Pet Mod [Gen 8] OptiMons [DLC Slate 1]

Winners! Congratulations!
falinks.gif

fighting.gif
ground.gif

Falinks [Optimized]
Abilities: Skill Link / Defiant / Technician
Stats: 65 / 110 / 110 / 70 / 60 / 95
Added Moves: Bone Rush, Rock Blast, Pin Missile, Power Trip
Summary of Changes: +10 Atk / +10 Def / +20 Spe
Description: A unique type combo immediately gives it a way to set itself apart. Bone Rush is a 125 BP STAB and Rock Blast is a 125 BP coverage move. Pair with No Retreat and Close Combat and you really don’t need anything else. You have Power Trip if you really hate Unaware.

Skill Link makes too much sense on this mon imo.​
type.gif


type.gif

Cramorant [Optimized]
Type:

flying.gif
/
water.gif

Ability: Gulp Missile
(Now it can change into Gulping or Gorging form when using any Water-type move. In addition, when struck by enemy water moves, takes half damage, prevents any effect except base power and halves the water damage. No longer paralyzes.)
Stats: 115/85/75/85/95/80
Added Moves: U-turn, Brave Bird, Toxic
Summary of Changes: +40 HP / +20 Def / -5 Spe
Water is an oppressive offensive type at the moment with Gyarados and Dracovish and Barraskewda going wild. This Cramorant aims to solve this without just forcing another Water Absorber on the world. Toxic helps it provide status to whittle down enemies, which it needs because 125/75/95 aren't exactly top tier defenses when you have a quad weakness as common as Electric. This thing can stop Dracovish all day because the doubling of Fishious Rend fails. The move will still get STAB, Rain and Strong Jaw, but it cannot double if Cram switches in.

Cramorant however is a slave to electrics. Dracozolt doesn't care about either STAB and 85 SpA non-stab Ice Beam isn't going to likely OHKO, so if it gets in, Cram will die even if it is slightly faster since Draco likely invests in more speed. This means Dracozolt forces a free switch or kills a water repellent.​
875.png

ice.gif
water.gif

Eiscue [Optimized]
Abilities: Ice Face, Noice - Swift Swim
Stats: Ice Face - Stats: 95 HP (+20) / 80 Atk / 120 Def (+10) / 65 SpA / 110 (+20) SpD / 50 Spe [BST 470], Noice - 95 HP (+20) / 90 Atk (+10) / 70 Def / 85 SpA (+20) / 50 SpD / 130 Spe [BST 470]
Added Moves: Ice Shard
Summary of Changes: It's a penguin, it can be a Water type if it wants to. Increasing HP by 20 allows for it to have more health after its Ice Face breaks. Its defenses are increased in Ice Face mode because of Dragapult and Chandelure (Infiltrator). While in Noice mode, it gains the Swift Swim ability, which along with its reasonable Water type attacking moves and increased attacking stats, makes it a nasty Rain sweeper with Belly Drum. Just watch out for priority (or just use Ice Shard).​

Slate 2: Galarian Flops Part 1
864.png

863.png

866.png

Despite being fully evolved from Galarian versions of classic favourites, these Pokemon still struggle to find success in the OU metagame. Now its time to give them a chance to shine!
 
It's Mr. Rime Time!


dancing chaplin.gif

psychic.gif
ice.gif

Note: NOT THE SAME as Ice/Psychic.
Mr. Rime [Optimized]
Abilities
: Mimicry, Screen Cleaner, Filter
Stats: 80 / 85 / 75 / 110 / 100 / 70 -> 80 / 100 / 95 / 120 / 115 / 45 (555 BST)
Added Moves: Swords Dance, Teeter Dance, Acid Spray, Infestation, Frost Breath, Grassy Terrain, Electric Terrain, Nature Power, Revelation Dance, Dragon Dance.
Summary of Changes: Corrected Game Freak's mistakes.
Reason: Mr. Mime has access to two kinds of terrain summons by default: Psychic and Fairy. The fact that Mimicry was given to something that essentially uses Camouflage on switch-in (why wasn't it called "Blend In" then?) is just a poor choice for the Pokémon to which it was applied. However, to be able to change type (because Psychic/Ice is disgusting) upon summoning a terrain (with access to all four now) is not just an okay thing for Mr. Rime; it was MADE FOR them. (Mime Jr. evolves into Mr. Mime by using Mimic, for miming out loud!)

