Item Flip (rebooted)


Banner Made By: Sobi

Approved By: Eevee General and The Immortal(approving with a "FINE")
Welcome to my idea called Item Flip (rebooted). This is a weird Idea I've had for about one second. This concept is that some items are flipped to their opposite form. Now, I know some of you have seen this before, and that is true. But it was incomplete, and I constantly made changes, so this is the final form!

Note: Some items cannot be flipped.

--> Holder's Def is 1.5x, but it can only select status moves.
--> Holder's Attack is 1.5x, but it cannot select the first move it executes.
--> Holder's Speed is 1.5x, but it cannot select the first move it executes.
--> Holder's Sp. Atk is 1.5x, but it cannot select the first move it executes.
--> If holder's species can evolve, its Atk and Sp. Atk are 1.5x.
--> If holder's HP is full, will survive an attack that doesn't KO it with full HP. Single Use.
--> At the end of every turn, holder loses 1/16 of its max HP.
--> Holder's attacks do 1.3x less damage, but the holder gains 1/10 its max HP after the attack.
--> If holder is hit by a non-contact move, the attacker loses 1/6 of its max HP.
--> Restores 1/2 max HP when at 1/4 max HP or less. Single Use.
--> Raises holder's Atk by 1 stage if hit by a Water-type attack. Single Use.
--> Holder is immune to Flying-type attacks. Pops when holder is hit.
--> Raises holder's Defence by 1 stage when at 1/4 max HP or less. Single Use.
--> Restores 1/2 max HP when at 20HP or less. Single Use.
--> Loses 1.3x HP from draining moves, Aqua Ring, Ingrain and Leech Seed. (lol pointless)
--> Holder takes 1.2x less damage when hit by a Fighting-type attack.
--> Holder takes 1.2x less damage when hit by a Dark-type attack.
--> Each turn, if holder is a Poison type, loses 1/16 max HP; gains 1/8 if not.
--> Raises holder's Special Attack by 1 if hit by an Electric-type attack.
--> Holder takes 1.2x less damage when hit by a Fire-type attack.
--> Holder moves first in its priority bracket when at max HP. Single Use. (credits to Sobi)
--> Holder takes 1.2x less damage when hit by a Dragon-type attack.
--> If opponent is hit, holder immediately switches out with a chosen ally. Single Use.
--> Holder's attacks that are not very effective against the target do 1.2x damage.
--> At the end of every turn, this item attempts to cure the burn status of the holder. (basically Rawst Berry+)
--> Holder has a 10% chance to take no damage from an attack with full HP.
--> Holder moves first in its priority bracket.
--> Raises holder's Special Defence by 1 stage when the holder is at 1/4 max HP or less. Single Use.
--> Holder takes 1.2x less damage when hit by a Rock-type attack.
--> Restores 1/2 max HP when at 1/8 max HP or less. May confuse holder. Single Use.
--> Raises holder's Special Defence by 1 stage after the holder is hit by a special attack. Single Use.
--> Holder's attacks with a chance to flinch lose a 10% chance to flinch. (i didn't theorymon this time)
--> Holder moves first in its priority bracket.
--> Raises holder's Attack by 1 stage when the holder is at 1/4 max HP or less. Single Use. (basically a Petaya Berry except in Item Flip)
--> Raises holder's Def by 1 stage if hit by a Water-type attack. Single Use.
--> Holder takes 1.2x less damage when hit by a Electric-type attack.
--> Raises holder's Defence by 1 stage after the holder is hit by a physical attack. Single Use.
--> Holder takes 1.2x less damage when hit by a Steel-type attack.
--> Damage of moves used on non-consecutive turns is increased. Max 2x after 5 turns.
--> Holder's next move grants 1.2x evasiveness when the holder is at 1/4 max HP or less. Single Use.
--> Holder takes 1.2x less damage when hit by a Grass-type attack.
--> Holder's physical defence is boosted by 1.1x.
--> Holder takes 1.2x less damage when hit by a Water-type attack.
--> Holder takes 1.2x less damage when hit by a Ice-type attack.
