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And now we have Genuine_Angus_B33F 's creation, the bulky support Rock / Fairy type Qullumen! Boasting the awesome new ability Hearth which has the triple effect of Poison Heal recovery (while letting you use other items), Thick Fat's Ice resistance for your whole side, and a freeze immunity (again for your whole side). Flare Boost is an option for more offensive sets if you want. Whether you want support or offence, Qullumen has a set for you!
-Hearth- User side takes 1/2 damage from Ice-Type moves, recovers 12.5% at the end of each turn, and cannot be Frozen / Frozen allies instantly thaw (To be clear, all of this effect applies to the user's side of the field when the pokemon is out)
Important Moves: Power Gem, Dazzling Gleam, Trick Room, Calm Mind, Heat Wave, Mystical Fire, Flame Burst, Earth Power, Psychic, Energy Ball, Draining Kiss, Wide Guard, Heal Pulse, Imprison
Qulliq (IPA [qulːiq] ; sort of pronounced like combining "coo" like a pidgeon, and "look" as in to observe something by sight) - An Inuit Soapstone lamp which traditionally acts as a fireplace, but more broadly a centerpiece of a living space and a keystone cultural symbol. It's traditionally fueled with whale or seal blubber, with the oil very slowly burning at the bottom of a bowl in a shape resembling a shallow crescent moon. There is a lot to read on the topic but a this is a video that can maybe illustrate things a bit better than just words.
Lumen - A unit measure of brightness
Visually, it is a spin on one of these Qulliq, with a tiered design looking like multiple Qulliq stacked atop one another into a 3 layer pyramid, with a trickle of flame gently flowing between levels. It sort of stiffly waddles on protruding stumps at the bottom of the base to move, and controls the oil in its basin to interact with those around it, though it most often stays put in one place. It's disposition is cheerful but calm, nearly to a fault; one of the only things that might frustrate it is being alone.
Pokémon Name: Ledellar
(Evolved from Ledian) Type: Bug / Fighting Stats: 70 HP / 120 Atk / 55 Def / 55 SpA / 110 SpD / 110 Speed Abilities: Defiant, Mold Breaker / Iron Fist Moves: Ledian’s USUM learnset + Close Combat, Mantis Fists*, Focus Punch, Fake Out, Bulk Up, Revenge, Megahorn, Pin Missile, Skitter Smack, Spirit Break, Poison Jab Weight: 63.6 kilograms
Mantis Fists:
45 Base Power
100% accurate
10 Power Points (max 8)
Bug-type
Physical
Hit twice in one move, fist-based, contact, but ignores contact-delibating mechanics such as Rocky Helmet, Static and Flame Body.
Reasoning: As the only Bug-type I’ve seen in this tournament are the support oriented Volbeat, Illumise and Illophyr, as well as Orbeetle being more of a mix of offense and support, I figured that a strong attacking Bug-type would help break the mold and defiantly defies odds. Defiant would be Ledellar’s most frequent Ability as it allows it to punish Intimidate and Paranoia more reliably.
It’s low Defense leaves it vulnerable to priority moves, general physical STABs and especially physical Flying-type moves, so allies that can help mitigate these weaknesses can help Ledellar a lot.
Pokémon Name: Ledellar
(Evolved from Ledian) Type: Bug / Fighting Stats: 70 HP / 120 Atk / 55 Def / 55 SpA / 110 SpD / 110 Speed Abilities: Defiant, Mold Breaker / Iron Fist Moves: Ledian’s USUM learnset + Close Combat, Mantis Fists*, Focus Punch, Fake Out, Bulk Up, Revenge, Megahorn, Pin Missile, Skitter Smack, Spirit Break, Poison Jab Weight: 63.6 kilograms
Mantis Fists:
45 Base Power
100% accurate
10 Power Points (max 8)
Bug-type
Physical
Hit twice in one move, fist-based, contact, but ignores contact-delibating mechanics such as Rocky Helmet, Static and Flame Body.
