Pet Mod Two-Step 'Mons V3

Two Turn Move
Name: Rehearsal
Type: Normal
Category: Status
Power: --
Accuracy: --
PP: 8
Effect: On the first turn, the Pokémon prepares to rehearse a dance. If the Pokémon is not hit by a damaging move between the first and second turns of this move, it gains +2 to all stats, otherwise it loses half of its maximum life.
Flags: Dance
Description:

Combo Move
Name:
Sequencial Punch
Type: Fighting
Category: Physical
Power: 80
Accuracy: 100
PP: 16
Effect: If used after Power-Up-Punch gain +3 priority
Flags: Punch, Contact
Description: I wish this could work after every punch move (maybe could tone it down if so) but I choose PUP cuz you prob would like to click alot of times

Two Turn Ability
Name:
Sleepy
Effect: This Pokémon is asleep every time it enters the field. For two turns this Pokémon cannot move, heals up any status condition and recover 50% of their Max HP each turn.
Description: I wish I could the whole hp when switch for not moving but this prob gives you more opportunit to punish. Maybe still broken xD
 
Two Turn Move:
Name: Salt Shaker
Rock.png
Physical.png
| 130 BP, 100 Acc, 5/8 PP
Effect: User charges on the turn used, then strikes the following turn. Applies the Salt Cure volatile status to the target.
Description: For this prompt I wanted to make a move that was worth the charge turn rather than having a built-in way of skipping the charge. Adding a chip effect helps mitigate one of charge moves' biggest weaknesses, giving very safe switches to the opponent, by putting a timer on the switch-in and what it can do with the free entry. The move being a type with no natural immunities also helps with that. Speaking of which, holy cow 100 accurate phys rock move?!?!

Two Turn Ability:
Name: Warmed Up
Effect: User's Speed is raised by one stage 2 turns after switching in.
Description: Very straightforward effect but I can see this being very effective on a bulky attacker who can afford to stay in for a few turns and proceed to become a big threat after the free +1 speed.

more tbd
 
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A two turn move
En Garde
Negative Polarity (sv)
Salt Shaker
Overpower

A move that becomes more powerful if the user has previously used another specific (non-custom) move
Discovery
Quicksand (sv)
Manipulation Wave

An ability that takes 2 turns to activate
Jet Stream
Addle (sv)
Warmed Up
Deadlock
 
A two turn move
Salt Shaker
Damned Deal (sv)
Overpower

A move that becomes more powerful if the user has previously used another specific (non-custom) move
Agricrusher
Uproot (sv)
Supercharge
Advection

An ability that takes 2 turns to activate
Jet Stream
Precognition (sv)
Deadlock
 
Two-Turn Move:
Obsidian Edge
Cold Front (SV)
Shadow Rend
Cogitation
Rocket Jump

Combo Move:

Downy Gale
Agricrusher (SV)
Manipulation Wave

Two-Turn Ability:
Addle
Jet Stream (SV)
Deadlock
Precognition
 
A two turn move
Salt Shaker

A move that becomes more powerful if the user has previously used another specific (non-custom) move
Agricrusher

An ability that takes 2 turns to activate
Jet Stream
 
Two Turn Move

Shadow Rend
Negative Priority
Cogitation
Rocket Jump
En Garde

Move that becomes more powerful if the user has previously used another specific (non-custom) move

Supercharge
Sequential Punch
Discovery
Advection
Uproot

Two Turn Ability

Precognition
Deadlock
Jet Stream
Warmed Up
Sleepy
 
Two Turn

En Garde, Overpower (SV), Cogitation


Move combo

Sequential Punch, Discovery, Downy Gale

Two turn abil

Precognition, Deadlock, Frost Storm
 
Winners!
Chipping in, stealing Snaquaza's based format

Just saying guys, we have a million two turn moves, only two are actually viable. PLEASE look into why those moves succeed where the VAST majority of the rest fail.

