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Welcome to Smogon! Take a moment to read the Introduction to Smogon for a run-down on everything Smogon, and make sure you take some time to read the global rules.
Welcome to Six by Six! In this PetMod, we will create a metagame with only six species of Pokémon available. However, each of these six Pokémon will have multiple forms. Essentially, you'll have to pick one form from each of these Pokémon to build your team!
This Pet Mod will be based on Gen 9 Rules and Regulations, with Terastal banned.
Submission Rules and Mechanics
This mod's submissions are split in two parts. Slate 0 will see users submitting the six Pokémon that will be used as a base for the mod, whereas slates 1-5 will give new forms to those Pokémon. As such, Slate 0 and the remaining slates will have slightly different submission rules. Pokémon forms created in this mod don't necessarily need to follow flavourful sense - if you want to give Brave Bird to Rillaboom or make a Fire-type Abomasnow, so be it. The mod's primary focus is on competitive viability.
During Slate 0, people will submit 6 Pokémon as blank slates. This means they will be completely dettached from their vanilla counterparts - Their stats, typing, ability and movepool can be completely different from vanilla. This also means that the Pokémon will only get the moves listed in the submission, so be sure to list its entire movepool.
Your submission has to have 6 Pokémon, as the winners of this slate are to be added as a group. These 6 Pokémon will serve as the basis for what the entire rest of the mod will branch off of, so people should be very mindful of what they give to their Pokémon! Make sure your submissions are balanced in relation to one another!
A template for Slate 0 submissions can be found below
Pokémon: Pokemon-Base Form Name (Be sure to give a form name to your Pokémon!) Type:
:sv/:
[B]Pokémon[/B]: Pokemon-Base Form Name
[B]Type[/B]: [IMG]https://play.pokemonshowdown.com/sprites/types/Type.png[/IMG][IMG]https://play.pokemonshowdown.com/sprites/types/Type.png[/IMG]
[B]Base Stats[/B]: 0 / 0 / 0 / 0 / 0 / 0 [0 BST]
[B]Abilities[/B]: Ability / Ability2 // Ability3
[IMG]https://play.pokemonshowdown.com/sprites/categories/Physical.png[/IMG] Relevant Moves | Usually Useless Moves
[IMG]https://play.pokemonshowdown.com/sprites/categories/Special.png[/IMG] Relevant Moves | Usually Useless Moves
[IMG]https://play.pokemonshowdown.com/sprites/categories/Status.png[/IMG] Relevant Moves | Usually Useless Moves
[B]Intended General Role[/B]:
For Slates 1-5, all submissions will be based around the Slate 0 Pokémon. These will be submitted individually rather than as a set. Every slate, one new form will be added for each Pokémon. You'll start with the forms that were created during the first phase, and for each form, you'll be able to do one Large, one Medium and one Small change to Abilities, Types and Stats. The following are the "costs" of each of them:
TYPES Small - Loses a type and becomes monotype or Typing remains unchanged Medium - One type may be changed Large - Both types are changed
STATS Small - Changes only up to 10 points per stat or Stats stay unchanged Medium - Changes up to 20 points per stat Large - Changes up to 40 points per stat
ABILITIES Small - May change up to 2 abilities, but has to keep a similar effect to the original* Medium - May change up to 2 abilities. One ability may be replaced freely, the other one with a similar effect to the original Large - May replace or remove abilities freely
*For an example, Moxie may be replaced by an ability that raises Attack or an ability that activates upon KOing an opponent. Lightning Rod may be replaced with an ability that raises Special Attack or an ability that gives Electric immunity.
As for Moves, for every one Relevant Move you add, you must remove two. If the form's typing is changed, you may remove one Relevant Move of the type it lost and add one of the type it has gained.
The BST of a Pokémon must be the same across all of its forms.
Form-Changing abilities are banned as they somewhat defeat the premisse of this mod and would allow people to bypass the "one new form per slate" rule.
A template for Slate 1-5 submissions can be found below
Pokémon: Pokemon-New Form Name (Be sure to give a form name to your Pokémon!) Type:
We may now begin Slate 0! Remember, the following is what you have to do for this slate:
Submit a total of 6 Pokémon. These must all have around the same power level compared to eachother.
These will all be existing Pokémon species, but they will be entirely reset for the mod. Please specify whether or not your Pokémon is eviolite-compatible if you are using a NFE.
This means you'll need to assign Base Stats, Types, Moves and Abilities to the Pokémon you submit. (Please note that form-changing abilities are banned.)
No customs.
Remember that these six Pokémon will be the foundation for the whole mod. I suggest taking a look at how the future submission rules work, so you can plan your Pokémon around the idea of them being the base form for future submissions.
Remember to give each of your Pokémon a form name! You can base these on real form names, like Ninetales-Alola and Darmanitan-Standard, or they can just be brand new like Meloetta-Punk or whatever else your mind may conjure
Submissions will be open until August 16. You may now post!
Going into this, my plan was to make the six as flexible as possible for future submissions while using the base forms of existing Pokemon. My proposal introduces 12 unique and useful types, making it easy to find a starting point. I also picked Pokemon that can fill a variety of roles and provide strong options (within reason) for future forms. They received some reworks, but they're still pretty close to their original concepts. As a bonus, none of them have existing regional forms and they all come from different generations.
The most notable moves for these forms are highlighted, but there are many options that could become stronger as a result of later slates.
Intended General Role: Frail physical pivot, wallbreaker, or SD/Agility sweeper. Special or mixed sets are weaker, but possible.
Alternate forms could take Hoenn's Fire starter in a different direction like the Hisuian starters, or attach its Fighting traits to a different type. Its design doesn't lean too heavily into either type, and its movepool+stats create a ton of possibilities without major changes.
Intended General Role: Defensive utility or special wallbreaker.
Alternate forms can easily be inspired by different masquerade outfits that correspond to different types or abilities. All of the current Grass-types with regional forms keep their Grass typing, but I believe a similar approach to Electrode and Hisuian Electrode could be taken, where only one form's body is plant-like.
Intended General Role: Offensive pivot, Meteor Beam breaker/sweeper, or fast utility.
Alternate forms can pursue Starmie's array of support moves and valuable Water type to create stronger defensive pieces, or focus on its great offensive options. It could even pivot to physical attacks to make use of Flip Turn. Design-wise, Water subs can keep it as a starfish and Psychic subs can focus on the gem and outer space aspects. It's one of the last Kanto Pokemon with no new forms or evolutions, but it has a lot of potential.
Encore, Iron Defense, Light Screen, Protect, Reflect, Rest, Sleep Talk, Stealth Rock, Substitute, Swords Dance, Thunder Wave, Toxic |
Baby-Doll Eyes, Endure, Fake Tears, Metal Sound, Metronome, Quash, Skill Swap
Intended General Role: Defensive utility or Swords Dance wallbreaker.
Alternate forms can change Tinkaton itself and/or the hammer's material. Both of its types are valuable, so submitters don't have to worry too much about removing Fairy or Steel from a slot. Gigaton Hammer could be replaced with different signature moves for other forms to make Attack buffs more balanced. Consider a Crabhammer form.
Intended General Role: Defensive pivot/wall or Nasty Plot wallbreaker/sweeper.
Alternate forms could experiment with using bones from different Pokemon, or even a non-bone armor material. Like Grass, it's difficult to take Flying away from anything without clashing with the design. That being said, Mandibuzz already looks quite bulky, so grounding it wouldn't look strange, and heavy bones would provide a reason to do so. One of the forms that keep it airborne could be inspired by its counterpart, Braviary's, regional form.
Intended General Role: Coil setup, banded wallbreaker/revenge killer, or defensive utility.
Alternate forms can go in many directions, including a rework of the existing Zygarde forms. I originally didn't want to use any Legendaries, but Zygarde fits the mod too well- it's made up of hexagons, comes from the 6th generation, and already has several forms. Its status monitoring the planet also ties it to the regional variants this mod will likely be seeing. It'd be cool to use it as a mascot (assuming there aren't Vulpix subs). The existing forms don't have new types or abilities, but I don't see why that couldn't change here. Coil could be removed, or Dragon Dance could be added in the future depending on how its forms and the meta end up looking.
Ice Beam, Blizzard, Hyper Voice, Hex, Hurricane, Air Slash, Surf, Hydro Pump, Thunder, Thunderbolt, Volt Switch | Frost Breath, Ominous Wind, Solar Beam, Dragon Breath, Twister, Icy Wind
Light Screen, Reflect, Will-O-Wisp, Protect, Substitute | Snowscape, Grudge, Curse, Spite, Confuse Ray Intended General Role: Fast mixed Pivot who provides the meta speed control and can spread status and set screens but is held back by lacking any solid ghost coverage on either side. Forms could specialize in different forms of weather like Sun or Sand or specialize into either physical or special sets. Pokémon: Salamence-CrushedDreams Type: Ground/Dragon Base Stats: 95/130/80/105/80/85 [575 BST] Abilities: Intimidate/Moxie
U-Turn, Dragon Claw, High Horsepower, Liquidation, Aqua Tail, Psychic Fangs, Crunch, Iron Head, Double Edge, Zen Headbutt| Dragon Rush, Tackle, Take Down, Dig, Bulldoze, Breaking Swipe
Defog, Dragon Dance, Roost, Wish, Roar, Protect, Substitute, Encore | Feather Dance, Growl, Work Up, Mud Sport, Happy Hour, Dragon Cheer, Mirror Move Intended General Role: Gluemon with intimidate with highly variable role as either a DD sweeper, special attacker, or utility mon. DD Sweeper sets have better snowball potential via higher attack and moxie, but special attacking sets have utility in Intimidate and better coverage to scare your current worst enemy, Pult. Forms could specialize into any of these differing roles.
