Pet Mod Crystal: Sevii Islands [Slate 10.5 - Cosmic-type Moves & Eeveelution]

Should Kazappelin lose Explosion?

  • Yes

    Votes: 2 100.0%
  • No

    Votes: 0 0.0%

  • Total voters
    2
  • Poll closed .
:zangoose:Slate 1 Results!:seviper:
whos_that_pokemon.png

...Celio then opens the two Pokéballs and introduces you to Horatekku and Aroofaondo!
Congratulations to Lord Zorz for winning our first slate!
Concept: Fakemon Duo 1
Pokémon Name: ホラーテック- Horatekku
Typing:
/

Base Stats: 80 / 100 / 100 / 60 / 70 / 60 (BST 470...?)
Height: 0'6"
Weight: 1 lbs
Notable Moves:
: Earthquake, Hidden Power,
: Thief
: T-Wave, Sharpen, Protect
Flavor Moves: Attract, Bide, Curse, Conversion 2, Defense Curl, Destiny Bond, Double Team, Dream Eater, Dynamic Punch, Frustration, Fire Punch, Hyper Beam, Ice Punch, Mega Punch, Metal Claw, Metronome, Mimic, Nightmare, Night Shade, Psych Up, Psywave, Rain Dance, Return, Sandstorm, Shadow Ball, Spite, Strength, Substitute, Swift, Tackle, Take Down, Teleport, Toxic.

Mechanical Design: Horatekku functions as an interesting ghost type to separate itself from Gengar and Missy by being physically bulky and bringing in an interesting set of tools in T-Wave and EQ, it's unable to use Curse like other 'mons, and lacks the immediate power of Belly Drum, but can still operate in the arms race with Sharpen. Shadow Ball can hit targets fairly hard, but EQ + HP Rock is just better all around, in the chance of a meta shift this option could be more viable. Nightmare, Psych Up, and even Return have potential as well, but are niche.
Visual Design: Horatekku resembles a gameboy that has been crushed and then partially expanded, it floats upside down with a darkish energy beneath it and on the sides are some exposed chords that jut out--Here two extending shadow arms come out with choppy low framerate motions. (Think :cofagrigus: or :pyukumuku:) The evolved forms would essentially be a Gameboy Color, and then a Gameboy Advance.
Flavor: Mischievous and friendly spirits, wishing to guide trainer's on the Sevii Islands have possessed the things that have grabbed their attention the most as of late: Gameboy's! Horatekku are a rare and new pokemon found only on the islands, with their curiosity only matched by their willingness to protect their trainer's--This has put them at odds with the more stalwart Aroofaondo, who while normally calm and collected, seem to be agitated in the presence of the ghost type, and have been recorded to bite at them when they draw too close!
Thankfully Horatekku don't seem to mind.
Furthermore, the still visible screen of the pokemon is known to flicker with a number from time to time, from one to nine--This is actually the pokemon letting it's trainer know it's current mood! With a 1 being the lowest, and a 9 being the highest. It's recommend for trainer's to pocket this 'mon, as it is a favorite place for them.

Concept: Fakemon Duo 2
Pokémon Name: アルファ温度 - Aroofaondo
Typing:
/

Base Stats: 60 / 60 / 70 / 100 / 80 / 100 (BST 470....?)
Height: 1'7"
Weight: 26.6 lbs
Notable Moves:
:
: Blizzard, Crunch, Fire Blast, Flamethrower, Hidden Power, Ice Beam
: Agility, Amnesia, Protect,
Flavor Moves: Bite, Curse, Dig, Double Team, Ember, Endure, Flash, Fire Spin, Headbutt, Icy Wind, Iron Tail, Leer, Mist, Pursuit, Powder Snow, Rain Dance, Rest, Return, Roar, Sandstorm, Sleep Talk, Snore, Solar Beam, Substitute, Sunny Day, Swagger, Toxic
Mechanical Design: Aroofaondo is meant to hit hard and hit quick, an aggressive Fire & Ice type, it suffers from from a terrible EQ weakness that means it will fold vs anything running it, but with it it's speed and STAB's it's able to dish out strong chip on switches that it predicts, allowing it to also comfortably muscle in on a Jynx due to 4x resisting Ice Beam and not at risk of eating a FRZ.
Visual Design: With a faint red layer of fur, with a massive icy blue overcoat above all to where the red is only seen on the snout and legs. It's a 'mon who's breath is misty and cold, and it's steps leave behind embers, seemingly having smoldering coals on it's paws, the fur under it's neck being large and able to hold items comfortably.
It's a tough design to get down, let's just say it's first form is a cute pup, it evolves into a the same thing but with angry eyes, and it's final form is the cooler form I'm describing here.
Flavor: Aroofaondo is an old pokemon, once being seen in other areas such as Johto but now solely on the Sevii Islands, and for as long as they have resided on these lands, they have guided trainers out of the dangers lurking on the isles, in return, the 'mon is pushed to be the best it can be, a strong warrior in it's own right. Two Aroofaondo are known for holding intense competition for one another when they cross paths, and will sit in place till the other collapses--This fierce competitive streak has extended to Horatekku, to which they feel threatened by and will become aggravated when instead of partaking in competition they'll simply poke at the fire type and try to play.
Make no mistake, Aroofaondo is a loving 'mon that enjoys to play and a trainer should take the time out of their day to give them the attention they deserve, but keep in mind that even young the pokemon is known to develop stoic tendencies and will always request a new challenge.


