Pet Mod Two-Step 'Mons V3

Winners!
Mega sub:
Name: Kobgold
Type: Dragon/Steel
Stats: 96/101/118/30/73/72 (490) Mega: 96/131/138/60/93/72 (590)
Abilities: Intimidate
Movepool:
Relevant Moves:
Breaking Swipe, Dragon Claw, Dragon Tail, Iron Head, Glare, Swords Dance, Body Slam, Substitute, Stomping Tantrum.
Breaking Swipe, Dragon Claw, Dragon Pulse, Draco Meteor, Iron Head, Flash Cannon, Steel Beam, Stomping Tantrum, Leer, Pound, Quick Attack, Screech, Iron Defense, Dragon Rush, Dragon Breath, Twister, Dragon Cheer, Hard Press, Make It Rain, Iron Tail, Smart Strike, Metal Claw, Body Slam, Helping Hand, Protect, Substitute, Rest, Snore, Sleep Talk, Giga Impact, Endure, Take Down.
Weight: 500kg Mega: 135kg
Description: intim on base lets it set up w sd against phys attackers before mega'ing, and then it can start firing off tech-boosted breaking swipe off a good 131atk, which due to it lowering the atk of its opponent, gives more opportunities to set up against physical attackers. punishes switching w glare, more sd setup, or setting a sub up. balanced out by having very weak coverage, weak-ish STABs, weak-ish spdef, and an odd speed stat.
Flavor: very bulky, golden kobold, w a large golden ore on its back, mega sharpens the gold into many weapons.
Gaboswampert wins Mega Stone Mon with Kobgold and Kobgold-Mega!
Gravitational Pull:
Name: Magnesect
Typing: Bug/Electric
Abilities: Gravitational Pull / Lightning Rod / Analytic
Stats: 79 / 61 / 125 / 107 / 75 / 98 (550 BST)
Notable Moves: Sticky Web, Bug Buzz, Thunder, Volt Switch, Thunder Wave, Focus Blast, Knock Off
Flavor: It's an insect that can manipulate electrical and magnetic currents, as well as gravitational force, to ground enemies. After doing so, it uses its overwhelming electric energy to electrocute and fry the target, and then it consumes its remains.
Description: Use Gravitational Pull to ensure that Flying-types and Levitaters can't dodge your Sticky Webs and to ensure your Ground-types can go ham on the opponent. Gravity also has some funny use-case scenarios outside of making Flying-types and Levitaters unable to dodge Sticky Web, as with your sure-hit Thunders and Focus Blasts you are more than capable of causing some serious damage to the opponent. Despite the significantly weaker attack, Knock Off is also good for fucking around with HDB users, and with your solid physical bulk, you can use it to tank a hit or two in a pinch.
War Incarnate wins Gravitational Pull Mon with Magnesect!
Warrior's Sash
Name: Flowar
Type: Grass / Fairy
Ability: Prankster / Neuroforce
Stats: 70 / 110 / 70 / 100 / 75 / 100
Moves: Flower Trick, Play Rough, Sacred Sword, Rapid Spin, Night Slash, U-turn, Leaf Storm, Energy Ball, Giga Drain, Moonblast, Encore, Calm Mind, Taunt, Parting Shot
Description: Uses Warrior Sash to deal with its shallow coverage, or to free up moveslots to run Prankster moves for support. Prankster Encore is probably your bread and butter, even on a setup set.
After a triple tiebreaker between Flowar, Sensiple and Moreldeo, I broke it in favor of Flowar, so Scoopapa wins Warrior's Sash!

As for Slate 4, you will be working with:
Powerful Setup Move with a Significant Drawback: Be creative but be wary that this one is kinda harder of a concept because you need to make it Not Terrible. Anything is possible, from a +6 boost to a stat or an omniboost, but... With great power comes great responsibility...
Powerful Ability: This one is just a powerful ability. Like, in general just a cheap ability that can make a mon instantly good. No drawback, no bullshit. Looking for something like Regenerator, Poison Heal or Tough Claws, not Wonder Guard though...
Viable Defensive-minded move: Look this one is simple guys just Do Not Make A Setup Move Or Anything Designed For A Wallbreaker
 
Viable Defensive Minded-Move:

Knockback
Type: Flying
Category: Physical
BP: 85
PP: 10/16
Effect: Lowers the opponents attack and special attack by 1 stage. 25% Recoil
Tags: Contact, Wind Move
Reasoning: need flying types, and especially a defensive one would be nice. Pretty powerful effect and high bp but contact and recoil help balance that

Ability:

Hoarding
Effect: Uses stockpile on turn end (speed boost rules)
Reasoning: accidentally deleted my previous blurb about this, but it’s a good ability that isn’t unaware that can deal with setup threats like the recently introduced kobgold or the piracy user I forgot the name of because woo won’t make a sheet. Overall should go on a pivot style wall that isn’t too particularly bulky. Is also reliant on protect to fully function, and caps at +3 for both defenses, so it’s not completely failsafe.

