Pet Mod Two-Step 'Mons V3

woo

I AM WOO
is a Forum Moderator
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approved by Scoopapa, woo, and the Pet Mods moderation team
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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.

V3's process will work basically the same as V2, so we'll be making a micrometa consisting of only the winning submissions.

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 create a fakemon based around the new move or ability; you can also take an existing pokemon and modify it as much as you want.
- 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.

Council:
woo
Scoopapa
Snaquaza
(if you have interest in joining, DM me in discord at gilgil_)
 
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In addition, since we're following everything from V2... Our first slate will be an offense slate... Nah actually this is what we starting with, it's also from V2 but this makes us have a backbone before going all out with offense

Slate 1 - Defense/Support Slate
1 Defensive/Support Status Move: any kind of move in the Status category, as long as it's not designed to help the pokemon using it sweep or wallbreak in the next few turns.

1 Attacking Move with at most 70 BP: You can do anything with this move except for boosting offensive stats or situationally increasing the damage.

1 Defensive Ability: An ability that focuses on tanking hits, being able to switch into attacks, avoiding passive damage, or recovering HP. If your ability doesn't do any of these things, just make sure it's justified as a defensive ability.


let's go chat
 
Name: Shifty Shield
Type: Fairy
Cat: Status
Acc: -
PP: 10
Effect: Protect clone. If attacked this turn, switches attacker out.

Name: Glitter Bomb
Type: Fairy
Cat: Physical
BP: 30
Acc: 95
PP: 15
Effect: Hits three times. 10% chance to lower Accuracy.
 
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Name: First-Class Flier
Effect: This Pokemon restores 1/6 of its maximum HP upon using a Flying-type move.
Permanent: No
Mold Breaker: No
Description: Makes clicking moves like Defog and Brave Bird less concessional for defensive guys. Also cool for AV guys and the like
 
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Name: Shock Bomb
Type: Electric
Category: Status
BP: -
Acc: 100
PP: 32
Effect: Lowers the target's Speed and Evasion by 1. User switches out after use.
Discription: Weaken down the opponent and swap to a Pokemon to blow them up with.

Name: Chain Lightning
Type: Electric
Category: Physical
BP: 15
Acc: 100
PP: 32
Effect: Has +1 priority. Hits 2-5 times.
Discription: Water Shuriken clone is cool. LowTierGod moment.

Name: Ricochet
Effect: This Pokemon reflects Status moves and stat drops on the first turn upon switch in.
Discription: Block Taunt, entry hazards, & stat drops (Fire Lash, etc) upon switch in.
 
Magic powder (rework of hatterenes signature)
Psychic
100% accurate
16pp
switches, 40% paralyze on target,
40% confuse on target, 40% -1spdef and evasion for target.

EVIL SCARY u-turn
Dark-type flip turn (for technician)

Fog bank
Ability
1.5x sp.def in misty terrain

these subs are trash what was i on
 
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Name: Mental Spin
Type:
Psychic.png

Category:
Physical.png

BP: 40
Accuracy: 100%
PP: 24
Effect: Frees user from hazards/leech seed, confuses foe.
Flags: Contact
Description: confusion mortal spin bros theres many things we can do with this one

Name: Fool's Gold
Effect: Blocks status moves twice per battle.
Mold Broken: Yes
Description: Gholdengo but Bad
 
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Move Name: Burn In
Type: Electric
Category: Status
PP: 5
Effect: The user is burned. The user restores 1/2 of their HP

Move Name: Cold Front
Type: Ice
Category: Special
BP: 70
Acc: 95
Effect: 50% chance to lower the target's speed by 2 stages.

Ability Name: Top Spin
Effect: Raises the user's special defense by one stage when using Rapid Spin
 
Name: Stone Gaze
Type: Rock
Category: Special
BP: 50
PP: 10/16
Acc: 100
Flags: Tramplesminimize
Effect: Changes the opponent into a rock type
Description: rock defensive move by making opponent rock you take away their stab damage

Name: Grounding Rod
Type: Steel
Category: Status
BP: —
PP: 20/32
Acc: —
Flags: Priority
Effect: +1 Priority. If the opponent uses an electric type move, it fails and they take 1/8th hp damage and -1 attack and -1 special attack
Description: volt switch is ngl a very oppressive move. This is a great way to punish as 1 it volt blocks and 2 it forces out the electric in most of the cases. Very clear powder inspiration but with a way stronger use case.

