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

:sv/Ceruledge::sv/armarouge:

Name: Ceruledge / Armarouge [RESUB]
Type:
Fire.png
Ghost.png
/
Fire.png
Psychic.png

Abilities: Battle Armor | Sharpness [HA] / Battle Armor | Good As Gold [HA]
New Moves: Sacred Sword. / Chicken Dance.

Justification: maybe too much, gave him everything he would want, but removing one of either sharpness or VD or Sacred Sword should make him fine if deemed broken. / Auspiscious comes from augury, the roman religion of watching what birds do to receive omens. Initially gave him GaG because i thought it came from aurum, the chemical name of gold? but no,,, keeping it because it helps against the toxics and taunts and the like.

:sv/xurkitree:

Name: Xurkitree
Type:
Electric.png
Steel.png

Abilities: Beast Boost | Moody [HA]
New Moves: Overvolt Rail, Flash Cannon, Self Repairing, Doom Desire, Calm Mind.
Removed Moves: Tail Glow.

Justification: a bulkier, faster Xurk. betterer, perchance

Name: Ice Body / Snow Cloak / Slush Rush [RESUB]
Effect: If Snow is active this Pokemon heals 1/4 of its Max HP each turn / this Pokemon defenses are 1.33x. Immunity to being statused, if Snow activates or gaining this ability in Snow heals status. / this Pokemon Attack and Special Attack are 1.33x and Speed is 1.50x.
Permanent (Yes or No): no
Mold Breaker (Yes or No): no
Potential Pokémon With This Ability: current distribution + :lapras::glastrier::kyurem: / current distribution + :altaria::avalugg::glaceon::manaphy::rotom-frost::tapu-fini::empoleon::oricorio-sensu::primarina::regice::dubwool: / current distribution + :thundurus-therian::thundurus::enamorus::zoroark-hisui::weavile::mamoswine::rotom-frost::cobalion::cryogonal::empoleon::froslass::gardevoir::gallade::honchkrow::metagross::mr-rime::volcanion:¿:gallade-mega:?

Justification: Snow buff<3 i love sand and The Hippo but they getting too comfortable, blizzard is also a wind move so thats that
poison heal but snow can be a little situational but can stack w lefties for a lot of recovery / ice is a Very Bad typing defensively, so the snow 1.5x def buff + 1.33x buff to both defenses can create Real Bastions / I didn't want this to be just another swift swim or sand rush, i wanted this to help pokemon like froslass play another role other than supp

Name: Hydration
Effect: Hydration + Rain Dish + This Pokemon Highest Defense is 1.5x. + Activates Aqua Ring on this Pokemon while rain is active or if it activates while this Pokemon is active. Aqua Ring effects don't end if Rain ends.
Permanent (Yes or No): no
Mold Breaker (Yes or No): no
Potential Pokémon With This Ability: hidration distribution + rain dish distribution + water veil distribution + :mantine::sylvally-water::gastrodon::jellicent::lanturn::milotic::swampert::walrein::suicune::rotom-wash::goodra-hisui::cursola::tapu-fini::keldeo:

Justification: rain buff, defensive only bc rain is good offensively usually
 
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:sv/hoopa: :sv/hoopa_unbound:
Name: Hoopa Bound | Hoopa Unbound
Type:
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/
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Abilities: Prankster / Long Reach | Moody / Long Reach
New Moves: (Already Has: Chakra Bullets, Mental Gymnastics, Spectral Thief), Aura Sphere, Dazzling Gleam, Encore, Imprison, Pain Split, Shadow Punch, Shadow Sneak, Solar Beam, Sucker Punch, Switcheroo, Taunt, Teleport, Thunder,
Removed Moves: None
Justification: A special attacking Prank-Bond Pokemon (though one that can dip its toes into mixed attacking), And a mild power buff to a powerful pokemon. Long reach is my only concern, and I am willing to part with it if the need comes. I added some utility but chose to leave out tools like Disable, Will o Wisp, Pivoting, and 50% recovery.


:sv/regirock: :sv/registeel: :sv/regice: :sv/regigigas: :sv/regidrago: :sv/regieleki:
Name: Regirock | Registeel | Regice | Regigigas | Regidrago | Regieleki
Typings:
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Abilities: Clear Body / Solid Rock | Clear Body / Light Metal | Clear Body / Refrigerate | Clear Body / Slow Start | Clear Body / Dragon's Maw | Clear Body / Transistor
New Moves: (All) Rapid Spin, Recover, Volt Switch, (Gens 3 and 4) Dazzling Gleam, Earth Power, Knock Off, Power Gem (Regice) Haze, Ice Punch, Thunder Punch (Regidrago) Agility,
Removed Moves: Nada
Justification:
 
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Vetoes aren't going to review subs, so I'll do it myself.

The triples:
No notes, Perfectly reasonable subs to make
The Discount Scalds:
I think Ice burn should spread burn not frostbite. But otherwise totally acceptable as long as distribution stays small.
Steamroller:
Does not fix the issues of the bug type.
Psyshock Clones:
Fine I think? They're still relatively weak moves.
Hold Back/False Swipe:
Still bad
Dual Chop:
Only one accuracy check is nice. Could be alright.
Flood of Blades:
I just don't like it. :/ I have no reason to suspect it to be unusable I just do not vibe with it.
Black Viper:
Why would I want this. Why is this move worth a moveslot on my Pokemon.
Iron Ball:
Seems a bit of a reach for the scope of one item to do all of that at once. Both providing a "steel-ate" and a rocks resistance feels really extreme for the scope of one item, and also doesn't make too much sense to me flavor wise.
The Gorebyss and Huntail items:
I LOVE ARBITRARY BST REQUIREMENTS. I don't like the idea conceptually or in practice to gatekeep some ludicrous buffs behind a BST wall.
Engine Breaker:
You may mold breaker. ONCE.
Crystal Ball:
"Attacks" lacks specificity. "Secondary effects" implementation seems unintuitive and the wording is vague.
Yellow Card:
I don't like it, but it may bring results.
Resist Berries:
Can we stop trying to buff berries already. Its been 7 slates and we're still doing this. Let them die.
Spider Charm:
An buff that ignores the largest issue behind the pokemon that it tries to buff. The main reason these pokemon are used at all is for sticky webs, and all of them are locked into heavy duty boots.
Iron Fist:
Bland but serviceable. I don't like the intimidate immunity.
Jack of all Trades:
On one hand, incredibly scary. On the other hand, very good buff to coverage attackers. Watch carefully and/or lower the multiplier.
Damp:
A scarily strong upgrade.
Mountaineer:
Articuno Propaganda
Vital Spirit:
A good concept for decloning but now leaves insomnia far behind itself. Still might have my vote however.
Nostalgia Trip:
Conflicted. Either good or very very terrible.
Explosive:
MY MANGO (probably needs a nerf in strength)
Cursed Body:
An improvement, but I don't currently like this implementation. Cursed Body and Curse being completely separate is just odd to me, and I would prefer Cursed Body involve Curse.
Dragon's Soul:
Atrocious vibes. I do not like it. It just adds another multiplier into the mix in an attempt to solve problems.
Snow Gaggle:
Does not fix the issue, which is that snow just isn't that excellent. Nerfs slush rush too.
Hydration:
Hurt my eyes to read. Probably the correct decision but that formatting needs work.
The Sneasel family:
A different way than I would have taken the line, but no apparent issues to me. I don't like the handling of Dire Claw, but nobody can actually make it fun.
Slowbro:
Doing too much for a payout that will exclusively be "regen mega bro" and not much else.
Dhelmise & Musharna:
Minimalist yet strong. Still probably not OU though.
The Sandslashes:
It feels like an overreach and just throwing a ton of buffs in a pile. Also probably Zu still.
Emboar:
Something to keep an eye out for, mainly for overheat reasons. Keep V-Create Away.
The clouds:
I don't know if this addresses the major issues plaguing the pokemon or not, but I like it.
Banette:
GOAT. KING.
Gardevoir:
I would like to call it fun, but I must return to my game balance brain, and that makes me question if whether or not this is fair.
Mandibuzz:
KING SHIT. NO NOTES.
Volcanion:
Volcanion rework #710. Not a bad attempt TBH.
The armored crew:
I already voiced my issues with this before, but I will say them again. Why are we handing out Good as Gold. Why are you giving it chicken dance when its neither a bird nor a coward. Why are these changes so minimalistic. Why?
Xurkitree:
A worse Magnezone using a stolen legendary signature move. Its not any faster, but is notably weaker without Tail Glow.

A reminder: I hold no official power so all of my comments mean nothing
 
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Name: Bonfire (RESUB)
Fire.png
|
Special.png
| PP: 10 (16) | Power: 60 | Accuracy: 100% | Priority: 0
Effect: Physical > Special, if Atk is higher than SpA. +20 BP for each other Pokémon on the team that knows Bonfire.
Flags: Protect, Mirror
Potential Pokémon: :Ceruledge::Charizard::Dragonite::Enamorus::Haxorus::Heatran::Kartana::Manectric-Mega::Moltres::Sceptile-Mega::Silvally::Tapu-Bulu::Tapu-Koko::Tapu-Lele::Tauros-Paldea-Blaze::Volcarona:
Justification: Meant to be a splashable Fire-type attack for STAB or coverage with an emphasis on team building.

Name: Caltrops
Steel.png
|
Status.png
| PP: 20 (32) | Power: -- | Accuracy: --% | Priority: 0
Effect: Lays sharp steel (Steel-type Rocks) on the opposite side of the field.
Flags: Mirror, Reflectable, Snatch
Potential Pokémon: :aegislash::celesteela::corviknight::ferrothorn::genesect::golisopod::greninja::haxorus::heatran::iron treads::iron valiant::metagross::pecharunt::samurott-hisui::scizor::silvally::skarmory::steelix::weavile::zamazenta:
Justification: Giving the hazards set by G-Max Steelsurge a way to actually be set in the form of a copy of Stealth Rock, which should help to rein in Fairy-types.
:whipped dream:
Name: Whipped Dream
Effect: If the holder is asleep and wakes up, their speed is doubled and this item is consumed. The speed boost is lost on switch-out.
Can Be Knocked Off: Yes
Ignored by Klutz: Yes
Fling Power & Effect: 20 BP, no additional effects.
Justification: Giving function to a functionless item while also further encouraging usage of Rest (particularly with Early Bird) while also punishing moves like Spore and Sleep Powder. Ultimately meant to serve as an alternative to Dreamcatcher for Pokémon that DON'T want to stay asleep.
Name: Nerve-racking
Effect: Prevents Pokémon afflicted with non-volatile status conditions from switching out.
Permanent: No
Ignored by Mold Breaker: Yes
Potential Pokémon: :Corviknight::Drapion::Dracovish::Garchomp::Silvally-Dark::Volcarona::Xurkitree:
Justification: Capitalises on the many new/altered status spreading moves and is I suppose something of a spin on Merciless. Should probably be careful with distribution, as Nerve-racking is admittedly something of a rather potent ability. Of course, though, pivoting moves and Shed Shell do still manage to squirm out of this effect, but if a Pokémon doesn't have this, they're out of luck.
 
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:sv/scizor:
Name: Bug Bite / Corrosive Gas / Incinerate / Knock Off / Pluck
60 Base Power | 100% Accuracy | 20 PP
Category
:
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Type:
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Effect: Removes the target's item (Base Power does NOT increase when this effect activates)
Priority: 0
Flags: Contact | None | None | Contact | Contact
Potential Pokémon With This Move: :pinsir::dudunsparce: | :venusaur::beedrill::venomoth::slowbro-galar::slowking-galar::umbreon::roserade::lickilicky::amoonguss::dragalge::eternatus::garganacl::grafaiai::glimmora::clodsire::iron moth::wo-chien::fezandipiti::pecharunt: | :solrock::regieleki::iron moth::scovillain: | :registeel::grimmsnarl: | :scyther::aerodactyl::lugia::salamence::tornadus::thundurus::landorus::noivern::yveltal::tapu koko::corviknight::enamorus::kilowattrel::espathra::bombirdier::iron jugulis:
Justification: I think Knock Off is an incredibly overturned move. Every Dark type that has it will almost always use it, and any Dark type that doesn't have it is essentially pure garbage for not having it. I like its effect though, enough to copy that effect to 4 other moves! I think these are all pretty balanced by their low BP - defensive mons can use them for utilities sake, while offensive mons will still gravitate to higher BP options.

:sv/tapu lele:
Name: Fell Stinger / Meltdown / Misty Explosion / Sheer Cold
160 Base Power | -% Accuracy | 5 PP
Category
:
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Type:
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Effect: The user faints, then deals damage; sets up Sticky Web | Toxic Spikes | Misty Terrain | Hail upon fainting
Priority: 0
Flags: Explosive Move, blocked by Damp
Potential Pokémon With This Move: :heracross::ninjask::scolipede::scizor::durant::araquanid::golisopod: | :muk::gengar::weezing::weezing-galar::deoxys::garbodor::nihilego::naganadel::toxtricity::tentacruel::overqwil::glimmora::brute bonnet: | :altaria::uxie::mesprit::azelf::ribombee::tapu koko::tapu lele::tapu bulu::tapu fini::dachsbun::tinkaton: | :jynx::regice::froslass::glaceon::weavile:
Justification: Misty Explosion is cool, but its damn weak. I think Self-KO moves need more love, but 250 BP might be a bit much when they aren't Normal type. 160 BP is flexible, but I really like the idea of sacrificing yourself and setting either hazards or a field condition for your teammate.

:sv/iron boulder:
Name: Brain Buster
120 Base Power | 100% Accuracy | 5 PP
Category
:
1736229396917.png

Type:
1736229406521.png

Effect: Lowers the user's Def and SpD 1 stage each
Priority: 0
Flags: None
Potential Pokémon With This Move: :golduck::alakazam::rapidash-galar::hypno::starmie::mewtwo::mew::celebi::medicham::metagross::latios::latias::deoxys::bronzong::lucario::gallade::azelf::victini::darmanitan::malamar::hoopa::bruxish::grimmsnarl::stonjourner::veluza::iron leaves::iron boulder:
Justification: Physical Psychic types have no good STAB options. I think giving a Close Combat clone to them, as opposed to a Flare Blitz clone, is fair given how few physical psychic types are out there, and how badly they suck.
1736312591588.png

Name: Metronome
Effect: Boosts the power of the holder's attacks by 1+(X*0.2), where X is the number of times the holder has consecutively selected the same attack; X cannot be greater than 5

Metronome boosts continue to accumulate even if the attack the holder selects misses or fails due to Protect or attacking into an immunity.
Can Be Knocked Off: Yes
Ignored by Klutz: Yes
Fling Power & Effect: 80 BP, no additional effects.
Justification: I'm changing Metronome to act the way we initially thought it did in early Gen 8 - namely, this will work even when attacking into Protect. If it's possible to code, the boosts should continue to accumulate even when the holder misses an attack or attacks into an immunity, although if that's not possible to code, that's fine.
:sv/suicune:
Name: Wild Mane
Effect: Upon entry, lowers opponents' Atk and SpA 1 stage each
Permanent (Yes or No): No
Mold Breaker (Yes or No): No
Potential Pokémon With This Ability: :raikou::entei::suicune: (Replacing Inner Focus on each of them)
Justification: I think the Dawgs need a good signature ability. This makes Raikou a pretty cool pivot, helps Suicune with its initial bulk, and I guess is just all around nice for Entei.

:sv/vileplume:
Name: Stench
Effect: When the wielder is hit by an attack, Torments the user of the attack
Permanent (Yes or No): No
Mold Breaker (Yes or No): No
Potential Pokémon With This Ability: :vileplume::garbodor::muk::tentacruel::aromatisse::fezandipiti::rabsca::skuntank::weezing:::crobat:
Justification: Torment is good I swear. Fezandipiti, Vileplume, Tentacruel, and Crobat especially appreciate how this messes with Choice locked attackers, and aggravates everything else.

:sv/terrakion:
Name: Steadfast
Effect: Boosts the power of the wielder's attacks by 1+(X*0.2), where X is the number of times the wielder has consecutively selected the same attack; X cannot be greater than 5
Permanent (Yes or No): No
Mold Breaker (Yes or No): No
Potential Pokémon With This Ability: existing users + :marowak::victini::terrakion::melmetal: (over Iron Fist) :gallade-mega::munkidori::iron boulder:
Justification: Metronome but its an ability. Pretty sure this was done with Muscle Memory in Joltemons, but idk it's a cool idea. This is actually slightly different - the user merely has to select the same attack to get the boost. Please let me know if that's not codeable, but I intend for this to function the way Metronome did before we discovered that Protect resets the boost.
:sv/aerodactyl:
Name: Aerodactyl | Mega Aerodactyl
Type:
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/
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Abilities: Technician / Intimidate / Long Reach | Technician
New Moves: U-turn, Gravel Grater, Zephyr Blade, Millstone
Removed Moves: Dragon Dance
Sample Sets:
Aerodactyl @ Aerodactylite
Ability: Technician
EVs: 252 Atk / 252 Spe
Jolly Nature
- Dual Wingbeat
- Bulldoze
- Gravel Grater
- U-turn

Aerodactyl @ Loaded Dice
Ability: Technician
EVs: 252 Atk / 252 Spe
Jolly Nature
- Dual Wingbeat
- Rock Blast
- Bulldoze / Taunt / Roost
- U-turn / Bulldoze

:sv/nihilego:
Name: Nihilego
Type:
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/
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Abilities: Beast Boost / Tinted Lens
New Moves: Calm Mind, Clear Smog, Earth Power, Energy Ball, Mental Gymnastics, Millstone, Recover
Removed Moves: None
Justification: Nihilego has an insane stat distribution, really, go look at it. Solid speed tier, strong, specially bulky. Why isn't it OU? Oh yeah, dogshit typing. Well, Rock/Poison isn't so dogshit when Tinted Lens let's it smack Steels and Poisons around. Beast Boost sets get some better coverage in Earth Power and Energy Ball, and Calm Mind + Recover let you try for some bulky set up shenanigans.

:sv/chandelure:
Name: Chandelure
Type:
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/
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Abilities: Pyre / Merciless / Levitate
New Moves: Aura Sphere, Flame Burst, Giga Drain, Lava Plume, Nasty Plot, Recover, Scorching Sands, Strength Sap
Removed Moves: None
Justification: I like Chandelure, I don't care that Blacephalon is better. Merciless + Infernal Parade is an obvious synergy here; I also gave some better coverage moves, priority, better set up, and 2 forms of recovery. Is this enough to get Chandy into the fringes of OU viability? I don't know, but honestly if this isn't enough, nothing is.

Also, I have some comments on how submissions are being handled that I'll shove in here. Council please look at it; thank you for hearing me out.

I'm just gonna be blunt here: I think the reason we're seeing less subs is that the resubmission rules are too restrictive. I get that the council doesn't want people resubmitting stuff until it eventually gets shoved through, but I think the current system is too punishing when people miss a week or two.

For instance, I submitted a Volcanion sub in like Slate 4, I missed Slate 5, and now I can't resubmit it. Why? I only submitted it once, and then I was busy next week. Now I can't submit Volcanion ever again I suppose.

I think the council should stop tying resubs to individual slates, and just institute a flat rule - if you've submitted something already, you can resubmit it one more time, and then you're done. Two tries, then move on.
 
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We have a few plans and things to work out regarding the mod in the upcoming days; we hear how you all feel and will get to acting on it as soon as we can. Please stand by in the meantime!

Here are my midnight submissions:
Name: Dragon Hammer / Hammer Arm / Ice Hammer
Power: 100
Accuracy: 90%
PP: 10
Category: Physical
Type:
Dragon.png
/
Fighting.png
/
Ice.png

Effect: Lowers the user's Attack by 1.
Priority: 0
Flags (ex: Contact, Sound): Contact, Fist
Potential Pokémon With This Move: :archaludon: :charizard: :dracovish: :haxorus: :hydrapple: :hydreigon: :kommo-o: :goodra: :kyurem: :sceptile: | :deoxys: :dragonite: :enamorus: :ferrothorn: :iron-valiant: :kingambit: :melmetal: :necrozma: | :avalugg: :avalugg-hisui: :mamoswine: :weavile:
Justification: Attempting to fix Hammer Arm to make it more acceptable along with spreading Dragon Hammer and Ice Hammer distribution; think of it as a Superpower side-grade to those who learn it already but a little more convenient since no Defense drop.

Name: Virulent Blast
Power: 110
Accuracy: 90%
PP: 5
Category: Special
Type:
Poison.png

Effect: 20% chance to badly poison the target.
Priority: 0
Flags (ex: Contact, Sound): Bullet
Potential Pokémon With This Move: :clodsire: :deoxys: :drapion: :gengar: :iron-moth: :nidoking: :pecharunt: :slowking-galar: :toxapex: :umbreon: :venusaur:
Justification: Poison-type moves aren't as potent offensively, so opening up the option to use a strong STAB move that could be even more juiced up with a Poisonium Z could be interesting. Gengar, Iron Moth, and Nidoking appreciate it the most out of the potential learners, with Venusaur potentially using it as well in its Mega forme.

Name: Sewing Seed
Power: 90
Accuracy: 100%
PP: 10
Category: Physical
Type:
Grass.png

Effect: If this move hits, sets a field effect on the target's side of the field. On the next turn, if this move is used again or if the target switches out the next turn, Leech Seed is applied to the current target.
Priority: 0
Flags (ex: Contact, Sound):
Potential Pokémon With This Move: :ferrothorn: :meowscarada: :ogerpon: :rillaboom: :sceptile: :shaymin: :tapu-bulu:
Justification: This move tries to play on both sides of utility and power with the effect of Leech Seed added onto it, interesting concept that I'd like to see play out. Distribution could maybe not be only Grass-types?
Name: Red Licorice
Effect: This Pokemon's contact moves have 1.2x power and trap the target. Single use. Announces on switch-in: "[Pokemon] is chewing on some good licorice!"
Can Be Knocked Off (Yes or No):
Ignored by Klutz (Yes or No):
Fling Power & Effect: 50 BP, traps target
Justification: Mostly intended to be used as a lure to a Pokemon's check(s), removing the surprise factor to let it be more playable could let it be a fine addition.

