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

Ki Bomb: Gay, Anaconja, Scoopapa
Calamity: leonard, Scoopapa, Dilasc
Enlarge: leonard, SteelixPrismGX, Gay
 
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Slate 3 / Step 2 - Winners

There is currently a 3-way tie for Ki Bomb:
Pokemon: Medicham
Typing: Psychic / Fighting
Abilities: Pure Power / Magic Guard
Stats: 90/70/95/100/95/80 (520 BST)
Movepool Additions: Ki Bomb
Reasoning: Medicham is a powerful wallbreaker, able to use its usual Pure Power set (though it's hindered by HJK's unreliability and Medicham's reliance on Choice Band to have good offensive presence) and its new Magic Guard set with Life Orb-boosted Psychic and Ki Bomb.
Is it Broken?: Its offensive presence is kept in check by its subpar speed tier and lack of movepool.
Pokemon: Meinshao
Typing: Fighting
Abilities: Inner Focus/ Regenerator/ Reckless
Stats: 65/115/60/115/60/105 (520 BST)
Movepool Additions: Ki Bomb
Reasoning: Meinshao is like one of the few fighting types with decent special attack and it already gets aura sphere so this isn't super far fetched. It is probably one of the few pokemon who could use Ki Bomb effectively as it synergizes well with both regenerator and reckless. It depends on what you want though. If you want a fucking nuke that can only go off a few times or a bomb that can keep going off I'd recommend it.
Is it Broken?: It's frail defenses and low health make it risky to even use. If the opponent lives a ki bomb, then say goodbye to Meinshao. While it is powerful it will eventually destroy itself. On top of that its speed being 105 means several pokemon outspeed it. Then there's also ghost types who are immune to that ki blast shit.
brawnkey.png

Pokemon: Brawnki
Typing:
Fighting.png

Abilities: Levitate
Stats: 110 / 95 / 80 / 120 / 80 / 70 (555 BST)
Movepool:
-Physical: Close Combat, Payback, Iron Head, Bullet Punch, Zen Headbutt
-Special: Ki Bomb, Focus Blast, Aura Sphere, Vacuum Wave, Shadow Ball, Flash Cannon
-Status: Bulk Up, Calm Mind, Trick Room
Reasoning: Brawnki's Specs Ki Bomb is strong enough to 2HKO Physically Defensive Toxapex and Clefable most of the time, letting it function as a wall breaker. This is backed up by Shadow Ball and Flash Cannon, making it very threatening if it predicts properly. Fighting type and Levitate makes it all but immune to entry hazards.
Is it Broken?: Its Speed tier is not too high, and it will deal heavy recoil damage to itself, allowing it to get chipped fairly easiiy. All of its moves have the potential to do pitiful or no damage depending on the target, so it is highly prediction reliant.

leonard withs Calamity with his Cryogonal
cryogonal.gif

Pokemon: Cryogonal
Typing: Ice
Abilities: Levitate | Calamity
Stats: 80 / 50 / 50 / 105 / 135 / 95 (515 BST)
Movepool Additions: Weather Ball, Growth
Reasoning: I think Calamity is best suited for an Ice-type- This weather finally grants a powerful hail abuser, with absolutely nuclear Blizzards. However, this also works on other weather, particularly Sun, due to gaining neat coverage through Weather Ball. Growth sweetens the deal for sun even further. Counters rain teams with Freeze Dry, too. Also give your calamity subs Weather Ball, cowards.
SteelixPrismGX ( now War Incarnate ) wins Enlarge with Muk
Pokemon: Muk
Typing: Poison
Abilities: Regenerator / Iron Fist / Filter
Stats: 120 / 120 / 85 / 50 / 105 / 70 (550 BST)
Movepool Additions: Earthquake, Enlarge
Movepool Removals: Fire Punch
Reasoning: Muk is meant to function as a slow, bulky, setup sweeper with Enlarge that can break down threats like Corviknight and Rotom-H and is essentially forced to due to the removal of Fire Punch. Regenerator is useful for getting out of a sticky situation in a pinch, which gives it more opportunities to boost with Enlarge and beat the crap out of the opposing team. Oh yeah, did I forget that under Gravity, Gunk Shot gets increased accuracy?
Is it Broken?: Its decent offensive presence is offset by the fact that its speed tier is weak for something that's supposed to be more of an offensive threat, and although it does have the capacity to tank a decent amount of hits, some things can break through that decent bulk, like Dracovish, Dugtrio (assuming Arena Trap doesn't get banned, which it likely will), and even stuff like Hydreigon.
( might need a moritorium on Poison types now, we have 4 )

Lets get that tiebreaker underway before the next slate starts.
 
