Pet Mod JolteMons (Complete) [Random Battle is Leader's Choice]

Name: Brisket Bash
Power: 120
Accuracy: 85
PP: 10
Category:
Physical.png

Type:
Normal.png

Effect: 30% chance to burn the target.
Priority: 0
Flags (ex: Contact, Sound): Contact, Mirror, Protect
Potential Pokémon With This Move: :ampharos::bouffalant::cobalion::dubwool::emboar::gogoat::grumpig::mamoswine::miltank::sawsbuck::stantler::tauros::terrakion::virizion:
Justification: moo

Name: Smother
Power: 75
Accuracy: 100
PP: 10
Category:
Physical.png

Type:
Fairy.png

Effect: During the opponent's next turn, they are forced to move last (Quash effects).
Priority: 0
Flags (ex: Contact, Sound): Contact, Mirror, Protect
Potential Pokémon With This Move: idk fairies but also darks but also mons that are large or are known for grabbing/hugging (bewear, snorlax, etc.)
Justification: Cool move, cool effect. Very scary on slower mons to really threaten switchins, but not many STAB users use it well.
Name: Scavenge
Effect: When another Pokemon on the field faints, this Pokemon restores 1/3 of its max HP, rounded down.
Permanent: No
Mold Breaker: No
Potential Pokémon With This Ability: :absol::feraligatr::houndoom::garchomp::luxray::mandibuzz::mightyena::noivern::purugly::raticate::raticate-alola::staraptor: (probably not this one, but :weavile: fits so well. same with :zeraora:)
Justification: Rework of an ability I subbed to FERU. Great longevity tool for bulky attackers, while also being much more bearable than Regen.

Name: Vapor Control
Effect: When this Pokemon enters the battlefield and at the beginning of each turn, if the weather is Sunny, it sets Mist. 1.5x Water power in Sun, ignores Sun's Water halving.
Permanent: No
Mold Breaker: No
Potential Pokémon With This Ability: :cryogonal::gastrodon::glaceon::golduck::swanna::suicune::tapu-fini::vaporeon::volcanion::walrein:
Justification: Sun kinda sucks as a playstyle, and what it really needs are abusers that don't stack weaknesses and bring actual defensive utility to the table. Bulky Waters are the perfect answer to that; the only downside is that Sun weakens Water. But if there were Waters that actually got boosted by Sun, it would become MUCH more effective. This will be an amazing tool for Sun teams, and honestly just for Waters in general if Sun becomes a more common playstyle.
Name: Shiny Leaf
Effect: If the holder is a Grass type, it restores 1/16 of its max HP at the end of each turn. Otherwise, it is Leech Seeded.
Can Be Knocked Off: Yes
Ignored by Klutz: Yes
Fling Power & Effect: 10
Justification: Grass leftovers. Loses its luster a bit since Reaper Cloth also exists, but getting a perma-leech on an opponent is really, really strong.

Name: Ectoplasm
Effect: The holder's moves are Ghost-type when targeting a Ghost-type
Can Be Knocked Off: Yes
Ignored by Klutz: Yes
Fling Power & Effect: 10
Justification: Weird effect, but essentially guarantees super-effective hits against opposing Ghosts unless they're Sableye or Spiritomb. Should be nice for offensive Normals and Fightings.
can’t believe guzz beat out worms by one vote. crazy stuff

:ss/wormadam::ss/wormadam-sandy::ss/wormadam-trash:
Name: Wormadam (Plant | Sandy | Trash)
Type:
Bug.png
Grass.png
|
Bug.png
Ground.png
|
Bug.png
Steel.png

Abilities: Simple | Fur Coat | Thick Fat (Replaces Anticipation for all 3)
New Moves: Recover (Plant, Sandy), Spikes (Sandy, Trash), Thunderbolt (Plant, Trash), Sticky Web (Sandy), Earth Power (All), U-Turn (All)
Removed Moves: N/A
Justification: These all suck hard, so I gave them tools to potentially have niches. Plant Cloak now gains access to the ridiculous combo of Simple and Quiver Dance, and while its stats are still so bad that it won't immediately become meta-defining, Thunderbolt and Earth Power giving it near-perfect coverage for a lot of the types that resist Bug Buzz helps a lot. Meanwhile, Sandy already boasts a fairly respectable typing in Bug/Ground, and with the combination of Fur Coat and Recover, it becomes the single bulkiest Fur Coat mon, as well as the only one with reliable recovery. I can easily see it having a niche as a physical wall, and with the addition of Sticky Web to its movepool (to make up for EP no longer being exclusive to it), it has another niche as the bulkiest webs setter (besides like, Shuckle, but that mon's got so many issues). Finally, Trash Cloak gets the absurd combination of a Bug/Steel typing and Thick Fat, giving it a single 2x weakness to Fire in exchange for an immunity and 9 resistances. This combined with the buffed Reconstruct and the addition of Spikes and U-Turn make it a great defensive pivot, with low base stats made up for by its sheer number of resistances. Additionally, this good defensive profile (as well as also gaining Thunderbolt and EP) make it a great QD mon as well, with its defensive abilities helping greatly when it is setting up. Overall, at least one of these should see OU play.


:swsh/avalugg:
Name: Avalugg
Type:
Ice.png
Fighting.png

Abilities: Strong Jaw / Ice Body / Sturdy
New Moves: Close Combat, Counter, Ice Shard, Thunder Fang
Removed Moves: N/A
Justification: I'm tired of Avalugg not being good. Curse got buffed, Ice Body got buffed, Momentum Armor was added, Meltdown... exists. It doesn't need much more, and these changes are exactly it. Adding Fighting to its typing does give it three more weaknesses, but the only relevant one to it is Flying, and that's more than compensated for by a Rock neutrality. Additionally, it also gains STAB on its Body Presses, which just do absolutely ridiculous damage. While I personally prefer bulky Ice Body Curse sets, Strong Jaw goes hard with physical BoltBeam coverage from the fangs, and Ice Shard finally gives it a way to deal with faster teams, and also prevents it from being revenge killed as easily.

we back
 
Last edited:
:sm/mamoswine:
Name: Mamoswine
Type:
Ice.png
Ground.png

Abilities: Unaware / Snow Cloak / Thick Fat
New Moves: Bulk Up, Rock Polish
Removed Moves: None
Justification: Mamoswine just isn't what it used to be. Its Speed tier is lousy, and it doesn't have the niche of Dragon slayer that it used to. These changes should help to give it a better niche as a wallbreaker by ignoring defensive boosts from Iron Defense boosters, as well as speed boosts from initially slower Pokémon. It may also help Mamoswine avoid getting OHKOed by boosted sweepers, although Mamoswine isn't exactly bulky. Bulk Up and Rock Polish help Mamo against defense, and Offense respectively, and with the amount of switches it generates, it shouldn't be hard to find opportunities to use them.

:sm/porygon2::sm/porygon-z:
Name: Porygon2 / Porygon-Z
Type:
Normal.png
Electric.png
|
Normal.png
Electric.png

Abilities: Trace / Download / Surge Surfer |
Adaptability / Download / Surge Surfer
New Moves
:
Both: Energy Ball, Flash Cannon, Topsy-Turvy, Terrain Pulse, Volt Switch
Porygon-Z: Overheat
Removed Moves: None
Justification: The Porygon line has been begging for an added Electric type for years. This beefs up Porygon2's defensive profile while also helping Porygon-Z's offensive profile. P2 enjoys more resistances, and can use the STAB on Volt Switch or Discharge to avoid being a literal sitting duck. Topsy-Turvy draws inspiration from its drinking bird origins, and gives it a niche on balance and stall teams.
Porygon-Z loves the new STAB to abuse Adaptability with, and Volt Switch lets it keep up momentum vs resists. Overheat finally gives PZ coverage vs Steels, although it be baited out and played around due to the stat drop. The real kicker here is Surge Surfer, which give PZ a chance to threaten offense with its superb super effective coverage.
Name: Tsunami Strike
Power: 120
Accuracy: 100%
PP: 16
Category:
Physical.png

Type:
Water.png

Effect: 10% chance to flinch the target
Priority: 0
Flags: Contact, Recoil, Secondary Effect, Protect, Mirror Move
Potential Pokémon With This Move: :golduck: :gyarados: :Dragonite: :kabutops: :feraligatr: :kingdra: :swampert: :sharpedo: :kyogre: :samurott: :basculin: :carracosta: :samurott: :beartic: :barbaracle: :wishiwashi: :golisopod: :grapploct: :Urshifu-rapid strike: :blastoise: :poliwrath: :drednaw:
Niche: Fire, Grass, and even Electric have a capstone physical recoil attack, why not Water? While recoil moves have somewhat fallen out of favor in later gend, the high Base Power makes it an appealing option for breakers that can afford to sacrifice HP as long as they get a KO. Users with a shot in OU include Gyarados, Feraligatr, Swampert, and Wishiwashi, who all have high enough HP to make use of the move semi consistently. Note that this does get boosted by Feraligatr's Sheer Force.

Name: Star Storm
Power: 120
Accuracy: 100%
PP: 8
Category:
Special.png

Type:
Fairy.png

Effect: Lowers the user's SpA and SpD 1 stage each
Priority: 0
Flags: Lowers user's stats (Overclock), Protect, Mirror Move
Potential Pokémon With This Move: :clefable: :wigglytuff: :starmie: :celebi: :gardevoir: :lunatone: :solrock: :claydol: :jirachi: :togekiss: :cresselia: :sigilyph: :gothitelle: :beheeyem: :florges: :sylveon: :xerneas: :diancie: :minior: :alcremie: :indeedee: :indeedee-f:
Niche: Another strong attack for a type that is lacking certain movepool options. Fairy's strongest widely distributed attack that can be spammed is Moonblast, which is really good, but its kinda boring that it's the pinnacle of Fairy type attacks. So let's give a Superpower clone to Fairy types. It's technical slightly stronger over 2 turns than Moonblast, but the real potential is with Specs and Scarf as a one turn nuke. The flavor really lends itself to distribution to non Fairy types as well, granting a bunch of Psychics without Focus Blast a way to hit Dark types.

Name: Burning Jealousy / Punishment / Wring Out
Power: 50
Accuracy: --%
PP: 24
Category:
Special.png
/
Physical.png
/
Physical.png

Type:
Fire.png
/
Dark.png
/
Grass.png

Effect: Deals damage, then resets the target's stat levels to 0
Priority: 0
Flags: Protect, Mirror Move / Protect, Mirror Move, Contact / Protect, Mirror Move, Contact
Potential Pokémon With This Move: Pokémon that already learn these moves +
Burning Jealousy - :typhlosion: :moltres-galar: :houndoom: :camerupt: :honchkrow: :delphox: :hoopa:
Punishment - :umbreon: :tyranitar: :krookodile: :scrafty: :pangoro: :incineroar: :grimmsnarl: :obstagoon:
Wring Out: :venusaur:
Niche: These moves all suck. The first two try to punish opponents for boosting but their secondary effects just don't cut it, and the third is all around bad. Making these Clear Smog clones gives them purpose on bulky or defensive Pokemon of these types, adding some much needed utility. Punishment is probably the best because bulky Dark types are pretty good and the distribution is also sufficient.

Name: Brain Drain
Power: N/A
Accuracy: 100%
PP: 16
Category:
Status.png

Type:
Psychic.png

Effect: Lowers the target's SpA 1 stage; Heals the user by the same amount as the target's effective SpA stat before Brain Drain was used
Priority: 0
Flags: Magic Coat, Protect, Mirror Move
Potential Pokémon With This Move: :exeggutor: :banette: :musharna: :beheeyem: :chandelure: :delphox: :oranguru: :orbeetle: :reuniclus: + other various Psychic, ghost, or Dark mons. This list may not be the best either; extensive discussion is needed due to the power of the move.
Niche: A special counterpart to Strength Sap, primarily for Psychic types. Obviously this is an extremely powerful move, but Psychic is an even worse defensive typing than Ghost. By carefully distributing this to weaker/slower Psychic types, we can avoid making this overpowered and still have an insanely powerful tool for select mons.
destiny-knot.png

Name: Destiny Knot
Effect: If the holder is afflicted with a status, at the end of the turn, the opponent directly opposite is also afflicted with that status. The holder is NOT cured.
Can Be Knocked Off: Yes
Ignored by Klutz: Yes
Fling Power & Effect: 20 bp
Justification: Better Synchronize, and or worse Psycho Shift, depending on how you see it, but it takes up your item slot. This relies on the opponent doing something to you to work, but it can be valuable on a team with a cleric for catching stray Toxics or Scalds and turning them around.

cleanse-tag.png

Name: Cleanse Tag
Effect: At the end of the turn, reverts all changes to the holder's typing and ability, and reverts the holder's positive stat stage changes to 0 (Does not affect negative stat stage changes)
Can Be Knocked Off: Yes
Ignored by Klutz: Yes
Fling Power & Effect: 40 bp
Justification: This item's chief purpose would be to Trick to an opposing bulky booster, making it certain they can never set up again. While you are holding it, you at least get the benefit of never losing your ability, and getting rid of any stat drops. Again, kinda niche, but if you're ever able to trick this onto a Suicune or Reuniclus they're basically useless. Also you could use this for no drawbacks Dracos and V-Creates. Probably not better than Life Orb or a Choice item but it's an option.

up-grade.png

Name: Up-Grade
Effect: The holder's non-STAB attacks deal 1.2x damage
Can Be Knocked Off: Yes
Ignored by Klutz: Yes
Fling Power & Effect: 20 bp
Justification: Libero, the item. This could be fun to stack with Libero, or on Pokémon who use super effective coverage more so than their STAB attacks (boltbeamers or edgequakers mainly). While Libero is a great ability, giving up your item slot is slightly less great, which keeps this item balanced.

dubiousdisc.png

Name: Dubious Disc
Effect: The holder's attacks deal 1.2x damage if the holder moves after the target or the target switches
Can Be Knocked Off: Yes
Ignored by Klutz: Yes
Fling Power & Effect: 20 bp
Justification: Analytic, the item. This is actually pretty cool as plenty of slow fat wallbreakers really don't mind moving last, especially for a free Life Orb boost. While this doesn't play great with priority, as long as you can maintain health via recovery moves or HP Draining moves, this item is the way to go.
 
