Name: Reconstruct
Power: –
Accuracy: –
PP: 10 (16)
Category:
Type:
Effect: Charges turn 1. Heals the user for 1/2rd of its total health and resets its lowered stats on turn 2.
Z-Move Effect: Raises Defense by 1 stage
Potential Pokémon With This Move: (Pokemon who should NOT get this move: )
Justification: Some bulky steel are kind of in an unfortunate spot right now because of how little survivability they really have because of their lack of reliable recovery. This new move aims to aleviate that weakness a tiny bit without making their users overbearing.
Name: Arid Absorption
Typing:
Category:
BP: ---
Accuracy: ---
PP: 10 (max. 16)
Effect: Heals 1/4 max HP. Heals an extra 1/4 max HP for every Water-type on the field. All Water-types on the field lose 1/4 max HP (including the user).
Users: Ground-, Rock-, Fire-types, maybe some Water- or Grass-types
Description: An anti-Water-type recovery move. This move takes advantage of the fact that bulky Water-types like to switch in on Ground, Rock, and Fire-types and makes it a riskier option.
Name: Focus Blast (Pre-Existing)
Typing:
Category:
BP: 120
Accuracy: 70%
PP: 5 (max. 8)
Effect: This move ignore accuracy check if user moved last or if their target switched away. 10% chance of lowering target’s Special Defense by 1 stage.
Z-Move Effect: 190 BP
Priority: 0
Flags: None
Possible New Users: No expansion necessary.
Description: Slower Pokémon like Slowbro (both forms), Slowking (also both forms), Exploud, Regice, Magmortar, Emboar, Heatmor, Oranguru, Drampa and Mr. Rime will appreciate their move to not miss to punish switching-in target, or in the case of the Slowpoke line and Regice, ready to tank a hit and then fire a perfectly accurate Focus Blast. Basically, a stronger Aura Sphere for slower Pokémon.
Name: Meltdown
Power: 80
Accuracy: 100
PP: 16
Category:
Type:
Effect: If the user is an Ice type, Ice gets replaced with Water after using this move. 1.5x power when used by Ice types.
Z-Move Effect: 160 BP
Priority: 0
Flags: Defrost
Potential Pokémon With This Move:
Justification: Gives Ice some flexibility on mons who can't quite reach the high Speed needed for the type touse its glass cannon role. Essentially helps the fatter Ices to get a better type.
Name: Toxic Thread
Power: --
Accuracy: 100
PP: 20
Category:
Type:
Effect: Badly poisons the target and lowers their Speed by 2 stages
Z-Move Effect: +1 Speed
Priority: 0
Flags (ex: Contact, Sound): Protect, Mirror, Reflectable
Potential Pokémon With This Move:
Justification: Why does the move called Toxic Thread not cause Toxic poison? Anyway, this is basically just a better Toxic with limited distribution, but Toxic spreading and speed control in one slot can be pretty nice to have, especially for the Prankster carrying Volbeat and Illumise and Sticky Web leads in Shuckle, Masquerain, and Ariados
Name: Boomerang
Effect: Nothing.
Can Be Knocked Off (Yes or No):(I'm tempted to say yes, but then it immediately returns and hits the holder just for the funnies but)No
Ignored by Klutz (Yes or No): No
Fling Power & Effect: 120 BP, returns to Fling's user on use.
Justification: Haha funny Fling go brrrr. You trade having general utility or general boosting (Lefties, Boots, Sash, Band, etc.) to get access to a high Power, no drawback Dark Close Combat. Good for wallbreakers who don't want to choicelock themselves, or Dark types who want to be setup sweepers. Currently all other good Dark-type physical moves are signatures/very limited coverage (Aura Wheel, Hyperspace Fury, Wicked Blow, Darkest Lariat), techs (Foul Play, a one-time boost for Knock off, Punishment, Power Trip) or 80 BP or below. I kept it at 120 to be comparable to other common high-powered physical moves like Close Combat, Wood Hammer, etc. but can easily be raised to 130 to match Iron Ball, or can be buffed higher than that if it's too weak.
Name: Momentum Armor [item]
Effect: Boosts the user's Attack by 25% of their Defense
Can Be Knocked Off: Yes
Ignored by Klutz: Yes
Fling Power & Effect: 80 base power, no additional effect
Justification: This is a boosting item intended for bulky physical attackers who appreciate the freedom the item gives them to hit hard without the restriction of a Band or the chip of a Life Orb. Also, it gives the normally-passive walls with really high Defense and reliable recovery access to an item that lets them hit harder.
Name: Shell Bell
Effect: The holder heals 1/8th of their max HP upon successfully damaging a Pokemon with an attack.
Can Be Knocked Off: Yes
Ignored by Klutz: Yes
Fling Power & Effect: 40 BP
Justification: Heavy Duty Boots is very popular on offensive Pokemon right now for the superior survivability it offers compared to the competition. Shell Bell present an alternative as an item that is twice as efficient as Leftovers, given you are successfully attacking the opponent. I could see it replacing Boots on Pokemon like Zeraora that aren't particularly weak to hazards. There's no way it will replace Leftovers on defensive Pokemon because they enjoy the consistent recovery and aren't exactly spamming attacks.
Name: Light Power
Effect: This Pokémon‘s Special Attack stat is doubled with an intense power of light.
