Pet Mod Hoenn Gaiden - Pet Mod of the Season! - Playtesting/Tournament Break

Congrats to the (other) winners. I am admittedly a bit surprised that the goofy yeti crab won, but I hope it serves the meta--that I still currently can't touch--decently. [/continuing computer issues]

Anyway, I'm popping in to ask something I just noticed since I'll probably forget to mention if I wait: Ema Skye, should there not be 6 mons that won? Because right now I'm only counting five: Staraptor (1), Golem-Alola (2), Toxicroak (3), Crabyeti (4), and Golurk (5). Apologies in advance if I am wrong, especially since this is your Pet Mod after all.
 
First tour was pretty fun! Congrats to Yoshiblaze for winning, and to Paulluxx for taking second.

And congrats to :delibird: for being at the top of the usage stats, with 88% usage!

We are now transitioning into a first: a move slate.

We can submit moves from Gens 4-8 here in the thread. You may also buff moves into their future gen versions if you'd like. Those are the only two options. You may alter distribution of moves as part of your submission.

Not sure how long slate 4 will last but I'll give the 24 hour notice as usual. Go for it!
 
Name of Move: Roost
Generation: 4
Effects: BP: 0 Acc: - PP: 16 Type: Flying, Heals 50% HP. Flying-type removed 'til turn ends.
Recipients: :delibird: :moltres: :scizor: :articuno: :aerodactyl: :flygon: :swellow: :fearow: :mantine: :xatu:
Why It Should Be Picked: gives flying types and other pokemon, for example scizor and flygon, a good recovery option.

Name of Move: Body Press
Generation: 8
Effects: BP: 80 Acc: 100% PP: 16 Type: Fighting, Uses user's Def stat as Atk in damage calculation.
Recipients: :regirock: :registeel: :aggron: :blastoise: :dragonite: :steelix: :golurk: :slowbro: :snorlax: :magneton: :skarmory: :swampert: :tyranitar: :metagross:
Why It Should Be Picked: good attacking option for pokemon with high defense but not as high attack.

Name of Move: Coil
Generation: 5
Effects: BP: 0 Acc: - PP: 32 Type: Poison, Raises user's Attack, Defense, accuracy by 1.
Recipients: :dunsparce: :steelix: :eelektross: :seviper: :arbok:
Why It Should Be Picked: good set-up move, specially for Dunsparce and Eelektross
 
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Name of Move: Psyshock
Effects (including BP, PP and Acc): Unchanged
Recipients: Existing distribution, + Ledian
Why It Should Be Picked: Allows special breakers to break through Blissey, while still ensuring their main STAB can be taken by Steels

Name of Move: Freeze Dry
Effects (including BP, PP and Acc): Unchanged
Recipients: Existing distribution
Why It Should Be Picked: Ice types get another perk in this meta by being able to break through bulky Waters. Helps spinners like Cryogonal be able to beat Jellicent.

Name of Move: Sappy Seed
Effects (including BP, PP and Acc): Gen 7 (90 BP; 100 acc, 15 PP)
Recipients: Meganium, Bellossom, Cacturne, Vileplume, Victreebel, Roselia
Why It Should Be Picked: Grass types need some stab that is stronger than Hidden Power. The Leech Seed effect compensates for Grass being a weak offensive typing by offering both chip damage and healing.

Name of Move: Dual Wingbeat
Effects (including BP, PP and Acc): Unchanged
Recipients: Existing distribution, but not given to Aerodactyl or Salamanece
Why It Should Be Picked: Gives Flying types some much needed love without breaking the two that need it the most

Name of Move: Teleport
Effects (including BP, PP and Acc): Gen 8 version
Recipients: Existing distribution. Not given to Chansey/Blissey.
Why It Should Be Picked: Baton Pass, but no boosts and negative priority

Name of Move: Parting Shot
Effects (including BP, PP and Acc): Unchanged
Recipients: Cacturne, Houndoom, Umbreon, Murkrow, Sableye, Sneasel
Why It Should Be Picked: Baton Pass, but no boosts and debuffs foe

Name of Move: Baneful Bunker
Effects: Unchanged
Recipients: Vileplume, Qwilfish, Ariados, Roselia
Why It Should Be Picked: Protect and poison are two cornerstones of this meta. Combine them into two move for some lucky mons that need a boost.

Name of Move: Court Change
Effects: Unchanged
Recipients: Blaziken, Poliwrath, Hariyama, Hypno, Mr. Mime, Sableye
Why It Should Be Picked: Offers another form of hazard control, with the possibility of being even more swingy. Lessens the need to run both Spikes and Spin on your team, but the slot is kind of wasted against a team without Spikes.

Name of Move: Strength Sap
Effects: Unchanged
Recipients: Bellossom, Meganium, Roselia, Vileplume, Jumpluff, Victreebel
Why It Should Be Picked: Gives our Moonlight/Synthesis mons a recovery move that isn't impacted by weather.

Name of Move: Sparkly Swirl
Effects: Gen 7 version (90 BP, 100 acc) - Normal type
Recipients: Clefable, Delcatty, Eeveelutions, Furret, Granbull, Wigglytuff, Persian, Miltank, Spinda, Altaria, Togetic, Mawile, Azumarill
Why It Should Be Picked: Clerics don't have to give up a moveslot for Heal Bell/Aromatherapy now. It's also not much weaker than Return with a much better effect.

Name of Move: Close Combat
Effects (including BP, PP and Acc):
Recipients: Granbull, Primeape, Pinsir, Ursaring, Zangoose
Why It Should Be Picked: strong and consistent Fighting move fills a void in this meta

Name of Move: Drain Punch
Effects (including BP, PP and Acc): Gen 4 version
Recipients: Hariyama, Machamp, Hitmons, Poliwrath
Why It Should Be Picked: but these would be broken with CC so they get this version instead that lets them be defensive


Name of Move: Roost
Generation: 4
Effects: BP: 0 Acc: - PP: 16 Type: Flying, Heals 50% HP. Flying-type removed 'til turn ends.
Recipients: :delibird: :zapdos: :moltres: :salamence: :scizor: :articuno: :aerodactyl: :flygon: :gliscor: :skarmory: :swellow: :fearow: :mantine: :xatu:
Why It Should Be Picked: gives flying types and other pokemon, for example scizor and salamence, a good recovery option.
Our community on Discord has expressed the desire to not have Roost in this meta, as it makes Skarmory, Zapdos, Salamence and Gliscor too overwhelming. As a result, this submission is vetoed until the distribution of Roost has changed.
 
