I got kinda bored, but now boredom has come to this.
Parents: Tangrowth / Necrozma
Egg Group: DNA
Name: Lanceleech
Type: Grass / Psychic
Stats: 118/103/113/118/89/64 (+20 hp and special defense)
Ability and Description: Regenerator + Prism Armor = NATURE PROTECTOR - When hit with a super-effective move, take 3/4 of the initial damage and regenerate 1/3 of the damage done (does not activate if its substitute takes damage or if this mon dies).
Notable Moves: Leech Seed, Giga Drain, Knock Off, Pain Split????, Toxic, Swords Dance, Curse, Infestation, Psych Up, Calm Mind, Light Screen, Stealth Rock, Energy Ball, Moonlight, Morning Sun, Photon Geyser
Playstyle: Suprisingly good defensive and offensive stats. Its ability makes it such an annoying tank to kill. Now Grass / Psychic is a great defensive typing for this pokemon because it has 6 resistances and its ability activates on 7 more types. Tangrowth offers so many useful supporting and survival moves, which makes this one of the best tanks out there!
Parents: Arceus / Azumarill
Egg Group: DNA
Name: Zaedfreud
Type: Normal / Fairy
Stats: 110/90/110/90/110/100 (+10 special defense and defense, +5 attack, +15 speed)
Ability and Description: Multitype + Thick Fat = SUPPRESS - This pokemon's type changes to the type of plate or Z-crystal it is holding. Takes halved damage against its current type(s).
Notable Moves: Belly Drum, Extreme Speed, Magic Coat, Perish Song, Stealth Rock, Earthquake, Recover, Swords Dance, Trick?????, Tailwind, Toxic, Will-o-Wisp, Encore, Knock Off, Seismic Toss, Curse
Playstyle: This guy is very situational, but does its job well when the time comes. Although the ability sounds basic, it is actually pretty good. Arceus has such a wide movepool ranging from attacks to support moves. Azumarill gets Belly Drum and Arceus gets Extreme Speed, which can lead to sweeps. Tankiness is already nice. It's especially good for endgame; it has a fixed halved damage effect against its current type (s).
Parents: Liepard / Zoroark
Egg Group: Field
Name: Kraftark
Type: Dark
Stats: 67/101/59/109/60/110 (+5 to all stats)
Ability and Description: Unburden + Illusion = ASSASSINATE - Upon switch-in, this pokemon appears as the last pokemon in the party until it takes direct damage (before I had it as "for 1 turn," which might be more balanced) and becomes immune to the first hit of damage. When disguised as another pokemon, attack and speed are doubled.
Notable Moves: Knock Off, Night Slash, U-Turn,
Playstyle: Well, it's obvious why this is good. Maybe. Just wanted a decent Zoroark fusion...
Parents: Gyarados / Malamar
Egg Group: Water 2
Name: Werjarkii
Type: Water / Dark
Stats: 95/113/88/69/92/82 (+5 to all stats)
Ability and Description: Moxie + Contrary = RABID - Whenever you raise stats, lower the opposing pokemon's corresponding stats by the same amount. Killing a pokemon will invert any negative stat modifiers.
Notable Moves: HAPPY HOUR, CELEBRATE, Dragon Dance, Foul Play, Knock Off, Night Slash, Superpower, PSYCH UP, SNATCH, Topsy-Turvy, Earthquake, Waterfall, Aqua Tail, Curse, Ice Fang
Playstyle: Unfortunately, no reliable recovery other than Rest, which may be the killer of this unique fusion. Pretty good stats defensively and offensively. Dragon Dance is a buff a debuff. The main perk is the Z-Happy Hour (or Z-Celebrate). Raise all stats by 1 and lower all opposing pokemon's stats by 1. This sounds op, but without reliable recovery to heal and only being +1, this balances it out. It is good for endgame, however, when the opponent can't switch out or switching out is a bad move. Situational, like my Arceus / Azumarill fusion, but works when the time comes.
Parents: Jirachi / Kartana
Egg Group: DNA
Name: Keelshank
Type: Grass / Steel
Stats: 79/140/115/79/85/124 (+20 speed and 20 special defense)
Ability and Description: Serene Grace + Beast Boost = EMPOWER - The secondary effect chances of your moves are doubled; whenever you inflict secondary effect, raise highest stat by 1 stage.
Notable Moves: Play Rough, Leaf Blade, Power-Up Punch, Stealth Rock, U-Turn, Trick
Playstyle: Some of you may be wondering why I didn't give this fusion +20 attack. I gave it +20 special defense to give it more bulk and +20 speed so that now Empower can boost speed if you want. This is viable in Frantic Fusions and even Frantic Fusions Ubers (one of my mains that i came up with). With a 60% flinch Iron Head, everything slower than it needs to fear it. It was slow in regular fusions, so I gave it a choice scarf. Now it doesn't really need it to function. It gets Meteor Mash, and if your highest stat is speed, if its secondary effect activates, you get +1 in attack and speed. You can still go choice scarf for asuper speedy build, with Iron Head boosting attack every time you inflict flinch, which is op. 6 flinches and you have +4 attack. Have fun if this gets accepted!
Please give me feedback :]