Pet Mod Clean Slate 2

G-Luke

Sugar, Spice and One For All
is a Community Contributoris a CAP Contributoris a Forum Moderator Alumnus
I don't think I've submitted to this Pet Mod before, so lemme know if anything seems inherently broken or unbalanced. Also, can you please specify how long the submission phase lasts?
For the first slate you shouldnt worry about power levels, since it is the first submission that sets the pace on how the rest of the Pet Mod's power will scale out. For example there are NU, UU, OU and even Uber level pairings here competing here. Obce the power ceiling is set you gotta stick to it though.
 

earl

(EVIOLITE COMPATIBLE)
is a Community Contributor
:corviknight:
Name of Pokemon: Corviknight
Roles: Physical Wall, Defensive Pivot, Hazard Setter
Type:
/

Abilities: Mirror Armor / Big Pecks / Intimidate
Stat Distribution: 108 / 85 / 118 / 57 / 91 / 71 (530 BST)
Movepool Additions: Knock Off, Jaw Lock, Toxic, Stealth Rock, Spikes, U-turn
Justification: Corviknight now acts like Skarmory, but better due to Intimidate which, with its already high Defense, means it can wall physical attackers to no end when combined with Roost. It also has Stealth Rock and Spikes to wear down switch-ins, plus Toxic and Knock Off to cripple bulky foes Jaw Lock is also neat to trap a pokemon that you can wall easily or switch to an appropriate counter due to U-turn.

:alcremie:
Name of Pokemon: Alcremie
Roles: Special Wall, Cleric
Type:

Abilities: Sweet Veil / Competitive / Fluffy
Stat Distribution: 92 / 51 / 90 / 90 / 133 / 54 (530 BST)
Movepool Additions: Strange Steam, Moonblast, Knock Off, Magic Coat, Wish, Heal Bell
Justification: Remember Gen 7 Clefable? Well, Alcremie is this but much better, because of higher special bulk and multiple utility options, including Knock Off, Magic Coat, Wish and Heal Bell. Fluffy also allows it to take some contact moves it couldn't otherwise, in exchange for a Fire weakness. Overall, Alcremie will be a great special wall.
EDIT: Upped the pokemon's bulk to much higher levels.
Both of these are way better as mixed walls, as Steel/Flying is better as specially defensive wall and fairy is better for physical defense. Also just a personal preference but the movepools feel a bit too optimized, and Corvi already gets U-Turn. Basically just feels all around too min-maxed for my taste (like do we really want a skarmory on crack), but you do you.

Love the idea so here are my picks
View attachment 210880
Name of the Pokemon:Appletun
Roles:Physical Wall/Spike Settter/Pivot
Type:Grass/Dragon
Abilities:Ripen/Poison Heal/Thick Fat
Stat Distribution:130/55/110/80/60/20/455
Movepool Additions:Fire Blast,Will-O-Wisp,U-Turn,Knock-Off and Spikes
Movepool Removals:N/A
Justification:Its new bulk+Will-O-Wisp meens that Appletun can wall a lot a physical attackers fire blast is there so you dont lose to fero
Spikes+U-Turn will let Appletun do something in stall wars
All of it's Abilities have there own use on Appletun Poison Heal mean more healing But Thick fat means a fire resist and a normal ice weakness
(I sure there are some uses for ripen just cant think right now)

View attachment 210881
Name of the Pokemon:Stunfisk-Galar
Role:Special Wall/Terrain Counter/Sand Setter
Type:Ground/Steel
Abilities:Mimicry/Ripp-off/Sand Stream
Stat Distribution:109/55/76/99/120/19
Movepool Additions:Slack-Off,Toxic,Knock-Off,Power Gem and Encore
Movepool Removals:N/A
Custom Elements:Ripp-Off---------Removes Terrain when this Pokemon come in the field
Justification:A good special wall and the best Terrain counter getting rid of it every time it comes in if you dont want to get rid of terrain to can use Sand Stream to chip away at the opposing Pokemon Knock-Off and Encore to be annoying and Slack-Off to heal
Fine enough for stunfisk. Appletun really doesn't need poison heal, that's like a top 10 ability and will overshadow the other options.


