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

-Approved by AquaticPanic
Bust a Move
Welcome to Bust a Move, the Pet Mod all about taking the many moves that have failed to leave a lasting impression and buffing them to the point where they are viable in Singles Competitive on at least one Pokemon. This is a National Dex meta, so submitters will have plenty of users for these newly buffed moves. Barring a few restrictions, submitters are free to take a move in any direction they like so long as it fits the general flavor.

Submission Guidelines
1. Submitters may not change the move's designation (physical, special, status).
2. Submitters will only be allowed to change a move's type if specifically deemed acceptable by the leaders/council.
There are a few cases where changing typing may be necessary to differentiate a move or ensure a move doesn't violate Rule 3. This will be determined on a case by case basis, and any type change does still need to reflect the moves' flavor.
3. Moves may not be buffed in a way that would make them a clone of a pre-existing move or make an already good move obsolete. I want to refrain from just copying pre-existing moves, as that may not give the buffed move a chance to really stand out (also I'd find that really boring). This is why we're probably not going to bother with weaker versions of already good moves like Mega Drain, since it'd be hard to buff that without invalidating Giga Drain. The latter half of this rule is to prevent the mod from being locked in an eternal cycle where our buffs end up forcing us to buff other moves due to power creep.
4. Moves may not be given a specific effect when used with a particular mon. This would be both arbitrary and basically cheating, so no "x move does this particular thing when Rhyperior uses it" for instance.
5. Moves must be balanced and not involve uncompetitive tactics. Pretty simple. In some cases, users may be expected to nerf certain aspects of moves in order to keep it balanced (for example, the recharge moves will likely end up losing some BP considering recharge will be removed as a factor). An effect like lowering accuracy or freezing is only permissible if the move already does that.
6. Moves can receive wider distribution, but try to show restraint. Moves may be added to new mons if giving those mons the move would make sense flavorwise. However, expanded distribution should make logical sense on any new learners; don't just give mons revised moves because "it would be cool" or "it would be decent coverage". New distribution will be limited to 3 mons unless otherwise stated; the exact number may increase/decrease depending on the strength of the move. Moves cannot be removed from mons that already have them.
7. Moves should not have more than 2 distinct secondary effects. Given how many moves we're going to be buffing, it is in our best interest to not use up all possible effects right away. For example, something like base Fling counts as one effect since the various effects items can have are all based on the same mechanic, but Fire Fang counts as two effects since burns and flinching are inherently unrelated effects.

Some additional rules may arise for specific moves, but otherwise you can basically do whatever you want with the moves as long as you follow these guidelines!

Move Name:
Type:
BP:
[Just write "-" or something similar if this is a status move]
PP: [This should be base PP (see Smogon's Strategy PokeDex). You may also put down max PP if you want (10 PP would be 16 max)]
Accuracy: [Depending on how much you buff BP, you should consider nerfing this unless you have some other drawback]
Secondary Effect: [You are allowed to completely change this as long as the new effect isn't broken]
New Users: [This can actually be your only change if you can make a case for how good it would be on the new user]
Viable Users: Must list at least one Pokemon that would have serious reason to use this move in competitive play.
Description: Anything you want to clarify or explain regarding your change.

Submitters must make it clear which aspects of the move (BP, Accuracy, etc.) are being changed. A buff can't be considered if it's unclear what it is.


Move Name:
Type:
BP:
PP:
Accuracy:
Secondary Effect:
New Users:
Viable Users:
Description:


Submission Process
The slate process is comprised of several phases:
  • Phase 1: Before a slate begins, participants will choose a trio of moves that will be buffed in the upcoming slate.
  • Phase 2: The submission process will last a week (at least for now), so new submitters will have plenty of time to think of what direction they want to take the move(s) in question in. I will make a feedback post about 24 hours before the deadline in order to veto submissions that violate the guidelines and suggest changes to said violators.
  • Phase 3: The voting phase will last for 3 days. Voters will be allowed to vote for up to three different submissions for each move, in order of preference.
    • For self-voting, we are now employing the lyd model- for every submission posted for a slate, the submitter will get 2 Self-Vote points. Self-voting 1st will cost 3 SV, second 2 SV and third 1 SV. See below for specific details.
    • Votes will be tallied based on position (first worth the most, fifth worth the least), and each winner will be chosen based on which submission gets the most cumulative points. In the event of a tie, the winner will be whichever submission has the most first-place votes, then second-place votes, etc. You do not have to post a submission for a slate in order to vote, so don't feel pressured if you don't have any ideas for one slate.
If okispokis has posted 3 legal submissions, he gets 6 SV points. He can vote:
X: lyd, okispokis, Paulluxx
Y: lyd, okispokis, Paulluxx
Z: lyd, okispokis, Paulluxx
or
X: okispokis, lyd, Paulluxx
Y: lyd, okispokis, Paulluxx
Z: lyd, Paulluxx, okispokis
or

