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Fusion Evolution V4

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A team

Sun Team
Golmanitan @ Firium Z
EVs: 252 Atk / 4 Def / 252 Spe
Ability: Careless Force
Jolly Nature
- Blazing Spirit
- Earthquake
- Flare Blitz
- Superpower / Stone Edge

Leafadon @ Heat Rock
EVs: 252 HP / 252 Def / 4 SpD
Ability: Leaf Stream
Impish Nature
- Muddy Seed
- Stealth Rock
- Slack Off
- Roar

Sunflorrim @ Life Orb
EVs: 4 HP / 252 SpA / 252 Spe
Ability: Photosynthetic Grace
Modest Nature
- Earth Power
- Solar Razor
- Growth
- Weather Ball

Crygotran @ Light Clay
EVs: 252 HP / 4 SpA / 252 Spe
Ability: Permafrost
Timid Nature
- Solar Shields
- Oxygen Buster
- Rapid Spin
- Recover

Shaymode @ Choice Scarf
EVs: 252 SpA / 4 Def / 252 Spe
Ability: Static Switch
Timid Nature
- Volt Switch
- Seed Flare
- Earth Power
- Thunderbolt

Diceus @ Flame Plate
EVs: 252 HP / 252 SpD / 4 Spe
Ability: Miracle Morph
Careful Nature
- Transform
- Will O Wisp
- Recover
- Extreme Speed

Everyone hypes up Rain because its already a good build in standard that benefits IMMENSELY from Fusion Evolution in terms of setters, abusers, and other benefactors. But people sleep on Sun. Sun that has the ability to make alot of other playstyles cry. This team assembles a crack team of mons that normally would never see usage. Golmanitan is the physical wallbreaker / sweeper of the team, able to bust up the bulkiest of mons thanks to its ability Careless Force, which at the sacrifice of an item, boosts the power of Physical moves by 1.5 power! Because Z-Crystals are not nullified by Careless Force, so it gets to use a super powerful Z-Nuke to bust through everything under the Sun. It also helps in that its signature move Blazing Spirit boosts its Attack, Defense and Speed if it hits. Leafadon is the sun setter of the team, and generally does what Hippowdon does for sand. Its own signature move Muddy Seeds causes many switch outs thanks to it lowering the accuracy of a foe upon each hit (Its a multistrike move). Sunflorrim is the star of this team, as under Sun, it turns into the most powerful Fusion in the game thanks to its ability. Its moveset is simple - Growth to crank up its already high special attack, its own signature move Solar Razor (signature moves are a reoccurring trend), which always crits in the sun, Earth Power and Weather Ball for perfect coverage. Crygotran is a very important member of the team, as it provides quite possibly the most vital attack in its arsenal - Solar Shields. It is basically sun's version of Aurora Veil, which will make this team even harder to kill. It also hepls at that it provides the team a Grass, Ice, Ground, Fire and Fairy switchin. Shaymode is the team's main form of speed control and gets around by spamming Volt Switch around all of its checks and gambling on Static Switch to activate. Diceus provides backup sweeper support in case Golmanitan goes down early.
 
5dPFtwm.png

Harem inflicts his own ability on himself and then suppresses it.
Thanks, fixed! (Turn 7 No Sandstream & Turn 9 No Corrosion)
 
I think for Sun, Cat Bed would be better over Diceus. I’m also currently considering quick banning it, so yea. Cat Bed summons a Terrain that boosts Fire and Fairy moves (thus stacking with sun with even more power) and burns anything that can be burned that’s grounded (only Shaymode, Sunflorrim and Leafadon can be burnt, the only one that sorta cares is the last one, but it’s better than being toxiced). As such, Cat Bed provides even more power and even more bulk to the team. :)
 
I brainstormed some potential buff ideas for fusions that either are severely underpowered or got power-creeped by other fusions later on. A major focus was put on abilities, but some other things were changed.

jL9DlDs.png

Azuninja
Huge Torrent
Old Effect: At 1/3 HP or lower, Huge Power effect triggers.
New Effect: Huge Power effect, with Water moves being doubled in power further. Active at all percentages.

