Fusion Evolution

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Gyarados / Milotic
Gliscor / Scizor
Masquerain / Clawitzer
Eelektross / Mismagius
Diggersby / Lucario
 
Azumarill / Greninja Similar to one of mine, but I think done a bit better.
Garchomp / Hydreigon One of my own.
Haxorus / Rampardos I liked it, DDance + great attack seems fun.
Malamar / Swampert Again, I liked it, especially how the contrary even applies to the other ability, inverting the Torrent.
Bouffalant / Darmanitan Another one of my own.

P.S. I believe the Female/Female was mine. Sorry for any inconvenience.
 
I'm sorry to post again but I forgot to mention I clarified something in UC's rule post:
  • These fusions are fully evolved and their own species, which means they cannot utilize mega stones or Eviolites or species-specific items like Lucky Punch, Thick Club, or Light Ball.
I saw a few fusions made with this in mind, so please change your votes if necessary.
 
Gyarados / Milotic - Like you said, A match made in heaven.
Mienshao / Sawk - Improvement over both that has a real nice niche in that it's a good pivot that hits hard.
Mienshao/Miltank - The only one that isn't my own, because I think being that fire/steel is otherwise rare, a few people should vote for Aggrizard at least, that being said, it's the one I least wanted, and I really liked this mon.
Charizard / Garchomp - Because we lose Megazard X.
Slowbro / Blastoise - Because Blastbro is an awesome name, and it's an improved Slowbro, which seems quite common here.

Yes I know I'm biased, selecting 4 of my own, but I just really liked most of my own submissions just a wee bit more than some of the users. Can you blame me? :p
 
Luxray / Mamoswine
Gogoat / Rapidash
Tyranitar / Torterra
Dragalge / Hydreigon
Tyranitar / Aggron
 
Granbull / Hippowdon
Luxray / Mamoswine
Chandelure / Castform
Dragalge / Hydreigon
Azumarill / Greninja
 
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Dusknoir / Banette
Hippowdon / Emboar
Dragalge / Heliolisk
Tyranitar / Garchomp
Charizard / Garchomp
 
Dusknoir / Banette
Hippowdon / Emboar
Dragalge / Heliolisk
Tyranitar / Garchomp
Charizard / Garchomp
Granbull / Hippowdon
Luxray / Mamoswine
Gyarados / Milotic
Dragalge / Hydreigon
Azumarill / Greninja
Luxray / Mamoswine
Gogoat / Rapidash
Tyranitar / Torterra
Tyranitar / Aggron
Gyarados / Milotic
Mienshao / Sawk
Mienshao/Miltank -
Charizard / Garchomp
Slowbro / Blastoise
Garchomp / Hydreigon
Haxorus / Rampardos
Malamar / Swampert
Bouffalant / Darmanitan
Pangoro / Sableye
Posting this in the hope of starting discussion about the mons. Sableye / Pangoro, a mon designed to neutralize faster threats, I enjoy the result of because it punishes Speed. Diggersby / Lucario, a STAB Espeeder for the metagame, I enjoy because of it being an excellent revenge killer. Heliolisk / Dragalge, a specially defensive attacker, I made mostly because I was trying to make a mon from the Dragon egg group without making it Dragon type, but was pleased with it as an improved version of Dragalge with an unfortunate defensive weakness.

Other people's ones I enjoy include Mienshao / Sawk, Azumarill / Greninja, and Malamar / Swampert for reasons explained in my voting.
 
Tropious / Garchomp - Tropious needs some love.
Pangoro / Sableye - Seems like a fun mon in General
Froslass / Breloom - I know the ability is wrong but I feel it fits this well.
Spinda / Conkeldurr - Spindurr to windurr
Gyarados / Milotic - This needs to be a thing.
 
Carracosta/Dragonite - I've there's anything interesting I've ever come up with in anything Pokemon-related, it's probably this (sounds cocky but I genuinely like it)
Barbaracle/Archeops
Breloom/Slaking
Hydreigon/Salamence
Haxorus/Rampardos
 
Furfrou / Granbull - Gotta vote for my own, sorry :I
Muk / Eelektross
Jynx / Machamp
Garbodor / Steelix
Chandelure / Castform
- I think this one is one of the most interesting and unique fusions which may be fun to play around with.
 
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"Listen up, grunts! The new fusions are ready for training. I'll present each one's typing and stats and it's up to you to determine its best ability and help create a movepool for it."

