Fusion Evolution

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EV

Banned deucer.
Here are our winners!


Parents: Aggron + Gyarados
Shared egg group: Monster
Offspring Name: Aggrodos
New type: Water / Steel
New base stats: 92 / 127 / 139 / 70 / 90 / 75
New ability and desc: F. E. A. R - Avoids recoil damage from recoil moves, and lowers the opponent's attack on switch in
Notable Moves: Dragon Dance, Waterfall, Rock Polish, Autotomize, Ice Punch, Dragon Tail, Hone Claws, Low Kick, Power Up Punch, Stealth Rock, Stone Edge, Rest, Superpower, Taunt, Thunder Punch, Thunder Wave, Toxic, Crunch, Fire Blast, Scald, Earthquake, Fire Punch, Iron Head, Heavy Slam, Head Smash
Role identification: Pretty nifty typing, ability, and stats. If it wants, it can run a RestTalk set as that's the best recovery it can get, however it's quite versatile. Probably best utilized as a tank, it can be great in TR as well with Heavy Slam, Avalanche, etc. Head Smash is a nifty coverage move that benefits from its ability, as Sturdy felt kinda useless for such a bulky mon. Finally, it's a good SR setter and if it really wants to, a DD set is not bad at all but can be outsped easily.



Parents: Arcanine / Zoroark
Shared Egg Group: Field
Offspring Name: Zorcanine
New Type: Fire / Dark
New Base Stats: 85 / 117 / 80 / 120 / 80 / 110
New Ability and Desc: Mental Fear (Intimidate + Illusion) - Always appear as full health to the opponent.
Notable Moves: Physical- Close Combat, Flare Blitz, Extremespeed, Iron Head, Reversal, Sucker Punch, Knock Off, Low Kick, Wild Charge, Pursuit, U-turn
Special: Flamethrower, Fire Blast, Overheat, Dark Pulse, Night Daze, Snarl, Focus Blast, Grass Knot, Dragon Pulse, Solarbeam, Snarl
Status: Will-O-Wisp, Roar, Morning Sun, Swords Dance, Nasty Plot, Agility, Taunt, Sunny Day, Calm Mind, Memento, Trick
Role Indentification: So lots of coincidences going for it. Its Parents are A-Z, and its typing is unique except in Houndoom's eyes. Just Pairing intimidate and Illusion together kinda seems counter productive, so I came up with this ability. It makes the opponent unable to see your health, which is awesome for striking fear with your numerous status moves. Its excellent offensive stats and movepool allow it to function as a revenger, or a set up sweeper. It performs SD+ Espeed much more effectively than lucario thanks to its immunity to burn, dark stab to dissuade ghost types, greater power, greater speed, and greater bulk! Defensive sets are where this ability really shines. 85/80/80 defenses may not be the sturdiest around, but Zorcanine is capable of dishing out fast WoW and morning suns. Just having morning sun+lefties makes it hard for the opponent to keep track of your health. Zorcanine also has 6 resistances and 1 immunity.



Parents: Archeops / Aerodactyl
Shared egg group: Flying
Offspring name: Archedactyl
New type: Rock / Flying
New base stats: 87 / 132 / 75 / 96 / 80 / 130
New ability and desc: Aura of Failure (Halves Attack and Special Attack of all Pokemon on the field at 50% max HP or less.)
Notable moves: Stone Edge, U-Turn, Roost, Acrobatics, Taunt, Stealth Rock, Endeavor
Role identification: This mon becomes a kind of bulky wall kind of offensive Pokemon. Aura of Failure basically gives all active Pokemon Defeatists. This, along with its reasonable bulk and typing, can let it roost on "weakened" foes, which is important because, while it might seem crazy at first, you're still affected by this. It's attack is reasonable at 132, and its speed is amazing. Much like there's a lot of wallbreakers, this mon can be seen as an offense breaker - absolutely destroying weakened offensive Pokemon, especially those without any recovery.



Parents: Chesnaught + Hippowdon
Shared egg group: Field
Offspring name: Chesdon
New type: Grass / Ground
New base stats: 108 / 119 / 130 / 81 / 83 / 65
New ability and desc: Overgrow + Sand Stream = Cactus Power: Summons Sandstorm upon switching in. Grass-type moves have their power increased 20%.
Notable moves: Stealth Rock, Spikes, Leech Seed, Spiky Shield, Roar, Wood Hammer, Earthquake, Belly Drum, Bulk Up, Slack Off
Role identification: We've got a lot of potential roles here, but it seems to me that its primary role will be that of a sand setter/ hazard setter. It gets both Stealth Rock and Spikes, so it could make a pretty fearsome stacker. Defensively, its typing leaves a lot to be desired, but it more than makes up for it with its solid 108/130/83 bulk, reliable recovery in the form of Slack Off (which can be supplemented with Leech Seed), and Spiky Shield to grab some spare Lefties recovery.



Parents: Excadrill / Mamoswine
Shared Egg Group: Field
Offspring Name: Mamodrill
New type: Ground / Ice
New base stats: 120 / 142 / 80 / 70 / 72 / 94
New ability and desc: Snow Force (Snow Cloak + Sand Force): Strengthens Ice-type moves to 1.33× their power during hail.
Notable Moves: Icicle Crash, Ice Shard, Earthquake, Freeze-Dry, Swords Dance, Stone Edge, Knock Off, Rapid Spin, Stealth Rock
Role Identification: This was originally going to be the physical Snow Rusher, but look at those stats and tell me it wouldn't be broken. Instead, it gets Snow Force, which makes it hit even harder with Ice Shard and Icicle Crash. This is basically a better Mamoswine, with more synergy for hail. 142 is nothing to mess with, especially in Hail. Snow Force boosts a bit more than Sand Force did because it only affects 1 types instead of 3. A terrifying wall breaker that can even set-up with SD. Don't mess with Mamodrill - probably the best Hailmon, especially since it's not just useful in Hail. Try to wall this, Cofagreelix!



Parents: Goodra / Heliolisk
Shared Egg Group: Dragon
Offspring Name: Heliodra
New type: Dragon / Electric
New base stats: 86 / 87 / 71 / 119 / 132 / 104
New ability and desc: Sandy Skin: Cures any major status ailment after each turn during sand. User is immune to sand damage.
Notable Moves: Draco Meteor, Thunderbolt, Fire Blast, Ice Beam, Volt Switch, U-Turn, Sludge Wave
Role Identification: Heliodra has an interesting type, and really solid offensive stats, along with a huge SpDef stat. It's physical defense is less than lovely, but it's mainly an offensive mon. It's speed is solid enough, and it hits decently hard. It's ability lets it be used as a pivot on Sand Teams, as it can do Rest shenanigans during Sand.



Parents: Scyther / Gliscor
Shared egg group: Bug
Offspring name: Scyscor
New type: Bug / Ground
New base stats: 82 / 112 / 112 / 60 / 87 / 110
New ability and desc: Technicutter - Moves of or below 60 BP get boosted by 1.5x, and attack cannot be lowered
Notable moves: Swords Dance, Aerial Ace, Agility, Baton Pass, Defog, Roost, Brick Break, Knock Off, Pursuit, U-Turn, Tailwind, Toxic, Stealth Rock, Taunt, Bulldoze, Bug Bite, Feint Attack (?, somehow is the only dark move other than pursuit boosted by tech)
Role identification: Not as good as I thought it would be, but Nincada's (formerly) unique typing is decent offensively and of course offensively. Unfortunately Poison Heal is DW so we're stuck with Hyper Cutter. I suppose STAB Technician Bulldoze could be a thing on a defensive mon. Also, SR neutrality!



