chakra Points by Kilgrave
Kilgrave: 3 + 3 + 3 = 9
Squawkerz: 2 + 2 + 1 = 5
Ticktock: 1 + 1 + 2 = 4

MEDICHAM ABILITY: Power Heal by Ticktock
Ticktock: 1 + 1 + 2 = 4
Kilgrave: 3 = 3
Squawkerz: 1 = 1


EELEKTROSS MOVE: Slurp Shakedown by Squawkerz
Squawkerz: 2 + 2 + 1 = 5
Kilgrave: 1 + 1 = 2

EELEKTROSS ABILITY: Dynamotor by Squawkerz
Squawkerz: 1 + 1 + 1 = 3


EXPLOUD MOVE: Destructive Sound by Exploudit
Kilgrave: 1 = 1
Exploudit: 1 + 1 + 1 = 3

EXPLOUD ABILITY: Extra Noise by Kilgrave
Kilgrave: 1 + 1 + 1 + 1 = 4


Congratulations to Kilgrave, Ticktock, Squawkerz, Exploudit for winning!
Since you 4 won, you guys get to choose the next slate! The first 3 suggested by Thursday evening EST get in (I'll possibly give more time if needed since this just sprung back up again). If less than 3 Pokemon are suggested by the end of the deadline, then I'll fill in the holes.

EDIT: Also, Kilgrave and Exploudit are now Pokemon Prime rank on the Hall of Fame!
 
#46
Time for Slate 3!

Slate #3:
The bulky Water-type to end all bulky Water-types and pokeaimmd's favorite Pokemon, requested by Exploudit, it's SUICUNE:

Secondly, we have the DANGERZONE and the only non-Unovan Pokemon I used in my first playthrough of White 2 (fun fact), requested by Squawkerz, it's MAGNEZONE:

And thirdly, we have the thing that forced people to run Shed Shell Togekiss in ORAS to lure it, suggested by Ticktock, it's GOTHITELLE:



Loose Deadline: Thursday July 13th, 2017​
 
#47
Move Name: Splashing Turn
Appearance In The TCG: EX Unseen Forces #115
Base Power: 90
Power Points: 10-16
Accuracy: 100%
Elemental Type: Water
Damage Category: Special
Effect: Upon hitting the target, switches out the user to a different Pokemon.
Z-Effect: 140 BP
Target: Single adjacent enemy
Makes Contact: Yes
Special Properties: None
Design Rationale: All because it kinda needed to have a pivot move, and since Splashing Turn sounds literally like a Water-type U-Turn, why not go by that? It gives it another effective pivot, especially it's a thing with STAB and a stronger base power than the other 2 moves it falls under.
Ability Name: Wind Charm
Appearance In The TCG: BREAKPoint #30
Effect: As long as Suicune is alive, all Pokemon won't become affected by status, both violate and non-violate.
Ability Replaced: None.
Design Rationale: It says that Suicune can purify and control the wind, so as long as it's alive, it can help Pokemon vulnerable to Paralysis and Taunt.
Move Name: Dual Bullet
Appearance In The TCG: Flashfire #35
Base Power: 50
Power Points: 10-16
Accuracy: 90
Elemental Type: Electric
Damage Category: Special
Effect: Hits twice.
Z-Effect: 180 BP
Target: Any adjacent enemy
Makes Contact: No
Special Properties: None.
Design Rationale: Again, the name explains all. It can make a good alternative to Thunderbolt if it wants to break Sashes and Substitutes.
Ability Name: Magnetic Current
Appearance In The TCG: BREAKthrough #54
Effect: When the user switches in, it gains a Charge effect and raises it's Speed by 1.
Ability Replaced: Sturdy
Design Rationale: Mostly it has a big old boost to its Electric moves on the switch and also patches up the rough Speed. Sturdy was replaced as Analytic seems useful and Magnet Pull is still amazng.
Move Name: Tractor Beam
Appearance In The TCG: Guardians Rising #54
Base Power: 100
Power Points: 5-8
Accuracy: 80
Elemental Type: Psychic
Damage Category: Special
Effect: Switches out the opponent and hits twice, one for the first opponent and the other for the new opponent. Hits twice if the opponent is the only one in the party.
Z-Effect: 180 BP
Target: Any adjacent enemy
Makes Contact: No
Special Properties: None
Design Rationale: Well, talk about OP. Hitting the opponent once, switching it out, and then attacking them again hurts.
Ability Name: Magic Barrier (originally Magic Room)
Appearance In The TCG: Emerging Powers #47
Effect: Summons Magic Room on switch in.
Ability Replaced: Frisk
Design Rationale: Just something to make Magic Room viable.
 