-


The Duo that I present are meant to be 3-stage pokemon, and as a result, their current BST's could be dropped, raised, or otherwise moved around to reflect a better balanced or more "final" version of the two. The listed BST's are meant as a general impression of what these two should generally have their stats be pushed towards, this extends to other aspects of the submissions as well!
Height and Weight, reflect their first form, their (potential)final will be brought up but ultimately not decided here as per the current ruling of the slate. The names could be moved to reflect their final form or middle form.
Screen Shot 2022-01-11 at 6.05.44 AM.png
The duo is now playable on Dragon Heaven!

The next slate will be a move slate consisting of three possible submission categories - Physical, Special, and Status. The slate will be officially opened today by 5:00 (GMT +0) with more details. Please do not post submissions until you see an opening slate post!
 
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Albatross

Loosely Resembling Some Variety Of Bird
is a Top Artistis a Community Contributor
:octillery: Slate 2: Tutor Moves :kingler:
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While not a climb to rival Mt. Silver; The trek from the village below, up to the famed Iron Fist Dojo is a steep and exhausting one, made treacherous by the various powerful Pokémon inhabiting the area. And yet, despite these hurdles, a trainer has made their way up, and inside to the aged building atop the flattened land...
They gingerly accept food and water from the Karate Master, who, gathers his students over. The trainer had made the journey and for good reason, the Iron Fist Dojo was known to house many talented individuals capable of tutoring Pokémon moves found only here on the Sevii Islands!

Crossing his arms with a grin, the Master turns to address all those under the dojo's roof now that they were around him. "This trainer has come quite the way here, and so I want all of you to show off the moves you've learned in this dojo." His teeth shine as somehow his confident grin enlarges. "All of your moves."

And so, the first of many step forth, ready to show off the unique moves they've learned or developed…
Thank you to Lord Zorz for writing the prompt lore for this slate!



Prompt: You have been tasked with creating three different moves: one physical, one special, one status. It's highly recommended that you distribute these moves sparingly, preferably keeping their distribution between 1-5 mons. The official distribution of moves will be handled post-slate, with the community and council creating a final, revised list of Pokemon to distribute the new moves to.

Code:
[B]Move Name[/B]:
[B]Typing[/B]:
[B]BP[/B]:
[B]PP[/B]:
[B]Accuracy[/B]:
[B]Secondary Effects / Effects[/B]:
[B]Suggested Distribution[/B]:
[SPOILER="Description"]
[Here you should talk about your new move's competitive use/any flavour related to it.]
[/SPOILER]

PhysicalSpecial
Normal
Poison
Ground
Fighting
Bug
Flying
Rock
Ghost
Steel
Fire
Water
Grass
Electric
Ice
Psychic
Dark
Dragon

Also, we have a special announcement for you all:

:espeon: Rezzo has joined the Crystal: Sevii Islands Council! :espeon:
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Pictured: Rezzo being accepted into the inner circle, circa 2022
"I'd like to thank you all for coming," He started, "This is a tremendous occasion, and we're all excited to share this news with you."

Standing before the modest group of developers were the executive directors: the three staff members responsible for the coordination of Pokemon Crystal: Sevii Island's development. JosJet, the overseer of the project; Albatross, the lead designer; and Paulluxx, head data analyst. Besides them was one of their fellow researchers, Rezzo, now sporting a shiny new ID. "As of today, Rezzo will be joining our executive leadership team as our new head of research. Please join us in congratulating him on his promotion!" A sporadic round of applause began, led by JosJet and accompanied by a few cheers. Today marked a new, prosperous era in the development of Pokemon Crystal: Sevii Island.


Please welcome Rezzo into our council! Rezzo's been an excellent presence in our community so far, providing excellent feedback on subs and writing a great introduction to the GSC metagame, so it made perfect sense for him to join our council. Congratulations Rezzo!

Submissions close on Sunday, January 16th!
 
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Move Name: SACRED CANDLE
Typing: Fire
BP: -
PP: 10/12/14/16
Accuracy: -
Secondary Effects / Effects: Lays an entry hazard which burns the opponent
Suggested Distribution: Entei, Ho-oh, Aroofaondo
"Lays a candle which burns an attacking opponent."

The inspiration for this move is rather simple - GSC has no reliable methods of burning the opponent outside of Ho-oh's Sacred Fire, which has a 50% chance to burn upon landing. Therefore my curiosity lead me to wondering how a spike that burns the opponent would fit into the game.

I propose it works the same way how PSN & BRN damage work, that being, the hazard burns the target after they move. This would mean that the candle doesn't burn the opponent on entry like how other hazards work.

This should allow for a little more dynamic counterplay towards getting rid of the hazard. Golem and Starmie would come in safely and Rapid Spin the candle away without being burned, as the candle would be gone during the attack, rather than after it. It also means that physical attackers are not immediately punished with the hazard being laid, and are allowed a grace attack at full power before their attack is halved by the burn. It also means that a Pokémon waking from sleep / recovering from another status will be immediately burned upon their next move, which, while seemingly contradictory, alleviates the pressure of running Rest on everything to stall out a safe entry. Basically you either put up with the burn or you try to forcefully remove it while using your Rest Pokémon as a pivot.

Fire types and Flying types are immune. This hazard is spinnable only - if this becomes too restrictive on options for counterplay, I suggest we add more options for removing it such as using a Fire type attack or limiting the amount of times that the hazard is able to afflict a burn before it automatically disappears. Another option could be to set the hazard to expire after 5 turns like how Reflect and Light Screen do.

e: definitely digging a 5-turn limit on the hazard being on the battlefield to prevent endgame perma-burn shenanigans (which sounds far too disruptive to how OU currently is played), so let's roll with the idea that the hazard does actually expire after 5 turns. Can't be stacked and the duration is not refreshable.

