WINNERS:
To do:


DNA Donors: Hoopa + Audino
Shared Egg Group: N/A
Offspring Name: Houdini
New Typing: Ghost/Normal
New Base Stats: 106/85/93/110/108/60 (+15 HP, +20 Def, +5 SpA) [BST: 562]
New Ability and Desc: Magician + Regenerator = Hammer Space: If its item is used or lost during battle, the item will regenerate after it switches out.
Notable Moves: Shadow Ball, Hyper Voice, Psychic, Hyperspace Hole, Grass Knot, Dazzling Gleam, Draining Kiss, Foul Play, Knock Off, Dark Pulse, Flamethrower, Fire Blast, Thunderbolt, Thunder Wave, Toxic, Taunt, Encore, Calm Mind, Nasty Plot, Wish, Heal Bell, Healing Wish, Reflect, Light Screen, Trick, Nasty Plot, Calm Mind, Yawn, Destiny Bond
Role Identification: Houdini is a potent cleric with good defensive typing, a lot of support options and enough Special Attack to keep it from being totally passive (or Foul Play works just as well). Its ability gives it pretty reliable pseudo-recovery in the form of infinite Sitrus Berries (one for each time you switch in). And if that's not enough for you, take a look at its mega evolution...
DNA Donors: [MEGA]
Shared Egg Group: N/A
Offspring Name: Mega Houdini
New Typing: Ghost/Fairy
New Base Stats: 106/85/133/130/148/60 [BST: 662]
New Ability: Hammer Space --> Healer
Notable Moves: Shadow Ball, Hyper Voice, Psychic, Hyperspace Hole, Grass Knot, Dazzling Gleam, Draining Kiss, Foul Play, Knock Off, Dark Pulse, Flamethrower, Fire Blast, Thunderbolt, Thunder Wave, Toxic, Taunt, Encore, Calm Mind, Nasty Plot, Wish, Heal Bell, Healing Wish, Reflect, Light Screen, Trick, Nasty Plot, Calm Mind, Yawn, Destiny Bond
Role Identification: You know Mega Audino's Calm Mind sweeping set that's barely threatening outside of NU? Yeah, in the hands of Mega Houdini, it's actually kind of scary, thanks to its beefed up Special Attack stat, its powerful secondary STAB that gives it nearly unresisted coverage, and its even better bulk. Draining Kiss is actually a pretty reliable way to recover HP coming off of 130 SpA, but outside of that, there's always Wish.
Shared Egg Group: N/A
Offspring Name: Houdini
New Typing: Ghost/Normal
New Base Stats: 106/85/93/110/108/60 (+15 HP, +20 Def, +5 SpA) [BST: 562]
New Ability and Desc: Magician + Regenerator = Hammer Space: If its item is used or lost during battle, the item will regenerate after it switches out.
Notable Moves: Shadow Ball, Hyper Voice, Psychic, Hyperspace Hole, Grass Knot, Dazzling Gleam, Draining Kiss, Foul Play, Knock Off, Dark Pulse, Flamethrower, Fire Blast, Thunderbolt, Thunder Wave, Toxic, Taunt, Encore, Calm Mind, Nasty Plot, Wish, Heal Bell, Healing Wish, Reflect, Light Screen, Trick, Nasty Plot, Calm Mind, Yawn, Destiny Bond
Role Identification: Houdini is a potent cleric with good defensive typing, a lot of support options and enough Special Attack to keep it from being totally passive (or Foul Play works just as well). Its ability gives it pretty reliable pseudo-recovery in the form of infinite Sitrus Berries (one for each time you switch in). And if that's not enough for you, take a look at its mega evolution...


Shared Egg Group: N/A
Offspring Name: Mega Houdini
New Typing: Ghost/Fairy
New Base Stats: 106/85/133/130/148/60 [BST: 662]
New Ability: Hammer Space --> Healer
Notable Moves: Shadow Ball, Hyper Voice, Psychic, Hyperspace Hole, Grass Knot, Dazzling Gleam, Draining Kiss, Foul Play, Knock Off, Dark Pulse, Flamethrower, Fire Blast, Thunderbolt, Thunder Wave, Toxic, Taunt, Encore, Calm Mind, Nasty Plot, Wish, Heal Bell, Healing Wish, Reflect, Light Screen, Trick, Nasty Plot, Calm Mind, Yawn, Destiny Bond
Role Identification: You know Mega Audino's Calm Mind sweeping set that's barely threatening outside of NU? Yeah, in the hands of Mega Houdini, it's actually kind of scary, thanks to its beefed up Special Attack stat, its powerful secondary STAB that gives it nearly unresisted coverage, and its even better bulk. Draining Kiss is actually a pretty reliable way to recover HP coming off of 130 SpA, but outside of that, there's always Wish.