X: okispokis, lyd, Paulluxx
Y: okispokis, lyd, Paulluxx
Z: lyd, Paulluxx, Z-nogyroP

While the bulk of this mod will be centered around balancing moves for standard formats, there are several moves in need of a buff that are currently restricted to Ubers mons, in which case the move will either be buffed specifically to function in Ubers or, if the move is good but the user simply has a better option, will be allowed a special limited distribution to one non-Ubers mon. In the latter case, submitters will nominate one mon to receive this move during the submission phase, with the voting phase for that move being between the approved potential recipients. Additionally, we will also occasionally focus a slate on "second-stringer" moves: moves that do see Singles usage, but either only due to lack of options or are just generally underpowered in some aspect. Due to the subjective nature of these slates, these slates will be decided by the council rather than through the regular slate selection process after careful evaluation.

Thread Behavior
  • For the sake of avoiding clutter, please refrain from posting one liners. It would be preferable if submitters would refrain from posting in general unless submitting or voting on the current slate. If you have any question about something, please feel free to visit our Discord Server: https://discord.gg/hB6tAdmWbp
  • Any kind of flaming or harassment is strictly prohibited. We expect a certain level of civility on this thread and in the Discord server.

Council
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okispokis
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Paulluxx
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:Mimikyu: Rasdanation :Mimikyu:

Current Activity
Nothing!

Bust a Move is playable on Dragon Heaven here.

With all that said, please have fun and boost some moves!
 
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Hall of Fame

Slate 1: Jaw Lock by ARandomPerson, Eerie Spell by okispokis, Decorate by zxgzxg

Slate 2:
Rock Smash by Ema Skye, Dive by stinky potato, Strength by PalpitoadChamp

Slate 3:
Corrosive Gas by EeveeGirl1380, Burning Jealousy and Skitter Smack by okispokis

Slate 4:
Ominous Wind by EeveeGirl1380, Fairy Wind by ARandomPerson, Razor Wind by DuoM2

Slate 5
: Synchronoise by Gyltia, Sing and Sparkling Aria by PalpitoadChamp

Slate 6
: Soak by Gyltia, Trick-or-Treat by PalpitoadChamp, Forest's Curse by stinky potato

Slate 7
: Ice Ball by Z-nogyroP, Octzooka by Sereg, Seed Bomb by PalpitoadChamp

Slate 8
: Dream Eater by PalpitoadChamp, Life Dew by Rasdanation, Parabolic Charge by okispokis

Slate 9:
Crush Grip by Paulluxx, Glaciate by DuoM2, Prismatic Laser by zxgzxg

Slate 10:
Terrain Pulse by Z-nogyroP, Steel Roller by Samtendo09, Coaching by stinky potato

Slate 11:
Twineedle by NeonNitroGlycerin, Beak Blast and Force Palm by Rasdanation

Slate 12:
Belch by okispokis, Nightmare by Z-nogyroP, Sky Drop by ARandomPerson

Slate 13
: Egg Bomb by Z-nogyroP, Dragon Hammer by Rasdanation, Drill Peck by koista12

Slate 14
: Vital Throw and Shell Trap by G-Luke, Avalanche by Samtendo09

Slate 15
: Rototiller by G-Luke, Ion Deluge by koista12, Flower Shield by Z-nogyroP

Slate 16
: Fling by Rasdanation, Bestow and Present by Z-nogyroP

Slate 17:
Purify by Z-nogyroP, Brine and Tar Shot by koista12

Slate 18:
Searing Shot by Samtendo09, Drum Beating and Heal Order by G-Luke

Slate 19:
Spotlight by Z-nogyroP, Aurora Beam by G-Luke, Mirror Shot by Rasdanation

Slate 20
: Steamroller by Rasdanation, Leaf Tornado by G-Luke, Low Sweep by Z-nogyroP

Slate 21
: Disarming Voice by Samtendo09, Aerial Ace by Z-nogyroP, False Surrender by VoolPool

Slate 22:
Brick Break and Self-Destruct by Z-nogyroP, Ingrain Rasdanation

Slate 23
: Guillotine by VoolPool, Fissure by cheesesir, Sheer Cold & Horn Drill by Z-nogyroP
 
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And now, for our first slate:
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Slate 1: A New Batch
The latest gen really loved to hand out exclusive moves, however not all of them really fit well with their users. This slate, we will be focusing on three of these moves: Jaw Lock, Eerie Spell and Decorate. For our first slate, I wanted to focus on one physical, one special, and one status move, and these three moves all suffer for different reasons. Jaw Lock is designed to pair with Drednaw's Strong Jaw ability, but is never seen due to lacking STAB as well as its secondary effect of trapping both user and target being more of a hinderance to Drednaw than a help. Eerie Spell, which initially seems appealing due to its secondary effect, quickly fell out of favor due to its ironic low PP and mediocre base power. Decorate was designed specifically for Doubles, and thus would be useless in Singles regardless of who was using it. Due to the nature of all three moves, submitters will be allowed a good deal of freedom with their changes (as long as you follow the guidelines in the first post)! Remember that you can give these moves to more mons if you want. In addition to the usual rules:
-
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If you do choose to keep the current -3 PP effect of Eerie Spell, your submission cannot exceed 100 BP regardless of what other changes you do or don't make. Keep in mind how good extra PP depletion can be under the right circumstances.

