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

:ss/ampharos-mega:
Name: Ampharos-Mega
Type: Electric/Dragon
Ability: Thick Fat
New moves: Milk Drink, Thunder Cage, Energy Ball, Taunt
Removed moves: None
Justification: An amazing stall breaker that's not a slow special zekrom :)

:ss/spectrier:
Name: Grim Neigh
Effect: Use Healing Wish when user faint
Permanent No
Mold Breaker No
Potential Pokémon With This Ability: Spectrier :spectrier:
Justification: Stop the snowballing, bringing in some support.
 
Last edited:
:sm/zeraora:
Name:Zeraora
Type:Electric/Fighting
Abilities
:Volt Absorb
New Moves:Nada
Removed Moves:Nada
Justification:This thing already has tons of Fighting moves,now it has STAB.
 
Name: Quick Draw
Effect: This Pokémon's moves with a base power of 60 or less go first in their priority bracket.
Permanent: No
Mold Breaker: No
Potential Pokémon With This Ability: :slowbro-galar: :octillery: :cacturne: :toxicroak: :magmortar: :clawitzer: :decidueye:
Justification: Instead of being RNG-based, now Quick Draw gives several mediocre Pokémon pseudo-priority with Technician-boosted moves. Watch out for Decidueye and Cacturne with their STAB Bullet Seeds. EDIT: nvm decidueye doesnt get bullet seed this place sucks

Name: Sticky Hold
Effect: Usual effects. Knock Off's power is no longer boosted against a Pokémon with Sticky Hold. Poltergeist now fails against a Pokémon with Sticky Hold.
Permanent: No
Mold Breaker: Yes
Potential Pokémon With This Ability: Current distribution + :tentacruel: :shuckle: :swampert: :garbodor: :reuniclus: :goodra:
Justification: Sticky Hold does what it's supposed to do better now. Makes for some good Knock Off absorbers while also no-selling the strongest physical Ghost move.

Name: Healer
Effect: When this Pokémon switches out, the incoming ally has its status condition cured.
Permanent: No
Mold Breaker: No
Potential Pokémon With This Ability: Current distribution + :meganium: :altaria: :latias: :latios: :leavanny: :florges: :ribombee:
Justification: Natural Cure but a little to the left. Fitting a cleric onto a team can be tough, but now you can cure an ally's status by switching them in.

Name: Aura Break
Effect: This Pokémon takes half damage from Dark- and Fairy-type moves.
Permanent: No
Mold Breaker: Yes
Potential Pokémon With This Ability: :ninetales: :absol: :spiritomb: :lucario: :lucario-mega: :meowstic: :malamar: :zygarde:
Justification: Dark and Fairy are two of the most spammable attacking types in the game. This makes them slightly less so. Also it makes Zygarde better at its job of quelling Xerneas and Yveltal.
 
Last edited:
Moves.

Name: Slam (Already Exists)
Power: 40 (Changed from 80)
Accuracy: 100% (Changed from 75%)
PP: 32 Max
Category: Physical
Type: Normal
Effect: At the start of the turn ready to strike, at the end of the turn Slam strikes for 40bp. Alternatively, if the opponent uses a pivot move (U-Turn, Teleport, etc) the move fails and Slam hits for bonus damage. Slam does not deny raw swaps.
Priority: -
Potential Pokémon With This Move: All the ones that currently get it, some of note: Dragonite, Azumarill, Tangrowth, Hydreigon, Dracozolt.
Could be and should be expanded! Mostly non-STAB users who naturally force out various pivots on their own already should be getting it.
Justification: Slam was a completely nonviable, useless in competitive move. This has changed it's functionality into a interesting trapping move akin to pursuit, but unlike the checkmate situations pursuit can put someone in, slam is a normal type move and lacks SE functionality, atop of the fact that you can always raw tag out.

Original flavor text of Slam: The target is slammed with a long tail, vines, or the like to inflict damage.

New flavor text of Slam: The target is slammed to the ground with a long tail, vines, or the like to inflict damage.

-
Items.

Name: Golden Locket
Effect: When the user drops to 1-50% hp, Reflect's effect is activated.
Can Be Knocked Off: Yes
Ignored by Klutz: Yes
Fling Power & Effect: 40
Justification:
This item, as a one-time consumable, would go best on leads, and pivots who don't have to worry about Rocks much.

In HO a suicide lead job's is to set up hazards and screens and blow holes in the enemy team to generate momentum and allow the rest of its team to capitalize on them fast enough that the 5v6 doesn't lose traction and run out of steam.
This item allows those leads to set up a screen without having to actually run the move itself and can let it do other things while it gets that screen for free as long as you don't get one-shot. Something like Lando might run this well since it already lacks recovery and so it couldn't proc this multiple times even if it were reusable anyway, and not having to worry about Knock after it procs combined with Intimidate makes it a safe switch into the mons that run it.
Lando also has a role as a suicide lead with Explosion and has enough bulk to get under half reliably before doing so. There are also some more fun sets - Blace can run Mind Blown with this and perhaps even Trick to steal an item back after the Locket is consumed. Stuff like Belly Drum sets also work to effectively negate the health loss from Belly Drum on the physical side and could therefore be better than Sitrus Berries on teams that can efficiently deal with special attackers. It also becomes a safety net for these strategies such that, even if the Belly Drum sweep didn't go off as planned, your ally team gets a 'free' Reflect.
The item is not completely thoughtless, but still can puff up to other strong items and be worth considering on certain 'mons and teams.


-
Abilities.

Name: Run Away (Already Exists)
Effect: After the opposing pokemon faints, you get the option to swap out your own 'mon out. Your 'mon must land the finishing blow, meaning this ability does not activate if the foe is defeated by sandstorm, PSN dmg, etc. You both swap at the same time if you choose to swap, you do not see what they swap to before swapping.
Permanent:
No.
Mold Breaker: No.
Potential Pokémon With This Ability: All the ones that currently get it. Of note: Rapidash.
Justification: Run away is completely worthless, this change, while exceptionally powerful, is currently limited by the 'mons that have it, all of which are particularly weak.


-
Adjustments.

:sm/Golem-Alola:
Name: A-Golem
Type: Electric/Ground (Replacing Rock.)
Abilities: Galvanize, Magnet Pull, Sand Rush (Sand Rush replacing Sturdy.)
Justification: Some notes about this 'mon and why they'd be interesting for these sets of buffs.