DNA Donors: Shaymin-Sky + Pidgeot
Offspring name: Shot
New Type: Grass / Flying
Base Stats: 103 / 100 / 75 / 105 / 75 / 120 (+ 9 HP, +9 Atk, +5 SpA, +3 SpD, +6 Speed)
New ability and desc: Serene Eyes - Moves with secondary effect chances have their accuracy doubled.
Notable Moves: Seed Flare, Hurricane, Heat Wave, Roost, Swords Dance, Aromatherapy, Giga Drain, Seed Bomb, Leech Seed, Toxic, Brave Bird, U-turn
Role Identification: Shot appears to be an average pokemon with a great ability, at first. Its mega is where it really shines. However it does have a nifty typing and ability, and a great speed tier of 120 to start with in its base form. Choice Specs 100 SpA hits a little harder than 165 SpA, and its attacking moves all have one-sided No Guard. So it doesn't have to eat up your mega slot. It can also justify having to run a physical set with Swords Dance, and has nifty utility with U-turn. The mega does have its benefits though.
[Mega Shot]
DNA Donors: Shaymin-Sky + Pidgeot
Offspring name: Shot
New Type: Grass / Flying
Base Stats: 103 / 100 / 80 / 170 / 85 / 140 (+ 12 HP, +9 Atk, +10 SpA, +3 SpD, +6 Speed)
New ability and desc: No Guard
Notable Moves: Seed Flare, Hurricane, Heat Wave, Roost, Swords Dance, Aromatherapy, Giga Drain, Leech Seed, Toxic, Brave Bird, U-turn, Grasswhistle
Role Identification: Remember how annoying Whimsicott was in No Guard Galaxy? This doesn't have Prankster, but it has 140 speed (fast but not fast enough to beat Magmozam, Archedactyl and the like who can easily dispatch it) - in addition to that it has a whopping 165 SpA, which is impressive in its own right (Gorecanion without a mega stone has 140 SpA, Porylure has 148, Shaymizard Mega Y has 164 with Drought, and most of all Magmozam has 180 SpA and 141 Spe and is not 4x weak to priority - so this fits right in with all the powerful things in the meta) - when you combine that with the fact that it can abuse Seed Flare and Hurricane, it is amazing. This works quite similarly to Darkrai - frail (for a mega) but not too frail, speed, has a sleep move lacking in immunities (apart from Soundproof - and yes Insomnia/Vital Spirit block it too, but they also block Dark Void), and has two powerful attacks. So what does it lack that Darkrai had? Nasty Plot. Shot's only boosting moves are Swords Dance and Work Up, one of which boost its weaker stat - something maybe its base form could appreciate more and Work Up is... well, would you use Work Up? Apart from this Shot also has a 4x weaknesses to Ice Shard and is vulnerable to stealth rock. I believe all these along with the fact that there are several powerful pokemon in this meta (listed above in brackets) should balance it out.
Offspring name: Shot
New Type: Grass / Flying
Base Stats: 103 / 100 / 75 / 105 / 75 / 120 (+ 9 HP, +9 Atk, +5 SpA, +3 SpD, +6 Speed)
New ability and desc: Serene Eyes - Moves with secondary effect chances have their accuracy doubled.
Notable Moves: Seed Flare, Hurricane, Heat Wave, Roost, Swords Dance, Aromatherapy, Giga Drain, Seed Bomb, Leech Seed, Toxic, Brave Bird, U-turn
Role Identification: Shot appears to be an average pokemon with a great ability, at first. Its mega is where it really shines. However it does have a nifty typing and ability, and a great speed tier of 120 to start with in its base form. Choice Specs 100 SpA hits a little harder than 165 SpA, and its attacking moves all have one-sided No Guard. So it doesn't have to eat up your mega slot. It can also justify having to run a physical set with Swords Dance, and has nifty utility with U-turn. The mega does have its benefits though.
[Mega Shot]


