Pet Mod Bust a Move (Playable on Dragon Heaven!) [See you in SV!]

G-Luke

#Cunogate
is a Community Contributoris a CAP Contributoris a Forum Moderator Alumnus
Name: Petal Dance
Type:

BP: 80
Acc: 100%
PP: 5 [Max 8]
Effect: Doubles damage if the user has higher Special Defense than the target. (Dance)
New Users: :virizion::oricorio:
Viable Users: :virizion::florges::roserade::venusaur-mega:
Description: Petal Dance is just Outrage, but Outrage thrived in being the strongest Dragon-type physical attack. Petal Dance lacks this opportunity, with the presence of the far more common and stronger Leaf Storm. So, here is my solution: implement a FRend/BBeak-esque mechanic. Special Defense being the compared stat instead of comparing who goes first seems rather fair, as mons who want to run this move now may need to invest in extra special bulk in order to ensure they get that power boost from 80 to 160.

Name: Magnitude
Type:

BP: ---
Acc: 100%
PP: 5 [Max 8]
Effect: The level of Magnitude is determined by how many turns the user has been on the field without switching out:
0 - Magnitude 4
1 - Magnitude 5
2 - Magnitude 6
3 - Magnitude 7
4 - Magnitude 8
5 - Magnitude 9
6+ - Magnitude 10

New Users: :quagsire::aggron::tyranitar:
Viable Users: :quagsire::aggron-mega::tyranitar::mudsdale:
Description: Let’s be honest, hitting a Magnitude 9 or 10 is kinda hype. The mechanic is just no longer tied to RNG anymore, encouraging users to stay on the field for longer periods of time.
I think Magnitude even without RNG is kinda hard to justify. Unless you stay on the field for six turns consecutively, you are working with worse Earthquake. Basically requires reliable recovery to be paired alongside it. Staying on the field for an extended time is just not how walls function outside if possibly Stall. They switch in, soak up one or two hits and then the opponent usually does something to force out the wall or just lose - whether inflict status or switch into a positive matchup. So staying out for six turns straight if your not a set up sweeper is unlikely. Finally, the reward isn't good enough. Staying out for 6 turns....just to get Earthquake that is reset in BP if you switch out meaning you have to start all over. Not worth at all.
 
Finally, the reward isn't good enough. Staying out for 6 turns....just to get Earthquake that is reset in BP if you switch out meaning you have to start all over. Not worth at all.
At least on that final comment, Magnitudes 9 and 10 are both stronger than earthquake, unless you meant that in a different manner. Magnitude 9 has 110, while Magnitude 10 has 150
 

Samtendo09

Ability: Light Power
is a Pre-Contributor
At least on that final comment, Magnitudes 9 and 10 are both stronger than earthquake, unless you meant that in a different manner. Magnitude 9 has 110, while Magnitude 10 has 150
Fifth turn -> Magnitude 9’s 110 vs Earthquake‘s always 100 isn’t a huge difference and is a net negative overall due to having to use Magnitude five turns just to get a barely stronger move than Earthquake, and then the sixth for a stronger one.
 
Fifth turn -> Magnitude 9’s 110 vs Earthquake‘s always 100 isn’t a huge difference and is a net negative overall due to having to use Magnitude five turns just to get a barely stronger move than Earthquake, and then the sixth for a stronger one.
Yeah, I do see the problem, however I don’t have any other ideas for magnitude, so I guess I’ll just delete it idk.
 
havent checked this mod in a while, here we go!

Move Name: Petal Dance
Type: Grass
Category: Special
BP: 80
Acc: 100%
PP: 10
Effect: If the user moves first, the opponent who does contact to the user afterwards loses 1/8 of maximum HP.
New Users: :oricorio:
Viable Users: :venusaur: :lilligant: :roserade: :oricorio:
Description: Spiky Shield implemented into a move. All of the Pokemon who learn Petal Dance seem to have low defense or weak to U-Turn, so this shouldn't be too annoying yet still punishes pivots and attackers.
 
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Feedback time.

PalpitoadChamp: After a good bit of deliberation, I'm not comfortable with this version of Acupressure given Medicham has natural access to it. From the calcs, Mega Sableye is basically the only switch in for +3 Mega Medicham even with -Atk nature, meaning Mega Medi would be extremely restrictive on teambuilder. That said, given the inherent limitations of pulling off the strategy (only works pre-Mega, meaning you can likely only use it once), I would be fine with a simple nerf to +2, as that would ease counterplay via Intimidate and weaken Bullet Punch to make it more manageable for offense.

