Ugh. I wasn't the only with computer problems from the sound of it last slate, though my computer woes also should finally be over for once. I'll add more later, actually this time, even if it's only one single move:
Name: Brute Bonnet
Type: Rock/Poison
Abilities: Protosynthesis / Sap Sipper / Well-Baked Body (hidden ability)
New Moves: Ancient Power, Baneful Bunker, Explosion, Fire Punch, Gastro Acid, Gunk Shot, Headbutt, Iron Head, Mortal Spin, Pebble Storm, Poison Jab, Rock Blast, Rock Slide, Rock Throw, Rock Tomb, Rollout, Sandstorm, Sludge Bomb, Snatch, Stealth Rock, Stone Edge, Toxic Spike, Weather Ball. (23)
Removed Moves: Absorb, Bullet Seed, Confuse Ray, Energy Ball, Grassy Terrain, Giga Drain, Grass Knot, Hex, Ingrain, Leaf Storm, Magical Leaf, Mega Drain, Seed Bomb. (13)
Justification: Due to predictably being too close to the new Umbreon as a would-be Dark/Poison as well as too bulky between presumably that, Well-Baked Body, and Drain Punch, I've decided to go the aggressive route with Brute Bonnet instead and make into the still rare Rock/Poison type...with Head Smash. As such, it simultaneously becomes the only Rock/Poison type in the game to focus on Atk as well as the 4th strongest STAB Head Smash user in the game after Rampardos, Craindos, and Tyrantrum. That should be fine though [despite its potential bulk and keeping access to Spore] since it's slower than all the viable ones save Aggron, kills itself unlike the ones with Rock Head even in Sun--arguably especially in Sun, and has lost literally all of its healing save for the intentionally iffy Synthesis, which gets shut down if Sandstorm is in play meaning it can't boost its SpD and get the most out of Synthesis at the same time unless it specs a Protoynthesis set to do so--ditto for Growth, a weirdly Normal type move. Still has a bunch of good support moves to help its team as well as it deal with its STABs now being resisted both by Ground and Steel types but has immense 4MSS and has to choose and pick its battles, which is part of why I didn't give it U-Turn or Flare Blitz too as tempting as that would be. It should at least have some niche between being good in two weathers and especially a Mortal Spin mon that has more longevity than Glimmora even if it still hates Gholdengo--like everyone should--despite still having all of its Dark attacks as well as now having Fire Punch. (Stomping Tantrum is still its only Ground attack though.) [EDIT: Has lost Head Smash after remembering properly that its Atk is 127, not 117.]
(ignore most of this iteration)
Name: Brute Bonnet
Type: Dark/Poison
Abilities: Protosynthesis / Overcoat / Well-Baked Body (hidden ability)
New Moves: Baneful Bunker, Drain Punch, Explosion, Fire Punch, Gunk Shot, Iron Head, Mortal Spin, Poison Jab, Sludge Bomb, Toxic Spikes (10)
Removed Moves: [none]
Justification: I decided that leaning into the weirdness of the Paradox mons makes the most sense in trying to buff poor Brute Bonnet, who is unfortunately tied to Sun but both utterly flammable and painfully slow even with a Protosynthesis boost, with Sucker Punch not really solving that consistently and with the deserved Tera ban arguably hurting it more than all other Protosynthesis mons. So now it's even more a heat-loving mushroom (since going Rain didn't seem to save it last time) and (unfortunately) a(nother) Dark/Poison mon still tied to Amoonguss by its Poison typing rather than by Grass, though it's far less passive than Umbreon due to it having the most Atk of all current Dark/Poison mons even before Umbreon's nerf and even before giving this Explosion (due to some real life mushrooms), Drain Punch & Fire Punch (briefly Knock Off & Bulk Up instead), and Gunk Shot. It also has differing utility than Umbreon between getting Toxic Spikes (which would have fit on Umbreon), getting Baneful Bunker (arguably could have fit Umbreon), already having Growth to boost its Atk & SpA, and getting Drain Punch, Fire Punch, Mortal Spin, and Well-Baked Body (which all wouldn't have fit Umbreon) to aggressively heal, to more aggressively take advantage of Sun post-Tera, to remove all hazards, and to utterly absorb Fire even in Sun for the rest of its team respectively. Being a now non-Grass type that still has Spore is also a possible niche even if it's vulnerable to Spore itself now when not using Overcoat (or Safety Googles) and even if it now has immense 4MSS too.
