• Snag some vintage SPL team logo merch over at our Teespring store before January 12th!

Pet Mod GlaceMons - Slate 8 Submissions | Please read Post #399!

Name: Blow Down
Power: 85
Accuracy: 100
PP: 10 (16)
Category: Special
Type: Flying
Effect: Applies a debuff on the opponent that will guarantee a critical hit for the next non blow down move. Debuff is removed on switchout
Priority: 0
Flags (ex: Contact, Sound): Wind, Crushes Minimize
Potential Pokémon With This Move: :Zapdos: :Tornadus: :corviknight: :Moltres: :landorus:, any pokemon that can generate a lot of wind
Justification: A powerful move to give a real flying type special stab to mons

Name: Extra Muscle
Power: —
Accuracy: —
PP: 20/32
Category: Status
Type: Normal
Effect: Switches to the Pokemon with the highest attack on your team (if the user has the highest attacking stat it goes for the next highest attacking stat) (physical or special, physical is prioritized if both are equal), and heals 1/4th of their hp
Priority: 0
Flags (ex: Contact, Sound): Sound, Self
Z-Move Effect: Raises the switchins attack and special attack by 1
Potential Pokémon With This Move: :salamence: (call for goons) :nidoking: :meowscarada: :blacephalon: etc Pokemon that would call for other Pokémon’s help
Justification: a cool new form of pivoting that has a predictable outcome

Name: Corrosive Gas
Power: --
Accuracy: 100
PP: 20/32
Category: Status
Type: Poison
Effect: Removes the opponents steel / poison typing if applicable, removes the opponents held item. if the target is left without a type after the type removal, they become normal type
Priority: 0
Flags (ex: Contact, Sound):
Z-Move Effect: Move occurs, and badly poisons the opponent.
Potential Pokémon With This Move: same distrib + :pecharunt: :venusaur: :fezandipiti: :hydrapple: :amoonguss: :umbreon: :beedrill: :drapion:
Justification: make this move not useless. unique move to pair with mons with attacking stats to spam poison moves
:protector:
Name: Knights Armor
Effect: This Pokemon takes 0.75x damage if hazards are up on this Pokémon’s side. This Pokemon is grounded
Can Be Knocked Off (Yes or No): No
Ignored by Klutz (Yes or No): Yes
Fling Power & Effect: 200, this Pokemon recharges
Justification: fuuuck knock fuuuck boots you will use this
:sm/golisopod:
Name: Golisopod
Type: Bug/Water
Abilities: Emergency Exit / Shell Armor | Regenerator
New Moves: Headlong Rush, Slack Off, Wave Crash, Spiky Shield
Removed Moves: N/A
Justification: bufflisopod
 
Last edited:
Name: Infernal Ascent
Power: 150
Accuracy: 90%
PP: 5
Category: Physical
Type: Dragon
Effect: The user takes the target into the sky, wreathing both in flames. The user and the target are both burned afterwards. User takes damage equal to 1/2 of its maximum HP. Thaws out the user if frozen. If the move is blocked or misses, the user still takes damage and gets burned.
Priority: 0
Flags (ex: Contact, Sound): Contact
Potential Pokémon With This Move:
006.png
149.png
330.png
373.png
445.png
887.png
1005.png

Justification: Suicide move for Dragons (and Charizard). Since Charizard is Fire-type, it does not get burned, but still loses half its HP + no STAB so still balanced.

Name: Bone Rush
Power: 15
Accuracy: 100%
PP: 10
Category: Physical
Type: Ground
Effect: Hits 2-5 times.
Priority: 1
Flags (ex: Contact, Sound):
Potential Pokémon With This Move: Current distribution
Justification: Nerf to BP to balance out the priority and potential Technician boost

Name: Sky Drop
Power: 60
Accuracy: 100%
PP: 10
Category: Physical
Type: Flying
Effect: The user takes the target into the sky, and then drops it. If entry hazards are on the opponent's side of the field, their effects are triggered.
Priority
: 0
Flags (ex: Contact, Sound): Contact
Potential Pokémon With This Move: Current distribution +
823.png
962.png

Justification: Turning this from a shitty two-turn move into something actually usable. I'm keeping the weight limit of 440.9 lbs and Flying-types being immune though. Essentially, it's like Dragon Tail or Circle Throw, except it doesn't switch the target out.

Name: Destiny Knot
Effect: Stat drops, including self-inflicted ones, are shared with the opponent.
Can Be Knocked Off
(Yes or No): Yes
Ignored by Klutz (Yes or No): Yes
Fling Power & Effect: 10
Justification: Lovers share each other's burdens.

Name: Big Root
Effect: Restores 30% when using draining moves or Strength Sap. Ignores anti-healing effects such as Liquid Ooze and Heal Block.
Can Be Knocked Off
(Yes or No): Yes
Ignored by Klutz (Yes or No): Yes
Fling Power & Effect: 30
Justification: This still won't be good, but at least it isn't useless

Name: Lagging Tail
Effect: Holder moves last in its priority bracket, but its moves have their power boosted by 30%
Can Be Knocked Off
(Yes or No): Yes
Ignored by Klutz (Yes or No): Yes
Fling Power & Effect: 10
Justification: An alternative to Life Orb on slower Pokemon. Can also be used in conjunction with moves like Dragon Tail, which always move last anyway

Name: Rivalry
Effect: Deals 25% more damage to Pokemon that share at least one type with the user.
Permanent (Yes or No): No
Mold Breaker (Yes or No): No
Potential Pokémon With This Ability: Current distribution
Justification: This is its effect in the Mystery Dungeon series, and it's a lot less situational than its current one

Name: Schooling
Effect: In both forms: restores 1/16 of Wishiwashi's maximum HP at the end of each turn. In school form only: Water Gun's base power increases to 100.
Permanent (Yes or No): No
Mold Breaker (Yes or No): No
Potential Pokémon With This Ability: Current distribution
Justification: Hopefully make Wishiwashi more viable.

Name: Strong Wings
Effect: Boosts the power of the user's wing and wind-based moves by 30%.

Wing-based moves: Wing Attack, Dual Wingbeat, Steel Wing, Esper Wing, Oblivion Wing, Fly, Sky Attack, Brave Bird
Wind-based moves: Current + Air Slash, Razor Wind, Ominous Wind, Silver Wind, Leaf Tornado, Aeroblast
Permanent (Yes or No): No
Mold Breaker (Yes or No): No
Potential Pokémon With This Ability:
006.png
012.png
018.png
357.png
468.png
469.png
581.png
628.png
628-h.png
823.png
275.png
249.png
717.png

Justification: There isn't an ability that boosts Wind moves, so I made one and made a "Wing" category too.

:sv/marowak: :SV/marowak-alola:
Name: Marowak | Marowak-Alola
Type: Ground | Fire/Ghost
Abilities: Rock Head / Technician / Battle Armor | Technician / Shadow Shield / Rock Head
New Moves: Shadow Sneak (Alolan)
Removed Moves: N/A
Justification: Technician boosts moves like Bonemerang and Smack Down. Shadow Shield gives Marowak more bulk while also fitting

:SV/goodra:
Name: Goodra
Type: Dragon/Water
Abilities
: Sap Sipper / Poison Heal / Gooey
New Moves: Liquidation, Wave Crash, Poison Jab, Dragon Hammer
Removed Moves: N/A
Justification: Water types goes well with Goodra's association with rain and swamps. Poison Heal helps with its lack of recovery.

:SV/tyranitar:
Name: Tyranitar
Type: Rock/Dark
Abilities: Sand Stream / Earth Eater / Unnerve
New Moves: N/A
Removed Moves: N/A
Justification: Ttar has seen better days. Earth Eater removes one of its weaknesses and fits with Larvitar eating soil.
 
Last edited:
Name: Deliquesce / Evanesce / Flouresce / Indancesce
Effect: On switch in, adds the Water / Ghost / Electric / Fire type to the user (like Forest's Curse and Trick Or Treat). Has no effect if the user is already that type.
Permanent (Yes or No): No
Mold Breaker (Yes or No): No
Potential Pokémon With This Ability:
:squirtle: - :tadbulb: :slowpoke-galar: :dratini: :wooper-paldea: :corsola-galar: :masquerain: :stunfisk: :stunfisk-galar: :dragalge: :clobbopus: :pincurchin: :wattrel: :qwilfish-hisui: :inkay:
:misdreavus: - :vulpix: :vulpix-alola: :tentacool: :bronzor: :darkrai: :hypno: :absol: :lunatone:
:pikachu: - :porygon: :nosepass: :amaura: :remoraid:
:charmander: - :mankey: :rattata: :weezing: :snubbull: :loudred: :solrock: :zebstrika: :toucannon: :revavroom: :cyclizar:

Justification: Adds some potentially interesting type combinations, acting like a pseudo-Tera at the cost of no surprise and using the ability slot.
 
:sv/luxray:
Name: Luxray
Type: Electric
Abilities: Tough Claws/Compound Eyes/Intimidate
New Moves: Liquidation, Aqua Step, Volt Tackle, Mirror Shot.
Removed Moves: heh, no.
Justification: I love this kitty. It's atrocious. I want to fix this, by giving it Stab, Coverage, and some extra power. I don't think this is enough but I would rather make it not enough instead of too much.
 
