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

Voden

formerly megaspoopy000
Modifications
:sm/flygon:
Name: Flygon
Type:

Abilities: Levitate / Sand Veil / Sand Stream (HA)
New Moves: Quiver Dance
Justification: All of this fits for flavor and viability, now special flygon sets are a LOT better, and it’s a good sand setter. (levitate could be changed for tinted lens but that might push it a bit over the top, but im not sure, It could be a good addition)

:sm/fearow:
Name: Fearow
Type:

Abilities: Simple / Sniper (HA)
New Moves: Dragon Dance, Dragon Claw,
Removed Moves: Drill Run (but only if it would be too op with it, otherwise let it keep it)
Justification: “A Pokemon that dates back many years.” Prehistoric (I’m assuming) and low brain-to-body ratio? Yeah this checks out. just a simple buff that makes an underwhelming, extremely powercrept pokemon, become a good sweeper. Walled completely by melmetal if drill run is removed, and would have a hard time setting up and sweeping due to frailty and weakness to priority.

:sm/Glalie: :
Name: Glalie
Type:

Abilities: Heatproof / Ice Body / Moody (HA)
New Moves: Stone Edge, Rock Slide, Head Smash, Meteor Beam, Power Gem?
Justification: Type and Ability is for flavor, which reads "Glalie has a body made of rock, which it hardens with an armor of ice." (Omega Ruby Dex) "It has a body of ice that won’t melt, even with fire." (Sword Dex) and acts as a slight buff making it able to switch in into fire types:D. You still wouldn't pick this over moody tho. It also gets a few stabs for its new type. (the Head Pokemon should by all means get Head Smash)

:sm/torterra:
Name: Torterra
Type:

Abilities: Overgrow / Adaptability (HA)
New Moves: Shell Smash, Grav Apple.
Justification: My baby deserves some love. Torterra has a shell, so it has something to smash out of, and it would be rare if apples grew on Torterra's tree, so yeah. this still doesnt get past corviknight lol
 
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Samtendo09

Ability: Light Power
is a Pre-Contributor
Abilities
Name
: Technician
Effect: Power up moves with 65 or lower by 50%.
Permanent: No
Mold Breaker: No
Potential Pokémon With This Ability: Old distributuon + :vaporeon:, :jolteon:, :flareon:, :espeon:, :umbreon:, :glaceon:, :leafeon:, :sylveon: (as second non-Hidden Ability)
Justification: Makes Technician slightly more applicable and helps Jolteon + Glaceon to circumvent their dry movepool.

Name: Nemesis
Effect: On switch-in, neither the user or the facing opponent can switch away for one turn, and prevent use of U-Turn, Volt Switch, Flip Turn, Baton Pass and Teleport.
Permanent: No
Mold Breaker: No
Potential Pokémon With This Ability: :zangoose:, :seviper:, :cacturne:, :gengar-mega: (over Shadow Tag), :falinks:
Justification: A maneuver that can help out with revenge killing, but runs risk with unable to switch away for one turn.
 
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Adjustments


Name: Umbreon
Changes: New ability : Poison Heal (remplaces Synchronize), Gains Clear Smog and Sludge Bomb
Justification: First of all Umbreon was thought to be a poison type before dark type existed (we can know it thanks to the Space World 1997 demo). The second reason is that this Eevelution really struggles, forced to use Wish+Protect to heal itself. Clear Smog and Sludge Bomb are here because these are moves given to poison type pokémon (so it stays logic with what I want to do with this buff) and can give Umbreon less passiveness (yeah I saw you AquaticPanic).


Name: Decidueye
Changes: Gains Thousand Arrows and First Impression
Justification: Decidueye is an archer, so giving it Tousand Arrows is quite evident. The pokedex also tells " Decidueye can nock and fire an arrow at an enemy in a tenth of a second, so its battles are decided in the blink of an eye." and it made me think about First Impression. Thousand Arrows would become a really powerfull coverage with SD based sets and First Impression gives another really usefull priority to its toolbox.


Name: Zeraora
Changes: Becomes Electric/Fighting type
Justification: Now that Tapu Koko gained a real physical fairy stab, Zeraora has to gain new tools too. We also still not have a pokemon with this dual type so it would be really interesting to play.


Name: Ledian
Changes: Becomes Bug/Fighting type, Thousand Punches remplaces Early Bird
Removed move: Ice Punch
Justification: Combined with the new ability I'm going to talk about later, Ledian can become finally usable after all this years. I also based myself from the combative aspect of this pokemon to give him this new typing (and it would be really sad to not have any strong stab event after his buffs ...). I forgot that Ice Punch would be broken with this ability so I removed it (so Ledian can still use this ability to gain a huge buff).
Thunder Punch and Sky Uppercut can still be used against flying-type pokémon, so removing Ice Punch is quite easy.

Abilities

New ability
: Expanding Brain
Owner: :orbeetle:(remplaces Telepathy)
Effect: Same effects than Psychic Terrain, but permanantly as long as the owner is alive.
Advantages: Combinated with Psychic Terrain, Orbeetle can now deal really good damages with Expanding Force. This Pokémon has always been unusable, giving it this ability would make it really funny to play.
Justification: This ability is a reference to the Expanding Brain meme (yeah I know everyone guessed it ...) and to the fact Orbeetle is knowned for its big brain.

New ability: Thousand Punches
Owner: :ledian:(remplaces Early Bird)
Effect: This Pokemon's punch moves become multi-hit moves that hit fourtimes. The second, third and last hit have their damages reduced of 33%. Does not affect punch moves that hit multiple times.
Advantages: Finally a usable Ledian ... Power-Up Punch (and probably Protective Pads) are going to be it's principal ace. Event with a pitiful 35 in attack, Ledian will be able to really become a danger.
Justification: One again, it is from the pokedex : "In battle, it throws punches with all four arms. The power of each individual blow is piddly, so it aims to win by quantity rather than quality. ". I think this is quite obvious to know from where this ability comes.

New ability: Christmas Magic
Owner: :delibird:(remplaces Insomnia)
Effect: This Pokemon's Attack, Special Attack and Speed are doubled during Hail.
Advantages: Thanks to this new ability, Delibird becomes usable too! It's horrible stats are now enough to threaten many Pokemon thanks to it's quite efficient offensive type and coverage options like Drill Run.
Justification: Well, Filled Hood was too hard to code, so I think this is much more easy to code and it still makes Delibird much stronger than before. Once again there is no real need to explain what this ability comes from.

Moves

Name: Jaw Lock (adjustment)
65 BP, 80 Acc, 24 PP
Category: Physical
Type: Dark:
Effect: Same Effect than Magma Storm or Wrap
Flags: Same than before
Priority: 0
Potential Pokémon with this move: :drednaw: :crawdaunt: :arbok: :carnivine: :eelektross: :feraligatr: (but with his new buffs I don't think this is a good idee ...) :granbull: :gumshoos: :huntail: :mightyena: :durant: :guzzlord: :Lycanroc-Midnight:
Justification: This move sucks, and giving it much more utility like this is a better thing for it. Pokémon like Arbok or Gumshoos are still really bad, but I think this is a good beginning to buff them.

Name: Snore (Adjustment)
50 BP, 100 Acc, 16 PP (8 if this is too strong)
Category: Special
Type: Normal
Effect: The user doesn't need to be asleep anymore, 20% to flinch the target, heal the user of 25% of it's max HP.
Flags: Same than before
Priority: 0
Potential Pokémon with this move: there is more than enough potential users for this move. No need to add anything here (but we can delete it for some Pokémon if this is too strong).
Justification: Yeah I like to buff useless moves. Now this can be the first healing move not affected by Taunt AND wich do not need to deal enough damages to heal yourself effectively. We can figure the user takes a micro-nap, allowing him to snore some seconds before woking up.
 
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Only a couple subs for now may sub more later

Pokémon Adjustments
:sm/Silvally:
Name: All Silvally Forms
Abilities: RKS System
New Moves: Recover, Calm Mind, Stealth Rock, Taunt, Focus Blast, Moonblast, Meteor Mash, Earthpower,
Justification: Huge buff to the silvally movepool just to expand their versatility and movepools, to the point where they can actually be a threat to some teams.


Abilities
Name: Arena Trap
Effect: While this Pokémon is active, hazards and terrains cannot be removed from the field.
Permanent (Yes or No):
Mold Breaker (Yes or No):
Potential Pokémon With This Ability: Old Distribution + :torterra: :Flygon: :vibrava: :donphan:
Justification: A new tool for the dying hazard stack playstyle and a rework to a busted ability.


Name: Defensive Priority
Effect: On switch-in, raises user's special and physical defense by 1, but also lowers their speed harshly.
Permanent (Yes or No):
Mold Breaker (Yes or No):
Potential Pokémon With This Ability: :aggron-mega: :shuckle: :cloyster: :deoxys-defense: :forretress: :cosmoem: :crustle: :metapod: :kakuna: :silcoon:
Would love to give this to Mega Slowbro, but yeah no lmao
Justification: These pokemon kinda suck as defensive options so free boosts help them a lot. Also... eviolite metapod meta CONFIRMED?!
Items
:mystic water: :charcoal: :miracle seed: :magnet: :dragon fang:
Name: Type Boosting Items
Effect: Boosts respective types' power by 1.3
Can Be Knocked Off: Yes
Ignored by Klutz: No
Fling Power & Effect: Wtv their original effects are
Justification: A very simple buff but more Pokémon will use them as the boost now actually rivals that of life orb, at the cost of only affecting a singular type though. Very useful for Pokémon that spam one move like victini (v-create), and eleki (electric moves), however can be useful on any Pokémon to get a free juicy boost to one of their stabs.
(any thing I didn't Mention were purposefully left out)
:Black Belt:Black Belt
:Black Glasses:Black Glasses
:Charcoal:Charcoal
:Dragon Fang:Dragon Fang
:Hard Stone:Hard Stone
:Magnet:Magnet
:Metal Coat:Metal Coat
:Miracle Seed:Miracle Seed
:Mystic Water:Mystic Water
:Never-Melt-Ice:Never-Melt-Ice
:Poison Barb:Poison Barb
:Sharp Beak:Sharp Beak
:Silk Scarf:Silk Scarf
:Silver Powder:Silver Powder
:Soft Sand:Soft Sand
:Spell Tag:Spell Tag
:Twisted Spoon:Twisted Spoon

Holy shit that took forever. Why didn't I just change plates.


Moves

Name: Swallow
Power: --
Accuracy: --
PP: 10 (16 Max)
Category: Status
Type:

Effect: User instantly consumes their berry and heals 50% of their max hp. Fails if the user does not have a berry.
Priority: 0
Flags (ex: Contact, Sound):
Potential Pokémon With This Move: A universal move because every Pokémon should be able to swallow their food
Justification: This move sucks hard. Like really hard. So I'm throwing out the old gimmick, and giving it a new one, while making it a great option for berry reliant sweepers like in the process. Mons like belly drum :kommo-o: and unburden :hawlucha: appreciate this, and recycle + swallow could also be a dumb but bad meme. And of course we can't forget about the god, the myth, the legend: harvest :Trevenant:
 
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Bobsican

NatDex Ubers TL
is a Top Tiering Contributor
:sm/Breloom:
Name: Breloom
Type: Grass/Fighting
Abilities: Poison Heal / Effect Spore (Technician)
New Moves: Power Whip, Close Combat, Hammer Arm, Storm Throw, Strength Sap, Fake Out, Rototiller, U-Turn
Removed Moves: None
Justification: Breloom has fallen from viability lately out of being lacking in every aspect, its offensive presence became mediocre as Grass/Fighting became more of a joke with :Toxapex:, :Sableye-Mega:, :Gengar:, :Tangrowth:, :Zapdos:, :Gliscor:, :Latias-Mega:, :Tornadus-Therian:, :Latios-Mega: and :Tapu_Koko: being around, and with mediocre bulk, typing and speed tier countless mons could just OHKO it on the spot, and even with that aside :Amoonguss:, :Ferrothorn:, :Venusaur-Mega:, :Rillaboom: and even current :Tapu_Bulu: do its job better, the former can consistently Spore mons out of proper bulk and Regen to keep momentum, Ferrothorn and M-Venusaur have an actual defensive presence and don't just die to about any neutral hit, while the latter two can spam Grass STAB with immediate offensive presence and aren't as easy to force out (especially Rilla removing its niche as a bulky Grass priority sweeper, also lol :Scizor-Mega:). SubSeed is also outclassed by :Serperior: out of its higher offensive presence as well.

