Pet Mod Two Step 'Mons - Slate 4 / Step 1 - Theme Slate

DuoM2

whao
is a Community Contributoris a Community Leader Alumnus
Move Name: Rocksplosion
Category: Physical
Type: Rock
Base Power: 150
Max PP: 8
Accuracy: 100%
Effect(s): Sets Stealth Rock on the opposing side of the field. The user faints after use.
Attributes: Targets all adjacent Pokemon.
Reasoning: This is meant to be the "powerful attack with one drawback." Could prove to be a really useful tool for hyper offense teams, where chip is really important and being able to set extra hazards while gaining momentum on top of doing whatever else you want to do would be pretty nice.

May add more to this later, may change the one move I do have a bit later.
 
Last edited:
Move Name: Spikesplosion
Category: Physical
Type: Ground
Base Power: 150
Max PP: 8
Accuracy: 100%
Effect(s): Sets one layer of Spikes on the opposing side of the field. The user faints after use.
Attributes: Targets all adjacent Pokemon.
Reasoning: This is meant to be the "powerful attack with one drawback." Could prove to be a really useful tool for hyper offense teams, where chip is really important and being able to set extra hazards while gaining momentum on top of doing whatever else you want to do would be pretty nice. One thing I don't know, though - how this would work with a Flying-type or Levitate user blocking it, like would the Spike still be set? I'm honestly not sure if it'd work like Charge Beam not being able to increase SpAtk off of a Ground-type or like a Spike being able to be set if the enemy Pokemon fainted earlier that turn.

May add more to this later, may change the one move I do have a bit later.
this is very risky when you consider that this sort of move still kills the user if the target is immune, and the vast majority of teams have a ground immunity. I'm also pretty sure it would not still set the spike because that's a side effect of the attack itself
 

Yung Dramps

awesome gaming
Field Effect Abuse Ability
Regrowth: Heals 25% HP upon switching out. Recovery boosted to 45% under Grassy Terrain.
Uses: Bulky stuff.

Set-Up Move
Move Name: Inhuman Focus
Category: Status
Type: Fighting
Base Power: -
Max PP: 8
Accuracy: -
Effect(s): Raises Attack and Special Attack by 1. The next attacking move used after this will have any charge turns, accuracy checks and other drawbacks nullified for that turn
Description: The user prepares a battle stance, strafing around and refusing to let their eyes off the foe.
Uses: Focus Punch, Giga Impact/Hyper Beam, whatever you can think of this move can make amazing for the turn immediately after it's used. Not so much a sweeping move as a wallbreaking move.
 
Ability Name: Glacial Might
Effect: During Hail increases water ice and fight moves by 30% and provides hail immunity if not ice type.
Reasoning: Poor Hail is an oft ignored weather type that doesn’t get any love or is mostly used for the user to get some Aurora Veil for some actual abusers. This ability if given to say, a water type who resists a good portion of Ice Weaknesses or something resistant to stealth rocks, you can truly lay the way for a nice staple on snowbound teams without putting that Pokémon’s hp on a timer for not being ice type.

Name: Volcanic Hotbed
Category: Special
Power:120
Accuracy: 100
PP:5(8)
Effect: strikes with volcanic heat so hot the user takes half the damage dealt and sets a hotbed on both sides of the battle field. All non-fire types are burnt unless already statused or immune.
Reasoning: the half damage drawback on essentially Flare Blitz is brutal and the field effect means you really need to plan your team around it carefully as fire type walls aren’t common and your physical sweepers who aren’t fire or guts based will hate you. Sure Conkeldurr and Obstagoon will kiss the lava covered ground you walk on for freeing up their item slot to do anything but burn orb but this move controls team building so the drawback beyond attacking itself is truly there. Enemy Defog becomes far more impactful for Guts teams and yes this hits flying and floating mons as heat rises.

Name: Icy Sheen
Type: Ice
PP: 5
Effect: Raises speed, defense and SpAtk one stage and starts the snow. Will fail if already snowing.
Reasoning: Giving this to a special slush rusher might sound a bit too bonkers. Still giving this to something that might use a lot of Blizzards isn’t so batty.
 
Last edited:

anaconja

long day at job
is a Community Contributoris a Tiering Contributor
Ability Name: Sandblaster
Description: This Pokemon's Special Attack is 1.5x in Sand.
Reasoning: Sand teams are hampered by the lack of sand abusers besides Excadrill. With a special attacker that abuses sand, this archetype has more possibilities.

