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.
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?