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i think from a logistical point of view this signature move is really complicated to code. it would involve making separate moves to stay underground or attack, and disabling every other move, which while it might be possible, does add to the coding complexity. this could be even worse when you consider some interactions like choice items, or no guard encore and a bunch of exceptions might have to be made.
Stats: 78/43/68/59/66/108
Ability: Huge Power
Signature Move: Scoop Shovel (Normal, Physical, 70 bp, 100 acc, 10 (16) pp, User hides underground (EQ hits for double like using Dig). On the next two turns, the user may choose to stay underground for another turn or attack. On the third turn, the user is forced to attack. If the user decides to stay underground, raises their Att by 1. [Contact, Charge, Protect, Mirror, Nonsky, Metronome, Nosleeptalk, Noassist, Failinstruct])
Design: Bunnelby becomes an Excavator
Competitive: Bunnelby is weaker than Diggersby as well as quite a big frailer, but overcomes that downside with a blitzing 108 speed stat. Its signature ability provides a mind game scenario with the opponent where you either stay underground and get free Attack boosts or doo you pop out for a powerful attack and stop them from getting free setup and/or hazard opportunities. The move also suffers from having no effect on any Ghost-types, which Doublade may have been nerfed (and Aegislash banned), it likely is still a potent threat. Steelix/Klefki also provide potent roadblocks in Bunnelby's attempt at dominance.
Eternal Riolu
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Ability: Prankster
Stats: 72 HP (+32) | 104 Atk (+34) | 104 Def (+64) | 52 SpA (+17) | 104 SpD (+64) | 88 Spe (+28) | 524 BST
Signature Move: Tanuki Shapeshift || Normal | Status | 10 PP | —% Acc | Any Adjacent | The user transforms into the target and gains a volatile effect giving it +1 priority on all status moves.
Design: Riolu looks more like a japanese tanuki or a bake-danuki of legends.
Flavor: Riolu seems to be also inspired on tanuki, an aspect of the line lost in the evo to lucario. i thought it would be cool to highlight this and the tanuki's ability to shapeshift in japanese myth and have the opportunity for a prankster transform mon!
Competitive: Eternal Riolu is intended to be a good anti-offense glue. With Prankster Transform it should be feared by set up sweepers, and it can reasonably well use the Choice Scarf to also pressure Final Gambit. Still 104 Atk Close Combat can be useful to clean up with the Choice Scarf and it can slot coverage moves like Ice Punch to take care of things like +1 Dragonite or Thunder Punch to play mind games with Gyarados pre-mega. Even Copycat could be an option if you're feeling spicy?
Name: Eternal Riolu
Stats: 120 HP (+80) / 130 Atk (+60) / 75 Def (+35) / 55 SpA (+20) / 84 SpD (+44) / 60 Spe | BST: 524
Ability: Prankster
Signature Move: Scales of Justice - Fighting | Status | - BP | 100% Acc | 8 PP | The Pokémon with the highest Attack stat on the field gets a +1 stat boost to their Attack and a +2 to its Defense. Stat boosts, items and abilities are not taken into account. Move fails if it was previously used in the same turn, and the following turn as well.
Design: A Riolu with an inversed colour palette. It's aura appendages on its head grow much larger and stick out. It uses them to weigh how righteous their opponent's aura is, and gets stronger if its own is more pure.
Competitive: Flex Off is a notorious move I made in GlaceMons. Its pretty strong, especially in regards to who has it, so it eventually got a nerf. Scales of Justice aims to be a much more balanced version of said move, only tied to one Pokémon designed around it as to minimize how potentially scary a move like it can get. That being said, Eternal Riolu is designed to be a solid potential sweeper with a strong, but not unfalliable set up move in Scales of Justice. 130 Atk makes Riolu triggering Scales of Justice in it's favor likely, but not impossible, so using the move has to be carefully done against certain teams (don't want Dragonite to reverse sweep you after all!). Otherwise, Eternal Riolu is a bit stronger and a good bit slower so it doesn't compete with fellow Eternal Fighter E-Pancham.
