He put Ghost to Mega Inteleon, so +3 new Moves, but he did +2 insteadoooh
but explain the inkbug inteleon situation
He put Ghost to Mega Inteleon, so +3 new Moves, but he did +2 insteadoooh
but explain the inkbug inteleon situation
He put BUG typeHe put Ghost to Mega Inteleon, so +3 new Moves, but he did +2 instead
He put BUG type
and he didnt do +3, he did +4.
also, didnt you say you could add 5 if added a type to an single type mon?
ooh
Let me clarify something:
1. He added a second type to a single-type Pokemon. In this case, he added the Ghost-type to pure Water-type Inteleon. This means he can add up to 3 more moves. I meant by +3 is that this is the number of additional moves from 2 you can make when you add a secondary typing to a single type. In short, if you add a secondary typing to a single-type, the maximum number of moves you can add IN TOTAL is 5 (2 from the initial rule + 3 since you added a new type)
2. I didn’t say you can add 5 additional moves. I meant is that when you add a secondary typing to a single-typed mega, the 5 additional moves is the TOTAL. Refer to number 1 above.
This is an interesting idea, but we wouldn’t call them slates. We would instead split them into submission and voting phases, just like in Regional Evos.i have an idea: you could have ffa slates, you can submit up to 3 megas, and you vote for your three favourite megas. i am pretty sure War Incarnate could handle this pretty well
No but I'll request it now.Do not mean to double post, but I will say this again. After Slate 7's voting period is over, we will have a 1 -2 week hiatus in order to give way to coding. Petuuuhhh did you contact Scoopapa about the coding?
...Here's my fucking submission
Mega Cinderace
New Ability: Blaze / Libero ----> Protean
New Typing: Fire ----> Fire
New Stats:
HP: 80 ----> 80
Attack: 116 ----> 141 (+35)
Defense: 75 ----> 90 (+15)
Special Attack: 65 ----> 65 (0)
Special Defense: 75 ----> 90 (+15)
Speed: 119 ----> 144 (+35)
Base Stat Total: 530 ----> 630
New Moves:
Description: Fuck it let's make it the same but but better. It is literally the same exact thing as Cinderace only faster. You know what that ain't too fucking bad. It's a good fucking idea. I am totally fucking not using this fucking sub as a fucking excuse to fucking swear on this fucking forum. Before the fucking council fucking vetoes this I would fucking like to show you this fucking quote.
Notice only Libero is banned, not protean.
IMPORTANT RULES:
1. NO SWEARING
2. BE NICE TO OTHERS
ok, i am sorry and i regret it- ImperialGamer (rightly) vetoes this, but you start an argument of one-liners that ends up dragging on for multiple pages (as if this thread needs any more of those!), and no one is happy.
scorchingsoles: {
desc: "This Pokémon is immune to entry hazards. The first time it would be affected by an entry hazard, its attacking stat is multiplied by 1.5 while using a Fire-type attack as long as it remains active and has this Ability.",
shortDesc: "This Pokémon's Fire attacks do 1.5x damage if switched in on an entry hazard; hazard immunity.",
onEnd(pokemon) {
pokemon.removeVolatile('scorchingsoles');
},
effect: {
noCopy: true, // doesn't get copied by Baton Pass
onStart(target) {
this.add('-start', target, 'ability: Scorching Soles');
},
onModifyAtkPriority: 5,
onModifyAtk(atk, attacker, defender, move) {
if (move.type === 'Fire') {
this.debug('Scorching Soles boost');
return this.chainModify(1.5);
}
},
onModifySpAPriority: 5,
onModifySpA(atk, attacker, defender, move) {
if (move.type === 'Fire') {
this.debug('Scorching Soles boost');
return this.chainModify(1.5);
}
},
onEnd(target) {
this.add('-end', target, 'ability: Scorching Soles', '[silent]');
},
},
name: "Scorching Soles",
rating: 3.5,
num: 18,
},
if (pokemon.hasItem('heavydutyboots')) return;
if (pokemon.hasAbility(scorchingsoles)) {
if (!target.addVolatile('scorchingsoles')) {
this.add('-immune', target, '[from] ability: Scorching Soles');
}
return;
}
adding on to this, my sub should technically be the third, not the first after all these changes.Hi! I'm afraid that you missed the submissions on page 15 - the ones by Demon Dragon and me.