96836-5ac4e2cf633d8a61f1c4ff8bdf7b87aa.jpg

Shrek
Grass/Fairy instead of Grass/Flying
Fatal Grace is renamed to Ogre's Swamp
Old Effect: Poison heals user, when poisoned, 2.5x other effects.
New Effect: Poison heals user by 1/4 HP each turn (1/8 x 2). Secondary effects of moves are replaced with a 100% chance to badly poison the foe.

oh no there isn't a sprite aaaaa
Fear-Roh (Outclassed by Unfeasable)
Sharpshooter
Old Effect: Guaranteed crits, but doubled PP consumption.
New Effect: Guaranteed crits, doubled crit power every 2 PP used. Doubled PP consumption.

darn everything to heck, still no sprite
Golislash (Outclassed by Aegivally)
Combination Drive
Old Effect: The Pokémon changes form depending on how it battles. Entering Power Forme empowers Punch and Slash based moves by x1.5 for one attack.
New Effect: Same, but power boost in Power Forme is now constant. Also, in Defense Forme, the damage output of Punch and Slash attacks against Golislash is halved.

Happislash_Friendly.png

Happislash
-20 Defense, +20 HP
Unfriend
Old Effect: Happislash changes to Unfriendly Forme before attempting to use an attacking move, and changes to Friendly Forme before attempting to use King's Shield. Takes 1/2 damage from other Pokemon's attacks when in Friendly Forme.
New Effect: Same as before, but in Friendly Forme, all of its attacks receive a 1.5x boost.

fTSk9DH.png

Wailcatty
Normal Veil is replaced with Wonder Blubber
Wonder Blubber (Pressure + Wonder Skin): Attacking moves used against this Pokemon are 70% accurate and consume double PP (70% over 50% because we don't need two broken Delcatty fusions).

Nose_God.png

Nose God
-20 Attack, +14 Special Attack
Type Trap
Old Effect: Prevents Pokemon from leaving the battle arena if they are the same type as the Plate/Z-Crystal Nose God is holding.
New Effect: Same effect, but primary type now changes in accordance with the held Plate / Z-Crystal.

If there's anything else in need of a buff, let me know. If nobody objects to these buffs, I would absolutely love it if Mygavolt could add these to the spreadsheet and have these changed in the coding.
 
I brainstormed some potential buff ideas for fusions that either are severely underpowered or got power-creeped by other fusions later on. A major focus was put on abilities, but some other things were changed.

jL9DlDs.png

Azuninja
Huge Torrent
Old Effect: At 1/3 HP or lower, Huge Power effect triggers.
New Effect: Huge Power effect, with Water moves being doubled in power further. Active at all percentages.

96836-5ac4e2cf633d8a61f1c4ff8bdf7b87aa.jpg

Shrek
Grass/Fairy instead of Grass/Flying
Fatal Grace is renamed to Ogre's Swamp
Old Effect: Poison heals user, when poisoned, 2.5x other effects.
New Effect: Poison heals user by 1/4 HP each turn (1/8 x 2). Secondary effects of moves are replaced with a 100% chance to badly poison the foe.

oh no there isn't a sprite aaaaa
Fear-Roh (Outclassed by Unfeasable)
Sharpshooter
Old Effect: Guaranteed crits, but doubled PP consumption.
New Effect: Guaranteed crits, doubled crit power every 2 PP used. Doubled PP consumption.

darn everything to heck, still no sprite
Golislash (Outclassed by Aegivally)
Combination Drive
Old Effect: The Pokémon changes form depending on how it battles. Entering Power Forme empowers Punch and Slash based moves by x1.5 for one attack.
New Effect: Same, but power boost in Power Forme is now constant. Also, in Defense Forme, the damage output of Punch and Slash attacks against Golislash is halved.

Happislash_Friendly.png

Happislash
-20 Defense, +20 HP
Unfriend
Old Effect: Happislash changes to Unfriendly Forme before attempting to use an attacking move, and changes to Friendly Forme before attempting to use King's Shield. Takes 1/2 damage from other Pokemon's attacks when in Friendly Forme.
New Effect: Same as before, but in Friendly Forme, all of its attacks receive a 1.5x boost.

fTSk9DH.png

Wailcatty
Normal Veil is replaced with Wonder Blubber
Wonder Blubber (Pressure + Wonder Skin): Attacking moves used against this Pokemon are 70% accurate and consume double PP (70% over 50% because we don't need two broken Delcatty fusions).