--> Holder's first unsuccessful Normal-type attack will grant the holder 1.3x damage. Single Use.
--> Holder takes 1.2x less damage when hit by a Psychic-type attack.
--> Raises holder's Attack by 1 stage when the holder is at 1/4 max HP or less. Single Use.
--> Holder takes 1.2x less damage when hit by a Poison-type attack.
--> Each turn, the holder has a 20% chance to move last in any priority bracket. (used for metal burst?)
--> Holder's critical hit ratio is decreased by 1 stage. (you don't want anger point to activate? lol idk)
--> Holder's attacks with a chance to flinch lose 10% chance to flinch.
--> If the opponent is hit, it forces the opponent to switch into a random ally. Single Use.
--> Holder takes 1.2x less damage when hit by a Rock-type attack.
--> Holder takes 1.2x less damage when hit by a Grass-type attack.
--> Holder's critical hit ratio is lowered by 1 stage. (lol refer to Razor Claw)
--> Holder takes 1.2x less damage when hit by a Flying-type attack.
--> After getting hit, the opponent loses 1/8 of the damage in HP dealt to the holder.
--> Holder takes 1.2x less damage when hit by a Normal-type attack.
-->Holder takes 1.2x less damage when hit by a Bug-type attack.
--> Raises holder's Sp. Atk by 1 if hit by an Ice-type attack. Single Use.
--> Holder takes 1.2x less damage when hit by a Ground-type attack.
--> Holder takes 1.2x less damage when hit by a Ghost-type attack.
--> Lowers a random stat by 2 of the holder when the holder is at 1/4 max HP or less (not acc/eva). Single Use.
--> Each turn, holder gains 1/8 max HP. An attacker making contact can receive it.
--> At the end of every turn, this item attempts to cure the poison status of the holder. (basically Pecha Berry+)
--> Holder takes 1.2x less damage when hit by a Psychic-type attack.
--> Holder takes 1.2x less damage when hit by a Water-type attack.
--> If holder is hit not-very-effectively, raises Defence and Sp. Def by 2 stages. Single Use.
--> Holder's special defence is boosted by 1.1x.
--> If holder is not a Dialga, its Steel- and Dragon-type attacks have 1.2x power.
--> If holder is not a Clamperl, its Special Defence is doubled.
--> If holder is not a Clampert, its Special Attack its doubled.
--> If holder is not a Giratina, its Ghost- and Dragon-type attacks have 1.2x power.
--> If holder is not a Pikachu, its Attack and Sp. Atk is doubled.
--> If holder is not a Chansey, its critical hit ratio is raised by 2 stages.
--> If holder is not a Palkia, its Water- and Dragon-type attacks have 1.2x power.
--> If holder is not a Ditto, its Defence is doubled.
--> If holder is not a Ditto, its Speed is doubled.
--> If holder is not a Farfetch'd, its critical hit ratio is raised by 2 stages.
--> If holder is not a Cubone or a Marowak, its Attack is doubled.
--> Restores 1/2 max HP when at 1/8 max HP or less. May confuse holder. Single Use.
--> Restores 1/4 max HP after holder is hit by a super-effective move. Single Use.
--> Restores 1/2 max HP when at 1/8 max HP or less. May confuse holder. Single Use.
--> Holder's weight is doubled.
--> Holder is levitating, Speed doubled. If Ground-type, takes neutral Flying damage. (might be changed due to coding issues)
--> If holder is hit by a special move, attacker loses 1/8 of its max HP. Single Use.
--> Holder's speed is doubled.
--> Restores 1/2 max HP when at 1/8 max HP or less. May confuse holder. Single Use.
--> Restores 1/2 max HP when at 10 HP or less. Single Use.
--> The holder's type immunities granted solely by its ability is negated.
--> If holder is hit by a physical move, attacker loses 1/8 of its max HP. Single Use.
--> Restores 1/2 max HP when at 1/8 max HP or less. May confuse. Single Use.

NOTE: All the plates do the same things as their respective items.

Example, Charcoal and the Flame Plate have the same effect.


Banlist:
OU Banlist
Light Ball
DeepSeaTooth
Thick Club
Rules:
OU Rules - Species Clause, Sleep Clause, Baton Pass Clause etc.
Item Clause - Limits one type of item per team

Q & A!

