Pet Mod Stereotypes - (Slate 21: Bug/Normal, Ghost/Grass and Fire/Psychic)

Grass/Normal: okispokis (Xenalgae), Rasdanation (Willox), ViZar (Goatreck)

Dark/Flying: Rasdanation (Sinistork), zxgzxg (Spincaba), El Cadaver (Chiroyle)

Rock/Fairy: Mossy Sandwich (Nympheral), Lapzaplerq (Lumidian), EeveeGirl1380 (Pebolem)
 
:Diancie:: Rasdanation, Lapzaplerq, Mossy Sandwich
:Yveltal:: zxgzxg, El Cadaver, Rasdanation
:Sawsbuck:: okispokis, Mossy Sandwich, Lapzaplerq
:Diancie::
Rasdanation: 3+2+2+3 = 10
SpiderPig2398: 2 = 2
Mossy Sandwich: 1+3+3+3+1 = 11
El Cadaver: 2 = 2
Swampy Swarm 1+1 = 2
EeveeGirl1380: 1 = 1
Lapzaplerq: 2+2 = 4
DuoM2: 3 = 3
Magmajudis: 1 = 1
:Yveltal::
Rasdanation: 3+2+3+1 = 9
El Cadaver: 2+1+1+2 = 6
SpiderPig2398: 1 = 1
zxgzxg: 3+2+3+3 = 11
ViZar: 3 = 3
Deepblue: 2 = 2
Scoopapa: 1 = 1
NeonNitroGlycerin: 2 = 2
EeveeGirl1380: 1 = 1
:Sawsbuck::
Mossy Sandwich: 3+1+3+3+2 = 12
Scoopapa: 2+2+1 = 5
okispokis: 1+2+3+2+3 = 11
El Cadaver: 3 = 3
Rasdanation: 2 = 2
ViZar: 1 = 1
Lapzaplerq: 1+1 = 2
 

Mossy Sandwich

Gunning for the top
is a Community Contributoris a Tiering Contributor
UUPL Champion
Voting is closed! Here are our winners:

For Flying/Dark, zxgzxg wins with Spincaba!
image0 (3).jpg

Name: Spincaba [Spin + Ciccaba]
Typing: Flying / Dark
Ability: Insomnia / Tangled Feet / Contrary
Stats: 65 / 90 / 95 / 80 / 135 / 80
Moves:
Physical:
Brave Bird, Close Combat, Dual Wingbeat, Foul Play, Knock Off, Power Trip, Rapid Spin, Sucker Punch, SuperpowerSpecial: Aura Sphere, Air Slash, Dark Pulse, Heat Wave, Hurricane, Fire Blast, Flamethrower, Focus Blast, OverheatStatus: Agility, Nasty Plot, Roost, Topsy-Turvy, Toxic, Will-o-WispDescription: Contrary user. The moves that abuse Contrary also act as coverage while still boosting its STAB Power Trip. The most common moves will probably be Superpower, Overheat, Power Trip, and Roost, but Close Combat can be used if special bulk is a concern, and Dark Pulse to hit physical walls. It also has nice support sets, Contrary acting as a Defog deterrent and being able to hit spinblockers with Dark STAB.

For Normal/Grass, I win with Jungape!
Name: Jungape
Ability: Own Tempo/(Gorilla Tactics)
Typing: Normal/Grass
Stats: 82/90/116/67/76/79 (510 BST)
Weight: 189kgs
Relevant Moves: Belly Drum, Body Slam, Double-Edge, Drain Punch, Earthquake, Knock Off, Superpower, U-Turn, Wood Hammer, All Universal TMs
Flavor Moves: Acrobatics, Aerial Ace, Agility, Aromatherapy, Assurance, Body Press, Branch Poke, Brick Break, Brutal Swing, Bulk Up, Bulldoze, Bullet Seed, Celebrate, Coaching, Copycat, Counter, Covet, Detect, Darkest Lariat, Dizzy Punch, Double Slap, Dynamic Punch, Energy Ball, Fake Out, Feint, Flail, Fling, Focus Energy, Focus Punch, Follow Me, Foresight, Giga Drain, Giga Impact, Grass Knot, Grassy Glide, Grassy Terrain, Growl, Growth, Headbutt, Helping Hand, High Horsepower, Hyper Beam, Hyper Voice, Leaf Storm, Leer, Low Kick, Mega Kick, Mega Punch, Nature Power, Power-Up Punch, Quick Guard, Rage, Recycle, Retaliate, Reversal, Roar, Rock Smash, Scary Face, Secret Power, Seed Bomb, Seismic Toss, Slam, Solar Beam, Stomp, Stomping Tantrum, Strength, Submission, Sunny Day, Swagger, Synthesis, Tackle, Taunt, Thrash, Uproar, Wake-Up Slap, Work Up, Yawn
Description: Jungape may seem scary at first due to Gorilla tactics granting it the equivalent of 160 base attack. However, it's held back by its poor stab combo and mediocre speed. While it does have coverage for them, Steel types resist both of its stabs and shrug off its attacks. On the other hand, its low speed means it's threatened easily by faster offensive threats such as Dojodo, Skappa, Fluxtape, Laopharsi, Harzodia, Magroach and more. This means that it really wants to run scarf as it's easily checked by many pokemon otherwise. It's also prediction-reliant as everytime it attacks, it has to commit to that move. Still, its scarf sets make for a powerful and fast attacker while its Choice Band sets make it an incredibly powerful wallbreaker.

And after a tiebreak for Rock/Fairy between Iridemi and Nympheral, I win with Nympheral!
Name: Nympheral
Ability: Beast Boost
Typing: Rock/Fairy
Stats: 71/89/83/109/67/151 (570 BST)
Weight: 21,6kgs
Relevant Moves: Calm Mind, Diamond Storm, Draining Kiss, Earth Power, Energy Ball, Explosion, Light Screen, Meteor Beam, Moonblast, Moonlight, Play Rough, Power Gem, Reflect, Stealth Rock, Trick Room, All Universal TMs
Flavor Moves: Ally Switch, Amnesia, Ancient Power, Body Press, Bulldoze, Charm, Covet, Dazzling Gleam, Dig, Disarming Voice, Fairy Wind, Giga Impact, Gravity, Gyro Ball, Harden, Hyper Beam, Iron Defense, Magic Coat, Magic Room, Misty Explosion, Misty Terrain, Psych Up, Rock Blast, Rock Polish, Rock Slide, Rock Throw, Rock Tomb, Sandstorm, Smack Down, Stone Edge, Tackle, Terrain Pulse, Wide Guard, Wonder RoomF
Flavor Description: Do you know about restrictions' 3 temperature fairies? They're 3 ultra-beast (570 BST, all stats are prime numbers, only ability is beast boost) that are based off the 3 main units of measurements for temperature. I think the names "Faerenheit", "Kelven" and "Cellsius" make it pretty obvious which unit they're supposed to represent. Anyway, I decided to start a new fairy ultra beast group for this mod: The state of matter group! Nympheral represents the solid state of matter. Its a nymph made of stone, gems, crystals and shards of glasses. Its very small and light, letting it move around quickly. The sharp ores making up its body also give it its high attack stat.
Competitive Description: Nympheral can act as a Screens or Rocks lead, setting up what it needs to before exploding. It can do so rather well thanks to its amazing speed tier. It might also be able to be a Trick Room setter that explodes, but it doesn't synergize well with the playstyle due its high speed. However, it can also act as an offensive pokemon. Thanks to Meteor Beam or Calm Mind paired with its high speed, Nympheral can get a spatk boost and threaten a sweep against weakened teams. Its great Rock/Fairy/Ground coverage allows it to hit many targets for high damage. This makes its average 109 spatk a lot scarier than it may actually seem. That being said, Nympheral's low bulk means it may have trouble setting up and will be in trouble when facing a pokemon that can survive one of its attacks. This means it may have some trouble beating a healthy spdef Burrodger or Whiscamp. Overall, a solid suicide lead or dangerous sweeper.

