4/21 midnight eastern EDIT: Phew, completely done with my submissions.
If you rearrange the letters, it's "Satan" with an I.
Uber fat + low tier fat = OU fat?
Permettez-moi de vous chanter une chanson...
It's all ogre now? No...now it's Doublogre!
Hey, don't those pointy tips around Arceus' middle look kinda like lightning rods...?
Pardone? Nah, we skipped that. It wasn't that important anyway.
In case it wasn't obvious, I revoke my reservation of Persian + Arceus. It seemed like a good idea at the time, but my Ability idea was identical to what TMan87 used for Smeargle+Arceus, and I honestly can't think of anything remotely close to as good. (If anyone else wants to take a stab at it, be my guest.) Thus, I decided upon Arceus + Togedemaru instead.
On another note, I'm not exactly clear on whether Orbs are banned, because Orbs are technically not directly banned in OU, just that Groudon and Kyogre are. (Plus, Orbs are not banned in Mix 'n' Mega.) If Orbs are banned here, I might have to change my ideas. (I might keep Chanson, but not Doublogre.)
EDIT: Never mind, I don't need an answer to that question. I was just confused by that the second point of post #1974 says "and Orbs", implying that one or more of the Orbs are banned. Why would they be banned anyhow? By that logic, Mewtwonite stones would be banned as well.
If you rearrange the letters, it's "Satan" with an I.
DNA Donors: Sableye / Giratina
Offspring name: Satina
New Type: Dark / Ghost
Base Stats: 120 / 87 / 107 / 82 / 102 / 70 (+20 HP, +10 Def, +10 SpD; 568 BST)
New ability and desc: Oppressive Eye (Keen Eye + Pressure) - User is unaffected by external PP reduction (through means such as Pressure, Spite, and Grudge).
Notable Moves: Will-O-Wisp, Knock Off, Seismic Toss, Night Shade, Foul Play, Metal Burst, Recover, Trick, Dragon Tail, Defog, Roar, Thunder Wave
Role Identification: Hmm, not too bad. If Sablenite gets the boot, this might actually be worth using. With Pressure-related Abilities being omnipresent with the 670+ 450- gimmick, Oppressive Eye is there to ensure that Satina's PP will deplete naturally. 120/107/102 bulk is not bad in the slightest, nor is Ghost/Dark defensive typing. On top of that, access to Knock Off, Foul Play, Seismic Toss, all three major status moves, Defog, phazing moves, and Recover makes Satina a great utility 'mon.
Offspring name: Satina
New Type: Dark / Ghost
Base Stats: 120 / 87 / 107 / 82 / 102 / 70 (+20 HP, +10 Def, +10 SpD; 568 BST)
New ability and desc: Oppressive Eye (Keen Eye + Pressure) - User is unaffected by external PP reduction (through means such as Pressure, Spite, and Grudge).
Notable Moves: Will-O-Wisp, Knock Off, Seismic Toss, Night Shade, Foul Play, Metal Burst, Recover, Trick, Dragon Tail, Defog, Roar, Thunder Wave
Role Identification: Hmm, not too bad. If Sablenite gets the boot, this might actually be worth using. With Pressure-related Abilities being omnipresent with the 670+ 450- gimmick, Oppressive Eye is there to ensure that Satina's PP will deplete naturally. 120/107/102 bulk is not bad in the slightest, nor is Ghost/Dark defensive typing. On top of that, access to Knock Off, Foul Play, Seismic Toss, all three major status moves, Defog, phazing moves, and Recover makes Satina a great utility 'mon.
New Type: Dark / Ghost
Base Stats: 120 / 97 / 157 / 102 / 152 / 40 (+10 Atk, +50 Def, +20 SpA, +50 SpD, -30 Spe; 668 BST)
Ability: Magic Bounce
Notable Moves: aforementioned (excluding Trick) + Dark Pulse, Snarl, Shadow Ball, Dazzling Gleam, Aura Sphere, Nasty Plot, Calm Mind
Role Identification: Holy bulk, Batman! Same deal as base Satina but with a Mega Stone, even better defenses, glorious Magic Bounce, and more usable attacking stats at the expense of lower Speed.
