Pokémon Champions - releasing April 8, 2026

A few more Mega-Scovillain’s interaction in 6v6 singles, because I’m having fun.

OHKO gang (still getting burned)
Mons that can OHKO Mega-Scovillain without the help of rocks. Still get burned.

:Tyranitar:(Offensive)
252+ Atk Choice Band Tyranitar Stone Edge vs. 252 HP / 252+ Def Scovillain-Mega: 440-518 (131.7 - 155%) -- guaranteed OHKO
That’s probably the most damage M-Scovillain will ever take on the physical side without setup. Even after burn it’s extremely dangerous (to M-Scov, at least).
252+ Atk Choice Band Tyranitar Knock Off vs. 252 HP / 252+ Def Scovillain-Mega: 144-169 (43.1 - 50.5%) -- 95.3% chance to 2HKO after sandstorm damage
252+ Atk Choice Band Tyranitar Ice Punch vs. 252 HP / 252+ Def Scovillain-Mega: 110-130 (32.9 - 38.9%) -- guaranteed 3HKO after sandstorm damage
However like any other mon, you can come in on its other moves to screw it. However you can’t stay, burned Stone Edge is still too strong.
4 SpA Scovillain-Mega Giga Drain vs. 0 HP / 4 SpD Tyranitar in Sand: 144-170 (42.2 - 49.8%) -- guaranteed 3HKO (21.5 - 25.4% recovered)
Despite its really good special bulk, TTar still doesn’t like getting catch a stray Giga Drain or Super Fang on switch in.
:Zapdos-galar:
252 Atk Zapdos-Galar Brave Bird vs. 252 HP / 252+ Def Scovillain-Mega: 306-362 (91.6 - 108.3%) -- 50% chance to OHKO
252 Atk Zapdos-Galar Close Combat vs. 252 HP / 252+ Def Scovillain-Mega: 153-181 (45.8 - 54.1%) -- 52.3% chance to 2HKO
(Don’t mention U-turn or Knock, else it will start crying.)
:Okidogi:
252+ Atk Okidogi Gunk Shot vs. 252 HP / 252+ Def Scovillain-Mega: 342-404 (102.3 - 120.9%) -- guaranteed OHKO
The dog is doing something ! Even if that thing is getting burned…
:Hoopa-Unbound::Choice-Band:
252 Atk Choice Band Hoopa-Unbound Gunk Shot vs. 252 HP / 252+ Def Scovillain-Mega: 366-432 (109.5 - 129.3%) -- guaranteed OHKO
It’s not even STAB ! That’s a first. Still getting burned.
252 Atk Choice Band Hoopa-Unbound Hyperspace Fury vs. 252 HP / 252+ Def Scovillain-Mega: 229-270 (68.5 - 80.8%) -- guaranteed 2HKO
252 Atk Choice Band Hoopa-Unbound Zen Headbutt vs. 252 HP / 252+ Def Scovillain-Mega: 184-217 (55 - 64.9%) -- guaranteed 2HKO
Overall a pretty dangerous mon. Decent bulk too.
4 SpA Scovillain-Mega Giga Drain vs. 0 HP / 4 SpD Hoopa-Unbound: 85-102 (28.2 - 33.8%) -- 0.5% chance to 3HKO (12.8 - 15.2% recovered)
4 SpA Scovillain-Mega Overheat vs. 0 HP / 4 SpD Hoopa-Unbound: 148-175 (49.1 - 58.1%) -- 97.7% chance to 2HKO