Nose_God.png

Nose God
-20 Attack, +14 Special Attack
Type Trap
Old Effect: Prevents Pokemon from leaving the battle arena if they are the same type as the Plate/Z-Crystal Nose God is holding.
New Effect: Same effect, but primary type now changes in accordance with the held Plate / Z-Crystal.

If there's anything else in need of a buff, let me know. If nobody objects to these buffs, I would absolutely love it if Mygavolt could add these to the spreadsheet and have these changed in the coding.
I disagree with the idea of buffing many underpowered fusions. It doesn't matter if they were powercreeped, they can go in a lower tier. We should not be making heavy changes to fusions that were already voted for. Nerfs are a different story, since overpowered fusions are way more influential than underpowered ones. Very light buffs are also fine like reducing the extent of Sunflorrim's drawback, which doesn't come into play most games.
 
I brainstormed some potential buff ideas for fusions that either are severely underpowered or got power-creeped by other fusions later on. A major focus was put on abilities, but some other things were changed.

jL9DlDs.png

Azuninja
Huge Torrent
Old Effect: At 1/3 HP or lower, Huge Power effect triggers.
New Effect: Huge Power effect, with Water moves being doubled in power further. Active at all percentages.

96836-5ac4e2cf633d8a61f1c4ff8bdf7b87aa.jpg

Shrek
Grass/Fairy instead of Grass/Flying
Fatal Grace is renamed to Ogre's Swamp
Old Effect: Poison heals user, when poisoned, 2.5x other effects.
New Effect: Poison heals user by 1/4 HP each turn (1/8 x 2). Secondary effects of moves are replaced with a 100% chance to badly poison the foe.

oh no there isn't a sprite aaaaa
Fear-Roh (Outclassed by Unfeasable)
Sharpshooter
Old Effect: Guaranteed crits, but doubled PP consumption.
New Effect: Guaranteed crits, doubled crit power every 2 PP used. Doubled PP consumption.

darn everything to heck, still no sprite
Golislash (Outclassed by Aegivally)
Combination Drive
Old Effect: The Pokémon changes form depending on how it battles. Entering Power Forme empowers Punch and Slash based moves by x1.5 for one attack.
New Effect: Same, but power boost in Power Forme is now constant. Also, in Defense Forme, the damage output of Punch and Slash attacks against Golislash is halved.

Happislash_Friendly.png

Happislash
-20 Defense, +20 HP
Unfriend
Old Effect: Happislash changes to Unfriendly Forme before attempting to use an attacking move, and changes to Friendly Forme before attempting to use King's Shield. Takes 1/2 damage from other Pokemon's attacks when in Friendly Forme.
New Effect: Same as before, but in Friendly Forme, all of its attacks receive a 1.5x boost.

fTSk9DH.png

Wailcatty
Normal Veil is replaced with Wonder Blubber
Wonder Blubber (Pressure + Wonder Skin): Attacking moves used against this Pokemon are 70% accurate and consume double PP (70% over 50% because we don't need two broken Delcatty fusions).

Nose_God.png

Nose God
-20 Attack, +14 Special Attack
Type Trap
Old Effect: Prevents Pokemon from leaving the battle arena if they are the same type as the Plate/Z-Crystal Nose God is holding.
New Effect: Same effect, but primary type now changes in accordance with the held Plate / Z-Crystal.

If there's anything else in need of a buff, let me know. If nobody objects to these buffs, I would absolutely love it if Mygavolt could add these to the spreadsheet and have these changed in the coding.
The only buffs I’m willing to consider are the Shrek ones, since it is basically a joke in every way, not just in concept. At least with the new ability it’s able to do something. I’m also somewhat alright with the Wailcatty buff since that ability is actually useless. With Wailcatty I would want more opinions and if nobody objects I would approve the Shrek buffs. All of the other proposed buffs in this post are rejected. Also yes, I am back from my break, FYI.
 
On the topic of fixing mistakes/dumb things, I fixed a duplicate ability name (Necroqua-Dusk-Bubble's ability is now called Dark Matter) and a name change that was never put in the sheet (Exdoom's ability is now called Mix Tape). Finally, I personally think the name and ability name for Stakataka / Gumshoos needs to be made into something that's not an eyesore of caps. I'm all ears for suggestions! :D Furthermore, I'm allowing name changes for fusions for anyone who wants to change the names of fusions they have won. However, name changes for the first 400 fusions will be closed once signups for the FE portion of PMGS begins.

