Nerf/Rework: Togekiss has been a consistently problematic element throughout this mod's lifetime, with 1 turn trapping paired with great bulk and wide movepool allowing Togekiss to pick offensive teams apart. Flying weak Pokemon are hardest hit by Togekiss' presence, with Pokemon such as Scolipede and Victreebel having massively decreased viability and others being forced into specific roles to avoid being as weak to Togekiss, like Choice Scarf Zacian. Due to the highly controversial nature of trapping, a rework can be proposed that changes the main role of this Pokemon compared to a nerf that keeps the trapping role.
Nerf: All of the Pokemon added last slate were very potent, but Duraludon clearly stood out as the most powerful of the bunch. Incredible bulk, movepool, and the coveted Steel-typing combine to make this dragon just a bit too strong at the moment. A straightforward nerf is all it needs.
Nerf: While much stronger before 4 offensive threats were simultaneously introduced into the metagame, Shaymin still feels a bit too potent as a defensive option. Nerf time
Buff: Cursola isn't nearly bulky as it seems, and doesn't quite fulfill the role of a catch-all Special sponge with its current stats. A buff is in order.
Buff/Rework: As a special Ice-type, it's mostly outclassed by Aboma. As a set-up sweeper, there's better options that don't require coinflips to sweep. If you do get lucky, this thing can cut through teams, but relying on crit chances to win isn't exactly a healthy concept. A straight buff or rework is on the table.
Buff: Weavile just came out too weak and/or slow to make much of an impact, and the introduction of Cobalion as a top-tier threat has just made life worse of Weavile. It's priority isn't threatening much outside of Shaymin-Sky either. This thing needs a buff. 2 Free Slots: For you to submit balance changes for anything you think deserves a buff/nerf/rework in the metagame.
Additionally, there will be a vote on whether or not to give Scolipede access to Spikes. This does not apply in the case of a Scolipede balance winning.
There will be a no change option for each pokemon being voted on, and the two most voted on free slots will have a second yes/no vote to implement them.
Check this for what a submission should look like.
100 / 100 / 100 / 100 / 100 / 100 (+40 Atk, -20 Def, -20 SpD) Justification: It was just too bulky for a regen mon. I do appreciate having a regen mon around, though, so I'm not going to try to remove the ability or whatever.
Stat Changes: 80 / 95 / 80 / 95 / 220 / 30 (+20 HP, +10 SpD)
Movepool Changes: +Shadow Claw, Ice Beam, Earth Power, Thunder Wave
Justification: Cursola just did not have enough bulk to truly blanket wall. With these buffs it can avoid the 2HKO from specs Cherrim Weather Ball without Cloud Nine as long as rocks are off the field, and generally just not have to be at full HP to counter other threats. The movepool additions are just making physical sets more appealing if you want to, and to restore moves that really weren't needed. Oh, and Thunder Wave gives Cursola a bit more appeal on balance and other more offense squads if the other 1000 paralysis walls aren't your cup of tea.
Sniper -> Volt Absorb
Thunder, Thunderbolt, Volt Switch
Move Change: Scope In: Grants +1 Special Attack, +1 Speed, +1 Accuracy Justification: Just removing the RNG elements of Octillery while making it generally stronger across the board. The boosting move is obviously incredible, and Electric STAB whips walrein
Stat Changes: 69 / 103 / 178 / 116 / 92 / 87 (645 BST, -20 HP, -10 Atk, +24 Def, +10 SpA, +16 SpD, +5 Spe) Justification: Weezing isn't bad, honestly, but because of Gligar the only success I've found with it has been with offensively oriented disruptor sets, and this stat readjustment aims to optimize this role further. The bulk change leaves it with virtually the same bulk, but much more potent pain splits, akin to CS1 Cofagrigus (hopefully to better effect, not being a wall should help here). The offensive stats were just adjusted to account for special sets being better anyways. Lastly, the slight speed boost allows it to outspeed to base 85 tier and creep other threats more easily. With this new statline it should work much better as an option to disrupt balance teams, harassing most walls in one way or another thanks to Neutralizing Gas and a fast Taunt. Examples include switching in on Dunsparce for Toxic chip, denying Shaymin's Regenerator, or just deleting the HP bars of high HP mons that want to switch in on it like Seismitoad and GLax with Pain Split, then denying the recovery with Taunt.
