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

2stepsmaller.png

Welcome to Two Step 'Mons!
In this mod we follow a two step program: first, we create and vote on custom moves and abilities; second, we create or modify pokemon to make optimal use of said moves and abilities! It's a simple process that is somewhat collaborative and focuses the concept of each new pokemon.

This mod will be based on the official Smogon Sword and Shield OU tier, and will likely be updated to reflect any balance changes that occur in that tier.
Step One - Moves and Abilities:
- Each slate will provide parameters that the move or ability must adhere to. These will be outlined in the post for that slate.
- Try not to give your new moves or abilities too many effects. Try to limit it to one or two things, unless there is a precedent in an existing move or ability.
- Depending on how powerful the custom element is, the pokemon we create around it may need to be more or less powerful. Just try to avoid making a move or ability that accomplishes too much for too little effort ( i.e. sets Stealth Rock just for switching in ).

Step Two - New Pokemon:
- The slate will simply be one pokemon for each move or ability that was decided on in the previous slate.
- You can take an existing pokemon that is not in the Galar pokedex and make any modifications to it that you want ( of course it must receive the custom move or ability in question ). You can also create a new, fake pokemon, but keep in mind it won't have any ingame art or animation if you do that.
- If the pokemon is receiving a custom move, try to make sure it would use that move on a majority of its sets. If it receives a custom ability, that must be by far its best ability.
- No custom elements aside from those that the pokemon is based around.

Move Name:
Category: Physical / Special / Status
Type:
Base Power:
Max PP:
Accuracy: %
Effect(s):
Effect Chance: % - if applicable
Attributes: Contact, Biting, Sound, etc.
Reasoning:
Ability Name:
Description:
Reasoning:
Pokemon:
Typing:
Abilities:
Stats:
Movepool Additions:
Movepool Removals:
Reasoning:
Is it Broken?:
Pokemon Name:
Typing:
Abilities:
Stats:
Movepool:
-Physical:
-Special:
-Status:
Weight: kg
Reasoning
:
Is it Broken?:

Council:
Scoopapa
Spook
Anaconja
SteelixPrismGX
 
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Slate 1 - Offense Slate
To get a feel for this mod I think starting with an offense slate makes sense. For this slate you can post:

- One Special Attack

- One Physical Attack
- One offensive or balanced ability

I want there to be some leeway with Slate 1 since we are just starting out, so the rules are fairly loose.

As far as attacks go, anything from Flame Charge to Boomburst can be considered offense-oriented here. Just don't make something like a 20 BP move that heals your team.

For abilities, they must help the pokemon deal damage, whether passively or situationally; feel free to think outside the box, just don't give us an ability that only helps it tank hits.

I look forward to seeing what you come up with!
 
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w e l p
Move Name: Shadowboxing
Category:
physical.png

Type:
ghost.gif

Base Power: 85
Accuracy: 100%
Effect(s): Lowers target's Def. by 1 stage
Effect Chance: 10%
Reasoning: wow a good physical ghost move
Move Name: Vortex Cannon
Category:
special.png

Type:
flying.gif

Base Power: 90
Accuracy: 100%
Effect(s): Lowers target's Sp. Def. by 1 stage
Effect Chance: 10%
Reasoning: A slightly more reliable special Flying move.
too lazy to be creative rn
i'll make some more creative stuff later
 

earl

(EVIOLITE COMPATIBLE)
is a Community Contributor
Special Attack: Inferiority Burst |
|
| 75 BP | 100 Acc | 10 PP | If the opponent has any stat boosts, this attack deals double damage.
Reasoning: Not a lot of moves that offensively punish offense- Sure, there's plenty of passive options, but this is a more immediate answer to an opponent using Swords Dance.

Physical Attack: Shadow Needles |
|
| 60 BP | 90 Acc | 10 PP | Always results in a critical hit.
Reasoning: I think ghost moves tend to be pretty zany, so here's a (usually) more powerful physical ghost-type attack with fun ability potential.

