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Fusion Evolution V4

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Oooooh, nerfs, eh?

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Dialcatty
Normalized Enemy: No longer affects Normal type Pokemon and super-effective moves.
Yeah, it's about time this thing got toned down. With this nerf to its infamous ability, Dialcatty is still prolly gonna be really good, maybe top tier, but it'll at least be killable now.

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Kars
Ultimate Lifeform: No longer copies abilities that grant immunities (this includes abilities that indirectly offer immunities as part of the effect like Sleeping System).
Now that it can't make itself immune to every attack in the game, Kars can be unbanned from the Shadow Realm and allowed in standard play, with its non-existant stats making up for its still god-like ability.
 
Oooooh, nerfs, eh?

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Dialcatty
Normalized Enemy: No longer affects Normal type Pokemon and super-effective moves.
Yeah, it's about time this thing got toned down. With this nerf to its infamous ability, Dialcatty is still prolly gonna be really good, maybe top tier, but it'll at least be killable now.

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Kars
Ultimate Lifeform: No longer copies abilities that grant immunities (this includes abilities that indirectly offer immunities as part of the effect like Sleeping System).
Now that it can't make itself immune to every attack in the game, Kars can be unbanned from the Shadow Realm and allowed in standard play, with its non-existant stats making up for its still god-like ability.
I'm not allowing Dialcatty to be nerfed, since it kind of ruins the fun of it. Dialcatty's cool in Ubers anyway, so I don't see a point. Kars I would be cool with, although I would like the other council members (and other people too) to chime in.
 
Kars I would be cool with, although I would like the other council members (and other people too) to chime in.

Removing Kars's immunities doesn't make it not broken. Pair it with Dinna, Cosmill, Plumin, Gearchamp and Metsir and win every game. Dinna's ability fixes Kars's stats, Cosmill's ability doubles all of these stats, both Plumin and Gearchamp double its Special Attack and Metsir gives Kars a Mold Breaker ability to destroy walls that are immune to Kars' attacks. Now all of Kars's stats are equal to the BP of the opponent's strongest attack (let's say the opponent's strongest attack is Earthquake, which makes Kars's stats 100/100/100/100/100), but all of them except SpA are doubled. Kars's Special Attack is octupled (8x) and it ignores every ability that could possibly stop it.

tl;dr Making Kars unable to trace immunity-granting abilities isn't enough to even consider unbanning it.
 
Can we buff Passadust somehow? Chain Heal might be a nice Ability maybe in normal play, but replacing your replacements ability with Chain Heal? This Ability for FE, tbh, hurts a lot more than it helps. I’m not sure what to recommend to buff it, though.
 
Can we buff Passadust somehow? Chain Heal might be a nice Ability maybe in normal play, but replacing your replacements ability with Chain Heal? This Ability for FE, tbh, hurts a lot more than it helps. I’m not sure what to recommend to buff it, though.
I thought it was bad too, but you have to think that you're supposed to build teams around it. Put Deoxys-Confused, Regigigas or Mega Steelthorn on your team, mons who have useless abilities. It restricts teambuilding but also increases your options. Plus, you could run Explosion and make the chain end by killing one of your own mons. Or you could Mega evolve and change the ability, so the chain ends.
 
Ok, speaking of Chain Heal, I made a team with it:

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Passadust
Ability: Chain Heal
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- U-turn
- Close Combat
- Knock Off
- Acrobatics

Deoxys-Confused @ Life Orb
Ability: Pressure
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Nature
- Psycho Boost
- Focus Blast
- Thunderbolt
- Knock Off

Steelthorn @ Steelthornite
Ability: Durable Barbs
EVs: 248 HP / 8 Atk / 252 Def
Relaxed Nature
IVs: 0 Spe
- Leech Seed
- Gyro Ball
- Stealth Rock
- Knock Off

Oxybliss-Defense @ Leftovers
Ability: Quarantine
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Seismic Toss
- Heal Bell
- Recover
- Cosmic Power

Hoopa-Unbound @ Choice Band
Ability: Magician
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Gunk Shot
- Hyperspace Fury
- Zen Headbutt
- Fire Punch

Thundercast (M) @ Life Orb
Ability: Weather Caster
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Focus Blast
- Thunderbolt
- Nasty Plot
- Safe Switch

"But what does X do?"

Chain Heal: Upon switching out, this Pokemon is healed for 1/3 of its max HP. Its replacement's ability is then replaced with Chain Heal.
Drable Barbs: Survives fatal attacks from full HP with 1 health. Enemy contact moves deal 1/8th HP to attacker.
Quarantine: Attacks against this Pokémon use one extra PP. This Pokémon cannot be inflicted with status conditions of any kind, including Taunt.
Weather Caster: If the first moveslot of this fusion is fire type, sun is summoned and it becomes electric/fire. If it is water, rain is summoned and it becomes electric/water. If it is ice, hail is summoned and it becomes electric/ice. Weather is 5 turns or 8 with _ rock.

