There are already 2 people who went 5 for five so it doesn't matteri wonder if they tried counting my form despite filling it out after 5 pokemon were revealed (i still got one wrong they lied about the meat)
we did, meatran ruined your balloti wonder if they tried counting my form despite filling it out after 5 pokemon were revealed (i still got one wrong they lied about the meat)
i want a do overwe did, meatran ruined your ballot
First ever one of these, lmk if ive messed smth up
Name: Bonfire
Power: 65
Accuracy: 100
PP: 20
Category: Special
Type: Fire
Effect: Gains +20 Base Power for each Pokemon on your team that knows the move. Uses highest attacking stat.
Priority: 0
Flags: N/A
Potential Pokémon With This Move:![]()
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Justification: One of my personal favorite moves from GlaceMons, this move adds such a cool risk/reward factor in both the builder and team preview. Firstly, because of B6P4 its max base power is still 145, making it incredibly scary to stare down (particularly under sun) but not totally absurd. Secondly, you have to determine just how strong you want your Bonfire to be at team preview, due to its not ideal diversity in types that I can see recieving the move and that other support mons will be wanted in order to win games. This adds a very neat new dimension to the game for teams that choose to.build with it.
Name: Tera Shell Chunk
Effect: When using Protect (or a similar move), remove all weather/terrain. Single use.
Can Be Knocked Off (Yes or No): Yes
Ignored by Klutz (Yes or No): No
Fling Power & Effect: 60 BP, changes enemy type to Normal.
Justification: With how dominated by weather and terrain Champions as a whole has been, giving both weatherless teams a piece of tech to help them in some very obnoxious matchups or as a last line of defense in the event you lose the weather war would be a very helpful tool for builders.
Name: Rampage
Effect: If an opposing Pokemon is knocked out by one of this Pokemon's single target attacks, do 50% of that attack's damage to it's ally.
Permanent (Yes or No): No
Mold Breaker (Yes or No): No
Potential Pokémon With This Ability:![]()
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Justification: This ability provides new roles to a lot of these mons who are deceptively unthreatening directly (and also Tyrantrum) allowing them to play into their more monstrous appearance while being fun to play with. This also opens up a few fun options to play around it involving death fodder.
Name: Flapple
Type: Grass/Dragon
Abilities: Ripen/Aerodynamism/Hustle
New Moves: Earthquake, Tailwind, Pollen Puff
Justification: This whole line needs some help. Aerodynamism provides it a tiny bit more staying power versus flying mons, as well as an extra reason to use this guy as your tailwind setter. Pollen Puff also plays into that supporting role, in addition to Hydrapple learning it. Earthquake is just good coverage that Appletun gets already.
Name: Appletun
Type: Grass/Dragon
Abilities: Ripen/Well-Baked-Body/Thick Fat
New Moves: Acid Armor, Earth Power, Pollen Puff, Rage Powder
Removed Moves: Iron Defense
Justification: Well-Baked-Body provides much switch-in opportunities to this weakness addled fellow as well as another way to ramp Body Press, and Pollen Puff/Rage Powder allow it to function far better as a defensive mon. Earth Power lets it hit steels, and Acid Armor over Iron Defense is purely a flavor choice.
I do not know where else to put this but Supersweet Syrup should be changed to activate on every switch in, not just the first.
Name: Lycanroc-Midnight
Type: Rock
Abilities: Keen Eye/Sand Force/No Guard
New Moves: Accelrock, Ceaseless Edge, Dynamic Punch, Sucker Punch
Justification: Another instance of a 3 way branch shafting 2 of the members, Lycanroc-Midnight didn't have anything going for it. Vital Spirit was cool flavor however Sand Force provides a closer parallel to midday and is generally a little more useful. Accelrock and Sucker Punch are given to both of its other forms, with the latter being especially thematically fitting. Dynamic Punch gives it way more use out of No Guard, and Ceaseless Edge pairs with it to while pestering the opponent and as and fitting the merciless vibe of the Pokemon in general.
-# so sorry for the text wall, I don't know how to make the little drop down box things and don't have the time to learn atm.
completely ignores illuminate's original purpose and is proud of it
Name: Dedenne
Type:
Abilities: Cheek Pouch / Rattled / Illuminate
New Moves: Encore, Fake Out, Heal Bell.
Removed Moves: None!
Justification: illuminate was originally an anti fakeout tool. So that begs the question, what about illuminate fakeout? Well... That's a switch forcer
Name: Powder Bomb
Power: 60
Accuracy: 100%
PP: 16
Category: Special
Type: Grass
Effect: Covers the target(s) in Powder. If harsh sunlight is active, base power is increased by 50%.
Priority: +1
Flags (ex: Contact, Sound): Ball and Bomb.
Potential Pokémon With This Move:,
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Justification: Taking an axe against Fire-type coverage.
Name: Augmented Lens
Effect: All moves used by the holder (except OHKO moves) will always hit the target, regardless if the target is in the semi-invulnerable stage of two-turn moves such as Fly, or is under the effects of a Protection move. The amount of PP deducted from the executed move is doubled; this stacks with effects such as Pressure.
Can Be Knocked Off (Yes or No): Yes
Ignored by Klutz (Yes or No): Yes
Fling Power & Effect: 30, bypasses protection and always hits.
Justification: Gonna toss out the best item you can have to ensure your moves will hit the target, particularly to those who aren't looking for a power boost.
