Pet Mod [Gen 3] Hoenn Echoes | Slate 5 Submissions are now Open!

Voting is now closed! Our winners for this slate are as follows:

24 points:
Name: Overqwil
Type: Poison/Dark
Stats: 85/105/95/95/85/85 (10 less attack, 30 more special attack, 20 more spdef)
Abilities: Intimidate/Swift Swim
14 points:
:rs/lanturn:
Type: Water/Electric
Stats: 125/70/70/90/90/80 | 525
Abilities: Volt Absorb / Marine Power
13 points:
Name: Toxicroak
Type: Poison/Fighting
Stats: 83/106/65/86/65/85
Abilities: Dry Skin
10 points:
Name: Shiinotic
Type: Grass/Ghost
Stats: 70/65/80/90/130/30 (10 more hp, 20 more attack, 30 more special defense)
Abilities: Rain Dish/Effect Spore
10 points:
Name: Ampharos
Type: Electric
Stats: 110(+20)/95(+20)/85(+10)/115/90/55
Abilities: Static/Hydration
10 points:
Name: Swanna
Type: Water/Flying
Stats: 76/90/73/107/73/112 | 531 BST
Abilities: Hydration / Water Veil

Next slate will be up either tonight or tomorrow morning!

A couple small updates:
Future Sight and Doom Desire were changed to match their current gen implementations, but NOT their base power. They were buffed to 100% accuracy, however.
After slate 5, we are planning on running a playtest tournament, most likely with a little bit of a cash incentive.
 
Slate 5: The Scorching Heat
:bw/charizard: :bw/jumpluff: :bw/tropius: :bw/leafeon: :bw/lilligant:
Despite Sun largely being the more splashable weather, dedicated Sun abusers in Gen 3 have a similar, but similarly different problem. A lot of the best sun abusers are just Pokémon that are good with a Fire move attached. Snorlax, Deoxys-Attack, Ho-Oh, and Fire Blast Mewtwo are fantastic users of sun, leaving Pokémon like Exeggutor (who isn’t necessarily bad) or any non Ho-Oh Fire type behind.
The traditional Grass and Fire type abusers of Sun encounter a few major issues. There are two very large, looming Flying types that often stand in their way, in Ho-Oh and Rayquaza. Ho-Oh’s gigantic Sp.Def stat and access to Recover gives it the ability to sit on basically anything you want to throw at it. Defensive Ho-Oh can also shrug off most HP Rocks pretty easily. Rayquaza’s access to Air Lock turns off any speed or damage benefit the Sun might grant you and hit you for huge damage in return. Its access to Extreme Speed also largely prevents any shenanigans you want to try to get around it. Fire types also have to contend with Kyogre, who obviously shuts down their entire damage output, and Latios, who can often withstand even super strong Sun boosted attacks. Surprisingly though, Fire types don’t really have issues with Blissey, as they often either melt it down or have other moves to destroy it, like Beat Up or Focus Punch. Grass types have traditionally relied on Solar Beam for their damage, which would be completely blanked by Kyogre, but the Grass types in this mod have a few more options. They often struggle with a few different things depending on which Grass type it is. Victreebel and Shiftry, for instance, have a Hidden Power dilemma, and often need quite a bit of help getting past a few different defensive pieces, like Groudon and the Steels on physical variants.
A few notes from me:
- Sun offense, unlike Rain, is extremely flexible. The problem with fitting other options in teambuilding is usually that the options are just not very good, but the option to use other Pokémon is there. You could fit another Fire type alongside Ho-Oh, but they’re all bad, so why would you?
- Defensively, there are no Sun utilization abilities. Something similar to Dry Skin or Rain Dish but for Sun could be a very welcome addition to the mod, as nothing like that exists currently. There is Leaf Guard, which can potentially be really huge for blocking Toxic or Thunder Wave, but the best use for this would be on an offensive Pokemon to answer Lugia or Blissey safely. On the defensive end, a Spiker or Spinner who can fit on bulkier teams?
- Non-traditional types of abusers seemed to be a big standout in the Rain slate, as a Dark/Poison, Fighting/Poison, Grass/Ghost, and Electric type ended up winning. I am all for this! Think of how unique or different types could utilize Sun’s special benefits and help out with Sun’s problems.
 