- Sand Rush frees it from needing scarf in order to get anything done.
- Electric/Ground types don't exist because Stunfisk is trash and this is a good opportunity to have one because it's a really good offensive typing!

Part of what makes Alolem cool is that it relies on Galvanize for some funky Electric attacks, a necessary evil was in order to make it actually function outside of being a Scarf Heatran killer and the occasional Galvanize Explosion meme set, so we gave it Sand Rush, allowing it to have synergies outside of just trapping and booming.
Galvanize is still very relevant and useful though as it still needs it to have any good Electric attacks because Wild Charge is fairly ass - Galvanize Return deals more damage than Wild Charge has no recoil and Galvanize Double Edge keeps the recoil but deals way more damage.
The changes here lets Alolem actually be a REAL OU 'mon and be a worthwhile addition to a team while also not overtaking the metagame by being busted.
 
Last edited:
Big mid slate announcement!

Cutting to the chase, if you didn't already know, Slate 1 of JolteMons is now playable on DragonHeaven! Huge thank you to KeroseneZanchu and En Passant for helping me with some of the code!
There are a couple small bugs, which you can see in the box below
- Fling doesn't display a message after Flinging a Boomerang, so if the opponent uses Fling and no text shows up, you know the opponent has a Boomerang.
- The Galar Birds don't show up in teambuilder. This actually happened to everything introduced via DLC, but I fixed it for everything else and updated the client before remember that I forgot to fix it for the Galar Birds too, so this bug will get fixed when the server restarts, which will be as early as tonight. The birds are usable as normal, however.


And now that JolteMons is playable, it's time to bring back my obligatory discussion posts from SylveMons, giving you some sample sets you can play around with from the stuff that's been added!
:sm/magnezone:
Magnezone @ Leftovers
Ability: Magnet Pull
EVs: 4 HP / 252 Def / 252 Spe
Timid Nature
IVs: 0 Atk
- Barrier
- Body Press
- Thunderbolt
- Reconstruct
First is Reconstruct, and to be honest, I don't think anything's gonna really wanna use this. Healing is great, but it's not quite worth locking yourself in for a turn or using your item slot on Power Herb for. On extremely bulky or stall teams, maybe stuff like Registeel and Mega Aggron might run it since they probably won't be in immediate danger. So, the best I could think of was this Magnezone set, which can theoretically set up as many Iron Defenses as it wants in the face of more passive Steel-types like Ferrothorn or Skarmory, heal off the damage with Reconstruct, then sweep with Body Press. However, you may have noticed that this set has Barrier and not Iron Defense, which tells you that this meta is National Dex, so why do this when you can just run Specs with HP Fire and then use a better Body Press sweeper? Could be a fun gimmick, I suppose, but definitely not terribly viable.

:sm/garchomp:
Garchomp @ Leftovers / Rocky Helmet
Ability: Rough Skin
EVs: 252 HP / 136 Def / 120 Spe
Jolly Nature
- Stealth Rock
- Earthquake
- Toxic
- Arid Absorption
Arid Absorption is a super cool move, but it's also probably not very viable. However, I can definitely see a few Pokemon using it since they lack recovery and bait in Water-types, like Mega Steelix, Torkoal, Groudon if Ubers existed, and TankChomp here. It may not be a great move, but it's certainly a fair option over Protect for the last moveslot, giving TankChomp a little more longevity and trolling Tapu Fini and Slowbro.

:sm/hoopa-unbound::sm/tapu lele::sm/tornadus-therian::sm/delphox:
Focus Blast's buff is obviously huge, making one of the best coverage options in the game more consistent is appreciated by literally everything that learns it, so we probably don't have to get into detail.

:sm/frosmoth:
Frosmoth @ Heavy-Duty Boots
Ability: Ice Scales
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Quiver Dance
- Meltdown
- Ice Beam
- Giga Drain
Meltdown is a sick move, just too bad it's not on terribly viable mons, as most of them are either bad, have better things to do (Articuno, Ninetales-A), or are physical attackers that don't want to spend a moveslot on it (Glastrier, Sandslash-A, Avalugg). Thus, the best user of it is probably Frosmoth, who can get a typing that's slightly less susceptible to revenge killing while still having its great ability in Ice Scales that makes setting up easier. Too bad it doesn't have Toxic, Psychic, or recovery, but you might still be able to make it work

:sm/umbreon:
Umbreon @ Leftovers
Ability: Inner Focus
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
- Foul Play
- Wish
- Protect
- Toxic Thread
Toxic Thread is a better Toxic, so if you want to use Toxic on anything that gets it, you should use Toxic Thread instead. For example, Umbreon now has a Toxic with 10% more accuracy and -2 Speed, which helps its teammates and makes it easier to get a Wish up. Also, if you want a funny gimmick, Toxic Thread + Venoshock can be a death sentence for switchins, though none of Toxic Thread's users are particularly great at doing this unless you wanna run offensive Tentacruel.
:sm/lumineon:
Lumineon @ Choice Specs
Ability: Light Power
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Surf
- Ice Beam
- U-turn
- Hidden Power [Electric] / Nature Power
Lumineon being one of the most terrifying Pokemon in the entire tier in Slate 1? Yeah, sounds about right for a SylveMons meta. Jokes aside, Lumienon is legitimately a threat, considering the fact that it has a huge 69 SpA stat, so with Light Power and Choice Specs, it can reach a SpA stat of 711. And this is on top of a respectable 91 Speed stat so it gets the jump on a lot of things. With these two traits, Lumineon is able to 2HKO or OHKO a ton of things, making it one of the most effective wallbreakers in the tier. However, it's not quite on the level of something like Dracovish for a multitude of reasons. First, it needs Specs to reach this level of power, so it doesn't have the freedom to run Scarf and still be as terrifying. Second, it's quite prediction reliant because it can't 2HKO stuff that resists Surf or Ice Beam with Surf or Ice Beam, and even if you guess right, Regenerator mons like Toxapex, Slowking, and Amoonguss can just switch afterwards. U-Turn alleviates this a bit, but when you get Lumineon in, you usually really want to do be doing damage. Plus, Lumineon is really strong, but it still can't OHKO some naturally bulky things without Rocks or chip, so recklessly using it early game can get it revenge killed easily. And lastly, Lumineon is fast, but it's not that fast, so a ton of mons can revenge kill it, which can often force the Lumineon user into awkward positions. Oh, and if all else fails, Blissey exists. Overall, Lumineon is an extremely scary wallbreaker, but a very manageable one at the end of the day.

