Pet Mod Fusion Evolution V6 - The End of an Era (Not open for further submissions)

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earl

(EVIOLITE COMPATIBLE)
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View attachment 210117View attachment 210118
mnom
DNA Donors: Grimmsnarl /Dracovish
Offspring name: Gracovishal
New Type: Dark / Water
Base Stats: 112 / 105 / 102 / 82 / 77 / 67 (+20 HP, +20 Def)
New ability and desc: Malevolent Maw (Prankster + Strong Jaw) - Biting moves have their power boosted by 1.5x and have +1 Priority.
Notable Moves:
: Crunch, Fisheous Rend, Ice Fang, Psychic Fangs, Earthquake, Stone Edge, Fake Out, Play Rough
: Bulk Up
Role Identification: rent fish
Damn Aquatic I though you were against OP abilities and here you are giving Dracovish 15 more attack and priority on Fishious Rend. Rip
 

AquaticPanic

Intentional Femboy Penguin
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Damn Aquatic I though you were against OP abilities and here you are giving Dracovish 15 more attack and priority on Fishious Rend. Rip
Yeah I'm considering changing it. Would it be better for it to lose the water type (so no stab) or for it to fuse with a mon that has lower stats? (Lower it can go with Prankster is cottonee at 65 / 58 / 80 / 53 / 65 / 70)
guys please don't tell him it used to be 125 atk
 
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Parents: Wobbuffet + Reuniclus
Shared Egg Group: Amorphous
Offspring Name: Wobbuclus
Type: Psychic
Base Stats: 160/59/76/89/82/41 (507 BST)
Ability: Tag Generator (Shadow Tag + Regenerator) = Wobbuclus restores 1/3 of its maximum HP when it or an opposing Pokemon switches out.

Notable Moves:
Physical: Counter, Knock Off

Special: Mirror Coat, Night Shade, Stored Power, Infestation

Status: Recover, Encore, Thunder Wave, Toxic, Trick Room, Acid Armor, Calm Mind, Amnesia, Magic Coat, Gravity


Role Identification: Anti-meta hyper aggro killer. It's exceptionally difficult for Wobbuclus to be taken down in one hit thanks to its massive HP stat, which means it can very easily destroy a threat with Counter or Mirror Coat if they aren't careful. It doesn't learn Taunt so it can't force anything to hit it, but it does learn Encore to punish those that don't. Also a very bulky Trick Room setter.


Parents: Gastrodon + Alomomola
Shared Egg Group: Water 1
Offspring Name: Gastromomola
Type: Water/Ground
Base Stats: 148/89/84/76/73/62 (532 BST)
Ability: Sand Body (Sand Force + Regenerator) = This Pokemon restores 1/3 of its maximum HP when it switches out, or at the end of turn during Sandstorm.

Notable Moves:
Physical: Counter, Earthquake, Bulldoze, Sand Tomb, Dig, Liquidation, Aqua Jet, Dive, Knock Off

Special: Mirror Coat, Scald, Whirlpool, Clear Smog, Icy Wind

Status: Sandstorm, Wish, Toxic, Recover, Yawn, Healing Wish, Magic Coat, Soak


Role Identification: Very similar to Wobbuclus but with a better typing, better ability, and bigger movepool. It loses Trick Room & Encore but can counter setup with Clear Smog and try to burn with Scald. Another advantage is being able to pass huge wishes and fitting perfectly into sand teams.


Parents: Salazzle + Goodra
Shared Egg Group: Dragon
Offspring Name: Goozle
Type: Poison/Dragon
Base Stats: 89/92/75/120/115/109 (600 BST)
Ability: Neurotoxin (Corrosion + Gooey) = Goozle can poison other Pokemon regardless of typing and Pokemon poisoned by Goozle have their speed lowered 1 stage. Pokemon that make contact with Goozle are badly poisoned.

Notable Moves:
Physical: Gunk Shot, Poison Jab, Outrage, Dragon Claw, Dragon Tail, Earthquake, Flare Blitz, Fire Lash, Foul Play, Knock Off, Power Whip, Aqua Tail, Rock Slide, Leech life, Thunder Punch, Fake Out, Counter

Special: Sludge Wave, Sludge Bomb, Venoshock, Acid Spray, Draco Meteor, Dragon Pulse, Overheat, Fire Blast, Flamethrower, Hydro Pump, Surf, Focus Blast, Thunder, Thunderbolt, Blizzard, Ice Beam

Status: Toxic, Taunt, Nasty Plot, Dragon Dance, Encore, Life Dew, Acid Armor, Will-O-Wisp, Thunder Wave


Role Identification: The oprah of poison. Goozle can sweep late game after everything is poisoned by using Nasty Plot + Venoshock or you can use her to annoy your opponent the whole game with Foul Play, Knock Off, and Encore. The only healing move Goozle learns is Life Dew, which isn't very good since it only heals 25% but it is there if you feel like using it anyway.


Parents: Yamask-Galar + Zamazenta-Crowned
Shared Egg Group: DNA
Offspring Name: Yamazkenta-Crowned
Type: Ghost/Steel
Base Stats: 85/92/140/55/130/74 (576 BST)
Ability: Spirit Shield (Dauntless Shield + Wandering Spirit) = Boosts Yamazkenta's Defense stat 1 stage when it enters battle, then swaps abilities with the opposing pokemon.