Parents: Shiftry + Jolteon
Shared egg group: Field
Offspring name: Joltry
New type: Grass / Electric
New base stats: 87 / 92 / 70 / 110 / 87 / 115
New ability and desc: ChloroVolt - Doubles Speed in Electric Terrain. (Thanks to Gengarzilla in the OM room for the name)
Notable moves: Dark Pulse, Defog, Energy Ball, Fake Out, Focus Blast, Giga Drain, Grass Knot, Hurricane, Knock Off, Nasty Plot, Shadow Ball, Swords Dance, Synthesis, Tailwind, Whirlwind, Agility, Baton Pass, Discharge, Heal Bell, Light Screen, Roar, Thunder, Thunder Wave, Thunderbolt, Volt Switch, Wish, Solar Beam
Role identification: What's interesting is that this Pokemon can function well in Sun, Rain and the under-appreciated Electric Terrain, as well as being able to function as a regular (set-up?) sweeper as well as a support, with access to Wish, Heal Bell, etc. STAB Solar Beam for Sunny Day (maybe Hidden Power Fire too?),Hurricane and Thunder for Rain Dance and ChloroVolt for Electric Terrain improvement, which also increases the power of electric-type moves. An all-round, very versatile Pokemon.


2 more (1 was counted incorrectly during the voting stage; 1 was voted for as I posted results and technically tied with the other winners)


Parents: Azumarill + Breloom
Shared Egg Group: Fairy
Offspring Name: Azumaloom
New Type: Water / Grass
New Base Stats: 90 / 100 / 90 / 70 / 80 / 70
New Ability and Desc: Healing Fat - HP is restored by 1/8th every turn when burned or frozen. Prevents the attack drop from Burn status and the immobilization by Frozen status.
Notable Moves: Leech Seed, Scald, Spore, Substitute, Aqua Jet, Waterfall, Bullet Seed, Sword Dance, Belly Drum, Synthesis, Knock Off
Role Indentification: Can run an annoying SubSeed set with access to Spore and Scald and huge passive recovery. Immunity to burns and good boosting and STAB options make a physically attacking set with Spore viable as well.



Parents: Infernape and Sawk
Shared egg group: Human-Like
Offspring Name: Sawkape
New Type: Fire / Fighting
New base stats: 85 / 124 / 83 / 77 / 83 / 106
New ability and desc: Blazing Body (Basically just Sturdy + Blaze)
Notable Moves: Close Combat, Flare Blitz, Blaze Kick, Stealth Rock, Ice Punch, Reversal, Knock Off, Poison Jab, Iron Tail, Thunder Punch, Taunt, Acrobatics, Earthquake, Swords Dance, Endeavor
Role Identification: Functions as a bulkier and physically stronger Infernape with slightly less speed and a not as usable special attack. Thanks to Blazing Body, it can function pretty well as a suicide lead with access to Stealth Rock, Reversal, and it doesn't need to hold a focus sash, so its a really nice pokemon to use for getting up hazards up and dealing a lot of damage at the same time.

To do:
  1. Analyze these abilities. Are they balanced? Can they be better?
  2. Help me find the best moveset for them based on their new roles. Should it boost its Attack first? Is it a team supporter? Choose wisely: you only have four moves to pick per Pokemon.
  3. Try to guess any checks or counters we might run into later, and if possible, see if one of the other fusions would make a good teammate to get past these counters.
  4. To expand on #3, which of these Pokemon can check/counter the earlier slates? How would they fit together on a team? How would they support each other?
 
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InfernapeTropius11

get on my level
Vaporeon / Arcanine (srsly ppl this is amazing asf)
Arcanine / Zoroark (cool mons)
Infernape / Sawk (it has nape in it)
Mamoswine / Luxray (moar kewl pokemanz)
Mienshao / Weavile (that ^)
 

EV

Banned deucer.
To focus the discussion even more this round, I want you to submit a team of 6 fusion Pokemon and explain how they function together. You can use any of the winners from all 3 slates so far. Build teams with standard archetypes in mind. What is your hazard setter? What is your hazard remover? Do you need a cleric? Is your team built around a core of wallbreakers, and how do they help break down each others checks?

When teambuilding keep standard Pokemon and the fusion Pokemon in mind. You should be prepared to counter Skarmory and you should be prepared to counter Cofagreelix.

Also tagging Uselesscrab to update his post with the recent winners.
 

Parents: Azumarill + Breloom
Shared Egg Group: Fairy
Offspring Name: Azumaloom
New Type: Water / Grass
New Base Stats: 90 / 100 / 90 / 70 / 80 / 70
New Ability and Desc: Healing Fat - HP is restored by 1/8th every turn when burned or frozen. Prevents the attack drop from Burn status and the immobilization by Frozen status.
Notable Moves: Leech Seed, Scald, Spore, Substitute, Aqua Jet, Waterfall, Bullet Seed, Sword Dance, Belly Drum, Synthesis, Knock Off
Role Indentification: Can run an annoying SubSeed set with access to Spore and Scald and huge passive recovery. Immunity to burns and good boosting and STAB options make a physically attacking set with Spore viable as well.
Wouldn't Azumaloom's ability be not allowed?
It's a great ability and all, however it is obviously Poison Heal + Thick Fat, and since we're not allowed to use HAs, it should be Effect Spore + Thick Fat if anything...

Since it's a winner, I'm just wondering what would happen.

(Originally sent via PM)
 

Da Pizza Man

Pizza Time
is a Pre-Contributor
Wouldn't Azumaloom's ability be not allowed?
It's a great ability and all, however it is obviously Poison Heal + Thick Fat, and since we're not allowed to use HAs, it should be Effect Spore + Thick Fat if anything...

Since it's a winner, I'm just wondering what would happen.

(Originally sent via PM)
Technician is Breloom's HA and Sap Sipper is Azumarill's HA, so both Poison Heal and Thick Fat are allowed
 
So the combination of England being roughly the same temperature as the surface of the sun and my brain having been off for about a fortnight after my exams ended has turned my brain to molten sludge after making this, but I think I got something (I was never very good at teambuilding anyway so please forgive this if it has any glaring flaws):

Joltlord @ Choice Specs
Ability: Oblivious Absorb
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Volt Switch
- Water Spout
- Hydro Pump
- Shadow Ball

Seeing as how many Fusion Pokemon are Water or Ground (and seeing as how those types are common in OU anyway), I started with a Pokemon that can annihilate thosw two types with STAB moves (Water and Electric being great offensive types regardless). I chose Choice Specs for the immediate power that it could provided. EVs/IVs/Nature provide high speed, Special Attack and minimized Foul Play damage. Volt Switch is there to help Joltlord act as a superb pivot, and Hydro Pump/Water Spout allow access to powerful Water STAB regardless of current HP. Shadow Ball is used to hit Mismerade who resists the dual STABs and to be able to hit Cofagreelix hard with relying on high HP for Water Spout or Hydro Pump's worrying accuracy.

Vespicor @ Leftovers
Ability: Sand Pressure
Evs: 244 HP / 192 SpD / 72 Spe
Careful Nature
- Roost
- Stealth Rock
- Defog
- Earthquake

Next up, a hazard remover/setter (and one of the only two Hazard removers that I am aware of of the fusionmons). Defog and Stealth Rock fill this role with roost for recovery and Earthquake for damage. EVs patch up Special Defense and outspeed Specially Defensive Heatran in order to OHKO with EQ this was just a coincidence I noticed after pasting in the Sp.Def Gliscor Set

Mamodrill @ Life Orb
Ability: Snow Force
Evs: 252 Atk / 4 SpA / 252 Spe
Hasty Nature
- Earthquake
- Icicle Crash
- Freeze-Dry
- Knock Off/Ice Shard/Rapid Spin

Now, Mamodrill. Ground and Ice are (as ever) useful attacking Types, with good coverage between them. Freeze-Dry hit the new threatening Water-Dragon Types on the switch for huge damage, as well as other new Water-Types that can handle Mamodrill's STAB moves. Final move slot can go either to Knock Off for item removal and more coverage, Ice Shard for coverage or Rapid Spin for more hazard control and to support your Joltlord and saviour. EVs are fairly simple for good speed and damage.