Offensive

:Iron-Boulder:
252 Atk Iron Boulder Mighty Cleave vs. 252 HP / 252+ Def Scovillain-Mega: 236-278 (70.6 - 83.2%) -- guaranteed 2HKO
For a 95 BP super-effective STAB, it is surprisingly… underwhelming? 75+% is still a good tier, but you’d expect a OHKO coming from that alignment of circumstances. You can always run Band I guess.
+2 252 Atk Quark Drive Iron Boulder Mighty Cleave vs. 252 HP / 252+ Def Scovillain-Mega: 612-720 (183.2 - 215.5%) -- guaranteed OHKO
+2 252 Atk Quark Drive Iron Boulder Earthquake vs. 252 HP / 252+ Def Scovillain-Mega: 214-252 (64 - 75.4%) -- guaranteed 2HKO
+2 252 Atk Quark Drive Iron Boulder Close Combat vs. 252 HP / 252+ Def Scovillain-Mega: 257-303 (76.9 - 90.7%) -- guaranteed 2HKO
For how threatening it is, it still can’t easily switch in on M-Scov.
4 SpA Scovillain-Mega Giga Drain vs. 0 HP / 4 SpD Iron Boulder: 200-236 (62.3 - 73.5%) -- guaranteed 2HKO (29.9 - 35.3% recovered)
:Buzzwole:
252+ Atk Buzzwole Close Combat vs. 252 HP / 252+ Def Scovillain-Mega: 181-214 (54.1 - 64%) -- guaranteed 2HKO
252+ Atk Buzzwole Poison Jab vs. 252 HP / 252+ Def Scovillain-Mega: 162-192 (48.5 - 57.4%) -- 94.1% chance to 2HKO
+1 252+ Atk Buzzwole Close Combat vs. 252 HP / 252+ Def Scovillain-Mega: 271-321 (81.1 - 96.1%) -- guaranteed 2HKO
+1 252+ Atk Buzzwole Poison Jab vs. 252 HP / 252+ Def Scovillain-Mega: 242-286 (72.4 - 85.6%) -- guaranteed 2HKO
Without a Bulk Up or Band, it is pretty easy to come in, and you know how thing goes.
4 SpA Scovillain-Mega Overheat vs. 68 HP / 0 SpD Buzzwole: 614-726 (165 - 195.1%) -- guaranteed OHKO
:Pheromosa:
252 Atk Choice Band Pheromosa Close Combat vs. 252 HP / 252+ Def Scovillain-Mega: 246-289 (73.6 - 86.5%) -- guaranteed 2HKO
252 Atk Choice Band Pheromosa U-turn vs. 252 HP / 252+ Def Scovillain-Mega: 144-169 (43.1 - 50.5%) -- 2% chance to 2HKO
Focus sash sets are even less threathening and will lose the sash to burn (or die).
:Scizor:
252+ Atk Choice Band Scizor U-turn vs. 252 HP / 252+ Def Scovillain-Mega: 151-178 (45.2 - 53.2%) -- 34.4% chance to 2HKO
252+ Atk Choice Band Scizor Close Combat vs. 252 HP / 252+ Def Scovillain-Mega: 172-203 (51.4 - 60.7%) -- guaranteed 2HKO
+2 252+ Atk Life Orb Scizor Close Combat vs. 252 HP / 252+ Def Scovillain-Mega: 299-352 (89.5 - 105.3%) -- 37.5% chance to OHKO
+2 252+ Atk Life Orb Technician Scizor Bullet Punch vs. 252 HP / 252+ Def Scovillain-Mega: 112-133 (33.5 - 39.8%) -- guaranteed 3HKO
+2 252+ Atk Life Orb Scizor Knock Off vs. 252 HP / 252+ Def Scovillain-Mega: 161-191 (48.2 - 57.1%) -- 91.8% chance to 2HKO
+2 CC is the only thing that can meaningfully threaten M-Scov.
Any, Overheat.
:Melmetal:
252+ Atk Choice Band Melmetal Superpower vs. 252 HP / 252+ Def Scovillain-Mega: 185-218 (55.3 - 65.2%) -- guaranteed 2HKO
252+ Atk Choice Band Iron Fist Melmetal Ice Punch vs. 252 HP / 252+ Def Scovillain-Mega: 139-164 (41.6 - 49.1%) -- guaranteed 3HKO
Double Iron Bash ~37.1-44%
DIB is more threatening than it look with the flinch chance, too bad Melmetal drop to a warm breeze.