Name of the Pokemon: Aurorus
Role(s): Physical Wall, Hazard Setter,
Type:

Abilities: Rough Skin / Pressure | Dazzling (HA)
Stat Distribution: 135 / 90 / 90 / 60 / 65 / 40 | BST: 480
Movepool Additions: Play Rough, Healing Wish, Body Press
Justification: A solid wall for balance teams that combines great typing and a number of support moves that are good for momentum such as Thunder Wave, STAB Dragon Tail, Healing Wish, and Stealth Rock. It has a lot going for it, but a significant drawback in its lack of recovery. These strengths and weaknesses both help it pair well with more offensive pokemon that appreciate its support, and can do damage before it gets totally worn down.


Name of the Pokemon: Weezing-Galar
Role(s): Special Wall, Hazard Removal, Cleric
Type:

Abilities:
Filter / Steam Engine | Heatproof (HA)
Stat Distribution: 75 / 60 / 85 / 80 / 115 / 75 | BST: 490
Movepool Additions: Flash Cannon, Recover, Scald, Aromatherapy
Movepool Removals: Will-o-Wisp
Justification: A defensive wall that can stick around quite a while thanks to its good defenses, many resistances, immunity to Poison status and reliable recovery. It has moves like Defog and Aromatherapy that can nullify your opponents' pivotal support moves, meaning it's geared towards longer matches and more defensive teams.
Yah its good

:kingler:
Name of the Pokemon: Kingler
Role(s): Defensive Wall, Defensive Pivot, Trapper
Type:

Abilities: Heavy Grip / Shell Armor / Pressure
Stat Distribution: 95 / 85 / 135 / 65 / 65 / 55 (500)
Movepool Additions: Toxic, U-Turn, Recover, Soak, Steel Beam
Movepool Removals: Superpower, Swords Dance, High Horsepower
Custom Elements: Heavy Grip: Contact moves trap the target to 3-5 turns. Grip Claw extends the duration to 7 turns. (Does not damage the target like Whirlpool/Wrap/Bind)
Justification: Kingler boasts a threatening 95/135 physical bulk along with the ability Heavy Grip allowing it to trap most Pokemon that it knows it can trap. However, this can be outplayed easily, since Ghost types cannot be trapped, and its very easy to just click U-Turn or Volt Switch. Soak, Recover, and Toxic seem very familiar to those who have had to face Pyukumuku, and Kingler is just catching it's wave. Soak allows Kingler to be able to hit Poison- and Steel- types with Toxic, and it's slow enough to offer a pivot into more offensively oriented Pokemon who can handle Kingler's threats better. Water/Steel is an amazing typing previously used by Empoleon that offers a whopping 10 resistances, 1 immunity, and only 3 weaknesses.



:spiritomb:
Name of the Pokemon: Spiritomb
Role(s): Special Wall, Defensive Pivot, Status Spreader
Type:

Abilities: Wandering Spirit / Infiltrator / Pressure
Stat Distribution: 95 / 65 / 65 / 85 / 135 / 55 (500)
Movepool Additions: Toxic, Teleport, Recover, Quash*, Sludge Wave
Movepool Removals: Nasty Plot, Calm Mind
Custom Elements: Quash: Turns the target Dark-type.
Justification: Pretty much exactly like Kingler, but trading it's resistances into 3 immunities. However, it competes with Kingler due to not being able to be trapped by trapping moves, and what it has over Kingler is it's ability to bypass Substitute. Teleport gives it an even slower pivot bringing in mons that could setup, and Quash is the alternative to Soak. It's status moves such as Will-o-Wisp and Toxic combined with Infiltrator means that substitute users are at Spiritomb's mercy.
Heavy Grip sounds super obnoxious to play against and Quash feels kind of pointless on something with way better options.


Name of the Pokemon: Coalossol
Role(s): Special Wall, Hazard Removal, Hazard Setter
Type: Rock / Fire
Abilities: Steam Engine*
Steam Engine: Grants immunity to Fire and Water type moves in addition to regular effects.
Stats: 110 HP / 105 Atk / 75 Def / 75 SpA / 120 SpD / 50 Spe [535 BST]
Movepool Distribution: Lava Plume, Recover
Justification: Coalossol is a special wall that has an interesting defensive typing when paired with its ability, and solid defensive stats, with a stellar support movepool. Having access to spikes and Stealth Rock in addition to Rapid Spin allows it to fill various potential roles on a team. With semi reliable recovery it is bound to be a useful tech option to face special attackers.