Garchados @ Lum Berry/ Yache Berry/ Haban Berry/ Gyaradosite
Ability: Intimidate/Sand Veil
Evs: 4 HP/ 252 Atk / 252 Spe
Jolly Nature
- Dragon Dance
- Dragon Claw/Crunch
- Waterfall
- Poison Jab/Earthquake

One of the powerful new Dragon Dance sweepers. EVs and nature maximise Speed and give high Attack. Dragon Dance is there to well... Dragon Dance, Dragon Claw and Waterfall are for STAB and Poison Jab hits Azumarill and other annoying Fairy- and Grass-Types, whereas EQ helps against Cofagreelix. Lum Berry is useful to cure any pesky Will-O-Wisps, Spores or Thunder Waves, Haban Berry is useful to tank incoming Dragon-Type moves and Yache Berry tricks Freeze-Dry Mamodrill. That's right: I'm countering my own team here. Furthermore, a Dragon Dancr set works well as the Intimidate factor forces out an opponent with a lowered attack providing a free turn to DD.

Edit: With the advent of the possibility to use Gyaradosite, one could change Dragon Claw for Crunch in order to take advantage of the Mega Evolution's higher attack and Dark-typing.

Mismatross @ Expert Belt
Ability: Levitate
EVs: 252 HP / 4 Def / 252 SpA
Modest Nature
- Shadow Ball
- Thunderbolt/Volt Switch
- Giga Drain
- Taunt

Cofagreelix wrecker. Powerful wallbreaker of the team. Shadow ball is a STAB move with wide coverage, same goes for Thunderbolt or Vollt Switch, which can be used either for more power or more pivoting. Giga Drain is useful coverage and Taunt helps in the actual wall/stallbreaking thing, shutting down coverage moves. Other viable options include Flamethrower (Steel-, Bug- or Grass-Types) and Dazzling Gleam (Dragon-, Fighting- or Dark-Types) for more coverage against different things, so perhaps swap those in as needed depending on how this team performs. You could always put one in over Thunderbolt seeing as how you already have enough badass Electrc-STAB on your team as it is with Joltlord. EVs maximise Bulk and Special Attack.

Cofagreelix @ Leftovers
Ability: Mummy Fortitude
Evs: 252 HP/ 4 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Will-O-Wisp
- Roar
- Night Shade
- Haze

Well this thing proved popular. And it's not hard to see why: it's an incredible wall with and incredible ability. This thing largely plays itself: soaking up Physical attacks all day long. Will-O-Wisp cripples physical attacker, making them even more worthless in Cofagreelix's presence, Roar phases out opponents that switch in to actually try and hurt this thing, Night Shade deals damage and Haze stops enemies from setting up. EVs patch up Cofagreelix's Special Defence and minimize Foul Play damage.

And there you have it: a balance team of some of the Fusions Stones greatest products with the coverage, speed and bulk to take on OU and other fusion Pokemon. Thanks for looking at my team and let me know if you think of any improvements :)
 
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Da Pizza Man

Pizza Time
is a Pre-Contributor
After reading the Aggrodos submisson concerning heavy slam, I have realiized that we are going to need to somehow incoperate how the height and weight will be put in for our fusion mons, especially the former since it needs to be implemented for competitve reasons (Determining how much weight is lost when using automize, holding float stone, or having the abillity light armor, how much weight is gained when having the abillity heavy armor, and for the damage calculations of Low Kick, Grass Knot, Heavy Slam, and Heat crash)

I have two ideas how to implement this

Idea 1: Have the weight and height of the heavier/taller parent be the weight/height of the fusion mon

This one is the easiest to implement, and makes the most sense on the fusions who don't change to much from one of their parents when fused (Example being Haxardos) it does't change much competitively or make to much sense flavorwise on fusions who change a fair amount from their parents when they fuse (Example being Gargatr), and also kinda forces spriting onto the heavier/taller mon if they are both the same (Example: Pangleye being sprited more of Pangoro)

Idea 2: Have the weight and height of the fusion mon be the average weight/height of its parents
This one helps set apart our fusion mons from their parents competitively more, gives spriters more artistic freedom, and it makes more sense on fusions who change a fair amount from their parents when they are fused. However, this option is harder to implement and doesn't make to much sense on fusions who really don't change to much from their parents when they are fused

If somebody could generate a list of heights and weights that would be nice (I had one originally, but I forgot to save when I was working on it and my computer crashed)
Idea 1
Swampamar: Height 1.5 m Weight= 81.9 kg
Gyaraotic: Height= 6.5 m Weight= 235 kg
Azuninja: Height= 1.5 m Weight= 40 kg
Chandeform: Height= 1 m Weight= 34.3 kg
Mismatross: Height= 2.1 m Weight= 80.5 kg
Haxardos: Height= 1.8 m Weight= 105.5 kg
Pangleye: Height= 2.1 m Weight= 136 kg
Garchados: Height= 6.5 m Weight= 235 kg
Dragon: Height= 1.8 m Weight= 160 kg
Hawlusharp: Height= 1.6 m Weight= 70 kg
Cofagreelix: Height= 9.2 m Weight= 400 kg
Joltlord: Height= 14.5 m Weight= 398 kg
Mismarade: Height= 0.9 m Weight=
 
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Boy this will feel like an RMT. I wonder how this team would go?

Vespicor @ Leftovers
Sand Pressure
Careful Nature
244 HP / 192 SpD / 72 Spe
-Earthquake
-Heal Order
-Defog
-Stealth Rock

Same set Rhydreigon posted, except with heal order for that fanciness. This set has alreaady been discussed, but I can add that it adds some key fighting + ground resistances that many pokemon appreciate. Most pokemon with the same resistances get rekt from rocks.

Mismarade @ Choice Scarf
Levitation Cure
Modest Nature
4 HP / 252 SpA / 252 Spe
-Leaf Storm / Energy Ball
-Shadow Ball
-Trick
-Mystical Fire

Great Revenge killer. It can kill many adamant DD boosters at +1, which includes Garchados, Dragonite, and Haxardos. STAB grass can be pretty important for dealing heavy blows to common rock, ground, and water types. Shadow ball is for STAB and opposing ghosts. Trick cripples walls. Mystical fire is there for ferrothorn and scizor.

Aggrodos @ Leftovers
F.E.A.R.
Adamant Nature
236 HP / 20 Att / 252 Spdef
-Waterfall
-Iron Head
-Thunder Wave
-Dragon Tail / Roar

Bulky paralysis spreader with great defensive stats and typing. It can utilizean annoying paraflinch combo, which can buy some time for leftovers recovery. This is the fairy slayer for the team. Dragon tail is obviously for dragons, because some actually resist your dual stab. Roar is in situation where you can't/don't want to touch your opponent (Iron barbs, substitute). HP Evs hit a leftovers number, and Aggrodos is already powerful enough in what it needs to hit. Iron head is a guaranteed 2hko on standard sylveon after leftovers. Waterfall is also a guaranteed 2hko on said Vespicor set and specially defensive heatran both after leftovers recovery. SpDef EVs give it a 83.4% chance to survive the 2hko from ScarfTran's Earthpower. Adamant MegazardX barely can't OHKO with its +1 Flare Blitz, however 99.2% damage means you will wan't to be at full health if you ever wish to T-wave it.

Mamodrill @ Life Orb
Snow Force
Naive Nature
244 Att / 12 SpA / 252 Spe
-Earthquake
-Ice Shard
-Icicle Spear
-Freeze Dry

Basic Mamoswine set, but with boosted stats and no thick fat. Provides a very powerful earthquake, priority, and can do some sash/sub breaking. Ice shard is good at picking off weakened mons such as Latios and even pokemon neutral to it. It also hurts Archedactyl while its ability cripples you:

(-2 244 Atk Life Orb Mamodrill Ice Shard vs. 4 HP / 0 Def Archedactyl: 117-140 (37 - 44.3%)

Freeze Dry is there for the abundance of pkmn x4 weak to it. Just a great pokemon, and my way of dealing with most dragons.

