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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.
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.
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.
| 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.
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!
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.
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
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.
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.
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
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.
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
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
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.
Name: Regidrago Type:
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.
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.
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.
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.
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.
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.
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
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.
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.
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.
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.
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.
Name: Regidrago Type:
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.
Name: Gouging Fire Type:
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.
Name: Raging Bolt Type:
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.
Name: Iron Crown Type:
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.
Name: Iron Boulder Type:
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.
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.