24 hour warning for any further subs/edits.
 
Time to vote! Here are the nominees:

Move Name: Magnitude
Type: Ground
Category: Physical
BP: --
Acc: 100%
PP: 30 -> 10
Effect: Power depends on how much the user outweighs the target, calculated the same way as Heavy Slam. Power is no longer halved in Grassy Terrain.
New Users:
:steelix: :groudon: :copperajah:
Viable Users: :steelix-mega: :groudon: :mudsdale: :copperajah:
Description: Ground-type Heavy Slam. A lot of Ground-types are insanely heavy, and ones like Mudsdale and Groudon can make use of the extra power against 90% of their targets. Copperajah gets a bonus listing because it actually runs Heavy Metal sometimes.

Name: Magnitude
Type: Ground
Category: Physical
BP: ---
Acc: 100%
PP: 20 (32)
Effect: Deals damage equal to the user's level. Hits and deals 2x damage to pokemon underground due to Dig.
New Users: :aron::armaldo::baltoy::diggersby::druddigon::gible::hippopotas::mew::onix::zygarde:
Viable Users: :golem::mudsdale::probopass::rhyperior::aggron-mega::claydol::hippowdon::mew::steelix:
Description: Ground Seismic Toss. Allows bulkier pokemon like Steelix or Aggron-Mega have a reliable attack as they have not very strong.


Move Name: Acupressure
Type: Normal
Category: Status
BP: --
Acc: --
PP: 30 -> 10
Effect: Raises the user's Attack, Sp. Atk, and Speed. Lowers the user's Defense and Sp. Def.
New Users:
:beedrill: :cacturne:
Viable Users: :beedrill-mega: :medicham: :medicham-mega: :cacturne: :toxicroak: :tsareena: :barraskewda:
Description: Toned down Shell Smash. Mega Medicham and Barraskewda are the most potentially problematic users but hopefully given it's essentially a slightly worse Dragon Dance for them and it makes them more priority-susceptible it shouldn't be too bad.

Name: Acupressure
Type: Normal
Category: Status
BP: ---
Acc: ---%
PP: 20 (48)
Effect: Raises the user's lowest stat by 2.
New Users
: :ferroseed::togedemaru::sandslash::sandslash-alola::mareanie:
Viable Users: :dodrio::drapion::pincurchin::toxicroak::togedemaru::sandslash::medicham-mega:
Description: Cool move based on Joltemons Moody.


Move Name: Petal Dance
Type: Grass
Category: Special
BP: 120 -> 80
Acc: 100%
PP: 10
Effect: 50% chance to raise the user's Sp. Attack.
New Users:
:ludicolo: :oricorio:
Viable Users: :venusaur: :ludicolo: :roserade: :oricorio:
Description: Grass-type Fiery Dance, because why should Volcarona have all the fun? Oricorio has actual coverage now.

Name: Petal Dance
Type:

BP: 80
Acc: 100%
PP: 5 [Max 8]
Effect: Doubles damage if the user has higher Special Defense than the target. (Dance)
New Users: :virizion::oricorio:
Viable Users: :virizion::florges::roserade::venusaur-mega:
Description: Petal Dance is just Outrage, but Outrage thrived in being the strongest Dragon-type physical attack. Petal Dance lacks this opportunity, with the presence of the far more common and stronger Leaf Storm. So, here is my solution: implement a FRend/BBeak-esque mechanic. Special Defense being the compared stat instead of comparing who goes first seems rather fair, as mons who want to run this move now may need to invest in extra special bulk in order to ensure they get that power boost from 80 to 160.

Move Name: Petal Dance
Type: Grass
Category: Special
BP: 80
Acc: 100%
PP: 10
Effect: If the user moves first, the opponent who does contact to the user afterwards loses 1/8 of maximum HP.
New Users: :oricorio:
Viable Users: :venusaur: :lilligant: :roserade: :oricorio:
Description: Spiky Shield implemented into a move. All of the Pokemon who learn Petal Dance seem to have low defense or weak to U-Turn, so this shouldn't be too annoying yet still punishes pivots and attackers.


You all have 3 days to vote; votes for Acupressure and Magnitude will be weighed differently to account for the number of submissions. Also feel free to use this time to help pick which moves will be adjusted next slate.
 
