Pet Mod EXTREME ROULETTEMONS (Complete for now!)

Abilities
Ability Name: Backbone
Components: Moxie, Defiant
Effect: Gains +1 Attack if a stat is lowered by an opponent, and +1 Attack if it knocks out an opponent with an attack.

Ability Name: Item Inspector
Components: Wimp Out, Frisk
Effect: Upon switching in or switching out, the user identifies the opponent's item.

Ability Name: Cold Snap
Components: Limber, Hustle
Effect: This pokemon's moves with a chance to inflict Chilled deal 1.5x Damage, but their accuracy is .8x.

Ability Name: Moist Moves
Components: Turboblaze, Damp
Effect: The opponent's moves ignore the effect of their own ability.

Ability Name: Cauterize
Components: Pastel Veil, Wonder Skin
Effect: Moves that cause Bleeding are 50% accurate against this pokemon.

Ability Name: Hand of Greed
Components: Iron Barbs, Pickup
Effect: At the end of each turn, if the user is not holding an item, it will steal an opponent's item, and they will lose 1/8 Max HP.

Ability Name: Crash and Burn
Components: Queenly Majesty, Poison Point
Effect: If this pokemon is hit by a priority move, the opponent gains Severe Bleeding.

Item
Ability Name: Sandbag
Components: Slow Start, Counter
Effect: If the holder is hit by a physical attack, the attacker's Attack and Speed will drop 2 stages. One time use.
 
Last edited:

AquaticPanic

Intentional Femboy Penguin
is a Community Leaderis a Community Contributor
Community Leader
Ability Name: Escape Root
Components: Fairy Aura (Plant) + Emrgency Exit
Effect: User switches out after using a Plant move.


Ability Name: Magic Master
Components: Dancer + Flash Fire (Ghoul)
Effect: After another Pokemon uses a Ghoul move, this Pokemon uses the same move. Immune to Ghoul.


Ability Name: Change of Pace
Components: Slush Rush (Swarm) + Trace
Effect: Copies the foe's (unboosted) Speed stat on switch-in.


Ability Name: Haunt Back
Components: Magic Bounce + Aftermath
Effect: If this Pokemon is KOed with an attacking move, attacks the one that KOed it with the same move before fainting.


Ability Name: Build Muscle
Components: Dauntless Shield + Huge Power
Effect: Raises user's Defense after using a Physical move


Ability Name: Plague
Components: Neutralizing Gas + Snow Warning (Swarm)
Effect: While the user is active, weather is Swarm. No other weather or terrain can take place while the use is active


Ability Name: Temptative
Components: Aroma Veil + Cute Charm
Effect: Protects user/allies from Attract, Disable, Encore, Heal Block, Taunt, and Torment. If the effect was attempted to be set by a Pokémon of the opposite gender of the user, the status effect gets applied to the opponent.




Item Name: Shield Slider
Components: Dauntless Shield + Gyro Ball
Effect: If user's Defense is higher than it's target's, 1.5x Speed during this turn




Move Name: Scatter Scrape
Fused From: Leer + Sucker Punch
Type:
arthropod.png

BP: 70
Acc: 100%
PP: 8
Category:
1618729949856.png

Flavour: The user, feling threatened, rushes into the foe for a close strike.
Effect: +1 Priority. Fails if target's Defense is lower than the user's. Contact.


Move Name: Fungal Fatigue
Fused From: Liquidation + Crabhammer
Type:
plant.png

BP: 100
Acc: 90%
PP: 16
Category:
1618729949856.png

Flavour:
Mushrooms grow around the foe, engulfim the target inside of stems.
Effect: High critical hit ratio. When this move results in a critical hit, the target's Defense is lowered by one stage.


Move Name: Gruesome Gobble
Fused From: Feint + Poison Fang
Type:
arthropod.png

BP: 50
Acc: 100%
PP: 24
Category:
1618729949856.png

Flavour: Feeling the presence of a weakened foe, the user's predatory instincts kick in.
Effect: If the opponent is bleeding, this move will have +2 Priority and ignore protection moves. Fang.
 

DuoM2

whao
is a Community Contributoris a Community Leader Alumnus
Name: Tree Fall (Bolt Strike + Grass Pledge)
Type: Plant
BP: 105
Accuracy: 100%
PP: 15
Category: Physical
Effect: No additional effect. (There are no other Pledge moves in this format.)

Mostly making this post to say a few things...

A Golden Waddle Dee - You still need to change some of your moves to status moves. Make sure you have 3 physical, 3 special, and 3 status.
Ema Skye - Last call to change Bird Flu if you want.
I'm still waiting on abilities from kakaks, J2__PT, Smoshfan2003, BitBitio, DeinoDNA, and A Golden Waddle Dee.
Only seven moves remain! Be sure to take a few if you haven't already. There's still some interesting ones in there, particularly Coaching + Fire Spin.
 
Ability Name: Dusty Dash
Components: Chlorophyll, Dazzling
Effect: The user's speed is doubled when the Rain Dust weather is present. The opponent's priority moves will fail if they target the Pokemon with this ability or its allies during the presence of Rain Dust.

Ability Name: Last Stand
Components: Sturdy, Mummy
Effect: The user can not be knocked out with one hit. One-hit KO moves will also not knock the user out. If the user's HP goes from full to one from one move, the attacking Pokemon's ability is nullified. This happens even if the attacking Pokemon uses a move that does not make contact with the user.

Ability Name: Brave Spirit
Components: Suction Cups, Klutz
Effect: The Pokemon with this ability can not be forced to switch out or flee from an opponent's move or item. If the opponent attempts to use a move or item that forces a switch out, the opponent's held item has its effects nullified.

Ability Name: Protective Arms
Components: Sweet Veil, Long Reach
Effect: The Pokemon with this ability and its allies are protected from sleep-inducing moves. Any contact moves used by this Pokemon will not trigger any effects caused by contact.

Ability Name: Aluminum Body
Components: Light Metal, Mirror Armor
Effect: If the Pokemon's stats are lowered from a move or an ability, the effects are reflected back onto the opponent. Every time this occurs, the Pokemon with this ability has its weight halved.

