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Pet Mod Resetmons (Slate 0 Submissions)

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Pokémon Moves have been an essential part of Pokémon battling for years now. Without them, Pokémon would have no way to defend themselves at all. Pokémon learn moves naturally, but people have built machines called Technical Machines, or TMs for short, to teach them moves beyond the eye can see? But...what exactly makes a Pokémon powerful this way? Is the moves they learn? Or something else entirely? It's to say, however...that of the 934 moves available as of Generation 10, only certain ones are viable, whether it be their raw strength, their ability to cover a Pokémon's weaknesses, or how they go into a trainer's strategy. And sometimes, a move gets so broken, it has to be banned. Regardless, every generation, more and more moves are discovered, and more and more Pokémon gain access to moves they would never learn. ...BUT NOT ANYMORE.
HOW THIS PET MOD WORKS

In this timeline, a catastrophically failed attempt to create the ultimate Pokémon move has created an apocalypse called "The Great Reset", where every Pokémon forgot ALL their moves. Left without a way to defend themselves, Pokémon were quickly wiped off the planet...But, there is still hope. Scientists have used the remaining TMs to try and get the last surviving Pokémon to remember their forgotten moves...and with it, a new generation of Fakemon were born!

In the first slate, slate 0, people will submit posts containing 30 different moves, before voting on them in the voting period. The post with the most votes will win. Then, from Slate 1 onwards, people will create Fakemon of their own to gradually create a Micrometa: However, their movepools can only consist of any of the 30 moves that were in the winning post from slate 0. Custom Elements other than Fakemon are NOT allowed in this Pet Mod. Then, once voting begins, people will vote for their fakemon, with the three with the most votes getting into the metagame.
Lay out your Fakemon submission using the below template:

Name: The Pokémon's name. (The words that make up the Pokémon's name)
Type: The Pokémon's type combination. The types are
normal.gif
bug.gif
dark.gif
dragon.gif
electric.gif
fairy.gif
fighting.gif
fire.gif
flying.gif
ghost.gif
grass.gif
ground.gif
ice.gif
poison.gif
psychic.gif
rock.gif
steel.gif
water.gif
.
Abilities: Choose up to three abilities to give to the Pokémon.
Stats: HP/Attack/Defence/Special Attack/Special Defence/Speed (Total)
Weight: How heavy the Pokémon is in kg. This is necessary for moves such as Heavy Slam and Grass Knot. If no weight related moves are part of the 30 moves in this metagame, this is unnecessary.
Movepool: List out all of the moves that the Pokémon can learn here. How it learns them doesn't matter.
Flavor: List out a description about what you think the Pokémon can do in the wild, or how it serves a purpose in the world.
Role: List out your Pokémon's role in this micrometa: Remember to take the previous winners into account. For example, you can assign it as a Setup Sweeper, or a Pivot.
ADDITIONAL RESOURCES
Database: https://docs.google.com/spreadsheets/d/10QQL1a65rxz5JyQLEfSc5wzRaU7qCgB10s1iFKZDJp8/edit?usp=sharing

Discord Server: Coming Soon!
 
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SLATE 0: THE CALM BEFORE THE STORM
"EUREKA! I've finally come up with the perfect Pokémon move...By gathering energy from every TM and combining it with the essence of the Genetic Pokémon, Mewtwo, I have made a move called "Remember". My plan with this move is that it will make whoever uses the move...SENTIENT! That way, they can finally co-exist with us without any flaws, and work with us better to create the future. I have loaded the move's data onto a satellite that will teach every Pokémon on the planet the move...I've already had my plan approved by the Mossdeep Space Centre, even though some question that teaching EVERY Pokémon the move might have unseen consequences. You see, I haven't really tested the move out yet, all my lab rats ran away at the sight of the disk containing its data, and I don't know why. But I'm sure that with the government we have, things will go smoothly. I shall fire the satelitte tomorrow...and that is when the future will become bright!"
These were the research notes gathered from a ruined space centre in the abandoned Mossdeep City of this timeline. The space centre looked pretty wrecked and burned, as if the scientist responsible for "The Great Reset" destroyed it to take the secrets of his research to the flames...

This is it...your task is to submit a post containing the 30 moves that you think will make up this micrometa, no more, no less. But remember, if your post gets the most votes when the voting period ends, the 30 moves in that post will be the only moves in this Micrometa.
Submissions will close during the next weekend...GOOD LUCK!
(P.S: anaconja has just pointed out a loophole in the no custom elements rule here, but we'll allow it...once. You are allowed to use custom elements this slate!)
 
