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Pet Mod JolteMons (Complete) [Random Battle is Leader's Choice]

:ss/wobbuffet:
Name: Wobbuffet
Type:
Psychic.png
Steel.png

Abilities: Prankster / Shadow Tag | HA: Magic Bounce
New Moves: Haze, Heal Bell, Metal Burst, Octolock, Block, Magic Coat, Taunt, Fairy Lock, Barrier
Removed Moves: N/A
Justification: Wobbuffet can't rely on Shadow Tag anymore, so it instead employs other means to trap its foes and proceed to eliminate them. Now with Octolock being an existing move, Wobbuffet can relive its glory days as a trapper, and with new options like Metal Burst, Heal Bell and Haze, it can successfully trap and PP Stall or just CounterCoat / Metal Burst its opponents to death. Prankster allows it to trap with Priority and greatly improves the use of Encore, while Magic Bounce forces the opponent to hit them with direct attacks, which is exactly what Wobboffet wants. Steel sub typing allows Wobbuffet to attempt the same shenanigans but against a wider variety of foes, whioe also mitigating SR and stripping Poison as a means of damaging it, essentially meaning the foe is almost always forced to hit it when its at full health.

:ss/Haxorus:
Name: Haxorus
Type:
Dragon.png
Dark.png

Abilities: Overclock / Mold Breaker | HA: Unnerve
New Moves: Sucker Punch, Beat Up, Darkest Lariat
Removed Moves: N/A
Justification: I'd like more Dark type breakers to be present. I wanted to explore non Knock Off based physical Darks. And I wanted something to promote my funny new Dark move. So I thought, what's a better way of doing so than making one of my favorite Pokemon ever sport the corrupt cowl. Haxorus stands out as a high attack breaker, 147 Attack being a massive boon, with the added benefit of gaining not only STAB Priority, but also gaining a secondary STAB in general, putting big dents into what ever switches into it.

:ss/Kangaskhan: :ss/kangaskhan-mega:
Name: Kangaskhan
Type:
Normal.png
Ground.png
(base and Mega)
Abilities: Early Bird / Scrappy | HA: Mold Breaker --> Parental Bond
New Moves: High Horsepower, Stealth Rock, Stomping Tantrum, Milk Drink, High Jump Kick, Bounce, Stone Edge, Smack Down, Sand Tomb, Sandstorm
Removed Moves: N/A
Justification: Please note. Only vote for this if you are willing to vote for my iteration of Parental Bond, I cannot stress this enough. Anyways, based on my rework of Parental Bond, Kangaskhan has a shot at OU. In fact, based on what currently exists, it would be an awful pick for the metagame. So I granted it the Ground sub typing, which makes it do things other than be walled by Ghosts and helps to distinguish it from big bunny Lopunny. Having a non Contact STAB is also really great for it as well, as multiple contact punishing threats are rampant rn in the metagame.

Name: Parental Bond
Effect: No longer affects fixed damage moves (ala Seismic Toss, Super Fang). Now affects two turn charge moves (turn 1 is executed once, turn two hits twice), Uproar, Rollout / Ice Ball and Fling if equipped with the item Boomerang.
Permanent: No
Mold Breaker: No
Potential Pokémon With This Ability: Current distribution
Justification: Parental Bond allowing Seismic Toss and Super Fang to work is the reason why Mega Kangaskhan is still banned post Gamefreak nerf, as you can theoretically KO every non Ghost and non Blissey Pokemon with that move combination. I decided to fix that, allowing Mega Kang into the tier. I alzo reworked how the ability interacts with certain other moves, to make it more logically consistent since a few of these flavor wise may not make sense without JolteMons context. Also Big Fling Zarude.

Name: Scuffle
Power: 100
Accuracy: 80%
PP: 10 [16 Max]
Category:
Physical.png

Type:
Dark.png

Effect: Harshly lowers target's speed. If the move misses, user's speed is harshly lowered.
Priority: 0
Flags: Contact
Potential Pokémon With This Move: A bunch of Dark types + IMO all Pokemon with Klutz and possibly Hustle. Also Haxorus if my sub wins.
Justification: WIP

Name: Steel Roller / Rollout
Power: 85
Accuracy: 100%
PP: 5 [8 Max]
Category:
Physical.png

Type:
Steel.png
/
Rock.png

Effect: Does ×1.5 damage if terrain is present. Removes existing terrain off the field.
Priority: 0
Flags: N / A
Potential Pokémon With This Move: Current Distribution
Justification: WIP

Name: Steamroller / Ice Ball
Power: 50
Accuracy: 100%
PP: Same as Flame Charge
Category:
Physical.png

Type:
Bug.png
/
Ice.png

Effect: Raises speed by one stage.
Priority: 0
Flags: Ball / Bomb (Ice Ball only)
Potential Pokémon With This Move: WIP
Justification: WIP
 
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:ss/cacturne:
Name: Cacturne
Type:
grass.gif
/
ghost.gif

Abilities: Wandering Spirit / Water Compaction / Prickly Coat
New Moves: Strength Sap, Hex, Poltergeist, Shadow Ball, Shadow Claw, Will-o-Wisp
Removed Moves: zero of them
Justification: Grass / Dark is a wacky defensive typing, while Ghost / Grass isn't the best grass defensive typing, it is alot better probably. also has ghost type moves and strength sap. can do some funny things like hex + will-o-wisp

:ss/eelektross:
Name: Eelektross
Type:
electric.gif
/
poison.gif

Abilities: Levitate / Poison Touch
New Moves: Recover, Gunk Shot, Toxic Thread, Toxic Spikes
Removed Moves: 0
Justification: better eel, with its new poison typing (wich gives it actual weaknesses sadly) and Recover wich is reliable recovery woohoo

:ss/zapdos-galar:
Name: Zapdos-Galar
Type:
fighting.gif
/
ground.gif

Abilities: Defiant / Intimidate
New Moves: High Horsepower, Arid Absorption (:
Removed Moves: none!
Justification: galarian zapdos literally cannot fly why is it a flying type. its wings are too small for it to possibly fly. also something to set it apart (yes, more) from regular zapdos.
 
Hi, Joltemons! I'm Back and cringier than ever! FYI: I don't know how to make presentations, so...yeah.
Adjustments
Name
: Landorus-Incarnate
Type: Ground/Flying
Abilities: Sand Force (HA: Competitive)
New Moves: Air Slash, Hurricane
Removed Moves: None lol
Justification: I noticed we're nerfing ubers that sucked in ubers to make them bearable for OU, so I decided to hop on the bandwagon. As I tried to say last slate, I'm removing the one thing that makes Landorus-Incarnate broken. With Competitive, it not only kinda matches it's other trio members, it also counters it's own therian form! :D

Name: Alolan Raichu
Type: Electric/Psychic
Abilities: Static/Surge Surfer
New Moves: Fire Punch, Ice Punch, Shadow Ball, Stomping Trantrum
Removed Moves: None Lol
Notes: These Move Additions also apply to Kantonian Raichu. The Entire Pikachu line also gets Stomping Tantrum.
Justification: I just felt like adding some more options to Raichu's dry movepool. Kantonian Raichu now gets to have the pleasure of having super effective coverage on physical sets, while Alolan Raichu has another option for hitting psychic types (but mainly an option for hitting ghost types).

Name: Magearna-Original
Type: Steel/Fairy
Abilities: Queenly Majesty / Overclock
New Moves: Heart Swap, Charge Beam, Explosion, Hold Back
Removed Moves: Stored Power, Shift Gear, Focus Blast, Aura Sphere, Brick Break, Agility
Justification: A resubmission of YoshiBlaze's Magearna that they made back in slate 4. Original Description: We are quickly running out of Ubers to nerf down into OU, which is probably a good thing cuz I don't wanna see people try to nerf down box legends into this meta (cuz that worked so well for Zekrom and Reshiram in SylveMons), but Magearna is one of the ones that can definitely be healthy down here. And, I don't even have to ruin Magearna's AG niche because it has 2 distinct forms. The only difference between Magearna and its Original form before was the the Original form couldn't learn any moves that Magearna only learned in Gen 7, though I did give it Heart Swap, Charge Beam, and Explosion back, which most notably locks it away from Hidden Power and Heal Bell. That plus the removal of some of the stuff that pushed Magearna over the edge this gen as well as its Fighting coverage, as replacing Soul-Heart with Queenly Majesty (since its Dex entries keep talking about how the king's daughter really likes it), Magearna should be way easier to deal with offensively while still maintaining most of its great defensive traits that can make it a great pivot on a variety of teams. I mean, it's impossible for a mon with the best typing in the game, 80/115/115 bulk, and 130 SpA with insane coverage to be bad, but this shouldn't be broken or as crazy as Mag was in Gen 7.
Abilities
Name
: Corrosion
Effect: This Pokemon can poison any Pokemon, and attack any Pokemon with Poison Moves, regardless of immunities.
Permanent (Yes or No): No
Mold Breaker (Yes or No): No
Potential Pokémon With This Ability: Salandit Line, Victreebel Line, Poipole Line, Umbreon (Replaces Synchronize), and Skrelp line (Replaces Poison Point).
Justification: Corrosion is just such a cool concept that I want it to be expanded upon! It's a small change, but this is honestly what corrosion should've been to begin with. With this buff, it adds more to the ability than just a small amount of utility.

Name: Simple
Effect: When this Pokemon's stat stages are raised or lowered, the effect is doubled instead.
Permanent (Yes or No): No
Mold Breaker (Yes or No): Yes
Potential Pokémon With This Ability: Current Distribution+ Camerupt, Armaldo Line, Whiscash line, Mega Audino, and Beautifly. Please don't give this to Wigglytuff if it's too broken.
Justification: Not Necessarily a buff per se, but more of a redistribution. I mainly gave this ability a much more lively distribution so less mons have to miss out on such a badass ability. I specifically wanted to give this ability to Mega Audino and Beautifly. Both of which need all the help they can get).

Name: Limber
Effect: This Pokemon Can't be paralyzed or have it's speed lowered. Partial Trapping Moves used on it will deplete 1/16 of it's HP during the end of each turn (1/8 if the opponent is holding a binding band).
Permanent (Yes or No): No
Mold Breaker (Yes or No): Yes
Potential Pokémon With This Ability: Current Distribution+ Furret (Replaces Keen Eye), Accelgor (Replaces Hydration), Zubat Line, Deoxys (As a secondary Ability).
Justification: If Magma Armor got buffed, why not buff limber?

Name: Unnerve
Effect: Lowers The Opponent's Special Attack by One Stage. Gets Blocked by certain abilities and triggers Rattled and Adrenaline Orb.
Permanent (Yes or No): No
Mold Breaker (Yes or No): No
Potential Pokémon With This Ability: Current Distribution (Though you may wanna remove it from Corviknight)+ Mime Jr. line (They Look Like Creepy Clowns), Mega Gengar (Replaces Shadow Tag), Perrserker (Replaces Battle Armor), Wailord line (Large Size May Trigger Megalophobia),
Justification: I noticed that Sylvemons got away with a special attacking intimidate, so I decided to make Unnerve into what this ability (in my opinion) should've been in the first place. It also makes sense flavor wise, cause you can't think straight when you're unnerved or nervous, thus lowering special attack. It's also a bit of an indirect buff for Defiant and Competitive users. Mainly Defiant users cuz they usually don't give a shit about their special attack being lowered, like how Competitive users don't give a shit about their physical attack getting lowered. PS: Now you can Justify not putting Sand Stream on T-Tar.
Items
Name
: Whipped Dream
Effect: Boosts the Power of Fairy Type Moves by 20% (Pixie Plate Clone).
Can Be Knocked Off (Yes or No): Yes
Ignored by Klutz (Yes or No): Yes
Fling Power: 30 BP
Justification: Why hasn't there been an item that boosts Fairy Moves that isn't an Arceus Plate? Also, I like how we're making trade items less trashy, so I decided to tag along in this practice.