Ability Name: Sharp Notes
Components: Punk Rock, Iron Barbs
Effect: The user's sound-based moves have their power increased by 30%. The user also takes half damage from damaging sound-based moves. If an opposing Pokemon makes contact with the user on a turn when the user used a sound-based move, the opposing Pokemon takes damage equal to 1/8 of its maximum HP.

Ability Name: Vigil Beast
Components: Insomnia, Refrigerate
Effect: The user can not be put to sleep. The user's Slime type moves become Beast type moves. These moves also receive a 20% power boost.

Item Name: Terrain Lens
Components: Terrain Pulse, Skill Link
Effect: The user's multi-strike moves will always hit the target 5 times if a terrain is set up on the field.
 
New (unclaimed) moves just dropped

Plasmodium
Components: Coaching, Fire Spin
Type:

PP: 24
Category:

The user becomes trapped for 4-5 turns. At the end of each turn that it is trapped, its Attack and Defense are each raised by one stage.

Maul
Components: Shadow Bone, X-Scissor
Type:

PP: 16
Category:

Power: 85
Accuracy: 100
Makes contact. 20% chance to lower the target's Defense by 1.

Chaotic Spores
Components: Icicle Crash, Tri Attack
Type:

PP: 16
Category:

Power: 80
Accuracy: 90
Has a 20% chance to inflict Acid, Chill, or Hunger on target. Each effect has a 6.67% chance of occurring, like Tri Attack. If this move hits a target that is already afflicted with Acid, Chill, or Hunger, it instead has a 30% chance to flinch the target.
 

DuoM2

whao
is a Community Contributoris a Community Leader Alumnus
And that's it! Almost, at least. We need 5 more moves, 21 more abilities, 3 more items. Those may seem a bit smaller than you'd expect, but I'm giving Smoshfan and J2 an extra day to finish their stuff because I forgot to DM them their abilities until a day late lol. I'm also going to be manually changing A Golden Waddle Dee and Smoshfan's moves to fit the 3 physical 3 special 3 status rule.

One more thing I want you guys to do is please check the metagame spreadsheet linked in the first post and make sure I got all of your custom elements correct. Using Control+F to search for your name will help. I had to do A LOT of work for this mod within these recent slates, and there have to have been a least few things I overlooked or misunderstood. Sometimes I also put "clarify this" in some section so I could ask someone something or so I could think about the implications of something, and I'm sure I didn't fix all of those yet. I've been caught on it once before and wouldn't be surprised if it'd happen again.

With that out of the way, though, I'd like to start a quick discussion phase. There's a lot to cover here - a brand new type chart, over two hundred new moves, over a hundred new abilities, over twenty new items. I really don't want anyone to go over everything in this mod, but feel free to discuss whatever strikes you as the most interesting for whatever reason.

Also, here are all of the elements that have yet to be made. I'm not gonna put a limit here since this will be a short period of time but try to leave some for others...
Note that you do not need to be on the signups in order to do any of this.

MOVES:
Mineral - Rock Slide, Wild Charge
Arthropod - Moongeist Beam, Fishious Rend
Reptile - Photon Geyser, Behemoth Blade
Mineral - Block, Role Play

ABILITIES:
Solar Power, Sand Stream (Solar Power boosts in Rain -> Rain Dust, Sand Stream starts Sand -> Rain Dust)
White Smoke, Turboblaze
Pure Power, No Guard
Triage, Pure Power
Flower Veil, Misty Surge
Plus, Truant

Beast Boost, Soul-Heart
Frisk, Compound Eyes
Prism Armor, Long Reach

Minus, Emergency Exit
Serene Grace, Stakeout
Refrigerate, Harvest

Water Compaction, Technician (Water Compaction boosts from Water -> Arthropod)
Sand Rush, Vital Spirit (Sand Rush boosts in Sand -> Swarm)
Defiant, Slush Rush
Simple, Contrary

Inner Focus, Cotton Down
Ice Scales, Justified
Dazzling, Water Bubble

Chlorophyll, Shadow Shield (Chlorophyll boosts in Sun -> Swarm)
Minus, Ripen

ITEMS:
Early Bird, Freezing Glare
Gale Wings, Strange Steam
Stakeout, Leech Seed
 
Last edited:

zxgzxg

scrabble
is a Forum Moderator
Ability: Twisted Witchcraft
Components: Simple, Contrary
Effect: Any time a stat is raised or lowered, this Pokemon's stat changes are flipped.

My unnamed Ghoul move will be renamed Twist of Fate and give the user Twisted Witchcraft.

Ability: Hunting Armor
Components: Ice Scales, Justified (Justified is from Dark -> Beast)
Effect: This Pokemon takes 1/2 damage from Beast-type moves.

Ability: Hive Mind
Components: Defiant, Slush Rush (Slush Rush is from Hail -> Swarm)
Effect: This Pokemon's Attack is x1.5 in Swarm.
 
Ability Name: Couch Potato
Components: Plus, Truant
Effect: The Pokemon loafs around without moving every other turn. If another Pokemon on the field has this ability, the Pokemon loafs for two turns in a row, and only makes a move every three turns.

Ability Name: Bringer of Plenty
Components: Flower Veil, Misty Surge (Misty Surge starts Misty Terrain -> Field of Abundance)
Effect: Sets Field of Abundance upon switching in, for 5 turns. While under the effects of Field of Abundance, this Pokemon cannot be afflicted by non-volatile status conditions or have its stats lowered by other Pokemon.

Ability Name: Eagle Eye
Components: Frisk, Compound Eyes
Effect: Combined effects of both abilities.

Ability Name: Spectral Armor
Components: Prism Armor, Long Reach
Effect: The Pokemon takes 0.75x damage from non-contact moves.

Ability Name: Synergy
Components: Minus, Ripen
Effect: If the Pokemon with this ability has the same item as another Pokemon on the field, its Special Attack is multiplied by 1.5x. (If two pokemon are itemless this ability does not activate).
 

Magmajudis

Title pending
Item Name: Cursed Amulet
Fused from: Gale Wings / Strange Steam
Effect: Boosts the priority of Arthropod moves, but confuses the user when doing so. (Single-use)

Ability Name: Fisherman
Fused from: Refrigerate / Harvest
Effect: If Rain Dust is active, boosts Piscine moves' BP by 1.2× and turns them into Ghoul moves.

