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 .
:Pikachu:Slate 7: New Items:Clamperl:
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Recently, there's been a rise in popularity in archaeological excavation. Many trainers have been unearthing never before seen artifacts. Celio has tasked you with going to an archaeological site in the Sevii Islands to search for more artifacts. He is doing tests on ancient items to see if he can revive them so that they are usable once again...

:chansey:Prompt: Your task is to make a new held item or set of held items!

You can create up to 3 items/item sets. The prompt is very loose, but the council review for this slate will help guide the submissions, so feel free to submit any ideas you have.

Here's a sprite resource if you want to reuse sprites for items that aren't currently in C:SI: Item Sprites


*This may be one of our last item slates, so give it all you've got!*

Code:
[B]Prompt[/B]:
[B]Item Name[/B]:
[B]Effect[/B]:
[SPOILER="Description"]
[Here you should talk about your new item's competitive use/any flavor related to it.]
[/SPOILER]
Prompt: New Item
Item Name: Generator
i_old_colress-machine.png

Effect: If holder's species can evolve, its Attack and Sp. Atk are 1.5x.
This would work as an offensive version of Eviolite. It was invented by Celio.
Submissions will close on Saturday, June 4th!
 
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Prompt: New set of held items
Item Name: Med Kit
Effect: This Pokemon restores 1/3 of its maximum HP, rounded down, when holding this item. Single use.

Prompt: New set of held items
Item Name: Menacing Veil
Effect: This Pokemon lowers the adjacent opponent's atk by 2 stages on switch-in when holding this item. Single use.

Prompt: New set of held items
Item Name: Amplifier
Effect: This Pokemon's STAB bonus is 2x instead of 1.5x when holding this item.
Since this gen doesn't have abilities i figured incorporate some of their mechanics into single items. The first two items are single use in order to balance them while also making them useful to theif users as well. Amplifier sacrifices the longevity of leftovers for the wallbreaking potential of boosted STABs.
 
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Prompt: New Set of Items
Item Name: Alarm Clock / Heat Pack / Smelling Salts / Ointment / Air Filter
Effect: Prevents Sleep / Prevents Freeze / Prevents Paralysis / Prevents Burn / Prevents Poison status being applied to the item holder
Continuous use items that prevent a certain status effect throughout the match. Opportunity cost stems from not running Leftovers on the item holder.
 
Prompt: New Item
Item Name: Alarm Clock (I need a new name since Rezzo posted theirs before mine.
Effect: If this pokemon falls asleep, its woken up and has its Spe increased by 1. Single use.
Description: Offensive pokemon can now use this item + Rest in order to recover health and increase their offensive power.

Prompt: New Item
Item Name: Fearful Mask
Effect: Upon switch in, lowers the foe's Att by 1. Single use.
Description: Intimidate is a very powerful ability in early generations. This is a powerful item that takes up an item slot over Leftovers for single use Intimidate.

Prompt: New Item
Item Name: Protective Armor
Effect: This pokemon's Spe is 0.7x but its immune to moves that are the same type as the holder.
Description: Incredible item that gives the holder 1 or 2 immunities in exchange for being slower.
 
Prompt: New item
Item Name: Shady Relic
Effect: When held by Unknown, its attacks have 2.25x power
Since Unknowns' only job is attacking, this item should make up for theirs mediocre stats and moves.

Prompt: New item
Item Name: Lifeline
Effect: Let holder switch out when trapped by another Pokemon. Single use
(wow archaeological site do be providing a bunch of cool items, such as a broken throwaway rope from former archeologists)
Shed Shell but it's single use otherwise Snorlax would loses another check.
 
