Swampertite - Yep that's mega swampert. Actually pretty interesting as the only mega stone to start with, since mega swampert only really excels in rain teams, which aren't doing well in sv ou right now. No damp rock does hamper it though
Heavy-Duty Boots - VERY funny new effect. It is an overall nerf since boots is less reliable and splashable, but uhhh good.
Poison Barb - Pretty much an auto-include on poison-type attackers since there are fewer blanket attack-boosting items such as LO and band/specs right now
Punching Glove - Higher power boost makes it more worth, and combined with the aformentioned fewer power-boosting items makes this an actual viable item, though the lack of strong punching moves kinda restricts it to Iron Fist mons. It could be to used on stuff like bullet punch or drain punch to reach ko thresholds on certain matchups, but like get real, only eeveemods ever get to be optimized like that
Absorber - Niche leftovers alternative for defensive pivots or high-resist count mons, though since leftovers doesn't exist (yet) it's a lot more viable. Please let this proc for each multi-hit strike that would be SO funny
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Zap Cannon is now viable This item is probably going to be annoying on some ghost mons, getting a free LO boost on shadow ball. Some other notable moves the baseball boosts include bullet seed, energy ball, gyro ball, rock blast, and sludge bomb
Beastite - The only reason I'm not calling this the strongest damage-boosting item is that its effect isn't reliable at all: its value ranges from letting you sweep/clean up a team to useless because you got 6-0'd. Idk it's probably really good anyways
Chromo Stone - Probably OP but at least it's interesting as well, turning deoxys into HO enabler or defensive pivot. If deo-base/attack stacks with huge power tho, dear god...
Cloud Sail - Guys I think stone bold likes tailwind... The fact your mon has to be at 25% or below to proc the tailwind once makes this too risky to be worth running imo, unless it procs on KO as well
Dire Gemstone - I'm so full from stone edges YUM. Sadly the next item kinda steals the limelight from this one, though it's still useable and makes STAB stone edges a lot more formidable.
Fool's Nugget - Boosts the viability of rock mons since Steel has a LOT more good type combos compared to rock. Steel/elec agolem, steel/grass cradily, steel/bug kleavor... magcargo is potentially viable??? :holycrap: The move shenanigan potential is a lot lower on this tho, meteor beam and head smash are really the only non-sig stuff. I assume rock/steels like aggron and probopass become pure steels with this?
Glass Knuckle - Another damage booster, this time with a novel downside. Likely a common appearance in these early slates since, once again, there's no LO/choice items to rely on.
Item Box - The damage boost effect is pretty antisynergy with itself, but the fact it gives completely random items makes this potentially very fun to run on a team, and a bit of anti-knock support by restocking items.
Leaf Coat - This is like Cursed Branch from Glacemons on. well not like crack or something but something more mild like i dunno... THC gummies or smth? My point is I could already see potential in giving any mon Grass typing, the fact this boosts Defense by a whopping 50% for free can make this broken on the right mon. Giving any grass mon natural cure is prob also useful ig
Life Insurance - P good but hard to justify running this only stuff other than sac leads, even more so as more items are introduced
Bottled Lightning - Not bad but prob not viable since this is basically solely a knock punish (a one-time punish, mind you)
Madness Crown - Not an original concept, but this is probably the most splashable of the new damage boosting items, and something something no LO/band/specs.
Oricorio Feather - Giving -ate properties to ANY mon is pretty damn powerful, but the fact you are giving up your item slot to do so limits the breaking potential: There's a big difference between using this item to give Noivern STAB Boomburst compared to Aerilate. Using this to troll spinblockers is pretty funny tho. I think some test games are needed before making conclusions on how strong this item is.
Painting Kit - Makes field effect moves like screens or weather more viable to run, making those archetypes a little less reliant on setters, but let's be realistic this is going to be used to make hyper-consistent hazard setting sets, which likely isn't overpowered per se, just really annoying
Scrubs - Ignore Samtendo's review, this reduces special attack if the
opponent is statused, not yourself, essentialy burn/poison/para become mini-frostbite. It's pretty niche, but useful in a meta with no assault vest
Sugar Bag - Rock-solid effect, can see this being used on sac leads or as a substitute for choice scarf in early slates. Even if scarf does get added it may still be used as an alternative, since it doesn't lock your moves
Suppressing Armor -
Don't run this on Slaking and Regigigas, one wisp or knock and they're deadweight. I guess you could trick this to suppress abilities so its not complete nothingburger
Treasure Chest - I don't think the boost is high enough to be worth running, it could be fun to run but item box kinda does a better job at that
Twist Band - Permanent white herb hrngggg... This is an auto-include for mons that rely on draco meteor, leaf storm, and similar moves - after just two uses this item starts to outdamage a LO boost, aka pretty much every damage-boosting option rn. A little more up to debate for moves like cc tho since you're giving up a damage boost from a different item
Wild Coil - Kinda wish there was a list of moves that proc this, though I assume it's just a one-time magic bounce? Kinda strong if so, specifically in that you have to anticipate it being on any of your opponent's mons, but it can easily be knocked off before the effect goes off so it might be fine