Ability Name: Infighting
Fused from: Pure Power / No Guard
Effect: Physical attacks used by or against this Pokemon will never miss.
 
Last edited:

Cookie Butter

formerly the someone
Gurana Berry (Item)
Early Bird, Freezing Glare
If the holder has a non-volatile status, adds a counter to the status condition, making it last the same as Sleep (1-3 turns). Berry item, consumed after use. 10% chance to restore after consumption (20% with Sugar Rush) (regardless if holder switched out, meaning same as Harvest).

Conde Berry (Item)
Stakeout, Leech Seed
If holder heals, sets Carnivorous Plant on the foe. Carnivorous Plant deals 1/8 max HP per turn (1/4 max HP with Sugar Rush). Removed when switching out, but deals an extra 1/4 max HP per turn (1/2 max HP with Sugar Rush) to the foe switching in. Berry item, consumed after use.
 
Last edited:

AquaticPanic

Intentional Femboy Penguin
is a Community Leaderis a Community Contributor
Community Leader
Ability Name: Self-Care
Components: Triage + Pure Power
Effect: User's healing moves heal for twice their usual amount.


Ability Name: Secret Cheater
Components: Serene Grace + Stakeout
Effect: Causes the secondary effects of a move to always activate if the opponent is switching in during the turn the move was used.


Ability Name: Horror Fan
Components: Water Bubble (Arthropod / Ghoul) + Dazzling
Effect: Protects user and allies from Ghoul and Arthropod moves.




Move Name: Medusa's Curse
Fused From: Power Swap + Sleep Powder
Type:
reptile.png

BP: ---
Acc: ---
PP: 16
Category:

Flavour: The user has fantaseous dreams about mythical beings. It wakes up with brief mythical power.
Effect: Can be selected while asleep. Wakes user up and puts the foe to sleep. Fails if user isn't already asleep.
 
Last edited:
Type combination analysis
So I did an analysis of all the typings of the first 10 mons we will be voting on. Since no one has these matchups committed to memory yet, rather than consulting the chart repeatedly to sort out the interactions I figured a post like this could be helpful to some people. So please enjoy this analysis, I might edit this post with other pre-slate thoughts.

Oozeru:
/

Weak to:

Resistant to:

Quad resists:

Immune to:


Oozeru has a decent typing in terms of weaknesses and resistances. It's only weak to Ghoul and has a couple resists, and an immunity. However, those resists are only to fairly middling attacking types, and that weakness is a pretty big one, since Ghoul is one of the better attacking types you can get. Slime / Beast is probably worse than mono-Slime as a defensive type since it opens up a weakness to Ghoul which seems exploitable. There is one impressive benefit to Slime / Beast, in that it is completely immune to Bleed, Acid, and Chill. Being virtually immune to status conditions that can wear you down is absolutely excellent for any Pokemon, but especially a defensive one.

STAB analysis:
Capable of hitting super effectively:

Resisted by: Any combination with
except for (
/
), (
/
), (
/
)

As a STAB combo, it's okay but notably misses out on hitting Slime, with the exception of various type combos including its own. A bulky defensive Slime-type could pose a big stop to the Slime / Beast STAB combo.

Lilyrex:
/

Weak to:

Resistant to:


Reptile / Plant is a decent defensive type combo. Being resistant to Slime seems important, because Slime seems like a pretty good offensive type overall. Being weak to Ghoul is unfortunate, however.

STAB analysis:
Capable of hitting super effectively:

Resisted by: (
/
), (
/
)

It doesn't hit all that much super-effectively, but it's also only resisted by two specific type combinations, none of which have cropped up in the initial slate. It seems like a good STAB combo to spam powerful moves with.

Mergull:
/

Weak to:

Resistant to:


It's not too impressive overall, but it does have a key resistance to Ghoul. A resistance to Arthropod could also prove useful, as that type is otherwise unresisted, and a lack of defensive Avian-types could lead to it being very spammable. A weakness to Slime, however, seems somewhat suboptimal. Piscine being immune to Bleed is another great benefit, leading this to being a very good defensive type overall.

STAB analysis:
Capable of hitting super effectively:

Resisted by: (
/
), (
/
)

Actually pretty okay offensively. Only resisted by a couple of type combos with Avian, so it can definitely make for a potent offensive combo.

Tarpidgeon:
/

Weak to:

Resistant to:


This is the exact same type combo as the mon above but flipped, so I don't have much to say about it.

STAB analysis:
Capable of hitting super effectively:

Resisted by: (
/
), (
/
)

Same as above.

Arengene:

Weak to:

Resistant to:


Although it has an equal amount of weaknesses and resistances, its weaknesses seem to be worse to have. Ghoul is a big weakness since it seems like such a great type to have as coverage. Avian seems like an okay offensive type but it's inherently less spammable since Slime is immune to it, and Mineral is just a more middling type in a vacuum. Overall, it is subpar.

STAB analysis:
Capable of hitting super effectively:

Resisted by: Any combination with
or
that does not include
or


This would be resisted by Spirox, Valianch, and Lilyrex. Mono-STAB puts it at a disadvantage right off the bad, add to it that it's only an average-looking type like Artificial and that the generator rolled multiple mons that resist it right off the bat and Arengene's offensive STAB coverage seems quite mediocre.

Spirox:
/

Weak to:

Resistant to:


Being weak to Ghoul is exploitable of course, and none of the types it resists are particularly good offensively. I'd say this defensive typing is overall poor, arguably on a similar level to mono-Artificial.

STAB analysis:
Capable of hitting super effectively:

Resisted by: (
/
)

Ghoul / Artificial is a powerful STAB combo (many combinations with Ghoul are). Although Artificial is pretty mid, the synergy it has with Ghoul is quite nice. It is only resisted by a single possible combination, being Ghoul / Piscine. On top of that it's capable of smacking many types hard with a super effective hit. This is among one of the better STAB combos you can get really.

Valianch:

Weak to:

Resistant to:


Not impressive. Ghoul weakness bad. Neither Plant nor Artificial are excellent resists to have.