Swords Dance, Bulk Up, Agility, Automatize, Stealth Rock, Protect, Substitute | Metal Sound, Screech, Magnet Rise, Intended General Role: Wallbreaker/Priority User/SD Sweeper which can clean late game after it's checks are dealt with. Can set rocks but can struggle to fit that on over needed coverage like Ice Punch.
Liquidation, Aqua Tail, Waterfall, Brave Bird, Body Press, Iron Head, Ice Spinner, Extreme Speed, Drill Peck, Fire Punch, Thunder Punch, Ice Punch, Drain Punch| Aerial Ace, Peck, Pluck, Dive
Surf, Scald, Hydro Pump, Hurricane, Air Slash, Aura Sphere, Flamethrower, Ice Beam, Blizzard, Thunderbolt | Hydro Cannon, Brine, Bubble, Bubble Beam, Gust
Stealth Rock, Roost, Iron Defense, Protect, Substitute, Rapid Spin, Toxic | Mirror Move, Leer, Sand Attack Intended General Role: Mixed bulky utility that can set remove and Iron Press, but besides multiscale has only passable bulk.
Knock Off, Play Rough, Drain Punch, Close Combat, Zen Headbutt, Iron Head, Psycho Cut, Night Slash, Foul Play, Nuzzle| Arm Thrust, Triple Kick, Jump Kick, Mega Punch
Spikes, Protect, Substitute, Spiky Shield| Fairy Lock, Wide Guard, Intended General Role: Contact punisher/bulky vest user/knock user/spikes setter. Forms could punish other types of moves, like a magic bounce esque ability, or one for non contact moves.
Dark Pulse, Volt Switch Thunder, Thunderbolt, Discharge, Flamethrower, Fire Blast, Ice Beam, Blizzard/ Snarl, Ember, Icy Wind, Frost Breath, Zap Cannon, Charge Beam
Thunder Wave, Protect, | Charge, Work Up, Spite, Focus Energy, Grudge Intended General Role: Fast frail(ish) pivot with electromorphosis, relatively rigid in role compared to the rest of the metagame but still provides valuable utility. Roles could perhaps make it into a bulkier pivot with regenerator or a more offensive electromorphosis mon.
All pokemon bar one are designed to have at least some levels of flexibility intended to make forms intuitive to craft, and each mon is designed to have a specific positive and negative matchup with another mon of the 6.
Pokémon: Tyranitar-Furnace Type: Rock/Fire Base Stats: 150/81/85/134/90/60 (600) Abilities: Drought / Solid Rock
Fire Fang, Flare Blitz, Stone Edge, Earthquake, Breaking Swipe, Dragon Claw, Diamond Storm, Fire Punch, Flame Charge, Heat Crash, Rock Slide, Rock Tomb, Stone Edge, Body Press,
Lava Plume, Flamethrower, Fire Blast, Power Gem, Ancient Power, Earth Power, Overheat, Magma Storm, Dragon Pulse, Solar Beam, Scorching Sands,
Stealth Rock, Will-o-Wisp, Iron Defense, Substitute, Haze Intended General Role: Special attacker, tank, rock setter
Intended General Role: offensive pivot with intim defensively and strong jaw offensively. future iterations can bring back ground or something like water, or lean into stuff like power trip idk
Intended General Role: flexible slot - can be a status absorber with natcure, offensive with guts (similar to huge power but not locked to 50 atk), or perish trapping with whirlpool. iterations can mutate the rabbit motif to something like diggersby idk
Pokémon: Corviknight-Banneret Type:
Base Stats: 98 / 87 / 105 / 83 / 85 / 72 [530 BST] Abilities: Rock Head / Weak Armor / Mirror Armor Relevant Moves:
Iron Head, Brave Bird, Body Press, Head Smash, Power Trip, U-Turn
Flash Cannon, Hurricane, Heat Wave
Roost, Defog, Bulk Up, Iron Defense, Nasty Plot, Agility, Taunt
Aerial Ace, Agility, Air Cutter, Air Slash, Body Press, Body Slam, Brave Bird, Bulk Up, Curse, Defog, Double-Edge, Doom Desire, Drill Peck, Dual Wingbeat, Endure, Facade, Fake Tears, Flash Cannon, Fly, Fury Attack, Giga Impact, Head Smash, Heat Wave, Heavy Slam, Hone Claws, Hurricane, Hyper Beam, Iron Defense, Iron Head, Leer, Light Screen, Metal Claw, Metal Sound, Nasty Plot, Peck, Pluck, Power Trip, Protect, Rain Dance, Reflect, Rest, Reversal, Rock Smash, Roost, Sand Attack, Scary Face, Screech, Sky Attack, Sleep Talk, Spite, Steel Beam, Steel Wing, Substitute, Sunny Day, Swagger, Swift, Tailwind, Take Down, Taunt, Tera Blast, Thief, U-turn
Intended General Role: main defogger but also has like 5 setup moves so it can prob run something weird with weak armor + power trip or weak armor + plot.
Pokémon: Armarouge-Rebellious Type:
Base Stats: 80 / 60 / 75 / 105 / 85 / 125 [530 BST] Abilities: Flame Body / Volt Absorb / Bulletproof Relevant Moves:
Nasty Plot, Protect, Stealth Rock, Substitute, Swords Dance, Taunt, Thunder Wave | Endure, Iron Defense, Leer, Mean Look, Metal Sound, Quick Guard, Rain Dance, Rest, Sandstorm, Scary Face, Sleep Talk, Spite, Torment
Intended General Role: Without Supreme Overlord forcing it into the role of a late-game setup sweeper, Kingambit is now free to take on other roles. While it's not bad at Swords Dancing and going all-out, it can also use that strong typing of it's for a more defensive purpose. With great defenses across the board, it can function as a serviceable Stealth Rock setter with one of Defiant to punish Defoggers or Intimidate to maximize its physical tankiness. Analytic is also a fun option, that, while not immediately usable, can be a nice power boost that turns Kingambit's low speed into an advantage.
This one doesn't have that much in the way of customizability, but with an expanded (if limited) special movepool, different variants might consider expanding on that front, turning it into a special attacker of sorts. They could also shed the Dark or Steel typings and put in its place another type, giving it different defensive and offensive profiles with which to utilize to its own benefit.
Intended General Role: Decent midrange option, with workable physical bulk and defensive typing to let it tank hits. However, its real draw comes from No Guard giving it sure-hit Hydro Pumps and Focus Blasts - coming off of 110 special attack and with 85 speed, it is a very strong breaker to boot. However, past that, its other coverage is not quite as strong, with only Ice Beam and Grass Knot as notable contenders. In spite of this, though, it has plenty of other options for its fourth slot, such as Flip Turn for pivoting, Knock Off for item disruption, or even Encore/Taunt to mess up more passive mons. Item choices can also vary as well, with Life Orb or Choice Specs for all-out breaking potential, Assault Vest to turn it into a workable pivot, or Choice Scarf to let it serve as an effective revenge killer.
Zen Headbutt, Thunder Punch, Wild Charge, Supercell Slam | Body Slam, Facade, Fire Punch, Fling, Ice Punch, Knock Off, Shadow Sneak, Thief, Triple Axel
Intended General Role: Resident speedster. Can go with Choice Specs to be a genuinely terrifying attacker with a decent spread of coverage moves in Moonblast and Energy Ball (a fast Volt Switch also really helps as well!), or it can dip into its good arsenal of support moves, such as Thunder Wave, Encore, Healing Wish, Taunt, Will-o-Wisp, and so on so forth. Magic Bounce even gives it some utility as a hazard deterrent. However, its bulk is rather mediocre, so it can be a little hard to get it on the field even with Electric/Psychic offering some useful resists. On that note, its typing also is plenty flawed defensively despite its numerous benefits, and its coverage pool, while not horrible, can fall short in some matchups.
Intended General Role: Physically defensive Spikes setter that can also serve as a serviceable Rapid Spinner. Bug/Ground might not be the best defensive typing at first, but with Flash Fire or Filter at hand, it can patch up some of its pitfalls and use its resists to function as a strong defensive centerpiece. It even has reliable recovery in Recover to sustain itself throughout the battle as well. Beyond that, it has plenty of utility such as Toxic to spread chip damage, Knock Off to disrupt the opponent's items, and even Scorching Sands's burn rate can be useful to it as well.
Surprisingly, despite a heavy defensive focus, it has a plenty usable offensive movepool - perhaps future variants could lean into that.
Intended General Role: Specially defensive Defogger that can also (somewhat) function as a spinblocker. Grass/Ghost isn't the greatest defensive typing out there, but that's something that Regenerator is more than capable of making up for. It can keep itself healthy throughout the game with relative ease with that and Roost or Synthesis, and is generally bulky enough to overcome the liabilities that its typing may possess.
Similarly to Golisopod, it has a pretty competent offensive movepool - maybe future variants could lean into that.
