Fusion Evolution V2 (Submission Phase)

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Code:
{ num: species: "Joltarina",
types: ["Water", "Electric"],
genderRatio: {M: 87.5, F: 12.5},
baseStats: {hp: 82, atk: 79, def: 77, spa: 128, spd: 115, spe: 105},
abilities: {0: "Volt Torrent"},
heightm: 1.3,
weightkg: 34.2,
color: "Blue",
eggGroups: ["Field"], }
Joltarina @ Leftovers
Ability: Volt Torrent
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Scald
- Volt Switch
- Wish
- Heal Bell / Protect
Joltarina is actually slightly bulkier than Primarina, and its added movepool from the Jolteon side makes it a far more viable supporter. While Scald is the usual fare for a defensively built Water-type, the main two distinguishing factors here are Volt Switch and Wish, which respectively allow it to serve as a pivot and a cleric. For the last slot, Heal Bell gives it another clerical option, while Protect usually works better with Wish.

Joltarina @ Life Orb
Ability: Volt Torrent
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Agility
- Thunderbolt
- Ice Beam
- Hydro Pump / Baton Pass
Joltarina also has decent offensive stats, with a Special Attack slightly higher than Primarina's and a Speed stat comfortably in between those of the individual components of the fusion. Couple this with Agility from the Jolteon side, and you've got a sweeper with decent offensive potential. Having BoltBeam coverage is nice (especially with the possibility of empowered Thunderbolt), and the fourth slot can be dedicated to Hydro Pump (to maximize its own offensive potential) or Baton Pass (to support offensive teammates).

Joltarina @ Choice Scarf / Choice Specs
Ability: Volt Torrent
EVs: 252 SpA / 4 SpD / 252 Spe
Modest/Timid Nature
IVs: 0 Atk
- Volt Switch
- Ice Beam
- Hydro Pump
- Energy Ball / Thunderbolt
Self-explanatory Choice set.
 

G-Luke

Sugar, Spice and One For All
is a Community Contributoris a CAP Contributoris a Forum Moderator Alumnus
More sets!

Kartanbull @ Assault Vest
EVs: 252 Atk / 252 Spe / 4 HP
Nature: Careful
Ability: Subdue
- Play Rough
- Smart Strike
- Earthquake/Rock Slide
- Leaf Blade

This set is a more fleshed out version of this:


The main difference with this set is that the EVs, nature and item. This allows Kartanbull to be a half-decent special tank, striking back with all moves mentioned earlier.

Kartanbull @ Rocky Helmet
EVs: 252 Atk / 252 Def / 4 HP
Nature: Impish
Ability: Subdue
- Play Rough
- Smart Strike
- Earthquake/Rock Slide
- Leaf Blade

This set is the physical variant to the AV set. It does this role much better as a bulky offense.

Kartanbull @ Figy Berry/Sitrus Berry
EVs: 252 Def / 252 Spd / 4 HP
Nature: Impish
Ability: Subdue
- Toxic
- Protect
- Charm
- Synthesis

This set is just cancer. It can ToxicStall the foe, with Synthesis and a berry for recovery, and Charm to make this thing's stay even longer.
Kartanbull has ok SpD and shit Special bulk. AV is only gonna waste its potential.

Kartanbull doesn't have all that in terms of defensive stats (especially when 130 Atk is average - moderate), it usually gets its fame from its typing's many resists and potentially bulk boosting ability. Also, Stop trying to combine defensive and offensive sets. If you are running defensive sets, run them. Offensive, run that. The coverage also sucks (hitting Ground types are nice and all, but its general uselessness otherwise deters it. Worse since its actually not that strong and Bulky Grounds beat it regardless.) That Charm set is trash and complete Taunt bait. Here are good sets.

Kartanbull @ Choice Band
EVs: 252 Atk / 4 Def / 252 Spe
Ability: Subdue
Adamant / Jolly Nature
- Play Rough
- Close Combat / Earthquake
- Iron Tail
- Thunder Punch / Ice Punch

With this spread, Kartanbull can pick and choose what needs to be dented for a sweeper later in the match. Play Rough is for obvious STAB, the choice between Clode Combat and Earthquake depends on which Steel types threaten you more (to me Close Combat is better, as it hits the pesky Steel/Flying and levitators, EQ has merits against the many Steel/Ghost types running about). Iron Tail is for very hard hitting STAB, but one should scarce lock into it. Last slot is usually a tailor fit.

Kartanbull @ Leftovers
EVs: 252 HP / 4 Atk / 252 Def
Ability: Subdue
Impish Nature
- Play Rough
- Roar
- Thunder Wave
- Toxic / Heal Bell

The only defensive set I see Kartanbull pulling off, and only because of certain qualities. Its access to Heal Bell being one.

Kartanbull @ Steelium Z / Fightium Z / Lum Berry
EVs: 252 Atk / 4 Def / 252 Spe
Ability: Subdue
Jolly Nature
- Swords Dance
- Play Rough
- Close Combat / Earthquake
- Iron Tail / Knock Off

A neat SD set that laughs at Knock Off. Z sets are great for this mon to lure in mons and eliminate them with +2 Corkscrew Crash or All Out Pummeling. If something is using your Z-Slot, Lum Berry is a great pick. If not using Steelium Z, Knock Off is generally the better option thanks to its great coverage and reliability.
 
Kartanbull has ok SpD and shit Special bulk. AV is only gonna waste its potential.

Kartanbull doesn't have all that in terms of defensive stats (especially when 130 Atk is average - moderate), it usually gets its fame from its typing's many resists and potentially bulk boosting ability. Also, Stop trying to combine defensive and offensive sets. If you are running defensive sets, run them. Offensive, run that. The coverage also sucks (hitting Ground types are nice and all, but its general uselessness otherwise deters it. Worse since its actually not that strong and Bulky Grounds beat it regardless.) That Charm set is trash and complete Taunt bait. Here are good sets.

Kartanbull @ Choice Band
EVs: 252 Atk / 4 Def / 252 Spe
Ability: Subdue
Adamant / Jolly Nature
- Play Rough
- Close Combat / Earthquake
- Iron Tail
- Thunder Punch / Ice Punch

With this spread, Kartanbull can pick and choose what needs to be dented for a sweeper later in the match. Play Rough is for obvious STAB, the choice between Clode Combat and Earthquake depends on which Steel types threaten you more (to me Close Combat is better, as it hits the pesky Steel/Flying and levitators, EQ has merits against the many Steel/Ghost types running about). Iron Tail is for very hard hitting STAB, but one should scarce lock into it. Last slot is usually a tailor fit.

Kartanbull @ Leftovers
EVs: 252 HP / 4 Atk / 252 Def
Ability: Subdue
Impish Nature
- Play Rough
- Roar
- Thunder Wave
- Toxic / Heal Bell

The only defensive set I see Kartanbull pulling off, and only because of certain qualities. Its access to Heal Bell being one.

Kartanbull @ Steelium Z / Fightium Z / Lum Berry
EVs: 252 Atk / 4 Def / 252 Spe
Ability: Subdue
Jolly Nature
- Swords Dance
- Play Rough
- Close Combat / Earthquake
- Iron Tail / Knock Off

A neat SD set that laughs at Knock Off. Z sets are great for this mon to lure in mons and eliminate them with +2 Corkscrew Crash or All Out Pummeling. If something is using your Z-Slot, Lum Berry is a great pick. If not using Steelium Z, Knock Off is generally the better option thanks to its great coverage and reliability.
I'm sorry for making absolutely garbage sets.
 
this is like the 3rd slate ive won in a row what is happening

Okay, so first a (most likely) crappy set, then the code.

Mudape @ Leftovers
EVs: 252 HP / 248 Atk / 8 SpDef
Ability: Champion's Spirit
Impish Nature
- Earthquake
- Bulk Up
- Power Trip
- Brick Break

Power Trip works well with Bulk Up and Champ's Spirit, and Earthquake's just a no-brainer. Brick Break is there instead of Close Combat because Mudape hates stat drops. Plus, it gets rid of screens and possibly Aurora Veil. I'm not sure about that last one.