Setup with strong drawback

High Counter
Type: Steel
Category: Status
BP: —
PP: 10/16
Effect: Protects the user. If the user is hit with a physical move it loses 1/8th max hp and raises its Attack and Special Defense by one stage
Priority: +4
Tags: Protect
Reasoning: move intended to go on a faster physical wall that can chain boosts off knock turn pivots, while becoming less vulnerable to special attackers. Damage condition is there to make it less of a free boost.
 
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Powerful Setup Move with a Significant Drawback
Name
: Garrison
Type: Normal
Category: Status
BP: -
Acc: -
PP: 32
Effect: Raises the user's Att, Def, SpA, SpD, & Spe by 1. The user can't use Garrison or attacking moves for 2 turns.
Description: Huge stat boosting move but the user has to stall a few turns before being able to start sweeping. Best if used with strong STAB coverage, a protect clone, a status move, and/or a secondary set up move.

Powerful Ability
Name
: Touch of Rot
Effect: This Pokemon's Contact moves lower the target's Def by 1.
Description: This ability is made for use on a special and/or mixed attacker. This ability turns all contact moves into Fire Lash which is an insanely powerful effect. Putting this onto a mon with a reasonable physical stat and reasonably decent contact moves will make it insanely powerful. The point of this ability is to run it on a mon that only has coverage moves that are contact, special attackers with contact utility moves (U-Turn, Knock Off, etc), or a mixed attacker that uses the ability to power up its weaker physical options. I guess you could make a mon have really weak options and be a full on physical attacker, but that is a much less interesting route.

Viable Defensive-minded move
Name
: Fishing Frenzy
Type: Water
Category: Physical
BP: 50
Acc: 100
PP: 32
Effect: If the user has above 50% of its max hp, has 1.5x power and sets a Fishing token on the user's side of the field. If at or below 50% of its max hp, heals the user by 1/16 of its max hp for each Fishing token on the user's side of the field and then removes a Fishing token from the user's side of the field.
Description: Fishing token 2.0. Low power move while above 1/2 that sets up for when below 1/2. When below 1/2, it heals a bunch and reduces some set up.
 
Powerful Setup Move
Name: Life Burst
Type: Normal
Category: Status
Power: --
Accuracy: --
PP: 5 (8)
Effect: The user vigorously focuses its life force to sharply boost its stats, causing it to faint in 3 turns. (All of the user's stats are raised by 2 stages and a perish counter similar to the move Perish Song is placed on it.)
Description: The user is effectively given the boost of Extreme Evoboost in exchange for being placed on a timer. On the third turn, the user is forced to switch out or sacrifice itself. Due to the limited number of turns available, the user can be exploited by moves like Protect and Substitute. Its user could attempt to wallbreak early and then go down to allow something in safely, or it could switch out to try and do the same thing later. However, it cannot reverse sweep from too far behind because it may not have enough turns.

Powerful Ability
Name: Willpower
Effect: The user cannot take more than 1/3 of its maximum HP from a single non-super-effective attack. (Individual hits of multi-hit moves cannot exceed the damage threshold but the total damage can be greater than 1/3.)
Description: This aims to allow the user to survive for at least 2 turns. For a frail offensive Pokemon, this could let it beat boosted sweepers without fear of being OHKOed, whereas for a bulkier Pokemon, this allows it to do its job more consistently. If a Pokemon has this ability, it most likely should not have a reliable recovery move unless it has another significant flaw.

Defensive Move:
Name: Dispel
Type: Fairy
Category: Physical
Power: 70
Accuracy: 100
PP: 10 (16)
Effect: If the user is burned, paralyzed, or poisoned, it will transfer its status condition to the target. The user's status condition will not be transferred if: (1) The target is immune to the user's current status condition, (2) The target currently has a status condition, (3) The target is a Substitute, (4) the move fails or is protected against, (5) the target is immune to Dispel.
Description: A damaging move similar to the move Psycho Shift (except for the fact that it does not transfer sleep via Sleep Talk). A bulky Pokemon would be able to use Dispel to keep itself healthy throughout the battle.
 
