Pet Mod VGC 20XX [2.4 - New moves]

Which format do you enjoy most

  • 6v6 Singles

    Votes: 16 44.4%
  • VGC

    Votes: 18 50.0%
  • Battle Stadium Singles

    Votes: 2 5.6%

  • Total voters
    36
I'm going to vote for the following:

- weather by PalpitoadChamp
- terrain by Cyaneedle (It's great to see a newcomer giving a VGC submission like this another try. You did great work, and I like your ideas. That should be rewarded.)

I forgot to mention that whoever wins the weather slate can tell me what type Dustform (a Ground-type convergent Castform) should have in the new weather. Currently, it is Ground/Flying in Sand, Ground/Fire in Sun, Ground/Water in Rain, and Ground/Ice in Snow.
 
Weather By: BlueRay (would've made a note about something Mamoswine-like benefitting from this because of the Acid Rain glitch back in Gen 4 but its good currently)

Terrain By: UberTrainer2000 (spooked me alright)
 
And here is the next slate. We've had quite a few new Pokemon last round, so this slate we're not going to be creating any more Pokemon (just for this slate, normal service will be resumed next time). Instead, we're going to be creating new moves! These will not be signature moves, so think of moves that wouldn't be too broken if they had good distribution. You will create 5 new moves. They can be variants of old moves, that's fine. When the voting time comes, all the moves will be listed and you can vote Yes, No or Abstain on all of them, excluding your own. And not compulsory, but it would be nice if you wrote a bit on the value of your move. Finally, you can nominate 1 older Pokemon to make a return (not Incineroar, Amoonguss or any legendary Pokemon) and (if you wish) give them movepool additions, new abilities or even a buff to their base stats.

So I don't have to Triple Post, here are my moves

Type: Dragon
Physical
120 BP
8 Max PP
100% accuracy
Makes Contact
Drops user's Def and SpDef by 1 stage each
Physical Dragon types have always struggled in VGC since most of the time they have to make do with either Outrage, where you can't pick your target or Dragon Claw which is weak. Wyrm Smash helps fix both of those issues, giving them a strong single target nuke.
Distribution: All Dragon types. Almost all Fire types learn Flare Blitz and almost all Fighting types learn Close Combat, so I think it'll be balanced.
Type: Psychic
Status
16 max PP
Perfect accuracy
Boosts ally's Special Attack and Special Defence by 1 stage each
The Psychic and Fighting type are supposed to be mirrors of each other, so why not give Psychic types a version of Coaching?
Distribution: Most Psychic types, unless flavour wise they are described as being malicious and spiteful.
Type: Psychic
Physical
16 max PP
Base Power: 80
100% accuracy
Makes contact
Comes off the user's Special Defence stat.
More mirror stuff, this also gives support Psychic types like Orbeetle much more presence and makes them much less susceptible to Taunt. It could also work with Amnesia. We might even see it being used with an Assault Vest.
Distribution: Psychic types that aren't depicted as fragile and delicate (so not Flittle and the Abra line)
Type: Water
Special
24 max PP
Base Power: 70
100% accuracy
Secondary Effect: Drops target's SpDef by 1 stage (50% chance)
Sound based
A reliable special STAB that won't hit your partner, and while its BP is nothing to boast about, the high chance to drop SpDef can really come in handy.
Distribution: Pokemon based on frogs and other musical Pokemon. Milotic too, since it's based on a Psiren and in mythology they often lure in targets with song.
Type: Normal
Status
8 Max PP
Perfect accuracy
+2 Priority
Draws all Single Target moves to the user, and blocks spread moves from hitting your ally for the rest of the turn. Fails if used in succession (same formula as Protect)
Gives Kangaskhan a strong niche compared to Mauycaque, as well as a strong option for other support Pokemon since it's basically Follow Me and Wide Guard in one move, with the drawback that it can't be used successfully.
Distribution: Kangaskhan, and other Pokemon described as being very kind and matronly.

Returning old Pokemon: Braviary + Mighty Blow
 
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I hope it's fine to just modify existing moves since, theoretically, I could just come up with a new move name.
- Avalanche: Now, rather than being single-target, it hits two opposing Pokémon instead to better reward your Pokémon for tankig a hit first. Moreover, this new effect fits well with the conceptual design of slow, bulky Ice Pokémon. Keisberg (who already learns this move) would love this for sure.
- Chip Away: Now has 90 BP instead to match Sacred Sword's effect and power. If you just want a solid and reliable Normal attack, Chip Away is that kind of a move and offers the neat utility to ignore a target's boosts. Could be distributed to new Pokémon like Mauycacque and Wresteddy if there are no disagreements. Perhaps, Mudaimer as well if it fits flavour wise.

Now, here's where I propose custom moves, only have one idea at the moment.
- Wailing Wraith: Ghost, Special, 90 BP, 10 PP, 100% acc., effect: Uproar but as a spread move.
While playing some games with Sugarbear, I noticed Sleep is still very strong on Gravity teams with stuff like Sing Mudaimer. Thus, I decided to come up with a move that would help to make it less potent, especially because most Hypnosis users are Psychic or Ghost Pokémon. Fwiw, outside of Astral Barrage (which is a move restricted to a legendary Pokémon), there is no Ghost-type spread move. So, Wailing Wraith will neatly fill this gap, but it does come with the disadvantage of locking yourself into using this move for 2-3 turns. I think it could be interesting to see if a natural immunity to Fake Out and being a strong offensive type are enough to make you want to run this move. It still has counterplay in Wide Guard and Throat Chop. And being locked into a move can be a death sentence. So, the move should be likely balanced.
These are our current Pokémon that could learn this move if there are no disagreements: Eereyster, Possmortem, Malitch, Matokoda, Rotom, Nihilink-Necro


Returning Pokémon:
- Mandibuzz. We don't really have resilient Tailwind setters. So, Mandibuzz will easily fill the niche while also being able to tank hits from Wizareetin lacking Thunderbolt. Furthermore, it has Overcoat, which has great synergy with our new Acidic Rain archetype as it doesn't take residual damage from it. The Psychic and Ground immunity is really nice to have as Poison Pokémon do not want to deal with these types usually.

