Hey I wanna review subs before vetoes come up mostly because I want to point out subs that seem too weak or that have missed potential since vetoes only address overpowered ones. Slate 1 is also a bit different from others since we're setting the powerlevel. Some of the tips I'll be giving can also be linked back to the submission guide, so make sure to check that out, it'll help out. Anyway, here we go.
After making every review, I want to make some ideas clear since they show up a lot.
First of all, Set 1 often features Tablets of Ruin with 146 Defense. This isn't broken by itself, especially since people tend to go with lower SpDef, but recovery alongside it makes it very hard to break through. This isn't veto-worthy, but it could lead to introducing a Blissey-like pokemon in the first slate which would be pretty bad for the rest of the meta going forward due to how extreme of a concept it is.
Certain powerful abilities are also used fairly liberally. Keep in mind when a pokemon has an ability like Beads of Ruin, it probably needs some other weakness to make up for that, whether that be low overall special attack or poor coverage. A lot of the subs I criticize that have strong damage boosting abilities probably don't make up for the boost it gives in other ways or are too focused around a specific point and end up being extreme which, again, can be pretty bad for the meta.
Some sleep moves are also thrown around a bit carelessly, so keep in mind that sleep is a pretty broken mechanic and it should be considered very carefully when given to a mon, so avoid throwing hypnosis as a flavor move in there.
Finally, make sure to fill out the movepool, a bigger movepool looks so much nicer in teambuilder and gives the mon some potential extra options for when the metagame shifts. Anyway, here's the post for real now, enjoy.
Devicious: Base attack is pretty high alongside the potential for MGLO, but seeing as it's limited to 80 and 90bp moves, it's balanced. I like that it has a lot of support options alongside usable bulk to make it more versatile, especially since its coverage means it'll only really want 2 or 3 attacking moves. That being said, its base speed is a bit low to properly use options like Taunt and Roost, so Prankster could be considered as another option alongside Magic Guard to fix this problem, but preventing it from using MGLO at the same time. Gives it some more set variety which can be nice to combat potential powercreep too.
Peaceock: This is probably balanced with its current stats because the typing sucks, but I still dislike the concept of it. Having thought about it some more, Sheer Force is probably not that big of an issue, though I'm still not a fan of it with a high BP move like Hurricane getting boosted, but pairing it with a potential Tinted Lens is not good set versatility since it changes its counters. Anyway yeah mostly a dislike. Also I'd generally be very careful about Sleep moves because they can completely mess up natural counterplay for a mon, so I'll ask you to reconsider Hypnosis and if you really want it on the mon.
Poithon: Pretty neat pivot, very bulky with Intimidate, so I appreciate that you gave it no recovery. Seems best on bulky offense styles as it can Intimidate shuffle, set hazards, pivot and removes items with Knock Off while being threatening with fairly strong Draco Meteors. A lot of these traits apply to Lando-T as you might notice and, while its U-Turn/Knock Offs are weaker and its typing is a bit worse, it can fill a similar niche as it promotes a fast-paced playstyle.
HYPEROACH: I assume you failed to type HYPEROACH (all caps) properly in the description, but anyway. The typing is really really shit lmao, but Lando-T stats+Intim still make it pretty easy to switch-in and then hit hard I'd imagine. STAB Fimp and U-Turn off of that attack stat is insane, especially with Megahorn to wallbreak on top of that and Roost+Spin gives you longevity and utility. Its coverage is kinda poor though, you can't do much to Ghosts and if you decide to skip on using Body Slam (which would be fair because it has kinda low BP), you'll run into issues with Flying types too. Might wanna extend coverage pool a bit.
Bashkan: I feel like the concept is there, but it's missing some moves. I see some potential for AV, but you probably don't need 4 attacking moves and Regenerator with only offensive pressure isn't bad, but you can do a little bit more with it. An option like Rapid Spin can serve as hazard removal, but also double up as a potential fix for its low speed. I imagine you'd also want universal moves on this mon, but Substitute seems especially valuable on it as Regen mons can use it especially well to scout switches, so I'd mention it as well. I think Shadow Ball or Dark Pulse as an extra coverage option would also be able to help out this mon a lot.