Code:
{ num: species: "Mudape",
types: ["Ground", "Fighting"],
genderRatio: {M: 75.0, F: 25.0},
baseStats: {hp: 92, atk: 125, def: 90, spa: 67, spd: 87, spe: 75},
abilities: {0: "Champion's Spirit"},
heightm: 2.47,
weightkg: 486.0,
color: "Brown",
eggGroups: ["Field"], }
 

TMan87

We shall bow to neither master nor god
is a Site Content Manageris a Forum Moderatoris a Community Contributoris a Top Smogon Media Contributor
Necroltres @ Leftovers
EVs: 252 HP / 4 Def / 252 SpD (EVs could be tailored for specific threats I guess)
Ability: Diamond Armor
Calm Nature
- Stealth Rock
- Roost
- Will-o-Wisp
- Flamethrower

A lead set. Many Pokémon that get Stealth Rock are part Steel-type, so Necroltres can scare them away and set its own rocks. Roost and Wisp are taken from defensive Moltres and help it stay healthy longer and patch up its non-invested Defense, respectively. I guess U-Turn could also fit somewhere in there. You can't touch a mon with a Fire immunity though.

Necroltres @ Life Orb / Firium Z
EVs: 160 HP / 252 SpA / 96 Spe
Ability: Diamond Armor
Modest Nature
- Autotomize
- Fire Blast
- Psychic / Psyshock
- Power Gem / Dark Pulse

A cleaner. 96 HP ensure you outspeed Jolly Mega Aero Dako after an Autotomize, and max SpA allow you to hit as hard as possible. Fire Blast and Psysock/Psychic are STABs, and the fourth slot is dedicated to coverage. Life Orb offers consistent damage boost, but Firium Z is an option to unleash a one-time nuke. Neroltres' good bulk provides many setup opportunities, and with fully invested base 126 SpA, it'll hurt a bit.
 
Code:
{ num: species: "Kira",
types: ["Steel", "Dragon"],
genderRatio: {M: 0.0, F: 0.0},
baseStats: {hp: 75, atk: 173, def: 132, spa: 79, spd: 65, spe: 101},
abilities: {0: "Beast's Focus"},
heightm: 1.25,
weightkg: 105.05,
color: "White",
eggGroups: ["Undiscovered"], }

Kira@ Life Orb
EVs: 252 Atk / 4 Def / 252 Spe
Ability: Beast's Focus
Jolly Nature
- Dragon Dance / Swords Dance
- Dragon Claw
- Earthquake
- Iron Tail / Extreme Speed

Set-up Sweeper. Just make sure it doesn't hit a Pokémon with Flame Body or Static with either of its STABs or Extreme Speed, and hoo boy...
 

G-Luke

Sugar, Spice and One For All
is a Community Contributoris a CAP Contributoris a Forum Moderator Alumnus
Ok. Submission Phase is now on. Here are these rules - Hidden Abilities are allowed!!!!! But before you all run off to make all your busted mons - a few ground rules.

  • Greninja can't be fused with Protean.
  • Just like how Gen 7 Gale Wings has a trigger, Gale Wings based attacks need triggers too. (Creativity can be inserted)
  • No Victini + Contrary mons.
  • This isnt some written rule, but guys, tone down with the Diggersby fusions.
  • Water Bubble can't be used with a HA.
  • Apparently since I didn't make this obvious that clear, no abilities globally banned by Smogon are allowed (so basically Moody.)
I dont think any other major stuff need to go down. On with the fusing!!!
 
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Ok. Submission Phase is now on. Here are these rules - Hidden Abilities are allowed!!!!! But before you all run off to make all your busted mons - a few ground rules.

  • Greninja can't be fused with Protean.
  • Just like how Gen 7 Gale Wings has a trigger, Gale Wings based attacks need triggers too. (Creativity can be inserted)
  • No Victini + Contrary mons.
  • This isnt some written rule, but guys, tone down with the Diggersby fusions.
  • Water Bubble can't be used with a HA.
I dont think any other major stuff need to go down. On with the fusing!!!
Can one parent have a non HA and the other have an HA, or do both parents have to use HAs?
 

AquaticPanic

Intentional Femboy Penguin
is a Community Leaderis a Community Contributor
Community Leader
Y E S


venusaur.gif blastoise.gif
You all know this one

Parents: Venusaur|Blastoise
Shared egg group: Monster
Offspring name: Venustoise
New type: Water.png Poison.png
New base stats: 89/92/101/102/112/89
New ability and desc: Chrolophyll + Rain Dish = Sun Bath: Under Sun or Rain, Speed is doubled and regains 1/8 of max health at the end of the turn. Ignores Sun's Water Deboof
Notable moves: Hydro Pump, Ice Beam, Sludge Bomb, Solarbeam, Sunny Day, Rain Dance, Leech Seed, Synthesis, Aqua Ring
Role identification: Has the typing, stats and ability to be either a stall mon or a sweeper. A classic one from the early anime days, Venustoise has some good coverage too. Ice, Grass and even Fire (Under Sun only) are some of it's coverage options. In terms of healing, has Leech Seed, Aqua Ring and Synthesis. A Specs (Or LO) set with Sun Setter can work really well with Hydro Pump (Or Surf)/Sludge Bomb/Solarbeam/Weather Ball


venusaur.gif blastoise-mega.gif
Parents: Venusaur|Blastoise-Mega
Shared egg group: Monster
Offspring name: Venustoise-Mega-Blue
New type: Water.png Poison.png
New base stats: 89/112/121/152/122/89
New ability and desc: Mega Launcher
Notable moves: Above + Pulse Moves (Is Sludge Wave a pulse move?)
Role identification: While it looses the ability to be fast, it trades it off to having much more offensive power and even good bulk. The main diference between this and MegaToise is that it can recover HP in a direct way. Mega Blue also has more powerful Coverage options, since Mega Launcher powers up Aura Sphere and Dark Pulse too. The higher Attack stat also gives it the possibility to run Earthquake as coverage.



venusaur-mega.gif blastoise.gif
Parents: Venusaur-Mega|Blastoise
Shared egg group: Monster
Offspring name: Venustoise-Mega-Green
New type: Water.png Poison.png
New base stats: 89/110/141/124/132/89
New ability and desc: Thick Fat
Notable moves: WIP
Role identification: Fat. It's role is fat. While Water/Poison has already 8 resistances, two of which are now 4x thanks to the Ability, it is paired with Leech Seed, Scald and a good enough 124 base Special Attack. Is 89/141/132 the best bulk around FE? No, not really. But consider that: It has a similar bulk to Toxapex (89/141/132 to 50/152/142), but better offensive presence and tecnically more resistances (Fire is a pretty common type, even if just as coverage). 110 attack once again lets it use Earthquake on foes.



slaking.gif darmanitan.gif
Lazy Monkey and Zen Monkey are a good pair

Parents: Slaking|Darmanitan
Shared egg group: Field
Offspring name: Slakinitan
New type:
Regular: Normal.png Fire.png
Zen: Normal.png Psychic.png
New base stats:
Regular: 137/160/87/72/70/107
Zen Mode: 137/72/137/160/120/67
New ability and desc: Truant + Zen Mode = Pause To Breathe: Every other turn, transforms into Zen Mode Slakitan
Notable moves:
Regular: Double Edge, Earthquake, Sucker Punch, Flare Blitz, Hammer Arm, U-Turn, Gunk Shot, Play Rough
Zen Mode: Belly Drum, Slack Off, Taunt, Encore, Curse, Bulk Up, Fire Blast, Focus Blast, Shadow Ball, Thunderbolt, Psychic
Role identification: Now, this one is pretty tricky. While having to change between Fast and Slow, and between Special and Physical every turn may sound bad, the improved bulk Zen Mode gives you is perfect for regaining lost HP or to Set-Up (it also may be used to take some off-guard Water with Tbolt or Ground with Ice Beam). Tho this is a fusion that requires good timing, just like Slaking itself, it has a good offensive power with the same base attack as said parent, but doesn't have to be stuck between turns. It can freely switch if it's Zen Mode unlike Truant. Another nieche it has over the other parent is that it can fully utilize Zen Mode, without having to have your health lower then half, and it also gets to keep the Zen Mode if it switches out and in again (Darm will become Regular if switched). A set with either Bulk Up or Belly Drum/Flare Blitz/Double Edge/Slack Off sounds the finest to me.



silvally.gifkecleon.gif
Not to be confused with the Eeveelution

Parents: Silvally|Kecleon
Shared egg group: DNA
Offspring name: Silveon
New type: Normal.png (Not really tho)
New base stats: 77/92/102/97/107/67 (+20 Def|+20 Sp. Atk)
New ability and desc: Protean + RKS System = Changing System: This Pokémon’s Primary typing is the same as it’s held Memory, as is Multi Attack. The second typing of this Pokémon is the same as the second move on it’s slot (Works with Hidden Power). If the second move is Multi-Attack or any move that is the same as the Memory type, it becomes a pure that type rather then having a dual-type (Like, say, it won't be Fire/Fire). If no Memory is being held, the primary typing is Normal.
Notable moves: Eh. It’s really hard to chose when you can be every type.
Role identification: Let’s see... 18 primary typings times 18 secondary types equals 324, 18 of which are pure types and considering the reverse orders, it’s a total of 153 possible dual typing combinations plus 18 pure types, which equals 171 total types this mon can be. That’s it’s role: Diversity. While some type combinations are very unlikely (Rock/Ground), lots of them are unique even for FE. With it’s pretty weird stat distribution, it can also be quite a few roles, only not being able to be fast. Recover allows it to have tanky/stally sets, while SD and NP allows it to be offensive



meloetta.gif sylveon.gif
I swear this is the best name I could come up with. The others were just plain weird.