Last edited:
TBD if I get inspired
TBD if I get inspired
:sm/shaymin: :sm/shaymin-sky:
Name: Shaymin | Shaymin-Sky (resub with modifs and collab with OSP)
Type: Grass/Ground | Grass/Flying
Abilities: Poison Heal/Serene Grace/Solar Power | No Guard/Wind Power/Solar Power
New Moves: Refresh, Recover, Heal Bell, Earthquake, Stealth Rock, Smack Down, Stone Edge, Power Gem, Parting Shot, Meteor Beam, Hurricane
Removed Moves: N/A
Justification: Time for a resub!

Shaymin is cute and all, but it's like, bad lol. So, merging both OSP's and my sub in one, this time it's a Grass/Ground Pokemon, with Serene Grace so it can break hard with both Seer Flare and Earth Power. It can also go for Poison Heal, as Grass/Ground is still a kinda cool typing defensively, and rarely seen (only Torterra lol).

Shaymin-Sky is broken solely because of one thing: Serene Grace, giving it 80% chance to drop the opponent's SpD by 2 stages with Seed Flare, and making it into a Flinch machine with Air Slash. With that gone, it now gets No Guard Hurricane, so it can smack the opponent with that Grass/Flying/Rock/Ground coverage, which is really cool and all.
 
Name: Fire Fang / Thunder Fang / Ice fang / Poison Fang / Fishious Rend / Hyper Fang
Power: 65
Accuracy: 95
PP: 20
Category: Physical
Type: Fire / Electric / Ice / Poison / Water / Fighting
Effect: Power increases by 1.5x if user moves before target.

Fire: Has a 10% Chance to burn
Thunder: Has a 10% Chance to para
Ice: Has a 10% Chance to freeze
Poison: Has a 10% Chance to poison
Fishious: Has a 30% Chance to drop opponents speed by 1
Hyper: Has a 30% Chance to drop opponents attack by 1
Priority: 0
Flags (ex: Contact, Sound): Contact, Biting
Potential Pokémon With This Move: Fishious Rend ( :sharpedo: :crawdaunt: :arceus: :basculin: :cramorant: :drednaw: :feraligatr: :kyogre: :silvally: :wishiwashi: ) Hyper fang ( :combusken: :koraidon: :lucario: :mienshao: :okidogi: :passimian: :pawmot: :slither wing: :scrafty: :sneasel: :sneasel-hisui: :tauros-paldea-combat: :zamazenta: :buzzwole: :pangoro: :sirfetch'd: ) Poison Fang (:toxtricity: :beedrill: :nidoran-f: :nidoran-m: :salazzle: :scolipede: :venusaur: :golbat: )
Justification: This is a buff to all biting moves and an unban to dracovish. THis allows dracovish to be fine within OU as it now does not do enough dmg with fishous rend to really be an ohko machine with scarf while band is often to slow. Fire, thunder, ice, poison fang can all find niches as attacks that users benefit from as now they are much stronger especially with stronger effects, while sure they may outclass ice punch you still have to note they are only stronger if you are faster or if the opponent switches out so it will likely find more uses on pokemon that may abuse the boost in power granted if they are fast
Name: Muscle Band
Effect: The heavier the user than the target the more damage you deal (Up to 1.3x if the user would deal 120 BP with heavy slam), if you are lighter than the opponent you deal less damage (up to 0.8x if you would deal 40 BP with heavy slam).
Can Be Knocked Off (Yes or No): Yes
Ignored by Klutz (Yes or No): Yes
Fling Power & Effect: 10
Justification: This makes muscle band a more strategic item as you can use this on heavier pokemon to take advantage of the boosts or you can use ti on a more lighter pokemon and try to get the advantages at the cost of maybe facing heavy asf pokemon like buzzwole, great tusk, kyurem, heatran, ting lu, mega meta

Name: Zoom Lens
Effect: The accuracy of this Pokemon's move is increased by 50% if it is the last to move in a turn.
Can Be Knocked Off (Yes or No): Yes
Ignored by Klutz (Yes or No): Yes
Fling Power & Effect: 10 & +6 Acc
Justification: This makes zoom lens a much more viable item esp in comparison to safety goggles and allows slow pokemon to take advantage of moves like zap cannon, inferno, low acc moves like focus blast, thunder, etc on mons like reuniclus, bulky heatran, and allows you to have 100% acc against an opponent who is switching trying to stall you out as the description is almost 1 for 1 of analytic

Name: Stick
Effect: If held by a member of the farfetch'd line then its attacks are always critting and it takes 1/2 damage if it moves after its opponent
Can Be Knocked Off (Yes or No): No
Ignored by Klutz (Yes or No): Yes
Fling Power & Effect: 10
Justification: Well... may as well try it out, sirfetch'd bulk is ok but this is to make it a tank as it can now take hits quite well with a lot of bulk investment, this also makes it quite a good breaker but with hazards, helmet dmg, and 1/2 dmg not preventing stuff like enamorus moonblast doing an enormous chunk of its health.
Name: Plus / Minus
Effect: On switch in, Gives the user +1 Speed / Charge Effect for 3 turns. If there is a pokemon with the Minus / Plus ability on the team then the effect is permeant.
Permanent (Yes or No):
Mold Breaker (Yes or No):
Potential Pokémon With This Ability: :magneton: :rotom: :rotom-wash: :rotom-mow: :dracozolt: :arctozolt: :tapu koko: / :magnezone: :rotom-frost: :rotom-heat: :rotom-fan: :zeraora: :bellibolt: :zekrom: :iron hands: :dracozolt:
Justification:

Name: Sturdy
Effect: Always survives a fatal attack with 1 HP. Once per battle
Permanent (Yes or No): Yes
Mold Breaker (Yes or No): Yes
Potential Pokémon With This Ability: :solgaleo: :magearna: :metagross: :kleavor: :arcanine-hisui: :terrakion: :barbaracle: :dugtrio-alola: :duraludon: :golett:
Justification: this gives some potential to mons who have less than idea typings / defenses. This allows them to endure it at 1 hp and potentially get 1 additional attack off. Gave it to mainly less than idea users and some potential OU mons who may not be broken without it or have other stuff to worry about (magearna likely wants soul heart)

Name: Master of the Flame / Earth / Water / Rocks
Effect: On switch in, If this pokemon is Ogerpon or its masked versions, triggers the effects of the mask
Permanent (Yes or No): Yes
Mold Breaker (Yes or No): No
Potential Pokémon With This Ability: :ogerpon: :ogerpon-wellspring: :ogerpon-hearthflame: :ogerpon-cornerstone:
Justification: With the ban of tera and the unlikely implementations of tera in the future, I want to give the ogerpon's their unique mechanic, these buffs will be as an ability slot which usually is smth they give up when they tera. This gives teal mask the ability to have +1 speed, cornerstone the +1 def which can allow it to live a lot more hits, or ogerpon-wellspring who may be able to live strong moves like a dragapult draco (at the cost of water absorb)
:sm/Terrakion: :sm/keldeo: :sm/cobalion: :sm/virizion:
Name: Terrak / Keldeo / Coba / Virizion
Type: Fighting / Rock, Water, Steel, Grass
Abilities: Justified / Intimidate, Water Absorb, Anticipation, Scrappy
New Moves: Heavy Slam, Earthquake, Stealth Rock, Ice Spinner, Triple Axel, Defog, Volt Switch, Secret Sword, Knock Off, Pursuit, Hurricane, Ice Beam
:terrakion: (Accelerock, Mighty Cleave)
:keldeo: (Water Spout)
:cobalion: (Spikes)
:virizion: (Victory Dance, Horn Leech)
Removed Moves:
Justification: This gives a lot more power to the sword of justice. With the addition of the new moves it gives them a lot more to work with, with the new moves they have it allows them to share a movepool more or less which gives them all some nice coverage options like ice, grass, steel, ground, and gives them a way to pivot in and out thanks to volt switch, an ability to force progress via knock off, and pursuit can always be nice to stop mons like slowking-g from switching out, or to accumulate chip damage.

This gives cobalion some nice moves to work with esp with knock off allowing it to take advantage of kingambit to deal with mons like lando-t, alomomola, gholdengo, slowking-g, etc, the use of anticipation allows it to be much more bulkier on the physical side to allow it to bully pokemon like weavile, samu-h, scizor-m, and also makes body press a much stronger move to throw out thanks to it.

Terrakion has some nice moves to work with esp wit mighty cleave being much more accurate than stone edge, with intimidate setting up and coming in now is less daunting of a task as it now has workable physical bulk to take advantage of smth like tyranitar-m, dragonite, scizor-m, cinderace, and mons like gliscor, flip turn alo,grassy glide rillaboom, etc.

Keldeo with the access of volt wsitch, ice beam, hurricane, and water spout makes specs and scarf very threatening sets especially in the late game, with the access of such moves it now becomes much more threatening as it now has good threatening coverage moves to back it up. Water absorb allows it to bully alomomola, can hard read ogerpon-w, and in general gives it some utility on a team.

Virizon with scrappy, victory dance, and horn leech + access to moves like earthquake, knock, and t axel gives it quite good coverage options to use, with victory dance you can easily take a turn and try to get going especially when you are quite bulky compared to h lilligant. Scrappy makes it so bullying it with lando-t intimidate or bulky gholdnego is harder and running smth like knock off isnt smth u have to be mandated to do
 
Last edited:
will put some other stuff later

:sv/jolteon:
Name: Jolteon
Type:
Electric.png
Dark.png

Abilities: Volt Absorb / Dazzling
New Moves
: Slack Off, Scorching Sands, Meteor Beam, Power Gem, Ancient Power
Removed Moves: --
Justification: Rather than being the crazy pivot it used to be in vape, now its a big meteor beam clicker for HO.

