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Abilities: Unseen Fist G-Max Ability:Mold Breaker
Stats: 100/120/100/63/80/77
New Moves:
Deleted Moves: Swords Dance, Trailblaze, Acrobatics, Iron Head, Thunder Punch
Wicked Blow:60 BP, same effect G-Max One Blow: 120 BP, same effect Justification: Removing some offensive stats, move power, and setup options to make its various sets easier to deal with. Also removed Iron Head so it can be more reliably walled by Scream Tail and Weezing-G. The G-Max form gets Mold Breaker to help it break Dondozo and friends (it is intended for OU)
Name: Urshifu-Rapid-Strike Type:
Abilities: Unseen Fist G-Max Ability:Teravolt
Stats: 100/120/100/63/60/97 New Moves: Thunder Wave, Wild Charge, Electric Terrain
Deleted Moves: Swords Dance, Trailblaze, Acrobatics, Iron Head, Aqua Jet, Chilling Water, Liquidation, Whirlpool
Surging Strikes: Electric type, 20 BP, same effect G-Max Rapid Flow: Electric type, 40 BP, same effect Justification: See above; also made it electric because we already have two viable physical water/fighting mons, Palafin being a TeraMax exclusive and Quaquaval being one of the best users of regular Dynamax imo. Similarly, this form keeps Urshifu's original Speed stat to differentiate it from Iron Hands
Name: Calyrex Type:
Abilities: Unnerve / Harvest/ Seed Sower (H)
Stats: 110/80/110/80/110/80 New Moves: Aromatherapy, Recover, Synthesis, Moonblast, Dazzling Gleam, Earth Power, Psychic Noise, Teleport
Justification: Gave it a similar but stronger typing and more bulk so it can add to the tier's defensive options and stand out from Whimsicott. The other forms will have a great time in AG
Name: Glastrier Type:
Abilities: Chilling Neigh Stats: 100/145/130/65/110/30 New Moves: Trick Room, Supercell Slam
Justification: As a slow Ice type, this isn't doing much without Tera. Trick Room fixes that, making it more of a threat. Tera sets also become more dangerous as a result, so I'm not giving it much beyond that.
Name: Spectrier Type:
Abilities: Grim Neigh Grim Neigh: Lowers the SpA of opponents by 1 stage on switch-in
Stats: 130/65/60/115/80/130 New Moves: High Horsepower
Deleted Moves: Will-O-Wisp, Nasty Plot
Justification: Buffed HP and nerfed SpA so it can keep using Draining Kiss without it being nearly as dangerous. Grim Neigh gives it utility instead of sweeping potential. Letting it keep CM so it's not overly weak but removed wisp so it's consistently weak to physical attacks
Name: Urshifu (both formes) Type: Dark/Fighting / Water/Fighting Abilities: Unseen Fist - First contact move attack per switch-in: Ignores the target's protection, except Max Guard. Ability declared upon protection ignore. (VGC-targeted nerf) Stats: 100/120/100/73/60/97 (550 BST) Movepool Changes: -Acrobatics, -Aerial Ace, -Stone Edge, -Swords Dance
Abilities: Inner Focus -> Iron Fist Moves: G-Max One Blow - 130BP -> 105BP, has the Punching flag, Max Guard now blocks the move, G-Max Rapid Flow - 35BP, has the Punching flag, Max Guard now blocks the move
Description: In Urshifu's current state, it's broken in both Singles and VGC, and so has nerfs reflecting this. Unseen Fist is changed to only ignore Protect on the first contact attack it uses (which does include Sucker Punch), making answering it a lot more reasonable without removing a valuable niche it has. The declaration message is mostly just there to alert players of when the move ignores protection. Its Attack was nerfed from 130 to 120 to allow switch-ins to more reasonably happen, while Stone Edge and Swords Dance were both removed to reduce pressure, whether that be defensively with Togekiss being hit significantly weaker by Poison Jab or Iron Head, or pretty much the entire metagame now not having to fear being hit by superpowered +2 STABs. The G-Max changes are to reduce the stupidity of Urshifu in Doubles, as being able to block Intimidate while boosting Attack for free with Max Knuckle is quite stupid, and results in a BP of about 126 for both.
What separates the Urshifu formes from other Pokemon in the meta (namely Hero Palafin) is its Speed and lack of bulk. Palafin's biggest niche is being a bulky setup sweeper with Jet Punch for speed control, but Urshifu-RS is notably worse in that regard, struggling to fit all 5 moves that Urshifu wants that Palafin can in just 4. This makes Urshifu lean into its SWSH roles of a stallbreaker and Choice item user, with the ability to use G-Max as a potential secondary tool (if that ever gets freed).
Name: Calyrex Type: Grass/Psychic Abilities: Unnerve / Tinted Lens (HA) (inaccessible with Rider formes) Stats: 100/110/70/110/70/90 (550 BST) Movepool Changes: None Description: Calyrex sucks. The horses do not. Buffing Calyrex without breaking the horses is near-impossible, and so needs really specific changes, such as allowing Calyrex to become a devastating wallbreaker in the form of Choice Specs Tinted Lens Leaf Storm. The stat changes are there to let Calyrex outspeed up to Great Tusk while having a good enough Special Attack stat to hit stuff hard and a matching Attack stat for CXR stuff. I don't think more explaining is necessary, its base Calyrex.
The design standpoint for this sub was one that could potential reinforce the idea of Calyrex being a "king". While Unnerve is very much fitting for a king, it does not show off any power; this is where Tinted Lens comes into play. Not only does Tinted Lens allow for Calyrex to do significant damage, but it also has the moves to do this in Leaf Storm, Psyshock, and Trick in its base learnset. As for why Tinted Lens isn't available on CXR, the main attacker is the horse and not Calyrex and, as such, would not make sense for Tinted Lens to come into play.