Stats: 90/104/92/66/92/80
Ability: Prankster
Signature Move: Pharaoh's Curse (Fighting, Status, - bp, 100 acc, 15 (24) pp, Until the target switches out, they lose 1/8 of their max Hp at the end of every turn and the opposing Pokemon heals that much. User switches out. Rock-types are immune. [Protect, Reflectable, Mirror, Metronome])
Design: Riolu becomes
Competitive: Riolu pops the target with Leech Seed and pivots out to an ally to receive benefit from it. Like Leech Seed, there are types that are immune to it: Dark and Rock. Dark-types are naturally immune to the Leech Seed effect due to being immune to Prankster and Rock-types are immune via being coded into the move. Both types are able to switch into an attempted Pharaoh's Curse in order to prevent a pivot, but they suffer from a very clear downside: Riolu's STAB is directly super effective against them, causing it to be rather risky (except Aerodactyl which is already a very scary mon which might get banned). These downsides may seem very harmful, however, the move is extremely potent to the point where Aerodactyl, Krookodile, Mega Absol, and Mega Gyarados (a couple other Dark mons could run Scarf to do the same) outspeeding and absorbing it helps keep it in check. The mon also has usable 90/92/92 bulk combined with 104/80 offenses backed with Agility/Swords Dance.
Eternal Pignite
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Ability: Thick Fat
Stats: 102 HP (+12) | 119 Atk (+26) | 102 Def (+47) | 68 SpA (-2) | 51 SpD (-4) | 85 Spe (+30) | 527 BST
Weight: 111 kg (+55.5)
Signature Move: Wrestle || Fighting | Physical | 10 PP | - BP | 100% Acc | Any Adjacent | Contact | inflicts more damage the higher the user's Atk is compared to the target:
(same table as Electro Ball)
- Target's Attack: Base Power:
- More than 100% 40 BP
- 50.01% - 100% 60 BP
- 33.34% - 50% 80 BP
- 25.01% - 33.33% 120 BP
- 0.01% - 25% 150 BP
Design: Pignite's wrestling singlet is emphasized and more greco-roman motifs are apparent.
Flavor: Pignite seems very inspired by greco-roman wrestling with what resembles a singlet in its body pattern. On top of the story of war pigs used by the greek military and the greek design motifs on emboar i think it's clear there's some of this inspiration on the line as well, and i thought it would be nice to focus this on pignite, as emboar goes on to focus more on the chinese side of its inspiration!
Competitive: Eternal Pignite is a wallbreaker, dealing strong damage to any walls that don't have much physical attack to pack, and dealing disproportional damage to even strong offensive pokémon but that are more specially offensive-leaning. in return though, they deal big damage to Eternal Pignite. Eternal Pignite can choose to run Bulk Up to further increase Wrestle's BP, but that does come at the cost of giving up AV which would otherwise be a fantastic item to patch up its faultier Special Defense.
Name: Eternal Pignite
Stats: 91 HP (+1) / 76 Atk (-17) / 75 Def (+20) / 120 SpA (+50) / 100 SpD (+45) / 65 (+10) Spe | BST: 527
Ability: Thick Fat
Signature Move: Bacon Bonfire - Fire | Status | - BP | 100% Acc | 10 PP | Lowers the target's Speed by 1 stage. The user restores its HP equal to the target's Speed stat calculated with its stat stage before this move was used. If Big Root is held by the user, the HP recovered is 1.3x normal, rounded half down. Fails if the target's Speed stat stage is -6.
Design: Eternal Pignite takes on chef-like characteristics, with its wrestling pattern more resembling more of an apron, its tail growing larger and more resembling a pan, and slightly larger nose with small fiery mustache.
Competitive: Very hard to make Pignite good in a metagame with many Fire types and MANY Fighting types, so making it a special Fighter imo was important to make it stand out. It's signature move lets it operate as speed control while supplying healing and Thick Fat + its typing makes it the absolute best Fire type check in the tier.
Stats: 96/108/65/90/65/103
Ability: Thick Fat
Signature Move: Singing Suplex (Fire, Physical, 70 bp, 100 acc, 10 (16) pp, Lowers the user's Speed by 1. Changes the user's ability to Contrary. [Contact, Protect, Mirror, Metronome])
Design: Pignite becomes a luchador similar to Hawlucha but with a flaming cape, not too dissimilar to Emboar's flame beard.
Competitive: Pignite uses its signature to start snowballing by using Superpower, Overheat, and Singing Suplex to boost its stats to crazy levels. Singing Suplex starts by lowering its speed which makes it harder to get the sweep off, but 108/90/103 offenses combined with Contrary Superpower, Overheat, and 70 bp Flame Charge is extremely potent, causing the speed drop to potentially allow a mon to stop the upcoming sweep.