DNA Donors: Shaymin-Sky + Pidgeot
Offspring name: Shot
New Type: Grass / Flying
Base Stats: 103 / 100 / 80 / 170 / 85 / 140 (+ 12 HP, +9 Atk, +10 SpA, +3 SpD, +6 Speed)
New ability and desc: No Guard
Notable Moves: Seed Flare, Hurricane, Heat Wave, Roost, Swords Dance, Aromatherapy, Giga Drain, Leech Seed, Toxic, Brave Bird, U-turn, Grasswhistle
Role Identification: Remember how annoying Whimsicott was in No Guard Galaxy? This doesn't have Prankster, but it has 140 speed (fast but not fast enough to beat Magmozam, Archedactyl and the like who can easily dispatch it) - in addition to that it has a whopping 165 SpA, which is impressive in its own right (Gorecanion without a mega stone has 140 SpA, Porylure has 148, Shaymizard Mega Y has 164 with Drought, and most of all Magmozam has 180 SpA and 141 Spe and is not 4x weak to priority - so this fits right in with all the powerful things in the meta) - when you combine that with the fact that it can abuse Seed Flare and Hurricane, it is amazing. This works quite similarly to Darkrai - frail (for a mega) but not too frail, speed, has a sleep move lacking in immunities (apart from Soundproof - and yes Insomnia/Vital Spirit block it too, but they also block Dark Void), and has two powerful attacks. So what does it lack that Darkrai had? Nasty Plot. Shot's only boosting moves are Swords Dance and Work Up, one of which boost its weaker stat - something maybe its base form could appreciate more and Work Up is... well, would you use Work Up? Apart from this Shot also has a 4x weaknesses to Ice Shard and is vulnerable to stealth rock. I believe all these along with the fact that there are several powerful pokemon in this meta (listed above in brackets) should balance it out.


Parents: Hippowdon/Leafeon
Shared egg group: Field
Offspring Name: Leafadon
New type: Grass/Ground
New base stats: 96/121/134/74/78/66
New ability and desc: Leaf Stream [Drought]
Notable moves: Leaf Blade, Earthquake, Knock Off, Stone Edge, Stealth Rock, Toxic, Synthesis, Slack Off, Fire Fang, Wish, Heal Bell, Baton Pass, Swords Dance, Substitute
Role identification: Although it always acts as a sun setter, Leafadon can fulfil a variety of roles on its sun team. It acts as a great defensive and support mon, with 96/134/78 defensive stats, typing that gives it good defensive synergy with the Fire-types it will often support, and a fantastic movepool for this role with Stealth Rock for hazards, either Synthesis for 66% HP recovery or Slack Off for more reliable (and PP) recovery (both of which renew Leafadon's HP to help it come in more and set sun again and again), Heal Bell and Wish to pick others back up and Toxic and a wide range of offensive moves coming off of its 121 base attack stat to damage the opposition as well, which gives it great options and coverage. Grass/Ground may not be stellar typing, but it helps it take the Water-, Ground- and Rock-type moves that will often be aimed at its Fire-Type allies, who in turn resist the Fire- and Ice-type moves that Leafadon itself detests. One doubt may still remain in your mind, however, "Why should I run a Sun team over Rain, which is generally a more powerful weather?". The answer I offer to that question is that while rain relies solely on Manatar and perhaps Politoed for passive setting, Sun also has access to a wide variety of Charizardite Y users such as Shaymizard, Hazard (it'd throw the opponent off) and Charatos, giving it many more options in how it keeps its weather in play, and even if it loses one setter, there will be another to take its place.
Shared egg group: Field
Offspring Name: Leafadon
New type: Grass/Ground
New base stats: 96/121/134/74/78/66
New ability and desc: Leaf Stream [Drought]
Notable moves: Leaf Blade, Earthquake, Knock Off, Stone Edge, Stealth Rock, Toxic, Synthesis, Slack Off, Fire Fang, Wish, Heal Bell, Baton Pass, Swords Dance, Substitute
Role identification: Although it always acts as a sun setter, Leafadon can fulfil a variety of roles on its sun team. It acts as a great defensive and support mon, with 96/134/78 defensive stats, typing that gives it good defensive synergy with the Fire-types it will often support, and a fantastic movepool for this role with Stealth Rock for hazards, either Synthesis for 66% HP recovery or Slack Off for more reliable (and PP) recovery (both of which renew Leafadon's HP to help it come in more and set sun again and again), Heal Bell and Wish to pick others back up and Toxic and a wide range of offensive moves coming off of its 121 base attack stat to damage the opposition as well, which gives it great options and coverage. Grass/Ground may not be stellar typing, but it helps it take the Water-, Ground- and Rock-type moves that will often be aimed at its Fire-Type allies, who in turn resist the Fire- and Ice-type moves that Leafadon itself detests. One doubt may still remain in your mind, however, "Why should I run a Sun team over Rain, which is generally a more powerful weather?". The answer I offer to that question is that while rain relies solely on Manatar and perhaps Politoed for passive setting, Sun also has access to a wide variety of Charizardite Y users such as Shaymizard, Hazard (it'd throw the opponent off) and Charatos, giving it many more options in how it keeps its weather in play, and even if it loses one setter, there will be another to take its place.


