Follow along with the video below to see how to install our site as a web app on your home screen.
Note: This feature may not be available in some browsers.
Welcome to Smogon! Take a moment to read the Introduction to Smogon for a run-down on everything Smogon, and make sure you take some time to read the global rules.
approved by Pet Mods Staff Welcome to Expansions!
In most Pet Mods, the difference comes in what kinds of Pokemon you're able to submit. You may have to submit something similar to an existing Pokemon, something that fits a certain role in a meta, or so on. Instead of that, this Pet Mod lets you submit ANY BALANCED FAKEMON you want, but instead changes the environment that the Fakemon will be thrown into. There will be some "rules" added onto the final meta, all of which are important to every sub -
You're able to submit 1-3 abilities per Fakemon as normal, but all of them will always be active at once similar to Pokebilities.
Every Fakemon has a fifth moveslot. However, all of them are locked to a species-specific custom move with 1 PP, created by the person submitting the Fakemon. These should be stronger than your average move, but weaker than Z-Moves, since you will always be able to use exactly one on every member of your team. This 1 PP rule being integral to the move also means Leppa Berry is banned, but I am open to change this.
You will need to keep both of the above in mind when subbing! Every sub will need a fifth moveslot, and the abilities rule will change what your sub will do in battle! Be careful!
In addition, here's some important links and other rules -
This is a micrometa, so existing Pokemon are banned.
No custom moves or abilities other than the fifth moveslot.
You can only sub three Fakemon per slate.
Natdex moves are fine, but Z-Moves will not be allowed.
There's not going to be much differentiating each slate, since the rules will stay the same for what you can sub throughout this mod, but this is a pretty important slate. The biggest thing you should follow is that we should all try to meet an OU power level, but beyond that, it's entirely up to you what to sub. Make sure you remember that every Pokemon has a fifth move, and you will need to submit one with every Fakemon you create. That's about it otherwise, you're now free to post your submissions!
Pokebilities? sign me up! Name: Thundegeist Typing: Ghost / Electric Abilities: Dancer / Dragon's Maw Stats: 79 / 105 / 70 / 105 / 80 / 101 Notable Moves: Shadow Ball, Volt Switch, Thunderbolt, Dragon Pulse, Dragon Claw, Thunderclap*, Earth Power, Flamethrower, Thunder, Poltergeist, Thunder Punch, Earthquake, Brick Break, Aura Sphere, Revelation Dance, Hex, Thunder Wave, Discharge Flavor Moves: Shock Wave, Bite, Crunch, Icy Wind, Curse, Work Up, Agility, Fire Fang, Ice Fang, Thunder Fang, Smack Down, Smart Strike, Torment, Uproar, Astonish, Swagger, Snore, Brutal Swing, Charge, Charge Beam Weight: 35 kg Explanation: heavily inspired by Thundurus-T, beeing a although with a mostly better special movepool, mixed attacker. it uses Dancer to its advantage, since it has barely any own set-up moves. it takes that to its advantage when a mon with SD or Quiver Dance pops up. Thunderclap is its signature move, wich it uses to disrupt attackers with specific items for wallbreaking, walling, etc. it also uses Volt Switch for pivotting, and dragon moves can come around too as semi-STAB due to Dragon's Maw. wich can be good as neutral damage. its STABs are also really good. having Revelation Dance for special ghost moves (though it'd prefer poltergeist, since its a mixed mon anyway.) and tons of coverage in EQ, Flamethrower and Aura Sphere. i feel even Ice Fang can come around too.
Move Name: Thunderclap Category: Special Type: Electric Base Power: 110 Max PP: 1 Accuracy: 95 Effect(s): Causes Embargo on the target. Attributes: idk i'll fill this out later Explanation: Disruptive move that blocks Choice Scarf, Band, Specs, Lefties, etc;
Name:Boltund 2.0 Typing:Electric Abilities:Strong Jaw Stats:75/110/75/75/75/121 Notable Moves:Thunder Fang,Fire Fang,Crunch,Psychic Fangs Flavor Moves:Spark,Electrify,Charge,Electric Terrain,Bite,Thunderbolt,Thunder,Howl,Facade,Focus Energy,AUM Weight:34 kg Explanation: Fast Strong Jaw Electric type. Strong Jaw gives it good STAB+Coverage. Good cleaner/revenge killer.
Move Name:Overcharge Bite Category:Physical Type:Electric Base Power:70 Max PP:1 Accuracy:100% Effect(s):Applies the Charge effect to the user Attributes:Bite,Contact Explanation:Effective 105 BP before STAB+Gives your next Thunder Fang massive power
Name: Nebulisk (Nebula + Balilisk + Nebulous) Typing: Steel/Dragon Abilities: Frisk/Mirror Armor/Anticipation Stats: 90/65/95/115/95/80 Notable Moves: general order of importance, then alphabetical: Doom Desire, Draco Meteor, Clanging Scales, Dragon Pulse, Flash Cannon, Roost, Jungle Healing, Defog, Flamethrower, Thunderbolt, Volt Switch,Calm Mind, Cosmic Power, Future Sight, Healing Wish, Moonblast, Taunt, Wish, Air Slash, Metal Sound, Meteor Beam, Power Gem, Psychic Flavor Moves: Air Cutter, Ancient Power, Bite, Body Press, Body Slam, Confide, Confuse Ray, Crunch, Double Hit, Double Team, Dragon Breath, Dragon Claw, Dragon Dance, Dragon Tail, Dual Wingbeat, Earthquake, Echoed Voice, Fire Fang, Growl, Gust, Harden, Headbutt, Hone Claws, Hyper Voice, Iron Defense, Iron Head, Iron Tail, Metal Claw, Mirror Coat, Outrage, Psycho Cut, Psybeam, Scary Face, Shock Wave, Slam, Smart Strike, Steel Beam, Steel Roller, Steel Wing, Supersonic, Swift, Tackle, Tailwind, Take Down, Twister, Wide Guard, Wing Attack, universal TMs (I'm aware that's a huge list but real Pokemon have big movepools and it bothers me seeing incomplete movepools in DH) Weight: 83 kg Explanation: No hugely powerful abilities, just a nice combo of scouting and protection on an offensive Doom Desire pivot with a great typing.
