Pet Mod GlaceMons - Playtesting; OU is done! | Please read Post #540!

Distribution time!
Tri Attack: Old Distribution + :Arceus:, :Audino:, :Castform:, :Chatot:, :Delcatty:, :Drampa:, :Dunsparce:, :Grafaiai:, :Helioptile:, :Hoothoot:, :Indeedee:, :Indeedee-F:, :Lickitung:, :Oranguru:, :Persian:, :Pidgeotto:, :Pyroar:, :Spinda:, :Ursaluna-Bloodmoon:, :Smoliv:, :Toxel:, :Whismur:, :patrat:, :Zorua-Hisui:

Squall: :Charizard:, :Rookidee:, :Dragonite:, :Enamorus:, :Gligar:, :Landorus:, :Moltres:, :Wingull:, :Silvally:, :Skarmory:, :Zapdos:, :Gyarados:, :Thundurus:, :Tornadus:, :Celesteela:, :Zapdos-Galar:, :Articuno-Galar:, :Moltres-Galar:, :Articuno:, :Moltres:, :Aerodactyl:, :Hawlucha:, :Salamence:, :Swablu:, :Archen:, :Cramorant:, :Drifloon:, :Murkrow:, :Iron Jugulis:, :Jumpluff:, :Wattrel:, :Vullaby:, :Mantyke:, :Noibat:, :Pidgey:, :Starly:, :Taillow:, :Fletchling:, :Tropius:, :Shaymin:, :Lugia:, :Ho-Oh:, :Rayquaza:, :Arceus:, :Reshiram:, :Zekrom:, :Kyurem:, :Yveltal:, :Roaring Moon:, :Snom:, :Froslass:, :Vanillite:, :Snover:, :Amaura:, :Cryogonal:, :Delibird:, :Trapinch:, :Scyther:

Petroleum Blast: :Diancie:, :nacli:, :Glimmet:, :Silvally:, :Larvitar:, :Aron:, :Numel:, :Anorith:, :Lileep:, :Amaura:, :Shieldon:, :Rolycoly:, :Roggenrola:, :Geodude:, :Geodude-Alola:, :Lunatone:, :Nihilego:, :Solrock:, :Omanyte:, :Cranidos:, :Great Tusk:, :Iron Treads:, :Iron Thorns:, :Onix:

Fire Fang: Old Distribution.

Thunder Fang: Old Distribution.

Ice Fang: Old Distribution.

Poison Fang: Old Distribution + :weedle:, :Nidoran-M:, :bulbasaur:

Fishious Rend: Old Distribution + :carvanha:, :arrokuda:, :Basculin:, :Basculin-white stripe:, :Basculin-red stripe:, :Bidoof:, :Bruxish:, :Cramorant:, :Chewtle:, :Huntail:, :Qwilfish:, :qwilfish-hisui:, :totodile:, :Kyogre:, :Veluza:, :Wishiwashi:

Hyper Fang: Old Distribution + :riolu:, :Mienfoo:, :Okidogi:, :Passimian:, :Pawmi:, :Slither Wing:, :Scraggy:, :Zamazenta:
Merciless: Old Distribution + :houndour: / :houndoom: (replaces unnerve), :Pinsir: (replaces Mold Breaker), :Corpfish: / :crawdaunt: (replaces shell armor), Brute Bonnet, :Pancham: / :Pangoro: (Replaces Mold Breaker), :Shinx: / :luxio: / :luxray: (Rivalry), Elekid-line, Typhlosion-Hisui (replaces frisk), :Duskull: / :dusclops: / :Dusknoir:, :stunky: / :Skuntank: (replaces Keen Eye), :bellsprout: / :weepinbell: / :Victreebell: (replaces Gluttony).

Telepathy: Old Distribution.

Deliquesce: :Tadbulb: / :bellibolt: (replaces Damp), :dratini: / :dragonair:, :wooper-paldea: / :clodsire: (replaces poison point), :Masquerain:, :Stunfisk:, :Stunfisk-galar:, :Dragalge:, :Clobbopus: / :grapploct:, :Pincurchin:, :Qwilfish: / :Qwilfish-hisui: / :Overqwil: (replaces poison point), :Genesect-Douse: (replaces Storm Drain), :Corsola-Galar: / Cursola (replaces Weak Armor).

Evanesce: :Absol: (replaces justified), :vulpix: / :ninetales:, :vulpix-alola: / :ninetales-alola:, :tentacool: / :tentacruel: (replaces clear body), Darkrai, :Hypno: (replaces Inner Focus:, :Lunatone:, :Glameow: / :Purugly: (replaces Own Tempo).

Flouresce: :Porygon: / :porygon2: / :porygon-z:, :Klink: / :klang: / :klinklang: (replaces Clear Body), :Nosepass: / :probopass: (replaces Sand Force), :Staryu: / :starmie: (replaces illuminate), :Genesect-Shock: (replaces Transitor).

Indancesce: :Koffing: / :weezing: (replaces Stench), :Darumaka-Galar: / :Darmanitan-Galar:, :Solrock:, :Pumpkaboo: / :gourgeist: (replaces Insomnia), :Blitzle: / :Zebstrika: (replaces Lightning Rod), :Genesect-Burn: (replaces Intimidate), :Remoraid: / :Octillery: (replaces Sniper), :snubbull: / :Granbull: (replaces Run Away and Quick Feet).

Quick Draw: Old Distribution + :Cacnea: / :cacturne: , :farfetch'd: (Replaces Inner Focus), :farfetch'd-galar: / :sirfetch'd:, :karrablast: / :escavalier: (replaces No Guard / Overcoat), :Oshawott: / :dewott: / :samurott: , :Clauncher: / :Clawitzer:, :Vikavolt:, :Squawkabilly-blue: (replaces Guts) / :squawkabilly-yellow: (replaces Sheer Force)

Daredevil: :Cyndaquil: / :quilava: / :typhlosion:(replaces Flash Fire), :Aerodactyl:(replaces Pressure), :Lycanroc-Midnight:(replaces Keen Eye), :Wattrel: / :Kilowattrel: (replaces Competitive), :Rhyhorn: / :Rhydon: / :Rhyperior:(replaces Reckless / Solid Rock), :Terrakion:

Light Metal: Old Distribution + :Celesteela:, :gimmighoul:, :gholdengo:, :iron crown:, :jirachi:, :klefki:

Heavy Metal: Old Distribution + :melmetal:

Soul-Heart: Old Distribution + :Phione:, :Manaphy:, :woobat: :Swoobat:(replaces Klutz).

Slate 5 will be paused as council takes a short break to address the current meta, and possibly buffing or nerfing certain elements.
 
VR LIST BY ME (OPINIONS BY ME)

I made a VR list: Generally tried to consider the viability of many mons / the ones that were used and came to the conclusion of this

Pre Slate 4 Viability List:

Top Tier: :kingambit: :landorus-therian: :charizard mega y: :gholdengo: :raging bolt: :great tusk: :manectric mega: :magearna: :heatran::genesect:

High Tier: :genesect::chill drive::shock drive: :kyurem::zamazenta::necrozma: :sceptile-mega: :gliscor: :ferrothorn: :tapu koko: :urshifu-rapid-strike: :ogerpon-wellspring: :melmetal: :tapu lele: :zapdos: :diancie-mega: :lopunny-mega: :tyranitar-mega: :ursaluna: :greninja: :scizor-mega: :alomomola: :archaludon: :medicham-mega::mawile-mega: :rotom-wash::volcarona: :slowking-galar::enamorus:

Better than average tier::ting-lu::tornadus-therian::iron valiant::toxapex::latias-mega:(LATIOS):skarmory::cinderace::terapagos-stellar::dragonite: :kyurem-black::rillaboom: :kartana: :weavile: :glimmora: :skarmory: :steelix-mega::tauros-paldea-aqua::samurott-hisui::moltres:

Mid Tier: :terapagos: :clefable: :meowscarada: :iron crown: :latios-mega: :corviknight: :tangrowth: :gyarados-mega: :excadrill: :celesteela::umbreon: :enamorus-therian: :tauros-paldea-combat: :wo-chien: :glaceon: :avalugg-hisui: :buzzwole::deoxys-speed::tapu fini::slaking: :thundurus::landorus::victini::iron moth::silvally-poison:

Low Tier: :tapu bulu: :pecharunt: :cresselia: :silvally-psychic::avalugg::muk-alola: :jellicent: :regigigas: :slither wing: :conkeldurr: :charizard-mega-X: :tornadus: :gigalith::ceruledge::volcanion::ribombee::grimmsnarl::silvally:

D Tier (For shitty adjusted pokemon): :silvally-water: :silvally-grass: :silvally-fire: :silvally-dragon: :silvally-fairy: :silvally-dark: :silvally-steel: :silvally-ground: :silvally-rock: :silvally-bug: :silvally-ice: :silvally-fighting: :silvally-electric: :silvally-ghost: :silvally-flying:

IDK (I Have not seen them): :genesect: :burn drive: :douse drive: :pelipper: :swampert-mega: :garganacl::serperior: :venusaur-mega: :hawlucha: :iron treads: :kommo-o: :ogerpon-cornerstone: :araquanid: :blissey: :clodsire: :dondozo: :iron hands: :magnezone: :primarina: :sableye-mega::Chansey: :hatterene: :hippowdon: :hoopa-unbound: :manaphy: :nidoking: :torkoal: :blacephalon: :ditto: :garchomp-mega: :hydrapple: :iron boulder: :ninetales: :pecharunt: :shedinja: :skeledirge: :tinkaton: :weezing-galar::tauros-paldea-blaze: :regieleki: :barraskewda:

TEAM DUMP

https://pokepast.es/596e8f51b8e759c8

Meta Thoughts:

- This is sure interesting.. this meta comes down to be quite something that is more balanced focused, could also be that pet modders gravitate towards balance more often but from playing this meta it seems HO is just either a. not interesting or b. not where more adjustments go so you can see where it ends up. Stall is also not common, need to test some stuff but stall is also not fun nor adjustments go towards it, may start testing on it sometime
- Balance is just generally quite good, most teams have ways to handle stuff and while you see an absurd amount of alomomola being spammed occasionally by tanny89 and sparkrolf you still see an absurd amount of scarf genesect as well showing how good it is at just taking turns away from opponents and coming in and out, esp with its large movepool to watch out for.
- Most Silvally forms need some balance adjustment, it seems its not that shit that its unworkable like wigglytuff and needs prob some tools or better abilities
- Magearna really fit in nicely on balance teams as a wall. As a wall it can take hits from a lot of stuff and this allows it to just pivot in and out, shit out spikes, recover in front of ur face, or click encore and lock you into a move to bully you
- Somehow ferro got even better, fuck iron barbs because anticipation allows you to get a +1 boost to ur def or sp def depending on where u invest in to eat special or physical hits like a close combat from mega lop, or a mystical fire from +2 enamorus (+2 252 SpA Enamorus Mystical Fire vs. +1 248 HP / 252+ SpD Ferrothorn: 292-348 (83.1 - 99.1%) -- guaranteed 2HKO after Leftovers recovery) LOOL this calc is crazy
- Greninja is back in business, with z options like dig, low kick, or hydro pump you can easily be unpredictable asf and shit out spikes at the same time. By pumping out spikes you are applying a lot of pressure and smth like defog zapdos, spin tusk, gliscor, tauros, tornadus dont really want to do much with you
- Fat gholdengo really bullies stuff like umbreon, skarmory, sceptile-mega, slowking-g, magearna, genesect (who do not want to eat a t wave or a +2 z ghost), slow lando-t, etc. You do find it really sometimes sits against structures sometimes and do wish it died sometime soon esp with 16 PP recover now existing again.
- Sceptile-M, Steelix-M, Manectric-M are ones I think got a big boon in glacemons. Sceptile-m with mega launcher hits stupid hard and with aura sphere claps heatran, kingambit, phys def ferrothorn while u turn allows it to rack up a lot of chip via hazards on stuff like gholdengo, magearna, corviknight, sciz-m, skarm, etc and with a blazing speed stat you can easily clean games thanks to it. Manectric-m is next, with its great stats and fire/electric being such a good offensive combination you are blazing strong and stab overheat slaps most electric resists even doing absurd numbers like