perrserker.gif

steel.gif
dark.gif

Perrserker [Optimized]
Abilities
: Berserk, Fur Coat, Metalworker
Stats: 70 / 110 / 100 / 50 / 60 / 50 -> 80 / 120 / 80 / 110 / 80 / 85 (555)
Added Moves: Knock Off, Sucker Punch, Anchor Shot, Flash Cannon, Gyro Ball, Outrage
Summary of Changes: Make it Darker, though I should probably make it more of a fighter.
Reason: It's a berserker. Why shouldn't it have Berserk as its Ability? Berserkers are like vikings, thus why Meowth-Galar is all… shaggy. Since they're Steel type already, it totally makes sense to have Anchor Shot. Steely Spirit is just… egh… needs to be Metalworker. I mean, I like Battle Armor, it makes sense… but this thing already learns Metal Sound, Nasty Plot, Dark Pulse, and Shadow Ball, (these moves and more are also why I gave it Dark type; this, and I'm bored with Bisharp being the only Dark/Steel out there) so why not have its Ability expand to a more Special offensive? Flash Cannon, because what good is a Special-capable Steel-type without it? Also Outrage and Gyro Ball, because, well… "Have ya seen berserkers in action?" Tough Claws is meh-ok… I feel like Game Freak got Persian-Alola and Perrserker mixed up, because… I mean, LOOK AT IT. It's got a THICK COAT OF FUR on its NECK. Fur Coat gives a much better defense against Fighting-type attacks (this thing takes 4x damage from them) since those are primarily Physical (except Final Gambit, Focus Blast, and Aura Sphere, the first two of which are, like, NEVER used, but the last of which has been over-distributed this gen for some reason), so it won't faint to Superpower, but might to Storm Throw.

cursola.gif

ghost.gif
water.gif

Cursola [Optimized]
Abilities
: Innards Out, Perish Body, Skill Link
Stats: 60 / 95 / 50 / 145 / 130 / 30 -> 100 / 80 / 60 / 150 / 115 / 30 (555)
Added Moves: Wonder Room, Psyshock, Infestation, Water Shuriken, Aqua Ring, Branch Poke (because coral have branches, duh), Metal Burst, Acid Spray, Muddy Water, Megahorn (because they're like horns), Weather Ball, Echoed Voice, Stored Power, Spiky Shield
Summary Of Changes: Made it more like a Special Stonjourner, but not from the pointlessness perspective.
Reason: Just look at it. Its INNARDS. ARE. OUT. And with a Rest-In-Pieces defense stat, it's a no-brainer for the effects of Innards Out considering the consequences of Physical contact moves. Higher HP means more lost from the effects of Innards Out, making everything that faces it think twice before striking physically. As for Skill Link, I've just always felt like Corsola deserved it. It was kinda unfair that Cloyster got all the perks with such a low SpD and particularly a Type that is vulnerable to primarily Special attacks. Optimized, Cursola has no trouble taking even super-effective Special hits and returning with STAB on the very Type that makes it Specially vulnerable.
Inner Focus would defeat its vulnerability to Dark Pulse, which I think would be the primary way to deal with this creepy coral.​
 
Last edited:
perrserker.gif

steel.gif

Perrserker [Optimized]
Abilities
: Battle Armour / Tough Claws | [HA] Steely Spirit
Stats: 90 HP / 110 Atk / 120 Def / 50 SpA / 80 SpD / 80 Spe [BST 530]
Added Moves: Knock Off, Anchor Shot, Bullet Punch, Bulk Up
Summary Of Changes: +20 HP, +20 Def, +20 SpD, +30 Spe

