Pet Mod GlaceMons - Playtesting; OU is done! | Please read Post #486!

Since Umbreon has gotten an adjustment and I hate to see unparallel changes like this, heres a bunch of random more eeveelutions changes (also was inspired by Mintly's Leafeon)

Adjustments
:sv/glaceon:
Name: Glaceon
Type:
Ice.png
Dark.png

Abilities: Ice Scales / Ice Body
New Moves: Slack Off, Earth Power, Scorching Sands, Charge Beam
Removed Moves: --
Justification: The namesake of the mod! This aims to make Glaceon into some sort of tank more than a dedicated wall, trading utility and a good defensive typing for a powerful offense. 130 is very difficult to switch into comfortably, especially with perfect STABs such as this. Ice Scale is a strong ability especially with Slack Off but this typing really sucks defensively so it probably balances. Its also serves as a check to the newly released Kyurem!

: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
 
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More subs later. Only have time for this one right now that I'll hide Later:

ADJUSTMENT:
:sv/garchomp: & :sv/garchomp-mega:

Name: Garchomp & Garchomp-Mega
Type: Dragon/Ground & Dragon/Ground
Abilities: Sand Veil/Limber/Rough Skin (hidden ability) & Rocky Payload
New Moves:
Pebble Storm [assigned from Slate 1], Meteor Beam, Rock Blast, Weather Ball
Removed Moves: [none]
Justification: Everyone can agree that Garchomp-Mega needs some help despite its absurd stats, but I too think that Sand Rush is overkill. We don't want to make something with 170 Atk the fastest thing alive without some heavy conditions, and Sand simultaneously isn't conditional enough for freeform doubled speed and still shackles it to needing a weather up to have an ability at all when Garchomp-Mega clearly needs one to be useful over its non-Mega self. The new existence of Pebble Storm in combination with pseudo-Rock STAB via an ability no one remembers exists--because who the hell uses Bombirdier?--seems like a nice focal compromise. A compromise that both has a meta-niche, especially with Velocity Ninjask and unbanned Kyurem-Black and now-Ground-weak Umbreon terrorizing people, and reasonable checks like Corviknight & Skarmory, (Ice Shard & Atk-boosting item) Weavile, and Tapu Lele on top of increased 4MSS.

Not buffing regular Garchomp more than Garchomp-Mega or even too much is also a concern with Garchomp-Mega. While there is a chance every move but Pebble Storm could benefit Garchomp more (particularly the iffy Weather Ball), I did still want to give Garchomp something else of its own since Sand Veil is currently banned garbage and Rough Skin tends to primarily benefit the defensive sets. (Also because its dex entries being so flight-oriented still bothers me.)

As such, Limber seems like another unexplored ability that's a nice compromise on several fronts. It simultaneously represents Garchomp's weird "it can fly" nature that gameplay doesn't reflect at all without being outright useless (like Anticipation) even with its Electric immunity due to blocking Glare & Static-hax & the rare Stun Spore (& maybe Railgun if it wins), without being oppressive (like Aerilate or Cloud Nine), without being something it should logically keep upon Mega-ing (like Sharpness), or some combination thereof (arguably like Hyper Cutter or, of all things, Wind Rider).
 
Name: Tripwire
Power: 90
Accuracy: 100
PP: 10
Category:
Physical.png

Type:
Steel.png

Effect: When used, doesn't deal damage and sets a tripwire on the opponent's side of the field. After 5 turns or when the foe is hit by a contact move, the tripwire activates and deals damage.
Priority: 0
Flags (ex: Contact, Sound): N/A
Potential Pokémon With This Move: WIP (generally steel and psychic-types and mischievous pokemon)
Justification: Different take on Future Sight, being much weaker and on a worse offensive typing, but you get to activate it whenever you choose to (well, unless you go 5 full turns without using a contact move), letting create deadly combos, like baiting a Fairy-type in to take a Close Combat or Knock Off.

Name: Poison Fang
Power: 20
Accuracy: 100
PP: 20
Category:
Physical.png

Type:
Poison.png

Effect: 100% chance to badly poison the target.
Priority: 0
Flags (ex: Contact, Sound): Contact, Bite
Potential Pokémon With This Move: Old distribution (Notables::silvally::okidogi::mawile::muk-alola:) + :qwilfish-hisui::qwilfish::skuntank::slowbro-galar::carnivine:
Justification: I'm giving the BH players a heart attack. Making this already cool but exceedingly rare move better by making it a Nuzzle clone, making it much more consistent. It loses 30 BP, but no one was running this as a real offensive tool (sorry to the Strong Jaw Poison Fang Bruxish/Mega Sharpedo enjoyers out there). Guaranteed Toxic poisoning + some chip damage is obviously absolutely insane, but it'll be held back by its distribution, much like Toxic in Regional Dex OU. Maybe you start using the defensive Silvally forms now, since it already learns this broken af move.
Name: Mewnium Z
Effect: Mew only: All of the holder's attacks deal 1.3x damage in Psychic Terrain. If held by a Mew with Expanding Force, it can use Genesis Supernova.
Can Be Knocked Off (Yes or No): No
Ignored by Klutz (Yes or No): Yes
Fling Power & Effect: N/A
Justification: Minor buff to Mew's offensive prowess, Genesis Supernova is a super neat move as it remains the only offensive move that can set a terrain, but Mew's middling stats and better defensive options make it an extremely rare site. Having the move being based on Expanding Force and giving Mew a free Life Orb boost in Psychic Terrain gives it a much greater incentive to use Mewnium Z sets, since either you get a 469 BP nuke if Psychic Terrain is already active, or a way to self activate Psychic Terrain so you can start nuking things afterwards. Can also use this on physical sets if you're running PsySpam since it's still a free LO boost.

Name: Scouting Visor
Effect: If the holder is a Psychic-type, its super effective moves deal 1.3x damage. If the holder is not a Psychic-type, its super effective moves deal 0.67x damage.
Can Be Knocked Off (Yes or No): Yes
Ignored by Klutz (Yes or No): Yes
Fling Power & Effect: 10 BP
Justification: WIP (better expert belt for psychic-types, since they seem to be the ones most commonly using ebelt and lets them hit darks and steels harder with fighting coverage, while being fairly disruptive to offensive pokemon, greatly cutting their damage on what should be their strongest moves. could see deoxys-s, victini, latios, and hoopa-unbound using it)
Name: Foreboding Haze
Effect: If Misty Terrain is active, this Pokémon's attacks deal 1.5x damage and it can't have its stats lowered by the foe.
Permanent (Yes or No): No
Mold Breaker (Yes or No): Yes
Potential Pokémon With This Ability: Flavor-wise, strong/imposing Pokemon and Ghost and Ice-types (:iron valiant::dragonite::glastrier::spectrier::volcanion::milotic::walrein::entei::suicune::raikou::cursola::ceruledge:)
Justification: Looks to take advantage of Misty Terrain blocking crippling effects like burns and paralysis on physical breakers by netting them a big power boost and further protection from disruption since you can Intimidate them anymore. Definitely needs to go on fast or big statted mons to work, especially since Tapu Fini is pretty bad, but with the right distribution it could give Fini a new lease on life.

Name: Early Advantage
Effect: On switch-in, Attack or Sp. Atk is raised 1 stage based on the foes' weaker Defense. Boost goes away after a turn.
Permanent (Yes or No): No
Mold Breaker (Yes or No): No
Potential Pokémon With This Ability::infernape::sandy shocks::honchkrow::krookodile::azelf::pidgeot::raichu::kingdra::sirfetchd::hitmonchan: (Shouldn't go to too many things)
Justification: Weaker version of Download, letting stuff like Infernape and Azelf play a bit like Genesect but not as stupid. Also, if you get the SpA boost on Pidgeot, you can Mega Evolve before the boost goes away and keep it, which is fun.
:sm/walking wake: (RESUB)
Name: Walking Wake
Type:
Water.png
Dragon.png

Abilities: Protosynthesis
New Moves: N/A
Removed Moves: Flamethrower
Justification: Selfishly resubbing an unban of one of my favorite regional dex mons to use, but this time with Flip Turn added back since I was told that axing both Flip and Flamethrower was too harsh. Might replace this later if I can find anything else cool, since maybe I can convince the rest of council to unban this unchanged, idk
Walking Wake @ Choice Specs / Choice Scarf
Ability: Protosynthesis
Tera Type: Water
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Hydro Steam
- Draco Meteor
- Dragon Pulse
- Weather Ball

:sm/sharpedo::sm/sharpedo-mega:
Name: Sharpedo & Mega Sharpedo
Type:
Water.png
Dark.png

Abilities: Rough Skin / Speed Boost -> Reckless
New Moves: Spikes, Wave Crash, Jaw Lock, Head Smash
Removed Moves: N/A
Justification: idk why but Sharpedo just feels like a mon that should learn Spikes in an age of its unreasonably high distribution, and in doing so Sharpedo actually becomes a really good suicide lead, it's like if Scolipede has Froslass' movepool. Click Spikes and Speed Boost up to outspeed everything until you're about to die, then Destiny Bond to take the foe with you or Wave Crash to KO yourself, and you have Taunt to block Defog or opposing hazards. This also gives me the opportunity to give Mega Sharpedo a new coat of paint, so I swapped out Strong Jaw for a different category boosting ability in Reckless, possibly making Sharpedo easier to justify as an all-or-nothing cleaner since it gets a new STAB stronger than Strong Jaw Crunch in Reckless Wave Crash.
Sharpedo @ Focus Sash
Ability: Speed Boost
Tera Type: Water
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Spikes
- Wave Crash / Jaw Lock
- Taunt
- Destiny Bond

Sharpedo @ Sharpedonite
Ability: Speed Boost
Tera Type: Water
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Protect
- Wave Crash
- Crunch / Head Smash
- Close Combat

:sm/enamorus::sm/enamorus-therian:
Name: Enamorus
Type:
Fairy.png
Flying.png

Abilities: Trace / Contrary (Incarnate), Multiscale (Therian)
New Moves: Nasty Plot, Acrobatics, Knock Off, Sludge Wave, Defog, Sky Attack, Stored Power, Morning Sun
Removed Moves: N/A
Justification: Up there with Tapu Fini, Enamorus is another mon that I, being more familiar with Regional Dex OU, am shocked is bad here. With a couple simple and effective movepool buffs, mostly giving it tools that the other genies have, Enamorus can see use as a much more threatening setup sweeper than it was before. Enamorus-Therian also exists, Multiscale + Morning Sun + its decent bulk make it very sturdy Calm Minder or wall, though it suffers a bit from 4MSS.
Enamorus (F) @ Heavy-Duty Boots / Groundium Z
Ability: Trace
Tera Type: Fairy
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Nasty Plot
- Moonblast
- Earth Power
- Mystical Fire

Enamorus (F) @ No Item / Flyinium Z / Heavy-Duty Boots
Ability: Contrary
Tera Type: Fairy
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Taunt / Morning Sun
- Salve Strike
- Superpower
- Acrobatics / Sky Attack / Knock Off

Enamorus (F) @ Choice Scarf / Choice Specs
Ability: Contrary / Trace
EVs: 252 SpA / 4 SpD / 252 Spe
IVs: 0 Atk
Tera Type: Fairy
Timid Nature
- Moonblast
- Mystical Fire
- Earth Power
- Healing Wish

Enamorus-Therian (F) @ Heavy-Duty Boots
Ability: Multiscale
Tera Type: Fairy
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Calm Mind
- Moonblast
- Earth Power / Stored Power
- Morning Sun

Enamorus-Therian (F) @ Heavy-Duty Boots
Ability: Multiscale
Tera Type: Fairy
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Defog
- Moonblast
- Mystical Fire / Earth Power
- Morning Sun

:sm/genesect::sm/genesect-burn::sm/genesect-chill::sm/genesect-douse::sm/genesect-shock:
Name: Genesect (and forms)
Type:
Bug.png
Steel.png
(all)
Abilities: Neuroforce (Base), Intimidate (Burn), Refrigerate (Chill), Storm Drain (Douse), Transistor (Shock)
New Moves: First Impression, Pounce
Removed Moves: Shift Gear, Hone Claws, Rock Polish, Self-Destruct, Explosion
Justification: Unbans Genesect as a fun and versatile revenge killer and breaker, boasting stupidly wide coverage and Neuroforce to snipe checks, plus the option of 4 other strong abilities if you opt for a Drive form, especially on Chill and Shock. However, not having Download or any good way to boost its offensive stats (if you want to use Charge Beam, then be my guest) keep Genesect very much in check. I kinda envision Genesect as a bit like Darkrai in Regional Dex OU, as a mon that just runs Expert Belt or Specs and goes stupid, but instead of being super fast and having no defensive utility, Genesect is a lot sturdier and can easily run physical sets with stuff like Fimp, Blaze Kick, and ESpeed.
Genesect @ Choice Specs / Expert Belt
Ability: Neuroforce
Tera Type: Bug
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- U-turn
- Flash Cannon
- Ice Beam
- Flamethrower

Genesect @ Choice Band / Heavy-Duty Boots / Silver Powder
Ability: Neuroforce
Tera Type: Bug
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- U-turn
- First Impression
- Extreme Speed
- Blaze Kick

Genesect-Douse @ Douse Drive
Ability: Storm Drain
Tera Type: Bug
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Techno Blast
- U-turn
- Thunderbolt / Flamethrower
- Flash Cannon

Genesect-Burn @ Burn Drive
Ability: Intimidate
Tera Type: Bug
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Techno Blast
- U-turn
- Ice Beam
- Flash Cannon

Genesect-Burn @ Burn Drive
Ability: Intimidate
Tera Type: Bug
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- U-turn
- First Impression
- Extreme Speed
- Blaze Kick

Genesect-Chill @ Chill Drive
Ability: Refrigerate
Tera Type: Bug
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- U-turn
- First Impression / Iron Head / Return
- Extreme Speed
- Blaze Kick

Genesect-Shock @ Shock Drive
Ability: Transistor
Tera Type: Bug
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Techno Blast
- U-turn
- Ice Beam
- Flamethrower
 
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Name: :micle berry: Micle Berry
Effect: If the holder would fail to use a move, this berry is consumed instead. single use
Can Be Knocked Off (Yes or No): yes
Ignored by Klutz (Yes or No): yes
Fling Power & Effect: 40 bp, flinches
Justification: better buff berries