252 SpA Manectric-Mega Overheat over 2 turns vs. 252 HP / 252+ SpD Gliscor: 283-335 (79.9 - 94.6%) -- 50% chance to 2HKO after Stealth Rock and Poison Heal

This is a ridiculous amount of damage lol. even after poison heal it might be in range of hp ice which is pretty huge but vs others? smth like landorus-t is eating a shit ton of chip damage from overheat doing an absurd amount

252 SpA Manectric-Mega Overheat vs. 252 HP / 4 SpD Landorus-Therian: 262-309 (68.5 - 80.8%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery

Like this mon is cooking them mons, luckily its hurt by rocks and volt turning on bad guesses and being forced out or pursuited kinda sucks for it, esp since it requires more support via. Steelix-m is last, with shore up, spikes, glare, and u-turn you can easily form a very bully sort of set that sits on a lot of mons like weavile, genesect, valiant, kart, gambit, mawile-m, raging bolt, sciz-m, koko, lele, etc and just spike up in their face and u-turn out, this mon is very good at spamming out hazards and with rough skin punishes volt turn pretty well and is prob the best koko check the tier has
- Terapagos stellar also isnt that broken, without stab it isnt that strong as one would like, and without an ability sometimes ive seen people use the regular form as anti HO tools with roar, spin, and strong moves to throw at the opponent
 
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Moves
:porygon-z: Tri Attack - Holy shit did you guys fumble the bag letting this one in. consistent 105 BP move that phases through sub and standard resistances with a ~27% chance to inflict a status. Thankfully the new users are either ass or banned (don't have to worry about freddy fazbear aka blursa with this), but if any mon with Tri Attack becomes viable it is going to be dreadful to face.
:tornadus: Squall - Hey remember when a very similar accurate flying move was added in Vaporemons called Wind Breaker and people just fucking used Hurricane most of the time anyway because the consistency wasn't worth the power drop? Squall has it even worse since its secondary effect directly competes with Hurricane as weather support (although it's boosted by sand/hail instead of rain). If you couldn't tell I don't have high hopes for this one. Promise the rest of the sub review won't be as harsh.
:coalossal: Petroleum Blast - Another basic stab with a stronger vanilla option but this one actually has good BP and mbeam isn't splashable like hurricane so it's chill. Hard to take advantage of Tar shot effect but it's for flavor more than anything
:sharpedo-mega: Fire/Thunder/Ice/Poison/Hyper Fang, Fishious Rend - Unban dracovish real?? Interesting idea, as a solid stab(s) but only for fast mons. Closest mon I see being oppressive with this change is msharpedo with fishious rend though I don't know its current viability in natdex

Items
:macho-brace: Macho Brace - Scouting Visor was pretty cool because it supported Psychics which are pretty notorious for being ass in modern games, but Fighting-types are like, pretty good, so I'm not sure how I feel giving them better life orb. You can troll with trick/switcheroo though so it's not all bad I guess.
:revival-herb: Cursed Branch - Pretty gimmicky but I can see it being used as a defensive tool on mons that tera grass in standard formats
:protector: Knight's Armor - Very solid choice for defensive mons that don't mind the hazard chip. I don't think it's quite as good as other people say but it will definitely find a place on certain sets and/or team comps. Also am I the only one that sees 200 bp fling? lol.
:lagging-tail: Lagging Tail - Didn't a sub identical to this win before or am I just tripping? I don't have much to add on this, its a p good life orb alternative for slow mons. Can also trickeroo troll with this

Abilities
:toxapex: Merciless - Not the most creative idea but a world where merciless is useable is a world I want to live in. Unfortunately I don't think the current distribution is at natdex OU power level - closest is maybe pinsir, but that's like 100% for its mega which forgoes merciless. Will probably cook in lower tiers tho
:musharna: Telepathy - Defensive analytic. Kind of like merciless I'm not sure this will make an impact in OU since council didn't give this to more mons and current users either have better abilities to run or aren't OU viable. Maybe tapu fini would sometimes want to run it over misty surge? Would matter in a hypothetical ubers format though, since it buffs the dpp legends quite a lot.
:genesect: Deliquesce, Evanesce, Fluoresce, Indancesce - Names are the worst part of these abilities unironically; I feel like I'm misspelling these when typing them out, besides Indancesce, which is literally a typo of incandesce. Anyways these abilities are pretty hard to gauge since their value fluctuates from one mon to the other. Most notable recipients to me are Clodsire (water/ground/poison has good defensive synergy), Porygon2/Z (trades a ground weakness for STAB TBolt) and Genesect (Most viable recipient, plus has access to two of the abilities for mindgame potential). Also one of these abilities + Cursed Branch gives you consistent access to a mon with four types, kind of insane lol.
:slowbro-galar: Quick Draw - This ability is pretty good but I don't think it's as powerful as it seems on paper, since it's only active on the first turn so you can't boost your attacks beforehand, compounded by the fact that most of the mons with this ability don't have very high base Attack/SpA. Can see it working best on band/specs or pivot sets.
:terrakion: Daredevil - Did you know that 90 percent of gamblers quit before they win big? It's true! Best winner this slate imo: cool idea for a boosting abil, although distribution is limited and terrakion is the only really strong recipient, there are a variety of applications available (majority of recipients have STAB rock slide, Fire Blast typh, hurricane/thunder kilowattrel). Can make for some really interesting sets when combined with wide lens or the recently buffed safety goggles (no psychics to run with scouting visor, sad).
:duraludon: Light/Heavy Metal - Has the same issue of telepathy where most users either aren't reaching OU or have better abilities to run (people are NOT running light metal ghold, you can't convince me otherwise). Difference is that these abilities have incredibly mid effects, providing one (1) resistance. Heavy Metal has it a little better since melm is actually good and some sets would probably prefer the knock resist over iron fist boost, but I don't see any good light metal users, maybe metagross or jirachi in lower tiers?
:magearna: Soul Heart - Don't know the details of mage's strength but I'm inclined to agree with Lysion that the once-per-battle soul heart nerf doesn't fix its biggest issues.

Adjustments
:haxorus: Haxorus - wooo baby yeah 100 accuracy dragon rush lets goo!!! Joking aside, from what I know hax is always pretty close to being a good af ddancer but is outpaced by other mons, becoming dragon/steel and getting some more options probably lets it eke out some viability in OU.
:drapion: Drapion - Gaining tough claws is a huge boon in conjunction with some really solid new moves such as coil, gunk shot, sucker punch and shore up. Probably will end up being a decent choice for a glue mon.
:shaymin::shaymin-sky:Shaymins - Not sure how I feel about pheal shaymin? Like all 100s bulk + leech seed is probably really annoying with pheal, and it's way more versatile with move additions like parting shot, heal bell, and stealth rock. It kinda just looks like Gliscor 2 (although grass/ground is a bit worse defensively) As for Sky, I'm not sure if the lower Seed Flare proc chance compensates for 100% acc hurricane along with the aforementioned move additions.
:goodra: Goodra: nvm shaymin I'm sorry for ever being a doubter. Pheal goodra is such a common reccomendation for the mon but it's way too fat for the ability, plus it's now dragon/water. Man if I had a nickel for every stupid fatmon adjustment added to glacemons...
:golisopod: Golisopod: osp don't buff golisopod challenge. Wave Crash and regen + slack off is kinda wild but ehhh I don't know, uubl or something?
 
:Porygon-Z: Tri-Attack is an interesting move. Its the second strongest available Normal STAB behind Boomburst (it has 105 BP). It has a good secondary effect, which also opens the gate for Sheer Force users, but most importantly its a Normal type move not resisted by Normal resists (Steels and Rock types). Clicking Hyper Voice (the most common special STAB move) versus a Registeel nets a cool 45 BP. Clicking Tri-Attack versus Registeel nets a big 122 BP. Hitting Heatran with Boomburst nets a cool 45 bp. With Tri-Attack its 78. Tri-Attack is simply Normal special attacker's means of bypassing traditional Normal type checks, at the cost of most potential neutral matchups, which barely matterd due to it being so easy to rack up damage with each hit having their own effectiveness.

Against Water, a type that resists 2 of the types that make up Tri-Attack, gets hit for SE damage on the final hit, making up for that and averaging out to being stronger than standard Hyper Voice would in that scenario.

Tri-Attack is simply superior to Hyper Voice in almost every way, sans pure Fire types and certain Ground combos, and competes with Boomburst as a real option, trading consistent 140 BP damage against all neutral threats for the being able to chain SE hits to potentially power creep past BB and essentially always being the superior Normal move against all resists it faces.


Apparently this is an Electric move, and not a Normal one, the move is kinda awkward now. Can we please change it to Normal instead, this move is kinda ass as an Electric move (Gliscor should not be able to switch into Specs P-Z. No way).

Edit: Apparently Apparently, hidin interviewed the creator of the move and they have made some interesting clarifications on how they intended the move to actually operate....this move is gonna be dogshit to code LMAOOOOOOO

:tornadus: Squall is inoffensive but I can't really see this being consistently used over Hurricane. You feel the difference in damage.

:coalossal: Petroleum Blast is pretty cool, I can expect some key threats taking advantage of the new move. Mega Diancie in particular gets plenty of mileage out of this, essentially making Petro + Mystical Fire being a dangerous combo. Fire types like Heatran and Mega Camerupt can probably get alot of mileage outta this move as well, so I expect those to get it.

Edit: Well, Heatran didn't get it. Crazy tbh, Diancie is the sole recipient that has real interest in using this, maybe if my Camerupt change got through but otherwise this is a tough sell.

:dracovish: Fang moves feel cringe to me, mainly because this was just an attempt at Nerfing Dracovish. Go play TeraMax if you want nerfed Dracovish man. On a serious note though, excellent move on Mega Sharpedo, mon might be genuinely annoying to face with a 146 BP STAB move, really solves most of the issues I have with Mega Sharp (piss poor Fairy matchup outside of flinchhax).


:toxapex: Merciless is a fine ability on paper but it suffers from NU syndrome. You cant take an ability like this, give it to exclusively PU Pokemon, and then be frustrated that the metagame isn't evolving because none of the wins are shaping the metagame.

You need to go back to the drawing board, find very strong wallbreakers that pair well with Toxic Spikes, some Pokemon that are already utilizing Hex *at a high level* or mons that are offensive and are already spreading status in their sets, and give THOSE Pokémon Merciless. Not....Pinsir and Luxray.

:musharna: This is even worse than Merciless. At least it feels like the council tried to give flavourful new options the ability. They didn't even try here. Find some damn defensive Pokémon and givd them the damn ability. No one is running Musharna in Nat Dex OU, dven if it takes a bit less damage from moves. Even if you gave itbto them damn 100 stat pixie mons it would be bad and not so bad. Jirachi, Uxie, Deoxys-Defense. Bam Bam Bam three new Psychics. Not fan of Psychics? Togekiss, Florges even Fezandipidi? A (good) defensive Ghost?

:slowbro-galar: Quick Draw is fine, most submitters don't seem oppressive either. This is an ability I thjnk we need to observe in the heat of battle before a judgment can be made.

:Magearna: As the person who was cooked by Magearna hard snd inspired the sub in the first place....I get it. Not sure if its us who needed to respect offensive Mage jn the teambuikder more or if it was a serious issue or not, this sub basically ensures that shit can't happen again. Alot of people are not a fan of the nerf, but as a person who is actually interested in keeping Mage in the tier, it could be really interesting seeing this have a go.

:Duraludon: No point even trying to justify or rationalize the flavor behind this - lets skip to the meat of the matter. Heavy Metal isn't very interesting to me. Factually speaking Ghost types in our present metagame to check and worry about are Gholdengo and the occasional Ceruledge on HO. Certainly nothing a dedicated ability to halve damage needed if we are honest. Also, Melmetal isbthe only user. Pretty eh all things considered since I don't have a reason to drop Iron Fist imo.

Light Metal is much better, mainly because 1) a Dark resist is much more immediately rewarding, and 2) the current users immediately benefit in interesting ways due to shedding weaknesses to Dark moves. Iron Crown in particular will be very interesting to see be used here. I am unsure if beating Pursuit trappers is worth dropping Good As Gold.