Base Stats: 120 / 97 / 157 / 102 / 152 / 40 (+10 Atk, +50 Def, +20 SpA, +50 SpD, -30 Spe; 668 BST)
Ability: Magic Bounce
Notable Moves: aforementioned (excluding Trick) + Dark Pulse, Snarl, Shadow Ball, Dazzling Gleam, Aura Sphere, Nasty Plot, Calm Mind
Role Identification: Holy bulk, Batman! Same deal as base Satina but with a Mega Stone, even better defenses, glorious Magic Bounce, and more usable attacking stats at the expense of lower Speed.
Uber fat + low tier fat = OU fat?
DNA Donors: Lugia / Audino
Offspring name: Ludino
New Type: Psychic / Normal
Base Stats: 124 / 75 / 118 / 75 / 130 / 80 (+20 HP, +10 Def, +10 SpD; 602 BST)
New ability and desc: Syringe (Healer + Pressure) - Non-offensive healing moves consume double PP but cure non-volatile status conditions prior to recovery.
Notable Moves: Thunder Wave, Calm Mind, Trick, Psychic, Roost, Defog, Whirlwind, Wish, Knock Off, Hyper Voice
Role Identification: Bulky mothertrucker with a nice combined movepool (including utility in Knock Off and Defog), okay typing, and unique Ability. Pretty mediocre offensively, but hey, it can heal off its own status conditions with Roost, or use Wish to cure those of its allies without having to run Heal Bell.
Offspring name: Ludino
New Type: Psychic / Normal
Base Stats: 124 / 75 / 118 / 75 / 130 / 80 (+20 HP, +10 Def, +10 SpD; 602 BST)
New ability and desc: Syringe (Healer + Pressure) - Non-offensive healing moves consume double PP but cure non-volatile status conditions prior to recovery.
Notable Moves: Thunder Wave, Calm Mind, Trick, Psychic, Roost, Defog, Whirlwind, Wish, Knock Off, Hyper Voice
Role Identification: Bulky mothertrucker with a nice combined movepool (including utility in Knock Off and Defog), okay typing, and unique Ability. Pretty mediocre offensively, but hey, it can heal off its own status conditions with Roost, or use Wish to cure those of its allies without having to run Heal Bell.
New Type: Psychic / Fairy
Base Stats: 124 / 75 / 158 / 95 / 170 / 80 (+40 Def, +20 SpA, +40 SpD; 702 BST)
Ability: Healer
Notable Moves: aforementioned (excluding Trick and Hyper Voice) + Dazzling Gleam, Draining Kiss, Earth Power, Heal Bell
Role Identification: Increased bulk, arguably better typing, and better firepower at the expense of its Ability. It's nice that the Lugia side gives Mega Audino Earth Power for coverage.
Base Stats: 124 / 75 / 158 / 95 / 170 / 80 (+40 Def, +20 SpA, +40 SpD; 702 BST)
Ability: Healer
Notable Moves: aforementioned (excluding Trick and Hyper Voice) + Dazzling Gleam, Draining Kiss, Earth Power, Heal Bell
Role Identification: Increased bulk, arguably better typing, and better firepower at the expense of its Ability. It's nice that the Lugia side gives Mega Audino Earth Power for coverage.
Permettez-moi de vous chanter une chanson...
DNA Donors: Chansey / Groudon
Offspring name: Chanson
New Type: Normal / Ground
Base Stats: 175 / 77 / 82 / 87 / 107 / 70 (+10 Def, +20 SpA, +10 SpD; 598 BST)
New ability and desc: Cleansing Sun (Natural Cure + Drought) - Summons sun for 5-8 turns. All Pokémon under the sun have their non-volatile status conditions healed at the end of every turn.