Two-Turn Move
Name:
En Garde
Type: Psychic
Category:
Physical
BP: 140
PP: 5 (8)
Effect: Takes a turn to charge. On the first turn raises the Defense and Special Defense of the user, executes hit on the second turn. Move is executed at the end of 1 turn if user is not hit by a damage dealing move when charging.
Description: I wanted to try the challenge of making a Psychic move that is just great. En Garde is a charge move that punishes passive play and slow foes, meaning that depending on how you balance initial speed / the ability to boost speed stats this move can be potentially very potent.
Combo Move
Name: Agricrusher
Type: Grass
Category: Physical
Power: 70
Accuracy: 100%
PP: 15
Effect: The user absorbs nutrients from the soil and attacks the target, if used successfully, the Grass-type is added to the user until it switches out. If the user or its teammate has used Rototiller, the user recovers 1/3 of its max HP, when used successfully.
Description: This move is designed as sustain for a bulky physical sweeper. It forms a pair with Rototiller, where Agricrusher makes the user Grass-type if it is not already, Rototiller boosts its Attack and Special Attack, and in turn Agricrusher will allow the user to recover HP. When not used with Rototiller, it is less effective than most other Grass-type attacks.

Two-Turn Ability
Name: Jet Stream
Effect: After the user has remained on the field for two turns, a Tailwind will blow for its team for 4 turns. If the user's team has a Tailwind already, it will peter out. This can be set multiple times per entry, and does not count the turn that the user is switched in.
Description: Auto-set Tailwind that requires the user to remain on the field 2 turns. If the user would like to make use of the Tailwind, it only gets it for 2 turns but it can give it to its teammates for the full duration.
Step 2 starts now! Sub your mons!
 
Ahhhh, I've been waiting for this for a long while....Let's do this.

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Name: Shambwuja (Shambhala + Sha Wujing)
Typing:
fire.gif
fighting.gif

Abilities: Blaze/Poison Touch
Stats: 78/110/67/71/98/110 (534)
Movepool: En Garde, Pound, Leer, Ember, Flame Wheel, Doodle, Mach Punch, Slash, Counter, Psycho Cut, Psyblade, Sacred Sword, Taunt, Crunch, Knock Off, Thunder Fang, Bulk Up, Low Sweep, Brick Break, Focus Blast, Reversal, Close Combat, Upper Hand, Coaching, Fire Fang, Flame Charge, Sunny Day, Temper Flare, Will-O-Wisp, Fire Pledge, Blast Burn, Solar Beam, Solar Blade, Scorching Sands, Swords Dance, Scary Face, Super Fang, Endeavor, Psych Up, Poison Tail, Poison Jab, Sludge Bomb, Toxic, Sludge Wave, Zen Headbutt, Trick, Calm Mind, Psychic Fangs, Hyper Beam, Giga Impact, Endure, Facade, Helping Hand, Protect, Rest, Sleep Talk, Substitute, Take Down, Tera Blast
Weight: 32.3 kg.
Flavor: Shambwuja is based off Sha Wujing, and is supposed to represent the fourth member of a fictional group of Fire/Fighting Pokémon based off the Chinese Zodiac those members consist of Blaziken, Infernape, and Emboar. Wielding a fencing sword on it's tail, Shambwuja appears from a massive sandstorm, destroying it's opponents by marking a Japanese character with this blade, which will then become a reality in front of their very eyes. For example, by drawing 蛇, the Japanese symbol for snake, a horde of infernal snakes will torment the opponent to their life's end. Supposedly, it is the reincarnation of a general from the heavens who was punished for breaking a goblet full of snakes.
Role: Shambwuja, a Fire/Fighting Starter Pokémon, is designed to replicate the success that Blaziken had during it's time in past metagames such as UU and, most notably, Ubers. Therefore, it is a Swords Dance based wallbreaker! En Garde provides it with both a powerful Psychic option and a way to patch up it's poor defences, especially with it's high speed: Unlike Blaziken, instead of having Speed Boost, Shambwuja gets Poison Touch for a hidden ability, giving it's contact moves the ability to gradually whittle down their opponent with poison.
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Name: Cyclabrys (Recycle + Labrys)
Typing:
electric.gif
ground.gif

