stall teams are bad here and that means you should play this mod
At the end of each turn, a "Roulette Wheel" will spin. This will make one of 35 (more to come later) completely random things happen to change the battle. You both could use a certain move, a field effect could be set, someone could explode, who knows? Either way, the appeal to something like this is similar to Mario Party - you can absolutely win off of skill, but luck is going to be the deciding factor a bunch of the time, and it's supposed to be so chaotic that you can't help but enjoy the game finding new ways to screw everyone over.
There's also new 30 Fakemon you've gotta use, with more coming later! A bunch of them are also designed to play completely differently from any other Pokemon you've ever used through new abilities or just using existing stuff in a new way. Have you ever wanted to use a Pokemon that can choose one immunity that it announces when switching in? How about a weather that people will be setting by accident, but with a weaker abuser? Or a Pokemon that can change type when it statuses something with Dire Claw? No? Well now you get to use those anyways!
For those of you returning from Gen 8, I built this mod to stand apart from Gen 8 Duomod even if both are similar. Only 12 of the current 30 Fakemon are returning from Gen 8, with a vast majority of those seeing major changes, and only 3 of the 13 custom abilities and 3 of the 18 custom moves are returning. Only 15 of the 35 Roulette Wheel effects are copied over from Gen 8, and the type chart changes were reverted to normal. If you like everything Gen 9 has more or would prefer playing something more modern, then that's great! If you like the package of Gen 8 more though, then you can still play that and I wouldn't card.
I spent A LOT of effort on this though, more than you might believe. Approaching Gen 9's release, I spent three days doing nothing but working on this - planning, coding, spriting, and so on. Some things might be a bit rough around the edges, especially with the balancing, as some Pokemon were changed last minute because of balance concerns or adding new Scarlet and Violet stuff. I will be actively working to rebalance this mod if when balance issues are noticed.
Onto the new stuff itself! You're free to skip some or all of this if you just want to figure things out for yourself. Most of this will be viewable on the teambuilder anyways.
Blue Shell | 70 BP / 100 Acc | Rock, Physical, 16 PP
"Doubles in damage if the user has less active Pokemon than the target."
Double Dab | 15 BP / 100 Acc | Fighting, Physical, 1 PP
"+1 Priority. Hits twice. 100% chance to make the opponent flinch."
Exo Bash | --- / 100 Acc | Bug, Physical, 24 PP
"Does more damage the lower the user's Defense is than the target."
EXTREME BEAM | 250 BP / 99 Acc | Steel, Special, 8 PP
"-6 Priority. The user is given the Bide condition after attacking."
Gelatinize | --- / --- | Psychic, Status, 16 PP
"+1 Priority. Sets the user's ability to Magic Bounce."
(Side note - this move is very sparsely distributed. I doubt this move will be too crazy because the immediate threat of "I can't click Stealth Rock" isn't there anymore but you shouldn't be worried.)
Hyper Wind | 110 BP / 100 Acc | Flying, Special, 16 PP
"Removes entry hazards from the target's side of the field."
Impostor Blade | 120 BP / 100 Acc | Dark, Physical, 8 PP
"If the target does not faint, the user faints."
Incense | --- / --- | Grass, Status, 32 PP
"For 5 turns, the user's side of the field will not be able to lose their held items to Knock Off."
(Side note - I meant to code it so you couldn't lose it to Trick, Bug Bite, Thief, Corrosive Gas etc., but apparently I forgot and just hardcoded it to Knock Off. Oops. This'll be fixed later.)
Inkbrush | 20 BP / 100 Acc | Poison, Physical, 24 PP
"Hits 4 times. High critical-hit ratio."
Kamikaze | --- / 50 Acc | Dragon, Physical, 8 PP
"Deals 1/2 of the target's max HP. If it fails, the user loses 1/2 of its max HP in crash damage."
One Trillion Arrows | 40 BP / 100 Acc | Ground, Physical, 8 PP
"Removes the target's type-based immunities. Flying-types are not immune to this move."
Outburst | 140 BP / 100 Acc | Electric, Special, 8 PP
"Changes the target's ability to Lightning Rod."
Pharaoh Shot | 70 BP / 100 Acc | Fire, Special, 24 PP
"-3 Priority. If the user was hit by a contact move this turn, the attacker gets hit twice."
Polar Pounce | 80 BP / 100 Acc | Ice, Physical, 16 PP
"Sets Snow."
Remote Mine | 130 BP / 100 Acc | Water, Special, 16 PP
"Does not deal damage if the user's move has even PP before using."
Roulette Spin | --- / --- | Fairy, Status, 64 PP
"Activates the Roulette Wheel an additional time."
Shadow Scratch | 40 BP / 100 Acc | Ghost, Physical, 16 PP
"Has a higher base power the less HP your opponent has. For 3/4 max or lower it boosts to 60, for 1/2 it boosts to 80, for 1/4 it's 120, and for 1/10 it's 400."
Stupid Cannon | --- / 100 Acc | Normal, Special, 24 PP
"Does not hit exactly 22 times for 5 damage. No. Don't use this move it's not even good"
"Doubles in damage if the user has less active Pokemon than the target."