Name: Lucky Punch
Effect: If held by a Happiny, Chansey, or Blissey, its critical hit ratio is raised by 2 stages.
Can Be Knocked Off (Yes or No): Yes
Ignored by Klutz (Yes or No): Yes
Fling Power & Effect: 40 BP (Always Crits).
Justification: Fancy yourself a less memey Offensive Blissey?
Moves
Name
: Submission
Power: 100
Accuracy: 100
PP: 15 (Max 24)
Category: Physical
Type: Fighting
Effect: Has 1/4 recoil.
Priority: 0
Flags: Contact, recoil
Potential Pokémon With This Move: All Pokemon with the Reckless Ability.
Justification: I turned the Worst recoil move into a gen 1 Double-Edge clone. Submission has always been an unreasonably shitty move. At least take down kinda made sense, considering it's a somewhat early game attacking move, but Submission wasn't even considered "Early Game". You know the most unfortunate part? It was a Pokemon's best option for fighting coverage back in gen 1 (Thanks to Hitmonlee hogging up High-Jump Kick). That all ends today.

Name: Barrage
Power: 25
Accuracy: 100
PP: 30 (Max 48)
Category: Special
Type: Psychic
Effect: Hits 2-5 times
Priority: 0
Flags: Bullet
Potential Pokémon With This Move: Exeggutor Line and Chansey Line
Justification: There aren't any multi-hit special attacks that I know of (No, I am not counting bullet seed prior to the physical/special split. So shut up). What I do know is that there are way too many normal type multi-hit moves and zero psychic multi-hit moves. I am undecided on the distribution, so I'm leaving it mostly up to the council.
 
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:sm/kartana:
Name: Kartana
Type:
Grass.png
Steel.png

Abilities: Beast Boost / Rough Skin
New Moves: Spiky Shield
Justification: We do be giving HAs to UBs. Rough Skin helps Kartana be more effective in one of it's niche set, which is its physdef utility set (with like Synthesis and Defog). Spiky Shield is some other option it can now use. The flavor for those changes is that punching paper might give u paper cuts.

:sm/stakataka:
Name: Stakataka
Type:
Rock.png
Steel.png

Abilities: Beast Boost / Tinted Lens
New Moves: -
Justification: We do be giving HAs to UBs. This little changes makes Stak's gyro balls extremely brutal, making it an even more powerful wallbreaker. This might help TR a little bit and who knows, this might make it usable outside of it. Credits to Z-nogyroP for coming up with the idea and letting me sub it :)
 
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Name: Payback / Revenge / Avalanche
Power: 50
Accuracy: 100%
PP: 10
Category:
Physical.png

Type:
Dark.png
/
Fighting.png
/
Ice.png

Effect: Power doubles if the user moves last or the opponent switches out
Priority: 0
Flags (ex: Contact, Sound): Protect, Mirror, Contact
Potential Pokémon With This Move: Old Distribution / Old Distribution + :banette: / Old Distribution
Justification: Gen 4 Payback is probably one of the only physical Dark moves that can compete with current gen Knock Off, thanks to giving slow attackers a consistent 110 BP move, which stuff like Crawdaunt very much appreciates, plus how many anti Knock measures we've added with signature items, Reaper Cloth, and Sticky Hold. Also makes Revenge a nice midground between Drain Punch and Close Combat for slow Fighters and makes Avalanche a real STAB option for slow Ice-types that don't get Ice Punch or TAxel

Name: Spiteful Strike
Power: 85
Accuracy: 100%
PP: 10
Category:
Physical.png

Type:
Ghost.png

Effect: Power increases by 1.5x if a teammate fainted last turn
Priority: 0
Flags (ex: Contact, Sound): Protect, Mirror, Contact
Potential Pokémon With This Move: :banette::golurk::hoopa::trevenant::dusknoir::gourgeist::runerigus::spiritomb::mimikyu::shedinja::sableye::marowak-alola::drifblim::gallade::cobalion::primeape::heracross::lucario::sirfetchd::hitmonlee::hitmontop::hitmonchan::scrafty::toxicroak::grapploct::sawk::throh:
Justification: Retaliate has a sick effect, but it's the wrong typing, as it could never compete with Return, Facade, or Double-Edge as Normal moves. So, let's bump up the BP, make it Ghost, which has threatening neutral coverage for a move with an effect like this, and give it to some Ghost and Fighting-types

Name: Rejection
Power: 20
Accuracy: 100%
PP: 10
Category:
Special.png

Type:
Normal.png

Effect: +20 Power for every positive stat boost the target has. After dealing damage, the target's stat changes are removed
Priority: 0
Flags (ex: Contact, Sound): Protect, Mirror
Potential Pokémon With This Move: Pokémon that learn Punishment (except for :landorus-therian: and :sableye:), :dusclops::runerigus::cofagrigus::palossand::froslass::trevenant::gardevoir::tsareena::nidoqueen::wormadam::salazzle::vespiquen::pyroar::mimikyu::banette:
Justification: A cool combination of Punishment and Clear Smog that gives a nice utility option to Pokemon like Palossand, Mandibuzz, and Vespiquen. Made it Normal instead of Dark since a move with an effect like this should be blockable, like how Steel-types block Clear Smog and Taunt blocks Haze, so Ghost-types can block this.
Name: Time Capsule
Effect: The holder's moves deal 1.1x damage and have the type category they would have in Gens 1-3. Fairy moves are Special. Announces itself on switch-in
Can Be Knocked Off (Yes or No): Yes
Ignored by Klutz (Yes or No): Yes
Fling Power & Effect: 60
Justification: Gimmicky af item, but lots of Pokemon do appreciate having access to strong moves to fit their stats. Physical attackers like having it for Hidden Power, Swellow gets physical Boomburst (no boots or Band sucks but it's funny), special Dark-types can get special Sucker Punch, probably other cool interactions I'm missing. Does have a big opportunity cost in that you can't run a boosting item and become deathly afraid of Knock Off.
Name: Cautious
Effect: This Pokémon takes 50% damage from attacks when switching in and on the first turn it's sent out
Permanent (Yes or No): No
Mold Breaker (Yes or No): Yes
Potential Pokémon With This Ability: :stantler::cinccino::flygon::crobat::raikou::cobalion::absol::barraskewda::skuntank::lycanroc::audino::oranguru::ludicolo:, Decently bulky defensive pivots (:dragonite: lol)
Justification: Stealing Multi Antlers from FEUU, damage reduction on switch-in lets walls like Cobalion and Ludicolo do their most important job of switching into things, while also giving frailer offensive mons like Barraskewda more opportunities to come in and deal damage. Also lessens the damage that offensive pivots like Raikou, Cobalion, Flygon, and Crobat have to take while switching in and out all the time

Name: Telepathy
Effect: This Pokémon takes 50% damage from moves that target multiple opponents. This Pokémon is immune to its teammate's damaging moves in doubles.
Permanent (Yes or No): No
Mold Breaker (Yes or No): Yes
Potential Pokémon With This Ability: Old Distribution + :nosepass::probopass::drampa:, removed from the Tapus
Justification: Fairly basic ability but since Earthquake is such a common and spammable move, it can have a major impact. Fat stuff like Musharna, Oranguru, and Avalugg appreciate taking less from Earthquake and Hyper Voice, Noivern and Orbeetle benefit from taking less from Rock Slide, Drampa takes less from Dazzling Gleam, and Wobbuffet still sucks. Also has a funny interaction with Expanding Force in Psychic Terrain, so if you face PsySpam, be sure to remember that

Name: Unimpressed
Effect: Moves used against this Pokémon do not receive STAB
Permanent (Yes or No): No
Mold Breaker (Yes or No): Yes
Potential Pokémon With This Ability: :aromatisse::swoobat::lickilicky::whiscash::grumpig::sandaconda::dragalge::cosmoem::lunatone::vileplume::golduck:
Justification: Stealing another FEUUniverse ability by lifting Unusual from FELC, neat defensive ability that weakens what are usually a Pokémon's best moves by 33% (50% if it's an Adaptability mon), making bulky Pokémon even bulkier
:sm/magmortar::sm/electivire:
Name: Magmortar & Electivire
Type:
Fire.png
Fighting.png
(Magmortar)
Electric.png
Dark.png
(Electivire)
Abilities:
Magmortar - Flame Body / Magma Armor / Neutralizing Gas
Electivire - Motor Drive / Libero / Iron Fist
New Moves
Magmortar: Aura Sphere, Sludge Bomb, Dragon Pulse, Vacuum Wave
Electivire: Knock Off, Sucker Punch, Swords Dance, Close Combat, Mach Punch, Drain Punch, Meteor Mash
Removed Moves: N/A
Justification: Magmortar is already pretty good, but it would be a whole lot more appealing and easier to use with a type that isn't weak to Stealth Rock. Fire/Fighting gives it just that, allowing it to much more freely run Shell Bell or Lefties without feeling like you're stepping on eggshells, while preserving its good matchups against Toxapex, Glowking (shakier since you have to switch before Future Sight hits, but you still annoy it), and Fairy-types now that it has Sludge Bomb as an option. On the other hand, there's Electivire. That thing needs a LOT of help to help sniff OU and while it's still a hard sell over Zeraora or Tapu Koko no matter what I do, I can at least try to make it usable. Electric/Dark is a unique offensive typing, combining two of the best offensive typings in the game, giving EVire hard hitting and good coverage with Iron Fist Thunder Punch, Knock Off, and Sucker punch alone. From there, you can run Swords Dance to make EVire even scarier, Close Combat or Drain Punch to murder Ferrothorn, or Ice Punch to snipe Landorus and Garchomp. Meteor Mash is an option to cover your newfound Fairy weakness as well. EVire's stats lends itself pretty well to this playstyle, having just enough Speed to outspeed most of the things it threatens with Knock or Thunder Punch while most things that outspeed it don't want to take Sucker Punch. Again, EVire will never be a top tier or anything, but this should make not nearly as terrible as it currently is.

absol-mega.gif

Name: Mega Absol
Type:
Dark.png
Fighting.png

Abilities: Magic Bounce
New Moves: Earthquake, Brick Break, Revenge, U-Turn
Removed Moves: N/A
Justification: Mega Absol kinda sucks because it's both frail as paper and surprisingly weak, considering its 150 Attack, both death sentences for a Mega Evolution, at least in OU. With an added Fighting typing, Mega Absol gets a huge power boost thanks to having STAB on Close Combat, gets the strong coverage move it always lacked (well, before it got CC I guess, but that's STAB now) in Earthquake, and can use its high speed to pivot with U-Turn, which is great because it's hard to get a Swords Dance off with that pitiful bulk. Think of it as a more balanced version of Urshifu-Single Strike, big damage dealing Dark/Fighting-type with U-Turn and Sucker, with Absol being much weaker and frailer, but having Magic Bounce and the option to run Swords Dance

:sm/stunfisk::sm/stunfisk-galar:
Name: Stunfisk & Stunfisk-Galar
Type:
Ground.png
Electric.png
(Unova)
Ground.png
Steel.png
(Galar)
Abilities:
Stunfisk - Static / Water Compaction / Sand Veil
Stunfisk-Galar - Mimicry / Steely Spirit / Arena Trap
New Moves:
Stunfisk - Life Dew, Clear Smog, Parabolic Charge, Scorching Sands, Calm Mind, Defog
Stunfisk-Galar - Iron Head, Spikes, Gyro Ball, Steel Roller, Psychic Fangs, Swords Dance, Defog
Removed Moves: N/A
Justification: So, the meta is decently lacking in special walls of unique typings, with pretty much all of them being Water, Fairy, Steel, or Blissey, so sometimes it might feel hard to find a good special wall for your team. Goltres is often a good pick, but letting it Tapu Koko almost for free isn't very desirable. So, here's this weird idea. Stunfisk's typing and already having access to Water Compaction makes it uniquely able to handle both Tapu Koko and Ash Greninja without having the relative passivity of Blissey or the lack of a pivoting move like Ferrothorn and Gastrodon. I know this feeds the "give recovery to everything" trope that SylveMons metas have, but Life Dew allowing Stunfisk to do this repeatedly is huge, giving it a small but potentially extremely potent niche. The other added moves give it a bit more utility, while Calm Mind makes it less passive, which is Stunfisk's biggest weakness. Also, while I'm here, might as well throw Galarfisk a couple bones to make it more usable in lower tiers (and don't worry, Arena Trap is still banned, that's purely for flavor). (Also added Defog this slate because basically all your choices for a specially defensive hazard remover either loses to Koko or is too niche (Rotom-Heat), or would rather do other things (Mega Scizor), with Gliscor being the closest thing we have right now).