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Prompt: New Item
Item Name: Draining Relic
Effect: Allows the user to restore 1/3 of the damage dealt by any attack as HP. (Stacks with 50% draining moves like Flower Mortar, Giga Drain, etc. to restore a total of 2/3 of the damage dealt as HP). Infinite use.
The Draining Relic would serve as a superior replacement to Leftovers when held by particularly offensive Pokémon who would, on average, find themselves able to restore more HP by wailing on foes and stealing chunks of their health at a time than they would by trying to bide time/turns for the small, passive recovery of Leftovers.
An ominous, yet practically-useful, stone relic discovered deep underground. It seems to have a symbiotic relationship with any Pokémon that chooses to hold it, with the relic sapping away any health lost by a foe, and sharing a portion of that health with its holder. (Sprite: Odd Keystone).

Prompt: New Item
Item Name: Boosting Root
Effect: Doubles the effect of “basic” (gross +1) stat-boosting moves such as Growth, Meditate, Defense Curl, etc. Infinite use.
The Boosting Root would make a handful of boosting moves more viable in an OU environment, and thus would also potentially make certain Pokémon more viable as a result. As an example, when holding this item, suddenly Growth has the same effect as Nasty Plot in future gens, which would make special attackers such as Venusaur, the Eeveelutions, etc. more menacing without having to spend as much time setting up.
A dense, nutrient-packed hunk of ancient plant root. The long-lasting nutrients contained within, when consumed by a Pokémon, increase the efficacy of stat-boosting moves that would normally be considered meager in nature. (Sprite: Energy Root).

Prompt: New Item
Item Name: Force Band
Effect: For attacks that have any secondary effects, this item removes those effects, but increases the power of those attacks by 1.2x. Infinite use.
The Force Band is a slightly-lesser version of the ability Sheer Force, but in item form. I opted for a 1.2x power boost instead of the usual 1.3x because that extra 10% could very well turn the tier on its head. But at 1.2x, this item allows Pokémon that value offense above all else to put out some pretty substantial damage without warping the metagame.
An aged tool of combat likely used by Pokémon long ago. When worn, the band hones any of the user’s moves that spend a part of their energy on possible secondary effects, and converts those effects into additional raw power instead. (Sprite: Muscle Band).
 
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Prompt: New Set of Lefties Items
Item Name: Sevii Sap / Sevii Sundae
Effect: At the end of every turn, holder restores 1/24 of its max HP, cannot be removed from the holder in battle. / At the end of every turn, holder restores 1/8 of its max HP, lasts only 10 turns of battle before being completely consumed.
Ye i made two more leftovers, deal with it. Anyways these two new items help to further customize the sets that the pokemon in the metagame can learn. Sevii Sap, while seemingly stronger than leftovers on paper, on practice it helps less as the battle goes on due to how Gen 2 is such a game of inches, so it a choice some mons have to make in order to become thief-proof. That being said being thief-proof by itself can make mons a great switch-in for a team into thief spammers like Nidoking, Gengar or Jynx. Sevii Sundae on the other hand is an extremely volatile item that can have some really cool uses for a team. Setup sweepers like machamp can make use of sevii sundae by switching in on the right time and perform to set up with the sundae making them harder to take down for a limited amount of time. It can also serve thief users as they can take advantage of the powered up leftovers for a while, then steal lefties whenever the sundae runs out.
Two delicacy of the Sevii Islands. The Sevii Sap, extracted from some special resin trees only found in the islands, are sold as a candy treat popular with the younger generations of the island. Meanwhile, the Sevii Sundae, made from a secret recipe by a family of locals in the island, is known to be one of the most sought items in the island. Its taste is enjoyable by all kinds of Pokemon and humans alike, but its volatile tendency means one has to eat it very fast.
 
Submissions will be closing in about 10 hours! (Submissions have been extended a few hours per request of a submitter!)
 
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Prompt: New Item
Item Name: Wynaut
Effect: This “item” will activate on Substitute usage only. Instead of a true substitute it will be replaced with a Wynaut! This Wynaut WANTS to be hit, and when no damage is done to the sub, a flat damage will be dealt towards the enemy as it’s shadow licks out and attacks the opponent!
We include the baby pokemon Wynaut from a future gen, but as an item that evolves via being smacked around! In lore this is a cool way to add onto the baby gimmick of this gen, as well as another gimmick thing GF would do of "an item evolving into a pokemon". Plus this is a more unique way for Wynaut to evolve without just being a bad baby pokemon.
 
why do I keep subbing things from the future? cuz it’s fun!