:sv/flareon:
Name: Flareon
Type:
Fire.png
Flying.png

Abilities: Flash Fire / Regenerator
New Moves
: Slack Off, Sacred Fire, Brave Bird, Earthquake
Removed Moves: --
Justification: We have Ho-Oh at home
 
Last edited:
1 in, 6 more to go

:sv/jolteon:
Name: Jolteon
Type:
Electric.png
Dark.png

Abilities: Volt Absorb / Dazzling
New Moves
: Slack Off, Scorching Sands, Meteor Beam, Power Gem, Ancient Power
Removed Moves: --
Justification: Rather than being the crazy pivot it used to be in vape, now its a big meteor beam clicker for HO.

:sv/flareon:
Name: Flareon
Type:
Fire.png
Flying.png

Abilities: Flash Fire / Regenerator
New Moves
: Slack Off, Sacred Fire, Brave Bird, Earthquake
Removed Moves: --
Justification: We have Ho-Oh at home
Aren't these like, not allowed anymore? Since you resubbed once already?
 
thats a rule??????????
With that, submissions are open for Slate 4!

:magearna: :wo-chien: Slate 4 :steelix-mega: :glaceon:

Similar to other slates, resubs of concepts from slate 3 are allowed for this slate, but slate 2 are not allowed, and anything that you've already resubbed from slate 1 is also not allowed (as you've already used your one resub on it). If it doesn't get in this slate, you are not allowed to submit it again next slate (for convinience sake, label your subs as RESUB if that is the case).
Was gonna say this when vetoes came but i might go dark between today and tomorrow, yes, you only get a chance for a resub. Admitedly we might need to edit the OP to change this.
 
:ss/wailord:
Name: Brine
Power: 130
PP: 5
Accuracy: 90%
Type:
1733338954161.png

Category:
1733338874508.png

Priority: 0
Flags: Can be used by Mirror Move, Pulse
Effect: Lowers the user’s Sp. Atk by 2
Justification: Standardization between Fire/Water/Grass to have the reliable 90 and the risky 130.

:sv/krookodile:
Name: Sand Attack / Pocket Sand (the name needs work)
BP: 70
PP: 5
Accuracy: 100
Type:
1733367803677.png

Category:
1733367818429.png

Priority: +1
Flags: Can be used by Mirror Move, Powder
Effect: Usually goes first. Fails if target is not attacking.
Justification: Cringe changed to a sucker punch clone because basic 40 priority is of the devil

:sv/servine:
Name: Leaf Tornado
BP: 110
PP: 5
Accuracy: 85
Type:
1733368121880.png

Category:
1733367945093.png

Priority: 0
Flags: Can be used by Mirror Move, Wind
Effect: No additional effect
Justification: Standardization between Fire/Water/Grass and their weird 110 base power moves

:sv/scream tail:
Name: Scream Tail [Resub]
Type:
1732828451208.png
/
1732828526443.png

Abilities: Protosynthesis / Pixilate
New Moves: Moonblast, Double Slap, Round, Magical Leaf, Defense Curl, Copycat, Last Resort, Charm, Present, Swift, Sweet Kiss
Removed Moves: Stored Power
Justification: A proven set (and some flavor) that isn’t actually broken. There are enough viable special walls that can handle an offensive Mon with only 1 attacking move
Veto Response: Killed stored power, still don't agree with the veto.
Reason For Resub: It can work and be balanced, and it nearly won last week.
 
Last edited:
:sv/drapion:
Name: Drapion
Type:
Dark.png
Poison.png

Abilities: Poison Touch / Tough Claws | Sand Rush
New Moves: Barb Barrage, Beat Up, Coil, Cross Chop, Gunk Shot, Jaw Lock, Power Trip, Shore Up, Sucker Punch
Removed Moves: N/A
Justification: Poison / Dark is a great typing with good representatives in OU. Alolan Muk has been done before, so I decided that Drapion could use some time in the spotlight. Sand Rush + Shore Up + Coil + Power Trip is hopefully a good enough niche that it'll see use over the more traditional Dracozolt and Excadrill, and leans into Drapion's flavor as "the Sand Demon". If that is a bust, then good old Tough Claws / Swords Dance boosted Sucker Punches and Knock Offs should do the trick. Poison Touch probably won't see use, but I added it and some other fitting moves to leave room for experimentation.

:sv/claydol:
Name: Claydol
Type:
Ground.png
Psychic.png

Abilities: Levitate / Well-Baked Body | Trace
New Moves: Amnesia, Court Change, Heal Bell, Misty Explosion, Psychic Noise, Strength Sap, Teleport, Recover, Volt Switch
Removed Moves: N/A
Justification: With a choice betwee two immunities, Claydol actually has a pretty interesting defensive typing. Diversity is what I'm relying on here, to make up for Claydol's somewhat lackluster stats. Amnesia + Mental Gymnastics or Iron Defense + Body Press? The choice is yours. Need hazard removal? Take your pick between Court Change or Rapid Spin. You can also choose between a Fire or Ground immunity, Recover or Strength Sap for healing, Heal Bell or Wish for cleric support, and Teleport or Volt Switch for healing.

:sv/turtonator:
Name: Turtonator
Type:
Fire.png
Dragon.png

Abilities: Shell Armor / Rough Skin | Earth Eater
New Moves: Burning Bulwark, Calm Mind, Clear Smog, Dragon Breath, Earth Power, Lava Plume, Recover, Spikes, Spiky Shield
Removed Moves: N/A
Justification: Fire / Dragon is a sick defensive typing, but Gouging Fire unfortunately used its bulk for evil. Turtonator's flavor gives it believable access to multiple good defensive abilities - it can either turn a weakness into an immunity, or it can take less from all attacks with Shell Armor. It's base movepool is surprisingly shallow; it seems as if Gamefreak couldnt decide whether to make this a Shell Smash sweeper or a dedicated stallmon. Like my above submission, the actual stats may leave something to be desired, but I think the hazard support it offers alongside stellar abilities may redeem its lackluster defensive stats.
Name: Bounce / Dragon Breath / Iron Head / Rock Slide / Signal Beam / Waterfall / Wild Charge
Power: 80
Accuracy: 100%
PP: 15
Type:
Flying.png
|
Dragon.png
|
Steel.png
|
Rock.png
|
Bug.png
|
Water.png
|
Electric.png

Category:
Physical.png
|
Special.png
|
Physical.png
|
Physical.png
|
Special.png
|
Physical.png
|
Physical.png

Effect: 30% chance to paralyze the target
Priority: 0
Flags: Contact (Bounce, Iron Head, Waterfall, Wild Charge)
Potential Pokémon With This Move: :salamence: :braviary: :crobat: :skarmory: | :lapras: :ampharos: :serperior: :appletun: | :samurott: :klinklang: :heatmor: :klefki: :dubwool: | :glalie: :jirachi: :iron boulder: | :orbeetle::boltund::toxtricity::hatterene::frosmoth::bellibolt::kilowattrel::rabsca::espathra::sandy shocks::Iron moth::raging bolt: | :seismitoad: :beartic: :quaquaval: :barbaracle: :cramorant:| :zapdos-galar: :pachirisu: :rampardos: :regigigas: :heatmor: :silvally: :kommo-o: :obstagoon:
Justification: These moves all suck; no Pokemon use them unless they have no other options. Most of these moves have a chance to paralyze or flinch the targets already, and frankly I think a chance to paralyze is less obnoxious than a chance to flinch. Bounce and Dragon Breath are notable for going from straight up unusable to pretty good coverage / utility for a lot of Pokemon. Justice for Lavos Spawn!!!

Name: Maelstrom / Magma Storm / Spirit Shackle / Thousand Waves / Thunder Cage
Power: 100
Accuracy: 80%
PP: 5
Type:
Water.png
|
Fire.png
|
Ghost.png
|
Ground.png
|
Electric.png

Category:
Physical.png
|
Special.png
|
Physical.png
|
Physical.png
|
Special.png

Effect: Traps the target for 4 - 5 turns, inflicting damage equal to 1/8 max HP at the end of each turn
Priority: 0
Flags: N/A
Potential Pokémon With This Move: :gyarados: :wishiwashi: :kingdra: :swampert: | :camerupt: :magmortar: :turtonator: | :banette: :dhelmise: :dusknoir: :wo-chien: | :hippowdon: :excadrill: :avalugg-hisui: :claydol: | :raikou: :ampharos: :manectric: :thundurus:
Justification: Magma Storm is a cool move. Thousand Waves and Thunder Cage are essentially bad copies of Magma Storm. Then I figured I may as well throw a bone to Gyarados and Wishiwashi, and some physical Ghosts. Council, feel free to change up the distribution, I just gave these moves to a bunch of pokemon with good BSTs that could feasibly see play.

