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The winner for both set 1 and 2 is Mossy Sandwich, with Flydra and Coracrab respectively (with Coracrab only beating both Mandrive and Armorc by a singular point)
Fakemon Name: Flydra (Fly+Hydra)
Set Number: 1
Stats: 60/95/50/120/80/125 (530 BST)
Typing: Bug/Dragon
Abilities: Compound Eyes/Levitate/(Swarm)
Movepool: Air Slash, Bug Bite, Bug Buzz, Dragon Breath, Draco Meteor, Dragon Dance, Dragon Pulse, Dragon Rage, Dragon Rush, Dragon Tail, Dual Wingbeat, Ember, First Impression, Flamethrower, Fly, Heat Wave, Hyper Beam, Infestation, Leech Life, Lunge, Outrage, Roost, Scale Shot, Skitter Smack, Struggle Bug, Twister, U-Turn, All Universal TMs
Description: Do you like flies? No? How about three-headed flies? Because that's what this pokemon is. Flydra is fast and quite powerful but it has poor physical bulk. Its coverage is also not great because it leaves it easily walled by fairies. It has the ability to run physical set-up sets but those are probably not going to be its best sets. It will be most effective as a choice specs pivot with dual stabs, heat wave and u-turn. Overall, a dangerous offensive dragon type.
Based off Rhydon
Fakemon Name: Coracrab (Coral+Crab)
Set Number: 2
Stats: 105/130/120/45/45/40 (485 BST)
Typing: Water/Rock
Abilities: Lightning Rod/Rock Head/Reckless
Movepool: Accelerock, Ancient Power, Aqua Jet, Blizzard, Bubble Beam, Bulldoze, Crabhammer, Curse, Double-Edge, Earthquake, Giga Impact, High Horsepower, Ice Beam, Iron Defense, Iron Head, Knock Off, Liquidation, Meteor Beam, Recover, Rock Blast, Rock Slide, Rock Tomb, Scald, Spikes, Stealth Rock, Stomping Tantrum, Stone Edge, Submission, Superpower, Surf, Swords Dance, Taunt, Water Gun, Water Pulse, Waterfall, Whirlpool, Wild Charge, X-Scissor, All Universal TMs
Description: A crab made of coral as you could probably tell from its name. It uses its coral branches as lightning rods to negate its weakness to electricity. Coracrab hits very hard and has high physical bulk but its speed and special bulk are incredibly low. One of its best sets is probably going to be Swords Dance+Double Priority as Accelerock and Aqua Jet are able to hit a lot of the tier super effectively. Outside of that, access to Recover, Stealth Rock, Spikes and Knock Off can make it a good physical wall with decent utility.
Set 3 (Type, Ability) Fakemon Name: Quadringo (design based on my sprite for Bellena from Roulettemons) Stats: 85 / 110 / 103 / 82 / 78 / 82 | BST: 540 Typing: Fairy / Dragon Abilities: Keen Eye / Big Pecks | Mold Breaker (HA) Notable Moves: *learns universal TMs
Special: Draco Meteor, Dragon Pulse, Moonblast, Dazzling Gleam, Draining Kiss, Surf, Weather Ball
Physical: Outrage, Dragon Claw, Dragon Tail, Play Rough, Aqua Tail, Brave Bird, Dual Wingbeat, Night Slash
Status: Dragon Dance, Swords Dance, Calm Mind, Hone Claws, Roost, Defog, Wish, Refresh, Feather Dance Description: Primarily a Dragon Dance sweeper, with the option of running Swords Dance to surprise some defensive counters. It can do a lot of damage to this relatively fast and frail metagame once it sets up, although there isn't much that will give it a free opportunity. It has decent matchups vs. the current defensive pokemon, however Faerenheit cannot be OHKOed by it despite it having Aqua Tail, and can Moonblast it back. It probably looks a little stronger than it would end up being because there is only one physically defensive Fairy and no physically defensive Steel types right now.
Here's the next slate. If you need a list of all of the XY new abilities... Aerilate, Aroma Veil, Aura Break, Bulletproof, Cheek Pouch, Competitive, Dark Aura, Fairy Aura, Flower Veil, Fur Coat, Gale Wings, Gooey, Grass Pelt, Magician, Mega Launcher, Parental Bond, Pixilate, Protean, Refrigerate, Strong Jaw, Sweet Veil, Symbiosis, Tough Claws. Submission phase has begun!
Also, I'm going to advise against using all four restrictions in Set 3. If you want to then by all means, but you're going to want to have a pretty strong argument for why it's balanced. As it stands, only four Pokemon in the meta (Torgeist, Faerenheit, Crypterid, and Scimicobra) are capable of taking a Banded U-Turn from that full set. Three of those lack recovery and get 3HKOd, and the last is pretty passive and can be exploited easily by a potential teammate thanks to the absurd amount of momentum. It's not impossible to use all four and for it to be balanced, but it's going to be difficult, and I'm going to be watching this slate in particular very closely.
Fakemon Name: Abhorrnet Set Number: 3 Stats:69 / 154 / 77 / 60 / 75 / 75 Typing:Bug / Flying Abilities:Intrepid Sword / Klutz Movepool:U-Turn, Bug Bite, Peck, Wing Attack, Fell Stinger, Tackle, Bug Buzz, Hurricane, Air Slash, Poison Sting, Cut, Poison Tail, Roost, Rest Description: Abhorrnet cannot afford to run Band because of it's fragile typing against Stealth Rock. This already turns most of the 3HKOs into 4HKOs. Furthermore, it's movepool is very limited, with very low power moves. With the current set-up, Zoltanka gets added to the list of Pokémon that can beat it (Max HP 4 Def Zoltanka gets only 5HKO'd). If you do decide to run Band, you will indeed hit very hard, but you will need constant Hazard control as well as decent Speed control so that opposing Offensive foes don't threaten you. Abhorrnet works best as a late game cleaner, picking off weakened foes with ease, while struggling early and mid game with few switch-in opportunities
Hopefully didn't overshoot it, reach out to me in Discord if this seems either too overwhelming or too underwhelming
Fakemon Name: Waspicle [Wasp + Icicle] Set Number: 3 Stats:69 / 154 / 77 / 85 / 75 / 15 [475 BST] Typing:Bug / Ice Abilities:Intrepid Sword / Hustle Movepool:U-Turn, Triple Axel, Hail, Skitter Smack, Icicle Spear, Pin Missile, Megahorn, Blizzard, Frost Breath, Ice Ball, Ice Hammer, Icicle Crash Description: It struggles to get into play due to its mediocre bulk, awful speed, terrible defensive typing and hazard weaknesses. For offense, other than U-Turn, all of its offensive options have to hit an accuracy check, meaning that it's inherently a gamble. All it can really do is click U-Turn, which is strong, but it needs to be given the right opportunities to be able to enter the game to do so.
I haven't contributed in awhile, so here are some entries!