Proposed Changes:
- Some of the few Ground Pokémon we have are really strong which makes Flygon kind of irrelevant outside of its resistance profile. I wonder if it's possible to replace Tinted Lens with Archetype instead. The latter is already a Bug coded ability and perfectly fits Flygon. Moreover, Flygon already has access to many stat lowering moves, like Struggle Bug, Bulldoze, Paranoia, etc. Breaking Swipe is what would make it distinguish differently from Intestinorm and give it some much need power. Thoughts?
- Since Sugarbear already mentioned a way to buff Orbeetle with a new move for this slate (though, it doesn't necessarily need a buff as Hyper Gravity is good on its own), I figured it might not hurt to give it Brainage, which is technically Cthulauder's signature move but it is one that fits very well flavour wise due to the alien association / brain consumption. Brainage gives Orbeetle some staying power, essentially combining Jaw Lock + Octolock Leech Seed; it also fits its tools it has: damage control through screens, Struggle Bug, etc. If you have an ally that puts sth to sleep, that can be used to your advantage as well. Thoughts?

Update:
- I don't know when my pull-request will be accepted and implemented on DH but I've already coded the newest slate. Google spreadsheet [Link] is also updated, except for the learnset of some of the new Pokémon. I just wait for the update so that it's easier to sort through the different moves. The sheet can be generally found on the first page of this thread, in resources, specifically in Banlist & Ruleset. Fwiw, I've included in Misc a section that has a link to a pokepaste where you can find potential submission ideas you can use. It will be updated from time to time.
 
NEW MOVES:

Strongarm
Type: Fighting
Physical
55 BP
16 Max PP
100% accuracy
Makes Contact
Punching Move.
Hits Twice if used on Vigor Terrain.
Reasoning: Every terrain has its own funny Terrain-Specific attack, and since old Strongarm was about as middling as could be, it now serves a double purpose. for Vigor Terrain. Strongarm now can be used for many reasons. Fast Vigor Terrain abusers get good move to break sashes and sturdy, and slow Vigor Terrain abusers are able to accumulate Attack buffs with the 2-hit property. But the inherent low BP of the move balances it out especially with the looming threat of other Terrain setters (Intestinorm and Metagross-Prime.)
Distribution: Wresteddy, Muaycacque, Mycecroak.
Karion, Almgid, Golurk, Metagross-Prime, Reuniclus, Snorlax, Swampert-Rift, Valoseus

my only idea at the time :p
 
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- Chip Away: Now has 90 BP instead to match Sacred Sword's effect and power. If you just want a solid and reliable Normal attack, Chip Away is that kind of a move and offers the neat utility to ignore a target's boosts. Could be distributed to new Pokémon like Mauycacque and Wresteddy if there are no disagreements. Perhaps, Mudaimer as well if it fits flavour wise.
- Some of the few Ground Pokémon we have are really strong which makes Flygon kind of irrelevant outside of its resistance profile. I wonder if it's possible to replace Tinted Lens with Archetype instead. The latter is already a Bug coded ability and perfectly fits Flygon. Moreover, Flygon already has access to many stat lowering moves, like Struggle Bug, Bulldoze, Paranoia, etc. Breaking Swipe is what would make it distinguish differently from Intestinorm and give it some much need power. Thoughts?
- Since Sugarbear already mentioned a way to buff Orbeetle with a new move for this slate (though, it doesn't necessarily need a buff as Hyper Gravity is good on its own), I figured it might not hurt to give it Brainage, which is technically Cthulauder's signature move but it is one that fits very well flavour wise due to the alien association / brain consumption. Brainage gives Orbeetle some staying power, essentially combining Jaw Lock + Octolock Leech Seed; it also fits its tools it has: damage control through screens, Struggle Bug, etc. If you have an ally that puts sth to sleep, that can be used to your advantage as well. Thoughts?
Mudaimer could learn Chip Away given it’s a mysterious, finicky Legendary Pokémon. As for your propositions:

Flygon having Archetype can make it much more customizable than before, with Bulldoze especially being great to bolster it’s own high Speed or Breaking Swipe giving much needed power.

I would not oppose Orbeetle getting Brainage as not only it fits flavorfully, but also gives it something over other Bug-type beyond Hypergravity.
 
Archetype Flygon sounds interesting!

Flygon @ Assault Vest
Ability: Archetype
EVs: 244 HP / 4 Atk / 4 Def / 4 SpD / 252 Spe
Adamant Nature/ Jolly Nature
- First Impression
- Bulldoze
- Breaking Swipe
- U-Turn / Fire Punch

Flygon @ Life Orb
Abilit: Archetype
EVs: 252 SpA / 4 SpD / 252 Spe
Modest nature / Timid nature
- Struggle Bug
- Earth Power
- Dragon Pulse
- Protect
 
