Pet Mod TeraMax [Grand Finale]

All of the vetoes have been fixed, and I doubt anyone else is subbing at this point, so might as well jump straight into voting!

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.

As stated previously, will be allowing Unchanged as a voting option for Pecharunt, since as is it's an A Ranked threat in OU.

My Votes
:okidogi:: Flufekinsdworb, scionicle, G-Luke, HydreigonTheChild
:munkidori:: G-Luke, HydreigonTheChild, scionicle, koista12
:Fezandipiti:: koista12, scionicle, HydreigonTheChild, Flufekinsdworb
:pecharunt:: scionicle, HydreigonTheChild, Unchanged, Flufekinsdworb
 
:okidogi:: G-Luke, HydreigonTheChild, scionicle
:munkidori:: G-Luke, koista12, scionicle
:Fezandipiti:: Flufekinsdworb, HydreigonTheChild, scionicle, koista12
:pecharunt:: scionicle, HydreigonTheChild, Unchanged
 
1740063765794.png
:G-Luke, scioncicle, Flufekinsdworb, koista12
1740063943803.png
:hydreigon the child, koista12, g-Luke, flufekinsdworb
1740064076508.png
: Flufekinsdworb, scioncicle, hydriegon the child
1740064153007.png
:scioncicle, unchanged, flufekinsdworb
 
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:okidogi: Flufekinsdworb, scionicle, koista12, G-Luke
:munkidori: HydreigonTheChild, koista12, scionicle, G-Luke (these were all good ngl)
:fezandipiti: Flufekinsdworb, koista12, scionicle
:pecharunt: Flufekinsdworb, unchanged, HydreigonTheChild, scionicle (again all good)
 
:okidogi: HydreigonTheChild, G-Luke, koista12, scionicle
:munkidori: G-Luke, HydreigonTheChild, koista12, scionicle
:fezandipiti: koista12, HydreigonTheChild ,Flufekinsdworb, scionicle
:pecharunt: scionicle, HydreigonTheChild, unchanged
 
:pmd/Okidogi:
Name: Okidogi
Type: Poison / Fighting
Abilities: Toxic Chain / Iron Fist | Guard Dog (H)
Stats: 88 / 128 / 115 / 68 / 101 / 85
New Moves: Ruthless Fist, Earthquake, Circle Throw

Type: Poison
Category: Physical
90 BP | 10 PP | 100% Accuracy
Tags: Contact, Punching
Effect: Always crits against poisoned foes
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.


:pmd/Pecharunt:
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.
:ss/munkidori:
Name: Munkidori
Type:
1739392478242.png
1739392671495.png

Abilities: Toxic Chain / Dazzling | HA: Neutralizing Gas
Stats: 88 HP / 65 Atk / 70 Def / 135 SpA / 91 SpD / 131 Spe | BST: 580 BST [-10 Atk, +4 Def, +5 SpA, +1 SpD, +25 Spe]
Movepool Additions: Expanding Force, Encore, Earth Power, Thunder, Neurotoxin*

Neurotoxin |
1739400841420.png
|
1739401285908.png
| 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.

And there is a historic tie between koista12 and HydreigonTheChild, please do a single tiebreaker vote for your preffered winner.
 
Koista12 (I honestly didn’t vote for this bc I didn’t see the changes, just correcting my mistake)

Congrats to the winners!

Btw what were the exact counts? I’d just like to know

Also there was 2/3 people who didn’t vote for any of my subs, did you guys ignore them or were they just really bad?

I don’t have access to discord rn so I’m just lumping my questions in here
 
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Koista12

Also you can lower Okidogi's special attack to 63 so its BST matches the winning Fez/Munki subs. I just dumped the extra points there to match the BST of my own subs. Thanks for the votes!
 
Congrats to koista12 for winning the tiebreaker!​
:sv/fezandipiti:
Name: Fezandipiti
Type: View attachment 713052 / View attachment 713055
Abilities: Toxic Chain | Technician
Stats: 88 / 76 / 95 / 95 / 127 / 99 (580 BST)
Movepool Changes: + Draining Kiss, + Defog, + Knock Off, + Heal Bell, + Pernicious Plume
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 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.


