Pet Mod VaporeMons

Thoughts on the changes..

-:iron hands: Iron Hands loses Chain Lightning
Good enough... iron hands pretty much nuked any offensive team at +2 esp in terrain and even without terrain very few ground types can actually take it on and the ones that can lose to grassy terrain (aside from offensive tusk and offensive lando-t). I feel this will kill any viability this has in OU as iron hands now has a meh MU into offense and has to rely on its raw bulk which is pretty good but you will often trade 1 for 1.

Its MU into balance teams is prob still excellent and very little can take it on at +2 as u often can get setup esp if you can now fit a move like sub.

-:jolteon: Jolteon loses Overheat
Sure... its good enough and it still has ways to beat ground types thanks to chilly reception + weather ball. But its not gonna be slamming ground types left and right and even then dazzling gleam still stings ting lu, and tusk while round pivoting still can chip into lando-t, clodsire, and others.

Iron treads is now probably the most perfect jolteon counter thanks to momentum healing it up and resisting any options it wants to go for

-:raging bolt: Raging Bolt loses Dragon Rage
Raging bolt now defaults to weather ball, draco meteor, or d pulse which is much more counterable compared to dragon rage who is just shutting down any passive attempts of chip damage.

The difference before and now is that you cannot for ex. slow pivot into a counter as this would give it more boosts and you cannot slow pivot into an offensive check like weavile as this would give it special attack boosts.

Still very good mon, dont see it dropping out of the A tiers

-:cobalion: Echo Chamber becomes 80 BP and Cobalion loses Echo Chamber
Fuck this mon. I feel echo chamber was shot to alongside it as i didnt feel on smth like prim, or archaludon that they were that good on and it hurts them alongside heatran, kommo-o which i guess makes sense... echo chamber was a flat upgrade to flash cannon with no downside (still is)
-:archaludon: Archaludon will be suspect tested in the distant future
Cool, i feel that without any rain nerfs the suspect is inevidably gonna happen as the main pokemon havent been nerfed and the only one out of these is raging bolt losing dragon rage which sucks a bit.

Archaludon is def way to good at racking up electro shot boosts and switching in a ground is very risky when draco meteor is flying around and defensive ground types struggle to touch it esp if it has gotten enough electro shot boosts
-:darkrai: Darkrai gains Nasty Plot
Finally! this has long been overdue, darkrai is prob not gonna be as good thanks to sleep ban but it can now utilize its strong special attack with strong attacks and utilize sets like tie-dye band and other NP sets to be a great breaker. It still has many problems like being initially very weak, wanting a 4th move to hit a lot of stuff, and being easy to force out again. But this overall is a nice change
-:meloetta-pirouette: Meloetta-Pirouette's Dancing Shoes now once again provide hazard immunity
Yes! overnerfed but its still gonna be very good, melo-p is now gonna have a much better MU into webs, and spikes arent gonna cut into its volt turn shenanigans. Its still a good mon so Im fine with this change
 
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Things I feel should get buffed in the future and why I believe so

Mantis Claw - If held by Scyther, Scizor, or Kleavor, this Pokemon is immune to hazards. Also gives Scyther 1.5x Speed, Scizor 1.3x Def & SpD, and Kleavor 1.5x Attack.
Scizor should also receive the 1.5x boost that the others recieve.... this makes scizor esp in a meta without roost often suffer because its defensive profile isnt enough as it often invests into attacks and without a boosting item it isnt hitting that hard and would need more setup turns esp considering how bullet punch isnt the strongest thing and shrapenel shot without loaded dice is inconsistent.

Leather Belt - This Pokemon's moves that deal neutral damage have 1.2x power.
This is very very weak and i have not seen a single use of it in the entirity of the mod....

1. if you want a boosting item to hit neutrally you often will want the specific type boosting item as very few pokemon would have only neutral moves they want to use (maybe blunt force combo but rn its to niche and i heard its coded to just set super effective hits to a 1x multiplier)

2. opportunity cost.. you are often times getting more damage by using other items such as leftovers or heavy-duty boots or using life orb for its power boost that it gives.. you often dont need to use this item


Hero's Bubble - If Palafin-Zero, Water attacks deal 2x damage. If Palafin-Hero, takes 50% damage from Dark and Fighting moves.
Idk how its possible but palafin hero is worse than palafin zero which makes you not want to use palafin cuz you are stuck with a mon that hits like a wet noodle afterwards esp since the 50% dark and fighting resistance isnt doing that much to it...