Marvel's_Daredevil_poster_001_Textless.jpg
Daredevil feels like it plays on the wrong side of risk-reward scenrio that Pokémon actively utilizes in their game balancing. Low Acc moves are generally preferred over their higher acc counterparts due to the power gap between them being too wide to justify the usually not as high increased accuracy. Real world examples include Fire Blast over Flamethrower, Focus Blast over Aura sphere and Hurricane versus Squall. Daredevil seems to just reward the choice you already would have made, not force you weigh any pros and cons. That being said, Kilowattrel and Terrakion are our only real recipients so we will see how well they toss up.

Essence abilities: Weird stuff all around, but honestly not horrid? Not sure how I feel woth every Genesect getting the type change but we will see how well it turns out. For actual abusers the Water ability seems the best. Apparently these avoid Rocks so Fire may be second best.
 
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Apparently this is an Electric move, and not a Normal one, the move is kinda awkward now. Can we please change it to Normal instead, this move is kinda ass as an Electric move (Gliscor should not be able to switch into Specs P-Z. No way).
Bit confused here... my post said that it was still a normal-typed move (only gets Normal STAB), just with 3 hits that each have the type effectiveness of electric, ice, and fire, respectively. Apparently multi-hit moves stop at the first hit when there is an immunity, so put electric as the last hit, or code it to always attempt 3 hits no matter what.

Also 35 bp might be a bit much? If it is feel free to nerf it to 30bp if you guys want :)
 
Bit confused here... my post said that it was still a normal-typed move (only gets Normal STAB), just with 3 hits that each have the type effectiveness of electric, ice, and fire, respectively. Apparently multi-hit moves stop at the first hit when there is an immunity, so put electric as the last hit, or code it to always attempt 3 hits no matter what.

Also 35 bp might be a bit much? If it is feel free to nerf it to 30bp if you guys want :)
Bro can u please clarify what the hell this move is?

According to you its an Electric typed move that only Normal types (and Normal types alone) get a STAB bonus from but each hit has the effectiveness of a different type (none of which are Normal, but one is actually Electric).

What is the point of making it typed Electric but only Normal types get STAB bonus? Just making it hard to flex creativity
 
Bro can u please clarify what the hell this move is?

According to you its an Electric typed move that only Normal types (and Normal types alone) get a STAB bonus from but each hit has the effectiveness of a different type (none of which are Normal, but one is actually Electric).

What is the point of making it typed Electric but only Normal types get STAB bonus? Just making it hard to flex creativity
It's a multi-hit move where every hit gets a different type effectiveness?

I just realized I fucking copied over the format for my first move submission and didn't change typing, really really sorry for that... Imma post the corrected version here:

CORRECTED VERSION OF TRI-ATTACK:

Name: Tri-Attack
Power: 35
Accuracy: 100%
PP:10
Category: Special
Type: Normal
Effect: Hits 3 times, each with the type effectiveness of Ice, Fire, and Electric, yet still only receiving a STAB boost from normal types. Each hit has a chance of 10% chance to freeze, burn, and paralyse, respectively.
Potential Mons: :porygon-z: :indeedee: :dudunsparce: idk just guys who look like they can master all the elements

God im stupid... didn't ever bother to check my orginal post for errors... :psycry:
 
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MOVES:
01. Tri-Attack: To be honest, I too am still a bit surprised wasn't veoted even if it doesn't seem like it will be broken, mostly just an utter pain in the ass to code correctly for several reasons between typing switching, immunities, absorption abilities, etc. I would have much preferred either of Prof Turtle's other two attacks winning even if Dive Bomb would have added yet more priority.

02. Squall: Glad to see this won. I disagree about comparing it to Wind Breaker even if I can see why that comparison was made. Wind Breaker, though I liked it, had the issue of being an anti-Wind Wind move in a meta where there were only like three Wind moves worth using commonly...including itself and with one of the other two being the adjusted Defog that Beebos themselves submitted back in VaporeMons. Despite this being 80 BP instead of 85 BP, this already seems to have it better by just occupying a completely differ space when it comes to weather, including the fact that it's just a straight-up upgrade on Charizard-Mega-Y over the "we've all seen it miss and get you killed" Air Slash given Sun can't use Hurricane.

03. Petroleum Blast: Less thrilled this one won but it's fine. It mostly just feels a bit...much to have to Fire attack too to take full advantage of it on top of it being able to miss and below 100 BP. Still, it seems like could be cool.

04. Fire Fang / Thunder Fang / Ice Fang / Poison Fang / Fishious Rend / Hyper Fang: Also glad these won even if it's going to take some getting used to that Hyper Fang is Fighting now. Looking at distribution, the nerfed Fishious Rend one looks the most promising, with Sharpedo-Mega and Overqwill seeming the biggest winners. (It is a bit funny, however how Avalugg-Hisui still manages to get screwed over twice in a row due to these all now caring about speed and being faster. R.I.P. you iceberg bozo.)

ITEMS:
05. Macho Brace: I did vote for this, but I admittedly am a bit wary of it. We'll see.

06. Cursed Branch: Something I considered voting for, but it seemed to maybe be too niche. I'll be glad to be wrong though.

07. Knight's Armor: See Macho Brace, though less so. I guess Clefable was a knight all along. I also wonder how often the Dark-nuclear Fling option will come up.

08. Lagging Tail: Glad this won, especially since I don't think it should be busted on anything and especially since it might be the only thing that makes Telepathy's win viable on anything.

ABILITIES:
09. Merciless: A bit disappointed to see this won between it being both rehash of the Merciless change from JolteMons that G-Luke made and technically a lesser one at that due to not being boosted by hitting Sleeping mons (or Frozen mons) harder too. I don't hate to see it back though, and it winning in the same slate where two Poison Heal mons get added is somewhat funny.

10. Telepathy: Also disappointed to see this win and then also disappointed to see it not given to anything else. Not because I hate it but because I considered voting for it but figured it would be too weak given how squishy all the current non-Ubers users are on top of some of them being too fast to really get much out it save against priority; I did find it odd Noivern lost the actually useful Frisk for Wind Power over the then useless Telepathy first, but it getting Emergency Exit over Telepathy thankfully last slate made that moot anyway. Of the mons that have Telepathy, I really can't see anything using it except Oranguru and maybe Tapu Fini on status-heavy teams that also happen to have a Dragon, which feels...really niche. Lagging Tail winning helps this a bit but likely not nearly enough unfortunately. Unsure if even 33% defensive reduction would work given that Psychic is such a terrible defensive typing.

11. Deliquesce / Evanesce / Flouresce / Indancesce: The names of the latter two are still going to bother me for a while if that's what they're actually supposed to be, but that nitpick aside, these easily look like the most fun abilities that won this Slate.

12. Daredevil: A nice ability. One that I'll likely never use personally just because my luck sucks even with 99% accurate attacks, much less 85% ones. I do have to wonder if boost only considers the base accuracy of the attack though given my Safety Goggles adjustment and given how vague the current wording is....

13. Light Metal | Heavy Metal: Grateful this won but a bit disappointed that only one more mon got Heavy Metal, especially with how more Ghost resists would be nice and how it's the more mechanically useful of the two between Heavy Slam and Heat Crash outside of just taking less damage from essentially only Low Kick As such, Light Metal went to more notable mons since it's a pretty decent buff for Iron Crown to become neutral to Dark and Jirachi appreciates it too; meanwhile as already noted, Registeel doubtless is the biggest of winner of the mons who already had Light Metal. (Kind of funny that regular Metagross could have lost Light Metal to get Heavy Metal technically, which would probably be more useful to it given Heavy Slam.)

14. Soul-Heart: I dislike Magearna likely more than anyone else in thread, and I rather wish it would stop getting unbanned in Pet Mods given how obnoxious it basically always turns out to be, but unfortunately I don't really think this fixes that much even if it at least stops it from snowballing as easily...in theory. Oh well.

ADJUSTMENTS:
15. Haxorus: Glad-ish to see this won even if it just feels like slapping on Steel adds so much to a mon as it is and is the "easy" way to buff them in general sense, with both Dragon and Fairy being close seconds. Still, Haxorus did need something, so we'll see how this shakes out.

16. Drapion: Glad this won even if I would have also been fine with Claydol winning. Especially glad this won with a Sand ability, even if Sand likely still needs help somehow, just because it's always bothered me how a mon that lives in the desert somehow never got an ability to mitigate Sandstorm damage even in later generations. (That would be as stupid as if Game Freak made a tumbleweed mon that died to Sandstorm damage. Oh, wait.)

17. Shaymin & Shaymin-Sky: Glad to see this won too and that dueling submissions didn't eat into each other's votes this time.

18. Goodra: I was considering voting for this but figured it might be a bit too bulky. I guess we'll see though, and in theory it at least has to (still) use up its item slot for any recovery unlike Shaymin(s). (I am a bit disappointed that Goodra-Hisui wasn't included as package deal though given that thing could also use improvement.)

19. Golisopod: I hate Regenerator, and this thing now has extra reason not to use the new and improved Emergency Exit even with getting Headlong Rush, but Golisopod did need something, and it still gets hit by every hazard without Boots on unlike Tornadus-Therian's irksome self, so it's probably fine even with Wave Crash and Slack Off. Maybe Emergency Exit and Shell Armor will have enough of a niche to not get erased from existence by Regenerator on it.
 
:toxapex: Merciless is a fine ability on paper but it suffers from NU syndrome. You cant take an ability like this, give it to exclusively PU Pokemon, and then be frustrated that the metagame isn't evolving because none of the wins are shaping the metagame.

You need to go back to the drawing board, find very strong wallbreakers that pair well with Toxic Spikes, some Pokemon that are already utilizing Hex *at a high level* or mons that are offensive and are already spreading status in their sets, and give THOSE Pokémon Merciless. Not....Pinsir and Luxray.

:musharna: This is even worse than Merciless. At least it feels like the council tried to give flavourful new options the ability. They didn't even try here. Find some damn defensive Pokémon and givd them the damn ability. No one is running Musharna in Nat Dex OU, dven if it takes a bit less damage from moves. Even if you gave itbto them damn 100 stat pixie mons it would be bad and not so bad. Jirachi, Uxie, Deoxys-Defense. Bam Bam Bam three new Psychics. Not fan of Psychics? Togekiss, Florges even Fezandipidi? A (good) defensive Ghost?
I feel you can do both. giving NU and PU mons new additions can add up especially when they gain new tools over the course of the lifespan, they should not be neglected because they dont have potential now especially since adjustments, new items, abilities adjustments / new ones get odne all the time. A lot of mons can get new tools and shine despite it maybe not seeming as much at the moment.
 
I feel you can do both. giving NU and PU mons new additions can add up especially when they gain new tools over the course of the lifespan, they should not be neglected because they dont have potential now especially since adjustments, new items, abilities adjustments / new ones get odne all the time. A lot of mons can get new tools and shine despite it maybe not seeming as much at the moment.
I would genuinely agree with you if we didnt have two mods worth of precedence that says otherwise.

Always have OU level threats to utilize the tools on hand, relying on Trickle Down Smogonomics will not end with a bunch of viable users of anything
 
I would genuinely agree with you if we didnt have two mods worth of precedence that says otherwise.

Always have OU level threats to utilize the tools on hand, relying on Trickle Down Smogonomics will not end with a bunch of viable users of anything
I mean u can do both, adding stuff to ou mons to have viable users and have the additions mean smth

while you can also give them to lower tiers, it helps thme in the future via adjustments and makes them feel not forgotten
 
MOVES:
01. Tri-Attack: To be honest, I too am still a bit surprised wasn't veoted even if it doesn't seem like it will be broken, mostly just an utter pain in the ass to code correctly for several reasons between typing switching, immunities, absorption abilities, etc. I would have much preferred either of Prof Turtle's other two attacks winning even if Dive Bomb would have added yet more priority.

02. Squall: Glad to see this won. I disagree about comparing it to Wind Breaker even if I can see why that comparison was made. Wind Breaker, though I liked it, had the issue of being an anti-Wind Wind move in a meta where there were only like three Wind moves worth using commonly...including itself and with one of the other two being the adjusted Defog that Beebos themselves submitted back in VaporeMons. Despite this being 80 BP instead of 85 BP, this already seems to have it better by just occupying a completely differ space when it comes to weather, including the fact that it's just a straight-up upgrade on Charizard-Mega-Y over the "we've all seen it miss and get you killed" Air Slash given Sun can't use Hurricane.

