Pet Mod Trading Post (Slate 1)

Submissions for Slate 1 are now open! They close on Tuesday 7/1 at 7 AM EST / GMT -4 (7 extra hours! wow!)

Use this Google Form to submit your item!
Trading Post Slate 1


Lastly, here are some tips for submitting your items.
Unburden and Consumable Items: Almost all Consumable items are bound by some kind of condition for activating, such as the user having to run a specific move (Power Herb) or having a teammate set a specific Terrain (Terrain Seeds). Hawlucha is an OU viable Unburden sweeper despite requiring those conditional items, so keep balancing around Unburden in mind if you submit a consumable item.

Fling Effects: This one is more of a suggestion, but keep in mind that of the 247 items usable in SV, only 8 have a special Fling effect. Do not feel pressured to include a special Fling effect if you feel it is unnecessary.

Good Luck!
 
Just a reminder that you can only submit 1 item (outside of vetos and mulligans) this slate. Any additional items you submit after your first will not be counted!
 
Here are the results of the first slate of Trading Post!
Thank you everyone for your patience!


TYPE A (2 Type A's were subbed, only one remains)
:swampertite: Swampertite (from Gaboswampert): If held by Swampert, this item allows it to Mega Evolve in Battle.

TYPE B
:heavy-duty-boots: Heavy-Duty Boots
(from Fragmented): Holder is unaffected by entry hazards on its side. When HP is 1/4 or below, holder eats the Boots to heal 1/4 HP.
:poison-barb: Poison Barb (from Cyaneedle): Holder's Poison-type attacks have 1.3x power.
:punching-glove: Punching Glove (from flareth13): Holder’s Punch based attacks have 1.2x power and do not make contact.

TYPE C
:life-orb: Absorber (from anaconja): If this Pokemon is damaged by an attack it resists, it heals 1/8 max HP afterward.
9ee94e200005684758d9976e9e13a767.jpg
Baseball (from solrock the great): User's ball and bullet moves become physical and have 1.3x power and accuracy.
:beast-ball: Beastite (from Yoshiblaze): Holder's moves deal 1.1x more damage for every fainted Pokemon on the opposing team.
Bag_Enigma_Stone_Sprite.png
Chromo Stone (from Tapler): If held by Deoxys, when switching out, grants its highest base stat(s) to the replacement for one turn.
cloudsail.png
Cloud Sail (from Stone Bold): When the user is at 1/4 Max HP or less, if Tailwind is not active on the user's side of the field, a Tailwind is activated for 4 turns.
diregemstone.png
Dire Gemstone (from Orangesodapop): When hit by an attack, your next Rock-type attack is guaranteed to hit and be critical.
:big-nugget: Fool's Nugget (from Samtendo09): When held by a Rock-type Pokemon, holder's Rock type becomes Steel, and holder's Rock-type moves become Steel and have 1.2x power.
:lucky-punch: Glass Knuckles (from bro torterra): Holder's attacks do 1.3x damage, but it takes triple indirect damage.
itembox.png
Item Box (from zxgzxg): The user’s attacks do x1.0 + number of itemless allies * 0.1. Upon switching in, distributes random consumable items to itemless allies.
leafcoat.png
Leaf Coat (from PalpitoadChamp): If Grass-type: Cures status condition on switch out. Otherwise: They gain the Grass-type as an additional type and get 1.5x Def.
:weakness-policy: Life Insurance (from War Incarnate): If the holder of this item is KOed, their replacement is healed for 1/4th of the holder's max HP and has their status cured (a la Healing Wish). Single use.
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Lightning in a Bottle (from Rasdanation): When this item is forcibly removed by someone other than the holder, this item is used up and the source of the removal will become Paralyzed. This item cannot be recycled.
madnesshelmet.png
Madness Helmet (from Jumpheart): Boosts the power of the user's moves by 1.3x, but cannot select the same move twice in a row.
:fairy-feather: Oricorio Feather (from fiish): Changes the type of Normal-type moves to the user's primary type.
paintingkit.png
Painting Kit (from taliyeet): Moves that sets hazards, field effects, terrain, or weather have their priority increased by 1 and heals 50% of holder's max HP. Single Use.
scrubs.png
Scrubs (from Beebos): Holder takes 3/4 damage from Special moves if the attacker is statused.
:bright-powder: Sugar Bag (from DenebStargazer): The holder's Speed is 1.5x on their first full turn.
:auspicious-armor: Suppressing Armor (from Illegal in Galar): Supresses the holder's ability.
treasurechest.png
Treasure Chest
(from Squawkerz): The holder has their highest stat (2nd highest if Speed is highest) multiplied by 1.2x upon switching in. If an opponent without an item damages the holder with an attack, they steal this item.
twistband.png
Twist Band (from Swagodile): The holder's stats are not lowered by its own moves.
:clear-amulet: Wild Coil (from DuoM2): Blocks certain status moves and bounces them back to the opponent. One-time use.