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"Powerful Setup Move With A Significant Drawback":
Name: Wicked Injection
Type: Poison
Category: Status
BP: ---
Accuracy: ---
PP: 5 (max 8)
Effect: Boost Attack and Special attack by two stages and Speed by 1 stage. However, you lose the effects of your ability and are now badly poisoned, regardless of any immunities that would normally prevent poisoning.
Flags: Snatch, Mirror Move
Description: +2 to both offenses makes it flexible for both physical & special sweepers, and the +1 speed gives you a jumpstart on faster foes. However, you no longer have the effects of your abilities to help you out anymore (no Magic Guard or Guts, e tu?), and you're also put on a timer due to the Toxic poison, which notably ignores immunities. With all of this in mind, you have to use your brain with this move, since the artificial timer means you have to make the most out of your newfound boosts - one wrong move or one missed KO, and you might be gone or put into an extremely bad position.

"Powerful Ability":
Name: Psycho Drain
Ability Effect: If the user lands a super-effective hit on the opponent, heal the user for 1/4th of their max HP.
Description: Healing on super-effective hits might be a bit hard to activate, but when it does, it'll be incredibly beneficial no matter the pokemon it's on. It's beneficial no matter the pokemon, but it functions best on bulky attackers that have good super-effective coverage against the numerous threats in the meta but otherwise lack recovery of their own, since the extra healing goes a long mile in survivability.
 
Name: Overexert
Type: Fighting
Category: Status
Power: --
Accuracy: --
PP: 10 (16)
Effect: Raises the user's Attack by 3 stages. After every turn (other than the one the move is used on), the user's Attack lowers by 2 stages.
Description: Being +3 for a turn is really strong! Being +1 for a turn is still nice. Being -1 will be manageable for some mons in some scenarios, although if you attack on this turn you become extremely passive on the next without a random Special move. Switching on earlier turns means less need to worry about unfavorable mindgames later.
 
Powerful Setup Move With a Significant Drawback:
Name: Damned Deal
Type: Fairy
Category: Status
Power: --
Accuracy: --
PP: 5 (8)
Effect: When Damned Deal is successfully used, the message "(The wild/The opposing/<Trainer>'s) <Pokémon> made a deal with forces beyond its understanding!!!!" is displayed to all players. The user is first cured of any non-volatile status conditions (sleep, poison, paralysis, freeze, and burn) they may have, and for each ally Pokémon that is fainted in its party, the user's Attack, Defense, Special Attack, Special Defense, and Speed is raised by one stage each.
Similarly to Me First, the Assault Vest does not prevent a Pokémon from selecting Damned Deal.
Damned Deal always fails if it is used after the first turn the user is out, or if the move is called by Instruct or moves that call other moves. If this move fails, the user of Damned Deal will additionally always be cursed.
Flags: Snatch, Mirror
Description: I've originally elected to setup an ally rather than the user, but now I must instead use the allies to set up the user. An all-or-nothing boost akin to Supreme Overlord... but please read the terms and conditions before making any deals that involve a life :D
Flavour: The user draws upon the strength of its fallen through eldritch forces. The more defeated allies there are in the user's party, the more the user's stats are raised.

Powerful Ability:
Name:
General Orders
Ability Effect: When a Pokémon with General Orders enters battle, it receives a 10% additive increase to the power of its moves for each conscious Pokémon in the party.
Description: Basically inverted Supreme Overlord. Puns on General as in average, or the military position for a leader

Viable Defensive-minded move:
Name:
Fist Bump
Type: Fighting
Category: Physical
Power: 60
Accuracy: 100%
PP: 10 (16)
Effect: Fist Bump switches the user out, and restores the HP of the next Pokemon sent in to replace the user and its allies by 25% (50% if the user has the Ability Iron Fist) of their maximum HP, as well as healing any non-volatile status conditions they may have.
Flags: Punching
Description: A relatively decent pivot option.
 