Notable Moves:
Physical: Behemoth Bash, Metal Burst, Earthquake

Special: Night Shade

Status: Will-O-Wisp, Toxic Spikes, Light Screen/Reflect, Curse, Destiny Bond, Memento

Role Identification: While Yamazkenta has an admittedly terrible movepool for anything offense oriented, it has an ability that's extremely disruptive to all fusions that depend on their ability to perform well. Depending on what ability Yamazkenta steals it could suddenly become much more dangerous or much more difficult to take down. Along with that it has a decent support movepool allowing it to spread status, trick bad items to disrupt strategies even further, and access Z-Memento for a one time heal on a win condition while also crippling whatever is out at the time. It's a lot better than it looks.


Parents: Eternatus + Sableye
Shared Egg Group: DNA
Offspring Name: Sabatus
Type: Dragon/Ghost
Base Stats: 100(+5)/90(+10)/90(+5)/115(+10)/90(+10)/90 (575 BST)
Ability: Doldrum (Pressure + Stall) = Opposing Pokemon move last in their priority bracket.

Notable Moves:
Physical: Shadow Sneak, Dragon Tail, Foul Play, Knock Off, Fake Out, Counter

Special: Shadow Ball, Hex, Draco Meteor, Dynamax Cannon, Dazzling Gleam, Flamethrower, Flash Cannon, Sludge Wave, Sludge Bomb, Psychic, Power Gem

Status: Nasty Plot, Calm Mind, Will-O-Wisp, Toxic, Toxic Spikes, Trick, Recover, Taunt, Disable, Dragon Dance


Role Identification: Sabatus ability makes it's speed stat irrelevant except against an opposing Sabatus. This makes it an excellent stall fusion while also making it a great anti-setup revenge killer with Foul Play or regular revenge killer with choice specs. You can also use Toxic Spikes + Dragon Tail to spread poison.

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Parents: Eternatus + Mega-Sableye
Offspring Name: Mega-Sabatus
Type: Dragon/Ghost
Base Stats: 100/100/140/135/140/60 (675 BST)
Ability: Magic Bounce

Notable Moves:
Physical: Shadow Sneak, Dragon Tail, Foul Play, Knock Off, Fake Out, Counter, Metal Burst

Special: Shadow Ball, Hex, Draco Meteor, Dynamax Cannon, Dazzling Gleam, Flamethrower, Flash Cannon, Sludge Wave, Sludge Bomb, Psychic, Power Gem

Status: Nasty Plot, Calm Mind, Dragon Dance, Will-O-Wisp, Toxic, Recover


Role Identification: Gains the ability to use Metal Burst and "immunity" to status, and gains a huge boost to its offensive power. Whether that's worth your mega slot is up to you.


Parents: Alomomola + Guzzlord
Shared Egg Group: DNA
Offspring Name: Alozozolord
Type: Water/Dragon
Base Stats: 200(+6)/88/85(+19)/69/64(+15)/54 (560 BST)
Ability: Axolotl (Regenerator + Beast Boost) = This Pokemon restores 1/3 of its maximum HP when it switches out or attacks and KOes another Pokemon.

Notable Moves:
Physical: Liquidation, Aqua Jet, Outrage, Dragon Claw, Dual Chop, Dragon Tail, Knock Off, Payback, Iron Head, Gyro Ball, Heavy Slam, Earthquake, Stomping Tantrum, Bulldoze, Hammer Arm, Poison Jab

Special: Mirror Coat, Scald, Whirlpool

Status: Wish, Toxic, Healing Wish, Refresh, Magic Coat, Soak, Gastro Acid


Role Identification: Step 1.) Lose 35% to an opponent's special attack. Step 2.) Instant KO with Mirror Coat. Step 3.) Heal back to full immediately.
 
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Ability: Spirit Shield (Dauntless Shield + Wandering Spirit) = Boosts Yamazkenta's Defense stat 1 stage when it enters battle, then swaps abilities with the opposing pokemon.
This is a bit of a paradox; if it works like Intimidate, it will trigger again when the Ability is given to the opposing Pokémon. This means it will continue to swap back and forth, boosting each Pokémon's Defense endlessly. It would be better for its defense to raise 1 stage whenever it makes contact.
Along with that it has a decent support movepool allowing it to spread status, trick bad items to disrupt strategies even further…
I'm going to stop you right there; if it is going to be fused with Zamazenta-Crowned, it has to be holding the Rusted Shield item. Trick would fail.


As for Sabatus' Ability, that is very imbalanced, and you don't make any mention of PP.
Here's an example of something balanced and useful:
New Ability and Desc: Pressure + Prankster = Pester: This Pokémon's Dark-type moves have +1 priority but lose 1 additional PP when used. This Pokémon cannot be targeted by status moves.
 
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Yes they are. The person submited Eternatus / Sableye and then added the mega stone boosts. Its not hard to understand.
oh i see now
i was looking at the mega and thinking it was standard entry
my bad
way to shoot myself in the foot

also sorry for not being on the Discord today. My VPN is not working, and the browser I use won't run Discord without it for some reason, and I forgot the password so I can't use my other browser.

RIP my Pokécord streak that I had JUST completed.
 
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Ema Skye

Work!
Parents: Pyukumuku + Pinchurchin
Shared Egg Group: Water 1
Offspring Name: Pyukchin
Type: Water/Electric
Base Stats: 61 HP / 90 Atk / 122 Def / 70 SpA / 117 SpD / 20 Spe (480)
Ability: Thunderhead [Ignores foe's stat changes when calculating damage. When attacked, set Electric Terrain.]

