Pet Mod VaporeMons - Randbats Set Submissions Open

anaconja

long day at job
is a Community Contributoris a Tiering Contributor
Name: Life Dew
PP: 10
Category: Status
Type: Water
Effect: User heals 1/3 max HP. If user has a status, it cures it and heals 1/6 max HP instead.
Priority: 0
Flags (ex: Contact, Sound): Contact
Potential Pokémon With This Move: probably just original
Justification: more distribution of less reliable recovery is kinda cool

Name: Relic Song
BP: 80
PP: 10
Accuracy: 100%
Category: Special
Type: Psychic
Effect: If Aria: Special, Psychic, raises the user's Atk by 1. If Pirouette: Physical, Fighting, raises the user's SpA by 1. Meloetta transforms.
Priority: 0
Flags (ex: Contact, Sound): unchanged
Potential Pokémon With This Move: unchanged
Justification: spamming forme changes sounds kinda funny.

Name: Hyperspace Hole
BP: 40
PP: 10
Accuracy: 100%
Category: Special
Type: Psychic
Effect: User heals 75% of damage dealt.
Priority: 1
Flags (ex: Contact, Sound): unchanged
Potential Pokémon With This Move: unchanged
Justification: imperil from altex had a kinda cool sig

Name: Shadow Strike
BP: 80
PP: 10
Accuracy: 100%
Category: Physical
Type: Ghost
Effect: 20% chance to lower the target's Atk.
Priority: 1
Flags (ex: Contact, Sound): Contact
Potential Pokémon With This Move: :basculegion::ceruledge::houndstone::skeledirge::typhlosion-hisui::brambleghast::decidueye::gengar::mimikyu: maybe just all ghosts except like pult lol
Justification: i like consistent ghost stab
Name: Wandering Spirit
Effect: On switchin, this Pokemon swaps its ability with the opponent.
Potential Pokémon With This Ability: :decidueye: (replaces long reach) :mismagius: :spiritomb: :gimmighoul-roaming:
Justification: put ursaluna in the grave. also enables some risky regen stuff

Name: Opportunist
Potential Pokémon With This Ability: :scovillain: (replaces insomnia) :zarude: :grimmsnarl: (replaces pickpocket) :weavile: :cacturne: :honchkrow: (replaces insomnia) :skuntank: (replaces keen eye) :overqwil:
Justification: this abil is pretty cool but its stuck on espathra who has speed boost

Name: Regenerator
Potential Pokémon With This Ability: :iron-jugulis::tsareena::eelektross:
Justification: i loove regenvest mons

Name: Neutralizing Gas
Potential Pokémon With This Ability: :muk::muk-alola::skuntank:(probably just one of these)
Justification: every meta gotta have their ngas
Name: Malicious Armor
Effect: If this item were to be removed, the attacker gets Tormented instead.
Can Be Knocked Off (Yes or No): no
Ignored by Klutz (Yes or No): yes
Fling Power & Effect: 80, inflicts torment
Justification: the the koff absorb

Name: Coal Engine
Effect: If held by the Coalossal line, Rock changes to Ground; Tar Shot becomes a Special Ground attack with 60 BP.
Can Be Knocked Off (Yes or No): no
Ignored by Klutz (Yes or No): no
Fling Power & Effect: 80, inflicts burn
Justification: make coalossal good again
:sv/dragalge:
Name: Dragalge
Types: Water / Poison
Abilities: Poison Point / Regenerator / Adaptability
Added Moves: Recover, Flip Turn, scald
Justification: toxasex
 
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Yoshiblaze

ye
is a Forum Moderatoris a Community Contributor
Moderator
Another SylveMons mod, another round of me doing obligatory discussion posts during the submission phase!

These mostly just talk about the new things I find cool and give you some sets to possibly try out

:sm/sneasler:
Sneasler @ Choice Band
Ability: Poison Touch
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Close Combat
- Gunk Shot
- U-turn
- Fire Punch
Weird start, starting off with something that isn't using any of the new moves, but it's for good reason. With Dire Claw changed to a Toxic Spiking Ceaseless Edge, most of Sneasler's sets are gonna prefer the power of Gunk Shot over the utility of Dire Claw. The utility pivot set might still use Dire Claw though, setting Toxic Spikes with a move that has a 30% poison chance thanks to Poison Touch sounds great. Anyway, Sneasler is still a bit RNG reliant, but instead of putting you to sleep at the worst possible time it'll just miss its Gunk Shot at the worst possible time, which is much better.


Samurott-Hisui @ Focus Sash
Ability: Sharpness
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Ceaseless Edge
- Razor Shell
- Knock Off / Sacred Sword
- Aqua Jet
Don't let all the shiny new toys distract you from the fact that this is probably still the best hazard attacking move user. Samu really appreciates the accuracy buff, making it just that much more consistent, while teching Sacred Sword allows it to threaten Covert Cloak Pex trying to block its hazard setting with a decent 2HKO chance, while it already naturally threatens Covert Cloak Gholdengo, which I expect to be the 2 most common Covert Cloak mons (mostly since they both already ran it from time to time). Obviously Samurott hates that Edge can get blocked by Covert Cloak in the first place, but that's true of all of the hazard attack users. Plus, you can just use a turn to Knock Off the Cloak, potentially you giving you one less Spike but at least you'll get a Spike. Overall, still a pretty good mon

:sm/weavile:
Weavile @ Focus Sash
Ability: Pickpocket
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Ceaseless Edge
- Icicle Crash
- Ice Shard
- Taunt
The next best Ceaseless Edge user imo is Weavile, with its amazing Speed allowing it to get multiple Spikes up against more things and Pickpocket rarely being able to get rid of the opponent's Covert Cloak if it gets activated by a contact move. It's nowhere near the heights it reached in past generations, but it's something. Also, Icicle Crash over Ice Spinner to prevent your Sash from getting broken by a Rocky Helmet.

:sm/kleavor:
Kleavor @ Heavy-Duty Boots
Ability: Sharpness
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Stone Axe
- U-turn
- Night Slash
- Close Combat
Stone Axe's users are not great, use Kleavor if you really want it.

:sm/raichu-alola:
Raichu-Alola @ Focus Sash
Ability: Surge Surfer
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Nuzzle
- Electroweb
- Surf
- Encore
Electroweb is pretty much in the same boat as Stone Axe, with pretty bad users, but the strength on rarity of Sticky Web means that the webbers gonna see some use. None of them are good mons, but the best might be Raichu-Alola. The highest Speed of the webbers (tied with regular Raichu), Surf or STAB Psychic to hit Grounds that want to block Webs (with its slightly higher SpA being the reason why I give it the nod over regular Raichu), and Nuzzle and Encore to be annoying if it has time. Obviously not great, but an improvement over your previous options nonetheless.

:sm/magneton:
Magneton @ Salac Berry
Ability: Sturdy
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Electroweb
- Steel Beam
- Thunder Wave
- Volt Switch
Magnezone and Magneton have two things over Raichu-A that may be appealing. First, it has Sturdy so you don't need a Sash, so you can go for a Salac Berry or Covert Cloak or something. Second and most importantly, it can KO itself to give you momentum and block Defog or Spin attempts by using either Steel Beam or Explosion. Steel Beam in particular is great for Covert Cloak Fairy-types that I expect to pop up, namely Hatterene. Both Magnets being so slow and not having a way to even dent Landorus (without KOing itself, anyway) are pretty huge weaknesses, though

:sm/masquerain:
Masquerain @ Focus Sash
Ability: Intimidate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Electroweb
- Hurricane
- Hydro Pump
- Quiver Dance
Probably be the second best webber overall is the original best webber in Masquerain. Masquerain's typing is the main thing that it has over Raichu, as its able to threaten Ground-types in a much safer way as they usually can't threaten it back while it can QD on them before taking them out with a Hurricane or Hydro Pump. It doesn't have much sauce aside from that, but that's all Masq really needs to be a legitimate option. Webs are still meh overall and you're probably still better off using screens, but a buff is a buff

:sm/glimmora:
Glimmora @ Power Herb
Ability: Toxic Debris
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Earth Power
- Sludge Wave
- Power Gem
- Meteor Beam
Nihilego at home:

:sm/sandy shocks:
Sandy Shocks @ Power Herb
Ability: Protosynthesis
EVs: 48 HP / 208 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Meteor Beam
- Earth Power
- Thunderbolt
- Volt Switch / Flash Cannon / Stealth Rock
Probably the best of the Meteor Beamers, Sandy Shocks' good stats and STAB coverage mean that it could really do some damage after a boost. Plus, if you manage to get this in Sun or run Sunny Day like a madman, a straight-up sweep becomes a lot more possible. The one thing it really lacks is coverage, though, especially without Terastalization. Your best bet is probably Flash Cannon to hit Scream Tail and provide even better neutral coverage than Power Gem would, or you just go Volt Switch so you don't have to commit to a sweep until you want to

:sm/delphox:
Delphox @ Power Herb
Ability: Magician
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Nasty Plot
- Fire Blast
- Psychic
- Meteor Beam
I don't care that you're 1000% better off using Boots and Focus Blast, the Meteor Beam Magician gimmick is finally real

:sm/iron treads:
Iron Treads @ Power Herb
Ability: Quark Drive
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Iron Head
- Ice Spinner
- Skull Bash
Probably the best you can do if you really want to use Skull Bash. While you do really miss the Speed boost you'd usually get from Booster Energy (though ig you can run Rapid Spin if you don't care about being walled by Landorus), this could potentially clean up really weakened teams with how good Ground/Steel/Ice coverage is, but it certainly won't be easy to set such a situation up

:sm/hawlucha:
Hawlucha @ Power Herb
Ability: Unburden
EVs: 80 HP / 252 Atk / 176 Spe
Adamant Nature
- Swords Dance
- Close Combat
- Acrobatics
- Skull Bash
The next best thing you can do with Skull Bash. Even with Tera gone and Dire Claw not being dumb anymore, Sneasler is probably still the better choice for an Unburden mon in terrains, so you have this if you wanna use Lucha. It's like the Power Herb Sky Attack gimmicks of old, but a little better

:sm/slowbro:
Slowbro @ Heavy-Duty Boots
Ability: Regenerator
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
IVs: 0 Atk
- Surf
- Future Sight / Body Press / Psychic
- Shelter
- Slack Off
Shelter is super interesting and probably the best move added overall, in terms of both the move itself and its distribution. Torkoal is definitely the best user of the move, already being viable and appreciating a slight buff its hazard removing ability, but there are a couple other cool options as well. Goodra-H and Chesnaught could both potentially have a niche as new hazard removers, with Forretress a bit behind. The most interesting, however, is probably Slowbro. While it's still not as good as the Slowkings or the other Regen Water in Toxapex, being a rare hazard remover finally gives it something over the others this generation. I don't think it'll jump up to the top of the viability list considering how extremely passive it is, but it's a much more real mon now. I'm gonna talk about it more in the items section, but I could see Slowbro being a decent Tera Shard user to shed its sometimes awkward Psychic-typing for something like pure Water, Ghost, or Fairy.
:sm/garganacl:
Garganacl @ Tera Shard
Ability: Purifying Salt
Hidden Power: Water
EVs: 252 HP / 156 Def / 100 SpD
Impish Nature
- Curse
- Salt Cure
- Recover
- Earthquake
Starting with the item that's already had the biggest impact of them so far, we have Tera Shard. It's (thankfully) a far cry from the power of Terastalization, you have no surprise factor, can't choose when or when not to do it, no STAB boost on old types, no Adapt boost if you already had the type, and no comboing it with Boots or boosting items or Lefties. As predicted in the sub, Tera Shard has basically practical offensive use, but has proven to be pretty decent defensively to give mons with meh defensive typings but good stats and abilities something better. It's been quite common and impactful early from people trying it out, but the jury's out on whether or not it'll stay relevant as time goes on. More than likely it'll be a niche but strong option on a select few mons, with Garganacl being one of them. Garg gets to do its old shenanigans of being literally any type but Rock, just without Leftovers or surprise factor.
:sm/blissey:
Blissey @ Tera Shard (Fairy)
Ability: Natural Cure
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
- Stealth Rock / Thunder Wave
- Soft-Boiled
- Seismic Toss
- Heal Bell

:sm/slowbro:
Slowbro @ Tera Shard / Tera Shard (Fairy)
Ability: Regenerator
Hidden Power: Ghost / Water
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
IVs: 0 Atk
- Shadow Ball / Surf
- Body Press
- Shelter / Iron Defense
- Slack Off

:sm/avalugg:
Avalugg @ Tera Shard / Tera Shard (Fairy)
Ability: Overcoat
Hidden Power: Fighting / Steel / Water
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
- Body Press
- Ice Spinner / Heavy Slam
- Rapid Spin
- Recover
(more on lugg later)

:sm/cresselia:
Cresselia @ Tera Shard (Fairy)
Ability: Levitate
EVs: 252 HP / 4 Def / 252 Spe
IVs: 0 Atk
Timid Nature
- Calm Mind
- Moonblast
- Psyshock
- Moonlight

:sm/bronzong:
Bronzong @ Tera Shard
Ability: Levitate
Hidden Power: Steel
EVs: 252 HP / 88 Def / 168 SpD
IVs: 0 Atk
Bold Nature
- Iron Defense
- Body Press
- Flash Cannon
- Rest
Rare example of Tera Sharding into a type you already have in order to shed the extra weaknesses your other type gives you. Slowbro can also potentially do something like this

:sm/volcarona:
Volcarona @ Tera Shard
Ability: Flame Body
Hidden Power: Grass
EVs: 248 HP / 108 Def / 152 Spe
Timid Nature
- Quiver Dance
- Giga Drain
- Morning Sun
- Fiery Dance
One of the few things that could make offensive Tera Shard work, and even then it's a stretch as losing Fire STAB kinda sucks and it still takes 50% from Rocks so you need a ton of anti-hazard support.

:sm/dragonite:
Dragonite @ Tera Shard (Normal)
Ability: Multiscale
EVs: 144 HP / 252 Atk / 112 Spe
Adamant Nature
- Dragon Dance
- Extreme Speed
- Earthquake / Thunder Punch
- Roost
Another potential offensive Tera Shard user. Rocks weakness is awful, and Normal is a sucky defensive type, but STAB ESpeed off that Attack stat might be worth it after all

:sm/mew:
Mew @ Tera Shard (Fairy)
Ability: Synchronize
EVs: 252 HP / 4 SpA / 252 Spe
IVs: 0 Atk
Timid Nature
- Calm Mind
- Iron Defense
- Draining Kiss
- Body Press / Stored Power / Earth Power

Mew @ Tera Shard
Ability: Synchronize
Hidden Power: Flying
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Dragon Dance
- Brave Bird
- Earthquake
- Ice Spinner
Mew not having recovery means that it can't really use Tera Shard as well as it'd want to, but with its bottomless movepool, there's gotta be something there, right? Right? Probably not tbh, but you can try. I will also say that Tera Shard activating after hazard damage is interesting because you can turn into a Fire, Flying, Ice, or Bug-type with no hazard-related consequences, which is super nice to get the defensive value of Fire and Flying without the downsides.