Magnitude: Z-noygroP, PalpitoadChamp
Acupressure: PalpitoadChamp, Z-nogyroP
Petal Dance: Rasdantion, Z-nogyroP, lavarina
 
And the votes are in! Here are your winners!

For Magnitude: Z-nogyroP!
Move Name: Magnitude
Type: Ground
Category: Physical
BP: --
Acc: 100%
PP: 30 -> 10
Effect: Power depends on how much the user outweighs the target, calculated the same way as Heavy Slam. Power is no longer halved in Grassy Terrain.
New Users: :steelix: :groudon: :copperajah:
Viable Users: :steelix-mega: :groudon: :mudsdale: :copperajah:
Description: Ground-type Heavy Slam. A lot of Ground-types are insanely heavy, and ones like Mudsdale and Groudon can make use of the extra power against 90% of their targets. Copperajah gets a bonus listing because it actually runs Heavy Metal sometimes.
Z-nogyroP: 8
PalpitoadChamp: 7


For Acupressure: Z-nogyroP!
Move Name: Acupressure
Type: Normal
Category: Status
BP: --
Acc: --
PP: 30 -> 10
Effect: Raises the user's Attack, Sp. Atk, and Speed. Lowers the user's Defense and Sp. Def.
New Users: :beedrill: :cacturne:
Viable Users: :beedrill-mega: :medicham: :medicham-mega: :cacturne: :toxicroak: :tsareena: :barraskewda:
Description: Toned down Shell Smash. Mega Medicham and Barraskewda are the most potentially problematic users but hopefully given it's essentially a slightly worse Dragon Dance for them and it makes them more priority-susceptible it shouldn't be too bad.
Z-nogyroP: 8
PalpitoadChamp: 7


For Petal Dance: Z-nogyroP!
Move Name: Petal Dance
Type: Grass
Category: Special
BP: 120 -> 80
Acc: 100%
PP: 10
Effect: 50% chance to raise the user's Sp. Attack.
New Users: :ludicolo: :oricorio:
Viable Users: :venusaur: :ludicolo: :roserade: :oricorio:
Description: Grass-type Fiery Dance, because why should Volcarona have all the fun? Oricorio has actual coverage now.
Z-nogyroP: 12
Rasdanation: 11
lavarina: 7


Congrats to Z-nogyroP for dominating this slate! And onto the next slate:
:ss/Klinklang: :ss/Slurpuff: :sm/Grumpig:
Slate 33: X-trordinary Girl
Suggested by PalpitoadChamp. X marks the spot with our next trio of moves, Magnetic Flux, Misty Explosion and Extrasensory. Magnetic Flux is similar to Gear Up, but boosts Defenses; considering the ability condition ruined Gear Up, you can guess what the problem is here. Misty Explosion has managed a small niche on certain hyper offense teams, but it's one and done nature restricts it compared to the other terrain moves of the Isle of Armor. Extrasensory has largely been stuck in shadow of Psychic, trading power for a measly 10% flinch chance. Special note:
  • :Slurpuff: Misty Explosion is pretty close to good already, so while it still qualified for our purposes, changes to this move should be on the less drastic end.
As always, you have one week to get any potential subs in. Be sure to keep the rules in mind, but otherwise get out there and Bust a Move!
 
Move Name: Misty Explosion
Type: Fairy
Category: Special
BP: 100 -> 150
Acc: 100%
PP: 5
Effect: The user faints. After use, activates Misty Terrain.
New Users: :electrode: :uxie: :mesprit: :azelf: :klefki:
Viable Users: :weezing-galar: :electrode: :gardevoir: :mesprit: :azelf: :slurpuff: :klefki:
Description: Gives the user a nuclear hit, especially if it hits a weakness, while also setting up support for the next teammate to come in. Enables even better use as a suicide lead for Electrode, Azelf, and Slurpuff.

Move Name: Magnetic Flux
Type: Electric
Category: Status
BP: --
Acc: --
PP: 20 -> 5
Effect: The user raises the Attack, Defense, Sp. Atk, and Sp. Def of allies (including itself) with the Plus or Minus Ability.
New Users: :plusle: :minun: :dedenne:
Viable Users: :ampharos-mega: :plusle: :minun: :klinklang:
Description: Very strong setup move at the cost of a useless ability. Mega Ampharos gets special mention here as being the only thing here with actual stats, but it can only set up before going mega. Plusle and Minun can I guess Baton Pass it?