Names: Mountain Gale | Supercell Slam (adjustments)
Power: 100 | 100
Accuracy: 95% | 95%
PP: 10 (16) | 10 (16)
Category: Physical | Physical
Type: Ice | Electric
Effect: 25% recoil damage. If unsuccessful, set Snow. Double damage against Minimized foes. | 25% recoil damage. If unsuccessful, clear current terrain. Double damage against Minimized foes.
Priority: 0 | 0
Flags (ex: Contact, Sound): Mirror, Protect, Wind | Contact, Mirror, Protect
Potential Pokémon With This Move: (Mountain Gale) (already has) + , , , , , , , | (Supercell Slam) probably doesn't need any new users honestly now that it's actually usable.
Justification: Despite technically not being introduced in the same gen, both of these new official moves are rather similar and thus seem screwed over officially for the same reasons: they're both weird 100 BP attack moves that no one really wants to use despite otherwise being in good attacking types due to being too constrained. Mountain Gale doesn't see use mostly because it's stuck on the current Avalugg-Hisui which...no, on top of having 85% accuracy, not being boosted by Strong Jaw (which it shouldn't), and a nigh-useless Flinch on one of the slowest mons in the game. Supercell Slam, in contrast, is on a lot of viable mons, but none of them want to use it due to its "what High Jump Kick if it was weaker but still murdered you when your opponent switched in an immune mon?" aspect that gets triggered by the Ground type that almost every team tends to have by default. So I've tried to kill two birds with one stone by making Mountain Gale actually viable via small distribution (as well as a Wind move given its weird name & already being non-contact) while helping Ice mons' still abysmal defensive aspect even when it misses and by making Supercell Slam far more viable while also reining in any potential Electric Terrain abuse since a Ground mon switching in means you undo your own Electric Terrain without fail. (Random "double damage against Minimized foes" aspect is just accounting for Supercell Slam weirdly already having that. Since current Minimize and overall evasion is banned, I doubt you would actually need to even code that if this wins.)
Power: 100 | 100
Accuracy: 95% | 95%
PP: 10 (16) | 10 (16)
Category: Physical | Physical
Type: Ice | Electric
Effect: 25% recoil damage. If unsuccessful, set Snow. Double damage against Minimized foes. | 25% recoil damage. If unsuccessful, clear current terrain. Double damage against Minimized foes.
Priority: 0 | 0
Flags (ex: Contact, Sound): Mirror, Protect, Wind | Contact, Mirror, Protect
Potential Pokémon With This Move: (Mountain Gale) (already has) + , , , , , , , | (Supercell Slam) probably doesn't need any new users honestly now that it's actually usable.
Justification: Despite technically not being introduced in the same gen, both of these new official moves are rather similar and thus seem screwed over officially for the same reasons: they're both weird 100 BP attack moves that no one really wants to use despite otherwise being in good attacking types due to being too constrained. Mountain Gale doesn't see use mostly because it's stuck on the current Avalugg-Hisui which...no, on top of having 85% accuracy, not being boosted by Strong Jaw (which it shouldn't), and a nigh-useless Flinch on one of the slowest mons in the game. Supercell Slam, in contrast, is on a lot of viable mons, but none of them want to use it due to its "what High Jump Kick if it was weaker but still murdered you when your opponent switched in an immune mon?" aspect that gets triggered by the Ground type that almost every team tends to have by default. So I've tried to kill two birds with one stone by making Mountain Gale actually viable via small distribution (as well as a Wind move given its weird name & already being non-contact) while helping Ice mons' still abysmal defensive aspect even when it misses and by making Supercell Slam far more viable while also reining in any potential Electric Terrain abuse since a Ground mon switching in means you undo your own Electric Terrain without fail. (Random "double damage against Minimized foes" aspect is just accounting for Supercell Slam weirdly already having that. Since current Minimize and overall evasion is banned, I doubt you would actually need to even code that if this wins.)
Name: Safety Goggles
Effect: "Holder is immune to powder moves and damage from Sandstorm. The accuracy of attacks by the holder is 1.2x."
Can Be Knocked Off (Yes or No): No.
Ignored by Klutz (Yes or No): Yes.
Fling Power & Effect: 10 BP.