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I'll detail my thought process on this submission:
the obvious concern with making a 30 move meta would be that 18 types * 2 for physical and special is 36, so it's certainly not possible for every type and category to have a good attack, limiting the fakemons you can design... so let's see how this could be worked around

Techno Blast
Terrain Pulse
Steel Roller
Spikes
Defog


First off, this covers 7 types on the special side, Fire Water Ice Electric Grass Psychic and Fairy, and creates a simplified hazard game and encourages playing with terrains, with 2 tools to remove them, could synergize well with fakemon that get terrain-setting abilities? Steel Roller is a move that is basically useless in standard play, but if it's the only Steel move here, it could be pretty useful to deal with fairies. Techno Blast allows pokémon to customize their coverage without the sheer freedom that Judgment or Multi-Attack would provide

Natural Gift
Recycle
Leech Seed
Obstruct
Drain Punch


I don't plan on giving typical 50% recovery moves, but between Leech Seed Obstruct, Recycle / potentially Harvest, Cud Chew or Cheek Pouch for berries, and Drain Punch, there are some decent tools for healing. Natural Gift keeps the emphasis from Techno Blast of being able to use the item slot to access coverage not otherwise in the mod. Obstruct is here so that our protect variant doesn't protect against status moves.

Yawn
Toxic
Scorching Sands


Some status options, with paralysis missing, also adds a special Ground move. Yawn is a really fun move in general so big fan of it.

Curse
Dragon Dance
Nasty Plot
Encore
Psychic Noise
Light Screen
Reflect


Options for set up, anti-set up / anti-healing, and screens are good to keep things interesting. With this I think the interesting moves are more or less done, and the 10 remaining slots will just go to some reliable attacks (mostly physical) to round out the type distribution.

Accelerock
First Impression
Brave Bird
Facade
Dragon Rush
Shell Side Arm
Grassy Glide
Hex
Jaw Lock


That covers most of the missing types, adds some priority options and some moves with fun interactions with status and whatnot. Dragon Rush adds the only inaccurate move in the tier, so could be some way to really reward it. For the last move, I'm kinda just thinking what would make the tier more dynamic, and I think I wanna go with:

Meteor Beam

to give special attackers even more opportunity cost for their item slot and a really good boosting option.

anyway if this sub gets accepted, would be really good to see some surge abilities on the fakemon, since terrain is pretty critical to the design here..

Techno Blast
Terrain Pulse
Steel Roller
Spikes
Defog
Natural Gift
Recycle
Leech Seed
Obstruct
Drain Punch
Yawn
Toxic
Scorching Sands
Curse
Dragon Dance
Nasty Plot
Encore
Psychic Noise
Light Screen
Reflect
Accelerock
First Impression
Brave Bird
Facade
Dragon Rush
Shell Side Arm
Grassy Glide
Hex
Jaw Lock
Meteor Beam
 
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vanilla:
1. Toxic
2. Poison Powder
3. Will-o-Wisp
4. Leech Seed
5. Substitute
6. Protect
7. Whirlwind
8. Corrosive Gas
9. Magic Powder
10. Block
11. Perish Song
12. Stealth Rock
13. Spikes
14. Defog
15. Aromatherapy
16. Hail
17. Revival Blessing
18. Aqua Ring
19. Copycat
20. Heal Block
21. Curse
22. Parting Shot
23. Shed Tail
24. Gastro Acid
25. Psycho Shift
26. Snatch
27. Sticky Web

edited:
28. Struggle | 90 BP |
%3F%3F%3F.png
|
Physical.png
| -% Accuracy | 1 PP | Contact | Special if user's SpA > Atk. Changes type to the user's primary type. 1/4 max HP recoil.
29. Trick Room |
Psychic.png
|
Status.png
| 5 PP | -7 Priority | Goes last. For 8 turns, turn order is reversed.
30. Magic Room |
Psychic.png
|
Status.png
| 5 PP | For 8 turns, all held items have no effect.

btw if you make a ph/bounce/mg/gag/regen mon You are Bad and You should feel Bad

status: toxic, poison powder, willowisp
one of the best ways to make progress. toxic and wisp are obvious and of the poison setters i chose poison powder due to its inaccuracy and ability to be resisted by grasses (id pick a 16 pp poisoner if there was one)

hazards/control: stealth rock, spikes, sticky web, defog, corrosive gas
pretty self-explanatory. i held off on tspikes since its a lot more punishing imo. webs is a little weird but getting subs off faster is really useful. gas removes hdb which would otherwise be super strong

other dot: leech seed, curse, hail
leech is the one of two ways to heal outside of items so its extremely good. curse does a lot of dmg in one turn and also bypasses sub. hail is goofy but theoretically could do something

foundational moves: substitute, protect, aromatherapy, whirlwind
pretty much necessary for a pacifist mod. sub to block status/seed, protect to stall a turn, aromatherapy to heal status, and whirlwind to phaze subs

nicher strats: block, perish song, magic powder, trick room, magic room
block + psong is one of the fastest ways to kill a mon but can be blocked by ghosts, sub, and shed shell. magic powder can help force status. trick room turns the tables on the average mon wanting to have max spe, and magic room is an option to disable hdb without having to use gas on each mon.

pivot: teleport, shed tail
teleport was chosen bc it unlike pshot it doesnt lower atk/spa so maybe strugglers can have more viability. shed tail idk the viability of but passing sub seems plausibly good

gimmicky stuff: aqua ring, heal block, gastro acid, copycat, snatch, psycho shift, revival blessing
aqua ring is the other way to heal but can be phazed out. heal block disables healing from lefties/seed/ring but otherwise has a pretty high opportunity cost.
gastro acid disables stuff like infiltrator/aroma veil/natcure/ngas which could be good.
copycat and snatch benefit off the opp using good moves with snatch stealing sub/aroma/ring but nothing else.
psycho shift is kind of a sidegrade refresh considering you have to rely on the opp not having a status and not being immune to the status you have so its p easy to control.