Other than that, feel free to post now! You have until 12:00 AM/0:00 GMT on April 9th, or about 1 week from now, to submit for this slate.
 
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zxgzxg

scrabble
is a Forum Moderator
Move Name: Jaw Lock
Type: Dark
BP: 80 --->100
Max PP: 16
Accuracy: 100 ---> 75
Secondary Effect: The user latches on to the opponent and weakens them overtime. Traps target, lowers Defense by 1 each turn for 4-5 turns.
New Users: Hydreigon, Krookodile, Tyranitar
Viable Users: Hydreigon, Krookodile, Tyranitar
Description: Stallbreaking move that has a better matchup versus the Slowtwins and Blissey.

Move: Decorate
Type: Fairy
BP: --
Max PP: 24 ---> 16
Accuracy: 100
Secondary Effect: The user tosses ribbons onto the opponent, slowing the opponent while reinvigoration the user. User heals HP=target's Speed stat. Lowers Speed by 1.
New Users: Hatterene, Jirachi, Victini
Viable Users: Hatterene, Jirachi
Description: Healing + Speed control.

Move Name: Eerie Spell
Type: Psychic
BP: 80 ---> 65
PP: 8 ---> 16
Accuracy: 100
Secondary Effect: Causes the opponent's item to float and land on the opponent 2 turns later. When a Pokemon is hit with the move, they will lose their item. 2 turns later, the opponent will be hit with double the lost item's Fling BP (Future Sight mechanics apply)
New Users: Alakazam, Hatterene, Reuniclus
Viable Users: Hatterene, Reuniclus, Slowking-Galar
Description: Future Sight + item removal makes for excellent utility.
 
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Ema Skye

Work!
Move Name: Decorate
Type: Fairy
BP: -
PP: 30, Max 48
Accuracy: -
Secondary Effect: Decorate will randomly change the type of the foe to any type that is weak to (one of) this Pokemon's types. [Inverse Conversion]
New Users: Togekiss, Clefable, Rapidash-Galar, Ninetales-Alola, Wigglytuff, Mr. Mime, Mr. Rime, Azumarill, Gardevoir, Klefki, Tapu Fini, Tapu Lele, Tapu Koko, Tapu Bulu, Tropius, Vaporeon, Jolteon, Flareon, Espeon, Umbreon, Leafeon, Glaceon, Sylveon, Vespiquen, Altaria
Viable Users: Tapu Fini, Togekiss, Clefable, Tapu Lele, Tapu Koko
Description: Decorate now forces switches, which is useful for generating free turns to recover, gain switch advantage or set up. Bulky Pokemon also appreciate that it, in most cases, removes STAB bonus, which enhances bulk. It doesn't seem as good as a straight boosting move, but it, in return, has the ability to nullify a check by making it weak to a type it would normally resist, which gives it a role on offense as well.
 
Alright, not much to comment on, but just a quick round of feedback.

Move Name: Jaw Lock
Type: Rock
BP: 80
PP: 32
Accuracy: 100
Secondary Effect: Traps opponent as long dreadnaw is in the field
New Users: None
Viable Users: Dreadnaw
Description: its stab and doesnt trap the user now
Kakaks: I wanted to reiterate that posters are normally not allowed to change a move's typing unless specifically mentioned. I would veto this normally; however, given that we are working with a shallower pool of options this slate and that this is the first slate, I am willing to allow a onetime exception, especially since I do get the reasoning behind your change. For the sake of consistency for any other posters, any other submissions for Jaw Lock are allowed to change type.

Move Name: Decorate
Type: Fairy
BP: -
PP: 30, Max 48
Accuracy: -
Secondary Effect: Decorate will randomly change the type of the foe to any type that is weak to (one of) this Pokemon's types. [Inverse Conversion]
New Users: Togekiss, Clefable, Rapidash-Galar, Ninetales-Alola, Wigglytuff, Mr. Mime, Mr. Rime, Azumarill, Gardevoir, Klefki, Tapu Fini, Tapu Lele, Tapu Koko, Tapu Bulu, Tropius, Vaporeon, Jolteon, Flareon, Espeon, Umbreon, Leafeon, Glaceon, Sylveon, Vespiquen, Altaria
Viable Users: Tapu Fini, Togekiss, Clefable, Tapu Lele, Tapu Koko
Description: Decorate now forces switches, which is useful for generating free turns to recover, gain switch advantage or set up. Bulky Pokemon also appreciate that it, in most cases, removes STAB bonus, which enhances bulk. It doesn't seem as good as a straight boosting move, but it, in return, has the ability to nullify a check by making it weak to a type it would normally resist, which gives it a role on offense as well.
Ema Skye: Your proposal for Decorate is mostly fine, but I would ask you to dial back the distribution a bit; normally would restrict it to 3 new users, but your flavor is general enough that I can accept as much as 5. Think about what particular kind of flavor you want to associate with this move. We can pare this down later if you don't have time right now.

zxgzxg: I feel kind of bad that I had you make edits to your subs before posting since I ended up being a lot more lax this slate. Just wanted to say that I appreciate your cooperation, and your subs are really good!