Name: Rulebook
Effect: Once per switch-in, copies the effects of the held item of an active ally. The message "[Holder] is utilising its Rulebook to emulate [Ally Pokemon]'s [Held Item]!" If the ally's held item is single use, such as a Red Card, the effects only occur once, but it does not 'consume' the Rulebook. The Rulebook cannot be used to copy exclusive items such as Mega Stones or the Light Ball.
Can Be Knocked Off (Yes or No): No
Ignored by Klutz (Yes or No): No
Fling Power & Effect: 80; removes the target's held item.
Justification: Likely controversial, but this requires a bit of team building thinking to bypass the 'one-held-item per mon' rule.
powder bomb: ridicoules for a priority move. make it 0 priority.Name: Padded Paw
Effect: The Pokemon ignores changes to the battlefield when dealing or taking damage. This includes weather, terrain, entry hazards, rooms, Gravity and Tailwind.
Permanent (Yes or No): No
Mold Breaker (Yes or No): Yes
Potential Pokémon With This Ability:![]()
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Justification: Forget weather wars and terrain battles.
do I need to say more?are we sure we wan't more paralysis in the tier? I think raichu-Y is more than enoughName: Electric Fence
Power: -
Accuracy: -
PP: 10
Category: Status
Type: Electric
Effect: Protects from moves. Contact: paralysis.
Priority:4
Flags: noassist: 1, failcopycat: 1
Potential Pokémon With This Move: Pincurchin
Justification: Gives electric types a unique mix of contact punishing fake out and speed control as well as protecting from damage.
going out on a whim and saying this and my sub compete for votes too much. lets talk about this in private to see who will be chosen.Name: Salt Cure
Power: 50
Accuracy: 100
PP: 32
Category: Physical
Type: Rock
Effect: Causes damage to the target equal to 1/8 of its maximum HP (1/4 if the target is Steel or Water type), rounded down, at the end of each turn during effect. This effect ends when the target is no longer active.
Potential Pokémon With This Move:
Justification: Garganacl needs some love to be viable again. Buffing its signature move to be a bit stronger than its pre-nerf form should help that, without actually being that overbearing. Maybe we could find a couple other Rock types that would want to use it too.
we don't need that much grassy terrain in the tier.Name: Grass Pelt / Seed Sower
Effect: When this Pokemon is hit by an attack, the effect of Grassy Terrain begins. 1.5x Defense (Grass Pelt) / 1.5x Special Defense (Seed Sower) while Grassy Terrain is active.
Permanent : No
Mold Breaker: Yes
Potential Pokémon With This Ability:
Grass Pelt:![]()
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Seed Sower:![]()
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Justification: Not an uncommon idea for these Grassy abilities. The version of Grass Pelt here is literally what we gave Gogoat in ChatBats. However, making that change, and also making Seed Sower become the Special counterpart of it, allows for two different playstyles of bulky Grassy Terrain Pokemon.
better specs/band in a format where people are happier without them. lower the boost![]()
Name: Muscle Band / Wise Glasses
Effect: The user's Physical/Special moves do 1.5x damage, but the holder takes 1.5x damage from Special/Physical moves.
Justification: New alternative to Life Orb that gives you a damage boost on one type of move, but in exchange results in you taking more damage from the other damage type. A good offensive buff on two underwhelming items with an interesting drawback.
sirfetch'd gains to many legendary signature moves, remove those.
Name: Sirfetch'd
Type: Fighting/Steel
Abilities: Scrappy / Mold Breaker / Sharpness
New Moves: Acrobatics, Air Slash, Behemoth Bash, Behemoth Blade, Body Press, Bounce, Bulk Up, Bullet Seed, Drill Peck, Flying Press, Grassy Terrain, Ivy Cudgel, Roost, Sacred Sword, Spiky Shield, Tailwind, Trailblaze, Wide Guard, X-Scissor
Justification: Giving this weaponized bird a lot more utility moves to allow it to be a solid support Pokemon. Built around moves that use its Sword and Shield, giving it a Steel typing for STAB on its newly added Behemoth Blade/Behemoth Bash (it's a Pokemon with a Sword and Shield that was introduced in Sword and Shield).
a bit whack to give fire type mega's more tool's we'll be discussing it more in the councilName: Bonfire
Power: 65
Accuracy: 100
PP: 20
Category: Special
Type: Fire
Effect: Gains +20 Base Power for each Pokemon on your team that knows the move. Uses highest attacking stat.
Priority: 0
Flags: N/A
Potential Pokémon With This Move:![]()
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Justification: One of my personal favorite moves from GlaceMons, this move adds such a cool risk/reward factor in both the builder and team preview. Firstly, because of B6P4 its max base power is still 145, making it incredibly scary to stare down (particularly under sun) but not totally absurd. Secondly, you have to determine just how strong you want your Bonfire to be at team preview, due to its not ideal diversity in types that I can see recieving the move and that other support mons will be wanted in order to win games. This adds a very neat new dimension to the game for teams that choose to.build with it.
a little to weak to be worth voting for. we'd rather these not "waste" a pick when people are voting
Name: Flapple
Type: Grass/Dragon
Abilities: Ripen/Aerodynamism/Hustle
New Moves: Earthquake, Tailwind, Pollen Puff
Justification: This whole line needs some help. Aerodynamism provides it a tiny bit more staying power versus flying mons, as well as an extra reason to use this guy as your tailwind setter. Pollen Puff also plays into that supporting role, in addition to Hydrapple learning it. Earthquake is just good coverage that Appletun gets already.
