Pet Mod Two-Step 'Mons V3

FEROCIOUS ROAR SUB:
:sv/Goomy:
Name: Goomy (not Eviolite-Compatible
Typing: Dragon / Water
Abilities: Wonder Skin / Gooey (Poison Heal)
Stats: 95/70/80/100/120/50 (515 BST)
Movepool:
Acid Armor, Body Slam, Chilling Water, Curse, Draco Meteor, Dragon Pulse, Facade, Frustration, Hidden Power, Iron Tail, Outrage, Protect, Rest, Return, Rock Slide, Sleep Talk, Sludge Bomb, Sludge Wave, Subsitute, Tera Blast, Thunderbolt, Toxic, Absorb, Attract, Bide, Bubble, Charm, Confide, Counter, Dragon Breath, Endure, Flail, Infestation, Life Dew, Muddy Water, Mud Shot, Poison Tail, Rain Dance, Round, Secret Power, Shock Wave, Skitter Smack, Snore, Sunny Day, Swagger, Tackle, Take Down, Water Gun, Water Pulse.
+ Aqua Cutter, Aqua Tail, Flip Turn, Hydro Pump, Surf, Triple Dive, Waterfall, Aqua Jet, Aqua Ring, Brine, Bubble Beam, Chilling Water, Soak, Whirlpool, Bouncy Bubble, Scale Shot, Twister, Ferocious Roar, Blizzard, Body Press, Stockpile, Spit Up, Swallow, Knock Off, Recover, Weather Ball, Superpower, Thunder, Ice Beam, Blizzard, Icy Wind, Clear Smog, Power Whip, Laser Focus, Feint, Breaking Swipe, Bide, Acid Spray, Dragon Tail, Poison Gas, Belch, Gastro Acid, Purify, Venom Drench, Psycho Shift, Calm Mind, Wish.
Weight: 2.8 KG
Reasoning: i'm a bit soured by my loss (I agree with woo on the fact that hoarding is lame) so I am going to submit Goomy to Two Step Mons. comedic relief but also like a halfway serious sub. Poison Heal is incredibly funny and provides Goomy with another way to recover off damage. Goomy's physical defense stat isn't its best though, so it uses Ferocious Roar to increase that defensive profile.
But for the most part, Ferocious Roar is really just a 2-turn phazing move. So Goomy's able to wishpass with the move.. and also wish.

Also, we only have 1 special wall. that special wall is a grass type. so Goomy fills its roll as a more direct wall, while Spirimint does Mismagius stuff.


OVEREXERT SUB:
:sv/Zarude: :sv/Decidueye-Hisui:
Name: Zarude-Crazian
Typing: Fighting / Grass
Abilities: Iron Fist / Justified (Skill Link)
Stats: 95/115/100/65/80/100 (555 BST)
Movepool:
Acrobatics, Body Slam, Brick Break, Crunch, Double-Edge, Drain Punch, Encore, Energy Ball, Facade, Focus Punch, Giga Drain, Grass Knot, Hammer Arm, Hyper Voice, Lash Out, Leaf Storm, Low Kick, Nasty Plot, Petal Blizzard, Power Whip, Protect, Rest, Roar, Rock Slide, Seed Bomb, Sleep Talk, Stomping Tantrum, Substitute, Synthesis, Taunt, Tera Blast, Throat Chop, Trailblaze, U-Turn, Aerial Ace, Bind, Bite, Bullet Seed, Dig, Endure, Fling, Fury Swipes, Giga Impact, Grassy Glide, Grassy Terrain, Growth, Helping Hand, Hyper Beam, Jungle Healing, Leer, Low Sweep, Magical Leaf, Mud Shot, Rock Tomb, Scary Face, Scratch, Snarl, Solar Beam, Solar Blade, Sunny Day, Swagger, Swift, Take Down, Thief, Thrash, Vine Whip.
+ Overexert, Arm Thrust, Circle Throw, Cross Chop, Detect, Mach Punch, Superpower, Upper Hand, Rock Blast, Tail Slap, Horn Leech, Bullet Punch, Ice Punch, Fire Punch, Thunder Punch, Mega Punch, Shadow Punch, Power-Up Punch, Return, Frustration, Hidden Power, Steel Roller.
Weight: 71 KG
Reasoning: do you want to see my Lilligant-Hisui impression? Zarude-Crazian did get a hefty nerf from base Zarude, but with a less U-Turn prone typing in a meta with only.. say, 1 Flying Type, Zarude-Crazian is very fun to use. Skill Link is useful for sets that want to make the most out of Overexert with a barrage of multi-hit moves, including Tail Slap, Bullet Seed, and Arm Thrust. Iron Fist is useful for Zarude-Crazian's coverage, most of it straight up being just the punching moves. Justified for if you really need a Knock-Off absorber.

Hoarding Sub:
:sv/Gholdengo:
Name: Gholdengo
Typing: Steel / Fairy
Abilities: Hoarding / Wonder Skin (Aftermath)
Stats: 89/110/73/110/73/85 (540 BST)
Movepool:
Dazzling Gleam, Flash Cannon, Focus Blast, Focus Punch, Hex, Iron Head, Light Screen, Low Kick, Make It Rain, Memento, Nasty Plot, Power Gem, Protect, Psychic, Psyshock, Recover, Reflect, Rest, Shadow Ball, Sleep Talk, Steel Beam, Substitute, Tera Blast, Thunder, Thunderbolt, Thunder Punch, Thunder Wave, Trick, Charge Beam, Electro Ball, Endure, Fling, Giga Impact, Heavy Slam, Low Sweep, Metal Sound, Sandstorm, Tackle, Take Down, Thief.
+ Toxic, Sunny Day, Rain Dance, Play Rough, Spirit Break, Bulk Up, Misty Terrain, Misty Explosion, Charm, Bullet Punch, Dizzy Punch, Meteor Mash, Shelter, Smart Strike, Ice Punch, Fire Punch, Return, Frustration, Facade, Hidden Power, Dragon Pulse, Aura Sphere, Bone Rush, Circle Throw.
Weight: 30 KG
Reasoning: you do not get anything out of me. also it was funny in my head to make an offensive Hoarding Sub. Gholdengo uses its incredible typing to leverage its rather below average bulk. Carrying great mixed-attacking stats and a vast movepool to pack a significant Punch, even with its rather average bulk. Its move pool is a bit funky,
 