:sm/gourgeist-small:
Gourgeist-Small @ Choice Specs / Life Orb
Ability: Light Power
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Shadow Ball
- Energy Ball
- Focus Blast
- Trick / Nasty Plot
Staying on the topic of Light Power, Gourgeist-Small is also proving to be a viable addition to the metagame, mostly thanks to its high 99 Speed, great Ghost/Grass/Fighting coverage, and options in Nasty Plot and Trick to keep the opponent on their toes. It faces a ton of competition from Dragapult, who's faster, more versatile, and can pivot, Blacephalon, who's faster and just as strong, and Gengar, who's faster and also packs Nasty Plot, but Gourgeist's sheer power, decent physical bulk, and access to Nasty Plot all come together to let it carve a niche. The other Gourgeist forms aren't as impressive, though Super's huge bulk and access to Trick Room can make it a good choice for Trick Room teams.

:sm/pachirisu:
Pachirisu @ Choice Specs
Ability: Light Power
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Thunderbolt
- Grass Knot
- Hidden Power [Ice]
- Volt Switch
Pachirisu isn't good, but I just want to mention how the worst Light Ball user from SylveMons is now the only one with doubled Special Attack. Justice for our World Champion.

:sm/tentacruel:
Tentacruel @ Black Sludge / Heavy-Duty Boots
Ability: Rain Dish
EVs: 252 HP / 112 Def / 144 Spe
Timid Nature
- Scald
- Sludge Bomb / Toxic Thread / Toxic Spikes
- Knock Off
- Rapid Spin
In terms of Rain Dish, Blastoise and Jellicent both appreciate the longevity that Rain Dish gives them, especially since they both often run items that aren't Leftovers, but I believe the biggest benefactor and mon most likely to make an impact in OU is Tentacruel. It has to compete with Toxapex, which absolutely sucks, but its typing, utility (particularly Rapid Spin), and newfound longevity with Rain Dish allow Tentacruel to be a great defensive option, especially for faster paced teams. Double recovery from Black Sludge and Rain Dish lets Tentecruel offset its lack of reliable of recovery much more easily, or it can run boots, making it easier to come in multiple times to Spin while still having passive recovery.

:sm/glastrier:
Glastrier @ Leftovers
Ability: Ice Body
EVs: 252 HP / 56 Def / 200 Spe
Jolly Nature
- Substitute
- Swords Dance
- Icicle Crash
- High Horsepower
Ice Body actually has a ton of potential. Both Regice and Avalugg appreciate being able to passively heal while holding boots, which allows them to do their jobs much more easily, but I'd say that Glastrier is arguably the biggest benefactor. SubSD Glastrier is a terrifying beast once it gets going. It can come in on a slow, passive wall, like Toxapex, Swords Dance up, and then smash through the opponent's team while staying healthy with Leftovers and Ice Body. Glastrier is so strong that it doesn't even need Chilling Neigh to threaten a sweep, and Glastrier's ridiculous 100/130/110 bulk means that it lives forever when it recovers 12.5% of its HP every turn, making it a pain for slower teams to deal with. It's not quite as oppressive as Substitue Kyurem or anything, but you should not underestimate this horse.
:sm/melmetal:
Melmetal @ Momentum Armor
Ability: Iron Fist
EVs: 252 Atk / 164 SpD / 92 Spe
Adamant Nature
- Double Iron Bash
- Thunder Punch
- Earthquake / Superpower
- Thunder Wave
Momentum Armor is great for any mon with high Attack and high Defense, since they usually don't want to take Life Orb recoil and Choice Band is abusable. The best of this archetype is probably Melmetal, whose Attack reaches a nice 504 with this spread, allowing it to dent stuff with no risks.

:sm/kartana:
Kartana @ Momentum Armor
Ability: Beast Boost
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Swords Dance
- Leaf Blade
- Sacred Sword
- Knock Off
Now that it can't use Z-Moves, SD Kartana probably prefers Life Orb, but the thing has 131 Defense, so with Momentum Armor it reaches 536 Attack with no drawback, so you can consider it.

:sm/stakataka:
Stakataka @ Momentum Armor
Ability: Beast Boost
EVs: 252 HP / 252 Atk / 4 SpD
Lonely Nature
IVs: 15 Def / 0 Spe
- Gyro Ball
- Stone Edge
- Earthquake
- Trick Room
Speaking of Ultra Beasts, Stakataka can also have fun with Momentum Armor. While it still has to lower its own Defense in order to get Attack boosts, since Momentum Armor doesn't take Defense boosts into account, Stakataka can still reach 496 Attack with Momentum Armor, which is almost as good as a Life Orb, making its Gyro Ball hit like an absolute truck. Thus, while not quite as ridiculously broken as its SylveMons counterpart once was, it's still an amazing sweeper under Trick Room

:sm/weavile:
Weavile @ Boomerang
Ability: Pressure
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Fling
- Triple Axel
- Ice Shard
Boomerang Fling is a great move at the cost of the item slot. Most Dark-types do like having their items, so they'll prefer the utility and still good power that Knock Off grants them, though some like SD Weavile can afford to run Boomerang over boots as long as you pack hazard control, giving it a strong, spammable Dark STAB move to pair with the already powerful Triple Axel.

:sm/crawdaunt:
Crawdaunt @ Boomerang
Ability: Adaptability
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Swords Dance
- Crabhammer
- Fling
- Aqua Jet
Crawdaunt is in a similar situation as Weavile, as even though it loves the utility of Knock Off and runs Life Orb usually, it's hard to ignore the power of a 120 BP Dark-type move boosted by Adaptability. Hardly anything wants to take that, making Crawdaunt a menace against slower teams or on Trick Room. In fact, this thing has the strongest Boomerang Fling in the game, even outdamaging Hoopa-Unbound thanks to Adaptability

Lastly, there's Shell Bell, which is hard to predict exactly what will use it, but it's generally good for any offensive mon that doesn't want to run Life Orb or a Choice item, doesn't have high enough Defense to run Momentum Armor, and appreciates having passive recovery or the ability to use status moves so it doesn't wanna run Assault Vest, since constantly attacking can net you even more recovery than Leftovers overtime.
:sm/moltres-galar:
Moltres-Galar @ Heavy-Duty Boots
Ability: Regenerator
EVs: 248 HP / 244 SpD / 16 Spe
Calm Nature
- Fiery Wrath
- Defog / Hurricane
- Toxic
- U-turn
Other than maybe Light Power Lumineon, I think Regenerator + Toxic Goltres might be the most impactful change introduced in Slate 1. Regenerator's recovery and Toxic's passive damage instantly make Goltres an amazing defensive pivot, able to sponge special hits for entire games, spread around Toxics, and Defog away hazards. 90/90/125 bulk makes Goltres an absolute pain to take down when it can simply U-Turn out to get a third of its HP back, making it a great choice for bulky or balance teams. It can still run Nasty Plot sets and could maybe function like a mini Tornadus-T in that sense, but you should probably stick to more defensive sets because it does that really well.