:sv/(heliolisk):
Name: heliolisk
Type: electric/normal
Stats: 62/55/52/115(+6)/104(+10)/109
Abilities: Solar power, dry skin
Full movepool: Agility, Attract, Camouflage, Charge, Cut, Dig, Double Team, Endure, Facade, Fire Punch, Flash, Frustration, Glare, Hidden Power, Hyper Beam, Hyper Voice, Iron Tail, Light Screen, Low Kick, Mega Kick, Mega Punch, Mud-Slap, Pound, Protect, Psych Up, Quick Attack, Rain Dance, Razor Wind, Rest, Return, Rock Slide, Rock Tomb, Sandstorm, Secret Power, Shock Wave, Signal Beam, Sleep Talk, Snore, Solar Beam, Substitute, Sunny Day, Surf, Swagger, Swift, Tail Whip, Thunder, Thunder Punch, Thunder Shock, Thunder Wave, Thunderbolt, Toxic, Weather Ball, dragon tail,
Signature move: Parabolic charge- bp is doubled if harsh sunlight is on the field 15% para chance acc:100% (70%in rain) pp:24 bp:60 priority:0
Role: fast electric type that can be used in both sun and rain due to its weather focused abilities.
Checks and counters: It needs groudon to be chipped before solar beam kos even with solar power active. I took away its dragon claw so it can only hit lati twins with a negative priority move or hidden power which doesn’t always 2hko. It’s also slower by 1 point so has to choose between power and outspeeding lati.

:sv/(turtonator):
Name: turtonator
Type: fire/dragon
Stats: 95(+35)/88(+10)/135/91/105(+20)/36
Abilities: magma body (rain dish clone for sun), shell armor
Full movepool:
Attract, Block, Body Slam, Bulk Up, Curse, Double Team, Dragon Claw, Earthquake, Ember, Endeavor, Endure, Explosion, Facade, Fire Blast, Fire Spin, Flail, Flamethrower, Frustration, Heat Wave, Hidden Power, Hyper Beam, Hyper Voice, Iron Defense, Iron Tail, Mega Kick, Mega Punch, Outrage, Overheat, Protect, Rapid Spin, Rest, Return, Revenge, Roar, Rock Tomb, Shadow Ball, Shock Wave, Sleep Talk, Smog, Snore, Solar Beam, Substitute, Sunny Day, Swagger, Tackle, Taunt, Toxic, Uproar, Will-O-Wisp, dragon tail
Signature move: shell trap, changed to work vs any attacking move rather than just physical
Role: bulky fire type rapid spinner that isn’t immediately threatened by water types and can chip heal a lot in sun.
Checks and counters: it’s extremely passive thuds hard into sub cm pokemon, struggles to do any real type of damage without booming or status.

:sv/(polteageist):
name: polteageist
Type: water/ghost
stats: 60/65/65/134/114/85(+15)
abilities: weak armor, bubbling tea (water type moves are powered up in sun as opposed to weakened, immune to burn)
Full movepool: Aromatherapy, Astonish, Baton Pass, Calm Mind, Confuse Ray, Curse, Endure, Facade, Giga Drain, Hyper Beam, Imprison, Light Screen, Magical Leaf, Mega Drain, Memento, Metronome, Night Shade, Pain Split, Protect, Psybeam, Psychic, Reflect, Rest, Self-Destruct, Shadow Ball, Skill Swap, Sleep Talk, Snore, Spite, Substitute, Sweet Scent, Trick, Will-O-Wisp, Withdraw, hydro pump, surf, hidden power, toxic, flamethrower
Signature move: tea time, soft boiled clone
Role: a water type that can be used in sun. Can do bulky sets that use cm, support sets with status and aromatherapy, even weak armor sets with endure and stat raising berries.
Checks and counters: it struggles into a lot of common rain pokemon especially kyogre and the lati twins.
 
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:rs/Exeggutor:
Name: Exeggutor
Type: Grass
Stats: 110(+15)/105(+10)/85/130(+5)/65/60(+5)
Abilities: Chlorophyll/Leaf Guard
New Moves: Weather Ball, Aromatherapy
Role: Fills an identical role to base exeggutor but is buffed in order to catch up with incoming power creep. Utilises fast sleep and good special attack to threaten lots of the metagame and thief to notably steal soul dew from the lati twins. Weather Ball allows you to hit Metagross specifically even stronger than you already do, the attack buff specifically makes explosion more consistent against Latias, Lax and Bliss, and psychic type is removed to give you a slightly better defensive presence, since you already don't run psychic moves. Leaf Guard with Wish sets are niche options for more bulky oriented teams to fully block status helping out mons like Lax, who especially enjoys your wish as rest can be unreliable. Aromatherapy also frees up a moveslot on specifically Heal Bell blissey. Newly added energy ball also indirectly buffs you against Kyogre.
Checks/Counters: Ho-Oh and Ray can still come in on you uncontested, which allows them to either utilise your sun against you or DD in ray's case. Furthermore, sleep powder's innacuracy and reliance on explosion to muscle past special walls keeps you in check just like base.