Now, how do these buffs raise it from NDRUBL to NDOU? Well, the answer relies on significant additions. Technician sets now have splashable priority in Fake Out, and have immediate consistent firepower with Storm Throw being effectively a 135BP Fighting STAB with the ability (Breloom recently got Arm Thrust here, so it also has a stronger but a bit more inconsistent option for those that desire it). Poison Heal can also make the most of semi-reliable recovery in Strength Sap that also allows Breloom to check physical attackers like :Landorus-Therian: (lol no Z-Fly here), :Tyranitar: (:Tyranitar-Mega:), :Excadrill:, :Zeraora:, :Swampert-Mega:, :Gyarados-Mega: and :Gliscor:, and Rototiller complements Breloom in general to raise its offense, bulk and longevity, especially PHeal sets with 18% HP recovery per turn, bringing back the viability of its classic SubSeed sets, while Technician sets get notably harder to wall out of a notably stronger Bullet Seed.
Power Whip and Close Combat are also appreciated additions for Breloom, as this way PHeal sets aren't restricted into only having Facade as a spammable mean of offensive pressure, Hammer Arm also remains as a slightly weaker alternative that keeps Breloom's bulk long-term, and U-Turn allows Breloom to preserve momentum against the counterplay it lures with some prediction, allowing Breloom to gain momentum with allies that benefit from this, such as :Weavile:, :Kyurem:, :Heatran:, :Tyranitar: and :Rotom-Wash:.

:sm/Shaymin::sm/Shaymin-Sky:
Name: Shaymin | Shaymin-Sky
Type: Grass/Fairy | Grass/Flying
Abilities: Flower Veil | Sheer Force
New Moves: Moonblast, Calm Mind, Roost
Removed Moves: None
Justification: Shaymin has fallen across the tiers as it was clear it was budget :Celebi:, even while it may not have as many weaknesses, it did have a significantly worse movepool that Seed Flare didn't complement enought.

Now, how does it go from NDNU to NDOU? A Fairy typing grants Shaymin with a significant defensive upgrade, and that combined with Flower Veil also ensures it's a quite solid stallbreaker that can freely Leech Seed mons as it forces out :Sableye-Mega:. These factors allow it to pressure :Greninja:, :Garchomp:, :Tapu_Fini:, :Toxapex:, :Latias_Mega: (Latias, also lol no stat drop from Mystical Fire), :Hydreigon:, :Serperior:, :Slowbro:, :Tyranitar:, :Manaphy:, :Rillaboom:, :Swampert_Mega:, :Gyarados_Mega:, :Hippowdon: and :Landorus_Therian: (lol no Z-Fly), becoming a very solid NDOU alternative overall.

We all know the dumb Serene Grace + Air Slash combo is what made Skymin too uncompetitive for OU, but for Ubers it has remained as an inconsistent at best pick when it requires way more RNG to break past the quite fatter meta, and its bulk preventing it from having nearly any defensive utility. And thus Sheer Force flips its use 180 degrees to become a scary hard hitting mon that can rival :Zacian-Crowned: in damage output, however, it isn't stupid enought to go to AG, as it still has a mediocre typing and paper-thin bulk by Ubers standards, and a lower speed tier keeps it as food for :Gengar_Mega: and :Necrozma-Ultra:.


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: Life Bracer
Effect: Single use. 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
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), :Hawlucha: (lol High Jump Kick and Unburden), :Talonflame: (can use +1 priority Brave Bird twice if there's no SR or opposing chip), :Mienshao:


Name: Conversion | Conversion 2
Power: -
Accuracy: No accuracy check
PP: 5
Category: Status
Type: Normal
Effect: Targets the user. The user changes its primary type to the one of its first moveslot and raises all of its stats by 1 stage (no acc/eva). Fails if the user's type has been already changed, or is within all possible types already | Targets the user. The user changes its primary type to one that would hit super effectively its first moveslot's type, and raises all of its stats by 1 stage (no acc/eva). Fails if the user's type has been already changed, or is within all possible types already
Priority: 0
Flags: Snatch
Potential Pokémon With This Move: Vanilla distribution (:Porygon:, :Porygon2:, :Porygon-Z:, and technically :Smeargle:)
Justification: Without Z-Conversion (Which became mediocre on :Porygon-Z: anyways as it could only be used once and required way too much support to be usable), Conversion returned back into being a useless signature move. However, with it now becoming a reliable one-time omniboost, it allows Porygon-Z to go from NDUU back to NDOU without issue, as the move can be used multiple times per match and ensures it can still run an item. Porygon2 also turns into a scary fatmon in lower tiers as it can run an omniboost and Eviolite, turning it quite hard to break while it hits decently hard.


Name: Tri Attack
Power: 80*
Accuracy: 100
PP: 10
Category: Special
Type: Normal*
Effect: The move's effect and type changes depending on the moveslot it's on, the type self-announces upon use:
First: Fire type, 20% chance to burn
Second: Ice type, x1.5 damage while in Hail
Third: Electric type, triggers Lock-On effect on the user after use
Fourth: Normal type, hits thrice, 30BP each
Priority: 0
Flags: -
Potential Pokémon With This Move: Vanilla distribution (Notable mons include :Alakazam:, :Alcremie:, :Latias:, :Latios:, :Togekiss:, :Slowbro:, :Wigglytuff:) minus :Magnemite: line (trapping with Fire coverage is a no), plus :Cofagrigus:, :Comfey:, :Celebi:, Eeveelutions (:Vaporeon:, :Flareon:, :Jolteon:, :Espeon:, :Umbreon:, :Leafeon:, :Glaceon:, :Sylveon:), :Articuno:, :Zapdos:, :Moltres:, :Raikou:, :Entei:, :Suicune:, :Keldeo:, :Reuniclus:, :Yanmega:, :Roserade::Florges:, :Dragalge:, :Gardevoir:, :Blastoise:, :Chandelure:, :Houndoom:, :Infernape:, :Meganium:, :Typhlosion:, :Pidgeot:, :Indeedee:, :Diancie:, :Clawitzer:, :Kyurem-White:, :Kyurem-Black:
Justification: Tri Attack is well known as yet another nearly useless Normal type move that's only used over Hyper Voice in lack of better options at times. This buff turns it instead into a coupon for a coverage option between three solid offensive types, which alleviates the coverage issues of the mons listed above, giving a ton of new tools and strategies to go around with, while also retaining its vanilla use as a solid Normal coverage alternative.
Ice acts as a more consistent and stronger alternative to Blizzard, but is otherwise a bit weaker than Ice Beam, Electric encourages running moves with lower accuracy, in exchange of the slightly higher BP in Thunderbolt, and while Zap Cannon stands out, it also becomes redundant coverage if used like this, Fire acts as a middleground between utility and offensive coverage, and Normal is just raw power that allows mons to break past Sturdy and Focus Sash.
Electric Tri Attack + Inferno may be concerning on :Moltres:, :Houndoom:, :Typhlosion: and :Chandelure:, but it's very easy to expect the combo, and if the move fails the Lock-On effect won't trigger, so just bring in a Ground type like :Garchomp: or :Swampert: and force them out, or a Fire type/Status absorber if you can tell Inferno is coming next turn. Also keep in mind that as this move can only fill a single moveslot, it isn't a free ticket to BoltBeam either.
Overall it's a solid addition that benefits a ton of mons that could appreciate it.
 
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:sm/volcanion:
Name: Volcanion
Type: Fire/Water
Abilities: Water Absorb / Steam Engine
New Moves:
Removed Moves:
Justification: Steam is the entire theme of this Pokemon, and Steam Engine gives it another potential playstyle.

:swsh/stunfisk::swsh/stunfisk-galar:
Name: Stunfisk / Stunfisk-Galar
Type: Ground/Electric (Unovan) - Ground/Steel (Galarian)
Abilities: Static, Dry Skin, Sand Force (Unovan) Mimicry (reworked, details below), Iron Barbs, Strong Jaw
New Moves: Volt Switch (Unovan) Iron Head, Jaw Lock, Crunch, Terrain Chomp (new move, details below)
Removed Moves:
Justification: Stunfisk lives underwater, and Limber has been a useless ability for it since Gen 6. Sand Force is also an upgrade over Sand Veil. (Unovan) It's a bear trap, so it should definitely have more biting moves + Strong Jaw. Iron Head gives it an actual Steel type attack. Iron Barbs because bear traps hurt. (Galarian)

:swsh/stunfisk-galar:
Name: Stunfisk-Galar
Type: Ground/Steel
Abilities: Mimicry (reworked, details below), Iron Barbs, Strong Jaw
New Moves: Iron Head, Jaw Lock, Crunch, Terrain Chomp (new move, details below)
Removed Moves:
Justification: It's a bear trap, so it should definitely have more biting moves + Strong Jaw. Iron Head gives it an actual Steel type attack. Iron Barbs because bear traps hurt.

:swsh/beartic:
Name: Beartic
Type: Ice/Water
Abilities: Refrigerate (replaces Snow Cloak), Slush Rush, Swift Swim (HA)
New Moves:
Removed Moves:
Justification: Beartic already learns a bunch of Water type moves and gets Swift Swim.

:swsh/toucannon:
Name: Toucanon
Type: Normal/Flying
Abilities: Bullet Cannon, Skill Link, Sheer Force
New Moves: Pyro Ball, Zap Cannon
Removed Moves: None
Justification: Toucannon learns a lot of bullet/bomb moves, so why not give it an ability that boosts them?


Name: Run Away
Effect: Immune to all trapping effects/abilities.
Permanent: Yes
Mold Breaker: No
Potential Pokémon With This Ability: All of the Pokemon that currently have it.
Justification: Basically just making Run Away do what it should do.

Name: Rivalry
Effect: Deals 50% more damage to Pokemon that share a type with the user.
Permanent: Yes
Mold Breaker: No
Potential Pokémon With This Ability: All of the Pokemon that currently have it.
Justification: Rivalry's effect from Mystery Dungeon Gates to Infinity-onwards. This makes it somewhat less situational.

Name: Mimicry
Effect: Changes the Pokemon's primary type depending on the terrain. (the Steel type always remains. Only its Ground type changes to match the corresponding terrain.
Permanent: Yes
Mold Breaker: No
Potential Pokémon With This Ability: All of the Pokemon that currently have it.
Justification: Making this ability slightly less useless.

Name: Bullet Cannon
Effect: Ball and bomb moves (moves blocked by Bulletproof) have their power boosted by 50%.
Permanent: Yes
Mold Breaker: No
Potential Pokemon with this ability: Toucannon, Remoraid, Octillery
Justification: This ability is mainly for Toucannon, but I decided to give it to Octillery too.


Name: Strength
Power: 100
Accuracy: 100
PP: 16
Category: Physical
Type: Normal
Effect: The target is slugged with a punch thrown at maximum power.
Priority: 0
Flags (ex: Contact, Sound): Contact
Potential Pokémon With This Move: All who currently have it
Justification: Fills in the whole left by Return and Frustration being cut.

Name: Submission
Power: 120
Accuracy: 100
PP: 24
Category: Physical
Type: Fighting
Effect: The user grabs the target and recklessly drives for the ground. This also damages the user quite a lot.
Priority: 0
Flags (ex: Contact, Sound): Contact
Potential Pokémon With This Move: All who currently have it + Emboar, Mienshao, Aggron,
Justification: Submission is upgraded to a Double-Edge clone.

Name: Terrain Chomp
Power: 50 (100 in Terrain)
Accuracy: 100
PP: 16
Category: Physical
Type: Normal
Effect: The user infuses the power of the terrain into its fangs. The type and power change depending on the terrain
Priority: 0
Flags (ex: Contact, Sound): Contact, Biting
Potential Pokémon With This Move: Galarian Stunfisk
Justification: Stunfisk-Galar gets a move to actually work in conjunction with Mimicry.


Name: Twist Band
Effect: Prevents self-inflicted stat drops.
Can Be Knocked Off: Yes
Ignored by Klutz: Yes
Fling Power & Effect: 60, none
Justification: An import from Mystery Dungeon, though I nerfed it so it ONLY prevents self-inflicted stat drops.

Name: Nullify Bandanna
Effect: Suppresses the wearer's ability.
Can Be Knocked Off: Yes
Ignored by Klutz: Yes
Fling Power & Effect: 60, none
Justification: Another import from Mystery Dungeon. Aside from gimmicky Golisopod/Regigigas/Slaking/Archeops sets, its true calling is being tricked onto opposing Pokemon.
 
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Name: Powder Bomb
Power: 80
Accuracy: 100%
PP: 15
Category: Special
Type: Fire
Effect: Lowers the target's Sp. Defense one stage.
Priority: 0
Flags: Bullet, Mirror, Powder, Protect
Potential Pokémon With This Move: :venusaur: :butterfree: :vileplume: :venomoth: :victreebel: :electrode: :exeggutor: :bellossom: :jumpluff: :mothim: :tangrowth: :whimsicott: :lilligant: :vivillon: :ribombee: :eldegoss:
Justification: Special Fire Lash with some specific limitations. Primarily, it's a coverage option for Bug and Grass-types, letting them smack Steels and opposing Bugs without using their precious Hidden Power slot on it. But as both a powder and a bullet move, Overcoat users, Bulletproof users, Safety Goggles users, and most importantly other Grass-types are immune to it - which is why most Fire-types probably wouldn't bother with it.

Name: Null Pulse
Power: 100
Accuracy: 100%
PP: 10
Category: Special
Type: Normal
Effect: If the target has already used a move this turn, its Ability is suppressed.
Priority: 0
Flags: Mirror, Protect, Pulse
Potential Pokémon With This Move: :blastoise: :mew: :porygon2: :porygon-z: :regigigas: :clawitzer: :type-null: :silvally:
Justification: Core Enforcer is a cool move, but one that Zygarde doesn't really use, so here's an alternative. Helps Porygon2 and Type: Null by disabling Abilities, Regigigas has a strong special STAB that actually benefits from Slow Start making it go last, Clawitzer and Mega Blastoise effectively have Boomburst, and Porygon-Z gets a new fun nuke.