Name: Baneful Bunker / Burning Bulwark / Flower Shield / Short Circuit / Silk Trap
Power: N/A
Accuracy: N/A
PP: 10
Type:
Poison.png
|
Fire.png
|
Grass.png
|
Electric.png
|
Bug.png

Category:
Status.png

Effect: Protects the user from all attacks during this turn; if the attacker would make contact with the user during this turn, it is Poisoned | Burned | inflicted with Leech Seed | Paralyzed | Trapped.
Priority: +4
Flags: Protect
Potential Pokémon With This Move: :sandslash: :cloyster: :qwilfish: :overqwil: :pecharunt: :garbodor: :skuntank: | :magcargo::camerupt::torkoal::heatran::coalossal::turtonator: | :vileplume::meganium::bellossom::roserade::serperior::lilligant::lilligant-hisui::eldegoss::whimsicott::arboliva: | :zapdos::ampharos::magnezone::rotom: (all forms):stunfisk: |:forretress::shuckle::ribombee::araquanid:, all the Route 1 Bugs
Justification: Baneful Bunker and Burning Bulwark are also really cool moves with no common distribution; paralysis deserved to get it's own variant, and Flower Shield / Silk Trap already exist but kinda suck. Just give Heatran Burning Bulwark, it's so sad how far my boy has fallen.
Name: Sinister
Effect: The wielder is immune to Fairy type moves; If the wielder would be hit by a Fairy type move, heals it by 1/4 max HP instead
Permanent: No
Mold Breaker: Yes
Potential Pokémon With This Ability: :hypno: :gengar: :houndoom: :mismagius: :spiritomb: :dusknoir: :zoroark: :mandibuzz: :guzzlord: :okidogi:
Justification: Spiritomb no weak !1!!!111!!

No but seriously, this a fairly simple "turn a weakness into an immunity" ability, but sometimes simple is good. It's a strong, viable ability on most of the things that would want it, and Fairy is a very strong offensive type in a metagame where the Tapus and Mega Fairies are running around.

Name: Moxie / Hubris / Soul-Heart
Effect: Raises the wielder's Atk | SpA | Spe by 1 stage every time another Pokémon faints, even if they faint due to indirect damage not inflicted by the wielder
Permanent: No
Mold Breaker: Yes
Potential Pokémon With This Ability: existing users + :sharpedo: :swellow: :hoopa-unbound: :leafeon: :zeraora::golisopod: | :ninetales: :alakazam: :slowking: :slowking-galar: :hydreigon::kingdra: :spiritomb: :froslass: :pyroar-f: :salazzle: :enamorus: | :mew: :celebi: :Jirachi: :manaphy: :victini: :diancie::magearna:
Justification: Remember when Moxie came out, and we all thought it was the coolest shit? Well, 4 generations later, I can't think of a single Pokémon that runs it. Turns out needing to directly cause the fainting lets the opponent play around with sacs ans hazards pretty easily. That's why I'm making it act more like Soul-Heart. Oh and also I'm adding that special Moxie variant that every ROM hack adds, and reworking Soul-Heart while also increasing its distribution.

Name: Quick Draw
Effect: On the first turn the wielder is active, it moves first within its priority bracket
Permanent: No
Mold Breaker: No
Potential Pokémon With This Ability: :cacturne: :sirfetch'd: :escavalier: :samurott: :tinkaton: :clawitzer: :vikavolt::slowbro-galar: :scrafty: :squawkabilly: :toxicroak:
Justification: Quick Draw is widely regarded as uncompetitive BS; this reworks it into an excellent, reliable ability with no RNG involved. It's pretty strong but the distribution I have suggested puts it mostly on weaker Pokémon.
Name: Blunder Policy
Effect: Raises the holder's Speed 1 stage if one of its attacks miss, except due to the Protect status; NOT consumed after use
Can Be Knocked Off: Yes
Ignored by Klutz: Yes
Fling Power & Effect: 100 BP; Lowers the target's Accuracy 1 stage
Justification: Blunder Policy, but its not consumed after use. Takes a terrible item and turns it into a bit of a slot machine.

Name: Room Service
Effect: If Trick Room is active, switches the holder out at the the end of the turn; consumed after use
Can Be Knocked Off: Yes
Ignored by Klutz: Yes
Fling Power & Effect: 100 BP; Lowers the target's Speed 1 stage
Justification: I know Trick Room has a long and broken history in this series of mods, but I think letting you get one free pivot into your Trick Room sweepers at the cost of your item slot is fine. Trick Room sweepers can still get stalled out every time after the initial sweeping attempt.
Also, does anyone know if there are BBcode shortcuts to insert the type icons and move category icons into my post? Inserting all these images is a pain on mobile.
 
Last edited:
Name: Negative Pulse
Power: 85
Accuracy: 100%
PP: 10
Category: Special
Type: Electric
Effect: If the target has two typings, this move ignores its primary type when dealing damage.
Priority: 0
Flags: Pulse
Potential Pokémon With This Move: Lots of Electric-types (probably not Regieleki) + :blastoise: :clawitzer: :porygon-z:
Justification: Electric is a cool type for this move in OU. You pick up a bunch of extra supereffective hits like Landorus, Gliscor, Dragonite, Ogerpon-W, and Zapdos, and several immunities and resistances become neutralities, like into Ferrothorn, Ting-Lu, Great Tusk, and Tapu Koko. The targets you lose damage against are relatively few - Samurott-H, Primarina, the Slows, and Corviknight are probably the most relevant, but luckily you can probably slot Volt Switch for those.

Name: Dredge
Power: 100
Accuracy: 100%
PP: 10
Category: Physical
Type: Water
Effect: Raises user's Defense. Lowers user's Speed.
Priority: 0
Flags: Regular damage-dealing move flags, no contact
Potential Pokémon With This Move: Big, heavy seafloor Water-types
Justification: Deeply unfair for Emergency Exit to get buffed and Golisopod still can't use it. Here's a big fat Water-type sledgehammer that defensive guys who don't care about their Speed can use to make themselves even more impenetrable.

Name: Recycle
Power: --
Accuracy: --
PP: 5
Category: Status
Type: Normal
Effect: All Pokémon on the user's team regain items that were consumed or lost through Knock Off if they are not holding a different item.
Priority: 0
Flags: Regular status move flags
Potential Pokémon With This Move: Current distribution
Justification: Enables some wack strategies with consumable items, but mostly just makes teams a little more Knock-proof, which may in itself encourage Darks to branch out into other options like the buffed Night Slash.
Name: Double-Down Dress
Effect: This Pokémon takes twice as much damage from supereffective moves and half as much damage from not-very-effective moves.
Can Be Knocked Off: Y
Ignored by Klutz: Y
Fling Power & Effect: 10
Justification: For defensive guys with lots of resistances and few weaknesses, or at least weaknesses that they're gonna die to anyway.

Name: Cursed Branch
Effect: User is afflicted with Forest's Curse on switching in. Messages on activation ("The Cursed Branch caused user to gain the Grass type!")
Can Be Knocked Off: Y
Ignored by Klutz: Y
Fling Power & Effect: 30, target is afflicted with Forest's Curse
Justification: Grass is a cool typing to have, with lots of downside and upside both - resistance to Water and Ground and Electric is always great, weakness to Fire and Ice and U-turn not so much. Could enable some fun defensive tactics.

Name: Sealing Jar
Effect: At the end of this Pokémon's first full turn in battle, it uses Imprison.
Can Be Knocked Off: Y
Ignored by Klutz: Y
Fling Power & Effect: 30
Justification: First full turn is defined by Fake Out / Speed Boost rules. Neat little trick that I expect would mostly see use on hyper offense, weirdly enough, to seal off opposing hazards. Also lets Ghost and Dragon-types shit on other Ghost and Dragon-types.
Name: Daredevil
Effect: Moves with 85% accuracy or less are powered up by 30%.
Permanent: N
Mold Breaker: N
Potential Pokémon With This Ability: :archeops: :typhlosion: :heracross: :tornadus: :thundurus: :terrakion: + Pokémon that run low-accuracy moves
Justification: Ability that makes clicking Hurricane and Focus Blast and Hydro Pump and Stone Edge feel a little less bad, while also maybe powering up Thunder and Blizzard enough to be worth using over Bolt and Beam? Fire Blast too, if that's your bag.

Name: Demoralize
Effect: Opposing Pokémon's negative stat changes are inherited by their replacement upon switching out.
Permanent: N
Mold Breaker: N
Potential Pokémon With This Ability: :gengar: :banette-mega: :nihilego: :wo-chien: :mesprit: :watchog: + anything that would make you feel bad about who you are and what you're doing with your life
Justification: Stat drop moves are rarely worth using outside of your Fire Lashes and such, but with this Ability you can make 'em stick. Shoutout to Acid Spray Nihilego / Gengar, you'll be horrifying with this.

Name: Karma
Effect: After being hit with a supereffective move, this Pokémon uses Pain Split.
Permanent:
Mold Breaker:
Potential Pokémon With This Ability: :dusknoir: :wobbuffet: :glalie: :froslass: :gothitelle: + similarly spiteful, mean guys and also maybe :shuckle:
Justification: Like Enigma Berry, but not really. Punish your enemies for taking advantage of you. As long as you don't have very good HP.
:sv/dhelmise:
Name: Dhelmise
Type: Ghost / Steel
Abilities: Steelworker / Grassy Surge / Water Absorb (H)
New Moves: Will-O-Wisp, Spirit Shackle, Recover
Removed Moves: None
Justification: This is a cringe anti-flavour change but whatever, Ghost / Grass isn't very good and Ghost / Steel is better. Especially Ghost / Steel that takes neutral from Earthquake, or is immune to Water, or just has the world's fattest Anchor Shot / Heavy Slam, depending on what you're feeling. Wisp does a little more to separate it from Ghold, Recover means no Synthesis, Shackle gives you solid Ghost STAB if you don't want to rely on Poltergeist and also means it's pretty hard to play switch games around it.