Q: Is this coded yet?
A: No this isn't coded yet. I'll edit this once it has been coded.

Wasn't clearly stated as a question but was brought up during Stocke's thoughts and AWailOfATail resolving it.

Q: What happens if both my Pokemon and the opponent's Pokemon are both holding the Full Incense or Lagging Tail? Who will go first.
A: I would assume the Pokemon with higher speed moves first, if the moves have the same bracket of priority. If not, the one with the priority increase 100% moves faster than the one with 0 priority or less.
ask more questions and I will add it to the Q&A!
 
Last edited:
I remember I posted this in the original thread but I'll just post it here too.


Aurorus @ Eject Button
Ability: Refrigerate
EVs: 248 HP / 252 SpA / 8 SpD
Modest Nature
IVs: 0 Atk
- Hyper Beam
- Hyper Voice
- Thunderbolt
- Earth Power

It is like Gen 1 Hyper Beam, but having to waste a item slot and a 1-time use. Hyper Beam usually requires a recharging of 1 turn, but with this, a powerful Refrigerate Hyper Beam can break opponents without recharging! (please don't mind the EVs, I know they aren't good but this is just to show the strategy).

Calcing it may seem underwhelming, but you can switch into a threat to the opponent's active Pokemon! Pretty neat.


Garchomp @ Rocky Helmet
Ability: Rough Skin
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Stealth Rock
- Dragon Tail
- Toxic

You can hit but you can't hide from chip damage. Garchomp's Rough Skin + Rocky Helmet allow any attacking move recoil the opponent with 1/6 of their max HP! A perfect tank chomp
(again, I know the evs aren't perfect)
 
Correct me if I missunderstood the choice item effect, but if I'm right, I have a feeling 3-attacks setup mons with Choice Items will be strong. For example...


Volcarona @ Choice Specs
Ability: Swarm
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Quiver Dance
- Fire Blast
- Bug Buzz
- Giga Drain

Or even more potent...


Manaphy @ Choice Scarf
Ability: Hydration
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Tail Glow
- Scald
- Ice Beam
- Energy Ball

On the downside, it'll be unable to setup more than once (RIP Calm Mind Wars) but you get the massive power of the choice item and the ability to switch up between other moves.
 
Notables.

-Shell Bell Blissey, killing direct attackers by sitting there spamming Softboiled. Nice.

-Black Sludge is super Leftovers, except Poison types are screwed over. Note that Black Sludge will cover the cost of a Substitute over the course of two turns. A Prankster with Substitute and Protect holding Black Sludge can stall so long as its PP hold out and the opposition doesn't break out a priority move. Nasty.

-Sticky Barb is potentially worth considering on your Special walls that don't expect to be hit with contact moves in good play, given you're restricted to one each of a given item type.

-Leftovers, meanwhile, is universal as "Trick injurious item onto the enemy".

-Choice items combine extremely well with Fake Out and with setup moves you want to use just the one time anyway.

-Choice Scarf is pointless unless you want a fourth Speed enhancer. Lax Incense and Lagging Tail are 100% better, as is Quick Powder. Honestly, you'd probably rather field one of the other insane items like Bone Club. Why speed up a strong Pokemon when you can turn a fast Pokemon into a monstrously lethal Pokemon?

-Eviolite Chansey is no longer a thing. You might see Eviolite Haunter or something, though, maybe. Iffy, given that the Choice items are so amazing and Light Ball is better, but maybe a mid-stage mixed attacker could be good with Eviolite if your hyper offense team has already equipped all the better items.

-Focus Sash is now a bulkmon's tool. Questionable in its utility, but it's interesting as an idea. With Recycle, it might even be an effective way to frustrate direct attackers that lack setup and indirect damage.

-Life Orb is extremely questionable, being handily outperformed by Black Sludge and Sticky Barb for per-turn healing while not requiring you keep attacking.

-Flame Orb makes Scald less maddening to deal with. If you want a consistent counter to Scalders, just put a Flame Orb on a resist.

-Toxic Orb might be worth considering on stuff like Cresselia. Maybe. If the better options are already taken by other Pokemon.

