Ultra Space Variants (Submissions: TENTAQUIL and LOLWUTCAR)

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Neither Taunt nor Gastro Acid work against Magic Bounce sets, but Filter sets do lose to Taunt. I can see Super Fang and Seismic Toss being very scary for Clefable.



I genuinely like this one. It's a good design and we don't really have many defensive trappers.



The base stats should be prime numbers, and there should be six stats, not five. I think 67/131/67/131/67/107 would do nicely. Other than that, good submission and very cool idea.
I thought it should end with 1,2,3,5,7 or 9, thanks, Updated
 
So...I guess no one would mind if I were to...compile the submissions?

UB-774 Planetoid (Minior)
Base Stats: 97/103/103/103/103/61 (570)
Type: Rock/Psychic
Ability: Gravitational Pull - Gravity intensifies while this Pokémon is active, and no active Pokémon other than the bearer of this Ability can switch out. Gravity returns to normal when this Pokémon switches out. (HA: Levitate)
Removed Moves: Acrobatics, Take Down, Double-Edge
Added Moves: Confusion, Psybeam, Psywave, Psycho Cut, Psyshock, Shadow Ball, Dark Pulse, Knock Off, Ally Switch, Stored Power, Earth Power, Energy Ball, Flamethrower, Thunderbolt, Ice Beam, Moonblast, Astro Beam (90 power, Rock type, special, 100% accuracy, 20% chance to lower target’s Speed)
Description: Minior adapted very well to Ultra Space, where it absorbed power from the cosmic energies and radiation around it and became much larger and much, MUCH heavier, to the point of having its own gravitational field. The space debris and super-dense hydrocarbon crystals it ate have hardened its shell so it no longer cracks, and it has absorbed so much radiation and energy that its core has turned into superheated plasma, which it can eject from various holes in its shell to both propel itself and attack opponents. It has total control over the energy contained in its body, and can use it in a myriad of ways.
Competitive Analysis: Bulkier and harder-hitting than either form of regular Minior, and possessing a great Ability that lets it trap opponents and bring Flying-types hurtling to the ground (as well as actually scoring a hit with Stone Edge), Minior can fill any of a number of roles for a team. Make it a Stealth Rock setter, a Flying-type trapper, or go on the offensive with Shell Smash and access to a huge number of good moves. You want a physically offensive set? Knock Off, an Earthquake that hits everything and a more-accurate Stone Edge sound good to me. Special set? Psyshock, Shadow Ball, Dark Pulse, Earth Power, Energy Ball, Flamethrower, Thunderbolt, Ice Beam, Moonblast, the new move Astro Beam, or (coupled with Shell Smash) a 140 BP Stored Power are there for you to work with.
Name: UB 47: Spectrum
New Stats: 47/131/47/131/47/167 | 570 BST
New Typing: Fairy
Added Moves: Moonblast, Play Rough, Signal Beam, Dark Pulse, Knock Off, Dragon Pulse, Dragon Rush, Volt Switch, Wild Charge, Aura Sphere, Superpower, Flamethrower, Flare Blitz, Air Slash, Shadow Ball, Phantom Force, Energy Ball, Seed Bomb, Earth Power, Ice Beam, Icicle Spear, Hyper Voice, Sludge Bomb, Gunk Shot, Zen Headbutt, Flash Cannon, Iron Head, Surf, Waterfall
(Removed: Tackle, Defense Curl, Rollout, Confuse Ray, Swift, Ancient Power, Self-Destruct, Take Down, Double-Edge, Shell Smash, Calm Mind, Hyper Beam, Light Screen, Safeguard, Solar Beam, Reflect, Sandstorm, Rock Tomb, Attract, Charge Beam, Giga Impact, Rock Polish, Gyro Ball, Psych Up, Bulldoze, Rock Slide)
Ability: Protean
Appearance: Like its standard counterpart (red core) except with seven spikes instead of five, and with a body color that varies based on its emotional state.
Once, a certain group of scientists released all seven colors of Minior into Ultra Space. They ended up in a high-temperature environment, wherein they were able to fuse together and narrowly escape to a lower-temperature area before melting. Because the scientists specialized in experimenting with powerful Pokémon, the collective consciousness of the new being is familiar with all types of attacking moves. (Literally!)
Possible moveset(s):
Physical attacker
Minior @ Life Orb
Ability: Protean
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Play Rough
- Earthquake
- Flare Blitz / Iron Head
- U-turn
A simple set that primarily uses Fairy STAB with Earthquake for coverage and U-turn for momentum. The third slot is a choice between preventing burn or having a boatload of resistances (not that that matters much with 47/47/47 defenses).

