Follow along with the video below to see how to install our site as a web app on your home screen.
Note: This feature may not be available in some browsers.
Welcome to Smogon! Take a moment to read the Introduction to Smogon for a run-down on everything Smogon, and make sure you take some time to read the global rules.
Abilities: Quark Drive / Motor Drive New Moves: Nasty Plot, Volt Switch Removed Moves: None Justification: Iron Jugulis is such a sad case because it has perfectly fine stats, a good offensive type, and special coverage up the wazoo but good lord can it just. not do anything with it. Lets fix that. Motor Drive allows boots sets to have a way to boost speed by switching in on electric moves.
Name: Mycelium Might Effect: User's Powder-based moves ignore Abilities and can hit Grass-Types. Permanent No Mold Breaker No Potential Pokémon With This Ability: do not give this to Justification: dude these mushrooms are so funny they make me want to spore without looking
Name: Wind Power Effect: Special Attack raised by 1 if hit by wind move or Tailwind begins. Wind move immunity Permanent No Mold Breaker No Potential Pokémon With This Ability: Justification: i love you kilowattrel but babe your ability sucks
Name: Savage Effect: This Pokémon’s Attack and Special Attack equals the higher value. Raw stats are calculated after all other mechanics, including others’ Abilities like Sword of Ruin, IVs, EVs, Nature, stat stages and item effects. I.E., if a Pokémon’s Special Attack is 353 while Attack is 194, then Attack is now 353 as well. Permanent (Yes or No): No Mold Breaker (Yes or No): Yes (revelent: Foul Play) Potential Pokémon With This Ability: Justification: This allows Pokémon with lots of special moves but low Special Attack, or Pokémon with lots of physical moves but low Attack, to be able to make the most of their movepool, making them a true mixed sweeper / breaker. This comes with a downside of increased vulnerability of Foul Play due to being forced to put all EVs on the higher attacking stat. This can also lead to interesting techs such as Tsareena spamming Leaf Storm liberally, or a Modest Magmortar becoming a frightening Belly Drum sweeper due to effectively boosting both it’s Attack and Special Attack and making it’s own Overheat even more terrifying.
Name: Moody (adjustment) Effect: Old effect removed; other than HP, the Pokémon’s raw stat(s) based on lowest base stat(s) are doubled, but other stat(s) based on highest base stat are halved. If all of the Pokémon’s base stats are equal (i.e. Snorunt + Glalie), then raw Speed is doubled while raw Attack is halved. Additionally, the Pokémon cannot use the same move at their next turn. It announced a message when switching in: “<Pokémon> is shown to be moody!” Examples: have base 85 Atk as highest and base 55 SpA as lowest; consequently, it’s raw Attack is halved but it’s raw SpA is doubled if having the Moody Ability. have both Atk and SpA tied for highest base stat, while it’s Defense and Special Defense are tied for lowest base stat. As a result, both it’s Atk and SpA are halved, but Def and SpD doubled, if having the Moody Ability.
If gain access to Moody, then by having that Ability, it’s highest base stat in Defense will get it’s actual Defense halved, but it’s tied lowest base stats, Special Attack and Speed, will have the raw SpA and Speed doubled. Permanent (Yes or No): No Mold Breaker (Yes or No): No Potential Pokémon With This Ability: Old distribution + Justification: Moody, in it’s canon capacity, is simultaneously too broken and too boring for it’s own good. This adjustment aim for keeping it’s spirit in a lot less luck-based way and turn any Pokémon into a different role and (hopefully) succeed at it. As it is meant to be versatile with such a strong boost, it will also be volatile; the drawbacks is having a stat based on highest base stat lowered, as well as being unable to use the same move in the next turn akin to Gigaton Hammer and Blood Moon.
Name: First-Class Flier Effect: This Pokemon restores 1/6 of its maximum HP upon using a Flying-type move. Permanent: No Mold Breaker: No Potential Pokémon With This Ability: Justification: Often feels very concessional to click stuff like Defog and Brave Bird on defensive guys, this should alleviate that to an extent. Big Roosts also help guys like Skarm answer stuff more reliability.
Name: Circle Throw / Dragon Tail Accuracy: 100% Justification: Feels really bad missing these at crucial moments, and the consistency is really wanted to get good value in longer games.
Name: Debris Storm Power: 50 Accuracy: 100 PP: 10 (16 max) Category: Special Type: Rock Effect: Removes hazards from both sides of the field and, if succesful, doubles this move's Power. Priority: 1 Flags (ex: Contact, Sound): Mirror, Protect Potential Pokémon With This Move: Mostly Rock- and Psychic-types, somewhat low distribution. Justification: A new powerful form of hazard removal, though one I expect to be somewhat rare, it doesn't count as reliable special Rock STAB, but its 50bp isn't low enough that you can ignore it with Rock-weak mons. It's for sure threatening when hazards are up, but it's impossible to spam. Part of its interest is that, if your opponent lacks proper Rock resists or ways to prevent Rocks from coming in, setting up hazards becomes rather risky and you can also setup this move with your own hazards if you want.
Name: Jet Stream Power: 60 Accuracy: 100 PP: 15 (24 max) Category: Special Type: Flying Effect: Sets Tailwind for 4 turns on the user's side. Priority: 0 Flags (ex: Contact, Sound): Distance, Mirror, Protect, Wind Potential Pokémon With This Move: Similar distribution to Tailwind, but overall lower. Justification: Tailwind isn't a bad effect, the main issue is that it's just not worth using a lot of the time. So anyway, making it an offensive move with low but workable BP should give it a chance to do something decent. I don't expect this move to see widespread usage, but we're starting with a strong base, so adding elements that are somewhat niche is safer than overhauling the metagame.
Name: Champion's Belt Effect: Increases the power of the holder's moves by 20% if it is at or above 50% HP. Can Be Knocked Off (Yes or No): Yes Ignored by Klutz (Yes or No): Yes Fling Power & Effect: 100bp Justification: A lot of boosting items are either awkwardly weak, too niche or have a notable drawback that changes how the mon is played altogether. This isn't a strong boosting item, but it's an overall damage boost with a requirement that's not too hard to fulfill, so if you want an alternative to Life Orb, Choice items, Expert Belt or whatever, this can be it.
Name: Crystal Crown Effect: Holder takes 0.67x damage from Z-Moves, Mega-Evolved Pokemon, Dynamaxed Pokemon and Terastallized Pokemon. Can Be Knocked Off (Yes or No): Yes Ignored by Klutz (Yes or No): Yes Fling Power & Effect: 40bp Justification: Last two are for flavor, but this basically acts as a specific counter-tool to hold off some of the more explosive or dangerous options of the format.
Name: Radio Antenna Effect: When the holder makes contact with the opponent, it disables the opponents held item for 4 turns (not including Z moves.) This effect lasts until the opponent switches out. This effect mirrors that of Magic Room, but targeted to an opponent and activated solely on contact from the holder. I believe it should announce the effect happened, but not the opponents item as well. Ex: “[POKEMON] had their item disabled by [POKEMON]’s Radio Antenna!” Or something to that effect. Being able to scout exactly what your opponents item is on top of everything else would be problematic imo. Can Be Knocked Off Yes Ignored by Klutz Yes Fling Power & Effect: 30BP, disables the opponents item if possible. Justification: I like the idea a lot, and something disabling items such as choice scarfs or bands/specs is very new and I’m very curious how it would effect the meta.
Name: Route Closed Effect: This Pokemon is immune to pivot moves and restores 1/4 of its maximum HP, rounded down, when hit by a pivot move. The opponent does not get switched out by its pivot move if used on a Pokémon with this ability. Ex. Landorus-T uses U-Turn on Pokemon with this ability, the Pokemon with the ability is healed 25% HP and Landorus does not get switched out by the move. Permanent (Yes or No): No Mold Breaker (Yes or No): Yes Potential Pokémon With This Ability: Anything with construction or obstruction themes Justification: Adds a completely new dynamic to the constant pivot war we’ve been in for decades.
Name: Magcargo
Type: Fire / Dragon
Abilities: 0: Magma Armor, 1: Flame Body, H: Weak Armor
New Moves: Dragon Pulse, Draco Meteor, Spikes
Removed Moves: N/A
Justification: Magcargo as a whole has a lot of great attributes, hidden behind a stinky, horrendously ugly typing. With its former Rock type shed, it can easily find itself use in my opinion! With a slightly better physical bulk than Moltres, it checks many similar physical mons and punishes contact with flame body. Punishes the switches it forces with the newly gained spikes as well, but it’s also got options in Toxic and Lava Plume to put pressure on non-heatran switch-ins. It’s also interestingly got Clear Smog and Yawn, so it can stop itself from being set-up fodder for certain mons. Overall, these few slight changes should in theory propel my Cargo from the depths of ZU to a very possible niche in OU.
As far as thematic reasoning, just look at ! The guys a little fire dragon! Now, Magcargo lost a bit of that flair, but he still passes as a derpy little dragon, at least imo.
Name: Wigglytuff
Type: Normal / Fairy
Abilities: 0: Cute Charm, 1: Competitive, H: Huge Power
New Moves: N/A
Removed Moves: N/A
Justification: It’s the only blob shaped bunny that doesn’t get Huge Power. See: Azumarill, Diggersby.
Name: Zeraora
Type: Electric / Fighting
Abilities: 0: Volt Absorb
New Moves: Ice Punch
Removed Moves: N/A
Justification: If a single soul tells me Zeraora shouldnt be a fighting type I will tweak. It just fits. Ice Punch gives it a way to hit grounds without going mixed or god forbid max SpA. He also gets the other elemental punches so I don’t see why not.
Name: Snorlax
Type: Normal
Abilities: 0: Immunity, 1: Thick Fat, H: Gluttony
New Moves: Slack Off
Removed Moves: N/A
Justification: Another change that just makes sense. Might get some(??) usage back considering it is pretty hecking fat + poison immunity
Name: Space Warp Power: 60 Accuracy: 100 PP: 20 Category: Special Type: Psychic Effect: If successful, switches the user out. Volt Switch clone. Priority: 0 Flags: Mirror, Protect Potential Pokémon With This Move: Justification: Buffs Psychic types by giving them a unique pivoting move while also having a natural immunity in Darks. Should make mons like Latios, Latias, and Mew slightly more appealing.
Name: Wildfire Power: 55 Accuracy: 100 PP: 30 Category: Special Type: Fire Effect: Destroys all hazards, screens, and Leech Seed from both sides of the field. Has a 10% chance to inflict the opponent with a burn. Priority: 0 Flags: Mirror, Protect Potential Pokemon With This Move: Justification: We could always use more hazard control, and this beats Gholdengo. Gives more utility to cool defensive mons such as Moltres and Skeledirge, as well as more niche options like Incineroar.
Name: Magic Gems Power: - Accuracy: - PP: 20 Category: Status Type: Fairy Effect: Lays a grounded entry hazard on the opponent's side. When they switch in, their item is suppressed for 2 turns. Absorbed by Fairy-type Pokemon. Priority: 0 Flags: Reflectable Potential Pokémon With This Move: Justification: Adds a new entry hazard that expands upon the utility of many mons while not being too centralizing. It helps to counter offensive Pokemon that rely on their item to make progress like Gliscor.
Name: Wild Charge Power: 100 Justification: Wild Charge sucks ass as the best physical non-signature Electric-type move, so a small boost in BP should help it a bit.
Name: Razor Fang Effect: Boosts the power of biting moves by 1.2 and gives them a 10% chance to lower Defense. Justification: Turns what is otherwise a King's Rock clone into a niche item that can be used on Strong Jaw users.
Name: Big Root Effect: Holder now gains 1.5x HP from draining/Aqua Ring/Ingrain/Leech Seed/Strength Sap. Draining moves now do 1.3x more damage. Justification: Big Root was doomed as usually useless and never seen on a smogon set...until now! Healing buff as well as increasing the damage of draining moves should make it a niche option on mons like Ceruledge.
Name: Thunder Orb Effect: Paralyzes the holder. Can Be Knocked Off: Yes Ignored by Klutz: Yes Fling Power & Effect: 30 BP. Paralyzes the opponent. Justification: Used for Quick Feet abusers. See the ability adjustment below.
Name: Master Belt Effect: Boosts the power of not very effective moves by 1.5. Can Be Knocked Off: Yes Ignored by Klutz: Yes Fling Power & Effect: 10 BP. No extra effects. Justification: Counterpart to Expert Belt that can be used on mons whose STABs can easily be resisted and switched in upon.
Name: Quick Feet Effect: Same as before, but now is no longer unable to move when inflicted with Paralysis. Potential Pokémon With This Ability: (Replace Tangled Feet) (Replace Tangled Feet) (Replace Leaf Guard) Justification: Makes Quick Feet more abusable in combination with the Thunder Orb item, as well as distributing to good new abusers, especially Zapdos-Galar.
Name: Emergency Exit Effect: The Pokemon can survive a hit that would KO it, standing at 1 HP, but it's forced to switch out. Only works once. Justification: Golisopod was NOT optimized enough to justify a hindering ability. I doubt this will make it OU material, but it'll certainly help.
Names: Articuno-Galar | Zapdos-Galar | Moltres-Galar Abilities: No Guard | Quick Feet | Berserk New Moves: Aura Sphere, Focus Blast, Vacuum Wave, Nasty Plot | Flare Blitz, Wild Charge | Fire Blast, Flare Blitz, Flamethrower, Will-O-Wisp | Defog, Roost (all three) Removed Moves: Hypnosis Justification: These birds should have had Roost and Defog to begin with damnit. Anyways, all of these have been buffed outside of recovery, as Moltres has wisp and fire coverage to boost offensive sets and also make utility sets worthwhile with its big bulk. Articuno-Galar has the benefit of No Guard Hurricane and Focus Blast, while Zapdos-Galar gets Quick Feet in combination with the Thunder Orb and ability change.
Names: Azelf | Mesprit | Uxie Type:
|
|
New Moves: Hydro Pump, Scald, Surf, Water Pulse, Chilling Water, Water Gun, Liquidation, Waterfall, Flip Turn, Aqua Jet, Aqua Ring, Rain Dance
| Moonblast, Draining Kiss, Play Rough, Misty Terrain | Discharge, Volt Switch, Parabolic Charge, Thunder Shock, Wild Charge, Spark, Electric Terrain | Moonlight, Recover, Wish, Focus Blast (all three) Justification: Pure Psychic sucks ass, so new dual typings for the Lake Trio plus expanded movepools most notably including recovery should make all of them more useful.
Name: Ambush Power: 120? (bp subject to change) Accuracy: 100 PP: 8 Category: Physical Type: Dark Effect: Fails if the target does not switch out Priority: -5 Flags (ex: Contact, Sound): Contact, Potential Pokémon With This Move: Justification: originally the idea was a dark type giga impact, but instead i came up with this. it is a bit close to pursuit, but i think it differentiates itself enough.
Name: Pack of Red Bull Effect: Recharge moves (such as hyper beam) do not require a recharge if it faints an opponents pokemon. if it is held by a pokemon with slow start, truant, or defeatist, it instead deactivates the abilities, rather than the typical effect Can Be Knocked Off (Yes or No): yes Ignored by Klutz (Yes or No): no Fling Power & Effect: 60 bp, works like heal pulse Justification: brings back gen 1 hyper beam without adding yet another high bp low drawback move by making the effect tied to an item.
It's been a while since I submitted to a pet mod, and I haven't played much Gen 9, so hopefully these subs are balanced. Let me know if there's any problems! By the way, these are ability submissions - the gifs are just for aesthetic purposes.
Name: Multidimensional Time Warp Effect: Sets a permanent trick room effect upon switch-in. Effect persists between matches and other players games! Can only be removed if a pokemon with this ability switches in. Permanent: No Mold Breaker: No Justification: Trick Room has historically been very underpowered in Sylvemons, and this should solve that. It adds a great layer of strategy because you have to keep track of other players games as well to be aware of when they will switch in a Multidimensional Time Warp pokemon. Make sure you know if this effect is on or off before you start your tournament match, and be careful if someone else is running a similar team in another match - you two could ruin each others plans!
Name: Housekeeping Two Effect: Removes hazards, rooms, and instantly kills the opposing pokemon upon switch-in. Permanent: No Mold Breaker: No Justification: If Housekeeping was so good, why isn't there a Housekeeping Two? This new and improved version is more thorough than the last, efficiently removing any pesky opposing pokemon as well as hazards and rooms.
Effect: For 5 turns, the terrain becomes Simple Terrain. During the effect, the power of Normal-type attacks made by grounded Pokemon is multiplied by 1.3. Super effective moves do 1.67x damage instead of 2x, and resisted moves do 0.67x damage instead of 0.5x under the effect. Immunities still apply. Priority: 0 Flags (ex: Contact, Sound): Bypasses Protect, Non-reflectable, Non-mirror Potential Pokémon With This Move: Justification: A new terrain that doesn't try to do too much. The Normal-type boost can help Pokemon like Mega Lopunny and can possibly let other Pokemon use a boosted Return to hit other targets neutrally, and the super effective and resistance alterations can lead to some outside-the-box thinking when it comes to accounting for threats during the course of a game.
Effect: 20% chance to confuse target. Priority: 0 Flags (ex: Contact, Sound): Contact Potential Pokémon With This Move: Justification: This gives Dark-type Pokemon a strong STAB that can possibly be used over Knock Off if breaking is prioritized.
Effect: Clears hazards on user's side. For each hazard cleared, +15 power. The additional layers of a hazard (e.g. Spikes, Toxic Spikes) do not stack with this move. Priority: 0 Flags (ex: Contact, Sound): Bullet Potential Pokémon With This Move: Justification: Hazard control attacking move...yeah. Shouldn't be too much with the additional layers of hazards not being factored into the power boost. Gives Pokemon like Heatran a better role utility wise and gives more offensive Pokemon like Archaludon and Iron Crown the ability to clear hazards on the more offensive teamstyles they often appear on.
