Forme Freaks - Get Your Rotom On - UU and above open!

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EV

qween
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In FORME FREAKS you can give most single stage Pokemon 5 new formes, similar to the Rotoms. Here's how it works.

  • The Pokemon must be a single-stage evolution.
  • Each forme must change with the same stat allocation. Notice how each Rotom forme gains in 4 stats and loses in 1 equally. HP cannot be changed. You get 80 base stats to work with, but keep in mind the 1 stat that loses can only lose 5 base stats.
  • The formes must keep at least one type from the original if they have two normally. Single-typed Pokemon can either change its primary typing completely or add a new secondary type.
  • You must choose only 1 ability from the original Pokemon and use it for all formes.
  • Finally, you can give 1 new attack that matches the new type that the Pokemon couldn't learn previously.
Example:
Luvdisc - Water (Swift Swim/Hydration) ~ 43 / 30 / 55 / 40 / 65 / 97 : 330 total

Luvdisc-Broken Heart - Water/Dark (Swift Swim) ~ 43 / 25 / 65 / 95 / 75 / 107 : 410 total, +Dark Pulse
Luvdisc-Happy Heart - Water/Fairy (Swift Swim) ~ 43 / 25 / 65 / 95 / 75 / 107 : 410 total, +Moonblast
Luvdisc-Heavy Heart - Water/Psychic (Swift Swim) ~ 43 / 25 / 65 / 95 / 75 / 107 : 410 total, +Psychic
Luvdisc-Jittery Heart - Water/Bug (Swift Swim) ~ 43 / 25 / 65 / 95 / 75 / 107 : 410 total, +Bug Buzz
Luvdisc-Cold Heart - Water/Ice (Swift Swim) ~ 43 / 25 / 65 / 95 / 75 / 107 : 410 total, +Freeze Dry

-
Please only submit one at a time! There are not that many single evolution Pokemon, so this project shouldn't take long. However, I don't want just a few users to monopolize and do them all. Once you've submitted, please wait at least 24 hours to submit again.

This spreadsheet has all the finished formes that have been discussed and finalized. I reserve the right to edit a forme if the stats don't add up correctly, if an erroneous move was added, or for overall flavor reasons. Even though I have final say, I will take everyone's input into consideration first.



 
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EV

qween
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Reserving Lapras (because no one wanted Luvdisc anyway and I can)

Lapras - Water/Ice (Water Absorb/Shell Armor/Hydration) ~ 130 / 85 / 80 / 85 / 95 / 60 : 535 total

  • Lapras-Loch Lomond - Water/Dragon (Water Absorb) ~ 130 / 100 / 100 / 120 / 110 / 55 : 615 total, +Draco Meteor
  • Lapras-Loch Morar - Water/Fire (Water Absorb) ~ 130 / 100 / 100 / 120 / 110 / 55 : 615 total, +Fire Blast
  • Lapras-Loch Tay - Water/Fairy (Water Absorb) ~ 130 / 100 / 100 / 120 / 110 / 55 : 615 total, +Moonblast
  • Lapras-Loch Maree - Water/Ground (Water Absorb) ~ 130 / 100 / 100 / 120 / 110 / 55 : 615 total, +Earth Power
  • Lapras-Loch Rannoch - Water/Grass (Water Absorb) ~ 130 / 100 / 100 / 120 / 110 / 55 : 615 total, +Grass Knot

Besides being a ferry, Lapras is also based on the Loch Ness monster. Now, five more monsters have been discovered, each from another one of Scotland's famous lochs. Each forme is capable of sponging a variety of attacks with their godly 130/100/110 defenses and firing back off a respectable 120 Special Attack. 100 Attack means a physical set isn't wholly out of the question, though Dragon Dance has lost some luster now that its Speed is even lower at 55.

Loch Lomond's Water/Dragon is a great defensive and offensive typing. Water Absorb isn't as helpful since it already resists Water x4 but the 25% HP recovery is nothing to scoff at. Since Lapras already knows Dragon Pulse, Draco Meteor seemed like the next best option and can punish a lot of foes alongside the high-powered STAB Hydro Pump.