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Stockpile:
Name: Belieaver (Believe + Beaver + Lie)
1746043284921.png

Typing: Psychic
Abilities: Stockpile
Stats: 85/85/85/85/85/105
Notable Moves: Stored Power, Dazzling Gleam, Future Sight, Calm Mind, Agility, Shadow Ball, Dark Pulse, Alluring Voice, Psyshock, Flash Cannon, Earth Power, Draining Kiss, Trailblaze, Thunder Wave, Thunderbolt, Volt-Switch, Hex, Yawn, Surf, Water Pulse, Hydro Pump, Substitute, Protect
Flavor: Cult leader beaver who amasses followers and amasses wood to build it's dam. Tail is a reference to conspiracies involving radio towers, hence the wifi-esque symbol.
Competitive Outlook: Uses Stockpile to become a speed-boost esque set-up sweeper with stored power. Wide variety of coverage moves and speed. However, is priority weak without a second stockpile turn and can be difficult to switch in given the weak defenses. Hates Turtraider and Kobgold but enjoys Cabinack's pivoting allowing it to come in far easier and can offensively threaten a lot of the metagame after either a CM or Agility.

Overexert:
Name: Minkaton (Mink-Tinkaton)
1746113102404.png

Typing: Dark/Steel
Abilities: Mold Breaker/Own Tempo/Pickpocket
Stats: 85/85/77/70/95/94
Notable Moves: Overexert, Gigaton Hammer, Knock Off, Encore, Thunder Wave, Foul Play, Thief, Iron Head, Brick Break, Ice Hammer, Play Rough, Stone Edge, Rock Slide, Stealth Rock, Sucker Punch, Endeavor, Dark Pulse, Flash Cannon, U-turn
Flavor: Convergent Tinkaton form that uses Mandibuzz for it's hammer rather than Corviknight.
Competitive Outlook: Powerful wallbreaker with +3 Gigaton Hammer and tools like pivoting and encore to help set-up. Typing can hit almost the entire metagame, but Mega Kobgold can absorb it's knock off and it's Gigaton Hammer easily.

Noble Roar:
Name: Glowking (Glow + Slowking +Galar)
:sv/Slowking-Galar: :sv/Carbink:
Typing: Steel/Fairy
Abilities: Regenerator/Curious Medicine
Stats: 90/65/110/105/60/30
Notable Moves: Chilly Reception, Noble Roar, Flash Cannon, Heavy Slam, Dazzling Gleam, Protect, Rest, Sludge Bomb, Psychic, Psyshock, Calm Mind, Surf, Hydro Pump
Flavor: Convergent Slowking form that references it's common nickname.
Competitive Outlook: Bulky pivot that's specially weak, can take advantage of a special attacker coming in by Noble Roaring on the predict and then Chilly Receptioning, this can force a switch or allow a set-up mon to come in and sweep. Great physical bulk and typing is made up for by passivity and low special bulk.
 

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kNRyzWG.png

Name: Merkerel (Merlion + Mackerel)
Typing: ==
Abilities: Intimidate/Swift Swim/Multiscale
Stats: 98/102/100/75/90/88 (553)
Movepool: Ferocious Roar, Roar, Bite, Leer, Aqua Jet, Aqua Ring, Dragon Rush, Crunch, Taunt, Dark Pulse, Knock Off, Draco Meteor, Dragon Pulse, Dragon Tail, Dragon Claw, Outrage, Scale Shot, Breaking Swipe, Dragon Cheer, Shadow Ball, Shadow Claw, Bulldoze, Earthquake, Ice Fang, Icy Wind, Ice Beam, Blizzard, Ice Spinner, Snowscape, Body Slam, Water Pulse, Chilling Water, Liquidation, Surf, Waterfall, Rain Dance, Flip Turn, Hydro Pump, Hyper Beam, Giga Impact, Endure, Facade, Helping Hand, Protect, Rest, Sleep Talk, Substitute, Take Down, Tera Blast
Weight: 24.1 kg.
Role: This Merlion Pokémon serves as a defensive mixed Water-type Wall that can use Ferocious Roar to make his enemies do less damage to him, or force a switch.

e6ST859.png

Name: Tomageddon (Tomato + Armageddon)
Typing:
Behemoth Bash - STEEL
=
Abilities: Hoarding/Gluttony/Light Metal
Stats: 108/77/80/75/80/88 (508)
Movepool: Pound, Harden, Sludge, Leech Seed, Rollout, Fake Out, Sludge Wave, Venoshock, Venom Drench, Steel Roller, Stockpile, Swallow, Spit Up, Thief, Snarl, Fling, Foul Play, Knock Off, Taunt, Brick Break, Upper Hand, Reversal, Sunny Day, Trailblaze, Magical Leaf, Bullet Seed, Seed Bomb, Grass Knot, Giga Drain, Energy Ball, Grassy Glide, Encore, Psych Up, Acid Spray, Toxic, Poison Jab, Sludge Bomb, Stealth Rock, Flash Cannon, Steel Beam, Iron Head, Heavy Slam, Hard Press, Gyro Ball, Iron Defense, Hyper Beam, Giga Impact, Endure, Facade, Helping Hand, Protect, Rest, Sleep Talk, Substitute, Take Down, Tera Blast
Weight: 3.2 kg.
Role: A Tomato Soup can Pokémon who is extremely paranoid, hoarding all the food in the world into his can body to stock up for armageddon. He serves as a wall that punishes the opponent for not having a way to deal with it quickly!
jnK82B5.png