Parents: Manectric + Ampharos
Shared egg group: Field
Offspring Name: Mampharos
New type: Electric
New base stats: 95/90/87/125/90/95 (BST 552)
New ability and desc: Static
Notable Moves: Thunderbolt, Volt Switch, Flamethrower, Overheat, Hidden Power, Signal Beam, Power Gem, Focus Blast, Heal Bell, Discharge, Agility, Light Screen, Reflect, Toxic
Role identification: As it turns out, Mampharos has odd niches over its original parents. It's slightly bulkier than Ampharos in retaliation to being 10 points slower than Manectric. That being said, it's quite bulkier than Manectric and Mega Manectric's main role was pivoting using Intimidate. So while this is mainly a stepping stone to its Mega Evolution it's quite a solid stepping stone, even though it lacks Lightningrod (static has good uses - the slightly slower speed helps with the possible paralysis chance).
Mega Manpharos (Manectite)
Offspring Name: Mega Manpharos M
New type: Electric
New base stats: 95/90/107/155/110/125 (BST 652)
New ability and desc: Intimidate
Notable Moves: Thunderbolt, Volt Switch, Flamethrower, Overheat, Hidden Power, Signal Beam, Power Gem, Focus Blast, Heal Bell, Discharge, Agility, Light Screen, Reflect, Toxic
Role identification: The surprising part is that Manectite Mampharos gains the same defensive boosts as Ampharosite Mampharos, with a few tradeoffs. This one hits less harder, but has usable speed - slower than Mega Manectric and Lopunny, but with that bulk - well, 125 is still a great speed tier. The loss of Lightningrod pre mega is significant but it can still do a pivoting role - now with odd moves such has Heal Bell (think of it as similar to Choice Scarf Aromatherapy Xern in Ubers - a last call). It has way more bulk for pivoting though, so that will come in handy. Interesting coverage helps.
Mega Manpharos (Ampharosite)
Offspring Name: Mega Manpharos A
New type: Electric/Dragon
New base stats: 95/110/107/175/110/85 (BST 652)
New ability and desc: Mold Breaker
Notable Moves: Thunderbolt, Volt Switch, Flamethrower, Overheat, Hidden Power, Signal Beam, Power Gem, Focus Blast, Rest, Sleep Talk, Dragon Pulse, Agility, Light Screen, Reflect, Toxic, Outrage
Role identification: Offensively, this is slower than its base form but not that slow. 85 is a decent speed tier for breaking walls - which is exactly what this 80s bad boy does. Fueled by the totally rad haircuts of Manectric and Ampharos, Ampharosite Mampharos has all the stats it needs to break down walls - Mold Breaker for abilities like Unaware and Magic Bounce, and 110 attack is not bad at all to abuse some of its physical moves - but 175 special attack is just so good with that bulk. That being said, Manectite's access to Intimidate should make it better suited for speedy support/pivot/speedy attacker while Ampharosite can go the mixed attacker/tank/wallbreaker role.
Shared egg group: Field
Offspring Name: Mampharos
New type: Electric
New base stats: 95/90/87/125/90/95 (BST 552)
New ability and desc: Static
Notable Moves: Thunderbolt, Volt Switch, Flamethrower, Overheat, Hidden Power, Signal Beam, Power Gem, Focus Blast, Heal Bell, Discharge, Agility, Light Screen, Reflect, Toxic
Role identification: As it turns out, Mampharos has odd niches over its original parents. It's slightly bulkier than Ampharos in retaliation to being 10 points slower than Manectric. That being said, it's quite bulkier than Manectric and Mega Manectric's main role was pivoting using Intimidate. So while this is mainly a stepping stone to its Mega Evolution it's quite a solid stepping stone, even though it lacks Lightningrod (static has good uses - the slightly slower speed helps with the possible paralysis chance).