Last edited:
Items
Name
: Big Root
Effect: Holder gains 1.3x HP from draining/Aqua Ring/Ingrain/Leech Seed/Strength Sap. Boosts the Power of Draining Moves by 30%.
Can Be Knocked Off? Yes
Ignored by Klutz? Yes
Fling Power & Effect: 10 BP
Justification: I always kept thinking big root was better than it actually is. With this simple buff, I believe this underwhelming Item can stand a slight chance.
Abilities
Name
: Rivalry
Effect: This Pokemon's attacks have their power multiplied by 1.25 against targets of the same gender. No longer has attack power decreased against the opposite gender.
Permanent? No
Mold Breaker? No
Potential Pokémon With This Ability: Current Distribution+ Basculin (Maybe), Zangoose and Seviper, Meowstic (replaces infiltrator), Duraludon (Replaces either Light Metal or Heavy Metal), Igglybuff Line (Replaces Cute Charm), Milotic (Replaces Cute Charm), and Corviknight Line (Replaces Unnerve).
Justification: This hopefully Makes rivalry less garbage. It's still an extremely niche ability, but now you don't have to worry about power drops. I gave this ability to some Pokemon that can have "Competitive" as an ability because for some reason, I once confused the two abilities with one another.

Name: Overachiever
Effect: This Pokemon's moves that require a charge turn charge immediately (Power Herb effect).
Permanent: No
Mold Breaker: No
Potential Pokémon With This Ability: Wigglytuff, Black Kyurem, White Kyurem (Maybe), Bouffalant, Landorus-Incarnate, Lunatone, Snorlax, Banette, Dodrio, and Sirfetch'd.
Note: This is a resubmission from Beef Cultist
Justification: Ridiculously strong ability for mons that are able to abuse it. Skull Bash Bouffalant goes hard, but the real top-tiers are Black Kyurem (lol) and Wigglytuff.
Adjustments
Name
: Wigglytuff
Type: Normal/Fairy
Abilities: Cute Charm/Competitive/Libero
New Moves: Moonblast, Psyshock, Aura Sphere, Superpower, Aerial Ace, Rock Slide, Signal Beam, Earthquake, and Overheat.
Removed Moves: None, Lol
Note: All of these Move additions also apply to Jigglypuff
Justification: Damn, Nine Slates in and Wigglytuff is still trashy. I doubt these changes are gonna catapult it into OU, but I hope these changes are enough to make Wigglytuff usable (Especially with Moonblast compensating for it's meh damage output). The physical moves were added solely for making it's movepool even more massive than it already was, with some move additions that Clefable doesn't have (Though I doubt people would even use these options).

Name: Cursola
Type: Ghost
Abilities: Weak Armor, Prickly Coat, Perish Body
New Moves: Counterspell, Focus Blast, Aura Sphere, Mystical Fire, Taunt, Toxic, Trick Room, Dark Pulse, Aggravate, Torment, Avalanche, Explosion, Life Dew, Spikes.
Removed Moves: None
Justification: I'm Tired of Cursola being trash. I decided to do one of my all time favorite Pokemon justice for once by giving it more move options! Despite the insane Movepool additions, Cursola is held back by it's not-so ideal abilities and horrid speed combined with it's physical frailty. Despite it's flaws that are most likely preventing it from being UU or even OU worthy, I wouldn't expect a Pokemon with access to trick room, huge special attack and special defense, Instant Recovery in Life Dew, and colorful coverage to suck as much as it did in Vanilla.

Name: Vikavolt
Type: Bug/Electric
Abilities: Levitate/Buzz Off/Speed Boost
New Moves: Mud Bomb, Hurricane, Sludge Bomb, Focus Blast
Removed Moves: None lol
Justification: I want it. You want it. We all want it. With Speed Boost, it not only fits the flavor of it's Pokedex entries mentioning acrobatic flying maneuvers, but also helps patch up it's godawful speed. With a speed stat of 43, it may take a while to actually get going, but I can still see this Pokemon being a deadly revenge killer with these buffs.

Name: Landorus-Incarnate
Type: Ground/Flying
Abilities: Sand Force/Competitive
New Moves: Air Slash, Hurricane.
Removed Moves: None lol
Justification: How. Has. This. Not. Won. Yet? Considering Sheer Force is the only thing that is making it broken in the first place, I don't see why Landorus-Incarnate couldn't come down to OU with this slight change. With Competitive, it can even counter it's own Therian form, which I find hilarious!
Moves
Name
: Eerie Spell
Power: 80
Accuracy: 100%
PP: 16
Category: Special
Type: Psychic
Effect: Depletes the PP of the last move used by the target by 1-3.
Priority: 0
Flags: Sound
Potential Pokémon With This Move: Current Distribution+Mismagius, Delphox, Hatterene, Some eeveelutions, and Honchkrow.
Justification: I buffed this move in order to truly help the user win PP stall wars. The main draw back of the move was it's ironically low base PP. With this buff, there's now a true justification for it's use over psyshock or psychic.

Name: Egg Bomb
Power:???
Accuracy: 100%
PP: 16
Category: Physical
Type: Normal
Effect: Deals damage equal to the user's level. The user regains 1/2 damage dealt.
Priority: 0
Flags: Bullet
Potential Pokémon With This Move: Same Distribution as Soft-Boiled+Exeggcute Line and Igglybuff Line.
Justification: Stolen Straight out of Bust A Move. With the Humongus HP of Chansey and Blissey, 50 hp recovery is barely anything to write home about. However, it could act as a nice alternative to seismic toss to compensate for a lack of leftovers recovery.
Update(2/3/2022): Reverted Cursola's Type Combo and gave Vikavolt back Buzz Off. Certain Movepool additions were also added.
Update(2/4/2022): Buffed Egg Bomb's Accuracy.
 
Last edited:
:trevenant:
Items
Name
: Gunpowder of Yew
Effect: Bullet moves have 1.1 times more damage, and act as special or physical depending on what would do more damage.
Can Be Knocked Off? Yes
Ignored by Klutz? Yes
Fling Power & Effect: 5 BP
Justification: Gunpowder go brr, and yew is magic or something, as well as used in bows, so it made sense that combining the two would make... this.


[Meme] [Not to be taken seriously]
:shuckle: :pyukumuku:
Name: Godly Shine
Power: 100
Accuracy: Never misses
PP: 20
Category: Physical
Type: Normal
Effect: Bypasses all resistances. Raises attack and special attack one stage. 100% Crit chance.
Priority: 0
Flags: Authentic, Protect
Potential Pokémon With This Move: Shuckle, Pyukumuku
Justification: I mean, don't [censored]le with Shuckle. Or pyukumuku for that matter. But like

252+ Atk Pyukumuku Godly Shine vs. 0 HP / 0- Def Abomasnow: 103-122 (32 - 38%) -- 95.3% chance to 3HKO
so it doesn't really matter. It's a nice thought though, arguably the most broken move in the game going to the weakest offensive pokemon in the game.
 
Last edited:
Adjustments

:bw/bastiodon:
Name: Bastiodon
Type:
Rock.png
Steel.png

Abilities: Power of Alchemy / Huge Power / Bulletproof (HA)
New Moves: Gyro Ball
Justification: an AMAZING curse user, the best Gyro Balls in this side of town. It also has one of the best abilities for its type. (before you ask for the flavor on power of alchemy; castle>old science=alchemy)

:bw/vespiquen:
Name: Vespiquen
Type:
Bug.png
Dark.png

Abilities: Prankster / Buzz Off / Honey Gather (HA)
New Moves: Curse, Payback, Night Slash, Throat Chop, Dark Pulse, Spikes, Parting Shot.
Justification: Prankster Curse, Recovery AND Parting Shot? Does this have any downside? Yes, being irremediably strapped to Boots. But otherwise this proveys unique coverage and resistances, incredible utility and pivoting, and even sweeping potential w Curse. Also, now an incredible Koff absorber w Honey Gather.

Moves

Name
: Anabolism
Power: -
Accuracy: -
PP: 10 (16)
Category:
Status.png

Type:
Fighting.png

Effect: Raises User’s Speed by 2 stages, Accuracy by 1, and increases crit chance.
Priority: 0
Flags (ex: Contact, Sound): Snatch,
Potential Pokémon With This Move: :hariyama: :machamp: :crabominable: :conkeldurr: :pangoro: :grapploct: :throh: and other really slow pokemon (<60 spe) that may be grateful for this buff, like :gumshoos:
Justification: Really slow fighting type pokemon are something that’s incredibly common, this intends to buff em to be usable and have more versatility, especially the not so bulky ones, but even the latter should have an relatively easy time to set up.

Name: Dragon Claw
Power: 90
Accuracy: 100
PP: 24
Category:
Physical.png

Type:
Dragon.png

Effect: High critical hit ratio.
Priority: 0
Flags: Contact
Potential Pokémon with This Move: all dragons and dragon like pokemon with claws.
Justification
: Dragon Claw sucks, this makes it more viable.

Name: Dragon Hammer
Power: 110
Accuracy: 90
PP: 16
Category:
Physical.png

Type:
Dragon.png

Effect: Super-effective on Rock Type.
Priority: 0
Flags: Contact
Potential Pokémon With This Move: All dragons that the council deems correct ig, but id suggest all of em.
Justification: It sucks that a move with a name as good as Dragon Hammer, it sees so little use due to the short-comings on its signature user.

Items

:adrenaline-orb:
Name: Adrenaline Orb
Effect: Raises holder's Speed by 1 stage if it gets affected by Intimidate. Negates Intimidate attack dropping. (No longer single use)
Can Be Knocked Off (Yes or No): Yes
Ignored by Klutz (Yes or No): Yes
Fling Power & Effect: 20 bp, raises target's speed harshly and confuses it.
Justification: Now its usable. (also would have a niche in vgc with fling?)
 
Last edited:
Name: Glacial Lance
Power: 110
Accuracy: 100
PP: 10
Category: Physical
Type: Ice
Effect: Lowers the user's Defense and Special Defense by 1 stage on hit.
Priority: 0
Flags: Standard flags for a physical contact move
Potential Pokémon With This Move: Stuff like Beartic, Avalugg, Abomasnow, Crabominable, Mamoswine
Justification: So y'know all those slow, hard-hitting physical ice types held back by the fact that they're simultaneously supposed to be bulky and ice types? Here's a thing to potentially make them actually worth using over other wallbreakers: Ice Close Combat.
 
Abilities

Name
: Grim Neigh
Effects: Upon switching in, lowers either Attack and Special Attack of all adjacent opponents by one stage, whichever is higher.
Permanent: No
Mold Breaker: No
Potential Pokemon with this ability: Spectrier
Justification: This change serves to be basically an attempt at balancing Spectrier, trading the infamous snowballing capability for being an offensive pivot.

Adjustments:

:ss/spectrier:

Pokemon: Spectrier
Typing: Ghost
Ability: Grim Neigh | Cursed Body (HA)
Moves: -Nasty Plot, -Calm Mind
Justification: Changes its role to an offensive pivot rather than an OP snowballing sweeper, as its bulk is actually not too bad for that role.

(When voting starts, keep in mind that the Grim Neigh sub and the Spectrier sub are IMO linked to each other pretty thoroughly)
 
Last edited:
:sm/golisopod:
Name: Golisopod
Type: Bug/Fighting
Abilities: Emergency Exit
New Moves: Flip Turn
Removed Moves: None
Justification: Golisopod is a cool mon that feels so close to being viable. This buff largely focuses on giving it access to pivoting and a type no longer weak to Stealth Rock. Its consistency becomes greatly improved but leaves it with a weaker matchup against Fairies (as they resist its combo of Fimp, CC and Koff). Movepool keeps it from being too similar to Buzzwole.


:sm/avalugg:
Name: Avalugg
Type: Ice/Steel
Abilities: Rough Skin / Ice Body / Sturdy
New Moves: Spikes, Teleport
Removed Moves: none
Justification: Very sturdy physical Mon with the option for double lefties or double helmet, which is cool. Spikes cause sharp ice and Teleport because Cloyster gets it.
 
