Pokemon: The New First Gen (Submissions for new Pokemon Over, Except costumes)

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Howdy all, I bring good tidings and a bunch of ideas to fill some voids.


Fossil Pokemon 1 - Mammini -> Mammyth




3-Stage Evolution 1 - Canniver -> Orthreat -> Cerberuse






Note that TMs and Egg Moves have not been included.

Tell me what you think!
strong jaw, psychic fangs (on the latter line)
 
Howdy all, I bring good tidings and a bunch of ideas to fill some voids.

Fossil Pokemon
Name: Mammini (Mammoth + Mini)
Concept: A baby mammoth with a little control over the elements of its original habitat
Type: Rock/Psychic
Abilities: Frostblood (user gains STAB on its Ice-type moves) / Analytic (Hidden)
Evolves into Mammyth at Level 30
Base Stats:
HP - 85
Atk - 35
Def - 50
SpA - 60
SpD - 50
Spe - 20
BST - 300

Movepool:
Level Up;
1 - Tackle
4 - Growl
6 - Powder Snow
9 - Rock Throw
14 - Confusion
17 - Frost Breath
20 - Roar
23 - Psybeam
25 - Aurora Beam
30 - Power Gem
34 - Hail
37 - Trick Room
40 - Ice Beam
45 - Psychic
Name: Mammyth (Mammoth + Myth)
Concept: An adult mammoth with full control over the elements of its original habitat, with tusks covered in strange ornaments (bangles, jewelry, objects of power)
Type: Rock/Psychic
Abilities: Frostblood / Analytic (Hidden)
Evolves from Mammini at Level 30
Base Stats:
HP - 125
Atk - 55
Def - 80
SpA - 120
SpD - 80
Spe - 40
BST - 500

Movepool:
Level Up;
0 - Bulldoze
0 - Magic Room
0 - Psychic Terrain
1 - Tackle
4 - Growl
6 - Powder Snow
9 - Rock Throw
14 - Confusion
17 - Frost Breath
20 - Roar
23 - Psybeam
25 - Aurora Beam
30 - Power Gem
35 - Hail
39 - Trick Room
43 - Ice Beam
47 - Psychic
51 - Blizzard

Competitive Use:
Mammyth serves as a bulky attacker with a variety of options to manipulate the battlefield. Though its bulk is undermined by an unfortunate seven weaknesses (Grass, Water, Ground, Steel, Bug, Dark, Ghost), it carries much utility in the form of Trick Room, Magic Room, Psychic Terrain, and Hail. It also carries a strong offensive combination with its three STABs, typically Power Gem, Ice Beam, and Psychic, though it may have to forego one or two of these to allow access for more utility.

3-Stage Evolution
Name: Canniver (Canine + Conniving)
Concept: A dog that uses illusions and deception to hunt, based on the Displacer Beast from D&D
Type: Psychic/Dark
Abilities: Steadfast / Strong Jaw / Illusion (Hidden)
Evolves into Orthreat at Level 26
Base Stats:
HP - 50
Atk - 70
Def - 30
SpA - 55
SpD - 55
Spe - 60
BST - 320

Movepool:
Level Up;
1 - Scratch
3 - Growl
5 - Leer
8 - Confusion
12 - Bite
16 - Pursuit
20 - Thunder Fang
24 - Hone Claws
28 - Embargo
32 - Psycho Cut
36 - Crunch
40 - Parting Shot
44 - Nasty Plot
48 - Agility
Name: Orthreat (Orthrus + Threat)
Concept: A combination of Canniver's concept with Orthrus, the two-headed dog
Type: Psychic/Dark
Abilities: Steadfast / Strong Jaw / Illusion (Hidden)
Evolves from Canniver at level 26
Evolves into Cerberuse at level 39
Base Stats:
HP - 60
Atk - 85
Def - 35
SpA - 70
SpD - 70
Spe - 80
BST - 400

Movepool
Level Up;
1 - Scratch
3 - Growl
5 - Leer
8 - Confusion
12 - Bite
16 - Pursuit
20 - Thunder Fang
24 - Hone Claws
28 - Embargo
32 - Psycho Cut
36 - Crunch
40 - Parting Shot
45 - Nasty Plot
50 - Agility
Name: Cerberuse (Cerberus + Ruse)
Concept: As before, but now it's Cerberus (three heads)
Type: Psychic/Dark
Abilities: Steadfast / Strong Jaw / Illusion (Hidden)
Evolves from Orthreat at level 39
Base Stats:
HP - 70
Atk - 120
Def - 40
SpA - 90
SpD - 90
Spe - 130
BST - 540

Movepool:
Level Up;
0 - Taunt
0 - Torment
0 - Mean Look
0 - Heal Block
0 - Teleport
0 - Trick
0 - Pursuit
1 - Scratch
3 - Growl
5 - Leer
8 - Confusion
12 - Bite
16 - Pursuit
20 - Thunder Fang
24 - Hone Claws
28 - Embargo
32 - Psycho Cut
36 - Crunch
40 - Parting Shot
44 - Psychic Fangs
47 - Nasty Plot
50 - Agility

Competitive Use:
Cerberuse is a strong offensive pivot with its blazing base 130 speed and access to Parting Shot. It can do a variety of things to shut down specific enemy targets with Heal Block, Trick, Mean Look, Pursuit, and Taunt, as well as provide good damage with Crunch and Psychic Fangs backed up by a great 120 base attack and Strong Jaw.

Note that TMs and Egg Moves have not been included.

Tell me what you think!
The first thing I thought when seeing Cerberuse was a land version of Sharpedo.

Not saying it's a bad thing.
 
Howdy all, I bring good tidings and a bunch of ideas to fill some voids.