Pokémon: Talonflame-Rogue Type:
Base Stats: 85 / 105 / 90 / 80 / 90 / 100 [550 BST] Abilities: Flame Body / Mold Breaker // Gale Wings
Intended General Role: Pretty balanced pokemon that can serve a variety of roles, be it a Defogger, an offensive pivot, or even a Bulk Up sweeper. However, it isn't especially good at any one of these roles - it's not exceptionally bulky even with a good defensive typing and it isn't exceptionally strong either. Its typing also leaves it hardlocked to Heavy Duty Boots and therefore Knock Off poses an extremely outsized threat to it.
Power Whip, Gyro Ball, Iron Head, Knock Off, Body Press, Heavy Slam, Bullet Seed, Rapid Spin, Explosion | Self-Destruct, Hard Press, Steel Roller, Wine Whip, Razor Leaf, Pin Missile, Poison Jab, Body Slam
Giga Drain, Energy Ball, Flash Cannon, Earth Power, Thunderbolt, Thunder, Apple Acid | Acid Spray, Steel Beam, Solar Beam, Shadow Ball
Intended General Role: Yes. Zapdos is so cool and so good. It can serve as an offensive threat, it can serve as a physically defensive wall, it's a defogger, pivot, it has screens, it has status, coverage, I love this mon so much. If you want to have a good tier, you want to have Zapdos. If you're lazy, it also has another form you can copy as well, but I don't fw Gapdos so I'm not subbing it.
Acid Armor, Curse, Disable, Haze, Memento, Pain Split, Protect, Rest, Sleep Talk, Substitute, Taunt, Toxic, Toxic Spikes. | Attract, Block, Confide, Confuse Ray, Endure, Harden, Helping Hand, Imprison, Mean Look, Metronome, Minimize, Poison Gas, Rain Dance, Sandstorm, Scary Face, Stockpile, Sunny Day, Swagger, Swallow, Torment, Venom Drench. Intended General Role: An all-around bulky-offensive Pokemon that plays a bit similar to Megaless Swampert (Passive-healing item tank without reliable recovery) that can also function as a status spreader / Assault Vest user. With Sticky Hold, variants could lean more into knock absorbing?
... a Pokémon: Murkrow-Witch (not eviolite-compatible. imagine if it was though!) Type:
Intended General Role: a little quirky fast Prankster Mismagius-like with a slew of unique Status moves, Special Moves, and ways to stop other status. Also carries a possible crit-set with Super Luck. Variants could be types of witches / wizards.
... a Pokémon: Doublade-Broadsword (also not Eviolite-Compatible.) Type:
Autotomize, Iron Defense, Protect, King's Shield, Reflect, Rest, Sleep Talk, Substitute, Swords Dance, | Attract, After You, Block, Confide, Double Team, Endure, Laser Focus, Magnet Rise, Metal Sound, Power Trick, Rain Dance, Screech, Spite, Swagger, Wide Guard.
Intended General Role: The mid-speed Bulky Offensive Steel Type. Made with a bit of Defensive utility in mind. Does one thing, but does it really well. Variants could be other types of swords!
Coil, Glare, Protect, Rest, Sleep Talk, Stealth Rock, Spikes, Substitute, Defog. | Attract, Endure, Minimize, Sand Attack, Sandstorm, Scary Face, Screech, Wide Guard, Dragon Cheer, Mud Sport. Intended General Role: General Special Wall, with hazards and Natural Cure to remedy status effects. Removal too if you jest. Variants could be based off different artillery? Cannon Sandaconda, anyone?
Agility, Curse, Detect, Hone Claws, Nasty Plot, Pain Split, Protect, Rest, Roar, Sleep Talk, Substitute, Switcheroo, Taunt, Thunder Wave, Toxic, Parting Shot. | Amnesia, Assist, Attract, Captivate, Charm, Confide, Defense Curl, Double Team, Embargo, Endure, Fake Tears, Flash, Growl, Happy Hour, Helping Hand, Hypnosis, Mimic, Nightmare, Odor Sleuth, Psych Up, Rain Dance, Snatch, Spite, Sunny Day, Swagger. Intended General Role: Seems like my Subs be a bit slow, so here's a remedy: the Fast Mixed-offensive Pivoting fairy Persian-Ragdoll. Can also function as a setup-stopper with Opportunist or a breaker of its own with strong Pixilate Returns. Variants could be based on other cat breeds!
.. and a Pokémon: Centiskorch-Steamer Type:
Base Stats: 90 / 70 / 100 / 120 / 80 / 65 [525 BST] Abilities: Flash Fire / Steam Engine // Water Absorb
Aqua Tail, Aqua Cutter, Triple Dive, Waterfall, Liquidation, Wave Crash, Crunch, Facade, Fire Fang, Fire Blitz, Knock Off, Leech Life, Lunge, Power Whip, X-Scissor, Return, Frustration. | Bite, Brutal Swing, Dive, Bug Bite, Flame Wheel, Giga Impact, Heat Crash, Rollout, Skitter Smack, Slam, Thunder Fang, Wrap, Aqua Jet.
Surf, Hydro Pump, Hydro Steam, Sparkling Aria, Bug Buzz, Fire Blast, Flamethrower, Heat Wave, Overheat, Scald, Scorching Sands, Earth Power, Shadow Ball, Sludge Bomb, Sludge Wave, Ice Beam, Hidden Power, Tera Blast. | Burn Up, Ember, Fire Spin, Hyper Beam, Inferno, Mystical Fire, Round, Snore, Solar Beam, Struggle Bug, Venoshock, Water Gun, Water Pulse, Water Pledge, Brine, Smog,
Coil, Protect, Rest, Sleep Talk, Substitute, Will-O-Wisp, Haze, Calm Mind, | Attract, Mist, Defense Curl, Endure, Smokescreen, Sunny Day, Rain Dance, Poison Gas, Aqua Ring, Helping Hand, Quash, Rage Powder. Intended General Role: the OTHER physical wall, this time with a big Special Attack, though it doesn't actually hit anything super-effectively with its Stabs. Carries big offensive neutrals, AND immunity abilities.
Waterfall, Dragon Claw, Aqua Jet, First Impression, Drill Run, Outrage, Knock Off, Dragon Tail | Usually Useless Moves
Draco Meteor, Hydro Pump, Flamethrower, Ice Beam, Blizzard, Fire Blast, Icy Wind, Hurricane, Air Slash
Relevant Moves | Usually Useless Moves
Dragon Dance, Spikes, Swords Dance, Protect | Usually Useless Moves
Intended General Role: intended to use golisopod into a golisomod. golisopod will act as a general priority support, and general hazard setter. with moves like first impression, knock off and ability mandated pivoting, golisopod can go quite a few directions to get a "six by six". Is notably weak to hazards and takes up the water slot for now, this is intended to utilize more unique defensive typings as an initial "six by six". Note that how golisopod has a forced ability, and I belive this would be a cool trend to keep with future "six by sixes"
Intended General Role: i like rotoms shared movepool and strong stab move that comes with its kit, but I do feel it gets a bit limiting at times, but this adds a solid mon that is likewise versatile. you will see most of my initials will be incredibly versatile as the base, to allow for continued use after new forms and to always have a glue. Offense killer instead of breaker this time
Intended General Role: le big dragon 600 bst er. has three semi useless abilities that allow you to choose your status immunity. how convenient! Will also serve as your fast knock pivot
Intended General Role: everyones favorite pokemon, owner of broken abilities but an ass typing to fill out the remainder. requires an intelligent player to properly utilize, like when poke-housemd used it to win pokemon singles 2026
Intended General Role: Fast and Fragile Attacker with tools for Stallbreaking with potential for formes to go either Physical or Special. Massive Movepool guy. Formes based on splicing Mewtwo with other mythical Pokémon.
Hydro Pump, Surf, Dark Pulse, Thunder, Thunderbolt,
Recover, Toxic, Thunder Wave, Rain Dance,
Intended General Role: Fast Special Wall, Pivot. Defogger. Weak but uses its speed and various status moves to harass. Not really sure on the theme for the Formes but you've got a good start with Shadow Lugia or Thunderstorm themed Lugia.
Rayquaza-Rainbow
Type: Flying / Fairy
Base Stats: 100 / 140 / 90 / 160 / 70 / 90 (650)
Abilities: Shed Skin / Pixilate (H)
Relevant Moves
Extreme Speed, Facade, Dragon Ascent, Earthquake, Spirit Break, Iron Tail,
Hurricane, Air Slash, Hyper Beam, Tera Blast, Dazzling Gleam, Fire Blast, Flamethrower, Weather Ball, Solar Beam, Energy Ball, Meteor Beam
Dragon Dance, Coil, Morning Sun, Sunny Day,
Intended General Role: Mixed Breaker with very powerful priority in boosted Extreme Speed, but typically resisted by Miraidon. Does not get powerful normal moves because of -ate so no Double Edge. Formes based on many sorts of mythical Dragons and Serpents
Regigigas-Sculpted Earth
Type: Ground / Rock
Base Stats: 110 / 175 / 120 / 80 / 110 / 70 (665)
Abilities: Solid Rock / Iron Fist (H)
Relevant Moves
Headlong Rush, Earthquake, Stone Edge, Rock Slide, Smack Down, Thunder Punch, Fire Punch, Superpower, Body Press, Circle Throw, Power-up Punch
Earth Power, Meteor Beam, Power Gem, Thunder, Thunderbolt,
Stealth Rock, Spikes, Yawn, Rock Polish, Bulk Up, Iron Defense,
Intended General Role: Slow Physical Monster, hard to position due to weaknesses but does tons of damage. Hazard Setter. Formes based on types of golems, maybe a steel or ghost one or even Ice if we're thinking of the other Regis.