Name: :pinap berry: Pinap Berry
Effect: at 33% hp, if an adjacent opponent is holding an item, the holder consumes this berry to steal theirs. single use
Can Be Knocked Off (Yes or No): yes
Ignored by Klutz (Yes or No): yes
Fling Power & Effect: 60 bp, steals an item (thief clone)
Justification: makes pinap berries functional, while sticking to what they do out of battle

Name: :nanab berry: Nanab Berry
Effect: at 33% hp, sets berry skin as an entry hazard [its a sticky web clone, and you cant stack it with webs]
Can Be Knocked Off (Yes or No): yes
Ignored by Klutz (Yes or No): yes
Fling Power & Effect: 60 bp, lowers opponent's speed by 1
Justification: its a banana, also fits out of battle use

Name: :razz berry: Razz Berry
Effect: at 33%, if the opponent switches out, the holder will consume this berry to act before they can switch
Can Be Knocked Off (Yes or No): yes
Ignored by Klutz (Yes or No): yes
Fling Power & Effect: 60 bp, works like pursuit
Justification: kinda hard to give this one an effect that fits its out of battle effect, but i think this does the job


{above 2 got vetoed}

Name:
Bag_Intriguing_Stone_Sprite.png
Intriguing Stone
Effect: this familiar stone feeds off of the power of mega evolution; the holders attacks heal 25% of the total damage dealt {if not already a healing move}, and do 20% more damage.
Can Be Knocked Off (Yes or No): yes
Ignored by Klutz (Yes or No): yes
Fling Power & Effect: 80 bp, if the opponent has mega evolved, it does double damage and the user heals 25% of the damage dealt
Justification: intriguing item that can be used if theres a certain mega that gives you trouble, but by its nature its a bit underwhelming tbh, tho perhaps a bit overtuned

Name:
night wing.png
Nightmare Feather (btw i didnt sprite this myself, this is just a recolor of the lunar wing sprite)
Effect: the malice infused with this feather causes opposing pokemon with volatile status conditions to lose 1/8th of their health each turn
Can Be Knocked Off (Yes or No): yes
Ignored by Klutz (Yes or No): yes
Fling Power & Effect: 60, badly poisons opponent
Justification: thematic opposite of :cresselia:, who can heal status, where this one abuses it. also i just think that having more items with conditional effects is interesting imo

1732104150966.png

Name: gyarados-mega
Type: water dark
Abilities: dragon's maw
New Moves: pursuit, roost, flip turn
Removed Moves:
Justification: its a dragon, pursuit gives it a small niche that probs aint too good cause gambit, also minor moveset buffs

last minute extra subs go brrr
 
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Name: Spyglass
Effect: The next time the holder would miss a move, it doesn't; this item is broken (consumed). Doesn't work with OHKO moves.
Can Be Knocked Off (Yes or No): Yes
Ignored by Klutz (Yes or No): Yes
Fling Power & Effect: 60 BP, and if possible, bypasses accuracy checks.
Justification: A one-time use item that allows the holder to have at a single guaranteed hit with a low accuracy move. May be a bit cracked with making Hypnosis 100% accurate, but Spore exists, and even then, again, this is a one-time use item.
:sv/boltund:
Name: Boltund
Type:
Electric.png

Abilities: Strong Jaw / Hustle (NEW!) / Competitive
New Moves: Zing Zap, Ice Fang, Ice Spinner, U-Turn
Removed Moves: None! (It's movepool is small and it doesn't got a lot of options as is)
Justification: Look at my profile picture.

That said, in all seriousness these are some (relatively) simple, (hopefully) balanced changes to (hopefully) make Boltund a more potent sweeper.
  • Hustle is to give Boltund a much needed boost to its base attack while remaining somewhat balanced (if a bit annoying) with the inherent risk factor of making all Boltund's moves have the potential of missing
  • Zing Zap is there simply to provide Boltund with a better stab than bloody Wild Charge for Hustle sets
  • Ice Fang and Ice Spinner are to give it that perfect coverage and what should be an edge over Electrode as an electric-type sweeper
  • U-Turn is just so Boltund won't get walled by Grounds while trying to pivot (although Route Blocked exists, so it may not do much in the long run) while also granting it a Physical Pivoting move which I would think would be preferred.

:sv/Dubwool:
Name: Dubwool
Type:
Normal.png
Fighting.png

Abilities: Fluffy / Magic Bounce (NEW!) / Bulletproof
New Moves: Slack Off, Bulk Up, Hard Press, Gyro Ball, Mirror Coat
Removed Moves: None! (Same case as Boltund, plus there's nothing that I particularly feel Dubwool already has that would break it with these changes)
Justification: To compliment my Boltund sub, comes a Dubwool sub.

  • The added Fighting type gives Dubwool some resistances and STAB on Body Press, which in addition to Slack Off, but given its average yet not particularly great bulk, should be relatively balanced while allowing it to carve a niche as a bulky fighting-type (on which note, Slack Off should give it a leg up on those already existing)
  • Magic Bounce is meant to be a sort of nod to how its wool is noted as being particularly springy; otherwise, it makes it so opponents can't setup hazards against Dubwool, and makes it so that it can't be afflicted with burns or poisons by the the likes of Will-O-Wisp and Toxic
  • Bulk Up gives it an alternative to Cotton Guard, where it can boost both its attack and defense at once, but in exchange it gets 1 less total stat raise when compared to Cotton Guard's +3 to defense
  • Hard Press (and Gyro Ball to a lesser degree given its 88 speed) should give it a decent enough coverage move against fairy-types
  • Mirror Coat is more a flavor pick than anything, for similar reasons to Magic Bounce, but perhaps it could make for a very niche surprise? Probably not, but surely it's the thought that counts
 
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Name: Overvolt Rail
Power: 75
Accuracy: 100%
PP: 10 [16 Max]
Category:
Special.png

Type:
Dragon.png

Effect: 33% Recoil, +1 Priority
Priority: 0
Flags (ex: Contact, Sound): Protect, Mirror, Metronome, Bullet
Potential Pokémon With This Move: :magnezone::vikavolt::golem-alola::sandy-shocks::porygon-z::bellibolt::mismagius: (:ampharos::zapdos: if its not too busted on them) (Being able to learn Zap Cannon should be a prereq for mons who might get this)
Justification: Recoil Priority is fun. Also we actually got special priority! Also Skewda solution!!! real talk even if skewda gets nerfed this is still huge on being like the only viable special priority outside of Raging Bolt's signature move
Name: Snow Cloak / Sand Veil (Resub)
Effect: Neutralizes the effectiveness of Super Effective Fire attacks targeting this Pokémon / Neutralizes the effectiveness of Super Effective Water attacks targeting this Pokémon
Permanent (Yes or No): No
Mold Breaker (Yes or No): Yes
Potential Pokémon With This Ability: idk
Justification: It's called Glacemons, it's only customary we give Glaceon several buffs. I didn't just want to copy the changes to these abilities that existed within past iterations of the mod, however. Both of the main types associated with the weathers these were originally associated to (Ice & Rock) have rather rough type matchups, so I thought to neutralize effectiveness from one of their common weaknesses each if these types would normally hit the mon super effectively. This ability sub had some decent traction last voting phase, so I thought I might as well resub.
:sv/escavalier:
Name: Escavalier
Type:
Rock.png
Rock.png

Abilities: Overcoat / Shell Armor / Regenerator [HA]
New Moves: First Impression, U-Turn
Removed Moves: None
Justification: FImp Regenerator Pivot. Escavalier could use some love
 
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Hello, im about to present vetoes, but before that, a couple of quick nerfs / bans:

-:ogerpon-hearthflame: Ogerpon-Hearthflame has been banned - Simply put, Ogerpon-Hearthflame has proven too much even without tera. With a decently good speed tier and a very good stab combination, combined with a decently good moveppol to pressure a lot of its checks it
seems to be the most controversial unban so far. As such, Hearthflame has been banned from Glacemons.
-:barraskewda: Velocity no longer takes speed boosts into the damage calculation - By far the most complained about element of slate 1's additions was Velocity sweepers like Barraskewda, Electrode-Hisui and Ninjask, who after an agility would sweep entire teams unless you could get a couple lucky static of flame body procs. This will force velocity users to wield setup moves that are not agility, and those without them are now much easier to check. Do note that it is possible that if a user of the ability still ends up being too strong it might lose the ability in the future.
-:Umbreon: Umbreon loses Scorching Sands, has Magic Guard replaced with Synchronize - Yet another pokémon who received a significant amount of disdain, but for the inverse reasons as Velocity. Simply put, the combination of Magic Guard + Umbreon's new Poison Dark typing have made it an unbelievably hard to kill wall. With Scorching Sands, the very few answers to its Toxic + Knock Off such as bulky steels lose the ability to switch in due to fear of a burn, without mentioning the very strong defensive cores it would enable to take down its few checks. To help make it less obnoxious, Magic Guard has been replaced with Synchronize, making it rely on Natural Cure instead and allowing it to take hazard damage. Scorching Sands has also been removed to make steel types a more consistent answer to it. Should still do fine as it keeps tools like Roar, Knock Off, Toxic and Wish.

This should be implemented soon, but for now we move into vetoes!

Vetoes:
Name:
1731971245196.png
Teal Mask / :wellspring mask:Wellspring Mask / :Hearthflame Mask:Hearthflame Mask / :Cornerstone Mask:Cornerstone Mask
Effect: Adds Grass / Water / Fire / Rock as a secondary typing to the user, changes the user's ability to Defiant / Water Absorb / Mold Breaker / Sturdy, and boosts the BP of all of the user's moves by x1.2
Can Be Knocked Off (Yes or No): No
Ignored by Klutz (Yes or No): No
Fling Power & Effect: Fling fails
Justification: Some of the tamest "stones" to enable in a Mix and Mega style for the metagame, should give a lot of versatility for Pokemon that could use a better secondary typing like :garganacl:Garganacl, :great tusk:Great Tusk, :zarude:Zarude, and :hoopa-unbound:Hoopa-U. Pokemon that could use better abilities like some Paradox Pokemon, Ultra Beasts, :mew:Mew, :goodra-hisui:H-Goodra,:slaking:Slaking, :regigigas:Regigigas, and :archeops:Archeops can also appreciate these items, letting them either punish Defog or Flip Turn, and/or easing wallbreaking/hazard setting potential, even being intuitive to find out of the type change revealing these items.

Name: Extreme Speed
Power: 60 BP
Accuracy: 100%
PP: 5
Category: Physical
Type: Normal
Effect: Changes type to become the same as the primary typing of the user
Priority: +2
Flags: Same as before
Potential Pokémon With This Move: Same as before plus :lopunny:Lopunny, :Ambipom:Ambipom, :scizor:Scizor, :breloom:Breloom, :silvally:Silvally, :Diggersby:Diggersby
Justification: Without Teras, Extreme Speed is back to being a niche pick at best, this change makes it more versatile while also adding more viable users, ranging from setup sweepers like :Lucario:Lucario and :dragonite:Dragonite, to wallbreakers like :arcanine-hisui:H-Arcanine and :lopunny-mega:Mega Lopunny.
The masks are vetoed for multiple reasons: A boost to all attacks by x1.2 as well as a typing change and ability change is not only way better than the effects provided by other items, but also has the potential to break so many different pokémon. Extreme Speed gets vetoed as it gives a 60bp Priority Stab to its user, which is broken on sweepers.
:sv/heracross: :sv/heracross-mega:
Name: Heracross(-Mega)
Type: Bug/Fighting
Abilities: Swarm/Guts/Moxie -> Tinted Lens
New Moves
: First Impression, U-Turn
Justification: Skill Link is such a weird ability for Mega Heracross, and its STAB combination doesn't use it too well. Instead, giving Mega Heracross Tinted Lens First Impression, along with the other tools already in its kit, should easily make it a powerful Mega. (and also U-Turn which it really should have had before now).

:sv/victini:
Name: Victini
Type: Fairy/Fire
Abilities: Victory Star
New Moves: Alluring Voice, Disarming Voice, Draining Kiss, Misty Explosion, Misty Terrain, Moonblast, Moonlight, Play Rough, Spirit Break, Victory Dance
Justification: I'm still not unconvinced that if Victini (see also: Jirachi, Celebi) had been introduced in Gen 6 instead of when it was, it would have been Fairy-type instead of Psychic. So, let's make it a Fairy-type and give it all the moves it would have gotten access to. On top of that, what better way to symbolize Victory than by giving the Victory Pokemon Victory Dance?

:sv/gengar: :sv/gengar-mega:
Name: Gengar(-Mega)
Type: Ghost/Poison
Abilities: Levitate -> Cursed Body
Justification
: Moving Cursed Body to the Mega ability and giving the base form back Levitate. This should mean the Mega isn't so absurdly broken to be banned to AG (Shadow Tag OP) and should also help breathe a little bit of new life back into the base form.
While I originally gave a pass to the Heracross, other members of council have raised high concerns about tinted lens Heracross and the calcs are telling us that it might just be way too much so it gets vetoed, apologies for not catching this sooner. That being said the victini sub is unanimously decided to be vetoed as well, Victory Dance just breaks Victini in a spectacular manner. Gengar can stay because base's change of levitate is alright, but we suggest gutting Nasty Plot cause otherwise Gengar-Mega becomes busted.
Name: :nanab berry: Nanab Berry
Effect: at 33% hp, sets berry skin as an entry hazard [its a sticky web clone, and you cant stack it with webs]
Can Be Knocked Off (Yes or No): yes
Ignored by Klutz (Yes or No): yes
Fling Power & Effect: 60 bp, lowers opponent's speed by 1
Justification: its a banana, also fits out of battle use

Name: :razz berry: Razz Berry
Effect: at 33%, if the opponent switches out, the holder will consume this berry to act before they can switch
Can Be Knocked Off (Yes or No): yes
Ignored by Klutz (Yes or No): yes
Fling Power & Effect: 60 bp, works like pursuit
Justification: kinda hard to give this one an effect that fits its out of battle effect, but i think this does the job
This two receive a veto for multiple reasons: Both Nanab and Razz Berry effects are considered incredibly complex to code, as their effects are nothing that can be easily replicated for items. Nanab in particular is also ilegal because A: Its trying to introduce a new hazards with an item, which goes against submission rules and B: Even on the case it was just setting Sticky Web it would still be a extreme effect.



Submissions are still allowed, but they close in 24 hours.
 