Move Name: DRAGON PUNCH
Typing: Dragon
BP: 100
PP: 5/6/7/8
Accuracy: 90
Secondary Effects / Effects: Bonus damage on a sleeping / frozen target
Suggested Distribution: the "kaiju"-like Pokémon, i.e. Nidoking, Nidoqueen, Kangaskhan, Rhydon, Tyranitar, any others which I may be missing out on. Also Dragonite.
"A ferocious punch which grants extra damage versus a sleeping or frozen target."

This move is a combination of two ideas; one being that offensive dragon type moves are not seen in competitive GSC (outside of Dragonbreath being utilised for its paralysis chance), and the second idea of making a move which punishes rest looping while being a decent standalone move for landing some damage onto an already-awake pivot.

I'd like to recommend that this move does double damage to sleeping and frozen targets. Now, bear with me on this - this is only effectively (almost) the equivalent of turning Dragon type's super-effective type coverage to also extend past Dragon and onto sleeping and frozen Pokémon, just for this move. It's also worth mentioning that only Dragonite gains STAB, and the other learners don't exactly have amazing special attack. The ability to spam this move is also hampered by the 90% accuracy and 8 PP, hopefully keeping the move in check.

I'm still open to improving this idea, though, so if you think you can help me improve upon it I'm open to suggestions

Credit to Lord Zorz and Paulluxx for working alongside me on these concepts
 
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Yung Dramps

awesome gaming
Move Name: Pinching Up
Typing:

BP: 70
PP: 15
Accuracy: 100%
Secondary Effects / Effects: +30 BP if the foe is at least 90 pounds heavier than the user.
Suggested Distribution: Small-to-medium sized bugs (Yanma, Ariados, Pinsir, Parasect, etc.)
Description: The user searches the foe for weak points, using whatever insectoid appendage they have to strike them precisely in that spot. The larger the foe is, the easier this is to do. While it may not always hit at full power, Pinching Up at its worst still frees up Bugs' Hidden Power slots for an actually useful coverage type. And of course, if they face off against someone particularly mighty like Tyranitar or Lapras it'll do noticeably bigger numbers! The smaller the bug, the more mileage they'll get out of this nifty little move even if it doesn't make them shred up OU all of a sudden.
 
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Ema Skye

Work!
Move Name: Conversion 3
Typing: Normal
BP: 60
PP: 15/18/21/24
Accuracy: 100
Secondary Effects: After using this move, the user's type changes to match the foe's and the type of this move is changed to match the foe's primary type. Type changes reset on switch.
Suggested Distribution: :porygon2: :starmie: :tentacruel: :gengar: :corsola: :azumarill: :omastar: (used the mons that got Reflect Type/Camoflauge)
Type changing is relatively unexplored in GSC, and I admittedly got the idea here after reading some stuff in RBY CAP about Conversion mons. This plays like an unorthodox Hidden Power. The effect is now tied to a damaging attack to hopefully make it a more viable option. It would be Normal-type on its first use, but you can store the type change until your switch (such as taking a Tyranitar's Rock-type and now you have Rock-coverage for Zapdos). Gimmicky af, but it's GSC so it might work.

Move Name: Black Hole
Typing: Dark
BP: 100
PP: 5/6/7/8
Accuracy: 100
Secondary Effects: Sets a 'Black Hole timer' for 3 turns. After 3 turns, both active Pokemon are damaged by the move. Damage is calculated with halved Special Defense and it isn't affected by STAB.
Suggested Distribution: :umbreon: :houndoom: :murkrow: :clefable:
Pretty cool Perish Song/Future Sight/Explosion hybrid. It has the same timer as Perish Song, can't be blocked like Future Sight and has its power doubled like Explosion. This move does require the right team support to use, as you will need a Pokemon able to survive the Black Hole (as Future Sight doesn't block Protect, so it has to take the damage, but, like Future Sight this gen, it doesn't get a STAB boost).

Move Name: Spiky Screen
Typing: Steel
BP: -
PP: 10/12/14/16
Accuracy: -
Secondary Effects / Effects: Sets up 'Spiky Screen' for 5 turns. Pokemon that use physical damage against a Pokemon protected by Spiky Screen take 12.5% damage.
Suggested Distribution: :qwilfish: :forretress: :skarmory:
I suppose in a sense this is a one-sided sandstorm, which may work in a generation where there's a lot of flexibility in sets. The leftovers denial for 5 turns is pretty incredible, denying about 30% recovery against a physical breaker.
 
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Some people have been buffing bug types and i am not going to be the exception
Move Name: TseTse Thwack
Typing:
Fug


BP: 90
PP: 15
Accuracy: 100%
Secondary Effects / Effects: If the opponent is asleep, replace its sleep status with the badly poisoned status
Suggested Distribution: All bug types in general, especially bug poisons
Description: The user strikes the opponent with a sharp stinger, infectingit with a disease that may inflict
One of the scariest animals in theworld is the Tsetse fly, one of the animals with the higest annual kill counts due to it carrying a parasite that cause what is known as the sleeping sickness. Something thatwe all know its pretty common in GSC is the use of sleep talk, an omnipresent strategy found in a large mayority of mon. I was thinking about the tsetse fly and suddenly i realised i had an idea for an interesting bug stab. This move serves to help bug types who lack megahorn have a better stab than hidden power, but it also has another purpose. You see, one might think that waking up and poisoning the opponent might be a neat thing, but wouldn't it be useless since the opponent can just rest again? Thats the thing: If the opponent tries to spam rest and sleep talk on you they will be just wasting their rest pp, which can be a huge help in rest talk wars. This allows bug types that aren't near as strong as heracross gain a niche in the meta by helping their teamates against resttalkers they might struggle against.
 