Name: Bucket (re-sub)
Effect: Prevents the opponent from setting up hazards.
Can Be Knocked Off (Yes or No): Yes
Ignored by Klutz (Yes or No): Yes
Fling Power & Effect: 50(x) BP; x = The amount of hazards set on the users side, maxing at 200. Does not consume item. BP resets once Fling is used.
Justification: Hazard clearing item that doesn't do too much or too little. Not being immune to hazards on switch-in is intentional to not make it an entirely better Heavy-Duty Boots that benefits the user's and the target's team immediately and adding the opportunity cost of taking chip damage to support the user's aforementioned teammates and itself.

Name: Sachet
Effect: Each turn, if the holder is Fairy-type, restores 1/16 max HP. Once the holder is under 1/4 HP, restores 1/2 max HP and consumes item.
Can Be Knocked Off (Yes or No): Yes
Ignored by Klutz (Yes or No): Yes
Fling Power & Effect: 40 BP, confuses the target.
Justification: Fairy-type Black Sludge that consumes itself. We're making Clefable and Magearna proud with this one!
Name: Stalwart
Effect: This Pokemon does 25% more damage and takes 25% less damage from opponents that have more HP than it. Its moves can also not be redirected.
Permanent (Yes or No): Yes
Mold Breaker (Yes or No): No
Potential Pokémon With This Ability: :archaludon: :haxorus: :kingambit:
Justification: Seems drastic to buff this ability, but it opens up another option for Archaludon instead of Stamina while also letting it have some niche outside of Rain. Kingambit could possibly have this ability and be fine with it, since when compared to Supreme Overlord and Defiant this ability is more tame and helps it defensively.

Name: Vapor Control
Effect: If Sun is active, Water-type moves sets Mist and ignores Sun Water drop.
Permanent (Yes or No): Yes
Mold Breaker (Yes or No): No
Potential Pokémon With This Ability: :keldeo: :volcanion:
Justification: Siphoning from JolteMons, letting more Water-type Pokemon be usable on Sun structures are interesting and can lead to more creative and effective building with the playstyle. I'm sure more Pokemon can get this ability, but I am only thinking of the ones that I'd give it to that would be viable.

Name: Suction Cups
Effect: This Pokemon cannot be forced to switch out. At the end of each turn, attempts to heal its non-volatile status condition.
Permanent (Yes or No): Yes
Mold Breaker (Yes or No): No
Potential Pokémon With This Ability: :clodsire: :metagross:
Justification: Yes, this works with Rest and is meant to increase longevity in some Pokemon. Metagross in particular could be the most interesting, as if used with the Parallel Mega Orb in its Mega form it can be an astounding tank that can heal up to full in a whim while throwing off some powerful attacks.
:sv/bewear:
Name: Bewear
Type:
Normal.png
Fighting.png

Abilities: Fluffy / Triage / Unnerve
New Moves: Knock Off, Wish
Removed Moves:
Justification: Priority clicker that can act as a decent anti-offense tool and an acceptable win-con with Swords Dance / Bulk Up + Drain Punch and the vast coverage it has.

:sv/weezing: :sv/weezing-galar:
Name: Weezing / Weezing-Galar
Type:
Poison.png
Dark.png
|
Poison.png
Fairy.png

Abilities: Levitate / Neutralizing Gas / Toxic Debris | Levitate / Neutralizing Gas / Misty Surge
New Moves: Knock Off, Nasty Plot, Pursuit, Rapid Spin, Scald, Spikes, Thunder Wave
Removed Moves:
Justification: Simple changes that I'll likely update, but I'd like to put both of these guys on the map, one being a suicide lead and the former being a solid defensive piece. They already have Recover, so just a few utility moves could patch them up to see if they can really be good!

:sv/arcanine: :sv/arcanine-hisui:
Name: Arcanine / Arcanine-Hisui
Type:
Fire.png
|
Fire.png
Rock.png

Abilities: Intimidate / Flash Fire / Pyre | Intimidate / Flash Fire / Rock Head
New Moves: Bulk Up, Taunt, U-turn
Removed Moves:
Justification: Very tired honestly and can't bother to muster up any words to go into detail, but a pivot Arcanine-Hisui can be interesting with how often it has to force switches and Bulk Up with something like Air Balloon can go well to use Landorus-T and Gliscor as set-up fodder.
 
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Submissions end tomorrow! If you are given any advice, please follow / apply it to your submission.

Whoo! Shedinja lives!(?) Time to play neutral. (Jokes aside, despite the wariness of seeing genies get Zephyr Blade, the distribution this time was especially nice and it's nice to see three Ubers Megas unbanned even if ironically Gengar-Mega ended up not one of them).

More later. Preemptive "Safe happy new year":

:hitmontop::pheromosa::decidueye-hisui::wugtrio:
Name(s): Triple Kick | Triple Axel | Triple Arrows | Triple Dive (adjustments)
Power: 20 → 40 → 60 (all)
Accuracy:
90% for each hit (all)
PP:
10 (max. 16) (all)
Category: Physical (all)
Type: Fighting | Ice | Grass | Water
Effect: "Hits 3 times. Each hit can miss but power rises. (20% chance to lower Defense by 1 stage | Can't miss in Snow | Ignores screens, substitutes, and Burn | Ignores Burn and power loss in Sun. Can't miss in Sun.) (Loaded Dice only needs one accuracy check.)
Priority: 0 (all)
Flags (ex: Contact, Sound): Mirror, Protect (all); Contact (all but Triple Arrows); Dance (Triple Kick & Triple Axel); Gravity (Triple Axel & Triple Dive); Authentic, Bullet (Triple Arrows)
Potential Pokémon With This Move:
(Triple Kick) Current users (:hitmontop: + :pheromosa:) + :blaziken:'s line, :buzzwole:, :cinderace:'s line, :hitmonlee:, :meloetta:, :quaquaval:'s line, :tsareena:'s line
(Triple Axel) Current users are likely enough since there's a lot of them already + but also :meloetta:
(Triple Arrows) Current user (:decidueye-hisui:) + :abomasnow:, :brambleghast:, :cacturne:, :decidueye:, :iron leaves:, :leafeon:, :shiftry:, :tapu bulu:, :trevenant:, :zarude: & :zarude-dada:
(Triple Dive) Current "user" (:wugtrio:) + potentially any Water mon with 85 Atk or more though you'd likely have to be careful with anything at :barraskewda: or higher in terms of Atk, meaning various Adaptability mons and as well :swampert: and :sharpedo: to Megas might also need to be exempt (given Rain boosting).
Justification: Continuing on trying to improve rather lame signature abilities, the already actually good Triple Axel comes along for the ride and simultaneously gets a boost and a small nerf with regards to Snow and Gravity respectively (and is why the group as a whole didn't get boosted to 95%). Triple Kick is outright unusable in its current form and is now a "risky" Close Combat alternative that lowers only the opponent's Defense potentially at the cost of potentially missing completely. Triple Dive and Triple Arrows are meanwhile stuck on only one mon, but while Triple Dive is as garbage as Wugtrio itself unfortunately is, Triple Arrows would be borderline busted if all of its current qualities were brought over to it also being boosted 120 power and more distributed. So between that and Triple Kick already physical Fighting, Triple Arrows gets made into Grass and pretty much completely remade so that more mons can use it and have an alternative to Wood Hammer that doesn't kill them. (Triple Dive has the pro-Sun clauses just because it's based around clear water & speedly splashing it about apparently and because it really shouldn't be boosted in Rain.)

:iron ball:
Name: Iron Ball :iron ball:
Effect: "Holder's non-priority Normal type moves become Steel-type. Holder is grounded and takes damage from hazards as if it was a grounded pure Steel-type when switching in." (Announces itself now as "[User] is holding an iron ball!")
Can Be Knock Off (Yes or No):
Yes.
Ignored by Klutz (Yes or No): Yes.
Fling Power & Effect: 150 BP, 100% chance to lower target's Speed by 1.
Justification:
Given nothing is likely to unfortunately be done about Gholdengo's obnoxiousness aside from an outright ban again maybe, I'm attempting to make an item to deal with its hazard removal blocking that can also do other things, and Iron Ball's never been that useful in its original form aside from Fling damage, which Knight's Armor has now eclipsed. So besides the minor BP increase to its Fling now with an added effect, this simultaneously lets Rapid Spinners "brute force" past Gholdengo (and other Ghosts) with Steel-type Rapid Spin at the cost of still taking damage from hazards if at a reduced rate and with an immunity to Toxic Spikes; that same immunity means that even Poison mons holding this don't remove Toxic Spikes for free though. Besides Rapid Spin, however, it lets a lot of Steel mons have better STAB via newly Steel-type Normal moves that aren't otherwise boosted by this item since I didn't want to make something that would get really stupid with Explosion since Explosion and Self-Destruct are still Steel with this on--sucks to be Fairy type and, like always, Ice and Rock. (But Quick Attack, Extreme Speed, Fake Out, and whatever other Normal type priority moves I'm forgetting don't get to become Steel though because that would likely be miserable for everyone--sorry not sorry Genesect.)

Potential Users: Various Steels (:escavalier:, :excadrill:, :ferrothorn:, :forretress: :genesect: (still), :haxorus:, :iron treads: :kartana:, :magnezone:, :perrserker: (especially), :sandslash-alola:, etc.) + Various Rapid Spinners (especially :dhelmise:) + a few Boomburst mons (:kommo-o:, :silvally:, :toxtricity:)

:hitmonchan:
Name: Iron Fist (adjustment)
Effect: "This Pokemon's punch-based attacks have 1.2x power and are super-effective against Fairy. Immune to Intimidate. (Sucker Punch is not boosted.)" (Would now announce itself: "[User] has fists of iron !")
Permanent (Yes or No):
No
Mold Breaker (Yes or No): No
Potential Pokémon With This Ability: Current users (:chimchar:'s line, :crabrawler:'s line, :golett:'s line, :pancham:'s line, :pawmi:'s line, :timburr:'s line, :hitmonchan:, :ledian:, & :melmetal:) + :breloom: (over Effect Spore), :buzzwole:, :hariyama: (over Sheer Force) (could also go to :iron hands: but it would "have" to replace its Long Reach ability, so....)
Justification: I've always thought that Iron Fist sucks (and it does), but I figured I would try to do something besides just up its boost directly, especially since Punching Glove exists. So instead I'm trying to kill two birds with one stone by making Iron Fist more powerful indirectly while taking away some of Fairy's absurd typing privilege even if Fighting already hits the most types of any type. Luckily, punches are mostly as weak as Iron Fist itself (which is why current Iron Fist is mostly wack) to the point that the strongest usable Fighting moves are all not punch-based; also, half of the punches would still hit Fairies super-effectively aren't Fighting anyway, with the best Iron Fist user of Melmetal getting the smallest boost since it already hit Fairy mons super-effectively with the games strongest viable punch move, Double Iron Bash. This also helps to rein in Magearna's stupid self more since that gets bopped for 4x damage by Fire Punch and every Fighting punch with Iron Fist on, as well bt Headlong Rush which apparently counts as a punching move for some reason; other Steel/Fairy mons, Diancie, Grimmsnarl, Ninetales-Alola, and the still largely unusable Normal/Fairy mons are just kind of collateral damage, though only the last and Diancie have my sympathy at all. (Flutter Mane continues to be busted since this isn't Scrappy as far as the Fighting punches are concerned even if other punches hit that super-effectively, though only Shadow Punch hits for 4x damage.)

:weavile::sneasler:
:sv/weavile::sv/sneasler:
Name(s): Weavile & Sneasler (all changes for Sneasel and Sneasel-Hisui too please)
Type(s):
Dark/Ice & Fight/Poison [no changes]
Abilities:
:weavile: Sharpness* / Water Veil / Sinister (hidden ability)
:sneasler: Sharpness* / Limber / Sinister (hidden ability)
New Moves:
(both) Cross Poison, Encore (02)
:weavile: Scythe Limbs [Slate 05], Frostnip [Slate 06]; Mountain Gale, Rapid Spin, Switcherroo (03)
:sneasler: Barb Barrage [Slate 06]; Cut, Fury Cutter, Mach Punch, Mortal Spin, Rock Climb, Scythe Limbs, Snatch, Snowscape, (08)
{*Sharpness-affected moves they possess: :weavile: & :sneasler:: Aerial Ace, Cross Poison (STAB for :sneasler:), Cut, Fury Cutter, Night Slash (STAB for :weavile:), Scythe Limbs, Slash, X-Scissor
:weavile:-only: Psycho Cut}
Removed Moves: :weavile: [none]? (00?) {might need to lose Psycho Cut and/or Scythe Limbs--unsure}
:sneasler: Dire Claw, Fire Punch (02)
Justification: I'll be honest: I'm...neutral to both of these. I'm just tired of seeing them both be submitted repeatedly and separately at that when they could and "should" be submitted together as counterparts; I feel that way about basically all mons with counterparts. Neither of them need much after all even if I ended up giving Weavile a decent boost, with Sneasler outright needing to lose at least two busted aspects in Dire Claw and Unburden without also coming back to obviate or be obviated by Okidogi--Toxicroak at least already has a small Rain niche still. Unfortunately neither of them can get Tough Claws without likely becoming broken--again, in Sneasler's case--so this submission attempts to get around that:

:weavile: Already OU viable...usually, if lacking in consistency and thus rarely part of official OU mostly because it basically has no abilities to help it out, especially with its crappy defensive typing. While my Snow Cloak would have done that by removing its Stealth Rock weakness, making do with what's here means that Sinister at least makes it easier to switch in due to a new Fairy immunity. Meanwhile Sharpness (for Night Slash), Cross Poison (with Sharpness), and Mountain Gale let it hit reliably harder without necessarily having to set up Swords Dance (or Hone Claws) first or rely on Triple Axel's inconsistency. Water Veil is there largely as filler, though you can do amusing things like Fling or Switcheroo Flame Orb with Water Veil without getting burned as well as switch into Scald without fear unlike most other physical attackers; Rapid Spin is also likely to be filler, but it's a useful utility move that can also be used to raise its speed. (It might need to lose Psycho Cut, and I vaguely considered giving it Aqua Cutter [or Zephyr Blade] before deciding against it, especially after giving Encore to both of them for easier setup, which might also be too much.)

:sneasler: Losing the two things that made it banworthy as well as the random Fire Punch it had so that Bug/Steel types (and to a lesser degree Ferrothorn) that it still chunks with STAB Fighting can be better checks, Sneasler should now be fine to unban. It still needs a niche, however, and a different niche from Okidogi besides just being faster with pivoting via U-Turn. So while half of the added moves are fluff, Mach Punch means it has priority unlike Okidogi, Mortal Spin allows it to remove hazards unlike Okidogi (even if it will likely be as a sacrifice play), Encore can help it set up as well as beat other set-up mons indirectly such as Okidogi, and with Sharpness it becomes the strongest Cross Poison user in the game, with Cross Poison being only mildly weaker (before the higher crit rate) than Gunk Shot while being 100% accurate and more consistent than the new Barb Barrage. Meanwhile foregoing Sharpness means it can switch in more easily via Sinister against the Fairy types that its Poison STAB preys on; Limber is just there to be something on worthwhile for once even if it's largely as filler despite there being more Glare users in this metagame given Eerie Spell basically explodes Sneasler, though Limber does at least means Sneasler can make contact with Zapdos without fear while using it even if getting Barb Barrage already made that less of an issue.

2025/01/02 EDIT: Added the four Triple moves and Iron Fist adjustment as well as, since I can't think of anything else right now and Polkadot Bow wasn't resubbed, Iron Ball resub. Also finally remembered that Weavile has Scythe Limbs, so that's noted while Sneasler currently gained it too even if I imagine some of this will be vetoed.
Moves: The multi-hit moves are a pretty neat concept, I can see them being used in general for them being good picks with a good amount of competition to balance it out such as Triple Kick / Triple Arrows having competition with Close Combat, and Triple Arrows finally becomes a good yet creative Grass-type physical move. Nice work!
Items: Looks interesting, I'd like to use it on something like Iron Treads since its a STAB Rapid Spin and otherwise possibly Kartana if someone wants to just super crush things boosted. The hazards thing is also a nice trait that saves the item from otherwise being niche, so it's fine.
Abilities: Hitting Fairies for super effective damage seems nice, self-announce looks to be a little unordinary but there's no net negative from it. I'm okay with it, shouldn't warp defensive counterplay to Pokemon too much.
Adjustments: Not too bad at all, but a little confusing reworking Weavile's abilities when they are fine. Anticipation could probably be put over Sharpness which I think's not really notable on both Pokemon. Maybe change the abilities, as always I'm not too big on Dire Claw being removed like its not some signature so I'd suggest a re-work submission of it too.

Name: Chilling Water / Ice Burn / Freeze Shock
Power: 80
Accuracy: 100%
PP: 15
Category: View attachment 700187Special
Type: View attachment 700185 / View attachment 700186 / View attachment 700186
Effect: 30% chance to inflict Frostbite / 30% chance to inflict Frostbite / 30% chance to inflict Paralysis
Priority: 0
Flags: Same as before
Potential Pokémon With This Move:
Chilling Water: Same as before plus :arctovish:, :walrein:
Ice Burn: Most, if not all Ice-types (especially base :kyurem:, :darmanitan-galar:, and :glaceon:), Frostbite users, :goodra-hisui:, :marowak-alola:
Freeze Shock: Same as before plus :kyurem:, :rotom-frost:, :aurorus:, :cresselia:, :lanturn:, :starmie:, :porygon-z:, :magearna:, :gengar:, :froslass:, :metagross:, :basculegion:, :cursola:, :silvally:, :arctozolt:
Justification: Some options for especially defensive walls, making the most of the newly introduced status condition, in particular it seems like an interesting anti-meta addition as most status absorbers are weak to Water or Ice. Freeze Shock also mixes things up to give some threatening potential to certain wallbreakers long term, yet retaining defensive usage in bulkier users as well.

Name: View attachment 700402Deep Sea Scale / View attachment 700405Deep Sea Tooth
Effect: If the user has 485 BST or less, raises Def and SpD by x1.5. If held by a View attachment 700185-type, instead the user is immune to entry hazards / If the user has 485 BST or less, raises Atk and SpA by x1.3. If held by a View attachment 700185-type, instead the user inflicts 1/6 of recoil damage to foes that make contact with the user.
Can Be Knocked Off (Yes or No): No
Ignored by Klutz
(Yes or No): Yes
Fling Power & Effect: Same as before
Justification: View attachment 700402DSS allows :skarmory:, :clefable:, :amoonguss:, :rotom:, :appletun:, :xatu:, :orthworm:, :chansey:, and :clodsire:to have more usage in the tier as walls that can absorb Knock Off. View attachment 700405DST meanwhile supports:venomoth:, :raichu-alola:, :mimikyu:, :maushold:, :lokix:, :lilligant-hisui:, :galvantula:, :durant:, :breloom:, :ambipom:, and :darmanitan: to be even more threatening as wallbreakers. View attachment 700185-types of any BST also instead find more defensive uses of the items as more solid alternatives for :heavy-duty boots:Heavy-Duty Boots and :rocky helmet:Rocky Helmet, in particular letting Pokemon such as :golisopod:, :mantine:, and :alomomola: to perform more consistently.

Name: Jack of all Trades
Effect: User's moves are boosted by x1.3, but those that are STAB instead lose their STAB.
Permanent (Yes or No): No
Mold Breaker (Yes or No): No
Potential Pokémon With This Ability: :genesect:, :dragonite:, :absol:, :drampa:, :blacephalon:, :latias:, :latios:, :mew:, :archaludon:, :kangaskhan:, :silvally-grass: (View attachment 700492), :starmie:
Justification: Stealing from Sylvemons but also toning it down a bit, this ability diversifies the offensive metagame by letting some Pokemon lose their innate STABs in exchange of making the most of their coverage options, especially as some Pokemon have undesirable STAB options for offensive purposes, this also synergizes with the Neutralizer item.

Name: Super Luck
Effect: User's moves with high critical hit ratio always land as critical hits.
Permanent (Yes or No): No
Mold Breaker (Yes or No): No
Potential Pokémon With This Ability: :ogerpon:, :crawdaunt:, :gallade-mega:, :inteleon:,:decidueye:,:decidueye-hisui:, :rhyperior:, :drapion:, :kabutops:, :absol:, :blaziken-mega:, :annihilape:, :kingambit:, :archeops:, :darkrai:
Justification: Acts like a toned down variant of Sharpness that should ease more wallbreaking, in particular easing against the trend of IronPress sets in the tier from Pokemon like :goodra:Goodra.