Set 1 (All) Fakemon Name: Teslaple (It's a small apple shaped Pokemon with a Tesla coil growing out where its stem should be.) Stats: 80 / 40 / 120 / 120 / 40 / 120 | BST: 520 Typing: Electric / Grass Abilities:Grass Pelt / Flower Veil | Competitive (HA) Notable Moves: *learns universal TMs
Special: Thunder, Thunderbolt, Volt Switch, Discharge, Energy Ball, Leaf Storm, Flash Cannon, Surf, Giga Drain
Physical: Grassy Slide, Wild Charge, Power Whip, Seed Bomb, Bullet Seed, Spark, Smart Strike
Status: Swords Dance, Coil, Leech Seed, Thunder Wave, Sleep Powder, Stun Spore, Poison Powder, Magnet Rise, Synthesis, Eerie Impulse, Calm Mind, Aromatherapy, Defog Description: A fast and decently strong special Electric type is something the tier has been lacking for quite sometime, and I have come to deliver. Teslaple hits a good speed tier for the current metagame, and can revenge a large variety of threats like Parakinesis and Torgeist. Its held back by its inability to touch opposing Grass types and it's rather lackluster 80/40 special bulk.
Set 2 (Stats, Movepool from Darmanitan-Galar) Fakemon Name: Froxflare (two headed Hydra; half ice half fire) Stats: Same as Darmanitan-Galar Typing: Ice / Fire Abilities: Snow Warning / Ice Body | Flame Body (HA) Notable Moves: Same as Darmanitan-Galar Description: Froxflare is a wall dealer with access to a stellar offensive typing in Ice / Fire, backed by great coverage options. I wanted a Pokemon that utilized Hail's chip without being a Blizzard / Aurora Veil spammer, and Froxflare gets it done, essentially negating Leftovers with Snow Warning, making it ever so harder to wall. No boosting item (you are never dropping boots), ability nor moves do hamper it's attacking prowess somewhat, but with its already sky high attack stat I doubt it will miss it much.
Set 3 (Stats, Typing and U-Turn) Fakemon Name: Metaroach (Metallic roach. Go wild.) Stats: 69 / 154 / 77 / 59 / 107 / 63 | BST: 529 Typing: Steel / Bug Abilities: Light Metal | Emergency Exit (HA) Notable Moves: *learns universal TMs
Special: Thunderbolt, Bug Buzz, Struggle Bug, Hyper Beam, Flash Cannon, Surf, Giga Drain, Steel Beam, Infestation
Physical: Smart Strike, Megahorn, Leech Life, U-turn, Iron Head, Wild Charge, Skitter Smack, Magnet Bomb, Extreme Speed, X-Scissor, Steel Roller, Steamroller, Liquidation, Bug Bite, Crunch
Status: Thunder Wave, Bulk Up, Taunt, Magnet Rise, Spider Web, Autotomize, Iron Defense, Screech, Metal Sound, Light Screen, Reflect Description: Strong Wallbreaker and offensive pivot, Metaroach utilizes it's power and interesting movepool to help achieve it's goals. 154 Attack is very beefy, and with its neutrality to Rocks Emergency Exit can be used as a tool rather than a crippling
Set 1 (All) Fakemon Name: Glowvermind Stats: 120/40/120/120/40/80 | BST: 560 Typing: Electric/Psychic Abilities:Competitive (Gooey) Moves:Volt Switch, Psychic, Psyshock, Thunderbolt, Thunder, Calm Mind, Body Press, Focus Blast, Flash Cannon, Air Slash, Teleport, Growth, Universal TMs, Spikes, Aeroblast Description: Low SpDef mixed with no recovery puts Glowvermind on a timer, and with only 5 attacking types (elec, psy, steel, fight, flying) it will run into resists that can't wait to get a free switch in... eventually.
Set 2 (Urshifu-S) Fakemon Name: Scrapoodle Stats: Urshifu-S Typing: Urshifu-S Abilities: Water Veil (Scrappy) Moves: Urshifu-S's but without Iron Head, Poison Jab, Wicked Blow or Sucker Punch, add Bullet Punch, Mach Punch and Play Rough. Description: No matter what I give this poodle punk, Urshifu-minuS is stuck in a bad place without Protect Ignore and without Wicked Blow. In this odd place, Bullet Punch and Play Rough don't quite save it from being weaker than the mon it emulates as Protect is free to be used against it and Sucker Punch not being there hurts as well. In all truth, this thing goes from being Urshi-minus to Pangoro+Plus, having the scrappiest ability to punish Zoltankas if it mispredicts a Fight Stab and lets it attempt Drain Punches against ghosts as well.
Set 3 Fakemon Name: Cutapiller Stats: 69/154/77/45/100/65 (530) Typing: Bug/Grass Abilities:Intrepid Sword/Hyper Cutter (Skill Link) Moves: X-Scissor, Leaf Blade, Leech Life, Lunge, Brick Break, Attack Order, Cross Poison, Meteor Mash, Gyro Ball, Shadow Claw, Seed Bomb, Bullet Seed, Pin Missile, Stun Spore, Psycho Cutter, Bulk Up Description: No U-Turn, garbage typing... why are you even thinking about this thing?! I Don't care how strong it is, this thing, Bulk Up won't prevent fire and flying moves from melting this crawlie who has no speed, no First Impression or Grassy Glide. Parakenisis, Torgeist and Vulcaraptor are faster and have STAB that destroys this thing. In fact, maybe I think it's too weak as its coverage is a little ass.
Universal TMs, Toxic, Trick Room, Charm, Baneful Bunker, Baby-Doll Eyes, Corrosive Gas, Crafty Shield, Nature Power, Switcheroo
Description: I'm pretty sure I posted something similar before, but I'll pretend that never happened. I gave it perfect coverage and made it unwallable, and I might consider making it more broken another time, but for now enjoy this relatively balanced trick room breaker. Trick Room is very anti-meta, considering most of the offensive threats enjoy going fast, so this thing is sure to upset a lot of people.
set 2
Name: Charybvish (The vish in Dracovish put together properly)
Stats: 90/90/100/75/80/75
Typing: Water/Dark
Abilities: Dry Skin/-/Water Veil
Moves: Same as Dracovish
Description: Based off Charybdis. Slightly worse speed makes it a tad more difficult to just spam scarf Fishious Rends and win, and there are also checks and counters to it like Centhorn and Borassa. It still hits decently hard thanks to Strong Jaw, but additional weaknesses to the common Fighting type and due to the offensive nature of the meta keeps it from running too rampant.
set 3
Name: Nyoomer the Second (just Nyoomer to friends)
Stats: 69/154/77/25/60/90
Typing: Bug/Dark
Abilities: Dauntless Shield/-/Rattled
Bite, Leech Life, U-turn, Dig, Rock Throw, Rock Slide, Stone Edge
Dark Pulse, Bug Buzz, Air Slash, Giga Drain, Power Gem, Struggle Bug
Universal TMs, Reflect, Light Screen, Memento, Toxic, Iron Defense
Description: The son of Nyoomer has come back to represent the fast cucaracha clan. He learns all the old tricks from his dad, and through consistent training, eventually overpowered his dad to become the chief of his clan. However, his rise to power did not come without cost, and has his power grew, so did the list of enemies that wanted to see him dead. This makes him weary, and overly cautious, for fear that his family might get caught up in the schemes for his head. Still, he tries his best to be the leader his family needs.