Here's a Spreadsheet!
Please join the Discord if you have not already!
This meta is already almost fully coded and playable on DragonHeaven (thank you anaconja). Once it is, expect playtesting tours to happen in the near future!

Until then, discuss the new items below or in the Discord.

Happy Trading!
 
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Here are the results of the first slate of Trading Post!
Thank you everyone for your patience!


TYPE A (2 Type A's were subbed, only one remains)
:swampertite: Swampertite (from Gaboswampert): If held by Swampert, this item allows it to Mega Evolve in Battle.

TYPE B
:heavy-duty-boots: Heavy-Duty Boots
(from Fragmented): Holder is unaffected by entry hazards on its side. When HP is 1/4 or below, holder eats the Boots to heal 1/4 HP.
:poison-barb: Poison Barb (from Cyaneedle): Holder's Poison-type attacks have 1.3x power.
:punching-glove: Punching Glove (from flareth13): Holder’s Punch based attacks have 1.2x power and do not make contact.

TYPE C
:life-orb: Absorber (from anaconja): If this Pokemon is damaged by an attack it resists, it heals 1/8 max HP afterward.
9ee94e200005684758d9976e9e13a767.jpg
Baseball (from solrock the great): User's ball and bullet moves become physical and have 1.3x power and accuracy.
:beast-ball: Beastite (from Yoshiblaze): Holder's moves deal 1.1x more damage for every fainted Pokemon on the opposing team.
View attachment 752577Chromo Stone (from Tapler): If held by Deoxys, when switching out, grants its highest base stat(s) to the replacement for one turn.
cloudsail.png
Cloud Sail (from Stone Bold): When the user is at 1/4 Max HP or less, if Tailwind is not active on the user's side of the field, a Tailwind is activated for 4 turns.
diregemstone.png
Dire Gemstone (from Orangesodapop): When hit by an attack, your next Rock-type attack is guaranteed to hit and be critical.
:big-nugget: Fool's Nugget (from Samtendo09): When held by a Rock-type Pokemon, holder's Rock type becomes Steel, and holder's Rock-type moves become Steel and have 1.2x power.
:lucky-punch: Glass Knuckles (from bro torterra): Holder's attacks do 1.3x damage, but it takes triple indirect damage.
itembox.png
Item Box (from zxgzxg): The user’s attacks do x1.0 + number of itemless allies * 0.1. Upon switching in, distributes random consumable items to itemless allies.
leafcoat.png
Leaf Coat (from PalpitoadChamp): If Grass-type: Cures status condition on switch out. Otherwise: They gain the Grass-type as an additional type and get 1.5x Def.
:weakness-policy: Life Insurance (from War Incarnate): If the holder of this item is KOed, their replacement is healed for 1/4th of the holder's max HP and has their status cured (a la Healing Wish). Single use.
View attachment 752579 Lightning in a Bottle (from Rasdanation): When this item is forcibly removed by someone other than the holder, this item is used up and the source of the removal will become Paralyzed. This item cannot be recycled.
madnesshelmet.png
Madness Helmet (from Jumpheart): Boosts the power of the user's moves by 1.3x, but cannot select the same move twice in a row.
:fairy-feather: Oricorio Feather (from fiish): Changes the type of Normal-type moves to the user's primary type.
paintingkit.png
Painting Kit (from taliyeet): Moves that sets hazards, field effects, terrain, or weather have their priority increased by 1 and heals 50% of holder's max HP. Single Use.
scrubs.png
Scrubs (from Beebos): Holder takes 3/4 damage from Special moves if the attacker is statused.
:bright-powder: Sugar Bag (from DenebStargazer): The holder's Speed is 1.5x on their first full turn.
:auspicious-armor: Suppressing Armor (from Illegal in Galar): Supresses the holder's ability.
treasurechest.png
Treasure Chest
(from Squawkerz): The holder has their highest stat (2nd highest if Speed is highest) multiplied by 1.2x upon switching in. If an opponent without an item damages the holder with an attack, they steal this item.
twistband.png
Twist Band (from Swagodile): The holder's stats are not lowered by its own moves.
:clear-amulet: Wild Coil (from DuoM2): Blocks certain status moves and bounces them back to the opponent. One-time use.