:sv/flutter-mane:
Name: Flutter Mane
Type: Ghost / Flying
Abilities: Protosynthesis / Tangling Hair (H)
New Moves: Gust, Air Slash, Defog
Removed Moves: Calm Mind, Moonblast, Dazzling Gleam, Draining Kiss
Justification: Ghost / Fairy is one of the strongest typings in the whole game, so let's tone Flutter down a bit, give it a typing that makes it weak to Rock, give it a notably weaker secondary STAB and no Hurricane, and just for safety let's axe Calm Mind while we're at it. Now it's still an absolute speed demon and can be tough to answer, but more Darks can handle it now and it's a little harder for it to be a stallbreaker, though it can still run Taunt.

:sv/dipplin: :sv/hydrapple:
Name: Dipplin | Hydrapple
Type: Grass / Dragon
Abilities: Supersweet Syrup / Liquid Body / Sticky Hold (H) | Supersweet Syrup / Honey Gather / Regenerator (H)
New Moves: Toxic, Leech Seed, Twister
Removed Moves: None
Justification: To be honest, I mostly just wanted to buff Dipplin, but eh, let's throw Hydrapple a bone while we're at it, not that it needs much of one. Dipplin's primary issue of being the most passive goddamn creature in all of existence is now kind of fixed, gaining access to Toxic and Leech Seed to be a nuisance, plus Liquid Body making its bulk absolutely phenomenal with Eviolite - that plus Dragon Tail and Recover and Giga Drain should maybe make it usable enough on stall. Hydrapple, eh, it has priority now. And Honey Gather, but let's be real, no one's running Honey Gather over Regenerator.
 
First and foremost, while trying to think of things for this, I noticed that Beak Blast is currently missing from the Glacemons Spreedsheet between Mental Gymnastics and Railgun despite winning with Railgun in Slate 02. (Also, since I didn't think to check Serebii until this week despite Bulbapedia being down for most of the past two weeks, apparently Safety Googles "should" have 80 BP weirdly. I just assumed it was 10 BP. Whoops.)

Secondly, thanks for the votes. Hope neither Safety Googles nor Wind Power | Wind Rider end up being regrettable.

Third:
Name: Electro-Lance
[SNIP]
Justification: Kinda funny that despite being known as the "fast" type, there actually aren't any priority electric moves which aren't exclusive (looking at you, raging bolt). Electro-lance, being 65bp instead of 40bp like most other prio moves makes it quite a bit stronger, but due to having the drawback of being unable to be used twice in a row, limits it to revenge-killing rather than outright sweeping. Should be useful for the slower but more powerful electric-types such as :magnezone:
Just letting you know before this likely gets vetoed anyway due to being redundant that the part I bolded & italicized is no longer true in this mod since Rasdanation's Overvolt Rail was among the Slate 02 move winners and is basically your current move but stronger at the cost of 33% recoil.

Fourth and last, my entries for Slate 04 and your sleep aid for tonight:

Names: Mountain Gale | Supercell Slam (adjustments) (Slate 03 RESUB)
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 and can't miss against Minimized foes. | 25% recoil damage. If unsuccessful, remove current terrain. Double damage and can't miss against Minimized foes.
Priority: 0 | 0
Flags (ex: Contact, Sound): Mirror, Protect, Wind | Contact, Mirror, Protect
Potential Pokémon With This Move: (Mountain Gale) :avalugg-hisui: (already has) + :abomasnow:, :articuno:, :avalugg:, :baxcalibur:, :beartic:, :chien-pao:, :darmanitan-galar:, :glastrier:, :sandslash-alola: |
(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 if High Jump Kick 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. (The random "double damage & can't miss 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(s): Throat Spray | Origami Fan (adjustment | new) :throat-spray: | :mail:
Effect(s): "Holder's sound | wind moves have 1.2x accuracy. Raises holder's Special Attack by 1 stage after it uses a sound | wind move. Single use."
Can Be Knock Off (Yes or No): Yes | Yes.
Ignored by Klutz (Yes or No): Yes | Yes.
Fling Power & Effect: 60 BP; prevents target from using sound-based moves for 2 turns | 10 BP; forcibly switches target out (unless they're immune to Wind).
Justification:
Throat Spray is one of the relatively few usable items already if a bit niche, so while it doesn't need any real change, giving it small buffs seem fine even if it's mostly for the sake of Snarl and the likely still unusable Metal Sound and Screech, which are now all 100% accurate with it, and even if it's largely because Throat Chop sees no real use due to Knock Off and maybe still won't despite my doubling its Fling BP. Due to Throat Spray being one of the relatively few usable items already, it also seemed good to model a new item off, with Origami Fan being an equivalent for Wind-based attacks which are both more inaccurate and more widespread, which is the real reason for the shared accuracy buff. Annoyingly, the Gen 9 genie storm moves are still not 100% accurate with it at "only" 96%, but Heat Wave, Icy Wind, the currently Lugia-exclusive Aeroblast, and the probably still useless Air Cutter get to 100%, and Origami Fan would also be triggered by using Sandstorm, Tailwind, and/or Whirlwind. Although if you're using it with a Whirlwind effect in mind, then it's probably better to just Fling it honestly since you get a 0 priority Whirlwind that gets around Taunt and Magic Bounce and the stupidity of Good as Gold compared to a -6 priority one that can't, if only as a single-use (short of Recycle).

Name(s): Light Metal | Heavy Metal (adjustments)
Effect: "The Pokemon's weight is halved. Dark-moves against this Pokemon deal damage with a halved offensive stat. | The Pokemon's weight is doubled. Ghost-moves against this Pokemon deal damage with a halved offensive stat."
Permanent (Yes or No): No | No.
Mold Breaker (Yes or No): Yes | Yes.
Potential Pokémon With This Ability: (Light Metal) Current [non-]users (:metagross:'s entire line, :registeel: & :scizor:) + :celesteela:, :gholdengo: (over Good as Gold), :iron crown:, :jirachi:, :klefki:
(Heavy Metal) Current [non-]users (:aggron:'s entire line, :bronzong:'s entire line & :copperajah:'s entire line) + :cobalion:, :forretress: :iron treads:, :metagross-mega: (over Tough Claws), :orthworm:, :revavroom:, :stakataka: [all have Heavy Slam]
(both) :duraludon: (already has both) + :honedge: & :doublade: (NOT :aegislash:), :klinklang:'s entire line (over Plus and Minus)
Justification: I've been struggling for the past three days to think of an ability (set) worth submitting, and I think this qualifies finally, with loose justifications being that light metals tend to be more flexible against Dark type shenanigans even before the pun and that "warding" metals tend to be heavier like with iron and such. Regardless, these abilities as they currently are remain virtually worthless without change, pretty much never used on anything outside of Copperajah, Duraludon due to that being stuck with the even more useless Stalwart, and then Registeel on occasion. So I've decided to keep their intended if largely useless function while also partially restoring the Steel resistances that died for Aegislash's (and now Gholdengo's) sins back in Gen 6.

Even with Kingambit unfortunately back, Heavy Metal is arguably still the more useful of the two even if it continues to carry of the risk due to increasing Low Kick damage, but it also increases (STAB) Heavy Slam damage, and Ghost-resistances are still unfortunately sorely lacking since Game Freak still hasn't replaced the Ghost-resistance it took from Steel for some reason--just give it to Ice you clods!--and instead only gave us the obnoxious Purifying Salt ability as a weird and hated compromise. Heavy Metal can also, in theory, be used to break Metagross-Mega out of Ubers where it doubtless languishes in disuse by getting rid of Tough Claws and making its Heavy Slam formidable and neutral to Ghost again while, in theory, returning the rest of its attacks to a level manageable outside of Ubers. If given to Metagross-Mega, then it would also allow regular Light Metal Metagross to mind game opponents by switching resistances if/when it Megas or even outright work as a false Mega as long as it lacks Clear Body. If it wins overall, then distribution should probably be a bit limited and restricted to mons that are primarily made of actual metal rather than partially metallic but still counted as Steel, with Goodra-Hisui and Tinkaton being examples of the last. Also, given what happened with my Justified mod last time, probably best to keep both of these away from Corviknight (and Skarmory) I guess. (Also also Self-Repair winning complicates things a bit, though largely only in Registeel's case I guess given that thing's bulk, especially since it basically becomes the ideal Knock Off-absorber on Stall with redone Light Metal.)