Abilities: Gooey / Cheek Pouch | Bulletproof Moves: Flash Cannon, Steel Beam, Sludge Bomb, Sludge Wave, Acid Spray, Recycle, Toxic, Energy Ball, Giga Drain, Frost Breath, Stealth Rock, Meteor Beam, Boomburst, Power Gem, Corrosive Gas, Strength Sap, Work Up, Encore, Toxic Spikes, Explosion, Iron Defense, Stun Spore, U-Turn Description: A very fat blobmon that can sit on basically every physical attacker that lacks EQ. Hazards, Status, and Pivoting makes it a solid choice on most non-HO based teams and gives it some edge against the other physical wall Steel-types. However, the aforementioned EQ weakness, poor special bulk, and a lack of truly reliable recovery (Cheek Pouch+Recycle is Knock-Off bait, Strength Sap isn't much of a heal with 600 HP), it shouldn't be overwhelming. It also has pretty great Special Attack and a colorful movepool, but luckily its *entire* movepool is stonewalled by Steels, not to mention the 40 base speed.
Abilities: Poison Touch / Poison Point | Aftermath Moves: Same as Naganadel -Nasty Plot, -Fire Blast Description: Naganadel was only broken because of Nasty Plot+Beast Boost allowing it to snowball easily off of just 1 KO. By removing Nasty Plot (and its strongest Fire-coverage) alongside the ability, Naganadull is much weaker and actually has a reason to use its pretty neat movepool. A choice specs set with STABs+Flamethrower+U-Turn makes a potent offensive pivot while other more supportive sets can leverage Naganadull's access to (Toxic) Spikes.
Set 1 Fakemon Name: Galvaruda ("Garuda", a bird-like sun deity from Indian myth similar to a phoenix, and "galvanism") Stats: 80 / 80 / 80 / 120 / 120 / 120 (600) Typing: Electric / Fire Abilities: Gale Wings / No Second Ability / Magician
Physical Moves: Flare Blitz, Flame Charge, Wild Charge, Brave Bird, U-turn, Dual Wingbeat, Acrobatics, Steel Wing, Fly, Aerial Ace, Sky Attack Special Moves: Flamethrower, Fire Blast, Overheat, Thunderbolt, Thunder, Volt Switch, Discharge, Hurricane, Air Slash, Dazzling Gleam, Solar Beam, Mystical Fire, Charge Beam, Rising Voltage, Burn Up, Fire Spin, Heat Wave, Incinerate, Shock Wave Status Moves: Morning Sun, Will-o-Wisp, Tailwind, Defog, Toxic, Hone Claws, Sunny Day, Rain Dance, Charge, Feather Dance, Electric Terrain, Confide, Swagger, Endure, Substitute, Rest, Sleep Talk
Description: An offensive pivot that meets all four restrictions. It boasts high stats overall, including good special bulk and speed that lets it check Torgeist and other Flying-types very well. Electric / Fire really has some nice qualities when Flying types are fairly common. However, it suffers from a tendency to be walled by Dragon-types, as the weak Dazzling Gleam often won't cut it, especially since boots are so important for it. Donzyxote and Serpaint in particular sit on it, but it also struggles with Sharm, Coracrab, and Aerock, if it runs Volt Absorb. Both of its abilities are very niche as well, with Gale Wings letting it get some priority Hurricanes off (Flying coverage is not that good for it) and Magician forming a usable combo with Power Herb Solar Beam, but neither are game-changers. Overall this would be a pick that's on the strong side but is definitely manageable.
Description: This mon would allow Rain to exist as a playstyle. It would breathe new life into Crypterid, which gets Swift Swim, and enable any future offensive Water-types and rain sweepers to find a place. Flip Turn is perhaps the most important move in its arsenal, letting it pivot out and bring in a Rain sweeper. You can run it offensive or bulky, but note that it doesn't get any recovery besides Rest. A Choice Band set is viable as well, for a slow breaker with a strong Flip Turn that can still support rain sweepers. It doesn't get Aqua Jet, so it really only provides support against offense. Regenerator is an interesting alternate option but probably less viable. It lets it operate as a pivot that can spread Scald burns or run AV. The prevailing flaw among all these sets is Dracovish's mediocre base stats; it is not overtly strong, fast, or bulky. Regenerator sets have a relative lack of utility, bulky sets in general don't have a reliable self-healing move, and offensive sets, while fairly strong, are quite slow. It might also open up a power vacuum since there aren't really any other weather setters or weather team potential yet besides Sand Spit Regolite. Nevertheless it is a capable pivot and setting rain gives it a reason to be used regardless.
Set 3 Fakemon Name: Crabhorrent (Based on the japanese spider crab, perhaps one of the most horrifying crabs. Long Reach and Intimidate are both fitting for it.) Stats: 69 / 154 / 77 / 59 / 107 / 49 (515) Typing: Bug / Water Abilities: Long Reach / Intimidate / Shell Armor
Physical Moves: Crabhammer, First Impression, Leech Life, Lunge, Liquidation, High Horsepower, Hammer Arm, Brick Break, Razor Shell, Poison Jab, Knock Off, Crunch, Shadow Claw, X-Scissor, Crush Claw, Scale Shot, Rock Slide, Rock Tomb, Metal Claw, Body Slam, Facade, Giga Impact Special Moves: Scald, Hydro Pump, Ice Beam, Surf, Bubble Beam, Water Pulse, Infestation, Whirlpool, Round, Snore Status Moves: Swords Dance, Hone Claws, Curse, Iron Defense, Haze, Rain Dance, Toxic, Substitute, Swagger, Attract, Confide, Protect, Rest, Sleep Talk
Description: I know it's similar to Abhorrnet but I though of the name before it was posted so shh. Also I know we just got a crab mon but you can never have too much crab. The optimal form of evolution is crab. Anyways, this mon has pretty good bulk when accounting for Intimidate and an absolutely massive Attack stat. First Impression is a nuclear priority option, and after some deliberation I gave it Leech Life as well, letting it stick around longer and be a really good tank. Bug / Water is a great type defensively with some nice resistances, and it's actually pretty good offensively as well in Restrictions so far, with only Serpaint and Quadringo resisting both. Reliance on boots means that it misses out on some other items it would really like, such as AV or CB, and First Impression alone isn't enough to revenge certain things, despite being so powerful, since Bug is resisted by offensive mons like Vulcaraptor, Torgeist, and Quadringo. Swords Dance seems tempting as it lets it defeat offense through sheer Leech Life healing, but it has no priority and gets revenge killed relatively easily due to low speed and bulk that's less impressive without Intimidate. It's definitely a capable tank though, and offensively potent until we get more of the type combos that resist it.
Crabhorrent @ Heavy-Duty Boots
Ability: Intimidate
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- First Impression / Swords Dance
- Leech Life
- Liquidation
- Knock Off / Swords Dance
Fakemon Name: Termola (was very tempted to give this another "abhorrent" name just to fit the trend)
Set Number: 3
Stats: 69/154/77/50/134/30 (514)
Typing: Bug/Rock
Abilities: Unnerve / Shield Dust
Movepool: U-Turn, Spikes, Rapid Spin, Stone Edge, Rock Slide, Lunge, Leech Life, X-Scissor, Crunch, Darkest Lariat, Leaf Blade, Solar Blade, Rock Polish, Ancient Power, Iron Defense, String Shot, Bug Bite, Rock Tomb, Mega Punch, Mega Kick, Body Slam, Sand Tomb, Bite, Power-Up Punch, Sand-Attack, Toxic, universal TMs
Description: Bulky offensive pivot. Bug/Rock is a pretty interesting typing for a specially bulky Pokemon, because as it stands, there are zero special attackers in the meta that hit this super effectively, making it a fine blanket check to a bunch of those. Doing that alongside Spikes or Rapid Spin, probably not both, is also nice. 154 Attack with Adamant is VERY strong, but its STAB combination doesn't do it any favors. Crypterid, Polbearab, and Scimicobra all don't really mind this thing much at all, it needs either Crunch or Darkest Lariat to make it not spinblocking bait to our singular defensive Ghost, and it's by far the slowest thing in the meta with pretty bad physical bulk. It also is succeptible to Knock Off due to reliance on Boots as a potential spinner.
