Pet Mod JolteMons (Complete) [Random Battle is Leader's Choice]

Ema Skye

Work!
Anything I'm not mentioning hasn't changed:

Name: Heal Block
PP: 10
Effect: Same effects. No longer has a turn limit. Lasts until the target has switched out. Now effects Regenerator.
Justification: Stallbreak move if you want to give up a slot for it. Provides another avenue to do so if you don't want to run Taunt.

Name: Steamroller
Effect: New effect. If the user has entry hazards on its side or is effected by terrain, this move's base damage is doubled and the entry hazards are removed.
Potential Pokémon With This Move: :miltank: :electrode: :snorlax: :qwilfish: :wailord: :reuniclus: :golurk: :copperajah:
Justification: Relatively easy to hit the condition and so its 130BP, but its Bug so the coverage might not always be wanted. Unblockable hazard removal is kinda neat.
 
This is my first time trying this so these might suck

:sm/nidoking:
Name: Nidoking
Type: Poison/Ground
Abilities: Sheer Force/Hustle/Poison Point
New Moves: none as of now
Removed Moves: none as of now
Justification: Not only is Hustle an ability its earlier stages get, it also can viably run a physical set now. This can be extended to Nidoqueen if you want.

:sm/hitmonlee:
Name: Hitmonlee
Type: Fighting/Dark
Abilities
: Reckless/Unburden/Limber
New Moves: Thunderous Kick, Trop Kick, Triple Axel, Triple Kick
Removed Moves: none as of now
Justification: Hitmonlee is a bit of a piss Pokemon as of right now, so I thought i'd give him some improvements. Dark is a good attacking type that also neutralizes one of Hitmonlee's weaknesses, and Thunderous Kick is good for wallbreaking. Trop Kick might be cool for the slow twins. I though of giving it Pure Power but I thought that might be overkill.
Name: Checkmate
Effect: If an opposing Pokemon has 33% health or less, it becomes trapped.
Permanent: No
Mold Breaker: No
Potential Pokémon With This Ability: Pokemon with chess piece names (Bisharp, Seaking, Pawniard, Vespiquen, you get the point)
Justification: A more revenge killer approach to the trapping ability method. Also I thought it was clever. Also blatant Nidoking boner.

Name: Steel Kicks
Effect: Duplicates the effects of Iron Fist (either the vanilla or new one, whatever ends up being used) for kick moves.
Double Kick, Rolling Kick, Jump Kick, High Jump Kick, Blaze Kick, Low Kick, Triple Kick, Trop Kick, Thunderous Kick, Low Sweep, Triple Axel
Permanent: No
Mold Breaker: No
Potential Pokémon With This Ability: Hitmonlee, Mega-Lop, Zap-Galar
Justification: An upgrade to kick moves to go along with Hitmonlee's new moves.
Name: Caltrop
Effect: When the holder switches in, lay a Spike layer on the enemy's side of the arena. Item is consumed.
Can Be Knocked Off: Yes
Ignored by Klutz: Yes
Fling Power & Effect: 40 BP, flinches
Justification: Helps with setup at the cost of you effectively not having an item.

Name: Log
Effect: On switch-out, creates a log for the new Pokemon. The log behaves like a substitute but has 10% of the original holder and costs no HP. Substitute fails when there is a log on the user's side. The item is not used if a Substitute or another Log is baton passed. Single use.
Can Be Knocked Off: Yes
Ignored by Klutz: Yes
Fling Power & Effect: 40, Causes the infestation effect
Justification: Based on the ninja trick where you place a log as a substitute to trick opponents. It's also old and filled with bugs. Good for a few tricky things.
Name: Finishing Blow
Power: 140
Accuracy: 90%
PP: 5
Category: Physical
Type: Fighting
Effect: If the move misses or does not bring the opponent to 0 HP, the user must recharge (Gen 1 Hyper Beam). Single target.
Priority: 0
Flags: Recharge (Gen 1), Punch, Contact
Potential Pokémon With This Move: Machamp, Urshifu, Zeraora, Hitmonchan
Justification: Move for finishing off pokemon, obviously. Might be OP in its current iteration?
 
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We're about 24 hours away from subs closing for this slate, so it's about time for another Discussion Post!

This time I organized it into different levels of viability but I'll try to mention everything added at least once
:sm/alakazam-mega:
Alakazam @ Alakazite
Ability: Magic Guard
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Psychic / Expanding Force
- Shadow Ball
- Focus Blast
- Recover
To probably no one's surprise, Mega Alakazam is really really good. That kinda happens when you have 175 SpA and 150 Speed. If your team is weakened and you don't have a Scarfer or priority handy, you basically just lose and you'll be hard pressed to find much that wants to take any of Psychic, Shadow Ball, or Focus Blast. Recover's also super nice to abuse more passive walls like Blissey or Clefable. Mega Zam also enables PsySpam, dealing ludicrous amounts of damage with Expanding Force in terrain while Tapu Lele can deal with some of Zam's checks like Goltres and Blissey. This'll end up A Tier on the VR at worst.

:sm/cinderace:
Cinderace @ Heavy-Duty Boots
Ability: Libero
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Pyro Ball
- Court Change / High Jump Kick
- Sucker Punch
- U-turn
The other former Uber brought down here with Cinderace and its new version of Libero. It's definitely not as good as Mega Zam, but thanks to Pyro Ball being a ridiculous move and unique utility in Court Change, I'd say it's not bad. Most of the time you just click Pyro Ball or U-Turn, but having 156 BP on HJK and a slightly stronger Sucker Punch to snipe Dragapult and Mega Zam is nice.

:sm/ampharos-mega:
Fabio (Ampharos) @ Ampharosite
Ability: Mold Breaker (Becomes Fluffy)
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Volt Switch
- Draco Meteor
- Focus Blast / Thunderbolt
- Slack Off
Fluffy Ampharos is kinda obscenely bulky, making it super hard to take down if you keep it away from Moonblasts and Ice Beams. It checks a lot of common physical attackers (basically anything not named Lando, Cinderace, Mega Mawile, or Weavile), making it one of the most consistent bulky pivots out there. Plus, Draco Meteor off of 165 SpA hits like a truck even uninvested, so it's far from passive, and that's before even bringing up how it has one of the strongest slow Volt Switches in the game. It sucks that you have to spend your Mega slot to use it and Tapu Lele is very common right now, which it hates, but Mega Ampharos is still a great Pokémon