Name: Sparkling Aria
Power: 90
Accuracy: 100%
PP: 10
Category: Special
Type: Water
Effect: Cures the user's party of status conditions.
Priority: 0
Flags: Authentic, Mirror, Protect, Sound
Potential Pokémon With This Move: :jynx: :lapras: :politoed: :wailord: :lumineon: :swanna: :meloetta: :primarina: :toxtricity:
Justification: Now you have a reason to run Sparkling Aria over Scald! Both are support moves, but Sparkling Aria now lets your own team recover and gives some status-proofing. This probably has some funny interactions with RestTalk sets too. Toxtricity is a stretch but I want it to be good and now it can hit Grounds and Steels.

Name: Skitter Smack
Power: 75
Accuracy: 100%
PP: 15
Category: Physical
Type: Bug
Effect: If the target resists this move, its base power is doubled.
Priority: 0
Flags: Contact, Mirror, Protect
Potential Pokémon With This Move: Current distribution + :beedrill: :parasect: :ariados: :forretress: :armaldo: :mothim:
Justification: Bug is just resisted by way too many types. Skitter Smack effectively gives the user Tinted Lens, letting Bug-types not worry about half the damn game coming in for free on their main STAB. It's still too weak for most non-Bug-types to consider it as a coverage move, though. In the lowest of low tiers, physical Mothim becomes very funny because this + Tinted Lens essentially means that resistances become super-effective.
Name: Punching Bag
Effect: The holder takes half damage from moves with the Punch flag.
Can Be Knocked Off: Yes
Ignored by Klutz: Yes
Fling Power & Effect: 60, none
Justification: Need a quick Melmetal answer but don't want to dedicate a whole team slot to it? Do I have the item for you!

Name: Warp Engine
Effect: If Trick Room activates while the holder is on the field, the holder immediately switches out. Consumed after use.
Can Be Knocked Off: Yes
Ignored by Klutz: Yes
Fling Power & Effect: 30, confuses the target
Justification: Lets you set Trick Room and pivot to an abuser at the same time, but only once.

Name: Placebo
Effect: Weakens the effects of various statuses. Specifically, if the holder is badly poisoned, the damage taken per turn does not increase; if the holder is burned, the power of its physical attacks is not halved, but it still suffers damage; if the holder is paralyzed, its Speed is not halved, but it can still be fully paralyzed.
Can Be Knocked Off: Yes
Ignored by Klutz: Yes
Fling Power & Effect: 30, cures the target's status
Justification: Similar-ish to the Lum Berry, this item provides a degree of insurance against status. Physical sweepers have much less to fear if burn doesn't weaken them, and sweepers in general appreciate not needing to worry about losing Speed to paralysis.

Name: Parting Gift
Effect: When the holder faints, the next Pokémon to switch in has its highest stat boosted one stage.
Can Be Knocked Off: Yes
Ignored by Klutz: No
Fling Power & Effect: 30, none
Justification: Potentially useful on suicide leads to keep momentum up. Also useful on anything running Healing Wish.
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.

Name: Cloud Nine
Effect: While this Pokémon is on the field, the effects of weather and entry hazards are suppressed.
Permanent: No
Mold Breaker: No
Potential Pokémon With This Ability: Current distribution + :lapras: :articuno: :zapdos: :moltres: :togetic: :drifblim: :togekiss: :shaymin: :audino-mega: :tornadus: :thundurus:
Justification: Unknockable Boots that doesn't use up your item slot, with the minor opportunity cost that opponents switching in on them will also be immune to hazards. The original-flavour Kanto birds get a nice buff on par with their Galar cousins, and Defogging becomes easier than ever.

Name: Slow Start
Effect: The first attacking move this Pokémon uses each time it switches in gains a charge turn.
Permanent: No
Mold Breaker: No
Potential Pokémon With This Ability: :regigigas:
Justification: Huge upgrade for Regigigas. It's still not a great sweeper, since it can only use a Power Herb once, but if it can successfully pull it off, it becomes a downright nightmare.

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: :dodrio: :octillery: :cacturne: :magmortar: :gallade: :clawitzer: :vikavolt: :inteleon:
Justification: Instead of being RNG-based, now Quick Draw gives several mediocre Pokémon pseudo-priority with Technician-boosted moves. Watch out for Cacturne with its STAB Bullet Seeds.
:sm/cherrim-sunshine:
Name: Cherrim-Sunshine
Type: Grass / Fire
Abilities: Flower Gift
New Moves: Earth Power, Flame Charge
Removed Moves: None
Justification: Now that Morning Blossom is in, here's a fun little bump for Cherrim. Grass / Fire in Sunshine form only means that it's not weak to Stealth Rock, Earth Power helps make mixed sets with Growth more usable, and Flame Charge lets it boost its Speed.

:sm/ledian:
Name: Ledian
Type: Bug / Fighting
Abilities: Light Power / Early Bird / Iron Fist (Hidden)
New Moves: Quiver Dance, Moonblast, Vacuum Wave, Aura Sphere
Removed Moves: None
Justification: No amount of punching buffs will make Ledian viable, so here's the opposite approach: another Light Power user. Ledian needs a lot to make up for its depressing stats, and Lumineon's strong enough as is, so it gets to be the first Light Power user with Quiver Dance. Bug / Fighting gives it a more useful STAB option in the buffed Focus Blast as well as its new Aura Sphere, and also grants it STAB priority in Vacuum Wave. Moonblast fits with Ledian's general flavour and gives it a nice coverage option.

:sm/celesteela:
Name: Celesteela
Type: Steel / Flying
Abilities: Beast Boost / Flare Boost (Hidden)
New Moves: Aeroblast, Thunderbolt
Removed Moves: None
Justification: Celesteela is in a bit of a weird place. Its stats and typing are great, but its lack of recovery and strong Flying-type moves put it in an awkward spot compared to Corviknight and Skarmory. This aims to give it a niche as a more offensive Pokémon. Flare Boost is great as flavour, since it's a giant rocket, while Aeroblast finally gives it a better Flying STAB than Air Slash. Thunderbolt is a fun new coverage option alongside the Flamethrower it already has.

:sm/arctovish:
Name: Arctovish
Type: Water / Ice
Abilities: Water Absorb / Contrary / Slush Rush (Hidden)
New Moves: Superpower, Ice Shard, Aqua Jet
Removed Moves: None
Justification: Arctovish is the worst of the Galar fossils, with an unimpressive typing and no broken Ability, so here's a new way to play it. Contrary makes sense with its head upside-down as it is, and Superpower gives it both a powerful coverage move and a way to boost its stats, something none of the other fossils can claim. Ice Shard and Aqua Jet further help it with its depressing Speed, and Contrary means it can pick up a Speed boost if the opponent sets Sticky Web. I chose not to give it Ice Hammer yet, but if it still winds up unimpressive (or if the buff to the Hammer moves wins) that's definitely another easy way to buff it.
 
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:sm/Furret:
Name: Furret
Type:

Abilities: Fur Coat (replaces Run Away)/Adaptability (replaces Keen Eye)/ Frisk (HA)
New Moves: Extreme Speed, Stomping Tantrum, Earthquake, Rock Slide, Stone Edge, Rock Tomb
Removed Moves: none
Justification: taking inspiration from Radical Red, this aims to take what made Furret good there and apply it here.
a Ground typing allows it an immunity to Electric attacks and fits a pokemon that spends time underground in burrows. Earthquake and Stomping Tantrum are so that it has proper STAB to use that isn't Dig. some Rock type attacks give it decent coverage for if you face any Ghosts or anything that resists its STABs. Fur Coat fits a pokemon called Furret, and gives it a niche as a sort of physical wall, albeit without recovery. Adaptability is where this mon shines, however. combined with Coil's stat boosting and Extreme Speed's priority, you get a mon that acts like a Linoone sidegrade, trading Belly Drum's immediate power for coil's longevity.
 
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BT89

go on, take everything
is a Pre-Contributor
:ss/absol:
Name - Absol
Type - Dark
Abilities - Super Luck / Fur Coat (replacing Pressure) / Justified (HA)
New Moves - Iron Head
Removed Moves - None
Justification - Absol's biggest issue is its premier lack of bulk and Speed. However, with Fur Coat, this issue is at least somewhat resolved, as its physical bulk is now at least existent. Iron Head is a more reliable way for Absol to hit Fairy-types.

:ss/lilligant:
Name - Lilligant
Type - Grass / Fairy
Abilities - Chlorophyll / Natural Cure (replacing Own Tempo) / Leaf Guard (HA)
New Moves - Moonblast, Earth Power
Removed Moves - None
Justification - Lilligant with coverage, and strong coverage at that. The secondary typing is a blessing and a curse, a blessing because it gives it a great secondary STAB, and a curse because now Steel-types are annoying. It obtains coverage for them in Earth Power, however.

Name: Quakeproof
Effect: This Pokemon takes halved damage from Ground- and Rock-type moves.
Permanent (Yes or No): No
Mold Breaker (Yes or No): No
Potential Pokémon With This Ability: :duraludon: :metagross:
Justification: This ability was made with Duraludon in mind, but Metagross would also be a fair candidate. Anyways, this ability would grant these two some neat defensive utility as Steel-types neutral to Ground-type attacks.

Name: Protector :protector:
Effect: Holder takes 3/4 from super-effective attacks.
Can Be Knocked Off (Yes or No): Yes
Ignored by Klutz (Yes or No): Yes
Fling Power & Effect: 100
Justification: Protector is literally useless, so I decided to give it the effects of Solid Rock considering the Pokemon Protector makes evolve uses Stealth Rock. This would obviously fail with Solid Rock and Solid Rock clones (Filter).

Name: Flash
Power: --
Accuracy: 100%
PP: 32
Category: Status
Type: Electric
Effect: The evasiveness of the opponent is lowered by 1 stage, and all terrains, screens, and rooms are cleared.
Priority: 0
Flags (ex: Contact, Sound): Bypasses Substitute
Potential Pokémon With This Move: Every Pokemon that already has the move + :boltund: :thundurus:
Justification: Lowkey a pretty cool tool for annoying stuff like the Tapus and screens HO teams. It allows the Pokemon who get it some utility, which is always good.

Name: Projectile Retreat
Power: --
Accuracy: 100%
PP: 16
Category: Status
Type: Fighting
Effect: The opponent's defenses are dropped by one stage. The user switches out.
Priority: 0
Flags (ex: Contact, Sound):
Potential Pokémon With This Move: :banette: :blissey: :hariyama: :hoopa: :hydreigon: :lurantis: :vespiquen:
Justification: WIP
 
Comfey

Types :

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

Work!
:sm/grapploct:
Name: Grapploct
Type: Fighting/Water
Abilities: Technician / Rain Dish / Poison Heal
New Moves: Flip Turn, Aqua Jet, Force Palm
Justification: Should be Water-type anyways. Poison Heal fits with octopus flavor and is a huge boost in its viability. But it has versatility through Tech to still take on offensive roles: Tech STAB Flip Turn is gonna hurt, and Force Palm is kinda neat with its 30% para chance.

:sm/pyukumuku:
Name: Pyukumuku
Type: Water/Poison
Abilities: Corrosion / Innards Out / Unaware
New Moves: Toxic Thread, Life Dew, Parting Shot, Haze, Baneful Bunker, Corrosive Gas, Venom Drench, Mirror Coat
Justification: Still plays to Pyuku's gimmick of only status moves, but improves consistency due to getting both pivoting and item removal, as well as the newly buffed Toxic Thread to spread poison. No longer has to lock into the Unaware role as Corrosion Toxic Thread is huge on its own, especially when using Parting Shot to bring in a mon that loves the speed drops.

Yes this is Mega Sirfetch'd.
:sirfetch
Name: Sirfetch'd
Type: Fighting/Fairy
Abilities: Scrappy / Steadfast / Grassy Surge
New Moves: Roost, Play Rough, Toxic
Justification: It's a 'lucky duck', so Fairy kinda fits. Play Rough is STAB for it. Toxic cause universal. Roost for consistency. There's a lot this thing can do. Non-STAB Glide seems weird but surprisingly helps deter Water/Psychics or bulky Grounds from wanting to come to it, since it's still priority and has the terrain boost (91 BP). This has a very wide movepool already in terms of coverage.

:masquerain:
Name: Masquerain
Type: Bug/Flying
Abilities: Water Bubble / Intimidate / Rain Dish
New Moves: Hurricane
Justification: Masq is iconic for losing the cool Water/Bug type and replacing it with Flying/Bug, so this is an attempt to fix that. Water Bubble Hydro Pump is huge for it, letting it blast through Steels that otherwise resist its STABs. It will greatly improve the consistency of Quiver Dance sets. Defensively it will lose the Fire weakness as well, making its typing a little bit less awful.