Name: Galarian Wigglytuff
Typing: ==
Abilities: Cute Charm/Guts/Frisk
Stats: 120/100/45/15/50/85 (435)
Movepool: Overexert, Superpower, Coaching, Bulk Up, Sweet Kiss, Disarming Voice, Disable, Charm, Sing, Pound, Copycat, Defense Curl, Echoed Voice, Covet, Stockpile, Spit Up, Swallow, Round, Body Slam, Mimic, Gyro Ball, Hyper Voice, Double-Edge, Take Down, Charm, Fake Tears, Protect, Water Pulse, Thief, Disarming Voice, Trailblaze, Chilling Water, Facade, Swift, Magical Leaf, Icy Wind, Draining Kiss, Stored Power, Fling, Endure, Sunny Day, Rain Dance, Sandstorm, Psyshock, Dig, Brick Break, Zen Headbutt, Body Slam, Fire Punch, Thunder Punch, Ice Punch, Sleep Talk, Drain Punch, Reflect, Light Screen, Dazzling Gleam, Metronome, Grass Knot, Thunder Wave, Rest, Taunt, Body Press, Dark Pulse, Skill Swap, Substitute, Shadow Ball, Stealth Rock, Hyper Voice, Energy Ball, Psychic, Encore, Ice Spinner, Flamethrower, Thunderbolt, Play Rough, Amnesia, Calm Mind, Helping Hand, Baton Pass, Ice Beam, Misty Terrain, Nasty Plot, Fire Blast, Blizzard, Wild Charge, Thunder, Solar Beam, Tera Blast, Gravity, Gyro Ball, Knock Off, Uproar, Focus Punch, Misty Explosion, Pain Split, Psych Up, Double-Edge, Endeavor, Alluring Voice, Psychic Noise, Heal Pulse, Last Resort, Perish Song, Present, Rollout, Wish
Weight: 5.7 kg.
Role: This variant of Wigglytuff which is native to mainland Galar can serve as either a powerful physical glass cannon who can risk it to deal some heavy blows! It is a type of Wigglytuff that gained a pair of inflatable strongman arms to protect itself against predators, and inflates them using the pump-like organ on it's head. It evolves from regular Jigglypuff.
 
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:sv/garbodor: :sv/charjabug:
Name: Chargapactor
Typing: Poison/Electric
Abilities: Hoarding / Volt Absorb
Stats: 99 / 76 / 95 / 73 / 95 / 82 (520 BST)
Movepool: uses Garbodor's movepool as a base, + Stuff Cheeks, Gastro Acid, Stealth Rock, Iron Head, Flash Cannon, Knock Off, Volt Switch, Thunder, Thunder Punch, Supercell Slam, Wild Charge, Switcheroo, Thunder Wave, - Pain Split, Infestation
Acid Spray, Amnesia, Attract, Belch, Body Press, Body Slam, Clear Smog, Confide, Corrosive Gas, Cross Poison, Curse, Dark Pulse, Double Team, Drain Punch, Endure, Explosion, Facade, Fling, Focus Blast, Giga Drain, Giga Impact, Gunk Shot, Haze, Hyper Beam, Metal Claw, Payback, Protect, Psychic, Rain Dance, Recycle, Rest, Rock Blast, Rock Polish, Rollout, Round, Sand Attack, Screech, Seed Bomb, Self-Destruct, Sludge, Sludge Bomb, Sludge Wave, Smack Down, Snore, Solar Beam, Spikes, Spite, Stockpile, Stomping Tantrum, Substitute, Sunny Day, Swagger, Swallow, Take Down, Thief, Thunderbolt, Toxic, Toxic Spikes, Venom Drench, Venoshock
Flavor: It's a trash-compacting robot that took on a life of its own, and now consumes everything in its path to satisfy its never-ending hunger, which it converts into electricity to power itself. Despite this, it will keep material that it determines to be viable instead of consuming it, and will defend its stash by any means necessary.
Description: It's a simple tank that uses Hoarding to build up its defensive profile over time. While its initial bulk isn't the greatest, that isn't much of an issue with its relatively solid defensive typing giving it a bevy of meaningful resists to take advantage of, letting it absorb hits easily and giving it time to accumulate Stockpile boosts with Hoarding. Beyond that, it offers a bevy of utility with all three hazards in tow, Knock Off (or Corrosive Gas) for item disruption, Toxic for additional chip damage, and other options such as Gastro Acid for ability suppression or Thunder Wave for speed control. It even has Swallow for additional synergy with Hoarding, though bear in mind that its decent speed tier for a defensive pokemon can actually be a bit of a downside, since it also lowers your own guard (giving opponents an easy opening to KO it and rendering its recovery null).

:sv/charjabug: :sv/electivire:
Name: Brawlttery [Brawl + Battery]
Type: Electric/Fighting
Abilities: Reckless / Motor Drive
Stats: 75 / 120 / 105 / 105 / 75 / 90 (570 BST)
Notable Moves: Overexert, Supercell Slam, Axe Kick, Flare Blitz, Knock Off, Thunderbolt, Flamethrower, Overheat, Volt Switch, Body Press, Aura Sphere, Focus Blast, Superpower, Mach Punch, Bullet Punch
Everything Else: Acrobatics, Aerial Ace, Agility, Ally Switch, Arm Thrust, Assurance, Baton Pass, Beat Up, Blaze Kick, Block, Body Slam, Brick Break, Brutal Swing, Bulldoze, Charge, Charge Beam, Circle Throw, Coaching, Counter, Cross Chop, Dark Pulse, Detect, Discharge, Double-Edge, Drain Punch, Dynamic Punch, Eerie Impulse, Electric Terrain, Electro Ball, Encore, Facade, Fake Out, Feint, Fire Punch, Flame Charge, Flash Cannon, Focus Energy, Focus Punch, Force Palm, Fury Attack, Giga Impact, Guard Split, Guard Swap, Hammer Arm, Hard Press, Headbutt, Heat Crash, Heavy Slam, Helping Hand, Imprison, Iron Head, Lash Out, Leer, Magnet Rise, Magnetic Flux, Mega Kick, Mega Punch, Metal Claw, Metronome, Payback, Poison Jab, Power Gem, Protect, Quick Attack, Quick Guard, Rain Dance, Recover, Retaliate, Reversal, Rising Voltage, Rock Smash, Safeguard, Seismic Toss, Shock Wave, Slam, Smart Strike, Spark, Substitute, Sucker Punch, Tackle, Take Down, Taunt, Tera Blast, Throat Chop, Thunder, Thunder Punch, Thunder Shock, Thunder Wave, Torment, Trailblaze, Triple Kick, Upper Hand, Vacuum Wave, Wild Charge, Work Up
Flavor: It's a metallic, humanoid figure with batteries on its lower arms and legs. While normally not particularly aggressive, in combat scenarios, it mixes electricity with martial arts knowledge to make itself a terrifying fighter that goes all in and will stop at nothing until it is either defeated or takes down the opponent. However, this approach to fighting often leaves it drained and extremely tired, and it needs frequent breaks and charging as a result.
Description: Brawlttery aims to function as a powerful setup sweeper with Overexert. Reckless boosts its main STABs in Supercell Slam and Axe Kick, and also makes Flare Blitz a workable option for coverage as well. Beyond that, its defense and special attack aren't too bad and lets it play around Overexert in case it has to with Body Press or its decent special movepool.
 