:sv/krookodile:
Name: Krookodile
Type:
Ground.png
Dark.png

Abilities: Intimidate / Dry Skin / Tough Claws
New Moves: Encore, Liquidation, Parting Shot, Spikes, Sucker Punch, Swords Dance
Removed Moves:
Justification: Some separation from other Dark-types with Tough Claws + Knock Off and Sucker Punch can give Krookodile a chance to be used; Encore and Spikes are for more utility purposes with Parting Shot helping it become a decent pivot. Dry Skin is for letting Krookdile potentially exploit Water-types like Alomomola and Rotom-W with Taunt to use them as set-up fodder, along with providing a solid Water immunity. Liquidation is there...just to be there. It's a crocodile!

:sv/volcanion:
Name: Volcanion
Type:
Fire.png
Water.png

Abilities: Water Absorb
New Moves: Flip Turn, Morning Sun, Rapid Spin
Removed Moves:
Justification: Volcanion's always been decent, but it always felt cut a little short because of some things it lacks such as pivoting and longevity. Solutions like Flip Turn and Morning Sun may possibly give it a chance to shine, with Rapid Spin letting it be a better option of hazard control as well.

:sv/necrozma:
Name: Necrozma
Type:
Psychic.png
Dragon.png

Abilities: Prism Armor / Download
New Moves
: Draco Meteor, Dragon Claw, Psychic Noise, Teleport, Scale Shot
Removed Moves:
Justification: A mini Necrozma-Ultra may be a little over-tuned but this can possibly be alright. It has a great defensive typing with Prism Armor to back it up while not being too offensively potent with special sets likely being the usual on it. Swords Dance + Scale Shot is usable as well, but likely won't put up as much results as sets like Calm Mind or some defensive sets would.

:sv/mantine:
Name: Mantine
Type:
Water.png
Flying.png

Abilities: Swift Swim / Water Absorb / Unaware
New Moves
: Dragon Tail, Flip Turn, Heal Bell, Knock Off, Refresh, Snatch
Removed Moves:
Justification: Most ideas suggested by my good friend gamer but swag , Mantine with Unaware can give bulkier teams a reliable way to check Gholdengo and with its generally good matchup into Mega Charizard Y and niche stallbreakers like Manaphy provide a good defensive Pokemon overall. Dragon Tail and Knock Off are some extra utility added into its kit so it can make progress and not sit around all the time, Flip Turn gives it pivoting to not be too exploitable and keep up some momentum, and Heal Bell, Refresh, and Snatch are miscellaneous moves that contribute to its defensive role by being a cleric, status immune, or messing with other status move users.
 
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Usually i make a short comment on these changes in the public forum cuz why not....

1. :ogerpon-hearthflame: is banned: good, this mon kinda didnt have counterplay and kinda shat on every natural form of counterplay people had, p rough alr covered like the few who are maybe left, there is no way people are gonna resort to phys def umbreon, bulky dnite, and to just out offense this mon.

Good change and good decision

2. :barraskewda: Velocity :ninjask: no longer affects speed boosts and uses natural speed in the calculation is what i assume. This mainly affects agility barraskewda, and ninjask (and h-electrode who i saw none of). This is a good change, this makes it so you dont get an equivalent of a shell smash boost.

Although question is does SD still boost attack or do they have no way to boost their attack up, are they stuck at +0 the entire time since its calculated off of speed or does speed replace the atk in how foul play replaces ur atk with their atk.

Good change

3. :Umbreon: loses magic guard, and scorching sands: This is an awkward change to make w1 since the meta didnt evolve much from regular nat dex.... clear adapations have been made towards it like an increase of clef, pex being better, skarm ticking up, phys def being less apperant in favor of sp. def, gliscor existing meaning it can farm the existence of umbreon. It very much so shined in the balance vs balance MU where it can take a garchomp eq and recover off on ferrothorn or a phys def zap for ex.

What does this nerf do? Likely make it require boots, make it so that it is a very big victim against hazard stack esp since commonly it is free for mons like ferro, skarm, gren, garchomp, ting lu to get all 3 layers. This also makes it so that teams with umbreon need a 2nd knock absorber since umbreon really does not want to be taking knock to lose its boots. Likely going to low B or C ranks as a result of this

Weird change, idk this meta just received a fat asf mon and didn't really adapt to it as easily. Feel this mon can get buffs in the future as a result. it was irritating asf tho
 
There are like 5 different Silvally buffs that are definitely gonna cannibalize each other. Yall should form a Silvally group chat and consolidate all of your ideas into one or two subs.
We have been, my submission is currently the complete idea. Lysion is having technical difficulties but would like to have their RKS System change deleted so as to not conflict.
 
Move: Exhaust / Cold Fumes
Type:
Dragon.png
/
Dragon.png

Category:
Special.png
/
Special.png

BP: 75
Acc: 100
PP: 15 (24)
Effect: This move doubles in power if this Pokemon's ability is changed or suppresed.
Potential Users: :archeops::blaziken::cinderace::darmanitan::regigigas::slaking:/ :froslass::gengar::glastrier::kyurem:

Description: Cigar Gaming. Trade your ability and item slot for a 140 BP move!

:ss/victini:
Pokemon: Victini
Type:
Dragon.png
Dragon.png

Ability: Victory Star / Mold Breaker
Added Moves: Close Combat, Play Rough, Psychic Fangs, Trailblaze

Description: hearthflame at home. just a straightfoward buff that gives vict a stronger ability and a couple stronger STAB/coverage options
 
Move: Spark Step
Type: Electric
Category: Physical
BP:
80
Acc: 100
PP: 15 (24)
Effect: Has a 50% chance to raise speed by 1.
Potential Users: :luxray::electivire::zebstrika::iron thorns:
Description: Damn I love physical Electric STAB that isn't detrimental to the user.

Name: Hospitality
Effect: User and switch-in restore 1/16 Max HP at end of each turn.
Permanent: No
Mold Breaker (Yes or No): No
Potential Pokémon With This Ability: :sinistcha:
Justification: It's better Water Veil on a niche mon. Pretty useful for Bulky teams that spam boots.
 
Also.... I played this for a bit, i played nat dex tera suspect sooooo may as well comment on the gameplay and how I found it...

Biggest Difference:

- HO as a whole feels much less prominent, whether this is because pet mod players gravitate towards balance or just because HO is not as powerful is not smth I can come to the conclusion as of right now. Generally stuff like iron crown, volcarona, dragonite losing tera hurts quite a bit, this makes them a lot easier to deal with.

- It seems protean greninja is really good while meow hits like a wet noodle (HAHA CINDERACE). Greninja can shit out spikes and use z-dig or z-fight (or maybe z-water) to just spam out stuff while being a threatening presence

- Gliscor feels top tier because umbreon exists... umbreon is gliscor food and this is not smth people used much

- The addition of zamazenta-H gives a fast revenge killer who can output a lot of damage against offense thanks to its traits esp I like stone edge (I used to run heavy slam in this slot) to slam zard y, volcarona, zapdos, moltres. Boots sets feel amazing while CB sets feel like a nuke especially against non pex teams

- The first week has been ran over by velocity agility ninjask and barraskewda, expect these mons to disappear of the face of the planet as the ability has been effectively nerfed into the ground

Notable Differences:
- People really really do not like using some mons... ive seen like 1 waterpon, no garganacl, no mega diancie/zard y/mega lop and others megas... this could just be the people running smth they might be familiar with but generally these mons ran well when I ran them. Mega lop having to compete with zama-h kinda sucks but fake out + QA farms ninjask teams at the very least, while Power up punch allows you to break out of being recover stalled, encore also bullies pokemon like the new mons who may want to run recover like rotom-w, celesteela, umbreon, and old ones like corviknight, zapdos, toxapex, etc

- People really gravitate towards alomomola (more specifically tanny). Alomomola is ran alongside a lot of stuff and is a pain in the ass to deal with, this is smth I have never seen on nat dex ladder while doing my suspect reqs over the 60-70 games I played. This is obviously seen with the amount of umbreon usage (it absorbs knock off, wishes allies back up, and toxic is not much of a problem, while also slow pivoting in breakers), can shit on boots zama-h, and can take on stuff like kingambit by flip turning in smth like great tusk.

- Deoxys-speed has been ranging from somewhat impressive with fight-z, outrunning the stupid ninjask, and shredding offense to being farmed by sp. def umbreon

- Gholdengo bullies mega latias with fat NP sets, Prob contributes to people not going to corviknight, and farms umbreon so its been seeing some usage thanks to it taking minimal damage

- Recovery Buffs are nice thanks to them allowing the pokemon to be less conservative of their uses of the move. It means you are less likely to PP stall them while being more likely to actually continue walling throughout the game and not run out of PP by being hit by a 40% damaging move and trying to recover to enough hp

- Route Closed is irritating asf to face especially against mandibuzz, it just blocks a lot of stuff at pretty much free cost and feels it is risky to even take your turn against it.

- I have had a lot of fun vs kyurem-black and sub roost kyurem seems like a healthy addition to the tier. Z freeze shock is as funny as ever and with ice punch it actually smacks a lot of mons quite hard while having a lot of bulk is what I like to run. I have seen a few LO sets been run but I feel those are bad due to various reasons such as a rock weak pokemon wearing itself down even further, and boots would prob be a better item. Base kyurem is having fun terrorizing toxapex, tangrowth, alomomola, heatran, and other defensive pokemon

Some Differences:

- Memories + Silvally is utter dog shit

- Ice axe is useful on arctozolt I have seen (blizzard is better as it slams shit like lando-t or freeze dry and crit on stuff like rotom-w stings a lot more)

- Berries have been usable thanks to the buff, with 50% recovery you can see them on lando-t take a Z move and recover enough HP to take another hit, it is also funny to use on smth like great tusk who gets an instant burst of recovery

- Honey has been coded wrong this entire time https://replay.pokemonshowdown.com/dragonheaven-gen9glacemons-2663-nullpw https://replay.pokemonshowdown.com/dragonheaven-gen9glacemons-2659-nullpw

- Strange Sigar is useful on like few pokemon, I have seen it on urshifu-rs to bully regen mons but outside of that regigigas and slaking are prob still very dog shit as one knock is all it takes to utterly ruin them

- Worry seed so far has seen 0 usage

- Pebble storm distribution has been ass, if its on ttar it might see usage...

- Salve Strike has seen 0 usage because not only is it weak at 80 BP compared to play rough 90 or moonblast 95 but its effect is also very specific and hard to proc

- Crystal Crown has seen 0 usage
 
Voting is now open!

The following sub(s) will be vetoed and disqualified from voting:
PQRDG's Mega Heracross adjustment

We felt that changing the ability from Tinted Lens to Tough Claws missed the point with our complaint with the sub, putting very powerful abilities on a Pokemon with the 2nd highest attack stat in the game is incredibly dangerous due to most of its counterplay being incredibly limited. It's basically only fat flying types like Zapdos/Moltres/Landorus-T, Clefable, and Toxapex that avoids getting shattered by its Close Combats and Megahorns and thats before the potential for Swords Dance boosts. Gholdengo also doesn't work since it can very well just get obliterated by Knock Off. Simply still too good of a wallbreaker. Pivot sets are insanely annoying to manage for similar reasons.

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

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

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

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

Voting will end in 24 hours, possibly earlier if results are definite!
 
Moves
Autotomize (SV), Circle Throw / Dragon Tail, Multi-Attack, Twister / Flame Burst, Salt Cure, Spectral Thief

Items
Mystery Mirror (SV), Special Tera Orb, Never-Melt Ice, Training Wheels, Palette Cleanser, Owl Feather

Abilities
RKS System, Battle Armor / Shell Armor, Overgrow / Blaze / Torrent / Swarm, Snow Cloak / Sand Veil, Hospitality

Adjustments
Wishiwashi-School (SV), Absol-Mega, Sirfetch'd, Leafeon, Audino, Flareon
 
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Sub compilation for convenience Part 1/2
Name: Autotomize
Power: -- BP
Accuracy: ---%
PP: 15
Category: Status
Type: Steel
Effect: User's Speed raises by 1, loses 100 Kg of weight, and gains a condition that wears off when switching out that mimics Sharpness effect-wise (can't stack with further uses of the move)
Priority: 0
Flags: Same as before
Potential Pokémon With This Move: Same as before plus :absol:, :beedrill:, :ceruledge:, :chien-pao:, :cobalion:, :dartrix:, :drapion:,:gallade:, :haxorus:, :iron crown:, :iron boulder:, :iron leaves:, :iron valiant:, :Kabutops:, :kartana:, :keldeo:, :kingambit:, :leafeon:, :lurantis:, :pinsir:, :samurott:, :sceptile:, :scyther:, :seviper:, :terrakion:, :veluza:, :virizion:, :weavile:, :zacian:, :zangoose: (this list can be reduced depending on general tiering balance)
Justification: Basically a more gimmicky version of Dragon Dance that can't be used for multiple Attack boosts by its nature, should help raise the viability of several Pokemon or grant new niches to other already good ones.
Name: Magnet Rise
Power: -
Accuracy: -
PP: 10
Category: Status
Type: Electric
Effect: The user has immunity to ground as long as the user remains active
Priority: +1
Flags (ex: Contact, Sound):
Potential Pokémon With This Move:
Justification: This allows magnet rise to function as a usable option on the slower steels or electrics... many mons who have access to it are very slow and would get hit by ground moves first without getting the chance to successfully use this move

The added change allows magnet rise to function a lot like an imprison where it just needs to be set once and be good, it can allow it to worry about other things instead of trying to set it again every so often
Name: Punishment
Power: 60
Accuracy: 100
PP: 10
Category: Physical
Type: Dark
Effect: +20 for each of the target's stat boosts. Also ignores the target's stat change
Priority: 0
Flags (ex: Contact, Sound): Contact
Potential Pokémon With This Move:
Justification: Gives some anti setup tools esp against HO or shell smash users... this gives balance more of a tool to deal with such mons esp on mons like ting lu, ttar, corviknight, hoopa, etc. By ignoring stat changes it can really screw over cosmic power or ID + Calm mind users who may try to cheese the game
Name: Pass the Plate
Power: -
Accuracy: -
PP: 20 (32)
Category:
Status.png