Stench -> Malware (see CS custom elements, -1 speed on switch in) Justification: The Chlorophyll sets are lowkey heat but this thing kind of sucks as a stallbreaker and generally has a hard time finding free turns. Giving it situational speed boost allows Victreebel to threaten a much wider range of offensive Pokemon on switch-in and force a check in (this thing doesn't really have counters because of the movepool) so Victreebel can have more opportunities to lure and break down walls. Also allows it to face down the fast walls like Orbeetle and Centiskorch and burst them down with the right movepool. Becomes a cool sacrificial option too!
New Stats: 100/120/100/70/100/90 (-10 HP, +50 Atk, -50 SpA) Abilities: Aerilate Justification: Togekiss is now a physical revenge killer that gets a lot of power using Aerilate-powered Extreme Speed. However, it has even less coverage than it did before, meaning that it always is walled by Dhelmise and Stonjourner and has a hard time breaking through Salamence.
Abilities: Suction Cups / Sniper / Slush Rush Movepool Changes: Scope In: Raises accuracy and Special Attack by 1 stage, and by 2 stages in hail. Justification: Gives hail a better abuser than Vivillon.
New Stats: 105/145/85/75/85/125 (+20 Attack) Movepool Additions: Sucker Punch, Close Combat Justification: With Close Combat, Weavile can hit Steel-types more consistently, and with more Attack it consistently 2HKOs all Cobalion without an item. Sucker Punch gives it other priority it can use.
Movepool Additions: First Impression, Close Combat, High Horsepower Justification: These moves increase Scolipede's offensive presence and also help it get the poisons it needs by forcing out problematic Steel and Poison-types.
Stat Changes: 100 / 70 / 90 / 110 / 90 / 80 (-10 in all stats except Speed) Movepool Changes: -Flamethrower, -Fire Blast, -Oblivion Wing. Justification: The removal of Fire coverage makes Toge have to use the weak-as-fuck Aura Sphere to deal any decent damage to Steels, while Oblivion Wing's removal means it has to make do with Air Slash, which provides no extra healing so it can't come in again. An overall stat reduction also means that it can't trap certain foes anymore even with a scarf, and can't break through certain bulky Pokemon even with Specs.
Stat Changes: 104 / 127 / 98 / 131 / 113 / 32 (-10 HP and SpD) Abilities: Berserk / Mirror Armor / Filter Justification: An overall bulk reduction plus a nerf in its defensive ability allows it to not be as overwhelmingly bulky while still being able to do the same thing as before.
Abilities: Neutralizing Gas / Levitate Movepool Changes: +Recover Justification: Weezing-Galar has definitely fallen from grace since the first slate. An overwhelming number of Ground-types can easily beat the thing, and a lack of reliable recovery leaves it hard to find usage against the multitude of other walls in the meta. Thus, Levitate was added to provide a check to certain Ground-types, like Gumshoos, Snorlax-Gmax, and defensive Seismitoad, while Recover allows it to stall out foes that can't beat it easily, like Scrafty.
A new Ice Fighting typing alleviates its rocks weakness and turns its shitty Steel type matchup into actual gains, with a small bump to power and the addition of the well needed STAB Focus Blast to actually be able to break past Steel types that form the defensive backbone of most teams allows Octillery to not fall flat versus balance builds. The HP, SpD and Spe buff allows it to take hits ever so slightly better and to break the 100 Speed tier.
Stat Adjustments: +15 Atk Movepool Additions: Swords Dance
This just gives Weavile the ability to perform wallbreaking duties, as balance generally has little issue with Weavile atm.