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Name: Dudunsparce-Two-Segment (WIP)
Typing: Normal
Abilities: Hoarding
Stats: 125/100/75/85/75/55
Movepool: Boomburst, Teleport, Protect, Spit Up, Stockpile, Swallow,
Justification: Hoarding is a particularly strong ability on a defensive Pokemon, so let’s make this Pokemon rather poor consistently defensively to let it abuse the ability to make the most out of its bulk. A rather bland defensive typing makes it required to use the most out of its additional boosts. This mon additionally lacks recovery which allows it to be chipped at points. Having the best form of pivoting additionally helps it be less passive.
 
:sv/dragonair::sv/drifblim::sv/drampa:
Name: Flonong (Lóng (Chinese Dragon) + Flow)
Type: Dragon/Fighting
Abilities: Inner Focus / Wind Rider // Friend Guard
Stats: 96/53/85/96/105/106 (BST: 541)
Weight: 20.5 kg
Incomplete Movepool: Ferocious Roar, Draco Meteor, Dragon Pulse, Aura Sphere, Focus Blast, Rapid Spin, Air Slash, Hurricane, Defog, Thunder, Thunderbolt, Thunder Wave, Roost, Dragon Claw, Superpower, Brick Break, Draining Kiss, Dazzling Gleam, Hydro Pump, Surf, Waterfall
Flavor: Flonong is a Chinese Dragon who is the guardian of the seven dragon balls is an expect fighter and guardian of the sky. Flonong uses its combat powers for good, keeping peace to those it cares for.
Description: Fast specially defensive tank with solid utility and offensive options.

:sv/greedent::sv/sentret::sv/snorlax-gmax:
Name: Stokmunk (Stockpile + Chipmunk)
Type: Normal/Grass
Abilities: Run Away / Cheek Pouch // Hoarding
Stats: 122/49/103/88/86/47 (BST: 495)
Weight: 4.5 kg
Incomplete Movepool: Stockpile, Spit Up, Swallow, Leech Seed, Giga Drain, Energy Ball, Hyper Voice, Toxic Spikes, Body Slam, Double-Edge, Stun Spore, Sleep Powder, Poison Powder, Spore, Body Press, Nasty Plot, Earth Power, Earthquake, Dig, Foul Play, Thief, Knock Off
Flavor: Chubby little chipmunk guy with green fur
Description: 122/103/86 bulk is crazy with Hoarding as well as solid utility, but it has an abysmal typing (hits Spirimint STABs though).

:sv/beartic::sv/scrafty::sv/pangoro:
Name: Instigale (Instigate + Gale)
Type: Fighting/Ice
Abilities: Snow Cloak // Stamina
Stats: 96/109/68/94/82/96 (BST: 545)
Weight: 105.5 kg
Incomplete Movepool: Overexert, Drain Punch, Superpower, Icicle Crash, Ice Spinner, Rock Slide, Stone Edge, Body Press, Ice Beam, Blizzard, Focus Blast, Nasty Plot, Darkest Lariat, Crunch, Ice Fang, Thunder Fang, Ice Punch, Thunder Punch, Meteor Assault, Surf, Hydro Pump
Flavor: A really cool bear.
Description: Instigale sets up a really powerful opening and can blow teams open at +3, but after a few turns, its forced to switch out. It can almost afford to go mixed in some ways due to a solid special stat. Stamina can also help it stick around for a bit and shore up its subpar defense while recovering Hp with STAB Drain Punch.

Acrobatics, Aerial Ace, Air Slash, Aqua Cutter, Aqua Jet, Blizzard, Body Slam, Brave Bird, Brick Break, Bullet Seed, Charm, Counter, Cross Chop, Defense Curl, Defog, Detect, Dive, Double Kick, Double Slap, Double Team, Drill Peck, Dual Wingbeat, Echoed Voice, Endeavor, Endure, Facade, Fake Out, Fake Tears, Flail, Giga Impact, Headbutt, Helping Hand, Hurricane, Hydro Pump, Hyper Beam, Ice Beam, Ice Punch, Icicle Spear, Iron Head, Jump Kick, Liquidation, Low Kick, Metronome, Muddy Water, Peck, Play Nice, Protect, Rain Dance, Rapid Spin, Recycle, Rest, Rock Slide, Roost, Round, Seismic Toss, Sing, Sky Attack, Sleep Talk, Snore, Snowscape, Spikes, Splash, Strength, Submission, Substitute, Superpower, Surf, Tailwind, Tera Blast, Water Pulse, Waterfall, Wave Crash, Weather Ball, Whirlpool, Wood Hammer
 
apparently i somehow missed a perfectly good fakemon mod this whole time. oops!

Name: Dopptile
Typing:
Normal.png
Dragon.png

Abilities: Soundproof / Infiltrator / Filter
Stats: 75 / 55 / 70 / 95 / 70 / 120 (485)
Movepool: Ferocious Roar, Clanging Scales, Dragon Pulse, Encore, Hyper Voice, Overdrive, Rapid Spin, Spikes, Taunt, Thunder Wave, Volt Switch (+ Universal TMs)
Baton Pass, Breaking Swipe, Confide, Copycat, Counter, Dig, Double-Edge, Dragon Breath, Dragon Cheer, Echoed Voice, Eerie Impulse, Entrainment, Fire Fang, Flail, Growl, Howl, Incinerate, Iron Tail, Light Screen, Metal Sound, Mimic, Mirror Coat, Mud-Slap, Outrage, Psychic Noise, Quick Attack, Rain Dance, Reflect, Reversal, Roar, Role Play, Round, Screech, Shock Wave, Skill Swap, Snarl, Stomping Tantrum, Sunny Day, Supersonic, Tackle, Thunder Fang, Uproar
Weight: 40kg
Role: Utility mon that supplements its underwhelming bulk with both Filter and a fast Ferocious Roar.