Now then, I have a few ideas of my own:

Move: Jaw Lock
Type:
Dark
BP: 80
PP: 10 (max 16)
Accuracy: 100%
Secondary Effect: If a target that has been hit by this move switches out, they lose 12.5% max HP. This effect ends when the user switches out or is KOed.
New Users:
Krookodile, Sharpedo
Viable Users: Krookodile, Sharpedo
Description: Rather than traditional trapping, the revamped Jaw Lock instead discourages the target from switching out by threatening a sizeable chunk of HP if they do. The user simply needs to use this on a target it can hit decently hard, and Krookodile and Sharpedo have plenty of options to force out opponents. Intended to work alongside hazard stacking in order to rack up large chunks of damage.

Move: Eerie Spell
Type:
Psychic
BP: 80
PP: 5-> 10 (max 16)
Accuracy:
100%
Secondary Effect: Applies Torment to the target.
New Users:
Delphox, Hatterene, Mismagius
Viable Users: G. Slowking, Delphox, Hatterene
Description: Since this move naturally seems like it would be geared towards stallbreaking, I decided that its new effect should be overtly disruptive; as such, Eerie Spell now torments its target by amplifying their fears. Torment is a nice effect that normally can't justify taking up a move-slot, but when added to an attacking move it packs several benefits, such as preventing walls from spamming recovery, screwing over Choice users or just generating a free turn for the user or their allies. Delphox, Hatterene and Mismagius get it by virtue of being based on mages.

Move: Decorate
Type:
Fairy
BP: -
PP: 20
(max 32)
Accuracy:
100%
Secondary Effect: Turns the target's item into a random Sweet.
New Users:
Slurpuff, Sylveon
Viable Users: Slurpuff, Sylveon
Description: Rather than make this move straight item removal, I decided to put a more interesting spin by replacing the target's item with something useless- that is still affected by Knock Off and Poltergeist. This allows a unique approach to dealing with items without screwing over strategies with the user's teammates.

Now then, everyone has 24 more hours to submit for this slate before we begin voting. Make sure you read the rules in the first post.
 
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Here goes:
Move: Eerie Spell
Type:
Psychic
BP: 80*
PP: 5 > 15 (Max 24)
Accuracy: 100%
Secondary Effects: Decreases the target’s highest stat (not including stat changes, so the same stat every time for each mon) by 1.
New Users: Mew, Hatterene Line, Hypno Line, Calyrex, Celebi
Viable Users: Mew, G. Slowking, Celebi
Description: A Useful move for walls, able to decrease the main attacking stat of the thing you’re trying to wall.

Move: Jaw Lock
Type:
Rock
BP: 80
PP: 10 (Max 16)
Accuracy: 90%
Secondary Effects: For as long as the target stays in, it takes 1/8 of it’s max hp at the end of the turn.
New Users: Lycanroc Line (Debating on adding tyrantrum line but it might be too op since it has strong jaw)
Viable Users: Lycanroc, Drednaw, Lycanroc-Dusk
Description: Now STAB, and instead of trapping, it forces switches which can be used to gain momentum with good predictions and play.
 
Alright, after one week it is time to vote! Here are the options (all relevant changes are bold):

Move Name: Jaw Lock
Type: Dark
BP: 80 --->100
Max PP:
16
Accuracy: 100 ---> 75
Secondary Effect: The user latches on to the opponent and weakens them overtime. Traps target, lowers Defense by 1 each turn for 4-5 turns.
New Users:
Hydreigon, Krookodile, Tyranitar
Viable Users: Hydreigon, Krookodile, Tyranitar
Description: Stallbreaking move that has a better matchup versus the Slowtwins and Blissey.
Move Name: Jaw Lock
Type: Rock
BP:
80
PP: 32
Accuracy:
100
Secondary Effect: Traps opponent as long dreadnaw is in the field
New Users:
None
Viable Users: Dreadnaw
Description: its stab and doesnt trap the user now
Move: Jaw Lock
Type:
Dark
BP: 80
PP: 10 (max 16)
Accuracy: 100%
Secondary Effect: If a target that has been hit by this move switches out, they lose 12.5% max HP. This effect ends when the user switches out or is KOed.
New Users:
Krookodile, Sharpedo
Viable Users: Krookodile, Sharpedo
Description: Rather than traditional trapping, the revamped Jaw Lock instead discourages the target from switching out by threatening a sizeable chunk of HP if they do. The user simply needs to use this on a target it can hit decently hard, and Krookodile and Sharpedo have plenty of options to force out opponents. Intended to work alongside hazard stacking in order to rack up large chunks of damage.
Move: Jaw Lock
Type: Rock
BP:
80
PP: 10 (Max 16)
Accuracy: 90%
Secondary Effects: For as long as the target stays in, it takes 1/8 of it’s max hp at the end of the turn.
New Users:
Lycanroc Line (Debating on adding tyrantrum line but it might be too op since it has strong jaw)
Viable Users: Lycanroc, Drednaw, Lycanroc-Dusk
Description: Now STAB, and instead of trapping, it forces switches which can be used to gain momentum with good predictions and play.