Name: Appletun
Type: Grass/Dragon
Abilities: Ripen/Well-Baked-Body/Thick Fat
New Moves: Acid Armor, Earth Power, Pollen Puff, Rage Powder
Removed Moves: Iron Defense
Justification: Well-Baked-Body provides much switch-in opportunities to this weakness addled fellow as well as another way to ramp Body Press, and Pollen Puff/Rage Powder allow it to function far better as a defensive mon. Earth Power lets it hit steels, and Acid Armor over Iron Defense is purely a flavor choice.
I do not know where else to put this but Supersweet Syrup should be changed to activate on every switch in, not just the first.
Name: Lycanroc-Midnight
Type: Rock
Abilities: Keen Eye/Sand Force/No Guard
New Moves: Accelrock, Ceaseless Edge, Dynamic Punch, Sucker Punch
Justification: Another instance of a 3 way branch shafting 2 of the members, Lycanroc-Midnight didn't have anything going for it. Vital Spirit was cool flavor however Sand Force provides a closer parallel to midday and is generally a little more useful. Accelrock and Sucker Punch are given to both of its other forms, with the latter being especially thematically fitting. Dynamic Punch gives it way more use out of No Guard, and Ceaseless Edge pairs with it to while pestering the opponent and as and fitting the merciless vibe of the Pokemon in general.
Instructions recieved. Flapple gets huge power next slate.a little to weak to be worth voting for. we'd rather these not "waste" a pick when people are voting
better no guard is still to broken.Name: Augmented Lens
Effect: All moves used by the holder (except OHKO moves) will always hit the target, regardless if the target is in the semi-invulnerable stage of two-turn moves such as Fly. The amount of PP deducted from the executed move is doubled; this stacks with effects such as Pressure.
Can Be Knocked Off (Yes or No): Yes
Ignored by Klutz (Yes or No): Yes
Fling Power & Effect: 30, bypasses protection and always hits.
Justification: Gonna toss out the best item you can have to ensure your moves will hit the target, particularly to those who aren't looking for a power boost.
very messy and too weak
Name: Flapple
Type: Grass/Dragon
Abilities: Ripen/Aerodynamism/Hustle
New Moves: Earthquake, Tailwind, Pollen Puff
Justification: This whole line needs some help. Aerodynamism provides it a tiny bit more staying power versus flying mons, as well as an extra reason to use this guy as your tailwind setter. Pollen Puff also plays into that supporting role, in addition to Hydrapple learning it. Earthquake is just good coverage that Appletun gets already.
Name: Appletun
Type: Grass/Dragon
Abilities: Ripen/Well-Baked-Body/Thick Fat
New Moves: Acid Armor, Earth Power, Pollen Puff, Rage Powder
Removed Moves: Iron Defense
Justification: Well-Baked-Body provides much switch-in opportunities to this weakness addled fellow as well as another way to ramp Body Press, and Pollen Puff/Rage Powder allow it to function far better as a defensive mon. Earth Power lets it hit steels, and Acid Armor over Iron Defense is purely a flavor choice.
I do not know where else to put this but Supersweet Syrup should be changed to activate on every switch in, not just the first.
Name: Lycanroc-Midnight
Type: Rock
Abilities: Keen Eye/Sand Force/No Guard
New Moves: Accelrock, Ceaseless Edge, Dynamic Punch, Sucker Punch
Justification: Another instance of a 3 way branch shafting 2 of the members, Lycanroc-Midnight didn't have anything going for it. Vital Spirit was cool flavor however Sand Force provides a closer parallel to midday and is generally a little more useful. Accelrock and Sucker Punch are given to both of its other forms, with the latter being especially thematically fitting. Dynamic Punch gives it way more use out of No Guard, and Ceaseless Edge pairs with it to while pestering the opponent and as and fitting the merciless vibe of the Pokemon in general.
-# so sorry for the text wall, I don't know how to make the little drop down box things and don't have the time to learn atm.
Name: Iron Tail
Power: 100
Accuracy: 75%
PP: 16
Category: physical![]()
Type: steel
Effect: 30% chanse to lower target(s)'s defense by 1 stage. hit's both opponents.
Priority: 0
Flags (ex: Contact, Sound): Contact.
Potential Pokémon With This Move: Current Distribution +
Justification: Let's Iron Tail be used as disruptive support or as a spread attack.
Name: Claymaker
Power: 80
Accuracy: 100%
PP: 16
Category: physical![]()
Type: Rock
Effect: 20% chance to lower target's defense by 1 stage
Priority: 0
Flags (ex: Contact, Sound): contact, punching
Potential Pokémon With This Move:
Justification: Sis forgot to include a justification. lmao
ame: Thrash/Outrage/Raging Fury/Petal Dance
Power: 140
Accuracy: 100%
PP: 12
Category: Physical/ Physical
/ Physical
/ Special![]()
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Type: Normal/ Dragon
/ Fire
/ Grass
Effect: Locks the user into this move for the next turn, than confuses the user. (no random targeting)
Priority: 0
Flags: Contact, Protect
Potential Pokémon With This Move: current distribution / current distribution / current distribution +/ current distribution +
Justification: these moves were always unviable in doubles due to the random targeting. So I removed it. Hopefully this makes these actually good or at least usable
Name: Salt cure
Power: 40
Accuracy: 100%
PP: 12
Category: Physical![]()
Type: Rock
Effect: the target takes 1/8th of max hp every turn, 1/6th of max hp if wateror steel
type.
