Pet Mod [Gen 8] Perfect Galar

Yung Dramps

awesome gaming
We got 4 first place winners and 1 second place winner this time around!

First Place
Pincurchin - Volt Switch
Imo this thing's biggest problem is not being able to pivot with Volt Switch as Koko could.

+Recover

It already has a dramatically boosted Multi-Attack and a decreased Pokemon count to work with, and now with reliable recovery it can finally be an even better pivot and attacker with sustain.
Appletun: +Ripen gives double Leftovers
Pretty sure this is intended in the game but there's a bug. 1/8 HP recovery would really help with its sustain since it's already pretty bulky.
Perrserker: +50 Base Speed (50 + 50 = 100) (Will be lowered to +40 if it would be too much)
Perrserker, on its own, at least specializes better than its Kanto and Alolan cousins, but for OU competitive value, a combination of poor Speed and Special Defense held it back. With a base speed of 100, only its poor Special Defense became its problem, but a much higher Speed now allows it to set up Sword Dance to properly and still maintain a reasonable physical bulk of 70 / 100, which means priority attacks will not be a major problem (and can survive a Mach Punch unless it overdid with Close Combat).

It still competes with Excadrill who can go even faster on a Sand team, have better initial base Attack and have dual STAB. Perrserker remains bulkier on the physical side, have better initial Speed (thus can utilize Choice Scarf and outspeed a Choice Scarfed CBDarm), fight back Fighting-types with Play Rough, use Taunt to cripple some walls and have access to Tough Claws for any of its contact moves, or Steely Spirit for insanely strong Iron Heads. And it helps that, despite being based of a cat, Perrserker isn't weak to Water, while Excadrill can get revenge killed by Aqua Jet.

Drapion: Battle Armor replaced by Tough Claws
Drapion's problem is a combination is a below average Attack and none of its moves being especially powerful. Tough Claws will not only boost Knock Off, Fell Stinger, Ice/Fire/Thunder Fang, Cross Poison/Poison Jab, Brick Break, Stomping Tantrum (preferably in Doubles), and especially Leech Life. This allows Drapion to hit harder and make Fell Stinger more useful and rewarding if you intend to use it on a weakened target not resisting to Bug (which Drapion can do so to revenge kill thanks to its naturally high Speed).
(Samtendo's Perrserker speed boost is the one 2nd place buff)

Volt Switch Pincurchin 3
Recover Silvally 3
Fixed Ripen Appletun 3
Tough Claws Drapion 3

+50 Speed Perrserker 2

Ice Fang Boltund 1
Adaptability Arctovish 1
Simple Falinks 1
Quiver Dance Galvantula 1


Before we begin the next slate, I've got a little early Christmas present for you all: Two well-deserved nerfs!

Galarian Form Normal Mode

Gorilla Tactics: Nullifies the effects of any held Choice items.


Fishious Rend: No longer a biting move.

And now...

Slate #4: Free For All!

Alter anything your heart desires! Moves, movepools, stats, abilities, it's all fair game so long as the changes are reasonably balanced. Oh, and one more thing: This'll be the last slate before we begin Round 1 of coding and playtesting! If anyone would like to step up to the podium for coding that'd be pretty cool.
 
Play Rough: Accuracy rised to 100%
It's one of the only 2 physical fairy moves avaible and should to the very least have a good accuracy.
Spirit Break, Trop Kick, Mystic Fire and Razor Shell: Base power rised to 80 BP (and Razor Shell's accuracy rised to 100%)
To match-up with the other stat lowering moves Lunge and Fire Lash.
Galvantula: +10 SpA
It really just needs some more offensive pressence to stand out from Ribombee and Orbeetle as a web setter.
 
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X-Scissor: Base power up +10 to 90
Since the introduction of Lunge and the Leech Life buff, there's not been much reason for this to exist as an inferior 80 BP bug move. Some extra BP would make it worth using for those who prefer raw power over healing or drops, and while I wouldn't expect much to pick it up as coverage due to how the bug type is, this change at least makes it a more worthwhile option.