Type:
Normal.png

Effect: User switches, switch-in restores 1/10th max HP.
Priority: 0
Flags: Healing
Potential Pokémon With This Move: :chansey::lopunny::slowbro::slowking-galar::sneasler::tapu koko::tornadus-therian:
Justification: Self-targeting pivot option a la DryPass, helpful for avoiding contact punishment and Route Closed blocking.
Name: Dire Claw
Effect: 30% chance to badly poison the target.
Potential Pokémon With This Move: :sneasler:
Justification: Removes the dumb cheese element.
Name: Circle Throw / Dragon Tail
Accuracy: 100%
PP: 15 (24)
Potential Pokémon With This Move: :dondozo::skarmory: | :chansey::muk::muk-alola:
Justification: Feels really bad missing these at crucial moments, and the consistency is really wanted to get good value in longer games. Would also be neat if more guys got them.
Name: Raging Fury/Mind Crush/Execute
Power: 110*
Accuracy: 85
PP: 10/16
Category: Physical
Type: Fire/Psychic/Dark
Effect: Power reduces by 10 each time it is used this switchin.
Priority: 0
Flags: Contact / doublesminimize / Contact
Potential Pokémon With This Move:
Raging Fury: same as current + :scovillain: , :emboar: :Incineroar: :tauros-paldea-blaze: :volcanion: :gyarados: :darmanitan: :dragonite:
Mind Crush: :gallade: :hoopa: :iron-boulder: :iron-leaves: :iron-valiant: :azelf: :metagross: :medicham: (?)
Execute: :tyranitar: :absol: :brute-bonnet: :pangoro: :zarude: :krookodile: :samurott-hisui:
Justification: physical options for these three types kinda suck and these help out a lot, especially execute which outdamages knock always, making for a more consistent dark stab. There is no real physical psychic stab, and reliance on flare blitz sucks
Name: Rocky Rend
Power: 80
Accuracy: 100
PP: 5/8
Category: Physical
Type: Rock
Effect: Changes the opposing Pokémon’s main type into the rock typing
Priority: 0
Flags: Contact
Potential Pokémon With This Move: weaker offensive rock types. Only rarely non rock types. Ie :lycanroc: :archeops: :golem:
Justification: reliable rock stab that allows breaking through certain mons
:heatran:
Name: Melt down
Power: —
Accuracy: 100
PP: 10/16
Category: Status
Type: Fire
Effect: Removes the field of hazards. Heals 1/8th + an additional 1/8th for each hazard removed
Priority: 0
Flags: N/A
Potential Pokémon With This Move
: some fire types and hot rock / ground types ie. :heatran: :arcanine: :moltres: :victini: :coalossal: etc
Justification: Fire recovery and hazard removal because like no fire types actually get removal despite being weak to rocks. Heatran WILL be receiving recovery and it WILL be fun. Notably this doesn’t target the opponent and can remove hazards vs dengo. Not that it really matters because basically all the users are going to be fire types
Name: Payback
Power: 60
Accuracy
: 100
PP: 10
Category: Physical
Type:
Effect: Power doubles if the user moves after the target.
Priority: -1
Flags
(ex: Contact, Sound): same as before
Potential Pokémon With This Move: Same as before
Justification: Payback is a cool move and all, but like, it will have a hard time always being at 110 BP. -1 priority is huge because it allows it to be consistent in BP. Hopefully this will give Dark types another move to click than Knock Off.
:ss/silvally:
Name: Multi-Attack
BP: 120
Accuracy: 100
PP: 15
Category: Physical
Type: Normal
Range: 1 Adjacent Target
Flags: Contact, Punching, Biting, Slicing move, Affected by protect, affected by mirror move, affected by kings rock,
Priority: 0
Z-Power: 190
Description: Move’s type changes to match the held Z-Crystal or Memory Drive.
Effect: Description, + unaffected by Normalize, Galvanize, Pixilate, Refrigerate, Aerilate, and Ion Deluge effects, only applies to non signature Z crystals, Reflects typing of z crystal for z move(will always be stable)
Justification: Tandem with my ability change so that Silvally would actually want to use Z-crystals now.
:sv/hoopa-unbound:
Name: Psywave
BP: 40
Accuracy: 100
PP: 40
Category: Special
Type: Psychic
Flags: Boosted by sheer force
Priority: 0
Potential Distribution: Basically any fully evolved psychic type, :banette-mega:, :iron valiant:, :clefable:, :florges:, :audino-mega:, :noctowl:,
Effect: Free user from hazards/bind/Leech Seed
Justification: Expanding rapid spin distribution while not having to expand rapid spin distribution. Conveniently also lets some pokemon (albeit unreliably) spin on Gholdengo.
:sv/slowbro:
Name: Tsunami
BP: 120
Accuracy: 100
PP: 10
Category: Special
Type: Water
Flags: None
Priority: 0
Potential Distribution: Basically any fully evolved water type, :lugia:, :dragonite:, :Rhydon:,
Effect: Hits two turns after being used.
Justification: Water type move that helps bulkier pokemon like slowbro threaten attackers with a stronger offensive type than psychic. Near unusable on offensive mons as well, which is nice.
Name: Jaw Lock
Power: 110
Accuracy: 100%
PP: 10 [Max 16]
Category:
Physical.png

Type:
Rock.png

Effect: Traps both the user and the opponent when used.
Priority: 0
Flags: Bite, Contact
Potential Pokémon With This Move: :lycanroc: :lycanroc-midnight: :lycanroc-dusk: :tyrunt: :relicanth: :mightyena: :tyranitar: :dracovish: :sharpedo: :avalugg-hisui: :growlithe-hisui::chewtle::aerodactyl:
Justification: The new and improved Jaw Lock finally does what the base should have done - be a well worth Risk - Reward scenario. 80 BP Dark move just simply was not worth using on it's sole user Drednaw, but now, being a 110 BP Rock type attack, basically guaranteeting that you cannot switch out may be worth it if you can actually enable vicious trapping scenarios. Some Strong Jaw Pokémon like Tyrantrum and the aforementioned Drednaw may even get a new lease on life and finally taste OU.
Name: Twister / Flame Burst
Power: 40 BP
Accuracy: 100%
PP: 30 [Max 48]
Category:
Physical.png

Type:
Rock.png
/
Fire.png

Effect: N/A
Priority: +1
Flags: N/A
Potential Pokémon With This Move: Same as In Standard + :Salamence: prolly | Same as In Standard + :tepig: :turtonator: :darumaka: :entei: :gouging-fire: :fennekin: :raboot::houndour: :chimchar:some more
Justification: Special priority is a very powerful tool, and I want to ensure that how we distributebit is done carefully. That being said, priority is exceptionally great for these typjngs and depending on who gets it, can be seen as an excellent form of speed control versus many intimidating targets. Nasty Plot Hydreigon might go stupid if you go this route as well.
Name: Fickle Beam
Power: 120 BP
Accuracy: 100%
PP: 10 [Max 16]
Category:
Physical.png

Type:
Rock.png

Effect: Hits two turns after being used.
Priority: 0
Flags: N/A
Potential Pokémon With This Move: Same as In Standard
Justification: We done made Dragon Future Sight! Hydrapple is good but not AMAZING in Nat Dex, and I think this is the time to change that. Fickle Beam being a Future Sight clone allows Hydrapple to put pressure on teams regardless of it being present on the field.
Name: Scald
Power: 80
Accuracy: 100%
PP: 15
Category: Special
Type: Water
Effect: The same, BUT Fire-types take neutral damage from it.
Priority: 0
Flags (ex: Contact, Sound): [Specify which flags the move has. A full list can be found here.]
Potential Pokémon With This Move: Current distribution
Justification: IMO, Scald's biggest problems is the lack of opportunity cost to using it. The only type that can't be burned is Fire... but Scald is a Water-type move, so they're weak to it. So, why not make it so Fire-types aren't weak to Scald? Since the water is hot, they take neutral damage from it instead. So now, by running Scald, you're making a real sacrifice by missing out on hitting Fire-types super-effectively, and have to decide if that's a sacrifice worth making, or if it's worth running another Water-type move alongside Scald.
Name: Pay Day
Power: 120
Accuracy: 100%
PP: 5
Category: Physical
Type: Normal
Effect: Type matches the user's primary type. Attack is reduced by one stage.
Priority: 0
Flags (ex: Contact, Sound):
Potential Pokémon With This Move: Current distribution
Justification: Physical counterpart to Make It Rain. The type changing effect because of the three different forms of Meowth.
Name: Guillotine | Horn Drill | Fissure | Sheer Cold
Power: 120
Accuracy: 80%
PP: 5
Category: Physical (Guillotine, Horn Drill, Fissure) | Special (Sheer Cold)
Type: Bug | Horn Drill | Fissure | Sheer Cold
Effect: Ignores the target's stat changes and ability.
Priority: 0
Flags (ex: Contact, Sound): Contact (Guillotine and Horn Drill)
Potential Pokémon With This Move: Current distribution
Justification: Guillotine being Bug is to set it apart from Horn Drill, and because most Pokemon that learn it are Bug-type or insect-like in some way. Ignoring stat changes and abilities relates to them originally being OHKO moves.
Name: Hyperspace Hole
Power: 100
Accuracy: 100%
PP: 5
Category: Special
Type: Ghost
Effect
: Unchanged
Priority: 0
Flags (ex: Contact, Sound):
Potential Pokémon With This Move: Current distribution
Justification: Type and power changed to match Hyperspace Fury.
(RESUB)Name: Salt Cure
Power: 40
Accuracy: 100%
PP: 15
Category: Physical
Type:
Rock

Effect: Causes damage to the target equal to 1/8 of its maximum HP (1/4 if the target is Steel or Water type), rounded down, at the end of each turn during effect. This effect ends when the target is no longer active.
Priority: 0
Flags: Protect, Mirror, Metronome, Powder
Potential Pokémon With This Move: current + :Bastiodon:, :Coalossal:, :Cradily:, :Diancie:, :Gigalith:, :Golem:, :Golem-Alola:, :Klawf:, :Lunatone:, :Minior:, :Probopass:, :Regirock:, :Rhyperior:, :Solrock:, :Shuckle:, :Stakataka:, :Sudowoodo:
Justification: Salt Cure is a broken ass move but I be lying if I said it wasn't fun to click lol. Gave massive distribution to the move with mostly defensive rock types in mind, with massive winners being Shuckle and to a lesser extent Regirock and Cradily. To balance it out, it is now a powder move (idea inspired from fangame Pokémon Empire), so now Grass types and Overcoat users are immune to it, which is a huge boon to the likes of Ferrothorn and friends.
Name: Beak Blast / Railgun
Power: 100
Accuracy: 100%
PP: 15
Category: Physical
Type:
Flying
/
Steel

Effect: The user charges up at the beginning of the turn and executes this move at -3 priority. All who make contact with the user during the charging phase are burned / paralysed.
Priority: -3
Flags: Protect, Mirror, Metronome.
Potential Pokémon With This Move: Old Distribution + :Bombirdier:, :Cramorant:, :Fearow:, :flamigo:, :honchkrow:, :mandibuzz:,:Pelipper:, :Sirfetch'd:, :Skarmory:, :Swanna: / :Copperajah:, :Celesteela:, :Aggron: :Metagross:, :stakataka:, :steelix:, :archaludon:, :klinklang:, :Orthworm:, :steelix:, :magnezone:, :probopass:
Justification: There's a lot of contact moves flying around, and i really liked last slate's Beak Blast Skarmory, so here's it that move + a clone that works for paralysis.
Name: Tera Blast
Power: 60
Accuracy: 100
PP: 15 (24)
Category: Special
Type: Normal
Effect: This move's type becomes this Pokemon's Tera type. This move is physical if the user's Attack is higher than its Special Attack.
Potential Pokémon With This Move: Universal
Justification: My Hidden Power sub from last slate but this time it's Tera Blast. Same thing, 60 BP coverage move that uses the higher attack stat, allowing physical attackers to have a coverage move that Hidden Power does not provide them (something tells me Mega Scizor will love this).
Name: Spectral Thief
Power: 60
Accuracy: 100
PP: 10 (16)
Category: Physical
Type: Ghost
Effect: If this move is successful, steal one stage of stat changes (either positive or negative) of each stat from the target after dealing damage.
Flags: Remove "bypasses substitute"
Potential Pokémon With This Move: Maybe add to a couple ghost types like :Dusknoir: or :golurk:
Justification: One of my gripes with Marshadow is that it has the Technician ability, and yet its signature move that it was given does not benefit from that. This changes that, as well as rebalancing the move to be less crazy. To explain the wording of the move's effect, this means that this would also steal negative stat changes from a Pokemon as well as positive. So if your Dragon Dance Pokemon used Close Combat, giving them +1 Attack and Speed and -1 Defense and Special Defense, using this move would steal both the +1 and the -1. The limitation of only one level of each stat should still be useful at handling set-up Pokemon (though note how it only steals the stat AFTER dealing damage, and fails to do so now if the Pokemon is behind a substitute) while not being as absurd as it currently is.
Name: Mental Gymnastics
Power: 80
Accuracy: 100
PP: 10 (16)
Category: Special
Type: Psychic
Effect: Uses user's Special Defense stat instead of Special Attack when calculating damage.
Potential Pokémon With This Move: :deoxys-defense: :florges: :blissey: :uxie: and any other Psychic/Psychic-adjacent Pokemon that like being bulky.
Justification: Special Body Press, should be interesting.
Name: Psyshield Bash
Power: 90
Accuracy: 100
PP: 15 (24)
Category: Physical
Type: Psychic
Effect: 50% chance to raise the user's Defense by one stage.
Potential Pokémon With This Move: :wyrdeer: :metagross: :iron boulder: :necrozma:
Justification: Despite being the signature move of a new Pokemon, Psyshield Bash is just a bad move. By now increasing its power to be stronger than Zen Headbutt, this should now be an interesting physical attack for a limited few Pokemon to gain access to. In exchange for the buff, reducing the secondary effect from 100% to 50%.
Move: Exhaust / Cold Fumes
Type:
Dragon.png
/
Dragon.png

Category:
Special.png
/
Special.png

BP: 75
Acc: 100
PP: 15 (24)
Effect: This move doubles in power if this Pokemon's ability is changed or suppresed.
Potential Users: :archeops::blaziken::cinderace::darmanitan::regigigas::slaking:/ :froslass::gengar::glastrier::kyurem:

Description: Cigar Gaming. Trade your ability and item slot for a 140 BP move!
Name: Overvolt Rail
Power: 75
Accuracy: 100%
PP: 10 [16 Max]
Category:
Special.png

