Pet Mod Two-Step 'Mons V3

Votes are open! No Pokémon were vetoed as I took into consideration that Faerai could be better than what I had thought before.

You can vote for any amount of submissions in any order, but the first place vote will count as 2 votes instead. You cant selfvote first place. Anything else is alright. dont vote for the same sub twice

Voting is open for 24 hours!
 
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Miracle Remedy:
Scorpure (Dragonslayerz)
Auruchemy (sv)
Spirimint (Beebos)

Pressure Point:
Alumantis (Scoopapa)
Yugathoin (Ubertrainer2000)
Sensire (DuoM2)

Heckle: (also this move's kinda mid ngl,,)
Giladis (Scoopapa)
Joelfany (Fragmented)
Ursande (PalpitoadChamp)

slate's pretty cool and starctocure feels a smidge too specific to be a coincidence but anyways yippeeeeeeeeeeeeeeeeeeeeeeee

 
Pressure point
Sensire
Orangesodapop (SV)
Porcupuncture

Miracle Remedy
Starctocure
Scorpure
Limoco

Heckle
Giladis
Faerai
Ursande
 
Miracle Remedy:
Scorpure (Dragonslayerz)
Auruchemy (sv)
Spirimint (Beebos)

Pressure Point:
Alumantis (Scoopapa)
Yugathoin (Ubertrainer2000)
Sensire (DuoM2)

Heckle: (also this move's kinda mid ngl,,)
Giladis (Scoopapa)
Joelfany (Fragmented)
Ursande (PalpitoadChamp)

slate's pretty cool and starctocure feels a smidge too specific to be a coincidence but anyways yippeeeeeeeeeeeeeeeeeeeeeeee

What? Did I do something wrong?

Anyways how high can self-votes be?
Miracle remedy:
1: spirimint
2: starctocure (sv)
3: auruchemy
Pressure point:
1: mindgoblin
2: sensire
3: porcupuncture
Honestly don’t really care abt heckle and don’t have the energy
 
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What? Did I do something wrong?

Anyways how high can self-votes be?
Miracle remedy:
1: starctocure (self-vote)
2
3
Pressure point:
1: mindgoblin
2: sensire
3: porcupuncture
Voting rules are: You can vote for any amount of submissions in any order, but the first place vote will count as 2 votes instead. You cant selfvote first place. Anything else is alright. dont vote for the same sub twice

so, your miracle remedy vote would be illegal, as you can only self-vote lower than first place


tiebreaker
Pressure Point: Sensire, Mindgoblin, Alumantis
 
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What? Did I do something wrong?

Anyways how high can self-votes be?
Miracle remedy:
1: spirimint
2: starctocure (sv)
3: auruchemy
Pressure point:
1: mindgoblin
2: sensire
3: porcupuncture
Honestly don’t really care abt heckle and don’t have the energy
it's really nothing much outside of it getting heart swap
but I was schizoing and it most likely is just a coincidence, don't feel bad :^)
 
Votes
Miracle Remedy: Spirimint, Medichrom, Scorpure (SV)
Pressure Point: Porcupuncture, Alumantis, Ayutsu
Heckle: Giladis, Cursear, Hyennoy'N

Miracle Remedy:
Spirimint, Medichrom, Scorpure (SV), Auruchemy, Limoco, Crowlogne, August 5th, Starctocure

Pressure Point:
Porcupuncture, Alumantis, Ayutsu, Sensire, Mindgoblin, Yugathoin, Neurdle, Chirping Arch

Heckle:
Giladis, Cursear, Hyennoy'N, Faerai, Impferno, Ursande, Joeffany
 
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it's really nothing much outside of it getting heart swap
but I was schizoing and it most likely is just a coincidence, don't feel bad :^)
I could get rid of it, it was really just for lore and goofy strats

Wait… this is horrible, it invalidates topsy-turvy and topsy turvy makes more sense for the lore and I just gave it a random signature
 
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Pressure Point - Alumantis, Mindgoblin, Porcupuncture (sv), Sensire

Miracle Remedy - Auruchemy, Crowlogne, Spirimint (sv)