New Stats: 100/99/97/100/104/100 BST: 600
I decided that a Regenerator mon with Shaymin's bulk is simply too hard to break through, so i decided to nerf its stats to be more in line with that of a defensive pivot. Took some inspiration from a certain CAP in deciding the bulk. Luckily for us nerfing this indirectly nerfs Walrein too!
New Typing: Flying / Steel New Stats: 110/110/80/120/80/90 BST: 600 Abilities: Hustle / Super Luck / Analytic Movepool Additions: Nasty Plot, Trick, Flash Cannon
Trapping is fucking nuts. I decided to completely rework Togekiss into a weird quasi glue mon / stallbreaker / physical wallbreaker. Togekiss is a top tier pokemon and i did not want to change that, so i gave it one of the best defensive typings in the meta to switch in on several threats in the meta like Vivillion, Naga and Victreebel. Hustle digs up togekiss's weird physical movepool and puts it to work, with STAB Smart Strike and Aerial Ace that won't miss and priority in Extreme Speed. Nasty plot sets give it back its stallbreaking power and make it more unpredictable.
Stats Adjustments: -10 HP Movepool Removals: Doom Desire
If CAP told me anything, Doom Shuffling is broken. Get rid of it.
Free Slot Buff
Stat Adjustment: +15 Atk, +15 Def, +5 SpD Movepool Additions: Curse, Replentish*
Replentish - 80 BP Grass type physical attack, no contact, 24 PP, Recycles used items.
Makes Snorlax useful outside of Stall teams by being a wincon / a general power buff to improve its passiveness issue. Its new move is like its GMax move and makes ripen sets alot better!
New Typing: Rock / Flying New Stats: 100/135/105/60/105/110 BST: 615 Movepool Additions: Diamond Storm, Dragon Ascent
Aerodactyl simply cannot compete with Pokemon like Runergrius and all of the existing Flying types around. Now it distinguishes itself as the sole physical Flying type in the tier, with great STABs like Diamond Storm giving it a big bulk bump. DAscent gives it strong Bird STAB and hits almost all of Diamond Storm's resists, while Earthquake wraps up its great coverage.
Ability Change: Immunity, Cloud Nine | Competitive Movepool Changes: + Discharge, + Thunder, +Thunderbot, +Volt Switch Justification: As much as I like the idea to have a balanced trapper, Zephyr's one turn trap is to much, and by definition unbalanced. I don't believe it is possible to balance Togekiss without nuking Zephyr.
With this rework, Togekiss can now act as an offensive or defensive pivot that brings Defog support. CS2 cruelly lacks Electric-types, so I think that giving Togekiss the double-type Electric/Flying is a good idea. It is different enough from Orbeetle thanks to Defog, better offensive presence, Ground-Immunity, but lower Speed and bulk.
Stats: 114/107/98/121/123/32 Justifications: Just a slight drop in offense (-20 in Atk and -10 in SpA). This should make Duraludon easier to switch into.
Ability Change: Flower Veil Justification: Regenerator is to much for something as bulky as Shaymin, so I decided to give it a slightly worse ability in Flower Veil. For those who are unfamaliar with this ability, it basically makes Shaymin immune to status condition and stat drops. So, Shaymin is still a powerful defensive threat, but is easier to weaken through chip that aren't Poison/Burn.
Stats: 90/95/80/95/210/30 Movepool Changes: +Mystical Fire, +Nuzzle Justifications: Cursola's bulk is lackluster, so a HP buff is needed. Nuzzle and Mystical Fire are nice option, to make Cursola less passive and susceptible to Taunt.
Stats:93/88/93/118/118/120 Justifications: Octillery mainly suffers from being to easily revenge killed and from other sweepers being prefered over it. With a drastic Speed boost (it now outspeeds every relevant Scarfer) and slight bulk buff, Octillery should be harder to revenge kill.
Movepool Changes: +Swords Dance Justifications: Just give Weavile more flexibility and makes it a better wallbreaker.
Stats: 150/115/100/105/100/40 Movepool Changes: +Earth Power, +Giga Drain, +Thousand Waves Justifications: GLax is very passive and not so bulky, it really deserves a buff in both its offense and defense (it can lose the 1v1 vs Stonjourner). The movepool addition, just gives it more offensive options.