And there are a good number of other potentially usable examples, like Dondozo, Alomomola, Toxapex, Gholdengo, or even Regidrago. The possibilities are endless in theory, but we'll see what actually stands the test of time soon enough


:sm/hatterene:
Hatterene @ Big Root
Ability: Magic Bounce
EVs: 252 HP / 204 Def / 52 Spe
Bold Nature
- Calm Mind
- Draining Kiss
- Psyshock
- Mystical Fire
I'll talk about another potential Big Root user later, but this seems like the best pre-existing one, trading Leftovers for more immediate offensive presence

:sm/arboliva:
Arboliva @ Big Root
Ability: Seed Sower
EVs: 220 HP / 252 SpA / 36 Spe
IVs: 0 Atk
Modest Nature
- Giga Drain
- Earth Power
- Hyper Voice
- Strength Sap
Definitely a lower tier mon, but this is one of the better Big Root Giga Drain users that also gets to abuse Big Root increasing Strength Sap healing

:sm/iron hands:
Iron Hands @ Big Root
Ability: Quark Drive
EVs: 116 Atk / 248 SpD / 144 Spe
Tera Type: Flying
Adamant Nature
- Swords Dance
- Drain Punch
- Thunder Punch
- Ice Punch
Swords Dance sets apparently run Leftovers and Drain Punch, so Big Root can give you a really big Drain Punch with or without a boost

:sm/wigglytuff:
Wigglytuff @ Tuffy-Tuff
Ability: Cute Charm / Competitive
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Dazzling Gleam
- Thunder Wave / Stealth Rock / Calm Mind
- Wish
- Protect
On to the signature items now and somehow Wigglytuff might actually be viable in a SylveMons meta, what has the world come to. Doubling the defenses of a mon with 140 HP predictably makes it extremely fat, so that plus its good typing and extremely deep movepool make Wigglytuff a real option for a bulky Fairy. It's definitely not the best, as it's just so ridiculously passive that it can be a liability and other bulky Fairies like Scream Tail, Enamorus-T, and Tera Shard Fairy Garganacl bring either more utility or offense to the table, but if you just REALLY need to not die, then Wigglytuff's your mon. Cute Charm also hilariously makes it a switch-in to Ursaluna's Facade, though it does just Swords Dance all over you

:sm/revavroom:
Revavroom @ Caph Star Shard
Ability: Stamina
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Combat Torque
- Noxious Torque
- Wicked Torque
- Shift Gear

Revavroom @ Ruchbah Star Shard
Ability: Misty Surge
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Magical Torque
- High Horsepower
- Blazing Torque
- Shift Gear

Revavroom @ Segin Star Shard
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Wicked Torque
- Noxious Torque
- Magical Torque
- Shift Gear

The Revavrooms are interesting but ultimately probably niche at best. Not being able to have a boosting item for non-STAB/Poison/Steel moves and a number of great physical walls in the metagame really hurts the Revavrooms' sweeping potential, but it's certainly not impossible to make work, far from it. In terms of the best one. Caph is probably the best Revavroom, as while its typing is meh, Combat Torque is a great move, it has boosted coverage in Gunk Shot or Noxious Torque, and a super good ability in Stamina to make setting up even easier. Next best is probably Ruchbah for its good type and ability plus loving that it can use High Horsepower and Blazing Torque, then Segin who wishes Wicked Torque had 80 BP but is otherwise very similar to Caph, then Navi and Schedar being definitely the two worst ones, with Navi missing its dual STAB and Schedar having a weak Torque move, poor coverage, and a Rocks weakness. Base Revavroom is probably the fourth best one, behind Segin, basically being a better version of Navi but with a worse ability
:sm/enamorus:
Enamorus @ Heavy-Duty Boots
Ability: Cute Charm
EVs: 252 SpA / 4 SpD / 252 Spe
Tera Type: Fairy
Timid Nature
- Calm Mind
- Moonblast
- Earth Power
- Mystical Fire
Cute Charm is sick, but we've already talked about Wigglytuff and we're gonna talk about Scream Tail later, so that leaves the other OU viable user for this section. Calm Mind Enam-I doesn't really need Cute Charm to do what it does, but who wouldn't want 2 extra resistances, y'know?

:sm/blissey:
Blissey @ Tera Shard (Fairy) / Heavy-Duty Boots
Ability: Healer
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
- Stealth Rock / Thunder Wave
- Soft-Boiled
- Seismic Toss
- Heal Bell
Healer is in a bit of a tough spot, being a great ability but most of the mons with it have better options. Blissey is probably the most likely to be OU-viable with it as, while Natural Cure is an amazing ability, it's not super-duper necessary with Toxic being so rare, so if you really want to use Healer you could potentially make the trade for it

:sm/mesprit:
Mesprit @ Choice Scarf
Ability: Healer
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Mystical Power / Psychic
- Dazzling Gleam
- U-turn
- Healing Wish / Trick
Not an OU mon by any means, but this sounds like a lot of fun to use. Healer fits really nicely with offensive pivots and Mesprit has an amazing movepool for such a job with Healing Wish, U-Turn, Trick, and a ton of coverage. Having both Healing Wish and Healer is also really funny, as either the opponent gets hit before it KOes you and then a teammate gets 33% of its HP back, or you Healing Wish and that teammate gets 100% of their HP back + a status heal, a win-win situation for you

:sm/lilligant-hisui:
Lilligant-Hisui @ Choice Scarf
Ability: Healer
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Close Combat
- Petal Blizzard
- Ice Spinner
- Healing Wish
For those who are extremely unlucky and miss all their Hustle-boosted attacks all the time

:sm/enamorus-therian:
Enamorus-Therian (F) @ Big Root / Leftovers
Ability: Overcoat
EVs: 248 HP / 252 SpA / 8 SpD
IVs: 0 Atk
Modest Nature
- Calm Mind
- Iron Defense
- Draining Kiss
- Earth Power
Overcoat is quite clearly the best ability added this slate, giving huge hazard immunity when we just added a bunch of ways to set hazards. Enamorus-Therian was already decent, but it can be even better now that it doesn't need to hold Boots, letting it use Big Root or Leftovers for recovery and better act as a bulky Fairy and wincon. Should be a super fun mon to use with this item freedom

:sm/avalugg:
Avalugg @ Tera Shard / Tera Shard (Fairy)
Ability: Overcoat
Hidden Power: Fighting / Steel / Water
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
- Body Press
- Ice Spinner / Heavy Slam
- Rapid Spin
- Recover
Avalugg is one of the better potential Tera Shard users in my opinion, with its stats potentially giving it a niche on bulky teams when it can be any type it wants at a fairly low cost. This cost is even lower when you ignore the pre-type change hazard damage with Overcoat, making Avalugg even better at being a wall and hazard remover

:sm/forretress:
Forretress @ Leftovers
Ability: Overcoat
EVs: 252 HP / 252 Def / 4 SpD
Relaxed Nature
IVs: 0 Spe
- Stealth Rock
- Shelter
- Gyro Ball
- Volt Switch
Likely still on the outside looking in when it comes to even being niche in OU, but Forretress is notable for having the amazing combo of Shelter and Overcoat. Cloyster does too, but it's a much worse Avalugg when it comes to being a wall
:sm/scream tail:
Scream Tail @ Leftovers
Ability: Cute Charm
EVs: 120 HP / 236 SpD / 152 Spe
IVs: 0 Atk
Timid Nature
- Dazzling Gleam
- Wish
- Protect
- Encore / Knock Off / Thunder Wave / Super Fang
I've been a huge fan of this mon in this generation thanks to its Encore shenanigans and WishPassing prowess, so with an interesting Fairy/Dragon-typing that doesn't even add a Fairy weakness thanks to Cute Charm plus a ton of great moves, I'm even more excited for what this can do

:sm/crabominable:
Crabominable @ Leftovers / Punching Glove
Ability: Fur Coat
EVs: 252 HP / 252 Atk / 4 Spe
Adamant Nature
- Drain Punch
- Jet Punch
- Swords Dance
- Slack Off / Knock Off / Thunder Punch / Ice Hammer

Crabominable @ Leftovers
Ability: Fur Coat
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
- Hammer Arm
- Crabhammer / Jet Punch
- Knock Off
- Slack Off
This mon has super hyped up as a potentially broken threat and it's pretty easy to see why on paper. Good stats, especially an amazing 132 Attack stat, a great Fighting/Water-typing, Fur Coat, and a ridiculously good movepool featuring Jet Punch, Swords Dance, Knock Off, Crabhammer, Drain Punch, and Close Combat. I'm gonna just wait and see how it does before I make on judgements on it, but it does seem really really good, though there are a ton of checks to it and it can't easily fit coverage for them all. If you told me I had to nerf it right this instant though, I'd probably just remove Jet Punch and Swords Dance and call it a day

:sm/toxapex:
Toxapex @ Covert Cloak
Ability: Regenerator
EVs: 248 HP / 192 Def / 68 SpD
Impish Nature
- Knock Off
- Haze / Body Press
- Recover
- Toxic Spikes
Toxapex is Toxapex, but as a Dark/Water-type it's used a completely different way. Gone are the days of checking Fighting, Fairy, and Grass-types, now we're checking Ground, Dark, Ghost, and Psychic-types. The movepool additions were also pretty huge, especially Knock Off, which Pex has been dearly missing for the entire generation, but also some potential niche options in Body Press, Taunt, and Super Fang
Lastly, I'll briefly go through each of the unbanned mons, roughly in order of viability


:sm/volcarona:
Volcarona @ Heavy-Duty Boots
Ability: Flame Body
EVs: 252 SpA / 4 SpD / 252 Spe
IVs: 0 Atk
Timid Nature
- Quiver Dance
- Flamethrower
- Bug Buzz
- Giga Drain

Volcarona @ Tera Shard / Heavy-Duty Boots
Ability: Flame Body
Hidden Power: Grass
EVs: 248 HP / 108 Def / 152 Spe
Timid Nature
- Quiver Dance
- Fiery Dance
- Giga Drain / Will-O-Wisp
- Morning Sun
It's still Volcarona, lol. Just goes from being absolutely stupid back to being really good. Loves that the best Haze user in the tier, Pex, is now weak to Bug Buzz (unless it's a Tera Shard variant), but it's still hopeless against Heatran, Boots sets hate both Jet Punch users, Shard sets hate Rocks, and it of course needs multiple turns to really go crazy. Still, it's Volcarona, you are going to just lose to it sometimes because it is Volcarona and we all know that

:sm/regieleki:
Regieleki @ Heavy-Duty Boots
Ability: Transistor
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Thunderbolt
- Volt Switch
- Rapid Spin
- Tera Blast

Regieleki @ Light Clay
Ability: Transistor
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Reflect
- Light Screen
- Rapid Spin
- Explosion
With no Tera and nerfed Transistor, Regieleki is in a worse position than ever. It's still very strong, but not nightmarishly so, so it's overall a lot less threatening even when the opponent's Ground-type is weakened or KO'd. Tera Blast is nice to deal some decent chip damage to Grounds like Great Tusk, but for the most part it's a pretty rough comeback for the guy. At least it can still do screens stuff


Palafin @ Choice Band
Ability: Zero to Hero
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Wave Crash
- Jet Punch
- Close Combat
- Zen Headbutt / Ice Punch / Flip Turn
With Zero to Hero being nerfed into Gen 7-8 Battle Bond, Palafin is more than balanced enough to return to OU. But, with Crabominable, Scream Tail, and a bunch of good bulky Waters around, the dolphin isn't exactly getting a Hero's welcome. Actually getting a KO with base Palafin is hard enough even without all that, but even if you do get your broken stats Palafin isn't hard to wall right now. Palafin still has potential of course, it has 160 Attack and STAB Jet Punch, how could it not, but life is really hard for it now, especially since you're basically forced into offensive sets to actually get a KO in base form, so you can't use its previously broken Bulk Up sets nearly as well. It's a pretty good option on Rain, as the Rain makes it easier for base Palafin to get a KO and makes Hero form hit like 2 trucks, but it'll likely not be seen outside of those teams. Or, who knows, maybe it'll be like VGC where everyone thought Palafin was a Rain exclusive mon, but then it reveals itself to be not only good but borderline broken in its own right, we'll just have to wait and see


Espathra @ Leftovers / Grassy Seed
Ability: Speed Boost
EVs: 152 HP / 244 Def / 112 Spe
Bold Nature
- Calm Mind
- Stored Power
- Dazzling Gleam
- Roost
It definitely needs more time to cook, but right now? Might be a hot take, but this mon is the definition of mid. Without Tera carrying it, it's so much harder to get enough boosts to steamroll a team because of how bad of a typing Psychic is. Plus, even with Crabominable and a bunch of bulky Fairies being added, Dark-types are still really good, especially the new Toxapex, making Espathra's life even harder. With a good matchup and some luck Espathra can still win games by itself, but it's actually difficult now



Pretty neat slate 1. Most of the impactful stuff was on the defensive side, which is good since offensive styles have been amazing for the whole generation, so this plus the Tera ban helped slow things down a bit. Excited to see how slate 2 adds on to this. See you soon!
 
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It's legitimately rather sad that getting Electroweb probably makes Magnemite's line more useful than it has been in at least two entire gens. Also, geez, we just trying to add Knock Off back to everything? Fine.

Also also:

would've gotten this in sooner but i have a head cold and spent all of yesterday evening passed the fuck out
Hope you feel better sooner than later.

Anyway, I tried to do at least two new things for each category, but, uh, didn't really get there since all of my mons are from Slate 01 due to the other ones I wanted to do already being taken and half of my "new" submissions just being three of my winning JolteMons submissions. Go go Gadget Laziness:

NEW MOVES:
Name:
Knock Off (adjustment)
Power: 65
Accuracy: 100%
PP: 20 (max. 32)
Category: Physical
Type: Dark
Effect: Removes foe's item on successful hit. (No longer gains 1.5x damage if foe holds an item.)
Priority:
0
Flags (ex: Contact, Sound): Contact, Mirror, Punch, Protect
Potential Pokémon With This Move: NOT :weavile: or :sneasler: lol
Justification: Fine. In trying to kill as many birds with one stone as can be done before the meta actually starts, given people keep adding Knock Off to like...half of the mons submitted, we might as well redistribute it more all at once even if like Beaf Cultist I'm personally fine Knock Off with being highly reduced in distribution in Gen 9. Still, if I'm doing that that, then I might as well also take away the most obnoxious part about Knock Off's excessive Gen 6 buff, i.e. the utterly unnecessary damage boost that bullies Sticky Hold. This version will still be useful and usable, especially since it ignores random burns, just not nearly as abusable as it was and no outright obviating Night Slash without Sharpness still. Making it a Punch was/is currently a coding compromise for keeping it Contact instead of trying to headachingly make it selectively contact as well as a compromise for Iron Fist getting massively screwed over this Gen too when it already sucked; I also added it because Sucker Punch isn't boosted by Iron Fist due to its Japanese name being "Ambush" and because it flavorfully does limit it to mons with actual punching limbs. (That said, please don't take the "ignores burn damage" aspect as an excuse to redistribute Scald en masse if this wins though. That should remain [near] exclusive to Volcanion as long as we can make Chilling Water usable, and even this version of Knock Off probably shouldn't be given back out to as many mons as had it before.)

Name: Aqua Ring | Clay Circle | Ingrain (adjustment | original | adjustment)
Power: --
Accuracy: --%
PP: 20 (max. 32) [all]
Categories: Status [all]
Type: Water | Ground | Grass
Effect: Restores the 1/16th of the user's maximum HP (rounded down) at the end of every turn for five turns as long the user stays in after surrounding itself with veil of water | circle of absorbent clay | small thicket of grass & roots, with the amount of restored HP increased by 30% (rounded down?) if user is holding Big Root. Reduces the base power of Fire-type | Water-type | Ice-type moves by 67% on both sides in battle for five turns, even if user switches out. (These cannot stack and instead override each other as far as the field effect goes.)
Priority: 0
Flags (ex: Contact, Sound): Heal, Mirror, Snatch (not that it exists anymore currently, R.I.P.)
Potential Pokémon With This Move:
(Aqua Ring) Current Aqua Ring mons + :articuno:, :articuno-galar:, :avalugg:, :avalugg-hisui:, :beartic:, :crabominable:, :cryogonal:, :dragalge:, :glaceon:, :glastrier:, :overqwil:, & :tauros-paldea-aqua: (the Water Regenerator mons and unfortunately :cetitan: Cetitan would probably become too obnoxious with this even with it being limited to five turns)
(Clay Circle) Ground mons NOT named :garchomp:, :great tusk:, :iron treads:, :landorus-therian:, or especially :ursaluna: + probably a few Rock and Bug mons
(Ingrain) Current Ingrain mons + various other Grass mons aside from maybe :iron leaves:

Justification: Speaking of trying to kill multiple birds with one stone, this is basically an attempt to a) make the new Big Root even more worth using, b) make Aqua Ring and especially Ingrain potentially worth using in general given the latter no longer traps you since it's not like anyone uses its anti-phazing aspect anymore outside of Anything Goes with Baton Pass thankfully banned everywhere else, c) bring back the ill-named Water Sport and Mud Sport moves that no one used and in potentially usable ways, and d) have the Mud Sport replacement function in a non-redundant way since almost every mon that learned Mud Sport before was already completely immune to Electric-type moves anyway. Aqua Ring getting the most distribution also seems like a nice but non-obnoxious way to fight against Sun's supremacy this gen while also not buffing Rain in any real significant way--oh no, Fire moves are even weaker in Rain, horror. (Also also, stealth buff Sand by e) not weakening any type moves that correspond to it and f) giving would-be Sand mons a decent option against the ubiquitous oppression of Water mons & attacks. Mwhahahaha.)

