Yoshiblaze
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Here are the winners!
Because of the changes in this slate, Mega Alakazam, Moody, and Cinderace will be unbanned.
Now we'll start the second 24 hour Distribution/Discussion Phase. During this phase, you can discuss what mons should and shouldn't get the newly added moves and abilities. The council will use your feedback and create a final list. After that, the next submission phase will start immediately.
It's recommended that you use the Discord to discuss distribution (in #distribution-discussion), though you can use this thread as well. See you there!
Bolded subs are winners
Moves:
Counterspell - 5
Frostbite - 4
Seed Bomb (Sam) - 2
Snore - 1
Bolt Kick - 4
Snap Trap - 1
Neutralizing Waves - 1
Metal Claw - 3
Rototiller - 5
Mirror Shot - 1
Lightning Lance - 5
Recycle - 1
Elemental Punches/Fangs - 2
Snap Trap - 1
Team Swarm - 1
Apple sigs - 3
Arm Thrust - 5
Psych Break - 1
Slam - 2
Spectral Thief - 1
Court Change - 1
Alternating Current - 2
Ambush - 1
Items:
Null Stone - 4
Honey - 7
Blunder Policy - 3
Lax Incense - 4
Eviolith - 5
Power Herb - 4
Blue Herb - 4
Brass Knuckles - 2
Cleanse Tag - 1
Memories - 2
Utility Umbrella - 1
Adrenaline Orb - 3
Foulness Policy - 1
Golden Locket - 1
Corrupted Branch - 1
Cram-O-Ray - 1
Room Extender - 1
Abilities:
Gorilla Tactics - 2
Telepathy - 1
Moody - 4
Flow abilities - 3
Sticky Hold - 4
Healer - 2
Slow Start - 1
Inverted - 2
Ghoul Presence - 2
Prickly Coat - 2
Quick Draw - 3
Libero - 4
Corrosion - 2
Toxic/Flare Boost - 2
Aura Break - 3
Dynamic Entry - 2
Implode - 3
Iron Fist - 1
Water Compaction - 4
Steely Spirit - 1
Compressed Friction - 1
Fear Shifter - 1
Maestro - 1
Conservation - 1
Adjustments:
Gogoat - 1
Meganium - 4
Spectrier & Caly-S (GM(?)) - 3
Alakazam - 4
Mega Lucario - 1
Druddigon - 2
Guzzlord - 1
Ampharos & Mega Amph (YB) - 4
Ampharos & Mega Ampharos (SS) - 1
Musharna - 1
Archeops - 2
Mega Camerupt - 1
Slaking - 1
Mega Absol - 2
Zarude - 1
Rotom & co. - 5
Kangaskhan - 3
Eevee line - 3
Magmortar - 1
Dracovish - 2
Golem-Alola - 3
Silvally - 1
Regis - 2
Mega Audino - 2
Steelix (D) - 1
Steelix (G-L) - 1
Tsareena - 1
Dusclops - 1
Moves:
Counterspell - 5
Frostbite - 4
Seed Bomb (Sam) - 2
Snore - 1
Bolt Kick - 4
Snap Trap - 1
Neutralizing Waves - 1
Metal Claw - 3
Rototiller - 5
Mirror Shot - 1
Lightning Lance - 5
Recycle - 1
Elemental Punches/Fangs - 2
Snap Trap - 1
Team Swarm - 1
Apple sigs - 3
Arm Thrust - 5
Psych Break - 1
Slam - 2
Spectral Thief - 1
Court Change - 1
Alternating Current - 2
Ambush - 1
Items:
Null Stone - 4
Honey - 7
Blunder Policy - 3
Lax Incense - 4
Eviolith - 5
Power Herb - 4
Blue Herb - 4
Brass Knuckles - 2
Cleanse Tag - 1
Memories - 2
Utility Umbrella - 1
Adrenaline Orb - 3
Foulness Policy - 1
Golden Locket - 1
Corrupted Branch - 1
Cram-O-Ray - 1
Room Extender - 1
Abilities:
Gorilla Tactics - 2
Telepathy - 1
Moody - 4
Flow abilities - 3
Sticky Hold - 4
Healer - 2
Slow Start - 1
Inverted - 2
Ghoul Presence - 2
Prickly Coat - 2