Discussion phase will now open for 24 hours! Keep in mind the next slate will be Ground/Psychic, Ice/Fire and Bug/Fighting
 
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I don't have any real opinions here besides 'these three all look like fun', congrats to the winners.

So it's here in thread, here's the updated speed tiers. They're in the Discord, but I know people like having it here as well. Helps track the way the meta's going. Might scrunch it up so that ties are on a single line soon so it doesn't get... too long, given it's already a decent amount of scrolling as is.
Nympheral (151)
Skappa (130)
Storvark (130)
Fluxtape (126)
Spirox (117)
Wesgranit (110)
Laopharsi (109)
Prairret (100)
Harzodia (90)
Magroach (90)
Nimbustorm (85)
Dojodo (80)
Spincaba (80)
Whiscamp (80)
Jungape (79)
Heraleo (75)
Resonake (67)
Clavelye (60)
Dullaham (60)
Gencook (60)
Burrodger (55)
Cetaidon (50)
Drakotomy (40)
Correept (32)
 
Name: Qalatace (Qalatötö + Face & Ace)
Ability: Defiant/Emergency Exit/Analytic(HA)
Typing:

Stats: 85/115/101/67/88/63 [519 BST]
Weight: 49.5 kg
Relevant Moves:
: Head Smash, Lunge, Close Combat, Throat Chop, U-Turn, Iron Head, Leech Life, Drain Punch, Zen Headbutt, Body Slam, Double-Edge
: Bulk Up, Curse, Sticky Web
Flavor Moves: Skull Bash, Flying Press, Headbutt, Fell Stinger, Fury Cutter, Growl, Slash, X-Scissor, Night Slash, Bug Buzz, Brick Break, Aerial Ace, False Swipe, Bug Bite, Skitter Smack, Electroweb, Agility, Retaliate, Strength, Tackle, Take Down
Description: A Face Wrestler based on the sport of Cricket Fighting and the massive Qalatötö cricket, Qalatace serves as a bulky hard hitter. More reliable sets would likely run Analytic to solidify itself as a slow, bulky, hard hitter, however it also can run the niche of Defiant sets to punish intimidate users within this meta.

OscilciusBaseDraft2.png(Base Form)
Name: Oscilcius (Oscillate + Celcius)
Ability: Hunger Switch (Base gets Fire type Aura Wheel, Freezing form gets Ice type Aura Wheel)
Typing:

Stats: 78/107/70/68/100/83 [506 BST]
Weight: 1.2 kg
Relevant Moves:
: Aura Wheel, Ice Shard, Triple Axel, Body Slam, Rapid Spin, Acrobatics, Iron Head, Zen Headbutt
: Will-O-Wisp, Curse
Flavor Moves: Universal TMs, Burn Up, Fire Blast, Inferno, Heat Wave, Flamethrower, Flame Burst, Fire Fang, Flame Wheel, Incinerate, Flame Charge, Fire Spin, Sunny Day, Ice Beam, Icicle Crash, Freeze-Dry, Glaciate, Ice Fang, Ice Ball, Icicle Spear, Hail, Sheer Cold, Headbutt, Scald, Light Screen, Mist, Gyro Ball, Metal Sound, Mirror Shot, Misty Terrain, Misty Explosion, Baby Doll Eyes, Aerial Ace, Air Slash
Description: Oscilcius is essentially a floating thermostat, who constantly alters between its hot and cold functions. In its base form, a large fire is on top, while melting ice is on the bottom. In its frozen form, it turns upside-down, reversing its features. Gameplay-wise, Oscilcius primarily works as a set-up sweeper, with access to curse to boost its offenses and Aura Wheel to boost its speed. However, set-up is not necessarily the only offensive form it work with, as it can opt instead to boost its power via band or life orb in order to hit hard and fast off the bat.

Name: Kefaraoh (Khepri + Pharaoh)
Ability: Queenly Majesty/Solar Power(HA)
Typing:

Stats: 65/104/58/70/77/141 [515 BST]
Weight: 10 kg
Relevant Moves:
: Earthquake, Zen Headbutt, U-Turn, Iron Head, Throat Chop, Zing Zap
: Earth Power, Psychic, Expanding Force, Power Gem, Dazzling Gleam, Tri Attack, Heat Wave
: Sunny Day
Flavor Moves: Universal TMs, Dig, Bulldoze, Sand Tomb, Fissure, Scorching Sands, Sand Attack, Psycho Cut, Dream Eater, Extrasensory, Psyshock, Psybeam, Confusion, Agility, Gravity, Hypnosis, Magic Coat, Magic Room, Miracle Eye, Psychic Terrain, Telekinesis, Teleport, Pay Day
Description: Kefaraoh is a large Golden Scarab enchanted with ancient magic, causing it to look like an ancient Egyptian Pharaoh. Kefaraoh aims to fill the speed gap between Storvark/Skappa and Nympheral with two distinct offensive playstyles. The first is a physically offensive, speedy Pokemon who runs priority control via its Queenly majesty. Meanwhile, Kefaraoh's special sets, utilizing Solar Power, are overall more risky and require set-up, although ultimately hit harder if played right.
 
