Name: Scyther
Type: Bug / Flying
Stat Changes: 70/130/100/55/80/65 (+Scizor´s exact statline) (500)
Abilities: Swarm / Insomnia / Steadfast
New Moves: None
Removed Moves: None
Justification: The legend itself. I wanted to try something fun with Scyther, especially with the meta being as powercrept as it was I believe you could let it in with some minor adjustments. Scizor´s stats honestly kinda worse that Scyther´s when it comes to lc, as the lack of speed will very quickly make it revenge killable. I also removed Technician to cut down on Scyther´s power when using DWB. Still this mon has a very good typing for the meta, and with the addition of Insomnia it gets the opportunity to setup on like likes of Foogus or Toedscool.
Name: Rhyhorn
Type: Ground / Rock
Stat Changes: None
Abilities: Lighting Rod / Rock Head / Speed Boost
New Moves: Head Smash
Removed Moves: Sword Dance, Ice Fang, Blizzard, Ice Beam, Icy Wind, Fire Fang.
So, this Pokemon's lore is that it can run, but not think well. Therefore, Speed Boost is a legit ability for Rhyhorn. With Ground + Rock STABs, this Mon threatens the whole Metagame. However, unlike Torchic, it needs 2 turns to outspeed the unboosted Metagame and a lot more for Scarfers or Weather sweepers. I also removed Sword Dance from it in order to avoid it being broken with Tera (even without it this Mon will be very good). Ice and Fire moves are removed too in order to force Rhyhorn to use the inaccurate Megahorn or Tera Blast to deal with the Grass types that check it.
Name: Dratini
Type: Dragon / Normal
Stat Changes: 51(+10)/64/45/73(+23)/50/50
Abilities: Shed Skin / Marvel Scale
New Moves: Hyper Voice, Earth Power
Removed Moves: None
Justification: it’s stab speeding time. Intended to be a rest sweeper. Pretty well checked by rock types like growlithe and spoink and fairy types like jangmoo. Capable of powerful mixed sets that can dismantle bulkier cores however. Overall a pretty decent half check to the threatening grasses fires and electrics added to the tier
Name: Rhyhorn
Type: Rock / Water
Stat Changes: 80 / 85 / 95 / 30 / 30 / 34 +9 speed
Abilities: Steam Engine/ Lightning Rod / Rock head
New Moves: Liquidation, Wave Crash
Removed Moves: None
Justification: Ryhorn is a mon that had some viability as a niche Voltorb-H counter but in this meta with things like corpish, and sprigitato running wild and already being a niche choice in general there is no room for base Rhyhorn in the current LC meta. Now Rhyhorn is re-imagined. The boy took a bath and shed his more spammable ground type for a useful water type and the flashy Steam Engine ability. Although this doesn't deal with grass types(ban sprigatito) it makes the little rhino that could a solid switch into Corpish and the ever present Tepig able to punish them for mindless clicks. The 34 speed allows it to outrun standard tepig sets, or opt for extra bulk to live some more hits and aim for steam engine boosts, With Rock Head Wave Crash also becomes a solid option to dish out damage if Steam Engine feels to gimmicky allowing rock polish sets to have a 100% accurate move to use with Rock Head. While this all seems strong, with the ever annoying Voltorb-H and Sprigatito hanging around and still having a below average defensive typing Rhyhorn should be a fun option but not become an overbearing presence in the meta.
Name: Rhyhorn
Type: Rock / Ground
Stat Changes: 80 / 85 / 95 / 30 / 40 / 25 | 355
Abilities: Sap Sipper / Rock Head / Reckless
Justification: it eats grass so now it checks weedcat and pretera voltorb
Name:
Type: Normal/Flying
Stat Changes: none
Abilities: Run Away (unchanged), Early Bird (unchanged) and Twin Strikes.
Custom Ability: all multi-hit move used by the user gets a 20% boost.
New Moves: Double Kick
Custom Move: Double Peck - Flying-type, Physical, 40 BP, 100% accuracy, 20 PP. Hits twice. This move is a Flying-type version of Double Hit with 5 bp more, giving Doduo a second reliable STAB option that synergizes with its Twin Strikes ability.