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#48
SUICUNE
Move Name: Aurora Gain
Appearance In The TCG: Raikou & Suicune LEGEND (Unleashed 92/93)
Base Power: 55
Power Points: 10 (max 16)
Accuracy: 100
Elemental Type: Water
Damage Category: Special
Effect: Heals the user by 1/3th of their HP if it hits
Z-Effect: 100 BP
Target: One
Makes Contact: No
Special Properties: None
Design Rationale: Suicune needs a form of recovery other than Rest, aight?

MAGNEZONE
Move Name: Magnet Slash
Appearance In The TCG: Magnezone (DP Promo 32)
Base Power: 110
Power Points: 15 (max 24)
Accuracy: 85
Elemental Type: Electric
Damage Category: Special
Effect: If the target is Steel-type, always hits. Super Effective against Steel-types.
Z-Effect: 185
Target: One
Makes Contact: Yes
Special Properties: None
Design Rationale: Magnet Pull makes Steel-types unable to escape Magnezone. Magnet Slash makes them wish they could. Now you can finally do away with Hidden Power!

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Ability Name: Teleport Room
Appearance In The TCG: Gothitelle (Furious Fists 41)
Effect: Removes all current weathers, terrains and rooms. Sets Trick Room afterwards.
Ability Replaced: Shadow Tag
Design Rationale: Shadow Tag is banned anyway, and Teleport Room allows Gothitelle to counter weather and terrain teams while setting Trick Room, allowing it to make Trick Room in Singles an actual thing.
 
#49

click here for the card :)
Move Name: Cure Stream
Appearance In The TCG: Diamond & Pearl - Secret Wonders
Base Power: 60
Power Points: 10-16
Accuracy: 100%
Elemental Type: Water
Damage Category: Special
Effect: Lowers the target's Attack and Special Attack by one stage each
Z-Move: Hydro Vortex (BP 120)
Target: Single Opponent
Makes Contact: No
Design Rationale + Competitive Corner: Just like the card move, it reduces the opponent's attacking power while Suicune attacks simoustaneously. Can be a interesting option for Suicune to force switches, and gain some Calm Mind BOOOSHTS
Ability Name: Aqua Recover
Appearance In The TCG: Diamond & Pearl - Secret Wonders
Effect: The user gain x HP upon switching in, where x is the (number of water-types teammates +1) x 33,3%. So it essencially gains a Regenerator boost for every Water-type teammate plus itself
Design Rationale + Competitive Corner: The ability name clearly states that it Recovers itself, so I assumed making a variant of Regenerator would be a great idea, since the ability relates with Water-type teammates, I figured that having more teammates could give Suicune more recovery, making it benefit from its Water-typed friends. Competitively, it gains a reliable way to Recover its HP which is pretty Suicune's only flaw stopping to get the top tier spot it always wanted, gaining this ability makes Suicune a very bulky defensive pivot and a great asset that can fits in teams ranging from Bulky Offense all the way to... Hard Stall :(

click here for the card :)
Move Name: Cyber Shock
Appearance In The TCG: Diamond & Pearl - Legends Awakened
Base Power: 80
Power Points: 10-16
Accuracy: 100%
Elemental Type: Steel
Damage Category: Special
Effect: Deals Steel-tyes damage as well, paralyzes the foe, and Magnezone has its Special Attack stat lowered by one stage
Z-Move: Corkscrew Crash (BP 160)
Target: Single Opponent
Makes Contact: No
Design Rationale + Competitive Corner: The dual typing of the move is reflected by the fact that Magnezone needs one energy from each type to perform the move, the paralysis effects also occurs in the card, and the SpA getting lowered reflects Magneone discarding two energies. Competitively, this move gives it a better option than T-Wave on the AV set, despite its SpA being lowered, it can also paralyze Ground-types, as it is a Steel-typed move
Ability Name: Electric Trans
Appearance In The TCG: Diamond & Pearl - Legends Awakened
Effect: For as long as Magnezone is not inflicted with a status condition, its Electric- and Steel-typed moves deal 1.2x more damage
Ability Replaced: Sturdy
Design Rationale + Competitive Corner: Pretty simple and loyal to the card, since there are no energies in the games, i figured just adding a boost in damage would do. Relacing Sturdy is sad, but its Mag's less viable ability. This ability allows Mag to bluff Magnet Pull (most people dont even try switching out) and still get a noticiable buff to its STABs
 