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Yoshiblaze

ye
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Name of Move: Lunge
Effects (including BP, PP and Acc): 80 BP, 100% Acc, Bug, 24 PP, Lowers the opponent's Attack by 1, Contact
Recipients: Parasect, Pinsir, Ariados, Beautifly, Butterfree, Beedrill, Yanma, Golem, Golem-Alola, Donphan
Why It Should Be Picked: Just a simple buff to Bug-types (that don't learn Signal Beam) offensively so that they don't have to run HP Bug of all things and gives niche Grass-weak mons Golem and Donphan a slightly bigger niche with a move to murder Celebi and the option to run another Hidden Power. Plus, the Attack drop makes it tricky to switch into

Name of Move: Foul Play
Effects (including BP, PP and Acc): 95 BP, 100% Acc, Dark, 24 PP, Uses the opponent's corresponding offensive stat in damage calculation, Contact
Recipients: Houndoom, Umbreon, Absol, Shiftry, Cacturne, Sneasel, Mightyena, Murkrow, Mawile, Slowking, Slowbro, Ninetales, Porygon2, Sudowoodo
Why It Should Be Picked: A sick option for more passive attackers that actually receives a big change in this Gen. Due to how it's coded, Foul Play would actually use the target's Special Attack in damage calculation rather than Attack because it would be a Special move (see Dread Wing's code from Generation X for an example of this), so it's more useful for checking the numerous Calm Mind and Tail Glow sweepers that roam the tier like Ledian, Suicune, and Celebi. Also gives the Dark-types with inexplicably high physical Attack an actual STAB move. Better start running your physical attackers with 0 SpA IVs

Name of Move: Hammer Arm
Effects (including BP, PP and Acc): 100 BP, 90% Acc, Fighting, 16 PP, Lowers the user's Speed by 1, Contact
Recipients: Crabominable, Machamp, Hitmonchan, Kingler, Golem, Golem-Alola, Registeel, Regice, Regirock, Rhyhorn, Exploud, Electabuzz, Kangaskhan, Sudowoodo, Slaking, Blaziken, Poliwrath,
Why It Should Be Picked: A sort of midground between the weak but reliable Brick Break and the super strong but unreliable Focus Punch, Hammer Arm would give Fighting-types a nice strong STAB but at the caveat of the Speed drop, which some Fighting-types don't care about like Crab or Machamp, but for some, like Blaziken, it makes Hammer Arm a sort of Hail Mary, just with less risk than Focus Punch. Also Crab snuck in Ice Hammer, so this only seems fair
Also don't give this to Metagross or Swampert or Snorlax, please and thank you

Name of Move: Circle Throw
Effects (including BP, PP and Acc): 60 BP, 90% Acc, Fighting, 16 PP, Switches the opponent out to a random teammate, Contact
Recipients: Poliwrath, Hitmonchan, Machamp, Golurk, Kangaskhan, Omastar, Exploud
Why It Should Be Picked: Gives bulky Pokemon that are either passive like, like Poliwrath, or lack utility, like Machamp, a great phazing tool, which fits right in the Spikes-laden Gen 3 metagame, giving them a big niche. Also, Omastar getting it does seem random, but having Circle Throw would make Omastar one of only 2 Spikers with a phazing move, which makes it a nice midground between Cloyster's offensive presence and Skarmory's bulk and utility

Name of Move: Grass Knot
Effects (including BP, PP and Acc): -- BP, 100% Acc, Grass, 32 PP, Power is based on the opponent's weight
Recipients: Exeggutor, Ludicolo, Venusaur, Cradily, Meganium, Shiftry, Victreebel, Vileplume, Bellossom, Cacturne, Tangela, Tropius, Sunflora, Roselia, Parasect, Raichu, Pikachu, Clefable, Gardevoir, Medicham, Azumarill, Slowking, Slowbro, Linoone, Espeon, Sceptile, Mawile, Wigglytuff
Why It Should Be Picked: A Grass move stronger than 60 BP most of the time? Yes, please. Grass Knot's interesting here since so many things that are weak to it, like TTar, Suicune, Swampert, Milotic, Golurk, and Jellicent are really heavy, which Grass Knot an extremely threatening option against them. This also gives stuff like Raichu, Clefable, Slowking, and Medicham a cheeky little coverage move for Pert without giving up Hidden Power

Name of Move: Bouncy Bubble
Effects (including BP, PP and Acc): 90 BP, 100% Acc, Water, 24 PP, Heals the user by 50% of the damage dealt (Gen 7 version)
Recipients: Lapras, Mantine, Politoed, Azumarill, Lanturn, Sharpedo, Kingler, Masquerain, Clamperl, Octillery, Wailord, Vaporeon
Why It Should Be Picked: Your bulky Water doesn't have recovery? Here's some recovery at the low low cost of having 5 less BP than Surf, giving bulky Waters like Lapras, Mantine, Politoed, and Lanturn a better option for recovery. Plus, even for frailer Water-types like Sharpedo, a bit of healing can make the difference between an OHKO and a narrow survival
Also don't give this Eevee cuz Jolteon would get it
Also please be careful with the other Let's Go moves, we don't need stuff running around with Buzzy Buzz or Sizzly Slide

Name of Move: Spiky Shield
Effects (including BP, PP and Acc): -- BP, --% Acc, Grass, 16 PP, Protects the user, If the user if targeted by a contact move, the attacker loses 1/8th of their max HP
Recipients: Cacturne, Cradily, Tangela, Tropius, Omastar, Sandslash, Qwilfish (if Baneful Bunker doesn't win)
Why It Should Be Picked: Spiky Shield is a simple step up from Protect that helps accelerate chip damage while also providing the usual benefits of Protect, like scouting and Lefties healing. Can be very useful for Leech Seeding Grass-types like Tangela and Tropius and helps Omastar and Sandslash with their lack of a good recovery move
 
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Best Gal

once upon a time wont last forever
Name of Move: Topsy-Turvy
Effects (including BP, PP and Acc): Dark Type, 32 PP, Inverts the target's stat changes
Recipients: :ariados: Ariados, :hitmontop: Hitmontop, :octillery: Octillery, :sableye: Sableye, :smeargle: Smeargle, :spinda: Spinda, :tangela: Tangela, :tentacruel: Tentacruel
Why It Should Be Picked: A strong measure against setup sweepers that can make them think twice about clicking the move on slower moving mons like CM Blissey, lest they be targetted by something with Topsy-Turvy. Some recipients had much, much shakier reasonings than others- Ariados and Sableye are sort of "why not" since it fits their flavor mostly, Tangela, Octillery and Tentacruel all mostly fit with the tentacled theme that Malamar has going on (which, if you hadn't guessed, is a future mon submission I plan on doing) although Tangela is obviously not as similar, Hitmontop because it's called Topsy-Turvy, and Spinda because it fits with the aesthetic of the move to a T and Spinda is one of the most laughable gen 3 mons otherwise.