STAB analysis:
Capable of hitting super effectively:

Resisted by: Any combination with
or
that does not include


Pretty poor offensively as well. It is resisted by itself, Lilyrex, and Emeralberich. Plant just seems like a sad type to be, cause you get a common weakness and don't even get any status immunities to make up for it.

Fluffian:

Weak to:

Resistant to:


Mono-Beast is weak to two of the best types overall, Ghoul and Slime, which is a giant flaw. However, Beast has the best status immunities, being immune to Bleed and Chill. Because of that, a defensive Beast type could be a great answer to status spammers. A respectable niche, but it's a bit overshadowed by Oozeru's Slime / Beast combo which is overall better.

STAB analysis:
Capable of hitting super effectively:

Resisted by: Any combo with
,
, or
, that does not include


Mono-Beast is perhaps one of the worst offensive typings you can have, being only good against the average Reptile and having very exploitable resistances. Since Beast contributes to a solid defensive type as well due to its status immunities, offensive Beasts will often find themselves being walled by defensive Beasts. Ghoul and Slime also seem very good for obvious reasons. Offensively, Fluffian has everything going against it.

Emeralberich:
/

Weak to:

Resistant to:


A real mixed bag of a typing. It has a number of weaknesses, and a fair amount of resistances too, including one to Ghoul. However, weaknesses to Slime on top of everything else make it exploitable defensively. Seems like a subpar type defensively since it's other resistances besides Ghoul are not that notable.

STAB analysis:
Capable of hitting super effectively:

Resisted by: (
/
), (
/
), (
/
), (
/
)

It's better offensively. It's capable of hitting a fair few things effectively but it is resisted by a few different type combos. Until we get these type combinations it can be quite effective, however.

Metamberardi:
/

Weak to:

Resistant to:


This type combo kinda sucks. A large number of exploitable weaknesses and only one resistance, although it is to Ghoul so that is a plus. A mon with this typing would need high stats to succeed defensively as it is very vulnerable to coverage.

STAB analysis:
Capable of hitting super effectively:

Resisted by: (
/
), (
/
), (
/
)

While Arthropod is a generally unresisted STAB combo, Mineral isn't really that great of an offensive typing either. The result is pretty decent, not hitting much effectively at all but facing few resistances as well, although you can do a lot better than this. None of those combos have cropped up yet so it's very usable for now.
 

DuoM2

whao
is a Community Contributoris a Community Leader Alumnus
Alright, now onto the meat of this project - the Pokemon!

Stage 6 - Setting the Power Level
I've filled in the rest of the customs, and I've also added two more 50% healing moves so defensive archetypes aren't instantly handicapped, so don't worry about those. Anyways, it's time for the first slate. Here, we'll be looking at 10 Pokemon and trying to find which ones would be best to start a meta around. Some people have said that it's best to start a meta around defensive Pokemon, and you could do that and choose some fitting offensive Pokemon around those, or you could try to go in the midground and see which are the worst or the best. Regardless, this slate will end with half of the Pokemon getting in and the other half not.

Oozeru
Slime/Beast-type
122/43/133/102/75/51 (526)
Build Muscle / Haunt Back / Twisted Witchcraft
Learns Spectral Scream, Shoal Sortie, Twist of Fate, Maul, Fungal Fatigue, Airborne Assault, Death Roll, Molt, Wild Paradigm, Hive Spirit, Griffin Claw, Tidal Strike, Aromatic Terrain, Dying Dance, Bear Hug, Wild Hunt, Supersonic Speed
Lilyrex
Reptile/Plant-type
84/56/68/125/33/114 (480)
Tempered Spirit / Disarm / Graceful Reaction
Learns Shadow Slosh, Sweet Song, Overclock, Melting Acid, Oozing Vengeance, Skunk Spray, Camo Coat, Freon Frenzy, Guard Roomba, Scatter Scrape, Torrential Precision, Divide, Suspend, Noxious Fumes, Kelp Knife, Gather, Reform
Mergull
Piscine/Avian-type
66/95/63/133/109/62 (528)
Mindfulness / Lethargy / Conductive Barbs
Learns Furry Fury, Pollutant Emission, Sticky Wrap, Stampede Cloud, Hive Spirit, Sonic Hiss, Rattle Shed, Snare Trap, Torrential Precision, Heavenly Meteor, Spirit Strike, Bug Fang, Maiden Voyage, Guile Fang, Desperate Sting, Nutrition Recovery, Silencing Strike
Tarpidgeon
Avian/Piscine-type
97/44/127/110/91/52 (521)
Acidic Body / Sleeping Kiss Goodnight / Secret Cheater
Learns Slime Wave, Imitation, Computer Crash, Venom Shot, Hydrothermal Eruption, Zen Vibrations, Facial Recognition, Coral Bash, Fusion Fang, Heaven Piercer, Wind Shield, Diamond Rotation, Herb Swing, Prey Pummel, Nullifying Seed, Acidic Spit, Scatter Scrape
Arengene
Pure Artificial-type
123/12/50/130/83/125 (523)
Dust Surfer / Mindfulness / Fiesta Pescado
Learns Take to the Skies, Frosted Fragments, Jurassic Terrain, Leaf Blower, Unseen Force, Syrinx Warm-Up, Serrated Claws, Slippery Rush, Parasite Eggs, Dying Dance, Snare Trap, Sonic Hiss, Sylvan Terror, Stereo Screech, Breaking Point, Fell Branch, Cognition
Spirox
Ghoul/Artificial-type
78/81/53/116/126/43 (497)
Indigestion / Graceful Reaction / Backbone
Learns Metal Blast, Fossilizing Punch, Heaven Piercer, Nightmare Dust, Go For The Eyes, Slimy Shot, Bandage, Scatter Scrape, Horror Bomb, Depths' Wrath, Reptile Tail, Midnight Snack, Coral Bash, Jumpscare, Estuarine Swap, Stone Pitch, Pincer Thrash
Valianch
Pure Plant-type
31/85/106/75/105/81 (483)
Cold Blood / Mortal Strike / Temptative
Learns Ivy Swipes, Guile Fang, Imitation, Plasmodium, Heaven Piercer, Holier Than Thou, Tidal Strike, Frenzy, Piscine Spine, Freon Frenzy, Slimy Shot, Soul Grind, Frosted Fragments, Spectral Scream, Appendage Rush, Supersonic Speed, Fungal Fatigue
Fluffian
Pure Beast-type
118/82/37/93/124/31 (485)
Erosion / Jeweled Jaw / Hyper-Vigilant
Learns Soul Grind, Heavenly Meteor, Reptile Tail, Beastly Roar, Spectral Scream, Crustacean Claw, Wind Shield, Refracted Beam, Excavation, Gastric Fang, Claw Sharpen, Slippery Rush, Stampede Cloud, Scale Power, Pollutant Emission, Gather, Technology's Madness
Emeralberich
Mineral/Ghoul-type
82/145/96/55/73/119 (570)
Horror Fan / --- / Disarm
Learns Energy Bash, Scute Shot, Lethal Injection, Slimy Shot, Whirlpool Drain, Power Through, Bug Fang, Ghoulish Rake, Glop Chomp, Conifer Cannon, Serrated Claws, Creepy Crawl, Acidic Spit, Wind Shield, Wheel Wrecker, Maiden Voyage, Clean Disc Slice
Metamberardi
Arthropod/Mineral-type
100/99/145/107/51/18 (520)
Escape Root / --- / Swamp Stinger
Learns Excavation, Make Mine, Web Shot, Sneaky Spray, Diamond Shot, Sticky Switch, Mineral Gambit, Camo Coat, Pixie Blast, Fell Branch, Serrated Claws, Sticky Wrap, Wild Paradigm, Spinal Chop, Reform, Exo Secretions, Nutrition Recovery


