• Check out the relaunch of our general collection, with classic designs and new ones by our very own Pissog!

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

Status
Not open for further replies.
Guys, I have some legendary quartet that I made for my own I wanted to hear some feedback, to see if they'll be useful for this Pet Mod or not, I'm not sure how many legends you have, but if you have enough already just disregard this post :P

Solleone
Classification:
Drought Pokémon
Height: 10'7"
Weight: 450lbs
Typing: Fire/Grass
Abilities: Drought, Chlorophyll (Hidden)
HP: 93
Atk: 123
Def: 68
SpA: 73
SpD: 98
Spe: 115
BST: 570
Notable Moves: Flare Blitz, Solar Blade, U-turn, Knock Off, Stone Edge, Earthquake
Design: Solleone has a red body with green markings on it and lots of leaves scattered on his tail, it is also very similar to a lion and features flower petals around his neck, while has a line of fire on his back.
Flavor Text 1: Solleone is said to bring a Heat Wave to whenever it goes, and is many people's explanation to ocasional lack of rain.
Flavor Text 2: Solleone only shows up when the weather is as hot as it gets, its strengh is said to increase when the Sun is on its highest point.
Competitive Analysis: Base 123 Attack doesn't seem amazing at first glance, but after factoring the Sun boosts to its Attacks, this Pokemon becomes deadly powerful, Solleone also has very good speed tier and beyind average natural bulk.
Tempestiger
Classification: Drizzle Pokémon
Height: 9'8"
Weight: 375lbs
Typing: Water/Electric
Abilities: Drizzle, Swift Swim (Hidden)
HP: 93
Atk: 73
Def: 98
SpA: 123
SpD: 68
Spe: 115
BST: 570
Notable Moves: Hydro Pump, Scald, Thunder, Volt Switch, Electrocution, Discharge, Hurricane, Energy Ball, Slack Off
Design: Tempestiger has a blue body and has yellow markings on his body, its teeth is also yellow and is shining with electricity, its body resembles a Tiger's and its stripes have electricity flowing on them.
Flavor Text 1: Tempestiger is said to appear only in the most torrential storms and is said to be driven by its Lightnings.
Flavor Text 2: Tempestiger is depicted by Folklore to be the Pokémon behind the most tempestuous and powerful storms.
Competitive Analysis: Base 123 Special Attack, after the rain boost and Thunder's perfect accuracy is factored in, makes Tempestiger a very troublesome Pokemon to deal with, Base 115 Speed is very good as well and its well rounded bulk also allows it to take a hit or two.
Sirrocougar
Classification: Duster Pokémon
Height: 8'9"
Weight: 425lbs
Typing: Rock/Fairy
Abilities: Sand Stream, Sand Rush (Hidden)
HP: 98
Atk: 103
Def: 128
SpA: 58
SpD: 78
Spe: 105
BST: 570
Notable Moves: Stealth Rocks, Stone Edge, Play Rough, Earthquake, Slack Off
Design: Sirrocougar looks like a panther and has its body made of rocks but has some small pink diamonds coming from its back.
Flavor Text 1: Sirrocougar is feared by people from villages by deserts in Harmo, as Sirrocougar tends to bring Sandstroms everytime it approaches a town.
Flavor Text 2: Sirrocougar is a very rare Pokemon, many myths claim that it'll be in the eye of every Sandstorm, though.
Competitive Analysis: This Pokemon has amazing Defenses, after the Sandstorm SpDef increase, and has some workable Attack and Speed too, reliable recovery on Slack Off and access to Stealth Rock just makes Sirrocougar an even better choice.
Haillynx
Classification: Sleet Pokémon
Height: 7'10"
Weight: 300lbs
Typing: Ice/Psychic
Abilities: Snow Warning, Slush Rush (Hidden)
HP: 98
Atk: 58
Def: 78
SpA: 103
SpD: 128
Spe: 105
BST: 570
Notable Moves: Aurora Veil, Blizzard, Freeze Dry, Psychic, Psyshock, Slack Off
Design: Haillynx is very similar to a Lynx and has a white body with light purple markings, it is a very slim and agile Pokemon too.
Flavor Text 1: Haillynx was once reported at the very coldest of Harmo's region, coincidentally, in the same hour, the coldest temperature from the region was also registered.
Flavor Text 2: Haillynx is the bringer of the coldest Hailstorms ever documented, This Pokemon is said to be responsible for creating many Glaciers too.
Competitive Analysis: Haillynx can set-up Aurora Veil with ease and can eat up many hits with its immense SpD stat, its physical defense does leave something to be desired, however, after Aurora Veil is up, this Pokemon is extremely difficult to knock out.
 
Last edited:
Mixipunch
Name Justification: Mix + Punch + I (to make it sound better)
Type 1: Fighting
Type 2: N/A
Ability 1: Protean
Ability 2: N/A
Hidden Ability: Adaptability
30 / 70 / 50 / 20 / 50 / 90 (310 Total)
Moves: Will sort these out later
Concept/general Design: Looks like a fighter. A bit like Hitmonchan. It has large fists and stands in a regular boxing stance.
Other Notes/Competitive Use: Varipunch is very fast (Only 3 pokemon outspeed it: Diglett, Voltorb and Elekid; It ties with Poliwag, Ponyta, Abra and Meowth), has good attack (Ties with Mudkip) , as well as setup moves like Bulk Up and Swords Dance, and a great movepool which lets it abuse Protean. Top Tier LC most likely.

Evolves at level 32

Modicuff
Name Justification: Modify + Cuff
Type 1: Fighting
Type 2: N/A
Ability 1: Protean
Ability 2: N/A
Hidden Ability: Adaptability
40 / 80 / 80 / 80 / 80 / 90 (450 Total)
Moves: Will sort these out later
Concept/general Design: Looks like a fighter. A bit like Hitmonchan. It has large fists and stands in a regular boxing stance. It has Brass Knuckles on its fists
Other Notes/Competitive Use: Modicuff works the same way as Varipunch, except it can now run mixed offences. Work Up lets it play to that more than ever, and it can be used in many different ways.

Evolves with max happiness. Evolves into different forms with the *Insert Type* Knuckles. If it holds no Knuckles, or holds the Fighting Knuckles, will evolve into Varibrawl - Regular

Varibrawl-Regular
Name Justification: Variable + Brawl
Type 1: Fighting
Type 2: N/A
Ability 1: Protean
Ability 2: N/A
Hidden Ability: Adaptability
50 / 100 / 100 / 100 / 100 / 90 (540 Total)
Moves: Will sort these out later
Concept/general Design: Looks like a fighter. A bit like Hitmonchan. It has large fists and stands in a regular boxing stance. It’s head now has a scratch down it’s cheek, and It’s Brass Knuckles change colour depending on the form.
Other Notes/Competitive Use: Varibrawl is an extremely strong, unpredictable killing machine. With 100 mixed offences, it can run Work Up mixed, Swords Dance Physical, Nasty Plot Special, or even Full Priority. It’s 50/100/100 defences also allow it to work as an amazing support mon. Variable? Definitely. Oh, you thought that was the end? Too bad, bring on the forms! (Yes, all 17 of them; 18 if you include regular)

Varibrawl-Metalloid
Type 1: Fighting
Type 2: Steel
Ability 1: Filter
Ability 2: N/A
Hidden Ability: Adaptability
50 / 120 / 130 / 70 / 130 / 40 (540 Total)
Moves: Same as Varibrawl-Regular.
Concept/general Design: Looks like Varibrawl-Regular, but it’s head and fists are armoured by small chunks of metal. It’s brass knuckles turn silver.
Other Notes/Competitive Use: A bulky powerhouse, with a small (very small) amount of special potential. A more defensive Varibrawl

Varibrawl-Pixie
Type 1: Fighting
Type 2: Fairy
Ability 1: Pixilate
Ability 2: N/A
Hidden Ability: Adaptability
50 / 130 / 50 / 130 / 50 / 130 (540 Total)
Moves: Same as Varibrawl-Regular.
Concept/general Design: Looks like Varibrawl-Regular, but its head and fists now have sparkling glitter on them. Its brass knuckles turn bright pink.
Other Notes/Competitive Use: A glass cannon, with amazing mixed offences. A more offensive Varibrawl, even if it does die in 1 hit.

Varibrawl-Nightmare
Type 1: Fighting
Type 2: Dark
Ability 1: Reckless
Ability 2: N/A
Hidden Ability: Adaptability
50 / 90 / 105 / 90 / 105 / 100 (540 Total)
Moves: Same as Varibrawl-Regular.
Concept/general Design: Looks like Varibrawl-Regular, but it’s head and fists have a crescent on them. Its brass knuckles turn black.
Other Notes/Competitive Use: A small improvement to the regular form, but it loses Protean along the way.

Varibrawl-Fortune
Type 1: Fighting
Type 2: Psychic
Ability 1: Specialize
Ability 2: N/A
Hidden Ability: Adaptability
50 / 75 / 50 / 160 / 75 / 130 (540 Total)
Moves: Same as Varibrawl-Regular.
Concept/general Design: Looks like Varibrawl-Regular, but it’s head and fists have a Crystal Ball on them. Its brass knuckles turn Hot Pink.
Other Notes/Competitive Use: Specialize allows this Pokemon to run Nasty Plot/Deep Thought*, Drain Punch, Vacuum Wave and Psycho Cut all in one set.