Forceful Hug
Type: Fairy
Physical
130 BP
8 Max PP
100% accuracy
Description: Contact-based. The user and target cannot switch out; fails if the target is already trapped.
Justification: Grant a reliable Fairy-type move that only works once, but compensate with higher than usual base power we see in other strong physical moves. While Play Rough can be used multiple times on the same target, it have a chance to miss, unlike Forceful Hug which is reliably accurate but only works on a target once.
Possible Distribution: Physical Fairy-types (except Zacian, Magearna and Iron Valiant shall those return, and exclude Ulmiraj as well), Bewear, Wresteddy, Beartic, Gallade
Water Bomb
Type: Water
Status
- BP
16 Max PP
-% accuracy
Description: Entry hazard. Unleashes Water-type hazard Water Bomb that inflict the Drench volatile status, which lasts for three turns but make them unable to deliver secondary effect from their moves, even moves with 100% chance, akin to Sheer Force but no bonus damage. No effect on Water-type Pokémon, and a Water-type Pokémon switching in will remove the effect.
(*Retroactively affects Floatsam Hook to use this hazard in case this move wins.)
Justification: Given Floatsam Hook is a move but Upvybones is currently C-ranked, I can see this Water-type hazard having potential, but since Stealth Rock have no viability compared to Toxic Spikes, I figure to rework this hazard into something more pressuring without relying on type effectiveness and without copying Toxic Spikes. This new Water-type hazard put a stop to Icy Wind, Snarl, Paranoia, as well as stopping chances of Paralysis, Burn, and especially Paralysis. Protect can be used to reduce the effect to two turns, but by then, you’d want hazard control or Water-type Pokémon to handle this pesky hazard.
Possible Distribution: Water-type Pokémon such as Mantine, Blastoise, Slowbro / Slowking, Alomomola and Lullux that are known as support-oriented in VGC.
Rampage
Type: Dark
Physical
150 BP
8 Max PP
100% accuracy
Description: User gain Stall Ability on use. Hit all adjacent targets.
Justification: When you think of Dark-type move, Knock Off is all the rage… for the wrong reasons, but it is all the rage nonetheless. However, an unexplored trait of Dark-type is the brutality and destruction, so Rampage is created to expend upon this concept. It has two downsides in one, forcing Protect on ally and the user suffering getting Stall, but 150 BP is very powerful so it can be highly impactful if allowed to fire, at cost of making the user a potential sitting duck waiting to be revenge killed.
Possible Distribution: Tyranitar, Gyarados, Tauros, Anthroll, Cheverpent, Karion. Any Pokémon that is known to go on a rampage.
Water Sport / Mud Sport
Type: Water / Ground
Status
- BP
16 Max PP
-% accuracy
(Added description is noted in italic)
Water Sport Description: Until the user switches out, the entire field have Fire-type moves weakened by 67% and moves of the following types have Accuracy check bypassed: Water, Electric and Grass.
Mud Sport Description: Until the user switches out, the entire field have Electric-type moves weakened by 67% and moves of the following types have Accuracy check bypassed: Water, Rock and Grass.
Justification: Water Sport and Mud Sport are interesting concept but are too specific to be anything useful even in-game (and otherwise cripple a Fire-type specialist and Electric-type specialist respectively), so adding effect so compatible types won’t miss when either Water Sport or Mud Sport is active. Water-type moves aren’t known for accuracy issue, but Grass and Rock have at least a few that does, so that Power Whip, Leaf Storm, Meteor Beam and Rock Slide / Stone Egde hit consistently.
Mostly unchanged distribution
 
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Some thoughts on the moves so far.

Wyrm Smash: I don't mind if Dragon Pokémon get a good physical STAB move (though, they still have access to Loaded Dice Scale Shot, fwiw), but I think we should still be careful to whom we give this move; after all, Dragon Pokémon tend to have high BST in general, especially Atk wise. The current metagame doesn't have many Fairy Pokémon. Those we have tend to be fairly niche options, and it helps you can resort to Steel as an alternative in the builder. As a result, Dragon Pokémon don't really suffer much in the current format. Steel can resist Dragon but usually, they don't threaten it much because of no super effectiveness. Dragon, on the other hand, commonly know Fire, Fighting or Ground moves to deal with Steel.
Balance wise, of the four Dragon Pokémon, Drampa doesn't use this move. So, only Flygon would greatly benefit from it while still being very balanced due to its tame stats. Kagunawa and Judigon may be another story. The former gets to click what is essentially a slightly stronger and more reliable Draco Meteor due to its ability while the latter already hits like a truck given its ability is essentially a conditional Huge Power. I think Judigon is really cool when it has to fall back on Breaking Swipe or Scale Shot to be disruptive and threatening, imo. I think that kind of depth can get lost with Wyrm Smash, and it's unclear whether the move would be balanced on it at all. Might be a different story if we end up with a Misty Terrain setter.

Frog Song: Perhaps, this could be changed into sth like Sonar Shower because I can't see a musical non frog Pokémon being able to perform a Frog Song.

Mother's Love: It's always cool to see some underused Pokémon like Kangaskhan getting some love to shine. Though, I should note nothing prevents the user from having their ally click Protect in order to get protected later from the user. It's also a good thing that redirection can be checked by stuff like spread moves in general. I'm therefore a little bit wary and am not sure what this move would do to improve the metagame or the gaming experience in a significant and meaningful way. The metagame already has good redirectors in Matokoda, Metagross-Prime or Conotox. More options is never a bad idea but if we are to teach Mother's Love to more Pokémon, it should be really limited to make the Mother's Love user feel distinct amongst themselves. Which kind of defeats the purpose of having a more widespread move.

Strong Arm: It's a good idea to have a move specifically for Vigor Terrain to make it more appealing. However, I think the move itself seems kind of redundant. Both Power-Up Punch and Strong Arm have low BP. So, the power difference between these moves is largely irrelevant. Furthermore, Power-Up Punch's boost isn't dependent on any factor, making it therefore a more reliable move. Therefore, Power-Up Punch is, for the most part, the superior option. Perhaps, you could modify your move or come up with a different effect.

Forceful Hug: If it wins, I'd recommend not giving it to the Cacnea line. Based on my initial impressions, Cacmora is a really threatening Pokémon and well balanced by its rather low to modest BP moves. Adding a powerful Fairy move would make it difficult for most Fighting Pokémon to check it. Ulmiraj would probably also have to be omitted since it's already a nuke machine with Huge Power and won't often find itself trapped if it can take out most targets with ease. You could, perhaps, teach it to Wresteddy which seems to have the perfect flavour.

Water Bomb: It makes sense to have a Water type Stealth Rock as a status move to make this hazard more available to Pokémon. Though, with how fast paced VGC tends to be, I'm not confident if this move would see some play at all. If not even Upvybones is enough to make it appealing, then I doubt another Pokémon would have some success. A status move such as this could be seen as a waste of turn during which you could do sth else to pressure the opponent; it also doesn't come with a lot of gain as not many teams will run a good mix of Fire, Ground, and Rock Pokémon on their team. And they could also just lead with one of the types and have an ally pressure you.
You would have more success with Toxic Spikes as far as hazards are concerned since damage accumulates and it punishes passive plays. I think you would need a very special Pokémon to make Water Bomb appealing, like Ting-Lu or Glimmora. So, there's likely not much hope Water Bomb would see somewhat consistent usage.
 