:sm/articuno-galar:
Articuno-Galar @ Heavy-Duty Boots
Ability: Magic Bounce
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Freezing Glare
- U-turn
- Recover
- Hurricane
Garticuno is a bigger Xatu without Teleport or Heat Wave, which can be a great hazard deterrent or virtually Status-immune setup sweeper. I haven't seen at all yet so I'm not sure what it can do yet, but it definitely has potential.

:sm/zapdos-galar:
Zapdos-Galar @ Choice Band
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Brave Bird
- Close Combat
- Thunderous Kick / Toxic
- U-turn
Honestly, Zapdos-G probably prefers to run Defiant to punish Lando coming in, but being an Intimidate pivot could still have benefits. The biggest buff it got was probably Toxic, since it can catch checks on switch-in. Otherwise, not much has changed for Gapdos.

:sm/magmortar:
I'm not gonna put a sample set yet cuz idk what this thing does yet, but Neutralizing Gas Magmortar might have some potential, both offensively and defensively. Offensively, it's a better Mold Breaker, so Magmortar can fire off Fire Blasts without fear of Heatran coming in and it won't get its limited Fire Blast PP Pressured away by Kyurem or Corviknight, while defensively, it can deny Regenerator, messes with the Tapu's terrains, memes on non-Lumineon Light Power users and Mega Mawile, and can Toxic or Will-O-Wisp Magic Bounce users. All of this combined with Recover for longevity, Fire's good resists in Steel, Fire, and Fairy, and utility in Taunt and Teleport should make Magmortar a nice offbeat pick on paper, but its stats might hold it back too much. Time will tell, however, so go and try it out.

:sm/wigglytuff:
Wigglytuff @ Power Herb
Ability: Competitive
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Dazzling Gleam
- Focus Blast
- Ice Beam
- Geomancy
Last, but not least, is Geomancy Wigglytuff. Unfortunately, I don't think Wigglytuff is very good right now, as much as it pains me to say it. But, considering how it lacks Moonblast, is still pretty weak and slow after a boost, only has one shot to sweep, and has pretty meh 140/45 physical bulk in a meta full of Steel-types and fast, strong physical attackers, Wigglytuff often fails to do its job. However, Geomancy is still a broken move, so under the exact right circumstances, you might be able to sweep your opponent with a Wigglytuff, which is hilarious.


And that's it! Submissions for Slate 2 will end in about 24 hours, so make sure to get in your ideas while you still can and be sure to try out JolteMons on DragonHeaven!
 
Recycle: Once an item is used or lost, it will be recovered at the end of the following turn, or when the user switches out
Name: Recycle
Power: -
Accuracy: -
PP: 10 (max 16)
Category: Status
Type: Normal
Effect: Once an item is used or lost, it will be recovered at the end of the following turn, or when the user switches out.
Priority: 0
Flags: Snatch
Target: User
Potential Pokémon With This Move: No changes to the Pokémon who learn this move.
Justification: The change to Recycle make it possible to use the move once to recover your item multiple times, making it so consumable items become more viable.


Name: Utility Umbrella
Effect: If there is any weather, the holder has 1.5 defense.
Can Be Knocked Off Yes
Ignored by Klutz Yes
Fling Power & Effect: 60, no effect.
Justification: Utility Umbrella's effect is quite niche, being almost a "worse Cloud Nine". With this change, the item can be used not only on weather setters but also to better use the changes on Rain Dish and Ice Body. The most notable user would probably be Tyranitar.

Name: Court Change
Power: -
Accuracy: -
PP: 10 (max 16)
Category: Status
Type: Normal
Effect: Swaps user's field effects with the opposing side.
Priority: 0
Flags: None
Target: All Pokémon
Potential Pokémon With This Move: Cinderace, Hawlucha, Tyrogue, Passimian, Conkeldurr, Grapploct, Hariyama, Sawk, Throh Whimsicott, Impidimp, Mr Rime, Bronzong Claydol, Dugtrio, Dugtrio-Alola, Hippowdon, Torterra, Clefable, Slowking, Slowking-Galar.
Justification: The distribution of this move allows for more interesting plays regarding hazards, as well as the possible introduction of future, positive hazards, besides allowing certain dilemmas to take place in battles, such as "is it worth it to give the opponent sticky webs at the cost of giving myself toxic spikes" and things of the sort.
 
Last edited:

G-Luke

Sugar, Spice and One For All
is a Community Contributoris a CAP Contributoris a Forum Moderator Alumnus
Move Adjustments
Name: Arm Thrust
Power: 25
Accuracy: 100
PP: 20 (max 32)
Category: Physical
Type: Fighting
Effect: Hits 2-5 times.
Priority: 0
Flags: Contact. Punch based move.
Target: Any Adjacent Foe
Potential Pokémon With This Move: :Hitmonchan: :breloom: :ambipom::machamp::crabominable:
Justification: Arm Thrust is one of the worst multi hit moves in the game. This small BP buff, Punch flag (all of its dex descriptions call it a punch) and slightly wider distribution should help solidify the usefulness of the move. Edit: Melmetal is apparently really grrat already and will get better so I think it's best if we just keep more avoidable buffs to it lol.


Name: Seed Bomb
Power: 175
Accuracy: 100
PP: 5 (max 8)
Category: Physical
Type: Grass
Effect: Inflicts damage and sets Leech Seed on target. User then faints.
Priority: 0
Flags: Affected by Damp (?)
Target: All Foes
Potential Pokémon With This Move: Nothing New
Justification: Everytime people want to buff this move, they make it be Sappy Seed. That's boring, so instead I decided to introduce the fourth member of the Explosion family, Seed Bomb! Being weaker than both Explosion and Self Destruct sucks, but also setting Leech Seed helps mitigate that damage loss. Now Seed Bomb is cool, probably may or may not need to recind on some of its users.
Ability Adjustments
Name: Iron Fist
Effect: This Pokémon's Punching moves are boosted by 25% and ignore the effects of moves making contact.
Permanent: No
Mold Breaker: No
Potential Pokémon With This Ability:
No new additions so far.