Move Name: Kamikaze
Category: Physical
Type: Flying
Base Power: 160
Max PP: 5-8
Accuracy: 85%
Effect(s): User faints. (This effect does not activate if this move misses.)
Attributes: Contact
Reasoning: Great move on hyper offense to prevent Defog and Rapid Spin.

Move Name: Sandbag
Category: Status
Type: Ground
Max PP: 10-16
Effect(s): Raises the user's Attack and Special Defense by 1.
Reasoning: Most Ground-types have high Defense so shoring up its Special Defense with Sandbag makes them harder to revenge kill.
 
Last edited:

Deleted member 503163

Guest
Ability Name: Desert Spirit
Description: The user's ghost type, psychic type, and fairy moves get a 50% power boost in sand. They are also immune to sandstorm.
Reasoning: I figured a Desert Spirit would be an interesting concept for a pokemon, or you know just use it to buff cofagrigus or sigilyph. As for the effected types those types tend to be associated with protective spirits or guardians.


Move Name: Garbage Eruption
Category: Physical
Type: Poison
Base Power: 130
Max PP:8
Accuracy: 90%
Effect(s): The user takes recoil equal ⅓ of damage done.
Reasoning: Ahh yes smogon's Garbodor's signature move. The reason it's physical and not special is that I envision Garbodor literally creating a hole in his head and spewing forth his garbage like entrails to physically hit the opposing pokemon.


Move Name:Draconic Awakening
Category: Status
Type: Dragon
Max PP: 32
Effect(s): The draconic blood awakens in the user resulting in their special attack and speed to go up by one stage.
Reasoning: Dragon types only have two status moves, and one is exclusive to Kommo-o. This is just special type dragon dance, but it could be useful for say a dragon type who could go special.
 
Last edited by a moderator:
Move Name: The Last Blast
Category: Special
Type: Fighting
Base Power: 200
Max PP:8
Accuracy: 100%
Effect(s): After the pokemon uses this move, it leaves it with 1 health, and -2 stages in all of its stats. This move cannot be used again unless the user has more than one health.
Reasoning: I think 200 power is pretty necessary to warrant using a move that leaves you utterly decimated. Especially when the STAB for it is given to a type that has less than stellar special attack. Now the name and the typing may or may not be related to some little known indie anime called wyrm orbs, but yeah this is basically the explosion for fighting types.
time to sub a user with contrary
 
One thing I don't know, though - how this would work with a Flying-type or Levitate user blocking it, like would the Spike still be set? I'm honestly not sure if it'd work like Charge Beam not being able to increase SpAtk off of a Ground-type or like a Spike being able to be set if the enemy Pokemon fainted earlier that turn.
this is very risky when you consider that this sort of move still kills the user if the target is immune, and the vast majority of teams have a ground immunity. I'm also pretty sure it would not still set the spike because that's a side effect of the attack itself
There's no limit on what you can submit as long as it's only two effects ( which this is ), so you can have it work however you want it to.

Move Name:Draconic Awakening
Category: Status
Type: Dragon
Max PP: 32
Effect(s): The draconic blood awakens in the user resulting in their special attack and speed to go up by one stage.
Reasoning: Dragon types only have two status moves, and one is exclusive to Kommo-o. This is just special type dragon dance, but it could be a useful addition to say Charizard or Salamence's movepools.
Just a reminder that these moves are not being distributed to multiple pokemon ( barring some future side project ), but are going to be exclusive to the pokemon we design around them in the next phase. Nothing wrong with the sub, I just noticed you mentioned adding it to other pokemons' movepools.
 
1 Field Effect abuse ability
Ability Name:Sand Shield
Description:when the sandstorm field effect is active,This Pokemon's Defense is multiplied by 1.5. This Pokemon takes no damage from Sandstorm.
Reasoning:This could be used on a pokemon with okay def to help it come in more often
 
Last edited:

Gravity Monkey

Que des barz comme si jtais au hebs
is a Top Artist
Vitality Crash
Type:
Fairy
Category: Physical
PP: 5 (8)
Acc: 95
BP: 130
Effect: The user becomes paralyzed.

Powerful fairy STAB with a new type of drawback.
 
Move Name: Thunderstorm
Category: Special
Type: Electric
PP: 8
Accuracy: 90%
BP: 130
Effect: Lowers Sp. Atk. by 2 stages after use
Reasoning: So far, Electric-types do not have good options for a powerful special attack, due to Thunder and Zap Cannon's accuracy being horrible to get any use out of them, therefore, this move should be able to give them that one nuke to knock out a bulky foe that their other STABs wouldn't take care of. Unfortuately, the move results in a loss of momentum after use, due to the lowering of Sp. Atk forcing the user to switch and making the opponent gain a free turn.
 