Ok, Branwki wins the tiebreaker!

Slate 4 - Theme Slate

1 Type-Based Move or Ability - A move or ability that interacts with the type of the user, opponent, or other moves in some novel way; or has selective effects based on the type of the user, opponent, or other moves.
1 Status-Based Move or Ability - A move or ability that interacts with the status condition ( or temporary status ) of the user or opponent. This includes causing a status condition.
1 Offensive Support Move - A status move focused on helping teammates. It cannot heal them in any way. In general it should focus on helping deal damage, helping set up, or helping shut down certain defensive pokemon or tactics.

Also this time there will be the beginning of a special project: we will be making three pokemon that share both a custom ability and move in common! Therefore these pokemon will not be designed until Slate 5 or 6, as we will not start working on the second element until the first is decided upon. The first item will be this:

"Legendary" Signature Move or Ability - An ability or move to be shared by three different pokemon. Try to create something that could be useful on a wide variety of different pokemon builds and types. You may sub attacking moves or type-specific abilities, just keep in mind that this will have a huge impact on the typing of our pokemon down the line.
 
Offensive Support Move
Name:
Delayed Surge
Type: Electric
PP: 10
Effect: At the end of the next turn, all Pokemon on user's field get +1 to their offensive stats.
Reasoning: There's nothing more offensive than pseudo-Baton Pass, except this one telegraphs itself so well that you can prepare to phaze the enemy out, or nail it with status when the correct enemy switches in. It also doesn't quite have the overbearing ability to pass Speed, which baton passers can do.

Status-Based Move or Ability
Name:
Heat Douser
Type: Water
Category: Special
PP: 10
Power: 75
Accuracy: 100
Effect: Deals double damage to burnt foes and deals double damage.
Reasoning: Guts abusers beware, you are going to get washed away! Many Gutsmons, especially slower ones, will not appreciate a fast Heat Douser taking away their fire power with added damage. After all, the Flame Orb is not removed and will reactivate itself at the end of the turn.

Type-Based Move or Ability
Name:
Twinkle Toes
Effect: When struck by Fairy Moves, takes no damage and gains 1 stage of speed.
Reasoning: An ability that ruins the likes of mono-attacking Clefable and Sylveon? I'm all onboard for that. If given to a fire/electric resistor you pretty much have a free turn to do whatever you want with +1 stage of speed! Above all else, it's a fun name.
 
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Ability Name: Oxidizing Touch
Description: Grass-type attacks ignore the resistances of and deal 1.5x more damage towards Steel-type pokemon.
Reasoning: Since I figured not a whole lot of viable Grass-types carry ways to hit Steel-types, especially with the removal of Hidden Power, that this could be a good way to help them bypass Steel-types. Plain and simple.

Move Name: Hot Coals
Category: Status
Type: Fire
Base Power: ---
Max PP: 16
Accuracy: 101%
Effect(s): All non-Flying type pokemon or pokemon with the ability Levitate are Burned and have their speed lowered by 1 stage.
Reasoning: This move basically helps pokemon set up by reducing the amount of damage they take due to the Burned status effect, meaning that even the hardest of the hard-hitters (usually) won't be able to KO the main sweeper from full HP.

Move Name: Cauterize
Category: Special
Type: Fire
Base Power: 100
Max PP: 16
Accuracy: 100%
Effect(s): Deals 1.5x damage against Burned targets; 50% chance to burn the target.
Reasoning: Hate Conkeldurr and Obstagoon beating the shit out of your team? This move covers them all!
 
type-based ability
Ability Name: Overdrive
Description: This Pokemon's Electric-type attacks have 1.5x power.
Reasoning: Fairly self-explanatory - gives a mon another pretty useful STAB.

status-based move
Move Name: Jumpscare
Category: Physical
Type: Ghost
Base Power: 90
Max PP: 10-16
Accuracy: 90%
Effect(s): Paralyzes the opponent.
Effect Chance: 30%
Attributes: Contact
Reasoning: Particularly useful for physical Ghost-types, especially on para spam teams.