Parents: Meloetta|Sylveon
Shared egg group: DNA
Offspring name: Melon
New ability and desc: Pixilate + Serene Grace = Pixie Grace: Normal-Type moves become Fairy, Moves with secondary effects have the chance of the effects happening doubled, and both Normal-Type and Moves with secondary effect gain a 1.2x boost (This does stack, so if a Normal-Type move has a secondary effect, it becomes Fairy and gains a 1.44 (1.2 x 1.2) boost)


New type: Fairy.png Psychic.png
New base stats: 97/71/71/139/149/75 (+20 SPA|+20 SPD)
Notable moves: Psychic, Moonblast, Calm Mind, Charge Beam, Thunderbolt, Shadow Ball, Energy Ball, Focus Blast, Psyshock, Signal Beam, Wish, Hyper Voice
Role identification: Bulky Special Attacker. While the Defense is very meh, it's Special bulk is fantastic. It also has a huge Sp. Atk stat and a load of moves that get boosted by Pixie Grace (Moonblast is prefered over Hyper Voice for damage, but HV can hit trough Subs). Boosting with CM and recovering the damage with Wish, then nuking things would work well, just like Sylveon. While an all-out attacking set with some coverage could also work. Or maybe an AV + Charge Beam set.



New type: Fairy.png Fighting.png
New base stats: 97/139/75/71/71/149
Notable moves: Body Slam, Close Combat, U-Turn, Stone Edge, Acrobatics, Hone Claws, Iron Tail, Elemental Punches, Knock Off, Wish, Quick Attack, Double Edge (Needs to have Relic Song)
Role identification: Do we really need to explain when it's very obvious? Physical Sweeper. Spam Close Combat and Body Slam, U-Turn out if things are too desperate. YOu can also opt for Knock Off as coverage, or the Elemental Punches, or Stone Edge. A set with Hone Claws + Iron Tail could work, but you'd have to choose one Stab only (Unless you count Relic Song, which I don't)



mienshao.gif emboar.gif
GameFreak, THIS is what Emboar should've been

Parents: Mienshao|Emboar
Shared egg group: Field
Offspring name: Mienboar
New type: Fighting.png Fire.png
New base stats:102/139/77/112/77/100
New ability and desc: Reckless
Notable moves: HJK, U-Turn, Flare Blitz, Wild Charge, Head Smash, SD, Fake Out, Knock Off, Poison Jab, Stone Edge, Earthquake, Iron Head, Aura Sphere, Scald, Flamethrower
Role identification: Scarfed Sweeper. Simple as that. Flare Blitz/HJK/Head Smash/Wild Charge is pretty good, coming from a much scarrier 139 Atk and a much better 100 Speed tier. Also gets U-Turn via Mienshao and Earthquake via Emboar, as well as Sucker Punch from Emboar and Knock Off from Mienshao. LO sets can work too, given it's good coverage pool, and even a Mixed set can catch some off-guard (112 is okay and it's one of the few Fighting mons with Aura Sphere. It also gets Scald for whatever reason). But overall, Scarf is the best set.



swoobat.gif porygon-z.gif
Bat + Duck = Most broken thing to ever exist

Parents: Swoobat|Porygon-Z
Shared egg group: DNA
Offspring name: Swoobaton-Z
New type: Normal.pngPsychic.png
New base stats: 76/68/62/126/65/122 (+20 SPA|+20 SPEED)
New ability and desc: Simple + Adapdability = Easy Adaptation: Both effects
Notable moves: Z-Conversion, Roost, Stored Poer, Tri Attack, Nasty Plot, Calm Mind, PZ's Coverage Pool, Heat Wave
Role identification:
Step 1: Use Z-Conversion (Or should I say Extreme Eevoboost?)
Step 2: Have +2 in everything
Step 3: Fire off 440 Base Power Stored Power from your +2 126 Base Sp. Atk.
If you need any coverage, you have BoltBeam, Heat Wave and Tri Attack (Boosted by ability). But you will only really need coverage against 4x Resists and Dark-Types. It doesn't resume itself only to this set but this is the most notable one. Just beware Phasers

To be added to the guide: Darmanitan Swaps it's offenses, gains +50 in both defenses and looses 40 Speed in it's Zen Mode
 
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Ok, so after the joke-ish one I'm going to make a serious thing now :P

Parents: Tapu Bulu and Gogoat
Shared egg group: DNA
Offspring name: Tapu Gogo
New type: Grass
New base stats: 96/135 (+20)/88/91/108 (+20)/71
New ability and desc: Surging Pelt (Grassy Terrain + Grass Pelt) - Both effects combined.
Notable moves: Horn Leech, Milk Drink, Wood Hammer, Leech Seed, Swords Dance, Bulk Up, Leaf Blade, Brick Break, Rock Slide, Wild Charge, Nature's Madness, Zen Headbutt, Megahorn, Superpower, Stone Edge
Role identification: It improves upon the original Tapu Bulu by increasing its bulk on both sides, thanks to the combination of Grassy Terrain and Grass Pelt that its ability is. This allows it to take hits fiendishly well for such a strong attacker. Removing the Fairy typing gives it less resistances but makes it harder to break as it loses the 4x weakness, which aids its role as a set up sweeper. This thing is a great set up sweeper thanks to its good set up moves in Bulk Up and Swords Dance combined with its great bulk, reliable recovery aided by Grassy Terrain and powerful draining STAB in Horn Leech. Shame its typing is really rather meh defensively.

Parents: Venusaur and Heliolisk
Shared egg group: Monster
Offspring name: Veniolisk
New type: Grass/Electric
New base stats: 81/78/77/114/107/104
New ability and desc: Sunfury (Solar Power + Chlorophyll) - This Pokemon has doubled Special Attack and Speed under the sun.
Notable moves: Thunderbolt, Volt Switch, Energy Ball, Giga Drain, Petal Dance, Sludge Bomb, Hidden Power Fire, Focus Blast, Dark Pulse, Glare, Dragon Pulse
Role identification: Without sun up, this thing is just a mediocre special attacker with a rather cool typing and some neat coverage and utility moves. Under sun, everybody just dies? Only other mons with massive speed boosting effects can outspeed it and its Special Attack is off the flippin charts, it's more powerful than Mega Mawile's attack and can hold an item. Once the sun's up the opponent can either kill it with a Veniolisk of their own or just lose.

Parents: Sigilyph and Swellow
Shared egg group: Flying
Offspring name: Sigillow
New type: Normal/Psychic
New base stats: 76/81/80/99/75/121
New ability and desc: Overwhelming (Scrappy + Tinted Lens) - This Pokemon's moves ignore the immunities of the target. To any pokemon which resist the typing of this Pokemon's attack this Pokemon deals doubled damage.
Notable moves: Boomburst, Air Slash, Hurricane, U-Turn, Brave Bird, Reversal, Heat Wave, Psychic, Psyshock, Mirror Move, Ice Beam, Shadow Ball, Energy Ball, Dark Pulse, Dazzling Gleam, Flash Cannon, Roost, Stored Power, Cosmic Power
Role identification: Sigillow has a wide range of coverage to use, but in reality it only ever needs to use two attacking moves: Boomburst and U-Turn. Boomburst hits almost anything that isn't Steel/Rock typing hard, and Steel/Rock types are bad. The only exception to this is special walls, so feel free to run Psyshock as a STAB move that helps deal with those, and also is no longer blocked by Dark types. U-Turn allows you to gain momentum and is good with Sigillow's high Speed. For the remaining moveslots, just run whatever you want for coverage or utility. Just stick a Choice Specs on and you're good to go as far as this Pokemon is concerned.
 
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T.I.A.

formerly Ticktock
Well, let's see how I can use these to their full potential.