Perrserker with its new stat buffs can serve as a solid Assault Vest user with a strong U-Turn + Knock Off combo. It can also trap targets with Anchor Shot, and can finally utilize a Choice Band to fully abuse its power Tough Claws boosted moves.

cursola.gif

ghost.gif

Cursola [Optimized]
Abilities
: Weak Armor | [HA] Perish Body
Stats: 60 HP / 95 Atk / 70 Def / 145 SpA / 130 SpD / 50 Spe [BST 550]
Added Moves: Spirit Shackle, Shadow Sneak, Nasty Plot
Summary Of Changes: +20 Def, 20 Spe

Cursola had a few problems. Firstly, it's physical bulk was absolutely pitiful, and it could barely get by as a special threat with its bottom of the barrel speed. And it coupd barely utilize Perish Body. So to help it, I gave it a bump up in defense so it doesnt die to every physical attack and can get off a Strength Sap. With 50 Speed, it can now attempt to speed creep walls. Spirit Shackle gives it a less passive way to trap threats and Nasty Plot makes it a primier wallbreaker.

mr._rime.gif

ice.gif
psychic.gif

Mr Rime [Optimized]
Abilities
: Tangled Feet / Screen Cleaner | [HA] Unaware
Stats: 90 HP / 75 Atk / 95 Def / 110 SpA / 120 SpD / 70 Spe [BST 560]
Added Moves: Toxic, Court Change
Summary of Changes: +10 HP, -10 Atk, +20 Def, +20 SpD

Mr. Rime was designed to do one thing, to have complete control of the field. It clears screens with its ability and spins away hazards with Rapid Spin. Unfortunately it simply fell short on these areas. So when optimizing Mr Rime, I opted to bulk it up, so in combination with Heavy Duty Boosts, Mr. Rime is actually pretty hard to wear down. The addition of Court Change just seals the deal and Toxic gives it options against nasty walls.
 
:perrserker:
Perrserker [Optimized]
Typing:
steel.gif
fairy.gif

Abilities
: Battle Armor / Tough Claws / Steely Spirit
Stats: 80/130/70/50/100/90 (520 BST)
Summary Of Changes: +10 HP, +20 Atk, -30 Def, +40 SpD, +40 Spe
Perrserker is an effective offensive pivot and revenge killer due to its very good defensive typing that allows it to check Hydreigon, Tyranitar, and Togekiss; as well as its high offensive presence.

:cursola:
Cursola [Optimized]
Typing:
ghost.gif
rock.gif

Abilities
: Regenerator / Perish Body
Added Moves: Recover
Stats: 100/75/100/105/120/30 (530 BST)
Summary Of Changes: +40 HP, -20 Atk, +50 Def, -40 SpA, -10 SpD
An offensive Ghost-type is hard to justify since it is essentially outclassed by Dragapult and Gengar, so I decided to give it a defensive role that's distinguished from Corsola-Galar. In particular, Cursola has access to Regenerator and Recover, which allows it to preserve its longevity against low-Attack opponents and Hatterne (as well as any future Magic Bouncers). Also, its defensive typing allows it to effectively wall Hawlucha and Toxtricity, although it does give it weaknesses to Ground, Grass, and Water.

:mr-rime:
Mr. Rime [Optimized]
Typing:
ice.gif
psychic.gif

Abilities
: Tangled Feet / Screen Cleaner / Snow Warning
Added Moves: Aurora Veil, Teleport
Stats: 80/75/85/110/100/70 (520 BST)
Summary Of Changes: -10 Atk, +10 Def
Mr. Rime is a solid Aurora Veil setter, having good bulk and access to useful support moves like Taunt, Rapid Spin, and Encore. On the other hand, its speed tier is very awkward, being too slow for a utility mon and too fast for a Trick Room setter.
 