Last edited:
I swear to Not-God that I have techbane even when it comes to offline stuff since the laptop that actually (mostly) works needs to be taken apart now apparently, meaning I'm currently stuck on the one that uses Overheat more than Chandelure. Sigh. Well, I might as well submit what I was going to do yesterday done today before said laptop learns to use Self-Destruct too.

Likely only submitting one new item, one new ability and one new mon--technically two--given the current circumstances, especially since February was already going to suck for personal reasons. Yay....

Anyway, happy Lunar New Year to anyone who celebrates it, and kudo to the person or persons who suggested Magmortar for Techno Blast since I totally blanked on that mon despite suggesting Electivire--go me.

Name: Tempered Blade
Power: 85
Accuracy: 100%
PP: 15
Category:
Physical.png

Type:
Steel.png

Effect: "User slashes at opponent with a blade forged from the resolve to never again return to slag or ashes." Ignores the Attack halving of Burn status.
Priority: 0
Flags (ex: Contact, Sound): Contact, Defrost, Mirror, Protect(, "Slash")
Potential Pokémon With This Move: :aegislash:, :excadrill:, :escavalier:, :gallade:, :mawile:, :scizor:, :sirfetch'd:, :steelix:. (Once again :kartana; would make sense but as with my Hyper Cutter change it might be best to avoid strengthening its attack prowess so directly.)

Justification: Princes Blade II: In a Type That Might Actually Use It Boogaloo. [/forced references, yay!]

RESUBMISSIONS:
Name:
Princess Blade
Power: 80
Accuracy: 100%
PP: 15
Category:
Physical.png

Type:
Fairy.png

Effect: "User slashes at opponent with a dragon-defeating blade borne from burning love and devotion." Ignores the Attack halving of Burn status.
Priority: 0
Flags (ex: Contact, Sound): Contact, Defrost, Mirror, Protect(, "Slash")
Potential Pokémon With This Move: :diancie:, :escavalier:, :gallade:, :granbull:, :grimmsnarl:, :mawile:, :mimikyu:, :sirfetch'd:, :slurpuff:, :rapidash-galar:. (NONE of the Tapus please except maybe :tapu-bulu: and possibly :tapu-fini:, not that she'll use it.)

Justification: Given Fairy Dustup doesn't seem to be getting any traction, I decided to "as you wish" it outside of existence for now and try another instance of a physical Fairy move that actually hits Defense that I personally feel still "needs" to exist. So here we are with the dragon-slaying sword--even though I can't call the move that since anything death-related is a no-go (...except for Guillotine)--trope that ignores the burns from the flames of the Dragons (even though literally no Dragon move burns...yet). I also feel it would just be nice to a physical move that ignores Burn's Attack halving given all of the Scald flying around, which is why I think Chili Pepper won just last Slate, and given Game Freak's Fairy favoritism, Fairy type seems like it would be the most likely non-Fire type to get such a move outside of maybe Dragon themselves. The fact that this doubles as a move that helps take down :wishiwashi-school: another peg is also potentially good depending how people feel about that mon, though between that capability and the benefits of ignoring Burn (and something else I want to do next Slate regardless of whether this wins), its BP is slightly lower than otherwise would be--80 instead of 85. Besides, I figure that Play Rough should still have some use too. (I'm also letting it Defrost because Freeze is still an extremely stupid status at present. Hopefully that rumor about Pokemon Legends: Arceus is true in this instance.)


Name: Dragon Breath [adjustment]
Power: 145
Accuracy: 100%
PP: 5
Category:
Special.png

Type:
Dragon.png

Effect: "User takes a deep breath on Turn 1, halving direct damage they take and becoming immune to Burn status until they exhale a burning wave of dragon fire the next turn." 30% chance of Burning the target(s).
Priority: 0
Flags (ex: Contact, Sound): Charge, Defrost, Mirror, Protect
Potential Pokémon With This Move: Current owners of the unadjusted move + :ampharos:, :appletun:, :dracozolt:, :dragalge:, :duraludon:, :exeggutor-alola:, :guzzlord:, :noivern:.

Justification: Thinking about Princess Blade made me realize once again that not only do basically no Dragon moves cause status, but the sole one that does both causes Paralysis for some Arceus-forsaken reason and is a move that basically no one uses despite using up such an iconic name given how much said canon move sucks. As such, I decided to take a page from the Reconstruct buff so that I could have the BP of this be higher than Draco Meteor without it being abusive due to its intentional lack of status while also still being potentially usable. If nothing else, then this at least can be used as a Power Herb nuke, which is nice for :sceptile: in lower tiers due to Unburden, and its Turn 1 effects make at least :ampharos-mega: and :appletun: hilariously bulky against certain things. Might a bit a too strong as it is now, but it's difficult to tell between Fairy types being everywhere, Misty Terrain also being everywhere in OU due to just Tapu Fini, this being vulnerable to Protect and Protect-alikes as well as Sub (unless you're Noivern), and a lot of its would-be users likely still wanting to make use of Draco Meteor anyway even with its inaccuracy and lower power. Shrug. Figure I might as well push my luck before the veto phase even if the Burn chance at least likely ends up need to be nerfed to 30%. (This too Defrosts because, again, Freeze is a completely stupid status, and this is at least most justified in Defrosting than Princess Blade is.)


Name: Zen Headbutt [adjustment]
Power: 90
Accuracy: 100%
PP: 15
Category:
Physical.png

Type:
Psychic.png

Effect: "The user focuses its willpower to its head and rams the foe." 20% chance of reducing target's SpA by 1 stage.
Priority:
0
Flags (ex: Contact, Sound): Contact, Mirror, Protect
Potential Pokémon With This Move: Current owners of the unadjusted move + :malamar: (...how does it not get this already?)

Justification: Given that I doubt Heartbreaking Blow got much traction either unfortunately, I figure that it's easier to just "fix" and boost Zen Headbutt instead, especially since that kills two birds with one stone anyway on top of making Jirachi slightly less obnoxious--a rare feat--as well as other things by getting rid of that unnecessary flinch chance. Really not much else to say about this otherwise to be honest.

Name: Nightlight Ball
Effect: "If holder is Mimikyu, holder's Atk and Def are increased by x1.3 and it absorbs Electric moves to restore 25% of Max HP as if it had Volt Absorb." (Should probably announce itself as such, like "[Holder] is clutching a nightlight!")
Can Be Knocked Off (Yes or No): No, but only if the holder is Mimikyu.
Ignored by Klutz:
(Yes or No): Yes.
Fling Power & Effect:
90 BP, Burns the target.

Justification:
Just throwing poor Mimikyu a bone after the Light Ball buff just for it failed a couple of Slates ago, tailoring it more to its actual strengths while riffing on Light Ball likely it most likely would if it got an actual official item. I thus decided to flavor it after the lonely, unloved child Mimikyu clearly is. With the way I've stated it, Mimikyu can serve as a nice aggressive check to non-Flip Turn pivoting given it quad-resists Bug (but never gets to use that due to wanting to perverse Disguise at all costs) and now absorbs Electric as well as now being immune to Poltergeist and being pseudo-immune to Knock Off. I also made a new item mostly because I dislike Light Ball's Fling effect, and I figured said Fling effect needed to be rather strong to justify wanting to Fling it at all (at least if you're Mimikyu). So I gave it tripled power Light Ball power to account for Pikachu, Raichu, and Raichu-Alola and changed the status from the haxy Paralysis to Burn since nightlights get hot and since Will-o-wisp is the Ghost status move besides Curse.

RESUBMISSIONS:
Name:
(All 17) Memories [adjustment]
Effect: "Holder's Multi-Attack is the same type as Memory. Holder's attacks that match Memory type have 120% power."
Can Be Knocked Off
(Yes or No): No, even if holder lacks RKS System. {meaning no extra damage boost for Knock Off and immunity to Poltergeist}
Ignored by Klutz (Yes or No): No.
Fling Power & Effect:
User's Fling now always fails. {previously 50 BP with Fling and had no added effect}
Justification: Forgive the amount of bold above, but even ignoring how utterly underwhelming Silvally is before items as a whole are even a consideration, the Memories were/are easily some of the worst and weakest items that Game Freak has every created. As such a lot needed to change since while any mon could use them, literally nothing else had a reason to besides Silvally, and even Silvally was more "stuck" with them than wanting to actively use them. After all, the Memories were--well, unfortunately still are--so bad that Silvally essentially gives up both its item slot and its ability slot for no real benefit beyond essentially a type-changing version of Sticky Hold that can't ever make use of Leftovers.

Freaking yay. Let's throw a parade to celebrate such a momentous accomplishment of bioengineering that totally didn't backfire or fail at all.

Since Silvally was/is clearly meant to be mini/manmade Arceus, I think it makes sense to have the Memories become mini versions of Plates. To give them more of a niche that might have other, non-Silvally mons actually use them now, I've also decided to further the "blasphemy" and have them be better than Plates in at least the sense that they're innately immune to Knock Off (and Switcheroo and Trick?). That's a bit of an indirect nerf to Silvally I guess since the RKS System "provided" that immunity, but we'll get around to that below. One thing at a time.

2022/02/04: Now increases power to 120% instead of 110%.


Name: Silph Scope [technically adjustment]
Effect: "When Holder switches in or is switched in on, the opponent's item announces itself even if it normally would not as '[Opposing mon] is using [item]!' Upon switching in, Silph Scope also announces itself with free advertising for Silph Co. with '[Holder] has stylish SILPH SCOPE (by Silph Co.) to plainly see the invisible!'" (or something like that which is shorter and easier to code in). In addition to this, the holder also takes only 3/4 of the damage they normally would from any and all direct Ghost attacks.
Can Be Knocked Off
(Yes or No): No.
Ignored by Klutz (Yes or No): No.
Fling Power & Effect: Cannot be used by Fling (due to being strapped to your head and Silph Co. threatening to sue you).

Justification: My "too late" submission for Slate 6 was this. I've always felt Frisk was underrated, even in the official metas where the variety ability of items is far more limited than most Pet Mods due to having far fewer viable items and mons. Since Frisk has no real good users beyond Noivern unfortunately, however, and essentially only works "once" per switch, making an item that's essentially a "newbie friendly" version of Frisk helps eases some of the changes and is still useful in cases where you already known since it gives you a mon to absorb Knock Off, Poltergeist, and Trick | Switcheroo at the cost of not really having an item yourself. That seems like a fair trade for knowledge and security, and this also kills two birds with one stone letting an--ironically--extremely dead item that never gets used again even in the series, after only one use on top of that, get some use somewhere in some form.

2022/02/04: Now decreases Ghost-type damage by 3/4 regardless of the holder's weakness.

Name: Prism Scale
Effect: "While the Pokémon with this Ability has a status condition, its Defense is increased by 50% and is immune to critical hits."
Can Be Knocked Off (Yes or No): Yes.
Ignored by Klutz (Yes or No): Yes.
Fling Power & Effect: 30 BP, N/A

Justification: What is now “Marvel Scale+: The Item” is basically the only non-Stone "Evolution Item" that would otherwise be useless left to do besides Alcremie's various ones, Upgrade, and, ironically, Oval Stone that I don't think anyone else has attempted yet, so here it is. I was tempted to lower the Defense boost of this and/or spread it over both Defense and Special Defense, but I figure just focusing on Defense is safer even if it currently stacks with Marvel Scale despite already being technically Marvel Scale unlike Protector having not been intended to stack with Solid Rock (or Filter?). In any event, the immune to critical hits part is mostly due to the change to Merciless in this Pet Mod that would invalidate this otherwise, but I figure even that is likely fair still between this item being vulnerable to Knock Off, Switcheroo, and Trick as well as both Burn and Poison still draining your HP while you lack Leftovers and potentially health recovery in general. If nothing else, then this would make Milotic, which thankfully lacks Calm Mind, a lot more viable as a physical wall so long as it could dodge Knock Off. Yay? (I could see potentially having to make this not stack with Sleep a thing though if so.)

Name: Hyper Cutter [adjustment]
Effect: "This Pokémon's Attack cannot be lowered any stages by others and its blade-based and slashing attacks do x1.3 damage.
Permanent
(Yes or No): Yes.
Mold Breaker (Yes or No): No.
Potential Pokémon With This Ability: Current owners + :escavalier:, :gallade: (could also use this as a way to nerf Gallade-Mega if Overclock Close Combat ends up being too much), :scizor: (over Light Metal), :scyther: (over Steadfast), etc. (Might be best to not give it to :kartana: even though it fits.)

Affected moves: (non-bold part of the list straight from copied from "Megas For All" page on for the "Heavenly Techniques" ability, which is why it's arguably missing a few moves that I have added--will go over list again later)
Razor Shell, Slash, Night Slash, Leaf Blade, Solar Blade, Psycho Cut, Sacred Sword, Secret Sword, Cut, Behemoth Blade, Razor Wind, Air Slash, Fury Cutter, Aerial Ace, Cross Poison, False Swipe(, X-Scissor?, Shadow Claw?, Dragon Claw?, Princess Blade if that wins).