Here's a Spreadsheet!
Please join the Discord if you have not already!
This meta is already almost fully coded and playable on DragonHeaven (thank you anaconja). Once it is, expect playtesting tours to happen in the near future!

Until then, discuss the new items below or in the Discord.

Happy Trading!
*Crackles the knuckles*
TYPE A (Just one.)
Swampertite (from Gaboswampert): I’m surprised not many attempted to submit a Mega Stone. Right now only Swampert has the luxury of Mega Evolving, and I won’t doubt there would be additional attempts for more vanilla Megas next slate.

TYPE B
Heavy-Duty Boots
(from Fragmented): This sounds awkard competitively, but it does make Heavy-Duty Boots a lot less overrelient and encourage risk-averting.
Poison Barb (from Cyaneedle): Stuff like Gunk Shot and Sludge Bomb became nastier in terms of damage, but not something I’d consider top-tier, and that’s okay given it’s just better at what it is supposed to so.
Punching Glove (from flareth13): Even with contact-protection, 1.1x power boost is too small for a flag of moves that are generally lower than average in power unlike Sharpness moves which benefits 1.5x from the Ability in question. 1.2x along with contact-protection is an improvement.

TYPE C
Absorber
(from anaconja): Defensive Steel-type Pokémon will love using this item for sure.
Baseball (from solrock the great): I knew an item based on this would be in, and with very useful multipliers too.
Beastite (from Yoshiblaze): Reverse Supreme Overlord: The Item. Not immediately useful on early-game, but can help finish off weakened teams a lot for the late-game.
Chromo Stone (from Tapler): Amazing at making Deoxys more useful for it’s teammates, if concerning. Deoxys-Defense in particular become a lot more helpful at giving bulk to it’s teammates as a defensive pivot.
Cloud Sail (from Stone Bold): Sturdy or very bulky Pokémon can make a lovely use of this item, especially those that can pivot.
Dire Gemstone (from Orangesodapop): The offense oriented item for Rock-type Pokémon, giving them extra oomph by unavoidable Crit in return of surviving a hit. The one below’s defensive by simply getting rid of Rock-type for much useful Steel.
Fool's Nugget (from Samtendo09): oh hey that’s my item
Glass Knuckles (from bro torterra): Special attackers benefit it a lot more since there’s more ways to indirectly damage physical attackers by Rough Skin / Iron Barbs and Spiky Shield for examples, but the concept in general has a very interesting risk.
Item Box (from zxgzxg): I wonder if the Item Box provides a boost similar to Supreme Overlord, otherwise the “distribute random items for itemless allies would undermine the boost.
Leaf Coat (from PalpitoadChamp): Natural Cure: The Item for Grass-type. For non-Grass, it’s essentially giving non-Ice walls with more useful resistances such as Ground, Grass, Electric and Water alongside 1.5x Defense at coat of weaknesses of Fire, Ice, Flying, Bug and Poison.
Life Insurance (from War Incarnate): Very useful for moves like Memento and Explosion, or Pokémon not meant to survive like suicide leads.
Lightning in a Bottle (from Rasdanation): Lovely Knock Off bait! It also discourages moves like Trick / Switcheroo or cheeky Magician / Pickpocket uses.
Madness Helmet (from Jumpheart): I’ve heard of this concept before, but it’s a concept that’s intriguing to think off. I wonder how it fares in this metagame this time.
Oricorio Feather (from fiish): Honestly the most creative item conceptually, I feel! Pokémon with limited or poor STAB options for their primary type will now be able to turn stuff like Facade or Extreme Speed into deadly STABs.
Painting Kit (from taliyeet): Looks annoying, but being one-time may help making it count.
Scrubs (from Beebos): This sounds matchup-fishy given you has to be inflicted with a non-volatile status to begin with and Toxic is easily one of the more popular non-volatile statuses. Can work wonders for Rest mons though. I misread and it’s pretty nice, and work wonders with Paralysis to cripple fast special attackers.
Sugar Bag (from DenebStargazer): Basically a one-turn unrestricted Choice Scarf, useful for revenge killing without locking itself. Being one-time and consuming means the switch-in must count.
Suppressing Armor (from Illegal in Galar): I wonder if it gonna help Slaking / Regigigas a lot, but we saw thay Regigigas finally sees decent VGC success thanks to Galarian Weezing, so we have to wait and see. Knock Off vulnerability and Burn won’t help their case though.
Treasure Chest (from Squawkerz): Sounds like a fun item to use, with discouraging spamming the move Knock Off for both side.
Twist Band (from Swagodile): Close Combat, Draco Meteor, Overheat, Leaf Storm, Superpower, and others will be more spammable unlike White Herb where it’s only one use.
Wild Coil (from DuoM2): A wall-oriented item that comes really handy to avoid Taunt, Toxic, Will-o-Wisp, etc., but only once.
A solid start, with each item having their own uses and that don’t strictly outclass another.