Safe Switch: Electric / Special / 70 BP / 100 Acc / 32 PP / Single Adjecent / Pivots user out. Switch-in will be under the effects of Protect until the turn ends. +1 Priority

The basic idea of the team is to keep healing HP. You have somewhat bulky offense in Deo-C and Hoopa-U. Thundercast is a fantastic pivot to allow easy switches, and will regain HP meanwhile. Steelthorn and Oxybliss are the bulky ones of the team who benefit more from Chain Heal than their original abilities
 
Ok, speaking of Chain Heal, I made a team with it:

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Passadust
Ability: Chain Heal
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- U-turn
- Close Combat
- Knock Off
- Acrobatics

Deoxys-Confused @ Life Orb
Ability: Pressure
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Nature
- Psycho Boost
- Focus Blast
- Thunderbolt
- Knock Off

Steelthorn @ Steelthornite
Ability: Durable Barbs
EVs: 248 HP / 8 Atk / 252 Def
Relaxed Nature
IVs: 0 Spe
- Leech Seed
- Gyro Ball
- Stealth Rock
- Knock Off

Oxybliss-Defense @ Leftovers
Ability: Quarantine
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Seismic Toss
- Heal Bell
- Recover
- Cosmic Power

Hoopa-Unbound @ Choice Band
Ability: Magician
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Gunk Shot
- Hyperspace Fury
- Zen Headbutt
- Fire Punch

Thundercast (M) @ Life Orb
Ability: Weather Caster
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Focus Blast
- Thunderbolt
- Nasty Plot
- Safe Switch

"But what does X do?"

Chain Heal: Upon switching out, this Pokemon is healed for 1/3 of its max HP. Its replacement's ability is then replaced with Chain Heal.
Drable Barbs: Survives fatal attacks from full HP with 1 health. Enemy contact moves deal 1/8th HP to attacker.
Quarantine: Attacks against this Pokémon use one extra PP. This Pokémon cannot be inflicted with status conditions of any kind, including Taunt.
Weather Caster: If the first moveslot of this fusion is fire type, sun is summoned and it becomes electric/fire. If it is water, rain is summoned and it becomes electric/water. If it is ice, hail is summoned and it becomes electric/ice. Weather is 5 turns or 8 with _ rock.

Safe Switch: Electric / Special / 70 BP / 100 Acc / 32 PP / Single Adjecent / Pivots user out. Switch-in will be under the effects of Protect until the turn ends. +1 Priority

The basic idea of the team is to keep healing HP. You have somewhat bulky offense in Deo-C and Hoopa-U. Thundercast is a fantastic pivot to allow easy switches, and will regain HP meanwhile. Steelthorn and Oxybliss are the bulky ones of the team who benefit more from Chain Heal than their original abilities

Not gonna lie, it's actually kinda surreal seeing a normal Pokemon on a FE team.
 
So I've recently been making some test teams and playing against people and BatterBotto, and I wanna highlight what I consider to be notable threats that haven't really been discussed a lot.

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Dark Hunter really, really cucks slower teams. The sheer power of 100% accurate Dark Voids and Stone Edges is something that has to be seen to be believed. Simply put, you need to outspeed it, or else you'll find yourself trapped in an endless loop of sleep, SD, STAB, repeat. Thankfully, 114 speed isn't super amazing in this format, but if your fast threats are gone, Dark Hunter will really do a number against your party.

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I was already hyping up Peli Koko quite a bit before the meta reached a somewhat playable state, but now that I've been able to put it into practice, it's every bit as monstrous as I imagined. Most teams really, really struggle to find a switch-in to its extremely potent Water/Electric STAB combo. Grass types, you say? Well, have fun getting destroyed by Ice Beam or Hurricane. You can take those on, too? Ok then, lemme just Volt Switch out into something that can beat you. Much like vanilla Tapu Koko, Peli Koko is a great mon in its own right that's a godsend for Rain teams.

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Jesus Christ, this thing is bonkers. It's already been discussed, but in case you missed that, Persian-Prime is basically Hoopa-Unbound with a lot of speed. Tech Fur is just so strong.

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Lunatic is broken. Fungal Shield, Strength Sap, Ghost/Fairy... How do you kill this? It's flat-out insane.
 
Upon looking at some of my subs, I noticed Shoo's ability, Itemize, is not affected by Z-Crystals. Could we change that to make it work? Every other type-related item interacts with it, and it's a slight adjustment rather than a buff or anything
 
Buff proposal.
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Math Surge
Current Effect: Increases Special Attack to 1.5x at 1/3 max HP or less (Plus + Technician)
New Effect: 1.5x power of moves with 60 BP or less. When an ally has Technician, Plus or derivatives of those two abilities, multiplier is boosted to 2x.
Reason: Ok, so here we have a fusion with 105 attack and 82 special attack designed for Gear Grind spam. SO WHY DOES IT GET AN ABILITY THAT RAISES SPECIAL ATTACK?! Klazor is already kinda underpowered as is, but Math Surge in its current state is just nonsense on it and only serves to make it weaker and gimmickier.

Please?
 