Justification:
Despite barely getting to play much of anything since May of last year, I keep thinking that Hyper Cutter in this Pet Mod is like how Heavenly Techniques is in "Megas For All" even though it hasn't been changed at all and "Heavenly Techniques" does a lot more than just this. Still, I think this works as a sidegrade to Tough Claws that boosts far fewer things in exchange for becoming immune to Intimidate and similarly non-Burn effects, especially given how many Intimidate mons are in OU alone. Letting affect a few more moves than it currently does in "Megas for All" also helps boost some of the less moves for types that various people, myself including, keep trying to bolster a bit on the physical side.

RESUBMISSIONS:
Name:
Immunity [adjustment]
Effect: "This Pokémon cannot be poisoned, affected by HP-draining moves from others, or have its stats dropped by others. Gaining this Ability while poisoned cures it."
Permanent (Yes or No): Yes.
Mold Breaker
(Yes or No): No.
Potential Pokémon With This Ability:
:bewear: (over Unnerve), :gligar:, :raticate-alola: (over Gluttony or Hustle), :sableye: (over Keen Eye or Stall), :seismitoad: (over Poison Touch), :snorlax:, :zangoose:.

Justification: While buffing Pastel Veil, I only just now realized how Immunity was getting screwed over even more on top of its slim distribution, so this is currently a quick fix to it that may change Later™. As it is, it channels Liquid Ooze (another underrated ability with garbage distribution) without outright obviating that (though that could use a buff too I guess...) while also going further with its own logic of already telling Corrosion to sod off by now becoming Permanent and saying no Mold Breaker too. I don't think its distribution should be that wide since, again, Poison doesn't need that much a nerf even as much as I'm sure we're all sick of Toxic to some degree. {Added: 2021/12/28: The same goes Grass and Bug attacks, though even with the buffs to Giga Drain and Leech Life, not that many mons use either even know, so amusingly this affects Drain Punch more than anything, which definitely helps Snorlax even with all of weird over-distribution of Close Combat this gen. Still, R.I.P. certain Buzzwole sets against mons with this. (A bit tempting to give this to at least one Fire mon given the flavor, but they all either have better abilities now, such as Magmortar, or would still be irredeemably bad, such as Magcargo. The same could be said of Ghost types, though at least Sableye has two crappy abilities to use even if it would prefer to use Prankster still.)}

Name: Liquid Ooze [adjustment]
Effect: "This Pokémon damages and poisons those draining HP from it for as much as they would heal. This Pokémon's Poison moves and contact moves are boosted by 20%. (This stacks.)"
Permanent (Yes or No): No.
Mold Breaker
(Yes or No): Yes.
Potential Pokémon With This Ability:
:garbodor: (replaces Aftermath), :goodra:, :muk:, :muk-alola: (now that it's thankfully lost Regenerator), :seviper:, :swalot:, :tentacruel:

Justification: And the domino effect continues by the change to Immunity forcing a buff to Liquid Ooze. This is perhaps a too large buff, especially since people who have played Megas for All before Toxtricity-Mega got nerfed know how annoying that was, but a) that was automatically on-switch in & didn't require damage, b) Liquid Ooze and Poison types are pretty underwhelming even before Immunity's buffs, and c) the trigger for the regular poison is very narrow anyway and doesn't prevent the mon with it from being KO'd. Additionally, neither Poison mons nor Steel mons nor Comatose mons nor Immunity mons are affected by the poison unless we make some Power of Alchemy mon with it and Corrosion, in which case Comatose and Immunity mons would still be outright immune. Finally, it's a pseudo-Adaptability boost with the 30% 44% boost since basically only Poison mons would ever get this very limited distribution Ability, but said boost is for the one of the worst attacking moves in the game—arguably still the worst—and likely the only two worthwhile mons to get it would end up being Goodra and Tentacruel since both Muks now have Power of Alchemy (and since we keep giving Regenerator to more and more things without nerfing it, including those). So despite the buffs, this should be fine...probably. {Only new additions here are both Muks with Muk-Alola thankfully having lost Regenerator.

2022/01/21: As of Slate 07, this now has been made into the original Iron Fist essentially for both Poison moves and contact moves, which both boosts it but makes sure it doesn't outdo Tough Claws unless used on physical Poison attacks that make contact, which thankfully Gunk Shot and the new Poison Dart are not...but the new Acidic Fists is. Swords Dance Tentacruel, rejoice!

:sm/minior-meteor: & :sm/minior:
Name: Minior-Meteor & Minior(-Core)
Type:
Rock.png
/
Flying.png

Abilities: Shields Down / Flare Boost (hidden ability) {choosing Flare Boost starts you off in Core form}
New Moves: Aerial Ace, Aeroblast, Air Slash, Earth Power, Flame Burst, Meteor Beam, Moonblast, Moonlight, Scorching Sands
Removed Moves: [None]

Justification: I okayed this with Yoshiblaze after making sure he wasn't going to resubmit it since I was sad to not see this win. It would just be a nice to see a regular Gen VI mon directly get a large boost before JolteMon's Slates end since we're now on the second to last on and since I also think that Minior has among the most potential to have at least some legitimate niche in OU of the regular Gen 8 mons. Admittedly, it would also ease my mind a lot if the number of Toxic Boost and Flare Boost users were equal, but I know that I'm basically the only one who cares about (read: is bothered by) that, so I digress.

Given I already agree with Yoshiblaze's submission for the most part, all that's really changed is Flare Boost over Neuroforce since more mons now have Neurofoce anyway. Besides that, it got Aeroblast instead of the miss-heavy Hurricane since it can't really afford to miss and since we already gave Aeroblast to Celesteela, who has basically the same flavor and way more bulk. Flare Boost over Neuroforce actually makes it even stronger if more dedicated to SpA since both Archeops and Aerodactyl(-Mega) have the Atk side of offense covered for Rock/Flying anyway. Flare Boost also plays nicely with the SpD buff from Sandstorm even if this mon is likely to still be fragile as hell in Core form. Finally, provided you wanted to just use Boots or another non-Flame Orb item with Minior and attempt to fish for Burns from non-Scald moves, Flare Boost now allows you to do that too while still getting a buff. Yay.

RESUBMISSIONS:
:sm/rapidash-galar: & :sm/rapidash:
Name: Rapidash-Galar & Rapidash(-Kanto)
Type:
Psychic.png
/
Fairy.png
&
Fire.png
/
Fairy.png
{original Rapidash is now also Fairy}
Abilities: Inner Focus / Flash Fire / Flame Body (hidden ability) & Super Luck / Pastel Veil / Misty Surge (hidden ability) {Run Away replaced on both and Anticipation replaced as Galar's hidden ability.}
New Moves: (Shared) Blaze Kick, Iron Head, Lightning Lance, and U-Turn
(Galar-only) Grassy Glide, Life Dew, and Misty Explosion
(Kanto-only) Extreme Speed, and all the Fairy-type moves that Rapidash-Galar already has and gets.
Removed Moves: [None]

Justification: Well, after realizing that Misty Surge was once again monopolized by that Water/Fairy abomination, Tapu Fini, I checked other Fairy (and Ice) mons to see if any would be appropriate and worthwhile users of Misty Surge with Weezing-Galar losing it since it makes sense to have a replacement when all other terrains still do. In short, while many mons could reasonably get Misty Surge within their flavor, without being able to touch mons' stats in this Pet Mod, most of those replacements would all still be both outclassed by Tapu Fini and mostly mediocre mons in general, especially since Fairy Terrain is (thankfully) the weakest terrain. As such, I decided to focus on Atk stat since that's Tapu Fini's second weakest stat, and the viable non-Mega, non-legendary choices thereafter were few. Rapidash-Galar seems like the ideal candidate of those left, not just because it is the fastest (though that helped) but more because it is a mon held back more by its mediocre movepool and crappy abilities than its power-crept stats; Rapidash-Kanto just got brought along for the ride and made Fairy along the way since it is technically a unicorn too, just not as majestic as the Galarian form, so no Misty Surge for it. (Its horn either looks like its other ear in the SM sprite or weirdly just doesn't exist.)

Since we can fix both movepool and ability stuff here, I've attempted to do so fairly, even if that means--sigh--adding a pivoting move so that Rapidash-Galar legitimately has niche as a Misty Surge setter over Tapu Fini unlike Weezing-Galar, who was just bad at using it. The weirdest looking additions are probably Rapidash-Galar's two new exclusive moves, but they're both related to its Pokédex entries as itself and as Ponyta-Galar as well as real life unicorn myths, which apparently Game Freak researched well for accuracy. Given said myths are why Pastel Veil exists at all, it seems a shame to get rid of it despite Misty Surge largely outclassing it in Singles. So since Anticipation currently still sucks only slightly less than Run Away, that was easy to replace too. Pastel Veil isn't completely useless in Singles, however, since it plays well with other terrains, which is good since Rapidash-Galar now plays well in all terrains between its two types, access to Grassy Glide (which I wouldn't have given it at all if Dubwool didn't for some reason get it), and Lightning Lance. Granted, you can also use Super Luck for playing with other terrains, but that's mostly there because unicorns in myths were thought to be rare & signs of good fortune among other things and because Rapidash-Galar's Pokédex entry weirdly talks up Psycho Cut of all things. So now you can get guaranteed crit STAB Psycho Cuts with Super Luck and Scope Lens (or the less classy Razor Claw). [/new meta]

Finally, Rapidash-Galar has Inner Focus solely because I wanted to try to replace the useless Run Away with an ability it might have realistically gotten instead, meaning I confined myself to Gen III abilities. Inner Focus just fit the most of the Gen III abilities outside of the overpowered Speed Boost, which would rightly never be allowed. Inner Focus at least blocks Intimidate now too in addition to the dumbness that is Flinching in general, so it does have an actual use. Will either of these mons will be JolteMons OU material even with all the changes though? I doubt it, to be honest, but they'll already at least no longer be completely there (or in much lower tiers) with what they have been given now if they are chosen.


:sm/grimmsnarl:
Name: Grimmsnarl
Type:
Dark.png
/
Fairy.png

Abilities: Prankster / Iron Fist / Fur Coat (hidden ability) {Iron Fist and Fur Coat replaced Frisk and Pickpocket}
New Moves: Acidic Fists, Arm Thrust, Lightning Lance, Misty Terrain (...why doesn't it get this already?), Sky Uppercut, and Trask Talk {already got Counterspell in Slate 2 and Enchanted Punch in Slate 4}
Removed Moves: [None]

Justification: I figure that for these last four Slates, I'll go back at least in my part to trying to boost at least one Gen VIII non-legendary (or pseudo-legendary) higher than it currently is even if it may not reach OU status. So far this entire time we've only boosted Alcremie, arguably Flapple & Appletun, and most recently Runerigus this way, and those were all mostly indirect boosts, which is fine. I just wanted to try to be direct again, so here we again (outside of Rapidash-Galar since we still need another Misty Terrain user).

For Slate 07, I have chosen Grimmsnarl mostly just because I've been bummed for the past couple of years about the fact that a mon with a unique typing ended up as just another Screens bot--see also: Ninetales Alola. The fact that its stats would be passable if not for its crap Defense and Speed in addition to exclusively having the only other regular physical Fairy in Spirit Break only made matters worse. The same goes for having another exclusive move on top of that in False Surrender.

So I've tried to take advantage of what it already has logically, with the chiefest change giving the pokemon based around being covered a bunch of thick hair dense enough that can act like secondary muscles--ew--Fur Coat. So Grimmsnarl goes from being one of the Fairy mons with the worst physical Def to the physically bulkiest Fairy mon at max Def, even over Diancie and Carbink. Its typing, while having few resistances, just means it eats up Knock Off and other Dark attacks by quartering their damage, which is usable especially now that Parental Bond Zarude has been unleashed. Being one of the few mons that resist Ghost is also nice, as is the fact that both the STABs Spirit Break and Counterspell benefit quite a lot from Fur Coat too.

Not much else to say about it beyond that Iron Fist and most new moves there for those who want to try to maximize its physical offense instead, that Prankster remains despite my disliking screens since its currently one thing it can do well anyway even if mostly outclassed by fellow Screens Bot Ninetales, and that this entry would be more impactful if two more Poison moves hadn't just won. Still, what's done is done, and with Fur Coat, it at least takes those particular moves better than any other Fairy in the entire game. Yay? (Also please don't give this Misty Explosion if allowed to have Misty Terrain. Please gods no.)