Permanent: No
Mold Breaker: No
Potential Pokémon With This Ability: , , , , , (all sizes)
Justification: Special Attack counterpart of Huge Power, giving these Pokémon with low base Special Attack a use of their Special moves and enable Volbeat to finally viably use Tail Glow beyond Baton Passing.
Name: Rain Dish / Ice Body
Effect: Heals the user at the end of each turn by 1/16th of its max HP. Heals by 1/8th under Rain / Hail respectively.
Permanent (Yes or No): No
Mold Breaker (Yes or No): No
Potential Pokémon With This Ability: Seismitoad, Tentacruel, other fat waters without recovery
Justification: Rain Dish has never really been great in Singles aside from Gen 5 OU where permarain was broken, so here's a boost to make it into a decent, albeit not fantastic option. Combining this with Leftovers gives a 1/8th boost after each turn, which gives an extra boost in longevity to Pokemon that you don't quite want to have full recovery. I mostly made this for Tentacruel because this + Protect + Toxic immunity seems really cool but Seismitoad would really appreciate this as well, and maybe stuff like Omastar or something in lower tiers. Added Ice Body just to mirror this since they're the same, most Pokemon that would use it are pretty bad but Pokemon like Avalugg or Arctovish or something might appreciate the boost.
Name: Articuno-Galar, Moltres-Galar, Zapdos-Galar
Type: Unchanged
Abilities: Competitive | Magic Bounce, Berserk | Regenerator, Defiant | Intimidate
New Moves: Defog, Toxic
Justification: Reworking the abilities of all of the Galar birds! Magic Bounce allows Garticuno to function as a higher-tier Xatu and is generally an amazing ability. Regenerator on Goltres lets more defensively inclined pivot sets prosper, giving teams access to a splashable Ghost check that is resilient to chip. Lastly, Intimidate is a solid ability on non-choiced Gapdos sets to check threats like Kartana. Defog and Toxic are here as utility options.
Name: Magmortar
Type: Fire
Abilities: Flame Body/ Neutralizing Gas
New Moves: Recover
Removed Moves: Null
Justification: I have a really long essay on the flavor in my Mega Magmortar sub for M4A, but essentially it allows Mega Magmortar to be one of the most versatile and useful Pokemon in OU, with a rocks weakness, and perfectly uses Neutralizing Gas to make progress against the Regenerator cores that are so prevalent. Magmortar specifically does well in this job due to its great movepool, pressuring Water types as a fire type will always be good no matter what mon you are. I doubt it can have much of a niche in OU however due to its overall not exquisite stats outside its special attack. But It will be very excellent in UU, and any potential lower tier it will fall into, the recovery gained will allow life orbs sets to prosper even with a rocks weakness, and the ability to hold Heavy Duty Boots(if ViZars nerf goes through it'll be even cooler) will allow Magmortar to execute a myriad of good roles in the lower tiers
Name: Wigglytuff
Type: Normal / Fairy
Abilities: Cute Charm / Competitive / Frisk
New Moves: Geomancy
Removed Moves:
Justification: Attempt at a balanced Geomancy user. Coverage is fairly good, but 3 moves isn't enough to hit everything it wants to, and it still gets outsped by quite a few mons, even at +2.
Sun | When this Pokémon whips the winglike fur on its back as though beating its wings, it sends an intimidating aura flying at its opponents. |
---|---|
Moon | As the energy of Mega Evolution fills it, its fur bristles. What you see on its back are not true wings, and this Pokémon isn’t able to fly. |
Ultra Sun | Normally, it dislikes fighting, so it really hates changing to this form for battles. |
Ultra Moon | It converts the energy from Mega Evolution into an intimidating aura. Fainthearted people expire from shock at the sight of it. |
what is badly burnt? That does not exist.Move: Inner Fire
Type: Fire (Status)
Pp: 15 (24)
Effect: User’s passion burns bright raising its higher attacking stat and both defensive stats by 1 stage. However, for non-Fire types they will burn themselves. If used while burnt they will become badly burnt while boosting. Afterwards it’s just a nice stat booster. If non Fire type is afflicted with another status will overwrite it with burns.
Learneset: Most Fire types and probably guts Mons, Drifloom.
Description: a good boosting move for Fire types and a way for Guts Mons to use burns without item slot. Go ahead and use Lefties or Life Orb so both you and your opponent can die even faster, just hope that you didn’t actually need that 4th slot for some other attack. For fires it’s better than Howl, gives Moltres a way to boost its SpAtk and defenses and CharizardY can be a scary prospect. Speaking of Howl.
Move: Howl
Effect: While still raising attack 1 stage, it lowers the enemy’s higher attacking stat by 2 stages. Both aspects fail during Sound immunity.
Description: It’s going to make howl more useful because Howl tend to be... creepy. Certainly scarier than growling.. Best abuser is a legendary too good for OU anyway but it’s there for other Mons. Not so abusable by Defiant/Competitive, because the -stats cancel out the boost.
Name: Steelix
Type: Steel/Ground
Abilities: Intimidate/Sturdy (Sheer Force)
New Moves: Coil, Glare
Justification: Just some snake stuff for this snake mon. Intimidate for a big scary snake of pure steel and the SNAKE Glare/Coil moves? It just fits, especially on a Sheer Force Iron Tail set.