Name: Coalblin
Typing:
Fire.png
Fairy.png

Abilities: Pickpocket / Hoarding
Stats: 90 / 70 / 75 / 105 / 75 / 75 (490)
Movepool: Earth Power, Mystical Fire, Flamethrower, Knock Off, Moonblast, Stealth Rock, Swallow, Will-O-Wisp (+ Universal TMs)
Agility, Amnesia, Assurance, Brutal Swing, Covet, Dark Pulse, Ember, Fake Tears, False Surrender, Feint, Fire Blast, Fire Punch, Fire Spin, Flail, Flame Charge, Flame Wheel, Growl, Helping Hand, Hyper Voice, Incinerate, Inferno, Light Screen, Mega Punch, Minimize, Misty Terrain, Play Rough, Pound, Rock Slide, Rock Tomb, Scary Face, Spirit Break, Spit Up, Stockpile, Stone Edge, Sunny Day, Switcheroo, Tar Shot, Taunt, Temper Flare, Thief, Torment, Uproar, Work Up
Weight: 60kg
Role: Decently bulky-ish mon with Swallow for healing with Hoarding (at the cost of its ability to HAVE that bulk). also it gets spit up. lol
 
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Name: Drifbrisk
Type: Ghost/Flying
Abilities: Aftermath / Unburden / Hoarding
Stats: 150/100/44/40/54/110
Pre-Evolution: Drifloon
Movepool: Drifloon's movepool (note that Drifloon does NOT learn Strength Sap, only Blim does) + Brave Bird + Poltergeist + U-Turn. Notable moves from Drifloon: Protect, Will-O-Wisp, Defog, Thunder Wave, Defog, Temper Flare, Curse, Disable
Weight: 15kg
Height: 1.0m
Justification: Drifbrisk Pokemon that can switch in on one of its three useful immunities (or another one of its resistances), and be annoying afterwards, with one of the status moves it learns (or Defog), or the newly acquired physical STAB moves. However, it relies on Hoarding to patch its mediocre defenses, while it relies on Swallow (or Pain Split with massive HP...) for recovery, leaving it vulnerable if it ever tries to heal HP! Furthermore, it is purposefully weak to Stealth Rocks, some common attacking types, and all types of status, so you can handle it even if it gets out of hand with Hoarding. It also does not get physical set up (and good luck boosting that Special Attack with Calm Mind). I tried hard to make it use Hoarding in an interesting way, without having it be too annoying to deal with. Finally, if it could viably use Curse + Swallow (for example as an opponent switches) that'd be funny.
 
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No vetoes!

You can vote for any amount of submissions in any order, but the first place vote will count as 2 votes instead. You cant selfvote first place. Anything else is alright. dont vote for the same sub twice

Voting is open for 24 hours (or whenever we close it after)!
 
OVEREXERT:
War Incarnate's Brawlttery
Cyaneedle's Zarude-Crazian (SV)
Ubertrainer2000's Wigglytuff-Galarian

FEROCIOUS ROAR:

PalpitoadChamp's Flonong
Cyaneedle's Goomy (SV)
ErrorMon's Glowking

HOARDING
(which is still lame i'll never give up this point I am a professional Hoarding Hater):
DenebStargazer's Coalblin
Cyaneedle's Gholdengo (SV)
Snaquaza's Drifbrisk
 
Ferocious Roar
  • Cyaneedle's Goomy
  • PalpitoadChamp's Flonong (sv)
  • Ubertrainer2000's Merkerel
  • DenebStargazer's Dopptile

Hoarding
  • Snaquaza's Drifbrisk
  • PalpitoadChamp's Stokmunk
  • DenebStargazer's Coalblin
  • Orangesodapop's Dudunsparce-Two-Segment
  • ErrorMon's Belieaver

Overexert
  • War Incarnate's Brawlttery
  • PalpitoadChamp's Instigale (sv)
  • ErrorMon's Minkaton
 
Overexert
War Incarnate's Brawlttery
PalpitoadChamp's Instigale

Ferocious Roar
PalpitoadChamp's Flonong
DenebStargazer's Dopptile (sv)

Hoarding
War Incarnate's Chargapactor
DenebStargazer's Coalblin (sv)
Ubertrainer2000's Tomageddon
 
Winners
:sv/charjabug: :sv/electivire:
Name: Brawlttery [Brawl + Battery]
Type: Electric/Fighting
Abilities: Reckless / Motor Drive
Stats: 75 / 120 / 105 / 105 / 75 / 90 (570 BST)
Notable Moves: Overexert, Supercell Slam, Axe Kick, Flare Blitz, Knock Off, Thunderbolt, Flamethrower, Overheat, Volt Switch, Body Press, Aura Sphere, Focus Blast, Superpower, Mach Punch, Bullet Punch
Everything Else: Acrobatics, Aerial Ace, Agility, Ally Switch, Arm Thrust, Assurance, Baton Pass, Beat Up, Blaze Kick, Block, Body Slam, Brick Break, Brutal Swing, Bulldoze, Charge, Charge Beam, Circle Throw, Coaching, Counter, Cross Chop, Dark Pulse, Detect, Discharge, Double-Edge, Drain Punch, Dynamic Punch, Eerie Impulse, Electric Terrain, Electro Ball, Encore, Facade, Fake Out, Feint, Fire Punch, Flame Charge, Flash Cannon, Focus Energy, Focus Punch, Force Palm, Fury Attack, Giga Impact, Guard Split, Guard Swap, Hammer Arm, Hard Press, Headbutt, Heat Crash, Heavy Slam, Helping Hand, Imprison, Iron Head, Lash Out, Leer, Magnet Rise, Magnetic Flux, Mega Kick, Mega Punch, Metal Claw, Metronome, Payback, Poison Jab, Power Gem, Protect, Quick Attack, Quick Guard, Rain Dance, Recover, Retaliate, Reversal, Rising Voltage, Rock Smash, Safeguard, Seismic Toss, Shock Wave, Slam, Smart Strike, Spark, Substitute, Sucker Punch, Tackle, Take Down, Taunt, Tera Blast, Throat Chop, Thunder, Thunder Punch, Thunder Shock, Thunder Wave, Torment, Trailblaze, Triple Kick, Upper Hand, Vacuum Wave, Wild Charge, Work Up
Flavor: It's a metallic, humanoid figure with batteries on its lower arms and legs. While normally not particularly aggressive, in combat scenarios, it mixes electricity with martial arts knowledge to make itself a terrifying fighter that goes all in and will stop at nothing until it is either defeated or takes down the opponent. However, this approach to fighting often leaves it drained and extremely tired, and it needs frequent breaks and charging as a result.
Description: Brawlttery aims to function as a powerful setup sweeper with Overexert. Reckless boosts its main STABs in Supercell Slam and Axe Kick, and also makes Flare Blitz a workable option for coverage as well. Beyond that, its defense and special attack aren't too bad and lets it play around Overexert in case it has to with Body Press or its decent special movepool.
Name: Coalblin
Typing:
Fire.png
Fairy.png