Prompt: New Item
Item Name: Protective Cuffs
Effect: Raises holder’s special defense by 50%, but prevents holder from using status moves (Assault Vest)
A pair of cuffs from long ago, seemingly made to be worn by Pokémon. Wearing them increases defensive capabilities, but their clunkiness seems to restrict the wearer.

At first glance, Protective Cuffs might seem like a very strong item in the CSI meta. Increasing a Pokémon’s special defense while giving a possibly minor drawback seems scary. It allows some Pokémon to have the ability to tank special hits even better then they previously could, like Snorlax. It also allows for frailer defensive Pokemon to gain the ability to take hits on the special side, allowing them to switch in on threats like Zapdos, Gengar, and more. However, there are also downsides to it. No status moves mean that there is almost no way the Pokémon can recover from damage taken, or use any other status moves. Having to give up leftovers as an item makes you way more vunerable to chip damage, especially with no access to recovery. A big example for this would be something like Snorlax. With Protective Cuffs, it seems almost unbreakable on the special side. However, it can easily be chipped down due to lack of Rest, and it also can’t set up with Curse, leaving it vulnerable to status effects, chip damage, and physical attackers.
Protective Cuffs act as an item that can allow attackers to have a defensive orientation as well as seeing how defensive pokemon can act without status moves.
 
:pikachu:Slate 7: Voting is now open!:clamperl:

Amazing job on all of your submissions everyone! Thank you all for coming back so strong after our short break. Now you'll have the chance to vote for your favorite submissions of Slate 7.​

Voting Template:
Code:
[B]New Item[/B]: Item 1 (First Place), Item 2 (Second Place), Item 3 (Third Place), Item 4 (Fourth Place) etc.
Guidelines:
A few things to note:
- Even if you did not submit, you are allowed to vote!
- Each vote counts separately for someone's individual submission.
- You can vote for as many submissions as you’d like.
- Votes are weighted with first place holding the most points and descending accordingly.

A more detailed breakdown of Sevii Island's voting system can be found in the OP!
Submissions:
Refresh your page if the option to expand the quotes is not showing up.
Prompt: New set of held items
Item Name: Med Kit
Effect: This Pokemon restores 1/3 of its maximum HP, rounded down, when holding this item. Single use.

Prompt: New set of held items
Item Name: Menacing Veil
Effect: This Pokemon lowers the adjacent opponent's atk by 2 stages on switch-in when holding this item. Single use.

Prompt: New set of held items
Item Name: Amplifier
Effect: This Pokemon's STAB bonus is 2x instead of 1.5x when holding this item.
Since this gen doesn't have abilities i figured incorporate some of their mechanics into single items. The first two items are single use in order to balance them while also making them useful to theif users as well. Amplifier sacrifices the longevity of leftovers for the wallbreaking potential of boosted STABs.
Prompt: New Set of Items
Item Name: Alarm Clock / Heat Pack / Smelling Salts / Ointment / Air Filter
Effect: Prevents Sleep / Prevents Freeze / Prevents Paralysis / Prevents Burn / Prevents Poison status being applied to the item holder
Continuous use items that prevent a certain status effect throughout the match. Opportunity cost stems from not running Leftovers on the item holder.
Prompt: New Item
Item Name: Alarm Clock (I need a new name since Rezzo posted theirs before mine.
Effect: If this pokemon falls asleep, its woken up and has its Spe increased by 1. Single use.
Description: Offensive pokemon can now use this item + Rest in order to recover health and increase their offensive power.