Reasoning: As the only Bug-type I’ve seen in this tournament are the support oriented Volbeat, Illumise and Illophyr, as well as Orbeetle being more of a mix of offense and support, I figured that a strong attacking Bug-type would help break the mold and defiantly defies odds. Defiant would be Ledellar’s most frequent Ability as it allows it to punish Intimidate and Paranoia more reliably.
It’s low Defense leaves it vulnerable to priority moves, general physical STABs and especially physical Flying-type moves, so allies that can help mitigate these weaknesses can help Ledellar a lot.
Actually, Metagross-Prime and Scizor have been used during the tournament. But I do agree more offensive Bug Pokémon can't hurt. I think your Leddlar could fill the "splashable Bug type" here with a typing that does well against many of the Dark Pokémon here. In the future, it will also pressure Keisberg. Moreover, Fake Out + whatever support move you want is also quite appealing on Leddlar.
-Hearth- User side takes 1/2 damage from Ice-Type moves, recovers 12.5% at the end of each turn, and cannot be Frozen / Frozen allies instantly thaw (To be clear, all of this effect applies to the user's side of the field when the pokemon is out)
Important Moves: Power Gem, Dazzling Gleam, Trick Room, Calm Mind, Heat Wave, Mystical Fire, Flame Burst, Earth Power, Psychic, Energy Ball, Draining Kiss, Wide Guard, Heal Pulse, Imprison
Qulliq (IPA [qulːiq] ; sort of pronounced like combining "coo" like a pidgeon, and "look" as in to observe something by sight) - An Inuit Soapstone lamp which traditionally acts as a fireplace, but more broadly a centerpiece of a living space and a keystone cultural symbol. It's traditionally fueled with whale or seal blubber, with the oil very slowly burning at the bottom of a bowl in a shape resembling a shallow crescent moon. There is a lot to read on the topic but a this is a video that can maybe illustrate things a bit better than just words.
Lumen - A unit measure of brightness
Visually, it is a spin on one of these Qulliq, with a tiered design looking like multiple Qulliq stacked atop one another into a 3 layer pyramid, with a trickle of flame gently flowing between levels. It sort of stiffly waddles on protruding stumps at the bottom of the base to move, and controls the oil in its basin to interact with those around it, though it most often stays put in one place. It's disposition is cheerful but calm, nearly to a fault; one of the only things that might frustrate it is being alone.
I like the Ice resistance on a Rock Pokémon that also beats said type. Moreover, it's cool to have it affect ally as well to make sure that even if you were to pair this Pokémon with a Grass or Flying ally, that wouldn't be too much of an issue. That said, I think the additional unconditional 1/8 healing for both Pokémon on the user's side is nuts. With Protect, you can easily have a free Life Dew. I personally don't think you need healing when an Ice resistance on the user's side is already compelling enough, but if you really want to keep the effect, I can see 1/16 healing instead.
I personally don't think you need healing when an Ice resistance on the user's side is already compelling enough, but if you really want to keep the effect, I can see 1/16 healing instead.
The tournament has just wrapped, BlueRay absolutely wrecked me. It was great fun, and I would like to thank everyone who participated and shared their thoughts on the meta. I'll post mine a bit later, but first I wanted to share my newly created Pokemon. It does have 18 forms, but they don't change in battle. I think it's a cool concept, but I am happy to come up with something else if you guys think it's too much. I give you, the evolution of Unown, Alpharune!
When you gather a group of Unowns together to spell out the name of a type and a ! or ? Unown and use the Tablet of Power on them, they combine to form Alpharune! So catching the B, U, G and ! Unowns and using the Tablet of Power on them would evolve them into Alpharune-Bug. Normal, Fighting, Flying, Ground, Bug, Poison, Ghost, Rock and Steel use the ! Unown, while Dark, Electric, Fire, Fairy, Grass, Water, Dragon, Ice and Psychic use the ? Unown. Upon evolving, Alpharune will have the EVs, IVs and nature of the ? or ! Unown. It will also forget Hidden Power and learn Protect automatically. They learn all moves of their type, apart from the signature moves of legendary/mythical Pokemon (and Sketch) so Fire can learn Torch Song but not V-create, and Dark can learn Kowtow Cleave but not Dark Void, and Normal can learn Shed Tail but not Judgment. However, apart from Protect, none of them learn any moves outside of their type. Normal can't even learn Weather Ball or Terrain Pulse.