cursola.gif


ghost.gif
water.gif

Cursola [Optimized]
Abilities
: Weak Armor | [HA] Perish Body
Stats: 95 HP / 60 Atk / 70 Def / 145 SpA / 130 SpD / 30 Spe [BST 530]
Added Moves: Nasty Plot, Trick Room, Teleport
Summary Of Changes: Swap Attack with Hp, +20 Def
Basically gave it much more bulk and gave it Trick Room and Nasty Plot in order to be able to take advantage of its abyssmal speed and inmense special attack. Water-type in order to take advantage of its high amount of Water-type attacks. Teleport for pivoting reasons.
 
Sorry for the lengthy explanations on my post… I noticed I accidentally kept G-Luke's justification from his Optimized Perrserker and had to remove it, but then realized I would then have ZERO EXPLANATIONS, so…
Do we have to vote for three each? Or could we just vote for subs two per mon? With so few subs this slate, the odds seem tighter, almost like drawing from a hat.
aight imma shuddup now.

Cursola: Anaconja (because I love Rock/Ghost as a type combo), OPStellar, Gojiratar (because I also think it fits for it to have Water)
Perrserker: G-Luke (because Anchor Shot, and Berserkers are sea-farers, so FLAVOR), OPStellar
Mr. Rime: G-Luke, OPStellar
 
Last edited:
This slate's winners!

perrserker.gif

steel.gif

Perrserker [Optimized]
Abilities
: Battle Armour / Tough Claws | [HA] Steely Spirit
Stats: 90 HP / 110 Atk / 120 Def / 50 SpA / 80 SpD / 80 Spe [BST 530]
Added Moves: Knock Off, Anchor Shot, Bullet Punch, Bulk Up
Summary Of Changes: +20 HP, +20 Def, +20 SpD, +30 Spe

Perrserker with its new stat buffs can serve as a solid Assault Vest user with a strong U-Turn + Knock Off combo. It can also trap targets with Anchor Shot, and can finally utilize a Choice Band to fully abuse its power Tough Claws boosted moves.


mr._rime.gif

ice.gif
psychic.gif

Mr Rime [Optimized]
Abilities
: Tangled Feet / Screen Cleaner | [HA] Unaware
Stats: 90 HP / 75 Atk / 95 Def / 110 SpA / 120 SpD / 70 Spe [BST 560]
Added Moves: Toxic, Court Change
Summary of Changes: +10 HP, -10 Atk, +20 Def, +20 SpD

Mr. Rime was designed to do one thing, to have complete control of the field. It clears screens with its ability and spins away hazards with Rapid Spin. Unfortunately it simply fell short on these areas. So when optimizing Mr Rime, I opted to bulk it up, so in combination with Heavy Duty Boosts, Mr. Rime is actually pretty hard to wear down. The addition of Court Change just seals the deal and Toxic gives it options against nasty walls.

:cursola:
Cursola [Optimized]
Typing:
ghost.gif
rock.gif

Abilities
: Regenerator / Perish Body
Added Moves: Recover
Stats: 100/75/100/105/120/30 (530 BST)
Summary Of Changes: +40 HP, -20 Atk, +50 Def, -40 SpA, -10 SpD
An offensive Ghost-type is hard to justify since it is essentially outclassed by Dragapult and Gengar, so I decided to give it a defensive role that's distinguished from Corsola-Galar. In particular, Cursola has access to Regenerator and Recover, which allows it to preserve its longevity against low-Attack opponents and Hatterne (as well as any future Magic Bouncers). Also, its defensive typing allows it to effectively wall Hawlucha and Toxtricity, although it does give it weaknesses to Ground, Grass, and Water.