Name of the Pokemon: Dracovish
Role(s): Physical Wall, Sand Setter
Type: Water / Dragon
Abilities: Volt Absorb | Sand Stream
Stats: 105 HP / 75 Atk / 120 Def / 90 SpA / 85 SpD / 50 Spe [525 BST]
Movepool Distribution: Slack Off, Toxic, Haze, Wish, U-Turn, Taunt
Justification: Dracovish eats up physical hits like a champ thanks to its great bulk and ability to check sweepers with Haze. It can also potentially fulfill the role of a weather setter by setting Sand.
Why you gotta put sand stream on something that takes sand damage, that will never be used and sand is never powerful enough to make cripping your wall worth it

ubers clean slate ubers clean slate

:weezing-galar:
Pokemon: Weezing-Galar
Role: Physical wall, Terrain support, Hazard removal
Type: Poison/Fairy
Abilities: Neutralizing Gas / Misty Surge
Stat Distribution: 89 / 113 / 154 / 106 / 76 / 82 | 620 BST
Movepool Additions: Gunk Shot
Justification: Weezing is an interesting physical wall with great physical bulk and good defensive abilities. Poison/Fairy is a great defensive typing to have, with lots of resistances and only 3 weaknesses. It also has some decent offensive potential, which is good because Weezing-Galar's offensive stats are not super low. Neutralizing Gas is a good ability on the offensive and defensive side, shutting down potentially dangerous offensive abilities or crippling opposing walls that rely on abilities. Misty Surge is a good support option to prevent Weezing's teammates from being affected by status. Weezing doesn't have reliable recovery, allowing it to be worn down over time, especially on the special side. Overall, the high defense of Weezing allow it to do a good job walling foes while also dealing out some damage.

:orbeetle:
Pokemon: Orbeetle
Role: Mixed wall, Utility, Dual Screens
Type: Psychic/Electric
Abilities: Swarm / Frisk / Trace
Stat Distribution: 72 / 52 / 150 / 69 / 164 / 123 / 630 BST
Movepool Additions: Overdrive, Thunder Wave
Movepool Removals: Calm Mind, Sticky Web
Justification: Orbeetle is a great mixed wall with excellent defensive stats and a great support movepool, including options like dual screens, Thunder Wave, Trick Room, and Trick. However, it is very vulnerable to Taunt because of it's (probably) poor offensive stats and lack of good offensive moves. It also has a great speed stat, allowing it to act quickly with support options or pivot with U-Turn. It's typing is pretty good defensively, granting it useful resistances to Fighting, Psychic, and Flying. On the other hand, weaknesses to Dark and Ground are not good to have because of common moves like Knock Off and Earthquake. Trace allows it to potentially do interesting things and allow more switching options, but it's hard to tell what it will do right now.
Weezing is fine, but Orbeetle looks really mediocre. It can't do anything to more defensive pokemon outside of clicking U-Turn.

rng time, happy with the selections I got


Name of the Pokemon: Mudsdale
Role(s): Physical Wall, Hazard Setter
Type: Ground
Abilities: Stamina / Stalwart
Stats: 125/105/115/60/75/65 (BST: 545)
Added Moves: N/A
Removed Moves: N/A
Custom Elements: N/A
Justification: Mudsdale is a strong Physical Wall that can become even tougher thanks to Stamina boosting it's defense. It's decent attack and STAB Earthquake allow it to not remain passive. It does lack reliable recovery, however it's high staying power should be able to circumvent that.


Name of the Pokemon: Copperajah
Role(s): Special Wall, Hazard Setter
Type: Steel/Water
Abilities: Thick Fat / Heavy Metal
Stats: 115/65/69/75/155/75 (BST: 554)
Added Moves: Knock Off, Scald, Muddy Water, Life Dew
Removed Moves: Stealth Rock
Custom Elements: Caltrops (Stealth Rock Clone, deals damage based on weakness to Steel type)
Justification: Since Dyna/Gigamaxing is banned, I wanted Copperajah to have access to it's signature Gigantamax tool, Steel type Stealth Rock. Besides Caltrops, Copperajah is a very bulky Special Wall, thanks to it's high stats and Thick Fat, which reduces it's weakness to Fire type attacks. It also has reliable recovery and Knock Off, to add to it's limited support movepool. However, Copperajah is extremely passive, thanks to it's low attacking stats. It's low Defense leaves it vunerable to physical Ground and Fighting types that could potentially be added in later.
No comments here, solid subs. Perhaps a 3rd damaging hazard could become problematic, but there's ways to balance that down the line.