03. Petroleum Blast: Less thrilled this one won but it's fine. It mostly just feels a bit...much to have to Fire attack too to take full advantage of it on top of it being able to miss and below 100 BP. Still, it seems like could be cool.

04. Fire Fang / Thunder Fang / Ice Fang / Poison Fang / Fishious Rend / Hyper Fang: Also glad these won even if it's going to take some getting used to that Hyper Fang is Fighting now. Looking at distribution, the nerfed Fishious Rend one looks the most promising, with Sharpedo-Mega and Overqwill seeming the biggest winners. (It is a bit funny, however how Avalugg-Hisui still manages to get screwed over twice in a row due to these all now caring about speed and being faster. R.I.P. you iceberg bozo.)

ITEMS:
05. Macho Brace: I did vote for this, but I admittedly am a bit wary of it. We'll see.

06. Cursed Branch: Something I considered voting for, but it seemed to maybe be too niche. I'll be glad to be wrong though.

07. Knight's Armor: See Macho Brace, though less so. I guess Clefable was a knight all along. I also wonder how often the Dark-nuclear Fling option will come up.

08. Lagging Tail: Glad this won, especially since I don't think it should be busted on anything and especially since it might be the only thing that makes Telepathy's win viable on anything.

ABILITIES:
09. Merciless: A bit disappointed to see this won between it being both rehash of the Merciless change from JolteMons that G-Luke made and technically a lesser one at that due to not being boosted by hitting Sleeping mons (or Frozen mons) harder too. I don't hate to see it back though, and it winning in the same slate where two Poison Heal mons get added is somewhat funny.

10. Telepathy: Also disappointed to see this win and then also disappointed to see it not given to anything else. Not because I hate it but because I considered voting for it but figured it would be too weak given how squishy all the current non-Ubers users are on top of some of them being too fast to really get much out it save against priority; I did find it odd Noivern lost the actually useful Frisk for Wind Power over the then useless Telepathy first, but it getting Emergency Exit over Telepathy thankfully last slate made that moot anyway. Of the mons that have Telepathy, I really can't see anything using it except Oranguru and maybe Tapu Fini on status-heavy teams that also happen to have a Dragon, which feels...really niche. Lagging Tail winning helps this a bit but likely not nearly enough unfortunately. Unsure if even 33% defensive reduction would work given that Psychic is such a terrible defensive typing.

11. Deliquesce / Evanesce / Flouresce / Indancesce: The names of the latter two are still going to bother me for a while if that's what they're actually supposed to be, but that nitpick aside, these easily look like the most fun abilities that won this Slate.

12. Daredevil: A nice ability. One that I'll likely never use personally just because my luck sucks even with 99% accurate attacks, much less 85% ones. I do have to wonder if boost only considers the base accuracy of the attack though given my Safety Goggles adjustment and given how vague the current wording is....

13. Light Metal | Heavy Metal: Grateful this won but a bit disappointed that only one more mon got Heavy Metal, especially with how more Ghost resists would be nice and how it's the more mechanically useful of the two between Heavy Slam and Heat Crash outside of just taking less damage from essentially only Low Kick As such, Light Metal went to more notable mons since it's a pretty decent buff for Iron Crown to become neutral to Dark and Jirachi appreciates it too; meanwhile as already noted, Registeel doubtless is the biggest of winner of the mons who already had Light Metal. (Kind of funny that regular Metagross could have lost Light Metal to get Heavy Metal technically, which would probably be more useful to it given Heavy Slam.)

14. Soul-Heart: I dislike Magearna likely more than anyone else in thread, and I rather wish it would stop getting unbanned in Pet Mods given how obnoxious it basically always turns out to be, but unfortunately I don't really think this fixes that much even if it at least stops it from snowballing as easily...in theory. Oh well.

ADJUSTMENTS:
15. Haxorus: Glad-ish to see this won even if it just feels like slapping on Steel adds so much to a mon as it is and is the "easy" way to buff them in general sense, with both Dragon and Fairy being close seconds. Still, Haxorus did need something, so we'll see how this shakes out.

16. Drapion: Glad this won even if I would have also been fine with Claydol winning. Especially glad this won with a Sand ability, even if Sand likely still needs help somehow, just because it's always bothered me how a mon that lives in the desert somehow never got an ability to mitigate Sandstorm damage even in later generations. (That would be as stupid as if Game Freak made a tumbleweed mon that died to Sandstorm damage. Oh, wait.)

17. Shaymin & Shaymin-Sky: Glad to see this won too and that dueling submissions didn't eat into each other's votes this time.

18. Goodra: I was considering voting for this but figured it might be a bit too bulky. I guess we'll see though, and in theory it at least has to (still) use up its item slot for any recovery unlike Shaymin(s). (I am a bit disappointed that Goodra-Hisui wasn't included as package deal though given that thing could also use improvement.)

19. Golisopod: I hate Regenerator, and this thing now has extra reason not to use the new and improved Emergency Exit even with getting Headlong Rush, but Golisopod did need something, and it still gets hit by every hazard without Boots on unlike Tornadus-Therian's irksome self, so it's probably fine even with Wave Crash and Slack Off. Maybe Emergency Exit and Shell Armor will have enough of a niche to not get erased from existence by Regenerator on it.

There is absolutely no reason to Drapion this as a Sand abuser
 
There is absolutely no reason to Drapion this as a Sand abuser
...I didn't say there was? I just said that it's nice that it has a Sand ability period, if "only" for flavor, for reasons I already explained. I imagine that Tough Claws will be used far more than Sand Rush, so I agree there actually even if Sand Rush is the first thing I'll personally try since it makes no sense to just immediately dismiss it without at least some testing. So yeah it's just nice that it finally has a "don't take damage from Sandstorm" option (that isn't Sand Veil) at all, especially since I've always liked Drapion as a mon.

Also, I realized I forgot Quick Draw since I wrote that at like 01:00 A.M. when I was literally falling asleep in front of my keyboard off and on:

20. Quick Draw: A bit wary of this one too, but I do like how it takes away the cheesiness of Quick Draw (Quick Claw) in theory and how it gets around Psychic Terrain since it technically isn't making the moves into priority ones. It also gets bodied by any form of Protect, which is funny, and unless it announces itself leads to mindgames until the mon in question has attacked once, which should be fun. Also funny is how arguably every mon that got it is far more likely to use it than its originator Slowbro-Galar now, in part because Regenerator and Comatose are that good and probably better for Glowbro overall. [/Golisopod irony]
 
:magearna: GlaceMons Playtesting Roomtours :genesect:
This was briefly discussed in the Discord, which I highly recommend joining for live discussion, but during our check-in period we will be hosting room tournaments on Dragon Heaven to assess how the metagame is currently, with a buff and nerf slate releasing before the next slate comes out! The times where they are started can be seen below:

Tuesday - 7pm EST
Wednesday - 8pm EST
Thursday - 9pm EST
Friday - 10pm EST
Saturday - 3pm EST / 7pm EST
Sunday - 4pm EST / 8pm EST


In the meantime, feel free to discuss the metagame still and request some buffs and nerfs that can potentially be given out to new elements added to this metagame. You may even discuss the potential unbans of some Pokemon (Dragapult, Roaring Moon, and other reasonable Pokemon) as well. As of typing this message, he first room tour of the week begins in one hour, so if you're wanting to play be ready to get on!
 
Belated thanks to HydregionTheChild for all the teams "dumped" even if I've yet to use any of them directly thus far. I've mostly just been screwing around with Sand and a bit of Rain in the tours, which have been fun so far despite getting predictably destroyed 50%+ of the time--thanks to Gekokeso and hidin for running them (and others if I missed those tours).

I was going to do an "impression" write up later when all the tours were done, and I likely still will, but I wanted a "short" post about something else now before I forget, especially since I might end up busier tomorrow than I expected to the point of not making either tour. And that something else is Silvally, particularly the Silvally-Steel :silvally-steel: variant.

In focusing on Sand and trying to go through everything that might benefit it, I eventually remembered today that Silvally-Grass for some reason has Wind Rider now, which it doesn't show up in the Dragon Heaven Teambuilder since all versions of Silvally still show up as RKS System. That's not the issue here though. The issue was going through the GlaceMons spreadsheet to look at the abilities that all RKS System can become now...and finally noticing that somehow Silvally-Steel got stuck with Iron Fist...when it has zero punching moves still. What. (Hell, Silvally doesn't even have hands to punch with in the first place.)

I guess I can understand given the word "Iron" in the ability's name, so it's not like I'm trying to throw Lysion under the bus or anything since coming up with 17 relevant abilities for a still beleaguered mon was no doubt difficult and when Lysion did a good job otherwise. It's just that in this case Iron Fist is an utterly dead ability on a mon that still needs all the help it can get, and the kicker is that even if Silvally did have punching moves--even all of the punching moves including Double Iron Bash and Bullet Punch--then it would arguably still end up obviated by Silvally-Normal getting Tough Claws.

So, I propose one actual thing and three lesser things right now when it comes to Silvally, which doubtless can still use more than all this:

1. Please give Silvally-Steel :silvally-steel: the ability Wind Power over Iron Fist = This isn't me just pushing one of my own abilities or a Sand "agenda", though ironically short of Filter, basically the all other most fitting abilities left for Silvally-Steel seem to be the winning ones that I've proposed changing so far. Of those four, I think that Wind Power fits the best since literally every other Wind Power and even Wind Rider mon is weak to Ice given the nature of the ability whereas Silvally-Steel resists Ice, something that would significantly benefit Sand teams without having to rely on Genesect (or Golisopod). So that's already a legitimate if small niche for it even before it already having Squall too and being the strongest SpA pure-Steel mon outside of Ubers, which is admittedly a low bar and still rather specific but tangibly is something rather than nothing it has now.

2. Maybe give Silvally-Grass :silvally-grass: back the ability Overgrow over Wind Rider = Wind Rider is useful, don't get me wrong, and this is thus the least important of these despite it coming second, but Silvally-Grass randomly no longer having Overgrow both breaks up the trinity of starter abilities and thus feels non-intuitive. Freeing up Wind Rider would, however, mean that another Silvally-type could use though, such as....

3. Maybe give Silvally-Flying :silvally-flying: the ability Wind Rider over Air Lock = I'm unsure how appealing Air Lock is on mono-Flying mon since I've yet to see Silvally period yet or even use it myself, but despite being weak to Ice yet unable to abuse Snowball like basically every other Wind Rider mon, Wind Rider seems like it would still be pretty decent on something that essentially has STAB yet recoil-less Brave Bird. (Alternately give Wind Rider to another of the forms instead, like Silvally-Ghost over Intimidate, though that might be a bit dangerous in that case even with how middling Silvally still is just because of how unresisted Ghost still is. A non-Ice weak Wind Rider would be another nice if small niche though and I know I'd definitely use it.)

4. All of the buffed Silvally's Memories could stand to boost their type by 1.1x probably = Right now there seems to be next to no mon that wants to actually use the items in question outside from Silvally being forced to, even Ghosts or Dragons who benefit from slashing their own typed damage, especially when the items in question can be hit by Knock Off (and Trick/Switcheroo) unless on Silvally. While this might not change that much (despite giving Gholdengo yet another unneeded boost technically) and while they could maybe even stand to be boosted 1.2x despite that obviating the other type-boosting items, I think baby steps are probably best here since they're not locked to Silvally and since Silvally certainly wouldn't become broken in a vacuum just because its Multi-Attack becomes 132 BP with its forced Memory item before STAB while 144 BP before STAB might be a bit...much.


That's "all" for now. Have a good Sunday everyone whether I see you or not.
 
Well I'm still on the move so I'll answer pretty quickly: I subbed this ability along with TDLoriat, and they wanted Iron Fist because they wanted to make Multi-Attack a punching move with another sub. Said move sub didn't win, so it got stuck, and if you ask me, on hindsight it was pretty dumb lmao, but I was thinking we would have to change the abilities anyway.

Speaking of which, Silvally was one of the subjects for a buff, we plan on changing the abilities for multiple forms, Steel included. I do appreciate the ideas you came up with, and I keep that in mind!
 