Intended General Role: Slowest mon in the tier, super fat especially physically but passive and with no pivoting, so you can find yourself losing momentum with it easily. Formes based on different sorts of ecosystems or biomes. Grass is the base typing here because Zygarde-C becomes a huge problem if its typing isn't very vulnerable in terms of weaknesses.
Tachyon Cutter, Electro Drift, Volt Switch, Scald, Strange Steam,
Iron Defense, Calm Mind, Pain Split, Magnet Rise, Shift Gear,
Full Moves:
Intended General Role: Speed control with great bulk and resistances with access to pivoting, resistant to Rayquaza's priority, but the power is often lacking for coverage moves. Formes based on different Sci-Fi worlds (Steampunk, Cyberpunk, Biopunk, Retro Futurism...)
Statlines have been kept largely the same but modified (mostly lowered) slightly to make the roles more defined and spread out the speed tiers.
Description: 1) Explanation
- Shiftry has some of the most unusual moves I've ever seen, such as Upper Hand, Explosion, Toxic Spikes, and Will-O-Wisp, among others. In combination with its great move options, Shiftry will naturally give people a lot of flexibility in how they want to create a different form. Technician, Sharpness, and Superluck are just some of the many ability options a different form could have. Even when it comes to flavour, there's a lot of potential since you can lean into its fairy, psychic, ghost, ice, and flying associations and more.
2) Competitive
- weather abuser thanks to Chlorophyll
- offensive utility Pkm with tools like Knock Off, Foul Play, Will-O-Wisp, Leech Seed, Swords Dance, Nasty Plot, Defog, etc.
- lategame cleaning potential with Sucker Punch or Upper Hand
- mixed offensive sets are possible
Description: 1) Explanation
- Toxicroak has a lot of fun techs and unique offensive and defensive strengths to have creators go wild. Since it's based on a frog, different forms could easily adapt to many biomes, thereby easing the creating process.
2) Competitive
- Knock Off sponge thanks to Sticky Hold. Also synergizes with Black Sludge, Rocky Helmet or a berry, the latter making Belch sets more consistent and reliable if you want to go that route.
- bulky set-up attacker
- disruptor with tools like Knock Off, Fake Out, Pursuit, Super Fang, Taunt, Encore, or Poison Touch
Description: 1) Explanation
- Claydol has a wide movepool to ease the creation process. Some forms could focus on offense or spin blocking, for instance. The ability choices also add to the high customization Claydol offers.
2) Competitive
- utility Pkm with Future Sight + Teleport, Stealth Rock, Trick Room, Trick, and Rapid Spin
- will mostly function as a wall but can switch to set-up sets on the right team
- potential status sponge
Description: 1) Explanation
- Altaria is a more tamed version of Dragonite but does offer some unique disruptive and defensive qualities with its wide movepool that the other doesn't have. This might make Altaria a compelling and balanced base to work with during a crafting process.
2) Competitive
- utility Pkm with Defog, Haze, Will-O-Wisp, Heal Bell, Roar, and Perish Song, among others
- will mostly function as a wall and anti set-up Pkm but can switch to a Perish Trap set on the right team
- potential status sponge or weather blocker
Name:Gigalith-EX
Ability: Sturdy / Sand Stream // Regenerator
Type: Rock
Stats:
HP: 85
Attack: 125
Defense: 130
Special Attack: 105
Special Defense: 80
Speed: 25
BST: 550
Physical Moves
Special Moves
Status Moves
Avalanche, Body Press, Bulldoze, Earthquake, Explosion, Facade, Frustration, Giga Impact, Headbutt, Heavy Slam, Iron Head, Magnitude, Return, Rock Blast, Rock Slide, Rock Smash, Rock Tomb, Sand Tomb, Secret Power, Self-Destruct, Smack Down, Stomping Tantrum, Stone Edge, Strength, Superpower, Tackle, Take Down, Throat Chop
Earth Power, Flash Cannon, Hyper Beam, Meteor Beam, Mud-Slap, Power Gem, Round, Snore, Solar Beam, Weather Ball
Description: 1) Explanation
- In lower tiers, Gigalith is often touted as a pseudo Steel because of its bulk and resistance profile. I wanted to replicate that to some extent. Rock Pkm can have unique defensive strengths with the right dualtype and ability--sth. people can explore with their subs. Furthermore, Gigalith has a flexible enough offense to go either direction, especially with the Pokedex and movepool emphasizing its supposed special strength. I went with a monotype because more diversity in a metagame never hurts.
2) Competitive
- offensive tank
- weather setter
- hazard setter
- lategame Trick Room abuser or lead with Stealth Rock and Explosion
Name:Silvally-Delta
Ability: Pressure // Intimidate
Type: Electric / Ghost
Stats:
HP: 95
Attack: 95
Defense: 95
Special Attack: 95
Special Defense: 95
Speed: 95
BST: 570
Physical Moves
Special Moves
Status Moves
Aerial Ace, Bite, Crunch, Crush Claw, Double-Edge, Doube Hit, Dragon Claw, Explosion, Facade, Fire Fang, Flame Charge, Frustration, Giga Impact, Ice Fang, Iron Head, Last Resort, Outrage, Payback, Poison Fang, Psychic Fangs, Punishment, Pursuit, Rage, Return, Reversal, Rock Slide, Self-Destruct, Shadow Claw, Steel Wing, Supercell Slam, Tackle, Take Down, Thunder Fang, Trailblaze, U-turn, Wild Charge, X-Scissor, Zen Headbutt
Description: 1) Explanation
- Silvally is made of different parts of Pkm, thereby giving creators a lot of flexibility when it comes to its potential dualtypes. You can try to change its offensive or defensive capabilities.
2) Competitive
- offensive pivot Pkm, providing a lot of utility, notably Intimidate, Wish, Defog, and Parting Shot
- wallbreaker
- spin blocker that can also pp stall Defog.
Intended General Role: Spidops has a fun movepool and I want to take advantage of that. It being part Fighting gives it some defensive value and makes it better as a hazard setter and offensive threat with STAB Close Combat. Its primary role is a suicide lead or bulky mon, but it can also run offensive sets. I expect varients to play more into one of these aspects. Perhaps a form should make it a speedy lead instead.
Intended General Role: General bulky support mon that can also be an annoying Serene Grace sweeper with STAB Air Slash and NP or Calm Mind. Can also run Misty Surge to provide general support as well. Future forms can lean more into offensive or defensive roles instead of a balanced spread like this.
Intended General Role: Basculegion with physical Ghost STAB! Should serve as a great physical wallbreaker with Adaptability. Future forms can lean towards the special side with access to NP, or take advantage of its bulk, with a typing that works defensively and offensively.
Gunk Shot, Poison Jab, Barb Barrage, Heavy Slam, Iron Head, Body Press, Earthquake, Zen Headbutt, Stone Edge, Rock Slide, Heat Crash | Poison Fang, Tackle, Pound, Rock Tomb
Intended General Role: Bulky, albeit passive wall that can go either specially or physically defensive. Has a wide variety of hazards and reliable recovery plus a great defensive typing with Filter to wall off threats. Can spread poison reliably too, of course. Other forms can make it less passive or outright lean towards a Shell Smash sweeper.
Intended General Role: Offensive sweeper and strong wallbreaker with good overall stats and great STABs, coverage, and set-up moves. Can also provide support with snow and Stealth Rock. Its strong STABs with Snow Warning can also let it go mixed or special, as although its SpA is too low to take advantage of it, future forms can go down that route.
Intended General Role: Fast offensive utility and Regen mon that provides much needed hazard control. It’s also relatively strong with spammable STABs, and can serve as speed control and a decent wallbreaker. Forms can lead more into its bulk or offense instead of a general fast utility mon.
U-turn, Crunch, Earthquake, High Horsepower, Stone Edge, Waterfall
Air Slash, Earth Power, Flamethrower, Scorching Sands, Meteor Beam
Defog, Stealth Rock, Roar
Relevant Moves
Body Slam, Crunch, Dragon Tail, Earthquake, Facade, Fire Fang, Giga Impact, High Horsepower, Protect, Psychic Fangs, Ice Fang, Rock Slide, Stone Edge, U-turn, Waterfall
Intended General Role: Utility Ground/Flying mon with pivotting and hazards game, but lacks significant Flying STAB. It is a simillar Pokémon to Landorus-Therian, being a splashable slot with varied sets but never too overbearing to deal with. Delphox should always outspeed and KO, but can't switch in due to its frailty. Ledian can't threaten significant damage with most moves it wants to run, unless it slots Ice Punch specifically for it. Seismitoad, Meloetta and Tinkaton should all have a hard time switching in and lose to its offensive sets, but can chip Gyarados either through boosted stats or super-effective damage. Gyarados also might have issues beating itself. All in all, a slightly weaker Landorus that retains its flexibility and set variety with options such as Defensive Pivot, Choice Scarf and Bulky Offense
As for future slates building off of this - Gyarados' stats are distributed in a way that makes it possible for future subs to customize it a lot. Any of the stats can be realistically invested into, and this is further aided by its large movepool granting it many diferent roles to fill. The one notable exclusion from the movepool are Flying STABs - its best options right now are Aerial Ace and Air Slash - something that submisions will have to work around either by removing some of its better moves or by dealing with the lack of STABs. Ground and Flying both also have excellent type combinations as possibilities, meaning you can comfortably stick to Small and Medium type changes. Abilities are the only lacking part of it - they are good, but don't have much potetial to be changed in Small and Medium ability changes. Thematically, this is based on Magikarp Jump Patterns.