Name of the Pokemon: Perrserker
Role(s): Bulky Pivot
Type: Steel/Dark
Abilities: Intimidate / Unaware / Thick Fat
Stat Distribution: 80 HP / 110 Atk / 100 Def / 50 SpA / 90 SpD / 50 Spe (480 BST)
Movepool Additions: Parting Shot, Sucker Punch, Slack Off, Knock Off, U-Turn
Justification: Support mon that can take a beating with its solid bulk and typing. Parting Shot creates openings for new Pokémon to come in. Plays like bulky Bisharp from last Gen.

Name of the Pokemon: Mismagius
Role(s): Stallbreaker, mixed tank, bulky attacker
Type: Ghost/Fairy
Abilities: Levitate
Stat Distribution: 60 HP / 60 Atk / 60 Def / 105 SpA / 105 SpD / 105 Spe (495 BST)
Movepool Additions: Moonblast, Moonlight
Justification: That bulk may not seem like much, but with an amazing defensive typing (immune to Normal, Fighting, Ground and Dragon) and only two weaknesses (Steel and Ghost), it’s pretty tough to take down. You can burn stuff to increase survivability and recover with Moonlight. Plays off of Perrserker very well.
Both of these feel much more like bulky offensive pokemon than walls (especiall Mismagius, that thing will just be running Nasty Plot like in standard)


Name of the Pokemon: Genesect
Role(s): Physical Wall, Hazard Control
Type: Bug/Steel
Abilities: Battle Armor, Overcoat
Stat Distribution: 91/120/150/100/99/120 (680)
Movepool Additions: Strength Sap, Leech Life, Rapid Spin
Movepool Removals: Shift Gear, Rock Polish, Explosion
Justification: Genesect is a solid physical wall that's basically impossible to KO for a physical Pokemon unless it's packing a Fire-type move. Due to 120 Speed in a meta around 680 BST, its Strength Sap is supposed to go first, meaning it'll get hit from -1 Atk Pokemon. Being immune to Toxic Spikes and neutral to Rocks also makes Genesect a good hazard remover. High Speed + U-Turn means it can get out of sticky situations and keep momentum, but can't act as a slow defensive pivot.
It's held back by meh special side, and Fire-type moves in general. It can't do much against Poison- and Steel-types, since both are immune to Toxic and resist its moves. It's also held back by the fact that its recovery is dependent on the foe's Attack stat, so recovering against a special attacker or purely Defensive foe might be a challenge.

Name of the Pokemon: Regice
Role(s): Special Wall, Hazard Setter
Type: Ice
Abilities: Ice Scales
Stat Distribution: 180/50/100/100/200/50 (680)
Movepool Additions: Heal Bell, Spikes
Movepool Removals: Explosion, Self-Destruct
Justification: I know this may seem really stupid, but hear me out. With the addition of Heal Bell and Spikes, combined with natural access to Seismic Toss, it can act as a super bulky support. This Regice takes the same damage from super-effective special hits as Chansey does from neutral ones. On the physical side, Regice takes more damage than Chansey from super-effective moves, and has 4 weaknesses, but when comparing neutral physical hits, Regice is bulkier.
Despite this ridiculous bulk, Regice is balanced (I hope) due to absolute lack of reliable recovery and being somewhat passive. It's easily worn down by Stealth Rocks if you don't run Boots, and its only recovery option is RestTalk if you don't run Lefties.
Regice is kind of spooky but I guess we can wait and see

So, we can go as high as 1125 BST (though 850 is more reasonable for "highest possible limit"), eh? This can be either Uber-inspired or below. I better go all-out with this then, it could go interesting.


Name of the Pokemon: Galarian Stunfisk
Role(s): Physical Wall, Physical Wallbreaker, Set-Up Bulky Sweeper, Hazard Setter
Type: Ground / Steel
Abilities: Mimicry / Filter | Strong Jaws
Stat Distribution: 109 / 101 / 139 / 96 / 84 / 71 (600 BST)

Movepool Additions: Terrain Snap (!), Iron Head, Thunder Fang, Poison Fang, Psychic Fang, Slack Off, Spikes
Movepool Removals*: None
(* moves already removed in SwSh will not be listed.)
Terrain Snap: 50 BP, 100% acc., Normal, Physical - Clone of Weather Ball; double base power in Electric, Grassy, Psychic or Misty Terrain and, if applied, convert it into Electric in Electric Terrain, Grass in Grassy Terrain, Psychic in Psychic Terrain and Fairy in Misty Terrain.