Name of Move: Sucker Punch
Effects (including BP, PP and Acc): Dark Type, 70 BP, 100% Acc, 8 PP, +1 Priority if the opponent uses a damaging move. Fails if target is not using a damaging move.
Recipients: :absol: Absol, :cacturne: Cacturne, :furret: Furret, :gengar: Gengar, :golem: Golem, :houndoom: Houndoom, :kecleon: Kecleon, :mightyena: Mightyena, :nidoking: Nidoking, :sableye: Sableye, :smeargle: Smeargle, :sudowoodo: Sudowoodo, :umbreon: Umbreon
Why It Should Be Picked: A skill-and-prediction based priority move that synergizes with Pursuit for mindgames but would not be distributed to the strongest mons of its typing. Seems pretty interesting to me.

Name of Move: Aqua Jet
Effects: Water Type, 40 BP, 100% Acc, 32 PP,+1 Priority
Recipients: :armaldo: Armaldo, :azumarill: Azumarill, :blastoise: Blastoise, :crawdaunt: Crawdaunt, :dewgong: Dewgong, :Dragonite: Dragonite, :feraligatr: Feraligatr, :golduck: Golduck, :kabutops: Kabutops, :lanturn: Lanturn, :masquerain: Masquerain, :qwilfish: Qwilfish, :sharpedo: Sharpedo, :smeargle: Smeargle
Why It Should Be Picked: Special priority is neato burrito and AJet simply doesn't get distribution on scary abusers. Allows the waters of the tier that learn it to gain an upper hand on mons like Plusle, Aerodactyl, and Gliscor as well as preventing Dugtrio from trapping the slow Crawdaunt and Lanturn as easily with HP Bug/Earthquake.

Name of Move: Heal Order
Effects (including BP, PP and Acc): Bug Type, 16 PP, Heals the user for 50% of their max HP
Recipients: :beautifly: Beautifly, :dustox: Dustox, :illumise: Illumise, :ledian: Ledian, :masquerain: Masquerain, :parasect: Parasect, :venomoth: Venomoth, :volbeat: Volbeat, :shuckle: Shuckle, :smeargle: Smeargle
Why It Should Be Picked: Gives healing to underpowered and frail bug types to allow them to better serve their roles as niche utility mons.

Name of Move: Stuff Cheeks
Effects: Normal Type, 16 PP, The user eats its held Berry, and raises its Defense stat by two stages in addition to whatever effect that Berry might normally have.
Recipients: :furret: Furret, :lickitung: Lickitung, :pelipper: Pelipper, :raticate: Raticate, :smeargle: Smeargle, :snorlax: Snorlax, :swalot: Swalot, :tropius: Tropius
Why It Should Be Picked: This move seems hilarious in this gen to be honest, I think it allows for some really interesting strategies. Fun fact: none of these pokemon can use Baton Pass, so things like Stuff Cheeks + Salac Pass onto Marowak isn't possible. These mons are mostly all bad with the exception of Snorlax- I just don't think it's right to have a move called "Stuff Cheeks" and not at least suggest it as a recipient, lol
 
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Anchor Shot
Steel Type
Effect: Traps the opponent so that they cannot switch
BP: 80
Recipients:
:steelix: :forretress: :magneton: :aggron:
Why it should be picked: a good counter to baton pass and good to get your teammates set up so they can sweep.

Scorching Sands
Ground Type
Effect: Has a 30% chance to burn
BP: 70
Recipients: :Groudon: :Flygon: :Claydol: :donphan: :camerupt: :nidoking: :nidoqueen: :aggron: :regirock:
Why it should be used: burn chance is nice and is a weaker yet still good earthquake. if you get burn on a switchin that could really ruin the opponent especially if they baton passed
 
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Name of Move: Bug Buzz
Effects (including BP, PP and Acc): Latest Gen effects
Recipients: Scizor, Ninjask, Scyther
Why It Should Be Picked: Gives a strong STAB move to 3 mons who need it.

Name of Move: Bullet Punch
Effects (including BP, PP and Acc): Latest Gen effects
Recipients: Machamp, Metagross, Scizor, Hariyama, Hitmonlee, Hitmontop, Toxicroak
Why It Should Be Picked: Gives a strong priority move to Steel types.

Name of Move: Draco Meteor
Effects (including BP, PP and Acc): Latest Gen effects
Recipients: Dragonite, Flygon, Jirachi, Kingdra, Salamence
Why It Should Be Picked: Gives a strong STAB move to Kingdra and Salamence, most notably.

Name of Move: Head Smash
Effects (including BP, PP and Acc): Latest Gen effects
Recipients: Aggron, Donphan, Nidoking
Why It Should Be Picked: Gives a strong STAB move to Aggron, most notably.
 
Name of Move: Bullet Punch
Effects (including BP, PP and Acc): Latest Gen effects
Recipients: Machamp, Metagross, Scizor, Hariyama, Hitmonlee, Hitmontop, Toxicroak
Why It Should Be Picked: Gives a strong priority move to Steel types.

Name of Move: Draco Meteor
Effects (including BP, PP and Acc): Latest Gen effects
Recipients: Dragonite, Flygon, Jirachi, Kingdra, Salamence
Why It Should Be Picked: Gives a strong STAB move to Kingdra and Salamence, most notably.
Bullet Punch on Metagross in Gen 3 is likely too concerning, so I'm going to request you remove it for your submission to be considered.

I'm also going to ask that you remove Salamence from the list for Draco Meteor for the same reason.
 
Name of Move: Giga Drain
Effects: BP 60 -> 75, PP 8 -> 16, 100 Accuracy, Grass Type, User recovers half of damage dealt
Recipients: Current recipients
Why It Should Be Picked: This improves the viability of bulkier grass types, allowing them to recover more HP and overall increase their longevity.

Name of Move: Acrobatics
Effects: 55 BP, 24 PP, 100 Accuracy, Flying Type, BP doubles if user is not holding an item
Recipients: Crobat, Farfetch'd, Jumpluff, Gligar, Primeape, Scyther, Scizor, Sceptile, Blaziken, Ninjask, Volbeat, Illumise
Why It Should Be Picked: Gives users a strong flying type move (which this gen lacks), although at the cost of a held item. Because of this, berries would go well with it, allowing a useful item while still getting mileage out of the extra effect.

Name of Move: Brave Bird
Effects: 120 BP, 24 PP, 100 Accuracy, Flying Type, Recoil of 1/3 of damage dealt
Recipients: Farfetch'd, Blaziken, Skarmory, Swellow, Crobat, Delibird, Pelipper, Dodrio, Pidgeot
Why It Should Be Picked: Again, gives this gen a strong flying type move and allows for all-out attacking strats with these mons using high-power STAB, being the flying-type equivalent of Double-Edge.

Name of Move: U-Turn
Effects: 70 BP, 32 PP, 100 Accuracy, Bug Type, The user switches out upon use
Recipients: Primeape, Jumpluff, Yanma, Gligar, Pidgeot, Raticate, Fearow, Crobat, Persian, Scyther, Scizor, Blaziken, Swellow, Ninjask, Volbeat, Illumise, Flygon
Why It Should Be Picked: Allows for chip damage on switch outs, and can protect the pokemon switching out if the user is slow.