Quick Draw - 3
Libero - 4
Corrosion - 2
Toxic/Flare Boost - 2
Aura Break - 3
Dynamic Entry - 2
Implode - 3
Iron Fist - 1
Water Compaction - 4
Steely Spirit - 1
Compressed Friction - 1
Fear Shifter - 1
Maestro - 1
Conservation - 1
Adjustments:
Gogoat - 1
Meganium - 4
Spectrier & Caly-S (GM(?)) - 3
Alakazam - 4
Mega Lucario - 1
Druddigon - 2
Guzzlord - 1
Ampharos & Mega Amph (YB) - 4
Ampharos & Mega Ampharos (SS) - 1
Musharna - 1
Archeops - 2
Mega Camerupt - 1
Slaking - 1
Mega Absol - 2
Zarude - 1
Rotom & co. - 5
Kangaskhan - 3
Eevee line - 3
Magmortar - 1
Dracovish - 2
Golem-Alola - 3
Silvally - 1
Regis - 2
Mega Audino - 2
Steelix (D) - 1
Steelix (G-L) - 1
Tsareena - 1
Dusclops - 1
Name: Arm Thrust
Power: 25
Accuracy: 100
PP: 20 (max 32)
Category: Physical
Type: Fighting
Effect: Hits 2-5 times.
Priority: 0
Flags: Contact. Punch based move.
Target: Any Adjacent Foe
Potential Pokémon With This Move:
Justification: Arm Thrust is one of the worst multi hit moves in the game. This small BP buff, Punch flag (all of its dex descriptions call it a punch) and slightly wider distribution should help solidify the usefulness of the move. Edit: Melmetal is apparently really grrat already and will get better so I think it's best if we just keep more avoidable buffs to it lol.
Name: Counterspell
Power: 100
Accuracy: 100%
PP: 15
Category: Special
Type: Fairy
Effect: Uses the target's Special Attack stat in damage calculation. Fails if the user moves first, or if the opponent switches.
Priority: -1
Flags (ex: Contact, Sound): Mirror, Protect
Potential Pokémon With This Move: + assorted other Psychics and Fairies
Justification: Finally, special Foul Play. Fairy typing is perfect for this, since Fairy is such a good specially defensive type already. However, from what I understand, special moves are meant to be harder to deal with in exchange for being weaker, so I tweaked the effect a bit. I'd expect to see it a lot on spdef walls such as Chansey and Unaware Clefable.
MOVES: 1 NEW
Name: Lightning Lance
Power: 110
Accuracy: 100%
PP: 10
Category:
Type:
Effect: The user attacks by charging with a lance of electricity extended from their body. Lowers the user's Attack and Special Defense one stage on successful hit. Thaws the user on successful use if Frozen.
Priority: 0
Flags: Defrost, Mirror, Protect
Potential Pokémon With This Move: , , , , , , .
(Pokémon that probably SHOULDN'T have this move: , , either , either , .)
Justification: As at least three people noted in Slate 1 before I guess there was a group agreement or something to only submit Circuit Breaker, there somewhat desperately needs to a better, more widely available physical Electric move than the anemic Wild Charge. So this is an attempt at that since neither Circuit Breaker nor the other two physical Electric attacks were resubmitted, and oddly no one else submitted a new one, which I was waiting for before posting just because I didn't want to be redundant since my other new move idea still needs work.