Name: Fallout
Type: Poison
Category: Status
BP: -
Acc: -
PP: 10 (16)
Effect: Has +3 priority. Protects the user and its ally from stat drops and status conditions for the rest of the turn. If the user is hit by a contact move this turn, Poisons the attacker.
Target: allySide
Flags: Snatch
Distribution: :grimmsnarl-gmax:Anthroll, :shellder:Conotox, :gengar:Malitch, :grimer:Grimer, :muk:Muk, :grimer-alola:Grimer-Alola, :muk-alola:Muk-Alola

Name: Undermine
Type: Ground
Category: Physical
BP: 100
Acc: 95
PP: 10 (16)
Effect: Lowers the user's Ally's highest stat by 1.
Target: one
Flags: Protect, Mirror, Metronome
Distribution: :skitty:Skitty, :delcatty:Delcatty, :palafin-hero:Delphynan, :castform:Dustform, :dusknoir:Dustnoir, :gastrodon:Gastrodon, :makuhita:Makuhita, :hariyama:Hariyama, :orthworm:Intestinorm, :kangaskhan:Kangaskhan, :lucario:Mauycacque, :mandibuzz:Mountalon, :heracross:Phlocules, :sneasel-hisui:Sneasel-Hisui, :sneasler:Sneasler, :lillipup:Lillipup, :herdier:Herdier, :stoutland:Stoutland, :tinkatink:Tinkatink, :tinkatuff:Tinkatuff, :tinkaton:Tinkaton

Name: Ninjitsu
Type: Dark
Category: Physical
BP: 75
Acc: 100
PP: 10 (16)
Effect: If the user moved before the target, lowers the target's highest stat by 2.
Target: one
Flags: Protect, Mirror, Metronome
Distribution: :accelgor:Accelgor

Name: Metronome
Distribution: Metronome is now a universal TM

Name: False Swipe
Type: Normal
Category: Physical
BP: 130
Acc: 100
PP: 20 (32)
Effect: Always leaves the target with at least 1 Hp.
Target: one
Flags: Contact, Protect, Mirror, Metronome

:sv/breloom:
Breloom +Circle Throw, Swarming Strike, Triple Kick
 
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Screenshot 2025-05-23 12.46.42 AM.png

only one guy gets Circle Throw? crazy.
I think we should distribute it to a couple Pokemon, like Hariyama, Karion, or some other mons (possibly some non-fighters? Golurk comes to mind as something that could Circle Throw.)
 
Screenshot 2025-05-23 12.46.42 AM.png

only one guy gets Circle Throw? crazy.
I think we should distribute it to a couple Pokemon, like Hariyama, Karion, or some other mons (possibly some non-fighters? Golurk comes to mind as something that could Circle Throw.)
On a similar note, we buffed Triple Kick to have Triple Axel's BP, but not a single mon gets the move. Something should definitely get that. Any thoughts on mons that would care to run the move. Its difficult to find something because anything with CC wouldn't likely run a Triple Axel clone.
 
No new Pokémon in this slate? That's kind of my weakness, I'm not really that good at designing moves for other Pokémon...so, instead, I shall bring forth a few old friends from my Sprite Project, Pokémon North, South, East, and West!

Name: Texture Swap
Type: =
Classification: =
Power + PP: 0BP, 16 PP
Effect: Until Texture Swap is used again, all Physical moves used by the user become Special, and all Special moves used by the user become Physical.
Distribution: Artificial Pokémon and those based off cybernetics.

Name: Infliction
Type: =
Classification: =
Power + PP: 16 PP
Effect: Choose one of the user's other moves: The user then uses that move on itself.
Distribution: Ghost-type Pokémon and those who inflict pain on themselves.

Name: Final Hammer
Type: =
Classification: =
Power + PP: 10BP, 8 PP
Effect: Always goes last, never misses, and pierces through Protect. Consumes all PP of all of the user's moves. For each PP consumed this way, this gains 10 Power.
Distribution: Pokémon that wield a hammer in battle.

Name: Iron Slash
Type: =
Classification: =
Power + PP: 100BP, 100% accuracy, 16 PP
Effect: Has a high Critical Hit ratio.
Distribution: Pokémon wielding blades.

Name: East Sea Wave
Type: =
Classification: =
Power + PP: 70BP, 100% accuracy, 16 PP
Effect: Hits both targets in a double battle. Increases the duration of Weathers and Terrains by 1.
Distribution: Pokémon that can learn Surf.

Oh, and for my nomination....
:abra: :kadabra: :alakazam:
Well, first, does anyone know where Pidgeot went, but secondly, I shall nominate Alakazam, as it is a pure Psychic-type with access to Ally Switch and a high Special Attack.
 
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On a similar note, we buffed Triple Kick to have Triple Axel's BP, but not a single mon gets the move. Something should definitely get that. Any thoughts on mons that would care to run the move. Its difficult to find something because anything with CC wouldn't likely run a Triple Axel clone.
I mean, you nominated Breloom as a returning Pokémon, right? You can give it Circle Throw and Triple Kick given Close Combat decreases it’s already low bulk compared to other Fighting-type Pokémon, and boosted Triple Kick makes for 180 BP which is devastating as it breaks through Sashes and Sturdy, at cost of proccing contact-based mechanics multiple times.
 
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No new Pokémon in this slate? That's kind of my weakness, I'm not really that good at designing moves for other Pokémon...so, instead, I shall bring forth a few old friends from my Sprite Project, Pokémon North, South, East, and West!

Name: Texture Swap
Type: =
Classification: =
Power + PP: 0BP, 16 PP
Effect: Until Texture Swap is used again, all Physical moves used by the user become Special, and all Special moves used by the user become Physical.
Distribution: Artificial Pokémon and those based off cybernetics.

Name: Infliction
Type: =
Classification: =
Power + PP: 16 PP
Effect: Choose one of the user's other moves: The user then uses that move on itself.
Distribution: Ghost-type Pokémon and those who inflict pain on themselves.

Name: Final Hammer
Type: =
Classification: =
Power + PP: 10BP, 8 PP
Effect: Always goes last, never misses, and pierces through Protect. Consumes all PP of all of the user's moves. For each PP consumed this way, this gains 10 Power.
Distribution: Pokémon that wield a hammer in battle.

Name: Iron Slash
Type: =
Classification: =
Power + PP: 100BP, 100% accuracy, 16 PP
Effect: Has a high Critical Hit ratio.
Distribution: Pokémon wielding blades.

Name: East Sea Wave
Type: =
Classification: =
Power + PP: 70BP, 100% accuracy, 16 PP
Effect: Hits both targets in a double battle. Increases the duration of Weathers and Terrains by 1.
Distribution: Pokémon that can learn Surf.