Type:
Dragon.png

Effect: 33% Recoil, +1 Priority
Priority: 0
Flags (ex: Contact, Sound): Protect, Mirror, Metronome, Bullet
Potential Pokémon With This Move: :magnezone::vikavolt::golem-alola::sandy-shocks::porygon-z::bellibolt::mismagius: (:ampharos::zapdos: if its not too busted on them) (Being able to learn Zap Cannon should be a prereq for mons who might get this)
Justification: Recoil Priority is fun. Also we actually got special priority! Also Skewda solution!!! real talk even if skewda gets nerfed this is still huge on being like the only viable special priority outside of Raging Bolt's signature move
Name: Tripwire
Power: 90
Accuracy: 100
PP: 10
Category:
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Type:
Steel.png

Effect: When used, doesn't deal damage and sets a tripwire on the opponent's side of the field. After 5 turns or when the foe is hit by a contact move, the tripwire activates and deals damage.
Priority: 0
Flags (ex: Contact, Sound): N/A
Potential Pokémon With This Move: WIP (generally steel and psychic-types and mischievous pokemon)
Justification: Different take on Future Sight, being much weaker and on a worse offensive typing, but you get to activate it whenever you choose to (well, unless you go 5 full turns without using a contact move), letting create deadly combos, like baiting a Fairy-type in to take a Close Combat or Knock Off.
Name: Poison Fang
Power: 20
Accuracy: 100
PP: 20
Category:
Physical.png

Type:
Poison.png

Effect: 100% chance to badly poison the target.
Priority: 0
Flags (ex: Contact, Sound): Contact, Bite
Potential Pokémon With This Move: Old distribution (Notables::silvally::okidogi::mawile::muk-alola:) + :qwilfish-hisui::qwilfish::skuntank::slowbro-galar::carnivine:
Justification: I'm giving the BH players a heart attack. Making this already cool but exceedingly rare move better by making it a Nuzzle clone, making it much more consistent. It loses 30 BP, but no one was running this as a real offensive tool (sorry to the Strong Jaw Poison Fang Bruxish/Mega Sharpedo enjoyers out there). Guaranteed Toxic poisoning + some chip damage is obviously absolutely insane, but it'll be held back by its distribution, much like Toxic in Regional Dex OU. Maybe you start using the defensive Silvally forms now, since it already learns this broken af move.
Move: Spark Step
Type: Electric
Category: Physical
BP: 80
Acc: 100
PP: 15 (24)
Effect: Has a 50% chance to raise speed by 1.
Potential Users: :luxray::electivire::zebstrika::iron thorns:
Description: Damn I love physical Electric STAB that isn't detrimental to the user.
Name: Mystery Mirror
Effect: All abilities of the user's species are active at once, but it can't use status moves. Self announces on switch-in (think Air Balloon).
Exceptions (these abilities can't be active by this item): Arena Trap, Moody, Power Construct, Shadow Tag
Can Be Knocked Off (Yes or No): Yes
Ignored by Klutz (Yes or No): No
Fling Power & Effect: 60 BP, no additional effect
Justification: Removes opportunity cost for species like :porygon-z:, :reuniclus:, and :excadrill: by granting them the Pokebilities rule, but in exchange also prevents them from doing setup and recovery moves, relegating this as a situational item pick that also encourages creativity.
Name: Supreme Fishing Tackle Box
Effect: When this pokemon uses a water move or is hit by a water move then it fires an arrokuda at its opponent doing 1/8 dmg and lowering their Def and Sp. Def by 1 stage. Once per switch in.
Can Be Knocked Off (Yes or No): Yes
Ignored by Klutz (Yes or No): Yes
Fling Power & Effect: 10
Justification: Using your supreme fishing skills you have an arrokuda at your disposal whenever you use a water move, this means that you are able to accumulate a lot more damage by using water moves or being a scald magnet. It also means you punish opponents for using you as a scald magnet
Name: Special Tera Orb
Effect: If this Pokemon is a Terapagos, it transforms into its Stellar Form and be Stellar type on entry.
Can Be Knocked Off (Yes or No): No
Ignored by Klutz (Yes or No): No
Fling Power & Effect: 10
Justification: This pokemon has been shit in vaporemons.. may as well give it smth to work with. While the pokemon stats are huge, without an item this sounds like it can work, especially since it cannot hold boots to trigger tera shell.
Name: Sling
Effect: Changes hazard setting moves into 50 bp physical moves that correspond with the set hazards move typing
Can Be Knocked Off (Yes or No): Yes
Ignored by Klutz (Yes or No): Yes
Fling Power & Effect: 50 power
Justification: makes it to where you can use hazard moves more reliably. Silly item
Name: Indecisive Orb
Effect: The holder's move have x1.3 BP, but it cannot select the same move twice in a row.
Can Be Knocked Off: Yes
Ignored by Klutz: Yes
Fling Power & Effect: 30 BP, inflicts Torment
Justification: Inspired from Torment items in Sylvemons back then. It gives a different option compared to the Choice lock of Choice items, or the chip damage of Life Orb, or the limited use of type based items. It is interesting because it can be used with setup moves.
Name: Auspicious Armor | Malicious Armor
Effect: If user is :armarouge: | :ceruledge:, user is Terastilized to
Psychic.png
|
Steel.png
prior to switching in. User is immune to all crits, ball and bomb moves and takes 3/4 from SE hits
Can Be Knocked Off (Yes or No): No
Ignored by Klutz (Yes or No): Yes
Fling Power & Effect: 45 BP
Justification: Armarouge and Ceruledge both get these new sig items to be powerful wallbreakers that also augment their dedensive prowess, giving them the benefits of other Armor based abilities.
Name: Never-Melt Ice
Effect: Boosts the power of the holder's Ice-type moves by 20%. If holder is Ice-type, damage taken from Fire-type moves is halved.
Can Be Knocked Off
(Yes or No): Yes
Ignored by Klutz (Yes or No): Yes
Fling Power & Effect: 30
Justification: I considered making the bolded effect its own item, but I figured Never-Melt Ice already fit.
Name: Magnet
Effect: Boosts the power of the holder's Electric-type moves by 20%. If holder is Electric-type, Electric-type moves do double damage to Steel-types.
Can Be Knocked Off
(Yes or No): Yes
Ignored by Klutz (Yes or No): Yes
Fling Power & Effect: 30
Justification: The Steel-busting effect references the ability Magnet Pull
Name: Black Belt
Effect: Boosts the power of the holder's Fighting-type moves by 20%. If holder is Fighting-type, Fighting-type moves also break Reflect, Light Screen, and Aurora Veil.
Can Be Knocked Off
(Yes or No): Yes
Ignored by Klutz (Yes or No): Yes
Fling Power & Effect: 30
Justification: Gives all Fighting-type moves Brick Break's effect.
Name: Snowball
Effect: When the holder uses an Ice-type attack, increases Attack by +1 if the move is Physical or Special Attack if the move is Special.
Can Be Knocked Off (Yes or No): Yes
Ignored by Klutz (Yes or No): Yes
Fling Power & Effect: 30
Justification: Gives more control over the boost
:bicycle:
Name: Training Wheels
Effect: If the holder's species can evolve, increase its speed by x1.5
Can Be Knocked Off (Yes or No): Yes
Ignored by Klutz (Yes or No): Yes
Fling Power & Effect: 40bp.
Justification: Eviolith is a very common sub in mods like this, however I thought that the possibility of speed boost to be the offensive counterpart of eviolite would be a significantly more useful equivalent, especially with how many pokémon lose speed as they evolve. Significant amount of applications are possible, but some notorious ones are of extremely fast rocks leads like Cutiefly, fast offensive pivots like Primeape and Raboot, or possible lategame cleaners like Haunter or Duraludon. Credit to Gamer for the name change.
:room service:
Name: Palette Cleanser
Effect: If the user has a stat dropped or raised, remove all stat changes for itself.
Can Be Knocked Off (Yes or No): Yes
Ignored by Klutz (Yes or No): Yes
Fling Power & Effect: 10bp, removes stat changes.
Justification: White Herb effect that can be used multiple times at the expense of the ability to setup, good for spamming Dracos, Superpowers or V-creates.
Name: Thick Club (rework, not a resub?)
Effect: If the holder is Cubone or Marowak, the Pokemon receives a +1 boost to all of its stats on switch-in.
Can Be Knocked Off: Y
Ignored by Klutz: Y
Fling Power & Effect: 90 BP, lowers target's defense by one stage
Justification: Yeah yeah it was pointed out last time how 45 Speed at +2 ends up being crazy good with investment. Instead, all stats get a +1. While this does make Marowak hit less hard, it does still have access to Swords Dance, and with base Marowak having Battle Armor and solid defenses this gives it a bit more longevity that it previously lacked.
Name: Snowball
Effect: If the holder is not an Ice-type, holder loses 1/8 of max HP at the end of each turn. If holder is an Ice-type, ignore damage from one super-effective attack. Item is then consumed.
Can Be Knocked Off: Y
Ignored by Klutz: N
Fling Power & Effect: 50 BP, 20% chance to freeze target
Justification: With no Tera, Ice types are at quite a deficit defensively. This item gives them a chance to trade their item slot for a bit of defensive presence, which will be a trade-off considering they are not then wearing boots.
Name: Mammoth Cloak
Effect: If the holder is in the Mamoswine family, Defense and Special Defense are 1.5x
Can Be Knocked Off: Y
Ignored by Klutz: Y
Fling Power & Effect: 70 BP
Justification: Mamoswine was not one of the Pokemon that got Slack Off or any other recovery move last slate, so this bulk will not break it. However, thanks to its solid Offensive/Defensive typing and solid Attack, this should allow Mamo to last longer in battle and still be a solid threat.
Name: Owl Feather
Effect: If the holder is in the Decidueye or Noctowl families, Speed is 1.5x.
Can Be Knocked Off: Y
Ignored by Klutz: Y
Fling Power & Effect: 50 BP, lowers Speed by one stage
Justification: Both forms of Decidueye are almost good, but their low speed makes them hard to use. With those two and Noctowl getting some extra Speed from this item, this should make them potentially interesting offensive threats, while still being manageable thanks to the rest of their stat spreads.
Name: Spyglass
Effect: The next time the holder would miss a move, it doesn't; this item is broken (consumed). Doesn't work with OHKO moves.
Can Be Knocked Off (Yes or No): Yes
Ignored by Klutz (Yes or No): Yes
Fling Power & Effect: 60 BP, and if possible, bypasses accuracy checks.
Justification: A one-time use item that allows the holder to have at a single guaranteed hit with a low accuracy move. May be a bit cracked with making Hypnosis 100% accurate, but Spore exists, and even then, again, this is a one-time use item.
Name: :micle berry: Micle Berry
Effect: If the holder would fail to use a move, this berry is consumed instead. single use
Can Be Knocked Off (Yes or No): yes
Ignored by Klutz (Yes or No): yes
Fling Power & Effect: 40 bp, flinches
Justification: better buff berries
Name: :pinap berry: Pinap Berry
Effect: at 33% hp, if an adjacent opponent is holding an item, the holder consumes this berry to steal theirs. single use
Can Be Knocked Off (Yes or No): yes
Ignored by Klutz (Yes or No): yes
Fling Power & Effect: 60 bp, steals an item (thief clone)
Justification: makes pinap berries functional, while sticking to what they do out of battle
Name:
Bag_Intriguing_Stone_Sprite.png
Intriguing Stone
Effect: this familiar stone feeds off of the power of mega evolution; the holders attacks heal 25% of the total damage dealt {if not already a healing move}, and do 20% more damage.
Can Be Knocked Off (Yes or No): yes
Ignored by Klutz (Yes or No): yes
Fling Power & Effect: 80 bp, if the opponent has mega evolved, it does double damage and the user heals 25% of the damage dealt
Justification: intriguing item that can be used if theres a certain mega that gives you trouble, but by its nature its a bit underwhelming tbh, tho perhaps a bit overtuned
Name:
night wing.png
Nightmare Feather (btw i didnt sprite this myself, this is just a recolor of the lunar wing sprite)
Effect: the malice infused with this feather causes opposing pokemon with volatile status conditions to lose 1/8th of their health each turn
Can Be Knocked Off (Yes or No): yes
Ignored by Klutz (Yes or No): yes
Fling Power & Effect: 60, badly poisons opponent
Justification: thematic opposite of :cresselia:, who can heal status, where this one abuses it. also i just think that having more items with conditional effects is interesting imo
Name: Mewnium Z
Effect: Mew only: All of the holder's attacks deal 1.3x damage in Psychic Terrain. If held by a Mew with Expanding Force, it can use Genesis Supernova.
Can Be Knocked Off (Yes or No): No
Ignored by Klutz (Yes or No): Yes
Fling Power & Effect: N/A
Justification: Minor buff to Mew's offensive prowess, Genesis Supernova is a super neat move as it remains the only offensive move that can set a terrain, but Mew's middling stats and better defensive options make it an extremely rare site. Having the move being based on Expanding Force and giving Mew a free Life Orb boost in Psychic Terrain gives it a much greater incentive to use Mewnium Z sets, since either you get a 469 BP nuke if Psychic Terrain is already active, or a way to self activate Psychic Terrain so you can start nuking things afterwards. Can also use this on physical sets if you're running PsySpam since it's still a free LO boost.
Name: Scouting Visor
Effect: If the holder is a Psychic-type, its super effective moves deal 1.3x damage. If the holder is not a Psychic-type, its super effective moves deal 0.67x damage.
Can Be Knocked Off (Yes or No): Yes
Ignored by Klutz (Yes or No): Yes
Fling Power & Effect: 10 BP
Justification: WIP (better expert belt for psychic-types, since they seem to be the ones most commonly using ebelt and lets them hit darks and steels harder with fighting coverage, while being fairly disruptive to offensive pokemon, greatly cutting their damage on what should be their strongest moves. could see deoxys-s, victini, latios, and hoopa-unbound using it)
Name: Flashy Entrance
Effect: On switch in it causes a shockwave which causes the opponent to be phased out and removes all hazards thanks to the enormous shockwave that is caused by their weight. Once per battle.
Permanent (Yes or No): Yes
Mold Breaker (Yes or No): No
Potential Pokémon With This Ability: :tyranitar: :snorlax: :ting-lu: :steelix-mega: :mudsdale: :wailord: :golurk:
Justification: This pokemon comes out from a pokeball and falls on the battlefield... surely the heaviest pokemon will cause smth to happen
Name: RKS System (Resub)
Effect:
If this Pokemon is a Silvally, its type changes to match its held Memory or Z-Crystal. If this pokemon is holding a Memory or Z-Crystal, it receives a new ability. If this pokemon is not holding either of these items, it will retain RKS System.
Normal: Tough Claws
Grass: Overgrow
Fire: Blaze
Water: Torrent
Electric: Download
Ice: Snow Warning
Fighting: Scrappy
Poison: Regenerator
Ground: Rocky Payload
Flying: Air Lock
Psychic: Magic Bounce
Bug: Tinted Lens
Rock: Solid Rock
Ghost: Intimidate
Dragon: Marvel Scale
Dark: Moxie
Steel: iron Fist
Fairy: Pastel Veil
Justification: Something long overdue to help a struggling mon struggle less.
Justification for Resub: I failed to adequately pair it with a Multi-Attack change that left the move usable. The added bonuses to other types not also dissuade boomburst spam
Name: Anticipation
Effect: As long as its on the field, this Pokemon is alerted if any opposing Pokemon has an attack that is super effective on this Pokemon, or an OHKO move. If triggered, raises its highest defensive stat by 1 stage.
Permanent: No
Mold Breaker: No
Potential Pokémon With This Ability:
No new additions so far, but probably should.

