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

  • Relicanth (SV)
  • Galar Birds
  • Wigglytuff
  • Eevee (Gravity)
  • Lapras

  • Spark
  • Freezing Glare
  • Fiery Wrath
  • Thunderous Kick
  • Reconstruct
  • Toxic Thread

  • Rain Dish/Ice Body
  • Telepathy
  • Obstinacy
  • Libero
  • Light Power

  • Paper Shuriken (SV)
  • Deep Sea Tooth / Scale
  • Momentum Armor
  • Gems
  • Honey
  • Shell Bell
 

earl

(EVIOLITE COMPATIBLE)
is a Community Contributor
votes

Fiery Wrath (SV)
Freezing Glare (SV)
Crystalize
Toxic Thread
Court Change
Razor Wind
Shell Bell (SV)
Deep Sea Tooth/Scale (SV)
Gems
Eviolith
Momentum Armor
(rename this tho)
Nine-Volt Battery (rename this to just Nine-Volt tho)
Libero
Rain Dish/Ice Body
Trickster
Maestro
Toxic/Flare Boost
Light Power
Galar Birds (SV)
Archeops (SV)
Magmortar
Zarurde (GM)
Alakazam
Dracovish
 
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Eviolith (SV)
Gems (GM)
Sachet (Yoshiblaze)
Tactical Laser (zxg)
Brass Knuckles (zxg)

Ghoul Presence (SV)
Swarm/Blaze/Overgrow/Torrent (War Anvil)
Crackshot (War Anvil)
Light Power (Samtendo09)
Obsticnacy (AquaticPanic)

Dusknoir + Dusclops (zxg)
Araquanid (War Anvil)
Relicanth (Squawkerz)
Helioptile + Heliolisk (NNG)
Magmortar (Paulluxx)
Sunflora (SV)

Arid Absorption (zxg)
Focus Blast (Samtendo09)
Hidden Force (War Anvil)
Electric Wave (Return To Monkey)
 
Results Time! Thank you all for the huge turnout!

Before I reveal the winners, we need to reveal the winner of the Z-Move ban poll. People were very clearly in support of banning Z-Moves, but banning all Z-Moves and banning just non-signature Z-Moves actually tied at 16 votes each. However, this is a simple tiebreaker because 3-2 council members voted to ban non-signature Z-Moves. Thus, All non-signature Z-Moves will be banned, signature Z-Moves will remain legal. We'll keep an eye on Kommonium Z as well.

Now, here are the winners!
Bolded subs are winners

Moves
Arid Absorption 5
Chilling Hold 1
Conflagration 4
Glass Cutter 4
Mocking Jab 3
Reconstuct 7
Toxic Thread 5
Focus Blast 5

Circuit Breaker 3
Meltdown 5
Electric Wave 3
Enlightened Punch 3
Forged Shot 3
Aerial Ace 3
Cursed Charge 1
Spark 3
Blackout 3
Fiery Wrath 3
Hazy Shield 1
Heated Blade 1
Hypnosis 1
Hidden Force 3
Snap Trap 1
Chatter 1
Freezing Glare 2
Thunderous Kick 1
Crystalize 1
Court Change 1
Razor Wind 1

Items
Reflect Stone 5
Momentum Armor 6
Tactical Taser 5
Paper Shuriken 3
Nine-Volt Battery 2
Boomerang 6
Cram-O-Ray 2
Shell Bell 6
Gems 4
Clamperl items 4
Blunder Policy 3
Eviolith 5
Photocopier 3
Honey 3
Brass Knuckles 3
Sachet 2
Heavy Clay 1
Pacifist Treaty 1
Room Service 1
Macho Brace 2
Adaptive Belt 1
Blinding Armor 2
Shelter Vest 2
Slingshot 1
Whipped Dream 1

Abilities
Run Away 5
Rain Dish/Ice Body 9
Libero 8
Telepathy 4
Regenerator 6
Hazardous 2
Pickup 3
Opportunist 4
Crackshot 3
Light Power 9
Ghoul Presence 4
Obstinacy 5
Hibernation 2
Toxic Boost / Flare Boost 4
Magical Touch 1
Mega Launcher 1
Maestro 2
Mastery 1
Misty Maverick 1
Swarm & friends 1

Pokémon
Dunsparce 4
Heliolisk 1
Archeops 3
Dracovish 5
Eevee line (GM) 5
Zarude (GM) 4
Galar Birds 6
Wigglytuff 6
Magmortar 6

Copperajah 1
Escavalier 5
Dragalge 3
Mr. Rime 2
Mightyena 2
Miltank 1
Relicanth 5
Absol 1
Yamask-G line 1
Lycanroc-M 2
Dusclops 4
Eevee line (BR) 2
Corsola-G line 1
Alakazam 3
Sunflora 2
Fearow 1
Lapras 2
Corvisquire 1
Araquanid 1
Helioptile line 1

Name: Reconstruct
Power: –
Accuracy: –
PP: 10 (16)
Category:

Type:

Effect: Charges turn 1. Heals the user for 1/2rd of its total health and resets its lowered stats on turn 2.
Z-Move Effect: Raises Defense by 1 stage
Potential Pokémon With This Move: :aggron-mega::registeel::steelix: (Pokemon who should NOT get this move: :heatran::melmetal::aegislash:)
Justification: Some bulky steel are kind of in an unfortunate spot right now because of how little survivability they really have because of their lack of reliable recovery. This new move aims to aleviate that weakness a tiny bit without making their users overbearing.
Name: Arid Absorption
Typing:

Category:

BP: ---
Accuracy: ---
PP: 10 (max. 16)
Effect: Heals 1/4 max HP. Heals an extra 1/4 max HP for every Water-type on the field. All Water-types on the field lose 1/4 max HP (including the user).
Users: Ground-, Rock-, Fire-types, maybe some Water- or Grass-types
Description: An anti-Water-type recovery move. This move takes advantage of the fact that bulky Water-types like to switch in on Ground, Rock, and Fire-types and makes it a riskier option.
Name: Focus Blast (Pre-Existing)
Typing:

Category:

BP: 120
Accuracy: 70%
PP: 5 (max. 8)
Effect: This move ignore accuracy check if user moved last or if their target switched away. 10% chance of lowering target’s Special Defense by 1 stage.
Z-Move Effect: 190 BP
Priority: 0
Flags: None
Possible New Users: No expansion necessary.
Description: Slower Pokémon like Slowbro (both forms), Slowking (also both forms), Exploud, Regice, Magmortar, Emboar, Heatmor, Oranguru, Drampa and Mr. Rime will appreciate their move to not miss to punish switching-in target, or in the case of the Slowpoke line and Regice, ready to tank a hit and then fire a perfectly accurate Focus Blast. Basically, a stronger Aura Sphere for slower Pokémon.
Name: Meltdown
Power: 80
Accuracy: 100
PP: 16
Category:

Type:
1638380331666.png

Effect: If the user is an Ice type, Ice gets replaced with Water after using this move. 1.5x power when used by Ice types.
Z-Move Effect: 160 BP
Priority: 0
Flags: Defrost
Potential Pokémon With This Move: :sandshrew-alola::sandslash-alola::glalie::regice::snover::abomasnow::vanillite::vanillish::vanilluxe::cryogonal::amaura::aurorus::bergmite::avalugg::eiscue::glastrier::calyrex-ice:
Justification: Gives Ice some flexibility on mons who can't quite reach the high Speed needed for the type touse its glass cannon role. Essentially helps the fatter Ices to get a better type.
Name: Toxic Thread
Power: --
Accuracy: 100
PP: 20
Category:

Type:

Effect: Badly poisons the target and lowers their Speed by 2 stages
Z-Move Effect: +1 Speed
Priority: 0
Flags (ex: Contact, Sound): Protect, Mirror, Reflectable
Potential Pokémon With This Move::spinarak::weedle::wurmple::venonat::combee::volbeat::illumise::shuckle::surskit::bulbasaur::joltik::dewpider::slowbro-galar::tentacool:
Justification: Why does the move called Toxic Thread not cause Toxic poison? Anyway, this is basically just a better Toxic with limited distribution, but Toxic spreading and speed control in one slot can be pretty nice to have, especially for the Prankster carrying Volbeat and Illumise and Sticky Web leads in Shuckle, Masquerain, and Ariados
Name: Boomerang
Effect: Nothing.
Can Be Knocked Off (Yes or No): (I'm tempted to say yes, but then it immediately returns and hits the holder just for the funnies but) No
Ignored by Klutz (Yes or No): No
Fling Power & Effect: 120 BP, returns to Fling's user on use.
Justification: Haha funny Fling go brrrr. You trade having general utility or general boosting (Lefties, Boots, Sash, Band, etc.) to get access to a high Power, no drawback Dark Close Combat. Good for wallbreakers who don't want to choicelock themselves, or Dark types who want to be setup sweepers. Currently all other good Dark-type physical moves are signatures/very limited coverage (Aura Wheel, Hyperspace Fury, Wicked Blow, Darkest Lariat), techs (Foul Play, a one-time boost for Knock off, Punishment, Power Trip) or 80 BP or below. I kept it at 120 to be comparable to other common high-powered physical moves like Close Combat, Wood Hammer, etc. but can easily be raised to 130 to match Iron Ball, or can be buffed higher than that if it's too weak.
Name: Momentum Armor [item]
Effect: Boosts the user's Attack by 25% of their Defense
Can Be Knocked Off: Yes
Ignored by Klutz: Yes
Fling Power & Effect: 80 base power, no additional effect
Justification: This is a boosting item intended for bulky physical attackers who appreciate the freedom the item gives them to hit hard without the restriction of a Band or the chip of a Life Orb. Also, it gives the normally-passive walls with really high Defense and reliable recovery access to an item that lets them hit harder.
Name: Shell Bell
Effect: The holder heals 1/8th of their max HP upon successfully damaging a Pokemon with an attack.
Can Be Knocked Off: Yes
Ignored by Klutz: Yes
Fling Power & Effect: 40 BP
Justification: Heavy Duty Boots is very popular on offensive Pokemon right now for the superior survivability it offers compared to the competition. Shell Bell present an alternative as an item that is twice as efficient as Leftovers, given you are successfully attacking the opponent. I could see it replacing Boots on Pokemon like Zeraora that aren't particularly weak to hazards. There's no way it will replace Leftovers on defensive Pokemon because they enjoy the consistent recovery and aren't exactly spamming attacks.
Name: Light Power
Effect: This Pokémon‘s Special Attack stat is doubled with an intense power of light.
Permanent: No
Mold Breaker: No
Potential Pokémon With This Ability: :ledian:, :volbeat:, :watchog:, :gigalith:, :malamar:, :gourgeist: (all sizes)
Justification: Special Attack counterpart of Huge Power, giving these Pokémon with low base Special Attack a use of their Special moves and enable Volbeat to finally viably use Tail Glow beyond Baton Passing.
Name: Rain Dish / Ice Body
Effect: Heals the user at the end of each turn by 1/16th of its max HP. Heals by 1/8th under Rain / Hail respectively.
Permanent (Yes or No): No
Mold Breaker (Yes or No): No
Potential Pokémon With This Ability: Seismitoad, Tentacruel, other fat waters without recovery
Justification: Rain Dish has never really been great in Singles aside from Gen 5 OU where permarain was broken, so here's a boost to make it into a decent, albeit not fantastic option. Combining this with Leftovers gives a 1/8th boost after each turn, which gives an extra boost in longevity to Pokemon that you don't quite want to have full recovery. I mostly made this for Tentacruel because this + Protect + Toxic immunity seems really cool but Seismitoad would really appreciate this as well, and maybe stuff like Omastar or something in lower tiers. Added Ice Body just to mirror this since they're the same, most Pokemon that would use it are pretty bad but Pokemon like Avalugg or Arctovish or something might appreciate the boost.
:ss/articuno-galar: :ss/moltres-galar: :ss/zapdos-galar:
Name: Articuno-Galar, Moltres-Galar, Zapdos-Galar
Type: Unchanged
Abilities: Competitive | Magic Bounce, Berserk | Regenerator, Defiant | Intimidate
New Moves: Defog, Toxic
Justification: Reworking the abilities of all of the Galar birds! Magic Bounce allows Garticuno to function as a higher-tier Xatu and is generally an amazing ability. Regenerator on Goltres lets more defensively inclined pivot sets prosper, giving teams access to a splashable Ghost check that is resilient to chip. Lastly, Intimidate is a solid ability on non-choiced Gapdos sets to check threats like Kartana. Defog and Toxic are here as utility options.
:BW/magmortar:
Name: Magmortar
Type: Fire
Abilities: Flame Body/ Neutralizing Gas
New Moves: Recover
Removed Moves: Null
Justification: I have a really long essay on the flavor in my Mega Magmortar sub for M4A, but essentially it allows Mega Magmortar to be one of the most versatile and useful Pokemon in OU, with a rocks weakness, and perfectly uses Neutralizing Gas to make progress against the Regenerator cores that are so prevalent. Magmortar specifically does well in this job due to its great movepool, pressuring Water types as a fire type will always be good no matter what mon you are. I doubt it can have much of a niche in OU however due to its overall not exquisite stats outside its special attack. But It will be very excellent in UU, and any potential lower tier it will fall into, the recovery gained will allow life orbs sets to prosper even with a rocks weakness, and the ability to hold Heavy Duty Boots(if ViZars nerf goes through it'll be even cooler) will allow Magmortar to execute a myriad of good roles in the lower tiers
:swsh/wigglytuff:
Name: Wigglytuff
Type: Normal / Fairy
Abilities: Cute Charm / Competitive / Frisk
New Moves: Geomancy
Removed Moves:
Justification: Attempt at a balanced Geomancy user. Coverage is fairly good, but 3 moves isn't enough to hit everything it wants to, and it still gets outsped by quite a few mons, even at +2.


With that, we can begin a 24 hour Discussion/Distribution Phase. During this phase, you can discuss what mons should and shouldn't get the newly added moves and abilities. The council will use your feedback and create a final list. After that, the next submission phase will start immediately.

It's recommended that you use the Discord to discuss distribution (in #distribution-discussion), though you can use this thread as well. See you there!
 
First and foremost, congratulations to the Slate 1 winners.

With that said, ugh, I had wanted to do a more nuanced approach to this, but due to all of the time wasted by so much BS today, I'll have to make this "short", meaning it will probably end up coming off far more naysaying than I originally intended since it seems easier to focus on stuff that shouldn't get one of the new moves or abilities or, at least to me, stuff I'm weary of having such things. Apologies in advance:

The Winning Moves:
1. Reconstruct: I'm a bit wary of giving this to :aggron-mega: Aggron-Mega given Filter, even though it takes two turns and hilariously thus can get shut down mid-charge by Taunt like Geomancy can, which I had to check this morning to be sure while dealing with...annoyances. For the record, I don't think it will be broken with it, but it and :registeel: Registeel might just end up super obnoxious stallers with it and Toxic. Not much else to say about it except that lesser Steels like :klinklang: Klinklang and :bronzong: Bronzong seem more than safe for this to have; none of the Steel mons already in OU should get it though "obviously", though Corviknight and Scizor already get better recovery anyway.

2. Arid Absorption: Quite a few (weaker) things can have this and probably have it be fine despite it chunking Waters for Stealth Rock damage. Despite it fitting, however, neither Hippo nor T-tar should be among them, though I don't think anyone will argue against that. Personally I'm also a bit wary of :steelix-mega: Steelix-Mega and :gigalith: Gigalith having access to this, though it's more because it seems like would be obnoxious on them than broken. It's probably fine in Gigalith's case though, especially since if it's using Light Power than it's not using Sand Stream, but Steelix-Mega could go either way despite its crappy ability (and probably having access to Reconstruct anyway).

3. Focus Blast: I can easily see this needing to be removed from some things now that it's basically 100% accurate with prediction or -Speed builds. That will take testing to confirm though, like pretty much everything I'm wary of.

4. Meltdown: Pretty sure that despite being one of the examples, :regice: Regice probably shouldn't get this since becoming a pure Water type that (specially) bulky with access to 120 BP move post-STAB seems, uh, annoying to deal with. That said, like everything I'm expressing my caution on, I'd be willing to help test it first before throwing it under the bus. Other would-be users all seem fine from a glance though.

5. Toxic Thread: Similarly not sure that :slowbro-galar: Slowbro-Galar should get this between its bulk and Regenerator being a super stupid ability (still) in addition to ViZar's Heavy-Duty Boots nerf not being among the winners. Other would-be users all seem fine from a glance.


The Winning Abilities:
6. Light Power: As weird as it is to say, while I'm seemingly naysaying everything in sight right now, I might as well say that I think :malamar: Malamar of all things probably has too much SpA to safely have this--weird, I know. I'm just going off of how the strongest non-Mega Huge Power | Pure Power user is regular Medicham at 060 Atk. As utterly crappy as Malamar's typing is, easily one of the worst types in the game, Dark is rather spammable, its Speed isn't terrible either, and while Chansey and Blissey exist, it gets STAB Psyshock..which is now doubled in power. In addition to all that, a Special equivalent to Intimidate or Burn doesn't exist (and arguably shouldn't). Still, I'd be willing to test it out before condemning/denying it, but...yeah.

As for other users that could safely have Light Power with it fitting their flavor, everyone's favorite Doubles meme :pachirisu: Pachirisu seems the best stand out since there's weirdly not a Electric type among the examples; sorry, Pikachu, but you made your Light Ball bed, so die in it. Other potentially non-broken candidates to me are :golem-alola: Golem-Alola's line, :marowak-alola: Marowak-Alola, and maybe :carbink: Carbink (which may be too bulky, but would finally have a niche over Diancie).

7. Rain Dish | Ice Body: Everything that already has this outside of :regice: Regice (again) seems fine. Regice getting this and Meltdown though seems, uh, not good for fun gameplay unless you really, really like Stall.


Miscellanous Naysaying since I'm such an Optimist:
8. Angry at Birds: I'm actually glad that earl's :articuno-galar: Articuno-Galar submission won since that mon might actually be worth a damn now even if Freezing Glare is still trash unfortunately. It's the other two I'm worried about, especially since nothing happened to Regenerator or Boots and since Magmortar II, Earl of Neutralizing Gas, doesn't exactly switch in that well against Moltres-Galar. We'll see though.

9. Boomerang: We might have to lower the power on this eventually since that seems a better compromise than making it subject to Knock Off, but otherwise I'm glad it won since it's one of the items I was very close to voting for.


That's "all". Look forward to Slate 2.
 