Effect: Hits three times. 10% chance to lower the target's Sp. Atk by 1 per hit. Priority: 0 Flags (ex: Contact, Sound): Contact Potential Pokémon With This Move: Justification: An alternative to Zen Headbutt. The multi-hits and Special Attack drops are an added bonus to it, giving it an incentive compared to the aforementioned other physical Psychic-type move options.
Items
Name: Surprise Bomb Effect: On switch-in, 40 BP move based on holder's primary type and higher Atk stat is used. Single use. Can Be Knocked Off (Yes or No): Yes Ignored by Klutz (Yes or No): Yes Fling Power & Effect: 40 BP Justification: A new item that can disrupt opponents with a pseudo Fake Out while sacrificing an item slot. If you want to use an offensive Pokemon that would appreciate chip damage to force opponents out, this should do the trick.
Name: Healing Charm Effect: Increase the effectiveness of healing moves, abilities, etc. by 10%. Can Be Knocked Off (Yes or No): Yes Ignored by Klutz (Yes or No): Yes Fling Power & Effect: 10 BP Justification: A remittance to the recovery nerf, a slight percentage boost shouldn't push anything too over the edge.
Name: Tactical Vest Effect: Holder's Defense is 1.5x, but it can only select damaging moves. Can Be Knocked Off (Yes or No): Yes Ignored by Klutz (Yes or No): Yes Fling Power & Effect: 80 BP Justification: Very cliche item to have, but a Defense boosting Assault Vest does provide good as it lets Regenerator Pokemon like Tornadus-Therian to have a little bit more longevity and generally provides something good to have on a pivot, tank, etc.
Name: Aiming Assist Effect: Holder's ballistic moves have 1.2x power and accuracy boost. Once hit, both boosts downgrade to 1.1x. Can Be Knocked Off (Yes or No): Yes Ignored by Klutz (Yes or No): Yes Fling Power & Effect: 10 BP Justification: Little boost to a specific move category, nothing too notable.
Abilities
Name: Twisted Mind Effect: This Pokemon uses Topsy-Turvy on switch-in. Permanent (Yes or No): Yes Mold Breaker (Yes or No): Yes Potential Pokémon With This Ability: Justification: An anti-sweeper ability that aims to disrupt and force out potential issues that can spawn out from the vast amount of set-up sweepers in National Dex.
Name: Germaphobe Effect: This Pokemon takes 2/3 damage from Bug-, Dark-, and Poison-type moves. Poison immunity. Permanent (Yes or No): Yes Mold Breaker (Yes or No): Yes Potential Pokémon With This Ability: Justification: While the types aren't too offensive potent, avoiding Toxic and having some scenarios where you don't need to be forced out by an offensive Pokemon using U-turn, Knock Off, or anything else is a good attribute.
Name: Rupture Rush Effect: After a contact move is used, uses a non-STAB Magnitude 4-6. Permanent (Yes or No): Yes Mold Breaker (Yes or No): Yes Potential Pokémon With This Ability: Justification: Additional chip after doing hefty damage may be a little over-tuned, but without STAB in the picture it'll be an additional boost to breakers that likely wouldn't be too over the top.
Name: Draconic Spirit Effect: Dragon-type moves have +1 critical hit ratio; cannot have stats lowered by other Pokemon. Permanent (Yes or No): Yes Mold Breaker (Yes or No): Yes Potential Pokémon With This Ability: Justification: Originally this wasn't going to have Dragon-type moves miss, but Scale Shot and Draco Meteor likely shouldn't have an accuracy increase ever. A slightly boosted critical hit ratio may do the trick in giving this some use along with a Clear Body clone built into the ability
Name: Tapu Fini Type:
Abilities: Misty Surge / Telepathy New Moves: Flip Turn, Healing Wish, Moonlight, Whirlwind Removed Moves: None Justification: Recovery and pivoting gets rid of Tapu Fini's infamous problem with passivity and lack of longevity, letting it perform better in the metagame as a wall. Healing Wish gives it extra utility on Choice Scarf sets over a usually lackluster Defog slot, and Whirlwind can turn the tables on any set-up sweeper trying to take advantage of Tapu Fini.
Name: Zarude Type:
Abilities: Leaf Guard / Poison Heal
New Moves: Toxic Removed Moves: None Justification: Zarude's poor ability slot is patched up with Poison Heal, giving it a new role as a sweeper with longevity and a decent defensive typing, but still has some pretty unwanted weaknesses. Its bulk with Poison Heal and moves like Swords Dance and Bulk Up can make it a potent wincon; Toxic can be used on some other utility sets with Protect trying to have more longevity.
Name: Kyurem / Kyurem-Black Type:
Abilities: Pressure (Teravolt) New Moves: Ice Punch Removed Moves: Dragon Dance, Icicle Spear, Scale Shot Justification: Kyurem-Black is back! Without Dragon Dance and its multi-hit STAB options that made it quite banworthy, it returns with only the option of Ice Punch as a reliable physical option. Hone Claws seems questionable to leave be, but without boosting its speed Kyurem-Black can definitely be handled more easily. The Z-move power of Ice Punch shouldn't lead to any drastic calculations, as it never kills Ferrothorn at +1 or Kartana unboosted.
Name: Pecharunt Type:
Abilities: Poison Puppeteer / Toxic Chain New Moves: Body Press, Clear Smog, Encore, Focus Blast, Mortal Spin, Psychic, Psyshock, Trick Removed Moves: None Justification: Pecharunt with a lot of new options in its kit like Mortal Spin, Body Press, and Encore make it a better wall along with making and disrupting progress. Nasty Plot sets with Focus Blast can be used with Toxic Chain to be a solid breaker, and bulky Choice Scarf sets with Trick are an option to mess with the opponent and still be a sponge. Psychic coverage is a little bit out of the ordinary but Psyshock can help against matchups where its mostly special attacks would usually be sponged.
Name: Scald
BP: 60
Accuracy: 100
PP: 10
Category: Special
Type: Water
Effect: 25% chance to burn the target. Thaws user if frozen. Thaws target if frozen.
Priority: 0
Flags: Boosted by Sheer Force
Potential Distribution: Current
Justification:
I have done what I must to nerf this obscene tool of violence and to prevent the good folks of the world from suffering by its hand.
Name: Rollout
BP: 50
Accuracy: 90
PP: 10
Category: Physical
Type: Rock
Effect: Switches the user out upon successful activation. (Loses defense curl interaction as well)
Priority: -1
Flags: Contact,
Potential Distribution: Current + Sliggoo/Goodra-Hisui, Glimmora, Excadrill, Cyclizar, Tyranitar, Revavroom
Justification:
A new uturn variant that gives some relatively unloved pokemon their shot in the spotlight offensively or decently. This idea was also done in another petmod, so let’s bring it back.
Name: Dragon Rush
BP: 90
Accuracy: 95
PP: 10
Category: Physical
Type: Dragon
Effect: Increased Critical Hit Chance (1 stage).
Priority: 0
Flags: Contact, Boosted by Sheer Force,
Potential Distribution: Current, + basically every fully evolved dragon type
Justification:
A buff to an unfortunately pathetic move to give some mons better stabs than outrage or dragon claw.
Name: RKS System
Effect:
If this Pokemon is a Silvally, its type changes to match its held Memory or Z-Crystal.
Potential Distribution: Silvally
Justification:
Something long overdue to help a struggling mon struggle less.
Name: Haxorus
Types: Dragon
Abilities: Tough Claws / Mold Breaker / Sheer Force
New Moves: Glaive Rush, Headlong Rush, Gunk Shot,
Removed Moves: First Impression
Justification:
A relatively under-shadowed dragon type given new light through some multipliers and new stabs. Notable several of the strongest tools are limited to one set or another.
Name: Ralts (and all evolutions)
Types: Psychic / Fairy (only on ralts)
Abilities: Synchronize / Trace / Pixilate (only on ralts)
New Moves: Blaze Kick, Boomburst, Psyblade,
Removed Moves: Focus Blast, Aura Sphere, Mystical Fire
Justification:
Power and coverage buffs to both mega Gallade and mega Gardevoir
Killed by the woke mob (it was kinda stupid ngl)
Name: Revavroom
Types: Steel / Poison
Abilities: Overcoat / Filter
New Moves: Noxious Torque, Blazing Torque, Magical Torque, Wicked Torque, Combat Torque, Gear Grind, U-Turn, Defog, Rapid Spin, Ice Spinner,
Removed Moves: None
Justification:
Either they should already have been given to Revavroom, or theyre generic car things.
Name: Heracross (Mega Heracross)
Abilities: Swarm / Guts / Moxie (Guts)
New Moves: Drain Punch, Ice Punch
Removed Moves: Swords Dance
Justification:
A powerful threat, but with an increased setup time and limited survivability because of guts damage.
Name: Aqua Step Power: 45 Accuracy: 100 PP: 10(16 max) Category: Physical Type: Water Effect: Hits 2 times in one turn; 100% chance to raise the users speed by +1; 20% to lower the opponents speed Priority: 0 Flags (ex: Contact, Sound): Contact Potential Pokémon With This Move: Justification: A rework of normal aqua step, i think making it a double hit move and also a little stronger is fine. it’s a 10 BP increase while also being better vs sash pokémon/leads. The decrease speed makes sense imo due to it literally stepping and probably making the other mon slower, total of a 40% chance. can be nerfed if needed.
Name: Lightning Rod Effect: This Pokémon Draws Electric moves to itself to raise Sp.Atk by 1; This pokémon cannot be paralyzed; On switch in this pokémon removes electric terrain and raises Sp.Atk by 1 Permanent (Yes or No): No Mold Breaker (Yes or No): Yes Potential Pokémon With This Ability: current distribution + Justification: Lightning rod has been a pretty medicore Ability, absorbing and directing electric moves is good for doubles but isn’t very viable in singles. With the new added effect it has the utility of removing electric terrain while gaining a boost from it, letting it be used differently and not just being a medicore singles ability
Name: Disguise Effect: (Mimikyu only) The first hit it takes is blocked. After its Disguise is broken, this pokémons defenses are dropped by 1 stage, and its Speed is raised by 1 stage. These stat changes are applied every time Mimikyu-Busted switches in. Permanent (Yes or No): Yes Mold Breaker (Yes or No): Yes Potential Pokémon With This Ability: Only Justification: This rework changes disguise back to the way it was in SM where it was a viable niche ou mon for a while. The Disguise broken buff is to let it be similar to how eiscue and minior have their base stats changed once their armor or face are broken. Instead of a direct base stat buff it’ll get a Speed boost and a 1.3x attack boost to help it be stronger and faster while still being kept in check by its defenses being dropped. It’ll no longer be a pokémon you just sack after it gets a kill due to the disguise broken stats activating every time it’s on the field.
Name: Birds of a feather Effect: This pokémon and it’s allies’ flying type moves have their power multiplied by 1.5 Permanent (Yes or No): no Mold Breaker (Yes or No): no Potential Pokémon With This Ability: Justification: Would be a cool addition to non flying type pokémon that resemble birds and weaker flying type pokémon.
Gives them an extra stab for their offensive power. Also flying type offensive abilities are a bit lacking.
Name: Mimikyu Type: Ghost / Fairy Abilities: Disguise New Moves: Poltergeist, Cross Chop, Knock Off Removed Moves: None Justification: Mimikyu has been a consistently below average mon, even with a pretty good abilitt it falters due to its 96 speed and 90 attack. Giving it stronger stab with poltergeist and a bit better coverage with cross chop and knock off will hopefully let it be useable.
Name: Gengar Type: Ghost / Poison Abilities: Levitate / Frisk New Moves: Parting Shot Removed Moves: None Justification: Gengar.. gengar gengar gengar… there was really not a good reason for levitate to be removed and frisk is there cuz i like it as an ability for ghosts. Parting shot is a cool move and gives gengar pivot for choice locked sets. Don’t see it being too strong nor weak
Effect: Causes damage to the target equal to 1/8 of its maximum HP (1/4 if the target is Steel or Water type), rounded down, at the end of each turn during effect. This effect ends when the target is no longer active. Priority: 0 Flags: Protect, Mirror, Metronome, Powder Potential Pokémon With This Move: current + , , , , , , , , , , , , , , , , Justification: Salt Cure is a broken ass move but I be lying if I said it wasn't fun to click lol. Gave massive distribution to the move with mostly defensive rock types in mind, with massive winners being Shuckle and to a lesser extent Regirock and Cradily. To balance it out, it is now a powder move (idea inspired from fangame Pokémon Empire), so now Grass types and Overcoat users are immune to it, which is a huge boon to the likes of Ferrothorn and friends.
Effect: Gains + 30 Base Power if the user has another ice type move in its moveset, +60 if it has 2 (90bp with two moves, 120 with three). Priority: 0 Flags: Protect, Mirror, Metronome, Potential Pokémon With This Move: , , , , , , , , , , , , , , , , , , , Justification: There aren't many options for good ice physical stab besides Taxel which is limited and Crash which is unreliable, so here is an alternative. Ice type move stacking is quite common as many ice types will want to run the likes of Freeze Dry or Ice Shard on its moveset, so its not to much of an ask to do. With two moves its a decent Ice stab, but with 3 moves it gains a lot of power.
Name: Regenerator Effect: This Pokemon restores 1/3 of its maximum HP, rounded down, when it switches out. Fails to heal if the user has a status condition.
Permanent: No Mold Breaker: No Potential Pokémon With This Ability: Current + , , , ,, , Justification: Kneecapping this ability while I still have the chance. Very likely that a lot of subs gonna slap regen on a mon and call it a day so to punish that I decided to take measures to my own hands to make regen more competititve. In exchange, here's a couple of guys proposed to get regen in order for every typing to have at least one representative.
I will let it slide for now since we do need a bit of defensive backbone.
Name: Pickup Effect: If this Pokémon flings its item or it gets consumed, it recovers it at the end of the turn. Permanent (Yes or No): No Mold Breaker (Yes or No): No Potential Pokémon With This Ability: Current + (replaces keen eye), (replaces battle armor), ,, , ,, , (replaces own tempo), Justification: Fling is an underrated move and Pickup is a lame ability. This ability can now be used for all sorts of fun stuff such as restockable berries, air balloons, Power Herbs and more. You also get to spam fling for either a 130bp dark stab with big nugget or very annoying toxic orb / light orb spam.
Name: Storage Effect: This pokémon's stat changes persist even after switching out, but can only accumulate two stat boosts per stat. Permanent (Yes or No): No Mold Breaker (Yes or No): No Potential Pokémon With This Ability: (replaces Telepathy), , , , (replaces plus), , , (All forms), Justification: Idea here is make a somewhat strong ability that can turn otherwise mediocre mons into potential win conditions late in the match. Exception to the rule is Kangaskhan (whose possible mega unban could lead to it losing access to this move) and Klinklang, which becomes blazing fast for the rest of the match after two shift gears.
Name: Strange Cigar Effect: Disable the user's ability. Holder's contact moves disable the opponent's ability. Can Be Knocked Off (Yes or No): Yes Ignored by Klutz (Yes or No): Yes Fling Power & Effect: 50 BP, Disables opponent's ability. Justification: Somewhat goofy item that gives fellas like Slaking and Regigigas a chance to be usable. Can be very disruptive with trick as well.
Name: Manectric & Manectric-Mega Type: Electric & Electric/Steel
Abilities: Static/Volt Absorb/Electromorphosis (hidden ability) & Volt Absorb
New Moves: Flash Cannon, Spikes, Spiky Shield, Thunderclap Removed Moves: [none] Justification: With almost all the other Megas taken--some twice!--and with no real inspiration otherwise, I guess I end up with the dumbest-looking non-Ubers Mega of those few who remain--shoutout to Mewtwo-Mega-Y though. So Manectric(-Mega) it is.
As for actual justifications, that mane is stiff-looking as hell to the point it might as well be Steel, which also justifies both Spikes and Spiky Shield. Flash Cannon is just needed for actual Steel STAB in Mega form since relying on Hidden Power for STAB is gross. Becoming Steel gives this more longevity overall despite losing the hit-or-miss Intimidate for the arguably more hit-or-miss Volt Absorb, but Volt Absorb at least gives this a neat niche as an anti-Tapu Koko mon (and I guess anti-Regileki mon) who simultaneously works well with Tapu Koko. Maybe too well if it gets to keep Thunderclap, but that's admittedly the iffiest change here even if it has less SpA than Raging Bolt, can't hold an item, and has no way to boost its damage beyond being on Electric Terrain and/or getting hit as regular Manectric with Minus-replaced Electromorphosis. Good luck with surviving that latter thing though on top of now having 4MSS.
Regardless, even as someone who has barely touched Gen 9 still for numerous reason, I'm sure that a mon that now naturally resists VoltTurn and a bunch of would-be pivoting moves being submitted, checks at least Tapu Koko for the most part, now plays better both on Electric Terrain and in Rain, and resists hazards will have at least some type of OU-niche, however small. (I also admittedly just miss Levitate Magnezone even if I don't want to resub it and even if this can play a jank version of it with Magnet Rise.)
Hello, submissions are now closed. The great mayority of the people in this thread has already been given and acted on feedback on discord, but just in case we will post Hidin's comments in here as well.
Name: Unnerve Effect: This Pokémon uses Embargo upon switch in. Permanent: No Mold Breaker: No Potential Pokémon With This Ability: idk Justification: Prevents the use of all items from the opponent but only lasts 5 turns.
Name: Expert Belt / Rope Belt / Leather Belt Effect: Holder's Super Effective / Not Very Effective / Neutrally Effective moves deal 1.25x damage. Can Be Knocked Off: Yes Ignored by Klutz: Yes Fling Power & Effect: 10 Justification: Expert Belt is not very good so here is a buff and some clones for the other effectivenesses.
[/SPOILER]
Leather Belt Just make Embargo ike 2-3 turns. 5 is a little bit too much and can open up way too many issues for the opponent. Leaning towards 2 honestly. Leather belt seems a little bit too good as its just lorb w/o recoil. (Geko comment: This means current versions are Vetoed unless nerfed a bit.)