Name: Glastrier Type: Ice/Fighting
Abilities: Chilling Neigh / Filter (HA) (inaccessible with Rider formes) Stats: 100/140/120/65/105/50 (580 BST) Movepool Changes: +Ice Shard, +Triple Axel Description: Glastrier has a ton of untapped potential, but just simply struggles to use it. Triple Axel gives Glastrier a strong Ice STAB, while Ice Shard gives it priority. Fighting STAB not only fits in with Glastrier's aggressive temper, but pairs phenomenally with Ice, shoring up its Stealth Rock weakness while also slamming the Steel-types that would otherwise wall it. Filter gives Glastrier a way to reduce its issue of 7 weaknesses at the cost of losing out on Chilling Neigh. The stats are marginally nerfed to compensate for the massive typing and movepool buffs that Glastrier gained.
The sub is designed around the aggressive nature of Glastrier, attempting to make as much use of its high Attack and good bulk as possible without giving it ways of circumventing its speed stat (looking at you, Trick Room). Filter helps accentuate its bulk, but Chilling Neigh is and will always be the focal point of the sub from a lore perspective, even if it may be worse. Fighting STAB ties into this aggressive even more, with most Fighting-types in the game being a lot more combat-focused and, well, aggressive by nature. With Glastrier having potential ties with the white pieces on a chess board, it makes complete sense for Glastrier's rework to be all about offense and, as such, is what I have focused on. As for why Filter is only legal on Glastrier and not CIR, this is because Calyrex is not the horse and, as such, is still very much weak to super-effective attacks on a regular scale.
Name: Spectrier Type: Ghost/Dark
Abilities: Grim Neigh / Technician (HA) (inaccessible with Rider formes) Stats: 100/65/75/140/80/120 (580 BST) Movepool Changes: +Recover, -Calm Mind, -Nasty Plot Description: Spectrier is a really cool Pokemon design-wise, but in competitive it sucks to play against and nobody likes its setup stuff. A Dark typing gives Spectrier a way to take advantage of Foul Play and Will-O-Wisp reliably, leaning more into Spectrier's support movepool. Recover gives Spectrier a way to stay healthy, while the setup removal forces Spectrier to take advantage of its support movepool to boost Hex. Technician is added for Doubles formats to make Snarl more applicable. The stats are changed to make Spectrier's physical bulk better while reducing the overbearing nature of its Speed stat.
Spectrier's sub is designed around its more "tactical" nature, much like how the black player in chess must be more tactical in their defense as to not get ran over. Technician fits this perfectly, as the definition of the word is "a person skilled in the technique of an art or craft", which in this case is the art of Pokemon battling and defensive strategy. This, in combination with Snarl and Will-O-Wisp, helps showcase this idea of defense even more, while Recover is here because recovery is necessary for holding a defensive position. As much as Technician would make sense for CSR to have, it is not allowed on it because Spectrier is under the control of Calyrex and, as such, is no longer the strategist.
Name: Calyrex Type: Grass/Steel Abilities: Flower Veil | Magic Guard Stats: 110 / 75 / 90 / 110 / 90 / 95 (570 BST) Movepool Changes: + Flash Cannon, + Focus Blast, + Thunderbolt Description: OK well the first submission I gave for Calyrex wasnt in the bounds of the guidelines, so take 2 here. Grass / Steel is an excellent typing, and I think a special attacking representative of the type is long overdue. Calyrex now has excellent bulk and somewhat ok offenses. Flower Veil on a Steel / Grass type is alright, primarily giving it an immunity to Paralysis and Sticky Web, with the burn immunity being somewhat less useful. Magic Guard is likewise, not as useful as it might seem on a Steel type that already resists rocks and is immune to Poison, but hot damn, its an actually good abuser of MGLO. I doubt Flash Cannon will actually see use over Grass/Electric/Fighting coverage + Nasty Plot, as Flash Cannon doesn't really hit anything notable. Overall a very solid defensive typing and great abilities, held back by average speed, low SpA, and a poor offensive typing.
Name: Glastrier Type: Ice Abilities: Chilling Neigh | Solid Rock Stats: 100 / 145 / 130 / 65 / 110 / 30 (580 BST) Movepool Changes: + Glacial Lance, + Ice Shard, + Trick Room Description: I really dont understand why the base horse mons didn't get the signature moves that the Rider forms get. Glacial Lance is a much better STAB than either Triple Axel or Icicle Crash, finally letting Glastrier pull its weight with that massive Attack stat. Ice Shard is pretty standard stuff, and Trick Room is a godsend for this cool horse, letting it make like its Rider form in Ubers. Solid Rock helps mitigate that terrible defensive typing, as does the changes I made to Chilling Neigh.
Upon being hit by an attack, the wielder is healed by 1/8 max HP
Name: Spectrier Type: Ghost Abilities: Grim Neigh | Unaware Stats: 100 / 85 / 80 / 100 / 95 / 120 (580 BST) Movepool Changes: + Astral Barrage, + Mystical Fire, + Moonblast, + Topsy-Turvy, - Nasty Plot, - Calm Mind Description: I also really like the idea of a fast, support oriented Spectrier. Astral Barrage hits like a truck, but without setup and with only 100 SpA, I dont think its anything OU can't handle, especially because Spectrier's speed tier now puts it behind Weavile. Topsy-Turvy is a sick move that is stuck on a shitmon, and it pairs well with Unaware, allowing Spectrier to come in once and reverse a sweeper's stat boosts. Just once however; that bulk is nothing to write home about. The changes to Grim Neigh help a little with bulk, but really I dont think 12.5% per turn is gonna help all that much.