Prompt: New Item
Item Name: Fearful Mask
Effect: Upon switch in, lowers the foe's Att by 1. Single use.
Description: Intimidate is a very powerful ability in early generations. This is a powerful item that takes up an item slot over Leftovers for single use Intimidate.

Prompt: New Item
Item Name: Protective Armor
Effect: This pokemon's Spe is 0.7x but its immune to moves that are the same type as the holder.
Description: Incredible item that gives the holder 1 or 2 immunities in exchange for being slower.
Prompt: New item
Item Name: Shady Relic
Effect: When held by Unknown, its attacks have 2.25x power
Since Unknowns' only job is attacking, this item should make up for theirs mediocre stats and moves.

Prompt: New item
Item Name: Lifeline
Effect: Let holder switch out when trapped by another Pokemon. Single use
(wow archaeological site do be providing a bunch of cool items, such as a broken throwaway rope from former archeologists)
Shed Shell but it's single use otherwise Snorlax would loses another check.
Prompt: New Item
Item Name: Draining Relic
Effect: Allows the user to restore 1/3 of the damage dealt by any attack as HP. (Stacks with 50% draining moves like Flower Mortar, Giga Drain, etc. to restore a total of 2/3 of the damage dealt as HP). Infinite use.
The Draining Relic would serve as a superior replacement to Leftovers when held by particularly offensive Pokémon who would, on average, find themselves able to restore more HP by wailing on foes and stealing chunks of their health at a time than they would by trying to bide time/turns for the small, passive recovery of Leftovers.
An ominous, yet practically-useful, stone relic discovered deep underground. It seems to have a symbiotic relationship with any Pokémon that chooses to hold it, with the relic sapping away any health lost by a foe, and sharing a portion of that health with its holder. (Sprite: Odd Keystone).

Prompt: New Item
Item Name: Boosting Root
Effect: Doubles the effect of “basic” (gross +1) stat-boosting moves such as Growth, Meditate, Defense Curl, etc. Infinite use.
The Boosting Root would make a handful of boosting moves more viable in an OU environment, and thus would also potentially make certain Pokémon more viable as a result. As an example, when holding this item, suddenly Growth has the same effect as Nasty Plot in future gens, which would make special attackers such as Venusaur, the Eeveelutions, etc. more menacing without having to spend as much time setting up.
A dense, nutrient-packed hunk of ancient plant root. The long-lasting nutrients contained within, when consumed by a Pokémon, increase the efficacy of stat-boosting moves that would normally be considered meager in nature. (Sprite: Energy Root).