With this change, Anticipation finally has some viable usage. Changing the parameters of the trigger vastly improve the move, as now it goes from finding niche lures that may not even exist to always being active. Realistically a Toxicroak would not swap into a Psychic type, but a Psychic type would definitely come in on it. Raising its highest defensive stat is just icing on the cake. As is now the ability is on par with Ferrothorn's Iron Barbs and is still probably Toxicroak's worst ability, but with some other distribution this ability could easily go hard.
Name: Solar Power
Effect: Current effect + moves always behave as if sun is active (Growth always boosts by +2, Solar Beam/Blade always charge instantly, Weather Ball is always Fire type, Synthesis/Morning Sun/Moonlight always heal 75%)
Permanent (Yes or No): [Permanent abilities are abilities that can't be suppressed, Skill Swapped, or copied]
Mold Breaker (Yes or No): [Specify whether or not the ability is ignored by Mold Breaker]
Potential Pokémon With This Ability: Current distribution +
103.png
103-a.png
182.png
407.png
470.png
512.png
930.png
952.png

Justification: This ability is kinda ass, so let's give it an effect outside of sunlight. Heliolisk in particular would appreciate an instant Solar Beam and always Fire-type Weather Ball)
Name: Battle Armor | Shell Armor
Effect: Current effect + Damage taken from attacks is reduced by 20%
Permanent (Yes or No): No
Mold Breaker (Yes or No): Yes
Potential Pokémon With This Ability: Current distribution
Justification: Needs an effect beyond preventing crits. So it now acts as a lesser combination of Fur Coat and Ice Scales.
Name: Neuroforce
Effect: STAB on all moves (does not stack with original STABs)
Permanent (Yes or No): No
Mold Breaker (Yes or No): No
Potential Pokémon With This Ability:
065.png
326.png
376.png
381.png
482.png
606.png
678-f.png
765.png
800.png
826.png
876.png
954.png
981.png
1015.png

Justification: Gives these Pokemon more options without harming their damage output. Psychic has been a pretty meh type for a while now, and this is balanced by limiting it to Psychc types, and "smart" ones at that
Name: Overgrow | Blaze | Torrent | Swarm
Effect: Boost their respective types by 20%, boost increases to 50% when the Pokemon has ⅓ or less of its maximum HP remaining.
Permanent (Yes or No): No
Mold Breaker (Yes or No): No
Potential Pokémon With This Ability: Current distribution
Justification: These abilities actually do something now.
Name: Swarm / Flock / Haunted / Gang Leader
Effect: When using an attack, it follows it up by using Bug Bite / Wing Attack / Shadow Punch / Brutal Swing at half power.
Permanent (Yes or No): No
Mold Breaker (Yes or No): No
Potential Pokémon With This Ability: Same distribution / :fearow: ,:corviknight:, :pidgeot:, :squawkabilly:, :staraptor:, :swanna:, :unfezant:, :swellow: / :banette-mega:, :brambleghast:, :dhelmise:, :golurk:, :marowak-alola:, :marowak:, :spiritomb:, / :cacturne:, :persian-alola:, :mightyena:, :raticate-alola:, :honchkrow:, :scrafty:
Justification: Battle Spines but less broken.
Name: Run It Back
Effect: On switch-in, encore the opponents for one turn.
Permanent (Yes or No): No
Mold Breaker (Yes or No): No
Potential Pokémon With This Ability: :Celebi:, :Beheeyem:, :Malamar:, :banette:, :oranguru:, :accelgor:, :gengar:, :jynx:, :jumpluff:, :togedemaru:, :grafaiai:
Justification: Very disruptive ability that can provide switch-ins or make revenge killing quite effective.
Name: Skeptic
Effect: Gives a resistance to Ghost-, Psychic-, Fairy-, and (at the request of Lysio) Dragon-type attacks
Permanent: No
Mold Breaker: Yes
Potential Pokémon With This Ability: :Jellicent: :Vileplume: :Cradily: :Hypno: any kinda shit ass defensive mon
Justification: This is an incredibly tentative idea that im not super invested in but I think giving otherwise dogshit defensive mons a pretty "cover-all" resist spread could maybe let them see some usage. It can absolutely have the damage reduction lowered. Also fuck ghost types.
Name: Honey Gather
Effect: If this Pokemon is not holding an item, 50% chance at the end of the turn to get a Honey. 100% chance in Misty Terrain.
Permanent (Yes or No): No
Mold Breaker (Yes or No): No
Potential Pokémon With This Ability: Bees and Bears (:vespiquen: :ribombee: :ursaring: :bewear: etc.), maybe other bugs or Pokemon that would go to the sweet-smelling trees in DPP (:munchlax: :aipom: :heracross:)
Justification: Told you I would do it. Now that Honey is a useful item let's make Honey Gather a useful ability. Synergy with Misty Terrain (like Harvest with Sun) should be nice as well.
Name: Gorilla Tactics
Effect: This Pokemon's Attack is 1.3x, but cannot gain the benefit of its held item.
Permanent (Yes or No): No
Mold Breaker (Yes or No): No
Potential Pokémon With This Ability: :darmanitan-galar: :darmanitan::rillaboom: :passimian::simisear: :simisage::simipour:
Justification: Nerfing Darmanitan-Galar to maybe make it viable. By now being an attack-boosting Klutz, Darmanitan-Galar cannot get the benefit of the double-choiced options it had in the past. While this does make it hit extremely hard (though now slightly less hard), it should hopefully still suffer thanks to its poor defensive typing, average Speed stat, and lack of priority in its movepool.
Name: Rinse and Repeat
Effect: After another Pokemon uses a Water-type move, this Pokemon uses the same move.
Permanent (Yes or No): No
Mold Breaker (Yes or No): No
Potential Pokémon With This Ability: [insert your favourite Water-type here]
Justification: Dancer but for Water-type moves. Might not seem interesting on paper but could allow certain Pokemon to fling off extra moves in certain matchups.
Name: Beads of Ruin / Sword of Ruin
Effect: Active Pokemon without this ability have their Defense / Special Defense multiplied by 0.75.
Permanent (Yes or No): No
Mold Breaker (Yes or No): No
Potential Pokémon With This Ability: :chi-yu: :chien-pao:
Justification: Swapping the effects of Sword and Beads. With those changes Chien-Pao and Chi-Yu should be nerfed just enough to be safe to use in OU.
Name: Hospitality
Effect: User and switch-in restore 1/16 Max HP at end of each turn.
Permanent: No
Mold Breaker (Yes or No): No
Potential Pokémon With This Ability: :sinistcha:
Justification: It's better Water Veil on a niche mon. Pretty useful for Bulky teams that spam boots.
Name: Snow Cloak / Sand Veil (Resub)
Effect: Neutralizes the effectiveness of Super Effective Fire attacks targeting this Pokémon / Neutralizes the effectiveness of Super Effective Water attacks targeting this Pokémon
Permanent (Yes or No): No
Mold Breaker (Yes or No): Yes
Potential Pokémon With This Ability: idk
Justification: It's called Glacemons, it's only customary we give Glaceon several buffs. I didn't just want to copy the changes to these abilities that existed within past iterations of the mod, however. Both of the main types associated with the weathers these were originally associated to (Ice & Rock) have rather rough type matchups, so I thought to neutralize effectiveness from one of their common weaknesses each if these types would normally hit the mon super effectively. This ability sub had some decent traction last voting phase, so I thought I might as well resub.
Name: Foreboding Haze
Effect: If Misty Terrain is active, this Pokémon's attacks deal 1.5x damage and it can't have its stats lowered by the foe.
Permanent (Yes or No): No
Mold Breaker (Yes or No): Yes
Potential Pokémon With This Ability: Flavor-wise, strong/imposing Pokemon and Ghost and Ice-types (:iron valiant::dragonite::glastrier::spectrier::volcanion::milotic::walrein::entei::suicune::raikou::cursola::ceruledge:)
Justification: Looks to take advantage of Misty Terrain blocking crippling effects like burns and paralysis on physical breakers by netting them a big power boost and further protection from disruption since you can Intimidate them anymore. Definitely needs to go on fast or big statted mons to work, especially since Tapu Fini is pretty bad, but with the right distribution it could give Fini a new lease on life.
Name: Early Advantage
Effect: On switch-in, Attack or Sp. Atk is raised 1 stage based on the foes' weaker Defense. Boost goes away after a turn.
Permanent (Yes or No): No
Mold Breaker (Yes or No): No
Potential Pokémon With This Ability::infernape::sandy shocks::honchkrow::krookodile::azelf::pidgeot::raichu::kingdra::sirfetchd::hitmonchan: (Shouldn't go to too many things)
Justification: Weaker version of Download, letting stuff like Infernape and Azelf play a bit like Genesect but not as stupid. Also, if you get the SpA boost on Pidgeot, you can Mega Evolve before the boost goes away and keep it, which is fun.
 
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Sub compilation for convenience Part 2/2 (wow)
:sv/wishiwashi-school:
Name: Wishiwashi-School (RE SUB)
Type: Water/Dragon
Abilities: Intimidate (can be picked as Wishiwashi-School on the teambuilder without requiring Schooling first)
New Moves: Heal Order, Outrage, Dragon Dance, Dragon Pulse, Draco Meteor, Core Enforcer
Justification: A classic staple of Joltemons that makes progress with its great offensive stats and interesting attacks like Core Enforcer, I believe the power creep has raised sufficiently now to enable this mon with an actual item slot, even though realistically it'll stick to Leftovers or Boots anyways.
:sv/Sceptile: / :sv/Sceptile-Mega:
Name: Sceptile
Type: Grass / Dragon
Abilities: Overgrow / Velocity // (Mega Launcher)
New Moves
: Glare, U-Turn, Recover, Aura Sphere
Removed Moves: None
Justification: Safe to say.. msceptile isn’t the most viable or useable mon in higher tiers. Mega Launcher allows it to use dpulse as actually strong stab. It also fits thematically as mega sceptile literally launches its fricking tail in the oras trailer. This would allow mega sceptile a better use ability now with stronger stab and coverage. Terrain pulse is one of these funny possible coverage ideas. Glare/u turn/recover are more thematic buffs that help it be more diverse and utility based.
:sm/ampharos: :sm/ampharos mega::sm/ampharos: :sm/ampharos mega::sm/ampharos: :sm/ampharos mega::sm/ampharos: :sm/ampharos mega::sm/ampharos: :sm/ampharos mega:
Name: Ampharos (Ampharos Mega)
Type: Electric (Electric / Dragon)
Abilities: Static / Volt Absorb (Fur Coat)
New Moves: Slack Off, Defog, Calm Mind, U-Turn, Magnet Rise, Draco Meteor, Dragon Claw
Removed Moves:
Justification: This makes m ampharos a much more defensive raging bolt, with such a typing it gives a solid check to kart, mega lop, m scizor, urshifu-rs, blaziken, rillaboom, etc. This also gives it a lot of support potential with volt switch, defog, slack off to give it a lot of support capabilities
:sm/tapu bulu::sm/tapu bulu::sm/tapu bulu::sm/tapu bulu::sm/tapu bulu::sm/tapu bulu::sm/tapu bulu::sm/tapu bulu::sm/tapu bulu::sm/tapu bulu::sm/tapu bulu:
Name: Tapu Bulu
Type: Grass / Fairy
Abilities: Grassy Surge / Telepathy
New Moves: Knock Off, Play Rough, Moonlight, Grassy Glide, Trailblaze, Power Whip, Headlong Rush, Aromatherapy, Calm Mind
Justification: Salve Strike is not enough... this allows it to use play rough to just hit many mons hard without trying to justify 2-3 moveslots to hit smth in the meta. Grassy glide makes an SD set really threatening, while trailblaze alongside SD can really make smth work and can allow bulu to go ham late game with it or use BU + Trailblaze to setup and be a cleaner. Power whip allows off sets to not be damaged by wood hammer recoil
:sv/rotom:
Name: Rotom Formes
Type: Varies
Abilities: Adaptability :rotom: | Aerialite :rotom-fan: | Poison Heal :rotom-mow: | Water Absorb :rotom-heat: | Refrigerate :rotom-frost: | Storm Drain :rotom-wash:
New Moves: Rapid Spin, Techno Blast
Removed Moves:
Justification: Rotoms have been more ass recently with power creep, so a few more moves and additional hidden abilities should help out, namely spin being very nice as a removal option. The addition of techno blast also brings the ability to use coverage at the cost of an item slot. It’s also just a good aerialite move
:sm/arcanine: :sm/arcanine-hisui:
Name: Arcanine | Arcanine-Hisui (resub)
Type: Fire/Fairy | Fire/Rock
Abilities: Intimidate/Flash Fire/Justified | Intimidate/Flash Fire/Rock Head
New Moves: Spirit Break, Moonblast, Dazzling Gleam, Court Change, Swords Dance, Bulk Up, Trailblaze | Swords Dance, Bulk Up, Headlong Rush, Accelerock, Trailblaze
Removed Moves: N/A
Justification:
Fire/Fairy is a type that so far never appeared in official Pokemon, and it's a really cool typing (a lot of useful resistances like Dragon immunity, and Fire, Fairy, Dark, Fighting, Grass resistances). Arcanine is already a cool defensive mon but a pure Fire lacks a lot of arguments to be put in a team, so now it has one more reason. It has a lot of cool tools already like Intimidate, WoW, Teleport, Extreme Speed, Morning Sun, so I expand on this with new STAB moves and Court Change. It can also function as an offensive Pokemon with Swords Dance or Bulk Up sets, due to its good offensive movepool including Flare Blitz, Extreme Speed, Wild Charge, Close Combat.