Intended General Role: Mid speed Special Attacker with good Special Bulk. Fairy/Fire is a very strong offensive type combo backed up by snowballing with Torch Song. To make up for that, it has very little in the ways of coverage (namely Psychic Noise and Hyper Voice), having to rely on its Special Attack boosts to break through resists. Rapid Spin enables defensive utility while also setting up Double Dance sets. At +1 Speed it can also comfortably beat Ledian and Delphox, while threatening Tinkaton. Offensively checked by Gyarados and defensively checked by Seismitoad. Also struggles breaking past itself, specially with Soundproof blocking most of its coverage options.
As for future slates building off of this - Typing and stat distrib makes it so future forms can lean into either its offensive or defensive potential, with the small stat change +10 Speed being barely just good enough to get it over the 100 speed tier. Its limited movepool also encourages users to engage with this part of the submission process more, needing to choose carefully which moves to sacrifice for new options, such as recovery or coverage. Lastly, its abilities give some freedom for Small/Medium Ability Changes, such as summoning field effects, being immune to a section of moves or having abilities that boost speed in some way. Thematically, this is based on Music Genres.
Aerial Ace, Beat Up, Brutal Swing, Commeuppance, Covet, Pounce, False Swipe, Fling, Focus Energy, Giga Impact, Guillotine, Night Slash, Payback, Rock Throw, Slash, Skitter Smack, Solar Blade, Stomping Take Down
Air Cutter, Hyper Beam, Snarl
Amnesia, Baby-Doll Eyes, Charm, Confuse Ray, Flatter, Iron Defense, Magnet Rise, Metal Sound, Misty Terrain, Spite, Torment
Intended General Role: Utility Tank. Has to rely on Sharpness to be able to deal significant damage but it does get plenty of sharpness-boosted moves, incluiding Ceasless Edge and Kowtow Cleave for STAB and Sacred Sword for coverage. Has a lot of utility with Stealth Rock, Parting Shot, Knock Off and Thunder Wave. Defiant sets can punish Defog and Prankster sets can give use to Thunder Wave, Switcheroo and Parting Shot. Only recovery is Wish though. It struggles a bit against Meloetta, Gyarados and Ledian, although the latter two can't come in as freely due to Defiant and boosted Aerial Ace respectively. Should always beat Delphox, and trades with Seismitoad and itself
As for future slates building off of this - it offers Steel type with huge 85 / 140 / 105 bulk, Knock Off, a pivotting move and Stealth Rock. Lacks direct recovery, which I think is good since it makes future defensive Tinkaton think more about their defensive profile (specially since Steel/Dark is not the most ideal defensive type). Alternatively, Tinkaton can lean into an offensive Tank role, with abilities that boost the power oif its moves, or even into other types that benefit from Sharpness. Thematically, this is based on Tinkaton holding different comically large tools
Intended General Role: Speedy mon with okay damage that mostly removes other offensive Pokémon. Works as a pivot that chips with STAB U-turn and uses its high speed to make use of its many utility moves such as Encore and Bulk Up. Scrappy allows it to ingore Intimidate from Gyarados and hit Delphox for super-effective damage, while Iron Fist lets it use coverage to threaten Gyarados and Seismitoad. Always wins against Tinkaton and pretty much always loses to Meloetta
As for future slates building off of this - Ledian's movepool is a swiss army knife, with Roost, Spikes, Knock Off, Bulk Up, U-turn, Defog and a decent ammount of coverage, as well as some special options to boot. Its forms would mainly make use of its high Speed, but a Large Stat Change can get it to 122 Sp Atk or otherwise lean into a workable bulk for a mon as fast as it is. Big downside of the mon is the Bug type, which is difficult to work with, making users either having to replace it or use one of the few types that has synergy with. Thematically, this is based on Hero archetypes
Intended General Role: Main breaker of the set, with high Special Attack and workable Speed. Magic Guard gives it Stealth Rock immunityand Ghost type gives it some immunities it can capitalize on to hit the field. Ice and Ghost are both excellent offensive types, backed up by Nasty Plot. In essence, it struggles to switch in but also becomes very difficult to switch into. Typing lets it target Gyarados and its high Special Attack also gives Ledian a difficult time switching in on it. Usually loses to Tinkaton unless it can hit a Focus Blast on the switch. Seismitoad can usually tank a few hits but has to watch out for eerie Spell or NP sets. Delphox also removes itself
As for future slates building off of this - With two great offensive types and stats that elt future submissions spec into either offenses, Delphox has a lot to offer offensively. This form is a little short on coverage, but future submissions can trade some of its utility moves for that. Small/Medium ability changes could also change Refrigerate into the other -ate abilities. I can see submissions primarely changing its type and adjusting its stats to focus on only one of the two offensive sides. Thematically, this is based on different kinds of Magic
Aqua Ring, Endure, Gastro Acid, Poison Gas, Rain Dance, Soak
Intended General Role: Fat Frog. Main defensive guy with Recovery, can status opponents with Scald and Toxic or set Toxic Spikes. Should always be able to beat Meloetta, trades with Tinkaton. Has to watch out for certain Delphox and Ledian sets s they might slot coverage to chip it on the switch. It and Gyarados can't really switch in vs eachother. Will also struggle breaking past itself
As for future slates building off of this - Most notable thing is definitely recovery on a bulky statline, tho it also has excellent ability potential, with abilities that inflict status on contact or provide some immunity, or healing. Statline can be messed with quite comfortably. water goes well with most typings and while Poison isn't as free it does still have some relevant key combos for a defensive piece. Thematically, this is based on different places frogs live, like bogs, forests and deserts
My philosophy for a lot of this is "if I was building a team with 6 random Pokemon, what would I want in those Pokemon", which'll hopefully make them synergize well.
My ideal team:
- Fast Pivot
- Wall 1 (hazard setter)
- Wall 2 (hazard remover)
- Wall 3 (bulky pivot, doesn't need to be as fat as the other walls)
- Wallbreaker
- Setup Sweeper
- Expanding Force | Usually Useless Moves Lost + Aromatherapy, Energy Ball, Giga Drain, Gunk Shot, Poison Jab, Recover, Sludge Bomb, Sludge Wave, Toxic, Toxic Spikes | Usually Useless Moves Gained
Role Justification: Special Wallbreaker and Tank. Can tank STABs from Noivern and Zygarde and can blow shit up with Nasty Plot. Has some cleric utility with Aromatherapy and Wish.
Role Justification: Fastest and maybe most physically bulky Pokemon in the set, thanks to Fluffy. Has great utility in fast Defog and Taunt. Can snipe Delphox and Diancie with Liquid Voice Boomburst.
Role Justification: It has very high-powered STABs in Draco Meteor and Focus Blast, but struggles to run choice items due to the immunities. Extreme Speed is a good move. Glare is also a good move. Has some cool tech too; can disable Diancie's Regenerator with Core Enforcer, and can run physical sets to snipe Noivern with Stone Edge.
Dual Wingbeat, Earthquake, Knock Off, Stone Edge, Sucker Punch, U-turn
Dark Pulse, Earth Power, Oblivion Wing, Power Gem
Defog, Nasty Plot, Roost, Toxic
- Hurricane | Fly, Sky Attack +Earth Power, Earthquake, Power Gem, Scorching Sands, Stone Edge | Ancient Power, Bulldoze, Dig, Mud Shot, Mud-Slap, Sand Tomb, Smack Down, Stomping Tantrum
Role Justification: Special Wall and non-Rocks weak Defog. Can also block Defogs with Wind Rider.
This set was mostly designed around the Greninja and Diancie, trying to shape the other guys around Greninja sweeping lategame and Diancie being a good defensive Rock-type. You might also notice no Steels. You have to earn those.
btw if this wins put them in this order on the sheet for the chess flavour thanks
The easiest way to create drastic change from the base mon here is to spend your Large change on stats, so I've focused on making mons that offer extreme flexibility off of a Medium type change and a Small ability change. I started with the four most important types in singles - Steel, Dark, Ground, and Flying - and made one mon each, designed mostly to create variance within that type, while still having the option to branch out beyond it. After that, I made the final pair flexible, each offering two different types that individually work well with the rest of the team. I think it's very important to flesh out your abilities' "similar ability" options to maximize Small change potential, so most abilities were chosen specifically with them in mind. I've given full similar ability lists under each mon, underlining ones that look especially fun to build around (thanks Aquatic for helping verify what counts and what doesn't for all of these).