Double Dab | 15 BP / 100 Acc | Fighting, Physical, 1 PP
"+1 Priority. Hits twice. 100% chance to make the opponent flinch."
Exo Bash | --- / 100 Acc | Bug, Physical, 24 PP
"Does more damage the lower the user's Defense is than the target."
EXTREME BEAM | 250 BP / 99 Acc | Steel, Special, 8 PP
"-6 Priority. The user is given the Bide condition after attacking."
Gelatinize | --- / --- | Psychic, Status, 16 PP
"+1 Priority. Sets the user's ability to Magic Bounce."
(Side note - this move is very sparsely distributed. I doubt this move will be too crazy because the immediate threat of "I can't click Stealth Rock" isn't there anymore but you shouldn't be worried.)
Hyper Wind | 110 BP / 100 Acc | Flying, Special, 16 PP
"Removes entry hazards from the target's side of the field."
Impostor Blade | 120 BP / 100 Acc | Dark, Physical, 8 PP
"If the target does not faint, the user faints."
Incense | --- / --- | Grass, Status, 32 PP
"For 5 turns, the user's side of the field will not be able to lose their held items to Knock Off."
(Side note - I meant to code it so you couldn't lose it to Trick, Bug Bite, Thief, Corrosive Gas etc., but apparently I forgot and just hardcoded it to Knock Off. Oops. This'll be fixed later.)
Inkbrush | 20 BP / 100 Acc | Poison, Physical, 24 PP
"Hits 4 times. High critical-hit ratio."
Kamikaze | --- / 50 Acc | Dragon, Physical, 8 PP
"Deals 1/2 of the target's max HP. If it fails, the user loses 1/2 of its max HP in crash damage."
One Trillion Arrows | 40 BP / 100 Acc | Ground, Physical, 8 PP
"Removes the target's type-based immunities. Flying-types are not immune to this move."
Outburst | 140 BP / 100 Acc | Electric, Special, 8 PP
"Changes the target's ability to Lightning Rod."
Pharaoh Shot | 70 BP / 100 Acc | Fire, Special, 24 PP
"-3 Priority. If the user was hit by a contact move this turn, the attacker gets hit twice."
Polar Pounce | 80 BP / 100 Acc | Ice, Physical, 16 PP
"Sets Snow."
Remote Mine | 130 BP / 100 Acc | Water, Special, 16 PP
"Does not deal damage if the user's move has even PP before using."
Roulette Spin | --- / --- | Fairy, Status, 64 PP
"Activates the Roulette Wheel an additional time."
Shadow Scratch | 40 BP / 100 Acc | Ghost, Physical, 16 PP
"Has a higher base power the less HP your opponent has. For 3/4 max or lower it boosts to 60, for 1/2 it boosts to 80, for 1/4 it's 120, and for 1/10 it's 400."
Stupid Cannon | --- / 100 Acc | Normal, Special, 24 PP
"Does not hit exactly 22 times for 5 damage. No. Don't use this move it's not even good"
I'll say first that every Pokemon notably learns the following moves - Toxic, Double Dab, EXTREME BEAM, Stupid Cannon, Impostor Blade, Protect, Substitute. Assume Pokemon have these plus whatever other universal moves there are.
Abysseil (Returning) | Water/Psychic | 80/44/95/83/95/138 | Good as Gold
Notably learns Chilly Reception, Scald, Shed Tail, Lumina Crash, Spikes, Calm Mind, Trick, Hydro Pump, Ice Beam, Reflect, Light Screen
Abysseil's whole deal was supposed to be as a supportive Pokemon in Gen 8, but kinda failed since it was outclassed as a Rain setter and Screens Offense is probably never going to be viable in Duomod. Shed Tail is a really good move that this thing now can abuse, but you lack healing and have a defensive typing that leaves a lot to be desired. I honestly wasn't sure how to balance Shed Tail, Good as Gold I'm confident will be fine on this because of its underwhelming stats outside of Speed but Shed Tail is a huge underexplored question mark for me.
Antestar (New!) | Steel/Fairy | 18/120/44/95/112/131 | Innards Out
Notably learns Bullet Punch, Iron Head, Play Rough, U-Turn, Zing Zap, Lunar Blessing, Zen Headbutt, Trick, Explosion
This sprite's the newest out of anything on this post but I really struggled to come up with a design lmao, might have something completely different later because I'm not especially proud of this even if there's parts of it I like. Anyways, Innards Out with such a low HP stat is really cool, basically a boosted Aftermath. Otherwise you're just a fast pivot with a pretty awkward offensive typing. Might need to go back and give this one better coverage...
Badgearth (Returning) | Ground | 58/109/112/48/48/109 | Regenerator
Notably learns U-Turn, Earthquake, Stone Edge, Dragon Dance, Swords Dance, First Impression, Poison Jab, Rapid Spin, Shadow Scratch, Blue Shell
Kinda fun offensive mon that was made during the later portions of Gen 8. You have some defensive utility but not the most out there. There's a lot of set variety with this one, I tried to give a bunch of mons some level of versatility compared to how they were in Gen 8 and this is one that needed little change.