Ability Name: Solar Shield
Description: This pokemon takes 50% damage from all non-neutral moves while Harsh Sunlight lis active.
Reasoning: This ability could create a sun abuser that is either a great pivot or scary setup sweeper while sun is active. Also could promote some otherwise bad typings.


Move Name: Rampage
Category: Physical
Type: Normal
Base Power: 140
Max PP: 8
Accuracy: 85%
Effect(s): The user is locked in for 2-3 turns. User is confused at the end of the effect.
Reasoning: A move that can turn a mediocre Normal type into a powerful wallbreaker, at the cost of being locked into a move that has immunities. It can work in combination with Choice Band or be used with setup moves, and can synergize with a few abilities.


Move Name: Wonder Wheel
Category: Status
Type: Psychic
Max PP: 8
Effect(s): Sets up or removes Wonder Room and boosts SpA and Atk by 1
Reasoning: Wonder Room is an effect with interesting potential that isn't strong enough to be worth setting up generally. A pokemon with this move would have to have its typing chosen carefully so that it is harder to wall with Wonder Room active than without.
 
Last edited:

earl

(EVIOLITE COMPATIBLE)
is a Community Contributor
Ability Name: Solar Shield
Description: This pokemon takes 50% damage from all non-neutral moves while Harsh Sunlight lis active.
Reasoning: This ability could create a sun abuser that is either a great pivot or scary setup sweeper while sun is active. Also could promote some otherwise bad typings.


Move Name: Berserk
Category: Physical
Type: Normal
Base Power: 140
Max PP: 8
Accuracy: 85%
Effect(s): The user is locked in for 2-3 turns. User is confused at the end of the effect.
Reasoning: A move that can turn a mediocre Normal type into a powerful wallbreaker, at the cost of being locked into a move that has immunities. It can work in combination with Choice Band or be used with setup moves, and can synergize with a few abilities.


Move Name: Wonder Wheel
Category: Status
Type: Psychic
Max PP: 8
Effect(s): Sets up or removes Wonder Room and boosts SpA and Atk by 1
Reasoning: Wonder Room is an effect with interesting potential that isn't strong enough to be worth setting up generally. A pokemon with this move would have to have its typing chosen carefully so that it is harder to wall with Wonder Room active than without.
Might want to rename Berserk due to their already being an ability with that name. Just to make it clear it’s a new move
 
Move Name: Inherited Willpower
Category: Status
Type: Fighting
Max PP: 8
Effect(s): Gain +1 Attack and Special Attack for each fainted pokemon on your team. Can only be used once per switch-in.
Reasoning: A move that is used as a last ditch comeback effort, as it is much stronger in the late game than the early game.


resub from slate one
Ability Name: Room Reaper
Description: This pokemon's attacks do 1.5x damage while in Trick Room, Magic Room, or Wonder Room
Reasoning: Besides Trick Room, the rooms don't see that much use in competitive play. This ability gives room teams a dedicated attacker. Wonder Room could even set up interesting scenarios where an unsuspecting defensive pokemon takes a massive hit because Defense and Special Defense were swapped.
 
Ability Name: Insurgence
Description: This Pokemon's Grass, Fairy, Electric, and Fairy-types moves are boosted by 1.2x when any terrain is active
Reasoning: Allows a Pokemon to abuse powerful coverage while a terrain is in effect and makes it a terrifying wallbreaker with their STAB in terrain (assuming the Pokemon is one of the terrain types), since in Grassy/Psychic/Electric Terrain, their respective moves gain a 1.56x power boost. A wallbreaker in this regard is perfect to pair with Hawlucha
Move Name: Dragoon Drop
Category: Physical
Type: Dragon
Base Power: 100
Accuracy: 90%
PP: 16
Effect(s): The user gathers all of their strength to jump as high as they can before landing on their opponent with ferocity. This move deals 25% of recoil to the user and deals 1.5x more damage if Gravity is active.
Effect Chance: N/A
Properties: Contact
Reasoning: Gives a more middle of the road option between Dragon Claw's 100% accuracy but weak power and Outrage's ridiculous power but much worse drawback. Also, if a Gravity based ability wins, that secondary effect might get some good use.
Move Name: Enlarge
Category: Status
Type: Normal
Base Power: --
Accuracy: --%
PP: 16
Effect(s): The user immensely grows in size, raising their Attack by 1 stage and setting Gravity
Effect Chance: 100% chance to set Gravity and raise Attack by 1
Properties: N/A
Reasoning: A field effect move with offensive presence, allowing the setter to deal more real damage in their limited turns of setup. Also, if this and Dragoon Drop both win, they can make for some great teammates
 
Last edited:
Ability Name: Aerial Superiority
Description: When Tailwind is active, Pokemon with this ability get a 1.5x boost in the highest offensive stat.
Reasoning: Tailwind is generally never seen in singles because of the lack of abilities that take advantage of it. This is no longer the case with Aerial Superiority, which allows pokemon with this ability to hit harder under Tailwind while also having their speed naturally boosted.