Notable Moves:
Physical: Zing Zap, Liquidation, Sucker Punch
Special: Scald, Thunderbolt,
Status: Toxic, Recover, Spikes, Toxic Spikes, Soak, Counter, Mirror Coat

Role Identification: An Unaware user that shrugs off Max Airstream, and has fun setting up hazards while you fail at damaging it, and sets up Terrain for its allies. Scald/Recover/Toxic/Spikes would probably be the standard set. Only a bit less bulkier than regular Pyukumuku, but gets some valuable tricks as a tradeoff.
 
This is a bit of a paradox; if it works like Intimidate, it will trigger again when the Ability is given to the opposing Pokémon. This means it will continue to swap back and forth, boosting each Pokémon's Defense endlessly. It would be better for its defense to raise 1 stage whenever it makes contact.

I'm going to stop you right there; if it is going to be fused with Zamazenta-Crowned, it has to be holding the Rusted Shield item. Trick would fail.


As for Sabatus' Ability, that is very imbalanced, and you don't make any mention of PP.
Here's an example of something balanced and useful:
New Ability and Desc: Pressure + Prankster = Pester: This Pokémon's Dark-type moves have +1 priority but lose 1 additional PP when used. This Pokémon cannot be targeted by status moves.
1.) No, Spirit Shield specifically states that its effects only trigger on entry. It's fine as is.

2.) It's been stated a billion times in the discord that zamazenta & zacian fusions in crowned form don't need to hold the item because it's an out of battle form change so trick works fine. If that weren't the case, this form would be total shit and I would have just submitted the version fused with Zamazenta's base form.

3.) Many fusion's abilities take only part of one of their component's effects and this isn't the first time someone has used Pressure to apply an effect to the opponent, hell people have used it as a component specifically to double the effects of another ability even though that's barely anything to do with the initial effect. As for your suggested ability, I don't really see how that would be very useful when it gives +1 priority on moves that don't have STAB coming off of fairly unimpressive offenses, a boosting move, and then a single useful status move. The Dark type part of the ability is also kind of an asspull since the only interaction with Dark types either ability has is the fact Prankster doesn't work on them. More importantly, I didn't use prankster to make the ability I used Stall specifically because no one even attempts making anything decent with Stall because it's fucking garbage. If Doldrum really is that big of a problem just give it the doubled PP cost on all its own moves and move the +10 SpAtk to Attack. That'd solve any issues with it for sure, though I'm not exactly sure there's an issue as is considering Hyper Aggro has a million Mold Breaker clones to ignore Doldrum with, there's tons of things with strong priority moves that don't give a damn about Doldrum existing, and there are plenty of stall mons that Sabatus can't reliably deal with thanks to its crippling case of 4MSS. I feel like I should go into further depth on that since it is a big part of what I thought about while trying to balance it.

The Specs set:
Sabatus is forced to run Trick in one of its slots or it auto loses to stall mons because its offenses aren't good enough to deal with most of them and Taunt with specs is a meme. If it Tricks something holding a Z-Crystal or Mega Stone, you're in trouble buddy. Obviously it runs either Shadow Ball or Hex as mandatory STAB. If it doesn't run Draco Meteor then it requires Hex to deal big damage, even then it requires the target to actually be statused too which it needs a teammate to do for it. Flamethrower is basically mandatory to hit Steel types. Foul Play is actually still good on a specs set to deal with the many physical set-up sweepers the meta is full of. Without Dazzling Gleam it can't do much to Dark types unless it's running Draco Meteor. Without Flash Cannon it can't do much to Fairy types. So no matter your set here you're still going to end up either walled by anything with decent defenses or unable to do much to at least 2 types that are very common in FE's meta. This means that Sabatus functions identically to just being a really fast Specs user with underwhelming damage, not to mention that if they do use their specs to cripple a wall they're very weak for the rest of the match. https://imgur.com/a/cUspulA Calcs show that it loses to existing sets for FE's 3 best walls I could think of off the top of my head. The Chazma calc is especially important since it shows how easily Sabatus can be KOed despite its stats and ability, but the others are important to show exactly how non-threatening Sabatus is if it loses its specs. This is definitely not the optimal way to use Sabatus.

The not-specs sets:
Recover is required if you want it to stay alive for a while as Leftovers alone isn't enough to keep something with Sabatus' bulk going in FE. Taunt is near mandatory for Sabatus to be able to deal with other stall mons, still doesn't stop Chazma from pounding it into the dirt though. Encore is another option for dealing with stall mons and paired with Disable it can actually let Sabatus do some really stupid things, but unless you're really going to run Mean Look + Encore + Disable (which any other Sableye fusion with a Prankster based ability can do too, and they don't cause it's shit) then it's not like they can't just switch out. Hex is required to deal any actual damage with Sabatus without Specs (or with them tbh). Will-O-Wisp is strongly recommended to help against physical threats and it helps power up Hex. If you don't run Will-O-Wisp I would strongly advise Toxic Spikes to spread status for Hex. Foul Play is an excellent move to have and is actually the reason Sabatus isn't Dragon/Dark, because I felt a pseudo-priority STAB Foul Play would make it too good. Knock Off is good utility that hurts offensive mons and walls alike. Dragon Tail, Fake Out, and Counter all have uses but none of them utilize Doldrum at all and none are exceptionally useful. Shadow Sneak on the other hand does have the niche of always outspeeding all +1 priority moves but I really don't think that's useful for much other than dabbing on users of Sucker Punch. Nasty Plot is actually where Doldrum starts getting scary since Sabatus sets with it can't be walled very easily, though for that to work that requires Sabatus to either set up on something that can't 2HKO it (good fucking luck with that) or to boost up on a predicted switch and then either be able to OHKO the switch in (not happening) or at least 2HKO them without being OHKOed in return, so for the most part Sabatus can just use this to function as a fast lategame sweeper with no answer to priority (that same role a hundred other things can do better). Calm Mind on the other hand is more reliable since you can run Recover with it and invest more heavily in defenses, but it takes much longer to get going and as such has more counterplay available not to mention Calm Mind sets either only run Shadow Ball/Hex or they don't have Taunt to deal with walls.

