Pet Mod [Gen 3] Hoenn Echoes | Slate 3 Submissions are now Open!

1. Sea’s meow
2. Xrn chesnaught
3. Illegal in galar honchkrow
4. Illegal in galar cryoganal
 
Thank you once again to everybody who voted! We have 6 winners once again from this slate, and they are as follows:
19 points:
:dp/abomasnow:
Name: Abomasnow
Type: Ice / Grass
Stats: 100 / 85 / 80 / 100 / 110 / 75 (550, all stats increased a bit)
Abilities: Snow Warning
15 points:
honchkrow.gif

Name: Honchkrow
Type: Flying/Dark
Stats: 100 | 125 | 52 | 125(+20) | 52 | 91(+20) - BST 545
Ability:
Insomnia/Super Luck
13 points:
Name: Chesnaught :chesnaught:
Type: Grass/Fighting
Stats: 88/102/127/84/80/64 (+5 Defense, +10 Sp.Attack, +5 Sp.Defense. 550 BST)
Abilities: Overgrow / Thick Fat
11 points:
dragapult.png

Name: Dragapult
Type: Dragon / Ghost
Stats: 78 (-10) / 105 (-15) / 75 / 105 (+5) / 75 / 122 (-20) | 560
Abilities: Clear Body
10 points:
:sv/meowscarada:
Name: Meowscarada
Type: Grass/Dark
Stats: 76/94/75/117/75/123 | 560 BST
Abilities: Overgrow / Limber
10 points:
:xy/volcanion:
Name: Volcanion
Type: Fire/Water
Stats: 80/100(-10)/110(-10)/125(-5)/90/70
Abilities: Water Absorb

As a small piece of commentary and for people looking to make submissions in the future, specifically regarding the move Knock Off, I would say a submission like Gekokeso's Skuntank is perfect. Knock Off in this tier is very limited in distribution but simultaneously extremely strong, and your Pokemon needs to have some very real flaws if it is going to include the move. Unlike newer gens where Knock Off is an essential piece of coverage for anything hoping to be viable, Knock Off in this tier needs to be spread around very carefully.

The next slate will be up in a little bit!
 
Slate 3: Make Your Move
1754960429933.png
As mentioned in the slate before, there are certain limitations Pokemon in Generation 3 have, and a really big part of that is their move selection. Secondary effects weren't all that complicated yet: 10% of the time you might inflict a status condition, 20% of the time you might raise a stat of yours, sometimes you might lower one of their stats. Some types completely received the short end of the stick and didn't get moves that were worth using at all! Grass caps out at 70 BP barring Solar Beam? Rock caps out at 75 (we fixed this one!)? Flying types have Drill Peck, which isn't that bad, but in comparison to the special treatment Fire, Ground, or Water get, it feels lacking. Of course, we want things to remain balanced here! Rayquaza is balanced in large part because of its very weak STAB, and that is a good thing. If it had a 120 BP nuclear bomb like it does in any of the generations afterwards, it would destroy the integrity of the tier. The important thing to consider here if submitting a high BP move, or a move with a really powerful secondary effect, is to think about what is going to use it. For the most part, Pokemon that are already really good and have a huge plethora of tools (Latios, Mewtwo, etc.) should not be getting these unless you can really justify it. Generation 3 also has its fair share of existing moves that you could modify too. In this slate, you will either be modifying existing moves or adding completely new ones.

Here's a handful things that I want to say for you to consider:

- As said above, consider what Pokemon are getting your moves, but also which Pokemon are going to be taking those attacks. As an example, Steel-types don't have a way to recover their HP in this tier, so having moves that would put a lot of pressure on Steels would need to be very carefully balanced and distributed. On the other hand, its a bit easier to have stronger special attacks considering this tier has all of the Latis, Blissey, and Ho-Oh.
- The goal of this mod is to try and reduce the amount of random chance present in the tier, or to have secondary effects like Flinching have some sort of setup required (see Rock Slide). Try to not include any moves that have any absurd RNG secondary effects. Note: you could submit moves that mirror Rock Slide's effect, or similarly require some other setup to pull off.
- The highest voted Grass-type move will be put into the mod no matter what. To ensure that Grass-types both present and future have a usable STAB that isn't completely stopped by Kyogre switching in vs them, we will be taking a Grass-type move at the end of this slate no matter what happens.
- Please submit things that are not an absolute pain to code. Moves that have effects that draw from other generations are perfectly fine, as we can replicate their effects very easily here, but anything that requires a lot of work to implement may be vetoed on that premise no matter how cool of an idea it is.
- Sleep, Burn, and Freeze are all extremely powerful effects in this tier, if you want to submit something with these it needs to be very well thought out.
- For voting, bulk changes to moves may be grouped at the council's discretion. For example, if you want to make a rework of the elemental punches, in voting these could all be counted as 1 item.
- Additional hazards are an almost guaranteed veto, as Spikes are already extremely powerful in this tier, and a lot of games can come down to positioning correctly both for and against the spin. Adding something that puts more pressure on that interaction would require extremely careful balancing.
- Don't submit any moves that invalidate other purposes in this tier. For instance, a better Rapid Spin that can't be spin blocked because it is Flying-type would instantly invalidate a lot of the interactions and teambuilding that goes on in the tier.
- Pivoting moves as they stand are completely nonexistent in the tier. Generation 3 Ubers has Baton Pass hard banned, and no other form of potential pivoting exists. If you were to add pivoting moves, be very careful about what learns them and the repercussions it might have.

With those out of the way, here are some suggestions I want to offer if you are looking for direction!

- Make Nature Power do something
- A move that interacts with setup options, i.e. Punishment, Clear Smog, or Burning Jealousy
- A move that interacts with healing, i.e. Heal Block or Psychic Noise
- Buff Taunt from 2 turns to 3 turns
- Alternative phasing options, i.e. Dragon Tail or Circle Throw
- A move with an interaction with Hail, which we just added!

One last thing! In between slates, in an effort to modernize the mod a little bit more ahead of the slate, we have made some changes to a few things in the tier!
- Modern Confusion, 1/3 chance to self-hit.
- Partial Trapping Moves (Fire Spin etc.) are now in line with modern implementation, traps 4-5 turns and does 1/8 damage per turn instead of 1/16.
- Sleep is now the modern implementation, 1-3 turns.
- Blizzard now has no accuracy check in Hail.
- Rock Tomb is now 60 Power, 95 Accuracy.
- Gen 3 Starters now have Blast Burn/Hydro Cannon/Frenzy Plant.
 
Its finally fucking time for me to post this

Hyper Beam
140 Power, Normal Type Move
100% Accuracy
If this move hits, and its target doesn't faint, the user must Recharge next turn. If the target faints, the user does not need to recharge.

RBY Hyper Beam has always been incredibly fun to watch, and I think it would give new life to an otherwise niche/useless move. Fits in very well with the power level of the tier. I nerfed power to account for the new effect, but buffed accuracy.

I would also propose that this happens for Blast Burn, Hydro Cannon, and Frenzy Plant.
 
Name: Mist
Type:
1754961285033.png

Base Power: -
Accuracy: 100%
Effect: Sets up a hazard named Mist. On switch-in, deal 8.3% damage(1/12) to the opponent if set on the field, regardless of typing. If the opponent is ungrounded (flying type or levitating) their healing is reduced by half. Cannot be stacked and is removable by rapid spin.
Distribution: Current distribution
+:Abomasnow:(and prevos), :Cloyster:(and prevos), :Delibird:, :Dewgong:(and prevos), :glalie:(and prevos),:Jynx:, :Lunatone:, :Regice:, :Walrein:(and prevos)
-:mewtwo:
Justification: Stealth Rock completely breaks ADV, but hopefully this hazard won't do that much damage in comparison. The idea behind this country is similar to what stealth rock's original intent seemed to be (punish fliers) but without messing up type matchups in the process. Reducing healing makes it harder for the likes of Ho-oh and the lati twins to defensively check stuff as they can't recover spam as efficiently. The move should be balanced by the fact its limited by having to run either an ice type or a water type not named Kyogre, which should hopefully discourage potential superman builds.

Name: First Impression
Type:
1754963554257.png

Base Power: 90
Accuracy: 100%
Effect: +2 priority, fails if used after the first turn the user is out.
Distribution:
:Ariados:(and prevos), :Beedrill:(and prevos), :Flygon:(and prevos, you know exactly what the plan is), :Nincada:(and evos), :Pinsir:, :Parasect:
Justification: Half of this list is completely unviable regardless of the move, Pinsir gets a redeeming factor to compete with hera, flygon gets an option to scare the dragons that bully it, you will succumb to big pinch wherever you like it or not.
 