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DuoM2

whao
is a Community Contributoris a Community Leader Alumnus
Name: Commanto
Ability: Guts / --- / Bulletproof
Typing: Bug/Fighting
Stats
: 100/50/138/105/66/66 (524)
Weight: 48 kg
Relevant Moves: Focus Blast, Aura Sphere, Bug Buzz, Spikes, Circle Throw, Roost, Toxic, Discharge, Dark Pulse, Giga Drain, Flash Cannon, all universal TMs
Description: blanket stat stick physical wall with a lackluster, albeit functional typing. based on a bullet ant + commando, works with the general army ants feel too

Name: Volcake
Ability: Ice Body / Flame Body / No Guard
Typing: Fire/Ice
Stats
: 74/136/94/54/56/88 (542)
Weight: 35 kg
Relevant Moves: Triple Axel, Flare Blitz, Close Combat, U-Turn, Swords Dance, Ice Shard, all universal TMs
Description: strong wallbreaker meant to abuse its coverage and high base power moves to make up for the fact that it's forced into boots. based on a frozen lava cake

other one coming soon
 

zxgzxg

scrabble
is a Forum Moderator
Name: Oasicoatl
Type: Ground / Psychic
Ability: Sturdy / Sand Force / Merciless
Stats: 72 / 88 / 52 / 109 / 97 / 112
Moves:
Physical: Earthquake, Explosion, Poison Jab, Psychic Fangs, Zen Headbutt​
Special: Earth Power, Psychic, Psyshock, Sludge Bomb, Sludge Wave, Thunderbolt​
Status: Calm Mind, Nasty Plot, Stealth Rock, Trick, Trick Room, Toxic, Toxic Spikes​
Description: Merciless user. Its dual STAB hits any type that is immune to Poison so it can abuse Merciless a lot better (Ground hits both already, but I guess Psychic hits the inevitable Levitate Poison (please do not do this)).

Name: Exployeti
Type: Ice / Fire
Ability: Gluttony / Unburden
Stats: 80 / 90 / 80 / 120 / 60 / 110
Moves
Abilities:

Physical: Earthquake, Explosion, Fire Punch, Flare Blitz, Ice Punch, Ice Shard, Icicle Crash,​
Special: Earth Power, Fire Blast, Flamethrower, Freeze-Dry, Heat Wave, Ice Beam, Ice Burn​
Status: Belly Drum, Nasty Plot, Trick, Will-O-Wisp​
Description: Risky Unburden sweeper, as running an item that isn't Heavy Duty Boots calls for heavy hazard control. While we don't have terrain passing yet, this can activate Unburden using Power Herb Ice Burn or Belly Drum.
 
Name: Bursnowl (Burn + Snow + Owl)
Ability: Insomnia / Drought | Ice Scales (HA)
Typing: Fire / Ice
Stats: 70 / 90 / 70 / 110 / 60 / 100 [BST:500]
Weight: 22.2 kg
Relevant Moves: Noctowl movepool +
Physical: Flame Charge, Flare Blitz, Icicle Crash, Icicle Spear, Triple Axel,
Special: Blizzard, Boomburst, Fire Blast, Flamethrower, Ice Beam,
Status: Haze, Taunt
Flavor Moves: Noctowl movepool +
Physical:
Special: Burning Jealousy, Frost Breath, Water Pulse
Status: Hail, Mist
Description: Noctowl's wide movepool + what I give it is enough for it to coverage anything for itself and its teammates.
 
Oh boy here I go submitting again

Name: Cardiopic (Genderless)
Type: Ground/Psychic
Height/Weight: 2'0" / 5kg (11 lbs)
Ability: Shields Down
Stats (Resting): 67/47/91/57/127/55 (BST 444)
Stats (Disturbed): 67/91/47/127/57/110 (BST 499)
Moves (incl. Universal TMs):
  • Physical: Earthquake, Stone Edge, Rock Slide, Zen Headbutt, Explosion
  • Special: Psychic, Psyshock, Future Sight, Earth Power, Ancient Power, Ice Beam, Flash Cannon, Meteor Beam, Aura Sphere
  • Status: Calm Mind, Cosmic Power, Heart Swap, Stealth Rock, Spikes, Trick, Pain Split, Thunder Wave, Will-o-Wisp, Scorching Sands, Expanding Force
  • Mostly Useless (Flavour): Curse, Power Trick, Psycho Shift, Amnesia, Imprison, Trick Room, Magic Room, Wonder Room, Power Split, Guard Split, Synchronoise, Stored Power, Iron Defense, Eerie Impulse, Spite, Grudge, Hex,
Description: These jar-like creatures, often found with Cofagrigus nearby, contain the heart of a person who once lived in an ancient civilisation. Disturbing Cardiopic's jar is said to bring a terrible curse upon one's family. In ancient times, it was believed that humans thought with their heart, not their brain; when Cardiopic's clay shell is broken, the shards hang motionless, as the will of the heart it once contained manifests, and takes on an almost human-like shape...
A utility Pokemon that changes role under 50% health. As Cardiopic lives in-between this life and the next one, it has access to Will-o-Wisp, something that Psychic types typically don't get. It also has Aura Sphere, a move that uses aura, as opposed to Focus Blast.
Cardiopic creates a unique presence by being unconventional to play around: by abusing Shields Down to absorb status and sponge a hit to hopefully bring it down below 50%, wailing on Cardiopic will trigger its Disturbed form, which could backfire on you. By introducing a Pokemon in a very high speed tier for the current metagame, Cardiopic is a transparent attempt at being a trend setter.

Cardiopic @ Power Herb / Life Orb Leftovers / Heavy-Duty Boots / Focus Sash
Ability: Shields Down
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Meteor Beam / Calm Mind
- Psychic / Psyshock
- Earth Power
- Aura Sphere / Ice Beam / Flash Cannon

This roughly forms the kind of set Cardiopic might run. Meteor Beam turns the jar into a terrifying late-game cleaner and mid-game wallbreaker.

Cardiopic @ Choice Specs / Choice Scarf
Ability: Shields Down
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Trick
- Psychic / Psyshock
- Earth Power
- Aura Sphere / Ice Beam / Flash Cannon

A choice set is also very good for immediate power and for impeding walls to support.

Cardiopic @ Weakness Policy
Ability: Shields Down
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Psychic / Psyshock
- Aura Sphere
- Earth Power
- Ice Beam

Being bulky and having several common weaknesses lends itself well to running a WP set.

Cardiopic @ Focus Sash
Ability: Shields Down
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature / Naive Nature
IVs: 0 Atk
- Stealth Rock / Spikes
- Psychic / Spikes
- Ice Beam / Aura Sphere / Explosion / Spikes
- Earth Power

Although suicide leads aren't as popular as they once were, Cardiopic makes for a great suicide lead with entry hazards, a strong special Ground STAB, and Explosion to deny Defogging.

Weaknesses:
  • Entry hazards: Unless running HDB, residual damage is one way to wear down Cardiopic without attacking it.
  • Wallbreakers: Pokemon who are able to reliably break walls can put the hurt on Cardiopic. Physical wallbreakers work best in this regard. In addition, Ground/Psychic is quite poor defensively, as Water, Ice, Ghost and Dark are common coverage options.
  • Speed tier: 110 is very fast for this meta (the average so far is base 85.67 speed rounded up), but not unstoppable. As a Choice Scarf set does not provide Cardiopic with nearly as much firepower as other sets, and it has no way to boost its speed, one way to remove it from the game, after it has been worn down, would be to use your own Scarfer to revenge kill it.
  • Priority: With 67/47 bulk, Cardiopic-Disturbed is particularly vulnerable to priority moves. Stereotypes, at current time, has no shortage of physical priority users who can hit Cardiopic for super-effective damage.