Base stats:
Bug, Fighting, Flying, Ghost, Ground, Normal, Poison, Rock and Steel Forms:
50, 120, 75, 110, 65, 100 (520 BST)
Dark, Dragon, Electric, Fairy, Fire, Grass, Ice, Psychic and Water Forms:
50, 110, 65, 120, 75, 100 (520 BST)
Ability: Glyph Mastery. Boosts same type attacks by 20% for your side of the field (only the same type as Alpharune).
Hidden abilities
Tinted Lens (Bug), Prankster (Dark), Multiscale (Dragon), Volt Absorb (Electric), Aroma Veil (Fairy), Scrappy (Fighting), Flash Fire (Fire), Gale Wings (Flying), Infiltrator (Ghost), Triage (Grass), Earth Eater (Ground), Slush Rush (Ice), Oblivious (Normal), Corrosion (Poison), Magic Guard (Psychic), Sand Rush (Rock), Sturdy (Steel), Water Absorb (Water).
They can run a load of different sets depending on which form you use. Some of them offer tremendous power under certain circumstances (Fire and Water in their respective weathers), while some can run nice support sets (Normal can Shed Tail while Fairy can Decorate). As said with the Lore section, they learn every move of their type apart from the signature moves or legendary/mythical Pokemon (so don't worry Fairy isn't going to Geomancy) and moves that change type, BUT (aside from Protect) they don’t learn any moves outside their own type. So Electric can't scratch Ground types, Normal can't scratch Ghosts, and Dragon can't scratch Fairies. They're on the squishy side too - 75/65 or 65/75 defenses are below average, and that poor base 50 HP isn't helping either. [\S]
The tournament has just wrapped, BlueRay absolutely wrecked me. It was great fun, and I would like to thank everyone who participated and shared their thoughts on the meta. I'll post mine a bit later, but first I wanted to share my newly created Pokemon. It does have 18 forms, but they don't change in battle. I think it's a cool concept, but I am happy to come up with something else if you guys think it's too much. I give you, the evolution of Unown, Alpharune!
When you gather a group of Unowns together to spell out the name of a type and a ! or ? Unown and use the Tablet of Power on them, they combine to form Alpharune! So catching the B, U, G and ! Unowns and using the Tablet of Power on them would evolve them into Alpharune-Bug. Normal, Fighting, Flying, Ground, Bug, Poison, Ghost, Rock and Steel use the ! Unown, while Dark, Electric, Fire, Fairy, Grass, Water, Dragon, Ice and Psychic use the ? Unown. Upon evolving, Alpharune will have the EVs, IVs and nature of the ? or ! Unown. It will also forget Hidden Power and learn Protect automatically. They learn all moves of their type, apart from the signature moves of legendary/mythical Pokemon (and Sketch) so Fire can learn Torch Song but not V-create, and Dark can learn Kowtow Cleave but not Dark Void, and Normal can learn Shed Tail but not Judgment. However, apart from Protect, none of them learn any moves outside of their type. Normal can't even learn Weather Ball or Terrain Pulse.
Base stats:
Bug, Fighting, Flying, Ghost, Ground, Normal, Poison, Rock and Steel Forms:
50, 120, 75, 110, 65, 100 (520 BST)
Dark, Dragon, Electric, Fairy, Fire, Grass, Ice, Psychic and Water Forms:
50, 110, 65, 120, 75, 100 (520 BST)
Ability: Glyph Mastery. Boosts same type attacks by 20% for your side of the field (only the same type as Alpharune).
Hidden abilities
Tinted Lens (Bug), Prankster (Dark), Multiscale (Dragon), Volt Absorb (Electric), Aroma Veil (Fairy), Scrappy (Fighting), Flash Fire (Fire), Gale Wings (Flying), Infiltrator (Ghost), Triage (Grass), Earth Eater (Ground), Slush Rush (Ice), Oblivious (Normal), Corrosion (Poison), Magic Guard (Psychic), Sand Rush (Rock), Sturdy (Steel), Water Absorb (Water).