Priority: 0
Flags: Protect
Potential Pokémon With This Move:(in the future
MUST get it)
Justification: this was mostly @Hematite's and @ausma's idea to rebuff salt cure and give it to more pokemon
Name: Brine (RESUB)
Power: 75
Accuracy: 100
PP: 10
Category: Special
Type: Water
Effect: +25 BP for each Pokemon on the field that has less than or equal to half of its maximum HP remaining.
Priority: 0
Flags (ex: Contact, Sound):
Potential Pokémon With This Move:
Justification: Brine can now function in doubles by now racking up in power for each pokemon on the field having half hp or less. With that it can ramp up to quite a powerful move especially since it counts the user
Name: Fissure / Guillotine / Sheer Cold / Horn Drill
Power: 70
Accuracy: 100
PP: 5
Category: Physical
Type: Ground / Steel / Ice / Normal
Effect: Lowers users and targets Phys. Def by 2.
Priority: 0
Flags (ex: Contact, Sound):
Potential Pokémon With This Move: Ill think of it soon
Justification: I feel ohko moves are just gonna be super unfun no matter how you place it, it will just be toxic. This change is to make them something else, they will now be useful especially for fast mons -> follow up with this while also allowing them to nuke them the following turn
Name: Heart Swap
Power: -
Accuracy: -
PP: 10
Category: Status
Type: Psychic
Effect: The user and ally swap all its stat stage changes with the adjacent foes.
Priority: -
Flags (ex: Contact, Sound): Target All
Potential Pokémon With This Move:
Justification: I always liked heart swap in singles, so having it in doubles will be interesting. I think it has use cases especially if a Pokemon is trying to boost all the way like archaludon, milotic, staraptor and since it also affects allies you can do some funny stuff with stat dropping moves
Name: Powder Bomb
Power: 90
Accuracy: 100%
PP: 16
Category: Special
Type: Grass
Effect: Covers the target(s) in Powder.
Priority: 0
Flags (ex: Contact, Sound): Ball and Bomb.
Potential Pokémon With This Move:,
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Justification: Taking an axe against Fire-type coverage.
Name: Celestial Descent [RESUB]
Power: 80
Accuracy: 100%
PP: 16
Category:![]()
Type:
Effect: Gains a secondary effect according to Weather. Hits both opponents.
30% chance to inflict Burn under Sun
30% chance to inflict Paralyzis under Rain
30% chance to lower target's Defense by 1 stage under Sand
30% chance to lower target's Special Defense by 1 stage under Snow
30 BP higher under Strong Winds
Priority: 0
Flags: Protect, Metronome, Wind
Potential Pokémon With This Move:
Pokémon That Should NOT Get This Move:(
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Justification: Reliable Flying STAB for some Pokémon that lack it and also an interesting way of engaging with the Weather Wars, letting Flying mons work as a Support option on any weather. Powers up Blizzard for snow mons and Equake/Rock Slide for Sand
Name: Electric Fence
Power: -
Accuracy: -
PP: 10
Category: Status
Type: Electric
Effect: Protects from moves. Contact: paralysis.
Priority:4
Flags: noassist: 1, failcopycat: 1
Potential Pokémon With This Move: Pincurchin
Justification: Gives electric types a unique mix of contact punishing fake out and speed control as well as protecting from damage.
Name: Upside-Down Room
Power: -
Accuracy: -
PP: 12
Category: Status
Type: Ghost
Effect: For five turns, all attacks are treated as if taking place in an Inverse Battle, with weaknesses becoming resistances, and resistances/immunities becoming weaknesses. If this move is used during the effect, the effect ends.
Priority: 0
Flags: Same as Trick Room
Potential Pokémon With This Move:
Short List:![]()
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(upside-down cake) + various Psychic/Dark/Ghost/Fairy types.
Justification: An idea that has been dancing around my head. Inverse Battles have been a part of Pokemon unofficially for generations, so why not implement a Room that turns the field into it. Might allow certain playstyles to be more interesting if the Pokemon flip the type chart on its head.![]()
Name: Life Dew / Moonlight / Morning Sun
Power: -
Accuracy: -
PP: 12
Category: Status
Type: Water / Fairy / Fire
Effect: If an ally is on the field, heal user and ally 25% of max HP. If no ally, or if ally cannot be reached (e.g. semi-invulnerable state such as Fly/Dig/Sky Drop) heal user for 50% of max HP.
Priority: 0
Potential Pokémon With This Move: Current +
Life Dew:![]()
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Moonlight:![]()
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Morning Sun:![]()
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Justification: Combining two styles of healing move to create an interesting combination. Allows a solid support move for this doubles format, while also giving you a benefit when alone. Changing Moonlight and Morning Sun because there is already a move that heals big under sun, that being Synthesis, so this allows certain Pokemon to provide supportive healing to allies, such as Arcanine.
Name: Bonfire
Power: 65
Accuracy: 100
PP: 20
Category: Special
Type: Fire
Effect: Gains +20 Base Power for each Pokemon on your team that knows the move. Uses highest attacking stat.