Fossil Pokemon
Name: Mammini (Mammoth + Mini)
Concept: A baby mammoth with a little control over the elements of its original habitat
Type: Rock/Psychic
Abilities: Frostblood (user gains STAB on its Ice-type moves) / Analytic (Hidden)
Evolves into Mammyth at Level 30
Base Stats:
HP - 85
Atk - 35
Def - 50
SpA - 60
SpD - 50
Spe - 20
BST - 300

Movepool:
Level Up;
1 - Tackle
4 - Growl
6 - Powder Snow
9 - Rock Throw
14 - Confusion
17 - Frost Breath
20 - Roar
23 - Psybeam
25 - Aurora Beam
30 - Power Gem
34 - Hail
37 - Trick Room
40 - Ice Beam
45 - Psychic
Name: Mammyth (Mammoth + Myth)
Concept: An adult mammoth with full control over the elements of its original habitat, with tusks covered in strange ornaments (bangles, jewelry, objects of power)
Type: Rock/Psychic
Abilities: Frostblood / Analytic (Hidden)
Evolves from Mammini at Level 30
Base Stats:
HP - 125
Atk - 55
Def - 80
SpA - 120
SpD - 80
Spe - 40
BST - 500

Movepool:
Level Up;
0 - Bulldoze
0 - Magic Room
0 - Psychic Terrain
1 - Tackle
4 - Growl
6 - Powder Snow
9 - Rock Throw
14 - Confusion
17 - Frost Breath
20 - Roar
23 - Psybeam
25 - Aurora Beam
30 - Power Gem
35 - Hail
39 - Trick Room
43 - Ice Beam
47 - Psychic
51 - Blizzard

Competitive Use:
Mammyth serves as a bulky attacker with a variety of options to manipulate the battlefield. Though its bulk is undermined by an unfortunate seven weaknesses (Grass, Water, Ground, Steel, Bug, Dark, Ghost), it carries much utility in the form of Trick Room, Magic Room, Psychic Terrain, and Hail. It also carries a strong offensive combination with its three STABs, typically Power Gem, Ice Beam, and Psychic, though it may have to forego one or two of these to allow access for more utility.

3-Stage Evolution
Name: Canniver (Canine + Conniving)
Concept: A dog that uses illusions and deception to hunt, based on the Displacer Beast from D&D
Type: Psychic/Dark
Abilities: Steadfast / Strong Jaw / Illusion (Hidden)
Evolves into Orthreat at Level 26
Base Stats:
HP - 50
Atk - 70
Def - 30
SpA - 55
SpD - 55
Spe - 60
BST - 320

Movepool:
Level Up;
1 - Scratch
3 - Growl
5 - Leer
8 - Confusion
12 - Bite
16 - Pursuit
20 - Thunder Fang
24 - Hone Claws
28 - Embargo
32 - Psycho Cut
36 - Crunch
40 - Parting Shot
44 - Nasty Plot
48 - Agility
Name: Orthreat (Orthrus + Threat)
Concept: A combination of Canniver's concept with Orthrus, the two-headed dog
Type: Psychic/Dark
Abilities: Steadfast / Strong Jaw / Illusion (Hidden)
Evolves from Canniver at level 26
Evolves into Cerberuse at level 39
Base Stats:
HP - 60
Atk - 85
Def - 35
SpA - 70
SpD - 70
Spe - 80
BST - 400

Movepool
Level Up;
1 - Scratch
3 - Growl
5 - Leer
8 - Confusion
12 - Bite
16 - Pursuit
20 - Thunder Fang
24 - Hone Claws
28 - Embargo
32 - Psycho Cut
36 - Crunch
40 - Parting Shot
45 - Nasty Plot
50 - Agility
Name: Cerberuse (Cerberus + Ruse)
Concept: As before, but now it's Cerberus (three heads)
Type: Psychic/Dark
Abilities: Steadfast / Strong Jaw / Illusion (Hidden)
Evolves from Orthreat at level 39
Base Stats:
HP - 70
Atk - 120
Def - 40
SpA - 90
SpD - 90
Spe - 130
BST - 540

Movepool:
Level Up;
0 - Taunt
0 - Torment
0 - Mean Look
0 - Heal Block
0 - Teleport
0 - Trick
0 - Pursuit
1 - Scratch
3 - Growl
5 - Leer
8 - Confusion
12 - Bite
16 - Pursuit
20 - Thunder Fang
24 - Hone Claws
28 - Embargo
32 - Psycho Cut
36 - Crunch
40 - Parting Shot
44 - Psychic Fangs
47 - Nasty Plot
50 - Agility

Competitive Use:
Cerberuse is a strong offensive pivot with its blazing base 130 speed and access to Parting Shot. It can do a variety of things to shut down specific enemy targets with Heal Block, Trick, Mean Look, Pursuit, and Taunt, as well as provide good damage with Crunch and Psychic Fangs backed up by a great 120 base attack and Strong Jaw.

Note that TMs and Egg Moves have not been included.

Tell me what you think!

1. The Fossil Pokemon is Great, I like triple stab thing

2. I have always wanted a Cerebus Pokemon, this one is Great, AND A DISPLACER BEAST. HOLY CRAP. 3.00*10^8 out of 4. GG, my good sir, you have won the contest of the best Dog Pokemon of all time. G Freaking G.
 
1. The Fossil Pokemon is Great, I like triple stab thing

2. I have always wanted a Cerebus Pokemon, this one is Great, AND A DISPLACER BEAST. HOLY CRAP. 3.00*10^8 out of 4. GG, my good sir, you have won the contest of the best Dog Pokemon of all time. G Freaking G.
sooo. 3.75/4 in other words? also, just wondering, but are there going to be Regional Variations in the [name] region? (we really need a name for this region...)
 
I really like all of the above mons... yeah, that's all.


Also, new Pokemon:
Terrainiem, the All-Terrain Pokemon
Name Justification: Terrain + Gem
Type: Normal
Ability: All-Terrain - Changes type based on what terrain is active. Misty = Fairy, Electric = Electric, Grassy = Grass, Psychic = Psychic.
HP: 85
Atk: 35
Def: 105
SpAtk: 125
SpDef: 75
Speed: 85
BST: 510
Level-Up:
Start - Electric Terrain (Move Reminder)
Start - Grassy Terrain (Move Reminder)
Start - Misty Terrain (Move Reminder)
Start - Psychic Terrain (Move Reminder)
Start - Fairy Wind
Start - Play Nice
3 - Absorb
8 - Disable
10 - Thunder Shock
13 - Screech
16 - Confusion
19 - Reflect Type
22 - Round
24 - Rock Polish
27 - Shock Wave
27 - Magical Leaf
31 - Recover
35 - Stored Power
38 - Telekinesis
41 - Power Gem
45 - Me First
47 - Yawn
51 - Energy Ball
51 - Thunderbolt
51 - Psychic
51 - Moonblast
54 - Tri Attack
57 - Iron Defense
60 - Ancient Power
65 - Stealth Rock