Justification: Better bulk allows Galarian Stunfisk to function as a physical wall much better than it would ever be, with much less reliance on its gimmicky Mimicry (although it do get Terrain Snap which is boosted by Strong Jaws), and even have Filter that soften its incoming blows from weaknesses. Snap Trap, while weak on its own and doesn't allow for STAB outside of Grassy Terrain via Mimicry, compensates with being a trapping move with 100% accuracy, allowing Galarian Stunfisk to trap and weaken anything that attempted to physically sweep it. The better way to utilize its physical wall power, however, is to simply do Toxic + Protect/Substitute + Slack Off on any unlucky Physical attackers not being able to fully OHKO this thing. It can also set Stealth Rocks and/or Spikes to damage incoming switch-ins. For further insult, it can use Scald to potentially burn foes and thus reinforce its own solid base Defense.

Could Galarian Stunfisk be Overpowered?: 84 base Special Defense is weak on an environment based of 600 BST, and is slow, which means it can be prone of being outspeed by notable wallbreakers. Fire, Water, Fighting and Ground are all of Galarian Stunfisk's weaknesses and are commonly offensive Types on top of that, making Filter more important, but won't really save it if a Special Wallbreaker have any of these types for coverage. Finally, it isn't strong enough for fighting back without using the slow-induicng Curse, and is prone to being pressured or even endangered by set-up sweepers/wallbreakers with a Super Effective coverage as a result.


Name of the Pokemon: Meganium
Role(s): Special Wall, Cleric, Special Set-Up Sweeper, Phaser
Type: Grass / Fairy
Abilities: Overgrow / Healer | Natural Cure
Stat Distribution: 80 / 82 / 100 / 103 / 150 / 85 (600 BST)

Movepool Additions: Defog, Calm Mind, Roar, Leech Seed
Movepool Removals*: None
(* moves already removed in SwSh will not be listed.)

Justification: The stats, Natural Cure and access of Rest and Leech Seed allows Meganium to pressure on multiple Special attacking Pokémon, especially those who lacks a viable Poison-type coverage. Natural Cure allows it to get rid of obnoxious status such as its own Sleep or the Toxic status. It can also run support with Defog to get rid of Entry Hazards, Aromatherapy to heal allies off their statuses, or Roar to phaze away any potentially setting up sweepers or to exploit hazards. It could also run Calm Mind to be much less passive at cost of less supportive moves left.

Could Meganium be Overpowered?: 80 / 100 physical bulk isn't good for a metagame around 600 BST, leaving it vulnerable to physical sweepers and especially physical wallbreakers. Rest + Natural Cure is momentum draining and should only be used if Meganium is severely damaged. Poison-type in general will represent a severe danger to it does to being 4x weak to this Type. 85 Speed is below average for a metagame centralizing around 600 BST in average, thusly making it prone to be easy to outspeed and even revenge killed.
If either of those two looks too powerful/too obnoxious to deal with, or if one could be potentially way too better than the other, give me a warning.
Fine I guess. Strange that you assume everything will be around 600 BST when BST is so variable, but no complaints beyond that. Clean Slate 1 had Meganium, just saying.

babey and skyscraper

:xy/spinarak:
Name of the Pokemon: Spinarak (Eviolite Compatible)
Role(s): Physical Wall, Sticky Web Setter, Setup Sweeper, Speed Control
Type: Poison/Normal
Abilities: Poison Point / Poison Touch / Silk Trap
Stat Distribution: 60 / 80 / 120 / 40 / 60 / 40 (390 BST)
Movepool Additions: Slack Off, Swords Dance, Super Fang, Venom Drench
Movepool Removals: N/A
Custom Elements: Silk Trap - Gooey/Tangling Hair clone that also lowers evasiveness
Justification: babey spooder is now a great Eviolite user with fantastic 60/120 Physical bulk with the Eviolite and a ton of cool support options in Sticky Web, Toxic Spikes, Toxic Thread, Body Slam, and Foul Play and the option to go Offensive with Curse or Swords Dance. Outside of moves, its abilities allow it to spread status, either by getting hit (Poison Point) or getting hits (Poison Touch, particularly with Body Slam and Poison Jab), or providing speed control (Silk Trap)