Attachments

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Alright!

Physical:
Move Name: Swarm Attack
Typing:
1642047949913.png

BP: 20
PP: 10 (Max 16)
Accuracy: 90
Secondary Effects / Effects: Inflicts damage, hitting the target up to three times per use. Its base power will increase by 10 with each successive strike, so the first, second, and third strikes have powers of 20, 30 and 40, respectively. Each hit has a 10% chance to decrease def by 1.
Suggested Distribution: :Scyther: :Scizor: :Heracross: :Pinsir: :Forretress: :Beedrill: :Ariados: :Yanma: :Ledian: :Parasect: :Crobat: Line (They're also known for swarming things so it fits)
This move's main purpose is to be a stronger bug stab than hidden power while still giving Megahorn it's place as the best bug move. It's multi hit nature is both a blessing and a curse. Since it has an accuracy check for each hit (Like triple kick or the future triple axel), It's effective accuracy is 73%, which is just slightly more accurate than thunder (And the future focus blast). However, each hit also has a chance to lower the target's def, giving it an effective 27% chance to do so (Again, similar to thunder's 30% paralysis rate). This can be great for forcing switches. Not to mention, each hit also has a separate chance to crit with a rate of about 19 percent. All this leads to a fun and unpredictable yet reliable move to use. It's flavor is mostly just based on swarms of bugs. I would think that the Pokémon using this move calls a swarm of bugs to help them attack or attacks as if they were part of a swarm.Also thank god technician doesn't exist yet

Status:
Move Name: Chi Surge (Name is still being decided)
Typing:

BP: --
PP: 15 (Max 24)
Accuracy: --
Secondary Effects / Effects: Boosts the user's Attack and Accuracy by 1.
Suggested Distribution: :Raikou: :Machamp: :Starmie: :Poliwrath: :Entei: :Typhlosion: :alakazam: :hitmonchan: :hitmonlee: :hitmontop: :primeape: :jynx: :suicune: :ursaring: :houndoom: :arcanine: :nidoking: and Aroofaondo
Hone claws is an underutilized boosting move in modern generations. With gsc having significantly less boosting moves, I can see a move of it's effects being more widely used. There are a number of inaccurate moves that are commonly used in gsc, such as thunder and cross chop. Heck, even dynamic punch is viable! Enter Chi Surge! With flavor that fits more abusers (Overflowing with chi/life energy, giving them an adrenaline rush and boosting their focus and instincts), Chi Surge is a niche option that a wide array of mons have access to, all abusing it in different ways. The most straightforward way can be seen through machamp (and other physical abusers such as the hitmons, primeape and ursaring) as a different option to curse (or if they don't get curse, just a good boosting move), making it's inaccurate moves such as cross chop or mega kick more accurate as well as leaving their speed untouched in exchange for not boosting defense. However, there are other great special moves that could use a boost to their accuracy as well, Which is why special attackers such as starmie, suicune, jynx and the new aroofaondo may use this move too as a niche option, allowing them to reliably run thunder, hydro pump, fire blast or blizzard. Jynx can also use it to make it's lovely kiss 100% accurate along with it's blizzard. "Why didn't you mention raikou on the list?" You may ask. Well, that's because I consider it to be part of the third category of mons who use the move, combining the benefits of the previous 2: Mixed attackers! Pokemon such as nidoking can use it to boost it's earthquakes as well as it's thunders and blizzards! At first glance raikou's only physical moves with usable base power are the normal moves frustration and return, which doesn't really help against it's counters, so what gives? Well, it can now run hp fighting! This lets it hit snorlax and blissey as well as still hitting golem, rhydon and steelix for super effective damage, though it will be hitting the latter 3 on their bulkier physical side. However, running hp fighting means you lose out on hp ice, meaning you're hard walled by exeggutor and nidoking, the latter also being able to set up chi surges. Running hp fighting along with your usual thunder and the required chi surge means you're also giving up the sustain of resttalk, meaning that it also loses some of it's ability to check zapdos and has to be more conscious of it's health.
 
STATUS CONCEPT
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Move Name: Parry
Typing:

BP: -
PP: 8
Accuracy: -


Effect: When used, the text “x is attempting to Parry!” will pop up at the start of a turn, if the move fails the text “But x failed to parry!”.
When hit by a move, the damage is reduced by 20-30%, and the user uses one of their other 3 moves, akin to SleepTalk.
If this move fails, another PP is drained from the move.

Known Bug: If this move is called by Sleep Talk, even when the user is faster, the failstate is still achieved, making stalling with the two moves fail and just draining PP from Sleep Talk.

The move functions like Protect/Detect in the sense that repeated uses have a chance to outright fail with the chances of success halving each successful attempt.
Suggested Distribution: :machamp: :electabuzz: :golduck: :magmar: :Primeape: :hitmonlee: :hitmonchan: :hitmontop:
The Parry, a tried and true fighting game mechanic found in some of the greatest--It's a move that can put you into extreme advantage or give you a chance of pivoting momentum back in your favor.
All 'mons sans Machamp can struggle a lot in OU and require too much support to really feasibly be put on a team, but, with the ability to Parry, they can turn a number of situations where they'd simply be 2HKO'd(due to crummy defensive stats) to instead be 3HKO'd instead, the list includes all Cross Chop applicable 'mons(hence Machamps inclusion), as well as all 3 of the hitmons, and allows them to carve out their own niches even when compared to one another.
As a small example, Machamp is slower, while Primeape is faster, in situations where Machamp is 2HKO'd, he can choose to parry on either of his turns to instead be 3HKO'd, while Primeape can be even OHKO'd! Thankfully with a parry, this can change, and using their speed they can instead threaten their own 2HKO.
This is simply scratching the surface with the move. reducing damage and having more lefties recovery is always nice, but when used in a way to stall, the PP is drained. Not entirely impossible strategy but unintelligent abuse is discouraged.
The flavor of this move is the user taking the brunt of the attack with their palm in a defensive stance, and quickly countering with their own move.