revbless im unsure about but if put on a mediocre mon i think it would add a nice dynamic

struggle: struggle
i remember using passing +6 atk to band suction cups octillery with rain dance in pacifistmons and even so it was Pretty Bad. struggling in the meta is most of the time worse off for you than the target and i wanted to change that so now its stab and does more dmg. without the ability to pass healing though it should be pretty hard to sweep with it
 
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  1. Quiver Dance
  2. U-Turn
  3. Sticky Web
  4. Bug Buzz
  5. Pollen Puff
  6. X-Scissor
  7. First Impression
  8. Swords Dance
  9. Lunge
  10. Stun Spore
  11. Spore
  12. Toxic
  13. Tailwind
  14. Roost
  15. Protect
  16. Giga Drain
  17. Psychic
  18. Substitute
  19. Whirlwind
  20. Sludge Bomb
  21. Skitter Smack
  22. Leech Life
  23. Tail Glow
  24. Signal Beam
  25. Baton Pass
  26. Agility
  27. Knock-Off
  28. Fell Stinger
  29. Light Screen
  30. Infestation
Bug Micrometa Here We go
 
Oranges correct list of Moves
Revelation Dance (rarer move)
Recover (rarer move)
Multi-Attack
Blood Moon
Protect
Flare Blitz
Will-O-Wisp
Hydro Pump
Liquidation
Giga Drain
Leech Seed
Volt Switch
Frost Breath
Icicle Spear
Bulk Up
Superpower
Corrosive Gas
Toxic
Stomping Tantrum
Defog
Whirlwind
Calm Mind
Psychic Noise
U-Turn
First Impression
Rock Slide
Stealth Rock
Draco Meteor
Taunt
Foul Play
 
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Anchor Shot
Armor Cannon
Boomburst
Calm Mind
Core Enforcer
Dragon Dance
Earthquake
Explosion
Facade
Leech Seed
Low Kick
Multi-Attack
Nuzzle
Protect
Photon Geyser
Rapid Spin
Revelation Dance
Rest
Scald
Sludge Bomb
Spectral Thief
Spikes
Strength Sap
Taunt
Thunder Cage
Trick
Topsy Turvy
V-create
Volt Switch
Worry Seed
Looking to emulate the methodical balance wars of SS BH: PHeal guys grinding down defensive blocks, explosive breakers punishing predictable PHeal sequences, and defensive blocks bleeding out those breakers. Will necessitate a high bulk standard and lots of PHeal guys.
 
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Scald
Discharge
Sludge Bomb
Hex
Facade
Lunge
Fire Lash
Spirit Break
Apple Acid
Baddy Bad
Glitzy Glow
Brick Break
Acrobatics
Thousand Waves
Rock Blast
Gyro Ball
Frost Breath
Draco Meteor
Recover
Heal Block
Defog
Stealth Rock
Sticky Web
Yawn
Heal Bell
Mist
Baton Pass
Recycle
Leech Seed
Aqua Ring

Thought about this list for a while. 30 moves means that each type is only going to have one or two STABs, and unless you cheat by using Hidden Power/Tera Blast/Revelation Dance/Judgment/etc. you can't actually give all types two to choose from. Even with 0 status moves, you're 6 slots short from every type having both a physical and special move, or a 'plain' plus flavor move. I think cheaping out with a type-matching move like Revelation Dance doesn't make things very interesting, and kind of lends the meta to be a simpler, less interesting version of a normal meta. Rather than trying to resist the restrictions here, I wanted to fully embrace them so that the mod's movepool naturally contributed and shaped the meta's environment and atmosphere.

Each type will have exactly one STAB move. As a result, this gives the meta a soft version of the Gen 1-3 type dynamic, where each type is offensively linked to either physical or special. Starting from scratch with Fakemon, we can design mons around their necessary attacking stats, and even sway some Pokemon to use their type more offensively or defensively by intentionally aligning or misaligning their offenses with their STABs.

In addition, these moves (for the most part) will not be generic high BP moves of each type. This is also the reason for omitting boring 'fixes' like Revelation Dance. With each type having one STAB, and most of those having unique effects, this means that each type will have natural strengths and weaknesses beyond the simple number boosts provided by type matchups. What effects a move has will shape the type's overall identity, leading to easy footholds for people to design both for them and in spite of them.

Scald (Water)
Discharge (Electric)
Sludge Bomb (Poison)

A simple start. Three types with moves that help spread statuses. I originally wanted Lava Plume for Fire, but Scald is iconic and Fire had much better other options than Water did (I was really tempted to try, but I don't think Brine would have worked out well).

Hex (Ghost)
Facade (Normal)

The two mutually exclusive immunities serve as both status payoff and punishment. They are also the two strongest (outside of rare Gyro Ball instances) STABs available in the meta, locked behind conditionals.