Baloon (Returning) | Fairy | 137/124/142/102/12/83 | Queen of Roulette (Not coded into the game yet by accident, leaving Baloon unusable. When it does get coded in, however - The Roulette Wheel spins two additional times at the end of each turn.)
Notably learns Play Rough, Toxic Spikes, Fire Punch, Dragon Dance, Cotton Guard, Volt Tackle, Heal Order, Heart Swap
The face of Duomod. This is the one Pokemon I expect to see zero change between Gen 8 and Gen 9. Despite this thing's stats and movepool, Baloon's main purpose is to spam Substitute, Protect, and Heal Order in order for the Roulette Wheel to do its magic and have random nonsense screw with the opponent. Might sound pretty annoying, but the ability makes things get chaotic very quickly and people seem to like the added chaos. It's genuinely really good at disruption, and there's a point to having it outside of that too. It hard counters most physical mons and can get a Substitute train going against basically anything else under the right circumstances. I say that knowing it has base 12 Sp. Def.
Bittle (Returning) | Bug/Steel | 85/85/85/85/85/85 | Update (Announces the user's held item on switch-in. If it's any plate, they become immune to its corresponding type unless they're weak to it)
Notably learns Chilly Reception, Defog, Roost, Knock Off, Haze, Stealth Rock, Leech Life, Iron Head, Taunt, Whirlwind, Will-o-Wisp, Thunder Wave, Gigaton Hammer, Flash Cannon, Rapid Spin
Okay when I said "versatility" earlier, this is the extreme end of it. Bittle is supposed to do whatever you want a defensive Steel to do other than being neutral to Fire and having real stats. Knock Off does completely destroy its ability unless you choose to run Dread Plate, and it will need to pick and choose what you're able to do with it. Maybe the stats aren't bad enough to adequately nerf this, I dunno, but even if it ends up being way more splashable than I'd want it shouldn't be outright overpowered by any means.
Capsaken (New!) | Dark/Fire | 95/114/95/77/77/64 | Blazing Spirit (Combines the effects of Vital Spirit, Magic Guard, and Intimidate)
Notably learns Chilly Reception, Knock Off, Flare Blitz, Ceaseless Edge, Will-o-Wisp, Brave Bird
On the opposite side of Bittle, here's a Pokemon with one dedicated role - a physical blanket check to stuff and Spikes setter. If you're wondering why this gets Chilly Reception and not U-Turn, that was hinted at before and will be explained in a different Fakemon blurb later, so don't worry. Ceaseless Edge being an attacking Spikes is cool though for not being blocked by Taunt, allowing Assault Vest sets to run even if you sacrifice your pivoting, and the ability to threaten stuff that's weak to Dark with another pretty spammable button.
Cephalopire (New!) | Water | 125/86/86/68/68/47 | Host Absorb (When the user lands a contact move, the target gets Leech Seeded)
Notably learns Aqua Jet, Flip Turn, Nuzzle, Knock Off, Rapid Spin, Waterfall, Polar Pounce, Inkbrush
Here's the meta's bulky Water-type. No healing is no problem here because of Host Absorb, which has some really fun applications with some moves here. I feel like a lot of these options really speak for themselves, specifically the first five. This Pokemon will be extremely vulnerable to status and will really want to use Protect, so be careful when using it. I should also mention that I think with the way things are currently coded, Grass-types may not be immune to Host Absorb. I may not end up liking how free that makes your healing and chip damage with basically anything this mon wants to do but will give it a shot.
Chemiclysm (New!) | Steel/Poison | 90/60/70/80/120/30 | Poison Point
Notably learns Clear Smog, Sludge Bomb, Stealth Rock, Flash Cannon, Recover, Chilly Reception, Toxic Spikes, Acid Spray, Gelatinize
Here's the fat Steel. This thing's bulk perfectly matches the buff I had planned for Deliriophage when finishing off Gen 8 and I can't remember if that's a coincidence or not. You can't really threaten stuff outside of Toxic or running Acid Spray, but you probably have to sacrifice Clear Smog for that. Also worth note that this is the first Gelatinize abuser, and it's on a Pokemon that already doesn't care too much about status in most cases. You can still mess with Stealth Rock and stuff but it will be somewhat telegraphed if the move has any relevance.
Commanto (New!) | Bug/Fighting | 80/75/80/145/75/80 | Gorilla Tactics
Notably learns Vacuum Wave, Bug Buzz, Focus Blast, Earth Power, Dark Pulse, Fire Blast, Flamethrower, Psychic, Megahorn, Close Combat, Stone Edge, Skill Swap, Nasty Plot, Remote Mine
One of my prouder creations from this bunch even if the sprite is awful because I made it half a decade ago. Really crazy offensive stats, Attack stat goes up to ~136 when multiplied by 1.5x, but you're forced into a choice lock and have a weird offensive type. It sounds gimmicky but you can run Skill Swap if you're running a special set just to mess with defensive Pokemon and free yourself to either use your boosting options or click buttons as you please.