Ability Changes: Zephyr -> Emergency Exit Movepool Removal: U-Turn Movepool Addition: Sticky Web Justification: We don't need Webs. But they would be cool.
Stat Changes: 104/117/98/121/113/32 (585) (-10 HP, -10 Attack, -10 SpAtk, -10 SpDef) Movepool Removal: Earthquake Justification: I for one think Doom Shuffling should be kept, because it adds something unique and interesting to the meta. However, I agree Doom Shuffling is very strong, especially on a Pokemon with such great typing and movepool, so I nerfed the stats quite a bit. Earthquake removal gives it a bit less options.
Ability Changes: Pressure -> Technician, +Simple Movepool Removal: Dynamic Punch Justification: This won as Priority role, so Technician is here to give it stronger priority (that doesn't rely on poison). Simple opens up Hone Claws as an option, allowing it to run Iron Tail to hit Fairies (Dynamic Punch would be too much with Simple imo). However, it's punished by Intimidate and Cotton Down, being pretty high risk high reward.
Ability Change:Regenerator -> Cheek Pouch Movepool Addition: Recycle Justification: It'll still heal 1/3 of its max HP, but under a wildly different condition.
Stat Changes:100/70/100/110/100/90 (-10 Hp and SpA)
Zephyr:Drop SpD by 1 stage instead of trapping
Justification:Now it is less bulky and less power but zephyr is now drop SpD so it will not trapping anymore.
Movepool Addition:Future Sight
Movepool Removal:Doom Desire
Justification:Future sight will do less damage than doom desire because it has less BP and don't STAB as well.
Ability:Regenerator -> Harvest
Justification:Just make it harder to heal and add RNG into it (Except if there is sunny).
Stat Changes:90/95/80/95/210/30 (+30 Hp)
Movepool Additions:Hurricane, Nuzzle , Thunder, Thunder Wave
Justification:Now it is bulkier and can paralyze foes too. Thunder and Hurricane is for it to be rain abuser.
Typing:Ice -> Ice / Ghost
Stat Changes:88/88/88/160/88/88 (+42 SpA, -30 SpD, -12 Spe)
Ability:Sniper -> Adaptability
Movepool Additions:Energy Ball, Focus Blast, Shadow Ball
Justification:Ghost typing is for more resistance, immunity and STAB with shadow ball. Adaptability is for more STAB damage. Energy ball and Focus blast to coverage its weaknesses.
Stat Changes:120/125/90/75/90/125 (+15 Hp, +5 Def, +5 SpD)
Movepool Additions:Dragon Dance
Justification:Just give it more chance and option to setup.
Type Change: Flying/Fighting Stat Changes: +40 Attack, +15 Defense, -15 Special Attack, -30 Special Defense Ability Changes: +Dazzling, +Hustle, -Zephyr Movepool Changes: +Psychic Fangs, +Brave Bird, -Extreme Speed, -Oblivion Wing Justification: Still potentially a very intimidating Scarf sweeper, but one with a lot less immediate panic to deal with. Its more powerful physical sets have more counters and are less reliable thanks to Hustle, while its special sets are less powerful than they were, albeit with increased power behind Aura Sphere. Drain Punch is also a worse recovery move than Oblivion Wing and hits less of the meta super effectively.
Type Change: Ghost/Dark Stat Changes: +30 HP, +10 Defense, +10 Special Attack, +35 Speed Ability Changes: +Corrosion, -Cloud Nine Movepool Changes: +Sticky Web, -Recover Justification: Cursola is now a stall team's nightmare, annihilates Doom Shuffling Duraludon, doesn't die quite as horribly to physical Necrozma or Unown-S, and is only viably hit super effectively by Zacian, which is also mitigated by its increased HP. Its biggest weakness in this state might end up being itself, as this Cursola would probably be run with an offensive utility-focused set involving Toxic, a reliable method of cutting through its nasty bulk.