Abilities: Harvest/Thick Fat/Multiscale
Stats: 88/88/95/70/120/75 (536)
Movepool: Agricrusher, Rototiller, Recycle, Stone Axe, Thunder Shock, Growl, Spark, Cut, Eerie Impulse, Corrosive Gas, Sucker Punch, Throat Chop, Lash Out, Thunderbolt, Thunder, Thunder Wave, Wild Charge, Supercell Slam, Electric Terrain, Charge, Electroweb, Charm, Disarming Voice, Dazzling Gleam, Play Rough, Low Kick, Brick Break, Aura Sphere, Reversal, Focus Blast, Upper Hand, Sunny Day, Trailblaze, Seed Bomb, Bullet Seed, Energy Ball, Solar Beam, Solar Blade, Grassy Terrain, Grassy Glide, Bulldoze, Earthquake, Earth Power, Stomping Tantrum, Sand Tomb, Scorching Sands, Endeavor, Psych Up, Psychic, Reflect, Light Screen, Psyshock, Rock Slide, Stone Edge, Power Gem, Stealth Rock, Hyper Beam, Giga Impact, Endure, Facade, Helping Hand, Protect, Rest, Sleep Talk, Substitute, Take Down, Tera Blast
Weight: 14.1 kg.
Flavor: Cyclabrys is an assassin Pokémon that ensures that everyone around it recycles responsibly. If it sees anyone who litters, it will track them down and slice them apart with with it's giant energy axes without being seen, before using their remains to scatter among the earth as fertilizer, and because it always remains hidden, those who litter in it's land will seemingly disappear without a trace. It will also target fuel using machines and destroy them, before making it look like the machine had a catastrophic failure on it's own, forcing people to stop producing them. Once it has used Agricrusher to gain the Grass-type, it will throw off it's scarf as it's axes glow bright green, drawing power from the earth itself. In this state, one strike from it's axes can turn anything they strike into a garden of leaves instantly. It's said to represent the endless cycle of materials being used over and over again.
(Cyclabrys enters battle in it's Reduce form, which is the leftmost sprite. If at any point it has the Grass-type, it will switch to the rightmost sprite, it's Reuse Form, until it loses the type. Both forms are purely visual and do not affect gameplay otherwise)
Role: The battle plan with Cyclabrys is simple: Use Agricrusher, followed by Rototiller, then Agricrusher again. Once this has been done, this mixed physical wall can patch itself up every turn and strike down walls itself with it's boosted attack. The first time it uses Agricrusher also gets rid of all of it's weaknesses apart from Ice, and makes it only weak to Ice, Bug, and Fire, of which two are weakened by Thick Fat. It also has access to Stone Axe, allowing it to fill a niche as an entry hazard setter.
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Name: Sh'Of'Toil (Corruption of "Shuffle off this mortal coil")
Typing:
flying.gif
ghost.gif

Abilities: Jet Stream
Stats: 90/115/85/115/85/65 (555)
Movepool: Bite, Leer, Gust, Defog, Curse, Dark Pulse, Throat Chop, Knock Off, Crunch, Outrage, Dragon Pulse, Dragon Cheer, Dragon Claw, Sunny Day, Flamethrower, Fire Blast, Acrobatics, Aerial Ace, Air Cutter, Hurricane, Air Slash, Confuse Ray, Hex, Night Shade, Shadow Claw, Shadow Ball, Spite, Poltergeist, Body Slam, Swift, Roar, Scary Face, Sludge Bomb, Sludge Wave, Poison Jab, Gravity, Flash Cannon, Iron Head, Heavy Slam, Gryo Ball, Hard Press, Rain Dance, Hyper Beam, Giga Impact, Endure, Facade, Helping Hand, Protect, Rest, Sleep Talk, Substitute, Take Down, Tera Blast
Weight: 43.7 kg.
Flavor: Very loosely based off Infected Sky, Sh'Of'Toil is a titanic Pokémon that appears every time a plane crashes. Capable of levelling skyscrapers with it's massive hurricanes, if you listen closely, you'll hear the screams of those who perished in the crash itself. Although Sh'Of'Toil has a savage nature that cares nothing more than to destroy everything in sight, it never damages anything that had been owned by the victims of the plane crash. Supposedly, Sh'Of'Toil represents the unfulfilled hopes and dreams of victims of the plane crash, having being ruined abruptly without warning.
Role: A very slow but very bulky attacker that punishes opponents who take too long to defeat it: With the two turns of Tailwind that it can possibly get from Jet Stream, it's paltry 65 Speed becomes 130, allowing to outspeed most of it's opposition. It also has access to Defog and Curse!
 