Lunge (Bug)
Fire Lash (Fire)
Spirit Break (Fairy)
Apple Acid (Grass)

These four moves are all 80 BP attacks that lower one of the target's stats (Attack, Def, Sp Attack, Sp Def in order). This means that these types all have soft buffs to the inverse stats, and should be balanced around them.

Baddy Bad (Dark)
Glitzy Glow (Psychic)
Brick Break (Fighting)

Screen setup and clearing. This also creates a very interesting dynamic on top of the already existing Fighting-Psychic-Dark core/triangle. Psychic as a screen setter beats the screen breaker, but can have its screens blocked entirely by Dark switching in. Dark blocks Psychic's screens, but is weak to the screen breaker. Fighting is weak to the screen setter that it only needs to break supportively, but beats the screen setter that would otherwise affect it itself.

Acrobatics (Flying)

Separates the offensive and defensive Flying types. In order to get the boosted power from Acrobatics, the mon either has to come in with no item or have some gimmick to lose it. Either way, that means they aren't holding Heavy Duty Boots. With Defog as the only hazard clearing in the game and Stealth Rocks existing, this means that any Flying type looking to Defog has to choose between sacrificing offensive pressure (outside of their secondary type) or sacrificing access to Heavy Duty Boots. This especially important, as Knock Off does not exist here to otherwise solve the issue of Flying types negating their balancing weakness with one item.

Thousand Waves (Ground)

Ground-types master the terrain and control the arena. Thousand Waves traps opponents, but is balanced by the fact that it can be negated by Flying types, Ghost types, Levitate/Earth Eater mons, Shed Shell users, and what will likely be wide distribution of the meta's pivoting move.

Rock Blast (Rock)

Maintains Rock's identity of high power, offensive, simple, but inconsistent.

Gyro Ball (Steel)

Maintains Steel's identity as slow, defensive mons. This also means that people can give Steel to otherwise fast offensive mons as a way to trade off access to a secondary STAB for an improved defensive typing instead.

Frost Breath (Ice)

Similarly straightforward and offensive like Rock, but trades some power for consistency (or alternatively, being able to use an item slot instead of Loaded Dice) and an immunity to stat changes.

Draco Meteor (Dragon)

Maintains Dragon's identity as a straightforward statstick. Tied for second highest BP in the meta, and is easily the highest reliable/non-conditional BP. However, comes at the cost of it also being the only secondary effect that actively detrimental. In a meta where every type's basic stab carries utility, the extra power from Draco Meteor comes at a price.

And finally, the status moves:

Recover
Heal Block

A staple healing move - as well as a potentially necessary tool to turn it off. This is a meta with lowered offensive output on average, as most moves are in the 70-90 BP range, and there are no offensive stat boosts available. This means that the value of healing in general is higher, and so in addition to Fire and Grass's defense drops, Heal Block exists as an option to help break stalls. With a lowered amount of offensive move options to use as coverage, on top of having no setup moves to take, the movepools of offensive mons are also freed up enough that running Heal Block is a more realistic option than in standard play.

Defog
Stealth Rock
Sticky Web

Creates a staple hazard game without bloating it. Stealth Rock as a hazard that Flying-types are weak to instead of immune, Sticky Web as a method for Speed dropping (the only stat not covered in the attacks), and Defog for clearing.

Yawn

An option for applying Sleep, the only status not covered in the attacks. More reliable than Sleep Powder, less broken than Spore, more interesting than both.

Heal Bell
Mist

Gives methods to help combat stat drops and status application.

Baton Pass

The only pivot option in the game. With no stat boosting moves or Substitute, the most prominent ways for Baton Pass to be broken are gone. This gives a way for slow defensive mons to pivot out and give a free switch to their frailer allies, but comes at the downside that the most common the effects here that you would be passing are actually negative here. This means that 'free' pivoting still isn't free, since you still have to be careful about timing. It also allows for some fun Baton Pass shenanigans while inherently being more limited/balanced in capacity (passing boosts from berries, other consumables, or carefully designed mons with boosting abilities).

Recycle

A simply fun option that I think could see use here. Has synergy with potential Acrobatics gimmick mons with Unburden. Also, like I mentioned, berries and other consumables are one of the only ways to access stat boosts, so Recycle can expand upon these possibilities, especially with Baton Pass.

Leech Seed
Aqua Ring

Two more fun status moves that work as good supportive options and further interact with Baton Pass being the meta's only pivoting move. Aqua Ring provides another way to utilize Baton Pass positively, and the slower pace/lower offensive pressure of the meta means that it is easier to both use the move and get value out of it. Leech Seed is similar, except as further pivot punishment, and serves as the draining move representation here since I couldn't fit either Giga Drain or Drain Punch into the attacks.
 
