Pet Mod Bust a Move (Playable on Dragon Heaven!) [See you in SV!]

lets gooo
Move Name: Crush Grip
Type: Normal
BP: 85
PP: 16
Accuracy: 100%
Secondary Effect: deals 1.5x damage against steel types.
New Users: :regirock:,:nidoking::nidoqueen:,:obstagoon:,:golurk:,:kangaskhan:,:mimikyu:,:silvally:
Viable Users: :obstagoon:,:regigigas:,:kangaskhan:,:silvally:
Description: with its new effect. Crush Grip acts as basically a better body slam. BP is the same, however has a much more benefitial effect for normal types. it can also benefit other pokemon that normally wouldn't have much to do against steel type pokemon, such as Regirock or Obstagoon.

Move Name: Glaciate
Type: Ice
BP: 85
PP: 8
Accuracy: 90%
Secondary Effect: 30% chance to lower speed, 1.5x damage on water.
New Users: :regice:,:arctozolt:,:articuno:,:glaceon:,:lapras:,:cryogonal:,:delibird:, :aurorus:
Viable Users: :kyurem:,:victini:,:articuno:,:regice:
Description: sorta the same thing as Crush Grip. it allows ice types to hit water types with a decently powerful STAB move, basically better freeze-dry, but can also lower speed. given to ice mons like regice and articuno to boost their viability.
 
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Move: Crush Grip
Type: Normal
Category: Physical
BP: 50
Acc: 100
PP: 5 --- > 10
Effect: If the target has over 50% HP, base power doubles and has 20% chance to paralyze. If the target is at maximum HP, base power triples and has 50% chance to paralyze.
New Users: :ambipom:, :crabominable:, :crawdaunt:, :kingler:,
Viable Users: :crawdaunt:
Description: A similar yet less punishing effect with a chance to paralyze to help regigigas stall out its ability.


Move: Prismatic Laser
Type: Psychic
Category: Special
BP: 160 ---> 120
Acc: 100
PP: 16
Effect: Adds the psychic typing to the target and raises both of their defenses three stages each.
New Users: :gigalith:, :kecleon:, :malamar:, :sableye:, :starmie:
Viable Users: :necrozma::starmie: :sableye-mega:
Description: Its still powerful, but now causes any surviving target to become much more resistant to it.

Move: Glaciate
Type: Ice
Category: Special
BP: 65
Acc: 95
PP: 16
Effect: 20% chance to burn, 20% chance to paralyse
New Users: :articuno-galar:, :darmanitan-galar: :thundurus:
Viable Users: :kyurem::thundurus-therian:
Description: Kyuurem can now draw on the fire and electricity of the rest of the Tao trio to spread useful status.
 
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(Octozooka may have failed but:)
:necrozma: Prismatic Laser :necrozma:
Type:
Psychic
BP: 85
PP:
10-16(max)
Accuracy: 90%
Secondary Effect: The user shoots powerful lasers using the power of a prism. This makes secondary effects usless e.g: Iron head cannot flinch anymore (does not effect status moves) (removes when the target switches out)
New Users: :Articuno-galar: :uxie: :mesprit: :azelf: :Cresselia: (trying to make this a legend move but lugia wouldn’t make sense)
Viable Users: :Necrozma-Dusk-Mane: :Uxie: :Azelf::cresselia:
Usability: Same as octozooka, a bit niche but nice for strats like power up punch or just more quality of life so you dont get burned or frozen etc.

(im doing more later)
 
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Move: Crush Grip
Type: Normal
Category: Physical
BP: -- -> 100
Acc: 100%
PP: 5
Effect: If the user moves after the target, the target's Ability is suppressed.
New Users: :bewear:
Viable Users: :regigigas: :bewear:
Description: Core Enforcer clone with a bit less PP. Lets Regigigas actually take advantage of Slow Start, sort of. Bewear appreciates the lack of recoil.

Move: Prismatic Laser
Type: Psychic
Category: Special
BP: 160 -> 110
Acc: 100%
PP: 10
Effect: No longer has a recharge turn. On the first turn, the user gathers light, then attacks on the second turn. If Reflect or Light Screen is active on either side of the field, the user charges instantly.
New Users: :starmie:
Viable Users: :necrozma: :starmie:
Description: Dual screens Necrozma time. Weaker than Solar Beam since screens are already good, but stronger than Photon Geyser.

Move: Glaciate
Type: Ice
Category: Special
BP: 65 -> 80
Acc: 95% -> 100%
PP: 10
Effect: Creates a hailstorm.
New Users: :aurorus: :abomasnow: :cryogonal: :regice:
Viable Users: :kyurem: :regice: :victini:
Description: Hail teams need help. In exchange for a bit of power compared to Ice Beam, Kyurem gets free chip damage and the ability to empower Slush Rush allies. Regice also benefits from Ice Body.
 