Removed Moves: none
Justification: giving doduo finally its identity as a fast, dual-headed attacker.
Name: Dratini
Type: Dragon
Stat Changes: 61/50/55/64/50/50
Abilities: Shed Skin/-/Marvel Scale
New Moves: Coil Mind
Coil Mind: Dragon | Status | - | 15 PP | - | Raises SpAtk, SpDef, and Acc by 1
Justification: Bulky set-up, a bit of a rarity in LC.
Name: Dratini
Type: Dragon / Water
Stats: 51/50/45/65/50/50 (+10 HP, -14 Attack, +15 Special Attack.) (311 BST)
Abilities: Shed Skin / Marvel Scale (Multiscale)
New Moves: + Flip Turn, Calm Mind, Muddy Water, Air Slash, Swords Dance, Wish
Justification: Mixed attacking LC Multiscale Mon, an impressive niche of sorts. can do funny things with SD + Extreme Speed, Wish passing, and a general special set. But its balanced.
Name: Scyther
Type: Bug / Flying
Stat Changes: 60 (-10)/90 (-20)/70 (-10)/55/70 (-10)/90 (-15)
Abilities: Swarm / Technician / Steadfast
New Moves: None
Removed Moves: None
Justification: Slightly nerf the legend bug to let it fit LC power level. 19 speed and the tradeoff between boots/evio should make it balanced
Name: Meowth
Type: Normal
Stat Changes: +10 Special Defense, +10 Special Attack
Abilities: Pickup / Technician / Seven Lives
Custom Ability: Seven Lives: Sturdy + Regenerator
New Moves: Counter.
Removed Moves: Knock Off, Assurance, Thunder Wave, Body Slam, Throat Chop, Hypnosis.
So, remember how I said that with Galar Meowth gaining 20 BST, the other 2 should also have the same treatment? Well, I fulfilled that, though I gave Meowth boosts to the 2 most useless Stats.
Meowth is already a viable Technician Mon, however now it has a second niche: Sturdy + Regenerator coupled with Counter mean that Meowth can use its poor bulk to its advantage and check every non multi-hit, non-ghost physical Mon while running Boots instead of the typical Eviolite or Life Orb. This allows Meowth to be devastating vs physical based offensive teams, though its still weak to Status, Special moves and Ghost types. Meowth has some Dark and Ghost moves to hit the ghost, however I removed all the strongest ones, as well as means to paralyze or sleep foes in order to make Special Mons better vs it.
Both Meowth and its opponents have to take in account the 2 good possible abilities (Technician is still good) Meowth has, the usage and counterplay to both is very different.
Meowth with Heavy Duty Boots about to use Counter on Mienfoo looks like this:
Name: Varoom
Type: Steel/Poison
Stat Changes: 45/70/73(+10)/30/55(+10)/47
Abilities: Spark Plug (Volt Absorb / Overcoat) / Filter
New Moves: Noxious Torque, Combat Torque, Mortal Spin, Blazing Torque, Magical Torque, Wicked Torque, Volt Switch
Removed Moves: None
Justification: there is kinda like no volt blockers that don’t suck vs htrode bar pwoop and I also hate tepig for being too splashable of an electric resist. At the trade off of recovery, you get a defensive behemoth (bar grounds) and pivoting. Torque moves help shore up coverage
Name: Chespin
Type: Grass / Fighting
Stat Changes: 60 / 65 / 65 / 48 / 45 / 37 | 320
Abilities: Overgrow / Juggernaut (Bulletproof + Thick Fat)
New Moves: Body Press, Circle Throw, Bulk Up
Justification: fat spiker
Name: Bramblin
Type: Grass/Ghost
Stat Changes: 50/65/40/45/45/60
Abilities: Wind Rider/-/Momentum Mori
Momentum Mori: Infiltrator + Speed Boost
New Moves: Rock Blast
Justification: Fast Spiker, going faster. Also not walled by Pidgey anymore.