4 SpA Scovillain-Mega Overheat vs. 56 HP / 188 SpD Melmetal: 410-486 (96.4 - 114.3%) -- 81.3% chance to OHKO (guaranteed OHKO after burn damage)
:Iron-hands:
252+ Atk Quark Drive Iron Hands Drain Punch vs. 252 HP / 252+ Def Scovillain-Mega: 148-175 (44.3 - 52.3%) -- 19.1% chance to 2HKO
+2 252+ Atk Quark Drive Iron Hands Drain Punch vs. 252 HP / 252+ Def Scovillain-Mega: 297-349 (88.9 - 104.4%) -- 31.3% chance to OHKO
+2 252+ Atk Quark Drive Iron Hands Ice Punch vs. 252 HP / 252+ Def Scovillain-Mega: 198-233 (59.2 - 69.7%) -- guaranteed 2HKO
+2 252+ Atk Quark Drive Iron Hands Thunder Punch vs. 252 HP / 252+ Def Scovillain-Mega: 148-174 (44.3 - 52%) -- 17.6% chance to 2HKO
Unboosted it isn’t a very threatening mon, and even after a SD there’s a few okay entry point. However it is a bit sturdy on the defensive side.
4 SpA Scovillain-Mega Giga Drain vs. 0 HP / 172 SpD Iron Hands: 118-139 (26.2 - 30.9%) -- guaranteed 4HKO (17.6 - 20.9% recovered)
4 SpA Scovillain-Mega Overheat vs. 0 HP / 172 SpD Iron Hands: 204-240 (45.4 - 53.4%) -- 35.5% chance to 2HKO
Super Fang + Overheat might kill from full (43.8% chance, accuracy not accounted for).
:Meowscarada:
Triple Axel ~18.3-21.9%
252 Atk Choice Band Meowscarada Knock Off vs. 252 HP / 252+ Def Scovillain-Mega: 114-135 (34.1 - 40.4%) -- guaranteed 3HKO
252 Atk Choice Band Protean Meowscarada U-turn vs. 252 HP / 252+ Def Scovillain-Mega: 123-145 (36.8 - 43.4%) -- guaranteed 3HKO
252 Atk Choice Band Protean Meowscarada Aerial Ace vs. 252 HP / 252+ Def Scovillain-Mega: 210-248 (62.8 - 74.2%) -- guaranteed 2HKO
You know we’re getting desperate when we pull out Aerial Ace. It’s not exactly a hit-taker either.
Bulk (super-effective):
4 SpA Scovillain-Mega Giga Drain vs. 0 HP / 0 SpD Meowscarada: 288-342 (98.2 - 116.7%) -- 93.8% chance to OHKO (guaranteed OHKO after burn damage) (43.1 - 44% recovered)
4 SpA Scovillain-Mega Overheat vs. 0 HP / 0 SpD Meowscarada: 498-588 (169.9 - 200.6%) -- guaranteed OHKO
Bulk (neutral) :
4 SpA Scovillain-Mega Giga Drain vs. 0 HP / 0 SpD Meowscarada: 144-171 (49.1 - 58.3%) -- guaranteed 2HKO after burn damage (21.5 - 25.7% recovered)
4 SpA Scovillain-Mega Overheat vs. 0 HP / 0 SpD Meowscarada: 249-294 (84.9 - 100.3%) -- 6.3% chance to OHKO (43.8% chance to OHKO after burn damage)
Bulk (resisted) :
4 SpA Scovillain-Mega Giga Drain vs. 0 HP / 0 SpD Meowscarada: 72-85 (24.5 - 29%) -- 32.8% chance to 3HKO after burn damage (10.7 - 12.8% recovered)
4 SpA Scovillain-Mega Overheat vs. 0 HP / 0 SpD Meowscarada: 124-147 (42.3 - 50.1%) -- 91.8% chance to 2HKO after burn damage
:Kyurem:DD
Icicle Spear (4 hits) ~24.3%-30%
+1 Icicle Spear (4 hits) ~37.7-44.9%
Same calcs for Scale Shot
252 Atk Kyurem Stone Edge vs. 252 HP / 252+ Def Scovillain-Mega: 176-208 (52.6 - 62.2%) -- guaranteed 2HKO
+1 252 Atk Kyurem Stone Edge vs. 252 HP / 252+ Def Scovillain-Mega: 262-310 (78.4 - 92.8%) -- guaranteed 2HKO
Can be decently threatening after a DD.
Anyway, Super Fang + Overheat kills it.
4 SpA Scovillain-Mega Overheat vs. 0 HP / 0 SpD Kyurem: 204-240 (52.1 - 61.3%) -- guaranteed 2HKO after burn damage