EDIT: Also nerfed Cherr-Oh. The ability no longer buffs stats on the team. All it does is that if it is alive and has been on the field for one full turn, all Pokemon on the team heal 1/4 of their HP when they switch out.
 
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Finally, I personally think the name and ability name for Stakataka / Gumshoos needs to be made into something that's not an eyesore of caps. I'm all ears for suggestions! :D

Perhaps just rename it to "No Immigrants!", removing the caps and adding an exclamation point.
 
I've noticed that there are mons that people seem to be forgetting about and not discussing enough. Let's talk about said mons.
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I'm dead serious when I say that Komally is actually not only great, but even better than Dialcatty in some ways. Defensively, it has more raw bulk (85/95/95 compared to Dialcatty's 85/92/77), and while it doesn't resist all types, it is only hit neutrally by 4 or 5, weak to 1 (Rock), and it is also immune to 8 types. Everything else it resists. Offensively, 105/105 offenses aren't the best, but remember that it effectively gets STAB on every move courtesy of its ability, and has a giant assortment of attacks, including Earthquake, U-turn, Wood Hammer, BoltBeam, Sucker Punch, Play Rough, the list goes on and on and on. Oh, and by the way, Wish + Parting Shot, enough said. While it has received some hype in the Discord, I haven't seen a peep about it in this thread, and I'm changing that.

unfeasable1-png.110926

Unfeasable is also pretty dang nice, and no, I'm not just saying that because it's my fusion. Saying that something has a ridiculous ability is not exactly a huge compliment in this metagame, but Unfeasable's ability is insane even with that in mind. Not only does it effectively get Huge Power for both attacking stats, but said Huge Power also ignores attack drops (fuck you Intimidate). Its coverage isn't the best, but it works out, with Double-Edge nuking stuff, U-turn for pivoting, Drill Run hitting Steels and Drill Peck hitting everything else.
I'll put my two cents on this too

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(No sprite for the fusion yet rip)
Peridot-Mega is a huge threat. No Guard Hypnosis, Zap Cannon and Hurricane are the first thing to look into, as one has a 100% chance of putting the foe to sleep and the other two are powerful STABs. It is no slacker either, with 132 base Speed, being a bit over the average for usual FE mons. All of this is backed up by a huge Sp. Atk of 186, with Tail Glow to destroy things further. A simple set of Hypnosis / Tail Glow / Zap Cannon or Thunder (If you rather have PP) / Hurricane is enough to tear a hole in most teams.


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Hippally is a fantastic mon as an effect setter. It can set any weather or surge, as well as any of the rooms (Really, Trick Room is probably the only one worth using, but the others are there), lock a mon in for one turn, Auto-Haze upon switchin and Gravity. Not bad bulk as well as access to Slack Off and fine 123 Attack make it also not be a dead weight other than just a setter.

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Chandeform serves as a great anti-weather mon. In it's base form, it's a Ghost / Normal mon, with 3 good immunities. However it really shines in weather: Absorbs Water in Rain, Fire in Sun, Ice in Hail and Rock in Sand. so, despite the overall unnimpressive stats, it can shut down some abusers of the weathers quite easly. And that is, weather is super common (In the last two pages there are at the least 3 weather teams posted).

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Castapus has a simillar role to Chandeform, albeit for terrains instead. It has various forms due to the various terrains created in FE, and all of them are immune to the terrain they function in. Basically, it's immune to Electric under Electric Terrain and so on. Moves affected by the terrain are also absorbed, meaning Earthquake under Grassy or Draco Meteor under Misty would also fail against it. To top it all off, when used by Castapus, moves that interact with the terrain are boosted by 1.5x, which increases it's damage output on the terrain it is against. All in all, a solid answer for Terrain teams

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Persian-Prime can just let the calcs speak for it:
252 Atk Choice Band Hoopa-Unbound Hyperspace Fury vs. 252 HP / 252 Def Healthy Meal Chazma: 474-559 (80.3 - 94.7%) -- guaranteed 2HKO
252 Atk Choice Band Tech Fur Persian-Prime Bite vs. 252 HP / 252 Def Healthy Meal Chazma: 508-598 (86.1 - 101.3%) -- 12.5% chance to OHKO
 