--

Name: Honey Gather
Effect: At the end of each turn, if this Pokemon has no item, it gets Honey.
Permanent (Yes or No): I guess?
Mold Breaker (Yes or No): No
Potential Pokémon With This Ability: :ursaring: (over Unnerve), :vespiquen: :munchlax: :snorlax: (over Gluttony) :wurmple: :silcoon: :beautifly: :cascoon: :dustox: :burmy: :wormadam: (all 3) :mothim: :cherubi: :cherrim: :heracross: (over Swarm) :exeggcute: :exeggutor: :exeggutor-alola: :crabrawler: :crabominable: (over Anger Point) :skwovet: :greedent: :emolga: :applin: :flapple: :appletun: (over Gluttony) :ekans: :arbok: (over Unnerve)
Justification: Changing Honey to be useful is really cool, but this ability is still useless. While a lot of these mons are weak to SR (and probably still run Boots), those that aren't definitely get some huge viability out of double Leftovers and, essentially, a Knock Off immunity.

Name: Color Change
Effect: At the start of each turn, changes type to resist the last move it was hit by.
Permanent (Yes or No): Yes
Mold Breaker (Yes or No): No
Potential Pokémon With This Ability: :octillery: :skrelp: :dragalge: :deerling: :sawsbuck: :staryu: :starmie: :helioptile: :heliolisk: :flabebe: :floette: :florges: :stunfisk-galar: :sewaddle: :swadloon: :leavanny:
Justification: Actually a useful ability now, providing a lot of defensive utility. Also Florges finally gets an ability it can use in singles!

Name: Suction Cups
Effect: While this Pokemon is active, moves and items that cause Pokemon to switch out have no effect, and abilities that take effect on switch out do not trigger.
Permanent (Yes or No): I guess?
Mold Breaker (Yes or No): Yeah
Potential Pokemon With This Ability: :grapploct: :tentacruel: :seismitoad: :omastar:
Justification: Anti-pivot ability take 2! This also allows it to block regen mons, which is cool for something like Seismitoad that can force Pex out with Ground moves. Shoutout to Malamar for now not being weak to U-Turn! Most of these being Water helps with the Lando matchup, especially for choice sets locked into U-Turn.

--

Anything unmentioned hasn't changed
Name: Aqua Ring
Effect: Sets 'Aqua Ring' hazard on the user's side. Restores 1/16th HP on Pokemon affected by the move. Does not affect Pokemon holding HDB. Water Pokemon absorb the hazard. Can still be removed with Rapid Spin or Defog.
Potential Pokémon With This Move: :pyukumuku: (and existing mons; only Water mons should get this move)
Justification: Subbed this in NatDex+ but it's so cool so I'm going to put it here. A beneficial hazard will change how teams deal with hazards, making HDB no longer the de facto best item, as well as challenging how to fit hazard removal on your team (as your Defog/Spin will remove Aqua Ring). Obviously, it's a very powerful effect that cannot just be slapped on all teams. Prohibiting one of the best defensive types from using the hazard does help balance it, especially as teams wanting to use the hazard must have a Water mon.

An Aquatic collab!
Name: Flip Turn
Potential Pokémon With This Move: :seel::dewgong::huntail::gorebyss::qwilfish::luvdisc::piplup::prinplup::empoleon::buizel::floatzel::finneon::lumineon::phione::oshawott::dewott::samurott::panpour::simipour::ducklett::swanna::eelektrik::eelektross::bruxish::grapploct:
Justification: Dexit mons (+unwet Octopus in case the above doesn't win and Qwilfish cause biased) that wouldn't have a chance to learn this move. Big one is Empoleon, but it's pivot so all of them will probably use it to some degree.

Name: Scorching Sands
Potential Pokémon With This Move: :geodude::graveler::golem::slugma::magcargo::houndour::houndoom::phanpy::donphan::numel::camerupt::cacnea::cacturne::torterra::chimchar::monferno::infernape::shieldon::bastiodon::tepig::pignite::emboar::pansear::simisear::fennekin::braixen::delphox::hoopa:
Justification: Also dexit mons that wouldn't have access here. Delphox seems good here, as does Mega Houndoom.

Name: Meteor Beam Potential Pokémon With This Move: :golem-alola::voltorb::electrode::chikorita::bayleef::meganium::cyndaquil::quilava::typhlosion::gligar::gliscor::magcargo::nosepass::probopass::numel::magcargo::deoxys::empoleon::cranidos::rampardos::shieldon::bastiodon::yanmega::arceus::braixen::delphox::hoopa::minior:
Justification: More dexit mons. It's prob still bad but I like Meganium with this buff. Delphox has the funny Meteor Beam+Magician combo.

---

Name: Pillow
Effect: Restores 1/8th of the Pokemon's HP if it is asleep at the start of the turn. As long as this Pokemon is asleep, it can attack with a random move (acts like Sleep Talk).
Can Be Knocked Off (Yes or No): Yes
Ignored by Klutz (Yes or No): Yes
Fling Power & Effect: 10 and puts to sleep
Justification: Sleep is an oppressive status condition so this provides some counterplay. Could be really fun on Rest mons (no longer needing to give up a slot for Sleep Talk) or Komala (if you like RNG).

Name: Chili Pepper
Effect: Thaws the Pokemon when held, then consumes the item. While this Pokemon is holding this item, it is immune to burn.
Can Be Knocked Off (Yes or No): Yes
Ignored by Klutz (Yes or No): Yes
Fling Power & Effect: 10 and burns
Justification: Burn immunity could be really cool for physical mons and while freeze isn't common, when it does occur, it can be game-ending.

Name: Strange Vest
Effect: Physical moves targeting this Pokemon are calculated using its SpDef, and Special moves targetting this Pokemon are calculated using its Def. Announces itself on entry: 'Pokemon is wearing a Strange Vest'.
Can Be Knocked Off (Yes or No): Yes
Ignored by Klutz (Yes or No): No
Fling Power & Effect: 30 and damage
Justification: Essentially applies Wonder Room to the user, which, while niche, could have some neat applications as it can change a lot of your counters while creating new ones.

This one is kinda wild.
Name: Weather Vane
Effect: If held by Castform, it will change its form to match the first move in its moveset (Normal form if not Fire, Water or Ice) and set the weather matching that form (if one exists). Its ability changes to Solar Power (Sun form), Rain Dish (Rain form) or Slush Rush (Hail form).
Can Be Knocked Off (Yes or No): No
Ignored by Klutz (Yes or No): No
Fling Power & Effect: 100
Justification: Castform's movepool is pretty cool, but its stats suck. This gives it a huge boost in all three forms. Sun is probably the worst one, but SunnyBeam + Ice Beam could still put in work. Water form gets the worst ability cause it gets the most tools to work with and the best type. Slush Rush seems strong but base 70 with no item and no boost in weather should be manageable.
 
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guess who's back, back again
(*: not given to trapinch)
:rs/trapinch: :rs/vibrava: :rs/flygon:
Name: Trapinch / Vibrava / Flygon
Type: Ground / Bug
Abilities: Levitate* / Sand Stream (on trapinch, Arena Trap becomes HA, replace sheer force.) / Tinted Lens*
New Moves: Twineedle, Sticky Web, Leech Life, Pursuit, Quiver Dance*, Power Gem*
Removed Moves: none!
Justification: THE coolest sylvemons resub. now sets sand, has super good STABs with Tinted Lens, has quiver dance to set-up on the special side, is super cool.

:sm/nihilego:
Name: Nihilego
Type: Rock / Poison
Abilities: Beast Boost / Trace (HA)
New Moves: none!
Removed Moves: none!
Justification: "3 ability UBs if real (:", i said. get out of here neuroforce i suppose.

:slowbro-galar:
Name: Galarica Cuff
Effect: If the holder is Galarian Slowbro, its Defenses are boosted by 1.25x.
Can Be Knocked Off: Yes
Ignored by Klutz: Yes.
Fling Power & Effect:
Justification:
makes galarian slowbro now decently threatning, having essentially a item that boosts both of its defensive stats with no drawback. but, can still be knocked off.
 
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Yall ready for an absolute meme sub?
:ss/Cosmoem:
Name: Cosmoem
Type: Psychic
Abilities: Unaware / Sticky Hold (Becomes HA)
New Moves: Wish, Magic Coat, Reconstruct, Haze, Defog, Block
Removed Moves: none!
Justification: You might be asking yourself, Hey geko are you fucking high? Why are you buffing the weakest legendary if its going to be uselss anyway? The answer relies in the fact that in Cosmoem's inmense movepool of 3 moves lies the most broken move in the game: gen 8 teleport. Coupled with the fact that Cosmoem has decent 43/131/131 defenses and can hold eviolite, cosmoem is a funny meme that can quite literally give you a free switch per game for some breaker to come safely to the field. Unaware has the flavor of being present in Cosmog so it kinda makes sense on it, plus allows it to switch to mons who have set up to switch in and then teleport a teamate safely. Sticky hold helps it keep its eviolite intact while also helping against poltergeists and knock offs, which is great considering its typing is weak to said moves. Finally the added moves allow it to not be as much of a sitting duck against certain mons which helps it either be a funny team support that grants switches to the team or make someone rage quit after getting outstalled with cosmic power and block.
 

earl

(EVIOLITE COMPATIBLE)
is a Community Contributor
ADJUSTMENTS
Name
: Wishiwashi-School

Type: Water / Dragon (only in School Form)
Abilities: Schooling (Intimidate with Graduation Scale)
New Moves: Recover, Outrage, Dragon Dance, Dragon Pulse, Draco Meteor, Core Enforcer
Justification: People are using Wishiwashi right now thanks to Graduation Scale, but I still think it high-key sucks as a bulky water compared to our other options. Its frailer than Fini or Pex and has nowhere near their utility. This buff focuses on differentiating Washi from other waters by giving it a very handy secondary typing and some key offensive utility. Unlike other bulky waters Washi lacks utility moves, so it instead makes progress with its great offensive stats and interesting attacks like Core Enforcer (which makes enough sense flavor wise and is completely unused by Zygarde). I also gave it Recover because damn does it need it
Name: Articuno-Galar

New Moves: Heat Wave, Thunder Wave, Aura Sphere
Justification: Articuno needs some way to actually threaten Steel-type hazard setters before it can call itself a proper Magic Bounce user.
Name: Rhydon / Rhyperior

Type: Ground / Rock
Abilities: Solid Rock / Rock Head | Dry Skin
New Moves: Head Smash, Rapid Spin
Justification: I've always loved Rhydon's stat spread and general competitive design (a fat stat stick that manages to work around its awful typing). Rhyperior is much of the same but its uglier so I still like Rhydon more. This buff grants the family several new options: Rock Head sets can now utilize Head Smash, with Eviolith Rhydon seeming to be the best abuser, while the classic SR tank sets can now opt for Dry Skin in order to hard punish popular pivots like Toxapex and Fini while still threatening most defoggers with powerful Rock STAB. Becomes a much, much worse Heatran check if it runs Dry Skin over Solid Rock, though.
Name: Archeops

Abilities: Defeatist | Early Bird
New Moves: Brave Bird, Hurricane
Justification: WHY HAS IT NOT WON YET

ABILITIES
Name
: Wandering Spirit
Effect: When the user switches in, they swap this ability with the opponent's.
Permanent: Yes
Mold Breaker: No
Potential Pokémon With This Ability:

Justification: It's Pillage from FEUU! This ability is supremely useful for sniping Regenerator, Intimidate, Magic Bounce, really anything. It is essentially a better Trace, as it shuts down the opponent's ability in the process. I could easily see at least one of these abusers becoming viable to some degree (probably Runerigus thanks to SR access and Arid Absorption).

ITEMS
Name
: Reaper Cloth :reaper_cloth:
Effect: If the holder is Ghost-type, they heal 1/16th of their max HP at the end of each turn and the item is unaffected Knock Off (including the boosted damage). Otherwise, the holder cannot use the same move over 2 turns.
Can Be Knocked Off: If the user is Ghost-type, no.
Ignored by Klutz: Yes
Fling Power & Effect: 100
Justification: Defensive Ghost-types (outside of Mega Sableye) just aren't very good in the current metagame thanks to a crippling Knock-Off weakness and a generally poor selection of Fat Ghosts to choose from. This item fixes the Knock Off weakness to a degree while also functioning as Leftovers, so some fatter ghosts like SubTox Aegislash, Palossand, and (with the buffed ability) Runerigus could see use. Additionally, it has a Black Sludge-esque downside for non-Ghost holders, but I don't think a permanent Torment effect is nearly as crippling as losing 1/8th HP per turn. Could still be a neat Trick punish at least.
 
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Politoed and Poliwrath not getting Enchanted Punch is an injustice, I say. An injustice! /s

Going to resub a lot of stuff to "celebrate" hitting the midway point. Also going to label my hide tags since I realized how impossible it is to find things in here, especially if you're not logged in.

Name: Fairy Dustup
Power: 70
Accuracy: 100%
PP: 10
Category:

Type:

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

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

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

Type:

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

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

RESUBMISSION:
Name:
Heartbreaking Blow
Power: 90
Accuracy: 100%
PP: 10
Category:

Type:

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

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

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


Name: (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.