They can run a load of different sets depending on which form you use. Some of them offer tremendous power under certain circumstances (Fire and Water in their respective weathers), while some can run nice support sets (Normal can Shed Tail while Fairy can Decorate). As said with the Lore section, they learn every move of their type apart from the signature moves or legendary/mythical Pokemon (so don't worry Fairy isn't going to Geomancy) and moves that change type, BUT (aside from Protect) those are the ONLY MOVES THEY LEARN. So Electric can't scratch Ground types, Normal can't scratch Ghosts, and Dragon can't scratch Fairies. They're on the squishy side too - 75/65 or 65/75 defenses are below average, and that poor base 50 HP isn't helping either.
Not a concept I expected out of an Unown evolution, but a welcome one in a way that looks fun to use.
I wonder why they couldn’t learn non-legendary/mythical signature moves (or is written inconsistenly in that post), given that their bulk makes Rage Fist limited uses on them, and Decorate is Alcremie’s signature move unless I missed something.
Not a concept I expected out of an Unown evolution, but a welcome one in a way that looks fun to use.
I wonder why they couldn’t learn non-legendary/mythical signature moves (or is written inconsistenly in that post), given that their bulk makes Rage Fist limited uses on them, and Decorate is Alcremie’s signature move unless I missed something.
I meant they learn all moves of their own type (excluding legendary/mythical Pokemon signature moves) but don’t learn any moves outside of that type. Have edited to make it clearer
It's time for 100 speed Spore with no drawbacks yippee! (potentially with Triage Matcha Gotcha, no less - do the mons it copies moves from have to currently exist in the dex? How is Psyblade handled as it's no longer a signature move?)
also included are +1 priority Tailwind mon that is better offensively optimized than Magikite, pretty fast untauntable Decorate, pretty fast and strong Eruption / Water Spout / Sand Geyser, an unreasonably strong Gigaton Hammer mon, Regidrago mini, a mon with more SpAtk damage than Arch that can use Recalibrate into STAB Electro Shot, and a downright unreadable fusion between Maushold, Smeargle, and Inner Focus Tera Normal Dragonite.
...also a boatload of future-proofing issues for when anyone wants to add a custom move in the future.
I'm not a fan of this concept. It eats up the design space for any mono-type mons in the future, creates several crazy strong threats at the same time, and pushes for some insanely sharp match-up fishing. At the same time though, I'm already a pretty big hater for mons like Regidrago and Regieleki in vanilla, so I am a bit biased here.
I assume you mean to say I'll change the healing to 1/16 instead. Now, I need the weight of your sub as it affects moves like Low Kick or Heavy Slam. Now that I have a better look at the stats, the 145 SpD is a little bit scary. It's bulkier than Milotic. I'd recommend lowering it a bit, by 20 points at least. There's also Sand to consider which would make it even more resilient. Rock/Fairy + coverage is very strong offensively, fwiw.
Now that I have a better look at the stats, the 145 SpD is a little bit scary. It's bulkier than Milotic. I'd recommend lowering it a bit, by 20 points at least. There's also Sand to consider which would make it even more resilient. Rock/Fairy + coverage is very strong offensively, fwiw.
Flame Boost alongside the overall movepool should end up still pushing it to Special sets, but it can at least sort of spam rock slide. Initially I wanted to have the more lopsided stats to further deviate from Diancie, but lacking Diamond Storm and anywhere near the same physical bulk should just be enough.
I also don't think it'd be crazy to remove Trick Room from the learnset given how many partners it already has to work with, but the stat nerf would probably make it less necessary.
Flame Boost alongside the overall movepool should end up still pushing it to Special sets, but it can at least sort of spam rock slide. Initially I wanted to have the more lopsided stats to further deviate from Diancie, but lacking Diamond Storm and anywhere near the same physical bulk should just be enough.
I also don't think it'd be crazy to remove Trick Room from the learnset given how many partners it already has to work with, but the stat nerf would probably make it less necessary.