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This is final list. Below is the explanation
Special.png
Giga Drain
Status.png
Leech Seed

Physical.png
Flare Blitz
Status.png
Burning Bulwark

Physical.png
Razor Shell

Special.png
Thunderclap

Physical.png
Acrobatics

Physical.png
Head Charge
Special.png
Techno Blast
Physical.png
Body Slam
Physical.png
Rapid Spin

Status.png
Nature Power
Status.png
Recycle
Status.png
Refresh


Physical.png
Drain Punch

Special.png
Meteor Beam

Status.png
Spikes
Special.png
Scorching Sands
Physical.png
Sand Tomb

Special.png
Future Sight

Physical.png
First Impression

Status.png
Toxic
Special.png
Shell Side Arm

Physical.png
Dragon Tail

Physical.png
Rage Fist
Status.png
Curse

Physical.png
Foul Play
Physical.png
Fling

Special.png
Draining Kiss

Physical.png
Gyro Ball
Ok. So this the final draft as I stated, and I have reasons for choosing the moves we have.

Not all types are created equal. Classic generations had many instances of Pokémon lacking "viable" STAB options, essentially making types serve more as defensive utility more than STAB options. Realistically it's impossible to give every single Pokémon a good move, but Gamefreak has done a wonderful job enabling several moves that can change types and give guys STAB move they otherwise do not have access to.
Physical.png
Head Charge
Special.png
Techno Blast
Physical.png
Body Slam
Status.png
Nature Power

With the strongest moves in the tier on both sides of the spectrum (the only type to do so) with an additional 80 BP lower BP move that serves as a utility option, Normal is one of the most important offensive types in the tier. The type also has an importance in another way...that is granting access to coverage an alternative STAB moves through various means. With Techno Blast, if you sacrifice your item slot, you can get access to powerful high BP Water, Fire, Electric or Ice coverage. With Nature Power, under a Terrain you can utilize Thunderbolt, Moonblast, Energy Ball and Psychic under their corresponding Terrains (moves that do not exist otherwise), and Head Charge, Techno Blast and Body Slam can all be partnered with -ate/-ize abilities to gain access to Fairy, Flying, Ice and Electric moves. These are types that lack strong offensive options (or none at all for Ice) and this would be the means to rectify this issue. Very economical and still being a cool way to explore options.


Special.png
Giga Drain
Status.png
Leech Seed
Physical.png
Drain Punch
Special.png
Draining Kiss

Status.png
Recycle

These moves serve to either facilitate or directly heal off damage sustained by Pokémon over the course of a match. Giga Drain, Drain Punch and Draining Kiss are all draining moves that heals based on damage done. Leech Seed is a classic way to generate healing while chipping down the opponent, while Recycle can be used as pseudo recovery in combination with held Berries, most important as there is no way to stop Berries from triggering in this metagame (unless you deadass pack Unnerve).


Physical.png
Flare Blitz
Special.png
Meteor Beam


High BP Attacks that hit alot of the types for SE damage, while the types that resist it aren't particularly swimming in amazing moves. It's still great for attackers STAB or not, so expect to see these moves be common slots for offensive threats in the tier.


Status.png
Burning Bulwark
Status.png
Refresh

Status.png
Spikes

Status.png
Toxic

Status.png
Curse


These are various Status moves in the tier that give the tier it's flavour. Burning Bulwark basically combines Protect and Will-O-Wisp in one move, letting stalling while spreading status being a good option. Defog and Spikes go hand in hand, Spikes is the sole from of hazards allowed, just like the good old days, forcing good amounts of chip. Toxic is classic for inflicting more good chip against targets as well, and limiting how well walls can sit in front of targets. Curse is the only form of explicit set up in the tier, and serves to facilitate slow strong wallbreakers to potentially sweep.


Physical.png
First Impression
Special.png
Thunderclap


Simply put, this facilitates the speed control of the tier, allows different types to be hit each of them have their own reasons to be ran. First Impression is the most powerful, but only works first time out. Thunderclap hits the special side and while weaker, it hits more often as long as the opponent uses an offensive move.


Special.png
Scorching Sands
Physical.png
Sand Tomb
Physical.png
Foul Play

Physical.png
Rapid Spin

Physical.png
Dragon Tail


Basically moves that allow you to do fun things, from spreading status to phazing out targets. Making cool utility based options that will allow targets to support their teams in combination with the other status moves.


Physical.png
Razor Shell
Physical.png
Acrobatics
Special.png
Shell Side Arm
Special.png
Future Sight

Physical.png
Rage Fist
Physical.png
Fling

Physical.png
Gyro Ball


These are just miscellaneous moves that serve as cool fun STAB options that serve as funny options to be used in the tier. These all aren't just straight forward attacking moves, with the exception of Razor Shell, which is just weak but useful thanks to the status drop. Acrobatics is a solid option for Birds if they want to drop items. Future Sight is the defacto annoying nuke option, or it can be used to support other wallbreakers. Rage Fist is interesting, in a metagame where you either sacrifice STAB or have no means of boosting Attack (since Ghost Curse isn't a Set Up move) so it's really just supposed to be a cool way to punish resisted hits. Gyro Ball is actually paired with Curse and a fun combo since to use it you have to lower your Speed stat.
So that's it, 30 moves. So many revisions. Hope y'all have fun.
 
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Inspired by me playing a lot of RISK recently, I wanted to know how stupid a meta where trying to "control the terrain" as much as you can, either by trying to keep your terrain on the field or straight up doing terrain removal.