:Regieleki::iron-crown::raging-bolt: Slate 5: Legendary DLC :gouging-fire::iron-boulder::regidrago:

:ss/Regieleki::ss/iron-crown::ss/raging-bolt::ss/gouging-fire::ss/iron-boulder::ss/regidrago:


These six Pokémon are all new legemdaries introduced in various DLCs and all have varying levels of viability in OU. Regieleki is absolutely broken with the xurrent rules of Terastilization, but is often noted to be a bad gimmick Pokémon without it. Regidrago has a similar problem to Regieleki but doesn't have the benefit of being broken with Terastilization. Iron Crown is a pretty great Pokémon, as is its Scarlett counterpart Raging Bolt. They are both extremely potent at their jobs as pivots / sweepers respectively, and are at the top of their game. Iron Boulder and Giuging Fire though, sit on opposing ends. Iron Boulder is fine yet flawed HO staple, while Gouging Fire is often touted to be adsurdly broken! But this will be the chance for ypu to operate as a great equalizer in order to have them balanced in TeraMax.
Restrictions

:Regieleki:
  • BST cannot be modified. Stats can be modified.
  • Thunder Cage and Transiator can be modified.
  • One additional ability can be added.
  • Typing cannot be modified
  • 7 moves can added.
:Regidrago:
  • BST cannot be modified. Stats can be modified.
  • Dragon Energy and Dragon's Maw can be modified.
  • One additional ability can be added.
  • Typing cannot be modified
  • 7 moves can added.
:Raging-Bolt::gouging-fire::iron-crown::iron-boulder:
  • Past - Must remain 590 BST, and all stats must be odd
    - Can only have Protosynthesis as its ability
  • Future
    - Must remain 590 BST, and all stats must be even
    - Can only have Quark Drive as an ability
  • Signature moves can be modified
  • Typings can't be modifed.
Subs open until next week! Have fun everyone!
 
6 Pokemon? That’s a lot of pokemon
Don’t worry imma put my subs here

1740344257671.gif

regidrago

Dragon
200/80/80/80/80/60
Dragons maw/contrary
New/changed moves: parting shot, rapid spin, flamethrower, u-turn, dragon energy

Dragon energy: 100% accuracy, 16pp. 2 turn move, turn 2 deals a 130bp dragon-type attack then switches, with stat-keeping effect of baton pass.

Dragons maw: regenerator + this Pokémon’s dragon type moves deal 1.3x damage

What is this? Idk but it’s cool, might be too op, lmk if I have to nerf. Oke I changed… let me explain this
So.. first of all, bulky sets, I love bulky pivots and I love this boi so what if this boi was a bulky pivot.
Then I thought, what if this thing had contrary so it could use hammer arm and Draco meteor and be happy. Then I wonder if it could baton pass its stats to something else. And the bulk pivot can use its yummy stats too.

If it’s too bulky you can move that into speed
 
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:pmd/gouging fire:
Name: Gouging Fire
Type: Fire / Dragon
Abilities: Protosynthesis:
Stats: 105 / 65 / 93 / 115 / 121 / 91
Movepool Additions: Work Up, Calm Mind, Solar Beam, Curse, Bulk Up
Reasoning: Flipped its stats and made it have to work with its special sets... its likely without removing DD that physical just would be to broken esp in a more offensive meta + booster energy to back it up. It sounded way to goo, so with a special set it can be a useful special tank especially bullying pokemon with a calm mind set, and its good morning sun. it can also use stuff like lava plume to give it a good supporting set

:pmd/regidrago:
Name: Regidrago
Type: Dragon
Abilities: Dragon Maw / Defiant
Stats: 200 / 120 / 75 / 50 / 75 / 60
Movepool additions: Bulk Up, Rapid Spin, Thunder Wave, Iron Head, Recover, U-Turn

Dragon Energy: 120 BP 10 PP Physical - Decreases users and opponents def stat by 1 upon successful usage
Dragon Maw: Opposing pokemon stats are lowered by twice the amount. Dragon Moves do 1.3x damage against opponents
 
:ss/Regieleki:
Name: Regieleki
Type:
Ghost.png

Stats: 80 HP / 100 Atk / 50 Def / 100 SpA / 50 SpD / 200 Spe | BST: 580
Abilities: Transistor
Move Additions: Superpower, Knock Off, Taunt, Power Gem, Psyshock, Double Shock, Wide Guard
Move Removals: Tera Blast
Name: Thunder Cage
Type: Electric
Category: Special
100 BP | 10 PP | 100% Accuracy
Tags: Partial Trapping
Effect: Prevents the target from switching for four or five turns. Does 1/8th of target's maximum HP at the end of every turn.
Justification: Regieleki is a potent offensive pivot here thanks to having a strong STAB move that can trap targets, but only has minimal coverage options, but these coverage options can do enough of a job to help Regieleki put in work against teams. Superpower, Knock Off, Psyshock and Power Gem are small but impactful tools that can be used to potentially chip away at resists or even some variants of Ground types.