Oh, and for my nomination....
:abra: :kadabra: :alakazam:
Well, first, does anyone know where Pidgeot went, but secondly, I shall nominate Alakazam, as it is a pure Psychic-type with access to Ally Switch and a high Special Attack.
I'm not confident I can properly code Infliction. Move selection is always very tricky and complex, in my experiences. At best, I could, perhaps, make Infliction randomly choose among the normal targeting moves or just the first normal targeting moves it may find. Though, of course, I would try to implement your original effect. And if it does not work, one of the ideas I suggested could be used instead. Or you could come up with a different effect. That said, it might not hurt to explain to the readers if there's good competitive reason to run Infliction. I have a difficult time connecting the dots myself.

I think Texture Swap is best used as an ability because you don't waste a turn. Wasting a turn to change a move category doesn't result in a huge gain, usually, because why not just use another move to make progress? Especially in a fast paced format as VGC. Perhaps, you could make Texture Swap work on ally only or for both user and ally. That would make this move a little bit better.

I like the idea of Final Hammer but it seems kind of insane. While the drawback is severe, theoretically, a Pokémon could run a berry to replenish some PP of one of its moves. I think Final Hammer would be a little bit more balanced if the user of the move were the only remaining Pokémon on the user's team that hasn't fainted yet. Even then, I fear this move might still be quite overpowered.

I don't mind Iron Blades's BP if this move is really limited to only the few blade associated Pokémon we have in the game, especially if it is to match aa crab's Crab Hammer.

As for the nommination, iirc, last time I talked to Sugarbear, they mentioned they would look at the previous nomminations again and let us know if any of them would be considered. (This would also mean you don't necessarily have to renomminate Breloon, PalpitoadChamp since you already did it last time). Speaking of Alakazam, Ally Switch isn't necessarily unique to Alakazam as other Pokémon like Fieratt or Dustnoir also have this move and have advantages Alakazam doesn't have, like utility or bulk. I think Alakazam's niche in this format would be primarily as a relatively fast (there's still quite a number of attackers faster than it) Psy Spam abuser on Tailwind structures.
 
Name: Fallout
Type: Poison
Category: Status
BP: -
Acc: -
PP: 10 (16)
Effect: Has +3 priority. Protects the user and its ally from stat drops and status conditions for the rest of the turn. If the user is hit by a contact move this turn, Poisons the attacker.
Target: allySide
Flags: Snatch
Distribution: :grimmsnarl-gmax:Anthroll, :shellder:Conotox, :gengar:Malitch, :grimer:Grimer, :muk:Muk, :grimer-alola:Grimer-Alola, :muk-alola:Muk-Alola

Name: Undermine
Type: Ground
Category: Physical
BP: 100
Acc: 95
PP: 10 (16)
Effect: Lowers the user's Ally's highest stat by 1.
Target: one
Flags: Protect, Mirror, Metronome
Distribution: :skitty:Skitty, :delcatty:Delcatty, :palafin-hero:Delphynan, :castform:Dustform, :dusknoir:Dustnoir, :gastrodon:Gastrodon, :makuhita:Makuhita, :hariyama:Hariyama, :orthworm:Intestinorm, :kangaskhan:Kangaskhan, :lucario:Mauycacque, :mandibuzz:Mountalon, :heracross:Phlocules, :sneasel-hisui:Sneasel-Hisui, :sneasler:Sneasler, :lillipup:Lillipup, :herdier:Herdier, :stoutland:Stoutland, :tinkatink:Tinkatink, :tinkatuff:Tinkatuff, :tinkaton:Tinkaton

Name: Ninjitsu
Type: Dark
Category: Physical
BP: 75
Acc: 100
PP: 10 (16)
Effect: If the user moved before the target, lowers the target's highest stat by 2.
Target: one
Flags: Protect, Mirror, Metronome
Distribution: :accelgor:Accelgor

Name: Metronome
Distribution: Metronome is now a universal TM

Name: False Swipe
Type: Normal
Category: Physical
BP: 140
Acc: 100
PP: 20 (32)
Effect: Always leaves the target with at least 1 Hp.
Target: one
Flags: Contact, Protect, Mirror, Metronome

:sv/breloom:
Breloom +Circle Throw, Swarming Strike, Triple Kick
If Ninjitsu is only limited to Accelgor, and perhaps Greninja if it ever appears in this mod, then, the idea of creating a move being more widespread doesn't seem to work really well here. After all, as of right now, Ninjitsu feels more like a signature move.

I think False Swipe is too strong; it can be considered a situationally more powerful Super Fang on the right abuser, and the ally can quickly make short work of the few HP left of the target.

I don't mind Metronome's distribution too much but if it isn't used competitively, then, it might be a waste of space.
 
I forgot to post replays from last time, those that were pre-new slate. Since I had some games with Sugarbear today, I decided I might add the new replays (post new slate) as well. It's possible some replays are lost.
https://replay.pokemonshowdown.com/dragonheaven-gen9vgc20xx-13716
https://replay.pokemonshowdown.com/dragonheaven-gen9vgc20xx-13717
https://replay.pokemonshowdown.com/dragonheaven-gen9vgc20xx-13718
https://replay.pokemonshowdown.com/dragonheaven-gen9vgc20xx-13720
https://replay.pokemonshowdown.com/dragonheaven-gen9vgc20xx-13721

https://replay.pokemonshowdown.com/dragonheaven-gen9vgc20xx-13723
https://replay.pokemonshowdown.com/dragonheaven-gen9vgc20xx-13724
https://replay.pokemonshowdown.com/dragonheaven-gen9vgc20xx-13727?p2
https://replay.pokemonshowdown.com/dragonheaven-gen9vgc20xx-13729?p2
https://replay.pokemonshowdown.com/dragonheaven-gen9vgc20xx-13730?p2

https://replay.pokemonshowdown.com/dragonheaven-gen9vgc20xx-13732
https://replay.pokemonshowdown.com/dragonheaven-gen9vgc20xx-13733
https://replay.pokemonshowdown.com/dragonheaven-gen9vgc20xx-13735
https://replay.pokemonshowdown.com/dragonheaven-gen9vgc20xx-13736
https://replay.pokemonshowdown.com/dragonheaven-gen9vgc20xx-13737

https://replay.pokemonshowdown.com/dragonheaven-gen9vgc20xx-13739
https://replay.pokemonshowdown.com/dragonheaven-gen9vgc20xx-13740
https://replay.pokemonshowdown.com/dragonheaven-gen9vgc20xx-13741
https://replay.pokemonshowdown.com/dragonheaven-gen9vgc20xx-13979
https://replay.pokemonshowdown.com/dragonheaven-gen9vgc20xx-13981