:sv/articuno: :sv/zapdos: :sv/moltres: +
:sv/articuno-galar: :sv/zapdos-galar: :sv/moltres-galar:
Name: Both Legendary Bird Trios (Articuno, Zapdos, and Moltres + Articuno-Galar, Zapdos-Galar, and Moltres-Galar)
Type: (original trio) :articuno: Ice/Flying, :zapdos: Electric/Flying, :moltres: Fire/Flying
(Galarian trio) :articuno-galar: Psychic/Flying, :zapdos-galar: Fighting/Flying, :moltres-galar: Dark/Flying [NO CHANGES]
Abilities:
:articuno: Pressure / Route Closed / Storm Drain (new hidden ability)
:zapdos: Pressure / Static / Lightning Rod (new hidden ability)
:moltres: Flame Body / Dazzling / Flash Fire (new hidden ability)
:articuno-galar: Competitive / Tinted Lens / Dazzling (hidden ability)
:zapdos-galar: Defiant / Sap Sipper / Anticipation (hidden ability)
:moltres-galar: Berserk / Pressure / Heatproof (hidden ability)
New Moves: :articuno: Fairy Wind, Flip Turn, Focus Blast, Hex, Magic Coat, Moonblast, Mountain Gale, Shadow Ball, Silver Wind. (09)
:zapdos: [none] (00)
:moltres: Flame Burst [assigned from Slate 02], Beak Blast [assigned from Slate 2]; Blaze Kick, Eruption, Self-Destruct. (03)
:articuno-galar: Roost [assigned from Slate 01]; Aerial Ace, Curse, Dazzling Gleam, Defog, Fairy Wind, Flex Off, Hex, Magic Coat, Mirror Coat, Moonblast, Night Slash (already has Psycho Cut), Salve Strike, Snatch, Throat Chop, Toxic, Trick. (16)
:zapdos-galar: Roost [assigned from Slate 01]; Land's Wrath. (01)
:moltres-galar: Roost [assigned from Slate 01]; Beak Blast, Curse, Defog, Magic Coat, Night Slash, Psycho Shift, Snatch, Switcheroo, Will-O-Wisp. (09)
Removed Moves: [none] (00)
Justification: I saw Swagodile submit these as adjustments last slate, but I didn't think they went far enough even if it's mostly both Articunos that need (a lot of) help, and since they didn't resub The Birds, well.... I also wanted to try avoiding rehashing things from either Joltemons or Vaporemons, unlike that entry, on top of finding Regenerator largely obnoxious. Either way, incoming soporific:

:articuno: Needs the secondmost buffs of these, though in its case Magic Guard would doubtless be too obnoxious and too big a buff and Mountaineer doesn't exist here. So I mostly focused on giving it something to hit Steels between a reliable neutral option and an unreliable but super-effective option and giving it actually relevant abilities beyond Pressure. So now it has more immunities via Route Closed & Storm Drain, and now it also would replace just losing a Route Closed mon with Snorlax getting Comatose from Slate 03, as well as still fit with Route Closed's flavor since Articuno routinely appears during blizzards and to would-be doomed travelers. (Also becoming immune to Volt Switch while "hypocritically" getting Flip Turn on top of U-Turn is nice.)

:zapdos: Needs the least changes of these all since it's already the best of them but not giving it at least one buff seemed weird. So I "just" gave it Lightning Rod like it was originally supposed to get before Game Freak stuck us with haxy Static. (Also giving it literally any other fitting ability would probably make it even better, whether it was something seemingly innocuous like Soundproof or Rain Dish or...Solar Power since it supposedly represents summer. ...What.

:moltres: I was tempted to give this Regenerator despite my enmity towards that ability, but I both figured Fire/Flying Flareon would be resubmitted (even if Gravity Monkey apparently can't given we're apparently making dual-type Eevolutions one at a time now) and wanted to avoid that if I could. Besides, without Regenerator it's fair to give this Eruption, which is a bit weird that it doesn't already get as the original volcano-related mon alongside Magmar...who also still doesn't get Eruption--at least Game Freak is consistent there I guess. This probably got the least relevant new abilities of them all, but Dazzling is at least good to have in a meta where both Pebble Storm and Overvolt Rail exist on top of all the other priority, where it now has its own STAB priority in Flame Burst, and where it now has Eruption even while Flash Fire can more directly also power up Eruption if with far less guarantee. (Also giving it Solar Power would just make it budget Charizard-Mega-Y, if with access to Heavy-Duty Boots and Eruption, since it could presumably no longer use Hurricane while using it.)

:articuno-galar: The most in need of buffs given its lack of moves, its singular yet conditional ability, and Psychic type's current horribleness, not helped by also having weird dex flavor that leans towards Sharpness of all things despite its "amazing" 85 Atk. All this on top of my wanting to avoid just making it Fairy/Flying to partially fix it, especially since Enamorus just got buffed as did Togekiss to a lesser extent. So while Flex Off and the less important physical attacks are there to nod to that last Sharpness bit and its vanity, the far more important bits are everything else it got, including the ability to actually hit Dark types super-effectively instead of be forced to only chip away at them with admittedly STAB Flying that can miss. It still can't touch Steels super-effectively, but that's what Tinted Lens is for beyond flavor (and with Braviary-Hisui maybe finding a niche in Sand now I hope), while also having Dazzling is to make up for being a Psychic type that can't take advantage of Psychic Terrain's priority blocking otherwise despite having Expanding Force.

:zapdos-galar: It needs very few changes too, so it only gets one new move from me that at least gives it unique hazard removal compared to the other five. Otherwise its two new abilities of Sap Sipper and Bulletproof Anticipation are mostly just nods to the absurd "Emu War" that unfortunately actually happened. (Also because screw Rillaboom honestly.)

:moltres-galar: I still find the Regenerator version of this from Joltemons a bit obnoxious, so I wanted to avoid that while still playing into more potentially defensive builds, especially now that it has Roost already this time around and given the boost just given to Wo-Chien. So giving it Pressure seemed like a no-brainer when all of its flavor points towards that ability anyway and means that three of the six will still have Pressure, and Heatproof seems like an interesting and fitting ability to explore on a mon that isn't weak or already redundantly resistant to Fire otherwise, especially with the new Psycho Shift it now shares with Articuno-Galar. Not much to say otherwise, and I've already said way more than enough, so I'll just conclude by saying that while I didn't want to give this actual attacking Fire moves, Will-O-Wisp should be fine, especially since it's still not getting Toxic. (If anything, then it's Magic Coat, Psycho Shift, and/or especially Switcheroo that I'm a bit worried about.)
 
Name: Wrapped Gift
Effect: On switch-in, the holder presents the opposite pokemon a present they simply cant refuse, making them drop their existing item (if they have one) for Stardust. Single Use (works only on knockable items)
Can Be Knocked Off (Yes or No): yes
Ignored by Klutz (Yes or No): yes
Fling Power & Effect: dark type present
Justification: christmas

Name: Trick or Treat
Power: NA
Accuracy: 100
PP: 20
Category: Special
Type: Ghost
Effect: adds ghost to the targets type, then deals damage equal to the user's level
Priority: 0
Flags (ex: Contact, Sound): magic bounce (for the first part) (probs not tho lol, sounds annoying to code)
Potential Pokémon With This Move: current, :hoopa:, :mismagius:, :rotom:, :sableye:
Justification: im just gonna make all my sub themed around holidays tbh. oh and also trick or treat is neat but under utilized, this gives it to actual mons while also making it not a total momentum sink.

Name: Mini Firework Rockets
Power: 20
Accuracy: 90
PP: 30
Category: special
Type: fire
Effect: Hits 2-5 times in one turn. 10% chance to burn with each hit
Priority: 0
Flags (ex: Contact, Sound): defrost, gravity
Potential Pokémon With This Move: :blacephalon:, :victini:, :jirachi:, :armarouge:, :braviary:, :braviary-hisui:, :cramorant:, :decidueye:, :decidueye-hisui:, :drifblim:, :hoopa:, :hoopa-unbound:, :blastoise:, :sceptile:,
Justification: freedom, and also a special skill link/:loaded dice: move

Name: Bouncy Bubble/Buzzy Buzz/Sizzly Slide/Glitzy Glow/Baddy Bad/Sappy Seed/Freezy Frost/Sparkly Swirl

the following remain the same as they are in their gen 7 incarnation:

/*
Power:
Accuracy:
PP:
Category:
Type:
Effect:
Priority:
Flags (ex: Contact, Sound):
*/

Potential Pokémon With This Move: [:vaporeon: :rotom-wash: :gastrodon: :suicune:] / [:jolteon:] / [:flareon: :entei: :arcanine: :arcanine-hisui:] / [:espeon:] / [:umbreon: (tbh the moves description is so generic legit any dark type mon could get it lmao)] / [:leafeon: :wo-chien: :exeggutor: :exeggutor-alola: :celebi: :shaymin: :calyrex:] / [:glaceon: :articuno:] / [:sylveon: :clefable: :aromatisse: :florges: :comfey: :slurpuff:]
Justification: mostly doing this to make umbreon real again, but this also gives some love to the other eeveeultions + could potentially be distributed to other mons who could use the help.

oricorio.png
oricorio-pompom.png
oricorio-pau.png
oricorio-sensu.png

Name: Oricorio [Baile, Pom-Pom, Pa'u, Sensu]
Type: [:oricorio: Fire/Flying, :oricorio pom-pom: Electric/Flying, :oricorio pa'u: Water/Flying, :oricorio sensu: Ghost/Flying]
Abilities: Dancer / [:oricorio: Flash Fire |:oricorio pom-pom: Lightning Rod |:oricorio pa'u: Liquid Body |:oricorio sensu: Shadow Shield] / [:oricorio: Wind Power |:oricorio pom-pom: Victory Star |:oricorio pa'u: Serene Grace |:oricorio sensu: Queenly Majesty]
New Moves: surf, aqua ring, flamethrower, thunderbolt, shadow ball
Removed Moves: none
Justification: more festive stuff, also buffing shitmons.
 