Move Name: Crush Grip
Type: Normal
BP: 100 (Originally between 1 and 120)
PP: 8
Accuracy: 75% (Originally 100%)
Secondary Effect: Traps the target for 5 turns, lowering the target's Atk and Spe by half. Effect lasts even when the user switches out. (Originally decreased power the lower the health of the target got)
New Users: :slaking:
Viable Users: :slaking:? :Regigigas:(Let's be honest, saying viable and Regigigas in the same sentence without an odd number of negatives or being in an ability removing meta is something wrong)
Description: For some reason, or at least I believe, GameFreak has Regigigas and Heatran as counterparts, and I felt like Regigigas should have a similar signature move, but instead of dealing damage over time, this move gives the target a taste of what it's like being Regigigas. It also just makes sense that Crush Grip traps the target when it's literally a grip. While you may argue that taking damage would make sense because of the crushing part, nothing crushes the soul more than waiting 5 turns with your Atk and Spe halved. I was going to consider having Slaking learn the move too, but having a Pokemon with 160 Atk using a STAB 100 BP attack that traps and cripples any non-ghost types while said trap lasts a set amount of turns, letting said user just negate its main weakness by switching out as well, seemed a bit OP. That was also after deciding the trapping should linger after Regigigas switches. It's more balanced on Regigigas since it at least has its own Atk and Spe halved, and switching with Regigigas restarts the count down. You're also using Regigigas on your team too.
Edit: After some feedback, the part of where Crush Grip’s trapping would last after the user switched has been removed. As such, Slaking is given the move as well, but I don’t know if Slaking would use it or not. It’s a strong STAB Move, and Trapping is pretty powerful, but for 5 turns, 2 of those turns Slaking will do nothing.

Move Name: Glaciate
Type: Ice
BP: 65
PP: 16
Accuracy: 100% (Originally 95%)
Secondary Effect: Super Effective against Steel type Pokemon, 10% chance to lower Foe(s) speed (Originally just 100% speed reduction without new type effectiveness)
New Users: :Avalugg:
Viable Users: :Kyurem: :Kyurem-White:
Description: The Titanic didn't sink itself, it was hit by Kyurem's Glaciate. That's pretty much the sole inspiration for the new effect on this move. This move trades in guaranteed utility (and making it not just a stronger less pp version of Icy Wind) for coverage. Pretty powerful coverage too. 4 of the 8 Steels in NatDex OU are 4x weak to this version of Glaciate, while only Heatran would be neutral. One could argue that you can just use Earthpower, which can hit Fire types, Glaciate is a side grade that can let Kyurem deal with the ground neutral or ground immune steel types and is slightly more powerful thanks to STAB. Glaciate also got an accuracy buff as well, because 95% accuracy is just the worst and there is no reason for it on such a move.
Oh, and this move also let's Kyurem-White do massive damage against Dialgia and Necrozma-DM too.

Move Name: Prismatic Laser
Type: Psychic
BP: 100 (Originally 160)
PP: 16
Accuracy: 100%
Secondary Effect: Removes the Dark typing from the target Pokemon before the move hits until they switch out. Able to hit Dark types. (Originally requires a recharge time)
New Users: :Diancie: :Metagross:
Viable Users: :Necrozma: :Necrozma-Dawn-Wings:
Description: With the theme Necrozma has with its trio, it makes little sense that none of them have a unique way to deal with Dark types, just a regular coverage move. This new design for the move fits the theme a bit more, being able to remove darkness by shining light on it. This also may be compared to Thousand Arrows, but it one-ups the effect by removing the typing itself rather than grounding the target. Removing Dark STAB, resistances to Dark and Ghost, the immunities to Prankster and Psychic, but also removes the weaknesses to Fairy, Bug, and Fighting. This isn't too big of a deal with it dealing a nice chunk of damage to most Dark types. Because the new users list needs to be more restrained, I only gave the move to 2 Clear Body users and the users that made the most sense to have it. Though, Metagross most likely will not use this move being a physical attacker, and Diancie is already Fairy. With Necrozma's poor coverage against Darks, it's good to have STAB capable of not only helping it offensively, but defensively as well when it removes STAB from Dark type moves. Without STAB, Necrozma effectively nullifies its own Dark weakness (2/3*3/4 = 0.5).
 
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Feedback time! I’m going to be posting this a bit earlier than usual because of scheduling stuff, but rest assured the submission deadline is not being pushed up. Here are the notes for this slate:

Regic Boat: My issues with your subs are mainly a matter of the multipliers: for starters, neither description clarifies how these multipliers interact with standard effectiveness. Do they do that damage instead of standard effectiveness or is that factored in with standard effectiveness? I'm also a bit iffy on having this kind of multiplier on type-effectiveness in the first place: I would prefer you sticking to more regular damage multipliers. Would also prefer if you toned down distribution a bit on both moves.

Sereg: Nothing OP, I’d just ask you decrease distribution a bit on your Crush Grip and Prismatic Laser.

Cuddly: I'm against the second part of your Crush Grip, since a) trapping is something you inherently need to be careful with, so keeping the target trapped after the trapper switches out is not preferable and b) given that we have had multiple issues with implementing lingering effects already, that part of the move would likely be a nightmare to code. So, I'll ask that you simply remove that aspect of your Crush Grip sub and just stick with the first thing.

Submitters have 25 more hours to make adjustments/fixes or submit if they have not already done so.
 
Move Name: Crush Grip
Type: Normal
BP: 40
PP: 5-8
Accuracy: 90%
Secondary Effect: The user becomes locked into the move for one turn and traps the opponent until Crush Grip is used again. Pokemon trapped in this way deal half damage to the user, and uses of Crush Grip while locked into the move have tripled base power and do not extend either of the trap duration or the lock.
New Users: Barbaracle, Grapploct, Bewear, Ambipom, Crabominable
Viable Users: Barbaracle, Bewear, Regigigas
Description: Crush Grip gives me fighting game grappler vibes, so I decided to make it an actual grab that reduces the damage the user takes while it's active. Regigigas in particular can use the damage reduction to survive until Slow Start wears off, and the move's 2 turn nature makes it so that, upon Slow Start wearing off, the second part of the move will hit like a truck.
 