:sv/Slowbro::sv/Slowbro-galar::sv/slowbro-mega:
Name: :slowbro:Slowbro / :slowbro-galar:Slowbro-Galar / :slowbro-mega:Mega Slowbro
Type: :slowbro: View attachment 700185 / View attachment 701036 | :slowbro-galar:View attachment 701034 / View attachment 701036 | :slowbro-mega: View attachment 700185 / View attachment 701036
Abilities: :slowbro:Intimidate / Anticipation (Regenerator) | :slowbro-galar:Quick Draw / Shell Armor (Download) | :slowbro-mega:Purifying Salt
New Moves: :slowbro:Spikes | :slowbro-galar:Flip Turn, Toxic Spikes
Removed Moves: None
Justification: As thanks to :soul dew:Parallel Mega Orb :slowbro-mega:M-Slowbro gets 7 abilities to pick from, I thought it'd be appropiate to optimize its base formes to make the most of those, with :slowbro:Slowbro focusing on the defensive side, retaining an item slot and not consuming the mega slot as a legacy niche over its Mega Evolution, and :slowbro-galar:G-Slowbro dedicating itself to the offensive side, being a good anti-lead with the capability to absorb Toxic Spikes while also having +1 priority Flip Turn, or retaining some niche with Download + Shell Side Arm, or also some legacy use of Shell Armor for :slowbro-mega:M-Slowbro. Purifying Salt makes a good complement (pun intended) on :slowbro-mega:M-Slowbro for slower setup sets with Intimidate, Anticipation or Download as base abilities to pick from, a bulkier Regenerator pivot, or simply for those that want a role shift to a physically defensive status sponge that retains a good matchup against Ghost-types. Best part is that all the abilities are fairly easy to scout within a turn as they naturally reveal by then, with those that don't being easy to filter between the forme and the :soul dew:Parallel Mega Orb revealing itself.

:sv/tangrowth:
Name: Tangrowth
Type: View attachment 700492/View attachment 700185
Abilities: Stamina / Long Reach (Regenerator)
New Moves: Recover, Body Press, Flip Turn, Cotton Guard, Scald, Waterfall, Liquidation, Surf, Water Pulse
Removed Moves: None
Justification: Physically defensive pivot that provides some more utility than :alomomola:Alomomola by having less passivity with usable offenses, in exchange of having a more neutral matchup against Fire-types and a vulnerability to Flying-, Poison-, and Bug-type wallbreakers, and noticeably less special bulk. Can also be a physically defensive win condition with Stamina + Body Press, or for sets that already include Cotton Guard, Long Reach.
Moves: Having moves spread the new status is great, glad to see them. Good stuff!
Items: If we were to put these into perspective, this is an extreme Eviolite that makes Chansey, Clefable, Clodsire, Gastrodon, and Quagsire extremely fat, and most importantly, Clefable, who is quite aggravating with this. Alomomola also becomes insanely annoying and that's also something I am not okay with. A free Life Orb is something I'm unsure about as well. The BST boosting concept is a thing I'm not a fan of, this is going to be a veto if it isn't altered. Perhaps just make it do something else relating to stat altering, or make the boosts less large?
Abilities: No to Jack of All Trades, Tie-Dye Band is already disliked from what I've seen in Vaporemons and I don't want it here either. Going to be vetoed. Super Luck I'm fine with, but the distribution will not be so kind as the post suggests if it gets in.
Adjustments: I would keep Comatose on Slowbro and give Mega Slowbro Shell Armor still, also probably remove Intimidate since it just seems out of place here. Tangrowth is fine as well but as I said before I'd remove Recover since its niche of being big and fat without recovery is pretty important. Not checking Ogerpon anymore is also a bummer...and honestly might be a little bad considering its one of its most consistent checks!

Name: Steamroller
Power: 80
Accuracy: 100%
PP: 10
Category: Physical
Type: Bug
Effect: User's Speed is treated as 50% higher when determining turn order. Does not stack with Choice Scarf or Protosynthesis/Quark Drive.
Priority: 0
Flags (ex: Contact, Sound): Contact
Potential Pokémon With This Move: Current distribution +
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[+their pre-evos]
Justification: Pseudo-priority move that rather than having priority, acts as if the user's speed stat is 50% higher. For balance reasons, does not factor in Choice Scarf or Protosynthesis/Quark Drive. Can be countered by real priority, or switching to a Bug resist.

Name: Conversion
Power: N/A
Accuracy: N/A
PP: 20
Category: Status
Type: Normal
Effect: Boosts the user's Special Attack and Speed by +1 and changes their type to the type of the move in its first moveslot.
Priority: 0
Flags (ex: Contact, Sound): N/A
Potential Pokémon With This Move:
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Justification: Z-Conversion has always been an interesting gimmick for the Porygon family, but not necessarily worth using a Z-Move slot for. So let's fix that. Adding Silvally on because it's also a Pokemon with a type changing gimmick.

Name: False Swipe | Hold Back
Power: 120
Accuracy: 100
PP: 20
Category: Physical
Type: Normal | Fighting
Effect: A restrained attack that prevents the target from fainting. The target is left with at least 1 HP.
Priority: 0
Flags (ex: Contact, Sound): Contact, Slicing | Contact
Potential Pokémon With This Move: Current distribution |
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Justification: High power without the drawbacks of moves like Double-Edge or Close Combat, but can't KO.

Name: Engine Breaker
Effect: Moves that would have had their damage reduced or negated by an ability such as Thick Fat, Flash Fire, or Water Absorb ignore that ability once and deal neutral damage. Item is consumed.
Can Be Knocked Off (Yes or No): Yes
Ignored by Klutz (Yes or No): Yes
Fling Power & Effect: 10
Justification: One-time ability negation.

Name: Spider Charm
Effect: When held by Spinarak, Ariados, Joltik, Galvantula, Dewpider, Araquanid, Tarountula, or Spidops: attacks that lower the target's stats have their power doubled. Applies only to attacks that ALWAYS lower stats i.e. Lunge, Skitter Smack, Pounce, Electroweb, Icy Wind, Struggle Bug
Can Be Knocked Off (Yes or No): Yes
Ignored by Klutz (Yes or No): Yes
Fling Power & Effect: 10
Justification: Spider Pokemon tend to learn a lot of these moves, so let's lean into that.

Name: Damp
Effect: Current effect + If hit by a contact move, the attacker's type is changed to Water.
Permanent (Yes or No): No
Mold Breaker (Yes or No): No
Potential Pokémon With This Ability: Current distribution +
781.png

Justification: Pokemon like Bellibolt and Parasect can take advantage of this by making attackers weak to their STAB. Can also nullify type-based status immunities.

Name: Mountaineer
Effect: Immune to Rock-type attacks and Stealth Rock.
Permanent (Yes or No): No
Mold Breaker (Yes or No): Yes
Potential Pokémon With This Ability:
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Justification: Rock immunity for various mountain/cave-dwelling Pokemon.

Name: Vital Spirit
Effect: Current effect + If this Pokemon uses a Fighting-type move while having a status condition, the condition is healed after the move is used. Does not activate if the move fails.
Permanent (Yes or No): No
Mold Breaker (Yes or No): No
Potential Pokémon With This Ability: Current distribution +
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Justification: Redundant ability with Insomnia + useless with sleep banned.

:SV/dhelmise:
Name: Dhelmise
Type: Ghost/Grass
Abilities: Steelworker / Heavy Metal
New Moves
: Hard Press, Wave Crash, Trailblaze, Superpower
Removed Moves: N/A
Justification: Heavy Metal enables Dhelmise to better use Heavy Slam, and the buffed version in this mod removes its Ghost weakness. Wave Crash for coverage, and because it already learns Water-type moves. Trailblaze because it's a Grass-type and just about everything gets Trailblaze.

:SV/musharna:
Name: Musharna
Type: Psychic
Abilities: Comatose / Neutralizing Gas / Anticipation
New Moves: Thunderbolt, Defog, Haze, Psychic Noise
Removed Moves: N/A
Justification: Musharna is a fitting recipient of Neutralizing Gas duet to the "Dream Mist" coming out of its forehead.

:SV/typhlosion: :SV/typhlosion-hisui:
Name: Typhlosion | Typhloson-Hisui
Type: Fire/Ground | Fire/Ghost
Abilities: Blaze / Flash Fire / Berserk | Blaze / Frisk / Flash Fire
New Moves
: Earth Power, Ancient Power, Stealth Rock | Bitter Malice, Earth Power, Ancient Power, Strength Sap
Removed Moves: N/A
Justification:
Moves: Steamroller seems pretty weird to code, but looks fine as a budget First Impression. Conversion is fine and lets Porygon-Z become a bigger threat in general, but I'd change the Z-move effect to not make it a double boost to Special Attack and Speed. I'd make Hold Back and False Swipe 100 BP to not make it a better Close Combat or other Fighting-type moves like Superpower and still keep it relatively strong, so overall okay submissions.
Items: Engine Breaker looks good as its a one-time check beater but Spider Charm is a little too specific and not so sure it'd be good or relevant. Maybe make it focus on something else other than power?
Abilities: Damp looks pretty cool and I'd like to see the interactions with it, Mountaineer is okay to add too and I'm not against it albeit it being a whole CAP ability. Vital Spirit is neat too, could possibly replace Iron Valiant's Moody if it turns out to be too strong during the playtest session.
Adjustments: I like Dhelmise in general, would like to see if it can get out of unviability despite its pretty weird bulk. Musharna still seems a little lackluster but Neutralizing Gas is very potent, so it's alright too. Don't change the Typhlosion abilities (They don't have Flash Fire or Frisk, respectively, anymore) and they're okay.

Just a lil head up from the coder of the mod:

Please, be sure that your additions are codable. If I'm unable to code something, then I just won't, unless you or someone else codes it. If you're not sure, don't hesitate and ask me or another person who knows about coding.

That being said, some subs, more to come later.

Name: Nostalgia Trip
Effect: Moves used by this Pokemon have the Attack category they would for moves of their type in Generation 3. Fairy moves are Special.
Permanent (Yes or No): No
Mold Breaker (Yes or No): No
Potential Pokémon With This Ability: :aerodactyl-mega: :gengar: :alakazam: :tauros::houndoom: :houndoom-mega:
Justification: Taking a page from Megas Revisited, Nostalgia Trip is a cool ability, that can really allow for a lot of stuff.

Name: Explosive
Effect: Explosive moves used by this Pokemon do not KO it. Mind Blown and Chloroblast do not have recoil.
Permanent (Yes or No): No
Mold Breaker (Yes or No): No
Potential Pokémon With This Ability: :electrode: :electrode-hisui: :glalie: :glalie-mega: :weezing: :weezing-galar: :aromatisse: :blacephalon: (Blacephalon is a joke don't kill me)
Justification: Boom. Do I REALLY need to explain how something able to click something such as Explosion, Chloroblast, or Misty Explosion without dying is good?

Name: Flower Gift
Effect: If user is Cherrim and Sunny Day is active, it and allies' Attack, Sp. Attack, Def, and Sp. Def are 1.5x. Transforms into Cherrim-Sunshine, turns it Grass/Fire, gives it a x1.2 BP boost on all its moves, and turns Sunny Day into Desolate Land.
Permanent
(Yes or No): Yes
Mold Breaker (Yes or No): No
Potential Pokémon With This Ability: :cherrim: :cherrim-sunshine:
Justification: Ogerpon-Hearthflame is banned (and please don't drop it again), and Scovillain sucks. Now, what if we made a good one? Even better, what if we made Cherrim good? Now, it should actually be worth something, and even scary, with the right setup. Sure it's stacked, but as a reminder: it has 70/60/70/87/78/85 stats. And its movepool is ass.
:sv/emboar:
Name: Emboar (resub)
Type: Fire/Fighting
Abilities: Blaze/Contrary
New Moves
: Spin Out, Headlong Rush
Removed Moves: None
Justification: Emboar is a contrarian. It's not just a pig. They call him Mr.Pig. And I'm a contrarian because Geko's guide recommends to not try to push ZU mons into OU but hear me out. 123 Atk + Contrary is nothing to laugh at with this boosted Superpower, it can also run Overheat with its 100 SpA to be a cool mixed attacker. It should be held back by its low Speed before boosting.

:sv/altaria: :sv/altaria-mega:
Name: Altaria | Altaria-Mega
Type: Dragon/Flying | Dragon/Fairy
Abilities: Natural Cure/Fluffy/Cloud Nine | Pixilate
New Moves: (already has Salve Strike) Spirit Break, U-turn, Swords Dance, Calm Mind, Quick Attack
Removed Moves: None
Justification: I was toying with the idea of a Fluffy Dragon/Fairy, MAltaria to be clear, for a while, but I also like Pixilate Altaria. So basically, Parallel Mega Orb makes me able to have both ideas in one. Dragon/Fairy is a really cool typing, allowing to blank threats like Raging Bolt, or Zamazenta lacking Heavy Slam, etc.

:sv/banette: :sv/banette-mega:
Name: Banette | Banette-Mega
Type: Ghost/Normal | Ghost/Fighting
Abilities
: Insomnia/Frisk/Run It Back | Prankster
New Moves: Close Combat, Focus Punch, Drain Punch, Parting Shot, Strength Sap, Encore, Copycat, Taunt, Flex Off, Mach Punch (already has Frostnip)
Removed Moves: None
Justification: I love Banette-Mega concept wise, but it sucks really, really badly. I like the Prankster niche, and I know every mod that buffed it tried to get away from Prankster Banette-Mega (from the top of my mind, mostly Megas Revisited and Joltemons), but I want it to be able to run that just fine. Prankster Destiny Bond is ass on a mega, but now it has a lot of cool tools, like Flex Off (from a 165 Atk mon, which is huge), Taunt, Encore, Copycat if you're stupid and want to run Phantom Force Copycat, Parting Shot for the prio pivot, or Strength Sap as a cool healing option with debuff. It already has a lot of cool moves like Swords Dance (if you're scared of losing the Flex Off, or you want to run some bulk with Sap and/or WoW or Frostnip), Poltergeist, Shadow Sneak, and Destiny Bond if you REALLY want that option.
Abilities: Nostalgia Trip is nice, distribution can be kind to Gen 1 and 2 Pokemon. Explosive is fine but we aren't going to distribute it very kindly if it gets in. Flower Gift could maybe be given a new ability slot and as an event to give it a little more spunk, but otherwise I think it's fine.
Adjustments: I honestly think Emboar will be pretty good with just Hammer Arm instead of Spin Out to prevent any drastic snowballing, I'd remove it personally since it's much easier to stop the Contrary Pokemon at ~340 Speed instead of 458. Altaria looks great and I like the PixieAttack combo on it since its rather strong and efficient. Banette is good, this was close to winning a few slates ago when Yoshiblaze submitted it so glad to see it back!

Name: :lustrous orb: Crystal Ball
Effect: all of the user's attacks hit 2 turns after use, and have 1.33x bp (works on future sight and doom desire). can queue more than one delayed move at once. secondary effects and the like happen on when the attack hits.
Can Be Knocked Off (Yes or No): yes
Ignored by Klutz (Yes or No): yes
Fling Power & Effect: 120 bp; hits 2 turns later
Justification: the ultimate item for those who love overthinking everything

Name: Synchronoise
Power: 140 BP
Accuracy: 100
PP: 5
Category: View attachment 701780
Type: View attachment 701779
Effect: changes user's type to that of the target after hit
Priority: 0
Flags (ex: Contact, Sound): existing
Potential Pokémon With This Move: :eevee:, :ralts:, :jangmo-o:, :whismur:, :popplio:, :toxtricity:, :abra:, :rabsca:, :indeedee:, :indeedee-f: :meloetta:, and existing
Justification: reflect type if it wasnt a momentum sink
Items: Does it honestly need the power boost and be re-usable? Surely once per switch-in is more effective for it, and the BP boost isn't so necessary. Otherwise, it's fine.
Moves: 140 BP might be way too strong, can likely retain the 120 BP or go down to 80-100 range, cool move regardless.

Name: Dual Chop
Power: 60
Accuracy: 90
PP: 20
Category: Physical
Type: Dragon
Effect: First hit targets the opponents Phys. Def while second hit targets their Sp. Def.
Priority: 0
Flags (ex: Contact, Sound): Contact
Potential Pokémon With This Move: :baxcalibur: :archaludon: :cyclizar: :koraidon: :miraidon: :giratina: :dondozo: :dracovish: :dracozolt: :necrozma: :sceptile: :zygarde: :silvally: :duraludon: :druddigon: :flygon: :dragapult: :kommo-o:
Justification: Dual chop now functions as a move that can take advantage of phys. def pokemon with high def but low sp. def which can make them a victim of this move as it can deal a lot more damage esp vs something like an iron defense wall like zamazenta although this has a weakness of not doing much to something like a sp. def pex or av slowking-g

Name: Flood of Blades
Power: 45 -> 40 -> 35
Accuracy: 90
PP: 10
Category: Special
Type: Water
Effect: Hits 3 times. If all 3 hits hit then it has a 100% chance to lower opponents special defense by 1. Checks accuracy of every hit
Priority: 0
Flags (ex: Contact, Sound):
Potential Pokémon With This Move: :kyogre: :iron bundle: :walking wake: :dragapult: :iron valiant: :greninja: :manaphy: :thundurus: :tornadus: :landorus: :lugia: :keldeo: :tapu fini: :articuno: :basculin: :cramorant: :empoleon: :inteleon: :goodra: :huntail: :gorebyss: :jellicent: :iron jugulis: :iron moth: :lapras::feraligatr: :salamence:
Justification: This is a great water stab for these pokemon to have, this also synergizes with safety goggles, sheer force, and ring target. Users like CM tapu fini can use this to pose a threat by chipping opponents down and shredding their sp. def allowing it to win 1v1's more often. Other users like valiant, thundurus, and dragapult can like the coverage and the bonus it provides

Name: Black Viper
Power: 80
Accuracy: 90
PP: 10
Category: Physical
Type: Dark
Effect: Steals the opponents primary type and adds it to yourself (if you have 2 types, then it adds it as a 3rd type)
Priority: 0
Flags (ex: Contact, Sound): Contact
Potential Pokémon With This Move: :mew: :arceus: :mewtwo: :necrozma: :yveltal: :dragapult: :shedinja: :hoopa: :iron valiant: :sneasler: :weavile: :gallade: :sableye: :tyranitar: :ting-lu: :wo-chien: :mienshao: :conkeldurr: :haxorus: :brute bonnet: :giratina: :chien pao: :urshifu:
Justification: Black viper is an attack that is more to take advantage of the utility provided by it. it can steal types which provides it to take advantage of the opponents lack of resistance to the move now or take advantage of the fact that this pokemon now has a type that it can definitely take advantage of. With mons like tyranitar, haxorus, gallade, hoopa unbonud, or iron valiant it can definitely see use on pokemon who would appreciate the dark coverage or the type stealing ability

For ex. weavile using it on magearna removes its steel type and adds it to itself, this makes magearna vulnerable to triple axel while being able to be neutral to fleur cannon which can allow it to beat 1v1's it otherwise could not
Name: Yellow Card
Effect: Upon being hit by an attack that puts the user below 1/2 of the user's max HP, gives the opponent -1 Atk and -1 Def. Once per switch in.
Can Be Knocked Off (Yes or No): Yes
Ignored by Klutz (Yes or No): Yes
Fling Power & Effect: 88
Justification: This item allows the user to take an attack and potentially take advantage of a defensive pokemon by weakening their phys. def, this can allow mons like great tusk to hit smth like corviknight, great tusk, terapagos, steelix super hard. The attack debuff allows it to be used on more defensive pokemon to take advantage of that and use it to setup, recover, and do other stuff

Name: Resist Berries (Barbari, Charti,Chilan, Chople, Coba, Colbur, Haban, Kasib, Kebia, Occa, Passho, Payapa, Rindo, Roseli,Shuca, Tanga, Wacan, Yache Berry)
Effect: Halves damage taken from a supereffective type attack that would depend on the berry. Once per switch in.
Can Be Knocked Off (Yes or No): Yes
Ignored by Klutz (Yes or No): Yes
Fling Power & Effect: 95
Justification: Once per switch in is the change from once per game... this change makes them much more reliable and much better at functioning throughout the game, this even works a lot better on defensive pokemon as they can switch in take the weak hit and even preserve the berry by taking a hit in the future. This would allow these berries to have much more practical uses
Name: Disguise
Effect: If mimikyu, the first hit it takes in battle deals 0 neutral damage. Its disguise is then broken, it changes to Busted Form and the user does 1.3x damage from damaging attacks. If it is not in busted form it is immune to indirect damage.
Permanent (Yes or No):
Mold Breaker (Yes or No): Yes
Potential Pokémon With This Ability: :pmd/mimikyu:
Justification: Mimikyu is quite niche and this allows it to take a good use of that niche by being immune to all indirect damage in its base form, this would take advantage of foes who may want to use status to wear it down or cripple it while in its base form and allows it to switch in on hazards. THe secondary effect is when the disguise breaks, when its broken it now makes the user do 1.3x more damage, this can easily give mimikyu the damage needed with shadow sneak to get rid of a fast attacker or slow bulky wall, it can also allow use it to threaten opponents with fear of the extra damage and take advantage of the "magic guard" effect while not in busted form

Name: Cursed Body
Effect: If this pokemon is hit by an attack, has a 30% chance to inflict Embargo for 5 turns and the opponents ability is nullified. Has a 100% Chance to do so if it faints.
Permanent (Yes or No):
Mold Breaker (Yes or No): Yes
Potential Pokémon With This Ability: :rotom: :annihilape: :basculegion: :basculegion-f: :spectrier: :marshadow: :chandelure: :drifblim: :dusclops: :dusknoir: :hoopa: :lunala: :misdreavus: :pecharunt: :trevenant: :sableye: :cofagrigus: :runerigus: :shedinja: :ceruledge: :darkrai: :giratina: :hatterene: :houndoom: :tentacruel: :toedscruel:
Justification: Cursed body now has more utility, this would give pokemon who switch in on an attack a lot of benefit from activating it, disabling opponents item and abilities provides a lot of use to offensive pokemon since disabling a defensive ability can provide a lot of value. While the same is true for defensive ghosts as having to disable something an offensive pokemon has like huge power, scrappy, choice items, etc

Name: Guard Dog
Effect: This Pokemon cannot be forced to switch out by another Pokemon's attack or item. If this pokemon has a stat lowered then it will increase its attack by 1 stage.
Permanent (Yes or No): Yes
Mold Breaker (Yes or No): No
Potential Pokémon With This Ability: :arcanine-hisui: :gouging fire: :zamazenta: :zacian: :stoutland: :kommo-o: :garchomp: :lucario: :lycanroc-dusk: :lycanroc: :gyarados: :iron boulder: :blaziken: :zeraora: :zygarde-10%: :zarude:
Justification:
:pmd/gardevoir: :pmd/gardevoir-mega:
Name: Gardevoir, Gardevoir-Mega
Type: Psychic / Fairy
Abilities: Protean / Trace / Moody, Pixilate
New Moves: Volt Switch, Moonlight, Defog, Eerie Spell, Tri-Attack
Removed Moves:
Justification: The main justification behind this change is going to be using the new item Parallel Mega Orb to its biggest advantage. Trace m gardevoir can really exploits defensive abilities like regenerator, good as gold, poison heal, Aerodynamicist, flash fire, etc, it can also take good advantage of abilities like moody, neuroforce, protean, sheer force, beast boost, etc.