Mega Rillaboom
![]()
Mega Rillaboom
New Ability: Overgrow / Grassy Surge ---> Thick Fat
New Typing:—>![]()
![]()
![]()
New Stats:
HP: 100
Attack: 125 ----> 155 (+30)
Defense: 90 ----> 110 (+20)
Special Attack: 60
Special Defense: 70 ----> 100 (+30)
Speed: 85 ----> 105 (+20)
Base Stat Total: 530 ----> 630 (+100)
New Moves: Synthesis
Description: In just one turn, Rillaboom transforms from a strong wallbreaker into a bulky offensive threat. Thick Fat eliminates its Fire weakness and lets it not be OHKO’d by even the weakest Ice moves. It also now gets recovery in Synthesis. However, it is weaker offensively than normal Rilla.Mega Rillaboom
New Ability: Overgrow/Grassy Surge -> Arena Rock
(Primordial Sea clone: Mega Rillaboom sets Grassy Terrain on entry, and it cannot wear off or be overwritten but goes away when Mega Rillaboom leaves battle)
Type: Grass
New Stats:
HP: 100
Attack: 125 -> 165 (+40)
Defense: 90 -> 110 (+20)
Special Attack: 60
Special Defense: 70 -> 110 (+40)
Speed: 85
(630 BST)
New moves: Jungle Healing, Toxic
Description:
A decent upgrade for Swords Dance Rillaboom sets - Grassy Terrain is no longer on a timer, so it can use full-power Grassy Glides with priority for as long as it stays in battle rather than needing to leave and set up all over again, and it has much better bulk to help with setup. In exchange, these sets effectively lose Acrobatics access - sets with Grassy Seed are still a viable alternative.
For straight offensive sets with four attacks, regular Rillaboom is still better - use a Choice Band instead for such a set!
Perhaps more interestingly, with Grassy Terrain that doesn't run out, it's also the closest thing we have to a Mega Evolution with Leftovers; in conjunction with Toxic, it can make it an excellent tank, with the option to be a stallbreaker using Taunt or Jungle Healing or to enhance its offensive prowess with Swords Dance and its Ground coverage of choice (High Horsepower for raw damage, but Stomping Tantrum may pair well with Toxic).
Mega Cinderace
Mega Cinderace
New Ability: Blaze/Libero -> Scorching Soles
(Flash Fire "clone"... sort of: grants immunity to entry hazards and boosts the power of Fire-type moves by 50% when switching in on them)
Type: Fire
New Stats:
HP: 80
Attack: 116 -> 123 (+7)
Defense: 75 -> 115 (+40)
Special Attack: 65
Special Defense: 75 -> 115 (+40)
Speed: 119 -> 132 (+13)
(630 BST)
New moves: None for now
Description:
Meant to play like the opposite of Libero Cinderace - a Scorching Soles-boosted Pyro Ball is more than twice as strong as any of its non-STAB moves (meaning that, for example, a resisted Pyro Ball is still stronger than a neutral High Jump Kick), so instead of filling its sets with simple attacks of different types, Mega Cinderace has very little incentive to bother with coverage at all. This is meant to promote sets that focus on only one primary attacking move and have another three slots to dedicate to utility, including the valuable U-turn, Cinderace's totally unique Court Change, and perhaps something like Taunt or simply a backup attacking move (Pyro Ball's 8 PP might actually prove to be a significant drawback unless it can fall back on something else).
In addition to creating this distinct playing style, Scorching Soles is designed to compensate for Mega Cinderace's inability to hold Heavy-Duty Boots; Court Change would be impossible to use effectively if it had to take hazard damage every time it switched in to use it. This comes at the cost that it now relies on the presence of hazards to in order to fight at full power.
Mega Cinderace's primary function is to take a state of disadvantage (hazards present on its side of the field) and turn it into a state of advantage (reversing those hazards and gaining a damage boost to enable its own sweep).