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

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

Name: Liquid Ooze
Effect: "This Pokémon damages and poisons those draining HP from it for as much as they would heal. This Pokémon's Poison moves are boosted by 30%."
Permanent: No.
Mold Breaker: No.
Potential Pokémon With This Ability: :garbodor: (replaces Aftermath), :goodra:, :seviper:, :swalot:, :tentacruel:

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


:sm/cofagrigus: & :sm/runerigus:
Name: Cofagrigus & Runerigus
Type:
/
&
/
{Cofagrigus is now Steel}
Abilities: Mummy / Filter (hidden ability) & Wandering Spirit / Pastel Veil (hidden ability) {Both now have hidden abilities.}
New Moves: (Shared) Arid Absorption, Enchanted Punch, Knock Off, Spikes
(Cofagrigus) Flash Cannon, Gyro Ball, Iron Head, Reconstruct, Shadow Sneak, Steel Beam
(Runegrigus) Dragon Claw, Darkest Lariat, Drill Run, Pain Split, Swords Dance, Sucker Punch
Removed Moves: [None]

Justification: I admittedly perhaps went a bit overboard with what's added here, but Runegrigus at least really needs the help, and Cofagrigus needs enough to differ itself from Aegislash, which is somehow UU in both main formats this gen even with Dark-type Urshifu's broken self rightfully banned to Ubers on both sides. Hence the shared moves. As it is, with access to so many new moves and different abilities that both augment their defenses, I think their stats are mostly fine as is for OU, even if both Enchanted Punch and Iron Head are probably mostly useless on Cofgarigus--maybe Reconstruct too. Beyond that, I've decided to give Runerigus Swords Dance too like Yoshiblaze's Runerigus entry before it (now that I've found it), but that may seem a bit obnoxious now that it gets Sucker Punch. Dragon Claw is there solely due to its visual design (and weirdly getting Dragon Pulse), while Drill Run gives it a physical Ground move it can run alongside Grass Terrain.

For the record, Runerigus only gets Sucker Punch because its Pokédex entries as both Yamask-Galar and Runerigus emphasize "dark power"...yet the strongest (physical) Dark attack it gets is Brutal Swing. I suppose Darkest Lariat could work instead or even also given Dusknoir for some reason learns it, but for now, Sucker Punch seems more useful. So no Darkest Lariat...for now. Now that it has Darkest Lariat, I can understand if Sucker Punch could go; for parity, Iron Head or Reconstruct gets dropped from Cofagrigus since they're both a bit redundant even if they make sense to have. (Kudos to G-Luke Yoshiblaze Z-nogyroP who originally submitted a Ghost/Steel Cofagrigus with Sticky Hold, so thanks for the idea (EDIT: even though AquaticPanic brings up a good point), especially since I was tempted to go with Filter instead (EDIT: which I will again now). The same goes for whoever decided to give Pastel Veil to Smeargle, which I legitimately forgot existed, since that let to me giving Pastel Veil to Sir Squiggles above; it helps that Dark Aura is too strong/legendary to give to it.)

RESUBMISSIONS
:sm/copperajah:
Name: Copperajah
Type:
/
(Ground added)
Abilities: Sheer Force / Water Absorb / Heavy Metal (hidden ability; gains Water Absorb as a second non-hidden ability)
New Moves: Gyro Ball*, Knock Off*, Slack Off, Smack Down (Hidden Power and Toxic too as a Gen VIII mon.)
Removed Moves: [None]

Justification: Elephants need to drink a lot of water per day, and the Sword Pokédex's entry goes out of it way to say that Copperajah should at least be resistant to Water...in the umpteenth instance of gameplay-and-story segregation since every Water attack under the Sun and every other weather kicks its ass. I'm guessing the "resistance" bit was just a nod to copper apparently not rusting or corroding via water under most common circumstances, but I'm choosing to run with it because Copperajah has potential it falls more than a bit short of given its current stats, moves, and typing. I was initially going to make it Steel/Water due to this but admitted to myself that I couldn't really justify the secondary Water type.

It's just as well though. For the most part and despite the unfortunate weaknesses Ground adds in some places, Steel/Ground is a better typing with Water Absorb as an ability anyway, letting this give quite a few Water types trouble for starters, e.g. basically walling everything Toxapex can do save for Knock Off, which Slack Off largely undoes, while threatening it back with STAB Earthquakes. Being Steel/Ground instead of Steel/Water also means it becomes the only mon in the game besides Shedinja that either resists or is outright immune to all three of the attacking pivoting moves. It also deals with at least two of the Tapus well enough, though Tapu Lele probably murders it even with just STABs. It's also a slow Steel that isn't instantly murdered by Magnezone, at least at full health, while now being immune to being bullied by its Volt Switch and Electric STABs. Water Absorb makes it the rare physical attacker that doesn't fear switching in on Scald. Finally, it offers different enough role compression that it should likely have some type of niche over both Excadrill and Hippowdon even if it's not as fast or strong as the former and isn't actually anywhere as tanky as the latter in general.

*It probably doesn't need either of these, but I don't think either of these moves would make it broken per se, especially if it was somehow OU. So they "should" be fine. (Just like this thing's new secondary typing "should" arguably be Rock given its design rather than Ground [or Water], but it's already suffered enough and Stakataka already exist, so we'll ignore that.)

:sm/mr_rime:
Name: Charles Chaplin Mr. Rime
Type:
/
(no change)
Abilities: Tangled Feet / Screen Cleaner / Magic Guard (hidden ability; replaces Ice Body)
New Moves: [None] (Well, besides Hidden Power and Toxic as a Gen VIII mon.)
Removed Moves: [...None?*]

Justification: The primary justification for this is that of all the Gen VIII mons I could see getting the extremely powerful ability of Magic Guard, the mon that still deals with barriers, now with a carefree tap-dancing and "wintertime magic" twist, seems the most fitting. I mostly try to avoid giving out overpowered abilities where I can when improving things, especially since Mr. Rime isn't actually bad unlike, say, Stonjourner or Thievul. It's just outclassed despite its good movepool and relatively decent stats. So Magic Guard should easily push it over the edge into usability without any other changes and without outright obviating its other two abilities, though I do worry about how much of a push it may be. (See below.)

An additional inspiration for this was because it's bothered me for a while that the mon that's especially good at dancing gets an ability that seemingly implies it's clumsy in the form of Tangled Feet; it would be almost as jarring as this thing got Klutz to me, honestly. That said, I at least actually have seen at least a couple of people use Tangled Feet in passing in Doubles (those monsters) and can vaguely see the justification for it on Game Freak's part. So I ultimately decided that Ice Body gets the axe since Mr. Rime's six weaknesses and its resistances only to its own types aren't doing that ability any good anyway--same goes for its middling HP and Def.

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

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

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

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


EDIT: Cofagrigus's new ability changed (back) to Filter due to AquaticPanic reminding that Sticky Hold also blocks Poltergeist now.
 
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Name: Submission
Power: 100
Accuracy: 100%
PP: 10
Category:

Type:

Effect: User takes 1/4 of the damage dealt in recoil
Priority: 0
Flags (ex: Contact, Sound): Protect, Mirror, Contact
Potential Pokémon With This Move: Old Distribution + :leafeon::floatzel::luxray::mienshao::staraptor::rampardos::aerodactyl::necrozma::bagon::emboar::toxicroak::kingler::thundurus::azelf::grimmsnarl:
Justification: Submission was the original Fighting coverage move that everything got before Brick Break, Drain Punch, and Superpower (And CC in Gen 8 lmao). The problem with Submission and the reason why they kept making more widespread Fighting moves is probably because Submission is a really bad move. By making it a Gen 1 Double-Edge clone instead, it makes it an actually worthy Fighting-coverage move for some mons, namely Megazard X, Mega Aerodactyl, Toxicroak, Leafeon, Excadrill, Reckless Staraptor, Emboar, and Necrozma.

Name: Sparkling Aria
Power: 95
Accuracy: 100%
PP: 10
Category:

Type:

Effect: Heals the user's status condition after dealing damage
Priority: 0
Flags (ex: Contact, Sound): Sound, Protect, Mirror
Potential Pokémon With This Move: :primarina::lapras::milotic::swanna::phione::mantine::wailord::vaporeon::alomomola:
Justification: It takes a lot for a Special Water-type move to be good enough to run over Scald and Hydro Pump, but for some Water-types, Sparkling Aria might just be that. Sparkling Aria's power is the exact average between Scald and Hydro Pump, so it's noticeably stronger than Scald, and the utility of the Refresh effect makes it worth using over Hydro Pump for set up sweepers, like Primarina, who loves it because it doesn't have the Misty Terrain that Fini has to protect it from getting Toxic stalled.

Name: Stellar Performance
Power: 85
Accuracy: 100%
PP: 10
Category:

Type:

Effect: Sets the Lucky Chant effect on the user's team after hitting
Priority: 0
Flags (ex: Contact, Sound): Protect, Mirror
Potential Pokémon With This Move: :alcremie::mr. rime::mr. mime::audino::slowbro::hatterene::mismagius::mimikyu::togekiss::starmie::lunatone::solrock::wigglytuff::altaria::delcatty::orbeetle:
Justification: Getting crit sucks. Game Freak knew this and added Lucky Chant to help you not get crit, but too bad crits are so rare that it's useless. But if you slap it on a decent power move of a really good offensive typing? Now you're talking. Stellar Performance gives the likes of Alcremie, Mr. Mime, and Hatterene a better Fairy STAB move with the niche but useful side effect of preventing crits for 5 turns. This lets Calm Mind sweepers like Alcremie and Hatterene (and Mega Slowbro cuz we got rid of Shell Armor lol) set up more safely without worrying about a stray crit ruining their day, which comes especially handy in Calm Mind mirrors. Also helps your teammates for a bit, though that a lot more minor unless you're facing an Urshifu-R.
Name: Shadow Tag
Effect: Pokémon that make contact with this Pokémon have the Ghost-type added to their existing typings until they switch out (Trick-or-Treat effect)
Permanent (Yes or No): No
Mold Breaker (Yes or No): Yes
Potential Pokémon With This Ability: :gengar-mega::wobbuffet::gothitelle::banette::froslass::spiritomb::chandelure::absol-mega:
Justification: Nerfing Shadow Tag down to legal levels by making it a neat way to punish contact, making it way easier to take down the opponent the next turn with your Ghost or Dark STAB. Pairs especially well with Spiritomb and Mega Absol's Pursuit. Too bad it screws over Wobbuffet's counter, but oh well.
:sm/krookodile:
Name: Krookodile
Type:

Abilities: Intimidate / Moxie / Sand Veil
New Moves: Sucker Punch, Swords Dance, Parting Shot, Iron Head, Rapid Spin
Removed Moves: N/A
Justification: Krookodile has been a UU lifer, and while that's respectable, you should always strive to do better, so let's try to push it into the OU spotlight. Krookodile naturally faces competition from Weavile and especially Landorus as a Dark-type and an Intimidate Ground-type respectively, so giving Krookodile some tools that neither of them have should give you a reason to use it. Sucker Punch is probably the biggest thing here, letting Krook bypass its meh speed tier to hit Mega Zam, Dragapult, weakened Torn-T, and more. Swords Dance is the other biggest thing here, pairing amazingly with either Intimidate or Moxie. Parting Shot is more minor in comparison, since Krook likely will never compete with Lando as a defensive pivot, but it's nice for Choiced sets at least, especially since it doesn't make contact. Lastly, Iron Head hits Fairies without having to gamble your life with Iron Tail

:sm/plusle::sm/minun:
Name: Plusle & Minun
Type:
(Plusle)
(Minun)
Abilities:
Plusle - Plus / Libero / Galvanize
Minun - Minus / Libero / Levitate
New Moves:
Both: Tri Attack, Coaching, Rising Voltage, Electric Terrain, Parabolic Charge
Plusle: Flamethrower, Fire Blast, Will-O-Wisp, Flame Charge, Overheat, Sunny Day, Fire Punch, Burning Jealousy
Minun: Ice Beam, Blizzard, Ice Punch, Ice Shard, Triple Axel, Hail, Icy Wind
Removed Moves: N/A
Justification: Readapting two of the coolest things in from Hoenn Gaiden here, these two could be real threats now that they benefit from Light Ball. Plusle can be a legit threat with a much better offensive typing and a nice boon in Galvanize Tri Attack, giving you an actual reason to maybe use it over one of the Raichus. Minun is likely still not good despite its insane offensive typing, Ground immunity, and blistering Speed thanks to Light Ball, but it's at least a cool pivot. Having Stealth Rock weaknesses suck when they wanna run Light Ball, this is still a huge buff for both of them overall, especially Plusle.

:sm/pidgey::sm/pidgeotto::sm/pidgeot::sm/pidgeot-mega:
Name: Pidgey line
Type:
->
->
->

Abilities: Dazzling / Tangled Feet / Big Pecks -> No Guard
New Moves: Dazzling Gleam, Moonblast, Dual Wingbeat, Play Rough, Sweet Kiss, Swords Dance, Extrasensory, Nature Power
Removed Moves: N/A
Justification: First, I made this Fairy because all of Pidgeot's Dex entries go on about how beautiful its feathers are, so if I wanted to add a secondary typing to it, then Fairy was the way to go. Anyway, with an actual dual STAB and resistances, Mega Pidgeot can be a great speedy attacker that can deal with stuff like the Latis, Garchomp, and Hydreigon, on top of the Fighting, Grass, and Bug-types it could already deal with. Swords Dance also gives Pidgeot a little something to run around in ZU with, become a sweeper that can't easily be revenge killed thanks to its speed tier and Dazzling. Dazzling is also nice pre-Mega to bait in Mega Scizor.