I am trying to do a stall team for FE using Diceus + Weeeeds shenanigans, but there are so many options that I'm not able to finish. I would like suggestions to improve my actual core and to complete the team.

weeeeds-png.101604
weeeeds-shiny-png.101605
you_doodle-_2018-04-21t03_02_38z-png.112077
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(something) (something else)
Diceus @ Mind Plate
Ability: Miracle Morph
EVs: 248 HP / 8 Atk / 252 Spe
Hasty Nature
- Extreme Speed
- Transform
- Stealth Rock
- Hurricane

Weeeeds @ Focus Sash
Ability: Dangerous Addiction
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
- U-turn
- Leech Seed
- Recover
- Taunt

Smelly @ Fairy Memory
Ability: Technical System
EVs: 252 HP / 4 Atk / 252 SpD
Careful Nature
- Parting Shot
- Hypno Spore
- Undergrowth
- Fog Machine

Cherroh @ Leftovers
Ability: Care Package
EVs: 252 HP / 4 Atk / 252 SpD
Careful Nature
- Sacred Fire
- Roost
- Protect
- Whirlwind

Basically, the goal of the team is to wear the opponent down without actually harming him directly — just like any stall team, I here you saying. The difference in FE is that there's no need for Toxic or PP Stall. Weeeeds has the partuclarity of doing the exact same damage to the opponent as he does, kinda like a mirror. What you want with that team is to heal your 2 Weeeeds (One of them being a Diceus) so your opponent just die trying to get pass them. Cherr-Oh and Smelly are two incredible support for them. Cherr-Oh, even with the recent nerf, still has the incredible ability to provide healing by switching, something needed for the team to work. Smelly, besides, has access to some of the greatests support move in parting shot, hypno spore (which traps and induce sleep), fog machine (rapid spin but you change the side of the hazards instead of destroying them) and undergrowth, a powerful move that creates grassy terrain, another way to heal the weed. Cherr-Oh also likes the combination of hypno-spore + parting shot, which gives it a free turn to set its ability.

First big thing is that, well, the team is incomplete. But even if we forget about it, there is still some issues. 1- I'm not sure what to take between sacred fire and petal blizzard for Cherr-oh. One has a better offensive typing, the other uses grassy field boost. 2- Smelly's set might not be optimal. There are a lot of fusion moves, and I'm kind of too lazy to go see for each of them and analyze which ones would be the bests. If you can think of any moves that would fit better in this set (I'm especially looking for a better switching move), please tell me!
 
I am trying to do a stall team for FE using Diceus + Weeeeds shenanigans, but there are so many options that I'm not able to finish. I would like suggestions to improve my actual core and to complete the team.

weeeeds-png.101604
weeeeds-shiny-png.101605
you_doodle-_2018-04-21t03_02_38z-png.112077
93888-f5c2a33ac68f7c322df4c4708e2cefd0.jpg
(something) (something else)
Diceus @ Mind Plate
Ability: Miracle Morph
EVs: 248 HP / 8 Atk / 252 Spe
Hasty Nature
- Extreme Speed
- Transform
- Stealth Rock
- Hurricane

Weeeeds @ Focus Sash
Ability: Dangerous Addiction
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
- U-turn
- Leech Seed
- Recover
- Taunt

Smelly @ Fairy Memory
Ability: Technical System
EVs: 252 HP / 4 Atk / 252 SpD
Careful Nature
- Parting Shot
- Hypno Spore
- Undergrowth
- Fog Machine

Cherroh @ Leftovers
Ability: Care Package
EVs: 252 HP / 4 Atk / 252 SpD
Careful Nature
- Sacred Fire
- Roost
- Protect
- Whirlwind

Basically, the goal of the team is to wear the opponent down without actually harming him directly — just like any stall team, I here you saying. The difference in FE is that there's no need for Toxic or PP Stall. Weeeeds has the partuclarity of doing the exact same damage to the opponent as he does, kinda like a mirror. What you want with that team is to heal your 2 Weeeeds (One of them being a Diceus) so your opponent just die trying to get pass them. Cherr-Oh and Smelly are two incredible support for them. Cherr-Oh, even with the recent nerf, still has the incredible ability to provide healing by switching, something needed for the team to work. Smelly, besides, has access to some of the greatests support move in parting shot, hypno spore (which traps and induce sleep), fog machine (rapid spin but you change the side of the hazards instead of destroying them) and undergrowth, a powerful move that creates grassy terrain, another way to heal the weed. Cherr-Oh also likes the combination of hypno-spore + parting shot, which gives it a free turn to set its ability.