Effect: User loses 33% of its max HP. +1 to all stats. Priority: 0 Flags: Metronome, Snatch, Wind Potential Pokémon With This Move: current distribution (includesetc.) Justification: Clangorous Soul but Bug. Didn't change Ancient Power and Ominous Wind because the distribution for those moves is too wide and too relevant. Provides another form of setup outside of Quiver Dance for some bug types and other pokemon.[/hide]
Not a big guy on Clangsoul clones, scizor and volcarona just become way too strong and mew can do stored power schenanigans that no one would really like. Also togekiss... I suggest making it like a boost to its highest stat times 2x/2.5x for 33% hp or something. (Geko comment: This means current version is Vetoed.)
Name: Burn Drive / Chill Drive / Douse Drive / Shock Drive Effect: This Pokemon's Normal-type moves become Fire-type/Ice-type/Water-type/Electric-type. Can Be Knocked Off: Y (N if held by Genesect not that it matters) Ignored by Klutz: Y Fling Power & Effect: 70 BP, Fling is treated as the type of the Drive instead of Dark Justification: Get some coverage in exchange for your item slot. Obviously two of these drives will probably be more impactful than the others.
Name: Entei / Raikou / Suicune Type: Fire / Electric / Water Abilities: Pressure / White Smoke Pressure / Fur Coat Pressure / Storm Drain
New Moves: Earthquake, Rock Slide, Swords Dance, U-Turn Electro Shot, Parabolic Charge, Work Up Energy Ball, Flip Turn, Hurricane, Wish Justification: Entei gains a strong offensive presence, while the others gain improved defensive ones. Now each one has a pivot move as options in their movepool.
Drives seem too overtuned as the unpredictability factor that nd has is kinda worsened by this because now anything can just kill its check (which are likely weak to the types as theyre pretty good offensively) at the click of a button. Maybe just make them a gem clone and have them break if theyre not genesect. Fur Coat raikou has the potential to kind of steamroll through most matchups with a casual bulky cm set and i dont like it that much either, up to you what you want to do with it. (Geko comment: This means current versions are Vetoed.)
Name: Magic Gems Power: - Accuracy: - PP: 20 Category: Status Type: Fairy Effect: Lays an entry hazard on the opponent's side. When they switch in, their item is suppressed for 5 turns. Hits Flying type Pokemon. Absorbed by Fairy-type Pokemon. Priority: 0 Flags: Reflectable Potential Pokémon With This Move: Justification: Adds a new entry hazard that expands upon the utility of many mons while not being too centralizing. It helps to counter offensive Pokemon that rely on their item to make progress like Gliscor.
Not so sure how I feel about straight item negation in general...could be reworked.(Geko comment: This means Vetoed for too long of a duration, would suggest about 1-2 turns at most.) Also free regen gmolt (Geko comment: Baseball react this user)
Name: Radio Antenna Effect: When the holder makes contact with the opponent, it disables the opponents held item (not including Z moves.) This effect lasts until the opponent switches out. This effect mirrors that of Magic Room, but targeted to an opponent and activated solely on contact from the holder. I believe it should announce the effect happened, but not the opponents item as well. Ex: “[POKEMON] had their item disabled by [POKEMON]’s Radio Antenna!” Or something to that effect. Being able to scout exactly what your opponents item is on top of everything else would be problematic imo. Can Be Knocked Off Yes Ignored by Klutz Yes Fling Power & Effect: 30BP, disables the opponents item if possible. Justification: I like the idea a lot, and something disabling items such as choice scarfs or bands/specs is very new and I’m very curious how it would effect the meta.
Dont let it impact Z moves, fine with it otherwise. Maybe make it not permanent either. (Geko comment: This means vetoed unless Z-moves impact is removed, other comment is mostly a suggestion but recommended.)
Name: Ralts (and all evolutions)
Types: Psychic / Fairy (only on ralts)
Abilities: Synchronize / Trace / Telepathy (only on ralts)
New Moves: Blaze Kick, Boomburst, Psyblade,
Removed Moves: None
Justification:
Power and coverage buffs to both mega Gallade and mega Gardevoir
Garde is like one super good move away from being pretty obnoxious, be careful with it. (Geko comment: This means its suggested to be removed, council is undecided on letting it on the slate but its is best to remove it to avoid chance to get vetoed.)
Voting can begin once all subs have been revised, otherwise we begin voting in 24 hours.
All vetoes have been revoked as changes have been made, so nothing is disqualified from voting.
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.
Name: Worry Seed Power: 80 Accuracy: 100% PP: 15 Category: Physical Type: Grass Effect: The target's Ability becomes Insomnia. Priority: 0 Flags: Protect, Mirror, Metronome Potential Pokémon With This Move: current + all mons with seed bomb/leech seed/bullet seed Justification: a kinda interesting thing i thought of where in aaa it was used to beat pheal and stuff so now you can use ferro to check gliscor and stuff
Name: Recover / Roost / Slack Off / Soft-Boiled / Milk Drink / Shore Up / Lunar Blessing PP: 10 Justification: i looove 16 pp recovery
Effect: Hits three times. The first hit has 20BP, the second has 40BP and the third has 60BP. Priority: 0 Flags (ex: Contact, Sound): Contact Potential Pokémon With This Move: Justification: Wow!! Technician synergy!! Yippee!!
Effect: Does double damage to a target that switched in this turn. Priority: 0 Flags (ex: Contact, Sound): Contact, Mirror Potential Pokémon With This Move: , generally just fae creatures and ghosts/tricksters and such. Justification: More consistent physical Fairy move that also punishes opponents who pivot constantly.
Effect: This move has +1 priority if Sandstorm if active. Z-Move Power / Effect: 140 BP Priority: 0 Flags (ex: Contact, Sound): Protect, Mirror Potential Pokémon With This Move:(?) Justification: Gen 8 Grassy Glide clone, but on a field condition that doesn't boost its damage and I'm not giving this to any good self-setters to click it with. Makes a very powerful revenge killing and cleaning tool if you're able to keep control of the weather, especially since it's still a fairly strong Rock-type move that will dent all other weather setters if they try to aggressively switch the weather, since they all happen to be weak to Rock. Also, Choice Band Gigalith.
Effect: Sets the G-Max Vine Lash (WT) / G-Max Wildfire (K) / G-Max Cannonade (FF) / G-Max Volcalith (PR) effect on the target(s)'s side of the field for 4 turns (which damages the foe at the end of every turn for 1/6th of their max HP unless they're the type of the effect). Ends early if Defog or Rapid Spin is used. Effects are not set if the target of the move was holding a Covert Cloak. Z-Move Power / Effect: 100 BP Priority: 0 Flags (ex: Contact, Sound): Protect, Mirror, Bullet (PR) Potential Pokémon With This Move: / / / Justification: These field effects terrorized VGC with their insane amounts of chip damage, on top of being on broken mons in Charizard and Coalossal, but they obviously didn't get much of a chance in singles since Zard and Coal suck in singles and GMax Venu and Blas didn't come out until well after Dynamax was banned. The closest thing to a chip damage effect this strong is Garganacl's Salt Cure, being usually weaker but lasting until the affected mon switches. These moves serve as defensive tools to accelerate chip damage across whole teams and force switches, lest you let a mon passively lose 2/3 of its HP, which makes them especially dangerous when combined with hazards. However, low BP on the initial move, low PP, only lasting 4 turns, and multiple forms of counterplay in hazard removal and Covert Cloak, plus likely getting low distribution should all keep these from being too overwhelming, not mention you can mitigate their effects with Regenerator or even just normal recovery moves.
(ST) Effect: Traps and damages the target for 4-5 turns. Z-Move Power / Effect: 140 BP Priority: 0 Flags (ex: Contact, Sound): Protect, Mirror, Contact, Bite Potential Pokémon With This Move:/ Justification: I'm very TCG Pocket-pilled right now and the deck I've been using the most recently is Weezing + Arbok, with the latter's card having an attack that prevent retreating, the TCG equivalent of switching. So, now I feel the need to buff the closest thing we have to that, being a Dark-type trapping move in Jaw Lock. The move is already decent in a vacuum, but suffers from poor distribution, having to compete with Knock Off, Pursuit, and Crunch, and the self-trapping effect easily backfiring. So, I swapped out the "we are both trapped now" effect for a better trapping effect in partial trapping, turning Jaw Lock into Magma Storm for babies. It still has to compete with the omnipresent Knock Off and the other Dark moves, but partial trapping on a usable move is so strong in some situations that I'm positive that this'll find at least some niche usage. Also added Snap Trap in here last second, you can give that to some stuff too if you want, idc (even though it's probably actually the more interesting move here with the right distribution)
Name: Tear Down Power: 70 Accuracy: 100 PP: 10 Category:
Type:
Effect: Sets Gravity after use. Z-Move Power / Effect: 160 BP Priority: 0 Flags (ex: Contact, Sound): Protect, Mirror, Contact Potential Pokémon With This Move: Justification: One of my favorite recent genres of moves are ones that just steal an obscure status move's effect and put it on an attacking move (this 100% applies to Mossy's Tailwind setting move, same principle), with the best recent example being Psychic Noise, taking Heal Block from a useless move to a wall's worst nightmare. Gravity, while maybe not that obscure, certain fits the bill of something that could benefit from being on an attacking move. Dragon is a little weird of a choice of typing for this, but the idea is that dragons are so powerful that they could literally drag the sky down to the earth, and also yeah this is a blatant to excuse to buff Flapple (still sucks). But, Dragon-types also often use Earthquake as coverage, making it a great tool to get past airborne Steels like Corviknight or Celesteela, or support a teammate like Excadrill or Landorus. Also makes for a better version of Smack Down for Ground-types at the cost of the Dragon coverage being useless.
Name: Dragon Tail/Roar/Whirlwind/Tsunami Power: 80 Accuracy: 100 PP: 10/16 Category: Physical | Special | Special | Special Type: Dragon / Normal / Flying / Water Effect: Phases the opponent Priority: -6 Flags: Contact | Sound | Wind | Wind Potential Pokémon With This Move: Same distribution as regular mons, Tsunami will be given to non (regen) water types. Whirlwind distribution will be cut to only a few flying types as currently it cannot be blocked. Ting Lu can keep it because it is funny that it can use a special flying move. Torn can also keep it because it’s a cool regen Justification: i love phasing and phasing should be used more. This allows phasing to be blocked more readily making some stationary setup mons more viable (eg fairies ghosts water absorbers)
Name: Strength Power: 80 Accuracy: 100 PP: 15/24 Category: Physical Type: Normal | (Rock Ground Poison Grass Bug) Effect: Removes a hazard type that would be removed by rapid spin (Stealth Rock/Spikes/Toxic Spikes/Leech Seed/Sticky Web). This move removes in order of Leech Seed, Spikes, Stealth Rock, Toxic Spikes, Sticky Web. If a hazard type is removed, the Move becomes the corresponding type and gains 1.5x power. Priority: 0 Flags: Contact Potential Pokémon With This Move: some fighting types, , pokemon with 130 + attack basically. Justification: kinda bad hazard removal as it only removes type at a time, but fighting types generally lack removal and it generally supports their kit with the three coverage options. Great with AV, and that’s pretty cool. Can sometimes blank vs the setter, ie strength - spikes on gliscor, but it will remove it regardless.
Name: Octane Crush Power: 110 Accuracy: 100 PP: 5/8 Category: Physical Type: Electric Effect: Lowers the opponents defense by 1. Cannot be used twice in a row. Priority: 0 Flags: Contact Potential Pokémon With This Move: physical electrics (maybe not koko). Like electrics with an attack stat over 100 Justification: cool electric stab. Very potent but limiting movepool wise
Name: Blood Moon / Fickle Beam Power: 70 Accuracy: 100 PP: 5 Category: Special Type: Normal / Dragon Effect: 30% chance to double in power. Effect always triggers if more allies are fainted than foes. Priority: 0 Flags (ex: Contact, Sound): unchanged Potential Pokémon With This Move: Fickle Beam: Justification: creates a pretty unique comeback mechanic and might unban the bear as a unique normal breaker. effect synergizes with HO but these mons don't seem inclined for HO which i think is also interesting
Name: Knock Off / Corrosive Gas Power: 20 Accuracy: 100 PP: 20 Category: Physical / Special Type: Dark / Poison Effect: Removes target's item Priority: 0 Flags (ex: Contact, Sound): unchanged Potential Pokémon With This Move: Justification: honestly just curious what pre-buff knock off would look like in a modern meta. this would also open up a lot of design space for strong Dark STAB that normally wouldn't be able to compete with knock.
Name: X-Scissor Power: 20 Accuracy: 100 PP: 20 (32) Category: Physical Type: Bug Effect: Hits 2 times. Each hit has a 100% chance to lower the target's Def by 1. Priority: 0 Flags: Contact, Slicing Potential Pokémon With This Move: Justification: Is there a single noteworthy Pokemon that needs X-Scissor as its main stab? No. That's why I say this move should be replaced with the very cool Tear Apart from CCAPM 20XX (I don't remember which year). Scizor gaming.
Name: Outrage / Thrash / Raging Fury / Petal Dance Power: 140 Accuracy: 100 PP: 10 (16) Category: Physical (O, T, RF) / Special (PD) Type: Dragon / Normal / Fire / Grass Effect: Locks the user into the move for 2 turns (instead of 2-3). Afterwards, confuses the user. Priority: 0 Flags: Contact (O, T, RF) / Dance (PD) Potential Pokémon With This Move: idk / / / idk Justification: Outrage and co are just not very good. A buff in power and only being used 2 turns instead of 2-3 is a big boon. They are now stronger and more consistent.
Name: Iron Tail Power: 100 Accuracy: 75 PP: 15 (24) Category: Physical Type: Steel Effect: Has a 100% chance to lower the target's Def by 1. Priority: 0 Flags: Contact Potential Pokémon With This Move: Justification: An old submission from Bust a Move that I liked. The only change is now its a funny Fire Lash clone. It hits a lot harder but is a lot more inaccurate.
Name: Heal Block Power: - Accuracy: - PP: 15 (24) Category: Status Type: Psychic Effect: For the next 5 turns, the Pokemon on the opposing side of the field can't be healed, including by Regenerator. Priority: 0 Flags: now targets the opposing side rather than the Pokemon so that might do something, idk Potential Pokémon With This Move: Justification: Heal Block now affects Regenerator and even if they switch out, the opposing side will still be affected. If this seems like too much, I can make it last 4 turns. This does not effect Psychic Noise, meaning coders will have to split the two or something.
Name: Steel Roller Power: 90, 130 if on Terrain Accuracy: 100% PP: 8 (max) Category: Physical Type: Steel Effect: The user attacks while destroying the terrain. This move does less damage if the ground hasn't turned into a terrain. (Hits any adjacent in Doubles) Priority: 0 Flags: Contact, Mirror, Protect Potential Pokémon With This Move: Current Users + Justification: No longer fails without terrain, it just becomes a weaker move.
Name: Cave In Power: n/a Accuracy: n/a PP: 16 (max) Category: Status Type: Rock Effect: Sets Sand and switches the user out. Priority: 0 Flags (ex: Contact, Sound): Metronome Potential Pokémon With This Move: , Defensive Rock and Ground types. Justification: Chilly Reception but with Sand
Name: Prime Power: 90 Accuracy: 100% PP: 16 (Max) Category: Physical Type: Electric Effect: The Pokemon attacks with an electrically-charged uppercut. If they move before the opponent, the opponent's move for that turn becomes Electric-Type (Electrify effects). (Hits any adjacent in Doubles) Priority: 0 Flags (ex: Contact, Sound): Contact, Punch, Protect, Mirror Potential Pokémon With This Move: , pretty much any other physical Electric type not named Zekrom Justification: Can have some fun synergy with some Volt Absorb/Motor Drive/Lightning Rod users.
Name: Breaking Swipe Power: 90 Accuracy: 90 PP: 20 Category: Physical Type: Dragon Effect: Has a 100% chance to lower the target's Speed by 1 stage. Priority: 0 Flags (ex: Contact, Sound): Contact Potential Pokémon With This Move: Justification: Vanilla breaking swipe is a shit phys move and without signature moves often times they lack one... dragon claw, outrage, dragon rush are all bad options or meh at best... breaking swipe is not smth otherwordly but it allows dragons to not have to use loaded dice + scale shot in order ot get smth going
Name: Magnet Rise Power: - Accuracy: - PP: 10 Category: Status Type: Electric Effect: For 5 turns, the user has immunity to ground Priority: +1 Flags (ex: Contact, Sound): Potential Pokémon With This Move: All electric types I think, Justification: This allows magnet rise to function as a usable option on the slower steels or electrics... many mons who have access to it are very slow and would get hit by ground moves first without getting the chance to successfully use this move
Name: Punishment Power: 60 Accuracy: 100 PP: 10 Category: Physical Type: Dark Effect: +20 for each of the target's stat boosts. Also ignores the target's stat change Priority: 0 Flags (ex: Contact, Sound): Contact Potential Pokémon With This Move: Justification: Gives some anti setup tools esp against HO or shell smash users... this gives balance more of a tool to deal with such mons esp on mons like ting lu, ttar, corviknight, hoopa, etc
Name: Ancient Power Power: 90 Accuracy: 90 PP: 10 Category: Special Type: Rock Effect: Has a 20% Chance to raise the user's special attack by 1 one stage Priority: Flags (ex: Contact, Sound): Potential Pokémon With This Move: Justification: Clone of meteor mash for rocks... this gives them an option that isnt just power gem. This gives them a strong consistent option that can be used and relied upon
Effect: User loses 33% of its max HP. User gains +3 to its highest stat. Priority: 0 Flags: Metronome, Snatch, Wind Potential Pokémon With This Move: current distribution (includesetc.) Justification: A setup move that requires HP like Clangorous Soul or Belly Drum. Didn't change Ancient Power and Ominous Wind because the distribution for those moves is too wide and too relevant. Provides another form of setup outside of Quiver Dance for some bug types and other pokemon.