Gyarotic @ Rocky Helmet
Intimidating Scales
Impish Nature
252 HP / 4 Att / 252 Def
-Rest
-Sleep Talk
-Dragon Tail
-Scald / Waterfall

This is the set I'm am clearly the most unsure about. I only brought in this pokemon because it its the best MCharX at 1 DD check. Many of these fusions are instantly threatened by mega charizard, more so when it gets 1 DD. It was either try to wall it or have the right pokemon out at the right time (which requires Uturn/volt switch to a faster dragon). I decided to be crazy and try to wall it. This is the best I can come up with. The ability helps, and while it is another water type, now I have a specially defensive one, and a physically defensive one.

Zorcanine @ Leftovers
Mental Fear
Timid Nature
252 HP / 4 Def / 252 Spe
-Will-o-wisp
-Calm Mind
-Morning Sun
-Dark Pulse / Night Daze

I guess this would be my win condition. All of the pokemon before it had the intention of eliminating Zorcanine's checks and counters, such as heatran, Zard-X, Talonflame, Fairies, Rocks, Grounds, Waters, and fighting types. This set is also how I think Mental Fear can be abused. Will-o-wisp neuters physical attacks, as well as provides passive damage. Calm mind boosts your strength, and special defense, making you bulky on both sides. The idea is to become omnipotent: Fast, strong, bulky, can heal, and a STAB with no immunities. Morning sun keeps the mind games of your ability so opponents will be unsure if their next pokemon can revenge kill it or if they should just taunt it instead of kill it. Dark Pulse for consistency and flinch chance or Night Daze for kewlness and that lingering accuracy drop chance.

Notes: I was seriously considering Wailcatty as it had wish and heal bell. Any other clerics that would fit in?
Lol mamodrill can OHKO heavily damage all the new fusions.
I'm really leaning towards Energy Ball on Mismarade
I feel like an AV set could work for Aggrodos, or even a complex EV spread. Any suggestions on that would help.
 
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Sand team incoming!

Chesdon @ Smooth Rock
Ability: Cactus Power
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
- Stealth Rock
- Spikes
- Slack Off
- Wood Hammer/Earthquake

You need a sand setter to make a sand team, don't you? Chesdon's role here is both to a) set up sand, and b) stack as many hazards as it can before being forced out. Earthquake's slashed as an option, but I think Wood Hammer is overall the better option, since it enjoys the boost from Cactus Power.

Aggrodos @ Leftovers
Ability: F.E.A.R.
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Waterfall
- Heavy Slam
- Head Smash
- Power-Up Punch

Aggrodos is actually a pretty neat partner for Chesdon, since it double resists Chesdon's biggest weakness (Ice) and it also boasts resistances to Bug and Flying. Chesdon, in return, is resistant to Ground and immune to Electric. Power-Up Punch is on there to punish switches; Pangleye in particular is going to HATE switching into that. (Then again, why would Pangleye switch in on Aggrados in particular? Eh, never mind.)

Heliodra @ Assault Vest
Ability: Sandy Skin
EVs: 252 HP / 252 SpA / 4 SpD
Modest Nature
- Draco Meteor
- Parabolic Charge
- Volt Switch
- Ice Beam

With a solid defensive typing and awesome special defenses, Heliodra is going to be a GREAT AV user. Fits admirably well on this team in particular, not just because its ability makes it a good status absorber, but also because both of the above mons are physically defensive.

Volt Switch is there to keep my offensive momentum going, and I opted for Parabolic Charge in lieu of Thunderbolt to give Heliodra some spare recovery when it needs it.

Cofagreelix @ Air Balloon
Ability: Mummy Fortitude
EVs: 252 HP / 4 Def / 252 SpD
Relaxed Nature
- Will-o-Wisp
- Trick Room
- Shadow Ball
- Destiny Bond

Meet my spinblocker. Thus far the only spinner to be introduced is Mamodrill, and this set is designed to screw Mamodrill over royally. Switch in on a predicted Earthquake or Rapid Spin, tank a Knock Off, and take your free turn to either cripple it with WoW or set up Trick Room (which actually kind of helps Aggrados, who's a little on the slow side). I invested fully in Special Defense to take some pressure off of Heliodra's shoulders, but it's still important for it to be able to tank Mamodrill's blows, so I opted for a Relaxed nature.

Mismarade @ Choice Specs
Ability: Levitation Cure
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Leaf Storm
- Shadow Ball
- Trick
- Weather Ball

Similar to the set everybody posted above, but I opted for Weather Ball instead of Mystical Fire. Grass/Ghost/Rock is actually kind of excellent as far as coverage goes, hitting everything except Bisharp for at least neutral damage. Since my team is more geared towards bulky offense than hyper offense, I gave it the opportunity to trick its specs onto a stall/ support mon, thus putting it out of commission and giving my teammates more opportunities to set up.

Haxardos @ Life Orb
Ability: Intense Rivalry
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Rock Polish
- Dragon Claw/Outrage
- Head Smash
- Earthquake

After I punch enough holes in the opposing team, Haxardos comes in to finish the job. Not much I need to explain here, besides pointing out that Earthquake's there to take care of all the Steel types that wall Haxardos's dual STABs. If I can manage to keep sand up by the time Haxardos comes out, it'll get a bonus SpD boost, making it a little less vulnerable to revenge killing, which is... you know... neat.
 
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SpartanMalice

Y'all jokers must be crazy
Time for a huge post! Will update these with sprites later.

Garchados - Water/Dragon

Garchados @ Life Orb
Ability: Veil of Intimidation
EVs: 4 HP / 252 Atk / 252 Spe
Jolly or Naive Nature
- Dragon Dance
- Dragon Claw
- Waterfall
- Fire Blast/Fang / Ice Fang / Poison Jab


Copypasted from my earlier post about Garchados, fairly straightforward. +1 DD is very useful as both the attacks it uses have middling BP, but it's high attack should compensate. At +2 it doesn't really need to use the coverage moves, which depends on what you are facing. Chesdon is barely 2hko'd by +1 Waterfall and Dragon Claw, and it takes 82-97.8% from Ice Fang and can't really KO back or slack off from the damage. Fire Fang is actually stronger than Fire Blast in certain cases - it OHKOs Ferrothorn at +1, but only barely 2HKOs Skarmory, while Fire Blast does more vs Skarmory. I initially included Earthquake, but +1 Waterfall OHKOs even a physically defensive Heatran if that exists, barring +Def Natured variants which are still OHKOed with one layer of spikes or rocks. Only Mega Metagross takes less from the listed moves other than EQ, and it can't OHKO Garchados without boosts. Last of all, Poison Jab is for Sylveon and Clefable, which otherwise comfortably wall this set (more so Clefable, Sylveon still takes around 77% from Waterfall). Also, a +1 Earthquake or 4 SpA Fire Blast does around the same damage to Cofagreelix, who would be problematic for the other moves. Reaaallly think it's ability should be nerfed somewhat...

+1 252 Atk Life Orb Garchomp Fire Fang vs. 252 HP / 88+ Def Ferrothorn: 385-458 (109.3 - 130.1%) -- guaranteed OHKO
4 SpA Life Orb Garchomp Fire Blast vs. 252 HP / 168 SpD Ferrothorn: 265-312 (75.2 - 88.6%) -- guaranteed 2HKO after Leftovers recovery

4 SpA Life Orb Garchomp Fire Blast vs. 252 HP / 4 SpD Skarmory: 229-270 (68.5 - 80.8%) -- guaranteed 2HKO after Leftovers recovery
+1 252 Atk Life Orb Garchomp Fire Fang vs. 252 HP / 252+ Def Skarmory: 164-195 (49.1 - 58.3%) -- 64.8% chance to 2HKO after Leftovers recovery

+1 252 Atk Life Orb Garchomp Earthquake vs. 0 HP / 0- Def Mega Metagross: 346-408 (114.9 - 135.5%) -- guaranteed OHKO

+1 252 Atk Life Orb Garchomp Poison Jab vs. 252 HP / 220+ Def Sylveon: 343-406 (87 - 103%) -- 18.8% chance to OHKO

+1 252 Atk Life Orb Garchomp Poison Jab vs. 252 HP / 160 Def Clefable: 377-445 (95.6 - 112.9%) -- 75% chance to OHKO (Magic Guard)