Move Name: Glimmering Escape Category: Status Type: Dragon Base Power: — Accuracy: — Effect(s): +1 priority. Switches out, cures team of status, and heals replacement by 50% of its max HP Attributes: none Explanation:
Name: Hydreadic (Hydra + Dread + Hydraulic) Typing: Water/Dragon Abilities: Steam Engine/Defiant/Comatose Stats: 125/110/70/75/75/60 Notable Moves: Dragon Darts, Liquidation, Swords Dance, Autotomize, Aqua Jet, Scale Shot, Earthquake, Gunk Shot, wip Flavor Moves: Scald, Steam Eruption, wip Weight: 403 kg Explanation: Steam Engine mon that can easily switch into the trigger types. Defiant makes its sweeps not ruined by whatever Lando lookalike we get here while Comatose also insulates its sweeps against Toxic and WoW. It can help set up a sweep with SD, which in conjunction with Steam Engine can make it an absolute demon. However, it’s rather slow and wallable if it doesn’t get its Speed boost but can still function as a breaker. Autotomize is an option for Double Dance sets but it loses out on other tech like Aqua Jet or coverage like Gunk Shot to nuke Fairies. Scale Shot is an alternative to DDarts and can work with SD to become a threat over time without using up a moveslot for Autotomize.
Move Name: Searing Steamlash Category: Physical Type: Fire Base Power: 200 Accuracy: 90 Effect(s): Ignores protection. Attributes: Contact Explanation: Roughly equivalent to 133 BP STAB. It has to be careful with it, because it’s its only Fire option on any realistic set.
Name: Stratospark Typing: Electric/Flying Abilities: Compound Eyes/Soul-Heart/Immunity Stats: 130/55/110/85/105/120 Notable Moves: Thunder Cage, Hurricane, Roost, Blizzard, Flamethrower, Earth Power, Nuzzle, Stealth Rock, wip Flavor Moves: Weight: kg Explanation: Thunder Cage user that traps foes and then nails them with SE coverage or walls them out. Compound Eyes is crucial, giving it accurate Thunder Cages and coverage, while Soul-Heart gives it incentive to eliminate foes. High Speed helps with Roosts for an unpredictable change-up of weaknesses before the foe moves. If the opponent lets a wall get trapped, you can use the opportunity to heal up and set Rocks, defending yourself from Toxic with Immunity, but it lacks a setup move to fully abuse it. Kinda big 4mss here, with most sets running Thunder Cage/Hurricane/Roost and a single spot left for options like Rocks, Nuzzle, or coverage.
Move Name: Flux Charge Category: Status Type: Electric Base Power: - Accuracy: 100 Effect(s): -1 priority; if the opponent is trapped, +1 priority. Inverts opponent's stat changes, sets Leech Seed, and sets Taunt. Attributes: none Explanation: Designed to dissuade opponents from breaking through it with setup moves while not making it an automatic win against any sweeper through the -1 priority otherwise. Pretty straightforward: Ruins any SD or NP boosts, prevents them from trying again, and gives some lifedrain that they can't shake off through switching. (assuming TCage was already used)
Name: Damashade Typing: Steel / Ghost Abilities: Infiltrator / Mold Breaker (H: Technician) Stats: 80 / 105 / 80 / 50 / 80 / 70 | BST: 465 Notable Moves: Iron Head, Bullet Punch, Autotomize, Poltergeist, Shadow Claw, Shadow Sneak, Swords Dance, Stealth Rock, Stone Edge, X-Scissor, Poison Jab, Power-Up Punch, Facade, Psycho Cut, Brick Break, Low Kick, Focus Blast, Steel Beam, Knock Off, and Specter's Blade. Flavor Moves: Flash Cannon, Metal Claw, Metal Burst, Low Sweep, Headbutt, Cut, Dig, Aerial Ace, Dual Chop, False Swipe, Fury Cutter, Guillotine, Retaliate, Revenge, Rock Smash, Rock Tomb, Scratch, Slash, Air Slash, Grass Knot, Snore, Round, Hyper Beam, Shadow Ball, Hex, Night Shade, and Ominous Wind. Weight: 35.0 kg Explanation: Bisharp has been a long time favourite of mine and once I saw this thread I practically had to make a submission. Essentially it's Steel / Ghost because it's a very rare typing and quite a good one at that. Damashade comes from Damascus and Shade, Damascus being a type of steel, and shade referring to it's Ghost-typing. Infiltrator is quite a common ability among Ghost-types due to ghosts being able to pass through walls, Mold Breaker isn't really a themed ability but can also go along with the whole ghost stereotype of objects passing through them and so in a way can abilities (don't judge me too much on this lol), and lastly Technician which greatly enhances some weaker moves , most notably Bullet Punch and Shadow Sneak because of Damashade's middling speed tier. Stat changes essentially made it so it's really strong physically wise but doesn't take hits very well and is quite slow encouraging the use of priority moves. Moves are all STAB and some utility like Stealth Rock, Swords Dance, and Autotomize. There is some coverage but I doubt it's too important to mention. I actually have an explanation for the weight which is more or less useless but it's half of regular Bisharp's weight (70.0 kg) because it's now a Ghost-type and can theoretically float around.
Move Name: Specter's Blade Category: Physical Type: Steel Base Power: 125 Accuracy: 100% Effect(s): Combines Ghost-type in it's effectiveness.. Attributes: Contact, Bypasses Protect Explanation: Specter is another term for ghosts and blade comes from the obvious Steel-typing and sword-like attributes. it's physical due to Damashade's higher physical attack stat. Considering it's one time use, it's base power should be quite high. I really liked the concept of Hawlucha's Flying Press signature move adding in Flying-type in it's effectiveness so I decided to use it here. Bypasses Protect because of it's ghost-typing and imagine using your 1 PP move and they click Protect so it goes to waste, just wouldn't be fun.
Name: Munbane Typing: Grass / Normal Abilities: Dry Skin / Gooey (H: Poison Heal) Stats: 95 / 35 / 100 / 50 / 90 / 40 | BST: 410 Notable Moves: Giga Drain, Energy Ball, Power Whip, Seed Bomb, Toxic, Toxic Spikes, Body Slam, Fake Out, Encore, Facade, Glare, Protect, Knock Off, Body Press, Acid Armor, Coil, Hex, Leech Seed, Sludge Bomb, Clear Smog, Rest, Sleep Talk, Seismic Toss, and Contamination. Flavor Moves: Cut, Celebrate, Acid, Defense Curl, Round, Gastro Acid, Poison Tail, Purify, Amensia, Attract, Reflect Type, Confuse Ray, Rock Tomb, Bullet Seed, Covet, and Dig. Weight: 22.0 kg Explanation: Munbane comes from mundane, which is usually referred to something bland like the Normal-typing and bane which is commonly associated with death and poison. Grass / Normal is an interesting typing which has only been done once before in the real Pokemon world. Dry Skin is a reference to it's lizard-like appearance, Gooey was chosen due to reptiles and amphibians usually having mucus/moisture on the surface of their bodies, and Poison Heal was chosen due to a lot of Munbane's poisonous attributes and it's genuinely rare ability. The stats are made to balance Munbane out due to the amazing ability and typing defensively. A lot of it's moves are utility since it's offensive stats are quite dreadful, and for a reason. There isn't much to say about the Pokemon since it's just a lizard that poisons things haha.
