Grimmsnarl
Abilities: Prankster/
Tangling Hair/
Hustle
Type:
(primary/secondary swapped)
Stats: 95/120/
95(+30)/
75(-20)/
85(+10)/60 (530 BST)
Movepool: + Knock Off, Hone Claws - Mega Kick, Giga Impact, Hyper Beam, Thunder Wave
Reasoning: haha hustle go brbrbrrbrbrbrbrbrbr
Hustle gives Grimm an absolutely MUCH needed power boost, as Fairy/Dark is actually a real cool offensive type combo, and his colorful offensive movepool can help absolutely smack the things that would serve as counters (Stomping Tantrum/Drain Punch for steels for example), AND you have a perfectly accurate STAB move in False Surrender, giving a strong option that never misses! Stats were shuffled around to give more much needed bulk, and the Phys Def patch to help abuse Tangling Hair on potential defensive support sets (Tangling Hair was given because he literally uses his hair to trap opponents in the pokedex). Type shuffling gives you a real strong Mega Punch as an alt to Play Rough/Spirit Break that can potentially give more power. Grimm's movepool is already incredible, and was really only missing Knock Off (lets be fair, if there was a knock tutor grimm would get it), and Hone Claws is there to help on more resilient Hustle sets. Mega Kick, Hyper Beam, and Giga Impact were removed like they were on a lot of mons, and nobody really likes prankster Thunder Wave, so get that outta here. Thunder Wave also removed speed control options, meaning the only way to bypass Grimm's bad speed is Sucker Punch. Grimm also lacks an option to hit Faries super-effectively, and has to play around them carefully
Hatterene
Abilites:
Healer/
Magician/Magic Bounce
Stats:
77(+20)/90/95/136/103/29 (530 BST)
Moves: +Drain Punch, Moonblast,
Magic Powder -Hyper Beam, Giga Impact, Protect, Misty Explosion
Reworks:
Healer: Heals the user of status conditions at the end of the turn, if no status conditions, acts as Leftovers
Magic Powder: 70 BP Psychic special move, has a 10% chance to paralyze, super-effective against Psychic types (Freeze-dry clone)
Reasoning: I like the idea of a pokemon that can boost on both sides, but Hatt was missing just a tiny bit to make it work, mainly recovery and lack of Physical options. Drain Punch fixes her physical movepool enough to be useable (with swords dance), and Moonblast gives a stronger fairy stab on Special sets (no fairy should rely on Gleam on special sets). Bonus stats were applied to HP, the rest are fine IMO. I like re-working gimmick moves into something useable, so I turned Magic Powder into a Freeze-dry clone to give it that uniqueness of interacting with Psychic types, but leaving psychic and psyshock as viable alternatives. The buff to Healer gives pretty dang strong passive recovery and effective status immunity, making for potent team support as well (aromatherapy access!). Alongside the regular moves that get removed, Protect is gone because lefties+healer and protect would heal absolutely ridiculous amounts of HP, so it had to go. Misty Explosion removes an option of a TR suicide lead, as I kinda want to focus on a multi-pronged booster, as it has the potential to work quite well! Magician is already an incredibly rare ability, and a Knock Off immunity never hurt anyone
Duraludon
Abilities:
Mega Launcher/
Heavy Metal/
Stalwart
Stats: 70/
65(-30)/115/120/
80(+30)/85 (535 BST)
Moves: +
Steel Beam, -Giga Impact, Protect, Stealth Rock
Reworks:
Steel Beam: Now a Draco Meteor clone
Heavy Metal: Speed stat is halved, but takes half damage from contact moves
Stalwart: Works like the Metronome item, attacks get stronger the more they are used consecutively, Protect DOES NOT reset the counter
Reasoning: Stats were repurposed to make Dura more bulky and dump that less than useful attack stat. Steel Beam becoming a draco clone buffs it to most steels that have it, Dura in particular. Giga Impact, Protect, and Stealth Rock are removed to keep in with a lot of the other mons getting them removed. Heavy Metal was lame as hell, and Stalwart was literally useless in singles, so they've been reworked to provide more viability. Mega Launcher buffs STAB Flash Cannon and Dragon Pulse, and Dank Pulse for coverage as well, but I felt that Aura Sphere would be a little TOO strong, so I did not give it to them. I kept Hyper Beam on Duraludon because it's been shown to use large incredibly powerful moves, who am I to deny Hyper Meme?