TM:
01 - Work Up
03 - Psyshock
04 - Calm Mind
06 - Toxic
10 - Hidden Power
11 - Sunny Day
12 - Taunt
13 - Ice Beam
15 - Hyper Beam
16 - Light Screen
17 - Protect
18 - Rain Dance
20 - Safeguard
21 - Frustration
22 - Solar Beam
24 - Thunderbolt
25 - Thunder
27 - Return
29 - Psychic
30 - Shadow Ball
32 - Double Team
33 - Reflect
37 - Sandstorm
39 - Rock Tomb
42 - Facade
44 - Rest
45 - Attract
48 - Round
49 - Echoed Voice
53 - Energy Ball
57 - Charge Beam
62 - Acrobatics
64 - Explosion
68 - Giga Impact
69 - Rock Polish
73 - Thunder Wave
74 - Gyro Ball
77 - Psych Up
85 - Dream Eater
86 - Grass Knot
87 - Swagger
88 - Sleep Talk
90 - Substitute
91 - Flash Cannon
92 - Trick Room
93 - Wild Charge
99 - Dazzling Gleam
100 - Confide
ORASTM70 - Flash

(ORAS) Tutor:
Snore
Water Pulse
Shock Wave
Giga Drain

Endeavor
Uproar
Last Resort
Hyper Voice

Skill Swap
Pain Split
Trick
Magic Coat
Magnet Rise
Iron Defense
Magic Room
Wonder Room
Stealth Rock
Electroweb

Egg - Mineral, but it's genderless, so no moves:
N/A
: After hearing of the creation of Castform,
scientists in Alola thought "Hey, how about we make a Castform that compliments our guardians, the Tapus, who summon terrains?" So, scientists went to work, and after a year, a Terrainiem core was born. As a test, the scientists took the core to the Ruins of Conflict to see how it reacts to Tapu Koko's Electric Surge. The tests was a success, with the core changing into an Electric-type. However, Tapu Koko was not a big fan of a Pokemon created for the sole purpose of abusing it's ability, so it attacked the scientists, forcing them to retreat. Making a decision that would keep the new Pokemon safe, the scientists decided to send the core to the *insert the name of our region here* Region for safe-keeping. It was here where Terrainiem found it's gemstone shell, protecting it's core, and so, all Terrainiems born or cloned after that just had the gemstone shell.
For design, it's a big floating gemstone that's a shiny gray, except for it's center, where it's eyes are. This core changes color based on the terrain.
Competitive Use: Offering a huge movepool and amazing Special Attack,Terrainiem brings a lot to the table. For example, some of the possible sets it could run include: Scarf, Specs, SR + Taunt Lead, Rock Polish, Offensive Calm Mind, SubCM, Terrain Setter, Anti Lead, Calm Mind + Iron Defense + Work Up + Stored Power, and Tapu Support... yeah, that's a lot. It's a versatile Special Normal-type that differentiates itself from Porygon-Z, Exploud, and Mega Pidgeot thanks to it's moves and ability. Really, it's only flaw is an extremely meh Speed Tier (tying with Nidoking and Kommo-o) for sweeping sets and meh overall bulk at 85/105/75.

All-Out Attacker:
Terrainiem @ Life Orb / Choice Specs / Choice Scarf
Ability: All-Terrain
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Hyper Voice
- Thunderbolt
- Ice Beam
- Recover / Rock Polish / Energy Ball
This set's moves can be adjusted according to what type of terrain you're using if on a terrain team.

SubCM
Terrainiem @ Leftovers
Ability: All-Terrain
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
IVs: 0 Atk
- Ice Beam / Moonblast / Stored Power
- Substitute
- Calm Mind
- Recover
This set's moves can be adjusted according to what type of terrain you're using if on a terrain team.

Mixed Defensive:
Terrainiem @ Leftovers
Ability: All-Terrain
EVs: 252 HP / 4 SpA / 252 SpD
Calm Nature
IVs: 0 Atk
- Hyper Voice
- Stealth Rock / Shadow Ball
- Toxic / Taunt
- Recover

Screens:
Terrainiem @ Light Clay
Ability: All-Terrain
EVs: 252 HP / 4 Def / 252 Spe
Timid Nature
IVs: 0 Atk
- Light Screen
- Stealth Rock / Reflect
- Taunt
- Recover / Reflect

I think Terrainiem ended up a little broken, so I'm okay tweaking it a little if you want
AS of Right now, it doesn't seem too broken, It's movepool, while good, doesn't cotain every viable move in the game Cough *Robeauty* Cough And it doesnt have secret Power, (30% sleep chance on Grass), So, while it can do some things, It's still a fair bit more balanced than Protean, and Only 5 Type Stab? PShh. I may have to test this one extensively, but I think it's ok.
 
sooo. 3.75/4 in other words? also, just wondering, but are there going to be Regional Variations in the [name] region? (we really need a name for this region...)
The costumes are effectively the regional variants, And I was thinking The Yahoo Region, ONLY so that someone else will want to change it.
Honestly, I'm open for any suggestion.
 
The costumes are effectively the regional variants, And I was thinking The Yahoo Region, ONLY so that someone else will want to change it.
Honestly, I'm open for any suggestion.
I would prefer the Google Region.


okay, I'll leave
 
Good ideas, should've thought of them myself. They're added in now. :)
I'm a little sad only the last one has Psy-fangs for LC purposes, but whatever.
The costumes are effectively the regional variants, And I was thinking The Yahoo Region, ONLY so that someone else will want to change it.
Honestly, I'm open for any suggestion.
yeah, just like Alolan Forms are Sun and Moon's megas, am I right NO. NO THEY AREN'T.
 
I'm a little sad only the last one has Psy-fangs for LC purposes, but whatever.

yeah, just like Alolan Forms are Sun and Moon's megas, am I right NO. NO THEY AREN'T.
In a way, Jerrytkrot has a point. Although I would prefer Harmonian Forms (suggesting the Harmo Region)
 
I figured I'd have some input into this concept. Each recent generation brought with it either 1 or 2 new mechanics. XY brought Megas, SM brought Z-Moves and Alolan Forms, which are sort of Megas divided into two parts and distributed separately (form change and power increase). I suppose one thing to consider before introducing costumes or a new set of regional forms is which of the old mechanics we want to add to (eg. Megas didn't really come into SM until post-game, and no new ones were added). Do we want to add more Megas? New Z-Moves? A fresh batch of Regional forms? Keeping in mind that in addition to new Pokemon we'd also have the new costumes mechanic which adds another layer of complexity.
 