Name of the Pokemon: Duraludon
Role(s): Special Wall, Phazer, Hazard Remover, Hazard Removal Deterrant, Hazard Setter
Type: Dragon/Ghost
Abilities: Levitate / Filter
Stat Distribution: 90 / 60 / 70 / 95 / 120 / 70 (505 BST)
Movepool Additions: Toxic, Depletion, Rapid Spin, Recover, Shadow Ball, Foul Play, Hex, Disable
Movepool Removals: Steel Beam, Heavy Slam, Swords Dance, Hone Claws
Custom Elements: Depletion - 50 BP Special 100% Acc Dragon-type move that lowers the PP of the opponent's last used move by 2
Justification: Duraludon pairs pretty well with Spinarak, as both of their typings cover for their weaknesses very well, Duraludon particularly appreciating Spinarak threatening Fairies and Spinarak loving Duraludon's Ground immunity from Levitate as well as its ability to threaten Psychic-types with Shadow Ball. While Spinarak goes for stat reductions and status spreading, Duraludon sets Stealth Rock and then sits in front of the opponent as they try to get rid of it. Its Ghost-typing prevents Rapid Spin and its access to Disable means that a well timed prediction can render a Defog attempt useless.
Kind of a weird retype for Duraludon when Dragon/Steel is such a good specially defensive typing and (even tho flavor doesn't matter) Duraludon kind of screams Steel-type.

This Pet Mod was nice in Gen 7, so let's give this thing a whirl, shall we?

Name of the Pokemon: Arctovish
Role(s): Physical Wall, Trick Room Abuser
Type: Water / Ice
Abilities: Water Absorb / Ice Body / Slush Rush
Stat Distribution: 90 / 110 / 130 / 80 / 90 / 55 (555 BST)
Movepool Additions: Toxic, Knock Off, Scald, Defog
Movepool Removals: None
Custom Elements: None
Justification: Despite still having a crummy defensive typing that lets it down, Arctovish at least has slightly more power behind its attacks, so it can run more offensively-geared sets, however, it usually won't due to its low speed as well as rather unspectacular attacking stats. But anyway, let's focus on its defensive potential. Arctovish's good 90 / 130 / 90 bulk ensures that it can tank a fair amount of hits from physical attackers, and can even take advantage of its decent special bulk to stomach a hit or two if need be. Its access to a wider array of support moves allows it to circumvent its overall passivity with Toxic, be more useful outside of just stalling with Defog, and allows it to cripple physical attackers with Scald, or cripple other pokemon in general with Knock Off.
Arctovish, however, still suffers from a poor defensive typing that makes it weak to Stealth Rock, as well as giving it a lot of other weaknesses to common attacking types in Fighting, Rock, and the like. In addition to this, its low speed, while not a big issue for a defensive pokemon, forces it to move last most of the time, which can make it susceptible to being overpowered by the threats it's supposed to keep in check, which is why it can't really run an offensive variant that well. 90 / 90 special bulk, while not terrible, makes it easy to take out from the special side of attacking, and combined with its low sped, Arctovish may not be able to respond fast enough to whatever's in front of it before it goes down. It also lacks reliable recovery of any kind, somewhat nullifying its good bulk and effectiveness as a tank.

:orbeetle:
Name of the Pokemon: Orbeetle
Role(s): Specially Defensive Wall, Offensive Support, Calm Mind Sweeper
Type: Bug / Psychic
Abilities: Frisk / Magic Guard / Magic Bounce
Stat Distribution: 70 / 45 / 110 / 100 / 120 / 100 (545 BST)
Movepool Additions: Earth Power, Overdrive, Court Change
Movepool Removals: None
Custom Elements: None
Justification: Orbeetle's much-improved stats, support movepool, abilities, as well as access to Recover and Court Change gives it a huge amount of role compression, allowing it to take on many different roles. Magic Guard allows it to evade hazard damage - something that Orbeetle greatly appreciates due to its vulnerability to all hazards. Magic Bounce is useful as well for preventing stuff like Excadrill from getting up Stealth Rock on it, however, Orbeetle will still take damage should it switch in while Stealth Rock is already active, thus making it not as useful. Its crazy defenses allow it to tank hits extremely well, meaning that few things will OHKO it from full HP. Court Change is also useful for punishing the opponent with their own hazards, and works especially well with Magic Guard. Hell, it can even run Calm Mind for offensive variants, but that forces it to give up either a valuable recovery move or Sticky Web.
Despite this, its HP is still not as good as it'd like it to be, and compound this with its rather weak defense, leaves Orbeetle vulnerable to bulkier physical attackers that can tank a hit. Its special attack is not much to write home about, meaning that offensive variants are forced to obtain at least 1 Calm Mind boost, as otherwise, it's not all that strong. While its typing is okay defensively, its high amount of weaknesses, as well as its vulnerability to all forms of entry hazards without Magic Guard hurts Orbeetle as well - it also has to decide between Magic Guard and Magic Bounce for its ability. Magic Guard alleviates its weakness to Stealth Rock, Toxic Spikes, and Spikes, however, Magic Bounce allows it to prevent Defoggers from removing Sticky Web as well as purging its vulnerability to Taunt.