Hazard setters (and their other sets)
You know, for a mon that hates hazards, Mega-Scovillain sure is decent at threatening hazard setters.

:Garchomp:
252 Atk Garchomp Earthquake vs. 252 HP / 252+ Def Scovillain-Mega: 132-156 (39.5 - 46.7%) -- guaranteed 3HKO
+2 252 Atk Garchomp Earthquake vs. 252 HP / 252+ Def Scovillain-Mega: 262-309 (78.4 - 92.5%) -- guaranteed 2HKO
Garchomp is decently threatening with SD, which also mean it isn’t without.
If it doesn’t have SD, Giga Drain will eat it alive.
4 SpA Scovillain-Mega Giga Drain vs. 0 HP / 4 SpD Garchomp: 123-145 (34.4 - 40.6%) -- guaranteed 3HKO after burn damage (18.5 - 21.8% recovered)
4 SpA Scovillain-Mega Giga Drain vs. 252 HP / 0 SpD Garchomp: 123-145 (29.2 - 34.5%) -- guaranteed 3HKO after burn damage (18.5 - 21.8% recovered)
:Samurott-Hisui:
252 Atk Sharpness Samurott-Hisui Ceaseless Edge vs. 252 HP / 252+ Def Scovillain-Mega: 112-133 (33.5 - 39.8%) -- guaranteed 3HKO
252 Atk Sharpness Samurott-Hisui Razor Shell vs. 252 HP / 252+ Def Scovillain-Mega: 129-153 (38.6 - 45.8%) -- guaranteed 3HKO
Oh no! Anyway –
4 SpA Scovillain-Mega Giga Drain vs. 0 HP / 0 SpD Samurott-Hisui: 306-360 (95.3 - 112.1%) -- 68.8% chance to OHKO (guaranteed OHKO after burn damage) (45.8 - 48.2% recovered)
4 SpA Scovillain-Mega Giga Drain vs. 248 HP / 124 SpD Assault Vest Samurott-Hisui: 170-204 (44.3 - 53.2%) -- guaranteed 2HKO after burn damage (25.4 - 30.5% recovered)
:Iron-treads:
252 Atk Iron Treads Earthquake vs. 252 HP / 252+ Def Scovillain-Mega: 118-139 (35.3 - 41.6%) -- guaranteed 3HKO
4 SpA Scovillain-Mega Overheat vs. 0 HP / 4 SpD Iron Treads: 494-584 (153.8 - 181.9%) -- guaranteed OHKO
The hazard leads must perish.
:Excadrill:
252+ Atk Excadrill Earthquake vs. 252 HP / 252+ Def Scovillain-Mega: 148-175 (44.3 - 52.3%) -- 19.1% chance to 2HKO
252+ Atk Excadrill Rock Slide vs. 252 HP / 252+ Def Scovillain-Mega: 148-176 (44.3 - 52.6%) -- 23% chance to 2HKO
+2 252+ Atk Excadrill Earthquake vs. 252 HP / 252+ Def Scovillain-Mega: 295-348 (88.3 - 104.1%) -- 25% chance to OHKO
+2 252+ Atk Excadrill Rock Slide vs. 252 HP / 252+ Def Scovillain-Mega: 294-348 (88 - 104.1%) -- 31.3% chance to OHKO
With a +2 it is really dangerous, without it is pretty mid.
4 SpA Scovillain-Mega Giga Drain vs. 0 HP / 0 SpD Excadrill: 153-180 (42.3 - 49.8%) -- 88.3% chance to 2HKO after burn damage (23 - 26.9% recovered)
4 SpA Scovillain-Mega Overheat vs. 0 HP / 0 SpD Excadrill: 524-620 (145.1 - 171.7%) -- guaranteed OHKO
Get beat LMAO.
:Skarmory:
252+ Def Skarmory Body Press vs. 252 HP / 252+ Def Scovillain-Mega: 81-96 (24.2 - 28.7%) -- 98.9% chance to 4HKO
+2 252+ Def Skarmory Body Press vs. 252 HP / 252+ Def Scovillain-Mega: 162-191 (48.5 - 57.1%) -- 92.6% chance to 2HKO
Yeah, that’s not doing anything.
252 Atk Skarmory Brave Bird vs. 252 HP / 252+ Def Scovillain-Mega: 228-270 (68.2 - 80.8%) -- guaranteed 2HKO
Pretty threatening, but not exactly a common way to run Skarm.
4 SpA Scovillain-Mega Overheat vs. 252 HP / 0 SpD Skarmory: 498-588 (149.1 - 176%) -- guaranteed OHKO
Any question ?

Circus
This is where I put the really funny stuff (that doesn’t fit elsewhere anyway).