Name: Inbrrno
Type: Ice/Fire
Height/Weight: 10'0" / 600kg (1322.7 lbs)
Ability: Snow Warning/White Smoke (Flash Fire)
Stats: 110/135/130/100/70/55 (BST 600)
Moves (incl. Universal TMs):
  • Physical: Icicle Crash, Ice Hammer, Hammer Arm, Superpower, Flare Blitz, Blaze Kick, Fire Punch, Ice Punch, Heat Crash, Heavy Slam, Earthquake, Rock Slide, Icicle Spear, Rock Blast, Body Press, Body Slam, Explosion
  • Special: Blizzard, Ice Beam, Flamethrower, Fire Blast, Lava Plume, Burn Up, Fire Spin, Overheat, Freeze Dry
  • Status: Haze, Bulk Up, Autotomize
  • Mostly Useless (Flavour): Ice Ball, Mist, Avalance, Inferno, Hail, Bulldoze, Rock Tomb, Icy Wind, Sheer Cold, Iron Defense, Wide Guard, Burning Jealousy, Frost Breath
Description: Pyron and Bad Mr. Frosty had a baby, and it's fucking pissed. A gargantuan snowman of pure myth in the sense that it is both extremes of hot and cold, and that climate change is causing their natural habitats to shrink. The snow that makes up its body is so tightly packed that it's resistant to melting from the flames that burn inside its body, that leak when it is damaged. These flames are presumed to be generated due to an uptake in inflammable materials in its diet. These extreme temperature differences cause it to constantly expel mist with a distinct hiss.

Ice/Fire is the sort of type that lends itself to pseudo-legendary status. Inbrrno makes up for a poor defensive typing by having enough physical bulk to take neutral hits, and then fire back with aggressive Fire/Ice STABs off of 135 attack. With its stat spread, Inbrrno benefits from Snow Warning by dealing chip damage to anything that isn't an Ice-type, as well as putting a stop to Sun/Rain.

Weaknesses:
  • Water types: Bulky Waters resist both of Inbrrno's STABs, though they need to watch out for Freeze Dry.
  • Rock types: Rocks, in particular, force Inbrrno to run HDB to stay alive, or rely on hazard control.
  • Knock Off: Because it's almost always going to run HDB, Inbrrno can't afford to switch into Knock Off.
  • Recovery: having to rely on passive recovery methods makes Inbrrno a bit of a paper tiger: lots of physical bulk, but not the survivability to match it.
  • Nympheral: Whilst it must be wary of Heavy Slam, should Nympheral safely get in, Inbrrno will be forced to switch out.
  • Cetaidon: Conditional check. Resists its STABs, can run a -Spe nature to underspeed and GTFO with Flip Turn for free momentum, but Freeze Dry is a 2HKO after hail damage.
  • Dullaham: Resists both STABs with Thick Fat and shuts down Inbrrno by using Strength Sap. On top of this it can easily wear down Inbrrno with Thunder Wave + Hex.
  • Paralysis: As Inbrrno is already a major momentum sink, paralysing it can nullify its impact on a game by forcing it to always roll the dice.
Inbrrno @ Heavy-Duty Boots / Assault Vest
Ability: Snow Warning
EVs: 252 HP / 252 Atk / 4 Def
Adamant / Brave Nature
- Ice Hammer
- Heat Crash / Flare Blitz
- Earthquake / Hammer Arm
- Rock Slide / Heavy Slam / Freeze-Dry

Your standard 4 attacks juggernaut.

Inbrrno @ Heavy-Duty Boots / Assault Vest
Ability: Snow Warning / Flash Fire
EVs: 252 HP / 4 Def / 252 SpA OR 224 HP / 252 SpA / 32 SpD
Quiet Nature
- Blizzard / Ice Beam
- Fire Blast / Flamethrower
- Freeze-Dry
- Rock Slide / Earthquake

Inbrrno can also run an effective mixed set. The second spread gives you 16n+1 HP, whilst the remainder can be dumped into bulk or Attack. Ice + Fire + Freeze Dry + Ground/Rock achieves neutral coverage on everything.

Inbrrno @ Heavy-Duty Boots / Leftovers
Ability: Snow Warning / Flash Fire
EVs: 252 HP / 252 Def / 4 HP OR 224 / 252 Def / 32 SpD
Relaxed/Sassy Nature
- Fire Spin
- Protect
- Blizzard / Ice Hammer
- Freeze-Dry / Earthquake / Fire Blast

Diet Heatran? You want it? It's yours my friend, as long as you have enough hazard support.



Name: Dhalmantis
Type: Bug/Fighting
Height/Weight: 3'0" / 34kg (75 lbs)
Ability: Long Reach/Frisk (Mold Breaker)
Stats: 70/125/90/50/80/115 (BST 530)
Moves (incl. universal TMs):
  • Physical: Close Combat, High Jump Kick, Knock Off, Sucker Punch, Leech Life, U-turn, Stomping Tantrum, Rock Slide, Power Whip, Throat Chop, Triple Axel, Dual Wingbeat, Acrobatics, Low Kick, Night Slash, Leaf Blade, Poison Jab
  • Status: Swords Dance, Hone Claws, Bulk Up, Acupressure, Spikes, Taunt
  • Mostly Useless (Flavour): Fury Cutter, Slash, Final Gambit, Karate Chop, Low Sweep, False Swipe, Fake Out, Meditate, Teeter Dance, Mind Reader, Guillotine, Revenge, Screech, Fury Swipes, Pin Missile, Bullet Seed, Arm Thrust, Rock Blast, Scale Shot
Description: Dhalmantis forearms are very long, which gives them an advantage over bird Pokemon that would otherwise prey upon them. As a result, they tend to be apex predators in their native ecosystems. When hunting, they prefer to ambush from a distance. One well-spaced strike is all it takes to incapacitate an opponent. No expense has been spared to prevent them from invading other ecosystems and wiping out the Bug type population.
Dhalmantis can be a scout, a revenge killer, or a late game cleaner. Its immunity to contact effects allow it to overcome the typical methods that players employ to punish moves that make contact - Rocky Helmet, Rough Skin/Iron Barbs, Flame Body, Static, to name a few. Mold Breaker allows Dhalmantis to more easily break through abilities that would reduce its damage output - Solid Rock/Filter, Multiscale, Dazzling, Unaware, Wonder Guard, Magic Bounce... Whatever your preference, Dhalmantis will always be doing something that should give you more information over the course of a game.