RESUBMISSIONS: (Stone Fangs increased to 75 BP since it feels like the lesser evil than just having it eat substitutes too. Elegant Punch completely unchanged.) (2023/06/26 EDIT: Elegant Punch also boosted from 70 BP to 75 BP.)
Name: Stone Fangs (original)
Power: 75
Accuracy: 100%
PP: 10 (max. 16)
Category: Physical
Type: Rock
Effects: Destroys screens. Power boosted 30% in Sand.
Priority: 0
Flags: Bite, Contact, Mirror, Protect
Potential Pokémon With This Move: :arcanine-hisui:, :avalugg-hisui:, :drednaw:, :hippowdon:, :iron thorns:, :klawf:, :lycanroc:, :lycanroc-dusk:, :lycanroc-midnight:, :tyranitar:, etc. (basically Rock mons with toothy mouths--screw you, Garganacl--and even potentially Strong Jaw mons that aren't Rock)
Justification: I figured I would make my first move something that killed three birds with one stone, in this case literally given people keep kvetching--understandably--about physical Rock moves' inaccuracy. So here's introducing a "lesser" Psychic Fangs--why is that move just randomly 85 BP?--that has no type immunity and can be powered up by weather without becoming too overbearing or widespread or outpacing Stone Edge. It also helps destroy Light Clay screen strategies more casually than Psychic Fangs because it actually hits Grimmsnarl or other potential Dark mons behind screens--cough, Kingambit, cough. And it also gives Avalugg-Hisui another actual move for Strong Jaw, STAB even, since Game Freak couldn't be bothered to--stupid Mountain Gale. Without Aero(-Mega) in the game, this should be balanced even with Lycanroc-Dusk lurking around, especially since even in Sand it has less BP than Stone Edge still and, worst comes to worst, we can just...not give it to Lycanroc-Dusk. (You can also maybe give this to Bombirdier since birds can have somewhat nightmarish "teeth" and that thing is just randomly Rock-oriented, but meh.)

Name: Elegant Punch (original)
Power: 75
Accuracy: 100%
PP: 15 (max. 24)
Category: Physical
Type: Fairy
Effects: Ignore screens and substitutes (but does not remove them). Power boosted by 30% in Misty Terrain.
Priority: 0
Flags: Authentic, Contact, Dancer, Mirror, Protect, Punch
Potential Pokémon With This Move: :azumarill:, :enamorus:, :gallade:, :gardevoir:, :meowscarada:, :mimikyu: (is so very elegant), all four :oricorio: forms, :quaquaval:, etc.
Justification: Speaking of "annoyed with missing the only widely available strong physical attack"...category, Fairy still also falls into that despite Spirit Break now existing and also now being on (literally one) more than one mon since Spirit Break is a bit too...obnoxiously strong in its current form's effect to distribute widely. So here comes an odd sidegrade to my winning Shadow Punch idea from Joltemons (which I don't want to resubmit right now since I'm masochistic enough to try to make everything new apparently). This would allow those privileged Fairy jerks who might tend towards the physical to have something more reliable than Play Rough but to not have it be too strong. I could see boosting it to 75 BP, but meh--again, Fairies are jerks. (Dancer mons aren't though--just victims.)


NEW ITEMS:
Name:
Alpha's Attire | Parent's Attire (original | original)
Effect: "If held by Zarude | Zarude-Dada, the holder's Normal, Dark, and Grass moves are boosted by 1.2x, its ability becomes Intimidate | Parental Bond, and if Zarude-Dada, its type becomes Normal/Grass."
Can Be Knocked Off (Yes or No): No (only when equipped by Zarude | Zaruda-Dada)
Ignored by Klutz (Yes or No): No (only when equipped by Zarude | Zarude-Dada)
Fling Power & Effect: 30, inflicts Leech Seed | 10, inflicts -2 Atk.
Justification: Zarude doesn't really need much to that much more viable. Just a better ability and arguably access to Knock Off. The Knock Off redistribution above should fix the latter, so I tried to address the former without "wasting" a separate adjustment space on it. In addition to that, it would be nice to have a physical Normal/Grass mon that didn't suck--sorry, Sawsbuck--since even if Zarude's physical Normal movepool is relatively shallow it already has all the best remaining Normal moves except for the new Skull Bash I guess; as middling a typing as Normal/Grass is, it at least no longer explodes versus Bug (as much) and is outright immune to Ghost. Finally, of the mons get something out of a specific item, Zarude already gets a pretty damn good exclusive healing ability, which Zaruda-Dada can especially abuse as Normal/Grass due to super-powered STAB Facades. (I was originally going to go with Defiant for Zarude-Dada, but the last sentence instantly convinced me that would probably be a bad idea, just like how I was originally to have a Defense boost here for 1.2x, but...no, that would also be a bad idea.)

Name: Nightlight Ball (original)
Effect: "If holder is Mimikyu, holder's Atk and Def are increased by x1.3 and it absorbs Electric moves to restore 25% of Max HP as if it had Volt Absorb." (Should probably announce itself as such, like "[Holder] is clutching a nightlight!")
Can Be Knocked Off (Yes or No): No (only when equipped by Mimikyu)
Ignored by Klutz: (Yes or No): No (only when equipped by Mimikyu)
Fling Power & Effect: 90 BP, Burns the target.
Justification: Now that we're past Slate 01, I can start being a lazy bum again--well, even lazier since I never stopped. As such, I'm resubmitting this from JolteMons since Mimikyu could use at least a small buff and there's no point doing Light Ball again since pretty much all of the other actual rat mons got exterminated removed. Also having a mon that deals with the all of the pivoting is just nice in general, especially with Flip Turn mostly gon even though we just unbanned Palafin. [insert grumbling here]

RESUBMISSIONS: (No changes to either the adjustment of Safety Goggles or creation of Dooh Hood)
Name: Safety Goggles (adjustment)
Effect: Holder is immune to powder moves, is immune to Sandstorm damage, and has 1.2x accuracy on its attacks.
Can Be Knocked Off:
Yes.
Ignored by Klutz: Yes.
Fling Power & Effect: nothing 80 (wow, they hit that hard? The hell?)
Justification: Since Overcoat was already submitted for adjustment (even if I like G-Luke's Shelter slightly better unfortunately), I figured I would touch the item that also got indirectly screwed over by the change from Hail to Snow. Safety Goggles was already pretty niche even when Hail existed, and while it still has use blocking Spore, that's about it. So I figured an accuracy buff seems fine since Wide Lens and Zoom Lens both suck and so very many submissions are just resubmitting moves to be slightly more accurate. It really shouldn't be above 1.2x accuracy though since we don't want 100% accurate Stone Edges, among other things, without Gravity. (Also, this being one of the first two things I had in mind before I started this madness is why Mycellium Might above specifies "ignores items" now too instead of me just really hating Rindo Berry.)

Name: Dooh Hood (original)
Effect: "If held by Farigiraf, the holder's Psychic moves are boosted by 1.2x, its Speed is boosted by 1.5x, and it is immune to Dark moves."
Can Be Knocked Off: No. (only when equipped by Farigiraf)
Ignored by Klutz: No. (only when equipped by Farigiraf)
Fling Power & Effect: 60, inflicts Torment.
Justification: On almost any other mon, I feel like these boosts would definitely be too much, but Farigiraf is so...underwhelming and difficult to fix with just adjustments alone that it may well be fine. This even though Psychic Surge still exists.


"NEW" ABILITIES:
Name:
Leaf Guard (adjustment...from JolteMons)
Effect: "Flying and Bug-type moves against this Pokémon deal damage with a halved attacking stat. Can't be statused or flinched by others in Sun."
Permanent: No.
Mold Breaker: Yes.
Potential Pokémon With This Ability: Current mons with Leaf Guard + :arboliva:, :appletun:, :brute bonnet:, :calyrex:, :flapple:, :iron leaves:
Justification: The only other thing from JolteMons right now, which seems so "desperately" needed, especially when I'm already trying to throw Zarude a bone anyway. Still, it says something about how crappy official Leaf Guard unfortunately still is that even in the Gen 9 where Sun is the most dominant weather in the meta...Leaf Guard still sucks and no mon with it willingly uses it. So this attempts to solve that issue again even if it was still rather middling last time, especially as far as actual Sun was concerned.

Name: Fairy Ringer ("original"...from Regional Evolutions) | Justified (resubbed adjustment)
Effect: "This Pokémon draws Fairy moves towards to itself to raise Special Atk by 1; Fairy immunity." | "This Pokémon's Attack is raised 1 stage if hit by a Dark move; Dark immunity."
Permanent:
No. | No.
Mold Breaker: Yes. | Yes.
Potential Pokémon With This Ability: (Fairy Ringer):brute bonnet: (only because the original mon I made it for was a mushroom and this is easily the mushroom mon that could use it the most without also being obnoxious about it like actual :amoonguss: who would just use Regenerator anyway), :calyrex:, :electrode-hisui: (over Aftermath), :hoopa: (NOT :hoopa-unbound:...probably), :mismagius:, :muk-alola: (over Power of Alchemy), :salazzle:, :umbreon:
(Justified) :arcanine:, :gallade:, and :lucario: (a.k.a. the still existent mons currently with the ability) + :decidueye:, :honchkrow: (crosses wingtips behind back while replacing Insomnia), :iron leaves:, and :zarude-dada: (for clarification, this is Zarude-Dada)
Fairy Ringer Justification: I was originally going to try to readd the adjustment to Pastel Veil from JolteMons but then I realized that even with all of the free hazards around, Toxic Spikes are still the weakest of them and it doesn't feel fit any non-Poison new Gen 9 pokemon on top of half of the things that got it in JolteMons being removed. So instead I was reminded of a surprisingly one-off ability for the Regional Evolutions Pet Mods (that I never finished the cataloging of--sigh) despite my perverse love of Storm Drain clones, and Fairies could certainly stand to be brought down a peg, so here we go.
Justified Justification: With all of the Swords of Justice gone outside of the random robot version of the worst one (that's still currently a bit bad), changing Justified becomes a lot more easy to do without worrying about automatically breaking any of the mons that still have it. I figure given how obnoxiously free both Ceaseless Edge and what remains of Knock Off currently are to click, a Dark-absorbing ability has good merit even before Kingambit's and the Ruination legendaries' additional existences. That three of the most appropriate new instances for it--really, the "only" ones since Honchkrow is a largely a joke--all happen to also be Grass to absorb Samurott-Hisui's other STAB is genuinely coincidental, not that it helps the non-Robin Hood ones much since they both get exploded by X-Scissor and, in Zarude-Dada's case, also Sacred Sword to a lesser degree. (Regular Samurott could be given this for maximum irony even though it's going to need more boosts than just this, and I guess we can give this to Palafin if we care about its regular form being unbanned but then likely still never seeing usage anyway.)

RESUBMISSIONS: (No further adjustments to Justified, Wind Power & Wind Rider, or Mycellium Might.)
Name: Wind Power | Wind Rider (adjustment | adjustment)
Effect: Special Attack | Attack raised by 1 stage if hit by a wind move, if Tailwind begins, or if Sandstorm is active. Wind move and Sand immunity.
Ignored by Mold Breaker: (technically) Yes. [/the best type of "yes"]
Potential Pokémon With This Ability: :braviary-hisui: (over Keen Eye), :drifblim:, :iron thorns:, :jolteon:, :kilowattrel:, :rotom-fan:, and :sylveon: | :altaria:, :bombirdier: (over Keen Eye), :braviary: (over Keen Eye), :brambleghast:, :jumpluff: (over Leaf Guard), :staraptor:, and :talonflame:
Justification: Sand abilities for the sand gods. I hate to submit another version of something that someone already is, but the fact that Sandstorm (the move) supposedly counts as a Wind move yet Sand just...doesn't interact with either of these abilities or (positively) with the freaking tumbleweed mon at all is borderline infuriating to me. So now there's this version, which also gives Sand far more diversity among types with abilities that actually benefit from it. (Doing this also made me realize how many Flying mons don't use wings to fly, especially in Gen 9's National Dex. Not sure if that should affect the distribution of this if it wins, but that's mostly what I was going by beyond not giving it to Dragonite, Gyarados, Landorus-Therian, or Salamence even though it would fit them since they're all likely to be overpowered with Wind Rider.)

Name: Mycellium Might (adjustment)
Effect: This Pokémon's Grass moves go last in their priority bracket, ignore Abilities, ignore items, and have their power multiplied by 1.5.
Ignored by Mold Breaker:
No.
Potential Pokémon With This Ability: :toedscruel: + :amoonguss: (ugh), :breloom: (over Effect Spore), and :brute bonnet: (that's it, that's all of the mushroom mons since Parasect, Shiinotic, and honorary mushroom Smeargle are all gone)
Justification: As I said, I am tired, so why not do the worst new Gen 9 ability that was clearly made with Spore in mind. I hate to split the vote on this, but I feel like Leech Seed isn't enough for how debilitating this is to an otherwise would-be good mon, especially given Toedscruel needs to be stuck with some form of it since 100 Speed Spore is just asking for unfun times. So I figure the best compromise is to just...let it apply only to Grass moves, even if that includes damaging Grass moves now which seems fine-ish since Giga Drain getting more than double STAB--this is an added Steely Spirit boost, which is stronger than Adaptability--works well with going last. Breloom benefits the least due to, uh, not using Giga Drain, but meh, it already has two excellent abilities, and Effect Spore not randomly cheesing people is its own reward; Brute Bonnet's just kind of a victim at but can at least hit stupid hard with Booster Energy while also not being locked into Seed Bomb. Similarly, Toedscruel won't be able to get hazards past Magic Bounce (read: Hatterene) now, but that was basically the only thing its ability was "good" for before while dragging Toedscruel down in every other aspect that wasn't worth the trade off. After all, it's not particularly difficult to set up hazards in this gen anyway even past Magic Bounce; Ceaseless Edge and Stone Axe say "oppression"--I mean "hi".


RESUBMISSIONS: No other changes beyond the small list that follows:
  1. Skull Bash already added to all Tauros via council decisions.
  2. Meteor Beam and Skull Bash to Dundunsparce.
  3. Skull Bash added to Wugtrio and Dugtrio as well here.
  4. Electroweb added to Dugtrio-Alola.
  5. Shelter added to Wugtrio.
  6. Psychic added to Dugtrio even though I intentionally left it off before; just evening out the number of new moves both Dugtrios would get.
(currently UU)
:sm/brambleghast:
Name: Brambleghast
Type: Grass/Ghost
Ability: Wind Rider / Sand Rush / Infiltrator (hidden)
New Moves: Acrobatics, Bounce, Bulldoze, Ice Spinner, Shadow Claw, Swords Dance, U-Turn, X-Scissor, Will-o-wisp
Justification: Honestly, the thing that annoys me most about a lot of the newer Gen 9 mons is how even after accounting for all of the moves that were deleted in general, their movepools are just unreasonably shallow even for an initial game. Brambleghast is maybe the worst example of this, being yet another physical Grass/Ghost mon--why, Game Freak?! Why can't you just make a special-oriented one?! What is wrong with you?!--that somehow only got Phantom Force and Shadow Sneak as its non-Tera Blast physical Ghost STABs...even though Shadow Claw still exists and would hardly be a flavor stretch when it's literally made of flexible brambles. So Shadow Claw is basically a must if I'm bothering to touch this mon at all. Still, it needs more than that since I imagine it's basically only even UU due to the upper tiers jealously hoarding any hazard remover that isn't complete garbage (and even some that are). Hence all the other moves it got are mostly focused on momentum even before giving it Sand Rush as another ability due to promising I would focus on Sand for this slate. Sand Rush is less redundant than Dry Skin would be anyway well as giving this another genuine niche of "Ground-resistant Sand (Rush) mon...that can also pivot now". Having Will-o-wisp now on top of already having Strength Sap also means that isn't just complete set-up bait or fodder for Kingambit's arguably broken self. (Ice Spinner is there mostly because it's a Ghost and because screw Terrain. If need be, however, Ice Spinner can go if too much with Swords Dance and/or Swords Dance can just be dropped or replaced with Hone Claws or Work Up.)

(currently NU)
:sm/dudunsparce:
Name: Dudunsparce
Type: Normal/Ground
Ability:
Storm Drain / Levitate / Rattled (hidden)
New Moves: Defog, Dragon Pulse, Flash Cannon, Meteor Bash, Power Gem, Rapid Spin, Skull Bash, Toxic Spikes
Justification: Unfortunately the much awaited Dunsparce evolution arguably ended up being the piece de resistance when it comes to uninspired visual designs among at least Gen 9 mons even if its viability is not as bad as some other Gen 9 newbies. It's just kinda...there though, at least in Singles where it can't make the most of Rattled, Boomburst, or Serene Grace...which is why it loses the last since I loathe paraflinch, and that's really the main thing Serene Grace is ever used for outside of fishing for Ancient Power boosts; Rattled can at least still be used on Special sets well even if it can't be hit by Ghost moves since it's not weak to Bug or Dark and since it can take advantage of all the Intimidate mons. It has more reliable ways to boost itself than Ancient Power and a pretty good movepool anyway, which is why I've only added special moves and hazard-related utility moves. At least a Calm Mind set should be viable as should a Coil set, and with Storm Drain it hilariously walls Rotom-Wash outside of Trick, especially if this either has Facade or is just special. (I originally had given it Poison Heal instead of Storm Drain given it's vaguely a snake, but even without already having Roost, which I want it to keep, Poison Heal with 125 HP would be obnoxious.)