Main thing that stands out to me about this is just how unreliable Seed Sower is for this. Sure, it's different from Grassy Surge, but this mon's bulk is pretty unimpressive and it probably only takes one neutral hit each game which it pretty awkward for its power. It also makes potential pairing with Unburden users kinda inconsitent. Lack of Leaf Storm seems kinda weird, you could probably add it and Ice Beam seems kinda random, but if you have flavor for it, probably fine. You generally have most of the coverage you need with Fire/Grass/Ground. I'd say you might also want to add Taunt, Toxic, Reflect and Light Screen to its viable moves since they could affect its gameplan. Biggest change I'd make is probably replace Seed Sower with Grassy Surge though, it's just too inconsistent as is and the Rocks weakness is a big enough issue for it as a breaker.
Scorpixie: The bulk is kind of insane when paired with Wish. Seeing as you already have Fairy and Tablets of Ruin as restrictions, you could probably reduce its defense and, if you want, increase its SpDef. I know it's Rocks weak so it doesn't get Leftovers and fears Knock Off, but I'm just not comfortable giving something with this much bulk recovery. It's not like it's lacking good traits otherwise, Spikes, Toxic and U-Turn make it a really versatile defensive mon.
Ottorpedo: The concept is cool, but Sun and Rain can't really just be "part of the environment" unlike Sand and Snow. Even without any Swift Swim users, Ottorpedo makes Water types much more threatening and Fire types much weaker through its mere existence, which is very major, especially for something to be introduces in Slate 1. If people are fine with Slate 1 Drizzle, I guess it's fine because a fast utility mon that makes up for its low damage through weather boost is interesting, but I'd understand why it could feel weird to introduce it so early.
Ghastlecan: Good as gold always annoys me because it makes removal so much annoying, but if we build our hazard removal options around it, it should be fine especially considering this lacks recovery. Outside of that though, seems a bit unimpressive due to its low BP stabs, Iron Head and Shadow Claw will only get you so far even with Swords Dance. I'm not sure if there are good alternatives though and, at the very least, its typing should grant it enough setup opportunities to at least be decent.
Kodatsuki: First thing I notice is this mon suffers from trying to follow every restriction, Wicked Torque especially is rather mediocre on it as it'd just want to run Moonblast/Psychic/Mystical Fire if looking for attacking options. Same thing I mentionned about G-Luke's Tablets of Ruin sub applies here though, 146 defense with Tablets of Ruin and recovery is just too much, you have to drop one of those. I also notice Hypnosis which you shouldn't add lightly to a mon's movepool due to how devastating hitting that 60% can be. I'd say remove Moonlight/Hypnosis and you end up with a pretty interesting wallbreaker that uses its massive bulk to setup with Nasty Plot.
Tyrracotta: This mon naturally does a lot with Intimidate, solid stats across the board, a solid movepool and a decent typing, just don't give it Dragon's Maw. 2.25x boost on moves is just a flawed concept. This mon is interesting all around, but Dragon's Maw+STAB is dumb, that's all.
Harvocolubris: These calcs are kind of all over the place considering this is a micrometa, main thing that matters is calcing it against 100/100/100 bulk.
252 SpA Hadron Engine Miraidon Wildbolt Storm vs. 252 HP / 0 SpD Mew in Electric Terrain: 171-202 (42.3 - 50%) -- 0.4% chance to 2HKO
252 Atk Miraidon Bolt Beak (170 BP) vs. 252 HP / 0 Def Mew in Electric Terrain: 220-261 (54.4 - 64.6%) -- guaranteed 2HKO
Electric STAB Hadron Engine is kind of a dumb concept overall because it just superboosts your stabs, Hyper Voice and Espeed hit like a wet noodle as opposed to Tbolt and Bolt Beak. It's hard to take on without a resist, but seeing as it's not that fast or bulky and its coverage isn't that good, that probably balances it out. Just seems kind of extreme, so wouldn't feel great to build with or use if it gets in the metagame.