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And it's voting time! Here are all the eligible subs:

Move: Crush Grip
Type: Normal
BP:
-- >110
PP: 5 (Max 8)
Acc: 100% > 90%
Secondary Effects: If the user is heavier than the target, this move deals 1.5x damage.
New Users:
,:Grapploct:
Viable Users: :Regigigas::Grapploct:
Description: A Powerful stab move for regigigas to somewhat circumvent it's ability.

Move Name: Crush Grip
Type:

BP: 95
PP: 10 [16 Max]
Accuracy: 95%
Secondary Effect: If the target is 75% HP or higher prior to getting hit, they will get paralyzed from this attack.
New Users:
:guzzlord:, :slaking:, :kingler: ,:bewear:
Viable Users: :regigigas:, :guzzlord:, :slaking:
Description: Regigigas’ signature move was not really fitting for its playstyle, stalling until its Slow Start goes away. So, with this new version of Crush Grip, it now plays to that, while still fitting the flavor of a move. I wanted to keep the aspect of benefitting when your opponent is at high health, so I made it a 95 base power move that causes paralysis when the opponent is at high hp. Of course getting crushed by something so strong would cause paralysis! This move is able to fills two roles that Regigigas normally runs: a status spreader, as well as a strong normal STAB attack.

Move Name: Crush Grip
Type:

BP: 80
PP: 10
Accuracy: 90%
Secondary Effect: Traps target, lowers speed and attack by 1 of target.
New Users
: None
Viable Users: :Regigigas:
Description: This lets regigigas trap
targets so it can abuse them with sub to stall out its slowstart. It can even run a stall break toxic set now increasesing its viability. Flavor is in their giant Grip they lose mobility and attack.

Crush Grip
Type: Normal
Physical
120 BP
100 Acc
16 PP
Secondary Effect: Lowers the target's speed by 1.
New Users: :slaking:
Viable Users: :regigigas::slaking:
Description: A way to make Regigigas & Slaking faster and hopefully more viable.

So this is the weird point in time where I’m actually resubbing something I subbed during one of the first slates, Crush Grip shouldn’t just be a good move, it should be something that helps Regigigas be Regigigas and get past those 5 turns, a phasing move could help it do that very well, and it will also work better when it’s fully done with slow start. My idea when we did strength was a negative priority Normal type phasing move, so I’ll do a Buffed version of it, for Crush Grip.

Move Name: Crush Grip
Type: Normal
BP: 120
PP: 5 (max of 8)
Accuracy: 100%
Secondary Effect: -6 priority, when it hits a foe, the foe is forced out. (As Dragon Tail or Circle Throw)

Move Name: Crush Grip
Type: Normal
BP: 85
PP: 16
Accuracy: 100%
Secondary Effect: deals 1.5x damage against steel types.
New Users
: :regirock:,:nidoking::nidoqueen:,:obstagoon:,:golurk:,:kangaskhan:,:mimikyu:,:silvally:
Viable Users: :obstagoon:,:regigigas:,:kangaskhan:,:silvally:
Description: with its new effect. Crush Grip acts as basically a better body slam. BP is the same, however has a much more benefitial effect for normal types. it can also benefit other pokemon that normally wouldn't have much to do against steel type pokemon, such as Regirock or Obstagoon.

Move: Crush Grip
Type: Normal
Category: Physical
BP: 50
Acc: 100
PP: 5 --- > 10
Effect: If the target has over 50% HP, base power doubles and has 20% chance to paralyze. If the target is at maximum HP, base power triples and has 50% chance to paralyze.
New Users:
:ambipom:, :crabominable:, :crawdaunt:, :kingler:,
Viable Users: :crawdaunt:
Description: A similar yet less punishing effect with a chance to paralyze to help regigigas stall out its ability.

Move: Crush Grip
Type: Normal
Category: Physical
BP: -- -> 100
Acc: 100%
PP: 5
Effect: If the user moves after the target, the target's Ability is suppressed.
New Users:
:bewear:
Viable Users: :regigigas: :bewear:
Description: Core Enforcer clone with a bit less PP. Lets Regigigas actually take advantage of Slow Start, sort of. Bewear appreciates the lack of recoil.

Move Name: Crush Grip
Type: Normal
BP: 100 (Originally between 1 and 120)
PP: 8
Accuracy: 75% (Originally 100%)
Secondary Effect: Traps the target for 5 turns, lowering the target's Atk and Spe by half. Effect lasts even when the user switches out. (Originally decreased power the lower the health of the target got)
New Users: :slaking:
Viable Users: :slaking:?:Regigigas:(Let's be honest, saying viable and Regigigas in the same sentence without an odd number of negatives or being in an ability removing meta is something wrong)
Description: For some reason, or at least I believe, GameFreak has Regigigas and Heatran as counterparts, and I felt like Regigigas should have a similar signature move, but instead of dealing damage over time, this move gives the target a taste of what it's like being Regigigas. It also just makes sense that Crush Grip traps the target when it's literally a grip. While you may argue that taking damage would make sense because of the crushing part, nothing crushes the soul more than waiting 5 turns with your Atk and Spe halved. I was going to consider having Slaking learn the move too, but having a Pokemon with 160 Atk using a STAB 100 BP attack that traps and cripples any non-ghost types while said trap lasts a set amount of turns, letting said user just negate its main weakness by switching out as well, seemed a bit OP. That was also after deciding the trapping should linger after Regigigas switches. It's more balanced on Regigigas since it at least has its own Atk and Spe halved, and switching with Regigigas restarts the count down. You're also using Regigigas on your team too.
Edit: After some feedback, the part of where Crush Grip’s trapping would last after the user switched has been removed. As such, Slaking is given the move as well, but I don’t know if Slaking would use it or not. It’s a strong STAB Move, and Trapping is pretty powerful, but for 5 turns, 2 of those turns Slaking will do nothing.