(currently below PU, actual PU, and OU [only because it just came back])
:sm/wugtrio:, :sm/dugtrio:, and :sm/dugtrio-alola:
Names: Wugtrio, Dugtrio, and Dugtrio-Alola (hereafter referred to as Wug, Dug, and Bob)
Types: Water/Rock, Ground/Psychic, and Ground/Steel
Abilities: (Wug) Water Absorb / Technician / Sand Rush (hidden)
(Dug) Oblivious / Psychic Surge / Sand Force (hidden)
(Bob) Queenly Majesty / Galvanize / Sand Force (hidden)
New Moves: (Wug) Accelerock, Earthquake, Flip Turn, Rock Blast, Rock Slide, Shelter, Skull Bash, Smack Down, Spiky Shield, Stealth Rock, Stone Edge
(Dug) Expanding Force (for laughs), Psychic (also for laughs), Psychic Fangs, Psychic Terrain, Rapid Spin, Skull Bash, Zen Headbutt
(Bob) Electroweb, Electric Terrain, Rapid Spin, Spikes, Taunt, Volt Switch
Justification: This is another instance in which I already quite like another version submitted, in this case Xrn's Wugtrio, but figured I would still submit my own since it was different enough even before I added the other two Dugtrios as afterthoughts. I figured I might as well since gods do they all need a lot of help:

:wugtrio: Wug: If Dudunsparce is the piece de resistance in terms of Gen 9's wasted visual designs, then Wug(trio) is the piece de resistance in everything else save for most terrible new ability--poor Toedscruel. Its movepool is bad to the point it doesn't even get Stealth Rock despite living in a rock. Its abilities are bad, especially on something that basically falls apart if touched once. Its signature move is both mediocre at best and a touch inaccurate. About the only good thing it has going for it is its type, which is the most common type meaning even in National Dex there are (far) better pure Water mons alone. So Wug needs all the help it can get, to the point that I was genuinely considering Magic Guard for it, something I never do. Instead, I've decided to focus on priority for it (and for its brethren), with Technician giving it the strongest Accelerock in the game. It also has a strong Flip Turn and the only legal Flip Turn with Palafin(-Hero) and Iron Bundle stuck in Ubers where they belong, so those are already two decent niches even before its other boosts.

:dugtrio: Dug: This looks weird and probably is on top of somewhat screwing over Indeedee(-M), but, meh, Dug was here first, so that can get in line. This is basically my Dugtrio-Mega idea from Megas For All as a normal mon, with it hitting on the physical Psychic side where Indeedee can't and where almost no other Psychic mon does. Dug is still squishy as hell and would probably only be a suicide lead and/or Psychic Surge bot, even more so than Indeedee, but that's already more than Dug has had going for it for like the past five gens combined.

:dugtrio-alola: Bob: This looks even weirder, I'm sure, but I can explain. On top of both of its new abilities conveniently being from Alola, its Alola dex flavor weirdly had it being viewed as always female even though it can be male, which is basically the inverse of things like Mr. Mime, Slowbro, and Slowking, who all show there's precedent for names transcending seeming gender; besides, I don't care to argue with fictional Hawaiians or about gender politics. Galvanize is mostly there a) because Golem isn't here, b) because Golem-Alola rather sucked at using Galvanize anyway outside of maybe Explosion, and c) because it gives Bob two more niches of Electric-type Rapid Spin and of smacking Corviknight the best of the tripled trio aside from Wug in rain. (That Electric-type Rapid Spin may be worse than Normal-type Rapid Spin even with Gholdengo's stupid self around is, uh, inconsequential since unlike Dug it can still bluff all its abilities.)

(currently OU [only because it just came back], UU, RU, and NU respectively)
:sm/tauros:, :sm/tauros-paldea-aqua:, :sm/tauros-paldea-blaze:, :sm/tauros-paldea-combat:
Names: Tauros, Tauros-Paldea-Aqua, Tauros-Paldea-Blaze, and Tauros-Paldea-Combat (hereafter referred to as Tauros, Tauros-A, Tauros-B, and Tauros-C, conveniently already in alphabetical order)
Types: Normal/Fighting, Fighting/Water, Fighting/Fire, and Fighting/Dark
Abilities:
(Tauros) Intimidate / Sap Sipper / Sheer Force (hidden)
(Tauros-A) Intimidate / Water Veil / Sap Sipper (hidden)
(Tauros-B) Intimidate / Flame Body / Sap Sipper (hidden)
(Tauros-C) Intimidate / Super Luck / Sap Sipper (hidden)
New Moves: (all) Horn Leech
(Tauros) Body Press, Bulk Up
(Tauros-A) Moonlight
(Tauros-B) Morning Sun, Raging Fury
(Tauros-C) Night Slash, Sucker Punch
Justification: Hey, a non-sand mon...if only because Ursaluna is already Normal/Ground and (too?) great. Anyway, it's almost impressive that Game Freak made three mediocre versions of the same Gen 1 mon that's been unfortunately outdated for literally over two decades. At least that means that none of the Tauros forms have bad movepools unlike so many other mons new to Gen 9 though, so that's the part that needs to be changed least. Similarly, Tauros-A is already a decent mon, if "only" by virtue of its typing and having priority, so it gets the least of any upgrades of any of these, though all Tauros getting Sap Sipper over the current worthlessness of Cud Chew benefits it most. The others need more changes to be OU viable even if there's a possibility I may have gone overboard and that Horn Leech may need to go on all of them. Shrug:

:tauros: Tauros (Prime): Gets a new secondary typing to help try to keep it relevant, giving it STAB on its new Body Press acquisition that its Paldea forms all already have. Meanwhile Raging Bull defaulting to Normal ironically is best for it due to giving it a strong Normal STAB move with Return and Frustration still dead and gone. I originally had Defiant over Sheer Force, but people like Sheer Force, and it does go well with Life Orb, which I briefly forgot, so it got to stay; instead only Anger Point died due to still being bad and because another potential Spore absorber to scare Amoonguss seems good.

:tauros-paldea-blaze: Tauros-B: Mostly just got more in the way of defensive options since it's the only one "weak" to Stealth Rock in the sense that it takes neutral damage, while it also has more reason to use Raging Fury than Arcanine-Hisui ever does.

:tauros-paldea: Tauros-C: Needed the most buffs even though it's not an outright bad mon, just terribly outclassed in part by its other forms and in part just by the glut of Fighting types even in National Dex. So it takes over Pangoro's and Scrafty's currently vacant typing niche with Urshifu jailed in Ubers as well as gets guaranteed STAB Night Slashes--man that move's Japanese name is messed up--with Super Luck and Razor Claw or Scope Lens. Super Luck making it more likely to crit with Sucker Punches and its other moves in general in theory makes it the best revenge killer through defensive buffs of the four.


2023/06/26: Due to Yoshiblaze's feedback, Elegant Punch upped to 75. Knock Off no longer ignores burn. and Fairy Ring & Justified have been combined into one entry, allowing me to submit Mycellium Might's adjustment.
 
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Yoshiblaze

ye
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Name: Burn Up / Double Shock
Power: 90
Accuracy: 100
PP: 10
Category:
(BU) /
(DS)
Type:
/

Effect: Deals 33% more damage if the user if the user is a Fire (BU) / Electric (DS) type. Removes user's Fire (BU) / Electric (DS) typing after successful use.
Priority: 0
Flags (ex: Contact, Sound): Protect, Mirror
Potential Pokémon With This Move::arcanine::arcanine-hisui::moltres::coalossal::typhlosion::typhlosion-hisui::cinderace::scovillain::salazzle::volcanion: / :pawmot::iron thorns::eelektross::thundurus::blissey:
Justification: Fun fact, Burn Up is coded into the game and 4/7 FEs that learned it are in the game (Coalossal, Typhlosion, Arcanine, and Moltres), yet nothing learns it in SV rn? Anyway, this takes their concept of a nuke that you can only use once because you lose your typing but makes it less harsh, allowing you to still use that moveslot. It's still a pretty big drawback though, as you go from 180 BP (after STAB) down to 90 BP. Still though, it's a great 1-time nuke that can occasionally get you out of sticky situations by removing weaknesses

Name: Petal Blizzard / Wildfire / Flash Flood
Power: 60
Accuracy: 100
PP: 10
Category:
(PB) /
(WF, FF)
Type:
/
/

Effect: Sets the G-Max Vine Lash (PB) / G-Max Wildfire (WF) / G-Max Cannonade (FF) effect on the target(s)'s side of the field for 4 turns (which damages the foe at the end of every turn for 1/6th of their max HP unless they're the type of the effect).
Priority: 0
Flags (ex: Contact, Sound): Protect, Mirror, Wind (PB)
Potential Pokémon With This Move: Old distribution + :decidueye::decidueye-hisui::rillaboom::iron leaves::zarude::chesnaught::tsareena::toedscruel::leafeon: / :charizard::typhlosion::typhlosion-hisui::delphox::cinderace::skeledirge::coalossal::torkoal::scovillain::salazzle::arcanine::arcanine-hisui::flareon::moltres: / :samurott::samurott-hisui::greninja::inteleon::quaquaval::pelipper::alomomola::quagsire::gastrodon::vaporeon::qwilfish::qwilfish-hisui:
Justification: Before I explain how these moves can be cool options on defensive mons for quickly accelerating chip damage (1/6 HP damage is ridiculous fr), I am going to rant about base Petal Blizzard. That move is so sad, it's an objectively viable move as a physical Grass Surf clone, but it sees absolutely 0 usage because it has possibly the worst distribution of any viable move ever. Everything that gets it is either a special attacker, can be a physical attacker but is bad at it (Meganium), or is a good physical attacker but also gets Leaf Blade (Lilligant, Lurantis) or a better move (Meowscarada's Flower Trick), so they just use that instead even though you'd think Petal Blizzard being non-contact would make it better than Leaf Blade. Petal Blizzard is just so forgettable that people don't use even when it's the best option. Anyway, this rework would mean that at least a few mons would use it, doing a ton of chip damage over the next 4 turns, as well as the other two moves being good options for Fire and Water-types to do the same thing, especially the latter as they lost Scald.

Name: Circumvent
Power: 90
Accuracy: 100
PP: 10
Category:

Type:

Effect: Ignores the foe's ability while doing damage.
Priority: 0
Flags (ex: Contact, Sound): Protect, Mirror, Wind
Potential Pokémon With This Move::articuno-galar::braviary-hisui::cinderace::corviknight::decidueye::decidueye-hisui::dragapult::espathra::garchomp::greninja::lilligant-hisui::meowscarada::moltres-galar::palafin::pelipper::tornadus::zapdos-galar::brambleghast::drifblim::gallade::hydreigon::iron jugulis::jumpluff::kilowattrel::quaquaval::medicham::sandaconda::scyther::oshawott:
Justification: Ignoring the opponent's ability is a rare but super interesting move effect, only seen on the Light Trio's signature and Z-Moves, and the Galar Starter's G-Max moves. With Circumvent, we can now see this effect in action more often, notably ignoring Unaware, Fur Coat, Fluffy, Multiscale, and Cute Charm. Not quite sure if Flying is the right type for this (though it does make for a fun pun with the word Circumvent), so while Flying-types can definitely use this as an alternate STAB to Brave Bird, I also gave this to stuff that might want it as coverage as Flying coverage (with the flavor justification being mons that are either smart/clever/wise or are otherwise good at a lot of things, or already learn wind-related moves) is a pretty rare but cool concept.

Name: Magic Shield
Power: --
Accuracy: --
PP: 10
Category:

Type:

Effect: Protects the user. If targeted by a status move, the move is bounced back at the user. Has a chance to fail if used consecutively or after other protection moves.
Priority: 4
Flags (ex: Contact, Sound): N/A
Potential Pokémon With This Move::grumpig::golduck::articuno-galar::azelf::mesprit::uxie::meloetta::raichu-alola::wyrdeer::armarouge::ceruledge::gardevoir::indeedee::bruxish::farigiraf::medicham::carbink::diancie::sableye::dachsbun::espeon::umbreon::hoopa::dudunsparce::delphox::oranguru::gothitelle::hatterene:
Justification: Brings back the dexited Magic Coat but with an interesting twist. Magic Coat was seldom seen, usually only on suicide leads, as while it has a powerful effect, it's usually not worth hoping that the opponent uses a status move while leaving yourself wide open to getting hit by an attack. By combining Magic Coat's effect with Protect, there's way less risk to it, so it can be used a really powerful form of scouting where the only risk is the opponent setting up in your face. Likely won't be used by suicide leads like the Magic Coat of old, since such leads want to get hit and the fail chance when used consecutively is really awkward, but instead I could see this being used by setup sweepers or stallbreakers to dissuade attempts to stop them with status move.
Name: Metal Powder / Energy Powder
Effect: If the holder is a Ditto, this Pokemon's Defense and Special Defense (MP) / Attack and Special Attack (EP) are boosted by 50%
Can Be Knocked Off (Yes or No): Yes
Ignored by Klutz (Yes or No): Yes
Fling Power & Effect: 10 BP
Justification: Slate 1 resub but buffed, might replace later idk. Turns Ditto into BH Chansey and Pikachu but not as ridiculous due to Ditto's low HP. Potentially gives Ditto some more options in how it wants to function as a revenge killer and scout, especially with Metal Powder as it can make up for Ditto's poor HP and let it beat certain mons 1v1 without needing to outspeed them every turn. Gives Ditto neat options, as Scarf is better against sweepers and some pivots, Metal Powder is better against walls and some tanks, and Energy Powder is better against some pivots and tanks.

Name: Leader's Crest / King's Rock
Effect: This Pokemon's Attack (LC) / Special Attack (KR) goes up by 1 stage if the opponent lowers this Pokémon's stats.
Can Be Knocked Off (Yes or No): Yes
Ignored by Klutz (Yes or No): Yes
Fling Power & Effect: 10 BP
Justification: Unbanning King's Rock with this niche but potentially very powerful effect based on Competitive, while throwing Leader's Crest in there as a Defiant Kingambit reference. Speaking of, you could combine these with those abilities and get +3 for having a stat lowered, which could give you that extra oomf to really follow through on punishing the opponent for lowering your stats
Name: Counteract
Effect: While this Pokémon is active, opposing Pokémon's moves and their effects ignore their own Ability.
Permanent (Yes or No): No
Mold Breaker (Yes or No): Yes
Potential Pokémon With This Ability: WIP (:uxie:?) (The flavor is extremely vague, so this could go to basically anything we want)
Justification: Slate 1 resub as it did well and the idea is still potentially desirable imo. Defensive Mold Breaker was a really popular concept back in JolteMons that I believe even got 1 vote away from being added at one point, but was ultimately vetoed the next slate as it was impossible to fully code at the time (plus what could be coded would be a massive headache to do). However, both More Balanced Hackmons and Megas Revisited have shown that it is possible to code defensive Mold Breaker, so it's once again on the table here. Defensive Mold Breaker is a simple but very effective way for walls to take on attackers of all kinds that rely on their abilities, sorta combining what made Wandering Spirit and Unimpressed so good in JolteMons into a more simple package. In terms of OU, notable effected abilities would include Technician, Huge Power, Adaptability, Protosynthesis/Quark Drive (I think), Sharpness, and Supreme Overlord.

Name: Muscle Memory
Effect: This Pokémon's moves deal more damage the more times they are used consecutively (Same formula as the Metronome item)
Permanent (Yes or No): No
Mold Breaker (Yes or No): No
Potential Pokémon With This Ability::oricorio::lucario::flamigo::inteleon::hydreigon:
Justification: Metronome is a pretty decent item but seldom seen, especially since the boosts get reset by Protect. Investing your item slot in something that requires you to stay on the field forever, doing the same thing that your opponent could just play around is also a huge risk that's often not worth. But as a passive ability effect that you can combine with items like Choice items? Now you're talking. Somewhat similar to something like Moxie or Grim Neigh, a mon can potentially snowball by gaining multiple boosts consecutively as they use the same move, but even if you're forced to switch out or switch moves after one or two hits, the hits you do get are still useful as hitting something a second time before switching gives you a tiny power boost. Scarfers and sweepers alike would love this.