Move Name: Gamma Flare
Category: Special
Type: Fire
Base Power: 120
Max PP: 8
Accuracy: 100 %
Effect(s): This move blocks the target from using moves that remove or add field effects for 3 turns, but lowers the user's defense and special defense by 1 stage. (NOTE: the effect of blocking use of moves that remove/add field effects does not get cleansed when switched out; it will simply spread to the next pokemon that switches in)
Effect Chance: 100%
Reasoning: This move is meant to deal with Defoggers like Corviknight, or Rapid Spinners like Excadrill in a more offensive approach. You also can't just switch out to get rid of this effect; it will simply spread that effect to the next pokemon, so this can mess up setup sweepers like CM Clefable and NP Hydreigon real hard and real good, provided they haven't already gotten a boost off.
 

Samtendo09

Ability: Light Power
is a Pre-Contributor
Ability Name: Hail Enforcer
Effect(s): On Hail, the user's Attack is multiplied by 1.5x. Provide immunity to Hail damage.
Reasoning: Hail's biggest problem is how almost only Ice-type can fit in a Hail team, turning them into crippling mono-type. The user with Frozen Shield become a physical tank/sweeper without having crippling weaknesses of an Ice-type.

Move Name: Ki Bomb
Category: Special
Type: Fighting
Base Power: 150
Max PP: 8
Accuracy: 90%
Effect(s): The user send a large bomb of ki that explodes on impact. If this move is successful, the user receive recoil damage from 50% damage done.
Reasoning: A more accurate and stronger Focus Blast, but at the cost of losing a lot of HP if used carelessly. Preferable as a nuke attack unless the user have Rock Head/Magic Guard.

Move Name: Breakdown
Category: Status
Type: Dark
Base Power: --
Max PP: 8
Accuracy: Self
Effect(s): If the user's HP is lower than 50%, it becomes savage and raise it's Attack, Special Attack and Speed by two stages, but this move become permanently Disabled until switching out.
Reasoning: Fitting to a truly brutal Dark-type or otherwise temperamental Pokémon, this can serve as a risky move that require getting hit (or abusing recoil damage) and get rewarded with serious boosts. Mixed attacker can especially exploit this, but having 50% HP or lower means that it become more vulnerable to Priority moves.
 
Ability Name: Icy Core
Description: User and allies Defense and Special Attack are boosted by 50% while user is active in Hail. Negates hail damage to user and allies.
Reasoning: Flower Gift clone that makes the user a lot harder to handle in Hail.
Move Name: Perfect Precision
Category: Status
Type: Normal
Base Power: -
Max PP: 8
Accuracy: -
Effect(s): User's critical hit rate and accuracy are raised 3 stages (100% crit, +100% Accuracy).
Reasoning: 2 under appreciated mechanics that work well together. This is a very flexible boosting move that boosts both sides of the Physical/Special spectrum, and allows you to ignore your attacking stat drops/your opponent's defensive stat boosts and screens. The accuracy boost allows the user to build around low accuracy moves that normally wouldn't see play.
 

earl

(EVIOLITE COMPATIBLE)
is a Community Contributor
Ability: Calamity
Description: Boosts the user's speed by 50% under any weather. Boosts the power of moves that correspond to the current weather by 50% (Water/Fire/Ice/Rock). Grants immunity to Hail and Sandstorm damage.
Reasoning: A great ability that synergizes with all weathers and should result in a very flexible offensive option for cheese teams of all varieties. Also, Weather Ball.

Move: Soul Rend
Category: Special
Type: Fighting
Base Power: 130
Max PP: 8
Effect: Sets the user's ability to Klutz after this move successfully hits an opponent. Resets upon switching out.
Reasoning: A pretty good move, even after you use it once- However it comes at the cost of your item's utility and your ability. Potential fun can come from choice-lock breaking though.