252+ Atk Water Bubble Palafin Jet Punch vs. 0 HP / 0 Def Weavile: 204-241 (72.5 - 85.7%) -- guaranteed 2HKO
252+ Atk Palafin-Hero Jet Punch vs. 0 HP / 0 Def Weavile: 178-211 (63.3 - 75%) -- guaranteed 2HKO

8 Atk Palafin-Hero Jet Punch vs. 0 HP / 0 Def Weavile: 139-165 (49.4 - 58.7%) -- 98.8% chance to 2HKO
8 Atk Water Bubble Palafin Jet Punch vs. 0 HP / 0 Def Weavile: 139-165 (49.4 - 58.7%) -- 98.8% chance to 2HKO

yeah.... no... it is often times not worth it to use palafin because it just sucks... you transform into a worse pokemon often times and if you are running a bulky palafin you are gonna be out of luck trying to transform and if you are running a speedy palafin then palafin-hero doesnt hit as hard and isnt that rewarding of a form. I would prob give it a 1.2x water boost in hero form as it makes it worth trying to transform then.

Sand Clock / Snow Globe - If the holder is a Rock/Ice-type, its SpD/Def is boosted 1.5x
This item is just... bad. often times this is used on wash away teams where u can justify the defense boost but its ultra specific and not good. You are often times better using heavy-duty boots to make sure u can use the bulk of an ice type to take on future attacks or use leftovers on smth like tyranitar or tera shard on garganacl instead of a and clock as often times you are accumulating a lot of damage in chip instead of direct damage.

A way to fix it would is idk.... its pretty tough, i have some ideas to throw out but they are nothing special and probably not better than this.. I just feel that this item is very not good in the meta and probably needs to be changed to feel like an item in this mod instead of smth meme teams use.

Muscle Memory This Pokémon's moves deal more damage the more times they are used consecutively (Same formula as the Metronome item).
This is prob a contender for the most useless ability in the mod... (maybe competing with sunblock as its only viable user is moltres and even then moltres doesnt do well in sun). Muscle memory works well in theory but doesnt in practice... because often times you arent mono attacking with one move but you are attacking with several different moves and if your opponent is letting you rack up big muscle memory boosts then their team is likely unable to take it on esp if you let it ramp up over the course of several turns (which requires using the same move 6 or more times in a row.

best user is great tusk as with its stabs it can make something force recovery over and over and be able to beat defensive pokemon who may be taking like 40% and instead take 48% next turn but this is ultra specific and can be countered by resetting the counter (If the Pokémon is switched out, uses a different move, or uses the move unsuccessfully (such as targeting into Protect or into an immunity), the bonus is reset to 0%.)

Fairy Ringer This Pokémon draws Fairy moves towards to itself to raise its Atk by 1 stage; Fairy immunity.
Why is fairy ringer not good but justified is? well first of all justified is on users who want it... like iron crown (its not listed in the spreadsheet btw), iron boulder (not listed to), corviknight as it helps it take on common mons like kingambit, jugulis, weavile, samu-h, etc, iron boulder allows it to take a knock off and get a attack boost on top of that.

But why would fairy ringer pokemon want to use it? ursaluna has guts and wants to use it to wallbreak or even on bulk up sets it wants to make the opponent not want to status it, breloom wants technician bullet seeds and chisel to hit as hard as possible, clefable likes magic guard a lot and prob doesnt need fairy ringer at all as it means its taking hazard damage and often times it isnt doing much in return to them esp consideirng how passive it is and how much things wall it (magic guard better, no reason to choose fairy ringer), even smth like mismagius would want to have levitate for the ground immunity and immunity to grounded hazards.

Umbreon is the sole user who potentially wants to use it as counteract is niche and fairy ringer allows it to take on mons like enamorus, magearna, delphox, clefable, florges, sylveon, etc.

Peekaboo 140 100 20 Fairy Physical Charges at the beginning of the turn, hits at -3 priority. If the user gets hit while charging, this move deals 50% damage. (Contact)
What makes it always worse than play rough? its that it hits last... its a better focus punch but that isnt a high bar cuz no one uses focus punch... most users want to use their speed to outspeed smth and often even smth like azumarill wants to use play rough to outspeed slow pokemon that may ruin its day if it they were faster and also 70 BP isnt that strong. I feel like a BP increase to 150 or 160 will make it more worth it to consider and make the damage difference between play rough closer and now bulky pokemon like for ex. tsareena and azu will prob consider it more often.

Rage 85 100 10 Normal Special For the entire turn (activated at the start of the turn a la Focus Punch), if this Pokemon gets hit by an attack, its Atk goes up by 1 stage. (Contact)
It is again super hard to justify using rage... compared to dragon rage which is a dragon type and much easier to use on those dragon type pokemon but rage is on a lot of pokemon that are a different type (commonly fighting) and would prob want to use a different setup option other than rage, even smth like ursaluna can just use swords dance or use bulk up instead since often times most normal types and most rage users arent that bulky and want to spend their turn getting guaranteed setup instead of hoping the opponent hits them. While dragon rage is given to many dragon type pokemon who may actually want to use it.