Name: Long Reach
Effect: This Pokémon's moves no longer make contact and ignore the foe's stat boosts.
Permanent (Yes or No): No
Mold Breaker (Yes or No): No
Potential Pokémon With This Ability: WIP (:maushold::zapdos-galar::roaring moon::zarude:)
Justification: Long Reach is an objectively good but unimpressive ability, especially since you can just run Protective Pads or Punching Glove if you really want to not make contact. I'm fully in support of taking it from the Rowlet line in favor or Regenerator or Contrary or something, but for other mons it could be interesting. Already good pivots will love not having to worry about Rocky Helmet, Static, or Flame Body, while also appreciating the offensive Unaware effect allowing them to break through Iron Defense and Bulk Up sweepers
:sm/cetitan:
Name: Cetitan
Type:

Abilities: Thick Fat / Slush Rush / Sheer Force
New Moves: Close Combat, Rapid Spin, Low Kick, Brick Break, Bulk Up, Focus Blast, Low Sweep
Removed Moves: N/A
Justification: Very boring I know, buffing an Ice-type by giving it a Rocks-neutral typing, but this is simply just the best way to make Cetitan usable. Snow is in a really bad place, and that's kinda fine since Veil is annoying, but let's at least make the style usable. Cetitan has amazing stats, but its typing lets it down an extreme degree, either forcing it to wear Boots so it can't probably wallbreak, or forcing it to eat Rocks damage that makes it harder to safely get a Belly Drum off. By making it an Ice/Fighting-type (a unique typing we lost when Crabominable's adjustment was voted in), Cetitan now has the freedom to run a Choice item or Life Orb or whatever, while being able to more easily get off a Belly Drum since it's not starting a 75% of its HP. Ice/Fighting is also just a great offensive typing, just watch out for Crabominable unless you're Belly Drum + Play Rough. Oh, and the typing of course makes it better outside of Hail, too. Rapid Spin is a notable flavor addition (it is very round) but if you're feeling saucy you could run Belly Drum + Spin a la that one Belly Drum Trailblaze Chesnaught set. Now, go out there and use that Chilly Reception + Cetitan team you used for week 1 of SV and forgot about.
Cetitan @ Sitrus Berry
Ability: Slush Rush
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Ice Spinner
- Close Combat
- Earthquake / Play Rough / Ice Shard
- Belly Drum

Cetitan @ Choice Band
Ability: Slush Rush
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Ice Spinner
- Close Combat
- Earthquake
- Play Rough / Heavy Slam / Ice Shard


:sm/scovillain:
Name: Scovillian
Type:

Abilities: Chlorophyll / Opportunist / Moody
New Moves: Flare Blitz, Fire Lash, Leaf Blade, Solar Blade, Explosion, Weather Ball, Dark Pulse, Sludge Bomb, Acid Spray, Burn Up, Synthesis, Flatter, Heat Wave
Removed Moves: N/A
Justification: I remember pre-release SV leaks when this thing's stats and abilities were revealed and people were upset that Game Freak seemingly wasted the first Grass/Fire-type on the dumbest most overoptimized Sun sweeper known to man. Then the games came out, the Paradox mons happened, then Hisuian Lillgant happened, and now Scovillain in chilling in ZU. So let's Scovillain a bone here and try to give it something over the other options. It would be really easy to just give this Earth Power and call it a day, but that's boring, so let's go for another angle. Scovillain already gets Stomping Tantrum and it does have as much Attack as Special Attack, so by giving it the physical STABs it lacks, Scovillain can be a physical nuke that surpasses even Lilligant-H in power, hitting anything like a truck with +2 Flare Blitzes. Growth/Leaf or Solar Blade/Flare Blitz/Stomping Tantrum is all you'll ever need, but Scovillain has a couple other options as well. Explosion can be a funny way to claim a final kill in Sun while giving you momentum to get Torkoal or another Sun sweeper in, Weather Ball, Sludge Bomb, and Dark Pulse are good for special sets (Sludge for Scream Tail, Pulse for Glowking and neutral hit against Heatran), and Burn Up is a one time nuke for Special sets that also makes it harder for you to get revenge killed by Jet Punchers, as Scov's biggest problem is still that it's hilariously frail. The rest of the moves plus the addition of Opportunist (for Spicy Extract shenanigans, same with Flatter) over Insomnia are mainly for flavor (pun intended)
Scovillain @ Heavy-Duty Boots / Life Orb
Ability: Chlorophyll
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Growth
- Flare Blitz
- Solar Blade
- Stomping Tantrum

Scovillain @ Heavy-Duty Boots / Life Orb
Ability: Chlorophyll
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Growth
- Fire Blast / Weather Ball
- Solar Beam
- Dark Pulse / Sludge Bomb


:sm/iron treads:
Name: Iron Treads
Type:

Abilities: Quark Drive / Download
New Moves: High Horsepower, Encore
Removed Moves: N/A
Justification: The rare Yoshiblaze adjustment sub where I don't add 318 moves. Iron Treads is currently holding on the OU viability by a thread, mostly due to the existence of Landorus and Great Tusk both outclassing it and checking it. The addition of Skull Bash last slate gave it a neat option, but it just needs one more thing to really compete with the best and Download is hopefully just that. By coming in on the right mon, Iron Treads can get the power it sorely lacks with an Attack boost, becoming a much better wallbreaker, Scarfer, or just the utility mon that can threaten damage it already is. This also pairs nicely with Skull Bash, making sweeps more possible when you're able to get to +2 Attack. Plus, Quark Drive is still perfectly usable as Booster Energy sets are still adequate. Iron Treads' movepool is already great so it doesn't need much, just added Encore (one of many moves Donphan gets but Treads doesn't) as its Speed could potentially let it abuse it and High Horsepower so it has something to use when paired with Rillaboom.
Iron Treads @ Choice Scarf / Leftovers
Ability: Download
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Iron Head
- Rapid Spin
- Volt Switch / Knock Off

Iron Treads @ Power Herb
Ability: Download
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Skull Bash
- Earthquake
- Iron Head
- Ice Spinner

Iron Treads @ Booster Energy
Ability: Quark Drive
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Iron Head
- Knock Off
- Rapid Spin


:sm/swablu:::sm/altaria:
Name: Swablu line
Type:
->

Abilities: Natural Cure / Cloud Nine / Magic Guard
New Moves: Double-Edge, Tidy Up, Heal Bell, Earth Power
Removed Moves: N/A
Justification: Was looking for a mon to give Magic Guard to, as we have none in the dex and ignoring passive damage with Rocks, Spikes, TSpikes, and Salt Cure existing sounds like an easy way to carve a niche out for something. The obvious answer is Delphox, but that's already been subbed multiple times, so I looked a bit more and settled on Altaria. While I really liked the mini-Mega Altaria submission from last slate, keeping the Dragon/Flying-typing and giving it Magic Guard could be super interesting as well. Unlike a more offensive MGuard user like Alakazam or Sigilyph, Altaria is a lot more like Clefable, having basically the same exact bulk, a deep movepool of all the coverage you could dream of and a ton of utility to boot, and a great defensive typing. While I seriously doubt that Altaria could ever reach Clefable's level, all of those traits alone should give Altaria something to do, whether it's a sweeper and stallbreaker with Dragon Dance (or Tidy Up) and recoiless Brave Birds, a wall that can check Fire, Fighting, and Grass-types with ease, a Defogger that matches up well with a lot of hazard setters, or a cleric with Heal Bell. It's only real big flaws are low offensive stats (though Brave Bird is always gonna do decent damage) and an unfortunate Fairy weakness when Iron Valiant exists.
Altaria @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 180 Def / 76 SpD
Impish Nature
- Brave Bird
- Tidy Up
- Will-O-Wisp / Earthquake / Heal Bell
- Roost

Altaria @ Life Orb
Ability: Magic Guard
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Dragon Dance / Tidy Up
- Brave Bird
- Earthquake / Heal Bell
- Roost

Altaria @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 180 Def / 76 SpD
Impish Nature
- Brave Bird / Protect
- Perish Song
- Fire Spin
- Roost
 
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Ema Skye

Work!
Name: Salt Cure
Power: 60
Accuracy: 100
PP: 15->24
Category: Physical
Type: Rock
Effect: Deals damage and sets Salt Cure passive, doing 1/8th HP damage each turn and 1/4th HP damage each turn to Water and Steel types. Can be removed by Rapid Spin. Revavrooms holding a Star Shard are immune to the Salt Cure passive (but still take damage).
Priority
: 0
Flags (ex: Contact, Sound): unchanged
Potential Pokémon With This Move: Reference learnsets for Brine (:hariyama:) and SmellingSalt (:annihilape:), mons living in Shoal Cave (:glalie:) or mons holding Crunchy Salt in PLA (:garchomp:)
Justification: This move is controversial but I really like it so here's a go at it. Given that the meta involves a lot of passive damage now through hazard setting moves, a move that deals a lot of extra chip for free is pretty cool, especially with the right learnset gains. However, this comes with a few nerfs to it. Firstly, it can be spun in the same vein as Leech Seed or Fire Spin, and given the prominence of Great Tusk this might matter more. Second is the Revavroom immunity, which comes from an in-game effect and acts as a cute reference even though the car is still kinda bad.

Name: Purifying Salt
Effect: User takes half damage from Ghost moves and is immune to status.
Permanent (Yes or No): No
Mold Breaker (Yes or No): Yes
Potential Pokémon With This Ability: See list for Salt Cure submission
Justification: Honestly looking at the list of mons that could fit for Salt Cure had me really wanting this. Ghost resists are notoriously rare and there are lots of subs for strong physical Ghost moves so this might end up being helpful. Garchomp and Annihilape with this ability sound really fun (if we nerf Rage Fist...)

Name: Rationing
Effect: User's moves do 1.3x damage but it loses 10% of its HP each turn.
Permanent (Yes or No): No
Mold Breaker (Yes or No): No
Potential Pokémon With This Ability: Foodmons. :tatsugiri: :flapple: ::polteageist: :dachsbun: :scovillain: etc.
Justification: So the flavor is that they eat themselves to get more damage out. Its a free life orb so its a pretty good boosting ability.

Name: Foraging
Effect: On switch in, uses Stockpile (+1 Def/+1 SpD). When a Pokemon with this ability uses Spit Up, the move becomes Poison-type and is boosted by 1.2x. When a Pokemon with this ability uses Swallow, the HP restored is doubled. The Stockpile is lost if this ability is changed
Permanent (Yes or No): No
Mold Breaker (Yes or No): No
Potential Pokémon With This Ability: :qwilfish: :Overqwil: :Swalot: :Drifblim: :Greedent: :Muk: :Muk-Alola: :Quagsire: :Clodsire: :Camerupt: :Seviper: :Oinkologne:
Justification: A useful defensive ability for a lot of poisons given that we lost Toxapex. Resource management with Swallow and Spit Up is also kinda neat as you lose your defense boosts but that's clearly secondary to the stat boosts.

Name: Battle Armor / Bulletproof / Soundproof
Effect: Immune to slashing moves / bullet moves / sound moves
Permanent (Yes or No): No
Mold Breaker (Yes or No): Yes
Potential Pokémon With This Ability:
Battle Armor/Bulletproof: :ceruledge: :armarouge: :corviknight: :donphan: :tyranitar: :iron-treads: :kingambit: :forretress: :iron-thorns: (things that learn Iron Defense or have other armor-based abilities)
Soundproof: things associated with noise
Justification: Battle Armor is already a cloned ability so not much is lost in this rework. With our new hazard game, I figured an immunity ability could be interesting for the hazard game. The other two are mostly filler but could be interesting meta additions with the right distribution (such as Soundproof mons switching into Dirge or Bulletproof mons into H-Zoroark).


:sm/ceruledge:
Name: Ceruledge
Type: Fire/Ghost
Abilities: Flash Fire / Weak Armor | Bulletproof
New Moves: Poltergeist
Removed Moves:
Justification: This makes for a very cool Gholdengo counter with Bulletproof due to the Make It Rain resist as well.
 
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Name: Healing Rush
Power: 90
Accuracy: 100
PP: 10
Category: Physical
Type: Psychic
Effect: Heals the user's party from status conditions
Priority: 0
Flags (ex: Contact, Sound): Protect, Contact
Potential Pokémon With This Move: :wyrdeer: :grumpig: :medicham: :bronzong:
Justification: Shoutout to Zarune in Poketypos. Since Psychics have physical moves that are only good for certain Pokemon, I made one that can generally be used. Healing status from your teammates is always good and I'm pretty sure it won't be that hard to handle.

Name: Wildbolt Storm
Power: 90
Accuracy: 95
PP: 10
Category: Special
Type: Electric
Effect: User gains the Charge effect after attacking
Priority: 0
Flags (ex: Contact, Sound): unchanged
Potential Pokémon With This Move: :thundurus-therian: :thundurus:
Justification: There's no reason to use Wildbolt Storm if it's just a stronger, less accurate Thunderbolt. So I changed it to give Thundurus a better option of an Electric move. Was debating on changing the other genies' sigs but eh, they don't really need it.
 
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Name: Thunderstruck
Power: 120
Accuracy: 100%
PP: 5
Category: Physical
Type: Electric
Effect: Lowers the user's Attack and Speed by 1 stage after use.
Priority: 0
Flags(ex: Contact, Sound): [Specify which flags the move has. A full list can be found here.] Contact, Mirror, Protect
Potential Pokémon With This Move:
:Pawmot:
:Iron Hands:
:Iron Thorns:
:Iron Treads:
:Weavile:
:Scizor:
:Staraptor:

Justification: A good physical electric move, with an interesting drawback to make it more interesting.

Name: Buzzblast
Power: 150
Accuracy: 90%
PP: 5
Category: Special
Type: Bug
Effect: If the move fails to KO the target, the user has to recharge for a turn.
Priority: 0
Flags(ex: Contact, Sound): [Specify which flags the move has. A full list can be found here.] Sound, Authentic, Recharge
Potential Pokémon With This Move:
:Iron Moth:
:Slither Wing:
:Iron Thorns:
:Venomoth:
:
Vivillon:
:Masquerain:
:Rabsca:

Justification: A high risk and high reward move, and gives some underpowered Pokemon like Venomoth an extra punch.

Name: Surefooted
Effect: Boosts the power of "Kicking" moves by 1.5x, they also no longer make contact on targets
Low Kick
Low Sweep
Rolling Kick
Triple Kick
Double Kick
Jump Kick
Axe Kick
High Jump Kick
Flying Press
Aqua Step
Triple Axel
Acrobatics
Stomp
Blaze Kick
Mega Kick
Blaze Kick
Stomping Tantrum
Ice Spinner
Trop Kick
High Horsepower
Thunderous Kick
Permanent: No
Mold Breaker: No
Potential Pokémon With This Ability:
:Tsareena: (Dem legs, also gives it justification to actually USE it's signature move Trop Kick since it would be better than Power Whip now, powered up High Jump Kicks are also nice.)
:Weavile: (Weavile is a nimble Pokemon, so it would make sense for it to have it, will also give back some of it's luster by boosting it's STAB Ice Spinner.)
:Quaquaval: (Mainly for flavor, since it's supposedly Tsareena's rival, but getting a boost to Aqua Step and Low Kick is very nice.)
Justification: I just think it's a simple but fitting ability, gives some underpowered moves a boost like Trop Kick and gives powerful moves like High Jump Kick a bit more punch.
 

Yoshiblaze

ye
is a Forum Moderatoris a Community Contributor
Moderator
This snuck up on me, but we only have a day left of submissions for this slate (well, rest of the day now, lol), which means another sub review!

I'll basically just be giving some brief (as in like 1-2 sentences - gonna be especially brief this time) feedback on all submissions, including whether or not your sub could be vetoed (meaning disqualified from voting). Note that I haven't talked with the rest of council about vetoes or anything, so none of the vetoes here are official, with the official veto slate happening in 2 days when submissions close.