Power Gem: Base power up +10 to 90, with a 10% to lower Special Defense
Seeing as this is the only Special Rock move with decent power, I figure we might as well give it some love in the same way as Play Rough. While nothing is immune to Rock in the same way as other 90 BP Special moves like Psychic, Flamethrower, etc., the fact that Power Gem has fairly low distribution (and Moonblast existing) means this buff shouldn't cause anything to get out of hand. And while on the subject...

Coalossal: Power Gem
Pretty minor, but having to rely on Ancient Power for a special set feels antiquated. It's the only Rock type besides Lunatone in Galar that might reasonably run a full special set, so might as well have it.

Beheeyem: +20 SpA, Moonblast
It seems like Beheeyem is always struggling to find a niche, especially since Reuniclus (with the same 125 Special Attack, slightly lower speed for TR, Focus Blast, better bulk, better abilities) has always been more effective in similar roles. Hatterene's introduction has only matters worse for the weird alien. This is why I propose giving Beheeyem +20 SpA. It may not be a go-to choice even with a Special Attack stat of 145, but it will be on par with Chandelure and the most powerful legal Psychic special attacker. Moonblast is to compensate for its loss of Signal Beam, which was previously its only coverage for Dark-types.
 

Ema Skye

Work!
More options for terrains are cool

Boltund: +Electric Surge
Plays a bit like a worse Koko due to a lower speed tier and no second STAB. And no U-Turn. But it's offensive nature makes it different enough from Pincurchin.

Vileplume/Bellossom: +Grassy Surge, +Toxic Spikes (Bellossom: +10 SpD)
Rillaboom covers the offensive Grassy Surge when it gets released, but these two have some solid support moves. Toxic Spikes gives it something to do aside from spamming powders.

Claydol: +Psychic Surge
Indeedee beats it in offensive stats, but Stealth Rock is huge as is spin. Teleport also lets it pivot.

Slurpuff: +Misty Surge
Belly Drum user with status immunity.

Also, because these moves need buffs:

Avalanche, Revenge: 85 BP, doubles in power if target moves last

Reverse Rend/Beak
 
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Adaptability Arctovish - Same as last time. With Fish Rend no longer being a bite, Dracovish still has a far superior defensive type to Arcto and still has more speed. All of that + Arcto's SR weakness could help justify giving Arcto an excuse to deserve a stronger Fish Rend. It also helps Freeze Dry get around Fishious Rend full stops.

Drizzle, Calm Mind Milotic - Believe it or not, this doesn't outclass Pelipper, like their roles are very different. Pelipper has Hurricane STAB and U-Turn to pivot, but Milotic has better defensive capabilities and slightly better SpAtk, but doesn't have a great secondary STAB like Hurricane to get amazing neutral STAB coverage. Calm Mind further gives Milo some added special defensive and offensive capabilities, but it's still stuck mostly with Water STAB and maybe Ice Beam if it has room for it.

Iron Fist - Change damage boost to 50%. Double Iron Bash is no longer a punch move.

This makes the boost a bit more in line with Strong Jaws. Most of the mons that get Iron Fist aren’t very strong. Even Conkeldurr would likely prefer Guts as his dmg boost to Guts CC is better than Iron Fist on any Stab fight move, which would most likely be Drain Punch for sustain... but Guts gives that move the same boost anyway and helps offset burns while not pigeonholing you into punch moves. Most Iron Fisters aren't the strongest Pokemon around. Infernape isn't here to abuse STAB Fire Punch with 112.5 power instead of the life limiting Flare Blitz and Melmetal suffers a weakening to its staple move in exchange for a boost to some coverage moves.

Howl - Also lowers enemy attack 1 stage.
The ability to simultaneously set up and force a switch is a great boon, although it won’t skyrocket every user. Most are low tier except Arcanine, and maybe Boltund, and Lucario would rather use a 2 stage setup move anyway. The other Mons are either low tier or are special attackers like Ninetails.

Arcanine is the true winner especially if you go crazy and compound it with Intimidate. This can give you the breathing room to possibly even get 2 or even more Howls off.
 