:Rillaboom:
There’s no calc needed. That thing is a joke. It’s not just that it can’t do anything, but it is straight up helping M-Scov through grassy terrain. It will heal it passively, make it easier to switch on some ground moves like EQ, will boost its Giga Drain, wax its shoes, make its bed, bring his kids to and back from school, and cook him dinner. Overheat erases the monkey and even Giga Drain keep it in check. That isn’t just fodder, that’s a full course meal.
:Xurkitree:
252 SpA Xurkitree Thunderbolt vs. 252 HP / 0 SpD Scovillain-Mega: 105-123 (31.4 - 36.8%) -- 77.1% chance to 3HKO
252 SpA Xurkitree Dazzling Gleam vs. 252 HP / 0 SpD Scovillain-Mega: 62-73 (18.5 - 21.8%) -- possible 5HKO
+3 252 SpA Xurkitree Dazzling Gleam vs. 252 HP / 0 SpD Scovillain-Mega: 154-182 (46.1 - 54.4%) -- 58.2% chance to 2HKO
+3 252 SpA Xurkitree Thunderbolt vs. 252 HP / 0 SpD Scovillain-Mega: 261-307 (78.1 - 91.9%) -- guaranteed 2HKO
This a goddamn 173 base SpA mon for Arceus’ sake !
Type advantage really is magic. And it’s not like M-Scov can’t do anything.
4 SpA Scovillain-Mega Giga Drain vs. 0 HP / 4 SpD Xurkitree: 142-168 (46.2 - 54.7%) -- guaranteed 2HKO after burn damage (21.2 - 25.1% recovered)
4 SpA Scovillain-Mega Overheat vs. 0 HP / 4 SpD Xurkitree: 244-288 (79.4 - 93.8%) -- 6.3% chance to OHKO after burn damage
 
:sv/Scovillain:
Scovillain @ Scovillainite
Ability: Insomnia
Tera Type: Grass
EVs: 252 HP / 252 Def / 4 SpD
Impish/Bold Nature
- Rest
- Sleep Talk
- Stomping Tantrum/Giga Drain
- Leech Seed
This I kind of imagine would be the best Scovillain set in Singles given its current movepool lacking Synthesis or Roar. But honestly it does get the job done.
Mega Scovillain’s main appeal is how easily it spreads Burns and how scary it is for physical attackers to use an attack. You just chuck Scovillain at several different physical threats, and burn them for getting hit. With that burn, Scovillain can survive 2 hits from any attack that normally deals 66% or less, or after Stealth Rock anything that deals less than 50%.
Rest helps deal with that as frankly its Scovillain’s current best option for recovery. You recover to full, remove status, but you’re asleep for a few turns.
Thankfully Scovillain at least has Sleep Talk. Letting Scovillain use moves even while sleep so its not as passive.
Stomping Tantrum actually fits well here. The best application being a means to beat Fire types, as otherwise they are burn immune. Additionally, the condition where it doubles in power is more frequent due to Rest Talk. If Sleep Talk calls Rest, Stomping Tantrum will double in power and hit effectively like you used 2 Stomping Tantrums. Sleep Talk calls Leech Seed on a Pokemon that is immune or already seeded, it doubles in power. And if you just don’t call Sleep Talk, you can force Stomping Tantrum double in power since technically the move still failed.
Giga Drain is also another option as it provides more healing and works off your STAB.

And frankly, we should hope that Scovillain doesn’t get Synthesis in Champions. It’d become an absolute terror to fight against if Hackmons Cramorant taught us anything.
 
i didnt hear about what "the hoenn special" was for a long time and i didnt get it because it literally is just good design to not min max stats lmao like from my perspective they just got worse at balancing stat spreads like every generation since
 
i didnt hear about what "the hoenn special" was for a long time and i didnt get it because it literally is just good design to not min max stats lmao like from my perspective they just got worse at balancing stat spreads like every generation since
I mean tell me with a straight face that something like Crawdaunt's stat spread was acceptable even in the context of Gen 3. Reminder that there is no Aqua Jet, buffed Knock Off, Trick Room, Adaptability or Physical/Special split yet.

What is a Pokémon with 63/85/55 bulk and 55 Speed supposed to accomplish casually.
 
I still to this day wonder why ya'll so obsessed with this very specific shitmon when the early usage data on the temporary ladder already shown that it's going to have no use in any remotely serious contest because, unsurprisingly, using a shitmon only for the possibility to burn something isn't worth it.

No, like, really, why are you, in all seriousness, considering using this over Mega Charizard, Gengar, Metagross, Gardevoir, Tyranitar, Salamence and like a dozen other mons that will just click and delete everything and usually not care for the burn either. Why do ya'll love Scovillain so much. Please tell me. I want to understand. Not even Malamar had this many people obsessed over him, and Malamar had a entire campaign about hyping it up.
 
I still to this day wonder why ya'll so obsessed with this very specific shitmon when the early usage data on the temporary ladder already shown that it's going to have no use in any remotely serious contest because, unsurprisingly, using a shitmon only for the possibility to burn something isn't worth it.