Priority: 0
Flags: N/A
Potential Pokémon With This Move:![]()
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Justification: One of my personal favorite moves from GlaceMons, this move adds such a cool risk/reward factor in both the builder and team preview. Firstly, because of B6P4 its max base power is still 145, making it incredibly scary to stare down (particularly under sun) but not totally absurd. Secondly, you have to determine just how strong you want your Bonfire to be at team preview, due to its not ideal diversity in types that I can see recieving the move and that other support mons will be wanted in order to win games. This adds a very neat new dimension to the game for teams that choose to.build with it.
Name: Slush Rush
Effect: If Snow is active, this Pokemon's Speed is doubled.
Permanent (Yes or No): No
Mold Breaker (Yes or No): No
Potential Pokémon With This Ability:
Justification: Currently there's only 1 (one) slush rush user in champions and that's the unviable beartic. I wanted to change that, so here it is.
Name: Swarm
Effect: Increases the user attack stat by 1 stage upon switching in if another pokemon that has a bug type move is on the field
Permanent: No
Mold Breaker: No
Potential Pokémon With This Ability: current distribution +
Justification: I wanted a way for all of the megas with swarm on their base form to get something, so this is my and @PQRDG's idea.
Name: Moody
Effect: This Pokemon's lowest stat goes up by 1 every turn. if two stats tie raise the first in this order (atk>def>sp.atk>sp.def>spe)
Permanent: No
Mold Breaker: No
Potential Pokémon With This Ability:
Justification: every Pokemon here can either use this to great effect or is Glalie. Especially scovillain and Lycanroc. an idea originally from joltemons cause I'm unoriginal
Name: Libero / Protean
Effect: This Pokemon's type changes to match the type of the move it is about to use. This effect comes after all effects that change a move's type.
Permanent (Yes or No): Yes
Mold Breaker (Yes or No): No
Potential Pokémon With This Ability:
Justification: While this may not be much, I think giving this back to them will be fine, cinderace without dynamax is way past its prime while greninja has never teared up vgc in any way before this.
Name: Last Bastion
Effect: When there is no ally Pokemon on the field gain +50% Atk and Sp. Atk
Permanent (Yes or No): Yes
Mold Breaker (Yes or No): Yes
Potential Pokémon With This Ability:
Justification: More of an idea, but yeah the idea is that the pokemon is good if the ally is dead / fainted themselves, this can allow such pokemon to gain power boosts to try to make something happen. Ofc if ur in a 1v2 situation its hard but this can have some interesting situations where you intentionally make it so / force opponents to try to target this Pokemon
Name: Retribution
Effect: If an ally faints while this Pokémon is on the field, this Pokémon raises its own Attack and Special Attack by 1 stage.
Permanent: No
Potential Pokémon With This Ability: WIP (primarely intended for Support mons that get scary after a boost) (also considered)
Justification: Intended to let some support mons snowball if you ignore them for too long to focus on the team's offensive threats
Name: Stall (RESUB)
Effect: Under trick room, this pokémon's speed stat is halved.
Permanent (Yes or No): No
Mold Breaker (Yes or No): Yes
Potential Pokémon With This Ability:+
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Justification: Swift Swim clone for trick room. Can serve to make already slow pokémon even slower or to make faster mons be usable in both tailwind and trick room modes without hurting your speed investment.
Name: Lacerate
Effect: This Pokemon's Normal-type moves become Dark type and have 1.2× power.
Permanent (Yes or No): No
Mold Breaker (Yes or No): No
Potential Pokémon With This Ability:![]()
Justification: I remember a conversation I had with Hematite about Scrafty-Mega, and he thought it'd get Dark -ate. Well, the ability allows Houndoom-Mega to finally get a niche over the other Fire-type megas by having a powerful spread Dark-type in Hyper Voice, while Scrafty-Mega gets a powerful Double-Edge. (Yes, I know Scrafty-Mega has the double Intimidate niche, but double Intimidate when Staraptor-Mega is so popular and Kingambit is so everywhere is fool's errand, the mega is never worth a slot.)
Name: Justified
Effect: Dark damage against this Pokemon is dealt with 1/2 offensive stat; Atk raised by 1 after it is damaged by a Dark-type move.
Permanent (Yes or No): No
Mold Breaker (Yes or No): No
Potential Pokémon With This Ability: Existing distribution +
Justification: Cool ability to make Kingambit think twice about clicking its powerful Sucker Punch.
Name: Grass Pelt / Seed Sower
Effect: When this Pokemon is hit by an attack, the effect of Grassy Terrain begins. 1.5x Defense (Grass Pelt) / 1.5x Special Defense (Seed Sower) while Grassy Terrain is active.
Permanent : No
Mold Breaker: Yes
Potential Pokémon With This Ability:
Grass Pelt:![]()
Seed Sower:![]()
Justification: Not an uncommon idea for these Grassy abilities. The version of Grass Pelt here is literally what we gave Gogoat in ChatBats. However, making that change, and also making Seed Sower become the Special counterpart of it, allows for two different playstyles of bulky Grassy Terrain Pokemon.
Name: Multiscale
Effect: Once per switch-in, damage taken from an attack is halved.
Permanent : No
Mold Breaker: Yes
Potential Pokémon With This Ability:![]()
Justification: Dragonite needs a bit of a buff. This new change to Multiscale allows it to survive a hit on switch-in, even if it takes chip damage from Stealth Rocks or Sandstorm.
Name: Swarm
Effect: On switch-in, the next Bug-type move this Pokemon uses has 1.5x power.