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:celebi:
Leaf Storm. That’s it but it’s 140 bp.
Distribution: EVERY grass type
Reasoning: grass types are super ass because they got no bp clicks for their terrible type. This is a bp click move that lets mons like celebi and (maybe) meow jumpscare mons. I had it in my previous gourg submission

Name: Signal Beam
Type:
1754963554257.png

Base Power: 75
Accuracy: 100%
Effect: Clears the opponents stat changes
Distribution: EVERY bug + :claydol::lugia: :mew: :mewtwo: :jirachi: :celebi: :Starmie: :suicune: :ludicolo:
Justification: bug stab is kinda good into Ubers, so what if bug stab also jumpscared the main abusers of stat changes while at it. Currently heracross monopolizes bug stab and isn’t good but this can help future bugs have a clear defining role without being too strong at 75 bp. This can definitely limit annoying boosters that can run away with games at the cost on being a weaker type on not great mons

Name: Aurora Beam
Type:
Ice.png

Base Power: 75
Accuracy: 100%
Effect: During Hail, Applies the heal block effect for 3 turns
Distribution: Current + :abomasnow: :lugia:
Justification: brutally powerful move restricted by hail conditions. Might remove from the abomasnow because it’s kinda strong lol. But it synergies with hail by removing leftover blocking hail chip, causing fatter teams to falter vs the playstyle
 
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Name: punishment
Type: ghost
Power: 60bp +20 for each of the targets stat boosts
Accuracy: 100%
Effect: base power increases for each stat boost the target has
Priority: 0
Potential Distribution: Ho-oh, Lugia, absol, houndoom, mawile, sableye, dusclops, slaking, Persian, Primeape, Sneasle, Solrock, mew, gyarados, salamence, ttar, gengar, aggron, banette, Shiftry, cacturn, meowscarada, dragapult
Reason: adds nice counter play to strong cm Pokemon it hits m2 and lati twins for super effective damage but blissey is immune and jirachi is neutral

Name: freeze dry
Type: ice
Power: 70
Accuracy: 100%
Effect: in hail it becomes super effective vs water type pokemon 10% chance to freeze
Priority: 0
Potential distribution: mew, abomasnow, regice, cloyster, Articuno, jynx, Lapras, Dewgong, walrein, mamoswine, Lunatone.
Reason: gives ice types are reason to use hail

Name: gravity
Type: psychic
Effect: 5 turns, removes ground immunity, moves are 1.67x more accurate
Priority: 0
Potential distribution: Alakazam, Deoxys, metagross, Mewtwo, mew, Medicham, celebi, blissey, Gardevoir, magneton, sableye, jirachi, claydol, dusclops, espeon, exeggutor, forretress, Regirock, Registeel, regice, starmie, Wigglytuff, clefable, Girafarig, porygon 2,
Reason: I just think it would be neat
 
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:bw/salamence:
Draco Meteor
140 Power, Dragon-type move
8 PP
90% Accuracy
Lowers user's Sp. Atk. by two stages.
Distribution: Salamence, Kingdra, Flygon, Altaria, Dragonite.
why: tactical nuke that might level the playing field for these shittier dragons

:bw/claydol:
Psyshock
80 Power, Psychic-type move
16 PP
100% Accuracy
This move calculates its damage based off of the target's Defence stat.
Distribution: Mew, Lugia, Jirachi.
why: makes these guys cm sets much more viable than before since they can 1v1 with a bit more ease against the jets

:bw/glaceon:
Frostbite Storm
100 Power, Ice-type move
16 PP
80% Accuracy
30% chance to lower target's Sp. Def. by 1. Hail: Can't miss.
Distribution: Abomasnow, Regice, Jynx, Walrein, Articuno, Cloyster.
why: midground between ice beam and blizzard

:bw/shiftry:
Energy Ball
90 Power, Grass-type move
16 PP
100% Accuracy
10% chance to lower target's Sp. Def. by 1.
Distribution: Abomasnow, Celebi, Sceptile, Meganium, Venusaur, Exeggutor,
Cradily, Bellossom, Ludicolo, Shiftry, Victreebel, Vileplume, Cacturne, Breloom, Tropius, Jumpluff, Tangela, Sunflora, Parasect, Roselia
why: usable grass move
 
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