Ubertrainer2000
Oh, hey, I forgot to ask if you would be fine with Sylvan Powder having its sleep trigger chance going from 33% to 30%? It's a minor nerf which basically doesn't change much but also, it's more in line with Pokémon as I cannot recall any move that has a 33% trigger chance. They're like 10, 20, 30, 40, 50, 100, etc. but never a number like 33. Moving on, do you mind removing or adding 5 BST from or to your Fire/Water/Grass Pokémon? I'm not sure if there's any precedent for a legendary Pokémon to have 575 BST, especially if they belong to a group. 570 or 580 BST would make more sense, imo. No pressure, though!
Ubertrainer2000
Oh, hey, I forgot to ask if you would be fine with Sylvan Powder having its sleep trigger chance going from 33% to 30%? It's a minor nerf which basically doesn't change much but also, it's more in line with Pokémon as I cannot recall any move that has a 33% trigger chance. They're like 10, 20, 30, 40, 50, 100, etc. but never a number like 33. Moving on, do you mind removing or adding 5 BST from or to your Fire/Water/Grass Pokémon? I'm not sure if there's any precedent for a legendary Pokémon to have 575 BST, especially if they belong to a group. 570 or 580 BST would make more sense, imo. No pressure, though!
I was wondering if there's going to be some update on Alpharune. No pressure, though, as real life comes first. I'm personally with Genuine_Angus__B33F that there's potential balance, update, and submission issue. Since each Alpharune is vastly different from each other, it can be challenging to prepare for them in the builder; they are essentially different Pokémon due to their different movepool. If you do want to revise Alpharune, I imagine we could all help you with suggesting potential ideas.
Alright, time to start going with the next slate (kinda). There's only 1 Pokemon on it this time, because we're going to be focusing mainly on rebalancing earlier submitted stuff.
New Pokemon
480 BST Limit. No other rules.
(apart from don't make it too OP).
The Chopping Block
These Pokemon and moves proved themselves very powerful in the tournament, so discuss ways in which they could be balanced. They don't necessarily have to direct nerfs necessarily, you could buff other things to check them. If you think they're fine as they are, that's fine too.
Wizarteen
Immensely fast, hits like a truck and fantastic typing make Wizarteen a nigh essential include on almost every team. Swampert-Rift is one of the few reliable counters it has, near everything else gets obliterated.
Keisberg
Thanks to Eternal Ice, you are not OHKOing this thing without STAB Ground moves, leaving it free to set up Belly Drum all over your team.
Magikite
Imagine Gyarados but with a 120 BP STAB with only a minor drawback (Flying Dive hits airborne Pokemon for only 60 BP).
Paranoia
Volbeat and Illumise are currently the only priority Tailwind users. Normally they're both very passive, but Paranoia has remedied this. For those who don't know, this move cuts 25% off both opponent's HP and lowers both of their highest stat by 1 stage. So you have chip damage and debuffing in one move that always does solid damage, unlike the likes of Snarl and Icy Wind.
Hyper Gravity
I forgot Orbeetle got Hypnosis, that was my bad. Especially coupled with its solid Speed and great bulk (it even got a HP buff), the ability to auto set Gravity makes Sleep moves very strong.
On a side note, BlueRay has given us 2 new Pokemon to use: the Normal / Poison type support Pokemon Contox, and the Special Attacker Bug/Ground type Intestinorm. I have also created the physical glass cannon Rock / Ground type Cemmetar, and the new item Miracle Berry (basically the pinch berries of SM, but you only get 1).
Type: Rock / Ground
Ability: Skill Link / Sand Force / Underhanded
Underhanded: Physical attacks gain 50% power if the target has had a stat lowered that turn.
Base Stats
80 / 135 / 65 / 70 / 55 / 115
Movepool
Physical: Rock Slide, Rock Blast, Stone Edge, Rock Tomb, High Horsepower, Earthquake, Stomping Tantrum, Low Kick, Close Combat, Mighty Blow
Special: N/A
Status: Swords Dance, Taunt, Protect, Stealth Rock, Sandstorm, Spikes
Here's what sugarbear was refering to. Feel free to comment on them (be it balance, flavour, etc.):
Item: - Ancient Armor (User takes 25% less damage from a super effective move)
- This is a sidegrade to Assault Vest since bulky Pokémon can run Status Moves. Moreover, Pokémon with a vulnerable typing can appreciate this item.