I didn't want to do a flat 1.5 Iron Fist boost. It not only felt uncreative but made a lot of Pokémon cracked unnecessarily in the process. So I decided to instead only give it a very small increase, but also grant it a very useful side effect in dodging contact procs. This is huge, as Iron Barbs, Flame Body and Rocky Helmet are a pain in alot of Pokémon's side, and Iron Fist allowing you to avoid these greatly raises the validity of this ability.

Name: Anticipation
Effect: As long as its on the field, this Pokemon is alerted if any opposing Pokemon has an attack that is super effective on this Pokemon, or an OHKO move. If triggered, raises its highest defensive stat by 1 stage.
Permanent: No
Mold Breaker: No
Potential Pokémon With This Ability:
No new additions so far, but probably should.

With this change, Anticipation finally has some viable usage. Changing the parameters of the trigger vastly improve the move, as now it goes from finding niche lures that may not even exist to always being active. Realistically a Toxicroak would not swap into a Psychic type, but a Psychic type would definitely come in on it. Raising its highest defensive stat is just icing on the cake. As is now tge ability is on par with Ferrothorn's Iron Barbs and is still probably Toxicroak's worst ability, but with some other distribution this ability could easily go hard.
Pokémon Adjustments
Two Mid mons got buffs that technically make them better but not quite, so I am interested in improving those two so the mod has more diversity, as from games I've played it goes more or less like regular Nat Dex.

:ss/wigglytuff:
+Moonblast, +Aura Sphere, +Stored Power

Wigglytuff is such a horrible Pokemon. Even with Geomancy, Wiggles has a host of issues, from damage output to abysmal initial speed to pitiful bulk. We cant change most of that, but I feel the additions of these mpves should at the very least let Wigglytuff do better as an offensive threat.

:ss/magmortar:
+Fire/Fighting

Fire/Fighting gives Magmortar several leg ups that should allow it to be much more threatening in JolteMons while still being managable. Fire/Fighting relieves Mag of its crippling Rocks weakness, allowing for more freedom of item choice, and access to STAB on Focus Blast, vastly improving its longevity and its service as a wallbreaker. This does impact its matchup with Fairies slightly, and Toxapex is as threatening as ever, but NGas shutting off the latter's Regen definitely puts a damper on things.

now to make defensive buffs because no one else ever will LOIOOOOL

:ss/avalugg:
+Icicle Spear, +Ice/Ground typing

simple buff here, Avalugg likes Ice Body, but passive healing wont overcome seveeal of Avaluggs shortcomings, like being passive as hell outisde of BPress and offering negative defensive utility to a team. Gaining the Ground typing removes its SR weakness, and gives it an Electric immunity, while giving it reliable STAB in Earthquake. Ofc, this is not without risk, as it loses an Ice resist and gains several weaknesses. Now Avalugg can claim its proper place as defensive teams Blanket Defensive wall.

:ss/steelix-mega:
-Sand Force, +Bulletproof

Mega Steelix gaining Bulletproof finally allows it to get the leg up on MAggron, thanks to being able to absorb the newly buffed Focus Blast, and being able to swap into several threatening Ghost types, making it an all around much more consistent Psychic type check than MAggron is, while MAggron still usurps it as a raw tank.

And lastly an ape buff.

:bw/simisage::bw/simisear::bw/simipour:
+Fake Out, +Quick Attack, +Bulldoze, +Technician (All Three)
+Fire Lash and Lava Plume (Simisear), +Strength Sap and Power Whip (Simisage), +Water Shuriken and Flip Turn (Simipour)

Grass/Normal, Fire/Normal, Water/Normal

I still doubt all three of these would shape up to be great, but I reckon at the least Sage and Pour will crave out an interesting niche thanks to Technician. Simipour in particular goes hard wit h its new additions.
 
Last edited:
...We get to vote for ViZar's entry As One as one given what happened with the Galarian legendary birds, right?

Either way, I'm "fashionably late" again while the roof leaks--thanks, landlord, and thanks, insomnia--due to waiting for a move that no one resubmitted. Fine, I'll do it myself (incompetently):


MOVES: 1 NEW
Name:
Lightning Lance
Power: 110
Accuracy: 100%
PP: 10
Category:

Type:

Effect: The user attacks by charging with a lance of electricity extended from their body. Lowers the user's Attack and Special Defense one stage on successful hit. Thaws the user on successful use if Frozen.
Priority: 0
Flags: Defrost, Mirror, Protect
Potential Pokémon With This Move: :eelektross:, :electivire:, :escavalier:, :golem-alola:, :luxray:, :regieleki:, :zebstrika:.
(Pokémon that probably SHOULDN'T have this move: :melmetal:, :tapu-koko:, either :thundurus:, either :zapdos:, :zeraora:.)
Justification: As at least three people noted in Slate 1 before I guess there was a group agreement or something to only submit Circuit Breaker, there somewhat desperately needs to a better, more widely available physical Electric move than the anemic Wild Charge. So this is an attempt at that since neither Circuit Breaker nor the other two physical Electric attacks were resubmitted, and oddly no one else submitted a new one, which I was waiting for before posting just because I didn't want to be redundant since my other new move idea still needs work.

So, yeah, other than thanking Circuit Breaker for the inspiration since I originally was going to drop Speed or Special Attack (due to all the STAB Volt Switch), there's not much to say here. I figure that 110 BP is fair and most likely what Game Freak would do since Volt Tackle exists at 120 BP unless they pushed that up to 130 BP maybe. There's also the excuse of Electric pokemon being overall faster than Fighting pokemon, which Game Freak would similarly likely take into account despite though having access to STAB Mach Punch and more weakness predation; then again, even with all the Scald flying around, this move is another that just straight up OHKOs a lot of bulky Waters and a multitude of Flying types on the right mons and is 100% accurate unlike Power Whip and Stone Edge. It also seems fair to be lower in power now that this is non-Contact, meaning neither Iron Barbs nor Rocky Helmet bother you.