Eternal Bunnelby
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Ability: Huge Power
Stats: 83 HP (+45) | 41 Atk (+5) | 83 Def (+45) | 62 SpA (+30) | 51 SpD (+15) | 102 Spe (+45) | 422 BST
Signature Move: Burrow Away || Normal | Status | 5 PP | Self | +4 Priority | User protects itself. +1 Defense. Has a chance to fail if used in succession of another protecting move.
Design: Bunnelby's ears are more emphasized.
Flavor: While Diggersby seems more focused on construction work and attacking opponents with its punch-shaped ears. I thought i'd give Eternal Bunnelby a more evasive move that felt more akin to the scared bunny vibe it seems to pass in contrast to its evolution.
Competitive: A fast Huge Power 'mon. This looks very scary! But the base 41 Atk is effectively base 132 which isn't so bad. Eternal Bunnelby has a rather mediocre typing, even if Earthquake does go a long way to help it coveragewise. A problem it faces though, is that its strongest Normal-type STAB is Take Down which does leave a lot to be desired. This can be remedied with Swords Dance, so it can also choose Facade if the recoil and miss chance are unwelcome. Eternal Bunnelby sets itself apart from Diggersby by being faster but weaker and lacking the Ground-typing to give it STAB. Burrow Away shouldn't come up too often, but it may be useful in some endgame situations if slotted!
Stats: 78/43/68/59/66/108
Ability: Huge Power
Signature Move: Scoop Shovel (Normal, Physical, 70 bp, 100 acc, 10 (16) pp, User hides underground (EQ hits for double like using Dig) and raises the user's Att by 1 on turn 1. User attacks turn 2. [Contact, Charge, Protect, Mirror, Nonsky, Metronome, Nosleeptalk, Noassist, Failinstruct])
Design: Bunnelby becomes an Excavator
Competitive: Bunnelby is weaker than Diggersby as well as quite a big frailer, but overcomes that downside with a blitzing 108 speed stat. Its signature ability provides a boosting option that relies on Power Herb or risk the opponent switching into something that tanks it. The move also suffers from having no effect on any Ghost-types, which Doublade may have been nerfed (and Aegislash banned), it likely is still a potent threat. Steelix/Klefki also provide potent roadblocks in Bunnelby's attempt at dominance.
Eternal Riolu
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Ability: Prankster
Stats: 72 HP (+32) | 104 Atk (+34) | 104 Def (+64) | 52 SpA (+17) | 104 SpD (+64) | 88 Spe (+28) | 524 BST
Signature Move: Tanuki Shapeshift || Normal | Status | 10 PP | —% Acc | Any Adjacent | The user transforms into the target and gains a volatile effect giving it +1 priority on all status moves.
Design: Riolu looks more like a japanese tanuki or a bake-danuki of legends.
Flavor: Riolu seems to be also inspired on tanuki, an aspect of the line lost in the evo to lucario. i thought it would be cool to highlight this and the tanuki's ability to shapeshift in japanese myth and have the opportunity for a prankster transform mon!
Competitive: Eternal Riolu is intended to be a good anti-offense glue. With Prankster Transform it should be feared by set up sweepers, and it can reasonably well use the Choice Scarf to also pressure Final Gambit. Still 104 Atk Close Combat can be useful to clean up with the Choice Scarf and it can slot coverage moves like Ice Punch to take care of things like +1 Dragonite or Thunder Punch to play mind games with Gyarados pre-mega. Even Copycat could be an option if you're feeling spicy?
Name: Eternal Pignite
Stats: 91 HP (+1) / 76 Atk (-17) / 75 Def (+20) / 120 SpA (+50) / 100 SpD (+45) / 65 (+10) Spe | BST: 527
Ability: Thick Fat
Signature Move: Bacon Bonfire - Fire | Status | - BP | 100% Acc | 10 PP | Lowers the target's Speed by 1 stage. The user restores its HP equal to the target's Speed stat calculated with its stat stage before this move was used. If Big Root is held by the user, the HP recovered is 1.3x normal, rounded half down. Fails if the target's Speed stat stage is -6.