Loch Morar gets Water/Fire because who has time to wait for Volcanion? Its dual STABs alongside other good coverage with Ice Beam and Thunderbolt lend one to think this is the more offensively inclined of the formes. Water, Fire, Ice, and Electric hit a lot of things super-effectively. Could an Assault Vest be in order as well?


Loch Tay gains a very useful set of resistances with Water/Fairy, letting it check all kinds of physical and special threats. Most of all it's a hard-stop to Keldeo who will never be able to muscle past it. Ever. Moonblast and Surf or Hydro Pump are great dual STABs to run, and it will appreciate the chance of Moonblast to lower Special Attack on the opponent, making Lapras even harder to break.


Loch Maree has a solid defensive typing with only one--albeit severe--weakness to Grass. This forme is probably the most likely to go physical Dragon Dance or Curse with STAB Waterfall/Aqua Tail and Drill Run, though special sets are still not out of the question either.


Loch Rannoch appreciates its new neutrality to Grass and Electric, but it must watch out for Bug, Flying, and Poison in return. Like Loch Lomond, Water Absorb isn't as helpful, but instant recovery is always appreciated. Grass Knot is an interesting addition to its movepool. It can hit heavy targets very hard, but lighter ones will need a dose of Hydro Pump to appreciate Lapras's power. Flying-types aren't too afraid of this Lapras, until they meet an Ice Beam or Thunderbolt instead.
lol


So which Lapras forme is your favorite? Which one will make a bigger splash? :D
 
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Reserving Lunatone because based moon