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Parents: Malamar and Swampert
Shared egg group: Water 2
Offspring name: Swampamar
New type: Dark/Water
New base stats: 103 / 111 / 99 / 86 / 92 / 76
New ability and desc: Turnabout Torrent (Contrary + Torrent) Water-type moves of the user is boosted by 50% as long as user is above 1/3 HP; the user's stat changes are reversed.
Notable moves: Hammer Arm, Earthquake, Waterfall, Ice Beam, Stone Edge, Aqua Tail, Ice Punch, Stealth Rock, Superpower, Icy Wind, Iron Tail, Low Kick, Topsy-Turvy, Night Slash, Switcheroo, Taunt, Knock Off, Destiny Bond
Role identification: With Hammer Arm, now it can speed up too in addition to boosting Atk and Def. Still mostly the same except bulkier, and the ability boost can be useful with Wish support.

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Parents: Gyarados and Milotic
Shared egg group: Dragon
Offspring name: Gyarotic
New type: Water
New base stats: 105 / 102 / 89 / 90 / 122 / 91
New ability and desc: Intimidating Scales - Gains 1.5 defense when afflicted with status, and lowers the opponent's attack on switch in.
Notable moves: Dragon Dance, Recover, Coil, Scald, Thunderbolt, Thunder Wave, Fire Blast, Stone Edge, Earthquake
Role identification: The purpose of combining these two pokemon are that, much like the Electabuzz and Magmar lines, these two are counterparts, and in fact have the same stats, but different distribution, and as such, different roles. By combining these pokemon, they can perform either role but with some differences. Losing the flying type gets rid of a massive weakness but also some resistances, so I believe that helps balance the stat gain. It can go for speed and power (DD), power and defense (Coil), can use recovery in combination with either offense or defense, or use a defensive set altogether. It gets Special moves, although 90 SpA is average, it isn't that different from Milotic's 100 SpA, but scald's usable now.

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Parents: Azumarill / Greninja
Shared egg group: Water 1
Offspring name: Azuninja
New type: Water
New base stats: 96 / 82 / 83 / 91 / 85 / 96
New ability and desc: Huge Torrent (Huge Power + Torrent) - Doubles Attack at 30% of HP or less.
Notable moves: Substitute, Belly Drum, Water Shuriken, U-turn, Waterfall, Low Kick, Gunk Shot
Role identification: The premier high risk/high reward attacker. If it manages to nab a Substitute and Belly Drum, count on getting creamed by it. It sacrifices Speed and power for sheer spook factor and puts pressure on the opponent just by existing on your team. It has decent bulk and can go mixed if not running Belly Drum, though it's probably highly outclassed.

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Parents: Chandelure and Castform
Shared egg group: Amorphous
Offspring name: Chandeform
New type: Ghost / Normal
New base stats: 75 / 72 / 90 / 117 / 90 / 85
New ability and desc: Flash Weather (in Sun, absorbs Fire moves, in Rain Water, in Hail Ice, and in Sand, Rock.)
Notable moves: Weathers, Shadow Ball, Weather Ball, Fire Blast, Blizzard / Ice Beam, Hurricane, Hydro Pump, Will-O, Thunder Wave, Pain Split, Energy Ball, Trick Room, Trick, Clear Smog, Memento
Role identification: I mainly made this to get a Ghost / Normal. Chandy probably wasn't the best pick but whatever. Anyway, functions as a pivot with decent bulk, an amazing typing, and some support options.

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Parents: Eelektross and Mismagius
Shared egg group: Amorphous
Offspring name: Mismatross
New type: Electric/Ghost
New base stats: 82 / 97 / 80 / 115 / 102 / 87
New ability and desc: Levitate (lol)
Notable moves: Thunderbolt, Flamethrower, Charge Beam, Volt Switch, Flash Cannon, Aqua Tail, Giga Drain, Knock Off, Superpower, Acid Spray, Power Gem, Calm Mind, Coil, Wild Charge, Thunder Punch, Drain Punch, Fire Punch, Power-Up Punch, U-Turn, Rock Slide, Psychic, Shadow Ball, Energy Ball, Will-O-Wisp, Dark Pulse, Dazzling Gleam, Nasty Plot, Sucker Punch, Shadow Sneak, Icy Wind, Trick, Pain Split, Phantom Force
Role identification: God, the coverage is absolutely ridiculous. Go physical, special, Coil, Calm Mind, Nasty Plot, pivot, etc. Problem is, the only strong physical Ghost move it has is... Phantom Force...