(no Eviolite sorryyy) Bisharp-Centurion
Type:
Base Stats: 70 / 140 / 115 / 55 / 70 / 70 [520 BST] Abilities: Overcoat / Technician / Solar Power
- Body Press, Brick Break, Bullet Punch, Drain Punch, Facade, Focus Punch, Foul Play, Hammer Arm, Iron Head, Low Kick, Night Slash, Poison Jab, Shadow Claw, Superpower, X-Scissor | Bulldoze, Dig, Dynamic Punch, False Swipe, Feint, Fling, Fury Cutter, Giga Impact, Guillotine, Headbutt, Low Sweep, Metal Burst, Metal Claw, Retaliate, Reversal, Scratch, Slash, Take Down, Thief, Upper Hand
- Bulk Up, Curse, Detect, Iron Defense, Protect, Rest, Sleep Talk, Stealth Rock, Substitute, Switcheroo, Swords Dance, Taunt, Thunder Wave | Coaching, Endure, Leer, Mean Look, Metal Sound, Sandstorm, Sunny Day, Scary Face, Spite, Torment, Wide Guard Gameplay Role: Pretty classic SD Technician priority mon, Scizor comparisons are obvious. Really fun Technician coverage too, between Bulldoze's Speed drops and Thief's ability to yoink Boots from many Rock-weak typings that check it. No CC because that automatically makes physical Fighting mons like 50% cooler. Submission Role: Primary Steel-type slot. Most of these mons' secondary types are meant to work well with each others' typings, so that if a mon wants to not play its "primary" type, there can be variants of other mons to cover it - in this case, Fighting works well in Fighting/Dark and Fighting/Flying, which would make space for non-Dark and non-Flying variants of Krookodile and Corviknight to be explored. Generally leans towards slower physical attackers (esp priority, wallbreakers, and setup), but it's still a Steel type, it can go defensive if it really wants to.
Overcoat (abilities that grant immunity to a flag, abilities that grant Sandstorm immunity,) Armor Tail, Bulletproof, Dazzling, Queenly Majesty, Sand Force, Sand Rush, Sand Veil, Soundproof, Sturdy, Wind Rider
Technician (abilities that grant 1.5x damage to certain moves) Blaze, Dragon's Maw, Flare Boost, Mega Launcher, Overgrow, Rocky Payload, Sharpness, Sniper, Steelworker, Steely Spirit, Strong Jaw, Swarm, Torrent, Toxic Boost
Solar Power (abilities that activate in Sun, abilities that grant the user a Special Attack multiplier) Chlorophyll, Dry Skin, Harvest, Leaf Guard, Minus, Orichalcum Pulse, Plus, Protosynthesis
- Body Slam, Brick Break, Counter, Crunch, Double-Edge, Dragon Claw, Dragon Tail, Endeavor, Facade, Fire Fang, Fire Lash, Flame Charge, Flare Blitz, Focus Punch, Foul Play, Gunk Shot, Knock Off, Lash Out, Outrage. Shadow Claw, Throat Chop | Aerial Ace, Bite, Breaking Swipe, Fling, Giga Impact, Power Trip, Scale Shot, Take Down, Thief, Thrash
- Dark Pulse, Dragon Pulse, Eruption, Fiery Wrath, Fire Blast, Flamethrower, Heat Wave, Magma Storm, Overheat, Sludge Bomb, Tera Blast, Weather Ball | Burning Jealousy, Ember, Fire Spin, Hyper Beam, Incinerate, Inferno, Snarl
- Curse, Encore, Parting Shot, Protect, Rest, Sleep Talk, Substitute, Switcheroo, Taunt, Will-O-Wisp | Endure, Helping Hand, Leer, Memento, Sunny Day, Scary Face, Spite, Swagger, Torment Gameplay Role: Magma Storm breaker, paired with some fun options for the job in Parting Shot and Encore. Magic Guard is clearly the star of the show here, denying hazards, shoring up your firepower with Life Orb, and making you a massive threat to any defensive mons you might trap. Submission Role: Primary Dark-type slot. Fire can pair with Steel/Ground/Flying to free up the Bish/Queen/Corv slots. Probably the most flexible mon for form design of the entire set, swap Magic Guard to Rock Head to discourage using abil slot 1 and you can basically make it do anything with the rest of its kit. The ability options are ridiculous, the types both have plenty of funky options to work with, just go wild here honestly.
Magic Guard (abilities that prevent indirect damage) Rock Head
Wonder Skin (abilities that interact with Status moves, abilities that affect accuracy against the user) Good as Gold, Magic Bounce, Mycelium Might, No Guard, Prankster, Sand Veil, Snow Cloak
Sturdy (abilities that grant immunity to a flag, abilities that only activate at full HP) Armor Tail, Bulletproof, Dazzling, Gale Wings, Multiscale, Overcoat, Queenly Majesty, Shadow Shield, Soundproof, Wind Rider
- Curse, Detect, Disable, Hone Claws, Protect, Reflect, Rest, Roar, Slack Off, Sleep Talk, Spikes, Substitute, Taunt, Toxic, Toxic Spikes, Wish | Attract, Charm, Confide, Defense Curl, Double Team, Endure, Flatter, Focus Energy, Growl, Helping Hand, Mimic, Quash, Rain Dance, Sandstorm, Sunny Day, Supersonic, Swagger, Tail Whip, Torment Gameplay Role: It's a bulky Ground. Serene Grace Barb Barrage is a really fun progress making synergy, especially combined with Ground STAB for Poison immunes, or you can go special/mixed for that classic Gen 1 movepool coverage. Also comes with recovery and all the hazards but webs (fuck webs). Submission Role: Primary Ground-type slot. Poison can pair with Steel/Dark/Flying to free up the Bish/Krook/Corv slots. Consistently a slow slot but otherwise pretty flexible, with a stupidly strong array of defensive abils to pull from, or Sheer Force for an especially offensive form. Has 58 notable moves off just Nidoqueen's movepool with minimal changes, so you can give its forms basically any moves you want. Just make sure you remove Barb Barrage, I want that to stay this form's signature.
Poison Point (abilities that activate when hit by contact, abilities that inflict poison) Cute Charm, Effect Spore, Flame Body, Gooey, Iron Barbs, Lingering Aroma, Mummy, Perish Body, Pickpocket, Poison Touch, Rough Skin, Tangling Hair, Static,Toxic Chain, Wandering Spirit
Cheek Pouch (abilities that affect berries, abilities that heal the user) Cud Chew, Dry Skin, Earth Eater, Gluttony, Harvest, Ice Body, Poison Heal, Rain Dish, Regenerator, Ripen, Volt Absorb, Water Absorb
Serene Grace (abilities that alter secondary effects) Sheer Force, Shield Dust
- Acrobatics, Body Press, Body Slam, Brave Bird, Double-Edge, Drill Peck, Facade, Supercell Slam, U-Turn | Aerial Ace, Dual Wingbeat, Fly, Fury Attack, Giga Impact, Peck, Pluck, Power Trip, Sky Attack, Spark, Take Down, Thief, Wild Charge
- Air Slash, Discharge, Heat Wave, Hurricane, Tera Blast, Thunder, Thunderbolt, Volt Switch | Air Cutter, Charge Beam, Electro Ball, Hyper Beam, Swift, Thunder Shock, Zap Cannon
- Agility, Curse, Defog, Hone Claw, Iron Defense, Light Screen, Protect, Reflect, Rest, Roost, Sleep Talk, Substitute, Tailwind | Electric Terrain, Endure, Fake Tears, Leer, Rain Dance, Sand Attack, Scary Face, Screech, Spite, Swagger Gameplay Role: Zapdos theorem is so real, though this has a more defensive slant than the original. It's too strong with Drizzle to have strong Swift Swimmers, but Waters, Fire-weak mons, and other lesser Rain synergies are all fair game, which is honestly a more fun style of weather to play, we need more of that in Pet Mods. Also the only initial hazard remover, though Spin is very easy to add to subs elsewhere. Submission Role: Primary Flying-type slot. Flying/Steel and Flying/Ground both work well here to free up Bish or Queen's slots while also being strong combos for type stacking. Because the primary type already frees up most of the earlier slots effectively, the secondary type is instead one that works well with both Water and Fairy for Kingdra and Oger. Being forced into a field condition ability is a fun gimmick for a slot, but if you'd rather it be defined by an abil in its other slots (gimme that Unburden/Magician Electro Shot), you can go with Flying + Terrain abil for something it can't really abuse itself. Notably introduces weather, which this set of mons is built to facilitate. This would also have to be the Sand Stream slot, but Orichalcum Pulse can be used on Bisharp or Kingdra for Sun, and Chilly Reception can make any slot a Snow setter.