The point I'm getting at here is that Doldrum is a really strong ability. The fusion it's attached to just doesn't have the coverage or stats to really break it. I'm really not interested in pumping more overpowered junk into FE and put a lot of thought into what I submit because I don't want to make anything that necessitates more overpowered stuff being made to counter it.

EDIT: If Sabatus does get voted in though, we need to be sure it doesn't get some dumb broken fusion move that breaks it. Just because it could have Dynamax Cannon fused with Knock Off or Hex definitely doesn't mean it should have it.
 
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New Type:
This fusion REALLY DOESN'T need
typing for a number or reasons.
1. Corviknight has plenty of Flying moves that could really use some STAB
2. Its bulk is 80/110/93. You can't ask for much better than that in many fusions, so Steel defenses are pointless overkill.
3. The only
STAB you would get are Flash Cannon at base 70 SpA, Iron Head at base 76 Spe, Steel Wing [+ Hone Claws because it has only 90% accuracy], and Steel Beam (Special Attack that costs 50% of its user's max HP).
4. Choosing
over Flying consequently trades a Ground immunity and Fighting resistance for Ground and Fighting weakness, to which speedy Earthquakers and High Jump Kickers pose an ominous threat despite its bulk.

The downsides of Flying type over
type:
1. Flying/Fighting neutralizes Rock weakness and adds a Fighting resistance, leaving mostly primarily Special weaknesses (the weaker defense of this fusion).
2. No Poison immunity (but no Poison weakness, either)

Notable Moves:
Physical: Zing Zap, Liquidation, Sucker Punch
Special: Scald, Thunderbolt,
Status: Toxic, Recover, Spikes, Toxic Spikes, Soak, Counter, Mirror Coat
Soak + Zing Zap. Now THAT's a combo I can love!
Now we just have to find ourselves a Trick Room setter…

DNA Donors: Carkol + Falinks
Offspring Name: Carlinks
New Type: Fighting/Fire
Base Stats: 72/90/100/65/70/72 (+10 Atk, +5 Def, +5 SpD +10 Spe) BST: 469
New Ability: Mine Train (Steam Engine + Defiant): Upon being hit by a Fire or Water type move, gain +2 Attack and +6 Speed.
Notable Moves:
Physical- Close Combat, Flare Blitz, Rapid Spin, Stone Edge, Iron Head
Special- Don't Use
Status- No Retreat, Swords Dance, Spikes, Stealth Rock, Will-O-Wisp, Protect
Role Identification: While it starts off slow, both literally and figuratively, after being hit by a Fire/Water type move and using No Retreat, it can really go wild. The boosts you gain from the aforementioned combo are +3 Attack, +1 Defense, +1 Special Attack, +1 Special Defense, and +6 Speed. It will most likely use it's dual STABs, Close Combat and Flare Blitz for damage. Rather than all around boosts, it can also opt for Swords Dance, to give it +4 Attack and +6 Speed.

edit: changed Carlinks from an egg group fusion to a DNA Fusion
You can still add another 10 stat points. Also… why Carkol? I know Coalossal loses 20 points in speed, but fusing with Carkol is only a +4 BST improvement from Falinks, and that's with the additional 10 stat points you neglected to distribute. Both fused Pokémon must be able to evolve in order for Eviolite to have an effect.
Then again, it's nice to have some lower-tier fusion options.

But if the creator wants it to be Steel type, then that's all that matters. Fusions don't have to optimised to be as competitive as possible.
Same with the Carkol fusion.
We're allowed to critique, though, aren't we? I think I have a valid point.
I had made the same fusion myself yesterday (unaware that it had already been attempted)
Screen Shot 2019-12-07 at 8.21.44 PM.png

I am passionate about making this point because it is a fusion I would use in battle myself, but I would be less likely to do so if it is crumby because of a poor Typing choice.

You're allowed to say a lot of things but that doesn't stop it from being a bit irritating. If you wanted to make the fusion differently, you should've reserved it first. You're supposed to show your opinions on things through which fusions you vote for.
Ah, right. I forgot that step in the many, many months that submissions have been on hiatus.
However, in this fusion's current state, I would NOT vote for it.

Parents: Centiskorch / Araquanid
New ability and desc: (Flash Fire + Water Bubble): Increases power of Water and Fire-type moves used by the Pokémon by 100% before adding STAB. Provides inmunity to Water and Fire-type moves. If hit by a Fire or Water-type move, this Pokémon's own Water and Fire-type moves will deal 1.5 times damage.
Another error: Neither Flash Fire nor Water Bubble have ANYTHING to do with either increasing move power or damage dealt. Rather, both pertain ONLY to attacking stats, meaning it should have base 102 Atk or 80 SpA for Bug attacks and base 204 Atk or 160 SpA for Water or Fire attacks.