Arcanine-Hisui is the funny Rock Head Head Smash concept, but it lacks a lot to be really good. Trailblaze and Accelerock will hopefully help it with its weak Speed, while SD and BU are always cool to have. Headlong Rush is cool coverage.
:sm/slither wing:
Name: Slither Wing
Type: Bug/Fighting
Abilities: Protosynthesis/Fluffy
New Moves
: Victory Dance
Removed Moves: N/A
Justification: I love Slither Wing. A cute huggable lil fellow. It has a good Atk and special bulk but it suffers mainly from 2 problems: low Speed and low physical bulk. Fluffy and Victory Dance fix that, allowing it to attack first without having to rely on First Impression for VD, and Fluffy make it able to actually stomach a lot of physical hits. Funnily enough it can also run a full defensive set with something like U-turn/Low Kick/Morning Sun/WoW, similarily to Buzzwole (but able to stomach hits on the special side).
:sm/guzzlord:
Name: Guzzlord
Type: Dark/Dragon
Abilities: Beast Boost/Route Closed
New Moves: Slack Off, Spikes, Parting Shot, Close Combat, Sucker Punch, Pursuit, Swords Dance
Removed Moves: N/A
Justification: I love Guzzlord. A cute big eater lil fellow that will just devour your fridge and then devour you. I honestly find it kind of sad Guzzlord is the only UB that never went above NU, it has a lot of qualities like good Atk, an awful lot of HP, and a good movepool, but it lacks a lot of key features. Route Closed give it a precious immunity to U-turn while also making it able to block pivoting moves as a whole (which synergizes awfully well with Pursuit), Sucker Punch and Pursuit add to the Dark toolkit, while Sucker Punch give it a good way to circumvent its low Speed. Close Combat and Swords Dance are great for offensive sets, while Slack Off, Spikes and Parting Shot are nice for defensive ones.

I think it would mostly be worth as a wall, Dark/Dragon has some useful resistances like Water, Dark, Fire, Grass, Electric, and Psychic immunity, so it can be worth a slot despite some common weaknesses.
:sm/mudsdale:
Name: Mudsdale
Type: Ground/Fighting
Abilities: Route Closed/Stamina/Inner Focus
New Moves: Slack Off, Headlong Rush
Removed Moves: N/A
Justification: Literally all what Mudsdale is lacking is a good healing and STAB on Body Press. Or at least, I feel it is the case. 125 Atk is neat, 100/100/85 bulk is neat even tho it could be better, and now Ground/Fighting gives it a huge buff both offensively and defensively. It has an easier time running either a Curse set or an Iron Defense set the same way Zamazenta does. All in all it is a really cool mon.
:sm/absol-mega:
Name: Absol-Mega
Type: Dark / Fairy
Abilities: Magic Guard
New Moves: Moonblast, Nasty Plot, Encore
Removed Moves: None
Justification: A pokemon that has not ever been good given a chance to shine.
:ss/hydrapple:
Name: Hydrapple
Type:
Psychic.png
Steel.png

Abilities: Supersweet Syrup / Regenerator | HA: Sticky Hold
New Moves: Leech Seed, Roar, Stun Spore, Trailblaze
Removed Moves: N/A
Justification: Leech Seed, Roar and Stun Spore is truly just to help maximize the utility that my Fickle Beam provides. Trailblaze us because it's extremely weird that it didn't get Trailblaze to me. Don't vote for this if you don't vote Fickle Beam, waste of time tbh.
:ss/Mabosstiff:
Name: Mabosstiff
Type:
Psychic.png
Steel.png

Abilities: Fur Coat / Guard Dog | HA: Stakeout
New Moves: Sucker Punch, Foul Play, Misty Terrain, Swords Dance, Moonlight, Dazzling Gleam, Spirit Break, Knock Off
Removed Moves: N/A
Justification: Strong wallbreaker that can either pack a punch or tank a hit depending on what ability you seek to run on it. Dark Fairy is a great typing that allows it to be a solid switch in into quite a few threats in the tier.
:ss/camerupt-mega:
Name: Camerupt-Mega
Type:
Psychic.png
Steel.png

Abilities: Desolate Land
New Moves: Pain Split
Removed Moves: N/A
Justification: Camerupt-Mega gets a brand new and extremely useful niche both as an offensive and as a defensive threat thanks to Desolate Land in combination with Morning Sun to heal off chip damage. The loss in power from Earth Power is notable but the gains in Fire Blast and Solar Beam allow it to more than make up for that. I was tempted to give it Morning Sun but I felt that was overkill so I felt fine with giving it Pain Split instead.
:sv/sirfetchd:
Name: Sirfetch'd
Type: Fighting
Abilities: Hyper Cutter / Sharpness / Scrappy
New Moves: Sacred Sword, Behemoth Blade, Behemoth Bash
Removed Moves:
Justification: Sacred Sword, to go with Sharpness, the Sword/Shield mascot's moves for flavor
:sv/garbodor:
Name: Garbodor
Type: Poison
Abilities: Stench / Weak Armor / Aftermath
New Moves: Tidy Up
Removed Moves
: N/A
Justification: Tidy Up is a huge buff for this thing, and aligns with it absorbing trash into itself.
:sv/farigiraf:
Name: Farigiraf
Type: Normal/Psychic
Abilities: Strong Jaw / Armor Tail / Sap Sipper
New Moves: Hyper Fang,
Removed Moves: N/A
Justification: Fits and it lets make use of its base 90 Attack as well.
:sv/mr-rime:
Name: Mr. Rime
Type: Ice/Psychic
Abilities: Magic Guard / Screen Cleaner / Technician
New Moves
: Chilly Reception
Removed Moves: N/A
Justification: Chilly Reception is because it's the Comedian Pokemon.
:sv/skarmory:
Abilities: Keen eye, Sturdy, Iron Barbs
New Moves: Beak Blast
Justification: Visibly spiky mon + made of metal. Beak Blast makes thematic sense bc it's a bird and will be an interesting option to make skarm a bit more threatening
:sv/Cofagrigus:
Abilities: Mummy/Good as Gold
New Moves: Strength Sap
Justification: Strength Sap seems to be, overall, the most common recovery move among ghost types.I think it would be very interesting to see if this mon can hang with the big kids if it gets a semi-consistent Recovery move. Good As Gold would probably help it create an interesting defensive niche and makes thematic sense because it is literally made of gold. It saw momentary viability in gen 6 so I am hesitant to buff it too much.
:sv/goodra:
Abilities: Sap Sipper/Marvel Scale/Gooey
Justification: Disgusting fat lard. Towering ball of stats with decent typing and movepool. I figured marvel scale could create an interesting alternative to it's other forme which, to many, is objectively better. Marvel Scale will increase its defensive stats to a titanic level but it will have the obvious caveat of having that ever present chip and inability to hold another item (and guarantee Marvel Scale gets value).
:sv/meltan:
New Moves: Splash
Justification: Those who know
:duskull: :sv/dusclops: :sv/dusknoir:
Name: Dusknoir (and co.)
Type: Ghost/Fighting (:dusknoir: only, others remain Ghost)
Abilities: Pressure/Levitate/Cursed Body
New Moves
: Body Press (:dusclops:), Drain Punch (:dusclops:), Strength Sap (:duskull:)
Justification: The Dusclops line has a flaw of being solid defensive Pokemon with limited longevity or damage output. Now with Body Press to deal damage (now being STAB on Dusknoir) and Strength Sap to keep themselves healthy (which works nicely with their low HP stats) both Dusknoir and Eviolite Dusclops should prove to be more than just passive Pokemon on the field.
:sv/victini:
Name: Victini
Type: Fairy/Fire
Abilities: Victory Star
New Moves: Alluring Voice, Disarming Voice, Draining Kiss, Misty Explosion, Misty Terrain, Moonblast, Moonlight, Play Rough, Spirit Break
Justification: I'm still not unconvinced that if Victini (see also: Jirachi, Celebi) had been introduced in Gen 6 instead of when it was, it would have been Fairy-type instead of Psychic. So, let's make it a Fairy-type and give it all the moves it would have gotten access to.
:sv/gengar: :sv/gengar-mega:
Name: Gengar(-Mega)
Type: Ghost/Poison
Abilities: Levitate -> Cursed Body
Removed Moves:
Nasty Plot
Justification: Moving Cursed Body to the Mega ability and giving the base form back Levitate. That plus the loss of Nasty Plot should mean the Mega isn't so absurdly broken to be banned to AG (Shadow Tag OP) and should also help breathe a little bit of new life back into the base form.
Name: Iron Jugulis [RESUB]
Type:
Dark.png
Flying.png

Abilities: Quark Drive / Motor Drive
New Moves: Nasty Plot, Volt Switch
Removed Moves: None
Justification: Iron Jugulis is such a sad case because it has perfectly fine stats, a good offensive type, and special coverage up the wazoo but good lord can it just. not do anything with it. Lets fix that. Motor Drive allows boots sets to have a way to boost speed by switching in on electric moves. please.
Name: Leafeon
Type:
Dark.png
Flying.png

Abilities: Sharpness / Chlorophyll
New Moves: Sacred Sword, Wild Charge, Superpower, Pursuit
Removed Moves: None
Justification: Vaporemons Leafeon... 2!
Name: Audino || Audino-Mega
Type:
Dark.png
||
Dark.png
Dark.png

Abilities: Healer / Regenerator / Magic Guard || Natural Cure
New Moves
: Teleport, Recover
Removed Moves: None
Justification: lets have an mega audino without an absolute ass ability
:ss/victini:
Pokemon: Victini
Type:
Dragon.png
Dragon.png

Ability: Victory Star / Mold Breaker
Added Moves: Close Combat, Play Rough, Psychic Fangs, Trailblaze

Description: hearthflame at home. just a straightfoward buff that gives vict a stronger ability and a couple stronger STAB/coverage options
:sv/krookodile:
Name: Krookodile
Type:
Ground.png
Dark.png

Abilities: Intimidate / Dry Skin / Tough Claws
New Moves: Encore, Liquidation, Parting Shot, Spikes, Sucker Punch, Swords Dance
Removed Moves:
Justification: Some separation from other Dark-types with Tough Claws + Knock Off and Sucker Punch can give Krookodile a chance to be used; Encore and Spikes are for more utility purposes with Parting Shot helping it become a decent pivot. Dry Skin is for letting Krookdile potentially exploit Water-types like Alomomola and Rotom-W with Taunt to use them as set-up fodder, along with providing a solid Water immunity. Liquidation is there...just to be there. It's a crocodile!
:sv/volcanion:
Name: Volcanion
Type:
Fire.png
Water.png

Abilities: Water Absorb
New Moves: Flip Turn, Morning Sun, Rapid Spin
Removed Moves:
Justification: Volcanion's always been decent, but it always felt cut a little short because of some things it lacks such as pivoting and longevity. Solutions like Flip Turn and Morning Sun may possibly give it a chance to shine, with Rapid Spin letting it be a better option of hazard control as well.
:sv/necrozma:
Name: Necrozma
Type:
Psychic.png
Dragon.png

Abilities: Prism Armor / Download
New Moves
: Draco Meteor, Dragon Claw, Psychic Noise, Teleport, Scale Shot
Removed Moves:
Justification: A mini Necrozma-Ultra may be a little over-tuned but this can possibly be alright. It has a great defensive typing with Prism Armor to back it up while not being too offensively potent with special sets likely being the usual on it. Swords Dance + Scale Shot is usable as well, but likely won't put up as much results as sets like Calm Mind or some defensive sets would.
:sv/mantine:
Name: Mantine
Type:
Water.png
Flying.png

Abilities: Swift Swim / Water Absorb / Unaware
New Moves
: Dragon Tail, Flip Turn, Heal Bell, Knock Off, Refresh, Snatch
Removed Moves:
Justification: Most ideas suggested by my good friend @gamer but swag , Mantine with Unaware can give bulkier teams a reliable way to check Gholdengo and with its generally good matchup into Mega Charizard Y and niche stallbreakers like Manaphy provide a good defensive Pokemon overall. Dragon Tail and Knock Off are some extra utility added into its kit so it can make progress and not sit around all the time, Flip Turn gives it pivoting to not be too exploitable and keep up some momentum, and Heal Bell, Refresh, and Snatch are miscellaneous moves that contribute to its defensive role by being a cleric, status immune, or messing with other status move users.
:sv/escavalier:
Name: Escavalier
Type:
Rock.png
Rock.png

Abilities: Overcoat / Shell Armor / Regenerator [HA]
New Moves: First Impression, U-Turn
Removed Moves: None
Justification: FImp Regenerator Pivot. Escavalier could use some love
:sv/boltund:
Name: Boltund
Type:
Electric.png

Abilities: Strong Jaw / Hustle (NEW!) / Competitive
New Moves: Zing Zap, Ice Fang, Ice Spinner, U-Turn
Removed Moves: None! (It's movepool is small and it doesn't got a lot of options as is)
Justification: Look at my profile picture.

That said, in all seriousness these are some (relatively) simple, (hopefully) balanced changes to (hopefully) make Boltund a more potent sweeper.
  • Hustle is to give Boltund a much needed boost to its base attack while remaining somewhat balanced (if a bit annoying) with the inherent risk factor of making all Boltund's moves have the potential of missing
  • Zing Zap is there simply to provide Boltund with a better stab than bloody Wild Charge for Hustle sets
  • Ice Fang and Ice Spinner are to give it that perfect coverage and what should be an edge over Electrode as an electric-type sweeper
  • U-Turn is just so Boltund won't get walled by Grounds while trying to pivot (although Route Blocked exists, so it may not do much in the long run) while also granting it a Physical Pivoting move which I would think would be preferred.
:sv/Dubwool:
Name: Dubwool
Type:
Normal.png
Fighting.png

Abilities: Fluffy / Magic Bounce (NEW!) / Bulletproof
New Moves: Slack Off, Bulk Up, Hard Press, Gyro Ball, Mirror Coat
Removed Moves: None! (Same case as Boltund, plus there's nothing that I particularly feel Dubwool already has that would break it with these changes)
Justification: To compliment my Boltund sub, comes a Dubwool sub.