Upon successfully using an attack, the wielder is healed by 1/8 max HP
Name: Urshifu Type: Dark/Fighting Abilities: Unseen Fist / Inner Focus G-Max Ability: Mold Breaker Stats: 100/130/90/83/90/57 (550 BST) Movepool Changes: -Sucker Punch, Swords Dance G-Max One Blow | Dark | Physical | 140 BP | Punch, Contact | Cannot be selected the turn after it's used.
Name: Urshifu-Rapid-Strike Type: Water/Fighting Abilities: Unseen Fist / Steadfast G-Max Ability: Magic Bounce Stats: 100/110/75/83/75/107 (550 BST) Movepool Changes: -Swords Dance G-Max Rapid Flow | Water | Physical | 30 BP | Punch, Contact | Hits three times. Last hit raises the user's Spe by 1.
Description: urshifu gets glacially slow to the point where it has to run max spe jolly to hope to outspeed 0 spe togekiss, severely decreasing its ability to threaten and force things out, while urshifu gains a slight spd/spe buff at the cost of a lot of atk and def, making it a p good revenge killer but not overwhelming in power.
gmax abils are just a little more interesting, urshifu breaking through things is mirrored in it breaking through abils (mostly unaware so it can spam max fist and not getting walled by like dondozo) and the fighting style rapid strike is based on mentions deflecting so an offensive mbouncer sounds kinda interesting (the gmax formes are intended to be ou)
Name: Calyrex Type: Grass/Psychic Abilities: Unnerve / Psychic Surge Stats: 90/100/80/100/80/100 (600 BST) Movepool Changes: + Moonblast, Aura Sphere Description: useable psysurge (without needing gmax) cements this as a very powerful mon with eforce, but even with movepool additions still struggles against stuff like gholdengo and wochien while also kinda relying on choice for power
Stats: 110 HP / 80 Atk / 85 Def / 80 SpA / 85 SpD / 110 Spe | BST: 550 Abilities: Unnerve | HA: Contrary Move Additions: Dazzling Gleam, Healing Wish, Hypnosis, Final Gambit, U-Turn Move Removals: Stored Power Justification: Calyrex serves it's role as sweeper thanks to Contrary and it's unique as it packs multitude of utility options it can use (in singles and Doubles!). See Serperior, but it has a secondary STAB (even if not complimentary), much better bulk (but worse defensive typing) and the ability to pivot. Its more or less an interesting side grade.
Name: Glastrier Type:
Stats: 100 HP / 140 Atk / 130 Def / 55 SpA / 100 SpD / 55 Spe | BST: 580 Abilities: Chilling Neigh Move Additions: Headlong Rush, Knock Off, Ice Shard Move Removals: N/A Justification: Glastrier needs the ability to break past threats like Toxapex and Slowbro, as these will be some of the number one threats it will need to defeat to make progress. So I gave it Headlong Rush and Knock Off to blast them. Ice Shard allows it to revenge kill a threat as well, as well as assist it in any attempts at set up sweeping.
I will be relaxing the stat limit on Urshifu, basically granting you the Horse stat modifications rules without a BST limit, due to just how powerful these Pokémon are and how challenging it may be to try and balance them in TeraMax, especially if you are intending to nerf G-Max Urshifus to OU. This will give submitters much more freedom to experiment on exactly how they want to balance these Pokémon. With that being said, we will still be stringent on how we handle other restrictions, and I did note a few subs violating them, so please keep note by time vetoes come around.
Also just a reminder, please indicate if your G-Max Urshis are being balanced or modified to be legal for OU upon winning. This helps us on how we should veto and judge your subs, and ofc ypu would hate to see your sub be crafted around an idea only for it to be auto banned upon winning.
Name: Spectrier
Type: Ghost
Abilities: Grim Neigh (This Pokemon's moves have 1.5x power against Burned Pokemon.)
Stats: 90/90/85/90/95/130
Movepool Changes: -Nasty Plot
Description: Shoutouts to Mossy Sandwich for letting me sub his mon from Ubermons. Cool fella while also being balanced. A bit better than before thanks to Draining Kiss, but I'll easily remove that if it's too much.
Not a veto, just stating for the record, Spectrier in Ubermons was a mediocre submission all around, so you don't need to ask Nasty Plot if you were too concerned about balance.
Might come back later and redo the Urshifus with Gmax in mind
Name: Urshifu Type:
Abilities: Unseen Fist Stats: 100/130/100/63/60/97 New Moves:
Deleted Moves: Drain Punch, Swords Dance, Bulk Up, Acrobatics, Thunder Punch
Justification: This guy is broken if we want to make defense viable; I'm just nerfing it by removing most of its setup options. The Tera setup variants are already pretty evil and I'm assuming they'd be too much when Gmax/Dmax is also possible
Name: Spectrier Type:
Abilities: Grim Neigh Grim Neigh: Lowers the SpA of opponents by 1 stage on switch-in
Stats: 80/85/60/145/80/130 New Moves: High Horsepower, Spirit Break
Deleted Moves: Draining Kiss, Will-O-Wisp
Justification: Tried to keep it mostly the same but make it less overwhelming as a special sweeper
I don't think much has changed to make Urshifu any more balanced. Urshifu's best sets in OU where Choice Band, which have not gotten any nerfs if we are real, while uts partners in crime are at near full strength. I would suggest further nerfs of some kind be implemented on Urshifu to keep it in check. That being said until then it is #vetoed.