Ability: Massive- Automatically sets Gravity upon switching in.
Reasoning: Gravity is fun and massively underexplored on offense
 
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Move Name: Cerebral Scythe
Category: Physical
Type: Psychic
Base Power: 110
Accuracy: 85%
PP: 8
Effect(s): The user focuses all of their brain power into unleashing a pinpointed slash that targets the opponent's weakpoint. This move has a high critical hit ratio. (Makes Contact)
Effect Chance: N/A
Reasoning: Psychic is one type that's severely lacking in strong physical options, with you're best bet more than likely being Zen Headbutt unless your name is Necrozma, so having a generically strong option can really go a long way for a physical Psychic-type.
Move Name: Flash Handoff
Category: Special
Type: Normal
Base Power: 60
Accuracy: 100%
PP: 16
Effect(s): The user shines a beam of light on the opponent, shortly blinding them, giving them an opportunity to escape. This move switches out the user and any non-OHKO move used on the opponent next turn is guaranteed to hit.
Effect Chance: N/A
Reasoning: Pivoting moves are fun and promote the offensive style of VoltTurn, so here's one with a pretty cool effect that can guarantee a Focus Blast or Hurricane hit or even something crazier like Inferno.
Ability Name: Nutrient Absorption
Description: This Pokemon's secondary type changes based on an eaten berry. Follows the same rules as Natural Gift, but the type change persists for the rest of the battle or until a different berry is eaten.
Reasoning: A neat and tricky ability that allows an offensive Pokemon to switch a type matchup or give STAB to a coverage move on the fly. Pairs super well with Substitute, Ghost Curse, Steel Beam, Recoil moves and Belly Drum.
 
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Ability: Dauntless
Description: Guts clone for Sp. Atk
Reasoning: There is no ability that uses status to its advantage using Sp. Atk besides Flare Boost, and I feel that many special attackers can reach new levels of power with this ability.
Move: Semblance
Category:

Type:

Base Power: 70
Accuracy: 100%
PP: 20
Effect: BP doubles if burned, paralyzed or poisoned
Reasoning: A special Facade clone to go with my new ability above. Now Normal-type special attackers have an extremely powerful move if they're statused too!
Move: Glacial Charge
Category:

Type:

Base Power: 120
Accuracy: 100%
PP: 15
Effect: User takes 1/3 HP in recoil damage
Reasoning: We have a severe lack in powerful Ice-type physical moves, so this can hopefully make up for it by doing massive damage to foes weak to Ice.
 
Ability: Dauntless
Description: Guts clone for Sp. Atk
Reasoning: There is no ability that uses status to its advantage using Sp. Atk besides Flare Boost, and I feel that many special attackers can reach new levels of power with this ability.
Move: Semblance
Category:

Type:

Base Power: 70
Accuracy: 100%
PP: 20
Effect: BP doubles if burned, paralyzed or poisoned
Reasoning: A special Facade clone to go with my new ability above. Now Normal-type special attackers have an extremely powerful move if they're statused too!
Just FYI, each custom element will get it's own pokemon, so you wouldn't be able to combine Dauntless and Semblance together on the same pokemon. I have some ideas for special slates that might buck this trend, but for now it's going to be one pokemon, one move/ability. ( Not that they need to be combined to be viable, just letting you know )
 
Move Name:Water Slam
Category: Physical
Type:Water
Base Power:115
Accuracy:80%
PP:20
Effect(s):Contact
Effect Chance:30% Chance to Confuse Target
Reasoning:A more powerful attack for Physical water types and a water type coverage move

Move Name:Rock Rain
Category:Special
Type:Rock
Base Power:140
Accuracy:95%
PP:5
Effect(s):Lowers users Sp.atk by -2
Effect Chance:N/A
Reasoning:Rock needs more sp.atks so here a good one

Ability Name:Perseverance
Description: when this Pokemon has a stat lowered it get's +1 in atk and sp.atk
Reasoning:A Competitive/Defiant for mixed attackers
 
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Ema Skye

Work!
Move Name: Fallen Star
Category: Physical
Type: Fairy
Base Power: 140
Accuracy: 90%
Max PP: 8
Effect(s): Lowers users Atk two stages after use
Reasoning: Physical Fairy moves are rare so more is good. Physical Draco Meteor is new so that’s cool.