First big thing is that, well, the team is incomplete. But even if we forget about it, there is still some issues. 1- I'm not sure what to take between sacred fire and petal blizzard for Cherr-oh. One has a better offensive typing, the other uses grassy field boost. 2- Smelly's set might not be optimal. There are a lot of fusion moves, and I'm kind of too lazy to go see for each of them and analyze which ones would be the bests. If you can think of any moves that would fit better in this set (I'm especially looking for a better switching move), please tell me!
Smelly could easly run Safe Switch instead
Electric / Special / 70 BP / 100 Acc / 32 PP / Pivots user out. Switch-in will be under the effects of Protect until the turn ends. +1 Priority

That being said, I'm not sure if Smelly may be the best onw for good switching moves, since it's stats are kinda weak. You may also want a SR setter that isn't Diceus, so you set Rocks at the foe's side, and then change their Rock's type to Fairy with Fog Machine. I'm also not sure if Grassy Terrain is the best thing to have in this scenario, but still works

Chazma is an option, since it's ability will protect the team from having status conditions. It can also function as a Wish mon for the rest of the team.
 
Can we nerf Vallysect? Currently its Ability does the following: "The Normal-type changes in base of the held Z-Crystal, Memory or Drive. On switch-in, one of holder's attacking stats is boosted by 2 in base of its secondary typing: special types boost Special Attack, physical boost Attack (the pre-GenIV categorisation is followed; Fairy is special). "
Normal is considered physical in Gen III, and its base secondary type is Normal, so it gets +2 Attack without holding anything specific.
Here's the problem.
+2 252+ Atk Choice Band Vallysect Extreme Speed vs. 252 HP / 252+ Def Oxybliss-Defense: 283-334 (53.5 - 63.2%) -- guaranteed 2HKO
compare this insane damage to the three other best E-Speed users in the meta:
252+ Atk Zap Plate Galvanize A Rave-Alola Extreme Speed vs. 252 HP / 252+ Def Oxybliss-Defense: 142-168 (26.8 - 31.8%) -- guaranteed 4HKO
252+ Atk Aerilate Entir-Mega Extreme Speed vs. 252 HP / 252+ Def Oxybliss-Defense: 147-174 (27.8 - 32.9%) -- guaranteed 4HKO
252+ Atk Choice Band Huge Power Enteon Extreme Speed vs. 252 HP / 252+ Def Oxybliss-Defense: 194-229 (36.7 - 43.3%) -- guaranteed 3HKO
now you can see why this is a problem.

I suggest two changes. I wouldn't suggest adding both, because it could be nerfed to the ground, but both options make more sense than what it currently has.
One, make the ability more similar to RKS System. Make the ability only activate when the user is holding a Memory or Drive. This way it can't get +2 Attack, Band AND STAB E-Speed combined.
Two, make the ability more similar to Download. This really shouldn't give +2 to an offensive stat on switch-in. Download gives +1 only, and you don't get to choose which stat you get, since it's based on oppo's defenses. With Vallysect you can teambuild around it and you get double the boost.
 