I'll start with more throughout explanations of why Im choosing these moves. At the end there will be a complete list with all of them and all of the move changes.

Electric Terrain
Grassy Terrain
Mystic Terrain
Psychic Terrain

We know that in a terrain meta, pokémon with the "Surge abilities" are bound to happen, but having the option of manually setting terrains can act as a way of doing a "delayed setting", which could force a switch so that the Surge mon can set up its terrain again and give the manual setter some advantage. This could be nice in slow and bulky mons, so that they can tank a powerful terrain boosted move before using their own terrain.
Expanding Force*
Grassy Glide
Misty Explosion*
Rising Voltage*
Terrain Pulse*

These are the moves basically made to be used on Terrains. So as a way to avoid them being the most powerful moves of the meta, i added the trade off to at least the most cracked ones, R. Voltage and E. Force, use up their terrains, which would act as choice for the player to either have a really powerful move that would require setting up the terrain again, or stick to the moves that arent as strong but still keep your terrain advantage. Finally Terrain Pulse is a nice option as a STAB option to terrain abusers (more on that on Move Changes).
Ice Spinner
Twister*
Mortal Spin
Steamroller*
Steel Roller*
Corrosive Gas*

Now entering the field cleaning moves, these would be used as options to remove whatever terrain and hazards are in the field while also dealing some damage to the opponent.
Court Change
Defog
Tidy Up

As the last category, these are the ones you can use to clean your field. While not dealing damage like the previous moves (and truth being told, with only 1 actually removing terrains), these add up for being more technical (Court Change), giving some stat buffs (Tidy Up) or item removal (Corrosive Gas)
Spikes
Toxic Spikes

To finalize our field section, the good and old hazard setters, which act as a way to keep in check all of the pivoting around the terrain setting dynamics.
Recover

Its Recover, i think its pretty clear what it does.
Facade
Scald
Flip Turn
Flare Blitz
Earthquake
Hurricane
Infernal Parade

Some nice coverage moves that can also do some other nice things, like pivoting and some other funky interaction with status conditions.
Thunder Wave

Our good and old paralysis! Being able to stopping the opponent from attacking and doing some nice speed control.
Baneful Bunker

Acts as a way to protect the user from moves used by the opponent, letting you know more about what set the adversary is using and giving some nice fuel to status related moves.

1. Electric Terrain
2. Grassy Terrain
3. Mystic Terrain
4. Psychic Terrain
5. Expanding Force*
6. Grassy Glide
7. Misty Explosion*
8. Rising Voltage*
9. Terrain Pulse*
10. Ice Spinner
11. Twister*
12. Mortal Spin
13. Steamroller*
14. Steel Roller*
15. Corrosive Gas*
16. Court Change
17. Defog
18. Tidy Up
19. Spikes
20. Toxic Spikes
21. Recover
22. Facade
23. Scald
24. Flip Turn
25. Flare Blitz
26. Earthquake
27. Hurricane
28. Infernal Parade
29. Thunder Wave
30. Spiky Shield
Expanding Force | Psychic | Special | 10 PP (16 Max) | 80 BP | Acc: 100% | Priority 0 | Contact? No | If the current terrain is Psychic Terrain and the user is grounded, this move hits all opposing Pokemon, has its power multiplied by 1.5 and ends effects of the active terrain on the field.

Misty Explosion | Fairy | Special | 5 PP (8 Max) | 100 BP | Acc: 100% | Priority 0 | Contact? No | If the current terrain is Misty Terrain and the user is grounded, this move's power is multiplied by 1.5. The user faints after using this move and removes the effects of the active terrain. If the current terrain isnt Misty Terrain, the user faints and sets up Misty Terrain after using thid move.

Rising Voltage | Electric | Special | 10 PP (16 Max) | 70 BP | Acc: 100% | Priority 0 | Contact? No | If the current terrain is Electric Terrain and the user is grounded, this move has its power multiplied by 2 and ends effects of the active terrain on the field.

Terrain Pulse | Normal | Special | 10 PP (16 Max) | 90 BP | Acc: 100% | Priority 0 | Contact? No | Power is multiplied by 1.3 if the user is grounded and a terrain is active, and this move's type changes to match. Physical if user's Atk is higher than its SpA.

Twister | Dragon | Special | 15 PP (24 Max) | 75 BP | Acc: 100% | Priority 0 | Contact? No | Ends the effects of the active terrain on the field. 20% chance of flinching the opponent.

Steamroller | Bug | Physical | 15 PP (24 Max) | 80 BP | Acc: 100% | Priority 0 | Contact? No | If any terrain is active and the user is grounded, this move ends the effects of the active terrain on the field and raises user's Speed by 1 stage.

Steel Roller | Steel | Physical | 10 PP (16 Max) | 80 BP | Acc: 100% | Priority 0 | Contact? No | If any terrain is active and the user is grounded, this move's power is multiplied by 1.5 and ends the effects of the active terrain on the field.

Corrosive Gas | Posion | Special | 20 PP (32 Max) | 70 BP | Acc: 100% | Priority 0 | Contact? No | If any terrain is active or the opponent is holding an item, ends effects of the active terrain on the field and removes the opponents item. Can hit Steel types for neutral damage.
 