Name: Hidden Power Power: 60 Accuracy: 100 PP: 15 (24) Category: Special Type: Normal Effect: This move's type becomes that of this Pokemon's Tera type. This move is physical if the user's Attack is higher than its Special Attack. Potential Pokémon With This Move: Universal Justification: Undexited Hidden Power, using Tera as its type mechanic. This way you don't need a certain number of IVs to get a certain type of Hidden Power, and Physical Pokemon can still use it as a coverage move. In exchange, keeping its 60 BP to keep its power reasonable (though this will be fun for certain Technician Pokemon).
Name: Belch Power: 60 Accuracy: 100 PP: 10 (16) Category: Special Type: Poison Effect: This move's power is doubled if the user consumed its held item on this switch-in. Flags: Sound (bypasses Substitute) Potential Pokémon With This Move: Current learnset + anyone else who looks hungry. Justification: Buffing a usually useless move. Based on the name alone surely this should be a sound move. The wording to allow it to be used with any held item, not just a berry, allows it to synergize with other held items (looking at you, Throat Spray Toxtricity)
Name: Misty Explosion Power: 100 Accuracy: 100 PP: 5 (8) Category: Special Type: Fairy Effect: 1.5x power if Misty Terrain is active. The user faints and sets Misty Terrain. Flags: None Potential Pokémon With This Move: Current selection is probably fine. Justification: Another useless move that no one ever uses, mainly because Tapu Fini is less popular of a terrain setter than Tapu Koko or Rillaboom. Adding this change that Misty Terrain is set if it is not active at least allows certain playstyles to work in a more interesting way.
Name: Focus Punch / Rage Fist Power: 75 Accuracy: 100 PP: 10 (16) Category: Physical Type: Fighting / Ghost Effect: This move does double damage if the Pokemon does not take direct damage this turn. / This move does double damage if the Pokemon takes direct damage this turn. Priority: -3 Flags: Contact, Punch Potential Pokémon With This Move: Anyone who wants an upgrade to their punching capabilities. Justification: Change to Rage Fist to reduce its maximum power and make it more manageable. At the same time, a parallel change to Focus Punch to make it an easier move to use, while still having that same 150 BP nuclear hit if you get the chance to Focus.
Name: Last Respects Power: 50 Accuracy: 100 PP: 10 (16) Category: Physical Type: Ghost Effect: Power is equal to 50+(X*15), where X is the total number of times any Pokemon has fainted on the user's side, and X cannot be greater than 100. Potential Pokémon With This Move: distribution remains the same Justification: An attempt to weaken the move significantly to have it unbanned and potentially allow Basculegion and Houndstone to see at least SOME more use.
Name: Grassy Glide Power: 70 Accuracy: 100 PP: 20 (32) Category: Physical Type: Grass Effect: If the current terrain is Grassy Terrain and the user is grounded, this move has its priority increased by 1. Potential Pokémon With This Move: distribution remains the same Justification: return to monke.
Name: Raging Fury Power: 130
Accuracy: 100% PP: 10 Category: Physical Type: Fire Effect: Lowers in BP by 20 after each use (5 turns max). Priority: 0 Flags (ex: Contact, Sound): Same as before Potential Pokémon With This Move: Current users + Justification: Finally, reverse Metronome. This move is really cool to click once but not to spam. So yeah move on Choice users. It's mostly cool for defensive mons that want a strong STAB option that won't chip them like Flare Blitz, and also cool for mons with setup.
Name: Landslide Power: 50 Accuracy: 100% PP: 15 Category: Physical Type: Ground Effect: Lowers the target's Speed by 1 stage. Removes hazards from both sides of the field. Priority: 0 Flags (ex: Contact, Sound): - Potential Pokémon With This Move: Justification: Giving the middle finger to Gholdengo except Air Balloon versions I guess. More hazard removal is honestly never a bad thing.
Effect: Cannot Be Used Twice in a row Priority: 0 Flags: Unchanged Potential Pokémon With This Move: Justification: idk I made this sub back in vaporemons but it never won. Given Natdex's higher power level and whatnot, this could be a good Rock STAB or Coverage to help some mons who have fallen by the wayside catch up in terms of Power.
Effect: If this move KOs the target: cures the user of its status. Priority: 0 Flags: Contact, Protect, Mirror, Metronome Potential Pokémon With This Move: Justification: Back in Joltemons I aimed at providing a more reliable Fairy Physical STAB, most notably given the crime of Tapu Bulu somehow not having access to one already. I didn't want to just rehash Enchanted Punch, the winning sub that accomplished that in Joltemons, so I thought to try something a bit different. I thought the status curing benefit could be an interesting twist, while not being too strong (given you still have KO with the move for its positive effect, making its burn-curing properties a bit harder to activate)
Effect: On hit: If the target has any positive stat changes and the user has no positive stat changes, then the target is burned. Priority: 0 Flags: unchanged Potential Pokémon With This Move: idk Justification: Burning Jealousy kinda sucks, particularly because of its low bp and very conditional trigger. With the conditions updated, this move is now good to more consistently punish set-up sweepers, granted the mon using the move has not already set up themselves.
Effect: Hits adjacent Pokemon. The user faints. Priority: 0 Flags: unchanged Potential Distribution: (mons already with explosion/self destruct, particularly special-oriented mons) Justification: Explosion is kinda middler in modern games but reverting it to halving defense is cliche at this point, so here is an alternative: Self-Destruct becomes a special clone of Explosion. Allows special attackers to boom with their better attacking stat, and offers breakers the choice between higher damage or a last resort mixed option to blow over dedicated physical/special walls.
Name: Eerie Embers Power: N/A Accuracy: N/A PP: 15 Category: Status Type: Ghost Effect: Scatters cursed flames on the opponent's side of the field. When an opposing Pokémon switches in, the embers sap 1 PP from one of its moves at random. Normal and Fire-type Pokemon are unaffected. Priority: 0 Flags (ex: Contact, Sound): Reflectable Potential Pokémon With This Move:
Justification: A hazard that does something different from doing damage or lowering a stat. Reason for the immunities: Normal is immune to Ghost, and Fire is immune because they're flames.
Name: Axe Kick Power: 120 Accuracy: 90% PP: 10 Category: Physical Type: Dark Effect: Unchanged Priority: 0 Flags (ex: Contact, Sound): Contact Potential Pokémon With This Move: Current distribution + Weavile, Bisharp, Scrafty, Greninja, Incineroar, Grimmsnarl, Zarude, Meowscarada, Shiftry, Cacturne Justification: None of the Pokemon that currently get this move would ever use it because they have better options, but as a Dark-type move (since it's supposed to Lokix's signature move of sorts), it has potential.
Name: Grass Pledge | Fire Pledge | Water Pledge Power: 80 Accuracy: 100% PP: 10 Category: Physical Type: Grass | Fire | Water Effect: Now activate their combo effects when used in the corresponding weather/terrain.
Grass Pledge + Rain = Swamp
Grass Pledge + Sun = Sea of fire
Fire Pledge + Rain = Rainbow
Fire Pledge + Grassy Terrain = Sea of fire
Water Pledge + Sun = Rainbow
Water Pledge + Grassy Terrain = Swamp Priority: 0 Flags (ex: Contact, Sound): Potential Pokémon With This Move: Current distribution Justification: These combo effects see little play, and are unusable in singles. This is my way of changing that.
Name: Gigaton Hammer Power: 160 Accuracy: 100% PP: 5 Category: Physical Type: Steel Effect: Current effect + super-effective against Steel Priority: [The priority bracket of the move. The standard priority of a move is 0] Flags (ex: Contact, Sound): Potential Pokémon With This Move: Current distribution Justification: Tinkaton's whole thing is that it's supposed to hunt other Steel types for metal to upgrade its hammer with.
Name: Circle Throw / Dragon Tail Accuracy: 100% Justification: Feels really bad missing these at crucial moments, and the consistency is really wanted to get good value in longer games.
Name: Debris Storm Power: 50 Accuracy: 100 PP: 10 (16 max) Category: Special Type: Rock Effect: Removes hazards from both sides of the field and, if succesful, doubles this move's Power. Priority: 1 Flags (ex: Contact, Sound): Mirror, Protect Potential Pokémon With This Move: Mostly Rock- and Psychic-types, somewhat low distribution. Justification: A new powerful form of hazard removal, though one I expect to be somewhat rare, it doesn't count as reliable special Rock STAB, but its 50bp isn't low enough that you can ignore it with Rock-weak mons. It's for sure threatening when hazards are up, but it's impossible to spam. Part of its interest is that, if your opponent lacks proper Rock resists or ways to prevent Rocks from coming in, setting up hazards becomes rather risky and you can also setup this move with your own hazards if you want.
Name: Jet Stream Power: 60 Accuracy: 100 PP: 15 (24 max) Category: Special Type: Flying Effect: Sets Tailwind for 4 turns on the user's side. Priority: 0 Flags (ex: Contact, Sound): Distance, Mirror, Protect, Wind Potential Pokémon With This Move: Similar distribution to Tailwind, but overall lower. Justification: Tailwind isn't a bad effect, the main issue is that it's just not worth using a lot of the time. So anyway, making it an offensive move with low but workable BP should give it a chance to do something decent. I don't expect this move to see widespread usage, but we're starting with a strong base, so adding elements that are somewhat niche is safer than overhauling the metagame.
Name: Space Warp Power: 60 Accuracy: 100 PP: 20 Category: Special Type: Psychic Effect: If successful, switches the user out. Volt Switch clone. Priority: 0 Flags: Mirror, Protect Potential Pokémon With This Move: Justification: Buffs Psychic types by giving them a unique pivoting move while also having a natural immunity in Darks. Should make mons like Latios, Latias, and Mew slightly more appealing.
Name: Wildfire Power: 55 Accuracy: 100 PP: 30 Category: Special Type: Fire Effect: Destroys all hazards, screens, and Leech Seed from both sides of the field. Has a 10% chance to inflict the opponent with a burn. Priority: 0 Flags: Mirror, Protect Potential Pokemon With This Move: Justification: We could always use more hazard control, and this beats Gholdengo. Gives more utility to cool defensive mons such as Moltres and Skeledirge, as well as more niche options like Incineroar.
Name: Magic Gems Power: - Accuracy: - PP: 20 Category: Status Type: Fairy Effect: Lays a grounded entry hazard on the opponent's side. When they switch in, their item is suppressed for 2 turns. Absorbed by Fairy-type Pokemon. Priority: 0 Flags: Reflectable Potential Pokémon With This Move: Justification: Adds a new entry hazard that expands upon the utility of many mons while not being too centralizing. It helps to counter offensive Pokemon that rely on their item to make progress like Gliscor.
Name: Wild Charge Power: 100 Justification: Wild Charge sucks ass as the best physical non-signature Electric-type move, so a small boost in BP should help it a bit.
Name: Ambush Power: 120? (bp subject to change) Accuracy: 100 PP: 8 Category: Physical Type: Dark Effect: Fails if the target does not switch out Priority: -5 Flags (ex: Contact, Sound): Contact, Potential Pokémon With This Move: Justification: originally the idea was a dark type giga impact, but instead i came up with this. it is a bit close to pursuit, but i think it differentiates itself enough.
Effect: For 5 turns, the terrain becomes Simple Terrain. During the effect, the power of Normal-type attacks made by grounded Pokemon is multiplied by 1.3. Super effective moves do 1.67x damage instead of 2x, and resisted moves do 0.67x damage instead of 0.5x under the effect. Immunities still apply. Priority: 0 Flags (ex: Contact, Sound): Bypasses Protect, Non-reflectable, Non-mirror Potential Pokémon With This Move: Justification: A new terrain that doesn't try to do too much. The Normal-type boost can help Pokemon like Mega Lopunny and can possibly let other Pokemon use a boosted Return to hit other targets neutrally, and the super effective and resistance alterations can lead to some outside-the-box thinking when it comes to accounting for threats during the course of a game.
Effect: 20% chance to confuse target. Priority: 0 Flags (ex: Contact, Sound): Contact Potential Pokémon With This Move: Justification: This gives Dark-type Pokemon a strong STAB that can possibly be used over Knock Off if breaking is prioritized.
Effect: Clears hazards on user's side. For each hazard cleared, +15 power. The additional layers of a hazard (e.g. Spikes, Toxic Spikes) do not stack with this move. Priority: 0 Flags (ex: Contact, Sound): Bullet Potential Pokémon With This Move: Justification: Hazard control attacking move...yeah. Shouldn't be too much with the additional layers of hazards not being factored into the power boost. Gives Pokemon like Heatran a better role utility wise and gives more offensive Pokemon like Archaludon and Iron Crown the ability to clear hazards on the more offensive teamstyles they often appear on.
Effect: Hits three times. 10% chance to lower the target's Sp. Atk by 1 per hit. Priority: 0 Flags (ex: Contact, Sound): Contact Potential Pokémon With This Move: Justification: An alternative to Zen Headbutt. The multi-hits and Special Attack drops are an added bonus to it, giving it an incentive compared to the aforementioned other physical Psychic-type move options.
Name: Scald
BP: 60
Accuracy: 100
PP: 10
Category: Special
Type: Water
Effect: 25% chance to burn the target. Thaws user if frozen. Thaws target if frozen.
Priority: 0
Flags: Boosted by Sheer Force
Potential Distribution: Current
Justification:
I have done what I must to nerf this obscene tool of violence and to prevent the good folks of the world from suffering by its hand.
Name: Rollout
BP: 50
Accuracy: 90
PP: 10
Category: Physical
Type: Rock
Effect: Switches the user out upon successful activation. (Loses defense curl interaction as well)
Priority: -1
Flags: Contact,
Potential Distribution: Current + Sliggoo/Goodra-Hisui, Glimmora, Excadrill, Cyclizar, Tyranitar, Revavroom
Justification:
A new uturn variant that gives some relatively unloved pokemon their shot in the spotlight offensively or decently. This idea was also done in another petmod, so let’s bring it back.
Name: Dragon Rush
BP: 90
Accuracy: 95
PP: 10
Category: Physical
Type: Dragon
Effect: Increased Critical Hit Chance (1 stage).
Priority: 0
Flags: Contact, Boosted by Sheer Force,
Potential Distribution: Current, + basically every fully evolved dragon type
Justification:
A buff to an unfortunately pathetic move to give some mons better stabs than outrage or dragon claw.
Name: Aqua Step Power: 45 Accuracy: 100 PP: 10(16 max) Category: Physical Type: Water Effect: Hits 2 times in one turn; 100% chance to raise the users speed by +1; 20% to lower the opponents speed Priority: 0 Flags (ex: Contact, Sound): Contact Potential Pokémon With This Move: Justification: A rework of normal aqua step, i think making it a double hit move and also a little stronger is fine. it’s a 10 BP increase while also being better vs sash pokémon/leads. The decrease speed makes sense imo due to it literally stepping and probably making the other mon slower, total of a 40% chance. can be nerfed if needed.
Effect: Causes damage to the target equal to 1/8 of its maximum HP (1/4 if the target is Steel or Water type), rounded down, at the end of each turn during effect. This effect ends when the target is no longer active. Priority: 0 Flags: Protect, Mirror, Metronome, Powder Potential Pokémon With This Move: current + , , , , , , , , , , , , , , , , Justification: Salt Cure is a broken ass move but I be lying if I said it wasn't fun to click lol. Gave massive distribution to the move with mostly defensive rock types in mind, with massive winners being Shuckle and to a lesser extent Regirock and Cradily. To balance it out, it is now a powder move (idea inspired from fangame Pokémon Empire), so now Grass types and Overcoat users are immune to it, which is a huge boon to the likes of Ferrothorn and friends.
Effect: Gains + 30 Base Power if the user has another ice type move in its moveset, +60 if it has 2 (90bp with two moves, 120 with three). Priority: 0 Flags: Protect, Mirror, Metronome, Potential Pokémon With This Move: , , , , , , , , , , , , , , , , , , , Justification: There aren't many options for good ice physical stab besides Taxel which is limited and Crash which is unreliable, so here is an alternative. Ice type move stacking is quite common as many ice types will want to run the likes of Freeze Dry or Ice Shard on its moveset, so its not to much of an ask to do. With two moves its a decent Ice stab, but with 3 moves it gains a lot of power.
Ability
Name: Dust Devil
Effect: Sand Stream + Sand Spit
Permanent (Yes or No): No
Mold Breaker (Yes or No): No
Potential Pokémon With This Ability: Hippowdon
Justification: Makes thematic sense for Hippo and can help keep Sand up in extended staring contests
Name: Protosynthesis / Quark Drive Effect: Sun (Proto) / Electric Terrain (QDrive) active, or Booster Energy consumed; user's moves have 1.3x power. Permanent (Yes or No): Yes Mold Breaker (Yes or No): No Potential Pokémon With This Ability: you know who Justification: I think paradox mons are lame. Their ability is just generically strong with little thought put into it, making their already good stats even better at the cost of having a Booster Energy or the relevant field effect up. Also like 99% of the time you want to be boosting Speed and I think that's kind of lame. Here's something that tapers off that power and hopefully encourages other item usage on these mons.
Name: Wandering Spirit Effect: On switch-in, this Pokemon swaps its ability for the opponent's ability. Activates and doesn't activate under the same conditions as Trace. Permanent (Yes or No): No Mold Breaker (Yes or No): No Potential Pokémon With This Ability: Justification: I highly discourage submitting stuff that's already been in SylveMons, VaporeMons, and especially JolteMons, but I'm making an exception here as I need my boy Runerigus back. Though Runerigus is likely still bad since it doesn't have recovery in this metagame unlike in JolteMons, a good number of the other Wandering Spirit users will be able to abuse its strong ability denial at higher levels.