Eneryth (New!) | Electric | 73/51/51/111/73/171 | Power Outage (Lowers the user's Speed by 1 stage every turn)
Notably learns Volt Switch, Thunderbolt, Shadow Ball, Power Gem, Chilly Reception, Agility, Kamikaze
Behold, the fastest Pokemon in the metagame! For one turn. At -1 you're slower than base 97s, and if you really want to run Choice Scarf you're slower than Base 116s after two turns. Your movepool with this thing is so horrid that Kamikaze might be of genuine use here, it's better than any other chance it has to mess with the stuff that blocks its pivoting.
Escarglace (New!) | Ice | 50/70/110/140/70/40 | Slush Rush
Notably learns Blizzard, Ice Beam, Earth Power, Nasty Plot, Chilly Reception, Freeze-Dry, Sludge Bomb, Surf
So this is meant to be a Snow abuser. Where's the Snow setter? Well, look around you. Polar Pounce was introduced and Chilly Reception was distributed solely for this thing. This is not a mod that can support hyper offense, but if you want to get close, you should be running Escarglace. Its defensive use is barely there and its Speed is horrid, so it's not perfect even in the Snow, but it has extremely dangerous coverage and Nasty Plot if you need it.
Fairydisc (Returning) | Steel/Fairy | 200/100/125/100/125/50 | Prankster
Learns Metronome and that's basically it
this thing is way too iconic to leave in gen 8. also it sucked there so i gave it another move
Falcola (New!) | Poison/Flying | 80/70/70/80/140/60 | Well-Baked Body
Notably learns Defog, Whirlwind, Sludge Bomb, Hurricane, Roost, Gelatinize
Here's the resident special stat stick of the mod. It's pretty passive, needs Boots, and doesn't have a huge movepool, but you do have those stats and a Toxic immunity, which is all nice. Helps that basically every team in the mod is either balance or bulky offense but on second look, I'm not certain this thing will have enough to make it stand out.
Fauxster (New!) | Water/Fighting | 120/120/40/40/40/90 | Anger Shell
Notably learns Wave Crash, Close Combat, Swords Dance, Liquidation, Drain Punch, Earthquake, Knock Off, Jet Punch, Polar Pounce, Inkbrush, Taunt
I kinda added this thing as a token fast boosting mon at first but eventually shifted focus to Anger Shell. This thing might be too fragile to even use it properly but hey, even if that doesn't work out we've still got a Swords Dance user with some very strong STAB moves and one of the dumbest priority moves. Kinda like Urshifu-Rapid if its coverage options didn't suck.
Fluidrake (Returning) | Water/Steel | 105/70/100/75/95/80 | Poison Touch
Notably learns U-Turn, Knock Off, Scald, Flash Cannon, Spikes, Ice Beam, Hydro Pump, Inkbrush
Those of you who play Restrictions know exactly what this thing does. Now you have Poison Touch Inkbrush, which has a ~75% chance to poison! Kinda weird having a second Water-type fatmon that can start an effect to chip down opponents through contact moves but I feel these two are different enough, and this is payback for me not being able to add this version of Fluidrake to Gen 8 Duomod.
Fluxtape-Stereo (Returning) | Fire/Electric | 110/129/100/95/80/86 | Rock Head
Notably learns Flare Blitz, Wild Charge, Earthquake, Dragon Dance, Rapid Spin, Bulk Up, Volt Switch
The only Fakemon popular enough to be a finalist for "best original design" in Gen 8 Pet Mods apparently. It got more change to its sprite than its functionality between Gen 8 and Gen 9 Duomod, possibly because it's perfect just the way it is. For those of you who did not play Gen 8, this thing has an unusual Speed tier for a Dragon Dance user but can still make use of it very well. Otherwise it's a strong breaker that needs Boots and has crazy enough of coverage to not care much about most answers. Just needs to watch for Baloon, Hydread, and Mountough.
Gargitect (New!) | Rock/Dragon | 115/115/115/75/75/15 | Supreme Overlord
Notably learns Blue Shell, Stone Edge, Dragon Hammer, Knock Off, Swords Dance, Stone Axe, Earthquake, Accelerock, Flare Blitz, One Trillion Arrows, Curse, Body Press
This was a Pokemon I told myself I would design with a random image generation. I really tried my best to make what they gave me work lmao. Gargitect is by far the slowest Pokemon in the mod but has a solid defensive profile, a cool ability, and a strong offensive presence. Supreme Overlord has a pretty cool dynamic with Blue Shell but I may have coded it wrong lmao. You have priority in Accelerock but I might regret giving it that, we could have a Valianch situation on our hands where this thing just spams strong priority rather than working as a wallbreaker.
Gelsius (New!) | Water | 75/75/75/105/105/105 | Conduction (Once per battle, the user changes form if it uses an Ice-type or Fire-type move)
Gelsius-Hundred | Water/Fire | 75/55/95/105/125/85 | Only usable mid-battle after using a Fire-type move
Gelsius-Subzero | Water/Ice | 75/55/75/125/85/125 | Only usable mid-battle after using an Ice-type move
Notably learns Scald, Flamethrower, Fire Blast, Blizzard, Ice Beam, Will-o-Wisp, Chilly Reception, Calm Mind, Recover, Lava Plume, Hydro Pump, Gelatinize, Pharaoh Shot, Remote Mine
Here's a Water-type that you can change mid-battle to improve a matchup against a certain team or fill in some other gap your team may have. You're very limited and might have a set specialized to a certain form, so it may not end up playing out that way, but the option's there if you run something simpler like Scald / Fire Blast / Ice Beam / Calm Mind or something. You could run Hundred form defensively but it's probably not amazing.