Bear in mind that all of these learn all universal moves. But with that, you may now discuss these Pokemon! Feel free to go over what it may be like to center a metagame around them, why it would be good or bad to choose certain options, and so on. If I screwed something up, trust the spreadsheet over what I typed out here.

EDIT: Oops I forgot weights
1618976065726.png

I let RNG choose between 5, 17, 75, 150, and 300 like last Roulettemons. These five numbers I think were midpoints for each range for the base power of Grass Knot or something but I don't remember exactly how I got these five numbers. But anyways I just got it to pick a random number 1 to 5 for each mon. Will fix this next slate though.
 
Last edited:
I'm going to start by just analyzing what ability and moves work well for each pokemon, becuase there is so much information to take in here.

Stats:
-Solid defensive stats and defensive typing. Okay Special Attack.
Abilities:
-Haunt Back seems to be its best ability, which uses the move that the opponent used to faint it right before it faints.
-It can also gain defense boosts from using its 43 base Attack stat or have a pseudo Contrary that reverses boosts after they happen.
Moves:
-Bear Hug and Molt are healing options. Bear Hug is like Leech Seed + trapping, which is probably better than Molt's 25% healing + 25% if statused.
-Airborne Assault deals 2x damage back to an attacker if they move first, and with 122 HP and good defenses across the board this sounds pretty solid. Possibly even dumb if it had better healing.
-Wild Paradigm sets Trick Room and Wonder Room, and this pokemon has the stats to do this.
-It has two potential suicide moves to use in Trick Room, Spectral Scream and Dying Dance. Spectral Scream cuts 50% of its HP and heals benched allies by 25%, while Dying Dance is Lunar Dance that also gives +1 Atk and +1 Spe. The Spe boost won't syngergize with Trick Room well but the move is a bonkers good support move anyway.
-It will be using Primary and Secondary Blast for STAB. It also has Tidal Strike to hit Ghoul types with, though I don't know if it will use enough attacking moves for this to be common.

Verdict:
Clearly a pokemon with a lot of defensive utility that can punish foes for attacking it in multiple ways. It can also set Trick Room and suicide itself with some very good supporting effects. However, its healing is limited, and Ghoul seems like a big weakness to have. Its direct damage is not great, but Airborne Assault and Bear Hug help in that regard.
Stats:
-Glass cannon with lowish stats, but 125 SpA and 114 Spe is good.
Abilities:
-Disarm is pretty nice considering there is an item that nullifies one Plant-type move.
-Tempered Spirit might be good depending on weather's effect on the metagame or the prevalence of Bleed
Moves:
-Real bad
-Relies on the blasts for STAB
-No good setup
-Some strong but situational coverage moves of types that don't matter much to it

Verdict:
Interesting stats and ability at first, but the movepool gives it basically nothing. This seems very bad compared to the other pokemon but maybe worth choosing if we decide to go with the weakest ones of the bunch.
Stats:
-High SpA, but the physical bulk and Speed are terrible. Only possibly a Trick Room user or Wall Breaker
Abilities:
-Lethargy is interesting because it can flip the halved Atk and Spe effect onto enemies with STAB Maiden Voyage. It can also potentially wall some status-spreading walls that use Special attacks thanks to the Comatose effect.
-Conductive Barbs is a very strong ability that synergizes poorly with its low Def, but its the kind of ability that would be dumb on something with good Def.
Moves:
-Maiden Voyage is a 90 BP Piscine move it can use. As mentioned it can swap Lethargy onto the opponent.
-Relies on Secondary Blast for Avian attacks
-Has very strong Reptile coverage in Sonic Hiss which hits Slime types immune to Avian for SE damage.
-Has Nutrition Recovery (2/3 recovery, lowers Def) which solidifies the idea that this pivots into defensive pokemon
-Has some other good support moves even though it doesn't have great stats for them. Can inflict Acid and heal teammates' status.

Verdict: Honestly looks fun even if not the most powerful. I see it mostly pivoting into some walls where it can then use its powerful SpA. Swapping Lethargy or inflicting Acid on a physical attacker switching in could also be pretty nice. Its typing is apparently a mixed bag defensively. The big letdowns are its STAB moves and very low Def.
 
Last edited:
Oozeru: Good stats and its type makes it very resistant to status as mentioned previously. It can heal with Bear Hug and Molt, and I honestly think there is merit to running both of these on one set. It doesn't have good STAB options or utility attacks though, so most of the utility it offers is just walling things. Haunt Back and its great stats let it probably trade with most things in a brawl which is often all you can ask for from your tank. Wild Paradigm seems usable enough but it's not really a great OTR mon and generally needs to suicide in order to pivot. Oh, and there is probably a gimmicky Momentum Armor set using Build Muscle to become more and more swole while also powering up your physical attacks, that seems pretty fun but not good. Honestly Oozeru disappointed me a bit, it's definitely a usable tank but not too interesting so I'm a bit split on it.