No, like, really, why are you, in all seriousness, considering using this over Mega Charizard, Gengar, Metagross, Gardevoir, Tyranitar, Salamence and like a dozen other mons that will just click and delete everything and usually not care for the burn either. Why do ya'll love Scovillain so much. Please tell me. I want to understand. Not even Malamar had this many people obsessed over him, and Malamar had a entire campaign about hyping it up.
Brother have you seen what people go through to keep beedrill in natdex UU?

Some megas just give a high the "lets just kangaskhan every VGC game" or "lets use metagross before they take it from us" can't.

Unless its audino almost every mega will have a team built around it at some point to try and make it work in higher tiers.
 
I still to this day wonder why ya'll so obsessed with this very specific shitmon when the early usage data on the temporary ladder already shown that it's going to have no use in any remotely serious contest because, unsurprisingly, using a shitmon only for the possibility to burn something isn't worth it.

No, like, really, why are you, in all seriousness, considering using this over Mega Charizard, Gengar, Metagross, Gardevoir, Tyranitar, Salamence and like a dozen other mons that will just click and delete everything and usually not care for the burn either. Why do ya'll love Scovillain so much. Please tell me. I want to understand. Not even Malamar had this many people obsessed over him, and Malamar had a entire campaign about hyping it up.
Because Mega Scovillain is just one of the most interesting Pokemon to theory about right now. An ability with an amazing payoff but many surrounding elements holding it back. It’s the combination of the issues alongside the unique payoff that makes it so temping to think about.

I couldn’t resist playing 50 games with Scovillain on the VGC ladder because the tradeoffs are so exciting to see in action and building around its strengths feels so satisfying.
 
I still to this day wonder why ya'll so obsessed with this very specific shitmon when the early usage data on the temporary ladder already shown that it's going to have no use in any remotely serious contest because, unsurprisingly, using a shitmon only for the possibility to burn something isn't worth it.

No, like, really, why are you, in all seriousness, considering using this over Mega Charizard, Gengar, Metagross, Gardevoir, Tyranitar, Salamence and like a dozen other mons that will just click and delete everything and usually not care for the burn either. Why do ya'll love Scovillain so much. Please tell me. I want to understand. Not even Malamar had this many people obsessed over him, and Malamar had a entire campaign about hyping it up.
People love underdog stories. Scovillain went from sfma shitmon, to sfma mega Contrary in ZAOU, to something that can definitely cook now.
Mega Scovillain is gonna be a Pokemon like Quagsire where it won’t fit on a lot of teams and get low usage, but fits really nicely on Stall teams.
 
i didnt hear about what "the hoenn special" was for a long time and i didnt get it because it literally is just good design to not min max stats lmao like from my perspective they just got worse at balancing stat spreads like every generation since
I do think stat distributions in that vein should exist every gen for stat diversity sake, but there are ways to compensate for it. Gen 8 did it with Grimmsnarl, whose middling bulk is assisted by the fact the dude’s clicking quick Screens or Parting Shot all the time.
 
I mean tell me with a straight face that something like Crawdaunt's stat spread was acceptable even in the context of Gen 3. Reminder that there is no Aqua Jet, buffed Knock Off, Trick Room, Adaptability or Physical/Special split yet.

What is a Pokémon with 63/85/55 bulk and 55 Speed supposed to accomplish casually.
sure but most hoenn mons have just moderate and fine stats across the board
 
sure but most hoenn mons have just moderate and fine stats across the board
Honestly whenever I saw it in relation to Scovillain, I assumed the "hoenn special" is less middling or middle of the road stats and more "we made a bunch of mixed attackers, who are not great at mixed attacking"

Which feels like a very distinct category ie: no one refers to Breloom (one notably higher attacking stat, middling everything else) or Hariyama (one notably higher attacking stat, one notably higher other stat, mid-to-bad everything else) as the "Hoenn Special" they're probably talking about Crawdaunt or Exploud.
 
hoenn has i think the most pokemon in need of a new evolution or mega than any other region, which is ironic considering they got a remake with a bunch of megas focused on the region.