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I'd been saving this for a Gen X iteration on China, but it's still usable here with a few tweaks.
Name: Naturoch (Nature + Auroch)
Typing: Grass/Rock
Abilities: Overgrow | Seed Sower
Base Stats: 110 / 95 / 85 / 75 / 120 / 35 (530)
Movepool:
- Lvl up: Agricrusher, Tackle, Tail Whip, Vine Whip, Rock Smash, Rototiller, Smack Down, Brick Break, Leech Seed, Ingrain, Horn Leech, Rock Slide, Throat Chop, Mighty Cleave, Megahorn, Power Whip
- Egg: Belch, Curse, Endeavor, Headbutt, Reversal, Skull Bash, Synthesis, Worry Seed;
- TMs: Bulk Up, Hyper Beam, Giga Impact, Sandstorm, Rain Dance, Sunny Day, Taunt, Protect, Safeguard, Solar Beam, Earthquake, Double Team, Rock Tomb, Helping Hand, Facade, Trailblaze, Rest, Attract, Energy Ball, Stealth Rock, Earth Power, Zen Headbutt, Stone Edge, Bulldoze, Rock Slide, Grass Knot, Sleep Talk, Snore, Substitute; Aqua Tail, Assurance, Body Press, Giga Drain, Head Smash, Hyper Voice, Knock Off, Low Kick, Meteor Beam, Outrage, Power Gem, Superpower, Temper Flare, Water Pulse, Wood Hammer, Grass Pledge, Frenzy Plant; Horn Drill, Raging Bull, Tera Blast, Focus Blast, Bullet Seed, Seed Bomb, Grassy Glide, Solar Blade, Rock Blast, Mud Shot, Close Combat, Payback, Lash Out, Comeuppance, Play Rough, Smart Strike, Defog, Heal Bell, Spikes,
Height + Weight: 1.2 m + 11.2 kg
Flavour/Design: Based on the Bull Zodiac, and more specifically on Aurochs, and the importance of cattle for farming.
 
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Agricrusher Sub:
:greedent: :ogerpon: :Snorlax:
Name: Ogreculture
Typing:
Ground
Abilities: Cheek Pouch / Thick Fat (Grass Pelt)
Stats: 105/110/105/66/95/44 (530 BST)
Movepool:
(Protect, Substitute, Facade, Endure, Toxic, Rest, Sleep Talk, Return, Frustration, Hyper Beam, Giga Impact)
Agricrusher, Bullet Seed, Energy Ball, Giga Drain, Grassy Glide, Grassy Terrain, Leafage, Leech Seed, Petal Blizzard, Seed Bomb, Trailblaze, Bulldoze, Dig, Earth Power, Earthquake, Mud Shot, Mud Slap, Rototiller, Stomping Tantrum, Body Slam, Covet, Double-Edge, Endeavor, Flail, Fury Swipes, Headbutt, Hyper Voice, Super Fang, Slam, Stockpile, Stuff Cheeks, Fire Fang, Ice Fang, Thunder Fang, Psychic Fangs, Play Rough, Body Press, Counter, Seismic Toss, Superpower, Rock Slide, Stone Edge, Belch, Gunk Shot, Curse,
Weight: 385 KG
Flavor: large Squirrel / Ogre farmer, cultivates Acorns to grow. though notably not grass. for funny reasons.
Reasoning: Ogreculture's main role is advertised with the move itself: Being a self-sustaining Bulky Attacker, with Ogreculture's kit and abilities only serving to expand on the niche, with Thick Fat letting it handle Ice-type moves better after clicking Agricrusher, Cheek Pouch allowing it to use the coveted Berries, specifically the Yache Berry. Grass Pelt, the weakest link, does help it defensively too in the case that it sets up Grassy Terrain.
 
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:gardevoir:
Name: Gardevoir
Typing: Psychic
Abilities: Dazzling | Trace
Stats: 78/105/65/65/80/125
Movepool: En Garde, Superpower, Play Rough, Thunder Punch, Fire Punch, Ice Punch, Zen Headbutt, Double Edge, Substitute, Moonlight, Will-o-Wisp

Flavor moves: (WIP)

Weight: 69.6 kg
Reasoning: despite engarde being a move to be designed to be used by a faster offensive mon, psychic types happen to suck and there also happens to be a dual sucker punch mon in tier. Priority immunity, while a bit controversial for a faster cleaner is best usable in a situational like this, where your stabs are limited to a bit inconsistent signature and zen headbutt. To make up for this, good enough coverage like superpower and elemental punches are provided to allow gardevoir to be an effective cleaner that the meta can utilize, as its defensive checks beat it by having enough health. Effective user of substitute too at the cost of sacrificing coverage
 