I don't think I've submitted to this Pet Mod before, so lemme know if anything seems inherently broken or unbalanced. Also, can you please specify how long the submission phase lasts?
Arctovish won't function as a wall with that typing and no recovery, it would rather try to go offensive in any way possible. Gonna need to change a lot to have it actually function as a wall. Orbeetle's support suite seems busted with court change, magic bounce/guard, and calm mind stallbreaking alongside fine offensive stats.
Sure let’s give it a shot

Name of the Pokemon: Dubwool
Role(s): Physical Wall / Bulky Physical Sweeper
Type: Normal/Steel
Abilities: Fluffy / Steadfast / Bulletproof
Stat Distribution: 100/105/125/60/85/75 (550 BST)
Movepool Additions: Iron Head, Gyro Ball, Heavy Slam
Justification: The addition of the Steel type gives a bunch of resistances to Dubwool, which otherwise would have none but an immunity to Ghost. It becomes 4x weak to Fighting, but even then Fighting moves being mostly contact moves may make it tough for them to penetrate Dubwool’s 100/125+Fluffy physical bulk. The combination of Cotton Guard and Body Press allows it to send its Defence to ridiculous levels very quickly and use it to demolish opposing threats (although keep in mind that Fluffy merely reduces damage of enemy contact moves, rather than increasing the defence stat like Ice Scales). The downside of Fluffy is that it also makes Dubwool 4x weak to Fire, so make sure to deal with opposing sources of Fire damage before attempting to set up.

Name of the Pokemon: Ninetales
Role(s): Special Wall, Weather Setter, Offensive Utility, Fast Special Sweeper
Type: Fire/Fairy
Abilities: Flash Fire / Drought
Stat Distribution: 75/60/75/100/150/110 (570 BST)
Movepool Additions: Dazzling Gleam, Misty Terrain, Wonder Room
Justification: Ninetales has always had a variety of utility moves at its disposal, but never quite had the bulk or speed to pull them off in the highest tiers. The combination of Will-O-Wisp and Mystical Fire means that Ninetales can hinder physical and special attackers alike, while the new moves Misty Terrain and Wonder Room allow it to protect its team or temporarily become a physical wall. Of course, having Drought as a hidden ability means that Ninetales will still find its most consistent use on sun teams. Access to three setup moves in Nasty Plot, Agility, and Calm Mind and a variety of coverage in Extrasensory, Shadow Ball, and Energy Ball gives it many options if it wants to build a specially offensive set.
Ninetales wouldn't be a wall I'd guess, it would just be a drought attacker with good bulk.
 
Arctovish won't function as a wall with that typing and no recovery, it would rather try to go offensive in any way possible. Gonna need to change a lot to have it actually function as a wall. Orbeetle's support suite seems busted with court change, magic bounce/guard, and calm mind stallbreaking alongside fine offensive stats.
Whoops! Well, I didn't know this was going to happen. Fixed! I'm new to this Pet Mod, so thanks for the feedback!
 

Gravity Monkey

Que des barz comme si jtais au hebs
is a Top Artist
:sm/gastrodon:
Gastrodon
Physical Wall, Physical Tank, Stealth Rock, Status Absorber
Ability: Water Veil / Shed Skin / Sticky Hold
Typing:

Stats: 100 / 80 / 90 / 65 / 55 / 55 (BST: 445)
Moves: + Stealth Rock, Coil
All around solid physical wall with cool status absorption and a great typing. Has a decent enough movepool to do the job it needs to do. Gets shredded by grass types though.

:sm/altaria:
Altaria
Special Wall, Cleric
Ability: Color Change / Cloud Nine
Typing:

Stats: 83 / 77 / 70 / 77 / 105 / 43 (BST: 455)
Moves: - All removed moves, Cotton Guard
+ Aromatherapy
Since most special types resist themselves, I thought some color change strat could be interesting to abuse, and here's what I came up with. It has a pretty wide movepool with lot of utility options like Defog and Aromatherapy. Also has enough coverage to abuse predicted new stabs.