So, yeah, this seems fair enough--at least in theory--as is given 100% accuracy and given that it has enough differences from the exclusive Aura Wheel to comfortably exist, though it would be a bit funny if :morpeko: Morpeko got screwed over due to having Aura Wheel like how :zeraora: Zeraora shouldn't get this due to already having Plasma Fists (and too much Speed). Shrug. (Lightning Lance also thaws despite ice not conducting electricity well both because lightning gets really hot and because Freeze status is still really dumb.)

********
ITEMS: 1 ADJUSTED
Name:
(All 17) Memories
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:
No, even if holder lacks RKS System.
Ignored by Klutz:
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.

********
ABILITIES: 1 ADJUSTED
Name: Regenerator (already exists)
New Effect: This Pokemon restores 1/4 of its maximum HP, rounded down, when it switches out. (down from 1/3)
Permanent: No.
Mold Breaker: No.
Potential Pokémon With This Ability: :alomomola:, :amoonguss:, :slowbro:, :slowking:, :slowbro-galar:, :slowking-galar:, :tangrowth:, :toxapex: (and everything else that already has Regenerator)
Justification: I don't think anyone would argue that the current form of Regenerator is obnoxiously overpowered, especially now that Teleport got buffed and Heavy-Duty Boots exist. That said, as much as I hate it, I'd rather not just gut it or outright ask for its removal (since Game Freak is unlikely to do so). Instead, I am merely curious if not being able to cleanly outpace a full stack of Spikes (or 2 layers and Rocks) will help balance it, the current form of Heavy-Duty Boots aside. So I just want to see if suddenly not getting back 8% of max HP for free every time will make a difference. That's all. (I'll still probably find at least one Regenerator mon on this list obnoxious though. *cough*:alomomola:*cough*:amoonguss:*cough*)

(Resubmitting this since even with Magmortar's win/buff, Regenerator still likely needs some type of additional countermeasures and/or nerfs, especially if Moltres-Galar now has it, whether it's in the form of this, Ghoul Presence winning, and/or something else down the line.)

********
1(8) MON ADJUSTMENT(S)
:sm/silvally: (all 18 variants)
Name: Silvally
Type:
(unless holding a Memory)
Ability: RKS System
New Moves: Amnesia, Blaze Kick, Bounce, Dark Pulse, Icicle Crash, Power Gem, Psychic, Quick Attack, 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 Quick Attack 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 be 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).
 
So this is an attempt at that since neither Circuit Breaker nor the other two physical Electric attacks were resubmitted, and oddly no one else submitted a new one, which I was waiting for before posting just because I didn't want to be redundant since my other new move idea still needs work.
Hey there! I like your subs, but I'd like to point out that I did submit a new one, Bolt Kick. It's in the previous page. That said, it's not quite redundant - different effects - and yours is probably more balanced, so don't worry about it!
 

earl

(EVIOLITE COMPATIBLE)
is a Community Contributor
Name: Water Compaction
Effect: Current effects+grants the user a water immunity
Justification: This turns Palossand into an incredibly physical water counter. No way Urshifu-R beats this.

Name: Steely Spirit
Effect: This Pokemon's Steel power is 2x; it can't be crit; Fighting power against it is halved.
Potential Pokémon With This Ability: Perrserker, Stunfisk-Galar, Aggron, maybe Steelix
Justification: Steel-type Water Bubble! Balanced by the users being either awful or weak. Most interested in seeing it on Stunfisk, as the Fighting-neutrality is very interesting and given it gets Steel attacks eventually it would give it a lot of offensive punch too.

Name: Grav Apple / Apple Acid
Effect: Current effects+sets Gravity when used / Current effects+supereffective on Steel-types.
Justification: Flapple can now self-support itself with its signature. Appletun now has efficient coverage by virtue of its signature move.

Name: Max Output
PP: 20
Category: Status
Type: Psychic
Effect: The user maximizes their internal processes, raising their Attack, Defense, and Speed by 1 stage.
Potential Pokemon w/ this move: Metagross, Celesteela, Orbeetle, Silvally, Deoxys, Genesect, Porygon, Golurk, Rotom
Justification: A physical Quiver Dance that I made primarily for Metagross to use (poor guy can't compete with Melmetal as is). However, it could also be reasonably abused by Celesteela, Golurk and Silvally in OU too. I doubt it would be overpowered given none of the (good) abusers have recovery and are all quite slow (or Silvally).

Name: Copper Shards
PP: 20
Category: Status
Type: Steel
Effect: Hurts foes on switch-in. Factors Steel weakness (sets the hazard created by G-Max Steelsurge).
Potential Pokemon w/ this move: Copperajah, Bronzong, maybe Aegislash and Stunfisk-Galar
Justification: Why did Gamefreak make a new hazard this gen and then lock it to a G-Max move? So here's the unlimited version, available on its native user Copperajah and also Bronzong (another copper-based ornamental Steel-type). While stacking more hazards is definitely scary, Steel is not a very good type to punish most switch-ins and is limited to very mediocre users. Also considering giving it to Aegislash, another broze-ish Steel-type that's considerably more viable than the other 2 users.

Name: Snap Trap
Power: 100
Accuracy: 75
PP: 5
Category: Physical
Type: Steel
Effect: Traps and damages the opponent for 4-5 turns.
Flags: Bite
Justification: Stunfisk deserves a real Steel-type STAB that does real damage.

:sm/archeops:
Name: Archeops
Abilities: Defeatist | Early Bird
New Moves: Brave Bird, Hurricane
Justification: FREE HIM

:sm/stunfisk-galar:
Name: Stunfisk-Galar
Abilities: Mimicry / Early Bird | Steely Spirit
New Moves: Toxic, Taunt, Iron Head
Justification: Stunfisk-Galar is so cool as a defensive version of Excadrill. Too bad its movepool and abilities suck. This buff gives it some key moves, very useful abilities (Early Bird for recovery, Steely Spirit for offensive presence), and given my other buffs to Steely Spirit and Snap Trap go through, this mon could see geniune OU use.
 