Move Name: Thunderbird
Category: Special
Type: Flying
Base Power: 100
Accuracy: 100%
Max PP: 16
Effect(s): This move also deals Electric-type damage.
Reasoning: Flying Press is cool. This could also be given to some Electric types to give them more coverage.

Thunderbird type chart:
x2: Water, Bug, Flying, Fighting
x0.5x: Dragon, Rock, Steel
x0.25: Electric
x0: Ground

Ability Name: Second Wind
Description: Restores consumable items at the end of the turn (items only activate once per turn)
Reasoning: Could allow for some interesting combos, like pinch berries if you stay on the right HP range, or Type resist berries. Or regenerating balloons!
 
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Cookie Butter

formerly the someone
Move Name: Pincer Hammer
Category:

Type:

Base Power: 100
Accuracy: 90%
PP: 10
Effect(s): Lowers user's Speed by 1.
Effect Chance: 100%
Reasoning: Hammer Arm clone for physical Bug-types that lack horns to use Megahorn and/or don't want to run the weak X-Scissor.
Move Name: Dust Storm
Category:

Type:

Base Power: 110
Accuracy: 70%
PP: 10
Effect(s): If the weather is Sandstorm, this move does not check accuracy. Inflicts confusion
Effect Chance: 30%
Reasoning: Hurricane clone
Ability Name: Myth Buster
Description: Allows the user to ignore the immunities of Fairy- and Ghost-type Pokemon
Reasoning: Stronger Scrappy since it also involves hitting Fairy-types with Dragon moves.
 
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I'm really liking the subs so far and really encouraged by how many people are posting!

I also added something to the move template: attributes. This is for things like contact, biting, sound moves etc. Be sure to add this data to your moves it it's applicable.

At any rate, here are my subs:
Move Name: Acid Punch
Category: Physical
Type:

Base Power: 70
Max PP: 16
Accuracy: 100%
Effect(s): Super Effective vs. Steel types
Attributes: Punching, Contact
Reasoning: A move like this is a huge boon for a physical Poison type, letting it break pokemon like Ferrothorn or Corviknight more easily and possibly making it a great wall breaker.
Move Name: Deep Roots
Category: Special
Type:

Base Power: 120
Max PP: 16
Accuracy: 100%
Effect(s): Hits two turns after it's used, at the end of the turn.
Reasoning: I'm a big fan of delayed hit moves, and Grass seems like it fits flavor-wise. These types of moves are good for bulky offense teams to break stall and balance without committing to a setup or getting choice locked.
Ability Name: North Wind
Description: Raises the power of Ice and Water moves by 30% during Tailwind
Reasoning: Tailwind is a move rarely seen in singles, but with a small boost to ( probably STAB ) it could see more use and still have some support utility for other pokemon to take advantage of the speed.
 
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I feel like Maximum PP is probably an important addition to the move template btw.

Ability Name: Flurry
Description: If hail is active, this Pokemon's damaging moves hit twice. Each hit deals 75% of normal damage.
Reasoning: As I'm sure most people know, Parental Bond was really a pretty damn broken ability on the one Pokemon that got it. Most people probably also know that Hail has pretty much always been a pretty awful weather where none of the sweepers that use Hail are actually effective enough at sweeping for it to be worthwhile. This ability hopes to change that, granting a powerful damage boost during Hail that also helps the user to break past Substitute-like effects or double up on move side-effects caused by moves such as Power-Up Punch, Blizzard, Moonblast etc.