Lunatone (Rock / Psychic) Levitate - 70/55/65/95/85/70

~~~~~

Lunatone-New (Rock / Dark) Levitate - 70/50/100/105/120/75 +Night Daze
Lunatone-Crescent (Rock / Ghost) Levitate - 70/50/100/105/120/75 +Night Shade
Lunatone-Quarter (Rock / Ice) Levitate - 70/50/100/105/120/75 +Freeze-Dry
Lunatone-Gibbous (Rock / Water) Levitate - 70/50/100/105/120/75 +Muddy Water (Want to put Surf but getting an HM move this way seems...odd)
Lunatone-Full (Rock / Fairy) Levitate - 70/50/100/105/120/75 +Moonlight (How does it not get this normally is beyond me)

I'll be back tomorrow to hopefully do Solrock ;)

EDIT: Looks like I got outshined :(
 
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Kit Kasai

Love colored magic
Reserving Solrock because based sun we need more pinsir counters ;-;

Also I really like solrock as a mon it's really cool ^.^

edit: get rekt

Solrock (Psychic / Rock) Levitate - 70/95/85/55/65/70 Total: 440
____________

+0 / +5 / +45/ -5 / +25 / +10 Total: 520
goml skarmory

  • Solrock-Flare (Rock / Fire) Levitate - 70/100/130/50/90/80 + Sacred Fire
  • Solrock-Eclipse (Rock / Dark) Levitate - 70/100/130/50/90/80 + Dark Void
  • Solrock-Fusion (Rock / Electric) Levitate - 70/100/130/50/90/80 + Fusion Bolt
  • Solrock-Nova (Rock / Dragon) Levitate - 70/100/130/50/90/80 + Explosion lel Outrage
  • Solrock-Gravity (Rock / Ghost) Levitate - 70/100/130/50/90/80 + Night Shade
Straight to ubers

I wanted to give them different abilities instead of different moves but I can't do that :(
 
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Valmanway

My jimmies remain unrustled
is a Smogon Media Contributor Alumnus
Reserving Bouffalant. It's time to get funky!

Bouffalant - Normal (Reckless / Sap Sipper / Soundproof) - 95 / 110 / 95 / 45 / 95 / 55 (490)

------------------------

Bouffalant-Sizzlin - Fire (Reckless) - 95 / 130 / 105 / 40 / 105 / 95 (570) +Flare Blitz

Bouffalant-Shades - Dark (Reckless) - 95 / 130 / 105 / 40 / 105 / 95 (570) +Knock Off

Bouffalant-Natural - Grass (Reckless) - 95 / 130 / 105 / 40 / 105 / 95 (570) +Wood Hammer

Bouffalant-Chill - Ice (Reckless) - 95 / 130 / 105 / 40 / 105 / 95 (570) +Ice Shard

Bouffalant-Funky - Ghost (Reckless) - 95 / 130 / 105 / 40 / 105 / 95 (570) +Shadow Sneak
 
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Pikachuun

the entire waruda machine
is a Pre-Contributor
Since Pikachu is apparently illegal to reserve I finished it too .cri, I'll reserve something random.
How about Mesprit?

Mesprit (Psychic): 80 | 105 | 105 | 105 | 105 | 80; Levitate; +Nothing
---
Mesprit-Joy (Psychic/Fairy): 80 | 115 | 115 | 135 | 135 | 75; Levitate; +Moonblast
Mesprit-Grief (Psychic/Water): 80 | 115 | 115 | 135 | 135 | 75; Levitate; +Scald
Mesprit-Anger (Psychic/Fire): 80 | 115 | 115 | 135 | 135 | 75; Levitate; +Eruption
Mesprit-Fear (Psychic/Dark): 80 | 115 | 115 | 135 | 135 | 75; Levitate; +Knock Off
Mesprit-Calm (Psychic/Normal): 80 | 115 | 115 | 135 | 135 | 75; Levitate; +Recover

5 different emotions for 5 different idk
 
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Reserving Kangaskhan, heh.

Hmmm... Kanga family?

Kangaskhan - Normal - 105/95/80/40/80/90 = 490
(Early Bird, Scrappy, Inner Focus)

Kangaskhan-Father: Normal / Ground (Scrappy) - 105/120/105/35/105/100 = 570
+Bonemerang
Kangaskhan-Brother: Normal / Fighting (Scrappy) - 105/120/105/35/105/100 = 570
+Close Combat
Kangaskhan-Sister: Normal / Fairy (Scrappy) - 105/120/105/35/105/100 = 570
+Play Rough
Kangaskhan-Grandmother: Normal / Ghost (Scrappy) - 105/120/105/35/105/100 = 570
+Phantom Force
Kangaskhan-Grandfather: Normal / Rock (Scrappy) - 105/120/105/35/105/100 = 570
+Rock Blast
 
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... Cresselia is in RU and is single-stage.

Wait what's the point of listing the stats on each individual variation separately if the rule is that they all get the exact same stat allocation? That just seems unnecessarily confusing and extra work.

Cresselia: Psychic - 120/70/120/75/130/85=600 (Levitate)

Variant Formes: 120/80/115/105/150/110=680 (Levitate) (+0/+10/-5/+30/+20/+25)

Cresselia-Crescent Moon: Psychic/Fighting
+Secret Sword

Cresselia-Bad Moon: Psychic/Poison
+Acid Spray