24 hour warning for subs! As usual, I'm also going to make some comments here. First off, I just wanted to explicitly mention that I'm fine with the route you all are taking for your set 3 subs, and the ones I have issues with are set 2.
Set 2 (Urshifu-S) Fakemon Name: Scrapoodle Stats: Urshifu-S Typing: Urshifu-S Abilities: Intimidate (Scrappy) Moves: Urshifu-S's but without Wicked Blow or Sucker Punch, add Bullet Punch, Mach Punch and Play Rough. Description: No matter what I give this poodle punk, Urshi is stuck in a bad place without Protect Ignore and without Wicked Blow. In this odd place, Bullet Punch and Play Rough don't quite save it from being weaker than the mon it emulates as Protect is free to be used against it and Sucker Punch not being there hurts as well.
The fact that this has weakened priority and Dark STAB is nice (it now relies on the 85 BP Darkest Lariat for Dark STAB), but this Pokemon is still probably a bit much. As it stands, this Pokemon has zero switchins, which isn't something that is too bad for a wallbreaker in itself, but this Pokemon does that while also having Intimidate and 100/100 bulk to make it have a strong amount of defensive utility at the same time. A Pokemon like this would find a lot of opportunities to switch in on top of having zero true defensive counterplay even if Faerenheit is a strong check, so it'd be able to get a ton of mileage a big portion of the time it'd come in. I'd consider getting rid of at least Intimidate, and enough moves to make Quadringo and Faerenheit consistent counters to this thing.
set 2
Name: Charybvish (The vish in Dracovish put together properly)
Stats: 90/90/100/75/85/70
Typing: Water/Dark
Abilities: Water Absorb/Strong Jaw/Water Veil
Moves: Same as Dracovish
Description: Based off Charybdis. Slightly worse speed makes it a tad more difficult to just spam scarf Fishious Rends and win, and there are also checks and counters to it like Centhorn and Borassa. It still hits decently hard thanks to Strong Jaw, but additional weaknesses to the common Fighting type and due to the offensive nature of the meta keeps it from running too rampant.
This Pokemon only fits one restriction thanks to the minor changes to the rest of the base Pokemon aside from movepool, but as it stands, this meta is debatably even less prepared to handle this than Dracovish in the pre-DLC OU meta. Borassa actually doesn't beat this thing, Scarf variants can run Leech Life and Choice Band Fishious Rend 2HKOs unless it runs the likely suboptimal physdef spread. Centhorn and Abysseil make for passable checks if healthy because they can outspeed this thing after switching in, but switching in is pretty annoying for both of them, since Fishious Rend 2HKOs Centhorn on the switch and Crunch nearly kills Abysseil outright, and after both get weakened then it's free to click Fishious Rend. I really don't know how I feel about a Pokemon that has such a crazy matchup against balance while running like Adamant Scarf or something while still having a very good matchup against offense teams. I can't say how you should go about nerfing this since there's a lot of things you can do and this sub will need changing to fit two restrictions regardless, but I still think it should be changed in some way.
Fakemon Name: Wyrmagma
Set Number: 1
Stats: 80/120/80/120/80/40 (520 BST)
Typing: Fire/Ground
Abilities: Magma Armor/Levitate/(Dragon's Maw)
Movepool: Ancient Power, Bulldoze, Burning Jealousy, Curse, Defog, Dig, Dragon Breath, Dragon Claw, Dragon Pulse, Dragon Rush, Dragon Tail, Earth Power, Earthquake, Ember, Fire Blast, Fire Lash, Fire Spin, Fissure, Flame Burst, Flame Charge, Flamethrower, Flare Blitz, Incinerate, Inferno, Mud Shot, Mud-Slap, Outrage, Overheat, Rock Slide, Roost, Scale Shot, Scorching Sands, Stealth Rock, Stone Edge, Will-O-Wisp, All Universal TMs
Description: A volcanic dragon-like being. Fire/Ground typing with levitate only leaves it with a double water weakness. With its ok bulk and access to Roost, Defog and Stealth Rock, it can be a decent defensive backbone. However, its main strength is its offense. Fire/Ground is an amazing offensive typing only resisted by Aerock and itself. However, it can seriously hurt these two with Stone Edge. It can run a boosting set with Curse or another with Fire Lash to deal well with defensive teams. While the tier's water types are annoying to it, 2 of them are weak to Earthquake and the other is likely to run speed investment meaning less bulk to take Earthquake. A dangerous overall pokemon that is not easy to switch-into but low speed coupled with average bulk makes it difficult to use.
Fakemon Name: Cyknight (Cyborg+Knight)
Set Number: 3
Stats: 80/80/100/50/100/90 (500 BST)
Typing: Steel
Abilities: Intrepid Sword
Movepool: Aerial Ace, Counter, Cut, Detect, Double-Edge, Final Gambit, First Impression, Flash Cannon, Focus Blast, High Horsepower, Iron Defense, Iron Head, Leaf Blade, Night Slash, Poison Jab, Psycho Cut, Retaliate, Sacred Sword, Slash, Smart Strike, Solar Blade, Steel Beam, Swords Dance, U-Turn, X-Scissor, All Universal TMs
Description: This little robotic knight riding its little robotic horse might look like a toy, but be careful as its sword is sharp. Good bulk paired with a pure steel typing lets it switch into many attacks and hit back hard thanks to the boost provided by Intrepid Sword. Speaking of Intrepid Sword, it has around the equivalent of 145 attack when fully invested. However, with its strongest stab having 80 bp, its seemingly high attack stat isn't that good. With choiced sets and its good coverage, it can become a very dangerous yet prediction reliant wallbreaker. You can lessen this prediction factor by running Life Orb but this cuts into your longevity and you don't hit as hard anymore. A substitute set could as well since it lets you scout the switch before attacking, but this takes up a moveslot that could've been used to fit coverage and you likely don't have a damage boosting item. Whichever set it runs, it always seems to be lacking something. Dangerous attacker but it can be played around well.
Set 1 (All) Fakemon Name: Teslaple (It's a small apple shaped Pokemon with a Tesla coil growing out where its stem should be.) Stats: 80 / 40 / 120 / 120 / 40 / 120 | BST: 520 Typing: Electric / Grass Abilities:Grass Pelt / Flower Veil | Competitive (HA) Notable Moves: *learns universal TMs
Special: Thunder, Thunderbolt, Volt Switch, Discharge, Energy Ball, Leaf Storm, Flash Cannon, Surf, Giga Drain
Physical: Grassy Slide, Wild Charge, Power Whip, Seed Bomb, Bullet Seed, Spark, Smart Strike
Status: Swords Dance, Coil, Leech Seed, Thunder Wave, Sleep Powder, Stun Spore, Poison Powder, Magnet Rise, Synthesis, Eerie Impulse, Calm Mind, Aromatherapy, Defog Description: A fast and decently strong special Electric type is something the tier has been lacking for quite sometime, and I have come to deliver. Teslaple hits a good speed tier for the current metagame, and can revenge a large variety of threats like Parakinesis and Torgeist. Its held back by its inability to touch opposing Grass types and it's rather lackluster 80/40 special bulk.