Varibrawl-Chemical
Type 1: Fighting
Type 2: Poison
Ability 1: Corrosion**
Ability 2: N/A
Hidden Ability: Adaptability
50 / 110 / 75 / 110 / 80 / 120 (540 Total)
Moves: Same as Varibrawl-Regular.
Concept/general Design: Looks like Varibrawl-Regular, but it’s head and fists have a Chemical Symbol on them. Its brass knuckles turn a very dark Purple.
Other Notes/Competitive Use: A slightly frailer version of Varibraw, that acts as a fairy killer. Fighting + Poison + Dark is only resisted by Poison/Fighting, which makes it very difficult to hide from this pokemon.

Varibrawl-Nature
Type 1: Fighting
Type 2: Grass
Ability 1: Chlorophyll
Ability 2: N/A
Hidden Ability: Adaptability
50 / 70 / 130 / 120 / 130 / 40 (540 Total)
Moves: Same as Varibrawl-Regular.
Concept/general Design: Looks like Varibrawl-Regular, but it’s head and fists have a Flower on them. Its brass knuckles turn Lime Green.
Other Notes/Competitive Use: A Special variant to the Metalloid Varibrawl.

Varibrawl-Earth
Type 1: Fighting
Type 2: Ground
Ability 1: Sand Rush
Ability 2: N/A
Hidden Ability: Adaptability
50 / 90 / 130 / 90 / 130 / 50 (540 Total)
Moves: Same as Varibrawl-Regular.
Concept/general Design: Looks like Varibrawl-Regular, but it’s head and fists have sand dusted onto them. Its brass knuckles turn light brown.
Other Notes/Competitive Use: A mix between the Grass and the Steel. With slightly higher speed.

Varibrawl-Basic
Type 1: Fighting
Type 2: Normal
Ability 1: Simple
Ability 2: N/A
Hidden Ability: Adaptability
50 / 100 / 90 / 100 / 90 / 110 (540 Total)
Moves: Same as Varibrawl-Regular.
Concept/general Design: Looks like Varibrawl-Regular. It’s brass knuckles turn White.
Other Notes/Competitive Use: A small improvement to the regular form, but it loses Protean along the way. however, this allows it to setup quicker, and with less risk.


Varibrawl-Aqua
Type 1: Fighting
Type 2: Water
Ability 1: Defiant
Ability 2: N/A
Hidden Ability: Adaptability
50 / 110 / 90 / 90 / 120 / 80 (540 Total)
Moves: Same as Varibrawl-Regular.
Concept/general Design: Looks like Varibrawl-Regular, but it’s head and fists are soaking with water. It’s brass knuckles turn blue.
Other Notes/Competitive Use: It has a good special defence stat, and can work well as a support mon or as a setup physical sweeper.

Varibrawl-Pyro
Type 1: Fighting
Type 2: Fire
Ability 1: Drought
Ability 2: N/A
Hidden Ability: Adaptability
50 / 140 / 80 / 140 / 80 / 50 (540 Total)
Moves: Same as Varibrawl-Regular.
Concept/general Design: Looks like Varibrawl-Regular, but it’s head and fists have a Sun on them. It’s brass knuckles turn Reed.
Other Notes/Competitive Use: A slower, frailer, stronger Varibrawl. You have crippling weaknesses to Ground, Flying and Psychic (Water can be negated by Drought), but if you can set up, you have a very good shot at a sweep.

Varibrawl-Galvatron
Type 1: Fighting
Type 2: Electric
Ability 1: Galvanize
Ability 2: N/A
Hidden Ability: Adaptability
50 / 130 / 90 / 100 / 70 / 100 (540 Total)
Moves: Same as Varibrawl-Regular.
Concept/general Design: Looks like Varibrawl-Regular, but it’s head and fists have a Lightning Bolt on them. It’s brass knuckles turn Yellow.
Other Notes/Competitive Use: 2 words: Galvanize Espeed. Plus it gets setup moves such as Belly Drum and Swords Dance.

Varibrawl-Insect
Type 1: Fighting
Type 2: Bug
Ability 1: Arachnate
Ability 2: N/A
Hidden Ability: Adaptability
50 / 130 / 70 / 130 / 70 / 90 (540 Total)
Moves: Same as Varibrawl-Regular.
Concept/general Design: Looks like Varibrawl-Regular, but it’s head and fists have a web on them. It’s brass knuckles turn dark green.
Other Notes/Competitive Use: A slow mixed attacker with average–low bulk.

Varibrawl-Acrobat
Type 1: Fighting
Type 2: Flying
Ability 1: Air Aproach
Ability 2: N/A
Hidden Ability: Adaptability
50 / 120 / 50 / 120 / 65 / 135 (540 Total)
Moves: Same as Varibrawl-Regular.
Concept/general Design: Looks like Varibrawl-Regular, but it wears a lucha mask. It’s brass knuckles turn sky blue.
Other Notes/Competitive Use: Yet another Glass Cannon. This one however, can live a special hit and proceed to sweep with moves like acrobatics, close combat and even Knuckle Slash***.

Varibrawl-Legend
Type 1: Fighting
Type 2: Dragon
Ability 1: Intimidate
Ability 2: N/A
Hidden Ability: Adaptability
50 / 100 / 120 / 65 / 120 / 95 (540 Total)
Moves: Same as Varibrawl-Regular.
Concept/general Design: Looks like Varibrawl-Regular, but it’s head has a dragons fang on it. It’s brass knuckles turn light purple.
Other Notes/Competitive Use: This pokemon is a great mon. Because it has both the Dragon type and Intimidate, which allows it to wall many physical attackers, whilst also being able to set up.

Varibrawl-Glacier
Type 1: Fighting
Type 2: Ice
Ability 1: Abrasionist (Makes Rock type move Ice type. Include Stealth Rocks)
Ability 2: N/A
Hidden Ability: Adaptability
50 / 70 / 60 / 110 / 60 / 185 (540 Total)
Moves: Same as Varibrawl-Regular.
Concept/general Design: Looks like Varibrawl-Regular, but it’s head and fists have a snowflake on them. It’s brass knuckles turn light blue.
Other Notes/Competitive Use: The new fastest pokemon. It only seems to work for support though, since you can’t exactly sweep with 110 SpA, Even if you do set up a nasty plot.

Varibrawl-Phantom
Type 1: Fighting
Type 2: Ghost
Ability 1: Shadow Tag
Ability 2: N/A
Hidden Ability: Adaptability
50 / 70 / 130 / 130 / 45 / 115 (540 Total)
Moves: Same as Varibrawl-Regular.
Concept/general Design: Looks like Varibrawl-Regular, but it’s fists have shadows all over them. It’s brass knuckles turn Translucent black.
Other Notes/Competitive Use: Good special bulk and a good Special offence make this mon a nice sweeper that can take 1 or 2 special hits.

And finally

Varibrawl-Stone
Type 1: Fighting
Type 2: Rock
Ability 1: Sand Stream
Ability 2: N/A
Hidden Ability: Adaptability
50 / 100 / 140 / 90 / 80 / 80 (540 Total)
Moves: Same as Varibrawl-Regular.
Concept/general Design: Looks like Varibrawl-Regular, but it’s head and fists have Chunks of rock on them. It’s brass knuckles turn dark brown.
Other Notes/Competitive Use: Great physical bulk and is able to take a hit without dying.

* Psychic Type, raises SpA and Speed by 1 stage.
** In gen 8 Corrosion causes Poison Type Moves to be Super Effective against Steel type moves.
***Varibrawls signature move. 80 BP;Physical;Type is based on the users secondary type. If there is no secondary type, the move is fighting type
 
Last edited:
Antleshope
Type: Fairy/Ground
Niche: Bulky attacker
Concept: Cute 3 ft bunny with light brown fur and pink antlers
Abilities: Huge Power/Sand Rush/Sand Veil

HP: 100
ATK: 55
DEF: 85
Sp. ATK: 55
Sp. Def: 85
Speed: 45

Moves
Play Rough, Horn Leech, Stomping Tantrum & bounce i guess lol
 
Harmoninan Tyrunt
Typing:
Ground
Abilities: Strong Jaw, Draconid Light
HP: 68
Atk: 89
Def: 67
SpA: 25
SpD: 55
Spe: 58
BST: 362

Evolution Method: Level 39 in Day

Harmoninan Tyrantrum
Typing:
Ground
Abilities: Strong Jaw, Draconid Light
HP: 92
Atk: 121
Def: 104
SpA: 49
SpD: 74
Spe: 81
BST: 521
Notable Moves: Earthquake, Outrage, Dragon Dance, Head Smash, Fire Fang, Thunder Fang, Ice Fang
Competitive Analysis: A very powerful Dragon Dancer with only two Weaknesses in Ice and Dragon, if running Draconid Light. It sits at a very comfortable speed tier after one DD and hits very hard with base 121 Attack. Amazing Defensive typing makes it much easier for Tyrantrum-H to set-up
 
Item Name: Possessed Kimono
Holder: Vulpix
Result: Tamamo Vulpix
New Type: Fire/Fairy
Abilities: Cursed Body / Incorporeal (hidden)
New Moves: Moonblast, Moonlight, Ice Beam, Flaming Barrier, Nine Moons*
New Stats:
HP - 48
Atk - 41
Def - 40
SpA - 50
SpD - 75
Spe - 65

Item Name: Possessed Kimono
Holder: Alolan Vulpix
Result: Tamamo Alolan Vulpix
New Type: Ice/Ghost
Abilities: Cursed Body / Incorporeal (hidden)
New Moves: Shadow Ball, Moonlight, Flamethrower, Spectral Thief, Nine Moons*
New Stats:
HP - 48
Atk - 41
Def - 40
SpA - 50
SpD - 75
Spe - 65