Move Name: Contamination Category: Status Type: Poison Base Power: --- Accuracy: 100% Effect(s): Badly poisons the target even if they are immune and sets 2 layers of Toxic Spikes on the opponent's field. Attributes: None Explanation: Essentially a Corrosion affected Toxic and 2 turns of Toxic Spikes in one turn.
Name: Brawnstone Typing: Fighting / Rock Abilities: Berserk / Solid Rock (H: No Guard) Stats: 100 / 80 / 65 / 120 / 110 / 30 | BST: 505 Notable Moves: Focus Blast, Power Gem, Vacuum Wave, Superpower, Stone Edge, Dynamic Punch, Mach Punch, Accelrock, Stone Edge, Rock Slide, Earth Power, Stealth Rock, Rock Polish, Earthquake, Knock Off, Agility, Bulk Up, Protect, Switcheroo, and Boulder Crash. Flavor Moves: Attract, Block, Dig, Double Team, Focus Energy, Fling, Helping Hand, Giga Impact, Leer, Low Sweep, and Rain Dance. Weight: 100.0 kg Explanation: Brawnstone originates from brawn because it's muscular and stone because it's a Rock-type. Berserk is a reference to it's angry/dominating appearance, Solid Rock because it's a Rock-type and considering it's so muscular, being able to weaken super-effective attacks makes sense. No Guard is indicating that because of it's large appearance and essentially the huge rocks that it's throwing at you, basically it's impossible to dodge. I made the stats more specially biased because having 100% accuracy Focus Blasts is a tech I've been wanting for a while but it's physical attack stat isn't bad at all and can definitely take advantage of Dynamic Punch and Stone Edge. It has a lot of priority due to it's low speed but really wont use it much due to Mach Punch and Accelrock just not being that good of damage dealers since they are physical whereas Vacuum Wave is only 40 BP.
Move Name: Boulder Crash Category: Special Type: Rock Base Power: 90 Accuracy: 100% Effect(s): If the Pokemon's physical defense is lower than the special defense, the move will target physical defense and not special defense despite being a special attacking move. Attributes: Contact (If opponent's physical defense is lower) Explanation: Rock-type Shell Side Arm, thought it was a pretty intriguing move so here it is.
Name: Despire (based on the silverleaf nightshade) Typing: Grass / Poison Abilities: Volt Absorb / Water Absorb | Sand Rush Stats: 90/70/70/90/120/40 (510) Notable Moves: Giga Drain, Sludge Bomb, Poison Fang, Clear Smog, Toxic, Shore Up, Scorching Sands, Aromatherapy, Knock Off, Nasty Plot, Earth Power, Energy Ball, Sludge Wave, Dark Pulse Flavor Moves: Will fill out if this sub wins but typically Grass-type, Poison-type, Dark-type, and Ground-type moves. Snap Trap is 100% going on this. Weight: 13 kg Explanation: Subbed for three mods today and made three Grasses. Nice. This has two new immunities that can help it heal a little bit, although you should never be relying on this as your sole method of healing. Otherwise, we have a specially fat Grass that doesn't really have any fantastic utility, but it does have a lot of raw special bulk and can keep itself clear from being completely passive with Clear Smog, Poison Fang/Toxic, and or Knock Off.
Move Name: Foreboding Fruit Category: Status Type: Grass Base Power: --- Accuracy: 100% Effect(s): Applies Toxic to and traps the target. Attributes: Protect, Authentic, Mystery Explanation: If you want to check this with a defensive Pokemon, then it might not be a good idea unless it can pivot out of this. Considered giving this Curse instead of Toxic but I don't think I dislike the idea of this having pretty clear counterplay in opposing Steels, even if said Steels now completely stonewall it.
Name: Capsaken (it's a spicy chicken) Typing: Fire / Dark Abilities: Vital Spirit / Intimidate | Magic Guard Stats: 95 / 104 / 95 / 67 / 67 / 94 (522) Notable Moves: Flare Blitz, Knock Off, U-Turn, Spikes, Brave Bird, Will-o-Wisp Flavor Moves: Will fill out if this sub wins but mostly Fire-type, Dark-type, and Flying-type moves. Weight: 2 kg Explanation: Complete coincidence that this ended up being so similar to Incineroar, I wanted certain stuff out of the typing for this mon and ended up landing on a Dark/Fire with Intimidate lmao. Typing is pretty awkward for something intending to use its physical bulk but Intimidate and Magic Guard make up for that. Magic Guard's benefits are mostly obvious, since you are much more resilient to chip and don't need to rely on Boots, but keep in mind that you also don't have any recoil on Flare Blitz or Brave Bird. Low Sp. Def, weaknesses to Ground and Fighting, and a weird set of resistances should prevent it from becoming too big of a defensive behemoth.
Move Name: Revitalization Category: Status Type: Fire Base Power: --- Accuracy: --- Effect(s): Fully heals the user. Clears all stat changes from the field. Attributes: Authentic Explanation: Z-Haze! I think it has a really fun dynamic here with something that really appreciates its Intimidate and Fire Lash drops. I always liked Z-Haze but there were better uses for your Z-Crystal, and since you automatically get it on this one mon, there's no opportunity cost.
Name: Cosmet (something with comets idk) Typing: Ice / Fire Abilities: Rough Skin / Flame Body | Iron Barbs Stats: 80/70/20/130/130/105 (535) Notable Moves: Ice Beam, Fire Blast, Focus Blast, Rock Polish, Flamethrower, Lava Plume Flavor Moves: mostly Ice and Fire stuff, Ancient Power is 100% going here Weight: 13 kg Explanation: Fun, low-effort gimmick sub because I felt like it. Wow look at those abilities
Move Name: Chill Out Category: Special Type: Ice Base Power: 110 Accuracy: 100% Effect(s): Super-effective against Water-types. Lowers the user's Sp. Def by 3 stages. Attributes: Protect, Mirror Explanation: This thing does not learn Freeze-Dry, so this is its main defense against fat Waters. Also is its strongest Ice move in case you really need to kill something and are scared of Fire Blast missing. Still have no coverage for opposing Fires though.
Apologies if this is bad or overpowered or if something similar has already been done, this is my first time submitting anything.