Name: Harvestitan (Harvest + Titan)
Typing: Ground/Steel
Abilities: Natural Cure / Seed Sower / Stalwart (HA)
Stats: 90 / 115 / 120 / 65 / 90 / 60 (540 BST)
Moves: Agricrusher, Rototiller, Earthquake, Bulldoze, Earth Power, Mud Shot, Mud-Slap, Stomping Tantrum, High Horsepower, Iron Head, Flash Cannon, Iron Defense, Metal Burst, Metal Claw, Metal Sound, Steel Beam, Steel Roller, Heavy Slam, Power Whip, Seed Bomb, Leech Seed, Giga Drain, Mega Drain, Absorb, Energy Ball, Bullet Seed, Branch Poke, Leaf Storm, Wood Hammer, Worry Seed, Stone Edge, Rock Slide, Stealth Rock, Smack Down, Knock Off, Recycle, Drain Punch, Superpower, Grassy Terrain, Vine Whip, Block, Body Press, Body Slam, Brick Break, Curse, Bulk Up, Facade, Tera Blast, Rest, Sleep Talk, Substitute, Protect, Endure
Flavor: A gentle giant that tends to the plants around it but will react with extreme might if pushed to its limits. Commonly seen around gardens and farms, where it aids farmers in making their crops flourish.
Description: It's a bulky tank that uses Agricrusher to strengthen its defensive typing. Grass/Ground/Steel has the following defensive profile:
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Sure, the 4x Fire weaknesses alongside the Ice/Fighting weaknesses that come with it aren't great, but what it does have are plenty of useful resists alongside an Electric immunity. Backing this up are two decent abilities in Natural Cure and Seed Sower - Natural Cure gives it a way to rid itself of harmful status conditions, while Seed Sower is not quite as strong but is still plenty usable nonetheless.

:sirfetchd: :sv/sirfetchd:
Name: Sirfetch'd
Typing: Psychic/Steel
Abilities: Mirror Armor / Inner Focus / Defiant (HA)
Stats: 82 / 130 / 105 / 58 / 77 / 85 (537 BST)
Moves: Sirfetch'd's movepool, +En Garde, Meteor Mash, Iron Head, Flash Cannon, Taunt, Psychic, Psyshock, Confusion, Psybeam, Calm Mind, Zen Headbutt, Future Sight, Psychic Noise, Sacred Sword
Description: This is more or less intended to be a stallbreaker of sorts, using En Garde as a powerful Psychic STAB to take advantage of more passive plays. Psychic/Steel is a good enough defensive typing that backs up its decent enough bulk to make it useful outside of breaking bulky structures, and it has a litany of solid offensive coverage to make use of its strong attack stat.
 
Jet Stream:
Name: Puffreeze (Puffin + Freeze or Breeze)
Type: Flying/Ice
Abilities: Big Pecks // Jet Stream
Stats: 112/70/74/92/100/102 (550 BST)
Moves: Aerial Ace, Brave Bird, Drill Peck, Dual Wingbeat, Fly, Peck, Wing Attack, Hurricane, Air Slash, Defog, Feather Dance, Mirror Move, Roost, Avalanche, Ice Shard, Ice Spinner, Icicle Spear, Blizzard, Freeze Dry, Ice Beam, Icy Wind, Powder Snow, Aurora Veil, Haze, Mist, Snowscape, Double-Edge, Endeavor, Take Down, Weather Ball, Refresh, Whirlwind, Wish, Dive, Flip Turn, Chilling Water, Hydro Pump, Surf, Mud Slap, Extrasensory, Magic Coat, Knock Off, Dazzling Gleam (+ Universal Moves)
Design: A large puffin-like Pokemon with icy features, such as the beak and talons. Manipulates air currents by changing the temperature of its surroundings. Based on the meteorological concept of polar jets.
Potential Competitive Role: With its STAB combo and speed, it offensively threatens several existing Pokemon such as Sensire, Spirimint, and Cabinack. It has several tools it can use while waiting for its Jet Stream like Knock Off, Defog, Wish, etc. and can pass it to its teammates using Flip Turn. However, its typing is very defensively poor and it has low offensive stats. There are also no Ice-types in the format.