:rs/Clefable:
Name: Clefable
Type: Normal
Stats: 100(+5)/85(+15)/73/85/90/60
Abilities: Solar Guard (User can only take direct damage when Sun is active)
New Moves: Spikes, Bulk Up
Role: Sun exclusive fatmon/setter, since most current ones have a degree of anti synergy. Incredibly wide coverage but same mediocre stats allow you to specifically tailor Clefable for whatever your team may need at the current moment. CM + Moonlight can snowball quickly especially due to your wide coverage which can hit any of the Steels (further boosted by sun) Ray and the Latis with Ice Beam and Oger with T-bolt. However you lack immediate power and other weather setters threaten you by removing your M-Guard. Bulky spikes setter sets use boosted flamethrower to be effective against both removal and all other setters besides cloyster and Overqwil. Can also wish pass, and be physically offensive with BU, stab on body slam and Hyper Beam as well as Focus Punch for Blissey and Lax and MMash.
Checks/Counters: Bad stats mean that a lot of your counters are generally set/EV dependent. However, Snorlax specifically is a very consistent thorn in your side due to it's special bulk and high attack, as well as Immunity. CM sets have to choose between being stonewalled by one of Snorlax/Blissey, Lugia, or Ho-Oh depending on their coverage. Abomasnow and Kyogre can also both exploit you losing magic guard in order to force switches, although you can hit them with coverage, particularly Abomasnow due to sun synergy. Spikes sets loathe teams relying on Armaldo as their spinner, as they can threaten you with STAB Megahorn or Knock while you can struggle to threaten them in exchange.

:sv/Pecharunt:
Name: Pecharunt
Type: Poison/Ghost
Stats: 88/88/160/88/88/88
Ability: Harvest
Full Movepool: Astonish, Curse, Defense Curl, Destiny Bond, Endure, Fake Tears, Imprison, Mean Look, Memento, Night Shade, Poison Gas, Protect, Recover, Rest, Rollout, Shadow Ball, Sleep Talk, Sludge Bomb, Smog, Spite, Substitute, Toxic, Withdraw, Hidden Power, Bulk Up, Energy Ball, Solar Beam, Leech Seed, Giga Drain
Malignant Chain (100 BP Poison Move, 50% poison chance)
Role: Sun abuser/Spin Blocker which doesn't mind the presence of Ray or Ho-Oh due to malignant chain and good physical bulk. Unboosted Ray specifically is something you can take advantage of on bulky sets even with EQ to an extent, although you dislike Mega Ray removing Harvest if you decide to forgoe recover. HP Fire allows you to deal with the steel types which would wall you otherwise and can be a team's best Malignant switch, by doing high damage even with no investment. BU sets specifically enjoy this and less reliance on recover (although that is still more consistent) with Harvest. Niche sets can use harvest for Salac/Liechi sets which make up for you lacking reversal as compared to Hera by immunity to E-Speed and the ability to proc multiple times. CB sets could also see some use as Malignant + SB are difficult to switch in on.
Checks/Counters: While you are very difficult to switch in on, despite your titanic physical bulk the prevalence of EQ can make it difficult for you to come in on mons, although Forretress specifically gives you an in. Furthermore, Lax is the hardest of hard counters to you due to immunity and being ghost immune itself. Kyogre/Refresh mons in general can also use you as set-up fodder or in the case of the latis at least force you out due to your lacking special bulk which they can abuse. Shed Skin Armaldo can also be difficult for you to spin block as you dislike it's Knock and it can contend with your MC poisoning it due to likely having Rest. Furthermore, even your high physical bulk isn't overtly strong against opposing Groudon, but you can attain some mileage out of specifically poisoning SPDef Don. Sub/Salac don however uses you as major fodder regardless of set.
 