Last edited:
Name: Soul-Heart
Effect: This Pokemon's Special Attack is raised by 1 stage when another Pokemon faints. Once per battle.
Permanent: No
Mold Breaker -
Potential Pokémon With This Ability: Magearna
Justification: Shift Gear 3a + Z move sets are still just as potent as they have always been, the removal of cm is a big deal but mitigated by Magearna's extraordinary coverage, meaning it can just slot an extra coverage move in the fourth slot instead of cm. The reason these sets work is because the immediate power of a Z move allows Magearna to easily take a kill, activate Soul-Heart, and quickly snowball out of control. This change would completely remove its snowball potential and punish it much more for clicking Fleur Cannon. Alternatively, making it a once per switch in effect could also work similarly well.

Name: Life Dew
Power: -
Accuracy: -
PP: 10
Category: Status
Type: Water
Effect: Heals the user and its allies by 1/2 of their max HP.
Priority: 0
Flags: Heal, Snatch
Potential Pokémon With This Move: unchanged
Justification: This move has always been really shit, it would serve as a nice option for mons like prim or hisuidra that otherwise don't have reliable recovery.
 
Name: Conversion-Z
Power: --
Accuracy: --
PP: 30
Category:
Status.png

Type:
Normal.png

Effect: Changes the user's typing to a random type super effective against the opposing Pokemon. This Pokemon's Normal-type moves become the user's new type.
Priority: 0
Z-Move Effect: +1 Attack, Defense, Special Attack, Special Defense, Speed
Flags (ex: Contact, Sound): Snatch
Potential Pokémon With This Move::porygon-z:
Justification: z-conversion pz buff, makes it much more immediately threatening and gives it a ton more possibilities, though it's rng dependent

Name: Cold Cross
Power: 120
Accuracy: 90
PP: 5
Category:
Physical.png

Type:
Ice.png

Effect: Lowers the user's Attack by 1 stage after use, unless Snow is active. Also can't miss if Snow is active.
Priority: 0
Flags (ex: Contact, Sound): Contact, Slicing, Hits all adjacent foes.
Potential Pokémon With This Move::avalugg::avalugg-hisui::mamoswine::abomasnow::aurorus::arctozolt::arctovish::cetitan::cloyster::cryogonal::delibird::dewgong::glalie::glastrier::lapras::mr. rime::ninetales-alola::regice::walrein::baxcalibur::iron bundle::sandslash-alola::chien-pao::eiscue::beartic::gallade::veluza::samurott::samurott-hisui::keldeo::cobalion::scizor::escavalier::haxorus::absol::crawdaunt::golisopod::drapion::kingler::kabutops::mimikyu::toxicroak::zangoose::greninja::inteleon::quaquaval::seaking::feraligatr::floatzel::tauros-paldea-aqua::poliwrath::swampert::diggersby::aegislash::zoroark-hisui:(:weavile:? :excadrill:?)
Justification: Weaker Ice Superpower to act as an alternative to the riskier Triple Axel. Also mirrors Blizzard as a strong Ice move with a drawback patched up by Snow.

Name: Molt
Power: --
Accuracy: --
PP: 20
Category:
Status.png

Type:
Bug.png

Effect: When used, has the following effects:
- Boosts the user's Speed by 2 stages
- Lowers the user's Defense by 1 stage
- Sets a hazard on the user's side of the field that causes the next Pokemon effected by hazards to switch in to get a +1 Defense boost. Hazard is removed after it activates once, can by removed by all hazard removal methods, and is ignored by Heavy-Duty Boots.
Priority: 0
Z-Move Effect: +1 Defense
Flags (ex: Contact, Sound): Snatch
Potential Pokémon With This Move::shedinja::ninjask::scizor::kleavor::buzzwole::heracross::armaldo::accelgor::crustle::escavalier::forretress::frosmoth::golisopod::kricketune::leavanny::lokix::masquerain::pinsir::ribombee::slither wing::venomoth::vikavolt::yanmega::wormadam::mothim::drapion::flygon::gliscor::durant::skarmory: :galvantula::ariados::crabominable::kingler::clawitzer::arbok::seviper::serperior::scrafty::cyclizar::beedrill::butterfree::beautifly::dustox::vivillon::dragonite::rabsca:
Justification: osp told me to do this as a joke but then i took it seriously and am actually doing it so idk, if this wins and is cringe then blame him ig???
:sm/haxorus:
Name: Haxorus
Type:
Dragon.png
Steel.png

Abilities: No Guard / Mold Breaker / Emergency Exit
New Moves: Steel Beam, Heavy Slam, Hard Press, Smart Strike, Flash Cannon, Metal Claw, Magnet Rise, Thunder Wave, Dragon Rush, Cross Chop, Megahorn, Stone Edge
Removed Moves: N/A
Justification: This thing has to compete with 97 other physical Dragon-types, so getting the amazing Dragon/Steel-typing should help with that bit, making it not as scared as Fairies like every other physical Dragon is. Emergency Exit is also neat for Close Combat pivoting, or you run No Guard if you plan on staying in to sweep with DDance or SD, while having a consistent pseudo-Fire Lash in Iron Tail. Also, funny illegal No Guard Guillotine.
Haxorus @ Choice Band
Ability: No Guard / Emergency Exit
Tera Type: Dragon
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- First Impression
- Outrage
- Close Combat
- Iron Tail / Iron Head

Haxorus @ Loaded Dice
Ability: No Guard
Tera Type: Dragon
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Scale Shot
- Iron Tail
- Close Combat

Haxorus @ Dragonium Z / Steelium Z / Rockium Z
Ability: No Guard
Tera Type: Dragon
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Dragon Dance
- Outrage / Stone Edge
- Iron Tail
- Close Combat

:sm/araquanid:
Name: Araquanid
Type:
Water.png
Bug.png

Abilities: Water Bubble / Liquid Body / Water Absorb
New Moves: Wave Crash, Aqua Jet, Swords Dance, Superpower, Pain Split, Haze
Removed Moves: N/A
Justification: Crawdaunt sucks because of the existence of Samurott-Hisui, so instead of buffing Crawdaunt, I buffed Araquanid into becoming Crawdaunt. Wave Crash hits like a nuke, Aqua Jet is a scary revenge killing and cleaning tool, especially backed up by SD, and Superpower means that Ferrothorn doesn't own you. You can also still always use a Webs lead set as well. Pain Split means that maybe you can use its unique defensive typing + Liquid Body to be a wall, though it's lacking in utility.
Araquanid @ Heavy-Duty Boots
Ability: Water Bubble
Tera Type: Water
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Swords Dance
- Aqua Jet
- Wave Crash
- Leech Life / Superpower

Araquanid @ Custap Berry
Ability: Water Bubble
EVs: 252 HP / 40 Def / 216 SpA
Tera Type: Ghost
Modest Nature
- Sticky Web
- Surf
- Endeavor
- Endure
erm
 
Last edited:
TEAM DUMP!

Stuff updated for slate 3:

https://pokepast.es/8eb0e1ff2f752825 <- think mage was changed to phys def at some point afterwards
https://pokepast.es/7ba016a376fc354d <- depends on how good skarm is, Z-stone edge garchomp may be perfered, right now to much alomomola in peoples minds esp tanny and sparkrolf
https://pokepast.es/3919bc641b6db8c1 <- Shift gear magearna can prob work, speed control might be an issue otherwise. Spin > CC can work on great tusk but i like the rotom-w MU more with this esp with dd gyara late game
https://pokepast.es/8ec8cc1aadc9d795
https://pokepast.es/c945f288140a7046 <- DD necrozma + Z Outrage is a nuke on most pokemon, this can claim a kill and often gets 2 for 1

Stuff not made in slate 3 but still prob usable:

https://pokepast.es/839b7027e16ca19a <- nerfed umbreon is kinda meh, you really get farmed by hazards and knock
https://pokepast.es/3b8ebb035298377d <- may or may not like bulky gholdengo MU, hard to figure out as of right now, but you really dont want to face it, rotom-w can take hex quite well while shadow ball is smth slowking-g can take -> chilly into lop
https://pokepast.es/d26d803fc48a90ef <- Depending on how popular celesteela/corv/skarm is, you may want mystical fire > sub to allow you to not get farmed by it, also ferro. Z-Rock on zamazenta-h can also be used for zapdos, or you can use boots to allow you a better MU vs ferro, skarm, or magearna spikes teams
https://pokepast.es/f09bb2cc4f9bfa45 <- scary dengo MU, you can tell I do not play as much nat dex or OU as you may think I do (or if you think so at all )
https://pokepast.es/3cf3b10dd77fb2ec <- need to figure out zard y MU tho, its app very top tier in nat dex and this team kinda gets sat on by it, may make iron crown a heatran in the future

Fun Stuff:

https://pokepast.es/4e97cfcd0baed10d
https://pokepast.es/a3eb4aa0fd642464
https://pokepast.es/bd33cf3463dbf816
https://pokepast.es/47b49173840d0692
 
Last edited:
:banette-mega::lucario::zeraora:
Credit to earl for this one
:ss/banette-mega:
Name: Banette-Mega
Type:
Ghost.png
Steel.png

Abilities: Prankster
New Moves: Metal Claw, Bullet Punch, Iron Head, Self Repair, Smart Strike, Strength Sap, Shift Gear, Iron Defense, Superpower
Justification: I think Banette has the perfect statline for an OU-viable Shift Gear user. The Steel-typing flavor is definitely there, with the Pokemon being coated in zippers and all, and the low speed ensures that many scarfers should still be able to outpace it at +2 if it's not Jolly. Beyond Shift Gear I also gave it a better Ghost STAB, the expected spread of Steel-type attacks, and some very nice coverage in the form of Superpower. Additionally it can still run Prankster DBond in slot 4 if you want to trade 1 for 1, but the boosted speed from Shift Gear does make that slightly harder to pull off. Finally, as frail as it is, Banette's typing aaffords it at least a few switchins once or so a match to then take advantage of with it's various means of healing.