I've always thought that Court Change was a much more interesting part of Cinderace than Libero and its capacity to be a physical sweeper, so I wanted to do something that promoted that rather than make it an even more generically minmaxed attacker. Libero Cinderace will still be used without Mega Evolving, of course - this does something almost completely different - but I'm hoping they can coexist in the meta and each offer something useful to different teams!
In abilities.ts:
Code:scorchingsoles: { desc: "This Pokémon is immune to entry hazards. The first time it would be affected by an entry hazard, its attacking stat is multiplied by 1.5 while using a Fire-type attack as long as it remains active and has this Ability.", shortDesc: "This Pokémon's Fire attacks do 1.5x damage if switched in on an entry hazard; hazard immunity.", onEnd(pokemon) { pokemon.removeVolatile('scorchingsoles'); }, effect: { noCopy: true, // doesn't get copied by Baton Pass onStart(target) { this.add('-start', target, 'ability: Scorching Soles'); }, onModifyAtkPriority: 5, onModifyAtk(atk, attacker, defender, move) { if (move.type === 'Fire') { this.debug('Scorching Soles boost'); return this.chainModify(1.5); } }, onModifySpAPriority: 5, onModifySpA(atk, attacker, defender, move) { if (move.type === 'Fire') { this.debug('Scorching Soles boost'); return this.chainModify(1.5); } }, onEnd(target) { this.add('-end', target, 'ability: Scorching Soles', '[silent]'); }, }, name: "Scorching Soles", rating: 3.5, num: 18, },
In moves.ts, everywhere this line appears:
add this right after it (but before the effect of the entry hazard):Code:if (pokemon.hasItem('heavydutyboots')) return;
Scoopapa helped to make sure this was okay and gave an important fix on the hazard immunity part! Huge thanks to them for their help!!Code:if (pokemon.hasAbility(scorchingsoles)) { if (!target.addVolatile('scorchingsoles')) { this.add('-immune', target, '[from] ability: Scorching Soles'); } return; }
That said, it's possible that I messed up in transferring it here, so uh... definitely blame me and not them if this goes wrong! OTL Really sorry if it does - but I'm pretty sure it should work, at least!
Mega Inteleon
![]()
Mega Inteleon
New Ability: Torrent / Sniper ----> Adaptability
New Typing:——>![]()
![]()
![]()
New Stats:
HP: 70
Attack: 85 ----> 110 (+25)
Defense: 65 ----> 75 (+10)
Special Attack: 125 ----> 155 (+30)
Special Defense: 65 ----> 75 (+10)
Speed: 120 ----> 145 (+25)
Base Stat Total: 530 ----> 630 (+100)
New Moves: Dragon Pulse, Draco Meteor
Description: Powerful special wallbreaker that sets itself apart from the other dragons is its Water typing and Adaptability. As a lure, it can also run Scale Shot to hit walls like Chansey. Its bulk is quite middling, however.Mega Inteleon
New Ability: Torrent/Sniper -> Merciless
Type: Water/Ghost
New Stats:
HP: 70
Attack: 85
Defense: 65
Special Attack: 125 -> 150 (+25)
Special Defense: 65 -> 115 (+50)
Speed: 120 -> 145 (+25)
(630 BST)
New moves: Toxic Spikes, Hex
Description:
A decent sweeper or cleaner with Hydro Pump normally, but it shines the most if it's set Toxic Spikes to clean with Merciless + Hex. It has an amazing Speed tier to clean once it's set up.
Inteleon wants to be stealthy and mysterious (justification for Ghost type), is known for employing tools and weapons for its purposes (reason to incorporate hazards) and really, really likes critical hits (justification for Merciless), so hopefully this is a more interesting and fitting manifestation of its concept than what it currently has! You'll want to make sure it gets in safely against a special attacker - it's not going to take many physical hits, which also makes it pretty priority-weak, and... well, it's still not exactly bulky on the special side if it's only invested offensively, but at least it can likely set up one layer of Toxic Spikes against a special attacker before it attempts to sweep. Hopefully its Speed tier and strong Hydro Pump can enable it to force the switches it needs to set up safely.
STAB Hex also pairs nicely with its usual Hydro Pump and U-turn, giving it perfect neutral coverage with a spot to spare for Toxic Spikes.
DidHi! I'm afraid that you missed the submissions on page 15 - the ones by Demon Dragon and me.
