Name: Rain Blow | Swamp Whop | Pyro Fight (pyrophyte if you don't get the pun)
Power: 80 BP
Accuracy: 100%
PP: 16
Category:
Type:
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Effect: If this move hits, the user's next move has the Serene Grace effect | lowers the target's Speed by 1 stage | inflicts the target with the Fire Spin effect, unless they switch out or faint. Covert Cloak/Shield Dust blocks these secondary effects but does not prevent these moves from setting up the effect.
Priority: +0
Flags (ex: Contact, Sound): Contact
Potential Pokémon With This Move: Water/Fire types | Grass/Water types | Fire/Grass types
Justification: Pledge move effects but less cringe to set up and deal with. Rainbow and Sea of Flames effect translated pretty seamlessly but the Swamp effect quartering your speed is too nutty even for one turn, so changed it into a reverse Trailblaze.
Name: Deja Vu
Power: 60 BP
Accuracy: 100%
PP: 24
Category:
Type:
Effect: On hit, inflict target with Deja Vu. If target was healed, inflicted with status, had a stat change or took indirect damage on the turn they were inflicted with Deja Vu, repeat that effect at the end of every turn and inflict 20 BP of Psychic damage for 3 turns or until they switch out.
Priority: +0
Flags (ex: Contact, Sound):
Potential Pokémon With This Move:
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Justification: Potentially nutty move on good predict/setup. Besides the benefit of constant chip damage, can do stuff like eat a CC > force the target's defenses to drop each turn, hit a mon that switches in on hazards w/o boots > force hazard chip each turn, etc.
Power: 80 BP
Accuracy: 100%
PP: 16
Category:

Type:



Effect: If this move hits, the user's next move has the Serene Grace effect | lowers the target's Speed by 1 stage | inflicts the target with the Fire Spin effect, unless they switch out or faint. Covert Cloak/Shield Dust blocks these secondary effects but does not prevent these moves from setting up the effect.
Priority: +0
Flags (ex: Contact, Sound): Contact
Potential Pokémon With This Move: Water/Fire types | Grass/Water types | Fire/Grass types
Justification: Pledge move effects but less cringe to set up and deal with. Rainbow and Sea of Flames effect translated pretty seamlessly but the Swamp effect quartering your speed is too nutty even for one turn, so changed it into a reverse Trailblaze.
Name: Deja Vu
Power: 60 BP
Accuracy: 100%
PP: 24
Category:

Type:

Effect: On hit, inflict target with Deja Vu. If target was healed, inflicted with status, had a stat change or took indirect damage on the turn they were inflicted with Deja Vu, repeat that effect at the end of every turn and inflict 20 BP of Psychic damage for 3 turns or until they switch out.
Priority: +0
Flags (ex: Contact, Sound):
Potential Pokémon With This Move:




Justification: Potentially nutty move on good predict/setup. Besides the benefit of constant chip damage, can do stuff like eat a CC > force the target's defenses to drop each turn, hit a mon that switches in on hazards w/o boots > force hazard chip each turn, etc.
Name: Assertive | Determined | Decisive | Persistent | Gutsy
Effect: On switch-in, this Pokemon's Attack | Defense | Special Attack | Special Defense | Speed is raised by one stage.
Permanent (Yes or No): Yes
Mold Breaker (Yes or No): No
Potential Pokémon With This Ability:

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idk | 


Justification: Pre-buff Intrepid Sword/Dauntless Shield, but for every stat and (ideally) put on lower-tier mons. Strong abilities that are simple but should give lots of mons a fighting chance in OU, or at least the upper-lower tiers.
Name: Smelt
Effect: Rock-type moves that target this Pokemon are converted into Fire-type before dealing damage. When this Pokemon takes Stealth Rock damage, the hazard deals Fire-type damage rather than Rock.
Permanent (Yes or No): Yes
Mold Breaker (Yes or No): Yes
Potential Pokémon With This Ability:


Justification: An option for Fire-types that are chronically haunted by Stealth Rock without being forced to run boots, as well as providing counterplay to Accelerock spam that would otherwise absolutely murder quad-weak mons.
Name: Extraordinary
Effect: If this Pokemon is Normal-type and holding a Tera Shard, on entry, its Normal-type will be replaced by the shard's type, and all of its Normal moves will become that type.
Permanent (Yes or No): Yes
Mold Breaker (Yes or No): No
Potential Pokémon With This Ability:



Justification: The Normal type's kinda cheeks and a lot of Normal moves ARE cheeks, so if you're willing to give up your item and ability slot, this can do numbers. Non-Normal Rapid Spin, Body Slam, Hyper Voice, Double Edge, Pop Bomb (don't let
anywhere near this).
Effect: On switch-in, this Pokemon's Attack | Defense | Special Attack | Special Defense | Speed is raised by one stage.
Permanent (Yes or No): Yes
Mold Breaker (Yes or No): No
Potential Pokémon With This Ability:














Justification: Pre-buff Intrepid Sword/Dauntless Shield, but for every stat and (ideally) put on lower-tier mons. Strong abilities that are simple but should give lots of mons a fighting chance in OU, or at least the upper-lower tiers.
Name: Smelt
Effect: Rock-type moves that target this Pokemon are converted into Fire-type before dealing damage. When this Pokemon takes Stealth Rock damage, the hazard deals Fire-type damage rather than Rock.
Permanent (Yes or No): Yes
Mold Breaker (Yes or No): Yes
Potential Pokémon With This Ability:



Justification: An option for Fire-types that are chronically haunted by Stealth Rock without being forced to run boots, as well as providing counterplay to Accelerock spam that would otherwise absolutely murder quad-weak mons.
Name: Extraordinary
Effect: If this Pokemon is Normal-type and holding a Tera Shard, on entry, its Normal-type will be replaced by the shard's type, and all of its Normal moves will become that type.
Permanent (Yes or No): Yes
Mold Breaker (Yes or No): No
Potential Pokémon With This Ability:




Justification: The Normal type's kinda cheeks and a lot of Normal moves ARE cheeks, so if you're willing to give up your item and ability slot, this can do numbers. Non-Normal Rapid Spin, Body Slam, Hyper Voice, Double Edge, Pop Bomb (don't let

Name: Dreamy Pillow
Effect: While the holder is asleep, heal 1/8 at the end of each turn. Sleep is treated like paralysis, with a 75% chance to move and halved speed. If item is lost, immediately wake up.
Can Be Knocked Off: Yes
Ignored by Klutz: Yes
Fling Power & Effect: 20 BP, puts target to sleep
Justification: Spore counterplay ig? Moreso wanted to experiment with making pseudo-Sleep Talk, paired with Rest you can give some mons without healing an option at the cost of their item slot and inflicting yourself with paralysis.
Effect: While the holder is asleep, heal 1/8 at the end of each turn. Sleep is treated like paralysis, with a 75% chance to move and halved speed. If item is lost, immediately wake up.
Can Be Knocked Off: Yes
Ignored by Klutz: Yes
Fling Power & Effect: 20 BP, puts target to sleep
Justification: Spore counterplay ig? Moreso wanted to experiment with making pseudo-Sleep Talk, paired with Rest you can give some mons without healing an option at the cost of their item slot and inflicting yourself with paralysis.

Name: Mimikyu
Type:


Abilities: Disguise
New Moves: Ceaseless Edge, Fake Out, Reflect/Light Screen, Throat Chop, Spikes, Skull Bash
Removed Moves: N/A
Justification: Give Mimikyu more things to do behind its disguise. Ceaseless Edge/Spikes have unspoken value, Fake Out gives it chip and a free turn which is big for it with its disguise still up, Throat Chop is great to stop attempts at Yawning you to end your sweep, and Skull Bash felt thematically appropriate, plus its disguise can absorb a hit during charge-up (Steel Shard Mimikyu?). It can go purely offensive as a late game set-up sweeper with SD/Peekaboo/Choke/Fake Out, or take a more utility-based role with some combination of CEdge/Spikes depending on the matchup, screens with Light Clay, TWave or Wisp, then your attacking move of choice.

Name: Slither Wing
Type:


Abilities: Protosynthesis / Tinted Lens
New Moves: Flare Blitz, Quiver Dance
Removed Moves: N/A
Justification: Slither Wing wants to come in, hit something really hard, and leave if it can't outspeed. Its STABs are good but not great, although Slither getting Volc's Bug while Moth gets Volc's Fire is very thematically appropriate and I don't want to ruin that. So to patch that up, Tinted Lens should let it hit a lot of things harder, especially Fairy, Poison, and Flying types that usually resist both of its STABs and make them a bit more cautious about switching in. Quiver Dance is a meme addition, +1 SpD and Spe on phys sets isn't bad, and maybe could open up some quirky mixed/special sets (Tie Dye Band QD Giga Drain Heat Wave Hurricane? lmao) but I moreso wanted to do an inverse of Fiery Dance being shared between Volc and Moth.
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