:sm/zygarde-10%:
Name: Zygarde-10%
Type:

Abilities: Aura Break / Compound Eyes / Power Construct
New Moves: Dragon Rush, U-Turn, Fire Fang, Thunder Fang, Stealth Rock
Removed Moves: N/A
Justification: Stemming from a single message on Discord where Aquatic said that Zygarde has bug eyes, here's Compound Eyes Zydog. Dragon Rush, Iron Tail, and Stone Edge love being near 100% accurate, giving Zydog a notable power boost on top of its already broken signature Thousand Arrows. U-Turn makes Banded sets much less of a momentum sink by letting it pivot on switch-ins like Lando and Tapu Fini. Still held back by horrible bulk, but it's a lot more usable now
 
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AquaticPanic

Intentional Femboy Penguin
is a Community Leaderis a Community Contributor
Community Leader
Gonna go out of my way to do something I don't usually do and review some subs. Do keep in mind most of this is just my opinion so despite me being council, disliking something doesn't mean it's gonna be banned or anything like that uless I specify so.



:steelix-mega: Simple but effective change, I'm not sure if it'd make it to OU but definitely makes it very viable thanks to being immune to one of the most common special coverage for Steels. +2
:grapploct: Only thing I'd add is if you wanna make Tech sets better, Storm throw is a very interesting choice for a high-power STAB at the cost of using a slow mon. Otherwise I do really like these changes. +3
:eelektross: My favourite of your adjustments, reminiscent of Eeluk and that mon was pretty cool. I'd add Flip Turn and Leech Life for moves (Since you're already adding some Water moves either way and Leech Life for flavour (Why does it not get that already wtf)). +4

:crabominable: I like the Hammers. Simple good buff and helps the Iron Fist mons, not much to go in depth here other than it being a great sub. +2
:drednaw: In contrast, I don't really care much for Jaw Lock here. Its not a bad sub by any means and definitely enables for an interesting playstyle that does require skill. It's not personally my thing but I think its a good sub. +2

:slowbro-galar: Really interesting revenge killing tool. Suggesting Octillery and Alolan Golem for distribution. +3



:cursola::delcatty: I feel like the ability affecting every move is a bit too gimicky to work. Makes the current mon on the field a complete sitting duck and has to have a move interaction that's somewhat broken since, again, it affects every move, there's gotta be something out there that's broken. -1

:whismur: I feel like if you want Whisper Jar to be a Knock deterrent, it should at least make it so Knock isn't boosted, because atm it makes Knock always be 95 BP. +0

:dunsparce: Solid buff all around, though I'd give it Play Rough so non-pixilate sets can have physical STAB. +1



:polteageist: I feel like if you're gonna make a Polteageist change, it's best to keep Rain Dish since it got distributed that. Aside from that, I'm a bit skeptical of giving Polteageist another STAB. +0
:parasect: Unfortunately this mod doesn't do new forms, so this sub isn't really allowed. +0

:mimikyu: I feel like the point of Poltergeist not going to those mons was exactly because they're already strong without a physical ghost STAB, sorry. -1
:charizard: I suppose making these all recoil moves works as a buff. I'm not particularly drawn to them but its a good sub. +1

:inteleon: I'll be honest I feel like if the buff is meant to help Inteleon, I'd rather just see Inteleon submitted as an adjustment. That said though I do think this is an alright buff to Sniper in itself. +1

:ninetales: I'll be honest, Multiple Tails scares me a fair bit. A guaranteed 187 BP move for Technician mons sounds pretty insane even at the cost of an Item Slot. -1


:cherubi: I'll be honest I don't really care for Fire coverage on a bunch of Grass mons. +0

:bewear::calyrex: Fairly cool ability, although be careful with distribution. +2
:salazzle: This one I'm not so sure of, Sylvemons had a pretty simillar effect and it didn't really go very well back then. -1

:inteleon-gmax: Funny item. Not sure how viable riffle is but I do think it as a niche on specific mons. +1
:flapple::appletun: I do like how they work with their respective mons, though idk how much vote potential it has since it only affects two mons. +1

:tornadus: Don't love Brave Bird, but having Delta Stream is pretty funny on it. Overall kind of an interesting way of buffing the mon. Now give Levitate to Thundurus because Levitate makes Electric have no weaknesses. +2
:crobat: Actually really cool buff, Crobat is a very interesting user of the ability. I'd maybe give it Toxic Spikes, but that might be overdoing it. +3
:dodrio: Kind of interesting, Triple Axel + Stomping Tantrum has hilarious synergy and gimmicks aside, this is a very legit mon. +2

:carracosta: Shell Armour is a very interesting ability but also scares me a bit, since it essentially lets you get a lot of Offensive stats for free while tanking hits. Hilarioius anti synergy interaction with Shell Smash though. +1

:geodude: Rock Smash setting SR concerns me a little. Its a very widespread move and getting chip off of untauntable SR is definitly pretty strong. Might be overestimating it though. +0


:gigalith: Sublimate is fine I suppose. I am not really super interested in blanket strong stab moves and personally I like Meteor Beam better as the generic strong special rock stab. +1

:hypno: I'll be honest, other than Dream Eater and Nightmare, I don't think this ability does much...? Sounds rather limited in use, but I suppose its an interesting way to make those two moves be used. +1
:camerupt: All I'll say is to be careful with distribution. Remember that this ability has the same boost as the Galar Regis, so don't give it to anything with too high offenses. +0

:spinda: Pretty fine a buff to tangling feet I'd say, though imo the biggest issue with the confusion-inducing moves is locking you into them rather than confusing you. +1
:stakataka: I like Defensive Download, although I'd definitely be careful to not give it to too bulky stuff, as its essentially a free switch in to most things. Sylve had the same ability so we can have an idea of how well it'd work. +2

:castform: Pretty interesting items I'd say, namely how you have to bench your item abuser until the right moment to bring them out since the item is one-time use that activates on switch in. Definitelly takes some skill to use, might see some use in Unburden mons. +3

:armaldo: Pretty neat buffs all around, although idk how useful a Bug spinner is. +1
:beedrill-mega: Personally my favourite of your adjustments, reallyfine buff to the mon and I really like First Impression on it. +3
:azelf::mesprit::uxie:Pretty cool buffs all around, my favourite is Azelf of the 3 but Uxie looks pretty interesting too. +3 / +2 / +2


:oshawott: Wow all of these subs are really awesome, everyone should vote for them. +9999


:flygon: I kind of prefer Regic's sub, it has pretty much the same buffs but other interesting adjustments to go with it. +0
:fearow: Idt Drill Run would be broken on it. that's most of what I have to say on it though. +0
:glalie: Its alright. Decent offensive type, although I'd give it Meteor Beam. +1
:torterra: Works ig. Not super interested in it but sure is a buff. +1


:marshadow: I really don't think a Technician buff is necessary, specially one this small. -1
:gengar-mega: Nemesis on the other hand is pretty cool. I'd suggest Falinks for it. +2


:umbreon: While I do like Poison Heal and think it makes sense on Umbreon, I don't think it alone will make Umbreon a whole lot better because a lot of Umbreon's issues come from its passiveness, so imo it needs more than just a new ability to be viable. You're on the right track, just do some good move additions so Umbreon isn't as passive. +2
:decidueye: I'll be honest, Thousand Arrows Decidueye is not evident at all. The move is Zygarde shooting Zygarde Cells up into the air, not literal arrows, so Decidueye getting it doesn't make any sense in my opinion. First Impression is cool though. +1
:zeraora: This is already a really good Pokémon so I really don't recommend buffing it. Ice Punch in particular feels like way overdoing it, as some of Zeraora's best current checks are Ground types, and removing checks from already viable Pokémon is not a good idea. -2
:ledian: While I like Bug/Fighting Ledian, I believe this ability is broken, simply because it makes Ice Punch have essentially a 45% Freeze chance. I also don't really like how easily it allows for Ledian to get to +6 attack, even with its terrible Atk stat. -1

:orbeetle: It's alright, nothing much to complain here as long as it stays to Orbeetle. Really fat damage though. +1
:delibird: I don't really fancy buffs to bad pokémon that just do really extreme abilities personally, so not particularly interested in this. -1

:drednaw: The neew effect is fine but I really don't understand why you nerfed BP and Accuracy. +1
:snorlax: Snore feels a bit over the top in my opinion. Does way too much in terms of effect and giving 1/4 HP healing on a damaging move, specially one that is basically on the entire pokédex, is a bit unnecessary imo. -1


:silvally: Pretty fine buff, don't have much to add here. +2

:dugtrio: Could be a bit obnoxious but its okay I suppose. Don't have much to say on it. +1
:shuckle: Defensive Pokémon don't tend to care about Speed nearly as much as Defensive stats, so I think this ability is kinda broken. -1

:arceus: This is a very existent buff. It's not bad but not particularly interesting item buff in my opinion. +0

:swalot: I'm not sure how to feel about making a new universal move. That aside its an alright rework I suppose. +1



:breloom: Pretty alright buff all around I'd say, not much to criticise. +2
:shaymin: Not particularly interested in this one. +0

:donphan: I guess making non-normal ates is somewhat of an interesting concept. +1

:hawlucha: I'm not super into this item personally. It's not broken per se but I don't really like the effect. +0

:porygon-z: I guess it's a way to bring back the Z gimmick. Kind of weird but a respectable sub. +1
:dodrio: Tri Attack on the other hand I don't really like. The secondary effectsfeel unnecessary on top of an already fairly complex move, and the fact this gives 3 different possible types of coverage for any mon that gets it feels excessive and unnecessary. -1



:volcanion: Pretty interesting ability option I'd say, not much to complain here. +1
:stunfisk::stunfisk-galar: As a heads up, you'd have to group these two as a single Adjustment submission. That aside, they're both pretty decent submissions I'd say. +1 / +1
:beartic: Its existant I suppose, not particularly interested in this one.+0
:toucannon: I like the move additions, but as awarning, this wouldn't get the new ability if only the Adjustment submission won without the ability itself winning. +1

:rapidash: Run Away is alright I suppose. Trapping isn't that common though so I don't think it's particularly that useful. +0
:luxray: Rivalry is pretty cool overall, really interesting rework. +2
:stunfisk-galar: Mimicry is also alright I guess. Galar Fisk is not a good Terrain Abuser so in case this wins I really think more things should get it. +1
:ambipom: Not as much a fan of this one. Technician and Skill Link already have good synergy with Tail slap, so I don't really like making a new signature ability for the sake of mostly a single move. -1
:remoraid: Ok so for starters, you have one Ability too many, max subs allowed is 4 abilities. That aside I do like the ability effect. For the sake of parallel with Mega Launcher, I'd suggest the ability to also make Pollen Puff heal for 75%. +2

:machamp: I get the intent behind Strength, but this is a natdex-based Pet Mod, so Return and Frustration are still here. +0
:emboar: Submission is a pretty fine buff I'd say, nothing to complain here. +3
:stunfisk-galar: I guess I spoke too soon on galar fisk being a bad terrain abuser eh xP. It's a fine sub but I'm not super interested in making new moves that only go to one mon. +1

:victini: Twist Band sounds really concerning. Being able to spam CC, Draco Meteor or god forbid V-Create with this sounds really strong. -1
:slaking: I'm not sure how to feel about an item that nullifies the user's ability in general. Seen other people sub the same concept in previous slates and in general I don't really think it's all that worth it? Sure, Trick shenanigans work, but other detrimental items rarely see serious competitive use even with Trick, and even for mons with detrimental abilities, I don't think it'd be all that good, since you'd be essentially sacrificing both an item slot and an ability slot for the sake of a single mon (Who also will have a massive Knock Off weakness since that brings back the bad ability). -2



:jumpluff: I'll be honest I don't really care for Fire coverage on a bunch of Grass mons. +0 Wait haven't I said this already
:type null: It's fine I guess, pretty cool distribution, depending on how it works on switching targets it could be an interesting way to hit predicted switch ins (say, blastoise removing Unaware or something). +2
:primarina: Kind of interesting, but I wouldn't give this to Toxtricity. +1
:parasect: Dunno how to feel about skitter smack, sounds really strong of an effect but its also a mid BP Bug move. I suppose its a decent buff to Bug mons. +1,5

:makuhita: I'm not sure if I like this item, mostly because it feels like its just made for Melmetal, at which point id rather nerf Melmetal than adding a new gimicky item. +0
:slowking: Warp Drive is fine but I'd rather it not be named "drive" since that gets a bit confusing with Genesect's items. +2
:chansey: Placebo is fine but sounds very situational, kind of feels like matchup fishing since you're betting on whether or not the opponent even has status spreaders. +1
:delibird: Parting Gift is pretty interesting overall, no complaints here. +3