I figured I'd have some input into this concept. Each recent generation brought with it either 1 or 2 new mechanics. XY brought Megas, SM brought Z-Moves and Alolan Forms, which are sort of Megas divided into two parts and distributed separately (form change and power increase). I suppose one thing to consider before introducing costumes or a new set of regional forms is which of the old mechanics we want to add to (eg. Megas didn't really come into SM until post-game, and no new ones were added). Do we want to add more Megas? New Z-Moves? A fresh batch of Regional forms? Keeping in mind that in addition to new Pokemon we'd also have the new costumes mechanic which adds another layer of complexity.
We don't need more Z moves as of now, megas are plentiful, but are still add a fun twist, because it can completely change a pokemon from pitiful to amazing (looking at you Charizard). There aren't many regional forms as of SuMo, and, although costumes could be classed as regional forms, I would love to see Gen 2 get some love in someway shape or form. whether it's Megas, Regional Forms, Z moves or costumes.
 
So I was thinking we could add a new weather: Acid Rain. Not like the old bug that has all 4 weathers active at once, this Acid Rain is different.

Effects of Acid Rain:
Pokemon take weather damage every turn. Bug, Grass, Dragon and Poison types are immune, and this passive damage is doubled against water, steel and fairy types that aren't an immune type.
Gunk Blast and Toxic never miss.
Water moves become poison types.
Poison moves super effectively hit water types and steel (who can be poisoned)
Water moves become poison type right down to STAB and type chartage.
Solar Beam Nerf.
Weather ball doubles in power and becomes Poison. Castform also becomes poison type.


A bit too overloaded? Maybe.
 
So I was thinking we could add a new weather: Acid Rain. Not like the old bug that has all 4 weathers active at once, this Acid Rain is different.

Effects of Acid Rain:
Pokemon take weather damage every turn. Bug, Grass, Dragon and Poison types are immune, and this passive damage is doubled against water, steel and fairy types that aren't an immune type.
Gunk Blast and Toxic never miss.
Water moves become poison types.
Poison moves super effectively hit water types and steel (who can be poisoned)
Water moves become poison type right down to STAB and type chartage.
Solar Beam Nerf.
Weather ball doubles in power and becomes Poison. Castform also becomes poison type.


A bit too overloaded? Maybe.
I would remove the Water to Poison thing, as it negates the disadvantages Water gets. I do have my own weather idea though, since we're on that topic.

Raging Winds:
Pokemon that are not Flying, Dragon or Bug and do not have Levitate take 1/16 of their HP in damage in a turn.
Moves that do not have 100% accuracy have their accuracy dropped by 20% unless they are Flying, Dragon or Bug.
Hurricane has perfect accuracy.
Draco Meteor only drops Special Attack by 1, Clanging Scales does not drop Defense at all.
Gale Wings can be used regardless of health.
Fly, Sky Attack and Bounce can be executed in one turn.
Attacking moves that do not work in Sky Battles have their power halved.
Attacking moves that cannot be used in Gravity have their power increased by 1.5x.
 
Well, since winter is close, I might as well get a winter related into this:
Name: Pixflake-East (Pixie + Snowflake)
Type: Ice/Fairy
Abilities: Levitate / Snow Cloak / Snow Warning(Hidden)
Base Stats:
HP - 60
Atk - 65
Def - 40
SpA - 120
SpD - 40
Spe - 130
BST - 455
Location: Can be found in the Appalachian region of the map(We can names the mountains later)
Description: Small, White and Blue Pixie-Like creature holding a snowflake about 2 times it's size
Flavor: Pixflake travels through the mountains, grabbing small snowflakes. They feed off of these snowflakes and conserve the amount they eat to make one last for about a week. They are light and fast, making it easy to maneuver around the mountains. This also makes them hard to see. Pixflakes are able to find out when and where a snow storm will take place, so seeing one often means that a snowstorm is soon to come.
Name: Pixflake-West (Pixie + Snowflake)
Type: Ice/Fairy
Abilities: Levitate / Ice Body / Snow Warning(Hidden)
Base Stats:
HP - 90
Atk - 85
Def - 110
SpA - 30
SpD - 110
Spe - 30
BST - 455
Location: Can be found in the far west of the map(West Texas and West Oklahoma area; The mountainous area there isn't as high, since the Rocky Mountains are still further over)
Description: Small, White and Red Pixie-Like creature holding a snowflake about 5 times it's size
Flavor: Pixflake travels through the mountains, grabbing large snowflakes. They feed off of these snowflakes and conserve the amount they eat to make one last for about a month. They prefer larger snowflakes, since snow storms aren't as common there. So, their snowflakes make them heavier and slower. Pixflakes are able to find out when and where a snow storm will take place, so seeing one often means that a snowstorm is soon to come. Instead of getting a new snowflake like their eastern counterpart, they let snowflakes attach to what remains of their current snowflake. It is uncommon to see a Pixflake without a snowflake in the west.
Will add moves later
 
Here is a little fossil Pokemon I thought of

Name: Foundrag
Name Justification: Foundry + Dragon
Gender: Genderless
Egg Group: Undiscovered
Type 1: Rock
Type 2: Fire
Ability 1: Levitate
Ability 2: Melting Point (Turns Steel Type moves into Fire type moves)
Hidden Ability: Draconic Light (Gives Dragon type resistances and STAB)
60, 110, 128, 39, 60, 103 (500 Base Stat Total)
Design: It's a giant snake (think Rayquaza) that is made out of rocks. The parts between the rocks are made up of molten lava, and work as the joints. Magma also drips down from its mouth.
Competitive Use: It works as a fast, bulky physical attacker. It's speed ties it for the 335th fastest Pokemon (tied with Emolga). Whilst 110 Attack might seem low, it has pretty good physical bulk (60/128) and setup moves in Bulk Up, Coil and Dragon Dance, as well as it's signature move: Pyromatic Power*.
Weaknesses: Fighting, Ground, Rock, Water
Resistances: Bug, Fairy, Fire, Flying, Ice, Normal, Poison

(With Levitate)
Weaknesses: Fighting, Rock, Water
Resistances: Bug, Fairy, Fire, Flying, Ice, Normal, Poison
Immunities: Ground