Permanent : No
Mold Breaker: No
Potential Pokémon With This Ability:![]()
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Justification: A buff to Swarm to make it not be the same as Blaze/Torrent/Overgrow. By making it the first move on switch-in that gets the power, it immediately benefits anyone who knows First Impression, but it can also work on Pokemon whose only Bug move is U-Turn, giving that much more power as they make their retreat.
Ability: Ancient Core
Effect: User's moves have gen 1-3's physical / special split. Fairy is physical. If a category change occured, boost move's BP by 20%.
Potential Users:,
Code: Already coded in VGC 20XX-
Explanation:
- Mega Houndoom has an interesting movepool to take advantage of the ability, like Foul Play, Beat Up, Flareblitz, Psychic Fangs, Sucker Punch, etc. Fwiw, Foul Play scales off of the target's SpA. Ancient Core leans hard into Houndoom's potential as a Dark type Pokémon where it would face less competition as Fire Pokémon have topugh competitition at the moment, see Charizard, Delphox, etc.
- Hydreigon also has many Dark movse it can access to, like Assurance, but it can also rely on Dragon moves, like Breaking Swipe, Dragon Tail, Outrage for disruptive or wallbreaking purposes.
Name: Rampage
Effect: If an opposing Pokemon is knocked out by one of this Pokemon's single target attacks, do 50% of that attack's damage to it's ally.
Permanent (Yes or No): No
Mold Breaker (Yes or No): No
Potential Pokémon With This Ability:![]()
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Justification: This ability provides new roles to a lot of these mons who are deceptively unthreatening directly (and also Tyrantrum) allowing them to play into their more monstrous appearance while being fun to play with. This also opens up a few fun options to play around it involving death fodder.
Name: Taxi Whistle
Effect: Transforms Squawkabilly into a steel flyingtype and gives it all three of it's abilities. it becomes immune to all ability changing effects.
Can Be Knocked Off: No
Ignored by Klutz: Not relevent
Fling Power & Effect: 10bp, none.
Justification: WIP
Name: Mouth Wash
Effect: After the Pokémon holding Mouth Wash uses a biting move, it consumes the item and its Attack is raised by one stage.
Can Be Knocked Off: Yes
Ignored by Klutz: Yes
Fling Power & Effect: 30bp, none.
Justification: physical alternative to throat spray for crunch users like mabostiff & offensive Grimmsnarl, the theoretical base metagross and the vishes in the future (yes I'm giving it another multiplier and you can stop me by not voting)
Name: Throat Spray
Effect: After the Pokémon holding Throat Spray uses a sound-based move, it consumes the item and its Special Attack is raised by one stage.
Can Be Knocked Off: Yes
Ignored by Klutz: Yes
Fling Power & Effect: 30bp, none.
Justification: WE all love throat goat the giraffe. so I brought this item back for more offensive giraffe. also gives Sylveon more item freedom.
Name: Rose-tinted Glasses
Effect: Holder's attacks that are not very effective against the target do 1.5x damage.
Can Be Knocked Off: yes
Ignored by Klutz: yes
Fling Power & Effect: 10, none
Justification: WIP
Name: Bug / Dark / Dragon / Electric / Fairy / Fighting / Fire / Flying / Ghost / Grass / Ground / Ice / Normal / Poison / Psychic / Rock / Steel / Water Gem (RESUB)
Effect: Holder's first successful Bug / Dark / Dragon / Electric / Fairy / Fighting / Fire / Flying / Ghost / Grass / Ground / Ice / Poison / Psychic / Rock / Steel / Water-type attack will have 1.3x power. Single use.
Can Be Knocked Off (Yes or No): Yes
Ignored by Klutz (Yes or No): Yes
Fling Power & Effect: Fling will fail if the user is holding a Bug / Dark / Dragon / Electric / Fairy / Fighting / Fire / Flying / Ghost / Grass / Ground / Ice / Poison / Psychic / Rock / Steel / Water Gem
Justification: I like gems, I liked how they had something in vgc 2011-13 and i think pre nerf gems might be to strong. Giving these might give some moves the extra oomph esp if you are already using an item like life orb. I think 1.3x is a fine number especially in champions
Name: Weakness Policy
Effect: (Same Effect aka Unchanged) If holder is hit super effectively, raises Attack, Sp. Atk by 2 stages. Single use
Can Be Knocked Off (Yes or No): Yes
Ignored by Klutz (Yes or No): Yes
Fling Power & Effect:
Justification: I like the item and I think it should be here. It gives options for offensive pokemon as well as puinshing the use of weak moves like icy wind, electro web, while also helping against spam like rock slide depending on the pokemon
Name: Friendship Bracelet
Effect: Prevents the user from taking damage from an ally's attack (same as Telepathy)
Can Be Knocked Off: Yes
Ignored by Klutz: Yes
Fling Power & Effect: 60 BP, deals no damage to allies
Justification: Niche item that allows for an easier time building with Earthquake, Discharge and the like
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Name: Muscle Band / Wise Glasses
Effect: The user's Physical/Special moves do 1.2x damage, but the holder takes 1.2x damage from Special/Physical moves.
Justification: New alternative to Life Orb that gives you a damage boost on one type of move, but in exchange results in you taking more damage from the other damage type. A good offensive buff on two underwhelming items with an interesting drawback.