Can we nerf Vallysect? Currently its Ability does the following: "The Normal-type changes in base of the held Z-Crystal, Memory or Drive. On switch-in, one of holder's attacking stats is boosted by 2 in base of its secondary typing: special types boost Special Attack, physical boost Attack (the pre-GenIV categorisation is followed; Fairy is special). "
Normal is considered physical in Gen III, and its base secondary type is Normal, so it gets +2 Attack without holding anything specific.
Here's the problem.
+2 252+ Atk Choice Band Vallysect Extreme Speed vs. 252 HP / 252+ Def Oxybliss-Defense: 283-334 (53.5 - 63.2%) -- guaranteed 2HKO
compare this insane damage to the three other best E-Speed users in the meta:
252+ Atk Zap Plate Galvanize A Rave-Alola Extreme Speed vs. 252 HP / 252+ Def Oxybliss-Defense: 142-168 (26.8 - 31.8%) -- guaranteed 4HKO
252+ Atk Aerilate Entir-Mega Extreme Speed vs. 252 HP / 252+ Def Oxybliss-Defense: 147-174 (27.8 - 32.9%) -- guaranteed 4HKO
252+ Atk Choice Band Huge Power Enteon Extreme Speed vs. 252 HP / 252+ Def Oxybliss-Defense: 194-229 (36.7 - 43.3%) -- guaranteed 3HKO
now you can see why this is a problem.

I suggest two changes. I wouldn't suggest adding both, because it could be nerfed to the ground, but both options make more sense than what it currently has.
One, make the ability more similar to RKS System. Make the ability only activate when the user is holding a Memory or Drive. This way it can't get +2 Attack, Band AND STAB E-Speed combined.
Two, make the ability more similar to Download. This really shouldn't give +2 to an offensive stat on switch-in. Download gives +1 only, and you don't get to choose which stat you get, since it's based on oppo's defenses. With Vallysect you can teambuild around it and you get double the boost.
While I do agree that it shouldn't boost to +2, I think its unfair to not show how A Rave and Entir are at +2, especially since it is facing a wall.
 
I’m pretty sure that it’s not meant to be boosted if it’s not holding a memory. Here’s what I’ll do. If it is not holding a memory, Atk is raised by only one stage. Otherwise, the ability functions as is. If mygavolt wants to chime in he can.
 
While I do agree that it shouldn't boost to +2, I think its unfair to not show how A Rave and Entir are at +2, especially since it is facing a wall.
The point is that Vallysect can do that in the turn it comes out, so I'm comparing it to other fusions in the turn they come out. If for some reason that Oxybliss-Defense didn't use Recover the first turn Vallysect attacked, then it's guaranteed to be 2HKO'd by turn 2. If A Rave or Entir used SD and Oxybliss didn't use Recover, they would kill it by turn 3. Anyway here are the comparisons at +2.
+2 252+ Atk Zap Plate Galvanize A Rave-Alola Extreme Speed vs. 252 HP / 252+ Def Oxybliss-Defense: 283-334 (53.5 - 63.2%) -- guaranteed 2HKO
+2 252+ Atk Aerilate Entir-Mega Extreme Speed vs. 252 HP / 252+ Def Oxybliss-Defense: 294-346 (55.6 - 65.5%) -- guaranteed 2HKO
By the way, Vallysect could run SD too, but the boost from +2 to +4 is *2 to *3. Band gives *1.5 boost, and 1.5*2 = *3. So it's better off attacking twice than wasting a turn to get to Band-level power.

I’m pretty sure that it’s not meant to be boosted if it’s not holding a memory. Here’s what I’ll do. If it is not holding a memory, Atk is raised by only one stage. Otherwise, the ability functions as is. If mygavolt wants to chime in he can.
Did you just buff it lmao? If it wasn't meant to be boosted if it's not holding a memory (which I'm not sure if it was), then you should absolutely keep it like that.
+1 252+ Atk Choice Band Vallysect Extreme Speed vs. 252 HP / 252+ Def Oxybliss-Defense: 211-250 (39.9 - 47.3%) -- guaranteed 3HKO
+1 Atk Banded Vallysect is still stronger than Banded Huge Power Enteon.
 
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I come back to this, full of curiosity, after Arceus knows how much time and I'm learning that Probs, one of my own favorite fusions, is S+ in this meta wtf.
Next thing you'll tell me that Dragon/Steel typing with Ground immunity is borked pfff.
 
I come back to this, full of curiosity, after Arceus knows how much time and I'm learning that Probs, one of my own favorite fusions, is S+ in this meta wtf.
Next thing you'll tell me that Dragon/Steel typing with Ground immunity is borked pfff.
It's because it got given an OP signature move by the fusion moves thing
 
I would like to remind everyone that while we wait for coding and such, balancing suggestions (mostly nerfing for the time being unless they’re as bad as Shrek was before we buffed it) are highly welcomed and encouraged.
 
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