About time for vetoes again

:sm/regice: :sm/regidrago: :sm/regieleki: :sm/regirock: :sm/registeel:
Name: Regice, Regidrago, Regieleki, Regirock, Registeel
Type: Unchanged
Abilities: +Regenerator as HA for all, Clear Body / Ice Body (Regice) | Dragon's Maw / Clear Body (Regidrago) | Transistor / Clear Body (Regieleki) | Clear Body / Stamina (Regirock) | Clear Body / Heatproof (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)
The rest of the Regis are fine, but Regenerator Registeel raises some concerns due to how ridiculously bulky it is and added utility in Knock just makes it more ridiculous. Regen Registeel was already unpopular in Sylve, though at least Sylve had a ridiculous power level, so Registeel can keep the moves but not Regen
Name: Neutralizing Orbs
Power: 0
Accuracy: --
PP: 25
Category: Status
Type: Fairy
Effect: Entry hazard. Neutralizes the ability of Pokemon on the affected side of the field; Psychic and Fairy-types are immune.
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 but as a hazard. Trolls Levitate mons in conjunction with Spikes or Webs, as well as seriously crippling certain offensive mons that rely on their abilities, assuming they aren't holding HDB.
The effect is a bit too punishing for an entry hazard, maybe make it a room or give the hazard a different effect
Name: Slow Start
Effect: On switch-in, this Pokemon's Speed is halved and its defenses are 1.5x 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 might even be too much on Regigigas. 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.
This ability is almost fine, but a 1.5x boost to defenses is probably too much for Regigigas, so just tone it down to 1.2x or 1.3x and you're good
Name: Inverted
Effect: This Pokemon's offensive and 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::unfezant:
Justification: Iceberg Core got vetoed last slate, so I've gotta be careful with my distribution on this. Basically Reverse Core but as an ability, to limit what can use its effects. Also effects offensive type effectiveness, meaning Ice types with it will become pseudo-Dragon types, which is rather funny. Distribution makes about as much sense as Contrary's, but here's some
This ability puts unnecessary stress on teambuilding because it flips the idea of coverage on its head. It might be fine if you take out the part about offensive effectiveness, but even then this might not be salvageable.
Name: Soul Armor
Effect: Holder's defenses are 1.5x, but they lose 1/10 max HP when targeted by a move.
Can Be Knocked Off (Yes or No): Yes
Ignored by Klutz (Yes or No): Yes
Fling Power & Effect: 30, opponent loses 1/10 max HP.
Justification: Defensive Life Orb??
This item would be busted on setup sweepers, since it gives them the effects of Aurora Veil for a manageable drawback, as well as anything with Magic Guard. This would be much better as an ability rather than an item.
Name: Lax Incense
Effect: If the holder's speed is less than 200, the damage of attacks made against it is 0.8x
Can Be Knocked Off: Yes
Ignored by Klutz: Yes
Fling Power & Effect: 10, lowers speed one stage
Justification: Was a Bright Powder clone, which is stupid, so I fixed it. Very strong for slow defensive mons/curse sweepers, and is very funny on Trick Room builds.
Walls can use this to avoid typical 2HKOs or 3HKOs, especially since most either already have or can easily get to >200 Speed, making it too powerful of a defensive tool. Probably would also be better as an ability, since as an item it'll either be broken or ineffectual (plus, as an ability was fine in SylveMons as Battle Armor)
Name: White 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 before
Justification: Basically a one time contrary. Enables cool set up options like Hammer Arm for speed or Overheat used as a NP clone.
This isn't an actual veto, but we do recommend you change the name to "Blue Herb." Partially because White Herb is a viable item already so it probably shouldn't be replaced, but that normally wouldn't be enough for me to mention it here. However, the effect is the exact same as the Blue Herb from SylveMons, so it just makes things a lot easier if you rename it
Name: Compressed Friction
Effect: User's Rock type moves become Fire type and are boosted by x2
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.
A 2x boost is probably too much on this, lower it to either 1.5x (to match STAB) or 1.2x (to match -ate abilities) and it'll be fine
:bw/simisage::bw/simisear::bw/simipour:
+Fake Out, +Quick Attack, +Bulldoze, +Technician (All Three)
+Fire Lash and Lava Plume (Simisear), +Strength Sap and Power Whip (Simisage), +Water Shuriken and Flip Turn (Simipour)

Grass/Normal, Fire/Normal, Water/Normal

I still doubt all three of these would shape up to be great, but I reckon at the least Sage and Pour will crave out an interesting niche thanks to Technician. Simipour in particular goes hard wit h its new additions.
This sub is fine, but you have 5 Adjustment subs where you're only allowed up to 4, so this would automatically get vetoed if you don't remove any of the other ones
Name: Max Output
PP: 20
Category: Status
Type: Psychic
Effect: The user maximizes their internal processes, raising their Attack, Defense, and Speed by 1 stage.
Potential Pokemon w/ this move: Metagross, Celesteela, Orbeetle, Silvally, Deoxys, Genesect, Porygon, Golurk, Rotom
Justification: A physical Quiver Dance that I made primarily for Metagross to use (poor guy can't compete with Melmetal as is). However, it could also be reasonably abused by Celesteela, Golurk and Silvally in OU too. I doubt it would be overpowered given none of the (good) abusers have recovery and are all quite slow (or Silvally).
This is the exact same as PalpitoadChamp's Psych Break, so this would get veoted since there's no point in having 2 identical things on the ballot. So you can change the effect or just remove it and vote for Psych Break if you want it

You will all have around 23 hours to fix what you need to fix and then voting will start
 
Hey there! I like your subs, but I'd like to point out that I did submit a new one, Bolt Kick. It's in the previous page. That said, it's not quite redundant - different effects - and yours is probably more balanced, so don't worry about it!
Oh, sorry. I should have used better syntax there, but I was distracted between waking up from two hours of sleep, dealing with the roof leaking where it had been "fixed", and various other things I won't bore people with (in contrast to how much I already type). It would have been better to say "no one submitted a new directly high-powered one" since the actual power of 60 BP is on the low end, which is fine and necessary given the auto-crit aspect; I just personally wanted a physical Lightning move that had more actual BP than Wild Charge, especially since a few things do actually use Battle Armor | Shell Armor.

That said, don't sell yourself short. I like Bolt Kick given I also like Storm Throw (and Circle Throw, which I too often confuse it with), and I'm sure it's more fair than Lightning Lance or at least easier to distribute, especially given it's difficult to use Storm Throw on most mons, so yours shouldn't be broken. I think you could probably even get away with giving it 100% accuracy and have it still be fine on everything suggested save for Tapu Koko and Zapdos-Galar, but that's true of Lightning Lance too, so it's not a knock against your design in any way.

Either way, thanks for the correction and good luck in the voting.
 
Voting is now open!