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#50
Alright, after a week and 2 days, submissions are now over! Not much, but consideringg the hiatus, that's to be expected, so let's get this show on the road!

Blaziken - Attack:
1. This dude (gets 3 points)
2. Yoshiblaze (gets 2 points)
3. This other dude (gets 1 point)


The submissions with the most points win!

Voting List:

Ticktock
Pika Xtreme
Exploudit
Ticktock
Exploudit
Ticktock
Pika Xtreme
Exploudit
Ticktock
Exploudit
Ticktock (wins by default)
Ticktock
Pika Xtreme

For whatever reason, Smogon isn't letting me link stuff, so here are the posts themselves quoted:
Move Name: Splashing Turn
Appearance In The TCG: EX Unseen Forces #115
Base Power: 90
Power Points: 10-16
Accuracy: 100%
Elemental Type: Water
Damage Category: Special
Effect: Upon hitting the target, switches out the user to a different Pokemon.
Z-Effect: 140 BP
Target: Single adjacent enemy
Makes Contact: Yes
Special Properties: None
Design Rationale: All because it kinda needed to have a pivot move, and since Splashing Turn sounds literally like a Water-type U-Turn, why not go by that? It gives it another effective pivot, especially it's a thing with STAB and a stronger base power than the other 2 moves it falls under.
Ability Name: Wind Charm
Appearance In The TCG: BREAKPoint #30
Effect: As long as Suicune is alive, all Pokemon won't become affected by status, both violate and non-violate.
Ability Replaced: None.
Design Rationale: It says that Suicune can purify and control the wind, so as long as it's alive, it can help Pokemon vulnerable to Paralysis and Taunt.
Move Name: Dual Bullet
Appearance In The TCG: Flashfire #35
Base Power: 50
Power Points: 10-16
Accuracy: 90
Elemental Type: Electric
Damage Category: Special
Effect: Hits twice.
Z-Effect: 180 BP
Target: Any adjacent enemy
Makes Contact: No
Special Properties: None.
Design Rationale: Again, the name explains all. It can make a good alternative to Thunderbolt if it wants to break Sashes and Substitutes.
Ability Name: Magnetic Current
Appearance In The TCG: BREAKthrough #54
Effect: When the user switches in, it gains a Charge effect and raises it's Speed by 1.
Ability Replaced: Sturdy
Design Rationale: Mostly it has a big old boost to its Electric moves on the switch and also patches up the rough Speed. Sturdy was replaced as Analytic seems useful and Magnet Pull is still amazng.
Move Name: Tractor Beam
Appearance In The TCG: Guardians Rising #54
Base Power: 100
Power Points: 5-8
Accuracy: 80
Elemental Type: Psychic
Damage Category: Special
Effect: Switches out the opponent and hits twice, one for the first opponent and the other for the new opponent. Hits twice if the opponent is the only one in the party.
Z-Effect: 180 BP
Target: Any adjacent enemy
Makes Contact: No
Special Properties: None
Design Rationale: Well, talk about OP. Hitting the opponent once, switching it out, and then attacking them again hurts.
Ability Name: Magic Barrier (originally Magic Room)
Appearance In The TCG: Emerging Powers #47
Effect: Summons Magic Room on switch in.
Ability Replaced: Frisk
Design Rationale: Just something to make Magic Room viable.
SUICUNE
Move Name: Aurora Gain
Appearance In The TCG: Raikou & Suicune LEGEND (Unleashed 92/93)
Base Power: 55
Power Points: 10 (max 16)
Accuracy: 100
Elemental Type: Water
Damage Category: Special
Effect: Heals the user by 1/3th of their HP if it hits
Z-Effect: 100 BP
Target: One
Makes Contact: No
Special Properties: None
Design Rationale: Suicune needs a form of recovery other than Rest, aight?

