Pet Mod Fusion Evolution Rarely Used | Slate 10 - Voting | Not open for Submissions!

AquaticPanic

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Moderator
Approved by the Pet Mod Moderators

feru logo.png


(Original banner by imas234)



If you are a newcomer, it is highly recommended for you to read this post.


Welcome, everyone, to Fusion Evolution Rarely Used! This is a spin-off of Fusion Evolution Over Used. Please read through all the rules before submitting!

Lore
1633114679567.png
The lesser-powered fusion have been a success. After a long developping time of over a hundred fusions, we have finally created fusions that can be easy to handle.

...Mostly. Quite a lot of grunts still have trouble handling them. I suggest we go even lower in terms of power. Proton?
1633116331503.png

1633116375636.png
On it.

protontop.png

Follow along, grunts! Lets start over, easier pace now.



Important Rules




What's different for FERU from the other Fusion metas?
After UU's success, FERU aims to keep the concept of balanced fusions while keeping an overall lower power. It makes for a brand new metagame with the possibility for different fusions altogether. Its essentially a lower-powered reboot of FEUU.


Submissions and Voting
You may only submit up to six fusions per slate. Before submitting, make sure the fusions doesn't already exist either here or in the main mod. You vote for up to 6 fusions submitted in one round, and the ammount of self votes depends on how many submissions you have done - 6 or 5 submissions allow for 3 self votes, 4 or 3 allow for 2 self votes and 2 or 1allow for a single self vote.


Submission Format & Guide

Fusion:
(Fusion name)
Type: The type of the fusion
Stat Distribution: The stats of the fusion
Ability: Ability (A + B) - Effect
Relevant Moves: What moves will be most common on this fusion's sets?
Intended Role: (Eg. Hazard Setter, Special Wall, Set-Up Sweeper)
Role Justification: Why should this fusion be voted in and what does it bring to the meta? How does this fusion fill its role?

It should be noted that all submissions should be based around the metagame- If "fast" in this pet mod ends up being around 90-100 a powerful attacker with a "poor" speed of 90 wouldn't be appropriate. Also, while not necessarely a rule, please avoid the jokey/silly names. I"m sure we've all had a laugh or two at naming fusions things like Shrek and Nut but that joke has gotten old very quickly and I'd rather the pet mod to have a more serious focus.


Now, onto how each thing works:
- You can fuse any Pokemon. The only rule is that it must be balanced.
- To get the stats of the Fusion, you simply average the stats of both Pokemon, rounded down. Then, you may have a total of up to +40 to add to its bst, with a maximum of +20 on a single stat. However, this aditional +40 is opitional.
- Each Pokemon donates one of its types to the fusion. A fusion of
Charizard and Corviknight can be all of Fire / Flying, Fire / Steel, Steel / Flying or Pure Flying.
- For the ability, you select one ability from each parent and create a new one, mixing the effects of both abilities. In case both donated abilities are the same, the Fusion will instead gain +5 base points to all of its stats. If one of the used abilities is Run Away, Honey Gather, Ball Fetch or Illuminate, the +5 also applies and you just get the other ability used in the combo (Run Away + Blaze = Blaze with +5 in all stats). If two abilities with no in-battle effects are fused, the resulting fusion gets +10 all around.
- Fusions get the movepool of both of their parents.


To aid everyone, we have a Fusion Tool made by charizard8888


As for alternate forms, if it's an out-of-battle form change, it's treated as a separate pokémon. Otherwise, the formula goes as it follows:
Origin and Crowned
Nothing happens when you give Griseous Orb to Altered Giratina fusions, or Rusted Shield/Sword to base Zamazenta/Zacian forms. You can use those forms separately for fusions (Pikachu + Crowned Zacian, for example).

Mega Evolutions
Use Mix 'n' Mega rules, so Mega Fused Pokemon get the same stat buffs that their parent would, and the custom ability is overwritten with the Mega's ability. Also the SECONDARY type changes accordingly.

Greninja -> Greninja-Ash
A/B/C/D/E/F becomes A/B(+50)/C/D(+50)/E/F(+10)

Eiscue -> Noice Eiscue
A/B/C/D/E/F becomes A/B/C(-40)/D/E(-40)/F(+80)

Darmanitan -> Darmanitan-Zen
Stat out with its base form, the pure Fire type, as the basis of the fusion. Then the stats are made as A/B/C/D/E/F to A/D/(C+50)/B/(E+50)/(F-40) and secondary type becomes Psychic (even if there was no secondary type).

Galarian Darmanitan -> Galarian Darmanitan-Zen
Stat out with its base form, the pure Ice type, as the basis of the fusion. Then the stats are made as A/B/C/D/E/F to A/B(+20)/C/D/E/F(+40) and secondary type becomes Fire (even if there was no secondary type).

Meloetta Aria -> Meloetta Pirouette
Meloetta's form changes are the same as its normal forms, and you create the fusion as if it were fusing with Meloetta Aria form, and then it can transform with Relic Song. This causes the secondary typing to become Fighting (even if there was no 2nd type before). Also, the stats are swapped, not calculated again. If the base form has stats A/B/C/D/E/F, the Fighting-type form has stats of A/D/F/B/C/E (call these forms whatever you like).

Aegislash Shield -> Aegislash Blade
Aegislash works similarly to Meloetta, with you creating the Fusion with the Shield form, and then changing forms with King's Shield or by attacking (i.e. How Stance Change works) and the stats swap like such: A/B/C/D/E/F becomes A/C/B/E/D/F.

Minior Meteor -> Minior
This one is similar to Aegislash in how it should be fused. Start out with Shield Form then the Stats swap as A/B/C/D/E/F to A/C/B/E/D/(F+60)

School Wishiwashi -> Solo Wishiwashi
This one is very tricky, but we found a solution.
It goes as follows:
  1. Calculate the raw stats (and apply DNA boosts when applicable) of the other parent and Wishiwashi-School.
  2. To find the stats of Solo form, do the following:
    • Multiply Attack by 1/7
    • Multiply Defense by 1/6
    • Multiply Special Attack and Special Defense by 1/5
    • add 10 points to speed
    • round all stats down when applicable

Zygarde-10% -> Zygarde-100%
A/B/C/D/E/F becomes (A+162)/B/(C+50)/(D+30)/(E+10)/(F-30).

Zygarde-50% -> Zygarde-100%
A/B/C/D/E/F becomes (A+108)/B/C/(D+10)/E/(F-10).

Dawn Wings and Dusk Mane Necrozma -> Ultra Necrozma
This is how Stitch98 figured out the form change process:
Just like Giratina Origin and Black&White Kyurem, this forms are considered as independent from regular Necrozma, since they are obtainable outside of the battle. Fusions that come from any of the two can transform into their Ultra form if holding the Depleted UltraNecrozmium Z, similarly to Mega Evolutions. Ultra form's characteristics are defined as follows:
  1. Calculate base form's stats as usual, making averages between Necrozma DW/DM's and other DNA donors's stats and adding a total of +40 base points.
  2. After adding the +40 bonus, select the highest attacking stat between Attack and Special Attack and the highest defensive stat between Defense and Special Defense.
  3. The stat spread of the Ultra form is calculated like this:
    • Attack and Special Attack are equal to the highest attacking stat chosen before, +10 base points.
    • Defense and Special Defense are equal to the highest defensive stat chosen before, -30 base points.
    • Speed is equal to base form's Speed, +52 base points.
    • HP are the same as base form's.
  4. Secondary type of the Ultra form becomes Dragon (even if there was no secondary type).
  5. The ability of the Ultra form becomes Neuroforce.


Eternamax Eternatus
Eternamax is both unobtainable and an in-battle form change that is only triggered in story, so it can't be used in any way.


Council
:oshawott: AquaticPanic :oshawott:
:eelektrik: earl :eelektrik:
:hitmontop: anaconja :hitmontop:
:escavalier: Magmajudis :escavalier:
:zoroark: Tapler :zoroark:

Spreadsheet
https://docs.google.com/spreadsheets/d/1oelJdiPECm0guZWA9lIHG0w8xQV2nReGZu5lh2d0qcI/edit#gid=0

Discord
https://discord.gg/Mcx6BdKbzq

Play here!
https://dragonheaven.herokuapp.com/#
 
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AquaticPanic

is a Forum Moderatoris a Community Contributor
Moderator
FE RU Submission Guide



Greetings! If you are a new face around here, or you are a veteran wishing for some direction, this post is directed at you. My goal with this post is explain how the thread and the forum works, how you can make your own fusions follow the rules and lastly how to make your fusions more desireable and avoid being broken. It is highly recommended for you to read this before submitting anything.



1 - Where to Start

This section goes over the rules of the thread, forum and submissions. It is arguably one of the most important parts of this whole post, so pelase read it carefully.

Fusion Evolution Rarely Used is a metagame based on a submission system. This means that every fusion playable in the Mod was manually crafted by an user, and voted on by the community to be accepted into the metagame. FE RU works on what's known as a Slate-Based Phase System. What that means is that there will be a specific time for when you are allowed to submit your things. In FE RU's case, we have three different Phases: Submission Phase, Voting Phase, and Discussion Phase.

- Submission Phase is the only momment where people are allowed to submit their fusions. All your fusions must be on the same post, so if need be, edit your post to include your new ideas. People are only allowed to make a maximum of 6 fusions per Slate. If you have a suggestion to someone else's fusion, I would request you to do so through direct messaging, in order to not flood the thread. Once this phase closes, the Council will go over which fusions need to be nerfed or vetoed, usually for being broken. This "revision", sort of say, lasts for 24 hours to allow the submitters to nerf their submissions as suggested. After this, Voting Phase begins.

- Voting Phase is when people are allowed to vote over which submitted fusions should be added to the metagame. You can vote for up to 6 fusions. There is an aditional rule to using these votes to vote for yourself though - it depends on how many submissions you've done. If you have 1 or 2 submissions, you can only vote for a single fusion of yours. If you have submitted 3 or 4, you can vote for up to 2 of your fusions. If you submitted 5 or 6, you can vote for up to 3 of your fusions. Voting is currently done through our Discord Server on a specific voting channel. The fusions with most votes get added into the Mod, and that leads us to Discussion Phase.

- Discussion Phase is rather simple and usually small. People simply discuss the winners, their possible sets and what impact they have on the metagame. Not much that can go wrong here. Once this phase ends, we go back to a new Submission Phase.



The three of these combined create what's known as a Slate. Slates are simply the name given to determine when a group of winners was added into the Mod. Slates usually go in the order of Submission ---> Voting ---> Discussion.

We also have what are known as Drop Slates. As the Mod's name implies, Fusion Evolution Rarely Used exists as a metagame below Fusion Evolution Over Used and Fusion Evolution Under Used. Drop Slates are essentially our equivalent of Tier Shifts, and they happen every 5 Slates. The way Drops work is that 10 fusions from FE OU or FE UU are presented to the people to discuss for a short period of time, and users can vote on which of them should be added, as usual. As you might have noticed, during Drop Slates, users cannot submit fusions of their own. This essentially means that Drop Slates only have 2 Phses, going in the order of Discussion ---> Voting.

In any of these phases, please avoid posting one-liners. If you have something small to say to someone, please do so through their message walls wather than the thread. I'd also request that, in case you see anyone breaking any of the rules, the Council would rather you inform us and let us take care of it instead of you taking action yourself.




2 - Submission Rules

Now that you know when to submit and how the thread works, let's move on to how the submission format works. These are all detailed in the first post of this thread, but this post will go more in-depth about it. You can use this tool to help you in creating submissions.

- First, you are going to need to think of two Pokémon to use. The only rules is that you cannot pick in-battle form changes to do a fusion's base form (No using Pirouette Meloetta or Mega Camerupt to make a fusion. You'd need to submit them with Meloetta or Camerupt and then apply the form changes effects) and you cannot fuse two Pokémon that have already been fused. For the name of the fusion, it should be made up of a combination of the component's names and be rather intuitive so it's easier to understand what it is a fusion of it. For an example, Grimmlurk is very clearly a combination of Grimmsnarl and Golurk.

- You pick one type from each component. These types have to come from the pokémon making the fusion, so for an example a fusion of Torterra + Infernape cannot be Rock-Type. You cannot pick two types from the same component either, so still on the example of Torterra and Infernape, the fusion cannot be Fire / Fighting because both of those types come from Infernape. Instead the possible type combos for the Torterra + Infernape fusion would be Grass / Fire, Grass / Fighting, Ground / Fire and Ground / Fighting, because in all of those cases, each component gives the fusion one type.

- To get the stats, you average the stats of the components, rounding down (The linked tool does this automatically). You then have up to 40 points you can add to those stats, with a maximum of +20 in a single stat. So, for an example, if your fusion has 108 Special Attack, you can make that go all the way up to 128 Special Attack. You cannot make it any higher than that, however, because then it would be increasing a stat by more than 20 points. This is now opitional however, so if you think your fusion would have too many stats with the added BST, you can opt to not include the full +40. You also cannot lower stats regardless of the circumstances.

- The ability is where things get a little complicated. You can mix up the effects of both abilities to an extent. For an example, Justified raises Attack by 1 stage when hit by a Dark move, and Magic Bounce will bounce back status moves used against the user. A combination of both could result in an ability that bounces back Dark-Type moves that target the user. If you are not sure what to do for an ability, you could simply put "Effects of both abilities". If you fuse two abilities that have the same effect, such as Rough Skin + Iron Barbs, or Torrent + Torrent, you'll just get the original ability, and will also get a +5 Base Stat Point in each of your base stats. This extra +5 boost also applies if you fuse an ability with no in-battle effect such as Run Away. If you fuse two abilities with no in-battle effects, you get +10 instead. Do note however that this effect has to make sense considering the original abilities' effects. In the case of Mega Evolutions and Primal Reversions, the original mega/primal's ability will replace the current one. For an example, every Mega Venusaur fusion would have Thick Fat as its ability, rather than a new ability created by the fusion.



3 - Making Balanced and Desired Submissions

Alright so now that you know how the thread works and how the submission format works, I'm going to guide you on how to make sure your submissions are not too overpowered (which prevents them from being vetoed) and how to make submissions who would be more fitting for the metagame. This is undoubtly the single most important part of this entire post so please read it carefully.


3.1 Knowing the Metagame

The best way to start is simple taking a good look over at the Spreadsheet, askining around in our Discord Server and playing the Metagame. This will allow you to know what the Mod already has. This means both for Metagame Roles and for Pokémon Used. You might think it's a great idea to submit a defensive Steel / Flying Pokémon or a physically offensive Electric / Fighting fusion, but if the metagame already has those, adding another defensive Steel / Flying would only lead to it and the already-existing fusion to compete with one another, with eventually one being better than the other, leaving one of them a simply worse or more gimmicky, less viable version of the other. Similarly, it's highly recomended to avoid using Pokémon with an already-winning fusion when creating your own. This is because this would very likely result in a fusion with similar stats, who shares half of its movepool, and potentially typing and having a simillar ability to an already existing fusion. In other words, if there is already a fusion that uses Grimmsnarl, it's recomended for you to avoid doing another fusion with Grimmsnarl yourself.


3.2 Consider Everything

A Pokémon's usability is composed of a combination of its Typing, Stats, Movepool, Ability and the Metagame around it. You have to consider everything when making a Fusion. You have to think about which relevant moves affects its viability, how that move affects its other moves or ability, how well suited its stats are for its ability, what in the Metagame loses to it and what beats it.

I highly suggest you to think of the abilities and look over the moves before you alter the stats. This allows you to adjust your power level according to what else you have. For an example, offensive Pokémon with poor coverage and no means of setting up usually can get away with higher offensive stats than the ones that do have good coverage and means of setting up. Similarly, defensive Pokémon with no reliable means of recovery usually are more tolerable to have high bulk when compared to defensive Pokémon with good reliable recovery (We have a living example of this in UU with
weezlord-galar.png
Weezlord-Galar being very bulky but having poor recovery.

Remember that you are allowed to use LC and NFE Pokémon when creating fusions. This is very relevant as most Pokémon have a pretty big boost in Stats and Movepool when evolving, and an evolution might be too strong for a fusion while it's pre-evolved form is tamer. This goes for both Stats and Movepools, and is usually more relevant with Legendaries. For an example, all of
yacian-crowned.png
Yacian,
igglyzenta-crowned.png
Igglyzenta and
eternabat.png
Eternabat use LC Pokémon with Legendaries in order to balance out their stats. Similarly, Dragapult is a Pokémon balanced around getting good set-up with Dragon Dance but not having good reliable Ghost STAB on the Physical side, so
pigapult.png
Pigapult uses Pignite instead of Emboar, to balance out the fusion's stats where having good set-up and STABs is acceptable. To sum it up, if you are using two Pokémon that creates a result with high stats (usually Legendaries) or has very string synergy between the components' movepool and ability, it is recommended to try out using the pre-evolved form of one of the components instead.


3.3 Have a Goal

A Fusion works best when you have in mind what you want it to do. Don't fuse two Pokémon for the sake of them being counterparts, or because you think they would look cool together, or because they're two of your favourite Pokémon, or anything like that. Fusion Evolution Rarely Used is a competitive metagame, meaning that your submissions should have competitive value and not be broken. Think of what your fusion does in the metagame, and what does it add.

Try to also not being generic when thinking on this. Don't try to think just "I want a physically offensive pokémon", try to think of what moves it can use and in what way that will set it apart from the rest of the metagame. For an example,
cryogolem.png
Cryogolem uses Rapid Spin, combined with Galvanize, to be a Rapid Spinner that isn't blocked by the traditional spinblockers, all while still having a now Electric-Type Rapid Spin so that opposing Ground-Types can still block it.
garborude.png
Garborude uses Status Absorption combined with Set-Up Moves and Recovery to be a reliable Stallbreaker.

The point is that your fusion should have a purpose, and that purpose needs to be fitting for the Metagame to grow. I also recomend reading over @anaconja 's Notable Moves guide on which moves you should highlight when making a submission.


3.4 Keeping Balance

Making unbalanced submissions is a common and easy mistake to make. The first thing you should avoid doing is giving submissions too high stats. Generally, you should aim for having two of Bulk, Offensive Presence and Speed. Generally, you don't want to go much higher than 130 for attack and Special Attack, and the higher your Speed the lower your Offensive stats should be. If you have too high Defenses you shouldn't have too high Hp, and so on. In case of doubt, always use the Damage Calculator.

Similarly, people tend to struggle with Abilities. Generally, avoid abilities that double your stats under easy to achive conditions, or no conditions at all. This also includes other multipliers - Don't stack up different multipliers (say, Transistor + Strong Jaw boosting Thunder Fang twice is not something you should do). I'd also advise against creating new field effects - they are an unnecessary addition and eventually clutter the meta. Your abilities should also usually be easy to understand and not have many effects at once. Usually your abilities are supposed to be easy to explain in two sentences at most.

Generally, if you feel like your ability is really poweful to the point you need to make a fusion with poor stats to make up for it, it is not worth it to keep the ability effect.
Fusions that do this end up either being really underwhelming or too broken, with very little in-between.

If you are just starting out, you should avoid abilities such as Huge/Pure Power, Fur Coat, Ice Scales, Fluffy, Shadow Tag, Arena Trap, Magnet Pull, Moody, Wonder Guard. They are generally the hardest ones to balance out and it isn't easy for a beginner to work with them.




