
Pokémon: Keldeo
Gem:Fighting
Type After Activation:![]()
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Ability: No Guard
Stat Boosts: +1 SpA, +1 SpD
New Moves: n/a
Removed Moves: n/a
Competitive Overview: cm wallbreaker. choose between gem boosted secret sword to hit blissey or gem boosted focus blast for sheer power
Keldeo @ Fighting Gem
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Calm Mind
- Surf
- Secret Sword / Focus Blast
- Vacuum Wave
Extra Notes:Blank Template:
:sm/pokemon:
Pokémon:
Gem:
Type After Activation:
Ability:
Stat Boosts:
New Moves:
Removed Moves:
Competitive Overview:
With Explanations:
:sm/pokemon:
Pokémon: The Pokemon you're making the Hidden Gem form for
Gem: Whichever of the 18 pre-existing gems used to activate the Pokemon's Hidden Gem form. Has to be one of the 3 Types slated
Type After Activation: The Pokemon's type after the Hidden Gem activates. The form must retain the user's primary type and they must have the type of their Gem
Ability: The Pokemon's ability after the Hidden Gem activates
Stat Boosts: The stats that get increased after the Hidden Gem activates. The stat boosts can add up to +3 total, with a maximum of +2 in one stat. Stats can't be given a negative boost and you don't have to use all 3 boosts. Be very careful about boosting Speed.
New Moves: New moves the Pokemon learns. Keep in mind that in order to activate a Gem, the Pokemon needs an offensive move of the Gem's type
Removed Moves: Moves removed from the Pokemon's movepool for balancing purposes. Note that removing moves will also remove them from the prevolution's movepool
Competitive Overview: A brief summary of what the Pokemon does in the metagame and why it should be added
Pokémon: Brambleghast
Gem: Grass
Type After Activation: Grass/Ghost
Ability: Sand Rush
Stat Boosts: +1 Att +1 Def
New Moves: Spiky Shield, Swords Dance, Will-O-Wisp
Removed Moves: None
Competitive Overview: Sand Rush Brambleghast: a Pet Mod classic
Pokémon: Zebstrika
Gem: Fire
Type After Activation: Electric/Fire
Ability: Powerhouse (This Pokemon's STAB moves use its higher attacking stat)
Stat Boosts: +1 Def, +2 Spe
New Moves: None
Removed Moves: None
Competitive Overview: Physical Overheat, Thunderbolt, Discharge
Pokémon: Rhyperior
Gem: Water
Type After Activation: Ground/Water
Ability: Sap Sipper
Stat Boosts: +2 Spe
New Moves: Liquidation
Removed Moves: None
Competitive Overview: Trust
Pokémon: Sudowoodo
Gem: Grass Gem
Type After Activation: Rock/Grass
Ability: Magic Guard
Stat Boosts: +1 Atk, +1 Sp. Def, +1 Speed
New Moves: Agility, Accelrock, Wild Charge
Removed Moves: Thunder Punch
Competitive Overview: Offensive Magic Guard (Head Smash/Wood Hammer).
Pokémon: Granbull
Gem: Fire
Type After Activation: Fairy/Fire
Ability: Tough Claws
Stat Boosts: +1 Def, +1 Sp. Def, +1 Speed
New Moves: Fire Lash, Flame Charge
Removed Moves: Bulk Up
Competitive Overview: hits hard, though still can be rather slow.
Pokémon: Lanturn
Gem: Water Gem
Type After Activation: Water/Electric
Ability: Earth Eater
Stat Boosts: +2 Def, +1 Sp. Def
New Moves: Calm Mind, Wish, Life Dew
Removed Moves: None
Competitive Overview: Defensive gem? Defensive gem.
Pokémon: Klawf
Gem: Water Gem
Type After Activation: Rock / Water
Ability: Weak Armor
Stat Boosts: +1 Atk, +1 SpA, +1 Spe
New Moves: Earthquake (jesus it really didn't learn this already. this pokemon is cooked)
Removed Moves: None
Competitive Overview: imagine if anger shell was a usable ability. klawf's high defense lets it naturally get speed buffs off weak armor, and it has a very good move for activating water gem with crabhammer. the +1 offenses and speed let it get the stats it need to keep catching kills even after it uses its gem.