So, yeah, other than thanking Circuit Breaker for the inspiration since I originally was going to drop Speed or Special Attack (due to all the STAB Volt Switch), there's not much to say here. I figure that 110 BP is fair and most likely what Game Freak would do since Volt Tackle exists at 120 BP unless they pushed that up to 130 BP maybe. There's also the excuse of Electric pokemon being overall faster than Fighting pokemon, which Game Freak would similarly likely take into account despite though having access to STAB Mach Punch and more weakness predation; then again, even with all the Scald flying around, this move is another that just straight up OHKOs a lot of bulky Waters and a multitude of Flying types on the right mons and is 100% accurate unlike Power Whip and Stone Edge. It also seems fair to be lower in power now that this is non-Contact, meaning neither Iron Barbs nor Rocky Helmet bother you.
So, yeah, this seems fair enough--at least in theory--as is given 100% accuracy and given that it has enough differences from the exclusive Aura Wheel to comfortably exist, though it would be a bit funny if Morpeko got screwed over due to having Aura Wheel like how Zeraora shouldn't get this due to already having Plasma Fists (and too much Speed). Shrug. (Lightning Lance also thaws despite ice not conducting electricity well both because lightning gets really hot and because Freeze status is still really dumb.)
Name: Rototiller
Power: --
Accuracy: --
PP: 10
Category:
Type:
Effect: Boosts the Attack and Defense of all active grounded Grass-types by 1, including the user, and sets Grassy Terrain
Priority: 0
Flags (ex: Contact, Sound): Snatch
Potential Pokémon With This Move: Old Distribution +
Justification: Rototiller and Grassy Terrain are both horrible moves, though the former would at least be decent as a slightly worse Work Up if more than 2 Grass-types learned it. However, combining them makes them actually usable. Rototiller is now a Bulk Up for Grass-types, which is already great, especially when you're setting terrain at the same time, so your Grass-types moves are gonna murder things in the immediate future. Plus, this makes Grassy Terrain a lot easier to set, which Fire and Steel-type teammates will appreciate. We definitely want to be careful giving this to any Grass-types that learn Grassy Glide, and thus the only Grassy Glider's I've suggested are Abomasnow, Trevenant, Maractus, Comfey, and Dubwool
Name: Honey
Effect: Pokémon with the ability Honey Gather or Sweet Veil heal 12.5% of their HP at the end of every turn when holding this item
Can Be Knocked Off (Yes or No): Yes
Ignored by Klutz (Yes or No): Yes
Fling Power & Effect: 30
Justification: Kind of a meme, but 12.5% HP recovery is no joke, just ask Gliscor, so stuff like Alcremie, Tsareena, and Ribombee can enjoy way more longevity on top of their existing roles.
Name: Eviolith
Effect: If holder's species can evolve, it gets 1.5x Attack and Special Attack.
Can Be Knocked Off: Yes
Ignored by Klutz: Yes
Fling Power & Effect: 40
Justification: dont you wanna make Scyther a viable pokemon? or even, Raboot.
Name: Libero
Effect: Non-Stab moves gain 1.2x power
Permanent: No
Mold Breaker: No
Potential Pokémon With This Ability: Cinderace, Passimian, some other stuff, can't be bothered to look into it.
Justification: Cinderace is a pretty cool mon so I'm gonna try to get it unbanned while not straying too far from what it usually does. Libero is also just a protean clone so it feels fair to modify it to give it a different, less powerful niche that can be distributed more freely.
Name: Moody
Effect: This Pokémon's lowest stat is raised by 1 at the end of each turn.
Permanent (Yes or No): No
Mold Breaker (Yes or No): No
Potential Pokémon With This Ability: Old Distribution +
Justification: This version of Moody takes out the RNG aspect and because of how Beast Boost is coded, it only boosts 1 stat, making it way healthier, giving sucky Pokemon like Spinda, Octillery, and Bibarel a Speed Boost for any stat they want but with the caveat that the stat has to be low to begin with.
Name: Sticky Hold
Effect: Usual effects. Knock Off's power is no longer boosted against a Pokémon with Sticky Hold. Poltergeist now fails against a Pokémon with Sticky Hold.
Permanent: No
Mold Breaker: Yes
Potential Pokémon With This Ability: Current distribution +
Justification: Sticky Hold does what it's supposed to do better now. Makes for some good Knock Off absorbers while also no-selling the strongest physical Ghost move.