Prompt: New Item
Item Name: Force Band
Effect: For attacks that have any secondary effects, this item removes those effects, but increases the power of those attacks by 1.2x. Infinite use.
The Force Band is a slightly-lesser version of the ability Sheer Force, but in item form. I opted for a 1.2x power boost instead of the usual 1.3x because that extra 10% could very well turn the tier on its head. But at 1.2x, this item allows Pokémon that value offense above all else to put out some pretty substantial damage without warping the metagame.
An aged tool of combat likely used by Pokémon long ago. When worn, the band hones any of the user’s moves that spend a part of their energy on possible secondary effects, and converts those effects into additional raw power instead. (Sprite: Muscle Band).
Prompt: New Set of Lefties Items
Item Name: Sevii Sap / Sevii Sundae
Effect: At the end of every turn, holder restores 1/24 of its max HP, cannot be removed from the holder in battle. / At the end of every turn, holder restores 1/8 of its max HP, lasts only 10 turns of battle before being completely consumed.
Ye i made two more leftovers, deal with it. Anyways these two new items help to further customize the sets that the pokemon in the metagame can learn. Sevii Sap, while seemingly stronger than leftovers on paper, on practice it helps less as the battle goes on due to how Gen 2 is such a game of inches, so it a choice some mons have to make in order to become thief-proof. That being said being thief-proof by itself can make mons a great switch-in for a team into thief spammers like Nidoking, Gengar or Jynx. Sevii Sundae on the other hand is an extremely volatile item that can have some really cool uses for a team. Setup sweepers like machamp can make use of sevii sundae by switching in on the right time and perform to set up with the sundae making them harder to take down for a limited amount of time. It can also serve thief users as they can take advantage of the powered up leftovers for a while, then steal lefties whenever the sundae runs out.
Two delicacy of the Sevii Islands. The Sevii Sap, extracted from some special resin trees only found in the islands, are sold as a candy treat popular with the younger generations of the island. Meanwhile, the Sevii Sundae, made from a secret recipe by a family of locals in the island, is known to be one of the most sought items in the island. Its taste is enjoyable by all kinds of Pokemon and humans alike, but its volatile tendency means one has to eat it very fast.
Prompt: New Item
Item Name: Wynaut
Effect: This “item” will activate on Substitute usage only. Instead of a true substitute it will be replaced with a Wynaut! This Wynaut WANTS to be hit, and when no damage is done to the sub, a flat damage will be dealt towards the enemy as it’s shadow licks out and attacks the opponent!
We include the baby pokemon Wynaut from a future gen, but as an item that evolves via being smacked around! In lore this is a cool way to add onto the baby gimmick of this gen, as well as another gimmick thing GF would do of "an item evolving into a pokemon". Plus this is a more unique way for Wynaut to evolve without just being a bad baby pokemon.
Prompt: New Item
Item Name: Insulation
Effect: When held by the user, the user takes half the damage of Fire and Ice type attacks

This is basically Thick Fat ik but I legit forgot about this slate and wanted to throw something in
why do I keep subbing things from the future? cuz it’s fun!

Prompt: New Item
Item Name: Protective Cuffs
Effect: Raises holder’s special defense by 50%, but prevents holder from using status moves (Assault Vest)
A pair of cuffs from long ago, seemingly made to be worn by Pokémon. Wearing them increases defensive capabilities, but their clunkiness seems to restrict the wearer.

At first glance, Protective Cuffs might seem like a very strong item in the CSI meta. Increasing a Pokémon’s special defense while giving a possibly minor drawback seems scary. It allows some Pokémon to have the ability to tank special hits even better then they previously could, like Snorlax. It also allows for frailer defensive Pokemon to gain the ability to take hits on the special side, allowing them to switch in on threats like Zapdos, Gengar, and more. However, there are also downsides to it. No status moves mean that there is almost no way the Pokémon can recover from damage taken, or use any other status moves. Having to give up leftovers as an item makes you way more vunerable to chip damage, especially with no access to recovery. A big example for this would be something like Snorlax. With Protective Cuffs, it seems almost unbreakable on the special side. However, it can easily be chipped down due to lack of Rest, and it also can’t set up with Curse, leaving it vulnerable to status effects, chip damage, and physical attackers.
Protective Cuffs act as an item that can allow attackers to have a defensive orientation as well as seeing how defensive pokemon can act without status moves.
Please message me if there are any errors with the way your submission is listed!

Voting will close on Tuesday, June 7th!
 
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New Item Vote:

1. Draining Relic

Yeah, I voted for one of my own subs first, but I’d like to think I made this theoretical item pretty balanced. For Pokémon that need consistent recovery and often click status moves, this won’t be something they run often. But for mons that spend most to all of their time on the field attacking, this could be a very potent alternative to Leftovers. Cleaving away a chunk of your target’s health will result in massive recovery, but if/when you’re only doing chip damage to switch-ins that check you, you’ll often get back less health than you otherwise would (with Leftovers). You also won’t gain any HP on turns where you switch in. So it comes down to a risk: run Leftovers for consistent, steady HP restoration, or run Draining Relic and hope that you can dish out enough damage to get back more health than you would with an alternative.