Pokémon: Tentacruel
Gem: Fire Gem
Type After Activation: Water / Fire
Ability: Flame Body
Stat Boosts: +1 Def, +1 SpA, +1 SpD
New Moves: Mystical Fire
Removed Moves: None
Competitive Overview: little bit of a defensive gem. Tentacruel's already excellent SpD is bolstered by the gem and mystical fire, and it gains flame body to help with physical attacks.
more to come
Not bad, kid
Pokémon: Iron Leaves
Gem: Grass Gem
Type After Activation:![]()
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Ability: Electric Surge
Stat Boosts: +1 SpD, +1 Spe, +1 Acc
New Moves: Parting Shot, Supercell Slam
Removed Moves: N/A
Competitive Overview: Was gonna save Electric Surge for the Electric slate, and I probably will still do that if this doesn't win, but this seems promising too. Instead of having to rely on Pincurchin to set up terrain for you, just do it yourself and get a no drawback Speed boost instead of having to lose out on some Attack for it. Does require you to both get a Swords Dance and a Grass move off before dying because of your awful typing, though. Also can support other Future Paradoxes, but only once and for just 3 turns at most, since you need to use the Gem and then switch with Parting Shot, though 3 turns of +1 Speed Specs Iron Valiant in the late game might be worth it. Parting Shot also gives non-Gem Iron Leaves something over the much better Iron Valiant, since Valiant can't pivot out of its few bad matchups.Iron Leaves @ Grass Gem
Ability: Quark Drive
Tera Type: Grass
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Leaf Blade
- Psyblade
- Wild Charge / Close Combat
Pokémon: Cyclizar
Gem: Fire Gem
Type After Activation:![]()
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Ability: Regenerator
Stat Boosts: +1 Atk, +2 SpA
New Moves: Flare Blitz, Flamethrower, Fire Blast, Surf, Fire Lash, Extreme Speed, Thunder Wave
Removed Moves: N/A
Competitive Overview: Sometimes your funny offensive Regenerator mon decides to catch on fire and kill things for little bit before going back to normal, what can I say. Can also maybe do things with Shift Gear.Cyclizar @ Fire Gem
Ability: Regenerator
Tera Type: Dragon
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Fire Blast
- Draco Meteor / Dragon Pulse
- Rapid Spin
- U-turn
Cyclizar @ Fire Gem
Ability: Regenerator
Tera Type: Dragon
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Fire Lash / Flare Blitz
- Knock Off
- Rapid Spin
- U-turn
Pokémon: Overqwil
Gem: Water Gem
Type After Activation:![]()
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Ability: Swift Swim
Stat Boosts: +1 Atk, +1 Def
New Moves: Sucker Punch
Removed Moves: N/A
Competitive Overview: It's very funny to give Overqwil a Gem that removes the very thing that makes it unique, but turning Overqwil into a Water-type Rain sweeper with an extra Attack boost is a buff nonetheless. You can flex Overqwil's unique Grass resistance early to pick off Grass-types and then click Liquidation and clean up lategame, or bait in a pesty Ground-type early and either KO as much as you can before going down or switch out and back in later to win with your Dark/Poison STAB instead with the Ground out of the way.Overqwil @ Water Gem
Ability: Swift Swim
Tera Type: Dark
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Swords Dance
- Crunch
- Gunk Shot
- Liquidation
Pokémon: Revavroom
Gem:Fire
Type After Activation:![]()
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Ability: Filter
Stat Boosts: +1 Atk, +1 Def
New Moves: Blazing Torque
Removed Moves: N/A
Competitive Overview: rev with heatran's typing. sets up with shift gear like it usually does, but becomes weaker to rocks because of its fire typing.
Revavroom @ Fire Gem
Ability: Filter
Tera Type: Steel
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Shift Gear
- Iron Head
- Blazing Torque
- High Horsepower
Pokémon: Toedscruel
Gem:Grass
Type After Activation:![]()
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Ability: Storm Drain
Stat Boosts: +2 Def, +1 Spe
New Moves: N/A
Removed Moves: Spore
Competitive Overview: wip
After the submission phase is over, voting will begin. This mod will be using the same voting system as Megas Revisited, where you can vote for as many submissions as you want, with each submission getting a certain number of points based on how you ranked it. An example can be seen below.The submission with the most points in a category will be added to the mod.For a slate with the Normal Gem, Fighting Gem, and Bug Gem, for example, a ballot would look like this:
Normal: Pokemon 1, Pokemon 2, Pokemon 3
Fighting: Pokemon 4, Pokemon 5, Pokemon 6
Bug: Pokemon 7, Pokemon 8, Pokemon 9
With this ballot, Submission 1 for the Normal Gem would get 3 points, Submission 2 would get 2, and Submission 3 would get 1. The same goes for Submissions 4, 5, and 6 in the Fighting category and Submissions 7, 8, and 9 in the Bug category, with them getting 3, 2, and 1 point respectively.
You can add as many submissions are you'd like after your third vote, with each one getting 1 point.
Normal: Pokemon 1, Pokemon 2, Pokemon 3
Fighting: Pokemon 4, Pokemon 5, Pokemon 6
Bug: Pokemon 7, Pokemon 8, Pokemon 9, Pokemon 10, Pokemon 11
So, in this ballot, Submissions 10 and 11 would also get 1 point in the Bug category.
You can vote for your own submission, but it can't be in first place or your only vote in that category. Be sure to mark your self-vote by putting (SV) after it.
Normal: Pokemon 12 (SV), Pokemon 2, Pokemon 3
Fighting: Pokemon 4, Pokemon 5, Pokemon 6
Bug: Pokemon 7, Pokemon 8, Pokemon 9, Pokemon 10, Pokemon 11
This wouldn't be a legal ballot as the self-vote is in first place in the Normal category
Normal: Pokemon 12 (SV)
Fighting: Pokemon 4, Pokemon 5, Pokemon 6
Bug: Pokemon 7, Pokemon 8, Pokemon 9, Pokemon 10, Pokemon 11
This also wouldn't be a legal ballot as the self-vote is the only vote in the Normal category
Normal: Pokemon 2, Pokemon 12 (SV)
Fighting: Pokemon 4, Pokemon 12 (SV), Pokemon 6
Bug: Pokemon 7, Pokemon 8, Pokemon 12 (SV), Pokemon 10, Pokemon 11
This is a legal ballot because none of the self-votes are in first place or the only vote in a category.
If you vote for only 2 submissions in a category, the first place submission gets 2 points and the second place submission gets 1 point. If you vote for just one, then that submission gets 1 point.
Normal: Pokemon 1 (1 point)
Fighting: Pokemon 4 (2 points), Pokemon 5 (1 point)
Bug: Pokemon 7 (3 points), Pokemon 8 (2 points), Pokemon 9 (1 point), Pokemon 10 (1 point), Pokemon 11 (1 point)
If multiple people the same Pokemon in the same category, please specify which submission you're voting for.
If the same Pokemon is submitted in multiple categories and ends up in first place in both, it will only win in the category where it received more points.
Pokémon: Brambleghast
Gem: Grass
Type After Activation: Grass/Ghost
Ability: Sand Rush
Stat Boosts: +1 Att +1 Def
New Moves: Spiky Shield, Swords Dance, Will-O-Wisp
Removed Moves: None
Competitive Overview: Sand Rush Brambleghast: a Pet Mod classic
Pokémon: Sudowoodo
Gem: Grass Gem
Type After Activation: Rock/Grass
Ability: Magic Guard
Stat Boosts: +1 Atk, +1 Sp. Def, +1 Speed
New Moves: Agility, Accelrock, Wild Charge
Removed Moves: None
Competitive Overview: Offensive Magic Guard (Head Smash/Wood Hammer).
Pokémon: Iron Leaves
Gem: Grass Gem
Type After Activation:![]()
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Ability: Electric Surge
Stat Boosts: +1 SpD, +1 Spe, +1 Acc
New Moves: Parting Shot, Supercell Slam
Removed Moves: N/A
Competitive Overview: Was gonna save Electric Surge for the Electric slate, and I probably will still do that if this doesn't win, but this seems promising too. Instead of having to rely on Pincurchin to set up terrain for you, just do it yourself and get a no drawback Speed boost instead of having to lose out on some Attack for it. Does require you to both get a Swords Dance and a Grass move off before dying because of your awful typing, though. Also can support other Future Paradoxes, but only once and for just 3 turns at most, since you need to use the Gem and then switch with Parting Shot, though 3 turns of +1 Speed Specs Iron Valiant in the late game might be worth it. Parting Shot also gives non-Gem Iron Leaves something over the much better Iron Valiant, since Valiant can't pivot out of its few bad matchups.Iron Leaves @ Grass Gem
Ability: Quark Drive
Tera Type: Grass
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Leaf Blade
- Psyblade
- Wild Charge / Close Combat
Pokémon: Toedscruel
Gem:Grass
Type After Activation:![]()
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Ability: Storm Drain
Stat Boosts: +1 Def, +1 SpA, +1 Spe
New Moves: N/A
Removed Moves: N/A
Competitive Overview: like before, toedscruel has great utility with spikes, rapid spin, taunt, etc, but it can use these tools more efficiently now because it no longer has mycelium might once it uses its gem; gaining storm drain is also useful vs stuff like walking wake and rain teams.
Toedscruel @ Grass Gem
Ability: Mycelium Might
Tera Type: Ground
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Leaf Storm
- Rapid Spin
- Earth Power
- Spikes
Pokémon: Arboliva
Gem: Grass Gem
Type After Activation: Grass / Normal
Ability: Tinted Lens
Stat Boosts: +1 Def, +1 SpA, +1 SpD
New Moves: N/A
Removed Moves: N/A
Competitive Overview: Takes a hit, sets up Grassy Terrain, and then nukes what it can with Boosted Energy Ball, Earth Power, and Hyper Voice. Has Strength Sap and Giga Drain for recovery if it wishes.
Pokémon: Zebstrika
Gem: Fire
Type After Activation: Electric/Fire
Ability: Powerhouse (This Pokemon's STAB moves use its higher attacking stat)
Stat Boosts: +1 Def, +2 Spe
New Moves: None
Removed Moves: None
Competitive Overview: Physical Overheat, Thunderbolt, Discharge
Pokémon: Granbull
Gem: Fire
Type After Activation: Fairy/Fire
Ability: Tough Claws
Stat Boosts: +1 Def, +1 Sp. Def, +1 Speed
New Moves: Fire Lash, Flame Charge
Removed Moves: None (if it gets too strong remove Bulk Up)
Competitive Overview: hits hard, though still can be rather slow.
Pokémon: Tentacruel
Gem: Fire Gem
Type After Activation: Water / Fire
Ability: Flame Body
Stat Boosts: +1 Def, +1 SpA, +1 SpD
New Moves: Mystical Fire
Removed Moves: None
Competitive Overview: little bit of a defensive gem. Tentacruel's already excellent SpD is bolstered by the gem and mystical fire, and it gains flame body to help with physical attacks.
Pokémon: Cyclizar
Gem: Fire Gem
Type After Activation:![]()
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Ability: Regenerator
Stat Boosts: +1 Atk, +2 SpA
New Moves: Flare Blitz, Flamethrower, Fire Blast, Surf, Fire Lash, Extreme Speed, Thunder Wave
Removed Moves: N/A
Competitive Overview: Sometimes your funny offensive Regenerator mon decides to catch on fire and kill things for little bit before going back to normal, what can I say. Basically a spinner that lures Gholdengo, murders it and maybe one of its teammates, then leaves and continues being a good spinner. Can also maybe do things with Shift Gear.Cyclizar @ Fire Gem
Ability: Regenerator
Tera Type: Dragon
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Fire Blast
- Draco Meteor / Dragon Pulse
- Rapid Spin
- U-turn
Cyclizar @ Fire Gem
Ability: Regenerator
Tera Type: Dragon
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Fire Lash / Flare Blitz
- Knock Off
- Rapid Spin
- U-turn
Pokémon: Chandelure
Gem:Fire![]()
Type After Activation: Fire/Ghost
Ability: Amorphous - This Pokemon's type changes to the type of the attacking move it's using (Pre-nerf Protean/Libero)
Stat Boosts: +1 DEF, +1 SPD
New Moves: Burn Up, Recover
Removed Moves: N/A
Competitive Overview: Fire Gem boosted Burn Up activation. Hidden Gem grants the Fire type back after use, and Protean lets it keep using it for as long as it can stay on the field. Chandelure has a handful of types available to it via Amorphous to let it use Protean's type changing both offensively and, thanks to its bulk, defensively. Fire and Dark are two great STABs and defensive types from Flamethrower/Wisp and Dark Pulse/Nasty Plot, respectively. Ghost and Normal have great synergy with each other from Shadow Ball and Recover to play both sides of the immunity windows trying to hit the other for SE. Burn Up also benefits from being STAB during use but leaving you typeless afterwards - removing all weakness at the cost of getting no resists. Calm Mind really emphasizes your bulk and pairs great with Wisp, but leaves you with a pretty terrible defensive type every time you use it. The biggest balancing factor holding this back is that it has huge 4mss so it can only use like a third of its great options at once - whatever it doesn't take leaves it open to something, and the opponent's job is scouting the set to know what it can and can't handle. It's not particularly fast, either, which means enemies get the advantage of getting the first chance to react to whatever type it is, while Chandelure has to predict and plan ahead.
Pokémon: Revavroom
Gem:Fire
Type After Activation:![]()
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Ability: Filter
Stat Boosts: +1 Atk, +1 Def
New Moves: Blazing Torque
Removed Moves: N/A
Competitive Overview: rev with heatran's typing. sets up with shift gear like it usually does, but becomes weaker to rocks because of its fire typing.
Revavroom @ Fire Gem
Ability: Filter
Tera Type: Steel
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Shift Gear
- Iron Head
- Blazing Torque
- High Horsepower
Pokémon: Talonflame
Gem: Fire Gem
Type After Activation: Fire / Flying
Ability: Rushdown (STAB moves have +1 Priority)
Stat Boosts: +1 Attack, +1 Def
New Moves: Close Combat
Removed Moves: N/A
Competitive Overview: Talonflame is back baby. Takes a turn to set up with fire gem since it can't just use priority Brave Bird and also can't hold boots for rocks meaning it's hard to pivot into unless you can remove them. The Close Combat addition gives it a new coverage option that forces you to leave either it, u-turn pivoting, or roost recovery.
Pokémon: Rhyperior
Gem: Water
Type After Activation: Ground/Water
Ability: Sap Sipper
Stat Boosts: +2 Spe
New Moves: Liquidation
Removed Moves: None
Competitive Overview: Trust
Pokémon: Lanturn
Gem: Water Gem
Type After Activation: Water/Electric
Ability: Earth Eater
Stat Boosts: +2 Def, +1 Sp. Def
New Moves: Calm Mind, Wish, Life Dew
Removed Moves: None
Competitive Overview: Defensive gem? Defensive gem.
Pokémon: Klawf
Gem: Water Gem
Type After Activation: Rock / Water
Ability: Weak Armor
Stat Boosts: +1 Atk, +1 SpA, +1 Spe
New Moves: Earthquake (jesus it really didn't learn this already. this pokemon is cooked)
Removed Moves: None
Competitive Overview: imagine if anger shell was a usable ability. klawf's high defense lets it naturally get speed buffs off weak armor, and it has a very good move for activating water gem with crabhammer. the +1 offenses and speed let it get the stats it need to keep catching kills even after it uses its gem.
Pokémon: Overqwil
Gem: Water Gem
Type After Activation:![]()
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Ability: Swift Swim
Stat Boosts: +1 Atk, +1 Def
New Moves: Sucker Punch
Removed Moves: N/A
Competitive Overview: It's very funny to give Overqwil a Gem that removes the very thing that makes it unique, but turning Overqwil into a Water-type Rain sweeper with an extra Attack boost is a buff nonetheless. You can flex Overqwil's unique Grass resistance early to pick off Grass-types and then click Liquidation and clean up lategame, or bait in a pesty Ground-type early and either KO as much as you can before going down or switch out and back in later to win with your Dark/Poison STAB instead with the Ground out of the way.Overqwil @ Water Gem
Ability: Swift Swim
Tera Type: Dark
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Swords Dance
- Crunch
- Gunk Shot
- Liquidation
Pokémon: Goodra
Gem: Water Gem
Type After Activation: Dragon / Water
Ability: Unaware
Stat Boosts: +1 Def, +1 SpA
New Moves: Recover
Removed Moves: N/A
Competitive Overview: Great defensive typing with good bulk, reliable recovery and enough SpA to not make it set up fodder. Also just like, completely ignore setup too.
Pokémon: Iron Leaves
Gem: Grass Gem
Type After Activation:![]()
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Ability: Electric Surge
Stat Boosts: +1 SpD, +1 Spe, +1 Acc
New Moves: Parting Shot, Supercell Slam
Removed Moves: N/A
Competitive Overview: Was gonna save Electric Surge for the Electric slate, and I probably will still do that if this doesn't win, but this seems promising too. Instead of having to rely on Pincurchin to set up terrain for you, just do it yourself and get a no drawback Speed boost instead of having to lose out on some Attack for it. Does require you to both get a Swords Dance and a Grass move off before dying because of your awful typing, though. Also can support other Future Paradoxes, but only once and for just 3 turns at most, since you need to use the Gem and then switch with Parting Shot, though 3 turns of +1 Speed Specs Iron Valiant in the late game might be worth it. Parting Shot also gives non-Gem Iron Leaves something over the much better Iron Valiant, since Valiant can't pivot out of its few bad matchups.Iron Leaves @ Grass Gem
Ability: Quark Drive
Tera Type: Grass
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Leaf Blade
- Psyblade
- Wild Charge / Close Combat
Pokémon: Chandelure
Gem:Fire![]()
Type After Activation: Fire/Ghost
Ability: Amorphous - This Pokemon's type changes to the type of the attacking move it's using (Pre-nerf Protean/Libero)
Stat Boosts: +1 DEF, +1 SPD
New Moves: Burn Up, Recover
Removed Moves: N/A
Competitive Overview: Fire Gem boosted Burn Up activation. Hidden Gem grants the Fire type back after use, and Protean lets it keep using it for as long as it can stay on the field. Chandelure has a handful of types available to it via Amorphous to let it use Protean's type changing both offensively and, thanks to its bulk, defensively. Fire and Dark are two great STABs and defensive types from Flamethrower/Wisp and Dark Pulse/Nasty Plot, respectively. Ghost and Normal have great synergy with each other from Shadow Ball and Recover to play both sides of the immunity windows trying to hit the other for SE. Burn Up also benefits from being STAB during use but leaving you typeless afterwards - removing all weakness at the cost of getting no resists. Calm Mind really emphasizes your bulk and pairs great with Wisp, but leaves you with a pretty terrible defensive type every time you use it. The biggest balancing factor holding this back is that it has huge 4mss so it can only use like a third of its great options at once - whatever it doesn't take leaves it open to something, and the opponent's job is scouting the set to know what it can and can't handle. It's not particularly fast, either, which means enemies get the advantage of getting the first chance to react to whatever type it is, while Chandelure has to predict and plan ahead.
Pokémon: Goodra
Gem: Water Gem
Type After Activation: Dragon / Water
Ability: Unaware
Stat Boosts: +1 Def, +1 SpA
New Moves: Recover
Removed Moves: N/A
Competitive Overview: Great defensive typing with good bulk, reliable recovery and enough SpA to not make it set up fodder. Also just like, completely ignore setup too.
Extra Notes:Blank Template:
:sm/pokemon:
Pokémon:
Gem:
Type After Activation:
Ability:
Stat Boosts:
New Moves:
Removed Moves:
Competitive Overview:
With Explanations:
:sm/pokemon:
Pokémon: The Pokemon you're making the Hidden Gem form for
Gem: Whichever of the 18 pre-existing gems used to activate the Pokemon's Hidden Gem form. Has to be one of the 3 Types slated
Type After Activation: The Pokemon's type after the Hidden Gem activates. The form must retain the user's primary type and they must have the type of their Gem
Ability: The Pokemon's ability after the Hidden Gem activates
Stat Boosts: The stats that get increased after the Hidden Gem activates. The stat boosts can add up to +3 total, with a maximum of +2 in one stat. Stats can't be given a negative boost and you don't have to use all 3 boosts. Be very careful about boosting Speed.
New Moves: New moves the Pokemon learns. Keep in mind that in order to activate a Gem, the Pokemon needs an offensive move of the Gem's type
Removed Moves: Moves removed from the Pokemon's movepool for balancing purposes. Note that removing moves will also remove them from the prevolution's movepool
Competitive Overview: A brief summary of what the Pokemon does in the metagame and why it should be added