Dhalmantis @ Heavy-Duty Boots / Focus Sash / Life Orb / Choice Band / Choice Scarf
Ability: Long Reach/Frisk
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly/Adamant Nature
- Close Combat
- U-turn
- Triple Axel
- Knock Off

In a word, this is like Pheromosa, but significantly toned down in exchange for Knock Off.

Dhalmantis @ Heavy-Duty Boots / Lum Berry
Ability: Frisk/Mold Breaker
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Taunt
- Swords Dance / U-turn
- Close Combat
- Knock Off

Wallbreaking is also possible, but Dhalmantis' typing may make it difficult to pull off a successful sweep if appropriate checks are still healthy.

Weaknesses:
  • 4MSS: Dhalmantis has many options for coverage, but not enough slots to run them all. If you run, say, Power Whip as a tech for bulky grounds and waters, you have to give up something else that would turn an otherwise bad matchup into a good one.
  • Typing: Fighting types have it rough. Although being a Bug type gives Dhalmantis some leverage against Psychic types, it's still weak to Fairy, and it has some nasty weaknesses to Fire and Flying too.
 
Name: Psikhoat (PSI + Markhor + Goat)
Ability: Forewarn / Unnerve / (Rock Head)
Typing: Ground / Psychic
Stats: 135 / 115 / 104 / 90 / 65 / 91 (600 BST)
Weight: 150 kg / 330.7 lb

Relevant Moves: (Universal TMs: Yes)
Phys: Body Press, Body Slam, Bulldoze, Earthquake, Head Charge, Head Smash, High Horsepower, Horn Leech, Megahorn, Poison Jab, Rock Slide, Wild Charge, Zen Headbutt
Spec: Earth Power, Expanding Force, Final Gambit, Grass Knot, Psychic, Scorching Sands, Surf
Status: Bulk Up, Milk Drink, Spikes
Flavor Moves: Dig, Horn Attack, Mud Shot, Psybeam, Psycho Cut, Roar, Sand Attack, Skull Bash, Stomp, Stomping Tantrum

Flavor: Psikhoat is based on the markhor, a type of goat. Rock could probably fit the horns better than Ground does, but the goat isn't all rocks so this is probably that. The spiraling horns and beard give a feeling of wisdom to me, so that's where the Psychic part comes from. Can imagine a tan/purple color scheme for it, and I guess shiny can be the other way around or something?

Description: High stats, but two of three of Psikhoat's abilities can be mediocre, and the third might not even matter due to 4MSS with how many physical options it has. Alongside that coverage, 90 isn't a terrible amount of SpAtk for an off-stat move to get past other physically-oriented Pokémon like Dodojo post-Stamina, Heraleo, or even itself. It can be a terrifying physical tank if it sets Bulk Ups, but its lackluster special defense leaves much to be desired with how many special threats are in the meta, along with a mediocre speed tier of 91. Or, uh. It will be once we have more fast Pokémon. We kinda need more 100+ speedsters.
 
Name: Crassiel
Ability: Iron Barbs / HA: Poison Heal
Typing:
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Stats: 100/90/110/70/90/60 BST:530
Weight: 5kg / 11 lbs. Height: 1m / 3'3"
Relevant Moves: (Including Universal TMs)
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U-Turn, Skitter Smack, Leech Life, Megahorn, Body Press, Superpower, Facade, Rapid Spin, Rock Slide, Iron Head, Horn Leech.
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Snarl, Struggle Bug.
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Sticky Web, Toxic Spikes, Spikes, Psycho Shift, Spiky Shield, Iron Defense.
Flavor Moves: Twineedle, Fury Cutter, Bug Bite, Reversal, Vacuum Wave, Bide, Tackle, Barrage, Hold Back, Slam, Body Slam, Headbutt, Double Edge, Skull Bash, Giga Impact, Horn Drill, Captivate, Glare, Harden, Safeguard, Sharpen, Leer, Thief, Assurance, Bullet Seed, Mud Slap, Rototiller, Wide Guard, Astonish, Grudge.
Description: "Crassi" from "umbonia crassicornis", the species of horned bug this mon is based on, and "iel" from "shield". Crassiel are normally found in swarms of uncountable numbers, mainly using a tree as their home, carving the insides while mantaining a mutualistic relation with the tree itself. Their homes are easily spotted at night as the males go outside and guard all sides of the tree, making this usually harmless plant into a spiky fortress hard to trespass. At day the males are seen fighting each-other for either female approval or pesky disagreements. Each new moon the whole group performs what researchers call the "Ritual of Blades", each Crassiel goes around the tree they live on, making a spiral without stop, until the sun rises, in which they migrate into another tree.
Crassiel would be a Poison Heal Hazard spreader that, with it's 4x weakness to flying it's scared by the usual defog users, makes for quite a wild goose chase. Otherwise it's massive Defense combined with Iron Defense makes for a Body Press user with STAB. Using Toxic Orb and Psycho Shift is also a useful tool, avoiding Magic Bounce and spreading free status while protecting itself from it. Also Crassiel has both Struggle Bug and Skitter Smack as stat lowering moves, Rapid Spin as a hazard removal and STAB U-Turn. It does have colorful attack coverage but I don't see it using something other than STABs and maybe Horn Leech.
EDIT1: Added Horn Leech and a ton of Flavor Moves

Name: Scorchill
Ability: Flash Fire / Ice Scales / HA: Liquid Voice
Typing:
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Stats: 100/45/100/100/60/105 BST:510
Weight: 314kg / 692 lbs. Height: 15m / 49'2".
Relevant Moves: (Including Universal TMs)
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Boomburst, Fire Blast, Burning Jealously, Blizzard, Freeze Dry, Hyperspace Hole, Snarl
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Parting Shot, Wish, Psycho Shift, Teleport, Defog.
Flavor Moves: Noble Roar, Sing, Snore, Attract, Dive, Aqua Ring, Life Dew, Ember, Incinerate, Heat Crash, Frost Breath, Aurora Beam, Mist, Smokescreen, Confusion, Future Sight, Magic Room, Wonder Room, Barrier, Heal Pulse, Mirror Shot, Gust, Sky Drop, Fly, Purify, Twister, Bide, Hold Back, Slam, Body Slam, Double Edge, Giga Impact, Hyper Beam, Heal Bell, Helping Hand, Lucky Chant
Description:
Scorch + Chill, named straight to the point, it's lore isn't though. They are gigantic Bulb-shaped creatures, seemingly made of ice, but further research confirms it's organic crystal-like tissue, able to endure a Fluxtape's Fire Blast without any harm. They have an extreme control over temperature and their extremes, that includes morphing the air inside itself to become a balloon. Also they seem to be able to make astounding sounds with ranges beyond any human's capabilities to hear. They don't seem to eat or drink, and seem able to live indefinitely. Scorchill have only been found naturally deep into snowstorms or the highest mountains, far from any human settlement. They seem to appear only when someone, either human or Pokemon would perish under the snow, in which they take the freezing individual and keep it inside them. Their insides are almost exactly like a matress, the environment has an adjustable temperature and seems to grow a nutrient packed fruit, which seems to generate from magic. Then it nurtures the being, making what can be described as a lullaby that can only be heard inside them, finally when the individual is fully recovered and healthy, Scorchill teleports and expels them into the borders of the snowstorm, to then disappear.
So, this is mon is a rounded up beast. Can be a bulky attacker, since Ice-Fire-Water(through Boomburst Liquid Voice)-Psychic coverage hits super effective 74% of type combos, not considering Freeze Dry, which is frightening, also Hyperspace Hole goes through prot so it's very powerful. It can also be a defensive pivot with Wish, Psycho Shift, Parting Shot, Snarl and Ice Scales as an ability, although Ice/Fire is a weak defensive type, note the x4 weakness to stealth rocks, so HDB might be a desired item for either role, specially with Defog on it's moveset.
EDIT1: Added a ton of Flavor Moves.
EDIT2: Moved Teleport to useful moves, kinda missed it sry :P
 