Four slates in, from the multitude of battles we have had across the creatikn of the mod, I have to say.....GlaceMons is pretty solid of a metagame. It has a few key flaws that I will be talking about soon, but overall it is to me a pretty enjoyable metagame.

Personally I believe that for Adjustments, we should aim for viable mons more than anything else, and I think for the most part we are hitting those angles. To cover a few of the lesser and controversial winners...

Umbreon - Controversial Pokemon for sure, but in the grand scheme of things, this Pokemon was pretty ok. I stand on the belief that this probably should have been avoided slate 1, but as it stands, the nerf was unnecessary and was an over reaction. Umbreon is a pretty high ceiling, and with Magic Guard is honestly a bit overtuned, but one thing this metagame has taught me is that you are one strong Z-Move away from being tossed up. Also, between slate 1 and slate 4 I think we received alot more offensive and even defensive answers to this Pokémon, so I think either getting rebuffed outright, or at least spmething stronger than Natural Cure be given out here.

Silvally - I was always against the idea of going down this path, Silvally is not an easy Pokemon to buff, which shows as it won 3 seperate buffs and we have roughly 3 or so viable winners. People gotta accept that no more than 4 or 5 Silvs will EVER be viable...too much good competition exists.

Necrozma - This mon got alot of doom and gloom upon winning (from me included), but honestly its been fine, its speed, and the influx of amazing Steels and Darks (and Fairies to a lesser extent) into the tier really reign it in. Necrozma hasnt been explored nearly as much as it ought to be, so it could be better than we expect, but right now I think we slightly overhyped it, its a positive addition.

Magearna - An extremely potent addition to the tier, an easy S Rank level threat in my opinion. The later nerf to Soul-Heart imo is 100% necessary, as someone who has looked down a post nerf offensuve Magearna in the eye, sweeping with that Pokemon was not hard with things like Air Balloon, Z-Moves and weakness policy basically shoring up how damaging the loss of Calm Mind really was to Mage. As of rught now its euther a sleeper insane Specs breaker or a magnificent glue mon due to how efficient of an abuser of Self-Repairing Magearna is. Even after the nerf, its utility alone may be something to look out for.

Avaluggs - Anticipation makes regular Avalugg a very consistent physically defensive wall. My main problem is its absolutely horrid as a spinner against the #1 spinblocker in the tier. Insane Body Press abuser and I honestly may prefer to use ut as a Stealth Rocker instead. Its Hisuian form is bad. Not a good Pokémon. Much better than standard but its 100% outclassed by base in GlaceMons.

Haxorus - Hasn't been used, or better statement I haven't seen it. Will be interesting to see how this shit turns out in actual gameplay.

Drapion - It is a bit mid tbh, and I am tired of pretending that it's not. Horrid sand abuser, doesn't actually address the main threats that Sand has. Sand ismt a playstyle to do slow methodological set up with. Its weather. You go in and hit hard. And Drapion can't hit hard enough. Its Tough Claws set faces similar issues, even after the boost it faces alot of issues in regards to damage dealing as a strict wallbreaker. Its best niche imo is to fill out an Alolan Muk style bulky Oursuit trapper niche, but faces competition from bulky Kingambit and Mega Tyranitar, who can trap alot of different targets due to their much better bulk that offsets their worse defensive typing.

Shaymin / Shaymin-Sky - Never seen Shaymin in action, so no real comments. It is probably a solid defensive mon. Shaymin Sky is pretty insane as an offensive threat, No Guard Grass Whistle might have to reinstate the Sleep Moves clause pronto. Immensely powerful offensive threat here, will be a top tier threat that is honesty broken with Grass Whistle.

Goodra - Insane Pokemon. Alot of people have collectedly decided that it is an ok but strong pick...nah. I seen what this does via Curse. If you don't immediately 2HKO it you are in for a llife of hell. This is a threat that needs extreme scrutiny in the immediate future.

Golisopod - OSP was so crazy for not giving this thing U-turn / Flip Turn. Dare to be different headass.

Now, for Items / Abilities / Moves. I am of the opinion that if you can't produce at bare minimum 3 Pokémon that utilize them at B rank viability, the submission failed. Subs should be a worthwhile addition to the metagame, and I caught heat for saying it before, but I will be doubling down - subs with little or no metagame representation are an utter waste of time. And this isn't a knock on the sub quality either (most of the time), this is mainly an issue of distribution. And I get it, it can be hard to find the mirror between flavor and competitive, but you gotta try harder man. There are ability wins with all of their users never seen the light of RU in 10 years, and the ability isn't changing that. The excuse about giving PU mons don't fly with me, because the goal of the mod isn't to give random PU mons stuff, its to create a new competitive environment, and relying on subsequent buffs for a single mon never ends well (Silvally proves this). And not to hammer home on the council exclusively, the submitters ought to catch heat too. If you can't provide three reasonably viable users of the submission you are making, we probably should be dropping it as an option, or at the very least hold it to alot more scrutiny.

It sounds harsh, but seeing alot of stuff voted for seeing zero use in the metagame just plain sucks, and I hope that submitters and council alike be more keen on what they expect to use the things they make / distribute.
 
With the conclusion of the playtest period, here are the usage stats and buffs and nerfs to existing elements in the tier!
:goodra: GlaceMons Playtesting Usage Stats :gholdengo:
Code:
+ ---- + ------------------ + ---- + ------- + ------- +
| Rank | Pokemon            | Use  | Usage % |  Win %  |
+ ---- + ------------------ + ---- + ------- + ------- +
| 1    | Goodra             |   28 |  25.00% |  50.00% |
| 2    | Gholdengo          |   24 |  21.43% |  54.17% |
| 3    | Hippowdon          |   23 |  20.54% |  47.83% |
| 4    | Landorus-Therian   |   21 |  18.75% |  52.38% |
| 5    | Great Tusk         |   19 |  16.96% |  36.84% |
| 6    | Enamorus           |   17 |  15.18% |  52.94% |
| 6    | Genesect           |   17 |  15.18% |  47.06% |
| 8    | Zamazenta-*        |   16 |  14.29% |  50.00% |
| 8    | Raging Bolt        |   16 |  14.29% |  50.00% |
| 10   | Shaymin-Sky        |   14 |  12.50% |  42.86% |
| 11   | Ferrothorn         |   13 |  11.61% |  76.92% |
| 11   | Clefable           |   13 |  11.61% |  69.23% |
| 11   | Skarmory           |   13 |  11.61% |  69.23% |
| 11   | Garchomp           |   13 |  11.61% |  61.54% |
| 11   | Gliscor            |   13 |  11.61% |  46.15% |
| 16   | Chansey            |   12 |  10.71% |  58.33% |
| 16   | Moltres            |   12 |  10.71% |  16.67% |
| 18   | Magearna           |   11 |   9.82% |  81.82% |
| 18   | Terapagos          |   11 |   9.82% |  72.73% |
| 20   | Swampert           |   10 |   8.93% |  80.00% |
| 20   | Diancie            |   10 |   8.93% |  60.00% |
| 20   | Sableye            |   10 |   8.93% |  60.00% |
| 20   | Haxorus            |   10 |   8.93% |  50.00% |
| 20   | Drapion            |   10 |   8.93% |  50.00% |
| 20   | Tauros-Paldea-Aqua |   10 |   8.93% |  30.00% |
| 26   | Sharpedo           |    9 |   8.04% |  66.67% |
| 26   | Tapu Koko          |    9 |   8.04% |  44.44% |
| 26   | Charizard          |    9 |   8.04% |  33.33% |
| 26   | Sceptile           |    9 |   8.04% |  33.33% |
| 26   | Iron Crown         |    9 |   8.04% |  33.33% |
| 31   | Glimmora           |    8 |   7.14% |  62.50% |
| 31   | Necrozma           |    8 |   7.14% |  50.00% |
| 31   | Steelix            |    8 |   7.14% |  50.00% |
| 31   | Vikavolt           |    8 |   7.14% |  37.50% |
| 35   | Pelipper           |    7 |   6.25% |  71.43% |
| 35   | Archaludon         |    7 |   6.25% |  71.43% |
| 35   | Slaking            |    7 |   6.25% |  71.43% |
| 35   | Golisopod          |    7 |   6.25% |  71.43% |
| 35   | Rillaboom          |    7 |   6.25% |  14.29% |
| 40   | Volcarona          |    6 |   5.36% |  66.67% |
| 40   | Umbreon            |    6 |   5.36% |  66.67% |
| 40   | Crawdaunt          |    6 |   5.36% |  50.00% |
| 40   | Toedscruel         |    6 |   5.36% |  50.00% |
| 40   | Alomomola          |    6 |   5.36% |  33.33% |
| 40   | Manectric          |    6 |   5.36% |  33.33% |
| 40   | Archeops           |    6 |   5.36% |  16.67% |
| 40   | Camerupt           |    6 |   5.36% |  16.67% |
| 48   | Kyurem-Black       |    5 |   4.46% |  80.00% |
| 48   | Grimmsnarl         |    5 |   4.46% |  80.00% |
| 48   | Okidogi            |    5 |   4.46% |  80.00% |
| 48   | Ogerpon-Wellspring |    5 |   4.46% |  80.00% |
| 48   | Iron Treads        |    5 |   4.46% |  60.00% |
| 48   | Glaceon            |    5 |   4.46% |  60.00% |
| 48   | Kingambit          |    5 |   4.46% |  40.00% |
| 48   | Tyrantrum          |    5 |   4.46% |  20.00% |
| 48   | Tauros-Paldea-Combat |    5 |   4.46% |  20.00% |
| 48   | Celesteela         |    5 |   4.46% |  20.00% |
| 58   | Deoxys-Speed       |    4 |   3.57% |  75.00% |
| 58   | Dracovish          |    4 |   3.57% |  75.00% |
| 58   | Regieleki          |    4 |   3.57% |  75.00% |
| 58   | Corviknight        |    4 |   3.57% |  25.00% |
| 58   | Dragonite          |    4 |   3.57% |  25.00% |
| 58   | Whimsicott         |    4 |   3.57% |  25.00% |
| 58   | Porygon-Z          |    4 |   3.57% |   0.00% |
| 65   | Mawile             |    3 |   2.68% | 100.00% |
| 65   | Scizor             |    3 |   2.68% |  33.33% |
| 65   | Wo-Chien           |    3 |   2.68% |  33.33% |
| 65   | Tapu Lele          |    3 |   2.68% |  33.33% |
| 65   | Zapdos             |    3 |   2.68% |   0.00% |
| 65   | Tapu Fini          |    3 |   2.68% |   0.00% |
| 65   | Kartana            |    3 |   2.68% |   0.00% |
| 65   | Regigigas          |    3 |   2.68% |   0.00% |
| 73   | Blaziken           |    2 |   1.79% | 100.00% |
| 73   | Enamorus-Therian   |    2 |   1.79% | 100.00% |
| 73   | Tauros-Paldea-Blaze |    2 |   1.79% | 100.00% |
| 73   | Slowking-Galar     |    2 |   1.79% | 100.00% |
| 73   | Cresselia          |    2 |   1.79% |  50.00% |
| 73   | Lopunny            |    2 |   1.79% |  50.00% |
| 73   | Goodra-Hisui       |    2 |   1.79% |  50.00% |
| 73   | Tornadus-Therian   |    2 |   1.79% |  50.00% |
| 73   | Blissey            |    2 |   1.79% |   0.00% |
| 73   | Heatran            |    2 |   1.79% |   0.00% |
| 73   | Ogerpon-Cornerstone |    2 |   1.79% |   0.00% |
| 84   | Dondozo            |    1 |   0.89% | 100.00% |
| 84   | Rotom-Heat         |    1 |   0.89% | 100.00% |
| 84   | Medicham           |    1 |   0.89% | 100.00% |
| 84   | Urshifu            |    1 |   0.89% | 100.00% |
| 84   | Shaymin            |    1 |   0.89% | 100.00% |
| 84   | Mandibuzz          |    1 |   0.89% | 100.00% |
| 84   | Latias             |    1 |   0.89% | 100.00% |
| 84   | Boltund            |    1 |   0.89% |   0.00% |
| 84   | Clodsire           |    1 |   0.89% |   0.00% |
| 84   | Tyranitar          |    1 |   0.89% |   0.00% |
| 84   | Thundurus          |    1 |   0.89% |   0.00% |
| 84   | Garganacl          |    1 |   0.89% |   0.00% |
| 84   | Nidoking           |    1 |   0.89% |   0.00% |
| 84   | Buzzwole           |    1 |   0.89% |   0.00% |
| 84   | Rotom-Wash         |    1 |   0.89% |   0.00% |
| 84   | Aggron             |    1 |   0.89% |   0.00% |
| 84   | Blacephalon        |    1 |   0.89% |   0.00% |
| 84   | Tapu Bulu          |    1 |   0.89% |   0.00% |
| 84   | Silvally           |    1 |   0.89% |   0.00% |
| 84   | Beedrill           |    1 |   0.89% |   0.00% |
| 84   | Samurott-Hisui     |    1 |   0.89% |   0.00% |
| 84   | Terrakion          |    1 |   0.89% |   0.00% |
Moves and Teammates / Combos / Leads / Replay Links

Moves
Flex Off: Cannot be used consecutively.
This is mostly for clarification, but just know that it isn't supposed to be used over and over as it used to be due to bugs!