Set 1 (All) Fakemon Name: Glowvermind Stats: 120/40/120/120/40/80 | BST: 560 Typing: Electric/Psychic Abilities:Competitive (Gooey) Moves:Volt Switch, Psychic, Psyshock, Thunderbolt, Thunder, Calm Mind, Body Press, Focus Blast, Flash Cannon, Air Slash, Teleport, Growth, Universal TMs, Spikes, Aeroblast Description: Low SpDef mixed with no recovery puts Glowvermind on a timer, and with only 5 attacking types (elec, psy, steel, fight, flying) it will run into resists that can't wait to get a free switch in... eventually.
Universal TMs, Toxic, Trick Room, Charm, Baneful Bunker, Baby-Doll Eyes, Corrosive Gas, Crafty Shield, Nature Power, Switcheroo
Description: I'm pretty sure I posted something similar before, but I'll pretend that never happened. I gave it perfect coverage and made it unwallable, and I might consider making it more broken another time, but for now enjoy this relatively balanced trick room breaker. Trick Room is very anti-meta, considering most of the offensive threats enjoy going fast, so this thing is sure to upset a lot of people.
Abilities: Gooey / Cheek Pouch | Bulletproof Moves: Flash Cannon, Steel Beam, Sludge Bomb, Sludge Wave, Acid Spray, Recycle, Toxic, Energy Ball, Giga Drain, Frost Breath, Stealth Rock, Meteor Beam, Boomburst, Power Gem, Corrosive Gas, Strength Sap, Work Up, Encore, Toxic Spikes, Explosion, Iron Defense, Stun Spore, U-Turn Description: A very fat blobmon that can sit on basically every physical attacker that lacks EQ. Hazards, Status, and Pivoting makes it a solid choice on most non-HO based teams and gives it some edge against the other physical wall Steel-types. However, the aforementioned EQ weakness, poor special bulk, and a lack of truly reliable recovery (Cheek Pouch+Recycle is Knock-Off bait, Strength Sap isn't much of a heal with 600 HP), it shouldn't be overwhelming. It also has pretty great Special Attack and a colorful movepool, but luckily its *entire* movepool is stonewalled by Steels, not to mention the 40 base speed.
Set 1 Fakemon Name: Galvaruda ("Garuda", a bird-like sun deity from Indian myth similar to a phoenix, and "galvanism") Stats: 80 / 80 / 80 / 120 / 120 / 120 (600) Typing: Electric / Fire Abilities: Gale Wings / No Second Ability / Magician
Physical Moves: Flare Blitz, Flame Charge, Wild Charge, Brave Bird, U-turn, Dual Wingbeat, Acrobatics, Steel Wing, Fly, Aerial Ace, Sky Attack Special Moves: Flamethrower, Fire Blast, Overheat, Thunderbolt, Thunder, Volt Switch, Discharge, Hurricane, Air Slash, Dazzling Gleam, Solar Beam, Mystical Fire, Charge Beam, Rising Voltage, Burn Up, Fire Spin, Heat Wave, Incinerate, Shock Wave Status Moves: Morning Sun, Will-o-Wisp, Tailwind, Defog, Toxic, Hone Claws, Sunny Day, Rain Dance, Charge, Feather Dance, Electric Terrain, Confide, Swagger, Endure, Substitute, Rest, Sleep Talk
Description: An offensive pivot that meets all four restrictions. It boasts high stats overall, including good special bulk and speed that lets it check Torgeist and other Flying-types very well. Electric / Fire really has some nice qualities when Flying types are fairly common. However, it suffers from a tendency to be walled by Dragon-types, as the weak Dazzling Gleam often won't cut it, especially since boots are so important for it. Donzyxote and Serpaint in particular sit on it, but it also struggles with Sharm, Coracrab, and Aerock, if it runs Volt Absorb. Both of its abilities are very niche as well, with Gale Wings letting it get some priority Hurricanes off (Flying coverage is not that good for it) and Magician forming a usable combo with Power Herb Solar Beam, but neither are game-changers. Overall this would be a pick that's on the strong side but is definitely manageable.
Fakemon Name: Wyrmagma
Set Number: 1
Stats: 80/120/80/120/80/40 (520 BST)
Typing: Fire/Ground
Abilities: Magma Armor/Levitate/(Dragon's Maw)
Movepool: Ancient Power, Bulldoze, Burning Jealousy, Curse, Defog, Dig, Dragon Breath, Dragon Claw, Dragon Pulse, Dragon Rush, Dragon Tail, Earth Power, Earthquake, Ember, Fire Blast, Fire Lash, Fire Spin, Fissure, Flame Burst, Flame Charge, Flamethrower, Flare Blitz, Incinerate, Inferno, Mud Shot, Mud-Slap, Outrage, Overheat, Rock Slide, Roost, Scale Shot, Scorching Sands, Stealth Rock, Stone Edge, Will-O-Wisp, All Universal TMs
Description: A volcanic dragon-like being. Fire/Ground typing with levitate only leaves it with a double water weakness. With its ok bulk and access to Roost, Defog and Stealth Rock, it can be a decent defensive backbone. However, its main strength is its offense. Fire/Ground is an amazing offensive typing only resisted by Aerock and itself. However, it can seriously hurt these two with Stone Edge. It can run a boosting set with Curse or another with Fire Lash to deal well with defensive teams. While the tier's water types are annoying to it, 2 of them are weak to Earthquake and the other is likely to run speed investment meaning less bulk to take Earthquake. A dangerous overall pokemon that is not easy to switch-into but low speed coupled with average bulk makes it difficult to use.
Set 2 (Stats, Movepool from Darmanitan-Galar) Fakemon Name: Froxflare (two headed Hydra; half ice half fire) Stats: Same as Darmanitan-Galar Typing: Ice / Fire Abilities: Snow Warning / Ice Body | Flame Body (HA) Notable Moves: Same as Darmanitan-Galar Description: Froxflare is a wall dealer with access to a stellar offensive typing in Ice / Fire, backed by great coverage options. I wanted a Pokemon that utilized Hail's chip without being a Blizzard / Aurora Veil spammer, and Froxflare gets it done, essentially negating Leftovers with Snow Warning, making it ever so harder to wall. No boosting item (you are never dropping boots), ability nor moves do hamper it's attacking prowess somewhat, but with its already sky high attack stat I doubt it will miss it much.
Set 2 (Urshifu-S) Fakemon Name: Scrapoodle Stats: Urshifu-S Typing: Urshifu-S Abilities: Water Veil (Scrappy) Moves: Urshifu-S's but without Iron Head, Poison Jab, Wicked Blow or Sucker Punch, add Bullet Punch, Mach Punch and Play Rough. Description: No matter what I give this poodle punk, Urshifu-minuS is stuck in a bad place without Protect Ignore and without Wicked Blow. In this odd place, Bullet Punch and Play Rough don't quite save it from being weaker than the mon it emulates as Protect is free to be used against it and Sucker Punch not being there hurts as well. In all truth, this thing goes from being Urshi-minus to Pangoro+Plus, having the scrappiest ability to punish Zoltankas if it mispredicts a Fight Stab and lets it attempt Drain Punches against ghosts as well.
set 2
Name: Charybvish (The vish in Dracovish put together properly)
Stats: 90/90/100/75/80/75
Typing: Water/Dark
Abilities: Dry Skin/-/Water Veil
Moves: Same as Dracovish
Description: Based off Charybdis. Slightly worse speed makes it a tad more difficult to just spam scarf Fishious Rends and win, and there are also checks and counters to it like Centhorn and Borassa. It still hits decently hard thanks to Strong Jaw, but additional weaknesses to the common Fighting type and due to the offensive nature of the meta keeps it from running too rampant.