Mega Rillaboom
![]()
Mega Rillaboom
New Ability: Overgrow / Grassy Surge ---> Thick Fat
New Typing:—>![]()
![]()
![]()
New Stats:
HP: 100
Attack: 125 ----> 155 (+30)
Defense: 90 ----> 110 (+20)
Special Attack: 60
Special Defense: 70 ----> 100 (+30)
Speed: 85 ----> 105 (+20)
Base Stat Total: 530 ----> 630 (+100)
New Moves: Synthesis
Description: In just one turn, Rillaboom transforms from a strong wallbreaker into a bulky offensive threat. Thick Fat eliminates its Fire weakness and lets it not be OHKO’d by even the weakest Ice moves. It also now gets recovery in Synthesis. However, it is weaker offensively than normal Rilla.Mega Rillaboom
New Ability: Overgrow/Grassy Surge -> Arena Rock
(Primordial Sea clone: Mega Rillaboom sets Grassy Terrain on entry, and it cannot wear off or be overwritten but goes away when Mega Rillaboom leaves battle)
Type: Grass
New Stats:
HP: 100
Attack: 125 -> 165 (+40)
Defense: 90 -> 110 (+20)
Special Attack: 60
Special Defense: 70 -> 110 (+40)
Speed: 85
(630 BST)
New moves: Jungle Healing, Toxic
Description:
A decent upgrade for Swords Dance Rillaboom sets - Grassy Terrain is no longer on a timer, so it can use full-power Grassy Glides with priority for as long as it stays in battle rather than needing to leave and set up all over again, and it has much better bulk to help with setup. In exchange, these sets effectively lose Acrobatics access - sets with Grassy Seed are still a viable alternative.
For straight offensive sets with four attacks, regular Rillaboom is still better - use a Choice Band instead for such a set!
Perhaps more interestingly, with Grassy Terrain that doesn't run out, it's also the closest thing we have to a Mega Evolution with Leftovers; in conjunction with Toxic, it can make it an excellent tank, with the option to be a stallbreaker using Taunt or Jungle Healing or to enhance its offensive prowess with Swords Dance and its Ground coverage of choice (High Horsepower for raw damage, but Stomping Tantrum may pair well with Toxic).
Mega Cinderace
Mega Cinderace
New Ability: Blaze/Libero -> Scorching Soles
(Flash Fire "clone"... sort of: grants immunity to entry hazards and boosts the power of Fire-type moves by 50% when switching in on them)
Type: Fire
New Stats:
HP: 80
Attack: 116 -> 123 (+7)
Defense: 75 -> 115 (+40)
Special Attack: 65
Special Defense: 75 -> 115 (+40)
Speed: 119 -> 132 (+13)
(630 BST)
New moves: None for now
Description:
Meant to play like the opposite of Libero Cinderace - a Scorching Soles-boosted Pyro Ball is more than twice as strong as any of its non-STAB moves (meaning that, for example, a resisted Pyro Ball is still stronger than a neutral High Jump Kick), so instead of filling its sets with simple attacks of different types, Mega Cinderace has very little incentive to bother with coverage at all. This is meant to promote sets that focus on only one primary attacking move and have another three slots to dedicate to utility, including the valuable U-turn, Cinderace's totally unique Court Change, and perhaps something like Taunt or simply a backup attacking move (Pyro Ball's 8 PP might actually prove to be a significant drawback unless it can fall back on something else).
In addition to creating this distinct playing style, Scorching Soles is designed to compensate for Mega Cinderace's inability to hold Heavy-Duty Boots; Court Change would be impossible to use effectively if it had to take hazard damage every time it switched in to use it. This comes at the cost that it now relies on the presence of hazards to in order to fight at full power.
Mega Cinderace's primary function is to take a state of disadvantage (hazards present on its side of the field) and turn it into a state of advantage (reversing those hazards and gaining a damage boost to enable its own sweep).
I've always thought that Court Change was a much more interesting part of Cinderace than Libero and its capacity to be a physical sweeper, so I wanted to do something that promoted that rather than make it an even more generically minmaxed attacker. Libero Cinderace will still be used without Mega Evolving, of course - this does something almost completely different - but I'm hoping they can coexist in the meta and each offer something useful to different teams!