Notable Moves: Stealth Rock, Thunder Wave, Soft-Boiled, Wish, Heal Bell, Hyper Voice, Ice Beam, Seismic Toss, Body Slam, Earth Power, Lava Plume, Dragon Tail, Roar
Role Identification: Physical wall meets special wall in the form of an ungodly mix. Sports respectable 175/82/107 bulk, barely passable offensive stats for a wall, completely usable offensive coverage, and utility in Stealth Rock, Thunder Wave, Lava Plume, Wish, and phazing moves. The Ability is neat because it effectively grants pseudo-Hydration in the sun.
Offspring name: Chanson
New Type: Normal / Ground
Base Stats: 175 / 77 / 82 / 87 / 107 / 70 (+10 Def, +20 SpA, +10 SpD; 598 BST)
New ability and desc: Cleansing Sun (Natural Cure + Drought) - Summons sun for 5-8 turns. All Pokémon under the sun have their non-volatile status conditions healed at the end of every turn.
Notable Moves: Stealth Rock, Thunder Wave, Soft-Boiled, Wish, Heal Bell, Hyper Voice, Ice Beam, Seismic Toss, Body Slam, Earth Power, Lava Plume, Dragon Tail, Roar
Role Identification: Physical wall meets special wall in the form of an ungodly mix. Sports respectable 175/82/107 bulk, barely passable offensive stats for a wall, completely usable offensive coverage, and utility in Stealth Rock, Thunder Wave, Lava Plume, Wish, and phazing moves. The Ability is neat because it effectively grants pseudo-Hydration in the sun.
New Type: Normal / Fire
Base Stats: 175 / 107 / 102 / 137 / 107 / 70 (+30 Atk, +20 Def, +50 SpA; 698 BST)
Ability: Desolate Land
Notable Moves: aforementioned + Calm Mind, Fire Blast, Rock Polish, Bulk Up, Swords Dance, Fire Punch, Earthquake, Ice Punch, Drain Punch
Role Identification: Much stronger Special Attack stat, greater physical bulk, and gets STAB on Lava Plume. Factoring in Desolate Land, Primal Chanson has one less weakness than its regular form, and the two forms only have one weakness in common. The Attack boost, coupled with access to Swords Dance, allows it to viably run a physical set, although sadly its only usable physical Fire STAB is Fire Punch. Also, Rock Polish can help patch up Chanson's low Speed, for greater mileage out of that base 137 SpA.
Base Stats: 175 / 107 / 102 / 137 / 107 / 70 (+30 Atk, +20 Def, +50 SpA; 698 BST)
Ability: Desolate Land
Notable Moves: aforementioned + Calm Mind, Fire Blast, Rock Polish, Bulk Up, Swords Dance, Fire Punch, Earthquake, Ice Punch, Drain Punch
Role Identification: Much stronger Special Attack stat, greater physical bulk, and gets STAB on Lava Plume. Factoring in Desolate Land, Primal Chanson has one less weakness than its regular form, and the two forms only have one weakness in common. The Attack boost, coupled with access to Swords Dance, allows it to viably run a physical set, although sadly its only usable physical Fire STAB is Fire Punch. Also, Rock Polish can help patch up Chanson's low Speed, for greater mileage out of that base 137 SpA.
It's all ogre now? No...now it's Doublogre!
DNA Donors: Doublade / Kyogre
Offspring name: Doublogre
New Type: Steel / Water
Base Stats: 99 / 125 / 120 / 97 / 94 / 62 (+20 HP, +20 Atk; 597 BST)
New ability and desc: Merciless Rain (No Guard + Drizzle) - Summons rain for 5-8 turns. All Pokémon under the rain are rendered incapable of evading.
Notable Moves: Iron Head, Gyro Ball, Sacred Sword, Swords Dance, Shadow Sneak, Aqua Tail, Earthquake, Calm Mind, Flash Cannon, Scald, Origin Pulse, Blizzard, Ice Beam, Thunder, Thunderbolt
Role Identification: Physically oriented slow thing meets specially oriented not-so-slow thing. Primarily physically based, but can also go special with Calm Mind. In non-Primal form, Doublogre has a weather effect that may not be as good as Primal-related Abilities, but grants rain and a No Guard effect to itself and, if applicable, other allies that care to switch in. Thanks to the Kyogre side of its movepool, this No Guard effect is no longer next to useless; new benefits include Aqua Tail on the physical side and Blizzard+Thunder on the special side.
