Let's get krak-wait, someone else already did that? Oh.
Okay.
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Parents: Mudsdale + Primeape
Shared egg group: Field
Offspring name: Mudape
New type: Fighting/Ground
New base stats: 92/125/90/67/87/75
New ability and desc: Stamina + Anger Point = Champion's Spirit (Atk and Def increase by one stage each when this Pokemon is damaged by a move, and 3 stages each if hit by a critical hit)
Notable moves: High Horsepower/Earthquake, Stone Edge/Rock Slide, Hone Claws/Bulk Up, Close Combat, Heavy Slam, Return, Roar, Superpower, Acrobatics, Body Slam, Encore, Fire Punch, Gunk Shot/Poison Jab, Iron Tail, Ice Punch, Night Slash/Power Trip, Outrage, Punishment, Seed Bomb, Thunder Punch, U-Turn, Brick Break/Cross Chop.
Role identification: Mudape can be very useful against physical attackers due to its ability, but special attackers don't really care about the Def. boosts unless they're using Psyshock. High Horsepower should only be used over Earthquake if you're expecting some Grassy Terrain, but on the bright side, you can use the terrain to boost Seed Bomb. Hone Claws works well with Gunk Shot and Iron Tail, but Bulk Up is preferable due to the added...bulk. Power Trip works well with Champion's Spirit, as it gets stronger with every hit you take. On the downside, Mudape doesn't have a good way to recover from all of those hits, and it's pretty slow.
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We're going to RU hell for this one, boys.
Parents: Venomoth + Ribombee
Shared egg group: Bug
Offspring name: Venombee
New type: Poison/Fairy
New base stats: 80/75/75/107/87/122
New ability and desc: Shield Dust (For the +5 to all stats)
Notable moves: Quiver Dance/Calm Mind, Baton Pass, Bug Buzz, Moonblast, Aromatherapy, Giga Drain, Energy Ball, Defog, Roost, Psychic, Skill Swap, Sludge Bomb/Venoshock, Sleep Powder, Stun Spore, Tailwind, Toxic, Toxic Spikes, Safeguard, Reflect, Light Screen, Nature Power (Tri Attack).
Role identification: Venombee has one of the best boosting moves in the game in Quiver Dance, and it has powerful moves to take advantage of that. The only reason I made Calm Mind a notable move alongside it is because of the whole "No B-Passing Spe. + Anything Else" rule. It has dual screens + Safeguard, entry hazard removal and setting, and other support options such as Tailwind and Aromatherapy. Skill Swap is there in case you see a Fusion Ability that blows Shield Dust outta the water. Alas, Venombee is frail, and it can't do a lot to Steel types aside from Hidden Power.
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When was the last time I submitted something that could Mega Evolve?
Parents: Araquanid + Slowbro
Shared egg group: Water 1
Offspring name: Araquabro
New type: Water/Psychic
New base stats: 91/82/111/85/116/46
New ability and desc: Water Bubble + Oblivious = Sheltered (Both abilities combined)
Notable moves: Liquidation/Scald, Blizzard/Ice Beam, Lunge, Calm Mind/Curse, Flamethrower, Focus Blast, Psychic/Psyshock, Foul Play/Crunch, Yawn, Slack Off, Reflect, Light Screen, Poison Jab, Power Split, Seismic Toss, Shadow Ball, Thunder Wave, Trick Room, Toxic, Aqua Ring.
Role identification: Thanks to Sheltered, Araquabro can be a great mixed attacker when it comes to Water moves, and it has Curse and Calm Mind to make other attacks stronger, too. Power Split can take advantage of the otherwise mediocre offenses, and Trick Room works especially well with Curse. Support moves in screens and status moves like Thunder Wave and Toxic makes it good for those roles. Slack Off keeps Araquabro around, something that Araquanid couldn't do too well. However, aside from Water moves, its other attacks don't do too much damage without at least two boosts.
Parents: Araquanid + Slowbro-Mega
Shared egg group: Water 1
Offspring name: Araquabro-Mega
New type: Water/Psychic
New base stats: 91/82/181/115/116/46
New ability and desc: Shell Armor
Notable moves: See above, minus the physical attacks.