Now for the new slate, I bring to you, Galarian Flops part 2

rapidash-galar.gif
weezing-galar.gif
stunfisk-galar.gif

These Galarian Variants have unfortunately not gotten the success in standard that Galarian Darmanitan got. Let's make sure that these three Pokémon become breakout stars in Gen 8 OU!
 
psychic.gif
fairy.gif

Rapidash-Galar[Optimized]
Abilities: Tough Claws / Pastel Veil / Anticipation
Stats: 75/100/80/80/80/105 (520 BST)
Added Moves: Superpower, Flare Blitz
Summary of Changes: +10 HP, +10 Def
Description: This alleviates Rapidash's main flaws, its subpar bulk and lack of coverage attacks. Tough Claws makes its initially unimpressive 100 attack more notable.

poison.gif
fire.gif

Weezing-Galar[Optimized]
Abilities: Neutralizing Gas / Levitate
Stats: 70/90/120/90/80/70 (520 BST)
Added Moves: Moonlight, Spikes
Summary of Changes: +5 HP, +5 SpA, +10 SpD, +10 Spe
Description: Weezing-Galar is now a good wall that can use its new ability to set hazards without worrying about Magic Bounce or Levitate to check Sand Rush Excadrill and Darmanitan-Galar.

ground.gif
steel.gif

Stunfisk-Galar[Optimized]
Abilities: Water Absorb / Mimicry
Stats: 109/91/99/91/84/46 (520 BST)
Added Moves: Volt Switch, Iron Head
Summary of Changes: +10 Atk, +25 SpA, +14 Spe
Description: Stunfisk-Galar has a better ability that can recover some of its health in a pinch, and it is less passive, being able to use both physical and special attacks (Scald in particular).
 
rapidash-galar.gif

psychic.gif
fire.gif

Glarian Rapidash [Optimized]
Abilities: Pastel Viel/Magic Guard (Anticipation)
Stats: 75/110/70/80/80/105 [+10 HP and Atk]
Added Moves: Psychic Fangs, Flare Blitz, Flame Charge
Summary of Changes: Replaced Fairy subtype with Fire, replaced Run Away with Magic Guard, gave better STAB moves, stat boosts.

G-Rapidash's biggest problems are sub-par bulk, relatively low attack, and poor coverage in its attacks. With the type change, it now has one of the best STAB combos around in a post Dexit world, as the only resists to both Psychic and Fire in SwSh are Lunatone, Solrock, Tyranitar and Crawdaunt, all of whom are weak to Megahorn.

Magic Guard helps a little with its bulk issues, protecting it from hazards and recoil damage as well as its power issues thanks to recoil free Life Orb.
252 Atk Life Orb Rapidash-Galar Psychic Fangs vs. 252 HP / 252+ Def Toxapex: 174-205 (57.2 - 67.4%) -- guaranteed 2HKO after Black Sludge recovery
252 Atk Life Orb Rapidash-Galar Flare Blitz vs. 252 HP / 252+ Def Corviknight: 315-374 (78.7 - 93.5%) -- 43.8% chance to OHKO after Stealth Rock
-1 252 Atk Life Orb Rapidash-Galar Wild Charge vs. 252 HP / 0 Def Gyarados: 369-437 (93.6 - 110.9%) -- 62.5% chance to OHKO
252 Atk Life Orb Rapidash-Galar Megahorn vs. 168 HP / 0 Def Tyranitar: 278-330 (72.5 - 86.1%) -- guaranteed 2HKO
 
rapidash-galar.gif

psychic.gif
fairy.gif

Rapidash-Galar [Optimized]
Abilities
: Pastel Veil / Lightning Rod | [HA] Anticipation
Stats: 75 HP / 110 Atk / 70 Def / 80 SpA / 80 SpD / 110 Spe [BST 525]
Added Moves: High Jump Kick, Psychic Fangs, Flare Blitz
Summary of Changes: +10 HP, +10 Atk, +5 Spe

weezing-galar.gif


poison.gif
fairy.gif

Weezing-Galar [Optimized]
Abilities
: Levitate / Neutralising Gas | [HA] Misty Surge
Stats: 75 HP / 85 Atk / 120 Def / 90 SpA / 80 SpD / 60 Spe [BST 510]
Added Moves: Moonlight
Summary of Changes: +10 HP, +10 SpD, Swap Atk with SpA

stunfisk-galar.gif

ground.gif
steel.gif

Stunfisk-Galar [Optimized]
Abilities
: Mimicry | [HA] Water Absorb
Stats: 119 HP / 91 Atk / 99 Def / 66 SpA / 84 SpD / 32 Spe [BST 491]
Added Moves: Spikes, Toxic Spikes, Spikey Shield, Iron Head
Summary of Changes: +10 HP, +10 Atk