Name: Leek
Effect: If held by Farfetch'd/Sirfetch'd, their crit rate is raised by two stages, and their Grass-type moves do 1.5x damage.
Justification: Buff to Sirfetch'd (and also Farfetch'd), giving them effectively STAB on Leaf Blade, Solar Blade, and Grassy Glide/Trailblaze. Will synergize with the buff to Sirfetch'd that I will give below.
Name: Tera Shell Chunk
Effect: When using Protect (or a similar move), remove all weather/terrain. Single use.
Can Be Knocked Off (Yes or No): Yes
Ignored by Klutz (Yes or No): No
Fling Power & Effect: 60 BP, changes enemy type to Normal.
Justification: With how dominated by weather and terrain Champions as a whole has been, giving both weatherless teams a piece of tech to help them in some very obnoxious matchups or as a last line of defense in the event you lose the weather war would be a very helpful tool for builders.
Name: Arcanine
Type:![]()
Abilities: Intimidate / Flash Fire / Justified
New Moves: U-turn, Prevailing Wind, Sacred Fire
Removed Moves: None!
Justification: Everyone is fairly familiar with how Incineroar has, generally, usurped Arcanine as the Fire-type Intimidate user. While it's not completely outclassed by any means thanks to access to moves like Howl and a fast Flare Blitz/Snarl, Arcanine has wanted one or two things to let it stand out a bit more. A very organic change that has recently come about that I think is noteworthy is Incineroar losing U-turn. While mostly inconsequential, Parting Shot has some noteworthy pitfalls, mainly its vulnerability to Throat Chop from opposing Incineroar, its ability to be Taunted and, crucially, it being barred off by Assault Vest. With Assault Vest having returned in this mod, Incineroar losing part of what made it a good Assault Vest user is tragic, but also a prime opportunity to fill a niche once lost. I think this is a perfect opportunity for Arcanine to shine, especially as it once had a pivoting move in Teleport. Gaining a new pivoting move that is actually compatible with AV lets Arcanine serve as a more reliable AV user than Incineroar that can help with Intimidate cycling and Snarl spam, while having access to some juicy coverage moves to keep the opponent on their toes. It also defensively has great synergy with AV, resisting Make It Rain and a lot of dangerous spread moves in general like Heat Wave and Dazzling Gleam, all while being able to threaten with its offensive profile and Speed tier.
A move I think was mechanically quite interesting for Arcanine and also works with AV sets is Prevailing Wind, a move that has been exclusively distributed to Flying-types thus far. Having an additional and more reliable tool to combat the likes of Whimsicott Tailwind and Charizard Heat Wave seems very compelling, especially as Arcanine itself resists Heat Wave and Blizzard, letting it have some leverage in getting a turn wrong. Being a pure Fire-type as a Prevailing Wind user is also a cool dichotomy with the main users while respecting the balance of its original distribution pool, as it's weak to Ground-type moves and resists Ice-type moves, but notably, both are still weak to Rock Slide from the likes of Aerodactyl. I also think paralleling Incineroar Fake Out while not actually having Fake Out and working into different things is kinda cool.
For people who I know are going to scream about Prevailing Wind from a flavor perspective:
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In addition to this, Arcanine is also known for being extremely resilient and travelling literally thousands of miles over a small period of time. Although it literally cannot cast winds itself, the fact Pokemon like Whimsicott that just fly on winds can learn moves like Tailwind feels like fine enough reason to allow this. Also its name is Windie in Japanese.
Sacred Fire I added after some deliberation on Discord; people seem to like the idea of it given the AV set focus with this sub, and as far as legendary move distribution goes it's probably one of the better candidates with a move that already has tenuous flavor and suits Arcanine as a "Legendary" Pokemon of sorts. Obviously, this would be a very strong addition in its kit that doesn't really move the needle too far out of favor for what Arcanine already does, while calling back to its use of Will-O-Wisp as a common option of it in the past.
All in all, I don't think Arcanine needs too much! Just a couple of extra nice tools to let it be a more consistently applicable damage mitigating sidegrade that can make use of some tools like AV that Incineroar no longer can as well.
All of this was originally by @ausma.
Name: Gourgeist
Type:
Abilities: Rattled / Frisk / Prankster
New Moves: Encore, Rage Powder.
Removed Moves: None!
Justification: why do whimsical cotton be pranking but not the Halloween Pokemon? Y'know, trick or treat? Anyways having a prankster redirector that's immune to fake out creates a really interesting dynamic where any slower fake out user gets invalidated in gourgeist's face, and sneasler gets forced to use it's poison move after the fakeout due to gourgeist's CC immunity
Name: Mabosstiff
Type:
Abilities: Intimidate / Contrary / Stakeout
New Moves: Ally Switch, Close Combat, Follow Me, Hone Claws, Iron Tail, U-turn.
Removed Moves: None!
Justification: Ok. The problem with Mabosstiff is a small movepoll. Flavorwise: Ally Switch and Follow me are like the trope of a mafia boss using their goons as meatshields but it's an honorable mafia boss who uses itself to protect others, and the rest are just intuitive. As for contrary and the type change. It's an honorable mafia boss! Contrary to what you'd expect. These give mabosstiff more things to do than attack with dark type moves. With intimidate and U-turn it can a pivot. With stakeout and hone claws iron tail it can be a set up threat and with CC and contrary it can be mega staraptor jr.