The following submissions CANNOT be voted for:
Soul Armor (because it no longer exists)
G-Luke's Simis
Max Output (Psych Break is the same thing, you can vote that instead)

Everything else is fair game

In each category, you may vote for 6 submissions, with 2 self-votes in each category (so you can vote for 24 submissions with 8 total self-votes). Please specify which votes are self-votes. You don't have to list who made the submission unless someone else subbed something with the same name/species. The order you put it in does not matter, every vote is worth 1 point

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
 
Pokémon: Gogoat, Meganium, Spectrier, Alakazam, Mega Lucario, Kangaskhan
Moves: Counterspell, Frostbite, Samtendo09's Seed Bomb, Snore, Bolt Kick, Snap Trap
Items: Null Stone, Honey, Blunder Policy
Abilities: Gorilla Tactics, Telepathy, Moody, Lucky/Misty/Rainbow/Trusty Flow, Sticky Hold (SV), Healer (SV)
 
to everyone else, check out Metal Claw, Lightning Lance, Ghoul Presence, and Musharna. Especially Musharna.
Counterspell (SV)
Metal Claw (SV)
Seed Bomb (Samtendo09)
Rototiller (Yoshiblaze)
Mirror Shot (Mossy Sandwich)
Lightning Lance (The Damned)
Slow Start (SV)
Inverted (SV)
Ghoul Presence (Regic Boat)
Prickly Coat (AquaticPanic)
Moody (Yoshiblaze)
Quick Draw (Z-nogyroP)
Lax Incense (SV)
Eviolith (Regic Boat)
Power Herb (Gravity Monkey)
Blue Herb (Gravity Monkey)
Honey (Yoshiblaze)
Brass Knuckles (zxgzxg)
Druddigon (SV)
Guzzlord (SV)
Meganium (Samtendo09)
Ampharos & Mega Ampharos (Yoshiblaze)
Musharna (zxgzxg)
Archeops (Earl)
 
Last edited:
Pokémon: Camerupt-Mega (SV), Slaking (SV), Absol-Mega, Zarude, Ampharos/Ampharos-Mega (Yoshiblaze), Rotom and variants
Items: Null Stone, Eviolith, Brass Knuckles
Abilities: Libero, Corrosion (SV), Healer, Toxic/Flare Boost, Aura Break
Moves: Recycle, Elemental Punchs/Fangs (SV), Frostbite, Snap Trap
 
Bolt Kick (SV)
Frostbite
Lightning Lance
Rototiller
Team Swarm
Grav Apple / Apple Acid
Cleanse Tag (SV)
Honey
Memories
Utility Umbrella
Eviolith
Adrenaline Orb
Lucky Flow / Misty Flow / Rainbow Flow / Trusty Flow (SV)
Dynamic Entry (SV)
Toxic Boost / Flare Boost
Implode
Moody
Sticky Hold
Druddigon
Meganium
Spectrier
Mega Alakazam
Mega Kangaskhan
Eevee + Eeveelutions
 
Last edited:

G-Luke

Sugar, Spice and One For All
is a Community Contributoris a CAP Contributoris a Forum Moderator Alumnus
Arm Thrust (SV)
Grav Apple / Apple Acid
Lightning Lance
Rototiller
Psych Break
Bolt Kick
Iron Fist
Libero
Quick Draw
Water Compaction
Implode
Blunder Policy
Mega Ampharos (SimpyShrimp)
Magmortar (SV)
Dracovish
Golem-Alola
Archeops
Rotom Forms
 
Last edited:
Apparently I'm easy for multiple choice and multi-hits, probably because I'm so indecisive (and so many are appealing to vote for):

1. Lightning Lance (Self-Vote)
2. Metal Claw (adjustment)
3. Rototiller (adjustment)
4. Bolt Kick
5. Slam (adjustment)
6. Arm Thrust (adjustment)


1. Memories (adjustment) (Self-Vote)
2. Lax Incense (adjustment)
3. Foulness Policy
4. Power Herb (adjustment)
5. Blue Herb
6. Honey (adjustment)


1. Ghoul Presence
2. Corrosion (adjustment)
3. Lucky Flow / Misty Flow / Rainbow Flow / Trusty Flow
4. Sticky Hold (adjustment)
5. Aura Break (adjustment)
6. Steely Spirit (adjustment)


1. Silvally (Self-Vote)
2. The Regis not formerly known as Regigigas
3. Eevee and the Eeveeolutions
4. Meganium
5. Yoshiblaze's Ampharos & Ampharos-Mega
6. Rotom and its form(e?)s
 

Bobsican

NatDex Ubers TL
is a Top Tiering Contributor
Counterspell
Metal Claw
Frostbite
Spectral Thief
Court Change
Grav Apple / Apple Acid


Adrenaline Orb (SV)
Eviolith
Lax Incense
Null Stone
Honey
Corrupted Branch


Compressed Friction (SV)
Fear Shifter (SV)
Prickly Coat (Add Toxapex >: / )
Inverted
Implode
Water Compaction


The Regis
Mega Audino
Alakazam
Eeveelutions
Mega Kangaskhan
Rotom
 

Gravity Monkey

Que des barz comme si jtais au hebs
is a Top Artist
Moves: Counterspell, Arm Thrust, Alternating Current
Items: Power Herb (SV), Blue Herb (SV), Eviolith, Honey, Adrenaline Orb, Cram-o-Ray
Abilities: Sticky Hold, Quick Draw, Water Compaction, Libero (Mossy), Gorilla Tactics (PalpitoadChamp), Moody,
Adjustments: Alakazam (SV), Spectrier (SV), Ampharos (Yoshiblaze), Dracovish, Steelix (Dilasc), Steelix-Mega (G-Luke)
 
Elemental Punches/Fangs (Return to Monke)
Counterspell (Beaf Cult)
Ambush (PalpitoadChamp)
Alternating Current (Mossy Sandwich)
Lightning Lance (Damned)
Arm Thrust (G-Luke)
Blunder Policy (sv)
Honey (Yoshiblaze)
Blue Herb (Gravity Monke)
Room Extender (PalpitoadChamp)
Lax Incense (Beaf Cult)
Maestro (sv)
Water Conpaction (Earl)
Aura Break (Z-NogyroP)
Libero (Mossy Sandwich)
Conservation (zxg)
Dynamic Entry (Bencaua)
Rotom Forms (sv)
Tsareena (AquaticPanic)
Dusclops & Dusknoir (zxg)
Alolem (zorz)
 

Users Who Are Viewing This Thread (Users: 2, Guests: 3)

Top