:sm/obstagoon:
Name: Obstagoon
Type:
Normal.png
/
Dark.png

Abilities: Punk Rock / Guts / Defiant (hidden ability) {Punk Rock replaces Reckless}
New Moves: Boomburst, Deafening Shriek, Drain Punch, Enchanted Punch, Moonlight {already got Trash Talk in Slate 3}
Removed Moves: [None]

Justification: I wanted to try to focus (almost) solely on Gen 8 mons again for another slate, so Obstagoon was the newest choice since I made a coin flip between it and Grimmsnarl from last Slate. Given Obstagoon's flavor, including being an obvious nod to the band Kiss, I have found it a bit odd that Punk Rock was made exclusive to Toxtricity's line despite it and Obstagoon's Galarian line having rather similar theming and generally being in no danger of obviating each other given their completely different typings and given Obstagoon's terrible SpA. Speaking of which, even as terrible as Obstagoon's SpA is, with Punk Rock its Boomburst is slightly stronger than Exploud's hilariously enough. So using a (Choice Specs or even Choice Scarf) special set on this is very much not meme, especially with Deafening Shriek and the lesser but still STAB and boosted Snarl as backup alongside access to Switcheroo and Parting Shot, though the latter gets you absolutely walled by Soundproof mons. In addition to being on flavor and not basically obviated by Guts like Reckless was--well, is--on Obstagoon, Punk Rock also frees up Obstagoon's item slot instead of forcing it to essentially run Flame Orb most of the time.

Being able to use another item is quite nice since outside of (barely) being sub-100 Speed and quad-weak to Fighting (read: Mach Punch), Obstagoon's biggest flaw arguably is always slowly killing itself for power. That's mainly why it got Drain Punch and Moonlight for its Guts set(s), though presumably it's going to favor using the former where possible if it uses it at all over Close Combat. Finally it gets Enchanted Punch both to explode Pangoro's face in their duels and to give at least one of the Guts mons access to Enchanted Punch since none of them got Enchanted Punch surprisingly in distribution, not even Conkeldurr's stupid self or Machamp.

2022/02/04 EDIT: Yoshiblaze's suggestions implemented for buffs to Memories, Silph Scope, and Rapidash-Galar as well as technically Princess Blade, with Tempered Blade now existing as a result. (Also excised the redundant U-Turn instance on Minior.)
 
Last edited:
Early Slate Post, but I've got a quick little survey about Slate 8 as we've found that Curse is quite broken and I wanna try to address broken elements in a quicker fashion than last slate, as explained below in the message Copy/Pasted directly from Discord:

Yoshiblaze said:
so, we're seeing already that curse is pretty busted, so normally council would wait until the end of the slate to do something about it, but i actually wanna do something as fast as possible this time around, as i kinda felt that slate 7 was a waste of time with all the broken stuff running free, so I'm gonna run this poll on Curse until I go to sleep, or until tomorrow if we don't get enough responses, so I can push through a quick update asap

As for why Curse is broken for those who haven't played yet, Ghost Curse being Leech Seed enables some near unbeatable SubSeed-like sets from the likes of Dragapult, Aegislash, and Blacephalon, being quite annoying to play around and downright broken on the former thanks to its near-unmatched speed tier. However, how to go about nerfing this aspect of Curse is up for debate. The easiest way is likely a full reversion, but getting rid of it on the mons that make it broken is equally valid, or adding back the huge HP penalty that it used to have.

As for non-Ghost Curse, I personally don't find it as much of a problem, but it's still pretty bonkers as it gives bulky Pokemon like Snorlax or Mega Steelix essentially a better version of Swords Dance, so nerfing that as well is 100% an option

Here's the poll for how we should handle Curse: https://strawpoll.com/c57qwvz24
As we're looking for quick action on this matter, I'll likely close and announce the results of the poll at around 5 PM EST at the latest, possibly a few hours earlier than that if the answer is clear, then I'll try to get an update out as soon as possible.

In the meantime, submissions for slate 9 are still open for a little less than 3 days, so keep them coming!
 
Name: Octazooka / Signal Beam / Aurora Beam
Power: 75
Accuracy: 100%
PP: 10 [Max 16]
Category:
Special.png

Type:
Water.png
/
Bug.png
/
Ice.png

Effect: Lowers Evasion / Speed / Attack of target by one stage.
Priority: 0
Flags: Octazooka is a Pulse move as well as a Ball and Bomb move.
Potential Pokémon With This Move: :Grapploct: :Clauncher: (Octazooka) | Same Distribution (Signal Beam) | :Raikou: :Jolteon: (some Electrics, none from OU or even UU)
Justification: Buffed some moves to be analogues to Mystical Fire, and can get the same distribution flavor wise as them (as in a bunch of Fairies got Mystical Fire becaude they lost HP Fire). Just keep Aurora Beam away from really good Electrics thanks.


Name: Gluttony
Effect: Consumes it's berry upon switch in, if applicable. .
Permanent: No
Mold Breaker: No
Potential Pokémon With This Ability: :simisear: :simisage: :simipour:(my monke)

Gluttony has been ass since berries were nerfed. Imo, trong to make ig compete with Ripen and Cheek Pouch is a fool's errand, so I instead gave it a brand new niche - that of instant Berry triggering. Yes, that means if it switches in with a stat boosting berry, it automattically gets that stat boost, making it quite the threat. Berries that require a trigger outside of HP (weakness berries and Kee Berries) do not work and trigger as normal.
 
:sm/jolteon:
Name: Jolteon
Type:
Electric.png

Abilities: Volt Absorb/Prickly Coat
New Moves: Spikes,
Taunt, Strength Sap, Spiky Shield, Acupressure, Pain Split, Thunder Cage, Healing Wish
Removed Moves: n/a
Justification: ooga booga mod named after pokemon get buffed wagaga. Turns jolteon into a utility dog and it can run investment in bulk so it can take a couple hits, relying on eball to deal damage. Spikes lets it set spikes outside its ability, cause lets be honest this thing ain't switching in on contact moves, and strength sap gives jolteon insane recovery, which can surprise you how long a 65/60/95 bulk mon can stay last. Nuzzle is to make ur opponents rage quit and taunt +thunder cage is so it can also stall break a bit. Utility doesn't end there however, trick is unique to it from other fast electric type and can be pretty big on offensive sets to hinder it's checks, amazing for a fast electric type. Healing wish is also pog for suicide leads and Finnaly, accupressure makes for some fun accupressure + sap sets to hopefully luck your way into a win.
 
Last edited:
umbreon.gif

Name: Umbreon
Type:
dark.png
(unchanged)
Abilities: Poison Heal (HA: Sticky Hold)
New Moves: Poison Jab, Acid, Sludge Bomb, Toxic Spikes, Acid Spray, Venoshock, Venom Drench, Corrosive Gas, Trash Talk, Poison Dart
Removed Moves: N/A
Justification:
"When agitated, this Pokémon protects itself by spraying poisonous sweat from its pores."
For some reason or another, when Gold and Silver left its Spaceworld '97 days, Umbreon lost everything related to what was once its Poison-type heritage, only left with Toxic. When BDSP rolled around, Toxic was removed from its TM learn list, meaning that Game Freak now probably avoids ever mentioning Umbreon's poisonous background as much as possible without reusing its Gold/Shield dex entry. It's time to fix that. Umbreon now regains a numerous amount of Poison-type moves to deter Fairies - despite what Umbreon's stats may lead you to believe, the high poison chance of Poison Jab/Sludge Bomb are good tools regardless to put foes into a Catch-22 dilemma. As a more passive wall than most other evolutions, it felt right to give Umbreon the dubious honor of the only Eeveelution with access to entry hazards, in this case, Toxic Spikes. The custom moves seen from past JolteMons slates, Trash Talk and Poison Dart gives Umbreon good utility/priority in a package. The Taunt side effect of Trash Talk is very useful for dealing with other walls and set-up sweepers for a while, and also harkens back to the etymological side of Snarl, and the ranting nature of both moves. Now replacing its primary ability Synchronize is Poison Heal, giving Umbreon insurance against poison without directly giving Umbreon its Poison-type back. By holding a Toxic Orb, Umbreon gains passive recovery surpassing that of Leftovers, allowing it to be a much more competent and more long-lasting wall.
 
Last edited:
Name:Octillery
B3F79740-3563-4E9D-B50B-F31CDEBD9C43.png

Type:
56BC55A3-73C9-44E5-B9FE-35BDBBDD4251.png
DE35662A-0CAD-4AAF-9FC0-4B3B2AE9B348.png

Abilities:Suction Cups/Adaptability
New Moves: Steam Eruption, Steel Beam, Reconstruct , Flip Turn
Removed Moves: Water Spout
Justification: Octillery’s role was meant to be a slow but powerful wall breaker unforuntantely it failed in this role due it being too slow and its power not making up for its speed. In order to fix these glaring issues I made a few adjustments to our octopus friend, first I gave it Adaptability this changelnot only thematically makes sense(since octopi use camouflage to adapt to their enviorment) it also gives Octillery the power boost it desperately needs. I gave it steel cannon and steam eruption because they fit with octitellry’s cannon motif and they are very powerful stabs for it to use. I gave octillery the steel typing bc of its beta design and the fact that its based on an artillery, steel gives it more defensive value thus giving it more opportunities to switch in and wreak havoc on the opposing team. I also gave it Reconstruct and flip turn to give it some form of defensive utility. Finally I removed water spout cuz its too way to powerful for octillery to have.
 
Last edited:
Still lots of time for subs, as they end on Friday, but just interjecting in for a second to let y'all know the results of the survey on Curse!
unknown.png

So the results were quite split, as you can see, with Fully reverting it and cutting its distribution being tied, and my proposed nerf being just a vote behind . Since the top 2 options are quite different and I grew sour on the nerf I proposed, we actually decided it was best to look at that one "Other" vote to find a happy medium between fully gutting the move and keeping it but gutting its distribution. For this we got quite a few responses. We decided to push through one nerf that you guys can playtest right now, but I'd like to share some of the ideas I heard on how to nerf both Ghost and non-Ghost Curse, hoping to spark more discussion on Discord (or this thread if you need to, but I'd prefer to keep it on Discord as subs are still going), so we can finalize a nerf or keep the one we decided on

Here's what I saw, first for Ghost Curse nerfs:
- Just removing the healing effect, but keeping the 12.5% damage per turn (This is the nerf that is live right now) - This was my personal favorite as it's simple, makes the move a lot less toxic as it's basically the same as normal Poison but it wears off on switch out or Rapid Spin (btw, Curse can get spun away cuz it's a Leech Seed clone), The only real problem with it is that such a nerf, despite how simple it is, might make the move completely useless, as the chip damage might not be worth ever taking up a moveslot for. You could maybe fix this by making it like G-Max Wildfire and making it a hazard-like effect that last for multiple turns, but that would probably just be broken, so this simple change seems to be the best way to go about that idea.
- Revert it to its original effect but make the HP penalty just 25% - Curse's original HP penalty was massive for what could've been a quite powerful move, as sacrificing a Belly Drum's worth of HP for just 25% chip damage on a target that can just switch to shake it off, likely after killing you since you gutted yourself, was never worth it. This change makes that sacrifice worth it, as losing 25% HP is way less of a risk. The only gripe I have with this is that 25% HP chip on the opponent every turn is quite a lot and will force a lot of switches that can be easily abused by the user, so it could get annoying to deal with.
- User loses 50% of their max HP, the target loses the same amount - A much more out there idea that's essentially half a Final Gambit. I find it very amusing and can be quite deadly when used by the likes of Drifblim and lets suicide leads like Froslass KO themselves faster, though it's definitely much more of a gimmick than anything and would likely not be very viable, but at least it's fun.
- Fully reverting it or cutting cut its distribution are both also options if none of these new ideas sway anyone that voted in the poll

If you have any other ideas, then feel free to lmk, and be sure to playtest with the first idea to see if it truly is too weak or if it suffices.

For now, we won't touch non-Ghost Curse as we don't see it as as much of a game-breaking issue as of now, but we very well may take action on it in the future, including either removing it from a select few Pokémon (and giving them Bulk Up to compensate like we did with Scizor), making the boost +1 Atk/+2 Def/-1 Spe, doing nothing, or simply reverting it to its original effect (the latter option being the one I favor right now). Would also like to hear thoughts on this on Discord.

That's all for now! Like I said, submissions don't close until Friday evening, so keep the subs coming!
 
Name: Synchronoise
Power: 120
Accuracy: 100%
PP: 5
Category: Special
Type: Psychic
Effect: Hits all adjacent Pokémon. All Pokémon damaged by this move gain the Psychic-type.
Priority: 0
Flags: Authentic, Mirror, Protect, Sound
Potential Pokémon With This Move: Current distribution + :hoopa: :toxtricity:
Justification: A strong Psychic nuke with a drawback similar to Deafening Shriek in that it can't be spammed. However, Psychic-types frequently run Shadow Ball for other Psychics anyways, letting them then take advantage of the type change, or enabling the switch-in to be Pursuit trapped.

Name: Vengeful Vow
Power: --
Accuracy: --
PP: 5
Category: Status
Type: Fighting
Effect: If an ally fainted the previous turn, raises all of the user's stats one stage. Fails otherwise.
Priority: 0
Flags: Snatch
Potential Pokémon With This Move: :arcanine: :marowak: :marowak-alola: :banette: :gallade: :sirfetchd: (Distribution should be fairly limited)
Justification: An omniboost that only works when Retaliate would have its power boosted. Allows some weaker Pokémon to become tremendous sweepers.

