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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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sorry if any of these have similar moves with other changes i kinda dont know how pet mods like this work for submissions lmao

Name: Razor Wind
Power: 100
Accuracy: 100
PP: 5
Category: Special
Type: Flying
Effect: Charges on the first turn. If the user is attacked on its charge turn, this move immediately hits the attacker. This goes before effects like U-Turn switching out or Rapid Spin removing hazards.
Priority: 0
Justification: Could lead to fun stuff if you use it on a low HP RegenVest trying to pivot out or a Flying weak spinner. Balanced by the exploitability if revealed; could just not attack it, and 100BP Flying move isn't the greatest reward in the world unless you're Steela.

Name: Sheer Cold
Power: 140
Accuracy: 100
PP: 15
Category: Special
Type: Ice
Effect: Has a recharge effect similar to Gigaton Hammer after being used.
Priority: 0
Justification: Actual special Ice move that isn't a cheesefest like Ice Beam can be. Could be pretty interesting on, like, Mega Abomasnow or the buffed Jynx below. I don't know which Ice mons got buffed so far.

:sv/jynx:
Name: Jynx
Old Stats: 65/50/35/115/95/95 | 455
New Stats: 65/50/55/145/115/95 | 530
Justification: Ice types are pretty rare in regular BH so I figured a special guy would be appreciated here. High stats balanced out by mid bulk and just fine speed.
 
Name: Electro Shot
Power: 160
Accuracy: 100
PP: 16
Category: Special
Type: Electric
Effect: This moves charges on the first turn and executes on the second. If the weather is rain, it executes immediately.
Priority: +0
Flags: Mirror, Charge, Bulllet
Justification: Electro Shot is a super strong move, mostly because of the SpA boost being kept when it hits a Ground-type. Let's remove that, while making the move strong enough to justify usage.

Name: Solar Blade
Power: 160
Accuracy: 100
PP: 16
Category: Physical
Type: Grass
Effect: This move charges on the first turn and executes on the second. If the weather is sun, it executes immediately.
Priority: +0
Flags: Mirror, Charge
Justification: Solar Blade can have a little buff, as a treat.

Name: Meteor Assault
Power: 160
Accuracy: 100
PP: 16
Category: Physical
Type: Fighting
Effect: This move charges on the first turn and executes on the second. If the weather is sand, it executes immediately.
Priority: +0
Flags: Mirror, Charge, NOT CONTACT
Justification:
Might as well make a Charge move for each weather

Name: Prismatic Laser
Power: 160
Accuracy: 100
PP: 16
Category: Special
Type: Ghost
Effect: This move charges on the first turn and executes on the second. If the weather is snow, it executes immediately. If the target is in the semi-invulnerable turn of Phantom Force or Shadow Force, this move deals double damage.
Priority: +0
Flags: Mirror, Charge
Justification: Might as well finish the weathers out, and Ghost coverage is fun.

Name: Sand Force
Effect: If the weather is sand, Steel; Rock; and Ground moves used by this pokemon have their base power increased by 1.4x. If the weather is sand, moves of any other type used by this pokemon have their base power increased by 1.1x. This pokemon does not take damage from Sandstorm.
Permanent: No
Mold Breaker: No
Justification: Let's buff sand and give Sand Force a reason to be ran.

Name: Snow Force
Effect: If the weather is snow, Ice; Ghost; and Fairy moves used by this pokemon have their base power increased by 1.4x. If the weather is snow, moves of any other type used by this pokemon have their base power increased by 1.1x. This pokemon does not take damage from Hail/Snowstorm.
Permanent: No
Mold Breaker: No
Justification: Snow needs help vro.

:sv/Koraidon:
Name: Koraidon
Type: Fighting/Dragon
Stats: 100/135/115/85/100/135 (670)
Justification: Love this guy

:sv/Miraidon:
Name: Miraidon
Type: Electric/Dragon
Stats: 100/85/100/135/115/135 (670)
Justification: Love this guy too.

:sv/Froslass-Mega:
Name: Froslass-Mega
Type: Ice/Ghost
Stats: 70/80/70/140/100/120 (580)
Justification: I want a Snow abuser for my Snow buffs.
 
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Name: Color Change
Effect: any pokemon with this ability becomes the type of its first two moves (think camomons). should the typing of its moves change while the pokemon is not active and is inside its pokeball, it changes typing for when it is next sent in. if the typing of its moves is changed while the pokemon is active, its typing does not reflect that. gaining this ability does not change the user's current typing (via entrainment, wandering spirit, etc.) this pokemon deals damage with a 3/4 offensive stat
Permanent:
Yes
Mold Breaker: No
Justification: fun unique ability that allows for newer defensive pieces that struggle because of their typing to get some play. 3/4 offensive stat means offense cant go too crazy but you can definitely use this offensively if you like. its not regen fc or scales though so might not be as good as i expect.
Name: white smoke/clear body
Effect: this pokemons stat changes cant be lowered, even by the user
Permanent: No
Mold Breaker: Yes
Justification: no fleur/psycho/leaf storm etc user is becoming broken from this, dropping the ability makes it hard to break (without amplifiers like beads of ruin), and most these moves still have bad pp
Name: rivalry
Effect: this user does 1.5x dmg to pokemon with same type. order of primary/secondary type doesnt matter. water/psychic does 1.5x to psychic/water. if dual type, both types need to match.
Permanent: No
Mold Breaker: No
Justification: unique way to counter imposter but is probably still gonna be bad.

Name: Fickle Beam
Power: 70
Accuracy: 100
PP: 20
Category: Special
Type: Dragon
Effect: this move is neutral to fairy types and restores 1/16 of its hp (like leftovers).
Priority: 0
Flags: none
Justification: made bp considerably weaker so its not going to abuse the dragon-fairy relationship but its a good clickable thing
Name: v create
Power: 180
Accuracy: 100
PP: 5
Category: physical
Type: fire
Effect: this move fails unless you have less pokemon than your opponent and all your opponent's pokemon are burned.
Priority: 0
Flags: none
Justification: gonna be hard to get off but funny if done
Name: amnesia
Power: -
Accuracy: -
PP: 10
Category: status
Type: psychic
Effect: allows the user to select and use a move from its teammates. you can not select Assist, Baneful Bunker, Beak Blast, Belch, Bestow, Blazing Torque, Bounce, Celebrate, Chatter, Circle Throw, Combat Torque, Copycat, Counter, Covet, Destiny Bond, Detect, Dig, Dive, Dragon Tail, Endure, Feint, Fly, Focus Punch, Follow Me, Helping Hand, Hold Hands, King's Shield, Magical Torque, Mat Block, Me First, Metronome, Mimic, Mirror Coat, Mirror Move, Nature Power, Noxious Torque, Phantom Force, Protect, Rage Powder, Roar, Shadow Force, Shell Trap, Sketch, Sky Drop, Sleep Talk, Snatch, Spiky Shield, Spotlight, Struggle, Switcheroo, Tera Starstorm, Thief, Transform, Trick, Whirlwind, or Wicked Torque. if an attacking move is chosen, it is used by the users current attacking stats. requirements to use a move must be met (you can call hyperspace fury if you want but if you aren't hoopa it wont do anything, cant use double shock if not electric type etc). accuracy applies, so you can still miss. primary and secondary effects still apply. the user then loses 1/2 of its hp, rounded down. magic guard does not prevent this.
Priority: 0
Flags: none
Justification: fun concept for the tcg which ive been getting into. its based off of seeking inspiration for slowking.
 
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