Design: Eternal Pignite takes on chef-like characteristics, with its wrestling pattern more resembling more of an apron, its tail growing larger and more resembling a pan, and slightly larger nose with small fiery mustache.
Competitive: Very hard to make Pignite good in a metagame with many Fire types and MANY Fighting types, so making it a special Fighter imo was important to make it stand out. It's signature move lets it operate as speed control while supplying healing and Thick Fat + its typing makes it the absolute best Fire type check in the tier.
the spreadsheet will be updated shortly and so will ps! hopefully this weekend if i can find the time
Stats: 78/43/68/59/66/108
Ability: Huge Power
Signature Move: Scoop Shovel (Normal, Physical, 70 bp, 100 acc, 10 (16) pp, User hides underground (EQ hits for double like using Dig) and raises the user's Att by 1 on turn 1. User attacks turn 2. [Contact, Charge, Protect, Mirror, Nonsky, Metronome, Nosleeptalk, Noassist, Failinstruct])
Design: Bunnelby becomes an Excavator
Competitive: Bunnelby is weaker than Diggersby as well as quite a big frailer, but overcomes that downside with a blitzing 108 speed stat. Its signature ability provides a boosting option that relies on Power Herb or risk the opponent switching into something that tanks it. The move also suffers from having no effect on any Ghost-types, which Doublade may have been nerfed (and Aegislash banned), it likely is still a potent threat. Steelix/Klefki also provide potent roadblocks in Bunnelby's attempt at dominance.
i think priority endure + trick room is a bit too powerful, with the bonus damage pushing it even more over the edge. that means this thing is always gonna be able to get the speed advantage and on something with 129 that's really scary but even moreso when it could help support its whole team that way. i think either the endure or the trick room effect should be dropped here, both together doesn't seem acceptable to me in terms of balance.
Stats: 95/129/85/69/85/26
Ability: Regenerator
Signature Move: Pain Resonance (Psychic, Physical, 50 bp, 100 acc, 10 (16) pp, Has +1 priority. User receives the Endure effect until end of turn. Summons Trick Room for 5 turns. Fails if used consecutively.)
Design: Slowpoke becomes a Chef who cooks its own tail in a pan while its still on it.
Competitive: Pain Resonance sets Trick Room and keeps you alive. Then you switch out, heal with Regenerator, and rinse and repeat. Has defenses than its evolutions (worse Def than bro and worse SpD than king, but better SpD than bro and better Def than king). However, it is also slower (which is better for TR) and hits much harder (with Att rather than SpA, which is also worse).
maybe i'm erring too much on the side of caution, but this move effectively taking away HP equal to an entire Pokémon of your opponent's team if they attack every turn sounds a bit too opressive. likely they won't be attacking all 8 turns straight, but i think this move seems like it really stifles matchups between more offensive teams that can't afford to keep switching around and recovering. i think i'd rather see it without the 8 turn interaction with metal coat, or maybe reduced to 1/12 damage instead?
Stats: 74/53/92/108/93/79
Ability: Mega Launcher
Signature Move: Gun Down (Water, Status, - bp, - acc, 20 (32) pp, For the next 5 turns, when the Opposing Pokemon uses an attacking move, they first lose 1/8 of their max Hp. Lasts for 3 extra turns if holding a Metal Coat.)
Design: Clauncher becomes a military captain and turns into a tank
Competitive: Clauncher is faster and bulkier than Clawitzer but hits quite a bit weaker. However, it can activate Gun Down to force the opponent into being passive or take extra damage. The Metal Coat interaction is likely too niche to see use, but it could have some use.
Eternal Slowpoke
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Ability: Own Tempo
Stats: 114 HP (+24) | 140 Atk (+75) | 77 Def (+12) | 79 SpA (+39) | 76 SpD (+36) | 3 Spe (-12) | 489 BST
Signature Move: Ultimate Whirl || Water | Physical | 5 PP | 130 BP | 100% Acc | Any Adjacent | Contact | Fails if the user isn't the last to move this turn
Design: Slowpoke but more lethargic and with a longer tail
Flavor: Uhh... Slow?