Really gimmicky sub inbound. Would appreciate feedback if anyone has any.

Multi-Attack, Weather Ball, Giga Drain, Burning Jealousy, Water Shuriken, Struggle Bug, Charge Beam, Air Slash, Mud Shot, Vacuum Wave, Psychic Noise, Hex, Dragon Breath, Make It Rain, Draining Kiss, Rapid Spin, Spikes, Covet, Trick, Strength Sap, Morning Sun, Leech Seed, King's Shield, Nasty Plot, No Retreat, Taunt, Encore, Roar, Magic Room, Memento

No better way to go over this than to explain my thought process.

The whole basis of my sub is around Multi-Attack. It is the single strongest attack here at the cost of needing your item for any type that isn't Normal. This is also the only widely-applicable physical move. The whole rest of this sub is centered around this move's presence. The mod's special attacks are going to have much stronger secondary effects, but are generally going to be weaker or more self-sufficient than Multi-Attack. Ideally this will encourage some Pokemon to run Multi-Attack on specially-offensive sets, ideally most Pokemon would at least have access to the move, and ideally people are really careful in considering the two Attack and Defense stats that each of their Pokemon have.

This is where the special STABs come in - Weather Ball, Giga Drain, Burning Jealousy, Water Shuriken, Struggle Bug, Charge Beam, Air Slash, Mud Shot, Vacuum Wave, Psychic Noise, Hex, Dragon Breath, Make It Rain, and Draining Kiss. This notably misses STAB for Rock, Ice, Poison, and Dark, as well as Water's and Fighting's being really weak and not great as sole STAB moves because of that. Weather Ball can cover for half of those and of course you can run Multi-Attack for any of the rest if needed. Dragon Breath is notable for being the only status-inducing move in the whole tier which makes Hex's secondary effect fairly difficult to trigger and makes Fairy-types sorta immune to paralysis. Things like Static, Flame Orb, and Toxic Debris do still exist though.

I added Rapid Spin and Spikes because hazards are generally nice for forcing progress. I didn't like what only having Defog or Court Change would've encouraged so Rapid Spin is nice to have a speed boosting option. Only having Spikes means Flying-types are immune to all entry hazards, even Toxic Spikes if someone chooses to make a sub with Toxic Debris.

Covet and Trick are here because of how much more important the item slot is going to become for many Pokemon thanks to Multi-Attack's presence. I didn't want something as spammable as Knock Off, and Thief has been run before in Gen 2 where an opponent's hold item is both very important and fairly predictable. This all notably means that items cannot be outright removed here - only swapped around or stolen.

Morning Sun, Strength Sap, and Leech Seed I felt would be interesting to have as the only healing options because they're all pretty blockable options for healing through their own means. Morning Sun obviously has the weather stuff, Strength Sap can be stuffed out by an opposing Pokemon with a particularly low Attack stat, and Leech Seed has Grass-types. King's Shield is here largely to help support Leech Seed but is cool for like Poison Heal and stuff.

Nasty Plot and No Retreat are boosting moves. I guess you could put Charge Beam under this category too if you really want to lmao. No Retreat being usable only once per switch-out makes it so you can't spam Multi-Attack boosts so easily. Worth note that Nasty Plot + Draining Kiss is a thing in this tier.

I actually didn't know what to do otherwise so I just added some random utility moves for garnish. Stuff like this helps distinguish subs from one another if they're not used too commonly. These ended up being Taunt, Encore, Roar, Magic Room, and Memento. I think most of these are fairly self-explanatory since they'd function pretty similarly to how they do in the base game. Magic Room is the one that negates the effects of items in case you've forgotten. I honestly just thought it would be really fun to have Memento as the tier's only "pivoting option."
 
Took me some time to come up with my ideas. I have a few customchanges to the moves, but for the most part it is just re-balancing their BP for a smoother and more cohesive damage curve

Moves
01.
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Facade
02.
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Superpower
03.
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Acrobatics | 60 BP - 120 BP
04.
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Barb Barrage
05.
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Triple Axel
06.
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Poltergeist
07.
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First Impression
08.
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Knock Off | 60 BP - 90 BP
09.
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Diamond Storm | 75 BP | 50% chance to raise Defense by 1 stage
10.
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Razor Shell | 100% Acc
11.
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Trop Kick
12.
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Salt Cure | 50 BP
13.
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Bullet Punch | 50 BP


14.
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Hex | 60 BP - 120 BP
15.
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Clanging Scales
16.
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Hyper Voice | 80 BP
17.
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Alluring Voice
18.
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Psychic Noise | 80 BP
19.
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Scorching Sands | 80 BP
20.
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Fiery Dance | 75 BP
21.
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Volt Switch
22.
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Snarl | 70 BP | 100% Acc


23.
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Recover
24.
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Parting Shot
25.
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Spikes
26.
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Defog
27.
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Will-o-Wisp
28.
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Roar
29.
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Substitute
30.
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Nasty Plot