MAGNEZONE
Move Name: Magnet Slash
Appearance In The TCG: Magnezone (DP Promo 32)
Base Power: 110
Power Points: 15 (max 24)
Accuracy: 85
Elemental Type: Electric
Damage Category: Special
Effect: If the target is Steel-type, always hits. Super Effective against Steel-types.
Z-Effect: 185
Target: One
Makes Contact: Yes
Special Properties: None
Design Rationale: Magnet Pull makes Steel-types unable to escape Magnezone. Magnet Slash makes them wish they could. Now you can finally do away with Hidden Power!

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Ability Name: Teleport Room
Appearance In The TCG: Gothitelle (Furious Fists 41)
Effect: Removes all current weathers, terrains and rooms. Sets Trick Room afterwards.
Ability Replaced: Shadow Tag
Design Rationale: Shadow Tag is banned anyway, and Teleport Room allows Gothitelle to counter weather and terrain teams while setting Trick Room, allowing it to make Trick Room in Singles an actual thing.

click here for the card :)
Move Name: Cure Stream
Appearance In The TCG: Diamond & Pearl - Secret Wonders
Base Power: 60
Power Points: 10-16
Accuracy: 100%
Elemental Type: Water
Damage Category: Special
Effect: Lowers the target's Attack and Special Attack by one stage each
Z-Move: Hydro Vortex (BP 120)
Target: Single Opponent
Makes Contact: No
Design Rationale + Competitive Corner: Just like the card move, it reduces the opponent's attacking power while Suicune attacks simoustaneously. Can be a interesting option for Suicune to force switches, and gain some Calm Mind BOOOSHTS
Ability Name: Aqua Recover
Appearance In The TCG: Diamond & Pearl - Secret Wonders
Effect: The user gain x HP upon switching in, where x is the (number of water-types teammates +1) x 33,3%. So it essencially gains a Regenerator boost for every Water-type teammate plus itself
Design Rationale + Competitive Corner: The ability name clearly states that it Recovers itself, so I assumed making a variant of Regenerator would be a great idea, since the ability relates with Water-type teammates, I figured that having more teammates could give Suicune more recovery, making it benefit from its Water-typed friends. Competitively, it gains a reliable way to Recover its HP which is pretty Suicune's only flaw stopping to get the top tier spot it always wanted, gaining this ability makes Suicune a very bulky defensive pivot and a great asset that can fits in teams ranging from Bulky Offense all the way to... Hard Stall :(

click here for the card :)
Move Name: Cyber Shock
Appearance In The TCG: Diamond & Pearl - Legends Awakened
Base Power: 80
Power Points: 10-16
Accuracy: 100%
Elemental Type: Steel
Damage Category: Special
Effect: Deals Steel-tyes damage as well, paralyzes the foe, and Magnezone has its Special Attack stat lowered by one stage
Z-Move: Corkscrew Crash (BP 160)
Target: Single Opponent
Makes Contact: No
Design Rationale + Competitive Corner: The dual typing of the move is reflected by the fact that Magnezone needs one energy from each type to perform the move, the paralysis effects also occurs in the card, and the SpA getting lowered reflects Magneone discarding two energies. Competitively, this move gives it a better option than T-Wave on the AV set, despite its SpA being lowered, it can also paralyze Ground-types, as it is a Steel-typed move
Ability Name: Electric Trans
Appearance In The TCG: Diamond & Pearl - Legends Awakened
Effect: For as long as Magnezone is not inflicted with a status condition, its Electric- and Steel-typed moves deal 1.2x more damage
Ability Replaced: Sturdy
Design Rationale + Competitive Corner: Pretty simple and loyal to the card, since there are no energies in the games, i figured just adding a boost in damage would do. Relacing Sturdy is sad, but its Mag's less viable ability. This ability allows Mag to bluff Magnet Pull (most people dont even try switching out) and still get a noticiable buff to its STABs

Good Luck to everyone!

Voting ends on Monday July 17th at 11:59 PM EST