Competitive: Eternal Slowpoke is supposed to be a wallbreaker that benefits from going last. Having access to reliable recovery to keep itself afloat, it has a signature move with a monstrously-high BP that can only really be stopped by Eternal Slowpoke ties or decreased-priority moves. That said, the move's design does keep it from being paired with Trick Room, so that Eternal Slowpoke really has to embody the "moving last" playstyle if it wants to use this move to its fullest. It still CAN use Trick Room with it's high attack and low speed, but it'll have to pick another Water-type STAB. Zen Headbutt rounds out its STAB combo, and Avalanche and Earthquake provide coverage. Another option is Facade, which it can use to punish status. Outside of Recover as a status move, a choiced set with Trick is an option, otherwise you could try Curse, Thunder Wave, or even Belly Drum if you're feeling spicy.
Stats: 95/129/85/69/85/26
Ability: Regenerator
Signature Move: Incognizant (Psychic, Physical, 50 bp, 100 acc, 10 (16) pp, Has +1 priority. Summons Trick Room for 5 turns.)
Design: Slowpoke becomes a Chef who cooks its own tail in a pan while its still on it.
Competitive: Pain Resonance sets Trick Room without fear of dying before setting but can't set against Dark-types. Then you switch out, heal with Regenerator, and rinse and repeat. Has defenses than its evolutions (worse Def than bro and worse SpD than king, but better SpD than bro and better Def than king). However, it is also slower (which is better for TR) and hits much harder (with Att rather than SpA, which is also worse).
Edit: Removed the Endure effect from signature and renamed it from Pain Resonance to Incognizant.
Name: Eternal Slowpoke
Stats: 120 HP (+30) / 125 Atk (+60) / 71 Def (+6) / 53 SpA (+13) / 80 SpD (+40) / 40 Spe (+25) | BST: 489
Ability: Oblivious
Signature Move: Delayed Neurons - Electric | Physical | 110 BP | 100% Acc | 10 PP | If user is brought to 50% of it's maximum HP or lower via direct damage while using this move that turn, drastically raises user's Attack stat.
Design: Eternal Slowpoke has a more purple tone to it's skin, with a bright yellow patch on it's head. It's face has its original skin tone in patches that resemble a luchadore mask. It has a long tail with three barbs on each side, and a long yellow tip. The barbs ward off Shellders and the tip is a conductor of electricity. Whenever the tip touches it's yellow head, Eternal Slowpoke becomes extremely intelligent, but also extremely emotional.
Competitive: Eternal Slowpoke can't hit waters, and particularly crumbles into it's very much viable parents. It also has zero means of raising it's Attack, which is bad for a wall breaker. Enter Delayed Reaction, which not only provides a powerful coverage option for the myriad of bulky Waters, but under the correct conditions can serve as a potent way to skyrocket it's attack stat. It's a bit hard to trigger, but if you can, you get big gains.
Eternal Croconaw
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Ability: Sheer Force
Stats: 101 HP (+36) | 116 Atk (+36) | 104 Def (+24) | 83 SpA (+24) | 87 SpD (+24) | 38 Spe (-20) | 529 BST
Signature Move: Troglobyte || Rock | Physical | 10 PP | 105 BP | 100% Acc | Any Adjacent | Biting, Contact | 20% chance to confuse the target
Design: Emphasizes more the caveman tropes in its design. Its tail looks like a club
Flavor: Many claim that Croconaw's line has caveman inspiration, and especially itself the middle evo. I can't really see it myself, but it seems to be common knowledge so I may as well accept it, since it's not like there's much other deep lore out there for me to go off of. And then I came up with the pun "troglobyte" and I knew I had to do this...
Competitive: I wanted to try a slow Dragon Dancer approach compared to Feraligatr, since I can't remove DD and Sheer Force is important to allow me to explore the off-type STAB i wanted. So while Eternal Croconaw comes with more immediate power and bulk compared to Feraligatr, it does come with a huge tradeoff in speed, meaning it has to really work hard to outspeed much. Boxing it into more of breaker role, leveraging Dragon Dance as an option to force damage rather than to sweep. Alternatively it can embrace its raw power approach and elect SD instead of DD, or even run both. Troglobyte aligns nicely with its Water-STAB, with no single type resisting both. Ice Punch is also a welcome addition to its coverage to help take care of Grass-types, but other options like Trailblaze and Psychic Fangs might also be considered.
Stats: 65/100/120/59/103/82
Ability: Torrent
Signature Move: Surfs Up (Water, Physical, 110 bp, 100 acc, 15 (24) pp, If user is above 1/4 of their max Hp, has 1/3 recoil. If user is at or below 1/4 of their max Hp, heals the user by 1/4 of the damage dealt.)