Name: Garghul (gargoyle+corruption of ghoul) Typing: Rock/Dark Abilities: Rock Head / Cursed Body (HA: Disguise) Stats: 90/50/130/90/100/60 (520) Notable Moves: Stealth Rock, Power Gem, Head Smash, Crunch, Dark Pulse, Foul Play, Taunt, Knock Off, Parting Shot, Curse, Shadow Ball, Poltergeist Flavor Moves: Ancient Power, Assurance, Astonish, Aura Sphere, Beat Up, Bite, Body Press, Body Slam, Brick Break, Brutal Swing, Bulldoze, Counter, Destiny Bond, Dig, Disable, Double Edge, Drain Punch, Drill Run, Earth Power, Earthquake, Encore, Endeavor, Endure, Explosion, Fake Out, Fake Tears, False Swipe, Final Gambit, Fire Punch, Flail, Flamethrower, Flatter, Fling, Focus Blast, Glare, Growl, Grudge, Hex, Hone Claws, Ice Beam, Ice Punch, Lash Out, Lick, Memento, Metronome, Nasty Plot, Night Slash, Payback, Phantom Force, Power Trip, Power Up Punch, Quick Attack, Rest, Rock Blast, Rock Polish, Rock Slide, Rock Throw, Rock Tomb, Rollout, Scary Face, Screech, Self Destruct, Shadow Claw, Shadow Sneak, Slam, Slash, Spikes, Stomping Tantrum, Stone Edge, Strength, Struggle, Sucker Punch, Switcheroo, Thief, Throat Chop, Thunderbolt, Thunder Punch, Torment Weight: 66 kg Explanation: Heavily inspired by Aegislash, this is a slow tank and Stealth Rock setter that can take a lot of hits but can’t hit very hard. Cursed Body can really hurt, or disguise lets you get either your signature move or Stealth Rocks out without getting hit, and then shifts you into a monstrous attacker Alternate Form
Name: Garghul-Enraged Typing: Ghost/Dark Abilities: Rock Head / Sheer Force (HA: Tough Claws Stats: 60/130/50/100/90/90 (520) Weight: 60 kg Explanation: The idea behind this is that Garghul, being a gargoyle, has moved off its pedestal to attack. This results in the stats completely flipping, resulting in a fast physical attacker
Move Name: Sudden Strike Category: Physical Type: Dark Base Power: 60 Accuracy: 100% Effect(s): This move can only be used on the first turn this Pokémon is sent out. Almost always goes first (+2 Priority). Changes user into Garghul-Enraged if they haven’t already and raises their speed by 2 stages. Attributes: Contact, Bypasses Protect Explanation: A move that almost completely changes the Pokémon into a fast physical attacker, however only being usable on your first turn really hurts any defensive or Stealth Rocks strategy if you decide to use it.
EDIT: changed some things as to how disguise works and also slightly messed with the stats
Name: Hungreed (hunger+greed) Typing: Normal/Grass Abilities: Cheek Pouch / Harvest (HA: Gluttony) Stats: 140/70/130/10/140/10 (500) Notable Moves: Toxic, Seismic Toss, Protect, Yawn, Thunder Wave, Will-O-Wisp Flavor Moves: Belch, Bite, Body Slam, Crunch, Fire Punch, Giga Impact, Ice Punch, Rest, Spit Up, Stockpile, Thunder Punch (pretty small movepool to keep the insanity in check) Weight: 50 kg Explanation: This Pokémon is designed entirely around abusing berries. It’s stupidly hard to kill but can’t really do any damage outside of burn and toxic.
Move Name: Share Food Category: Status Type: Normal Base Power: N/A Accuracy: N/A Effect(s): The user switches out and its replacement gets the effect of the berry the user is holding. Attributes: N/A Explanation: Like Wish but in only one turn and you can do some funny stuff with a Custap Berry
I love this concept. Name: Toxilisc Typing: Poison / Normal Abilities: Poison Touch/Merciless/Limber Stats: 81/101/78/64/71/115 [510 BST] Notable Moves: Coil, Tail Slap, Superpower, Poison Jab, Gunk Shot, Lash Out, Iron Tail, Dragon Tail, Toxic, Substitute, Power Whip, Aqua Tail. Flavor Moves: Venoshock, Fury Attack, Dual Chop, Poison Tail, Acid, Acid Spray, Bite, Fire Fang, Ice Fang, Poison Fang, Thunder Fang, Tail Whip, Hyper Fang, Façade, Bind, Slam, Wrap, Poison Sting, Giga Drain, Night Slash, Slash, Cut, Smart Strike Weight: 40 kg Explanation: Poison Touch + multi hit moves give you a decently high chance to poison your foes, (up to 83% when you get 5 hits off of Tail Slap). This, combined with Merciless and just a little bit of luck, can turn you into an effective Cleaner. Limber lets you avoid being punished by a Static user, and also T-Wave.
Move Name: Corrosive Combo Category: Physical Type: Poison Base Power: 25 Accuracy: 100 Effect(s): Hits 2 to 5 times. First hit removes foe's immunity to the Poisoned condition. Attributes: Contact. Multi-hit. Explanation: Can be used as a Poison STAB move, or to poison an opposing Poison type/Immunity user.
Name: Coronarok Typing: Rock / Fire
Abilities: Levitate/Drought/Flame Body Stats: 70/50/140/90/90/70 [510 BST] Notable Moves: Weather Ball, Flamethrower, Fire Blast, Heat Wave, Overheat, Lava Plume, Power Gem, Solar Beam, Scorching Sands, Flash Cannon, Stealth Rock, Rock Polish, Toxic, Will-o-Wisp, Growth, Morning Sun Flavor Moves: Ancient Power, Ember, Flame Wheel, Smack Down, Flash, Solar Blade, Rototiller, Rock Slide, Rock Throw, Rollout, Defense Curl, Sunny Day, Heat Crash, Heavy Slam Weight: 400 kg Explanation: Sun setter that has Ground immunity. Morning Sun gives a ton of recovery to help make up for SR weakness.
Move Name: Solar Storm Category: Status Type: Fire Base Power:- Accuracy: - Effect(s): If weather is Sunlight, Changes Weather to Extremely Harsh Sunlight, and raises user's speed by 1. Weather reverts to normal once user faints or switches. Attributes: - Explanation: This + Growth turns you from a mere support to a sun sweeper. No longer need you fear Water Moves or someone Changing the weather on you.
idk why latin sounds so cool Name: Coluberum (Latin for snake) Typing: Poison/Dark Abilities: Shed Skin/Poison Point/Rough Skin Stats: 110/55/95/90/80/80 [BST: 510] Notable Moves: +Dark Pulse, Sludge Wave/Bomb, Stealth Rock, Glare, BoltBeam, Flamethrower, Slip Out Flavor Moves: +Dunsparce's moveset Weight: 105 kg Explanation: A pokemon that's designated to punish contact moves.