Lilyrex: The generator seems to think this is a Slime-type, and gave it a lot of Slime moves. And nothing else, apparently. Still, Slime coverage is not bad for it to hit Beast types, and it has nice offensive stats and a very workable offensive STAB combo so it could still put in work. Something interesting it could do is use an attack, then make use of its high Speed to copy it with Oozing Vengeance to use it again, with a higher crit chance. Otherwise it just seems kinda weak. Its abilities are usable, but don't do anything to remedy its lack of power, and 80 power STABs and not being super able to make use of Salt Shaker is far from enough to break through defensive threats, we could do a lot better tbh.

Mergull: Mergull can be an effective special tank and wall. While it has pretty pathetic physical bulk, an issue even further compounded by Nutrition Recovery, it's not that much of a problem when it can completely kneecap physical attackers with Conductive Barbs, Pollutant Emission, or the combo of Maiden Voyage + Lethargy, although making use of Conductive Barbs is probably better. It can also be played as a slow breaker making use of good Special Attack and decent STAB combo, but its attacks themselves aren't really that strong, and it's a role that I think Tarpidgeon is a bit better at. Definitely can be cool though.

Tarpidgeon: In terms of stats, Tarpidgeon seems almost strictly superior to Mergull, being more minmaxed. It even has a similar ability to punish physical attackers, being Acidic Body, although it's notably less bonkers than Conductive Body. The big draw on this one is Hydrothermal Eruption, which sets up Hydrothermal Terrain, powering it up further. This makes it a good tank that can deal some nice damage. Unlike Mergull, it doesn't have a recovery move, but it's bulky enough to still be a good Ghoul-type switch-in. I'm not certain which of these two Avian / Piscine mons I like better, as of yet.

Arengene: Really has phenomenal stats, but average abilities and typing. Dust Surfer is not that useful without a good Dust setter, so Fiesta Pescado is probably what you want to go with. This one has some fun gimmicks, like using Parasite Eggs, Snare Trap, then Dying Dance as the opponent falls asleep and you can bring in a sweeper who appreciates the boost. The probably more conventional set is using Snare Trap then pivoting out with Slippery Rush or just hitting with Primary Blast. Snare Trap is an excellent support move for strong breakers as Artificial-type synergizes well with types like Ghoul and Piscine. The last big gimmick this mon has is Take to the Skies. Although it's weak, it makes the opponent Avian, and therefore weak to Artificial.... and Snare Trap. So by going for Take to the Skies on the turn Snare Trap is set to hit, you guarantee a super-effective hit as they won't be able to simply switch out afterwards. Damn cool, I say.

Spirox: Spirox seems okay. It can heal up with Bandage while being really annoying with Graceful Reaction. Nightmare Dust is an annoying move that can guarantee a sleep on a foe with Graceful Reaction, although it's pretty useless after that point, so you'll probably get more consistent use out of running Jumpscare to spread Attack drops around. Spirox has pretty bad defense, so it's not like this is broken or anything. There is probably some merit to a physical set, even with only 81 base Attack, cause Backbone can help you out a lot there, you got a good STAB option that lets you duel faster threats (Horror Bomb) and a priority option in Stone Pitch that prevents Ghouls from revenging you. Also, it has no Artificial moves, so you'll need Secondary Blast. That's about it. I'm not really smitten with this one, but it's okay.

Valianch: Really mediocre stat spread and typing. Its movepool is not bad though. Fungal Fatigue and Ivy Swipes are both usable STAB options, and it has some usable coverage too. Mortal Strike is very potent on it for putting out serious damage, but it doesn't really have effective ways of inflicting Bleed itself, so it would need support in that department. Plasmodium is also interesting to make it accrue a lot of boosts and hit very hard, but it's still a fairly slow and vulnerable setup sweeper. It's not the worst ever but it really didn't luck out and looks pretty underpowered.

Fluffian: STAB Beastly Roar is a very powerful move, dealing good damage and confusing the foe. Pollutant Emission lets it inflict Acid consistently, punishing physical attackers that try to take advantage of its low Defense stat. Gastric Fang is an alternate option for inflicting Acid that gets STAB, but it is less consistent. Reptile Tail is a viable coverage move for Slime-types, and it even has boosting options in Scale Power and Claw Sharpen, or perhaps more compellingly Technology's Madness which lets it spiral out of control against passive mons. Sweeping sounds even more appealing if you can get an Erosion boost, although it can be hard to do that consistently. It can also pivot out with Slippery Rush. All of this sounds great, but you still need to remember that this is a slow tank without recovery, with an exploitably low Defense stat, somewhat niche abilities, and a mixed bag of a typing. It has some neat tricks for sure but I'm not sure it can measure up to some of the crazy stuff we'll surely get.

Emeralberich: Excellent stats, with a type that can be quite potent offensively. Horror Fan is a good ability for it as well, giving it two immunities. Its movepool is a bit disappointing however. It has no good STAB options, so it will need to rely on Primary and Secondary Blast. Awesome special setup moves in Clean Disc Slice and Creepy Crawl are completely wasted on it. It's probably best with Energy Bash to get a sweep going, and maybe Acidic Spit or Wheel Wrecker as coverage to destroy Mineral-types. It's very straightforward and not too interesting but undoubtedly would be useful just based on the merits of its stats. Fairly neutral on this one.

Metamberardi: By using Wild Paradigm, it can flip its 18 base Speed to become the fastest mon on the field. It can also make use of its bulk with Reform, or more spicily with Nutrition Recovery, healing it for 2/3rds and immediately switching it out with Escape Root, bringing in something else and effectively bypassing the defense-lowering downside. This combination of qualities would make it an ideal sort of dedicated setter for a "Trick Room" team and a very interesting sort of slow, bulky pivot. While it does have good bulk, its defensive typing is not the best, but it is definitely capable of going offensive. It has a strong Mineral STAB in Excavation and a number of good Arthropod attacks like Toxic Shot, Trilo Bite, Sneaky Spray, and others. More interesting pivoting options include Fell Branch + Escape Root and Mineral Gambit. It's super interesting, but 2/3rds healing + pivoting could get out of hand.
 