https://replay.pokemonshowdown.com/dragonheaven-gen9vgc20xx-13984
https://replay.pokemonshowdown.com/dragonheaven-gen9vgc20xx-13986
https://replay.pokemonshowdown.com/dragonheaven-gen9vgc20xx-13988
https://replay.pokemonshowdown.com/dragonheaven-gen9vgc20xx-13991
https://replay.pokemonshowdown.com/dragonheaven-gen9vgc20xx-13993

https://replay.pokemonshowdown.com/dragonheaven-gen9vgc20xx-13996
https://replay.pokemonshowdown.com/dragonheaven-gen9vgc20xx-13997
https://replay.pokemonshowdown.com/dragonheaven-gen9vgc20xx-13999
https://replay.pokemonshowdown.com/dragonheaven-gen9vgc20xx-14003
https://replay.pokemonshowdown.com/dragonheaven-gen9vgc20xx-14004

Some comments on Pokémon
- Rotom-Fan with Hurricane feels really nice now so long as you can maintain Rain. It really feels like a budget Zapdos and can be useful to pressure certain Bug Pokémon, like Metagross-Prime or Golisopod.
- Almgid is, as I suspected, a really good addition to Snow. I'm glad to see that Weakness Policy works well on it to overcome its rather poor offensive stats. Bulk is very appreciated, especially behind screens and Snow. And whether you prefer even more resilience with Ice Body or more fire power with Blaze is up to you. So, PalpitoadChamp's idea of a bulky Ice Body user that can do some offensive is reasonably well executed.
- I think I mentioned it last time; Gravity Orbeetle teams are still strong, with Sing Mudaimer having potential as a special wallbreaker, even if its base 76 SpA (iirc) is rather mediocre. Throat Spray (which is also triggered by Sing) and Boomburst's high BP can make up a lot for it. You better prepare prepare for some anti-sleep techs, like Intestinorm's Electric Surge or Ribombee's Sweet Veil.
- Speaking of Gravity, Delphynan (Water/Rock) is a nice member to have to complement Orbeetle's typing. Spamming Hydro Pump from a high SpA stat and a potential SpA boost from Meteor Beam is a guilty pleasure.
- Gyarados had a great performance so far. So long as you can keep Electric Pokémon away from it, it can shine quite a lot between Intimidate and Wave Crash, the latter giving it a much necessary oomph to exert pressure. I like spamming Thunder Wave and Helping Hand, which further accentuates Gyarados's potential as an offensive, disruptive Pokémon. I can easily see Gyarados rising up quite a lot.
- Flygon's new Archetype addition turned out to be a lot better than I expected. So, I'm glad to see how Flygon can just rely on its movepool and natural strengths of its dualtype to become threatening, resilient, and annoying.
- Cacmora (Cacturne evolution) didn't have much time to shine since Sugarbear had so many anti Cacmora Pokémon, which greatly discouraged me from using it. At the very least, in some of the games it did appear, it could perform well enough. Not sure how Sugarbear themselves felt when facing it. Would be interested to hear.
- Orasundra (Arbok evolution) felt very fair so far; its Ghost and Dark weakness is very noteable, but I'm glad to see that its support potential is enough to use it, like setting Acidic Rain, spamming Parting Shot or annoying the opponent with Intimidate.
- As for Tokujira (Poison, Water), it's a little bit hard to tell since it was just recently added and I only had one Bo3 so far; it did seem kind of strong, especially with Transmutation. So, if it turns out to be too much, the ability could always just boost the worst stat at the end of each second turn in Acidic Rain if the user's HP are above 50%. And if it's at or below 50%, it can boost at the end of each turn in Acidic Rain. Though, with how reliant Tokujira is on weather to become a menace, it's quite possible just overriding or denying weather can help. Furthermore, as always, Wizareetin threatens it, and you could always just spam stat lowering moves / abilities to force it out or make it useless. That said, I do think you have to keep Tokurija's presence in mind just like how you have to be aware of threats like Wizareetin, Scizor, Snorlax or Golisopod. We'll see how Tokujira will evolve in the next weeks. Speaking of Wizareetin, it's kind of amazing how its typing keeps being useful in the metagame even as it continues to evolve and add new Pokémon. I grow fonder of Wizareetin; it's fun to use (though, I'm not sure how my opponents feel about facing it when it's used in my hands) and can ease teambuilding quite a lot. A very relevant and defining piece of VGC 20XX, I feel. You did an amazing job introducing this important creation to this project, Ubertrainer2000. And fwiw, I think if it weren't for Golisopod and Matokoda stealing the show, I wouldn't be surprised if Upvybones (Water, Ghost) and Nihilink (Grass, Ghost) would be more viable.
- Deermetrius (Fighting, Fairy) felt fair and nice to use; I like its utility potential a lot, and its typing is useful defensively to keep in check threats like Metagross-Prime or Judigon.
- No thoughts on Wresteddy yet because I never managed to bring it into a match. Sugarbear's team was too hostile for me to consider it usiing it in a match. Perhaps, next time, I'll have better luck. x)

That said, let me know which returning Pokémon from previous slates I should add, if there are any, Sugarbear.

On the matter of moves, I could see Triple Kick being added to Weavile. It loves running Triple Axel and doesn't mind running Wide Lens. So, if it can make room for it, Triple Kick is a potential option. Another Pokémon that commonly runs Wide Lens is Tsareena. If this ever appears in the mod, Triple Kick could be added to it as well. I don't mind Circle Throw being made more common; it's certainly cool to have additional ways of dealing with set-up Pokémon.
 
I tried out sth new to solve Cacmora's learnset not being displayed. That did not work out at all. At the moment, don't click at Cacmora's item, learnset, etc. because it will freeze DH. I'll solve it differently and let you know.
 
Alright, it's voting time! Will count the votes on Monday evening / Tuesday morning (if we don't get many votes will extend). Say Yay or Nay or Abstain to other people's moves (you may not vote on your own).