Land's Wrath: 60 BP | Leech Seed, Stealth Rock, and terrain get cleared after this move is successful. -> 70 BP | Hazards/terrain/bind/Leech Seed get cleared after this move is successful.
A slight BP boost to make it slightly more desirable and clearing all hazards to make it more useful across the metagame; with Flying-types being solid at the moment a blockable but stronger Rapid Spin with no Speed boost doesn't seem too pressing.

Rest: 5 PP -> 10 PP
Consistency change...@anaconja why are you so foolish?

Salve Strike: 80 BP | Heals the user's status if this move knocks out the target. -> 85 BP | 1.5x power if user is statused; heals status.
A slight BP boost along with an updated secondary effect of boosting damage when statused can justify use over Play Rough while providing immediate utility to its' users.


Spectral Thief: Steals one stage of stat changes from each stat from the target. -> Clears stat changes from the target, then takes the highest stat boost.
A full shut down of set up can make it more desirable on defensive Pokemon like Wo-Chien and Mega Sableye while still maintaining the highest stat taken.

Twister: 40 BP -> 60 BP
A BP boost to a priority move might seem out of the ordinary, but with Dragon hitting itself for super effective damage only and most users of it not wanting to use it 9 times out of 10, a tweak like this can make it slightly better.

Worry Seed: 80 BP | Physical -> 90 BP | Special
The elephant in the room when it comes to new moves, Worry Seed hasn't seen too much use outside of Shaymin to beat Goodra. With it being Special, more Pokemon like Mega Sceptile, Mega Venusaur, and for more utilitarian purposes, Shaymin-Sky, can become viable users of it and make the move acceptable to use.


Night Slash / Psycho Cut: Deals additional damage of 1/8 of the target's max HP. High critical hit ratio. -> Deals additional damage of 1/16 of the target's max HP. High critical hit ratio.
1/8 maximum HP was way too effective on Pokemon like Mega Medicham with Psycho Cut and becoming a pretty staggering progress maker for most Dark-types with Night Slash; a Leftovers negation may seem excessive but the decrease in additional chip can make dealing with users of these moves more bearable.

Self-Repairing: 15 PP -> 10 PP
Way too obnoxious with 24 PP. It also seemed weird for all recovery moves to have 16 PP except this one, so some synchronization here is also good.

Tera Starstorm: 120 BP -> 100 BP
Terapagos-Stellar surprisingly has proven to not be unbearable to deal with in game, but Tera Starstorm sometimes did crazy numbers to most Pokemon since it is unresisted and coming off of a solid 130 Special Attack stat. A slight BP nerf will likely make it more acceptable to face, as Terapagos is a respected utility option and emergency sponge in the metagame.

Abilities
RKS System: Silvally now has some new abilities for some of its forms.
:silvally-fire: Blaze -> Flash Fire
:silvally-water: Torrent -> Water Absorb
:silvally-ice: Snow Warning -> Ice Scales
:silvally-fighting: Scrappy -> Opportunist
:silvally-ground: Rocky Payload -> Dry Skin
:silvally-flying: Air Lock -> Magic Guard
:silvally-rock: Solid Rock -> Rocky Payload
:silvally-ghost: Intimidate -> Shadow Shield
:silvally-dragon: Marvel Scale -> Rough Skin
:silvally-dark: Moxie -> Adaptability
:silvally-steel: Iron Fist -> Filter

Items
Crystal Crown: Holder takes 0.67x damage from Z-Moves, Mega-Evolved Pokemon, Dynamaxed Pokemon and Terastallized Pokemon. -> Holder takes 0.67x damage from Z-Moves, Mega-Evolved Pokemon, Dynamaxed Pokemon and Terastallized Pokemon. When hit by the aforementioned, the opponent takes 1/8 max HP.
A very hyper specific item like this was bound for a buff; the extra damage against opponents who fit the bill for this item hopefully justifies more use of it. If not...it is what it is.

Honey: Restores ¼ max HP at ½ max HP or less. -> Restores ⅓ max HP at ½ max HP or less.
Separating itself from Sitrus Berry and effectively becoming a better one should justify its use more often.

The Silvally Memories also provide an additional 1.1x power boost to their respective type.

Adjustments
:umbreon: Synchronize / Natural Cure -> Magic Guard / Natural Cure
He's back! Admittedly, the original decision was made with haste and now that time has passed Umbreon returns as a great defensive piece in the metagame again. Apologies for the inconvenience.

:drapion: -Power Trip
:goodra: -Curse
:shaymin-sky: -Grass Whistle
All three Pokemon above share one trait; each single move above made them obnoxious. Power Trip + Coil + Tough Claws Drapion led to games where it just smashed the opponent without much consequence, Curse Goodra made it near unkillable along with it slamming into everything with Wave Crash and phazing with Dragon Tail, and, while not used much, Shaymin-Sky with No Guard + Grass Whistle is pretty self-explanatory.

My personal view on the metagame is that it's pretty good right now and the only thing I would want in the future is submissions to be a little bit more outside the box so that we can have usable custom elements in the tier. Otherwise, I really enjoy playing and cannot wait to see what's in store in the future! But with all of that yap out of the way, here's the big new slate...

:goodra: Slate 5 :gholdengo:
Similar to other slates, resubs of concepts from slate 4 are allowed for this slate, but slate 3 and further are not allowed, and anything that you've already resubbed from slate 2 is also not allowed (as you've already used your one resub on it). If it doesn't get in this slate, you are not allowed to submit it again next slate (for convinience sake, label your subs as RESUB if that is the case).

Like last slate, the maximum number of submissions you can make per category is THREE!

Submissions end on Friday night GMT -5, vetoes will happen a day before
.

Oh yeah gamer but swag is council now congrats to him...
 
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:pecharunt::zeraora::beartic:
:ss/Pecharunt:
Name: Pecharunt
Type:
Ghost.png
Steel.png

Abilities: Poison Puppeteer | HA: Merciless
New Moves: Baneful Bunker, Toxic Spikes, Earth Power, Thunder Wave, Knock Off, Mortal Spin
Justification: Merciless grants Pecharunt the oomph it needs to skyrocket up into viability as a powerful abuser of Merciless in the tier. Mortal Spin provided hazard control and had a means of spreading posion to trigger Merciless and or Hex. Earth Power was provided as a means of landing hits against major threats like Kingambit and Mega Tyranitar, who otherwise can consistently swap into Pecha. TTar especially was in danger due to being vulnerable to Poison status.

:ss/zeraora:
Name: Zeraora
Type:
Electric.png

Abilities: Volt Absorb | HA: Velocity
New Moves
: Ion Saw, Overvolt Rail, Recover
Justification: Velocity allows Zeraora to be much more efficient, allowing max HP Max Speed sets that are allowed to leverage its decent bulk and hit much harder than it ever did in standard, while avoiding the pains of Intimidate. Got access to the new moves since it's an Electric type duh, and Recover lets it heal off chip throughout the match. These buffs will ensure that Zeraora can still compete in a metagame that is a bit harder to force progress against.

:ss/beartic:
Name: Beartic
Type:
Ghost.png
Steel.png

Abilities: Slush Rush / Swift Swim | HA: Inner Focus
New Moves: Ice Shard, Mach Punch, Mountain Gale, Triple Axel
Justification: They said stop buffing Sand, buff Hail. So we buffing Hail. Beartic may be a little slow even in Hail, but it packs a punch with 120 BP dual STABs, and can comfortably run Jolly and still clean up shop.
:Landorus::thundurus::tornadus::enamorus:
Name: Sandsear Storm | Wildbolt Storm | Bleakwind Storm | Springtide Storm
Power: 110
Accuracy: 80%
PP: 10
Type:
Water.png
|
Fire.png
|
Ghost.png
|
Ground.png

Category:
Special.png
|
Physical.png
|
Physical.png
|
Special.png

Effect: Has a 20% chance to burn / paralyze / lower Speed of the target | 30% chance to lower the attack of the user. (Springtide)
Each move ignores accuracy checks depending on the weather
  • Sandsear Storm - Sandstorm, Sunny Day and Desolate Land
  • Wildbolt Storm - Rain Dance, Primordial Sea and Snowscape
  • Bleakwind Storm - Rain Dance, Primordial Sea and Sandstorm
  • Springtide Storm - Sunny Day, Snowscape and Desolate Sand
If this move is used against a Pokemon holding Utility Umbrella, this move's accuracy remains at 80%.
Priority: 0
Flags: Wind
Potential Pokémon With This Move: Just Genies
Justification: These moves exist to give the genies power back underneath their wings. Landorus gets a flat buff to special and utility sets alike, with a 110 BP STAB with good PP and a solid burn chance, making it quite the threat. Wildbolt being physical not only taps into Thundurus's decent Attack stat, but allows it to not compete with Thunder, arguably the superior Rain Electric STAB. Bleakwind now firmly outclasses Hurricane, as it should being a signature move. Tornadus is often ran on Sand nowadays both as a Regen pivot and a regular sweeper, so this will only improve that. Springtide Storm is now Contrary Enamorus's best friend, with a much strobg 110 BP STAB with a 30% chance to raise it's own Attack after every use. This should finally put physical Enam on the map.
 
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Items
Crystal Crown: Holder takes 0.67x damage from Z-Moves, Mega-Evolved Pokemon, Dynamaxed Pokemon and Terastallized Pokemon. -> Holder takes 0.67x damage from Z-Moves, Mega-Evolved Pokemon, Dynamaxed Pokemon and Terastallized Pokemon. When hit by the aforementioned, the opponent takes 1/8 max HP.
A very hyper specific item like this was bound for a buff; the extra damage against opponents who fit the bill for this item hopefully justifies more use of it. If not...it is what it is.

Wanted to talk about this first... the core problem isnt the fact this doesn't have an additional effect like chip dmg, but the fact there are many mega stone and z-move users where this just isnt good at doing its job.. your alomomola isnt going to check mega manectric any better while the same alomomola is just gonna take just as much from +2 garchomp regular eq instead of them going for the z-move.... this alr happened before, this change fixes nothing in my opinion and still the item will be bottom tier because its just to specific and doesnt do enough outside of the MU you are trying to get, also tera + dynamax is banned

Flex Off: Cannot be used consecutively.
This is mostly for clarification, but just know that it isn't supposed to be used over and over as it used to be due to bugs!

This change is fine... thank god this makes it riskier and not just a superior bulk up often times... Still, you are often times going ham after one flex off as the +2 +2 often times can let you run away with games

Land's Wrath: 60 BP | Leech Seed, Stealth Rock, and terrain get cleared after this move is successful. -> 70 BP | Hazards/terrain/bind/Leech Seed get cleared after this move is successful.
A slight BP boost to make it slightly more desirable and clearing all hazards to make it more useful across the metagame; with Flying-types being solid at the moment a blockable but stronger Rapid Spin with no Speed boost doesn't seem too pressing.


Yay

Rest: 5 PP -> 10 PP
Consistency change...@anaconja why are you so foolish?