:ss/regidrago:
Name: Regidrago
Type:
Ghost.png

Stats: 200 HP / 100 Atk / 50 Def / 100 SpA / 50 SpD / 80 Spe | BST: 580
Abilities: Dragon's Maw
Move Additions: Superpower, Knock Off, Power Gem, Flash Cannon, Meteor Beam, Recover, Swords Dance
Move Removals: N/A
Justification: Regidrago becomes a more dedicated wallbreaker with Swords Dance and lots of good coverage on both ohysical and special ends. Recover can also help sustain it over the course of the match as a breaker.
 
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:pmd/Regieleki:
Name: Regieleki
Type: Electric
Abilities: Transistor | Insomnia (H)
Transistor: The Pokemon's Attack and Special Attack are raised 1 stage if hit by an Electric move; Electric immunity
Stats:
80 / 100 / 50 / 100 / 50 / 200
New Moves: Switcheroo, Foul Play, Knock Off, Extrasensory, Dazzling Gleam, Tri Attack, Terrain Pulse
Type: Electric
Category: Status
- BP | 10 PP | -% Accuracy
Effect: For 5 turns, protects user's party from priority and paralysis.
Justification: Regieleki's vanilla offensive set is too overwhelming, and it can't effectively set screens while light clay is banned. Without the original effect of Transistor, it should be much weaker offensively. Switcheroo, Knock Off, and Foul Play give it new utility to make use of its iconic speed. It gains some coverage to help it at least hit ground types, though it's intended to mainly be used for speed control. The new Thunder Cage effect is a little gimmicky but gives it a way to support offensive allies without screens.


:pmd/Regidrago:
Name: Regidrago
Type: Dragon
Abilities: Dragon's Maw | Own Tempo (H)
Dragon's Maw: The Pokemon heals 1/4 of its max HP if hit by a Dragon move; Dragon immunity
Stats:
200 / 100 / 50 / 100 / 50 / 80
New Moves: Spiky Shield, Recover, Curse, Iron Head, Flash Cannon, Taunt, Stealth Rock
Deleted Moves: Dragon Dance

Type: Dragon
Category: Special
100 BP | 10 PP | 100% Accuracy
Effect: User recovers 50% of the damage dealt.
Justification: Reworked Regidrago to focus on its bulk rather than overwhelming Dragon attacks. It keeps a strong signature attack, but loses the option of Dragon Dance.


:pmd/Raging Bolt:
Name: Raging Bolt
Type: Electric / Dragon
Abilities: Protosynthesis
Stats: 125 / 73 / 91 / 137 / 89 / 75
New Moves: Flash Cannon
Deleted Moves:
Weather Ball
Justification:
Don't want to mess with this too much because it's fine in other tiers. Flash Cannon doesn't give it much, but could be a nice tool for Dynamax. I removed Weather Ball to keep it honest on weather teams, especially when Dynamaxed.


:pmd/Gouging Fire:
Name: Gouging Fire
Type: Fire / Dragon
Abilities: Protosynthesis
Stats: 105 / 115 / 121 / 115 / 73 / 61
New Moves:
N/A
Deleted Moves: Scale Shot
Justification: Moved a chunk of its SpDef and Speed into SpAtk to make Dragon Dance sets less evil and enable things like Lava Plume and Scorching Sands. This should limit the sets that got it banned and give it some new options. Scale Shot didn't get run much to my knowledge, but it's removed to keep the mon slow.


:pmd/Iron Crown:
Name: Iron Crown
Type: Steel / Psychic
Abilities: Quark Drive
Stats: 90 / 72 / 100 / 122 / 108 / 98
New Moves: Stealth Rock, Aura Sphere
Justification:
Like Raging Bolt, I don't want to modify a solid mon too much. It feels like it should've had rocks and aura sphere already, so it can have them.


:pmd/Iron Boulder:
Name: Iron Boulder
Type: Rock / Psychic
Abilities: Quark Drive
Stats: 90 / 130 / 80 / 68 / 98 / 124
New Moves: Stealth Rock
Type: Rock
Category: Physical
100 BP | 5 PP | 100% Accuracy
Tags: Contact
Effect: Bypasses protection without breaking it.
Justification: Boulder is pretty decent already, so I just boosted its Attack a bit and gave Mighty Cleave 5 more BP to make it more consistent. Also gets rocks because it deserves them
 
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Submissions will be open for 48 more hours. Everyone's subs seem ok for balance reasons, so no vetoing there.