Thank you for reading up until here! If you're still unsure about your submission's power level, or wether you understood the rules at all, you can join our discord and ask around. Enjoy!
 
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AquaticPanic

is a Forum Moderatoris a Community Contributor
Moderator
CODE PROGRESS
(Based on DragonHeaven)
Fully Coded - These fusions are fully functional and can be used properly

torranadus-therian.png
togetops.png
toxicargo.png
claylamar.png
vishitomb.png
swampflora.png
swampflora-mega.png
swalurchin.png
serpeblim.png
azekrow.png
trapeino.png
goodevoir.png
rhybite.png
duramaw.png
oricolyph-sensu.png
grapplor.png
masquerajah.png
litleesect.png
bearyx.png
fetchey.png
audiyem.png
audiyem-mega.png



Partially Coded - These fusions are almost fully functional, but a part of them has not yet been coded




Uncoded - These fusions are not yet coded




Banned - These fusions are coded, but they cannot be used because they are banned
goodevoir-mega.png
duramaw-mega.png
 
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:swsh/kabutops::swsh/togedemaru:
New Types:

Base Stats: 82 / 110 / 93 / 52 / 76 / 90 [BST: 503] (+20 HP / +4 Atk / +9 Def / +0 SpA / +5 SpD / +2 Spe)
New Ability: Motor Drive = (Swift Swim + Lightning Rod)
Ability Description: This Pokemon's Speed is raised by 1 stage if hit by an Electric move; Electric immunity.
Notable Moves:
Flip Turn, U-Turn, Nuzzle, Liquidation, Superpower, Stone Edge, Iron Head, Knock Off
Spiky Shield, Stealth Rock, Swords Dance, Wish, Rock Polish
Intended Role: Hazard Setter, Hazard Control, Wish Passer, Defensive Pivot, Setup Sweeper (swords dance)
Role Justification: One word: Utility. This thing gets a lot of it, and combining it with its Motor Drive ability (turning a weakness into an immunity,) it becomes pretty threatening for what it is. Nuzzle helps you paralyze faster threats that get in your way and you also get some cool coverage (superpower, stone edge, etc.) Your special bulk is actually pretty low, however, so you might have to watch out for Earth Power and stuff.
JavaScript:
togetops: {
    num: 75000###,
    types:["Water", "Steel"],
    species: "Togetops",
    id: "togetops",
    baseStats: {hp: 82, atk: 110, def: 93, spa: 52, spd: 76, spe: 90}
    abilities: {0: "Motor Drive"},
    weightkg: 21.9,
    fusion: ["Kabutops", "Togedemaru"],
},
:swsh/marowak::swsh/obstagoon:
New Types:

Base Stats: 80 / 100 / 105 / 55 / 80 / 85 [BST: 505] (+4 HP / +15 Atk / +0 Def / +0 SpA / +0 SpD / +15 Spe)
New Ability: Echo Unit = (Battle Armor + Guts)
Ability Description: Combined effects of both abilities.
Notable Moves:
…Close Combat, Earthquake, Gunk Shot, Knock Off, Thunder Punch, Ice Punch
…Swords Dance, Obstruct, Parting Shot, Stealth Rock, Taunt
Intended Role: Setup Sweeper (Swords Dance/Obstruct,) Offensive Pivot, Stallbreaker
Role Justification: Ground-type Guts sweeper that can do a lot of damage, having STAB Knock Off, SD, and some cool STABs, as well as some other moves like Outrage, Gunk Shot, and a ton of other coverage that can fit the bill and threaten any Pokemon it comes up against. Its coverage can be able to hit the whole type chart, but to compensate, its base speed isn't that high and faster Pokemon (or priority) that can hit it super-effectively could possibly be able to take it down due to its not-so-good-ish special bulk.
JavaScript:
obstawak: {
    num: 75000###,
    types:["Ground", "Dark"],
    species: "Obstawak",
    id: "obstawak",
    baseStats: {hp: 80, atk: 100, def: 105, spa: 55, spd: 80, spe: 85}
    abilities: {0: "Echo Unit"},
    weightkg: 45.5,
    fusion: ["Marowak", "Obstagoon"],
},
 
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:ss/banette::ss/empoleon:
Stats: 94 / 110 / 86 / 97 / 82 / 62 [BST: 531] (+20 HP, +10 Atk, +10 Def)
Typing:

Ability: Nemesis = Cursed Body + Defiant
Ability Description: Defiant effects. If a foe hits this Pokemon with a move that lowers its stats, that move is disabled.

Viable Moves:
- Earthquake, Gunk Shot, Knock Off, Rock Slide, Shadow Claw, Shadow Sneak, Steel Wing
- Ice Beam, Thunderbolt
- Defog, Thunder Wave, Stealth Rock, Swords Dance, Will-O-Wisp

:ss/banette-mega::ss/empoleon:
Stats: 94 / 160 / 96 / 107 / 102 / 72 [BST: 631]
Typing:

Ability: Prankster

Viable Moves:
- Earthquake, Gunk Shot, Knock Off, Rock Slide, Shadow Claw, Shadow Sneak, Steel Wing
- Ice Beam, Thunderbolt
- Defog, Destiny Bond, Stealth Rock, Swords Dance, Thunder Wave, Will-O-Wisp

Roles: SR Setter, Hazard Control, Setup Sweeper, Status Spreader

Taking a lot of cues from Clean Slate Druddigon, Banpoleon is an offensive support mon that aims to set rocks and make sure that they stay up no matter what, thanks to a combination of Nemesis punishing Defog and its typing blocking Rapid Spin. Alternatively, it can mega evolve to become a potent Swords Dancer or an oppressive offensive Prankster mon. Its movepool is also excellent, save for one key issue: its STAB moves are extremely weak. Your absolute strongest physical STABs are Shadow Claw and Steel Wing, which really limits this thing's damage output, balancing out its incredible defensive typing and its high attack in Mega.

:ss/shuckle::ss/zacian:
Stats: 56 / 80 / 172 / 45 / 172 / 75 [BST: 600] (+10 Atk, +4 Spe)
Typing:

Ability: Trepid Sword = Contrary + Intrepid Sword
Ability Description: Intrepid Sword effects. Besides that Attack boost, whenever this Pokemon has a stat stage raised it is lowered instead.

Viable Moves:
- Close Combat, Earthquake, Fire Fang, Ice Fang, Knock Off, Play Rough, Sacred Sword, Skitter Smack, Stone Edge
- Infestation
- Rest, Shell Smash, Sleep Talk, Stealth Rock, Sticky Web

Roles: Choice Abuser, Wallbreaker, Hazard Setter

Balanced Intrepid Sword is here, and all it took was fusing Zacian with the mon with the literal worst offensive stats ever! This one takes a lot of inspiration from Cyknight in Resrictions, a powerful physical attacker that uses its bulk to switch in and do some serious damage. Zackle‘s defensive stats are excellent, though its typing is fairly mediocre defensively and the Stealth Rock weakness is painful for a mon that really wants a Choice item. That said, its ability combined with incredible coverage and some hazards in the back for support makes for a pretty strong package. The Contrary part of the ability is basically just there to prevent Shell Smash or Swords Dance from breaking it, though if you’re crazy you can run Smash anyways as some anti-ability-removal tech.
 
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anaconja

long day at job
is a Tiering Contributor
:swsh/masquerain::swsh/klinklang:
DNA Donors: Masquerain / Klinklang
Fusion Name: Klinkrain
New Types:

Base Stats: 76 / 95 / 90 / 95 / 85 / 85 [BST: 526] (+11 HP / +15 Atk / +2 Def / +10 SpA / +2 SpD / +0 Spe)
New Ability: yeah = (Intimidate + Clear Body)
Ability Description: effects of both abilities
Notable Moves:
Gear Grind, Wild Charge, Liquidation, U-Turn
Flash Cannon, Scald, Thunderbolt, Volt Switch, Air Slash
Roost, Defog, Sticky Web, Shift Gear, Quiver Dance
Intended Role: Hazard Setter (Sticky Web), Hazard Removal (Defog), Set-up Sweeper (Quiver Dance, Shift Gear)
Role Justification: this a mf jack of all trades


:swsh/magcargo::swsh/toxicroak:

DNA Donors: Magcargo / Toxicroak
Fusion Name: Toxicargo
New Types:

Base Stats: 90 / 78 / 92 / 89 / 92 / 57 [BST: 498] (+19 HP / +0 Atk / +0 Def / +1 SpA / +20 SpD / +0 Spe)
New Ability: Flaming Skin = (Flame Body + Dry Skin)
Ability Description: Effects of both abilities.
Notable Moves:
Knock Off
Lava Plume, Sludge Bomb, Earth Power
Stealth Rock, Will-o-Wisp, Recover, Shell Smash
Intended Role: Special Wall, Hazard Setter (Stealth Rock)
Role Justification: bootleg mollux. very good at spreading status but is otherwise pretty passive with low offensive stats.


:swsh/primarina::swsh/stunfisk:
DNA Donors: Primarina / Stunfisk
Fusion Name: Primafisk
New Types:

Base Stats: 95 / 82 / 82 / 115 / 115 / 50 [BST: 539] (+1 HP / +12 Atk / +3 Def / +12 SpA / +8 SpD / +4 Spe)
New Ability: Siren Song = (Liquid Voice + Static)
Ability Description: This Pokemon's sound-based moves have a 30% chance to paralyze the opponent.
Notable Moves:
Flip Turn
Sparkling Aria, Scald, Earth Power, Sludge Bomb, Ice Beam
Stealth Rock, Calm Mind
Intended Role: Defensive Pivot, Hazard Setter (Stealth Rock), Special Wall
Role Justification: swampert but its got water discharge and more of a special slant.
Primafisk @ Leftovers
Ability: Siren Song
EVs: 252 HP / 4 SpA / 252 SpD
Sassy Nature
IVs: 0 Spe
- Sparkling Aria / Scald
- Earth Power
- Stealth Rock
- Flip Turn


:swsh/shaymin::swsh/dedenne:

DNA Donors: Shaymin / Dedenne
Fusion Name: Shaydenne
New Types:

Base Stats: 85 / 90 / 89 / 90 / 89 / 110 [BST: 553] (+2 HP / +11 Atk / +11 Def / +0 SpA / +6 SpD / +10 Spe)
New Ability: Regenerator = (Natural Cure + Cheek Pouch)
Notable Moves:
U-Turn, Nuzzle
Seed Flare, Thunderbolt, Volt Switch, Earth Power, Dazzling Gleam
Synthesis
Intended Role: Offensive Pivot, Special Wallbreaker, Stallbreaker?
Role Justification: i think this is super cool. basically its a regen mon that can break through things with seed flare so could be v useful against stall. unfortunately seed flare only has 8 pp and this mon doesn't have much initial power


:swsh/araquanid::swsh/slowbro-galar:
DNA Donors: Araquanid / Slowbro-Galar
Fusion Name: Araquabro-Galar
New Types:

Base Stats: 81 / 85 / 95 / 95 / 110 / 45 [BST: 511] (+0 HP / +0 Atk / +2 Def / +20 SpA / +9 SpD / +9 Spe)
New Ability: Reabsorption = (Water Absorb + Regenerator)
Ability Description: This Pokemon heals 1/4 of its max HP when hit by Water moves, or when switching out; Water immunity.
Notable Moves:
Scald, Sludge Bomb, Flamethrower, Ice Beam
Sticky Web, Slack Off
Intended Role: Defensive Pivot
Role Justification: p fat dude with nice stats and useful ability. sounds like a good foundation for most balance teams


Earl07/12/2021
diggia nuts
:swsh/diggersby::swsh/altaria:
DNA Donors: Diggersby / Altaria
Fusion Name: Diggia
New Types:

Base Stats: 80 / 70 / 90 / 70 / 106 / 80 [BST: 496] (+0 HP / +7 Atk / +7 Def / +10 SpA / +15 SpD / +1 Spe)
New Ability: Regenerator = (Cheek Pouch + Natural Cure)
Notable Moves:
Earthquake, Knock Off, U-Turn
Scorching Sands, Flamethrower
Spikes, Roost, Defog, Haze
Intended Role: Defensive Pivot, Hazard Setter (Spikes)
Role Justification: pretty fat mon that can set spikes. defensive typing is not the best though.
Diggia @ Leftovers / Heavy-Duty Boots / Assault Vest
Ability: Regenerator
EVs: 252 HP / 4 Def / 252 SpD
Sassy Nature
- Scorching Sands / Earthquake
- Knock Off / Roost
- Roost / Spikes / Flamethrower
- U-Turn / Roost


:swsh/diggersby::swsh/altaria-mega:
DNA Donors: Diggersby / Altaria-Mega
Fusion Name: Diggia-Mega
New Types:

Base Stats: 80 / 110 / 110 / 110 / 106 / 80 [BST: 596]
New Ability: Pixilate
Notable Moves:
Earthquake, Body Slam, Fire Punch, Knock Off, U-Turn
Scorching Sands, Earth Power, Hyper Voice, Fire Blast, Flamethrower
Dragon Dance, Spikes, Roost
Intended Role: Physical Wallbreaker, Set-up Sweeper (Dragon Dance), Hazard Setter (Spikes)
Role Justification: BIG ground/fairy. has a lot of tools on it but like the vanilla mega its not very fast
Diggia @ Altarianite
Ability: Regenerator
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Earthquake / High Horsepower
- Body Slam
- Roost
- Spikes / Dragon Dance

Diggia @ Altarianite
Ability: Regenerator
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
- Scorching Sands
- Hyper Voice
- Roost
- Spikes / Flamethrower
 
Last edited:

Yoshiblaze

ye
is a Forum Moderatoris a Community Contributor
Moderator
:swsh/cacturne::swsh/machamp:
strong cactus
DNA Donors: Cacturne / Machamp
Fusion Name: Cactachamp
New Types:

Base Stats: 100 / 130 / 72 / 90 / 82 / 55 [BST: 529] (+20 HP / +8 Atk / +2 Def / +0 SpA / +10 SpD / +0 Spe)
New Ability: Water Bender = (Water Absorb + Steadfast)
Ability Description: This Pokémon's Speed is raised 1 stage if hit by a Water move; Water immunity.
Notable Moves:
Sucker Punch, Knock Off, Close Combat, Earthquake, Heavy Slam, Drain Punch, Stone Edge, Ice Punch, Poison Jab
N/A
Swords Dance, Spikes, Spiky Shield, Taunt, Synthesis, Switcheroo
Intended Role: Physical Wallbreaker
Role Justification: Everybody loves themselves a Dark/Fighting wallbreaker in this new era where Future Sight isn't a horrible move anymore, so here's exactly what you need to satisfy that craving. Cactachamp's insane 130 Attack, decent 100/72/82 bulk, and great STABs in Sucker Punch, Knock Off, and Close Combat ensure that once it gets in, it'll put a lot of pressure on the opposing team, whether or not a Future Sight is on its way. Plus, Cactachamp does have a couple neat tricks up its sleeve, like a nice Scald immunity that makes it harder to cripple and affords it more switch-in opportunities, Swords Dance to really put to the hurt on the opposing team, Switcheroo for Choiced sets, and even Spikes, Spiky Shield, and Synthesis if you want to go a more Offensive support route. Just keep in mind that it's ridiculously slow, so you'll have to play carefully to set up for a KO.
JavaScript:
cactachamp: {
    num: 75000###,
    types:["Dark", "Fighting"],
    species: "Cactachamp",
    id: "cactachamp",
    baseStats: {hp: 100, atk: 130, def: 72, spa: 90, spd: 82, spe: 55}
    abilities: {0: "Water Bender"},
    weightkg: 103.7,
    fusion: ["Cacturne", "Machamp"],
},
:swsh/seismitoad::swsh/ariados:
toxic thread gimmick
DNA Donors: Seismitoad / Ariados
Fusion Name: Seismidos
New Types:

Base Stats: 94 / 105 / 72 / 72 / 72 / 77 [BST: 492] (+7 HP / +13 Atk / +0 Def / +0 SpA / +0 SpD / +20 Spe)
New Ability: Mercliess = (Poison Touch + Sniper)
Ability Description: If the opponent is poisoned, this Pokémon's moves always critically hit
Notable Moves:
Earthquake, Poison Jab, Knock Off, Ice Punch, Liquidation, Drain Punch, Power Whip, Sucker Punch
N/A
Toxic Spikes, Stealth Rock, Sticky Web, Swords Dance, Toxic Thread
Intended Role: Hazard Setter, Status Spreader, Setup Sweeper
Role Justification: Seismidos is a fairly bulky mon with a great offensive typing and a good 105 Attack stat, with which is can dish out powerful Earthquakes, Poison Jabs, Knock Offs, Power Whips, and Ice Punches, which can be massively powered up by Swords Dance or by Merciless if you poison something beforehand. And, with Toxic Spikes poisoning opponents on switch-in or the option to run Toxic Thread to surprise something trying to switch-in before it folds to a coverage move. Speaking of hazards, Seismidos can effectively run Stealth Rock, Sticky Web, and especially the aforementioned Toxic Spikes, making it a great choice for that as well. Just note that its bulk is somewhat lacking and a mon of its nature lacking a pivoting move sucks, but Seismidos is interesting nonetheless.
JavaScript:
seismidos: {
    num: 75000###,
    types:["Ground", "Poison"],
    species: "Seismidos",
    id: "seismidos",
    baseStats: {hp: 89, atk: 110, def: 72, spa: 72, spd: 72, spe: 77}
    abilities: {0: "Mercliess"},
    weightkg: 47.75,
    fusion: ["Seismitoad", "Ariados"],
},
:swsh/genesect::swsh/litleo:
bug + kitty = spectrier
DNA Donors: Genesect / Litleo
Fusion Name: Litleesect
New Types:

Base Stats: 75 / 85 / 80 / 100 / 75 / 105 [BST: 518] (+9 HP / +0 Atk / +4 Def / +4 SpA / +1 SpD / +20 Spe)
New Ability: Grim Neigh = (Download + Moxie)
Ability Description: This Pokémon's Special Attack goes up by 1 stage after hitting and KOing a foe
Notable Moves:
U-Turn
Fire Blast, Flamethrower, Ice Beam, Thunderbolt, Flash Cannon, Energy Ball, Psychic, Techno Blast (Douse)
Rock Polish, Taunt
Intended Role: Special Sweeper
Role Justification: Litleesect is simple. Switch into something you beat, which is easy thanks to being a Steel-type, and either click Rock Polish to outspeed everything or click a Choice Specs boosted move, kill the opponent the next turn, get a Grim Neigh boost, and then win the game. Litleesect has a great movepool to help you do this, with great coverage in STAB Fire Blast, Thunderbolt, Ice Beam, Energy Ball, and even Douse Drive Techno Blast for Fire-types. It's a bit frail, though, so it may struggle to get going if switched in willy-nilly, but once it gets going, it really gets going.
JavaScript:
litleesect: {
    num: 75000###,
    types:["Steel", "Fire"],
    species: "Litleesect",
    id: "litleesect",
    baseStats: {hp: 75, atk: 85, def: 80, spa: 100, spd: 75, spe: 105}
    abilities: {0: "Grim Neigh"},
    weightkg: 48,
    fusion: ["Genesect", "Litleo"],
},
:swsh/steelix::swsh/regieleki:
regieleki but only reasonably fast
DNA Donors: Steelix / Regieleki
Fusion Name: Regilix
New Types:

Base Stats: 95 / 95 / 125 / 80 / 70 / 115 [BST: 580] (+18 HP / +3 Atk / +0 Def / +3 SpA / +13 SpD / +0 Spe)
New Ability: Light Switch = (Sturdy + Transistor)
Ability Description: If this Pokémon would be KO'd by a move from full HP, it instead survives with 1 HP. This Pokémon's Electric-type moves deal 1.5x damage at 1 HP
Notable Moves:
Earthquake, Wild Charge, Stone Edge, Aqua Tail, Ice Fang, Body Press, Rapid Spin, Explosion
Volt Switch
Dragon Dance, Stealth Rock, Taunt, Toxic
Intended Role: Offensive Pivot, Setup Sweeper, Suicide Lead, Hazard Setter, Hazard Remover
Role Justification: Fast Ground-types are cool and this one does a lot of things. It can be a great suicide lead thanks to its high Speed and utility in Rocks, Taunt, Toxic, TWave, and Rapid Spin and then KO itself with Explosion or a 1 HP super strong Wild Charge in order to prevent the opponent from spinning or Defogging its Rocks, it can be a DDance sweeper with great coverage in Stone Edge, Aqua Tail, and the fangs, and you can run a pivoting set with boots or a Choice item and Volt Switch. It's a bit weak and has pretty bad special bulk, though, which keeps it in check, not mention Wild Charge breaks its own Sturdy unless you opt for the much weaker Thunder Fang.
:swsh/steelix-mega::swsh/regieleki:
DNA Donors: Mega Steelix / Regieleki
Fusion Name: Mega Regilix
New Types:

Base Stats: 95 / 135 / 155 / 80 / 100 / 115 [BST: 680]
New Ability: Sand Force
Ability Description: This Pokémon's Ground, Rock, and Steel-type moves deal 1.3x damage in Sand; Sand immunity
Notable Moves:
Earthquake, Wild Charge, Stone Edge, Aqua Tail, Ice Fang, Body Press, Rapid Spin, Explosion
Volt Switch
Dragon Dance, Stealth Rock, Taunt, Toxic
Intended Role: Offensive Pivot, Setup Sweeper, Suicide Lead, Hazard Setter, Hazard Remover
Role Justification: You really think we're gonna let something with 680 BST into RU?
JavaScript:
registeelix: {
    num: 75000###,
    types:["Ground", "Electric"],
    species: "Registeelix",
    id: "registeelix",
    baseStats: {hp: 100, atk: 95, def: 128, spa: 80, spd: 65, spe: 115}
    abilities: {0: "Light Switch"},
    weightkg: 272.5,
    fusion: ["Steelix", "Regieleki"],
},
:swsh/lunala::swsh/numel:
futureport woooooooooooo
DNA Donors: Lunala / Numel
Fusion Name: Numala
New Types:

Base Stats: 110 / 90 / 70 / 115 / 80 / 66 [BST: 531] (+12 HP / +4 Atk / +6 Def / +14 SpA / +4 SpD / +0 Spe)
New Ability: Victim Complex = (Shadow Shield + Oblivious)
Ability Description: This Pokémon takes 50% damage from attacks when attracted or taunted
Notable Moves:
N/A
Psychic, Future Sight, Earth Power, Flamethrower, Fire Blast, Moonblast, Moongeist Beam, Thunderbolt, Ice Beam
Stealth Rock, Calm Mind, Teleport, Roost, Will-O-Wisp, Roar, Defog
Intended Role: Offensive Pivot, Hazard Setter, Hazard Control
Role Justification: We all love FuturePort, right? Here's a FuturePorter then. Numala has the usual tried and true combination of STAB Future Sight and Teleport with good 110/70/80 bulk, but it has a couple other Tricks up its sleeve. It's secondary Ground-typing weakens Stealth Rock damage, making it less necessary for Numala to hold Heavy-Duty Boots to pivot effectively, so it can opt for Leftovers, increasing its longevity. Its Ground-typing also helps Numala punish incoming Steel-types if you decide to stay in. Numala also has a ton of great coverage options in Fire Blast, Moonblast, Moongeist Beam, and BoltBeam, so if the opponent thinks you'll switch out just because you just used Future Sight and switches in a resist, they may have a nasty surprise coming their way. Plus, Numala has nifty support options in Roost, Will-O-Wisp, and Defog as well. Lastly, Numala's ability, while niche, punishes the opponent for trying to Taunt it, the only way to stop a Teleport other than KOing it, by making it much harder to KO while Numala can barrage the opponent with its great 115 Special Attack. Psychic/Ground is a pretty bad defensive typing and Numala is quite slow, so you have to be a bit careful, but if you need a FuturePorter, you can't go wrong with Numala.
JavaScript:
numala: {
    num: 75000###,
    types:["Psychic", "Ground"],
    species: "Numala",
    id: "numala",
    baseStats: {hp: 110, atk: 90, def: 70, spa: 115, spd: 80, spe: 66}
    abilities: {0: "Personal Bubble"},
    weightkg: 72,
    fusion: ["Lunala", "Numel"],
},
:swsh/swampert::swsh/sunflora:
(Thank you AquaticPanic for the sprites)
sunkip will be real
DNA Donors: Swampert / Sunflora
Fusion Name: Swampflora
New Types:

Base Stats: 100 / 92 / 80 / 100 / 100 / 45 [BST: 517] (+13 HP / +0 Atk / +8 Def / +5 SpA / +13 SpD / +0 Spe)
New Ability: Clutch Factor = (Torrent + Solar Power)
Ability Description: This Pokémon's Special Attacks deal 1.5x damage when it's below 33% of its max HP
Notable Moves:
Flip Turn
Scald, Giga Drain, Ice Beam, Earth Power, Sludge Wave, Focus Blast, Hydro Pump, Leaf Storm
Synthesis/Morning Sun, Leech Seed, Stealth Rock, Toxic
Intended Role: Special Wall, Defensive Pivot, Hazard Setter
Role Justification: Swampflora is a beefy, versatile mon, with pretty great stat all-around, other than Speed, and a decent Water/Grass typing plus a wide movepool. From utility in Scald, Stealth Rock, Leech Seed, Flip Turn, and Morning Sun, to offensive sets with Hydro Pump, Leaf Storm, Focus Blast, Ice Beam, Earth Power, and Sludge Wave plus an ability that's basically Torrent on steroids, or even go the physical route with Bulk Up or Swords Dance (though you might want to use the Mega for that). It is slow, though, so no matter what you do, you'll be taking a hit before you get to do it and Water/Grass isn't an amazing defensive typing, but if you need a bulky Water that can do a lot, Swampflora is for you

:ss/swampert-mega::swsh/sunflora:

DNA Donors: Mega Swampert / Sunflora
Fusion Name: Mega Swampflora
New Types:

Base Stats: 100 / 132 / 100 / 110 / 120 / 55 [BST: 617]
New Ability: Swift Swim
Ability Description: This Pokémon's Speed is doubled in Rain
Notable Moves:
Liquidation, Earthquake, Petal Blizzard, Ice Punch, Superpower, Stone Edge, Flip Turn
N/A
Swords Dance, Bulk Up, Stealth Rock, Rain Dance
Intended Role: Offensive Pivot, Rain Sweeper
Role Justification: Sucks that Swords Dance probably puts this over the edge, cuz Mega Swampflora could be a really cool tank, with amazing 100/100/120 bulk and high power STAB, but balanced out by being really slow, even in Rain, and being pretty weak without a boost, but oh well.
JavaScript:
swampflora: {
    num: 75000###,
    types:["Water", "Grass"],
    species: "Swampflora",
    id: "swampflora",
    baseStats: {hp: 100, atk: 92, def: 80, spa: 100, spd: 100, spe: 45}
    abilities: {0: "Clutch Factor"},
    weightkg: 45.2,
    fusion: ["Swampert", "Sunflora"],
},
 
Last edited:
:swsh/swampert::swsh/tentacruel:
Pivot with really good typing
DNA Donors/ Parents: Swampert / Tentacruel
Offspring Name: Tentapert
New Types:

Base Stats: 90 / 110 / 77 / 92 / 105 / 90 [BST: 564] (+0 HP / +20 Atk / +0 Def / +10 SpA / +0 SpD / +10 Spe)
New Ability: Damp Ooze = (Damp + Liquid Ooze)
Ability Description: Prevents Draining Moves while active
Notable/Relevant/Useful Moves:
Earthquake,Flip Turn,Knock Off,Poison Jab,Rapid Spin
Hydro Pump,Scald
Stealth Rock,Toxic,Toxic Spikes
Intended Role:Pivot,Hazard Setter(SR,Toxic Spikes)
Role Justification:A pretty simple hazard pivot with access to dual hazards with SR and TSpikes,Flip Turn,and a variety of other options like Scald to spread burn,Knock Off,Rapid Spin,and Poison Jab to lure in unsuspecting Grass types.Its ability,while not the best in the world,blocks Giga Drain and Leech Seed which is very nice.
JavaScript:
tentapert: {
    num: 75000###,
    types:["Ground", "Water"],
    species: "Tentapert",
    id: "tentapert",
    baseStats: {hp: 90, atk: 110, def: 77, spa: 92, spd: 105, spe: 90}
    abilities: {0: "Damp Ooze"},
    weightkg: 68.45,
    fusion: ["Swampert", "Tentacruel"],
},
:swsh/swampert-mega::swsh/tentacruel:
DNA Donors/ Parents: Swampert-Mega / Tentacruel
Offspring Name: Tentapert-Mega
New Types:

Base Stats: 90 / 150 / 97 / 102 / 125 / 100 [BST: 564] (+0 HP / +20 Atk / +0 Def / +10 SpA / +0 SpD / +10 Spe)
New Ability: Swift Swim
Notable/Relevant/Useful Moves:
Earthquake,Flip Turn,Liquidation,Poison Jab

Stealth Rock,Toxic,Toxic Spikes
Intended Role:Rain Abuser
Role Justification:Rain abuser that's probably broken.
JavaScript:
tentapert-mega: {
    num: 75000###,
    types:["Ground", "Water"],
    species: "Tentapert",
    id: "tentapert",
    baseStats: {hp: 90, atk: 150, def: 97, spa: 102, spd: 125, spe: 100}
    abilities: {0: "Damp Ooze"},
    weightkg: 68.45,
    fusion: ["Swampert", "Tentacruel"],
},
 
Last edited:
:swsh/mismagius::swsh/magcargo:
DNA Donors: Mismagius / Magcargo
Fusion Name: Miscargo
New Types:

Base Stats: 60 / 55 / 110 / 97 / 112 / 67 [BST: 501] (+0 HP / +0 Atk / +20 Def / +0 SpA / +20 SpD / +0 Spe)
New Ability: Leviflame = (Levitate + Flame Body)
Ability Description: Effects of both abilities.
Notable Moves:
Lava Plume
Recover, Toxic, Yawn, Stealth Rock
Intended Role: Either variety of wall, utility mon
Role Justification: Miscargo is a nice and bulky mon with reliable recovery, rocks, and access to a variety of ways to spread helpful statuses. Magcargo's main weakness is its godawful typing, and Mismagius provides not only a better defensive typing than Rock, but also a helpful immunity to Ground (and spikes).
JavaScript:
miscargo: {
    num: 75000###,
    types:["Ghost", "Fire"],
    species: "Miscargo",
    id: "miscargo",
    baseStats: {hp: 60, atk: 55, def: 110, spa: 97, spd: 112, spe: 67}
    abilities: {0: "Leviflame"},
    weightkg: 29.7,
    fusion: ["Mismagius", "Magcargo"],
},
:swsh/magcargo::swsh/serperior:
DNA Donors: Magcargo / Serperior
Fusion Name: Sercargo
New Types:

Base Stats: 67 / 62 / 107 / 82 / 87 / 71 [BST: 476] (+0 HP / +0 Atk / +0 Def / +0 SpA / +0 SpD / +0 Spe)
New Ability: Catastrophe = (Flame Body + Contrary)
Ability Description: Effects of both abilities.
Notable Moves:
Knock Off
Leaf Storm, Overheat
Glare, Recover, Stealth Rock, Toxic
Intended Role: Contrary Wallbreaker
Role Justification: Offensive Magcargo fusions are hard to make, because Shell Smash keeps getting in the way. Adding Contrary to the mix leads to an interesting wallbreaker that uses Leaf Storm to hit hard and snowball, as well as having some utility options in Glare, Stealth Rock, and Knock Off. It also ends up being physically bulky, due to naturally high Defense and Flame Body spreading Burn.
JavaScript:
sercargo: {
    num: 75000###,
    types:["Rock", "Grass"],
    species: "Sercargo",
    id: "sercargo",
    baseStats: {hp: 67, atk: 62, def: 107, spa: 82, spd: 87, spe: 71}
    abilities: {0: "Catastrophe"},
    weightkg: 59,
    fusion: ["Magcargo", "Serperior"],
},
:swsh/sylveon::swsh/dragalge:
DNA Donors: Sylveon / Dragalge
Fusion Name: Sylgalge
New Types:

Base Stats: 80 / 70 / 77 / 103 / 126 / 52 [BST: 528] (+0 HP / +0 Atk / +0 Def / +0 SpA / +0 SpD / +0 Spe)
New Ability: Compression = (Pixilate + Poison Point)
Ability Description: Effects of both abilities.
Notable Moves:
Flip Turn
Hyper Voice, Sludge Bomb
Heal Bell, Wish, Toxic Spikes
Intended Role: Specially bulky utility pivot
Role Justification: Sylgalge is effectively Sylveon with more utility options, namely pivotting with Flip Turn and status spreading with a very strong Hyper Voice.
JavaScript:
sylgalge: {
    num: 75000###,
    types:["Fairy", "Poison"],
    species: "Sylgalge",
    id: "sylgalge",
    baseStats: {hp: 80, atk: 70, def: 77, spa: 103, spd: 126, spe: 52}
    abilities: {0: "Compression"},
    weightkg: 52.5,
    fusion: ["Sylveon", "Dragalge"],
},
 
Last edited:
:swsh/eelektross::swsh/sigilyph:
Nazca Snek
DNA Donors: Eelektross / Sigilyph
Fusion Name: Eeleklyph
New Types:

Base Stats: 93 / 86 / 86 / 104 / 85 / 87 [BST: 541] (+15 HP / +0 Atk / +6 Def / +0 SpA / +5 SpD / +14 Spe)
New Ability: Wonderful Levitation = (Levitate + Wonder Skin)
Ability Description: Effects of both abilities
Notable Moves:

Thunderbolt, Volt Switch, Flamethrower, Giga Drain, Dragon Pulse, Discharge, Signal Beam, Psychic, Psyshock, Ice Beam, Air Slash, Shadow Ball, Dark Pulse, Energy Ball, Flash Cannon, Stored Power, Dazzling Gleam
Thunder Wave, Calm Mind, Cosmic Power, Roost, Defog
Intended Role: Hazard Cleaner, Special Sweeper
Role Justification: Eeleklyph works as a good special sweeper, with calm mind as a way to set up, Volt Switch as a way to pivot. Wonder Skin helps it against status moves like toxic, sleep, leech seed, taunt, etc. It's typing also helps it against paralysis and Levitate gives it the Ground immunity.
JavaScript:
eeleklyph: {
num: 75000###,
types:["Electric", "Psychic"],
species: "Eeleklyph",
id: "eeleklyph",
baseStats: {hp: 93, atk: 86, def: 86, spa: 104, spd: 85, spe: 87}
abilities: {0: "Wonderful Levitation"},
weightkg: 47.25,
fusion: ["Eelektross", "Sigilyph"],
},
:swsh/centiskorch::swsh/relicanth:
Long Fesh
DNA Donors: Centiskorch / Relicanth
Fusion Name: Centicanth
New Types:

Base Stats: 110 / 105 / 104 / 67 / 91 / 66 [BST: 543] (+10 HP / +3 Atk / +7 Def / +0 SpA / +14 SpD / +6 Spe)
New Ability: Smoked Head = (White Smoke + Rock Head)
Ability Description: Effects of both abilities
Notable Moves:
Flare Blitz, Leech Life, Fire Lash, Crunch, Knock Off, Power Whip, X-Scissor, Head Smash, Liquidation, Waterfall, Body Press, Stone Egde, Rock Slide, Earthquake

Coil, Will-O-Wisp, Stealth Rock
Intended Role: Bulky Physical Sweeper, Hazard Setter
Role Justification: Centicanth works as a Physical Sweeper due to the combination of STAB Flare Blitz, and Head Smash without the recoil thanks to Rock Head and White Smoke by keeping it's stats from being lowered by the opponent, which allows it to buff itself with Coil.
JavaScript:
centicanth: {
    num: 75000###,
    types:["Rock", "Fire"],
    species: "Centicanth",
    id: "centicanth",
    baseStats: {hp: 110, atk: 105, def: 104, spa: 67, spd: 91, spe: 66}
    abilities: {0: "Smoked Head"},
    weightkg: 71.7,
    fusion: ["Centiskorch", "Relicanth"],
},
 
Last edited:
alright, here's to hoping i get a sub actually in the mod this time

bulky attacker that thrives from being U-Turned on

:swsh/bewear::swsh/granbull:
DNA Donors: Bewear / Granbull
Fusion Name: Wearbull
New Types:

Base Stats: 105 / 125 / 90 / 57 / 64 / 72 [BST: 513] (+0 HP / +3 Atk / +13 Def / +0 SpA / +4 SpD / +20 Spe)
New Ability: Spooky Fluff = (Fluffy + Rattled)
Ability Description: This Pokemon takes 1/2 damage from Bug-, Dark-, or Ghost-type attacks. raises Speed by one stage if hit by one.
Notable Moves:
... Close Combat, Play Rough, Earthquake, Drain Punch, Darkest Lariat
… Swords dance, Taunt, Toxic, Bulk Up
Intended Role: Physical Wallbreaker, Setup Sweeper (Swords Dance, Bulk Up), Choice Band/Scarf
Role Justification:
this is a physical wallbreaker that can punish both U-turn and Knock off through its defensive typing, which resists both, and its ability, which halves damage from those moves as well as raising Speed for hitting it with them.
while it isn't the fastest, it can definitely make use of the speed boost provided by coming in on those moves with Swords Dance, making it a true threat, as doing it too many times will make it too fast to stop easily. it also has Drain Punch to boost its longevity.
in terms of weaknesses, it has poor Special Defense, so faster Fairies can pressure it. also, without the ability, it has no way to boost speed, so it's susceptible to being revenge killed by Special scarf users.
JavaScript:
wearbull: {
    num: 75000###,
    types:["Fairy", "Fighting"],
    species: "Wearbull",
    id: "wearbull",
    baseStats: {hp: 105, atk: 125, def: 90, spa: 57, spd: 64, spe: 72}
    abilities: {0: "Spooky Fluff"},
    weightkg: 91.85,
    fusion: ["Bewear", "Granbull"],
},

unusual mon that deals lots of damage with normal type attacks
:swsh/delcatty::swsh/gumshoos:
DNA Donors: Delcatty / Gumshoos
Fusion Name: Delshoos
New Types:

Base Stats: 81 / 105 / 62 / 55 / 57 / 87 [BST: 447] (+2 HP / +18 Atk / +0 Def / +0 SpA / +0 SpD / +20 Spe)
New Ability: Mediocrity = (Normalize + Adaptability)
Ability Description: component effects.
Notable Moves:
… Earthquake, Sucker Punch, Fake Out, U-Turn
… Thunder Wave, Toxic, Taunt, Work Up
Intended Role: Phyiscal Wallbreaker
Role Justification: this is an odd one. it uses a combination of Adaptabilty and Normalize to make every attack STAB, and therefore every attack boosted. give it a Silk Scarf, and it can go to town. it even has a relatively niche use in being able to use Thunder Wave on Grounds.
however, the issue with every attack being Normal is that Rocks/Steels are big issues for it, as its coverage is nonexistent, and those types resist Normal.
secondly? Ghosts completely wall the thing. since every move is Normal, and Ghosts are immune to normal...
you get the picture.
JavaScript:
delshoos: {
    num: 75000###,
    types:["Normal"],
    species: "Delshoos",
    id: "delshoos",
    baseStats: {hp: 81, atk: 105, def: 62, spa: 55, spd: 57, spe: 87}
    abilities: {0: "Mediocrity"},
    weightkg: 23.4,
    fusion: ["Delcatty", "Gumshoos"],
},


Fast attacker that trades an item for damage output
:swsh/nidoking::swsh/liepard:
DNA Donors: Nidoking / Liepard
Fusion Name: Lieking
New Types:

Base Stats: 92 / 95 / 63 / 95 / 63 / 105 [BST: 513] (+20 HP / +0 Atk / +0 Def / +9 SpA / +1 SpD / +10 Spe)
New Ability: Gloves Off = (Rivalry + Unburden)
Ability Description: This Pokemon's attacks do 1.25x if it is not holding an item; 0.75x if it is holding an item.
Notable Moves:
… Knock Off, Sucker Punch, Earthquake, Gunk Shot, U-Turn
… Sludge Wave, Earth Power, Dark Pulse, Flamethrower, Thunderbolt, Ice Beam
… Nasty Plot, Hone Claws, Taunt
Intended Role: Setup Sweeper (Nasty Plot, Hone Claws), Offensive Pivot
Role Justification: this is a fast mixed attacker that trades the use of an item for increased damage. this also provides it with a niche use as a Knock absorber; it resists dark already, and despite not being the bulkiest thing in the world, since it won't usually have an item, Knock Off doesn't get a damage increase against it either.
it also has nice. synergy with any terrain setters that might be subbed in the future, as the terrain seeds are consumable, giving it both a stat boost and its boosted damage output.
its checks? priority for one. it's pretty frail, and so it can't take many hits. the inability to use an item without crippling itself also means that anything faster than it will likely threaten it as well through offensive pressure. surprisingly, Trick cripples it as well, as giving it an item reduces its damage.
JavaScript:
lieking: {
    num: 75000###,
    types:["Dark", "Ground"],
    species: "Lieking",
    id: "lieking",
    baseStats: {hp: 92, atk: 95, def: 63, spa: 95, spd: 63, spe: 105}
    abilities: {0: "Gloves Off"},
    weightkg: 49.75,
    fusion: ["Nidoking", "Liepard"],
},
my efforts to get a goodra fusion in continue
bulky dragon/electric with a very powerful STAB in... Power Whip?
:swsh/goodra::swsh/graveler-alola:
DNA Donors: Goodra / Graveler-Alola
Fusion Name: Gravedra-Alola
New Types:

Base Stats: 78 / 100 / 100 / 97 / 100 / 57 [BST: 532] (+6 HP / +3 Atk / +8 Def / +20 SpA / +3 SpD / +0 Spe)
New Ability: Industrialize = (Sap Sipper + Galvanize)
Ability Description: This Pokemon's Normal and Grass-type moves become Electric type and have 1.2x power.
Notable Moves:
… Power Whip, Outrage, Earthquake, Stone Edge, Explosion, Body Press, Aqua Tail
… Thunderbolt, Dragon Pulse, Ice Beam, Flamethrower, Sludge Bomb
… Stealth Rock, Curse, Iron Defense/Acid Armor, Thunder Wave, Toxic
Intended Role: Physical Wallbreaker, Hazard Setter (Stealth rock), Choice Band
Role Justification: this is a bulky Dragon that uses Power Whip as its main form of Electric STAB. due to Industrialize, Power Whip becomes 144 base power, making it a good wallbreaker. it also has good tools on the special side, with access to boltbeam, Flamethrower, and Sludge Bomb to deal with Fairies.
what it lacks, ironically, is ground coverage. since Power Whip is now electric, if it wants to cover Ground-Types, it has to run Aqua Tail, which is unreliable and non-STAB.
furthermore, low speed and a lack of recovery hinders it further, as a strong Ground attack could put a large dent in it, if not koing it outright, with little way of getting that damage back outside of leftovers.
JavaScript:
gravedra-alola: {
    num: 75000###,
    types:["Dragon", "Electric"],
    species: "Gravedra-Alola",
    id: "gravedra-alola",
    baseStats: {hp: 78, atk: 100, def: 100, spa: 97, spd: 100, spe: 57}
    abilities: {0: "Industrialize"},
    weightkg: 130.25,
    fusion: ["Goodra", "Graveler-Alola"],
},
Trying to create the bird lake trio
Offensive Water-type with hazard-clearing utility
:swsh/azelf::swsh/prinplup:
DNA Donors: Azelf / Prinplup
Fusion Name: Azlup
New Types:

Base Stats: 75 / 105 / 75 / 105 / 75 / 94 [BST: 529] (+6 HP / +10 Atk / +6 Def / +2 SpA / +2 SpD / +12 Spe)
New Ability: Levistorm = (Levitate + Torrent)
Ability Description: component effects.
Notable Moves:
… Knock Off, Zen Headbutt, Explosion, Ice Punch, U-Turn
… Scald, Ice Beam, Psychic, Thunderbolt, Hydro Pump, Dazzling Gleam
… Nasty Plot, Defog, Steallth Rock, Taunt, Trick
Intended Role: Hazard Setter (Stealth Rock), Setup Sweeper (Nasty Plot), Offensive Pivot
Role Justification: this is a decently fast mixed attacker that has utility as a suicide lead, or a setup sweeper.
it has pivoting ability in U-turn, and while it lacks recovery like its Fire-type cousin, Mesflame, it sets itself apart from it by having better offensive stats at the cost of some bulk.
Nasty Plot gives it a nice way of furthering that high special strength, allowing it to setup on passive Pokemon.
it can also function as a nice defogger if your team needs one.
its weakness is that unlike Mesflame or even Azelf, it's below-average in speed, meaning it can be revenge killed with relative ease.
it also doesn't have a good way to deal with Darks outside of Dazzling Gleam, so those are going to be an issue for it.
JavaScript:
azlup: {
    num: 75000###,
    types:["Water", "Psychic"],
    species: "Azlup",
    id: "azlup",
    baseStats: {hp: 75, atk: 105, def: 75, spa: 105, spd: 75, spe: 94}
    abilities: {0: "Levistorm"},
    weightkg: 11.65,
    fusion: ["Azelf", "Prinplup"],
},
mixed wall with lots of utility and a good defensive typing
:swsh/alcremie::swsh/crustle:
DNA Donors: Alcremie / Crustle
Fusion Name: Cremcrust
New Types:

Base Stats: 84 / 90 / 105 / 90 / 105 / 54 [BST: 528] (+17 HP / +8 Atk / +5 Def / +3 SpA / +7 SpD / +0 Spe)
New Ability: Alabaster = (Shell Armor + Aroma Veil)
Ability Description: component effects.
Notable Moves:
… Play Rough, X-Scissor, Earthquake, Body Press, Knock Off, Stored Power
…Dazzling Gleam, Mystical Fire, Psychic, Psyshock
… Shell Smash, Recover, Stealth Rock, Toxic, Spikes, Aromatherapy
Intended Role: Mixed Wall, Hazard Setter (Stealth Rock, Spikes), Setup Sweeper (Shell Smash)
Role Justification:
this is a bulky mixed wall with lots of options (as Alcremie tends to give). first off, let's talk utility.
it has Recover for longevity, Spikes and Stealth Rock for hazard setting, and Aromatherapy for status curing.
offensively, it lacks Special Bug STAB, but having access to Shell Smash and an immunity to Taunt can make this a potent sweeper with White Herb, especially with Stored Power at its disposal.
Bug/Fairy isn't a bad defensive typing either, as resisting fighting 4x and U-turn is always nice on a wall.
this same typing, however, means it should really run boots on non-Smash sets.
JavaScript:
cremcrust: {
    num: 75000###,
    types:["Bug", "Fairy"],
    species: "Cremcrust",
    id: "cremcrust",
    baseStats: {hp: 84, atk: 90, def: 105, spa: 90, spd: 105, spe: 54}
    abilities: {0: "Alabaster"},
    weightkg: 100.25,
    fusion: ["Alcremie", "Crustle"],
},
 
Last edited:
YES FINALLY IT’S HERE!
NOW TIME TO MAKE MY SHITTY SUBS EXIST!


:swsh/swellow::swsh/lycanroc:
Aerodactyl but it learns Swords Dance and not Dragon Dance!
DNA Donors: Swellow / Lycanroc
Fusion Name: Swellroc
New Types:

Base Stats: 79 / 105 / 65 / 65 / 65 / 130 [BST: 509] (+12 HP / +5 Atk / +3 Def / +0 SpA / +8 SpD / +12 Spe)
New Ability: Scrappy Eye = (Scrappy + Keen Eye)
Ability Description: Component effects.
Notable Moves:
Brave Bird, U-turn, Stone Edge, Accelerock, Sucker Punch, Close Combat, Drill Run, Psychic Fangs, Play Rough
why.
Taunt, Swords Dance, Roost, Stealth Rock, Defog
Intended Role: Endgame Cleaner, Physical Wallbreaker, Revenge Killer (Band), Speed Control.
Role Justification: If you know gen 3 OU, this is pretty much Aerodactyl but it maybe could use Swords Dance. If you don't, then this is a great mid to late game wallbreaker which can put holes in teams while forcing them to dance around them due to its speed. Unfortunately, this does not have Rock Head, but 0 recoil Brave Birds are kinda broken.
JavaScript:
swellroc: {
    num: 75000###,
    types:["Rock", "Flying"],
    species: "Swellroc",
    id: "swellroc",
    baseStats: {hp: 79, atk: 105, def: 65, spa: 65, spd: 65, spe: 130}
    abilities: {0: "Scrappy Eye"},
    weightkg: 22.4,
    fusion: ["Swellow", "Lycanroc"],
},
:swsh/diancie::swsh/wigglytuff:
One word: Utility.
DNA Donors: Diancie / Wigglytuff
Fusion Name: Diantuff
New Types:

Base Stats: 95 / 90 / 105 / 95 / 105 / 65 [BST: 555] (+0 HP / +5 Atk / +8 Def / +3 SpA / +5 SpD / +18 Spe)
New Ability: Metal Detector = (Clear Body + Frisk)
Ability Description: Component effects.
Notable Moves:
Play Rough, Diamond Storm, Body Press, Knock Off, Fire/Ice Punch, Wild Charge, Explosion
Moonblast, Earth Power, Flamethrower, Ice Beam, Thunderbolt, Grass Knot, Shadow Ball, Stored Power
Stealth Rock, Wish, Thunder Wave, Heal Bell, Encore, Calm Mind, Curse
Intended Role: Utility, Hazard Setter (Stealth Rock), Set-up Sweeper (Calm Mind, Curse), Cleric (Heal Bell, Wish)
Role Justification: Bulky fairy who can do a lot of things at once, but not at the same time. You've got Frisk to identify items, rocks, Wish, HB, the list goes on. It can even be a surprise sweeper with Curse or a more traditional one with Calm Mind. However, Diantuff can't recover instantly, needing an exploitable Wish to be able to gain half of its health. Plus, it's quite slow and is Taunt bait.

:sm/diancie-mega: :sm/wigglytuff:
MEGA STATS: 95 / 150 / 65 / 150 / 65 / 125 + Magic Bounce
banned lol
JavaScript:
diantuff: {
    num: 75000###, 
    types:["Fairy"],
    species: "Diantuff", 
    id: "diantuff", 
    baseStats: {hp: 95, atk: 90, def: 105, spa: 95, spd: 105, spe: 65} 
    abilities: {0: "Metal Detector"}, 
    weightkg: 10.4, 
    fusion: ["Diancie", "Wigglytuff"],
},
 
Last edited:

DuoM2

Mario Kart Wii
is a Forum Moderator
Moderator
First sub to a FE lower tier, hope this works. Was told of the power level of this meta after making this + being told the sub was ok so I might add more or change this one.

1633311410271.png
1633311417509.png
thanks aquatic
DNA Donors: Torracat / Tornadus-Therian
Fusion Name: Torranadus-Therian
New Types:

Base Stats: 82 / 97 / 85 / 100 / 70 / 105 [BST: 539] (+10 HP / +5 Atk / +20 Def / +5 SpA / +0 SpD / +0 Spe)
New Ability: Heat Generator = (Blaze + Regenerator)
Ability Description: Blaze + Regen, I'm not giving this intimidate lol
Notable Moves:
Knock Off, Flare Blitz, U-Turn
Hurricane, Fire Blast, Focus Blast
Parting Shot, Defog, Toxic, Will-o-Wisp
Intended Role: Defensive Pivot, Hazard Removal (Defog)
Role Justification: Has access to Parting Shot/U-Turn and Regenerator, a decent defensive typing, and naturally decent bulk. It's pretty susceptible to Knock Off, though, since it has no recovery other than Regenerator and Stealth Rock does so much to it.
JavaScript:
: {
    num: 75000###,
    types:["Fire", "Flying"],
    species: "Torranadus-Therian",
    id: "torranadus-therian",
    baseStats: {hp: 92, atk: 92, def: 85, spa: 95, spd: 70, spe: 105}
    abilities: {0: "Heat Generator"},
    weightkg: 44,
    fusion: ["Torracat", "Tornadus-Therian"],
},
 

AquaticPanic

is a Forum Moderatoris a Community Contributor
Moderator
:swsh/greedent::swsh/celesteela:
greedesteela.png
greedesteela-s.png

New Types:

Base Stats: 109 / 113 / 101 / 83 / 89 / 59 [BST: 554] (+1 HP / +15 Atk / +2 Def / +2 SpA / +1 SpD / +19 Spe)
New Ability: Ultra Diet = (Cheek Pouch + Beast Boost)
Ability Description: Effects of Beast Boost. When eating a berry, increases Highest Stat by one stage.

Notable Moves:
Acrobatics, Body Slam, Earthquake, Explosion, Wild Charge
Belly Drum, Leech Seed, Substitute, Super Fang

Intended Role: Bulky Offense, Belly Drum
Role Justification: Interesting Berry user. While its stats do not favour a Sweeper at all, it has some funny tricks up its sleeve - its actually possible to get a Speed boost from the ability, so Belly Drum sets can invest into that! Other than that, it may also opt for a bulkier offensive role. The interesting bit of this mon is that Stuff Cheeks can be used to trigger the ability, boosting Defense by 2 from the move, Highest Stat by 1 from the ability and potentially a stat of choice from the Berry. Being a Flying type also allows it to run Acrobatics.

It can also run a bulkier set, with stuff such as Super Fang and Leech Seed. It has decent physical bulk to make it work, although not the best typing for said role.




:swsh/samurott::swsh/sawsbuck-summer:
samursaws-summer.png
samursaws-autumn.png
samursaws-winter.png
samursaws-spring.png
samursaws-s-summer.png
samursaws-s-autumn.png
samursaws-s-winter.png
samursaws-s-spring.png

New Types:

Base Stats: 90 / 115 / 80 / 85 / 70 / 100 [BST: 540] (+3 HP / +15 Atk / +3 Def / +1 SpA / +0 SpD / +18 Spe)
New Ability: Divine Armour = (Shell Armor + Serene Grace)
Ability Description: Effects of Serene Grace + Shield Dust

Notable Moves:
Aqua Jet, Horn Leech, Knock Off, Liquidation, Razor Shell, Sacred Sword, Waterfall
Scald?
Swords Dance

Intended Role: Set-Up Sweeper, Offensive Wallbreaker
Role Justification: The goal here was to abuse Serne Grace with Razor Shell or Liquidation. Combined with Swords Dance, it makes this pokémon capable of stacking up damage really fast. It has a pretty good switch-in to Scald, as it quad resists it and cannot be burned by it. Other than those, its pretty easy to see where it goes: SD + Dual Stab (might go over Grass for another coverage) + Knock Off. Very easy mon to use and understand.




:swsh/oricorio::swsh/sigilyph:
oricolyph.png
oricolyph-s.png

New Types:

Base Stats: 83 / 64 / 90 / 100 / 90 / 95 [BST: 522] (+10 HP / +0 Atk / +15 Def / +0 SpA / +15 SpD / +0 Spe)
New Ability: Parroting = (Dancer + Wonder Skin)
Ability Description: After another Pokemon uses a status move, this Pokemon uses the same move. Moves used by this Ability cannot be copied again.

Notable Moves:
U-Turn
Dazzling Gleam, Heat Wave, Psychic, Revelation Dance, Shadow Ball
Calm Mind, Cosmic Power, Roost

Intended Role: Special Set-Up Sweeper, Wallbreaker, Stallbreaker
Role Justification: It would be pretty fine alone with its stats being decent and it having a pretty wide movepool (Dazzling / Shadow Ball / STABs hit everything!), but what truly makes it shine is its ability. Oricolyph is a bit hard to wall thanks to the fact iif walls try to heal themselves, Oricolyph will also heal itself. It being on the field also discourages the opponent from setting hazards, as it will copy the same hazards onto the opponent's team. Set-Up is also interesting because it means foes have to be wary of it copying stuff like Nasty Plot or Quiver Dance.

Overall a mon that works on its own without its ability, but the ability gives it interesting unique interactions that push it further





:swsh/scyther::swsh/clefairy:
scythairy.png
scythairy-s.png

New Types:

Base Stats: 70 / 90 / 65 / 60 / 75 / 90 [BST: 450] (+0 HP / +13 Atk / +1 Def / +3 SpA / +3 SpD / +20 Spe)
New Ability: Mantis Wand = (Technician + Magic Guard)
Ability Description: Effects of both abilities

Notable Moves:
Bug Bite, Fire Punch, Knock Off, Play Rough, U-Turn
Defog, Roost, Stealth Rock, Swords Dance

Intended Role: Offensive Pivot, Defensive Pivot, Set-Up Sweeper, Hazrd Control
Role Justification: Based on the concept of a Bug-Type U-turn user that doesn't get chipped by Stealth Rock. Scythairy is a decently versatile Pokémon, with its three main sets being either Offensive Life Orb (Either Pivot or Set-Up) or Defensive Eviolite. Pivot sets take advantage of its STAB on U-Turn for large chip damage, potentially fitting in Defog or Stealth Rock in the set somewhere. Set-Up sets overgo the pivot role for an attempt at sweeping instead making use of Swords Dance, however it should be noted its physical coverage makes it struggle a bit at that, despite large damage output with Life Orb. Lastly, Defensive sets make use of its resistance to Dark, Fighting and Ground combined with decent Eviolite bulk, chip immunity and large utility options such as hazard control, Knock Off, healing and Seismic Toss.