:sm/melmetal:
Melmetal @ Momentum Armor
Ability: Iron Fist
EVs: 252 Atk / 164 SpD / 92 Spe
Adamant Nature
- Double Iron Bash
- Arm Thrust
- Thunder Punch
- Thunder Wave
Melmetal got a very very very slight buff with Arm Thrust now being a drawback-less option to smack Ferro (just make sure you run Wish or something to heal off all that Barbs and Helmet recoil lol). Probably not better than EQ (yet) but worth mentioning. Also, Melm getting Sticky Hold makes it one of the fattest Knock absorbers in the game, which I suppose you can use on Body Press sets
:sm/decidueye:
Decidueye @ Decidium Z
Ability: Moody
EVs: 8 HP / 252 Atk / 104 Def / 4 SpD / 140 Spe
Adamant Nature
- Swords Dance
- Spirit Shackle
- Leaf Blade
- Roost
Moody Decidueye is an extremely funny mon and it's also pretty good with screens, or even standalone considering its okay bulk. Moody gives Decidueye Walmart-brand Speed Boost, which makes Decidueye a super scary sweeper in combination with Swords Dance and being one of the few viable mons that's able to use a Z-Move. It has some major problems, like getting stonewalled by the super common Goltres, needing 2 speed boosts to outspeed most things, and having a pretty terrible defensive typing that leaves it open when it tries to setup and even after thanks to weaknesses to Sucker Punch and Ice Shard. That being said, never underestimate this thing lest you just lose once it comes out

:sm/mesprit:
Mesprit @ Leftovers
Ability: Moody
EVs: 240 HP / 16 Atk / 252 SpA
Modest Nature
IVs: 0 Atk
- Substitute
- Calm Mind
- Psychic
- Hidden Power [Fire] / Dazzling Gleam / Hidden Power [Ground]
Mesprit is the other viable Moody mon and could prove to be even better than Decidueye thanks to how versatile it is. SubCM and Nasty Plot sets are both super scary with Speed boosts, and its expansive movepool lets it do other things, like getting Speed boosts on Specs sets or stealing Azelf's gimmick and getting Speed boosts on Rocks lead sets. Stored Power is also theoretically a hilarious option on it if you can get rid of your opponent's Dark-types. Mesprit is quite underexplored right now, but in the right hands it could be insane

:sm/rotom-fan:
Rotom-Fan @ Heavy-Duty Boots
Ability: Speed Boost
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Thunderbolt / Rising Voltage
- Air Slash
- Hidden Power [Ground]
- Nasty Plot
Speaking of setup sweepers with passive Speed boosts, Speed Boost Rotom-Fan is shockingly terrifying on screens teams. Its bulk lets it Nasty Plot very easily, its fast enough to outspeed most of the things it needs to at +1, and it can go to town with good Electric/Flying coverage while becoming harder to revenge kill every turn, I'm a huge fan of it

:sm/mantine:
Mantine @ Heavy-Duty Boots
Ability: Sticky Hold
Shiny: Yes
EVs: 252 HP / 216 Def / 40 SpD
Bold Nature
IVs: 0 Atk
- Scald
- Toxic
- Defog
- Roost
Mantine was already kinda niche, but now that its boots can't get Knocked Off, it can do its one niche of being a hazard removing bulky Water a whole lot more consistently. It's still super passive and it competes with Tapu Fini and Tentacruel in this role, but it should be an okay option, especially for bulkier teams

:sm/deoxys-defense:
Deoxys-Defense @ Leftovers
Ability: Sticky Hold
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
- Teleport
- Knock Off
- Recover
- Spikes
Deo-D probably still kinda sucks, but being a defensive Psychic that doesn't have to worry about Knock may make it worth looking at on top of the few good traits it already had, like its Toxapex-like bulk, Teleport, and utility in Spikes, Rocks, and its own Knock. Also lets Calm Mind sets setup much more easily in the absence of Z-Crystals.

:sm/terrakion:
Terrakion @ Choice Band
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Stone Edge
- Close Combat
- Lightning Lance
- Earthquake
Rock/Fighting/Electric/Ground coverage go hard, feel free to screenshot

:sm/amoonguss:
Amoonguss @ Assault Vest
Ability: Regenerator
EVs: 252 HP / 96 Def / 160 SpD
Sassy Nature
- Giga Drain
- Counterspell
- Stomping Tantrum
- Hidden Power Fire
Counterspell is a really bad move, but the one thing that can use it viably is probably Amoonguss. AV Amoonguss can use Stomping Tantrum to lure Heatran, which it's able to OHKO because Counterspell fails on a mon that's just switched in, which then doubles Stomping Tantrum BP next turn. Plus, the AV also lets Amoonguss sponge strong Special hits better and throw that power back in their faces. Sludge Bomb is probably still often preferred, but it's something.

:sm/magneton:
Magneton @ Eviolith
Ability: Magnet Pull
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Thunderbolt
- Flash Cannon
- Hidden Power [Fire]
- Volt Switch
Magnezone is definitely overall better than Magneton because of its bulk and ability to run Scarf, which makes it a bit more useful outside of trapping Steel-types, but Eviolith Magneton is still insanely good at trapping Steels thanks to having the power of Specs Zone while not needing to lock itself into certain moves, which makes it less immediately abusable. This can be great to keep up your momentum since you have the freedom to HP Fire Ferrothorn and then Volt Switch out or force the opponent to KO you instead of setting up. Magneton also has the speed advantage over Zone, though this usually isn't too useful, only notably letting you outpseed base TTar or a Corviknight that has a ton of speed investment for no reason
:sm/palossand:
Palossand @ Leftovers
Ability: Water Compaction
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Scorching Sands
- Shadow Ball
- Shore Up
- Stealth Rock
I was tempted to stick this in the Niche section, though I'm not sure if a Water immunity propells this mon into OU viability quite yet. That being said, Palossand is legitimately usable, now being able to switch into Water moves, walling Urshifu-Rapid-Strike and Mega Swampert, while also walling or annoying Garchomp, Lando, Mega Lop, and Mega Scizor. Too bad Goltres eats it for breakfast and it fails to check a lot of other physical attackers like Weavile, Kartana, and even Melmetal, but it's certainly usable.

:sm/scyther:
Scyther @ Eviolith
Ability: Technician
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Dual Wingbeat
- U-turn
- Swords Dance
- Brick Break
Scyther's terrifying again, with its obscenely pwoerful Technician-boosted Dual Wingbeat now getting a Choice Band boost that you can Swords Dance on top of, which makes Scyther a scary sweeper. Luckily, going Eviolith means giving up Heavy-Duty Boots and while it's fast, it gets revenge killed extremely easily by faster mons like Cinderace, Weavile, and Dragapult, plus Skarmory and Corviknight sit on it, but Scyther is still one of the scariest things in the game to face under the right circumstances. Other notable Eviolith users include Sneasel (which is a worse Weavile but not that much worse), Electabuzz (good movepool and Speed makes it legit better than Evire), Porygon2 (OTR with Download sounds like funny gimmick), Seadra (would almost be better than Kingdra if it got Swift Swim), and Zweilous (stupid strong Outrage)

:sm/donphan:
Donphan @ Heavy-Duty Boots / Leftovers
Ability: Water Compaction
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
- Earthquake
- Knock Off
- Stealth Rock
- Rapid Spin
This another thing that may not be viable but it's certainly usable. A Water immunity is huge for Donphan, letting it spin and get its Earthquake's off without ever having to worry about getting Scalded, which notably effects its matchup against Toxapex. Otherwise it's still just Donphan, but you could do so much worse, especially in terms of hazard control

:sm/meganium:
Meganium @ Leftovers
Ability: Flower Veil
EVs: 252 HP / 4 Def / 252 SpD
Careful Nature
- Rototiller
- Petal Blizzard
- Stomping Tantrum / Body Press
- Synthesis
Meganium being a status-immune bulky setup sweeper with Rototiller or a status-immune cleric sounds great in theory, but Meganium's typing, painfully meh stats, and Grass being a meh typing make Meganium not quite good at that role, but it should still be fun to experiment with.