This is alot more ambigious. No DKiss is annoying, likewise no Wisp which is huge, and most importantly it can't snowball. But Nasty Plot is still a pain in the ass in a metagame where you can abuse Tera extremely well. In this instance I ask that this thing's attack power be reined in, as I still think its too powerful a set up sweeper. #Vetoed.
Name: Urshifu (both formes) Type: Dark/Fighting / Water/Fighting Abilities: Unseen Fist - First contact move attack per switch-in: Ignores the target's protection, except Max Guard. Ability declared upon protection ignore. (VGC-targeted nerf) Stats: 100/120/100/73/60/97 (550 BST) Movepool Changes: -Stone Edge, -Swords Dance
Abilities: Inner Focus -> Iron Fist Moves: G-Max One Blow - 130BP -> 105BP, has the Punching flag, Max Guard now blocks the move, G-Max Rapid Flow - 35BP, has the Punching flag, Max Guard now blocks the move
Description: In Urshifu's current state, it's broken in both Singles and VGC, and so has nerfs reflecting this. Unseen Fist is changed to only ignore Protect on the first contact attack it uses (which does include Sucker Punch), making answering it a lot more reasonable without removing a valuable niche it has. The declaration message is mostly just there to alert players of when the move ignores protection. Its Attack was nerfed from 130 to 120 to allow switch-ins to more reasonably happen, while Stone Edge and Swords Dance were both removed to reduce pressure, whether that be defensively with Togekiss being hit significantly weaker by Poison Jab or Iron Head, or pretty much the entire metagame now not having to fear being hit by superpowered +2 STABs. The G-Max changes are to reduce the stupidity of Urshifu in Doubles, as being able to block Intimidate while boosting Attack for free with Max Knuckle is quite stupid, and results in a BP of about 126 for both.
What separates the Urshifu formes from other Pokemon in the meta (namely Hero Palafin) is its Speed and lack of bulk. Palafin's biggest niche is being a bulky setup sweeper with Jet Punch for speed control, but Urshifu-RS is notably worse in that regard, struggling to fit all 5 moves that Urshifu wants that Palafin can in just 4. This makes Urshifu lean into its SWSH roles of a stallbreaker and Choice item user, with the ability to use G-Max as a potential secondary tool (if that ever gets freed).
Name: Spectrier Type: Ghost/Dark
Abilities: Grim Neigh / Technician (HA) (inaccessible with Rider formes) Stats: 100/65/75/140/80/120 (580 BST) Movepool Changes: +Recover, -Calm Mind, -Nasty Plot Description: Spectrier is a really cool Pokemon design-wise, but in competitive it sucks to play against and nobody likes its setup stuff. A Dark typing gives Spectrier a way to take advantage of Foul Play and Will-O-Wisp reliably, leaning more into Spectrier's support movepool. Recover gives Spectrier a way to stay healthy, while the setup removal forces Spectrier to take advantage of its support movepool to boost Hex. Technician is added for Doubles formats to make Snarl more applicable. The stats are changed to make Spectrier's physical bulk better while reducing the overbearing nature of its Speed stat.
Spectrier's sub is designed around its more "tactical" nature, much like how the black player in chess must be more tactical in their defense as to not get ran over. Technician fits this perfectly, as the definition of the word is "a person skilled in the technique of an art or craft", which in this case is the art of Pokemon battling and defensive strategy. This, in combination with Snarl and Will-O-Wisp, helps showcase this idea of defense even more, while Recover is here because recovery is necessary for holding a defensive position. As much as Technician would make sense for CSR to have, it is not allowed on it because Spectrier is under the control of Calyrex and, as such, is no longer the strategist.
Urshifu base might still need a small attack nerf, Acrobatics is a bitch on this with GMax/Dmax as well. #Vetoed.
Spectrier in my opinion is arguably still too much here, the stat nerfs are minimal and the secondary typing vastly improves uts usability and its overall lineup in the metagame.
Still #Vetoed unfortunately
Name: Calyrex Type: Grass/Psychic Abilities: Unnerve / Psychic Surge Stats: 100/100/100/100/100/100 (600 BST) Movepool Changes: + Moonblast, Aura Sphere Description: useable psysurge (without needing gmax) cements this as a very powerful mon with eforce, but even with movepool additions still struggles against stuff like gholdengo and wochien while also kinda relying on choice for power
Name: Urshifu Type: Dark / Fighting Abilities: Unseen Fist / Technician G-Max Ability: Scrappy Stats: 115 / 100 / 110 / 60 / 60 / 105 Movepool Changes: -Swords Dance, Iron Head, Poison Jab, +Comeuppance, Parting Shot, Topsy-Turvy
G-Max One Blow: 90 BP. Always Crits Description: Urshifu is quite a bit faster and tankier at the cost of sd and 30 attack points. With this it becomes much easier to deal with, and losing iron head is a bummer for it as it has ot rely on poison jab which is much less good at beating fairies esp since with g-max its max ooze instead of steel spike.
Name: Urshifu Rapid Strike Type: Water / Fighting Abilities: Unseen Fist G-Max Ability: Water Veil Stats: 100 / 130 / 100 / 63 / 60 / 97 Movepool Changes: None Description: Urhsifu-rapid Strike is smth I believe will be just fine, it was banned in SV but i feel it may be fine with swords dance in SV and with tera being much less powerful and a lot of mons being able to just tank it and nuke it in return. Also competes with palafin which is interesting
G-Max Rapid Flow: 25 BP and hits 4 times. Always Crits
Name: Spectrier
Type: Ghost
Abilities: Grim Neigh / Quick Feet
Grim Neigh - Same effect + Once per switch in.