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chi-yu.gif.m.1754256314

Name: Chi-Yu
Type: Dark/Fire
Stats: 80 (+25) / 55 (-25) / 80 / 135 / 120 / 100
Ability: Levitate
Full Movepool: Crunch, Facade, Fire Blast, Flamethrower, Heat Wave, Light Screen, Memento, Overheat, Protect, Psychic, Reflect, Rest, Ruination, Sleep Talk, Substitute, Taunt, Confuse Ray, Ember, Endure, Fire Spin, Flame Wheel, Hyper Beam, Mean Look, Scary Face, Spite, Sunny Day, Swagger, Hidden Power, Doomsday Clock.
Notable added moves: Hidden Power and Doomsday Clock.
Notable removed moves: Will-O-Wisp
Signature move: Ruination. Type: Dark. Accuracy: 95. PP: 16. Does equal damage to 1/2 target's current HP.
Role: Sun Stall breaker. This is a Pokemon that is already in Ubers in current Generation, but made a little worse offensively and much better defensively. It doesn,t have Specs or Scarf anymore, the Beads of Ruins is also removed, Nasty Plot doesn,t exist either. In exchange, it has higher bulk and immunity to Ground, which also means immunity to Spikes.
While Chi-Yu doesn,t have anything besides Sun to deal a lot of damage, it doesn,t really need too. Ruination + Taunt means that all defensive walls that would wall Chi-Yu or status it, can,t do it nearly as well. Crunch + Fire STAB is enough to threaten everything not named Ho-oh, Kyogre and Tyranitar. With Spikes (to which Chi-yu itself is immune), our fried Fish is an excellent breaker.
Chi Yu can also be used as a Reflect + Light Screen setter, suiciding with Memento in order for some teammate to boost and sweep.
Checks/Counters:
Kyogre is obviously the best one. It removes Sun and threatens Chi Yu with a OHKO.
Similarly, Tyranitar resists both STABs and removes the Sun boosts. Neither Tyranitar, nor Kyogre like taking a Ruination, but both can switch more than once.
The rare and currently D rank Houndoom happens to be immune to Fire and resistant to Dark. However, it doesn,t damage Chi Yu too much.
Blissey loses to Taunt, but will get to use Seismic Toss at least twice to weaken the fish.
Snorlax has it better due to directly threatening Chi-Yu with its strong Normal STAB, while having Thick Fat to take Fire moves.
Aerodactyl is a faster Mon that switches once in every move and OHKOs Chi-Yu.
Rayquaza doesn,t like taking Crunches, but even univested, takes 49,5 max and 2HKOs with Extreme Speed.
Funnily enough, even being weak to Dark, its possible for Latias to have a spread that at the same time outspeeds Chi Yu and lives 2 Timid Crunches. With Calm Mind and Recover, Latias can ignore Taunt and 2HKO with +1 Dragon Claw. Latios has it harder, but can still come into non Crunch and use Calm Mind to beat Chi Yu as long as it doesn,t get crit. Soul Dew really is a fantastic item.