The Distribution Phase has ended! (A little later than I wanted it to oops)

Here are the results:
Reconstruct: Aegislash, Aggron, Arceus, Bastiodon, Bronzong, Carbink, Celesteela, Copperajah, Dialga, Duraludon, Empoleon, Escavalier, Forretress, Genesect, Jirachi, Kartana, Klinklang, Magearna, Magnezone, Melmetal, Metagross, Necrozma, Probopass, Regice, Regigigas, Regirock, Registeel, Scizor, Skarmory, Solgaleo, Stakataka, Steelix, Wormadam, Wormadam-Sandy, Wormadam-Trash, Zamazenta, Reuniclus, Porygon

Arid Absorption: Anorith line, Croagunk line, Cubone line, Diglett line, Diglett-Alola line, Drilbur line, Geodude line, Geodude-Alola line, Gible line, Gligar line, Groudon, Helioptile line, Jynx, Mudbray line, Numel line, Lileep line, Onix line, Paras line, Rhyhorn line, Rolycoly line, Salandit line, Sandile line, Sandshrew line, Shuckle line, Silicobra line, Torkoal, Trapinch line, Volcanion, Wormadam-Sandy, Yamask-Galar line, Solrock, Lunatone, Minior

Focus Blast: Old Distribution + Girafarig, Samurott, Zarude, Jirachi, Delphox

Meltdown: Abomasnow, Arctovish, Arctozolt, Avalugg, Articuno, Avalugg, Crabominable, Cryogonal, Dewgong, Froslass, Frosmoth, Glaceon, Glalie, Glastrier, Jynx, Lapras, Mr. Rime, Ninetales-Alola, Sandslash-Alola, Vanilluxe, Walrein

Toxic Thread: Old Distribution + Spinarak, Weedle line, Wurmple line, Venonat line, Combee line, Volbeat, Illumise, Shuckle, Surskit line, Bulbasaur line, Joltik line, Dewpider line, Slowbro-Galar, Tentacool line, Poipole line, Umbreon, Tangrowth, Accelgor, Leavanny
Light Power: Lumineon (Replaces Water Veil), Gigalith (Replaces Sand Force), Gourgeist (All Forms; Replaces Insomnia), Solrock, Volbeat (Replaces Illuminate), Watchog (Replaces Illuminate), Pachirisu (Replaces Run Away)

Rain Dish: Old Distribution + Simipour, Grapploct, Jellicent (Replaces Damp), Polteageist

Ice Body: Old Distribution + Ninetales-Alola, Sandslash-Alola, Froslass, Cryogonal, Glastrier, Crabominable (Replaces Anger Point)

Thank you to everyone who discussed distribution on Discord and in the post above this one!

With that done, submissions are now open again! And remember, even though lower tiers may exist in the future, the main metagame is National Dex OU, so try to make your subs NatDex OU viable, or close to it, particularly when it comes to adjustments.
 
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Name: Ghoul Presence
Effect: While this pokemon is active, healing is blocked and Regenerator is suppresed.
Permanent No
Mold Breaker No
Potential Pokémon With This Ability: Runerigus, Cofagrigus, Dusknoir, Spiritomb (yknow, slow bulky ghosts with (basically) no recovery or no set-up.)
Justification: balanced because it'd be on mostly meh mons

Name: Eviolith
Effect: If holder's species can evolve, it gets 1.5x Attack and Special Attack.
Can Be Knocked Off: Yes
Ignored by Klutz: Yes
Fling Power & Effect: 40
Justification: dont you wanna make Scyther a viable pokemon? or even, Raboot.

im pretty sure this is allowed, tell me if isn't.
:sm/regice: :sm/regidrago: :sm/regieleki: :sm/regirock: :sm/registeel:
Name: Regice, Regidrago, Regieleki, Regirock, Registeel
Type: Unchanged
Abilities: +Regenerator as HA for all except registeel, Clear Body / Ice Body (Regice) | Dragon's Maw / Clear Body (Regidrago) | Transistor / Clear Body (Regieleki) | Clear Body / Stamina (Regirock) | Clear Body / Heatproof / Bulletproof (HA) (Registeel)
New Moves: +Elemental Fangs, Iron Head, Fire Blast, Flamethrower, Superpower, Earthquake, Earth Power, Aura Sphere (Regidrago) | +Superpower, Flash Cannon, Smart Strike (Regieleki) | Ice Beam, Knock Off (Registeel) | Rapid Spin (Regice)
Removed Moves: none!
Justification: the regis are almost all known for beeing bad, yeah. so thats why i buffed some of them, adding moves to regieleki and regidrago because god their movepool is absolutely mini sized. they also have regen as all of their HAs, wich is great. didn't buff regigigas because who knows! but yeah, this is just to make these mons alot more viable. didn't give Snow Warning to regice because ice body got buffed and is now ALOT better. coverage on eleki might be scary, but it is still walled by ground types that aren't weak to steel or fighting coverage. (aka most OU ground types, excluding Excadrill)

:sm/naganadel:
Name: Naganadel
Type: Poison / Dragon
Abilities: Beast Boost / Berserk (HA)
New Moves: Roost
Removed Moves: Nasty Plot
Justification: makes naganadel alot more bearable in OU, by removing Nasty Plot, its certainly still good, having recovery + berserk, but certainly the removal of nasty plot kinda hurts

Name: Intensify
Effect: On Switch-in, Intesifies Gravity.
Permanent No
Mold Breaker No
Potential Pokémon With This Ability: Orbeetle, Celesteela?, Solrock, Lunatone, Deoxys? (gravity related or space related)
Justification: benefits hazard stacking, ground types who no longer have to worry about levitate or flying types, and makes hypnosis, stone edge, etc 100% accurate
more later
 
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AquaticPanic

Intentional Femboy Penguin
is a Community Leaderis a Community Contributor
Community Leader
Abilities

Name: Prickly Coat
Effect: If hit by a contact move, sets a layer of Spikes on the opponent's side of the field. If user is a Poison type, or if the move that hit it was Poison, sets a layer of Toxic Spikes instead
Permanent: No
Mold Breaker: No
Potential Pokémon With This Ability: :sandslash::qwilfish::cacnea::cacturne::maractus::poipole::naganadel::corsola-galar::cursola:Note: final distrib could be smaller than these, these are just suggestions
Justification: Interesting ability that allows for hazard stacking via U-Turn punishing. It is pretty strong of an effect though so would have to be kept to mons in lower tiers.


Adjustments

:sm/audino-mega:
Type:
1639253666366.png
1639253673020.png

Abilities: Regenerator
New Moves: Moonblast
Justification: Allows Mega Audino to function as a wishpasser


:sm/tsareena:
Type:
1639253871113.png
1639253877073.png

Abilities: Leaf Guard / Queenly Majesty / Sweet Veil
New Moves: Double Kick, Triple Kick, Jump Kick, Swords Dance
Justification: Easy and logical type change that gives it more viability.
 
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Name: Counterspell
Power: 100
Accuracy: 100%
PP: 15
Category: Special
Type: Fairy
Effect: Uses the target's Special Attack stat in damage calculation. Fails if the user moves first, or if the opponent switches.
Priority: -1
Flags (ex: Contact, Sound): Mirror, Protect
Potential Pokémon With This Move: :chansey::blissey::milotic::umbreon: + assorted other Psychics and Fairies
Justification: Finally, special Foul Play. Fairy typing is perfect for this, since Fairy is such a good specially defensive type already. However, from what I understand, special moves are meant to be harder to deal with in exchange for being weaker, so I tweaked the effect a bit. I'd expect to see it a lot on spdef walls such as Chansey and Unaware Clefable.

Name: Neutralizing Waves
Power: 0
Accuracy: --
PP: 25
Category: Status
Type: Fairy
Effect: Lasts 5 turns. Neutralizes the ability of Pokemon on the affected side of the field. Can be removed by Defog.
Priority: 0
Flags (ex: Contact, Sound): Mirror
Potential Pokémon With This Move: Psychics & Fairies (in particular, :slowpoke::slowpoke-galar::carbink::weezing-galar:)
Justification: Neutralizing Gas: The Move. Trolls Levitate mons in conjunction with Spikes or Webs, as well as seriously crippling certain offensive mons that rely on their abilities, but it affects both sides of the field, so teams using it have to prepare accordingly.

Name: Metal Claw
Power: 90
Accuracy: 95
PP: 15
Category: Physical
Type: Steel
Effect: 30% chance to lower the opponent's defense one stage.
Priority: 0
Flags (ex: Contact, Sound): Contact, Mirror, Protect
Potential Pokémon With This Move: Current users + :absol::barbaracle::drapion::entei::flygon::gallade::guzzlord::haxorus::incineroar::mightyena::salamence::talonflame::zoroark:
Justification: Metal Claw is totally useless in base, since even when Technician-boosted, it's still worse than Iron Head. So instead, I made it into a better Iron Head with less distribution, in order to give some physical Steels a better STAB move, as well as providing nice coverage for Fairies on various other mons (current distribution might need to be looked at, considering stuff like Weavile and Garchomp get it). Also this + my Druddigon buff makes LO Sheer Force sets on it hilarious.
Name: Slow Start
Effect: On switch-in, this Pokemon's Speed is halved and it takes 0.75x damage from attacks for 3 turns.
Permanent (Yes or No): No
Mold Breaker (Yes or No): No
Potential Pokémon With This Ability: :regigigas::phanpy::donphan::shieldon::bastiodon::munchlax::snorlax:+ other regis?
Justification: Reworking Slow Start from a terrible ability that completely ruins Regigigas into a potent defensive ability/TR enabler which was too much on Regigigas in its first iteration. In addition, thought I'd distribute it to a couple other mons it would be nice on, though lack of recovery on most of these means they won't be overwhelming even with the defense boost.