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Parents: Haxorus + Rampardos
Shared egg group: Monster
Offspring name: Haxardos
New type: Dragon / Rock
New base stats: 96 / 166 / 85 / 72 / 70 / 87
New ability and desc: Intense Rivalry (Bypasses targets' abilities if they could hinder or prevent a move if the target is the same gender)
Notable moves: Dragon Dance, Swords Dance, Rock Polish, Stone Edge, Earthquake, Head Smash, Dragon Claw
Role identification: A very scary set-up sweeper, whether it be from Dragon Dance, Swords Dance, or Rock Polish. 166 is, I think, the highest attack you can get from the fusion stones. It has solid bulk and an ok typing, so I gimped its ability a bit since I thought that + Mold Breaker would be a bit silly. Now its RNG Mold Breaker! Could also run scarf ok.

pangoro.gif
sableye.gif

Parents: Pangoro and Sableye
Shared egg group: Human-Like
Offspring name: Pangleye
New type: Fighting/Dark
New base stats: 82 / 109 / 86 / 77 / 78 / 64
New ability and desc: Molded Stall (Stall + Mold Breaker) - No abilities have an effect, other than this one, until after this Pokemon acts.
Notable moves: Knock Off, Hammer Arm, Recover, Taunt, Toxic, Sucker Punch, Metal Burst, Ice Punch, Fire Punch, Thunder Punch, Poison Jab, Endeavor
Role identification: A bulky offender, with a buffed Mold Breaker, but one that only works if you can out-stall the opponent. Also can Toxic or Taunt Magic Bouncers.

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"The boss was able to find two more pieces to the Fusion Stone, so we have seven new Pokemon instead of just five. What I want from you all is to (1) analyze these abilities. Are they balanced? Can they be better? (2) Help me find the best moveset for them based on their new roles. Should it boost its Attack first? Is it a team supporter? Choose wisely: you only have four moves to pick per Pokemon. Lastly, (3) try to guess any checks or counters we might run into later, and if possible, see if one of the other fusions would make a good teammate to get past these counters."
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"You have two days to work on this assignment! Afterward, we will take the new fusions into battle, so be prepared!"
 
Swampamar @ Expert Belt
Ability: Turnabout Torrent
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Hammer Arm
- Waterfall / Aqua Tail
- Knock Off
- Ice Punch

With its ability, keeping Swampamar healthy is incredibly important. At +1 via Hammer Arm, Swampamar already outspeeds unboosted full investment base 110s, though its power is a bit lacking so it'd be better used as a late-game cleaner. Ice Punch destroys most Grass- and Dragon-types, but most of the time you're better off spamming boosted Waterfall. Aqua Tail can be an option if you really, really want to nail Zard X, but at the cost of accuracy.
 
Let's talk Gyarotic

Gyarotic is a very versatile mon. It can go offensive on the Special Side due to its wide movepool, bulky DD on the physical side, and even can work as a bulky water. The ability Intimidating Scales is a very potent one - first of all, switching in lowers the target's Attack. This helps Gyarotic a lot, as it's weaker defense is its physical defensed. Not only that, but if you burn it (which you will probably try to, since it can DD easily) then you just gave it a boost in Defense. This also means it can run an evil ResTalk set, abusing Roar or Dragon Tail with Sleep Talk. There is an abundance of sets available, so I'll just post one.

Gyarotic @ Leftovers
Ability: Intimidating Scales
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
- Rest
- Sleep Talk
- Dragon Tail / Roar
- Scald

This set is simple. Scald Burn everything, and then abuse ResTalk and your Scales. The main thing about this set is to abuse Sleep Talking into Roar or Dragon Tail, as you can blow people away without the - priority. Scald is the best move in the game, and is the STAB of choice for defensive sets imho, despite the higher Attack. 105/89/122 bulk is nothing to scoff at, especially with +1 Defense if you're asleep and even intimidate.
 