:sm/alcremie:
Alcremie (F) @ Honey
Ability: Sweet Veil
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
IVs: 0 Atk
- Calm Mind
- Recover
- Dazzling Gleam
- Psychic
Nothing viable gets Honey Gather or Sweet Veil quite yet, but even so, 12.5% recovery makes Alcremie a little more usable, being able to Calm Mind up much more safely. SubToxic Ribombee is also funny in theory, though it struggles to beat Steel or Poison-types

:sm/rotom-frost:
Rotom-Frost @ Heavy-Duty Boots
Ability: Refrigerate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Hyper Voice
- Thunderbolt
- Nasty Plot
- Volt Switch / Hidden Power Fire
I know it's only slate 2, but we gave the fridge mon Refrigerate, I think JolteMons has peaked

:sm/ferrothorn:
Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 252 Atk / 4 SpD
Brave Nature
IVs: 0 Spe
- Rototiller
- Gyro Ball
- Power Whip
- Knock Off / Body Press
Sure, if you want to actually win, you can run your boring standard defensive Ferrothorn sets, but if you're a cool kid, then you run the GOAT Rototiller Ferrothorn. I don't make the rules, this is simply a fact of life

:sm/stunfisk:
Stunfisk @ Leftovers
Ability: Water Compaction
EVs: 252 HP / 4 SpA / 252 SpD
Calm Nature
IVs: 0 Atk
- Earth Power
- Thunderbolt
- Toxic
- Stealth Rock
Can you just imagine how cool of a defensive pivot this thing would be with better stats and Volt Switch? At least the latter can get fixed in future slates, but man


As I said before, subs end in 24 hours, so be sure to get your ideas out!
 
:afrostar:

:ss/accelgor:
Name: Accelgor
Type:

Abilities: Hydration/Sticky Hold/Unburden
New Moves: Sticky Web, Taunt, Memento, Dark Pulse, Nasty Plot, Foul Play (Other dark flavor moves)
Justification: Sticky web teams are in desperate need of a consistent setter and accelgor can fit this role perfectly with its blazing speed tier, newfound taunt to stop defoggers in their tracks, and memento for a quick suicide switch.

:ss/Heliolisk:
Name: Heliolisk
Type:

Abilities: Dry Skin/Sand Veil/ Solar Power
New Moves: Morning Sun, Flamethrower, Flame Burst, Fire Blast
Justification: Helioptile has finally absorbed enough sunlight to evolve into the electric/fire type, Heliolisk! Grants us a new sun abuser which is always nice and now can abuse dry skin to actually remove one of its weaknesses. The fire electric typing is pretty unexplored and it offers great coverage in the current meta.

:sm/absol-mega:
Name: Absol-Mega
Type:

Abilities: Magic Bounce
New Moves: U-Turn
Justification: Fits flavorfully and with fairy it can get some useful resistances and stab play rough which could buff this mon into OU. And U-turn cause everything has U-Turn.

:sm/Oricorio:
:oricorio::oricorio-Pa:oricorio-pom-pom::oricorio-Sensu:
Name: Oricorio (All of them)
New Moves: +Quiver Dance +Feather Dance +Fiery Dance +Petal Dance +Rain Dance +Aura Sphere
Justification: As the dance Pokémon, they should know a lot of dance moves, so let's give them the tools they need to be the best dancers as they can be. The have the niche over volcarona has having better coverage and variety.
:Oricorio: +Mystical Fire, +Fire Spin
:Oricorio-Pa +Psyshock, +Psychic
:oricorio-Pom-Pom: +Thunderbolt +Volt Switch
:Oricorio-Sensu: +Shadow Ball, +Destiny Bond
Name: Toxic Boost
Effect: While this Pokémon is poisoned, physical attacks have 1.5 power. Immune to poison damage.
Permanent (No):
Mold Breaker (No):
Potential Pokémon With This Ability: :zangoose: :Gliscor:
Justification: A boost really isn't a boost when it can be stalled out pretty easily and ends up hurting u more than helping u more often than not. Zangoose can now abuse toxic boost to its full potential and be a successful wallbreaker.

Name: Hyper Cutter
Effect: Prevents other Pokémon from lowering this Pokémon's attack and boost the power of cut/slash moves by 1.3x
Cut
Slash
Air Cutter
Psycho Cut
Fury Cutter
Secret Sword
Behemoth Blade
Air Slash
Night Slash
Sacred Sword
Leaf Blade
Solar Blade
Smart Strike
Razor Shell
X-Scissor
(Please let me know if you know any other moves that fit this category so I can make sure to add them)
Permanent (No):
Mold Breaker (No):
Potential Pokémon With This Ability: Old distribution + :Virizion: :terrakion: :cobalion: :keldeo: :keldeo-resolute: :samurott::absol::Gallade:
Justification: My favorite of my subs, Hyper Cutter is pretty much useless right now and this buff can at least make it worthwhile. Giving this to the swords of justice cause well, swords.

Name: Slow Start
Effect: On switch-in, this Pokémon's speed and attack is halved for 2 turns.
Permanent (No):
Mold Breaker (No):
Potential Pokémon With This Ability: :regigigas:
Justification: Severely reducing the slow start turns so that regigigas can get into action quicker and make use of its behemoth stats.

Name: Truant
Effect: This Pokémon skips every other turn instead of using a move, but the moves break protection.
Permanent (No):
Mold Breaker (No):
Potential Pokémon With This Ability: :Slaking: :Durant: :slakoth:
Justification: Protect completely walling Pokémon with this is just dumb. Slaking will love this as it still has insane stats and now it cannot be walled by every protect user ever. (which is every basically Pokémon lol)
Move Name: False Surrender
Type:

BP: 50
PP: 16 (After pp max)
Accuracy: -
Secondary Effect: Lowers opponent's defense before attacking
New Users: :weavile: :thievul: :Persian-Alola: :Umbreon: :hawlucha: :hitmonlee: :Hitmonchan: :hitmontop: :Pangoro: :crawdaunt:
Viable Users: :weavile: :Grimmsnarl:
Description: User appears to surrender only to attack when the opponent lowers their guard. Useful on a Pokémon switching in and can stack up fairly quickly to break down troublesome walls. I just copied my winning bust a move sub here lol.