Cookie Butter

formerly the someone
Firstly I just want to point out that, despite the rule that made each user submit 3 of each move category, the leftover moves and 10th free move shifted the category balance. There are 94 Physical, 77 Special & 81 Status moves. This means that on average, a randomized Pokemon will get 5-7 Physical moves, 4-6 Special moves and 4-6 Status moves. Physical attackers will be at a slight movepool advantage. Though of couse there could still be a physical attacker with 0 Physical moves, it's all luck.

Secondly I'd like to announce that I made two tools for Extreme Roulettemons. They're based on the pokemondb.net tools.
There's a dual type chart, where you can see how every attacking type will interact with all possible type combinations. There's also a move coverage calculator, where you can test how effective any combination of types is against every Roulettemon.
https://docs.google.com/spreadsheets/d/1sO0LQReUyEB8iJHkyZHnJTJJFcFHMrbwNqVR45TyULU/edit?usp=sharing

My thoughts (not covering their types in depth because RTL did that quite well already):
Stats: 122/43/133/102/75/51 (526) - Stats point to a Physical Wall, specially-inclined offensively
Type Synergy: Top 5 best defensive type combinations in the whole meta. Obviously going to be amazing on a wall.
Abilities:
Build Muscle - Solid ability. May even run full SpD investment with this, because its raw stats+this ability make it insanely bulky physically.
Haunt Back - Solid ability for revenge killing. Due to pitiful Attack, it can't make full use of it unless killed by a special move, but foes WILL try killing it with special attacks due to its high Defense.
Twisted Witchcraft - Bad/situational ability overall.
Relevant Moves: Molt - 25% recovery (the best it's got) or 50% if statused (but immune to the 3 status that allow you to move, so this effect will never work). +1 Attack is meh, but can be situationally good with Haunt Back or Primary Blast.
Primary Blast - The universal STAB move, 80 BP Slime-type STAB. It's a physical move that activates Build Muscle, and goes off of the user's higher attacking stat (102 Special Attack).
Depleting Screech - Universal Physical utility move. -17% HP to the foe always, -4 PP to their last used move and activates Build Muscle.
Trilo Bite - Universal Physical utility move. 85 BP and Arthropod-type, but more importantly, user begins to heal 1/16 max HP per turn and activates Build Muscle.
Airborne Assault - It's Metal Burst with x2 multiplier instead of x1.5, and does 40 BP Special Avian damage if foe doesn't attack. Insane combination with Haunt Back. With these two things, you can always punish the foe for dealing you damage.
Wild Paradigm - Trick+Wonder Room utility. Nice utility, nothing wrong here.
Hive Spirit - Special Arthropod move with up to 150 BP. Arthropod is like the Normal type, so this is like Boomburst at first and goes down the less HP you have (but this has recovery). It ALSO has a 100% chance to lower SpA, which is good for a physical wall.
Dying Dance and Spectral Scream - Both are utility that heal either a teammate or the whole team at the cost of user's HP. Good.
Bear Hug - Trapping and HP draining, for a physically defensive mon that's hard to kill.
Calcs: Since we don't have any attackers officially in the meta yet, I used the strongest ones from this batch, Emeralberich and Mergull. Emeralberich also happens to have super-effective STAB against Oozeru
-1 252 Atk / 0 Def Momentum Armor Emeralberich Secondary Blast (Ghoul-type) vs. 252 HP / 4 Def Magnifying Mirror Oozeru: 168-200 (37.5 - 44.6%) -- guaranteed 3HKO
252 Atk / 0 Def Momentum Armor Emeralberich Secondary Blast (Ghoul-type) vs. 252 HP / 252+ Def Oozeru: 192-228 (42.8 - 50.8%) -- 2.3% chance to 2HKO
252 Atk / 0 Def Momentum Armor Emeralberich Secondary Blast (Ghoul-type) vs. +1 252 HP / 252+ Def Oozeru: 128-152 (28.5 - 33.9%) -- 0.8% chance to 3HKO
0 SpA Oozeru Primary Blast (Slime-type) vs. 0 HP / 0 SpD Emeralberich: 228-270 (74.7 - 88.5%) -- guaranteed 2HKO (again, this activates Build Muscle)
and
252+ SpA Mergull Maiden Voyage (Piscine-type) vs. 252 HP / 252+ SpD Oozeru: 144-169 (32.1 - 37.7%) -- 93.1% chance to 3HKO
252+ SpA Mergull Maiden Voyage (Piscine-type) vs. 252 HP / 4 SpD Oozeru: 208-246 (46.4 - 54.9%) -- 64.5% chance to 2HKO
-1 (Scorpion Charm) 252+ SpA Mergull Maiden Voyage (Piscine-type) vs. 252 HP / 4 SpD Oozeru: 138-163 (30.8 - 36.3%) -- 59.3% chance to 3HKO
Oozeru's healing options are:
Pedometer (Item) = 6.25%
Molt = 25%
Trilo Bite = 6.25%
Bear Hug = 8.5% (against Emeralberich) ~ 7.5% (against Mergull)
Of course, Trilo Bite and Bear Hug need to be set-up, and you can't use them in the same turn as Molt. You also can't use Magnifying Mirror with Pedometer. However you can still wall a 145 base attack mon with super-effective STAB with just 1 turn of Trilo Bite OR Bear Hug set-up with Molt, and little Defense investment. With SpD investment or Scorpion Charm it can wall 133 base special attackers with neutral moves too.
Verdict: This thing is just too good. It's like Chansey but can dish out way more damage than a Pokemon with a bulk like that should. The immunity to damaging status conditions is the straw that broke the camel's back for me. Even fellow defensive mons will have trouble breaking this thing. This gets a big NOPE from me.
Stats: 78/81/53/116/126/43 (497) - Stats point to a Special Tank
Type Synergy: Above average defensively. One of the best offensively.
Abilities:
Indigestion - Don't use this.
Graceful Reaction - Heavily movepool-dependent ability, but thankfully Spirox has the moves to abuse it so it's good.
Backbone - Solid ability for a Physical attacker, but doesn't do much for a slow Special Tank. Though against passive/defensive Pokemon, you're better off using this instead of Graceful Reaction, because you keep secondary effects on your moves.
Relevant Moves: Bandage - 50% recovery move, 2/3 if bleeding. Great.
Heaven Piercer - 120 BP Physical Artificial STAB divided in 2 turns, but gives 1 turn of invulnerability. If foe is bleeding/acidified/etc, this could work to stall them out.
Nightmare Dust - 90 BP Special Ghoul STAB with 50% sleep chance. Solid with and without Graceful Reaction.
Go For The Eyes - 50 BP Physical Avian utility move with 50% severe Bleed chance and guaranteed -2 SpA. Really solid with and without Graceful Reaction.
Slimy Shot - 80 BP Physical Slime coverage move with 30% flinch and 30% -1 Attack chance. Probably only good with Graceful Reaction.
Toxic Shot - Universal 90 BP Special Arthropod move - 10% chance to inflict Acid becomes guaranteed if you have Graceful Reaction and foe attacks you.
Horror Bomb - 75 BP Physical Ghoul STAB with guaranteed -1 Speed chance.
Reptile Tail - 100 BP Reptile coverage move that goes off of higher stat.
Estuarine Swap - Pivotting move that heals incoming Pokemon at the cost of 50% of the user's HP. Nice utility.
Verdict: Very interesting Pokemon. Works as a special wall or tank, not passive at all because of status spreading and solid STABs. Has the moves and stats to utilize its Graceful Reaction ability.
Stats: 118/82/37/93/124/31 (485) - Stats point to a Special Wall
Type Synergy: Weak to the 2 strongest offensive types, that's really rough. Immunity to Bleed is good though.
Abilities: Erosion - +2 increase in Speed does nothing to a 31 base Speed, and the -1 Defense drop sucks because this is a slow defensive mon.
Jeweled Jaw - Turns your best STABs (both Physical and Special) into Mineral-type moves and gives them a x1.25 boost...? STAB is a x1.5 boost so this is not worth it.
Hyper-Vigilant - Best ability on it. Immune to priority and Sleep is decent.
Relevant Moves:
Reptile Tail - 100 BP Reptile coverage move that goes off of higher stat. Does SE damage on Slime, which this mon is weak to. Strong move to prevent Slime-types from switching into this Pokemon willy-nilly.
Beastly Roar - 100 BP Special Beast STAB move that confuses the target. Solid.
Spectral Scream - Utility that heal either a teammate or the whole team at the cost of user's HP. Good.
Wind Shield - Magic Bounce for 5 turns in move form. Good. Unfortunately this mon is slow and will be vulnerable for 1 turn, before using this move.
Gastric Fang - 80 BP Beast STAB with 30% chance to inflict Acid. Solid.
Slippery Rush - Pivotting utility move, 15 BP Physical Slime coverage that hits 2-5 times. Good.
Scale Power - Set-up move with +1 SpA/+1 crit rate. Though its Speed is quite low to abuse it as a sweeper, it could act as a wallbreaker.
Pollutant Emission - Guaranteed Acid-infliction but doesn't deal damage like Gastric Fang (though you could run both).
Gather - Uhhhh worse Haze (Attack/Special Attack buffs only), but Haze is good, so this might be worth something on this mon.
Technology's Madness - Another SpA boosting move, you can get +1 (rarely +2) while the foe takes damage equal to half their current HP. Solid wallbreaker move.
Heavenly Meteor - 250 BP Special Mineral suicide move. Considering its wallbreaker and set-up capabilities, this move might actually be good.
Verdict: Looking at this Pokemon, I'm not sure if it has what it needs to be useful just barely, or if it doesn't make the cut barely. Its type is really bad. 2 out of 3 of its abilities are bad. It has solid status spreader moves and good bulk, but no reliable recovery, so it struggles as a wall. It has solid wallbreaker moves, but only 93 SpA with no damage boosting abilities or items. I wouldn't mind it getting in, but it's just meh.
 