Move Name: Slip Out Category: Status Type: Dark Base Power: -- Accuracy: -- Effect(s): Lowers Opponent's speed by 2 stage then user switches out. Attributes: +2 priority, bypass Protect, Unbouncable Explanation: A priority pivot move for clutch occasions.
Name: Auracle (Aura + oracle) Typing: Psyhic/Fairy Abilities: Magic Guard/Magic Bounce Stats: 80/60/75/110/110/85 [BST: 520] Notable Moves: Psychic, Psyshock, Moonblast, Ice Beam, Calm mind, Draining Kiss, Dark Pulse, Mystic Pulse Flavor Moves: Expanding Force, Dazzling Gleam, Flash, Whirlpool, Charge Beam, Meteor Beam, Wish, Teleport Weight: 85kg Explanation: A bulky fairy that can act as a set up sweeper or wish utility.
Category: Special Type: Fairy Base Power: 100 Accuracy: 100% Effect(s): Paralyze the target Attributes: Explanation: Cool nuke move.
basically imagine a giant purple nebula-patterned whale with a black hole in it's mouth Name: Collapstral (Collapse + Astral) Typing: Dragon / Psychic Abilities: Slow Start / Sheer Force Stats: 150 / 120 / 70 / 90 / 80 / 110 [BST: 620] Notable Moves: Draco Meteor, Psychic, Substitute, Recover, Flamethrower, Outrage, Protect Flavor Moves: Teleport, Dragon Pulse, Dragon Breath, Extrasensory, Dragon Tail, Roar, Cosmic Power Weight: 999.9 kg Explanation: Collapstral is effectively a slow, bulky special attacker with Slow Start. It can deal fairly heavy damage with Sheer Force Psychic STAB, as well as STAB Draco Meteor and great coverage in Flamethrower. Its signature fifth move, Event Horizon, is there simply as a massive physical attack for when Slow Start ends and its attack stat stops being awful.
Move Name: Event Horizon Category: Physical Type: Dragon Base Power: 120 Accuracy: 100% Effect(s): 10% chance to lower the target's Special Defense by 1 stage Attributes: Spread, all standard attributes for attacks Explanation: The secondary effect is just there for Sheer Force purposes.
| Physical | 100 | 100 | 1 | Doubles in power if this Pokemon moves first. (Contact)
Lore: A ninja sea cucumber. Pretty funny right? Description: Funny bulky Water. Forces switches through spreading poison through Toxic Thread and threatening large damage through Merciless, letting it restore more HP.
Physical: Body Press, Dual Wingbeat, Earthquake, High Horsepower, Leech Life, Megahorn, Rock Slide, Stone Edge
Special: Aeroblast, Air Slash, Ancient Power, Bug Buzz, Earth Power, Hurricane, Scorching Sands
Status: Curse, Defog, Iron Defense, Stealth Rock, Sharpen
Absorb, Acid, Aeroblast, Air Slash, Ancient Power, Ancient Power, Body Press, Bug Bite, Bug Buzz, Bulldoze, Curse, Defog, Dig, Dual Wingbeat, Earth Power, Earthquake, Fury Cutter, Giga Drain, Gyro Ball, High Horsepower, Hurricane, Iron Defense, Iron Head, Leech Life, Mega Drain, Megahorn, Nature Power, Poison Jab, Rock Polish, Rock Slide, Rock Tomb, Sand Tomb, Scorching Sands, Sharpen, Skitter Smack, Sludge Bomb, Sludge Wave, Solar Beam, Solar Blade, Stealth Rock, Stone Edge, Struggle Bug
Signature Move: Liftoff |
| Physical | 130 | 100 | 1 | Before using, changes to Airborne form for the rest of the battle. All Pokemon on the field lose their items.
Lore: A giant snail with an old bi-plane as a shell. Description: Funny mon. Its grounded form is a very nice physical wall with wallbreaking potential with Tough Claws STAB. Airborne for is meant for the funnies. tf u mean snails dont have claws shut up
Name: Volconic (Volcanic + Draconic) Type: Fire/Dragon Abilities: Regenerator (H: Adaptability) Stats: 90/55/100/90/105/60 (BST: 500) Notable Moves: Fire Blast, Flamethrower, Dragon Pulse, Draco Meteor, Will-O-Wisp, Thunderbolt, Thunder, Thunder Wave, Lava Plume, Stealth Rock, Rapid Spin, Psychic, Psyshock, Toxic, Roar Flavor Moves: Flare Blitz, Dragon Claw, Outrage, Dragon Dance, Rock Slide, Stone Edge, Earthquake, Dragon Tail, Fire Lash, Ember, Dragon Rage, Weight: 155.5 kg Description: Volconic is a Regenerator Fire/Dragon type that avoids being passive with Adaptability. It uses Mythic Laser as a stronger move that can pivot the user out of battle.
Name: Mythic Laser Category: Special Type: Dragon BP: 100 Acc: 100% Effect: If this move is not very effective or immune against the target, the user switches out.
Name: Technall (Misspell of Technical)
Type: Steel/Psychic
Abilities: Serene Grace / Magic Guard (H: Poison Heal)
Stats: 100/90/90/110/90/100 (BST: 580)
Movepool: Jirachi's Movepool +Conversion, Conversion2
Weight: 660 kg
Description: Technall is a funny mon with type changing from Conversion-Z and a huge movepool that allows for very diverse sets & some very unique set ideas.
Name: Conversion-Z
Category: Status
Type: Normal
BP: ---
Acc: ---%
Effect: Raises the user's highest non-hp stat by 1. The user changes type to match the typing of the user's first 2 moves in its moveset.
Name: Exortis Typing: Bug/Ghost Abilities: Clear Body/Swarm/(Soul-Heart) Stats: 70/110/45/95/95/85 (500 BST) Notable Moves: Bug Buzz, Calm Mind, First Impression, Hex, Leech Life, Poltergeist, Shadow Ball, Shadow Sneak, Sucker Punch, Swords Dance, Thunder Wave, Will-O-Wisp, All Universal TMs Flavor Moves: Aerial Ace, Astonish, Block, Brick Break, Brutal Swing, Bug Bite, Cross Chop, Curse, Cut, Dual Chop, False Swipe, Fell Stinger, Flatter, Focus Energy, Foresight, Foul Play, Harden, Heal Block, Infestation, Leaf Blade, Lunge, Memento, Nature Power, Night Slash, Psycho Cut, Phantom Force, Safeguard, Shadow Claw, Skitter Smack, Smart Strike, Slash, Throat Chop Weight: 16,7kgs Explanation: Ghost+Bug is very strong coverage, Poltergeist obliterates everything while Leech Life can hit Dark types super effectively and deal good damage to most Normal types. A middling speed tier means it's a strong wallbreaker you'd prefer to handle offensively, though access to First Impression and Shadow Sneak gives it some way to play around that. Despite all-out attacking physical or Swords Dance set probably being its best options, Exortis can run special sets, making use of Calm Mind and Soul-Heart to boost very efficiently. It can also make use of Thunder Wave or Will-O-Wisp to help with its speed and defense respectively while boosting its Hexes, so status can make its special sets quite viable. In terms of flavor, Exorcist Praying Mantis.