Heckle - Ursande, Impferno, Joeffany, Faerai
 
None of mine are probably going to win, but it's worth a try...
Pressure Point - Starctocure, Medichrom (SV)

Miracle Remedy - Chirping Arch, Yugathoin (SV)

Heckle - Joeffany, Hyennoy'N (SV)
 
Winners for Slate 1!
Pokemon: Sensire
Typing: Psychic/Fighting
Abilities: Inner Focus / Overcoat | Poison Heal
Stats: 60/60/140/60/110/110 (540)
Movepool: Pressure Point, Seismic Toss, Stealth Rock, Slack Off, Knock Off
Aerial Ace, Ally Switch, Assurance, Aura Sphere, Baton Pass, Body Slam, Brick Break, Bulk Up, Bulldoze, Calm Mind, Charge Beam, Charm, Close Combat, Coaching, Confusion, Counter, Dazzling Gleam, Detect, Dig, Double-Edge, Dream Eater, Earthquake, Endure, Energy Ball, Expanding Force, Facade, Feint, Fire Punch, Fling, Focus Blast, Focus Punch, Future Sight, Giga Impact, Grass Knot, Gravity, Guard Swap, Headbutt, Helping Hand, Hyper Beam, Ice Punch, Imprison, Laser Focus, Knock Off, Leer, Light Screen, Low Kick, Low Sweep, Magic Room, Mega Kick, Mega Punch, Mimic, Mud-Slap, Nasty Plot, Natural Gift, Payback, Poison Jab, Power Swap, Pressure Point, Protect, Psych Up, Psychic, Psychic Terrain, Psywave, Quick Guard, Rain Dance, Recycle, Reflect, Rest, Retaliate, Reversal, Rock Slide, Rock Smash, Rock Tomb, Role Play, Round, Safeguard, Scary Face, Seismic Toss, Shadow Ball, Shock Wave, Signal Beam, Skill Swap, Slack Off, Sleep Talk, Snore, Stealth Rock, Strength, Substitute, Sunny Day, Superpower, Swift, Swords Dance, Taunt, Tera Blast, Thunder Punch, Thunder Wave, Torment, Trick Room, Wonder Room
Description: Very weird typing but it's a Psychic that's not weak to U-Turn or Knock Off, plus Rocks resist is cool. I like the Poison Heal example that Snaq brought up for Miracle Remedy so here's something to play off of that. Maybe I shouldn't give this Slack Off but I don't like the chances of this building off of that idea and making it so easy for it to become deadweight. Gave it a bit lower of special bulk to compensate.
DuoM2 wins Pressure Point with Sensire!

Name: Spirimint
Type:
Grass.png
Ghost.png

Abilities: Frisk, Curious Medicine, Miracle Remedy
Stats: 80 | 74 | 55 | 98 | 123 | 103 [BST= 533]
Absorb, Astonish, Body Slam, Bullet Seed, Confusion, Cut, Dark Pulse, Dazzling Gleam, Double-Edge, Dream Eater, Endure, Energy Ball, Facade, Foul Play, Frustration, Giga Drain, Giga Impact, Grass Knot, Headbutt, Hex, Hyper Beam, Ice Punch, Icy Wind, Leaf Blade, Leech Seed, Light Screen, Magical Leaf, Mega Drain, Moonblast, Night Shade, Payback, Phantom Force, Protect, Psychic, Psychic Noise, Psyshock, Psywave, Razor Leaf, Reflect, Rest, Rock Slide, Rock Smash, Round, Secret Power, Seed Bomb, Shadow Ball, Shadow Claw, Shadow Sneak, Sleep Talk, Sludge Bomb, Sludge Wave, Snore, Solar Beam, Substitute, Sucker Punch, Tackle, Take Down, Thief, Triple Axel, U-turn, Wish, Zen Headbutt
Description: Fast support pivot. Clicka the shadow ball or switch out to heal a status from a teammate.
Flavor:
spirimint.png