EDIT: I added some more...
Revavroom + Segin Star Shard, Schedar Star Shard, Navi Star Shard, Ruchbah Star Shard, Caph Star Shard: On switch-in, if the holder is Revavroom, it becomes a Dark/Fire/Poison/Fairy/Fighting-type, its ability becomes Intimidate/Speed Boost/Toxic Debris/Misty Surge/Stamine and Dark/Fire/Poison/Fairy/Fighting, Poison, and Steel-moves deal 20% more damage.
Revavroom is not that good.... i feel because it sheds both types to become this one mono type is a huge hinderance.... becoming mono dark/fire/poison/fairy/fighting is way worse than becoming for ex. steel/dark or steel/fighting. Which is the fix im going to suggest, allow revavroom to only shed its secondary typing only which allows it to keep the crucial defensive utility of its steel typing.

Decidueye-Hisui Ghost/Fighting Overgrow / Scrappy Poltergeist
Decid-h has a lot of cons... but its slow as balls and has a mid defensive typing to make that work. While its offense is amazing it has to rely on poltergeist (makes it anti synergy with knock off which is a very good move in the mod) and while triple arrows is a stacked move it cant carry decid-h esp since its slow. Giving it choke, storm throw, mach punch (it can punch, it has focus punch). This would give it a niche as a setup sweeper maybe with priority to back it up, or giving it more splashability with choke as a secondary stab due to how knock off is so anti synergy with poltergeist

Tera Shard On switch-in, the holder becomes its Tera Type.
it is only good on defensive pokemon.... the only mons who use it are garg, wo chien, hydrapple, slowking-g, slowking, and slowbro... I feel making tera shard be required to activate tera and announce that this pokemon is holding a tera shard will allow the meta to keep tera as a unique mechanic. Esp since balance wise its quite fine since smth like dragonite will have to ditch boots, kingambit ditching baseball bat, roaring moon has to ditch booster, and volcarona has to ditch boots... etc etc


Rotom-Fan Electric/Flying Levitate / Gale Wings Defog, Pain Split, Memento, Weather Ball, Dazzling Gleam, Air Cutter
Give hurricane pls....


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I think these are a lot of things that just feel weak compared to a lot of other things introduced in the mod, sure not everything is in OU but everything should feel like a part of the mod instead of smth laying down in the sidelines

A lot of abilities and items do feel usable in some sense even if they are niche like air freshener, counteract, exoskeleton, healer, cute charm, etc... they arent top tier viable but they at least feel significant enough in a game that you can feel their impact
 
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-:iron hands: Iron Hands loses Chain Lightning - Swords Dance Chain Lightning Iron Hands has been one of the most popular and most controversial sweepers in VaporeMons ever since Chain Lightning was added in Slate 4. With Chain Lightning being a physical Electric-type Water Shuriken, Iron Hands has a super easy time wiping a team if their Ground-type is weak or dead, made worse by the fact that most Ground-types have a hard time KOing it in its natural habitat of Grassy Terrain, giving Iron Hands a chance to Ice Punch them away. We were able to put up with Iron Hands' shenanigans for quite a long time, but it's clear that we really needed to do something about it now that many players agree that Iron Hands is now a top 2 Pokemon in the metagame based on it. While a massive nerf, removing Chain Lightning is the cleanest and easiest way to go about this. Iron Hands takes a MASSIVE hit to its viability, but it should still be decent on Grassy Terrain teams thanks to its great natural synergy with them.
Screenshot 2024-04-22 142811.png

This exchange from yesterday's natural selection tour aged like wet bread LMAO

The nerf is totally understandable but something about Hands losing Chain Lightning just feels... wrong. It's like one of the most iconic Vapemons combos, at least for me. Obviously it's still going to synergize well on GTerrain teams but no longer having priority is going to make it much harder for Hands (especially SDance sets) to sweep.

Hmmm maybe I should play Vaporemons again
 

ViZar

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Yoshiblaze said:
-:iron hands: Iron Hands loses Chain Lightning - Swords Dance Chain Lightning Iron Hands has been one of the most popular and most controversial sweepers in VaporeMons ever since Chain Lightning was added in Slate 4. With Chain Lightning being a physical Electric-type Water Shuriken, Iron Hands has a super easy time wiping a team if their Ground-type is weak or dead, made worse by the fact that most Ground-types have a hard time KOing it in its natural habitat of Grassy Terrain, giving Iron Hands a chance to Ice Punch them away. We were able to put up with Iron Hands' shenanigans for quite a long time, but it's clear that we really needed to do something about it now that many players agree that Iron Hands is now a top 2 Pokemon in the metagame based on it. While a massive nerf, removing Chain Lightning is the cleanest and easiest way to go about this. Iron Hands takes a MASSIVE hit to its viability, but it should still be decent on Grassy Terrain teams thanks to its great natural synergy with them.
51 days too late, buddy
 

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