Hydread (New!) | Ghost/Dragon | 95/77/110/77/95/57 | Obrusive (The Roulette Wheel cannot activate while the user is active)
Notably learns Night Shade, Will-o-Wisp, Recover, Rapid Spin, Thunder Wave, Hex
What initially seems like an awkward typing actually ends up having an okay amount of use here. Still not amazing but better than standard. Otherwise it's just kind of a whatever defensive Rapid Spin user though. Has little to actually threaten its opponents outside of all three statuses, but that is a pretty nice thing to have.
Jewelode (Returning) | Rock/Fairy | 80/61/80/116/80/116 | Neutralizing Gas
Notably learns U-Turn, Power Gem, Moonblast, Teleport, Defog, Stealth Rock, Energy Ball, Flash Cannon, Healing Wish, Pharaoh Shot, Incense, Hyper Wind
This thing also plays extremely similar to Gen 8. Just a general offensive pivot with ability blocking and a lot of random stuff you can do with it. Typing is undeniably going to be a step down from Gen 8 when it had one of the best in the mod, so its stats got a fair boost to compensate.
Kuribandit (New!) | Dark/Flying | 90/60/110/110/60/60 | Magic Absorb (The user is immune to all non-Flying status moves and heals 25% of its max HP upon being hit by one)
Notably learns Dark Pulse, Nasty Plot, Agility, Calm Mind, Defog, Air Slash, Hyper Wind
Resident stallbreaker, here's Kuribandit. It still does not like Haze or Clear Smog but things like Toxic, Roar, and Thunder Wave do not bother it thanks to its ability. I specifically added the Flying limitation so this thing wouldn't block Defog but might go back on that, in hindsight it might actually be cooler if it could do that. This is also the intended abuser of Hyper Wind, which is why it doesn't have Hurricane. You have a very powerful STAB move that cannot miss, but is it worth handing over the hazard game to your opponent?
Mantelec (New!) | Bug/Electric | 70/120/30/70/170/70 | Sword of Ruin
Notably learns Zing Zap, Leaf Blade, Swords Dance, Lunge, Earthquake, U-Turn, Exo Bash, Poison Jab, One Trillion Arrows, Shadow Scratch
Coincidentally, right after the Hyper Wind abuser in alphabetical order comes the Exo Bash abuser. I haven't actually calced the base power of the move here but base 30 Defense should be low enough to make the move strong, especially against targets with low base HP. Just checking now though, I didn't give that many Pokemon low base HP so I could give them a higher Defense stat, so I'm gonna need to go back and change that unless the move is better than I'm expecting. I don't remember why I gave this thing U-Turn but hey, there you go I guess.
Mountough (New!) | Ground/Fighting | 90/120/120/70/90/44 | Heatproof
Notably learns Mach Punch, Earthquake, Close Combat, Stealth Rock, Poison Jab, Chilly Reception, Bulk Up, Knock Off, Drain Punch, Incense
Here's the resident bulky Ground of the meta. You get Stealth Rock, Incense, Knock Off, pivoting, and can run Bulk Up if you want to take this thing in that direction. Pretty standard otherwise. I also made this thing before Great Tusk was dominating OU, so it's cool to see that I ended up making something so similar.
Noxinobi (New!) | Poison | 70/120/70/70/70/110 | Unstable Claws (If the user's Dire Claw attempts to inflict a status, the user's type changes to match)
Notably learns Dire Claw, Wild Charge, Zen Headbutt, Bulk Up, Waterfall, Aqua Jet, Inkbrush, One Trillion Arrows, Polar Pounce, Shadow Scratch
There's not many new Pokemon I made explicitly to be gimmicks while ignoring competitive viability like Catelax or Spirox-A from last gen, and I wanted there to be at least one here, so I added Noxinobi. This thing is based on the same kind of animal as Toxapex but is a ninja. Something like that can only exist as a stupid concept, so it's too fitting for this to be the gimmick mon. You can change your type to Electric, Psychic, or back to Poison, but have zero control over it. Kinda like Terastallizing except not good at all.
Pokat (Returning) | Grass/Normal | 90/70/110/100/130/20 | Sticky Starch (If any opponent attempts to use a pivoting move, it fails and they get trapped for one turn)
Notably learns Synthesis, Giga Drain, Will-o-Wisp, Lava Plume, Knock Off, Body Slam, Incense
This thing's typing sucks so much without Flash Fire that I felt the need to give it an absurdly broken ability. Trapping also was very inconsistent in Gen 8 Duomod but this might end up being a legitimate trapper. Some specially offensive pivots are designed to lose to this thing, and its stats are insanely beefy overall. You also cannot use U-Turn to break it since even the attacking portion of the move is blocked, and the ability exists as a failsafe for Shed Tail as well since that's a pivoting move. Pretty crazy but not all pivots lose to this so I doubt pivotspam cores will be dead from this.