2. Sevii Sundae
I’m a big fan of this item, and how it could be used for a couple of different (non-mutually exclusive) strategies. The first being to run it on mons that don’t run Rest or any other recovery moves, and hence often have a limited number of turns that they see time on the field (stuff like Nidoking, Rhydon, Machamp, etc.). For these mons, being able to get back twice as much HP as usual per turn could give them a bit more longevity, and allow them to eat an extra hit or two before going down. The second approach (which I believe was covered in the OP) is to run this on mons with Thief. Having very potent recovery right out of the gate is excellent, and then being able to steal an opponent’s item after the Sevii Sundae has been exhausted (assuming the Pokémon is still standing) is incredibly useful.

3. Boosting Root
Put simply, the idea of Growth functionally becoming Nasty Plot on Pokémon that run this item is super appealing to me, since there are no status moves that grant more than +1 special attack per turn in gen 2. I think this could make the Eeveelutions (among other mons) considerably better, even outside of baton pass teams since something like Vaporeon won’t feel like it’s wasting as much time when setting up as a hypothetical Snorlax switches in on the opposing side. And, obviously, this could make Baton Pass teams better, too. Machamp gaining +2 attack per turn with Meditate would be pretty menacing, especially if it has some passed-speed buffs under its belt.

4. Sevii Sap
Not much for me to say here that wasn’t said in the OP. Gaining back less HP per turn might seem kind of crappy, but it could very well be worth it on mons that are frequently the target of opposing thief users (Snorlax). 1/24 per turn is better than an item-less Lax, and depriving a Thief-user of an item, if only temporarily, is pretty satisfying.

5. Wynaut
A really neat concept. At first glance, I figured it’d be a bit too good on a handful of mons, but I quickly realized that using substitute without having Leftovers to slowly restore HP makes the cost/risk of it go up quite a bit (especially considering that most Pokémon that run substitute can’t afford to also run Rest), so the added benefit of having a Sub that attacks your opponent suddenly seems a lot less broken.

6. Protective Cuffs
Assault Vest clone is a cool idea for an item, at least in theory. The main issue I notice with it is that there aren’t a whole ton of mons that would be able to run it very often. Status moves are practically everywhere in gen 2, whether it’s Rest, Substitute, a status-inducing move, a stat-boosting move… not a lot of mons just run four attacks, which is understandable considering how bulky the GSC metagame is and how much Spikes chip can rack up over the course of a game, Still, I could see it getting some usage, particularly among stuff like Tyranitar, Dragonite, Machamp, Houndoom, Skunking, and maybe a few others. I could end up being surprised by certain mons running new movesets to take advantage of this item in unexpected ways, which is why I still have it this far up the list.

7. Ointment (Or the whole item set, if it’s a package deal)
I see this item being helpful for one reason: the existence of Sacred Candle. But that’s a pretty big reason, considering how oppressive that move can be to certain teams and Pokémon. Having Exoltol in against a Sacred Candle user and being able to click Belly Drum then go on a rampage without fear of having your attack halved sounds pretty good to me.

8. Force Band
I want this item to be good but, I just don’t think it’s going to make the cut here. Giving up Leftovers recovery and losing any chance of inflicting status with attacking moves, just for a 20% power buff to those moves alone, isn’t quite worth it to me. Aside from being run on a select handful of Pokémon, anyway. I could see this being quite effective on the most offensive teams out there, like Sunny Day spam stuff where a 1.2x Fire Blast in the sun would blow past a handful of usual checks. But, aside from that, the 20% buff is hard to justify on a lot of Mons. (And, by the way, I’d have liked to make this 1.3x, but then Zapdos has a considerable chance to 3HKO Snorlax from full with Thunder and that seemed like a very unhealthy shift to the metagame).

9. Alarm Clock (PalpitoadChamp’s)
Would be difficult to justify over Leftovers in most instances, but certain mons could use this to great success, if pulled off correctly. For example, anything with Belly Drum could run that, Rest, and two attacks along with this item to have a single chance at going on a spree of destruction.