Name: Magnet Rise
Power: --
Accuracy: --
PP: 10
Category: Status
Type: Electric
Effect: All Pokémon on the user's team become ungrounded for five turns. Effect is extended to eight turns with a Light Clay. Effect ends if Gravity activates.
Priority: 0
Flags: Snatch
Potential Pokémon With This Move: Current distribution
Justification: Turning Magnet Rise into a field effect makes it a bit more usable beyond Prankster Klefki. Granting other Pokémon an immunity to Ground moves and grounded hazards for five to eight turns can help enable certain Pokémon to get in safely. That said, it's useless against Gravity teams.

Name: Solar Flare
Power: 100
Accuracy: 90%
PP: 5
Category: Special
Type: Fire
Effect: If harsh sunlight is active when this move is used, the duration of the sunlight is reset to 5 turns (8 turns if the user is holding a Heat Rock).
Priority: 0
Flags: Mirror, Protect
Potential Pokémon With This Move: :ninetales: :typhlosion: :sunflora: :espeon: :torkoal: :solrock: :castform: :groudon: :cherrim: :victini: :lilligant: :volcarona: :pyroar: :florges: :solgaleo:
Justification: Sun is the only unviable weather right now. Solar Flare lets it do what no other weather can do - its abusers can extend its longevity, so you no longer have to worry about your weather running out in the middle of a sweep.
Name: Long Reach
Effect: The Pokémon's contact moves do not activate effects caused by contact and ignore screens, Safeguard, and Substitute.
Permanent: No
Mold Breaker: No
Potential Pokémon With This Ability: :fearow: :victreebel: :farfetchd: :sirfetchd: :furret: :lickilicky: :mienshao: :dhelmise: :centiskorch:
Justification: Iron Fist took Long Reach's niche, so now Long Reach can take Infiltrator's niche. Also it's sort of sad that it's the signature Ability of literally just Rowlet right now.

Name: Wimp Out / Emergency Exit
Effect: When the Pokémon takes damage that reduces its HP below half its maximum HP, it switches out at the end of the turn.
Permanent: No
Mold Breaker: No
Potential Pokémon With This Ability: Current distribution + :dugtrio: :dugtrio-alola: :dunsparce: :granbull:
Justification: Emergency Exit but it can't fuck you over mid-turn! Makes Golisopod really strong with the ability to pivot for free.

Name: Healer
Effect: When switching out, the user cures the status condition of the incoming ally.
Permanent: No
Mold Breaker: No
Potential Pokémon With This Ability: Current distribution + :slowking-galar:
Justification: Natural Cure but slightly to the left. Galarian Slowking would get this over Curious Medicine because the flavour is similar and it has Power of Alchemy to combine with Regenerator. Lets you take care of status without the momentum drain that Aromatherapy and Heal Bell can have.

Name: Status Quo
Effect: This Pokémon ignores the attacker's Ability if it would affect the success or damage of the incoming move.
Adaptability, Aerilate, Analytic, Corrosion, Dark Aura, Defeatist, Dragon's Maw, Fairy Aura, Flare Boost, Flower Gift, Galvanize, Gorilla Tactics, Guts, Huge Power, Hustle, Infiltrator, Iron Fist, Libero, Light Power, Liquid Voice, Mega Launcher, Minus, Neuroforce, Normalize, Overclock, Pixilate, Plus, Power Spot, Punk Rock, Pure Power, Reckless, Refrigerate, Rivalry, Sand Force, Scrappy, Sheer Force, Slow Start, Sniper, Solar Power, Stakeout, Steelworker, Steely Spirit, Strong Jaw, Technician, Tinted Lens, Tough Claws, Toxic Boost, Transistor, Unaware, Unseen Fist, Water Bubble
Permanent: No
Mold Breaker: No
Potential Pokémon With This Ability: :slowbro: :lapras: :shuckle: :regirock: :regice: :registeel: :lickilicky: :audino-mega: :oranguru:
Justification: Defensive Mold Breaker! Lets these Pokémon answer certain sweepers that rely on their Abilities for their damage output, like Flapple, Mega Mawile, Gourgeist, and Melmetal. Name is weird but relatively flavour-neutral, same as Mold Breaker.
Name: Buncho Berry
Effect: Consumed when damaged by a physical or special attack. When consumed, restores 25% HP, and the user's item is replaced with Leftovers.
Can Be Knocked Off: No (consumed first, but then the Leftovers would be knocked off)
Ignored by Klutz: Yes
Fling Power & Effect: 10, restores 25% of the target's HP, gives the target Leftovers if not holding an item
Justification: What does this offer over Leftovers? A bit of insurance against hazards (the HP restoration happens after hazard damage), synergy with Abilities like Harvest (Harvest can't restore a Berry removed by Knock Off, but Knock Off would remove Leftovers and not the Buncho Berry, so it can be regained), and enabling Belch strats. Mostly the Belch strats.

Name: Wax Candle
Effect: When the holder uses or is damaged by a Fire-type move, the candle is lit, boosting the holder's Fire-type moves by 50% and restoring 1/8th of its maximum HP each turn. If the holder is damaged by any other type of move, the candle goes out and has no effect until it is re-lit.
Can Be Knocked Off: Yes
Ignored by Klutz: Yes
Fling Power & Effect: 30, burns the target
Justification: Fire spam go. This would have a notification whenever the candle is lit or extinguished.

Name: Noisemaker
Effect: The user's sound-based moves are powered up by 30%.
Can Be Knocked Off: Yes
Ignored by Klutz: Yes
Fling Power & Effect: 10, none
Justification: Toxtricity shouldn't be the only one that gets to spam insane sound moves. Equivalent to a Life Orb boost but without the recoil for Pokémon that'll primarily be using sound moves.
:sm/type-null: :sm/silvally:
Name: Type: Null | Silvally
Type: Normal
Abilities: Battle Armor / Pressure / Power of Alchemy (Hidden) | RKS System / Download / Power of Alchemy (Hidden)
New Moves: Wild Charge, Superpower | Earthquake, Blaze Kick (Silvally only)
Removed Moves: None
Justification: Yeah, yeah, Power of Alchemy to pull off dumb strategies, we've all seen it, but in this case the justification is twofold. Null and Silvally are literally abominations of science, so Power of Alchemy fits perfectly, and further, Silvally is hamstrung from the start by lacking a real Ability and a held item, so this alleviates at least one of those. Silvally is an interesting Download user too, since it can easily go mixed, while Null just gets better at being a fat Eviolite tank. I hemmed and hawed about giving it two of Arceus's key moves, Recover and Extreme Speed, and ultimately went with no on both to be safe, but I'd appreciate thoughts on whether that'd break Silvally (both would be exclusive to it if added).

:sm/breloom:
Name: Breloom
Type: Grass / Fighting
Abilities: Toxic Boost / Poison Heal / Technician (Hidden)
New Moves: Close Combat, Power Whip, High Horsepower
Removed Moves: None
Justification: CC and Power Whip give Breloom a more convincing reason to run Toxic Boost, with better firepower alongside Sky Uppercut to demolish Flying-types and Mach Punch for priority. High Horsepower is a nice new coverage move that hits the Poison-types that wall its STABs + Sky Uppercut, though it probably won't see much use compared to Stone Edge.

:sm/krookodile:
Name: Krookodile
Type: Ground / Dark
Abilities: Intimidate / Moxie / Concussion (Hidden)
New Moves: Dragon Dance
Removed Moves: None
Justification: What if Scrafty was good

:sm/arctovish:
Name: Arctovish
Type: Water / Ice
Abilities: Water Absorb / Ice Scales / Slush Rush (Hidden)
New Moves: None
Removed Moves: None
Justification: Arctovish buff take 2. Ice Scales makes Arctovish incredibly bulky on the special side, since it already has a pretty decent Sp. Def, kept in balance by Water / Ice not being a great defensive type and a lack of recovery outside of Rest. This will give it a niche as a fatmon with offensive presence thanks to Fishious Rend, and also make it not the laughingstock of the Galar fossils.
 
Last edited:
Name: Banette-Mega
354-m.png

Type: Ghost / Steel
Abilities: Wandering Spirit
New Moves: Poltergeist, Metal Claw, Bullet Punch, Iron Head, Smart Strike, Swords Dance, Shift Gear, Iron Defense, Superpower
Justification: I think Banette has the perfect statline for an OU-viable Shift Gear user. The Steel-typing flavor is definitely there, with the Pokemon being coated in zippers and all, and the low speed ensures that many scarfers should still be able to outpace it at +2 if it's not Jolly. Beyond Shift Gear I also gave it a better Ghost STAB, the expected spread of Steel-type attacks, and some very nice coverage in the form of Superpower. Wandering Spirit is the stand-in for Counterfeit, as both copy some part of the opponent and fit the flavor. PrankBond is lame anyways.
Name: Gyarados-Mega
130-m.png

Abilities: Rain Dish
New Moves: Life Dew, Pursuit, Rapid Spin
Justification: While scouring the teambuilder for bulky Dark-types I happened upon Mega Gyarados, who has wonderful mixed bulk and a key Fire resistance. By swapping out the ability for what's essentially leftovers and giving it some utility moves I feel like I've made a Dark-type pick for BO that both checks Ghosts and makes good progress. Life Dew is recovery, Pursuit is Pursuit, and Spin is Spin. Being weak to Grass makes Gourgeist a losing MU but making a (good, we don't talk about Mandibuzz) Dark-type that beats all of the big 3 ghosts doesn't exactly sound healthy to me anyways.

ABILITIES
Name
: Counterfeit
Effect: When the user switches in, they identify and then copy the effect of the opponent's held item (stacks with the user's current item). Cannot copy unknockable items.
Permanent: No
Mold Breaker: No
Potential Pokémon With This Ability:
553.png
861.png
571.png
707.png
569.png
430.png
089-a.png
354.png
(
354-m.png
)
Justification: Trace, but for items. I think it could potentially be a very fun ability to play around with as long as the abusers aren't insanely good. Double Band potential.


maybe more to come
 
Move: Medieval Magic
Type:
Dragon.png

Category: Physical
BP: 80
Acc: 100
PP: 16
Effect: Next turn, the active Pokemon regains HP equal to 3/4 of the damage dealt.
Users: :alakazam::dragonite::delphox::druddigon::hatterene::haxorus::hoopa::hydreigon::kommo-o::salamence:
Description: Good move for defensive or wallbreaking Dragons to heal itself or support teammates.
---
Ability: Vapor Shroud
Effect: This Pokemon's Water, Ice, and Fire moves ignore the effects of weather and do x1.2 damage.
Permanent: Yes
Mold Breaker: No
Users: :altaria::glaceon: :raikou: :landorus::thundurus::tornadus::vanilluxe::vaporeon::volcanion::weezing-galar:
Description: Basic boosting ability with some anti-weather (or weather, if you wanna use Volcanion in rain or something) capabilities.
---
:ss/landorus::ss/thundurus::ss/tornadus:
Pokemon: Landorus | Thundurus | Tornadus
Type:
Ground.png
Flying.png
|
Electric.png
Flying.png
|
Flying.png

Ability: Prankster / Defiant / Sheer Force | Prankster / Defiant / Dark Aura | Prankster / Defiant / Delta Stream
Moves: +Air Slash, Earthquake, Energy Ball, Heat Wave, Icy Wind (affects Therians)
Description: I buffed 5 mons at once. Both Thunduruses and Landoruses get more special coverage and Thundurus and Tornadus get a key physical coverage move in Earthquake. Keeping Landorus in Ubers since I don't want it competing with Lando-T or even Dodrio in lower tiers.

:ss/volcanion:
Pokemon: Volcanion
Type:
Fire.png
Water.png

Ability: Water Absorb
Moves: +Aqua Jet, Fire Punch
Description: Just learned Volcanion can boost its Attack using Arid Absorption on itself, this is huge news.
 
Last edited:
About 20 hours until subs close, so it's high-time for a discussion post!

Except, this time around, I'll do a sub review post, which I've never done before but I think it'll massively helpful in making sure that the submissions we get in with this last two slates are as good as they can possibly be!

I'll probably put my normal discussion with my subs sometime tomorrow, who knows

-----------------------------------------------
Remember, these are all just my opinions, so don't feel like you have to take my advice, these are just suggestions based on my personal preferences, which may greatly differ from yours

:tauros: Brisket Bash has hilarious flavor and seems decently useful, so no complaints from me really
:alcremie: Smother initially concerned me a bit, but now that I think about it more, giving the Quash effect for the next turn is basically like a one turn infinite speed boost for the mon that used it or a forced switch, and that mon has to be the one to abuse it so it won't be broke with teammates or anything, so actually it seems pretty neat

:weavile: I voted for Scavenge previously, it's a cool offensive ability that isn't too strong but is still super useful, big fan
:volcanion: Vapor Control is pretty alright, neat way of trying to buff an archetype by adding more flexibility to it and making Mist an actual thing

:meganium: Shiny Leaf isn't very interesting to me, seems like a decent enough item, though it could be annoying to try to Will-O a Rillaboom that you didn't know was immune to it and get SD'd on but it's whatever
:alakazam: Spork is just a super buffed version of the old Shell Bell, this might either outclass the new Shell Bell, which is a super good item in its own right, or get outclassed by it, so I'm not very into this one. Give it some Food-based effect?