Name: Duskull
Type: Ghost
Stat Changes: 35/45/90/30/90/25 (+10 HP, +5 Attack) (315 BST)
Abilities: Levitate / Frisk (Haunting Presence)
Haunting Presence: Pressure + Aftermath
New Moves: + Knock Off, Bulk Up, Destiny Bond.
Justification: Makes Duskull a significantly better Pokemon for disruption, with Knock Off and its actually.. impressive support profile? Also why did Duskull never get destiny bond??
Forgot to tell btw but we will have 2 winnersThis time depending on the amount of submissions we might have 2 themed choice winners this slate i will announce if there is 2 winners when the votes go up.
Name: Dratini
Type: Dragon
Stat Changes: 61/50/55/64/50/50
Abilities: Shed Skin/-/Marvel Scale
New Moves: Coil Mind
Coil Mind: Dragon | Status | - | 15 PP | - | Raises SpAtk, SpDef, and Acc by 1
Justification: Bulky set-up, a bit of a rarity in LC.
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Name: Bramblin
Type: Grass/Ghost
Stat Changes: 50/65/40/45/45/60
Abilities: Wind Rider/-/Momentum Mori
Momentum Mori: Infiltrator + Speed Boost
New Moves: Rock Blast
Justification: Fast Spiker, going faster. Also not walled by Pidgey anymore.
discussed with geko and he was fine giving his sub to tied winner of hybrid.Name: Meowth![]()
Type: Normal
Stat Changes: +10 Special Defense, +10 Special Attack
Abilities: Pickup / Technician / Seven Lives
Custom Ability: Seven Lives: Sturdy + Regenerator
New Moves: Counter.
Removed Moves: Knock Off, Assurance, Thunder Wave, Body Slam, Throat Chop, Hypnosis.
So, remember how I said that with Galar Meowth gaining 20 BST, the other 2 should also have the same treatment? Well, I fulfilled that, though I gave Meowth boosts to the 2 most useless Stats.
Meowth is already a viable Technician Mon, however now it has a second niche: Sturdy + Regenerator coupled with Counter mean that Meowth can use its poor bulk to its advantage and check every non multi-hit, non-ghost physical Mon while running Boots instead of the typical Eviolite or Life Orb. This allows Meowth to be devastating vs physical based offensive teams, though its still weak to Status, Special moves and Ghost types. Meowth has some Dark and Ghost moves to hit the ghost, however I removed all the strongest ones, as well as means to paralyze or sleep foes in order to make Special Mons better vs it.
Both Meowth and its opponents have to take in account the 2 good possible abilities (Technician is still good) Meowth has, the usage and counterplay to both is very different.
Meowth with Heavy Duty Boots about to use Counter on Mienfoo looks like this:
Name: Flittle
Type: Psychic-Flying
Stats changes: None
Abilities: Keen Eye/Frisk/Speed Boost
New moves: Teleport, Psychic Noise, Air Cutter, Gust.
Removed moves: Protect, Hypnosis, Psychic, Psyshock, Stored Power.
I didn,t want to nerf Flittle too harshly, just enough to be be balanced in LC. It still will be a CM sweeper that has Speed Boost, but will have it harder to actually do it. Since this Mon and its evolution are birds, Flying type has been added. This gives Flittle neutrality to Bug, resistance to Grass and immunity to Ground, in exchange to 3 new weaknesses, Rocks one being one of them. This forces Flittle to use Tera much more often and earlier.
Since little Mons are weak and unwise, I removed Protect. In flavor with that Anticipation ability has been changed to Keen Eye, though competitively Flittle will obviously continue using Speed Boost. Protect removal makes it harder for Flittle to use Calm Mind without consuming Tera.
Strongest Psychic moves have been removed too. Psyshock being removed means that Flittle doesn,t always wins CM wars. In exchange, Flittle gets Psychic Noise, which makes it stronger against opponents that try to heal against it. Also 2 weak Flying STABs and Teleport (this one it will rarely use, maybe some Specs set, idk).
Overall, I think all these changes make Flittle balanced in the Tier without changing its role.