The most important thing is likely protean, protean allows m gard to be very distinct from lele in that it can fire off coverage moves with stab. This allows m gard to switch up its defensive profile and allow its sp. def bulk to be used to the fullest. With moonlight it can stay alive longer and be useful defensively unlike tapu lele which often falls victim to stealth rock

:pmd/mandibuzz:
Name: Mandibuzz
Type: Dark / Flying
Abilities: Overcoat / Prankster / Route Closed
New Moves: Haze, Stealth Rock, Taunt, Body Press, Parting Shot, Memento, Encore, Switcheroo
Removed Moves:
Justification: Prankster mandibuzz with haze, defog, and other options like taunt, parting shot, toxic can show a lot of potential on a set. With its bulk and utility it can easily show offensive teams how hard it may be to deal with it as a prankster iron defense set can show how bulky it is and with prankster parting shot you can pivot in ur allies and even reducing the damage they take

:pmd/volcanion:
Name: Volcanion
Type: Fire / Water
Abilities: Water Absorb / Route Closed / Moody
New Moves: Morning Sun, Calm Mind, Bulk Up, Work Up, Superpower, Iron Defense, Burning Jealousy
Removed Moves:
Justification: Route closed gives a big use for volcanion as a mon that can bully volt switch mons and u-turn users. With specs it can really just take advantage of the free turns its offered against lando-t, mega manectric (who lack tbolt), magearna, u-turn steelix, genesect, etc. With accesss to calm mind, iron defense, and morning sun it can be a mon who can take advantage of pressure to regain its health or to take advantage of the free turns and setup esp with its access to a wide movepool and a stat spread that is not fully utilized

Work Up, and Iron defense allow it to take advantage of moody giving a 10% boost to everything, this allows it to use its physical movepool as well to surprise foes like slowking-g, magearna, sp. def pex, glaceon, CM fini, chansey, etc.
Moves: All three moves are fine, Black Viper could have some interesting scenarios but it doesn't seem too bad.
Items: Yellow Card looks interesting and I'd like to see that around, resist berries being non-consumable is also good too. Nice stuff.
Abilities: Disguise and Guard Dog are fine but Cursed Body should probably choose just one effect to follow, both Embargo and ability nullification might be a little extreme against bulkier teams.
Adjustments: Volt Switch on Gardevoir seems like...out of the ordinary, so I'm not so comfortable with it. Protean also seems overkill and honestly sort of weird since now the boosted Hyper Voice that makes Mega Gardevoir strong is gone with a sidegrade that makes it use its alright coverage, like a weird Mega Latios. Mandibuzz is nice and I like that we add a Prankster + Haze Pokemon that people always talk about, and Volcanion is neat with recovery.
:sv/Ceruledge::sv/armarouge:

Name: Ceruledge / Armarouge [RESUB]
Type:
Fire.png
Ghost.png
/
Fire.png
Psychic.png

Abilities: Battle Armor | Sharpness [HA] / Battle Armor | Good As Gold [HA]
New Moves: Sacred Sword. / Chicken Dance.

Justification: maybe too much, gave him everything he would want, but removing one of either sharpness or VD or Sacred Sword should make him fine if deemed broken. / Auspiscious comes from augury, the roman religion of watching what birds do to receive omens. Initially gave him GaG because i thought it came from aurum, the chemical name of gold? but no,,, keeping it because it helps against the toxics and taunts and the like.

:sv/xurkitree:

Name: Xurkitree
Type:
Electric.png
Steel.png

Abilities: Beast Boost | Moody [HA]
New Moves: Overvolt Rail, Flash Cannon, Self Repairing, Doom Desire, Calm Mind.
Removed Moves: Tail Glow.

Justification: a bulkier, faster Xurk. betterer, perchance

Name: Ice Body / Snow Cloak / Slush Rush [RESUB]
Effect: If Snow is active this Pokemon heals 1/4 of its Max HP each turn / this Pokemon defenses are 1.33x. Immunity to being statused, if Snow activates or gaining this ability in Snow heals status. / this Pokemon Attack and Special Attack are 1.33x and Speed is 1.50x.
Permanent (Yes or No): no
Mold Breaker (Yes or No): no
Potential Pokémon With This Ability: current distribution + :lapras::glastrier::kyurem: / current distribution + :altaria::avalugg::glaceon::manaphy::rotom-frost::tapu-fini::empoleon::oricorio-sensu::primarina::regice::dubwool: / current distribution + :thundurus-therian::thundurus::enamorus::zoroark-hisui::weavile::mamoswine::rotom-frost::cobalion::cryogonal::empoleon::froslass::gardevoir::gallade::honchkrow::metagross::mr-rime::volcanion:¿:gallade-mega:?

Justification: Snow buff<3 i love sand and The Hippo but they getting too comfortable, blizzard is also a wind move so thats that
poison heal but snow can be a little situational but can stack w lefties for a lot of recovery / ice is a Very Bad typing defensively, so the snow 1.5x def buff + 1.33x buff to both defenses can create Real Bastions / I didn't want this to be just another swift swim or sand rush, i wanted this to help pokemon like froslass play another role other than supp

Name: Hydration
Effect: Hydration + Rain Dish + This Pokemon Highest Defense is 1.5x. + Activates Aqua Ring on this Pokemon while rain is active or if it activates while this Pokemon is active. Aqua Ring effects don't end if Rain ends.
Permanent (Yes or No): no
Mold Breaker (Yes or No): no
Potential Pokémon With This Ability: hidration distribution + rain dish distribution + water veil distribution + :mantine::sylvally-water::gastrodon::jellicent::lanturn::milotic::swampert::walrein::suicune::rotom-wash::goodra-hisui::cursola::tapu-fini::keldeo:

Justification: rain buff, defensive only bc rain is good offensively usually
Adjustments: Ceruledge seems kind of bland and just juicing up a perfectly fine Pokemon and Armarouge is...alright I guess? Chicken Dance feels offputting but I understand boosting Speed and Special Attack. Xurkitree with priority is something I just cannot allow, going to be a veto if that isn't changed.
Abilities: Seems to be a little overdoing things with the Snow abilities, not so sure if such drastic changes such as 1/4 HP back or a double stat increase should be done for it. Suggest working around those and not making them so strong otherwise its a veto. Hydration looks weirdly cracked and a weird As One clone, not against it but not really thrilled by it.

:sv/hoopa: :sv/hoopa_unbound:
Name: Hoopa Bound | Hoopa Unbound
Type: View attachment 701091 / View attachment 701093 | View attachment 701092 / View attachment 701094
Abilities: Prankster / Long Reach | Moody / Long Reach
New Moves: (Already Has: Chakra Bullets, Mental Gymnastics, Spectral Thief), Aura Sphere, Dazzling Gleam, Encore, Imprison, Pain Split, Shadow Punch, Shadow Sneak, Solar Beam, Sucker Punch, Switcheroo, Taunt, Teleport, Thunder,
Removed Moves: None
Justification: A special attacking Prank-Bond Pokemon (though one that can dip its toes into mixed attacking), And a mild power buff to a powerful pokemon. Long reach is my only concern, and I am willing to part with it if the need comes. I added some utility but chose to leave out tools like Disable, Will o Wisp, Pivoting, and 50% recovery.


:sv/regirock: :sv/registeel: :sv/regice: :sv/regigigas: :sv/regidrago: :sv/regieleki:
Name: Regirock | Registeel | Regice | Regigigas | Regidrago | Regieleki
Typings: View attachment 703315 | View attachment 703316 | View attachment 703317 | View attachment 703318 | View attachment 703319 | View attachment 703320
Abilities: Clear Body / Solid Rock | Clear Body / Light Metal | Clear Body / Refrigerate | Clear Body / Slow Start | Clear Body / Dragon's Maw | Clear Body / Transistor
New Moves: (All) Rapid Spin, Recover, Volt Switch, (Gens 3 and 4) Dazzling Gleam, Earth Power, Knock Off, Power Gem (Regice) Haze, Ice Punch, Thunder Punch (Regidrago) Agility,
Removed Moves: Nada
Justification:
Adjustments: Nothing sticks out too much here, everything's fine. Regigigas could be interesting since now the Cigar item is useless on it, which honestly hurts the viability of the item. Still alright.

Name: Bonfire (RESUB)
Fire.png
|
Special.png
| PP: 10 (16) | Power: 60 | Accuracy: 100% | Priority: 0
Effect: Physical > Special, if Atk is higher than SpA. +20 BP for each other Pokémon on the team that knows Bonfire.
Flags: Protect, Mirror
Potential Pokémon: :Ceruledge::Charizard::Dragonite::Enamorus::Haxorus::Heatran::Kartana::Manectric-Mega::Moltres::Sceptile-Mega::Silvally::Tapu-Bulu::Tapu-Koko::Tapu-Lele::Tauros-Paldea-Blaze::Volcarona:
Justification: Meant to be a splashable Fire-type attack for STAB or coverage with an emphasis on team building.

Name: Caltrops
Steel.png
|
Status.png
| PP: 20 (32) | Power: -- | Accuracy: --% | Priority: 0
Effect: Lays sharp steel (Steel-type Rocks) on the opposite side of the field.
Flags: Mirror, Reflectable, Snatch
Potential Pokémon: :aegislash::celesteela::corviknight::ferrothorn::genesect::golisopod::greninja::haxorus::heatran::iron treads::iron valiant::metagross::pecharunt::samurott-hisui::scizor::silvally::skarmory::steelix::weavile::zamazenta:
Justification: Giving the hazards set by G-Max Steelsurge a way to actually be set in the form of a copy of Stealth Rock, which should help to rein in Fairy-types.
:whipped dream:
Name: Whipped Dream
Effect: If the holder is asleep and wakes up, their speed is doubled and this item is consumed. The speed boost is lost on switch-out.
Can Be Knocked Off: Yes
Ignored by Klutz: Yes
Fling Power & Effect: 20 BP, no additional effects.
Justification: Giving function to a functionless item while also further encouraging usage of Rest (particularly with Early Bird) while also punishing moves like Spore and Sleep Powder. Ultimately meant to serve as an alternative to Dreamcatcher for Pokémon that DON'T want to stay asleep.
Name: Nerve-racking
Effect: Prevents Pokémon afflicted with non-volatile status conditions from switching out.
Permanent: No
Ignored by Mold Breaker: Yes
Potential Pokémon: :Corviknight::Drapion::Dracovish::Garchomp::Silvally-Dark::Volcarona::Xurkitree:
Justification: Capitalises on the many new/altered status spreading moves and is I suppose something of a spin on Merciless. Should probably be careful with distribution, as Nerve-racking is admittedly something of a rather potent ability. Of course, though, pivoting moves and Shed Shell do still manage to squirm out of this effect, but if a Pokémon doesn't have this, they're out of luck.
Moves: Bonfire is a neat concept and I like it, but I don't think someone like Kartana is going to get this move. Steelsurge is always cool to have and I also like it too, nice job on both.
Items: Hawlucha with 1200+ Speed will be incredibly funny but I like the item somewhat. Could lead to some weird stuff with set-up guys that need a Speed boost maybe?
Abilities: Going to be very careful with distribution, but seems like a neat-ish concept with Toxic. Definitely not going to go on an OU mainstay or anything of the like.

Moves: Knock Off nerf is really sad and I don't think there's a good way to open up any avenue of using other (worse) Dark-type moves with it unfortunately, not a big fan of that but I'm fine with the other moves with the item removal without a BP buff. The self-KO moves are a neat concept and I'm fine with them, Brain Buster is also something that I'm quite neutral on too. Overall, pretty decent submissions.
Items: Metronome with a little mechanic change is fine.
Abilities: Wild Mane and Steadfast are both cool and I like Steadfast more as a built-in Metronome but please do not try to butcher Chi-Yu and Chien-Pao to unban them and make Ting-Lu and Wo-Chien worse...I think they the Ubers can stay in Ubers and not get gutted, going to be a likely veto. The effects aren't so favorable either, Encore / Heal Block are pretty strong secondary effects to have on STAB moves on all the four Pokemon.
Adjustments: Mega Aerodactyl without Tough Claws is a little questionable since now your immediate damage output is less desirable. Not really interested in it but it isn't broken so it's fine. Nihilego looks cool but maybe Rock-type Tinted Lens isn't the move since that could definitely get aggravating at times...give it Levitate so we can have Poison Levitator number three I'd likely find another ability that could go well on it. Chandelure looks good too but maybe cut Recover just for Strength Sap, its bulk isn't nothing special to just Recover.

As said above, submissions end tomorrow and this will be the second to last slate before our playtesting period. Stay tuned for that!
 
Voting is now open!

The following sub(s) will be vetoed and disqualified from voting:
Voden's Xurkitree
Voden's Ice Body / Snow Cloak / Slush Rush

Voting Format
In each category, you may vote for 6 submissions, with 2 self-votes in each category (so you can vote for 24 submissions with 8 total self-votes). Please specify which votes are self-votes. You don't have to list who made the submission unless someone else subbed something with the same name/species. The order you put it in does not matter, every vote is worth 1 point.
MovesBlaze Kick (SV), Aura Sphere (SV), Liquidation, Triple Axel, Tail Slap, Thunderbolt

Items
Eviolite (SV), Black Belt (SV), Life Orb, Metronome, King's Rock, Choice Specs

Abilities
Speed Boost (SV), Justified (SV), Sheer Force, Pressure, Skill Link, Volt Absorb

Adjustments
Combusken (SV), Lucario (SV), Feraligatr, Weavile, Cinccino, Jolteon
For the sake of making vote counting easier, please use the same exact format listed in the spoiler box above.

Voting will end in 24 hours, possibly earlier if results are definite.

Name(s): Triple Kick | Triple Axel | Triple Arrows | Triple Dive (adjustments)
Power: 20 → 40 → 60 (all)
Accuracy:
90% for each hit (all)
PP:
10 (max. 16) (all)
Category: Physical (all)
Type: Fighting | Ice | Grass | Water
Effect: "Hits 3 times. Each hit can miss but power rises. (20% chance to lower Defense by 1 stage | Can't miss in Snow | Ignores screens, substitutes, and Burn | Ignores Burn and power loss in Sun. Can't miss in Sun.) (Loaded Dice only needs one accuracy check.)
Priority: 0 (all)
Flags (ex: Contact, Sound): Mirror, Protect (all); Contact (all but Triple Arrows); Dance (Triple Kick & Triple Axel); Gravity (Triple Axel & Triple Dive); Authentic, Bullet (Triple Arrows)
Potential Pokémon With This Move:
(Triple Kick) Current users (:hitmontop: + :pheromosa:) + :blaziken:'s line, :buzzwole:, :cinderace:'s line, :hitmonlee:, :meloetta:, :quaquaval:'s line, :tsareena:'s line
(Triple Axel) Current users are likely enough since there's a lot of them already + but also :meloetta:
(Triple Arrows) Current user (:decidueye-hisui:) + :abomasnow:, :brambleghast:, :cacturne:, :decidueye:, :iron leaves:, :leafeon:, :shiftry:, :tapu bulu:, :trevenant:, :zarude: & :zarude-dada:
(Triple Dive) Current "user" (:wugtrio:) + potentially any Water mon with 85 Atk or more though you'd likely have to be careful with anything at :barraskewda: or higher in terms of Atk, meaning various Adaptability mons and as well :swampert: and :sharpedo: to Megas might also need to be exempt (given Rain boosting).
Name: Chilling Water / Ice Burn / Freeze Shock
Power: 80
Accuracy: 100%
PP: 15
Category:
1735606523695.png
Special
Type:
1735606499884.png
/
1735606509198.png
/
1735606509198.png

Effect: 30% chance to inflict Frostbite / 30% chance to inflict Frostbite / 30% chance to inflict Paralysis
Priority: 0
Flags: Same as before
Potential Pokémon With This Move:
Chilling Water: Same as before plus :arctovish:, :walrein:
Ice Burn: Most, if not all Ice-types (especially base :kyurem:, :darmanitan-galar:, and :glaceon:), Frostbite users, :goodra-hisui:, :marowak-alola:
Freeze Shock: Same as before plus :kyurem:, :rotom-frost:, :aurorus:, :cresselia:, :lanturn:, :starmie:, :porygon-z:, :magearna:, :gengar:, :froslass:, :metagross:, :basculegion:, :cursola:, :silvally:, :arctozolt:
Justification: Some options for especially defensive walls, making the most of the newly introduced status condition, in particular it seems like an interesting anti-meta addition as most status absorbers are weak to Water or Ice. Freeze Shock also mixes things up to give some threatening potential to certain wallbreakers long term, yet retaining defensive usage in bulkier users as well.
Name: Steamroller
Power: 80
Accuracy: 100%
PP: 10
Category: Physical
Type: Bug
Effect: User's Speed is treated as 50% higher when determining turn order. Does not stack with Choice Scarf or Protosynthesis/Quark Drive.
Priority: 0
Flags (ex: Contact, Sound): Contact
Potential Pokémon With This Move: Current distribution +
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[+their pre-evos]
Justification: Pseudo-priority move that rather than having priority, acts as if the user's speed stat is 50% higher. For balance reasons, does not factor in Choice Scarf or Protosynthesis/Quark Drive. Can be countered by real priority, or switching to a Bug resist.

Name: Conversion
Power: N/A
Accuracy: N/A
PP: 20
Category: Status
Type: Normal
Effect: Boosts the user's Special Attack and Speed by +1 and changes their type to the type of the move in its first moveslot. Z-Move effect instead boosts all stats by +1
Priority: 0
Flags (ex: Contact, Sound): N/A
Potential Pokémon With This Move:
233.png
474.png
773.png

Justification: Z-Conversion has always been an interesting gimmick for the Porygon family, but not necessarily worth using a Z-Move slot for. So let's fix that. Adding Silvally on because it's also a Pokemon with a type changing gimmick.

Name: False Swipe | Hold Back
Power: 100
Accuracy: 100
PP: 20
Category: Physical
Type: Normal | Fighting
Effect: A restrained attack that prevents the target from fainting. The target is left with at least 1 HP.
Priority: 0
Flags (ex: Contact, Sound): Contact, Slicing | Contact
Potential Pokémon With This Move: Current distribution |
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Justification: High power without the drawbacks of moves like Double-Edge or Close Combat, but can't KO.
Name: Synchronoise
Power: 120 BP
Accuracy: 100
PP: 5
Category:
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Type:
psychic.png

Effect: changes user's type to that of the target after hit
Priority: 0
Flags (ex: Contact, Sound): existing
Potential Pokémon With This Move: :eevee:, :ralts:, :jangmo-o:, :whismur:, :popplio:, :toxtricity:, :abra:, :rabsca:, :indeedee:, :indeedee-f: :meloetta:, and existing
Justification: reflect type if it wasnt a momentum sink
Name: Dual Chop
Power: 60
Accuracy: 90
PP: 20
Category: Physical
Type: Dragon
Effect: First hit targets the opponents Phys. Def while second hit targets their Sp. Def.
Priority: 0
Flags (ex: Contact, Sound): Contact
Potential Pokémon With This Move: :baxcalibur: :archaludon: :cyclizar: :koraidon: :miraidon: :giratina: :dondozo: :dracovish: :dracozolt: :necrozma: :sceptile: :zygarde: :silvally: :duraludon: :druddigon: :flygon: :dragapult: :kommo-o:

Name: Flood of Blades
Power: 45 -> 40 -> 35
Accuracy: 90
PP: 10
Category: Special
Type: Water
Effect: Hits 3 times. If all 3 hits hit then it has a 100% chance to lower opponents special defense by 1. Checks accuracy of every hit
Priority: 0
Flags (ex: Contact, Sound):
Potential Pokémon With This Move: :kyogre: :iron bundle: :walking wake: :dragapult: :iron valiant: :greninja: :manaphy: :thundurus: :tornadus: :landorus: :lugia: :keldeo: :tapu fini: :articuno: :basculin: :cramorant: :empoleon: :inteleon: :goodra: :huntail: :gorebyss: :jellicent: :iron jugulis: :iron moth: :lapras::feraligatr: :salamence:

Name: Black Viper
Power: 80
Accuracy: 90
PP: 10
Category: Physical
Type: Dark
Effect: Steals the opponents primary type and adds it to yourself (if you have 2 types, then it adds it as a 3rd type)
Priority: 0
Flags (ex: Contact, Sound): Contact
Potential Pokémon With This Move: :mew: :arceus: :mewtwo: :necrozma: :yveltal: :dragapult: :shedinja: :hoopa: :iron valiant: :sneasler: :weavile: :gallade: :sableye: :tyranitar: :ting-lu: :wo-chien: :mienshao: :conkeldurr: :haxorus: :brute bonnet: :giratina: :chien pao: :urshifu:
Name: Bonfire (RESUB)
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|
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| PP: 10 (16) | Power: 60 | Accuracy: 100% | Priority: 0
Effect: Physical > Special, if Atk is higher than SpA. +20 BP for each other Pokémon on the team that knows Bonfire.
Flags: Protect, Mirror
Potential Pokémon: :Ceruledge::Charizard::Dragonite::Enamorus::Haxorus::Heatran::Kartana::Manectric-Mega::Moltres::Sceptile-Mega::Silvally::Tapu-Bulu::Tapu-Koko::Tapu-Lele::Tauros-Paldea-Blaze::Volcarona:
Justification: Meant to be a splashable Fire-type attack for STAB or coverage with an emphasis on team building.