Stats: 125 / 65 / 60 / 130 / 75 / 125
Movepool Changes: -Tera Blast, -Nasty Plot, -Substitute, Strength Sap, Trick, Icy Wind,
Description: With some stat nerfs, no tera blast, NP, and grim neigh being once per switch in, this will be interesting to see
Ok. Voting time. After a brief discussion, we have decided to allow Clas's Urshifu and Spectrier.
Also, HydreigonTheChild's Urshifu-Rapid-Strike is vetoed as well, so voting for his Urshifu pair will lead to base Urshifu-Rapid-Strike getting in (not that much changed).
Voting Guidelines
You vote for your top 4 submissions (3 at minimum), unless not applicable, in order from most favourite to least favourite. The top two are weighted (3 and 2 points respectively). You have a no limits on self votes but only one can be weighted, but it can occupy the top slot.
Voting will last for 48 Hours. May the best submitter win!
Name: Urshifu (both formes) Type: Dark/Fighting / Water/Fighting Abilities: Unseen Fist - First contact move attack per switch-in: Ignores the target's protection, except Max Guard. Ability declared upon protection ignore. (VGC-targeted nerf) Stats: 100/120/100/73/60/97 (550 BST) Movepool Changes: -Acrobatics, -Aerial Ace, -Stone Edge, -Swords Dance
Abilities: Inner Focus -> Iron Fist Moves: G-Max One Blow - 130BP -> 105BP, has the Punching flag, Max Guard now blocks the move, G-Max Rapid Flow - 35BP, has the Punching flag, Max Guard now blocks the move
Description: In Urshifu's current state, it's broken in both Singles and VGC, and so has nerfs reflecting this. Unseen Fist is changed to only ignore Protect on the first contact attack it uses (which does include Sucker Punch), making answering it a lot more reasonable without removing a valuable niche it has. The declaration message is mostly just there to alert players of when the move ignores protection. Its Attack was nerfed from 130 to 120 to allow switch-ins to more reasonably happen, while Stone Edge and Swords Dance were both removed to reduce pressure, whether that be defensively with Togekiss being hit significantly weaker by Poison Jab or Iron Head, or pretty much the entire metagame now not having to fear being hit by superpowered +2 STABs. The G-Max changes are to reduce the stupidity of Urshifu in Doubles, as being able to block Intimidate while boosting Attack for free with Max Knuckle is quite stupid, and results in a BP of about 126 for both.
What separates the Urshifu formes from other Pokemon in the meta (namely Hero Palafin) is its Speed and lack of bulk. Palafin's biggest niche is being a bulky setup sweeper with Jet Punch for speed control, but Urshifu-RS is notably worse in that regard, struggling to fit all 5 moves that Urshifu wants that Palafin can in just 4. This makes Urshifu lean into its SWSH roles of a stallbreaker and Choice item user, with the ability to use G-Max as a potential secondary tool (if that ever gets freed).
Stats: 110 HP / 80 Atk / 85 Def / 80 SpA / 85 SpD / 110 Spe | BST: 550 Abilities: Unnerve | HA: Contrary Move Additions: Dazzling Gleam, Healing Wish, Hypnosis, Final Gambit, U-Turn Move Removals: Stored Power Justification: Calyrex serves it's role as sweeper thanks to Contrary and it's unique as it packs multitude of utility options it can use (in singles and Doubles!). See Serperior, but it has a secondary STAB (even if not complimentary), much better bulk (but worse defensive typing) and the ability to pivot. Its more or less an interesting side grade.
Name: Glastrier Type: Ice Abilities: Chilling Neigh | Solid Rock Stats: 100 / 145 / 130 / 65 / 110 / 30 (580 BST) Movepool Changes: + Glacial Lance, + Ice Shard, + Trick Room Description: I really dont understand why the base horse mons didn't get the signature moves that the Rider forms get. Glacial Lance is a much better STAB than either Triple Axel or Icicle Crash, finally letting Glastrier pull its weight with that massive Attack stat. Ice Shard is pretty standard stuff, and Trick Room is a godsend for this cool horse, letting it make like its Rider form in Ubers. Solid Rock helps mitigate that terrible defensive typing, as does the changes I made to Chilling Neigh.
Upon being hit by an attack, the wielder is healed by 1/8 max HP
Name: Spectrier Type: Ghost Abilities: Grim Neigh | Unaware Stats: 100 / 85 / 80 / 100 / 95 / 120 (580 BST) Movepool Changes: + Astral Barrage, + Mystical Fire, + Moonblast, + Topsy-Turvy, - Nasty Plot, - Calm Mind Description: I also really like the idea of a fast, support oriented Spectrier. Astral Barrage hits like a truck, but without setup and with only 100 SpA, I dont think its anything OU can't handle, especially because Spectrier's speed tier now puts it behind Weavile. Topsy-Turvy is a sick move that is stuck on a shitmon, and it pairs well with Unaware, allowing Spectrier to come in once and reverse a sweeper's stat boosts. Just once however; that bulk is nothing to write home about. The changes to Grim Neigh help a little with bulk, but really I dont think 12.5% per turn is gonna help all that much.
Upon successfully using an attack, the wielder is healed by 1/8 max HP
The loyal three are an infamous legendary trio in both Pokémon and Pet Mod history. Infamous for being rather weak for a trio in their debut generation, and for being the target for buffs across the board. None of them are OU, with Okidogi scrapping to UUBL as the highest rank, which will make reworking these Pokemon interesting. Pecharunt however, is their appointed leader in lore, and is enjoying a great run in current OU right now, with little signs of stopping anytime soon. Which will make Pecharunt having the comcept of a rework be interesting, as while somewhat similar, TeraMax and OU are very notably different metagames.