Abilities: Poison Touch / Poison Point | Aftermath Moves: Same as Naganadel -Nasty Plot, -Fire Blast Description: Naganadel was only broken because of Nasty Plot+Beast Boost allowing it to snowball easily off of just 1 KO. By removing Nasty Plot (and its strongest Fire-coverage) alongside the ability, Naganadull is much weaker and actually has a reason to use its pretty neat movepool. A choice specs set with STABs+Flamethrower+U-Turn makes a potent offensive pivot while other more supportive sets can leverage Naganadull's access to (Toxic) Spikes.
Description: This mon would allow Rain to exist as a playstyle. It would breathe new life into Crypterid, which gets Swift Swim, and enable any future offensive Water-types and rain sweepers to find a place. Flip Turn is perhaps the most important move in its arsenal, letting it pivot out and bring in a Rain sweeper. You can run it offensive or bulky, but note that it doesn't get any recovery besides Rest. A Choice Band set is viable as well, for a slow breaker with a strong Flip Turn that can still support rain sweepers. It doesn't get Aqua Jet, so it really only provides support against offense. Regenerator is an interesting alternate option but probably less viable. It lets it operate as a pivot that can spread Scald burns or run AV. The prevailing flaw among all these sets is Dracovish's mediocre base stats; it is not overtly strong, fast, or bulky. Regenerator sets have a relative lack of utility, bulky sets in general don't have a reliable self-healing move, and offensive sets, while fairly strong, are quite slow. It might also open up a power vacuum since there aren't really any other weather setters or weather team potential yet besides Sand Spit Regolite. Nevertheless it is a capable pivot and setting rain gives it a reason to be used regardless.
Fakemon Name: Abhorrnet Set Number: 3 Stats:69 / 154 / 77 / 60 / 75 / 75 Typing:Bug / Flying Abilities:Intrepid Sword / Klutz Movepool:U-Turn, Bug Bite, Peck, Wing Attack, Fell Stinger, Tackle, Bug Buzz, Hurricane, Air Slash, Poison Sting, Cut, Poison Tail, Roost, Rest Description: Abhorrnet cannot afford to run Band because of it's fragile typing against Stealth Rock. This already turns most of the 3HKOs into 4HKOs. Furthermore, it's movepool is very limited, with very low power moves. With the current set-up, Zoltanka gets added to the list of Pokémon that can beat it (Max HP 4 Def Zoltanka gets only 5HKO'd). If you do decide to run Band, you will indeed hit very hard, but you will need constant Hazard control as well as decent Speed control so that opposing Offensive foes don't threaten you. Abhorrnet works best as a late game cleaner, picking off weakened foes with ease, while struggling early and mid game with few switch-in opportunities
Hopefully didn't overshoot it, reach out to me in Discord if this seems either too overwhelming or too underwhelming
Fakemon Name: Waspicle [Wasp + Icicle] Set Number: 3 Stats:69 / 154 / 77 / 85 / 75 / 15 [475 BST] Typing:Bug / Ice Abilities:Intrepid Sword / Hustle Movepool:U-Turn, Triple Axel, Hail, Skitter Smack, Icicle Spear, Pin Missile, Megahorn, Blizzard, Frost Breath, Ice Ball, Ice Hammer, Icicle Crash Description: It struggles to get into play due to its mediocre bulk, awful speed, terrible defensive typing and hazard weaknesses. For offense, other than U-Turn, all of its offensive options have to hit an accuracy check, meaning that it's inherently a gamble. All it can really do is click U-Turn, which is strong, but it needs to be given the right opportunities to be able to enter the game to do so.
Set 3 Fakemon Name: Cutapiller Stats: 69/154/77/45/100/65 (530) Typing: Bug/Grass Abilities:Intrepid Sword/Hyper Cutter (Skill Link) Moves: X-Scissor, Leaf Blade, Leech Life, Lunge, Brick Break, Attack Order, Cross Poison, Meteor Mash, Gyro Ball, Shadow Claw, Seed Bomb, Bullet Seed, Pin Missile, Stun Spore, Psycho Cutter, Bulk Up Description: No U-Turn, garbage typing... why are you even thinking about this thing?! I Don't care how strong it is, this thing, Bulk Up won't prevent fire and flying moves from melting this crawlie who has no speed, no First Impression or Grassy Glide. Parakenisis, Torgeist and Vulcaraptor are faster and have STAB that destroys this thing. In fact, maybe I think it's too weak as its coverage is a little ass.
set 3
Name: Nyoomer the Second (just Nyoomer to friends)
Stats: 69/154/77/25/60/90
Typing: Bug/Dark
Abilities: Dauntless Shield/-/Rattled
Bite, Leech Life, U-turn, Dig, Rock Throw, Rock Slide, Stone Edge
Dark Pulse, Bug Buzz, Air Slash, Giga Drain, Power Gem, Struggle Bug
Universal TMs, Reflect, Light Screen, Memento, Toxic, Iron Defense
Description: The son of Nyoomer has come back to represent the fast cucaracha clan. He learns all the old tricks from his dad, and through consistent training, eventually overpowered his dad to become the chief of his clan. However, his rise to power did not come without cost, and has his power grew, so did the list of enemies that wanted to see him dead. This makes him weary, and overly cautious, for fear that his family might get caught up in the schemes for his head. Still, he tries his best to be the leader his family needs.
Set 3 Fakemon Name: Crabhorrent (Based on the japanese spider crab, perhaps one of the most horrifying crabs. Long Reach and Intimidate are both fitting for it.) Stats: 69 / 154 / 77 / 59 / 107 / 49 (515) Typing: Bug / Water Abilities: Long Reach / Intimidate / Shell Armor
Physical Moves: Crabhammer, First Impression, Leech Life, Lunge, Liquidation, High Horsepower, Hammer Arm, Brick Break, Razor Shell, Poison Jab, Knock Off, Crunch, Shadow Claw, X-Scissor, Crush Claw, Scale Shot, Rock Slide, Rock Tomb, Metal Claw, Body Slam, Facade, Giga Impact Special Moves: Scald, Hydro Pump, Ice Beam, Surf, Bubble Beam, Water Pulse, Infestation, Whirlpool, Round, Snore Status Moves: Swords Dance, Hone Claws, Curse, Iron Defense, Haze, Rain Dance, Toxic, Substitute, Swagger, Attract, Confide, Protect, Rest, Sleep Talk
Description: I know it's similar to Abhorrnet but I though of the name before it was posted so shh. Also I know we just got a crab mon but you can never have too much crab. The optimal form of evolution is crab. Anyways, this mon has pretty good bulk when accounting for Intimidate and an absolutely massive Attack stat. First Impression is a nuclear priority option, and after some deliberation I gave it Leech Life as well, letting it stick around longer and be a really good tank. Bug / Water is a great type defensively with some nice resistances, and it's actually pretty good offensively as well in Restrictions so far, with only Serpaint and Quadringo resisting both. Reliance on boots means that it misses out on some other items it would really like, such as AV or CB, and First Impression alone isn't enough to revenge certain things, despite being so powerful, since Bug is resisted by offensive mons like Vulcaraptor, Torgeist, and Quadringo. Swords Dance seems tempting as it lets it defeat offense through sheer Leech Life healing, but it has no priority and gets revenge killed relatively easily due to low speed and bulk that's less impressive without Intimidate. It's definitely a capable tank though, and offensively potent until we get more of the type combos that resist it.