Role identification: Mega Araquabro is a lot bulkier physically, and a decent Sp.Atk makes up for not having Sheltered anymore. But there's the problem: Shell Armor is a huge downgrade, and it can no longer use physical sets sufficiently. Still, it's a good special tank thanks to Calm Mind, and Slack Off makes it a major pain. If only it could have more than 4 moves...
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dank
Parents: Weezing + Mimikyu
Shared egg group: Amorphous
Offspring name: Miming (Meem-ing)
New type: Poison/Ghost
New base stats: 70/100/110/77/97/88
New ability and desc: Levitate + Disguise = UFO (Effects of both abilities combined)
Notable moves: Bulk Up/Swords Dance/(Z-)Splash, Shadow Claw/Sneak, Destiny Bond, Leech Life, Explosion, Memento, Pain Split, Light Screen, Toxic Spikes, Wood Hammer, Play Rough, Will-O-Wisp, Toxic, Sludge Wave, Thunder Wave, Return.
Role identification: For something so dank, Miming isn't all that good. Yes, it has decent stats, but it lacks a physical Poison attack and its Sp.Atk is terrible. It does have Will-O-Wisp and Thunder Wave, though, so maybe that's a good enough reason for you to use it? I dunno. Z-Splash + Shadow Sneak is good for picking off weakened opponents, at least.
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wE ARE ON
ALL OF THE SHROOMS
Parents: Shiinotic + Vileplume
Shared egg group: Grass
Offspring name: Vilenotic
New type: Grass/Poison
New base stats: 77/72/92/110/105/50
New ability and desc: Effect Spore + Chlorophyll = Sun Puff (Both abilities combined, but Effect Spore's chances of activation are doubled in the sunlight)
Notable moves: Moonblast, Sludge Bomb, Giga Drain, Charge Beam, Strength Sap, Confuse Ray, Energy Ball/Solar Beam, Leech Seed, Light Screen, Safeguard, Spore, Sunny Day, Thunder Wave, Toxic, Aromatherapy, Charm, Gastro Acid, Grassy Terrain, Moonlight, Growth.
Role identification: Vilenotic has a great support moveset with moves like Aromatherapy and Grassy Terrain, an ability that makes it a threat in the sun, and powerful moves like Sludge Bomb and Solar Beam at its disposal. Access to several status inflictors like Thunder Wave, Toxic, and the dreaded Spore make it a hassle for teams without clerics. Unfortunately, it has very little variety in its attacks, and outside of the sunlight, it's not doing much of anything on that front, especially without the boost the sun gives to Growth. Plus, it only has one screen to raise, so physical attackers aren't hampered by it outside of Charm.
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Let's do this right this time.
DNA Donors: Golem-Alola + Dhelmise
Offspring name: Alolemise
New type: Rock/Ghost
New base stats: 80(+5)/135(+10)/120(+5)/70/97(+20)/42
New ability and desc: Magnet Pull + Steelworker = Polarized (Steelworker, but all attacks trap and do 1.5x damage to Steel types)
Notable moves: Heavy Slam/Anchor Shot/Gyro Ball, Autotomize, Brick Break, Curse/Swords Dance, Earthquake, Rapid Spin, Explosion, Shadow Claw, Sandstorm, Stone Edge/Rock Slide, Stealth Rock, Thunder Punch/Wild Charge, Toxic, Return, Power Whip, Payback.
Role identification: Alolemise is an efficient Trick Room sweeper thanks to low Spe. and Curse, but if you don't use TR then you can use your lowered speed alongside Payback and Gyro Ball, the latter of which does decent damage to Steel types thanks to Polarized. Polarized turns Anchor Shot, for example, from an 80 BP move (not including Steelworker bonus) to a 90 BP move against Steel types. Sandstorm boosts Alolemise's Sp.Def, making its decent special bulk a lot better. It's a shame that Golem-Alola doesn't get Fire Punch, though, so you don't have that going for you, and the moves Alolemise DOES have don't have too much variety.