Name of Move: Knock Off
Effects: BP 20 -> 65, 32 PP, 100 Accuracy, Dark Type, Removes the target's held item
Recipients: Current recipients, Donphan, Gardevoir
Why It Should Be Picked: Allows for the negation of held items, notably leftovers, which is very central to the meta. Higher BP means more mons will use it. It probably won't be as important as in later gens because most defensive mons that get it are physical attackers.

Name of Move: Thousand Arrows
Effects: 90 BP, 16 PP, 100 Accuracy, Ground Type, Can hit flying types and mons with levitate, grounds them until they switch out
Recipients: Flygon, Pidgeot, Nidoqueen, Nidoking, Dunsparce, Volbeat, Illumise, Cacturne, Absol
Why It Should Be Picked: Allows for a strong ground type move that can still hit flying types, notably keeping Skarmory in check. Given to largely underpowered mons to prevent the move from being overpowered, and given to some mons that could use a little more coverage.

Name of Move: Air Slash
Effects: 75 BP, 24 PP, 95 Accuracy, Flying Type, 30% chance to flinch the target
Recipients: Charizard, Pidgeot, Crobat, Noctowl, Scyther, Scizor, Skarmory, Swellow, Dragonite, Ninjask, Flygon, Absol
Why It Should Be Picked: Provides a decently powered flying type move with decent distribution, and allows for faster frail pokemon to potentially enjoy extra longevity with the chance to flinch.
 
Move: Flare Blitz
Effects: Latest Gen Effects
Recipients: Every Fire-type except :torkoal:
Why it should be picked: Fire-types aren't doing so hot right now. A more consistent STAB option would help.

Move: Nasty Plot
Effects: Latest Gen Effects
Recipients: Current learners (notably :celebi::houndoom::jynx:) minus :gengar:
Why it should be picked: Special attackers are currently shat on by Tyranitar and Blissey, so this would give them an extra edge.
 
Name of Move: Smack Down
Effects: Rock-type, 50 BP, 100% Acc, 24 PP, inflicts damage and grounds the target if it was ungrounded.
Recipients: Golem:Golem:/ Sandslash:Sandslash:/ Steelix:Steelix:/ Nidoqueen:Nidoqueen: / Camerupt:Camerupt:/ Quagsire:Quagsire:/ Armaldo:Armaldo:/ Aggron:Aggron:/ Solrock:Solrock:/ Relicanth:Relicanth:/ Hitmonchan:Hitmonchan:/ Pisnir:Pinsir:
Why It Should Be Picked: It gives some Pokémon a niche answer for Pokémon like Skarmory, Zapdos, Eelektross, Aerodactyl, and others.

Name of Move: Future Sight (Gen 5)
Effects: Psychic-type, 80-> 100 BP, 90%-> 100% Acc, 24-> 16 PP, inflicts damage two turns after being used. Future Sight now damages as a Psychic-type move; therefore, it is affected by type effectiveness.
Recipients: All current recipients + Ledian:Ledian:+ Chimecho:Chimecho:
Why It Should Be Picked: Currently, Future Sight damages as a 80 BP 90% accurate typeless attack. This buff would give some Psychic-types a unique form of STAB. Jirachi and Celebi seem to be some of the more common Psychic-type Pokémon with Future Sight, and this would give them more options for support. I chose not to go too far with Future Sight's buffs, as I believe its current gen 120 BP would be too much. With Tyranitar being common, Future Sight would be avoidable while also generally incentivizing the use of more Dark-types on other team compositions.

Name of Move: Leech Life (Current Gen)
Effects: Bug-type, 20-> 80 BP, 100% Acc, 24-> 16 PP, inflicts damage, and up to 50% of the damage dealt to the target is restored to the user as HP.
Recipients: All current recipients - Ninjask:Ninjask: + Pinsir:Pinsir:
Why It Should Be Picked: This would give less viable Bug-types more reason to be used, and it provides them with more longevity through recovery.
 
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Name of Move: Hurricane
Generation: 5
BP: 110
Acc: 70%
PP: 16
Type: Flying
Effect: Has a 30% chance to confuse the target. Cannot miss in Rain.
Recipients: Articuno, Skarmory, Charizard, Crobat, Tropius, Scyther
Reasoning: Provides the very thing that ADV Flying-types lacks; a strong STAB move. Also usable on rain as well.


Name of Move: Energy Ball
Generation: 4
BP: 90
Acc: 100%
PP: 16
Type: Grass
Effect: Has a 10% chance to lower SpDef.
Recipients: Abomasnow, Breloom, Celebi, Exeggutor, Jumpluff, Ludicolo, Sceptile, Venusaur, Roselia, Tropius
Reasoning: See above. Gives Grasses a strong STAB move that isn’t weakass Giga Drain or HP, which frees up a slot for that as well.


Name of Move: Drain Punch
Generation: 4
BP: 75
Acc: 100%
PP: 16
Type: Fighting
Effect: User recovers 50% of the damage dealt.
Recipients: Machamp, The Hitmons, Breloom, Crabominable, Hariyama, Eelektross, Flygon
Reasoning: Gives Fighting-types a move that isn’t Brick Break or doesn’t have any drawbacks as Superpower. Also gives the aforementioned mons a way of semi-reliable recovery, which is very important in a meta defined by sand, Toxic and Spikes.


Name of Move: Corrosive Gas
Generation: 8
Acc: 100%
PP: 64
Type: Poison
Effect: Removes item from target.
Recipients: Gengar, Weezing, Vileplume, Minun, Crobat, Swalot, Roselia
Reasoning: A way to remove items without resorting to broken-ass Knock Off? Sign me up! Jokes aside, this gives an interesting way to force progress within a game by corroding Leftovers, Bands & various stat boosting berries. This has the potential to be really strong in this kind of meta, so I’m keeping this limited to a few select mons for now.
 
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Gyro Ball
Generation
: 4
BP: --
Type: Steel
Effect: More Powerful the slower the User is
Recipients: :steelix: , :golem: (both of them) , :registeel: , :donphan:

i Decided to go with Gyro Ball to have a nice steel type move that some pokémon can use it, being a stab or not.
 
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I won't sub anything, since I really have no idea what to sub, but I thought, I'd give my 2 cents on the subs.

Name of Move: Roost
Generation: 4
Effects: BP: 0 Acc: - PP: 16 Type: Flying, Heals 50% HP. Flying-type removed 'til turn ends.
Recipients: :delibird: :moltres: :scizor: :articuno: :aerodactyl: :flygon: :swellow: :fearow: :mantine: :xatu:
Why It Should Be Picked: gives flying types and other pokemon, for example scizor and flygon, a good recovery option.

Name of Move: Body Press
Generation: 8
Effects: BP: 80 Acc: 100% PP: 16 Type: Fighting, Uses user's Def stat as Atk in damage calculation.
Recipients: :regirock: :registeel: :aggron: :blastoise: :dragonite: :steelix: :golurk: :slowbro: :snorlax: :magneton: :skarmory: :swampert: :tyranitar: :metagross:
Why It Should Be Picked: good attacking option for pokemon with high defense but not as high attack.