Name: Shrug Off Effect: Once per switch-in, this Pokemon's negative stat boosts are reset to 0 if it has a stat lowered. Permanent (Yes or No): No Mold Breaker (Yes or No): No Potential Pokémon With This Ability: WIP () Justification: Megas Revisited Mega Latios. Fairly weak ability compared to other stat drop denial abilities like Contrary, JolteMons Optimistic, or VaporeMons Sheer Heart, but that means it can go to stronger Pokemon. Basic idea remains the same, you get to click your Dracos or Overheats or even V-Creates more times in a row, while giving physical attackers protection from Intimidate. Just make sure you don't waste the stat reset on switching into Defog, though
Name: Mimicry Effect: Replaces this Pokemon primary type with the type of the currently active terrain. When a terrain starts or if this Pokemon switches in when a terrain is active, it gains +1 Def (Grassy, Electric) / +1 SpD (Misty, Psychic). Typing changes back to normal when the terrain ends, but the stat boost stays. Permanent (Yes or No): No Mold Breaker (Yes or No): No Potential Pokémon With This Ability: WIP (, Some Stuff that learns Camouflage ()) Justification: Mimicry was a neat idea, turning Stunfisk-G into a technically better Castform after the additions of the Tapus and Rillaboom as amazing terrain users. However, Stunfisk-G sucks and the ability was really weak and didn't really fit with its kit either. This change makes the ability way more usable not only on Stunfisk-G but anything else we give this to, basically giving it infinite terrain seeds and more dynamic defensive typings. Suddenly, Stunfisk becomes one of the best answers to Tapu Lele in the game by becoming Psychic/Steel with +1 SpD, Tapu Koko can Volt Switch out on STunfisk but can never break past it, Rillaboom and Tapu Bulu need to hit a Fighting move on it, and Tapu Fini is hardly doing anything to it. And this is all stuff that a ZU trashmon like Stunfisk does, imagine what something a little better can do.
Name: Envenomate Effect: This Pokemon's Normal-type moves become Poison-type, have 1.2x power, and have a 10% chance to badly poison the foe. Permanent (Yes or No): No Mold Breaker (Yes or No): No Potential Pokémon With This Ability: (Should only go to a few things, like other -ates) Justification: -ate abilities haven't really been explored in SylveMons metas, which makes sense as they're kinda boring and are best kept to just a few mons. This same is kinda true for Intoxicate here, but it still does a few very interesting things. Poison, especially on the physical side, is lacking in super strong moves, with Sludge Wave/Bomb being the best you'll get on the special side (adequate, but not at the level of Fire Blast or Hydro Pump), while you either need to rely on the inaccurate Gunk Shot or go down to the weak Poison Jab on the physical side. Here, you can slap Return, Double-Edge, or Hyper Voice on your Poison-type and deal big damage, with the extra benefit on having a small chance to cripple something with Toxic poisoning, a type of extra effect that none of the other -ates do right now.
Name: Blood Drain Effect: on entry, leech health equivalent to a 20 bp bug move on the users higher attack stat. Makes Contact Permanent (Yes or No): No Mold Breaker (Yes or No): No Potential Pokémon With This Ability: Justification: An interesting ability that generates chip and adds a better option to Pokemon that don’t have it.
Name: Shell Armor Effect: Once per switchin, this Pokémon’s defense is raised by 1 after using a status move. This Pokemon cannot be critically hit Permanent (Yes or No): No Mold Breaker (Yes or No): No Potential Pokémon With This Ability: + current distrib Justification: shell armor is only on shitmons or mons with zero good status moves (ignore mega slowbro). A lot of these mons don’t have recovery so protect does a lot of work here essentially recreating a dauntless shield for some of these pokemon (not on switchin). This also makes shell smashers slightly better (Exept cloyster).
Name: Good as Gold Effect: If this Pokemon is above 1/2 of its max Hp, it is immune to status moves. Permanent: No Mold Breaker: Yes Potential Pokémon With This Ability: money related mons Justification: I hate Gholdengo. Still mostly the same, but if you hurt it enough, it stops working. Also can be really cool on lower tier mons or a niche ou mon.
Name: Receiver / Power of Alchemy Effect: This Pokémon inherits the Ability of the last unfainted Pokémon in its party until it takes direct damage from another Pokémon's attack.
Abilities that cannot be copied are ""No Ability"", As One, Battle Bond, Comatose, Disguise, Flower Gift, Forecast, Gulp Missile, Huge Power, Hunger Switch, Ice Face, Illusion, Imposter, Multitype, Neutralizing Gas, Power Construct, Power of Alchemy, Pure Power, Receiver, RKS System, Schooling, Shields Down, Stance Change, Trace, Wonder Guard, and Zen Mode. Permanent: No Mold Breaker: No Potential Pokémon With This Ability: / Justification: Really cool ability I snatched from Megas for All. Illusion but steals an ability allowing for cool strategies and more niche abilities (or just run a good ability).
Name: Unnerve Effect: This Pokémon uses Embargo for 3 turns upon switch in. Permanent: No Mold Breaker: No Potential Pokémon With This Ability: idk Justification: Prevents the use of all items from the opponent but only lasts 3 turns and is removed on switch out. Joltemons (one of them did) had a version of this that always worked while the ability was around.
Name: Arena Trap / Shadow Tag Effect: If the opposing Pokemon switches out, they lose 1/8 of their max hp. Once per switch in. Permanent: No Mold Breaker: No Potential Pokémon With This Ability: / Justification: Incentiveses not switching out rather than preventing switching out. Taken from Ubermons (last gen). Makes these Pokemon harder to switch out on as doing so damages you.
Name: Wyrmify Effect: This Pokemon's Normal-type moves become Dragon-type moves and have their power multiplied by 1.2. Permanent (Yes or No): No Mold Breaker (Yes or No): No Potential Pokémon With This Ability: Justification: Gives dragons more spammable options, at a cost of power.
Name: Run Away Effect: This Pokemon has their pivot moves (Flip Turn/U-Turn/Volt Switch/Parting Shot etc) increased in priority by 1. Permanent (Yes or No): No Mold Breaker (Yes or No): No Potential Pokémon With This Ability: Current users +
Justification: something I subbed to Vaporemons. Breathes life into an otherwise useless ability.
Name: Misty Step Effect: If Misty Terrain is active, this Pokemon's Speed is doubled. Permanent (Yes or No): No Mold Breaker (Yes or No): No Potential Pokémon With This Ability: , other fairy types with low speed. Justification: Misty Terrain seems to always get the short end of the stick in regards to terrains, so here's an attempt to revitalize it.
Name: White Noise Effect: This Pokemon's sound moves have a 20% chance to make the opponent Drowsy. Permanent (Yes or No): No Mold Breaker (Yes or No): No Potential Pokémon With This Ability: , others Justification: Hopping on the volatile status train with Drowsy, because sleep would be too much and I want this ability to focus on mainly forcing switches rather than incapacitating opponents.
Name: Good as Gold Effect: Prevents other Pokemon from lowering this Pokemon's stat stages and makes this pokemon immune to Status. Permanent (Yes or No): Mold Breaker (Yes or No): Potential Pokémon With This Ability: Justification: Unban Gholdengo
Name: Anger Point Effect: When hit by a super effective attack, increases Atk and Sp. Atk by one stage Permanent (Yes or No): Yes Mold Breaker (Yes or No): No Potential Pokémon With This Ability: Justification: Anger point now changes from a fishy and niche ability to one that takes advantage from weak super effective hits... like for ex. a flip turn from alomomola onto tyranitar, or a volt switch from smth like iron crown on moltres-galar which would allow them to boost further or to be less passive
Name: Damp Effect: Sets Water Sport upon entry Permanent (Yes or No): No No Mold Breaker (Yes or No): No Potential Pokémon With This Ability: Justification: This gives a pretty fun way to screw off sun teams esp mons like gouging fire, iron moth, volcarona, blaziken, cinderace, etc
Name: Gulp Missle Effect: If this Pokemon is a Cramorant, it changes forme into Cramorant-Gulping upon entering the battle. It changes forme when it uses Water or Flying type moves. It always becomes Cramorant-Gulping. If Cramorant gets hit in Gulping Form, it spits the Arrokuda at its attacker, even if it has no HP remaining. The projectile deals damage equal to 1/4 of the target's maximum HP, rounded down; this damage is blocked by the Magic Guard Ability but not by a substitute. An Arrokuda also lowers the target's Defense and Special Defense by 1 stage Permanent (Yes or No): Mold Breaker (Yes or No): Potential Pokémon With This Ability: Justification: But a true explanation is that giving it a cramorant upon using water and flying moves as well as upon entering tbe battle makes it way less passive, this allows it to fire them out more often and be able to force progress that way... its still a cramorant tho which makes it much harder for it to work in very offensive MU's but this makes it a great way to force progress against bulkier teams due to it being able to use moves like defog, roost, and being able to get it upon entry to fire it on the opponents
Name: Slow Start Effect: This Pokemon's Attack and Speed are halved for five turns. This counter is not reduced on turns this Pokemon uses a protection move. The counter does not reset upon switching out. Permanent: No Mold Breaker: No Potential Pokémon With This Ability: No changes at this time (except maybe also ) Justification: A minor buff to an otherwise terrible ability, might give Regigigas a niche use, and could also be given to certain overpowered Megas in the future to counter-balance them like
Name: Healer Effect: At the end of each turn, cures the non-volatile status of self and allies. Upon switching out, heals 25% of its max HP. Permanent: No Mold Breaker: No Potential Pokémon With This Ability: Current selection, maybe include Pokemon like Justification: A buff to Mega Audino, and making a useless ability in Singles (and honestly underwhelming ability in Doubles) become suddenly very useful.
Name: Flower Veil Effect: This Pokemon and its allies are immune to status conditions, and cannot have their stats lowered by the opponent. Permanent: No Mold Breaker: Yes Potential Pokémon With This Ability: Current selection, maybe add other flower Pokemon like Justification: Just another buff to an otherwise useless ability, making it universal instead of type-specific.
Name: Wimp Out / Emergency Exit / Defeatist Effect: The first time this Pokemon is reduced to below 50% of its max HP, it switches out and heals 25% of its max HP. Permanent: No Mold Breaker: No Potential Pokémon With This Ability: Justification: Buff to both of these abilities on Pokemon that would otherwise be great without it (and also Archen/Wimpod but we don't care about them). Jut adding this bit of healing to this force switch out (and Defeatist not being Defeatist) makes both Pokemon really great.
Name: Protean
Effect: This Pokemon's type changes to match the type of the move it is about to use. This effect comes after all effects that change a move's type.
Permanent (Yes or No): No
Mold Breaker (Yes or No): No
Potential Pokémon With This Ability: current distribution does not change
Justification: (SM Protean) Both users of Protean have kinda faded away by this point, they both could use a pick-me-up while neither would be too overpowered (or so I assume ;-;) Although this would further keep offense dominant in ND, and may be a bit toxic with ghold in the picture, but Meow being a real Pokemon hopefully can help out some balances and these two deserve it >w<
Name: Ash Bond
Effect: If this Pokemon is a Greninja, it transforms into Ash-Greninja if it attacks and knocks out another Pokemon. If this Pokemon is an Ash-Greninja, its Water Shuriken has 20 power and always hits three times.
Permanent (Yes or No): Yes
Mold Breaker (Yes or No): No
Potential Pokémon With This Ability: (second special ability)
Justification: (SM Battle Bond) I think its time for our good friend Ash Greninja to come back as it was shafted so terribly, there is a bevy of switchins to it (judging by above posts even more) so it is 100% fine.
Name: Intellectual
Effect: This Pokemon's Special Attack is increased by 1.5x
Permanent (Yes or No): no
Mold Breaker (Yes or No): No
Potential Pokémon With This Ability: (new HA) (over Symbiosis) (over Light Metal)
Justification: This is a fun yet sparsely spread ability to "super intelligent" pokemon with a low-ish spa stat, I hope to potentially revive some forgettable Psychic-types that deserve some love too :3
Name: Justified Effect: This Pokemon's Attack is raised by 1 stage after it is damaged by a Dark-type move. Dark immunity.
Permanent (Yes or No): No Mold Breaker (Yes or No): Yes Potential Pokémon With This Ability: Current distribution + (over Intrepid Sword) Justification: Dark immunity my beloved. With a lot of good Dark mons (Kingambit being unbanned, but also the likes of Weavile, Samurott-Hisui, etc), a Dark immunity is cool to have.
Name: Grass Pelt Effect: On switch-in, summons Grassy Terrain. During Grassy Terrain, Def is 1.3333x. Potential Pokémon With This Ability: Justification: Grass Pelt sucks. A lot. So this is why I had this little idea, that keeps the same spirit while being miles better. Oh, and Koraidon and Miraidon are literally motorcycles, while Gogoat is literally a bike, so it's kinda fitting.
Name: Anger Point Effect: When this Pokemon is damaged by an attack, its own attacks become 1.1x stronger, up to a maximum of 1.5x. Potential Pokémon With This Ability: Current distribution + more to come Justification: FE Emperor's Clothes. Supreme Overlord mechanic exists in both a move and ability, so let's make Rage Fist also as an ability. Funnily enough Primeape can do a Rage Fist+ Anger Point set.
Name: Snow Cloak / Sand Veil Effect: Neutralizes the effectiveness of Super Effective Fire attacks targeting this Pokémon / Neutralizes the effectiveness of Super Effective Water attacks targeting this Pokémon Permanent (Yes or No): No Mold Breaker (Yes or No): Yes Potential Pokémon With This Ability: idk Justification: It's called Glacemons, it's only customary we give Glaceon several buffs. I didn't just want to copy the changes to these abilities that existed within past iterations of the mod, however. Both of the main types associated with the weathers these were originally associated to (Ice & Rock) have rather rough type matchups, so I thought to neutralize effectiveness from one of their common weaknesses each if these types would normally hit the mon super effectively
Name: All-Terrain Effect: User ignores the effects of entry hazards on switch-in. Permanent: No Mold Breaker: No Potential Pokemon With This Ability: Justification: Obligatory hazard immunity ability sub
Name: Battle Spines Effect: User's attacks deal an additional 1/12 max HP to targets after damage; applies only once for multi-strike moves. Permanent: No Mold Breaker: No Potential Pokemon With This Ability: Justification: Ah Battle Spines, one of my favorite genders
Name: Velocity Effect: For contact moves, use the user's speed stat for damage calculation. Permanent (Yes or No): No Mold Breaker (Yes or No): No Potential Pokémon With This Ability: Electrode, Persian, Furret, Zebstrika, Raikou, Sceptile, Inteleon Justification: Fast but physically weak Pokemon can invest in their bulk instead of Attack (most contact moves are physical), and still hit hard. But they HAVE to use contact moves to get this effect, which leaves them vulnerable to abilities that punish contact.
Name: Water Veil Effect: Current affect + activates Aqua Ring on entry Permanent (Yes or No): No Mold Breaker (Yes or No): Yes Potential Pokémon With This Ability: Current distribution Justification: As it stands, this is strictly worse than Water Bubble. So with Aqua Ring effect added, it's a free (or extra) Leftovers.
Name: Momentum Surge Effect: On the Pokemon's first turn each time it enters battle, its Speed is boosted by 50% and its Attack is boosted by 20%. Permanent (Yes or No): No Mold Breaker (Yes or No): No Potential Pokémon With This Ability: Tauros (all forms), Gogoat, Rampardos, Sawsbuck, Samurott (Unovan only), Emboar, Wydreer, Lycanroc (Midday only), Justification:
Name: Mega Launcher Effect: Current effect + also boosts ball and cannon moves (any move that's blocked by Bulletproof) Permanent (Yes or N): No Mold Breaker (Yes or No): No Potential Pokémon With This Ability:
Justification: This ability is way too limited in what it boosts, and this is a fitting selection of Pokemon to get it.
Name: Mycelium Might Effect: User's Powder-based moves ignore Abilities and can hit Grass-Types. Permanent No Mold Breaker No Potential Pokémon With This Ability: do not give this to Justification: dude these mushrooms are so funny they make me want to spore without looking
Name: Wind Power Effect: Special Attack raised by 1 if hit by wind move or Tailwind begins. Wind move immunity Permanent No Mold Breaker No Potential Pokémon With This Ability: Justification: i love you kilowattrel but babe your ability sucks
Name: Savage Effect: This Pokémon’s Attack and Special Attack equals the higher value. Raw stats are calculated after all other mechanics, including others’ Abilities like Sword of Ruin, IVs, EVs, Nature, stat stages and item effects. I.E., if a Pokémon’s Special Attack is 353 while Attack is 194, then Attack is now 353 as well. Permanent (Yes or No): No Mold Breaker (Yes or No): Yes (revelent: Foul Play) Potential Pokémon With This Ability: Justification: This allows Pokémon with lots of special moves but low Special Attack, or Pokémon with lots of physical moves but low Attack, to be able to make the most of their movepool, making them a true mixed sweeper / breaker. This comes with a downside of increased vulnerability of Foul Play due to being forced to put all EVs on the higher attacking stat. This can also lead to interesting techs such as Tsareena spamming Leaf Storm liberally, or a Modest Magmortar becoming a frightening Belly Drum sweeper due to effectively boosting both it’s Attack and Special Attack and making it’s own Overheat even more terrifying.
Name: Moody (adjustment) Effect: Old effect removed; other than HP, the Pokémon’s raw stat(s) based on lowest base stat(s) are doubled, but other stat(s) based on highest base stat are halved. If all of the Pokémon’s base stats are equal (i.e. Snorunt + Glalie), then raw Speed is doubled while raw Attack is halved. Additionally, the Pokémon cannot use the same move at their next turn. It announced a message when switching in: “<Pokémon> is shown to be moody!” Examples: have base 85 Atk as highest and base 55 SpA as lowest; consequently, it’s raw Attack is halved but it’s raw SpA is doubled if having the Moody Ability. have both Atk and SpA tied for highest base stat, while it’s Defense and Special Defense are tied for lowest base stat. As a result, both it’s Atk and SpA are halved, but Def and SpD doubled, if having the Moody Ability.