-Metronome is interesting, because it's a lot more tolerable to keep bouncing between moves than it is to spam one move constantly. Probably still questionable in practice, but it has potential, at least if a lot of the more ridiculous items get banned.

-Weakness Policy is less of a nasty trap, but is arguably actually a lot better of an item now, since getting it to trigger doesn't involve a high HP cost.

-The items that are unavailable to specific Pokemon are nuts. Who needs Choice Specs when Deep Sea Tooth doubles your Special Attack at no cost? Light Ball is a godsend for mixed attackers of any kind, Lucky Punch and Stick make critspam easier than ever... they're all godly items.

---

I don't really understand how Micle is supposed to work, though. You use a move while low on health, and it provides a special Evasion bonus... against the next enemy attack? Or something?
 
Oh wow I didn't see Light Ball at all. Light Ball is just plain dumb. As in, MegaMence in OU levels of dumb. Kyurem's just going to be plain stupid as a Light Ball wallbreaker (Outrage makes Mega Mawile weep with inadequacy), Sand Rush Exca and Serp... Good Arceus. Let's also be thankful Hoopa's banned because that makes KyuB seem reasonable with Light Ball. Forget Choice items altogether imo. Everything else is pretty much outclassed damage wise, and scarf has basically no place because Lagging Tail exists and might as well be positive priority. It's not but still.

Also, a moment of silence for Life Orb and Eviolite.
 
I don't really understand how Micle is supposed to work, though. You use a move while low on health, and it provides a special Evasion bonus... against the next enemy attack? Or something?
When you are at 1/4 of your HP and you attack, you will gain that 1.2x evasion.

But it isn't viable anyway so
 
Fresh movesets! Get 'em while they're hot!

Heatran @ Iron Ball
Ability: Flash Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Fire Blast / Magma Storm
- Earth Power
- Flash Cannon / Hidden Power Ice / Stone Edge
- Stealth Rock

Honchkrow @ Lucky Punch
Ability: Super Luck
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Brave Bird
- Sucker Punch
- Pursuit / Roost
- Superpower

2stronk4u (Kyurem-Black) @ Light Ball
Ability: Teravolt
EVs: 20 Atk / 252 SpA / 236 Spe
Mild Nature
- Outrage
- Fusion Bolt
- Ice Beam
- Earth Power

Doublade @ Eviolite
Ability: No Guard
EVs: 240 HP / 252 Atk / 16 SpD
Brave Nature
IVs: 0 Spe
- Swords Dance
- Shadow Sneak
- Gyro Ball
- Sacred Sword
 
-The items that are unavailable to specific Pokemon are nuts. Who needs Choice Specs when Deep Sea Tooth doubles your Special Attack at no cost? Light Ball is a godsend for mixed attackers of any kind, Lucky Punch and Stick make critspam easier than ever... they're all godly items.
Seconding this. You might want to ban these if you don't want Light Ball/Thick Club/Deep Sea Tooth HO to dominate the metagame.

Eviolite sounds promising on a few mons like Scyther, Sneasel, Frogadier, Magmar and Electabuzz.
 
Seconding this. You might want to ban these if you don't want Light Ball/Thick Club/Deep Sea Tooth HO to dominate the metagame.

Eviolite sounds promising on a few mons like Scyther, Sneasel, Frogadier, Magmar and Electabuzz.
yeah im gonna ban them, i just realised how broken they are for some reason, but i'll keep things like the choice items
 
I'd be fine with keeping Lucky Punch and the Stick for the moment. Easy crits isn't nearly as broken, especially since crits can actually be blocked by Lucky Chant and Shell/Battle Armor. At worst they're overall a little better than Specs/Band, and arguably worse than Eviolite other than not demanding you put them onto an evolution-capable Pokemon. It's the doubling a regular stat items that are nuts.
 

sin(pi)

lucky n bad
tbh I'd hesitate to ban things until it's been coded, especially if you decide to keep the Item Clause

iirc there was discussion in the other OM which allowed mons access to Thick Club, etc, and it turns out that Thick Club vs Eviolite (as standard items) is more or less the same as LO vs lefties here.