*Nine Moons: 30 BP, Rock type, Special move, hits 3 times. Power is increased by 50% on New Moon.
Item Name: Possessed Kimono
Holder: Ninetales
Result: Tamamo Ninetales
New Type: Fire/Fairy
Abilities: Cursed Body / Incorporeal (hidden)
New Moves: Moonblast, Moonlight, Ice Beam, Flaming Barrier, Nine Moons*
New Stats:
HP - 73
Atk - 67
Def - 75
SpA - 90
SpD - 100
Spe - 120

Item Name: Possessed Kimono
Holder: Alolan Ninetales
Result: Tamamo Alolan Ninetales
New Type: Ice/Ghost
Abilities: Cursed Body / Incorporeal (hidden)
New Moves: Shadow Ball, Moonlight, Flamethrower, Spectral Thief, Nine Moons*
New Stats:
HP - 73
Atk - 67
Def - 75
SpA - 81
SpD - 100
Spe - 129

*Nine Moons: 30 BP, Rock type, Special move, hits 3 times. Power is increased by 50% on New Moon.
Item Name: Possessed Kimono
Holder: Igglybuff
Result: Oni Igglybuff
New Type: Fairy/Fighting
Abilities: Tangled Feet / Poison Heal / Brute Force (hidden)
New Moves: Hammer Arm, Sludge Bomb, Slack Off, Swords Dance
New Stats:
HP - 90
Atk - 50
Def - 20
SpA - 40
SpD - 15
Spe - 15
Item Name: Possessed Kimono
Holder: Jigglypuff
Result: Oni Jigglypuff
New Type: Fairy/Fighting
Abilities: Tangled Feet / Poison Heal / Brute Force (hidden)
New Moves: Hammer Arm, Sludge Bomb, Slack Off, Swords Dance
New Stats:
HP - 115
Atk - 65
Def - 25
SpA - 45
SpD - 20
Spe - 20
Item Name: Possessed Kimono
Holder: Wigglytuff
Result: Oni Wigglytuff
New Type: Fairy/Fighting
Abilities: Tangled Feet / Poison Heal / Brute Force (hidden)
New Moves: Hammer Arm, Sludge Bomb, Slack Off, Swords Dance
New Stats:
HP - 140
Atk - 105
Def - 60
SpA - 50
SpD - 55
Spe - 45
Item Name: Possessed Kimono
Holder: Mawile
Result: Youkai Mawile
New Type: Steel/Fairy
Abilities: Cursed Body / Double Soul* / Prankster (hidden)
New Moves: Moonblast, Vacuum Wave, Draining Kiss, Nasty Plot, Toxic Spikes
New Stats:
HP - 50
Atk - 35
Def - 105
SpA - 95
SpD - 95
Spe - 20

*Double Soul: Doubles Special Attack.
Item Name: Imperial Katana
Holder: Shuppet
Result: Shinobi Shuppet
New Type: Ghost/Steel
Abilities: Quick Claws / Burrow / Ninja Transformation* (hidden)
New Moves: Spikes, Sticky Web, Swords Dance, Earthquake, Smart Strike
New Stats:
HP - 54
Atk - 65
Def - 35
SpA - 63
SpD - 33
Spe - 65

*Ninja Transformation: Works exactly like Disguise. Since Disguise only works on Mimikyu, we need to make a different ability to get the same effect.
Item Name: Imperial Katana
Holder: Banette
Result: Shinobi Banette
New Type: Ghost/Steel
Abilities: Quick Claws / Burrow / Ninja Transformation* (hidden)
New Moves: Spikes, Sticky Web, Swords Dance, Earthen Katana, Smart Strike
New Stats:
HP - 74
Atk - 105
Def - 65
SpA - 63
SpD - 73
Spe - 95

*Ninja Transformation: Works exactly like Disguise. Since Disguise only works on Mimikyu, we need to make a different ability to get the same effect.
Item Name: Imperial Katana
Holder: Unown
Result: Kanji Unown
New Type: Psychic/Steel
Abilities: Power Change
New Moves: Leaf Blade, Psycho Cut, Night Slash, Spacial Rend, Backstroke
New Stats:
HP - 48
Atk - 84
Def - 48
SpA - 24
SpD - 48
Spe - 104
Item Name: Imperial Katana
Holder: Vespiquen
Result: Empress Vespiquen
New Type: Flying/Steel
Abilities: Delta Stream / Queenly Majesty (hidden)
New Moves: Whirlwind, Secret Sword, Flash Cannon, Quiver Dance, Thunder Wave
New Stats:
HP - 90
Atk - 70
Def - 102
SpA - 70
SpD - 102
Spe - 60

I will(!) make sprites/designs for them.

I have some questions. The doc says a Costumed Pokemon can have up to 5 new moves but some have 9... what gives?
On another note, I can give signature moves from real Pokemon to the ones I submit (as long as it's balanced), right?

One last thing, very unrelated to this all. Ludicrousity there's no reason not to use Solar Burst instead of Solar Charge on Amateradow. Solar Burst breaks substitute/sash/sturdy and has the exact same base power, accuracy, burn chance, etc. So Solar Charge is useless.
 
Last edited:
Mixipunch
Name Justification: Mix + Punch + I (to make it sound better)
Type 1: Fighting
Type 2: N/A
Ability 1: Protean
Ability 2: N/A
Hidden Ability: Adaptability
30 / 70 / 50 / 20 / 50 / 90 (310 Total)
Moves: Will sort these out later
Concept/general Design: Looks like a fighter. A bit like Hitmonchan. It has large fists and stands in a regular boxing stance.
Other Notes/Competitive Use: Varipunch is very fast (Only 3 pokemon outspeed it: Diglett, Voltorb and Elekid; It ties with Poliwag, Ponyta, Abra and Meowth), has good attack (Ties with Mudkip) , as well as setup moves like Bulk Up and Swords Dance, and a great movepool which lets it abuse Protean. Top Tier LC most likely.

Evolves at level 32

Modicuff
Name Justification: Modify + Cuff
Type 1: Fighting
Type 2: N/A
Ability 1: Protean
Ability 2: N/A
Hidden Ability: Adaptability
40 / 80 / 80 / 80 / 80 / 90 (450 Total)
Moves: Will sort these out later
Concept/general Design: Looks like a fighter. A bit like Hitmonchan. It has large fists and stands in a regular boxing stance. It has Brass Knuckles on its fists
Other Notes/Competitive Use: Modicuff works the same way as Varipunch, except it can now run mixed offences. Work Up lets it play to that more than ever, and it can be used in many different ways.

Evolves with max happiness. Evolves into different forms with the *Insert Type* Knuckles. If it holds no Knuckles, or holds the Fighting Knuckles, will evolve into Varibrawl - Regular

Varibrawl-Regular
Name Justification: Variable + Brawl
Type 1: Fighting
Type 2: N/A
Ability 1: Protean
Ability 2: N/A
Hidden Ability: Adaptability
50 / 100 / 100 / 100 / 100 / 90 (540 Total)
Moves: Will sort these out later
Concept/general Design: Looks like a fighter. A bit like Hitmonchan. It has large fists and stands in a regular boxing stance. It’s head now has a scratch down it’s cheek, and It’s Brass Knuckles change colour depending on the form.
Other Notes/Competitive Use: Varibrawl is an extremely strong, unpredictable killing machine. With 100 mixed offences, it can run Work Up mixed, Swords Dance Physical, Nasty Plot Special, or even Full Priority. It’s 50/100/100 defences also allow it to work as an amazing support mon. Variable? Definitely. Oh, you thought that was the end? Too bad, bring on the forms! (Yes, all 17 of them; 18 if you include regular)

Varibrawl-Metalloid
Type 1: Fighting
Type 2: Steel
Ability 1: Filter
Ability 2: N/A
Hidden Ability: Adaptability
50 / 120 / 130 / 70 / 130 / 65 (565 Total)
Moves: Same as Varibrawl-Regular.
Concept/general Design: Looks like Varibrawl-Regular, but it’s head and fists are armoured by small chunks of metal. It’s brass knuckles turn silver.
Other Notes/Competitive Use: A bulky powerhouse, with a small (very small) amount of special potential. A more defensive Varibrawl

Varibrawl-Pixie
Type 1: Fighting
Type 2: Fairy
Ability 1: Pixilate
Ability 2: N/A
Hidden Ability: Adaptability
50 / 130 / 50 / 130 / 50 / 155 (565 Total)
Moves: Same as Varibrawl-Regular.
Concept/general Design: Looks like Varibrawl-Regular, but its head and fists now have sparkling glitter on them. Its brass knuckles turn bright pink.
Other Notes/Competitive Use: A glass cannon, with amazing mixed offences. A more offensive Varibrawl, even if it does die in 1 hit.

Varibrawl-Nightmare
Type 1: Fighting
Type 2: Dark
Ability 1: Reckless
Ability 2: N/A
Hidden Ability: Adaptability
50 / 100 / 105 / 100 / 105 / 105 (565 Total)
Moves: Same as Varibrawl-Regular.
Concept/general Design: Looks like Varibrawl-Regular, but it’s head and fists have a crescent on them. Its brass knuckles turn black.
Other Notes/Competitive Use: A small improvement to the regular form, but it loses Protean along the way.