Special attacker
Minior @ Life Orb
Ability: Protean
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Moonblast
- Earth Power
- Ice Beam / Shadow Ball
- Volt Switch
Another simple set with similar first two moves, only using Volt Switch for momentum and Ice Beam as a tertiary coverage move (which, on the downside, makes its typing terrible defensively). Preventing burn is not so important now that it's a special attacker, and Shadow Ball is the suggested alternative because having two immunities and two resistances is arguably better for a frail attacker than having one immunity and ten resistances. (However, Phantom Force is not suggested on the physical set because that move is not nearly as viable.)

Alternatively, either set can run a Dark-type move to become immune to Psychic-type moves and Prankster.
Name: Minior (UB:72-quicksilver)
New Stats: 67/131/67/131/67/107
New Typing: poison/steel
Added Moves: -all rock moves but for Sr, stone edge and rock slide -all flying moves
+Flash Cannon +Iron Head +Gyro Ball +Magnet Bomb +Iron Defense +Metal Sound +Mirror Shot
+Acid +Acid Armor +Acid Spray +Gunk Shot +Sludge X moves +Poision Gas +Smog +Toxic Spikes +Spikes +Braking Gas* +Earth Power
*- Braking Gas
Type: Poision
Attack Type:special
Base Power:90
Effect: Freeze dry but it hits steel super effective and poison type
Abilities: Wallbraking Gasser- if the enemy pokemon has X3+ Defense/Special Defense more then this pokemon his defences get halved, and if both of his defences are X3 higher, the enemy pokemon also gets trapped
Appearance: It looks like a minior (meteor form) made of steel, but with poisonous gas (aka quicksilver gas) leaking in the "cracks" in where you see the parts of minior in the normal meteor form. his eyes are now purple spirals.
Possible moveset:
Minior @ Life Orb
Ability: Wallbraking Gasser
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Nature
- Flash Cannon
- Braking Gas
- Earth Power
- Stone Edge

also its a clefable counter yay
UB-337 Lunar (Lunatone)
Base Stats (Shell Form): 73/5/199/5/199/29 (510)
Base Stats (Core Form): 73/139/5/199/5/149 (570)
Type: Rock/Ice
Ability: Cosmic Shell - This Pokémon changes into its Core Form when its HP drops below 50% (same mechanics as Shields Down). While in its Shell Form, it cannot be inflicted with a status condition or damaged by super-effective attacks.
Removed Moves: Zen Headbutt, Body Slam, Double-Edge, Acrobatics, Earthquake
Added Moves: Hail, Aurora Veil, Freeze-Dry, Shadow Ball, Dark Pulse, Shell Smash, Moongeist Beam, Astro Beam (90 power, Rock type, special, 100% accuracy, 20% chance to lower target’s Speed)
Description: Lunatone was deposited in a nebula, where it evolved to feast on the space dust, rocks and ice crystals that were then integrated into its shell. Underneath the shell is its core, made of a material that has baffled scientists which have studied it due to its ability to essentially reverse entropy, absorbing heat energy from its surroundings and converting it into other more useful types of energy. As a side effect, Lunatone is always surrounded by near absolute-zero temperatures.
Competitive Analysis: This thing is so bulky in its Shell Form that you’re probably going to have to use multiple Shell Smashes if you want to get into Core Form, but that only means that you can destroy even more things than you previously could. Its Ability turns its completely garbage defensive typing into an unimaginably bulky powerhouse, being unaffected by Fighting, Grass, Ground, Rock, Steel, and Water moves until it’s below 50% HP. Once it gets below 50%, its typing doesn’t really matter anymore, because you’ve got base 5 defenses and at least a +2 to your base 199 Sp. Atk and base 149 Speed, so you can wreck just about anything that stands in your way that doesn’t have a priority attack.
Name: Lunatone (UB XX: Lunarian)
New Stats: 5/151/2/181/2/181 (BST 524)
New Typing: Ghost/Ground
Added Moves: Moongeist Beam, Earth Power
Abilities: Moonlit (Dazzling clone)
Appearance: It looks mostly the same as regular Lunatone, but with Lunala's patterns and such on it
Possible moveset(s):
THE ULTIMATE NUKE