252 Atk Life Orb Garchomp Poison Jab vs. 252 HP / 252+ Def Unaware Clefable: 208-247 (52.7 - 62.6%) -- 99.6% chance to 2HKO after Leftovers recovery

+1 252 Atk Life Orb Garchomp Earthquake vs. 252 HP / 252+ Def Cofagreelix: 205-244 (57.5 - 68.5%) -- guaranteed 2HKO after Leftovers recovery

4 SpA Life Orb Garchomp Fire Blast vs. 252 HP / 4 SpD Cofagreelix: 195-231 (54.7 - 64.8%) -- guaranteed 2HKO after Leftovers recovery

+1 252 Atk Life Orb Garchomp Earthquake vs. 252 HP / 252+ Def Aggrodos: 252-299 (64.9 - 77%) -- guaranteed 2HKO after Leftovers recovery


Chesdon @ Leftovers / Rocky Helmet
Ability: Cactus Power
(Might I suggest the name "Dust Storm" for this?)
EVs: 248 HP / 8 Atk / 252 Def
Impish Nature
- Spikes
- Stealth Rock
- Slack Off
- Wood Hammer


I chose Chesdon primarily due to its ability to set up both hazards, which imo frees space for the rest of the mons in my team. Also, some mons appreciate the chip damage that Sandstorm lends against their opponents. Despite being a defensive mon, 144 BP Wood Hammer coming off 114 attack is hard to resist. Alternatively, use Rocky Helmet to compensate for Spiky Shield.

Aggrodos @ Leftovers
Ability: F. E. A. R
EVs: 252 HP / 4 Def / 252 SpD
Careful Nature

- Taunt
- Roar / Dragon Tail
- Thunder Wave
- Iron Head / Waterfall


Aggrodos is a really nice tank. It's pretty simple, take a hit, t-wave, and flinch the opponent with the move of your choice, while dishing out heavy damage. Works well in combination with Chesdon as they have good synergy together, and also because it can shuffle opponents to take hits from Chesdon's hazards. Taunt is used on the set mainly against other walls as Aggrodos has a decent 75 speed. Phazing is used for both damage stacking from hazards and getting rid of setup, which may hinder Aggrodos' defenses a bit. Alternatively, if you wanna go for power, use Heavy Slam as it's your strongest STAB attack. Still need clarification on it, though.

Joltry @ Life Orb
Ability: Chlorovolt
EVs: 252 SpA / 4 HP / 252 Spe
Timid Nature

- Rain Dance / Sunny Day
- Thunder / Solarbeam
- Hurricane / Volt Switch
- Leaf Storm / Focus Blast


Joltry is a fun mon. Weather, I think, will be prominent here. That being said, this team doesn't have a designated weather setter of its own. So what Joltry does here is set up it's own weather, and abuse high powered moves coming off it's decent 110 Special Attack. 115 Speed is good here, outspeeds all the Fusionmons bar Archedactyl, and most OU mons, speed ties with starmie, and resists Hydro Pump and Boltbeam. The reason for me slashing the moveset is because of the weather it employs. Left side is for Rain, right for Sun. Focus Blast and Hurricane are the coverage moves. While Blast's accuracy isn't affected by any of the weathers, its the best coverage move otherwise (Hurricane's accuracy is lowered further in sun, otherwise it'd be on par with Focus Blast as a coverage option). However, in Rain when you're using Hurricane you should pair it up with STABs, hence Thunder and the strongest grass STAB move, Leaf Storm. This mon has a very much hit and run nature, so I think Volt Switch is usable over Thunderbolt on sun sets in order to gain momentum. Sadly it doesn't get Electric Terrain, and I'm not sure what would be a good mon for ET set up. Heliodra maybe, but that'd be redundant coverage. Rain is the preferred option here, as it helps out Garchados and Aggrodos with their STABs, while weakening fire moves for Chesdon and Scyscor.

Archedactyl @ Life Orb
Ability: Aura of Failure
EVs: 252 Atk / 4 HP or 4 SpA / 252 Spe
Jolly or Naive Nature

- Roost
- Stone Edge
- Earthquake / Earth Power
- Endeavor / U-turn / Fire Blast


Interesting Mon. Roost is the crucial move on this, especially as it keeps the mechanics while roosting. Because of that, I'm ditching Head Smash as it is pretty much a suicidal move. Stone Edge is pretty much all it needs though, with an item as its best flying stab is Acrobatics, and forcing to go item less both avoids LO recoil (which wears you down to 50% faster), and makes you weaker. Regular Archeops sometimes uses Earth Power to lure physical walls, but Earthquake is usually preferred. Still, it could work as a pseudo- mixed attacker + scarfer because of its high speed AND as an "offense breaker" as listed in its entry, effectively performing three roles at once. In honesty, both Fire Blast and Earth Power/Earthquake are for hitting steel types. U-turn is for momentum and Endeavour takes advantage of low hit points to finish off the opponent fast, works fairly well in combination with Roost.

Scyscor @ Leftovers
Ability: Technicutter
EVs: 252 Atk / 4 HP / 252 Spe
Careful Nature

- Bulldoze / Earthquake
- Swords Dance
- Defog / Knock Off
- Bug Bite


The reason why I'm using Scyscor here is because - totally not my mon bias at all (:D) - I felt like it has the better ability, and far more offensive presence, and I needed a defogger. So this is it, the offensive defogger. What else is great about Scyscor is with all the Intimidation around, a formerly useless Hyper Cutter now comes in handy as at +2, it can outspeed and KO a lot of things. Only Joltry is faster in this meta, Zorcanine ties and 110 speed is a very good speed tier in regular OU, tying with Gengar, the Lati twins, and Mega Diancie. It can't really take on gengar unless it wants to spare a move for Knock Off, however. This could be a nice anti-meta mon.

+2 252 Atk Technician Scyther Bug Bite vs. 252 HP / 252+ Def Chesdon: 318-374 (75.7 - 89%) -- guaranteed 2HKO after Leftovers recovery
+2 252 Atk Technician Scyther Bulldoze vs. 252 HP / 252+ Def Zorcanine: 440-518 (117.6 - 138.5%) -- guaranteed OHKO
+2 252 Atk Scyther Earthquake vs. 252 HP / 252+ Def Aggrodos: 338-398 (87.1 - 102.5%) -- 18.8% chance to OHKO
+2 252 Atk Scyther Earthquake vs. 252 HP / 252+ Def Cofagreelix: 272-324 (76.4 - 91%) -- guaranteed 2HKO after Leftovers recovery
+2 252 Atk Technician Scyther Bulldoze vs. 252 HP / 252+ Def Cofagreelix: 246-290 (69.1 - 81.4%) -- guaranteed 2HKO after Leftovers recovery
+2 252 Atk Scyther Earthquake vs. 4 HP / 0 Def Mamodrill: 354-417 (92.6 - 109.1%) -- 56.3% chance to OHKO
 
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Time for a huge post! Will update these with sprites later.
:O

I'm hyped to see your designs.

Last of all, Poison Jab is for Sylveon and Clefable, which otherwise comfortably wall this set (more so Clefable, Sylveon still takes around 77% from Waterfall).
Don't forget Azumarill, which can comfortably tank a hit and OHKO back with Play Rough.

Ability: Cactus Power (Might I suggest the name "Dust Storm" for this?)
Hmm... perhaps. I'm not sure how that name fits the flavor of the 20% grass boost, though.
 

SpartanMalice

Y'all jokers must be crazy
Actually the naming was based more on Overgrow than the 20% effect, seeing as dust accumulates over time. And yeah, I forgot about Azumarill, since it resists the double stabs. The introduction of fairy really did a number on Water/Dragon, man...

And I didn't realize people liked my designs lel. I thought Garchados looked kinda silly, but thanks!

Edit: Oooh I just thought of a deadly new fusion. Gonna save it up rn so I can post it as soon as submissions restart. I dunno if we can rn, but I'm definitely reserving Lucario + Miltank.
 