Move Name: Shadow Assault
Category: Physical
Type: Ghost
Base Power: 50
Accuracy: 100
Effect(s): Deals damage again in 4 turns, and yet again in 8 turns.
Effect Chance: N/A
Attributes: Non-Contact
PP: 16
Reasoning: To clarify, this works similarly to Future Sight, except it also deals damage on the initial use and there's a second future attack added on. This is obviously a very powerful move, but as it is spread out across a long time period, it often can't really be used to secure KOs on the spot, making it more suited to a slower, bulkier Ghost-type that aims to chip opponents down over time - a style which many Ghost types have attempted over the generations, but very few have gotten to work effectively. This move is great for consistently dissuading your opponent from sending Ghost-weak Pokemon on the field, or perhaps to encourage your opponent to send out a Dark or Normal type where they probably shouldn't.

Move Name: Dark Inversion
Category: Special
Type: Dark
Base Power: 90
Accuracy: 100
Effect(s): Inverts the target's stat changes before dealing damage.
Effect Chance: 100%
Attributes: Non-Contact
PP: 24
Reasoning: Topsy-Turvy looked like a really neat way to deal with set-up sweepers, but such a slow, frail Pokemon as Malamar spending the entire turn to use a damageless status move against a powerful set-up sweeper was never going to work. This new take on the concept should still achieve the desired effect while also just being a nice attacking move in its own right instead of taking up an entire moveslot for a very specific situation. Especially punishing against slow Calm Mind abusers.
 
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Move Name: Spike Ball
Category: Physical
Type: Steel
Base Power: 50
Accuracy: 100
Effect(s): Throws a spiked ball at an enemy target. The ball shatters laying steel type hazard shards around the enemy field.
Attributes: Non-Contact, Blocked by Bulletproof. Overwrites and is overwritten by Stealth Rocks (but only if stacking both could be too much)
PP: 8
Reasoning: Poor Copperajah probably won't get to use his awesome hazard due to using Gigantamax. This is sort of like a happy medium, setting steel type hazard on the enemy field. Of course, Defog is everywhere and have base 5 PP means Pressure Corvinight is gonna run you out of balls right quick.


Move Name: Sap Roots
Category: Special
Type: Grass
Base Power: 75
Accuracy: 100
Effects: Throws fertile Roots at an enemy, which have a chance to Seed them.
Effect Chance: 20
Attributes: Non-contact, might be boosted by Triage.
PP: 16
Reasoning: Leech seeds is such a fun effect, but even after 20 years, it is only set by the one and only Leech Seeds. Other seed moves forgot to learn how to take root in the enemy at least with a chance to do so. I hope to put Seeding a bit more on the map, especially with some role compression.



Ability Name: Mind Race
Description: Surge Surfer for Psychic Terrain
Reasoning: The terrains are nice and all, but good terrain synergy just isn't there the way weather abusers are with many abilities to play off of weather and only Surge Surfer for Electric Terrain. Granted, a speed boost during a field effect that prevents priority might be a bit too good. If so, then the effect could be changed to be something else.
 

Mintly

formerly Spook
is an Artist
Ability Name: Trample
Description: This Pokemon's contact moves have a 50% chance to lower the target's Speed stat by 1 stage.
Reasoning: Imagine having a way to almost guarantee you will be faster than your opponent. Foe has choice scarf or boosted speed stat? hit them with a contact move and kiss that boost goodbye. want to switch into something that is currently too slow? slap U-Turn on and pivot into it and have it be faster. Its plowing over your foes, one stat at a time.


Move Name: Vampire Fang
Category: Physical
Type: Dark
Base Power: 95
Max PP: 16
Accuracy: 100%
Effect(s): The user bites the target. The target's first move changes to Vampire Fang until it switches out.
Attributes: Contact, Bite
Reasoning: Mummy, but for moves! enjoy robbing someone of their vital set up or recovery, or if your lucky enough, their only way of attacking you.