Move Name: Execute Category: Physical Type: Dark Base Power: 100 Accuracy: 100 Effect(s): Raises user's attack and speed by 1 stage if this move KOes the target. Attributes: Contact Explanation: A risky one-time move that can reward you with +1 to all your offensive stats. Hard to land, but can be devastating if used at the right time.
Name: Ashbeard Typing: Water/Fire Abilities: Bulletproof/Intimidate/(Pickpocket) Stats: 80/120/70/100/60/90 (520 BST) Notable Moves: Aqua Jet, Earthquake, Energy Ball, Fire Blast, Flamethrower, Flare Blitz, Flip Turn, Hydro Pump, Knock Off, Liquidation, Pyro Ball, Scald, Scorching Sands, Sludge Bomb, Surf, Switcheroo, Will-O-Wisp, All Universal TMs Flavor Moves: Assurance, Body Slam, Brick Break, Brine, Burning Jealousy, Covet, Dive, Ember, Fire Punch, Fire Spin, Foul Play, Giga Impact, Haze, Hyper Beam, Incinerate, Inferno, Life Dew, Muddy Water, Rain Dance, Rock Smash, Scary Face, Smokescreen, Soak, Strength, Sucker Punch, Sunny Day, Thief, Throat Chop, Waterfall, Water Gun, Water Pulse, Whirlpool Weight: 57,8kgs Explanation: 90 speed is good for Choice Scarf, and when paired with Flip Turn and Switcheroo, Ashbeard has good options to make use of it. With Intimidate making switching in and out more often more optimal, it'll want to use Flip Turn as often as possible. It can then generally pick up strong Stab options such as Pyro Ball, and slot in coverage such as Earthquake or Energy Ball if needed. It can make use of Choice Band fairly well too, powering up its already strong pivoting move and giving it powerful wallbreaking potential with Pyro Ball and its high attack stat.
Move Name: Greed Cannon Category: Special Type: Fire Base Power: 150 Accuracy: 100 Effect(s): Applies Embargo on the user for 2 turns. Attributes: Bullet Explanation: I noticed that Signature Moves are quite awful to make work with Choice items, so I made this. Greed Cannon is a nuke that will leave you vulnerable with most items, but allows you to be more unpredictable if you're using a Choice item, as you always have the option to just fire it off and becoming able to switch moves for a little bit.
Name: Amvip Typing: Poison/Ground Abilities: Analytic/Strong Jaw/(Keen Eye) Stats: 70/98/79/42/84/107 (480 BST) Notable Moves: Coil, Fire Fang, Glare, Gunk Shot, Ice Fang, Thousand Waves, Thunder Fang, Toxic, Toxic Spikes, All Universal TMs Flavor Moves: Bite, Crunch, Drill Run, Poison Fang, Poison Jab, Poison Tail, Sand Tomb (Will add more if this wins, Don't feel like adding anything) Weight: 27kgs Explanation: Don't feel like writing anything
Move Name: Lethal Fang Category: Physical Type: Poison Base Power: 50 Accuracy: 100 Effect(s): Badly poisons the target and reduces its Attack, Defense, Special Attack, Special Defense and Speed by 1 stage. Attributes: Biting, Contact Explanation: Don't feel like writing anything
Name: Threedy (greedy + 3D Printer) Typing: Dark/Steel Abilities: Magician/Klutz/Technician Stats: 90/130/105/105/65/85 | 580 Notable Moves: Knock Off, Fling, Assurance, Iron Head, Switcheroo, Recover, Spikes, Volt Switch Flavor Moves: Payback, Brutal Swing, Dark Pulse, Foul Play, Flash Cannon, Magnet Bomb, Smart Strike, Steel Roller, Steel Beam, Mirror Shot, Thunderbolt, Wild Charge, Spark, Thunder, Double Edge, Body Slam, Slam, Tackle, Spike Cannon, Tri Attack, Swift, Giga Impact, Hyper Beam, Embargo, Snatch, Metal Sound, Charge, Reflect, Light Screen, Trick, Safeguard, Laser Focus, Block, Helping Hand, Lock-On, Metronome, Pay Day, Present, Recycle, Weight: 158 kg Explanation: Klutz pokemon designed to cripple opponents and possibly set itself up for a Z-move-powered finisher. Iron Ball starts you off with a 130 BP item, however Light Ball, Toxic Orb, or Flame Orb function as 45 BP auto-status moves. It has some other support moves to round out its set. Even without a method of stealing items, you can power up by switching into Knock Off or Trick, and the status items should make the 5th move reasonably strong. I wasn't exactly sure where to put the stats considering it has Klutz (and the power level of other subs varies quite a bit), but I erred on the side of very solid stats due to the inability to use items.
Move Name: Replicate Category: Physical Type: Dark Base Power: Based on Fling Accuracy: 100% Effect(s): Based on Fling Attributes: protect, mirror, mystery, Explanation: The user duplicates and Flings every item it's had in its possession during the match, including multiples of the same item from different pokemon, in reverse order in which it had them. This includes the currently held item, however this move does not remove the user's item.
Most common items are only 10 BP (15 with Technician), however if you start with Iron Ball and manage to steal things like Assault Vest or even Black Sludge, it can become extremely powerful.
Pokemon: Shephoarder (Shepherd + Hoarder, Looks like a Buff Belgian Shepherd dog) Type: FightingDark
Abilities: Justified / Rattled / Sticky Hold Stats: 100 / 95 / 110 / 65 / 80 /75 (525) Moves: Physical: Body Press, Close Combat, Crunch, Earthquake Jaw Lock, Fire Fang, Poison Fang, Power Trip, Rapid Spin, Seismic Toss, Superpower, Special: Aura Sphere, Focus Blast, Ice Beam, Scald, Sludge Bomb, Sludge Wave, Surf Status: Bulk Up, Roar, Morning Sun, Protect Weight: 45kgs Description: Thought you could spam mindless knock off forever? Well think again dumbass. This doggy is a very scary Knock Off deterrent which actually makes clicking the move something to think throughly, as this Mon can become very scary when hit by any dark attack. It also punishes bug type attacks and ghost attacks, which combined with his exclusive access to a slightly stronger and exclusive pursuit also gives it utility in a team as a scary revenge killer and ghost check.