Water Bubble: This Pokemon's attacking stat is doubled while using a Water-type attack. If a Pokemon uses a Fire-type attack against this Pokemon, that Pokemon's attacking stat is halved when calculating the damage to this Pokemon. This Pokemon cannot be burned. Gaining this Ability while burned cures it. (You totally neglected to address this last part)
Flash Fire: This Pokemon is immune to Fire-type moves. The first time it is hit by a Fire-type move, its attacking stat is multiplied by 1.5 while using a Fire-type attack as long as it remains active and has this Ability. If this Pokemon is frozen, it cannot be defrosted by Fire-type attacks. (You totally neglected to address this last part, too)
 
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This fusion REALLY DOESN'T need
typing for a number or reasons.
1. Corviknight has plenty of Flying moves that could really use some STAB
2. Its bulk is 80/110/93. You can't ask for much better than that in many fusions, so Steel defenses are pointless overkill.
3. The only
STAB you would get are Flash Cannon at base 70 SpA, Iron Head at base 76 Spe, Steel Wing [+ Hone Claws because it has only 90% accuracy], and Steel Beam (Special Attack that costs 50% of its user's max HP).
4. Choosing
over Flying consequently trades a Ground immunity and Fighting resistance for Ground and Fighting weakness, to which speedy Earthquakers and High Jump Kickers pose an ominous threat despite its bulk.

The downsides of Flying type over
type:
1. Flying/Fighting neutralizes Rock weakness and adds a Fighting resistance, leaving mostly primarily Special weaknesses (the weaker defense of this fusion).
2. No Poison immunity (but no Poison weakness, either)
But if the creator wants it to be Steel type, then that's all that matters. Fusions don't have to optimised to be as competitive as possible.
Same with the Carkol fusion.
 
We're allowed to critique, though, aren't we? I think I have a valid point.
I had made the same fusion myself yesterday (unaware that it had already been attempted)
View attachment 210415
I am passionate about making this point because it is a fusion I would like to use myself, and I would be less likely to if it is crumby because of a poor Typing choice.
You're allowed to say a lot of things but that doesn't stop it from being a bit irritating. If you wanted to make the fusion differently, you should've reserved it first. You're generally supposed to show your opinions on things through which fusions you vote for, unless pointing out a blatantly OP fusion.
 
This fusion REALLY DOESN'T need
typing for a number or reasons.
1. Corviknight has plenty of Flying moves that could really use some STAB
2. Its bulk is 80/110/93. You can't ask for much better than that in many fusions, so Steel defenses are pointless overkill.
3. The only
STAB you would get are Flash Cannon at base 70 SpA, Iron Head at base 76 Spe, Steel Wing [+ Hone Claws because it has only 90% accuracy], and Steel Beam (Special Attack that costs 50% of its user's max HP).
4. Choosing
over Flying consequently trades a Ground immunity and Fighting resistance for Ground and Fighting weakness, to which speedy Earthquakers and High Jump Kickers pose an ominous threat despite its bulk.

The downsides of Flying type over
type:
1. Flying/Fighting neutralizes Rock weakness and adds a Fighting resistance, leaving mostly primarily Special weaknesses (the weaker defense of this fusion).
2. No Poison immunity (but no Poison weakness, either)


Soak + Zing Zap. Now THAT's a combo I can love!
Now we just have to find ourselves a Trick Room setter…


You can still add another 10 stat points. Also… why Carkol? I know Coalossal loses 20 points in speed, but fusing with Carkol is only a +4 BST improvement from Falinks, and that's with the additional 10 stat points you neglected to distribute. Both fused Pokémon must be able to evolve in order for Eviolite to have an effect.
Then again, it's nice to have some lower-tier fusion options.


We're allowed to critique, though, aren't we? I think I have a valid point.
I had made the same fusion myself yesterday (unaware that it had already been attempted)
View attachment 210425
I am passionate about making this point because it is a fusion I would use in battle myself, but I would be less likely to do so if it is crumby because of a poor Typing choice.


Ah, right. I forgot that step in the many, many months that submissions have been on hiatus.
However, in this fusion's current state, I would NOT vote for it.


Another error: Neither Flash Fire nor Water Bubble have ANYTHING to do with either increasing move power or damage dealt. Rather, both pertain ONLY to ATTACKING STATS, meaning it should have base 102 Atk or 80 SpA for Bug attacks and base 204 Atk or 160 SpA for Water or Fire attacks.

Water Bubble: This Pokemon's attacking stat is doubled while using a Water-type attack. If a Pokemon uses a Fire-type attack against this Pokemon, that Pokemon's attacking stat is halved when calculating the damage to this Pokemon. This Pokemon cannot be burned. Gaining this Ability while burned cures it. (You totally neglected to address this last part)
Flash Fire: This Pokemon is immune to Fire-type moves. The first time it is hit by a Fire-type move, its attacking stat is multiplied by 1.5 while using a Fire-type attack as long as it remains active and has this Ability. If this Pokemon is frozen, it cannot be defrosted by Fire-type attacks. (You totally neglected to address this last part, too)
Bulbapedia, Serebii and Pokemon Wiki all say that Water Bubble does double power instead of attack. Is there any way of figuring out who's right?
Also, incidentally, I'm not even sure that switch is disallowed in this pet mod as the two effects are basically the same thing. You are actually allowed to deviate somewhat from how the abilities work, or at least you were when I used to do this cos I used to call people out for the same sort of thing and then get yelled at :P
 
Bulbapedia, Serebii and Pokemon Wiki all say that Water Bubble does double power instead of attack. Is there any way of figuring out who's right?
Also, incidentally, I'm not even sure that switch is disallowed in this pet mod as the two effects are basically the same thing. You are actually allowed to deviate somewhat from how the abilities work, or at least you were when I used to do this cos I used to call people out for the same sort of thing and then get yelled at :P
Here's a scenario that proves how specificity is important:
Scrappy + Flash Fire = Flarpy: Blah blah blah… this Pokémon's attacking stat is double when using Normal- or Fighting-type moves… yata yata.
There are some moves that do not operate conventionally. For example, Secret Sword is a Special move that calculates damage against the target's Physical Defense. Body Press works in a similar way that its ATTACKING STAT is its DEFENSE stat. Sure, it's an increase no matter what, but if its Defense stat is much higher than its Attack stat, this move would have more power than if it were calculated using the Atk/SpA stat and simply increasing move power.
1575832950297.png