Varibrawl-Fortune
Type 1: Fighting
Type 2: Psychic
Ability 1: Specialize
Ability 2: N/A
Hidden Ability: Adaptability
50 / 75 / 75 / 160 / 75 / 130 (565 Total)
Moves: Same as Varibrawl-Regular.
Concept/general Design: Looks like Varibrawl-Regular, but it’s head and fists have a Crystal Ball on them. Its brass knuckles turn Hot Pink.
Other Notes/Competitive Use: Specialize allows this Pokemon to run Nasty Plot/Deep Thought*, Drain Punch, Vacuum Wave and Psycho Cut all in one set.

Varibrawl-Chemical
Type 1: Fighting
Type 2: Poison
Ability 1: Corrosion**
Ability 2: N/A
Hidden Ability: Adaptability
50 / 110 / 90 / 110 / 90 / 120 (565 Total)
Moves: Same as Varibrawl-Regular.
Concept/general Design: Looks like Varibrawl-Regular, but it’s head and fists have a Chemical Symbol on them. Its brass knuckles turn a very dark Purple.
Other Notes/Competitive Use: A slightly frailer version of Varibraw, that acts as a fairy killer. Fighting + Poison + Dark is only resisted by Poison/Fighting, which makes it very difficult to hide from this pokemon.

Varibrawl-Nature
Type 1: Fighting
Type 2: Grass
Ability 1: Chlorophyll
Ability 2: N/A
Hidden Ability: Adaptability
50 / 70 / 130 / 120 / 130 / 65 (565 Total)
Moves: Same as Varibrawl-Regular.
Concept/general Design: Looks like Varibrawl-Regular, but it’s head and fists have a Flower on them. Its brass knuckles turn Lime Green.
Other Notes/Competitive Use: A Special variant to the Metalloid Varibrawl.

Varibrawl-Earth
Type 1: Fighting
Type 2: Ground
Ability 1: Sand Rush
Ability 2: N/A
Hidden Ability: Adaptability
50 / 90 / 130 / 90 / 130 / 75 (565 Total)
Moves: Same as Varibrawl-Regular.
Concept/general Design: Looks like Varibrawl-Regular, but it’s head and fists have sand dusted onto them. Its brass knuckles turn light brown.
Other Notes/Competitive Use: A mix between the Grass and the Steel. With slightly higher speed.

Varibrawl-Basic
Type 1: Fighting
Type 2: Normal
Ability 1: Simple
Ability 2: N/A
Hidden Ability: Adaptability
50 / 100 / 100 / 100 / 100 / 115 (565 Total)
Moves: Same as Varibrawl-Regular.
Concept/general Design: Looks like Varibrawl-Regular. It’s brass knuckles turn White.
Other Notes/Competitive Use: A small improvement to the regular form, but it loses Protean along the way. however, this allows it to setup quicker, and with less risk.


Varibrawl-Aqua
Type 1: Fighting
Type 2: Water
Ability 1: Defiant
Ability 2: N/A
Hidden Ability: Adaptability
50 / 110 / 90 / 90 / 120 / 105 (565 Total)
Moves: Same as Varibrawl-Regular.
Concept/general Design: Looks like Varibrawl-Regular, but it’s head and fists are soaking with water. It’s brass knuckles turn blue.
Other Notes/Competitive Use: It has a good special defence stat, and can work well as a support mon or as a setup physical sweeper.

Varibrawl-Pyro
Type 1: Fighting
Type 2: Fire
Ability 1: Drought
Ability 2: N/A
Hidden Ability: Adaptability
50 / 140 / 90 / 140 / 90 / 55 (565 Total)
Moves: Same as Varibrawl-Regular.
Concept/general Design: Looks like Varibrawl-Regular, but it’s head and fists have a Sun on them. It’s brass knuckles turn Reed.
Other Notes/Competitive Use: A slower, frailer, stronger Varibrawl. You have crippling weaknesses to Ground, Flying and Psychic (Water can be negated by Drought), but if you can set up, you have a very good shot at a sweep.

Varibrawl-Galvatron
Type 1: Fighting
Type 2: Electric
Ability 1: Galvanize
Ability 2: N/A
Hidden Ability: Adaptability
50 / 130 / 90 / 100 / 70 / 125 (565 Total)
Moves: Same as Varibrawl-Regular.
Concept/general Design: Looks like Varibrawl-Regular, but it’s head and fists have a Lightning Bolt on them. It’s brass knuckles turn Yellow.
Other Notes/Competitive Use: 2 words: Galvanize Espeed. Plus it gets setup moves such as Belly Drum and Swords Dance.

Varibrawl-Insect
Type 1: Fighting
Type 2: Bug
Ability 1: Arachnate
Ability 2: N/A
Hidden Ability: Adaptability
50 / 130 / 70 / 130 / 100 / 85 (565 Total)
Moves: Same as Varibrawl-Regular.
Concept/general Design: Looks like Varibrawl-Regular, but it’s head and fists have a web on them. It’s brass knuckles turn dark green.
Other Notes/Competitive Use: A slow mixed attacker with average–low bulk.

Varibrawl-Acrobat
Type 1: Fighting
Type 2: Flying
Ability 1: Air Aproach
Ability 2: N/A
Hidden Ability: Adaptability
50 / 120 / 50 / 120 / 90 / 135 (565 Total)
Moves: Same as Varibrawl-Regular.
Concept/general Design: Looks like Varibrawl-Regular, but it wears a lucha mask. It’s brass knuckles turn sky blue.
Other Notes/Competitive Use: Yet another Glass Cannon. This one however, can live a special hit and proceed to sweep with moves like acrobatics, close combat and even Knuckle Slash***.

Varibrawl-Legend
Type 1: Fighting
Type 2: Dragon
Ability 1: Draconic Light
Ability 2: N/A
Hidden Ability: Adaptability
50 / 100 / 120 / 80 / 120 / 95 (565 Total)
Moves: Same as Varibrawl-Regular.
Concept/general Design: Looks like Varibrawl-Regular, but it’s head has a dragons fang on it. It’s brass knuckles turn light purple.
Other Notes/Competitive Use: This pokemon is a great mon. Because it has both the Dragon type and Draconic Light, it has a 4x resist to Fire, Water, Grass and Electric. On the downside, this gives it a 4x weakness to dragon and fairy

Varibrawl-Glacier
Type 1: Fighting
Type 2: Ice
Ability 1: Abrasionist (Makes Rock type move Ice type. Include Stealth Rocks)
Ability 2: N/A
Hidden Ability: Adaptability
50 / 70 / 70 / 120 / 70 / 185 (565 Total)
Moves: Same as Varibrawl-Regular.
Concept/general Design: Looks like Varibrawl-Regular, but it’s head and fists have a snowflake on them. It’s brass knuckles turn light blue.
Other Notes/Competitive Use: The new fastest pokemon. It only seems to work for support though, since you can’t exactly sweep with 120 SpA, Even if you do set up a nasty plot.

Varibrawl-Phantom
Type 1: Fighting
Type 2: Ghost
Ability 1: Shadow Tag
Ability 2: N/A
Hidden Ability: Adaptability
50 / 70 / 130 / 130 / 70 / 115 (565 Total)
Moves: Same as Varibrawl-Regular.
Concept/general Design: Looks like Varibrawl-Regular, but it’s fists have shadows all over them. It’s brass knuckles turn Translucent black.
Other Notes/Competitive Use: Good special bulk and a good Special offence make this mon a nice sweeper that can take 1 or 2 special hits.

And finally

Varibrawl-Stone
Type 1: Fighting
Type 2: Rock
Ability 1: Sand Stream
Ability 2: N/A
Hidden Ability: Adaptability
50 / 100 / 140 / 90 / 80 / 105 (565 Total)
Moves: Same as Varibrawl-Regular.
Concept/general Design: Looks like Varibrawl-Regular, but it’s head and fists have Chunks of rock on them. It’s brass knuckles turn dark brown.
Other Notes/Competitive Use: Great physical bulk and is able to take a hit without dying.

* Psychic Type, raises SpA and Speed by 1 stage.
** In gen 8 Corrosion causes Poison Type Moves to be Super Effective against Steel type moves.
***Varibrawls signature move. 80 BP;Physical;Type is based on the users secondary type. If there is no secondary type, the move is fighting type
I really like this, however: OP AS HELL. Nerf everything to 540 :/
 
Item Name: Possessed Kimono
Holder: Vulpix
Result: Tamamo Vulpix
New Type: Fire/Fairy
Abilities: Cursed Body / Incorporeal (hidden)
New Moves: Moonblast, Moonlight, Ice Beam, Flaming Barrier, Nine Moons*
New Stats:
HP - 48
Atk - 41
Def - 40
SpA - 50
SpD - 75
Spe - 65

Item Name: Possessed Kimono
Holder: Alolan Vulpix
Result: Tamamo Alolan Vulpix
New Type: Ice/Ghost
Abilities: Cursed Body / Incorporeal (hidden)
New Moves: Shadow Ball, Moonlight, Flamethrower, Spectral Thief, Nine Moons*
New Stats:
HP - 48
Atk - 41
Def - 40
SpA - 50
SpD - 75
Spe - 65

*Nine Moons: 30 BP, Rock type, Special move, hits 3 times. Power is increased by 50% on New Moon.
Item Name: Possessed Kimono
Holder: Ninetales
Result: Tamamo Ninetales
New Type: Fire/Fairy
Abilities: Cursed Body / Incorporeal (hidden)
New Moves: Moonblast, Moonlight, Ice Beam, Flaming Barrier, Nine Moons*
New Stats:
HP - 73
Atk - 67
Def - 75
SpA - 90
SpD - 100
Spe - 120