Crabhorrent @ Heavy-Duty Boots
Ability: Intimidate
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- First Impression / Swords Dance
- Leech Life
- Liquidation
- Knock Off / Swords Dance
Fakemon Name: Termola (was very tempted to give this another "abhorrent" name just to fit the trend)
Set Number: 3
Stats: 69/154/77/50/134/30 (514)
Typing: Bug/Rock
Abilities: Unnerve / Shield Dust
Movepool: U-Turn, Spikes, Rapid Spin, Stone Edge, Rock Slide, Lunge, Leech Life, X-Scissor, Crunch, Darkest Lariat, Leaf Blade, Solar Blade, Rock Polish, Ancient Power, Iron Defense, String Shot, Bug Bite, Rock Tomb, Mega Punch, Mega Kick, Body Slam, Sand Tomb, Bite, Power-Up Punch, Sand-Attack, Toxic, universal TMs
Description: Bulky offensive pivot. Bug/Rock is a pretty interesting typing for a specially bulky Pokemon, because as it stands, there are zero special attackers in the meta that hit this super effectively, making it a fine blanket check to a bunch of those. Doing that alongside Spikes or Rapid Spin, probably not both, is also nice. 154 Attack with Adamant is VERY strong, but its STAB combination doesn't do it any favors. Crypterid, Polbearab, and Scimicobra all don't really mind this thing much at all, it needs either Crunch or Darkest Lariat to make it not spinblocking bait to our singular defensive Ghost, and it's by far the slowest thing in the meta with pretty bad physical bulk. It also is succeptible to Knock Off due to reliance on Boots as a potential spinner.
Fakemon Name: Cyknight (Cyborg+Knight)
Set Number: 3
Stats: 80/80/100/50/100/90 (500 BST)
Typing: Steel
Abilities: Intrepid Sword
Movepool: Aerial Ace, Counter, Cut, Detect, Double-Edge, Final Gambit, First Impression, Flash Cannon, Focus Blast, High Horsepower, Iron Defense, Iron Head, Leaf Blade, Night Slash, Poison Jab, Psycho Cut, Retaliate, Sacred Sword, Slash, Smart Strike, Solar Blade, Steel Beam, Swords Dance, U-Turn, X-Scissor, All Universal TMs
Description: This little robotic knight riding its little robotic horse might look like a toy, but be careful as its sword is sharp. Good bulk paired with a pure steel typing lets it switch into many attacks and hit back hard thanks to the boost provided by Intrepid Sword. Speaking of Intrepid Sword, it has around the equivalent of 145 attack when fully invested. However, with its strongest stab having 80 bp, its seemingly high attack stat isn't that good. With choiced sets and its good coverage, it can become a very dangerous yet prediction reliant wallbreaker. You can lessen this prediction factor by running Life Orb but this cuts into your longevity and you don't hit as hard anymore. A substitute set could as well since it lets you scout the switch before attacking, but this takes up a moveslot that could've been used to fit coverage and you likely don't have a damage boosting item. Whichever set it runs, it always seems to be lacking something. Dangerous attacker but it can be played around well.
Set 1: earl's Merculent, readytolose's Galvaruda, My Wyrmagma
Set 2: readytolose's Kapagon, G-Luke's Froxflare, earl's Naganadull
Set 3: G-Luke's Metaroach, Fragmented's Nyoomer(?), readytolose's crabhorrent
Btw just wanna point out that the only defensive mons with hazard removal at the moment are Aerock and Quadringo
Set 1 (All) Fakemon Name: Teslaple (It's a small apple shaped Pokemon with a Tesla coil growing out where its stem should be.) Stats: 80 / 40 / 120 / 120 / 40 / 120 | BST: 520 Typing: Electric / Grass Abilities:Grass Pelt / Flower Veil | Competitive (HA) Notable Moves: *learns universal TMs
Special: Thunder, Thunderbolt, Volt Switch, Discharge, Energy Ball, Leaf Storm, Flash Cannon, Surf, Giga Drain
Physical: Grassy Slide, Wild Charge, Power Whip, Seed Bomb, Bullet Seed, Spark, Smart Strike
Status: Swords Dance, Coil, Leech Seed, Thunder Wave, Sleep Powder, Stun Spore, Poison Powder, Magnet Rise, Synthesis, Eerie Impulse, Calm Mind, Aromatherapy, Defog Description: A fast and decently strong special Electric type is something the tier has been lacking for quite sometime, and I have come to deliver. Teslaple hits a good speed tier for the current metagame, and can revenge a large variety of threats like Parakinesis and Torgeist. Its held back by its inability to touch opposing Grass types and it's rather lackluster 80/40 special bulk.
Description: This mon would allow Rain to exist as a playstyle. It would breathe new life into Crypterid, which gets Swift Swim, and enable any future offensive Water-types and rain sweepers to find a place. Flip Turn is perhaps the most important move in its arsenal, letting it pivot out and bring in a Rain sweeper. You can run it offensive or bulky, but note that it doesn't get any recovery besides Rest. A Choice Band set is viable as well, for a slow breaker with a strong Flip Turn that can still support rain sweepers. It doesn't get Aqua Jet, so it really only provides support against offense. Regenerator is an interesting alternate option but probably less viable. It lets it operate as a pivot that can spread Scald burns or run AV. The prevailing flaw among all these sets is Dracovish's mediocre base stats; it is not overtly strong, fast, or bulky. Regenerator sets have a relative lack of utility, bulky sets in general don't have a reliable self-healing move, and offensive sets, while fairly strong, are quite slow. It might also open up a power vacuum since there aren't really any other weather setters or weather team potential yet besides Sand Spit Regolite. Nevertheless it is a capable pivot and setting rain gives it a reason to be used regardless.
Fakemon Name: Cyknight (Cyborg+Knight)
Set Number: 3
Stats: 80/80/100/50/100/90 (500 BST)
Typing: Steel
Abilities: Intrepid Sword
Movepool: Aerial Ace, Counter, Cut, Detect, Double-Edge, Final Gambit, First Impression, Flash Cannon, Focus Blast, High Horsepower, Iron Defense, Iron Head, Leaf Blade, Night Slash, Poison Jab, Psycho Cut, Retaliate, Sacred Sword, Slash, Smart Strike, Solar Blade, Steel Beam, Swords Dance, U-Turn, X-Scissor, All Universal TMs
Description: This little robotic knight riding its little robotic horse might look like a toy, but be careful as its sword is sharp. Good bulk paired with a pure steel typing lets it switch into many attacks and hit back hard thanks to the boost provided by Intrepid Sword. Speaking of Intrepid Sword, it has around the equivalent of 145 attack when fully invested. However, with its strongest stab having 80 bp, its seemingly high attack stat isn't that good. With choiced sets and its good coverage, it can become a very dangerous yet prediction reliant wallbreaker. You can lessen this prediction factor by running Life Orb but this cuts into your longevity and you don't hit as hard anymore. A substitute set could as well since it lets you scout the switch before attacking, but this takes up a moveslot that could've been used to fit coverage and you likely don't have a damage boosting item. Whichever set it runs, it always seems to be lacking something. Dangerous attacker but it can be played around well.