These are all just my opinion, so you can decide whether or not you wanna take my advice

- the funny

(in the real subs spoiler)
- This was also subbed last slate, though with a different name, and I thought it was just okay then, still okay now
- Honestly not sure if this uses Intim over Tech without having recovery, (defensive stes prob do, but they become a bit more passive) but it's still cool in theory

- Kinda just end up as Lava Plume and Discharge with extra steps, but I do like the idea of an inaccurate move that has a benefit to missing outside of Blunder Policy stuff
- Bit hypocritical cuz I submitted one myself, but I'm not really sure we need a physical Electric move as the physical Electrics we have either suck (Luxray, Iron Thorns) or already have a good physical Electric move (Pawmot with Double Shock and Iron Fist Thunder Punch), so none of the physical Electric move subs interest me that much. That said, this is one of the better ones. Also shares a name with a move from SylveMons, but that version was just Electric EQ, this is a lot more interesting

:lagging tail:Already commented on this last slate. Will double check with council to check if making the boost equal to Life Orb is fine

:lycanroc:All pretty cool but probably still not hitting OU
:bellibolt:This has a lot of potential actually, that bulk and Slack Off with recovery and a great ability in Electromorphorsis could make this a fun and viable tank or wall, especially with the added coverage
:gogoat:Stamina + Swords Dance + Milk Drink/Horn Leech is cool, typing is super meh tho, so I'm not sure if it'd pan out well really

- meh. Even with the Quark Drives users being good, these probably aren't worth running just to set terrains.
- Not much to say about these. Objectively good but nothing special

:heavy-duty boots:I honestly think the hazard game is in a completely fine spot right now with the addition of Shelter, so I don't like this very much. Sounds a bit strong HO, with stuff like Volcarona getting to use it before it comes in to do QD stuff, kinda like Coal Engine from last gen but free hazards instead of a stat boost
:power anklet:Usually this'd get vetoed, but since Victini isn't in the dex the most broken abuser of this doesn't exist so it's probably be fine, esp with the punishment usually being harsher than Life Orb. Not too crazy about it, but I like the downside
:eject pack:Sounds like a pain to code but in terms of how it'd play, it sounds alright, fun interactions with Intimidate, Good as Gold, weather abilities, and the Paradox abilities
:cleanse tag:I like those first few effects, the Pursuit effect is funny but I'm quite iffy on it. Yeah it takes the item slot and that's usually not worth it, but also you kinda just run this on Kingambit or something and suddenly the opponent just isn't allowed to have Ghost-types lol

:rabsca:I know you explained the Sun god flavor stuff on Discord but this is still quite odd to me (esp since Rellor would go from pure Bug to Fire/Psychic). That aside, this is a lot to take in and I don't think it needs all of that at once. If you were to remove anything, I'd definitely recommend axing Drought, as Sun is already strong and this has recovery and U-Turn. It would already be fine with just Psychic Surge and Magic Guard anyway. Similarly, the move additions are lot but that's less of a concern, the only redundant things to me are both Teleport and U-Turn (really only needs one) and Strength Sap when it already has Recover and also added Morning Sun (which isn't that bad really, up to you on whether you keep that)
:magnezone:Simple but effective, laughing at Lando and being both a Spikes-immune and Rocks-resistant Spinner that usually doesn't care about Gholdengo is pretty cool

Already reviewed all these on Discord and I have the same thoughts (that I c/p'd here so others can see them), most are cool

- initially didn't like the idea of tera blast interacting with tera shard no matter how weak it was, but the more i look at this the more okay i am with it.
- can't predict how this would pan out

:amulet coin:pretty cool

- a lot of effects but is pretty cool overall

:decidueye:contrary decid is extremely based, ghost/fighting hisuian decid isn't nearly as based and i'd rather not have that there, but the sub is still good overall just for contrary decid
:scyther:i liked it last slate
:wigglytuff:meh, not interested

- Is alright, not sure what'll use it though, outside of potentially Calm Mind Cresselia

:tsareena:Pretty cool Regen pivot with a typing that has a lot of potential right now, I like

- Very situational but neat effect, could be a decent way to deal with Zamazenta or Volcarona if it goes to the right mon
- Super cool on paper, but in practice I'd probably rather have a good Neutralizing Gas mon instead of this

:sticky barb:Probably broken as an item, you would just be able to slap this on a bulky Regen mon and set hazards forever, not fun
:everstone:Eviolith has always been a noobtrap, it probably still would be this gen even with stuff like Bisharp and Girafarig, so I'm not all that excited for it. But, adding a 1.5x Speed boost to it would take from a noobtrap to broken, giving stuff like Bisharp and Hisuian Sneasel a free Choice Band and Scarf would be pretty crazy
:light ball:I was really not a fan of Light Ball in JolteMons (it was funny in SylveMons, but SylveMons was a broken meta anyway) and I wouldn't be a fan of it here. Also, this might be broken just because of Pawmot
:covert cloak:Meh. Sounds funny on Lumina Crash Espathra and Acid Spray mons but otherwise not much

- Meh. I like the Powder effect on it but otherwise it's just a better Swagger
- Indifferent to bringing back Pursuit (nerfed or otherwise), would be fine either way

- We had an Embargo ability in JolteMons (Concussion and Gorilla Tactics), and it was cool there, so I'd be okay with it here. Would like to limit JolteMons resubs, though
- Neat ability but feels redundant with the Overcoat buff we just got

:avalugg-hisui:Minmaxed Mamoswine is cool. I think there was an Ice/Ground HAvaluug subbed last slate and I liked that, so I like this too. Also, you don't need to get rid of Mirror Coat, it's never using that

- Indifferent to bringing back Pursuit, would be fine either way
- 100 BP Calm Mind is kinda crazy, should probably make the hits like 20-25 BP so it doesn't outclass Psychic (or Mystical Power). Aside from that, decent concept, it's mostly just better Calm Mind that's blocked by Darks but could be neat on AV Meloetta or something ig
- This would likely end up having some really limited distribution because of how strong of an effect Spectral Thief is, so for that reason I'm not too crazy about it
- I'm split on this. I like Gen 1 Hyper Beam as much as the next guy, but this would be a really strong offensive tool that can be tough to handle defensively without really good play, with the real question being whether or not that's a good thing or not

:red card:Still extremely niche but is decent with the STAB boost
:adrenaline orb:Meh. Is a fine but boring way to get around Truant
:mabosstiff:Actually kinda cool I think?
:life orb:Thank you for not bringing back Agony Boots. This is pretty decent, as we learned in SylveMons that the Torment really isn't that much of a drawback, so this can be a decent boosting item for sweepers without being straight up better than Orb like the SylveMons versions were

- Is still fine
- Is still cool for Gogoat
- Nothing crazy but this makes sense yeah. Would be an adequate way to unban Lando-I
- Didn't realize that you also made a Long Reach sub when I also did, but we have pretty different effects on ours so it's fine. Anyway, this is decent, especially on Decid and Noivern

:magearna:Is still cool
:gogoat:Real motorcycle goat. Sounds like a lot of fun to use
:overqwil:Pretty cool. Not crazy about the move additions other than Dire Claw, butWater Bubble with its STABs (or Tera Shard gimmick sets, ig) is fun
:cloyster:After we just got Tuffy-Tuff Wigglytuff, I'm not too into another mon who's whole thing is just being (on paper) unkillable on both sides

- Attacking Defog, is alright. Less necessary now that we have Shelter, but giving this to just a few mons can't hurt
- While voters will have to decide if it's worth voting for this when it'll just effect Revavroom, I am a fan of this cuz the Torques not all having the same BP is dumb lol. It was definitely for in-game balance reasons, but still. Plus, removing the sleep chance from Wicked is for the best
- Is still fine
- Poltergeist is cool, not crazy about bringing it back but not opposed to it either

:covert cloak:Not a fan, very powerful effect for an item that's already good (especially with the hazard setting moves), turns lots of 2HKOs into 3HKOs. Would be fine if it didn't effect so many moves, but it does. Would be better as a Shield Dust buff instead
:assault vest:Decent for stuff like Garchomp or Landorus, but they will have to decide if it's worth it over Lefties or Helmet
:miracle seed:Is alright, not much to say
:throat spray:Still cool

- Is fine
- Also is fine
- We did veto a similar ability that revealed all moves + item, so this might get the same treatment, will ask council though
- Meh. With the right distribution this'll be okay, kinda cool even for the pretty bad Orthworm, but not sure how necessary this is

:brute bonnet:Give it Gunk Shot and you're cooking
:iron jugulis:Pretty cool, gives Juggy something unique over Hydreigon and Goltres
:iron leaves:Not too sure about Bitter Blade, but aside from that this is pretty cool, makes Leaves a lot more usable outside of Electric Terrain teams
:electrode:Much better without Rising Voltage. As you were told, council is giving this a shot with Volt Switch, so it'll be guaranteed to make an impact if it gets in

:wo-chien:The added moves are cool, but I don't very much like changing Wo-Chien's type

- Jungle Healing is a decent little buff, I like Zarude and this would make it easier to use

- Still pretty cool
- Knock is a bit more common with Pex, Crab, and Scream Tail now but eh, still not super crazy about this kind of Knock counterplay

:banettite:Kinda based, but I will have to ask council to see if this is something we want to allow, since it does introduce a mechanic and forms that aren't in this game which might set a bad precedent

:glastrier:Still cool

- Still cool
- Exists

- Is just okay, better Super Luck if the opponent sets hazards (though if JolteMons was any indication, we are collectively very bad at that lmao)

:rusted sword:Still cool

- Not sure how I feel about it. A lot of risk to it, since you have to rely on your opponents putting up hazards and you have to let them stay on (though you could just Court Change them on to yourself, but that'd be a gimmick), but at the same time if the opponent dares to get 3 Spikes up this move is suddenly 200 BP lol. Likely not broken, but I think we'd have to be careful with distribution
- All fine. Putting a ton of things together in one submission usually doesn't do well in voting historically (the only notable exception I can remember being the 6 or so Dance moves from JolteMons' last slate), but I'd be fine with all of these

:normal gem:I don't like the Tera Blast interaction, it's not broken cuz it's basically Natural Gift, but surprise coverage of any type is something I'm glad is gone. Aside from that, nerfed Gems are something that I've been curious about, so I like that part.
:leaf stone:Decent, like a better Scope Lens if you stick around long enough
:honey:Unknockable Sitrus Berry, is decent

:vespiquen:Still cool
:delphox:Still cool
:salazzle::seviper:Would be separate submissions as Salazzle and Seviper aren't counterparts at all. That said, Salazzle looks pretty cool (I like it being a Fire-type, but this would be more viable probably, and Iron Moth existing means that we wouldn't lose the type combination if it won) and Dragon's Maw Seviper is actually kinda neat I think? Slow, frail wallbreaker but Maw gives it nuclear power while actually having all the coverage it needs + DDance


- Nothing crazy, but would be pretty cool for some Rock-types, especially TTar and Smash Drednaw


- Kinda neat, basically Magic Bounce at home for some really good mons


- Is fine, not sure if people will vote it to just increase its accuracy but it's objectively good
- Acupressure is funny, but removing potentially dumb RNG like it is always good, so I like this, though not much outside of maybe Medicham (who legitimately looks really fun with this) is really gonna make waves

- Same feelings as a similar ability I reviewed earlier, wanna limit JolteMons resubs but Concussion/Gorilla Tactics was cool

:gengar:Ghosts are pretty lacking this gen, so this would be pretty cool to have around

:wo-chien:I almost wonder if this is overtuned, as while the typing sucks (at least until everyone uses it with Tera Shard even though that's probably not even good) these are all really really good traits for something with Wo-Chien's stats to have, especially the Overcoat + Shelter combo. The fact that I'm even worried about that shows that would definitely make Wo-Chien a real mon
:iron thorns:Real mon, sounds super fun with Loaded Dice + Blast/Missile/Seed
:qwilfish:Qwilfish would be a pretty decent Pex replacement, plus I like Wave Crash for when you wanna use it on Rain fsr. Overqwil is the real winner here, though, recovery and pivoting does that
:haxorus:Sounds kinda insane, nothing's switching in to Sacred. Willing to try it out, but it scares me

- Pretty neat, people like Lash so they'll probably like Steel Lash
- Always been a somewhat interesting move, but it was never surviving with 5 PP and Knock Off existing, so this gives it a real chance to shine
- Is fine but not very impactful
- Is a Dragon Claw upgrade

:pokeball:Pretty fun, almost a free Life Orb but you become deathly afraid of a bunch of random moves, it can work
:spell tag:Catch me running Double-Edge Dragapult lol. Would be really cool for stuff like Houndstone and Basculegion, but Pult might ruin it for everyone

- I love Talonflame
- This is just about all it needs for Battle Bond to exist, is fine

All my thoughts from last slate apply here, the below comment is just about Costar

- Is the natural way to make the ability work in singles, but I don't think I like it much. It's kinda like how Ditto punishes setup sweepers by threatening a countersweep, but way stronger since these mons aren't nearly as limited, thus making setting up with anything really hard

- Not really a fan, this was a thing in SylveMons and was controversial there (which is saying something considering what SylveMons was)
- We don't really need another one of these (especially since Cacturne got Ceaseless Edge anyway)

- Is what Iron Fist should be

:iron hands:Just makes sense yeah
:tauros:All are fine, but aside from the still meh at best Combat form, these don't change anything for them

- Hmm, I don't think it's clear enough that this is one sub, maybe make each letter a different color and also bold. Jokes aside, this is still just okay, I've soured on it a tiny bit since last slate but it's okay

- Hilarious gimmick, but just a gimmick nonetheless
- Not as flashy as the other Tera Blast sub, but I do kinda like this. The Normal effect is kinda wild (even though like nothing's running Tera Normal Tera Blast though), maybe make it just -2 but that's up to you


- Decent pivoting option, going from being an HO enabler to more of a balance one
- Is still cool

:luminous moss:I'm not 100% sure if I've read the effect right (the way I'm reading makes it sound like the "foe is also healed" effect only happens if the holder isn't Grass), but this sounds absolutely insane on Amoonguss and Leech Seed users. If I did read it wrong and the foe healing effect happens no matter what, then it's still pretty crazy on Amoonguss but probably not broken cuz that's a lot of healing for the opponent
:hard stone:Feel the same way I felt about the other hazard removing item from earlier, don't think it's really necessary

:pincurchin:Makes a very niche mon a tiny bit better, would have an impact
:bombirdier:Still probably not getting to OU, but TWave helps
:avalugg-hisui:People really like subbing HAvalugg, huh. Anyway, this is fine. Maybe give it Low Kick or something so it's not forced to use Superpower if you don't want to use Body Press
:veluza:Probably still bad, but at least it's now a worse Samurott-H with U-Turn and Fillet Away instead of worse Bruxish, that's a way better mon to copy off of

:pretty wing:Is the least impactful of the items that give weird speed tiers, but the weird speed tier thing automatically makes me not a fan of it and potentially vetoable. If this was made 1.5x, then it would be the same as an item subbed last slate, which I liked, but with a hazard immunity, which I don't like
:snowball:Another hazard removing item I'm not a fan off
:light clay:See above

- With the right distribution, this could be alright, it's something different for an immunity ability

- Is a physical Electric move, pretty decent
- Kinda just better Agility for Special Attackers, nothing crazy
- Kinda concerning potentially? Fairy/Fire is an extremely good type combo, so with Future Sight already being hard to switch into, pairing this with Grounds or Waters sounds really scary

:rotom:Is another Rotom buff sub
:wugtrio:Probably still bad, but it's something. If you remove Surging Strikes and swap Solid Rock for Technician, I think it'd be a lot better. Also, since it's a Dragon now, be sure to add Draco Meteor

:blunder policy:I kinda like the Accuracy boosting effect, but I feel like the Speed boosting of old would be better than the defense boost here
:life orb:Weird speed tiers are something we don't want, would probably get vetoed for that
:protector:This might be broken, as while Bug is a bad type, granting full immunity to any type through an item sounds really powerful. Will have to double check with council
:choice band:Sounds kinda interesting but I do think Protean/Libero would get around this (as long as you aren't the type of the move when you click it), so I like it a lot less just for that

- Simple but effective, are pretty decent
- Not sure if I'm reading the effect right, but I think you mean that a stat gets boosted, then the stat boost gets removed and a new stat gets boosted? If so, that sounds alright for a Moody rework as you can't really fish for a million boosts anymore

:glaceon:Is this fine
:klawf:RIP Anger Shell, but this sounds alright, though it's really held back but its stats, as Smash sets are probably worse than Drednaw and Regen sets are a little lacking because of the stats

- Pretty cool, like a nerfed Jungle Healing but for more mons, I like
- You're right, that is funny
- Giving Hoopa a priority move sounds insane on paper, but Psychic being such a bad type means that this is probably okay
- Is a physical Ghost move

- Want to limit JolteMons resubs but this was cool
- I agree that it's very cool, though idk if it's really worth voting in just to redistrib. Similar to issue to when Neuroforce won in JolteMons
- Similar-ish sentiment to the above, though can't deny that Regen distrib would be impactful
- Also similar sentiment to the above, but also this kinda sorta fills the same niche as Wandering Spirit. This would probably be better as an adjustment sub for one of the mons you suggested

:assault vest:Still alright
:charcoal:Probably could've been an adjustment sub, but the Tar Shot buff is pretty sick

:dragalge:Boring but effective. Would mean no more Poison/Dragons though, which would be a little sad

- The burn ignoring is really random, but aside from that this is meh. I like Knock, but I don't particularly want it to have wide distribution again
- Somewhat interesting, combining the healing moves and the sport moves, though I'm not sure if that's enough to make them worth using
- Pretty good, though it has competition from a another Rock biting move sub now
- Adequate alternate Fairy move. Could probably do with being 75 BP

:zarude:It's alright, PBond Zarude was cool and this does put a little twist on it with the type change but I'm not super-duper into it
:mimikyu:Said this a lot this slate, but is a JolteMons slate, want to limit those, but this was cool
:safety goggles:Decent buff, probably doesn't see much use except maybe on the Wide Lens-using Maushold, which just uses this now for that 100% accurate Pop Bomb
:farigiraf:Meh, not super into

- Is a JolteMons slate, want to limit those, but this was cool
- This is for both Fairy Ringer and Justified (which you should probably make exact clones so you can put them in one sub), but these are pretty good, adds counterplay for two of the most spammable types in the game, could give some mid mons a use since immunities to these would be pretty desirable
- (For the Wind abilities) These just make sense yeah, both are pretty cool concepts that could use a couple more users

:brambleghast:Pretty good, Brambleghast is really cool but its movepool really fails it, so this is a huge help
:dudunsparce:Would be a pretty good bulky Ground, not much else to say
:dugtrio:A bit odd for sure, none of them are setting the world on fire or anything but Technician + secondary STAB makes Wugtrio usable as the glassiest glass cannon ever and the other two are exclusively playstyle enabling suicide leads, but hey that's something
:tauros:All are pretty cool, especially Tauros-A and B as I can easily see them getting usage, recovery is huge for expanding their already existent niche

so based

- Don't think I want more Salt Cure in my life, but being able to remove it is really nice

- Don't think I want more salt in general in my life, but this could be pretty cool on stuff that isn't Garganacl, so I'm not opposed to this
- I like Alternatium Life Gem a lot, I almost submit like every slate cuz I run out of ideas, so I definitely like this. The flavor (pun intended) might make it kinda odd to work with, though
- Battle Armor would end up like Bulletproof, forgettable but underrated, which is not a bad thing I suppose

:ceruledge:Pretty decent, Ghost immune to Shadow Ball gives it utility against not only Gholdengo, but also Skeledirge, Zoroark-H, and Dragapult (though all of them except Zoro can run Hex, so it's far from full proof) and Poltergeist is obviously helpful

- Very cool move for a usually bad physical attacking type, I like
- Iffy on this, Thundurus is pretty good already and Charge is a great effect to have, makes it easy to snowball once you beat the Grounds with Grass Knot

- Is a physical Electric move
- Similar feelings to the recharge move submission earlier, though at least Bug is a poor offensive typing so this isn't too concerning as long as we kept it away from Volcarona

- Already talked about this a lot on Discord, is pretty cool

Another big turnout, but this review only took me like 4 hours instead of 10!