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Yung Dramps

awesome gaming
Inteleon - gain secondary Electric type with Thunderbolt and Volt Switch.
Inteleon Is a cool non but has such a limited movepool. Electric typing puts it in a unique niche as a faster water/electric that can easily differentiate itself from Lanturn and Washing Machine with its focus on offenses rather than an ability based immunity, both of which make both More defensively oriented compared to the chameleon bond.

Adaptability Arctovish - Same as last time. With Fish Rend no longer being a bite, Dracovish still has a far superior defensive type to Arcto and still has more speed. All of that + Arcto's SR weakness could help justify giving Arcto an excuse to deserve a stronger Fish Rend. It also helps Freeze Dry get around Fishious Rend full stops.

Drizzle, Calm Mind Milotic - Believe it or not, this doesn't outclass Pelipper, like their roles are very different. Pelipper has Hurricane STAB and U-Turn to pivot, but Milotic has better defensive capabilities and slightly better SpAtk, but doesn't have a great secondary STAB like Hurricane to get amazing neutral STAB coverage. Calm Mind further gives Milo some added special defensive and offensive capabilities, but it's still stuck mostly with Water STAB and maybe Ice Beam if it has room for it.

Iron Fist - Change damage boost to 50%.

This makes the boost a bit more in line with Strong Jaws. Most of the mons that get Iron Fist aren’t very strong. Even Conkeldurr would likely prefer Guts as his dmg boost to Guts CC is better than Iron Fist on any Stab fight move, which would most likely be Drain Punch for sustain... but Guts gives that move the same boost anyway and helps offset burns while not pigeonholing you into punch moves. Most Iron Fisters aren't the strongest Pokemon around. Infernape isn't here to abuse STAB Fire Punch with 112.5 power instead of the life limiting Flare Blitz and Melmetal isn't released yet anyway.
No type changes are permitted. Also, all unreleased stuff is allowed as stated in the OP, so I'm blocking your Iron Fist sub because it'll probably push Melmetal over the edge.
 
No type changes are permitted. Also, all unreleased stuff is allowed as stated in the OP, so I'm blocking your Iron Fist sub because it'll probably push Melmetal over the edge.
what if I made Double Iron Bash no longer a punch? This would weaken his main form of attack in exchange for a coverage boost.
 
Octolock - Lowers speed by 1 Stage each turn, and now affects Ghost types. For the first part of the change, Octolock is a move that is good at handling tanks and not much else, and Grapploct is a very slow Pokemon, meaning that offensive threats can easily knock it out. By lowering speed, it means that Grapploct has a chance to use an offensive move on a weakened target before it can be killed after the Lock has been set up. For the second part, Octolock is a very mediocre move in a metagame where some of the biggest threats and tanks are all Ghost-type (Dragapult, Aegislash, G-Corsola), and something that could make Grapploct playable is giving it the ability to lock down and threaten those Pokemon.

Wonder Guard - Pokemon with Wonder Guard are immune to non-damaging moves that do not have a super-effective type (as well as damaging.) Shedinja is pretty bad this gen, given the amount of weather created by dynamax and the ability to get out of choice items through Dynamax. Giving it the tool to be able to dodge moves like Toxic and Will o' Wisp help it live against things like Toxapex and G-Corsola, and it being immune to other status moves can help it out in terms of viability while still leaving counterplay.
 
just noticed but there are a few things about dynamaxing i wanna note
  • Fake Out works, but do other flinching effects do as well?
  • Do max moves scale differently with the 110BP cap (Would just Ice Burn be 110 BP, or would Ice Beam be 110BP too)
  • Max Airstream's 60% acc is a little dumb and would like some other nerf instead of having it based on luck (like lowering your attacking stats)
    • Likewise with max quake, though the accuracy doesn't effect you during dynamax
Screen Cleaner: Removes hazards and terrains along with screens (before switching in).
Mr. Mime-Galar: +5 Atk, +20 SpA, +35 Spe, Split Evo to Mr.Rime (no Eviolite)
Mr. Rime: +5 Atk, +10 Def, + Icicle Crash, Thunder Punch, Earthquake, Psychic Fangs, Seed Bomb, Wood Hammer

Mr.Rime is weak to Rocks - why not fix that? Would give Mr. Rime a notable niche as a hazard clearer, used instead of Heavy Duty Boots for hazard weak mons and an alternative to Defog/Spin. Mr. Mime is so different to Mr.Rime (like P2 to PZ) and yet it gets the eviolite bonus, so they now have more defined roles, while also sharing the Screen Cleaner. Mr-Mime-Galar is a faster special sweeper in the vein of Alakazam - while Mr. Rime is a slower/bulkier mixed attacker with reliable fighting and ground coverage.