If gain access to Moody, then by having that Ability, it’s highest base stat in Defense will get it’s actual Defense halved, but it’s tied lowest base stats, Special Attack and Speed, will have the raw SpA and Speed doubled. Permanent (Yes or No): No Mold Breaker (Yes or No): No Potential Pokémon With This Ability: Old distribution + Justification: Moody, in it’s canon capacity, is simultaneously too broken and too boring for it’s own good. This adjustment aim for keeping it’s spirit in a lot less luck-based way and turn any Pokémon into a different role and (hopefully) succeed at it. As it is meant to be versatile with such a strong boost, it will also be volatile; the drawbacks is having a stat based on highest base stat lowered, as well as being unable to use the same move in the next turn akin to Gigaton Hammer and Blood Moon.
Name: First-Class Flier Effect: This Pokemon restores 1/6 of its maximum HP upon using a Flying-type move. Permanent: No Mold Breaker: No Potential Pokémon With This Ability: Justification: Often feels very concessional to click stuff like Defog and Brave Bird on defensive guys, this should alleviate that to an extent. Big Roosts also help guys like Skarm answer stuff more reliability.
Name: Route Closed Effect: This Pokemon is immune to pivot moves and restores 1/4 of its maximum HP, rounded down, when hit by a pivot move. The opponent does not get switched out by its pivot move if used on a Pokémon with this ability. Ex. Landorus-T uses U-Turn on Pokemon with this ability, the Pokemon with the ability is healed 25% HP and Landorus does not get switched out by the move. Permanent (Yes or No): No Mold Breaker (Yes or No): Yes Potential Pokémon With This Ability: Anything with construction or obstruction themes Justification: Adds a completely new dynamic to the constant pivot war we’ve been in for decades.
Name: Quick Feet Effect: Same as before, but now is no longer unable to move when inflicted with Paralysis. Potential Pokémon With This Ability: (Replace Tangled Feet) (Replace Tangled Feet) (Replace Leaf Guard) Justification: Makes Quick Feet more abusable in combination with the Thunder Orb item, as well as distributing to good new abusers, especially Zapdos-Galar.
Name: Emergency Exit Effect: The Pokemon can survive a hit that would KO it, standing at 1 HP, but it's forced to switch out. Only works once. Justification: Golisopod was NOT optimized enough to justify a hindering ability. I doubt this will make it OU material, but it'll certainly help.
Abilities
Name: Twisted Mind Effect: This Pokemon uses Topsy-Turvy on switch-in. Permanent (Yes or No): Yes Mold Breaker (Yes or No): Yes Potential Pokémon With This Ability: Justification: An anti-sweeper ability that aims to disrupt and force out potential issues that can spawn out from the vast amount of set-up sweepers in National Dex.
Name: Germaphobe Effect: This Pokemon takes 2/3 damage from Bug-, Dark-, and Poison-type moves. Poison immunity. Permanent (Yes or No): Yes Mold Breaker (Yes or No): Yes Potential Pokémon With This Ability: Justification: While the types aren't too offensive potent, avoiding Toxic and having some scenarios where you don't need to be forced out by an offensive Pokemon using U-turn, Knock Off, or anything else is a good attribute.
Name: Rupture Rush Effect: After a contact move is used, uses a non-STAB Magnitude 4-6. Permanent (Yes or No): Yes Mold Breaker (Yes or No): Yes Potential Pokémon With This Ability: Justification: Additional chip after doing hefty damage may be a little over-tuned, but without STAB in the picture it'll be an additional boost to breakers that likely wouldn't be too over the top.
Name: Draconic Spirit Effect: Dragon-type moves have +1 critical hit ratio; cannot have stats lowered by other Pokemon. Permanent (Yes or No): Yes Mold Breaker (Yes or No): Yes Potential Pokémon With This Ability: Justification: Originally this wasn't going to have Dragon-type moves miss, but Scale Shot and Draco Meteor likely shouldn't have an accuracy increase ever. A slightly boosted critical hit ratio may do the trick in giving this some use along with a Clear Body clone built into the ability
Name: RKS System
Effect:
If this Pokemon is a Silvally, its type changes to match its held Memory or Z-Crystal.
Potential Distribution: Silvally
Justification:
Something long overdue to help a struggling mon struggle less.
Name: Lightning Rod Effect: This Pokémon Draws Electric moves to itself to raise Sp.Atk by 1; This pokémon cannot be paralyzed; On switch in this pokémon removes electric terrain and raises Sp.Atk by 1 Permanent (Yes or No): No Mold Breaker (Yes or No): Yes Potential Pokémon With This Ability: current distribution + Justification: Lightning rod has been a pretty medicore Ability, absorbing and directing electric moves is good for doubles but isn’t very viable in singles. With the new added effect it has the utility of removing electric terrain while gaining a boost from it, letting it be used differently and not just being a medicore singles ability
Name: Disguise Effect: (Mimikyu only) The first hit it takes is blocked. After its Disguise is broken, this pokémons defenses are dropped by 1 stage, and its Speed is raised by 1 stage. These stat changes are applied every time Mimikyu-Busted switches in. Permanent (Yes or No): Yes Mold Breaker (Yes or No): Yes Potential Pokémon With This Ability: Only Justification: This rework changes disguise back to the way it was in SM where it was a viable niche ou mon for a while. The Disguise broken buff is to let it be similar to how eiscue and minior have their base stats changed once their armor or face are broken. Instead of a direct base stat buff it’ll get a Speed boost and a 1.3x attack boost to help it be stronger and faster while still being kept in check by its defenses being dropped. It’ll no longer be a pokémon you just sack after it gets a kill due to the disguise broken stats activating every time it’s on the field.
Name: Birds of a feather Effect: This pokémon and it’s allies’ flying type moves have their power multiplied by 1.5 Permanent (Yes or No): no Mold Breaker (Yes or No): no Potential Pokémon With This Ability: Justification: Would be a cool addition to non flying type pokémon that resemble birds and weaker flying type pokémon.
Gives them an extra stab for their offensive power. Also flying type offensive abilities are a bit lacking.
Name: Pickup Effect: If this Pokémon flings its item or it gets consumed, it recovers it at the end of the turn. Permanent (Yes or No): No Mold Breaker (Yes or No): No Potential Pokémon With This Ability: Current + (replaces keen eye), (replaces battle armor), ,, , ,, , (replaces own tempo), Justification: Fling is an underrated move and Pickup is a lame ability. This ability can now be used for all sorts of fun stuff such as restockable berries, air balloons, Power Herbs and more. You also get to spam fling for either a 130bp dark stab with big nugget or very annoying toxic orb / light orb spam.
Name: Storage Effect: This pokémon's stat changes persist even after switching out, but can only accumulate two stat boosts per stat. Permanent (Yes or No): No Mold Breaker (Yes or No): No Potential Pokémon With This Ability: (replaces Telepathy), , , , (replaces plus), , , (All forms), Justification: Idea here is make a somewhat strong ability that can turn otherwise mediocre mons into potential win conditions late in the match. Exception to the rule is Kangaskhan (whose possible mega unban could lead to it losing access to this move) and Klinklang, which becomes blazing fast for the rest of the match after two shift gears.
Name: Modelling Clay Effect: On switch-in, copies the target's held item. Can Be Knocked Off (Yes or No): Yes Ignored by Klutz (Yes or No): Yes Fling Power & Effect: 30BP Justification: silly
Name: Lucky Punch Effect: If the holder is Happiny, Chansey or Blissey, its Attack is tripled. Can Be Knocked Off (Yes or No): Yes Ignored by Klutz (Yes or No): No Fling Power & Effect: 40BP Justification: No more eggs. This blob only wants violence.
Name: Lagging Tail Effect: Holder moves last in its priority bracket, but its moves have 1.3x power. Can Be Knocked Off (Yes or No): Yes Ignored by Klutz (Yes or No): No Fling Power & Effect: 10BP Justification: Offensive item for slower, bulkier mons who don't really mind its downside as much.
Name: Metal Powder / Energy Powder Effect: If the holder is a Ditto, this Pokemon's Defense and Special Defense (MP) / Attack and Special Attack (EP) are boosted by 50%. Applies even after transforming. Can Be Knocked Off (Yes or No): Yes Ignored by Klutz (Yes or No): Yes Fling Power & Effect: 10 BP Justification: Buffed version of a goofy idea I submitted in Slate 1 of VaporeMons. Turns Ditto into BH Chansey and Pikachu but not as ridiculous due to Ditto's low HP. Potentially gives Ditto some more options in how it wants to function as a revenge killer and scout, especially with Metal Powder as it can make up for Ditto's poor HP and let it beat certain mons 1v1 without needing to outspeed them every turn.
Name: Silvally's Memories (The 17 existing ones + a new Normal Memory) Effect: Reduces damage taken from moves of their corresponding type by 0.67x. Holder's Multi-Attack matches the memory's type. Can Be Knocked Off (Yes or No): Yes (unless the holder has RKS System) Ignored by Klutz (Yes or No): Yes Fling Power & Effect: 50 BP Justification: Giving the counterpart to Arceus' plates a real use, inverting the offensive use of the plates by giving them a defensive one. These are very simply worse resist berries, but with infinite use (unless you get knocked or something) and you don't have to be weak to the type in question for it to activate, allowing a mon to partially shut down moves of any type it wants. Definitely less powerful than other defensive items like Boots or Lefties, but they should be a good niche option.
Name: Ice Axe Effect: The holder's Ice moves are guaranteed to critically hit while Snow is active. Can Be Knocked Off (Yes or No): Yes Ignored by Klutz (Yes or No): Yes Fling Power & Effect: 80 BP Justification: Goofy boosting item based on an ability from a solomod I never released. Snow appears to not be in the best shape in NatDex, so this gives Snow something more than just Veil + Setup spam, as now you can make your Blizzard spammers hit with the power of a Choice Specs at no extra cost. Could even run Nasty Plot Ninetales-A with this, if you're so inclined.
Name: Lunch Box Effect: Gives the holder a Stockpile of 2 on switch-in. Can Be Knocked Off (Yes or No): Yes Ignored by Klutz (Yes or No): Yes Fling Power & Effect: 60 BP Justification: Likely unviable and I'll replace it if I think of anything better, but very funny. You'd think giving everything with Spit Up instant access to a 200 BP move would be broken, and I may be stupid and it still is, but Spit Up's distribution is so generationally awful that I think we're fine. Like, the best Spit Up mons are Kilowattrel, Wigglytuff, and Gastrodon, and two of those would rather hold like any other item. This also gives an instant 50% recovery move in Swallow for the likes of Weezing-G, Muk-A, Mawile, and Snorlax, which is honestly probably the better use of the item.
Name: Medical Kit Effect: Healing is 25% more effective for this Pokemon (including wish) Can Be Knocked Off Yes Ignored by Klutz Yes Fling Power & Effect: 10 Bp, Heal Pulse effects Justification: healmaxxers alternative to leftovers.
Name: Protective Pads / Punching Glove Effect: Original effect + contact boost of 1.1 | Punching boost raised to 1.2 Can Be Knocked Off Yes Ignored by Klutz Yes Fling Power & Effect: 10 Bp, Taunt and Confuse Justification: more incentive to use these over the omnipresent boots lefties
Name: Kevlar Vest Effect: This Pokemon cannot receive healing from any source, 1.5x def Can Be Knocked Off Yes Ignored by Klutz Yes Fling Power & Effect: 50 bp, and 1/6th of the opponents max HP Justification: idk physical av, not healing / having boots def makes the 1.5x def more balanced. This is a great item for mons that already lack healing and don’t rely on other items defensively.
Name: Apicot Berry / Ganlon Berry / Liechi Berry / Micle Berry / Petaya Berry / Salac Berry Effect: When the holder falls below 1/4 of its max hp, raises the holder's SpD / Def / Att / Acc / SpA / Spe by 2. Single use. Can Be Knocked Off: Yes Ignored by Klutz: Yes Fling Power & Effect: 10; raises corresponding stat by 1 of target. Justification: These items are not good so raising the stat by 2 allows for a much more notable effect. Also I think GameFreak forgot to make Micle Berry not a complete joke.
Name: Light Clay Effect: Holder's use of Aurora Veil, Light Screen, Reflect, Gravity, Heal Block, Magic Room, Safeguard, Tailwind, Embargo, Lucky Chant, Wonder Room, Rainbow, Swamp, & Sea of Flames (Pledge moves) last for 3 turns longer. Can Be Knocked Off: Yes Ignored by Klutz: Yes Fling Power & Effect: 30 Justification: Light Clay remains the same but now can be used to increase the usability of various much more niche conditions. Notable inclusions are 7 turn Tailwind and 8 turn Gravity. Not sure if this would affect Psychic Noise but that too if it does.
Name: Expert Belt / Rope Belt / Leather Belt Effect: Holder's Super Effective / Not Very Effective / Neutrally Effective moves deal 1.25x damage. Can Be Knocked Off: Yes Ignored by Klutz: Yes Fling Power & Effect: 10 Justification: Expert Belt is not very good so here is a buff and some clones for the other effectivenesses.
Name: Covert Cloak Effect: Holder ignores the secondary effects of opposing Pokemon's moves. Can Be Knocked Off: No Ignored by Klutz: Yes Fling Power & Effect: - Justification: Covert Cloak is a very cool but niche item, which means preventing it from being removed is a big boon.
Name: Aguav, Figy, Iapapa, Mago, Wiky Berry Effect: Restores 1/2 max HP at 1/4 Max hp or less. Single Use Can Be Knocked Off (Yes or No): Yes Ignored by Klutz (Yes or No): Yes Fling Power & Effect: 10 & Restores 1/2 max HP Justification: Reverting the mostly vgc nerf for the berries.. this allows mons like rotom, lando-t, great tusk maybe.. to use this berry and have more instant recovery...
Name: Wide Lens Effect: Increases the accuracy of non status attacks by the holder by 1.3x Can Be Knocked Off (Yes or No): Yes Ignored by Klutz (Yes or No): Yes Fling Power & Effect: 10 & +1 Accuracy Justification: This makes zoom lens feel more worth it on mons with bad accuracy on moves.. smth like NP torn-t can use now 91% accuracy hurricane and focus blasts to hit the target or giving raging bolt 91% acc thunder.
Name: Honey Effect: When this Pokemon's HP drops below 50%, restores 25% HP. The item is then consumed.
This item cannot be removed from the holder unless it is consumed. Any attempt to remove/steal this item lower's the attacker's Speed by one stage. Can Be Knocked Off: N (attempting to Knock Off the item will lower the attacker's Speed by one stage). Ignored by Klutz: Y Fling Power & Effect: 20 BP, lowers target's Speed by 1 (can only by Tricked or Flung by a Pokemon with Klutz, or in Magic Room) Justification: A failed sub from Vaporemons that I still think could be useful. Healing item with a natural Sticky Hold (+Gooey, sort of) effect. Figured it made sense thematically, picture Winnie the Pooh getting his hands sticky while eating out of a honeypot. Other than that, it is just a Sitrus Berry but better. (If this wins I will also sub a change to Honey Gather to add to the usefulness of this item)
Name: Thick Club Effect: If the holder is Cubone or Marowak, the Pokemon's Attack and Speed are doubled. Can Be Knocked Off: Y Ignored by Klutz: Y Fling Power & Effect: 90 BP, lowers target's defense by one stage Justification: Look both forms of Marowak have a base 45 Speed so this isn't going to change THAT much but these guys need some love.
Name: Leek Effect: If the holder is Farfetch'd or Sirfetch'd, the Pokemon's critical hit rate is raised by two stages. Any time this Pokemon scores a critical hit while holding this item, its Speed increases by one stage. Can Be Knocked Off: Y Ignored by Klutz: Y Fling Power & Effect: 60 BP, lower's target's crit rate by one stage Justification: Another slow family of Pokemon that could use a bit of a boon. Plus, apparently the Leek is illegal in NatDex, but the Stick (Farfetch'd exclusive item) isn't? Weird. (Or they might be the same thing, though that is unclear)
Name: Tie-Dye Band Effect: Boosts the power of the user's non-STAB moves by 1.3x, but reduces the power of their STAB moves by 2/3. Can be Knocked Off: Yes Ignored by Klutz: Yes Fling Power & Effect: 30 Justification: It's back. Useful on mons with mid stab types but good coverage or boosting chip from knock/pivoting on utility sets... or you could just run it on ESpeed Dragonite like a LOSER
Name: Partner Emblem Effect: If held by a first partner (starter) Pokemon, increases the power of their Grass/Fire/Water (depending on which type they are) by 50%, along with the following additional effects:
Grass: Gains 1/8th of its maximum HP at the end of each turn
Fire: Fire-type moves have an additional 20% chance to burn the target
Water: Water-type moves wash away entry hazards on both sides of the field Can Be Knocked Off (Yes or No): Yes Ignored by Klutz (Yes or No): Yes Fling Power & Effect: 60 BP, no additional effect Justification: The effect of Overgrow/Blaze/Torrent + a type-fitting secondary effect.
Name: Champion's Belt Effect: Increases the power of the holder's moves by 20% if it is at or above 50% HP. Can Be Knocked Off (Yes or No): Yes Ignored by Klutz (Yes or No): Yes Fling Power & Effect: 100bp Justification: A lot of boosting items are either awkwardly weak, too niche or have a notable drawback that changes how the mon is played altogether. This isn't a strong boosting item, but it's an overall damage boost with a requirement that's not too hard to fulfill, so if you want an alternative to Life Orb, Choice items, Expert Belt or whatever, this can be it.
Name: Crystal Crown Effect: Holder takes 0.67x damage from Z-Moves, Mega-Evolved Pokemon, Dynamaxed Pokemon and Terastallized Pokemon. Can Be Knocked Off (Yes or No): Yes Ignored by Klutz (Yes or No): Yes Fling Power & Effect: 40bp Justification: Last two are for flavor, but this basically acts as a specific counter-tool to hold off some of the more explosive or dangerous options of the format.