Restrictions
30 BST total can be added, with 25 points the most to any given stat. 15 points can be subtracted.
Secondary ability can be changed and/or added. Toxic Chain cannot be removed.
Must remain part -Poison type. Secondary typings can be changed.
4 Moves can be added total (+3 if giving out a new typing).
Toxic Chain can be modified or changed.
New! - You can create a brand new signature move for each member of the Loyal Three. Typing or Classification doesn't matter.
BST cannot be changed. 3 stats of your choosing can be altered by however means.
Must remain part -Poison type. Secondary typings can be changed.
4 Moves can be added total (+2 if giving out a new typing).
Poison Puppeteer and Malignant Chain can be modified/changed.
One additional ability can be added.
Submissions will be open for 1 week. Good luck to everyone!
100 BP | 10 PP | 100% Accuracy Tags: Punching move, Contact Effect: If the target is Poisoned or badly Poisoned, nullifies the target's ability until it switches out
Description: Okidogi is the best of the 3 but needs some tools to compete with the best fighting types in OU, namely priority and pivoting. Stats-wise, it loses a smidge of physical bulk for Speed and SpD. Iron Fist is the star of the show here, boosting the Elemental Punches, Drain Punch, and Okidogi's new signature move, Noxious Hook. With Iron Fist, Noxious Hook is equivalent in BP to Gunk Shot without that annoying chance to miss; With Toxic Chain, you get to take away the opponent's ability.
120 BP | 5 PP | 85% Accuracy Tags: N/A Effect: If the target is Poisoned or badly Poisoned, inflicts Heal Block on it for 5 turns
Description: Munkidori is bad. It needed something drastic, so here we go - Magic Bounce. It now continues the tradition of offensive Magic Bouncers set by Mega Absol and Mega Diancie. I could've even gone for Magic Guard but that seemed like overkill what with the increased speed tier. Anyways, pretty simple movepool buffs - make the offensive mon better at hitting things. Earth Power, Aura Sphere, and Thunderbolt all hit things that resist Psychic / Poison coverage, and Virulent Stream is just a stronger Poison typed Fire Blast. I doubt Toxic Chain will see any use on this but Virulent Stream has a pretty gnarly secondary effect if you do want to go that route. With this speed tier and Magic Bounce, I have to believe this thing is reedemable now. Someone let me know if I should just bite the bullet and give this guy Psycho Boost lol.
25 BP | 5 PP | 100% Accuracy Tags: Multi-Hit Effect: Hits 2 - 5 times;
If the target is Poisoned or badly Poisoned, heals the user for 50% of the damage dealt to the target
Description: Fezandipiti's bulk is fine; its big issue is those horrible offensive stats and its inability to do anything, other than spam Tail Slap and fish for Poison. Well, no more, as Fez gets the Special Attack stat it should have had all along, alongside a bevy of support moves in Defog, Knock Off, and Draining Kiss. I was going to give Fez Corrosive Gas, but Knock Off is just so much better against Steel types. Draining Kiss and Pernicious Plume in particular, both synergize well with Technician. Pernicious Plume heals Fezandipiti by 50% of the damage dealt against Poisoned opponents, granting some extra longevity.
Fezandipiti
Poison/fairy
Toxic Chain/Technician
98/101/82/70/125/109
+Elegant departure +defog +fire lash (feels like the most elegant physical fire move)
Elegant departure = fairy-type flip turn clone (60bp like flip turn) but heals 50% against poisoned opponents
I just thought it looked like the kinda Mon who would pivot a lot, and its decent attack stat means it can just spam elegant departure and profit. Can also use technician for extra damage on elegant and spread poison with toxic chain, which it can benefit off. I think the imagery of fez just elegantly flying away and blinding you with its departure just for the poison to take you makes sense. Definitely will be a nice pivot. Can remove regen if you want to make technician better or vice versa
i dont wanna change typing so give me a moment for munkidori
Munkidori
Poison/psychic
88/90/76/135/90/106
Toxic chain/gorrila tactics
+ zen headbutt, sinister cackle, play rough, close combat.
Sinister cackle
Psychic/special
90bp/100% accuracy/16pp
Phys (uses attack, hits defense) if it would deal more damage, lowers the opponents defense/special defense based on which one was not type of your attack (phys > spdef drop/spec > def drop). 1.5x damage if target is poisoned
Idk what i was doing here, but this would be fun in tailwind ig
Okidogi already seemed nice, just gave it some stat buffs and move buffs, if this is too strong you can get rid of sucker punch and parting shot. Rabid dance is odd and honestly i didnt really do much, vote for a Okidogi with more direction unless you actually like this
Pecharunt
Poison/rock
Poison puppeteer/levitate
88/88/160/88/88/88
+body press +meteor beam +power gem
ITS FRICKING FLOATING (also gets body press to hit steels)
Malignant chain now is 80bp and deals 1.5x against poisoned enemies (still 50% badly poison tho)
Bonus sub to put my ideas on paper
Magic powder
Parting shot but multi-target and random stats instead of offenses (includes acc/eva)
| 120 BP | 10 PP | 100% Accuracy | Contact | Deals damage two turns after this move is used. At the end of that turn, the damage is calculated at that time and dealt to the Pokemon at the position the target had when the move was used. Ignores substitute if target is poisoned.
Okidogi plays with it's own signature move allowing it to play a dangerous game of Doom Shuffling, clicking Feral Future then clicking Circle Throw strategically to put user in a predicament. This is of course held in check with both components of the strategy carrying immunities. Sucker Punch gives you a strong form of priority to hit many threats that put it in disadvantage. Fake Out offers an effective way to spread Toxic Chain. Swords Dance cements itself as a real wallbreaker. CThrow does what is stated. All of it's abilities put in work - Toxic Chain spreads status, Intimidate cements itself as a solid defensive pivot, and Guard Dog grants it the Intimidate immunity that helps it turn the tables on Sandaconda and G-Max Corviknight.
| 100 BP | 5 PP | 100% Accuracy | High critical hit ratio. If target is poisoned/badly poisoned, replaces it with the paralysis condition.