:sm/phanpy::sm/donphan:
Name: Phanpy line
Type:
Ground.png
Fairy.png

Abilities:
Phanpy - Sand Veil / Water Compaction / Guts
Donphan - Sturdy / Water Compaction / Guts
New Moves: Counterspell, Body Press
Removed Moves: N/A
Justification: So here's a gimmick that's not a gimmick. Ground/Fairy is arguably the best type combination in the game thanks to its decent defensive profile and insane offensive coverage, so anything with that typing and decent stats becomes a threat, which describes this Donphan exactly. Donphan's 90/60 special bulk is still absolute trash, but its huge physical bulk and power makes Donphan a threat already, plus it already has all the Fairy moves it needs (read: Play Rough). Water Compaction is great for letting it soft check Water-types, while Guts is the gimmick I referenced earlier. If you didn't know, Sleep counts towards the Guts boost, so Donphan could run RestTalk + STABs (and can drop RestTalk for coverage once Pillow gets coded), having both a great offensive and defensive presence.
 
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Name: Vengeful Vow
Power: --
Accuracy: --
PP: 5
Category: Status
Type: Fighting
Effect: If an ally fainted the previous turn, raises all of the user's stats one stage. Fails otherwise.
Priority: 0
Flags: Snatch
Potential Pokémon With This Move: :arcanine: :marowak: :marowak-alola: :banette: :gallade: :sirfetchd: (Distribution should be fairly limited)
Justification: I promise I thought of this before Yoshi posted a move with very similar flavour. An omniboost that only works when Retaliate would have its power boosted. Allows some weaker Pokémon to become tremendous sweepers.

Name: Rash Powder
Power: --
Accuracy: 75%
PP: 30
Category: Status
Type: Grass
Effect: Burns the target.
Priority: 0
Flags: Powder, Reflectable
Potential Pokémon With This Move: Everything with Stun Spore
Justification: Rounds out the Poison Powder / Stun Spore / Sleep Powder group of moves. Burn is a strong status effect, and one that a lot of Grass-types would like to spread, making them less passive. The Bugs that get it also appreciate it, I'm sure.

Name: Black Hole
Power: 120
Accuracy: 100%
PP: 10
Category: Special
Type: Dark
Effect: Traps the target and prevents it from switching out on turn 1, then attacks on turn 2. No charge turn while Gravity is active.
Priority: 0
Flags: Charge, Mirror, Protect
Potential Pokémon With This Move: :clefable: :starmie: :umbreon: :houndoom: :lunatone: :solrock: :dusclops: :dusknoir: :deoxys: :spiritomb: :porygon-z: :giratina: :zoroark: :beheeyem: :hydreigon: :hoopa: :minior: :guzzlord: :necrozma: :orbeetle:
Justification: Now that Gravitas exists, here's a fun new way to abuse it with special Dark-type attackers! The trapping effect also makes it a bit less easy to take advantage of than standard two-turn moves, since uh oh, you can't switch out on the charge turn anymore. Under Gravity, that makes it a 120 BP special Dark move that traps the target, which sounds bonkers, but you have a limited time to make use of it, so that helps balance things.

Name: Acrobatics
Power: 60
Accuracy: 100%
PP: 15
Category: Physical
Type: Flying
Effect: Doubles in base power if the user is not holding an item.
Priority: 0
Flags: Contact, Mirror, Protect
Potential Pokémon With This Move: Current distribution + :hitmonlee: :slurpuff:
Justification: Acrobatics is a really cool move, but with a max BP of 110 and the condition of not holding an item, it's rarely worth using compared to the raw power of an item-boosted Brave Bird or something. A higher BP makes it more usable before your item is consumed or lost, and makes it competitive once your item is lost thanks to a lack of drawback. Hitmonlee and Slurpuff also love it as Unburden sweepers, giving both of them strong Flying coverage to pair with their Fighting STAB and Drain Punch respectively.
Name: Hyper Cutter | Big Pecks | Berserk
Effect: Attack | Defense | Sp. Atk cannot be lowered, including self-inflicted drops. Raises the user's Attack | Defense | Sp. Atk when it falls below 50% HP due to direct damage.
Permanent: No
Mold Breaker: No
Potential Pokémon With This Ability: Current distribution + :scizor: (Hyper Cutter) :skarmory: :empoleon: :staraptor: (Big Pecks) :porygon-z: :turtonator: (Berserk)
Justification: All of these Abilities suck (though Berserk sucks marginally less), so by combining their effects they can become something better. First, the lack of self-inflicted drops is pretty niche but lets things like Pinsir and Scizor use Superpower while only dropping their Defense, while Drampa and Turtonator can spam drawback-free Draco Meteors and, in Turtonator's case, Overheats. Providing a boost when dropped below 50% HP (which stacks if you then recover to above 50% and are dropped again) is where the Ability shines for Big Pecks users, giving Skarmory another differentiating feature over Corviknight and letting Empoleon have an actual Ability.

Name: Healer
Effect: When switching out, the user cures the status condition of the incoming ally.
Permanent: No
Mold Breaker: No
Potential Pokémon With This Ability: Current distribution + :slowking-galar:
Justification: Natural Cure but slightly to the left. Galarian Slowking would get this over Curious Medicine because the flavour is similar and it has Power of Alchemy to combine with Regenerator. Lets you take care of status without the momentum drain that Aromatherapy and Heal Bell can have.

Name: Shining Force
Effect: Reflect, Light Screen, and Aurora Veil activated by this Pokémon last for 8 turns.
Permanent: No
Mold Breaker: No
Potential Pokémon With This Ability: :mr-mime: :ledian: :ampharos: :lunatone: :cryogonal: :aurorus: :carbink: :duraludon:
Justification: Light Clay as an Ability, which doesn't stack with Light Clay but lets you hold a different item instead. Screens are cool.

Name: Status Quo
Effect: This Pokémon ignores the attacker's Ability if it would affect the success or damage of the incoming move.
Adaptability, Aerilate, Analytic, Corrosion, Dark Aura, Defeatist, Dragon's Maw, Fairy Aura, Flare Boost, Flower Gift, Galvanize, Gorilla Tactics, Guts, Huge Power, Hustle, Infiltrator, Iron Fist, Libero, Light Power, Liquid Voice, Mega Launcher, Minus, Neuroforce, Normalize, Overclock, Pixilate, Plus, Power Spot, Punk Rock, Pure Power, Reckless, Refrigerate, Rivalry, Sand Force, Scrappy, Sheer Force, Slow Start, Sniper, Solar Power, Stakeout, Steelworker, Steely Spirit, Strong Jaw, Technician, Tinted Lens, Tough Claws, Toxic Boost, Transistor, Unaware, Unseen Fist, Water Bubble
Permanent: No
Mold Breaker: No
Potential Pokémon With This Ability: :slowbro: :lapras: :shuckle: :regirock: :regice: :registeel: :lickilicky: :audino-mega: :oranguru:
Justification: Defensive Mold Breaker! Lets these Pokémon answer certain sweepers that rely on their Abilities for their damage output, like Flapple, Mega Mawile, Gourgeist, and Melmetal. Name is weird but relatively flavour-neutral, same as Mold Breaker.
Name: Warp Engine
Effect: If Trick Room activates while the holder is on the field, the holder immediately switches out. Consumed after use.
Can Be Knocked Off: Yes
Ignored by Klutz: Yes
Fling Power & Effect: 30, confuses the target
Justification: Lets you set Trick Room and pivot to an abuser at the same time, but only once.

Name: Safety Policy
Effect: If the holder is affected by entry hazards upon switching in, its Defense and Sp. Def sharply rise, and the item is consumed.
Can Be Knocked Off: Yes
Ignored by Klutz: Yes
Fling Power & Effect: 80, none
Justification: An alternative to Heavy-Duty Boots. Only works once, but can make certain Pokémon very difficult to break. Pokémon with Simple in particular can triple their defenses just by switching in while hazards are up, granting Pokémon like Bibarel and Swoobat an actual chance to set up in a higher-tier environment.

Name: Noisemaker
Effect: The user's sound-based moves are powered up by 30%.
Can Be Knocked Off: Yes
Ignored by Klutz: Yes
Fling Power & Effect: 10, none
Justification: Toxtricity shouldn't be the only one that gets to spam insane sound moves. Equivalent to a Life Orb boost but without the recoil for Pokémon that'll primarily be using sound moves.

Name: Wide Lens / Zoom Lens
Effect: The accuracy of the holder's moves is increased by 20%. | The accuracy of the holder's moves is increased by 50% if the target has already moved or switched out.
Can Be Knocked Off: Yes
Ignored by Klutz: Yes
Fling Power & Effect: 10, none
Justification: The accuracy boost provided by these items is so pathetic that they're basically never worth running. A 20% boost from Wide Lens lets you never miss with anything with 85% accuracy or more, while the 80% accurate moves like Hydro Pump and Stone Edge get a much healthier 96% accuracy. Zoom Lens is probably still bad but 90% accurate Hypnosis if they switch out is funny.
:sm/heliolisk:
Name: Heliolisk
Type: Electric / Dragon
Abilities: Dry Skin / Flare Boost / Solar Power (Hidden)
New Moves: Draco Meteor, Dragon Breath, Flamethrower, Fire Blast, Morning Sun
Removed Moves: None
Justification: Flare Boost is cool, so here's another Flare Boost user. Electric / Dragon gives Heliolisk some nice resistances to switch in on and makes its secondary STAB a lot more spammable than Hyper Voice, Fire coverage makes sense since it's a Dragon now and it has the sun associations anyways, and Morning Sun provides a recovery option for it.

:sm/arctovish:
Name: Arctovish
Type: Water / Ice
Abilities: Water Absorb / Ice Scales / Slush Rush (Hidden)
New Moves: None
Removed Moves: None
Justification: Arctovish buff take 2. Ice Scales makes Arctovish incredibly bulky on the special side, since it already has a pretty decent Sp. Def, kept in balance by Water / Ice not being a great defensive type and a lack of recovery outside of Rest. This will give it a niche as a fatmon with offensive presence thanks to Fishious Rend, and also make it not the laughingstock of the Galar fossils.

:sm/cresselia:
Name: Cresselia
Type: Fairy
Abilities: Levitate / Cloud Nine (Hidden)
New Moves: Haze, Defog
Removed Moves: None
Justification: Cresselia being a Psychic-type is frankly 100% a symptom of the Fairy-type not existing in Gen IV and Game Freak not wanting to retype legendaries. Pure Fairy gives it a much, much better defensive type to use with its incredible bulk, while Haze and Defog help with its issues of passivity. Cloud Nine as a hidden is admittedly a pretty niche option, but it does have the advantage of letting it overcome weather sweepers much more easily, and also makes Moonlight a significantly more reliable recovery option, only really let down by its 5 PP.

:sm/klinklang:
Name: Klinklang
Type: Steel
Abilities: Overclock / Levitate / Clear Body (Hidden)
New Moves: Superpower, Lightning Lance, High Horsepower, Overheat, Spikes
Removed Moves: None
Justification: Klinklang has one of the best set-up moves in the game, but it's held back by its lack of coverage and generally useless Abilities. All of that is fixed now. Superpower and High Horsepower offer useful physical coverage alongside Gear Grind and an Electric move, while Lightning Lance is a stronger physical Electric move than Wild Charge, and Overheat can be a one-use nuke for low-Sp. Def Steels. Overheat, Superpower, and Lightning Lance are all boosted by Overclock, while Levitate negates one of its weaknesses and protects it against Spikes damage - and speaking of which, it can set Spikes now, too. On Levitate sets, run Electro Ball instead of Wild Charge, it'll hit harder after a Shift Gear and lets you murder physical counters.
 