See you later today for vetos!
 

zxgzxg

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Item: Fishhook
Effect: If the holder is a Water-type, traps the holder and boosts damage by x1.3.
Knockable: Yes
Fling BP: 30, If the target is a Water-type, traps the target.

Description: Rain item. Good on Greninja who has Switcheroo and U-turn and Basculegion who is a Ghost-type and can't be trapped. Also a funny item to bait in things like Toxapex and Crabominable.

Item: Walkie-Talkie
Effect: When this Pokemon uses a Sound move, switches to an ally before using the move. The ally will then use that move.
Knockable: Yes
Fling BP: 20

Description: Momentum item. woah. Use it on things like Scream Tail to pass Boombursts to strong special attacking Normals (all 2 of them).
:sv/cyclizar:
Pokemon: Cyclizar
Type:

Abilities: Shed Skin / Protean / Regenerator
Added Moves: Close Combat, Drill Run, Steel Beam

Description: regen steel regen steel. basically does its normal support stuff but better. what's protean doing there?
 
Last edited:
Name: Fly / Phantom Force
Power: 90 / 90
Accuracy: 100% / 100%
PP: 10 / 10
Category: Physical / Physical
Type: Flying / Ghost
Effect: Removes the effect of volatile status (Leech Seed, Salt Cure, trapping, etc.) / Ignores screens
Priority: 0 / 0
Flags: Authentic, Contact / Authentic, Contact
Potential Pokémon With This Move: base Fly distribution / base Phantom Force distribution
Justification: I lumped these two together because they're pretty similar in why they were changed. Out of all the multi-turn moves in Pokemon, Fly and Phantom Force are among the most frustrating because they leave their respective type with no true reliable Physical STAB. While yes, Brave Bird and Poltergeist do exist, BB forces the user to kill itself to accomplish anything, and Poltergeist is Dexited, (not to mention the fact that, even with their highest distribution, neither of these moves are given to every Mon of their respective types, leaving a swath of physical attackers without a reliable STAB move - no Tera Blast makes this even more apparent) so giving these two types a new, reliable, universal Physical move a piece seemed of the essence. The moves themselves remained pretty unchanged; same BP, accuracy, PP, the works. Secondary effects were only added to shoehorn in the "disappears and returns" flavor element while also providing a general recourse against stupid bullshit.

Name: Crash Helmet
Effect: Reduces recoil damage by 50%; boosts power of recoil moves by 20%
Can Be Knocked Off: Yes
Ignored by Klutz: Yes
Fling Power & Effect: 60; deals 1/6 max HP after Fling does damage
Justification: As mentioned before, recoil moves are inherently unreliable. No doubt they're incredibly powerful, but killing yourself as your main means of dealing damage is a hefty price to pay. Crash Helmet fixes this by providing recoil move users with a much-needed longevity boost in exchange for their item slot. The power boost just serves to make up for the power lost by losing out on a Choice Item, meaning that while you're still not gonna be as strong as with Band or have the RKing potential of Scarf, you still have a slight power boost to compensate. With the re-arrival of a currently-underwhelming Palafin, new mons like Basculegion, Rillaboom, and Zapdos-G, and other niche picks like Iron Hands all relying on recoil moves in some way, I think that Crash Helmet could be a pretty cool addition to the meta.
 

Yoshiblaze

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Submissions are now closed!

Before we get into the voting phase, we're gonna have a short Veto Phase, where we'll give people a chance to fix potentially broken submissions. Any sub that's vetoed and isn't appropriately nerfed/replaced will not be eligible for voting. New submissions cannot be made and no other submissions can be edited during the veto phase.

The vetos are as follows:
Name: Housekeeping
Effect: Removes hazards upon switch-in.
Permanent: Yes
Mold Breaker: No
Potential Pokémon With This Ability: Happiny line and Corviknight
Justification: middle finger emoji
This was obviously a joke sub but I do have to formally veto it, so here it is. Crazy hazard control tool and stuff, you all know about SylveMons

:lagging-tail:
Name: Lagging Tail
Effect: Holder’s attacks do 1.3x damage if they move last.
Can Be Knocked Off (Yes or No): Yes
Ignored by Klutz (Yes or No): Yes
Fling Power & Effect: 50 BP, raises the user’s Speed by 1.
Justification: an item that gives some slower attackers a power boost without having to take residual damage from life orb, or be locked into a move from choice band (i gave lagging tail a boost bc i realized that some might still want to use life orb due to the power dropoff)
After talking with council, we did decide that the drawback isn't enough to justify being the same boost as Life Orb, so just drop this back down to 20% and you're good

Name: Light-Weight Cleats
Effect: On switch-in, protects the holder from hazards and moves them to the opponent's side if possible. Breaks after one use.
Can Be Knocked Off (Yes or No): Yes
Ignored by Klutz (Yes or No): No
Fling Power & Effect: 40 BP, moves hazards on the user's side of the field to the opponent's
Justification: Why don't we just take the hazards, and PUSH them somewhere else? Considering Slate 1 just gave Ceaseless Edge and Stone Axe wider distribution and two cousins, Gen 9's hazards game needs some stronger tools to combat it, so here's pseudo-Court Change in disposable item form. Cleats fit best on offensive mons that don't want to be worn down by chip/toxic/slow down, but also want to reap the benefits of having those hazards work for them without having a dedicated hazard setter come in first. Hazard stack teams will also need to slot in a dedicated spinner/defogger of their own much more often now. It being a one time use item means it won't eclipse Boots/buffed Overcoat, which provide game-long protection against hazards, while Cleats are a counterplay tool rather than protection.
Even though it's just one use, this is still an extremely powerful hazard control tool, hard punishing the opponent for trying to make progress. This would especially be strong on Hyper Offense on stuff like Volcarona, giving them really effective role compression as they get to use the foe's hazards against the opponent at no cost. Might be salvageable if it didn't protect the holder from hazard damage, but that's not a guarantee

:sm/rabsca:
Name: Rabsca
Type:
/

Abilities: Drought / Psychic Surge / Magic Guard
New Moves: Defog, Expanding Force, Fire Blast, Flamethrower, Flash Cannon, Focus Blast, Meteor Beam, Morning Sun, Nasty Plot, Overheat, Scorching Sands, Strength Sap, Teleport, U-turn
Removed Moves: N/A
Justification: Sun/Psychic Terrain setter that isn’t Torkoal or Indeedee. Support and Special weather/terrain abuser with NP, expanded coverage, good healing with MS (that especially benefits Drought sets) and sap, and slow pivoting. Not to mention Revival Blessing on top of all that.
This isn't about the flavor. I was going back and forth on this, but ultimately we decided that this would be too strong of a Sun setter between its 66% recovery and pivoting + still workable stats and how great Sun already is when Torkoal doesn't have recovery or pivoting. I recommend removing Drought (probably for some other Sun-related ability like Solar Power or something)

Name: Prickly Coat
Effect: If the holder is hit by a contact move, the attacking Pokémon takes damage equal to 1/16 of its own maximum HP and a layer of Spikes is set on the opposing side of the field. If the move was Poison-type, a layer of Toxic Spikes is set on the opposing side instead. Holder's Status moves are disabled, like an Assault Vest. Each individual strike from a multi-strike move that makes contact will activate the Prickly Coat.
Can Be Knocked Off: Yes
Ignored by Klutz: Yes
Fling Power & Effect: 80; causes flinching.
Justification: The Joltemons Ability revamped into an item.
Even with the Assault Vest-like restriction, this would still be too powerful on stuff like Regen mons or really anything bulky really, as getting free Spikes for getting hit is an extremely powerful effect. Might be fine if it was just one use (it would be wild on Unburden Sneasler but that wouldn't make it vetoable probably)

Name: Everstone
Effect: If the holder is not fully evolved, boosts its Attack, Sp. Atk and Speed stat by 50%.
Can be Knocked Off: Yes
Ignored by Klutz: No
Fling Power & Effect: 30
Justification: Better Eviolith.
This is broken simply because of the Speed boost, which would make mons like Haunter, Sneasel-Hisui, and especially Bisharp (among a couple others) crazy threats. Just remove the Speed boost and it's fine

Name: Light Ball
Effect: If the holder is :Pikachu:, doubles its Attack and Sp. Atk stat. If the holder is :Pichu:, :Raichu:, :Raichu-Alola:, :Pachirisu:, :Dedenne:, :Pawmi:, :Pawmo:, :Pawmot:, boosts the power of its moves by 50%. At the end of the turn, paralyses the holder.
Can be Knocked Off: Yes
Ignored by Klutz: No
Fling Power & Effect: 30, paralyse
Justification: Slightly expanded Light Ball.
Giving a free Choice Band boost to the already pretty good Pawmot is just enough to make this vetoable. I recommend lowering it to a 30% boost for non-Pikachu mons

Name: Parallel Current
Power: 85
Accuracy: 100%
PP: 10 (max 16)
Category: Physical
Type: Electric
Effect: Steals target's boosts before dealing damages.
Priority: 0
Flags: N/A
Potential Pokémon With This Move
: Thundurus, Iron Hands, Eelektross, Dedenne, Luxray (please not Regieleki)
Justification: I like Spectral Thief, Electric mons lack a good physical STAB... so why not hit two birds with one stone? This should be fine as it is still weak (85 BP), but the effect is really powerful, so it might still be interesting (and also better than Wild Charge). Thundurus buff?
We decided that the Spectral Thief effect on a good typing like Electric would require extremely limited distribution to not be broken (like probably just Eelektross and Luxray at best), so I recommend making the move a bit weaker, like 60 BP

Name: Forewarn
Effect: On switching in, reveals all of the opponent's moves.
Permanent: N
Mold Breaker: N
Potential Pokémon With This Ability: :hypno: :mismagius: :lucario: :umbreon: :hatterene: :mew:
Justification: Forewarn just kind of sucks. Now it's free information, which is in my opinion an underutilized aspect of the game. It also helps Mew make up for losing all of its recovery options.
A similar ability got vetoed last slate on the grounds that getting this much information at once was too powerful and while this one doesn't also reveal the foe's item, finding out all of their moves is still a bit too powerful of a scouting tool. I recommend making it the foe's 2 strongest moves or something similar

Name: Banettite | Abomasite | Cameruptite
Effect: Mega evolves Banette | Abomasnow | Camerupt
Can Be Knocked Off (Yes or No): No
Ignored by Klutz (Yes or No): No
Fling Power & Effect: None
Justification: This will sound incredibly wild but hear me out. We bring Megas back, on the condition that its only the really bad / unviable ones.
As much as I liked this idea, we decided that we shouldn't allow people to add stuff that doesn't exist in the game anymore (which does have precedent from JolteMons as a submission with Starter Eevee was vetoed for the same reason. Ik the Star Shards added forms to the game, but that was a workaround to make coding the item's effects easier, everything those items did would've been possible through just the item). I recommend just making it so that the mon in question gets a stat boost + ability change on switch-in, since that's close enough (i.e.: Banettite could give Banette +1 Attack on switch-in and give it Prankster, Abomasite could be +1 to both offenses (to make up for no ability change), and Cameruptite could be +1 SpA and Sheer Force)

Name: Reaper's Wand
Effect: Turns all Normal type moves into Ghost type moves.
Can Be Knocked Off: Y
Ignored by Klutz: Y
Fling Power & Effect: 40 BP, 10% chance to sleep target
Justification: Way to turn crappy movepools of Ghost types all over (specifically physically ones) into their strengths.
We already talked about this on Discord, but yeah Dragapult and its super strong Double-Edges ruin this for everyone

Name: Costar
Effect: On switch-in copies either the opponent's stat stage changes (single battle) or their allies stat stage changes (double battle).
Permanent (Yes or No): Unchanged
Mold Breaker (Yes or No): Unchanged
Potential Pokémon With This Ability: Flamigo +
(loses Speed Boost)
(both lose Leaf Guard)
(loses Leaf Guard), all Oricorio forms.
Justification: Making this ability usable outside of doubles.
This would be too powerful of a tool against setup sweepers, basically being a way better version of what Imposter Ditto does. Costar is a really weird ability to transfer over to singles so I'm not entirely sure how to make this work unfortunately

Name: Wings of Icarus
Effect: Boosts speed by 1.2x and gives an immunity to entry hazards. If the holder takes damage, item breaks.
Can Be Knocked Off (Yes or No): I guess
Ignored by Klutz (Yes or No): No
Fling Power & Effect: 20 damage, clears hazards on both sides
Justification: New speed boosting item, psudeo-heavy duty boots, and hazard removal through Fling. The speed buff might need to be altered to be balanced.
This being a 1.2x boost to Speed messes with Speed tiers too much, which is something we don't want. I recommend either removing the Speed Boost entirely or making it 1.5x Speed but removing the hazard immunity

Name: Heart of Gold :luvdisc:
Effect: If held by Luvdisc, multiply SpAtk, SpDef, and Spe by 2.5x, blocks all status moves and additional effects of attacks. If not held by Luvdisc, block the first status move used by an opponent per switch in.
Can Be Knocked Off (Yes or No): No if Luvdisc, yes if other
Ignored by Klutz (Yes or No): No
Fling Power & Effect: 20 damage, taunts opponent.
Justification: This pokemon keeps existing, but for no purpose. Let’s give it one ( or three ). Massive SpDef and Spe are very nice, and the base 100 SpAtk isn’t bad either. The immunity to basically everything that isn’t direct damage is extremely helpful. If only Luvdisc had any semblance of a good moveset, then we could have a ban worthy threat. Oh well.
Looked insane on paper when I first saw, but honestly the only broken thing about this is the Speed boost. This outspeed the entire metagame completely uninvested on top of the other effects is a bit too much. Just remove the Speed boost and it's fine

Name: Speed Orb
Effect: Holder's Speed is x1.3, but they lose 1/10 of their max HP after using an attack.
Can be Knocked Off: Yes
Ignored by Klutz: Yes
Fling Power & Effect: 30
Justification: Why yes I do watch freezai, how could you tell?
This being a 1.3x boost to Speed messes with Speed tiers too much, which is something we don't want. This wouldn't really be balanced at a 1.5x boost either, so there isn't really any way to salvage this one

And that's all! You will have 24 hours to make necessary changes, and then voting will start (voting will start early if all vetoes are fixed before the deadline). If you have any questions about these, then just let me or a council member know. See you soon!
 

Yoshiblaze

ye
is a Forum Moderatoris a Community Contributor
Moderator
Voting is now open!