Mismatross @ Life Orb
Ability: Levitate
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Nasty Plot
- Thunderbolt
- Shadow Ball
- Dazzling Gleam/Flamethrower/Energy Ball/Superpower

At +2 SpA, you can already OHKO over 60% of OU. Thunderbolt and Shadow Ball are STAB, and the last slot can be used to cover whatever you want to take out. Dazzling Gleam covers most Dark- and Dragon-types, while Flamethrower can be used if you decided you really hate Grass-types and Mega Scizor; Energy Ball can oneshot Specially Defensive Rotom-W, as well as a guaranteed OHKO on Diggersby which otherwise walls your STAB. You can also go Superpower to break through Chansey, but in that case, put the HP EVs into Atk, and pack a Rash Nature. Other options include Icy Wind to slow down switch-ins and 2HKO Dragonite, or Flash Cannon to 2HKO Clefable, but outside of that they're pretty useless.

Mismatross @ Leftovers
Ability: Levitate
EVs: 252 HP / 252 Atk / 4 Def
Adamant Nature
- Coil
- Wild Charge
- Drain Punch
- Knock Off/Aqua Tail/Shadow Sneak

This set may not be the best, but after one to two Coils, Mismatross will be much harder to faint with Drain Punch and Leftovers providing recovery. Knock Off covers most of the opponents, as well as the added benefit of removing items; Aqua Tail takes care of Ground-types such as Landorus-T and Gliscor, and Fire Punch is, again, for when you really want to take out Grass-types and Scizor. Shadow Sneak allows Mismatross to take care of faster Ghost- and Psychic-types, and dent other revenge killers.
 
A more offensive variant of Gyarotic:

Gyarotic @ Life Orb
Ability: Intimidating Scales
EVs: 252 Atk / 4 SDef / 252 Spe
Jolly/Adamant Nature
- Dragon Dance
- Waterfall
- Earthquake / Fire Blast
- Stone Edge

Identical to a classic Mence set, but with lower SpA for Fire Blast. If you're using Fire Blast, you may want to alter your nature a bit. But depending on the steel types that could be possible in this metagame, it may not be needed after all (idk if a new Ferrothorn is possible, STAB can handle Bug/Steel just fine).

However, DD isn't the only boosting move it gets:

Gyarotic @ Leftovers
Ability: Intimidating Scales
EVs: 252 HP/ 4 Atk / 252 SDef
Adamant/Impish Nature
- Coil
- Aqua Tail / Scald
- Recover
- Dragon Tail

It could be argued that Gyarotic could use the accuracy boost for abusing low accuracy moves, but outside of Stone Edge and maybe Ice Fang it mostly gets pretty accurate moves. Instead this set aims to abuse it's bulk. 105/89/122 is good enough as it is, but both Intimidate and status on either side crippling the opponent is pretty situational. However, it can still help with the set which primarily aims to use Coil to patch up it's defence. Coil also ensures that Dragon Tail won't miss, and recover helps keep it alive. The attacking move of choice is primarily Aqua Tail due to stab and the fact that it's boosted by Coil, but if you really love burns you can use scald. Scald also works if you don't mind being burned - yeah right.

Next up is Haxardos. So many draconic options in this meta!
 
Azuninja @ Salac Berry
Ability: Huge Torrent
EVs: 12 HP/ 244 Atk/252 Spe
Jolly/Adamant Nature
-Belly Drum
-Subsitute
-Waterfall
-Ice Punch/Low Kick/Play Rough/Gunk Shot

Simple enough set mentioned when Azuninja was originally posted. Use a U-turn/BP/Volt Switch to bring it in on an opponent it can force out, an then proceed to get up Sub and then Belly Drum. Salac Berry (which I think should activate with 12 HP EVs, but correct me if I'm wrong) sets you up with +6 Attack boosted by Huge Power and then +1 Speed, which with a Jolly nature lets you out speed the entire unboosted OU metagame, and many slower Scarf users. For the two attacking moves, I can see waterfall being generally for STAB, and one of the other moves for coverage. It would rely on team support to eliminate any fast scarfers, Rough Skin/Iron Barbs/Rocky Helmet users and any priority users, as Azuninja will have to sweep from low HP. Another idea would be to have a Healing Wish user KO itself to safely bring in, and then fully heal, Azuninja if it has taken prior damage.
 
Hmm, I'm not too sure whether the ability nerf on Haxardos was really necessary, seeing that Mold Breaker isn't the strongest ability anyway, and its main niche is to hit Rotom-W with Earthquake, something Intense Rivalry won't be able to do due to it being genderless.
I'd actually prefer to keep Mold Breaker on it just for this reason, or perhaps even upgrade it slightly. If you think about it, the very similar Tyrantrum has access to the much better ability Rock Head while still remaining RU.
 