Move Name: Eerie Spell
Type: Psychic
BP: 80 ---> 65
PP:
8 ---> 16
Accuracy:
100
Secondary Effect: Causes the opponent's item to float and land on the opponent 2 turns later. When a Pokemon is hit with the move, they will lose their item. 2 turns later, the opponent will be hit with double the lost item's Fling BP (Future Sight mechanics apply)
New Users:
Alakazam, Hatterene, Reuniclus
Viable Users: Hatterene, Reuniclus, Slowking-Galar
Description: Future Sight + item removal makes for excellent utility.
Move: Eerie Spell
Type:
Psychic
BP: 80
PP: 5-> 10 (max 16)
Accuracy:
100%
Secondary Effect: Applies Torment to the target.
New Users:
Delphox, Hatterene, Mismagius
Viable Users: G. Slowking, Delphox, Hatterene
Description: Since this move naturally seems like it would be geared towards stallbreaking, I decided that its new effect should be overtly disruptive; as such, Eerie Spell now torments its target by amplifying their fears. Torment is a nice effect that normally can't justify taking up a move-slot, but when added to an attacking move it packs several benefits, such as preventing walls from spamming recovery, screwing over Choice users or just generating a free turn for the user or their allies. Delphox, Hatterene and Mismagius get it by virtue of being based on mages.
Move: Eerie Spell
Type:
Psychic
BP: 80*
PP: 5 > 15 (Max 24)
Accuracy
: 100%
Secondary Effects: Decreases the target’s highest stat (not including stat changes, so the same stat every time for each mon) by 1.
New Users:
Mew, Hatterene Line, Hypno Line, Calyrex, Celebi
Viable Users: Mew, G. Slowking, Celebi
Description: A Useful move for walls, able to decrease the main attacking stat of the thing you’re trying to wall.
*Note: PP may be nerfed if this entry wins due to how good the secondary effect is.


Move: Decorate
Type: Fairy
BP: --
Max PP: 24 ---> 16
Accuracy:
100
Secondary Effect: The user tosses ribbons onto the opponent, slowing the opponent while reinvigoration the user. User heals HP=target's Speed stat. Lowers Speed by 1.
New Users:
Hatterene, Jirachi, Victini
Viable Users: Hatterene, Jirachi
Description: Healing + Speed control.
Move Name: Decorate
Type: Fairy
BP: -
PP: 30, Max 48
Accuracy: -
Secondary Effect: Decorate will randomly change the type of the foe to any type that is weak to (one of) this Pokemon's types. [Inverse Conversion]
New Users: Togekiss, Clefable, Rapidash-Galar, Ninetales-Alola, Wigglytuff, Mr. Mime, Mr. Rime, Azumarill, Gardevoir, Klefki, Tapu Fini, Tapu Lele, Tapu Koko, Tapu Bulu, Tropius, Vaporeon, Jolteon, Flareon, Espeon, Umbreon, Leafeon, Glaceon, Sylveon, Vespiquen, Altaria
Viable Users: Tapu Fini, Togekiss, Clefable, Tapu Lele, Tapu Koko
Description: Decorate now forces switches, which is useful for generating free turns to recover, gain switch advantage or set up. Bulky Pokemon also appreciate that it, in most cases, removes STAB bonus, which enhances bulk. It doesn't seem as good as a straight boosting move, but it, in return, has the ability to nullify a check by making it weak to a type it would normally resist, which gives it a role on offense as well.
Move: Decorate
Type:
Fairy
BP: -
PP: 20 (max 32)
Accuracy:
100%
Secondary Effect: Turns the target's item into a random Sweet.
New Users:
Slurpuff, Sylveon
Viable Users: Slurpuff, Sylveon
Description: Rather than make this move straight item removal, I decided to put a more interesting spin by replacing the target's item with something useless- that is still affected by Knock Off and Poltergeist. This allows a unique approach to dealing with items without screwing over strategies with the user's teammates.


The voting phase will last until 12:00 AM/0:00 GMT on April 16th. Make sure to clearly mark who you are voting for with each move. Simply vote in order of whichever subs you prefer, with the first sub listed being your favorite. Submitters may vote their own sub as high as second. Anyone is welcome to vote!