Name of Move: Coil
Generation: 5
Effects: BP: 0 Acc: - PP: 32 Type: Poison, Raises user's Attack, Defense, accuracy by 1.
Recipients: :dunsparce: :steelix: :eelektross: :seviper: :arbok:
Why It Should Be Picked: good set-up move, specially for Dunsparce and Eelektross
Roost: Recovery on paper doesn't seem bad, but the thing with roost is that many of the Pokemon that abuse it are already great and with it they get increadibly hard to deal with. Skarmory, Moltres and potentially Aerodactyl can abuse it hard.

Body Press: I'm really mixed on this one. Body Press is a cool move on its own, but giving passive/defensive Pokemon an immediate damaging option doesn't sound that great. Otherwise, it would only have 2-3 viable users. Honestly, not a fan.

Coil: Ngl, this one looks really cool and interesting. It's essentially just a better Bulk Up, and thus a better Curse, but it's restricted to Pokemon with shallow physical movepools aside from Dunsparce and Steelix.

Name of Move: Psyshock
Effects (including BP, PP and Acc): Unchanged
Recipients: Existing distribution, + Ledian
Why It Should Be Picked: Allows special breakers to break through Blissey, while still ensuring their main STAB can be taken by Steels

Name of Move: Freeze Dry
Effects (including BP, PP and Acc): Unchanged
Recipients: Existing distribution
Why It Should Be Picked: Ice types get another perk in this meta by being able to break through bulky Waters. Helps spinners like Cryogonal be able to beat Jellicent.

Name of Move: Sappy Seed
Effects (including BP, PP and Acc): Gen 7 (90 BP; 100 acc, 15 PP)
Recipients: Meganium, Bellossom, Cacturne, Vileplume, Victreebel, Roselia
Why It Should Be Picked: Grass types need some stab that is stronger than Hidden Power. The Leech Seed effect compensates for Grass being a weak offensive typing by offering both chip damage and healing.

Name of Move: Dual Wingbeat
Effects (including BP, PP and Acc): Unchanged
Recipients: Existing distribution, but not given to Aerodactyl or Salamanece
Why It Should Be Picked: Gives Flying types some much needed love without breaking the two that need it the most

Name of Move: Teleport
Effects (including BP, PP and Acc): Gen 8 version
Recipients: Existing distribution. Not given to Chansey/Blissey.
Why It Should Be Picked: Baton Pass, but no boosts and negative priority

Name of Move: Parting Shot
Effects (including BP, PP and Acc): Unchanged
Recipients: Cacturne, Houndoom, Umbreon, Murkrow, Sableye, Sneasel
Why It Should Be Picked: Baton Pass, but no boosts and debuffs foe

Name of Move: Baneful Bunker
Effects: Unchanged
Recipients: Vileplume, Qwilfish, Ariados, Roselia
Why It Should Be Picked: Protect and poison are two cornerstones of this meta. Combine them into two move for some lucky mons that need a boost.

Name of Move: Court Change
Effects: Unchanged
Recipients: Blaziken, Poliwrath, Hariyama, Hypno, Mr. Mime, Sableye
Why It Should Be Picked: Offers another form of hazard control, with the possibility of being even more swingy. Lessens the need to run both Spikes and Spin on your team, but the slot is kind of wasted against a team without Spikes.

Name of Move: Strength Sap
Effects: Unchanged
Recipients: Bellossom, Meganium, Roselia, Vileplume, Jumpluff, Victreebel
Why It Should Be Picked: Gives our Moonlight/Synthesis mons a recovery move that isn't impacted by weather.

Name of Move: Sparkly Swirl
Effects: Gen 7 version (90 BP, 100 acc) - Normal type
Recipients: Clefable, Delcatty, Eeveelutions, Furret, Granbull, Wigglytuff, Persian, Miltank, Spinda, Altaria, Togetic, Mawile, Azumarill
Why It Should Be Picked: Clerics don't have to give up a moveslot for Heal Bell/Aromatherapy now. It's also not much weaker than Return with a much better effect.

Name of Move: Close Combat
Effects (including BP, PP and Acc):
Recipients: Granbull, Primeape, Pinsir, Ursaring, Zangoose
Why It Should Be Picked: strong and consistent Fighting move fills a void in this meta

Name of Move: Drain Punch
Effects (including BP, PP and Acc): Gen 4 version
Recipients: Hariyama, Machamp, Hitmons, Poliwrath
Why It Should Be Picked: but these would be broken with CC so they get this version instead that lets them be defensive
Psyshock: I don't like it tbh. Special attackers are really good, but not overbearing because of Blissey. Calm Mind Celebi for example can now beat Blissey without any effort. I'm gotta be fair and say that those special attackers are other ways to be dealt with, but I don't like the idea that Blissey kinda becomes less of a special wall.

Dual Wingbeat: *Sigh* It is fine, I guess. The main issue I have with this will be explained later in the post, but for now; The move looks incredible on a lot of Pokémon, but the main abusers would be Aerodactyl and Salamance if they got it.

Strength Sap: No. Well okay, maybe. The thing is that Metagross and the Regis, except Regirock, can check those grasses thanks to their typing and Clear Body, but I'm a bit torn on this. I think it'll work most likely.

Close Combat: same as Dual WIngbeat, I'll talk more about it later, but the recipients make great use of it, but honestly not a fan.

The rest it cool and I would like to see them. Especially with all the new niches that come with it.

Name of Move: Lunge
Effects (including BP, PP and Acc): 80 BP, 100% Acc, Bug, 24 PP, Lowers the opponent's Attack by 1, Contact
Recipients: Parasect, Pinsir, Ariados, Beautifly, Butterfree, Beedrill, Yanma, Golem, Golem-Alola, Donphan
Why It Should Be Picked: Just a simple buff to Bug-types (that don't learn Signal Beam) offensively so that they don't have to run HP Bug of all things and gives niche Grass-weak mons Golem and Donphan a slightly bigger niche with a move to murder Celebi and the option to run another Hidden Power. Plus, the Attack drop makes it tricky to switch into

Name of Move: Foul Play
Effects (including BP, PP and Acc): 95 BP, 100% Acc, Dark, 24 PP, Uses the opponent's corresponding offensive stat in damage calculation, Contact
Recipients: Houndoom, Umbreon, Absol, Shiftry, Cacturne, Sneasel, Mightyena, Murkrow, Mawile, Slowking, Slowbro, Ninetales, Porygon2, Sudowoodo
Why It Should Be Picked: A sick option for more passive attackers that actually receives a big change in this Gen. Due to how it's coded, Foul Play would actually use the target's Special Attack in damage calculation rather than Attack because it would be a Special move (see Dread Wing's code from Generation X for an example of this), so it's more useful for checking the numerous Calm Mind and Tail Glow sweepers that roam the tier like Ledian, Suicune, and Celebi. Also gives the Dark-types with inexplicably high physical Attack an actual STAB move. Better start running your physical attackers with 0 SpA IVs