Lunatone-Ultra @ Focus Sash
Ability: Moonlit
EVs: 252 SpA / 252 Spe
Timid Nature
- Power Gem
- Moongeist Beam
- Earth Power
- Ice Beam

AND YOU THOUGHT ATTACK DEOXYS WAS INSANE. IT IS THE FASTEST THING IN ALL OF EXISTENCE, AND IF IT EXISTED IN OURS IT WOULD CAUSE A UNIVERSE-WIDE APOCALYPSE. WALLS EVERYWHERE FEAR IT, AND FOR GOOD REASON.
Name: UB H2O: Tide
New Stats: 109/43/113/103/113/89 | 570 BST
New Typing: Water
Added Moves: Surf, Whirlpool, Brine, Shore Up, Residue*
(Removed: Rock-type moves)
*Residue: 70 BP, 100% Acc, 20 PP, Normal-type, special; always deals neutral damage, even to Ghost-types
Ability: Tide Control: User deals 1.2* damage with Surf and takes 0.8* damage from opposing Water-type moves.
Appearance: A deep blue sphere decorated by a moving dark shadow so as to resemble the changing phases of the moon.
The body of UB H2O consists of three main components: the core (its original body), a spherical middle layer of pure ocean water, and a thin but sturdy outer layer of...well, some transparent substance. Who knows? Not even the scientists do; they just sent it into Ultra Space in a fish bowl full of ocean water, and suddenly it broke out of the bowl, and the water didn't spill! More surprisingly, it seems that this UB can freely darken and illuminate the saltwater within this mysterious outer layer, allowing it to more realistically emulate the appearance of the moon.
Possible moveset(s):
Calm Mind
Lunatone @ Leftovers
Ability: Tide Control
EVs: 248 HP / 252 Def / 8 Spe
Bold Nature
IVs: 0 Atk
- Calm Mind
- Surf
- Residue / Psyshock
- Shore Up
A novel form of Bulky Water with nice 109/113/113 bulk, decent 103 Special Attack, and base 108 STAB courtesy of Tide Control. #MakeSurfGreatAgain It even gets reliable recovery in Shore Up! (Y'know, because saltwater is always near sand!) The third slot can be Residue for 100% perfect neutral coverage, or Psyshock so that it can more easily win Calm Mind wars.

It can also run a more offensive set with Life Orb or Choice Specs to take better advantage of its strengthened Surfs, although these options limit its survivability and freedom of move choice respectively.
UB-338 Solar (Solrock)
Base Stats (Shell Form): 73/5/199/5/199/29 (510)
Base Stats (Core Form): 73/199/5/139/5/149 (570)
Type: Rock/Fire
Ability: Cosmic Shell - This Pokémon changes into its Core Form when its HP drops below 50% (same mechanics as Shields Down). While in its Shell Form, it cannot be inflicted with a status condition or damaged by super-effective attacks.
Removed Moves: Psychic, Psyshock, Psywave, Confusion, Earth Power, Telekinesis, Signal Beam
Added Moves: Head Smash, Flame Charge, Shell Smash, Morning Sun, Sunsteel Strike, Astro Beam (90 power, Rock type, special, 100% accuracy, 20% chance to lower target’s Speed)
Description: Solrock was deposited directly in the center of a star. Most Pokémon could not survive this experience; however, Solrock benefited greatly, due to it both originating from the sun and having the ability to absorb solar energy. Absorbing all the energy of the star, Solrock’s core became a nuclear fusion reactor, protected by a thick shell made from all of the material previously forming its body.
Competitive Analysis: Like Lunatone, Solrock’s awful defensive typing is mitigated by its Ability, which allows it to actually be defensive at all until it dips below 50% HP, at which point it no longer needs defenses. Afterwards, it tears apart the opponent with moves like Head Smash, Flare Blitz and Sunsteel Strike.
Name: Solrock (UB XX: Solarian)
New Stats: 151/2/181/2/181/5 (BST 524)
New Typing: Steel/Ground
Added Moves: Sunsteel Strike, Recover, Earth Power, Seismic Toss
Abilities: Unaware
Appearance: It looks mostly the same as regular Solrock, but with Solgaleo's patterns and such on it.
Possible moveset(s):
THE ULTIMATE WALL