Munkidori goes from being a mid speed mediocre attacker to a very fast offensive pivot with interesting abilities to boot. Chain is Chain, very useful for putting pressure on defensive switchins prone to Poison, Dazzling really good to dodge various priority moves in the tier (Kingambit in particular) and Neutralizing Gas in particular is cool for shutting down defensive mons like Regen spammers. Neurotoxin is special Stone Edge that doesn't miss, with a bonus ability to turn poisoning into paralysis. Not many PH users around but that its great for that.
Name: Okidogi Type: Fighting / Poison Abilities: Toxic Chain / Scrappy / Guard Dog Stats: 88 / 128 / 128 (+13) / 58 / 98 (+12) / 85 (+5) Movepool Addition: Parting Shot, Encore, Body Press, Stealth Rock
Devil's Trumpet: 85 BP 10 PP Physical Fighting Type - 50% Chance to lower Defense by 1. If the target is poisoned then it also lowers their attack by 1.
Description:
Name: Fezandipiti Type: Fairy / Poison Abilities: Toxic Chain / Corrosion / Trace Stats: 88 / 91 / 82 / 80 (+10) / 140 (+15) / 99
Movepool Addition: Heal Bell, Haze, Defog, Bulk Up
Malevolence: 85 BP 10 PP Special Fairy Type - 30% Chance to Poison the target. If the target is poisoned then it has a 30% Chance to lower their Atk and Sp. Atk by 1 stage.
Description:
Name: Munkidori
Type: Psychic / Poison
Abilities: Toxic Chain / Regenerator / Serene Grace
Stats: 88 / 75 / 66 / 148 (+18) / 102 (+12) / 106
Movepool Addition: Knock Off, Toxic Spikes, Flamethrower, Encore
Lionfish Vexation: 85 BP 10 PP Special Psychic Type - 50% Chance to Lower Sp. Def by 1 stage. If the target is poisoned then it also lowers their Sp. Atk by 1 stage
Description:
Justification: Okidogi doesn't need much- it's already viable in OU and gains a solid Wishing Stone set thanks to its bulk and STAB Max Knuckle. Iron Fist is nice with its new signature move and Drain Punch, but doesn't boost its common coverage moves so it shouldn't be overwhelming.
Type: Poison Category: Special
90 BP | 10 PP | 100% Accuracy Tags: Sound Effect: If the move fails (immunity, miss, etc), the attack is attempted again on the following turn (like future sight)
Justification: Wanted to give Munkidori a more elegant solution to steels than Focus Blast and a bit more speed to help it fill a real role. The signature move guarantees either damage or a predictable turn to switch/parting shot. Corrosion lets it wear down steels in another way as it pivots around.
Type: Poison Category: Physical
30 BP | 10 PP | 100% Accuracy Tags: Multi-Hit Effect: Hits 3 times. Super effective against Poison-types
Justification: Focused on its attack as to not create a second G-Weezing. It's still a solid defensive piece, but it gains more offensive pressure and the option of a Swords Dance set. Signature move works well with both of its roles and old abilities. Costar is just a bonus that seems neat on something with a fairly balanced stat spread.
Name: Pecharunt Type: Poison / Ghost Abilities: Poison Puppeteer Poison Puppeteer: Reduces direct attack damage from poisoned foes by 25%.
Stats: 88 / 88 / 160 / 88 / 88 / 88 New Moves: Baneful Bunker
Justification: Changed its ability to still involve taking advantage of poisoned foes, but in a less annoying way. Baneful bunker just fits the design very well and gives it another move it could run in the parting shot/nasty plot slot to safely activate its ability against things.
Type: View attachment 713075 Category: View attachment 713081 25 BP | 5 PP | 100% Accuracy Tags: Multi-Hit Effect: Hits 2 - 5 times;
If the target is Poisoned or badly Poisoned, heals the user for 50% of the damage dealt to the target
Description: Fezandipiti's stats are not within the guidelines; I'm asking that this exception is allowed because Fezandipiti has a stupid stat distribution. This sub would be legal if its Atk and SpA were reversed in the vanilla game.
Fezandipiti's bulk is fine; its big issue is those horrible offensive stats and its inability to do anything, other than spam Tail Slap and fish for Poison. Well, no more, as Fez gets the Special Attack stat it should have had all along, alongside a bevy of support moves in Defog, Knock Off, and Draining Kiss. I was going to give Fez Corrosive Gas, but Knock Off is just so much better against Steel types. Draining Kiss and Pernicious Plume in particular, both synergize well with Technician. Pernicious Plume heals Fezandipiti by 50% of the damage dealt against Poisoned opponents, granting some extra longevity.
Unfortunately, we are not accepting the Fez due to it breaking the rules of the stat limits. I understand the frustration, but it would be unfair to allow this sub while in the same breath everyone else tried to work within stat limits. So until the statline is retooled, this sub is vetoed.
Otherwise, subs are fine, I did mention previously how I found it a bit curious that you were willing to nerf the stats of mons that are already not OU for relatively minimal gain, but that isn't really much to discuss, just something to note.
View attachment 713082
Fezandipiti
Poison/fairy
Toxic Chain/Technician/Regenerator
98/101/82/70/125/109
+Elegant departure +defog +fire lash (feels like the most elegant physical fire move)
Elegant departure = fairy-type flip turn clone (60bp like flip turn) but deals 1.5x damage to poisoned opponents.