Item Name: Possessed Kimono
Holder: Alolan Ninetales
Result: Tamamo Alolan Ninetales
New Type: Ice/Ghost
Abilities: Cursed Body / Incorporeal (hidden)
New Moves: Shadow Ball, Moonlight, Flamethrower, Spectral Thief, Nine Moons*
New Stats:
HP - 73
Atk - 67
Def - 75
SpA - 81
SpD - 100
Spe - 129

*Nine Moons: 30 BP, Rock type, Special move, hits 3 times. Power is increased by 50% on New Moon.
Item Name: Possessed Kimono
Holder: Igglybuff
Result: Oni Igglybuff
New Type: Fairy/Fighting
Abilities: Tangled Feet / Poison Heal / Brute Force (hidden)
New Moves: Hammer Arm, Sludge Bomb, Slack Off, Swords Dance
New Stats:
HP - 90
Atk - 50
Def - 20
SpA - 40
SpD - 15
Spe - 15
Item Name: Possessed Kimono
Holder: Jigglypuff
Result: Oni Jigglypuff
New Type: Fairy/Fighting
Abilities: Tangled Feet / Poison Heal / Brute Force (hidden)
New Moves: Hammer Arm, Sludge Bomb, Slack Off, Swords Dance
New Stats:
HP - 115
Atk - 65
Def - 25
SpA - 45
SpD - 20
Spe - 20
Item Name: Possessed Kimono
Holder: Wigglytuff
Result: Oni Wigglytuff
New Type: Fairy/Fighting
Abilities: Tangled Feet / Poison Heal / Brute Force (hidden)
New Moves: Hammer Arm, Sludge Bomb, Slack Off, Swords Dance
New Stats:
HP - 140
Atk - 105
Def - 60
SpA - 50
SpD - 55
Spe - 45
Item Name: Possessed Kimono
Holder: Mawile
Result: Youkai Mawile
New Type: Steel/Fairy
Abilities: Cursed Body / Double Soul* / Prankster (hidden)
New Moves: Moonblast, Vacuum Wave, Draining Kiss, Nasty Plot, Toxic Spikes
New Stats:
HP - 50
Atk - 35
Def - 105
SpA - 95
SpD - 95
Spe - 20

*Double Soul: Doubles Special Attack.
Item Name: Imperial Katana
Holder: Shuppet
Result: Shinobi Shuppet
New Type: Ghost/Steel
Abilities: Quick Claws / Burrow / Ninja Transformation* (hidden)
New Moves: Spikes, Sticky Web, Swords Dance, Earthquake, Smart Strike
New Stats:
HP - 54
Atk - 65
Def - 35
SpA - 63
SpD - 33
Spe - 65

*Ninja Transformation: Works exactly like Disguise. Since Disguise only works on Mimikyu, we need to make a different ability to get the same effect.
Item Name: Imperial Katana
Holder: Banette
Result: Shinobi Banette
New Type: Ghost/Steel
Abilities: Quick Claws / Burrow / Ninja Transformation* (hidden)
New Moves: Spikes, Sticky Web, Swords Dance, Earthquake, Smart Strike
New Stats:
HP - 74
Atk - 105
Def - 65
SpA - 63
SpD - 73
Spe - 95

*Ninja Transformation: Works exactly like Disguise. Since Disguise only works on Mimikyu, we need to make a different ability to get the same effect.
Item Name: Imperial Katana
Holder: Unown
Result: Kanji Unown
New Type: Psychic/Steel
Abilities: Power Change
New Moves: Leaf Blade, Psycho Cut, Night Slash, Spacial Rend, Backstroke
New Stats:
HP - 48
Atk - 84
Def - 48
SpA - 24
SpD - 48
Spe - 104
Item Name: Imperial Katana
Holder: Vespiquen
Result: Empress Vespiquen
New Type: Flying/Steel
Abilities: Delta Stream / Queenly Majesty (hidden)
New Moves: Whirlwind, Secret Sword, Flash Cannon, Quiver Dance, Thunder Wave
New Stats:
HP - 90
Atk - 70
Def - 102
SpA - 70
SpD - 102
Spe - 60

I will(!) make sprites/designs for them.

I have some questions. The doc says a Costumed Pokemon can have up to 5 new moves but some have 9... what gives?
On another note, I can give signature moves from real Pokemon to the ones I submit (as long as it's balanced), right?

One last thing, very unrelated to this all. Ludicrousity there's no reason not to use Solar Burst instead of Solar Charge on Amateradow. Solar Burst breaks substitute/sash/sturdy and has the exact same base power, accuracy, burn chance, etc. So Solar Charge is useless.
I quess you're correct there. I'll nerf the base power and half the burn chance
 
Metenrec
Classification:
Meteor Pokémon
Height: 0'04"
Weight: 1lb
Typing: Rock/Fairy
Abilities: Blinding Sight (At the end of every turn, the accuracy of any Pokémon on battle, other than the user, is dropped by one stage), Sand Stream [Hidden]
HP: 36
Atk: 16
Def: 91
SpA: 46
SpD: 91
Spe: 46
BST: 326
Design: Heavily resembles a Tenrec, this Pokémon's body is brown with a rocky texture and it has Spikes on its back.

Evolution Method (Hedgestog): Level 25

Hedgestog
Classification:
Star Pokémon
Height: 0'08"
Weight: 3lbs
Typing: Normal/Fairy
Abilities: No Guard, Air Lock [Hidden]
HP: 54
Atk: 24
Def: 99
SpA: 74
SpD: 99
Spe: 74
BST: 424
Design: Heavily resembles a Hedgehog, this Pokémon's body is grey and it has Spikes on its back.

Evolution Method (Celespine): Use a Sun Stone during day
Evolution Method (Noechidna): Use a Moon Stone during night

Celespine
Classification:
Light Pokémon
Height: 1'00"
Weight: 6lbs
Typing: Fire/Fairy
Abilities: Blinding Light (At the end of every turn, the accuracy of any Pokémon on battle, other than the user, is dropped by one stage, if the weather is Sunny Day, the accuracy is dropped by two stages instead), Drought [Hidden]
HP: 71
Atk: 41
Def: 71
SpA: 101
SpD: 141
Spe: 101
BST: 526
Notable Moves: Flamethrower, Moonblast, Morning Sun, Rapid Spin
Design: Heavily resembles a Porcupine, this Pokémon's body is white and it has Spikes on its back, it emights light by a small opening on its Belly.
Competitive Analysis: Celespine is a great Special Wall, 71/141 Special bulk is very good, and access to reliable recovery in Morning Sun and Hazard removal on Rapid Spin just makes Celespine an even better support Pokémon. Celespine is also an amazing Sun setter, and poses great Offensive presence under Sun and an amazing Speed Tier for a Wall.

Noechidna
Classification:
Night Pokémon
Height: 1'00"
Weight: 6lbs
Typing: Dark/Fairy
Abilities: Blinding Night (At the end of every turn, the accuracy of any Pokémon on battle, other than the user, is dropped by one stage, if the weather is New Moon, the accuracy is dropped by two stages instead), Nocturnal [Hidden]
HP: 71
Atk: 41
Def: 141
SpA: 101
SpD: 71
Spe: 101
BST: 526
Notable Moves: Dark Pulse, Moonblast, Moonlight, Rapid Spin
Design: Heavily resembles an Echidna, this Pokémon's body is black and it has Spikes on its back, it emights darkness by a small opening on its Belly, this Darkness completely drains light out of it, therefore, around Noechidna, a Darkness Sphere forms, which makes it unable to be seen.
Competitive Analysis: Noechidna is a great Physical Wall, 71/141 Physical Bulk is very good, and access to reliable recovery in Moonlight and Hazard Removal on Rapid Spin just makes Noechidna an even better Pokémon. Noechidna is also an amazing New Moon Setter, and poses great Offensive presence under New Moon and an amazing Speed Tier for a Wall.
 
Last edited:
I was wondering if a new item would be welcome?

Father's Emblem - When held by either breeding parent, the female will produce an egg of the father's species.

This item serves to give Hitmons, Rufflet, Tauros and other male-only species some actual breeding moves. It can also help mitigate GF's bizarre obsession with 7/8 male ratio for starters and fossils.
 
Other new items?

Assault Shield
When held by a Pokémon, it increases the Defense stat by 50% but requires the Pokémon to only use damaging attacks.

Adaptability Orb
When held by a Pokémon, it increases the power of its STAB moves by 1.1x and decreases the power of non STAB moves by 0.9x.

Brave Band
When held by a Pokémon, it increases the power of its physical moves by 1.1x.
Muscle Band is a thing :P

Moon Shard

When held by a Pokémon, it increases the power of its Fairy-type moves by 1.2x.
 