Move: Flagellate
Category: Physical
Type: Dark
Base Power: 50
Max PP: 8
Effect: Self-targeting. Boosts the target's attack by 3 stages. Contact.
Reasoning: It's a better Swords Dance, with the added bonus of triggering all those situational abilities that only work when you're hit (stamina, weak armor, rattled, etc). The chip damage from using this move, especially after a boost (lol) should offset the extra +1 stage compared to Swords Dance, though.
 
I need to pay more attention, jeez. Finally edited so that I'm actually doing the right thing for the slate.

Move Name: Psy Assault
Category: Special
Type: Psychic
Base Power: 110
Max PP: 8
Accuracy: 85%
Effect(s): Stuck using the move for 3 turns; puts the user to Sleep afterwards. Chance to flinch increases with each turn move is used.
Effect Chance: 10x(turn)%
Attributes: ---
Reasoning: Wanted to make an Outrage-style move for Psychic types.

Move Name: Secret Serum
Category: Status
Type: Normal
Base Power: ---
Max PP: 24
Accuracy: ---
Effect(s): Does one of four effects: Restores 50% HP, buffs Atk, Def, Acc, and Evasion by 1 stage, puts user to Sleep, or activates Psychic Terrain.
Effect Chance: 25% per effect, results guaranteed
Attributes: ---
Reasoning:

Ability Name: Weather Charge
Description: When a Field Change is active, moves with the same typing (Sunny Day = Fire, Hail = Ice, so on) are guaranteed to hit and have 1.3x damage, but deal 1/8 of the damage back as Recoil.
Reasoning: A big-risk, big-reward ability that is basically the finishing touch of the Sweeper setup.



Move Name: Trap Barbs
Category: Physical
Type: Steel
Base Power: ---
Max PP: 24
Accuracy: 100%
Effect(s): Leaves sticky barbs all over the floor that trap and deal damage enemies upon switch-in! (Move calculates for 25 Power, does not check stat stages, does check resistances)
Effect Chance: ---
Attributes: Grounded (Levitate/Flying is immune); Indirect (Can be reflected by Magic Bounce)
Reasoning: Two decent, if not annoying concepts combined into something truly evil: a set n' forget trap move! Ignore this one in terms of the slate lol
 
Last edited:

Mintly

formerly Spook
is an Artist
Move: Stiffen
Category: Status
Type:
fighting.png

Base Power: --
Max PP: 32
Effect: The user compresses it's body to boost Attack, Defense and Speed.
Reasoning: It's really just Quiver Dance, but for Physical Attackers. Not only is it a great tool for Pokemon to set up and sweep, its also more efficient than Dragon Dance, and doesn't have a negative trait like Curse.


Move: Do-or-Die
Category: Physical
Type:
ghost.png

Base Power: 140
Max PP: 8
Accuracy: 90
Effect: The user does a fearless attack. If the user misses, it faints.
Reasoning: Do-or-Die is kind of just Focus Blast with consequences. A Physical Ghost-type move is long overdue.
 
Last edited:

Samtendo09

Ability: Light Power
is a Pre-Contributor
Move: Do-or-Die
Category: Physical
Type: View attachment 222719
Base Power: 140
Max PP: 8
Accuracy: 70
Effect: The user does a fearless attack. If the user misses, it faints.
Reasoning: Do-or-Die is kind of just Focus Blast with consequences. A Physical Ghost-type move is long overdue.
While I understands the 140 BP, I feel like it is just not worth it with the self-faint out of 70% accuracy. Too big of a drawback imo.
 
Voting Begins Now!
-You may select your three favorite submissions, in order of preference
-Your first choice receives three points, your second choice receives two points, and third choice receives one point
-You may self vote, but not as your first choice

Here are your choices:

Attack with Drawback:
Crawling Bomb
Rocksplosion
Volcanic Hotbed
Kamikaze
Garbage Eruption
Vitality Crash
Thunderstorm
Rampage
Dragoon Drop
Gamma Flare
Ki Bomb
Soul Rend
Psy Assault
Do-or-Die

Field Abuse Ability:
Regrowth
Glacial Might
Sandblaster
Desert Spirit
Solar Shield
Room Reaper
Insurgence
Aerial Superiority
Hail Enforcer
Icy Core
Calamity
Weather Charge

Setup Move:
Inhuman Focus
Icy Sheen
Sandblaster
Draconic Awakening
Wonder Wheel
Inherited Willpower
Enlarge
Breakdown
Perfect Precision
Flagellate
Secret Serum
Stiffen
 

Users Who Are Viewing This Thread (Users: 1, Guests: 0)

Top