Ability

Name: Draconic Reaction
Effect: User takes 0.67x damage on entry, and ignores stealth rock damage.
Permanent: No
Affected by Mold Breaker: Yes
Justification: funny pro spikes abil. Great for fast pivots, enable to take a hard hit and force the opposing pokemon out.
 
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Name: Slipstream
Type:
Psychic.png

Category:
Physical.png

PP: 16
Effect: User heals HP = target's Spe. Lowers target's Spe by 1.
Flags: Reflectable, Heal
Description: combination of healing and speed control, useable by walls but also by tanks who can hit hard the next turn

Name: Iron Strike
Type:
Psychic.png

Category:
Physical.png

BP: 50
Accuracy: 100%
PP: 24
Effect: Target takes damage from hazards, unless they are immune.
Flags: Contact
Description: i love spike stack

Name: Absorber
Effect: This Pokemon heals 3/16 max HP after being damaged by a resisted attack.
Description: profit off of weak knocks and pivot moves etc
 
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Name: Heckle
Type: Fairy
Category: Status
BP: -
Acc: 100
PP: 16
Flags: Protect, Metronome, Reflectable, Sound
Effect: Torments the target and lowers the target's evasion by 2 stages.
Discription: Torment is a cool effect that I like experimenting with. The evasion drop is designed for use with moves such as Zap Cannon and the like. Might be underpowered, willing to buff if desired.

Name: Gnarled Roots
Type: Grass
Category: Special
BP: 60
Acc: 100
PP: 16
Flags: Protect, Metronome, Mirror
Effect
: Gives the user the Ingrain effect. Traps the target.
Discription: Jaw Lock, but weaker, and giving the user passive healing.

Name: Night Maw
Effect: The user is immune to Dark-type moves. When hit by a Dark-type move, heal 25%.
Permanent: No
Affected by Mold Breaker: Yes
Justification: I HATE KNOCK OFF I HATE CEASELESS EDGE I HATE KNOCK OFF I HATE CEASELESS EDGE I HATE KNOCK OFF I HATE CEASELESS EDGE I HATE KNOCK OFF I HATE CEASELESS EDGE I HATE KNOCK OFF I HATE CEASELESS EDGE I HATE KNOCK OFF I HATE CEASELESS EDGE I HATE KNOCK OFF I HATE CEASELESS EDGE I HATE KNOCK OFF I HATE CEASELESS EDGE
 
Name: Transfer Pain
Type: Ghost
Category: Special
BP: --- (is this fine?)
Acc: 100
PP: 16 max
Effect: The user heals 25% of its max HP and damages the opponent for 25% of their max HP, rounded down (Substitute will not break in one hit).
Justification: I've had this idea for a while and have been eternally unsure if this is undertuned or overtuned but I guess we can discuss that now if we want. Gives you a kind of midground for dealing damage and healing but it's not particularly good at either of those things.
 
Name: Dodge
Type: Fighting
Category: Status
BP: -
Acc: 100%
PP: 16
Effect: Protect user from most moves. Increase Speed by one stage on a successful use, but not for each move blocked. 100% success rate which halves at each consecutive uses of this move, Protect, Detect, and other damage-protection moves, or Endure, and reset when not using any of these moves or if this move fails.
Discription: A Protect variant that always increase the user’s Speed, inspired by Speed Boost + Protect conbination.

Name: Pressure Pont
Type: Psychic
Category: Physical
BP: 60
Acc: 100
PP: 24
Effect: Higher chance of critical hit compared to other moves (+1), and reset the target’s stat changes to neutral.
Discription: Useful for any wall that don’t have access to Haze, and provide effectively chip damage. The higher-than-usual rate of crit is just a bonus, but helpful if running Super Luck or Sniper.