Sanbatter (New!) | Ghost/Fighting | 95/95/65/80/80/35 | Respawn Punisher (If the user knocks out an opponent or targets one that is switching in, they gain a 1.3x boost to all attacks)
Notably learns Drain Punch, Poltergeist, Close Combat, Mach Punch, Shadow Sneak, Swords Dance, Bulk Up, Iron Head, Shadow Scratch, Belly Drum, Blue Shell
Pretty sure everyone knows how strong Ghost/Fighting STAB is at this point, especially when you're backed with Iron Head as an option against Baloon. If you switch out against this thing or let it get a kill, it gets a Tough Claws boost to all of its attacks until it's forced out. I'm unsure what the best set for this Pokemon will be but it has enough variety in its STAB moves and boosting options to the point where I think it'll find something to do no matter what.
Shroominesce (Returning) | Grass/Electric | 60/60/60/120/120/75 | Electromorphosis
Notably learns Volt Switch, Thunderbolt, Giga Drain, Energy Ball, Agility, Moonblast, Moonlight, Defog, Discharge, Outburst
Another rare case of a Pokemon largely unchanged by the transition to Gen 9. Electromorphosis is a cool ability I guess, and Outburst might help make Agility sets more viable since knocking something out with it removes its drawback, but that's really about it. Stats got slightly changed but it shouldn't be too relevant for its primary role.
Spirox (Returning) | Steel/Ghost | 70/90/120/100/120/100 | Draw Four (If the user knocks out an opponent, it will learn all of its moves. The user cannot learn more than 12 moves)
Notably learns Shadow Ball, Flash Cannon, Nasty Plot, Will-o-Wisp, Recover, Thunderbolt, Volt Switch, Calm Mind, Infernal Parade, Doom Desire, Make It Rain, Memento, Trick, Spikes, Hex, Haze, Night Shade
Spirox has fittingly always been the jack of all trades, and that continues into Gen 9. This Pokemon should be able to cover any defensive or offensive role it wants to in a broad sense, but it will be missing some of the tools to make it dominant in any invidivual role. I went back and forth between this and redesigning it to match how it played in another Gen 8 Pet Mod since it was a really cool top tier there, but I also wanted to give it a move-learning gimmick like Spirox-A had before and felt it'd be best to keep the jack of all trades idea for that.
Temporand (New!) | Ground/Psychic | 95/75/75/95/95/95 | Purifying Salt
Notably learns Scorching Sands, Calm Mind, Recover, Stealth Rock, Haze, Psychic, Psyshock, Air Slash, Dazzling Gleam, Trick, Earth Power, Pharaoh Shot
Purifying Salt is a really cool ability, and here's a mon it fit right onto. Losing a weakness to Ghost and Toxic is great for this kinda mon, and you're able to run CM or Stealth Rock sets if you want. It does have two pretty appropriate moves to punish stuff that targets its lower defensive stat as well, as it's the only Pokemon with a viable Scorching Sands in the mod and possibly the best Pharaoh Shot abuser.
Treemu (Returning) | Grass/Flying | 77/110/77/54/136/34 | Protean
Notably learns Leaf Blade, Knock Off, Bolt Beak, Brave Bird, Dual Wingbeat, Roost, Defog, ExtremeSpeed, Shadow Scratch
genuinely do not know what i was thinking when i gave it protean after deciding it would have bolt beak and extremespeed but i'm keeping it because it's funny
Abysseil (Returning) | Water/Psychic | 80/44/95/83/95/138 | Good as Gold
Notably learns Chilly Reception, Scald, Shed Tail, Lumina Crash, Spikes, Calm Mind, Trick, Hydro Pump, Ice Beam, Reflect, Light Screen
Abysseil's whole deal was supposed to be as a supportive Pokemon in Gen 8, but kinda failed since it was outclassed as a Rain setter and Screens Offense is probably never going to be viable in Duomod. Shed Tail is a really good move that this thing now can abuse, but you lack healing and have a defensive typing that leaves a lot to be desired. I honestly wasn't sure how to balance Shed Tail, Good as Gold I'm confident will be fine on this because of its underwhelming stats outside of Speed but Shed Tail is a huge underexplored question mark for me.
Antestar (New!) | Steel/Fairy | 18/120/44/95/112/131 | Innards Out
Notably learns Bullet Punch, Iron Head, Play Rough, U-Turn, Zing Zap, Lunar Blessing, Zen Headbutt, Trick, Explosion
This sprite's the newest out of anything on this post but I really struggled to come up with a design lmao, might have something completely different later because I'm not especially proud of this even if there's parts of it I like. Anyways, Innards Out with such a low HP stat is really cool, basically a boosted Aftermath. Otherwise you're just a fast pivot with a pretty awkward offensive typing. Might need to go back and give this one better coverage...
Badgearth (Returning) | Ground | 58/109/112/48/48/109 | Regenerator
Notably learns U-Turn, Earthquake, Stone Edge, Dragon Dance, Swords Dance, First Impression, Poison Jab, Rapid Spin, Shadow Scratch, Blue Shell
Kinda fun offensive mon that was made during the later portions of Gen 8. You have some defensive utility but not the most out there. There's a lot of set variety with this one, I tried to give a bunch of mons some level of versatility compared to how they were in Gen 8 and this is one that needed little change.