Mega Manpharos (Manectite)
Offspring Name: Mega Manpharos M
New type: Electric
New base stats: 95/90/107/155/110/125 (BST 652)
New ability and desc: Intimidate
Notable Moves: Thunderbolt, Volt Switch, Flamethrower, Overheat, Hidden Power, Signal Beam, Power Gem, Focus Blast, Heal Bell, Discharge, Agility, Light Screen, Reflect, Toxic
Role identification: The surprising part is that Manectite Mampharos gains the same defensive boosts as Ampharosite Mampharos, with a few tradeoffs. This one hits less harder, but has usable speed - slower than Mega Manectric and Lopunny, but with that bulk - well, 125 is still a great speed tier. The loss of Lightningrod pre mega is significant but it can still do a pivoting role - now with odd moves such has Heal Bell (think of it as similar to Choice Scarf Aromatherapy Xern in Ubers - a last call). It has way more bulk for pivoting though, so that will come in handy. Interesting coverage helps.


Mega Manpharos (Ampharosite)
Offspring Name: Mega Manpharos A
New type: Electric/Dragon
New base stats: 95/110/107/175/110/85 (BST 652)
New ability and desc: Mold Breaker
Notable Moves: Thunderbolt, Volt Switch, Flamethrower, Overheat, Hidden Power, Signal Beam, Power Gem, Focus Blast, Rest, Sleep Talk, Dragon Pulse, Agility, Light Screen, Reflect, Toxic, Outrage
Role identification: Offensively, this is slower than its base form but not that slow. 85 is a decent speed tier for breaking walls - which is exactly what this 80s bad boy does. Fueled by the totally rad haircuts of Manectric and Ampharos, Ampharosite Mampharos has all the stats it needs to break down walls - Mold Breaker for abilities like Unaware and Magic Bounce, and 110 attack is not bad at all to abuse some of its physical moves - but 175 special attack is just so good with that bulk. That being said, Manectite's access to Intimidate should make it better suited for speedy support/pivot/speedy attacker while Ampharosite can go the mixed attacker/tank/wallbreaker role.


DNA Donors: Krookodile + Porygon-Z
Offspring Name: Krook-Z
New type: Ground/Normal
New base stats: 90/98/70/120/72/111 (BST: 561 , +20 Special Attack, +20 Speed)
New ability and desc: Cyber Criminal: When this Pokemon KO's an opposing Pokemon, its Special Attack is raised by 1 stage.
Notable Moves: Tri-Attack, Earth Power, Thunderbolt, Ice Beam, Nasty Plot, Agility, Stealth Rock, Focus Blast
Role identification: A new Special sweeper, which only gains power as the match goes on (on a tangental note, why are all the good offensive abilities, such as Guts, Huge Power and Moxie only for physically attackers?) and can be an enormous threat with a useful movepool and set up moves to help get the ball rolling. Tri-Attack and Earth Power are good STABs, BoltBeam is there for amazing coverage and to smack Flying-types, and Focus Blast can be used to hit things like Ferrothorn and Aggrosaur harder. Nasty Plot can be used for an instant +2 to be boosted by Cyber Criminal, or Agility can give Krook-Z unparalleled speed to sweep off of. All in all, an extremely powerful and deadly mon.
Offspring Name: Krook-Z
New type: Ground/Normal
New base stats: 90/98/70/120/72/111 (BST: 561 , +20 Special Attack, +20 Speed)
New ability and desc: Cyber Criminal: When this Pokemon KO's an opposing Pokemon, its Special Attack is raised by 1 stage.
Notable Moves: Tri-Attack, Earth Power, Thunderbolt, Ice Beam, Nasty Plot, Agility, Stealth Rock, Focus Blast
Role identification: A new Special sweeper, which only gains power as the match goes on (on a tangental note, why are all the good offensive abilities, such as Guts, Huge Power and Moxie only for physically attackers?) and can be an enormous threat with a useful movepool and set up moves to help get the ball rolling. Tri-Attack and Earth Power are good STABs, BoltBeam is there for amazing coverage and to smack Flying-types, and Focus Blast can be used to hit things like Ferrothorn and Aggrosaur harder. Nasty Plot can be used for an instant +2 to be boosted by Cyber Criminal, or Agility can give Krook-Z unparalleled speed to sweep off of. All in all, an extremely powerful and deadly mon.