Justification: Going to try my hand at trying to buff something I tried to buff in Joltemons that didn't win since I didn't go far enough with it there. This has always been an extremely niche item mainly used only to counter Spore even back when Hail existed for it to also block, and it only got more niche between Hail dying and none of the Spore users currently being that threatening or good--not that I have sympathy for Amoonguss. It was tempting to make this also block Sleep moves for that sake, but that feels too all over place with the accuracy buff that is far more important and what would make it viable between the two, especially given how unusable Wide Lens and even Zooms Lens are. The anti-Knock Off (& anti-Trick) aspect here is to emphasize the "Safety" part as well as give another item that helps stops both of those still somewhat overwhelming moves, especially as someone who voted for Crystal Crown due to wrongly thinking that niche item couldn't be knocked off--whoops. Given the potential overwhelming power of the accuracy buff for some moves and mons though, this might need to reduce the power of damaging attacks to 90% or even 80% though. Shrug.
Effect: "Holder is immune to powder moves and damage from Sandstorm. The accuracy of attacks by the holder is 1.2x."
Can Be Knocked Off (Yes or No): No.
Ignored by Klutz (Yes or No): Yes.
Fling Power & Effect: 10 BP.
Justification: Going to try my hand at trying to buff something I tried to buff in Joltemons that didn't win since I didn't go far enough with it there. This has always been an extremely niche item mainly used only to counter Spore even back when Hail existed for it to also block, and it only got more niche between Hail dying and none of the Spore users currently being that threatening or good--not that I have sympathy for Amoonguss. It was tempting to make this also block Sleep moves for that sake, but that feels too all over place with the accuracy buff that is far more important and what would make it viable between the two, especially given how unusable Wide Lens and even Zooms Lens are. The anti-Knock Off (& anti-Trick) aspect here is to emphasize the "Safety" part as well as give another item that helps stops both of those still somewhat overwhelming moves, especially as someone who voted for Crystal Crown due to wrongly thinking that niche item couldn't be knocked off--whoops. Given the potential overwhelming power of the accuracy buff for some moves and mons though, this might need to reduce the power of damaging attacks to 90% or even 80% though. Shrug.
Name: Wind Power | Wind Rider (adjustments)
Effect: "This Pokemon gains +1 SpA | +1 Atk when hit by a wind move or while Tailwind or Sandstorm are active. Wind move and Sandstorm immunity."
Permanent (Yes or No): No | No.
Mold Breaker (Yes or No): Yes | Yes.
Potential Pokémon With This Ability: (Wind Power) (already has) + (over Mold Breaker [for now]), (over Sap Sipper), (over Aftermath), , , (over Telepathy), , (over Hustle) | (Wind Rider) & (already have) + (over Gluttony), , (over Leaf Guard), , , , | (both?)
Justification: Also pretty sure I tried a form of this back in Joltemons that never won, similarly likely because I both didn't go far enough with it and because all of its original mons would admittedly still need some help. This more powered up version shouldn't be overpowering though since it caps at the +1 SpA or Atk and since Sand seems like it's likely still on the weaker side even in this mod post-Pebble Storm. This time around there's also the amusing fact that finally realizing Wind Rider actually fits on Garchomp due to its weird Pokedex entries, which means that it can now both hard-counter non-HP-Ice Zapdos due to absorbing Hurricane & Heat Wave and become immune to Blizzard. Incidentally gaining Blizzard and Heat Wave and Hurricane immunity is also nice, respectively, for all of the Flying and Dragons mons (so doubly for Noivern and Salamence) and for Kartana and for Zapdos-Galar. The last two are the ones I worry about the most with this though even if only Zapdos-Galar isn't also trading its ability to snowball with Moxie or Beast Boost of the physical attackers suggested. (Speaking of which, I guess Wind Rider could technically be used to unban Salamence-Mega if Aerilate stupidity is the only thing keeping that thing in Ubers, though in some ways Wind Rider would make it even more powerful, not less.)
Effect: "This Pokemon gains +1 SpA | +1 Atk when hit by a wind move or while Tailwind or Sandstorm are active. Wind move and Sandstorm immunity."
Permanent (Yes or No): No | No.
Mold Breaker (Yes or No): Yes | Yes.