Baloon (Returning) | Fairy | 137/124/142/102/12/83 | Queen of Roulette (Not coded into the game yet by accident, leaving Baloon unusable. When it does get coded in, however - The Roulette Wheel spins two additional times at the end of each turn.)
Notably learns Play Rough, Toxic Spikes, Fire Punch, Dragon Dance, Cotton Guard, Volt Tackle, Heal Order, Heart Swap
The face of Duomod. This is the one Pokemon I expect to see zero change between Gen 8 and Gen 9. Despite this thing's stats and movepool, Baloon's main purpose is to spam Substitute, Protect, and Heal Order in order for the Roulette Wheel to do its magic and have random nonsense screw with the opponent. Might sound pretty annoying, but the ability makes things get chaotic very quickly and people seem to like the added chaos. It's genuinely really good at disruption, and there's a point to having it outside of that too. It hard counters most physical mons and can get a Substitute train going against basically anything else under the right circumstances. I say that knowing it has base 12 Sp. Def.
Bittle (Returning) | Bug/Steel | 85/85/85/85/85/85 | Update (Announces the user's held item on switch-in. If it's any plate, they become immune to its corresponding type unless they're weak to it)
Notably learns Chilly Reception, Defog, Roost, Knock Off, Haze, Stealth Rock, Leech Life, Iron Head, Taunt, Whirlwind, Will-o-Wisp, Thunder Wave, Gigaton Hammer, Flash Cannon, Rapid Spin
Okay when I said "versatility" earlier, this is the extreme end of it. Bittle is supposed to do whatever you want a defensive Steel to do other than being neutral to Fire and having real stats. Knock Off does completely destroy its ability unless you choose to run Dread Plate, and it will need to pick and choose what you're able to do with it. Maybe the stats aren't bad enough to adequately nerf this, I dunno, but even if it ends up being way more splashable than I'd want it shouldn't be outright overpowered by any means.
Capsaken (New!) | Dark/Fire | 95/114/95/77/77/64 | Blazing Spirit (Combines the effects of Vital Spirit, Magic Guard, and Intimidate)
Notably learns Chilly Reception, Knock Off, Flare Blitz, Ceaseless Edge, Will-o-Wisp, Brave Bird
On the opposite side of Bittle, here's a Pokemon with one dedicated role - a physical blanket check to stuff and Spikes setter. If you're wondering why this gets Chilly Reception and not U-Turn, that was hinted at before and will be explained in a different Fakemon blurb later, so don't worry. Ceaseless Edge being an attacking Spikes is cool though for not being blocked by Taunt, allowing Assault Vest sets to run even if you sacrifice your pivoting, and the ability to threaten stuff that's weak to Dark with another pretty spammable button.
Cephalopire (New!) | Water | 125/86/86/68/68/47 | Host Absorb (When the user lands a contact move, the target gets Leech Seeded)
Notably learns Aqua Jet, Flip Turn, Nuzzle, Knock Off, Rapid Spin, Waterfall, Polar Pounce, Inkbrush
Here's the meta's bulky Water-type. No healing is no problem here because of Host Absorb, which has some really fun applications with some moves here. I feel like a lot of these options really speak for themselves, specifically the first five. This Pokemon will be extremely vulnerable to status and will really want to use Protect, so be careful when using it. I should also mention that I think with the way things are currently coded, Grass-types may not be immune to Host Absorb. I may not end up liking how free that makes your healing and chip damage with basically anything this mon wants to do but will give it a shot.
Chemiclysm (New!) | Steel/Poison | 90/60/70/80/120/30 | Poison Point
Notably learns Clear Smog, Sludge Bomb, Stealth Rock, Flash Cannon, Recover, Chilly Reception, Toxic Spikes, Acid Spray, Gelatinize
Here's the fat Steel. This thing's bulk perfectly matches the buff I had planned for Deliriophage when finishing off Gen 8 and I can't remember if that's a coincidence or not. You can't really threaten stuff outside of Toxic or running Acid Spray, but you probably have to sacrifice Clear Smog for that. Also worth note that this is the first Gelatinize abuser, and it's on a Pokemon that already doesn't care too much about status in most cases. You can still mess with Stealth Rock and stuff but it will be somewhat telegraphed if the move has any relevance.
Commanto (New!) | Bug/Fighting | 80/75/80/145/75/80 | Gorilla Tactics
Notably learns Vacuum Wave, Bug Buzz, Focus Blast, Earth Power, Dark Pulse, Fire Blast, Flamethrower, Psychic, Megahorn, Close Combat, Stone Edge, Skill Swap, Nasty Plot, Remote Mine
One of my prouder creations from this bunch even if the sprite is awful because I made it half a decade ago. Really crazy offensive stats, Attack stat goes up to ~136 when multiplied by 1.5x, but you're forced into a choice lock and have a weird offensive type. It sounds gimmicky but you can run Skill Swap if you're running a special set just to mess with defensive Pokemon and free yourself to either use your boosting options or click buttons as you please.