Last edited:

diegoyuhhi

our shared past and our lost future
is a Pre-Contributor
ok i'm pretty new to this meta but i'll try anyway to share my thoughts about these 10 mons (also english isn't my first language so sorry for any eventual error)

The better Slowbro.

Very bulky, especially physically, and can also hit pretty hard with special attacks.
His typing of Slime/Beast is insane defensively, having its only weakness in Ghoul (i think) and many resistances.

For his abilities,
-Build Muscle isn't insane since he has a really low Atk, but it could work as a really strange gimmick with some Atk investments and Momentum Armor;
-Haunt Back is really weird and i have no idea if it's going to be good or bad, we will have to see how the meta evolves and then we'll see;
-Twisted Witchcraft is probably bad

For his moves,
-Bear Hug is probably his best recovery move and it works well on basically any set;
-for physical sets, Twist of Fate/Molt + Maul and other physical moves like Shoal Sortie, Fungal Fatigue or Griffin Claw work really well with the Build Muscle + Momentum Armor idea i had earlier;
-Wild Paradigm is pretty weird but it could definitely work, and in special sets it sinergizes pretty well with Hive Spirit;
-on defensive/cleric sets Spectral Scream and Dying Dance are really good (but if you have both you probably aren't going to be able to use them both) and Airborne Assault is a must have.
 

DuoM2

whao
is a Community Contributoris a Community Leader Alumnus
24 hours remain for discussion. Wanted this to end earlier but oh well. Make sure we end up voting in stuff that sets the power level we want when the time comes for that.
 

DuoM2

whao
is a Community Contributoris a Community Leader Alumnus
Voting has begun! For this slate and only this slate, vote for anywhere from 1 to 9 Pokemon, whichever you think will be either a good fit or the best fit for the metagame. Each vote will give 1 point so this is unordered. The 5 with the most votes will win, and if there's a tie I personally will break it. If you're lost, the discussion posts above have some pretty good points; use whichever you feel like have the strongest arguments for them. I'd like to advise you all once again to vote for whatever we think would be a good starting place for the meta, not necessarily the strongest or the most interesting.

Voting will end in 72 hours.
 

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

Top