Parents: Talonflame and Archeops
Shared egg group: Flying
Offspring name: Taloneops
New type: Rock / Flying
New base stats: 86 / 120 / 78 / 103 / 77 / 128 (592)
New ability and desc: Feeling It Now (Gale Wings + Defeatist) - When above 50% HP, raises Special Attack and Attack by 50% and gives +1 priority to Flying moves.
Notable moves: Stone Edge, Head Smash, Brave Bird, Acrobatics, Earthquake, Knock Off, Flare Blitz, U-Turn, Endeavor, Dragon Tail, Zen Headbutt, Aqua Tail, Fire Blast, Earth Power, Focus Blast, Roost, Taunt, Stealth Rock, Swords Dance, Bulk Up, Tailwind, Defog
Role identification: Well, look at that ability and say that's overpowered. And, well, yes it is. But, it's frail defenses and bad defensive typing make it pro....oh, priority Roost. It's ability helps remove the fact that it has mediocre attacking stats by making it look like they don't suck. Not to mention, priority Brave Bird. It can mostly function well as a sweeper thanks to it's solid coverage and high speed. It can also function like a suicide hazard setter. No matter what you play, it will still be a good member. Also, ARE YOU FEELING IT NOW, MR. KRABS?

DNA Donors: Decidueye and Thundurus
Offspring name: Decidurus
New type: Ghost / Electric
New base stats: 78 / 111 / 72 / 132 / 90 / 110 (+20 Special Attack, +20 Speed) (593)
New ability and desc: Sharpshooter (Long Reach + Prankster) - Status moves and non-contact damaging moves have +1 priority. Any contact move will also be non-contact, but don't get priority.
Notable moves: Shadow Ball, Volt Switch, Thunderbolt, Thunder Wave, Taunt, Spirit Shackle, Defog, Nasty Plot, Swords Dance, Sucker Punch, Wild Charge, Roost, Bulk Up, Superpower, Knock Off, Wild Charge, Focus Blast, Hidden Power, Sludge Wave,
Role identification: Look out for Decidurus, it's electric arrows are fast and out speed a lot of targets. In reality, it's just as good as it sounds. With access to priority switching, setup, Thunder Wave, Taunt, and dual STAB moves, among other moves, Decidurus is a solid member for good situations. It's Special Attack is good and its Speed tier is decent, even with it being extremely overcrowded and Mega Metagross existing, allowing to make a dent. It's decent Attack and physical movepool, as well as access to priority Bulk Up, it can provide a decent way of attacking. The ability to bypass stuff like Rocky Helmet is also nice.

DNA Donors: Comfey and Porygon-Z
Offspring name: Comgon-FEZ
New type: Normal / Fairy
New base stats: 68 / 66 / 80 / 128 / 92 / 115 (+20 Special Attack, +20 Speed) (549)
New ability and desc: Tri-Power (Download + Triage) - If the target has a higher Defense, its special moves get +3 priority. If the target has a higher Special Defense, it gets +3 priority to physical moves and Psyshock. It also has +3 priority on healing moves.
Notable moves: (Z-)Conversion, Tri-Attack, Draining Kiss, Dazzling Gleam, Recover, Nasty Plot, Agility, Ice Beam, Thunderbolt, Shadow Ball, Aromatherapy, Physhock
Role identification: Its ability is a double-edged sword. If you're lucky, you have priority moves that make Extreme Speeders jealous. If you get the other end, you're moves will be useless, though Psyshock still has it since it targets Defense. Comgon-FEZ is also a good fusion on its own. With decent 128/115 attacking stats and priority Recover also helps, giving you the healing if someone tries to kill you. Its large coverage and priority Draining Kiss are also of a charm. However, the lack of a strong STAB hurts it, as well as its frail defenses.
 
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I've been waiting for this for a long time.

Parents: Lurantis+Latias
Shared egg group: DNA
Offspring name: Lurias
New type: Grass/Dragon
New base stats: 75/92/90/115(+20)/110/97(+20) (BST 579)
New ability and desc: Aerial Contrarian (Levitate+Contrary)- Immune to Ground type moves. Stat changes are inverted
Notable moves: Leaf Storm, Ice Beam, Dragon Pulse, Psyshock
Role identification: This thing is a godly Choice Scarf abuser. It can also run a few other sets, but not as well as its Scarf set.


Parents: Landorus-Therian+Charizard
Shared egg group: DNA
Offspring name: Dozer
New type: Ground/Fire
New base stats: 103(+20)/114/84/117(+10)/82/105(+10)
New ability and desc: Erosion (Solar Power+Intimidate)-Lowers the opponent's Attack by 1 stage every turn in the sun
Notable moves: Roost, Defog, Stone Edge, U-Turn, Dragon Dance, Earthquake, Dragon Claw, Flare Blitz
Role identification: This thing has a great typing, nice offenses, and plenty of flexibility. Its ability helps inflate its bulk on sun teams. It also has two powerful Mega Evolutions.

Dozer-Mega-X
New type:
Ground/Dragon
New base stats: 103/160/117/138/103/105
New ability and desc: Tough Claws
Notable moves: Same as above
Role identification: This thing is an absolute monster. It has fairly good bulk, insane offense, a great movepool, and recovery.

Dozer-Mega-Y
New type:
Fire/Ground
New base stats: 103/134/84/167/133/105
New ability and desc: Drought
Notable moves: Roost, Focus Blast, Solar Beam, Flamethrower, Fire Blast, Earth Power+the above that weren't mentioned
Role identification: This thing can either serve as a special or mixed wallbreaker, but it generally functions better as a special one thanks to its absolutely ridiculous Special Attack.
 
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T.I.A.

formerly Ticktock
I've been waiting for this for a long time.

Parents: Lurantis+Latias
Shared egg group: DNA
Offspring name: Lurias
New type: Grass/Dragon
New base stats: 75/92/115(+20)/110/97(+20)
New ability and desc: Aerial Contrarian (Levitate+Contrary)- Immune to Ground type moves. Stat changes are inverted
Notable moves: Leaf Storm, Ice Beam, Dragon Pulse, Psyshock
Role identification: This thing is a godly Choice Scarf abuser. It can also run a few other sets, but not as well as its Scarf set.
I will say you're missing a stat.
 
neat


Parents: Rampardos / Feraligatr
Shared egg group: Monster
Offspring name: Rampartr
New type: Rock / Water
New base stats: 106 / 150 / 95 / 87 / 81 / 83 (BST: 602)
New ability and desc: Sheer Force
Notable moves: Rock Slide, Waterfall, Dragon Dance, Swords Dance, Rock Polish, Crunch, Fire Punch, Ice Punch, Thunder Punch, Zen Headbutt, Stealth Rock, Aqua Jet, Superpower, Earthquake, Scald, Ice Beam, Thunderbolt, Flamethrower, Earth Power
Role Identification: Physical Sheer Force wallbreaker. While it's a bit on the slow side, it makes up for it with a massive amount of power coming from Sheer Force-boosted base 150 Attack moves, plus the ability to boost its power, speed, or both with decent physical bulk and resistances. Can also act as a Stealth Rock lead or a special lure if you so wish.


DNA Donors: Conkeldurr / Thundurus
Offspring name: Conkeldurus
New Type: Fighting / Electric
Base Stats: 92 / 135 / 92 / 90 / 92 / 80 (+0 HP, +8 Atk, +10 Def, +0 SpA, +20 SpD, +2 Spe) (BST: 581)
New ability and desc: Lightning Fist (Iron Fist + Prankster) - All punching moves have their priority increased by 1.
Notable Moves: Hammer Arm, Drain Punch, Thunder Punch, Fire Punch, Ice Punch, Power-Up Punch, Bulk Up, Knock Off?
Role Identification: Powerful priority attacker. Particular highlights include a Hammer Arm which usually goes first and effectively negates its penalty and a priority healing attack in the form of Drain Punch, as well as priority Electric/Fire/Ice coverage with the former getting STAB. Boosting is limited to Power-Up Punch (also priority) and Bulk Up, but a powerful force nonetheless.

there'll be more later I swear, I just don't have time to add it tonight
 

G-Luke

Sugar, Spice and One For All
is a Community Contributoris a CAP Contributoris a Forum Moderator Alumnus
Parents: Tyrantrum / Rhyperior
Shared egg group: Monster
Offspring name: Ranterior
New type: Dragon/Ground
New base stats: 109/141/135/72/67/66
New ability and desc: Roughhouser (Rock Head + Reckless) - The combined effects.
Notable moves: Dragon Dance, Rock Polish, Head Smash, Iron Head, Earthquake, Submission, Dragon Claw,
Role Identification: Set up a Rock Polish or even Dragon Dance, and you pretty much sweep with base 180 Head Smash with no recoil or base 96 Submission combined with 141 Attack. For STAB, it has Earthquake and Dragon Claw. Even without being recoil moves, they take down opposing super effective hits. You could potentially attempt to run Choice Scarf if you're feeling risky.
Why Dragon/Ground? Its Head Smash may sound broken, but take it this way - being weak to every common attacking type (nice x4 Fire resist tho), including several forms of popular priority, with iredeemable Speed (66 is just terrible in FE [Even alot of Walls outspeed], you'll just be missing its power if you run Scarf and RP is STILL outspeed by many threats.) and buttocks SpD makes it an ok mon. Just know Stall better have a x4 Rock resist. Or Mega Dianbro.