Name: Caltrops
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|
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| PP: 20 (32) | Power: -- | Accuracy: --% | Priority: 0
Effect: Lays sharp steel (Steel-type Rocks) on the opposite side of the field.
Flags: Mirror, Reflectable, Snatch
Potential Pokémon: :aegislash::celesteela::corviknight::ferrothorn::genesect::golisopod::greninja::haxorus::heatran::iron treads::iron valiant::metagross::pecharunt::samurott-hisui::scizor::silvally::skarmory::steelix::weavile::zamazenta:
Justification: Giving the hazards set by G-Max Steelsurge a way to actually be set in the form of a copy of Stealth Rock, which should help to rein in Fairy-types.
:sv/scizor:
Name: Bug Bite / Corrosive Gas / Incinerate / Knock Off / Pluck
60 Base Power | 100% Accuracy | 20 PP
Category
:
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|
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|
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|
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|
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Type:
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|
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|
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|
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Effect: Removes the target's item (Base Power does NOT increase when this effect activates)
Priority: 0
Flags: Contact | None | None | Contact | Contact
Potential Pokémon With This Move: :pinsir::dudunsparce: | :venusaur::beedrill::venomoth::slowbro-galar::slowking-galar::umbreon::roserade::lickilicky::amoonguss::dragalge::eternatus::garganacl::grafaiai::glimmora::clodsire::iron moth::wo-chien::fezandipiti::pecharunt: | :solrock::regieleki::iron moth::scovillain: | :registeel::grimmsnarl: | :scyther::aerodactyl::lugia::salamence::tornadus::thundurus::landorus::noivern::yveltal::tapu koko::corviknight::enamorus::kilowattrel::espathra::bombirdier::iron jugulis:

:sv/tapu lele:
Name: Fell Stinger / Meltdown / Misty Explosion / Sheer Cold
160 Base Power | -% Accuracy | 5 PP
Category
:
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|
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|
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|
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Type:
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|
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Effect: The user faints, then deals damage; sets up Sticky Web | Toxic Spikes | Misty Terrain | Hail upon fainting
Priority: 0
Flags: Explosive Move, blocked by Damp
Potential Pokémon With This Move: :heracross::ninjask::scolipede::scizor::durant::araquanid::golisopod: | :muk::gengar::weezing::weezing-galar::deoxys::garbodor::nihilego::naganadel::toxtricity::tentacruel::overqwil::glimmora::brute bonnet: | :altaria::uxie::mesprit::azelf::ribombee::tapu koko::tapu lele::tapu bulu::tapu fini::dachsbun::tinkaton: | :jynx::regice::froslass::glaceon::weavile:

:sv/iron boulder:
Name: Brain Buster
120 Base Power | 100% Accuracy | 5 PP
Category
:
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Type:
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Effect: Lowers the user's Def and SpD 1 stage each
Priority: 0
Flags: None
Potential Pokémon With This Move: :golduck::alakazam::rapidash-galar::hypno::starmie::mewtwo::mew::celebi::medicham::metagross::latios::latias::deoxys::bronzong::lucario::gallade::azelf::victini::darmanitan::malamar::hoopa::bruxish::grimmsnarl::stonjourner::veluza::iron leaves::iron boulder:
Name: Dragon Hammer / Hammer Arm / Ice Hammer
Power: 100
Accuracy: 90%
PP: 10
Category: Physical
Type:
Dragon.png
/
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/
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Effect: Lowers the user's Attack by 1.
Priority: 0
Flags (ex: Contact, Sound): Contact, Fist
Potential Pokémon With This Move: :archaludon: :charizard: :dracovish: :haxorus: :hydrapple: :hydreigon: :kommo-o: :goodra: :kyurem: :sceptile: | :deoxys: :dragonite: :enamorus: :ferrothorn: :iron-valiant: :kingambit: :melmetal: :necrozma: | :avalugg: :avalugg-hisui: :mamoswine: :weavile:
Justification: Attempting to fix Hammer Arm to make it more acceptable along with spreading Dragon Hammer and Ice Hammer distribution; think of it as a Superpower side-grade to those who learn it already but a little more convenient since no Defense drop.

Name: Virulent Blast
Power: 110
Accuracy: 90%
PP: 5
Category: Special
Type:
Poison.png

Effect: 20% chance to badly poison the target.
Priority: 0
Flags (ex: Contact, Sound): Bullet
Potential Pokémon With This Move: :clodsire: :deoxys: :drapion: :gengar: :iron-moth: :nidoking: :pecharunt: :slowking-galar: :toxapex: :umbreon: :venusaur:
Justification: Poison-type moves aren't as potent offensively, so opening up the option to use a strong STAB move that could be even more juiced up with a Poisonium Z could be interesting. Gengar, Iron Moth, and Nidoking appreciate it the most out of the potential learners, with Venusaur potentially using it as well in its Mega forme.

Name: Sewing Seed
Power: 90
Accuracy: 100%
PP: 10
Category: Physical
Type:
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Effect: If this move hits, sets a field effect on the target's side of the field. On the next turn, if this move is used again or if the target switches out the next turn, Leech Seed is applied to the current target.
Priority: 0
Flags (ex: Contact, Sound):
Potential Pokémon With This Move: :ferrothorn: :meowscarada: :ogerpon: :rillaboom: :sceptile: :shaymin: :tapu-bulu:
Justification: This move tries to play on both sides of utility and power with the effect of Leech Seed added onto it, interesting concept that I'd like to see play out. Distribution could maybe not be only Grass-types?
Name: Iron Ball :iron ball:
Effect: "Holder's non-priority Normal type moves become Steel-type. Holder is grounded and takes damage from hazards as if it was a grounded pure Steel-type when switching in." (Announces itself now as "[User] is holding an iron ball!")
Can Be Knock Off (Yes or No):
Yes.
Ignored by Klutz (Yes or No): Yes.
Fling Power & Effect: 150 BP, 100% chance to lower target's Speed by 1.

Potential Users:
Various Steels (:escavalier:, :excadrill:, :ferrothorn:, :forretress: :genesect: (still), :haxorus:, :iron treads: :kartana:, :magnezone:, :perrserker: (especially), :sandslash-alola:, etc.) + Various Rapid Spinners (especially :dhelmise:) + a few Boomburst mons (:kommo-o:, :silvally:, :toxtricity:)
Name:
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Deep Sea Scale /
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Deep Sea Tooth
Effect: If the user has 480 BST or less, has a certain effect:
- (
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DSS) If the user is not in the Water 1 egg group, raises Def and SpD by x1.3. otherwise, instead it only boosts SpD by x1.3
- (
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DST)
If the user is not in the Water 1 egg group, raises Atk and SpA by x1.3. otherwise, instead it only boosts Atk by x1.3
Can Be Knocked Off (Yes or No): No (if held by a Water 1 egg group user)
Ignored by Klutz (Yes or No): Yes
Fling Power & Effect: Same as before
Name: Engine Breaker
Effect: Moves that would have had their damage reduced or negated by an ability such as Thick Fat, Flash Fire, or Water Absorb ignore that ability once and deal neutral damage. Item is consumed.
Can Be Knocked Off (Yes or No): Yes
Ignored by Klutz (Yes or No): Yes
Fling Power & Effect: 10
Justification: One-time ability negation.

Name: Spider Charm
Effect: When held by Spinarak, Ariados, Joltik, Galvantula, Dewpider, Araquanid, Tarountula, or Spidops: moves that lower the target's stats lower them by an additional stage. i.e. String Shot becomes -2 Speed
Can Be Knocked Off (Yes or No): Yes
Ignored by Klutz (Yes or No): Yes
Fling Power & Effect: 10
Justification: Spider Pokemon tend to learn a lot of these moves, so let's lean into that.

Name: Fuma Shuriken
Effect: When held by Greninja: Water Shuriken has 20 BP and always hits twice
Can Be Knocked Off (Yes or No): Yes
Ignored by Klutz (Yes or No): Yes
Fling Power & Effect: 10
Justification: Ash-Greninja Water Shuriken
Name: :lustrous orb: Crystal Ball
Effect: the user's first attack each per switchin hits 2 turns after use, and has 1.33x bp (works on future sight and doom desire). can queue more than one delayed move at once. secondary effects and the like happen on when the attack hits.
Can Be Knocked Off (Yes or No): yes
Ignored by Klutz (Yes or No): yes
Fling Power & Effect: 120 bp; hits 2 turns later
Justification: the ultimate item for those who love overthinking everything
Name: Yellow Card
Effect: Upon being hit by an attack that puts the user below 1/2 of the user's max HP, gives the opponent -1 Atk and -1 Def. Once per switch in.
Can Be Knocked Off (Yes or No): Yes
Ignored by Klutz (Yes or No): Yes
Fling Power & Effect: 88
Justification: This item allows the user to take an attack and potentially take advantage of a defensive pokemon by weakening their phys. def, this can allow mons like great tusk to hit smth like corviknight, great tusk, terapagos, steelix super hard. The attack debuff allows it to be used on more defensive pokemon to take advantage of that and use it to setup, recover, and do other stuff

Name: Resist Berries (Barbari, Charti,Chilan, Chople, Coba, Colbur, Haban, Kasib, Kebia, Occa, Passho, Payapa, Rindo, Roseli,Shuca, Tanga, Wacan, Yache Berry)
Effect: Halves damage taken from a supereffective type attack that would depend on the berry. Once per switch in.
Can Be Knocked Off (Yes or No): Yes
Ignored by Klutz (Yes or No): Yes
Fling Power & Effect: 95
Justification: Once per switch in is the change from once per game... this change makes them much more reliable and much better at functioning throughout the game, this even works a lot better on defensive pokemon as they can switch in take the weak hit and even preserve the berry by taking a hit in the future. This would allow these berries to have much more practical uses
:whipped dream:
Name: Whipped Dream
Effect: If the holder is asleep and wakes up, their speed is doubled and this item is consumed. The speed boost is lost on switch-out.
Can Be Knocked Off: Yes
Ignored by Klutz: Yes
Fling Power & Effect: 20 BP, no additional effects.
Justification: Giving function to a functionless item while also further encouraging usage of Rest (particularly with Early Bird) while also punishing moves like Spore and Sleep Powder. Ultimately meant to serve as an alternative to Dreamcatcher for Pokémon that DON'T want to stay asleep.
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Name: Metronome
Effect: Boosts the power of the holder's attacks by 1+(X*0.2), where X is the number of times the holder has consecutively selected the same attack; X cannot be greater than 5

Metronome boosts continue to accumulate even if the attack the holder selects misses or fails due to Protect or attacking into an immunity.
Can Be Knocked Off: Yes
Ignored by Klutz: Yes
Fling Power & Effect: 80 BP, no additional effects.
Name: Red Licorice
Effect: This Pokemon's contact moves have 1.2x power and trap the target. Single use. Announces on switch-in: "[Pokemon] is chewing on some good licorice!"
Can Be Knocked Off (Yes or No):
Ignored by Klutz (Yes or No):
Fling Power & Effect: 50 BP, traps target
Justification: Mostly intended to be used as a lure to a Pokemon's check(s), removing the surprise factor to let it be more playable could let it be a fine addition.

Name: Bucket (re-sub)
Effect: Prevents the opponent from setting up hazards.
Can Be Knocked Off (Yes or No): Yes
Ignored by Klutz (Yes or No): Yes
Fling Power & Effect: 50(x) BP; x = The amount of hazards set on the users side, maxing at 200. Does not consume item. BP resets once Fling is used.

Name: Sachet
Effect: Each turn, if the holder is Fairy-type, restores 1/16 max HP. Once the holder is under 1/4 HP, restores 1/2 max HP and consumes item.
Can Be Knocked Off (Yes or No): Yes
Ignored by Klutz (Yes or No): Yes
Fling Power & Effect: 40 BP, confuses the target.
Justification: Fairy-type Black Sludge that consumes itself. We're making Clefable and Magearna proud with this one!
Name: Iron Fist (adjustment)
Effect: "This Pokemon's punch-based attacks have 1.2x power and are super-effective against Fairy. Immune to Intimidate. (Sucker Punch is not boosted.)" (Would now announce itself: "[User] has fists of iron !")
Permanent (Yes or No):
No
Mold Breaker (Yes or No): No
Potential Pokémon With This Ability: Current users (:chimchar:'s line, :crabrawler:'s line, :golett:'s line, :pancham:'s line, :pawmi:'s line, :timburr:'s line, :hitmonchan:, :ledian:, & :melmetal:) + :breloom: (over Effect Spore), :buzzwole:, :hariyama: (over Sheer Force) (could also go to :iron hands: but it would "have" to replace its Long Reach ability, so....)
Name: Super Luck
Effect: User's moves with high critical hit ratio always land as critical hits.
Permanent (Yes or No): No
Mold Breaker (Yes or No): No
Potential Pokémon With This Ability: :ogerpon:, :crawdaunt:, :gallade-mega:, :inteleon:,:decidueye:,:decidueye-hisui:, :rhyperior:, :drapion:, :kabutops:, :absol:, :blaziken-mega:, :annihilape:, :darkrai:
Justification: Acts like a toned down variant of Sharpness that should ease more wallbreaking, in particular easing against the trend of IronPress sets in the tier from Pokemon like :goodra:Goodra.
Name: Damp
Effect: Current effect + If hit by a contact move, the attacker's type is changed to Water.
Permanent (Yes or No): No
Mold Breaker (Yes or No): No
Potential Pokémon With This Ability: Current distribution +
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Justification: Pokemon like Bellibolt and Parasect can take advantage of this by making attackers weak to their STAB. Can also nullify type-based status immunities.

Name: Mountaineer
Effect: Immune to Rock-type attacks and Stealth Rock.
Permanent (Yes or No): No
Mold Breaker (Yes or No): Yes
Potential Pokémon With This Ability:
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Justification: Rock immunity for various mountain/cave-dwelling Pokemon.

Name: Vital Spirit
Effect: Current effect + If this Pokemon uses a Fighting-type move while having a status condition, the condition is healed after the move is used. Does not activate if the move fails.
Permanent (Yes or No): No
Mold Breaker (Yes or No): No
Potential Pokémon With This Ability: Current distribution +
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Justification: Redundant ability with Insomnia + useless with sleep banned.
Name: Nostalgia Trip
Effect: Moves used by this Pokemon have the Attack category they would for moves of their type in Generation 3. Fairy moves are Special.
Permanent (Yes or No): No
Mold Breaker (Yes or No): No
Potential Pokémon With This Ability: :aerodactyl-mega: :gengar: :alakazam: :tauros::houndoom: :houndoom-mega:
Justification: Taking a page from Megas Revisited, Nostalgia Trip is a cool ability, that can really allow for a lot of stuff.

Name: Explosive
Effect: Explosive moves used by this Pokemon do not KO it. Mind Blown and Chloroblast do not have recoil.
Permanent (Yes or No): No
Mold Breaker (Yes or No): No
Potential Pokémon With This Ability: :electrode: :electrode-hisui: :glalie: :glalie-mega: :weezing: :weezing-galar: :aromatisse: :blacephalon: (Blacephalon is a joke don't kill me)
Justification: Boom. Do I REALLY need to explain how something able to click something such as Explosion, Chloroblast, or Misty Explosion without dying is good?

Name: Flower Gift
Effect: If user is Cherrim and Sunny Day is active, it and allies' Attack, Sp. Attack, Def, and Sp. Def are 1.5x. Transforms into Cherrim-Sunshine, turns it Grass/Fire, gives it a x1.2 BP boost on all its moves, and turns Sunny Day into Desolate Land.
Permanent
(Yes or No): Yes
Mold Breaker (Yes or No): No
Potential Pokémon With This Ability: :cherrim: :cherrim-sunshine:
Justification: Ogerpon-Hearthflame is banned (and please don't drop it again), and Scovillain sucks. Now, what if we made a good one? Even better, what if we made Cherrim good? Now, it should actually be worth something, and even scary, with the right setup. Sure it's stacked, but as a reminder: it has 70/60/70/87/78/85 stats. And its movepool is ass.
Name: Disguise
Effect: If mimikyu, the first hit it takes in battle deals 0 neutral damage. Its disguise is then broken, it changes to Busted Form and the user does 1.3x damage from damaging attacks. If it is not in busted form it is immune to indirect damage.
Permanent (Yes or No):
Mold Breaker (Yes or No): Yes
Potential Pokémon With This Ability: :pmd/mimikyu:
Justification: Mimikyu is quite niche and this allows it to take a good use of that niche by being immune to all indirect damage in its base form, this would take advantage of foes who may want to use status to wear it down or cripple it while in its base form and allows it to switch in on hazards. THe secondary effect is when the disguise breaks, when its broken it now makes the user do 1.3x more damage, this can easily give mimikyu the damage needed with shadow sneak to get rid of a fast attacker or slow bulky wall, it can also allow use it to threaten opponents with fear of the extra damage and take advantage of the "magic guard" effect while not in busted form

Name: Cursed Body
Effect: If this pokemon is hit by an attack, has a 30% chance to inflict Embargo until the opponent switches out. Has a 100% Chance to do so if it faints.
Permanent (Yes or No):
Mold Breaker (Yes or No): Yes
Potential Pokémon With This Ability: :rotom: :annihilape: :basculegion: :basculegion-f: :spectrier: :marshadow: :chandelure: :drifblim: :dusclops: :dusknoir: :hoopa: :lunala: :misdreavus: :pecharunt: :trevenant: :sableye: :cofagrigus: :runerigus: :shedinja: :ceruledge: :darkrai: :giratina: :hatterene: :houndoom: :tentacruel: :toedscruel:
Justification: Cursed body now has more utility, this would give pokemon who switch in on an attack a lot of benefit from activating it, disabling opponents item provides a lot of use to offensive pokemon since disabling a defensive item like av, lefies, or a berry can provide a lot of value. While the same is true for defensive ghosts as having to disable something an offensive like choice items, boosting items like indecisive orb, etc

Name: Guard Dog
Effect: This Pokemon cannot be forced to switch out by another Pokemon's attack or item. If this pokemon has a stat lowered then it will increase its attack by 1 stage.
Permanent (Yes or No): Yes
Mold Breaker (Yes or No): No
Potential Pokémon With This Ability: :arcanine-hisui: :gouging fire: :zamazenta: :zacian: :stoutland: :kommo-o: :garchomp: :lucario: :lycanroc-dusk: :lycanroc: :gyarados: :iron boulder: :blaziken: :zeraora: :zygarde-10%: :zarude:
Justification:
Name: Hydration
Effect: Hydration + Rain Dish + This Pokemon Highest Defense is 1.5x. + Activates Aqua Ring on this Pokemon while rain is active or if it activates while this Pokemon is active. Aqua Ring effects don't end if Rain ends.
Permanent (Yes or No): no
Mold Breaker (Yes or No): no
Potential Pokémon With This Ability: hidration distribution + rain dish distribution + water veil distribution + :mantine::sylvally-water::gastrodon::jellicent::lanturn::milotic::swampert::walrein::suicune::rotom-wash::goodra-hisui::cursola::tapu-fini::keldeo:

Justification: rain buff, defensive only bc rain is good offensively usually
Name: Nerve-racking
Effect: Prevents Pokémon afflicted with non-volatile status conditions from switching out.
Permanent: No
Ignored by Mold Breaker: Yes
Potential Pokémon: :Corviknight::Drapion::Dracovish::Garchomp::Silvally-Dark::Volcarona::Xurkitree:
Justification: Capitalises on the many new/altered status spreading moves and is I suppose something of a spin on Merciless. Should probably be careful with distribution, as Nerve-racking is admittedly something of a rather potent ability. Of course, though, pivoting moves and Shed Shell do still manage to squirm out of this effect, but if a Pokémon doesn't have this, they're out of luck.
:sv/suicune:
Name: Wild Mane
Effect: Upon entry, lowers opponents' Atk and SpA 1 stage each
Permanent (Yes or No): No
Mold Breaker (Yes or No): No
Potential Pokémon With This Ability: :raikou::entei::suicune: (Replacing Inner Focus on each of them)
Justification: I think the Dawgs need a good signature ability. This makes Raikou a pretty cool pivot, helps Suicune with its initial bulk, and I guess is just all around nice for Entei.

:sv/vileplume:
Name: Stench
Effect: When the wielder is hit by an attack, Torments the user of the attack
Permanent (Yes or No): No
Mold Breaker (Yes or No): No
Potential Pokémon With This Ability: :vileplume::garbodor::muk::tentacruel::aromatisse::fezandipiti::rabsca::skuntank::weezing:::crobat:
Justification: Torment is good I swear. Fezandipiti, Vileplume, Tentacruel, and Crobat especially appreciate how this messes with Choice locked attackers, and aggravates everything else.

:sv/terrakion:
Name: Steadfast
Effect: Boosts the power of the wielder's attacks by 1+(X*0.2), where X is the number of times the wielder has consecutively selected the same attack; X cannot be greater than 5
Permanent (Yes or No): No
Mold Breaker (Yes or No): No
Potential Pokémon With This Ability: existing users + :marowak::victini::terrakion::melmetal: (over Iron Fist) :gallade-mega::munkidori::iron boulder:
Justification: Metronome but its an ability. Pretty sure this was done with Muscle Memory in Joltemons, but idk it's a cool idea. This is actually slightly different - the user merely has to select the same attack to get the boost. Please let me know if that's not codeable, but I intend for this to function the way Metronome did before we discovered that Protect resets the boost.
Name: Stalwart
Effect: This Pokemon does 20% more damage and takes 20% less damage from opponents that have more HP than it. Its moves can also not be redirected.
Permanent (Yes or No): Yes
Mold Breaker (Yes or No): No
Potential Pokémon With This Ability: :archaludon: :haxorus: :kingambit:
Justification: Seems drastic to buff this ability, but it opens up another option for Archaludon instead of Stamina while also letting it have some niche outside of Rain. Kingambit could possibly have this ability and be fine with it, since when compared to Supreme Overlord and Defiant this ability is more tame and helps it defensively.