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Powerful Setup Move with a Significant Drawback:
Name: Glacier Armor
Type: Ice
Category: Status
BP: ---
Accuracy: ---
PP: 5 (max 8)
Effect: Boost Attack, Defense, Special Attack and Special Defense by two stages each, but causes user to always move last in same priority bracket (Lagging Tail / Stall) from this turn onward.
Flags: Snatch, Mirror Move
Description: The opposite of Shell Smash in a way, and preferably used on an already bulky slow Ice type (or Ice Pokémon with mid Speed and bulk!), so it marks for two downsides for the price of becoming very bulky and very hard hitting in one turn.

Powerful Ability:
Name: Eternal Ice
Effect: User always move last in priority bracket, but is immune to Fire-type and Water-type moves.
Flags: Mold Breaker
Description: One Ability I’m proud of conceptualize, and I can see another slow Ice Pokémon benefitting it with drawback of moving last outside or inside Trick Room. Being immune to Fire and Water moves means it can never be burned by almost any move, including Scald, and can combine well with Electric / Ice, Poison / Ice, Ground / Ice and especially Steel / Ice that can serve as anti-weather, particularly with latter two combinations.

Viable Defensive-minded move:
Name: Ferocious Roar
Type: Dragon
Category: Status
BP: ---
Accuracy: ---
PP: 5 (max 8)
Effect: Lower Attack and Special Attack of target by two stages each. Cannot be used consecutively.
Flags: Mirror Move, Magic Coat / Magic Bounce, Sound (bypass Substitute)
Description: -2 Stat debuffs are rarely used, if ever, in Pokémon due to being easy to solve just by switching out. Ferocious Roar, however, can be devastating due to the effect we see in Memento, and bypassing Substitute can mess with set up sweepers with or without a pesky substitute. Unlike Memento, it does not make the user faint or switch away, and cannot be used consecutively akin to Gigaton Hammer and Blood Moon, so it must be used strategically, lest the player will lose momentum.
 
"Powerful Setup Move With a Significant Drawback":
Name: Power Nap
Type:
normal.gif

Power: N/A
Accuracy: N/A
PP: 10 (16)
Effect: Raises the user's Attack, Special Attack, and Speed by 2 stages, then puts the user to Sleep. Fails if the user cannot be put to sleep (i.e abilities, Electric Terrain).
Flags: Snatch, Mirror Move
Description: Strong setup move that requires circumventing sleep to unlock its potential. Like Shell Smash, the drawback can be negated via an item (Chesto/Lum Berry, in this case). Unlike Shell Smash, however, there's more potential teambuilding/battle dynamics in play: the user can have Early Bird to mitigate sleep turns or Harvest to recycle berries for multiple setup opportunities, but at the same time, the opponent can stop your setup by statusing the mon beforehand or preventing sleep such as with Electric/Misty Terrain. Pairs well with Spirimint/Miracle Remedy too, curing sleep with minimal loss in momentum if your setup attempt goes awry.

more tbd
 
Powerful Ability:
Name: Gettin' The Worm
Effect: The first turn this Pokémon is out, it's moves have +2 priority (this is added to base), only activates once.
Description: Essentially gives you a free "move" every game, can be used on an offensive Band/Specs or set-up mon or a utility mon to set up or deny hazards/pivoting. Particularly could work with a Meteor Beam mon or an Eruption Specs user.

"Powerful Setup Move With a Significant Drawback":
Name: Sterilize
Type: Normal
Power: N/A
Accuracy: N/A
PP: 5 (8)
Effect: +2 highest attack stat, +1 speed, becomes Typeless.
Flags: Snatch, Mirror Move
Description: Lose STAB and what should be a good defensive profile in exchange for significantly stronger coverage and speed. Can be run on mons with abilities which benefit types they lack STAB in like Sheer Force or mons with good defensive typings but lacking offensive ones like Steel/Flying mon.

Viable Defensive-minded move
Name
: Phoenix Rise
Type: Fire
Power: N/A
Accuracy: N/A
PP: 10 (16)
Effect: +1/3rd HP, secondary type is changed to Fire. If secondary type is Fire, reverts to original secondary type.
Flags: Snatch, Mirror Move, Heal Block
Description: Less reliable healing than Soft Boiled or Milk Drink but gain the advantage of being able to change your resistance profiles on the fly. Hypothetical defensive mons which would be rock grass or fire weak, which includes many good defensive types like Water/Ground and Steel/Grass can alleviate this weakness, although this can be a hinderance if you need the healing.
 