Offspring name: Doublogre
New Type: Steel / Water
Base Stats: 99 / 125 / 120 / 97 / 94 / 62 (+20 HP, +20 Atk; 597 BST)
New ability and desc: Merciless Rain (No Guard + Drizzle) - Summons rain for 5-8 turns. All Pokémon under the rain are rendered incapable of evading.
Notable Moves: Iron Head, Gyro Ball, Sacred Sword, Swords Dance, Shadow Sneak, Aqua Tail, Earthquake, Calm Mind, Flash Cannon, Scald, Origin Pulse, Blizzard, Ice Beam, Thunder, Thunderbolt
Role Identification: Physically oriented slow thing meets specially oriented not-so-slow thing. Primarily physically based, but can also go special with Calm Mind. In non-Primal form, Doublogre has a weather effect that may not be as good as Primal-related Abilities, but grants rain and a No Guard effect to itself and, if applicable, other allies that care to switch in. Thanks to the Kyogre side of its movepool, this No Guard effect is no longer next to useless; new benefits include Aqua Tail on the physical side and Blizzard+Thunder on the special side.
New Type: Steel / Water
Base Stats: 99 / 175 / 120 / 127 / 114 / 62 (+50 Atk, +30 SpA, +20 SpD; 697 BST)
Ability: Primordial Sea
Notable Moves: aforementioned (excluding Blizzard and Aqua Tail) + Waterfall
Role Identification: Gains a ridiculous Attack boost with some special bulk (and Special Attack) on the side. Also now immune to Fire-type attacks, to which it would normally be neutral. In terms of the weather, compared to Merciless Rain, Primordial Sea has the benefit of overriding opposing Primal weather and not being overridden by normal weather, but Doublogre loses the accuracy benefit when going Primal. With that in mind, Waterfall is the preferred physical Water STAB, and special sets are somewhat less appealing.
Base Stats: 99 / 175 / 120 / 127 / 114 / 62 (+50 Atk, +30 SpA, +20 SpD; 697 BST)
Ability: Primordial Sea
Notable Moves: aforementioned (excluding Blizzard and Aqua Tail) + Waterfall
Role Identification: Gains a ridiculous Attack boost with some special bulk (and Special Attack) on the side. Also now immune to Fire-type attacks, to which it would normally be neutral. In terms of the weather, compared to Merciless Rain, Primordial Sea has the benefit of overriding opposing Primal weather and not being overridden by normal weather, but Doublogre loses the accuracy benefit when going Primal. With that in mind, Waterfall is the preferred physical Water STAB, and special sets are somewhat less appealing.
Hey, don't those pointy tips around Arceus' middle look kinda like lightning rods...?
DNA Donors: Arceus / Togedemaru
Offspring name: Ardemaru
New Type: Normal / Electric
Base Stats: 92 / 109 / 101 / 100 / 106 / 108 (+10 Def, +20 SpA, +10 SpD; 616 BST)
New ability and desc: Multiconductor (Multitype + Lightning Rod) - User's primary type changes depending on held Plate or Z-Crystal. If the user is holding such an item and is targeted by a move of the same type as the item, then the move has its regular effect nullified and causes the user's Special Attack to rise by one stage.
Notable Moves: Thunderbolt, Judgment (ugh, that spelling), Ice Beam, Extreme Speed, Earthquake, Shadow Claw, Stealth Rock, Defog, Recover, Trick, Volt Switch, Zing Zap, Nuzzle, U-turn, Spiky Shield, Fake Out, probably a bunch of other crud besides
Role Identification: Diversity, but with a twist. Depending on the Plate or Z-Crystal it's holding, it can be immune to anything. The best types to go together with this Ability are Dragon, Ghost, and Ground—Dragon and Ghost for obvious reasons, and Ground because that's the weakness of its secondary type. Alternatively, it can use Normalium Z to become immune to Normal (or run Life Orb for a more persistent boost in power) and abuse STAB FakeSpeed. The special thing about Togedemaru in particular, as in why I thought of it in the first place, is reliable physical Electric STAB in Zing Zap. Speaking of special, Icicle Plate or Icium Z can be used in a special set for STAB BoltBeam, the best coverage it'll ever get. (It can also switch into opposing Ice-type attackers!) That's all I can think of; there may be even more situational uses for Ardemaru and its myriad immunity choices.