SPECIAL ATTACK CONCEPT


4.png
Move Name: Flower Mortar
Typing:

BP: 70
PP: 12
Accuracy: 90
Effects: Heals the user for the initial 70bp attack, petals are then scattered around the opponent's side of the field. For 1-3 turns, at the end of their turn they lose 1/16 of their hp. This chip dmg does not heal.
Suggested Distribution: :venusaur: :Vileplume:/:bellossom: :meganium: :sunflora:







Balance-wise, there are currently very few Grass types in OU, and it's distinctly from a lack of good tools and sub-typings. This helps patch up that issue a bit, with the only OU 'mon Exeggutor exempt from this list it can help diversify the meta just a bit, in one where... Grass types can honestly fit into a team a lot more! The list of 'mons could extend a bit more into other Petal Dance learners(like Golduck/Raichu), but as of right now these are the first 5 I suggest.
The flavor of this move is essentially the Grass type throwing a 'bomb' of packaged petals up high and down upon the foe, with the spinning petals being what damages the opponent.



PHYSICAL ATTACK CONCEPT
1642091934057.png

Move Name: Creeping Dread
Typing:

BP: 85
PP: 16
Accuracy: 100
Secondary Effects / Effects: On hit, has a 30% chance to reduce the PP of an opponent's move by 2-5
Suggested Distribution: :gengar: :Misdreavus: Horatekku :Hypno: :stantler:
This is a lot more tame than some other things I've suggested but is nonetheless interesting and holds it's own impact. Creeping Dread is a slightly stronger STAB Ghost move with the potential for a Spite effect to pop off, this makes it usable even for the Gengar and Missy who have weaker Atk stats than Horatekku(although Missy would realistically be the one to consider it). I think it can potentially be a useful tool, so I also recommend Hypno and Stantler recieve it. Some other potentials could include :slowking: and :Xatu:, but I'll leave it there.
The flavor of this move is the user twisting it's form and launching it's shadow out to piece the foe. Spooky stuff.
 
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Move Name: Wyrmhole
Typing: Dragon
BP: 50
PP: 15
Accuracy: 100%
Secondary Effects: If the target of this move switches out, it deals double damage to the target’s replacement
Suggested Distribution: :kingdra:, :dragonite:, :aerodactyl:, basically draconian pokemon
The user summons a wyrmhole, dealing double damage to any Pokemon that switches in
Taking advantage of Dragon’s few resistances, this move can help create interesting mindgames, but also provides a slightly better dragon move for use.
 
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:octillery:Slate 2: Council Review:kingler:
If your submission isn't listed, consider it fair.
:drampa: Yung Dramps - Pinching Up: The only problem with this move is the height variable. We consider this problematic as height isn't used for much competitively, and it might cause confusion when having to check if your Pokémon is shorter than the opponent.

:skarmory: Ema Skye - Black Hole: This move seems too powerful. We'd like to suggest making its base BP 100 or less.

:eevee: EeveeGirl1380 - Flip Flop: Veto - This move is overpowered considering it is an objectively better version of Roar/Whirlwind while overlapping with its niche. We recommend reworking it.

24 Hour warning before submissions close!
 

Yung Dramps

awesome gaming
:drampa: Yung Dramps - Pinching Up: The only problem with this move is the height variable. We consider this problematic as height isn't used for much competitively, and it might cause confusion when having to check if your Pokémon is shorter than the opponent.
Got it! I changed it so that it now uses a weight threshold of 90 lbs
 
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:octillery:Slate 2 Voting!:kingler:
Submissions are now closed.
Now is the time to vote for your favorite move submissions!

Voting Guidelines:
Voting Template:
Code:
[B]Physical Move Votes[/B]: Person 1 (First Place), Person 2 (Second Place), Person 3 (Third Place), Person 4 (Fourth Place) etc.
Code:
[B]Special Move Votes[/B]: Person 1 (First Place), Person 2 (Second Place), Person 3 (Third Place), Person 4 (Fourth Place) etc.
Code:
[B]Status Move Votes[/B]: Person 1 (First Place), Person 2 (Second Place), Person 3 (Third Place), Person 4 (Fourth Place) etc.
A few things to note:
- Each vote counts separately for someone's individual move.
- You can vote for as many submissions as you’d like.
- Votes are weighted with first place holding the most points and descending accordingly.
- If you made at least 2 submissions, you can vote for yourself in first place for one of the categories.
- If you only made one submission, please only vote for yourself in second or lower.