Move Name: Crush Grip
Type: Normal
BP: 40
PP: 5-8
Accuracy: 90%
Secondary Effect: The user becomes locked into the move for one turn and traps the opponent until Crush Grip is used again. Pokemon trapped in this way deal half damage to the user, and uses of Crush Grip while locked into the move have tripled base power and do not extend either of the trap duration or the lock.
New Users
: Barbaracle, Grapploct, Bewear, Ambipom, Crabominable
Viable Users: Barbaracle, Bewear, Regigigas
Description: Crush Grip gives me fighting game grappler vibes, so I decided to make it an actual grab that reduces the damage the user takes while it's active. Regigigas in particular can use the damage reduction to survive until Slow Start wears off, and the move's 2 turn nature makes it so that, upon Slow Start wearing off, the second part of the move will hit like a truck.


Move: Glaciate
Type: Ice
BP:
65 > 80
PP: 10 > 5 (Max 8)
Acc: 95%
Secondary Effects: If the target is under the effects of a non-voliatile status condition (burn, para, sleep, poison) or confusion, 40% chance (night daze) that status is removed and replaced with freeze.
New Users: :Regice::Glastrier::Articuno:
Viable Users: :Kyurem::Regice::Articuno:
Description: A move for bulkier sets to take advantage of. I chose to add this to the less viable ice legendaries to increase their viability, or ones that wouldn't really use it (special glastrier heet)

Move Name: Glaciate
Type:

BP: 75
PP: 10 [16 Max]
Accuracy: 90%
Secondary Effect: Anyone hit by this attack will have their secondary type be replaced with Ice until they switch out.
New Users: :glalie:, :aurorus:, :ninetales-alola:
Viable Users: :kyurem:, :victini:, :aurorus:
Description: Sounded like a cool enough idea to submit. This signature move now acts for type control, removing walls typing synergy and providing them with a relatively weak defensive typing, that Pokémon the right coverage can abuse. Of course, Ice type moves might be less effective against any Pokémon given frostbite from this attack, but they are significantly more vulnerable Fire/Rock/Steel/Fighting attacks and lack as many resistances overall.

Move: Glaciate
Type: Ice
Category: Special
BP: 65 ---> 110
Acc: 95 ---> 90
PP: 16 ---> 8
Effect: Lowers the user's Speed by 2.
New Users:
:thundurus::tornadus::landorus:
Viable Users: :kyurem::thundurus-therian:(:landorus-therian:?)
Description: Finally: a strong, reliable Ice move. While the Speed drop makes the user easily revenge-killable, it doesn't reduce in power, making it spammable against slower teams. (The reason Lando-T is there is because it sometimes runs HP Ice to lure opposing Lando, so that could be used alternatively. specs lando maybe?????)

Move Name: Glaciate
Type:

BP: 100
PP: 15
Accuracy:
Secondary Effect: Super effective against rock types.
New Users
: None
Viable Users: :Kyurem:
Description: While rocks types are few in the meta, kyurem is already strong so buffing it didn't really make sense to me. Most notably this pokemon can now spam its stab even if target is in play. Flavor is how glaciers break up rocks in the process of weathering.

Glaciate
Type: Ice
Special
70 BP
100 Acc
8 PP
Secondary Effect: Summons Hail for 5 turns.
New Users: :regice:
Viable Users: :kyurem::victini::regice:
Description: Playing off of its name translated exactly over from Japanese, "Frozen World." Now Hail has some more setters. Regice and Kyurem are now very useful for hail teams. Woo!

Move Name: Glaciate
Type: Ice
BP: 100
PP: 16
Accuracy: 100%
Secondary Effect: Uses the user's higher Attacking stat for damage calculation. (Photon Geyser clone)
New Users: Articuno, Suicune, Regice
Viable Users: Kyurem
Description: A move basically designed just for Kyurem. Making this into a Photon Geyser clone gives a minor, but still very appreciated boost to standard special attacking sets, and Dragon Dance sets have a reliable STAB option and don't have to use Icicle Spear. There's a lot of similarities that can be made between Kyurem and Necrozma and Kyub really deserves something consistent at this point even if that's ultimately just flavor now.

Move Name: Glaciate
Type: Ice
BP: 85
PP: 8
Accuracy: 90%
Secondary Effect: 30% chance to lower speed, 1.5x damage on water.
New Users
: :regice:,:arctozolt:,:articuno:,:glaceon:,:lapras:,:cryogonal:,:delibird:, :aurorus:
Viable Users: :kyurem:,:victini:,:articuno:,:regice:
Description: sorta the same thing as Crush Grip. it allows ice types to hit water types with a decently powerful STAB move, basically better freeze-dry, but can also lower speed. given to ice mons like regice and articuno to boost their viability.

Move: Glaciate
Type: Ice
Category: Special
BP: 65
Acc: 95
PP: 16
Effect: 20% chance to burn, 20% chance to paralyse
New Users:
:articuno-galar:, :darmanitan-galar: :thundurus:
Viable Users: :kyurem::thundurus-therian:
Description: Kyuurem can now draw on the fire and electricity of the rest of the Tao trio to spread useful status.