Also mandatory check out Fusion Moves post. Really solid slate going on right now.
 

G-Luke

Sugar, Spice and One For All
is a Community Contributoris a CAP Contributoris a Forum Moderator Alumnus
Sorry for doublepost but


Grass Gods
Parents: Tangrowth + Amoonguss
Shared Egg Group: Grass
Offspring: Tangroguss
New Typing: Grass/Poison
New Stats: 122/107/112/112/80/55 (+15 to all)
Ability: Regenerator
Notable Moves: Spore, Stun Spore, Giga Drain, Toxic, Knock Off, Leech Seed, Foul Play, Hidden Power, Leaf Storm, Clear Smog, Sludge Bomb
Role Description: Two of the best Grass types combine to create one of the best pivots this metagame has to offer. Tangroguss as the coveted Regenerator, combined with many supportive options such as Clear Smog, Knock Off, Spore, Leech Seed etc, allows it to function as a solid tank, coming in on its many resistances and punishing switchins quite well. Bruh this was the first thing to my mind when HA FE was first suggested.



King of Keks
Parents: Slaking + Kecleon
Shared Egg Group: Field
Offspring: King Kek
New Typing: Normal (if only)
New Stats: 115/135/95/72/102/80
New Ability and Desc: (Truant + Protean)=Lazy Camo: This Pokemon is under the effects of Protean every other turn.
Notable Moves: Too long to list tbh.
Role Description: King Kek is a prime offensive threat, thanks to its Protean-like ability. it basically gets STAB on all of its attacks, which range in a wide variety, covering 15 of the 18 types (barring Hidden Power). Its not a carbon copy of Protean, though. It can be taken advantage of rather easily. (eg: Your are facing a Fairy type. You use Gunk shot to kill it cleanly, but they pivoted in their bulky Ground type. Now you are stuck as a Poison type until your ability activates again the next turn, allowing the bulky Ground type to threaten you with Earthquake.) Regardless, King Kek is no slouch, and can put serious dents into unprepared teams.



Dirty Grimy Rodent Wrecking Crew
Parents: Diggersby + Raticate-Alola
Shared Egg Group: Field
Offspring: Diggercate-Alola
New Typing: Dark/Ground
New Stats: 90/73/83/55/88/87
New Ability and Desc: (Huge Power + Hustle)= High Stakes: The Attack of this Pokemon is boosted by x2.5, at the cost of loosing 25% percent accuracy on Physical moves.
Notable Moves: Earthquake, Knock Off, Swords Dance, Hone Claws, Gunk Shot, Sucker Punch, Elemental Punches, Pursuit, Wild Charge, Super Fang, Taunt, Facade, Spikes, Stone Edge, Focus Punch, U-Turn, Superpower, Taunt, Aerial Ace
Role Description:
You see those stats and say, nothing hits 100, why the hell would I even use it in OU, much less Fusion evolution? Then you see its ability, and feel its sheer dirty grimy power radiating off of it.With a boosting nature, it hits an Attack stat of 1480! Without a boost. Why should you believe however, that it is manageable? For starters, its ability's side effect. It stripps 25% accuracy off of all Physical Moves, making its most accurate attack be 75%. This means powerful coverage moves like Gunk Shot turn to laughable 55% accuracy. while this can be remedied with Hone Claws, its bulk and speed limit its set up opportunities. But don't be fooled. One Hone Claws and your team is DONE.
 
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Ludicrousity

You humour me greatly with your arrogance and c...
is a Forum Moderator Alumnus

Special Attacking Monsters

Parents: Chandelure + Deoxys-Attack
Shared Egg Group: DNA
Offspring: Chandeloxys
New Typing: Fire/Psychic
New Stats: 65/96/63/161/63/135 (+20 SpA, +20 Spe)
Ability: (Spy) Infiltrator + Pressure. Just throw the two effects together, I guess.
Notable Moves: Fire Blast, Flamethrower, Energy Ball, Psychic, Psycho Boost, Dark Pulse, Flash Cannon (insert other special moves)
Role Description: What happens when you mix the highest non-legend/mega SpA with Deoxys Attack? You get a glass cannon that can hit behind substitutes, go straight past Aura Veil and Light Screen, and have a crap ton of attacks coming off of 161 attack. 135 speed means it can be either Scarfed or Specs too. Psycho Boost allows it to function like Scarf Hydregion, but much more OP, thanks to 161 SpA



How has nobody done this one yet?


Parents: Dragonite + Diancie
Shared Egg Group: DNA
Offspring: Diancite
New Typing: Dragon/Fairy
New Stats: 70/130/130/100/130/79 (+13 Atk, +8 Def, +5 SpD, +14 Spe)
Ability: () Multiscale + Clear Body. Regular Multiscale effect and Clear Body effect, but when someone attempts to lower a stat, Multiscale is permanently triggered until switchout.
Notable Moves: Dragon Claw, Extreme Speed, Diamond Storm, Dragon Dance, Return
Role Description: 70/130/130 bulk with Multiscale is extremely strong, and enough to setup a few Dragon Dances. From there, all it takes is Dragon Claw, Diamond Storm, Extreme Speed and other moves to take down opponents. It can also be used as a bulk/stall mon.


Parents: Dragonite + Diancie
Shared Egg Group: Mega
Offspring: Diancite-Mega
New Typing: Dragon/Fairy
New Stats: 70/190/90/160/90/139
Ability: Magic Bounce
Notable Moves: See above.
Role Description: This thing is flat out broken (Maybe slightly slow, idk.) Dragon Dance as setup in regular form, and then this thing. Good luck surviving a +1 Dragon Claw/Diamond Storm from this thing
 
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Why Dragon/Ground? Its Head Smash may sound broken, but take it this way - being weak to every common attacking type (nice x4 Fire resist tho), including several forms of popular priority, with iredeemable Speed (66 is just terrible in FE [Even alot of Walls outspeed], you'll just be missing its power if you run Scarf and RP is STILL outspeed by many threats.) and buttocks SpD makes it an ok mon. Just know Stall better have a x4 Rock resist. Or Mega Dianbro.

Also mandatory check out Fusion Moves post. Really solid slate going on right now.
Changed it.
 

Golem meets golem.
DNA Donors: Golurk / Golem-Alola
Offspring name: Golurmola
New Type: Ground / Electric
Base Stats: 84 / 142 / 105 / 55 / 91 / 51 (+20 Atk, +19 SpD, +1 Spe; 528 BST)
New ability and desc: Galvanized Fist (Iron Fist + Galvanize) - The user's punching moves become Electric-type and are boosted by a factor of 1.2.
Notable Moves: Earthquake, Stealth Rock, Stone Edge, Rock Polish, Hammer Arm, Drain Punch, Volt Switch, Explosion
Role Identification: Need a physically oriented Electric-type with reliable STAB? Look no further than Golurmola, which has an Ability that gives it base 90 Electric-type Drain Punch. It's like Wild Charge, except you gain HP instead of losing it! (Also, it has a stronger but less beneficial Electric STAB in Hammer Arm.) Sadly, neither Golurk nor Golem has any better form of recovery, so you might want to go down the offensive route (Choice Band, Rock Polish, whatever works) or maybe run Assault Vest with Drain Punch.