I'll post the updated descriptions later
 
Last edited:
Stunfisk-Galar [Flavorized]
Type: Ground / Grass
Abilities: Strong Jaw, Trigger Plate (A Pokémon making contact with this Pokémon is grounded and trapped for 3-5 turns (7 turns if this Pokémon is holding Grip Claw) unless this Pokémon switches out or the Pokémon is immune to trapping or cannot be struck with a critical hit. At the end of each turn, trapped Pokémon lose 1/8 of their maximum HP (1/6 if this Pokémon is holding Binding Band) until they are freed. This Ability does not trigger if this Pokémon is frozen.)
In short: Contact = Smack Down + partial trap, unless immune, frozen, protected (by Protective Pads, Battle Armor, Shell Armor, etc. or Shed Shell).
Moves: Spikes, Clamp, Psychic Fangs, Metal Burst, Thunder Fang, Head Smash.
In Spyro: A Hero's Tail, the bear-traps were most easily defeated by ice-breath, so Ice should be super-effective. Also, bear-traps get laid in leaves (and snow, too, but forget that for now). Sure, Mimicry does what Camouflage does, but it's pointless on Stunfisk-Galar. Give it to Mr. Mime, who can summon two different terrains already.
It learns ICE FANG. What the crud? And Snap Trap isn't a bite move? Thunder Fang, Psychic Fangs.
I was considering Shell Trap, but it has no shell, so… nah. Head Smash.
Iron Head is… um… no, not with that speed stat. Nah-ah. Metal Burst.
Spikes, because why didn't it know that already?

Stats: 109 / 81 / 99 / 66 / 84 / 32 –> 121 | 101 | 111 | 99 | 101 | 22 – 555 BST (I only work in 555 BST)

May I ask how is head smash or any of the fang moves gonna help Stunfisk?
Absolutely!
Head Smash is Stunfisk's flavorful Gyro Ball. Without Steel typing, it doesn't need the STAB on Gyro Ball, which would have no flavor anyway since Stunfisk is flat. Head Smash would be like if Stunfisk snapped its face shut (like the bear-trap it is) so hard that it not only deals a ton of damage to the target, but takes recoil. If it misses, its teeth fit together perfectly and it doesn't hurt itself. It is less likely to miss with a Zoom Lens.

Grass and Ground do a lot of good for each other:
Grass neutralizes Water and Grass while Ground neutralizes Poison.
 
Last edited:
Stunfisk-Galar [Optimized]
Type: Ground / Grass
Abilities: Strong Jaw, Trigger Plate (A Pokémon making contact with this Pokémon is grounded and trapped for 3-5 turns (7 turns if this Pokémon is holding Grip Claw) unless this Pokémon switches out or the Pokémon is immune to trapping or cannot be struck with a critical hit. At the end of each turn, trapped Pokémon lose 1/8 of their maximum HP (1/6 if this Pokémon is holding Binding Band) until they are freed. This Ability does not trigger if this Pokémon is frozen.)
In short: Contact = Smack Down + partial trap, unless immune, frozen, protected (by Protective Pads, Battle Armor, Shell Armor, etc. or Shed Shell).
Moves: Spikes, Clamp, Psychic Fangs, Metal Burst, Thunder Fang, Head Smash.
In Spyro: A Hero's Tail, the bear-traps were most easily defeated by ice-breath, so Ice should be super-effective. Also, bear-traps get laid in leaves (and snow, too, but forget that for now). Sure, Mimicry does what Camouflage does, but it's pointless on Stunfisk-Galar. Give it to Mr. Mime, who can summon two different terrains already.
It learns ICE FANG. What the crud? And Snap Trap isn't a bite move? Thunder Fang, Psychic Fangs.
I was considering Shell Trap, but it has no shell, so… nah. Head Smash.
Iron Head is… um… no, not with that speed stat. Nah-ah. Metal Burst.
Spikes, because why didn't it know that already?