Thought Process

Overall, I tried to consider how much these moves could interact with eachother, or with abilities they could share in order to shape the future subs. A small move list is naturally going to lead to some niche move interactions being a lot more common and way less matchup fish-y, which imo is one of the more important things to have in mind when making this

With only 30 moves to pick from, my immediate thought was how abilities would be impacted by this since there is a very large ammount of abilities that are very reliant on moves. With that in mind, my first few choices were Hyper Voice, Alluring Voice, Psychic Noise and Clanging Scales. All of them serve as perfectly usable STABs for their respective types, but can be boosted by Punk Rock or be used for Water STAB with Liquid Voice, as well as letting some subs be designed around Soundproof - an ability that becomes a lot stronger when its giving you immunity to 7 moves out of 30. This same mentality of designing around abilities would later lead me to Technician, Sheer Force and Serene Grace as well

After having a few offensive moves selected I wanted to think a little on the defensive side of this, thus picking Recover and Will-o-Wisp. With the earlier focus on sound-based moves, Parting Shot also stood out as a natural addition to defensive play. With pivotting introduced to the list, Spikes were also a natural follow-up that gives some counterplay, and with it comes hazard removal in Defog and Knock Off to prevent boots spam. With all that being added, Volt Switch also felt like a logical addition for an offensive take on pivotting. Roar also was a natural addition to further play with hazards and Soundproof

For other offensive moves, I started with Barb Barrage and Acrobatics as moves that begin with a lower BP, but have conditional boosts that catapult them into the second highest BP in the list. 60 BP to start with also incentivizes Technician subs, and the item-based requirement of Acrobatics bounces off of Knock Off quite nicely. With both Knock and Acrobatics around, it also made sense to introduce Poltergeist, creating a small group of moves that directly interact with items. With Will-o-Wisp and Barb Barrage around, it also made sense to add Hex. Lastly, Facade is a culmination of both of these ideas, being a weak move that gets stronger conditionally while also playing off of status effects - which you are likely to run into when there's so few moves anyways. I decided to keep it as 70 BP as that allows Pixilate & Friends to get a decent STAB after the ability boost as well

With Barb Barrage introducing secondary effects, I thought it would be good to work with Serene Grace and Sheer Force as well. This led me to Razor Shell, Fiery Dance, Scorching Sands and eventually Diamond Storm. Notably, most of these become a 100% chance with Serene Grace, which I think would recontextualize subs with said ability quite well. You might've also noticed I also adjusted the damage of most of these - mainly thinking around how Sheer Force would boost them and what their post-ability BP would be in comparison to other moves. Sheer Force also led me to Trop Kick and Snarl, both being defensive options that also get quite a nice boost after the ability

I figured there should be some sort of Priority in the meta, but also had to be careful when picking it since the types with priority gain a huge advatange over the ones with none. First Impression was a fairly obvious choice, and I figured Bullet Punch also made sense, giving Steel an offensive advatange to what is otherwise a fairly unremarkable offensive type. These two also interact nicely with how Clanging Scales is the most spammable move in the list, punishing its Defense drops. The earlier thoughts on Technician also led me to a small boost to Bullet Punch, and was also what made me consider Triple Axel - which in its own right is somewhat similar to the "60 BP moves that occasionally become 120 BP" group

From there, it was mostly just clean up. 50 BP Salt Cure gives defensive mons an option for chip damage while Technician boosts it to a respectable BP. The Physical moves here generally have a much higher BP than Special, so they get Nasty Plot as compensation, and Substitute makes sense in a meta with a lot of Sound moves like this


General Overview

Fighting types have a really strong damage dealer in Superpower, but it can't be spammed as easily. The highest unconditional damage dealing move is Clanging Scales, giving Dragons a big button to click not unlike Draco Meteor. Triple Axel also has very high damage potential, but it is the easiest to punish due to multiple contact hits and is unreliable due to accuracy. Poltergeist is another high damage move, but the primary Flying move being Acrobatics counters it somewhat

The initial BP of most moves is generally lower than vanilla, with a lot of things sitting from 70 to 80 BP. This slows down the pace of some battles a bit, but in turn has a more balanced gap in power between moves. Every move with 90+ BP has some catch to it, most of them only achieving said power once a certain condition has been met, which also paints a pretty clear way to how you're supposed to progress throughout the battle. The Physical moves are generally stronger, but Special moves have a lot of good ability synergies and offensive pivotting

Hazards are a strong option, but removing them also forces you to commit to removing from both sides. Fire types have a pretty unique snowballing role while Water types can break through walls with Defense drops. Stat-lowering moves being so prominent also creates interesting possibilities with Contrary and Defiant/Competitive

Fighting, Ghost, Dragon, Fire and Ice should be the main offensive types, with Flying not much behind them. Steel gets mostly relegated to its defensive potential, while stuff like Water, Poison, Ground, Grass and Rock make use of staying on the field for long periods of time to fish for their powerful secondary effects. Electric's only move being Volt Switch puts it in an unique position, making it more vulnerable to hazards. Normal is a fairly safe type as well, being immune to two of the strongest moves in the list while also having spammable and powerful STABs
 
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