Name: Reflection
Effect: The wielder summon Reflect on the facing opponent with higher Attack, or Light Screen if such opponent have higher Special Attack. The duration for either effect is five turns, or eight if holding a Light Clay.
Mold Broken: No
Description: An indirect counterpart to Download, but one that arguably lasts longer as the wielder can also switch out aa soon as it is set up.
 
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Defensive/Support Status Move
Name:
Smolder
Type: Fire
Category: Status
BP: -
Acc: 100%
PP: 10
Effect: Burns the Pokemon in the targeted slot two turns later (at the end of the turn).
Justification: Similar support as Future Sight, but instead of adding damage, can pressure a Pokemon to be burned that might hate getting burned and allows you to get into situations where you can burn threats that would otherwise never switch in on a Pokemon using Will-o-Wisp / Scald etc.

Attacking Move with at most 70 BP
Name:
Perturb
Type: Ghost
Category: Special
BP: 65
Acc: 100%
PP: 10
Effect: Halves damage done by the target this turn.
Justification: In a way, you can see this as a reverse Glaive Rush (whose effect does end at the end of the turn, so you have to outspeed!). It is not a powerful move, but also makes the target much less powerful, making it much more likely you will get more attacks off. However, it comes at the obvious disadvantage of potentially letting opponents use status moves for free.

Defensive Ability
Name:
Miracle Remedy
Effect: When this Pokemon switches out, the status of the Pokemon that switches in is cured.
Permanent: No
Mold Broken: No
Justification: Provides a cleric in a generation where clerics are very limited, but forces the player to maneuver into a situation where this Pokemon can safely switch into the statused Pokemon. Has interesting synergy with Rest users, potentially making those more viable, while having antisynergy with Pokemon like Gliscor that want to be statused.
 
Attacking move with at most 70 BP
Name
: Stanky Leg
Type:
Poison.png

Category:
Physical.png

55 BP, 95 Acc, 10/16 PP
Flags
: Contact, Metronome, Mirror
Effect: 100% chance to badly poison the target.
Justification: Transfering my GOAT over here. Untauntable toxic poison, held back by imperfect accuracy and triggering contact effects
 
Attacking move with at most 70 BP
Name
: Stanky Leg
Type:
Poison.png

Category:
Physical.png

55 BP, 95 Acc, 10/16 PP
Flags
: Contact, Metronome, Mirror
Effect: 100% chance to badly poison the target.
Justification: Transfering my GOAT over here. Untauntable toxic poison, held back by imperfect accuracy and triggering contact effects
Merciless or tech with would be fun
 
Status
Name:
Mirror Shield
Type:
1740276252430.png

Category:
Status
PP: 10
Effect: Acts as a clone of Protect, however, if the opponent hits the user with a Special Attack, they will take a -1 reduction to their accuracy, due to the energy from the Special Attack rebounding back as a blinding light.
Justification: With GameFreak experimenting with lowering evasion in their recent moves, my idea was to create a move that instead reduces accuracy. Mirror Shield, on top of providing the innate benefits of Protect, offers a unique way to counter Special Attacks that don't involve hitting them with counter damage or a status move. The main strength of special attacks is that, with some exceptions like Focus Blast and Fire Blase, most bread and butter STAB moves tend to have 90% or higher accuracy and no drawbacks, thereby making Special Attackers more reliable at dishing out consistent damage. This move removes that advantage by lowering their accuracy, creating genuine mind games.

Attack
Name:
Back Kick
Type:
1740276785703.png

Category:
Physical
PP: 60
Accuracy: 100%
Flags: Contact, Metronome, Mirror
Priority: -2
Effect: The user performs a kick then jumps back, before switching out to another party member, much like U-Turn. This attack has -2 priority.
Justification: A unique switch move in that it allows the user to attack the opponent for decent damage before switching in to a new party member safely due to the lower priority. The attack is balanced by being both a contact move, and therefore damaged by Rough Skin/Rocky Helmut, and a Fighting-type attack, meaning it is blocked by Ghost-types.