List of Mega Evolvable Pokémon: Swampert. Just Swampert.
 
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Basic thoughts on stuff that might be competitively relevant from someone who hasn't really played in a long time at this point
Swampertite: Actually mentioning this one to say it's notably worse than in standard because of the lack of Damp Rock. Unfortunate.

Heavy-Duty Boots: Probably makes it slightly worse on Pokemon like Zapdos or Slowbro, definitely better for Pokemon like Volcarona that only really need to come in once. It's still Boots at the end of the day, especially important when this tier builds off of one where hazard control options are so scarce.

Baseball: I struggle to think of too many specific Pokemon that would want to use this, but it's fantastic for the Pokemon that do and probably not bad for stuff that's iffy on it. Even just having a beefed up, physical Focus Blast could be enough for a lot of Pokemon, especially if they also just so happen to have Sludge Bomb, or Shadow Ball, or Energy Ball, Rock Blast, etc etc etc. Rillaboom comes to mind.

Beastite: Very natural fit for more offensive teams that know what their cleaners are gonna be, especially if the Pokemon is naturally fast or has some strong form of priority.

Chromo Stome: Potentially very strong. Imagine a Deoxys-Defense setting spikes and then Teleporting out to a Roaring Moon that sets up Dragon Dance. I'm sure there's plenty of shenanigans you can pull with Speed too.

Cloud Sail: This is another one where I don't know what's gonna run it but free Speed for 4 turns is no joke for offense, especially for a Pokemon that otherwise doesn't care about its item slot for one reason or another. Cool item.

Fool's Nugget: This is literally just gonna be used on Garganacl, but that is one Pokemon that would be relevant and would run this, so I will mention it. Wow!

Glass Knuckles: Might be fine on Pokemon that are already somewhat fragile and aren't going to be taking many direct hits anyways. This would assume that they don't prefer something else here though.

Item Box: Not to talk about any competitive use, but since this only gets a boost when its allies are itemless, and since it gives items to them...wouldn't this boost basically never activate in singles? Or does this keep the boost it would have had if those allies never got items from it?

Leaf Coat: 1.5x Defense completely for free is huge. There are plenty of Pokemon that don't care about the downsides Grass would provide as a typing and this is an easy slot for many of those.

Madness Helmet: Maybe someone more involved when Sylvemons around would be able to say more about this but this seems like one of the better items with a flat power boost like this.

Oricorio Feather: The talk of ExtremeSpeed users popped up on Discord and I felt it was at least worth mentioning off of that. What ExtremeSpeed Pokemon would use this? I don't think any will end up super good but maybe Dragonite, Arcanine-H, or Lucario could have some fringe use in anti-offensing stuff.

Painting Kit: For your hazard setters that don't care too much about longevity or chip resilience. Think something like Ting-Lu.

Suppressing Armor: Everyone who's been in the community for as long as I have has seen Slaking and Regigigas in mods like this before. They're not broken but are usually fine enough additions to a meta, even if never super prevalent.