oh shit he's back
Beebos wins Miracle Remedy with Spirimint!
Heckle
Name: Giladis
Typing: Poison / Rock
Abilities: Hustle | Mold Breaker (HA)
Stats: 120 / 90 / 110 / 65 / 85 / 75
Moves: Heckle, Gunk Shot, Poison Jab, Stone Edge, Rock Blast, Earthquake, False Surrender, Infestation, Night Shade, Dragon Tail, Stealth Rock, Baneful Bunker, Mean Look, Toxic
Weight: 213 kg
Flavor: Presumably a poisonous lizard, but perhaps anthropomorphized a bit so you could imagine it sitting in an audience and heckling a comedian.
Competitive: Uses the Torment aspect of Heckle to deal with 1v1 situations against hazard removers. You can use moves like Gunk Shot and Stone Edge with Hustle if you plan to be using Heckle - you'll be rolling a lot of dice against switch-ins, but at least you can set hazards to punish that. Baneful Bunker and trapping moves also go well with Heckle.
Scoopapa wins Heckle with Giladis!

So, this concludes our first slate! Which means it's time for us to get into Slate 2's first step!

Slate 2 - Offense
Special Move with over 130 BP - The idea here is to make a strong special mon that is balanced even with a really strong move. Anything is fair game here but the mon gotta be balanced bros.
Physical Move under 80 BP - Here, you need to make a Physical attacker that is designed around using an interesting lower BP STAB while still being pretty good - no sure-crit allowed!
Ability made for an Offensive Pivot - be creative

 
Special Move with over 130 BP
Name: Mudslide
Type: Ground
Category: Special
BP: 150
Acc: 100
PP: 24
Effect: This move always leaves the target with at least 1 Hp.
Comp: Blow the opponent up but needs support (Sandstorm, Burn, etc) or a second turn to finish the job.

Physical Move under 80 BP
Name: Planetary Smash
Type: Rock
Category: Physical
BP: 70
Acc: 95
PP: 8
Effect: Sets Gravity for 5 turns.
Comp: Set up Gravity for boosted accuracy and being able to hit Flying-types with Ground moves

Ability made for an Offensive Pivot
Name: Ricochet
Effect: This Pokemon reflects Status moves and secondary effects back at the opposing Pokemon on this Pokemon's first turn in battle.
Comp: Swap in and out, reflecting things away with temporary Magic Bounce. Interesting part is Giladis can set Rocks on this Mon with Mold Breaker, giving Mold Breaker sets a clear niche.
 
Special move with at least 130bp
Ancient ritual
fighting
24pp
Turn 1 +1 speed, turn 2 130bp special fighting move

Soul heart moment





Physical move with 80bp or less
Comet punch
Steel
15bp/24pp
Hits 2-5 times
Each hit has a 20% chance to raise attack

I love skill link

Strategic departure
This Pokémon’s moves that would make it switch deal 1.5x damage and heal for 1/8 max hp
 
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Special Move with over 130 BP -
Sea of Chaos
Type: Dark
Category
: Special
BP: 130
PP: 5/8
ACU: 90
Effect: Raises the opponents Def and Spd by 1 when this move hits
Flags: spread
Reasoning: High damage but low spammability. Can very easily blank into a defensive mon

Physical Move under 80 BP -

Vorpal Needle
Type: Fairy
Category: Physical
BP: 80
PP: 20/24
ACU: 100
Effect: Heals 25% hp on use
Flags: Contact
Reasoning: offensive mon that can use orb bc you heal off chip

Ability made for an Offensive Pivot -
Distracted
Effect: after three turns on the field, this Pokémon’s attack and special attack are halved.
Traceable: Y
Reasoning: you can make a stat stick pivot that is incentivized to use 1 move then use pivot move, reverse regigigas
 
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Special Move over 130 BP
Name: Blazeball
Type: Fire
BP: 160
Acc: 100
PP: 8
Effect: Targets self and all adjacent pokemon. This move also hits the user at half power.
Flags: Protect, Metronome, Mirror
Further Thoughts: I've submitted this once before, to Iron Fist, where it sees little use. It's comically powerful, but the pokemon who get the most out of it offensively have an interesting trade-off they need to make, given the penchant for offensive mons to have rather bad defenses. In the worst case scenario, since it actually hits the user instead of doing Recoil, this move could do more damage to the user than to the target. Thankfully, the recoil is at least a predictable and calcable amount. It's based on a bit from dungeons and dragons, namely "I don't care how big the room is, i cast Fireball!" Unfortunately, the namespace for Fireball is taken up by G-max Fireball, so it's called Blazeball instead.