10. Insulation
Seems somewhat niche, but quite helpful for certain Pokémon. In particular, eliminating a Fire weakness for Steel-type mons may well be worth dropping Leftovers for, especially if Rest could be slotted into Steel-mon’s moveset to grant some form of longevity. In fact, I could see a majority of Steel-types running this item, which may decrease the viability of Fire-type Pokemon in the long run, on the down side. Even so, I wouldn’t be against the addition of it to this metagame.

11. Protective Armor
A super cool item in theory, I’m a fan of it on paper. But… Normal-immune Snorlax sounds absolutely terrifying. Nearly every Lax would run this item, it’d have little reason not to since it auto-wins any Lax-on-Lax war where the opponent has a different item as a result. And that’d mean a lot of matchups where you have two Snorlax that either can’t hit each other or are trying to chip the opponent down with Earthquake which sounds not fun.

12. Amplifier
Another item that I really like conceptually, but would break the GSC metagame. Zapdos and Raikou both have a considerable chance to 3HKO Snorlax from full with Thunder with a 2.0x STAB boost, effectively toppling Lax as the king of the tier and making at least one of either Raikou or Blissey necessary on pretty much every team as an answer to opposing Electrics. But, if the community is in favor or reshaping the tier that much, I’d still be just as happy to play it.

13. Menacing Veil
An Attack-dropping item is cool in theory, but I think it needs to go one of two ways to be worthwhile. If it’s going to be single use, like this item, I think it should either lower the opponent’s attack by -6, or just straight up minimize it (take it to -6 regardless of what it was before the item took effect). That may seem severe, but it’s only a one-time thing, and the opponent just has to switch-out to negate that effect. It really needs to be an extreme stat reduction if you’re going to give up Leftovers recovery for an item like this in a bulky metagame where being forced out doesn’t cost you nearly as much momentum as it does in some future, more fast-paced ones.

14. Fearful Mask
Same problem as the above item. The other solution for this kind of item would be making it infinite use. Having Intimidate in item form wouldn’t be broken in GSC, since you’re giving up passive recovery for it and (again) forcing an opponent out doesn’t always spell doom for them for the rest of the game.

15. Lifeline
Not having to fear being trapped by an opposing mon is a cool concept, as Perish Trap Missy and Gengar, and Spider Web Smeargle can all be pretty threatening at times. That said, only being able to escape one time doesn’t seem quite good enough to be worth an item slot, especially since those trapping mons aren’t on a lot of teams. Infinite use could be cool, though. It’d allow the Lifeline mon to force out, stall out, or simply attack the opposing trapper with no fear of being brought down.

16. Med Kit
A single use item that only restores 1/3 of your max HP doesn’t seem that great, outside of when equipped on Pokémon that are part of a (relatively) very fast-paced, offensive team for this metagame.

17. Shady Relic
Unown is a neat mon, and I like the idea of an item that could give it some use. But, man, Unown is really bad competitively… really, really bad. For those of you who don’t play vanilla GSC metagames, Unown was in the SZU tier, last I checked. And even there, it’s heavily outclassed by both Natu and (non-Shadow Tag) Wobbufett as a Psychic-type. In order for an item to make Unown viable in an OU metagame… I’m not even sure what it’d need to do. Probably give it 4.0x power for all moves and +50% for every stat. All that said, I respect the support for this cryptic Pokémon.
 
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1. Menacing Veil
2. Rezzo's Item Set
3. Wynaut (sv)
4. Sevii Sundae
5. Draining Relic
6. Boosting Root
7. Force Band
8. Protective Cuffs
9. Insulation
10. Alarm Clock (Palps)
11. Lifeline
12. Fearful Mask
13. Med Kit
14. Sevii Sap
15. Protective Armor
16. Amplifier
17. Shady Relic
 
:pikachu:Slate 7 Results!:clamperl:
DQcd.gif
After exploring the archaeological site, you were able to uncover four strange artifacts. The first one seemed to be a conglomerate of five strange objects cemented in stone, the second seeming to be what looks like food waste, the third being a baby version of Wobbuffet, and the fourth and final one being a amber. Although your findings are very unorthodox, you know you cannot return to Celio empty handed. When you show your objects to Celio, he is quite perturbed, but is confident he can run his experiments on them. It turns out his experiments were successful and he was able to construct eight usable items from the remains you excavated!
:chansey:Prompt: Your task was to make a new held item or set of held items!

