Ultra Space Variants, V2 (Slate: Johto Starters)

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Name: Pichu (UB-Meltdown)
New Stats: 19/173/29/167/53/139 (570)
New Typing: Electric/Fire
Added Moves: Double Edge, Flare Blitz, High Jump Kick
Abilities: Reckless
Appearance: No mouth, and has a blue band around the head where its eyes normally are. Barely possible to see through the surging energy field around it, but meh.
Possible moveset(s):
Pichu-Ultra @ Life Orb
Ability: Reckless
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Volt Tackle
- Flare Blitz
- Double Edge
- High Jump Kick
Is this lore?: Ultra Space in general is filled with a lot of energy. Pichu took in a large amount of that energy... making it even less stable at energy storage than usual. It attacks are devastating... not just to its target, but to itself as well.

Name
: Raichu
New Stats: 67/157/53/97/83/113 (570)
New Typing: Electric/Ghost
Added Moves: Shadow Bone, Shadow Ball, Shadow Claw, Shadow Sneak, Phantom Force, Swords Dance
Abilities: Beast Boost / Magic Guard / Lightning Rod
Appearance: A monochrome, translucent Raichu with 10 tails that have serrated edges made of bone reinforced Ultra Space's crystals. Apart from the head, its skeletal structure is very barely visible.
Possible moveset(s):
Raichu-Ultra @ Life Orb
Ability: Magic Guard
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Volt Tackle
- Shadow Bone
- Brick Break
- Fake Out
Is this lore?: Ultra Space is very weird and has a lot of distortions in reality. Raichu was charged with quantum energy and/or died, and mutated into whatever this is. Being partially phased out and unable to be stopped makes its tail attacks very powerful. It often preys upon Ultra Mimikyu.


Name: Pichu (UB-Meltdown)
New Stats: 19/173/29/167/53/139 (570)
New Typing: Electric/Fire
Added Moves: Double Edge, Flare Blitz, High Jump Kick
Abilities: Reckless
Appearance: No mouth, and has a blue band around the head where its eyes normally are. Barely possible to see through the surging energy field around it, but meh.
Possible moveset(s):
Pichu-Ultra @ Life Orb
Ability: Reckless
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Volt Tackle
- Flare Blitz
- Double Edge
- High Jump Kick
Is this lore?: Ultra Space in general is filled with a lot of energy. Pichu took in a large amount of that energy... making it even less stable at energy storage than usual. It attacks are devastating... not just to its target, but to itself as well.
Name: Pichu (UB-Meltdown)
New Stats: 19/173/29/167/53/139 (570)
New Typing: Electric/Fire
Added Moves: Double Edge, Flare Blitz, High Jump Kick
Abilities: Reckless
Appearance: No mouth, and has a blue band around the head where its eyes normally are. Barely possible to see through the surging energy field around it, but meh.
Possible moveset(s):
Pichu-Ultra @ Life Orb
Ability: Reckless
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Volt Tackle
- Flare Blitz
- Double Edge
- High Jump Kick
Is this lore?: Ultra Space in general is filled with a lot of energy. Pichu took in a large amount of that energy... making it even less stable at energy storage than usual. It attacks are devastating... not just to its target, but to itself as well.
Name: Pichu (UB-Meltdown)
New Stats: 19/173/29/167/53/139 (570)
New Typing: Electric/Fire
Added Moves: Double Edge, Flare Blitz, High Jump Kick
Abilities: Reckless
Appearance: No mouth, and has a blue band around the head where its eyes normally are. Barely possible to see through the surging energy field around it, but meh.
Possible moveset(s):
Pichu-Ultra @ Life Orb
Ability: Reckless
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Volt Tackle
- Flare Blitz
- Double Edge
- High Jump Kick
Is this lore?: Ultra Space in general is filled with a lot of energy. Pichu took in a large amount of that energy... making it even less stable at energy storage than usual. It attacks are devastating... not just to its target, but to itself as well.
Name: Pichu (UB-Meltdown)
New Stats: 19/173/29/167/53/139 (570)
New Typing: Electric/Fire
Added Moves: Double Edge, Flare Blitz, High Jump Kick
Abilities: Reckless
Appearance: No mouth, and has a blue band around the head where its eyes normally are. Barely possible to see through the surging energy field around it, but meh.
Possible moveset(s):
Pichu-Ultra @ Life Orb
Ability: Reckless
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Volt Tackle
- Flare Blitz
- Double Edge
- High Jump Kick
Is this lore?: Ultra Space in general is filled with a lot of energy. Pichu took in a large amount of that energy... making it even less stable at energy storage than usual. It attacks are devastating... not just to its target, but to itself as well.
Name: Pichu (UB-Meltdown)
New Stats: 19/173/29/167/53/139 (570)
New Typing: Electric/Fire
Added Moves: Double Edge, Flare Blitz, High Jump Kick
Abilities: Reckless
Appearance: No mouth, and has a blue band around the head where its eyes normally are. Barely possible to see through the surging energy field around it, but meh.
Possible moveset(s):
Pichu-Ultra @ Life Orb
Ability: Reckless
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Volt Tackle
- Flare Blitz
- Double Edge
- High Jump Kick
Is this lore?: Ultra Space in general is filled with a lot of energy. Pichu took in a large amount of that energy... making it even less stable at energy storage than usual. It attacks are devastating... not just to its target, but to itself as well.
 

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
I'll have a side of background/worldbuilding with my new slate, please.
 

Samtendo09

Ability: Light Power
is a Pre-Contributor
TBH only two or three had resubmitted, so could we do the voting between the three of us (or even everything in this slate before the pre-resubmission to make it more fair imo) and then find a way to make this Pet Mod more interesting?
 

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
I got neatly tricked, didn't I?
Well alright, let's see.
Planet HSO-035 (as named by Earth scientists) is a planet roughly the size of ours, but a bit farther from its star than Earth. Its atmosphere isn't as protective as ours and its rotation is a bit slower.
Its main characteristic is wind. Since there is about half the amount of ozone in the atmosphere compared to Earth's, solar winds are stronger and some UV-C reach the planet, increasing mutation rates. There are also permanently strong winds on the totality of the planet, forbidding flight.
HSO-035 is subdivised in 6 sectors :
LLY-035 is, oddly, a forest. Observations have not provided an explanation as to why such lush life can exist on a planet with solar winds, yet it can. Some among the most spiritual scientist have spoken about the area being guarded by some magic force or deity, but obviously this is an unpopular opinion. The forest is nearly identical to what exists on Earth, but without any wind. It seems to stand still, and yet bursts with life. It's one of the most colorful areas of the planet. It is the only area where flight is possible, but due to the density of life in this sector and the fact that cross-sector migrations have been registered, most species here don't fly for long, but rather hop. Some of them can glide or have wings strong enough to make them fly for a few seconds.

RIN-035 is the name of a huge icy belt that goes around the planet like a ring, joining the two poles. The atmosphere is particularly thick above it, and clouds often obscure the view. Under the ice flows non-salty water, but due to absorbing solar winds from other places, it has developed magnetic-like properties and differs significantly from our Earth's water. Most scientists studying the planet believe that it's the reason why the species there are so different: by ingesting "radiating" water, they mutate much quicker.

SHZ-035 is the name of the central area, which is composed of nothing but water. It is a huge ocean prone to evaporation and rain, filled with strong currents, typhoons and maelströms. Only the fiercest life forms can survive at the surface, but the meager research that has been done shows that the abyss is much calmer, potentially allowing life to thrive.

MSH-035 isn't used to describe a single area, rather, is it the name of every shore linking SHZ-035 to the rest of the planet. The sand on these shores is inexplicably pink, and its molecular composition is apparently closer from marble than silica. While there isn't much to see at first, insects can find protection in the sand, and larger species are known to hunt before taking shelter in whatever's nearby.

EMI-035 is the largest area on the planet, covering approximately half the surface, and is composed of a rocky environment constantly wind-battered, with winds here being even stronger than on the rest of the planet. For some reason, the rocks are strawberry pink. Life is harsh, but the mountains and plateaus offer protection against either the sun or the wind. The latter is the biggest problem, as average wind speed in the whole area is 120 km/h, with maxima up to 250 km/h. As such, every species living in this area has developed a way to shield from the wind, or even to use it to catch its prey.

With all of the surface studied, the scientists thought they had every species on HSO-035 accounted for, yet kept discovering a few additional ones. They quickly noticed that all of them came from underground, and investigated. They reported scarce but existing activity in the very core of the planet. Its iron core is highly radioactive and is heated at thousands of °C, yet some species among the strongest ever seen on the planet managed to make it their habitat. They have no problem withstanding the winds once on the surface, and can prey on every territory save for SHZ-035. Life forms in this sector and their lifestyle are mostly unknown.


Hmmm, not bad for something made on the fly, but if someone wants me to precise one or more sectors, I'd be happy to provide.
As for the Pokémon, this slate will be the occasion to revamp Gardevoir, Spinda, Pidgeot, Espeon, Lanturn and Sawk.
 
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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
Thanks!
I enjoyed writing this worldbuilding, maybe I can do that another time as well.
It'll be as loaded with references as this one, of course.
 

T.I.A.

formerly Ticktock
Thanks!
I enjoyed writing this worldbuilding, maybe I can do that another time as well.
It'll be as loaded with references as this one, of course.
Since we got ourselves a planet, should we start on the new slate? I got a idea to go with Gardevoir (not my immortal black hole beast, but something to do with VOCAL andrOIDs).
 

T.I.A.

formerly Ticktock
Name: UB-02 Singer (Ultra Gardevoir)
New Stats: 61/53/71/157/127/101 (570)
New Typing: Normal/Electric
Added Moves: Boomburst, Perish Song, Relic Song, Sing, Uproar, Charge, Discharge, Electric Terrain, Electro Ball, Magnet Rise, Parabolic Charge, Spark, Thunder, Thunder Shock, Volt Switch, Wild Charge, Zap Cannon, Overheat, Ice Beam, Mirror Coat
Abilities: Beast Boost / Motor Drive / High Pitch (Boosts the power of sound-based moves by 1.5x.)
Appearance: Dawning into the forest sector, Gardevoir has transformed into a familiar-looking voice synthesizer. The body is in a more human-like shape, similar to a certain 14 yeay old with the green shifted to black and moved down to the lower part of the limbs, with the legs becoming much thicker, especially around the black part, with it having stump for feet like Gallade, and the arms now has 4 thin fingers, as supposed to the 3 claw-like figures. The dress is now gone and with it is replaced a black section of color. The upper body now has yellow markings around the lower stomach area and where the shoulders start and the red growth being now replaced with a yellow ribbon-like growth and the back having a treble clef marking. The hair is also yellow and is now styled like sideswept bangs with clips in them, and the back slightly curving up on the ends. It now has a pair of white feelers resembling a bow and is wearing an artificial headset which is white. Males have a less feminine look, the black and yellow on the body extends out a bit, and the head has no feelers, but has much spikier hair. Both now have blue eyes.
Possible moveset(s):
Gardevoir-Ultra @ Choice Specs
Ability: High Pitch
EVs: 252 SpA / 4 SpD / 252 Spe
Jolly / Modest Nature
- Boomburst
- Thunderbolt
- Ice Beam / Overheat
- Volt Switch
Competitive Intention: Considering they are the living synthesizers, they now have the signature ability, High Pitch. This ability is a Strong Jaw clone, giving it power to some moves that are not really useful, but most importantly, abuse Boomburst with even higher power. Access to a good amount of coverage and a pivot move, including BoltBeam, a decent speed tier, a excellent Special Attack, and a decent typing that gives out some good damage. However, its bulk is not that good, even with a good 127 Special Defense, and its Speed tier, while enough to outspeed stuff like Zygarde and Landorus-T, it does not help that a lot stuff that can defeat it with Ground and Fighting coverage are a lot faster, including Gengar, Greninja, Keldeo, Dugtrio, and more, many of which are coming off its bad Defense stat and Ground types taming it if its locked into a Electric move. However, clean it up or switch out at best, because it will hit hard.

Name: UB-09 Shady (Ultra Spinda)
New Stats: 137 / 47 / 61 / 113 / 71 / 131 (570)
New Typing: Ice/Normal
Added Moves: Nasty Plot, Freeze-Dry, Ice Shard, Mist, Hail, Surf, Glaciate, Overheat, Psycho Boost, Aurora Veil, Hyper Voice
Abilities: Beast Boost / Disguise / Contrary
Appearance: Somehow when it landed in the icy sector, it had the ability to freeze the water below it and move on said ice, albeit only when skating. Therefore, sharp blades formed on the bottom on its feet and the fur became light blue. It also likes to hide behind an ice version of itself to block attacks for once.
Possible moveset(s):
Spinda-Ultra @ Life Orb
Ability: Disguise / Contrary
EVs: 252 Spe / 4 Def / 252 SpA
Modest Nature
- Psycho Boost / Nasty Plot
- Hyper Voice
- Freeze Dry
- Overheat / Shadow Ball / Surf
Competitive Intention: A strange thing. Good HP, Special Attack, and Speed, but crap everything else. The type also sucks and its an enigma. Freeze-Dry is the only good Ice STAB, but its not that bad. It also has moves to abuse Contrary as well as Disguise to let it survive a hit, in which it hides behind a ice statue, and it breaks if it gets hit. Like a substitute, not as good.
 
Last edited:

alephgalactus

Banned deucer.
UV-282 Seraph (Gardevoir)
Base Stats: 67/5/97/167/127/107 (570)
Type: Fairy/Fire
Ability: Drought (HA: Serene Grace)
Removed Moves: All Dark and Ghost-type moves, Rain Dance, Magical Leaf, Grass Knot
Added Moves: Fiery Dance, Roost, Air Slash, Defog, Flamethrower, Heat Wave, Fire Blast, Barrier, Solar Beam
Description: Gardevoir found that LLY-035 had an incredibly powerful magical aura surrounding it, which it used as a training ground to develop its psychic and magical powers so it could better control the solar winds. As a result, Gardevoir evolved into a six-winged angelic creature with advanced reality-altering and magical powers mostly focused on pyrokinesis. It can control the solar winds, heat and radiation of the planet and constantly emits excess energy in the form of a radiant glow. (Fun Fact: The wings are just used to create and alter wind currents, as Gardevoir can just float with telekinesis instead of trying to fly against the gale-force winds.)
Competitive Analysis: Fire and Fairy STAB allows near-perfect coverage, resisted only by other Fire-types. Psyshock is great for coverage against special walls, and Air Slash, Energy Ball and Thunderbolt are also there for good type coverage. Drought makes Solar Beam a viable option, mitigates damage from Water-types and turns Fire Blast into an absurdly powerful special nuke. Serene Grace, on the other hand, makes Fiery Dance a very scary move and lets you be very mean with Air Slash.


UV-327 dear god why Fidget (Spinda)
Base Stats: 97/131/127/37/89/89 (570)
Type: Psychic/Steel
Abilities: Compound Eyes, Tinted Lens (HA: Magic Bounce)
Removed Moves: Water Pulse, Shock Wave, Shadow Ball, Psybeam, Icy Wind
Added Moves: Knock Off, Iron Head, Shift Gear, Gear Grind
Description: When scientists discovered this powerful and very strange Ultra Variant of Spinda residing on the surface of SHZ-035 and the water of RIN-035, they originally believed it to be a variant of Starmie, but were bewildered when DNA tests showed it was in fact Spinda. Essentially, it looks nothing like Spinda, the only real similarity being a pattern unique to every individual. This form of Spinda has a radically different body plan consisting of a three-pronged "head" with an insectlike compound eye on each prong, and a central "body" around which the "head" can spin. It spins its "head" at supersonic speeds using telekinesis, which has a hypnotic effect on its prey. Then, before its prey can react, it rams into them with its metallic spinning "head" to render them unconscious, devouring them with the mouth in the middle of its central "body". Occasionally, they have been observed manipulating psychic energy into more conventional "hands" which it can use for combat or fine-tuned object handling. Oddly enough, the hypnotic spinning appears to not only be ineffective against humans but can be used to alleviate some symptoms of several types of attention deficit disorders.
Competitive Analysis: Spinda has an expansive movepool and excellent stats, and can play several different roles on a team depending on how it is needed. I never thought I'd ever type that sentence. Rapid Spin (heh, get it?), Wish, Fake Out, Hypnosis, Disable, Baton Pass (apparently the OU council isn't skilled enough to learn how to play around that), Trick, Hypnosis and Teeter Dance are all fairly viable options for a defensive or support role along with Magic Bounce or Compound Eyes, and Shift Gear is great for setting up sweeps with Iron Head, Zen Headbutt, and coverage like Drain Punch, Knock Off or one of the three elemental punches, all with no worries about being resisted thanks to Tinted Lens.


UV-018 Burrower (Pidgeot)
Base Stats: 71/107/137/37/67/151 (570)
Type: Steel/Ground
Abilities: Quick Tunneler - Gives +1 Priority to this Pokémon's Ground-type moves when user is at full health (Ground-type Gale Wings), Sand Force (HA: Dynamic Entrance - Lowers the opponent's Defense on switch-in [Intimidate clone].)
Removed Moves: Hurricane, Gust, Whirlwind, Twister, Roost, Tailwind, Air Slash, Rain Dance, Aerial Ace, Fly, Air Cutter, Brave Bird, Defog, Sky Attack, Ominous Wind, Heat Wave, Razor Wind
Added Moves: Earthquake, Bulldoze, Dig, Magnitude, Metal Claw, Iron Head, Rock Polish, Sandstorm, Rock Slide, Stone Edge, Stealth Rock
Description: As the strong winds of the planet prevented Pidgeot from flying, it burrowed underground. Now populating HNK-035, they move through dirt and rock as quickly and easily as regular Pidgeot flies through the air. They can sense microscopic seismic changes, allowing them to detect prey from thousands of miles underground and burst from the ground to catch their prey. They have also been known to cause catastrophic seismic activity when agitated.
Competitive Analysis: With its blistering Speed and access to U-Turn, this is one of the best pivots available. Quick Tunneler and Earthquake give Pidgeot access to a +1 priority 180-power STAB Tectonic Rage, Sand Force makes it a terrifying sweeper that works well alongside Mega Tyranitar, and Dynamic Entrance allows it to weaken normally-impenetrable physical walls to manageable levels.


UV-196 Glider (Espeon)
Base Stats: 97/7/67/61/79/191 (570)
Type: Flying
Abilities: Fur Coat, Fluffy (HA: Ride the Wind - Flying-type moves give +1 Speed to this Pokémon instead of affecting it [Flying-type clone of Sap Sipper with Speed])
Removed Moves: Confusion, Psybeam, Future Sight, Morning Sun, Psychic, Power Swap, Psyshock, Calm Mind, Psychic, Shadow Ball, Dream Eater, Trick Room, Stored Power, Synchronoise, Magic Coat, Magic Room, Signal Beam, Skill Swap, Zen Headbutt, Telekinesis
Added Moves: Roost, Gust, Whirlwind, Twister, Hurricane, Tailwind, Thunder Wave, Encore, Defog, U-Turn, Air Slash
Description: Espeon can be found in EMI-, MSH- and occasionally SHZ-035. Normal Espeon can sense minute changes in the air with their fur. However, in such a windy area, Espeon found a different use for its fur: it evolved to develop a thick, protective silvery fur coating and huge winglike structures protruding from its back which are made completely out of fur. This, along with its development of hollow bones, allows Espeon to glide on the planet's strong winds, making it incredibly fast. It can also use what vestigial telekinetic powers it has left to exert brief limited control over the winds surrounding it.
Competitive Analysis: Far too often has the mantle of "fast" been associated with "frail". Not so with Espeon. Besides outspeeding everything up to and including +1 base-110s with full Speed investment, it also has what would appear to be a fairly mediocre 97/67/79 defensive spread but can be bolstered by Fur Coat, giving it 466 Defense at 252 EVs and a neutral Nature. Its speed and physical bulk, combined with reliable recovery, U-Turn for generating momentum, and a great support movepool, makes Espeon a force to be reckoned with. Ride the Wind can be used instead of Fur Coat if you want to troll Defoggers, Aerilate users or one of the approximately three remaining people using Talonflame (how the mighty have fallen!). Fluffy doesn't have any real advantage over Fur Coat other than halving damage from weak niche special moves like Grass Knot and Draining Kiss, and it adds a Fire weakness and doesn't protect against the likes of Stone Edge, so it is not recommended for use on Espeon. With support moves like both screens, Heal Bell, Thunder Wave, Toxic, Defog, Tailwind, Whirlwind, Encore, Wish, Trick, Yawn, Sunny Day and Rain Dance coming off of the highest Speed in the game, Espeon can be used to support the rest of your team in any number of ways. Want something that can set up screens very quickly? Espeon. Need something to set up sun, rain or Tailwind for the rest of your team? Espeon. Need a cleric that can use Heal Bell and Wish but doesn't drain momentum? Espeon. Really, there aren't many things Espeon can't do, support-wise. While using Espeon, beware of Prankster Thunder Wave or Taunt. Though priority attacks aside from maybe Water Shuriken don't bother Fur Coat Espeon, Prankster Taunt can completely cripple your set and force you to U-Turn out, and Prankster Thunder Wave cuts Espeon's speed in half, making it much less of a threat to the opponent.


UV-171 Angler (Lanturn)
Base Stats: 71/101/109/137/79/73 (570)
Type: Electric/Dark
Abilities: Strong Jaw, Motor Drive (HA: Water Bubble)
Removed Moves: None.
Added Moves: Dark Pulse, Bite, Crunch, Thunder Fang, Ice Fang, Super Fang, Hyper Fang, Psychic Fangs
Description: This form of Lanturn was only officially documented very recently by scientists studying the planet; however, it is rumored that it was known of long before that but never made it into the documentation because nobody who saw it came back alive. Its natural habitat is in the darkest depths of SHZ-035, but some have reportedly been observed manipulating bubbles of RIN-035's magnetically charged water around themselves and traveling on land at nighttime; sightings have only been reported in LLY-035. Lanturn has developed a massive set of jaws and a mouth that takes up most of its body, with bioluminescent lights all over its skin. It uses these lights to attract prey, then dispatches it in one of many ways—it usually utilizes electric shocks, but it has been observed freezing prey by extracting its heat energy through an unknown process, blinding the prey with its lights, flashing its lights in patterns that cause seizures or unconsciousness in its prey, drowning land-based prey in its charged bubble of water, or simply swallowing its prey whole. Wild Lanturn are extremely predatory in nature and are very hostile and dangerous; however, they become very docile when captured but are still fierce battlers.
Competitive Analysis: Lanturn has decent bulk, some great Abilities, good attacking stats and a wide movepool, making it a good choice for a physical or special attacker. Strong Jaw gives it powerful STAB in both Crunch and Thunder Fang, plus strong coverage in Ice Fang and Psychic Fangs. Water Bubble, on the other hand, gives it an effective Fire resistance and doubles the power of its Water moves, giving it extremely powerful coverage options in Scald or Hydro Pump. Motor Drive makes Lanturn a great switch-in on an Electric-type move, giving it the speed it needs to start dismantling the opponent. A special Assault Vest set with Water Bubble and Dark Pulse, Volt Switch, Hydro Pump/Scald and Ice Beam/Blizzard works quite well.


UV-539 Shinobi (Sawk)
Base Stats: 71/113/79/97/61/149 (570)
Type: Poison/Dark
Abilities: Martial Artist - 1.5x power to Fighting-type moves used by this Pokémon (Steelworker clone), Infiltrator (HA: Technician)
Removed Moves: Sunny Day, Rain Dance
Added Moves: Water Shuriken, Shadow Sneak, Cross Poison, Night Slash, Shadow Claw, Phantom Force, Shadow Punch, Slash, Smokescreen, Spikes, Toxic Spikes, Mat Block, Quick Attack, Feint Attack, Haze, Aerial Ace, Fake Out, Acrobatics, Camouflage, Cross Chop
Description: Sawk are found in LLY-035, and are a bit of an anomaly on the planet in that they have undergone barely any physical changes to adapt to the planet. Aside from being a bit more nimble and slender than the ordinary Sawk, there isn't really any bodily change; however, there is a significant change in tactics and dress. This form of Sawk has swapped out its karate gi for a full-body garment made of color-changing materials that blend into the surroundings. It hides in shadow, waiting for the perfect moment to strike its prey; it has adopted a number of techniques allowing it to do so. In addition to its normal repertoire of martial arts, this form of Sawk uses techniques such as smoke bombs, throwing stars, makeshift blades, poison, and improvised weapons to take down targets.
Competitive Analysis: High Speed combined with an expansive movepool and great Abilities make Sawk fairly threatening. Infiltrator allows it to ignore Substitute and screens, and Technician gives it strong Dark STAB in Feint Attack (though Knock Off is generally still better) and great coverage or priority options in Aerial Ace, Shadow Sneak, Shadow Punch and Fake Out. Martial Artist effectively gives Sawk a third STAB, boosting the power of moves like Close Combat and Cross Chop. Sawk can also serve as a fast, offensive entry-hazard setter with Spikes and/or Toxic Spikes.
 

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
UV-282 Seraph (Gardevoir)
Base Stats: 67/5/97/167/127/107 (570)
Type: Fairy/Fire
Ability: Drought (HA: Serene Grace)
Removed Moves: All Dark and Ghost-type moves, Rain Dance, Magical Leaf, Grass Knot
Added Moves: Fiery Dance, Roost, Air Slash, Defog, Flamethrower, Heat Wave, Fire Blast, Barrier, Solar Beam
Description: Gardevoir found that LLY-035 had an incredibly powerful magical aura surrounding it, which it used as a training ground to develop its psychic and magical powers so it could better control the solar winds. As a result, Gardevoir evolved into a six-winged angelic creature with advanced reality-altering and magical powers mostly focused on pyrokinesis. It can control the solar winds, heat and radiation of the planet and constantly emits excess energy in the form of a radiant glow. (Fun Fact: The wings are just used to create and alter wind currents, as Gardevoir can just float with telekinesis instead of trying to fly against the gale-force winds.)
Competitive Analysis: Fire and Fairy STAB allows near-perfect coverage, resisted only by other Fire-types. Psyshock is great for coverage against special walls, and Air Slash, Energy Ball and Thunderbolt are also there for good type coverage. Drought makes Solar Beam a viable option, mitigates damage from Water-types and turns Fire Blast into an absurdly powerful special nuke. Serene Grace, on the other hand, makes Fiery Dance a very scary move and lets you be very mean with Air Slash.


UV-327 dear god why Fidget (Spinda)
Base Stats: 97/131/127/37/89/89 (570)
Type: Psychic/Steel
Abilities: Compound Eyes, Tinted Lens (HA: Magic Bounce)
Removed Moves: Water Pulse, Shock Wave, Shadow Ball, Psybeam, Icy Wind
Added Moves: Knock Off, Iron Head, Shift Gear, Gear Grind
Description: When scientists discovered this powerful and very strange Ultra Variant of Spinda residing on the surface of SHZ-035 and the water of RIN-035, they originally believed it to be a variant of Starmie, but were bewildered when DNA tests showed it was in fact Spinda. Essentially, it looks nothing like Spinda, the only real similarity being a pattern unique to every individual. This form of Spinda has a radically different body plan consisting of a three-pronged "head" with an insectlike compound eye on each prong, and a central "body" around which the "head" can spin. It spins its "head" at supersonic speeds using telekinesis, which has a hypnotic effect on its prey. Then, before its prey can react, it rams into them with its metallic spinning "head" to render them unconscious, devouring them with the mouth in the middle of its central "body". Occasionally, they have been observed manipulating psychic energy into more conventional "hands" which it can use for combat or fine-tuned object handling. Oddly enough, the hypnotic spinning appears to not only be ineffective against humans but can be used to alleviate some symptoms of several types of attention deficit disorders.
Competitive Analysis: Spinda has an expansive movepool and excellent stats, and can play several different roles on a team depending on how it is needed. I never thought I'd ever type that sentence. Rapid Spin (heh, get it?), Wish, Fake Out, Hypnosis, Disable, Baton Pass (apparently the OU council isn't skilled enough to learn how to play around that), Trick, Hypnosis and Teeter Dance are all fairly viable options for a defensive or support role along with Magic Bounce or Compound Eyes, and Shift Gear is great for setting up sweeps with Iron Head, Zen Headbutt, and coverage like Drain Punch, Knock Off or one of the three elemental punches, all with no worries about being resisted thanks to Tinted Lens.


UV-018 Burrower (Pidgeot)
Base Stats: 71/107/137/37/67/151 (570)
Type: Steel/Ground
Abilities: Quick Tunneler - Gives +1 Priority to this Pokémon's Ground-type moves when user is at full health (Ground-type Gale Wings), Sand Force (HA: Dynamic Entrance - Lowers the opponent's Defense on switch-in [Intimidate clone].)
Removed Moves: Hurricane, Gust, Whirlwind, Twister, Roost, Tailwind, Air Slash, Rain Dance, Aerial Ace, Fly, Air Cutter, Brave Bird, Defog, Sky Attack, Ominous Wind, Heat Wave, Razor Wind
Added Moves: Earthquake, Bulldoze, Dig, Magnitude, Metal Claw, Iron Head, Rock Polish, Sandstorm, Rock Slide, Stone Edge, Stealth Rock
Description: As the strong winds of the planet prevented Pidgeot from flying, it burrowed underground. Now populating HNK-035, they move through dirt and rock as quickly and easily as regular Pidgeot flies through the air. They can sense microscopic seismic changes, allowing them to detect prey from thousands of miles underground and burst from the ground to catch their prey. They have also been known to cause catastrophic seismic activity when agitated.
Competitive Analysis: With its blistering Speed and access to U-Turn, this is one of the best pivots available. Quick Tunneler and Earthquake give Pidgeot access to a +1 priority 180-power STAB Tectonic Rage, Sand Force makes it a terrifying sweeper that works well alongside Mega Tyranitar, and Dynamic Entrance allows it to weaken normally-impenetrable physical walls to manageable levels.


UV-196 Glider (Espeon)
Base Stats: 97/7/67/61/79/191 (570)
Type: Flying
Abilities: Fur Coat, Fluffy (HA: Ride the Wind - Flying-type moves give +1 Speed to this Pokémon instead of affecting it [Flying-type clone of Sap Sipper with Speed])
Removed Moves: Confusion, Psybeam, Future Sight, Morning Sun, Psychic, Power Swap, Psyshock, Calm Mind, Psychic, Shadow Ball, Dream Eater, Trick Room, Stored Power, Synchronoise, Magic Coat, Magic Room, Signal Beam, Skill Swap, Zen Headbutt, Telekinesis
Added Moves: Roost, Gust, Whirlwind, Twister, Hurricane, Tailwind, Thunder Wave, Encore, Defog, U-Turn, Air Slash
Description: Espeon can be found in EMI-, MSH- and occasionally SHZ-035. Normal Espeon can sense minute changes in the air with their fur. However, in such a windy area, Espeon found a different use for its fur: it evolved to develop a thick, protective silvery fur coating and huge winglike structures protruding from its back which are made completely out of fur. This, along with its development of hollow bones, allows Espeon to glide on the planet's strong winds, making it incredibly fast. It can also use what vestigial telekinetic powers it has left to exert brief limited control over the winds surrounding it.
Competitive Analysis: Far too often has the mantle of "fast" been associated with "frail". Not so with Espeon. Besides outspeeding everything up to and including +1 base-110s with full Speed investment, it also has what would appear to be a fairly mediocre 97/67/79 defensive spread but can be bolstered by Fur Coat, giving it 466 Defense at 252 EVs and a neutral Nature. Its speed and physical bulk, combined with reliable recovery, U-Turn for generating momentum, and a great support movepool, makes Espeon a force to be reckoned with. Ride the Wind can be used instead of Fur Coat if you want to troll Defoggers, Aerilate users or one of the approximately three remaining people using Talonflame (how the mighty have fallen!). Fluffy doesn't have any real advantage over Fur Coat other than halving damage from weak niche special moves like Grass Knot and Draining Kiss, and it adds a Fire weakness and doesn't protect against the likes of Stone Edge, so it is not recommended for use on Espeon. With support moves like both screens, Heal Bell, Thunder Wave, Toxic, Defog, Tailwind, Whirlwind, Encore, Wish, Trick, Yawn, Sunny Day and Rain Dance coming off of the highest Speed in the game, Espeon can be used to support the rest of your team in any number of ways. Want something that can set up screens very quickly? Espeon. Need something to set up sun, rain or Tailwind for the rest of your team? Espeon. Need a cleric that can use Heal Bell and Wish but doesn't drain momentum? Espeon. Really, there aren't many things Espeon can't do, support-wise. While using Espeon, beware of Prankster Thunder Wave or Taunt. Though priority attacks aside from maybe Water Shuriken don't bother Fur Coat Espeon, Prankster Taunt can completely cripple your set and force you to U-Turn out, and Prankster Thunder Wave cuts Espeon's speed in half, making it much less of a threat to the opponent.


UV-171 Angler (Lanturn)
Base Stats: 71/101/109/137/79/73 (570)
Type: Electric/Dark
Abilities: Strong Jaw, Motor Drive (HA: Water Bubble)
Removed Moves: None.
Added Moves: Dark Pulse, Bite, Crunch, Thunder Fang, Ice Fang, Super Fang, Hyper Fang, Psychic Fangs
Description: This form of Lanturn was only officially documented very recently by scientists studying the planet; however, it is rumored that it was known of long before that but never made it into the documentation because nobody who saw it came back alive. Its natural habitat is in the darkest depths of SHZ-035, but some have reportedly been observed manipulating bubbles of RIN-035's magnetically charged water around themselves and traveling on land at nighttime; sightings have only been reported in LLY-035. Lanturn has developed a massive set of jaws and a mouth that takes up most of its body, with bioluminescent lights all over its skin. It uses these lights to attract prey, then dispatches it in one of many ways—it usually utilizes electric shocks, but it has been observed freezing prey by extracting its heat energy through an unknown process, blinding the prey with its lights, flashing its lights in patterns that cause seizures or unconsciousness in its prey, drowning land-based prey in its charged bubble of water, or simply swallowing its prey whole. Wild Lanturn are extremely predatory in nature and are very hostile and dangerous; however, they become very docile when captured but are still fierce battlers.
Competitive Analysis: Lanturn has decent bulk, some great Abilities, good attacking stats and a wide movepool, making it a good choice for a physical or special attacker. Strong Jaw gives it powerful STAB in both Crunch and Thunder Fang, plus strong coverage in Ice Fang and Psychic Fangs. Water Bubble, on the other hand, gives it an effective Fire resistance and doubles the power of its Water moves, giving it extremely powerful coverage options in Scald or Hydro Pump. Motor Drive makes Lanturn a great switch-in on an Electric-type move, giving it the speed it needs to start dismantling the opponent. A special Assault Vest set with Water Bubble and Dark Pulse, Volt Switch, Hydro Pump/Scald and Ice Beam/Blizzard works quite well.


UV-539 Shinobi (Sawk)
Base Stats: 71/113/79/97/61/149 (570)
Type: Poison/Dark
Abilities: Martial Artist - 1.5x power to Fighting-type moves used by this Pokémon (Steelworker clone), Infiltrator (HA: Technician)
Removed Moves: Sunny Day, Rain Dance
Added Moves: Water Shuriken, Shadow Sneak, Cross Poison, Night Slash, Shadow Claw, Phantom Force, Shadow Punch, Slash, Smokescreen, Spikes, Toxic Spikes, Mat Block, Quick Attack, Feint Attack, Haze, Aerial Ace, Fake Out, Acrobatics, Camouflage, Cross Chop
Description: Sawk are found in LLY-035, and are a bit of an anomaly on the planet in that they have undergone barely any physical changes to adapt to the planet. Aside from being a bit more nimble and slender than the ordinary Sawk, there isn't really any bodily change; however, there is a significant change in tactics and dress. This form of Sawk has swapped out its karate gi for a full-body garment made of color-changing materials that blend into the surroundings. It hides in shadow, waiting for the perfect moment to strike its prey; it has adopted a number of techniques allowing it to do so. In addition to its normal repertoire of martial arts, this form of Sawk uses techniques such as smoke bombs, throwing stars, makeshift blades, poison, and improvised weapons to take down targets.
Competitive Analysis: High Speed combined with an expansive movepool and great Abilities make Sawk fairly threatening. Infiltrator allows it to ignore Substitute and screens, and Technician gives it strong Dark STAB in Feint Attack (though Knock Off is generally still better) and great coverage or priority options in Aerial Ace, Shadow Sneak, Shadow Punch and Fake Out. Martial Artist effectively gives Sawk a third STAB, boosting the power of moves like Close Combat and Cross Chop. Sawk can also serve as a fast, offensive entry-hazard setter with Spikes and/or Toxic Spikes.
I cannot overstate how happy I am that you added so much lore.
I like lore.
Also seeing "LLY-035" and "blinding" in the same paragraph made me giggle a bit.
 

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
I won't be defeated on my own planet!
UV-035 Dwarf Star (Gardevoir)
Base Stats:
97/107/59/107/97/103
Type: Steel/Fire
Ability: Radiant Aura (Gives al Fire-type moves a x1.5 boost, clone of Fairy Aura)/Dazzling (HA: Solar Power)
Removed Moves: Magical Leaf, Rain Dance, Shadow Ball, Energy Ball, Grass Knot, Shadow Sneak
Added Moves: Magma Storm, Iron Head, Lava Plume, Fire Blast, Overheat, Explosion, Flash Cannon, Sunsteel Strike, Blaze Kick, Fiery Dance, Flare Blitz, Searing Shot,
Description: Poor Gardevoir had the misfortune to be teleported right into HNK-035. After suffering excruciating pain from the meltdown her body went through, she woke up in nothing but flames. As she quickly realized, she was now also made of flames. More specifically, her psychic powers went all-out in a last-ditch effort to survive... and succeeded. They aggregated enough iron from the planet's core to protect her mind from exterior damage, then flames to forge it into pure steel. They no longer possess the power they have for regular Gardevoir, but can still be used to an extent. She still retains the grace her normal form possesses, but has stronger arms. Her gown looks now more like a skirt and her body is entirely made of steel. She's constantly coated in an almost blinding white light that she uses to set herself or anything that she deems dangerous ablaze. UV-035 is very rarely seen on the surface and is considered benevolent, yet incredibly dangerous.
Competitive Analysis: It's like Lucario fused with Heatran, and those who know me from Fusion Evolution know I love dem mixed sweepers. While this Gardevoir has an even more abysmal Defense stat compared to her Earthly form, her attacking capabilities are on point. Both sides of the spectrum hold good moves, but while the special side can be spiced up with Calm Mind, nothing can raise the Attack (or Speed) of this little nuclear bomb. To compensate, Sunsteel Strike and Flare Blitz have higher power from the get-go. Dazzling is an option if you fear Aqua Jet Azumarill ruining your day, but Radiant Aura is the preferred option since each Fire move will become a nuke. Though you need to watch out: it also applies to the opposing side of the field, and there's no Flash Firing attacks like Heatran does.


UV-564 Rock Wrecker (Spinda)
Base Stats:
127/113/89/67/47/131
Type: Rock/Fighting
Ability: Sand Rush/Air Lock (HA: Defiant)
Removed Moves: Psybeam, Teeter Dance, Calm Mind, Sunny Day, Rain Dance, Dream Eater, Icy Wind, Psycho Cut, Water Pulse
Added Moves: Cross Chop, Dynamic Punch, Hammer Arm, Rock Smash, Sky Uppercut, Triple Kick, Vacuum Wave, Diamond Storm, Rock Wrecker, Sandstorm, Stealth Rock, Stone Edge, Agility
Description: Spinda landed somewhere in EMI-035. The wind kept disorienting it, and it couldn't stop spinning instead of its usual drunk behavior. Then, adaptation kicked in and it started going along the winds. Now Spinda spins thanks to the energy conveyed by the wind, and the stronger the wind, the faster it spins. it uses this ability to spin at high speed then strike with a power demultplicated by centrifugal force, which often kills whatever prey it chases in one hit. Unfortunately, it has difficulty aiming with such a strategy, which often leads to him smacking some mountain instead of its prey. Not only does this not faze it in the slightest, some shards of rock resulting from the impact can be thrown at high speeds due to Spinda spinning over them by accident. Some of the most intelligent Spindas have incorporated this element into their hunting technique. Once it chooses a prey then it will spinningly (that word doesn't actually exist) chase it until either it or Spinda itself goes down from exhaustion. The only exception is if the prey leaves the mountain, as Spinda is significantly weaker without strong winds.
Competitive Analysis: I can definitely see this act either as a sturdy lead à la Terrakion, as a Choice Band wallbreaker or even as a Sand Rush cleaner. While its movepool is rather shallow, the STABs are good and its Attack stat is okay with blistering Speed. Defiant deters Intimidate switch-ins or even Defog, while Diamond Storm can boost its Defense to incredible levels. With a Z-move, it'd be a good Knock Off switchin as well.


UV-222 Mermaid (Espeon)
Base Stats:
53/61/101/97/131/127
Type: Water/Electric
Ability: Motor Drive/Liquid Voice (HA: Electric Surge)
Removed Moves: Sand Attack, Morning Sun, Sunny Day, Grass Knot
Added Moves: Aqua Jet, Hydro Pump, Scald, Surf, Water Pulse, Whirlpool, Sparkling Aria, Charge, Charge Beam, Discharge, Electro Ball, Magnet Rise, Parabolic Charge, Thunder Wave, Thunderbolt, Volt Switch, Disarming Voice, Hyper Voice, Perish Song
Description: Espeon found its way onto RIN-035, before quickly learning that staying on the ice was synonym of death. Therefore, it took a deep breath and dove. It rapidly carved itself an ecological niche thanks to its psychic powers allowing it to control the magnetic properties of water around it, enabling it to propel itself forward faster. However, since their only goal was control of these magnetic flux, Espeon specialized it this ability and lost many of their other perks. When in its element, using the electricity contained it the water, it zaps its foes or uses the water to drown them, depending on who they are. If the situation is needed, they enhance their control on the water by using cries, who then sound like magical spells. UV-222 has lost its anterior limbs, and its body is covered in light blue fur instead of purple. There aren't many other differences with regular Espeon, but close observations have revealed that they lack the red gem on the forehead. Instead, particularly powerful UV-222 can grow a yellow gem. This indicate their ability to create electric currents of which the power is fearsome, increasing the power of the whole group.
Competitive Analysis: It's fast, but not very powerful and would make for a good pivot. Alternatively, it has the dreaded Perish Song + Whirlpool combination, and while the HP are lacking, good Defense and great Special Defense lets it tank neutral hits. It still has Calm Mind to setup if needed. Electric Surge can further its damage by giving it a boosted Thunderbolt, or even Volt Switch to bring it an Electric-type partner to wallbreak.


UV-303 Shrink (Pidgeot)
Base Stats: 71/97/71/113/109/109
Type: Ground/Flying
Ability: Keen Eye/Sand Force (HA: Stakeout)
Removed Moves: Hurricane, Giga Impact
Added Moves: Dig, Drill Run, Earth Power, Rototiller, Sand Tomb, Shore Up
Description: Pidgeot was deposited on a shore included in MSH-035. Fortunately for the species, very quick mutation happened, because between the scarce food on those shores and the plethora of predators willing to feast over such a large bird, Pidgeot was seriously endangered. However, they decided to stay on these shores, at the cost of their immense stature. UV-303 is very close to Pidgeot in terms of looks, yet the former is only 20 cm long on average, similar to other birds that live near sea on Earth. It has less colors and its body has taken a more pink-ish color, which is crucial in its new lifestyle. This type of Pidgeot actually lives in the sand and feeds upon insects and other marine life. While it can hunt and catch its prey like any other bird, it also has the ability to control sand itself to a certain degree, usually trapping a prey in sand until it suffocates, then burrowing to get it. They are very good at ambushing, reminding some of Trapinch and raising the question of an unknown variety of Trapinch being located on the planet as well.
Competitive Analysis: While this Pidgeot lacks Hurricane, it makes up for it with the same typing that put Landorus-T at the top of OU, reasonable bulk, reliable recoveries, great Speed and good attacking stats. Its STABs are a bit lacking in power, but Work Up can patch this up while transforming UV-303 in a threatening mixed attacker. His HA makes it hit incredibly hard if you can force something out, and there's always U-Turn if you yourself need to get out of the battlefield. While this Pokémon does not seem very potent, its versatility is its main claim to fame.


UV-109 Guardian (Sawk)
Base Stats:
109/127/103/59/83/89
Type: Fighting/Fairy
Ability: Protector (Boosts the Pokémon's Atk when its HP drops below half, clone of Berserk)/Defiant (HA: Justified)
Removed Moves: Low Sweep, Taunt, Fling, Payback, Poison Jab, Swagger, Confide
Added Moves: Fairy Lock, Geomancy, Nature's Madness, Play Rough
Description: When Sawk passed through the Ultra Portal, he thought that all his martial training had been in vain. HSO-035 was going to prove him otherwise. Sawk had the chance to land in LLY-035, and the first thing he saw when waking up was a burst of color and life. Dazzled by such amazing life, he stayed here for a while. But, witnessing aggressive species from outside trying to invade this paradise, he took upon himself to protect the forest. He began once training, patching the occasional hole in his karate garment with some of the most beautiful flowers he could find. Oddly, those adjusted perfectly to the hole. After some time, he began resonating with the forest itself, much like a certain Gallade on another planet, and incorporated some mystic techniques into his fighting style. Now, whenever a foe rises to take over the forest, UV-109 politely greets it, then prepares to fight. It always fights fair and gives his opponent the chance to retreat, before getting back into the forest to rest and train. However, he despises those who use underhanded means to win, and is said to be able to see right through those, and even predict them. He will not let them off the hook that easily, being able to trap them before beating them into dust. He also will never abandon his post, fighting even when injured. In fact, the longer he fights, the more his hidden potential seems to emerge...
Competitive Analysis: A good typing and solid bulk allows this variety of Sawk to be an excellent physical tank. Bulk Up would likely be the preferred set, with Drain Punch for recovery or Close Combat for power. The main guessing game for the opponent would be his Ability, since all three of them are viable and raise Sawk's Attack under different conditions. Whether you want to deter Defog or Dark spam is up to you, or you can use Protector for a more reliable way to boost. Its Speed is a bit underwhelming but lets it use a Choice Scarf with ease.


UV-109 Thermal Vent (Lanturn)
Base Stats:
167/43/109/89/109/43
Type: Fire/Water
Ability: Aftermath/Comatose (HA: Heatproof)
Removed Moves: Signal Beam, Hail, Ice Beam, Blizzard, Dazzling Gleam
Added Moves: Explosion, Octazooka, Smokescreen, Eruption, Flamethrower, Lava Plume, Recover
Description: Lanturn thought it would be at home in the abyss deep down SHZ-035, yet there was already ferocious competition for scarce food and energy. Left without much of a choice, he went farther down. The water pressure and the lack of available food made many Lanturn die, but some of them mananged to find a reliable food source: the thermal vents. By absorbing the chemical soup that's served hot and fresh, they gathered enough nutrients to survive. This has taken a toll on their body, however. Since the food intake was much less than what they were used to, their metabolism slowed down until they were just masses floating from thermal vent to thermal vent. In order to save energy, they are barely conscious. They ward off potential predators by releasing a smokescreen filled with toxic chemicals, or even by igniting it with what is left of their ability to create sparks. Most predators avoid them though, since they can outright explode if needed, but regenerate fast enough not to be too bothered by it. They are way larger and rounder than regular Lanturn, with ash marking on their skin and red linings here and there.
Competitive Analysis: It's an annoying, passive, regular all-around tank. Scald is always a great move to have, and it can even pivot thanks to it retaining Volt Switch. Recover helps it tremendously since its typing leaves it weak to SR. It's still pretty passive and easily Taunt or Sub bait. Comatose is an incredible Ability as it means it can't get Toxic'd, further helping it tank attacks.
 
Last edited:
Name: Pidgeot (UV-018 "Champion")
New Stats: 127/131/97/47/71/97
New Typing: Fighting/Flying
Added Moves: Flying Press, Earthquake, Close Combat, Bulldoze, Low Sweep, Arm Thrust, Submission, Superpower, Beat Up, Smack Down [Removed: Air Cutter, Air Slash, Hurricane, Gust]
Abilities: Tough Claws, Guts, Vital Spirit
Appearance: Pidgeot now looks bulkier, and its feathers are all yellow, complete with blackness completely surrounding its eyes. It seems to have developed fists on the ends of its wings, and it has wrapped a strip of leather around its waist and attached an orange star-shaped gemstone on said strip of leather. Its talons now have yellow shoes on, and its yellow hair is much greater. [Height: 2.1m/6'11", Weight: 148.6kg/327.6lb]
Lore: A Pidgey was sent to a zone in EMI-035 where it was get strong or get blown away. After enough practice, it had evolved into Pidgeotto midway through and then Pidgeot right before its championship match. The way it had to deal with the Ranked King-Of-The-Hill style that the place uses had resulted in its evolution being... different.
Possible moveset(s):
Pidgeot-Ultra @ Flame Orb
Ability: Guts
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Flying Press
- Earthquake
- Brave Bird
- Return
Perfect neutral coverage. Earthquake covers the Electric- and Poison-types that Flying Press is resisted by, while Brave Bird and Return help deal with mons that would otherwise resist both EQ and Flying Press.

Name: Lanturn (UV-171 "Cruiser")
New Stats: 101/127/113/53/97/79
New Typing: Water/Steel
Added Moves: Bite, Crunch, Fire Fang, Ice Fang, Thunder Fang, Gyro Ball, Flash Cannon, Iron Tail, Iron Head [REMOVED: Thunder, Discharge]
Abilities: Strong Jaw, Illuminate, Symbiosis
Appearance: Lanturn's sclerae have turned completely jet-black, with its pupils being a neon green. It appears to have a silvery, metallic V-shaped unibrow, complete with a triangular ruby on top of it. It seems to have developed razor-sharp teeth. Its frontal light is now a decoy that greatly resembles a Gastrodon's head, glowing mouth aside, though whichever form's head it is depends on where in HSO-035 it originated from. The back light has a resemblance to the other Gastrodon form's head. On its back is what seems to be a visibly hollow shell, with the blatant purpose of the shell's insides being a shelter. It has shimmering lights on its sides of various colors. (Height: 2.8m/9'02"; Weight: 250.5kg/552.3lb)
Lore: After dealing with enough stress in HNK-035, Lanturn had developed reflexes to battle anything in sight, and the adaptations to do so. The radiation only sped things up further. Parasites were a problem, but their predators found UV-171's shell as suitable habitats.
Possible moveset(s):
Lanturn-Ultra @ Leftovers
Ability: Strong Jaw
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Crunch
- Aqua Tail
- Iron Head
- Thunder Fang
Good neutral coverage, complete with nice bulk and Strong Jaw boosted Crunch and Thunder Fang.
 
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