Last edited:
Maybe this could work for a mythical Pokemon, idk

Aurulong
Classification:
Greedy Pokémon
Typing: Dragon
Abilities: Levitate
HP: 83
Atk: 131
Def: 77
SpA: 113
SpD: 89
Spe: 137
BST: 630
Notable Moves: Golden Rush*, Outrage, Draco Meteor, Flare Blitz, Overheat, Liquidation, Hydro Pump, Gigavolt Tackle, Thunderbolt, Volt Switch, Cryo Crash, Ice Beam, Poison Jab, Iron Tail, Flash Cannon, Swords Dance, Dragon Dance, Nasty Plot, Roost
Design: This Pokémon is similar to mythological chinese Dragons, its body is Golden, with small Blue and Red markings.
Competitive Analysis: Aurolong is an extremely potent revenge killer, with an amazing Speed Tier and frightening Attack stat, this Pokémon also has average bulk for a Revenge Killer and has workable Special stats too. Amazing Coverage options also helps Aurulong's case even more, Flamthrower/Flare Blit can hit Steel-types and Poison Jab can hit Super Effectively every single Pokemon tha resists its STABs + Fire Move, having boosted Water moves is always nice too, however their coverage is quite redundant. Also, BoltBeam coverage with Cryo Crash + Gigavolt Tackle is pretty great too. Finally, access to set-up moves and Roost allows Aurulong to Wallbreak even better.

dragon.gif
Golden Rush
physical.png

BP: 95
PP: 10
Acc: 95
25% chance to confuse and raise target's attack stat simmoutaneously
Secondary Typing: Normal
Design: Dragon + Cow
HP: 107
Atk: 83
Def: 77
SpA: 137
SpD: 137
Spe: 89
BST: 630
Secondary Typing: Fighting
Design: Dragon + Wolf
HP: 109
Atk: 137
Def: 131
SpA: 83
SpD: 77
Spe: 103
BST: 630
Secondary Typing: Grass
Design: Dragon + Goat
HP: 113
Atk: 137
Def: 131
SpA: 71
SpD: 77
Spe: 101
BST: 630
Secondary Typing: Dark
Design: Dragon + Dog
HP: 83
Atk: 137
Def: 77
SpA: 131
SpD: 103
Spe: 109
BST: 630
Secondary Typing: Fire
Design: Dragon + Lion
HP: 89
Atk: 137
Def: 77
SpA: 83
SpD: 107
Spe: 137
BST: 630
Secondary Typing: Ghost
Design: Dragon + Turtle
HP: 83
Atk: 137
Def: 77
SpA: 103
SpD: 131
Spe: 109
BST: 630
Secondary Typing: Steel
Design: Dragon + Tiger
HP: 113
Atk: 137
Def: 71
SpA: 131
SpD: 77
Spe: 101
BST: 630
Secondary Typing: Water
Design: Dragon + Snake
HP: 109
Atk: 137
Def: 83
SpA: 131
SpD: 77
Spe: 103
BST: 630
Secondary Typing: Fairy
Design: Dragon + Fish
HP: 107
Atk: 137
Def: 77
SpA: 137
SpD: 83
Spe: 89
BST: 630
Will do competitive analysis later :] but basically, those formes are inspired by the nine sons of the dragon from the Chinese mythology
This form represents the Original Chinese Dragon and is considered the Pokémon with the maximum state of greediness, it has a BST rivaling the other two main legends and this Pokémon has Uber-like stats, this form is only achieved when you join all 9 Sons of the Dragon and morph all into the Original Form, and the villan of the third team is the one who does so first, but after beating the villanious leader, Aurulong splits again to Nine formes. In post-game you'll need the Dragon Emblem and all nine forms on the same PC Box, with that you'll have to rematch the sixth Gym Leader, Matthew and he'll help you achieve the Original Form. Here's its stats:

Aurulong (Original)
Classification: Greedy Pokémon
Typing: Dragon
Abilities: Levitate
HP: 79
Atk: 181
Def: 77
SpA: 137
SpD: 89
Spe: 127
BST: 690
Notable Moves: Golden Rush*, Outrage, Draco Meteor, Flare Blitz, Overheat, Liquidation, Hydro Pump, Gigavolt Tackle, Thunderbolt, Volt Switch, Cryo Crash, Ice Beam, Poison Jab, Iron Tail, Flash Cannon, Swords Dance, Dragon Dance, Nasty Plot, Roost
Design: This Pokémon is similar to mythological chinese Dragons, its body is Golden, with small Blue and Red markings.
Competitive Analysis: Aurulong-O is an amazing Pokémon in Ubers, 181 Attack is insane and allows it to break through some potent Ubers walls:

252 Atk Life Orb Aurumoth Dragon Rush vs. 252 HP / 120+ Def Lugia: 172-203 (41.3 - 48.7%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery

252 Atk Life Orb Aurumoth Dragon Rush vs. 248 HP / 8 Def Groudon-Primal: 172-203 (42.6 - 50.3%) -- 92.6% chance to 2HKO after Stealth Rock

252 Atk Life Orb Aurumoth Dragon Rush vs. 248 HP / 0 Def Ho-Oh: 285-335 (68.6 - 80.7%) -- guaranteed OHKO after Stealth Rock

Even though its bulk is clearly not suited for Ubers, thats not its goal, anyways :P, 127 Speed, while slower than its regular forme, is still pretty okay considering that Ubers doesnt have any significant Pokémon that sits beetween 137-127 Speed, the only two being Shaymin-S and Tapu Koko
 
Last edited:
Since there seem to be a lot of items going around:

  • All Rounder Badge: All stats (excluding HP, Accuracy and Evasion) gain a 1.05x multiplier.
  • Critical Scope: Causes the user to move last in it's priority bracket. If the user moves last, it's attacks gain a 1.3x damage multiplier.
  • Lucky Charm: All secondary effects have their chance increased by 50%. Cannot stack with serene grace (because who wants a Togekiss with a 120% chance to flinch?)
And some more abilities:

  • Dashing Claws: All priority attacks have their damage increased by 25%
  • Mirror Steal: The user copies one of the opponents moves at random. Stacks on top of its own moves.
 
Last edited:
Since there seem to be a lot of items going around:

  • All Rounder Badge: All stats (excluding HP, Accuracy and Evasion) gain a 1.05x multiplier.
  • Critical Scope: Causes the user to move last in it's priority bracket. If the user moves last, it's attacks gain a 1.5x damage multiplier.
  • Lucky Charm: All secondary effects have their chance doubled. Cannot stack with serene grace (because who wants a Togekiss with a 120% chance to flinch?)
And some more abilities:

  • Dashing Claws: All priority attacks have their damage increased by 50%
  • Mirror Steal: The user copies one of the opponents moves at random. Stacks on top of its own moves.
I feel like Critical Scope is too good, maybe make it a 1.3x or possibly 1.4x multiplier

Dashing Claws is way too strong too, that would make Scizor have a pseudo 90 Priority move before STAB. Maybe add a drawback to it or nerf it imao, maybe making it 1.3x is ok

Also, Lucky Charm Sand Rush Iron Head Excadrill = GG, imao you should make it have secondary effects have a 1.5x chance instead

Otherwise pretty interesting items, I love the concept of all of them :]
 
This is Mythical.

Note that this mon has two forms. The stuff on the left is for the Ancient form and the right is for the Modern form.

image.jpg

(Ancient form)
image.jpg

(Modern form)

Name Justification: Spirit + Box
Type 1: Ghost
Type 2: Grass (Ancient), Steel (Modern)
Ability 1: Battle Armor
Ability 2: Cursed Body
Hidden Ability: Box In
New Ability (Box In): Both of this Pokemon's defenses raise by one stage when asleep. Wears off when awoken (similar to marvel scale)
76, 106, 106, 106, 106, 100 (Ancient)
76, 96, 126, 96, 126, 80 (Modern)
Moves:
Level 1: Night Shade
Level 10: Leech Seed/Iron Defense
Level 20: Shadow Sneak
Level 30: Mega Drain/Metal Claw
Level 40: Shadow Claw
Level 50: Seed Bomb/Flash Cannon
Level 60: Will-O-Wisp
Level 70: Wood Hammer/Iron Head
Level 80: Shadow Ball
Level 90: Synthesis/Recover
Level 100: Phantom Force
TMs: Hone Claws, Calm Mind, Psyshock, Toxic, Hidden Power, Sunny Day, Taunt, Frustration, Thunderbolt, Thunder, Psychic, Shadow Ball, Brick Break, Facade, Rest, Thief, Round, Echoed Voice, Focus Blast, Energy Ball, Quash, Will-O-Wisp, Embargo, Explosion, Shadow Claw, Payback, Rock Polish, Stone Edge, Gyro Ball, Swords Dance, Rock Slide, Swagger, Sleep Talk, Substitute, Trick Room, Dark Pulse, Confide
Concept/general Design: Based on a ghost comin out of a jack in the box. There's a spring around the modern one's chest and splinters in the ancient one's chest.

Also, the ancient form is in a wood box with holes in it and the modern form is in a shiny, patterned metal box.

Other/Competitive use: The ancient form doesn't have a definite role, but will probably see use as a defensive Pokemon with Leech Seed, Synthesis, WoW, and things like that. It could run anything. The modern form is the same, but with more Bulk, a different typing, recover over synthesis and no leech seed.

They both could also run Crocune-ish sets with their hidden ability.
 
Last edited:
Mixipunch
Name Justification: Mix + Punch + I (to make it sound better)
Type 1: Fighting
Type 2: N/A
Ability 1: Protean
Ability 2: N/A
Hidden Ability: Adaptability
30 / 70 / 50 / 20 / 50 / 90 (310 Total)
Moves: Will sort these out later
Concept/general Design: Looks like a fighter. A bit like Hitmonchan. It has large fists and stands in a regular boxing stance.
Other Notes/Competitive Use: Varipunch is very fast (Only 3 pokemon outspeed it: Diglett, Voltorb and Elekid; It ties with Poliwag, Ponyta, Abra and Meowth), has good attack (Ties with Mudkip) , as well as setup moves like Bulk Up and Swords Dance, and a great movepool which lets it abuse Protean. Top Tier LC most likely.

Evolves at level 32

Modicuff
Name Justification: Modify + Cuff
Type 1: Fighting
Type 2: N/A
Ability 1: Protean
Ability 2: N/A
Hidden Ability: Adaptability
40 / 80 / 80 / 80 / 80 / 90 (450 Total)
Moves: Will sort these out later
Concept/general Design: Looks like a fighter. A bit like Hitmonchan. It has large fists and stands in a regular boxing stance. It has Brass Knuckles on its fists
Other Notes/Competitive Use: Modicuff works the same way as Varipunch, except it can now run mixed offences. Work Up lets it play to that more than ever, and it can be used in many different ways.