In addition to voting, you will also have this next week to decide on which moves will be buffed in the next slate! I have compiled 10 options (with one suggestion from IndigoRewrite (C.A.A.)), but I want to know which trio of moves you would be most interested in submitting for! You may vote for as many options as you want. Feel free to drop by the BaM Discord if you have any other suggestions for future slates.
>>>Slate 2 Poll<<<
 
Hi everyone!

okispokis (I really like how you made it so that it punishes switching, not prevents it), ARandomPerson, zxgzxg, kakaks

ARandomPerson (It seems very interesting on how it could be used, but it might need a small nerf in PP), okispokis, zxgzxg

okispokis (this one seems very sweet! it might be slightly inferior to knock off, but i enjoy it!), zxgzxg (super fun, speed strength sap seems amazing), Ema Skye
Well, you all should see me around soon! I hope to participate in the next slate!
 
Voting Time!
For Jaw Lock:
okispokis, Myself, zxgzxg, kakaks *I know this is the sme as eeveekid's, but i relly do agree with the plcements

For Eerie Spell:
okispokis, myself, zxgzxg

For Decorate:
okispokis, emma skye, zxgzxg
 
Jaw Lock: ARandomPerson, kakaks

Eerie Spell: okispokis

Decorate: Ema Skye, zxgzxg, okispokis


Comments:

Jaw Lock: the lack of usage from jaw lock comes from both a lack of stab and the fact that the poor defensive type of drednaw doesn't let it abuse trapping in any meaningful way ( in general a big problem of trapping on hit moves is that you are likely to trap yourself with a hard counter that can ohko your pokemon switching in vs the attack in question) so i didn't see much point on voting for trapping and non-stab subs, redistribution and a good secondary effect gave the edge of my vote to ARandomPerson, okispokis's idea is interesting but again considering its gonna hit a counter that will force you, the user, switch, makes the move worthless.

Eerie Spell: there is a serious lack of balance on the other subs ARandomPerson's eerie spell its too good to not use constantly and got a amazing effect that works vs any ofensive or defensive mon on top of a high pp count, a important detail that zxgzxg doesn't clarify its if the move would miss vs itemless foes, if it does it would have taken my second vote but as it currently stands it feels like a direct upgrade of future sight on top of a knock off clone, not in the power department but in the utility department

Decorate: all subs got interesting, balanced, useful effects, but i find the flavor of decorate fitting better Skye's idea, okispokis's its ok too but i don't think a knock off but worse (in damage, the mentioned utility of having synergy with poltergeist is actually amazing and valuable) move should be winning when compared with the more creative alternatives.

some of the moves in the future slate poll are perfectly viable imo: Focus Punch, Life Dew, Electro Ball. almost all of these arent seen much because the mons having them have better alternatives (see: all fighting types with focus punch and close combat, but also see sub punch breloom or electro ball raichu-alola) or simply work better on non-singles formats (life dew), other non mentioned moves are more on the side of lack of distribution or power (ie chatter's effect is actually very good). the future slates list can definitively improve but i like what i see

i'd like to suggest misty explosion for a future slate btw
 
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Might as well get my votes for this slate in.

ARandomPerson, zxgzxg, okispokis, kakaks


zxgzxg, okispokis, ARandomPerson


zxgzxg, Ema Skye, okispokis


In other news, I have a brief but big announcement:
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Paulluxx
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has joined the Bust a Move Council!


Paulluxx is a newer face to the Pet Mods scene, but he's definitely got a lot a potential! Paulluxx has displayed a good sense for metagame balance and I trust him to be the second perspective that I will probably need on more than a few occasions. I am very thankful that he agreed to help me out here, and together we will strive to make this mod the best it can be!
 
The votes are in! Due to the smaller pool, I simplified the point system a bit for this slate: 1st got 3, 2nd got 2 and 3rd got 1. And here are the winners for slate 1:

Getting a better grip on Jaw Lock: ARandomPerson!
Move: Jaw Lock
Type:
Rock
BP: 80
PP: 10 (Max 16)
Accuracy: 90%
Secondary Effects: For as long as the target stays in, it takes 1/8 of it’s max hp at the end of the turn.
New Users: Lycanroc Line (Debating on adding tyrantrum line but it might be too op since it has strong jaw)
Viable Users: Lycanroc, Drednaw, Lycanroc-Dusk
Description: Now STAB, and instead of trapping, it forces switches which can be used to gain momentum with good predictions and play.
ARandomPerson: 11
okispokis: 9
zxgzxg: 9
kakaks: 5

*I am willing to give this to the Tyrunt line, but I would prefer to get the explicit go ahead from Random before I make it official. As such, it will only be added to the Rockruff line initially.