Name: Copycat
Accuracy: -
PP: 20 (32 max)
Category:
Type:

Effect: Uses the last move used in battle at 1.2 power.
Priority: +1
Flags (ex: Contact, Sound):
Potential Pokémon With This Move: Old Distrubtion+:Grookey: :simisear: :simipour: :simisage: monke see monke do :greninja: KAKASHI??? :mew: :dunsparce:
(can we remove this from loppunny??)
Justification: Kakashi in Pokémon lol. Now can be useful to revenge kill opponents or for slower Pokémon to get great opportunities for priority.

Name: Parabolic Charge
Power: 75
Accuracy: 100%
PP: 20 (32 max)
Category:

Type:

Effect: User recovers 50% of the damage delt
Priority: 0
Flags; Draining
Potential Pokémon With This Move: (all preevos pass it to their evos) :Heliolisk: :Dedenne: :Helioptile: :Pikachu: :Tapu koko: :porygon::zeraora: :regieleki: :jolteon: :Zapdos: I could keep going but you get it give to electric types.
Justification: Such a cool move that should be given more love. Now has duality to giga drain which I think only makes sense.
Name: Bait Trap
Effect: When a Pokémon uses Trick/Switcheroo/Knock Off/Thief on the holder the attacker loses 1/8 of their maximum hp.
Can Be Knocked Off (No):
Ignored by Klutz (Yes or No):
Fling Power & Effect: 40 bp, traps target for 5 turns
Justification: I hate knock off and you do too so put this on ur knock absorber so you can laugh at all the silly Weavile's attempts to remove your lovely slowbro's leftovers.
 
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Blegh. Seems like I've been last minute on so many things as of late, but I guess it's fine if still gets done. Speaking of which, I'll grant Regenerator a reprieve...for now:

RESUBMISSIONS:
Name: (All 17) Memories
Effect: Holder's Multi-Attack is the same type as Memory. Holder's attacks that match Memory type have 110% power.
Can Be Knocked Off:
No, even if holder lacks RKS System.
Ignored by Klutz:
No.
Fling Power & Effect:
User's Fling now always fails. {previously 50 BP with Fling and had no added effect}

Justification: Forgive the amount of bold above, but even ignoring how utterly underwhelming Silvally is before items as a whole are even a consideration, the Memories were/are easily some of the worst and weakest items that Game Freak has every created. As such a lot needed to change since while any mon could use them, literally nothing else had a reason to besides Silvally, and even Silvally was more "stuck" with them than wanting to actively use them. After all, the Memories were--well, unfortunately still are--so bad that Silvally essentially gives up both its item slot and its ability slot for no real benefit beyond essentially a type-changing version of Sticky Hold that can't ever make use of Leftovers.

Freaking yay. Let's throw a parade to celebrate such a momentous accomplishment of bioengineering that totally didn't backfire or fail at all.

Since Silvally was/is clearly meant to be mini/manmade Arceus, I think it makes sense to have the Memories become mini versions of Plates. To give them more of a niche that might have other, non-Silvally mons actually use them now, I've also decided to further the "blasphemy" and have them be better than Plates in at least the sense that they're innately immune to Knock Off (and Switcheroo and Trick?). That's a bit of an indirect nerf to Silvally I guess since the RKS System "provided" that immunity, but we'll get around to that below. One thing at a time.

:sm/silvally: (all 18 variants)
Name: Silvally
Type:
(unless holding a Memory)
Ability: RKS System
New Moves: Amnesia, Blaze Kick, Bounce, Dark Pulse, Icicle Crash, Power Gem, Psychic, Quick Attack, Recover, Waterfall, Wild Charge
Removed Moves: Swords Dance {it's admittedly tempting to get rid of Explosion and Self-Destruct too, but if the player wants to throw away a version of Silvally that might actually be worth using now, they're more than welcome to do so (for now)}

Justification: I was initially considering trying to improve another Gen VIII Pokemon enough for OU until I was abruptly reminded of Memories and how bad both they and their intended holder from Gen VII were--well, are. So in turning my attention to the Disappointment Pokémon, I decided to go (a lot) further than I initially had intended, which was to just give this Recover and improve Memories and call it a day. While this seemingly has a lot of moves added to it, literally every move here save for Quick Attack and Recover have been added solely for the sake of parity. I stuck with only giving Silvally a new non-Normal attacking move if it already had a strong, actual attack of that type, ignoring Multi-Attack of course. So even with all of the added new moves, all Silvally still have literally no Fairy, (real) Fighting, Grass, Ground, OR (real) Poison coverage without the appropriate Multi-Attack or far weaker Hidden Power; a bit annoying that Silvally ended up with so many moves that can flinch, but there's only so much I can do there.

Besides that, Recover seemed obvious given Silvally can never use Leftovers and given Arceus has Recover. Quick Attack is similarly meant to emulate Arceus, but again in a lesser sense, which is more than fine given Extreme Killer Arceus Lite would probably still be too much for tiers below Ubers. Finally, while Amnesia is mostly just there for parity, it does also fit Silvally's flavor a bit, at least as Type: Null.

For all these gains, however, I think it's safest and fairest to take away at least Swords Dance, especially now that it has Recover since Silvally does actually have decent bulk. It just never got to use it before in most cases. Swords Dance might be fine even with the boost to Memories and letting it keep both Explosion and Self-Destruct, but I would rather err on the side of caution, especially after everything added. Getting rid of Swords Dance means I also am not "forced" to give this Nasty Plot, which seems like it could almost as problematic, if only because this would be able to Explode in the face of any Blisseys or Chanseys or Unaware mons attempting to wall it. (I similarly didn't give this Body Press as I was initially tempted to do since this already had Iron Defense, but even if Iron Defense was removed, Body Press might well be too obnoxious anyway due to Recover, its bulk, and being able to go Ghost.)

Despite all those changes, Silvally should still be fair if--I would hope--much improved, even though all these choices make it go from the Disappointment Pokémon to sharing the "4MSS Pokémon" title with Mew (and technically Smeargle).