DNA Donors: Entei / Altaria
Offspring name: Entaria
New type: Fire / Dragon
New base stats: 95 / 110 / 100 / 80 / 90 / 100 (+18 Atk, +3 Def, +10 Spe) TOT: 575
New ability and desc: Under Pressure (Pressure + Natural Cure) - This Pokemon's status is cured at the end of each turn, but it uses 2 PP every time it attacks.
Notable moves: Dragon Dance, Sacred Fire, Dragon Claw, Extreme Speed, Earthquake, Iron Head, Stone Edge
Role identification: A DD sweeper with good stats but no flying-type moves. It's Fire/Flying and not Fire/Dragon for two main reasons:
- We have too many Fire/Dragons
- it can use Flying type to dodge Earthquakes and megaevolve at the right time.
DNA Donors: Entei / Altaria
Offspring name: Entaria
New type: Fire / Fairy
New base stats: 95 / 150 / 120 / 120 / 90 / 100
New ability and desc: Pixilate
Notable moves: Dragon Dance, Sacred Fire, Extreme Speed, Earthquake, Iron Head, Stone Edge, Dragon Claw, Fire Blast, Flamethrower, Hyper Voice, Calm Mind
Role identification: Bulkiness, amazing attack, Pixilate ESpeed and DD to setup. What can be better?
Offspring name: Entaria
New type: Fire / Dragon
New base stats: 95 / 110 / 100 / 80 / 90 / 100 (+18 Atk, +3 Def, +10 Spe) TOT: 575
New ability and desc: Under Pressure (Pressure + Natural Cure) - This Pokemon's status is cured at the end of each turn, but it uses 2 PP every time it attacks.
Notable moves: Dragon Dance, Sacred Fire, Dragon Claw, Extreme Speed, Earthquake, Iron Head, Stone Edge
Role identification: A DD sweeper with good stats but no flying-type moves. It's Fire/Flying and not Fire/Dragon for two main reasons:
- We have too many Fire/Dragons
- it can use Flying type to dodge Earthquakes and megaevolve at the right time.


DNA Donors: Entei / Altaria
Offspring name: Entaria
New type: Fire / Fairy
New base stats: 95 / 150 / 120 / 120 / 90 / 100
New ability and desc: Pixilate
Notable moves: Dragon Dance, Sacred Fire, Extreme Speed, Earthquake, Iron Head, Stone Edge, Dragon Claw, Fire Blast, Flamethrower, Hyper Voice, Calm Mind
Role identification: Bulkiness, amazing attack, Pixilate ESpeed and DD to setup. What can be better?