Move Name: Extrasensory
Type: Psychic
Category: Special
BP: 80
Acc: 100
PP: 20 -> 10
Effect: Uses the user's Sp. Def in place of its Sp. Atk when calculating damage.
New Users: :slowking: :slowking-galar: :regice: :latias: :latios: :cresselia: :carbink: :diancie: :orbeetle:
Viable Users: :slowking: :slowking-galar: :lugia: :claydol: :regice: :latias-mega: :bronzong: :uxie: :cresselia: :carbink: :diancie: :orbeetle:
Description: Special Body Press real. Psychic is a less desirable attacking type than Fighting, sure, but there's a lot of fat Psychics who appreciate it, including Lugia, Bronzong, Cresselia, and Uxie. Considered giving it to Blissey too, since honestly I doubt it'd make it on over Egg Bomb and it's not STAB, but the fact that it nails Fighting-types made me wary.
 
Name: Misty Explosion
Type: Fairy
Category: Special
BP: 150
Acc: 100%
PP: 8
Effect: User faints after use. Deals 1.5x damage if Misty Terrain is active.
New Users: :impidimp::togepi::cutiefly:
Viable Users: :carbink::diancie::slurpuff::weezing-galar::grimmsnarl::ribombee:
Description: Misty Explosion struggles as Explosion isn't even that good as its Normal & Misty Explosion is just too weak. Now it hits harder and can be used for various pokemon but mostly Ribombee as it can set webs & then blow up.
 
Been a while since I threw my hat into the ring. Hopefully not too rusty.

Move Name: Magnetic Flux
Type: Electric
Category: Status
BP: -
PP: 20 (max 32)
Accuracy: -
Secondary Effect: Raises the Def and SpD of all Pokemon with the abilities Plus or Minus by one stage; decreases Def and SpD of all other Pokemon by one stage.
New Users
: :Dedenne: :Plusle: :Minun:
Viable Users: :Ampharos: :Klinklang: :Toxtricity-Low-Key:
Description: Magnetic Flux now allows the user to functionally steal defensive stats from its opponent, tightening its own defenses while weakening the opponent. This is handy for Pokemon like Toxtricity-Low-Key and Ampharos who lack special boosting and can still profit from defense boosts even if the opponent switches. Klinklang can also potentially exploit it on a Double Dance set with Shift Gear to maximize how much damage it can put out.

Move Name: Misty Explosion
Type: Fairy
Category: Special
BP: 100
PP: 5 (max 8)
Accuracy: 100%
Secondary Effect: -3 priority. If user is hit with a contact move on the turn this attack is used, attacker receives -2 Atk. Does 1.5x damage in Misty Terrain; the user faints after execution. Fails if an active Pokemon has the ability Damp.
New Users: :Impidimp:
Viable Users: :Carbink: :Diancie: :Grimmsnarl: :Hatterene: :Weezing-Galar:
Description: Misty Explosion becomes a stronger option for leads on HO teams with a chance to also cripple whichever Pokemon knocks the user out. This perk makes it a great option for Pokemon like Screens Grimmsnarl and Trick Room Hatterene, allowing them to force switches and give teammates to more immediately take advantage of the faster nature of those playstyles.