Move: Glaciate
Type: Ice
Category: Special
BP: 65 -> 80
Acc: 95% -> 100%
PP: 10
Effect: Creates a hailstorm.
New Users:
:aurorus: :abomasnow: :cryogonal: :regice:
Viable Users: :kyurem: :regice: :victini:
Description: Hail teams need help. In exchange for a bit of power compared to Ice Beam, Kyurem gets free chip damage and the ability to empower Slush Rush allies. Regice also benefits from Ice Body.

Move Name: Glaciate
Type: Ice
BP: 65
PP: 16
Accuracy: 100% (Originally 95%)
Secondary Effect: Super Effective against Steel type Pokemon, 10% chance to lower Foe(s) speed (Originally just 100% speed reduction without new type effectiveness)
New Users: :Avalugg:
Viable Users: :Kyurem: :Kyurem-White:
Description: The Titanic didn't sink itself, it was hit by Kyurem's Glaciate. That's pretty much the sole inspiration for the new effect on this move. This move trades in guaranteed utility (and making it not just a stronger less pp version of Icy Wind) for coverage. Pretty powerful coverage too. 4 of the 8 Steels in NatDex OU are 4x weak to this version of Glaciate, while only Heatran would be neutral. One could argue that you can just use Earthpower, which can hit Fire types, Glaciate is a side grade that can let Kyurem deal with the ground neutral or ground immune steel types and is slightly more powerful thanks to STAB. Glaciate also got an accuracy buff as well, because 95% accuracy is just the worst and there is no reason for it on such a move.
Oh, and this move also let's Kyurem-White do massive damage against Dialgia and Necrozma-DM too.


Move Name: Prismatic Laser
Type:

BP: 110
PP: 5 [8 Max]
Accuracy: 100%
Secondary Effect: This move is a Psychic and Fire type move simultaneously. 30% chance to burn target.
New Users: :Sableye:,:diancie:
Viable Users: :necrozma:, :necrozma-dawn-wings:, :diancie-mega:
Description: A strong Psychic STAB that gains extra coverage and resists due to its fire type. This effect is based around the fact that lasers can burn people irl. It now hits Steel types neutrally, as well as hit bug, grass, and ice supereffectively, while now being resisted by dragon, fire, rock, and water types.

Move: Prismatic Laser
Type: Psychic
Category: Special
BP: 160 ---> 75
Acc: 100
PP: 16 ---> 32
Effect: Super effective against Steel-types. (No recharge)
New Users: :starmie::espeon::diancie:
Viable Users: :necrozma::starmie::espeon::diancie-mega:
Description: One of the main things holding back offensive Psychic types are bulky Steels like Corviknight and Ferrothorn, forcing them to run weak (Mystical Fire) or unreliable (Focus Blast) coverage. This allows Psychic types to hit Steels with their STAB, making room for other moves. It is also valuable coverage for Fairy-types, as it hits two types that resist Fairy.

Move Name: Prismatic Laser
Type:

BP: 120
PP: 10
Accuracy: 100 %
Secondary Effect: 33% Recoil. Super effective against steel. (Replace old effect so no recharge)
New Users: None
Viable Users: :Necrozma:
Description: Necrozma focuses its energy into a beam that takes a lot out of it but deals massive damage. This lets necro just break against teams easy that lack a dark type but at the cost of longevity. Flavor is lasers melt strel.

Prismatic Laser
Type: Psychic
Special
155 BP
95 Acc
8 PP
Secondary Effect: User can't move next turn if this move doesn't get a KO.
New Users: :delphox::beheeyem:
Viable Users: :necrozma::delphox::beheeyem:
Description: haha gen 1 hyper beam but psychic, special, & lower distribution go brrrrrrrrrrrrrrrrrrrrrrrrrrrr

Move Name: Prismatic Laser
Type:

Category:

BP: 80
PP: 32
Acc: 100%
Secondary Effect: Super effective on Dark. 10% chance to confuse. (Bypasses Dark-type’s immunity to Psychic. No recharge.)
New Users: :Indeedee:
Viable Users: :Necrozma: :Indeedee:

When creating this move I thought about how glass prisms bend and separate light. Since light is the opposite of darkness, I thought it would be interesting to make it a Psychic move that is super effective against Dark. This would be similar to a Psychic-type Freeze Dry and would be fitting on Necrozma since it takes reduced damage from super effective attacks. It would be a Psychic-type move that isn’t worried about Dark-type switch ins. I also gave this to Indeedee since it’s only weak to Bug and Dark and this move could give it a lot of mileage.

Move Name: Prismatic Laser
Type: Psychic
BP: 65
PP: 24
Accuracy: 100%
Secondary Effect: Has 1x type effectiveness against all types.
New Users
: Latias, Latios, Mew
Viable Users: Necrozma, Latios
Description: Should effectively be counted as 100 BP neutral coverage instead of a big new primary STAB option, but this might be a nice option for Calm Mind sets that need to hit way too many things at once and don't have the slots for it. I'm more doubtful that mono attacking Calm Mind sets would run this like what you'd see from Mew or Reuniclus (who doesn't get this just an example), but it's definitely possible. Might change the BP a bit.

Move: Prismatic Laser
Type: Psychic
Category: Special
BP: 160 ---> 120
Acc: 100
PP: 16
Effect: Adds the psychic typing to the target and raises both of their defenses three stages each. [after attack lands]
New Users:
:gigalith:, :kecleon:, :malamar:, :sableye:, :starmie:
Viable Users: :necrozma::starmie: :sableye-mega:
Description: Its still powerful, but now causes any surviving target to become much more resistant to it.