Slight commentary on Flufekinsdworb

The signature move of Regidrago here seems a bit gimmicky. Its realistically only pulling it off once a match and doesn't really feel as good as it should be.
 
:sm/Raging-Bolt:
Name: Raging Bolt
Type: Electric / Dragon
Ability: Protosynthesis
Stats: 125 / 133 / 95 / 71/ 91 / 75
New Moves: Drain Punch, Bulk Up
Deleted Moves: N/A
Thunderclap: 70 BP Electric Physical Move with +1 Priority, Fails if opposing Pokemon does not select attacking move, 8PP
Justification: It has always confused me why they keep giving things Dragon Hammer that can't use it. Now, Raging Bolt is a physical sweeper as opposed to a special one who can use Drain Punch to heal and boost under Dynamax in exchange for slightly weaker offensive stats.

:sm/Iron-Crown:
Name: Iron Crown
Type: Steel / Psychic
Ability: Quark Drive
Stats: 104 / 70 / 98 / 120 / 110 / 88
New Moves:
N/A
Deleted Moves: N/A
Justification: Specializes Iron Crown into focusing on it's more bulky pivoting routes specifically, making it able to function better on certain Volt Turn cores and on bulkier offense teams, while disincentizing a set-up based playstyle.

:sm/Iron-Boulder:
Name: Iron Boulder
Type: Rock / Psychic
Ability: Quark Drive
Stats: 90/114 /84 /68 /108 /126
New Moves:
Supercell Slam
Deleted Moves: N/A
Mighty Cleave: 120 BP Rock Physical Move 90% Accuracy, takes two turns and boosts ATK by 1 on the first turn, 16PP)
Justification: Iron Boulder has always been a sort of "all or nothing" mon. I translated this into making him have a meteor beam-like with buffed speed but noticably nerfed attack, which should pivot Boulder into becoming more of a lategame cleaner but with continued effectiveness as a HO-Lead.
 
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:sv/regieleki:
Name: Regieleki
Type:
Ghost.png

Stats: 80 HP / 100 Atk / 50 Def / 100 SpA / 50 SpD / 200 Spe | BST: 580
Abilities: Transistor - 1.5x Electric damage (old effect)
Move Additions
: Plasma Fists, Assurance, Foul Play, Superpower, Focus Blast, Meteor Beam, Ancient Power
Move Removals: Tera Blast
80 BP / 100 Acc / 10pp | Sets an entry hazard field condition that lowers the next incoming opponent's Speed stat by 1 or clears after 3 turns (including turn of use). In the case of a double KO, only the faster Pokemon is affected before the clearing.
Description:
I love Regieleki, but it really suffered with the Transistor nerf thanks to Dynamax giving Regieleki doubled bulk with 0 cost. However, Dynamax now does have a cost and it lost Tera Blast, so now should be balanced with unnerfed Transistor. The main change is to Thunder Cage, which lets Regieleki play a more supportive role by reducing the next switch-in's Speed at the cost of being noticeably weaker than Thunderbolt. However, it is limited to just the first Pokemon that switches in or 3 turns of existence, as a balancing factor. The added moves improve Regieleki's output without removing its best answers - Ground-types. Focus Blast, Meteor Beam, and Ancient Power all let Regieleki hit Electric resists much more effectively, with Meteor Beam offering a different playstyle for Regieleki outside the standard Electro Ball Volt Switch Rapid Spin shenanigans from Gen 8. Alternatively, a physical Dynamax set with 3 or even all 4 of Plasma Fists, Superpower, Acrobatics, and Foul Play is feasible, although this suffers even more against Ground-types like Sandaconda and Garchomp. Generally, these changes allow Regieleki to be more active without allowing it to bypass the standard answers it has.

:sv/regidrago:
Name: Regidrago
Type:
Ghost.png

Stats: 150 HP / 100 Atk / 75 Def / 100 SpD / 75 SpD / 80 Spe | BST: 580
Abilities: Dragon's Maw
Move Additions: Recover, Knock Off, Iron Head, Meteor Beam, Superpower, Spikes, U-turn
Move Removals: None
Description:
Regidrago is almost there, but just isn't yet. Its bulk is really awkward and lacks recovery, while its offensive sets are just slightly too lacking. These changes help compensate and also do more! Recover alongside the bulk buff (the bst didnt change) means that Regidrago has a lot more staying power, while the addition of Recover and Spikes give it a defensive niche. Knock Off also helps on Spikes sets, as Regidrago forces a lot of switches that it can capitalise on with Knock Off and Spikes, whereas U-turn lets it play a more offensive game with Spikes or even go all-in offensively with a Choice Scarf and Dragon Energy or Draco Meteor. Iron Head helps support Dragon Dance sets, as currently it is very easy to stop Regidrago with almost any Fairy-type. Superpower and Meteor Beam are for Dynamax sets, but are otherwise very minor additions.