Name: Inverted
Effect: This Pokemon's defensive type effectiveness are inverted. Immunities remain the same. Announces on entry.
Permanent (Yes or No): No
Mold Breaker (Yes or No): No
Potential Pokémon With This Ability: :avalugg::cradily::malamar:
Justification: Even my version got vetoed. Everything is in shambles. Made it only affect defensive type effectiveness, and with very limited distribution, it should be fine. Keep in mind that all of the mons in my recommended distribution have weaknesses to common offensive types (well, except Malamar. But like, it's Malamar. Just hit it with a move). As Mossy mentioned on Discord, Avalugg becomes somewhat of a physical Blissey, which could actually be pretty cool, but definitely not overwhelming. Distribution makes about as much sense as Contrary's, but here's some
avalugg would look funny upside down, also it's kinda the opposite of bergmite, where it's flat on top instead of on the bottom
cradily would also look funny upside down, plus its head turns inside out when it evolves
malamar is upside down
Name: Lax Incense
Effect: If the holder used a non-damaging move that healed it this turn (which means Arid Absorption, Life Dew, Heal Order, Milk Drink, Moonlight, Morning Sun, Purify, Reconstruct, Recover, Rest, Roost, Shore Up, Slack Off, Soft-Boiled, Strength Sap, Synthesis, or Wish), attacks against it do 0.5x damage.
Can Be Knocked Off: Yes
Ignored by Klutz: Yes
Fling Power & Effect: 10
Justification: Was a Bright Powder clone, which is stupid, so I fixed it. Pretty nice on faster mons to help them live hits better, though slower walls won't be able to do much of anything with it. Also enables fast Wish and Reconstruct mons, which is sick.
:swsh/druddigon:
Name: Druddigon
Type: Dragon
Abilities: Rough Skin / Sheer Force / Mold Breaker
New Moves: Defog, Roost, U-Turn
Removed Moves:
Justification: Druddigon doesn't need much to be good. Its main issue is a lack of reliable recovery, which can be solved by giving it Roost. I mean, it's got those massive wings right there. No clue how it didn't get it already. Regardless, also gave it a couple other moves to further improve its role as a defensive pivot. Mon has the potential for greatness, especially if my Metal Claw buff goes through.
could work as a specially defensive mon
252 SpA Charizard-Mega-Y Focus Blast vs. 252 HP / 252+ SpD Druddigon: 118-139 (32.9 - 38.8%) -- 6.7% chance to 3HKO after Leftovers recovery
252 SpA Choice Specs Greninja Dark Pulse vs. 252 HP / 252+ SpD Druddigon: 129-153 (36 - 42.7%) -- 93.5% chance to 3HKO after Leftovers recovery
4 Atk Protean Greninja Gunk Shot vs. 252 HP / 0 Def Druddigon: 135-160 (37.7 - 44.6%) -- guaranteed 3HKO after Leftovers recovery

also crushes heatran
0 SpA Heatran Earth Power vs. 252 HP / 0 SpD Druddigon: 89-105 (24.8 - 29.3%) -- possible 5HKO after Leftovers recovery
0 Atk Druddigon Earthquake vs. 252 HP / 0 Def Heatran: 320-380 (82.9 - 98.4%) -- guaranteed 2HKO after Leftovers recovery

252 SpA Heatran Earth Power vs. 252 HP / 0 SpD Druddigon: 107-127 (29.8 - 35.4%) -- guaranteed 4HKO after Leftovers recovery
0 Atk Druddigon Earthquake vs. 0 HP / 0 Def Heatran: 320-380 (99 - 117.6%) -- 93.8% chance to OHKO (needs 8 attack EVs to guarantee)

but physdef, its best set, kinda struggles in OU. so let's go down a tier
252 Atk Absol-Mega Knock Off (97.5 BP) vs. 252 HP / 252+ Def Druddigon: 136-162 (37.9 - 45.2%) -- guaranteed 3HKO
252 Atk Adaptability Beedrill-Mega Poison Jab vs. 252 HP / 252+ Def Druddigon: 150-178 (41.8 - 49.7%) -- guaranteed 3HKO
252 Atk Dragonite Dual Wingbeat (2 hits) vs. 252 HP / 252+ Def Druddigon: 104-126 (29 - 35.1%) -- approx. 7% chance to 3HKO
252 Atk Krookodile Earthquake vs. 252 HP / 252+ Def Druddigon: 118-139 (32.9 - 38.8%) -- 99.2% chance to 3HKO

keep in mind that all of these are getting chipped by both rocky helmet and rough skin, so the damage druddigon gets with eq/dragon tail combined with helmet & rough skin chip is enough to KO most of these back (and even if it isn't, you just glare and then roost until they get full para'd or switch out).


:swsh/gogoat:
Name: Gogoat
Type: Grass
Abilities: Sap Sipper / Grassy Surge / Grass Pelt
New Moves: Grassy Glide, High Horsepower, Swords Dance
Removed Moves:
Justification: Gogoat feels like half a mon, so I've given it the tools it needs to have a role in any meta. First off, Grassy Surge. Very obvious, and already gives Gogoat a niche as the only Grassy Surge mon with reliable recovery. Next, it's a goat, so obviously it should get High Horsepower (especially so that it can actually run Ground coverage in Grassy Terrain). Finally, Swords Dance and Grassy Glide patch up its mediocre attack and awful speed, finally giving it a use as a slightly worse Rillaboom with some advantages over it.

:swsh/guzzlord:
Name: Guzzlord
Type: Dark / Dragon
Abilities: Beast Boost / Dragon's Maw
New Moves: Bulk Up, Drain Punch
Removed Moves:
Justification: Guzzlord has a lot of problems, particularly a complete lack of recovery, awful speed, and middling power. Giving it Dragon's Maw solves one of these, as well as making physical sets usable. Drain Punch gives it some form of recovery, though a non-STAB 75 BP move won't help it too much, but Fighting coverage also does it wonders for offensive sets. Bulk Up allows it to actually pack some power into its attacks, though it'll have to give up coverage to do so, so Band sets with Dark/Dragon/Fighting/Poison coverage might be the way to go. Also worth mentioning that Specs Draco is an absolute nuke, but with this mon's speed and total lack of recovery on special sets, it should be fine.
252+ Atk Choice Band Dragon's Maw Guzzlord Dragon Claw vs. 252 HP / 252+ Def Toxapex: 145-172 (47.6 - 56.5%) -- 87.5% chance to 2HKO
252+ Atk Choice Band Guzzlord Poison Jab vs. 252 HP / 200 Def Clefable: 246-290 (62.4 - 73.6%) -- guaranteed 2HKO after Leftovers recovery
252+ Atk Choice Band Guzzlord Drain Punch vs. 252 HP / 4 Def Ferrothorn: 180-212 (51.1 - 60.2%) -- 89.1% chance to 2HKO after Leftovers recovery
252+ Atk Choice Band Dragon's Maw Guzzlord Dragon Claw vs. 244 HP / 52 Def Gliscor: 214-253 (60.7 - 71.8%) -- guaranteed 2HKO after Poison Heal
252+ Atk Choice Band Guzzlord Drain Punch vs. 252 HP / 0 Def Heatran: 216-256 (55.9 - 66.3%) -- guaranteed 2HKO after Leftovers recovery

252+ SpA Choice Specs Dragon's Maw Guzzlord Draco Meteor vs. 252 HP / 4 SpD Blissey: 330-388 (46.2 - 54.3%) -- 55.1% chance to 2HKO

not sure if these are particularly relevant, but I had some fun calcing them, so I thought I'd share.



more later
 
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Name: Frostbite
Power: 80
Accuracy: 100%
PP: 15 (24)
Category: Physical
Type: Ice
Effect: Has a 30% chance to freeze burn the target.
Z-Move Effect: 160
Priority: 0
Flags Bite, Contact, Mirror, Protect
Potential Pokémon With This Move: :luxray:, Ice types dealing with biting.
Justification: Frostbite that is an ice-type burn scald clone. Most Ice-types have low Def so this is helpful for getting burns to patch up their low Def.

Name: Team Swarm
Power: 30
Accuracy: 100%
PP: 10 (16)
Category: Physical
Type: Bug
Effect: Hits one time for every non-fainted bug-type in the user's party.
Z-Move Effect: 180
Priority: 0
Flags Protect
Potential Pokémon With This Move: Pokemon with Swarm, some other pokemon that live in swarms
Justification: Most of the time, you want very little type overlap, but this is an interesting one. In exchange for needing type overlap, it deals massive damage.

Name: Psych Break
Power: ---
Accuracy: ---%
PP: 20 (32)
Category: Status
Type: Psychic
Effect: Raises the user's Att, Def, & Spe by 1.
Z-Move Effect: Resets user's lowered stats
Priority: 0
Flags Snatch
Potential Pokémon With This Move: Psychic type pokemon. Very careful distribution because this is a powerful move
Justification: A powerful move balanced out by a weaker type.

Name: Ambush
Power: 80
Accuracy: 100%
PP: 15 (24)
Category: Physical
Type: Dark
Effect: If the target switches out when this move is used, it deals 1.3x damage.
Z-Move Effect: 160
Priority: 0
Flags Contact, Mirror, Protect
Potential Pokémon With This Move: idk, sneaky pokemon
Justification: Stronger than knock off, but with less utility.

Name: Gorilla Tactics
Effect: Original Effects + Disables holder's held item.
Permanent No
Mold Breaker Yes
Potential Pokémon With This Ability: :darmanitan-galar:, maybe other monkes
Justification: Gorilla Tactics nerf drops Garm down to OU (unless Garm is OU in NatDex but I checked & it looked like it wasn't (If it is OU, please tell me))

Name: Chaos
Effect: At the end of each turn, this pokemon's Physical moves become Special & vice versa. Announces what doing so. This pokemon's damaging moves deal 1.2x damage.
Permanent No
Mold Breaker Yes
Potential Pokémon With This Ability: idk
Justification: Mixed attackers love this ability

Name: Full Force
Effect: This pokemon's attacks deal 1.5x damage if the target is at max hp.
Permanent No
Mold Breaker Yes
Potential Pokémon With This Ability: Stronk mons (think sheer force kind of distribution)
Justification: This was done as a sub for a FE. I don't remember which one or who did it, but I'm not going to go look. Credits to whoever that was. Sounded like a good idea so.

Name: Strikeback
Effect: If this pokemon is hit by a move that deals 50% of its max hp or more, its Att is raised by 2.
Permanent No
Mold Breaker Yes
Potential Pokémon With This Ability: idk
Justification: getting hit hard is common and this ability helps counter that.