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Magmajudis

Title pending
Name: Hornelder (Hornet + Elder)
Typing: Bug/Fighting
Abilities: Parental Bond / Illuminate / Rattled
Stats: 125/80/50/100/110/85 (570 BST)
Relevant Moves: Lunge, Roost, Superpower, Knock Off, Toxic, Drain Punch, Ice Punch, Defog
Flavor Moves: UTM
Description: Specially bulky mon that can use Lunge with Parental Bond to become bulky physically too, has good longevity with Roost and good utility. It's also a counterpart to Magroach lol.

Ground/Psychic coming later.
 
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Mossy Sandwich

Gunning for the top
is a Community Contributoris a Tiering Contributor
UUPL Champion
Name: Beetilient
Ability: Shell Armor/Stamina/(Mirror Armor)
Typing:

Stats: 75/110/135/40/70/70 (500 BST)
Weight: 65,4kgs
Relevant Moves: Body Press, Close Combat, Darkest Lariat, Earthquake, Iron Defense, Megahorn, Roost, Seismic Toss, Spikes, Swords Dance, Taunt, Toxic, All Universal TMs
Flavor Moves: Aerial Ace, Body Slam, Brick Break, Brutal Swing, Bug Bite, Bug Buzz, Bulk Up, Bulldoze, Coaching, Curse, Cut, Dig, Double-Edge, Drain Punch, Dynamic Punch, Feint, Flail, Focus Blast, Focus Energy, Focus Punch, Fury Attack, Giga Impact, Hammer Arm, Harden, High Horsepower, Horn Attack, Hyper Beam, Iron Head, Leer, Lunge, Payback, Poison Jab, Power-Up Punch, Revenge, Reversal, Rock Slide, Rock Smash, Rock Tomb, Smart Strike, Stomping Tantrum, Stone Edge, Strength, Struggle Bug, Submission, Superpower, Tackle, Take Down, Trash
Description: Beetilient is a tough beetle with A B S. Anyway, resistances to common physical moves such as U-Turn, Knock Off, Earthquake or Close Combat makes it a great answers to pokemon using these moves and lets it get a Stamina boost. These resistances with Stamina make it very "resilient" on the physical side. Stamina also lets it boost its stab Body Press, making Beetilient surprisingly difficult to switch-into. It's a great answer to pokemon like Magroach, Laopharsi, Jungape, Correept and Cetaidon. Its fairly unique access to Spikes also gives it decent utility that can help make teammates such as Skappa, Storvark or Magroach more threatening. However, Beetilient has some pretty annoying weaknesses. Its special bulk is quite awful, basically forcing it to switch out when faced with any special attacker. This weakness is made even worse when facing special attackers that can switch into its Body Press especially such as Spirox. Its lack of pivoting options makes it a momentum sink meaning you will likely have to risk a double-switch if you don't want your opponent to bring in a strong special attacker for free against it. Regardless, Beetilient's physical bulk makes it a great blanket walls that can cover many of the format's physical attackers.


Name: Miracat
Ability: Trace
Typing:

Stats: 100/100/100/100/100/100
Weight: 12.3kgs
Relevant Moves: Aqua Tail, Brick Break, Calm Mind, Crunch, Dark Pulse, Dazzling Gleam, Earth Power, Earthquake, Encore, Energy Ball, Future Sight, Grass Knot, Light Screen, Mystical Fire, Nasty Plot, Play Rough, Psychic, Psychic Fangs, Psyshock, Reflect, Rock Slide, Scorching Sands, Shadow Ball, Stealth Rock, Taunt, Throat Chop, Thunderbolt, Thunder Wave, Trick, Trick Room, U-Turn, All Universal TMs
Flavor Moves: Agility, Ally Switch, Amnesia, Ancient Power, Assurance, Bulldoze, Charm, Confide, Confusion, Counter, Curse, Cut, Detect, Dig, Double-Edge, Double Team, Dream Eater, Expanding Force, Fake Out, Fake Tears, False Swipe, Fire Fang, Fling, Focus Energy, Foul Play, Giga Impact, Gravity, Headbutt, Helping Hand, Hex, Hone Claws, Hyper Beam, Hyper Voice, Ice Fang, Icy Wind, Imprison, Iron Tail, Laser Focus, Last Resort, Magic Coat, Magic Room, Memento, Mimic, Mud Shot, Mud-Slap, Nature Power, Pound, Psychic Terrain, Psycho Cut, Psych Up, Reversal, Rock Smash, Role Play, Safeguard, Sandstorm, Sand Tomb, Scary Face, Screech, Shadow Claw, Shock Wave, Skill Swap, Smack Down, Stomping Tantrum, Sunny Day, Super Fang, Swift, Thief, Thunder Fang, Torment, Wonder Room, Zen Headbutt
Description: Versatile coverage and setup options with good bulk. Can also be a cool offensive pivot with rocks. Idk I'm sick and I don't feel like writing a description.
 