Name: Vapor Control
Effect: If Sun is active, Water-type moves sets Mist and ignores Sun Water drop.
Permanent (Yes or No): Yes
Mold Breaker (Yes or No): No
Potential Pokémon With This Ability: :keldeo: :volcanion:
Justification: Siphoning from JolteMons, letting more Water-type Pokemon be usable on Sun structures are interesting and can lead to more creative and effective building with the playstyle. I'm sure more Pokemon can get this ability, but I am only thinking of the ones that I'd give it to that would be viable.

Name: Suction Cups
Effect: This Pokemon cannot be forced to switch out. At the end of each turn, attempts to heal its non-volatile status condition.
Permanent (Yes or No): Yes
Mold Breaker (Yes or No): No
Potential Pokémon With This Ability: :clodsire: :metagross:
Justification: Yes, this works with Rest and is meant to increase longevity in some Pokemon. Metagross in particular could be the most interesting, as if used with the Parallel Mega Orb in its Mega form it can be an astounding tank that can heal up to full in a whim while throwing off some powerful attacks.
:sv/weavile::sv/sneasler:
Name(s): Weavile & Sneasler (all changes for Sneasel and Sneasel-Hisui too please)
Type(s):
Dark/Ice & Fight/Poison [no changes]
Abilities:
:weavile: Sharpness* / Water Veil Anticipation [Slate 02] / Sinister (hidden ability)
:sneasler: Sharpness* / Limber / Sinister (hidden ability)
New Moves:
(both) Cross Poison, Encore (02)
:weavile: Scythe Limbs [Slate 05], Frostnip [Slate 06]; Mountain Gale, Rapid Spin, Switcherroo (03)
:sneasler: Barb Barrage [Slate 06]; Cut, Fury Cutter, Mach Punch, Mortal Spin, Rock Climb, Scythe Limbs, Snatch, Snowscape, (08)
{*Sharpness-affected moves they possess: :weavile: & :sneasler:: Aerial Ace, Cross Poison (STAB for :sneasler:), Cut, Fury Cutter, Night Slash (STAB for :weavile:), Scythe Limbs, Slash, X-Scissor
:weavile:-only: Psycho Cut}
Removed Moves: :weavile: [none]? (00?) {might need to lose Psycho Cut and/or Scythe Limbs--unsure}
:sneasler: Dire Claw, Fire Punch (02)
Justification: I'll be honest: I'm...neutral to both of these. I'm just tired of seeing them both be submitted repeatedly and separately at that when they could and "should" be submitted together as counterparts; I feel that way about basically all mons with counterparts. Neither of them need much after all even if I ended up giving Weavile a decent boost, with Sneasler outright needing to lose at least two busted aspects in Dire Claw and Unburden without also coming back to obviate or be obviated by Okidogi--Toxicroak at least already has a small Rain niche still. Unfortunately neither of them can get Tough Claws without likely becoming broken--again, in Sneasler's case--so this submission attempts to get around that:

:weavile: Already OU viable...usually, if lacking in consistency and thus rarely part of official OU mostly because it basically has no abilities to help it out, especially with its crappy defensive typing. While my Snow Cloak would have done that by removing its Stealth Rock weakness, making do with what's here means that Sinister at least makes it easier to switch in due to a new Fairy immunity. Meanwhile Sharpness (for Night Slash), Cross Poison (with Sharpness), and Mountain Gale let it hit reliably harder without necessarily having to set up Swords Dance (or Hone Claws) first or rely on Triple Axel's inconsistency. Water Veil is there largely as filler, though you can do amusing things like Fling or Switcheroo Flame Orb with Water Veil without getting burned as well as switch into Scald without fear unlike most other physical attackers; Rapid Spin is also likely to be filler, but it's a useful utility move that can also be used to raise its speed. I hadn't noticed it had gotten Anticipation (or Scythe Limbs) all the way back in Slate 02 (and Slate 05), but as low as its Def is, even with no investment it boosts it to the Rotom formes' level, which is actually pretty decent from it as long as you stay away from Fighting attacks; too bad Anticipation doesn't do anything against Stealth Rock either, but it's not like Water Veil did, so meh. (It might need to lose Psycho Cut, and I vaguely considered giving it Aqua Cutter [or Zephyr Blade] before deciding against it, especially after giving Encore to both of them for easier setup, which might also be too much.)

:sneasler: Losing the two things that made it banworthy as well as the random Fire Punch it had so that Bug/Steel types (and to a lesser degree Ferrothorn) that it still chunks with STAB Fighting can be better checks, Sneasler should now be fine to unban. It still needs a niche, however, and a different niche from Okidogi besides just being faster with pivoting via U-Turn. So while half of the added moves are fluff, Mach Punch means it has priority unlike Okidogi, Mortal Spin allows it to remove hazards unlike Okidogi (even if it will likely be as a sacrifice play), Encore can help it set up as well as beat other set-up mons indirectly such as Okidogi, and with Sharpness it becomes the strongest Cross Poison user in the game, with Cross Poison being only mildly weaker (before the higher crit rate) than Gunk Shot while being 100% accurate and more consistent than the new Barb Barrage. Meanwhile foregoing Sharpness means it can switch in more easily via Sinister against the Fairy types that its Poison STAB preys on; Limber is just there to be something on worthwhile for once even if it's largely as filler despite there being more Glare users in this metagame given Eerie Spell basically explodes Sneasler, though Limber does at least means Sneasler can make contact with Zapdos without fear while using it even if getting Barb Barrage already made that less of an issue.
:sv/Slowbro::sv/Slowbro-galar::sv/slowbro-mega:
Name: :slowbro:Slowbro / :slowbro-galar:Slowbro-Galar / :slowbro-mega:Mega Slowbro
Type: :slowbro:
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/
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| :slowbro-galar:
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/
1735846749325.png
| :slowbro-mega:
1735606499884.png
/
1735846749325.png

Abilities: :slowbro:Comatose / Anticipation (Regenerator) | :slowbro-galar:Quick Draw / Purifying Salt (Download) | :slowbro-mega:Shell Armor
New Moves: :slowbro:Spikes | :slowbro-galar:Flip Turn, Toxic Spikes
Removed Moves: None
Justification: As thanks to :soul dew:Parallel Mega Orb :slowbro-mega:M-Slowbro gets 7 abilities to pick from, I thought it'd be appropiate to optimize its base formes to make the most of those, with :slowbro:Slowbro focusing on the defensive side, retaining an item slot and not consuming the mega slot as a legacy niche over its Mega Evolution, and :slowbro-galar:G-Slowbro dedicating itself to the offensive side for the most part, being a good anti-lead with the capability to absorb Toxic Spikes while also having +1 priority Flip Turn, or retaining some niche with Download + Shell Side Arm, or also preserving status immunity with Purifying Salt for :slowbro-mega:M-Slowbro. A legacy-based yet buffed Shell Armor also retains its vanilla use while also keeping up with the higher power level of the tier. :slowbro-mega:M-Slowbro can also use bulky setup sets with Anticipation or Download as base abilities to pick from, a bulkier Regenerator pivot, or simply Purifying Salt for those that want a role shift to a physically defensive status sponge that retains a good matchup against Ghost-types. Best part is that all the abilities are fairly easy to scout within a turn as they naturally reveal by then, with those that don't being easy to filter between the forme and the :soul dew:Parallel Mega Orb revealing itself.

:sv/tangrowth:
Name: Tangrowth
Type:
1735694093061.png
/
1735606499884.png

Abilities: Stamina / Long Reach (Regenerator)
New Moves: Body Press, Foul Play, Flip Turn, Cotton Guard, Scald, Waterfall, Liquidation, Surf, Water Pulse
Removed Moves: None
Justification: Physically defensive pivot that provides some more utility than :alomomola:Alomomola by having less passivity with usable offenses, in exchange of having a more neutral matchup against Fire-types and a vulnerability to Flying-, Poison-, and Bug-type wallbreakers, and noticeably less special bulk. Can also be a physically defensive win condition with Stamina + Body Press, or for sets that already include Cotton Guard, Long Reach.
:SV/dhelmise:
Name: Dhelmise
Type: Ghost/Grass
Abilities: Steelworker / Heavy Metal
New Moves
: Hard Press, Wave Crash, Trailblaze, Superpower
Removed Moves: N/A
Justification: Heavy Metal enables Dhelmise to better use Heavy Slam, and the buffed version in this mod removes its Ghost weakness. Wave Crash for coverage, and because it already learns Water-type moves. Trailblaze because it's a Grass-type and just about everything gets Trailblaze.

:SV/musharna:
Name: Musharna
Type: Psychic
Abilities: Comatose / Neutralizing Gas / Anticipation
New Moves: Thunderbolt, Defog, Haze, Psychic Noise
Removed Moves: N/A
Justification: Musharna is a fitting recipient of Neutralizing Gas duet to the "Dream Mist" coming out of its forehead.

:SV/typhlosion: :SV/typhlosion-hisui:
Name: Typhlosion | Typhloson-Hisui
Type: Fire/Ground | Fire/Ghost
Abilities: Blaze / Daredevil / Berserk | Blaze / Merciless / Perish Body
New Moves
: Earth Power, Ancient Power, Stealth Rock | Bitter Malice, Earth Power, Ancient Power, Strength Sap
Removed Moves: N/A
Justification:
:sv/emboar:
Name: Emboar (resub)
Type: Fire/Fighting
Abilities: Blaze/Contrary
New Moves
: Headlong Rush
Removed Moves: None
Justification: Emboar is a contrarian. It's not just a pig. They call him Mr.Pig. And I'm a contrarian because Geko's guide recommends to not try to push ZU mons into OU but hear me out. 123 Atk + Contrary is nothing to laugh at with this boosted Superpower, it can also run Overheat with its 100 SpA to be a cool mixed attacker. It should be held back by its low Speed before boosting.

:sv/altaria: :sv/altaria-mega:
Name: Altaria | Altaria-Mega
Type: Dragon/Flying | Dragon/Fairy
Abilities: Natural Cure/Fluffy/Cloud Nine | Pixilate
New Moves: (already has Salve Strike) Spirit Break, U-turn, Swords Dance, Calm Mind, Quick Attack
Removed Moves: None
Justification: I was toying with the idea of a Fluffy Dragon/Fairy, MAltaria to be clear, for a while, but I also like Pixilate Altaria. So basically, Parallel Mega Orb makes me able to have both ideas in one. Dragon/Fairy is a really cool typing, allowing to blank threats like Raging Bolt, or Zamazenta lacking Heavy Slam, etc.

:sv/banette: :sv/banette-mega:
Name: Banette | Banette-Mega
Type: Ghost/Normal | Ghost/Fighting
Abilities
: Insomnia/Frisk/Run It Back | Prankster
New Moves: Close Combat, Focus Punch, Drain Punch, Parting Shot, Strength Sap, Encore, Copycat, Taunt, Flex Off, Mach Punch (already has Frostnip)
Removed Moves: None
Justification: I love Banette-Mega concept wise, but it sucks really, really badly. I like the Prankster niche, and I know every mod that buffed it tried to get away from Prankster Banette-Mega (from the top of my mind, mostly Megas Revisited and Joltemons), but I want it to be able to run that just fine. Prankster Destiny Bond is ass on a mega, but now it has a lot of cool tools, like Flex Off (from a 165 Atk mon, which is huge), Taunt, Encore, Copycat if you're stupid and want to run Phantom Force Copycat, Parting Shot for the prio pivot, or Strength Sap as a cool healing option with debuff. It already has a lot of cool moves like Swords Dance (if you're scared of losing the Flex Off, or you want to run some bulk with Sap and/or WoW or Frostnip), Poltergeist, Shadow Sneak, and Destiny Bond if you REALLY want that option.
:pmd/gardevoir: :pmd/gardevoir-mega:
Name: Gardevoir, Gardevoir-Mega
Type: Psychic / Fairy
Abilities: Protean / Trace / Moody, Pixilate
New Moves: U-Turn, Moonlight, Defog, Eerie Spell, Tri-Attack
Removed Moves:
Justification: The main justification behind this change is going to be using the new item Parallel Mega Orb to its biggest advantage. Trace m gardevoir can really exploits defensive abilities like regenerator, good as gold, poison heal, Aerodynamicist, flash fire, etc, it can also take good advantage of abilities like moody, neuroforce, protean, sheer force, beast boost, etc.

The most important thing is likely protean, protean allows m gard to be very distinct from lele in that it can fire off coverage moves with stab. This allows m gard to switch up its defensive profile and allow its sp. def bulk to be used to the fullest. With moonlight it can stay alive longer and be useful defensively unlike tapu lele which often falls victim to stealth rock

:pmd/mandibuzz:
Name: Mandibuzz
Type: Dark / Flying
Abilities: Overcoat / Prankster / Route Closed
New Moves: Haze, Stealth Rock, Taunt, Body Press, Parting Shot, Memento, Encore, Switcheroo
Removed Moves:
Justification: Prankster mandibuzz with haze, defog, and other options like taunt, parting shot, toxic can show a lot of potential on a set. With its bulk and utility it can easily show offensive teams how hard it may be to deal with it as a prankster iron defense set can show how bulky it is and with prankster parting shot you can pivot in ur allies and even reducing the damage they take

:pmd/volcanion:
Name: Volcanion
Type: Fire / Water
Abilities: Water Absorb / Route Closed / Moody
New Moves: Morning Sun, Calm Mind, Bulk Up, Work Up, Superpower, Iron Defense, Burning Jealousy
Removed Moves:
Justification: Route closed gives a big use for volcanion as a mon that can bully volt switch mons and u-turn users. With specs it can really just take advantage of the free turns its offered against lando-t, mega manectric (who lack tbolt), magearna, u-turn steelix, genesect, etc. With accesss to calm mind, iron defense, and morning sun it can be a mon who can take advantage of pressure to regain its health or to take advantage of the free turns and setup esp with its access to a wide movepool and a stat spread that is not fully utilized

Work Up, and Iron defense allow it to take advantage of moody giving a 10% boost to everything, this allows it to use its physical movepool as well to surprise foes like slowking-g, magearna, sp. def pex, glaceon, CM fini, chansey, etc.
:sv/Ceruledge::sv/armarouge:

Name: Ceruledge / Armarouge [RESUB]
Type:
Fire.png
Ghost.png
/
Fire.png
Psychic.png

Abilities: Battle Armor | Sharpness [HA] / Battle Armor | Good As Gold [HA]
New Moves: Sacred Sword. / Chicken Dance.

Justification: maybe too much, gave him everything he would want, but removing one of either sharpness or VD or Sacred Sword should make him fine if deemed broken. / Auspiscious comes from augury, the roman religion of watching what birds do to receive omens. Initially gave him GaG because i thought it came from aurum, the chemical name of gold? but no,,, keeping it because it helps against the toxics and taunts and the like.
:sv/hoopa: :sv/hoopa_unbound:
Name: Hoopa Bound | Hoopa Unbound
Type:
1735859009260.png
/
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|
1735859015943.png
/
1735859031451.png

Abilities: Prankster / Long Reach | Moody / Long Reach
New Moves: (Already Has: Chakra Bullets, Mental Gymnastics, Spectral Thief), Aura Sphere, Dazzling Gleam, Encore, Imprison, Pain Split, Shadow Punch, Shadow Sneak, Solar Beam, Sucker Punch, Switcheroo, Taunt, Teleport, Thunder,
Removed Moves: None
Justification: A special attacking Prank-Bond Pokemon (though one that can dip its toes into mixed attacking), And a mild power buff to a powerful pokemon. Long reach is my only concern, and I am willing to part with it if the need comes. I added some utility but chose to leave out tools like Disable, Will o Wisp, Pivoting, and 50% recovery.


:sv/regirock: :sv/registeel: :sv/regice: :sv/regigigas: :sv/regidrago: :sv/regieleki:
Name: Regirock | Registeel | Regice | Regigigas | Regidrago | Regieleki
Typings:
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|
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|
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|
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|
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|
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Abilities: Clear Body / Solid Rock | Clear Body / Light Metal | Clear Body / Refrigerate | Clear Body / Slow Start | Clear Body / Dragon's Maw | Clear Body / Transistor
New Moves: (All) Rapid Spin, Recover, Volt Switch, (Gens 3 and 4) Dazzling Gleam, Earth Power, Knock Off, Power Gem (Regice) Haze, Ice Punch, Thunder Punch (Regidrago) Agility,
Removed Moves: Nada
Justification:
:sv/aerodactyl:
Name: Aerodactyl | Mega Aerodactyl
Type:
1736232018066.png
/
1736232029198.png

Abilities: Technician / Intimidate / Long Reach | Technician
New Moves: U-turn, Gravel Grater, Zephyr Blade, Millstone
Removed Moves: Dragon Dance
Sample Sets:
Aerodactyl @ Aerodactylite
Ability: Technician
EVs: 252 Atk / 252 Spe
Jolly Nature
- Dual Wingbeat
- Bulldoze
- Gravel Grater
- U-turn

Aerodactyl @ Loaded Dice
Ability: Technician
EVs: 252 Atk / 252 Spe
Jolly Nature
- Dual Wingbeat
- Rock Blast
- Bulldoze / Taunt / Roost
- U-turn / Bulldoze

:sv/nihilego:
Name: Nihilego
Type:
1736299311408.png
/
1736299472467.png

Abilities: Beast Boost / Tinted Lens
New Moves: Calm Mind, Clear Smog, Earth Power, Energy Ball, Mental Gymnastics, Millstone, Recover
Removed Moves: None
Justification: Nihilego has an insane stat distribution, really, go look at it. Solid speed tier, strong, specially bulky. Why isn't it OU? Oh yeah, dogshit typing. Well, Rock/Poison isn't so dogshit when Tinted Lens let's it smack Steels and Poisons around. Beast Boost sets get some better coverage in Earth Power and Energy Ball, and Calm Mind + Recover let you try for some bulky set up shenanigans.

:sv/chandelure:
Name: Chandelure
Type:
1736300535499.png
/
1736300544691.png

Abilities: Pyre / Merciless / Levitate
New Moves: Aura Sphere, Flame Burst, Giga Drain, Lava Plume, Nasty Plot, Recover, Scorching Sands, Strength Sap
Removed Moves: None
Justification: I like Chandelure, I don't care that Blacephalon is better. Merciless + Infernal Parade is an obvious synergy here; I also gave some better coverage moves, priority, better set up, and 2 forms of recovery. Is this enough to get Chandy into the fringes of OU viability? I don't know, but honestly if this isn't enough, nothing is.
:sv/bewear:
Name: Bewear
Type:
Normal.png
Fighting.png

Abilities: Fluffy / Triage / Unnerve
New Moves: Knock Off, Wish
Removed Moves:
Justification: Priority clicker that can act as a decent anti-offense tool and an acceptable win-con with Swords Dance / Bulk Up + Drain Punch and the vast coverage it has.

:sv/weezing: :sv/weezing-galar:
Name: Weezing / Weezing-Galar
Type:
Poison.png
Dark.png
|
Poison.png
Fairy.png

Abilities: Levitate / Neutralizing Gas / Toxic Debris | Levitate / Neutralizing Gas / Misty Surge
New Moves: Knock Off, Nasty Plot, Pursuit, Rapid Spin, Scald, Spikes, Thunder Wave
Removed Moves:
Justification: Simple changes that I'll likely update, but I'd like to put both of these guys on the map, one being a suicide lead and the former being a solid defensive piece. They already have Recover, so just a few utility moves could patch them up to see if they can really be good!

:sv/arcanine: :sv/arcanine-hisui:
Name: Arcanine / Arcanine-Hisui
Type:
Fire.png
|
Fire.png
Rock.png

Abilities: Intimidate / Flash Fire / Pyre | Intimidate / Flash Fire / Rock Head
New Moves: Bulk Up, Taunt, U-turn
Removed Moves:
Justification: Very tired honestly and can't bother to muster up any words to go into detail, but a pivot Arcanine-Hisui can be interesting with how often it has to force switches and Bulk Up with something like Air Balloon can go well to use Landorus-T and Gliscor as set-up fodder.