  • The added Fighting type gives Dubwool some resistances and STAB on Body Press, which in addition to Slack Off, but given its average yet not particularly great bulk, should be relatively balanced while allowing it to carve a niche as a bulky fighting-type (on which note, Slack Off should give it a leg up on those already existing)
  • Magic Bounce is meant to be a sort of nod to how its wool is noted as being particularly springy; otherwise, it makes it so opponents can't setup hazards against Dubwool, and makes it so that it can't be afflicted with burns or poisons by the the likes of Will-O-Wisp and Toxic
  • Bulk Up gives it an alternative to Cotton Guard, where it can boost both its attack and defense at once, but in exchange it gets 1 less total stat raise when compared to Cotton Guard's +3 to defense
  • Hard Press (and Gyro Ball to a lesser degree given its 88 speed) should give it a decent enough coverage move against fairy-types
  • Mirror Coat is more a flavor pick than anything, for similar reasons to Magic Bounce, but perhaps it could make for a very niche surprise? Probably not, but surely it's the thought that counts
1732104150966.png

Name: gyarados-mega
Type: water dark
Abilities: dragon's maw
New Moves: pursuit, roost, flip turn
Removed Moves:
Justification: its a dragon, pursuit gives it a small niche that probs aint too good cause gambit, also minor moveset buffs
:sm/walking wake: (RESUB)
Name: Walking Wake
Type:
Water.png
Dragon.png

Abilities: Protosynthesis
New Moves: N/A
Removed Moves: Flamethrower
Justification: Selfishly resubbing an unban of one of my favorite regional dex mons to use, but this time with Flip Turn added back since I was told that axing both Flip and Flamethrower was too harsh. Might replace this later if I can find anything else cool, since maybe I can convince the rest of council to unban this unchanged, idk
Walking Wake @ Choice Specs / Choice Scarf
Ability: Protosynthesis
Tera Type: Water
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Hydro Steam
- Draco Meteor
- Dragon Pulse
- Weather Ball
:sm/sharpedo::sm/sharpedo-mega:
Name: Sharpedo & Mega Sharpedo
Type:
Water.png
Dark.png

Abilities: Rough Skin / Speed Boost -> Reckless
New Moves: Spikes, Wave Crash, Jaw Lock, Head Smash
Removed Moves: N/A
Justification: idk why but Sharpedo just feels like a mon that should learn Spikes in an age of its unreasonably high distribution, and in doing so Sharpedo actually becomes a really good suicide lead, it's like if Scolipede has Froslass' movepool. Click Spikes and Speed Boost up to outspeed everything until you're about to die, then Destiny Bond to take the foe with you or Wave Crash to KO yourself, and you have Taunt to block Defog or opposing hazards. This also gives me the opportunity to give Mega Sharpedo a new coat of paint, so I swapped out Strong Jaw for a different category boosting ability in Reckless, possibly making Sharpedo easier to justify as an all-or-nothing cleaner since it gets a new STAB stronger than Strong Jaw Crunch in Reckless Wave Crash.
Sharpedo @ Focus Sash
Ability: Speed Boost
Tera Type: Water
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Spikes
- Wave Crash / Jaw Lock
- Taunt
- Destiny Bond

Sharpedo @ Sharpedonite
Ability: Speed Boost
Tera Type: Water
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Protect
- Wave Crash
- Crunch / Head Smash
- Close Combat
:sm/enamorus::sm/enamorus-therian:
Name: Enamorus
Type:
Fairy.png
Flying.png

Abilities: Trace / Contrary (Incarnate), Multiscale (Therian)
New Moves: Nasty Plot, Acrobatics, Knock Off, Sludge Wave, Defog, Sky Attack, Stored Power, Morning Sun
Removed Moves: N/A
Justification: Up there with Tapu Fini, Enamorus is another mon that I, being more familiar with Regional Dex OU, am shocked is bad here. With a couple simple and effective movepool buffs, mostly giving it tools that the other genies have, Enamorus can see use as a much more threatening setup sweeper than it was before. Enamorus-Therian also exists, Multiscale + Morning Sun + its decent bulk make it very sturdy Calm Minder or wall, though it suffers a bit from 4MSS.
Enamorus (F) @ Heavy-Duty Boots / Groundium Z
Ability: Trace
Tera Type: Fairy
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Nasty Plot
- Moonblast
- Earth Power
- Mystical Fire

Enamorus (F) @ No Item / Flyinium Z / Heavy-Duty Boots
Ability: Contrary
Tera Type: Fairy
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Taunt / Morning Sun
- Salve Strike
- Superpower
- Acrobatics / Sky Attack / Knock Off

Enamorus (F) @ Choice Scarf / Choice Specs
Ability: Contrary / Trace
EVs: 252 SpA / 4 SpD / 252 Spe
IVs: 0 Atk
Tera Type: Fairy
Timid Nature
- Moonblast
- Mystical Fire
- Earth Power
- Healing Wish

Enamorus-Therian (F) @ Heavy-Duty Boots
Ability: Multiscale
Tera Type: Fairy
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Calm Mind
- Moonblast
- Earth Power / Stored Power
- Morning Sun

Enamorus-Therian (F) @ Heavy-Duty Boots
Ability: Multiscale
Tera Type: Fairy
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Defog
- Moonblast
- Mystical Fire / Earth Power
- Morning Sun
:sm/genesect::sm/genesect-burn::sm/genesect-chill::sm/genesect-douse::sm/genesect-shock:
Name: Genesect (and forms)
Type:
Bug.png
Steel.png
(all)
Abilities: Neuroforce (Base), Intimidate (Burn), Refrigerate (Chill), Storm Drain (Douse), Transistor (Shock)
New Moves: First Impression, Pounce
Removed Moves: Shift Gear, Hone Claws, Rock Polish, Self-Destruct, Explosion
Justification: Unbans Genesect as a fun and versatile revenge killer and breaker, boasting stupidly wide coverage and Neuroforce to snipe checks, plus the option of 4 other strong abilities if you opt for a Drive form, especially on Chill and Shock. However, not having Download or any good way to boost its offensive stats (if you want to use Charge Beam, then be my guest) keep Genesect very much in check. I kinda envision Genesect as a bit like Darkrai in Regional Dex OU, as a mon that just runs Expert Belt or Specs and goes stupid, but instead of being super fast and having no defensive utility, Genesect is a lot sturdier and can easily run physical sets with stuff like Fimp, Blaze Kick, and ESpeed.
Genesect @ Choice Specs / Expert Belt
Ability: Neuroforce
Tera Type: Bug
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- U-turn
- Flash Cannon
- Ice Beam
- Flamethrower

Genesect @ Choice Band / Heavy-Duty Boots / Silver Powder
Ability: Neuroforce
Tera Type: Bug
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- U-turn
- First Impression
- Extreme Speed
- Blaze Kick

Genesect-Douse @ Douse Drive
Ability: Storm Drain
Tera Type: Bug
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Techno Blast
- U-turn
- Thunderbolt / Flamethrower
- Flash Cannon

Genesect-Burn @ Burn Drive
Ability: Intimidate
Tera Type: Bug
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Techno Blast
- U-turn
- Ice Beam
- Flash Cannon

Genesect-Burn @ Burn Drive
Ability: Intimidate
Tera Type: Bug
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- U-turn
- First Impression
- Extreme Speed
- Blaze Kick

Genesect-Chill @ Chill Drive
Ability: Refrigerate
Tera Type: Bug
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- U-turn
- First Impression / Iron Head / Return
- Extreme Speed
- Blaze Kick

Genesect-Shock @ Shock Drive
Ability: Transistor
Tera Type: Bug
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Techno Blast
- U-turn
- Ice Beam
- Flamethrower
:sv/garchomp: & :sv/garchomp-mega:

Name: Garchomp & Garchomp-Mega
Type: Dragon/Ground & Dragon/Ground
Abilities: Sand Veil/Limber/Rough Skin (hidden ability) & Rocky Payload
New Moves:
Pebble Storm [assigned from Slate 1], Meteor Beam, Rock Blast, Weather Ball
Removed Moves: [none]
Justification: Everyone can agree that Garchomp-Mega needs some help despite its absurd stats, but I too think that Sand Rush is overkill. We don't want to make something with 170 Atk the fastest thing alive without some heavy conditions, and Sand simultaneously isn't conditional enough for freeform doubled speed and still shackles it to needing a weather up to have an ability at all when Garchomp-Mega clearly needs one to be useful over its non-Mega self. The new existence of Pebble Storm in combination with pseudo-Rock STAB via an ability no one remembers exists--because who the hell uses Bombirdier?--seems like a nice focal compromise. A compromise that both has a meta-niche, especially with Velocity Ninjask and unbanned Kyurem-Black and now-Ground-weak Umbreon terrorizing people, and reasonable checks like Corviknight & Skarmory, (Ice Shard & Atk-boosting item) Weavile, and Tapu Lele on top of increased 4MSS.

Not buffing regular Garchomp more than Garchomp-Mega or even too much is also a concern with Garchomp-Mega. While there is a chance every move but Pebble Storm could benefit Garchomp more (particularly the iffy Weather Ball), I did still want to give Garchomp something else of its own since Sand Veil is currently banned garbage and Rough Skin tends to primarily benefit the defensive sets. (Also because its dex entries being so flight-oriented still bothers me.)

As such, Limber seems like another unexplored ability that's a nice compromise on several fronts. It simultaneously represents Garchomp's weird "it can fly" nature that gameplay doesn't reflect at all without being outright useless (like Anticipation) even with its Electric immunity due to blocking Glare & Static-hax & the rare Stun Spore (& maybe Railgun if it wins), without being oppressive (like Aerilate or Cloud Nine), without being something it should logically keep upon Mega-ing (like Sharpness), or some combination thereof (arguably like Hyper Cutter or, of all things, Wind Rider).
:sv/glaceon:
Name: Glaceon
Type:
Ice.png
Dark.png

Abilities: Ice Scales / Ice Body
New Moves: Slack Off, Earth Power, Scorching Sands, Charge Beam
Removed Moves: --
Justification: The namesake of the mod! This aims to make Glaceon into some sort of tank more than a dedicated wall, trading utility and a good defensive typing for a powerful offense. 130 is very difficult to switch into comfortably, especially with perfect STABs such as this. Ice Scale is a strong ability especially with Slack Off but this typing really sucks defensively so it probably balances. Its also serves as a check to the newly released Kyurem!
: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
 
devious moderator triple post

Moves: Tripwire (SV), Poison Fang (SV), Twister / Flame Burst, Overvolt Rail, Jaw Lock, Raging Fury / Mind Crush / Execute
Items: Mewnium Z (SV), Scouting Visor (SV), Indecisive Orb, Owl Feather
Abilities: RKS System, Anticipation, Solar Power, Battle Armor / Shell Armor, Gorilla Tactics, Early Advantage (SV)
Adjustments: Genesect (SV), Enamorus (SV), Necrozma, Victini (zxgzxg), Gengar, Mantine
 
Moves
Twister | Flame Burst (SV), Fickle Beam (SV), Psyshield Bash, Circle Throw | Dragon Tail, Overvolt Rail, Spark Step

Items
Auspicious Armor | Malicious Armor (SV), Special Tera Orb, Sling, Scouting Visor

Abilities
Anticipation (SV), Solar Power, Hospitality, Battle Armor | Shell Armor

Adjustments
Absol-Mega, Enamorus, Victini (zxgzxg), Wishiwashi-School, Necrozma, Hydrapple (SV)
 
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Moves
raging fury / mind crush / execute(SV), Melt Down (SV), Overvolt rail, Twister / Flame burst, Tripwire

Items
Sling (SV), Owl feather, Scouting Visor, Pallete Cleanser,

Abilities
RKS System, Run it Back, Neuroforce, Solar Power

Adjustments
Rotom (SV), Sceptile, Genesect, Garchomp, Necrozema, Enamorus
 
Moves
Raging Fury | Mind Crush | Execute, Beak Blast | Railgun, Twister | Flame Burst, Fickle Beam

Items
Special Tera Orb, Indecisive Orb (SV), Training Wheels, Owl Feather, Mewnium Z, Palette Cleanser

Abilities
RKS System, Neuroforce, Battle Armor | Shell Armor, Early Advantage, Hospitality

Adjustments
Enamorus, Camerupt-Mega, Mudsdale (SV), Guzzlord (SV), Hydrapple, Necrozma
 
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Moves
Beak Blast | Railgun (SV)
Magnet Rise
Twister | Flame Burst
Overbolt Rail
Fickle Beam
Jaw Lock

Items
Palette Cleanser (SV)
Training Wheels (SV)
Special Tera Orb
Mammoth Cloak
Scouting Visor
Spyglass

Abilities
Solar Power
Run It Back (SV)
Anticipation
RKS System
Snow Cloak / Sand Veil
Honey Gather

Adjustments
Ampharos-Mega
Skarmory
Audino-Mega
Mantine
Genesect
Krookodile
 
Moves
Twister / Flame Burst, Fickle Beam, Spark Step, Jaw Lock, Poison Fang, Overvolt Rail

Items
Owl Feather, Mewnium Z, Sling, Indecisive Orb, Special Tera Orb, Training Wheels, Never-Melt Ice SV)

Abilities
Solar Power (SV), Battle Armor | Shell Armor (SV), Anticipation, RKS System, Hospitality, Run It Back

Adjustments
Guzzlord, Hydrapple, Necrozma, Rotom, Genesect, Enamorus
 
Moves
Multi-Attack, Rocky Rend, Jaw Lock, Beak Blast / Rail Gun, Exhaust / Cold Fumes, Tripwire

Items
Supreme Fishing Tackle Box, Indecisive Orb, Training Wheels, Mammoth Cloak, Micle Berry, Mewniun Z

Abilities
RKS System, Swarm / Flock / Haunted / Gang Leader, Run It Back, Honey Gather, Rinse and Repeat, Foreboding Haze

Adjustments
Arcanine, Mabosstiff, Leafeon, Dubwool (SV), Glaceon, Jolteon
 
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