I can think of a few for gen 5 or gen 7 but hoenn is like...
- 2 shit butterfly mons EDIT: 3 if you want to add masquerain... ninjask is fine genuinely.
- swellow
- delcatty
- solrock & lunatone
- claydol which really did not hold up
- shedinja (rip being a physical attacker btw)
- basically every water mon with sharpedo being the only exception since it already got a mega
- two kinda forgettable fossils (what the fuck was their problem with anorith? shrimp pokemon but weak to water then given swift swim, it was like they were trying to be poetic in how it went extinct.)
- a sloth with a meme ability
- nosepass who did get an evolution the following gen
- chimecho who got... a baby form the following gen until recently in a DLC.
- castform, kecleon, spinda as quirky gimmick normals (basically dunsparce but with less jokes)
- tropius is the biggest missed opportunity for a grass/dragon.
- serviper and zangoose i will admit is one of the cooler rivals but them being single stage just adds to the list of single stages...
- mawile and sableye both got megas that could've been actual evolutions for them.
- roselia flat out should've just been released in gen 4 lol
- not 1 but two shitty pikachu clones.
- swallot and grumpig.

I know we collectively get depressed for flygon and milotic but like... they're functional at least lol. Hoenn had so many filler mons that were maybe cool in design but did nothing.
 
i think yall are seeing it as "is this good in comp" when genuinely i dont think they should balance around that at all, these are singleplayer rpgs first

something like solrock is not gonna be competitively viable but its stats, type and movepool means you can kinda craft it and throw random shit on it and it'll probably do well in singleplayer, it has some niches due to levitate, and it works as interesting stuff for enemy trainers

like is claydol "doesnt hold up" / "bad designed stats / etc" or is it just a solid monster with solid stats solid type solid ability that has had niches in comp that has fallen off in a time where every mon has 140 attack 110 speed 50 spatk looking at you fuckass baxcalibur ass stat spreads

its those that are the problem, not pokemon designed to be fairly flexible. part of why i love middling stat spread balance is mons are able to use more techs, which is fun! nowadays the mons are designed for comp and they basically give you the entire goddamn toolkit for free and optimized

meowscarada line iirc gets both knock off and uturn by level up like what the fuck are they even doing anymore ngl

my biggest hope for winds/waves is that because they arent tied to vgc they go back to gen 4 and earlier style mon balancing tbh, and especially pacing of catching please stop giving us pseudos for free and giving level 60 tyranitars just in the world for free takes 2 mins to catch

slowww down, part of the point is tyranitars are supposed to be hard asf to train while solrocks you just catch and its great when you get it and then it gets worse in the late game but is still usable

i feel like leaning into comp has in a lot of ways made pokemon less interesting as an actual rpg honestly
 
my biggest hope for winds/waves is that because they arent tied to vgc they go back to gen 4 and earlier style mon balancing tbh, and especially pacing of catching please stop giving us pseudos for free and giving level 60 tyranitars just in the world for free takes 2 mins to catch
I would expect this to stay.

The entire reason for Champions to be grindy (and apparently, moderately p2w as far as getting mons on it is) is because they want you to still buy the games in order to access the Pokemon and train them with ease over having to grind and spend VPs.

...this purpose is kinda defeated if they go back to the RPG-styled rarity and catch difficulty of the old games.

I am quite sure that at very least the "free high level mons" from whatever the new multiplayer raid gimmick will be are going to stay. Including pseudos.
 
i think yall are seeing it as "is this good in comp" when genuinely i dont think they should balance around that at all, these are singleplayer rpgs first

something like solrock is not gonna be competitively viable but its stats, type and movepool means you can kinda craft it and throw random shit on it and it'll probably do well in singleplayer, it has some niches due to levitate, and it works as interesting stuff for enemy trainers

like is claydol "doesnt hold up" / "bad designed stats / etc" or is it just a solid monster with solid stats solid type solid ability that has had niches in comp that has fallen off in a time where every mon has 140 attack 110 speed 50 spatk looking at you fuckass baxcalibur ass stat spreads

its those that are the problem, not pokemon designed to be fairly flexible. part of why i love middling stat spread balance is mons are able to use more techs, which is fun! nowadays the mons are designed for comp and they basically give you the entire goddamn toolkit for free and optimized

meowscarada line iirc gets both knock off and uturn by level up like what the fuck are they even doing anymore ngl

my biggest hope for winds/waves is that because they arent tied to vgc they go back to gen 4 and earlier style mon balancing tbh, and especially pacing of catching please stop giving us pseudos for free and giving level 60 tyranitars just in the world for free takes 2 mins to catch

slowww down, part of the point is tyranitars are supposed to be hard asf to train while solrocks you just catch and its great when you get it and then it gets worse in the late game but is still usable

i feel like leaning into comp has in a lot of ways made pokemon less interesting as an actual rpg honestly
Some of the modern trends are feelsbad, even for restricted legendaries. Like pre-gen-8, boxart-calibre legendaries almost always had speed stats < 100 (exceptions of Mewtwo and Lugia, as well as Palkia at the edge at 100), and having pretty mixed offenses was the norm. That fell off with Zacian/Zamazenta, Caly Ice/Shadow, and Miraidon/Koraidon.
 