Physical Move under 80 BP
Name: Scalpel Strike
Type: Steel
BP: 70
Acc: 100
PP: 16
Effect: If the opponent is not at full HP, this move additionally damages them for 1/8th of their maximum HP.
Flags: Protect, Metronome, Mirror, Contact, Slicing
Further Thoughts: An interesting concept designed to chip away at pokemon that are particularly durable by partially ignoring their defensive stats. Considering our current pool of pokemon, it's not particularly amazing, but that's because our only steel-weak mon matches well into this move by tormenting it. Also a slicing move, for sharpness synergy if that's appealing. While it's flavored as a scalpel, any pokemon precisely wielding a blade can reasonably have this move, possibly including Spirimint.

Ability for an Offensive Pivot
Name: Attachment Issues
Effect: If this pokemon hits the opponent with a contact move or is hit by a contact move, it switches out at the end of the turn.
Further thoughts: I thought this would be a very funny concept, and I think pivoting of this sort is actually very interesting, though it would make bringing the pokemon into battle for more than a single turn rather difficult against physical targets. Very strange, but interesting to consider and build around.
 
Name: Frost Crack
Base Attributes: 75 BP / 100% Acc / 24 Max PP
Category: Physical
Type: Ice
Effect: +1 Priority. Deals 1/3 recoil. (Flags - protect: 1, mirror: 1, metronome: 1)
Justification: Real ones remember the Gen 9 Alpha we had on DH and how Wave Crash worked there. Higher BP compared to most priority moves will make it work regardless of abilities and recoil should be a fun downside to work around. Lends kind of naturally to its user being a slower breaker which would already make it at least a little bit susceptible to being worn down although you don't need to give it either of those things.

Name: Gunpowder
Base Attributes: 140 BP / 90% Acc / 8 Max PP
Category: Special
Type: Fire
Effect: No secondary effect. (Flags - protect: 1, mirror: 1, metronome: 1, powder: 1)
Justification: Might seem kind of bland at first, but keep in mind that Grass-types are immune to powder moves. This is basically the reverse dynamic of Freeze-Dry with other Ice-type moves: you have the weaker option with better coverage and the stronger option with worse coverage. In my opinion it'd be most interesting to see this on a Pokemon that would otherwise enjoy being choice locked although I'm sure there's some application with it being put on something as a really specific coverage option and pseudo-STAB, plus there's a funny possibility of whatever Steel ends up being relevant having Flash Fire or something similar. Works pretty naturally with Spirimint having such high special bulk too.

Name: Timeout
Effect: When the user reaches below half of its max HP, assuming it does not faint, it heals 1/2 of its max HP and switches out. Only activates once per battle.
Justification: I've always thought the once per battle stuff could lead to some interesting abilities but haven't had the opportunity to explore it to my knowledge. Maybe some Pet Mods have been doing it more since my semi-retirement but Emergency Exit never got explored super often in this community either despite common consensus (iirc) being that it's an alright ability attached to a Pokemon unfit to use it. May be a strong ability but slower Pokemon will still be fairly exploitable without the exploitability feeling quite as bad and faster, more fragile Pokemon will not care about the healing quite as much.
 