Name: Overqwil
Type:
Abilities: Poison Point / Swift Swim / Intimidate
New Moves: Knock Off, Flip Turn, Mortal Spin, Wide Guard.
Removed Moves: None!
Justification: These changes let Overqwil be a pseudo-incineroar that can use assault vest with intimidate, sunken lunge and flip turn, while threatening floette with physical poison stab. also allow it to sometimes replace Basc on rain teams.
RESUB
Name: Gyarados(-Mega)
Type: Water / Flying (Water / Dark)
Abilities: Intimidate / Aerodynamism / Moxie (Mold Breaker)
New Moves: Wave Crash, Knock Off, Tailwind
Removed Moves:
Justification: Wanted to give gyara some time again esp since it has some VGC placements in oras and sv. With tailwind + wave crash it gives base gyara a lot more utility. Alongside having the buffed mold breaker on the mega form to work with. With a sweeper set it can see uses
Name: Wigglytuff
Type:![]()
Abilities: Massive/Competitive/Healer
New Moves: Fake Out, U-turn, Draining Kiss
Removed Moves:
Justification: Snorlax losing Massive is pretty... "massive" HAHAHA. Wigglytuff is interesting, as it is neutral to every move Zard-Y can launch, while also having Fairy type against Salamence-Mega, and it's pretty damn interesting. It got Fake Out in ZA but didn't keep it for whatever reason, U-turn and Draining Kiss are cool for AV sets.
Name: Garchomp and its Megas
Type: Dragon/Ground
-> Dragon/Ground
-> Dragon/Flying
Abilities: (unchanged on base)
-> Dual Wield
-> Sandclock
New Moves: Air Slash, Cross Poison, Defog, Fly, Hurricane, Meteor Beam, Night Slash, Slash, X-Scissor
Justification: Dual Wield Mega Garchomp with more Slice options gives it many options to hit hard and still hit both targets. Sandclock base form gives it uses of moves like Dig/Fly, but the main benefit is to use Meteor Beam for free before evolving into Mega Garchomp Z. Giving Mega Garchomp Z Sand Veil from the base form to give it an immunity to Sand (that it loses upon mega evolving) while still being Ground-immune thanks to its new typing.
Name: Wigglytuff
Type: Normal/Fairy
Abilities: Huge Power / Healer / Massive
New Moves: After You, Baby-Doll Eyes, Explosion, Fake Out, Follow Me, Milk Drink, Mist Step, Nuzzle, Pound, Quick Attack, Recycle, Spirit Break, Tearful Look, Tickle, Tidy Up, Yawn
Justification: Huge Power rabbits is such a trend in the design of Pokemon, so why not take this balloon with bunny ears and give it Huge Power too. Add to that a number of support moves that makes it such an interesting ally and it should be a very good addition to certain teams.
Name: Sirfetch'd
Type: Fighting/Grass
Abilities: Scrappy / Mold Breaker / Sharpness
New Moves: Acrobatics, Air Slash, Body Press, Bounce, Bulk Up, Bullet Seed, Drill Peck, Flying Press, Grassy Terrain, Ivy Cudgel, Roost, Sacred Sword, Spiky Shield, Tailwind, Trailblaze, Wide Guard, X-Scissor
Justification: Giving this weaponized bird a lot more utility moves to allow it to be a solid support Pokemon. Built around moves that use its Sword and Shield, with a new Grass type to give it a bonus to damage on its moves like Leaf Blade and Trailblaze.
Name: Grapploct
Type: Fighting/Water
Abilities: Technician / Contrary / Mimicry
New Moves: Aqua Jet, Aqua Ring, Flip Turn, Life Dew, Rain Dance, Upper Hand
Justification: Octopus gains the Water type and some new priority and utility moves. Technician will likely be its primary set, but access to STAB Contrary Superpower will also be solid, whereas Mimicry will provide it some potential defensive utility.
Name: Tsareena
Type:
Abilities: Flower Veil / Queenly Majesty / Aroma Veil
New Moves: Rock Slide, Wide Guard, Gunk Shot, Poison Jab, Acid Spray, Clear Smog
Removed Moves: None!
Justification:
Name: Tsareena (RESUB)
Type:![]()
Abilities: Leaf Guard / Queenly Majesty / Sweet Veil
New Moves: +Close Combat, Ice Spinner, Life Dew, Wood Hammer
Removed Moves: None
Justification: Tsareena is one of the few mons with the immunity abilities, and while it has its very specific niche when compaired to Farigiraf, the giraf tends to be used more. Changes are meant to make the mon stand out a bit more by giving it more consistent offensive options as well as a secondary stab that better helps it carve a niche vs the giraffe by beating steel types like gambit or Arch. Can either serve as a pivot scarfer with techs like round or as a mid speed support mon with powerful options like Life Dew. Resubbing just cause I got not much more right now.
Type: Grass/Fairy
Abilities: Flower Veil / Queenly Majesty / Masquerade
New Moves: Alluring Voice, Bulldoze, High Horsepower, Ice Spinner, Misty Terrain, Moonlight, Spirit Break, Stomping Tantrum
Justification: Flower Veil gives Tsareena a defensive niche, making it immune to Intimidate and status. Masquerade is here because it looks like a Pokemon that would attend a Masquerade ball, and also gives it another option to keep things interesting. Fairy type gives it a good offensive and defensive typing, and unique for a physical attacker until Tapu Bulu appears. Ground coverage added to handle Poisons that it would now be extra weak to.