Pickpocket (abilities that activate when hit by contact, abilities that steal foes' items) Cute Charm, Effect Spore, Flame Body, Gooey, Iron Barbs, Lingering Aroma, Magician, Mummy, Perish Body, Poison Point, Rough Skin, Static,Tangling Hair, Wandering Spirit
Quick Feet (abilities that activate when the user is statused, abilities that grant the user a Speed multiplier) Chlorophyll, Flare Boost, Guts, Marvel Scale, Poison Heal, Sand Rush, Slush Rush, Surge Surfer, Swift Swim, Tangled Feet, Toxic Boost, Unburden
- Agility, Disable, Dragon Dance, Protect, Rest, Sleep Talk, Substitute | Dragon Cheer, Endure, Focus Energy, Leer, Rain Dance, Scary Face, Smokescreen, Snowscape, Splash, Yawn Gameplay Role: Pretty straightforward special attacker with two very fun oddball abil options in Dry Skin (forma de Rain abuser) and Berserk. Great at just coming in and clicking strong buttons - Draco, Pump, Scald, Flip Turn - while having the stats to take a couple hits and muscle through its opponents. Kinda has a crazy matchup spread rn but is easy to add checks to in later slates, or just chip down over a game. Submission Role: Typing-wise, this slot's job is to support the others as a Fire and Water resist, so Water/Dragon is used for its redundancy, letting forms of either type fit onto teams easily. Both pair with Ground and Steel, and Water pairs with Flying, helping to free up some of those earlier slots further. Obviously geared towards special offence, but with its typings and plenty of defensively-leaning abilities, many of its forms will be able to fill defensive niches without necessarily being defensive mons.
Berserk (abilities that activate below half HP, abilities that boost the user's Special Attack stages) Anger Shell, Competitive, Defeatist, Emergency Exit, Gluttony, Grim Neigh, Lightning Rod, Soul-Heart, Storm Drain, Wimp Out
Heatproof (abilities that half damage dealt by certain moves) Fluffy, Ice Scales, Punk Rock, Purifying Salt, Thick Fat, Water Bubble
Dry Skin (abilities that activate in Rain, abilities that activate in Sun, abilities that increase Fire damage taken, abilities that heal the user) Cheek Pouch, Chlorophyll, Earth Eater, Fluffy, Harvest, Hydration, Ice Body, Leaf Guard, Orichalcum Pulse, Poison Heal, Protosynthesis, Rain Dish, Regenerator, Solar Power, Swift Swim, Volt Absorb, Water Absorb
- Baton Pass, Curse, Destiny Bond, Disable, Perish Song, Protect, Reflect, Rest, Sleep Talk, Substitute, Thunder Wave, Trick, Trick Room, Weather Ball, Will-O-Wisp | Baby-Doll Eyes, Charm, Confuse Ray, Endure, Focus Energy, Follow Me, Gravity, Growth, Helping Hand, Imprison, Magic Room, Metronome, Misty Terrain, Scary Face, Spite Gameplay Role: Dragapult-esque fast pivot with a lot of contradictions, from the awkwardly mixed stats to no physical Fairy STAB to Knock + Poltergeist, which all help to limit its insane type combo and let its other forms stand out despite presumably worse typings. Wandering Spirit is niche, but one of the most fun abilities in the game when it works. Folds HARD to Bisharp Bullet Punch. Submission Role: With the other slots focused so hard on defensive synergy that they already cover all bases, this one's free to go in any direction I want, so being me, of course I chose a submission gimmick. You have two of the strongest types in the game with a crazy stat spread, but only have one ability slot with, at best, unorthodox similar abilities for an offensive mon. Naturally leans towards fast attackers, with the highest speed of the six by far, but can still swing to bulky with aggressive stat shifts and a defensive typing. Also works well with some of those types that are normally difficult to work with - I can see Normal, Rock, Ice, and even Bug going crazy here.
Wandering Spirit (abilities that activate on contact, abilities that copy another ability) Cute Charm, Effect Spore, Flame Body, Gooey, Iron Barbs, Lingering Aroma, Mummy, Perish Body, Pickpocket, Poison Point, Power of Alchemy, Receiver, Rough Skin, Static, Tangling Hair, Trace
...god this took too long. very fun submission style to puzzle out though.
Some people have brought me questions regarding what counts as a "simillar ability" for the Small/Medium ability changes. With submissions coming to a close soon, I wanted to do a quick run through every submission here to clear up what would be considered for that rule.
// Pickpocket --> Steals items | When Hit by Contact
Magician
Flame Body, Static, Effect Spore, Cute Charm, Perish Body, Aftermath, Gooey, Tangling Hair, Iron Barbs, Rough Skin, Lingering Aroma, Mummy, Wandering Spirit, Poison Point
/// Sturdy --> Abilities that require Max HP | Immunity to a Flag
Multiscale, Shadow Shield, Gale Wings
Bulletproof, Soundproof, Overcoat, Dazzling, Queenly Majesty, Armor Tail, Wind Rider
/ // Prankster --> Status Moves | Priority
Magic Bounce, Wonder Skin, Mycelium Might, Good as Gold
Gale Wings, Triage, Quick Draw, Dazzling, Queenly Majesty, Armor Tail
/ / Overcoat --> Immunity to a Flag | Sand
Soundproof, Bulletproof, Sturdy, Dazzling, Queenly Majesty, Armor Tail, Wind Rider
Sand Rush, Sand Force, Sand Veil, Sand Spit, Sand Stream
/ Weak Armor --> Hit by Physical Attack | Speed Stat Increase When hit by X
Toxic Debris, Ice Face
Motor Drive, Rattled, Steam Engine, Steadfast
// Moxie / Chilling Neigh --> Activates on KO | Attack Stat Increase when this Pokémon does X
As One, Grim Neigh, Beast Boost, Battle Bond
Download, Intrepid Sword, Embody Aspect (Hearthflame)
Clear Body / White Smoke --> Stat Drop Immunity
Full Metal Body, Hyper Cutter, Big Pecks, Mirror Armor, Keen Eye, Illuminate
Multiscale --> Abilities that require Max HP | Halves Damage Taken
Shadow Shield, Sturdy, Gale Wings
Heatproof, Fluffy, Ice Scales, Water Bubble, Thick Fat, Punk Rock, Salt Cure
/ Soundproof --> Sound Moves | Immunity to a Flag
Punk Rock, Liquid Voice
Overcoat, Bulletproof, Sturdy, Dazzling, Queenly Majesty, Armor Tail, Wind Rider
/// Iron Barbs / Rough Skin --> Deals 1/8 Damage | When Hit by Contact
Bad Dreams
Flame Body, Static, Effect Spore, Cute Charm, Perish Body, Aftermath, Gooey, Tangling Hair, Pickpocket, Lingering Aroma, Mummy, Wandering Spirit, Poison Point
Electromorphosis --> Gives Charge | Activates When Hit By Any Attack
Wind Power
Color Change, Cotton Down, Cursed Body, Gulp Missile, Sand Spit, Seed Sower, Stamina
// Pixilate --> Boosts Fairy moves | Changes a move's type | Boosts a move by 1.2x
Fairy Aura
Normalize, Liquid Voice, Refrigerate, Aerilate, Galvanize
Reckless, Iron Fist
Punk Rock --> Sound Moves | Boosts a Flag | Boosts Certain Moves by 1.5x
Soundproof, Liquid Voice
Iron Fist, Strong Jaw, Sharpness, Mega Launcher, Reckless, Sheer Force
Sheer Force, Transistor, Analytic, Tough Claws
/ Strong Jaw --> Boost a Flag | Boosts Certain Moves by 1.5x
Iron Fist, Punk Rock, Sharpness, Mega Launcher, Reckless, Sheer Force
Dragon's Maw, Mega Launcher, Rocky Payload, Sharpness, Steelworker, Steely Spirit, Technician, Toxic Boost
Guts --> Boosts Attack | Boosts When Statused
Hustle, Huge Power, Pure Power, Gorilla Tactics, Flower Gift
Quick Feet, Toxic Boost, Flare Boost, Poison Heal, Tangled Feet
Sap Sipper --> Increses Attack Stat upon being hit by X
Wind Rider, Thermal Exchange, Guard Dog, Defiant, Justified, Anger Point
Rock Head --> Recoil | Negates indirect damage
Reckless
Magic Guard
Mirror Armor --> Activates when user has stats dropped | Stat Drop Immunity | Reflection
Defiant, Competitive, Guard Dog
Clear Body, White Smoke, Full Metal Body, Hyper Cutter, Big Pecks, Keen Eye, Illuminate
Magic Bounce
/// Flame Body --> When Hit by Contact | Burn-related
Poison Point, Static, Effect Spore, Cute Charm, Perish Body, Aftermath, Gooey, Tangling Hair, Iron Barbs, Rough Skin, Lingering Aroma, Mummy, Wandering Spirit, Pickpocket
Flare Boost, Heatproof
Volt Absorb --> Electric Immunity | Abilities that heal the user's HP
Motor Drive, Lighting Rod
Earth Eater, Volt Absorb, Water Absorb, Regenerator, Cheek Pouch, Ice Body, Poison Heal
Bulletproof --> Immunity to a Flag