Special Move with over 130 BP
Name: Apparition
Type: Ghost
Category: Special
BP: 135
Acc: 100%
PP: 8
Flags: Bypasses Protect.
Effect: Hits 2 turns after use.
Justification: I'm somewhat surprised I haven't seen a future sight like move in the "Special Move with over 130 BP category", so why shouldn't I do it? Apparition lets you position and pressure opponents without actually attacking them. Unless a normal type wins this slate. :^)

Physical Move under 80 BP
Name: Black Magic
Type: Dark
Category: Physical
BP: 75
Accuracy: 100%
PP: 16
Flags: Contact.
Effect: If this move hits, the opponent gains an effect that inverts their stat boosts for 2 turns. (so like Contrary but for a few turns)
Justification: I LOVE MY GIMMICKY MOVES!!! Black Magic is a fun tool that plays around with an ability as its effect. Can be nerfed to only 1 turn like Psychic Noise if 2 turns is too much.

don't ask why it's physical specifically.

Offensive Pivot Ability: no. just won't do one.
 
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"Physical Move Under 80 BP"
Name: Inhibitor Strike
Power: 75
Accuracy: 100%
PP: 15 (max 24)
Category: Physical
Type: Ghost
Effect: Disables the opponent's last move for 3 turns.
Flags: Protect, Contact, Metronome, Mirror
Justification: Disable is theoretically very strong since locking one of the opponent's moveslots is extremely powerful (be it recovery, a critical coverage move, or even one of their STABs), but it's never seen because it's locked to a non-damaging status move, so it often takes up a moveslot without doing very much in return (unlike Taunt). However, by applying this effect to a damaging move, it now becomes a lot more potent, since you're directly applying pressure to the opponent by threatening potential damage on them (in addition to having one of your moveslots locked out!).

"Special Move over 130 BP"
Name: Shattering Rain
Power: 140
Accuracy: 85%
PP: 5 (max 8)
Category: Special
Type: Rock
Effect: After using this move, lower the user's defense and special defense by one stage each. In addition, the user cannot switch out until the end of their next turn. This occurs even if the move misses, fails, or is blocked due to Protect.
Flags: Protect, Metronome, Mirror
Justification: Rock has a grand total of no special moves, so what better thing to do than to give it an extremely high power one? This move provides some extreme power, even though we don't have any Rock-weak pokemon in the meta. However, you also lock yourself in the battlefield AND you lower your own defenses, which the opponent can invariably take advantage of through clever predictions and switches. Of course, you can wear out the turn you can't switch with Protect, but 1) this removes a slot you could use for coverage/setup, and 2) the opponent can also use Protect to completely stuff the move and leave you trapped on the battlefield.

"Ability Made for an Offensive Pivot"
Name: Jump-Start
Effect: If this pokemon switches out, their replacement's next move goes first in their priority bracket if they are slower than the user.
Justification: Switch out, then give your replacement a boost by making their next move go first. This is primarily intended to boost slower allies (primarily slow, bulky wallbreakers), hence the limitation that this only applies if the replacement is slower than the user.
 
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Special Move with over 130 BP
Name
: Outburst
Type: Dark
Category: Special
BP: 140
Acc: 90
PP: 5
Effect: User have their Special Attack lowered by two stages each.
Comp: A frightingly powerful move even by Dark-type standards, but with a downside akin to Overheat that requires careful use and frequent switching.
Fun Fact: The power refers to the explosive definition of outbursts, but the Dark-type also reflects emotional outbursts that both real life tyrants and fictional villains are prone to do when plans don’t go their way, sometimes at their own detriment.

Physical Move under 80 BP
Name
: Copper Crash
Type: Steel
Category: Physical
BP: 60
Acc: 100
PP: 10
Effect: Set up Steelsurge hazard (basically Steel-type Stealth Rock for those not in the know) on the opponent’s side; both Steelsurge hazard and Stealth Rock cannot overlap on the opponent’s eide.
Comp: Sets up the now-unused Steelsurge hazard, but with a caveat that both it and Stealth Rocks cannot overlap

Ability made for an Offensive Pivot
Name
: Cowardly
Effect: If the Pokémon receive at least one stat decrease, they will automatically switch out.
Comp: Can be useful for using Overheat / Close Combat / Superpower / whathaveyou or baiting Defog or other stat-decreasing moves and Abilities, but can backfire if the opponent see it coming and can make you lose momentum instead. Preferrably given to a Pokémon with 90 Speed or lower, otherwise anything faster would make it very aggravating.
 