leafeon.gif.m.1754256314

Name: Leafeon.
Type: Grass.
Stats: 95 (+30) / 130 (+20) / 110 (-20) / 60 / 65 / 65 (-30)
Abilities: Leaf Guard and Chlorophyll
Custom ability: Leaf Guard: In Sun, at the end of each turn, all Status conditions are healed (Hydration clone, this ability should always have been Hydration clone instead of its current effect).
Full Movepool: Baton Pass, Body Slam, Curse, Detect, Energy Ball, Facade, Frustration, Giga Drain, Hidden Power, Iron Tail, Knock Off, Leaf Blade, Leech Seed, Reflect, Rest, Return, Roar, Shadow Ball, Sleep Talk, Substitute, Sword Dance, Synthesis, Toxic, Wish, Yawn, Aerial Ace, Attract, Bide, Bite, Bullet Seed, Charm, Covet, Dig, Double Kick, Double Team, Endure, Fake Tears, Flail, Flash, Focus Energy, Fury Cutter, Grass Whistle, Growl, Headbutt, Helping Hand, Hyper Beam, Magical Leaf, Mimic, Mud-Slap, Nature Power, Razor Leaf, Rock Smash, Sand Attack, Secret Power, Solar Beam, Strength, Sunny Day, Swagger, Swift, Tackle, Tail Whip, Take Down, Tickle, Sacred Sword. If I for some reason skipped some irrelevant move Eevee learned in Gen 3, pretend I didn,t.
Signature move: Sacred Sword. Type: Fight. Power: 90. Accuracy: 100. PP: 24. Ignores target's Stats changes.
Role: Leafeon is a physicall Chlorophyll sweeper that doesn,t use STAB moves. Instead, it uses 130 Attack and perfect Ghost + Fight (which ignores Snorlax's Curses btw) coverage, which at +2, threatens almost everything. Mons like Ho-oh, who would normally take Shadow Ball at +2, are dealt with Hyper Beam, which doesn,t recharge when KOing something. Leafeon can also use moves like Substitute or Synthesis in the last slot.
Boosting in this Tier is quite hard without being statused, so Leafeon has an alternate ability in Leaf Guard, which also allows to use Rest as long as Sun is there. However, with Leaf Guard, Leafeon will be outsped by almost the whole offensive meta. It does allow to use its support movepool of Wish, Knock Off and Roar.
Checks/Counters: Fast Kyogre variants switch in and OHKO with Ice Beam. They don,t like to take repeated Sacred Swords and Shadow Balls, but they still stop Leafeon at least once.
Same can be said about Rayquaza, who neutralizes Sun and use either Band HP Flying or special moves to kill Leafeon.
Fast Abomasnow variants also remove weather and kill Leafeon, but this one is weak to Scared Sword.
Groudon has titanic physical bulk and despite physical variants sometimes being set-up fodder for Leafeon, if it uses Overheat, Leafeon is gone.
You might have noticed Leafeon has reduced Speed now. This means its slower than Victreebel, who can use Hidden Power Fire or Sludge Bomb.
Steel types not weak to Sacred Sword, like Forretress, Skarmory, Metagross and Jirachi, are massive problems for Leafeon, they can use their STABs, status or some coverage (Fire Punch for example in the case of Jirachi) to deal big damage.
Armaldo too resists Normal and isn,t weak to Ghost or Fight, while having the Bug STAB and good physical bulk.
Some niche physical walls, like Weezing, can live any move at +2 and either kill or status back.
Finally, the Main problem Leafeon has is the pure Grass typing, which gives it 5 weaknesses. Setting up with them is not very easy and at +0 Leafeon doesn,t threaten much.

octillery.gif.m.1754256314

Name: Octillery
Type: Water/Bug
Stats: 95 (+20) / 45 (-60) / 95 (+20) / 105 / 95 (+20) / 45
Abilities: Suction Cups and Poison Heal.
New moves: Signal Beam, Energy Ball, Fish and Dip.
Signature move: Octazooka. Power: 65. Accuracy: 90. PP: 24. Power doubles in Sun instead of being halved.
Role: Bulky Water that abuses Sun and opposing Toxic. Octazooka now is a good move that deals a lot of damage, coming of Octillery's decent Special Attack. The octopus has great coverage and also learns Thunder Wave. With Octillery existing, Blissey and other defensive Mons can,t SPAM Toxic anymore, since Octillery will heal from it if it predicts right. With Grass types being improved, Octillery is not weak to the type anymore and also resists Ground. The price for that is being weak to Flying and Rock, while not resisting Fire, which in Sun might be problematic. Despite still being slow, Octillery now has a respectable bulk.
Checks and counters:
Even with Thunder Wave and Ice Beam, Refresh variants of the Latis win vs Octillery almost always.
If Rayquaza avoids the above 2 moves, with Band it can kill Octillery with HP Flying.
Same can be said about Ho-oh, though it has it much harder due to being weak to STAB Octazooka.
Blissey obviously walls Octillery, though it can,t use Toxic on it.
Kyogre is weak to Energy Ball and doesn,t like Thunder Wave, but removes Rain and uses Thunder.
Gyarados also doesn,t like Thunder Wave, but easily takes any move Octillery can throw and uses HP Flying.
Octillery has serious 4 slot syndrome. It can,t have Restalk, Octazooka, Fire Blast, Ice Beam, Energy Ball, Fish and Dip, Protect and Thunder Wave at the same time, so you can use that to your advantage.
 