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Been a busy week, so here's just some resubs


Name: Skitter Smack / Lunge
Power: 90
Accuracy: 100%
PP: 15 [24 Max]
Category:
Physical.png

Type:
Bug.png

Effect: Drops the opponent’s Special Attack / Attack by one stage.
Priority: 0
Flags: Contact, Mirror, Protect
Potential Pokémon With This Move:
Justification:
Skitter Smack is literally just Lunge for Special Attack & worse. However buffing Skitter Smack to Lunge levels doesn’t do much to help it find more use either, as both moves would be outclassed as an 80 BP Bug STAB by Leech Life, as draining health is far more reliable defensively than dropping a stat. So, boosting both to 90 BP could help the move find a bit of a niche, as these options are now an overall more powerful bug STAB than the typically superior Leech Life. With Buzz Off as well, these buffs could especially help see both attacks see competitive play.

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Name: Narcolepsy
Effect: While this Pokémon is active, opposing Pokémon are treated as if they have the comatose ability. Pokémon that are either affected by Sweet Veil, or have Insomnia or Vital Spirit as their abilities are immune this effect.
Permanent: No
Mold Breaker: No
Potential Pokémon With This Ability: :musharna::noctowl::hypno::stantler::komala::shiinotic::gengar: (:gengar-mega:?)
Justification: Finally, viable Dream Eater! Not too much to elaborate on here. The opponent cannot gain status and can attack while asleep, while in exchange they can be targeted by the likes of Dream Eater and Nightmare.

Name: Adaptive Armor
Effect: Upon switching in this Pokémon receives a one-stage stat boost depending on the opponent’s highest attacking stat. If the Attack stat is higher, then Defense is raised. If Special Attack is greater than or equal to Attack, then Special Defense is raised.
Permanent: No
Mold Breaker: No
Potential Pokémon With This Ability: :genesect::stakataka: :slowking-galar::dragalge:
Justification: Download but for Defense. Decent for pivoting in, as the ability will make you take less from opponent’s stronger offensive stat. Couldn’t think of all too good a list for mons with the ability atm, so take the Potential Pokemon list with a grain of salt.

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Name: Heat Totem / Rain Totem / Snow Totem / Sand Totem / Grass Totem / Storm Totem / Mist Totem / Bizarre Totem
Effect: Upon Switch-in or receiving this item, this item is consumed and Harsh Sunlight / Rain / Hail / Sandstorm / Grassy Terrain / Electric Terrain / Misty Terrain / Psychic Terrain is summoned for 5 turns.
Can Be Knocked Off: Yes
Ignored by Klutz: Yes
Fling Power & Effect: 50 BP, Summons corresponding weather for 5 turns
Justification: Self-setting weather for abusers. Abusers can skip the setup via self-setting moves or pivoting weather mons, in exchange for giving up their item slot. Idk kinda just a random idea I had. And hey, now we got Terrains too!

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:ss/Armaldo:
Name: Armaldo
Type:
Rock.png
Bug.png

Abilities: Multiscale / Dry Skin [HA]
Ability changes apply for both Armaldo and its prevo, Anorith.

New Moves: Rain Dance, Skitter Smack, Lunge, Scale Shot
Removed Moves: None
Justification: Armaldo is a classic example of a Rapid Spinner whose fallen behind in viability. So, here is my attempt for helping provide Armaldo with some more tools to utilize in its spinning role. One of Armaldo’s biggest problems was that it’s poor speed and type combo made it really easy to snipe with a supereffective attack. So, it’s two new abilities act to provide Armaldo with more defensive tools. These two new abilities are intended to draw parallels to Armaldo's old abilities, with Multiscale to Battle Armor and Dry Skin to Swift Swim. Dry Skin aims helps alleviate one of Armaldo’s most prominent weaknesses, while Multiscale is here as well for broader usage, allowing Armaldo to more effectively take a hit before spinning. As for some of the new moves, Armaldo’s gets access to both of Bug’s stat-dropping attacks, helping boost its overall defensive potential, and Scale Shot is also there because it could be funny for stacking even more speed boosts.


:ss/beedrill-mega:
Name: Beedrill-Mega
Type:
Bug.png
Ground.png

Abilities: Adaptability
New Moves: First Impression
Removed Moves: None
Justification: Not too much has changed, but enough to bump Beedrill up in viability. Mega Beedrill forgoes it’s poison typing for the ground typing now, giving it a rather unique STAB combo to utilize in competitive play. It also gains access to First Impression, allowing Beedrill to threaten the likes of Mega Alakazam. Despite these buffs, Mega Beedrill still definitely has counter play. Due to its incredibly frail nature, switching in can be challenging, and even when on the field it finds itself still incredibly vulnerable to priority.
 
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Comfey
comfey.gif

Types :
Fairy.png
Grass.png

Abilities : Flower Veil / Triage / Natural Cure
New moves : Healing Wish, Psyshock, Leaf Storm, Rapid Spin, Moonblast
Removed moves : None
Justification : Thanks to its new type, Comfey can now improve its setup + Triage role. His access to Psyshock will allow him to pass the Poison types, failing to pass the Steel types.

Magcargo
magcargo.gif

Types :
Fire.png
Rock.png

Abilities : Magma Armor / Flame Body / Speed Boost
New moves : Meteor Beam / Power Gem
Removed moves : None
Justification : I know :dog: BUT it's very very sexy!! Don't deny it!
It doesn't really suit it from a flavor point of view, but I just wanted to make a reference to the movie Turbo. Especially because I am French and the talent "Speed Boost" is also called Turbo in French.
Turbo.jpg
 
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23 hours until subs close, so time to discuss stuff again!

:sm/zarude-dada:
Zarude-Dada @ Choice Band / Boomerang
Ability: Parental Bond
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Power Whip
- Darkest Lariat / Fling
- Rock Slide
- U-turn
This slate is nowhere near as impactful as Slate 5 was, but it still produced one standout in Zarude-Dada. Zarude was already a powerful Pokemon as 120 Attack is really no joke, just ask Weavile, so now with Parental Bond, it gets a great 25% damage boost on all moves, making it a bit harder to check defensively. Banded Power Whips and Darkest Lariats will murder basically anything that doesn't resist it, even doing 40-60% to many physical walls, while Fling is still ridiculously strong despite not being effected by Parental Bond. As for base Zarude, Natural Cure is nice, but it probably prefers Leaf Guard to not die to random U-Turns. Otherwise, it's in the same spot it was before, but slightly worse because of Species Clause.

:sm/nidoking:
Nidoking (M) @ Life Orb
Ability: Sheer Force
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
- Sludge Wave
- Earth Power
- Flamethrower
- Poison Dart

Nidoking (M) @ Life Orb
Ability: Sheer Force
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Acidic Fists
- Earthquake
- Fire Punch
- Poison Dart
Probably overrating it a bit by putting it in the "The Good", but I do not care. Nidoking really loves this slate, as it's likely the most viable user of both Acidic Fists and Poison Dart, which allow an already hard mon to switch into to diversify its sets. Special sets can drop a coverage move to run Poison Dart, which is pretty strong considering that it's Sheer Force boosted and Nidoking's high Attack stat, letting Nidoking pick off the likes of Tapu Koko, Rillaboom, and other frail mons while weakened. Dropping a coverage move does really suck, as you have to choose between being walled by Uxie or Landorus/Gliscor, but it's still a fun option. Meanwhile, physical Nidoking is still a meme, but WAY less of a meme thanks to Poison Dart, Acidic Fists, and buffs to the elemental punches, giving physical sets similar power to special sets outside of its Ground move. Nidoking is a super fun Pokemon to use, so giving it more options just makes it even more fun, unless you're the one facing it, of course.

:sm/shaymin-sky:
Shaymin-Sky @ Leftovers
Ability: Leaf Guard
EVs: 252 HP / 4 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Seed Flare
- Air Slash / Earth Power
- Substitute
- Leech Seed
Another possible star of the slate is maybe Shaymin-Sky. Skymin's high speed and decent power with a good movepool should in theory make it a pretty great mon, but truthfully I don't really know what this thing does currently. SubSeed sets exist and is likely its main niche, but it does struggle to beat stuff like Goltres, Uxie, Mega Scizor, or Melmetal, though at least it can effectively annoy most other things with it. Otherwise, Skymin is likely outclassed as a fast offensive Flying-type by Tornadus-Therian thanks to Torn's access to Regenerator, Defog, U-Turn, Knock Off, and Nasty Plot. This combined with how sucky of a typing Grass/Flying is overall leaves Skymin in a bit of a weird limbo, but those stats likely give it a ton of potential, so I'll wait and see what it can do

:sm/gengar:
Gengar @ Reaper Cloth
Ability: Cursed Body
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Nasty Plot
- Shadow Ball
- Focus Blast
- Substitute
I needed something to fill out this section, so here, SubPlot Gengar got slightly better cuz it isn't crippled by the few Knock Offs it can survive anymore. I would also talk about Soul Link Hoopa-U, but that thing isn't taking any contact move that isn't an unboosted Tapu Fini Draining Kiss with that 80/60 physical bulk
:sm/aegislash:
Aegislash @ Reaper Cloth
Ability: Stance Change
EVs: 80 HP / 252 Atk / 176 Spe
Adamant Nature
- Swords Dance
- Shadow Claw
- Close Combat
- Shadow Sneak

Aegislash @ Reaper Cloth
Ability: Stance Change
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
- Shadow Ball
- Toxic
- Substitute
- King's Shield
Yeah I definitely forgot this Pokemon existed until a couple hours ago. It's understandable though, as it's not that great in NatDex and not even VR-ranked here (though that might've been an oversight), but thanks to the Reaper Cloth, Aegislash's SubToxic shenanigans become a lot easier to pull off. Aegislash no longer has to worry about losing its source of recovery to a random Knock Off, allowing it to flex its huge bulk and great defensive typing to annoy a ton of things. Having only Shadow Ball as an attacking move is a bit inconvenient, but otherwise Aegislash can be a sturdy special wall. Also, Swords Dance sets aren't scared of Knock at all, either, very slightly making up for losing Z-Moves.

:sm/runerigus:
Runerigus @ Reaper Cloth
Ability: Wandering Spirit
EVs: 208 HP / 4 Atk / 252 Def / 44 Spe
Impish Nature
- Arid Absorption
- Poltergeist / Earthquake
- Stealth Rock / Will-O-Wisp
- Body Press
Runerigus is legitimately one of my favorite Pokemon, but when we decided to go forward with it being the best user of Wandering Spirit, I was a bit skeptical. Rune is a ZU mon with a just okay typing and not much else, so I didn't think it would be any good (plus facing competition from the barely niche Palossand), but I'm glad to say that it's shattered my expectations. First, I forgot it got Arid Absorption, which is huge and why Rune is better than Cofagrigus. Second, Reaper Cloth also won this slate, which makes existing as a defensive Ghost-type so much easier. And lastly, Wandering Spirit is a way more insane defensive ability than I anticipated. Even in a non-Fusion Evolution meta where abilities aren't nearly as important, Wandering Spirit still allows Rune to meme on a bunch of things, like Poison Heal Gliscor, Scrappy Mega Lopunny, Sheer Force Nidoking, Iron Fist Melmetal, Huge Power Mega Mawile, Flash Fire Heatran, and more, while also being able to steal useful defensive stuff like Blissey's Natural Cure and Zapdos's Static, and even countertrapping a Choice Locked Magnezone by stealing Magnet Pull. Rune's typing still holds it back a bit, but it's still really nice for blocking Volt Switch and resisting Rock. Overall, while niche and in fierce competition with Gliscor, Landorus-T, Garchomp, and Mega Steelix as a physically defensive Ground-type, which is why Rune is only niche along with its many other shortcomings, Runerigus is one of the most fun to use mons in the meta and it can pull its weight when played right.