The following submissions CANNOT be voted for:
Housekeeping
Prickly Coat
Banettite / Abomasite / Cameruptite
Reaper Wand
Speed Orb

In each category, you may vote for 6 submissions, with 2 self-votes in each category (so you can vote for 24 submissions with 8 total self-votes). Please specify which votes are self-votes. You don't have to list who made the submission unless someone else subbed something with the same name/species. The order you put it in does not matter, every vote is worth 1 point
Moves
Blaze Kick (SV)
Aura Sphere (SV)
Liquidation
Triple Axel
Tail Slap
Thunderbolt

Items
Eviolite (SV)
Black Belt (SV)
Life Orb
Metronome
King's Rock
Choice Specs

Abilities
Speed Boost (SV)
Justified (SV)
Sheer Force
Pressure
Skill Link
Volt Absorb

Adjustments
Combusken (SV)
Lucario (SV)
Feraligatr
Weavile
Cinccino
Jolteon
For the sake of making vote counting easier, PLEASE use the same exact format listed in the spoiler box above


Voting will end in 24 hours!
 

G-Luke

Sugar, Spice and One For All
is a Community Contributoris a CAP Contributoris a Forum Moderator Alumnus
Moves
Life Dew (Rasdanation)
Shrapnel Shot (SV)
Lash Out (SV)
Burn Up / Double Shock
Wildbolt Storm
Jungle Healing

Items
Crash Helmet
Baseball Bat (SV)
Blunder Policy

Abilities
Battle Bond (SV)
Gale Wings (SV)
Immolate
Unnerve
Muscle Memory

Adjustments
Wo-Chien (SV)
Iron Thorns (SV)
Magearna
Iron Treads
Brambleghast
Iron Leaves

Life Dew - Good option for healing, would be very neat to run. Helps fat teams overall.
Shrapnel Shot - Undeniable that this is an insanely great move (you gotta vote this if you vote Iron Thorns). (SV)
Lash Out - Dark types need good STABs. Let's not give everything Knock Off to do that though. (SV)
Burn Up / Double Shock - Really cool interpretation of how to rework this move. Double Shock is so fun, and since we can't Tera anymore this is a good way to keep it relevant.
Wildbolt Storm - Let's Go Thundurus!!!
Jungle Healing - Honestly epic for Zarude. Still a shitmon though so let's add it to real Pokémon.

As you know, I don't believe in voting in items just to fill slots so ai choose what seems really cool.

Crash Helmet - I think this should get a damage buff, but it's a pretty solid item for more niche attackers. Similar to how Punching Gloves work.
Baseball Bat - Baseball this guy Like I said above, but a much larger area. It actually might become one of the more standard items. (SV)
Blunder Policy - Objective buff to a mediocre item. Hypnosis spam or Hustle Pokémon love this.


Battle Bond - Make Greninja Good Again. (SV)
Gale Wings - Nice addition for alot of potential Pokémon. Some stuff might want extra touch ups but it's a decent concept tbh. (SV)
Immolate - Fire -ate is super cool, Arcanine with this might be very solid. Not sure really what else goes crazy with it.
Unnerve - I really loved this ability in Gen 8, but it was overcrowded due to being on lesser Pokémon and having lots of sig items. In a rare Knock Off, little signature item metagame this ability might go very different.
Muscle Memory - Fat Regen spam is rearing it's ugly head, an ability like this will help punish aimlessly switching around well.


Wo-Chien - I subbed this because I didn't want to face Poison Dark Wo-Chien. Outside of that, I think this is potentially really good if partnered with the right Pokémon. It's real good. (SV)
Iron Thorns - Accelerock is very good. Rock Blast is very good. We probably need a good wallbreaker that beats Water types in our metagame right about now. (SV)
Magearna - I think this Pokémon is pretty needed, both offensively and defensively. Adds something for that annoying Fairy Garg spam, while also putting Pex in it's place.
Iron Treads - Good buff for this Pokémon. Could honestly use Superpower as well but we move. Download Scarf go brrrrrrr.
Brambleghast - I think this is a cute buff to Sand, adds an interesting niche breaker that abuses the common Regen spam cores with SD Dual STAB Ice Spinner.
Iron Leaves - Bitter Blade Psyblade Leaf Blade is crazy ass coverage, and this is the type of Pokémon that could be very viable with a Tera Shard offensively, something that has been somewhat explored but has not reached their full potential.
 
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Gekokeso

Mind the bad garmmar.
is a Pre-Contributor
Moves
Mystical Fire | Chilling Water
Poltergeist
Life Dew (Rasdagnation)
Healing Stones
Shed Tail
Relic Song

Items
Crash Helmet
Punching Glove | Razor Fang | Razor Claw
Baseball Bat
Blunder Policy
Leader's Crest / King's Rock
Walkie-Talkie

Abilities
Grass Pelt
Forewarn
Bug Zapper (SV)
Aftermath
Aerilate | Pixilate | Refrigerate | Galvanize
Gravity's Paradox abilities

Adjustments
Wo-Chien (G-luke)
Glastrier (SV)
Iron Treads
Bellibolt
Bombirdier
 
Moves
Jaw Lock
Play Rough
Healing Stones
Recharge moves (SV)
Healing Rush
Jungle Healing

Items
Punching Glove | Razor Fang | Razor Claw
Blunder Policy
Leader's Crest / King's Rock
Spicy Sandwich (SV)
Walkie-Talkie
Crash Helmet

Abilities
Grass Pelt (SV)
Bug Zapper
Gale Wings
Moody
Gravity's Paradox abilities
Long Reach (SV)

Adjustments
Gogoat (SV)
Gogoat (chemicalmines)
Overqwil (SV)
Pincurchin
Decidueye
Scyther
 
Moves
Aurora Beam
Wildbolt Storm (SV)
Shrapnel Shot
Relic Song
Jungle Healing
Circumvent

Items
Punching Glove | Razor Fang | Razor Claw
Blunder Policy
Walkie Talkie
Crash Helmet

Abilities
Grass Pelt
Earth Eater
Gale Wings
Immolate

Adjustments
Bellibolt
Decidueye
Gogoat (Lysion)
Brute Bonnet
Seviper
Iron Thorns
 
Moves
Torques (SV)
Poltergeist (SV)
Jungle Healing
Lash Out
Burn Up | Double Shock
Circumvent

Items
Damage Bank | Savings Bank
Punching Glove | Razor Fang | Razor Claw (SV)
Baseball Bat
Blunder Policy
Malicious Armor
Leader's Crest | King's Rock

Abilities
Grass Pelt
Nocturnal (SV)
Deep Breathing (SV)
Gale Wings
Opportunist
Muscle Memory

Adjustments
Brute Bonnet (SV)
Iron Leaves (SV)
Iron Thorns
Brambleghast
Iron Treads
Cyclizar
 

Gravity Monkey

Que des barz comme si jtais au hebs
is a Top Artist
Moves
Parallel Current
Poltergeist
Play Rough
Shrapnel Shot
Relic Song
Magic Shield

Items
Lagging Tail
Nullifying Orb
Blunder Policy
Damage/Saving Banks
Metal/Energy Powder
Walkie-Talkie

Abilities
Paradox Abilities (SV)
Grass Pelt
Aftermath
Unnerve
Neutralizing Gas
Opportunist

Adjustments
Decidueye/Alola
Magnezone line
Glastrier
Tasreena
Iron Treads
Bellibolt
 
Moves
Inferno / Zap Cannon (SV)
Thunderclap (SV)
Cyclone / Boulder Bash (IceLevelIncarnate)
Mystical Fire / Chilling Water (Z-nogyroP)
Shed Tail (Mintly)
Shadow Strike (anaconja)

Items
Lagging Tail (SV)
Identity Card (Lysion)
Covert Cloak (Z-nogyroP)
Whetstone (Rasdanation)
Alpha's Attire / Parent's Attire (The Damned)

Abilities
Sticky Hold / Iron Grip (Gekokeso)
Aftermath (PQRDG)
Gale Wings (G-Luke)
Fairy Ringer / Justified (The Damned)
Mycellium Might (The Damned)

Adjustments (there were a lot of good ones this slate)
Bellibolt (SV)
Gogoat (SV)
Decidueye (Beaf Cultist)
Brute Bonnet (Z-nogyroP)
Klawf (Beebos)
Iron Thorns (G-Luke)
 
Moves
Relic Song
Shadow Strike
Healing Rush
Thunderstruck
Magic Shield
Inferno | Zap Cannon | Dynamic Punch

Items
Blunder Policy
Nullifying Orb
Indecisive Orb
Baseball Bat
Lagging Tail
Punching Gloves | Razor Fang | Razor Claw

Abilities
Grass Pelt
Iron Fist
Gale Wings
Battle Bond
Long Reach (Lysio)
Protosmosis / Protocrysalis / Protostasis / Rune Drive / Neuron Drive / Photon Drive

Adjustments
Gogoat (Lysio)
Decidueye
Tsareena
Bellibolt
Pincurchin
Iron Hands
 
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well, that took me ages lol. adjustments were probably the weakest this slate, which is honestly shocking, but I still managed to get a full lineup i’d be happy with getting in. also i like g-luke’s idea of doing justifications so i’m gonna do that too

Moves
Tera Blast (SV)
Life Dew (Rasdanation)
Hazardous Waste (PQRDG)
Shrapnel Shot (G-Luke)
Healing Stones (Mintly)
Magic Shield (Yoshiblaze)

Items
Damage Bank/Savings Bank (SV)
Limit Anklets (IceLevelIncarnate)
Four-Leaf Clover (PQRDG)
Baseball Bat (G-Luke)
Malicious Armor (anaconja)
Walkie-Talkie (zxgzxg)

Abilities
Super Luck (SV)
Frisk (Ayecrusher King)
Grass Pelt (Lysion)
Deep Breathing (Z-nogyroP)
Mirror Armor (Fragmented)
Immolate (flareth13)

Adjustments
Decidueye (SV)
Scyther (SV)
Gogoat (chemicalmines)
Magearna (Lysion)
Iron Treads (Yoshiblaze)
Swablu line (Yoshiblaze)
So, before I start, I want to outline the two basic criteriaI use for all of my votes. First, and most importantly, is this submission likely to have a valuable impact on the OU meta? Secondly, does this submission stand out to me (much more subjective and secondary to the first one; just helps me narrow things down)? Alright, as long as you understand those, just about all of my votes should make sense.

Life Dew - interesting healing option. most likely to be viable on mons that don’t have other recovery options, but the extra pp does technically mean that it’s a lot more healing overall than standard recovery (this is prob only relevant on stall tho).
Hazardous Waste - I think this is a really funny way to punish hazard stacking, without necessarily overpunishing. yes, it’s a very strong move with even 2 layers of spikes up, but it’s a Poison move with likely very limited distribution (there aren’t many trash-related Poisons in OU), so I can’t imagine it being anything more than good.
Shrapnel Shot - very interesting tool for physical Steels. Fire Lash is cool as long as it’s not on broken offensive types/mons, though I will say I don’t like the idea of it on Scizor specifically (Loaded Dice makes it 90-112.5 BP, but that’s *not* counting the defense drop).
Healing Stones - positive hazards are just about the only way to truly shake up the hazard meta at this point. in fact, I’m not even sure if these will end up viable, just because negative hazards are so common that trying to keep them off without also removing these is nigh impossible. still a fun concept that i like a lot though
Magic Shield - this move is nuts lmao. what Magic Coat wishes it was. gonna need to be careful with distribution for this, because if you play well, this becomes an insanely powerful tool for defensive mons (oh, you wanted rocks up? nice try, bucko)

Limit Anklets - my item votes are a bit less focused than the rest of my votes, because it’s harder to determine exactly how much effect an item will have on the meta without specific abusers already in mind. however, this item looks great on Dragon types in particular, allowing them to spam a 130 BP STAB with only a bit of recoil to worry about.
Four-Leaf Clover - I’m certain this will be a niche usable item on mons with crit-related abilities (mainly Sniper), but I’d also be curious to see if anything else uses it outside of that.
Baseball Bat - this is lowkey broken lol. very very strong offensive item but with a clear and abusable downside, so I’m curious to see how it plays out
Malicious Armor - was a cool anti-koff option last slate, is still one this slate. my favorite of the anti-koff subs so far
Walkie-Talkie - this probably has some broken interaction that we haven’t thought of yet, but it wouldn’t be a sylve meta without some jank broken item that sees no use (ly pillow <3). in other news, pretty great on mons without pivoting (i will be running parting shot + a regen mon in the back, say gg)

Frisk - Concussion from last gen may have just been bad because of its distribution, but I feel like item suppression as a whole is jus kind of weak except on hard defensive mons. announcing the item as well seems like the perfect way to give a previously niche addition a welcome buff
Grass Pelt - gonna talk about Gogoat below, but this buff works really well with that Gogoat
Deep Breathing - kind of a throwaway vote honestly. there isn’t much stat lowering in OU, so this ability is likely to be pretty niche, but if that changes in the future this could become extremely valuable, particularly on physical attackers.
Mirror Armor - absurdly strong ability, but I like the change and this is certain to shake up OU with the intended distribution
Immolate - didn’t vote this last slate because I found it boring, but honestly this is pretty cool. will allow for some interesting interactions (like Fire ESpeed on Arcanine gogogo)

Gogoat - this sub’s flavor is stellar, and unique typings are always welcome. with Stamina, this becomes a very acceptable physically defensive mon, though I do wish it got Head Smash
Magearna - I hate Sneasler
Iron Treads - fun way to buff an otherwise unviable mon. honestly just overlooked this sub on my first time going through everything lol
Swablu line - I actually don’t really think this will be viable in OU, but I had the extra slot and the flavor of Tidy Up Altaria is just so amazing. who knows, maybe I’ll be pleasantly surprised?
 
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Moves
Aurora Beam
Mystical Fire | Chilling Water
Dragon Rush and others
Thunderous Applause (SV)
Shrapnel Shot
Circumvent
Items
Body Armor
Damage / Savings Bank
All Consuming Playdoh (SV)
Heart of Gold (SV)
Blunder Policy
Leader’s Crest
Abilities
Suppressive Fire
Grass Pelt
Deep Breathing
Earth Eater
Gravity Monkey Paradoxes
Serotonins Cones (SV)
Adjustments
Magnezone
Rotom (SV)
Wugtrio (SV)
Wo-Chien (G-Luke)
Electrode/Electrode-Hisui
Gogoat (Lysion)
 

PalpitoadChamp

Chaos Chaos Chaos
is a Pre-Contributor
Moves
Healing Stones (Mintly)
Magic Shield (Yoshiblaze)
Jungle Healing (Actively Aroa)
Life Dew (Rasdanation)
Play Rough (SV)
Acupressure (SV)

Items
Spice Sandwich (Lysion)
Punching Glove | Razor Fang | Razor Claw (Z-nogyroP)
Fishhook (zxgzxg)
Baseball Bat (G-Luke)
Blunder Policy (Beebos)
Coal Engine (anaconja)

Abilities
Grime Seep (DuoM2)
Super Luck (Beaf Cultist)
Bug Zapper (Gekokeso)
Unnerve (SV)
Photon Drive / Neuron Drive / Rune Drive / Protosmosis / Protocrysalis / Protostasis (Gravity Monkey)
Opportunist (anaconja)

Adjustments
Scizor (DuoM2)
Scovillain (Yoshiblaze)
Scyther (Beaf Cultist)
Magearna (Lysion) (as much as I hate Magearna, it isn't terrible with its less annoying sets)
Vespiquen (PQRDG)
Gengar (SV)
 
Last edited:
Moves -
Inferno / Zap Cannon / Dynamic Punch
Mystical Fire / Chilling Water
Shrapnel Shot
Jaw Lock
Belch
Healing Stones

Items -
Eject Preserver
Dubious Disc
Indecisive Orb
Whetstone
Honey
Blunder Policy (SV)

Abilities -
Grime Seep
Sticky Hold / Iron Grip
Muscle Memory
Fairy Ringer / Justified
Aerilate / Pixilate / Refrigerate / Galvanize (SV)
Mycelium Might

Adjustments -
Bellibolt
Magnezone
Cetitan
Magearna
Cyclizar
Gengar
 
Another tough slate. So many submissions that I would have voted for if I could vote for more than six.

Moves
Magic Mist+ (IceLevelIncarnate)
Gen 1 Hyper Beam+ (Lysion)
Jump Scare (Rasdanation)
Hazardous Waste (PQRDG [SV])
Healing Stones (Mintly)
Overclock (Sigilyph Bro)

Items
Nullifying Orb (Lysion)
Inertia Armor (Z-nogyroP)
Four-Leaf Clover (PQRDG [SV])
Baseball Bat (G-Luke)
Rubble Gum (Mintly)
Blunder Policy (Beebos)

Abilities
Pride (Lysion)
Cloud Nine (Lysion)
Nocturnal (Z-nogyroP)
Aftermath (PQRDG [SV])
Gale Wings (G-Luke)
Serotinous Cones (Sigilyph Bro)

Adjustments
Bellibolt (chemicalmines)
Rabsca (IceLevelIncarnate)
Overqwil (Lysion)
Salazzle (PQRDG [SV])
Qwilfish Twins (G-Luke)
Cetitan (Yoshiblaze)
 
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