:ss/lucario:
Name: Lucario
Type:
Fighting.png
Steel.png

Abilities: Inner Focus / Adaptability | HA: Justified
New Moves: Mach Punch
Justification: Fuck nerfing Mega Lucario. Putting Mega Lucario INSIDE Lucario.
With Adaptability and access to Mach Punch, Lucario can be a scary strong wallbreaking force in the metagame, as Adapt Close Combat hits hard. Even if not using physical sets, special sets can lure out its traditional checks and break past them as well.

:ss/zeraora:
Name: Zeraora
Type:
Electric.png

Abilities: Volt Absorb | HA: Velocity
New Moves
: Ion Saw, Overvolt Rail, Recover
Justification: Velocity allows Zeraora to be much more efficient, allowing max HP Max Speed sets that are allowed to leverage its decent bulk and hit much harder than it ever did in standard, while avoiding the pains of Intimidate. Got access to the new moves since it's an Electric type duh, and Recover lets it heal off chip throughout the match.
:kyurem:
Name: Dragon Cheer
Power: -
Accuracy: -
PP: 15 [Max 24]
Category:
Physical.png

Type:
Rock.png

Effect: Raises the user's chance for a critical hit, Defense and accuracy by 1 stage. If user is a Dragon type, raises the user's chance for a critical hit by 2 stages instead.
Priority: 0
Flags: Sound
Potential Pokémon With This Move: Reduced distribution than in standard (Raging Bolt is scary).
Justification: An alternative take on set up. Making Dragon types a major threat when being used.
:macho-brace:
Name: Macho Brace
Effect: If held by Fighting types or Pokémon with the ability Klutz, boosts the Attack and Defense stats by 1.3. If held by any other Pokémon, halves user's speed instead. Fling boosted by 1.5 if used.
Can Be Knocked Off (Yes or No): Yes
Ignored by Klutz (Yes or No): No
Fling Power & Effect: Dark, 80 BP
Justification: Only big Huslters can handle using Macho Brace. On a serious note, Macho Brace is a cool item for bulky set up Fighting types to take advantage of - bolstering their existing strengths to make them even better.
 
Last edited:
Veto time, a little bit late as I was sorting out C&C stuff for NatDex but here they are:

Name: Electro-Lance
Power: 65
Accuracy: 100%
PP: 10
Category: Special
Type: Electric
Priority: +1
Effect: +1 Priority (Usually goes first), fails if last move used was also electro-lance.
Potential Mons: :zapdos: :thundurus-therian: :magnezone: (other special attacking electric types)

Justification: Kinda funny that despite being known as the "fast" type, there actually aren't any priority electric moves which aren't exclusive (looking at you, raging bolt). Electro-lance, being 65bp instead of 40bp like most other prio moves makes it quite a bit stronger, but due to having the drawback of being unable to be used twice in a row, limits it to revenge-killing rather than outright sweeping. Should be useful for the slower but more powerful electric-types such as :magnezone:
This is just a worse version of an existing move called Overvolt Rail; this isn't a veto from the sense of it being broken but it's just redundant. You can do something else with the move though!

:fire stone::water stone::thunder stone::leaf stone::moon stone::sun stone::shiny stone::dusk stone::dawn stone::ice stone:
Name: Evolution Stones
Effect: If the holder could evolve, or has evolved, because of this item, their STAB moves receive a 100% increase in BP as opposed to 50% (Adaptability but for evostone mons).
Can Be Knocked Off: Yes
Ignored by Klutz: Yes
Fling Power & Effect: 60 BP, Fling becomes the user's primary type.
Justification: A power boost to all Pokémon that evolve by or have evolved by an evolution stone, because I feel like a number of them could use such.
These seem pretty ineffective as an item and too specific as well, it isn't a broken concept though.

Name: Unnerve
Effect: While this Pokemon is active, opposing Pokemon are unable to use any consumable held item.
Permanent: No
Ignored by Mold Breaker: No
Potential Pokémon: Probably no need to change from classic selection
Justification: Unnerve is a niche ability in singles due to just preventing berries from working. With all of the other consumable/single-use items in play, why not make things interesting and make other consumable items, like Terrain Seeds, White Herb/Power Herb, or the handful of items introduced over the past couple slate, become impossible to consume in the presence of a Pokemon with this ability.
Coding this ability would mean that it'd manually have to be added as a flag to consumable items which may be annoying to code. Maybe this can be an Embargo effect on switch-in or something related to item nullification?

:sv/luxray:
Name: Luxray
Type: Electric
Abilities: Tough Claws/Compound Eyes/Intimidate
New Moves: Liquidation, Aqua Step, Volt Tackle, Mirror Shot.
Removed Moves: heh, no.
Justification: I love this kitty. It's atrocious. I want to fix this, by giving it Stab, Coverage, and some extra power. I don't think this is enough but I would rather make it not enough instead of too much.
Unfortunately this might not be enough to make Luxray even somewhat relevant in the tier. Some other changes like typing, other abilities, etc. can solve it but innately its kind of slow and frail.

Name: Zoom Lens
Effect: The accuracy of this Pokemon's move is 100% if it is the last to move in a turn.
Can Be Knocked Off (Yes or No): Yes
Ignored by Klutz (Yes or No): Yes
Fling Power & Effect: 10 & +6 Acc
Justification: This makes zoom lens a much more viable item esp in comparison to safety goggles and allows slow pokemon to take advantage of moves like zap cannon, inferno, low acc moves like focus blast, thunder, etc on mons like reuniclus, bulky heatran, and allows you to have 100% acc against an opponent who is switching trying to stall you out as the description is almost 1 for 1 of analytic
100% straight up may cause some issues with Zap Cannon users that can cause some very sad strong and annoying hax. A 50% boost would be more sound as it renders the aforementioned unreliable and makes moves like Focus Blast and Magma Storm more desirable.

Name: Blunder Policy
Effect: Raises the holder's Acc and Spe 1 stage each if one of its attacks miss, except due to the Protect status; NOT consumed after use
Can Be Knocked Off: Yes
Ignored by Klutz: Yes
Fling Power & Effect: 100 BP; Lowers the target's Accuracy 1 stage
Justification: Blunder Policy is so bad man. To start, I made it non-consumable so you can use it multiple times a battle. Then I made it actually rectify the situation that triggers it. It may sound really good but you have to, yknow, miss a move first. It's a fine item, I really just put it here because I didn't have any other ideas for items.
I think just a boost to either one of the stats will do, it'd be pretty sad to see a guy miss Focus Blasts or Zap Cannons or any other powerful inaccurate move and clean even when they got put at an disadvantage.

Name: Demoralize
Effect: Opposing Pokémon's negative stat changes are inherited by their replacement upon switching out.
Permanent: N
Mold Breaker: N
Potential Pokémon With This Ability: :gengar: :banette-mega: :nihilego: :wo-chien: :mesprit: :watchog: + anything that would make you feel bad about who you are and what you're doing with your life
Justification: Stat drop moves are rarely worth using outside of your Fire Lashes and such, but with this Ability you can make 'em stick. Shoutout to Acid Spray Nihilego / Gengar, you'll be horrifying with this.
Sounds too strong and will definitely cause some issues when it comes to checking things with this ability, going to have to veto this one.

Name: Recycle
Power: --
Accuracy: --
PP: 5
Category: Status
Type: Normal
Effect: All Pokémon on the user's team regain items that were consumed or lost through Knock Off if they are not holding a different item.
Priority: 0
Flags: Regular status move flags
Potential Pokémon With This Move: Current distribution
Justification: Enables some wack strategies with consumable items, but mostly just makes teams a little more Knock-proof, which may in itself encourage Darks to branch out into other options like the buffed Night Slash.
This has the potential to enable either degenerate offensive teams (a la Booster Energy spam) or to make defensive teams insufferable as you can't make progress by removing Boots. Going to have to veto this one as well...

Besides that, pretty nice slate folks. Submissions close tomorrow evening at GMT -5, be sure to submit any ideas you have by then!
 
Name: Temper Flare/Stomping Tantrum/Avalanche/Vital Throw/Payback
Power: 75
Accuracy: 100
PP: 10 (16)
Category: Physical
Type: same as default
Effect: 1.5x power when moving second.
Priority: 0
Flags (ex: Contact, Sound): Contact, Defrost/---/---/Contact/Contact
Potential Pokémon With This Move: current distribution is okay
Justification: No idea if this has been done before in other eeveemods (probably has). Gives some purpose to otherwise unused moves while also rewarding bulky mons for tanking hits.
 
Name: Synchronize
Effect: When this Pokemon gains a non volatile status condition, it transfers the status to the opposing Pokemon.
Permanent: Yes
Ignored by Mold Breaker: No
Potential Pokémon: Current distribution, more can be added
Justification: A buff to an extremely mediocre ability gives an interesting way to help counteract status spam and mons like Gholdengo.
 
Back
Top