SUBMISSIONS THAT ARE NEW: 2 MORE MON ADJUSTMENTS
:sm/sceptile-mega:
Name: Sceptile-Mega
Type (just for Mega still):
/

Ability: Regenerator {replaces Lightning Rod}
New Moves (for regular Sceptile too): Bounce, Earth Power, High Horsepower, Lightning Lance, Rototiller, Thunderbolt
Removed Moves: [None]

Justification: I loathe Regenerator's current form more than I do most other things about this game series, but my gods does Sceptile-Mega need help after getting utterly screwed over in its Mega form compared to Blaziken and Swampert. Unlike with Alakazam(-Mega), the boost to Focus Blast didn't suddenly make this all that much more viable I imagine, at least in for any form of OU. Regenerator (unfortunately) fits this Mega far more than almost any other due to the whole random "its tail can detach now and be fired like a missile" flavor text it got, which still at least makes more sense than it randomly getting Lightning Rod as an ability when it got a typing that quad-resists Electric and didn't get any Electric additional attacks to supplement that beyond the Thunder Punch it already could learn. As such, I've given it Thunderbolt (of notable special Electric moves) to supplement its anemic special movepool, and I'm still of the mind that Earth Power makes sense on far more Grass mons than the few that actually have it, so it gets that now too. It's not getting Draco Meteor though, especially with Regenerator now and especially since (thankfully) Charizard doesn't get Draco Meteor either; Sceptile already gets STAB Leaf Storm to abuse with Regenerator anyway, which is another reason to not give it pivoting even if it's tempting despite also despising pivoting moves. Even U-Turn seems like it would be obnoxious on this thing with Regenerator, which is why it gets Bounce instead to represent its agility (despite already having both Agility and Acrobatics); ditto with Aura Sphere. I feel like High Horsepower is fair, however, if freaking Rillaboom gets it.

Still, I would like to think these changes make Sceptile-Mega much better even if it's still not necessarily OU material.


:sm/duraludon:
Name: Duraludon
Type:
/

Abilities: Lightning Rod / Weak Armor / Stalwart (hidden ability) {both Light Metal and Heavy Metal have been replaced by Lightning Rod and Weak Armor respectively}
New Moves: Lightning Lance, Power Gem {already got Reconstruct from Slate 1}
Removed Moves: [None]

Justification: Speaking of despising pivoting, Duraludon is one of very few mons that resists all three--ugh, why did Game Freak think Flip Turn was a good idea?--attacking pivots by virtue of type alone, the Defense to take at least two of them well. Too bad Volt Switch from most mons probably explodes half of its life, but that's part of the reason that the Lightning Rod ability that largely useless on Sceptile-Mega is one of its three new changes. While having both Light Metal and Heavy Metal was somewhat neat, Duraludon was basically stuck with no ability fit for Singles somehow despite having three abilities that, at least in theory, actually did something in battle. So primary change to Duraludon was replacing two abilities since stats aren't allowed to be touched, and Lightning Rod not only fits the skyscraper aesthetic but helps bolster its already great SpA and shore up its abysmal SpD.* Meanwhile, Weak Armor helps boost its Speed while taking advantage of its resistances to all three actively pivoting, has synergy with the new Reconstruct, and is still somewhat in the spirit of Light Metal while, you know, actually doing something (especially if you're Metagross).

Honestly, in theory Duraludon doesn't need much to go from "meh" to "pretty good" or "great" or maybe even "overwhelming", which is why I held back from giving it Earth Power or Sand Rush like completely balanced mon Dracovish, especially since it gets Body Press to blow up Blissey even without investment and quad-resists the priority god that is Rillaboom while also speed-tying it. Both Lightning Lance and even Power Gem are more just flavor than anything else really, especially when the scant coverage it has is already more than enough given its typing and when I'm still hesitant enough about Focus Blast that I'm not giving it to anything that doesn't already have it. This is especially true in this case once more when this probably wants to use Life Orb and can easily force switches anyway--at least in theory.

*I still can't believe Stonjourner is even worse in that department. Who knew an embodiment of Stonehenge would be such a chump and go down so easily? Syfy? [/literally no one will get this joke, why am I making it?]
 
Veto Time again
Name: Terror Mask
Effect: If the holder is about to be attacked by Knock Off, Taunt or Torment, the move fails and the user of these move will have Speed reduced by 1 stage.
Can Be Knocked Off: No (due to effect)
Ignored by Klutz: Yes
Fling Power & Effect: 50, -2 Speed and -2 Evasion
Justification: There are many item submissions made to counter the way-too-ubiquitous Knock Off, so here’s this one. It’s more or less made for defensive Pokémon that can tank a Knock Off nicely.
Having a permanent unannounced Mental Herb might be a bit much for defensive mons and punishes stallbreaking too hard, so I suggest making it immune to a different volatile status effect like Embargo or Encore

Abilities
Name:
Warrior Soul
Effect: When this Pokémon reaches 25% of hp, increases attack by 3, speed by 1 and accuracy by 2. Block and apply the effect of Perish Song on the user.
Permanent: No
Mold Breaker: No
Potential Pokémon with this ability:
Hitmonlee, Bewear, Sawk
Justification: Perfect ability to clean in late game. It's also risky if the opponent has something like unaware or prankster Will-o-Wisp. Stopping the Pokémon from switching is a way of not making the ability too dumb.
The Speed boost that this ability gives might make it too easy for these mons to instantly run through a team once they get low, even on bad mons, so just removing that should be fine

Name: Flame Touch (Poison Touch clone)
Effect: This Pokémon's contact moves have a 30% chance of burning.
Permanent: No
Mold Breaker: No
Potential Pokémon with this ability:
Infernape, Emboar, Marowak-Alola
Justification: The initial idea was to be an infernape signature ability, but I ended up distributing a little bit.
Even with poor distribution, burning on contact is an unhealthy effect because burn is such a powerful status condition. I recommend lowering the chance to 10% at most

Name: Bomb Squad
Effect: When this Pokemon switches in, remove hazards on its side of the field.
Permanent: No
Mold Breaker: No
Potential Pokémon With This Ability: Forretress
Justification: While there isn't an actual bomb hazard, i'm standing by this name. An interesting approach to hazard removal, maybe with HDB.
You weren't around at the time so I would never expect you to know this, but this ability was present in SylveMons as "Housekeeping" and it severely warped the hazard metagame and metagame at-large, so even with poor distribution, we'd rather not see it again as the same thing would likely happen

Name: Heavy Armor
Effect: Boosts this Pokémon's special and physical defense by 1.25x but halves this Pokémon's speed.
Can Be Knocked Off Yes
Ignored by Klutz No
Fling Power & Effect: 80 bp, no additional effect
Justification: A new tool for walls to take more hits at the cost of a speed stat that they don't use often. Slow pivots can use this to become slow enough to get their teammates in safely, and fast mons can become trick room abusers by purposefully lowering their speed.
Items that boost defenses can turn a lot of 2HKOs into 3HKOs, which is huge for walls and makes defensive mons extremely strong, so this item would be broken even with the drawback. I recommend making it an ability if you want to keep the idea, but you would have to replace one of you other ability subs if you want to do that

:swsh/sigilyph:
Name: Sigilyph [adjustments]
Type: Psychic / Flying
Abilities: Magic Guard / Tinted Lens / Wonder Skin
New Moves: Quiver Dance, Taunt, Teleport
Justification: Sigilyph's stats are thoroughly mediocre, despite having virtually everything else going for it. To counteract that, Quiver Dance raises its 2 most relevant stats (SpA and Spe) and gives it a decent boost to bulk as well.
Quivier Dance could've been a cool addition but unfortunately, upon further inspection, QD in combination with Stored Power and Sigilyph's good coverage makes it extremely hard to deal with Sigilyph defensively with either Magic Guard or Tinted Lens, letting it run over teams without a Weavile with ease. Thus, Quiver Dance should be removed from it

You will all have around 21 hours to fix what you need to fix and then voting will start
 

Samtendo09

Ability: Light Power
is a Pre-Contributor
Having a permanent unannounced Mental Herb might be a bit much for defensive mons and punishes stallbreaking too hard, so I suggest making it immune to a different volatile status effect like Embargo or Encore
I replaced immunity to Taunt by the more niche Encore.