:swsh/serperior::swsh/drifblim:
serpeblim.png
serpeblim-s.png

New Types:

Base Stats: 115 / 80 / 75 / 100 / 75 / 105 [BST: 550] (+3 HP / +3 Atk / +6 Def / +18 SpA / +1 SpD / +9 Spe)
New Ability: Self Sacrifice = (Aftermath + Contrary)
Ability Description: After user faints, replacement is healed for 1/4th of user's max HP

Notable Moves:
Knock Off, Explosion
Energy Ball, Shadow Ball, Thunderbolt
Defog, Glare, Leech Seed, Light Screen, Memento, Reflect, Strength Sap, Trick, Will-o-Wisp

Intended Role: Status Spreader (Glare/WoW), Screen Setter, Hazard Control
Role Justification: A bizarre support mon, Serpeblim plays the game in a very unique way by offering one last utility upon fainting. This flips the opponent's strategy on their, as they have to know when knocking out Serpeblim would be advantageous for them and when it would be detrimental. Serpeblim itself makes a ton of presence while still up on the field, dedicating a ton to its support role, being able to cripple the opponent in a multitude of ways, from item removal to status spreading and Choice Trick opponents.

Serpeblim learns both Memento and Explosion though, so if the person using Serpeblim wants to have a way to instantly activate the ability, there are two outings. These moves also allow Serpeblim to be a pretty decent Screens setter, as it can somewhat safely get them up with its good Speed tier and then self KO to prevent Defog, cripple opponent, safely bring the Screens abuser into the field and then heal it.




:swsh/claydol::swsh/malamar:
claylamar.png
claylamar-s.png

New Types:

Base Stats: 75 / 95 / 100 / 70 / 100 / 90 [BST: 530] (+2 HP / +14 Atk / +4 Def / +1 SpA / +3 SpD / +16 Spe)
New Ability: Etativel = (Levitate + contrary)
Ability Description: Effects of both

Notable Moves:
Earthquake, Knock Off, Rapid Spin, Stone Edge, Superpower
Stealth Rock, Teleport

Intended Role: Hazard Control (Dark-Type Airbone Spinner, Stealth Rock), Set-Up Sweeper (Superpower)
Role Justification: Dedicated to Hazard Control. Being a Dark-Type Spinner, it pressures Ghosts to not switch in. Its immune to most hazards and resists Rocks. It has Malamar's niche of Contrary Superpower but with a decent Type, Speed and Bulk to back it up
 
Last edited:

G-Luke

Sugar, Spice and One for All
is a Community Contributoris a CAP Contributoris a Forum Moderator Alumnus
Why didn't you losers tell me this was today? Anyway dropping off some walls and pivots.


:swsh/seaking::swsh/pincurchin:
DNA Donors: Seaking / Pincurchin
Fusion Name: Seaurchin
New Types:

Base Stats: 69 / 101 / 92 / 91 / 102 / 56 [BST: 511] (+5 HP / +5 Atk / +12 Def / +13 SpA / +20 SpD / +15 Spe)
New Ability: Lightning Rod = (Lightning Rod + Lightning Rod)
Notable Moves:
Flip Turn, Zing Zap, Waterfall, Megahorn, Knock Off
Discharge, Thunderbolt, Scald, Hudro Pump, Ice Beam
Recover, Spikes, Toxic Spikes, Toxic, Thunder Wave
Intended Role: Defensive Pivot
Role Justification: Seaurchin has a solid statline and good utility between Spikes, Scald, Knock Off and Flip Turn. Lightning Rod turns a neutrality into an immunity, giving it more opportunities to pivot in and do what it needs to do.
JavaScript:
seaurchin: {
    num: 75000###,
    types:["Water", "Electric"],
    species: "Seaurchin",
    id: "seaurchin",
    baseStats: {hp: 69, atk: 101, def: 92, spa: 101, spd: 102, spe: 56}
    abilities: {0: "Lightning Rod"},
    weightkg: 20,
    fusion: ["Seaking", "Pincurchin"],
},
:swsh/milotic::swsh/dragonair:
DNA Donors: Milotic / Dragonair
Fusion Name: Milonair
New Types:

Base Stats: 78 / 78 / 72 / 98 / 112 / 77 [BST: 515] (+0 HP / +6 Atk / +0 Def / +13 SpA / +15 SpD / +2 Spe)
New Ability: Resolute Scale = (Competitive + Marvel Scale)
Ability Description: If this Pokémon's stats are lowered by the foe, its defense is raised by 2 stages.
Notable Moves:
Flip Turn
Scald, Dragon Pulse, Ice Beam, Thunderbolt
Toxic, Recover, Haze
Intended Role: Special Wall, Defog Deterrent
Role Justification: Unlike Seaurchin, Milonair is a dedicated wall, with a cool ability that punishes both Defog and the eventual Intimidate spam that is bound to occur with it's ability. Outside of that, it plays more or less exactly like how Milotic would in base RU.
JavaScript:
milonair: {
    num: 75000###,
    types:["Water", "Dragon"],
    species: "Milonair",
    id: "milonair",
    baseStats: {hp: 78, atk: 78, def: 72, spa: 98, spd: 112, spe: 77}
    abilities: {0: "Marvel Scale"},
    weightkg: 89.25,
    fusion: ["Milotic", "Dragonair"],
},
:swsh/necrozma-dusk-mane::swsh/shelmet:
DNA Donors: Necrozma-Dusk-Mane / Shelmet
Fusion Name: Shelcrozma-Dusk
New Types:

Base Stats: 89 / 114 / 107 / 79 / 89 / 53 [BST: 531] (+16 HP / +16 Atk / +1 Def / +3 SpA / +2 SpD / +2 Spe)
New Ability: Carapace = (Shell Armor + Prism Armor)
Ability Description: Both Effects Combined
Notable Moves:
Leech Life, Sunsteel Strike, Earthquake, Knock Off
nil
Spikes, Recover, Stealth Rock
Intended Role: Hazard Setter, Defensive Pivot
Role Justification: Sets Spikes, immune to crits, is a good pivot for a plethora of physical hits.
JavaScript:
shelcrozma-dusk: {
    num: 75000###,
    types:["Bug", "Steel"],
    species: "Shelcrozma-Dusk",
    id: "shelcrozma-dusk",
    baseStats: {hp: 89, atk: 114, def: 107, spa: 79, spd: 89, spe: 53}
    abilities: {0: "Carapace"},
    weightkg: 233.85,
    fusion: ["Necrozma-Dusk-Mane", "Shelmet"],
},
:swsh/servine::swsh/shuckle:
DNA Donors: Servine / Shuckle
Fusion Name: Servuck
New Types:

Base Stats: 55 / 44 / 157 / 60 / 157 / 55 [BST: 528] (+15 HP / +9 Atk / +5 Def / +25 SpA / +5 SpD / +11 Spe)
New Ability: Contrary = (Contrary + Contrary)
Notable Moves:
Knock Off, U-turn
Leaf Storm, Final Gambit, Sludge Bomb (?)
Leech Seed, Synthesis, Glare, Stealth Rock, Sticky Web, Encore, Defog
Intended Role: Suicide Lead, Defensive Pivot
Role Justification: Servuck is a weird Pokémon, but trust me its a serious sub! It has incredible utility between Knock, U-turn, SR, Defog, Webs and Glare, an ability that ensures its not too passive and pretty solid bulk all things considered. So why is this amazing mon not in FE UU? Its typing. Servuck is held in check by a truly god awful typing sporting multiple weaknesses, including two x4 ones. It still as a few key resists in Ground, Water and Fighting and is thick enough to eat a neutral hit ot two,
JavaScript:
servuck: {
    num: 75000###,
    types:["Bug", "Grass"],
    species: "Servuck",
    id: "servuck",
    baseStats: {hp: 55, atk: 44, def: 157, spa: 60, spd: 157, spe: 55}
    abilities: {0: "Contrary"},
    weightkg: 18.25,
    fusion: ["Servine", "Shuckle"],
},
:swsh/aromatisse::swsh/magcargo:
DNA Donors: Aromatisse / Magcargo
Fusion Name: Aromacargo
New Types:

Base Stats: 91 / 61 / 110 / 103 / 90 / 29 [BST: 484] (+11 HP / +0 Atk / +14 Def / +9 SpA / +6 SpD / +0 Spe)
New Ability: Insense Smoke = (Flame Body + Aroma Veil)
Ability Description: Both Effects Combined
Notable Moves:

Moonblast, Flamethrower, Lava Plume, Clear Smog, Fire Blast, Energy Ball
Stealth Rock, Recover, Will O Wisp, Nasty Plot, Calm Mind, Wish
Intended Role: Wall
Role Justification: Aromacargo is your typical defensive Fire type. Fire Fairy has alot of utility and with access to Lava Plume + its ability it can easily spread burns throughout the battle. Setting Rocks is a huge bonus to it as well.
JavaScript:
aromacargo: {
    num: 75000###,
    types:["Fairy", "Fire"],
    species: "Aromacargo",
    id: "aromacargo",
    baseStats: {hp: 91, atk: 61, def: 110, spa: 103, spd: 90, spe: 29}
    abilities: {0: "Insence Smoke"},
    weightkg: 35.25,
    fusion: ["Aromatisse", "Magcargo"],
},
:swsh/toxtricity-low-key::swsh/palossand:
DNA Donors: Toxtricity-Low-Key / Palossand
Fusion Name: Toxissand
New Types:

Base Stats: 80 / 86 / 110 / 110 / 80 / 55 [BST: 521] (+0 HP / +0 Atk / +20 Def / +3 SpA / +8 SpD / +0 Spe)
New Ability: Sandcastle = (Punk Rock + Water Compaction)
Ability Description: Takes 50% less damage from water type moves. If hit by one, its Defense is raised by 2 stages.
Notable Moves:
None
Earth Power, Sludge Bomb, Volt Switch
Toxic, Stealth Rock, Shore Up, Will O Wisp
Intended Role: Physical Wall
Role Justification: Toxissand is a great physical wall sporting solid 80/110/80 bulk and reliable recovery. Its your standard bulky Ground every metagame needs, and this time packs a neutrality to Water attacks.
JavaScript:
toxissand: {
    num: 75000###,
    types:["Ground", "Poison"],
    species: "Toxissand",
    id: "toxissand",
    baseStats: {hp: 80, atk: 86, def: 110, spa: 110, spd: 80, spe: 55}
    abilities: {0: "Sandcastle"},
    weightkg: 145,
    fusion: ["Toxtricity-Low-Key", "Palossand"],
},
 
Last edited:
ALL IN ALL YOU'RE JUST ANOTHER BRICK IN THE WALL

side note these were all made before I knew the +40 was optional

:swsh/chimecho::swsh/dracozolt:
DNA Donors: Chimecho / Dracozolt
Fusion Name: Chimezolt
New Types:

Base Stats: 85 / 75 / 105 / 100 / 80 / 74 [BST: 519] (+3 HP / +0 Atk / +20 Def / +13 SpA / +0 SpD / +4 Spe)
New Ability: Electromagnetic Absorption = (Levitate + Volt Absorb)
Ability Description: Has the effect of both abilities
Notable Moves:
: Dragon Tail, Knock Off, Bolt Beak
: Thunderbolt, Psyshock, Fire Blast, Dazzling Gleam, Stored Power
: Recover, Toxic, Thunder Wave, Healing Wish, Heal Bell, Defog, Cosmic Power
Intended Role: Physical Wall, Hazard Removal(Defog)
Role Justification: Ngl I thought this one would be a fun addition because it's two pokemon you never really think would pull this off who manage to do a decent job with it. While it does gain two immunities from its ability, it's still susceptible to dark, ghost, and bug type moves with dark and bug going to end up being fairly common due to how useful knock off and u-turn are for most physical attackers. Overall it seems like a solid choice.
JavaScript:
chimezolt: {
    num: 75000###,
    types:["Psychic", "Electric"],
    species: "Chimezolt",
    id: "chimezolt",
    baseStats: {hp: 85, atk: 75, def: 105, spa: 100, spd: 80, spe: 74}
    abilities: {0: "Electromagnetic Absorption"},
    weightkg: 95.5,
    fusion: ["Chimecho", "Dracozolt"],
},

:swsh/talonflame::swsh/weezing:
DNA Donors: Talonflame / Weezing
Fusion Name: Weezflame
New Types:

Base Stats: 80 / 86 / 110 / 91 / 70 / 95 [BST: 532] (+9 HP / +1 Atk / +15 Def / +12 SpA / +1 SpD / +2 Spe)
New Ability: Leviflame = (Flame Body + Levitate)
Ability Description: Has the effect of both abilities.
Notable Moves:
: Explosion, U-Turn
: Fire Blast, Clear Smog, Sludge Bomb
: Roost, Will-O-Wisp, Defog, Toxic Spikes, Destiny Bond, Haze, Memento
Intended Role: Physical Wall, Hazard Removal(Defog), Hazard Setter(Toxic Spikes)
Role Justification: Weezflame is a faster wall, but that's not really a bad thing. It has a surprising amount of utility with WoW, Defog, and Haze at its disposal. On top of that if this wall is about to break you can go out in a bang, take your opponent out with you, or use memento. Also STAB Clear Smog is something I should probably mention as in most cases it might be better to go for that since you'll be dealing some damage and eliminating stat changes.
JavaScript:
weezflame: {
    num: 75000###,
    types:["Fire", "Poison"],
    species: "Weezflame",
    id: "weezflame",
    baseStats: {hp: 80, atk: 86, def: 110, spa: 91, spd: 70, spe: 95}
    abilities: {0: "Leviflame"},
    weightkg: 17,
    fusion: ["Talonflame", "Weezing"],
},

:swsh/drampa::swsh/munchlax:
DNA Donors: Drampa / Munchlax
Fusion Name: Dramlax
New Types:

Base Stats: 110 / 75 / 65 / 95 / 100 / 30 [BST: 475] (+4 HP / +3 Atk / +3 Def / +8 SpA / +12 SpD / +10 Spe)
New Ability: Fat Sipper = (Sap Sipper + Thick Fat)
Ability Description: Has the effect of both abilities
Notable Moves:
: Hyper Voice, Fire Blast, Psychic
: Roost, Defog, Calm Mind, Thunder Wave, Toxic
Intended Role: Special Wall, Hazard Removal(Defog)
Role Justification: To the surprise of fucking no one this fat fuck is also a slow fuck. Dramlax uses its bland normal typing to be a fat bland normal type, but also uses its decent special attack to do more than just stall. It can stall and shout. It has a lot of tools that should be common for other walls, and it gets two resistances and a nice immunity thanks to fat sipper. Overall a solid choice.
JavaScript:
dramlax: {
    num: 75000###,
    types:["Normal"],
    species: "Dramlax",
    id: "dramlax",
    baseStats: {hp: 110, atk: 75, def: 65, spa: 95, spd: 100, spe: 30}
    abilities: {0: "Fat Sipper"},
    weightkg: 145,
    fusion: ["Drampa", "Munchlax"],
},
:swsh/inteleon::swsh/pyukumuku:
DNA Donors: Inteleon / Pyukumuku
Fusion Name: Pyukuleon
New Types:

Base Stats: 80 / 72 / 100 / 90 / 100 / 65 [BST: 507] (+18 HP / +0 Atk / +3 Def / +13 SpA / +3 SpD / +3 Spe)
New Ability: Water Out = (Torrent + Innards Out)
Ability Description: Has the effect of both abilities.
Notable Moves:
: U-Turn, Counter
: Scald, Air Slash, Mirror Coat
: Recover, Toxic, Haze, Memento
Intended Role: Mixed Wall
Role Justification: Fuck it this bulky water type is clearly the best bulky water type. Sure it may not be unaware and sure this may be the product of me experimenting with various Inteleon fusions but it kind of works. It gets scald, it gets recover, it gets haze, and with U-Turn it can get the fuck outta here. Plus when it dies it slaps you in the face for one final fuck you. Overall I suggest you go with this one, especially if you want to impress Aquatic as he is the number one inteleon stan.
JavaScript:
pyukuleon: {
    num: 75000###,
    types:["Water"],
    species: "Pyukuleon",
    id: "pyukuleon",
    baseStats: {hp: 80, atk: 72, def: 100, spa: 90, spd: 100, spe: 65}
    abilities: {0: "Water Out"},
    weightkg: 23.2,
    fusion: ["Inteleon", "Pyukumuku"],
},


:swsh/drifblim::swsh/runerigus:
DNA Donors: Drifblim / Runerigus
Fusion Name: Runeblim
New Types:

Base Stats: 105 / 95 / 95 / 84 / 95 / 55 [BST: 529] (+1 HP / +8 Atk / +1 Def / +14 SpA / +16 SpD / +0 Spe)
New Ability: Final Curse = (Aftermath + Wandering Spirit)
Ability Description: When this pokemon is KO'd it swaps its ability with its opponent.
Notable Moves:
: Earthquake, Knock Off, Sucker Punch, Explosion
: Clear Smog
: Strength Sap, Will-O-Wisp, Memento, Haze, Defog, Destiny Bond, Toxic Spikes, Stealth Rock
Intended Role: Mixed Wall, Hazard Removal(Defog), Hazard Setter(Toxic Spikes, Stealth Rock)
Role Justification: A mixed wall with a great defensive typing, a good amount of utility, Grade A recovery, and it's only flaw is that its ability is kind of bad. Yeah FInal Curse is an ability that can hinder your opponent but also come back to bite you in the ass. You gotta be careful with this weird floating runestone thing.
JavaScript:
runeblim: {
    num: 75000###,
    types:["Flying", "Ground"],
    species: "Runeblim",
    id: "runeblim",
    baseStats: {hp: 105, atk: 95, def: 95, spa: 84, spd: 95, spe: 55}
    abilities: {0: "Final Curse"},
    weightkg: 40.8,
    fusion: ["Drifblim", "Runerigus"],
},

:swsh/mr_mime::swsh/corviknight:
DNA Donors: Mr. Mime / Corviknight
Fusion Name: Mr.Knight
New Types:

Base Stats: 70 / 66 / 105 / 90 / 105 / 80 [BST: 516] (+1 HP / +0 Atk / +20 Def / +14 SpA / +3 SpD / +2 Spe)
New Ability: Filter Pressure = (Filter + Pressure)
Ability Description: Has the effect of both abilities.
Notable Moves:
: Body Press
: Psyshock, Future Sight, Flash Cannon, Dazzling Gleam
: Roost, Defog, Healing Wish, Teleport, Toxic, Thunder Wave, Calm Mind, Nasty Plot
Intended Role: Mixed Wall, Hazard Removal(Defog) ,Set Up Sweeper?
Role Justification: Alright so Mr.Knight over here is a fairly bulky fuck with a great ability and decent typing at its disposal. Access to teleport allows it to GTFO, and if it's about to die you can use Healing Wish to sac it for a nice healthy revenge killer. Plus with calm mind and nasty plot you could try to set up and do some major damage to your opponent as well. Ugh it also gets futueport.
JavaScript:
mr.knight: {
    num: 75000###,
    types:["Psychic", "Steel"],
    species: "Mr.Knight",
    id: "mr.knight",
    baseStats: {hp: 70, atk: 66, def: 105, spa: 90, spd: 105, spe: 80}
    abilities: {0: "Filter Pressure"},
    weightkg: 64.75,
    fusion: ["Mr. Mime", "Corviknight"],
},
 
Last edited:

Gravity Monkey

meow? (waiting for something to happen?)
is an Artist
:swsh/yamask::swsh/zacian:
DNA Donors/ Parents: Yamask / Zacian
Shared Egg Group:
Offspring Name: Yacian-Hero
New Types:

Base Stats: 66 / 100 / 116 / 70 / 90 / 84 [BST: 526] (+1 HP / +20 Atk / +16 Def / +3 SpA / +0 SpD / +0 Spe)
New Ability: Loot = (Mummy + Intrepid Sword)
Ability Description: This Pokemon's Attack is raised by 1 stage after it is damaged by a contact move.
Notable/Relevant/Useful Moves:
Poltergeist, Play Rough, Close Combat, Sacred Sword, Iron Head

Swords Dance, Iron Defense, Will-O-Wisp, Pain Split, Trick
Role Justification: Different version of the mon where the ability is entirely flipped on its head. This mon has a pretty decent potential as some sort of funky defensive sweeper. It gets a cool amount of coverage as well.
JavaScript:
yacian-hero: {
    num: 75000###,
    types:["Ghost", "Fairy"],
    species: "Yacian-Hero",
    id: "yacian-hero",
    baseStats: {hp: 66, atk: 100, def: 116, spa: 70, spd: 90, spe: 84}
    abilities: {0: "Loot"},
    weightkg: 55.75,
    fusion: ["Yamask", "Zacian"],
},
:swsh/mantine::swsh/xurkitree:
DNA Donors/ Parents: Mantine / Xurkitree
Shared Egg Group:
Offspring Name: Xurkitine
New Types:

Base Stats: 85 / 65 / 70 / 135 / 125 / 77 [BST: 557] (+1 HP / +1 Atk / +0 Def / +9 SpA / +20 SpD / +1 Spe)
New Ability: Tide Ace = (Water Absorb + Beast Boost)
Ability Description: This pokemon's highest stat is raised by 1 when hit by a water move.
Notable/Relevant/Useful Moves:
Surf, Scald, Hydro Pump, Thunderbolt, Thunder, Ice Beam, Hurricane, Volt Switch

Roost, Defog
Role Justification: Rain mon
JavaScript:
xurkitine: {
    num: 75000###,
    types:["Water", "Electric"],
    species: "Xurkitine",
    id: "xurkitine",
    baseStats: {hp: 85, atk: 65, def: 70, spa: 135, spd: 125, spe: 77}
    abilities: {0: "Tide Ace"},
    weightkg: 160,
    fusion: ["Mantine", "Xurkitree"],
},
 
Last edited:

Ema Skye

God Shattering Star
is a Pre-Contributor
:swsh/minior-meteor::swsh/falinks::swsh/minior:
DNA Donors: Falinks / Minior
Fusion Name: Minilinks
New Types:

Base Stats: 67 / 100 / 100 / 80 / 80 / 67 [BST: 494] (+5 HP / +20 Atk / +0 Def / +15 SpA / +0 SpD / +0 Spe) [Meteor]
67 / 100 / 100 / 80 / 80 / 127 [BST: 554] [Core]
New Ability: Achilles' Shield = (Shields Down + Defiant)
Ability Description: Effects of Defiant. If another Pokemon drops this Pokemon's stats, it transforms to Core form. This is reset on switch out.
Notable Moves:
… Close Combat, Stone Edge, Earthquake, Poison Jab, U-Turn, First Impression, Throat Chop
… Shell Smash, Stealth Rock
Intended Role: Shell Smash, defog block, Stealth Rock, offensive pivot
Role Justification: Taking a Defog brings out its incredible speed, which makes it very scary after a Shell Smash or No Retreat. This makes it a pretty good Stealth Rock setter as well. U-Turn is also huge and makes No Retreat sets interesting due to allowing it to switch still. Will be held back due to limited Flying STAB. Given that its high stats are locked behind an opponent's action, I think it balances out Shell Smash's power in Core form.
JavaScript:
minilinks-meteor: {
    num: 75000###,
    types:["Fighting", "Rock"],
    species: "Minilinks-Meteor",
    id: "minilinks-meteor",
    baseStats: {hp: 67, atk: 100, def: 100, spa: 80, spd: 80, spe: 67}
    abilities: {0: "Achilles' Shield"},
    weightkg: 51,
    fusion: ["Falinks", "Minior-Meteor"],
},
:swsh/corviknight::swsh/carnivine:
DNA Donors: Corviknight / Carnivine
Fusion Name: Carniknight
New Types:

Base Stats: 94 / 107 / 102 / 71 / 82 / 56 [BST: 512] (+8 HP / +14 Atk / +14 Def / +0 SpA / +4 SpD / +0 Spe)
New Ability: Pressure Float = (Levitate + Pressure)
Ability Description: Combined effects
Notable Moves:
… Knock Off, U-Turn, Body Press, Iron Head, Power Whip
… Roost, Sleep Powder, Leech Seed, Defog, Bulk Up, Taunt
Intended Role: hazard removal, defensive pivot, mixed wall
Role Justification: With an SR resistance, Spikes immunity and Pressure to stall out hazards, Carniknight is an amazing hazard control mon. Knock Off and Sleep Powder also punish switches, and Leech Seed allows it to avoid clicking Roost as much as normal Corviknight does.
JavaScript:
carniknight: {
    num: 75000###,
    types:["Grass", "Steel"],
    species: "Carniknight",
    id: "carniknight",
    baseStats: {hp: 94, atk: 107, def: 102, spa: 71, spd: 82, spe: 56}
    abilities: {0: "Pressure Float"},
    weightkg: 51,
    fusion: ["Corviknight", "Carnivine"],
},
:swsh/ledian::swsh/metagross:
DNA Donors: Ledian / Metagross
Fusion Name: Ledigross
New Types:

Base Stats: 85 / 100 / 90 / 85 / 100 / 84 [BST: 534] (+18 HP / +5 Atk / +0 Def / +0 SpA / +0 SpD / +0 Spe)
New Ability: Clear Fist = (Iron Fist + Clear Body)
Ability Description: Combined effects
Notable Moves:
… Meteor Mash, U-Turn, Knock Off, Drain Punch, Earthquake, Ice Punch, Thunder Punch, Bullet Punch
… Stealth Rock, Defog, Roost, Swords Dance
Intended Role: defensive pivot, offensive pivot, hazards, defog, swords dance breaker
Role Justification: With a very strong utility movelist backed by a strong STAB in Meteor Mash (102 BP after Iron Fist), this Pokemon can fit a lot of roles on a team. It would play similar to Regibee, but with a base form that isn't as passive. Swords Dance is an option here too, with Meteor Mash being its selling point. Life Orb SD sets would actually outdamage the mega with Meteor Mash, while also not caring about Intimidate. I also think it's amazing that most of its awesome stuff comes from Ledian!

:swsh/ledian::swsh/metagross-mega:
DNA Donors: Ledian / Metagross-Mega
Fusion Name: Ledigross-Mega
New Types:

Base Stats: 85 / 110 / 110 / 85 / 120 / 124 [BST: 634]
New Ability: Tough Claws
Notable Moves:
… Meteor Mash, U-Turn, Knock Off, Body Press, Earthquake, Ice Punch, Thunder Punch, Bullet Punch
… Roost, Swords Dance
Intended Role: offensive pivot, defensive pivot, swords dance breaker
Role Justification: You're gonna go for the mega if you want the speed tier, which is the most notable trait here. Defensive sets are likely better done by the base form due to its access to Leftovers, so offensive is the way to go here. It, again, has Regibee roots, though with much more tame stats. Most of the time it will be clicking its STABs, which both get Tough Claws to boost with. Swords Dance might work too but it has anti-synergy with U-Turn (and your only other bug STAB is Bug Bite...), so you're probably not running Bug STAB.

JavaScript:
median: {
    num: 75000###,
    types:["Steel", "Flying"],
    species: "Ledigross",
    id: "median",
    baseStats: {hp: 85, atk: 100, def: 90, spa: 75, spd: 100, spe: 84}
    abilities: {0: "Clear Fist"},
    weightkg: 292.8,
    fusion: ["Ledian", "Metagross"],
},
:swsh/farfetch:swsh/gyarados:
DNA Donors: Farfetch'd / Gyarados
Fusion Name: Gyarafetch'd
New Types:

Base Stats: 73 / 110 / 79 / 59 / 97 / 79 [BST: 497] (+0 HP / +3 Atk / +12 Def / +0 SpA / +16 SpD / +9 Spe)
New Ability: Apex Predator = (Hyper Cutter + Intimidate)
Ability Description: Combined effects
Notable Moves:
… Knock Off, Brave Bird/Dual Wingbeat, U-Turn, Earthquake
… Roost, Defog, Swords Dance, Dragon Dance
Intended Role: defensive pivot, physical breaker, hazard removal
Role Justification: Funny bird provides Gyarados with most of its viable moves, which makes for a pretty cool fusion. Can play as a strong utility pivot due to its options like Koff/Defog, or can go ham with an SD set and a wide array of coverage options.

:swsh/farfetch:swsh/gyarados-mega:
DNA Donors: Farfetch'd / Gyarados
Fusion Name: Mega Gyarafetch'd
New Types:

Base Stats: 73 / 140 / 109 / 69 / 127 / 79 [BST: 597]
New Ability: Mold Breaker
Notable Moves:
… Knock Off, Brave Bird/Dual Wingbeat, Earthquake
… Roost, Swords Dance, Dragon Dance
Intended Role: physical breaker
Role Justification: Dark/Flying with SD/DD is a pretty strong combo. Choose between longevity with Roost (cause you're pretty fat) or EQ for more coverage.

JavaScript:
gyarafetch'd: {
    num: 75000###,
    types:["Flying"],
    species: "Gyarafetch'd",
    id: "gyarafetch'd",
    baseStats: {hp: 73, atk: 110, def: 79, spa: 59, spd: 97, spe: 79}
    abilities: {0: "idk"},
    weightkg: 125,
    fusion: ["Farfetch'd", "Gyarados"],
},
:swsh/gardevoir::swsh/corsola-galar:
DNA Donors: Gardevoir / Corsola-Galar
Fusion Name: Corsovoir-Galar
New Types:

Base Stats: 73 / 70 / 95 / 95 / 115 / 55 [BST: 503] (+9 HP / +10 Atk / +13 Def / +0 SpA / +8 SpD / +0 Spe)
New Ability: Plunder = (Trace + Cursed Body)
Ability Description: Effects of Trace. The foe's ability is disabled after this effect.
Notable Moves:
… Knock Off
… Shadow Ball, Moonblast
… Stealth Rock, Strength Sap, Stealth Rock, Haze, Will-o-Wisp, Teleport, Wish
Intended Role: mixed wall, defensive pivot
Role Justification: Porygrigus has shown that defensive Pillage mons are incredible glues for tiers, and so with this one being bootleg Pillage (the same effects without the swapping back and forth). The core aspects of Pory are here: recovery, Wisp, Koff and Teleport, but there are some additional stuff here. A subtle one is Moonblast, letting it run a STAB without worrying about immunities. More practical ones are Stealth Rock, letting it copy Magic Bounce to put the hazard down. Wish is also awesome with Teleport and you can probably afford to put both of them in your moveslot. Haze is possibly interesting too given that you weaken most breakers but good luck fitting it.
:swsh/gardevoir-mega::swsh/corsola-galar:
DNA Donors: Gardevoir / Corsola-Galar
Fusion Name: Mega Corsovoir-Galar
New Types:

Base Stats: 73 / 90 / 95 / 135 / 135 / 75 [BST: 603]
New Ability: Pixilate = (Trace + Cursed Body)
Notable Moves:
… Hyper Voice, Shadow Ball, Earth Power
… Calm Mind, Strength Sap, Teleport
Intended Role: special wallbreaker
Role Justification: This is probably not going to be legal given the power, but it is rather slow so I think it's possible. Unlike the base form, this one is a wallbreaker. Pixilate and Earth Power cover most things. You can take Shadow Ball or you can take some other options: CM to boost, Sap to recover and Teleport to pivot. If you aren't taking Shadow Ball, pick Strength Sap and one of the other status moves.

JavaScript:
corsovoir-galar: {
    num: 75000###,
    types:["Ghost", "Fairy"],
    species: "Corsovoir-Galar",
    id: "corsovoir-galar",
    baseStats: {hp: 73, atk: 70, def: 95, spa: 95, spd: 115, spe: 55}
    abilities: {0: "Plunder"},
    weightkg: 24.45,
    fusion: ["Gardevoir", "Corsola-Galar"],
},
:swsh/incineroar::swsh/eldegoss:
DNA Donors: Incineroar / Eldegoss
Fusion Name: Elderoar
New Types:

Base Stats: 78 / 82 / 90 / 97 / 105 / 60 [BST: 511] (+0 HP / +0 Atk / +0 Def / +17 SpA / +0 SpD / +0 Spe)
New Ability: Cotton Cloud King = (Regenerator + Intimidate)
Ability Description: On switch-in, restores 33% HP. On switch out, lowers foe's Atk 1 stage.
Notable Moves:
… Knock Off, U-Turn, Rapid Spin
… Giga Drain, Flamethrower
… Parting Shot, Aromatherapy, Sleep Powder, Stun Spore, Will-o-Wisp, Toxic, Synthesis, Toxic
Intended Role: defensive pivot, mixed wall, hazard removal
Role Justification: Taking a page from Arctres' book while also bringing Roaramp, this Pokemon is a powerful pivot that brings a lot of utility to the table. It's also unique as a Fire-type that can shrug off Stealth Rock due to restoring the damage due to the ability and FEUU has shown how viable defensive Fires can be. Knock Off and a pivot move are likely your staples and everything else can be built around it.
JavaScript:
elderoar: {
    num: 75000###,
    types:["Fire", "Grass"],
    species: "Elderoar",
    id: "elderoar",
    baseStats: {hp: 78, atk: 82, def: 90, spa: 97, spd: 105, spe: 60}
    abilities: {0: "Cotton Cloud King"},
    weightkg: 42.75,
    fusion: ["Incineroar", "Eldegoss"],
},
 
Last edited:
:swsh/victreebel::swsh/eelektross:
DNA Donors: Victreebel / Eelektross
Fusion Name: Eelvic
New Types:

Base Stats: 82 / 110 / 72 / 110 / 75 / 80 [BST: 529] (+0 HP / +0 Atk / +0 Def / +8 SpA / +0 SpD / +20 Spe)
New Ability: Vegetal Levitation = (Levitate + Chlorophyll)
Ability Description: Both effects combined.
Notable Moves:
… Power Whip, Thunder Punch, Fire Punch?, U-Turn, Knock Off, Rock Slide?
… Weather Ball, Energy Ball, Giga Drain, Thunderbolt, Flamethrower?
… Coil, Swords Dance, Strength Sap, Sleep Powder, Morning Sun
Intended Role: Sun Abuser, Choice Band, Choice Specs, Sweeper (Swords Dance, Coil)
Role Justification: Its a slow mon outside of sun, thought still yes having good offensive capabilities and good longevity. thanks to Strength Sap. outside of sun, it mostly using either special or physical sets. it could possibly run a Choice Band and Choice Specs set, or even attempt to use a sweeper set with swords dance or coil. though, outside of sun, it dos kinda fall off a little, but still has its viability.
JavaScript:
eelvic: {
    num: 75000###,
    types:["Grass", "Electric"],
    species: "Eelvic",
    id: "eelvic",
    baseStats: {hp: 82, atk: 110, def: 72, spa: 110, spd: 75, spe: 80}
    abilities: {0: "Vegetal Levitation"},
    weightkg: 48,
    fusion: ["Victreebel", "Eelektross"],
},
:swsh/krookodile::swsh/obstagoon:
DNA Donors: Krookodile / Obstagoon
Fusion Name: Krookgoon
New Types:

Base Stats: 94 / 110 / 100 / 62 / 75 / 100 [BST: 541] (+0 HP / +7 Atk / +10 Def / +0 SpA / +0 SpD / +7 Spe)
New Ability: Objection = (Intimidate + Defiant)
Ability Description: Both effects combined.
Notable Moves:
… Body Slam, Double-Edge, Gunk Shot, Knock Off, Earthquake, Stone Edge, Rock Slide

… Bulk Up, Obstruct, Parting Shot
Intended Role: Hazard Removal Deterrent, Offensive Pivot (Parting Shot), Choice Band
Role Justification: WIP (dos huge damage with band, defiant lets it either force out a switch or probably get a KO if opponent uses defog, parting shot.)
JavaScript:
krookgoon: {
    num: 75000###,
    types:["Ground", "Normal"],
    species: "Krookgoon",
    id: "krookgoon",
    baseStats: {hp: 94, atk: 110, def: 100, spa: 62, spd: 75, spe: 100}
    abilities: {0: "Objection"},
    weightkg: 71.15,
    fusion: ["Krookodile", "Obstagoon"],
},
:swsh/jellicent::swsh/druddigon:
DNA Donors: Jellicent / Druddigon
Fusion Name: Jelligon
New Types:

Base Stats: 88 / 95 / 80 / 72 / 110 / 54 [BST: 499] (+0 HP / +5 Atk / +0 Def / +0 SpA / +13 SpD / +0 Spe)
New Ability: Mold Absorb = (Water Absorb + Mold Breaker)
Ability Description: Both effects combined.
Notable Moves:
… Dragon Tail?
… Scald
… Recover, Stealth Rock, Glare, Strength Sap, Taunt, Will-o-Wisp, Toxic
Intended Role: Hazard Setter (Stealth Rock), Mixed Wall
Role Justification: its a really bulky mon, not only that, but it also has reliable recovery and a good typing. its quite hard to break through, but it is still weak to Fairy and Dragon. it has a variety of utility moves, including stealth rock and glare. probably some of its main moves, along with either recover or strength sap and scald. or even, dragon tail, although a less reliable option.
JavaScript:
jelligon: {
    num: 75000###, 
    types:["Dragon", "Water"],
    species: "Jelligon", 
    id: "jelligon", 
    baseStats: {hp: 88, atk: 95, def: 80, spa: 72, spd: 110, spe: 54} 
    abilities: {0: "Mold Absorb"}, 
    weightkg: 137, 
    fusion: ["Jellicent", "Druddigon"],
},
more soon
 
Last edited:
FERU TIME!
Let's get the creative juices flowing!

:swsh/starmie::swsh/sliggoo:
"Defensive pivot that can setup opportunities for its teams attackers."
DNA Donors: Starmie / Sliggoo
Fusion Name: Starggoo
New Types:

Base Stats: 80 / 75 / 70 / 100 / 110 / 90 [BST: 525] (+16 HP / +0 Atk / +1 Def / +9 SpA / +11 SpD / +3 Spe)
New Ability: Sluggish Retreat = (Natural Cure + Gooey)
Ability Description: When this Pokemon switches out, lowers the Speed stat of adjacent opponents by 1 stage.
Notable Moves:
Flip Turn, Rapid Spin…
Draco Meteor, Ice Beam, Psychic, Psyshock, Scald, Sludge Bomb, Thunderbolt…
Recover, Teleport, Toxic, Trick
Intended Role: Special Wall, Defensive Pivot, Utility
Role Justification: Starggoo's unique defensive typing, statspread, and ability makes it a great defensive mon with access to speed control and reliable recovery. Rapid Spin gives it good Hazard Control, and combined with it's ability to reduce the Speed stats of adjacent opponents you could potentially get a lot of momentum fairly quickly on the switch. Standard moves such as Draco Meteor and Scald are still present with this mon as Staggoo still takes advantage of, and with Recover it can be a great Special Wall as 80 / 70 / 110 bulk is pretty good by FERU standards. Lastly, access to either Flip Turn or Teleport fills its role as a defensive pivot. I would like to note that, again, Sluggish Retreat gives a lot of momentum to it's teams attackers as the lowered speed allows slower attackers to beat out the faster and more powerful hitters and potentially force switches to allow for Set-Up opportunities.