Snorlax-Gmax: +10 Atk, +20 Def, +30 SpA, -10 Spe
G-Max (idk): Force eats berry (like Teatime), then always restores berry. User has a guaranteed 2 turn sleep after Dynamax ends.
A more reliable way to heal - if needed. Similar consequences to Max Mindstorm. GMax form increases Snorlax's other problem - lacking defense.
 
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Yung Dramps

awesome gaming
just noticed but there are a few things about dynamaxing i wanna note
  • Fake Out works, but do other flinching effects do as well?
  • Do max moves scale differently with the 110BP cap (Would just Ice Burn be 110 BP, or would Ice Beam be 110BP too)
  • Max Airstream's 60% acc is a little dumb and would like some other nerf instead of having it based on luck (like lowering your attacking stats)
    • Likewise with max quake, though the accuracy doesn't effect you during dynamax
Screen Cleaner: Removes hazards and terrains along with screens (before switching in).
Mr. Mime-Galar: +20 Spa, +20 Spe, treated as split evo to Mr.Rime (no Eviolite)
Mr. Rime: +10 Def, +5 SpA

Mr.Rime is weak to Rocks - why not fix that? Would give Mr. Rime a notable niche as a hazard clearer, used instead of Heavy Duty Boots for hazard weak mons and an alternative to Defog/Spin. Rime can't clear hazards after it switches in, losing to setters who just use SR again. Mr. Mime is so different to Mr.Rime (like P2 to PZ) and yet it gets the eviolite bonus, so they now have more defined roles.

Snorlax-Gmax: Always restores berry, but user has a guaranteed 2 turn sleep after Dynamax ends.
A more reliable way to heal - if needed,
-Other flinching moves would work, yes.
-Max Moves would scale differently, but I'm too stoopid at math to figure out how that'd work
-You have a point about Max Airstream. I've considered doing an attack lowering debuff for some of these, but the issue is that depending on which Attack stat I choose it could allow certain mons to circumvent it (eg if Max Airstream lowered Attack Charizard and Noivern would be able to use it without consequence). Upon contemplation, perhaps -1 to both offenses could work.
-If your intention is to make Galarian Mr. Mime and Mr. Rime split evolutions, your Mr. Mime has 35 less BST than Rime. Just FYI.

Subs will end Tuesday.
 
-You have a point about Max Airstream. I've considered doing an attack lowering debuff for some of these, but the issue is that depending on which Attack stat I choose it could allow certain mons to circumvent it (eg if Max Airstream lowered Attack Charizard and Noivern would be able to use it without consequence). Upon contemplation, perhaps -1 to both offenses could work.
yeah i was thinking about -1 in both
max quake could lift the opponent in the air or something
-If your intention is to make Galarian Mr. Mime and Mr. Rime split evolutions, your Mr. Mime has 35 less BST than Rime. Just FYI.
the problem is that mr.mime would need less bst to not have either a ridiculous speed stat or outclass Mr.Rime bulk wise
if its ok i'll leave it lower bst
 

Yung Dramps

awesome gaming
yeah i was thinking about -1 in both
max quake could lift the opponent in the air or something

the problem is that mr.mime would need less bst to not have either a ridiculous speed stat or outclass Mr.Rime bulk wise
if its ok i'll leave it lower bst
I think it'd be best to scrap the split evo idea and just keep Mr. Mime a Rime pre-evo
 
Rillaboom - +Gorilla Tactics, +10 base speed, 85 to 95, -5 def 90 to 85

Drum Beating - +15 base power 80 to 95
 
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