Pokémon: a) Due to my contributions to the PetMod VGC 20xx (for instance, I code this project), Sugarbear gave me two options: I could bring back one of my submissions that didn't win or I could come up with a Pokémon with 500 BST. After some thinking, I decided for the latter. Here's Conotox, which is based on a cone snail.
Description: - Our Rage Powder users usually have a Fighting resistance or immunity, among other useful resistances (such as Fire, Water, Electric or Ground). Since the metagame lacks a Follow Me user, I wanted to ensure Conotox wouldn't overshadow Rage Powder users. It provides the much needed Grass and Bug resistances--types that ignore Rage Powder--and has the useful Ghost immunity, making it quite valuable on Trick Room structures. Most Trick Room setters are Psychic and Ghost Pokémon. So, they appreciate the resistance profile. In turn, Conotox does not have any of the notable Ground, Fighting, Fire, Water or Ground resistance. This means Conotox and Rage Powder users can co-exist in the metagame.
- With Weak Armor, Conotox can quickly become a more disruptive Pokémon if it survives a physical hit, clicking Acid Spray, String Shot or even Explosion. Mimicry is more a flavour choice but can be interesting to have alongside a terrain setter. Battle Armor is a solid option if you don't see any use in Weak Armor and Mimicry and prefer a more safe option in Battle Armor to avoid critical hits.
b) 600 BST Pokémon.
Name: Intestinorm Typing: Bug, Ground Ability: Archetype (When the user of the ability lowers a target's stat, the former gains the positive result), Electric Surge Stats: 84 HP, 72 Atk, 138 Def, 132 SpA, 78 SpD, 96 Spe
Description: For more info on flavour and movepool, just look up this site: https://www.smogon.com/forums/threads/vgc-20xx-playtesting.3748800/post-10366322.
I changed the stats a little bit to meet the 600 BST and added Electric Surge. The latter is not only a flavour decision but it also synergizes well with Intestinorm. Being a non STAB Electric Terrain setter, it can easily pair with Electric Pokémon, resisting Ground moves and pressuring both Ground and Grass Pokémon with Giga Drain and Struggle Bug / Sludge Bomb. In turn, an Electric type ally can take care of Flying and Water Pokémon. Fwiw, Intestinorm can use Electric Terrain even for itself if it wants to in order to pressure Flying or Water Pokémon. It does have Terrain Pulse, after all. Most likely, you will use Intestinorm as an offensive support Pokémon. If you run Electric Surge, Shed Tail can be an appealing option alongside a redirector or Fake Out user. If you run Archetype, Intestinorm will love clicking stat lowering moves to then quickly spiral out of control. With those stats, it should have high EV flexibility.
VGC Log, #3421. Wizareetin is ruling the world with an Iron Fist...he aims to absorb the souls of all the Pokémon in the world, and he has already cleared out Kanto, Hoenn, and Sinnoh: They are now nothing more than ghost towns, populated by only nature itself. But, admist the ashes, a brave plant has volunteered to help slay the evil wizard...if he can get in, that is.