Ability
Name:
Prediction
Mold Broken: Yes
Effect: The user sees that the opponent is predictable, if the opponent keeps using the same move over and over, such as when its choice locked, each subsequent use of the move will deal 50% less damage.
Justification: Helps dilute hyper-offense teams in a unique way, making the opponent choose if they want to risk using the staple choice items so as to risk getting walled by the user of this ability.
 
Status Move
Name:
Perilous Thoughts
Type: Dark
Category: Status
PP: 10
Effect: Restores 1/2 of the user's Maximum HP, rounded up. Lowers special attack by 1. Fails at -6 special attack.
Justification: Reliable recovery at the cost of crippling special attack seems like an interesting tool to give to specially offensive defensive mons.

Attack
Name:
Isolation
Type: Psychic
Category: Special
Power: 50
PP: 5
Accuracy: 100
Effect: If the target has not moved, their moves will automatically fail all accuracy checks against the user for the rest of the turn. (Does nothing to stuff like Aerial Ace, Calm Mind, or Recover, and moves like EQ can still hit other mons.)
Justification: Pulling something out of my personal pokedex here, originally a signature move for a pokemon that manipulates memories, as a way to pressure slower breakers or pokemon relying on status moves like wisp/toxic. Do not give this to a fast pokemon or anything with speed boosting capabilities.

Ability
Name:
Tempered Glass
Mold Breaker?: Yes
Effect: If a move would do more than 75% of this pokemon's maximum HP in damage, that move is treated as resisted, instead of it's previous effectiveness. Can make quad resisted moves only single resisted, if somehow a move that's quad resisted is doing over 75%.
Justification:
Guarantees a turn of survival against nearly anything that isn't a Chi-yu spamming overheat, which is good to stop setup mons from running away with games. Does nothing about 2 hit kos or rocks.
 
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24 hour warning for submissions! I'll also send the vetos right now and submitters will have the same 24 hours to fix them. If you want to know if a sub made after this post is broken, just ping me in the discord and i'll clarify.

Name: Spiky Rend
Type: Dragon
Category: Status
BP: 60
PP: 10/16
Acc: 100
Flags: Contact, Slicing
Effect: Applies the “Glaive Rush” effect to the opponent
Description: A way to utilize an already existing effect to create an interesting dragon move. Able to quite easily combo into dragon coverage moves and able to force switches.
This one isn't broken, but, outside of this clearly being not defensive, it does not fit with the "You can do anything with this move except for boosting offensive stats or situationally increasing the damage." instruction. Spiky Rend makes you have double damage in your next move used, making you, well... boost your damage. This is vetoed, cool move but does not fit the slate.

Welcoming
Fairy
100% accurate
16pp
Switches out. The Pokemon switching in gets +1 sp.atk and atk
This is vetoed for being basically cheaper baton pass. You just need to click pivoting and your wallbreaker can now suddenly OHKO stuff it shouldn't.

All other subs are fine, but any changes can be made in the next 24 hours. See you there!
 
I was going to make a move but had like no actual idea so here's a funny ability.

Ability
Name:
Clean Slate
Mold Breaker?: Yes
Effect: Removes all stat changes, negative and positive, when this Pokemon takes damage. Only one time per-switch in.
Justification: A nice little defensive ability for a Focus Sash / Defensive Mon. Limitation just so that it doesn't hardwall virtually anything for free.
 
Hey, votes are now open for Slate 1 Step 1!
The only sub being vetoed is Flufekinsdworb's Magic Power, because 1. It's an insane move 2. You gotta create a custom move and not rename an existing one.

You can vote for any amount of submissions in any order, but the first place vote will count as 2 votes instead. You cant selfvote first place. Anything else is alright.

Voting is open for 24 hours!
 
Attacking Move with at most 70 BP:
1. Stanky Leg (Beebos)
2. Stonegaze (Orangesodapop)
3. Chain Lightning (PalpitoadChamp)

Defensive Ability:
1. Miracle Remedy (Snaquaza)
2. Clean Slate (sv. My only self-vote actually.)
3. Top Spin (TopicHats)

Defensive/Support Status Move:
1. Shifty Shield (Fragmented)
2. Smolder (Snaquaza)
3. Mirror Shield (Glubbfubb)


my votes :^)
 
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