:necrozma: Prismatic Laser :necrozma:
Type:
Psychic
BP: 85
PP:
10-16(max)
Accuracy: 90%
Secondary Effect: The user shoots powerful lasers using the power of a prism. This makes secondary effects usless e.g: Iron head cannot flinch anymore (does not effect status moves) (removes when the target switches out)
New Users: :Articuno-galar: :uxie: :mesprit: :azelf: :Cresselia: (trying to make this a legend move but lugia wouldn’t make sense)
Viable Users: :Necrozma-Dusk-Mane: :Uxie: :Azelf::cresselia:
Usability: Same as octozooka, a bit niche but nice for strats like power up punch or just more quality of life so you dont get burned or frozen etc.

Move: Prismatic Laser
Type: Psychic
Category: Special
BP: 160 -> 110
Acc: 100%
PP: 10
Effect: No longer has a recharge turn. On the first turn, the user gathers light, then attacks on the second turn. If Reflect or Light Screen is active on either side of the field, the user charges instantly.
New Users:
:starmie:
Viable Users: :necrozma: :starmie:
Description: Dual screens Necrozma time. Weaker than Solar Beam since screens are already good, but stronger than Photon Geyser.

Move Name: Prismatic Laser
Type: Psychic
BP: 100 (Originally 160)
PP: 16
Accuracy: 100%
Secondary Effect: Removes the Dark typing from the target Pokemon before the move hits until they switch out. Able to hit Dark types. (Originally requires a recharge time)
New Users: :Diancie: :Metagross:
Viable Users: :Necrozma: :Necrozma-Dawn-Wings:
Description: With the theme Necrozma has with its trio, it makes little sense that none of them have a unique way to deal with Dark types, just a regular coverage move. This new design for the move fits the theme a bit more, being able to remove darkness by shining light on it. This also may be compared to Thousand Arrows, but it one-ups the effect by removing the typing itself rather than grounding the target. Removing Dark STAB, resistances to Dark and Ghost, the immunities to Prankster and Psychic, but also removes the weaknesses to Fairy, Bug, and Fighting. This isn't too big of a deal with it dealing a nice chunk of damage to most Dark types. Because the new users list needs to be more restrained, I only gave the move to 2 Clear Body users and the users that made the most sense to have it. Though, Metagross most likely will not use this move being a physical attacker, and Diancie is already Fairy. With Necrozma's poor coverage against Darks, it's good to have STAB capable of not only helping it offensively, but defensively as well when it removes STAB from Dark type moves. Without STAB, Necrozma effectively nullifies its own Dark weakness (2/3*3/4 = 0.5).


Voters will have until 0:00 GMT on Friday, July 16th, or 72 hours from now, to vote for their favorite subs. As always, vote in order of which subs you prefer, with your favorite being listed first; you can vote your own subs as high as second. Voters may vote for as many as 5 subs per move! Be sure to get your votes in by then!
_________​
As decided by our poll, Slate 10 will see us revising Terrain Pulse, Steel Roller and Coaching! Feel free to brainstorm ideas for these moves during the voting period; you can post them once the next slate starts.
 
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Crush Grip: Rasdanation, ARandomPerson, PalpitoadChamp, VoolPool, z-nogyroP

Glaciate: Rasdanation, ARandomPerson, PalpitoadChamp, Cuddly, Regic Boat

Prismatic Laser: z-nogyroP, Cuddly, JosJet, PalpitoadChamp, DuoM2


Edit: Forgot I can vote for 5 each
 
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And the results are in! 1st is worth 5 points, 2nd 4 points, etc. So, here are our latest winners (along with the runners up):

Giving Regigigas the boost the Crush anything in its Grip: Paulluxx!
So this is the weird point in time where I’m actually resubbing something I subbed during one of the first slates, Crush Grip shouldn’t just be a good move, it should be something that helps Regigigas be Regigigas and get past those 5 turns, a phasing move could help it do that very well, and it will also work better when it’s fully done with slow start. My idea when we did strength was a negative priority Normal type phasing move, so I’ll do a Buffed version of it, for Crush Grip.

Move Name: Crush Grip
Type: Normal
BP: 120
PP: 5 (max of 8)
Accuracy: 100%
Secondary Effect: -6 priority, when it hits a foe, the foe is forced out. (As Dragon Tail or Circle Throw)
Paulluxx: 18
Rasdanation: 16
ARandomPerson: 13
Sereg: 11


Keeping Kyurem cool with frigid Glaciate: DuoM2!
Move Name: Glaciate
Type: Ice
BP: 100
PP: 16
Accuracy: 100%
Secondary Effect: Uses the user's higher Attacking stat for damage calculation. (Photon Geyser clone)
New Users: Articuno, Suicune, Regice
Viable Users: Kyurem
Description: A move basically designed just for Kyurem. Making this into a Photon Geyser clone gives a minor, but still very appreciated boost to standard special attacking sets, and Dragon Dance sets have a reliable STAB option and don't have to use Icicle Spear. There's a lot of similarities that can be made between Kyurem and Necrozma and Kyub really deserves something consistent at this point even if that's ultimately just flavor now.
DuoM2: 25
Rasdanation: 21
PalpitoadChamp: 14
zxgzxg: 10


