Approved by E4 Flint and Chloe. Taken over from Pipotchi.
Fortemons is the meta where every Pokemon gets the power to specialize their strengths! By putting one of their attacks into the item slot, all of the primary and secondary effects are granted to the attacks in the moveslots! So if Scald is in the item slot, each of the Pokemon's attacks has 30% chance to burn! If Absorb is in the item slot, each of the Pokemon's attacks heal by 50% of the damage done! There's countless powerful options for every Pokemon to abuse.
Rules
Mechanics:
An attack put into the item slot will grant its primary and secondary effects to all of the attacks in the moveslots- to be more specific, anything that happens on-hit and anything that affects more order (priority, charging, etc). This happens as well as the primary and secondary effects of the moveslot attack.
When it comes to priority, the priority of the item and moveslot moves are added together. So Extremespeed + Return is +2, and Extremespeed + Dragon Tail is -4.
The regular attack maintains its base power, accuracy, typing, physical or special, and original primary and secondary effects. Attacks would inherit primary, secondary effects, as well as the move category (contact, punching moves, bullet moves, etc). Attacks are additive, so if either makes contact, it keeps making contact, as with any type of category.
So an itemized Scald paired with Body Slam would have a 30% chance of burning, 30% chance of paralysis, and would be 85BP normal type physical attack, that makes contact.
Abilities affect the Forte once. For example, if there's a Contact move in both the Item and the Moveslot, Tough Claws applies once. If there's a move with a secondary attack in both, Sheer Force applies once. If there's a healing move in both, Triage applies once.
This only works for attacks, not status moves. Status moves dont inherit anything and also cant be put into the item slot.
Clauses:
-OU Clauses
-Forte Clause: No move may be ran as an item for more than one Pokemon per team.
Item Bans:
-Power-Up Punch
-Zap Cannon
-Inferno
-Dynamic Punch
-Sky Drop
-Counter/Mirror Coat/Bide
-Multi-hit moves
-Pursuit
-Endeavor
-Stored Power / Power Trip
-Super Fang / Nature's Madness
-Moves that lower accuracy (Mud Slap etc.)
-Charge moves (Solar Beam, etc)
-Chatter
-Return/Frustration
-Positive Priority
-Probably more as exploits are found
Moveslot Bans:
-Multi-hit moves
-Fake Out
-All percentage and flat hp damaging moves (Super Fang, Seismic Toss, Endeavor etc)
Banned abilities:
-Serene Grace
Banned Pokemon:
None yet!
____________
Excadrill @ Rapid Spin
Ability: Sand Rush
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Earthquake
- Iron Head
- Swords Dance
- Rock Slide
Excadrill grants utility in a hyper-offense team without dropping a beat- rapid spin on all of its attacks lets it clear hazards without wasting moveslots, doesnt have to worry about ghosts spinblocking, and can still set up and sweep in sand.
Magearna @ Volt Switch
Ability: Soul-Heart
EVs: 252 HP / 252 SpA / 4 Spe
Modest Nature
IVs: 0 Atk
- Fleur Cannon
- Flash Cannon
- Aura Sphere
- Thunderbolt
This Magearna doesnt attempt to sweep, rather puts its great typing and attacks to use to become a pivot. The main selling point of the set is the ability to fire off a powerful fleur cannon and immediately switch out, making the special attack drop a non-problem.
Ferrothorn @ Payback
Ability: Iron Barbs
EVs: 252 HP / 88 Def / 168 SpD
Relaxed Nature
IVs: 0 Spe
- Iron Head
- Power Whip
- Leech Seed
- Stealth Rock
Payback and the other damage-doubling abilities are really strong, although they usually come with a setback such as requiring you to take damage, be statused, move last etc. If you can make the sacrifice, then go ahead! This Ferrothorn will move last anyway, so doubling the power of Iron Head and Power Whip makes it hit really hard.
Resources:
Not currently playable but hopefully can be tackled soon!
Soon to come: a list explaining the interaction of every single type of move in the item slot.
https://bulbapedia.bulbagarden.net/wiki/Category:Moves_by_effect
In the link above, as a general guide, all attacks under all categories have an itemized effect apart from the ones that don't do anything in-battle:
-Evolution-Inducing moves
-Moves with no effect
FORTEMONS
Fancy banner to come :)
Fancy banner to come :)
Fortemons is the meta where every Pokemon gets the power to specialize their strengths! By putting one of their attacks into the item slot, all of the primary and secondary effects are granted to the attacks in the moveslots! So if Scald is in the item slot, each of the Pokemon's attacks has 30% chance to burn! If Absorb is in the item slot, each of the Pokemon's attacks heal by 50% of the damage done! There's countless powerful options for every Pokemon to abuse.
Rules
Mechanics:
An attack put into the item slot will grant its primary and secondary effects to all of the attacks in the moveslots- to be more specific, anything that happens on-hit and anything that affects more order (priority, charging, etc). This happens as well as the primary and secondary effects of the moveslot attack.
When it comes to priority, the priority of the item and moveslot moves are added together. So Extremespeed + Return is +2, and Extremespeed + Dragon Tail is -4.
The regular attack maintains its base power, accuracy, typing, physical or special, and original primary and secondary effects. Attacks would inherit primary, secondary effects, as well as the move category (contact, punching moves, bullet moves, etc). Attacks are additive, so if either makes contact, it keeps making contact, as with any type of category.
So an itemized Scald paired with Body Slam would have a 30% chance of burning, 30% chance of paralysis, and would be 85BP normal type physical attack, that makes contact.
Abilities affect the Forte once. For example, if there's a Contact move in both the Item and the Moveslot, Tough Claws applies once. If there's a move with a secondary attack in both, Sheer Force applies once. If there's a healing move in both, Triage applies once.
This only works for attacks, not status moves. Status moves dont inherit anything and also cant be put into the item slot.
Clauses:
-OU Clauses
-Forte Clause: No move may be ran as an item for more than one Pokemon per team.
Item Bans:
-Power-Up Punch
-Zap Cannon
-Inferno
-Dynamic Punch
-Sky Drop
-Counter/Mirror Coat/Bide
-Multi-hit moves
-Pursuit
-Endeavor
-Stored Power / Power Trip
-Super Fang / Nature's Madness
-Moves that lower accuracy (Mud Slap etc.)
-Charge moves (Solar Beam, etc)
-Chatter
-Return/Frustration
-Positive Priority
-Probably more as exploits are found
Moveslot Bans:
-Multi-hit moves
-Fake Out
-All percentage and flat hp damaging moves (Super Fang, Seismic Toss, Endeavor etc)
Banned abilities:
-Serene Grace
Banned Pokemon:
None yet!
____________