Name: Radio Antenna Effect: When the holder makes contact with the opponent, it disables the opponents held item for 4 turns (not including Z moves.) This effect lasts until the opponent switches out. This effect mirrors that of Magic Room, but targeted to an opponent and activated solely on contact from the holder. I believe it should announce the effect happened, but not the opponents item as well. Ex: “[POKEMON] had their item disabled by [POKEMON]’s Radio Antenna!” Or something to that effect. Being able to scout exactly what your opponents item is on top of everything else would be problematic imo. Can Be Knocked Off Yes Ignored by Klutz Yes Fling Power & Effect: 30BP, disables the opponents item if possible. Justification: I like the idea a lot, and something disabling items such as choice scarfs or bands/specs is very new and I’m very curious how it would effect the meta.
Name: Razor Fang Effect: Boosts the power of biting moves by 1.2 and gives them a 10% chance to lower Defense. Justification: Turns what is otherwise a King's Rock clone into a niche item that can be used on Strong Jaw users.
Name: Big Root Effect: Holder now gains 1.5x HP from draining/Aqua Ring/Ingrain/Leech Seed/Strength Sap. Draining moves now do 1.3x more damage. Justification: Big Root was doomed as usually useless and never seen on a smogon set...until now! Healing buff as well as increasing the damage of draining moves should make it a niche option on mons like Ceruledge.
Name: Thunder Orb Effect: Paralyzes the holder. Can Be Knocked Off: Yes Ignored by Klutz: Yes Fling Power & Effect: 30 BP. Paralyzes the opponent. Justification: Used for Quick Feet abusers. See the ability adjustment below.
Name: Master Belt Effect: Boosts the power of not very effective moves by 1.5. Can Be Knocked Off: Yes Ignored by Klutz: Yes Fling Power & Effect: 10 BP. No extra effects. Justification: Counterpart to Expert Belt that can be used on mons whose STABs can easily be resisted and switched in upon.
Name: Pack of Red Bull Effect: Recharge moves (such as hyper beam) do not require a recharge if it faints an opponents pokemon. if it is held by a pokemon with slow start, truant, or defeatist, it instead deactivates the abilities, rather than the typical effect Can Be Knocked Off (Yes or No): yes Ignored by Klutz (Yes or No): no Fling Power & Effect: 60 bp, works like heal pulse Justification: brings back gen 1 hyper beam without adding yet another high bp low drawback move by making the effect tied to an item.
Name: Surprise Bomb Effect: On switch-in, 40 BP move based on holder's primary type and higher Atk stat is used. Single use. Can Be Knocked Off (Yes or No): Yes Ignored by Klutz (Yes or No): Yes Fling Power & Effect: 40 BP Justification: A new item that can disrupt opponents with a pseudo Fake Out while sacrificing an item slot. If you want to use an offensive Pokemon that would appreciate chip damage to force opponents out, this should do the trick.
Name: Healing Charm Effect: Increase the effectiveness of healing moves, abilities, etc. by 10%. Can Be Knocked Off (Yes or No): Yes Ignored by Klutz (Yes or No): Yes Fling Power & Effect: 10 BP Justification: A remittance to the recovery nerf, a slight percentage boost shouldn't push anything too over the edge.
Name: Tactical Vest Effect: Holder's Defense is 1.5x, but it can only select damaging moves. Can Be Knocked Off (Yes or No): Yes Ignored by Klutz (Yes or No): Yes Fling Power & Effect: 80 BP Justification: Very cliche item to have, but a Defense boosting Assault Vest does provide good as it lets Regenerator Pokemon like Tornadus-Therian to have a little bit more longevity and generally provides something good to have on a pivot, tank, etc.
Name: Aiming Assist Effect: Holder's ballistic moves have 1.2x power and accuracy boost. Once hit, both boosts downgrade to 1.1x. Can Be Knocked Off (Yes or No): Yes Ignored by Klutz (Yes or No): Yes Fling Power & Effect: 10 BP Justification: Little boost to a specific move category, nothing too notable.
Name: Strange Cigar Effect: Disable the user's ability. Holder's contact moves disable the opponent's ability. Can Be Knocked Off (Yes or No): Yes Ignored by Klutz (Yes or No): Yes Fling Power & Effect: 50 BP, Disables opponent's ability. Justification: Somewhat goofy item that gives fellas like Slaking and Regigigas a chance to be usable. Can be very disruptive with trick as well.
Name: Tornadus-Therian Type: Flying Abilities: Regenerator New Moves: Brave Bird Removed Moves: Justification: It is surely a bird alright. And 100 Atk isn't that bad especially when using a 120 BP Move. And he has Regenerator which makes up for recoil. Choice Band sets could be cool alongside maybe mixed sets idfk
edit: adding more cuz yall are fat and hate bbird tornt like wtf
Name: Iron Hands Type: Fighting / Electric Abilities: Quark Drive New Moves: Bulk Up, Bullet Punch Removed Moves: Justification: Hariyama gets it
Name: Barraskewda Type: Water Abilities: Swift Swim / Propeller Tail New Moves: Wave Crash, Ice Spinner Removed Moves: Justification: hahah rain go brrrr click button clicky clicky click no more dnite hahahah brrr click click kill kill
Name: Hatterene Type: Psychic / Fairy Abilities: Healer / Anticipation / Magic Bounce New Moves: Moonblast, Moonlight Removed Moves: Justification: It's like a forest witch so it surely has some magic revolving the moon or something, also its a fairy type without the most spammable Fairy-type move ever cmon she deserves it
Name: Magearna Type: Steel / Fairy Abilities: Natural Cure Removed Moves: Calm Mind, Draining Kiss, Shift Gear, Trick Justification: gutted all the offensive sets so the best you have are defensive spikes/vest and specs sets
also geko is oppressing me this is oppression btw
Name: Wishiwashi-School Type: Water/Dragon Abilities: Intimidate (can be picked as Wishiwashi-School on the teambuilder without requiring Schooling first) New Moves: Heal Order, Outrage, Dragon Dance, Dragon Pulse, Draco Meteor, Core Enforcer Justification: A classic staple of Joltemons that makes progress with its great offensive stats and interesting attacks like Core Enforcer, I believe the power creep has raised sufficiently now to enable this mon with an actual item slot, even though realistically it'll stick to Leftovers or Boots anyways.
Name: Umbreon Type: Dark/Poison Abilities: Magic Guard, Natural Cure New Moves: Knock Off, Scorching Sands, Slack Off Justification: All things considered umbreon has really decent stats for an eeveelution + gen 2 mon. Giving it a slightly improved moveset along with actual abilities and the good typing might make it usable beyond trolling, which would be cool i think.
Name: Skarmory Abilities: Iron Barbs New Moves: Beak Blast Justification: Iron Barbs is mainly because Skarm is visible made of iron and sharp, while also helping the defensive profile. Beak Blast is due to, as an observant viewer may notice, skarm is in fact a bird and has a beak. + it helps his defensive profile I guess
Abilities: Good As Gold New Moves: Pay Day Removed Moves: Justification: FUCK Gholdengo. I genuinely cannot believe that a mon that not ONLY blocks Defog, but also blocks Rapid Spin AND the fancy new Gen 9 Mortal Spin got past the concept phase. Anyway, this is a change that should make it less overbearing. Adding Pay Day for silly reasons (did you know that Gholdengo doesn't get Pay Day?)
Name: Audino / Audino-Mega Type:
/
Abilities: Healer / Regenerator / Klutz | Simple New Moves: Alluring Voice, Psychic Noise Removed Moves: Justification: Makes Audino-Mega a significantly better utility/late game bulky sweeping mon with access to Simple + Calm Mind. Notably this does not get Stored Power, which is good because it would almost certainly be broken with it. The additional moves are mostly for "updating this mon to Gen 9" reasons, but Alluring Voice is a slight upgrade over Dazzling Gleam.
Abilities: Early Bird / Flash Fire / Intimidate -> Supreme Overlord (Mega) New Moves: N/A Removed Moves: N/A Justification: Must be the fighting game fan in me, but the walking comeback mechanic that is Supreme Overlord is such a sick ability to me. However, it's stuck on the super broken Kingambit, so here's an attempt to extend it to another powerful but much more balanced Dark-type. Mega Houndoom goes from a mediocre Sun breaker to a cleaner best suited for HO teams, particularly Webs, being able to come in last, set up a Nasty Plot and/or Flame Charge (made easier with the base form now having Intimidate), and then go crazy with its Supreme Overlord boosts. This also makes Houndoom a better breaker in the midgame, but you have to be weary about hazards.
Houndoom @ Houndoominite
Ability: Intimidate
Tera Type: Dark
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Nasty Plot
- Dark Pulse
- Fire Blast
- Sludge Bomb / Flame Charge
Name: Walking Wake Type:
Abilities: Protosynthesis New Moves: N/A Removed Moves: Flamethrower, Flip Turn Justification: Selfishly unbanning one of my favorite Pokemon to use in Regional Dex OU. We all already know what Walking Wake does, so this just makes it easier to handle, as now it can't hit Ferrothorn without Sun up and can't generate momentum on switch-ins anymore. These nerfs plus the lack of Tera should keep it in check, but it remains a super strong wallbreaker on Sun.
Abilities: Insomnia / Frisk / Cursed Body -> Prankster (Mega) New Moves: Spectral Thief, Copycat, Close Combat, Drain Punch, Bulk Up, Reversal, Focus Blast, Ice Spinner Removed Moves: N/A Justification: If Banette wants to be OU so bad then we're gonna MAKE it OU. Spectral Thief is broken, Ghost/Fighting is broken, 165 Attack is broken, Prankster Copycat is funny, all should make Banette a genuine threat despite all of its other terrible stats and lack of recovery.
Banette @ Banettite
Ability: Frisk
Tera Type: Ghost
EVs: 252 HP / 4 Def / 252 SpD
Careful Nature
- Bulk Up
- Spectral Thief
- Drain Punch
- Encore
Name: Silvally Type:
Abilities: RKS System New Moves: Knock Off, Roost, Stealth Rock, Close Combat, Earthquake, Stone Edge, Boomburst, Dragon Dance, Heal Bell, Taunt, Trailblaze, Hurricane, Fire Blast, Thunder, Blizzard, Hydro Pump, Focus Blast, Aura Sphere, Meteor Beam, Refresh, Aqua Tail, Supercell Slam, Dazzling Gleam, Seed Bomb, Gunk Shot, Psychic, Water Pledge, Fire Pledge, Vacuum Wave, Quick Attack, Disable Removed Moves: N/A Justification: Second but completely unrelated Silvally buff I'm subbing slate 1. Silvally being a balanced version of Arceus is such a sick concept and, if it worked, it'd work wonders as a glue option when you really need a mon of a specific type to some specific role. However, Silvally completely fails at this mainly due to its stats, which I can't fix, but also due to its poor movepool for what it's supposed to be. Multi-Attack hits like a truck, but all of its non-STAB moves are weak since almost all of them are under 100 BP and Silvally's forms can't hold boosting items, and its utility movepool is too shallow to function as a good wall despite good 95/95/95 bulk. So, I basically dumped a truckload of new moves onto Silvally that'll help it do whatever it needs to do on a team, making it a much easier niche option to justify when you need a certain piece that other viable mons just can't fill. Better offensive moves like Close Combat, Earthquake, Boomburst, and Knock Off let moves not named Multi-Attack hit hard, better utility like Roost, Stealth Rock, Taunt, and Heal Bell let it do more defensively, and it even has a setup option in Dragon Dance, which I'm willing to bet it'll get in the next game it exists in if Dragon Dance is still a TM.
Name: Flareon Type: Fire Abilities: Flash Fire | Magic Guard New Moves: Sacred Fire, Swords Dance, Superpower, High Horsepower, Morning Sun Removed Moves: Justification: justice for flaremons. Magic guard makes flareon not entirely not ass but at least somewhat usable as a fire type. Being able to use no recoil flare blitz + not requiring boots could allow for some niche usage -> Name: Camerupt Type: Fire/Ground Abilities: Magma Armor / Solid Rock | Steam Engine (Sheer Force) New Moves: Slack Off Removed Moves: Justification: Recovery allows camerupt to heal off chip it was prone to, and the potential to hit a staggering 608 speed with correct prediction and timid or 556 with modest is very funny
-> Name: Sceptile Type: Grass/Dragon Abilities: Overgrow | Unburden (Lightning Rod) New Moves: Draco Meteor, Earth Power, Superpower Removed Moves: Justification: the fabled dragon type sceptile. Ep and draco give it considerably usable offensive force. I kept lightning rod as it is a really cool way to volt block, and any other positive ability might turn out to be kinda stupid as plot is already a lot. Base also gains a special unburden set due to this -> Name: Abomasnow Type: Grass/Ice Abilities: Snow Warning | Soundproof (Ice Scales) New Moves: Slack Off, Mountain Gale Removed Moves: Justification: this is like the only way to make abomasnow work tbh. Ludicrous special bulk in exchange for awful typing and rocks weakness. Has additional physical bulk too for pre mega to mega turns. It’s typing is usable against powerful special attackers like Kyurem and Ash Greninja, and has fire power to deal with them back
Name: Latias (-Mega) Type: Dragon/Fairy Abilities: Levitate / Levitate New Moves: Flip Turn, Moonblast, Earth Power, Mystical Fire Removed Moves: Stored Power Justification: Typing is so valuable that I wanted something to have it and this seemed like the best way to create a viable mon out of it. CM+Stored Power seemed cringe so I removed it.
Name: Scovillain Type: Grass/Fire Abilities: Chlorophyll / Insomnia // Opportunist New Moves: Assurance, Beat Up, Blaze Kick, Ceaseless Edge, Feint Attack, Fire Punch, Foul Play, Lunge, Power Trip, Sucker Punch, Synthesis Removed Moves: - Justification: Scovillain is kinda cool but isn't good. At all. It probably is still very low tier, but it packs a very cool Opportunist Spicy Extract for +2 Att along with its other effects. It also gets some better moves (it has villain in its name, why the lack of dark moves) with Sucker Punch being one of the bigger ones.
Name: Happiny / Chansey / Blissey Type: Normal/Fairy Abilities: unchanged New Moves: Encore, Fake Out, Moonblast, Play Nice, Play Rough Removed Moves: - Justification: Blissey and Chansey kinda fell off.
Name: Deoxys +Forms Type: Psychic Abilities: Pressure // (Inner Focus / Sharpness / Bulletproof / Quick Feet) New Moves: Aura SphereBody Press, Topsy-Turvy Removed Moves: Calm Mind, Extreme Speed, Focus Blast, Nasty Plot, Spikes Justification: Deoxys nerf while at the same time buffing Defense form. Speed is probably the only one that could drop as the others are still cracked. If more needs to be done to drop Speed form, let me know. If it takes hurting Defense form too much to drop Speed form, I'd be completely okay with reworking this as only a Defense buff.
Name: Nihilego Type: Rock/Water Abilities: Beast Boost // Prankster New Moves: Aqua Ring, Chilling Water, Energy Ball, Flip Turn, Hydro Pump, Liquidation, Rain Dance, Recover, Scald, Surf, Waterfall, Water Gun, Whirlpool Removed Moves: - Justification: Nihilego drops Poison for an arguably better typing. It still is a potent Meteor Beam blaster with a better offensive typing and an even stronger defensive option with recovery and prankster, allowing for a terrifying wall.
Name: Raikou Type: Electric Abilities: Pressure/No Guard New Moves: Focus Blast, Earth Power Removed Moves: Zap Cannon Justification: AAA Zapdos-Lite.
Name: Stoutland Type: Normal/Fairy Abilities: Intimidate/Tough Claws/Scrappy New Moves: Spirit Break, Rapid Spin, Bulk Up, Extreme Speed, Body Slam Removed Moves: none Justification: this mon is in dire need of a refresh. Can either be a fun anti-spinblocker with Scrappy or a powerhouse with Tough Claws.
Name: Lapras Type: Water/Dragon Abilities: Water Absorb/Stamina/Swift Swim New Moves: Scald, Recover, Draco Meteor, Iron Defense Removed Moves: None Justification: Giving Lapras a more defensive typing and moveset.
Name: Crobat Type: Poison/Flying Abilities: Magic Guard/Infiltrator New Moves: Gunk Shot, Bulk Up Removed Moves: None Justification: No longer locked into boots and gets an actual Poison-type STAB and way to boost.
Name: Ampharos (Ampharos Mega) Type: Electric (Electric / Dragon) Abilities: Static / Plus (Fluffy) New Moves: Slack Off, Defog, Calm Mind, Tail Glow, U-Turn, Magnet Rise Removed Moves: Justification: This makes m ampharos a much more defensive raging bolt, with such a typing it gives a solid check to kart, mega lop, m scizor, urshifu-rs, blaziken, rillaboom, etc. This also gives it a lot of support potential with volt switch, defog, slack off to give it a lot of support capabilities Name: Absol Type: Dark / Fairy (Dark/Fairy) Abilities: Pressure / Super Luck / Justified (Magic Bounce) New Moves: Moonblast, Nasty Plot, Gunk Shot, Sludge Bomb, Sludge Wave, Draining Kiss, Spirit Break, Work Up Removed Moves: None Justification: I like m absol. I liked m absol in SM and ORAS UU and how viable its gotten, this change makes m absol more of an actual viable mega. This gives options thanks to its great coverage that it has access to, this would differenciate itself from other mixed attackers due to it also having magic bounce and having solid atk, solid speed, and setup.