If I have to replace Torment as well, let me know and I’ll replace it by Embargo.
 
Okay so, it's only been about 3.5 hours since the veto phase began, but everyone actually got their revisions done in record time, so we can start voting early!

All subs can be voted for

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


Voting will end in 24 hours
 
adjustments:
[SV] Mismagius
[SV] Sigilyph
Armaldo [Rasdanation]
Mantine [Yoshiblaze]
Breloom [Bobsican]
Carnivine [Return To Monkey]

items:
Blunder Policy [Rasdanation]
Form Change Item Trio [Aquatic]

abilities:
Power Of Alchemy [zxgzxg]
Overclock [Rasdanation]

moves:
Deafening Shriek [Rasdanation]

might add more later but these are my votes for now
 
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Bobsican

NatDex Ubers TL
is a Forum Moderatoris a Top Tiering Contributoris a Contributor to Smogon
Life Dew
Rapid Spin
Psych Break
Synthesis / Moonlight / Morning Sun
Steamroller
Parabolic Charge


Adrenaline Orb (SV)
Itchy Pollen
Null Stone
Power Herb
Caltrop
Soul Blade


Fear Shifter (SV)
Compressed Friction (SV)
Snow Cloak / Sand Veil
High-Strung
Gorilla Tactics
Prickly Coat (Give it to Toxapex, again >: ( )


Breloom (SV)
Kyurem-Black (SV)
Empoleon
Accelgor
Goodra
Muk / Muk-Alola
 
Enchanted Punch (sv)
Deafening Shriek (sv)
Trash Talk (Z-nogyroP)
Steel Roller (earl)
Blunder Policy (sv)
Light Ball (G-Luke)
Form-Change Items (Aquatic Panic)
Blue Herb (Gravity Monke)
Narcolepsy (sv)
Overclock (sv)
Neuroforce (Yoshiblaze)
Heatproof (Yoshiblaze)
Power of Alchemy (zxg)
Florges (sv)
Armaldo (sv)
Milotic (Z-nogyroP)
Samurott (AquaticPanic)
Mismagius (NNG)
Houndoom (Beaf Cult)

Recently updated: only changes occurred in the mons section
 
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G-Luke

Sugar, Spice and One For All
is a Community Contributoris a CAP Contributoris a Forum Moderator Alumnus
Psych Break
Trash Talk
Finishing Blow
Defeaning Shriek
Crush Claw
Misty Explosion
Light Ball (G-Luke) (sv)
Blunder Policy
Graduation Scale / Chill Pill / Relic Charm
Adrenaline Orb
Coal Engine (sv)
Iron Fist (sv)
Power of Alchemy (zxgzxg)
Checkmate
Overclock
Gorilla Tactics (sv)
Concussion
Mismagius
Feraligatr (sv)
Steelix-Mega (sv)
Typhlosion
Centiskorch
Muk / Muk-Alola


Overall much more pleased with what we have produced in this slate as opposed to previous ones. Lets hope we ride this momentum
 
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Trash Talk (SV)
Mountain Tackle (SV)
Conversion
Crush Claw
Life Dew
Mud Shot

Safety Policy (SV)
Itchy Pollen (SV)
Blunder Policy
Relic Charm / Chill Pill / Graduation Scale
Soul Blade
Choice Scope

Snow Cloak / Sand Veil (SV)
High-Strung (SV)
Iron Fist
Neuroforce
Heatproof
Receiver

Lycanroc-Midnight (SV)
Goodra
Samurott
Mantine
Centiskorch
Spectrier
 
Moves: Enchanted Punch, Conversion, Chi Bullet, Life Dew, Escape Root, Mud Shot
Items: Chill Pill / Graduation Scale / Relic Charm, Glutton Charm, Light Ball (G-Luke), Null Stone
Abilities: Flame Touch (SV), Hyper Cutter, Neuroforce, Snow Cloak / Sand Veil, OverClock, Iron Fist
Pokemon: Carnivine (SV), Empoleon (SV), Heliolisk, Muk / Muk-A, Houndoom-Mega, Mismagius
 
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Synthesis / Moonlight / Morning Sun (SV)
Coaching
Steel Roller
Misty Explosion
Psych Break

Banette (SV)
Houndoom
Muk / Muk-Alola
Mismagius
Breloom
Goodra

Power of Alchemy (zxg)
Compressed Friction
Concussion
Prickly Coat
Narcolepsy

Light Ball (G-Luke)
Chill Pill / Relic Charm / Graduation Scale
Null Stone
Soul Blade
Adrenaline Orb
 
Metal Claw (SV)
Chi Bullet (SV)
Conversion (DuoM2)
Deafening Shriek (Rasdanation)
Crush Claw (AquaticPanic)
Life Dew (AquaticPanic)
Concussion (SV)
Sand Veil/Snow Cloak (Z-nogyroP)
Prickly Coat (AquaticPanic)
Long Reach (Yoshiblaze)
Power of Alchemy (zxgzxg)
Inflation (Tapler)
Choice Scope (SV)
Light Ball (G-Luke)
Relic Charm/Chill Pill/Graduation Scale (AquaticPanic)
Blue Herb (Gravity Monkey)
Soul Blade (Mossy Sandwich)
Heavy-Duty Boots (Tapler)
Houndoom & Houndoom-Mega (SV)
Typhlosion (SV)
Cofagrigus (Z-nogyroP)
Samurott (AquaticPanic)
Mismagius (Neon)
Sceptile-Mega (NANI?!)

check out Concussion, Cofagrigus, & Mega Sceptile. Musharna is still sick but my adjustments votes are packed this slate. Also, we should start subbing a few more items, since my full 6 is like, half the available options.
 