Excadrill @ Rapid Spin
Ability: Sand Rush
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Earthquake
- Iron Head
- Swords Dance
- Rock Slide
Excadrill grants utility in a hyper-offense team without dropping a beat- rapid spin on all of its attacks lets it clear hazards without wasting moveslots, doesnt have to worry about ghosts spinblocking, and can still set up and sweep in sand.

Magearna @ Volt Switch
Ability: Soul-Heart
EVs: 252 HP / 252 SpA / 4 Spe
Modest Nature
IVs: 0 Atk
- Fleur Cannon
- Flash Cannon
- Aura Sphere
- Thunderbolt
This Magearna doesnt attempt to sweep, rather puts its great typing and attacks to use to become a pivot. The main selling point of the set is the ability to fire off a powerful fleur cannon and immediately switch out, making the special attack drop a non-problem.

Ferrothorn @ Payback
Ability: Iron Barbs
EVs: 252 HP / 88 Def / 168 SpD
Relaxed Nature
IVs: 0 Spe
- Iron Head
- Power Whip
- Leech Seed
- Stealth Rock
Payback and the other damage-doubling abilities are really strong, although they usually come with a setback such as requiring you to take damage, be statused, move last etc. If you can make the sacrifice, then go ahead! This Ferrothorn will move last anyway, so doubling the power of Iron Head and Power Whip makes it hit really hard.
Q+A: (taken from the metagame workshop)
How do Multi-Turn moves work?
-In the item slot, they would cause all attacks to have a charge turn.
How does Swift work? Does it grant 100% accuracy to all attacks?
-Itemized moves dont pass their accuracy on to moveslot moves.
How does Knock Off work?
-Itemized moves cant be knocked off or removed in any way such as Trick or Fling. So Knock Off would be a constant 65BP.
How does move legality work?
-Itemized moves dont have to worry about legality as long as the pokemon has access to the move.
Can I itemize a move and also use it as a moveslot?
-No, one or the other.
How do itemized effects stack with move effects?
-Two separate rolls, so you would roll for a 30% scald burn and then roll for a 10% flamethrower burn for a 37% total chance, rather than adding 30+10 and having a 40% burn chance overall. When it comes to healing, you'll heal once for 50% (assuming giga drain) and then once again for 50% (assuming another move like mega drain)- so in this particular case, you'll be effectively healing additively for 100% of the damage dealt.
Which order do the primary/secondary effects occur?
-Both primary effects before both secondary effects, with the itemized effects happening second.
How do Multi-Turn moves work?
-In the item slot, they would cause all attacks to have a charge turn.
How does Swift work? Does it grant 100% accuracy to all attacks?
-Itemized moves dont pass their accuracy on to moveslot moves.
How does Knock Off work?
-Itemized moves cant be knocked off or removed in any way such as Trick or Fling. So Knock Off would be a constant 65BP.
How does move legality work?
-Itemized moves dont have to worry about legality as long as the pokemon has access to the move.
Can I itemize a move and also use it as a moveslot?
-No, one or the other.
How do itemized effects stack with move effects?
-Two separate rolls, so you would roll for a 30% scald burn and then roll for a 10% flamethrower burn for a 37% total chance, rather than adding 30+10 and having a 40% burn chance overall. When it comes to healing, you'll heal once for 50% (assuming giga drain) and then once again for 50% (assuming another move like mega drain)- so in this particular case, you'll be effectively healing additively for 100% of the damage dealt.
Which order do the primary/secondary effects occur?
-Both primary effects before both secondary effects, with the itemized effects happening second.
Resources:
Not currently playable but hopefully can be tackled soon!
Soon to come: a list explaining the interaction of every single type of move in the item slot.
https://bulbapedia.bulbagarden.net/wiki/Category:Moves_by_effect
In the link above, as a general guide, all attacks under all categories have an itemized effect apart from the ones that don't do anything in-battle:
-Evolution-Inducing moves
-Moves with no effect
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