A more detailed breakdown of Sevii Island's voting system can be found in the OP

All submitted moves are now valid for votes, here is a compilation:
Move Name: Pinching Up
Typing:

BP: 70
PP: 15
Accuracy: 100%
Secondary Effects / Effects: +30 BP if the foe is at least 90 pounds heavier than the user.
Suggested Distribution: Small-to-medium sized bugs (Yanma, Ariados, Pinsir, Parasect, etc.)
Description: The user searches the foe for weak points, using whatever insectoid appendage they have to strike them precisely in that spot. The larger the foe is, the easier this is to do. While it may not always hit at full power, Pinching Up at its worst still frees up Bugs' Hidden Power slots for an actually useful coverage type. And of course, if they face off against someone particularly mighty like Tyranitar or Lapras it'll do noticeably bigger numbers! The smaller the bug, the more mileage they'll get out of this nifty little move even if it doesn't make them shred up OU all of a sudden.
Move Name: Conversion 3
Typing: Normal
BP: 60
PP: 15/18/21/24
Accuracy: 100
Secondary Effects: After using this move, the user's type changes to match the foe's and the type of this move is changed to match the foe's primary type. Type changes reset on switch.
Suggested Distribution: :porygon2: :starmie: :tentacruel: :gengar: :corsola: :azumarill: :omastar: (used the mons that got Reflect Type/Camoflauge)
Type changing is relatively unexplored in GSC, and I admittedly got the idea here after reading some stuff in RBY CAP about Conversion mons. This plays like an unorthodox Hidden Power. The effect is now tied to a damaging attack to hopefully make it a more viable option. It would be Normal-type on its first use, but you can store the type change until your switch (such as taking a Tyranitar's Rock-type and now you have Rock-coverage for Zapdos). Gimmicky af, but it's GSC so it might work.
Some people have been buffing bug types and i am not going to be the exception
Move Name: TseTse Thwack
Typing:
Fug


BP: 90
PP: 15
Accuracy: 100%
Secondary Effects / Effects: If the opponent is asleep, replace its sleep status with the badly poisoned status
Suggested Distribution: All bug types in general, especially bug poisons
Description: The user strikes the opponent with a sharp stinger, infectingit with a disease that may inflict
One of the scariest animals in theworld is the Tsetse fly, one of the animals with the higest annual kill counts due to it carrying a parasite that cause what is known as the sleeping sickness. Something thatwe all know its pretty common in GSC is the use of sleep talk, an omnipresent strategy found in a large mayority of mon. I was thinking about the tsetse fly and suddenly i realised i had an idea for an interesting bug stab. This move serves to help bug types who lack megahorn have a better stab than hidden power, but it also has another purpose. You see, one might think that waking up and poisoning the opponent might be a neat thing, but wouldn't it be useless since the opponent can just rest again? Thats the thing: If the opponent tries to spam rest and sleep talk on you they will be just wasting their rest pp, which can be a huge help in rest talk wars. This allows bug types that aren't near as strong as heracross gain a niche in the meta by helping their teamates against resttalkers they might struggle against.
Alright!

Physical:
Move Name: Swarm Attack
Typing: View attachment 398311
BP: 20
PP: 10 (Max 16)
Accuracy: 90
Secondary Effects / Effects: Inflicts damage, hitting the target up to three times per use. Its base power will increase by 10 with each successive strike, so the first, second, and third strikes have powers of 20, 30 and 40, respectively. Each hit has a 10% chance to decrease def by 1.
Suggested Distribution: :Scyther: :Scizor: :Heracross: :Pinsir: :Forretress: :Beedrill: :Ariados: :Yanma: :Ledian: :Parasect: :Crobat: Line (They're also known for swarming things so it fits)
This move's main purpose is to be a stronger bug stab than hidden power while still giving Megahorn it's place as the best bug move. It's multi hit nature is both a blessing and a curse. Since it has an accuracy check for each hit (Like triple kick or the future triple axel), It's effective accuracy is 73%, which is just slightly more accurate than thunder (And the future focus blast). However, each hit also has a chance to lower the target's def, giving it an effective 27% chance to do so (Again, similar to thunder's 30% paralysis rate). This can be great for forcing switches. Not to mention, each hit also has a separate chance to crit with a rate of about 19 percent. All this leads to a fun and unpredictable yet reliable move to use. It's flavor is mostly just based on swarms of bugs. I would think that the Pokémon using this move calls a swarm of bugs to help them attack or attacks as if they were part of a swarm.Also thank god technician doesn't exist yet
PHYSICAL ATTACK CONCEPT
View attachment 398416
Move Name: Creeping Dread
Typing:

BP: 85
PP: 16
Accuracy: 100
Secondary Effects / Effects: On hit, has a 30% chance to reduce the PP of an opponent's move by 2-5
Suggested Distribution: :gengar: :Misdreavus: Horatekku :Hypno: :stantler:
This is a lot more tame than some other things I've suggested but is nonetheless interesting and holds it's own impact. Creeping Dread is a slightly stronger STAB Ghost move with the potential for a Spite effect to pop off, this makes it usable even for the Gengar and Missy who have weaker Atk stats than Horatekku(although Missy would realistically be the one to consider it). I think it can potentially be a useful tool, so I also recommend Hypno and Stantler recieve it. Some other potentials could include :slowking: and :Xatu:, but I'll leave it there.
The flavor of this move is the user twisting it's form and launching it's shadow out to piece the foe. Spooky stuff.
Move Name: DRAGON PUNCH
Typing: Dragon
BP: 100
PP: 5/6/7/8
Accuracy: 90
Secondary Effects / Effects: Bonus damage on a sleeping / frozen target
Suggested Distribution: the "kaiju"-like Pokémon, i.e. Nidoking, Nidoqueen, Kangaskhan, Rhydon, Tyranitar, any others which I may be missing out on. Also Dragonite.
"A ferocious punch which grants extra damage versus a sleeping or frozen target."

This move is a combination of two ideas; one being that offensive dragon type moves are not seen in competitive GSC (outside of Dragonbreath being utilised for its paralysis chance), and the second idea of making a move which punishes rest looping while being a decent standalone move for landing some damage onto an already-awake pivot.