(With Draconic Light)
Weaknesses: Fighting, Ground, Rock, Water
Resistances: Bug, Fairy, Fire (8x resist), Flying, Ice, Normal, Poison, Electric, Grass
Start - Dragon Dance (Move Relearner)
Start - Pyromatic Power (Move Relearner)
Start - Fire/Ice/Thunder Fang
Start - Power Gem
Start - Ember
1 - Tackle
1 - Growl
4 - Flame Charge
7 - Flame Wheel
10 - Dragon Rage
13 - Roar
17 - Rock Throw
22 - Heat Crash
27 - Coil
31 - Stealth Rock
35 - Rock Slide
40 - Stone Edge
43 - Flare Blitz
01 - Work Up
02 - Dragon Claw
05 - Roar
06 - Toxic
08 - Bulk Up
10 - Hidden Power
11 - Sunny Day
12 - Taunt
15 - Hyper Beam
17 - Protect
19 - Roost
21 - Frustration
22 - Solarbeam
23 - Smack Down
24 - Thunderbolt
25 - Thunder
26 - Earthquake
27 - Return
35 - Flamethrower
37 - Sandstorm
38 - Fire Blast
39 - Rock Tomb
40 - Aerial Ace
42 - Facade
43 - Flame Charge
44 - Rest
50 - Overheat
59 - Brutal Swing
61 - Will-O-Wisp
62 - Acrobatics
64 - Explosion
65 - Shadow Claw
66 - Payback
67 - Smart Strike
68 - Giga Impact
69 - Rock Polish
71 - Stone Edge
73 - Thunder Wave
75 - Swords Dance
76 - Fly
78 - Bulldoze
80 - Rock Slide
82 - Dragon Tail
84 - Poison Jab
88 - Sleep Talk
89 - U-Turn
90 - Substitute
91 - Flash Cannon
93 - Wild Charge

*Pyromatic Power: Increases Attack, Defence and Speed by 1 stage. Also boosts Fire type moves like Flash Fire. However, this lowers Special Defence and deals continuous damage (1/16 max health) each turn for 5 turns. High risk = High Reward

Hopefully this is allowed. I tried to make it equal to the other Fossil made by Athicus, but it may be slightly (okay maybe far) better.
 
Last edited:
Here is a little fossil Pokemon I thought of

Name: Foundrag
Name Justification: Foundry + Dragon
Gender: Genderless
Egg Group: Undiscovered
Type 1: Rock
Type 2: Fire
Ability 1: Levitate
Ability 2: Melting Point (Turns Steel Type moves into Fire type moves)
Hidden Ability: Draconic Light (Gives Dragon type resistances and STAB)
60, 110, 128, 39, 60, 103 (500 Base Stat Total)
Design: It's a giant snake (think Rayquaza) that is made out of rocks. The parts between the rocks are made up of molten lava, and work as the joints. Magma also drips down from its mouth.
Competitive Use: It works as a fast, bulky physical attacker. It's speed ties it for the 335th fastest Pokemon (tied with Emolga). Whilst 110 Attack might seem low, it has pretty good physical bulk (60/128) and setup moves in Bulk Up, Coil and Dragon Dance, as well as it's signature move: Pyromatic Power*.
Weaknesses: Fighting, Ground, Rock, Water
Resistances: Bug, Fairy, Fire, Flying, Ice, Normal, Poison

(With Levitate)
Weaknesses: Fighting, Rock, Water
Resistances: Bug, Fairy, Fire, Flying, Ice, Normal, Poison
Immunities: Ground

(With Draconic Light)
Weaknesses: Fighting, Ground, Rock, Water
Resistances: Bug, Fairy, Fire (8x resist), Flying, Ice, Normal, Poison, Electric, Grass
Start - Dragon Dance (Move Relearner)
Start - Pyromatic Power (Move Relearner)
Start - Fire/Ice/Thunder Fang
Start - Power Gem
Start - Ember
1 - Tackle
1 - Growl
4 - Flame Charge
7 - Flame Wheel
10 - Dragon Rage
13 - Roar
17 - Rock Throw
22 - Heat Crash
27 - Coil
31 - Stealth Rock
35 - Rock Slide
40 - Stone Edge
43 - Flare Blitz
01 - Work Up
02 - Dragon Claw
05 - Roar
06 - Toxic
08 - Bulk Up
10 - Hidden Power
11 - Sunny Day
12 - Taunt
15 - Hyper Beam
17 - Protect
19 - Roost
21 - Frustration
22 - Solarbeam
23 - Smack Down
24 - Thunderbolt
25 - Thunder
26 - Earthquake
27 - Return
35 - Flamethrower
37 - Sandstorm
38 - Fire Blast
39 - Rock Tomb
40 - Aerial Ace
42 - Facade
43 - Flame Charge
44 - Rest
50 - Overheat
59 - Brutal Swing
61 - Will-O-Wisp
62 - Acrobatics
64 - Explosion
65 - Shadow Claw
66 - Payback
67 - Smart Strike
68 - Giga Impact
69 - Rock Polish
71 - Stone Edge
73 - Thunder Wave
75 - Swords Dance
76 - Fly
78 - Bulldoze
80 - Rock Slide
82 - Dragon Tail
84 - Poison Jab
88 - Sleep Talk
89 - U-Turn
90 - Substitute
91 - Flash Cannon
93 - Wild Charge

*Pyromatic Power: Increases Attack, Defence and Speed by 1 stage. Also boosts Fire type moves like Flash Fire. However, this lowers Special Defence and deals continuous damage (1/16 max health) each turn for 5 turns. High risk = High Reward

Hopefully this is allowed. I tried to make it equal to the other Fossil made by Athicus, but it may be slightly (okay maybe far) better.

Das a good ability. Also, because Jerrytkrot never said NOT to and even updooted several posts supporting the idea, I'm gonna make a regional form. With that ability.

Harmo Amaura
Type 1: Ice
Type 2: Electric
Ability 1: Refrigerate
Hidden Ability: Draconic Light (Gives Dragon type resistances and STAB)
HP 80, Atk 60, Def 60, Spa 70, Spd 65, Spe 27,
1. Growl
1. Powder Snow
5. Thunder Wave
10. Thunder Shock
13. Icy Wind
15. Take Down
18. Mist
20. Aurora Beam
26. Shock Wave
30. Round
34. Avalanche
38. Hail
41. Nature Power
44. Encore
47. Light Screen
50. Ice Beam
57. Thunder
65. Blizzard

Its TM, Tutor and Egg Moves are unchanged.
Design: Amaura and Aurorus never went extinct in Harmo. Because of this, they take on a more... actually, why don't I just show you?
5ydcOVM.png

Other Notes/Competitive Use: Good defensive typing after Draconic Light is factored in, and a great offensive typing.