Name: Room Extender
Effect: If this pokemon summons a room, it lasts for 8 turns instead of 5. Single Use.
Can Be Knocked Off Yes
Ignored by Klutz Yes
Fling Power & Effect: 60
Justification: Not broken room extender.

Name: Null Stone
Effect: Disables the holder's ability.
Can Be Knocked Off Yes
Ignored by Klutz No
Fling Power & Effect: 100
Justification: Allows Regigigas, Slaking, & Archeops to be usable.

Name: Foulness Policy
Effect: When hit by a Dark-type move, it deals 25% less damage and raises the holder's SpA by 1. Single Use.
Can Be Knocked Off No
Ignored by Klutz Yes
Fling Power & Effect: 80
Justification: Shoutouts to Monothreat Rebalanced.

:sm/scorbunny::sm/raboot::sm/cinderace:
Name: Cinderace line
Type: Unchanged
Abilities: Unchanged
New Moves: Will-O-Wisp
Removed Moves: U-Turn
Justification: No longer broken as no more pivoting and also will-o-wisp for utility.

:sm/bibarel:
Name: Bibarel
Type: Unchanged
Abilities: Unchanged
New Moves: Extreme Speed
Removed Moves: None
Justification: Haha simple SD sweep go brrrrrrrrrrrrrrrrr.

:sm/gyarados::sm/gyarados-mega:
Name: Gyarados +Mega
Type: Water/Dragon (Mega: Water/Dark)
Abilities: Unchanged
New Moves: Draco Meteor
Removed Moves: None
Justification: This shouldn't be a Flying-type and now isn't nuked by electric types.

:sm/gardevoir::sm/gardevoir-mega:
Name: Gardevoir +Mega
Type: Unchanged
Abilities: Unchanged
New Moves: Ice Beam
Removed Moves: None
Justification: This might be a bad idea but boltbeam coverage is very good.
 
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Samtendo09

Ability: Light Power
is a Pre-Contributor
:meganium:
Name: Meganium
Type: Grass
Abilities: Overgrow | Flower Veil (replacing Leaf Guard)
New Moves: Wish, Weather Ball, Body Press
Removed Moves: None
Justification: Flower Veil gives Meganium good use of their role as a bulky cleric, or a physical set-up sweeper with Swords Dance without a worry of Intimidate, Burn and other Attack-reducing mechanics.

:electivire:
Name: Electivire
Type: Electric / Fighting (Elekid and Electabuzz remains pure Electric)
Abilities: Motor Drive | Iron Fist (replaces Vital Spirit)
New Moves: Bulk Up, Swords Dance
Removed Moves: None
Justification: Giving it Iron Fist is a given, so is secondary Fighting. Stronger, recoiless STAB Thunder Punch gives Electivire a niche over other Electric-type, and BoltBeam coverage is not something to laugh off either.

Name: Seed Bomb
Power: 80
Accuracy: 100%
PP: 15 (24)
Category: Physical
Type: Grass
Effect: Damage calculation is done through the target’s Special Defense instead of Defense.
Priority: 0
Flags: None
Potential Pokémon With This Move: Not much expansion needed (:octillery: can make use of it; NOT:rillaboom:!)
Justification: Gives Seed Bomb an use over Wood Hammer and Leaf Blade. It also allows physical Grass Pokémon to hit through physically bulky opponents.
 
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Gravity Monkey

Que des barz comme si jtais au hebs
is a Top Artist
:sm/spectrier: :sm/calyrex-shadow:
Name: Spectrier / Calyrex-Shadow
Type:

Abilities:
:Spectrier: Grim Neigh / Cursed Body
:Calyrex-shadow: As One / Cursed Body
New Moves:
:Spectrier::Calyrex-shadow: Extrasensory, Thunderbolt, Thunder
Removed Moves:
:Spectrier::Calyrex-shadow: Nasty Plot, Taunt
:Spectrier: Calm Mind
Justification: To fit with counterpart Glastrier. Removed set-up move to hopefully make Spectrier bearable in OU.

:sm/alakazam::sm/alakazam-mega:
Name: Alakazam
Type:

Abilities: No changes
New Moves: —
Removed Moves: Nasty Plot
Justification: Alakazam-Mega is honestly such a cool mon and considering this little change is the only thing that made it broken, I don't see why we couldn't try to salvage it.

:sm/eevee::sm/flareon::sm/jolteon::sm/vaporeon::sm/espeon::sm/umbreon::sm/leafeon::sm/glaceon::sm/sylveon:
Name: Eevee and evolutions
Type: OG type +

Abilities: No changes
New Moves:
All: Earthquake, Earth Power, Mud Shot, Stomping Tantrum, Bulldoze, Sand Tomb, U-turn
:Flareon: Morning Sun
:Jolteon: Morning Sun, Spikes
:Vaporeon: Moonlight
:Leafeon: Morning Sun
:Glaceon: Moonlight
:Sylveon: Moonlight
Removed Moves:
:Sylveon: Mystical Fire
Justification: Ok so the eeveelutions are all kinda bad right now and I think this would be a way to make them less absolute garbage. This added STAB allows some of the more one-dimensional ones a much needed flexibility (and also a way to hit steels lol). As for flavor, the link between some ground type mons and the type is often kinda dubious (golurk? gliscor??) i felt like this wasn't too out of line. U-turn and healing moves grant them just enough utility to where I think they'll be fine but not OP. Jolteon also gets spikes because he's our mascot :))

:sm/zarude:
Name: Zarude
Type:

Abilities: Intimidate
New Moves: Iron Head, Slack Off
Removed Moves: –
Justification: Zarude is already a decent win condition with bulk up in Nat Dex. Access to intimidate as well as new move options should help it a little bit more to achieve this task as well as making pivot sets more viable.
Name: Power Herb
Effect: Old effect + Holder's move that require a recharge turn don't require one. Single use.
Can Be Knocked Off: Yes
Ignored by Klutz: Yes
Fling Power & Effect: Same as before
Justification: This way, some of the powerful nuke moves ala Giga Impact/Hyper Beam will have a way to be used.

Name: Blue Herb
Effect: Uses topsy-turvy on ther user when one stat stage is less than 0. Single use.
Can Be Knocked Off: Yes
Ignored by Klutz: Yes
Fling Power & Effect: Same as White Herb
Justification: Basically a one time contrary. Enables cool set up options like Hammer Arm for speed or Overheat used as a NP clone.
 
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ViZar

your toast is burned
is a Social Media Contributor Alumnus
:bw/pansage::bw/simisage:
Name: Pansage + Simisage
Type:

Stats: Unchanged
Abilities: Gorilla Tactics / Sap Sipper / Overgrow (HA)
New Moves: -
Removed Moves: -
Justification:

:bw/pansear::bw/simisear:
Name: Pansear + Simisear
Type:

Stats: Unchanged
Abilities: Gorilla Tactics / Flame Body / Blaze (HA)
New Moves: -
Removed Moves: -
Justification:

:bw/panpour::bw/simipour:
Name: Panpour + Simipour
Type:

Stats: Unchanged
Abilities: Gorilla Tactics / Rain Dish / Torrent (HA)
New Moves: -
Removed Moves: -
Justification:
 
Pokémon

Name: Camerupt-Mega
Type: Fire-Ground
Ability: Sheer Force Desolate Land
New Moves: None
Removed Moves: None
Justification: Camerupt-Mega is a literal erupting volcano. Have you ever tried to splash water on a volcano?


Name: Slaking
Type: Normal
Abilities: Truant / Stall (hidden ability)
New Moves:
Close Combat
Removed Moves: None
Justification: sloths are animals that, when fighting for territory, need to get very close to the opponent to fight. Stall is an ability that, although you always move last, allows you to invest in things like spd, which Slaking has little. However, it still leaves you perfectly balanced, as by always being the last to attack, you're much more vulnerable to powerful wallbreakers and Pokémon with enough firepower to OHKO you with super effective Close Combat.

Moves
Name:
Elemental Punchs/Fangs
Power: 85
Accuracy: 100
PP: 24 (Max)
Category: Physical
Type: Same as original
Effect: 10% freeze/burn/paralyze. (Remove the flinch chance of fangs moves)
Priority: 0
Flags: Same as original
Potential Pokémon with this move: Same as original + Carnivine having the fangs moves
Justification: a nice sylvemon buff that I wish I had here too

Abilities
Name:
Corrosion (already exists)
Effect: Poison moves deal neutral damage on Steel- and Poison-types.
Permanent: No
Mold Breaker: No
Potential Pokémon with this ability: Salazzle, Drapion, Garbodor, Weezing, Alola-Weezing, Muk, Alola-Muk. (DON'T GIVE IT TO NAGANADEL OR DRAGALGE)
Justification:
Depending on the ph level, an acid can corrode a metal plate. All of the aforementioned Pokémon are extremely toxic or even radioactive, having enough caliber to frighten Steel-types!
 
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Name: Snore
Power: 100
Accuracy: 100%
PP: 15
Category:

Type:

Effect: Can only be used if the user is asleep or has the ability Comatose. No longer has a flinch chance
Priority: 0
Flags (ex: Contact, Sound): Protect, Mirror, Sound
Potential Pokémon With This Move: Everything
Justification: This gives Snore an actual purpose as an alternative to Sleep Talk for RestTalk Special Attackers and Calm Mind users, allowing you to have consistent damage while asleep. Also, apparently CM Snore Liquid Voice Primarina is an actual thing in UU, so now it's more legitimate.