As an extra tip, you might want to fill out the movepools with weak or irrelevant moves, just to make the movepool look nicer in teambuilder when the mon gets in the meta.
Topsin: Crunch might not make it want to use Wicked Torque btw, so I'd be careful about that. This thing's bulk is so low it seems weird to have it with Poison Touch, but if Sneasler can make it work, this probably can too. Low BP on stabs will for sure make it weaker than it might seem though. This mon feels weird to me, but also probably fine? I'd give it Explosion though as it synergizes with its low bulk and maybe Taunt if you want to encourage Focus Sash sets.
Argentyrm: This is just good honestly. Steel types without recovery are already neat and Knock Off+Stealth Rock is great utility. Being able to threaten a lot of stuff with solid spatk, good stabs and great coverage is very nice too. Main thing really is that it has very little set variety, but with how strong its basic options are, that probably won't be an issue.
Fakemon Name: Currentxie (Pronounced Currency)
Set Number: 2 (Based off of Azelf)
Weight: 0,1kgs
Genderless
Stats: 75/125/70/125/70/115 (580 BST)
Typing:
Abilities: Levitate
Relevant Moves: Calm Mind,
Discharge, Healing Wish, Make It Rain, Overheat, Psychic, Psyshock, Shadow Ball, Thunderbolt, Trick, Volt Switch,
Wild Charge,
Zen Headbutt, Gen 9 Universal Moves
Flavor Moves: Acrobatics, Agility, Ally Switch, Ancient Power, Charge, Charge Beam, Confuse Ray, Confusion, Covet, Double Team, Eerie Impulse, Electric Terrain, Electro Ball, Electroweb, Extrasensory, Flash, Flash Cannon, Fling, Future Sight, Giga Impact, Gravity, Heal Pulse, Helping Hand, Hyper Beam, Imprison, Magic Room, Magnet Rise, Night Shade, Pay Day, Psybeam, Psychic Terrain, Psywave, Rain Dance, Safeguard, Shock Wave, Simple Beam, Skill Swap, Spark, Swift, Thunder, Thunder Shock, Thunder Wave, Tri Attack
Description: As this is Slate 1, I'm trying to set a standard for offensive mons going forward. Currentxie is a decently fast and strong threat which lacks coverage for Ground or Dark types, though it can hit them with neutral coverage such as Overheat or Make it Rain. A Specs set can apply some pressure to Ground types with a strong Psychic type or switch out while hitting the opponent with a strong Volt Switch on the way out if they lack a Ground type. Scarf could also function well as its base speed will generally be enough to allow it to force out most offensive threats and generate momentum. Both of those sets can use Trick to mess with opponents that might wall it or even Healing Wish on more offensive teams to bring a strong teammate back into fighting condition. However, it also has other options such as a Boots set to avoid being worn down by hazards and not finding itself crippled by a choice-lock. Boots sets as well as other options such as Life Orb can also use Calm Mind to try to take advantage of opponents trying to switch around its moves. However, Currentxie will likely run into a few issues as its bulk leaves much to be desired and it can be difficult for it to consistently apply pressure between its trouble hitting Dark and Ground types and its power generally not being enough to land 1HKOs on neutral targets. Its offensive presence should be helpful in setting the stage for the metagame moving forward.
Currentxie: I've never seen such an amazing submission. This is peak. Keep doing what you're doing.
Rocklaus: Yep that is a wallbreaker. Not much to say about it. Having an open 4th slot to fit one of Knock/Rocks/Pshot is pretty cool though.