Cresselia-Full Moon: Psychic/Steel
+Flash Cannon

Cresselia-New Moon: Psychic/Normal
+Baton Pass

Cresselia-Harvest Moon: Psychic/Grass
+Giga Drain

The basic idea was to shift Cresselia from being a great tank to being a fast, sweeper-ish Pokemon. (That is slightly worse at being a tank) I originally had Crescent Moon as Fairy, but that just went bad places once I figured out what the rules actually were. (I'd been originally thinking it would have boosted Attack and get Play Rough) I also originally gave the formes more HP and less of a Special Defense boost, until it occurred to me that it was shaping up to be Xerneas, if Xerneas had a less dumb stat distribution. (That 131 Attack just makes it suffer when Confused or Foul Played, it has no real use for it, at which point it's basically a 549 BST Pokemon, whereas these Cresselia's also not using their Attack would be a 610 BST) So I dumped the HP boost (Yes I forgot HP isn't supposed to be changed) so that it's still more physically fragile than Xerneas, and gave up on a Fairy typed Cresselia variant even though it's a natural obvious pick, because it would, what, get Geomancy and STAB on Moon Blast? So super-Xerneas?

I suppose I could've considered just generally running it as a fast physically-oriented set of Formes to be really distinctive, but Cresselia's movepool really doesn't support that at all. Just adding a move wouldn't be enough, and that's getting outside the bounds of this.

I gave serious consideration to a Dragon-typed one, but it runs into this: either it gets Draco Meteor, or it gets some other Dragon move (A crappy one, or a good one), and then it still gets Draco Meteor. No. Keep that in mind with your own variants: if they add Dragon, they get Draco Meteor whether you explicitly add it or not. Not only that, but so do all the other Formes if it isn't the explicitly added move, because only the explicitly added move gets removed when you change Forme's.

Bad Moon ain't afraid of no Blissey/Eviolite Chansey, nor any opposing Calm Minders. (Except the part Steel ones) Full Moon is a heck of a wall, immune to Toxic. Crescent Moon also laughs at Blissey/Eviolite Chansey, but for a different reason, and can actually punch through Steel types. (Not so much most Skarmory though) New Moon can Calm Mind up, keep itself healed, and either attack stuff or toss its buffs onto an ally of relevance, and it's only weak to Bug and Dark, making it potentially tricky to take down, particularly since it can just Baton Pass out of a Sucker Punch. Harvest Moon is never gonna die, right up until you hit it with a Bug move.

All of these variants also have more potential use for Lunar Dance: they're much more likely to actually outspeed an opponent and get it off, and can take advantage in scenarios where they can't outheal an enemy and you can't safely switch in anybody, if for no other reason than because they're messed up and Lunar Dance fixes that.

EDIT2: OK now I'm finished.
 
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Reserving Granbull.

Edit: Oh wait single stage. Whoops. Reserving Torkoal instead.

Stats: 70/85/140/85/70/20->70/105/145/105/110/15 (+0/+20/+5/+20/+40/-5)
Ability: White Smoke

Sea Torkoal: Fire/Water, +Scald
Fossilized Torkoal: Fire/Rock, +Ancient Power
Desert Torkoal: Fire/Ground, +Sand Tomb
Hard-Shell Torkoal: Fire/Steel, +Flash Cannon
Smog Torkoal: Fire/Poison, +Venoshock
 
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EV

qween
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Reserving Granbull.

Edit: Oh wait single stage. Whoops. Reserving Torkoal instead.

Stats: 70/85/140/85/70/20->70/105/145/105/110/15 (+0/+20/+5/+20/+40/-5)

Sea Torkoal: Fire/Water, Dry Skin, +Scald
Fossilized Torkoal: Fire/Rock, Solid Rock, +Ancient Power
Desert Torkoal: Fire/Ground, Sand Force, +Sand Tomb
Hard-Shell Torkoal: Fire/Steel, Sturdy, +Flash Cannon
Smog Torkoal: Fire/Poison, White Smoke, +Venoshock
Make sure all the formes have the same ability. Also, Torkoal doesn't get Dry Skin, Solid Rock, or Sturdy. :(
 
Reserving Chatot. Let's make some noise!

Chatot- Normal/Flying (Keen Eye/ Tangled Feet/ Big Pecks) - 76/65/45/92/42/91 (411)

So let's go!