If we're looking at in-game stuff it's not like there aren't still mid-but-usable-ingame Pokemon.

Oinkologne has some okay bulk and an attack stat. Maushold is speed attached to some mid stats. Dachsbun has a funny ability and high def to go with that ability, with the other stats being just okay. Spidops....exists. Wiglett arguably worse than Diglett. And so on. Even as far as starters go, meow might have all the funny goodies to go with a big attack stat and speed stat but then you've got Quaquaval who is attack and okay everything else. Not to mention that because of how packed routes are plenty of older mid Pokemon still litter the entire region.

I'd like to keep the expanded move pools. I certainly wasn't using 120% of my brain getting older games' Pokemon out of bad situations, I was mostly just going "it'd be nice if you learned something" as I clicked the one move that worked or not caring because the games are generally pretty breezy unless you're using heinous Pokemon.
Anyway we literally have multiple games now, completely untethered from VGC or even a ranked mode so you can see even when moves get culled they still want Pokemon to have a strong selection and availability so...don't think THAT genie is going back in the lamp
 
I would expect this to stay.

The entire reason for Champions to be grindy (and apparently, moderately p2w as far as getting mons on it is) is because they want you to still buy the games in order to access the Pokemon and train them with ease over having to grind and spend VPs.

...this purpose is kinda defeated if they go back to the RPG-styled rarity and catch difficulty of the old games.

I am quite sure that at very least the "free high level mons" from whatever the new multiplayer raid gimmick will be are going to stay. Including pseudos.
it looks like no one really agrees with me but really i just think that a game like sv doesnt even feel like an rpg anymore

no, pokemon games were never hard, but time and tedium is still a thing and adds flavor to the world and i feel its being smoothened out

i didnt pay full attention to xd sometimes but i still felt it was more rewarding to make an in-game team for xd than any modern pokemon game because i had to struggle to get the goddamn trapinch alright? xd is also easy (i am not 12) but i felt rewarded enough for spending the extra time to get a lategame nuclear bomb, which took dedicated time and effort

it feels like modern pokemon is trying to be as smooth and as possible with mmo-like elements and idk i just dont think its an interesting rpg

and while ive defended sv and said i want open world pokemon, if its just going to be sv type pacing i dont actually want it. i want a slow burn pokemon game rpg where training a team feels satisfying because you actually had to put effort in, and put in effort to catch things and train them

i talked about it in the second starters thread about how the ralts line was modeled after magikarp in a lot of ways, a lot of mons were modeled around how long it takes to train them but since training takes no effort none of that matters

so ralts line original balancing has been smoothened over by it getting more moves by level up and being online basically as soon as you catch it
 
something like solrock is not gonna be competitively viable but its stats, type and movepool means you can kinda craft it and throw random shit on it and it'll probably do well in singleplayer, it has some niches due to levitate, and it works as interesting stuff for enemy trainers
I mean if you consider "spends most of its usable game time spamming Rock Throw/Rock Tomb and nothing else" then I guess Solrock does well. Its really cool movepool is wasted on a Special Attack stat of 55.

like is claydol "doesnt hold up" / "bad designed stats / etc" or is it just a solid monster with solid stats solid type solid ability that has had niches in comp that has fallen off in a time where every mon has 140 attack 110 speed 50 spatk looking at you fuckass baxcalibur ass stat spreads
Claydol probably sucks more in the context of singleplayer. 70/70/70 offenses that you only get at level 36 are bad even by Gen 3 standards – it's basically forced to Calm Mind every fight to do passable damage. If it was part of a draft league I'd actual consider picking it in a comp setting since it does have some nice attributes.

my biggest hope for winds/waves is that because they arent tied to vgc they go back to gen 4 and earlier style mon balancing tbh, and especially pacing of catching please stop giving us pseudos for free and giving level 60 tyranitars just in the world for free takes 2 mins to catch
Hey remember how Platinum – from Gen 4 – was the first game to decide to make the pseudo usable between early availability, actually tolerable evolution levels, and a free Earthquake TM in the same location? That was fun.

Also I never want to go back to early gen movepools. Some of that shit was depressing.
 
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