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Time for a huge post! Will update these with sprites later.

Garchados - Water/Dragon

Garchados @ Life Orb
Ability: Veil of Intimidation
EVs: 4 HP / 252 Atk / 252 Spe
Jolly or Naive Nature
- Dragon Dance
- Dragon Claw
- Waterfall
- Fire Blast/Fang / Ice Fang / Poison Jab


Copypasted from my earlier post about Garchados, fairly straightforward. +1 DD is very useful as both the attacks it uses have middling BP, but it's high attack should compensate. At +2 it doesn't really need to use the coverage moves, which depends on what you are facing. Chesdon is barely 2hko'd by +1 Waterfall and Dragon Claw, and it takes 82-97.8% from Ice Fang and can't really KO back or slack off from the damage. Fire Fang is actually stronger than Fire Blast in certain cases - it OHKOs Ferrothorn at +1, but only barely 2HKOs Skarmory, while Fire Blast does more vs Skarmory. I initially included Earthquake, but +1 Waterfall OHKOs even a physically defensive Heatran if that exists, barring +Def Natured variants which are still OHKOed with one layer of spikes or rocks. Only Mega Metagross takes less from the listed moves other than EQ, and it can't OHKO Garchados without boosts. Last of all, Poison Jab is for Sylveon and Clefable, which otherwise comfortably wall this set (more so Clefable, Sylveon still takes around 77% from Waterfall). Also, a +1 Earthquake or 4 SpA Fire Blast does around the same damage to Cofagreelix, who would be problematic for the other moves. Reaaallly think it's ability should be nerfed somewhat...

+1 252 Atk Life Orb Garchomp Fire Fang vs. 252 HP / 88+ Def Ferrothorn: 385-458 (109.3 - 130.1%) -- guaranteed OHKO
4 SpA Life Orb Garchomp Fire Blast vs. 252 HP / 168 SpD Ferrothorn: 265-312 (75.2 - 88.6%) -- guaranteed 2HKO after Leftovers recovery

4 SpA Life Orb Garchomp Fire Blast vs. 252 HP / 4 SpD Skarmory: 229-270 (68.5 - 80.8%) -- guaranteed 2HKO after Leftovers recovery
+1 252 Atk Life Orb Garchomp Fire Fang vs. 252 HP / 252+ Def Skarmory: 164-195 (49.1 - 58.3%) -- 64.8% chance to 2HKO after Leftovers recovery

+1 252 Atk Life Orb Garchomp Earthquake vs. 0 HP / 0- Def Mega Metagross: 346-408 (114.9 - 135.5%) -- guaranteed OHKO

+1 252 Atk Life Orb Garchomp Poison Jab vs. 252 HP / 220+ Def Sylveon: 343-406 (87 - 103%) -- 18.8% chance to OHKO

+1 252 Atk Life Orb Garchomp Poison Jab vs. 252 HP / 160 Def Clefable: 377-445 (95.6 - 112.9%) -- 75% chance to OHKO (Magic Guard)

252 Atk Life Orb Garchomp Poison Jab vs. 252 HP / 252+ Def Unaware Clefable: 208-247 (52.7 - 62.6%) -- 99.6% chance to 2HKO after Leftovers recovery

+1 252 Atk Life Orb Garchomp Earthquake vs. 252 HP / 252+ Def Cofagreelix: 205-244 (57.5 - 68.5%) -- guaranteed 2HKO after Leftovers recovery

4 SpA Life Orb Garchomp Fire Blast vs. 252 HP / 4 SpD Cofagreelix: 195-231 (54.7 - 64.8%) -- guaranteed 2HKO after Leftovers recovery

+1 252 Atk Life Orb Garchomp Earthquake vs. 252 HP / 252+ Def Aggrodos: 252-299 (64.9 - 77%) -- guaranteed 2HKO after Leftovers recovery


Chesdon @ Leftovers / Rocky Helmet
Ability: Cactus Power
(Might I suggest the name "Dust Storm" for this?)
EVs: 248 HP / 8 Atk / 252 Def
Impish Nature
- Spikes
- Stealth Rock
- Slack Off
- Wood Hammer


I chose Chesdon primarily due to its ability to set up both hazards, which imo frees space for the rest of the mons in my team. Also, some mons appreciate the chip damage that Sandstorm lends against their opponents. Despite being a defensive mon, 144 BP Wood Hammer coming off 114 attack is hard to resist. Alternatively, use Rocky Helmet to compensate for Spiky Shield.

Aggrodos @ Leftovers
Ability: F. E. A. R
EVs: 252 HP / 4 Def / 252 SpD
Careful Nature

- Taunt
- Roar / Dragon Tail
- Thunder Wave
- Iron Head / Waterfall


Aggrodos is a really nice tank. It's pretty simple, take a hit, t-wave, and flinch the opponent with the move of your choice, while dishing out heavy damage. Works well in combination with Chesdon as they have good synergy together, and also because it can shuffle opponents to take hits from Chesdon's hazards. Taunt is used on the set mainly against other walls as Aggrodos has a decent 75 speed. Phazing is used for both damage stacking from hazards and getting rid of setup, which may hinder Aggrodos' defenses a bit. Alternatively, if you wanna go for power, use Heavy Slam as it's your strongest STAB attack. Still need clarification on it, though.

Joltry @ Life Orb
Ability: Chlorovolt
EVs: 252 SpA / 4 HP / 252 Spe
Timid Nature

- Rain Dance / Sunny Day
- Thunder / Solarbeam
- Hurricane / Volt Switch
- Leaf Storm / Focus Blast


Joltry is a fun mon. Weather, I think, will be prominent here. That being said, this team doesn't have a designated weather setter of its own. So what Joltry does here is set up it's own weather, and abuse high powered moves coming off it's decent 110 Special Attack. 115 Speed is good here, outspeeds all the Fusionmons bar Archedactyl, and most OU mons, speed ties with starmie, and resists Hydro Pump and Boltbeam. The reason for me slashing the moveset is because of the weather it employs. Left side is for Rain, right for Sun. Focus Blast and Hurricane are the coverage moves. While Blast's accuracy isn't affected by any of the weathers, its the best coverage move otherwise (Hurricane's accuracy is lowered further in sun, otherwise it'd be on par with Focus Blast as a coverage option). However, in Rain when you're using Hurricane you should pair it up with STABs, hence Thunder and the strongest grass STAB move, Leaf Storm. This mon has a very much hit and run nature, so I think Volt Switch is usable over Thunderbolt on sun sets in order to gain momentum. Sadly it doesn't get Electric Terrain, and I'm not sure what would be a good mon for ET set up. Heliodra maybe, but that'd be redundant coverage. Rain is the preferred option here, as it helps out Garchados and Aggrodos with their STABs, while weakening fire moves for Chesdon and Scyscor.

Archedactyl @ Life Orb
Ability: Aura of Failure
EVs: 252 Atk / 4 HP or 4 SpA / 252 Spe
Jolly or Naive Nature

- Roost
- Stone Edge
- Earthquake / Earth Power
- Endeavor / U-turn / Fire Blast


Interesting Mon. Roost is the crucial move on this, especially as it keeps the mechanics while roosting. Because of that, I'm ditching Head Smash as it is pretty much a suicidal move. Stone Edge is pretty much all it needs though, with an item as its best flying stab is Acrobatics, and forcing to go item less both avoids LO recoil (which wears you down to 50% faster), and makes you weaker. Regular Archeops sometimes uses Earth Power to lure physical walls, but Earthquake is usually preferred. Still, it could work as a pseudo- mixed attacker + scarfer because of its high speed AND as an "offense breaker" as listed in its entry, effectively performing three roles at once. In honesty, both Fire Blast and Earth Power/Earthquake are for hitting steel types. U-turn is for momentum and Endeavour takes advantage of low hit points to finish off the opponent fast, works fairly well in combination with Roost.