Name of Move: Hammer Arm
Effects (including BP, PP and Acc): 100 BP, 90% Acc, Fighting, 16 PP, Lowers the user's Speed by 1, Contact
Recipients: Crabominable, Machamp, Hitmonchan, Kingler, Golem, Golem-Alola, Registeel, Regice, Regirock, Rhyhorn, Exploud, Electabuzz, Kangaskhan, Sudowoodo, Slaking, Blaziken, Poliwrath,
Why It Should Be Picked: A sort of midground between the weak but reliable Brick Break and the super strong but unreliable Focus Punch, Hammer Arm would give Fighting-types a nice strong STAB but at the caveat of the Speed drop, which some Fighting-types don't care about like Crab or Machamp, but for some, like Blaziken, it makes Hammer Arm a sort of Hail Mary, just with less risk than Focus Punch. Also Crab snuck in Ice Hammer, so this only seems fair
Also don't give this to Metagross or Swampert or Snorlax, please and thank you

Name of Move: Circle Throw
Effects (including BP, PP and Acc): 60 BP, 90% Acc, Fighting, 16 PP, Switches the opponent out to a random teammate, Contact
Recipients: Poliwrath, Hitmonchan, Machamp, Golurk, Kangaskhan, Omastar, Exploud
Why It Should Be Picked: Gives bulky Pokemon that are either passive like, like Poliwrath, or lack utility, like Machamp, a great phazing tool, which fits right in the Spikes-laden Gen 3 metagame, giving them a big niche. Also, Omastar getting it does seem random, but having Circle Throw would make Omastar one of only 2 Spikers with a phazing move, which makes it a nice midground between Cloyster's offensive presence and Skarmory's bulk and utility

Name of Move: Grass Knot
Effects (including BP, PP and Acc): -- BP, 100% Acc, Grass, 32 PP, Power is based on the opponent's weight
Recipients: Exeggutor, Ludicolo, Venusaur, Cradily, Meganium, Shiftry, Victreebel, Vileplume, Bellossom, Cacturne, Tangela, Tropius, Sunflora, Roselia, Parasect, Raichu, Pikachu, Clefable, Gardevoir, Medicham, Azumarill, Slowking, Slowbro, Linoone, Espeon, Sceptile, Mawile, Wigglytuff
Why It Should Be Picked: A Grass move stronger than 60 BP most of the time? Yes, please. Grass Knot's interesting here since so many things that are weak to it, like TTar, Suicune, Swampert, Milotic, Golurk, and Jellicent are really heavy, which Grass Knot an extremely threatening option against them. This also gives stuff like Raichu, Clefable, Slowking, and Medicham a cheeky little coverage move for Pert without giving up Hidden Power

Name of Move: Bouncy Bubble
Effects (including BP, PP and Acc): 90 BP, 100% Acc, Water, 24 PP, Heals the user by 50% of the damage dealt (Gen 7 version)
Recipients: Lapras, Mantine, Politoed, Azumarill, Lanturn, Sharpedo, Kingler, Masquerain, Clamperl, Octillery, Wailord, Vaporeon
Why It Should Be Picked: Your bulky Water doesn't have recovery? Here's some recovery at the low low cost of having 5 less BP than Surf, giving bulky Waters like Lapras, Mantine, Politoed, and Lanturn a better option for recovery. Plus, even for frailer Water-types like Sharpedo, a bit of healing can make the difference between an OHKO and a narrow survival
Also don't give this Eevee cuz Jolteon would get it
Also please be careful with the other Let's Go moves, we don't need stuff running around with Buzzy Buzz or Sizzly Slide

Name of Move: Spiky Shield
Effects (including BP, PP and Acc): -- BP, --% Acc, Grass, 16 PP, Protects the user, If the user if targeted by a contact move, the attacker loses 1/8th of their max HP
Recipients: Cacturne, Cradily, Tangela, Tropius, Omastar, Sandslash, Qwilfish (if Baneful Bunker doesn't win)
Why It Should Be Picked: Spiky Shield is a simple step up from Protect that helps accelerate chip damage while also providing the usual benefits of Protect, like scouting and Lefties healing. Can be very useful for Leech Seeding Grass-types like Tangela and Tropius and helps Omastar and Sandslash with their lack of a good recovery move
I really like all of the additions here. They provide some unique ways of how the meta can be played.

Name of Move: Topsy-Turvy
Effects (including BP, PP and Acc): Dark Type, 32 PP, Inverts the target's stat changes
Recipients: :ariados: Ariados, :hitmontop: Hitmontop, :octillery: Octillery, :sableye: Sableye, :smeargle: Smeargle, :spinda: Spinda, :tangela: Tangela, :tentacruel: Tentacruel
Why It Should Be Picked: A strong measure against setup sweepers that can make them think twice about clicking the move on slower moving mons like CM Blissey, lest they be targetted by something with Topsy-Turvy. Some recipients had much, much shakier reasonings than others- Ariados and Sableye are sort of "why not" since it fits their flavor mostly, Tangela, Octillery and Tentacruel all mostly fit with the tentacled theme that Malamar has going on (which, if you hadn't guessed, is a future mon submission I plan on doing) although Tangela is obviously not as similar, Hitmontop because it's called Topsy-Turvy, and Spinda because it fits with the aesthetic of the move to a T and Spinda is one of the most laughable gen 3 mons otherwise.

Name of Move: Sucker Punch
Effects (including BP, PP and Acc): Dark Type, 70 BP, 100% Acc, 8 PP, +1 Priority if the opponent uses a damaging move. Fails if target is not using a damaging move.
Recipients: :absol: Absol, :cacturne: Cacturne, :furret: Furret, :gengar: Gengar, :golem: Golem, :houndoom: Houndoom, :kecleon: Kecleon, :mightyena: Mightyena, :nidoking: Nidoking, :sableye: Sableye, :smeargle: Smeargle, :sudowoodo: Sudowoodo, :umbreon: Umbreon
Why It Should Be Picked: A skill-and-prediction based priority move that synergizes with Pursuit for mindgames but would not be distributed to the strongest mons of its typing. Seems pretty interesting to me.

Name of Move: Aqua Jet
Effects: Water Type, 40 BP, 100% Acc, 32 PP,+1 Priority
Recipients: :armaldo: Armaldo, :azumarill: Azumarill, :blastoise: Blastoise, :crawdaunt: Crawdaunt, :dewgong: Dewgong, :Dragonite: Dragonite, :feraligatr: Feraligatr, :golduck: Golduck, :kabutops: Kabutops, :lanturn: Lanturn, :masquerain: Masquerain, :qwilfish: Qwilfish, :sharpedo: Sharpedo, :smeargle: Smeargle
Why It Should Be Picked: Special priority is neato burrito and AJet simply doesn't get distribution on scary abusers. Allows the waters of the tier that learn it to gain an upper hand on mons like Plusle, Aerodactyl, and Gliscor as well as preventing Dugtrio from trapping the slow Crawdaunt and Lanturn as easily with HP Bug/Earthquake.