I'd like to recommend that this move does double damage to sleeping and frozen targets. Now, bear with me on this - this is only effectively (almost) the equivalent of turning Dragon type's super-effective type coverage to also extend past Dragon and onto sleeping and frozen Pokémon, just for this move. It's also worth mentioning that only Dragonite gains STAB, and the other learners don't exactly have amazing special attack. The ability to spam this move is also hampered by the 90% accuracy and 8 PP, hopefully keeping the move in check.

I'm still open to improving this idea, though, so if you think you can help me improve upon it I'm open to suggestions

Credit to Lord Zorz and Paulluxx for working alongside me on these concepts
Move Name: Black Hole
Typing: Dark
BP: 100
PP: 5/6/7/8
Accuracy: 100
Secondary Effects: Sets a 'Black Hole timer' for 3 turns. After 3 turns, both active Pokemon are damaged by the move. Damage is calculated with halved Special Defense and it isn't affected by STAB.
Suggested Distribution: :umbreon: :houndoom: :murkrow: :clefable:
Pretty cool Perish Song/Future Sight/Explosion hybrid. It has the same timer as Perish Song, can't be blocked like Future Sight and has its power doubled like Explosion. This move does require the right team support to use, as you will need a Pokemon able to survive the Black Hole (as Future Sight doesn't block Protect, so it has to take the damage, but, like Future Sight this gen, it doesn't get a STAB boost).
SPECIAL ATTACK CONCEPT


View attachment 398414
Move Name: Flower Mortar
Typing:

BP: 70
PP: 12
Accuracy: 90
Effects: Heals the user for the initial 70bp attack, petals are then scattered around the opponent's side of the field. For 1-3 turns, at the end of their turn they lose 1/16 of their hp. This chip dmg does not heal.
Suggested Distribution: :venusaur: :Vileplume:/:bellossom: :meganium: :sunflora:

Balance-wise, there are currently very few Grass types in OU, and it's distinctly from a lack of good tools and sub-typings. This helps patch up that issue a bit, with the only OU 'mon Exeggutor exempt from this list it can help diversify the meta just a bit, in one where... Grass types can honestly fit into a team a lot more! The list of 'mons could extend a bit more into other Petal Dance learners(like Golduck/Raichu), but as of right now these are the first 5 I suggest.
The flavor of this move is essentially the Grass type throwing a 'bomb' of packaged petals up high and down upon the foe, with the spinning petals being what damages the opponent.
Move Name: Wyrmhole
Typing: Dragon
BP: 50
PP: 15
Accuracy: 100%
Secondary Effects: If the target of this move switches out, it deals double damage to the target’s replacement
Suggested Distribution: :kingdra:, :dragonite:, :aerodactyl:, basically draconian pokemon
The user summons a wyrmhole, dealing double damage to any Pokemon that switches in
Taking advantage of Dragon’s few resistances, this move can help create interesting mindgames, but also provides a slightly better dragon move for use.
Move Name: SACRED CANDLE
Typing: Fire
BP: -
PP: 10/12/14/16
Accuracy: -
Secondary Effects / Effects: Lays an entry hazard which burns the opponent
Suggested Distribution: Entei, Ho-oh, Aroofaondo
"Lays a candle which burns an attacking opponent."

The inspiration for this move is rather simple - GSC has no reliable methods of burning the opponent outside of Ho-oh's Sacred Fire, which has a 50% chance to burn upon landing. Therefore my curiosity lead me to wondering how a spike that burns the opponent would fit into the game.

I propose it works the same way how PSN & BRN damage work, that being, the hazard burns the target after they move. This would mean that the candle doesn't burn the opponent on entry like how other hazards work.

This should allow for a little more dynamic counterplay towards getting rid of the hazard. Golem and Starmie would come in safely and Rapid Spin the candle away without being burned, as the candle would be gone during the attack, rather than after it. It also means that physical attackers are not immediately punished with the hazard being laid, and are allowed a grace attack at full power before their attack is halved by the burn. It also means that a Pokémon waking from sleep / recovering from another status will be immediately burned upon their next move, which, while seemingly contradictory, alleviates the pressure of running Rest on everything to stall out a safe entry. Basically you either put up with the burn or you try to forcefully remove it while using your Rest Pokémon as a pivot.

Fire types and Flying types are immune. This hazard is spinnable only - if this becomes too restrictive on options for counterplay, I suggest we add more options for removing it such as using a Fire type attack or limiting the amount of times that the hazard is able to afflict a burn before it automatically disappears. Another option could be to set the hazard to expire after 5 turns like how Reflect and Light Screen do.

e: definitely digging a 5-turn limit on the hazard being on the battlefield to prevent endgame perma-burn shenanigans (which sounds far too disruptive to how OU currently is played), so let's roll with the idea that the hazard does actually expire after 5 turns. Can't be stacked and the duration is not refreshable.

Credit to Lord Zorz and Paulluxx for working alongside me on these concepts
Move Name: Spiky Screen
Typing: Steel
BP: -
PP: 10/12/14/16
Accuracy: -
Secondary Effects / Effects: Sets up 'Spiky Screen' for 5 turns. Pokemon that use physical damage against a Pokemon protected by Spiky Screen take 12.5% damage.
Suggested Distribution: :qwilfish: :forretress: :skarmory:
I suppose in a sense this is a one-sided sandstorm, which may work in a generation where there's a lot of flexibility in sets. The leftovers denial for 5 turns is pretty incredible, denying about 30% recovery against a physical breaker.
Alright!