When artificial and natural collide.
DNA Donors: Magearna / Camerupt
Offspring name: Magearupt
New Type: Fairy / Ground
Base Stats: 95 / 97 / 92 / 137 / 95 / 52 (+20 HP, +20 SpA; 568 BST)
New ability and desc: Soul Apex (Soul-Heart + Anger Point) - If the Pokémon takes a critical hit, its Special Attack rises to +6.
Notable Moves: Fleur Cannon, Dazzling Gleam, Ice Beam, Volt Switch, Trick Room, Calm Mind, Pain Split, Earth Power, Fire Blast, Stealth Rock, Stockpile
Role Identification: Shame that Cameruptite is currently unreleased. Still, it's not like regular Magearupt is without its perks; well-rounded bulk, high SpA, great coverage with STABs, able to use its own Trick Room and pivot out with Volt Switch...not too shabby. Sadly, it's only limited to Pain Split and Z-Stockpile as forms of recovery outside of Rest.
Typing: Fairy / Ground
Base Stats: 95 / 117 / 122 / 167 / 125 / 32 (+20 Atk, +30 SpA, +30 SpD, -20 Spe; 668 BST)
Ability: Sheer Force
Notable Moves: aforementioned + Flash Cannon, Thunderbolt, Shadow Ball, Focus Blast, Energy Ball
Role Identification: Sadly gets no Fairy STAB boosted by Sheer Force (curse the lack of Moonblast), but Earth Power and Ice Beam provide adequate coverage, especially when coupled with Fire Blast (unless Volt Switch is preferred for whatever reason). Has slower Speed to abuse its own Trick Room.


Sea creatures on land? What is this madness?
DNA Donors: Nihilego / Garchomp
Offspring name: Nihilchomp (pronounced like "Nile chomp")
New Type: Rock / Ground
Base Stats: 108 / 101 / 71 / 123 / 108 / 112 (+10 Atk, +20 SpA, +10 Spe; 623 BST)
New ability and desc: Rough Beast (Beast Boost + Rough Skin) - If the Pokémon is hit with a contact move, its highest non-HP stat is boosted by one stage.
Notable Moves: Stealth Rock, Power Gem, Thunderbolt, Head Smash, Earth Power, Fire Blast, Surf, Earthquake, Stone Edge, Aqua Tail, Swords Dance
Role Identification: Possibly the best Rock/Ground type you'll ever meet. Boasts decent 108/71/108 bulk, nice 101/123/112 offenses, EdgeQuake STAB with respectable coverage on both sides of the spectrum, and an Ability that makes it scary to touch. Sadly, if it wants Special Attack boosts from Rough Beast, it has to sacrifice some Speed by going Modest or taking 36 EVs of investment out of its Speed with Timid nature (becoming equivalent to base 97.5 or 107.5 respectively), but Choice Scarf can remedy that if necessary. As for its Attack, that's what Swords Dance is for. (For interest, it would optimally have to go Adamant to have its Attack boosted.)
Typing: Rock / Ground
Base Stats: 108 / 141 / 91 / 163 / 118 / 102 (+40 Atk, +20 Def, +40 SpA, +10 SpD, -10 Spe; 723 BST)
Ability: Sand Force
Notable Moves: aforementioned + Iron Head
Role Identification: Unlike regular Mega Garchomp, Mega Nihilchomp isn't hindered much by its lowered Speed, especially with the Ability of its base form. Speaking of Abilities, not only does Mega Nihilchomp have improved offenses (arguably) and bulk, but it boasts a quality that (somehow) not a single ordinary Pokémon possesses: Sand Force boosted EdgeQuake STAB. This allows it to become an invaluable ally for Sand-oriented teams despite not having Flash Cannon (although it gets Iron Head for the physical side, in spite of its lower Attack stat). Simply put, going Mega is probably its best bet for any non-Scarf role.


Purple and blue join (Sheer) forces.
Parents: Nidoking / Feraligatr
Shared egg group: Monster
Offspring name: Kingatr
New type: Poison / Water
New base stats: 98 / 118 / 103 / 97 / 94 / 96 (+15 all around; 606 BST)
New ability and desc: Sheer Force (for the +5 bonus)
Notable moves: Ice Punch, Earthquake, Ice Beam, Focus Blast, Poison Jab, Fire Punch, Sucker Punch, Sludge Wave, Fire Blast, Earth Power, Waterfall, Aqua Jet, Hydro Pump, Dragon Dance, Swords Dance, Agility
Role Identification: Meet the ultimate physically oriented Sheer Force abuser. Well, it's mostly physically oriented due to its higher Attack stat and access to Dragon Dance, but it can just as easily go special with its respectable base 97 Special Attack and great coverage on both sides of the spectrum. Its dual STABs have only a handful of resistances, and the main ones are dispatched with Fire Punch/Blast, although Toxapex and opposing Kingatr would require Ground coverage to deal with. Regardless, base 118 Attack with base 104 dual STABs (potentially backed with (mostly) cost-free Life Orb) is nothing to sneeze at.


Superhero by day, terror by night.
Parents: Mimikyu / Gallade
Shared egg group: Amorphous
Offspring name: Mimilade
New type: Ghost / Fighting
New base stats: 71 / 117 / 82 / 67 / 120 / 98 (+10 all around; 555 BST)
New ability and desc: Hero's Persona (Disguise + Justified) - Once per battle, the Pokémon can take a single Dark-type attack without receiving any damage. Upon doing so, it changes form (purely cosmetic), and its Attack is boosted by one stage.
Notable moves: Shadow Sneak, Swords Dance, Bulk Up, Taunt, Will-O-Wisp, Pain Split, Shadow Claw, Play Rough, Close Combat, Drain Punch, Knock Off, Trick, Memento
Role Identification: Physical attacker with near unresisted dual STAB (and the one hole in the coverage is patched with Knock Off). Ability functions similarly to Disguise, except, at the cost of only working on a certain subset of attacking moves, it could potentially offer an Attack boost. This makes it a fairly effective Knock Off absorber, especially if Galladite were to be released (which, sadly, it isn't).
Typing: Ghost / Fighting
Base stats: 71 / 157 / 112 / 67 / 120 / 128 (+40 Atk, +30 Def, +30 Spe; 655 BST)
Ability: Inner Focus
Notable moves: aforementioned
Role Identification: Stronger, faster, and more physically bulky Mimilade with a very situational Ability. What more to say?


When a hermit crab becomes a knight...
Parents: Crustle / Aegislash
Shared egg group: Mineral
Offspring name: Crustislash
New type: Bug / Steel
New base stats (Shield): 75 / 87 / 147 / 67 / 122 / 62 (+10 all around; 560 BST)
New base stats (Blade): 75 / 147 / 87 / 122 / 67 / 62 (+10 all around; 560 BST)
New ability and desc: Brittle Stance (Weak Armor + Stance Change) - If the Pokémon is directly damaged in Shield Form, it changes into Blade Form. If it uses King's Shield while in Blade Form, it changes back into Shield Form.
Notable moves: X-Scissor, Knock Off, Earthquake, Shell Smash, Spikes, Stealth Rock, Iron Head, Gyro Ball, Sacred Sword, King's Shield, Autotomize
Role Identification: Primarily a Shell Smash abuser with solid typing and respectable bulk in Shield Form. The main issue is: With its Ability, it either has to dedicate a slot to King's Shield or run the risk of being locked into Blade Form upon being attacked. Another issue arises in multi-hit moves (particularly Rock Blast); the first hit makes it switch to Blade Form, and the rest of the hits apply to its Blade Form. Oh, and also, its special movepool is limited to Flash Cannon / Shadow Ball / Struggle Bug / Solar Beam / Hidden Power, which means that it can't use its Special Attack very well. It can, however, attempt to lay entry hazards, but the low Speed and offensively oriented Ability make such a role difficult.

Stealth edits? Who does that?
 
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TMan87

We shall bow to neither master nor god
is a Site Content Manageris a Forum Moderatoris a Community Contributoris a Top Smogon Media Contributor
DNA Donors: Golurk / Golem-Alola
Offspring name: Golurmola
New Type: Ground / Electric
Base Stats: 84 / 142 / 105 / 55 / 91 / 51 (+20 Atk, +19 SpD, +1 Spe; 528 BST)
New ability and desc: Galvanized Fist (Iron Fist + Galvanize) - The user's punching moves become Electric-type and are boosted by a factor of 1.2.
Notable Moves: Earthquake, Stealth Rock, Stone Edge, Rock Polish, Drain Punch, Volt Switch, Explosion
Role Identification: Need a physically oriented Electric-type with reliable STAB? Look no further than Golurmola, which has an Ability that gives it base 90 Electric-type Drain Punch. It's like Wild Charge, except you gain HP instead of losing it! Sadly, neither Golurk nor Golem has any better form of recovery, so you might want to go down the offensive route (Choice Band, Rock Polish, whatever works) or maybe run Assault Vest with Drain Punch.