Signature Move: Good Boy | Dark | Physical | 50 | 100 | 1 | Doubles in power if the target is switching out, Pursuit effects.
Name: Hungreed (hunger+greed) Typing: Normal/Grass Abilities: Cheek Pouch / Harvest (HA: Gluttony) Stats: 150/10/140/10/180/10 (500) Notable Moves: Toxic, Seismic Toss, Protect, Yawn, Thunder Wave, Will-O-Wisp Flavor Moves: Will add later, most likely normal type moves and food related stuff Weight: 50 kg Explanation: This Pokémon is designed entirely around abusing berries. It’s stupidly hard to kill but can’t really do any damage outside of burn and toxic.
Move Name: Share Food Category: Status Type: Normal Base Power: N/A Accuracy: N/A Effect(s): The user switches out and its replacement gets the effect of the berry the user is holding. Attributes: N/A Explanation: Like Wish but in only one turn and you can do some funny stuff with a Custap Berry
There's some clear counterplay to this in Toxic, Knock, and if the opponent doesn't care about status then boosting as well, but it feels a bit constraining given how crazy bulky this thing is. In order to 2HKO this, you basically need a STAB super effective move with some boosts in item, nature, and/or ability. Also can scare away a lot of boosting mons with all of the statuses it can slot. If I were you I'd just reduce the bulk a bit here.
Side note - this second one isn't a veto but on your other mon, Disguise would need to be active regardless of whether or not it was chosen in the teambuilder just because of the Pokebilities part of this mod. I honestly think this could lead to an interesting dynamic with the first form having different abilities from the second but how you want to change that sub (if you even do end up changing it) is up to you.
Name: Toxilisc Typing: Poison / Normal Abilities: Poison Touch/Merciless/Skill Link Stats: 81/101/78/64/71/115 [510 BST] Notable Moves: Coil, Tail Slap, Triple Axel, Arm Thrust, Superpower, Poison Jab, Gunk Shot, Throat Chop, Beat Up, Iron Tail, Dragon Tail, High Horsepower Flavor Moves: Venoshock, Fury Attack, Double Kick, Poison Tail, Stomping Tantrum, Acid, Acid Spray, Bite, Fire Fang, Ice Fang, Poison Fang, Thunder Fang, Weight: 40 kg Explanation: 5 hits of a contact move + Poison Touch = ~83% chance to normal poison when you hit. Add in Merciless to give yourself auto-crits, plus your high BP moves and you have an effective cleaner that is fast and not too frail.
Move Name: Corrosive Combo Category: Physical Type: Poison Base Power: 25 Accuracy: 100 Effect(s): Hits 2 to 5 times. First hit removes foe's immunity to the Poisoned condition. Attributes: Contact. Multi-hit. Explanation: Can be used as a 125 BP STAB move, or to poison an opposing Poison type/Immunity user.
This Pokemon practically necessitates a Poison immunity to truly counter it given the coverage and Merciless. For reference, if you land Tail Slap with the 5 Merciless crits on a resist with Mew bulk, it has to run physdef investment to avoid a 2HKO after Poison damage, which doesn't even mention the coverage this gets. I honestly don't like how optimized the abilities are for this, it's pretty agreed upon in Discord that we should avoid especially synergistic sets of abilities. If I were to go with it, though, I'd greatly lower either the Speed or Attack.
Name: Technall (Misspell of Technical)
Type: Steel/Psychic
Abilities: Serene Grace / Magic Guard (H: Poison Heal)
Stats: 120/80/90/110/110/90 (BST: 600)
Movepool: Jirachi's Movepool +Conversion, Conversion2
Weight: 660 kg
Description: Technall is a funny mon with type changing from Conversion-Z and a huge movepool that allows for very diverse sets & some very unique set ideas.
Name: Conversion-Z
Category: Status
Type: Normal
BP: ---
Acc: ---%
Effect: Raises the user's highest non-hp stat by 1. The user changes type to match the typing of the user's first 2 moves in its moveset.
Comparing this to current gen Jirachi makes me think I might be jumping the gun a bit, so @ any readers tell me if you disagree on like Discord or something, but this is a VERY fat Steel. Having this level of bulk on something with so many resists and, as you say yourself, a lot of possible sets might end up making this pretty centralizing unless there's a lot of power creep to go with it. Hinging on the power level of the mod to go above OU isn't something I want to do.
Since I gave the 24 hour warning, it goes without saying that you have 24 hours to nerf the vetoed subs and ask any other questions. Voting will begin after then!
24 hours remain! For some subs I think might be up for vetos and need nerfs...
There's some clear counterplay to this in Toxic, Knock, and if the opponent doesn't care about status then boosting as well, but it feels a bit constraining given how crazy bulky this thing is. In order to 2HKO this, you basically need a STAB super effective move with some boosts in item, nature, and/or ability. Also can scare away a lot of boosting mons with all of the statuses it can slot. If I were you I'd just reduce the bulk a bit here.
Side note - this second one isn't a veto but on your other mon, Disguise would need to be active regardless of whether or not it was chosen in the teambuilder just because of the Pokebilities part of this mod. I honestly think this could lead to an interesting dynamic with the first form having different abilities from the second but how you want to change that sub (if you even do end up changing it) is up to you.
This Pokemon practically necessitates a Poison immunity to truly counter it given the coverage and Merciless. For reference, if you land Tail Slap with the 5 Merciless crits on a resist with Mew bulk, it has to run physdef investment to avoid a 2HKO after Poison damage, which doesn't even mention the coverage this gets. I honestly don't like how optimized the abilities are for this, it's pretty agreed upon in Discord that we should avoid especially synergistic sets of abilities. If I were to go with it, though, I'd greatly lower either the Speed or Attack.
Comparing this to current gen Jirachi makes me think I might be jumping the gun a bit, so @ any readers tell me if you disagree on like Discord or something, but this is a VERY fat Steel. Having this level of bulk on something with so many resists and, as you say yourself, a lot of possible sets might end up making this pretty centralizing unless there's a lot of power creep to go with it. Hinging on the power level of the mod to go above OU isn't something I want to do.
Since I gave the 24 hour warning, it goes without saying that you have 24 hours to nerf the vetoed subs and ask any other questions. Voting will begin after then!