Evolves with max happiness. Evolves into different forms with the *Insert Type* Knuckles. If it holds no Knuckles, or holds the Fighting Knuckles, will evolve into Varibrawl - Regular

Varibrawl-Regular
Name Justification: Variable + Brawl
Type 1: Fighting
Type 2: N/A
Ability 1: Protean
Ability 2: N/A
Hidden Ability: Adaptability
50 / 100 / 100 / 100 / 100 / 90 (540 Total)
Moves: Will sort these out later
Concept/general Design: Looks like a fighter. A bit like Hitmonchan. It has large fists and stands in a regular boxing stance. It’s head now has a scratch down it’s cheek, and It’s Brass Knuckles change colour depending on the form.
Other Notes/Competitive Use: Varibrawl is an extremely strong, unpredictable killing machine. With 100 mixed offences, it can run Work Up mixed, Swords Dance Physical, Nasty Plot Special, or even Full Priority. It’s 50/100/100 defences also allow it to work as an amazing support mon. Variable? Definitely. Oh, you thought that was the end? Too bad, bring on the forms! (Yes, all 17 of them; 18 if you include regular)

Varibrawl-Metalloid
Type 1: Fighting
Type 2: Steel
Ability 1: Filter
Ability 2: N/A
Hidden Ability: Adaptability
50 / 120 / 130 / 70 / 130 / 40 (540 Total)
Moves: Same as Varibrawl-Regular.
Concept/general Design: Looks like Varibrawl-Regular, but it’s head and fists are armoured by small chunks of metal. It’s brass knuckles turn silver.
Other Notes/Competitive Use: A bulky powerhouse, with a small (very small) amount of special potential. A more defensive Varibrawl

Varibrawl-Pixie
Type 1: Fighting
Type 2: Fairy
Ability 1: Pixilate
Ability 2: N/A
Hidden Ability: Adaptability
50 / 130 / 50 / 130 / 50 / 130 (540 Total)
Moves: Same as Varibrawl-Regular.
Concept/general Design: Looks like Varibrawl-Regular, but its head and fists now have sparkling glitter on them. Its brass knuckles turn bright pink.
Other Notes/Competitive Use: A glass cannon, with amazing mixed offences. A more offensive Varibrawl, even if it does die in 1 hit.

Varibrawl-Nightmare
Type 1: Fighting
Type 2: Dark
Ability 1: Reckless
Ability 2: N/A
Hidden Ability: Adaptability
50 / 90 / 105 / 90 / 105 / 100 (540 Total)
Moves: Same as Varibrawl-Regular.
Concept/general Design: Looks like Varibrawl-Regular, but it’s head and fists have a crescent on them. Its brass knuckles turn black.
Other Notes/Competitive Use: A small improvement to the regular form, but it loses Protean along the way.

Varibrawl-Fortune
Type 1: Fighting
Type 2: Psychic
Ability 1: Specialize
Ability 2: N/A
Hidden Ability: Adaptability
50 / 75 / 50 / 160 / 75 / 130 (540 Total)
Moves: Same as Varibrawl-Regular.
Concept/general Design: Looks like Varibrawl-Regular, but it’s head and fists have a Crystal Ball on them. Its brass knuckles turn Hot Pink.
Other Notes/Competitive Use: Specialize allows this Pokemon to run Nasty Plot/Deep Thought*, Drain Punch, Vacuum Wave and Psycho Cut all in one set.

Varibrawl-Chemical
Type 1: Fighting
Type 2: Poison
Ability 1: Corrosion**
Ability 2: N/A
Hidden Ability: Adaptability
50 / 110 / 75 / 110 / 80 / 120 (540 Total)
Moves: Same as Varibrawl-Regular.
Concept/general Design: Looks like Varibrawl-Regular, but it’s head and fists have a Chemical Symbol on them. Its brass knuckles turn a very dark Purple.
Other Notes/Competitive Use: A slightly frailer version of Varibraw, that acts as a fairy killer. Fighting + Poison + Dark is only resisted by Poison/Fighting, which makes it very difficult to hide from this pokemon.

Varibrawl-Nature
Type 1: Fighting
Type 2: Grass
Ability 1: Chlorophyll
Ability 2: N/A
Hidden Ability: Adaptability
50 / 70 / 130 / 120 / 130 / 40 (540 Total)
Moves: Same as Varibrawl-Regular.
Concept/general Design: Looks like Varibrawl-Regular, but it’s head and fists have a Flower on them. Its brass knuckles turn Lime Green.
Other Notes/Competitive Use: A Special variant to the Metalloid Varibrawl.

Varibrawl-Earth
Type 1: Fighting
Type 2: Ground
Ability 1: Sand Rush
Ability 2: N/A
Hidden Ability: Adaptability
50 / 90 / 130 / 90 / 130 / 50 (540 Total)
Moves: Same as Varibrawl-Regular.
Concept/general Design: Looks like Varibrawl-Regular, but it’s head and fists have sand dusted onto them. Its brass knuckles turn light brown.
Other Notes/Competitive Use: A mix between the Grass and the Steel. With slightly higher speed.

Varibrawl-Basic
Type 1: Fighting
Type 2: Normal
Ability 1: Simple
Ability 2: N/A
Hidden Ability: Adaptability
50 / 100 / 90 / 100 / 90 / 110 (540 Total)
Moves: Same as Varibrawl-Regular.
Concept/general Design: Looks like Varibrawl-Regular. It’s brass knuckles turn White.
Other Notes/Competitive Use: A small improvement to the regular form, but it loses Protean along the way. however, this allows it to setup quicker, and with less risk.


Varibrawl-Aqua
Type 1: Fighting
Type 2: Water
Ability 1: Defiant
Ability 2: N/A
Hidden Ability: Adaptability
50 / 110 / 90 / 90 / 120 / 80 (540 Total)
Moves: Same as Varibrawl-Regular.
Concept/general Design: Looks like Varibrawl-Regular, but it’s head and fists are soaking with water. It’s brass knuckles turn blue.
Other Notes/Competitive Use: It has a good special defence stat, and can work well as a support mon or as a setup physical sweeper.

Varibrawl-Pyro
Type 1: Fighting
Type 2: Fire
Ability 1: Drought
Ability 2: N/A
Hidden Ability: Adaptability
50 / 140 / 80 / 140 / 80 / 50 (540 Total)
Moves: Same as Varibrawl-Regular.
Concept/general Design: Looks like Varibrawl-Regular, but it’s head and fists have a Sun on them. It’s brass knuckles turn Reed.
Other Notes/Competitive Use: A slower, frailer, stronger Varibrawl. You have crippling weaknesses to Ground, Flying and Psychic (Water can be negated by Drought), but if you can set up, you have a very good shot at a sweep.

Varibrawl-Galvatron
Type 1: Fighting
Type 2: Electric
Ability 1: Galvanize
Ability 2: N/A
Hidden Ability: Adaptability
50 / 130 / 90 / 100 / 70 / 100 (540 Total)
Moves: Same as Varibrawl-Regular.
Concept/general Design: Looks like Varibrawl-Regular, but it’s head and fists have a Lightning Bolt on them. It’s brass knuckles turn Yellow.
Other Notes/Competitive Use: 2 words: Galvanize Espeed. Plus it gets setup moves such as Belly Drum and Swords Dance.

Varibrawl-Insect
Type 1: Fighting
Type 2: Bug
Ability 1: Arachnate
Ability 2: N/A
Hidden Ability: Adaptability
50 / 130 / 70 / 130 / 70 / 90 (540 Total)
Moves: Same as Varibrawl-Regular.
Concept/general Design: Looks like Varibrawl-Regular, but it’s head and fists have a web on them. It’s brass knuckles turn dark green.
Other Notes/Competitive Use: A slow mixed attacker with average–low bulk.

Varibrawl-Acrobat
Type 1: Fighting
Type 2: Flying
Ability 1: Air Aproach
Ability 2: N/A
Hidden Ability: Adaptability
50 / 120 / 50 / 120 / 65 / 135 (540 Total)
Moves: Same as Varibrawl-Regular.
Concept/general Design: Looks like Varibrawl-Regular, but it wears a lucha mask. It’s brass knuckles turn sky blue.
Other Notes/Competitive Use: Yet another Glass Cannon. This one however, can live a special hit and proceed to sweep with moves like acrobatics, close combat and even Knuckle Slash***.

Varibrawl-Legend
Type 1: Fighting
Type 2: Dragon
Ability 1: Draconic Light
Ability 2: N/A
Hidden Ability: Adaptability
50 / 100 / 120 / 65 / 120 / 95 (540 Total)
Moves: Same as Varibrawl-Regular.
Concept/general Design: Looks like Varibrawl-Regular, but it’s head has a dragons fang on it. It’s brass knuckles turn light purple.
Other Notes/Competitive Use: This pokemon is a great mon. Because it has both the Dragon type and Draconic Light, it has a 4x resist to Fire, Water, Grass and Electric. On the downside, this gives it a 4x weakness to dragon and fairy

Varibrawl-Glacier
Type 1: Fighting
Type 2: Ice
Ability 1: Abrasionist (Makes Rock type move Ice type. Include Stealth Rocks)
Ability 2: N/A
Hidden Ability: Adaptability
50 / 70 / 60 / 110 / 60 / 185 (540 Total)
Moves: Same as Varibrawl-Regular.
Concept/general Design: Looks like Varibrawl-Regular, but it’s head and fists have a snowflake on them. It’s brass knuckles turn light blue.
Other Notes/Competitive Use: The new fastest pokemon. It only seems to work for support though, since you can’t exactly sweep with 110 SpA, Even if you do set up a nasty plot.