DNA Donors: Sylveon / Necrozma
Offspring name: Sylvezma
New Type: Fairy / Psychic
Base Stats: 101 / 86 / 103 / 123 / 119 / 69 (+5 HP, +20 Def, +5 SpA, +10 SpD; 601 BST)
New ability and desc: Prismate (Pixilate + Prism Armor) - The Pokémon takes 25% less damage from Normal-type moves.
Notable Moves: Moonlight, Psychic, Psyshock, Stored Power, Calm Mind, Moonblast, Shadow Ball, Wish, Heal Bell, Baton Pass, Dark Pulse, Stealth Rock, Thunder Wave, Autotomize, Iron Defense
Role Identification: A half-resistance to Normal might not be the most useful thing in the world, but hey, it's better than nothing. After all, think of the STAB Boombursts and occasional STAB Returns and Hyper Voices it could take. Ability aside, this fusion is unique in that it's a mixed defensive (rather than the traditional specially defensive) Psychic/Fairy type, not to mention it gets two different forms of recovery in Moonlight and Wish. From the Sylveon side it gets a pivot move in Baton Pass, while the Necrozma side provides Stealth Rock, Thunder Wave, and unconventional boosting options.

DNA Donors: Magearna / Camerupt
Offspring name: Magearupt
New Type: Fairy / Ground
Base Stats: 95 / 97 / 92 / 137 / 95 / 52 (+20 HP, +20 SpA; 568 BST)
New ability and desc: Soul Apex (Soul-Heart + Anger Point) - If the Pokémon takes a critical hit, its Special Attack rises to +6.
Notable Moves: Fleur Cannon, Dazzling Gleam, Ice Beam, Volt Switch, Trick Room, Calm Mind, Pain Split, Earth Power, Fire Blast, Stealth Rock, Stockpile
Role Identification: Shame that Cameruptite is currently unreleased. Still, it's not like regular Magearupt is without its perks; well-rounded bulk, high SpA, great coverage with STABs, able to use its own Trick Room and pivot out with Volt Switch...not too shabby. Sadly, it's only limited to Pain Split and Z-Stockpile as forms of recovery outside of Rest.
Typing: Fairy / Ground
Base Stats: 95 / 117 / 122 / 167 / 125 / 32 (+20 Atk, +30 SpA, +30 SpD, -20 Spe; 668 BST)
Ability: Sheer Force
Notable Moves: aforementioned + Flash Cannon, Thunderbolt, Shadow Ball, Focus Blast, Energy Ball
Role Identification: Sadly gets no Fairy STAB boosted by Sheer Force (curse the lack of Moonblast), but Earth Power and Ice Beam provide adequate coverage, especially when coupled with Fire Blast (unless Volt Switch is preferred for whatever reason). Has slower Speed to abuse its own Trick Room.

Parents: Nidoking / Feraligatr
Shared egg group: Monster
Offspring name: Kingatr
New type: Poison / Water
New base stats: 98 / 118 / 103 / 97 / 94 / 96 (+15 all around; 606 BST)
New ability and desc: Sheer Force (for the +5 bonus)
Notable moves: Ice Punch, Earthquake, Ice Beam, Focus Blast, Poison Jab, Fire Punch, Sucker Punch, Sludge Wave, Fire Blast, Earth Power, Waterfall, Aqua Jet, Hydro Pump, Dragon Dance, Swords Dance, Agility
Role Identification: Meet the ultimate physically oriented Sheer Force abuser. Well, it's mostly physically oriented due to its higher Attack stat and access to Dragon Dance, but it can just as easily go special with its respectable base 97 Special Attack and great coverage on both sides of the spectrum. Its dual STABs have only a handful of resistances, and the main ones are dispatched with Fire Punch/Blast, although Toxapex and opposing Kingatr would require Ground coverage to deal with. Regardless, base 118 Attack with base 104 dual STABs (potentially backed with (mostly) cost-free Life Orb) is nothing to sneeze at.

Parents: Aegislash / Glalie
Shared egg group: Mineral
Offspring name: Aeglie
New type: Steel / Ice
New base stats (Shield): 80 / 75 / 125 / 75 / 125 / 80 (+10 all around; 560 BST)
New base stats (Blade): 80 / 125 / 75 / 125 / 75 / 80 (+10 all around; 560 BST)
New ability and desc: Wavering Stance (Stance Change + Moody) - At the end of every turn, the Pokémon changes form.
Notable moves: Iron Head, Shadow Ball, Sacred Sword, Flash Cannon, King's Shield, Swords Dance, Autotomize, Earthquake, Ice Shard, Ice Beam, Freeze-Dry, Spikes, Switcheroo, Super Fang
Role Identification: You probably won't be using this in its base form. 80/125/125 bulk every other turn seems enticing for something with Spikes, but bearing two 4* weaknesses and one common 2* weakness makes it totally breakable regardless, especially with the static base 80 Speed and lack of recovery. Plus it's predictable without its Mega Stone (unless in the hands of a good bluffer).
Typing: Steel / Ice
Base stats (Shield): 80 / 115 / 125 / 115 / 125 / 100 (+40 Atk, +40 SpA, +20 Spe; 660 BST)
Base stats (Blade): 80 / 165 / 75 / 165 / 75 / 100 (+40 Atk, +40 SpA, +20 Spe; 660 BST)
Ability: Refrigerate
Notable moves: aforementioned + Return, Explosion
Role Identification: Mega Evolve on an odd-numbered turn for a well-rounded attacker (preferable for Swords Dance and utility moves). Mega Evolve on an even-numbered turn for a glass cannon (preferable for all-out attacking sets). Your opponent will never know what's in store until you click that Mega button. I'm sure anyone would shudder to imagine Refrigerate Return/Explosion off of base 165 Attack.

Parents: Mimikyu / Gallade
Shared egg group: Amorphous
Offspring name: Mimilade
New type: Ghost / Fighting
New base stats: 71 / 117 / 82 / 67 / 120 / 98 (+10 all around; 555 BST)
New ability and desc: Hero's Persona (Disguise + Justified) - Once per battle, the Pokémon can take a single Dark-type attack without receiving any damage. Upon doing so, it changes form (purely cosmetic), and its Attack is boosted by one stage.
Notable moves: Shadow Sneak, Swords Dance, Bulk Up, Taunt, Will-O-Wisp, Pain Split, Shadow Claw, Play Rough, Close Combat, Drain Punch, Knock Off, Trick, Memento
Role Identification: Physical attacker with near unresisted dual STAB (and the one hole in the coverage is patched with Knock Off). Ability functions similarly to Disguise, except, at the cost of only working on a certain subset of attacking moves, it could potentially offer an Attack boost. This makes it a fairly effective Knock Off absorber, especially if Galladite were to be released (which, sadly, it isn't).
Typing: Ghost / Fighting
Base stats: 71 / 157 / 112 / 67 / 120 / 128 (+40 Atk, +30 Def, +30 Spe; 655 BST)
Ability: Inner Focus
Notable moves: aforementioned
Role Identification: Stronger, faster, and more physically bulky Mimilade with a very situational Ability. What more to say?
I believe Moody is not allowed in this slate.
Tagging G-Luke for confirmation though.
Also, curse you for stealing Mimilade before I could submit it ! :c
 
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Why Dragon/Ground? Its Head Smash may sound broken, but take it this way - being weak to every common attacking type (nice x4 Fire resist tho), including several forms of popular priority, with iredeemable Speed (66 is just terrible in FE [Even alot of Walls outspeed], you'll just be missing its power if you run Scarf and RP is STILL outspeed by many threats.) and buttocks SpD makes it an ok mon. Just know Stall better have a x4 Rock resist. Or Mega Dianbro.

Also mandatory check out Fusion Moves post. Really solid slate going on right now.
Unless ya got a link I don't wanna go look for it. I'm too lazy :0
 
Fun fact: No Pokemon has Harvest as a normal ability.


Parents: Exeggutor + Victreebel
Shared egg group: Grass
Offspring name: Victor
New type: Psychic/Poison
New base stats: 97/110/85/122/82/72
New ability and desc: Harvest + Chlorophyll = Tropics (Both abilities combined, but every recovered berry raises Spe. by 1 stage)
Notable moves: Ancient Power, Sunny Day, Curse, Energy Ball/Solar Beam/Leaf Blade, Explosion, Synthesis, Leech Seed, Giga Drain/Leech Life, Psychic/Psyshock, Sludge Bomb/Poison Jab, Grassy Terrain, Light Screen, Reflect, Stun Spore, Toxic, Swords Dance, Trick Room, Zen Headbutt, Wish, Wood Hammer, Body Slam/Return, Clear Smog, Knock Off, Growth, Sucker Punch, Weather Ball.
Role identification: A mixed attacker that loves the sun, but has a bunch of other uses. Trick Room, Curse, and Wood Hammer work in tandem, and Growth in the sun can be a Nasty Plot for special sets. Solar Beam does good damage, and Weather Ball in the sun is a powerful Fire move. But compared to a lot of other fusions, Victor's pretty low-tier.
--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

I think we all expected something like this.