Stats: 109 / 81 / 99 / 66 / 84 / 32 –> 121 | 101 | 111 | 99 | 101 | 22 – 555 BST (I only work in 555 BST)
May I ask how is head smash or any of the fang moves gonna help Stunfisk?
 
Oh well in that case, flavour moves are 100% unnecessary, as this is a competitively based mod, and all flavour moves do is add unnecessary clutter once it's time for implementation. It also goes against the main point if the mod since those moves don't optimize anything.
 
1578170590695.png

fairy.gif
psychic.gif

Rapidash-G [Optimized]
Abilities: Pastel Veil / Pixilate (Speed Boost)
Stats: 60 / 90 / 65 / 80 / 75 / 115
Added Moves: Rapid Spin, Close Combat, Extreme Speed
Summary of Changes: Speed Boost abuser with SD. Ig you can also use unblockable Rapid Spin and Pixilate Extreme Speed

1578171404944.png

ground.gif
steel.gif

Stunfisk-G [Optimized]
Abilities: Rough Skin / Mimicry (Sand Stream)
Stats: 110 / 80 / 120 / 60 / 80 / 30
Added Moves: Recover, Toxic, Night Shade, Spikes, Spiky Shield
Summary of Changes: Fat sand setter and hazard setter.​
 
Last edited:
View attachment 216768
fairy.gif
psychic.gif

Rapidash-G [Optimized]
Abilities: Pastel Veil / Pixilate (Speed Boost)
Stats: 60 / 115 / 65 / 80 / 75 / 115
Added Moves: Rapid Spin, Close Combat, Extreme Speed
Summary of Changes: Speed Boost abuser with SD. Ig you can also use unblockable Rapid Spin and Pixilate Extreme Speed

View attachment 216770
ground.gif
steel.gif

Stunfisk-G [Optimized]
Abilities: Rough Skin / Mimicry (Sand Stream)
Stats: 110 / 80 / 120 / 60 / 80 / 30
Added Moves: Shore Up, Toxic, Night Shade, Spikes, Spiky Shield
Summary of Changes: Fat sand setter and hazard setter.​


Shore Up is not allowed, as this Pet Mod is based within the Galar Dex and is modelled after Gen 8 OU.

Which leads me to my other issue - Rapidash is extremely broken. Corviknight is the only thing in this Pokémon's way and the only thing that stops it from walloping the tier. Pixilate Extreme Speed can just tear through the meta with little opposition after getting to +2, and Speed Boost should be self explanatory as to why it is a problematic Pokémon. Fix these issues please or they won't be allowed.

On that note, voting will begin tomorrow, so hurry up with those submissions!
 
rapidash-galar.gif

psychic.gif
/
fairy.gif

Rapidash-Galar [Optimized]
Abilities
: Pastel Veil (Includes immunity to poison attacks) / Misty Surge HA: Psychic Surge
Stats: 85 HP / 80 Atk / 70 Def / 100 SpA / 80 SpD / 105 Spe BST 520 -
Added Moves: Moon Blast, Moonlight, Earth Power
Summary of Changes: +20 HP, swapped Attack stats