Name: Water Compaction
Effect: Current effects+grants the user a water immunity
Justification: This turns Palossand into an incredibly physical water counter. No way Urshifu-R beats this.
Name: Rotom
Type: Unchanged
Abilities:
Base: Levitate / Unburden [HA]
Fan: Levitate / Speed Boost [HA]
Frost: Levitate / Refrigerate [HA]
Heat: Levitate / Flame Body [HA]
Mow: Levitate / Grassy Surge [HA]
Wash: Levitate / Water Absorb [HA]
New Moves: None
Removed Moves: None
Justification: Rotom & co. have hidden abilities now! Acts as a buff for some of the less used Rotom forms, although I'd have to say the biggest winners here are Fan and Mow. Here's an outline of the abilities added:
Base: gets unburden due to it being the only form unbound to an appliance. While still probably the weakest of all the forms, it might find a little niche in lower tiers running Throat Spray + Hyper Voice.
Fan: gets Speed Boost due to a fan taking time to reach its full speed once turned on. Definitely runs this over Levitate, and its combo of Speed Boost + Nasty Plot should help Fan jump out of untiered hell.
Frost: had to get Refrigerate, it just makes sense. Provides a more accurate Ice STAB in the form of Hyper Voice, although competitively Frost might still want to run Levitate anyways.
Heat: gets Flame Body for pure flavor. Touching an operating microwave oven will burn you. There was nothing Heat would want to run over Levitate anyways lmao.
Mow: gets Grassy Surge as the use of a Lawn Mower usually indicates a rather Grassy Environment. Could provide as a rather interesting contrast to the other two Grassy Surge mons, being the only Grassy Surge Special Attacker and far more oriented on support and pivoting compared to the other two.
Wash: uses water to clean its contents, hence refreshing Wash's HP via Water Absorb. While Levitate negates a weakness, Water Absorb's immunity provides Rotom some extra potential ways of healing, something which Wash could certainly use. A bit unsure of which Wash would prefer to run.
Name: Alakazam
Type:
Abilities: No changes
New Moves: —
Removed Moves: Nasty Plot
Justification: Alakazam-Mega is honestly such a cool mon and considering this little change is the only thing that made it broken, I don't see why we couldn't try to salvage it.
Name: Ampharos & Mega Ampharos
Type:->
Abilities: Static / Plus / Mold Breaker -> Fluffy
New Moves: Draco Meteor, Slack Off
Removed Moves: N/A
Justification: I was about to just give this Tail Glow and call it a day, but then I realized that Mega Ampharos has really good 90/105/110 bulk and an interesting defensive typing and that matches up well against many physical attackers like Kartana, Corviknight, Scizor, and Rillaboom. So, Fluffy plus some reliable recovery can make Mega Ampharos a great bulk pivot that is nowhere near passive with that massive 165 SpA stat and the newly added Draco Meteor, has utility in Volt Switch and Heal Bell, and can check numerous physical attackers more easily. Amphy still has to watch out for many common non-contact moves like EQ, Ice Beam, and Moonblast, so it's not unkillable, but it definitely gets a new lease on life.
Name: Meganium
Type: Grass
Abilities: Overgrow | Flower Veil (replacing Leaf Guard)
New Moves: Wish, Weather Ball, Body Press
Removed Moves: None
Justification: Flower Veil gives Meganium good use of their role as a bulky cleric, or a physical set-up sweeper with Swords Dance without a worry of Intimidate, Burn and other Attack-reducing mechanics.
Because of the changes in this slate, Mega Alakazam, Moody, and Cinderace will be unbanned.
Now we'll start the second 24 hour Distribution/Discussion Phase. During this phase, you can discuss what mons should and shouldn't get the newly added moves and abilities. The council will use your feedback and create a final list. After that, the next submission phase will start immediately.
It's recommended that you use the Discord to discuss distribution (in #distribution-discussion), though you can use this thread as well. See you there!
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