:wormadam: Wormadams kinda go crazy with these buffs, but like the good kind of crazy. My only nitpicks are that Sandy Cloak buffs another Ground-type when were already have a billion buffed Ground-types (plus it being almost annoyingly bulky, but at least it's the worst at Quiver Dancing and weak to stuff like Scald, so it's fine) and that you completely got rid Honey Gather on all 3 without replacing it
:avalugg: Ice/Steel would've fit a bit better flavorwise, but this is fine, don't have much of an opinion on it.

:mamoswine:Slush Rush Mamo sounds terrifying. Probably won't get vetoed cuz Hail isn't that great right now, but there's a chance. If it doesn't get vetoed though, it's a nice buff
:porygon-z:Speaking of terrifying sweepers under niche field effects, this would scare me a lot more if you gave it Rising Voltage, but you didn't it so it's pretty fine. I personally find Porygon-Z way more interesting as a pure Normal-type so I'm not a huge fan of this one, but it's a fine sub outside of my personal preference

For all the moves, them all being clones of existing moves makes them pretty boring to me, especially Tsunami Strike and Star Strom, as those add generically powerful moves to types that really don't need it, which was a big problem that we had in SylveMons, so you could possibly try to make them a bit more unique to make them more interesting

:luvdisc:Destiny Knot seems way too niche to really be useful, but I guess it's fine as a way to punish status spam, which has been going off lately. Though, getting burned and then spreading that burn to the opponent's entire team sounds very not fun, so maybe make it activate less frequently
:shuppet:Cleanse Tag also seems pretty niche, as even against sweepers it's probably better to Trick them a Sticky Barb or the wrong Choice item, but for that specific concept, I guess it is better than stuff like Lagging Tail for slower sweepers, so I don't mind this one
:porygon2:Up-Grade is cool, though I'd prefer it if you made the boost 1.2x to match Libero so it's not just better than Libero
:porygon-z:I subbed Dubious Disc with this exact effect a few slates ago and while it almost won, I really grew sour on it, as Analytic is a pretty strong ability to give everything access to. It wouldn't get vetoed as is or anything, though you could consider lowering the boost to 1.2x, as otherwise it's a free Life Orb for slow mons
:trevenant:Big Root's pretty alright, I don't have much to say on it

:pyroar:I don't like Rivalry being based on gender since it's so random and there's really no way to optimize your team against Rivarly users, but at least not having your moves randomly weakened by the opposite gender makes this a pretty decent change

:wigglytuff:If I'm being completely honest, I was never really on the Wigglytuff train, but this is a very appropriate buff that should make Wigglytuff not as sucky. Its stats still hold it back more than anything, but nothing you can do about that
:cursola:I like this buff, though Ghost/Rock is a pretty bad typing defensively, so I'm not confident that such a change will make Cursola OU or even UU worthy
:vikavolt:Speed Boost is fine, though the only thing I wanna point out is that you replaced Buzz Off when Vikavolt has an open ability slot, so unless you explicitly wanted to get rid of Buzz Off, you should add buzz off back in
:landorus:Legal Lando-I could be fun, though another good Ground/Flying-type when we have Lando-T, Gliscor, and now Dodrio is a bit meh

:slowking-galar:Not sure if Eerie Spell with just a PP boost is enough to justify running it over Psychic or Psyshock, but since PP draining is a fairly strong effect, I hesitate to say whether or not you should increase the BP
:chansey:Egg Bomb's pretty cool, I also tried the "set damage move that heals you" idea last slate as well, but this did get more traction and probably for good reason. Would probably be better at 100% accuracy, though, healing is not that strong of an effect to warrant lower accuracy

:trevenant:Not sure if I like giving all Bullet moves the Shell Side Arm effect that much, but I have to say that it's at least super unique

:shuckle:I know Godly Shine is a joke sub (at least I assume it is), but rating it objectively, it does seem like a kinda pointless addition. Could actually be more negative than positive even, as giving a way for the already very bulky Shuckle and Pyukumuku a way to double both defenses that fast seems like a pain to deal with at worst and an unviable gimmick at worst.

:bastiodon:Bastiodon is one of the few things you can just slap Huge Power on and have it not be dumb, so I actually like this quite a bit. Probably worse than Stakataka, who's not that good, but it does have Curse and better special bulk, so who knows

:hariyama:Anabolism is a really weird boosting move since it doesn't boost any offensive stats, so it like a better Agility, which I guess is kinda interesting
:dragonite:These moves would count as 3 separate moves in voting as they aren't clones or counterparts of each other (nor were they originally clones or counterparts), but more importantly, Dragon Rush would very likely get vetoed. Giving stuff like Flapple and Garchomp a spammable 130 BP STAB with a huge flinch chance and a slight drawback would be pretty insane. If you wanna bump up Dragon Rush's accuracy, I'd suggest keeping it at 100 BP as a less distributed midground between current Dragon Claw and Outrage

:landorus-therian:Adrenaline Orb is a nice simple buff, nothing to complain about, could be a bit hard to give up the item slot for on most things, though (other than Defiant mons ig)

:calyrex-ice:Don't love the idea of Ice Close Combat, but since you're specifically giving it to the bad slow and bulky ones, that makes it a bit better. Probably shouldn't give it to Mamo, though

:spectrier:I would say that you replaced Wandering Spirit on Spectrier instead of just making Cursed Body the secondary ability, but since you're trying to nerf it down to OU levels, that's fine since Wandering Spirit is an insanely good ability. Though, speaking of that, doing separated subs like this is always a bit risky as it's quite unlikely that you'll win in both categories and for a mon like Spectrier, you need both wins to consider dropping it down. Also, Spectrier might still be kinda busted with Intimidate for both stats and Parting Shot, as it could kinda act like a utility Dragapult, which sounds crazy with the stats it has, so you may have to nerf Grim Neigh's effect a little and remove Parting Shot and Memento to get it down to OU levels

:golisopod:Pretty okay. It's pretty much a worse Buzzwole with Swords Dance and no Roost, which isn't exactly a bad thing, but probably all it'll be, at least in OU. I would say you should do Bug/Ground instead, but we have a million good Ground-types already so I get going for Fighting instead

:diancie:For Princess Blade, I don't think we really need another physical Fairy move after Enchanted Punch, but I really really like the effect of ignoring burn. You could try seeing if you can use the same idea for another type, but it's good as is either way
:kingdra:Not a huge fan of Dragon Breath, though I can't really think of any ways to improve it. Likely has very very niche uses, kinda reminds me of Sky Attack and Brave Bird when comparing it to Draco Meteor and Fairies being everywhere does it no favors
:jirachi:Basic buff for Zen Headbutt, but very nice, and removing the hax element is great, so no complaints here

:mimikyu:Fun, flavorful signature item for Mimikyu, I like it. I also agree that it should have a message on switch-in, as Mimikyu would have a killer amount of surprise factor between this and its Z-Move, so good call there
:silvally:The memories should really just do this already, so good buff there. I'd probably suggest making it a 20% boost though, 144 BP Multi-Attack won't break Silvally and it matches the plates
:marowak:Silph Scope being Frisk as an item is pretty cool, but I think it might be a bit too weak to justify using up your item slot for it. I don't have a concrete idea on how to improve it, maybe revealing more info (like their strongest move or highest stat), referencing its ghostbusting prowess and make it weaken Ghost moves slightly
:milotic:Marvel Scale as an item isn't great, since you have to rely on your opponent doing something to activate it, so I'm not sure if walls would use it over Boots or Leftovers, but it's probably a very niche option for stuff that wants to absorb status or RestTalkers (until Pillow gets fully coded at least)

:escavalier:I do kinda find "boost a category of moves" abilities a little boring, but I did really like Knight's Blade from SylveMons, so my bias towards it makes me like Hyper Cutter
:zangoose:Immunity is fine, it does have a lot going on but nothing too crazy. Considering that this effects Strength Sap, that's pretty neat in lower tiers. Also, Immunity is hilariously Zangoose's signature ability right now, so maybe this'll put that ability back on the map
:tentacruel:Liquid Ooze also has a lot going on, but like Immunity, it's also nothing crazy, so it's fine.

:minior:Can't comment on this cuz I gave you permission to do this because I really liked the idea, so you know I really like the idea. Only small nitpick is that Minior already gets U-Turn
:rapidash:Okay buff for the horses, probably won't let them be OU-viable, but it's a fun buff. Maybe give Galardash Blaze Kick as well for Super Luck shenanigans? Also Misty Explosion, since it somehow doesn't get that?
:grimmsnarl:Both Iron Fist and Fur Coat are cool for Grimmsnarl and makes Grimmsnarl a lot more interesting now that its Prankster Screens niche got stolen by Mesprit, so exploring its offensive options is sick
:obstagoon:I absolute love this one, enough said


:octillery:These are cool, I especially like having Aurora Beam as a way to do bootleg BoltBeam with weaker Electric-types (Neuroforce ABeam Raikou goes hard). I don't think I like Signal Beam lowering Speed because of how widespread it is, but I guess Bug coverage does suck, so I probably shouldn't worry about it
:snorlax:Optimal berry ability buff, good stuff

:jolteon:I love Jolteon, but this looks like a pain to play against, though maybe I'm just overreacting to seeing Nuzzle and Strength Sap in the same sentence. Spikes, Spiky Shield, Taunt, and Healing Wish are sick additions, though
:umbreon:Poison Heal is an okay buff for Umbreon, but that and Poison coverage don't really do much to fix its problems of extreme passivity, so maybe give it Knock Off or Night Shade or something. Also, Umbreon's current Hidden Ability is Sticky Hold, so I'd personally rather you replace Synchronize with Poison Heal rather than Sticky Hold

:octillery:Octillery probably still wouldn't be great, but this is a decent improvement. Just one thing, Octillery's current abilities are Suction Cups, Sniper, and Moody and since Moody got reworked, I'd personally rather have you replace Suction Cups or Sniper with Adaptability rather than getting rid of both Sniper and Moody

:espeon:Pretty decent Synchronoise buff. I liked the one I did a few slates ago a bit more, but this is a much more unique idea so I can't knock it too much
:sirfetchd:Vengeful Vow is a decent move with cool flavor, no complaints here
:magnezone:Not super sure how to feel about this one, invalidating the best offensive type in the game for 5-8 turns sounds pretty wild on paper, but usually teams run Flying and Ground-types to do just that, so it could just be not worth it? I don't really know
:ninetales:Fine move, honestly like it more for giving bad Chlorophyll mons and Florges coverage rather than the resetting sun turns part, which I can't decide if it's really cool or kind of annoying

:rowlet:Not a very big buff since Infiltator isn't a good ability, but it's something
:wimpod:End of turn Emergency Exit? Yes please
:chansey:Reverse Natural Cure is pretty cool. Don't like it much on the Happiny line, but other than that it's cool
:slowbro:Okay, about Status Quo. Defensive Mold Breaker is really cool, but unfortunately it's a massive pain to code, since we have to code the effect in for every ability separately. I remember this caused huge problems in FEUU awhile back and even considered vetoing last slate because it (decided against it since it's technically not impossible, just a massive pain), so just for that I have to say that I really don't like it, which sucks because that's not your fault

:dedenne:The part about giving you Lefties is pretty cool, though since this activates on switch-in, isn't this just always optimal to run over Lefties, since the only relevant stopping it is Concussion/GTactics? Not sure if I like that part, so you could maybe change the way it's activated, but otherwise it's neat
:litwick:Sounds neat on paper, though idk how good it would really be in practice, it's a massive risk to drop boots or traditional Choice items for something like this, even though the gain is pretty massive too
:toxtricity:Noisemaker is boring but good, can't complain much

:silvally:Pretty cool idea, Download Silvally sounds super fun
:breloom:Good Breloom makes me happy, as annoying as it is to play against because of Spore
:krookodile:You probably didn't know cuz I haven't updated the sheet yet, but Krookodile's Hidden Ability is Concussion now, so make sure it has that over Sand Veil. Otherwise, idk if Krook really needs DDance, it's already pretty good, but I don't hate it
:arctovish:I like Ice Scales Vish, but I think this would be a lot better if it had Flip Turn for defensive pivoting purposes and maybe some other defensive utility move like Toxic or Dragon Tail or something

:banette-mega:Love this Mega Banette, though I'm probably biased because it's one of my favorite Megas, and I appreciate you not doing the Prankster + Copycat gimmick from Sylve we all like so much, makes it a lot more unique
:gyarados-mega:More Ghost checks and versatile mons makes teambuilding easier, so I appreciate this buff. Could maybe give it Defog instead of Spin but it doesn't really matter

:honchkrow:Counterfeit is cool, can't really think of anything to say on it. It would've maybe been a pain to code, but apparently it's in M4A, so that helps a lot

:salamence:Delayed draining is a neat effect, basically Wish but really weird

:altaria:Kinda similar to Beaf's Vapor Control (though tbf I think you also subbed this last slate), though it's more generally helpful rather than being a Sun buff, which makes it less interesting to me but likely a lot more viable, so it's a good sub

:landorus:Don't care much for Genie buffs, but Heat Wave Thundy-T is nice ig
:volcanion:Arid Volcanion is hilarious, so I support this, though Searing Shot is kind of out of nowhere. Also how does this punch


------------------------------

And that's all! See you tomorrow for vetoes!
 