Scyscor @ Leftovers
Ability: Technicutter
EVs: 252 Atk / 4 HP / 252 Spe
Careful Nature

- Bulldoze / Earthquake
- Swords Dance
- Defog / Knock Off
- Bug Bite


The reason why I'm using Scyscor here is because - totally not my mon bias at all (:D) - I felt like it has the better ability, and far more offensive presence, and I needed a defogger. So this is it, the offensive defogger. What else is great about Scyscor is with all the Intimidation around, a formerly useless Hyper Cutter now comes in handy as at +2, it can outspeed and KO a lot of things. Only Joltry is faster in this meta, Zorcanine ties and 110 speed is a very good speed tier in regular OU, tying with Gengar, the Lati twins, and Mega Diancie. It can't really take on gengar unless it wants to spare a move for Knock Off, however. This could be a nice anti-meta mon.

+2 252 Atk Technician Scyther Bug Bite vs. 252 HP / 252+ Def Chesdon: 318-374 (75.7 - 89%) -- guaranteed 2HKO after Leftovers recovery
+2 252 Atk Technician Scyther Bulldoze vs. 252 HP / 252+ Def Zorcanine: 440-518 (117.6 - 138.5%) -- guaranteed OHKO
+2 252 Atk Scyther Earthquake vs. 252 HP / 252+ Def Aggrodos: 338-398 (87.1 - 102.5%) -- 18.8% chance to OHKO
+2 252 Atk Scyther Earthquake vs. 252 HP / 252+ Def Cofagreelix: 272-324 (76.4 - 91%) -- guaranteed 2HKO after Leftovers recovery
+2 252 Atk Technician Scyther Bulldoze vs. 252 HP / 252+ Def Cofagreelix: 246-290 (69.1 - 81.4%) -- guaranteed 2HKO after Leftovers recovery
+2 252 Atk Scyther Earthquake vs. 4 HP / 0 Def Mamodrill: 354-417 (92.6 - 109.1%) -- 56.3% chance to OHKO
I look forward to the sprites too! Now about the team... Joltry isn't resistant to boltbeam. It's weak to ice. If weather is going to be prominent. Make sure you watch out for the huge threat that is Mega Swampert in rain. It has waterfall for your 5th and 6th poke, Ice Punch for Joltry and Chesdon, and EQ for aggrodos. Aggro has that intimidate but can't do much else.
Other than that, the Joltry rain set looks fun and I agree with Dust Storm as the ability name for Chesdon.
 

SpartanMalice

Y'all jokers must be crazy
Oops. I think I was somehow thinking that it was Grass/Fire lol and hence the assumption of Boltbeam neutrality. I think I'll get around Mega Swampert by a) going the double intimidate route, Aggrodos can only hit back if it has Waterfall over Iron Head but, I think Garchados is a better check, with one intimidate it takes 44% from Adamant Mega Swampert, and outspeeds the same after 1 Dragon Dance. Alternatively, Aggrodos can take one hit, and Garchados comes in with another, thereby guaranteeing setup.

252+ Atk Mega Swampert Earthquake vs. 252 HP / 0 Def Aggrodos: 302-356 (77.8 - 91.7%) -- guaranteed 2HKO
-1 252+ Atk Mega Swampert Earthquake vs. 252 HP / 0 Def Aggrodos: 204-240 (52.5 - 61.8%) -- guaranteed 2HKO
-1 252+ Atk Mega Swampert Waterfall vs. 252 HP / 0 Def Aggrodos: 40-48 (10.3 - 12.3%) -- possible 9HKO
252+ Atk Mega Swampert Waterfall vs. 252 HP / 0 Def Aggron: 60-71 (15.4 - 18.2%) -- possible 6HKO

+1 252 Atk Garchados Dragon Claw vs. 100 HP / 0 Def Mega Swampert: 187-222 (51 - 60.6%) -- guaranteed 2HKO
+1 252 Atk Garchados Waterfall vs. 100 HP / 0 Def Mega Swampert in Rain: 282-333 (77 - 90.9%) -- guaranteed 2HKO
+1 252 Atk Garchados Waterfall vs. 4 HP / 0 Def Mega Swampert in Rain: 282-333 (82.4 - 97.3%) -- guaranteed 2HKO

-2 252+ Atk Mega Swampert Waterfall vs. 4 HP / 0 Def Garchados in Rain: 30-36 (8.2 - 9.8%) -- possibly the worst move ever
-2 252+ Atk Mega Swampert Earthquake vs. 4 HP / 0 Def Garchados: 102-121 (28 - 33.2%) -- guaranteed 4HKO
-1 252+ Atk Mega Swampert Waterfall vs. 4 HP / 0 Def Garchados in Rain: 41-48 (11.2 - 13.1%) -- possible 8HKO
-1 252+ Atk Mega Swampert Earthquake vs. 4 HP / 0 Def Garchados: 136-162 (37.3 - 44.5%) -- guaranteed 3HKO

252+ Atk Mega Swampert Ice Punch vs. 252 HP / 252+ Def Chesdon: 244-288 (58 - 68.5%) -- guaranteed 2HKO (Not bad!)
-1 252+ Atk Mega Swampert Ice Punch vs. 4 HP / 0 Def Aggron: 108-128 (30.1 - 35.7%) -- 33.8% chance to 3HKO (And it can dish out a hilarious 234% to Swamps, but there's no way Swamp is gonna stay in on this).


Basically Mega Swampert can never 2HKO Garchados without boosts, so Garchados always survives long enough to get a Dragon Dance up.

Alternatively, depending on just how dominant weather may be, I may go for the sun route as opposed to rain.
 

EV

Banned deucer.
Great discussion guys!

Earlier this week I had a conversation with a few people in the OM room about adding an entirely new element to "Fusionmons." As much as I'd love to write out another story to explain it, I've been pressed for time so I'll just present it plainly.

You can now mega evolve any new fusion Pokemon into the appropriate mega if one of the base formes can mega evolve. So take Gyarotic (Gyarados+Milotic). Now Gyarotic can mega evolve into Mega Gyarados, including the stat additions, new ability, and any new typing. If a Pokemon has three potential megas (Charizard+Tyranitar for example) it can mega evolve into either one.

Changes to stats, typing, and ability all follow the same format as Mix & Mega. Feel free to talk about these new changes to the list of new fusions in post #2. Future mega fusions will be discussed as they're created later.
 

SpartanMalice

Y'all jokers must be crazy
Wait, I thought in the discussion that was if both pokemon could megaevolve. Oh wow, then this gives a lot of options.

... Ban Beedrillite please, by the way. It's hilariously OP. I have a few fusions ready that I'm gonna post now.

Edit: Oh nevermind, derp, I'd already thought the submission phase started. Oh well, I'll keep this in here just in case.

Parents: Greninja / Floatzel
Shared egg group: Water 2
Offspring name: Gretzel
New type: Water
New base stats: 88/110/71/104/70/128
New ability and desc: Ninja Storm - 1.5x speed in rain, 1.3x boost to water moves in rain on top of the rain boost. Would nerf to 1.2x if necessary.
Notable moves: Aqua Jet, Agility (lol), Brick Break, Focus Blast, Crunch, Baton Pass, Hydro Pump, Ice Beam, Ice Punch, Pursuit, Power Up Punch, Scald, Switcheroo, Waterfall, Dark Pulse, Gunk Shot, Extrasensory, Ice Beam, Low Kick, Night Slash, Shadow Sneak, Taunt, Spikes, Toxic Spikes, U-turn
Role identification: All this needs, really, is Hydro Pump. I nerfed the ability a bit because 2x speed made it insanely fast and would've been powerful even with 1.2x, so I figured 1.5x is decent enough. Pretty decent movepool, although no boosting moves except PuP and Agility. That being said, Hydro Pump or Waterfall is all you need to wreck face. Carry coverage if you must.

Reserving Lucario + Miltank.

Edit: I took the liberty of adding up the mega stats for the previous fusions. So far...

105/132/119/100/152/91 Gyarotic-Gyaradosite, Water/Dark, Mold Breaker.