Rest is still gonna be unviable tho... koko, fini, and just in general the passivity it grants by being asleep and while early bird users may wake up at the start of the next turn it still feels slow

Salve Strike: 80 BP | Heals the user's status if this move knocks out the target. -> 85 BP | 1.5x power if user is statused; heals status.
A slight BP boost along with an updated secondary effect of boosting damage when statused can justify use over Play Rough while providing immediate utility to its' users.

Biggest counter to stuff like toxic gliscor with stuff like bulu... problem is distribution. There is literally almost no viable users in OU who would want to use this move and bulu is like a mid tier at best

Spectral Thief: Steals one stage of stat changes from each stat from the target. -> Clears stat changes from the target, then takes the highest stat boost.
A full shut down of set up can make it more desirable on defensive Pokemon like Wo-Chien and Mega Sableye while still maintaining the highest stat taken.

Makes it an even more superior anti offense tool but with defensive pokemon mainly packing it and mons who arent very viable or banned (in case of dragapult) or dont wanna run it (zoroark-h)
Twister: 40 BP -> 60 BP
A BP boost to a priority move might seem out of the ordinary, but with Dragon hitting itself for super effective damage only and most users of it not wanting to use it 9 times out of 10, a tweak like this can make it slightly better.

But not flame burst? This buff does sound reasonable esp on options like hydreigon, raging bolt, cm latios, mixed chomp potentially. I feel not giving this to flame burst despite it being almost equally as unviable is an odd choice

Worry Seed: 80 BP | Physical -> 90 BP | Special
The elephant in the room when it comes to new moves, Worry Seed hasn't seen too much use outside of Shaymin to beat Goodra. With it being Special, more Pokemon like Mega Sceptile, Mega Venusaur, and for more utilitarian purposes, Shaymin-Sky, can become viable users of it and make the move acceptable to use.

Nice change, smth like m venu surely will bully mons like slowking-g, toxapex, skarmory, gliscor, goodra, etc. I think mega venu for sure should be def more viable
Night Slash / Psycho Cut: Deals additional damage of 1/8 of the target's max HP. High critical hit ratio. -> Deals additional damage of 1/16 of the target's max HP. High critical hit ratio.
1/8 maximum HP was way too effective on Pokemon like Mega Medicham with Psycho Cut and becoming a pretty staggering progress maker for most Dark-types with Night Slash; a Leftovers negation may seem excessive but the decrease in additional chip can make dealing with users of these moves more bearable.

Odd change considering I have not seen mega medi much... I feel its a fine change but the distribution on this move is still meh and outside of mega medi I have not seen any users using this move realistically and with the reduction of chip dmg it feels like its def going to not see use to justify it esp with 70 BP (which is just very very slightly stronger than knock)
Self-Repairing: 15 PP -> 10 PP
Way too obnoxious with 24 PP. It also seemed weird for all recovery moves to have 16 PP except this one, so some synchronization here is also good.

Sure, keeps it in line with other 10 PP recovery moves
Tera Starstorm: 120 BP -> 100 BP
Terapagos-Stellar surprisingly has proven to not be unbearable to deal with in game, but Tera Starstorm sometimes did crazy numbers to most Pokemon since it is unresisted and coming off of a solid 130 Special Attack stat. A slight BP nerf will likely make it more acceptable to face, as Terapagos is a respected utility option and emergency sponge in the metagame.

Haha yeah.. its true it is kinda but cutting its dmg output by 16% is indeed not very little but whatever, it will deal with it (rip base terapagos lol)

Abilities
RKS System: Silvally now has some new abilities for some of its forms.
:silvally-fire: Blaze -> Flash Fire
:silvally-water: Torrent -> Water Absorb
:silvally-ice: Snow Warning -> Ice Scales
:silvally-fighting: Scrappy -> Opportunist
:silvally-ground: Rocky Payload -> Dry Skin
:silvally-flying: Air Lock -> Magic Guard
:silvally-rock: Solid Rock -> Rocky Payload
:silvally-ghost: Intimidate -> Shadow Shield
:silvally-dragon: Marvel Scale -> Rough Skin
:silvally-dark: Moxie -> Adaptability
:silvally-steel: Iron Fist -> Filter

I will need to think about this more... but the ones that stand out are ice scales, magic guard, and rocky payload... the other ones have abilities that arent that good (rough skin, filter, flash fire), or are just not good types (rock, electric, bug, etc)

Honey: Restores ¼ max HP at ½ max HP or less. -> Restores ⅓ max HP at ½ max HP or less.
Separating itself from Sitrus Berry and effectively becoming a better one should justify its use more often.
Adjustments
:umbreon: Synchronize / Natural Cure -> Magic Guard / Natural Cure
He's back! Admittedly, the original decision was made with haste and now that time has passed Umbreon returns as a great defensive piece in the metagame again. Apologies for the inconvenience.

Cool, umbreon should be viable and i can spam okidogi again and bully umbreon users, also umbreon is gonna bully the crap out of zapdos, wo chien, golisopod, and ferro (and garg)
:drapion: -Power Trip

Sure, made it cheesy, i could also see this being bs on screens as well


yeah.. guess i should have seen this coming. curse + d tail jsut 1v1'ed the entire tier esp with recover making it a 1v1 machine even taking hits from m sceptile and being stupid hard to kill for even the stronger mons like a soul dew latios fails to ko this which is funny
:shaymin-sky: -Grass Whistle

self explanatory
 
:sv/mantine:
Name: Mantine
Type: Water/Flying
Abilities: Swift Swim / Water Absorb / Unaware
New Moves: Dragon Tail, Flip Turn, Heal Bell, Knock Off, Refresh, Snatch
Removed Moves:
Justification:
General buffs to a niche pokemon. Should be an interesting meta force, seeing as we lack decently bulky Unawares. Also is a reliable gholdengo check for slow teams.
:sv/regigigas:
Name: Regigigas
Type: Normal
Abilities: Slow Start | Normalize
Justification: I think the idea of having a strong normalize pokemon could be cool. Having teams based around removing normal resists to enable such a mon could be interesting.
Name: Sand Stream/Sand Spit
Effect: Sets sandstorm. The effect does not end until interrupted by another weather.
Permanent: No
Mold Breaker: N/A
Distribution: Same
Justification: Sand (as a whole) is terrible, this should make it more relevant over the course of a battle.

Name: Ill Will/Good Faith
Effect: On switchin, use Doom Desire/Wish.
Permanent: No
Mold Breaker: N/A
Distribution: :jirachi:, probably more once I gauge the limits of the Abilities
Justification: Seems like a dynamic pair of abilities. Ill Will can set up plays without wasting a ton of turns and resources while not being too strong due to the follies of the steel typing offensively, while Good Faith can create an interesting choice between passing the wish to a teamate and not healing yourself or just receiving the HP and getting a turn from it.
Name: Toxic/Flame Orb
Effect: Poisons/Burns the holder. Ignores type-based immunities.
Can Be Knocked Off: Yes
Ignored by Klutz: Yes
Fling Effect: 30 bp, Toxic/Burns the target (ignores type-immunities)
Justification: Makes these items more consistent overall. They become more dangerous offensively through use of trick and Fling and allow for more leniency when designing pokemon (allowing for Guts fire types to be more useful and allowing Poison Heal Poison types to be useful at all)
Name: Swallow
Power: Deals damage equal to half the user's level
Accuracy: 100
PP: 20 (32)
Category: Physical
Type: Bug
Effect: Consumes the target's item if hit. If an item is consumed, gain 1 stockpile. Stockpiles can be stacked by consuming more items without using Swallow on an enemy without a removable item. Max stack 3. Using Swallow on an enemy without a removable item consumes all stockpiles as Swallow normally would in addition to offensive effect.
Priority: 0
Flags: Contact
Distribution: Current. Could be expanded later.
Justification: A more defensively oriented knock. Exchanges any use offensely for different distribution + HP and Defense manipulation. Thought it was an interesting concept.

Name: Brine
Power: 40 BP
Accuracy: 100
PP: 10 (16)
Category: Special
Type: Water
Effect: Afflicts target with salt cure (Deals 1/8 max HP each turn; 1/4 on Steel- and Water-types.)
Priority: 0
Flags: N/A
Distribution: Current. Could be shrunk or expanded.
Justification: Salt Cure is an interesting move locked onto a terrible pokemon. Expanding it could give use to some lesser used items like covert cloak and add a new tool to the arsenal of certain defensive pokemon.
 
Name: Muddy Water / Mud Shot
Power: 95
Accuracy: 85
PP: 20
Category: Special
Type: Water / Ground
Effect: Sets up water / mud sport
Priority: 0
Flags (ex: Contact, Sound):
Potential Pokémon With This Move: :alomomola: :iron bundle: :palafin: :walking wake: :dondozo: :rotom-wash: :zapdos: :raging bolt: :dragapult: :arceus: :terapagos: :ampharos: :abomasnow: :articuno: :cryogonal: :glaceon: :jellicent::hydrapple: :venusaur: :rotom: :sceptile: :shaymin: :abomasnow: :whimsicott: :vileplume: :tangrowth: :roserade: / :arceus: :dragapult: :charizard: :toxapex: :wo-chien: :venusaur: :moltres-galar: :articuno-galar: :articuno: :salamence::moltres: :terapagos: :tornadus: :enamorus::dragalge: :gengar: :iron moth: :salazzle: :slowking-galar: :slowking: :nidoking: :nidoqueen:
Justification: Gives a way to setup the niche water and mud sport, this allows teams to have an interesting way to play around fire and electric pokemon as this is a move and you have to set it up but it makes these pokemon much more easier to manage. This also gives

Name: Comeuppance
Power: -
Accuracy: -%
PP: 20
Category: Physical
Type: Dark
Effect: The last move that hit the user will be returned at 1.5x damage. If the user has not taken damage yet, this move will hit the opponent at 50 BP with no additional effect.
Priority: -3
Flags (ex: Contact, Sound): Contact
Potential Pokémon With This Move: :grimmsnarl: :mandibuzz: :darkrai: :yveltal: :silvally: :annihilape: :primeape: :chi-yu: :wo-chien: :chien-pao: :chi-yu: :necrozma: :bisharp: :kingambit: :samurott-hisui: :aegislash: :sableye: :haxorus: :pecharunt: :okidogi: :Fezandipiti: :munkidori: :brute bonnet: :druddigon: :dusclops: :dusknoir: :golett: :golurk: :guzzlord:
Justification: This now is a more reliable option against strong attacks, if you anticipate the opponent might switch out you can use this to hit the opponent with a powerful asf effect. With -3 priority this means you can take a hit from a slow pokemon and throw this out to be a nuclear bomb against foes. This move is also not something you can idle against or stall, as this will continue to do damage even if it isn't that much
Name: White Herb
Effect: Restores all lowered stat changes to 0 when one is less than 0. Once per switch in
Can Be Knocked Off (Yes or No): Yes
Ignored by Klutz (Yes or No): Yes
Fling Power & Effect: 90
Justification: White herb now works as an item that can benefit mons that like to use stat dropping moves like close combat great tusk, scale shot garchomp, it can even work on curse quite well since you can switch in and out with this, it also pairs very well with moves like draco, overheat, psycho boost, and other moves that harshly lower your attack/special attack

Name: Muscle Band (RESUB)
Effect: The heavier the user than the target the more damage you deal (Up to 1.5x if the user would deal 120 BP with heavy slam), if you are lighter than the opponent you deal less damage (up to 0.66x if you would deal 40 BP with heavy slam).
Can Be Knocked Off (Yes or No): Yes
Ignored by Klutz (Yes or No): Yes
Fling Power & Effect: 10
Justification: This makes muscle band a more strategic item as you can use this on heavier pokemon to take advantage of the boosts or you can use ti on a more lighter pokemon and try to get the advantages at the cost of maybe facing heavy asf pokemon like buzzwole, great tusk, kyurem, heatran, ting lu, mega meta
Name: Stance Change
Effect: If this Pokemon is an Aegislash, it changes to Blade Forme and makes itself Ghost / Fighting with 1.2x power on all of its moves before using an attacking move, and changes to Shield Forme and makes itself Ghost / Steel while also regaining 1/8 of its health before using King's Shield.
Permanent (Yes or No): Yes
Mold Breaker (Yes or No): Yes
Potential Pokémon With This Ability:
Justification: This makes aegislash a much better mon, currently its UR'ed in nat dex which is unfortunate as this is a pokemon with a lot of potential that also misses out in vaporemons. Ghost / Fighting aegi with a 1.2x boost to its moves is a pretty strong attacker, this makes it pretty good at abusing close combat as well and makes offensive sets more potent, while its shield form is more focused on defense and retains its ghost steel type to take those hits from opponents.