Treasure Chest: It's not suuuuuper difficult to control what opponents attack you although limiting yourself from using Knock Off too much can kinda suck. You might need to be cautious about how you build around this, mainly so the Pokemon that have Knock Off on your team aren't commonly switched into by Pokemon that answer or need answered by whatever you're running this on, but if you can manage then a 1.2x boost to any one stat for free is very nice.

Twist Band: I like picturing this as essentially a better version of the type-boosting items like Silk Scarf where most Pokemon that get this are only going to be able to run one move with it, but the power boost is much bigger than those by comparison. For example, think about Dragapult running Draco Meteor in place of Dragon Pulse. That's a 1.5x boost at the cost of an item slot, some accuracy, and some PP. Might be nice for some mons but I don't see it being useful for something like CC where the downside is often negligible.
I didn't mention every item because some of these are either not as good as other items in my eyes or their use cases are a bit weird to me and not something I can easily envision. This list is definitely not perfect, but hopefully it got some thoughts stirring here!
 
I guess we doing item reviews now
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
9ee94e200005684758d9976e9e13a767.jpg
- 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
 
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?
Given that Fool’s Nugget does so by replacing Rock with Steel, I can assume that they becomes pure Steel akin to Soak.

Other potential highlights are Diancie (far better defensive type in Steel / Fairy), Hisuian Arcanine (boosted Head Smash and coveted Fire / Steel), Hisuian Avalugg + Aurorus (retain two crippling double weaknesses in Fire and Fighting, but now has a lot more resistances), and Aerodactyl (less bulky than Corviknight but have more speed and immediate power).
 
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
Same problem you'd come across Eviolite in lower tiers. Just because knock really sucks, doesn't mean it isn't still a very good item on the right users. Also one wisp and deadweight? Wouldn't that same thought process function on literally every single physical attacker?
 
Same problem you'd come across Eviolite in lower tiers. Just because knock really sucks, doesn't mean it isn't still a very good item on the right users. Also one wisp and deadweight? Wouldn't that same thought process function on literally every single physical attacker?
Yeah looking back I was being too harsh on suppressing armor. Calling a burned slaking/regigigas 'deadweight' was definitely hyperbolic - I think what I was trying to get at there was that without their negative abilities, those two mons are kind of just unga bunga physical attackers that can be answered by standard methods, such as burn. Knock still matters in my opinion, maybe not as much as I made it out to be, but compare losing eviolite, which cuts the holder's bulk and gives them much fewer openings but still allows them to function, to a regigigas losing suppressing armor and being saddled by slow start for the rest of the match. It is a fair comparison though since until the supressing armor does get knocked, these mons are useable.
I think my critical reaction to suppressing armor was mainly because slaking/regigigas without truant/slow start respectively is kind of a Pet Mods Classic™ that isn't as impactful as is seems on paper. You have to keep in mind that something like regigigas + NGas is a viable combo in VGC because you are simultaneously disabling your opponent's beneficial abilities and have an open item slot to boost regi's damage output further or give it some extra recovery/protection; neither of these factors apply here.

Unrelated but I wanted to second Samtendo in that Glass Knuckle is definitely going to be the standard item for most special attackers who have less chip damage to worry about
 
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
Bottled Lightning - Not bad but prob not viable since this is basically solely a knock punish (a one-time punish, mind you)
I mean from your very descriptions, it sounds like you have your Suppressing Armor combo right here. Pack a Bottled Lightning holder on your team so when something threatens to Knock Off your Suppressing Armor Holder, you can switch into them instead and paralyze the Knock threat.

Sure its not the most viable item of the bunch, but as a Knock deterrent/punish it’s fairly effective.
 
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Also my listing my thoughts here in a big post, broken into different categories :

Bag_Enigma_Stone_Sprite.png
Chromo Stone :
- On Deoxys-Speed :
It seems broken until you remember Deoxys has to switch to a teammate and that the teammate has to take a hit. Still can be OP against (bulky) offense if used correctly. Can used with the normal guys (:slaking::regigigas:) or strong and bulky mons like Iron Hands or Mamoswine, but even basic slow mons like offensive Great Tusk or Kyurem can use the speed boost very well.
- On Deoxys-Defense : It's a second slow pivot that can be used instead of Slowking-Galar, that can also set hazards and use Knock Off, but can't use Future Sight as well. Unlike Deo-Speed, you can do both slow and fast switch-ins, so you can give any mon 160 Base Def if you have this guy on the field and have free switches to your wall breakers/fast offense mons without even having to commit to Teleport. It's gonna be the more consistent forme of the two and the strongest one.