Conjuring an Eerie Spell: okispokis!
Move: Eerie Spell
Type:
Psychic
BP: 80
PP: 5-> 10 (max 16)
Accuracy:
100%
Secondary Effect: Applies Torment to the target.
New Users:
Delphox, Hatterene, Mismagius
Viable Users: G. Slowking, Delphox, Hatterene
Description: Since this move naturally seems like it would be geared towards stallbreaking, I decided that its new effect should be overtly disruptive; as such, Eerie Spell now torments its target by amplifying their fears. Torment is a nice effect that normally can't justify taking up a move-slot, but when added to an attacking move it packs several benefits, such as preventing walls from spamming recovery, screwing over Choice users or just generating a free turn for the user or their allies. Delphox, Hatterene and Mismagius get it by virtue of being based on mages.
okispokis: 15
ARandomPerson: 9
zxgzxg: 6


Sprucing things up with Decorate: zxgzxg!
Move: Decorate
Type: Fairy
BP: --
Max PP: 24 ---> 16
Accuracy: 100
Secondary Effect: The user tosses ribbons onto the opponent, slowing the opponent while reinvigoration the user. User heals HP=target's Speed stat. Lowers Speed by 1.
New Users: Hatterene, Jirachi, Victini
Viable Users: Hatterene, Jirachi
Description: Healing + Speed control.
Zxgzxg: 12
Ema Skye: 12
okispokis: 11

This vote was really close. Zxg just barely edged out Ema due to getting one more first place vote. Shoutout to Ema Skye for their sub!


Congratulations to all our winners! I will try to get the public list of changed moves up as soon as I can. I'd also like to officially begin our next slate:
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Slate 2: Working Nine to Five
Back in the older generations, there was one element that could make travel a bit of a pain: HMs. The days of the HM slave may be behind us, but the moves themselves remain, and this slate we are buffing three of them (as chosen in the poll): Rock Smash, Dive and Strength (I decided to swap Fly for Rock Smash so we wouldn't be starting with 2 similar moves). Rock Smash was perhaps one of the most unnecessary HMs, as players were forced to grind up boulders throughout Sinnoh; in competitive, even a 50% Def drop chance can't make up for its paltry BP. 2- turn moves have always been on the more niche side of competitive, and Dive lacks the power to make up for that deficit, especially since all of its users have equally powerful or stronger Water STAB. Finally, Strength might have some use as Normal STAB in the Return-free meta of SwSh (and even then Body Slam and Double-Edge still exist), but it's nothing to write home about; honestly, the move's problem is just that it's forgettable, not being too strong and lacking any secondary effects. Given these factors, there are a lot of directions to go in to make these moves put in as much work into competitive as they do in the overworld!
  • Keep in mind that all 3 of these moves already have a lot of distribution, so think about the mons that already get this move before you increase distribution (you are still allowed to increase distribution if you have a sufficient reason).​
After some feedback from our last poll, I am planning to do a significant overhaul of the options for next slate. As such, the poll will be out a bit later. If you want, please take this reorganization as an opportunity to hop on the Bust a Move Discord and suggest some potential options for this next slate! I think it might also help with future suggestions if I set up a formal list of which moves are or aren't eligible for buffs. Making such a list will be a rather large task, so it likely won't be available for several slates; feel free to make suggestions via Discord on where you stand on moves that might be a bit tricky to place.

Given some confusion last slate, I just wanted to emphasize this point: unless it is explicitly permitted, submitters may NOT change the type of a move. Any submissions that break this rule from here on out will not be considered. With that said, you have until 12:00 AM/0:00 GMT on April 23, or about one week from now, to get your submissions in. So get out there and bust a move!
 

Ema Skye

Work!
Move Name: Rock Smash
Type: Fighting
BP: 70
PP: 10
Secondary Effect: If Stealth Rock is on the user’s side, move does 1.5x damage and removes Stealth Rock (old effect removed)
New Users: None
Viable Users: Pretty much anything that gets the move
Description: This creates many more hazards removers, though it is limited to just one hazard (it is the best one though!). Fighting coverage is awesome and this opens up the option for many to use it as a coverage move in addition to a utility move, which is really cool!
 
Let's get Started!
Move: Strength
Type: Normal
BP: 80
PP: 15 > 10 (Max 16)
Acc: 100%
Secondary Effects: Now a Punch Move ( Move Description: The target is slugged with a punch thrown at maximum power. ). If this move hits for "not very effective" damage, Atk +1. (Alternatively, it can just deal double damage like tinted lens if the previous effect is too much).
New Users: None
Viable Users: Tyranitar, Bewear, Braviary, Diggersby
Description: Pokemon that learn strength now have a neutral coverage move that can boost their attack. I designed normal types to benefit from this the most, as it discourages resists to switch in, and since most viable normal types have moves to hit steels and grounds, the +1 can be a difference maker. Ghosts are now the only resist to normals that run strength, which can be dealt with with coverage moves. Most physically bulky mons can still handle them though. Also, iron fist now boosts strength, so maybe it can be used on Infernape or hitmonchan?