Icephalt: This is kind of annoyingly physically bulky and fast. It'll have trouble fitting all the moves it wants I'd imagine, but recovery and Chilly Reception (which can also end up boosting its defense next time it comes in) is annoying and, while Water types would usually be quite annoying for it to get through, Salt Cure can mess those up really badly. Salt Cure might be my biggest issue with this? But if you intend on keeping it, I'm not a fan of having it as fast as 110 speed or as bulky as 110/110 physical bulk.
Haligotl: I'm not sure how much this wants to use Scarf seeing as it's Rocks weak. Regen probably makes it work fine, but then its damage is pretty sad and Beads of Ruin just dies to Rocks. Most likely, I'd imagine it'd just use Boots sets with CM or Defog. That being said, I guess this is not bad, doesn't seem especially interesting to me though because of how its offensive sets seem to overshadow its utility.
Carnatiage: Yeah you put it well. It should be able to make decent progress between Knock/Toxic/Leech and it can pivot out with Teleport, though part of me wonders if you could give it a hazard or hazard removal to make it easier to fit on teams.
Achronaut: Main thing that worries me is this might be able to 1v1 too much since it's so bulky, hits so hard and has such good coverage. I doubt you can change much from it, but it's worth rethinking if Water and Grass types are good enough at taking it on and if Sand Stream is necessary. Not straight up broken, but it does worry me a bit.
Vamplin: Idk if this'll run stallbreaker sets as much as it'll run pivot sets with Defog. That being said, it's very solid in that role as Poison/Flying as some very nice traits and its stats/movepool are good. I do feel like abilities are a little whatever though, both only really help it minorly.
Karaqua: This is weirdly bulky for how strong it is, especially since Water/Fighting has actually good resistances. When thinking about Gallade, it hits very hard with stab Sharpness-boosted Sacred Sword, but its physical bulk is too low, so it's nice that this is actually solidly fat. Having to respect its defenses makes Swords Dance sets even more lethal. Very neat overall.
Aurage: Why is its only physical Fighting move Dynamic Punch wtf. I get how that's meant to be limiting, but it seems like that's put in place to try to balance out Supreme Overlord and if you have to take that kind of approach, the ability is probably an issue. You might want to finish the movepool before vetoes go up, because this is pretty unappealing as is.
Spriguard: Physical bulk is a bit high for a regen mon, you might want to lower HP to lower it and increase Spdef to keep the special bulk similar. Also would just avoid messing with Spore, though you could add some utility like Rocks to compensate.
Fauxlm: Compared to Rillaboom, Grass/Steel has a much easier time switching in, but the worse coverage makes it fairly easy to answer. Part of me wonders if this would want to run more defensively-oriented sets with Glide as a secondary option to threaten out fast offensive mons. If you want to focus on that role, you could add Rocks as well.
Wyreworm: I'm a bit wary of introducing a Quiver Dance user this early, but I feel like the poor coverage outside of STABs should hold it back enough. QD overshadows its other options a bit though, so you might not want it anyway if you want it to focus more on being a pivot or a Sticky Web setter anyway.
Ygdrasilisk: I mean I guess it works, it's just such a simple mon, I can't imagine it running anything but Play Rough/Wicked Torque/Swords Dance/Moonlight or Wooder Hammer. It does what it's meant to do, but is a bit uninteresting doing it.
Treadful: The utility here is nice, but lacking both recovery and any way to deal with Toxic tends to be very rough for most defensive mons at an OU power-level. Probably give it one of those and it's good. Obviously, recovery is much stronger than an ability like Immunity, so some kind of poison protection would probably keep it closer to the powerlevel you intended.
Bovinage: In terms of coverage, it's probably fine, but 110 speed is a bit high for a Sheer Force wallbreaker, you might want to lower it somewhere between 5 and 10 points.
Bracken: Never a fan of Purifying Salt and Salt Cure, but no recovery saves this. It seems tuned to be a special attacker that can set rocks and pivot, but the coverage is somewhat lacking, I feel like you could add something in there to make it a bit more threatening since I feel like fully defensive sets are not bulky enough to thrive.