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Powerful Setup Move with a Significant Drawback
WIP

Powerful Ability
Name
: Excellence
Effect: On switch-in, boosts highest stat by 1.3x (1.5x if speed) for 3 turns.
Justification: Basically protosynthesis/quark drive, without the need for a weather/terrain/item. Its incredibly powerful, but with the drawback that the effect doesn’t last for long. Whatever mon that gets this probably shouldn’t be a pivot for the sake of balancr.

Viable Defensive-minded move
Name
: Blazing Retort
Category:
Special.png

Type:
Ghost.png

Base Power: 80
Max PP: 10 (16 Max)
Accuracy: 100%
Effect(s): If the user was already damaged by the target this turn, burns the target.
Effect Chance: NA
Attributes: Protect, Mirror, Sound
Reasoning: Kinda like a reworked Beak Blast, that’s less powerful but has a broader trigger condition.
 
Powerful Ability:
Name: UNSTOPPABLE. (or just Unstoppable. You don't need to make it fully capital.)
Effect: This Pokemon ignores abilities and type-based immunities when using Rampaging / Consecutively-executed moves. Immunities only become not very effective instead of neutral.
Description: Something from a dex I made with a few people, Unstoppable is made for those Pokemon who just want to click big buttons and stay in to ravage teams.
(Rampaging Moves: Thrash, Outrage, Raging Fury, Petal Dance,
Consecutively-Executed Moves: Uproar, Roll-Out, Ice Ball,)


(VIABLE) Defensive-Minded Move:
Name: Wonder Wing
Category: Physical
Type: Flying
Base Power: 55
PP: 32
Accuracy: 101% (never misses)
Effects: Sets up a Safeguard after hitting. Switches the user out after.
Tags: Contact. Mirror Move, Wind
Reasoning: we love safeguard in this household! Similar to Riot Shield from... clobur.
Flavor: The user spreads its mystical wings wide, before striking. This sets up a magical barrier as the user pivots out
 
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Powerful Ability
Name: Vampiric
Effect: All of your attacks gain 50% Health drain (no effect on moves that already have it), and have a 30% chance to inflict Heal Block.
Description: Any strong STAB move becomes quasi-broken. You can spam attacks pretty freely knowing that you will get chip recovery and can fish for progress against defensive switch-ins, unless they have regenerator. How good this is depends a bit on the Pokemon, but as long as it can deal damage and not die in one hit it should be a very strong ability.


Setup Move
Name: Shadow Dance
Category: Physical
BP: 60
PP: 5
Effect: Turn 1 - +2 Atk. User disappears. Turn 2 - User attacks with a 60 BP physical Ghost-type move.
Description: The dynamic changes completely depending on whether you're faster or slower than your best switch-in. The downside of this is pretty harsh in terms of getting stuck against a counter, but a slow pokemon could achieve the opposite. The upside is that you get a +2 boost and a free hit while only leaving yourself open to 1 hit in return. It also can provide some amount of moveslot compression. It might be tricky to play to that upside (and design a mon to do so) but I think it would be interesting.
 
Powerful Ability
Name: Philanthropy
Effect: When this Pokemon switches out, it transfers stat changes and more to the Pokemon that switches in, akin to Baton Pass.
Description: I went a little over the top with this ability, but wanted to make it truly powerful. With Baton Pass being a mechanic that is usually banned in most competitive Smogon metagames, I think it would be very interesting to explore the effect it has on a Pokemon that is forced to use the mechanic, and mostly how it could be balanced. I would be very interesting in the way people would design a Pokemon like this. Maybe, we get to see less common effects being passed, instead of only offensive stat changes! If the ability is deemed as too much, even for a powerful ability, I might make it upon death instead, though I think that'd make it less interesting as passing uncommon effects would not be as viable.

Defensive-Minded Move
Name: Phantasm
Category: Status
BP: --
PP: 5
Effect: Heals a % of HP based on the % of damage an 80BP Special Ghost-type move would do to the target, if the user had used it.
Description: I wanted to introduce a new type of recovery move; one that you cannot completely disregard your offenses for! (And might promote more proactive walls). Against the right targets, a move like this could keep the user very healthy, especially if it is invested in Special Attack. Against the wrong target, it might barely heal at all, or even not heal at all (like against a Normal-type foe!). It'll definitely make the recovery game a little more interesting, I feel!
 