Name: Adaptable Attack
Power: 100
Accuracy: 100%
PP: 10
Category:

Type:

Effect: Deals typeless damage. Becomes Special if the user's SpA is higher than its Atk. Deals 1.5x damage when used by a Type: Null
Priority: 0
Flags (ex: Contact, Sound): Protect, Mirror, Contact
Potential Pokémon With This Move: :type null::eevee::porygon:
Justification: Typelessness is pretty much untouched territory, especially offensively. Defensively, typelessness is possible through using Roost with a pure Flying-type or Burn Up with a pure Fire-type, but offensively (without hacking) it only exists with Struggle. Typeless moves can't hit anything for super effective damage but they don't have any resists or immunities, so it's basically a much superior version of Normal's type coverage, making it a fine option for anything that doesn't have something better to run, especially since it's so strong. Also let's Type: Null do its RestTalk shenanigans more easily and it even gets STAB on it.

Name: Soulful Noise
Power: 90
Accuracy: 100%
PP: 10
Category:

Type:

Effect: Torments the opponent if it hits
Priority: 0
Flags (ex: Contact, Sound): Protect, Mirror, Sound
Potential Pokémon With This Move: :cursola::mismagius::spiritomb::froslass::gardevoir::chatot::noivern::primarina::gorebyss::meloetta::roserade::toxtricity::toxtricity-low key:
Justification: Similar to Haunting Scream from SylveMons but with a less crazy effect that can still force switches. Torment can be super annoying for stuff that wants to spam their STAB moves and it can ruin Choice item users, but spending a moveslot on it is usually never worth it. Soulful Noise gets to be a strong Ghost move, though it's mostly meant to be coverage for non-Ghost-types, while also spreading around Torments, which can be dangerous in the right situations

Name: Rototiller
Power: --
Accuracy: --
PP: 10
Category:

Type:

Effect: Boosts the Attack and Defense of all active grounded Grass-types by 1, including the user, and sets Grassy Terrain
Priority: 0
Flags (ex: Contact, Sound): Snatch
Potential Pokémon With This Move: Old Distribution + :abomasnow::torterra::trevenant::sawsbuck::maractus::dubwool::comfey::heatmor:
Justification: Rototiller and Grassy Terrain are both horrible moves, though the former would at least be decent as a slightly worse Work Up if more than 2 Grass-types learned it. However, combining them makes them actually usable. Rototiller is now a Bulk Up for Grass-types, which is already great, especially when you're setting terrain at the same time, so your Grass-types moves are gonna murder things in the immediate future. Plus, this makes Grassy Terrain a lot easier to set, which Fire and Steel-type teammates will appreciate. We definitely want to be careful giving this to any Grass-types that learn Grassy Glide, and thus the only Grassy Glider's I've suggested are Abomasnow, Trevenant, Maractus, Comfey, and Dubwool
Name: Adaptive Belt
Effect: This Pokémon's STAB moves deal 1.25x damage but its non-STAB moves deal 0.75x damage
Can Be Knocked Off (Yes or No): Yes
Ignored by Klutz (Yes or No): Yes
Fling Power & Effect: 10
Justification: Pretty basic boosting item, gives a nice riskless boost to stuff that wants to spam their STABs, nothing more, nothing less. Had to add the drawback so that you still have a reason to use type-boosting items, though.

Name: Honey
Effect: Pokémon with the ability Honey Gather or Sweet Veil heal 12.5% of their HP at the end of every turn when holding this item
Can Be Knocked Off (Yes or No): Yes
Ignored by Klutz (Yes or No): Yes
Fling Power & Effect: 30
Justification: Kind of a meme, but 12.5% HP recovery is no joke, just ask Gliscor, so stuff like Alcremie, Tsareena, and Ribombee can enjoy way more longevity on top of their existing roles.
Name: Implode
Effect: When this Pokémon faints, all hazards from the user's side of the field are removed.
Permanent (Yes or No): No
Mold Breaker (Yes or No): No
Potential Pokémon With This Ability: :electrode::golem::blacephalon:, Suicide leads, Very frail mons
Justification: Housekeeping is a hazard removing ability that deserves to stay in the past, but Impode here is a much more healthy version of that evil ability. Removing all hazards for free is still a powerful tool, but having to lose a mon for it and only being able to do it once, assuming you don't have multiple Pokémon with the ability, is a huge tradeoff for it, so it's best used late in the game or alongside Pokémon that require hazard support to work, like Shedinja, boots-less Volcarona, or Specs Charizard on a Sun team. Implode can also serve as a deterrent for knocking out a Pokémon at a certain time, which gives stuff like Golem or Blacephalon more time to dent the opponent's team

Name: Moody
Effect: This Pokémon's lowest stat is raised by 1 at the end of each turn.
Permanent (Yes or No): No
Mold Breaker (Yes or No): No
Potential Pokémon With This Ability: Old Distribution + :spinda:
Justification: This version of Moody takes out the RNG aspect and because of how Beast Boost is coded, it only boosts 1 stat, making it way healthier, giving sucky Pokemon like Spinda, Octillery, and Bibarel a Speed Boost for any stat they want but with the caveat that the stat has to be low to begin with.

Name: Toxic Boost / Flare Boost
Effect: This Pokémon's Attack (TB) / Special Attack (FB) is boosted 1.5x when poisoned (TB) / burned (FB) and heals 1/16 of its max HP every turn when poisoned (TB) / burned (FB)
Permanent (Yes or No): No
Mold Breaker (Yes or No): No
Potential Pokémon With This Ability::zangoose:/:drifloon::drifblim:
Justification: This keeps Toxic Boost from just being a worse Guts, making Zangoose absolutely terrifying on webs teams or against slower teams once it's on the field for a turn. I'll do this with Flare Boost later but I'm subbing this first cuz Drifblim might be a bit too cracked with this + Strength Sap recovery

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::bergmite::avalugg::spiritomb:, 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, Spiritomb takes less from Dazzling Gleam, and Wobbuffet still sucks. Also has a funny interaction with Expanding Force in Psychic Terrain, so in the rare case you face PsySpam or an Indeedee, be sure to remember that
:sm/lucario-mega:
Name: Mega Lucario
Type:

Abilities: Neuroforce
New Moves: N/A
Removed Moves: N/A
Justification: You can tell that Game Freak doesn't care about singles when they made a mon with 145/140/112 offensive stats and Adaptability and called it balanced (and as far as VGC goes, it somehow was). Neuroforce is still a great ability, especially on a Fighting-type that hits so many types super effectively, but most of the time, Mega Lucario won't have a power boost, so its super high attacking stats are suddenly a lot less scary, even with its high Speed.

:sm/ampharos::sm/ampharos-mega:
Name: Ampharos & Mega Ampharos
Type:
->

Abilities: Static / Plus / Mold Breaker -> Fluffy
New Moves: Draco Meteor, Slack Off
Removed Moves: N/A
Justification: I was about to just give this Tail Glow and call it a day, but then I realized that Mega Ampharos has really good 90/105/110 bulk and an interesting defensive typing and that matches up well against many physical attackers like Kartana, Corviknight, Scizor, and Rillaboom. So, Fluffy plus some reliable recovery can make Mega Ampharos a great bulk pivot that is nowhere near passive with that massive 165 SpA stat and the newly added Draco Meteor, has utility in Volt Switch and Heal Bell, and can check numerous physical attackers more easily. Amphy still has to watch out for many common non-contact moves like EQ, Ice Beam, and Moonblast, so it's not unkillable, but it definitely gets a new lease on life.

:sm/minior-blue:
Name: Minior
Type:

Abilities: Shields Down (Meteor) -> No Guard (Core)
New Moves: Meteor Beam, Earth Power, Hurricane, Meteor Mash, Moonblast, Moonlight
Removed Moves: N/A
Justification: I really wish Minior was good, but Shields Down is such a gimmicky ability that it's no wonder it was doomed to languish in the depths of ZU after initial hype. Makes it all the more wild that they tried the same thing with Eiscue and the same thing happened. While I won't try to fix Shields Down (yet), I can at least try to fix Minior's movepool to hopefully make it less one note. The addition of Meteor Beam, Hurricane, and Earth Power plus a new ability in No Guard for Core means two things. First, you can't accidentally turn back into Meteor Minior if you somehow healed and now you have an ability that's actually beneficial to you, ensuring that you hit your Stone Edges and Hurricanes. Second, it opens up the possibility of running special and mixed Shell Smash sets, so Minior isn't as easy to wall at first glance, allowing it to sweep if the opponent guesses wrong.

:sm/kangaskhan::sm/kangaskhan-mega:
Name: Kangaskhan & Mega Kangaskhan
Type:
->

Abilities: Early Bird / Scrappy / Inner Focus -> Parental Bond
New Moves: N/A
Removed Moves: Seismic Toss, Power-Up Punch
Justification: SylveMons resub, but Mega Kangaskhan is a cool concept ruined by 1 move and it was cool in SylveMons, so I'd like to have it around again, especially since we only nerfed during the slate patch of SylveMons
 
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Name: Corrupted Branch
Effect: User's Status moves have +1 Priority. After the user uses a status move, that move is permanently randomized (retained on switching out) to a different move (anything that can be called via Metronome besides any banned moves like OHKO and Baton Pass).
Can Be Knocked Off: Yes
Ignored by Klutz: Yes
Fling Power & Effect: 30
Justification: This is a pretty wild gimmick and im not sure how effective it can be, but it can be used on suicide leads to give their hazard moves +1 priority, as well as rotate them to strong attacks providing the lead with more strength after they setup everything that is needed. You can continue to reroll status moves, but you are stuck with any attacks you get, so there is a pretty high risk to this item
 
Hey there! If there's anything wrong / needing to be changed with these, hit me up. Might add more later.
EDIT: Removed the spoiler tags


Name: Lucky Flow / Misty Flow / Rainbow Flow / Trusty Flow
Effect: Summons Lucky Chant / Mist / Rainbow (as in Fire + Water Pledge) / Safeguard for 5 turns on switch-in.
Permanent: No
Mold Breaker: No
Potential Pokémon With Lucky Flow (Chant): Vileplume, Mismagius, Florges, Audino (replaces Klutz)
Potential Pokémon With Misty Flow (Mist): Alolan Sandslash, Cresselia (Hidden Ability), Cryogonal, Frosmoth
Potential Pokémon With Rainbow Flow (Rainbow): G-Rapidash (replaces Run Away), Ho-oh, Aurorus, Alcremie
Potential Pokémon With Trusty Flow (Safeguard): Lugia, Altaria, Luvdisc, Slurpuff
Justification: Competitively, I believe Misty and Rainbow are the most useful ones - Being an extension of Serene Grace and preventing stat reductions can be very handy - but Critical Hit and Status protections can be pretty interesting to play with too. And most of these often don't have anything better - or anything else in some cases - to use, so it could be interesting. Besides, like Terrains, a summoning ability is the only way these things are gonna get used.