Name: Zarude
Type: Grass/Dark
Stats: 105/120/105/70/95/105
Abilities: Leaf Guard
Moves: Energy Ball, Rock Slide, Focus Punch, Crunch, Superpower, Hidden Power, Shadow Ball
Role: status immune goober that has a sizable offensive profile to deal with stray paras. Capable of dealing with opposing groudon, hooh, and rayquaza, provided they are significantly chipped.
Checks/Counters: the special attack stat is very limiting
 
IMG_2620.jpeg


Name: Heatran
Type: Fire/Steel
Stats: 90/85/90/125/105/80 (575)
Abilities: Flash Fire
Full movepool: Ancient Power, Attract, Crunch, Dig, Double Team, Earthquake, Endure, Eruption, Explosion, Facade, Fire Blast, Fire Spin, Flamethrower, Frustration, Headbutt, Hidden Power, Hyper Beam, Iron Defense, Leer, Metal Sound, Mud-Slap, Overheat, Protect, Rest, Return, Roar, Rock Slide, Rock Smash, Rock Tomb, Scary Face, Secret Power, Sleep Talk, Snore, Solar Beam, Strength, Substitute, Sunny Day, Swagger, Taunt, Torment, Toxic, Uproar

Moveset tldr; This is basically the Gen 4 Heatran learnpool without Will-o-Wisp and moves found in later generations. I’m okay giving it Will-o-Wisp but feel like limited distribution of that move keeps things feeling more like Gen 3.

Possible update: I was thinking about giving it the move Steam Eruption. I know it’s Volcanion’s signature move and all but I felt like it would make sense for Heatran to also have it because he is basically a big volcano guy too afterall.

Role: Heatran favorably counters the top 5 coverages the Latis generally want to use (Ice/Electric/Dragon/Fire/Psychic). It can come in on a lot of Ho-Oh’s sets and has Slide/AP coverage for it. Follows up on CB Quaza. Its speed lets it at Timid Max outrun any Adamant Groudon. Don’t have the calcs but have to imagine its sun Boosted Fire Blast hits that pretty good. I dunno exactly how effective this would be, but maybe Tox/Taunting Blissey? There aren’t a ton of great phazers in Ubers and Heatran can do it. Not really sure how good it’d be at it though.

 
:rs/shiftry:
Name: Shiftry
Type: Grass/Dark
Stats: 90/110/60/100/60/80 (10 to both offenses)
Abilities: Chlorophyll / Solar Power
New Moves: Rock Slide, Heat Wave, Low Kick, Will-O-Wisp, Leaf Blade, Pursuit, Night Slash, Work Up, Sucker Punch
Role: Shiftry can act as a powerful mixed attacker now, utilising its solid coverage options in Rock Slide, Heat Wave and Low Kick to threaten a majority of the ubers metagame for solid damage. It also now has utility options such as Wisp and Pursuit, giving it more leeway in battles as it can cripple foes such as Kyogre and the Latis easier.
Checks/Counters: Still decently weak even though it has coverage options. Also really frail.

:ss/coalossal:
Name: Coalossal
Type: Fire/Rock
Stats: 110/90/120/90/80/30 (10 more attack and special attack, 10 less special defense)
Abilities: Flame Body / Rocky Eater
Ground- /Rock-type moves against this Pokemon deal damage with a halfed Atk stat
Full Movepool: Body Slam, Curse, Earthquake, Explosion, Facade, Flamethrower, Heat Wave, Iron Defense, Overheat, Protect, Rapid Spin, Reflect, Rest, Sleep Talk, Rock Blast, Rock Slide, Spikes, Substitute, Will-O-Wisp, Ancient Power, Attract, Block, Dig, Endure, Fire Spin, Hyper Beam, Mega Kick, Mega Punch, Mud Slap, Rock Tomb, Sandstorm, Self-Destruct, Smokescreen, Snore, Solar Beam, Sunny Day, Tackle, Tar Shot, Slack Off, Toxic, Hidden Power, Return, Frustration
Signature move:
Tar Shot. Power: 0 Accuracy: 95 PP: 16 Burns the target and lowers their special defense by 1 stage
Role: Coalossal acts as an offensive utility Pokemon, able to utilise its great offensive typing/movepool to get the opportunity to either get up Spikes or Rapid Spin. Its able to switch into a lot of strong attacks from the likes of Raquazza, Deoxys-A and Ho-oh, and then threaten them back with either Tar Shot or Rock Slide.
Checks/Counters: Despite its ability, it hates taking random Earthquakes from various attackers in the tier. Has to run in fear from Kyogre, as its still 4x weak to Water.