In abilities.ts:
Code:scorchingsoles: { desc: "This Pokémon is immune to entry hazards. The first time it would be affected by an entry hazard, its attacking stat is multiplied by 1.5 while using a Fire-type attack as long as it remains active and has this Ability.", shortDesc: "This Pokémon's Fire attacks do 1.5x damage if switched in on an entry hazard; hazard immunity.", onEnd(pokemon) { pokemon.removeVolatile('scorchingsoles'); }, effect: { noCopy: true, // doesn't get copied by Baton Pass onStart(target) { this.add('-start', target, 'ability: Scorching Soles'); }, onModifyAtkPriority: 5, onModifyAtk(atk, attacker, defender, move) { if (move.type === 'Fire') { this.debug('Scorching Soles boost'); return this.chainModify(1.5); } }, onModifySpAPriority: 5, onModifySpA(atk, attacker, defender, move) { if (move.type === 'Fire') { this.debug('Scorching Soles boost'); return this.chainModify(1.5); } }, onEnd(target) { this.add('-end', target, 'ability: Scorching Soles', '[silent]'); }, }, name: "Scorching Soles", rating: 3.5, num: 18, },
In moves.ts, everywhere this line appears:
add this right after it (but before the effect of the entry hazard):Code:if (pokemon.hasItem('heavydutyboots')) return;
Scoopapa helped to make sure this was okay and gave an important fix on the hazard immunity part! Huge thanks to them for their help!!Code:if (pokemon.hasAbility(scorchingsoles)) { if (!target.addVolatile('scorchingsoles')) { this.add('-immune', target, '[from] ability: Scorching Soles'); } return; }
That said, it's possible that I messed up in transferring it here, so uh... definitely blame me and not them if this goes wrong! OTL Really sorry if it does - but I'm pretty sure it should work, at least!
Mega Inteleon
![]()
Mega Inteleon
New Ability: Torrent / Sniper ----> Adaptability
New Typing:——>![]()
![]()
![]()
New Stats:
HP: 70
Attack: 85 ----> 110 (+25)
Defense: 65 ----> 75 (+10)
Special Attack: 125 ----> 155 (+30)
Special Defense: 65 ----> 75 (+10)
Speed: 120 ----> 145 (+25)
Base Stat Total: 530 ----> 630 (+100)
New Moves: Dragon Pulse, Draco Meteor
Description: Powerful special wallbreaker that sets itself apart from the other dragons is its Water typing and Adaptability. As a lure, it can also run Scale Shot to hit walls like Chansey. Its bulk is quite middling, however.Mega Inteleon
New Ability: Torrent/Sniper -> Merciless
Type: Water/Ghost
New Stats:
HP: 70
Attack: 85
Defense: 65
Special Attack: 125 -> 150 (+25)
Special Defense: 65 -> 115 (+50)
Speed: 120 -> 145 (+25)
(630 BST)
New moves: Toxic Spikes, Hex
Description:
A decent sweeper or cleaner with Hydro Pump normally, but it shines the most if it's set Toxic Spikes to clean with Merciless + Hex. It has an amazing Speed tier to clean once it's set up.
Inteleon wants to be stealthy and mysterious (justification for Ghost type), is known for employing tools and weapons for its purposes (reason to incorporate hazards) and really, really likes critical hits (justification for Merciless), so hopefully this is a more interesting and fitting manifestation of its concept than what it currently has! You'll want to make sure it gets in safely against a special attacker - it's not going to take many physical hits, which also makes it pretty priority-weak, and... well, it's still not exactly bulky on the special side if it's only invested offensively, but at least it can likely set up one layer of Toxic Spikes against a special attacker before it attempts to sweep. Hopefully its Speed tier and strong Hydro Pump can enable it to force the switches it needs to set up safely.
STAB Hex also pairs nicely with its usual Hydro Pump and U-turn, giving it perfect neutral coverage with a spot to spare for Toxic Spikes.
Edit: also, I should vote now!
Mega Rillaboom - IsoCon, Hematite, MegaFlareon
Mega Cinderace - DrPumpkinz, Hematite, kakaks
Mega Inteleon - inkbug1, Hematite, IsoCon