I just thought it looked like the kinda Mon who would pivot a lot, and its decent attack stat means it can just spam elegant departure and profit. Can also use technician for extra damage on elegant and spread poison with toxic chain, which it can benefit off. I think the imagery of fez just elegantly flying away and blinding you with its departure just for the poison to take you makes sense. Definitely will be a nice pivot. Can remove regen if you want to make technician better or vice versa
i dont wanna change typing so give me a moment for munkidori
View attachment 713084
Munkidori
Poison/psychic
88/90/76/135/90/106
Toxic chain/gorrila tactics/frisk
+ zen headbutt, sinister cackle, play rough, close combat.
Sinister cackle
Psychic/special
90bp/100% accuracy/16pp
Phys (uses attack, hits defense) if it would deal more damage, lowers the opponents defense/special defense based on which one was not type of your attack (phys > spdef drop/spec > def drop). 1.5x damage if target is poisoned
Idk what i was doing here, but this would be fun in tailwind ig
Okidogi already seemed nice, just gave it some stat buffs and move buffs, if this is too strong you can get rid of sucker punch and parting shot. Rabid dance is odd and honestly i didnt really do much, vote for a Okidogi with more direction unless you actually like this
View attachment 713337
Pecharunt
Poison/rock
Poison puppeteer/levitate
88/88/160/88/88/88
+body press
ITS FRICKING FLOATING (also gets body press to hit steels)
Malignant chain now is 80bp and deals 1.5x against poisoned enemies (still 50% badly poison tho)
Bonus sub to put my ideas on paper
Magic powder
Parting shot but multi-target and random stats instead of offenses (includes acc/eva)
Fez seems just a bit too overtuned with Regenerator into the mix. We suggest either trimming down it's bulk, allowing it to fulfil a more Tornadus-Therian style role, or scrapping Regenerator altogether. Otherwise, we are going forward with a veto here.
Munkidori is fine, but as a rule I want you to remember that we do prioritize TeraMax Singles. I know that TeraMax VGC is popping off as of late and even other submitters have started to be mindful of it while they make subs, but if you can't justify or argue why your sub is good in singles but can argue for its presence in VGC, you are doing it wrong. The sub itself is fine so no hard feelings, but just interpret this as a headsup.
Okidogi is pretty interesting, the most interesting aspect being it is the only submission that is faster than Tusk, which is cool, while still getting Intim + slight HP buff, making it also be all around bulkier. One of the best Oki subs. The move is ok, pretty mid if we are honest. Geko suggested that a possibility that instead of 1.5 damage, you eliminate charge up turns if poisoned/badly poisoned.
Pecharunt is rock type, but has no Rock moves in its moveslots, so I would heavily encourage incorporating Rock moves into its arsenal.
And for Magic Powder, this isn't apart of the sub and we have no plans to alter Hatterene any time soon, which is the only way this can be changed.
Name: Okidogi Type: Fighting / Poison Abilities: Toxic Chain / Scrappy / Guard Dog Stats: 88 / 128 / 128 (+13) / 58 / 98 (+12) / 85 (+5) Movepool Addition: Parting Shot, Encore, Body Press, Stealth Rock
Devil's Trumpet: 85 BP 10 PP Fighting Type - 50% Chance to lower Defense by 1. If the target is poisoned then it also lowers their attack by 1.
Description:
Name: Fezandipiti Type: Fairy / Poison Abilities: Toxic Chain / Corrosion / Trace Stats: 98 (+10) / 91 / 82 / 70 / 145 (+20) / 99
Movepool Addition: Heal Bell, Haze, Defog, Will-o-Wisp
Malevolence: 85 BP 10 PP Fairy Type - 30% Chance to Poison the target. If the target is poisoned then it has a 30% Chance to lower their Atk and Sp. Atk by 1 stage.
Description:
Name: Munkidori
Type: Psychic / Poison
Abilities: Toxic Chain / Regenerator / Serene Grace
Stats: 88 / 75 / 66 / 148 (+18) / 102 (+12) / 106
Movepool Addition: Knock Off, Toxic Spikes, Flamethrower, Encore
Lionfish Vexation: 85 BP 10 PP Psychic Type - 50% Chance to Lower Sp. Def by 1 stage. If the target is poisoned then it also lowers their Sp. Atk by 1 stage
Description:
The moves, please specify / clarify the moves. If the opponent is poisoned, is it 100% stat drop or 50%? And the classifications (Fez in particular shouldnt be assumed).
Now for the mon, we think Fez is too optimized. Between its absurd bulk, ability to creep a very large portion of threats that otherwise check it and just burn them with Will-O-Wisp and even Corrosion essentially stopping all defensive counterplay within reason, we think that its too good at what it does. I mentioned three key points here, we suggest 2 of the three points be removed and the submission be retooled around what is left. Personally (and not necessarily the opinion of council), Will-O-Wisp should go regardless, it makes it too unreasonable to answer otherwise. Either way, remove or heavily reduce two of the three highlighted problem areas or this will be vetoed.
Otherwise, we didn't find any issues with the rest of the subs. Vetoes are open for 48 hours, so please take your time in reworking the following stuff. Feel free to ask us or anyone else on council as well for tips and feedback. Finally, as always, submissions are not closed, feel free to make new subs or add to your listing, just know if they are problematic they will be auto vetoed when voting starts. Have fun everyone see you soon.
And to be transparent, we will be allowing Unchanged as a voting option for Pecharunt, since as is it is an A Ranked threat in OU, and we believe nothing too significant has changed to shake that hypothetical slot in TeraMax if it won as is.