Misty: Ice-types and/or learn it by level-up
Rainbow: G-Rapidash's colorful mane and horn, Ho-oh is the Rainbow Pokémon, Aurorus has the colorful Auroras, Alcremie has a Rainbow Swirl form
Lucky: First three learn the move by level, the latter by breeding
Trusty: All learn Safeguard by level-up

Name: Dynamic Entry
Effect: The Pokémon's attacks never miss on the turn it switches in. Does not affect OHKO moves.
Permanent: No
Mold Breaker: No
Potential Pokémon With This Ability: Magby line, Elekid line
Justification: Allows 'mons to use an one-time powerful move on switch-in with a guarantee of hitting. The two lines can use it specially well thanks to Zap Cannon and Inferno, which are very strong but balanced by the fact you only get one guaranteed hit per switch-in (and immunities both via abilities and in Zap's case Ground-type are common in these moves' cases). Considered doing one with Grass Whistle or Sing too but decided against it for now. Inspired by a Pokémon Masters ability.


Name: Cleanse Tag (existing)
Effect: Extends the effect of Safeguard, Mist, Rainbow and Lucky Chant summoned by the holder to 8 turns.
Can Be Knocked Off: Yes
Ignored by Klutz: No
Fling Power & Effect: 30 BP, no sec. effect.
Justification: Synergy with the ability I submitted but even then, it's kind of intriguing that those field effects don't have a Light Clay-like item associated with them.


Name: Bolt Kick
Power: 60
Accuracy: 90%
PP: 16
Category: Physical
Type: Electric
Effect: This attack always results in a critical hit.
Priority: 0
Flags: Contact
Potential Pokémon With This Move: Toxtricity, Tapu Koko, Jolteon, Zebstrika, Raichu, Electivire, Blaziken, Tsareena, Lopunny, Hitmonlee, Galarian Zapdos, Cinderace
Justification: A better alternative to Wild Charge as a physical electric move, in the form of a Storm Throw clone, for a few Pokémon. Some, like Boltund or Luxray, can't exactly kick though. Inspired by a recent TCG move (but also a popular suggestion I'm pretty sure, concept wise). Also deals less damage against you if your team is surrounded by a Lucky Chant (wink).
 
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Name: Maestro
Effect: If this Pokémon has selected a sound-based move, their speed is multiplied by 1.5 for the turn.
Permanent: No
Mold Breaker: No
Potential Pokémon With This Ability: :chatot::kricketune::primarina:, any mons associated with classical forms of music
Justification: Intended as an ability for Pokémon who deal with more classical music (Kricketune being a stringed instument, Primarina being an Opera singer, and Chatot being a written music note), this ability is a nice buff for a select few pokemon. Primarina is actually encouraged to use sound-based moves in order to outspeed and wallbreak faster threats, where before it usually jut ran Torrent over Liquid Voice, Chatot becomes the fastest Parting Shot user in the entire game, which could find a niche, and Kricketune is still absolute garbage.

---------------------------------------------------------------------------------------------------------------------------------------

Name: Blunder Policy [Already Exists]
Effect: If the user’s move fails (same as the Stomping Tantrum Triggers), then this item is consumed and the user’s Speed is raised by 2 stages.
Can Be Knocked Off (Yes or No): Yes
Ignored by Klutz (Yes or No): Yes
Fling Power & Effect: 80 BP
Justification: Blunder Policy has an interesting idea, but unfortunately having to miss to trigger it is a bit too situational and unreliable of a strategy. So, this rework makes Blunder Policy have a far broader trigger, giving it a bit more versatility, being able to proc off of the likes of flinching or hitting an immunity.

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:ss/rotom::ss/rotom-fan::ss/rotom-frost::ss/rotom-heat::ss/rotom-mow::ss/rotom-wash:
Name: Rotom
Type: Unchanged
Abilities:
Base: Levitate / Unburden [HA]
Fan: Levitate / Speed Boost [HA]
Frost: Levitate / Refrigerate [HA]
Heat: Levitate / Flame Body [HA]
Mow: Levitate / Grassy Surge [HA]
Wash: Levitate / Water Absorb [HA]
New Moves: None
Removed Moves: None
Justification: Rotom & co. have hidden abilities now! Acts as a buff for some of the less used Rotom forms, although I'd have to say the biggest winners here are Fan and Mow. Here's an outline of the abilities added:
Base: gets unburden due to it being the only form unbound to an appliance. While still probably the weakest of all the forms, it might find a little niche in lower tiers running Throat Spray + Hyper Voice.
Fan: gets Speed Boost due to a fan taking time to reach its full speed once turned on. Definitely runs this over Levitate, and its combo of Speed Boost + Nasty Plot should help Fan jump out of untiered hell.
Frost: had to get Refrigerate, it just makes sense. Provides a more accurate Ice STAB in the form of Hyper Voice, although competitively Frost might still want to run Levitate anyways.
Heat: gets Flame Body for pure flavor. Touching an operating microwave oven will burn you. There was nothing Heat would want to run over Levitate anyways lmao.
Mow: gets Grassy Surge as the use of a Lawn Mower usually indicates a rather Grassy Environment. Could provide as a rather interesting contrast to the other two Grassy Surge mons, being the only Grassy Surge Special Attacker and far more oriented on support and pivoting compared to the other two.
Wash: uses water to clean its contents, hence refreshing Wash's HP via Water Absorb. While Levitate negates a weakness, Water Absorb's immunity provides Rotom some extra potential ways of healing, something which Wash could certainly use. A bit unsure of which Wash would prefer to run.


Probably more stuff to come idk
 

zxgzxg

scrabble
is a Forum Moderator
Move: Spectral Thief
Typing:

Category:

BP: 60
Accuracy: 100%
PP: 10 (max. 16)
Effect: Steals target's boosts after dealing damage.
Priority: 0
Flags: None
New Users: Ghost-, Dark-, and Psychic-types
Description: I doubt this'll make Marshadow OU but it's cool utility for some other mons.
---
Ability: Conservation
Effect: When this Pokemon consumes a Berry, they gain Leftovers.
Users: Things with Cheek Pouch, honestly not too sure
Description: Good berry ability yay!!!!! Makes sure berry users aren't itemless after using their berry, getting them out of the HP threshold required to use their berry.
---
Item: Cram-o-Ray
Effect: When this Pokemon uses Surf or Dive, the item activates. When the holder is hit, the attacker takes 1/4 max HP.
Consumable: No
Can be removed: Yes
Ignored by Klutz: Yes
Fling BP: 30
Description: Now everyone can use Cramorant's funny ability! Probably useful on bulky Water-type setup sweepers like Tapu Fini or Keldeo.

Item: Brass Knuckles
Effect: Contact moves have x1.3 power and have Steel-type effectiveness added to them.
Consumable: No
Can be removed: Yes
Ignored by Klutz: Yes
Fling BP: 60
Description: Tough Claws with the drawback of being resisted by every single bulky Steel and Water ever lol.
---
:ss/musharna:
Pokemon: Musharna
Type:
--->

Abilities: Forewarn / Synchronize / Telepathy ---> Forewarn / Synchronize / Magic Guard
Movepool: +Heat Wave, Fire Blast, Flamethrower, Overheat, Flame Charge, Sunny Day, Incinerate, Ember, Fire Spin, Flare Blitz, Fire Punch, Will-o-Wisp, Focus Blast
Description: Big Magic Guard. Meant as a blanket Psychic check, resisting Psychic plus most coverage Psychic-types like to run (Fighting, Fire). Also has a lot of offensive presence, with large Special Attack and decent dual STABs and CM. lmk if this needs more coverage/utility
:ss/dusclops::ss/dusknoir:
Pokemon: Dusclops and Dusknoir
Type:
--->

Ability: Pressure / Frisk ---> Pressure / Iron Fist
Movepool: +Body Press, Drain Punch
Description: Inspired by Sirfetch'd and Farsola-Galar from FELT. While both forms lack Strength Sap, Dusclops gets a hefty Body Press and Dusknoir gets Shadow Sneak a lot more random coverage with the elemental punches.
 
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Bobsican

NatDex Ubers TL
is a Top Tiering Contributor
Name: Fear Shifter
Effect: While active, all stat changes performed only raise or decrease Atk accordingly of the respective target
Permanent: No
Mold Breaker: No
Potential Pokémon With This Ability: :Masquerain:, :Orbeetle:, :Gligar:, :Eelektross:, :Huntail:, :Obstagoon:, :Mandibuzz:, :Volbeat:
Justification: Not only this ability disrupts special setup sweepers into raising their Atk instead of their SpA, it also has some funny interactions, such as turning Defog and Sticky Web into lowering Atk, Shell Smash raising user's Atk by 4 (6 with a White Herb) stages, Parting Shot lowering the Atk of the opponent by 2, and so on. Overall it's a funny ability to twist some strategies while also raising the viability of certain mons.