Buff proposal.
klazor-png.116418

Math Surge
Current Effect: Increases Special Attack to 1.5x at 1/3 max HP or less (Plus + Technician)
New Effect: 1.5x power of moves with 60 BP or less. When an ally has Technician, Plus or derivatives of those two abilities, multiplier is boosted to 2x.
Reason: Ok, so here we have a fusion with 105 attack and 82 special attack designed for Gear Grind spam. SO WHY DOES IT GET AN ABILITY THAT RAISES SPECIAL ATTACK?! Klazor is already kinda underpowered as is, but Math Surge in its current state is just nonsense on it and only serves to make it weaker and gimmickier.

Please?
can we not buff stuff unless it's a tiny buff or they're literally old shrek tier? please?
 
Not a buff, but something to note. A fusion shares the same name as an ability. i subbed Crygotran a good while back and dubbed its ability to be Permafrost. Several slates later a winning fusion is Named Permafrost (for no good reason tbh). So that needs to be fixed.
 
can we not buff stuff unless it's a tiny buff or they're literally old shrek tier? please?
Let's consider Klazor is horrible in almost every single way. I'd say not like shrek, but still pretty low. It's best stat is 105 atk, which is low for FE. All else is mediocre at best.

We also need to take in account the fact that Klazor was purposefuly made with Klang and given a bad ability because for the time it was submited, people thought it would be OP if it had a better ability. Since the power levels of FE skyrocketed since then, I'd say wanting to buff it is valid.
 
Alright, I’ll allow the buff to go through, but only due to the fact that the ability doesn’t let it do the thing it could do best with Gear Grind.
 
Oh yeah, something else. To prepare for the FE Open, I have a new ban for FE. Peridot-Mega is banned from FE OU. It simply isn’t balanced with No Guard Zap Cannon and Hypnosis and Hurricane. Combine that with Tail Glow and there isn’t much to get in Peridot-Mega’s way.

Also, we also want to clear out anything else that isn’t balanced for the open, so feel free to share your ideas as to what to quickban.
 
Oh yeah, something else. To prepare for the FE Open, I have a new ban for FE. Peridot-Mega is banned from FE OU. It simply isn’t balanced with No Guard Zap Cannon and Hypnosis and Hurricane. Combine that with Tail Glow and there isn’t much to get in Peridot-Mega’s way.

Also, we also want to clear out anything else that isn’t balanced for the open, so feel free to share your ideas as to what to quickban.

What's the current banlist?
 
Also, we also want to clear out anything else that isn’t balanced for the open, so feel free to share your ideas as to what to quickban.

Cat Bed might be banworthy. Burning almost everything on switch-in and crippling every physical non-Fire type attacker for the rest of the game seems overpowered.
 
Oh yeah, something else. To prepare for the FE Open, I have a new ban for FE. Peridot-Mega is banned from FE OU. It simply isn’t balanced with No Guard Zap Cannon and Hypnosis and Hurricane. Combine that with Tail Glow and there isn’t much to get in Peridot-Mega’s way.

Also, we also want to clear out anything else that isn’t balanced for the open, so feel free to share your ideas as to what to quickban.

Imo Kyzor deserves at the least to be considered for a ban.
It's ability allows it to tank a lot of hits while still havin access to Swords Dance, and a pretty fine 130 Atk. It's ability would be better if it had low bulk, but it has 97 / 105 / 105. Any hit it takes will only hit at max as hard as Air Cutter. It can even be compared to Dialcatty to some extent, since taking damage worth of max 60 BP for every move isn't too far from resisting every move. The only thing that might balance it are the Technician variants and fixed damage


252 Atk Landorus-Therian Earthquake vs. 252 HP / 0 Def Pressurizer Kyzor: 204-242 (51.2 - 60.8%) -- guaranteed 2HKO

252 SpA Choice Specs Tapu Koko Dazzling Gleam vs. 252 HP / 0 SpD Pressuruzer Kyzor: 114-135 (28.6 - 33.9%) -- 0.9% chance to 3HKO

252 Atk Choice Band Hoopa-Unbound Hyperspace Fury vs. 252 HP / 0 Def Pressurizer Kyzor: 165-195 (41.4 - 48.9%) -- guaranteed 3HKO


Not a buff, but something to note. A fusion shares the same name as an ability. i subbed Crygotran a good while back and dubbed its ability to be Permafrost. Several slates later a winning fusion is Named Permafrost (for no good reason tbh). So that needs to be fixed.
Upon checking the thread, I found out it was made by colourcodedchaos . So I guess it's up to either of you to change the name of the mon or the ability
 
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At first, Gonzap doesn't seem too bad. But then you realize there are loads of Pressure-based abilities in FE, one of them directly halving one foe's PP down to where Gonzap is immune to their entire moveset. Sorry, but that's gay.

Saladreigonce is also dumb. There are plenty of strong set-up checks like Belle and Maskle, but at least they can be hit. Saladreigonce straight invalidates offensive playstyles: Its ability is activated by stuff like Pure Power, too, so remember that.

Echoing Kyzor ban.
 
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