:swampertite: Swampertite : I think Rain is almost kind of dead without Damp Rock, even with Ogerpon-Wellspring out of the meta. It's still a mon with great mixed bulk and 150 Base Atk, so it can still have a niche as a Ground-type with pivoting, rocks, knock off and knock immunity, and a Steel Resist (and Smack Down if you want to snipe Corviknight), instead of being a worse Lando-T like in vanilla.

:auspicious-armor: Suppressing Armor : It's the Slaking/Regigigas item, two mons with really good coverage, Knock off, huge attack stat and really good defenses (like Mega-Swampert if it had a good stab that wasn't ground type). 100 base Speed is not that fast anymore but stills outspeeds many offensive mons. Slaking could function as physical wall with Slack-Off + Body Slam + Knock Off + Roar. I don't mention a wallbreaker set cause I think Regigigas is better at that role : unlike Slaking, it has access to a move that lets him get past the steel birds :

252+ Atk Regigigas Heat Crash (120 BP) vs. 248 HP / 252+ Def Corviknight: 234-276 (58.6 - 69.1%) -- guaranteed 2HKO
252+ Atk Regigigas Heat Crash (120 BP) vs. 252 HP / 160+ Def Skarmory: 204-240 (61 - 71.8%) -- guaranteed 2HKO


(you can still wall them with dozo/mola : bulky offenses will have a hard time vs these guys tho, and will need to predict the right moves)

:poison-barb: Poison Barb : Good item for Poison types. It's still a type that gets blocked by Steel and Ground types, so maybe stuff like Iron Moth and Okidogi can use it well.

:punching-glove: Punching Glove : This would have been a better item if Rocky Helmet was still a thing. For now it's a decent option for Iron Hands or Okidogi to get stronger Drain Punches and better coverage/STABs.

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Baseball : Physical accurate boosted Focus Blast for :iron-valiant: :blaziken: :rillaboom: :kyurem: and many more. Highlights include Rillaboom getting a 117 base power STAB with Energy Ball, Dragapult having a viable Ghost STAB, and Cinderace getting a boosted Pyro Ball, also getting the boosted Focus Blast, and on top of that being able to do the funny :

32 Atk Life Orb Libero Cinderace Electro Ball (120 BP) vs. 252 HP / 252+ Def Alomomola: 328-385 (61.4 - 72%) -- guaranteed 2HKO
(this is the support set : if you put all your EVs in attack, you can also kill with Focus Blast after Electro Ball and rocks/1 spike)
252 Atk Life Orb Libero Cinderace Electro Ball (120 BP) vs. 252 HP / 252+ Def Alomomola: 393-463 (73.5 - 86.7%) -- guaranteed 2HKO
252 Atk Life Orb Cinderace Focus Blast vs. 252 HP / 252+ Def Alomomola: 131-155 (24.5 - 29%) -- 99.7% chance to 4HKO

Probably the strongest offensive item of the metagame.

:beast-ball: Beastite : Awkward item to use. It's a "win more" item that needs at least 2 kills to be better than Treasure Chest (except without the stealing part). Could be put on very late game mons like Kingambit and some Kyurem sets to make them more threating, but other than that it's a very specific niche.

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Dire Gemstone : The user needs to take a hit to have the boosted move, so it needs to be somewhat bulky. Among (viable) Rock-types, I think only Tyranitar will want to use it. It could also be used Arcanine Hisui with hazard control/wish/screens supports.

:lucky-punch: Glass Knuckles : Powerful x1.3 power item with high risks. Basically a Life Orb that removes health on specific interactions. Also benefits greatly from Rocky Helmet not being in the meta (hazard removal will be needed for users of this item)

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Madness Helmet : The second generalist 1.3 power item. Not being able to use the same move twice is really big, so I see this on really strong wallbreakers that can do big damage with 1 move, or on revenge killers like Lokix or Meowscarada that only care about hitting once or twice before switching.

