Okay, so this is going to be my "greatest misses" round. I'm posting six of my past fusions that didn't
quite make it in, but who nonetheless deserve a second chance in my opinion. Here we go!
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Parents: Garbodor + Klefki
Shared egg group: Mineral
Offspring name: Garfki
New type: Poison/Steel
New base stats: 78/97/96/80/94/85 (BST: 530)
New ability and desc: Stench + Prankster = Stink Bomber: Status moves have +1 priority. Status moves that directly target an opponent (Thunder Wave, Toxic, etc.) have an added 10% chance of making the opponent flinch.
Notable moves: Thunder Wave, Toxic, Spikes, Toxic Spikes, Reflect, Light Screen, Pain Split, Magnet Rise, Gunk Shot, Foul Play, Acid Spray, Haze, Magic Coat
Role identification: You thought Klefki was infuriating? Garfki will make you
beg for the days when you had to deal with Klefki. With all of the support options you could possibly ask for, priority Pain Split to compensate its lack of recovery, priority Magnet Rise to circumvent its crippling Ground weakness, and a fantastic defensive typing otherwise, Garfki will have you tearing your hair out the moment it arrives on the battlefield.
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Parents: Blastoise + Masquerain
Shared egg group: Water 1
Offspring name: Blasterain
New type: Water/Bug
New base stats: 84/81/91/92/103/79 (BST: 530)
New ability and desc: Torrent + Intimidate = Sea Monster: Lowers opponent's attack one stage upon switching in. Water-type attacks are boosted 10%.
Notable moves: Rapid Spin, Defog, Sticky Web, Scald, Bug Buzz, Roar/Whirlwind, Roost, Hydro Pump, Quiver Dance, Giga Drain, Baton Pass, Infestation, U-Turn, Stun Spore, Tailwind
Role identification: Here's the funny thing about Blasterain: it has the exact same BST as Blastoise. Literally.
So if it doesn't gain much stat-wise, what
does it gain from fusing? The answer, of course, is movepool. Blasterain is actually a pretty tight support mon, with access to both Sticky Web and Rapid Spin, reliable recovery (Roost), U-Turn to preserve momentum, and Infestation for trapping purposes. It also has a fairly good defensive typing; it gains a weakness to SR with the addition of a Bug type, but it also gains useful resistances to Fighting and Ground, two omnipresent offensive types.
But Blasterain's true appeal comes from its sweeping set, and if you want that, you're better off mega evolving it...
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Parents: [MEGA]
Shared egg group: [MEGA]
Offspring name: Mega Blasterain
New type: Water/Bug
New base stats: 84/101/111/142/113/79 (BST: 630)
New ability and desc: Sea Monster --> Mega Launcher
Notable moves: Rapid Spin, Defog, Sticky Web, Scald, Bug Buzz, Roar/Whirlwind, Roost, Hydro Pump, Surf, Quiver Dance, Giga Drain, Baton Pass, Infestation, U-Turn, Stun Spore, Tailwind, Energy Ball, Aura Sphere, Dark Pulse, Dragon Pulse, Ice Beam
Role identification: This is where Blasterain really shines. It has a hefty 142 SpA stat, a solid defensive spread of 84/111/113, and a pretty good defensive typing. All perfect ingredients for a Quiver Dance set.
Unfortunately, as of the new Baton Pass clause, passing Quiver Dance is no longer an option, but that's okay, because Blasterain has more than enough power to finish the job itself. Your standard set is probably going to include Quiver Dance, Roost, Scald And Bug Buzz; combined, these moves will make Blasterain
very difficult to revenge kill once it starts dancing. Scald will burn any incoming physical attacker, and Quiver Dance already boosts its Special Defense.
They're so different, and yet they harmonize so well. Blastoise x Masquerain OTP.
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DNA Donors: Darkrai + Infernape
Offspring name: Darkape
New type: Dark / Fire
New base stats: 83 / 117 / 85 / 119 / 85 / 116 (+10 HP, +20 Atk, +5 Def, +5 SpD) [BST: 605]
New ability and desc: Bad Dreams + Blaze = Carbon Monoxide: Fire- type moves have an added 20% chance of inducing sleep
Notable moves: Dark Pulse, Flamethrower, Fire Blast, Knock Off, Sucker Punch, Pursuit, Fire Punch, Thunder Punch, Mach Punch, Drain Punch, Power-Up Punch, Vacuum Wave, Focus Blast, Taunt, Encore, Stealth Rock, Slack Off, Thunder Wave, Will-o-Wisp, Dark Void, Swords Dance, Nasty Plot, Bulk Up, Calm Mind, Ice Beam, Thunderbolt, Psychic, Sludge Bomb, Gunk Shot, Grass Knot, Endeavor, Iron Tail, Stone Edge, Earthquake, or whatever else you can find in Darkape's crazy diverse movepool
Role identification: Very splashable and versatile offensive mon. It has great mixed attacking stats, and it has access to Swords Dance, Nasty Plot, Bulk Up
and Calm Mind, so it can easily go physical, special or mixed. On top of that, it has all the coverage it can possibly need, as it's one of the few offensive threats that can utilize both the BoltBeam combo on the special side AND the EdgeQuake combo on the physical side (though probably not both at the same time). On top of
that, it has a unique speed stat that lets it speed creep base 115s if it has a Jolly/Timid/Hasty/Naive nature.