Name: Burdown (Burdock + Down) Type:
Stats: 46/115/27/27/120/145 (480) Abilities: Lightning Rod/Natural Cure/Neutralizing Gas Weight: 4.2 lbs. Movepool: Leafage, Gastro Acid, Slash, Leaf Blade, Psycho Cut, Night Slash, Spirit Break, Petal Dance, Snarl, Fling, Foul Play, Throat Chop, Charm, Disarming Voice, Dazzling Gleam, Draining Kiss, Play Rough, Confuse Ray, Shadow Claw, Spite, Curse, Energy Ball, Giga Drain, Seed Bomb, Grass Knot, Solar Beam, Solar Blade, Grassy Terrain, Grassy Glide, Petal Blizzard, Earthquake, Earth Power, Take Down, Protect, Facade, Endure, Body Slam, Sleep Talk, Swords Dance, Substitute, Hyper Beam, Giga Impact, Tera Blast, Swords Dance, Rest, Zen Headbutt, Trick, Trick Room, Amnesia, Toxic, Gunk Shot, Poison Jab, Smart Strike, Iron Head Role: Gravelord Wizareetin Counter!!! Burdown is designed to do to Wizareetin what Daiyakuza couldn't, by having no weaknesses when facing him, outspeeding him by one point, being able to hit for Supereffective damage without the worry of getting hit by Conductive Spell, can resist Special Blows and hit them back with his high attack stat against Wizareetin's less than stellar defence. He can even set up Trick Room and neutralize abilities with Neutralizing Gas. Of course, it has pathetic health and physical defences, but that's what your allies are for!
Flavor: This Pokémon is based off the Burdock, a flowering plant that was believed to help fend off the evil eye. This plant also led to the invention of the Velcro Strap, and this Pokémon can strap it's own thorns around it's hands to use as arm blades to help protect itself from predators. It's said that when the flower on it's head blooms, there will be no evil for the rest of the day.
Weight: 120.0 kg
Gender: 50-50
Design: Drampa but younger looking
Description: Drampa pre-evolution. I thought about calling it Druncle because Drampa + Uncle but then I realized just how much that sounds like drunk + L and decided to not do that. Drampa looses a bit of bulk and offense, but it can use eviolite to overcome the downside and it gets some speed.
-30 Speed, +30 Attack
new stat spread is 41/105/88/140/112/114
Wizareetin is still insanely fast and one of the hardest hitting mons in the format while still outspeeding most of the meta with little effort. Mons that now outspeed Wizareetin is now Zebsonavolt, Weavile, Ahimstalag, Ribombee, Meowscarada-Rift, Sneasler, Zebstrika, Cemmetar, Sneasel, and Sneasel-Hisui. It also means Wizareetin is more susceptible to Choice Scarf and moves like Icy Wind.
Eternal Ice is annoying. Do Samtendo09's idea and make it immune to Water instead of Fighting.
Replace Wind Rider with Insomnia.
idk about Paranoia. Leaving it for someone else.
Summons Gravity for 3 turns on switch in. No longer needs to be at full Hp.
Orbeetle loses Hypnosis.
Nerfs: - just remove Paranoia from Volbeat and Illumise. It's clear that as the only Prankster Tailwind setters, they will see high usage. Especially with the fearful Encore. Moreover, if you want to lower stats, there's still Struggle Bug, Lunge, and Skitter Smack, the latter two even promoting Volbeat due to its higher Atk. Speaking of Volbeat, did you know it learns Seismic Toss!?
- Wizareetin is really quite fast but since there's no Dragapult, I think it can get away with it and should be allowed to have good EV flexibility, just like Flutter Mane. Moreover, it has an intriguing support movepool that would benefit from EV customization. So, instead, I propose we nerf the signature move, making it no longer super-effective against Ground and allowing Ground Pokémon to better check it. A resistance or even a neutral damage seems more fair to me, probably neutral as you need some good incentive to use this move. After all, the power difference between Conductive Spell (80 BP) and Thunderbolt (90 BP) can be noteable. As for SpA, I guess we could leave it as it is for now because unlike Flutter Mane, Wizareetin has no way to further boost its damage immediately. For instance, it can't benefit from Electric Terrain as it's not grounded due to Levitate. If you must lower SpA, I could see -10 SpA. In general, I'll maintain Wizareetin is allowed to be good and metagame defining as long as it's not broken and unhealthy. I'd be very curious about the submitter's opinion on their Wizareetin. How do they feel about nerfing Wizareetin, what would they rather prefer to see, etc.
- With regard to Keisberg, replacing the Fighting immunity with Water immunity seems totally reasonable.