So I don't have to Triple Post, here are my moves

Type: Dragon
Physical
120 BP
8 Max PP
100% accuracy
Makes Contact
Drops user's Def and SpDef by 1 stage each
Physical Dragon types have always struggled in VGC since most of the time they have to make do with either Outrage, where you can't pick your target or Dragon Claw which is weak. Wyrm Smash helps fix both of those issues, giving them a strong single target nuke.
Distribution: All Dragon types. Almost all Fire types learn Flare Blitz and almost all Fighting types learn Close Combat, so I think it'll be balanced.
Type: Psychic
Status
16 max PP
Perfect accuracy
Boosts ally's Special Attack and Special Defence by 1 stage each
The Psychic and Fighting type are supposed to be mirrors of each other, so why not give Psychic types a version of Coaching?
Distribution: Most Psychic types, unless flavour wise they are described as being malicious and spiteful.
Type: Psychic
Physical
16 max PP
Base Power: 80
100% accuracy
Makes contact
Comes off the user's Special Defence stat.
More mirror stuff, this also gives support Psychic types like Orbeetle much more presence and makes them much less susceptible to Taunt. It could also work with Amnesia. We might even see it being used with an Assault Vest.
Distribution: Psychic types that aren't depicted as fragile and delicate (so not Flittle and the Abra line)
Type: Water
Special
24 max PP
Base Power: 70
100% accuracy
Secondary Effect: Drops target's SpDef by 1 stage (50% chance)
Sound based
A reliable special STAB that won't hit your partner, and while its BP is nothing to boast about, the high chance to drop SpDef can really come in handy.
Distribution: Pokemon based on frogs and other musical Pokemon. Milotic too, since it's based on a Psiren and in mythology they often lure in targets with song.
Type: Normal
Status
8 Max PP
Perfect accuracy
+2 Priority
Draws all Single Target moves to the user, and blocks spread moves from hitting your ally for the rest of the turn. Fails if used in succession (same formula as Protect)
Gives Kangaskhan a strong niche compared to Mauycaque, as well as a strong option for other support Pokemon since it's basically Follow Me and Wide Guard in one move, with the drawback that it can't be used successfully.
Distribution: Kangaskhan, and other Pokemon described as being very kind and matronly.

I hope it's fine to just modify existing moves since, theoretically, I could just come up with a new move name.
- Avalanche: Now, rather than being single-target, it hits two opposing Pokémon instead to better reward your Pokémon for tankig a hit first. Moreover, this new effect fits well with the conceptual design of slow, bulky Ice Pokémon. Keisberg (who already learns this move) would love this for sure.
- Chip Away: Now has 90 BP instead to match Sacred Sword's effect and power. If you just want a solid and reliable Normal attack, Chip Away is that kind of a move and offers the neat utility to ignore a target's boosts. Could be distributed to new Pokémon like Mauycacque and Wresteddy if there are no disagreements. Perhaps, Mudaimer as well if it fits flavour wise.

Now, here's where I propose custom moves, only have one idea at the moment.
- Wailing Wraith: Ghost, Special, 90 BP, 10 PP, 100% acc., effect: Uproar but as a spread move.
While playing some games with Sugarbear, I noticed Sleep is still very strong on Gravity teams with stuff like Sing Mudaimer. Thus, I decided to come up with a move that would help to make it less potent, especially because most Hypnosis users are Psychic or Ghost Pokémon. Fwiw, outside of Astral Barrage (which is a move restricted to a legendary Pokémon), there is no Ghost-type spread move. So, Wailing Wraith will neatly fill this gap, but it does come with the disadvantage of locking yourself into using this move for 2-3 turns. I think it could be interesting to see if a natural immunity to Fake Out and being a strong offensive type are enough to make you want to run this move. It still has counterplay in Wide Guard and Throat Chop. And being locked into a move can be a death sentence. So, the move should be likely balanced.
These are our current Pokémon that could learn this move if there are no disagreements: Eereyster, Possmortem, Malitch, Matokoda, Rotom, Nihilink-Necro
Name: Fallout
Type: Poison
Category: Status
BP: -
Acc: -
PP: 10 (16)
Effect: Has +3 priority. Protects the user and its ally from stat drops and status conditions for the rest of the turn. If the user is hit by a contact move this turn, Poisons the attacker.
Target: allySide
Flags: Snatch
Distribution: :grimmsnarl-gmax:Anthroll, :shellder:Conotox, :gengar:Malitch, :grimer:Grimer, :muk:Muk, :grimer-alola:Grimer-Alola, :muk-alola:Muk-Alola

Name: Undermine
Type: Ground
Category: Physical
BP: 100
Acc: 95
PP: 10 (16)
Effect: Lowers the user's Ally's highest stat by 1.
Target: one
Flags: Protect, Mirror, Metronome
Distribution: :skitty:Skitty, :delcatty:Delcatty, :palafin-hero:Delphynan, :castform:Dustform, :dusknoir:Dustnoir, :gastrodon:Gastrodon, :makuhita:Makuhita, :hariyama:Hariyama, :orthworm:Intestinorm, :kangaskhan:Kangaskhan, :lucario:Mauycacque, :mandibuzz:Mountalon, :heracross:Phlocules, :sneasel-hisui:Sneasel-Hisui, :sneasler:Sneasler, :lillipup:Lillipup, :herdier:Herdier, :stoutland:Stoutland, :tinkatink:Tinkatink, :tinkatuff:Tinkatuff, :tinkaton:Tinkaton

Name: Ninjitsu
Type: Dark
Category: Physical
BP: 75
Acc: 100
PP: 10 (16)
Effect: If the user moved before the target, lowers the target's highest stat by 2.
Target: one
Flags: Protect, Mirror, Metronome
Distribution: :accelgor:Accelgor

Name: Metronome
Distribution: Metronome is now a universal TM

Name: False Swipe
Type: Normal
Category: Physical
BP: 130
Acc: 100
PP: 20 (32)
Effect: Always leaves the target with at least 1 Hp.
Target: one
Flags: Contact, Protect, Mirror, Metronome
[/SPOILER]

No new Pokémon in this slate? That's kind of my weakness, I'm not really that good at designing moves for other Pokémon...so, instead, I shall bring forth a few old friends from my Sprite Project, Pokémon North, South, East, and West!

Name: Texture Swap
Type: =
Classification: =
Power + PP: 0BP, 16 PP
Effect: Until Texture Swap is used again, all Physical moves used by the user become Special, and all Special moves used by the user become Physical.
Distribution: Artificial Pokémon and those based off cybernetics.

Name: Infliction
Type: =
Classification: =
Power + PP: 16 PP
Effect: Choose one of the user's other moves: The user then uses that move on itself.
Distribution: Ghost-type Pokémon and those who inflict pain on themselves.