offensive support move
Move Name: Magic Shield
Category: Status
Type: Psychic
Max PP: 25-32
Effect(s): For 5 turns, allies are protected from status moves that target it. (This does not apply to field moves, such as Haze. It is also not boosted by Light Clay.)
Reasoning: Gives allies a way to dodge status, Defog, etc. Since it's similar to Trick Room in that you effectively have 3-4 turns to abuse it, and that stuff like Unaware, Rapid Spin, and Impostor are options on bulkier teams, this seems pretty balanced.

legendary ability
Ability Name: Life Drain
Description: While this Pokemon is active, it heals for 25% of the damage sustained by the opponent.
Reasoning: Gives a boost to both attackers and walls: the former gains more longevity through attacking while the latter toxic stalls.
 
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1 Type-Based Move or Ability - A move or ability that interacts with the type of the user, opponent, or other moves in some novel way; or has selective effects based on the type of the user, opponent, or other moves.
Ability Name: Camo Shield
Description: Every turn, this pokemon changes to a type that resists the move that the opposing pokemon is about to use. The types return to normal if the move is Normal type or if the move is a Status Move.
Reasoning: This works as an excellent counter - only if you're not going against a sweep team. Want to mention this could be a hidden ability for some Pokemon like Kecleon or Zamazenta. However it would probably move Kecleon to Uber tier. Such a good ability in general.
1 Offensive Support Move - A status move focused on helping teammates. It cannot heal them in any way. In general it should focus on helping deal damage, helping set up, or helping shut down certain defensive pokemon or tactics.
Move Name: Boot Up
Category: Status
Type: Psychic
Base Power: 100
Max PP: 10
Accuracy: 90%
Effect(s): In Doubles: Raises the ally's Attack by 2 and their Special Defense by 1. In Singles: Raises the user's attack by 2 and its Special defense by 1.
Effect Chance: 100%
Attributes: Bypasses Protect, Nonreflectable, Nonmirror, Nonsnatchable
Reasoning: Let's just say that the Porygon line could have this move, since they are biased on Glitches. This will probably work only if you want to sweep a strong team, or just protect against super effective special moves. Either way, good move in general.
Alright, time for the final one!
1 Status-Based Move or Ability - A move or ability that interacts with the status condition ( or temporary status ) of the user or opponent. This includes causing a status condition.
Ability Name: Fiftieth Heal
Description: When this pokemon is hit by a status condition, it has a 50% chance to heal itself by 50% of its health and a 50% chance to cure its status condition.
Reasoning: Let's say you are going to be hit by a move like Thunder Wave or Toxic. Well guess what? If you ever took damage before, you have a 50% chance of either a cure or a heal to happen. Blissey or Chansey might have this as a hidden ability (if there can be 2 hidden abilities in the near future), so I consider it a good ability in general.
 
Ability Name: Adaptation
Description: Gives the user an additional type that matches the move in its first moveslot upon switching in.
Reasoning: This is a Typing-Based Ability. You can do a lot with something like this - if an offensive Pokemon needs a boost to one of their coverage options or if a defensive Pokemon needs to have a better matchup against specific things, then they can use this.


Move Name: Purification Blast
Category: Special
Type: Psychic
Base Power: 140
Max PP: 8
Accuracy: 90%
Effect(s): Removes the user's status, but fails if the user is not statused.
Reasoning: This is a Status-Based Move. Pokemon that like to throw out moves like Toxic and Will-o-Wisp will need to think twice before tossing out that move if the user of this move is on the opponent's team. High base power is to make up for the fact that defensive Pokemon might not want this as a mono-attacking move and offensive Pokemon would just run some other coverage option.

Move Name: Synergy Shot
Category: Special
Type: Normal
Base Power: 65
Max PP: 16
Accuracy: 100%
Effect(s): This move's type matches the user's primary typing. If two Pokemon on this team know this move, its base power is multiplied by 1.5x, and three Pokemon on this team know this move, its base power is doubled.
Reasoning: This is the Legendary Signature Move. I think it could be interesting trying to make a team with multiple of a legendary trio at once, so this move basically just tries to promote that.
 