Here are the results...

~~~~~~~~~~
Rezzo with Alarm Clock, Heat Pack, Smelling Salts, Ointment, and Air Filter!:snorlax:
Prompt: New Set of Items
Item Name: Alarm Clock / Heat Pack / Smelling Salts / Ointment / Air Filter
Effect: Prevents Sleep / Prevents Freeze / Prevents Paralysis / Prevents Burn / Prevents Poison status being applied to the item holder
Continuous use items that prevent a certain status effect throughout the match. Opportunity cost stems from not running Leftovers on the item holder.

Gekokeso with Sevii Sap and Sevii Sundae!:jynx:
Prompt: New Set of Lefties Items
Item Name: Sevii Sap / Sevii Sundae
Effect: At the end of every turn, holder restores 1/24 of its max HP, cannot be removed from the holder in battle. / At the end of every turn, holder restores 1/8 of its max HP, lasts only 10 turns of battle before being completely consumed.
Ye i made two more leftovers, deal with it. Anyways these two new items help to further customize the sets that the pokemon in the metagame can learn. Sevii Sap, while seemingly stronger than leftovers on paper, on practice it helps less as the battle goes on due to how Gen 2 is such a game of inches, so it a choice some mons have to make in order to become thief-proof. That being said being thief-proof by itself can make mons a great switch-in for a team into thief spammers like Nidoking, Gengar or Jynx. Sevii Sundae on the other hand is an extremely volatile item that can have some really cool uses for a team. Setup sweepers like machamp can make use of sevii sundae by switching in on the right time and perform to set up with the sundae making them harder to take down for a limited amount of time. It can also serve thief users as they can take advantage of the powered up leftovers for a while, then steal lefties whenever the sundae runs out.
Two delicacy of the Sevii Islands. The Sevii Sap, extracted from some special resin trees only found in the islands, are sold as a candy treat popular with the younger generations of the island. Meanwhile, the Sevii Sundae, made from a secret recipe by a family of locals in the island, is known to be one of the most sought items in the island. Its taste is enjoyable by all kinds of Pokemon and humans alike, but its volatile tendency means one has to eat it very fast.

Lord Zorz with Wynaut!:wynaut:
Prompt: New Item
Item Name: Wynaut
Effect: This “item” will activate on Substitute usage only. Instead of a true substitute it will be replaced with a Wynaut! This Wynaut WANTS to be hit, and when no damage is done to the sub, a flat damage will be dealt towards the enemy as it’s shadow licks out and attacks the opponent!
We include the baby pokemon Wynaut from a future gen, but as an item that evolves via being smacked around! In lore this is a cool way to add onto the baby gimmick of this gen, as well as another gimmick thing GF would do of "an item evolving into a pokemon". Plus this is a more unique way for Wynaut to evolve without just being a bad baby pokemon.

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What's Next for Crystal: Sevii Islands?
:zapdos::suicune::gengar:
Our next slate (Slate 8) will be a move slate! Our last move slates were very successful, so I can't wait to see what you all cook up this time around. Per usual, please wait until an official slate opening post is made before submitting.
There were many wonderful ideas this slate! Some may have needed a bit more revision, and maybe some didn't have a place in C:SI. Whatever it may be, we will be having a resub slate in 2 slates (Slate 9), so feel free to keep some of your ideas (from any slate) equipped even if they didn't get voted in!

Slate 10 will be a very special slate that will go down in the history books of Crystal: Sevii Islands. It will be sure to shake things up! Stay tuned.
 
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