Name: Final Hammer
Type: =
Classification: =
Power + PP: 10BP, 8 PP
Effect: Always goes last, never misses, and pierces through Protect. Consumes all PP of all of the user's moves. For each PP consumed this way, this gains 10 Power.
Distribution: Pokémon that wield a hammer in battle.

Name: Iron Slash
Type: =
Classification: =
Power + PP: 100BP, 100% accuracy, 16 PP
Effect: Has a high Critical Hit ratio.
Distribution: Pokémon wielding blades.

Name: East Sea Wave
Type: =
Classification: =
Power + PP: 70BP, 100% accuracy, 16 PP
Effect: Hits both targets in a double battle. Increases the duration of Weathers and Terrains by 1.
Distribution: Pokémon that can learn Surf.
Forceful Hug
Type: Fairy
Physical
130 BP
8 Max PP
100% accuracy
Description: Contact-based. The user and target cannot switch out; fails if the target is already trapped.
Justification: Grant a reliable Fairy-type move that only works once, but compensate with higher than usual base power we see in other strong physical moves. While Play Rough can be used multiple times on the same target, it have a chance to miss, unlike Forceful Hug which is reliably accurate but only works on a target once.
Possible Distribution: Physical Fairy-types (except Zacian, Magearna and Iron Valiant shall those return, and exclude Ulmiraj as well), Bewear, Wresteddy, Beartic, Gallade
Water Bomb
Type: Water
Status
- BP
16 Max PP
-% accuracy
Description: Entry hazard. Unleashes Water-type hazard Water Bomb that inflict the Drench volatile status, which lasts for three turns but make them unable to deliver secondary effect from their moves, even moves with 100% chance, akin to Sheer Force but no bonus damage. No effect on Water-type Pokémon, and a Water-type Pokémon switching in will remove the effect.
(*Retroactively affects Floatsam Hook to use this hazard in case this move wins.)
Justification: Given Floatsam Hook is a move but Upvybones is currently C-ranked, I can see this Water-type hazard having potential, but since Stealth Rock have no viability compared to Toxic Spikes, I figure to rework this hazard into something more pressuring without relying on type effectiveness and without copying Toxic Spikes. This new Water-type hazard put a stop to Icy Wind, Snarl, Paranoia, as well as stopping chances of Paralysis, Burn, and especially Paralysis. Protect can be used to reduce the effect to two turns, but by then, you’d want hazard control or Water-type Pokémon to handle this pesky hazard.
Possible Distribution: Water-type Pokémon such as Mantine, Blastoise, Slowbro / Slowking, Alomomola and Lullux that are known as support-oriented in VGC.
Rampage
Type: Dark
Physical
150 BP
8 Max PP
100% accuracy
Description: User gain Stall Ability on use. Hit all adjacent targets.
Justification: When you think of Dark-type move, Knock Off is all the rage… for the wrong reasons, but it is all the rage nonetheless. However, an unexplored trait of Dark-type is the brutality and destruction, so Rampage is created to expend upon this concept. It has two downsides in one, forcing Protect on ally and the user suffering getting Stall, but 150 BP is very powerful so it can be highly impactful if allowed to fire, at cost of making the user a potential sitting duck waiting to be revenge killed.
Possible Distribution: Tyranitar, Gyarados, Tauros, Anthroll, Cheverpent, Karion. Any Pokémon that is known to go on a rampage.
Water Sport / Mud Sport
Type: Water / Ground
Status
- BP
16 Max PP
-% accuracy
(Added description is noted in italic)
Water Sport Description: Until the user switches out, the entire field have Fire-type moves weakened by 67% and moves of the following types have Accuracy check bypassed: Water, Electric and Grass.
Mud Sport Description: Until the user switches out, the entire field have Electric-type moves weakened by 67% and moves of the following types have Accuracy check bypassed: Water, Rock and Grass.
Justification: Water Sport and Mud Sport are interesting concept but are too specific to be anything useful even in-game (and otherwise cripple a Fire-type specialist and Electric-type specialist respectively), so adding effect so compatible types won’t miss when either Water Sport or Mud Sport is active. Water-type moves aren’t known for accuracy issue, but Grass and Rock have at least a few that does, so that Power Whip, Leaf Storm, Meteor Beam and Rock Slide / Stone Egde hit consistently.
Mostly unchanged distribution
NEW MOVES:

Strongarm
Type: Fighting
Physical
55 BP
16 Max PP
100% accuracy
Makes Contact
Punching Move.
Hits Twice if used on Vigor Terrain.
Reasoning: Every terrain has its own funny Terrain-Specific attack, and since old Strongarm was about as middling as could be, it now serves a double purpose. for Vigor Terrain. Strongarm now can be used for many reasons. Fast Vigor Terrain abusers get good move to break sashes and sturdy, and slow Vigor Terrain abusers are able to accumulate Attack buffs with the 2-hit property. But the inherent low BP of the move balances it out especially with the looming threat of other Terrain setters (Intestinorm and Metagross-Prime.)
Distribution: Wresteddy, Muaycacque, Mycecroak.
Karion, Almgid, Golurk, Metagross-Prime, Reuniclus, Snorlax, Swampert-Rift, Valoseus

My votes:
Avalanche buff: Yes
Chip Away buff: Yes
Wailing Wraith: Yes
Fallout: No (too situational)
Undermine: No (if it dropped target's highest stat that would be great, but I don't think 100 BP is enough to justify nerfing my ally). High Horsepower is just better.
Ninjitsu: Yes, that's a really creative concept.
Metronome buff: Yes. No harm done.
False Swipe buff: Hell no, that's Super Fang on PCP
Texture Swap: No (too situational)
Infliction: No (too hard to code)
Final Hammer: No. If you're open to changing it to say a 300 BP move that only works if the user is below 25% HP, or something in that vain I'd reconsider.
Iron Slash: No. Again though, I'd reconsider it with some tweaks. Maybe give it 8 max PP, start with 160 BP, and have it lose 20 BP with each PP loss.
East Sea Wave: Yes, let's give Water types a reliable spread move
Forceful Hug: Yes
Rampage: Yes
Water Bomb: No
Mud Sport / Water Sport buffs: Yes
Strongarm: Yes

Edit: Next slate is back to making mons.
 
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