Design: Croconaw gets sunglasses and a surfboard.
Competitive: Croconaw needs to balance its health at an awkward point in order to get a boost from its ability. Surfs Up allows it to balance your Hp around by recoil vs healing to keep you alive.
Eternal Clauncher
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Ability: Mega Launcher
Stats: 76 HP (+26) | 66 Atk (+13) | 75 Def (+13) | 110 SpA (+52) | 76 SpD (+13) | 96 Spe (+52) | 499 BST
Signature Move: Gunsling || Normal | Status | 5 PP | 100% Acc | Any Adjacent | +1 Priority | If the target is readying an attacking move, this move calls the first aura-and-pulse move in the user's moves' order. PP of the called move is not consumed, and this move may call a move with no PP left.
Design: Gains an appendage that resembles a cowboy hat
Flavor: It's a pistol shrimp after all! While Clawitzer goes with more of a howitzer inspiration, I wanted to play with the gunslinger trope for this one!
Competitive: I thought doing something with priority (specifically the Sucker Punch effect) would both be fitting to differentiate Eternal Clauncher from Eternal Clawitzer and also would fit the flavor. While the obvious route is to make a new custom pulse move, I thought it would be cooler if you could select which pulse move you wanted this effect to apply to! Given the user some customization and even room for creativity, like Heal Pulse in doubles! It does also put some strain on this mon's moveslot which is another differential compared to Clawitzer, making it harder to slot in Flip Turn without dropping even more pulse moves. Another interesting effect of this choice is that you can shut off this thing's priority with Taunt which also creates built-in counterplay for such a powerful effect. I tried to keep the stats tame too to not push this over the edge. Hopefully I've done a good job!
Stats: 74/53/92/108/93/79
Ability: Mega Launcher
Signature Move: Gun Down (Water, Status, - bp, - acc, 20 (32) pp, For the next 5 turns, when the Opposing Pokemon uses an attacking move, they first lose 1/8 of their max Hp.)
Design: Clauncher becomes a military captain and turns into a tank
Competitive: Clauncher is faster and bulkier than Clawitzer but hits quite a bit weaker. However, it can activate Gun Down to force the opponent into being passive or take extra damage.
Edit: Removed the Metal Coat interaction.
Eternal Sliggoo
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Ability: Gooey
Stats: 114 HP (+56) | 103 Atk (+28) | 111 Def (+28) | 97 SpA (+14) | 113 SpD | 61 Spe (+21) | 599 BST
Signature Move: Helical Grasp || Dragon | Physical | 15 PP | 50 BP | 100% Acc | Any Adjacent | Contact | BP starts at 50 and increases by 50 for every stage of decreased speed the target has. The target is trapped for 4-5 turns, and takes ⅛ of their maximum HP in damage at the end of every turn.
Design: Its shell grows bigger and a longer tail behind it.
Flavor: I wanted to pull some inspiration from Lou Carcolh of Gascon mythology, since Goodra loses its shell. This monster is said to have long-reaching tentacles. So I thought I'd make a signature move to reference those!
Competitive: Its signature move traps which is fitting for the context, but also can get a damage increase on foes that have made contact one too many times, punishing contact attackers that got trapped. Other speed decreasing options may also be used though, like Sticky Web support or even Mud Shot on Eternal Sliggoo itself. Eternal Sliggoo's huge bulk should help keep it around for a while, but like its evolution it struggles with recovery. Curse is also an option for boosting and turning Eternal Sliggoo into more of a win con, but do note it doesn't many reliable physical options other than Helical Grasp, so that should be something to consider going this route.
Stats: 88/95/123/123/98/72
Ability: Gooey
Signature Move: Slime Sling (Dragon, Special, 40 bp, 100 acc, 15 (24) pp, Has +1 priority. The target receives the Gooped Up effect until switching out. While Gooped Up, all their contact moves become non-contact and non-contact moves become contact.)
Design: Sliggoo gets a bigger shell and full of goop and slime
Competitive: Sliggoo slings goo on the opponent, allowing you to use Gooey against special attackers as well as screw over Mega Charizard X. Still struggles to deal with Mega Zard due to being weak to Dragon, but you can nullify its ability which is neat.