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Glacierate_spritesheet.png

Name: Glacierate (Glacier + Incinerate)
Ability: Levitate / Refrigerate
Typing: Ice / Fire
Stats: 70 / 120 / 70 / 120 / 70 / 95 (BST:525)
Weight: 15 lb / 6.8 kg
Relevant Moves:
: Fire Lash, Pyro Ball, Icicle Crash, Double Edge, Ice Shard, Liquidation, Poltergeist, Play Rough, Explosion
: Fire Blast, Flamethrower, Blizzard, Hyper Voice, Freeze Dry, Scald, Shadow Ball, Moonblast
: Will-O-Wisp, Work Up, Nasty Plot, Destiny Bond, Pain Split, Taunt, Spikes
Flavor Moves:
: Cross Poison, Crush Claw, Slash, Cut, Dragon Claw, False Swipe, Fury Swipes, Metal Claw, Shadow Claw, Psycho Cut, Flame Wheel, Icicle Spear, Avalanche, Guillotine
: Air Slash, Burning Jealousy, Inferno, Incinerate, Ember, Icy Wind, Glaciate, Ice Ball, Water Gun,
: Rain Dance, Hail, Sunny Day, Mist, Haze, Nightmare, Spite, Curse
Description: Glacierate is all in all an amazing offensive mon with 120 offenses and a decent 95 speed, high power stabs in Pyro Ball / Icicle Crash on the physical end, and Fire Blast / Blizzard on the special end. It has the ability to get a few switch-ins with Levitate, but Refrigerate is the eye-catcher on this mon, allowing it to spam high-power Hyper Voices or Double Edges. It can also explode on the opponent with a generally good level of effectiveness. It has coverage on the physical end with STABs, Poltergeist, and/or Play Rough, and on the special end, it has unresisted coverage with Scald and Freeze Dry. It also has Spikes and Will-O-Wisp to play a more supportive role and Nasty Plot for a setup variant.
Lore: Far into Mount Silver, a trainer ventures with his trusted Fire-type Pokemon in an attempt to challenge the legendary Red. Through thick and thin, the trainer manages to explore quite a bit of the mountain, getting closer and closer to Red, but on one unfortunate day, disaster struck. The trainer was about to head down the mountain to restock on food when a blizzard hit. As he and his Pokemon succumb to the cold on a dark and snowy night, their will to fight burns strong and takes shape in the form of Glacierate.
Dex Entry 1: A rambunctious and competitive spirit, Glacierate challenges all who enter its sight to satisfy its desire of becoming the strongest
Dex Entry 2: Glacierate's claws constantly burn due to the intense heat emanating from its core, and it must constantly claw and collect ice and snow to keep them from melting forever.

Cosmole_spritesheet.png

Name: Cosmole (Cosmos + Mole)
Name Notes: ty Paulluxx
Ability: Anticipation / Tough Claws / Prism Armor
Typing: Ground / Psychic
Stats: 95 / 80 / 95 / 100 / 110 / 85 (BST:565)
Weight: 55 lb / 24.9 kg
Relevant Moves:
: Drill Run, Zen Headbutt, Fire Punch, Cross Chop, Triple Kick, Shadow Punch, Rapid Spin, U-Turn
: Earth Power, Power Gem, Meteor Beam, Psyshock, Luster Purge, Grass Knot, Moonblast, Shadow Ball, Spacial Rend
: Spikes, Stealth Rock, Rock Polish, Rest, Sleep Talk, Cosmic Power, Calm Mind, Teleport
Flavor Moves:
: Stone Edge, Rock Slide, Rock Wrecker, Smack Down, Bulldoze, Dig, Drill Run, Earthquake, Magnitude, Fissure, Snap Trap
: Mud Bomb, Mud Shot, Mud Slap, Scorching Sands, Ancient Power, Confusion, Eerie Spell, Eerie Impulse, Psybeam, Psywave, Synchronoise, Snore, Stored Power, Shock Wave, Charge Beam
: Barrier, Amnesia, Gravity, Magic Coat, Light Screen, Reflect, Psychic Terrain, Mud Sport, Sand Attack, Tar Shot, Wide Guard, Sandstorm
Description: Cosmole is a relatively bulky mon, having decent 95 / 95 / 110 bulk. While it's typing normally isn't a good one defensively, Prism Armor weakening supereffective hits, its own good defensive stats, combined with Cosmic Power make it no easy feat to kill. It's most likely to run a Rapid Spin Pivot set with U-Turn for pivoting and its bulk. A more offensive set could choose to run Rock Polish Meteor Beam, but would be lacking coverage. Another option for an offensive set would be Tough Claws combined with a Choice item or Rock Polish. The last and most gimmicky set is Rest Talk Cosmic Power, allowing Cosmole to become ridiculously bulky and stack up boosts quickly.
Lore: A long time ago, in an era now forgotten, a meteor fell to the earth, holding the key to limitless power and endless danger, Eternatus. After a fierce bout with the heroes, Eternatus once again fell to its long slumber, but the effects of its rampage lingered. Dynamax energy across Galar vastly changed the landscape, along with Drillbur and Excadrill that had gotten affected by it. Fusing with the energy, these Pokemon took new forms in the shape of Cosmole.
Dex Entry 1: The size of the star on Cosmole's head varies from creature to creature, and the bigger the star, the stronger that Cosmole is.
Dex Entry 2: Cosmole's claws aren't that sharp, but a dormant trait from its time as a Drillbur causes them to constantly regrow. Many Cosmole choose to take advantage of this in combat.
 
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Name: Yellojackd (yellowjacket + jacked)
Ability: Poison Touch/Strong Jaw/Anger Point (HA)
Typing: Bug/Fighting
Stats: 90/125/100/45/65/105 (530 BST)
Weight: 89.5 kg
Relevant Moves:
Physical: Close Combat, Crunch, Drain Punch, Earthquake, Lunge, Poison Jab, Rock Slide, Thunder Fang, U-turn
Status: Bulk Up, Substitute, Roost
Flavor Moves:
Physical: Aerial Ace, Assurance, Brick Break, Bug Bite, Cross Chop, Cross Poison, Cut, Double-Edge, Dual Wingbeat, Facade, Fell Stinger, Force Palm, Fury Cutter, Giga Impact, Lash Out, Outrage, Pin Missile, Poison Fang, Poison Sting, Psycho Cut, Revenge, Rock Smash, Seismic Toss, Slash, Stomping Tantrum, Strength, Submission, Superpower, Wing Attack, X-Scissor
Special: Air Cutter, Air Slash, Bug Buzz, Round, Sludge Bomb, Struggle Bug
Status: Attract, Confide, Endure, Protect, Rest, Sleep Talk, Snore, Toxic, Work Up

Description: Yellojackd's main role is as a decently fast pivot, setting itself apart from other pivots thanks to Poison Touch allowing it to punish switch ins since Steels don't want to eat its meaty Fighting STAB. It also has decent coverage in Poison Jab for Fairies, EQ for Poisons, Rock Slide or Thunder Fang for Flying and Crunch for Ghosts. Its solid physical bulk allows it to take some hits, so a Bulk Up + Roost set would be possible. Of course, Yellojackd's mediocre special bulk does mean it needs to watch out for special attackers, and it can have a bit of 4MSS, but with its otherwise solid stats and ability to incur chip over a match Yellowjackd is great at making progress for its team.

"Yellojackd constantly works to build up its muscles; however, this added bulk makes it too heavy for its wings to support it".
"Yellojackd is too heavy to fly for more than a few seconds. It is still quite fast, however, and will relentlessly run after its prey".