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Prompt: Special Move with over 130 BP
Move Name: Eldritch Blast
Category:
Special.png

Type:
Ghost.png

Base Power: 140
Max PP: 5 (8 Max)
Accuracy: 100%
Effect(s): Curses the user.
Effect Chance: NA
Attributes: Protect, Mirror
Reasoning: Powerful move at the cost of putting a timer on yourself. On the turn you use it, you are almost guaranteed to lose 25% hp (unless there are some other shenanigans that force switch the user out). You could then switch out to purge the curse, however that means you would also have to give up momentum.

Prompt: Physical Move under 80 BP
Move Name: Sparkle Crash
Category:
Special.png

Type:
Ghost.png

Base Power: 75
Max PP: 10 (16 Max)
Accuracy: 100%
Effect(s): Sets slot condition (akin to Healing Wish) that heals the next ally to switch in for 25% hp.
Effect Chance: NA
Attributes: Protect, Mirror, Contact
Reasoning: Offensive Cleric’ing take 2. Didn’t want to step on Miracle Remedy’s toes too much in utility, so I went for the healing side of Cleric’ing instead of status curing.

Prompt: Ability made for an Offensive Pivot
Ability Name: Guiding Light
Description: When exiting the field, lowers foe(s) evasion by one stage.
Reasoning: Wanted to provide a more support-oriented ability to for an Offensive Pivot to utilize. Rewards for Pivoting out, lowering foe’s evasion to enable allies to utilize less accurate moves.
 
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Prompt: Ability made for an Offensive Pivot
Ability Name: Wide-Eyed
Description: On the first move upon switching in, this Pokemon's attacks do 30% more damage.
Reasoning: I wanted to go the offensive route this time (though I like many of the supportive suggestions!) to really make sure this will be on an offensive pivot. This Pokemon wants to hit hard once and pivot out, or just pivot out with some extra oomph.

Prompt: Physical move under 80BP
Move Name: Piracy
Category: Physical
Type: Water
Base Power: 70
Max PP: 8
Accuracy: 100
Effect: Fails if the target does not use a Status move. If the target uses a Status move, hits the target, and steals the effect akin to Snatch if the move is Snatchable.
Priority: +1
Attributes: Same as Sucker Punch
Reasoning: A Sucker Punch clone that instead works for Status moves, and additionally punishes them by taking the effect if possible. Yes, the name comes from taking someone's work, but the type comes from pirates at sea. I think it'd be a cool (but risky) move to punish Pokemon from trying to take advantage of you by setting hazards or healing. However, if they simply attack you, you are at a big disadvantage. (Also cool in combination with Sucker Punch)
 
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Prompt: Special Move with over 130 BP
Move Name: Basalt Blast
Category:
Special.png

Type:
Ghost.png

Base Power: 130
Max PP: 16
Accuracy: 90%
Effect: User is hurt by 50% of its max HP if it misses.
Flags: Bullet

Description: Special HJK, a little less accuracy but more splashability as it's a really strong ground move. Ideally on a mon that doesn't have Earth Power and this might be good with Gravity.

Prompt: Physical Move under 80 BP
Move Name: Syrup Slash
Category:
Special.png

Type:
Fairy.png

Base Power: 75
Max PP: 16
Accuracy: 100%
Effect: Target's Speed is lowered by 1 stage for 3 turns.
Flags: Contact, Slicing

Description: Move is kinda Mid but this makes it take advantage of faster mons by forcing a switch out.

closing subs soon and going straight to votes - gimme an hour or so
 
Votes are open! No moves or abilities were vetoed!

You can vote for any amount of submissions in any order, but the first place vote will count as 2 votes instead. You cant selfvote first place. Anything else is alright. dont vote for the same sub twice

Voting is open for 24 hours!
 
Special Move with over 130 BP
Gunpowder
Mudslide (sv)
Sea of Chaos

Physical Move under 80 BP
Frost Crack
Piracy
Planetary Smash (sv)
Inhibitor Strike

Ability made for an Offensive Pivot
Cowardly
Ricochet (sv)
 
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