Overcoat, Soundproof, Sturdy, Dazzling, Queenly Majesty, Armor Tail, Wind Rider
//// Dry Skin --> Water Immunity | Activates under Sun | Activates under Rain | Abilities that heal the user's HP | Increases Fire damage taken
Storm Drain, Water Absorb
Chlorophyll, Leaf Guard, Dry Skin, Solar Power, Harvest, Protosynthesis, Flower Gift, Forecast
Hydration, Rain Dish, Swift Swim
Regenerator, Cheek Pouch, Ice Body, Poison Heal, Volt Absorb, Earth Eater
Fluffy
//// Wind Rider --> Wind Moves | Increses Attack Stat upon being hit by X | Immunity to a Flag
Wind Power
Sap Sipper, Thermal Exchange, Guard Dog, Defiant, Justified, Anger Point
Overcoat, Soundproof, Bulletproof, Sturdy, Dazzling, Queenly Majesty, Armor Tail
Protosynthesis --> Activates under Sun | Highest Stat
Chlorophyll, Leaf Guard, Dry Skin, Solar Power, Harvest, Dry Skin, Flower Gift, Forecast
Beast Boost, Quark Drive
///// Regenerator --> User Switch Out | Abilities that heal the user's HP
Natural Cure, Wimp Out, Emergency Exit, Zero to Hero
Cheek Pouch, Ice Body, Poison Heal, Volt Absorb, Water Absorb, Earth Eater, Dry Skin
/// Defiant --> Activates when user has stats dropped | Increses Attack Stat upon being hit by X
Competitive, Guard Dog, Mirror Armor
Sap Sipper, Thermal Exchange, Guard Dog, Wind Rider, Justified, Anger Point
///// Pressure --> None
/ Torrent --> Boosts Water moves | Boosts x at 1/3 HP
Water Bubble
Swarm, Blaze, Overgrow
/ Sheer Force --> Secondary effect | Boosts Moves by 30%
Serene Grace, Shield Dust
Transistor, Analytic, Tough Claws, Punk Rock
// Sweet Veil / Insomnia / Vital Spirit --> Abilities That Prevent a Non-Volatile Status
Pastel Veil, Limber, Water Veil, Immunity, Water Bubble
/// Iron Fist --> Boost a Flag | Boosts certain moves by 1.2x
Strong Jaw, Punk Rock, Sharpness, Mega Launcher, Reckless, Sheer Force
Refrigerate, Aerilate, Pixilate, Galvanize
Sand Force --> Boosts Steel | Boosts Rock | Activates under Sand
Steelworker, Steely Spirit
Rocky Payload Sand Veil, Sand Rush
/ Solar Power --> Activates under Sun | Boosts Sp Atk
Chlorophyll, Leaf Guard, Dry Skin, Dry Skin, Harvest, Protosynthesis, Flower Gift, Forecast
Plus, Minus
Static --> When Hit by Contact
Poison Point, Flame Body, Effect Spore, Cute Charm, Perish Body, Aftermath, Gooey, Tangling Hair, Iron Barbs, Rough Skin, Lingering Aroma, Mummy, Wandering Spirit, Pickpocket
/ Wonder Skin --> Status Moves | Changes Opponent's Move's Accuracy
Prankster, Magic Bounce, Mycellium Might, Good as Gold
No Guard, Sand Veil, Snow Cloak
Super Luck --> Critical Hit
Sniper, Shell Armor, Battle Armor, Merciless, Anger Point
Hyper Cutter --> Prevents one Stat drop
Big Pecks, Illuminate, Keen Eye
/// Justified --> Increses Attack Stat upon being hit by X | Increases a Stat when hit by Dark
Sap Sipper, Thermal Exchange, Guard Dog, Defiant, Wind Rider, Anger Point
Rattled
Cute Charm --> Infatuation | When Hit by Contact
Oblivious, Aroma Veil
Poison Point, Flame Body, Effect Spore, Static, Perish Body, Aftermath, Gooey, Tangling Hair, Iron Barbs, Rough Skin, Lingering Aroma, Mummy, Wandering Spirit, Pickpocket
Opportunist --> Mimics
Dancer, Synchronize
/ Steam Engine -->Speed Stat Increase When hit by X | Increases Stat When hit by Fire | Increases Stat When hit by Water
Motor Drive, Rattled, Weak Armor, Steadfast
Thermal Echange
Water Compaction
Water Absorb --> Water Immunity | Heals User
Storm Drain, Dry Skin
Regenerator, Cheek Pouch, Ice Body, Poison Heal, Volt Absorb, Earth Eater
Emergency Exit / Wimp Out --> User Switch Out | Abilities that activate at Half HP
Natural Cure, Regenerator, Zero to Hero
Defeatist, Berserk, Anger Shell
Speed Boost --> Increases a Stat at the end of each turn | Increases Speed stat Moody
Embody Aspect (Teal), Motor Drive, Rattled, Steadfast, Steam Engine, Weak Armor
Limber --> Abilities That Prevent a Non-Volatile Status
Pastel Veil, Water Veil, Insomnia, Vital Spirit, Sweet Veil, Immunity, Water Bubble
Immunity --> Abilities That Prevent a Non-Volatile Status
Pastel Veil, Limber, Insomnia, Vital Spirit, Sweet Veil, Water Veil, Water Bubble
/ Unaware --> None
Victory Star --> Changes User's Move's Accuracy
No Guard, Compound Eyes
Steadfast --> Flinch | Speed boost upon upon user being hit by X
Inner Focus, Stench
Motor Drive, Rattled, Steam Engine, Weak Armor
Sharpness --> Boost a Flag | Boosts Certain Moves by 1.5x
Iron Fist, Punk Rock, Strong Jaw, Mega Launcher, Reckless, Sheer Force
Dragon's Maw, Rocky Payload, Steelworker, Steely Spirit, Technician, Toxic Boost
Refrigerate--> Changes a move's type | Boosts a move by 1.2x
Normalize, Liquid Voice, Pixilate, Aerilate, Galvanize
Reckless, Iron Fist
Thick Fat --> Halves Damage Taken
Heatproof, Fluffy, Shadow Shield, Multiscale, Ice Scales, Water Bubble, Punk Rock, Salt Cure
Vessel of Ruin --> 3/4 Damage Modifyer
Tablets of Ruin, Sword of Ruin, Beads of Ruin, Filter, Solid Rock
Beast Boost --> Highest Stat | Activates on KO
Protosynthesis, Quark Drive
As One, Grim Neigh, Beast Boost, Battle Bond
Toxic Chain --> Poison-related | Gives effect to all of User's Attacks
Poison Touch, Poison Point, Toxic Boost, Poison Heal, Merciless, Effect Spore, Merciless, Poison Puppeteer
Stench
Frisk --> Alert
Anticipation, Forewarn
Reckless --> Boosts a Flag | Recoil | Boosts a move by 1.2x
Iron Fist, Punk Rock, Strong Jaw, Mega Launcher, Sharpness, Sheer Force
Rock Head
Normalize, Pixilate, Aerilate, Galvanize
Battle Bond --> Activates on KO | Atk Stat Increase when this Pokémon does X | Spe Stat Increase when this Pokémon does X | Once per Battle
As One, Grim Neigh, Beast Boost, Battle Bond
Download, Intrepid Sword, Embody Aspect (Hearthflame)
Embody Aspect (Teal)
Supersweet Syrup, Dauntless Shield, Teraform Zero
Merciless --> Critical Hit
Sniper, Super Luck, Shell Armor, Battle Armor, Anger Point
Aroma Veil --> Infatuation
Oblivious, Cute Charm
Fluffy --> Halves damage taken | Increases Fire damage taken
Heatproof, Multiscale, Shadow Shield, Ice Scales, Water Bubble, Thick Fat, Punk Rock, Salt Cure
Dry Skin
Liquid Voice --> Sound Moves | Changes a move's type
Soundproof, Punk Rock
Normalize, Galvanize, Pixilate, Aerilate, Glaciate
Sniper --> Critical Hit
Super Luck, Shell Armor, Battle Armor, Merciless, Anger Point
Tough Claws --> Affects User's Contact Moves | Boosts Moves by 30%
Poison Touch, Long Reach
Sheer Force, Transistor, Analytic, Punk Rock
Cheek Pouch --> Abilities that heal the user's HP | Berry-related abilities
Regenerator, Ice Body, Poison Heal, Volt Absorb, Water Absorb, Earth Eater, Dry Skin
Ripen, Gluttony, Harvest, Cud Chew, Unnerve
Drizzle --> Sets a field effect | Rain
Hadron Engine, Electric Surge, Psychic Surge, Misty Surge, Grassy Surge, Seed Sower, Sand Spit, Sand Stream, Snow Warning, Primordial Sea, Drought, Desolate Land, Orichalcum Pulse
Hydration, Dry Skin, Rain Dish, Swift Swim
Berserk --> Abilities that activate at Half HP | Increases Special attack Stat
Emergency Exit, Wimp Out, Anger Shell, Defeatist
Competitive, Grim NEigh, As One (Shadow), Lightning Rod, Storm Drain, Soul-Heart
Heatproof --> Halves damage taken | Burn-related
Fluffy, Multiscale, Shadow Shield, Ice Scales, Water Bubble, Thick Fat, Punk Rock, Salt Cure
Flame Body, Flare Boost
Wandering Spirit -->Ability that replace user's ability | When hit by Contact
Trace, Reciever, Power of Alchemy
Poison Point, Flame Body, Effect Spore, Static, Perish Body, Aftermath, Gooey, Tangling Hair, Iron Barbs, Rough Skin, Lingering Aroma, Mummy, Cute Charm, Pickpocket
If you have any questions or complaints to be made about this, feel free to reach out to me throug the Pet Mods Discord server. I mostly made this list so people can know for sure what's being considered for their ability branches, have enough time to either criticize it or change their ability
- You will be voting for a full set of 6 Pokémon submitted by an user
- You vote by vote by listing the usernames of the people you are voting for, in any order. You may vote for up to 4 users.
- You are allowed to vote for yourself
- Voting will end on August 19