:fairy-feather: Oricorio Feather : If this is works with Tera this item is going to be very strong. It's tied to the primary STAB, so it's going to be less broken than expected (Kyurem, Dragonite and Dragapult gets Dragon type instead of their other type).
Most Special attackers now gets a slightly worse STAB that can be changed with Tera. Dragonite can choose the type of its extreme speed with Tera for better or worse. Also Entei and Lucario can use STAB Extreme Speed (Fire and Fighting) so that's nice speed control. Rapid Spin can be another type too, but I don't think using an item for that will be worth it.

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Treasure Chest : Putting this in the offensive item part. It's a good generalist item to have risk-free damage. x1.2 is still good for defense, especially after counting natures. However, the stealing effect could be awkward when switching during mid/late game, especially for defensive uses.

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Twist Band : The first thing to mind when reading this would be : Overheat/Draco Meteor goes brr. I think Hydrapple and Iron Moth would be the best users for Special spam. Close Combat spam is less interesting when you can Focus Blast spam with Baseball.
However, I think the most interesting for this item is to ignore Shell Smash's defense drops. Torterra is the most synergistic user, being able to also use Headlong Rush freely. Torkoal could also use this item to work as a breaker with no drawbacks sun boosted Overheats.

:life-orb: Absorber : Not recovering health for immunities is going to make this item less viable on defensive mons (but there's almost no other healing item so it won't feel that bad). Many defensive mons rely either on natural bulk (Ting-Lu, Mola, Zama, Garg) and/or immunities (Corviknight, Pecharunt) to block stuff, so you will not proc this move often. Still a useful move to get heals on U-turns and Rapid Spins, or more impactul resists like Steel, Fire, Dark, Fairy or Psychic moves.

:big-nugget: Fool's Nugget : Good item to have new steel types and knock off absorbers in the meta :
:coalossal: The most buffed mon with this item, becoming Heatran 2 with access to Rapid Spin, Fire Stabs to threaten Gholdengo, Flame Body as choice to punish Knock, Will-O-Wisp and Stealth Rock + Spikes.
:diancie: Can become a more viable wall with access to Diamond Storm + Body Press, or Calm Minds sets with Draining Kiss + Scorching Ground.
:klawf: This mon is there as the meta's only Steel-type Regenerator mon with Knock Off and Rocks, but I don't think it's going to be enough for them.

:heavy-duty-boots: Heavy-Duty Boots : Boots are boots, it's still going to be used by half the tier. The nerf at least gives an easier way to make progress (this probably kills Moltres's viability)

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Leaf Coat :
- On Grass types :
Having a way to counter Scald burns/Static/Flame Body is nice. I don't think it's going to be used for general status absorbing : most status move users can block Grass types defensively or offensively (Gholdengo, the Kanto birds, G-Weezing, Slowking-Galar, Cinderace). I see this item working for Zarude but no one else (Meowscarada can't use this with Libero).
- On non-Grass types : 1.5x def is really really strong. That and gaining the Grass type is really good is used with the right types.
Notable users :
:tentacruel: Now only resists Grass/Steel/Fighting/Fairy/Water, is neutral to Ground and Electric, and only weak to Flying and Psychic. Another spinner in the tier, with Knock Off and Toxic.
:registeel: Becomes a worse Ferrothorn that can nuke switch-ins with Body Press and carry rocks
:manaphy: Ogerpon-Wellspring 2 : Special Boogaloo that can setup with Tail Glow, and pretty much explode the tier with Surf + Energy Ball + Ice Beam. Could be banworthy ?
:dondozo: Only weak to Bug, Flying, and Poison, and gets even more scary defensively.
However, unlike Fool's Nugget, this item can be knocked off. Still a scary item that could end up nerf-worthy, we need playtesting to see if it's broken.

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Scrubs : It's an item for status absorbers. Taking 3/4 damage for status moves is alright, but if you don't get hit it's an empty slot. It's an item for slow walls who doesn't have better items, like Slowking-Galar or Toxapex.

:bright-powder: Sugar Bag. Nice revenge killing tool. It's also the only item that boosts speed reliably.

(Cloud Sail is put under the support items category)

:weakness-policy: Life Insurance : I think this item is already powercrept by a lot of items on this category. 1/4 healing + status cure is a weak effect to dedicate an item to in HO. Suicide leads have less "anti-synergy' items to use. It could work on bulky leads like Araquanid.

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Cloud Sail : The actual good item for frail/fast suicide leads. You throw your hazards, then die to have the 4 complete turns of tailwind.
Can also by used by Regen mons to proc it endlessly. This is Hawlucha's most viable item.