Parents: Golurk + Raticate
Shared egg group: DNA
Offspring name: Ratilurk
New type: Ghost/Normal
New base stats: 90(+18)/120(+18)/70/52/75/80(+4)
New ability and desc: Hustle + No Guard = Adrenaline Junkie (Physical moves do 50% more damage and never miss at the cost of the this Pokemon having only 80% evasiveness)
Notable moves: Dynamic Punch, Drain Punch, Bulk Up/Swords Dance, Crunch, Shadow Claw, Earthquake, Return, Pursuit, Quick Attack, Sucker Punch, Super Fang, Toxic, Zen Headbutt, U-Turn, Fire/Thunder/Ice Punch, Phantom Force/Fly, Heavy Slam/Iron Tail, Night Shade, Rock Polish, Rock Slide/Stone Edge, Stealth Rock, Pluck.
Role identification: Ratilurk has a fantastic defensive typing and decent bulk, as well as reliable recovery in the form of Drain Punch. Its movepool is surprisingly diverse, with the Elemental Punches and the like. Adrenaline Junkie turns Dynamic Punch, Iron Tail, and Stone Edge into ungodly strong attacks that don't miss, and they're made even stronger by Bulk Up/Swords Dance. Quick Attack and Sucker Punch can take out weakened opponents, the latter of which does it more often due to superior Base Power. Too bad Ratilurk's slow and not as bulky as you'd want it to be, or else it would tear holes in nearly every team in front of it.
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(THIS FUSION ALREADY EXISTS AND I DIDN'T KNOW THAT)


Parents: Dragalge + Hydreigon
Shared egg group: Dragon
Offspring name: Dragon
New type: Poison/Dark
New base stats: 88/100/100/121/116/81
New ability and desc: Adaptability + Levitate = All-Terrain (Both abilities combined, but STAB is x2.5 for the next attack if this Pokemon is targeted by a Ground-type move)
Notable moves: Scald, Toxic Spikes, Sludge Wave, Draco Meteor/Dragon Pulse, Focus Blast, Dark Pulse, U-Turn, Fire Blast, Shadow Ball, Surf, Thunderbolt, Earth Power, Flash Cannon, Hyper Voice/Tri Attack, Signal Beam, Tailwind, Taunt, Torment, Work Up/Charge Beam, Toxic, Roost.
Role identification: Dragon may not be a dragon, but don't expect that topic to DRAG ON much longer. But seriously, folks, this guy doesn't have any weaknesses thanks to its ability. It has a diverse movepool, too, with great attacks like Dark Pulse and Sludge Wave and support moves such as Toxic Spikes and Tailwind. Since you have Tri Attack alongside moves like Toxic, you can inflict almost every major status condition, but Tri Attack is somewhat unreliable. Dragon doesn't have any boosting options besides Work Up, which isn't a great move, and Charge Beam, which isn't that strong of an attack. Plus, you're slow, which means that you'll most likely depend on a Scarf to outspeed major threats.
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Parents: Ampharos + Exploud
Shared egg group: Monster/Field
Offspring name: Amploud
New type: Normal/Electric
New base stats: 107/93/84/113/91/71
New ability and desc: Scrappy + Static = Storm Force (Can hit Ghost types with Normal-type moves, Ground types with Electric-type moves, and has a 20% chance of paralyzing attackers on contact regardless of type. Cannot paralyze Electric types otherwise)
Notable moves: Boomburst, Agility, Ice Beam, Confuse Ray, Cotton Guard, Thunderbolt, Extrasensory, Flamethrower, Focus Blast, Dragon Pulse, Electric Terrain, Heal Bell, Light Screen, Reflect, Power Gem, Shadow Ball, Safeguard, Seismic Toss, Signal Beam, Volt Switch, Surf, Taunt, Toxic, Torment, Work Up, Fake Tears, Psych Up.
Role identification: Amploud has a freakishly strong Boomburst that takes chunks out of anything it hits. It also has a decently diverse movepool with moves like Extrasensory and Surf dealing with its only two weaknesses. Cotton Guard gets you to +6 in two turns, and dual screens help that, too. Plus, you can deal with fast physical Electric types better thanks to Storm Force, which also lets you hit Ground types hard with STAB Thunderbolt. Sadly, it looks like Ampharosite isn't available yet, and a lack of recovery and only Work Up as a boosting move hold Amploud back.
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Let's break some heads, shall we?


Parents: Rampardos + Marowak-Alola
Shared egg group: Monster
Offspring name: Rampawala
New type: Rock/Ghost
New base stats: 88/132/95/67/75/61
New ability and desc: Sheer Force + Rock Head = Battering Ram (Both abilities combined, and recoil moves do 30% more damage unless they already did, such as Flare Blitz's chance to burn)
Notable moves: Flare Blitz, Head Smash, Shadow Bone, Brick Break, Crunch, Double Edge, Earthquake/Bonemerang, Iron Head/Tail, Outrage, Knock Off, Pain Split, Rock Polish, Stealth Rock, Zen Headbutt, Swords Dance, Thunder Punch, Will-O-Wisp.
Role identification: A physical tank with a great ability. Rampawala has an incredibly strong move in the form of Head Smash, and it doesn't even take recoil damage, or even Life Orb damage! A LO-Battering Ram Head Smash has a higher BP than Explosion, even when not counting STAB, but you have other great moves too. Bonemerang (84 BP per hit) breaks Sashes, and Knock Off's (164 BP if target has an item) effect isn't negated. Shadow Bone has 202 BP counting STAB, and by god, you have SWORDS DANCE. Alas, Rampawala only has Pain Split as recovery, and you need Rock Polish to outspeed a lot of your competition, but that takes up a precious moveslot. Low Sp.Def is a hassle, as well.
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(THIS FUSION ALREADY EXISTS AND I DIDN'T KNOW THAT)


Parents: Mr. Mime + Sableye
Shared egg group: Human-Like
Offspring name: Mr. Eye
New type: Fairy/Dark
New base stats: 55/70/80/92/102/80
New ability and desc: Technician + Prankster = Joker (Both abilities combined, but moves affected by Technician have +1 priority)
Notable moves: Barrier, Baton Pass, Calm Mind/Nasty Plot, Confuse Ray, Snarl, Dazzling Gleam, Energy Ball/Magical Leaf, Focus Blast, Hidden Power(Any), Icy Wind, Infestation, Hypnosis, Psychic/Psyshock, Reflect, Light Screen, Safeguard, Thunderbolt, Taunt, Thunder Wave, Toxic, Trick Room, Metal Burst, Moonlight/Recover, Ominous Wind/Shadow Ball, Power Gem, Water Pulse, Will-O-Wisp.
Role identification: Mr. Eye's stats may not be that impressive, but his ability makes up for it. He can set up screens or Calm Mind/Barrier before taking a hit most of the time, or use a base 82 power Snarl (not counting STAB) to cripple special attackers. Ominous Wind is more powerful than Shadow Ball, but has much lower PP and a lower effect chance. Trick Room allows you to use Mr. Eye's middling speed to your advantage, running attacks that were too powerful to get the Joker boost.


Parents: Mr. Mime + Sableye
Shared egg group: Human-Like
Offspring name: Mega Mr. Eye
New type: Fairy/Dark
New base stats: 55/80/130/112/152/50
New ability and desc: Magic Bounce
Notable moves: Barrier, Baton Pass, Calm Mind/Nasty Plot, Confuse Ray, Snarl, Dazzling Gleam, Energy Ball/Magical Leaf, Focus Blast, Hidden Power(Any), Icy Wind, Infestation, Hypnosis, Psychic/Psyshock, Reflect, Light Screen, Safeguard, Thunderbolt, Taunt, Thunder Wave, Toxic, Trick Room, Metal Burst, Moonlight/Recover, Ominous Wind/Shadow Ball, Power Gem, Water Pulse, Will-O-Wisp.
Role identification: Massive defenses, good Sp.Atk, and low Spe. make Mega Mr. Eye a threat under Trick Room. Calm Mind makes him even bulkier while increasing his damage output, while Infestation keeps your opponent from switching into something better suited for Trick Room. Magic Bounce is always a great ability, but losing Joker hurts previously viable moves like Snarl and Water Pulse.
 
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