111/167/117/90/132/101 Garchados-Gyaradosite, Water/Dark, Mold Breaker

111/177/107/120/112/91 Garchados-Garchampoite, Water/Dragon, Sand Force

92/157/169/80/120/75 Aggrodos-Gyaradosite, Water/Dark, Mold Breaker
92/157/189/80/110/75 Aggrodos-Aggronite, Water/Steel, Filter

87/152/95/106/100/150 Archedactyl-Aerodactylite, Rock/Flying, Tough Claws
WITH TOUGH CLAWS AND HEAD SMASH OHMAGD

76/117/212/85/115/40 Cofagreelix-Steelixite, Sand Force

106/167/127/129/104/90 Gargatr-Garchompite, Sand Force
 
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I wanted to see which new type combinations are legal. I came up with this list of egg groups by primary type (let me know if you spot any errors):
  • Bug: Bug; Grass; Human-Like; Mineral; Water 1
  • Dark: Dragon; Field; Flying; Human-Like; Water 1; Water 2
  • Dragon: Dragon; Flying; Monster; Water 1
  • Electric: Amorphous; Dragon; Fairy; Field; Human-Like; Mineral; Monster
  • Fairy: Fairy; Field; Flying
  • Fighting: Field; Human-Like
  • Fire: Amorphous; Dragon; Field; Flying; Human-Like; Monster
  • Flying: Flying
  • Ghost: Amorphous; Grass; Mineral
  • Grass: Dragon; Fairy; Field; Grass; Human-Like; Mineral; Monster
  • Ground: Bug; Field; Mineral; Monster
  • Ice: Fairy; Field; Mineral; Monster; Water 1
  • Normal: Amorphous; Dragon; Fairy; Field; Flying; Human-Like; Mineral; Monster; Water 1
  • Poison: Amorphous; Bug; Dragon; Field; Flying; Human-Like; Mineral; Monster; Water 1; Water 3
  • Psychic: Amorphous; Field; Flying; Human-Like
  • Rock: Dragon; Fairy; Flying; Mineral; Monster; Water 1; Water 3
  • Steel: Fairy; Field; Flying; Mineral; Monster
  • Water: Amorphous; Dragon; Fairy; Field; Flying; Grass; Monster; Water 1; Water 2; Water 3
I then looked at the currently unavailable type combinations. There are 3 type combinations that are still unavailable: Bug/Fairy, Fairy/Ghost and Fighting/Ghost. You can only get a Fighting/Dragon type by Mega Evolving a fusion of Lucario, Mienshao, Pangoro or Primape with Ampharos.

Fighting/Ghost would have been a great type because only the Ghost/Normal type is immune to it. Other new types with good STAB coverage:
  • Fairy/Ground (resisted only by Flying/[Fire/Poison/Steel])
  • Dark/Fairy (resisted only by Fairy/[Fire*/Poison*/Steel])
  • Ghost/Rock (resisted only by [Dark/Normal*]/[Fighting/Ground/Steel*])
  • Dark/Normal (resisted only by [Dark/Fairy/Fighting]/[Rock/Steel])
  • Ghost/Normal (resisted only by [Dark/Normal*]/[Rock*/Steel*] and immune to itself); this is also a good defensive type as its only weakness is Dark.
I think I spotted Fairy/Ground and Ghost/Normal in previous submissions but I don't think anyone's done Dark/Fairy so I've got some options lined up for when submissions reopen.

* Fairy/Fire, Fairy/Poison, Normal/Steel and Normal/Rock are potential new type combinations.
 
I'm going to make a Dark/Fairy Mandibuzz-Togekiss fusion when submissions reopen, please no one steal it, I've already typed it up
 
Great discussion guys!

Earlier this week I had a conversation with a few people in the OM room about adding an entirely new element to "Fusionmons." As much as I'd love to write out another story to explain it, I've been pressed for time so I'll just present it plainly.

You can now mega evolve any new fusion Pokemon into the appropriate mega if one of the base formes can mega evolve. So take Gyarotic (Gyarados+Milotic). Now Gyarotic can mega evolve into Mega Gyarados, including the stat additions, new ability, and any new typing. If a Pokemon has three potential megas (Charizard+Tyranitar for example) it can mega evolve into either one.

Changes to stats, typing, and ability all follow the same format as Mix & Mega. Feel free to talk about these new changes to the list of new fusions in post #2. Future mega fusions will be discussed as they're created later.
Question: when we submit new fusions next round, can we also include a description of our fusions' mega evolutions, when applicable?

(Also, reserving Luxray + Lucario)
 
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SpartanMalice

Y'all jokers must be crazy
One of my earliest fusion submissions, Charizard + Tyranitar, which is still initially horrible, gets far better post Mega-Evolution.

Base form's stats: 99/119/104/112/103/91

Charizardite X - 99/163/137/133/103/91 - Fire/Dragon, gains Tough Claws.
Charizardite Y - 99/139/104/162/133/91 - Fire/Rock, gains Drought
Tyaranitarite - 99/149/144/112/123/101 - Fire/Rock, gains Sand Stream

The main improvement is of course, Zardite X, and it loses a secondary type that made it horrible defensively. It's also far bulky and more powerful than regular Mega Charizard X, however it's about 9 points slower. Tyranitarite is interesting, it keeps the horrible typing, but it gains speed, great defenses, and even an 1.5x special defense boost. Up against ubers maybe, a DD set could work. Zardite Y could have seen a similar use if not for gaining no speed at all.
 
Pangeye seems to have received a notable new option in the form of Sablenite, which seems to take its role as a bulky attacker to the extreme. It receives incredible defensive buffs, with 50 in each, and an extra 10 attack, which is nice. Although Magic Bounce may not be as good for Pangeye as Molded Stall, it provides it with a useful ability to status and Whirlwind, which allows it to run a tough and deadly Bulk Up set.

Pangeye @ Sablenite
Ability: Molded Stall
Adamant Nature
252 HP/ 252 Atk/ 4 SpD
-Bulk Up
-Knock Off
-Hammer Arm
-Gunk Shot
(This moveset should be possible through Tutor Moves and TMs)

(Mega Pangeye: 82/119/136/97/138/34 BST 606)
 

SpartanMalice

Y'all jokers must be crazy
Pangleye could still use Recover right? Seems like it could be an option on tank sets. That being said, you're only gonna get so far defensively with Dark/Fighting. Weighing in at 34 spe, pretty much every fairy is gonna dispatch it, but unlike Sableye it can hit back, so there's that I guess. Sableye does have the option of using Will-O-Wisp prior to evolving though...

I'm thinking, Aggrodos could be really good with Aggronite. It can even use the exact same set I posted..

Aggrodos @ Leftovers
Ability: F. E. A. R
EVs: 252 HP / 4 Def / 252 SpD
Careful Nature

- Taunt
- Roar / Dragon Tail
- Thunder Wave
- Iron Head / Waterfall


IMO, it can over run an effective rock polish set due to Filter and those high defenses letting it tank hits like nothing. Plus intimidate prior to mega evolution...

92/157/189/80/110/75 Aggrodos-Aggronite, Water/Steel, Filter
 
Pangleye could still use Recover right? Seems like it could be an option on tank sets. That being said, you're only gonna get so far defensively with Dark/Fighting. Weighing in at 34 spe, pretty much every fairy is gonna dispatch it, but unlike Sableye it can hit back, so there's that I guess. Sableye does have the option of using Will-O-Wisp prior to evolving though...

I'm thinking, Aggrodos could be really good with Aggronite. It can even use the exact same set I posted..

Aggrodos @ Leftovers
Ability: F. E. A. R
EVs: 252 HP / 4 Def / 252 SpD
Careful Nature

- Taunt
- Roar / Dragon Tail
- Thunder Wave
- Iron Head / Waterfall


IMO, it can over run an effective rock polish set due to Filter and those high defenses letting it tank hits like nothing. Plus intimidate prior to mega evolution...

92/157/189/80/110/75 Aggrodos-Aggronite, Water/Steel, Filter
Aggrodos is looking really scary now. Does it stay water/steel or does it become a pure steel like normal mega aggron?
 
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