Eneryth (New!) | Electric | 73/51/51/111/73/171 | Power Outage (Lowers the user's Speed by 1 stage every turn)
Notably learns Volt Switch, Thunderbolt, Shadow Ball, Power Gem, Chilly Reception, Agility, Kamikaze
Behold, the fastest Pokemon in the metagame! For one turn. At -1 you're slower than base 97s, and if you really want to run Choice Scarf you're slower than Base 116s after two turns. Your movepool with this thing is so horrid that Kamikaze might be of genuine use here, it's better than any other chance it has to mess with the stuff that blocks its pivoting.
Escarglace (New!) | Ice | 50/70/110/140/70/40 | Slush Rush
Notably learns Blizzard, Ice Beam, Earth Power, Nasty Plot, Chilly Reception, Freeze-Dry, Sludge Bomb, Surf
So this is meant to be a Snow abuser. Where's the Snow setter? Well, look around you. Polar Pounce was introduced and Chilly Reception was distributed solely for this thing. This is not a mod that can support hyper offense, but if you want to get close, you should be running Escarglace. Its defensive use is barely there and its Speed is horrid, so it's not perfect even in the Snow, but it has extremely dangerous coverage and Nasty Plot if you need it.
Fairydisc (Returning) | Steel/Fairy | 200/100/125/100/125/50 | Prankster
Learns Metronome and that's basically it
this thing is way too iconic to leave in gen 8. also it sucked there so i gave it another move
Falcola (New!) | Poison/Flying | 80/70/70/80/140/60 | Well-Baked Body
Notably learns Defog, Whirlwind, Sludge Bomb, Hurricane, Roost, Gelatinize
Here's the resident special stat stick of the mod. It's pretty passive, needs Boots, and doesn't have a huge movepool, but you do have those stats and a Toxic immunity, which is all nice. Helps that basically every team in the mod is either balance or bulky offense but on second look, I'm not certain this thing will have enough to make it stand out.
Fauxster (New!) | Water/Fighting | 120/120/40/40/40/90 | Anger Shell
Notably learns Wave Crash, Close Combat, Swords Dance, Liquidation, Drain Punch, Earthquake, Knock Off, Jet Punch, Polar Pounce, Inkbrush, Taunt
I kinda added this thing as a token fast boosting mon at first but eventually shifted focus to Anger Shell. This thing might be too fragile to even use it properly but hey, even if that doesn't work out we've still got a Swords Dance user with some very strong STAB moves and one of the dumbest priority moves. Kinda like Urshifu-Rapid if its coverage options didn't suck.
Fluidrake (Returning) | Water/Steel | 105/70/100/75/95/80 | Poison Touch
Notably learns U-Turn, Knock Off, Scald, Flash Cannon, Spikes, Ice Beam, Hydro Pump, Inkbrush
Those of you who play Restrictions know exactly what this thing does. Now you have Poison Touch Inkbrush, which has a ~75% chance to poison! Kinda weird having a second Water-type fatmon that can start an effect to chip down opponents through contact moves but I feel these two are different enough, and this is payback for me not being able to add this version of Fluidrake to Gen 8 Duomod.
Fluxtape-Stereo (Returning) | Fire/Electric | 110/129/100/95/80/86 | Rock Head
Notably learns Flare Blitz, Wild Charge, Earthquake, Dragon Dance, Rapid Spin, Bulk Up, Volt Switch
The only Fakemon popular enough to be a finalist for "best original design" in Gen 8 Pet Mods apparently. It got more change to its sprite than its functionality between Gen 8 and Gen 9 Duomod, possibly because it's perfect just the way it is. For those of you who did not play Gen 8, this thing has an unusual Speed tier for a Dragon Dance user but can still make use of it very well. Otherwise it's a strong breaker that needs Boots and has crazy enough of coverage to not care much about most answers. Just needs to watch for Baloon, Hydread, and Mountough.
Gargitect (New!) | Rock/Dragon | 115/115/115/75/75/15 | Supreme Overlord
Notably learns Blue Shell, Stone Edge, Dragon Hammer, Knock Off, Swords Dance, Stone Axe, Earthquake, Accelerock, Flare Blitz, One Trillion Arrows, Curse, Body Press
This was a Pokemon I told myself I would design with a random image generation. I really tried my best to make what they gave me work lmao. Gargitect is by far the slowest Pokemon in the mod but has a solid defensive profile, a cool ability, and a strong offensive presence. Supreme Overlord has a pretty cool dynamic with Blue Shell but I may have coded it wrong lmao. You have priority in Accelerock but I might regret giving it that, we could have a Valianch situation on our hands where this thing just spams strong priority rather than working as a wallbreaker.
Gelsius (New!) | Water | 75/75/75/105/105/105 | Conduction (Once per battle, the user changes form if it uses an Ice-type or Fire-type move)
Gelsius-Hundred | Water/Fire | 75/55/95/105/125/85 | Only usable mid-battle after using a Fire-type move
Gelsius-Subzero | Water/Ice | 75/55/75/125/85/125 | Only usable mid-battle after using an Ice-type move
Notably learns Scald, Flamethrower, Fire Blast, Blizzard, Ice Beam, Will-o-Wisp, Chilly Reception, