Pet Mod VGC 20XX [Auction Tournament]

Which format do you enjoy most

  • 6v6 Singles

    Votes: 17 38.6%
  • VGC

    Votes: 24 54.5%
  • Battle Stadium Singles

    Votes: 3 6.8%

  • Total voters
    44
Evolution: Zebsonavolt
500 BST: Mauycacque
Partners: Abstain

Freeze: No changes
Sleep: Always 2 turns

Returning Pokemon: Tinkatink line + Mighty Blow, Baton Pass, Dazzling Gleam
We have a pretty big lack of Fairies (only Ninetales-A and Ribombee so far), plus we have Farigiraf's powerful priority denial in Armor Tail present, so I figured that Tinkaton would be nice to add as another Fairy + the funny option of Mold Breaker Fake Out to ignore Armor Tail. The only notable new move I gave it was Baton Pass, giving it a niche pivoting option, especially with Own Tempo allowing Tinkaton to avoid passing Intimidate drops on accident
 
Evolution: Zebsonalvolt
500 BST: Deskaroud
Partners in Crime: Mycecroak @ Enlightened Foonguss

Freeze - replace with Frostbite
Sleep - Lasts 1-2 turns
 
OK everyone, thank you so much for your contributions and votes. Here are the winners:

With 3 votes to 1, BlueRay 's Zebstrika evolution Zebsonavolt joins the fray!
With 3 votes to 1, my Muaycacque joins the fray!
And with 2 votes to 1, BlueRay 's Mycecroak and Enlightened Foongus join the fray!
With 1-3 votes, Freeze will remain unchanged
With a 2-2 tie, while I initially voted for a 1-2 turn Sleep, I actually feel a guaranteed 2 turns is easier to plan around and more consistent. This game already has enough RNG. Therefore, Sleep now always lasts 2 turns (1 with Early Bird).
See the votes here

As your Pokemon had the most votes BlueRay , you get to either choose a category for the next slate or the discussion topic! Please PM me or leave a comment on my profile with what you'd like to do. Will kick off Slate 4 once I've heard.
 
OK everyone, Slate 4 is live! Here are the categories.

1. High Risk, High Return
This is a Pokemon that is generally risky to use, but can have huge payoffs.

2. Regional forme / Convergent evolution
No legendries or starters (that will be a whole new slate). Must have the same BST as the original.

3. Uncommon, Unviable or Unprecidented
Something that uses / abuses a strategy that is very niche (pledge, gravity etc.) an improvement on something that was previously unviable (like Kecelon's Color Swap) or something we haven't seen yet. Sky's the limit.

Discussion point

Could the pinch berries (the ones that give +1 to a stat below 25% HP) be improved in any way?

You may also bring 1 old Pokemon forward.

Voting commences on Monday 23rd September. Good luck!

Other/misc stuff:
We now have analyses for Snorlax and Muaycacque. Orbeetle coming soon. Check the Resources post.
Since most of the users on this site play 6v6 singles, I am going to advertise this mod on R/VGC to hopefully boost our numbers.
 
Last edited:
I'll do full movepools if they win

Name: Fieratt (Fiery + Rat)

Type: Fire/Dark
Abilities: Run Away / Magic Bounce (H: Prankster)
Stats: 80/130/75/90/65/110 (BST: 550)

Movepool: Rapid Spin, Sucker Punch, Swords Dance, Flare Blitz, Knock Off, Throat Chop, Darkest Lariat, Flame Charge, Electro Ball, Thunder Punch, Fire Punch, Will-O-Wisp, Sunny Day, Taunt, Coaching, Ally Switch, Dark Pulse, Fire Blast, Flamethrower, Flame Burst, Nasty Plot, Earth Power

Weight: 10.5 kg
Gender: 50-50
Design: Daroach from Kirby but fire themed.

Description: Based on Rebound Cinderace, a creation of mine I really like. Magic Bounce allows for the returnal of status moves with an offensive stat spread, backed with powerful Sucker Punch, Knock Off, & Flare Blitz comboed with SD. Sucker Punch is a high risk move that is very potent if done right. It can also run a Prankster set with Will-O-Wisp, Sunny Day, Taunt, Ally Switch, Coaching, Helping Hand, and an offensive move or two, allowing for an offensive utility mon.

Name: Golurk-Tundra (Golett-Tundra will be made if this wins)

Type: Ground/Ice
Abilities: Ice Body / Contrary (H: No Guard)
Stats: 89/124/80/55/80/55 (BST: 483)

Movepool: Golurk's Movepool
(+) Aurora Veil, Avalanche, Blizzard, Brutal Swing, Embargo, Freeze Dry, Ice Hammer, Ice Spinner, Icicle Crash, Icicle Spear, Lash Out, Powder Snow, Power Trip, Snowscape
(-) Astonish, Charge Beam, Confuse Ray, Curse, Fire Punch, Fly, Heat Crash, Hex, Hidden Power, Night Shade, Phantom Force, Poltergeist, Shadow Ball, Shadow Punch, Shock Wave, Solar Beam, Thunderbolt

Weight: 330 kg
Gender: Genderless
Design: Golurk but covered in snow and tattered up.

Description: Golurk-Tundra is based on my M4A sub (and also BlueRay's old sub as well). Golurk-Tundra can go one of two routes: Contrary or No Guard. Contrary sets take advantage of Superpower, Close Combat, Hammer Arm, & Ice Hammer for set up and Power Trip to take advantage of it. Ground/Ice is near perfect coverage so you can run dual STABS (Ice Hammer for set up too), Power Trip or Dark coverage for dealing with Ghosts trying to stop CC/Superpower, and Superpower/CC for powerful set up. Golurk-Tundra can also run No Guard sets, ignoring the potent set up opportunities to run Dynamic Punch, Icicle Crash, EQ for potent offensive sets. It still struggles heavily in speed tier if you aren't running Contrary sets and its defenses are not exactly ideal.

Name: Hattlock (Mad Hatter + Hemlock)

Type: Grass/Poison
Abilities: Poison Touch / Own Tempo (H: Simple)
Stats: 95/120/145/60/75/65 (BST: 560)

Movepool: Defense Curl, Teatime, Recycle, Power Whip, Gunk Shot, Seed Bomb, Poison Jab, Sludge Bomb, Sludge Wave, Toxic Spikes, Toxic, Venoshock, Venom Drench, Poison Powder, Earthquake, Earth Power, Superpower, Body Press, Knock Off, Bullet Seed, Psychic, Psyshock, Trick, Work Up, Trailblaze, Gravity, Trick Room, Power Trip

Weight: 10 kg
Gender: 50-50
Design: Disney's Alice in Wonderland Mad Hatter but a white rabbit with white Hemlock flowers and supporting purple clothes.

Description: Hattlock is incentivized to run Teatime and/or Recycle for good healing and/or easy setup with Simple. Simple Liechi + Trailblaze or Salac + Work Up can be used for potent effect. You can also run TR sets or have TR support and forgo Trailblaze/Salac and go all in offensively. You could also run Apicot to shore up your weaker SpD. Defensive sets can also be considered with Poison Jab, Knock Off, and Teatime/Recycle with Aguav/Wiki/etc for effective recovery.

Buff them to activate at 1/3 Hp or less instead of 1/4. Also can we include Micle Berry in this mixture, allowing it to actually be even vaguely not a joke.

Gengar + Levitate over Cursed Body
 
Last edited:
Name: Cloysture

Ability: Effect Spore / Sturdy // Weak Armor
Type:
Grass / Ice

Stats:
HP: 50
Attack: 95
Defense: 180
Special Attack: 85
Special Defense: 45
Speed: 70
BST: 525

Height: 1.5 m
Weight: 132.5 kg
Gender Ratio: male (50.0%), female (50.0%)


Physical MovesSpecial MovesStatus Moves
Bullet Seed, Facade, Giga Impact, Grassy Glide, Ice Shard, Icicle Crash, Icicle Spear, Rapid Spin, Rock Blast, Seed BombBlizzard, Chilling Water, Chloroblast, Energy Ball, Frost Breath, Grass Knot, Hyper Beam, Ice Beam, Icy Wind, Snore, Solar BeamAurora Veil, Growth, Endure, Poison Powder, Protect, Rage Powder, Rest, Rock Polish, Shell Smash, Sleep Talk, Snowscape, Spikes, Spiky Shield, Spore, Stun Spore, Substitute, Synthesis, Toxic Spikes

Description:
1) Concept
- Cloysture and its pre evolution Shelldure are convergent Pokémon sharing similarities with the Shellder line. The names reference sculpture, which is what the Shelldure line is partially based on; in fact, there are expositions in real life where people present their ice sculptures, including those based on forest fungi. Moreover, in some regions of the world, you can observe peculiar ice formations resembling a mushroom. On another note: The Shelldure line is also based on an oyster mushroom called pleurotus ostreatus. This should explain the dual Grass/Ice type and how people can easily mistake it for a regional Shellder line when in reality, it's not.

2) Competitive
- Since we want to promote the Bug-type, we actually need more Grass Pokémon in the format, especially if know powder moves. After all, in this mod, Bug Pokémon are immune to them. So, to actually make this aspect more relevant, let me introduce you to Cloysture.
- Cloysture makes unique use of Weak Armor; for instance, you can have it switch into a move, hoping it's a physical one, and get a speed boost. This would result in a very fast Spore user able to prevent an opponent from immediately wracking havoc. Moreover, you can combine it with fast Icy Wind to enable an ally. So, the opponent actually has to be careful with their attacks, otherwise, Cloysture might just switch in and steal the show. Alternatively, you can resort to Rage Powder to hopefully redirect moves you want it to take, preferably physical ones, while the ally handles special attackers. Naturally, the downside is that Grass/Ice is a very exploitable type due to the many weaknesses it has. Furthermore, Cloysture has low special bulk and has to watch out for priority moves, especially if its Def is lowered from Weak Armor. Still, having a potentially fast Spore and Icy Wind user could turn the tide of a game.
- Fwiw, the Ice-type can be useful to force out opposing Grass Pokémon since they are naturally immune to powder moves.
- If you don't like Weak Armor, there's always Sturdy to ensure Cloysture always lives a hit and puts a Pokémon to sleep. Chloroblast lets it remove itself afterwards. Alternatively, you can resort to Shell Smash. Perhaps, you manage to keep it "immortal" with boosted Giga Drain if its HP is always at full health. On the topic of pinch berries, Cloysture could, theoretically, combine Sturdy with Salac Berry to boost its speed.
Name: Dustnoir

Ability: Poison Point / Sturdy // Sand Stream
Type:
Ghost / Rock

Stats:
HP: 45
Attack: 110
Defense: 135
Special Attack: 55
Special Defense: 135
Speed: 45
BST: 525

Height: 2.2 m
Weight: 213.2 kg
Gender Ratio: male (50.0%), female (50.0%)

New Move:
- Sand Pit (Rock, Physical, 85 BP, 10 PP, 90% acc, effect: Traps target for 4-5 turns and causes 1/8 residual damage.)

Physical MovesSpecial MovesStatus Moves
Drain Punch, Heavy Slam, Rock Blast, Rock Wrecker, Sand Pit, Smack Down, Stone EdgeAncient Power, Meteor Beam, Power GemPoison Gas, Rock Polish, Sandstorm, Stealth Rock, Toxic, Wide Guard

Description:
1) Concept
- As the name already suggests, Dustnoir is based on dust and alludes to a djinn's ability to summon and control a sandstorm. Hence why this convergent Pokémon has Sand Stream and a secondary Rock type. This is further underlined by the fact that djinns are said to live in deserts. Dustnoir's pre evolutions are called Dustollops and Dustoll. The former references Dusclops if it wasn't clear enough, and involves a wordplay between dust and dollops. In a literal sense, dust indicates neglect or the passage of time as fine particles accumulate on a surface. Dollops, on the other hand, refers to a large, shapeless mass of something. When these two words are combined, they elucidate a djinn's ability to shapeshift and their remnant aspect, carrying with it an emotional and nostalgic component; in fact, the Dustoll line absorbs a lot of grudges and wishes from the environment unlike the Duskull line, which is known for taking in souls. Moreover, the "shapeless mass of something" perfectly alludes to an idea or wish that has yet to manifest; you might have some vague idea about something, but it is not fully realized yet. Enter the Dustoll line, making you run out of ideas.

2) Competitive
- For transparency's sake, Dustnoir has access to the same moves as Dusknoir; Sand Pit is a move only Dustnoir knows and thus excludes Dustollops and Dustoll. Fwiw, Dustollops and Dustoll have Sand Force instead of Sand Stream to ensure there's enough incentive to run Dustnoir.
- Dustnoir is an offensive Trick Room setter synergizing well with certain Pokémon of this format. For instance, there's Phlocules (Bug/Rock), which greatly appreciates the SpD boost from Sand Stream and can pressure opposing Dark Pokémon for it. Delphynan (Water/Rock) will also benefit from Dustnoir's Sand and Fighting immunity and threaten opposing Ground Pokémon. Fwiw, Dustnoir knows Ally Switch if it wasn't clear how Delphynan would benefit from Dustnoir's Fighting immunity. Almgid (Fire/Ice) too appreciates Dustnoir's presence since the latter is slower in Trick Room and can trigger the former's Weakness Policy with Bulldoze. Moreover, Dustnoir pressures Fire Pokémon that naturally resist Almgid.
- As a Trick Room setter, Dustnoir cannot be affected by Fake Out, outside of Scrappy; it can take advantage of its own Weakness Policy to exert good pressure between Poltergeist and Rock Slide. This is made all the more potent by the fact that Snarl is a common move to slow down special attackers, especially on Trick Room. Thus, Dustnoir can use its dualtype to punish this move.
- If you are not interested in its offensive potential, Dustnoir can always try to wear down an opposing team, between Sand Stream / Poison Point, Will-O-Wisp, Pain Split, or Sand Pit. The latter synergizes with Phantom Force if you want to explore this option. Furthermore, it has a really neat supportive movepool, including moves like Haze, Helping Hand, Icy Wind or Gravity. As Dustnoir is fairly resilient, it should well be able to support the team for prolonged turns. On top of that, it has Sturdy to reliably set up Trick Room.
- Intimidate, Mauycacque (Normal/Fighting), and a weakness to several types, like Dark, Water, or Ground should keep it well in check.
Name: Figuresco

Ability: Levitate / Healer // Rattled
Type:
Ground / Psychic

Stats:
HP: 80
Attack: 85
Defense: 110
Special Attack: 85
Special Defense: 125
Speed: 65
BST: 550

Height: 3.0 m
Weight: 216.0 kg
Gender Ratio: -


Physical MovesSpecial MovesStatus Moves
Giga DrainBulk Up, Grassy Terrain, Heal Pulse, Pain Split, Psycho Shift, Shore Up

Description:
1) Concept
- Figuresco is the final evolution of Claydol, which is based on a dogu from Japan. Dogu are earthly figurines connected to the supernatural. Some of them are complete in the sense that they are perfect and majestic; they don't lack anything. Figuresco embodies thus this fullness and holiness. Rattled draws attention to the fact that some dogu function as rattles. In those instances, they usually contain a small rock, and when you shake the dogu, it makes a sound and is meant to be used for religious purposes, thus further underlining the divine aspect of this Pokémon. Besides, Claydol can be found in the sky tower where Rayquaza is said to live! Figuresco would only emphasize this connection even more. With regard to Healer, this is more a flavour choice since dogu are said to have healing and fertility powers. I've reflected this aspect in its movepool. Fwiw, Figuresco naturally has the same movepool as its pre evolutions. So, it's probably unnecessary to repeat the same moves here. Moves Figuresco will likely run are "Stored Power, Bulk Up / Calm Mind, and Drill Run / Earth Power / Earthquake".

2) Competitive
- Rattled falls under unviable since outside of Tera Psychic Dudunsparce, there hasn't been a Pokémon able to make good use of this ability, to my knowledge. In any case, Rattled synergizes with Beat Up, Stored Power, and Weakness Policy, turning Figuresco into a very fast threat as the ability boosts speed. Even with just base 85 SpA, a +2 180 BP Stored Power is nothing to scoff at. This also serves as a deterrent to Intimidate users or stat lowering moves like Snarl or Struggle Bug as every Intimidate effect or Bug/Ghost/Dark move it tanks will boost Figuresco's speed and make Stored Power stronger.
- The beauty of Rattled is that Stored Power is so strong and base 65 speed enough to run a mixed offensive set if you want to. After all, Figuresco does have access to Earthquake and Rock Slide, both of which are spread moves. Still, base 85 Atk is kind of low, even factoring in the Weakness Policy boost. So, it's best to rely on them lategame when Pokémon are weakened.
- One disadvantage is that Figuresco is susceptible to Fake Out. Moreover, Rattled + Beat Up is an obvious strategy. I assume people will naturally come up with strategies to prevent that. Thus, it's possible Figuresco will pull off this combo lategame. If so, Stored Power will do less damage as there are likely less remaining Pokémon alive on the user's side; in fact, Beat Up's hit number is dependent on the number of available team members.
On returning Pokémon.
- A Pokémon that I'd like to bring up is Shiftry. I noticed we pretty much lack physical Grass attackers. So, Shiftry will neatly fit onto many teams. It has Fake Out and Icy Wind to support the team. Moreover, thanks to Wind Rider, it will likely thrive well alongside a Tailwind setter. Therefore, it will fulfill the idea of a splashable Grass Pokémon on a team.
- Another benefit is that Shiftry is a potential Chlorophyll user. Remember we do have a Drought user in Ninetales but no abusers, iirc. Thus, Shiftry can be that Pokémon. Since it has flexible offensive stats, it could run a physical, special, or mixed set.
On pinch berries.
Since only specific pinch berries were mentioned, I assume the healing ones (such as Figy Berry) are intentionally excluded from this discussion. In any case, there's little incentive to run stat boosting pinch berries. So, I could see them trigger at half HP or below, which would be consistent with Overgrow/Blaze/Torrent/Swarm that were modified in this mod. Alternatively, and this is what I would personally prefer, I could see the stat boosts being doubled to really give you some value out of those berries. The latter would still trigger at 25% HP or below to keep the effect more balanced.
 
Last edited:
"Returning Pokemon"]Regigigas +Acrobatics, Normalize
Regigigas would be broken with almost any ability other than Slow Start (even Defeatist would be an upgrade). You're looking at a Pokemon with higher Attack than Zacian and Groudon, solid base Speed and better bulk than the likes of Mew, Celebi and Jirachi. While Normalize would mean it can't hit Ghosts, that's what you have 5 teammates for. Hell Normalize wouldn't even be a bad ability for it, since it gives it Thunder Wave that can paralyse Ground types, a STAB spread move with a solid flinch chance (Rock Slide) and once its item's gone a 110 BP drawback free STAB in Acrobatics. Let's stay off the legendaries for now. Slaking can come back, but not with a different ability.

On returning Pokémon.
- A Pokémon that I'd like to bring up is Shiftry. I noticed we pretty much lack physical Grass attackers. So, Shiftry will neatly fit onto many teams. It has Fake Out and Icy Wind to support the team. Moreover, thanks to Wind Rider, it will likely thrive well alongside a Tailwind setter. Therefore, it will fulfill the idea of a splashable Grass Pokémon on a team.
- Another benefit is that Shiftry is a potential Chlorophyll user. Remember we do have a Drought user in Ninetales but no abusers, iirc. Thus, Shiftry can be that Pokémon. Since it has flexible offensive stats, it could run a physical, special, or mixed set.

Shiftry sounds cool, would you be opposed to giving it a +20 attack buff (up to base 120)? It's still fragile with average speed, so I think it would still be balanced.

Name: Shivivolt
Type: Ice / Electric
Ability: Strong Jaw / Galvanize / Electric Surge
Base stats: 65 / 115 / 70 / 105 / 75 / 100
Useful moves
Physical: Ice Fang, Icicle Crash, Thunder Fang, Wild Charge, Close Combat, Quick Attack, Mighty Blow, Fire Fang, Psychic Fangs
Special: Thunderbolt, Rising Voltage, Volt Switch, Ice Beam, Blizzard
Status: Thunder Wave, Aurora Veil, Taunt, Eerie Impulse
Size: 0.7 m
Weight: 3.7 kgs
Gender: Both
Egg group: Field
Competitive use: A powerful attacker that brings plenty of destruction with its amazing offensive typing and 3 strong abilities. Strong Jaw gives it powerful STABs with strong secondary effects, Galvanize gives it brutally strong Electric moves at the cost of slightly weaker Ice moves, while Electric Surge lets it be a strong special attacker with STAB Rising Voltages.
Is it broken? While it's typing is very strong offensively, defensively it leaves it weak to a lot of common types like Fire, Ground and Fighting. It's also pretty fragile with base 65 / 70 / 75 bulk, and while base 100 Speed is good, it still leaves it outran by quite a lot.

Name: Quetzix. Evolved form of Crystix, convergent evolution of Onix. Name is a combination of Quetzalcoatl and Steelix
Type: Rock / Dragon
Ability: Sand Rush / Intimidate / Earth Eater
Base stats: 75 / 125 / 80 / 30 / 130 / 70
Useful moves
Physical: Rock Slide, Stone Edge, Head Smash, Scale Shot, Dragon Tail, Outrage, High Horsepower, Earthquake, Fire Fang, Ice Fang, Thunder Fang
Special: None (SpA is too low)
Status: Dragon Dance, Glare, Coil, Taunt, Dragon Cheer
Size: 9.8 m
Weight: 519 kgs
Gender: Both
Egg group: Mineral
Competitive use: It has a number of uses, able to be played offensively or defensively. You could pair it up with a Sand setter, have it spam powerful STAB Rock Slides and flinch your opponents to death. You could also run an Intimidate support set, with Glare and Rock Slide for max paraflinch fun. It could be even be a set up sweeper with Dragon Dance.
Is it broken?: Its speed isn't great, it has to run Jolly to outrun positive natured base 130s at +1. Its high base Attack stat is also undercut by mediocre power STABs unless you want to get risky (Outrage doesn't let you pick targets, Head Smash has lots of recoil, Stone Edge misses).

Name: Castmaster (evolution of Castform. Castform evolves by levelling up while knowing Meteoric Pulse, which it learns at level 50.)
Type: Normal
Ability: Forecast (this one also changes user to Rock type in Sandstorm)
Base stats: 75 / 50 / 80 / 115 / 80 / 100
Useful moves
Physical: N/A (Atk is too low)
Special: Same as Castform, + Aura Sphere, Earth Power, Meteoric Pulse
Status: Same as Castform + Nasty Plot, Tailwind.
Meteoric Pulse: 90 BP, Normal Type, Special, 100% accuracy. 16 PP max. Hits both opponents. Type and secondary effect changes depending on weather. No weather: Normal type, may drop Speed 1 stage (20%). Sun: Fire type, may burn (20%). Rain: Water type, may drop Special Attack (20%). Sand: Rock type, may flinch (20%). Snow: Ice type, may drop Special Defence (20%).
Size: 1.5m
Weight: 2.3 kgs
Gender: Both
Egg Groups: Fairy and Amorphous
Competitive use: It's Castform with a cool signature move and actually good stats. Its main gimmick is how it can abuse the various weathers. It's not useless without them, but it needs one of the weathers to be at its best. Its vast coverage can also let it help out against Pokemon weather teams traditionally struggle with.
Is it broken? Average bulk on something with poor defensive typing in 3 of its 4 formes. It hits quite hard, but it's not earth shattering either.

Pinch Berries: The defence boosting berries trigger at 50% HP and restore 10% HP. Micle Berry triggers at 25% HP and guarantees the next attack will hit, even ignoring Protect and redirection.

Returning Pokemon: Perrserker +10 base Attack (120) and Bullet Punch.
 
Last edited:
Thunder Wave that can paralyse Ground types
Normal-type Thunder Wave would not be able to paralyze Ground-types. Ground-types are immune to the move Thunder Wave, not Electric status moves or Paralysis. Body Slam can paralyze Ground-types. A move like Eerie Impulse still affects Ground-types.

a STAB spread move with a solid flinch chance (Rock Slide)
Rock Slide will be removed. It's honestly fine by me, because Rock Slide was an unintended move for the changes. I can see why that would be considered too strong.

You're looking at a Pokemon with higher Attack than Zacian and Groudon, solid base Speed and better bulk than the likes of Mew, Celebi and Jirachi. While Normalize would mean it can't hit Ghosts, that's what you have 5 teammates for.
Yeah, it has really good stats. Joltemons is a singles mod, but they have an item for Regigigas that gives it Thick Fat, a Fighting neutrality, and more and its not at all broken. This Regigigas is basically dead weight against not just Ghost-types. Regigigas has all its moves resisted by Rock and Steel-types and can't touch any Ghost-types with anything other than status conditions. I think you are overrating how powerful the Normal-type is. Normalize is usually considered a very harmful ability for even strong Normal-types for a good reason. VGC would downgrade that aspect, due to your teammate helping out, but I still don't believe it would be too overpowered.
 
Normal-type Thunder Wave would not be able to paralyze Ground-types. Ground-types are immune to the move Thunder Wave, not Electric status moves or Paralysis. Body Slam can paralyze Ground-types. A move like Eerie Impulse still affects Ground-types.

Yeah, it has really good stats. Joltemons is a singles mod, but they have an item for Regigigas that gives it Thick Fat, a Fighting neutrality, and more and its not at all broken. This Regigigas is basically dead weight against not just Ghost-types. Regigigas has all its moves resisted by Rock and Steel-types and can't touch any Ghost-types with anything other than status conditions. I think you are overrating how powerful the Normal-type is. Normalize is usually considered a very harmful ability for even strong Normal-types for a good reason. VGC would downgrade that aspect, due to your teammate helping out, but I still don't believe it would be too overpowered.

Normalize Thunder Wave can paralyse Ground types. See here: https://replay.pokemonshowdown.com/gen9nationaldex-2205205811-uwkw69bfxtmet6v345xpeo2bfc4qg3hpw . It can't paralyse Ghose types, but since you can't scratch them anyway, it's not that big a deal.

In addition to changing all of its moves to Normal type, it also gives them a 20% power boost. If you look through our list of new and returning Pokemon, we don't have many Rock, Steel and Ghost types in the dex right now. Not 1 Steel type has won the vote yet, and we only have 1 Rock and 1 Ghost. Of the returning mons, Tinkaton is cleanly 2HKOed by Knock Off into Heavy Slam if it runs 252 HP EVs and 252 HP Escavalier is cleanly 2HKOed by Heavy Slam. Does the item in Sylvemons power up any of its moves? Because in this format, it has the ability to hold Life Orb, Choice Band etc.

Tell you what, I'll compromise. I will allow Regigigas back, and Slow Start can be nerfed (buffed?) in some way. Reduce the turns, maybe have it wear off once Gigas falls below 50% HP, or we could create an item that turns off a Pokemon's ability (open up some potential Trick shenanigans).
 
Normalize Thunder Wave can paralyse Ground types. See here: https://replay.pokemonshowdown.com/gen9nationaldex-2205205811-uwkw69bfxtmet6v345xpeo2bfc4qg3hpw . It can't paralyse Ghose types, but since you can't scratch them anyway, it's not that big a deal.

In addition to changing all of its moves to Normal type, it also gives them a 20% power boost. If you look through our list of new and returning Pokemon, we don't have many Rock, Steel and Ghost types in the dex right now. Not 1 Steel type has won the vote yet, and we only have 1 Rock and 1 Ghost. Of the returning mons, Tinkaton is cleanly 2HKOed by Knock Off into Heavy Slam if it runs 252 HP EVs and 252 HP Escavalier is cleanly 2HKOed by Heavy Slam. Does the item in Sylvemons power up any of its moves? Because in this format, it has the ability to hold Life Orb, Choice Band etc.

Tell you what, I'll compromise. I will allow Regigigas back, and Slow Start can be nerfed (buffed?) in some way. Reduce the turns, maybe have it wear off once Gigas falls below 50% HP, or we could create an item that turns off a Pokemon's ability (open up some potential Trick shenanigans).
I genuinely didn't know that Normalize TWave worked on Ground-types. That's my bad.

Having a lack of Rock, Steel, and Ghost-types is more of a problem with the current Pokemon, though I can see how strong it would be for the current format and problematic to find efficient ways to deal with it. I still believe it is perfectly balanced if we just added more Pokemon that completely destroy a mono-Normal attacker (A good defensive Rock, Steel, or just a Ghost-type). Whatever the case, I've replaced the sub entirely.
 
Name: Fieratt (Fiery + Rat)

Type: Fire/Dark
Abilities: Run Away / Magic Bounce (H: Prankster)
Stats: 80/130/75/90/65/110 (BST: 550)

Movepool: Rapid Spin, Sucker Punch, Swords Dance, Flare Blitz, Knock Off, Throat Chop, Darkest Lariat, Flame Charge, Electro Ball, Thunder Punch, Fire Punch, Will-O-Wisp, Sunny Day, Taunt, Coaching, Ally Switch, Dark Pulse, Fire Blast, Flamethrower, Flame Burst, Nasty Plot, Earth Power

Weight: 10.5 kg
Gender: 50-50
Design: Daroach from Kirby but fire themed.

Description: Based on Rebound Cinderace, a creation of mine I really like. Magic Bounce allows for the returnal of status moves with an offensive stat spread, backed with powerful Sucker Punch, Knock Off, & Flare Blitz comboed with SD. Sucker Punch is a high risk move that is very potent if done right. It can also run a Prankster set with Will-O-Wisp, Sunny Day, Taunt, Ally Switch, Coaching, Helping Hand, and an offensive move or two, allowing for an offensive utility mon.

Name: Golurk-Tundra (Golett-Tundra will be made if this wins)

Type: Ground/Ice
Abilities: Ice Body / Contrary (H: No Guard)
Stats: 89/124/80/55/80/55 (BST: 483)

Movepool: Golurk's Movepool
(+) Aurora Veil, Avalanche, Blizzard, Brutal Swing, Embargo, Freeze Dry, Ice Hammer, Ice Spinner, Icicle Crash, Icicle Spear, Lash Out, Powder Snow, Power Trip, Snowscape
(-) Astonish, Charge Beam, Confuse Ray, Curse, Fire Punch, Fly, Heat Crash, Hex, Hidden Power, Night Shade, Phantom Force, Poltergeist, Shadow Ball, Shadow Punch, Shock Wave, Solar Beam, Thunderbolt

Weight: 330 kg
Gender: Genderless
Design: Golurk but covered in snow and tattered up.

Description: Golurk-Tundra is based on my M4A sub (and also BlueRay's old sub as well). Golurk-Tundra can go one of two routes: Contrary or No Guard. Contrary sets take advantage of Superpower, Close Combat, Hammer Arm, & Ice Hammer for set up and Power Trip to take advantage of it. Ground/Ice is near perfect coverage so you can run dual STABS (Ice Hammer for set up too), Power Trip or Dark coverage for dealing with Ghosts trying to stop CC/Superpower, and Superpower/CC for powerful set up. Golurk-Tundra can also run No Guard sets, ignoring the potent set up opportunities to run Dynamic Punch, Icicle Crash, EQ for potent offensive sets. It still struggles heavily in speed tier if you aren't running Contrary sets and its defenses are not exactly ideal.

Name: Hattlock (Mad Hatter + Hemlock)

Type: Grass/Poison
Abilities: Poison Touch / Own Tempo (H: Simple)
Stats: 95/120/145/60/75/65 (BST: 560)

Movepool: Defense Curl, Teatime, Recycle, Power Whip, Gunk Shot, Seed Bomb, Poison Jab, Sludge Bomb, Sludge Wave, Toxic Spikes, Toxic, Venoshock, Venom Drench, Poison Powder, Earthquake, Earth Power, Superpower, Body Press, Knock Off, Bullet Seed, Psychic, Psyshock, Trick, Work Up, Trailblaze, Gravity, Trick Room, Power Trip

Weight: 10 kg
Gender: 50-50
Design: Disney's Alice in Wonderland Mad Hatter but a white rabbit with white Hemlock flowers and supporting purple clothes.

Description: Hattlock is incentivized to run Teatime and/or Recycle for good healing and/or easy setup with Simple. Simple Liechi + Trailblaze or Salac + Work Up can be used for potent effect. You can also run TR sets or have TR support and forgo Trailblaze/Salac and go all in offensively. You could also run Apicot to shore up your weaker SpD. Defensive sets can also be considered with Poison Jab, Knock Off, and Teatime/Recycle with Aguav/Wiki/etc for effective recovery.

Name: Cloysture

Ability: Effect Spore / Sturdy // Weak Armor
Type:
Grass / Ice

Stats:
HP: 50
Attack: 95
Defense: 180
Special Attack: 85
Special Defense: 45
Speed: 70
BST: 525

Height: 1.5 m
Weight: 132.5 kg
Gender Ratio: male (50.0%), female (50.0%)


Physical MovesSpecial MovesStatus Moves
Bullet Seed, Facade, Giga Impact, Grassy Glide, Ice Shard, Icicle Crash, Icicle Spear, Rapid Spin, Rock Blast, Seed BombBlizzard, Chilling Water, Chloroblast, Energy Ball, Frost Breath, Grass Knot, Hyper Beam, Ice Beam, Icy Wind, Snore, Solar BeamAurora Veil, Growth, Endure, Poison Powder, Protect, Rage Powder, Rest, Rock Polish, Shell Smash, Sleep Talk, Snowscape, Spikes, Spiky Shield, Spore, Stun Spore, Substitute, Synthesis, Toxic Spikes

Description:
1) Concept
- Cloysture and its pre evolution Shelldure are convergent Pokémon sharing similarities with the Shellder line. The names reference sculpture, which is what the Shelldure line is partially based on; in fact, there are expositions in real life where people present their ice sculptures, including those based on forest fungi. Moreover, in some regions of the world, you can observe peculiar ice formations resembling a mushroom. On another note: The Shelldure line is also based on an oyster mushroom called pleurotus ostreatus. This should explain the dual Grass/Ice type and how people can easily mistake it for a regional Shellder line when in reality, it's not.

2) Competitive
- Since we want to promote the Bug-type, we actually need more Grass Pokémon in the format, especially if know powder moves. After all, in this mod, Bug Pokémon are immune to them. So, to actually make this aspect more relevant, let me introduce you to Cloysture.
- Cloysture makes unique use of Weak Armor; for instance, you can have it switch into a move, hoping it's a physical one, and get a speed boost. This would result in a very fast Spore user able to prevent an opponent from immediately wracking havoc. Moreover, you can combine it with fast Icy Wind to enable an ally. So, the opponent actually has to be careful with their attacks, otherwise, Cloysture might just switch in and steal the show. Alternatively, you can resort to Rage Powder to hopefully redirect moves you want it to take, preferably physical ones, while the ally handles special attackers. Naturally, the downside is that Grass/Ice is a very exploitable type due to the many weaknesses it has. Furthermore, Cloysture has low special bulk and has to watch out for priority moves, especially if its Def is lowered from Weak Armor. Still, having a potentially fast Spore and Icy Wind user could turn the tide of a game.
- Fwiw, the Ice-type can be useful to force out opposing Grass Pokémon since they are naturally immune to powder moves.
- If you don't like Weak Armor, there's always Sturdy to ensure Cloysture always lives a hit and puts a Pokémon to sleep. Chloroblast lets it remove itself afterwards. Alternatively, you can resort to Shell Smash. Perhaps, you manage to keep it "immortal" with boosted Giga Drain if its HP is always at full health. On the topic of pinch berries, Cloysture could, theoretically, combine Sturdy with Salac Berry to boost its speed.
Name: Dustnoir

Ability: Poison Point / Sturdy // Sand Stream
Type:
Ghost / Rock

Stats:
HP: 45
Attack: 110
Defense: 135
Special Attack: 55
Special Defense: 135
Speed: 45
BST: 525

Height: 2.2 m
Weight: 213.2 kg
Gender Ratio: male (50.0%), female (50.0%)

New Move:
- Sand Pit (Rock, Physical, 85 BP, 10 PP, 90% acc, effect: Traps target for 4-5 turns and causes 1/8 residual damage.)

Physical MovesSpecial MovesStatus Moves
Drain Punch, Heavy Slam, Rock Blast, Rock Wrecker, Sand Pit, Smack Down, Stone EdgeAncient Power, Meteor Beam, Power GemPoison Gas, Rock Polish, Sandstorm, Stealth Rock, Toxic, Wide Guard

Description:
1) Concept
- As the name already suggests, Dustnoir is based on dust and alludes to a djinn's ability to summon and control a sandstorm. Hence why this convergent Pokémon has Sand Stream and a secondary Rock type. This is further underlined by the fact that djinns are said to live in deserts. Dustnoir's pre evolutions are called Dustollops and Dustoll. The former references Dusclops if it wasn't clear enough, and involves a wordplay between dust and dollops. In a literal sense, dust indicates neglect or the passage of time as fine particles accumulate on a surface. Dollops, on the other hand, refers to a large, shapeless mass of something. When these two words are combined, they elucidate a djinn's ability to shapeshift and their remnant aspect, carrying with it an emotional and nostalgic component; in fact, the Dustoll line absorbs a lot of grudges and wishes from the environment unlike the Duskull line, which is known for taking in souls. Moreover, the "shapeless mass of something" perfectly alludes to an idea or wish that has yet to manifest; you might have some vague idea about something, but it is not fully realized yet. Enter the Dustoll line, making you run out of ideas.

2) Competitive
- For transparency's sake, Dustnoir has access to the same moves as Dusknoir; Sand Pit is a move only Dustnoir knows and thus excludes Dustollops and Dustoll. Fwiw, Dustollops and Dustoll have Sand Force instead of Sand Stream to ensure there's enough incentive to run Dustnoir.
- Dustnoir is an offensive Trick Room setter synergizing well with certain Pokémon of this format. For instance, there's Phlocules (Bug/Rock), which greatly appreciates the SpD boost from Sand Stream and can pressure opposing Dark Pokémon for it. Delphynan (Water/Rock) will also benefit from Dustnoir's Sand and Fighting immunity and threaten opposing Ground Pokémon. Fwiw, Dustnoir knows Ally Switch if it wasn't clear how Delphynan would benefit from Dustnoir's Fighting immunity. Almgid (Fire/Ice) too appreciates Dustnoir's presence since the latter is slower in Trick Room and can trigger the former's Weakness Policy with Bulldoze. Moreover, Dustnoir pressures Fire Pokémon that naturally resist Almgid.
- As a Trick Room setter, Dustnoir cannot be affected by Fake Out, outside of Scrappy; it can take advantage of its own Weakness Policy to exert good pressure between Poltergeist and Rock Slide. This is made all the more potent by the fact that Snarl is a common move to slow down special attackers, especially on Trick Room. Thus, Dustnoir can use its dualtype to punish this move.
- If you are not interested in its offensive potential, Dustnoir can always try to wear down an opposing team, between Sand Stream / Poison Point, Will-O-Wisp, Pain Split, or Sand Pit. The latter synergizes with Phantom Force if you want to explore this option. Furthermore, it has a really neat supportive movepool, including moves like Haze, Helping Hand, Icy Wind or Gravity. As Dustnoir is fairly resilient, it should well be able to support the team for prolonged turns. On top of that, it has Sturdy to reliably set up Trick Room.
- Intimidate, Mauycacque (Normal/Fighting), and a weakness to several types, like Dark, Water, or Ground should keep it well in check.
Name: Figuresco

Ability: Levitate / Healer // Rattled
Type:
Ground / Psychic

Stats:
HP: 80
Attack: 85
Defense: 110
Special Attack: 85
Special Defense: 125
Speed: 65
BST: 550

Height: 3.0 m
Weight: 216.0 kg
Gender Ratio: -


Physical MovesSpecial MovesStatus Moves
Giga DrainBulk Up, Grassy Terrain, Heal Pulse, Pain Split, Psycho Shift, Shore Up

Description:
1) Concept
- Figuresco is the final evolution of Claydol, which is based on a dogu from Japan. Dogu are earthly figurines connected to the supernatural. Some of them are complete in the sense that they are perfect and majestic; they don't lack anything. Figuresco embodies thus this fullness and holiness. Rattled draws attention to the fact that some dogu function as rattles. In those instances, they usually contain a small rock, and when you shake the dogu, it makes a sound and is meant to be used for religious purposes, thus further underlining the divine aspect of this Pokémon. Besides, Claydol can be found in the sky tower where Rayquaza is said to live! Figuresco would only emphasize this connection even more. With regard to Healer, this is more a flavour choice since dogu are said to have healing and fertility powers. I've reflected this aspect in its movepool. Fwiw, Figuresco naturally has the same movepool as its pre evolutions. So, it's probably unnecessary to repeat the same moves here. Moves Figuresco will likely run are "Stored Power, Bulk Up / Calm Mind, and Drill Run / Earth Power / Earthquake".

2) Competitive
- Rattled falls under unviable since outside of Tera Psychic Dudunsparce, there hasn't been a Pokémon able to make good use of this ability, to my knowledge. In any case, Rattled synergizes with Beat Up, Stored Power, and Weakness Policy, turning Figuresco into a very fast threat as the ability boosts speed. Even with just base 85 SpA, a +2 180 BP Stored Power is nothing to scoff at. This also serves as a deterrent to Intimidate users or stat lowering moves like Snarl or Struggle Bug as every Intimidate effect or Bug/Ghost/Dark move it tanks will boost Figuresco's speed and make Stored Power stronger.
- The beauty of Rattled is that Stored Power is so strong and base 65 speed enough to run a mixed offensive set if you want to. After all, Figuresco does have access to Earthquake and Rock Slide, both of which are spread moves. Still, base 85 Atk is kind of low, even factoring in the Weakness Policy boost. So, it's best to rely on them lategame when Pokémon are weakened.
- One disadvantage is that Figuresco is susceptible to Fake Out. Moreover, Rattled + Beat Up is an obvious strategy. I assume people will naturally come up with strategies to prevent that. Thus, it's possible Figuresco will pull off this combo lategame. If so, Stored Power will do less damage as there are likely less remaining Pokémon alive on the user's side; in fact, Beat Up's hit number is dependent on the number of available team members.

Name: Shivivolt
Type: Ice / Electric
Ability: Strong Jaw / Galvanize / Electric Surge
Base stats: 65 / 115 / 70 / 105 / 75 / 100
Useful moves
Physical: Ice Fang, Icicle Crash, Thunder Fang, Wild Charge, Close Combat, Quick Attack, Mighty Blow, Fire Fang, Psychic Fangs
Special: Thunderbolt, Rising Voltage, Volt Switch, Ice Beam, Blizzard
Status: Thunder Wave, Aurora Veil, Taunt, Eerie Impulse
Size: 0.7 m
Weight: 3.7 kgs
Gender: Both
Egg group: Field
Competitive use: A powerful attacker that brings plenty of destruction with its amazing offensive typing and 3 strong abilities. Strong Jaw gives it powerful STABs with strong secondary effects, Galvanize gives it brutally strong Electric moves at the cost of slightly weaker Ice moves, while Electric Surge lets it be a strong special attacker with STAB Rising Voltages.
Is it broken? While it's typing is very strong offensively, defensively it leaves it weak to a lot of common types like Fire, Ground and Fighting. It's also pretty fragile with base 65 / 70 / 75 bulk, and while base 100 Speed is good, it still leaves it outran by quite a lot.

Name: Quetzix. Evolved form of Crystix, convergent evolution of Onix. Name is a combination of Quetzalcoatl and Steelix
Type: Rock / Dragon
Ability: Sand Rush / Intimidate / Earth Eater
Base stats: 75 / 125 / 80 / 30 / 130 / 70
Useful moves
Physical: Rock Slide, Stone Edge, Head Smash, Scale Shot, Rock Blast, Dragon Tail, Outrage, High Horsepower, Earthquake, Fire Fang, Ice Fang, Thunder Fang
Special: None (SpA is too low)
Status: Dragon Dance, Glare, Coil, Taunt, Dragon Cheer
Size: 9.8 m
Weight: 519 kgs
Gender: Both
Egg group: Mineral
Competitive use: It has a number of uses, able to be played offensively or defensively. You could pair it up with a Sand setter, have it spam powerful STAB Rock Slides and flinch your opponents to death. You could also run an Intimidate support set, with Glare and Rock Slide for max paraflinch fun. It could be even be a set up sweeper with Dragon Dance.
Is it broken?: Its speed isn't great, it has to run Jolly to outrun positive natured base 130s at +1. Its high base Attack stat is also undercut by mediocre power STABs unless you want to get risky (Outrage doesn't let you pick targets, Head Smash has lots of recoil, Stone Edge misses).

Name: Castmaster (evolution of Castform. Castform evolves by levelling up while knowing Meteoric Pulse, which it learns at level 50.)
Type: Normal
Ability: Forecast (this one also changes user to Rock type in Sandstorm)
Base stats: 75 / 50 / 80 / 115 / 80 / 100
Useful moves
Physical: N/A (Atk is too low)
Special: Same as Castform, + Aura Sphere, Earth Power, Meteoric Pulse
Status: Same as Castform + Nasty Plot, Tailwind.
Meteoric Pulse: 90 BP, Normal Type, Special, 100% accuracy. 16 PP max. Hits both opponents. Type and secondary effect changes depending on weather. No weather: Normal type, may drop Speed 1 stage (20%). Sun: Fire type, may burn (20%). Rain: Water type, may drop Special Attack (20%). Sand: Rock type, may flinch (20%). Snow: Ice type, may drop Special Defence (20%).
Size: 1.5m
Weight: 2.3 kgs
Gender: Both
Egg Groups: Fairy and Amorphous
Competitive use: It's Castform with a cool signature move and actually good stats. Its main gimmick is how it can abuse the various weathers. It's not useless without them, but it needs one of the weathers to be at its best. Its vast coverage can also let it help out against Pokemon weather teams traditionally struggle with.
Is it broken? Average bulk on something with poor defensive typing in 3 of its 4 formes. It hits quite hard, but it's not earth shattering either.

Hello everyone, so sorry for the delay. I've been away, and training for my new job. But regardless it's voting time now! Vote for your favourite Pokemon in each category (not your own) and which buffs to the pinch berries you agree with (if any). Voting closes on Friday.

All Stat boosting berries trigger at 33% HP, but only give one boost
Liechi, Petaya and Salac berries trigger at 25% HP but boost the stat 2 stages
Ganlon (Def) and Apicot (SpDef) trigger at 50% (1 stage boost) and heal 10% HP
Micle Berry triggers at 25%, but guarantees the next attack will hit, even ignoring Protection and redirection

Shiftry rejoins us, with a +10 base Attack buff (to 110)
Gengar once again has Levitate over Cursed Body
Perrserker has +10 base Attack (now 120) and Bullet Punch.

My votes
High risk, high return: Fieratt
Regional/Convergent: Dustnoir
Gimmick: Hatlock (Simple's never had any good users)

Berries:
Liechi, Salac and Petaya trigger at 33%
Micle Berry
Mostly I think there's potential with Gluttony + Belly Drum (or special equivalent) with this stuff.

Also, as a sidenote, I have changed my name! I finally got rid of my old cringy user name that wasn't even spelled right (why the hell did I think crystal had an h in it?).
 
Last edited:
Below, my votes.
High Risk / High Reward: PalpitoadChamp's Fieratt
- Admittedly, I'm a little bit scared of it due to its great speed and attack stat, coupled with its very explosive typing. If I may give some suggestions, I would prefer to have it Temper Flare instead of Flare Blitz because the former is not only an underused move, but it also pairs extremely well with this Pokémon's toolkit. Oh, Sucker Punch failed? Will-O-Wisp either missed or hit a target immune to it? How about an opposing Dark-type Pokémon switching into a status move? Not a problem, Temper Flare will punish the opponent. Thus, Temper Flare would accentuate the high risk, high reward theme of the slate. Fieratt having access to Flare Blitz would go against it, imo. It's up to you how you want to go about it, but I really think it would be cool to explore Temper Flare and remove Flare Blitz, making this Pokémon way more interesting!

Regional / Convergent Form: Sugarbear's Quetzix
- Pretty solid sub with lots of interesting tools, like Glare and Intimidate. I like it. If I may give some suggestion, I recommend adding Rock Blast which would encourage you to run Loaded Dice. Since Quetzix already learns Scale Shot, this would be a neat combination!

Unprecented / Unviable / Uncommon Strategies: Palpitoad's Hattlock
- I never say no to more potentially good Grass Pokémon. That said, I don't really think this Pokémon will likely run Teatime if Intimidate is going to be a thing in the format. I could actually see Clear Amulet on Simple sets and have Hattlock rely on an ally, such as the Normal/Fighting Pokémon with Prankster Coaching or Fierrat, which also offers the same qualities. That's actually a terrifying duo, Hattlock and Fierrat. o.o I appreciate that Hattlock's SpD is rather modest for balance reasons.

Buffs / Changes: Liechi, Petaya and Salac berries trigger at 25% HP but boost the stat 2 stage
 
Risky: BlueRay's Cloysture

Region Locked: BlueRay's Dustnoir

Shenanihans: BlueRay's Figuresco

Pinch Berries: Liechi, Petaya and Salac berries trigger at 25% HP but boost the stat 2 stages (include Micle Berry in this if possible). I do not vote for Micle Berry making the next move always hit unless Micle Berry raising Acc by 2 isn't allowed, in which case, I do support it.

Also is there a reason that BlueRay's pinch berry submission is worded that way? Also Sugarbear (formally ChrystalFalchion) voted for something that wasn't submitted (Liechi, Salac and Petaya trigger at 50% (closest is all triggering at 1/3)? My ideal vote for pinch berries would be all berries activating at 1/4 like normal and boosting the stat by 2, including Micle Berry which now boosts Acc by 2.
 
Last edited:
Also is there a reason that BlueRay's pinch berry submission is worded that way? Also Sugarbear (formally ChrystalFalchion) voted for something that wasn't submitted (Liechi, Salac and Petaya trigger at 50%.

That reason was “I made a booboo.” have fixed.
 
OK everyone, voting is done! Here are the winners:

High risk high return: Fieratt by PalpitoadChamp
Regional / convergent forme: Dustnoir by BlueRay
Shenanigans: Hattlock by PalpitoadChamp

The stat buff berries still trigger at 25% but now boost the stat by 2 stages (even Micle Berry)

Congratulations PalpitoadChamp ! Since your Pokemon got the most votes, you get to either choose a category for the next slate, or choose its discussion topic. PM me or leave a comment on my profile with what you want.
 
Last edited:
Slate 5 is underway everyone! Here are the categories:

1: Single type. Pokemon must only have 1 type. No BST limit but don't go crazy

2: 500 BST Limit.

Discussion Topic:

Are there any bad items that could be buffed to make them more viable? We've already done this with Honey, let's see what else we can fix!

You can bring back 1 old Pokemon as well. Happy creating!
 
Full movepools for mons that win.

Name: Ulmiraj (Almiraj + Uni or Unicorn)

Type: Fairy
Abilities: Unnerve / Intimidate (H: Huge Power)
Stats: 80/70/80/110/85/65 (BST: 490)

Movepool: Dazzling Gleam, Play Rough, Swords Dance, Bulk Up, Breaking Swipe, Brutal Swing, Iron Head, Lunge, Bulldoze, Earthquake, Ice Beam, Psychic, Psyshock, Thunderbolt, Calm Mind, Spikes, Roar, Dragon Tail, Outrage, Dragon Claw, Amnesia, Stored Power, Dragon Pulse, Snarl, Scary Face, Dig, Horn Attack

Weight: 15.2 kg
Gender: 50-50
Design: Yellow rabbit with black spots and a unicorn horn.

Description: Ulmiraj can either run a powerful Huge Power set with SD Play Rough, Breaking Swipe, Bulldoze/EQ or a special set with Intimidate/Unnerve with CM, Dazzling Gleam, Snarl, & BoltBeam. It also packs a weird Stored Power set if you want to with Stored Power, Amnesia, Bulk Up, & Calm Mind.

Name: Volbulb (Volbeat + Bulb)

Type: Bug/Psychic
Abilities: Illuminate / Swarm (H: Prankster)
Stats: 85/57/85/73/90/85 (BST: 475)

Movepool Additions: Ally Switch, Barrier, Gravity, Guard Swap, Heal Pulse, Magic Coat, Power Swap, Psybeam, Psychic, Psychic Terrain, Psycho Cut, Psyshock, Swords Dance

Weight: 20.1 kg
Gender: Male only
Design: Volbeat but cool.

Description: Volbulb's main niche is Tail Glow/Barrier/SD + Power Swap, giving its teammate +3 SpA/+2 Def/+2 Att before any other Pokemon can react due to Prankster. Volbulb isn't that weak either with 85/85/90 bulk which isn't that great but it has Prankster recovery. With swapped Att and SpA, Volbulb can now use Tail Glow to fire off surprisingly powerful attacks with decent coverage and Struggle Bug for more support. This also adds Eviolite Volbeat which I doubt is that noteworthy, but I felt like mentioning it.

- Aguav Berry/Figy/Iapapa/Mago/Wiki Berry now heal 1/2 max Hp at 1/4 instead of 1/3 at 1/4
- Wide Lens gives 1.2x Acc and Zoom Lens gives 1.5x Acc when moving last.

If you're only allowed 1 item change, drop Wide & Zoom Lens.

Golurk +Stored Power, Contrary over Iron Fist

Acrobatics, After You, Ally Switch, Assurance, Baton Pass, Beat Up, Bite, Body Slam, Brick Break, Bulldoze, Burn Up, Burning Jealousy, Coaching, Confide, Crunch, Curse, Dark Pulse, Darkest Lariat, Defense Curl, Dig, Double Kick, Double Team, Double-Edge, Earth Power, Echoed Voice, Electro Ball, Ember, Endeavor, Endure, Energy Ball, Entrainment, Facade, Fake Tears, Fire Blast, Fire Fang, Fire Spin, Flame Burst, Flamethrower, Fling, Focus Energy, Focus Punch, Foul Play, Giga Impact, Grass Knot, Helping Hand, Hone Claws, Hyper Beam, Incinerate, Iron Head, Jaw Lock, Knock Off, Last Resort, Leer, Low Sweep, Magic Coat, Mean Look, Memento, Metronome, Mighty Blow, Nasty Plot, Night Slash, Parting Shot, Payback, Power Trip, Protect, Punishment, Quick Attack, Raging Fury, Rapid Spin, Recycle, Refresh, Rest, Round, Snatch, Snore, Substitute, Sucker Punch, Sunny Day, Superpower, Switcheroo, Swords Dance, Taunt, Temper Flare, Tera Blast, Thief, Throat Chop, Thunder Fang, Torment, Toxic, Weather Ball, Wild Charge, Will-O-Wisp, Work Up

Absorb, Acid Spray, Aromatherapy, Belch, Bestow, Body Press, Body Slam, Brutal Swing, Bulldoze, Bullet Seed, Camouflage, Clear Smog, Confide, Confuse Ray, Confusion, Corrosive Gas, Covet, Cross Poison, Curse, Defense Curl, Disable, Dizzy Punch, Double Slap, Double Team, Earth Power, Earthquake, Echoed Voice, Endeavor, Endure, Energy Ball, Facade, Flash, Flatter, Fling, Focus Energy, Gastro Acid, Giga Drain, Giga Impact, Grass Whistle, Grassy Terrain, Gravity, Gunk Shot, Heal Block, Helping Hand, Hold Back, Hyper Beam, Imprison, Knock Off, Lash Out, Leaf Storm, Leech Seed, Light Screen, Lunge, Magic Coat, Magic Room, Me First, Mega Drain, Metronome, Natural Gift, Night Slash, Perish Song, Petal Blizzard, Petal Dance, Poison Fang, Poison Jab, Poison Powder, Pounce, Power Split, Power Swap, Power Trick, Power Trip, Power Whip, Protect, Psychic, Psychic Fangs, Psychic Noise, Psyshock, Quick Attack, Recycle, Refresh, Rest, Role Play, Round, Seed Bomb, Seismic Toss, Simple Beam, Sludge, Sludge Bomb, Sludge Wave, Snatch, Snore, Solar Beam, Speed Swap, Stomp, Stun Spore, Substitute, Sunny Day, Superpower, Sweet Scent, Switcheroo, Tackle, Tail Whip, Teatime, Tera Blast, Terrain Pulse, Thunder Fang, Toxic, Toxic Spikes, Trailblaze, Trick, Trick Room, Venom Drench, Venoshock, Vine Whip, Weather Ball, Wonder Room, Work Up, Worry Seed, Zen Headbutt

Name: Chillid (Kid + Chilly)

Type: Fire
Abilities: Blaze // Ice Body
Base Stats: 73/26/51/59/62/39 (BST: 310)

Movepool: Assurance, Blaze Kick, Blizzard, Body Press, Body Slam, Burn Up, Calm Mind, Confide, Counter, Curse, Darkest Lariat, Double Kick, Double Team, Double-Edge, Ember, Endure, Facade, False Swipe, Fire Blast, Fire Pledge, Fire Spin, Flame Burst, Flame Charge, Flamethrower, Flare Blitz, Fling, Focus Energy, Fury Attack, Gravity, Grudge, Hail, Head Smash, Headbutt, Heat Crash, Heat Wave, Helping Hand, Horn Attack, Ice Beam, Icy Wind, Incinerate, Iron Defense, Lava Plume, Leer, Magic Coat, Mean Look, Mega Kick, Metronome, Overheat, Protect, Psycho Cut, Recycle, Rest, Retaliate, Scary Face, Seismic Toss, Sleep Talk, Snore, Stomp, Strength, Substitute, Sunny Day, Swagger, Switcheroo, Swords Dance, Tackle, Taunt, Temper Flare, Tera Blast, Thrash, Throat Chop, Torment, Toxic, Weather Ball, Wide Guard, Will-O-Wisp, Work Up

Weight: 17.4 kg
Gender: 87.5% male, 12.5% female
Design: Baby goat with a blanket like pattern

Name: Alprine (Caprine + Alpine)

Type: Fire/Ice
Abilities: Blaze // Ice Body
Base Stats: 95/34/81/64/82/54 (BST: 410)

Movepool: Acupressure, Assurance, Aurora Beam, Avalanche, Blaze Kick, Blizzard, Body Press, Body Slam, Burn Up, Calm Mind, Confide, Counter, Curse, Darkest Lariat, Double Kick, Double Team, Double-Edge, Ember, Endure, Facade, False Swipe, Fire Blast, Fire Pledge, Fire Spin, Flame Burst, Flame Charge, Flamethrower, Flare Blitz, Fling, Focus Energy, Foul Play, Freeze-Dry, Frost Breath, Fury Attack, Gravity, Grudge, Hail, Head Smash, Headbutt, Heat Crash, Heat Wave, Helping Hand, Horn Attack, Ice Beam, Ice Shard, Ice Spinner, Icicle Crash, Icy Wind, Incinerate, Iron Defense, Lava Plume, Leer, Magic Coat, Mean Look, Mega Kick, Metronome, Overheat, Protect, Psycho Cut, Recycle, Rest, Retaliate, Scary Face, Seismic Toss, Sleep Talk, Snore, Stomp, Strength, Substitute, Sunny Day, Swagger, Switcheroo, Swords Dance, Tackle, Taunt, Temper Flare, Tera Blast, Thrash, Throat Chop, Torment, Toxic, Weather Ball, Wide Guard, Will-O-Wisp, Work Up

Weight: 44 kg
Gender: 87.5% male, 12.5% female
Design: Icy and Fiery Goat man

Name: Misbust (Combust + Mischief)

Type: Fire
Abilities: Run Away / Wonder Skin (H: Prankster)
Stats: 50/70/55/60/45/70 (BST: 350)

Movepool: Acrobatics, After You, Ally Switch, Baton Pass, Bite, Body Slam, Brick Break, Bulldoze, Burn Up, Burning Jealousy, Coaching, Confide, Crunch, Curse, Defense Curl, Dig, Double Kick, Double Team, Double-Edge, Echoed Voice, Electro Ball, Ember, Endeavor, Endure, Energy Ball, Entrainment, Facade, Fake Tears, Fire Blast, Fire Fang, Fire Spin, Flame Burst, Flamethrower, Focus Energy, Focus Punch, Foul Play, Grass Knot, Helping Hand, Hone Claws, Incinerate, Iron Head, Knock Off, Last Resort, Leer, Low Sweep, Magic Coat, Mean Look, Memento, Metronome, Mighty Blow, Parting Shot, Payback, Power Trip, Protect, Quick Attack, Raging Fury, Rapid Spin, Recycle, Refresh, Rest, Round, Snatch, Snore, Substitute, Sucker Punch, Sunny Day, Superpower, Swords Dance, Taunt, Temper Flare, Tera Blast, Thief, Thunder Fang, Torment, Toxic, Weather Ball, Wild Charge, Will-O-Wisp, Work Up

Weight: 5.5 kg
Gender: 50-50
Design: Ittle baby Daroach
 
:sv/castform:
Name: Dustform

Ability: Sand Force // Sand Mirage (User gains additional Flying / Fire / Water / Ice type in Sand / Sun / Rain / Snow. Reverts to original type when weather is no longer active.)
Type: Ground

Stats:

HP: 105
Attack: 35
Defense: 70
Special Attack: 105
Special Defense: 70
Speed: 35
BST: 420

Height: 0.3 m
Weight: 0.8 kg
Gender Ratio: -

New Move:
- Sand Geyser (Ground, Special, 1 BP, 5 PP, 100% acc, effect: Dragon Energy / Eruption / Water Spout clone.)


Physical MovesSpecial MovesStatus Moves
Bulldoze, Earthquake, Facade, Flame Charge, Giga Impact, Rock Slide, Rock Tomb, Sand Tomb, Stone EdgeAlluring Voice, Blizzard, Dazzling Gleam, Earth Power, Heat Wave, Hurricane, Hyper Beam, Hyper Voice, Icy Wind, Meteor Beam, Mud Shot, Sand Geyser, Scorching Sands, Snore, Thunder, Weather BallAlly Switch, Calm Mind, Crafty Shield, Endure, Helping Hand, Imprison, Protect, Rain Dance, Recover, Sandstorm, Sleep Talk, Snowscape, Stealth Rock, Substitute, Sunny Day, Tailwind, Trick Room, Whirlwind, Will-O-Wisp

Description:
1) Concept
- As the name already implies, Dustform is a convergent form of Castform; it's inspired by sand spirits from Arabian folklore. According to it, they're able to control weather.

2) Competitive
- Dustform's Sand Mirage allows player to comfortably put it on a weather team without worrying too much about type stacking. For instance, in Sand, Ground/Flying handles opposing Ground, Fighting, and Steel Pokémon Dustnoir may not want to face. In Sun, Ground/Fire is at least neutral to Rock and threatens Fire Pokémon both Ninetales and a Grass-type Sun abuser may not want to face. In a similar vein, you can apply the same logic to other weather forms. So, in short, having a guaranteed primary Ground type eases teambuilding.
- As a flexible weather abuser, Dustform can also provide speed control, with moves like Tailwind and Trick Room.
- Sand Geyser was added to ensure a player can get max value out of Dustform. It's what lets this Pokémon differentiate more from other weather abusers as they tend to be single-target attackers. Fwiw, if Sand Force is activated, Dustform's Sand Geyer is basically as strong as Torkoal's Sun boosted Eruption.
- That being said, Dustform should be well balanced given its mediocre bulk and modest damage output. It's also very dependent on Trick Room to thrive.
:sv/reuniclus:
Name: Valoseus

Ability: Filter / Water Bubble // Iron Fist
Type:
Grass

Stats:

HP: 110
Attack: 125
Defense: 85
Special Attack: 65
Special Defense: 75
Speed: 30
BST: 490

Height: 1.0 m
Weight: 20.1 kg
Gender Ratio: male (50.0%), female (50.0%)

New Move:
- Spiral Punch (Water, Physical, 75 BP, 10 PP, 100% acc, contact, fist, effect: Recovers half of the damage done to the target.)


Physical MovesSpecial MovesStatus Moves
Bullet Seed, Dive, Drain Punch, Endeavor, Facade, Fake Out, Fling, Flip Turn, Focus Punch, Giga Impact, Grassy Glide, Gyro Ball, Hammer Arm, Ice Punch, Liquidation, Needle Arm, Payback, Power-Up Punch, Seed Bomb, Superpower, Spiral Punch, Thunder Punch, Upper Hand, Waterfall, Wood Hammer, Zen HeadbuttBrine, Energy Ball, Giga Drain, Grass Knot, Hydro Pump, Solar Beam, WhirlpoolBulk Up, Calm Mind, Encore, Grassy Terrain, Growth, Helping Hand, Leech Seed, Life Dew, Nature Power, Protect, Rain Dance, Rest, Sleep Talk, Substitute, Sunny Day, Synthesis

Description:
1) Concept
- Valoseus is a convergent Reuniclus, based on the bubble algae. Moreover, it does what Reuniclus can only do flavour wise: be a bulky physical attacker. The Pokédex mentions Reuniclus's strong arms but obviously, that doesn't translate well to competitive. In the Pokémon universe, Valoseus can be found in the deep waters of an ocean. There, it's able to withstand high pressure, which is why it's so strong physically.

2) Competitive
- Like Rillaboom or Iron Hands, Valoseus fills the niche of a splashable, bulky utility attacker. Fake Out and Flip Turn generate momentum, and Spiral Punch ensures Valoseus's longevity.
- Water Bubble lets it take neutral damage from Fire moves while still allowing it to retain its Electric resistance that it would loose with a secondary Water type otherwise. Thus, you are encouraged to run another Grass Pokémon without worrying too much about weakness overlap. Fwiw, Water Bubble boosted Liquidation is slightly weaker than STAB Wood Hammer. So, basically, Valoseus has two different and strong STAB moves. While base 65 SpA is low, Brine is an option against a weakened target and still does respectable damage considering Water Bubble's Water boost. This move also gets around Intimidate.
- Filter and Iron Fist are more flavour options but can still be useable, depending on what you want to do with Valoseus. The former encourages set-up and utility sets (involving Bulk Up, Life Dew or Leech Seed) whereas the latter allows you to take full advantage of Fist moves.
- Valoseus is terribly slow. So, it will most likely loose the Fake Out war against faster threats and tank a damage before hitting back. Moreover, Wood Hammer comes with recoil, therefore cutting into its bulk. All these aspects should keep Valoseus reasonably balanced.
:swsh/stoutland:
Since we now have a Sand setter, I figured it couldn't hurt to include Stoutland, a Sand Rush user. It's immune to Ghost, which Dustnoir (our new Sand setter) appreciates. Fwiw, it can also pressure Dark and Steel Pokémon with Superpower. In turn, Dustnoir checks or walls Fighting Pokémon for it. If we do include Stoutland, let's add Double-Edge and U-turn to its movepool. With Double-Edge, Stoutland would now have a nuke option. U-turn, on the other hand, generates momentum and perfectly synergizes with Dustnoir's tendency to set-up Trick Room.

If I'm not mistaken, Zoom Lens boosts user's accuracy by 20% if the user moves after the target. There's literally no incentive to run it since the difference between, say, Hydro Pump and Scald isn't significant enough to justify this item, imo. It's better to just run weaker but consistent moves and have the Pokémon hold Assault Vest or a healing item. Therefore, I suggest that on top of boosting user's accuracy by 20%, we also boosts the damage output by 20% as long as the user moves after the target. This makes Zoom Lens a more consistent and valuable item.
 
Name: Ahimstalag

Ability: Simple / Heatproof // Oblivious
Type:
Steel

Stats:
HP: 64
Attack: 104
Defense: 114
Special Attack: 54
Special Defense: 44
Speed: 124
BST: 504

Height: 16.0 m
Weight: 60 kg
Gender Ratio: 50 / 50
Physical MovesSpecial MovesStatus Moves
Smart Strike, Megahorn, Lunge, Pin Missile, Fell Stinger, Scale Shot, Razor Shell, Aqua Jet, Icicle Spear, Spike Cannon, Flail, Skull Bash, Metal BurstSteel Beam, Scald, Brine, Chilling Water, Power Gem, Scorching Sands, Mud Shot, Focus Blast, Energy Ball, Vacuum Wave, Struggle Bug, Whirlpool, Clear SmogSpiky Shield, Trick Room, Calm Mind, Autotomize, Amnesia, Acupressure, Withdraw, Sharpen, Meditate,
Shore Up, Gravity, Gastro Acid, Purify, Haze, Mist, Miracle Eye, Water Sport, Mud Sport, Spikes

Concept
- Amhistalag is a small creature with a giant steel spike for a carapice. It scuttles at high speeds along the bottom of deep oceans, gathering minerals to grow out it's shell. When the shell grows to heavy for Amhistalag to continue rapid movement, it will also grow tall enough to be in reach of other marine life, which scrape at the shell to gather rare minerals.

The concept is sort of a joke on "honing" - the way metaphors for honing and sharpening apply to the mind as well as how they literally apply to pointy objects. The name is a mix of Amhisa and Stalagmite - initially the goal was going to be making this a support with extremely poor attacking stats, but it is a little awkward to make that work.

Role
- Amhistalag is a versatile piece, capable of leveraging its high speed to be a pure support, a setup win condition, or something inbetween.

- Simple can be used alongside a plethora of setup options. Sharpen, Calm Mind, Amnesia + Withdraw, and Acupressure can all enable setup as a win condition, while other game options like Coaching, Weakness Policy, and Terrain Seeds can be utilized with Simple as well.

- Support tools here aren't premium - Gravity, Lunge, and Mud Shot are mostly valuable alongside high speed, and other options require very specific partners - but Amhistalag has very unique traits among Pokemon with such options.

- 104 Attack and 124 Speed is still a half decent set of offensive stats for a pure attacking set. Oblivious can be taken to flip the glaring Intimidate weakness inherent to Simple.


In another world this has Shell Smash but ehhhhh

I will fix the formating when I can use a pc
 
Last edited:
Name: Magikite (convergent evolution of Gyarados)
Type: Flying
Ability: Unburden, Aerilate, Wind Rider
Base stats: 95, 125, 100, 60, 79, 81
Useful moves
Physical: Acrobatics, Flying Dive, Mighty Blow, Double-Edge, Close Combat, Earthquake, Stone Edge
Special: Icy Wind
Status: Dragon Dance, Taunt, Thunder Wave, Tailwind, Roar
Flying Dive: Flying type, 60 BP, 100% accuracy, 8 max PP, Physical, makes contact. Doubles base power if the target is on the ground. Fails under Gravity.
Weight: 88.3 kgs
Size: 6.5 m
Egg groups: Dragon, Water 2
Competitive use: Flying-STAB is great, but the problem is the Flying moves tend to have big drawbacks - Brave Bird has recoil, Hurricane has terrible accuracy outside Rain. Magikite can remedy both of these issues, since Aerilate lets it abuse a drawback free STAB in Mighty Blow, or Double-Edge if you're not confident your attack stat will be higher than your opponent's. Its other abilities are great too, with Unburden letting you get the jump on the unboosted meta and throw around STAB 110 BP Acrobatics, while Wind Rider gives you some more immunities and lets it hit like a truck in Tailwind. Acrobatics, Flying Dive and Aerilate let it run multiple sets.
Is it broken? Its power isn't too impressive unboosted, it needs some kind of speed control and pure Flying typing lacks resistances.

Name: Fleetah
Type: Normal / Electric
Ability: Lightning Rod, Rattled, Speed Boost
Base stats: 65, 100, 60, 45, 60, 170
Useful moves:
Physical: Mighty Blow, Double-Edge, Megavolt Maul, Close Combat, Quick Attack, Ice Fang, Sucker Punch
Special: Electroweb, Volt Switch
Status: Taunt, Thunder Wave, Baton Pass, Agility, Encore
Megavolt Maul: Electric, Physical, 120 BP, 8 max PP, makes contact. Drops user's Defence and Special Defence by 1 stage after use.
Weight: 71 kgs
Size: 1.3 m
Egg group: Field
Competitive use: It's a very fast support Pokemon that can also deal respectable damage thanks to high powered STABs. You can either use it as a late game cleaner, or a fast support mon with quick Thunder Waves, Taunts and Encores.
Is it broken: Extremely frail, middling attack stat and poor defensive typing makes it easy to KO. It also struggles with bulky Ground types.

Buffed items:

I would like to buff all of the type resist berries to instead provide a one time immunity to that type, whether the move would've been super effective or not. This goes for status moves that directly target the user too, so you could dodge a Will-O-Wisp or Perish Song.

Returning Pokemon:
Kangaskhan +10 Attack (now base 105).
 
Last edited:
OK everyone, it's voting time! Vote for 1 Pokemon in each category (you may not vote for your own). Here are your options:

Full movepools for mons that win.

Name: Ulmiraj (Almiraj + Uni or Unicorn)

Type: Fairy
Abilities: Unnerve / Intimidate (H: Huge Power)
Stats: 80/70/80/110/85/65 (BST: 490)

Movepool: Dazzling Gleam, Play Rough, Swords Dance, Bulk Up, Breaking Swipe, Brutal Swing, Iron Head, Lunge, Bulldoze, Earthquake, Ice Beam, Psychic, Psyshock, Thunderbolt, Calm Mind, Spikes, Roar, Dragon Tail, Outrage, Dragon Claw, Amnesia, Stored Power, Dragon Pulse, Snarl, Scary Face, Dig, Horn Attack

Weight: 15.2 kg
Gender: 50-50
Design: Yellow rabbit with black spots and a unicorn horn.

Description: Ulmiraj can either run a powerful Huge Power set with SD Play Rough, Breaking Swipe, Bulldoze/EQ or a special set with Intimidate/Unnerve with CM, Dazzling Gleam, Snarl, & BoltBeam. It also packs a weird Stored Power set if you want to with Stored Power, Amnesia, Bulk Up, & Calm Mind.

Name: Volbulb (Volbeat + Bulb)

Type: Bug/Psychic
Abilities: Illuminate / Swarm (H: Prankster)
Stats: 85/57/85/73/90/85 (BST: 475)

Movepool Additions: Ally Switch, Barrier, Gravity, Guard Swap, Heal Pulse, Magic Coat, Power Swap, Psybeam, Psychic, Psychic Terrain, Psycho Cut, Psyshock, Swords Dance

Weight: 20.1 kg
Gender: Male only
Design: Volbeat but cool.

Description: Volbulb's main niche is Tail Glow/Barrier/SD + Power Swap, giving its teammate +3 SpA/+2 Def/+2 Att before any other Pokemon can react due to Prankster. Volbulb isn't that weak either with 85/85/90 bulk which isn't that great but it has Prankster recovery. With swapped Att and SpA, Volbulb can now use Tail Glow to fire off surprisingly powerful attacks with decent coverage and Struggle Bug for more support. This also adds Eviolite Volbeat which I doubt is that noteworthy, but I felt like mentioning it.

:sv/castform:
Name: Dustform

Ability: Sand Force // Sand Mirage (User gains additional Flying / Fire / Water / Ice type in Sand / Sun / Rain / Snow. Reverts to original type when weather is no longer active.)
Type: Ground

Stats:

HP: 105
Attack: 35
Defense: 70
Special Attack: 105
Special Defense: 70
Speed: 35
BST: 420

Height: 0.3 m
Weight: 0.8 kg
Gender Ratio: -

New Move:
- Sand Geyser (Ground, Special, 1 BP, 5 PP, 100% acc, effect: Dragon Energy / Eruption / Water Spout clone.)


Physical MovesSpecial MovesStatus Moves
Bulldoze, Earthquake, Facade, Flame Charge, Giga Impact, Rock Slide, Rock Tomb, Sand Tomb, Stone EdgeAlluring Voice, Blizzard, Dazzling Gleam, Earth Power, Heat Wave, Hurricane, Hyper Beam, Hyper Voice, Icy Wind, Meteor Beam, Mud Shot, Sand Geyser, Scorching Sands, Snore, Thunder, Weather BallAlly Switch, Calm Mind, Crafty Shield, Endure, Helping Hand, Imprison, Protect, Rain Dance, Recover, Sandstorm, Sleep Talk, Snowscape, Stealth Rock, Substitute, Sunny Day, Tailwind, Trick Room, Whirlwind, Will-O-Wisp

Description:
1) Concept
- As the name already implies, Dustform is a convergent form of Castform; it's inspired by sand spirits from Arabian folklore. According to it, they're able to control weather.

2) Competitive
- Dustform's Sand Mirage allows player to comfortably put it on a weather team without worrying too much about type stacking. For instance, in Sand, Ground/Flying handles opposing Ground, Fighting, and Steel Pokémon Dustnoir may not want to face. In Sun, Ground/Fire is at least neutral to Rock and threatens Fire Pokémon both Ninetales and a Grass-type Sun abuser may not want to face. In a similar vein, you can apply the same logic to other weather forms. So, in short, having a guaranteed primary Ground type eases teambuilding.
- As a flexible weather abuser, Dustform can also provide speed control, with moves like Tailwind and Trick Room.
- Sand Geyser was added to ensure a player can get max value out of Dustform. It's what lets this Pokémon differentiate more from other weather abusers as they tend to be single-target attackers. Fwiw, if Sand Force is activated, Dustform's Sand Geyer is basically as strong as Torkoal's Sun boosted Eruption.
- That being said, Dustform should be well balanced given its mediocre bulk and modest damage output. It's also very dependent on Trick Room to thrive.
:sv/reuniclus:
Name: Valoseus

Ability: Filter / Water Bubble // Iron Fist
Type:
Grass

Stats:

HP: 110
Attack: 125
Defense: 85
Special Attack: 65
Special Defense: 75
Speed: 30
BST: 490

Height: 1.0 m
Weight: 20.1 kg
Gender Ratio: male (50.0%), female (50.0%)

New Move:
- Spiral Punch (Water, Physical, 75 BP, 10 PP, 100% acc, contact, fist, effect: Recovers half of the damage done to the target.)


Physical MovesSpecial MovesStatus Moves
Bullet Seed, Dive, Drain Punch, Endeavor, Facade, Fake Out, Fling, Flip Turn, Focus Punch, Giga Impact, Grassy Glide, Gyro Ball, Hammer Arm, Ice Punch, Liquidation, Needle Arm, Payback, Power-Up Punch, Seed Bomb, Superpower, Spiral Punch, Thunder Punch, Upper Hand, Waterfall, Wood Hammer, Zen HeadbuttBrine, Energy Ball, Giga Drain, Grass Knot, Hydro Pump, Solar Beam, WhirlpoolBulk Up, Calm Mind, Encore, Grassy Terrain, Growth, Helping Hand, Leech Seed, Life Dew, Nature Power, Protect, Rain Dance, Rest, Sleep Talk, Substitute, Sunny Day, Synthesis

Description:
1) Concept
- Valoseus is a convergent Reuniclus, based on the bubble algae. Moreover, it does what Reuniclus can only do flavour wise: be a bulky physical attacker. The Pokédex mentions Reuniclus's strong arms but obviously, that doesn't translate well to competitive. In the Pokémon universe, Valoseus can be found in the deep waters of an ocean. There, it's able to withstand high pressure, which is why it's so strong physically.

2) Competitive
- Like Rillaboom or Iron Hands, Valoseus fills the niche of a splashable, bulky utility attacker. Fake Out and Flip Turn generate momentum, and Spiral Punch ensures Valoseus's longevity.
- Water Bubble lets it take neutral damage from Fire moves while still allowing it to retain its Electric resistance that it would loose with a secondary Water type otherwise. Thus, you are encouraged to run another Grass Pokémon without worrying too much about weakness overlap. Fwiw, Water Bubble boosted Liquidation is slightly weaker than STAB Wood Hammer. So, basically, Valoseus has two different and strong STAB moves. While base 65 SpA is low, Brine is an option against a weakened target and still does respectable damage considering Water Bubble's Water boost. This move also gets around Intimidate.
- Filter and Iron Fist are more flavour options but can still be useable, depending on what you want to do with Valoseus. The former encourages set-up and utility sets (involving Bulk Up, Life Dew or Leech Seed) whereas the latter allows you to take full advantage of Fist moves.
- Valoseus is terribly slow. So, it will most likely loose the Fake Out war against faster threats and tank a damage before hitting back. Moreover, Wood Hammer comes with recoil, therefore cutting into its bulk. All these aspects should keep Valoseus reasonably balanced.

Name: Ahimstalag

Ability: Simple / Heatproof // Oblivious
Type:
Steel

Stats:
HP: 64
Attack: 104
Defense: 114
Special Attack: 54
Special Defense: 44
Speed: 124
BST: 504

Height: 16.0 m
Weight: 60 kg
Gender Ratio: 50 / 50
Physical MovesSpecial MovesStatus Moves
Smart Strike, Megahorn, Lunge, Pin Missile, Fell Stinger, Scale Shot, Razor Shell, Aqua Jet, Icicle Spear, Spike Cannon, Flail, Skull Bash, Metal BurstSteel Beam, Scald, Brine, Chilling Water, Power Gem, Scorching Sands, Mud Shot, Focus Blast, Energy Ball, Vacuum Wave, Struggle Bug, Whirlpool, Clear SmogSpiky Shield, Trick Room, Calm Mind, Autotomize, Amnesia, Acupressure, Withdraw, Sharpen, Meditate,
Shore Up, Gravity, Gastro Acid, Purify, Haze, Mist, Miracle Eye, Water Sport, Mud Sport, Spikes

Concept
- Amhistalag is a small creature with a giant steel spike for a carapice. It scuttles at high speeds along the bottom of deep oceans, gathering minerals to grow out it's shell. When the shell grows to heavy for Amhistalag to continue rapid movement, it will also grow tall enough to be in reach of other marine life, which scrape at the shell to gather rare minerals.

The concept is sort of a joke on "honing" - the way metaphors for honing and sharpening apply to the mind as well as how they literally apply to pointy objects. The name is a mix of Amhisa and Stalagmite - initially the goal was going to be making this a support with extremely poor attacking stats, but it is a little awkward to make that work.

Role
- Amhistalag is a versatile piece, capable of leveraging its high speed to be a pure support, a setup win condition, or something inbetween.

- Simple can be used alongside a plethora of setup options. Sharpen, Calm Mind, Amnesia + Withdraw, and Acupressure can all enable setup as a win condition, while other game options like Coaching, Weakness Policy, and Terrain Seeds can be utilized with Simple as well.

- Support tools here aren't premium - Gravity, Lunge, and Mud Shot are mostly valuable alongside high speed, and other options require very specific partners - but Amhistalag has very unique traits among Pokemon with such options.

- 104 Attack and 124 Speed is still a half decent set of offensive stats for a pure attacking set. Oblivious can be taken to flip the glaring Intimidate weakness inherent to Simple.


In another world this has Shell Smash but ehhhhh

Name: Magikite (convergent evolution of Gyarados)
Type: Flying
Ability: Unburden, Aerilate, Wind Rider
Base stats: 95, 125, 100, 60, 79, 81
Useful moves
Physical: Acrobatics, Flying Dive, Mighty Blow, Double-Edge, Close Combat, Earthquake, Stone Edge
Special: Icy Wind
Status: Dragon Dance, Taunt, Thunder Wave, Tailwind, Roar
Flying Dive: Flying type, 60 BP, 100% accuracy, 8 max PP, Physical, makes contact. Doubles base power if the target is on the ground. Fails under Gravity.
Weight: 88.3 kgs
Size: 6.5 m
Egg groups: Dragon, Water 2
Competitive use: Flying-STAB is great, but the problem is the Flying moves tend to have big drawbacks - Brave Bird has recoil, Hurricane has terrible accuracy outside Rain. Magikite can remedy both of these issues, since Aerilate lets it abuse a drawback free STAB in Mighty Blow, or Double-Edge if you're not confident your attack stat will be higher than your opponent's. Its other abilities are great too, with Unburden letting you get the jump on the unboosted meta and throw around STAB 110 BP Acrobatics, while Wind Rider gives you some more immunities and lets it hit like a truck in Tailwind. Acrobatics, Flying Dive and Aerilate let it run multiple sets.
Is it broken? Its power isn't too impressive unboosted, it needs some kind of speed control and pure Flying typing lacks resistances.

Name: Fleetah
Type: Normal / Electric
Ability: Lightning Rod, Rattled, Speed Boost
Base stats: 65, 100, 60, 45, 60, 170
Useful moves:
Physical: Mighty Blow, Double-Edge, Megavolt Maul, Close Combat, Quick Attack, Ice Fang, Sucker Punch
Special: Electroweb, Volt Switch
Status: Taunt, Thunder Wave, Baton Pass, Agility, Encore
Megavolt Maul: Electric, Physical, 120 BP, 8 max PP, makes contact. Drops user's Defence and Special Defence by 1 stage after use.
Weight: 71 kgs
Size: 1.3 m
Egg group: Field
Competitive use: It's a very fast support Pokemon that can also deal respectable damage thanks to high powered STABs. You can either use it as a late game cleaner, or a fast support mon with quick Thunder Waves, Taunts and Encores.
Is it broken: Extremely frail, middling attack stat and poor defensive typing makes it easy to KO. It also struggles with bulky Ground types.

Item Changes
Vote for the changes you agree with. You may vote for your own suggestions:

Aguav Berry/Figy/Iapapa/Mago/Wiki Berry now heal 1/2 max Hp at 1/4 instead of 1/3 at 1/4
Wide Lens gives 1.2x Acc
Zoom Lens gives 1.5x Acc when moving last
Zoom Lens gives 1.2x Acc and 1.2x power when moving last
The type resist berries now grant a full one time immunity to that move, even status moves that directly target the user (e.g. Occa Berry blocks Will-O-Wisp once).

Returning Old Pokemon
Golurk, now also has Stored Power and Contrary instead of Iron Fist
Stoutland, now with Double-Edge and U-turn
Kangaskhan, now with +10 base Attack (base 105)

Voting closes on Wednesday (unless we need to more votes).

My votes:
Mono type: Ahimstalag
500 BST: Valoseus
Items:
Yes to HP restoring berries
Yes to Zoom Lens giving 1.5 accuracy if user moves last
No to it giving 1.2X power (I prefer the first effect)
Abstain from berries
 
Last edited:
Below, my votes
Monotype: Palpitoad's Ulmiraj
500 BST Limit: Palpitoad's Volbulb

- Yes to "Zoom Lens gives 1.2x Acc and 1.2x power when moving last".
- No to all other suggestions. Resistance berries are fine as they are and don't need a buff. That being said, the part about moving last for Zoom Lens can be misleading since Zoom Lens actually only triggers if the user moves after the target, not if it's the last Pokémon to move on the field. So, this should be corrected. - As for pinch healing berries, there's good reason why they were nerfed in gen 8; it's because they were too good at it in gen 7 and circumvented item clause.
- However, I'm open to one of us creating one custom item that grants you 50% healing at 1/4 HP. Speaking of buffs, I'm also open to the idea of buffing moves in the near future.
 
Monotype: BlueRay's Dustform
500 BST: BlueRay's Valoseus

Pinch Berries: No
Wide Lens: Yes
Zoom Lens (1.5x): Abstain
Zoom Lens (1.2x & 1.2x): Yes
Type Resist: Nope
 
Monotype: SugarBear's Magikyte
500 BST: Blue Ray's Valoseus

Pinch Berries: No
Wide Lens: No
Zoom Lens: 1.2* Acc, 1.2* Damage
Type-Resist Berries: No

I'm definitely on the conservative side with item additions into the game. Item slots are already both crowded for options and wide in terms of scope, and new introductions really struggle to ride the knife's edge of complete irrelevancy, not being especially game warping, and not adding a new dimension of matchup-fish.

SuMo Pinch Berries were and still are extremely overtuned, and I'd argue that without the presence of on command damage multipliers from Dynamax or Tera they'll be plenty fine as is. I also think it's relevant to say I'd be more considerate of this idea if there was just one of them; these are hardly the most unhealthy concept to be able to flout item clause, but it's still doing that unnecessarily.

1.2* Acc Wide Lens and 1.5* Acc Zoom Lens are just going to be for Sleep. Accuracy fixing's main benefit is Sleep, and both of these are pretty substantial buffs to Sleep spam, which will probably already be as effective as they need to be. Wide Lens already sees use on fast Sleep Powder Pokemon that literally receive half the benefit from the item, and this change to Zoom Lens suddenly makes slow Sleep Powder into Spore and makes Slow Hypnosis 90% accurate, which is especially annoying when unlike Spore / Sleep Powder it isn't affected by Grass typing or Safety Goggles. A damage buff on Zoom Lens doesn't at all matter relative to Sleep, so sure.

Type-Resist Berries are already a bit of a matchup fish, but also don't completely overhaul every situation where they apply. This buff would needlessly change that. Also the application to status pretty heavily skews the power of each type. (Also relevant; would Occa Berry block Will-O-Wisp because it's a Fire type move, or would it block it because Burn is associated with Fire? Ie would Cheri Berry remove Paralysis from Glare?)
 
Back
Top