:sv/raging bolt:
Name: Raging Bolt
Type: Electric/Dragon
Stats: 125/73/76/127/74/65 (10 less in special attack and speed, 15 less in defense and special defense)
Abilities: Protosynthesis
When in Harsh Sunlight, the highest non-Speed non-HP stat is increased by 1.2
Full Movepool: Ancient Power, Body Slam, Calm Mind, Crunch, Double-Edge, Dragon Claw, Dragon Tail, Earthquake, Facade, Outrage, Protect, Rest, Roar, Sleep Talk, Substitute, Taunt, Thunder, Thunderbolt, Thunderclap, Thunder Wave, Weather Ball, Charge, Dragon Breath, Endure, Hyper Beam, Scary Face, Shock Wave, Solar Beam, Stomp, Sunny Day, Take Down, Twister, Zap Cannon, Toxic, Hidden Power, Return, Frustration
Signature move:
Thunderclap. Power: 70 Accuracy: 100 PP: 8 Usually goes first, fails if the opponent is not attacking.
Role: Raging Bolt stands out as a sun abuser that also benefits from Rain, as Kyogre wants nothing to do with this behemoth, and can potentially give it a stronger Electric STAB. Its also a potent boosting threat with CM making it turn into a snowballing machine.
Checks/Counters: Slow, and very weak to Ground-types, which while it does have Solar Beam for, it can't really do much if they outspeed it. The Lati twins can heavily chunk it if it hasn't gotten a Calm Mind boost.
 
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:rs/rapidash:
Name: Rapidash
Type: Fire / Normal
Stats:
90 / 115 / 70 / 80 / 80 / 115 (550 BST)
Abilities: Wildfire, Flash Fire
User's attacks can't miss in the sun.
New Moves: Megahorn, Jump Kick (Removing Hypnosis)
Role:
Fast physical sun user with deadly Fire attacks to ensure it doesn't get stopped by Steel types. Added Normal type to make it a good user of Double-Edge and Hyper Beam. Forces progress by threatening early KOs on Latis and other slower Pokemon. Could also make use of Fire Spin and Toxic
Checks/Counters: A lot of Rock types (and Dragapult) resist its STABs and aren't weak to Megahorn or Solarbeam. Aerodactyl isn't weak to Jump Kick and outspeeds, while Dragapult and Solrock require Hidden Power or Iron Tail. Needs to run a Speed-boosting nature to outspeed Modest Mewtwo. Healthy kaijus stop it, and rain makes it lose to some Steels.

:rs/victreebel:
Name: Victreebel
Type: Grass / Poison
Stats: 80 / 130 / 65 / 100 / 60 / 70 (505 BST)
Abilities: Chlorophyll
New Moves: Earthquake
Role:
Regular Victreebel except it needs less chip to get KOs and has a move to hit Rock and Poison types without sacrificing HP Fire.
Checks/Counters: Opposing weather, priority, the usual stuff
 
:SV/Great_Tusk:
Name: Great Tusk
Stats: 115/131/131/53/53/87
Abilities: Protosynthesis
When in Harsh Sunlight, the highest non-Speed non-HP stat is increased by 1.2
Moves: Body Slam, Brick Break, Bulk Up, Defense Curl, Dig, Double-Edge, Earthquake, Endeavor, Endure, Facade, Flash, Hidden Power, Horn Attack, Hyper Beam, Megahorn, Mud Shot, Mud Slap, Protect, Psychic, Pursuit, Rapid Spin, Rest, Reversal, Roar, Rock Slide, Rock Tomb, Rollout, Sandstorm, Scary Face, Sleep Talk, Substitute, Sunny Day, Take Down, Taunt, Toxic
Role: Nearly every submission for Sun has been Special oriented, mixed, or a physically attacking Grass. Great Tusk is a fully physical sun abuser that can slot anywhere from Offense to Stall thanks to its flexible stats and Protosynthesis. It would be primarily a physical attacker or tank with Rapid Spin utility or a niche set up attacker with something like Sub Bulk Up.
Checks/Counters: Grand Ivory is missing tools that would dispatch Flying-types such as Ice Spinner and Knock Off, instead relying on Protosynthesis boosted Rock Slide or Toxic for non-Ho-Oh fliers. Its iconically dogshit SpDef is also still present, meaning many mixed options and supereffective Hidden Powers targeting it would be seriously threatening. The many many grasses in this slate would also provide solid checks to Great Tusk.
 
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