Move: Dive
Type: Water
BP: 80 > 100
PP:10 > 5 (Max 8)
Acc: 100% > 80%
Secondary Effects: Move's priority is now -3. User dives at priority 0.The user switches out if the attack connects.
New Users: None
Viable Users: Dragapult, Barraskewda
Description: A Risky pivoting option for fast mons to switch without damage being dealt to either pokemon. If someone predicts tht you're going to use dive, they can potentially get a free setup turn. I hope that this is different enough from flip turn to be allowed? For further Nerfs, maybe accuracy can be lowered to 75% or 70%.

Rock Smash is a difficult case. Keep it's current effect, and it's most likely outclassed by thunderous kick. Change it to raise attack? now it's power-up-punch. Remove it's secondary effect and increase it's bp a lot? most likely outclassed by close combat. The rock-removing gimmick has already been done by emma, so i won't submit for it for now. I'll edit if i get any more ideas.
 
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Paulluxx

[Regional Manager of Big Shifu]
is a Community Contributor
This is my first post as of entering the council, and I'm glad to be here.

Move:Strength
Type:Normal
BP:80->90(When making moves similar to this you need to take into account the typing, the 2 moves similar to this right now are great offensive typings with 1 immunity, so while the normal typing has 1 immunity, it is neutral against every type, so its overall, worse, So I am raising the standard 60 BP to 90)
PP:15->10(Max of 16)
Acc:100%->90%
Secondary Effects:
Strength inflicts damage and has decreased priority(-6). In a Trainer battle, it will switch out the target to the next Pokémon in line that has not fainted (if there is one). In a wild Pokémon battle with a single wild Pokémon, this move will cause the battle to end if the user's level is equal or greater than the target's; however, if there are multiple wild Pokémon in the battle, it works the same as in a Trainer battle.
If using this move causes the user to faint (such as if the target is holding a Rocky Helmet or has the Ability Rough Skin or Iron Barbs), the target will not be forced to switch.
Strength will fail to end wild Pokémon battles or switch out the opposing Trainer's Pokémon if the target has the Ability Suction Cups, is under the effects of Ingrain, or has Substitute set up.
When used on a Dynamax or Gigantamax Pokémon, Strength will deal damage but not force the target to switch out.
New Users:None
Viable Users:Machamp, Bewear(it already gets circle throw, but this is also a normal stab), Tyranitar
Description:This move has gained a new role in the power to switch out an enemy, a la Circle Throw, or Dragon Tail, this can be used on spikes stacking teams, or sand teams, to get quite a bit of chip, additionally it can be used as a strong normal type attacking move

I will post more when I get to it, but this is what I have for now
 
Move: Strength
Type: Normal
BP: 90
PP: 15
Secondary Effect: This move has a 30% chance to raise the users attack by 1
New Users: None
Viable Users: Anything that needs a normal type move
Description: Even though it has less power then Return had, it comes with the added bonus of possibly raising your attack. It also doesn't have recoil damage like most other powerful normal type moves have. It comes with a nice possible attack boost too. (this may be too close to some others that have been posted like ARandomPerson's, but I think it is different enough)

Move: Dive
Type: Water
BP: 85
Acc: 95%
PP: max 18
Secondary Effect: This Pokemon hides underwater, then attacks on the second turn. Once this Pokemon attacks, the target of this move (except for water types) will lose 1/8 of their maximum HP for 3 turns
New Users: Toxapex
Viable users: Toxapex, Quagsire, (water type stall mons)
Description: Can act as a nice stall move with the ability to do extra chip damage and allow the stallmon to avoid an attack for a turn.
 
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Move: Strength
Type: Normal
Physical
BP: 70
Acc: 100%
PP: 20 (max 32)
Secondary Effect: This move is super effective against Rock Types.
New Users: Beedrill
Viable Users: Mega Aerodactyl, Mega Pinsir, Mega Beedrill
Description: A move that allows physical attackers the loose to rock types to overcome that problem. It is also effective on some for better coverage than fighting moves that lower stats like cc and superpower.

Move: Dive
Type: Water
Physical
BP: 100
Acc: 90
PP: 10 (max 16)
Secondary Effect: Takes a turn to charge. This charge turn is ignored during rain. This move does 1/2 damage in sun, hail, and sand.
New Users: None
Viable Users: Physical Rain Sweepers
Description: I was originally just going to make it a solar blade clone but then thought "wow that would be strong on Mega Pert." so I made it weaker.

Move: Rock Smash
Type: Fighting
Physical
BP: 50
Acc: 100
PP: 15 (max 24)
Secondary Effect: Lowers the target's Defense by 1.
New Users: None
Viable Users: Way too many users.
Description: A move used to help pokemon break past walls
 
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zxgzxg

scrabble
is a Forum Moderator
Move: Strength
Type: Normal
BP: 80
Acc: 100%
PP: max 24
Secondary Effect: The user hits the opponent with force great enough to rip a hole through steel. Super effective against Steel-types.
New Users: None
Viable Users: Bewear, Diggersby, Snorlax, Stoutland
Description: Strong STAB for Normal-types, ignoring its greatest weakness.
 

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