I totally agree with you on Technall, with Jirachi's vast coverage, versatility, and amazing defensive typing; giving it even more bulk as well as a move that boosts one stat is quite ridiculous to be fair. It greatly needs stat drops or perhaps an inability to use Jirachi's utility such as Thunder Wave, Stealth Rock, Wish, etc. Also, wouldn't this literally just be Jirachi with higher stats and a few new moves? I don't see much point in that.
This Pokemon practically necessitates a Poison immunity to truly counter it given the coverage and Merciless. For reference, if you land Tail Slap with the 5 Merciless crits on a resist with Mew bulk, it has to run physdef investment to avoid a 2HKO after Poison damage, which doesn't even mention the coverage this gets. I honestly don't like how optimized the abilities are for this, it's pretty agreed upon in Discord that we should avoid especially synergistic sets of abilities. If I were to go with it, though, I'd greatly lower either the Speed or Attack.
Fair enough, I will address the actual problem parts by replacing Skill Link with Limber, reducing the average BP of Tail Slap before modifiers from 125 to 77.5 (That's a 38% reduction on the main attack). I also removed Beat Up, Arm Thrust, Triple Axel and all Ground moves, as well as replacing Throat Chop with Lash Out. These changes keep its core idea of Poison Touch + Tail Slap + Merciless in tact, but lowers its consistency to the point that it can't automatically break through its would-be counters. Also added Power Whip and Aqua Tail for flavor. Since I took away its Arm/Leg related moves, I thought I might as well take its arms and legs, so Seviper is the sprite now.
There's some clear counterplay to this in Toxic, Knock, and if the opponent doesn't care about status then boosting as well, but it feels a bit constraining given how crazy bulky this thing is. In order to 2HKO this, you basically need a STAB super effective move with some boosts in item, nature, and/or ability. Also can scare away a lot of boosting mons with all of the statuses it can slot. If I were you I'd just reduce the bulk a bit here.
Side note - this second one isn't a veto but on your other mon, Disguise would need to be active regardless of whether or not it was chosen in the teambuilder just because of the Pokebilities part of this mod. I honestly think this could lead to an interesting dynamic with the first form having different abilities from the second but how you want to change that sub (if you even do end up changing it) is up to you
Abilities: Ripen / Unburden / Infiltrator
Stats: 55 / 105 / 75 / 95 / 87 / 93 (510)
Notable Moves: Acrobatics, Swords Dance, Seed Bomb, Bullet Seed, Substitute, Rapid Spin, U-turn, Zen Headbutt, Leaf Storm, Hurricane, Air Slash, Giga Drain, Energy Ball, Thunderbolt, Thunder, Heat Wave, Weather Ball, Defog, Leech Seed
Flavor Moves: Cotton Guard, Synthesis, Aerial Ace, Grassy Glide, Sunny Day, Rain Dance, Aromatherapy, Grass Knot, Solar Beam, Cotton Spore, Tailwind, Grassy Terrain, Fly, Headbutt, Fairy Wind, Worry Seed, universal moves
Weight: 8 kg
Explanation: An explosive setup sweeper with Swords Dance, Unburden and Ripen + Plentiful Pummel let it hit very high levels of Attack and Speed very quickly, and let it deal a lot of damage with Acrobatics. This is all belied by very limited physical coverage which is basically just Acrobatics, Grass attacks and Zen Headbutt, which prevents it from being unstoppable defensively. While you won't outspeed it easily, it is also vulnerable to priority. Lastly it has a secondary special (weather?) mode with much more workable coverage, no viable option to boost besides Petaya Berry, which admittedly seems pretty usable.
Base Power: 100
Accuracy: 100
Effect(s): All Pokemon in battle consume their held berries (like Teatime). This occurs after the damage from the attack.
Attributes: Contact
Explanation: A powerful Grass-type hit that lets it activate its ability and Acrobatics fairly easily, if it's holding a berry. I'd imagine most sets would use Liechi Berry to instantly get the equivalent of another SD boost while attacking. Even special sets can use this to get a good hit on a special wall and activate a berry.
Name: Magmollusk ("magma mollusk")
Typing:
/
Abilities: Sticky Hold / Regenerator / Damp
Stats: 85 / 78 / 68 / 94 / 112 / 33 (470)
Notable Moves: Scald, Recover, Flamethrower, Lava Plume, Toxic, Clear Smog, Sludge Bomb, Fire Blast, Will-o-Wisp, Earth Power, Overheat
Flavor Moves: Surf, Sludge Wave, Earthquake, Hydro Pump, Mist, Rain Dance, Stockpile, Spit Up, Swallow, Whirlpool, Fire Spin, Nature Power, Brine, Pain Split, Liquidation, Bubble Beam, Smokescreen, Muddy Water, Heat Crash, Tar Shot, Acid Armor, Mud Shot, Infestation, Skitter Smack, universal moves
Weight: 2 kg
Explanation: This is a resilient special defensive tank thanks to unremovable boots and Regenerator. It excels at spreading burns around with either of its main STABs, dissuading physical attackers that would prey on its subpar Defense. Its shortcomings are that it's slow and predictable and tends to invite in Water and Dragon types it doesn't do a lot to. It also has pretty average stats and is pretty vulnerable to Toxic and is fairly lacking in utility besides simply burning opponents. As such I labeled more as a tank than a utility mon.
Move Name: Abyssal Plume
Category: Special
Type:
Base Power: 100
Accuracy: 100
Effect(s): Doubles in power if the target is burned.
Explanation: This move lets it lean further into its niche as a bulky tank. This move lets it do massive damage to a burned target, which is very prediction reliant, but rewarding to pull off. Its other qualities let it inflict burns easily enough, but you still need to predict correctly as with this mon's low Speed it's pretty specific with the timing.
Move Name: Curse of the Moon Category: Status Type: Psychic Effect(s): User becomes Ghost/Dark and uses Quiver Dance. Attributes: Snatch Explanation: makes you tricky by suddenly changing your typing. doesnt give you notable resists but cant go wrong with ghost dark i reckon.
Explanation: trace goes insane in pokebilities. prank is nice and oblivious is so you dont get taunt bounced.
Move Name: Neurolink Category: Special Type: Psychic Base Power: 80 Accuracy: 100 Effect(s): Traps both user and target. Disables pivoting moves. Attributes: Protect, Mirror Explanation: trap and eliminate.
Explanation: magic bounce + mold breaker ensures you have the upper hand in the hazard game.
You may now vote! All of the vetoed subs are legal now, but Stratospark is banned; way too fat
Vote for up to 6 Pokemon you want to win in no particular order. If and only if you have all 6, you can vote for up to 2 of your own submissions. If you have any less than 6 votes, you cannot vote for any of your own subs.