:lucario: Aura Break feels very existent. Not particularly interested but would be fine with its addition. +1
:altaria: I don't really know how to feel about Cloud Nine, it's a fine buff I suppose but not super interesting. +0
:regigigas: I don't think this is really saving Regigigas, and I'm not super interested in voting on an ability that would be given to a single pokémon. Power Herb would mean you only get one shot to get gigas going and would essentially mean you're left with a mon that has no ability and no item. -1
:slowbro-galar: Kind of an alright buff but I prefer Luke's version. Don't think it fits on cacturne though. +2

:cherrim-sunshine: Its an ok buff and I like how base form isn't fire to avoid SR damage but I still don't think this is making it to OU. +1
:ledian: Not particularly interested in most ledian subs to be honest, I think its not worth it to try to buff a mon with those stats. +0
:celesteela: This one I like, makes for a pretty different playstyle for Steela and still makes sense as a buff. +2
:arctovish: Its fine I guess, although it kind of bugs me for it to gain new moves that aren't shared with the other fossils, since their movepool are split and shared. +1


:furret: It's an alright buff, idt its OU worthy but its fine. +1


:absol: I'll be honest, this doesn't really sound like its worth it. Absol still has pretty poor bulk even with Fur Coat so I don't think this does much for the mon. +0
:lilligant: Lilligant's only niche is Leaf Storm + Own Tempo so I really don't understand why that's the ability you replaced, specially when Leaf Guard is objectivelly a worse version of Natural Cure. It also got Pastel Veil last slate, which this submission removes for what I can only assume was a mistake. Those issues aside, its an alright submission. +2

:duraludon: It's an ok ability I guess, not super interesting but I guess it has its value. +1

:rhyperior: Protector is a pretty cool item overall, I like it, not much to add to it. +3

:boltund: To be completely honest Flash feels too specific to bother running. Rooms aren't that common to warrant dedicating a full moveslot to removing them, and for the rest you could just run Defog, which does the same things but also deals with the much more prevalent Hazards.-1
:banette: Projectile Retreat is pretty cool, allows for pivots to keep pressure on the foe and usually force switches. +4


:comfey: Pretty cool buff, doesn't make it OU but leads to some pretty interesting sets. +2


:ledian: Not particularly interested in most ledian subs to be honest, I think its not worth it to try to buff a mon with those stats. +0
:grapploct: Pretty cool buff overall, becomes a really neat stallbreaker. Don't know if I like this or Luke's more. +3
:pyukumuku: I'm mostly indifferent to this but I respect that you kept it Status only. +1
:regidrago::regieleki: I don't like the vanilla version of the galar regis either but I am not sure if this is the best mod to rework them, namely due to no stat changes making resident 200 speed mon pretty annoying to balance either way. -1

:vespiquen: Honey Gather is pretty cool given honey's buff, allows these mons to use consumable items. Only real downside is making Knock always boosted. +2
:carnivine: Insectivore I'm concerned about. I'm fine with punishing U-Turn, but punishing it by trapping the opponent feels like way too harsh of a counterplay. -1

:araquanid: Aqua Ring is very neat in my opinion, makes the hazard game flip on its head, even if I don't super love adding new hazards. +2
:dewgong::magcargo::minior-meteor: Yooo these move subs are awesome props for all of them, fantastic job! +1000


:flygon: Flygon was one of my favourite sylvemons adjustments so sick to see it return. +4
:nihilego: I don't really like the precendant that 3-ability UBs set. If you really want trace nihil, eplace its HA imo. +0
:slowbro-galar: Don't relly fancy this, idt it is the kind of buff Galarbro needs. -1


:cosmoem: Get in the bag. +pew


:wishiwashi-school: Really cool submission, Wishi feels a few steps off greatness and this really helps it. +3
:articuno-galar: Not particularly invested in it but sounds like a decent buff. Heat Wave and TWave break the "No Fire/Electric/Ice" thing the Galar Birds moveset try to do but that's a dumb rule anyways. +2
:rhyperior: Don't really care for it personally. Would be fine with it winning but doesn't draw my attention much. +1
:archeops: Epic sub. +4

:runerigus: I've went over why I don't particularly like this ability effect before, but it's proven to work before so I guess its fine. +1

:dusknoir: Reaper cloth is pretty cool, helps some defensive Ghosts in a pretty interesting way. +4


:aromatisse: I tend to enjoy moves like this, Fire Lash can be pretty fun and so would this, works well
:weezing-galar: Its an OK buff but still don't think its a super worth it buff
:swoobat: Heartbreaking Blow is alright, Psychic doeslack good Physical moves so this is an ok addition

:silvally: The memories are fine. Not huge on it since its a very minor addition but it works

:snorlax: Immunity is there I guess, you don't see Draining moves much so I'd rather see it get another kind of rework though
:tentacruel: Liquid Ooze is kind of in the same boat in that its an ok buff but Draining moves aren't super common

:cofagrigus::runerigus: Cofagrigus scares me a fair bit with Recovery, Polt Immunity and Knock pseudo-resistance. Rune is fine though.
:copperajah: This is an alright sub. don't have much to add to it, it's fine.
:mr. rime:I do like MGuard on rime, allowing it to use its wide movepool well. Pretty interesting imo
:rapidash::rapidash-galar: Another fine buff, I'm not particularly invested but wouldn't mind it getting in.


:emboar: Submission is alright, don't know if I prefer this or 120 BP 1/3 Recoil. +3
:primarina: My prefered Aria sub of the two, I find it pretty fine a rework. +3
:starmie: Stellar Performance has a name that gives me PTSD is pretty interesting, Lucky Chant is an effect I'd like to see more of. +3

:gengar: Pretty funny way to rework the ability and spread a lesser-used effect. +3

:krookodile: Don't have anything to complain about on this one, pretty cool buff all around to a mon that really doesn't need much to be OU. +4
:plusle::minun: Gone over this earlier on this post but I'm not super invested in trying to make buffs to really weak mons. I guess this at least gets to use the Light Ball, but even then I'm not that invested. +0
:pidgeot: An okay buff, would like it getting in. +1



And that was it. This tired me out a fair bit so sorry if some bits don't sound very sensical
 
Day before the slate ends, you know what that means!

:sm/houndoom-mega:
Houndoom @ Houndoominite
Ability: Flash Fire [Becomes Sheer Force]
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Nasty Plot
- Fiery Wrath
- Fire Blast
- Sludge Bomb
Definitely the most viable thing added this slate, a mon with 140 SpA, 115 Spe, and Sheer Force with a great offensive typing and coverage for Tapu Fini is quite obviously gonna be good. Just kill the few faster mons your opponent might have, Nasty Plot up, then go to town.

:sm/volcarona:
Volcarona @ Coal Engine
Ability: Flame Body
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Quiver Dance
- Flamethrower
- Bug Buzz
- Psychic
Not sure why I haven't seen this thing at all so far, Volcarona was already really good, and now at the cost of being able to come in early, you get some extra help in your sweeping efforts with a free SpA boost if your opponent dares to put up Rocks. Plus, if your opponent decides to not get Rocks up because you have a Volcarona, that's like doubly good for you. Also, if you really want to get a Speed Boost from Coal Engine for some reason, run 172 HP / 84 SpA / 252 Spe with a Timid Nature

:sm/melmetal:
Melmetal @ Leftovers
Ability: Iron Fist
EVs: 252 Atk / 164 SpD / 92 Spe
Adamant Nature
- Double Iron Bash
- Thunder Punch
- Earthquake / Arm Thrust
- Thunder Wave

Melmetal @ Momentum Armor
Ability: Iron Fist
EVs: 252 Def / 164 SpD / 92 Spe
Impish Nature
- Double Iron Bash
- Thunder Punch
- Earthquake / Arm Thrust
- Thunder Wave

It never ends, does it. 85 BP Thunder Punch is absolutely huge for Melmetal, annoying Corviknight and Waters even more. Matter of a fact, we've heard a lot of complaints about Melmetal recently, so it might get nerfed in the future, but you'll have to wait and see.

:sm/cinderace:
Cinderace @ Heavy-Duty Boots
Ability: Libero
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Pyro Ball
- Electro Ball
- High Jump Kick / Sucker Punch
- U-turn
Cinderace finally has some Electric coverage, putting Slowbro, Tapu Fini, and Pelipper on notice, among others. Electro Ball isn't as major as you might think it is, since it's not very strong and non-STAB (though Libero's 1.2x boost helps), but it's still a worthy option.

:sm/zeraora:
Zeraora @ Heavy-Duty Boots
Ability: Volt Absorb
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Electro Ball
- Toxic
- Knock Off / Close Combat
- Volt Switch
heh, stab electro ball off of 143 speed go brr. In all seriousness, Electro Ball's weak BP means that it actually just barely outdamages Plasma Fists, but it's still nice for Zera if you want to target physically defensive mons that could otherwise take a Plasma Fists, like Corviknight or Slowbro. If you're a crackhead, you can even run Agility/Electro Ball/HP Ice/Grass Knot on this and really go to town.

:sm/raichu-alola:
Raichu-Alola @ Light Ball
Ability: Surge Surfer
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Electro Ball
- Volt Switch
- Psyshock
- Focus Blast / Surf
Before you ask, Surge Surfer in Electric Terrain doesn't boost Electro Ball, but Light Ball does (this also applies to Choice Specs). Thus, Electro Ball is an 80 BP move hitting off of a doubled 110 SpA compared to Thunderbolt's 90 BP off of a double 95 SpA. The difference is surprisingly small, much more noticeable with Kanto Raichu, but it's still a straight power upgrade, which is great.

:sm/blacephalon:
Blacephalon @ Choice Specs
Ability: Beast Boost / Regenerator
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Shadow Ball
- Fire Blast
- Electro Ball
- Trick
What I just said about Cinderace basically exactly applies to Blacephalon as well. Since Electro Ball hits off of Blacephalon 107 Speed (raw stat of 344 with this spread) rather than its 151 Special Attack (raw stat of 401), Electro Ball is actually decently weak, barely outdamaging Flamethrower and Shadow Ball against targets like Goltres and Toxapex, but being able to hit both of those targets in one slot is super nice nonetheless. Oh yeah, Blacephalon also has Regenerator now, that's cool.

:sm/tapu koko:
Tapu Koko @ Choice Band
Ability: Electric Surge
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Thunder Punch
- Enchanted Punch
- Brave Bird
- U-turn
BANDED TAPU KOKO IS FREE.
Probably way worse than Specs because lol Landorus-T, but it's still here

:sm/tapu bulu:
Tapu Bulu @ Life Orb
Ability: Grassy Surge
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Swords Dance
- Horn Leech
- Enchanted Punch
- Close Combat
Bulu having an actual Fairy STAB move is quite nice, allowing it to beat Dragon and Fighting-types way more easily and Grass/Fairy/Fighting coverage is hardly resisted by anything relevant other than Slowking-Galar. Still very much competes with Rillaboom, who's not even that good, but Fairy STAB gives it slightly more of a fighting chance now

:sm/medicham-mega:
Medicham @ Mental Herb
Ability: Pure Power
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Fake Out
- High Jump Kick
- Sky Uppercut
- Zen Headbutt
Imagine getting walled by Landorus and Gliscor, couldn't be me. Still prefers the now buffed Thunder Punch if you wanna hit Slowbro or hit Fini harder, but otherwise Sky Uppercut does everything you'd want Thunder Punch to do
:sm/metagross:
Metagross @ Choice Band
Ability: Iron Fist
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Meteor Mash
- Bullet Punch
- Sky Uppercut
- Ice Punch / Thunder Punch
Mini-Melmetal also very much appreciates the buffs to Ice and Thunder Punch, but now it also gets the good Fighting coverage it always wanted with Sky Uppercut, murdering Corviknight without leaving it vulnerable to Landorus switchins. Gross also got Neuroforce this slate, though a situational 25% boost is usually inferior to Iron Fist's consistent 25% boost, but it's there if you really need to OHKO a Toxapex with Zen Headbutt or something

:sm/milotic:
Milotic @ Leftovers
Ability: Pastel Veil
EVs: 252 HP / 160 Def / 96 Spe
Bold Nature
- Scald
- Toxic
- Flip Turn
- Life Dew
Milotic now simultaneously has the pivoting move Fini and Toxapex wants, the Toxic immunity the Slowtwins want, and the ability to reilably status things that Fini wants, so perhaps it can carve out a niche for itself? Probably not, but it should hold its weight if you still decide to use it

:sm/centiskorch:
Centiskorch @ Heavy-Duty Boots
Ability: Sticky Hold / Intimidate
EVs: 248 HP / 252 Def / 8 SpD
Impish Nature
- Fire Lash
- Will-O-Wisp
- Recover
- U-turn
Centiskroch is actually such a sick defensive pivot. Fire/Bug is legitimately a really good physically defensive typing and despite Centiskorch's 65 Defense, its 100 HP let's it check way more things than it should. Weavile, Mega Scizor, Cinderace, Rapid Spin Excadrill, Mega Lopunny, and even Melmetal and that's if you're Sticky Hold. If you're Intimidate and can keep it away from Knock Off and/or hazards, some of those turn into counters, which is insane. In practice it's not quite as good since the lack of Leftovers pressures it into Recovering a lot, but even then, Centiskorch really does have a legitimate niche, and I couldn't be happier.