:sm/cofagrigus:
Cofagrigus @ Reaper Cloth
Ability: Wandering Spirit
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Hex / Shadow Ball
- Body Press
- Pain Split / Rest
- Will-O-Wisp / Sleep Talk / Iron Defense
Runerigus isn't the only thing in the Yamask family that can run Wandering Spirit, as Cofagrigus gets in on the fun too! Cofagrigus is a bit worse overall than Rune because it lacks that important Electric immunity, has less consistent recovery in Pain Split, and loses to most of the same Water and Grass-types that Rune does because 58/105 Special bulk is very unimpressive when uninvested, not mention lacking the utility of Stealth Rock, but Cofagrigus does have its strong points. First, the lack of an Ice, Water, or Grass weakness makes it a better check to the likes of Ferrothorn, Toxapex, Kartana, and Melmetal, while technically being a more perfect counter to Mega Lopunny since Lopunny rarely runs Ice Punch which does around 40% max to Rune, while Cofagrigus stonewalls any possible set. Cofagrigus' Shadow Ball/Body Press coverage is also a bit more threatening than Rune's physical coverage since physical attackers are easier to stop. The lack of Arid Absorption really does hurt Cofagrigus though, so it's a bit harder to use than Runerigus, but it can be just as effective

:sm/doublade:
Doublade @ Eviolite
Ability: Soul Link
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Swords Dance
- Shadow Claw
- Shadow Sneak
- Iron Head
We're not quite done with the Aegislash family yet, as its preevolution is probably the best user of Soul Link in the game. Doublade's massive Eviolite-boosted physical bulk allows it to take basically any contact move you could imagine, firing back with a likely super effective Shadow Claw and being able to snipe stuff after with a Shadow Sneak, both huge boons for it. Plus, it still has its great typing and Swords Dance, making it like a mini-Scizor in a way. Doublade biggest problem is that it fears Knock Off (it might be bulky enough to justify Reaper Cloth, but the difference in bulk is extremely noticeable), doesn't get any recovery (not even Reconstruct like Aegislash does), competes with Melmetal, and it dies to an Ember even with Eviolite, but otherwise, Doublade can be a surprisingly effective bulky attacker and physical tank.

:sm/celesteela:
Celesteela @ Flame Orb / Power Herb
Ability: Flare Boost / Beast Boost
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Autotomize
- Aeroblast
- Fire Blast
- Flash Cannon / Meteor Beam / Thunderbolt
Celesteela got its defensive niche stolen by Corviknight, so it needs to fall back on its offensive capabilities, so giving it Aeroblast and Flare Boost were the perfect ways to do that. After an Autotomize, and a Meteor Beam for Beast Boost sets, Celesteela becomes a super scary sweeper and cleaner, firing off huge Aeroblasts and Fire Blasts, and it even has Thunderbolt to chunk Toxapex.

:sm/archeops:
Archeops @ Heavy-Duty Boots
Ability: Early Bird
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Brave Bird
- Earthquake
- Roost / Stone Edge
- U-turn
I feel like Archeops should be good thanks to its insane offensive typing, great stats, and amazing movepool, but I really don't know what it does. Its bulk and often not being able to hold a boosting item without dying in two turns really hold it back, plus it can't beat stuff like Wishiwashi, Lando, or Melmetal, but then again those huge stats are really hard to ignore. Also, Meteor Beam sets exist, which are funny.
:sm/appletun:
Appletun @ Sweet Apple
Ability: Leaf Guard
EVs: 248 HP / 8 Atk / 252 SpD
Sassy Nature
IVs: 0 Atk
- Apple Acid
- Body Press / Dragon Pulse
- Iron Defense / Leech Seed
- Recover
The apples stay getting buffed, with Appletun stealing Bronzong's gimmick of being able to choose which weaknesses it gets to neutralize. Appletun likely needs more moves in order to approach viability, but taking less from Brave Birds and U-Turns is a start

:sm/toxicroak:
Toxicroak @ Life Orb
Ability: Iron Fist / Dry Skin
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Acidic Fists
- Drain Punch
- Sucker Punch / Ice Punch / Poison Dart
Toxicroak has been buffed every slate and it still kinda sucks. Such is life.

:sm/spiritomb:
Spiritomb @ Black Glasses / Reaper Cloth
Ability: Soul Link
EVs: 248 HP / 252 Atk / 8 Def
Adamant Nature
- Pursuit
- Sucker Punch
- Poltergeist
- Will-O-Wisp / Pain Split
Other than maybe Doublade, Spiritomb is probably the best user of the Pursuit + Soul Link combo to catch U-Turn mons thanks to it having STAB on Pursuit. In an OU context is isn't super useful, since most of its targets are either already weak to Dark or only take 30-50% from a Pursuit after triggering Soul Link, but it's still cool. Also makes Poltergeist way more threatening. Spiritomb also has Wandering Spirit, which is neat

:sm/dusknoir:
Dusknoir @ Reaper Cloth
Ability: Soul Link
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Poltergeist
- Shadow Sneak
- Earthquake
- Ice Punch
Dusknoir is pretty similar to Doublade, having huge bulk, Soul Link, and Shadow Sneak, which a couple advantages like being able to hold Reaper Cloth, and having Poltergeist instead of Shadow Claw, while also having interesting options like Pursuit, Trick, and Pain Split, though not being a Steel-type hurts a lot. Just wait until someone subs Ghost/Fighting Iron Fist Dusknoir, then it'll have it's time in the spotlight, but as of now, it's probably the best mon in this section

:sm/marowak:
Marowak @ Thick Club
Ability: Wandering Spirit
EVs: 252 HP / 252 Atk / 4 SpD
Brave Nature
IVs: 0 Spe
- Earthquake
- Knock Off
- Swords Dance
- Stone Edge / Arid Absorption
As bad as Trick Room is, Kantowak seems like a fun niche pick on Trick Room thanks to Wandering Spirit shenanigans and having the same ridiculous power that Alolan Marowak has.

:sm/turtonator:
Turtonator @ Heavy-Duty Boots
Ability: Magma Armor
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Flamethrower
- Body Press
- Rapid Spin
- Will-O-Wisp
This mon still needs a lot to be usable, but thank God it has a real ability now, getting back the Water and Ice resistances it lost from being a Fire-type and a Dragon-type respectively. Could be fire in lower tiers
 
Move: Octolock
Type:
Water.png

Category: Status
BP: ---
Acc: 85
PP: 24
Effect: Same Effect
New Users: :dragalge::dhelmise::octillery::starmie::tentacruel::toxapex:

Description:
Stallbreaking time :D Octolock is the next best thing for stallbreaking if you don't wanna make Magma Storm 2. Best users here are probably gonna be Tentacruel and Toxapex, maybe Starmie but its bulk isn't the best.

Move: Brain Crush | Bone Crush
Type:
Ground.png

Category: Physical | Special
BP: 120
Acc: 80
PP: 16
Effect: 50% chance to lower SpDef. by 1 | 50% chance to lower Def. by 1
Users: A lot of Ground-, Dark-, and Fighting-types, maybe some Normal-types

Description: A strong STAB/coverage move that encourages mixed sets.


Move: Curse
Type:
Ghost.png

Category: Status
BP: ---
Acc: ---
PP: 16
Effect: Curses if Ghost, else -1 Spe, +2 Atk, +1 Def. Curse is now Leech Seed except Ghost- and Normal-types are immune.
New Users: :aegislash::sableye:(:sableye-mega:)

Description: No longer bad Toxic or bad Bulk Up.

---

:ss/probopass:
Pokemon: Probopass
Type:
Rock.png
Electric.png

Ability: Sturdy / Magnet Pull / Levitate
Movepool: +Body Press, Recover, Thunder Cage
Description: Bulky Electric! It's biggest weakness is gone thanks to Levitate, but still has critical weaknesses to Water and Fighting, but has handy Fire, Electric, and Flying resists. In terms of utility, it holds rocks, recovery, STAB Volt Switch, and Thunder Cage, always a great stallbreaking tool.


:ss/dusclops::ss/dusknoir:
Pokemon: Dusclops and Dusknoir
Type:
Ghost.png
Fighting.png
--->
Ghost.png
Fighting.png
(for both)
Ability: Pressure / Soul Link / Iron Fist ---> Pressure / Soul Link / Iron Fist
Movepool: +Body Press, Drain Punch, Strength Sap
Description: Inspired by Sirfetch'd and Farsola-Galar from FELT. Dusclops gets a hefty Body Press and Dusknoir gets Shadow Sneak and a lot more random coverage with the (now-buffed) elemental punches. Strength Sap is also a helpful tool for both the defensive Dusknoir and bulky, offensive Dusknoir. Combine with the Curse I'm subbing for supreme epicness.
 
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Yup, that would be correct, because a similar coding thing was for Unown forms in Clean Slate 2, it should be possible to code the Sawsbuck forms as separate forms

Okay. Thanks.

========

Well this week has been even more trash than the rest of January 2022 so far, so have another "mostly resubs" post with one new (late) item and one new adjusted mon. Whee....

Name: Heartbreaking Blow
Power: 90
Accuracy: 100%
PP: 10
Category:
Physical.png

Type:
Psychic.png

Effect: "The user channels heightened emotions into a single blow they use to attack their opponents' body and mind." Ignores the target's Defense and evasion stat changes. OHKOs mons named Luvdisc and Alomomola.
Priority: 0
Flags: Contact, Mirror, Protect
Potential Pokémon With This Move: :azelf:, :celebi:, :gallade: & :gardevoir:, :malamar:, :mesprit:, :mew:, :slowbro-galar:, :rapidash-galar:, :uxie: (Pokémon that maybe SHOULDN'T have this move due to their Megas or other forms: :medicham:, :metagross:, :mewtwo:, and :necrozma:, though if need be this can become non-Contact in Metagross's case since Psycho Cut doesn't make contact either despite my wanting to not step on Psycho Cut even more.)

Justification: While Psychic type "needs" a higher damaging physical move less than Electric did, being one of the relatively few Psychic types who actually want to use their Atk stat for STAB sucks unless you are some form of Necrozma. Zen Headbutt and Psycho Cut are somewhat passable, but for some reason Zen Headbutt is inaccurate (I blame Jirachi given its stupid Flinch chance) and Psycho Cut's crit rate usually doesn't matter even for those that might use it. Psychic Fangs was a weird step in the right direction despite initially being Bruxish's gimmick, but it so far has been given to very few Psychic mons, especially compared to non-Psychic mons; truly it was the Power Gem of its generation (and the weirdly better Brick Break). It doesn't help that outside of Bruxish and Mew, all those mons either already have a better option (Necrozma and Silvally), are meh mons (Girafarig), have poor Attack (Espeon), or are meh mons with poor Attack upon top of it (...Swoobat).

So this attempts to "fix" that problem by channeling Darkest Lariat rather than being "Psychic (the move) but that lowers Defense", which thankfully doesn't still outright obviate Psycho Cut since that doesn't make contact while this currently does and since that can still do more damage with a crit while also ignoring Defense anyway. [/rapidash-galar agenda] Meanwhile Zen Headbutt can still flinch for the horrible Jirachi players who still want to use it, and Psychic Fangs still breaks screens and is boosted by Strong Jaw, so everyone wins surprisingly. Some non-Psychic mons can probably even get this, though I don't really know what non-Psychic mons would want it to be honest.

Name: Fairy Dustup
Power: 75 {previously 70}
Accuracy: 100%
PP: 10
Category:
Physical.png

Type:
Fairy.png

Effect: "The user tackles their foe after surrounding themselves with a strange pink powder that makes their foes lighter and easier to push around." 100% lowers the target's Defense stat by one stage and reduces its weight by 220 lbs. (100 kg.) unless it's a Grass-type or otherwise immune to powder moves, in which case it only takes damage then.
Priority: 0
Flags: Contact, Mirror, Protect (Powder?)
Potential Pokémon With This Move: :alcremie:, :aromatisse:, :audino:, :azumarill:, :comfey:, :dedenne:, :florges:, :gardevoir:, :granbull:, :grimmsnarl:, :hatterene:, :klefki:, :mimikyu:, :mr. mime:, :mr. rime:, :ninetales-alola:, :primarina:, :rapidash-galar:, :ribombee:, :shiinotic:, :slurpuff:, :tapu bulu:, :togekiss:, :weezing-galar:, :whimsicott:, :wigglytuff:. (Tentative maybes = :altaria:, :carbink:, :clefable:, :diancie:, :gallade:, :mawile:, :silvally:; lean more towards "No" = all Tapus that aren't Tapu Bulu.)