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Painting Kit : Oh hello, I added this ! The comments on this item mostly revolved around being an easy way to set hazards, but I think the strongest point is giving 50% health on use (= 8 instances of Leftovers). You can do your usual Knock/Spin/Ruination/etc shenanigans with your bulky hazards mons, and then have a guaranteed heal and set hazards (I see this item working better with these guys : :ting-lu: :tinkaton: / :landorus-therian: : garchomp:). This item can also be used to do funny double dance sets with Tailwind (:moltres-galar: :enamorus:), get a one-time healing with a screen or weather (:zamazenta:), or simply get the +1 priority Veil/Sticky Web against Taunt leads. Item 1 for the Hazards Wars to get hazards vs (Taunt) Deoxys-Speed.

(also in the excel it's supposed to be consumed upon use, idk if it was an error or if I typed the wrong thing in the forms without double checking)

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Lightning in a Bottle : It's the Knock Off deterrent you put on mons that don't mind not having an item. Another item that Tinkaton can use with Pickpocket.

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Item Box : Niche item who's strength really depends on what items it's possible to get. If you give everyone boots it's nice, if you have 1/3 to get useless stuff it's not that great. Also you give the items on switch-in so you never get the damage boost : the item giving effect should happen when switching out for the damage boost to work.

:clear-amulet: Wild Coil : I assume this works the same as Magic Bounce. Item 2 for the Hazards Wars, because you can give your lead this item and singlehandledly force every other lead to spend 1 turn knocking the item or wasting the effect (not taking into account if multiple mons have the item or if the item is not on the lead). It's also useful as a Lum Berry replacement, to get a one-time immunity versus Wisp/Thunder Wave/etc.

So, with all of that, we can see many changes that could happen in the metagame :
- Damage is (somewhat) nerfed : the strongest damage multipliers are x1.3. Additionnal strength must come from synergistic combinations (Baseball Cinderace, Oricorio Feather Dragonite, Suppressing Armor Slaking and Regigigas, Leaf Coat Manaphy)
- Passive recovery is also nerfed : every other defensive/healing item is situational (Absorber/Painting Kit) or a defense boost
- Rocky Helmet is gone with no replacement : U-turn and Physical attackers become stronger.
- Weather and Screens are nerfed. The lack of Focus Sash and existence of new items will also change what type of leads become viable.
- The removal of Air Balloon, the introduction of new spinners and the existence of a Magic Bounce item will make hazard removal stronger.
- Speed control is also more limited with the removal of Booster Energy and Choice Scarf (the replacement only works for 1 turn).
- Switch-ins items like Eject Button or Eject Pack are gone : this could have been a clutch for Weather teams or other HO to have another to get more momentum.
- Ogerpon-Wellspring (+ Cornerstone), Gliscor and Ursaluna are basically gone from the meta.
 
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Also you give the items on switch-in so you never get the damage boost : the item giving effect should happen when switching out for the damage boost to work.
the boost works like supreme overlord who gives a volatile which boosts the dmg of moves, and then distributes items, so you do get the boost regardless (for example, in doubles if gambit is active and its ally faints its dmg does not go up)
 
Thank you to everyone who participated in the roomtour today!
Fragmented went 2-0!
taliyeet went 1-1!
I went 0-2! :blobastonished:

I have created a short Survey that asks general questions about Trading Post and how future slates should be handled. It is entirely anonymous, so you can answer however you want (please be nice!). And feel free to discuss the survey in the DISCORD.

Slate 2 will start after I receive a suitable number of responses from the survey. Play the meta on DragonHeaven in the meantime!

Happy Trading!
 
Hey chat, here are the results of the survey!

There will not be a forum tour for Trading Post (at least for right now, there was enough support that a forum tour in the future is possible).

All Items from Slate 1 will be carried over into future slates!

Because of this, some balance changes need to be made…

The main points of concern that people pointed out were:
  • Twist Band (for its ability to enable spamming stat-drop moves)
  • Oricorio Feather (for its ability to enable atespeed/ateburst, and abusers such as Noivern)
  • Leaf Coat (as an honorable mention, this one can be left unchanged based on player opinion)

Before we start Slate 2, please discuss how these items can be rebalanced!
 
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