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Vetos
Powerful Setup Move With a Significant Drawback:
Name: Damned Deal
Type: Fairy
Category: Status
Power: --
Accuracy: --
PP: 5 (8)
Effect: When Damned Deal is successfully used, the message "(The wild/The opposing/<Trainer>'s) <Pokémon> made a deal with forces beyond its understanding!!!!" is displayed to all players, and the user becomes the center of attention. If another Pokémon (including allies) then directly causes the user to faint by using a damaging move, Damned Deal will act differently depending on whether there are currently any fainted Pokémon in the party:
  • If there is at least one fainted Pokémon in the party, all remaining conscious Pokémon in the user's party and the user's allies are first cured of all non-volatile status conditions (sleep, poison, paralysis, freeze, and burn) and confusion, before the next Pokémon in line that has fainted is revived with all of its HP and PP fully restored.
  • If there are no fainted Pokémon in the party, the next Pokémon sent out to replace the user will have their highest stat (other than HP, accuracy or evasion) raised by three stages upon entering battle. In the case of a tie between multiple stats, Damned Deal will instead raise the Pokémon's critical hit ratio by three stages, and in which case will also cause later usages of Focus Energy and/or Dragon Cheer by the Pokémon to fail.
This move's effects lasts until the user performs another action; "inactive" turns such as those spent sleeping (unless the user uses Sleep Talk and Snore), fully paralysed, frozen, being immobilised due to infatuation and/or flinching will only prolong the duration of the effect. Similarly to Me First, the Assault Vest does not prevent a Pokémon from selecting Damned Deal.
Damned Deal always fails if it is used after the first turn the user is out, or if the move is called by Instruct or moves that call other moves. If this move fails, the user of Damned Deal will additionally always be cursed.
Flags: Snatch, Mirror
Description: Unlike others, I've elected to setup an ally rather than the user. This is Z-Grudge + Revival Blessing/Lunar Dance or Acupressure, with additional caveats. With great power comes great responsibility indeed... so please read the terms and conditions before making any deals that involve a life :D
Flavour: The user chooses to get knocked out in return for helping an ally. This move has different effects depending on whether the user has any fainted allies.

Powerful Ability:
Name:
Showtime
Ability Effect: If the Pokemon has yet to execute its move, whenever another Pokémon successfully uses a damaging move, a Pokémon with the Ability Showtime will immediately use that move as well. Using a move through Showtime is a separate action to using the move originally selected. Showtime will not activate for a move copied by another Pokémon with through Showtime or Dancer, but it will activate on an instructed move.
Showtime will not activate if all of the move's targets are protected from it, if the move fails to affect any Pokémon, or if all targets are immune. If the Pokémon with Showtime is confused, it may hurt itself instead of copying the move, even if it is protected by a move like Protect or Mat Block. If a Pokémon has flinched, this also applies to moves it subsequently tries to copy with Showtime. A Pokémon with Showtime that is locked into a consecutively executed move (such as Outrage or Rollout) or any move by Encore or a held Choice item will still try to copy the move, but will fail unless it is locked into that same move.
Moves used via Showtime are not considered the move used most recently (such as for the purpose of Instruct, Mimic or Mirror Move), but damage dealt by them is considered for the purpose of Counter, Mirror Coat, Metal Burst, and Comeuppance.
Description: Think if Analytic meets Dancer but expanded. Or, to quote a certain meme, "Fine, I'll do it myself"
Both of these subs are Vetoed. First is vetoed for being incredibly complicated and also not really a reliable setup move in itself. Showtime is vetoed for being super broken, as you get free damage and can break too much for low cost.

You have 24 hours to fix these, and then votes will be open!
 
All subs have been fixed so... Votes are open again!

You can vote for any amount of submissions in any order, but the first place vote will count as 2 votes instead. You cant selfvote first place. Anything else is alright. dont vote for the same sub twice

Voting is open for 24 hours!
 