Varibrawl-Phantom
Type 1: Fighting
Type 2: Ghost
Ability 1: Shadow Tag
Ability 2: N/A
Hidden Ability: Adaptability
50 / 70 / 130 / 130 / 45 / 115 (540 Total)
Moves: Same as Varibrawl-Regular.
Concept/general Design: Looks like Varibrawl-Regular, but it’s fists have shadows all over them. It’s brass knuckles turn Translucent black.
Other Notes/Competitive Use: Good special bulk and a good Special offence make this mon a nice sweeper that can take 1 or 2 special hits.

And finally

Varibrawl-Stone
Type 1: Fighting
Type 2: Rock
Ability 1: Sand Stream
Ability 2: N/A
Hidden Ability: Adaptability
50 / 100 / 140 / 90 / 80 / 80 (540 Total)
Moves: Same as Varibrawl-Regular.
Concept/general Design: Looks like Varibrawl-Regular, but it’s head and fists have Chunks of rock on them. It’s brass knuckles turn dark brown.
Other Notes/Competitive Use: Great physical bulk and is able to take a hit without dying.

* Psychic Type, raises SpA and Speed by 1 stage.
** In gen 8 Corrosion causes Poison Type Moves to be Super Effective against Steel type moves.
***Varibrawls signature move. 80 BP;Physical;Type is based on the users secondary type. If there is no secondary type, the move is fighting type
For Phantom Form, I Assume You meant 50/70/45/130/130/115
The Dragon Type Doesn't Need Draconic Light, I would reccomend Intimidate, Multiscale,
From now onwards, I'm going to update this post with the new link once a day. This way, there should never be an expired link.

Current Link: https://discord.gg/5jqN7
This Link Should be Permanant. https://discord.gg/fDvTRU3
 
I was wondering if a new item would be welcome?

Father's Emblem - When held by either breeding parent, the female will produce an egg of the father's species.

This item serves to give Hitmons, Rufflet, Tauros and other male-only species some actual breeding moves. It can also help mitigate GF's bizarre obsession with 7/8 male ratio for starters and fossils.
dilasc, i am slowly beginning to realize that you've only made one line and yet are trying to fill Harmo with useless mechanics that mainly benefit stuff we can't even use

fully invested unstable molecules revenya has an effective 93 attack, nyantum has effective 125 under the same conditions. not going to bother calcing the inferior special attacking stats. with no investment unstable molecules revenya has effective 50 defense and 42 special defense, nyantum has effective 84 and 77 in the same conditions. just felt like doing this

anyway, since items are cool now, items that are cool now

Cape of Vengeance - Doubles the power of moves on the turn right after an ally is KO'd, similarly to Retaliate but as an item (they stack, you can scream now)
Amplifier - Increases the power and accuracy of Sound moves by 1.3x.

set for Spinji

Spinji @ Choice Band
Ability: Quick Claws
EVs: 4 HP, 252 Atk, 252 Spe
Adamant Nature
- Shadow Claw
- U-Turn
- Smart Strike
- Fell Stinger

Cape of Vengeance might be good on it if it gets approved
 
This is Mythical.

Note that this mon has two forms. The stuff on the left is for the Ancient form and the right is for the Modern form.

View attachment 75375
(Ancient form)
View attachment 75376
(Modern form)

Name Justification: Spirit + Box
Type 1: Ghost
Type 2: Grass (Ancient), Steel (Modern)
Ability 1: Battle Armor
Ability 2: Cursed Body
Hidden Ability: Box In
New Ability (Box In): Both of this Pokemon's defenses raise by one stage when asleep. Wears off when awoken (similar to marvel scale)
76, 106, 106, 106, 106, 100 (Ancient)
76, 96, 126, 96, 126, 80 (Modern)
Moves:
Level 1: Night Shade
Level 10: Leech Seed/Iron Defense
Level 20: Shadow Sneak
Level 30: Mega Drain/Metal Claw
Level 40: Shadow Claw
Level 50: Seed Bomb/Flash Cannon
Level 60: Will-O-Wisp
Level 70: Wood Hammer/Iron Head
Level 80: Shadow Ball
Level 90: Synthesis/Recover
Level 100: Phantom Force
TMs: Hone Claws, Calm Mind, Psyshock, Toxic, Hidden Power, Sunny Day, Taunt, Frustration, Thunderbolt, Thunder, Psychic, Shadow Ball, Brick Break, Facade, Rest, Thief, Round, Echoed Voice, Focus Blast, Energy Ball, Quash, Will-O-Wisp, Embargo, Explosion, Shadow Claw, Payback, Rock Polish, Stone Edge, Gyro Ball, Swords Dance, Rock Slide, Swagger, Sleep Talk, Substitute, Trick Room, Dark Pulse, Confide
Concept/general Design: Based on a ghost comin out of a jack in the box. There's a spring around the modern one's chest and splinters in the ancient one's chest.

Also, the ancient form is in a wood box with holes in it and the modern form is in a shiny, patterned metal box.

Other/Competitive use: The ancient form doesn't have a definite role, but will probably see use as a defensive Pokemon with Leech Seed, Synthesis, WoW, and things like that. It could run anything. The modern form is the same, but with more Bulk, a different typing, recover over synthesis and no leech seed.

They both could also run Crocune-ish sets with their hidden ability.
I think this would be better as the final Legend, Maybe???

And Pikaxremes items are approved. (Although the 2x on KO should be a 1 time use.)
 
Hold on, I have two. Search for Folbatross on page... 19 I think. Maybe it went ignored, I'm used to it!

Besides, I'm sure Harmo has some gender locked Pokemon... does it?

And if you think I don't create Pokemon, I got spreadsheets of em!

I'm not useless!

And to prove it...

Bombeat (Pronounced Bom-BAY)
Type: Bug/Fire
Ability: Artillery (Non-contact clone of Tough Claws)/Rummage (when switched in, will eat refuse/hazards. If it eats said hazardous refuse it restores 1/8th health per layer of junk) Embellish (H/A) - Clone of Moxie for SpAtk
Stats: 80/50/70/125/65/110 (500)
Breeding Group: Bug
Gender: 50/50
Moves: Ember, Leech Life, Leech Seeds, Bug Buzz, Flamethrower, Fire Blast, Earthquake, Earth Power, Nasty Plot, Sword Dance, Quick Attack, Power Gem, Overheat, Signal Beam, Quiver Dance
Other: This thing sorta is meant to make a triumverent of beetlekind alongside Pinsir and Heracross, only as a Special Attacking Bombardier Beetle. It might seem outclassed by Volcarona as a QDer, and as a SpAtker, it is because that things' is higher and it has a better stat total in general with higher durability, but this has more speed and can even be used as a free hazard remover. Doesn't really have the tools to punish rain since it doesn't get Thunder, a grass move other than Seeds, or Hurricane.

I'm almost tempted to connect them with a baby form.

And something else new!

Rambam
Type:
Normal/Ice
Ability: Rock Head/Plainsrunner (doubles speed when weather isn't present) HA Slush Rush
Stats: 80/100/50/15/60/55 (360)
Breeding Group: Ground/Water3
Gender: 50/50
Moves: Double Edge, Quick Attack, Shatter Head (Ice Type Head Smash), Earthquake, Giga Drain, Leech Life, Waterfall, Head Smash, Ice Shard, Low Kick, Sword Dance, Horn Leech, Bind, Wrap, Tackle, Leer, Growl, Taunt, Wood Hammer
Evolution: Evolves into Ramalma at 20 and then Ramalot at 47.
Other: The idea behind Rambam line is that it's not your typical mountain goat. Far from it, many eras ago, when some species of nautilus should have gone extinct, these mountains were underwater before tectonic activity caused them to surface. These nautilids adapted and became parasites living on the local fauna, eventually becoming more fully entrenched with them, forming into a nautilus/mammal hybrid.

Combat-wise, Rambam's line punishes non-weather teams, and may very well be the fastest Slush Rusher (its evolutions are faster than A-Sandslash.) The danger is the coin flip you must make when you see it. Is it a faster sweeper? Is it a no recoil abuser? You can't tell until it attacks, and that's scary especially since it evolves twice and its attack isn't going downwards at any point.

Ramalma
Type:
Normal/Ice
Ability: Rock Head/Plainsrunner (doubles speed when weather isn't present) HA Slush Rush
Stats: 95/115/65/20/70/80 (445)
Breeding Group: Ground/Water3

Ramalot
Type:
Normal/Ice
Ability: Rock Head/Plainsrunner (doubles speed when weather isn't present) HA Slush Rush
Stats: 120/130/80/20/85/100 (545)
Breeding Group: Ground/Water3

Those are what it becomes. Just remember...
252+ Atk Conkeldurr Mach Punch vs. 252 HP / 0 Def Ramalot: 372-436 (83.7 - 98.1%) -- guaranteed OHKO after Stealth Rock

252+ Atk Life Orb Ramalot Ice Shard vs. 0 HP / 4 Def Conkeldurr: 99-118 (28.2 - 33.6%) -- guaranteed 3HKO after Stealth Rock and hail damage

A counter for sure or at least a check

Not sure if broken, even still.
 
Status
Not open for further replies.
Back
Top