Move Name: Meltdown
Category: Special
Type: Poison
Base Power: 200
Max PP: 24
Accuracy: 100%
Effect(s): The user starts a chemical reaction, detonating after two turns. Burns the target.
Attributes: Contact, Bite
Reasoning: a perfect move for most T-Spikes setters, allowing them to either get their final moves in, or trap the opponent just in time as they watch you blow right up in their face. And hey, even if they survived, they'll still get burned either way. Its a win/win scenario!
 
physical move
Move Name: Cymbal Crash
Category: Physical
Type: Steel
Base Power: 110
Max PP: 24
Accuracy: 90%
Effect(s): Lower's Opponent's Special Defense by 1 Stage
Effect Chance: 10%
Attributes: Sound
Reasoning: A Physical Sound move is something that currently doesnt exist, and could be a fun move to create a Pokemon with.


special move
Move Name: Erode
Category: Special
Type: Flying
Base Power: 80
Max PP: 32
Accuracy: 100%
Effect(s): Super Effective on Rock types
Effect Chance: N/A
Attributes: N/A
Reasoning: Most Special Flying types have to rely on a <100% accuracy STAB move, like Hurricane or Air Slash. The pokemon that gets this move will not have to, as Erode has 100% accuracy. It also allows it to beat Rock types that Flying types normally have problem with.


ability
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 unsupecting defensive pokemon takes a massive hit because Defense and Special Defense were swapperd
 
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DuoM2

whao
is a Community Contributoris a Community Leader Alumnus
Move Name: Heated Blade
Category: Physical
Type: Fire
Base Power: 80
Max PP: 16
Accuracy: 100%
Effect(s): If the user is Steel-type, it replaces that typing with a Fire-type. For example, Scizor would become Bug/Fire. The user can still use this move afterwards, unlike Burn Up.
Attributes: Contact
Reasoning: "The user heats up the metal on its body to reach a thousand degrees and slashes at the opponent. If the user is Steel-type, it gets replaced with a Fire-type." I feel like Steel is a pretty underwhelming STAB typing for some certain offensive Pokemon, and they could appreciate having something like this to change that. It's much better overall but if they were to rely on STAB moves, the user would still lose to Water-types and Fire-types that they may have had issues with in the first place.


May add more to this post later.
 
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Astra

talk to me nice
is a Site Content Manageris a Top Social Media Contributoris a Forum Moderatoris a Community Contributoris a Top Contributoris a Top Smogon Media Contributoris a Community Leader Alumnus
this looks fun
Ability Name: Steady Posture
Description: If this Pokemon moves last, special moves would do damage as if the Pokemon had one stage of Special Defense (does not actually grant it the boost).
Reasoning: This ability can help slower Pokemon that aren't as bulky tank the foe's special attacks better, making it more threatening to face and helping to patch up its frailty.

might add more later :eyes:
 
I'm gonna go ahead and give a 24 hour warning before voting begins. Let me know if you want more time, but we've gotten a lot of subs and the thread has been inactive for a couple of days so I think we could start soon.
 
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:

Physical Attacks:
Shadow Boxing
Shadow Needles
Cerebral Scythe
Glacial Charge
Water Slam
Fallen Star
Pincer Hammer
Acid Punch
Shadow Assault
Spike Ball
Vampire Fang
Cymbal Crash
Heated Blade

Special Attacks:
Vortex Cannon
Inferiority Burst
Flash Handoff
Mental Lock
Semblance
Rock Rain
Thunderbird
Dust Storm
Deep Roots
Dark Inversion
Sap Roots
Meltdown
Erode

Abilities:
Massive
Nutrient Absorption
Dauntless
Perseverance
Second Wind
Myth Buster
North Wind
Flurry
Mind Race
Trample
Room Reaper
Steady Posture

Good luck! Looking forward to seeing what the next stage will be based on!

Edit - My Votes:
Physical Attack: Heated Blade, Acid Punch, Cerebral Scythe
Special Attack: Semblance, Inferiority Burst, Meltdown
Ability: Massive, Steady Posture, Room Reaper
 
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