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F. Bulbapedia exploded on me in the middle of trying to double check something, I didn't notice that NANI?! had already submitted a Sceptile-Mega, and I am already way behind today. My bad. Anyway, too many good entries like always, so this was difficult to narrow down:

1. Trash Talk
2. Rapid Spin [redistribution]
3. Seed Bomb [adjustment]
4. Steel Roller [adjustment]
5. Detect [adjustment]
6. Steamroller [adjustment]


1. Memories (Self-Vote)
2. Itchy Pollen
3. Light Ball [G-Luke's adjustment]
4. Relic Charm / Chill Pill / Graduation Scale
5. Power Herb [adjustment]
6. Heavy-Duty Boots [adjustment]


1. High-Strung
2. Iron Fist [adjustment]
3. Nacrolepsy
4. Prickly Coat
5. Fear Shifter
6. Inflation


1. Silvally (self-vote)
2. Lycanroc-Midnight
3. Armaldo
4. Samurott
5. Accelgor
6. The Regis not formerly known as Regigigas. [/got the Prince joke right this time]
 
Low on time but wanna get some votes in

Moves
Trash Talk
Deafening Shriek
Crush Claw
Conversion

Items
Soul Blade
Heavy Duty-Boots

Mon Adjustments
Samurott
Empoleon
 
Winners!!!!!!

Moves:
Deafening Shriek - 5
Life Dew - 5

Rapid Spin - 2
Psych Break - 3
Sun Healing moves - 2
Steamroller - 2
Parabolic Charge - 1
Enchanted Punch - 2
Trash Talk - 5
Steel Roller - 3
Finishing Blow - 1
Crush Claw - 4
Misty Explosion - 2
Mountain Tackle - 1
Conversion - 4
Mud Shot - 2
Chi Bullet - 2
Escape Root - 1
Coaching - 1
Metal Claw - 1
Seed Bomb - 1
Detect - 1

Items:
Blunder Policy - 6
Form Changing Items - 8

Adrenaline Orb - 3
Itchy Pollen - 3
Null Stone - 3
Power Herb - 2
Caltrop - 1
Soul Blade - 6
Light Ball (G-L) - 6

Blue Herb - 2
Coal Engine - 1
Safety Policy - 1
Choice Scope - 2
Glutton Charm - 1
Heavy-Duty Boots - 3
Memories - 1

Abilities:
Power of Alchemy (z) - 5

Fear Shifter - 2
Compressed Friction - 2
Snow Cloak / Sand Veil - 4
High-Strung - 3
Gorilla Tactics - 2
Prickly Coat - 4
Narcolepsy - 3
Overclock - 4
Neuroforce - 3
Heatproof - 2
Iron Fist - 4
Checkmate - 1
Concussion - 3
Receiver - 1
Flame Touch - 1
Hyper Cutter - 1
Long Reach - 1
Inflation - 2

Adjustments:
Mismagius - 5
Sigilyph - 1
Armaldo - 3
Mantine - 2
Breloom - 3
Carnivine - 2
Kyurem-Black - 1
Empoleon - 3
Accelgor (none of the 3 were specified) - 2
Goodra - 3
Muks - 5
Florges - 1
Milotic - 1
Samurott - 5
Dunsparce - 1
Houndoom - 4
Feraligatr - 1
Mega Steelix - 1
Typhlosion - 2
Centiskorch - 2
Lycanroc-Midnight - 2
Spectrier / Caly-S - 1
Heliolisk - 1
Banette - 1
Cofagrigus - 1
Mega Sceptile (N?!) - 1
Silvally - 1
Regis - 1


Name: Deafening Shriek
Power: 130
Accuracy: 100%
PP: 5 [Max 8]
Category:

Type:

Effect: Upon successfully hitting the target, the target will receive become Deafened, making them immune to Sound-based moves until they switch out
Priority: 0
Flags: Authentic, Sound, Mirror, Protect
Potential Pokémon With This Move: :mismagius::froslass::primarina:
Justification: Stolen from my submission in Two-Step mons, Deafening Shriek is based off of a banshee’s wail. A powerful nuking tool for special ghosts, having literally the highest bp of any ghost-type attack. However this strength holds a drawback: if the opponent does survive this move, then this move is useless against them in the future.
Distribute this to loud ghosts and maybe loud birds?
Name: Life Dew
Power: ---
Accuracy: ---
PP: 16
Category:

Type:

Effect: Heals user by 1/2 max HP; 2/3 in Rain. In Doubles, heals user and ally by 1/4 each; 1/3 in Rain.
Priority: 0
Flags: Healing
Potential Pokémon With This Move: :indeedee::indeedee-f::comfey::eldegoss::seel::dewgong::meganium::wailmer::wailord::phione::panpour::simipour::misdreavus::mismagius::hoopa::morelull::shiinotic::munna::musharna:
Justification: Major buff, maybe some stuff with it might need to have it removed from them. Notable users that previously lacked better healing include :blastoise::gardevoir::goodra::hatterene::jirachi::primarina:
Name: Trash Talk
Power: 85
Accuracy: 100%
PP: 15
Category: Special
Type: Poison
Effect: Afflicts the target with a one-turn Taunt.
Priority: 0
Flags: Mirror, Protect, Sound
Potential Pokémon With This Move: :muk-alola: :gengar: :weezing: :weezing-galar: :slowking-galar: :swalot: :chatot: :toxicroak: :garbodor: :toxtricity:
Justification: An offensive option that helps stallbreak and disrupt. Toxtricity also gets another new STAB to use with Punk Rock.
Name: Relic Charm / Chill Pill / Graduation Scale
Effects:
Relic Charm turns :meloetta: into :meloetta-pirouette: and boosts
moves used by it by 1.2x.

Chill Pill turns :darmanitan:/:darmanitan-galar: into :darmanitan-zen:/:darmanitan-galar-zen: and boosts
/
moves used by them by 1.2x. If held by :darmanitan-zen:, will summon Psychic Terrain on switch-in, while when held by :darmanitan-galar-zen:, will summon Hail on switch-in.

Graduation Scale turns :wishiwashi: into :wishiwashi-school: and boosts
moves used by it by 1.2x. If held by :wishiwashi-school:, lowes adjecent foes' Attack by one stage on switch-in.

Can Be Knocked Off: No, when held by their respective users. Otherwise, Yes.
Ignored by Klutz: No, when held by their respective users. Otherwise, Yes.
Fling Power & Effect: 40 BP, respectively with the effects of: Lowering Sp Attack / Inflicting Yawn / Lowering Attack