Solrock-Ultra @ Leftovers
Ability: Unaware
EVs: 252 HP / 128 Def / 124 SpD
Relaxed/Sassy Nature
- Seismic Toss
- Toxic
- Recover
- Cosmic Power
AND YOU THOUGHT COMPLETE ZYGARDE WAS STUPIDLY BULKY. THIS SOLAR METAL ABOMINATION ABSORBS ANY HIT YOU THROW AT, AND CAN HEAL IT ALL AWAY. THERE IS NO STOPPING THIS WALL, YOU CAN'T EVEN OVERPOWER IT WITH BOOSTS.
Name: UB 90: Arctic Sun
New Stats: 61/127/71/127/71/113 | 570 BST
New Typing: Ice/Fire
Added Moves: Icicle Crash, Ice Beam, Blizzard, Boil*
(Removed: Rock-type moves)
*Boil: Same properties as Freeze-Dry, but it's Fire-type and has a 10% chance to burn. Type affinity:

Ability: Erosion: User is immune to Rock-type damage, including that of Stealth Rock.
Appearance: Imagine a Solrock drenched in lava and covered in a thick layer of transparent frozen matter.
Yep, this is another experiment gone weird. Some curious fool (not necessarily a scientist this time) wondered what would happen if a Solrock were dropped in a volcano, and the Solrock in question actually shot up high enough to exit the atmosphere and end up in space. Over the course of its journey through space, it ended up covered in transparent debris before landing on an arctic planet, where its lava-and-debris-covered body became encased in frozen...who knows what. The last sighting of the Solrock was through an Ultra Wormhole, so no one knows what the coating is or how it can possibly stay cool with a boiling hot core in the center.
Possible moveset(s):
Choice Scarf
Solrock @ Choice Scarf
Ability: Erosion
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Boil
- Ice Beam
- Earth Power
- Psyshock / Fire Blast
The idea behind the Scarf set is to take advantage of UB 90's decent base 113 Speed and great coverage with Boil. Its main coverage moves are Ice Beam and Earth Power, and the fourth slot can be Psyshock for dedicated special walls, or Fire Blast for stronger Fire STAB.

Can also run Life Orb for extra power and freedom of move choice at the expense of the Speed boost. Simply put, it's a strong but frail attacker with an odd immunity to Rock, which, although it doesn't make Fire/Ice typing justifiable defensively, allows it to abuse the offensive coverage of the typing without having to lose 50% HP per Stealth Rock switch-in.
UB 338: Energy (Solrock)


New Stats: 109/43/127/137/41/113
New Ability: Overcharge (Fire type Z-Moves will cause sunny weather after the attack. Electric type Z-Moves cause Electric Terrain after an attack. All Z-moves also gain a 30% power boost, but they cause UB:Energy to lose 20% of it's health.)
Removed Moves: All rock, psychic, and ground moves, Embargo
Added Moves: Thunderbolt, Thunder, Volt Switch, Parabolic Charge, Thunder Wave, Flash Cannon, Burn Up, Charge, Magnet Rise, Agility, Supernova*
*Supernova: 200 BP Fire move, physical attack that hits the opponent's special defence stat. After using this move, UB:Energy faints. (Z-Move Power: 200)
Appearance: In a freak lab accident, a couple dozen of Solrock ended up being lost in an Ultra Wormhole, being trapped in a falling solar system. While they were consumed in a powerful supernova and lost the entirety of their physical forms, they were able to cling onto the massive amounts of heat and radioactive energy from blast. It is comprised of a large, blue, shapeless core, surrounded by red sparks of energy emanating from it as if it were a sun. It's body is largely fluid like and viscous, as if it is appearing to melt. The massive waves of radioactive energy emitting from it can interrupt electrical signals and cause massive explosions.
Usage: UB:Energy serves as a powerful Z-Move user, with a great attack and speed stat to use it. Overcharge allows it to set up the terrain while using a massive STAB nuke, effectively knocking out most foes and powering up future attacks. Despite its sheer, destructive power, UB:Energy lacks depth. While it may have good defence, it has a crippling weakness to ground type moves, most notably the omnipresent Earthquake. It can also be targeted from the special side, and lacks any recovery options to heal up, which is exacerbated by the Overcharge recoil damage. Fire and Electric moves gives solid coverage, but this pokemon has no usable coverage other than Flash Cannon and Solarbeam. Non Z-Move sets also face the lack of a usable ability, and are generally hampered (Choice Scarf sets with Volt Switch might be of some use). That being said, it's main role is to deal as much damage as it can as fast as it can, which it has the potential to do so with it's variety of options for the Z-Move, and general overall power, as well as Supernova to get past physical walls.
UB-036 Stall (Clefable)
Base Stats: 199/2/181/2/181/5 (570)
Type: Fairy/Steel
Ability: Magic Bounce (HA: Filter)
Removed Moves: Psyshock, Ice Beam, Blizzard, Hyper Beam, Solar Beam, Thunderbolt, Thunder, Psychic, Shadow Ball, Flamethrower, Fire Blast, Focus Blast, Dream Eater
Added Moves: Power Trick, Mirror Coat, Spikes, Toxic Spikes, Sticky Web, Whirlwind, Defog, Sandstorm, Hail, Iron Defense, Leech Seed, Will-O’-Wisp, Trick Room
Description: It is unknown where exactly Clefable ended up, as all expeditions into that part of Ultra Space have resulted in annihilation at the subatomic level. The current theory for how Clefable managed to survive and adapt involves constant usage of the move Magic Coat until it developed a permanent magical shroud around itself. Its body consists entirely of neutronium, an ultradense metal made completely out of neutrons. This metal is far sturdier than any substance previously known.
Competitive Analysis: This might be the most disgustingly minmaxed thing you could possibly make Clefable into. With access to every entry hazard, both screens, Whirlwind, Defog, Counter, Mirror Coat, Aromatherapy, Leech Seed and all the weather moves, this is the ultimate bulky support. It fits nicely into any team, playing basically any role that doesn’t involve attacking—basically, it’s an entire stall team rolled into one. Magic Bounce gives it hazard control, and Filter makes it practically impossible to OHKO this monstrosity. For a nasty surprise, you can even use Power Trick and moves like Knock Off, Drain Punch and Meteor Mash to psych out your opponent and do serious damage, especially with Trick Room support.
Name: UB 101: North Star
New Stats: 101/7/101/181/101/79 | 570 BST
New Typing: Fairy/Fire
Added Moves: none (its movepool is plenty sizable already)
(Removed: Stealth Rock, Soft-Boiled, Dig, punch moves, Mega Kick, Double-Slap, Pound, Strength, Seismic Toss, Knock Off, physical Fighting-type moves)
Ability: Levitate
Appearance: Stands on its right leg and holds its arms up to its ears. Glows with an obscenely bright white light. Overall pose resembles a four-pointed star shape.
One day (or was it a night? No one knows...), a Clefable was taken extremely close to the sun, which caused its stance to freeze into a rather unnatural pose and its body to glow unfailingly. In spite of this, it still remains sentient and can float in the air by sheer willpower. Scientists say that it has attained enlightenment (no pun intended).
Possible moveset(s):
Choice Specs
Clefable @ Choice Specs
Ability: Levitate
EVs: 248 HP / 252 SpA / 8 Spe
Modest Nature
IVs: 0 Atk
- Moonblast
- Fire Blast
- Psyshock / Focus Blast
- Trick
Fairy/Fire with Levitate is a dastardly combo with three weaknesses, six resistances, one quad resistance, and two immunities. It's also a strong offensive combination only resisted by Fire, Rock/Poison, and Water/Poison. With that in mind, Psyshock is the most usable tertiary coverage (and also for special walls), although Fire/Psychic remains a problematic typing. (Alternatively, Focus Blast works best against Heatran.) Trick works with Specs to restrict move choice of walls and physical attackers.

Calm Mind
Clefable @ Leftovers
Ability: Levitate
EVs: 248 HP / 252 Def / 8 Spe
Bold Nature
IVs: 0 Atk
- Calm Mind
- Moonblast
- Stored Power
- Moonlight
An alternative approach that takes better advantage of North Star's respectable 101/101/101 bulk, access to setup and recovery in Calm Mind and Moonlight respectively, and workable special coverage with Moonblast and Stored Power.
UB-442 Unleashed (Spiritomb)
Base Stats: 43/173/43/131/43/137 (570)
Type: Dark/Ghost
Ability: Malice - Indirect damage taken by opponents is doubled. (HA: Haunting - When this Pokémon is KO’d, the Pokémon that KO’d it is inflicted with Curse and cannot switch out.)
Removed Moves: Nothing.
Added Moves: Shadow Punch, Shadow Bone, Spectral Thief, Shadow Claw, Night Slash, Night Daze, Knock Off, Brutal Swing, Fire Punch, Thunder Punch, Ice Punch, U-Turn
Description: Spiritomb was deposited near a temporally distorted area in which time was dilated so that one second outside of the area was one million years inside of it. Over the course of several days (billions of years), the curse binding Spiritomb to the Odd Keystone wore off, and the evil spirits were freed, fashioning their ancient prison into all manner of deadly weapons. As the spirits are no longer bound to a physical object, similar to Golurk’s Ultra Space variant, they are very frail but extremely fast.
Competitive Analysis: With blistering Speed and an amazing Attack stat, Spiritomb works well with a Choice Band or Scarf. U-Turn is a great option if you need a fast pivot, and STAB Knock Off is always a good thing. Also, if you get KO’d and have Haunting, you can really ruin an opponent’s day by bringing in something they can’t touch and getting four or five free turns of setup.
Name: UB 108: Keygolem
New Stats: 107/107/109/109/107/31 | 570 BST
New Typing: Ghost/Rock
Added Moves: elemental punches, Shadow Punch, Rock Slide, Stone Edge, Power Gem, Stealth Rock, Superpower, Hammer Arm, Drain Punch, Revenge, Focus Blast, Bulk Up, Counter, Body Slam, Earthquake, Earth Power, Stomp, Heavy Slam
Abilities: Pressure / Cursed Body / Intimidate
Appearance: The Odd Keystone, now glowing the dominant purple color of its malefic spirit body, is the head. A large humanoid formation of asteroid bits, held together by green glowing wisps, forms the body.
Unlike the usual sorts of Ultra Beast variants, this one accidentally slipped into an Ultra Wormhole and ended up floating freely in Ultra Space. Therein, its spirit body reached a nearby asteroid belt and assembled a whole new body, with which it guards other Ultra Beasts and retaliates when attacked.
Possible moveset(s):
Utility
Spiritomb @ Leftovers
Ability: Cursed Body / Intimidate
EVs: 248 HP / 8 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Stealth Rock
- Power Gem
- Will-O-Wisp
- Memento
Ghost/Rock isn't too bad of a typing, considering it at least resists Fighting, Flying, and Fire. UB 108 also has other nifty tools, specifically Stealth Rock, Will-O-Wisp, and Memento. It also gets Rock STAB in Power Gem for decent neutral coverage. 107/109/107 bulk is also decent, and it has some nice Ability choices from a defensive standpoint; Intimidate generally works better against physical attackers, while Cursed Body can be a nasty surprise to any variety of attacker.

Alternative roles include Calm Mind RestTalk, Bulk Up with two attacks (and Pain Split), Nasty Plot wallbreaker, and Choice Band/Specs with Trick. Along with having nice bulk, UB 108 also has decent offenses, being fairly versatile in spite of its low Speed.
Name: Spiritomb [UB-85 "Dark Side"]
New Stats: 109/127/89/113/103/29
New Typing: Still Ghost-Dark
Added Moves: Gust, Swords Dance, Shadow Claw, Poison Jab, Trick Room, Knock Off [REMOVED: Smokescreen, Memento]
Abilities: Poison Heal, Mold Breaker
Appearance: Spiritomb's Odd Keystone is now broken down, and as such, due to the way the keystone's pieces are positioned, it must take the form of a rather thick frog, with the original Spiritomb's face still being a disc protruding from the "frog"'s head. Two-fifths of its height is made up by the shape of a humanoid figure protruding from the keystone piece on its back. It is predominantly purple, though its eyes, mouth, and lots of spots all over it are green. (Weight: 120.0kg/264.6lb, Height: 5.0m/16'05")
Justification: Once Spiritomb was sent to Ultra Space, keystone included, the atmosphere wasn't very kind to the Odd Keystone at all. It was mostly Hydrogen Fluoride, a gas that can corrode almost ANYTHING. This helped Spiritomb's 108 spirits break out, and their subconscious thoughts took over. All the internal envy and hatred came out. The creature latched onto a Celesteela and escaped before the rest of the keystone would crumble further, as it gave up when it realized that the keystone couldn't break down completely due to magic preventing further corrosion.
Possible moveset(s):
Spiritomb-Ultra @ Toxic Orb
Ability: Poison Heal
EVs: 252 HP / 252 Atk / 4 SpD
Brave Nature
IVs: 0 Spe
Moves:
-Trick Room
-Poison Jab
-Shadow Claw
-Knock Off

Spiritomb-Ultra can function here as a bulky Toxic healer and a sweeper. Shadow Claw and Knock Off are STAB, and Poison Jab covers the Fairy-Types that would otherwise prove problematic. Trick Room comes into play when Spiritomb REALLY feels like dealing the hurt... With Trick Room, it can "outspeed" all of OU.
UB-108: Dynamo

New Stats: 53/101/139/101/139/37 | 570 BST
Added Moves: Thunderbolt, Discharge, Flash Cannon, Gyro Ball, Magnet Bomb, Gear Grind, Hex, Spikes, Rapid Spin, Ingrain, Perish Song
Abilities: Magnet Pull
Appearance: Spiritomb was sent to a low gravity world made of lose scrap metal, and managed to attach itself to one of the larger objects with its base to avoid drifting around in space. In order to interact with its weightless environment, the specimen integrated some of the floating metal pieces into its body, where they remain as silvery liquid spheres replacing the glowing lights found in usual Spiritomb. By spinning its body with these liquid metallic components, Spiritomb is able to make use of the dynamo effect in order to generate potent magnetic fields, which it uses to manipulate its surroundings to its whim.

Possible moveset:
Spiritomb @ Leftovers
Ability: Magnet Pull
EVs: 252 HP / 252 Def / 4 Spe
Bold Nature
IVs: 0 Atk
- Rapid Spin
- Perish Song / Curse
- Pain Split / Protect
- Spikes / Ingrain / Shadow Ball
With its Magnet Pull ability, Spiritomb becomes a nice Steel trapper which can get rid of many passive opponents with Perish Song and use the free turns to spin away their hazards or set up its own.

The moveset above works especially well against ridicolously bulky Clefables, which rely on Seismic Toss, Toxic, and Leech Seed as their primary ways of dealing damage, the former two of which Spiritomb is immune against and the latter of which it can easily spin away, along with any other hazards Clefable might have set up. Ingrain is an option to prevent Clefable from escaping with Whirlwind and is also useful against other Steel types with access to phazing moves, though Spikes is a viable alternative to set up its own hazards, since Clefable is completely countered by Spiritomb anyway and won't do much good in the match even if it chooses to switch out. Pain Split is a much more reliable recovery move in this metagame than in regular OU, since it takes advantage of the many min-maxed stats given to the UBs including Clefable's ridicolous base HP of 199. With a base Speed of 37, Spiritomb is able to always outrun it even without investment.

Btw, Knock Off from Power Trick Clefable with full investment, positive nature, and Life Orb doesn't OHKO this set after even after Stealth Rock damage, while Spiritomb can burn it with Will-O-Wisp and stall it out, or simply 2HKO with uninvested Gear Grind.

252+ Atk Life Orb Clefable Knock Off (97.5 BP) vs. 252 HP / 252+ Def Spiritomb: 239-283 (77 - 91.2%) -- guaranteed 2HKO after Stealth Rock
0 Atk Spiritomb Gear Grind (2 hits) vs. 4 HP / 252 Def Clefable: 252-296 (46.6 - 54.8%) -- approx. 99.6% chance to 2HKO after Stealth Rock

Oh, and of course, here are my votes.

Minior: alephgalactus
Lunatone: Hourai
Solrock: Mr. Querty
Clefable: alephgalactus (tough decision there)
Spiritomb: Cretacerus
 
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Clefable: Mygavolt
No offense to alphegalactus, it's just that his is just way too bulky to be healthy in the meta.
Solrock: Mygavolt
Although, the same comments apply to my Solrock just like with alphegalactus's Clefable, but nowhere nearly as egregious as said Clefable.
Spiritomb: Cretacerus
 
Minior: X-flyer 2223
Lunatone: Mygavolt
Solrock: Mygavolt
Clefable: alephgalactus (the one and only to win)
Spiritomb: Cretacerus

Besides, should we have a council?
 
Minior: Mygavolt (straightforward and effective, especially for a form changing mon)
Lunatone: Hourai
Solrock: Hourai (Sun and Moon as THE ULTIMATE FORCES OF NATURE, BETTER WATCH OUT!!)
Clefable: alephgalactus (can't deny the true UB-36)
Spiritomb: KirbyRider1337 (humanoid frog warrior with Spiritomb's face, need I say more)
 
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