Name: Flittle
Type: Psychic
Stat Changes: 30 / 35 / 30 / 75 / 30 / 55 | 255
Abilities: Anticipation / Frisk / Speed Boost
Removed Moves: Calm Mind
Justification: its like torchic but psychic. no cm means it cant go crazy setup anymore but still hits hard with psychic / fighting blast
Name: Flittle
Type: Psychic / Fairy
Stat Changes: 50/35/30/55/30/85 (280)
Abilities: Anticipation / Frisk / Dazzling
New Moves: Lumina Crash, Dazzling Cleam
Removed Moves: None
Justification: Wanted to try a different approach to Flittle, it now leaves most of the tier in the dust with its new 19 speed hitting speed stat alongside Dazzling which means it can serve as a decent revenge killer. It also has Lumnia Crash which can snow ball on its own but no longer has speed boost to gather stored powers and delete the tier.
Name: Tentacool
Type: Water/Poison
Stat Changes: 40/50/35/50/100/74
Abilities:
New Moves: Thunderbolt, Volt Switch, Recover, Thunder Wave, Calm Mind
Justification: I believe with the simple addition of recover and some potent coverage, tentacools high speed and high special bulk makes it an attractive special wall. With rapid spin and great coverage to use with calm mind allow many set options, speed was raised by 1 to take it out of the quite congested 17 tier. Attack was also increased to allow for physical sets to emerge with gunk shot and knock being quite useful with sd
Themed choice:
Name: Magikarp
Type: Water
Stats changes: None.
Abilities: Swift Swim, Rattled, Endurance
Signature ability: Endurance: Raises both Defenses by 50% and makes the Pokemon immune to Water, Ground and Poison type moves. The Pokemon with this ability can,t be poisoned.
New moves: Hydro Pump, Reversal, Bounce, Karp's Jump.
Signature move: Karp's Jump. Type: Water. Category: Physical. Power: 120. Accuracy: 100. PPs: 32. Effect: User switches out and heals 25% of its HP.
Removed moves: None, lol.
So, this is considered the weakest Pokemon and it also has a poor movepool. I kept all that. However, if we look at the Pokedex, we can see this:
"Magikarp is virtually useless in battle as it can only splash around. As a result, it is considered to be weak. However, it is actually a very hardy Pokémon that can survive in any body of water no matter how polluted it is."
"Thanks to their strong hold on life, dirty water doesn't bother them at all. They live in waters all over the world!"
"A feeble, pitiful imbecile of a Pokémon that is nonetheless very hardy. Unperturbed by turbid water, it can be found living in all sorts of places."
So, its a tanky Pokemon that adapts to all kind of Waters. Therefore, it now is VERY bulky with its new ability Endurance, and immune to 3 types. That wouldn,t matter much if Magikarp couldn,t heal, but with Karp's Jump, not only it will be healing, but also escaping from its counters. The 120 base power actually doesn,t matter much, since Magikarp's Attack is still base 10. The 32 PP however allow Magikarp to slowly chip everything and pair well with Volturn cores while being essentially immortal. By itself, Magikarp won,t be killing anything, however it easily will be switching into every EQ user from the Tier except Drillbur and pivot out, while healing. Useless as it is, Magikarp will now be a great team player.
Name: Tyrogue
Type: Fighting
Stat Changes: 85 / 85 / 45 / 35 / 45 / 45 | 340
Abilities: Guts / Iron Fist / Scrappy
New Moves: Close Combat, Iron Head, Poison Jab, Fire Punch, Ice Punch, Thunder Punch
Triple Kick | Fighting | Physical | 20 BP | 90% Accuracy | 10 PP | Contact | Hits 3 times. Each hit can miss, but power rises.
Justification: distinguishes itself from mienfoo by having scrappy, spin, and the funny multihit move at the cost of much lower spe and no knock/uturn/regen
Name: Tyrogue
Type: Fighting / Steel
Stat Changes: 60/80/35/35/35/55 (300)
Abilities: Guts / Steadfast / Technician
New Moves: Iron Head, Metal Claw
Removed Moves: None
Justification: Not a single fighting type has won yet, which makes sense considering how Mienfoo reigns supreme. Tyrogue is meant ro act as a fighting type alternative to Mienfoo via its ability to spam devastating Mach Punchs and Bullet Punchs, alongside a decent offensive movepool that allows it to bypass its checks when combined with Technician. It has nowhere the survivablity of Mienfoo, so it can be hard keeping it on the field or using it as a spinner.