Damage = {[([([2•User's Level]÷5)+2]•Move's Base Power•[User's attacking stat ÷ Target's defending stat])÷50]+2}•Power Modifier

Also, we still haven't figured out which one Water Bubble actually does.
I've now wasted a couple hours trying to figure out precisely that, and have come back empty-handed.
Personally, I think that since we're using Smogon to run this Pet Mod, we should go by what PS! says.
Honestly, though, it would be nice to be able to re-interpret it as one chooses.

They still didn't address the two Abilities' Freeze/Burn immunities, though.

They don't have to, as far as I'm aware. Pretty sure you're allowed to omit the positive effects of your abilities in whatever way you like.

Incidentally, how are we dealing with Toxtricity's two forms? I'm making an Arctovish/Toxtricity fusion that you can see on my main post, and I don't want it to have access to Shift Gear as I fear it'd just become a monstrous, brainless 'click Shift Gear and then spam Fishious Rend and destroy everything' pokemon instead of the 'special wallbreaker with bizarre typing and coverage' that I actually wanted it to be. Just checking because I've already made two banned fusions and I don't really want any more ;-;
There is no limit to banned fusions. They'll just never make it past the first phase of the slate is all. Maybe check out FE Ubers.

Normal Sprite
Normal Sprite

DNA Donors: Hoopa-Unbound + Stonjourner
Offspring name: Hoojo-Reborn
New Type: Dark/Rock
Base Stats: 90/142/97/95/95 (+20)/95 (+20) (BST: 614)
New ability and desc: Midas' Power (Power Spot + Magician): Powers up all moves by 30% when holding an item.
Notable Moves: Hyperspace Fury, Knock Off, Stone Edge, Heat Crash, HEavy Slam, Superpower, Earthquake, Drain Punch
Role Identification: Pretty mediocre, but its a good Choice Scarf user thanks to getting a effective Life Orb boost behind it. Powerful STABs and a good attack stat does save it. However, be wary of knock off.
I had this idea too! I love it!
Could use some more Defense though… (double Fighting weakness, RIP to Aura Sphere) which is why I thought it would be better as part Psychic type, so at least one weakness could be neutralized.
Screen Shot 2019-12-07 at 7.32.13 PM.png

They work so well for each other. :)
 
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Here's a scenario that proves how specificity is important:
Scrappy + Flash Fire = Flarpy: Blah blah blah… this Pokémon's attacking stat is double when using Normal- or Fighting-type moves… yata yata.
There are some moves that do not operate conventionally. For example, Secret Sword is a Special move that calculates damage against the target's Physical Defense. Body Press works in a similar way that its ATTACKING STAT is its DEFENSE stat. Sure, it's an increase no matter what, but if its Defense stat is much higher than its Attack stat, this move would have more power than if it were calculated using the Atk/SpA stat and simply increasing move power.
I'm already aware, but I'd be very surprised if numerous cases of this hadn't already slipped through the cracks so I'm not really sure to what extent it is enforced. Also, we still haven't figured out which one Water Bubble actually does.
 
They still didn't address the two Abilities' Freeze/Burn immunities, though.
They don't have to, as far as I'm aware. Pretty sure you're allowed to omit the positive effects of your abilities in whatever way you like.

Incidentally, how are we dealing with Toxtricity's two forms? I'm making an Arctovish/Toxtricity fusion that you can see on my main post, and I don't want it to have access to Shift Gear as I fear it'd just become a monstrous, brainless 'click Shift Gear and then spam Fishious Rend and destroy everything' pokemon instead of the 'special wallbreaker with bizarre typing and coverage' that I actually wanted it to be. Just checking because I've already made two banned fusions and I don't really want any more ;-;
 

ausma

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Parents: Thievul + Dugtrio
Shared Egg Group: Field
Offspring Name: Tievrio
New type:
/


New base stats:

HP: 63
Atk: 89
Def: 64
SpAtk: 79
SpDef: 91
Spd: 115

New ability and desc:

Checkmate (Arena Trap + Stakeout --> When Tievrio is sent into battle, the power of its moves are doubled against the opposing Pokemon until it switches out. The ability only applies to the target Pokemon specifically and is no longer active once they switch or faint. However, the ability reactivates for any opposing Pokemon once Tievrio switches back in.

Notable Moves:

Phys: U-Turn, Earthquake, Sucker Punch, Crunch, Thunder Fang, Ice Fang, Fire Fang, Foul Play, Knock Off, Play Rough, Shadow Claw

Spec: Dark Pulse, Earth Power, Psychic, Grass Knot, Shadow Ball

Status: Parting Shot, Hone Claws, Nasty Plot, Taunt, Stealth Rock

Role identification:

At first glance, Tievrio appears wholly underwhelming. It has very underwhelming base stats and lacks any stat aside from speed over 100. However, everything changes once you glance at its surprisingly incredible movepool, offensive type, and new ability in Checkmate. With all of this combined, Tievrio suddenly makes itself out to be an incredibly dangerous revenge killer and a fantastic utility with its STAB Checkmate Earthquake/Foul Play. It is extremely dangerous against Physical setup sweepers and can run such things as a Choice Scarf or a Focus Sash to fully protect the team against a sweeper, or to garner incredible momentum for your team with its U-Turn. It can also set up Rocks and even setup to capitalize on the fear it can create thanks to its ability!