:sm/rotom-fan:
Rotom-Fan @ Heavy-Duty Boots
Ability: Speed Boost
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Nasty Plot
- Electro Ball
- Air Slash
- Hidden Power [Ice]
We gave a Speed Boost mon a STAB Speed Body Press. It's not quite as crazy as you'd think on paper since boosting up to unhealthy levels takes time (especially since Nasty Plot doesn't boost it), but man, it's a funny sweeper

:sm/typhlosion:
Typhlosion @ Power Herb / Choice Specs
Ability: Flash Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Fire Blast
- Earth Power
- Meteor Beam / Hidden Power Grass
- Stealth Rock / Eruption
I really didn't think much of this mon when it initially got voted in, but in some of the replays I've seen, Typhlosion has been putting in a lot of work. Fire/Ground is a ridiculously good offensive typing and Typhlosion does have pretty could stats with just about enough coverage between HP Grass and Meteor Beam, so you can definitely make it work, though better options for a Fire-type exist

:sm/dragonite:
Dragonite @ Snowball
Ability: Multiscale
EVs: 248 HP / 52 Atk / 56 Def / 152 Spe
Adamant Nature
- Dragon Dance
- Dual Wingbeat
- Earthquake
- Roost
Definitely worse than Heavy-Duty Boots or the equally gimmicky Weakness Policy, but imagine getting Ice Sharded by a Weavile or something and getting a Swords Dance and Iron Defense out of it, then DDancing up, and now you're suddenly out of range for a second Ice Shard. Best thing I could think of for the Cell Battery clones other than sticking Absorb Bulb on a Stored Power mon and switching into Scald.
:sm/florges:
Florges @ Leftovers
Ability: Pastel Veil
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
IVs: 0 Atk
- Calm Mind
- Life Dew
- Moonblast
- Hidden Power [Fire]
Me: I want Calm Mind Clefable
Mom: We have Calm Mind Clefable at home
Calm Mind Clefable at home:

:sm/electrode:
Electrode @ Choice Specs
Ability: Libero
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Electro Ball
- Volt Switch
- Hidden Power [Ice]
- Signal Beam
Electrode has the distinction of having the strongest Electro Ball in the game, not including Light Ball Raichu, which is super funny. Can't do much outside of that, but Electro Ball is really all you need

:sm/jolteon:
Jolteon @ Choice Specs / Life Orb
Ability: Prickly Coat
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Electro Ball
- Volt Switch / Agility
- Shadow Ball
- Hidden Power [Ice]
Finally, legitimate Jolteon buff! Only took 4 slates, but we got there.

:sm/cherrim-sunshine:
Cherrim @ Morning Blossom
Ability: Flower Gift
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Solar Blade
- Fire Punch
- Growth
- Morning Sun / Play Rough

Cherrim being usable at all with its Desolate Land effect is really cool, so while it's still pretty bad, once you get it to work, it's a really fun mon to use. +2 Solar Blade actually hits insanely hard and Fire Punch coverage some of Cherrim's best switch-ins in Corviknight and Ferrothorn, plus the option to run Play Rough to hit Kommo-o. Mixed Sets can also be a thing with Growth and Weather Ball

:sm/honchkrow:
Honchkrow @ Life Orb
Ability: Neuroforce / Merciless
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Sucker Punch
- Brave Bird
- Superpower
- Roost
Honchkrow got 2 shiny new abilities in one slate and both of them can be extremely useful to it. Neuroforce is great for general use, letting its Superpowers hit extra hard against Steel-types and making it easier for Sucker Punch to nab KOes against faster Ghost and Psychic-types. Merciless is also great if you pair Honchkrow up with Toxic Spikes or TWave spam. So while it's not good by any means, I'll definitely try out Honchkrow sometime, sounds like a lot of fun

:sm/chatot:
Chatot @ Choice Specs
Ability: Neuroforce
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Boomburst
- Deafening Shriek
- Heat Wave
- U-turn
Oh you tried to switch in a Ghost or Steel-type on my Boomburst? Lol

:sm/lapras:
Lapras @ Heavy-Duty Boots / Choice Specs
Ability: Neuroforce
EVs: 248 HP / 252 SpA / 8 SpD
Modest Nature
IVs: 0 Atk
- Hydro Pump
- Freeze-Dry
- Ice Beam
- Life Dew / Hidden Power Fire
Water/Ice coverage is unresisted when combined with Freeze-Dry, only being walled by Shedinja, so Lapras can abuse Neuroforce super well by sniping Water-types with STAB Freeze-Dry. Lapras also really enjoys having recovery with Life Dew, so it can take on the role of a bulky attacker much more easily

:sm/ariados:
Ariados @ Heavy-Duty Boots / Focus Sash
Ability: Merciless
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Toxic Thread
- Megahorn
- Sucker Punch
- Poison Jab
Toxic Thread into a crit Megahorn is a really funny way to nab a kill if you pull it off


That's all for now! See you in about 17 hours for the veto phase!
 

zxgzxg

scrabble
is a Forum Moderator
Ability: Snake Eyes
Effect: Moves with no secondary effect have a 30% chance to badly poison.
Mold Breaker: No
Permanent: Yes
Users: Anything with Glare
Description: Wanted to make a funny luck ability.
---
:ss/dusclops::ss/dusknoir:
Pokemon: Dusclops and Dusknoir
Type:
--->
(for both)
Ability: Pressure / Frisk ---> Pressure / Iron Fist (for both)
Movepool: +Body Press, Drain Punch, Strength Sap
Description: Inspired by Sirfetch'd and Farsola-Galar from FELT. Dusclops gets a hefty Body Press and Dusknoir gets Shadow Sneak and a lot more random coverage with the (now-buffed) elemental punches. Strength Sap is also a helpful tool for both the defensive Dusknoir and bulky, offensive Dusknoir.
 
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About time for vetoes
Name: Prophetic [ability]
Effect: All of the user's moves are delayed by 2 turns, similar to Future Sight. If this ability is removed, moves already delayed by this ability continue as normal.
Permanent: No
Mold Breaker: No
Potential Pokémon With This Ability: Cursola line, Meowstic line, Delphox, Celebi, maybe Absol, prolly several psychic types
Justification: Provides incredible amounts of utility with healing moves, boosting moves, and field effects, and also further enables mons with detrimental abilities via delayed Skill Swaps.
Making this effect ALL moves is kinda crazy in a lot of ways. Sure it makes the active mon a sitting duck, but it has potentially broken interactions with setup moves (basically a bootleg Baton Pass), and stuff like Will-O-Wisp or Strength Sap. I recommend restricting it to all damaging moves at most and making sure to note that you can't set up two moves at once like how you can't have two Future Sights up at once


Name: Zeraora
Changes: Becomes Electric/Fighting type and gains Ice Punch
Justification: Now that Tapu Koko gained a real physical fairy stab, Zeraora has to gain new tools too. We also still not have a pokemon with this dual type so it would be really interesting to play.
This one is very borderline, but we recommend removing Ice Punch as Zeraora had it in SylveMons it proved to be kinda ridiculous with it (among other things) and giving it STAB on Close Combat is already a good enough buff

New ability: Thousand Punches
Owner: :ledian:(remplaces Early Bird)
Effect: This Pokemon's punch moves become multi-hit moves that hit fourtimes. The second, third and last hit have their damages reduced of 33%. Does not affect punch moves that hit multiple times.
Advantages: Finally a usable Ledian ... Power-Up Punch (and probably Protective Pads) are going to be it's principal ace. Event with a pitiful 35 in attack, Ledian will be able to really become a danger.
Justification: One again, it is from the pokedex : "In battle, it throws punches with all four arms. The power of each individual blow is piddly, so it aims to win by quantity rather than quality. ". I think this is quite obvious to know from where this ability comes.
Even considering how horrible Ledian is, this ends up being broken because it gives Ice Punch a 35% chance to freeze the target, which is super uncompetitive. I'd recommend making the ability remove secondary effects like Sheer Force does

Name: Bullet Cannon
Effect: Ball and bomb moves (moves blocked by Bulletproof) have their power boosted by 50%.
Permanent: Yes
Mold Breaker: No
Potential Pokemon with this ability: Toucannon, Remoraid, Octillery
Justification: This ability is mainly for Toucannon, but I decided to give it to Octillery too.
You have 5 ability submissions, so this one would get vetoed as it's the fifth one you added. Please remove either this sub or one of your other ability subs. Also, please make it more obvious that your Stunfisk submissions are supposed to be one sub

Name: Twist Band
Effect: Prevents self-inflicted stat drops.
Can Be Knocked Off: Yes
Ignored by Klutz: Yes
Fling Power & Effect: 60, none
Justification: An import from Mystery Dungeon, though I nerfed it so it ONLY prevents self-inflicted stat drops.
Having to forgo Boots or a boosting item to run Twist Band is significant, but I think getting to spam Overheat, V-Create, Draco Meteor, and the like for free still pushes this over the edge in spite of that. I'd recommend making this an ability

:slowbro-galar:
Name: Galarica Cuff
Effect: If the holder is Galarian Slowbro, its Defenses are boosted by 1.5x.
Can Be Knocked Off: Yes
Ignored by Klutz: Yes.
Fling Power & Effect:
Justification:
makes galarian slowbro now decently threatning, having essentially a item that boosts both of its defensive stats with no drawback. but, can still be knocked off.
Glowbro with essentially Eviolite gets pushed over the edge because of Regenerator combined with Porygon2-like bulk and a Toxic immunity. I'd recommend lowering the boost to 1.25x at most

You will all have around 23 hours to fix what you need to fix and then voting will start

Also, I just wanna note, when making Adjustment subs, PLEASE look at the sheet or the teambuilder on DragonHeaven before changing the Pokémon's abilities as numerous subs have been replacing abilities that were distributed to the Pokémon in this mod. Doing this won't make your sub veto-worthy or anything, but we would very much like it if you try to preserve what's been added to the Pokémon already

See you tomorrow for voting!
 
Voting has started!

The following CANNOT be voted for:
Thousand Punches (removing Ice Punch from the Ledian sub doesn't quite work because if Thousand Punches wins and Ledian doesn't, then we still have the Ice Punch problem)
Twist Band (see veto post)

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

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

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

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


Voting will end in 24 hours
 
Moves
Skitter Smack / Lunge [Rasdanation]
Conversion / Conversion 2 [Bobsican]
Tri Attack [Bobsican]
Flip Turn [Ema Skye]
Scorching Sands [Ema Skye]
Meteor Beam [Ema Skye]

Items
Whisper Jar [SV]
Tart Apple / Sweet Apple [Beaf Cultist]
Iron Ball [AquaticPanic]
Mystic Dust [AquaticPanic]

Abilities
Prophetic [SV]
Magma Armor [Rasdanation]
Gravitas [AquaticPanic]
Technician [Samtendo09]

Adjustments
Dunsparce [SV]
Flygon [Regic Boat]
Breloom [Bobsican]
Furret [Superior Serperior]
Grapploct [Ema Skye]
Masquerain [Ema Skye]
 
Moves: Skitter Smack (Z-nogyroP), Shadow Claw (SV), Misty Explosion, Giga Impact and friends (SV)
Items: Multiple Tails (SV), Rifle, Warp Engine, Type Boosting Items
Abilities: Sniper (SV), Bullet Cannon, Cloud Nine, Aura Break
Pokémon: Polteageist (SV), Lilligant, Lake Trio, Dodrio, Crobat
 
Cherry Bomb (SV)
Crush Claw (Aquatic)
Rapid Spin (Aquatic)
Tri Attack (Bobsican)
Sparkling Aria (Z-nogyroP)
Projectile Retreat (BT89)
Concussion (SV)
Corrosion (SV)
Prophetic (Neon)
Buzz Off (Aquatic)
Honey Gather (Ema Skye)
Wandering Spirit (Earl)
Rifle (SV)
Tart Apple/Sweet Apple (SV)
Life Bracer (Bobsican)
Pillow (Ema Skye)
Chili Pepper (Ema Skye)
Reaper Cloth (Earl)
Crobat (SV)
Dodrio (SV)
Steelix-Mega (G-Luke)
Beedrill-Mega (Rasdanation)
Celesteela (Z-nogyroP)
Archeops (Earl)


Real ones vote for Pillow. Item subs were legitimately the coolest all-around this time imo, so good job on that one. Otherwise, shoutouts to Celesteela and Projectile Retreat, both are really sick.
 
Skitter Smack & Lunge (sv)
Sublimate (sv)
Crush Claw (AquaticPanic)
Flip Turn (Ema Skye)
Stellar Performance (Yoshiblaze)
Rapid Spin (AquaticPanic)
Weather Totems (sv)
Apples (Beaf Cult)
Adrenaline Orb (AquaticPanic)
Parting Gift (Z-nogyroP)
Protector (BT89)
Strange Vest (Ema Skye)
Narcolepsy (sv)
Tangled Feet (sv)
Nemesis (Samtendo)
Slow Start (Z-nogryoP)
Shadow Tag (Yoshiblaze)
Lake Trio (sv)
Beedrill-Mega (sv)
Dunsparce (NNG)
Dusknoir (zxg)
Wishiwashi (Earl)
Krookodile (Yoshiblaze)
 
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