Yoshiblaze, thank you for the feedback. It has been implemented despite the laptop I'm forced to use enjoying to crash (the admittedly resource-hogging) Chrome browser on pages with too many images. Ugh. I'll be stuck like this for at least another week. Go 2022:

1. :diancie: Noted about Princess Blade and Fairy type. While I'm going to keep Princess Blade around for now, nothing said I couldn't just rip myself off, so now Tempered Blade also exists as a slightly stronger but less haxy alternative to Iron Head as well as a more reliable but not as strong alternative to Meteor Mash, sitting at 85 BP unlike the Fairy type move that (lazily) birthed it. I figure that Steel was the secondary type that makes the most sense for it after Fairy, and we've yet to have a new Steel attacking move win in this Pet Mod despite all the Fairies still plaguing OU, which is likely still the case even after both Poison Dart and Acidic Fists, so here we are.

2. :silvally: I've boosted the Memories to 120% despite having had them at 110% so as not to overshadow the Plates, but given that Arceus himself isn't even that hot in Ubers in anymore, outclassing the Plates is appropriate I guess. Hail Necrozma!

3. :gengar: Since I agree that Silph Scope was weak, I've decided to go with adding the Ghost-hating route by just letting it reduce all direct Ghost-type attacks to 75% of their attacking power like a type-forced version of Protector. I'm tempted to have it outright halve their power given we still have yet to get a Ghost-type resistance back post Gen VI--thanks a lot, :aegislash:--but that seems overpowering & obnoxious; the same for having it also reduce Dark and Steel (instead or even in addition to Ghost) to 75% of their attacking power just as a nod to Gen I in general on top of being less thematically coherent.

4. :minior: My bad about the redundant U-Turn. That's another obvious thing I thought I checked but apparently either didn't or just forgot. Either way that's Fixed now.

5. :rapidash-galar: My Little Pony (Can't Possibly Be This Cute) now has both Blaze Kick and Misty Explosion. I'm unsure whether I thought it already had Misty Explosion despite the fact that I know that I checked or if I just thought I had added Misty Explosion all this time to it in the Slate where I originally first introduced it, but, yeah, it wasn't there--weird.


Good to know everything else checks out, especially Nightlight Ball (which I made on a whim), even if it's underwhelmingly so.
 
Sub end in 3 hours!

Name: Jump In
Power: 85
Accuracy: 100%
PP: 10
Category:
Physical.png

Type:
Flying.png

Effect: Heals both the user's and target's paralysis
Priority: 0
Flags (ex: Contact, Sound): Protect, Mirror, Contact
Potential Pokémon With This Move: Old Distribution + :shaymin: + Pokémon that would like Flying coverage (mainly Ground, Grass, Fighting. and Rock-types) but keep it limited. I purposely picked a name with generic flavor so we can explore the idea in a purely competitive manner
Justification: Flying is one of the best offensive typings in the game, hitting most types neutrally, hitting 3 types super effectively, and having all 3 of its resistances hit by Ground. However, it's not a very common coverage type, especially physically, with stuff like Air Slash, Dual Wingbeat, and Hurricane being sparsely given to non-Flying-types. With this sub, I'm going to both fix and not fix that. You see, Flying is clearly designed to be a limit coverage type, so I don't want us to just give every mon strongest Flying coverage all willy-nilly. Instead, it would be way more interesting if we had a Flying coverage move that only some things got, which keeps the design choice of Flying's rarity as coverage while letting us give a unique trait to those that are lucky enough to have it. Also, I wanted to give this a unique effect and healing paralysis is niche, but super nice to have, especially since status spam is pretty decent right now

Name: Shell Trap / Beak Blast
Power: 100
Accuracy: 100%
PP: 10
Category:
Physical.png

Type:
Fire.png
/
Flying.png

Effect: Burns on contact with the user before it moves.
Priority: -3 (charges at the beginning of the turn)
Flags (ex: Contact, Sound): Protect, Mirror, Bullet
Potential Pokémon With This Move: :turtonator::magcargo::camerupt: (maybe :torkoal:) / :toucannon::xatu::moltres:
Justification: It should've been this way from the start, and this gives Turtonator something super unique to it, though since Turtonator sucks, I also lumped in the original Beak Blast with this so we can give it to 1 or 2 other Flying-types, like Xatu cuz Garticuno stole its spotlight, and Moltres because you have 0 reason to use it over Goltres right now. Also, Shell Trap could be super interesting on Camerupt, though I know that's quite a stretch lol.
:utility umbrella:
Name: Utility Umbrella
Effect: This Pokémon ignores weather effects when attacking and takes no damage from weather conditions. Heals 1/12th of its max HP every turn if a weather is active
Can Be Knocked Off (Yes or No): Yes
Ignored by Klutz (Yes or No): Yes
Fling Power & Effect: 60
Justification: Utility Umbrella is a decently interesting item, but ultimately useless since it only effects the user's moves and doesn't give any other benefit to being in weather. With this buff, I at least fixed the latter part, giving a nice amount of passive healing for the defensive parts of weather teams, while letting them ignore Sand and Hail chip. Weather sweepers that don't need a boosting item like Excadrill or Arctozolt (if you have the appropriate means of removing hazards) also appreciate this
Name: Unimpressed
Effect: Moves used against this Pokémon do not receive STAB
Permanent (Yes or No): No
Mold Breaker (Yes or No): Yes
Potential Pokémon With This Ability: :aromatisse::swoobat::lickilicky::whiscash::grumpig::sandaconda::dragalge::cosmoem::lunatone::vileplume::golduck:
Justification: Stealing an FELT ability by lifting Unusual from FELC, neat defensive ability that weakens what are usually a Pokémon's best moves by 33% (50% if it's an Adaptability mon), making bulky Pokémon even bulkier

Name: Monstrous Fog
Effect: This Pokémon sets Misty Terrain on switch-in. This Pokémon ignores the effects of Misty Terrain when attacking
Permanent (Yes or No): No
Mold Breaker (Yes or No): No
Potential Pokémon With This Ability: :drampa: + Some other high Attack mon that's a Dragon-type/in the Dragon or Monster Egg Group cuz I can't find any lol
Justification: People really want a defensive Dragon-type Misty Terrain setter for some reason, but then you realize that being a Dragon-type in Misty Terrain kinda sucks and being a defensive mon in Misty Terrain is a bit limiting when you don't have the defensive profile of Tapu Fini. So, by plagiarizing FEUU once again, here's how we get that Misty Terrain Dragon people want so much. Monstrous Fog gives you the best of both worlds, with the status immunity and Dragon move weakening of Misty Terrain for yourself while still being able to spread status and have full power Dragon STAB moves. Druddigon has Concussion now, so the likely best Dragon-type recipient is Drampa, who gets to abuse Glare, and makes more flavor sense with its Defog access, and also enjoys being immune to Toxic for Calm Mind shenanigans
:sm/kecleon:
Name: Kecleon
Type:
Normal.png
Ghost.png

Abilities: Color Change / Pastel Veil / Protean
New Moves: First Impression, Mach Punch, Earthquake, Stone Edge, Gyro Ball, Poltergeist, Swords Dance, Enchanted Punch, Hammer Arm, Gunk Shot, Terrain Pulse, Skitter Smack
Removed Moves: N/A
Justification: Kecleon's stats absolutely suck, so I know that whatever I do likely won't make it anywhere near OU viable (unless I gave it SD + ESpeed for something), but I can at least try to make it decent enough to wear you could use it on an OU team and have it not be complete dead weight. To do that, we need to fix 2 big problems: its typing and its movepool. First, its typing. You'd think it wouldn't matter too much because it gets changed by Color Change or Protean anyway, but Kecleon's typing does matter when it switches in. Kecleon's overall bulk is pretty bad and its Normal-typing does it no favors except against Ghost-types. Adding the Ghost-typing to make the cool-but-overrated-but-still-cool Normal/Ghost-typing makes coming in on things a lot easier, with 3 immunities (including Ghost, which is huge right now and why I didn't make this Poison/Dragon like I originally planned), and 2 decent resistances in Bug and Poison. This also lets Kecleon switch into Rapid Spin if you're feeling cheeky. Second, Kecleon biggest problem was that its good moves were all really weak, outside of Knock Off, so adding a bunch of high powered moves like Earthquake, Stone Edge, Poltergeist, and Hammer Arm, along with the buffs to the Elemental Punches, helps Kecleon's damage output massively. First Impression is a great priority option, Mach Punch prevents you from getting Pursuit trapped on a double switch, and Swords Dance also helps with Kecleon's damage output and pairs well with Mach Punch or Trick Room, which is also why Gyro Ball is there. Like I said, even all this won't make Kecleon OU-viable, but I hope that it becomes at least usable with this overhaul

:sm/cryogonal:
Name: Cryogonal
Type:
Ice.png
Ground.png

Abilities: Levitate / Neuroforce / Ice Body
New Moves: Earth Power, Switcheroo, Stealth Rock, Bulldoze, Drill Run, Nasty Plot
Removed Moves: N/A
Justification: Looking for an Ice-type to do this with really makes you realize just how much Ice-types suck, but anyway, here's a Neuroforce mon with a broken offensive typing, exactly what a Neuroforce user needs. Ice/Ground + Freeze-Dry gives you perfect coverage against everything that's not a Frosmoth or Shedinja (which you have Ancient Power for ig lol), and hitting the majority of Pokémon in existence for super effective damage. That plus Cryogonal's good 105 Speed, high powered STABs, and ability to get in thanks to it not being weak to Rock and a useful Electric immunity make Cryo a big threat. I even gave it Nasty Plot this time around. Still also has Ice Body if you want to go a more defensive angle.

:sm/zygarde-10%:
Name: Zygarde-10%
Type:
Dragon.png
Ground.png

Abilities: Aura Break / Compound Eyes / Power Construct
New Moves: Dragon Rush, U-Turn, Fire Fang, Thunder Fang, Stealth Rock
Removed Moves: N/A
Justification: Stemming from a single message on Discord where Aquatic said that Zygarde has bug eyes, here's Compound Eyes Zydog. Dragon Rush, Iron Tail, and Stone Edge love being near 100% accurate, giving Zydog a notable power boost on top of its already broken signature Thousand Arrows. U-Turn makes Banded sets much less of a momentum sink by letting it pivot on switch-ins like Lando and Tapu Fini. Still held back by horrible bulk, but it's a lot more usable now
 
Last edited:
:swsh/machamp:
+Mach Punch, +Drain Punch
Reasoning: All it deserves.

:swsh/scrafty:
+Wicked Blow
Reasoning: Scrafty is a really cool Pokémon. The idea came with me looking through the punch move list and saw Wicked Blow being unused... and here am i lol.

:swsh/alcremie-matcha-cream:
(just cosmetic, matcha is cool lol)
Sticky Hold / Protean / Power of Alchemy
+Thunderbolt
 
Last edited:
:sm/genesect-burn:/:sm/genesect-chill:/:sm/genesect-douse:/:sm/genesect-shock:
Name: Genesect-Burn/-Chill/-Douse/-Shock
Type:
Bug.png
Fire.png
/
Ice.png
/
Water.png
/
Electric.png

Abilities: Download
New Moves: -
Removed Moves: -
Justification: Alternate forms can tiered differently from their base form when they have a required item and are different from base. I decided to give them a secondary typing matching their drives. This means that they have a STAB on their Techno Blast, but they also are Bug-types that are Stealth Rock weak and can't hold Heavy-Duty Boots. They also lack the power of another Choice item or the speed of Scarf, which makes the base Genesect form so strong.
 
Adjustments

:ss/vespiquen:
Type:
Poison.png
Flying.png

New Moves:
Aggravate, Clear Smog, Corrosive Gas, Poison Fang, Spikes
Justification: Vespiquen's new type grants it a niche as a physicaly defensive wall. All of its abilities are somewhat useful now, as Parental Bond has great synergy with Sludge Bomb, Buzz Off grants it a sort of wonky RegenPort and Honey Gather makes Corrosive Gas' downside a lot less punishing as it can recover its item freely. Its a rather simple change and I am not quite sure if it can compete with OU's other flying walls, but it is generally a great change that helpts it a ton



Moves

Name
:
Hex / Venoshock / Attack Order
Power: 65 / 65 / 75
Accuracy: 100% for all
PP: 16 for all
Category:
Special.png
/
Special.png
/
Physical.png

Type:
Ghost.png
/
Poison.png
/
Flying.png

Effect:
Power doubles if the target has a status ailment
Priority: 0
Flags: None
Potential Pokémon With This Move: Idt they need any large distribution to be honest, maybe give them to like, one or two new lines
Justification: Makes it way easier to abuse status, goes well with my Vespi buff. Makes Scald users opt to run Venoshock from time to time as well.
 
Last edited:
Back
Top