-----



Parents: Weavile + Male Meowstic
Shared Egg Group: Field
Offspring Name: Mavistile
New type:
/


New base stats:

HP: 82
Atk: 94
Def: 81
SpAtk: 74
SpDef: 93
Spd: 125

New ability and desc:

Robber's Resolve (Pickpocket + Prankster --> If Mavistile is holding no item, it gets +1 priority on all of its physical moves. However, once it hits the opponent with a contact move, it will steal their item and lose the priority allotted by the ability.

Notable Moves:

Phys: Knock Off, Sucker Punch, Ice Punch, Psycho Cut, Poison Jab, Icicle Crash, X-Scissor, Ice Shard, Fling, Zen Headbutt

Spec: Dark Pulse, Thunderbolt, Shadow Ball, Focus Blast, Psychic, Psyshock, Energy Ball

Status: Swords Dance, Thunder Wave, Taunt, Reflect, Light Screen, Substitute, Toxic, Nasty Plot

Role identification:

As thanks to its insanely amazing ability in Robber's Resolve, all of its physical moves are bestowed with +1 priority until it lands a contact move, where it will snatch the opponent's item. Despite its initially unimpressive offensive stats, this is makes Mavistile an amazing set up sweeper in the late game that can outpace many potential threats it's faced with through its non-contact priority Icicle Crash, STAB Sucker Punch, and STAB Psycho Cut. It can also serve as a support/revenge killer Pokemon that can also mitigate the effect of opposing revenge killers. It fulfills the role of this by stealing a potential Choice item with its priority contact moves and STAB Foul Play respectively (this gives Fling a niche as well, however it is risky otherwise). Mavistile's main weaknesses are its frailty and only slightly above average speed tier, where it can be easily knocked out despite its decent defensive typing, as well as the fact that it lacks any STAB non-contact moves outside of Psycho Cut. If you wish to keep your priority, your viable move options are abundantly limited outside of Ice Shard, Psycho Cut, and Icicle Crash, and this cannot be augmented by anything outside of Swords Dance since you will need to keep your item slot empty.

The primary reason I don't include special moves in the priority bracket is because of the fact that Mavistile, by virtue of the Pet Mod, has Nasty Plot. You would essentially have priority on all of your moves at that point, and that's blatantly broken for a setup sweeper.

-----



Parents: Cinderace + Zoroark
Shared Egg Group: Field
Offspring Name: Zorakander
New type:
/


New base stats:

HP: 80
Atk: 121
Def: 78
SpAtk: 103
SpDef: 78
Spd: 122

New ability and desc:

Phantom Mask (Illusion + Libero --> Zorakander will create an illusion of the last Pokemon in the user's party, which will break if it takes damage. However, when its illusion is up, it will have the type (including resists, weaknesses, and STABs) of the Pokemon it's disguised as.

Notable Moves:

Phys: Pyro Ball, Sucker Punch, High Jump Kick, U-Turn, Knock Off, Gunk Shot, Zen Headbutt, Bounce, Aerial Ace, Shadow Claw

Spec: Fire Blast, Flamethrower, Focus Blast, Dark Pulse, Night Daze, Shadow Ball, Grass Knot, Hidden Power

Status: Court Change, Bulk Up, Nasty Plot, Substitute, Taunt

Role identification:

Zorakander is interesting in the fact that it augments the niche of Zoroark to make itself a much more efficient force of nature for its team. Being able to capitalize on the stats and STABs of other strong offensive threats it's partnered with, it's not only able to augment the offensive potential of your teammates with its unique ability, but it's able to capitalize on the demeanor of the Pokemon it disguises itself as to set up or scare out the opponent. For example, you can disguise your Zorakander as a Ferrothorn for its typing to easily set up a Nasty Plot, Bulk Up, or Substitute, as well as to scare out opponents to get a free set-up on them. You can also disguise as a fast offensive threat such as Dragapult to capitalize on Ghost STAB! It's a very splashable offensive threat that sings best when it has a team to synergize with. It also is blessed with Court Change and Taunt, two fantastic support moves!

I'll be posting more later!
 
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G-Luke

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This fusion REALLY DOESN'T need
typing for a number or reasons.
1. Corviknight has plenty of Flying moves that could really use some STAB
2. Its bulk is 80/110/93. You can't ask for much better than that in many fusions, so Steel defenses are pointless overkill.
3. The only
STAB you would get are Flash Cannon at base 70 SpA, Iron Head at base 76 Spe, Steel Wing [+ Hone Claws because it has only 90% accuracy], and Steel Beam (Special Attack that costs 50% of its user's max HP).
4. Choosing
over Flying consequently trades a Ground immunity and Fighting resistance for Ground and Fighting weakness, to which speedy Earthquakers and High Jump Kickers pose an ominous threat despite its bulk.

The downsides of Flying type over
type:
1. Flying/Fighting neutralizes Rock weakness and adds a Fighting resistance, leaving mostly primarily Special weaknesses (the weaker defense of this fusion).
2. No Poison immunity (but no Poison weakness, either)



Another error: Neither Flash Fire nor Water Bubble have ANYTHING to do with either increasing move power or damage dealt. Rather, both pertain ONLY to attacking stats, meaning it should have base 102 Atk or 80 SpA for Bug attacks and base 204 Atk or 160 SpA for Water or Fire attacks.