Parents: Blastoise + Masquerain
Shared egg group: Water 1
Offspring name: Blasterain
New type: Water/Bug
New base stats: 84/81/91/92/103/79 (BST: 530)
New ability and desc: Torrent + Intimidate = Sea Monster: Lowers opponent's attack one stage upon switching in. Water-type attacks are boosted 10%.
Notable moves: Rapid Spin, Defog, Sticky Web, Scald, Bug Buzz, Roar/Whirlwind, Roost, Hydro Pump, Quiver Dance, Giga Drain, Baton Pass, Infestation, U-Turn, Stun Spore, Tailwind
Role identification: Here's the funny thing about Blasterain: it has the exact same BST as Blastoise. Literally.
So if it doesn't gain much stat-wise, what does it gain from fusing? The answer, of course, is movepool. Blasterain is actually a pretty tight support mon, with access to both Sticky Web and Rapid Spin, reliable recovery (Roost), U-Turn to preserve momentum, and Infestation for trapping purposes. It also has a fairly good defensive typing; it gains a weakness to SR with the addition of a Bug type, but it also gains useful resistances to Fighting and Ground, two omnipresent offensive types.
But Blasterain's true appeal comes from its sweeping set, and if you want that, you're better off mega evolving it...
+
Parents: [MEGA]
Shared egg group: [MEGA]
Offspring name: Mega Blasterain
New type: Water/Bug
New base stats: 84/101/111/142/113/79 (BST: 630)
New ability and desc: Sea Monster --> Mega Launcher
Notable moves: Rapid Spin, Defog, Sticky Web, Scald, Bug Buzz, Roar/Whirlwind, Roost, Hydro Pump, Surf, Quiver Dance, Giga Drain, Baton Pass, Infestation, U-Turn, Stun Spore, Tailwind, Energy Ball, Aura Sphere, Dark Pulse, Dragon Pulse, Ice Beam
Role identification: This is where Blasterain really shines. It has a hefty 142 SpA stat, a solid defensive spread of 84/111/113, and a pretty good defensive typing. All perfect ingredients for a Quiver Dance set.
Unfortunately, as of the new Baton Pass clause, passing Quiver Dance is no longer an option, but that's okay, because Blasterain has more than enough power to finish the job itself. Your standard set is probably going to include Quiver Dance, Roost, Scald And Bug Buzz; combined, these moves will make Blasterain very difficult to revenge kill once it starts dancing. Scald will burn any incoming physical attacker, and Quiver Dance already boosts its Special Defense.
They're so different, and yet they harmonize so well. Blastoise x Masquerain OTP.
Shared egg group: Water 1
Offspring name: Blasterain
New type: Water/Bug
New base stats: 84/81/91/92/103/79 (BST: 530)
New ability and desc: Torrent + Intimidate = Sea Monster: Lowers opponent's attack one stage upon switching in. Water-type attacks are boosted 10%.
Notable moves: Rapid Spin, Defog, Sticky Web, Scald, Bug Buzz, Roar/Whirlwind, Roost, Hydro Pump, Quiver Dance, Giga Drain, Baton Pass, Infestation, U-Turn, Stun Spore, Tailwind
Role identification: Here's the funny thing about Blasterain: it has the exact same BST as Blastoise. Literally.
So if it doesn't gain much stat-wise, what does it gain from fusing? The answer, of course, is movepool. Blasterain is actually a pretty tight support mon, with access to both Sticky Web and Rapid Spin, reliable recovery (Roost), U-Turn to preserve momentum, and Infestation for trapping purposes. It also has a fairly good defensive typing; it gains a weakness to SR with the addition of a Bug type, but it also gains useful resistances to Fighting and Ground, two omnipresent offensive types.
But Blasterain's true appeal comes from its sweeping set, and if you want that, you're better off mega evolving it...


Shared egg group: [MEGA]
Offspring name: Mega Blasterain
New type: Water/Bug
New base stats: 84/101/111/142/113/79 (BST: 630)
New ability and desc: Sea Monster --> Mega Launcher
Notable moves: Rapid Spin, Defog, Sticky Web, Scald, Bug Buzz, Roar/Whirlwind, Roost, Hydro Pump, Surf, Quiver Dance, Giga Drain, Baton Pass, Infestation, U-Turn, Stun Spore, Tailwind, Energy Ball, Aura Sphere, Dark Pulse, Dragon Pulse, Ice Beam
Role identification: This is where Blasterain really shines. It has a hefty 142 SpA stat, a solid defensive spread of 84/111/113, and a pretty good defensive typing. All perfect ingredients for a Quiver Dance set.
Unfortunately, as of the new Baton Pass clause, passing Quiver Dance is no longer an option, but that's okay, because Blasterain has more than enough power to finish the job itself. Your standard set is probably going to include Quiver Dance, Roost, Scald And Bug Buzz; combined, these moves will make Blasterain very difficult to revenge kill once it starts dancing. Scald will burn any incoming physical attacker, and Quiver Dance already boosts its Special Defense.
They're so different, and yet they harmonize so well. Blastoise x Masquerain OTP.
To do:
- Analyze these abilities. Are they balanced? Can they be better?
- Help 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.
- 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.
- To expand on #3, which of these Pokemon can check/counter the earlier slates? How would they fit together on a team? How would they support each other?