Hybrid Ability Choice
Name: Snom
Type: Ice-Bug
Stats changes: +10 HP, -10 Speed
Abilities: Shield Dust, Ice Scales, Snowy Spikes.
Signature Ability: Snow Spikes (Rough Skin + Snow Warning)
New moves: U-Turn, Recover, Aurora Veil and Spikes.
Removes moves: None.
In my evil plan of creating the eternal winter in LC, here is the new soldier. With Snow Spikes, Snom can put Snow, then Aurora Veil and if it still is alive, can use a very slow U-Turn to bring a sweeper in. With Recover, it can do it several times in a battle, since in Snow + Eviolite, Snom will have 31 Defense. Instead of Veil, Snom can also put Spikes, drop someoene's Speed with Icy Wind or eat some Berry with Bug Bite. If weather and screens is not something you like, Ice Scales is still as good of an ability as ever and with Recover, Snom will be tanking lots of hits on the Special side, while still slowly pivoting to bring something else safely.
What are the weaknesses of this premier supporter? Well, apart from the terrible offensive movepool (it doesn,t get Ice Beam or Bug Buzz lol), the typing is also atrocious. It means, that Snom will have to choose its item carefully: it wants to have Eviolite, Heavy Duty Boots, Light Clay and Icy Rock at the same time, but can only choose one of them. If the item isn,t Boots, hazards control will for sure be needed, and probably more than one Mon for that.
Name: Chespin
Type: Grass / Fighting
Stat Changes: 60 / 65 / 65 / 48 / 45 / 37 | 320
Abilities: Overgrow / Juggernaut (Bulletproof + Thick Fat)
New Moves: Body Press, Circle Throw, Bulk Up
Justification: fat repost
Name: Tyrogue
Type: Fighting
Stat Changes: 85 / 85 / 45 / 35 / 45 / 45 | 340
Abilities: Guts / Iron Fist / Scrappy
New Moves: Close Combat, Iron Head, Poison Jab, Fire Punch, Ice Punch, Thunder Punch
Triple Kick | Fighting | Physical | 20 BP | 90% Accuracy | 10 PP | Contact | Hits 3 times. Each hit can miss, but power rises.
Justification: distinguishes itself from mienfoo by having scrappy, spin, and the funny multihit move at the cost of much lower spe and no knock/uturn/regen
i post new slate tommorow.Council choice:
Name: Flittle
Type: Psychic-Flying
Stats changes: None
Abilities: Keen Eye/Frisk/Speed Boost
New moves: Teleport, Psychic Noise, Air Cutter, Gust.
Removed moves: Protect, Hypnosis, Psychic, Psyshock, Stored Power.
I didn,t want to nerf Flittle too harshly, just enough to be be balanced in LC. It still will be a CM sweeper that has Speed Boost, but will have it harder to actually do it. Since this Mon and its evolution are birds, Flying type has been added. This gives Flittle neutrality to Bug, resistance to Grass and immunity to Ground, in exchange to 3 new weaknesses, Rocks one being one of them. This forces Flittle to use Tera much more often and earlier.
Since little Mons are weak and unwise, I removed Protect. In flavor with that Anticipation ability has been changed to Keen Eye, though competitively Flittle will obviously continue using Speed Boost. Protect removal makes it harder for Flittle to use Calm Mind without consuming Tera.
Strongest Psychic moves have been removed too. Psyshock being removed means that Flittle doesn,t always wins CM wars. In exchange, Flittle gets Psychic Noise, which makes it stronger against opponents that try to heal against it. Also 2 weak Flying STABs and Teleport (this one it will rarely use, maybe some Specs set, idk).
Overall, I think all these changes make Flittle balanced in the Tier without changing its role.