PU Clean Slate yeet
 

anaconja

long day at job
is a Community Contributoris a Tiering Contributor
:hatterene:
Hatterene
Special Wall, Status Spreader (paralysis), Hazard Control, Defensive Pivot, Cleric
Ability: Natural Cure / Levitate / Magic Bounce
Typing: Psychic/Fairy
Stats: 95/90/77/103/116/49 (BST: 530)
Moves: +Moonlight, +Moonblast, +Teleport, -Trick Room, -Calm Mind
Pretty solid specially defensive pivot who can support the team with Nuzzle and pass to a teammate with a slow Teleport. However, its defensive typing is a bit weird, being weak to the commonly special Ghost. Additionally, it is pretty passive and has subpar physical bulk.

:sandaconda:
Sandaconda
Physical Wall, Sand Setter, Hazard Setter (Stealth Rock), Status Absorber
Ability: Sand Spit / Shed Skin / Sand Stream
Typing: Ground
Stats: 72/107/125/65/70/71 (BST: 510)
Moves: +Whirlwind, +Poison Fang
Sandaconda is a good physically defensive wall that can set rocks, cripple opponents with Poison Fang, and phaze mons who try to set up. However, it lacks recovery unless it uses Rest + Shed Skin, which is a bit unreliable and loses out on Sand Stream. It also has subpar special bulk.
 
Last edited:

Tuthur

is a Site Content Manageris a Top Social Media Contributoris a Forum Moderatoris a Community Contributoris a Top Tiering Contributoris a Top Contributoris a Top Smogon Media Contributor
:xy/stakataka:
Name of the Pokemon: Stakataka
Role(s): Physical Wall, Trick Room Lead, Stealth Rock setter, Spinblocker
Type:

Abilities: Sturdy | Solid Rock
Stat Distribution: 80/80/200/35/50/5 | 450
Movepool Additions: Spectral Thief, Shadow Ball, Will O Wisp, Recover, Explosion
Justifications: Stakataka has an incredible physical bulk paired with great resists to Fighting, Flying and Fire moves. It can also support its team very well thanks to WoW, SR and spinblock. It can stay healthy through the game thanks to Recover and can't prevent defensive setup thanks to Spectral Thief.
However Stakataka is weak to some common coverage type such as Ground, Dark and Water, hindering a bit its ability to check some physical Attacker. It is also rather frail on the special side and can therefore be easily abused by Special Attackers.
Defensive
Stakataka @ Leftovers
Ability: Solid Rock
EVs: 248 HP / 8 Def / 252 SpD
Careful Nature
- Stealth Rock
- Recover
- Spectral Thief
- Will-O-Wisp

Trick Room Suicide Lead
Stakataka @ Mental Herb
Ability: Sturdy
EVs: 248 HP / 252 Atk / 8 Def
Brave Nature
- Trick Room
- Stealth Rock
- Explosion
- Spectral Thief

:xy/delphox:
Name of the Pokemon: Delphox
Role(s): Special Wall, Wish Passer, Hazard control, Special Wallbreaker
Type:

Abilities: Blaze | Magic Guard
Stat Distribution: 90/40/50/85/100/85 | 450
Movepool Additions: Moonblast, Court Change, Soft-Boiled
Movepool Removal: Calm Mind
Justifications: Delphox is a great wall thanks to great resists to Fire, Fairy, Ice, Dark and Fighting and Magic Guard. This ability Pairs very well with Delphox natural great bulk and access to Court Change. Delphox also has other assets such as STAB mystical Fire, reliable recovery and Wish. Delphox can also use its good speed and STAB combination to wallbreak.
However Delphox is rather frail on the physical side. Furthermore, Delphox's Mystical Fire is rather weak which doesn't make it hard to switch into. Also while Magic Guard Court Change is nice, Delphox loses to Stakataka which doesn't make it a very reliable hazard removal option. Also offensive Delphox is ironically walled by itself.
Defensive
Delphox @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Mystical Fire
- Toxic / Will O Wisp
- Soft-Boiled
- Court Change / Wish

Offensive
Delphox @ Life Orb
Ability: Magic Guard
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Fire Blast
- Moonblast
- Court Change
- Soft-Boiled
 
Last edited:
Name of the Pokemon: Driftblim
Type: Ghost/Flying
Abilities: Flame Boost / Flame Heal | Unburden
Stat Distribution: 150/80/64/90/124/80
Movepool Additions: Air Slash, Hurricane, Roost, Aerial Ace, Shadow Claw, Flamethrower, Mystical Fire, Nasty Plot
Custom Elements: Flame Heal: like Poison Heal but with burn

Edit: I meant to submit this earlier but my phone was beinf dumb. If you don't want to include it that's fine.
 
Last edited:

Users Who Are Viewing This Thread (Users: 1, Guests: 0)

Top