Name: Thermasorb (thermal + absorb)
Ability: Flash Fire/White Smoke/Perish Body (HA)
Typing: Ice/Fire
Stats: 100/75/75/130/90/100 (570 BST)
Weight: 122.3 kg
Relevant Moves:
Special: Ancient Power, Blizzard, Fire Blast, Flamethrower, Freeze-Dry, Ice Beam, Lava Plume, Shadow Ball
Status: Pain Split, Substitute, Will-o-wisp
Flavor Moves:
Physical: Astonish, Avalanche, Facade, Fire Punch, Heat Crash, Ice Punch, Ice Shard, Icicle Spear, Rock Slide, Rock Throw, Seismic Toss, Shadow Punch, Storm Throw
Special: Air Cutter, Aurora Beam, Confusion, Ember, Hyper Voice, Icy Wind, Mystical Fire
Status: Confide, Confuse Ray, Detect, Disable, Eerie Impulse, Endure, Hail, Harden, Mist, Protect, Rest, Roar, Sleep Talk, Snore

Description: Thermasorb is a fairly simple special attacker, getting around lackluster coverage on the power of its STAB combo, including Freeze-Dry for Waters. In terms of coverage, its only serious coverage is Shadow Ball and Ancient Power, an interesting coverage option given its normally meh power. It does have some utility options, namely Pain Split to keep itself healthy and Will-o-wisp to shore up its mediocre physical bulk.

"Thermasorb's outer body is so cold that it drains heat from anything it touches like a vacuum, which is channeled into its fiery core. Extended exposure to its touch is very dangerous, causing cold burns and hypothermia".
"Thermasorb lives a solitary lifestyle on the frigid peaks of mountains, so it is rarely seen. The heat that emits from its fiery inner core causes its habitat to be constantly shrouded in fog".


Name: Runneread (roadrunner + mind- reader)
Ability: Forewarn/Magic Bounce (HA)
Typing: Ground/Psychic
Stats: 70/95/70/115/70/115 (515 BST)
Weight: 27.5 kg
Relevant Moves:
Physical: Endeavor, Quick Attack, U-turn
Special: Earth Power, Focus Blast, Future Sight, Heat Wave, Power Gem, Psychic, Psyshock, Shadow Ball
Status: Calm Mind, Defog, Light Screen, Reflect, Spikes, Substitute
Flavor Moves:
Physical: Aerial Ace, Assurance, Blaze Kick, Brave Bird, Dig, Drill Peck, Drill Run, Dual Wingbeat, Earthquake, Metal Claw, Peck, Pluck, Rock Blast, Rock Slide, Sand Tomb, Seed Bomb, Slash, Steel Wing, Wing Attack
Special: Confusion, Psybeam, Round, Scorching Sands, Stored Power, Weather Ball
Status: Agility, Attract, Confide, [Double Team], Endure, Feather Dance, Growth, Mind Reader, Psychic Terrain, Rest, Sand Attack, Sandstorm, Sleep Talk, Snore, Sunny Day

Description: Runneread is a frail but flexible mon; offensive sets have a good amount of coverage options to take advantage of, including U-turn and Future Sight to influence positioning. Runneread's forte, though, is in its support capabilities, especially Magic Bounce. Its movepool and solid speed tier allow it to function as a pivoting Spikes setter, a mid-game Defogger that resists Rocks, a screen setter for HO or even a suicide lead with Endeavor and Quick Attack.

"Runneread possesses a photographic memory of its territory, allowing it to stick to the safest paths."
"Runneread will lay traps near its nest to hurt would-be predators; should it sense any twinge of pain, it will immediately be on high alert".
 
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Name: Frezurner (Freeze+Burner)
Ability: Flame Body/Technician/(HA: Ice Body)
Type: Ice/Fire
Stats: 85/110/60/105/80/80
Weight: 23.13 lbs
Relevant Moves: AUM, Triple Axel, Flame Charge, Flare Blitz, Flamethrower, Ice Beam, Blizzard, Frost Breath, Freeze Dry, Power Up Punch, Shock Wave
Flavor Moves: Avalanche, Ember, Powder Snow, Ice Burn, Aurora Beam, Mist, Hail, Aurora Veil, Burn Up, Scorching Sands, Weather Ball, Burning Jealousy, Will-O-Wisp
Flavor: Frezurner is a small pixie made out of ice. Its natural environment is in freezers, where people often find it. It radiates an aura so cold, it burns people.
Summary: Mixed attacker that takes advantage of Flame Charge, Triple Axel, Icy Wind, and Frost Breath, along with other coverage moves.

Name: Beetlleon (Beetle+Battalion)
Ability: Analytic/Swarm/(HA: Moxie)
Type: Bug/Fighting
Weight: 152.12 lbs
Stats: 130/125/90/60/80/25
Relevant Moves: AUM, Megahorn, X-Scissor, Close Combat, Brick Break, Mach Punch, Cross Chop, Revenge, Hammer Arm, Drain Punch, Swords Dance, Leech Life, U-Turn, Knock Off, Rock Slide, Earthquake
Flavor Moves: Double Edge, Giga Impact, Beat Up, Karate Chop, Pin Missile, Rock Tomb, Superpower, Attack Order, Power Up Punch
Flavor: Beetlleon is a swarm of beetles, posed for attack at every moment. They constantly move around, never staying in one place for longer than a week. They are never caught off guard because they all keep watch in separate directions.
Summary: Bulky, hard hitting, and slow with Analytic with many different sets like Swords Dance, Choice Band, and more.

Name: Fenetate (Fennec+Meditate)
Ability: Sand Rush/Strong Jaw/(HA: Frisk)
Type: Ground/Psychic
Weight: 5.35 lbs
Stats: 80/120/70/55/115/90
Relevant Moves: AUM, Earthquake, Rock Slide, Stone Edge, Zen Headbutt, Psychic Fangs, Fire Fang, Thunder Fang, Extreme Speed, High Horsepower, Iron Head, Brick Break
Flavor Moves: Foul Play, Iron Tail, Psychic, Psyshock, Shadow Ball, Sandstorm, Swagger, Hypnosis, Mirror Coat, Light Screen, Mud Shot, Stomping Tantrum, Scorching Sands, Rock Tomb, Sunny Day
Flavor: Fenetate live in the hot desert, running around at high speeds to avoid predators. When they become tired, they meditate and store the psychic energy that comes from it in their large ears, which also help protect them from the desert’s heat.
Summary: Physical attacker that can use Strong Jaw and Sand Rush well, Strong Jaw giving it coverage and Sand Rush providing more speed.
 
: Exployeti (zxgzxg), Oscilcius (Rasdanation), Glacierate (Not_Shiva)
: Cosmole (Not_Shiva), Runneread (Okispokis), Oasicoatl (zxgzxg)
: Hornelder (Magmajudis), Beetilient (Mossy Sandwich), Commanto (DuoM2)
 

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