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Ability Name: Adaptation
Description: Gives the user an additional type that matches the move in its first moveslot upon switching in.
Reasoning: This is a Typing-Based Ability. You can do a lot with something like this - if an offensive Pokemon needs a boost to one of their coverage options or if a defensive Pokemon needs to have a better matchup against specific things, then they can use this.

Will add more to this post later
Lol the name is quite similar...
adaptability.PNG
 
"Legendary" Signature Ability:
Ability Name:
Spirit Ward
Description: This pokemon takes 50% less damage from Ghost and Fairy-type attacks
Reasoning: Ghost type sits at the top of the meta right now, and Fairy is another type that can be difficult to play around. A group of pokemon with this ability could have some really nice unique sets of weaknesses and resistances.

Status-Based Move:
Move Name
: Cleansing Fire
Category: Special
Type: Fire
Base Power: 65
Max PP: 24
Accuracy: 100%
Effect(s): If either the user or target has a status condition, it doubles in power and removes the status condition.
Effect Chance: 100%
Reasoning: A fire-type move that can be abused with Toxic Orb, Toxic Spikes, or RestTalk, if not in other ways.

Type-Based Ability:
Ability Name:
Assimilation
Description: The user's type changes to match any attacking move that is used against it. Normal-type moves change type to match the user's type.
Reasoning: Color change, but without the downside of depriving the user of STAB most of the time.

Offensive Support Move:
Move Name
: Amplification
Category: Status
Type: Psychic
Max PP: 8
Effect(s): For 4 turns, your pokemon's Atk and Def both equal the highest of the two stats, and the same with SpA and SpD
Effect Chance: 100%
Reasoning: A move that can ease setup similarly to Aurora Veil, or turn a wall into a powerful bulky attacker. It has a fairly short duration, however.
 
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"Legendary" Signature Ability
Ability Name:
Spirit Ward
Description: This pokemon is immune to Ghost-type moves and recovers 25% of their max HP when hit by one
Reasoning: Ghost type sits at the top of the meta and type chart right now, so a bit more variety in defensive answers to pokemon like Aegislash, and Dragapult would be very welcome
According to the ability's description this could also be useful for some pokemon that are weak to ghost specifically.
It could be useful on some of these pokemon from the list down below (all of them are weak to ghost, dont worry):
Abra, Aegislash, Alakazam, Arceus-Ghost, Arceus-Psychic, Azelf, Baltoy, Banette, Beheeyem, Beldum, Blacephalon, Bronzong, Bronzor, Bruxish, Celebi, Chandelure, Chimecho, Chingling, Claydol, Cofagrigus, Corsola-Galar, Cosmoem, Cosmog, Cresselia, Cursola, Darmanitan-Zen, Decidueye, Delphox, Deoxys, Dhelmise, Dottler, Doublade, Dragapult, Drakloak, Dreepy, Drifblim, Drifloon, Drowzee, Duosion, Dusclops, Dusknoir, Duskull, Elgyem, Espeon, Espurr, Exeggcute, Exeggutor, Frillish, Froslass, Gallade, Gardevoir, Gastly, Gengar, Giratina, Golett, Golurk, Gothita, Gothitelle, Gothorita, Gourgeist, Grumpig, Hatenna, Hatterene, Hattrem, Haunter, Honedge, Hoopa, Hypno, Jellicent, Jirachi, Jynx, Kadabra, Kirlia, Lampent, Latias, Latios, Litwick, Lugia, Lunala, Lunatone, Marowak-Alola, Marowak-Alola-Totem, Marshadow, Medicham, Meditite, Meowstic, Mesprit, Metagross, Metang, Mew, Mewtwo, Mime Jr., Mimikyu, Misdreavus, Mismagius, Mr. Mime, Mr. Rime, Munna, Musharna, Natu, Necrozma, Orbeetle, Oricorio-Pa'u, Oricorio-Sensu, Palossand, Phantump, Polteageist, Ponyta-Galar, Pumpkaboo, Raichu-Alola, Ralts, Rapidash-Galar, Reuniclus, Rotom, Runerigus, Sandygast, Shedinja, Shuppet, Sigilyph, Silvally-Ghost, Silvally-Psychic, Sinistea, Slowbro, Slowking, Slowpoke-Galar, Smoochum, Solgaleo, Solosis, Solrock, Spoink, Starmie, Swoobat, Tapu Lele, Trevenant, Unown, Uxie, Victini, Wobbuffet, Woobat, Wynaut, Xatu, Yamask
+I'll continue unlinking all of them soon, stay tuned
 