- On Magikite, add Endeavor, Flail, and Chip Away to make Aerilate more appealing. Lower Flying Dive's BP (60) to 50 or 55 and replace Wind Rider with, idk, Opportunist. I mention Opportunist because that seems like the kind of ability that could fit Magikite flavour wise. It's in the air, carefree and just waiting for the perfect opportunity to strike. Competitively, it has a good match-up into Fighting Pokémon, some of which love clicking Coaching. Mono Flying is also good into Bug, which has access to the buffed Honey item that kind of functions like Booster Energy. (No one has used this item so far during the tournament)
- Orbeetle. I didn't know Orbeetle had buffed HP. So, unless I'm overlooking or misunderstanding sth., its stats are unchanged. To nerf Hyper Gravity, it would help to make Psychic Pokémon immune to Hypnosis just like how Grass and Bug Pokémon are immune to power moves. I guess you could add Dark to the list of Hypnosis immune Pokémon if you want this symmetry. The metagame already has a good number of Psychic and Dark Pokémon, with the latter being very useful in the metagame due to their good match-up into Ghost Pokémon. If you want to take it a step further, make Safety Goggles immune to Hypnosis as well. An additional or alternative nerf I can see is to make Hyper Gravity last for as long as the user (Orbeetle) is on the field. This ensures that once Orbeetle is out of the picture, the opponent cannot hope to try spamming Hypnosis or Grass Whistle and such.
Name:Dukion
Ability: Cloud Nine / Energizer(If a Pokémon on user's side lowers a target's stat, it recovers 1/8 of its HP while ally recovers 1/16 of its HP.) Type:Dragon / Electric
Stats:
HP: 90
Attack: 108
Defense: 83
Special Attack: 34
Special Defense: 73
Speed: 92
BST: 480
Height: 2.3 m Weight: 103.7 kg Gender Ratio: male (50.0%), female (50.0%)
Description: 1) Concept
- Dukion is based on the Tibetan dragon Druk, with a lot of lightning association and able to enlighten and lift the spirit of people. Hence, the custom ability
Description: 2) Competitive
- Dukion is meant to support Bug Pokémon in particular as they like nothing more than to lower stats. Thanks to its custom ability Energizer, Dukion can ensure that Pokémon on the user's side can stay relatively healthy while also slowing down the oppressive set-up sets that became popular during the most recent tournament. Dukion can also pair with Ice Pokémon since it naturally resists Steel and Fire, and both Electric and Ice exert good offensive pressure since few type combos resist this duo. In general, though, Dukion should have no trouble to be put on the team as Electric/Dragon offers a good resistance profile that matches well into the common Grass/Fire/Water core.
Name: Highloam
Prompt: Regular Mon under or at 480 BST Type: Normal / Ground Ability: Sap Sipper / Fluffy (Sand Stream) Stats: 105/95/115/60/75/25 (475 BST) Useful Moves:
Physical: Bulldoze, High Horsepower, Earthquake, Body Slam, Horn Leech, Headlong Rush, Facade, Rock Slide, Stone Edge, Head Smash, Superpower, Avalanche, Heat Crash.
Special: Earth Power, Tera Blast, Hyper Voice, Power Gem,
Status: Shore Up, Milk Drink, Belly Drum, Toxic, Heal Bell, Helping Hand, Whirlwind, Bulk Up, Curse, Stealth Rock, Spikes, Wide Guard. Weight: 905.2 Height: 1.82 Gender: 50/50
Competitive use: Weather setter! Can also function as a slow bulky attacker with Sap Sipper or a complete utility piece with Fluffy.
And why use Highloam instead of.. say, Mudaimer? as they're both slow bulky Ground / Normals? Well, Highloam gets a significantly larger utility movepool, packing a Cleric move in Heal Bell, being able to phaze with Whirlwind, and being able to deal solid damage itself and paralyze with Body Slam. It can also slow other Pokemon down with Bulldoze. It additionally packs a useful Grass immunity if it uses Sap Sipper, or can bring in a possible new Weather with its Sand Stream, assisting rock types with their Special Defense. It can also run Wide Guard in case of spread moves that your ally might be prone to.
Flavor: Large. Similar in shape to a Piloswine + Shox Fusion. Highland Cow btw
full learnset if it wins or something idk I just wanted to participate :3