Harmo Aurorus
Type 1: Ice
Type 2: Electric
Ability 1: Refrigerate
Hidden Ability: Draconic Light (Gives Dragon type resistances and STAB)
HP 130, Atk 80, Def 80, Spa 105, Spd 95, Spe 31,
1. Freeze Dry
1. Growl
1. Powder Snow
5. Thunder Wave
10. Thunder Shock
13. Icy Wind
15. Take Down
18. Mist
20. Aurora Beam
26. Shock Wave
30. Round
34. Avalanche
38. Hail
41. Nature Power
44. Encore
47. Light Screen
50. Ice Beam
57. Thunder
65. Blizzard
77. Freeze Dry

Its TM, Tutor and Egg Moves are again unchanged.
Design:
GHNkLnH.png

Other Notes/Competitive Use: Good defensive typing after Draconic Light is factored in, and a great offensive typing. High bulk and decent special attack, along with the coverage to hit what little resists its STABs. However, it suffers from weaknesses to common and powerful Ground, Rock and Fighting moves, although Ground-types have trouble switching in on its Ice moves, and its Special Attack is exactly that - decent.

http://imgur.com/a/PshFG Imgur link to both images

in other news have some Jawnado sets

Jawnado @ Life Orb
Ability: Strong Jaw
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Abyss Teething
- Thunder Fang
- Ice Fang
- Crunch

All out attacker, designed to take advantage of Strong Jaw with a full biting moveset.

Jawnado @ Focus Sash
Ability: Aerilate
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Abyss Teething
- Return / Frustration / Flail
- Dragon Dance
- Explosion

Dragon Dance setup set. Return or Frustration is more reliable, but Flail can be used to exploit Sash, although you might want to minimize your defenses if you plan to use that. Abyss Teething is flat out the best Water STAB Jawnado gets. If you face a bulky opponent you can't KO, and your sash is broken, just go boom on them.
 
Alright I sorted out the rest of the Mammini and Canniver lines' movepools + an added bonus of a few Costumemons

TM03 - Psyshock
TM04 - Calm Mind
TM05 - Roar
TM06 - Toxic
TM07 - Hail
TM10 - Hidden Power
TM13 - Ice Beam
TM14 - Blizzard
TM16 - Light Screen
TM17 - Protect
TM20 - Safeguard
TM21 - Frustration
TM23 - Smack Down
TM27 - Return
TM29 - Psychic
TM30 - Shadow Ball
TM33 - Reflect
TM39 - Rock Tomb
TM42 - Facade
TM44 - Rest
TM45 - Attract
TM49 - Echoed Voice
TM53 - Energy Ball
TM69 - Rock Polish
TM70 - Aurora Veil
TM71 - Stone Edge
TM77 - Psych Up
TM78 - Bulldoze
TM79 - Frost Breath
TM80 - Rock Slide
TM85 - Dream Eater
TM88 - Sleep Talk
TM90 - Substitute
TM92 - Trick Room
TM96 - Nature Power
TM99 - Dazzling Gleam
TM100 - Confide
TM03 - Psyshock
TM04 - Calm Mind
TM05 - Roar
TM06 - Toxic
TM07 - Hail
TM10 - Hidden Power
TM13 - Ice Beam
TM14 - Blizzard
TM15 - Hyper Beam
TM16 - Light Screen
TM17 - Protect
TM20 - Safeguard
TM21 - Frustration
TM23 - Smack Down
TM26 - Earthquake
TM27 - Return
TM29 - Psychic
TM30 - Shadow Ball
TM33 - Reflect
TM39 - Rock Tomb
TM42 - Facade
TM44 - Rest
TM45 - Attract
TM49 - Echoed Voice
TM53 - Energy Ball
TM68 - Giga Impact
TM69 - Rock Polish
TM70 - Aurora Veil
TM71 - Stone Edge
TM77 - Psych Up
TM78 - Bulldoze
TM79 - Frost Breath
TM80 - Rock Slide
TM85 - Dream Eater
TM88 - Sleep Talk
TM90 - Substitute
TM92 - Trick Room
TM96 - Nature Power
TM99 - Dazzling Gleam
TM100 - Confide
Egg Group: Monster/Field
Ancient Power
Body Slam
Fissure
Ice Shard
Mud-Slap
Snore
TM01 - Work Up
TM03 - Psyshock
TM06 - Toxic
TM10 - Hidden Power
TM12 - Taunt
TM17 - Protect
TM21 - Frustration
TM27 - Return
TM28 - Leech Life
TM29 - Psychic
TM30 - Shadow Ball
TM32 - Double Team
TM40 - Aerial Ace
TM41 - Torment
TM42 - Facade
TM44 - Rest
TM45 - Attract
TM46 - Thief
TM54 - False Swipe
TM56 - Fling
TM60 - Quash
TM62 - Acrobatics
TM63 - Embargo
TM65 - Shadow Claw
TM66 - Payback
TM77 - Psych Up
TM84 - Poison Jab
TM87 - Swagger
TM88 - Sleep Talk
TM89 - U-Turn
TM90 - Substitute
TM95 - Snarl
TM97 - Dark Pulse
TM100 - Confide
TM01 - Work Up
TM03 - Psyshock
TM06 - Toxic
TM10 - Hidden Power
TM12 - Taunt
TM17 - Protect
TM21 - Frustration
TM27 - Return
TM28 - Leech Life
TM29 - Psychic
TM30 - Shadow Ball
TM32 - Double Team
TM40 - Aerial Ace
TM41 - Torment
TM42 - Facade
TM44 - Rest
TM45 - Attract
TM46 - Thief
TM54 - False Swipe
TM56 - Fling
TM60 - Quash
TM62 - Acrobatics
TM63 - Embargo
TM65 - Shadow Claw
TM66 - Payback
TM77 - Psych Up
TM84 - Poison Jab
TM87 - Swagger
TM88 - Sleep Talk
TM89 - U-Turn
TM90 - Substitute
TM95 - Snarl
TM97 - Dark Pulse
TM100 - Confide
TM01 - Work Up
TM03 - Psyshock
TM06 - Toxic
TM10 - Hidden Power
TM12 - Taunt
TM15 - Hyper Beam
TM17 - Protect
TM21 - Frustration
TM27 - Return
TM28 - Leech Life
TM29 - Psychic
TM30 - Shadow Ball
TM32 - Double Team
TM40 - Aerial Ace
TM41 - Torment
TM42 - Facade
TM44 - Rest
TM45 - Attract
TM46 - Thief
TM54 - False Swipe
TM56 - Fling
TM60 - Quash
TM62 - Acrobatics
TM63 - Embargo
TM65 - Shadow Claw
TM66 - Payback
TM68 - Giga Impact
TM77 - Psych Up
TM84 - Poison Jab
TM87 - Swagger
TM88 - Sleep Talk
TM89 - U-Turn
TM90 - Substitute
TM95 - Snarl
TM97 - Dark Pulse
TM100 - Confide
Egg Group: Field
Astonish
Covet
Fire Fang
Ice Fang
Me First
Play Rough
Poison Fang
Snatch
Sucker Punch
Item Name: Strange Mist
Holder: Shinx
Result: Bad Omen Shinx
New Type: Fairy/Dark
Abilities: Bad Luck Bringer (user's moves always critically hit, and all opponents become unable to critically hit while the user is on the field) / Intimidate
New Moves: Ominous Wind, Play Rough, Fairy Wind, Dazzling Gleam, Foul Play, Sucker Punch, Pursuit, Snarl, Dark Pulse
New Stats:
HP - 45
Atk - 40
Def - 44
SpA - 65
SpD - 44
Spe - 45
Item Name: Strange Mist
Holder: Luxio
Result: Bad Omen Luxio
New Type: Fairy/Dark
Abilities: Bad Luck Bringer (user's moves always critically hit, and all opponents become unable to critically hit while the user is on the field) / Intimidate (Hidden)
New Moves: Ominous Wind, Play Rough, Fairy Wind, Dazzling Gleam, Foul Play, Sucker Punch, Pursuit, Snarl, Dark Pulse
New Stats:
HP - 60
Atk - 60
Def - 59
SpA - 85
SpD - 59
Spe - 60
Item Name: Strange Mist
Holder: Luxray
Result: Bad Omen Luxray
New Type: Fairy/Dark
Abilities: Bad Luck Bringer (user's moves always critically hit, and all opponents become unable to critically hit while the user is on the field) / Intimidate (Hidden)
New Moves: Ominous Wind, Play Rough, Fairy Wind, Dazzling Gleam, Foul Play, Sucker Punch, Pursuit, Snarl, Dark Pulse
New Stats:
HP - 80
Atk - 85
Def - 84
SpA - 120
SpD - 84
Spe - 90
Item Name: Snow Treads
Holder: Poochyena
Result: Tundra Poochyena
New Type: Ice/Ground
Abilities: Slush Rush / Quick Feet / Sand Rush (Hidden)
New Moves: Ice Shard, Icicle Crash, Ice Ball, Bulldoze, Earthquake, Hail, Sandstorm
New Stats:
HP - 35
Atk - 60
Def - 40
SpA - 30
SpD - 30
Spe - 45
Item Name: Snow Treads
Holder: Mightyena
Result: Tundra Mightyena
New Type: Ice/Ground
Abilities: Slush Rush / Quick Feet / Sand Rush (Hidden)
New Moves: Ice Shard / Icicle Crash / Ice Ball / Bulldoze / Earthquake / Hail / Sandstorm
New Stats:
HP - 70
Atk - 115
Def - 70
SpA - 50
SpD - 50
Spe - 85
Item Name: Armour Plating
Holder: Heracross
Result: Titanium Heracross
New Type: Bug/Steel
Abilities: Iron Fist
New Moves: Heavy Slam, Gyro Ball, Iron Head, Metal Claw, Autotomize, Bullet Punch, Smart Strike, Iron Defence, Fire Punch, Mach Punch
New Stats:
HP - 80
Atk - 115
Def - 135
SpA - 30
SpD - 85
Spe - 75
 