Name: Gardevoir (Gardevoir Mega) Type: Psychic / Fairy Abilities: Synchronize / Trace (Pixilate) New Moves: Court Change, Recover, Moonlight, Rapid Spin, Ice Beam, Earth Power Removed Moves: None Justification: M gard is very outclassed by tapu lele, this gives it some nice utility options esp to bully fatter teams with utility, have removal, and in general be a more solid option on non psy terrain teams
Name: Tapu Bulu Type: Grass / Fairy Abilities: Grassy Surge / Telepathy New Moves: Knock Off, Play Rough, Moonlight, Grassy Glide, Trailblaze, Power Whip, Headlong Rush Justification: Tapu bulu is crying with new fairy stab to use... main reason rillaboom is better is just cuz it has good stab while this one lacks a good secondary stab to use... this allows it to use play rough to just hit many mons hard without trying to justify 2-3 moveslots to hit smth in the meta. Grassy glide makes an SD set really threatening, while trailblaze alongside SD can really make smth work and can allow bulu to go ham late game with it or use BU + Trailblaze to setup and be a cleaner. Power whip allows off sets to not be damaged by wood hammer recoil
Name: Altaria(-Mega) Type: Dragon/Flying -> Dragon/Fairy Abilities: Natural Cure / Cloud Nine -> Fluffy
New Moves: Calm Mind, Draining Kiss, Misty Explosion, Moonlight, Nuzzle, Spirit Break, Temper Flare, Thunder, Thunderbolt, Zing Zap Justification: Mega Altaria is a Pokemon with a unique typing and diverse movepool, but whose Mega moveset is reliant on Pixilate Hyper Voice or Double Edge/Return. By expanding its options, and giving it a solid defensive ability in Fluffy (I mean look at it, that mega is VERY fluffy), this helps breathe some new life into this otherwise under-performing mega.
Name: Garchomp(-Mega) Type: Dragon/Ground Abilities: Sand Force / Rough Skin -> Sand Rush
Justification: Just something to make Mega Garchomp actually useful despite the speed drop. By taking its current movepool and giving it that much more effectiveness in Sand, this should be very interesting in certain team structures.
Name: Gallade(-Mega) Type: Psychic/Fighting Abilities: Inner Focus / Justified / Sharpness -> Intrepid Sword
New Moves: Behemoth Blade, Kowtow Cleave, Secret Sword Justification: A few more Sharpness-boosted moves for the base form, and an amazing sword-fighting ability in Intrepid Sword.
Name: Entei / Raikou / Suicune Type: Fire / Electric / Water Abilities: Pressure / White Smoke Pressure / Lightning Rod Pressure / Storm Drain
New Moves: Earthquake, Rock Slide, Swords Dance, U-Turn Electro Shot, Parabolic Charge, Work Up Energy Ball, Flip Turn, Hurricane, Wish Justification: Entei gains a strong offensive presence, while the others gain improved defensive ones. Now each one has a pivot move as options in their movepool.
Name: Scream Tail
Type: Fairy/Psychic
Abilities: Protosynthesis / Levitate (Hidden Ability)
New Moves: Teleport, Knock Off, Taunt
Removed Moves: N/A
Justification: Scream Tail kinda fell off like midway thru the gen which makes me sad but having a fast wall like this that brings utility to balance comps is very healthy and u do happen to check some cool stuff like the fightings, highly doubt this brings it back to OU tho
Name: Bouffalant Type: Normal/Ground Abilities: Reckless/Sap Sipper/Fluffy
New Moves: Milk Drink, Stealth Rock, Headlong Rush Removed Moves: N/A Justification: Really cool physical wall or SD breaker.
Name: Arcanine | Arcanine-Hisui Type: Fire/Fairy | Fire/Rock Abilities: Intimidate/Flash Fire/Justified | Intimidate/Flash Fire/Rock Head New Moves: Spirit Break, Moonblast, Dazzling Gleam, Court Change, Swords Dance, Bulk Up, Trailblaze | Swords Dance, Bulk Up, Headlong Rush, Accelerock, Trailblaze Removed Moves: N/A Justification:
Fire/Fairy is a type that so far never appeared in official Pokemon, and it's a really cool typing (a lot of useful resistances like Dragon immunity, and Fire, Fairy, Dark, Fighting, Grass resistances). Arcanine is already a cool defensive mon but a pure Fire lacks a lot of arguments to be put in a team, so now it has one more reason. It has a lot of cool tools already like Intimidate, WoW, Teleport, Extreme Speed, Morning Sun, so I expand on this with new STAB moves and Court Change. It can also function as an offensive Pokemon with Swords Dance or Bulk Up sets, due to its good offensive movepool including Flare Blitz, Extreme Speed, Wild Charge, Close Combat.
Arcanine-Hisui is the funny Rock Head Head Smash concept, but it lacks a lot to be really good. Trailblaze and Accelerock will hopefully help it with its weak Speed, while SD and BU are always cool to have. Headlong Rush is cool coverage.
Name: Steelix | Steelix-Mega Type: Steel/Ground Abilities: Shed Skin/Sturdy/Sheer Force | Earth Eater
New Moves: Shore Up, Glare, Coil Removed Moves: N/A Justification: The 2 forms have a long awaited update! Steelix-Mega has been a lower tier Aggron-Mega for a while now, and Steelix is a low tier mon, but now they should be able to shine. Steel/Ground is a great typing, and the new abilities compliment it greatly (Shed Skin is nice for the status heal, and Earth Eater after mega is super nice as well). It can run defensive sets or Iron Defense sets as usual, but also new Coil sets that can be really cool.
Abilities: Protosynthesis / Disguise [HA] New Moves: None Removed Moves: None Justification: idk whether this would count more as an adjustment sub or ability sub, given that to properly accomplish this the code of disguise would need to change to activate for Brute Bonnet as well. Also would require a Busted form to be coded in for it. Anyways, the idea is that Brute Bonnet can actually survive a u-turn and do something instead of immediately dying.
NOTE: Council please veto this if you think this should instead be subbed as an ability sub or if adding a Brute Bonnet busted form to the Pokedex file is not within the scope of the mod
Name: Kangaskhan / Kangaskhan-Mega Type: Normal Abilities: Early Bird / Scrappy / Inner Focus // (Parental Bond) New Moves: Swords Dance Removed Moves: Seismic Toss, Sucker Punch Justification: Oooh no no no, no more cheesing with stoss anymore no ma'am. Prob fine to free Mega Kang with Swords Dance with Sucker Punch being dropped. Balance shredder but its not hard to offensively deal with.
/ Name: Aggron / Aggron-Mega Type: Steel / Rock // (Steel) Abilities: Earth Eater / Rock Head / Heavy Metal // (Filter) New Moves: Shore Up, Glare Removed Moves: None Justification: Dude has been rotting in the slums of UU for 3 gens in a row. Not even seriously used in SM anymore. Shore Up alone gives it a lot of life again, Glare + that bulk and filter makes for stellar speed control / setup punish for balance and fat teams. Earth Eater as a base ability is kinda funny since it just sits on Lando and Hippo and Chomp and whatever and then when shit gets bad then it just Megas.
Name: Blastoise / Blastoise-Mega Type: Water Abilities: Torrent / Rain Dish // (Regenerator)
New Moves: Earth Power Removed Moves: Shell Smash Justification: Returning to Mega Blastoise roots as a fun offensive spinner. Earth Power alone prob isn't enough to make waves in OU tho since it has no recovery, figured Regenerator compensates for this a lot.
Name: Ninetales Type: Fire/Ghost
Abilities: Flash Fire / Drought / Perish Body
New Moves: Infernal Parade, Astral Barrage, Bitter Malice Removed Moves: N/A Justification: Ninetales learns quite a few Ghost type moves, and is heavily associated with curses and illusions.
Name: Crabominable Type: Fighting/Ice Abilities: Sheer Force / Tough Claws / Fur Coat
New Moves: Ice Shard, Mach Punch, Headlong Rush Removed Moves: N/A Justification: This thing's speed and Ice typing would still hold it back even with all those buffs, so why not?
Name: Poliwrath | Politoed Type: Water/Fighting | Water Abilities: Water Absorb / Iron Fist / Swift Swim | Water Absorb / Liquid Voice / Drizzle New Moves: Jet Punch, Surging Strikes, Rage Fist, Headlong Rush | Boomburst, Sparkling Aria, Alluring Voice, Psychic Noise, Parting Shot Removed Moves: N/A Justification: Some small buffs for Poliwrath. As for Politoed, its whole thing is supposed to be that it sings, but it has very few sound moves.
Name: Vespiquen Type: Bug/Flying Abilities: Pressure / Regenerator / Parental Bond
New Moves: Swords Dance, Sticky Web, Quiver Dance, Aromatherapy, Parting Shot Removed Moves: N/A Justification: Can I make a Bug/Flying type viable?
Abilities: Quark Drive / Motor Drive New Moves: Nasty Plot, Volt Switch Removed Moves: None Justification: Iron Jugulis is such a sad case because it has perfectly fine stats, a good offensive type, and special coverage up the wazoo but good lord can it just. not do anything with it. Lets fix that. Motor Drive allows boots sets to have a way to boost speed by switching in on electric moves.
Name: Magcargo
Type: Fire / Dragon
Abilities: 0: Magma Armor, 1: Flame Body, H: Weak Armor
New Moves: Dragon Pulse, Draco Meteor, Spikes
Removed Moves: N/A
Justification: Magcargo as a whole has a lot of great attributes, hidden behind a stinky, horrendously ugly typing. With its former Rock type shed, it can easily find itself use in my opinion! With a slightly better physical bulk than Moltres, it checks many similar physical mons and punishes contact with flame body. Punishes the switches it forces with the newly gained spikes as well, but it’s also got options in Toxic and Lava Plume to put pressure on non-heatran switch-ins. It’s also interestingly got Clear Smog and Yawn, so it can stop itself from being set-up fodder for certain mons. Overall, these few slight changes should in theory propel my Cargo from the depths of ZU to a very possible niche in OU.
As far as thematic reasoning, just look at ! The guys a little fire dragon! Now, Magcargo lost a bit of that flair, but he still passes as a derpy little dragon, at least imo.
Name: Wigglytuff
Type: Normal / Fairy
Abilities: 0: Cute Charm, 1: Competitive, H: Huge Power
New Moves: N/A
Removed Moves: N/A
Justification: It’s the only blob shaped bunny that doesn’t get Huge Power. See: Azumarill, Diggersby.
Name: Zeraora
Type: Electric / Fighting
Abilities: 0: Volt Absorb
New Moves: Ice Punch
Removed Moves: N/A
Justification: If a single soul tells me Zeraora shouldnt be a fighting type I will tweak. It just fits. Ice Punch gives it a way to hit grounds without going mixed or god forbid max SpA. He also gets the other elemental punches so I don’t see why not.
Name: Snorlax
Type: Normal
Abilities: 0: Immunity, 1: Thick Fat, H: Gluttony
New Moves: Slack Off
Removed Moves: N/A
Justification: Another change that just makes sense. Might get some(??) usage back considering it is pretty hecking fat + poison immunity
Names: Articuno-Galar | Zapdos-Galar | Moltres-Galar Abilities: No Guard | Quick Feet | Berserk New Moves: Aura Sphere, Focus Blast, Vacuum Wave, Nasty Plot | Flare Blitz, Wild Charge | Fire Blast, Flare Blitz, Flamethrower, Will-O-Wisp | Defog, Roost (all three) Removed Moves: Hypnosis Justification: These birds should have had Roost and Defog to begin with damnit. Anyways, all of these have been buffed outside of recovery, as Moltres has wisp and fire coverage to boost offensive sets and also make utility sets worthwhile with its big bulk. Articuno-Galar has the benefit of No Guard Hurricane and Focus Blast, while Zapdos-Galar gets Quick Feet in combination with the Thunder Orb and ability change.
Names: Azelf | Mesprit | Uxie Type:
|
|
New Moves: Hydro Pump, Scald, Surf, Water Pulse, Chilling Water, Water Gun, Liquidation, Waterfall, Flip Turn, Aqua Jet, Aqua Ring, Rain Dance
| Moonblast, Draining Kiss, Play Rough, Misty Terrain | Discharge, Volt Switch, Parabolic Charge, Thunder Shock, Wild Charge, Spark, Electric Terrain | Moonlight, Recover, Wish, Focus Blast (all three) Justification: Pure Psychic sucks ass, so new dual typings for the Lake Trio plus expanded movepools most notably including recovery should make all of them more useful.
Abilities: Misty Surge / Telepathy New Moves: Flip Turn, Healing Wish, Moonlight, Whirlwind Removed Moves: None Justification: Recovery and pivoting gets rid of Tapu Fini's infamous problem with passivity and lack of longevity, letting it perform better in the metagame as a wall. Healing Wish gives it extra utility on Choice Scarf sets over a usually lackluster Defog slot, and Whirlwind can turn the tables on any set-up sweeper trying to take advantage of Tapu Fini.
Name: Zarude Type:
Abilities: Leaf Guard / Poison Heal
New Moves: Toxic Removed Moves: None Justification: Zarude's poor ability slot is patched up with Poison Heal, giving it a new role as a sweeper with longevity and a decent defensive typing, but still has some pretty unwanted weaknesses. Its bulk with Poison Heal and moves like Swords Dance and Bulk Up can make it a potent wincon; Toxic can be used on some other utility sets with Protect trying to have more longevity.
Name: Kyurem / Kyurem-Black Type:
Abilities: Pressure (Teravolt) New Moves: Ice Punch Removed Moves: Dragon Dance, Icicle Spear, Scale Shot Justification: Kyurem-Black is back! Without Dragon Dance and its multi-hit STAB options that made it quite banworthy, it returns with only the option of Ice Punch as a reliable physical option. Hone Claws seems questionable to leave be, but without boosting its speed Kyurem-Black can definitely be handled more easily. The Z-move power of Ice Punch shouldn't lead to any drastic calculations, as it never kills Ferrothorn at +1 or Kartana unboosted.
Name: Pecharunt Type:
Abilities: Poison Puppeteer / Toxic Chain New Moves: Body Press, Clear Smog, Encore, Focus Blast, Mortal Spin, Psychic, Psyshock, Trick Removed Moves: None Justification: Pecharunt with a lot of new options in its kit like Mortal Spin, Body Press, and Encore make it a better wall along with making and disrupting progress. Nasty Plot sets with Focus Blast can be used with Toxic Chain to be a solid breaker, and bulky Choice Scarf sets with Trick are an option to mess with the opponent and still be a sponge. Psychic coverage is a little bit out of the ordinary but Psyshock can help against matchups where its mostly special attacks would usually be sponged.
Name: Haxorus
Types: Dragon
Abilities: Tough Claws / Mold Breaker / Sheer Force
New Moves: Glaive Rush, Headlong Rush, Gunk Shot,
Removed Moves: First Impression
Justification:
A relatively under-shadowed dragon type given new light through some multipliers and new stabs. Notable several of the strongest tools are limited to one set or another.
Name: Revavroom
Types: Steel / Poison
Abilities: Overcoat / Filter
New Moves: Noxious Torque, Blazing Torque, Magical Torque, Wicked Torque, Combat Torque, Gear Grind, U-Turn, Defog, Rapid Spin, Ice Spinner,
Removed Moves: None
Justification:
Either they should already have been given to Revavroom, or theyre generic car things.
Name: Heracross (Mega Heracross)
Abilities: Swarm / Guts / Moxie (Guts)
New Moves: Drain Punch, Ice Punch
Removed Moves: Swords Dance
Justification:
A powerful threat, but with an increased setup time and limited survivability because of guts damage.
Name: Mimikyu Type: Ghost / Fairy Abilities: Disguise New Moves: Poltergeist, Cross Chop, Knock Off Removed Moves: None Justification: Mimikyu has been a consistently below average mon, even with a pretty good abilitt it falters due to its 96 speed and 90 attack. Giving it stronger stab with poltergeist and a bit better coverage with cross chop and knock off will hopefully let it be useable.
Name: Gengar Type: Ghost / Poison Abilities: Levitate / Frisk New Moves: Parting Shot Removed Moves: None Justification: Gengar.. gengar gengar gengar… there was really not a good reason for levitate to be removed and frisk is there cuz i like it as an ability for ghosts. Parting shot is a cool move and gives gengar pivot for choice locked sets. Don’t see it being too strong nor weak.
Name: Manectric & Manectric-Mega Type: Electric & Electric/Steel
Abilities: Static/Volt Absorb/Electromorphosis (hidden ability) & Volt Absorb
New Moves: Flash Cannon, Spikes, Spiky Shield, Thunderclap Removed Moves: [none] Justification: With almost all the other Megas taken--some twice!--and with no real inspiration otherwise, I guess I end up with the dumbest-looking non-Ubers Mega of those few who remain--shoutout to Mewtwo-Mega-Y though. So Manectric(-Mega) it is.
As for actual justifications, that mane is stiff-looking as hell to the point it might as well be Steel, which also justifies both Spikes and Spiky Shield. Flash Cannon is just needed for actual Steel STAB in Mega form since relying on Hidden Power for STAB is gross. Becoming Steel gives this more longevity overall despite losing the hit-or-miss Intimidate for the arguably more hit-or-miss Volt Absorb, but Volt Absorb at least gives this a neat niche as an anti-Tapu Koko mon (and I guess anti-Regileki mon) who simultaneously works well with Tapu Koko. Maybe too well if it gets to keep Thunderclap, but that's admittedly the iffiest change here even if it has less SpA than Raging Bolt, can't hold an item, and has no way to boost its damage beyond being on Electric Terrain and/or getting hit as regular Manectric with Minus-replaced Electromorphosis. Good luck with surviving that latter thing though on top of now having 4MSS.
Regardless, even as someone who has barely touched Gen 9 still for numerous reason, I'm sure that a mon that now naturally resists VoltTurn and a bunch of would-be pivoting moves being submitted, checks at least Tapu Koko for the most part, now plays better both on Electric Terrain and in Rain, and resists hazards will have at least some type of OU-niche, however small. (I also admittedly just miss Levitate Magnezone even if I don't want to resub it and even if this can play a jank version of it with Magnet Rise.)
Items
pack of red bull (sv), metal/energy powder, apicot berry/ganlon berry/liechi berry/micle berry /petaya berry/salac berry, big root, champions belt