Chatot-Rock&Roll- Normal/Fire (Big Pecks) - 76/60/60/122/62/111 (491) +Overheat
Chatot-Techno- Normal/Steel (Big Pecks) - 76/60/60/122/62/111 (491) +Flash Cannon
Chatot-Acid- Normal/Poison (Big Pecks) - 76/60/60/122/62/111 (491) +Sludge Wave
Chatot-Electronic- Normal/Electric (Big Pecks) - 76/60/60/122/62/111 (491) +Thunderbolt
Chatot-Reggae- Normal/Psychic (Big Pecks) - 76/60/60/122/62/111 (491) +Psychic

I sure would like to see something like this :D
 

Illusio

Bold and Brash
Sawk
75/125/75/30/75/85

To 75/140/100/25/100/100

All with Sturdy as their ability.

Burning Sawk- Fighting/Fire +Blaze Kick
Soaring Sawk - Fighting/Flying +Acrobatics
Metal Sonic Sawk - Fighting/Steel +Bullet Punch
Frozen Sawk - Fighting/Ice +Ice Shard (Originally Ice Ball, but I like jrm's better)
Lightning Sawk - Fighting/Electric +Volt Tackle
 
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Reserving Chatot. Let's make some noise!

Chatot- Normal/Flying (Keen Eye/ Tangled Feet/ Big Pecks) - 76/65/45/92/42/91 (411)

So let's go!

Chatot-Rock&Roll- Normal/Fire (Big Pecks) - 76/60/60/122/62/111 (491) +Overheat
Chatot-Techno- Normal/Steel (Big Pecks) - 76/60/60/122/62/111 (491) +Flash Cannon
Chatot-Acid- Normal/Poison (Big Pecks) - 76/60/60/122/62/111 (491) +Sludge Wave
Chatot-Electronic- Normal/Electric (Big Pecks) - 76/60/60/122/62/111 (491) +Thunderbolt
Chatot-Reggae- Normal/Psychic (Big Pecks) - 76/60/60/122/62/111 (491) +Psychic

I sure would like to see something like this :D
Change acid to psychedelic imo
 

Beta.

Ruff Ruff amirite?
Ahh, you did submit it! I am glad! this seems like it'd be a good OM, like mega formes, yet less restricting!

So for qwilphish, i think I did the math right, yet still paranoid, but anyways, the whole idea is to base it off of different types of needles.. it's a pufferfish, so it makes sense.

Qwilfish - Water/Poison (Poison Point/Swift Swim/Intimidate) 65/95/75/55/55/85/430



  • Qwilfish-Thorns - Poison/Grass (Poison Point) 65/105/100/50/80/105/510 ~Spiky Shield
  • Qwilfish-Bolts - Poison/Steel (Poison Point) 65/105/100/50/80/105/510~Gear Grind
  • Qwilfish-Icicle - Poison/Ice (Poison Point) 65/105/100/50/80/105/510~Icicle Spear
  • Qwilfish-Spikes - Poison/Ground (Poison Point) 65/105/100/50/80/105/510~Thousand Arrows
  • Qwilfish-Wires - Poison/Electric (Poison Point) 65/105/100/50/80/105/510 ~Parabolic Charge
Questions comments and concerns. So if you think somehing can be edited, I will later
 
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since flying types rule did sawk and i have mild OCD i need to do throh now

all getting guts, their stats are 120/115/110/25/110/60
Burning Throh- Fighting/Fire, +Fire Pwnch
Soaring Throh- Fighting/Flying, +Flying Press
Metal Throh- Fighting/Steel, +Bullet Pwnch
Frozen Throh- Fighting/Ice, +Ice Shard
Lightning Throh- Fighting/Electric, +Volt Tackle

and yes i literally copied all the stat changes and at least half the moves
 
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Reserving Sigilyph

Normal Sigilyph -
Psychic/Flying (Wonder Skin/Magic Guard/Tinted Lens) - 72/58/80/103/80/97

Altered Sigilyph - Psychic/(Secondary Type) (Magic Guard) - 72/68/110/117/110/92 (+0/+10/+30/+15/+30/-5):
Sigilyph-Bionoid - Psychic/Grass +Ingrain
Sigilyph-Ironoid - Psychic/Steel +Autonomize
Sigilyph-Pixienoid - Psychic/Fairy +Moonblast
Sigilyph-Evilnoid - Psychic/Dark +Dark Void
Sigilyph-Humanoid - Psychic/Normal +Baton Pass
 
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Bice

formerly Viridi
Reserving based god Emolga.

Emolga- Electric/Flying (Static/Motor Drive) (55/75/60/75/60/103 BST: 428)

Lets makes some SHOCKING new formes! Get it? Huh? Huh? Ok...

Emolga-Ground Squirrel- Electric/Ground (Motor Drive) (55/70/75/115/75/113 BST: 508) +Earth Power
Emolga-Tree Squirrel- Electric/Grass (Motor Drive) (55/70/75/115/75/113 BST: 508) +Giga Drain
Emolga-Solar Squirrel- Electric/Fire (Motor Drive) (55/70/75/115/75/113 BST: 508) +Heat Wave
Emolga-Cosmic Squirrel- Electric/Fairy (Motor Drive) (55/70/75/115/75/113 BST: 508) +Moonblast
Emolga-Nocturnal Squirrel- Electric/Dark (Motor Drive) (55/70/75/115/75/113 BST: 508) +Dark Pulse
 
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