Item Name: Compound Goggles
Holder: Flygon
Result: Insected Flygon
New Type: Bug/Dragon
Abilities: Arachnate (-ate for bug moves)
New Moves: Dragon Pulse (should have got this anyway), Sticky Web, Lunge, Leech Life, Quiver Dance (May be broken)
New Stats:
HP - 60
Atk - 110
Def - 60
SpA - 110
SpD - 60
Spe - 120

Flygon @ Compound Goggles
Ability: Arachnate
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Dragon Dance
- Dragon Claw
- Earthquake
- Lunge/Return

or

Flygon @ Compound Goggles
Ability: Arachnate
EVs: 252 SpA / 4 Def / 252 Spe
Timid Nature
- Quiver Dance
- Boomburst
- Dragon Pulse
- Earth Power/ Flamethrower

Can also be a suicide lead that, when left unattended, can setup and destroy you.

also, just curious, but who made the Harmo forms for you Pika Exreme?
 
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Harmonian Cyndaquil
Type 1: Electric
Type 2: N/A
Ability 1: Gigawatt Burst (Electric type Blaze)
Hidden Ability: Motor Drive

HP: 36
Attack: 47
Defence: 47
Sp. Atk: 62
Sp. Def: 47
Speed: 70

1 - Tackle
1 - Leer
6 - Eerie Impulse
10 - Thundershock
13 - Voltic Flash (Electric type Vacum Wave)
19 - Spark
22 - Defence Curl
28 - Nuzzle
31 - Discharge
37 - Electro Shock (Electric type Lava Plume; chance to paralyze instead of burn)
40 - Thunderbolt
46 - Thunder
49 - Electron Pulse (Electric type Rollout; Special instead of Physical)
55 - Wild Charge
58 - Last Lightning (Electric type Burn Up; Loses Electric type)
64 - Zap Cannon
Its TM, Tutor and Egg Moves are unchanged, except for Thunder and Thunderbolt which are added.

Harmonian Quilava
Type 1: Electric
Type 2: N/A
Ability 1: Gigawatt Burst (Electric type Blaze)
Hidden Ability: Motor Drive
HP: 55
Attack: 56
Defence: 60
Sp. Atk: 85
Sp. Def: 60
Speed: 90

1 - Tackle
1 - Leer
6 - Eerie Impulse
10 - Thundershock
13 - Voltic Flash (Electric type Vacum Wave)
20 - Spark
24 - Defence Curl
31 - Nuzzle
35 - Swift
42 - Electro Shock (Electric type Lava Plume; chance to paralyze instead of burn)
46 - Thunderbolt
53 - Thunder
57 - Electron Pulse (Electric type Rollout; Special instead of Physical)
64 - Wild Charge
68 - Last Lightning (Electric type Burn Up; Loses Electric type)
75 - Zap Cannon
Its TM, Tutor and Egg Moves are unchanged, except for Thunder and Thunderbolt which are added.