Glyphical: 150HP on this makes it very very bulky, a bit physically bulkier than Alomomola with quite a bit more Spdef too as well as solid Spatk and a very strong movepool. With all that in mind, I'd recommend lowering HP somewhere between 20 and 30 points or removing recovery, it should not be this bulky, especially considering the typing is very good and it currently has recovery. I've also said this for some other reviews, but be careful about randomly giving things Hypnosis since sleep can get really messy.
Batacomb: This is cool, gives us a very solid glue to start out. There's not much else to say about it, it's a bit weaker than Lando, but has more longevity and makes use of some underappreciated aspects of it.
Kappickle: Not more salt mons nooooo- Honestly with this bulk, status immunity and Synthesis/Salt Cure/Toxic access, this looks very capable of running bulky sets. The bulk itself is very impressive and NP+Giga Drain seems really hard to wear down and kill already. I think you may be underestimating how good its bulk is and how important status immunity is for this overall. Probably not veto-worthy as it is, but it might not do what you expect it to.
Dramatick: I don't like this having both Calm Mind and Wish, its bulk is generally a bit lower than other Tablets of Ruin subs, so recovery is more manageable, but being able to boost your Spdef and your damage on top of that is a bit much. Probably wouldn't keep both seeing as it could get out of control very easily.
Platiniped: Ice typing is mostly a nerf to this, but it makes Steel type with recovery a more appealing concept so I approve. Seems like a nice special wall since it brings good resists and immunities alongside solid utility, but I'm worried it may be forced to recover too often, so could consider +10 HP?
Orbisty: I don't really see this using U-Turn, you're strong enough to wear down Steels through Shadow Ball, but you already follow 2 other restrictions so it's fine. Good pairing of a mediocre offensive typing and Beads of Ruin though, idt it needs any changes.
Aronblight: Steel without recovery is nice, not a bad use of Ceaseless Edge, though this probably runs defensive investment with a Swords Dance 3 attack set due to lack of good options which is kinda weird and awkward. Not that it wouldn't be good though.
Allghoiworm: Duo brought to my attention that this might be too hard to wear down between its extremely high physical bulk and Poison Heal. Everything else seems fine, but lowering either HP or Defense to make it easier to work through without a really high damage output or strong super-effective move. Poison Heal is a really strong ability since it makes you resilient to so much like Knock Off or Status and having so much bulk on top of that can get worrying.
Already talked about this recently on Discord, the speed tier with Spikes and pivoting is really hard to go wrong with, this is good.
Typtera: Mentionned this for a lot of other Tablets of Ruin subs that followed stat rule, but this bulk is far too high for recovery, especially on top of an excellent movepool. Seeing as its movepool is too good for Wicked Torque to be worth using, I'd probably adjust HP and Spdef to have less physical bulk and about the same special bulk.
Filamess: Introducing Drought this early and especially on a mon that gets a boosted stab from it off of high Spatk is worrying. Well it's probably fine as a wallbreaker, just not a fan of introducing such a strong weather on slate 1 as I told G-Luke.
Chrolm: One weakness, toxic immunity, hazards, pivoting and so many resistances does not need recovery. This would probably work fine without Shore Up/Recover and it does too much with them.
Dutchpowder: It seems this follows Magearna's stat spread, but is missing 5 points in speed (should be 65). You also need to follow more than 1 aspect of it; its Typing, Abilities or Movepool should also be the same (Steel/Fairy or Soul-Heart in this case). Make sure to mention which restrictions you're following (and which mon you're using) in the future. Either way, this looks like an alright offensive Steel type, but you could expand on its movepool.
Elderworks: Those offensive stats are probably too high with Beads of Ruin and high BP STABs like Overheat and Draco Meteor, I'd probably recommend decreasing both SpAtk by ~15 points and Speed by ~10 points.
Anyway this took like 5 hours and I'm tired, you can ask me some questions on discord if you have any, bye.