Move Name: Extrasensory
Type: Psychic
Category: Special
BP: 40
PP
: 20 (max 32)
Accuracy: 100%
Secondary Effect: +1 priority.
New Users
: :Slowking: :Slowking-Galar:
Viable Users: :Azelf::Mesprit: :Roserade:
Description: Extrasensory refers to sense that go beyond the natural five senses of the body, and what better way to exemplify going beyond than giving Psychic its own priority move? While Psychic is not the strongest offensive typing, it is a scary option on Pokemon like Mesprit or NP Azelf, while Roserade can use Technician to give it a priority option that also scares opposing Poison types.
~~~​
No feedback for this slate. 24 hour warning to get your subs in or edit them!
 
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Move Name: Magnetic Flux
Type: Electric
BP: 0
PP: same
Accuracy: -
Secondary Effect: The User Makes the field magnetic, trapping any steel types that switches in for the next 5 turns for 2 turns.
New Users: :plusle: :minun: :golem-alola: :stonjourner: (don’t ask me why)
Viable Users: magnezone
Description: Very useful support move that punishes opponents steel types if they try and wall a powerful like Tapu lele or kartana, only to be Trapped for 2 turns leaving the opponents heatran or magnezone to destroy you. Balanced by a few good users, the decent amount of set up (you’ll need 3 Pokémon(two if magnezone is both setter and steel killer, third role being the abuser of steel types being gone) to pull it off right for the most part), and that protect and u turn is common; two common steel types; ferrothorn and corviknight respectively.
 
And it's time to vote! Here all eligible subs:

Move Name: Magnetic Flux
Type: Electric
Category: Status
BP: --
Acc: --
PP: 20 -> 5
Effect: The user raises the Attack, Defense, Sp. Atk, and Sp. Def of allies (including itself) with the Plus or Minus Ability.
New Users:
:plusle: :minun: :dedenne:
Viable Users: :ampharos-mega: :plusle: :minun: :klinklang:
Description: Very strong setup move at the cost of a useless ability. Mega Ampharos gets special mention here as being the only thing here with actual stats, but it can only set up before going mega. Plusle and Minun can I guess Baton Pass it?

Move Name: Magnetic Flux
Type: Electric
Category: Status
BP: -
PP: 20 (max 32)
Accuracy: -
Secondary Effect: Raises the Def and SpD of all Pokemon with the abilities Plus or Minus by one stage; decreases Def and SpD of all other Pokemon by one stage.
New Users
: :Dedenne: :Plusle: :Minun:
Viable Users: :Ampharos: :Klinklang: :Toxtricity-Low-Key:
Description: Magnetic Flux now allows the user to functionally steal defensive stats from its opponent, tightening its own defenses while weakening the opponent. This is handy for Pokemon like Toxtricity-Low-Key and Ampharos who lack special boosting and can still profit from defense boosts even if the opponent switches. Klinklang can also potentially exploit it on a Double Dance set with Shift Gear to maximize how much damage it can put out.

Move Name: Magnetic Flux
Type: Electric
BP: 0
PP: same
Accuracy: -
Secondary Effect: The User Makes the field Magnetic for 5 turns. While Magnetic is active, Steel types can only switch after their second turn on the field.
New Users
: :plusle: :minun: :golem-alola: :stonjourner: (don’t ask me why)
Viable Users: magnezone
Description: Very useful support move that punishes opponents steel types if they try and wall a powerful like Tapu lele or kartana, only to be Trapped for 2 turns leaving the opponents heatran or magnezone to destroy you. Balanced by a few good users, the decent amount of set up (you’ll need 3 Pokémon(two if magnezone is both setter and steel killer, third role being the abuser of steel types being gone) to pull it off right for the most part), and that protect and u turn is common; two common steel types; ferrothorn and corviknight respectively.


Move Name: Misty Explosion
Type: Fairy
Category: Special
BP: 100 -> 150
Acc: 100%
PP: 5
Effect: The user faints. After use, activates Misty Terrain.
New Users:
:electrode: :uxie: :mesprit: :azelf: :klefki:
Viable Users: :weezing-galar: :electrode: :gardevoir: :mesprit: :azelf: :slurpuff: :klefki:
Description: Gives the user a nuclear hit, especially if it hits a weakness, while also setting up support for the next teammate to come in. Enables even better use as a suicide lead for Electrode, Azelf, and Slurpuff.

Name: Misty Explosion
Type: Fairy
Category: Special
BP: 150
Acc
: 100%
PP: 8
Effect: User faints after use. Deals 1.5x damage if Misty Terrain is active.
New Users: :impidimp::togepi::cutiefly:
Viable Users: :carbink::diancie::slurpuff::weezing-galar::grimmsnarl::ribombee:
Description: Misty Explosion struggles as Explosion isn't even that good as its Normal & Misty Explosion is just too weak. Now it hits harder and can be used for various pokemon but mostly Ribombee as it can set webs & then blow up.

Move Name: Misty Explosion
Type: Fairy
Category: Special
BP: 100
PP: 5 (max 8)
Accuracy: 100%
Secondary Effect: -3 priority. If user is hit with a contact move on the turn this attack is used, attacker receives -2 Atk. Does 1.5x damage in Misty Terrain; the user faints after execution. Fails if an active Pokemon has the ability Damp.
New Users: :Impidimp:
Viable Users: :Carbink: :Diancie: :Grimmsnarl: :Hatterene: :Weezing-Galar:
Description: Misty Explosion becomes a stronger option for leads on HO teams with a chance to also cripple whichever Pokemon knocks the user out. This perk makes it a great option for Pokemon like Screens Grimmsnarl and Trick Room Hatterene, allowing them to force switches and give teammates to more immediately take advantage of the faster nature of those playstyles.


Move Name: Extrasensory
Type: Psychic
Category: Special
BP: 80
Acc: 100
PP: 20 -> 10
Effect: Uses the user's Sp. Def in place of its Sp. Atk when calculating damage.
New Users:
:slowking: :slowking-galar: :regice: :latias: :latios: :cresselia: :carbink: :diancie: :orbeetle:
Viable Users: :slowking: :slowking-galar: :lugia: :claydol: :regice: :latias-mega: :bronzong: :uxie: :cresselia: :carbink: :diancie: :orbeetle:
Description: Special Body Press real. Psychic is a less desirable attacking type than Fighting, sure, but there's a lot of fat Psychics who appreciate it, including Lugia, Bronzong, Cresselia, and Uxie. Considered giving it to Blissey too, since honestly I doubt it'd make it on over Egg Bomb and it's not STAB, but the fact that it nails Fighting-types made me wary.

Move Name: Extrasensory
Type: Psychic
Category: Special
BP: 40
PP
: 20 (max 32)
Accuracy: 100%
Secondary Effect: +1 priority.
New Users
: :Slowking: :Slowking-Galar:
Viable Users: :Azelf::Mesprit: :Roserade:
Description: Extrasensory refers to sense that go beyond the natural five senses of the body, and what better way to exemplify going beyond than giving Psychic its own priority move? While Psychic is not the strongest offensive typing, it is a scary option on Pokemon like Mesprit or NP Azelf, while Roserade can use Technician to give it a priority option that also scares opposing Poison types.


You all have 3 days to get votes in, make sure to keep the voting rules in mind.
~~~​
And while you're at it, don't forget to vote for which moves should be altered next:
:ss/Ludicolo: >>Slate 34 Poll<< :ss/Ludicolo:
 