Starggoo's physical bulk is definitely not great, and it's Psychic/Dragon typing while not bad, isn't very spectacular either and leaves it weak to a lot of future potentially frequent types. Starggoo is inherently weak to being revenge killed by faster or simply more powerful physical attackers. It also relies most heavily on it's ability to switch, so moves or abilities that prevent that leave it out on the open where it's prone to getting worn down, which is also it's weakness and is basically bound to happen without reliable recovery. In connection to this, I could say Starggoo's biggest weakness is status, specifically Toxic.
JavaScript:
starggoo: {
    num: 75000###,
    types:["Psychic", "Dragon"],
    species: "Starggoo",
    id: "starggoo",
    baseStats: {hp: 80, atk: 75, def: 70, spa: 100, spd: 110, spe: 90}
    abilities: {0: "Sluggish Retreat"},
    weightkg: 48.75,
    fusion: ["Starmie", "Sliggoo"],
},


:swsh/aurorus::swsh/sceptile:
"Fast set-up sweeper with Grass type Galvanize and perfect coverage."
DNA Donors: Aurorus / Sceptile
Fusion Name: Auroptile
New Types:

Base Stats: 96 / 100 / 68 / 106 / 88 / 106 [BST: 564] (+0 HP / +19 Atk / +0 Def / +4 SpA / +0 SpD / +17 Spe)
New Ability: Pollinate = (Refrigerate + Overgrow)
Ability Description: This Pokemon's Normal-type moves become Grass type and have 1.2x power.
Notable Moves:
Body Slam, Double Edge, Earthquake, Quick Attack, Stone Edge…
Ancient Power, Earth Power, Hyper Voice, Leaf Storm, Meteor Beam…
Calm Mind, Dragon Dance, Stealth Rock, Swords Dance, Synthesis…
Intended Role: Mixed Attacker, Priority, Set-Up Sweeper, Hazard Setter
Role Justification: A slower, yet arguably stronger version of Sceptile, with access now to reliable coverage options and a good secondary offensive typing in the Rock type. It now has stab from moves like Stone Edge, and it can even take advantage of Ancient Power as a Rock type STAB moves. Pollinate allows it to have actually pretty strong Grass type moves from both the Physical and Special side; Body Slam now has 102 BP, Double Edge has 144 BP, and Hyper Voice becomes 108 BP. Grass/Rock is also a decent defensive typing as well. It still has access to Dragon Dance and Swords Dance, so it becomes a potent Set-Up Sweeper since it has priority in STAB Quick Attack, yet it now has a good way of boosting it's SpA with Calm Mind. Lastly, Auroptile has access to Stealth Rock now and with it's high speed can be a good Set-Up Sweeper. Auroptile's Rock/Grass/Ground coverage is also excellent.

Auroptile's speed while good is not great, and it's typing and it's defensive and speed stats leave it vulnerable to being revenge killed; while it's fast it isn't fast enough to do it's job as a Set-Up Sweeper without support in the form of Sticky Web, or speed control. It also relies alot on it's Set-Up options to do any actually notable damage, which means it's beaten very easily by Haze, and is stalled out by entry hazards or residual damage, as it is more often than not running Grass/Rock/Ground coverage and then a Set-Up option in it's 4th moveslot and not recovery for an offensive set.
JavaScript:
auroptile: {
    num: 75000###,
    types:["Rock", "Grass"],
    species: "Auroptile",
    id: "auroptile",
    baseStats: {hp: 96, atk: 100, def: 68, spa: 106, spd: 88, spe: 106}
    abilities: {0: "Pollinate"},
    weightkg: 138.6,
    fusion: ["Aurorus", "Sceptile"],
},
:swsh/aurorus::swsh/sceptile-mega:
"Strong breaker with an excellent speed tier and above average offenses. Lacks any powerful STAB options."
DNA Donors: Aurorus / Sceptile
Fusion Name: Mega Auroptile
New Types:

Base Stats: 96 / 126 / 81 / 142 / 88 / 131 [BST: 564] (+0 HP / +25 Atk / +10 Def / +40 SpA / +0 SpD / +25 Spe)
New Ability: Lightning Rod
Ability Description: This Pokemon draws Electric moves to itself to raise Sp. Atk by 1; Electric immunity.
Notable Moves:
Dragon Claw, Earthquake, Outrage, Stone Edge…
Ancient Power, Dragon Pulse, Earth Power, Ice Beam…
Calm Mind, Stealth Rock, Swords Dance…
Intended Role: Special Attacker, Special Wallbreaker, Set-Up Sweeper, Hazard Setter
Role Justification: Now that Auroptile as a suitable Set-Up move in Calm Mind, it can actually do some work for itself. Rock/Ground/Dragon coverage combined make a trio for perfect coverage, something that the previous version had but this version is actually perfect, no resists whatsoever, as well as giving Auroptile a much more needed bite in it's step with improved offenses. Mega Auroptile can still potentially run SD, even with the paltry attack boost. It's weaker than the base with Life Orb, but the main draw with this Mega is it's increased speed and better defensive typing, so you are more often than not running Calm Mind. Because of the increased Speed, Mega Auroptile becomes a more effective Stealth Rock setter, and it has more power to threaten opposing foes directly now instead of relying on Set-Up.

Mega Auroptile suffers most from a lack of powerful STAB options as well as a Mega stat boost that, while good, is not great and an ability that is more often than not completely useless to the mon. It lacks any good STAB Rock Type moves, Ancient Power being the most notable, it's 60 BP nothing to admire, and Stone Edge, but with it's less than paltry offensive attack after Mega is forced to run SD to make it work well. It also lacks any powerful Dragon type STAB for that explosive power. It lacks Draco Meteor and instead is forced to run Dragon Pulse, which while good is, again, not great.



:swsh/grapploct::swsh/dugtrio:
"Uses its ability combined with Octolock to act as an excellent psuedo Trapper."
DNA Donors: Grapploct / Dugtrio
Fusion Name: Grapptrio
New Types:

Base Stats: 70 / 115 / 71 / 60 / 75 / 101 [BST: 492] (+13 HP / +6 Atk / +5 Def / +0 SpA / +0 SpD / +20 Spe)
New Ability: Octo Trap = (Technician + Arena Trap)
Ability Description: This Pokémon deals 1.5x damage to trapped targets.
Notable Moves:
Close Combat, Earthquake, Ice Punch, Stone Edge, Sucker Punch…

Hone Claws, Memento, Octolock, Pain Split, Stealth Rock…
Intended Role: Set-up Sweeper, Trapper, Hazard Setter
Role Justification: Grapptrio carves itself a niche as an excellent Trapper... well, kinda. Grapptrio isn't your bog-standard, run-of-the-mill trapper that you are familiar with. Grapptrio utilizes it's ability in conjunction with Octolock to trap opponents and force switches. To explain, Octolock is a trapping move exclusive to Grapploct that lowers the opponent's defenses each turn. Combine that with an ability that allows Grapptrio to deal more damage to trapped foes and you have a recipe for an excellent "trapper". Of course, trapping is not the only thing this mon can do. Aside from trapping, it can act as a useful Set-Up Sweeper with Hone Claws, and a Hazard Setter with Stealth Rock. Afterall, this mon is basically just Dugtrio with a rearranged statspread and a significantly better offensive and defensive typing. Fighting/Ground/Rock is perfect coverage which leaves the 4th slot to whichever you want, Hone Claws, Memento, Octolock, or Stealth Rock. Even just Fighting/Ground STABs hit a large portion of types which can leave the last 2 slots for different coverage, Sucker Punch priority, or even still any of the above mentioned moves.

Ground/Fighting is a better defensive typing than pure Ground, but it still isn't great. 6 weaknesses is still a lot of weaknesses and it is weak against common types like Flying, Fairy, Water, and Ice. Grapptrio can't do anything against bulky Waters or Fairys and is wrecked heavily by Burns. It also has quite the paltry defenses which leaves it to be severely crippled or even OHKOed if it fails to kill the mon that it plans to trap.
JavaScript:
grapptrio: {
    num: 75000###,
    types:["Fighting", "Ground"],
    species: "Grapptrio",
    id: "grapptrio",
    baseStats: {hp: 70, atk: 115, def: 71, spa: 60, spd: 75, spe: 101}
    abilities: {0: "Octo Trap"},
    weightkg: 36.15,
    fusion: ["Grapploct", "Dugtrio"],
},


:swsh/raichu-alola::swsh/flygon:
"Fast special wallbreaker with an excellent defensive typing and stallbreaking capabilities."
DNA Donors: Raichu-Alola / Flygon
Fusion Name: Flychu-Alola
New Types:

Base Stats: 70 / 92 / 80 / 100 / 94 / 105 [BST: 541] (+0 HP / +0 Atk / +15 Def / +13 SpA / +12 SpD / +0 Spe)
New Ability: Hoverboard = (Surge Surfer + Levitate)
Ability Description: Combined effects.
Notable Moves:
Dragon Claw, Thunder Punch, U-turn…
Draco Meteor, Dragon Pulse, Thunderbolt, Volt Switch…
Defog, Dragon Dance, Nasty Plot, Roost, Teleport…
Intended Role: Special Wallbreaker, Stallbreaker, Set-up Sweeper, Offensive Pivot
Role Justification: Mon with an excellent defensive typing with plenty of utility and a statspread that allows it to be a Set-up Sweeper and Special Wallbreaker. Nasty Plot is potent alongside a good speed tier, and Draco Meteor and Thunderbolt are great standard STAB options, and U-turn and Volt Switch allow it to act as a good offensive pivot with chip. Has some other neat options that allows it to work well as a Stallbreaker, the aforementioned Nasty Plot alongside Roost or Taunt are options, and it could even potentially use WishPort, though it is definitely not ideal for a mon like this with it's low 70 HP and overall just being better as an offensive mon.

Dragon/Electric is very good as a defensive typing, but it gets completely walled by specially bulky fairy types or even ground types. It's forced to switch in these scenarios, but it's also prone to Mold Breaker as it ignores Hoverboard and Flychu's paltry defenses means it's never going to survive almost any sort super effective hit against it. Flychu is also very prone to being statused, most notably Toxic and Thunder Wave as the poison damage hamper's Flychu's longevity without Roost in it's moveset, and Paralysis is increasingly bad on a mon whose greatest benefit is being able to outspeed it's opponents.
JavaScript:
flychu-alola: {
    num: 75000###,
    types:["Electric", "Dragon"],
    species: "Flychu-Alola",
    id: "flychu-alola",
    baseStats: {hp: 70, atk: 92, def: 80, spa: 100, spd: 94, spe: 105}
    abilities: {0: "Hoverboard"},
    weightkg: 51.5,
    fusion: ["Raichu-Alola", "Flygon"],
},
 
Last edited:

earl

sabrobato
is a Pre-Contributor
Remember Dracolix? Remember Tentoxys? Remember Toxalure?
DNA Donors:
/

Fusion Name: Vishitomb
New Types:

Base Stats: 70 / 92 / 108 / 92 / 108 / 45 [BST: 515] (+0 HP / +1 Atk / +4 Def / +6 SpA / +9 SpD / +0 Spe)
New Ability: Downpour = (Ice Body + Pressure)
Ability Description: Pressure effects + When targeted by a move, heal 1/16th max HP.
Notable Moves:
Fishious Rend, Poltergeist, Shadow Sneak, Icicle Crash, Sucker Punch, Stone Edge
Shadow Ball, Surf, Ice Beam
Substitute, Trick, Taunt, Calm Mind, Will-O-Wisp, Protect
Intended Role: Physical Wallbreaker, Stallbreaker, Priority
Role Justification: Fishious Rend rocks when its on mons that can abuse it in a reasonable way (not Dracovish). Vishitomb utilizes Fishious Rend as a form of stallbreaking/psuedo-stakeout, because otherwise this mon is not outspeeding any other offensive mon. It also has decent STAB priority and a strong Poltergeist, so it's not a one-move wonder. Try some sort of janky sub-cm type set if you really want to.
JavaScript:
vishitomb: {
    num: 75000###,
    types:["Water", "Ghost"],
    species: "Vishitomb",
    id: "vishitomb",
    baseStats: {hp: 70, atk: 92, def: 108, spa: 92, spd: 108, spe: 45}
    abilities: {0: "Downpour"},
    weightkg: 141.5,
    fusion: ["Arctovish", "Spiritomb"],
},
Big Pinc
DNA Donors: Swalot / Pincurchin
Fusion Name: Swalurchin
New Types:

Base Stats: 75 / 95 / 95 / 95 / 95 / 35 [BST: 490] (+1 HP / +8 Atk / +6 Def / +13 SpA / +11 SpD / +0 Spe)
New Ability: Sticky Surge = (Sticky Hold + Electric Surge)
Ability Description: Component Effects Combined
Notable Moves:
Sucker Punch
Rising Voltage, Sludge Bomb, Ice Beam, Giga Drain, Scald
Recover, Spikes, Toxic Spikes, Memento
Intended Role: Special Wallbreaker, Hazards, Terrain Setter
Role Justification: An accidental Slowton 2! Same general concept of mixed bulk+great offensive presence, but this big Pincurchin is held back by its awful speed and overreliance on Rising Voltage to do big damage. Otherwise, you're just pissing around with 95 base Special Attack. I'd bet something like Recover+3 attacks (Spikes?) with Black Sludge is the way to go, but Specs could be funny.
JavaScript:
swalurchin: {
    num: 75000###,
    types:["Poison", "Electric"],
    species: "Swalurchin",
    id: "swalurchin",
    baseStats: {hp: 75, atk: 95, def: 95, spa: 95, spd: 95, spe: 35}
    abilities: {0: "Sticky Surge"},
    weightkg: 40.5,
    fusion: ["Swalot", "Pincurchin"],
},
Unprivated | Entrepreneur | Made 350 ELO points in the last 7 months | DM me for advice | #PTC | Rise and Grind
DNA Donors: :Raticate-Alola: / :Yanmega:
Fusion Name: Megarat-Alola
New Types:

Base Stats: 80 / 85 / 85 / 80 / 70 / 103 [BST: 503] (+0 HP / +12 Atk / +7 Def / +2 SpA / +2 SpD / +17 Spe)
New Ability: Grindset = (Hustle + Speed Boost)
Ability Description: This Pokemon's Attack is raised by 1 stage at the end of each full turn it has been on the field.
Notable Moves:
Double Edge, Knock Off, Stomping Tantrum, Sucker Punch, Quick Attack
Protect, Hypnosis, Agility, Roost, Substitute, Taunt
Intended Role: Stallbreaker, Physical Wallbreaker, Setup Sweeper
Role Justification: G-Luke requested the RAT return. Funny shitmon offensive staple that can snowball out of control with good positioning/Hypnosis timing. Goes crazy on fat, slow builds if you can bring it in but suffers from the worst offensive movepool ever lmao. Rise and Grind gamers
JavaScript:
megarat-alola: {
    num: 75000###,
    types:["Normal", "Flying"],
    species: "Megarat-Alola",
    id: "megarat-alola",
    baseStats: {hp: 80, atk: 85, def: 85, spa: 80, spd: 70, spe: 103}
    abilities: {0: "Grindset"},
    weightkg: 38.5,
    fusion: ["Raticate-Alola", "Yanmega"],
},
:swsh/grapploct::swsh/kingdra:Tech Flip Turn Tech Flip Turn
DNA Donors:
/

Fusion Name: Grappking
New Types:

Base Stats: 80 / 118 / 95 / 82 / 90 / 65 [BST: 530] (+3 HP / +12 Atk / +3 Def / +0 SpA / +3 SpD / +2 Spe)
New Ability: Expertise = (Technician + Sniper)
Ability Description: Moves with 60 BP or lower always result in a critical hit.
Notable Moves:
Flip Turn, Drain Punch, Close Combat, Brutal Swing, Sucker Punch, Ice Punch Scale Shot
Octolock, Dragon Dance, Bulk Up, Taunt, Substitute
Intended Role: Offensive Pivot, Physical Wallbreaker, Stallbreaker
Role Justification: Technician Flip Turn Grapploct! Woohoo! This slow fighter can run a pretty sick banded set or just go with any number of setup options- even Octolock is available for potential stallbreaking.
JavaScript:
grappking: {
    num: 75000###,
    types:["Fighting", "Water"],
    species: "Grappking",
    id: "grappking",
    baseStats: {hp: 80, atk: 118, def: 95, spa: 82, spd: 90, spe: 65}
    abilities: {0: "Expertise"},
    weightkg: 95.5,
    fusion: ["Grapploct", "Kingdra"],
},
:swsh/comfey::swsh/cacturne:
DNA Donors: :Comfey: / :Cacturne:
Fusion Name: Cactfey
New Types:

Base Stats: 61 / 85 / 80 / 102 / 90 / 97 [BST: 515] (+1 HP / +2 Atk / +5 Def / +4 SpA / +5 SpD / +20 Spe)
New Ability: Regrow = (Natural Cure + Water Absorb)
Ability Description: Natural Cure effects + When this Pokemon switches out, they heal 25% of their max HP.
Notable Moves:
U-Turn, Sucker Punch, Play Rough, Superpower, Poison Jab
Dark Pulse, Dazzling Gleam, Focus Blast
Spikes, Taunt, Synthesis, Defog
Intended Role: Offensive Pivot, Hazards, Stallbreaker, Hazard Control
Role Justification: A decently fast offensive spiker that leverages psuedo-regen and a great STAB combo in order to exert a presence in spite of the mediocre stats. I based this sub off of CS Micro Purugly, a very fun offensive Regen mon, and a litte bit off of Miemie. Will probably have some sort of cool defensive niche in the early metagame too.
JavaScript:
cactfey: {
    num: 75000###, 
    types:["Fairy", "Dark"],
    species: "Cactfey", 
    id: "cactfey", 
    baseStats: {hp: 61, atk: 85, def: 80, spa: 102, spd: 90, spe: 97} 
    abilities: {0: "Regrow"}, 
    weightkg: 38.85, 
    fusion: ["Comfey", "Cacturne"],
},
:swsh/raticate-alola::swsh/kommo-o:
DNA Donors: :Raticate-Alola: / :Kommo-o:
Fusion Name: Rato-o-Alola
New Types:

Base Stats: 75 / 90 / 115 / 70 / 95 / 85 [BST: 530] (+0 HP / +0 Atk / +18 Def / +0 SpA / +3 SpD / +4 Spe)
New Ability: Cacaphony = (Hustle + Soundproof)
Ability Description: This Pokemon's sound-based attacks deal 1.5x more damage. This Pokemon takes 0.8x damage from opposing sound-based attacks.
Notable Moves:
Knock Off, Close Combat, U-Turn, Earthquake, Poison Jab, Iron Head, Drain Punch
Boomburst, Snarl, Focus Blast, Clanging Scales, Aura Sphere, Flamethrower, Flash Cannon
Stealth Rock, Clangorous Soul, Dragon Dance, Swords Dance, Belly Drum
Intended Role: Setup Sweeper, Physical Wallbreaker, Offensive Pivot, Hazards
Role Justification: A very, very flexible offensive Pokemon that can viably run any number of setup moves, the most interesting of which is definitely Clangorous Soul. With throat spray this leaves you at +2 SpA and +1 everywhere else, free to spam 210 BP Boombursts and meaty Snarls to your heart's content. However, 70 Special Attack should keep this set more than manageable enough. On the physical end you have great STABs but a still-mediocre 90 attack backing them up, forcing you into Band or SD for any real damage. I think a bulky Rocks set might actually be the play.
JavaScript:
rato-o-alola: {
    num: 75000###, 
    types:["Dark", "Fighting"],
    species: "Rato-o-Alola", 
    id: "rato-o-alola", 
    baseStats: {hp: 75, atk: 90, def: 115, spa: 70, spd: 95, spe: 85} 
    abilities: {0: "Cacaphony"}, 
    weightkg: 51.85, 
    fusion: ["Raticate-Alola", "Kommo-o"],
},
 
Last edited:
:swsh/flygon::swsh/yanmega:
DNA Donors: Flygon / Yanmega
Fusion Name: Flymega
New Types:

Base Stats: 83 / 103 / 83 / 98 / 83 / 107 [BST: 557] (+0 HP / +15 Atk / +0 Def / +0 SpA / +15 SpD / +10 Spe)
New Ability: Spy Drone = (Levitate + Frisk)
Ability Description: Effect of both abilities

Notable Moves:
Earthquake, First Impression, Stone Edge, Superpower, U-turn, Leech Life
Bug Buzz, Earth Power, Fire Blast
Dragon Dance, Roost

Intended Role: Offensive Pivot, Set-up Sweeper (Dragon Dance), Choice Band, Choice Scarf
Role Justification: Flymega is a great candidant for a Choice Scarf user thanks to its speed, decent movepool and Spy Drone, which allows you to scout for your opponents items and try to figure out their set. It has some other great moves like DD, for a late game sweep, or Roost, to last troughout a game. CB sets have a powerful EQ and U-turn combo in addition to a powerful First Impression. Special sets are less viable, but they can still serve as a surprise and aren't necessarily bad.
JavaScript:
flymega: {
    num: 75000###,
    types:["Bug", "Ground"],
    species: "Flymega",
    id: "flymega",
    baseStats: {hp: 83, atk: 103, def: 83, spa: 98, spd: 83, spe: 107}
    abilities: {0: "Spy Drone"},
    weightkg: 66.75,
    fusion: ["Flygon", "Yanmega"],
},

:swsh/krokorok::swsh/staravia:
DNA Donors: Krokorok / Staravia
Fusion Name: Krokavia
New Types:

Base Stats: 62 / 93 / 52 / 57 / 57 / 92 [BST: 413] (+5 HP / +15 Atk / +5 Def / +15 SpA / +15 SpD / +15 Spe)
New Ability: Intimidate = (Intimidate + Intimidate)
Ability Description: On switch-in, this Pokemon lowers the Attack of adjacent opponents by 1 stage.

Notable Moves:
Earthquake, Knock Off, Brave Bird, U-turn
Stealth Rock, Toxic, Defog, Roost

Intended Role: Defensive Pivot, Hazard Setter (Stealth Rock), Hazard Removal (Defog)
Role Justification: Krokavia has a great defensive profil with its typing and ability. Its defensive sets could be better, but it gets a much needed boost from Eviolite. Knock Off, U-turn, Stealth Rock and Roost give this Pokemon a ton of utility. Earthquake and Brave Bird are its main STABs, which don't to small damage due to their high BP and 93 not being a bad attacking stat for a more defensive Pokemon.
JavaScript:
krokavia: {
    num: 75000###,
    types:["Ground", "Flying"],
    species: "Krokavia",
    id: "krokavia",
    baseStats: {hp: 62, atk: 93, def: 52, spa: 57, spd: 57, spe: 92}
    abilities: {0: "Intimidate"},
    weightkg: 24.45,
    fusion: ["Krokorok", "Staravia"],
},

:swsh/giratina-origin::swsh/vibrava:
DNA Donors: Giratina-Origin / Vibrava
Fusion Name: Girava-Origin
New Types:

Base Stats: 110 / 100 / 85 / 100 / 85 / 100 [BST: 580] (+10 HP / +5 Atk / +10 Def / +15 SpA / +10 SpD / +20 Spe)
New Ability: Levitate = (Levitate + Levitate)
Ability Description: This Pokemon is immune to Ground; Gravity/Ingrain/Smack Down/Iron Ball nullify it.

Notable Moves:
Dragon Claw, Earthquake, Poltergeist, Shadow Sneak, Superpower, U-turn
Aura Sphere, Draco Meteor, Hex, Shadow Ball, Heat Wave
Calm Mind, Defog, Will-O-Wisp, Roost

Intended Role: Mixed Attacker, Set-up Sweeper (Calm Mind), Offensive Pivot
Role Justification: Girava-O has a great offensive and defensive typing with decent stats. 100 in both Attacks and Speed might seem underwhelming, but it well as an offensive Pokemon. Its STAB combination is already great, but its coverage moves like Aura Sphere, Heat Wave, Earthquake and/or Superpower really seal its offensive sets for their added coverage. Special variants can also utilise CM and both sides of the spectrum can run U-turn. Bulkier sets can also function with its access to Defog, WoW and Roost.
JavaScript:
girava-origin: {
    num: 75000###,
    types:["Dragon", "Ghost"],
    species: "Girava-Origin",
    id: "girava-origin",
    baseStats: {hp: 110, atk: 100, def: 85, spa: 100, spd: 85, spe: 100}
    abilities: {0: "Levitate"},
    weightkg: 332.65,
    fusion: ["Giratina-Origin", "Vibrava"],
},

:swsh/druddigon::swsh/clefairy:
DNA Donors: Druddigon / Clefairy
Fusion Name: Clefigon
New Types:

Base Stats: 75 / 82 / 79 / 80 / 79 / 47 [BST: 442] (+2 HP / +0 Atk / +10 Def / +20 SpA / +2 SpD / +6 Spe)
New Ability: Magic Breaker = (Mold Breaker + Magic Guard)
Ability Description: Effect of both abilities.

Notable Moves:
Dragon Claw, Earthquake, Superpower, Knock Off, Play Rough
Draco Meteor, Flamethrower, Moonblast
Glare, Stealth Rock, Taunt, Calm Mind, Soft-Boiled, Teleport

Intended Role: Hazard Setter (Stealth Rock), Tank, Utility, Set-Up Sweeper
Role Justification: Clefigon has a good typing, decent bulk, amazing ability and a colorful movepool. First of, Dragon/Fairy has 4 weaknesses, but it also has 7 great resistences and 1 immunity. Its bulk could be better but it gets the job done, especially with its ability Magic Breaker, which makes it immune to passive while ignoring opposing abilities. Its movepool has so many options, that it can run a more support oriented set or a late game, bulky Calm Mind sweeper set.
JavaScript:
clefigon: {
    num: 75000###, 
    types:["Dragon", "Fairy"],
    species: "Clefigon", 
    id: "clefigon", 
    baseStats: {hp: 75, atk: 82, def: 79, spa: 80, spd: 79, spe: 47} 
    abilities: {0: "Magic Breaker"}, 
    weightkg: 73.25, 
    fusion: ["Druddigon", "Clefairy"],
},
 
Last edited:
So they're finally here, performing for you

:swsh/dragonite::swsh/volbeat:
DNA Donors: Dragonite / Volbeat
Fusion Name: Dragobeat
New Types:

Base Stats: 94 / 108 / 94 / 73 / 94 / 90 [BST: 553] (+16 HP / +5 Atk / +9 Def / +0 SpA / +2 SpD / +8 Spe)
New Ability: Limelight = (Multiscale + Swarm)
Ability Description: Bug moves deal 1.5x damage when at full health
Notable Moves:
Dragon Claw, Lunge, U-Turn, Earthquake

Dragon Dance, Roost, Defog, Substitute, Haze
Intended Role: Physical Wallbreaker, Setup Sweeper (Dragon Dance), Offensive Pivot, Hazard Control (Defog)
Role Justification: Let’s start with this mon’s ability. The ability allows it to get some nice early damage with Lunge to stay in or U-turn to switch out. As for other moves not really affected by the ability Ddance to set up, Dragon Claw for STAB, and EQ to counter rocks and more effectively hit steels. Roost for healing and potential to pop the ability a second time, defog for hazard clearance, and substitute for whatever the fuck substitute does.
JavaScript:
dragolbeat: {
    num: 75000###,
    types:["Dragon", "Bug"],
    species: "Dragobeat",
    id: "dragobeat",
    baseStats: {hp: 96, atk: 110, def: 96, spa: 73, spd: 96, spe: 82}
    abilities: {0: "Limelight"},
    weightkg: 113.85,
    fusion: ["Dragonite", "Volbeat"],
},
If you know, the words, you can join in too
:swsh/camerupt::swsh/solrock:
DNA Donors: Camerupt / Solrock
Fusion Name: Solerupt
New Types:

Base Stats: 80 / 110 / 80 / 80 / 80 / 69 [BST: 499] (+0 HP / +13 Atk / +3 Def / +0 SpA / +10 SpD / +14 Spe)
New Ability: Solid Rise = (Solid Rock + Levitate)
Ability Description: Effects of both
Notable Moves:
Flare Blitz, Stone Edge

Swords Dance, Curse, Stealth Rock, Trick Room
Intended Role: Physical Wallbreaker, Setup Sweeper (Swords Dance, Curse), Hazard Setter (Stealth Rock), Trick Room Setter/Abuser
Role Justification: This mon is pretty straightforward. Solrock gives Camerupt Flare Blitz and Camerupt gives Solrock Stone Edge. SD’s SD. Curse is good for Atk and Bulk, especially if you’re running a TR set, and Stealth Rock does its job. The ability provides ground immunity and you get to be less worried over fighting moves. Water’s still gonna kill you, just by a slightly smaller margin.
Mega Evolution:
:swsh/camerupt-mega::swsh/solrock:
DNA Donors: Camerupt-Mega / Solrock
Fusion Name: Solerupt-Mega
New Types:

Base Stats: 80 / 130 / 110 / 120 / 110 / 49 [BST: 599] (+0 HP / +33 Atk / +33 Def / +40 SpA / +40 SpD / +-6 Spe)
Ability: Sheer Force
Notable Moves:
See base
Fire Blast, Ancient Power
Calm Mind, Stealth Rock, Trick Room
Intended Role: Mixed Wallbreaker, Setup Sweeper (Calm Mind), Hazard Setter (Stealth Rock), Trick Room Setter/Abuser
Role Justification: If this had power gem, I’d call it a Special Attacker due to SF. However, that doesn’t happen, so I could see the merit in using Fire Blast and Stone Edge, but I left Ancient power there just in case. Otherwise it plays about the same as the base form but with a special attack stat.
JavaScript:
solerupt-mega: {
    num: 75000###,
    types:["Fire", "Rock"],
    species: "Solerupt-Mega",
    id: "solerupt-mega",
    baseStats: {hp: 80, atk: 130, def: 110, spa: 120, spd: 110, spe: 49}
    abilities: {0: "Sheer Force"},
    weightkg: 187,
    fusion: ["Camerupt-Mega", "Solrock"],
},
JavaScript:
solerupt: {
    num: 75000###,
    types:["Fire", "Rock"],
    species: "Solerupt",
    id: "solerupt",
    baseStats: {hp: 80, atk: 110, def: 80, spa: 80, spd: 80, spe: 69}
    abilities: {0: "Solid Rise"},
    weightkg: 187,
    fusion: ["Camerupt", "Solrock"],
},
Put your hands together, if you wanna clap
:swsh/infernape::swsh/dewgong:
DNA Donors: Infernape / Dewgong
Fusion Name: Infernadew
New Types:

Base Stats: 83 / 105 / 81 / 87 / 83 / 105 [BST: 544] (+0 HP / +18 Atk / +6 Def / +0 SpA / +0 SpD / +16 Spe)
New Ability: Melting Point = (Iron Fist + Thick Fat)
Ability Description: Fire and ice moves deal 1.2x damage
Notable Moves:
Flare Blitz, Liquidation, Aqua Jet, Icicle Spear, Ice Shard, Thunder Punch, Earthquake, U-turn

Swords Dance, Stealth Rock
Intended Role: Physical Wallbreaker, Setup Sweeper (Swords Dance), Offensive Pivot, Hazard Setter (Stealth Rock)
Role Justification: I made Infernape’s Iron Fist viable*! The type combo was given to a mon of this ability so it has means to strike through a type resisted by both stabs. In this case, dragon resists both fire and water, so boosted ice moves may serve as good coverage. Both types are also resisted by water, but you have Thunder Punch for that. I’d argue that something really holding back this mon from a higher tier is it’s moveset. It’s highest damaging ice move is icicle spear, which is incredibly inconsistent, making the ability less consistent as well. Depending on the direction the meta goes in I can see us debating whether it’s better to use swords dance to increase coverage viability or use u-turn to not have to worry much about coverage. However, I’d argue it’s nice to have both options open, especially so early into the meta. I’ve also noticed a trend in fusion evolution metas that the dex usually starts with a water type, with UU starting with a water/fire mon, so why not carry that tradition with this?
*This fusion does not use Iron Fist ™️ and other than its component shares no affiliation with Iron Fist ™️, any fusion of this identity that is spotted using any Iron Fist ™️ products after this message will meet Alakalix, Exvanille, and most of the Rime Rangers ™️ (unaffiliated) in the fusion graveyard.
JavaScript:
infernadew: {
    num: 75000###,
    types:["Fire", "Water"],
    species: "Infernadew",
    id: "infernadew",
    baseStats: {hp: 83, atk: 105, def: 81, spa: 87, spd: 83, spe: 105}
    abilities: {0: "Melting Point"},
    weightkg: 87.5,
    fusion: ["Infernape", "Dewgong"],
},
As we take you through, this monkey rap
:swsh/simisage::swsh/heracross:
DNA Donors: Simisage / Heracross
Fusion Name: Herasage
New Types:

Base Stats: 79 / 111 / 79 / 69 / 79 / 100 [BST: 517] (+2 HP / +0 Atk / +10 Def / +0 SpA / +0 SpD / +7 Spe)
New Ability: Pride = (Gluttony + Guts)
Ability Description: 1.5x Atk when at half health or below
Notable Moves:
Seed Bomb, Close Combat, Knock Off, Stone Edge

Swords Dance
Intended Role: Physical Wallbreaker, Setup Sweeper (Swords Dance)
Role Justification: This mon is pretty straightforward, and straightforward isn’t necessarily bad to establish a new metagame. Seed Bomb and CC for STABs, Koff to counter psychics and do it’s normal job, and Stone Edge to counter flying mons. SD’s incredibly self explanatory. Meanwhile, the ability’s a class of comeback mechanic, and works in a way that’s about as straightforward as the mon’s moveset.
Mega Evolution (“I wish Heracross was my dad”):
:swsh/simisage::swsh/heracross-mega:
DNA Donors: Simisage / Heracross-Mega
Fusion Name: Herasage-Mega
New Types:

Base Stats: 79 / 171 / 119 / 69 / 89 / 90 [BST: 617] (+2 HP / +60 Atk / +50 Def / +0 SpA / +10 SpD / -3 Spe)
Ability: Skill Link
Notable Moves: See Base +
Bullet Seed, Arm Thrust, Rock Blast


Intended Role: See base
Role Justification: This thing would be considered suspect in UU, and that’s if the council was having a good day. Don’t expect to see this anywhere.
JavaScript:
herasage: {
    num: 75000###,
    types:["Grass", "Fighting"],
    species: "Herasage",
    id: "herasage",
    baseStats: {hp: 79, atk: 171, def: 119, spa: 69, spd: 89, spe: 90}
    abilities: {0: "Pride"},
    weightkg: 42.25,
    fusion: ["Simisage", "Heracross"],
},
JavaScript:
herasage: {
    num: 75000###,
    types:["Grass", "Fighting"],
    species: "Herasage",
    id: "herasage",
    baseStats: {hp: 79, atk: 111, def: 79, spa: 69, spd: 79, spe: 100}
    abilities: {0: "Pride"},
    weightkg: 42.25,
    fusion: ["Simisage", "Heracross"],
},
HUH
:swsh/oranguru::swsh/magnezone:
DNA Donors: Oranguru / Magnezone
Fusion Name: Magnezorang
New Types:

Base Stats: 80 / 65 / 100 / 110 / 100 / 60 [BST: 515] (+0 HP / +0 Atk / +3 Def / +0 SpA / +0 SpD / +0 Spe)
New Ability: Sticky Hold = (Symbiosis + Magnet Pull)
Notable Moves:
Body Press
Psychic, Flash Cannon, Volt Switch, Shadow Ball
Nasty Plot, Iron Defense, Teleport
Intended Role: Special Wallbreaker, Setup Sweeper, Physical Wall, Defensive Pivot
Role Justification: Defensive mon? In MY submission? It’s more likely than you think. Simple ability that lets the mon keep its item, so that’s nice. As for moves, we have our STABs, Shadow Ball to counter Ghosts, and Volt Switch to pivot against taunt mons. NP to set up as well as Teleport as this fusion’s main pivot of choice. Consider running a physical defense set involving Iron Defense and Body Press as well, especially since BP counters dark mons.
JavaScript:
magnezorang: {
    num: 75000###,
    types:["Psychic", "Steel"],
    species: "Magnezorang",
    id: "magnezorang",
    baseStats: {hp: 80, atk: 65, def: 100, spa: 110, spd: 100, spe: 60}
    abilities: {0: "Sticky Hold"},
    weightkg: 128,
    fusion: ["Oranguru", "Magnezone"],
},
 
Last edited:

Magmajudis

Title pending
is a Pre-Contributor
:swsh/staryu::swsh/nihilego:
DNA Donors: Staryu / Nihilego
Fusion Name: Staryego
New Types:

Base Stats: 83 / 53 / 59 / 101 / 101 / 97 [BST: 494] (+14 HP / +4 Atk / +8 Def / +3 SpA / +8 SpD / +3 Spe)
New Ability: Beast's Cure = (Beast Boost + Natural Cure)
Ability Description: Upon switching out or KOing an opponent, this Pokemon heals it's non-volatile status condition.
Notable Moves:
…Knock Off, Flip Turn, Rapid Spin
…Scald
…Stealth Rock, Recover, Toxic, Thunder Wave, Teleport (?)
Intended Role: Defensive Pivot, Hazard Setter (Stealth Rock), Hazard Removal (Rapid Spin)
Role Justification: It has a really low defense stat but i think it could still be a cool mon due to the fact it provides a lot of utility. + It has Scald so it can potentially get around that 59 Def.
JavaScript:
staryego: {
    num: 75000###,
    types:["Water", "Poison"],
    species: "Staryego",
    id: "staryego",
    baseStats: {hp: 83, atk: 53, def: 59, spa: 101, spd: 101, spe: 97}
    abilities: {0: "Beast's Cure"},
    weightkg: 45,
    fusion: ["Staryu", "Nihilego"],
},
 

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