Status:
Move Name: Chi Surge (Name is still being decided)
Typing:

BP: --
PP: 15 (Max 24)
Accuracy: --
Secondary Effects / Effects: Boosts the user's Attack and Accuracy by 1.
Suggested Distribution: :Raikou: :Machamp: :Starmie: :Poliwrath: :Entei: :Typhlosion: :alakazam: :hitmonchan: :hitmonlee: :hitmontop: :primeape: :jynx: :suicune: :ursaring: :houndoom: :arcanine: :nidoking: and Aroofaondo
Hone claws is an underutilized boosting move in modern generations. With gsc having significantly less boosting moves, I can see a move of it's effects being more widely used. There are a number of inaccurate moves that are commonly used in gsc, such as thunder and cross chop. Heck, even dynamic punch is viable! Enter Chi Surge! With flavor that fits more abusers (Overflowing with chi/life energy, giving them an adrenaline rush and boosting their focus and instincts), Chi Surge is a niche option that a wide array of mons have access to, all abusing it in different ways. The most straightforward way can be seen through machamp (and other physical abusers such as the hitmons, primeape and ursaring) as a different option to curse (or if they don't get curse, just a good boosting move), making it's inaccurate moves such as cross chop or mega kick more accurate as well as leaving their speed untouched in exchange for not boosting defense. However, there are other great special moves that could use a boost to their accuracy as well, Which is why special attackers such as starmie, suicune, jynx and the new aroofaondo may use this move too as a niche option, allowing them to reliably run thunder, hydro pump, fire blast or blizzard. Jynx can also use it to make it's lovely kiss 100% accurate along with it's blizzard. "Why didn't you mention raikou on the list?" You may ask. Well, that's because I consider it to be part of the third category of mons who use the move, combining the benefits of the previous 2: Mixed attackers! Pokemon such as nidoking can use it to boost it's earthquakes as well as it's thunders and blizzards! At first glance raikou's only physical moves with usable base power are the normal moves frustration and return, which doesn't really help against it's counters, so what gives? Well, it can now run hp fighting! This lets it hit snorlax and blissey as well as still hitting golem, rhydon and steelix for super effective damage, though it will be hitting the latter 3 on their bulkier physical side. However, running hp fighting means you lose out on hp ice, meaning you're hard walled by exeggutor and nidoking, the latter also being able to set up chi surges. Running hp fighting along with your usual thunder and the required chi surge means you're also giving up the sustain of resttalk, meaning that it also loses some of it's ability to check zapdos and has to be more conscious of it's health.
STATUS CONCEPT
View attachment 398415Move Name: Parry
Typing:

BP: -
PP: 8
Accuracy: -
Effect: When used, the text “x is attempting to Parry!” will pop up at the start of a turn, if the move fails the text “But x failed to parry!”.
When hit by a move, the damage is reduced by 20-30%, and the user uses one of their other 3 moves, akin to SleepTalk.
If this move fails, another PP is drained from the move.

Known Bug: If this move is called by Sleep Talk, even when the user is faster, the failstate is still achieved, making stalling with the two moves fail and just draining PP from Sleep Talk.

The move functions like Protect/Detect in the sense that repeated uses have a chance to outright fail with the chances of success halving each successful attempt.
Suggested Distribution: :machamp: :electabuzz: :golduck: :magmar: :Primeape: :hitmonlee: :hitmonchan: :hitmontop:
The Parry, a tried and true fighting game mechanic found in some of the greatest--It's a move that can put you into extreme advantage or give you a chance of pivoting momentum back in your favor.
All 'mons sans Machamp can struggle a lot in OU and require too much support to really feasibly be put on a team, but, with the ability to Parry, they can turn a number of situations where they'd simply be 2HKO'd(due to crummy defensive stats) to instead be 3HKO'd instead, the list includes all Cross Chop applicable 'mons(hence Machamps inclusion), as well as all 3 of the hitmons, and allows them to carve out their own niches even when compared to one another.
As a small example, Machamp is slower, while Primeape is faster, in situations where Machamp is 2HKO'd, he can choose to parry on either of his turns to instead be 3HKO'd, while Primeape can be even OHKO'd! Thankfully with a parry, this can change, and using their speed they can instead threaten their own 2HKO.
This is simply scratching the surface with the move. reducing damage and having more lefties recovery is always nice, but when used in a way to stall, the PP is drained. Not entirely impossible strategy but unintelligent abuse is discouraged.
The flavor of this move is the user taking the brunt of the attack with their palm in a defensive stance, and quickly countering with their own move.
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Voting will be open until Wednesday, January 19th!
 

Yung Dramps

awesome gaming
Physical: TseTse Thwack, Pinching Up, Swarm Attack, Conversion 3, Creeping Dread
Special: Dragon Punch, Flower Mortar, Black Hole, Wyrmhole
Status: Parry, Chi Surge, Spiky Screen, Sacred Candle
 
Physical: TseTse Thwack, Creeping Dread, Pinching Up, Swarm Attack, Conversion 3,
Special: Black Hole, Dragon Punch, Flower Mortar, Wyrmhole
Status: Chi Surge, Parry, Sacred Candle, Spiky Screen,
edit:had black hole twice, whoops
 
Last edited:
Physical: Creeping Dread, Swarm Attack, Pinching Up, Conversion 3, TseTse Thwack

Special: Dragon Punch, Flower Mortar, Black Hole, Wyrmhole

Status: Sacred Candle, Parry, Chi Surge, Spiky Screen
 
Physical Move Votes: Swarm Attack, Creeping Dread, Conversion 3

Special Move Votes: Black Hole, Dragon Punch, Flower Mortar

Status Move Votes: Parry, Chi Surge, Sacred Candle

I just want to be clear that these moves are just my personal favorites and/or fit my intended play style haha.

My votes do not indicate which moves are the best.
 

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