Water Bubble: This Pokemon's attacking stat is doubled while using a Water-type attack. If a Pokemon uses a Fire-type attack against this Pokemon, that Pokemon's attacking stat is halved when calculating the damage to this Pokemon. This Pokemon cannot be burned. Gaining this Ability while burned cures it. (You totally neglected to address this last part)
Flash Fire: This Pokemon is immune to Fire-type moves. The first time it is hit by a Fire-type move, its attacking stat is multiplied by 1.5 while using a Fire-type attack as long as it remains active and has this Ability. If this Pokemon is frozen, it cannot be defrosted by Fire-type attacks. (You totally neglected to address this last part, too)
Ok so a lot of things to unpack here. Firstly, as what was clearly pointed out, a person can fuse what they want how they want it as long as it abides by the rules of the OP, so there is no wrong way to fuse, especially if its not blatantly broken.
Going through your arguments point by point

1. Completely arbitrary point, as the same argument could be made for Steel if the typings were swapped to the same effect.

2. Its bulk in Fusion Evolution is pretty mediocre all things considered, so having a better defensive typing isn't overkill for anything

3. Yes, it's Steel type STAB BP isn't that high, but most Steel types seem to make due with that perfectly fine.

4. Fighting / Steel is an objectively better defensive typing than Fighting / Flying. Sure the former has a Fighting ,(Fire) and Ground weakness that the latter lacks, but in response it has neutralities to Psychic, Electric and Fairy, resists Ice and takes miniscule damage from Stealth Rock unlike the former, in addition to all of Steel type's additional perks.

In regards to Water Bubble and Flash Fire, you are just objectively wrong here.

As shown here on Serebii in these links
https://www.serebii.net/abilitydex/waterbubble.shtml
https://www.serebii.net/abilitydex/flashfire.shtml

The text clearly indicates that it is the Base Power of moves that are effected, not stats. Which does not even matter anyways in the long wrong, because whether it boosts raw stats or it boosts move BP they average out to be around the same thing in the end. And creative liberties are something well known in Fusion Evolution. You do not need to incorporate every aspect of each ability into the fused result. Two abilities from fusions I myself created are perfect examples here.
Dugtrio's Arena Trap + Terrakion's Justified = An ability that traps Dark type Pokémon. Nothing about boosting attack stats because I didnt want that. The other, Ambipom's Technician + Rapidash's Run Away = Strike and Pass, which gives moves with 60 BP or less U-Turn mechanics. So abilities do not have to follow their compotents to the T in Fusion Evolution, in fact, its generally agreed that the more creative you can get with abilities the better.
 
They don't have to, as far as I'm aware. Pretty sure you're allowed to omit the positive effects of your abilities in whatever way you like.

Incidentally, how are we dealing with Toxtricity's two forms? I'm making an Arctovish/Toxtricity fusion that you can see on my main post, and I don't want it to have access to Shift Gear as I fear it'd just become a monstrous, brainless 'click Shift Gear and then spam Fishious Rend and destroy everything' pokemon instead of the 'special wallbreaker with bizarre typing and coverage' that I actually wanted it to be. Just checking because I've already made two banned fusions and I don't really want any more ;-;
Don't make it part Water or don't put too many points on Attack, those are my recommendations.
 
1. Completely arbitrary point, as the same argument could be made for Steel if the typings were swapped to the same effect.

In regards to Water Bubble and Flash Fire, you are just objectively wrong here.

As shown here on Serebii in these links
https://www.serebii.net/abilitydex/waterbubble.shtml
https://www.serebii.net/abilitydex/flashfire.shtml

The text clearly indicates.
I understand all but two of your positions:
1.
1575946628966.png

Your argument is invalid because there are only 5 Steel-type attacks (the other two are status) compared to the 8 Flying-type attacks (not to mention three additional status). That's a 7:11 ratio. Just saying.

As for Ability definition, I don't care what "the text clearly indicates" on Serebii or Bulbapedia. As far as I'm concerned, it is wrong in every textual appearance. I want to look at raw, codified data pertaining to each Ability and find out the real, operative truth. And then I want Smogon to rename descriptions to match it so it can be right.

Like I said, I don't mind skewing it in one's favor; it just doesn't help in some circumstances.

OK, OPStellar's complaining is back again. Hope this doesn't get too out of control.
It's a bad habit, but that does not excuse it. I also tend to be argumentative. Warn me if it gets out of hand.
 

G-Luke

Sugar, Spice and One For All
is a Community Contributoris a CAP Contributoris a Forum Moderator Alumnus
I understand all but two of your positions:
1. View attachment 210888
Your argument is invalid because there are only 5 Steel-type attacks (the other two are status) compared to the 8 Flying-type attacks (not to mention three additional status). That's a 7:11 ratio. Just saying.

As for Ability definition, I don't care what "the text clearly indicates" on Serebii or Bulbapedia. As far as I'm concerned, it is wrong in every textual appearance. I want to look at raw, codified data pertaining to each Ability and find out the real, operative truth. And then I want Smogon to rename descriptions to match it so it can be right.

Like I said, I don't mind skewing it in one's favor; it just doesn't help in some circumstances.


It's a bad habit, but that does not excuse it. I also tend to be argumentative. Warn me if it gets out of hand.
The only moves of relevance here are Brave Bird and Heavy Slam and Iron Head. Drill Peck just can't measure up to Brave Bird and the other flying type moves listed are bad for various reasons, while Heavy Slam has the potential to be powerful thanks to the decent weight of the fusion, and if its proven unreliable, Iron Head is available. So, not only does that not disprove my point, it also crumbles what you are trying to assert here.
 
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