Fakemon Name: Entrouble Set Number: 1 (Type, Ability, Move) Stats: 50/100/50/100/50/130 | BST: 490 Typing: Fire / Ice Abilities: Flame Body / Ice Body | Ice Scales (HA) Movepool: *Learns Universal TMs
Special: Flamethrower, Fire Blast, Overheat, Ice Beam, Frost Breath, Blizzard, Scald, Water Pulse, Tri-Attack, Weather Ball
Physical: Flare Blitz, Fire Punch, Flame Wheel, Triple Axel, Ice Shard, Icicle Crash, Ice Punch, Avalanche, Liquidation, Explosion, Rapid Spin, Double Hit
Status: Light Screen, Reflect, Haze, Mist, Double Team Description: A pokemon designed to check fast and powerful threats like Flydra whilst having more defensive counters. It has a neat one-two punch with Overheat and Frost Breath, with the critical hits bypassing the SpA drops. It hits a large number of strong offense pokemon super effectively, such as Flydra, Vulcaraptor, Nimbusteed, Polbearab, and Cyknight. However, it needs to use Heavy-Duty Boots and lacks coverage to hit Water types, meaning a lot of defensive pokemon can take it on. It's matchups aren't totally skewed or one-dimensional, though; it beats some defensive pokemon, loses to most priority, and has some switch-in potential thanks to Ice Scales.
The name comes from "entropy" and "double". The "in trouble" pun also works because the fire half would seemingly melt the ice half. The design is based loosely on a yin yang symbol, which I know is not the most creative thing ever, but I've always thought of fire and ice as great symbols of chaos and order. The pokemon consists of what seems like two pixies, conjoined at the wrist. One is a fireball, and the other is a snowball. They dance merrily as though skipping around while holding hands. When performing attacks, they spin around each other, leaving a swirling trail that looks like a yin yang symbol.
Fakemon Name: Lupirit Set Number: 2 (Type and Stats of Froslass) Stats: 70 / 80 / 70 / 80 / 70 / 110 | BST: 480 Typing: Ghost / Ice Abilities: Adaptability / Fur Coat | Magic Guard (HA) Movepool:
Special: Ice Beam, Blizzard, Frost Breath, Shadow Ball, Hex, Dark Pulse, Hyper Voice
Physical: Poltergeist, Shadow Claw, Shadow Sneak, Ice Shard, Icicle Spear, Icicle Crash, Ice Fang, Extreme Speed, U-turn, Crunch,
Status: Will-o-Wisp, Taunt, Strength Sap, Hone Claws, Pain Split, Switcheroo Description: A fairly versatile fast attacker or supporter. Despite the modest offenses, Adaptability boosts a fully invested (neutral nature) stat up to 344, enough for Poltergeist to pack a big punch, especially with a boosting item. Magic Guard + Life Orb accomplishes something similar, but helps more defensively and boosts non-STAB moves as well. Finally Fur Coat can work with Strengh Sap and Will-o-Wisp to shut down slower physical attackers.
An arctic wolf that starved to death as a result of habitat loss. It still stalks the barren tundra looking for prey. The ability of a white-colored wolf to blend in with its surroundings and stalk silently makes it a good fit for ghost-type, as well. In a snow storm where visibility is low and there is a lot of background noise, you may as well be being stalked by a ghost.
Fakemon Name: Wattato Set Number: 3 (Stats, Move) Stats: 85/120/104/98/118/45 | BST: 570 Typing: Grass / Ground Abilities: Battery / Lightning Rod | Galvanize (HA) Movepool: *Learns Universal TMs
Special: Giga Drain, Energy Ball, Solar Beam, Earth Power, Scorching Sands, Thunderbolt, Thunder, Discharge, RIsing Voltage, Sludge Bomb, Tri Attack, Terrain Pulse, Hyper Beam
Physical: Power Whip, Horn Leech, Vine Whip, Earthquake, High Horsepower, Double Edge, Wrap, Giga Impact, Body Press, Superpower, Wild Charge, Megahorn, Leech Life
Status: Stealth Rock, Shore Up, Synthesis, Leech Seed, Thunder Wave, Aromatherapy, Growth, Ingrain, Grassy Terrain, Sunny Day, Sandstorm Description: A pretty good blocker of Volt Switch, especially from the likes of Zoltanka, Teslapple, and Sharm. It has a strong attacking movepool that makes it tough to switch into (although Bug types and Nimbusteed are fairly safe), although this is made up for by its weaknesses to many attackers. Also another electrified agricultural product is always good to have.
How to make a Grass/Ground that uses an -ate ability and still makes some amount of sense? Well, a potato battery is what I came up with. It has horns made of those tubers that start to grow out of potatoes if you leave them in the pantry too long.
Description: Perhaps the grimiest stall mon proposed thus far. While not the first Ghost or Poison type with some bulk, this one would be among the bulkiest and actually boasts reliable recovery, making it a straight-up wall. It would play similar to Corsola-Galar, in that it is a very bulky and passive Ghost-type, but being immune to Toxic and not being as limited by Knock Off are great boons. Neutralizing Gas is also very useful, improving many matchups. All together, it results in a balance or stall mon that prevents an instant loss to balance breakers like Aerock and Polbearab, while also being a general physical or mixed wall that matches up well against Quadringo, Nimbusteed, Cyknight, Centhorn, and others. This all comes with exploitable shortcomings, most obviously its incredible passiveness and slowness and lack of ability to do much besides try and burn things and spam Night Shade, as well as its recovery options which bring certain weaknesses. Moonlight is limited by weather and has low PP, while Strength Sap can be completely shut down by Substitute, and also might not heal as much as you think due to a relatively high 90 base HP (as opposed to Corsola-G's base 60).
Gloomurk @ Black Sludge
Ability: Neutralizing Gas
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Strength Sap / Moonlight
- Night Shade
- Will-O-Wisp
- Haze / Corrosive Gas / Toxic
Description: A potent offensive mon that is also a good offensive check to Flydra, despite being one point slower than it. CM and Meteor Beam give it potent setup options and let it break through things, although it will struggle with Zoltanka, Sharm, and to a lesser extent Crypterid, since Earth Power generally won't be strong enough to break through these effectively. It overlaps a little with Regolite, but differs enough from it overall. It would also be the first real suicide lead option the meta gets, thanks to SR and Explosion. Trace would be the general use option, letting it copy useful abilities, but Sand Force and Sand Rush let it operate as the first sand sweeper as well when paired up with Sand Spit Regolite. A prevailing flaw among all its sets is pathetic physical bulk that leaves it vulnerable to the many priority users so far, even ones it resists, which leads to its absurd speed under Sandstorm thanks to Sand Rush being manageable. Still though, it would diversify the options offense gets without being too overbearing.
Crystelf @ Focus Sash
Ability: Trace
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Stealth Rock
- Explosion
- Magic Coat
- Stone Edge
Crystelf @ Power Herb
Ability: Sand Rush
EVs: 4 Def / 252 SpA / 252 Spe
Modest Nature
IVs: 0 Atk
- Calm Mind
- Meteor Beam
- Moonblast
- Earth Power