:sv/gouging-fire:
Name: Gouging Fire
Type:
Ghost.png
Ghost.png

Stats: 105 HP / 111 Atk / 121 Def / 65 SpA / 93 SpD / 95 Spe | BST: 590
Abilities: Protosynthesis
Move Additions: Will-O-Wisp, Stealth Rock, Wide Guard
Move Removals: Raging Fury, Dragon Dance
Description
:
Gouging Fire in standard singles is, to put it lightly, broken as shit. Dragon Dance and Raging Fury have both been removed to compensate, as they both played major parts in breaking Gouging Fire on their respective sets. In their place are some new tools, however; Will-O-Wisp serves as a more spammable alternative to Burning Bulwark that doesn't actually require being hit by a contact move (incredible, I know), while Stealth Rock pairs well with its good bulk, typing, and access to Morning Sun. Wide Guard is centered on Doubles as to let it have more flexibility with its flagship Booster Speed Howl support set in the form of punishing spread moves from Pokemon like Tyranitar and the horses.

:sv/raging-bolt:
Name: Raging Bolt
Type:
Ghost.png
Ghost.png

Stats: 125 HP / 79 Atk / 91 Def / 131 SpA / 89 SpD / 75 Spe | BST: 590
Abilities: Protosynthesis
Move Additions: Parabolic Charge, Defog
Move Removals: None
Description:
Raging Bolt is generally incredible as is, so it just gets a slight modification. Parabolic Charge gives Raging Bolt some slight recovery, although it generally only benefits on CM sets and has to drop Thunderbolt. Defog gives Raging Bolt the ability to offensively remove hazards, benefitting from the pressure it generates with its Boots 3A set. The reduction to its Special Attack is to put it a little more in line with the rest of the meta.

:sv/iron-crown:
Name: Iron Crown
Type:
Ghost.png
Ghost.png

Stats: 90 HP / 72 Atk / 100 Def / 126 SpA / 104 SpD / 98 Spe | BST: 590
Abilities: Quark Drive
Move Additions: Aura Sphere, Recover, Wide Guard
Move Removals: Calm Mind
Description:
Iron Crown really does not need any buffs, and honestly the Booster Speed Calm Mind set is way too toxic so I think it's better off not having it to preserve the niche it has in doubles with Booster Energy + Expanding Force. Aura Sphere is a weaker alternative to Focus Blast, and I have no idea why it didn't already have this. Recover serves as an alternative to Assault Vest, letting Iron Crown have more staying power and functionality as a pivot at the cost of a moveslot and the lack of a bulk upgrade from Assault Vest. Wide Guard fits the supporting aspect that comes from Iron Crown being part of the "neo-Three Musketeers". The stat adjustment is to counteract the addition of Recover, giving Iron Crown instead a slight boost to its Special Attack as compensation.

:sv/iron-boulder:
Name: Iron Boulder
Type:
Ghost.png
Ghost.png

Stats: 90 HP / 120 Atk / 82 Def / 66 SpA / 108 SpD / 124 Spe | BST: 590
Abilities: Quark Drive
Move Additions: Rock Slide, Knock Off, Volt Switch, Stealth Rock, Wide Guard
Move Removals: None
Description:
Iron Boulder doesn't need much to be good, and already has most of the moves it wants. Keep in mind the massive word of "most", and that's where Knock Off and Volt Switch come into play. Knock Off targets Gholdengo, a major problem Pokemon for Boulder, while removing items to enable entry hazards or just simply cripple the target. Stealth Rock pairs well with Knock Off, allowing Iron Boulder to set its own hazards and punish any switch-ins with Knock Off. Volt Switch, on the other hand, allows Iron Boulder to function as a strong pivot while still leaving it vulnerable to Ground-types like Sandaconda, Garchomp, and Hippowdon. Rock Slide and Wide Guard are additions purely for doubles, as Iron Boulder actually doesn't get a single spread move and Wide Guard fits the supporting aspect that comes from Iron Boulder being part of the "neo-Three Musketeers". The minor Defense boost is to help it take physical hits marginally better.
 
Voting is now open!

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.

There will be Unchanged as a voting option for Raging Bolt and Iron Crown, since as is they are A Ranked threats in OU.
 
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