Abilities: Pickpocket / Hoarding
Stats: 90 / 70 / 75 / 105 / 75 / 75 (490)
Movepool: Earth Power, Mystical Fire, Flamethrower, Knock Off, Moonblast, Stealth Rock, Swallow, Will-O-Wisp (+ Universal TMs)
Agility, Amnesia, Assurance, Brutal Swing, Covet, Dark Pulse, Ember, Fake Tears, False Surrender, Feint, Fire Blast, Fire Punch, Fire Spin, Flail, Flame Charge, Flame Wheel, Growl, Helping Hand, Hyper Voice, Incinerate, Inferno, Light Screen, Mega Punch, Minimize, Misty Terrain, Play Rough, Pound, Rock Slide, Rock Tomb, Scary Face, Spirit Break, Spit Up, Stockpile, Stone Edge, Sunny Day, Switcheroo, Tar Shot, Taunt, Temper Flare, Thief, Torment, Uproar, Work Up
Weight: 60kg
Role: Decently bulky-ish mon with Swallow for healing with Hoarding (at the cost of its ability to HAVE that bulk). also it gets spit up. lol
FEROCIOUS ROAR SUB:
:sv/Goomy:
Name: Goomy (not Eviolite-Compatible
Typing: Dragon / Water
Abilities: Wonder Skin / Gooey (Poison Heal)
Stats: 95/70/80/100/120/50 (515 BST)
Movepool:
Acid Armor, Body Slam, Chilling Water, Curse, Draco Meteor, Dragon Pulse, Facade, Frustration, Hidden Power, Iron Tail, Outrage, Protect, Rest, Return, Rock Slide, Sleep Talk, Sludge Bomb, Sludge Wave, Subsitute, Tera Blast, Thunderbolt, Toxic, Absorb, Attract, Bide, Bubble, Charm, Confide, Counter, Dragon Breath, Endure, Flail, Infestation, Life Dew, Muddy Water, Mud Shot, Poison Tail, Rain Dance, Round, Secret Power, Shock Wave, Skitter Smack, Snore, Sunny Day, Swagger, Tackle, Take Down, Water Gun, Water Pulse.
+ Aqua Cutter, Aqua Tail, Flip Turn, Hydro Pump, Surf, Triple Dive, Waterfall, Aqua Jet, Aqua Ring, Brine, Bubble Beam, Chilling Water, Soak, Whirlpool, Bouncy Bubble, Scale Shot, Twister, Ferocious Roar, Blizzard, Body Press, Stockpile, Spit Up, Swallow, Knock Off, Recover, Weather Ball, Superpower, Thunder, Ice Beam, Blizzard, Icy Wind, Clear Smog, Power Whip, Laser Focus, Feint, Breaking Swipe, Bide, Acid Spray, Dragon Tail, Poison Gas, Belch, Gastro Acid, Purify, Venom Drench, Psycho Shift, Calm Mind, Wish.
Weight: 2.8 KG
Reasoning: i'm a bit soured by my loss (I agree with woo on the fact that hoarding is lame) so I am going to submit Goomy to Two Step Mons. comedic relief but also like a halfway serious sub. Poison Heal is incredibly funny and provides Goomy with another way to recover off damage. Goomy's physical defense stat isn't its best though, so it uses Ferocious Roar to increase that defensive profile.
But for the most part, Ferocious Roar is really just a 2-turn phazing move. So Goomy's able to wishpass with the move.. and also wish.

Also, we only have 1 special wall. that special wall is a grass type. so Goomy fills its roll as a more direct wall, while Spirimint does Mismagius stuff.
give me some time to post New slate gotta Ponder a little
 
Slate 5

A two turn move
- i.e. a move to use with Power Herb
A move that becomes more powerful if the user has previously used another specific (non-custom) move
- i.e. how Rollout increases in power after using Defense Curl. You'll choose which move it is as part of your sub.
An ability that takes 2 turns to activate
- i.e. Slow Start but 2 turns instead of 5. Whatever it does, it does on turn 2 of the Pokemon being on the field. You can specify if that counts the turn it switches in or not.
 
Name: Negative Polarity
Type: Electric
Category: Physical
BP: 140
Acc: 100
PP: 5 (8)
Effect: Lowers all active Pokemon's Def by 1 on turn 1. Attacks on turn 2. Afterwards, removes the Def drop.
Description: Leaves the user vulnerable (except the first Power Herb use), but fires off a +1 140 BP move for devastating effect.

Name: Quicksand
Type: Ground
Category: Special
BP: 40
Acc: 100
PP: 20 (32)
Effect: Has +1 priority. If the user used Coil since it switched in, has 2x power.
Description: A priority move that incentivizes a mixed Coil set. Likely the user is slower with inaccurate physical moves.

Name: Addle
Effect: On the start of the second turn this Pokemon was in battle, disables the opposing Pokemon's held item and ability until this Pokemon switches out.
Description: Disabling the opponent's item and ability is incredible helpful, especially in a format with so many potent custom abilities/items. This ability is basically Neutralizing Gas, but it doesn't take affect immediately in exchange for also disabling held items.
 