My votes to save my ratio:
Moves: Triple Kick / Triple Axel / Triple Arrows / Triple Dive, Chilling Water / Ice Burn / Freeze Shock, Caltrops, Brain Buster, Dragon Hammer / Hammer Arm / Ice Hammer (SV), Synchronoise
Items: Yellow Card, Resist Berries, Metronome, Bucket (SV), Red Licorice (SV), Engine Breaker
Abilities: Iron Fist, Vital Spirit, Flower Gift, Guard Dog, Stench, Stalwart (SV)
Adjustments: Tangrowth, Altaria, Mandibuzz, Volcanion, Nihilego, Bewear (SV)
 
Moves
Triple Kick | Triple Axel | Triple Arrows | Triple Dive, Chilling Water / Ice Burn / Freeze Shock, Caltrops, Virulent Blast, Dragon Hammer / Hammer Arm / Ice Hammer (SV), Synchronoise
Items
I'll be honest, nothing that I really like here
Abilities
Nostalgia Trip (SV), Flower Gift (SV), Guard Dog, Mountaineer, Stench, Stalwart
Adjustments
Tangrowth, Altaria | Altaria-Mega (SV), Banette | Banette-Mega (SV), Volcanion, Regis, Bewear
 
Moves
Chilling Water / Ice Burn / Freeze Shock (SV), Synchronoise, Dual Chop, Brain Buster, Fell Stinger / Meltdown / Misty Explosion / Sheer Cold

Items
Deep Sea Scale / Deep Sea Tooth (SV), Red Licorice, Spider Charm

Abilities
Super Luck (SV), Flower Gift, Stench

Adjustments
Tangrowth (SV), Weezing / Weezing-Galar, Altaria / Altaria-Mega, Banette / Banette-Mega, Gardevoir / Gardevoir-Mega, Aerodactyl
 
 Moves
Conversion, Dragon Hammer & friends, Virulent Blast, Triple Kick & friends, Fell Stinger & friends (SV), Brain Buster (SV)

Items
Bucket, Resist Berries, Yellow Card, Engine Breaker, Red Licorice, Metronome (SV)

Abilities
Mountaineer, Super Luck, Stalwart, Nerve-Wracking, Stench (SV), Wild Mane (SV)

Adjustments
Tangrowth, Emboar, Bewear, Regis, Nihilego (SV), Aerodactyl (SV)
 
Moves: Dragon Hammer + others, Triple KIck + Others, Brain Buster, Virulent Blast, Chilling Water + Others (If freeze shock is a diff move and doesnt gut kyurem-b that is)
Items: Yellow Card (SV), Resist berries (SV), Metronome
Abilities: Stalwart, Nostalgia Trip, Guard Dog (SV), Stench, Super Luck, Flower Gift
Adjustments: Volcanion (SV), Mandibuzz (SV), Nihilego, Mega Alt, Tangrowth, Slowbro
 
Last edited:
Moves
triple kick, chilling water, synchronoise (SV), dual chop, caltrops, sewing seed

Items
crystal ball (SV), yellow card, red licorice

Abilities
nostalgia trip, explosive, disguise, vapor control,

Adjustments
tangrowth, slowbro, regis, hoopa, nihilego, weezing
 
Moves
Dragon Hammer / Hammer Arm / Ice Hammer, Conversion [SV], Bug Bite / Corrosive Gas / Incinerate / Knock Off / Pluck, Triple Kick, Brain Buster

Items
Crystal Ball, Yellow Card, Engine Breaker [SV]

Abilities
Mountaineer [SV], Super Luck, Stalwart, Vital Spirit [SV]

Adjustments
Emboar, Nihilego, Weavile & Sneasler, Bewear
 
Last edited:
Moves
Triple Kick/Axel/Arrows/Dive, Dual Chop, Black Viper, Caltrops (SV), Brain Buster, Virulent Blast

Items
Engine Breaker, Crystal Ball, Yellow Card, Metronome, Red Licorice, Sachet

Abilities
Iron Fist, Vital Spirit, Nostalgia Trip, Guard Dog, Wild Mane, Stalwart

Adjustments
Weavile & Sneasler, Altaria, Banette, Nihilego, Bewear, Arcanine
 
Moves
Fell Stinger, Dragon Hammer, Brain Buster, Synchronise, Triple Kick, Virulent Blast

Items
Whipped Cream, Resist Berries, Metronome,

Abilities

Stench, Explosive, Nostalgia Trip, Super Luck, Flower Gift, Vapor Control

Adjustments
Altaria, Emboar, Volcanion, Hoopa, Aerodactyl, Bewear
 
SLATE 07 VOTES:

Moves:
1. Triple Kick | Triple Axel | Triple Arrows | Triple Dive (self-vote),
2. Chilling Water / Ice Burn / Freeze Shock {I'm assuming that Freeze Shock is physical}
3. Conversion
4. Dual Chop
5. Bonfire
6. Brain Buster

Items:
1. Iron Ball (self-vote),
2. Deep Sea Scale / Deep Sea Tooth
3. Spider Charm
4. Resist Berries
5. Whipped Dream
6. Red Licorice

Abilities:
1. Iron Fist (self-vote)
2. Super Luck
3. Damp
4. Disguise
5. Cursed Body
6. Suction Cups

Adjustments:
1. Weavile & Sneasler {& pre-evos} (self-vote)
2. Slowbro & Slowbro-Galar & Slowbro-Mega
3. Dhelmise
4. Volcanion
5. Chandelure
6. Bewear
 
Here are the winners of Slate 7!

Tally can be found here.

Name(s): Triple Kick | Triple Axel | Triple Arrows | Triple Dive (adjustments)
Power: 20 → 40 → 60 (all)
Accuracy:
90% for each hit (all)
PP:
10 (max. 16) (all)
Category: Physical (all)
Type: Fighting | Ice | Grass | Water
Effect: "Hits 3 times. Each hit can miss but power rises. (20% chance to lower Defense by 1 stage | Can't miss in Snow | Ignores screens, substitutes, and Burn | Ignores Burn and power loss in Sun. Can't miss in Sun.) (Loaded Dice only needs one accuracy check.)
Priority: 0 (all)
Flags (ex: Contact, Sound): Mirror, Protect (all); Contact (all but Triple Arrows); Dance (Triple Kick & Triple Axel); Gravity (Triple Axel & Triple Dive); Authentic, Bullet (Triple Arrows)
Potential Pokémon With This Move:
(Triple Kick) Current users (:hitmontop: + :pheromosa:) + :blaziken:'s line, :buzzwole:, :cinderace:'s line, :hitmonlee:, :meloetta:, :quaquaval:'s line, :tsareena:'s line
(Triple Axel) Current users are likely enough since there's a lot of them already + but also :meloetta:
(Triple Arrows) Current user (:decidueye-hisui:) + :abomasnow:, :brambleghast:, :cacturne:, :decidueye:, :iron leaves:, :leafeon:, :shiftry:, :tapu bulu:, :trevenant:, :zarude: & :zarude-dada:
(Triple Dive) Current "user" (:wugtrio:) + potentially any Water mon with 85 Atk or more though you'd likely have to be careful with anything at :barraskewda: or higher in terms of Atk, meaning various Adaptability mons and as well :swampert: and :sharpedo: to Megas might also need to be exempt (given Rain boosting).
Justification: Continuing on trying to improve rather lame signature abilities, the already actually good Triple Axel comes along for the ride and simultaneously gets a boost and a small nerf with regards to Snow and Gravity respectively (and is why the group as a whole didn't get boosted to 95%). Triple Kick is outright unusable in its current form and is now a "risky" Close Combat alternative that lowers only the opponent's Defense potentially at the cost of potentially missing completely. Triple Dive and Triple Arrows are meanwhile stuck on only one mon, but while Triple Dive is as garbage as Wugtrio itself unfortunately is, Triple Arrows would be borderline busted if all of its current qualities were brought over to it also being boosted 120 power and more distributed. So between that and Triple Kick already physical Fighting, Triple Arrows gets made into Grass and pretty much completely remade so that more mons can use it and have an alternative to Wood Hammer that doesn't kill them. (Triple Dive has the pro-Sun clauses just because it's based around clear water & speedly splashing it about apparently and because it really shouldn't be boosted in Rain.)
:sv/iron boulder:
Name: Brain Buster
120 Base Power | 100% Accuracy | 5 PP
Category
:
1736229396917.png

Type:
1736229406521.png
Effect: Lowers the user's Def and SpD 1 stage each
Priority: 0
Flags: None
Potential Pokémon With This Move: :golduck::alakazam::rapidash-galar::hypno::starmie::mewtwo::mew::celebi::medicham::metagross::latios::latias::deoxys::bronzong::lucario::gallade::azelf::victini::darmanitan::malamar::hoopa::bruxish::grimmsnarl::stonjourner::veluza::iron leaves::iron boulder:
Name: Dragon Hammer / Hammer Arm / Ice Hammer
Power: 100
Accuracy: 90%
PP: 10
Category: Physical
Type:
Dragon.png
/
Fighting.png
/
Ice.png

Effect: Lowers the user's Attack by 1.
Priority: 0
Flags (ex: Contact, Sound): Contact, Fist
Potential Pokémon With This Move: :archaludon: :charizard: :dracovish: :haxorus: :hydrapple: :hydreigon: :kommo-o: :goodra: :kyurem: :sceptile: | :deoxys: :dragonite: :enamorus: :ferrothorn: :iron-valiant: :kingambit: :melmetal: :necrozma: | :avalugg: :avalugg-hisui: :mamoswine: :weavile:
Justification: Attempting to fix Hammer Arm to make it more acceptable along with spreading Dragon Hammer and Ice Hammer distribution; think of it as a Superpower side-grade to those who learn it already but a little more convenient since no Defense drop.
Name: Chilling Water / Ice Burn / Freeze Shock
Power: 80
Accuracy: 100%
PP: 15
Category:
1735606523695.png
Special
Type:
1735606499884.png
/
1735606509198.png
/
1735606509198.png

Effect: 30% chance to inflict Frostbite / 30% chance to inflict Frostbite / 30% chance to inflict Paralysis
Priority: 0
Flags: Same as before
Potential Pokémon With This Move:
Chilling Water: Same as before plus :arctovish:, :walrein:
Ice Burn: Most, if not all Ice-types (especially base :kyurem:, :darmanitan-galar:, and :glaceon:), Frostbite users, :goodra-hisui:, :marowak-alola:
Freeze Shock: Same as before plus :kyurem:, :rotom-frost:, :aurorus:, :cresselia:, :lanturn:, :starmie:, :porygon-z:, :magearna:, :gengar:, :froslass:, :metagross:, :basculegion:, :cursola:, :silvally:, :arctozolt:
Justification: Some options for especially defensive walls, making the most of the newly introduced status condition, in particular it seems like an interesting anti-meta addition as most status absorbers are weak to Water or Ice. Freeze Shock also mixes things up to give some threatening potential to certain wallbreakers long term, yet retaining defensive usage in bulkier users as well.
Name: Synchronoise
Power: 120 BP
Accuracy: 100
PP: 5
Category:
special.png

Type:
psychic.png

Effect: changes user's type to that of the target after hit
Priority: 0
Flags (ex: Contact, Sound): existing
Potential Pokémon With This Move: :eevee:, :ralts:, :jangmo-o:, :whismur:, :popplio:, :toxtricity:, :abra:, :rabsca:, :indeedee:, :indeedee-f: :meloetta:, and existing
Justification: reflect type if it wasnt a momentum sink
Name: Caltrops
Steel.png
|
Status.png
| PP: 20 (32) | Power: -- | Accuracy: --% | Priority: 0
Effect: Lays sharp steel (Steel-type Rocks) on the opposite side of the field.
Flags: Mirror, Reflectable, Snatch
Potential Pokémon: :aegislash::celesteela::corviknight::ferrothorn::genesect::golisopod::greninja::haxorus::heatran::iron treads::iron valiant::metagross::pecharunt::samurott-hisui::scizor::silvally::skarmory::steelix::weavile::zamazenta:
Justification: Giving the hazards set by G-Max Steelsurge a way to actually be set in the form of a copy of Stealth Rock, which should help to rein in Fairy-type
Name: Virulent Blast
Power: 110
Accuracy: 90%
PP: 5
Category: Special
Type:
Poison.png

Effect: 20% chance to badly poison the target.
Priority: 0
Flags (ex: Contact, Sound): Bullet
Potential Pokémon With This Move: :clodsire: :deoxys: :drapion: :gengar: :iron-moth: :nidoking: :pecharunt: :slowking-galar: :toxapex: :umbreon: :venusaur:
Justification: Poison-type moves aren't as potent offensively, so opening up the option to use a strong STAB move that could be even more juiced up with a Poisonium Z could be interesting. Gengar, Iron Moth, and Nidoking appreciate it the most out of the potential learners, with Venusaur potentially using it as well in its Mega forme.
Name: Yellow Card
Effect: Upon being hit by an attack that puts the user below 1/2 of the user's max HP, gives the opponent -1 Atk and -1 Def. Once per switch in.
Can Be Knocked Off (Yes or No): Yes
Ignored by Klutz (Yes or No): Yes
Fling Power & Effect: 88
Justification: This item allows the user to take an attack and potentially take advantage of a defensive pokemon by weakening their phys. def, this can allow mons like great tusk to hit smth like corviknight, great tusk, terapagos, steelix super hard. The attack debuff allows it to be used on more defensive pokemon to take advantage of that and use it to setup, recover, and do other stuff

Name: Resist Berries (Barbari, Charti,Chilan, Chople, Coba, Colbur, Haban, Kasib, Kebia, Occa, Passho, Payapa, Rindo, Roseli,Shuca, Tanga, Wacan, Yache Berry)
Effect: Halves damage taken from a supereffective type attack that would depend on the berry. Once per switch in.
Can Be Knocked Off (Yes or No): Yes
Ignored by Klutz (Yes or No): Yes
Fling Power & Effect: 95
Justification: Once per switch in is the change from once per game... this change makes them much more reliable and much better at functioning throughout the game, this even works a lot better on defensive pokemon as they can switch in take the weak hit and even preserve the berry by taking a hit in the future. This would allow these berries to have much more practical uses
1736312591588.png

Name: Metronome
Effect: Boosts the power of the holder's attacks by 1+(X*0.2), where X is the number of times the holder has consecutively selected the same attack; X cannot be greater than 5

Metronome boosts continue to accumulate even if the attack the holder selects misses or fails due to Protect or attacking into an immunity.
Can Be Knocked Off: Yes
Ignored by Klutz: Yes
Fling Power & Effect: 80 BP, no additional effects.
Name: Engine Breaker
Effect: Moves that would have had their damage reduced or negated by an ability such as Thick Fat, Flash Fire, or Water Absorb ignore that ability once and deal neutral damage. Item is consumed.
Can Be Knocked Off (Yes or No): Yes
Ignored by Klutz (Yes or No): Yes
Fling Power & Effect: 10
Justification: One-time ability negation.
Name: Red Licorice
Effect: This Pokemon's contact moves have 1.2x power and trap the target. Single use. Announces on switch-in: "[Pokemon] is chewing on some good licorice!"
Can Be Knocked Off (Yes or No):
Ignored by Klutz (Yes or No):
Fling Power & Effect: 50 BP, traps target
Justification: Mostly intended to be used as a lure to a Pokemon's check(s), removing the surprise factor to let it be more playable could let it be a fine addition.
Name: Stalwart
Effect: This Pokemon does 25% more damage and takes 25% less damage from opponents that have more HP than it. Its moves can also not be redirected.
Permanent (Yes or No): Yes
Mold Breaker (Yes or No): No
Potential Pokémon With This Ability: :archaludon: :haxorus: :kingambit:
Justification: Seems drastic to buff this ability, but it opens up another option for Archaludon instead of Stamina while also letting it have some niche outside of Rain. Kingambit could possibly have this ability and be fine with it, since when compared to Supreme Overlord and Defiant this ability is more tame and helps it defensively.
Name: Super Luck
Effect: User's moves with high critical hit ratio always land as critical hits.
Permanent (Yes or No): No
Mold Breaker (Yes or No): No
Potential Pokémon With This Ability: :ogerpon:, :crawdaunt:, :gallade-mega:, :inteleon:,:decidueye:,:decidueye-hisui:, :rhyperior:, :drapion:, :kabutops:, :absol:, :blaziken-mega:, :annihilape:, :darkrai:
Justification: Acts like a toned down variant of Sharpness that should ease more wallbreaking, in particular easing against the trend of IronPress sets in the tier from Pokemon like :goodra:Goodra.
:sv/vileplume:
Name: Stench
Effect: When the wielder is hit by an attack, Torments the user of the attack
Permanent (Yes or No): No
Mold Breaker (Yes or No): No
Potential Pokémon With This Ability: :vileplume::garbodor::muk::tentacruel::aromatisse::fezandipiti::rabsca::skuntank::weezing:::crobat:
Justification: Torment is good I swear. Fezandipiti, Vileplume, Tentacruel, and Crobat especially appreciate how this messes with Choice locked attackers, and aggravates everything else.
Name: Nostalgia Trip
Effect: Moves used by this Pokemon have the Attack category they would for moves of their type in Generation 3. Fairy moves are Special.
Permanent (Yes or No): No
Mold Breaker (Yes or No): No
Potential Pokémon With This Ability: :aerodactyl-mega: :gengar: :alakazam: :tauros::houndoom: :houndoom-mega:
Justification: Taking a page from Megas Revisited, Nostalgia Trip is a cool ability, that can really allow for a lot of stuff.
Name: Flower Gift
Effect: If user is Cherrim and Sunny Day is active, it and allies' Attack, Sp. Attack, Def, and Sp. Def are 1.5x. Transforms into Cherrim-Sunshine, turns it Grass/Fire, gives it a x1.2 BP boost on all its moves, and turns Sunny Day into Desolate Land.
Permanent
(Yes or No): Yes
Mold Breaker (Yes or No): No
Potential Pokémon With This Ability: :cherrim: :cherrim-sunshine:
Justification: Ogerpon-Hearthflame is banned (and please don't drop it again), and Scovillain sucks. Now, what if we made a good one? Even better, what if we made Cherrim good? Now, it should actually be worth something, and even scary, with the right setup. Sure it's stacked, but as a reminder: it has 70/60/70/87/78/85 stats. And its movepool is ass.
:sv/nihilego:
Name: Nihilego
Type:
1736299311408.png
/
1736299472467.png

Abilities: Beast Boost / Tinted Lens
New Moves: Calm Mind, Clear Smog, Earth Power, Energy Ball, Mental Gymnastics, Millstone, Recover
Removed Moves: None
Justification: Nihilego has an insane stat distribution, really, go look at it. Solid speed tier, strong, specially bulky. Why isn't it OU? Oh yeah, dogshit typing. Well, Rock/Poison isn't so dogshit when Tinted Lens let's it smack Steels and Poisons around. Beast Boost sets get some better coverage in Earth Power and Energy Ball, and Calm Mind + Recover let you try for some bulky set up shenanigans.
:sv/tangrowth:
Name: Tangrowth
Type:
1735694093061.png
/
1735606499884.png

Abilities: Stamina / Long Reach (Regenerator)
New Moves: Body Press, Foul Play, Flip Turn, Cotton Guard, Scald, Waterfall, Liquidation, Surf, Water Pulse
Removed Moves: None
Justification: Physically defensive pivot that provides some more utility than :alomomola:Alomomola by having less passivity with usable offenses, in exchange of having a more neutral matchup against Fire-types and a vulnerability to Flying-, Poison-, and Bug-type wallbreakers, and noticeably less special bulk. Can also be a physically defensive win condition with Stamina + Body Press, or for sets that already include Cotton Guard, Long Reach.
:sv/altaria: :sv/altaria-mega:
Name: Altaria | Altaria-Mega
Type: Dragon/Flying | Dragon/Fairy
Abilities: Natural Cure/Fluffy/Cloud Nine | Pixilate
New Moves: (already has Salve Strike) Spirit Break, U-turn, Swords Dance, Calm Mind, Quick Attack
Removed Moves: None
Justification: I was toying with the idea of a Fluffy Dragon/Fairy, MAltaria to be clear, for a while, but I also like Pixilate Altaria. So basically, Parallel Mega Orb makes me able to have both ideas in one. Dragon/Fairy is a really cool typing, allowing to blank threats like Raging Bolt, or Zamazenta lacking Heavy Slam, etc.
:sv/bewear:
Name: Bewear
Type:
Normal.png
Fighting.png

Abilities: Fluffy / Triage / Unnerve
New Moves: Knock Off, Wish
Removed Moves:
Justification: Priority clicker that can act as a decent anti-offense tool and an acceptable win-con with Swords Dance / Bulk Up + Drain Punch and the vast coverage it has.
:pmd/volcanion:
Name: Volcanion
Type: Fire / Water
Abilities: Water Absorb / Route Closed / Moody
New Moves: Morning Sun, Calm Mind, Bulk Up, Work Up, Superpower, Iron Defense, Burning Jealousy
Removed Moves:
Justification: Route closed gives a big use for volcanion as a mon that can bully volt switch mons and u-turn users. With specs it can really just take advantage of the free turns its offered against lando-t, mega manectric (who lack tbolt), magearna, u-turn steelix, genesect, etc. With accesss to calm mind, iron defense, and morning sun it can be a mon who can take advantage of pressure to regain its health or to take advantage of the free turns and setup esp with its access to a wide movepool and a stat spread that is not fully utilized

Work Up, and Iron defense allow it to take advantage of moody giving a 10% boost to everything, this allows it to use its physical movepool as well to surprise foes like slowking-g, magearna, sp. def pex, glaceon, CM fini, chansey, etc.
Discussion phase will be in session and the next slate will open sometime after the next twenty-four hours. As always, join the Discord if you haven't already and let us know about how you feel about the winners and potential distribution! The next post opening Slate 8 plans to have some tiering, mechanical, and slate process-related announcements in it, so stay tuned for that.
 
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:hitmontop:: The kick moves (plus Triple Arrows / Triple Dive) getting buffed is nice, I sure hope there's some distribution to Technician, Skill Link or No Guard Pokemon so they have reliable users.
:Iron Valiant:: Brain Buster is a Psychic-type Close Combat, I wonder if it'd be a good idea to give it to stuff like :enamorus:Enamorus for the funny Contrary interaction while also acting as coverage. :pikachu-alola:Pikachu-Alola also could find use for this as it's surprisingly underpowered currently.
:justyke:: The hammer moves seem nice but could have afforded more BP TBH, time will tell if they underperform and can be buffed to 110 or 120 BP or not.
:kyurem::The Frostbite moves (and the soon-to-be "Breeze Shock") surely will be nice additions to mitigate the offensive power creep of the tier, hopefully they get decent distribution.
:toxtricity::Psychonoise is probably going to be a move used in combination with a Legend Plate Psychic to remove the drawback, changing to the type of the opponent is often detrimental by losing STAB in the process, and I wouldn't be surprised if even then it needs a buff to 140 BP (cough :chromera:Chromera) to find real use.
:copperajah-gmax:: Steel Rock is going to be annoying for sure, although it doesn't seem too well-thought as a concept, namely as this can worsen the hazard metagame issues involving :gholdengo:Gholdengo, and new entry hazards often being historically problematic in Pet Mods. Hopefully this only gets minimal distribution so it's not just spammed on hazard stack teams.
:porygon-z:: Poison-type Fire Blast is simple but effective, yet at the same time I don't feel that it's something that's going to increase variety on the tier, but rather just raise the power level, but at this point may as well embrace the ND Ubers UU vibe of the tier.