Offspring name: Ardemaru
New Type: Normal / Electric
Base Stats: 92 / 109 / 101 / 100 / 106 / 108 (+10 Def, +20 SpA, +10 SpD; 616 BST)
New ability and desc: Multiconductor (Multitype + Lightning Rod) - User's primary type changes depending on held Plate or Z-Crystal. If the user is holding such an item and is targeted by a move of the same type as the item, then the move has its regular effect nullified and causes the user's Special Attack to rise by one stage.
Notable Moves: Thunderbolt, Judgment (ugh, that spelling), Ice Beam, Extreme Speed, Earthquake, Shadow Claw, Stealth Rock, Defog, Recover, Trick, Volt Switch, Zing Zap, Nuzzle, U-turn, Spiky Shield, Fake Out, probably a bunch of other crud besides
Role Identification: Diversity, but with a twist. Depending on the Plate or Z-Crystal it's holding, it can be immune to anything. The best types to go together with this Ability are Dragon, Ghost, and Ground—Dragon and Ghost for obvious reasons, and Ground because that's the weakness of its secondary type. Alternatively, it can use Normalium Z to become immune to Normal (or run Life Orb for a more persistent boost in power) and abuse STAB FakeSpeed. The special thing about Togedemaru in particular, as in why I thought of it in the first place, is reliable physical Electric STAB in Zing Zap. Speaking of special, Icicle Plate or Icium Z can be used in a special set for STAB BoltBeam, the best coverage it'll ever get. (It can also switch into opposing Ice-type attackers!) That's all I can think of; there may be even more situational uses for Ardemaru and its myriad immunity choices.
Pardone? Nah, we skipped that. It wasn't that important anyway.
DNA Donors: Liepard / Mewtwo
Offspring name: Pardtwo
New Type: Dark / Psychic
Base Stats: 85 / 109 / 70 / 136 / 70 / 133 (+10 Atk, +15 SpA, +15 Spe; 603 BST)
New ability and desc: Pressing Burden (Unburden + Pressure) - If user's item is removed, opposing Pokémon have their Speed halved and their PP consumption rate increased.
Notable Moves: Dark Pulse, Nasty Plot, U-turn, Trick, Knock Off, Play Rough, Fake Out, Psystrike, Psychic, Aura Sphere, Fire Blast, Taunt, Thunder Wave
Role Identification: Pardtwo, put simply, is a frail and fast attacker. It can attempt to punch holes through the opposing team with Nasty Plot, or it can go down a more direct damaging route with a Choice item (Trick is helpful with that). But you know, with STAB Psystrike, you don't really need to run a physical attack except U-turn. Regarding the Ability...it's actually not much different from a combination of Unburden and Pressure...except in hypothetical Doubles/Triples. Normal Gem Fake Out is probably the best way to activate it deliberately, but such means might not be necessary considering Pardtwo is plenty fast as is. Still, you never know.
Offspring name: Pardtwo
New Type: Dark / Psychic
Base Stats: 85 / 109 / 70 / 136 / 70 / 133 (+10 Atk, +15 SpA, +15 Spe; 603 BST)
New ability and desc: Pressing Burden (Unburden + Pressure) - If user's item is removed, opposing Pokémon have their Speed halved and their PP consumption rate increased.