Calling down the force of Necrozma's Prismatic Laser: zxgzxg!
Move: Prismatic Laser
Type: Psychic
Category: Special
BP: 160 ---> 75
Acc: 100
PP: 16 ---> 32
Effect: Super effective against Steel-types. (No recharge)
New Users: :starmie::espeon::diancie:
Viable Users: :necrozma::starmie::espeon::diancie-mega:
Description: One of the main things holding back offensive Psychic types are bulky Steels like Corviknight and Ferrothorn, forcing them to run weak (Mystical Fire) or unreliable (Focus Blast) coverage. This allows Psychic types to hit Steels with their STAB, making room for other moves. It is also valuable coverage for Fairy-types, as it hits two types that resist Fairy.
zxgzxg: 22
JosJet: 19
Rasdanation: 15
Cuddly: 14
DuoM2: 11


Congratulations to all our winners! And now, onto our next slate:
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1626387066137.png
1626387150154.png

Slate 10: Hanging on the Telephone
After the absurdly close round of voting for Slate 9, it was probably only natural that the other slate vying for the top slot (or at least a modified version of it) would end up as the winner soon after; thus, we are adjusting three more of the less successful IoA tutor moves: Terrain Pulse, Steel Roller and Coaching! Terrain Pulse sought to be terrain's version of Weather Ball, but even with weather being inconsistent this gen it has still failed to leave the same impact as its influence. On top of needing support to not be garbage, Terrain Pulse suffers because a) terrain teams aren't really a thing like weather teams are and b) all 4 terrains got their own special moves, 2 of which strictly outclass TP in terms of raw damage; even the meaty boost it gets from Clawitzer's Mega Launcher hasn't been able to give this move even one consistent user (that and NU seems to have forgotten this thing exists. Seriously, it's not even mentioned in their VR despite NU being the lowest tier it's allowed in). Steel Roller has it even worse; without terrain, it can't even be used at all, which can especially be an issue with its low PP. Coaching is a move that is inherently useless in Singles, giving the target a free Bulk Up, but even in Doubles struggles to find usage since only support mons would want to run it, and those few who could fit this role pack more important utility. Specific note:
  • 1626388359942.png
    With Terrain Pulse, obviously keep terrain in mind. That is all.
_______
The poll for next slate is now open, so go ahead and vote for which moves you want to see altered in Slate 11! You can vote for as many as you want, or stop by the BaM Discord if there's any other slates you want to suggest.
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>>Slate 11 Poll<<
1626388533032.png

______
Submitters will have until 12:00 GMT on Friday, July 23th, or about one week from now, to get your submissions in. Make sure you read the rules in the first post. With everything said, get out there and Bust a Move!
 
Move Name: Steel Roller
Type:

BP: 100
PP: 10 (16)
Accuracy: 90%
Secondary Effect: Clears away hazards and terrain from the feild. (Replaces old effect)
New Users: :Excadrill: :kartana: :scizor:
Viable Users: :Heatran: :Melmetal: :ferrothorn: :Magnezone: :celesteela: :kartana: :excadrill: :scizor: :Melmetal:
Description: Steel type offensive defog, thats usefull for a variety of steel types to get hazard control for their teams.

Move Name: Terrain Pulse
Type:

BP: 90
PP: 10 (16)
Accuracy: 100%
Secondary Effect: Changes type and sets terrain depending on item. Miracle Seed :MiRacle Seed: = Grassy Terrain and grass type, Odd Incenese :Odd-Incense:=Psychic terrain and physic type, Magnet :magnet:= Electric Type And electric terrain, mystic water :mystic-water: is water type and sets misty terrain.
New Users: all grass starters, all the tapus
Viable Users: all grass starters, all the tapus
Description: buffs anyone who wants to set terrain but not waste a turn and also shows some love to those NU items.

More coming later
 
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Move: Terrain Pulse
Type: Normal
Category: Special
BP: 50
Acc: 100%
PP: 10
Effect: Doubles in BP and changes type to match the current terrain. Resets the duration of the current terrain.
New Users: :tapu-koko: :tapu-fini: :tapu-bulu: :tapu-lele: :raichu-alola:
Viable Users: :tapu-koko: :tapu-fini: :tapu-lele: :indeedee: :raichu-alola:
Description: Resetting the duration of the active terrain might allow terrain teams to be a bit more viable. Koko and Lele don't get Expanding Force or Rising Voltage, so this is a slight upgrade in STAB for them that also lets them keep the terrain up longer. Indeedee and Raichu lose a bit of power compared to RV or EF but in exchange can keep sweeps going; Raichu in particular appreciates the ability to refresh Electric Terrain for Surge Surfer.

Move: Steel Roller
Type: Steel
Category: Physical
BP: 130 -> 120
Acc: 100%
PP: 5
Effect: No longer requires terrain to be active. If terrain is present, it is destroyed. No effect on Pokémon that aren't grounded.
New Users: :stunfisk-galar: :escavalier: :pineco: :forretress:
Viable Users: :escavalier: :metagross: :ferrothorn:
Description: Gives a meaty 50% boost in BP over the Iron Head that Escavalier would be using, a solid damage boost compared to Meteor Mash for Metagross, and provides a more reliable alternative to Gyro Ball for Ferrothorn, at the cost of not affecting Flying-types or targets with Levitate.

Move: Coaching
Type: Fighting
Category: Status
BP: --
Acc: --
PP: 10
Effect: Doubles effect removed. The user switches out of battle. The next Pokémon to switch in receives the effect of Laser Focus.
New Users: :growlithe: :arcanine: :herdier: :stoutland:
Viable Users: :conkeldurr: :mienshao: :cinderace: :zeraora:
Description: Everyone loves pivoting. This isn't as good as Teleport, since it's not negative priority, but the Laser Focus effect helps hyper offense, for one turn at least.
 