But sweeping isn't the only thing it can do. It also has a plethora of support options, including Stealth Rock, Taunt, Will-o-Wisp and Encore, as well as reliable recovery in the form of Slack Off, so it can just as easily be used as a suicide lead, a defensive supporter or a fast stallbreaker. In short, do
not take Darkape lightly.
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DNA Donors: Landorus + Slurpuff
Offspring name: Landopuff
New type: Ground/Fairy
New base stats: 85 / 112 / 88 / 110 / 83 / 100 (+10 Atk, +10 SpA, +6 SpD, +14 Spe) [BST: 578]
New ability and desc: Sand Force + Sweet Veil = Desert Veil: Immune to major status conditions in the sand.
Notable moves: Swords Dance, Belly Drum, Bulk Up, Calm Mind, Rock Polish, Cotton Guard, Yawn, Heal Bell/Aromatherapy, Earthquake, Play Rough, Drain Punch, Knock Off, Stone Edge, Earth Power, Dazzling Gleam, Draining Kiss, Sludge Wave, Psychic, Grass Knot
Role identification: Two words: setup... sweeper. With the movepool and stats we have, it's kind of hard to imagine Landopuff doing anything else. Fortunately, Landopuff has plenty of different ways to go about that task. While it can't utilize Unburden like its parent can, it
does get Rock Polish if speed is what you're aiming for. Belly Drum is a
little more risky in this regard, but if you can pull it off, the match is yours. Bulk Up, Calm Mind and Cotton Guard are all available as more conservative options, if you feel like playing it safe.
Plus, it has that dank Ground/Fairy STAB combo.
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DNA Donors: Articuno + Heatran
Offspring Name: Articran
New Type: Flying/Steel
New Base Stats: 100/87/113/122/125/81 (+10 HP, +10 Def, +10 SpA, +10 SpD) (BST: 628)
Ability: Pressure + Flash Fire = Burnout: Immune to Fire. If targeted by a Fire- type move, its attacker loses 5 PP for that move.
Notable Moves: Stealth Rock, Defog, Roost, Roar/Whirlwind, Hurricane, Flash Cannon, Lava Plume, Magma Storm, Freeze-Dry, Earth Power
Role Identification: Bulky support. It's capable of both setting and removing hazards, and it has reliable recovery to boot. Its great defensive typing, coupled with its ability, leaves it with only one weakness (Electric) and allows it to wall some of the most powerful offensive threats in Fusion Evolution, even the dreaded Hazard.
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DNA Donors: Hoopa + Audino
Shared Egg Group: N/A
Offspring Name: Houdini
New Typing: Ghost/Normal
New Base Stats: 106/85/93/110/108/60 (+15 HP, +20 Def, +5 SpA) [BST: 562]
New Ability and Desc: Magician + Regenerator = Hammer Space: If its item is used or lost during battle, the item will regenerate after it switches out.
Notable Moves: Shadow Ball, Hyper Voice, Psychic, Hyperspace Hole, Grass Knot, Dazzling Gleam, Draining Kiss, Foul Play, Knock Off, Dark Pulse, Flamethrower, Fire Blast, Thunderbolt, Thunder Wave, Toxic, Taunt, Encore, Calm Mind, Nasty Plot, Wish, Heal Bell, Healing Wish, Reflect, Light Screen, Trick, Nasty Plot, Calm Mind, Yawn, Destiny Bond
Role Identification: Houdini is a potent cleric with good defensive typing, a lot of support options and enough Special Attack to keep it from being totally passive (or Foul Play works just as well). Its ability gives it pretty reliable pseudo-recovery in the form of infinite Sitrus Berries (one for each time you switch in). And if that's not enough for you, take a look at its mega evolution...
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DNA Donors: [MEGA]
Shared Egg Group: N/A
Offspring Name: Mega Houdini
New Typing: Ghost/Fairy
New Base Stats: 106/85/133/130/148/60 [BST: 662]
New Ability: Hammer Space --> Healer
Notable Moves: Shadow Ball, Hyper Voice, Psychic, Hyperspace Hole, Grass Knot, Dazzling Gleam, Draining Kiss, Foul Play, Knock Off, Dark Pulse, Flamethrower, Fire Blast, Thunderbolt, Thunder Wave, Toxic, Taunt, Encore, Calm Mind, Nasty Plot, Wish, Heal Bell, Healing Wish, Reflect, Light Screen, Trick, Nasty Plot, Calm Mind, Yawn, Destiny Bond
Role Identification: You know Mega Audino's Calm Mind sweeping set that's barely threatening outside of NU? Yeah, in the hands of Mega Houdini, it's actually kind of scary, thanks to its beefed up Special Attack stat, its powerful secondary STAB that gives it nearly unresisted coverage, and its even better bulk. Draining Kiss is actually a pretty reliable way to recover HP coming off of 130 SpA, but outside of that, there's always Wish.