Justification: When I commented on Enchanted Punch winning, which for the record I'm fine with and glad about, I noted that it felt like we skipped a step, so here I am, scrambling to repair the stairs with crazy glue like a Certified Repairman.™ If this seems a bit overcomplicated, then knowing me, it is, but I wanted to try to live up to the "fairy dust" pun without adding the words "This move can hit Pokémon using Bounce or Flying" to the description; I figure that the weight-reduction is more useful for Fairies given Heavy Slam is a Steel-type attack. If the BP seems a bit too lower, then it's a combination of feeling like Fairy types are still a bit too privileged despite "needing" another physical attack and that Fire Lash is a bit too obnoxious give such wide distribution with 80 BP, especially on a typing with no immunity. If the pseudo-Powder immunity is too difficult to code, then I will understand if it's just outright made a Powder move, as weird an actually damaging physical Powder move would be; again, Fairy has enough that such a thing probably wouldn't be too harsh. Otherwise, much like Autotomize, the weight loss stacks, though I imagine the opponent will be KO'd before too long given the defensive drops.

Name: Misty Explosion [adjustment]
Power: 150
Accuracy: 100%
PP: 5
Category:
Special.png

Type:
Fairy.png

Effect: "The user attacks everything around it and faints upon using this move. This move's power is increased on Misty Terrain and sets Misty Terrain if it is not already up." Power is now increased "only" by 30% to keep consistent with the Gen VIII Terrain nerfs, though 195 BP is still stronger than its original apogee. Otherwise it's still stopped by Damp.
Priority: 0
Flags: Mirror, Protect
Potential Pokémon With This Move: All official Move Tutor mons + everything else that learns Misty Terrain + :electrode: + maybe :silvally:. (Probably still SHOULDN'T give it to :tapu-fini: though.)

Justification: I believe that G-Luke tried to buff this earlier, but it's a bit difficult to search through this thread given all of the necessary Hide functions. Either way, I figured I would resubmit in a slightly toned down way since while both Misty Terrain and especially the official Misty Explosion are a bit underpowered, we also have to keep in mind that unlike Self-Destruct and Explosion, things are actually weak to Fairy (and other non-Normal attacks). Similarly, nothing is of yet immune to Fairy either, and Misty Explosion is Special unlike the other two, meaning that while Chansey & Blissey (still) eat it for breakfast, it's in some ways harder to deal with than the other two. Finally, setting Misty Terrain is also a good buff (that I thank G-Luke (?) for trying earlier), so it's not like it needs as much raw power as either Self-Destruct and Explosion even if Misty Explosion does desperately need some type of buff.

Name: Silph Scope [technically adjustment]
Bag_Silph_Scope_Sprite.png

Effect: "When Holder switches in or is switched in on, the opponent's item announces itself even if it normally would not as '[Opposing mon] is using [item]!' Upon switching in, Silph Scope also announces itself with free advertising for Silph Co. with '[Holder] has stylish SILPH SCOPE (by Silph Co.) to plainly see the invisible!'" (or something like that which is shorter and easier to code in).
Can Be Knocked Off (Yes or No): No.
Ignored by Klutz (Yes or No): No.
Fling Power & Effect: Cannot be used by Fling (due to being strapped to your head and Silph Co. threatening to sue you).

Justification: My "too late" submission for Slate 6 was this. I've always felt Frisk was underrated, even in the official metas where the variety ability of items is far more limited than most Pet Mods due to having far fewer viable items and mons. Since Frisk has no real good users beyond Noivern unfortunately, however, and essentially only works "once" per switch, making an item that's essentially a "newbie friendly" version of Frisk helps eases some of the changes and is still useful in cases where you already known since it gives you a mon to absorb Knock Off, Poltergeist, and Trick | Switcheroo at the cost of not really having an item yourself. That seems like a fair trade for knowledge and security, and this also kills two birds with one stone letting an--ironically--extremely dead item that never gets used again even in the series after only one use get some use somewhere in some form.

Name: (All 17) Memories [adjustment]
Effect: Holder's Multi-Attack is the same type as Memory. Holder's attacks that match Memory type have 110% power.
Can Be Knocked Off
(Yes or No): No, even if holder lacks RKS System. {meaning no extra damage boost for Knock Off and immunity to Poltergeist}
Ignored by Klutz (Yes or No): No.
Fling Power & Effect:
User's Fling now always fails. {previously 50 BP with Fling and had no added effect}
Justification: Forgive the amount of bold above, but even ignoring how utterly underwhelming Silvally is before items as a whole are even a consideration, the Memories were/are easily some of the worst and weakest items that Game Freak has every created. As such a lot needed to change since while any mon could use them, literally nothing else had a reason to besides Silvally, and even Silvally was more "stuck" with them than wanting to actively use them. After all, the Memories were--well, unfortunately still are--so bad that Silvally essentially gives up both its item slot and its ability slot for no real benefit beyond essentially a type-changing version of Sticky Hold that can't ever make use of Leftovers.

Freaking yay. Let's throw a parade to celebrate such a momentous accomplishment of bioengineering that totally didn't backfire or fail at all.

Since Silvally was/is clearly meant to be mini/manmade Arceus, I think it makes sense to have the Memories become mini versions of Plates. To give them more of a niche that might have other, non-Silvally mons actually use them now, I've also decided to further the "blasphemy" and have them be better than Plates in at least the sense that they're innately immune to Knock Off (and Switcheroo and Trick?). That's a bit of an indirect nerf to Silvally I guess since the RKS System "provided" that immunity, but we'll get around to that below. One thing at a time.

Name: Immunity [adjustment]
Effect: "This Pokémon cannot be poisoned, affected by HP-draining moves from others, or have its stats dropped by others. Gaining this Ability while poisoned cures it."
Permanent (Yes or No): Yes.
Mold Breaker
(Yes or No): No.
Potential Pokémon With This Ability:
:bewear: (over Unnerve), :gligar:, :raticate-alola: (over Gluttony or Hustle), :sableye: (over Keen Eye or Stall), :seismitoad: (over Poison Touch), :snorlax:, :zangoose:.

Justification: While buffing Pastel Veil, I only just now realized how Immunity was getting screwed over even more on top of its slim distribution, so this is currently a quick fix to it that may change Later™. As it is, it channels Liquid Ooze (another underrated ability with garbage distribution) without outright obviating that (though that could use a buff too I guess...) while also going further with its own logic of already telling Corrosion to sod off by now becoming Permanent and saying no Mold Breaker too. I don't think its distribution should be that wide since, again, Poison doesn't need that much a nerf even as much as I'm sure we're all sick of Toxic to some degree. {Added: 2021/12/28: The same goes Grass and Bug attacks, though even with the buffs to Giga Drain and Leech Life, not that many mons use either even know, so amusingly this affects Drain Punch more than anything, which definitely helps Snorlax even with all of weird over-distribution of Close Combat this gen. Still, R.I.P. certain Buzzwole sets against mons with this. (A bit tempting to give this to at least one Fire mon given the flavor, but they all either have better abilities now, such as Magmortar, or would still be irredeemably bad, such as Magcargo. The same could be said of Ghost types, though at least Sableye has two crappy abilities to use even if it would prefer to use Prankster still.)}

Name: Liquid Ooze [adjustment]
Effect: "This Pokémon damages and poisons those draining HP from it for as much as they would heal. This Pokémon's Poison moves and contact moves are boosted by 20%. (This stacks.)"
Permanent (Yes or No): No.
Mold Breaker (Yes or No): No.
Potential Pokémon With This Ability: :garbodor: (replaces Aftermath), :goodra:, :muk:, :muk-alola: (now that it's thankfully lost Regenerator), :seviper:, :swalot:, :tentacruel:

Justification: And the domino effect continues by the change to Immunity forcing a buff to Liquid Ooze. This is perhaps a too large buff, especially since people who have played Megas for All before Toxtricity-Mega got nerfed know how annoying that was, but a) that was automatically on-switch in & didn't require damage, b) Liquid Ooze and Poison types are pretty underwhelming even before Immunity's buffs, and c) the trigger for the regular poison is very narrow anyway and doesn't prevent the mon with it from being KO'd. Additionally, neither Poison mons nor Steel mons nor Comatose mons nor Immunity mons are affected by the poison unless we make some Power of Alchemy mon with it and Corrosion, in which case Comatose and Immunity mons would still be outright immune. Finally, it's a pseudo-Adaptability boost with the 30% 44% boost since basically only Poison mons would ever get this very limited distribution Ability, but said boost is for the one of the worst attacking moves in the game—arguably still the worst—and likely the only two worthwhile mons to get it would end up being Goodra and Tentacruel since both Muks now have Power of Alchemy (and since we keep giving Regenerator to more and more things without nerfing it, including those). So despite the buffs, this should be fine...probably. {Only new additions here are both Muks with Muk-Alola thankfully having lost Regenerator.

2022/01/21: As of Slate 07, this now has been made into the original Iron Fist essentially for both Poison moves and contact moves, which both boosts it but makes sure it doesn't outdo Tough Claws unless used on physical Poison attacks that make contact, which thankfully Gunk Shot and the new Poison Dart are not...but the new Acidic Fists is. Swords Dance Tentacruel, rejoice!

:sm/grimmsnarl:
Name: Grimmsnarl
Type:
Dark.png
/
Fairy.png

Abilities: Prankster / Iron Fist / Fur Coat (hidden ability) {replaced Frisk and Pickpocket}
New Moves: Arm Thrust, Enchanted Punch, Lightning Lance, Misty Terrain (...why doesn't it get this already?), Sky Uppercut, and Trask Talk {already got Counterspell in Slate 2}
Removed Moves: [None]

Justification: I figure that for these last four Slates, I'll go back at least in my part to trying to boost at least one Gen VIII non-legendary (or pseudo-legendary) higher than it currently is even if it may not reach OU status. So far this entire time we've only boosted Alcremie, arguably Flapple & Appletun, and most recently Runerigus this way, and those were all mostly indirect boosts, which is fine. I just wanted to try to be direct again, so here we again (outside of Rapidash-Galar since we still need another Misty Terrain user).

For Slate 07, I have chosen Grimmsnarl mostly just because I've been bummed for the past couple of years about the fact that a mon with a unique typing ended up as just another Screens bot--see also: Ninetales Alola. The fact that its stats would be passable if not for its crap Defense and Speed in addition to exclusively having the only other regular physical Fairy in Spirit Break only made matters worse. The same goes for having another exclusive move on top of that in False Surrender.

So I've tried to take advantage of what it already has logically, with the chiefest change giving the pokemon based around being covered a bunch of thick hair dense enough that can act like secondary muscles--ew--Fur Coat. So Grimmsnarl goes from being one of the Fairy mons with the worst physical Def to the physically bulkiest Fairy mon at max Def, even over Diancie and Carbink. Its typing, while having few resistances, just means it eats up Knock Off and other Dark attacks by quartering their damage, which is usable especially now that Parental Bond Zarude has been unleashed. Being one of the few mons that resist Ghost is also nice, as is the fact that both the STABs Spirit Break and Counterspell benefit quite a lot from Fur Coat too.

Not much else to say about it beyond that Iron Fist and most new moves there for those who want to try to maximize its physical offense instead, that Prankster remains despite my disliking screens since its currently one thing it can do well anyway even if mostly outclassed by fellow Screens Bot Ninetales, and that this entry would be more impactful if two more Poison moves hadn't just won. Still, what's done is done, and with Fur Coat, it at least takes those particular moves better than any other Fairy in the entire game. Yay? (Also please don't give this Misty Explosion if allowed to have Misty Terrain. Please gods no.)