Samtendo09

Ability: Light Power
is a Pre-Contributor
Move Name: Steel Roller
Type:

BP: 85
PP: 10 (16)
Accuracy: 100%
Secondary Effect: Clears away any Terrain from the feild. If a Terrain is active, base power becomes 130.
New Users: :scizor: :meowth-galar: :perrserker:
Viable Users: :Heatran: :ferrothorn: :celesteela: :scizor: :Melmetal: :metagross: :mew:
Description: Terrain control, especially with how common the Tapus - minus Bulu but plus Rillaboom - are into consideration. While Iron Head have an annoying 30% of flinching, Steel Roller have a one-time power boost that can severely punish opposing Terrain abusers.
 
Move: Steel Roller
Type: Steel
Physical
BP: 75
Acc: 95
PP: 5 (8)
Secondary Effect: Doubles in power if a terrain is active. Destroy the active terrain.
New Users: :perrserker::stunfisk-galar::escavalier::excadrill::ferroseed::ferrothorn:
Viable Users: :excadrill::ferrothorn::copperajah::azumarill:
Description: Uno Reverse Terrain

Move: Coaching
Type: Fighting
Status
BP: ---
Acc: ---
PP: 16 max
Secondary Effect: Raises the user's Attack, Defense, & Special Defense by 1.
New Users: None
Viable Users: :zeraora::kommo-o::zapdos-galar:
Description: Physical Quiver Dance but better bulk instead of speed because that would be much scarier.
 
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:machoke: Coaching :machoke:
Type: Fighting
BP:
N/A
PP: 5-8(MAX)
Accuracy: 100%
Secondary Effect: Acts like wish. In 2 turns, the person on the field gets their attack, defence and speed increased by 1.
New Users: N/A
Viable Users: :gallade: (wish) , :buzzwole: , :Bewear: , :Zamazenta:/:Zamazenta-crowned:. (maybe :mew: for spikes?)
Description: Good way to get teammates in, especially with uturn users and even maybe dive :psysly:

:tapu koko: Terrain Pulse :tapu lele:
Type:
Normal
BP: 130
PP: 10-16(MAX)
Secondary Effect: Changes to the type of the current terrain and after used said terrain is gone. Only works in terrain.
New users: :tapu koko: :tapu lele: :tapu bulu: (no fini), :weezing-galar: , :pincurchin:, :rillaboom:, :raichu-alola:
Viable Users: :Tapu lele: :Tapu koko: , :indeedee:, :raichu-alola:
Descrription: haha good stab go brr

(btw im traveling soon so i wont be active)
 
Move Name: Coaching
Type: Fighting
BP: --
PP: 10-16
Accuracy: --
Secondary Effect: Can target any active ally, including the user. Raises the target's Critical Hit ratio, Defense and Speed by 1 stage.
New Users: No new users, Urshifu no longer learns it.
Viable Users: Blaziken, Hawlucha, Zeraora, Heracross
Description: A unique and powerful stat buff. Honestly not sure what else to say.
 
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zxgzxg

scrabble
is a Forum Moderator
Move: Terrain Pulse
Type:

Category: Special
BP: 50 ---> 60
Acc: 100
PP: 16 ---> 24
Effect: Matches the type of the active terrain. If a terrain is active, the user switches out after use.
New Users: :pincurchin::weezing-galar::rillaboom:
Viable Users: :indeedee::weezing-galar:
Description: Gives the Galarian terrain setters an advantage over most of the Tapus with pivoting.
 
Move: Terrain Pulse
Type:

BP: 80
Acc: 95%
PP: 10 [16 Max]
Effect: If this move successfully lands, this move summons terrain based on the highest of this Pokémon's offensive and defensive stats. If a terrain is active, this move's typing is will match that of the terrain.
Attack summons Electric Terrain
Defense summons Grassy Terrain
Special Attack summons Psychic Terrain
Special Defense summons Misty Terrain
New Users: :raichu:/:raichu-alola:, :Skiddo:/:gogoat:
Viable Users: :raichu-alola:, :gogoat:, :stunfisk-galar:, :mew:
Description: Terrain Pulse isn't really useful in the current state of the meta for the main fact that it's competing for an already overdone niche. Every other terrain-abusing move outclasses it in terms of use and utility. So, rather than competing with this stiff competition, why not make Terrain Pulse fit a different niche instead? Terrain setters are few and far between, so why not adapt Terrain Pulse to give more pokemon a more viable option for setting terrain; an attack that can deal chip damage, as well as set terrain. VoolPool's sub already does this concept, but blocks the move behind requiring an item slot to work properly. So, I thought to tie the terrain to something every Pokémon has: stats. The move will summon terrain based on which offensive or defensive stat is highest, and each stat correlates to certain properties of each terrain. The Physical to Special split was determined based on which defense each terrain's seed boosted. Grassy became defensive due to both the ability grass pelt and its ability to provide healing. Electric was offensive due to Surge Surfer being a more offensively-oriented ability. Misty was defensive due to the terrain providing more defensive properties (reducing dragon damage & preventing status). Psychic was offensive due to its anti-priority promoting more offensive, frailer Pokémon.
Overall, the goal was to make a decently strong Terrain summoning move that also passes as a decently strong attack, and I felt this accomplished that.
 
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