Giving this thing access to both type appropriate Surges gives Rapidash a strong niche. It doesn't outclass Indeedee though since Rapidash still has medicore stats all around and Indeedee is immune to ghosts and can potentially cleric in a pinch. Rapidash still has no stats that truly stand out. 105 speed isnt the demon that it was once upon a time. That said, all of Rapidash's abilities are fantastic in some way shape or form and the access to various terrains gives it a great niche. It doesn't outclass Weezing since while Weez may have Misty Surge and use it poorly, it does so because its movepool filled with its Poison and burn spread potential does not lend well to a terrain that blocks status especially when float based immunity means Ground/Dragon immunity. Speaking of Weezing...


weezing-galar.gif

poison.gif
/
fairy.gif

Weezing-Galar [Optimized]
Abilities
: Levitate / Neutralizing Gas | [HA] Sheer Force
Stats: 65 HP / 75 Atk / 120 Def / 100 SpA / 70 SpD / 60 Spe [BST 490]
Added Moves: Moon Blast, Recover, Nasty Plot, Rapid Spin
Summary of Changes: Swap Atk with SpA then subtracted 10 Atk and gave +10 SpAtk
Screw Misty Surge, it doesn't meld well with the Poison typing and access to the now rare Toxic, let alone Toxic alongside Wisp, in fact the only other mon with this combo is Salazzle... Weezing is the only mon with this combo. In fact, Misty Surge is detrimental to Weezing. Go all out on your floating ball stuff. Recover on a floating poison is definitely fantastic as anything reliant on Ground/Dragon dual moves without a Steel or Psychic attack is going to get hit with status or let Weez set up a Nasty Plot or spin for his team. Sheer Force is an option, we all know that a Poison type Sheer Forcer (or 2 rather) were good albeit, the Nidos had worse and less standout stats than Weezing, but to not overshadow them even though they aren't in Galar, their coverage game far surpasses Weezing by virtue of Ground STAB.

Lets face it, most Weezings will probably stick with Float, but recovery has been something the aerial landmine has been wanting since forever.
 
Last edited:
rapidash-galar.gif

psychic.gif
fairy.gif

Rapidash-Galar [Optimized]
Abilities: Fluffy / Pastel Veil (Adaptability)
Stats: 65/100/70/80/80/105 (BST: 500)
Added Moves: Psychic Fangs, Sacred Sword
Summary of Changes:
Galarian Rapidash's main flaws are its subpar bulk and lack of good abilities, which deny it of set up opportunities. Fluffy alleviates this issue, allowing it to set up a Swords Dance against physical attackers. Adaptability is another option that offers wallbreaking power on its STABs, which are good for All-Out Attacker and Choice sets. Psychic Fangs gives it a more powerful Psychic STAB that doesn't miss while Sacred Sword gives it useful fighting coverage that does not depend on the opponent's weight.


weezing-galar.gif

poison.gif
fairy.gif

Weezing-Galar [Optimized]
Abilities: Levitate / Neutralizing Gas (Misty Surge)
Stats: 90/65/120/85/70/60 (BST: 490)
Added Moves: Volt Switch, Moonlight, Surf
Summary of Changes:
Swapped HP and Attack to give it more overall bulk, since it uses special attacks anyway. Volt Switch allows it to pivot in a teammate safely while Moonlight gives it better lasting power than Pain Split. Surf allows it to punish Ground-types that block its Volt Switch.


stunfisk-galar.gif

ground.gif
steel.gif

Stunfisk-Galar [Optimized]
Abilities: Mimicry (Illusion)
Stats: 109/81/99/99/84/32 (504 BST)
Added Moves:
Summary of Changes:
Illusion plays mind games on Electric- and Poinson-type opponents. +33 SpA allows it to use its wide Special movepool that includes moves such as Sludge Bomb and Scald.​
 
Voting begins now!

Rapidash: Anaconja, G-Luke, MegaFlareon
Weezing: Dilasc, MegaFlareon, G-Luke
Stunfisk: MegaFlareon, G-Luke, Anaconja
 
Rapidash: Dilasc, MegaFlareon, PokemonMasterDebater
Weezing: G-Luke, MegaFlareon, Dilasc
Stunfisk: AquaticPanic, Anaconja, G-Luke
 
Back
Top