:zap plate:: Yellow Card is funny but probably situational, should probably be viable on Pursuit users at least.
:metronome:: This still seems unviable to use seriously, the buffs are too minimal, unless the boosts remain if the user switches out, in which case it's broken.
:revavroom:: Engine Breaker sounds annoying to code by requiring manual implementation for every ability that does its premise, being a worse Mold Breaker tied to an item, unsure why anyone would use this outside counterteaming regardless.
:calcium:: The real question is if this triggers on Pursuit to disable the foe from switching out. In any case this is a powerful item that should impact the tier.

:duraludon:: Seems rather inconsistent, let alone annoying to scout as this appears to involve the raw HP both Pokemon have, not even bound by a percentage, not a fan.
:samurott:: Super Luck is now a sidegrade Sharpness, hopefully it still gets decent distribution, in particular I'd want some users of Cross Chop, Cross Poison, Night Slash, Leaf Blade, Psycho Cut, Slash, and maybe stuff like Ivy Cudgel and Spacial Rend.
:garbodor:: Stench seems like a good way to invalidate choice item users, hopefully some bulky usable mons get it.
:pikachu-kalos:: Nostalgia Trip seems funny but also maybe a bit underpowered, we'll see.
:cherrim:: Flower Gift is likely still overtuned, but chances are it's manageable, only time will tell.

:nihilego:: Tinted Lens is overkill TBH, I wouldn't be surprised if this pulls a pre-nerf :venomicon-epilogue:Venomicon-Epilogue and just has next to no checks.
:tangrowth::altaria:: Good old physical blanket walls. Will be neat to have in this metagame.
:bewear:: I wonder how much use :lopunny-mega:M-Lopunny will see now with this bringing it direct competition as an anti-offense tool, also, I'd think we got more than sufficient priority breakers in the tier at this point between Legend Plate Normal :Dragonite:, and the other Extreme Speed users in :obstagoon:, :pikachu:, and :genesect-chill:. I'd advise everyone to not add any more unless they have a deeper niche in mind.
:volcanion:: Blocking pivoting sounds funny until you notice this has a poor matchup to begin with on the pivoting users, so unless they're choice locked (which other Route Closed users would've abused as much) it's going to be rather situational, especially with the large competition for a fat Water-type in the tier.
 
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Congrats to the (other) winners.

SLATE 07 WINNING MOVES:
01. Triple Kick | Triple Axel | Triple Arrows | Triple Dive: Triple Dive is probably the only one that we really have to be careful about distributing given that due to Rain even if Triple Kick probably shouldn't be giving out to too many things and even if Triple Axel is already a bunch of things & so doesn't really need to be added to anything save for :meloetta: Meloetta probably. Triple Arrows can likely go on a bunch of things without being a problem despite how much it has going on for it given how "meh" Grass is overall as an attacking typing (when not auto-boosted and auto-prioritized by Grassy Terrain), but ironically :tangrowth: Tangrowth becoming neutral to Grass by becoming Grass/Water for...reasons makes Triple Arrows indirectly stronger.

02. Brain Buster: Glad this won even if I'm unsure what mons will really benefit from it that aren't already on the stronger side. The most obvious winner is :iron boulder: Iron Boulder, but that will still have issues with the local Dark-infestation this gen.

03. Dragon Hammer / Hammer Arm / Ice Hammer: Also glad these won since they're all been pretty useless moves for the most part. A bit funny how Mountain Gale is even worse now though.

04. Synchronoise: I like Reflect Type, and I appreciate the attempt to make it more viable indirectly, but, uh, I'm unsure how much even this version will see use. This especially given as pointed out above, after the first usage of it, you lose STAB, and if you don't lose STAB, then you're basically hitting a resist meaning you don't want to be clicking it anyway.

05. Caltrops: Easily my least favorite move that has won, especially as someone who wanted Bonfire to win. Being Ice type sure is suffering, and as much as I don't care for Fairy types, this likely hurts them less than it does the already crappy Rock and Ice types. Literally the only positive thing I can see about this winning is that it maybe gets :gholdengo: Gholdengo rebanned since that stupid thing is never catching an actual nerf unfortunately.

06. Virulent Blast: This should be fine, though it winning at the same time the likely overpowered Tinted Lens :nihilego: Nihilego is a bit funny.

SLATE 07 WINNING ITEMS:
07. Yellow Card: Meh. I'm pretty indifferent to this item, in part because it seems like it would have been able to make either screw with both defenses or both attacks instead of just the physical side of things, and would have rather the Resist Berries won. I hope it gets used though.

08. Metronome: This is probably still too weak, but at least we'll finally "confirm" if Protect was actually the issue or if it was just overkill an already weak item. (I'd also rather this have won over Steadfast just because it will be easier, in theory, to "confirm" that.)

09. Engine Breaker: ...I'd pray for Lysion if I thought that would help, but I know it won't. I'm extremely confused that this won given it seems even more niche than the currently unused Crystal Crown, and that's saying a lot. Even if it can be coded correctly without being a complete pain in the ass, I'm struggling to think of whateven wants to use this

10. Red Licorice: Glad this won and is sensible enough to be a one-and-done thing. As said above, a lot of this thing's viability will depend on how it and Pursuit end up interacting.


SLATE 07 WINNING ABILITIES:
11. Stalwart: This seems...annoying to try to eyeball and deal with in general even if I don't think it's overpowered or anything. It just fluctuates a lot, making it difficult both to judge in a vacuum and probably to keep with unfortunately. At least it should be easy to code (unlike maybe every above item sans Yellow Card).

12. Super Luck: I'm glad to see this won. Unsure what this "should" go to. All I ask is that if it goes back on :absol: Absol than that it not go back over Forewarn.

13. Stench: I'm fine with this winning though we'll see how much impact it has beyond giving Choice Items the finger amusingly (while doing absolutely nothing to Indecisive Orb users).

14. Nostalgia Trip: ...I could have sworn this won in JolteMons or VaporeMons given I know it's come up before, but apparently not. Huh. Guess we'll see how it performs here. (Didn't someone want this on :aerodactyl: Aerodactyl in one of those?)

15. Flower Gift: Meh. It kinda says a lot that the part of the "selling point" is that it's possibly restrained (read: arguably made pointless) by :cherrim: Cherrim's stat and movepool problems. It feels like it will be either hit or miss with relatively little wiggle for it just to be fine and viable. I'll be glad to be wrong though.


SLATE 07 WINNING ADJUSTMENTS:
16. :nihilego: Nihilego: I like Nihilego, but this have to agree that Tinted Lens on this is probably overkill on this, especially with all the other moves it got (including likely Virulent Blast).

17. :tangrowth: Tangrowth: This feels like a very mixed change, where becoming part-Water ironically is arguably more of a nerf for once. Then again, maybe that's necessary given how annoying both Stamina and Regenerator on are something this bulky. We'll see how it goes.

18. :altaria: Altaria: Glad this won even though I didn't have the room to vote for it.

19. :bewear: Bewear: Despite voting for it, this is the mon change I'm secondmost wary of just because of how powerful Triage actually is. Ironically I'm more wary of Triage Wish than I am of Drain Punch even with its access to Swords Dance, though Triage Drain Punch will definitely be formidable as well.

20. :volcanion: Volcanion: Have to agree that I don't see Route Closed doing that much on this and have liked it to be Steam Engine instead like one of the previous submissions for it. That said, I do like that it has recovery finally as well as more options in general (even if I still haven't decided how I feel about Moody).
 
Let's go.

:wugtrio: Gonna be interesting moves, the distribution is a WIP but I will def try to target No Guard, Technician and Skill Link mons. Nice sub overall.
:iron boulder: Psychic Close Combat is boring but effective, I wonder who will get the move because let's be honest, I don't think Medicham-Mega would be a target lol. Still, overall a neat buff. And yeah, Enamorus could be fun, at least I would be up for it.
:crabominable: I don't think Hammer Arm is gonna see that much use outside of coverage. Dragon Hammer and Ice Hammer are the main ones, and both were lacking a good physical STAB.
:umbreon: No clue. Type change you cannot control is often really bad, Chromera as Bobsican pointed out. I think it will be mostly useful with a Z-move? Or with Psychic Legend Plate?
:copperajah: I regret voting for it if I did, and well, it's not broken. It's boring, and I want to see how those nasty Ice types without HDB will fair if Caltrops and Rocks are up. Get fucked Abomasnow-Mega, nobody likes you anyway.
:nihilego: Fire Blast for Poison is neat, boring but effective, also overall a neat sub.

:red card: I'm not sure how much it will be useful?
:shuca berry: Should be more useful, I don't know what to say, nice addition to already viable items. Looking forward to those, should be the most viable ones.
:metronome: Still gonna be mid ngl.
:revavroom: Thank you guys, because I'll be honest, no clue how I will code that lol. I mean I have an idea I think, but well, wait and see. This item is mid ngl, one time Mold Breaker, at most you can be an annoying moron. Wow.
:simisear: Would be broken if it didn't announce itself. Gotta still have to be careful with this one, could really grab momentum easily, at least on paper.

:duraludon: It's an ability.
:sirfetchd: Gotta be careful on distrib, but I'm glad it's no longer worse Sniper lol. It can be really interesting I think, and I'm looking forward to the distrib.
:muk: Much more interesting than the original ability.
:aerodactyl: My sub. I'll be honest, I think it's gonna have to be handed out to stuff that needs the move, I guess a BP buff can be added if needed? I still think some stuff could be really funny, namely Houndoom-Mega for Pursuit, or Aerodactyl for Hurricane, or Gengar if you just wanna screw it and use BoltBeam like before - wait, it has Ice Beam now, so it just sucks on Gengar.
:cherrim: Also my sub. Funny how opinions are shared between broken and mid, no in-between. Adding something to Sun is risky by nature (Sun is already a top archetype in current NatDex), so I don't know how it will fit? Between Zard-Y, Gambit, Bolt, Tusk? Somewhere I guess? I think it could be really strong, the stats can get high despite the poor BST.

:nihilego: Well, gotta be funny trying to switch on that shit.
:tangrowth: I like Tang a lot. Glad to see it back. Should be a less passive Alomomola, as well as having a great typing, unseen on walls.
:altaria-mega: My sub. I think it has a lot of nice sets (defensive with Fluffy, bulky CM with Fluffy, fast Chicken Dancer with either Fluffy or Pixilate, Dragon Dancer with Pixilate, Swords Dancer with Pixilate Quick Attack...)
:bewear: Looking forward to this one, simple change yet it could lead to funny.
:volcanion: Ain't no way it runs Route Closed, I agree. Moody and Water Absorb are gonna be way better I think?
 
Distribution is done!
Triple Kick
Current distribution + Torchic line, Buzzwole, Scorbunny line, Hitmonlee, Meloetta, Quaquaval, Steenee line, Buneary line, Meditite line, Zapdos-Galar, Gallade, Keldeo, Mienshao, Hawlucha, Lilligant-Hisui, Terrakion, Breloom, Cobalion, Flamigo, Infernape, Virizion, Iron Boulder, Iron Crown, Iron Leaves, Zeraora

Triple Axel
Current distribution + Genesect, Meloetta, Infernape, Lokix

Triple Arrows
Current distribution + Ogerpon, Iron Leaves, Treeko line, Shaymin, Sprigatito line, Snivy line, Lilligant-Hisui, Snover line, Bramblin line, Shroomish line, Cacnea line, Decidueye, Leafeon, Seedot line, Tapu Bulu, Phantump line, Zarude

Triple Dive
Current distribution + Golisopod, Mantyke line, Dondozo, Magikarp line, Manaphy, Marill line, Quaxly line, Dewpider line, Arctovish, Dracovish, Basculin line, Bidoof line, Piplup line, Buizel line, Horsea line, Poliwhirl line, Tympole line, Carvanha line, Suicune, Mudkip line, Tatsugiri, Kyogre, Finizen, Dratini line

Brain Buster
Iron Boulder, Iron Leaves, Meloetta, Scream Tail, Hoopa, Latios, Kirlia line, Slowpoke line, Slowpoke-Galar line Victini, Mew, Jirachi, Mesprit, Azelf, Uxie, Bronzor line, Bruxish, Braviary-Hisui, Celebi, Baltoy line, Exeggcute line, Girafarig line, Inkay line, Mime Jr. line, Raichu-Alola, Ponyta-Galar, Solrock, Lunatone, Veluza, Stantler, Zorua line, Absol, Deino line, Cacturne, Impidimp line, Hattena line, Tapu Lele, Slurpuff, Mawile, Granbull, Mewtwo, Deoxys, Solgaleo, Lunala, Calyrex

Dragon Hammer
Current distribution + Duraludon line, Charizard, Dracovish, Haxorus, Hydrapple, Deino line, Jangmo-o line, Goodra, Goodra-Hisui, Kyurem, Sceptile, Necrozma, Latios, Latias, Cyclizar, Vibrava line, Regidrago, Turtonator, Arceus, Reshiram, Zekrom, Zygarde, Koraidon, Miraidon, Tinkaton

Ice Hammer
Current distribution + Bergmite line, Sneasel line, Swinub line, Snover line, Arctovish, Arctozolt, Glastrier, Regice, Sandshrew-Alola, Darumaka-Galar line, Frigibax line

Hammer Arm
Current distribution + Deoxys, Dragonite, Enamorus, Ferrothorn, Iron Valiant, Pawniard line, Melmetal, Necrozma, Tyranitar, Mawile, Sneasel line, Celesteela, Breloom, Crawdaunt, Feraligatr, Infernape, Lucario, Lurantis, Marshtomp line, Tinkaton, Darmanitan-Galar, Arceus

Chilling Water
Current distribution + Arctovish, Spheal line

Breeze Burn
Kyurem, Darumaka-Galar, Vulpix-Alola, Moltres-Galar, Regice, Glaceon, Bergmite line, Sneasel line, Swinub line, Snover line, Arctovish, Arctozolt, Amaura line, Cubchoo line, Cetoddle line, Cryogonal, Snorunt line, Smoochum line, Vanillite line, Spheal line, Iron Bundle, Frigibax line, Chien-Pao, Arceus

Breeze Shock
Kyurem, Darumaka-Galar, Vulpix-Alola, Moltres-Galar, Regice, Glaceon, Bergmite line, Sneasel line, Swinub line, Snover line, Arctovish, Arctozolt, Amaura line, Cubchoo line, Cetoddle line, Cryogonal, Snorunt line, Smoochum line, Vanillite line, Spheal line, Iron Bundle, Frigibax line, Chien-Pao, Arceus, Staryu line, Chinchou line, Silvally, Arceus, Frostmoth

Synchronoise
Same distribution + Latias, Gastly line, Omanyte line, Mew line, Staryu line, Stunfisk line, Tentacool line, Toedscool line, Castform line, Stunfisk-Galar, Keckleon, Iron Crown, Necrozma, Abra line, Deoxys

Caltrops
Onix line, Aron line, Stakataka, Sheldon line, Beldum line, Nosepass Line, Registeel, Skarmory, Pineco line, Ferroseed line,
Orthworm, Sandshrew-alola line, Bronzor line, Magnemite line, Kling line, Sligoo-hisui line, Klefki, Tinkatink line, Cufant line, Empoleon,
Varoom line, Drilbur line, Pawniard line, Solgaleo, Dialga, Arceus, Iron Crown, Frogadier line, Silvally, Honedge line

Virulent Blast
Iron Moth, Pecharunt, Okidogi, Munkidori, Fezandipiti, Gastly line, Bulbasaur line, Budew line, Toxtricity line, Salandit line, Slowpoke-Galar line, Bellsprout line, Oddish line, Skrelp line, Venomat line, Croakgunk line, Foongus line, Nidoran-M line, Nidoran-F line, Koffing line, Shroodle line, Tentacool line, Zubat line, Stunky Line, Poipole line, Gulpin line, Mareanie line, Deoxys, Wooper-Paldea line, Umbreon
Stalwart
Kingambit (over Pressure), Mega Gallade (over Inner Focus), Cobalion (Hidden Ability), Virizion (Hidden Ability), Keldeo (Hidden Ability), Ampharos (over Plus)

Super Luck
Ogerpon-Teal, Absol (over Evanesce)

Stench
Grimer line (over Poison Touch), Grimer-Alola (over Power of Alchemy), Slowking-Galar (over Stench), Foongus, Weezing (over Indancesce), Pecharunt

Nostalgia Trip
Houndour line (over Early Bird), Abra line (over Inner Focus), Aerodactyl (over Unnerve), Bagon line

Alongside the new slate, here are some updates to tiering, mechanics, and the submission process of the mod:
:salamencite: :shedinja: Salamencite and Shedinja are now banned!
:sv/salamence-mega: :sv/shedinja:
Mega Salamence was re-banned shortly due to the concern of it being both too strong to handle with Zephyr Blade as reliable STAB and a 145 Attack stat that generally made it hard to deal with and its great bulk with double Intimidates made it insanely hard to break and as such became a nuisance once again, leading to its re-ban. As unfortunate as it is, with the introduction of the Legend Plate and Neutralizer letting Shedinja change types and even become untouchable with the Neutralizer landed it back in AG once more. Rest in peace to a fan favorite niche stall pick...

:tr06: Frostbite replaces Freeze by council vote! :tr05:
Admittedly on me for not explicitly stating it to do so, Frostbite was meant to replace Freeze but we technically couldn't do so since it's not very professional to just add something that wasn't originally there. So now, here's the official documentation of Frostbite replacing Freeze by a 5/6 (Yoshiblaze hasn't been active...) vote!

Re: Re-submissons
The rule for re-submissions are not limited to a slate-by-slate ruling, but instead a flat rule. You may re-submit an element twice, but after that it is not allowed to do so and, even if given permission (somehow), is heavily discouraged. This should help with activity issues for those who want to re-submit elements and not just miss it and never have a chance again.

With those short announcements out of the way, here is the next slate!

:tangrowth: Slate 8 :altaria:

If an element is resubmitted, mark it as a re-submission by using the tag [Re-sub] as needed. Please, listen to my warning about making adjustments and such and keep the guide that Gekokeso made in mind while submitting elements for this Pet Mod. At the end of the day we want quality, viable, and enjoyable new things to play with so let's try to make sure we have all of that!

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. This is the last slate before our second playtesting session as well, so stay tuned!
 
:sv/Oricorio::sv/oricorio-pom-pom::sv/oricorio-Pa'u::sv/oricorio-sensu:
Name: Oricorio
Type:
1736830678674.png
/
1736830689525.png
,
1736830716311.png
/
1736830689525.png
,
1736830727416.png
/
1736830689525.png
,
1736830735171.png
/
1736830689525.png

Abilities: :oricorio:Dancer (Magic Guard), :oricorio-pom-pom:Dancer (Fur Coat), :oricorio-pa'u:Dancer (Super Luck), :oricorio-sensu:Dancer (Protean)
New Moves: (all) Synchronoise, Squall, Weather Ball, Conversion / :oricorio: Flame Burst, Nasty Plot, Fiery Dance, Mind Blown / :oricorio-pom-pom: Electro Shot, Hurricane / :oricorio-pa'u: Esper Wing, Aeroblast / :oricorio-sensu:Boomburst, Nasty Plot, Spikes, Twister
Removed Moves: None
Justification: Adds a variety of sweepers for multiple sorts of team structures, with :oricorio:Oricorio-Baile being a potent stallbreaker that also annoys offense with priority STAB, :oricorio-pom-pom:Oricorio-Pom-Pom being either a physical wall or a potent rain sweeper, :oricorio-pa'u:Oricorio-Pa'u being a wallbreaker with snowballing potential, and :oricorio-sensu:Oricorio-Sensu making the most of Revelation Dance as it becomes of the same type of the last move it used thanks to Protean. Also, the changed Synchronoise makes interesting synergy with Revelation Dance as well.

Name: Karate
Effect: User's Normal-type moves become Fighting-type and are boosted by x1.2.
Permanent (Yes or No): No
Mold Breaker (Yes or No): No
Potential Pokémon With This Ability: :mewtwo mega x:, :sawk:, :throh:, :lopunny:, :gallade:, :urshifu-rapid-strike:, :kommo-o:, :machamp:, :silvally-fighting:(Fighting)
Justification: Fighting-types are often vulnerable to being revenge killed by Close Combat, so this tries to mitigate that a bit.

Name: Will-O-Wisp
Power: 20
Accuracy
: 100%
PP: 15
Category:
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Special
Type
:
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Effect: Burns the opponent. Ghost-types are immune to the move.
Priority
: 0
Flags: Defrost, Mirror, Protect
Potential Pokémon With This Move: As before plus :slowking-galar:, :meloetta:, :mr. mime:, :reuniclus:, :togekiss:, :koraidon:, :clefable:, :chansey:, :audino:, :castform:, :zoroark:
Justification: Nerfs one of the main ways of inflicting the status while also compensating by making it 100% accurate, increasing distribution and making it not blockable by Taunt.

Name:
1737172677983.png
Pokérus Vaccine
Effect: On switch-in, the user is inflicted with a non-volatile condition that halves damage taken from Poison-type moves and prevents poisoning, then is consumed.
Can Be Knocked Off (Yes or No): Yes
Ignored by Klutz (Yes or No): Yes
Fling Power & Effect: 386 BP (can't be used as for the item to not be consumed would require Klutz, which prevents using Fling)
Justification: Basically an item that enables some rather specific usage defensively by allowing some Pokemon to sponge status more easily while also taking less damage from Knock Off and especially Poltergeist in the process.
 
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