Two-Turn Move
Name:
Cogitation
Type: Psychic
Category: Physical
BP: 90
PP: 5 (8)
Effect: Takes a turn to charge. +1 Priority (both turns). If the user is hit by a physical move after charging the move, but before hitting the move, the move is used immediately after.
Description: This could be a pretty cool move that is pretty bad if you don't predict right (as you lose a turn and the next turn will be very orchestrated). However, you can use it to punish U-turn pretty badly, as well as get a one-time strong priority move if you run Power Herb!

More Powerful Move
Name:
Supercharge
Type: Electric
Category: Special
BP: 70
Acc: 100
PP: 5 (8)
Effect: Doubles in power if the user has used Charge since switching in.
Description: Charge is a rarely used move, but this move becomes extremely potent after a Charge, as its power is practically quatrupled the first time after using Charge, and doubled any time after! Of course, you're able to block it with Ground-types, who can take the Charge effect and punish the user, as Charge won't boost any of its other moves, but it should lead to an interesting Pokemon I think.

Two-Turn Ability
Name:
Deadlock
Effect: After two turns after switching in, this Pokemon and its opponent are both trapped.
Description: This would be a very tricky ability to navigate for both parties, as you gotta make sure you do not get trapped with something you don't want to be trapped with. I think more often than not, this mindgame is the main threat, but of course if it strikes at the right time, it could just eliminate something! However, the opponent has a lot of agency about what Pokemon could get trapped (unless the Pokemon is given phasing, of course...).
 
Two step move
Name: Overpower
Type: Bug
Category
: Physical
BP: 150
PP: 5 (8)
Effect: Clears hazards off the field, then strikes the next turn.
Description: effective offensive move that helps mitigate the lack of boots due to using power herb. Quite usable outside of power herb due to move value basically being 2 75 bp bug moves and defog. This would mainly be useful on a bug type that is already neutral to hazards

Name: Discovery
Type: Normal
Category
: Physical
BP: 85
PP: 20/32
Effect: Power doubles if the previous used move was trailblaze
Description: normal move moment

Ability: Frost Storm
Effect: uses glaciate at the end of the turn after two turns. Once per switchin
Description: intended to be incredibly powerful offensively to clean if you can manage to keep your ice type on the field for more than 2 turns. Probably don’t give this to a mon with a special attack stat
 
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Two-Turn Move:

Name: Shadow Rend
Type: Dark
Category: Physical
BP: 120
Accuracy: 90%
PP: 5 [max 8]
Effect: Executes the turn after it is selected. If the opponent attempts to switch out on the turn this move is selected or would be executed, this move executes immediately. High critical hit ratio.
Flags: Protect, Authentic
Description: Now here's some non-Knock Off Dark STAB for you. This is basically Pursuit but not immediate and also significantly stronger, and is intended to punish one of the main weaknesses of two-turn moves, that being that because their effects aren't immediate you can sponge the hit by switching out (or with Protect, which this move doesn't quite address). Funny enough, even though this is a 2-turn move, you might not want to run Power Herb with this due to its unique effect.

Move that requires another for maximum effect:

Name: Manipulation Wave
Type: Psychic
Category: Special
BP: 75
Accuracy: 100%
PP: 5 [max 8]
Effect: If the user has used Magic Room at least once since they switched in, this move doubles in power.
Flags: Protect, Mirror Move
Description: Since we don't currently have a Magic Room-setting ability, I figured this move could be an interesting way to use Magic Room the move. Without the opponent's item to protect them from this move, you have some very, VERY, powerful Psychic STAB at your disposal with which to blast them with. Sure, you may not have your item to assist you with this, but assuming you don't switch out, when the effect ends, you now have super-boosted Psychic STAB with which to pelt them with.
 
Two turn move:
Name
: Obsidian Edge
Type: Rock
Category: Physical
Base Power: 70
PP: 10 (max 16)
Accuracy: 100%
Effect: Raises the user's critical hit ratio by 2 (Focus Energy effect) on the first turn, then attacks on the second. High critical hit ratio.
Flags: Slicing, Contact.
Justification: Critical hit builds are neat but they suffer from the methods of boosting critical hit ratio needing a whole turn to activate. By paralleling Meteor Beam, this allows guaranteed crit builds (in theory) to become possible with high-crit rate moves.

Ability that takes 2 turns to activate:
Name
: Shields Up
Effect: After 2 turns on the field, the user's Defense and Sp. Def are boosted by 2 stages, and its Attack and Sp. Atk are lowered by 2 stages. (or like. the base stats swap?? i'm not sure if we're allowed form changing abilities a la Minior)
Description: Enables a mon that makes a huge (possibly literal) first impression on the field, and then shift to playing a significantly more defensive/utility game. Harder to use on stall teams because theoretically a mon is more susceptible to damage for the first two turns. Could also be interesting with Protect clones of some kind.
 
:stoutland:
Name: Pack Attack
Type: Fighting
Category: Physical
BP: 70
PP: 10/16
Accuracy: 100%
Effect: If the move Howl was used by the user last turn, applies the Bind effect to the target.
Flags: Contact, biting
Justification: Howl is basically useless and partial trapping is cool! Allows for picking off more vulnerable targets, or getting an extra little bit of damage on whatever switches in, along with the Howl damage boost, making it a powerful physical move. The flavor justification is that the howl calls in a bunch of your canid of choice to attack the target along with you.
:mightyena:
 
TWO TURN MOVE:
Name: Rocket Jump
Category: Physical
Type: Fire
Base Power: 130
PP: 16
Accuracy: 100%
Effects: Flies up on first turn, then strikes the next turn. (like Fly). 20% chance to Burn.
Tags: Contact, Protect, Mirror
Reasoning: 600x600bf-60.jpg
(Actual Reasoning: I think Fly and Dig could actually be pretty good with higher base powers, as they're quite a good way to accumulate healing over-time and damaging over time without being at risk of being interrupted by most moves. The high BP solves the problem of it not being that flashy effects-wise and the later execution of the move.)
Flavor: The user blasts itself into the sky with fire, and then lands the next turn on the opponent. 20% chance to Burn.