Agricrusher:
Name: Phosphorn (Phosphorus + Horn)
Type: Poison/Ground
Abilities: Unaware / Sap Sipper // Simple
Stats: 102/91/84/52/90/52 (471 BST)
Moves: Gunk Shot, Poison Sting, Poison Fang, Poison Jab, Acid Spray, Sludge, Sludge Bomb, Acid Armor, Corrosive Gas, Poison Gas, Toxic, Toxic Spikes, Bulldoze, Earthquake, High Horsepower, Sand Tomb, Stomping Tantrum, Earth Power, Mud Slap, Mud Shot, Mud Bomb, Rototiller, Sand Attack, Tackle, Take Down, Stomp, Horn Attack, Giga Impact, Headbutt, Body Slam, Rock Climb, Thrash, Swift, Attract, Defense Curl, Confide, Snore, Sleep Talk, Yawn, Nature Power, Zen Headbutt, Agricrusher, Bullet Seed, Seed Bomb, Energy Ball, Grassy Terrain, Leech Seed, Temper Flare, Sunny Day, Rain Dance, Double Kick, Rock Slide, Rock Tomb, Smack Down, Stone Edge, Sandstorm, Stealth Rock, Wild Charge, Avalanche, Thief, Smart Strike, Iron Head (+ Universal Moves)
Design: A brownish goat-like Pokemon, with some purple parts such as the horns and hooves. With small green buds on its horns and legs. The buds can bloom into flowers if enough nutrients have been taken in. Based on the concept of using goats to improve soil quality as well as phosphorus being a component in fertilizers that can be toxic if it leeches into the ecosystem.
Potential Competitive Role: Adding Grass-type swaps its Water and Ground weaknesses for Fire and Flying weaknesses, as well as trades a resistance to Bug for a resistance to Grass. With Rototiller and Simple, it effectively has Swords Dance and can use its natural bulk in combination with Agricrusher healing to try and clean or sweep. With its other abilities it acts as a bulky Pokemon that differentiates itself from Frogvolver with its item removal capabilities using Corrosive Gas and its resistance to Fighting. Compared to Giladis, it is significantly less bulky in exchange for better type and choice in ability. Sensire walls it with Pressure Point and its low speed makes it easy to revenge. Adds an Unaware Pokemon to the format.

En Garde:
Name: Ambushade (Ambush + Shade)
Type: Psychic/Dark
Abilities: Frisk / Technician // Moxie
Stats: 72/101/71/91/71/110 (516 BST)
Moves: En Garde, Psychic Fangs, Psycho Cut, Zen Headbutt, Confusion, Dream Eater, Expanding Force, Extrasensory, Future Sight, Psybeam, Psychic, Psyshock, Agility, Calm Mind, Hypnosis, Imprison, Light Screen, Magic Coat, Miracle Eye, Power Trick, Psychic Terrain, Reflect, Rest, Role Play, Skill Swap, Trick Room, Assurance, Beat Up, Bite, Crunch, Faint Attack, Fling, Foul Play, Lash Out, Night Slash, Power Trip, Pursuit, Sucker Punch, Thief, Throat Chop, Dark Pulse, Snarl, Fake Tears, Flatter, Memento, Nasty Plot, Parting Shot, Snatch, Switcheroo, Taunt, Torment, Fake Out, Feint, Slash, Hyper Voice, Swift, Disable, Encore, Helping Hand, Howl, Mean Look, Safeguard, Scary Face, Tail Whip, Energy Ball, Fire Fang, Temper Flare, Fire Blast, Flamethrower, Incinerate, Mystical Fire, Sunny Day, Will-o-Wisp, Aqua Tail, Chilling Water, Water Pulse, Rain Dance, Aerial Ace, Double Kick, Vacuum Wave, Astonish, Mud Shot, Shadow Claw, Hex, Ominous Wind, Shadow Ball, Confuse Ray, Thunder Fang, Shock Wave, Thunderbolt, Ice Fang, Icy Wind, Iron Tail, Play Rough, Alluring Voice, Dazzling Gleam, Charm, Moonlight, Misty Terrain (+ Universal Moves)
Design: Fox/Coyote-like Pokemon that Attacks people who let their guard down at night. It uses its psychic powers to mentally torment weak-willed travellers but will flee if the person does not show fear or tries to fight back.
Potential Competitive Role: Snowballing set-up sweeper with En Garde, Power Trip, and Moxie. Can also use Technician and its other moves to snipe certain mons that expect it to be setup. Ex: Nasty Plot + Mud Shot for Kobgold or Banded Assurance (with hazards) to catch Goomy and Frogvolver.
 
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