252 Atk Life Orb Mold Breaker Rampardos Head Smash vs. 248 HP / 216+ Def Rotom-W: 270-320 (89.1 - 105.6%) -- 31.3% chance to OHKO
252 Atk Life Orb Mold Breaker Rampardos Outrage vs. 248 HP / 216+ Def Rotom-W: 218-257 (71.9 - 84.8%) -- guaranteed 2HKO after Leftovers recovery
+1 252 Atk Life Orb Mold Breaker Rampardos Outrage vs. 248 HP / 216+ Def Rotom-W: 324-382 (106.9 - 126%) -- guaranteed OHKO
+1 252 Atk Life Orb Mold Breaker Rampardos Head Smash vs. 248 HP / 216+ Def Rotom-W: 406-477 (133.9 - 157.4%) -- guaranteed OHKO
+1 252 Atk Life Orb Rampardos Stone Edge vs. 248 HP / 216+ Def Rotom-W: 270-320 (89.1 - 105.6%) -- 31.3% chance to OHKO
0 SpA Rotom-W Hydro Pump vs. 0 HP / 0 SpD Rampardos: 214-253 (63.8 - 75.5%) -- guaranteed 2HKO
252 Atk Rampardos Head Smash vs. 4 HP / 0 Def Rotom-W: 279-328 (115.2 - 135.5%) -- guaranteed OHKO
252 Atk Rampardos Outrage vs. 4 HP / 0 Def Rotom-W: 222-262 (91.7 - 108.2%) -- 50% chance to OHKO
252 SpA Rotom-W Hydro Pump vs. 4 HP / 0 SpD Rampardos: 268-316 (79.7 - 94%) -- guaranteed 2HKO

^ as seen above, Haxardos has no need for Earthquake to beat the defensive variant of Rotom-W, with or without Dragon Dance. A scarfed variant would do less however, but if you're up vs Scarf Rotom-W it would have to forego HP investment, meaning it gets one shot by Head Smash or Outrage anyway. Arguably, Dragon Claw and Stone Edge are better to avoid fairies and recoil, but Haxardos gets Iron Head, so it can beat them anyway, and well it is a glass cannon either way, so power should be the main focus. Stone Edge is considerably weaker, but with a DD boost it still has a chance to OHKO.

Either way, Rotom-W doesn't stand a chance against Haxardos. Standard Haxorus had a problem with Skarmory and the like, but this time a lot of flying mons are hard to merge unless they pair up with Noivern, so that's gonna be tricky.

Set:

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Haxardos @ Life Orb
Ability: Intense Rivalry
EVs: 252 Atk/ 4 Hp / 252 Spe
Adamant/Jolly Nature
- Dragon Dance
- Outrage / Dragon Claw
- Head Smash / Stone Edge
- Iron Head / Fire Punch / Earthquake

Should be fairly straightforward. DD + STABs, the last move depends on your team set up, so it's really a case of covering Steel types or Fairy Types. Other than that, this set should smash through everything. The only thing holding it back is it's average 87 speed, worse than a regular haxorus, it's typing is hilariously weak to a lot of common STABs, especially priority Bullet Punch, Mach Punch, etc, and it's bulk is average, so faster Scarfers or powerful priority users can dispatch it easily. But pack support for those things, and this thing's locked and loaded.
 

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Yeah, Head Smash coming from an Attack higher than Rampardos' will definitely leave a dent.^^

It might not be the best option on a Dragon Dance set though, which would run the risk of KOing itself on the first turn after set-up especially with Life Orb recoil, but I can definitely see it on Choiced sets.

Haxardos @ Choice Band/Scarf
Ability: Intense Rivalry
EVs: 252 Atk/ 4 Hp / 252 Spe
Adamant/Jolly Nature
- Head Smash
- Dragon Claw / Outrage
- Superpower / Earthquake
- Aqua Tail / Earthquake

I'm still of the opinion though that the DD set would greatly appreciate a Mold Breaker Earthquake, since Stone Edge and Dragon Claw will most likely be the preferred option on that set, as far as I see it. The benefit is still very situational and minor, but that also means there isn't much reason to not go for Mold Breaker.
 
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