RESUBMISSIONS:
:sm/silvally: (all 18 variants)
Name: Silvally
Type:
Normal.png
(unless holding a Memory)
Ability: RKS System
New Moves: Amnesia, Blaze Kick, Bounce, Crush Claw, Dark Pulse, Extreme Speed, Icicle Crash, Power Gem, Psychic, Recover, Waterfall, Wild Charge
Removed Moves: Swords Dance {it's admittedly tempting to get rid of Explosion and Self-Destruct too, but if the player wants to throw away a version of Silvally that might actually be worth using now, they're more than welcome to do so (for now)}
Justification: I was initially considering trying to improve another Gen VIII Pokemon enough for OU until I was abruptly reminded of Memories and how bad both they and their intended holder from Gen VII were--well, are. So in turning my attention to the Disappointment Pokémon, I decided to go (a lot) further than I initially had intended, which was to just give this Recover and improve Memories and call it a day. While this seemingly has a lot of moves added to it, literally every move here save for Crush Claw, Extreme Speed, and Recover, have been added solely for the sake of parity. I stuck with only giving Silvally a new non-Normal attacking move if it already had a strong, actual attack of that type, ignoring Multi-Attack of course. So even with all of the added new moves, all Silvally still have literally no Fairy, (real) Fighting, Grass, Ground, OR (real) Poison coverage without the appropriate Multi-Attack or far weaker Hidden Power; a bit annoying that Silvally ended up with so many moves that can flinch, but there's only so much I can do there.

Besides that, Recover seemed obvious given Silvally can never use Leftovers and given Arceus has Recover. Quick Attack is similarly meant to emulate Arceus, but again in a lesser sense, which is more than fine given Extreme Killer Arceus Lite would probably still be too much for tiers below Ubers. Finally, while Amnesia is mostly just there for parity, it does also fit Silvally's flavor a bit, at least as Type: Null.

For all these gains, however, I think it's safest and fairest to take away at least Swords Dance, especially now that it has Recover since Silvally does actually have decent bulk. It just never got to use it before in most cases. Swords Dance might be fine even with the boost to Memories and letting it keep both Explosion and Self-Destruct, but I would rather err on the side of caution, especially after everything added. Getting rid of Swords Dance means I also am not "forced" to give this Nasty Plot, which seems like it could almost as problematic, if only because this would be able to Explode in the face of any Blisseys or Chanseys or Unaware mons attempting to wall it. (I similarly didn't give this Body Press as I was initially tempted to do since this already had Iron Defense, but even if Iron Defense was removed, Body Press might well be too obnoxious anyway due to Recover, its bulk, and being able to go Ghost.)

Despite all those changes, Silvally should still be fair if--I would hope--much improved, even though all these choices make it go from the Disappointment Pokémon to sharing the "4MSS Pokémon" title with Mew (and technically Smeargle).

:sm/rapidash-galar: & :sm/rapidash:
Name: Rapidash-Galar & Rapidash(-Kanto)
Type:
Psychic.png
/
Fairy.png
&
Fire.png
/
Fairy.png
{original Rapidash is now also Fairy}
Abilities: Inner Focus / Flash Fire / Flame Body (hidden ability) & Super Luck / Pastel Veil / Misty Surge (hidden ability) {Run Away replaced on both and Anticipation replaced as Galar's hidden ability.}
New Moves: (Shared) Iron Head, Lightning Lance, and U-Turn
(Galar-only) Grassy Glide and Life Dew
(Kanto-only) Blaze Kick, Extreme Speed, and all the Fairy-type moves that Rapidash-Galar already has and gets.
Removed Moves: [None]

Justification: Well, after realizing that Misty Surge was once again monopolized by that Water/Fairy abomination, Tapu Fini, I checked other Fairy (and Ice) mons to see if any would be appropriate and worthwhile users of Misty Surge with Weezing-Galar losing it since it makes sense to have a replacement when all other terrains still do. In short, while many mons could reasonably get Misty Surge within their flavor, without being able to touch mons' stats in this Pet Mod, most of those replacements would all still be both outclassed by Tapu Fini and mostly mediocre mons in general, especially since Fairy Terrain is (thankfully) the weakest terrain. As such, I decided to focus on Atk stat since that's Tapu Fini's second weakest stat, and the viable non-Mega, non-legendary choices thereafter were few. Rapidash-Galar seems like the ideal candidate of those left, not just because it is the fastest (though that helped) but more because it is a mon held back more by its mediocre movepool and crappy abilities than its power-crept stats; Rapidash-Kanto just got brought along for the ride and made Fairy along the way since it is technically a unicorn too, just not as majestic as the Galarian form, so no Misty Surge for it. (Its horn either looks like its other ear in the SM sprite or weirdly just doesn't exist.)

Since we can fix both movepool and ability stuff here, I've attempted to do so fairly, even if that means--sigh--adding a pivoting move so that Rapidash-Galar legitimately has niche as a Misty Surge setter over Tapu Fini unlike Weezing-Galar, who was just bad at using it. The weirdest looking additions are probably Rapidash-Galar's two new exclusive moves, but they're both related to its Pokédex entries as itself and as Ponyta-Galar as well as real life unicorn myths, which apparently Game Freak researched well for accuracy. Given said myths are why Pastel Veil exists at all, it seems a shame to get rid of it despite Misty Surge largely outclassing it in Singles. So since Anticipation currently still sucks only slightly less than Run Away, that was easy to replace too. Pastel Veil isn't completely useless in Singles, however, since it plays well with other terrains, which is good since Rapidash-Galar now plays well in all terrains between its two types, access to Grassy Glide (which I wouldn't have given it at all if Dubwool didn't for some reason get it), and Lightning Lance. Granted, you can also use Super Luck for playing with other terrains, but that's mostly there because unicorns in myths were thought to be rare & signs of good fortune among other things and because Rapidash-Galar's Pokédex entry weirdly talks up Psycho Cut of all things. So now you can get guaranteed crit STAB Psycho Cuts with Super Luck and Scope Lens (or the less classy Razor Claw). [/new meta]

Finally, Rapidash-Galar has Inner Focus solely because I wanted to try to replace the useless Run Away with an ability it might have realistically gotten instead, meaning I confined myself to Gen III abilities. Inner Focus just fit the most of the Gen III abilities outside of the overpowered Speed Boost, which would rightly never be allowed. Inner Focus at least blocks Intimidate now too in addition to the dumbness that is Flinching in general, so it does have an actual use. Will either of these mons will be JolteMons OU material even with all the changes though? I doubt it, to be honest, but they'll already at least no longer be completely there (or in much lower tiers) with what they have been given now if they are chosen.

:sm/vaporeon:, :sm/jolteon:, :sm/flareon:, :sm/espeon:, :sm/umbreon:, :sm/leafeon:, :sm/glaceon:, & :sm/sylveon:
Collective Name: Eeveelutions
Type:
Water.png
,
Electric.png
,
Fire.png
,
Psychic.png
,
Dark.png
,
Grass.png
,
Ice.png
, &
Fairy.png
{no changes in type}
Abilities:
Vaporeon: Water Absorb / Adaptability / Natural Cure (hidden ability) {replaces Hydration}
Jolteon: Volt Absorb / Adaptability / Buzz Off (hidden ability) {replaces Prickly Coat, which replaced Quick Feet}
Flareon: Fire Absorb / Adaptability / Fur Coat (hidden ability) {replaces Guts}
Espeon: Fluffy / Adaptability / Magic Bounce (hidden ability) {replaces Synchronize}
Umbreon: Merciless / Adaptability / Sticky Hold (hidden ability) {replaces Synchronize} {got Sticky Hold back in Slate 2}
Leafeon: Leaf Guard / Adaptability / Chlorophyll (hidden ability)
Glaceon: Snow Cloak / Adaptability / Ice Body (hidden ability)
Sylveon: Pastel Veil / Adaptability / Misty Surge (hidden ability) {replaces Pixilate since Adaptability largely obviates that; Cute Charm was replaced by Pastel Veil back in Slate 4}

New Moves:
:vaporeon: = Defog, Knock Off, Life Dew, Meltdown
:jolteon: = Hex, Parabolic Charge, Rapid Spin, Spikes
:flareon: = Arid Absorption, Fire Lash, First Impression, U-Turn
:espeon: = Air Slash, Focus Blast, U-Turn {already got Counterspell from Slate 2}
:umbreon: = Parting Shot, Trash Talk {already got Toxic Thread and Counterspell from Slates 1 and 2 respectively}
:leafeon: = High Horsepower, Morning Sun, U-Turn {already got Rototiller from Slate 2}
:glaceon: = Flip Turn, Hex, Life Dew {already got Meltdown from Slate 1}
:sylveon: = Boomburst, Moonlight, U-Turn {already got Counterspell from Slate 2}
Removed Moves: [None]

Justification: I tried to keep the Eevolutions true to being their mono-typed selves, which meant giving them all Adaptability out of the gate, which should be fine on all of them--even Jolteon--given how much they've been power crept and given Glaceon is rather slow. That also helped to make sure that they all had one usable ability. Otherwise, I made sure they all got four moves, even half of those tended to be taken up by a pivot move--ugh, what have I become?--and healing outside of technically Jolteon, who arguably got buffed the most anyway.

:vaporeon: = Likely to still be outdone by other Water types just because so many exist, but it can at least be a support mon that doesn't worry about status now with pivoting, hazard removal, and Knock Off thanks to Natural Cure. (I was tempted to give it Water Compaction or Rain Dish initially.)

:jolteon: = Got perhaps the most far-reaching buffs between benefitting the most from Adaptability arguably, getting Rapid Spin and Spikes, and being able to clean up nicely late-game with newfound Hex even before the addition of Buzz Off.

:flareon: = Easily the Eevolution that needs the most help besides, weirdly, maybe Espeon, which is why they fought back and forth for Fur Coat for a long while. It ended up getting that instead of the more appropriate Fluffy that it initially got when Espeon had Fur Coat mostly because Flareon cares about non-contact moves way more while most of the stuff that hits Espeon super-effectively on the physical side is contact--same goes for the few things it resists, i.e. Fighting moves and Zen Headbutt. (Briefly considered giving it Speed Boost instead, but that didn't solve any of its actual problems, especially since at +1 Speed it's still slower than 110 Speed mons. So it just got First Impression instead.)

:espeon: = See above. It mostly just got more coverage otherwise and U-Turn instead of Teleport since Slowbro and Slowking and other far slower things would still use Teleport way more. It has more coverage and technically far more bulk now, which are both the things that made it arguably drop off so hard even if it has to not use Magic Bounce to achieve the latter.

:umbreon: = Originally gave this Poison Heal, but that kinda obviates Sticky Hold (since you can pretty easily just switch into Knock Offs once Toxic Orb activates), so I just gave it Immunity Merciless. Not much to say about it otherwise outside of that if Immunity buff wins, then I would prefer Immunity over buffed Merciless; it's just that the buffed Merciless is guaranteed to exist at present.

:leafeon: = Still gets switched on by every Flying type in the world and probably ends up the least if this wins but the change to Leaf Guard doesn't, but it at least won't lose momentum now and doesn't get auto-walled by every grounded Steel-type too.

:glaceon: = Likely the second best Adaptability user of the bunch since it officially got Freeze-Dry this gen. Otherwise I couldn't do much to change the fact that it's a slow Ice mon, so I focused more making it didn't also outstrip Vaporeon as a Water mon too given Meltdown and given the aforementioned Freeze-Dry even if it's basically still "Vaporeon: But Angwy! Edition". That's more why Vaporeon got Knock Off than anything else, really.

:sylveon: = Last but not least, we get to the still most recent Eevolution mon, which is still one of the better ones just because Fairy type is a bit busted. It lost Pixilate due to Adaptability mostly rendering that redundant, but at least Pixilate still exists on Gardevoir-Mega whose still using it well unlike, say, Long Reach. Additionally, the loss of Pixilate both lets me safely give it Boomburst (even with Calm Mind given Toxtricity exists) and as well make it more likely we finally get a replacement Misty Terrain setter even if this far more likely to be outclassed by Tapu Fini still as a Misty Terrain setter than Rapidash-Galar. Still, rip physical Sylveon sets. Sorry, Scorbunny.
 