Magnetic Flux: Z-noygroP, okispokis, VoolPool
Misty Explosion: okispokis, PalpitoadChamp, Z-nogyroP
Extrasensory: Z-nogyroP, okispokis

Extending voting period to allow more people to vote. Get it in soon though!
 
And the votes are in! Here are your winners:

For Magnetic Flux: Z-nogyroP!
Move Name: Magnetic Flux
Type: Electric
Category: Status
BP: --
Acc: --
PP: 20 -> 5
Effect: The user raises the Attack, Defense, Sp. Atk, and Sp. Def of allies (including itself) with the Plus or Minus Ability.
New Users: :plusle: :minun: :dedenne:
Viable Users: :ampharos-mega: :plusle: :minun: :klinklang:
Description: Very strong setup move at the cost of a useless ability. Mega Ampharos gets special mention here as being the only thing here with actual stats, but it can only set up before going mega. Plusle and Minun can I guess Baton Pass it?
Z-nogyroP: 8
okispokis: 7
VoolPool: 3


For Misty Explosion: PalpitoadChamp!
Name: Misty Explosion
Type: Fairy
Category: Special
BP: 150
Acc: 100%
PP: 8
Effect: User faints after use. Deals 1.5x damage if Misty Terrain is active.
New Users: :impidimp::togepi::cutiefly:
Viable Users: :carbink::diancie::slurpuff::weezing-galar::grimmsnarl::ribombee:
Description: Misty Explosion struggles as Explosion isn't even that good as its Normal & Misty Explosion is just too weak. Now it hits harder and can be used for various pokemon but mostly Ribombee as it can set webs & then blow up.
PalpitoadChamp: 8
Z-nogyroP: 5
okispokis: 5


For Extrasensory: Z-nogyroP!
Move Name: Extrasensory
Type: Psychic
Category: Special
BP: 80
Acc: 100
PP: 20 -> 10
Effect: Uses the user's Sp. Def in place of its Sp. Atk when calculating damage.
New Users: :slowking: :slowking-galar: :regice: :latias: :latios: :cresselia: :carbink: :diancie: :orbeetle:
Viable Users: :slowking: :slowking-galar: :lugia: :claydol: :regice: :latias-mega: :bronzong: :uxie: :cresselia: :carbink: :diancie: :orbeetle:
Description: Special Body Press real. Psychic is a less desirable attacking type than Fighting, sure, but there's a lot of fat Psychics who appreciate it, including Lugia, Bronzong, Cresselia, and Uxie. Considered giving it to Blissey too, since honestly I doubt it'd make it on over Egg Bomb and it's not STAB, but the fact that it nails Fighting-types made me wary.
Z-nogyroP: 5
okispokis: 4