Name of Move: Heal Order
Effects (including BP, PP and Acc): Bug Type, 16 PP, Heals the user for 50% of their max HP
Recipients: :beautifly: Beautifly, :dustox: Dustox, :illumise: Illumise, :ledian: Ledian, :masquerain: Masquerain, :parasect: Parasect, :venomoth: Venomoth, :volbeat: Volbeat, :shuckle: Shuckle, :smeargle: Smeargle
Why It Should Be Picked: Gives healing to underpowered and frail bug types to allow them to better serve their roles as niche utility mons.

Name of Move: Stuff Cheeks
Effects: Normal Type, 16 PP, The user eats its held Berry, and raises its Defense stat by two stages in addition to whatever effect that Berry might normally have.
Recipients: :furret: Furret, :lickitung: Lickitung, :pelipper: Pelipper, :raticate: Raticate, :smeargle: Smeargle, :snorlax: Snorlax, :swalot: Swalot, :tropius: Tropius
Why It Should Be Picked: This move seems hilarious in this gen to be honest, I think it allows for some really interesting strategies. Fun fact: none of these pokemon can use Baton Pass, so things like Stuff Cheeks + Salac Pass onto Marowak isn't possible. These mons are mostly all bad with the exception of Snorlax- I just don't think it's right to have a move called "Stuff Cheeks" and not at least suggest it as a recipient, lol
same as above, the additions are really cool. Especially Aqua Jet and Sucker Punch and Heal Order can also be used effectively.

Anchor Shot
Steel Type
Effect: Traps the opponent so that they cannot switch
BP: 80
Recipients:
:steelix: :forretress: :magneton: :aggron:
Why it should be picked: a good counter to baton pass and good to get your teammates set up so they can sweep.

Body Press
Fighting Type
Effect: Calculates using the user’s defense stat
BP: 80
Recipients: :registeel: :regirock: :regice: :forretress: :snorlax: :hariyama: :slaking: :walrein:
Why it should be used:
Nice to have move that uses the users defense stat well.
I already talked about Body Press, but Anchor Shot looks pretty neat ngl. it gives a good Stab move and they have potential trapping options.


Name of Move: Bug Buzz
Effects (including BP, PP and Acc): Latest Gen effects
Recipients: Scizor, Ninjask, Scyther
Why It Should Be Picked: Gives a strong STAB move to 3 mons who need it.

Name of Move: Bullet Punch
Effects (including BP, PP and Acc): Latest Gen effects
Recipients: Machamp, Metagross, Scizor, Hariyama, Hitmonlee, Hitmontop, Toxicroak
Why It Should Be Picked: Gives a strong priority move to Steel types.

Name of Move: Draco Meteor
Effects (including BP, PP and Acc): Latest Gen effects
Recipients: Dragonite, Flygon, Jirachi, Kingdra, Salamence
Why It Should Be Picked: Gives a strong STAB move to Kingdra and Salamence, most notably.

Name of Move: Head Smash
Effects (including BP, PP and Acc): Latest Gen effects
Recipients: Aggron, Donphan, Nidoking
Why It Should Be Picked: Gives a strong STAB move to Aggron, most notably.
I'm not a fan of any of these.
Bug Buzz: This is the least problematic of these subs and it is really cool ngl.

Bullet Punch: Priority isn't that bad, but when you consider that Metagross of all things gets it, yeah that's kinda an issue. Hitmonlee too, yikes.

Draco Meteor: No. Just no.

Head Smash: I really don't like the idea of Head Smash Aggron. Like yeah, it has slow speed and trash defensive typing for the most part, but Rock Head CB Head Smash is ridiculous.

Name of Move: Giga Drain
Effects: BP 60 -> 75, PP 8 -> 16, 100 Accuracy, Grass Type, User recovers half of damage dealt
Recipients: Current recipients
Why It Should Be Picked: This improves the viability of bulkier grass types, allowing them to recover more HP and overall increase their longevity.

Name of Move: Acrobatics
Effects: 55 BP, 24 PP, 100 Accuracy, Flying Type, BP doubles if user is not holding an item
Recipients: Crobat, Farfetch'd, Jumpluff, Gligar, Primeape, Scyther, Scizor, Sceptile, Blaziken, Ninjask, Volbeat, Illumise
Why It Should Be Picked: Gives users a strong flying type move (which this gen lacks), although at the cost of a held item. Because of this, berries would go well with it, allowing a useful item while still getting mileage out of the extra effect.

Name of Move: Brave Bird
Effects: 120 BP, 24 PP, 100 Accuracy, Flying Type, Recoil of 1/3 of damage dealt
Recipients: Farfetch'd, Blaziken, Skarmory, Swellow, Crobat, Delibird, Pelipper, Dodrio, Pidgeot
Why It Should Be Picked: Again, gives this gen a strong flying type move and allows for all-out attacking strats with these mons using high-power STAB, being the flying-type equivalent of Double-Edge.

Name of Move: U-Turn
Effects: 70 BP, 32 PP, 100 Accuracy, Bug Type, The user switches out upon use
Recipients: Primeape, Jumpluff, Yanma, Gligar, Pidgeot, Raticate, Fearow, Crobat, Persian, Scyther, Scizor, Blaziken, Swellow, Ninjask, Volbeat, Illumise, Flygon
Why It Should Be Picked: Allows for chip damage on switch outs, and can protect the pokemon switching out if the user is slow.

Name of Move: Knock Off
Effects: BP 20 -> 65, 32 PP, 100 Accuracy, Dark Type, Removes the target's held item
Recipients: Current recipients, Donphan, Gardevoir
Why It Should Be Picked: Allows for the negation of held items, notably leftovers, which is very central to the meta. Higher BP means more mons will use it. It probably won't be as important as in later gens because most defensive mons that get it are physical attackers.

Name of Move: Thousand Arrows
Effects: 90 BP, 16 PP, 100 Accuracy, Ground Type, Can hit flying types and mons with levitate, grounds them until they switch out
Recipients: Flygon, Pidgeot, Nidoqueen, Nidoking, Dunsparce, Volbeat, Illumise, Cacturne, Absol
Why It Should Be Picked: Allows for a strong ground type move that can still hit flying types, notably keeping Skarmory in check. Given to largely underpowered mons to prevent the move from being overpowered, and given to some mons that could use a little more coverage.