ROLLOUT + DEFENSE CURL MOVE:
Name: Downy Gale
Category: Special
Type: Flying
Base Power: 65
PP: 16
Accuracy: 100%
Effects: Power is doubled if the user has used Feather Dance before this move.
Tags: Protect, Mirror, Wind.
Reasoning: Flying is a type we have a deficit in, so a flying move would add one. Also i'd assume the feathers used in Feather Dance don't just go away and are just laid on the battlefield, so why not use them as your attack?
Flavor: The user whips up a massive tornado of its own shed feathers. This move does more damage after the user used Feather Dance
 
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Two-Turn Move
Name: Cold Front
Type: Ice
Category: Physical
Power: 120
Accuracy: 100%
PP: 10
Effect: On the first turn, the user greatly lowers its internal body temperature and the temperature of the surrounding air, decreasing its Defense and Special Defense. On the second turn, the user attacks with its frigid body and a rushing wave of frigid air, dealing damage to the target and ignoring the target's Reflect, Light Screen, Aurora Veil, or Substitute. This move is executed immediately in Snow or Hail.
Description: Strong, contact Ice-type move, that is executed immediately in Snow/Hail. The user becomes easier to revenge the more it is used, and is extremely vulnerable if used outside of Snow/Hail. There are also no ice-types in the format right now.

Combo Move
Name: Agricrusher
Type: Grass
Category: Physical
Power: 70
Accuracy: 100%
PP: 15
Effect: The user absorbs nutrients from the soil and attacks the target, if used successfully, the Grass-type is added to the user until it switches out. If the user or its teammate has used Rototiller, the user recovers 1/3 of its max HP, when used successfully.
Description: This move is designed as sustain for a bulky physical sweeper. It forms a pair with Rototiller, where Agricrusher makes the user Grass-type if it is not already, Rototiller boosts its Attack and Special Attack, and in turn Agricrusher will allow the user to recover HP. When not used with Rototiller, it is less effective than most other Grass-type attacks.

Two-Turn Ability
Name: Jet Stream
Effect: After the user has remained on the field for two turns, a Tailwind will blow for its team for 4 turns. If the user's team has a Tailwind already, it will peter out. This can be set multiple times per entry, and does not count the turn that the user is switched in.
Description: Auto-set Tailwind that requires the user to remain on the field 2 turns. If the user would like to make use of the Tailwind, it only gets it for 2 turns but it can give it to its teammates for the full duration.
 
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Chipping in, stealing Snaquaza's based format

Just saying guys, we have a million two turn moves, only two are actually viable. PLEASE look into why those moves succeed where the VAST majority of the rest fail.

Two-Turn Move
Name:
En Garde
Type: Psychic
Category:
Physical
BP: 140
PP: 5 (8)
Effect: Takes a turn to charge. On the first turn raises the Defense and Special Defense of the user, executes hit on the second turn. Move is executed at the end of 1 turn if user is not hit by a damage dealing move when charging.
Description: I wanted to try the challenge of making a Psychic move that is just great. En Garde is a charge move that punishes passive play and slow foes, meaning that depending on how you balance initial speed / the ability to boost speed stats this move can be potentially very potent.

More Powerful Move
Name:
Advection
Type: Ice
Category:
Special
BP: 80
Accuracy: 90%
PP: 10 (16)
Effect: Lowers users Defense, Special Defense and Speed by 1 stage after use. Gains +1 priority if used after the move Mist until it switches out.
Description: Someone said no Ice types are around, so I wanted to challenge that notion here, and what I have gone with, is a new signature move that plays into the strength of the "bulky" Ice type, by creating a move that really makes it worth setting up. Mist not only triggers the priority of Advection, but prevents your stats from dropping as long as it's present, making it a pretty useful move.
 
Two Turn Move
Name: Damned Deal
Type: Fairy
Category: Status
Power: --
Accuracy: --
PP: 5 (8)
Effect: On the turn Damned Deal is selected, the message "(The wild/The opposing/<Trainer>'s) <Pokémon> made a deal with forces beyond its understanding!!!!" is displayed to all players, and the user inflicts a curse. On the following turn, Damned Deal will act differently depending on whether there are currently any fainted Pokémon in the party, PP will be deducted from it, and it will count as the last move used:
Once Damned Deal is selected, the user won't be able to switch out until it is disrupted or fully executed. Sleep, freezing, infatuation, binding, and flinching will pause but not disrupt the duration of Damned Deal. If a Power Herb is held by the user, Damned Deal can be executed in one turn. The user will charge and inflict a curse, consume the Power Herb, then execute the final stage of the move in the same turn. If the user falls for Taunt while charging, it will still inflict a curse, but the move will fail on the next turn. Similarly to Me First, the Assault Vest does not prevent a Pokémon from selecting Damned Deal.
Flags: Snatch, Mirror
Description: With great power comes great responsibility indeed... so please read the terms and conditions before making any deals that involve a life :D
Flavour: The user chooses to lose some HP every turn in return for ridding a disadvantage. This move has different effects depending on whether the user has any fainted allies.

A move that becomes more powerful if the user has previously used another specific (non-custom) move
Name: Uproot
Power: 85
Type: Grass
Category: Physical
Accuracy: 90
PP: 16
Effect: If the user moves after the target, it will switch out the target to the next Pokémon in line that has not fainted (if there is one). If using this move causes the user to faint (such as if the target is holding a Rocky Helmet or has the Ability Rough Skin or Iron Barbs), the target will not be forced to switch. Uproot will fail to switch out the opposing Trainer's Pokémon if the target has the Ability Suction Cups, is under the effects of Ingrain, or has Substitute set up. Uproot's base power will be boosted by 50% in addition if the user had previously used or is under the effects of Ingrain.
Flags: Contact

Two Turn Ability
Name: Precognition
Effect: At the end of the turn, two turns after the user has remained in the battle, the current opponent will be hit by a Future Sight that bypasses accuracy checks to always hit, even during the semi-invulnerable turn of a move such as Dig or Fly. This effect occurs once per switch-in.
Description: Auto-set gen 1 Future Sight.
 
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