Potential Pokémon With This Ability: (Wind Power) (already has) + (over Mold Breaker [for now]), (over Sap Sipper), (over Aftermath), , , (over Telepathy), , (over Hustle) | (Wind Rider) & (already have) + (over Gluttony), , (over Leaf Guard), , , , | (both?)
Justification: Also pretty sure I tried a form of this back in Joltemons that never won, similarly likely because I both didn't go far enough with it and because all of its original mons would admittedly still need some help. This more powered up version shouldn't be overpowering though since it caps at the +1 SpA or Atk and since Sand seems like it's likely still on the weaker side even in this mod post-Pebble Storm. This time around there's also the amusing fact that finally realizing Wind Rider actually fits on Garchomp due to its weird Pokedex entries, which means that it can now both hard-counter non-HP-Ice Zapdos due to absorbing Hurricane & Heat Wave and become immune to Blizzard. Incidentally gaining Blizzard and Heat Wave and Hurricane immunity is also nice, respectively, for all of the Flying and Dragons mons (so doubly for Noivern and Salamence) and for Kartana and for Zapdos-Galar. The last two are the ones I worry about the most with this though even if only Zapdos-Galar isn't also trading its ability to snowball with Moxie or Beast Boost of the physical attackers suggested. (Speaking of which, I guess Wind Rider could technically be used to unban Salamence-Mega if Aerilate stupidity is the only thing keeping that thing in Ubers, though in some ways Wind Rider would make it even more powerful, not less.)
Name: Brute Bonnet
Type: Rock/Poison
Abilities: Protosynthesis / Sap Sipper / Well-Baked Body (hidden ability)
New Moves: Ancient Power, Baneful Bunker, Explosion, Fire Punch, Gastro Acid, Gunk Shot, Headbutt, Iron Head, Mortal Spin, Pebble Storm, Poison Jab, Rock Blast, Rock Slide, Rock Throw, Rock Tomb, Rollout, Sandstorm, Sludge Bomb, Snatch, Stealth Rock, Stone Edge, Toxic Spike, Weather Ball. (23)
Removed Moves: Absorb, Bullet Seed, Confuse Ray, Energy Ball, Grassy Terrain, Giga Drain, Grass Knot, Hex, Ingrain, Leaf Storm, Magical Leaf, Mega Drain, Seed Bomb. (13)
Justification: Due to predictably being too close to the new Umbreon as a would-be Dark/Poison as well as too bulky between presumably that, Well-Baked Body, and Drain Punch, I've decided to go the aggressive route with Brute Bonnet instead and make into the still rare Rock/Poison type
(ignore most of this iteration)
Type: Dark/Poison
Abilities: Protosynthesis / Overcoat / Well-Baked Body (hidden ability)
New Moves: Baneful Bunker, Drain Punch, Explosion, Fire Punch, Gunk Shot, Iron Head, Mortal Spin, Poison Jab, Sludge Bomb, Toxic Spikes (10)
Removed Moves: [none]
Justification: I decided that leaning into the weirdness of the Paradox mons makes the most sense in trying to buff poor Brute Bonnet, who is unfortunately tied to Sun but both utterly flammable and painfully slow even with a Protosynthesis boost, with Sucker Punch not really solving that consistently and with the deserved Tera ban arguably hurting it more than all other Protosynthesis mons. So now it's even more a heat-loving mushroom (since going Rain didn't seem to save it last time) and (unfortunately) a(nother) Dark/Poison mon still tied to Amoonguss by its Poison typing rather than by Grass, though it's far less passive than Umbreon due to it having the most Atk of all current Dark/Poison mons even before Umbreon's nerf and even before giving this Explosion (due to some real life mushrooms), Drain Punch & Fire Punch (briefly Knock Off & Bulk Up instead), and Gunk Shot. It also has differing utility than Umbreon between getting Toxic Spikes (which would have fit on Umbreon), getting Baneful Bunker (arguably could have fit Umbreon), already having Growth to boost its Atk & SpA, and getting Drain Punch, Fire Punch, Mortal Spin, and Well-Baked Body (which all wouldn't have fit Umbreon) to aggressively heal, to more aggressively take advantage of Sun post-Tera, to remove all hazards, and to utterly absorb Fire even in Sun for the rest of its team respectively. Being a now non-Grass type that still has Spore is also a possible niche even if it's vulnerable to Spore itself now when not using Overcoat (or Safety Googles) and even if it now has immense 4MSS too.
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