Name: Rivalry
Effect: If the opposing pokemon is the opposite gender, then the users attacking moves have 1.3x power. If the opposing pokemon is the same gender or genderless pokemon then the user's defenses are increased by 1.3x
Permanent (Yes or No): Yes
Mold Breaker (Yes or No): Yes
Potential Pokémon With This Ability: :ursaring: :gyarados: :zapdos-galar: :gallade-mega: :gardevoir: :staraptor: :salamence: :aerodactyl: :basculegion: :basculegion-f: :basculin: :basculin-blue-striped: :basculin-white-striped: :beartic: :breloom: :crabominable: :crobat: :druddigon: :electabuzz: :electivire:
Justification: This gives rivalry a use case, it makes it so you can choose how you want to use this ability, often times smth like genies are male (or female in the case of enamorus) so you can make it so you can maybe hit it harder or take hits from them better. You can also guarantee have more bulk against genderless pokemon (cuz rivalry kinda stinked vs them cuz it had no effect)
:sm/empoleon:
Name: Empoleon
Type: Water / Steel
Abilities: Torrent / Anticipation
New Moves: Rapid Spin, Calm Mind, U-Turn, Dragon Tail, Taunt, Encore, Thunder Wave, Spikes
Removed Moves:
Justification: These changes should make empoleon a decent force to be wrecked with in OU. in OU with anticipation it can tank hits quite well from things like heatran, charizard y, diancie-m, kyurem, latios-m, iron crown, zapdos, etc. With calm mind you can serve as a potential win con, with rapid spin you can focus on removing your own hazards, with d tail you can distrurb the enemy especially with spikes, thunder wave, and encore to make pokemon take advantage easier esp with flip turn you can pivot into pokemon who can take advantage of such a pokemon. its unique typing should allow it to be smth that can deal with stuff like enamorus, genesect, kyurem, m sceptile, shaymin-s, volcarona, etc

:sm/nidoking: :sm/nidoqueen:
Name: Nidoking, Nidoqueen
Type: Ground / Poison, Ground / Poison
Abilities: Daredevil / Tough Claws / Sheer Force, Toxic Chain / Dry Skin / Sheer Force
New Moves: Moonlight, Morning Sun, Triple Axel, Blaze Kick, U-Turn, Knock Off, Spikes, Gunk Shot, Icicle Crash, Wild Charge, Headlong Rush
Removed Moves:
Justification: Nidoking and nidoqueen now have actual niches. By gifting nidoqueen with recovery, pivoting, and solid utility options it can now serve as a solid check to top tiers like m diancie, valiant, raging bolt,tapu koko, zapdos, etc. With toxic chain it is able to force progress against a good amount of pokemon especially since in conjunction with sludge bomb 30% poison you can accumulate a lot of times to get the status, Morning sun allows nidoqueen to stay healthy throughout a game and continue to use its bulk to deal with opponents instead of falling apart once its item is knocked off or it ate one hit.

Nidoking functions as a pretty nice option on offense as it can now use its much higher attack stat with options like headlong rush, gunk shot, and other high attacking options like blaze kick, wild charge, triple axel, while also having knock off to disturb the enemies or u-turn to gain momentum. With daredevil it can use options like gunk shot, fire blast, thunder, blizzard to hit very very hard against opponents as it now makes these risky moves have an even higher payoff, while tough claws gives nidoking quite a big punch behind its contact moves like headlong rush, poison jab, blaze kick, knock off, and u-turn which will allow it to amount to a lot more damage against opponents

:sm/Terrakion: :sm/keldeo: :sm/cobalion: :sm/virizion: (RESUB)
Name: Terrak / Keldeo / Coba / Virizion
Type: Fighting / Rock, Water, Steel, Grass
Abilities: Justified / Intimidate, Water Absorb, Anticipation, Scrappy
New Moves: Heavy Slam, Earthquake, Stealth Rock, Ice Spinner, Triple Axel, Defog, Volt Switch, Secret Sword, Knock Off, Pursuit, Ice Beam
:terrakion: (Accelerock, Mighty Cleave)
:keldeo: (Water Spout, Hurricane)
:cobalion: (Spikes, Bulk Up)
:virizion: (Victory Dance, Horn Leech)
Removed Moves:
Justification: This gives a lot more power to the sword of justice. With the addition of the new moves it gives them a lot more to work with, with the new moves they have it allows them to share a movepool more or less which gives them all some nice coverage options like ice, grass, steel, ground, and gives them a way to pivot in and out thanks to volt switch, an ability to force progress via knock off, and pursuit can always be nice to stop mons like slowking-g from switching out, or to accumulate chip damage.

This gives cobalion some nice moves to work with esp with knock off allowing it to take advantage of kingambit to deal with mons like lando-t, alomomola, gholdengo, slowking-g, etc, the use of anticipation allows it to be much more bulkier on the physical side to allow it to bully pokemon like weavile, samu-h, scizor-m, and also makes body press a much stronger move to throw out thanks to it.

Terrakion has some nice moves to work with esp wit mighty cleave being much more accurate than stone edge, with intimidate setting up and coming in now is less daunting of a task as it now has workable physical bulk to take advantage of smth like tyranitar-m, dragonite, scizor-m, cinderace, and mons like gliscor, flip turn alo,grassy glide rillaboom, etc.

Keldeo with the access of volt wsitch, ice beam, hurricane, and water spout makes specs and scarf very threatening sets especially in the late game, with the access of such moves it now becomes much more threatening as it now has good threatening coverage m
 
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good afternoon, I Have Returned.
:sv/diggersby::sv/lumineon:
Name: Huge Power / Pure Power
Effect: Doubles Attack / Special Attack Stat.
Permanent: no
Mold Breaker: nope
Potential Pokémon With This Ability: Old Distribution + :meditite::medicham::medicham-mega::gulpin::swalot::regice::registeel::milotic::delibird: / Old Distribution +:whismur::loudred::exploud::seel::dewgong::skitty::delcatty::baltoy::claydol::carbink::calyrex::altaria::chikorita::bayleef::meganium::uxie::scream-tail::regirock::registeel::luvdisc::Lumineon::ledian::lanturn::gourgeist::delibird:
Justification: one really good ability that could use more users, and a recycled light power, now with different flavor for funsies (yes, i want medicham to have both, yall can decide distrib tho)
:sv/torterra:
Name: Torterra
Type:
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Ground.png

Abilities: Overgrow / Rocky Payload [HA]
New Moves: Grav Apple, Diamond Storm, Temper Flare.
Justification: I Need Her To Be Good, has a hard time setting up with the meta ridden with viable ice types, rest of checks are weird, unreliable at worst.
:sv/hydreigon:
Name: Hydreigon
Type:
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Abilities: Levitate / Parental Bond [HA]
New Moves: Night Slash, Night Daze, Fiery Dance (Torch Song would be too much).
Justification: Hydreigon doesn’t need much to be good, a little bit of chip makes choiced and nasty plot sets exponentially more dangerous, night slash its just for funny chip shenanigans

changed stuff
 
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Name: Triple Kick | Fury Cutter
Power: 20
Accuracy: 90%
PP: 10
Category: Physical
Type: Fighting | Bug
Effect: Three-hit attack. First hit is 20 BP, second is 40, third is 60.
Priority: 0
Flags (ex: Contact, Sound): Contact | Contact, Slicing
Potential Pokémon With This Move: Current distribution +
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| Current distribution
Justification: Buffing Triple Kick to match Triple Axel, and also reworking Fury Cutter to work like them

Name: Ghastly Echo
Power: 20
Accuracy: 100%
PP: 10
Category: Special
Type: Ghost
Effect: Deals damage and switches out. The Pokemon that's switched in has the power of its attacks boosted by 50% for one turn.
Priority: 0
Flags (ex: Contact, Sound): Sound
Potential Pokémon With This Move:
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Justification: An idea that comes from Elite Redux. A different take on pivoting moves where the attack itself is weak, but powers up the attack of the next Pokemon. Since it's technically an offensive move by virtue of dealing damage, it can be blocked by Normal types and Soundproof users.

Name: Sheer Cold
Power: 100
Accuracy: 80%
PP: 5
Category: Special
Type: Ice
Effect: The target is attacked with a blast of absolute-zero cold. Super-effective against Water-types.
Priority: 0
Flags (ex: Contact, Sound): Sound
Potential Pokémon With This Move: Anything that learns Freeze-Dry + Kyogre and Suicune
Justification: Changing this from an OHKO move to Freeze-Dry+. Stronger, but lower accuracy. Limited to its current distribution and Freeze-Dry users. Suicune will love having a way to hit opposing bulky water for super-effective

Name: Overload Orb
Effect: The first time the holder uses a move of a particular type, that move’s power is boosted by 50%. However, all subsequent moves of that same type are weakened by 10% until the holder switches out.
Can Be Knocked Off (Yes or No): Yes
Ignored by Klutz (Yes or No): Yes
Fling Power & Effect: 10
Justification: Diminishing returns: the item. You have to carefully plan which order you use your moves in

Name: Gale Boomerang
Effect: When the holder uses a damaging Flying-type or wind-based move, the attack hits twice. The first hit deals its normal damage, while the second hit deals half damage.
Can Be Knocked Off (Yes or No): Yes
Ignored by Klutz (Yes or No): Yes
Fling Power & Effect: 10
Justification: Based on the item of the same name from The Legend of Zelda: Twilight Princess.

Name: Striker
Effect: Boosts the power of kicking moves by 50%
Stomp, Mega Kick, Double Kick, Jump Kick, Rolling Kick, Low Kick, Low Sweep, High Jump Kick, Triple Kick, Blaze Kick, High Horsepower, Trop Kick, Triple Axel, Thunderous Kick, Axe Kick, Pyro Ball
Permanent (Yes or No): No
Mold Breaker (Yes or No): No
Potential Pokémon With This Ability:
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Justification: We have a category for punching moves, but not kicking moves?

Name: Iron Fist
Effect: The Pokemon's punching moves are boosted by 50%
Permanent (Yes or No): No
Mold Breaker (Yes or No): No
Potential Pokémon With This Ability: Current distribution
Justification: As it stands, Tough Claws is this ability but better.

Name: Mighty Drill
Effect: The user's horn, beak, or drill-like appendage increases the power of its horn/drill moves by 50%
Horn Attack, Fury Attack, Hyper Drill, Peck, Drill Peck, Megahorn, Poison Jab, Horn Leech, Smart Strike, Drill Run
Permanent (Yes or No): No
Mold Breaker (Yes or No): No
Potential Pokémon With This Ability:
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034.png
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119.png
982.png
530.png
870.png

Justification:

:sv/trevenant:
Name: Trevenant
Type: Ghost/Grass
Abilities: Natural Cure / Tough Claws / Grassy Surge
New Moves
: Leaf Blade, Grav Apple, Superpower, Temper Flare, Stomping Tantrum, High Horsepower
Removed Moves: N/A
Justification: It's got claws, and they're made of wood, so I'd say they're tough. Grassy Surge for its control over trees.

:SV/carbink:
Name: Carbink
Type: Rock/Fairy
Abilities: Clear Body / Magic Guard / Sturdy
New Moves: Diamond Storm, Rapid Spin, Earthquake
Removed Moves: N/A
Justification: With Magic Guard, Carbink can only be damaged by direct attacks, but it still has no recovery, balancing it out.

:sv/pinsir: -> :SV/pinsir-mega:
Name: Pinsir -> Pinsir-Mega
Type: Bug/Ground -> Bug/Flying
Abilities: Hyper Cutter / Mold Breaker / Moxie -> Aerilate
New Moves: First Impression, Headlong Rush, Sand Tomb
Removed Moves: N/A
Justification: Pinsir is said to burrow underground, and New Pokemon Snap shows it behaving like an antlion.
 
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