Harmonian Typhlosion
Type 1: Electric
Type 2: Flying
Ability 1: Gigawatt Burst (Electric type Blaze)
Hidden Ability: No Guard (Better than Drizzle)
HP: 70
Attack: 75
Defence: 82
Sp. Atk: 115
Sp. Def: 82
Speed: 110

1 - Zap Cannon
1 - Parabolic Charge
1 - Hurricane
1 - Wild Charge
1 - Electro Ball
1 - Tackle
1 - Leer
1 - Thundershock
6 - Eerie Impulse
13 - Voltic Flash (Electric type Vacum Wave)
20 - Spark
24 - Defence Curl
31 - Swift
35 - Nuzzle
43 - Electro Shock (Electric type Lava Plume; chance to paralyze instead of burn)
48 - Thunderbolt
56 - Thunder
61 - Electron Pulse (Electric type Rollout; Special instead of Physical)
69 - Wild Charge
74 - Last Lightning (Electric type Burn Up; Loses Electric type)
82 - Zap Cannon
Its TM, Tutor and Egg Moves are unchanged, except for Thunder, Thunderbolt, Thunder Wave and a Flash Cannon which are added. Flare Blitz is lost, as is Solar Beam. Icy Wind, Electroweb and Shock Wave are extras learned through Move Tutor

Will finish later. being kicked out of school... xD
 
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oh god we have florida? we need a fire mythical with drought!

Florashine
Name Justification: Florida THE HOTTEST PLACE ON EARTH / Floral (as in Flower) + Shine (as in Sunshine, or Dazzling Gleam)
Type 1: Fire
Type 2: Fairy
Ability 1: Drought
Hidden Ability: Magic Guard
Hp 60, Atk 145, Def 150, Spa 50, Spd 50, Spe 145,
1. Haze
1. Sacred Fire
16. Morning Sun
16. Take Down
22. Flamethrower
33. Sunny Day
36. Solar Beam
37. Moonblast
40. Petal Dance
50. Fire Lash
60. Flare Blitz
63. Outrage
71. Sunny Day
89. Play Rough
100. Sacred Fire

too lazy for the tms, but it gets a lot of varied ones
Concept/general Design: The lower body is a large, rocket-like flower that shoots fire to propel it. Has a head on top of that, which has four more flowers that emit flaming whips and can shoot fire.
Other Notes/Competitive Use: Another flower-based Fairy. Based on the glitch Pokémon 8 from Yellow in terms of stats and has a similarly-constructed level up movepool.

Harmonian Cyndaquil
Type 1: Electric
Type 2: N/A
Ability 1: Gigawatt Burst (Electric type Blaze)
Hidden Ability: Motor Drive
HP 29 (-10), Atk 22 (-30), Def 53 (+10), Spa 70 (+10), Spd 60 (+10), Spe 75 (+10)

1 - Tackle
1 - Leer
6 - Eerie Impulse
10 - Thundershock
13 - Voltic Flash (Electric type Vacum Wave)
19 - Spark
22 - Defence Curl
28 - Nuzzle
31 - Swift
37 - Electro Shock (Electric type Lava Plume; chance to paralyze instead of burn)
40 - Thunderbolt
46 - Thunder
49 - Electron Pulse (Electric type Rollout; Special instead of Physical)
55 - Wild Charge
58 - Last Lightning (Electric type Burn Up; Loses Electric type)
64 - Zap Cannon
Its TM, Tutor and Egg Moves are unchanged, except for Thunder and Thunderbolt which are added.

Harmonian Quilava
Type 1: Electric
Type 2: N/A
Ability 1: Gigawatt Burst (Electric type Blaze)
Hidden Ability: Motor Drive
HP 43 (-15), Atk 19 (-45), Def 73 (+15), Spa 95 (+15), Spd 80 (+15), Spe 95 (+15)

1 - Tackle
1 - Leer
6 - Eerie Impulse
10 - Thundershock
13 - Voltic Flash (Electric type Vacum Wave)
20 - Spark
24 - Defence Curl
31 - Nuzzle
35 - Swift
42 - Electro Shock (Electric type Lava Plume; chance to paralyze instead of burn)
46 - Thunderbolt
53 - Thunder
57 - Electron Pulse (Electric type Rollout; Special instead of Physical)
64 - Wild Charge
68 - Last Lightning (Electric type Burn Up; Loses Electric type)
75 - Zap Cannon
Its TM, Tutor and Egg Moves are unchanged, except for Thunder and Thunderbolt which are added.

Harmonian Typhlosion
Type 1: Electric
Type 2: Flying
Ability 1: Gigawatt Burst (Electric type Blaze)
Hidden Ability: Drizzle
HP 43 (-15), Atk 19 (-45), Def 73 (+15), Spa 95 (+15), Spd 80 (+15), Spe 95 (+15)

1 - Zap Cannon
1 - Hurricane
1 - Wild Charge
1 - Electro Ball
1 - Tackle
1 - Leer
1 - Thundershock
6 - Eerie Impulse
13 - Voltic Flash (Electric type Vacum Wave)
20 - Spark
24 - Defence Curl
31 - Swift
35 - Nuzzle
43 - Electro Shock (Electric type Lava Plume; chance to paralyze instead of burn)
48 - Thunderbolt
56 - Thunder
61 - Electron Pulse (Electric type Rollout; Special instead of Physical)
69 - Wild Charge
74 - Last Lightning (Electric type Burn Up; Loses Electric type)
82 - Zap Cannon
Its TM, Tutor and Egg Moves are unchanged, except for Thunder and Thunderbolt which are added.

Will finish later. being kicked out of school... xD

discharge exists.
nice that this one is more "typhoon" then "explosion", but Drizzle doesn't make sense to me flavor-wise. How about Swift Swim? It's also a little min-maxed statwise for my tastes, tone it down a little!
 
discharge exists.
nice that this one is more "typhoon" then "explosion", but Drizzle doesn't make sense to me flavor-wise. How about Swift Swim? It's also a little min-maxed statwise for my tastes, tone it down a little!
He didn't even actually do Typhlosion's stats, just copy-and-pasted from Quilava. Also, Quilava having 95 base Sp. Atk is kinda crazy.

Edit: Also, no Thunder Wave by TM or Shock Wave by Move Tutor? Also, the vast majority of its Egg Moves are physical. Might it be a good idea to give it access to something like maybe Parabolic Charge in place of, say, Flare Blitz? Perhaps something like Vacuum Wave in place of Double Kick or Reversal? It's also possible that Solar Beam by TM should be replaced with Flash Cannon.

Edit 2: Also, no Electroweb, Magnet Rise, Tailwind, or Sky Attack by Move Tutor? (Magnet Rise is redundant once it becomes Typhlosion so you might choose to omit that.) Icy Wind might be a fitting tutor move as well, and Air Slash and/or Air Cutter might make good egg moves. Giving it Air Cutter, Air Slash, or even just Gust automatically upon evolving to Typhlosion might also be a good idea so it gets Flying STAB to work with right away.

Edit 3: Also no Roost by TM for Typhlosion? It is a Flying-type.
 
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