According to the ability's description this could also be useful for some pokemon that are weak to ghost specifically.
It could be useful on some of these pokemon from the list down below (all of them are weak to ghost, dont worry):
Abra, Aegislash, Alakazam, Arceus-Ghost, Arceus-Psychic, Azelf, Baltoy, Banette, Beheeyem, Beldum, Blacephalon, Bronzong, Bronzor, Bruxish, Celebi, Chandelure, Chimecho, Chingling, Claydol, Cofagrigus, Corsola-Galar, Cosmoem, Cosmog, Cresselia, Cursola, Darmanitan-Zen, Decidueye, Delphox, Deoxys, Dhelmise, Dottler, Doublade, Dragapult, Drakloak, Dreepy, Drifblim, Drifloon, Drowzee, Duosion, Dusclops, Dusknoir, Duskull, Elgyem, Espeon, Espurr, Exeggcute, Exeggutor, Frillish, Froslass, Gallade, Gardevoir, Gastly, Gengar, Giratina, Golett, Golurk, Gothita, Gothitelle, Gothorita, Gourgeist, Grumpig, Hatenna, Hatterene, Hattrem, Haunter, Honedge, Hoopa, Hypno, Jellicent, Jirachi, Jynx, Kadabra, Kirlia, Lampent, Latias, Latios, Litwick, Lugia, Lunala, Lunatone, Marowak-Alola, Marowak-Alola-Totem, Marshadow, Medicham, Meditite, Meowstic, Mesprit, Metagross, Metang, Mew, Mewtwo, Mime Jr., Mimikyu, Misdreavus, Mismagius, Mr. Mime, Mr. Rime, Munna, Musharna, Natu, Necrozma, Orbeetle, Oricorio-Pa'u, Oricorio-Sensu, Palossand, Phantump, Polteageist, Ponyta-Galar, Pumpkaboo, Raichu-Alola, Ralts, Rapidash-Galar, Reuniclus, Rotom, Runerigus, Sandygast, Shedinja, Shuppet, Sigilyph, Silvally-Ghost, Silvally-Psychic, Sinistea, Slowbro, Slowking, Slowpoke-Galar, Smoochum, Solgaleo, Solosis, Solrock, Spoink, Starmie, Swoobat, Tapu Lele, Trevenant, Unown, Uxie, Victini, Wobbuffet, Woobat, Wynaut, Xatu, Yamask
+I'll continue unlinking all of them soon, stay tuned

Just FYI, we don't distribute these moves and abilities to existing pokemon; for each element that wins this stage we will make 1 pokemon that is based around that element. The only exception is the "legendary" signature option this time around, which will have more than 1 pokemon made for it, but still will not get distributed to other pokemon. OU staples like Dragapult are off limits and so will remain completely unchanged in this mod.
 
We don't distribute these moves and abilities to existing pokemon;
The only exception is the "legendary" signature option this time around, which will have more than 1 pokemon made for it, but still will not get distributed to other pokemon. OU staples like Dragapult are off limits and so will remain completely unchanged in this mod.
Alright, thanks for the information. Just wanted to point that out BTW.
 
1 Type-Based Move or Ability - A move or ability that interacts with the type of the user, opponent, or other moves in some novel way; or has selective effects based on the type of the user, opponent, or other moves.

Move Name: Type Switch
Category: Status
Type: Psychic
Base Power: 0
Max PP: 16
Accuracy: 90%
Effect(s): Switches Types with the target, sets up Magic Room (Female) or Wonder Room (Male) depending on the user's gender; sets up Trick Room if genderless.
Effect Chance: 100%
Attributes: Priority -6 if user is genderless; else +2
Reasoning: Use this to troll people.

1 Status-Based Move or Ability - A move or ability that interacts with the status condition ( or temporary status ) of the user or opponent. This includes causing a status condition.

Move Name: Curing Blast
Category: Special
Type: Fairy
Base Power: 120
Max PP: 16
Accuracy: 95%
Effect(s): Remove the target's status; fails if target doesn't have a status.
Effect Chance: 100%
Attributes: Bullet-Like
Reasoning: Strong Fairy move with a major drawback.