Congrats to our winners! Here's our next slate:
:ss/Steelix: :sm/Seviper: :ss/Ninetales:
Slate 34:
Suggested by Z-nogyroP. For how many Pokemon have tails, it's funny how tail-based moves have not gotten much attention, including the trio of Iron Tail, Poison Tail and Tail Whip! Iron Tail is a clear example of how accuracy can tank a move's viability, especially on a type that isn't super potent offensively. Poison Tail is Cross Poison (an already mediocre move), but worse. Tail Whip is a stat dropping move, and a weak one even by that standard. No special rules.
~~~
You have one week to get your subs in; keep the rules in mind, but otherwise get out there and Bust a Move!
 

Ema Skye

Work!
is a Pre-Contributor
Move Name: Tail Whip
Type: Normal
BP: -
PP: 48
Accuracy: 100
Secondary Effect: Lowers foe's SpD and Spe
New Users: probably good with what we have rn
Viable Users: :jolteon: :ninetales-alola: :dragalge: :spectrier: (probably more given how common this move is)
Description: An interesting way to punish switches as not only do you make the switch take more damage, you also increase the odds of outspeeding them.

Move Name: Iron Tail
Type: Steel
BP: 95
PP: 16
Accuracy: 90
Secondary Effect: 30% chance to lower foe's defense. The effect rate is increased to 50% if the user of this move is a Steel-type.
New Users: good with what we have
Viable Users: :sandslash-alola: :perrserker: :steelix: :aggron:
Description: Useful coverage move for Fairies being stronger than Iron Head. Steels are usually slow and so appreciate the extra damage boost they get from this move.

Move Name: Poison Tail
Type: Poison
BP: 50
PP: 40
Accuracy: 100
Secondary Effect: Inflicts Poison on the target. If the target is poisoned, this move always critical hits.
New Users: :slowpoke-galar: :poipole: :stunky: :salazzle:
Viable Users: :arbok: :drapion: :skuntank:
Description: The guaranteed crit allows it to function as the primary STAB for the mons, allowing it to pull double duty for status spread strategies.
 
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Move Name: Iron Tail
Type: Steel
Category: Physical
BP: 100
Acc: 75% -> 85%
PP: 15
Effect: 30% chance to lower the target's Defense.
New Users: :copperajah:
Viable Users: :dragonite: :steelix: :haxorus: :zygarde: :kommo-o: :copperajah: + more
Description: Iron Tail is really close to being usable, particularly as a stronger alternative to Iron Head and Poison Jab on Dragons that want Fairy coverage. Just needs a small accuracy bump. Copperajah has a stronger Sheer Force-boosted STAB now.

Move Name: Poison Tail
Type: Poison
Category: Physical
BP: 50 -> 65
Acc: 100
PP: 25 -> 15
Effect: If the user moves before the target (Bolt Beak rules), doubles in power. 20% chance to poison.
New Users: N/A
Viable Users: :nidoking: :drapion: :scolipede:
Description: Poison Tail serves as a much stronger Poison STAB for these Pokémon thanks to doubling in power on moving first, particularly with Scolipede and its Speed Boost, making up for their lack of Gunk Shot. Nidoking can also use it on mixed sets thanks to getting a Sheer Force boost.

Move Name: Tail Whip
Type: Normal
Category: Status
BP: --
Acc: 100% -> 90%
PP: 30 -> 20
Effect: The target is forced out of battle. The incoming ally has its Defense lowered one stage. Priority -6.
New Users: N/A
Viable Users: :chansey: :umbreon: :blissey: :furfrou:
Description: Tail Whip is another weird move because its distribution is so wide that making it too strong seems ill-advised, so here's a weird alternative to Roar and Dragon Tail and co. Lower accuracy than Roar and Whirlwind, but a side-effect that can put the incoming Pokémon at a disadvantage - just be careful not to shuffle in a Defiant Bisharp or anything.
 

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