Powerful Setup Move:
Sterilize
Life Burst (SV)
Power Nap
Overexert

Powerful Ability:
Hoarding
Willpower (SV)
Gettin' The Worm
Psycho Drain
Vampiric
Unstoppable

Defensive Move:
Phoenix Rise
Dispel (SV)
Blazing Retort
Wonder Wing
Fist Bump
 
Powerful Setup Move:
Glacier Armor
Damned Deal (SV)
Power Nap
Sterilize

Powerful Ability:
Philanthropy
General Orders (SV)
Eternal Ice
Excellence
Vampiric
Unstoppable

Defensive Move:
Ferocious Roar
Fist Bump (SV)
Blazing Retort
Wonder Wing
 
Powerful Setup Move with a Significant Drawback
  1. DuoM2
  2. PalpitoadChamp (sv)
  3. ErrorMon
Powerful Ability
  1. Orangesodapop
  2. PalpitoadChamp (sv)
  3. Scoopapa
  4. Rasdanation
Viable Defensive-minded move
  1. Cyaneedle
  2. PalpitoadChamp (sv)
  3. Rasdanation
  4. Samtendo09
 
Powerful Ability:
Unstoppable
Gettin' The Worm (SV)
Excellence
Philanthropy

Powerful Setup Move:
Overexert
Sterilize (SV)
Damned Deal

Viable Defensive Move:
Ferocious Roar
Phoenix Rise (SV)
Fishing Frenzy
Dispel
 
POWERFUL SETUP MOVE: (I didn't do much for it..)
Garrison (PalpitoadChamp)
Overexert (DuoM2)
Power Nap (Beebos)
Damned Deal (Ayecrusher King)

VIABLE DEFENSE-MINDED MOVE:
Phantasm (Snaquaza)
Wonder Wing (Cyaneedle (SV))
Dispel (Stone Bold!)
Phoenix Rise (ErrorMon)

POWERFUL ABILITY:
Eternal Ice (Samtendo09)
UNSTOPPABLE (Cyaneedle (SV))
Gettin' The Worm (ErrorMon)
Excellence (Rasdanation)

if Wonder Wing wins I will be subbing Fairy / Flying Ho-oh. you've heard it here folks.
 
Strong Setup Move
Overexert
Wicked Injection
Power Nap (sv)
Glacier Armor
Sterilize

Strong Ability
Vampiric
Hoarding
Philanthropy

Defensive-minded Move
Dispel
Phantasm
Ferocious Roar
 
Set-Up
Glacier Armor
High Counter
Wicked Injection

Ability
Touch of Rot
Excellence (SV)
Eternal Ice
Psycho Drain

Defensive Move
Phoenix Rise
Blazing Retort (SV)
Dispel
Knockback
 
Setup
Shadow Dance
High counter (SV)
Overexert

Broke abil
Gettin' The Worm
Hoarding
Eternal Ice

Defensive Move
Phantasm
Ferocious Roar
Knockback (SV)
 
Winners!
Viable Defensive-minded move:
Name: Ferocious Roar
Type: Dragon
Category: Status
BP: ---
Accuracy: ---
PP: 5 (max 8)
Effect: Lower Attack and Special Attack of target by two stages each. Cannot be used consecutively.
Flags: Mirror Move, Magic Coat / Magic Bounce, Sound (bypass Substitute)
Description: -2 Stat debuffs are rarely used, if ever, in Pokémon due to being easy to solve just by switching out. Ferocious Roar, however, can be devastating due to the effect we see in Memento, and bypassing Substitute can mess with set up sweepers with or without a pesky substitute. Unlike Memento, it does not make the user faint or switch away, and cannot be used consecutively akin to Gigaton Hammer and Blood Moon, so it must be used strategically, lest the player will lose momentum.
Samtendo09 wins Defensive-minded move with Ferocious Roar!
Hoarding
Effect: Uses stockpile on turn end (speed boost rules)
Reasoning: accidentally deleted my previous blurb about this, but it’s a good ability that isn’t unaware that can deal with setup threats like the recently introduced kobgold or the piracy user I forgot the name of because woo won’t make a sheet. Overall should go on a pivot style wall that isn’t too particularly bulky. Is also reliant on protect to fully function, and caps at +3 for both defenses, so it’s not completely failsafe.
Orangesodapop wins Ability with Hoarding!
Name: Overexert
Type: Fighting
Category: Status
Power: --
Accuracy: --
PP: 10 (16)
Effect: Raises the user's Attack by 3 stages. After every turn (other than the one the move is used on), the user's Attack lowers by 2 stages.
Description: Being +3 for a turn is really strong! Being +1 for a turn is still nice. Being -1 will be manageable for some mons in some scenarios, although if you attack on this turn you become extremely passive on the next without a random Special move. Switching on earlier turns means less need to worry about unfavorable mindgames later.
DuoM2 wins setup move with Overexert! Wow!

And now, Pokémon submissions are open! Check #resources in Discord to look at our current metagame in the sheet, and have fun!!!
 
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