Justification: Honestly the alternate form items were some of Sylve's best items and I'd be interested in seeing them return (Slightly adjusted, mostly to make coding easier since there's no actual ability changing now, and also making it so :darmanitan-galar-zen: can't inherit Gorilla Tactics). Pirouetta is a genuinely really solid mon and Wishiwashi is still very usable with this. Darm isn't as lucky, but was still decent in lower tiers so take it as a cool bonus.
Name: Blunder Policy [Already Exists]
Effect: If the user’s move fails (same as the Stomping Tantrum Triggers), then this item is consumed and the user’s Speed is raised by 2 stages.
Can Be Knocked Off (Yes or No): Yes
Ignored by Klutz (Yes or No): Yes
Fling Power & Effect: 80 BP
Justification: Blunder Policy has an interesting idea, but unfortunately having to miss to trigger it is a bit too situational and unreliable of a strategy. So, this rework makes Blunder Policy have a far broader trigger, giving it a bit more versatility, being able to proc off of the likes of flinching or hitting an immunity.
Name: Light Ball [Already Exists]
Effect: Has a different effect depending on what "Pikaclone" holds it.
If :Pikachu:,:raichu: or :raichu-alola: holds it, ATK and SPA are doubled.
If :Plusle: holds it, SPA and SPD are doubled.
If :Minun: holds it, SPD and SPE are doubled.
If :pachirisu: holds it, DEF and SPD are doubled.
If :emolga: holds it, DEF and SPE are doubled.
If :dedenne: holds it, DEF and SPA are doubled.
If :togedemaru: holds it, ATK and DEF are doubled.
If :morpeko: holds it, ATK and SPD are doubled.
Can Be Knocked Off (Yes or No): Yes
Ignored by Klutz (Yes or No): Yes
Fling Power & Effect: 30 BP, Paralyzes
Justification: Light Ball being limited to the Pikachu line kinda sucked, so I thought it would be cool if the other Pikachu clones got it. But I thought, if all of the forms get doubled attacking stats, it would be hard for them all to compete with each other. So each form gets a different stat boost! Some like Pachirisu get a sizable bulk boost, while a Togedemaru gets a defense boost while also gaining a massive power increase.
Name: Soul Blade
Effect: The holder's moves deal 1.1x damage. For each KO the holder has gotten during this match, the boost increases by another .2. When the holder gets a kill, the item declares itself with "[Pokemon]'s Soul Blade grew in strength!"
Can Be Knocked Off: Yes
Ignored by Klutz: Yes
Fling Power & Effect: 100
Justification: The item initially gives a negligible boost, but if you can stack a few kills on it, the pokemon holding it can start snowballing out of control. After a kill, it's on par with Life Orb, after two, it's like a choice item and over three, you're probably winning the game because it just becomes very insane. Securing kills can be a bit difficult though, so it works better on strong sweepers like Blaziken or revenge-killers/pursuit trappers that dislike Life Orb chip, notably Bisharp or Weavile.
Name: Iron Fist
Effect: This Pokémon's Punching moves are boosted by 25% and ignore the effects of moves making contact.
Permanent: No
Mold Breaker: No
Potential Pokémon With This Ability:
No new additions so far.

I didn't want to do a flat 1.5 Iron Fist boost. It not only felt uncreative but made a lot of Pokémon cracked unnecessarily in the process. So I decided to instead only give it a very small increase, but also grant it a very useful side effect in dodging contact procs. This is huge, as Iron Barbs, Flame Body and Rocky Helmet are a pain in alot of Pokémon's side, and Iron Fist allowing you to avoid these greatly raises the validity of this ability.
Name: Overclock
Effect: Attacks that drop the user's stats (ie. Overheat, Leaf Storm, Superpower) have their damage boosted by 30%.
Permanent: No
Mold Breaker: No
Potential Pokémon With This Ability: :zebstrika:| :stoutland::crabominable::golurk:
Justification: Designed specifically with Zebstrika in mind, but still could find some further distribution. Helps certain breakers who rely on these stat-dropping moves to gain an extra edge in simply hitting harder. Zebstrika is my only "real" suggestion for this ability's distribution, however this ability can also go on mons who rely a decent bit of stat-dropping attacks, as well as mechanically-based mons. The ones I provided in potential Pokémon fit within either of these categories. If this wins I imagine people will have more ideas for distribution than what I have listed.
Ability: Power of Alchemy
Effect: All the user's available abilities are active at once. Cannot be removed.
Permanent: Depends on the components
Mold Breaker: Depends on the components
Potential Recipients: :alcremie::hatterene::mismagius::slowking-galar:(:weezing:? :magneton::magnemite:? :melmetal:?)
Description: Give some underwhelming mons more viability by giving them FE-esque abilities.
Name: Prickly Coat
Effect: If hit by a contact move, sets a layer of Spikes on the opponent's side of the field. If user is a Poison type, or if the move that hit it was Poison, sets a layer of Toxic Spikes instead
Permanent: No
Mold Breaker: No
Potential Pokémon With This Ability: :sandslash::qwilfish::cacnea::cacturne::maractus::poipole::naganadel::corsola-galar::cursola:Note: final distrib could be smaller than these, these are just suggestions
Justification: Interesting ability that allows for hazard stacking via U-Turn punishing. It is pretty strong of an effect though so would have to be kept to mons in lower tiers.
Name: Snow Cloak / Sand Veil
Effect: Reduces direct damage taken by this Pokémon by 25% during hail / sandstorm.
Permanent: No
Mold Breaker: Yes
Potential Pokémon With This Ability: Current distribution
Justification: Pretty simple: evasion tactics suck. Now Snow Cloak and Sand Veil can see use that isn't strictly uncompetitive.
:swsh/mismagius:
Name: Mismagius [adjustments]
Type: Ghost / Fairy
Abilities: Levitate / Corrosion
New Moves: Moonblast, Parting Shot, Toxic Spikes, Venoshock
Justification: Mismagius is a traditionally unremarkable pokemon that nonetheless has many of the ingredients of either a powerful wallbreaker or a potent offensive pivot. Here, its typing is greatly improved and it gains unique utility in Corrosion. Parting Shot allows it to pivot more effectively.
:sm/muk: :sm/muk-alola:
Name: Muk // Alolan Muk
Type: Poison // Poison/Dark
Abilities: Regenerator / Sticky Hold / Poison Touch (HA) // Poison Touch / Regenerator / Power of Alchemy (HA)
New Moves: Recover (both), Toxic Spikes (Alolan Muk only).
Removed Moves: Knock Off.
Justification: Its always felt a little weird to me that this massive chunk of slime didnt get regenerator or recover, bc i think that if you were to hit this bitch, you'd only take a chunk out of them, so i think if given time, they should be able to build themselves back up so this just fits em. removed k-off to balance em out lol
:ss/oshawott::ss/dewott::ss/samurott:
Type:
:oshawott:

:dewott::samurott:

Abilities: Torrent / No Guard
New Moves:
:oshawott: Secret Sword, First Impression, Triple Axel
:dewott: Secret Sword, First Impression, Triple Axel, Brick Break, Close Combat
:samurott: Secret Sword, First Impression, Triple Axel, Brick Break, Close Combat, Shell Smash, Drill Run, Lightning Lance
Justification: BIG Set-Up mon. Does some funny damage but Pex still hard walls Special sets and the slowtwins still prove an issue to it.


Now we'll start the third 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.

Also, we're discussing buffs to some of the weaker elements from the first 2 slates! A couple have been decided already, but we'd like your help on deciding the buffs for the move Reconstruct in the poll on the thread (scroll to the top of the page to see it).

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!
 
This got brought up in the Discord but might've been buried, so I just want to clarify in case there's any ambiguity that my intent was for Snow Cloak and Sand Veil to also protect against weather damage as they currently do. Not sure if that's an issue, but better safe than sorry.
 

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