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Pet Mod Better Hackmons

:sv/toedscool:
Name: Toedscool
Type: Grass/Ground
Stats: 100/69/79/130/110/62

:sv/morgrem:
Name: Morgrem
Type: Dark/Fairy
Stats: 85/121/80/110/80/124

:sv/charjabug:
Name: Charjabug
Type: Bug/Electric
Stats: 70/140/130/70/110/40

Justification: Eviolite occupies a really unique design space in BH, being a restricted defensive item that forces the user to forgo staples like Boots, Leftovers, and Helmet. The main issue with the item was that the users were all terrible, so I've added some users here. These mons are very encouraged to work with their strong offensive stats rather than just sitting there passively all the time, hopefully creating an interesting dynamic where the meta has a very specific selection of stat behemoths that need to use an item slot to reach their full potential (or alternatively, just use a different item altogether). It's also just very funny to have mons like Toedscool and Morgrem be fighting alongside legendaries.
Name: Knock Off
Power: 65
Accuracy: 100
PP: 20
Category: Physical
Type: Dark
Effect: If the foe is holding a non-immutable item, and the user isn't, then the foe's item is removed on hit. If the foe is holding a non-immutable item at all, this move has 1.5x power.
Priority: 0
Flags: just contact i think
Justification: Item removal is too easy and noncommittal, leading to a dynamic where only maybe half of the items on a team are actually relevant with the rest being allowed to just fall off. This restricts the item meta and leads to a situation where items like Leftovers never actually do anything in practice, because they're just going to fall off anyway. This version of Knock Off requires the user to either fall into the predictable set of immutable item users, or commit to an itemless or consumable item themselves, leading to interesting strategic implications.
 
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Name: Magician
Effect: If the user no longer has an item, it gains a copy of the previous item it once had at the end of the user's next turn.
Permanent: No
Mold Breaker: Yes
Justification: Knock Off punisher that allows for strong utility, such as freeing the user from being choice-locked and restoring berries. Not an instant bonus, so it has to make do without an item for a turn, which can prove fatal for some Pokemon.

Name: Mummy/Wandering Spirit/Lingering Aroma
Effect: Any Pokemon making contact with the target has their ability changed to Mummy/Wandering Spirit/Lingering Aroma. If both Pokemon on the field have the same ability, they lose 1/8th of their max HP at the end of their turn. If not, they heal 1/8th of their max HP at the end of their turn.
Permanent: No
Mold Breaker: No
Justification: Mummy is the same as before, but now with an extra element of mind games. Do you think your opponent is going to switch out, or are they going to stay in and try to get a sneaky heal? Makes the supposedly easy way of undoing Mummy not as free anymore, and could provide the opponent benefits if played properly.

Name: King’s Rock
Effect: If this Pokemon receives any stat drop from the opponent, it is restored back to 0 and receives a 1.3x boost to its next attack. Consumed on use.
Can be Knocked Off: Yes
Ignored by Klutz: Yes
Fling Power and Effect: N/A
Justification: Turning the most RNG-heavy item into something honest. Punishes Strength Sap spam with the lingering fear that of getting obliterated next turn. Specifically doesn’t work on your own stat drops as to avoid it being too easy to trigger.

Name: Auspicious Armor
Effect: If the holder is hit by a contact move, reduce the holder's Defense by 1 stage and increase the user's Special Attack by 2 stages. Consumed on use.
Can be Knocked Off: Yes
Ignored by Klutz: Yes
Fling Power and Effect: N/A
Justification: Armarouge install. A powerful set-up tool that can cause games to snowball if played against poorly. Not much else to say here.

:sv/donphan:
Name: Donphan
Type: Fighting/Steel
Stats: 103/122/125/62/61/107 | 580
Justification: What if there was some fucked up in-between of Great Tusk and Iron Treads. Wouldn't that be terrifying. Essentially just the ultimate midpoint between the two, boasting a pretty solid typing with a speed boost so it can keep up with the rest of the meta.

:sv/necrozma:
Name: Necrozma
Type: Psychic/Ground
Stats: 97/77/101/127/89/109 | 600
Justification: Necrozma is a cool guy. Gave it more speed and a new Ground typing to take advantage of to help it keep up.
 
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name: shed tail (goes with oblivious/aroma veil change)
type: normal
accuracy: -
pp: 10 (16)
category: status
effect: the user loses 1/2 of its hp and creates a substitute with 1/4 of its maximum hp (rounded down), then gets replaced with another pokemon in the party, who gets the substitute transferred to it. the recipient is immediately taunted (prevented from using any status moves for the next 3 turns) upon switching in.
justification: shed tail but you cant use it to just hide behind a sub and click victory dance 6 times. unless if you have oblivious/aroma veil (which are outlined below). and they are a major concession that i think would provide an interesting dynamic (setup behind a free big sub but you have an otherwise actively detrimental ability vs no setting up behind the big sub but you have a usable ability)

name: oblivious
effect: this pokemon cannot be infatuated or taunted, and obtaining this ability while being infatuated or taunted cures it. this pokemon is immune to the effects of intimidate. this pokemon loses 1/16th of its health at the end of each turn.
permanent: no
mold breaker: no
justification: use with shed tail. 1/16th hp is to cancel out leftovers, could adjust the numbers if needed

name: aroma veil
effect: this pokemon and its allies cannot become affected by attract, disable, encore, heal block, taunt, or torment. this pokemon loses 1/16th of its health at the end of each turn.
permanent: no
mold breaker: no
justification: use with shed tail. 1/16th hp is to cancel out leftovers, could adjust the numbers if needed
 
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Name: Iron Fist
Effect: Punching moves are 1.4x stronger.
Permanent: No
Mold Breaker: No
Justification: God I hate how weak this ability is. Make it stronger but not to the point where its broken.

Name: Wind Power
Effect: Wind Moves are 1.5x stronger and cannot miss when used by this Pokemon.
Permanent:
No
Mold Breaker: No
Justification: Boosted Heat Waves, Blizzards, Hurricanes and more will be very fun. Click big move -> Do well.

Name: Focus Punch
Power: 45
Accuracy: 100
PP: 20
Category: Physical
Type: Fighting
Effect: Hits the opponent before they switch. Becomes 50% stronger if it catches the opponent switching.
Priority: 0
Flags: Punching, Mirror, Protect
Justification: Fighting type Pursuit with Lower base power. Helps to catch those Regen Registeels.

Name: Silver Wind
Power: 40
Accuracy: 100
PP: 15
Category: Special
Type: Bug
Effect: Removes hazards, terrain, reflect, aurora veil and light screen from both sides. If this move is used by a bug type, remove hazards only on your side.
Priority: 0
Flags: Wind, Mirror, Protect
Justification: mmm, bug type removal.

:sv/ledian:
Name: Ledian
Type: Bug/Fighting
Stats: 75/122/65/62/135/61 | 530
Justification: Big Bug Boy. Lets Ledian compete with Buzzwole while being more gifted on the special side.

:sv/granbull:
Name: Granbull
Type: Fairy/Steel
Stats: 90/130/115/60/85/35 | 515
Justification: Granbull gains a bigger collar to fight off the opponents, being so intimidating that physical attacks already do less to it. Allows for a Pixilate spinner who does not care for rocks, t spikes or webs.

:sv/escavalier:
Name: Escavalier
Type: Bug/Steel
Stats: 80/110/165/30/115/55 | 555
Justification: Mmmm, BUG. Steel RegenVest with 1 weakness, yay!
 
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