Ability Changes: +Mega Launcher, -Rain Dish Movepool Changes: +Origin Pulse, +Aura Sphere Move Changes: Scope In now boosts Special Attack instead of crit rate. Justification: Octillery was missing an all-purpose nuke, and Origin Pulse gets the job done. While Water isn't the most valuable attacking type, it hits most of its switch-ins at least neutrally, and its base power is boosted to an insane 165 with Mega Launcher. Add Scope In further increasing its Special Attack and helping Origin Pulse's iffy accuracy and Octillery is nearly unstoppable once it boosts. Aura Sphere is a nice secondary option that also offers great power and slightly better coverage than the stronger Origin Pulse.
Stat Changes: +20 Attack Movepool Changes: +Mach Punch, +Swords Dance Justification: A Weavile that hits harder and hits more things. Fighting is, right now, a much more threatening offensive type than Ice, which along with SD greatly helps its offensive presence.
Stat Changes: -30 Special Attack, +30 Special Defense, +20 Speed Movepool Changes: +Play Rough, +Stone Edge Ability Changes: +Levitate Justification: Weezing is currently in a pretty pitiful limbo, where theoretically it fills a useful niche but other Pokemon do everything it does better. There's also only one viable physical Fairy, the low-tier Zacian. Weezing comes into its own as a bulky attacker with respectable power and utility by removing its crippling special weakness to mons like Seismitoad, special Necrozma and Naganadel.
Type Changes: Ice / Electric
Stat Changes: 88 / 92 / 92 / 118 / 118 / 114 | 620 BST ( + 3 Atk, +3 Def, +14 Spe ) Movepool Changes: +Volt Switch, +Thunderbolt, +Thunder, Ability Changes: Super Luck / Filter | Neuroforce (HA) Justification: Reworked with some more options. Electric typing lets it handle Walrein, which used to wall it completely. Super Luck may lower the damage output, but it frees up items like Heavy-Duty Boots, and the addition of Thunder probably makes up for the power loss. It could also run all-out attacking sets with Neuroforce and its stellar coverage. Also we don't have very many Electric types right now.
Type Change: Flying / Psychic
Stat Changes: 100 / 90 / 100 / 130 / 100 / 105 | 615 BST ( -10 HP, +20 Atk, +10 SpA, +15 Spe ) New Abilities: Limber | Quick Feet / Soul Heart (HA) Movepool Changes: -Oblivion Wing, +Psycho Boost, +Revelation Dance, +Calm Mind, +Focus Blast Justification: Reworked as a bulky attacker, defensive pivot, or stall breaker. It has interesting Psychic STAB to work with in Psycho Boost and Stored Power ( and to some extent Psyshock ), which make various shades of offensive or defensive Calm Mind sets possible. Soul Heart is a great ability but Limber can let you set up or Defog on pokemon like Orbeetle, Centiskorch, Dunsparce, or Cobalion, while Quick Feet can be used to create a revenge killer or super-fast sweeper. Also we don't have very many Psychic types right now.
Stat Changes: 65 / 95 / 80 / 95 / 255 / 30 (+5 HP, +45 SpD) Justification: Reaches the threshold of not being 2HKOed by Specs Cherrim Weather Ball by a decent margin, and does so in style with a maxed out SpD stat.
Stat Changes: 104/112/98/116/113/32 (585) (-10 HP, -15 Attack, -15 SpAtk ) Ability Changes: Berserk / Light Metal | Bulletproof (HA) Justification: Duraludon could run full bulk EV's and still do reams of damage, so I think removing a significant chunk from each Atk stat will force it to make more choices. I also removed Mirror Armor so Scrafty can threaten it much more, as that matchup felt a bit cheap.
Togekiss:Tuther, Anaconja Duraludon:Scoopapa Shaymin:G-Luke, Leonard Cursola:Leonard, Tuther Octillery:Tuther, G-Luke, Leonard Weavile:G-Luke, Anaconja Free:No Change Scolipede:Do not give spikes