if you do decide to ban stuff, there's a lot to look at - Macho Brace, Iron Ball, the Ditto+Clamperl items are all stupid good, as is Eviolite.
 
tbh I'd hesitate to ban things until it's been coded, especially if you decide to keep the Item Clause

iirc there was discussion in the other OM which allowed mons access to Thick Club, etc, and it turns out that Thick Club vs Eviolite (as standard items) is more or less the same as LO vs lefties here.

if you do decide to ban stuff, there's a lot to look at - Macho Brace, Iron Ball, the Ditto+Clamperl items are all stupid good, as is Eviolite.
I would of banned them later too, we might unban them once its coded and playable
 
I'd suggest putting the names of the items next to the icons. Some are easily identifiable, like Leftovers, but others like the Berries and uncommon ones like Absorb Bulb are pretty hard to identify.

Also I think you should change some of the effects of the items made useless. For example,
--> Holder's first unsuccessful Normal-type attack will grant the holder 1.3x damage. Single Use.
--> Holder takes 1.2x less damage when hit by a Normal-type attack.
This should probably be changed so that the first Normal-type attack that hits the holder deals 1.3X less damage. This would also make it more consistent as a more potent, one time use version of Silk Scarf, which increases damage of Normal-type attacks normally and decreases them here.

--> If the opponent is hit, it forces the opponent to switch into a random ally. Single Use.
This also looks like a very interesting item. Counters that are normally 3hkoed can no longer switch in directly as they would be forced out and would be 2hkoed afterward. You could also try fishing for certain Pokemon with it, to Pursuit trap them, but 1 time use really limits its use.

I'd be fine with keeping Lucky Punch and the Stick for the moment. Easy crits isn't nearly as broken, especially since crits can actually be blocked by Lucky Chant and Shell/Battle Armor. At worst they're overall a little better than Specs/Band, and arguably worse than Eviolite other than not demanding you put them onto an evolution-capable Pokemon. It's the doubling a regular stat items that are nuts.
I'd disagree that Stick and Lucky Punch aren't that broken as they provide the same damage boost Band/Specs but let you run mixed sets and stat dropping moves. You can use stronger stat dropping moves like Draco Meteor with a 50% of ignoring stat drops it causes. This is a bit unreliable but things like Super Luck, high crit rate moves and Focus Energy can increase the chance if needed.

Barbaracle @ Lucky Punch
Ability: Sniper
- Shell Smash
- Razor Shell
- Stone Edge
- Superpower?

With Lucky Punch, Stone Edge has 100% crit rate, having 225 BP before stab with Sniper. Mega Slowbro stops this hard but that takes up a Mega slot and there isn't much else that gets Shell Armor/Battle Armor. Sniper Kingdra might also be interesting with Draco Meteor if Stick/Lucky Punch isn't banned.
 
If something as terrible as Barbaracle becomes viable in an OU-based meta, then that's a feature and not a bug. STAB Stone Edge with Lucky Punch looks pretty good, but it's nowhere near Light Ball and its ilk. Given my experiences with Kingdra's critical hit set (both in UU and randbats), I'd say that guaranteed critical hits are highly overrated and I doubt it will be banworthy.
 
I hadn't considered the utility of combining it with stat dropping moves, but that's... not even that big of a deal, really. Kingdra hardly even benefits, in fact, because Scope Lens+Focus Energy is already a perfect crit rate. It's only a reliable boost to Pokemon that have Super Luck or increased crit chance moves. (No such move has self-stat-drops anyway)

Note that Togekiss, Absol, Honchkrow, and Unfezant are the only fully evolved Pokemon to get Super Luck. Of those, Absol and Honchkrow have Superpower -and that's it for self-stat-dropping attacks of any kind. The ability to spam Superpower with those two without losing damage is nifty, I guess, but the fact that it lowers your Defense is a problem regardless.

Dragons can spam Draco Meteor, but only erratically unless they have Focus Energy in which case they could do that in OU with a Scope Lens.
 
Life orb is good for shuckle and pure set up users, and Iron ball is for stuff that may have been weak to flying/ground, and the speed boost is great.

Edit: Oh God its a fairly useless one liner.
 

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