Name: Bedbugs
Effect: User's Bug type moves have +1 priority, but Ground types are immune
Permanent: No
Mold Breaker: No
Potential Pokémon With This Ability: :Forretress:, :Parasect:, :Kricketune:, :Ariados:, :Araquanid:, :Centiskorch:, :Shuckle:, :Durant:
Justification: Bug type moves are well known for being the worst coverage-wise out of being resisted by nearly half of the type chart, so I thought a buff in this way would be a nice anti-offense tool that raises the viability of several mons that struggle on being usable.


Name: Compressed Friction
Effect: User's Rock type moves become Fire type and are boosted by x1.8
Permanent: No
Mold Breaker: No
Potential Pokémon With This Ability: :Klinklang:, :Grumpig:, :Lycanroc:, :Diancie:, :Donphan:, :Ampharos:, :Hitmontop:
Justification: The mons have coverage issues for the most part, so allowing them to have solid Fire (enhanced) pseudo-STAB is a nice way to raise their viability. Lycanroc and Diancie, however, sacrifice their own Rock STAB for a Fire one, which is still a fair trade given that Fire/Fairy is quite solid offensively for Diancie, and Lycanroc gets Fire-type priority in Accelerock.


Name: Adrenaline Orb
Effect: If the attacking move the user is using can inflict damage on the user, it is supressed (a la Magic Guard) and boosted by x1.3
Consumable: Yes
Can Be Knocked Off: Yes
Ignored by Klutz: Yes
Fling Power & Effect: 30 BP, no additional effect
Justification: Being able to use moves such as Head Smash or Steel Beam with no recoil to worry about as a pseudo-Z-Move is a nice addition to the meta to have a decent one-time nuke to overwhelm a check with proper prediction, while also raising viability on Acrobatics. Species that notably benefit from this item include :Blacephalon:, :Archeops: , :Lucario:, :Staraptor: (lol Reckless) and :Hawlucha: (lol High Jump Kick and Unburden).
 
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Mossy Sandwich

Gunning for the top
is a Community Contributoris a Tiering Contributor
UUPL Champion
Name: Alternating Current
Power: 60
Accuracy: 100
PP: 10 (Max 16)
Category: Special
Type: Electric
Effect: Hits twice. First hit is special, second hit is physical
Z-Move Effect: 100bp
Priority: 0
Flags (ex: Contact, Sound):
Potential Pokémon With This Move: Electivire, Thundurus, Toxtricity, other things related to electricity or having "2" as part of its design like Dragapult, you can go pretty wild with this.
Justification: Most physical electrics also have decent special attack so this pairs well with them as it gives them a good physical option kinda. It'll also hit walls on their lower defense for one of its hits so it's not too obvious to wall. Good mixed attackers like Thundurus could also use it well and Toxtricity gets Technician and Shift Gear which it could use to make this move pretty epic.

Name: Mirror Shot
Power: 40
Accuracy: 100
PP: 10 (Max 16)
Category: Special
Type: Steel
Effect: Appplies Magic Coat on the user's side of the field for the rest of the turn.
Priority: 1
Flags: Spread
Potential Pokémon With This Move: Same as before, +Heatran, +Corviknight, +Some other stuff I don't have good ideas.
Justification: Special steel priority for Heatran mostly. Besides that, it acts as Magic Coat on pokemon like Ferrothorn, Corviknight and Heatran, letting them fuck with hazard setters and Taunt. It's a weird move, but a pretty funny one if you're willing to give it a chance.

Resubs
Name: Conflagration
Power: 80
Accuracy: 100%
PP: 10 (Max 16)
Category: Special
Type: Fire
Effect: Damage doubles if entry hazards are set on the opposing side of the field. Removes entry hazards from the opponent's side of the field after use.
Z-Move Effect: 160bp
Priority: 0
Flags: None
Potential Pokémon With This Move: Heatran, Drampa, Gyarados, Hydreigon, Tyranitar, Krookodile, Moltres-G, Zoroark, Grimmsnarl, Haxorus, Arceus, fire types, overheat users, burning jealousy users, dark types, ghost types
Justification: Conflagration is a huge nuke, but with a big drawback and hard to spam. While you may be firing off a 160bp, potentially stab move, removing hazards essentially lowers your damage output throughout the game unless you set them up immediately afterwards. It's good for Specs users or just generally strong fire attackers because it can deal huge damage, even to resists. It also gives you a list of pokemon who would burn down a building.

Name: Libero
Effect: Non-Stab moves gain 1.2x power
Permanent: No
Mold Breaker: No
Potential Pokémon With This Ability: Cinderace, Passimian, some other stuff, can't be bothered to look into it.
Justification: Cinderace is a pretty cool mon so I'm gonna try to get it unbanned while not straying too far from what it usually does. Libero is also just a protean clone so it feels fair to modify it to give it a different, less powerful niche that can be distributed more freely.

:sm/dracovish:
Name: Dracovish
Type: Water/Dragon
Abilities: Water Absorb/Regenerator/(Sand Rush)
New Moves: Flip Turn
Removed Moves: no
Justification: Instead of a dumb unwallable wallbreaker, you get a fun defensive pivot. Sure it still has Fishious Rend, but without Strong Jaw, it's much easier to deal with. Sand Rush sets are also here, but hopefully balanced as they're still walled by the usual bulky waters and grasses. It runs AV well thanks to Flip Turn and can use Fishious Rend has a way to be less passive.
 
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charizard8888

Catch The Wave
is a Forum Moderator Alumnus
:ss/absol-mega:
Name: Mega Absol
Type: Dark / Ghost
Abilities: Dark Aura
New Moves: Darkest Lariat, Poltergeist
Removed Moves: None
Justification: The typing + moves makes it a mega worth using in OU now for late/mid game sweep due to its high Attack and Speed but low bulk.

Mega Absol
SunWhen this Pokémon whips the winglike fur on its back as though beating its wings, it sends an intimidating aura flying at its opponents.
MoonAs the energy of Mega Evolution fills it, its fur bristles. What you see on its back are not true wings, and this Pokémon isn’t able to fly.
Ultra SunNormally, it dislikes fighting, so it really hates changing to this form for battles.
Ultra MoonIt converts the energy from Mega Evolution into an intimidating aura. Fainthearted people expire from shock at the sight of it.

If Dark Aura can't be distributed due to it being a signature ability then the ability can be Moxie.

252 Atk Dark Aura Absol-Mega Knock Off (97.5 BP) vs. 248 HP / 252+ Def Eviolite Chansey: 313-369 (44.5 - 52.4%) -- 21.5% chance to 2HKO
 
Move: Inner Fire
Type: Fire (Status)
Pp: 15 (24)
Effect: User’s passion burns bright raising its higher attacking stat and both defensive stats by 1 stage. However, for non-Fire types they will burn themselves. Afterwards it’s just a nice stat booster. If non Fire type is afflicted with another status will overwrite it with burns.
Learneset: Most Fire types and probably guts Mons, Drifloom.
Description: a good boosting move for Fire types and a way for Guts Mons to use burns without item slot. Go ahead and use Lefties or Life Orb so both you and your opponent can die even faster, just hope that you didn’t actually need that 4th slot for some other attack. For fires it’s better than Howl, gives Moltres a way to boost its SpAtk and defenses and CharizardY can be a scary prospect. Speaking of Howl.

Move: Howl
Effect: While still raising attack 1 stage, it lowers the enemy’s higher attacking stat by 2 stages. Both aspects fail during Sound immunity.
Description: It’s going to make howl more useful because Howl tend to be... creepy. Certainly scarier than growling.. Best abuser is a legendary too good for OU anyway but it’s there for other Mons. Not so abusable by Defiant/Competitive, because the -stats cancel out the boost.


Name: Steelix
Type: Steel/Ground
Abilities: Intimidate/Sturdy (Sheer Force)
New Moves: Coil, Glare
Justification: Just some snake stuff for this snake mon. Intimidate for a big scary snake of pure steel and the SNAKE Glare/Coil moves? It just fits, especially on a Sheer Force Iron Tail set.
 
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G-Luke

Sugar, Spice and One For All
is a Community Contributoris a CAP Contributoris a Forum Moderator Alumnus
Move: Inner Fire
Type: Fire (Status)
Pp: 15 (24)
Effect: User’s passion burns bright raising its higher attacking stat and both defensive stats by 1 stage. However, for non-Fire types they will burn themselves. If used while burnt they will become badly burnt while boosting. Afterwards it’s just a nice stat booster. If non Fire type is afflicted with another status will overwrite it with burns.
Learneset: Most Fire types and probably guts Mons, Drifloom.
Description: a good boosting move for Fire types and a way for Guts Mons to use burns without item slot. Go ahead and use Lefties or Life Orb so both you and your opponent can die even faster, just hope that you didn’t actually need that 4th slot for some other attack. For fires it’s better than Howl, gives Moltres a way to boost its SpAtk and defenses and CharizardY can be a scary prospect. Speaking of Howl.

Move: Howl
Effect: While still raising attack 1 stage, it lowers the enemy’s higher attacking stat by 2 stages. Both aspects fail during Sound immunity.
Description: It’s going to make howl more useful because Howl tend to be... creepy. Certainly scarier than growling.. Best abuser is a legendary too good for OU anyway but it’s there for other Mons. Not so abusable by Defiant/Competitive, because the -stats cancel out the boost.


Name: Steelix
Type: Steel/Ground
Abilities: Intimidate/Sturdy (Sheer Force)
New Moves: Coil, Glare
Justification: Just some snake stuff for this snake mon. Intimidate for a big scary snake of pure steel and the SNAKE Glare/Coil moves? It just fits, especially on a Sheer Force Iron Tail set.
what is badly burnt? That does not exist.
 

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