1 Offensive Support Move - A status move focused on helping teammates. It cannot heal them in any way. In general it should focus on helping deal damage, helping set up, or helping shut down certain defensive pokemon or tactics.

Move Name: Focus Pass
Category: Status
Type: Normal
Base Power: 0
Max PP: 24
Accuracy: Can't Miss
Effect(s): Switches out; pokémon switching in gets Focus Energy Effect & +1 Attack & Sp. Attack.
Effect Chance: 100%
Attributes: -1 Priority
Reasoning: Seems good on paper.
 
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Type-based Move:
Move Name
: Chaos Ray
Category: Special
Type: Dark
Base Power: 80
Max PP: 24
Accuracy: 95%
Effect(s): The user manipulates eldritch energies to attack the opponent. This attack follows Inverse Battle rules. (Super effective against Dark, Fighting, Fairy. Not very effective against Ghost/Psychic, but you should beat those anyway if you carry this.)
Effect Chance: N/A
Attributes: N/A
Reasoning: A Dark-type that gets this has a good answer to specially frail Fighting-types that would otherwise turn it into a thin paste, so that's pretty cool.

Status-based Ability:
Ability Name:
Empathy
Description: When this Pokemon or an ally has a status condition and it is sent out, it receives a corresponding stat boost.
Burn -> +Atk, Frozen -> +Def, Poison -> +SpA, Asleep -> SpD, Paralyzed -> Spe. These stack for multiple Pokemon with the same or different conditions, but stop activating once the bearer is knocked out.
Reasoning: Many strategies revolve around giving status conditions to your own Pokemon, such as Guts or Poison Heal, but where this ability would really shine is against stall teams. With Will-O-Wisp, Toxic, and Thunder Wave being thrown around commonly on such teams, the bearer could potentially (although this is unlikely) be sent out with five boosts active before it even moves.

Offensive Support Move:
Move Name
: Petrify Trap
Category: Status
Type: Rock
Base Power: 0
Max PP: 32
Accuracy: N/A
Effect(s): The user draws glyphs on the ground to impede its enemies' movement with a prison of stone. Sets an entry hazard that stacks up to 3. A Pokemon switched into the hazard will be unable to move for as many turns as there are layers, at which point it disappears. Flying-types and Levitate users do not trigger the hazard.
Effect Chance: N/A
Attributes: Grounded, Indirect
Reasoning: WIP

New to this thread, so reply with balance concerns and suggestions.
 
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Move Name: Laevaetinn (Status-based Move)
Category: Physical
Type: Fire
Base Power: 140
Max PP: 8
Accuracy: 100%
Effect(s): Burns user.
Effect Chance: 100%
Attributes: Contact
Reasoning: Please do not give this to a Fire-Type. Anyway, a self-burn can be either a bane or a boon depending on whether or not the user has Guts. If it's on a Guts user I would recommend not giving the user a viable secondary STAB.

Ability Name: Snow Halation (Type-based Ability)
Description: As Gen 6 Parental Bond except the second hit is always Ice-type regardless of the base move's type and does not have secondary effects.
Reasoning: Please do not give this to anything with Super Fang, Nature's Madness, Seismic Toss, or Night Shade. So, Snow Halation does a lot of what you would expect a free secondary hit to do - break sashes, give a bit of extra damage. However, here the second hit is always Ice-type. I was gonna do PBond's current .25x, but I decided a full .5x would make the type effect more noticeable. So, regardless of what move you're using, you have to dip into the Ice effectiveness a little. I could honestly see this being given to something that isn't Ice-type to make it more interesting.
 
Move Name: Boot Up
Category: Status
Type: Psychic
Base Power: 100
Max PP: 10
Accuracy: 90%
Effect(s): In Doubles: Raises the ally's Attack by 2 and their Special Defense by 1. In Singles: Raises the user's attack by 2 and its Special defense by 1.
Effect Chance: 100%
Attributes: Bypasses Protect, Nonreflectable, Nonmirror, Nonsnatchable
Reasoning: Let's just say that the Porygon line could have this move, since they are biased on Glitches. This will probably work only if you want to sweep a strong team, or just protect against super effective special moves. Either way, good move in general.
Alright, time for the final one!

Just FYI, this mod is singles based and so this doesn't really count as a support ability.

I'll be opening up voting in a day or two.
 
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