Name of Move: Air Slash
Effects: 75 BP, 24 PP, 95 Accuracy, Flying Type, 30% chance to flinch the target
Recipients: Charizard, Pidgeot, Crobat, Noctowl, Scyther, Scizor, Skarmory, Swellow, Dragonite, Ninjask, Flygon, Absol
Why It Should Be Picked: Provides a decently powered flying type move with decent distribution, and allows for faster frail pokemon to potentially enjoy extra longevity with the chance to flinch.
Giga Drain, and Acrobatics are cool. The former buffs Grass-types a bit while not going overboard and the latter works nicely with pinch berries.

The rest id dumb. Brave Bird makes something like Skarm less passive while giving either great coverage to offensive mons or a spammable move to Delibird. U-turn is U-turn and Knock Off doesn't have any absorbers and in this gen, Knock Off is worth a niche because of permanent Sandstorm, Spikes and lack of reliable recovery on many mons. Thousand Arrows is a big no and while Air Slash is honestly not a big deal since it's a bit stronger than HP Flying, it has a nasty flinch rate.

Move: Flare Blitz
Effects: Latest Gen Effects
Recipients: Every Fire-type except :torkoal:
Why it should be picked: Fire-types aren't doing so hot right now. A more consistent STAB option would help.

Move: Nasty Plot
Effects: Latest Gen Effects
Recipients: Current learners (notably :celebi::houndoom::jynx:) minus :gengar:
Why it should be picked: Special attackers are currently shat on by Tyranitar and Blissey, so this would give them an extra edge.
I like this additions. Flare Blitz might seem a bit strong, but it kinda competes with Fire Blast. Fire Blast has worse accuracy, but Flare Blitz reduces the longevity. Nasty Plot also looks like cool addition, although I don't know about Celebi yet.

Name of Move: Smack Down
Effects: Rock-type, 50 BP, 100% Acc, 24 PP, inflicts damage and grounds the target if it was ungrounded.
Recipients: Golem:Golem:/ Sandslash:Sandslash:/ Steelix:Steelix:/ Nidoqueen:Nidoqueen: / Camerupt:Camerupt:/ Quagsire:Quagsire:/ Armaldo:Armaldo:/ Aggron:Aggron:/ Solrock:Solrock:/ Relicanth:Relicanth:/ Hitmonchan:Hitmonchan:/ Pisnir:Pinsir:
Why It Should Be Picked: It gives some Pokémon a niche answer for Pokémon like Skarmory, Zapdos, Eelektross, Aerodactyl, and others.

Name of Move: Future Sight (Gen 5)
Effects: Psychic-type, 80-> 100 BP, 90%-> 100% Acc, 24-> 16 PP, inflicts damage two turns after being used. Future Sight now damages as a Psychic-type move; therefore, it is affected by type effectiveness.
Recipients: All current recipients + Ledian:Ledian:+ Chimecho:Chimecho:
Why It Should Be Picked: Currently, Future Sight damages as a 80 BP 90% accurate typeless attack. This buff would give some Psychic-types a unique form of STAB. Jirachi and Celebi seem to be some of the more common Psychic-type Pokémon with Future Sight, and this would give them more options for support. I chose not to go too far with Future Sight's buffs, as I believe its current gen 120 BP would be too much. With Tyranitar being common, Future Sight would be avoidable while also generally incentivizing the use of more Dark-types on other team compositions.

Name of Move: Leech Life (Current Gen)
Effects: Bug-type, 20-> 80 BP, 100% Acc, 24-> 16 PP, inflicts damage, and up to 50% of the damage dealt to the target is restored to the user as HP.
Recipients: All current recipients - Ninjask:Ninjask: + Pinsir:Pinsir:
Why It Should Be Picked: This would give less viable Bug-types more reason to be used, and it provides them with more longevity through recovery.
I love both of these. Future Sight is significantly worse since we have to Teleport to abuse it properly, provided Teleport doesn't win, and it wouldn't be that overwhelming if it is pulled off effectively. Smack Down and Leech Life are really cool additions and provide more niches to use.

Name of Move: Hurricane
Generation: 5
BP: 110
Acc: 70%
PP: 16
Type: Flying
Effect: Has a 30% chance to confuse the target. Cannot miss in Rain.
Recipients: Articuno, Skarmory, Charizard, Crobat, Tropius, Scyther
Reasoning: Provides the very thing that ADV Flying-types lacks; a strong STAB move. Also usable on rain as well.


Name of Move: Energy Ball
Generation: 4
BP: 90
Acc: 100%
PP: 16
Type: Grass
Effect: Has a 10% chance to lower SpDef.
Recipients: Abomasnow, Breloom, Celebi, Exeggutor, Jumpluff, Ludicolo, Sceptile, Venusaur, Roselia, Tropius
Reasoning: See above. Gives Grasses a strong STAB move that isn’t weakass Giga Drain or HP, which frees up a slot for that as well.


Name of Move: Drain Punch
Generation: 4
BP: 75
Acc: 100%
PP: 16
Type: Fighting
Effect: User recovers 50% of the damage dealt.
Recipients: Machamp, The Hitmons, Breloom, Crabominable, Hariyama, Eelektross, Flygon
Reasoning: Gives Fighting-types a move that isn’t Brick Break or doesn’t have any drawbacks as Superpower. Also gives the aforementioned mons a way of semi-reliable recovery, which is very important in a meta defined by sand, Toxic and Spikes.


Name of Move: Corrosive Gas
Generation: 8
Acc: 100%
PP: 64
Type: Poison
Effect: Removes item from target.
Recipients: Gengar, Weezing, Vileplume, Minun, Crobat, Swalot, Roselia
Reasoning: A way to remove items without resorting to broken-ass Knock Off? Sign me up! Jokes aside, this gives an interesting way to force progress within a game by corroding Leftovers, Bands & various stat boosting berries. This has the potential to be really strong in this kind of meta, so I’m keeping this limited to a few select mons for now.
I talked about Drain Punch before, so let's move on. Energy Ball and Hurricane are mixed for me. Energy Ball is just a strong move with potentially a crippeling effect, but it honestly isn't that much of a deal. Hurricane is really strong like wtf, especially when it is a Flying move, but the accuray is less than great. I'm torn on this. Corrosive Gas is really cool and it wouldn't be overbearing since it can be blocked.

Dual Wingbeat
Generation
: 8
BP: 40
Acc: 90
PP: 10 (max 16)
Type: Flying
Effect: Hits the Target Twice.
Recipients: :Salamence:, :Farfetch, :Aerodactyl:, :Crobat:, :Scizor:, :Ninjask:
Reasoning: Dual Wingbeat is a good flying stab, with a total of 80 bp, something very stable.
I already talked about it.


Okay so, about the issue with Dual Wingbeat, Close Combat and etc. that I have. I personally don't like the mentality of subbing a good move and then saying "this pokemon shouldn't get it cause broken". I mean, we are sacrifising flavor and logic, because of balancing reasons and this already doesn't sound like a good recipe for a submission. This is a "me" problem, so you might see it differently.
 

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