Veto Time
Name: Stifle
Power: 100
Accuracy: 100%
PP: 10
Category:
Special.png

Type:
Fire.png

Effect: Fails if the target is attacking.
Priority: 3
Flags: Mirror, Protect
Potential Pokémon With This Move:
Justification: Sucker Punch for status. Has the distinction of being the only priority Fire-type move, putting itself in a similar playing field as Sucker Punch. A bit stronger than Sucker Punch due to being slightly harder to pull off, as well as being targeted at bulkier teams. Flavor is pretty broad, might narrow it if I think of anything, but tons of mons love having this, and it's a powerful stallbreaking tool.
Even with the limited effect, 100 BP and +3 priority both seem like a bit too much for a priority move of this nature, especially for one that I expect to have wide distribution. For BP, 80-90, preferably 80, is enough since Fire is a great typing, and +3 priority is pretty unnecessary, you can just do +1 priority + making it have +2 priority if the target has Prankster, as the only status move with +2 priority or more that's relevant to this move's effect is Magic Coat, which is +4 anyway, and the only one with +1 is Baby-Doll Eyes

Name: Alolan Raichu
Type: Electric/Psychic
Abilities: Sheer Force/Surge Surfer
New Moves: Fire Punch, Ice Punch, Shadow Ball, Stomping Trantrum
Removed Moves: None Lol
Notes: These Move Additions also apply to Kantonian Raichu. The Entire Pikachu line also gets Stomping Tantrum.
Justification: Sheer Force Boosted Stoked Sparksurfer go brrr.
Because of Light Ball, Alolan Raichu is already a really powerful wallbreaker, so giving it Sheer Force is a bit much, so just remove that or replace it with a non-boosting ability

Name: Healer
Effect: The user has a 30% chance to cure a random ally's status each turn, including itself and allies that are not on the field. Can only cure one ally's status condition per turn.
Permanent: No
Mold Breaker: No
Potential Pokémon With This Ability: Current distribution + :slowking-galar:
Justification: Heal Bell and Aromatherapy are interesting moves because they're one of the few effects that work on Pokémon that aren't currently on the field. Let's give Healer something similar. Galarian Slowking would get this over Curious Medicine because the flavour is similar and it has Power of Alchemy to combine with Regenerator. Lets you take care of status without the momentum drain that Aromatherapy and Heal Bell can have.
Someone can correct if I'm wrong on this, but I don't think curing random allies that aren't active is possible to code (at least not at my skill level), so this would have to either just cure the user, cure the whole team (which would probably be broken), or just cure the last mon in the party (like Illusion)

Name: Shining Force
Effect: Reflect, Light Screen, and Aurora Veil activated by this Pokémon last for 8 turns. If combined with a Light Clay, effects last for 11 turns.
Permanent: No
Mold Breaker: No
Potential Pokémon With This Ability: :mr-mime: :ledian: :ampharos: :lunatone: :cryogonal: :aurorus: :carbink: :duraludon:
Justification: Light Clay as an Ability, which can also stack with Light Clay. Screens are cool.
Even on mons that are worse at screens setting than Koko and Mesprit, 11 turns of screens in a meta where screens are already super popular is kinda ridiculous, so just make this not stack with Light Clay and you're good


You will all have 23.5 hours to fix what you need to fix and then voting will start!
 
Name: Arena Trap
Effect: After 1 turn, prevents adjacent pokemon from choosing to switch unless they are airborne
Permanent: No
Mold Breaker: No
Potential Pokémon With This Ability: :dugtrio: :flygon: :wailord:
Justification: This small change would make Arena Trap more balanced. For pokemon like Flygon, it could use Substitute and Arena Trap to capitalize on forcing a switch, allowing it to set up with Dragon Dance. I know Wailord would be a weird pick but Soak could cause some shenanigans due to removing STAB, making steel or poison types weak to Toxic and Hidden Power Grass could do something I guess

Name: Toxic Boost
Effect: While this pokemon is poisoned, its physical attacks have 1.5x power. Immunity to poison damage.
Permanent: No
Mold Breaker: No
Potential Pokémon With This Ability: :zangoose: :gliscor: :breloom:
Justification: Toxic Boost would essentially work like Guts, except only for poison. Pokemon like Gliscor and Breloom would prefer Poison Heal, but have been shown to run offensive sets with SD Facade or SD Mach Punch too, and activating the toxic orb at the end of a turn could be a little bluff for either ability.

Name: Quick Draw
Effect: This pokemon's first move has +1 priority, but it deals 3/4 damage if it is an attacking move.
Permanent: No
Mold Breaker: No
Potential Pokémon With This Ability: :slowbro-galar: :octillery: :sirfetch :doublade: :garchomp-mega:
Justification: I can't think of many pokemon that'd want to receive this ability but it'd be a cool ability for setup purposes and revenge killing. Pokemon like mega garchomp could just simply get off a Scale Shot with ease, Sirfetch'd would aim for an immediate critical hit, and you get the idea.
Hello! While these subs are more or less fine, unfortunately subs are not allowed to be made or edited (other than vetoed subs for the latter) during the veto phase, much like FERU, so these subs will be automatically disallowed once voting begins
 
All vetoes have been fixed, so Voting has started!


Moves
Blaze Kick (SV)
Aura Sphere (SV)
Liquidation
Triple Axel
Tail Slap
Thunderbolt

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

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

Adjustments
Combusken (SV)
Lucario (SV)
Feraligatr
Weavile
Cinccino
Jolteon

Voting will end in 24 hours
 
Moves
Bonemerang
Black hole
Stifle
Curse

Abilities
Parental Bond
Hyper Cutter/ Big Pecks/ Berserk

Items
Time Capsule
Wide/Zoom Lens

Adjustments
Goodra
Kangaskhan
Dusclops
 
Anabolism
Payback / Revenge / Avalanche
Steamroller / Ice Ball (SV)
Vengeful Vow
Steel Roller / Rollout (SV)
Aggravate
Parental Bond (SV)
Concussion
Hyper Cutter / Big Pecks / Berserk
Status Quo
Limber
None. I think we have added enough new items to the metagame.
Kangaskhan and Mega Kangaskhan (SV)
Wobbuffet
Stunfisk and Stunfisk-Galar

Magmortar and Electivire
Mega Beedrill
 
Safety Policy
Noisemaker
Wise/Zoom Lens
Warp Engine
Whipped Dream
Silph Scope
Goodra (AquaticPanic)
Audino-Mega (SV)
Eeveelutions (The Damned)
Beedrill-Mega (Rasdanation)
Zapdos-Galar (Regic Boat)
Gengar + Mega (PalpitoadChamp)
Hydration (SV)
Narcolepsy
Status Quo
Shining Force
Honey Gather
Super Luck
Heartbreaking Blow
Bonemerang
Self Destruct / Explosion / Misty Explosion
Rocky Boom
Mud Spike
Sonic Boom / Dragon Rage
 
Moves
Anabolism
Trick Room
Fishious Rend and friends
Bonemerang
Steel Roller / Rollout
Rash Powder

Adjustments
:DODRIO:
:haxorus:
:stakataka:
:magmortar: & :electivire:
:heliolisk:
:probopass:

Items
Cursed Belt
Time Capsule
Wide Lens & Zoom Lens

Abilities
Super Luck
Simple
Narcolepsy
Honey Gather
Depolarize
Parental Bond
 
Moves
Self Destruct / Explosion / Misty Explosion
Mud Spike
Barrage (SV)
Curse
Bonemerang
Flame Burst

Items

Adrenaline Orb (Aquatic Panic)
Lucky Punch (SV)
Whipped Dream (SV)
Wise/Zoom Lens
Warp Engine
Time Capsule

Abilities
Simple (SV)
Honey Gather
Super Luck
Hyper Cutter/ Big Pecks/ Berserk
Immunity
Limber (SV)

Adjustments
Mega Audino
Rapidash-Galar & Rapidash(-Kanto)
Mega Beedrill
Magmortar and Electivire
Landorus-Incarnate (SV)
Eeveelutions (The Damned)
 
Moves: BOOMS, Rash Powder, Octolock, Aggravate, Rocky Boom, Fossil Moves
Items: Chili Pepper
Abilities: Honey Gather, Gorilla Tactics, Concussion,
Adjustments: Magmortar/Electivire, Wobbuffet, Dusclops/Dusknoir
 
Last edited:
I figured I can do this before I go for a walk even though it always takes like an hour to look through things and decide.

1. Fairy Dustup (Self-Vote)
2. Fishous Rend [adjustment] / Bolt Beak [adjustment] / Draco Dash / Arctic Asssault
3. Mud Spike
4. Flame Burst [adjustment]
5. Rash Powder
6. Skitter Smack / Lunge [adjustments]

1. Gorilla Tactics [adjustment]
2. Hydration [adjustment]
3. Parental Bond [adjustment]
4. Corrosion [adjustment]
5. Cautious [adjustment]
6. Status Quo [adjustment]

1. Chili Pepper
2. Iron Ball [adjustment]
3. Megaspoopy000's Adrenaline Orb
4. Whipped Dream [adjustment]
5. Wide Lens / Zoom Lens [adjustments]
6. Heat Totem / Rain Totem / Snow Totem / Sand Totem / Grass Totem / Storm Totem / Mist Totem / Bizarre Totem

1. Eevolutions (Self-Vote)
2. Dodrio
3. G-Luke's Kangaskhan [though if Parental Bond doesn't win while this would, then, uh, Audino-Mega I guess? Don't look forward to that potentially happening]
4. Magmortar II: Electrive Boogaloo
5. Cresselia
6. A͇̖̹̬̘̲r̫̗̹͚̥̝ͅm͖̭̮̣̤̫ͅa̳͈̖͎̯͝l̰͍͖d͖̲͞o̡̻
 
Self-Destruct | Explosion | Misty Explosion
Mud Spike
Steel Roller | Rollout
Payback | Revenge | Avalanche
Rash Powder (SV)
Black Hole (SV)
Chili Pepper
Warp Engine (SV)
Safety Policy (SV)
Totems
Silph Scope
Hydration
Parental Bond
Cautious
Telepathy
Hyper Cutter | Big Pecks | Berserk (SV)
Status Quo (SV)
Xurkitree
Stakataka
Stunfisk | Stunfisk-Galar
Arctovish (SV)
Cresselia (SV)
Grimmsnarl
 
Voting ends in 9 hours (or whenever I wake if I wake up late lol)

Moves
Payback / Revenge / Avalanche (SV)
Bonemerang
Mud Spike
Rash Powder
Steel Roller / Rollout
Skitter Smack / Lunge

Items:
Time Capsule (SV)
Whipped Dream
Chili Pepper

Abilities
Telepathy (SV)
Cautious (SV)
Honey Gather
Hydration
Immunity


Adjustments
Magmortar / Electivire (SV)
Stunfisk / Stunfisk-Galar (SV)
Shaymin
Dusclops / Dusknoir
Goodra
Gengar
 
Stifle (SV)
BOOM (Ema Skye)
Dino Moves (Ema Skye)
Mud Spike (AquaticPanic)
Payback/Revenge/Avalanche (Yoshiblaze)
Curse (zxgzxg)
Concussion (SV)
Honey Gather (Ema Skye)
Gorilla Tactics (Ema Skye)
Super Luck (Ema Skye)
Hydration (Superior Serperior)
Cautious (Yoshiblaze)
Cursed Belt (SV)
Chili Pepper (Ema Skye)
Iron Ball (AquaticPanic)
Dodrio (SV)
Goodra (AquaticPanic)
Audino-Mega (Superior Serperior)
Zapdos-Galar (Regic Boat)
Phanpy line (Yoshiblaze)
Klinklang (Z-nogyroP)

Disagree with G-Luke’s sentiment on items (just add sigs gg), but yeah, items weren’t great this slate. Check out Ema’s dino moves, Dodrio, and Curse.
 
Silph Scope, Adrenaline Orb (megaspoopy000), Iron Ball
Payback/Revenge/Avalanche, Steamroller/Ice Ball
Hydratation, Telepathy
Magcargo, Cacturne, Comfey, Eelektross, Zapdos-Galar, Cresselia
 
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