Notable Moves: Dark Pulse, Nasty Plot, U-turn, Trick, Knock Off, Play Rough, Fake Out, Psystrike, Psychic, Aura Sphere, Fire Blast, Taunt, Thunder Wave
Role Identification: Pardtwo, put simply, is a frail and fast attacker. It can attempt to punch holes through the opposing team with Nasty Plot, or it can go down a more direct damaging route with a Choice item (Trick is helpful with that). But you know, with STAB Psystrike, you don't really need to run a physical attack except U-turn. Regarding the Ability...it's actually not much different from a combination of Unburden and Pressure...except in hypothetical Doubles/Triples. Normal Gem Fake Out is probably the best way to activate it deliberately, but such means might not be necessary considering Pardtwo is plenty fast as is. Still, you never know.
New Type: Dark / Fighting
Base Stats: 85 / 189 / 80 / 136 / 80 / 133 (+80 Atk, +10 Def, +10 SpD; 703 BST)
Ability: Steadfast
Notable Moves: Knock Off, Drain Punch, Play Rough, Sucker Punch, U-turn, Bulk Up, Taunt, Thunder Wave
Role Identification: Base 189 Attack speaks for itself. Almost as strong as traditional Mega Mewtwo X, but slightly faster and with better primary STAB. Also has slightly more bulk than regular Pardtwo (but definitely less than MMX). Takes better advantage of its physical repertoire than its base form ever would, boasting STAB Knock Off and Drain Punch with coverage in Play Rough (and potentially U-turn as an option for tactical retreat). Unfortunately, in terms of boosting options, it's basically limited to Bulk Up. But hey, that's not too bad, right? It's no Swords Dance, but it gets the job done to an extent.
Base Stats: 85 / 189 / 80 / 136 / 80 / 133 (+80 Atk, +10 Def, +10 SpD; 703 BST)
Ability: Steadfast
Notable Moves: Knock Off, Drain Punch, Play Rough, Sucker Punch, U-turn, Bulk Up, Taunt, Thunder Wave
Role Identification: Base 189 Attack speaks for itself. Almost as strong as traditional Mega Mewtwo X, but slightly faster and with better primary STAB. Also has slightly more bulk than regular Pardtwo (but definitely less than MMX). Takes better advantage of its physical repertoire than its base form ever would, boasting STAB Knock Off and Drain Punch with coverage in Play Rough (and potentially U-turn as an option for tactical retreat). Unfortunately, in terms of boosting options, it's basically limited to Bulk Up. But hey, that's not too bad, right? It's no Swords Dance, but it gets the job done to an extent.
New Type: Dark / Psychic
Base Stats: 85 / 149 / 50 / 176 / 100 / 143 (+40 Atk, -20 Def, +40 SpA, +30 SpD, +10 Spe; 703 BST)
Ability: Insomnia
Notable Moves: see regular Pardtwo + Mega Pardtwo X
Role Identification: Hello, mini Hoopa-Unbound. Ridiculously frail on the physical side, slightly bulkier on the special side, 10 base points faster, and with a slight power buff on both sides of the spectrum. What more to say? Base 176 SpA with Nasty Plot seems strong.
Base Stats: 85 / 149 / 50 / 176 / 100 / 143 (+40 Atk, -20 Def, +40 SpA, +30 SpD, +10 Spe; 703 BST)
Ability: Insomnia
Notable Moves: see regular Pardtwo + Mega Pardtwo X
Role Identification: Hello, mini Hoopa-Unbound. Ridiculously frail on the physical side, slightly bulkier on the special side, 10 base points faster, and with a slight power buff on both sides of the spectrum. What more to say? Base 176 SpA with Nasty Plot seems strong.
In case it wasn't obvious, I revoke my reservation of Persian + Arceus. It seemed like a good idea at the time, but my Ability idea was identical to what TMan87 used for Smeargle+Arceus, and I honestly can't think of anything remotely close to as good. (If anyone else wants to take a stab at it, be my guest.) Thus, I decided upon Arceus + Togedemaru instead.
EDIT: Never mind, I don't need an answer to that question. I was just confused by that the second point of post #1974 says "and Orbs", implying that one or more of the Orbs are banned. Why would they be banned anyhow? By that logic, Mewtwonite stones would be banned as well.
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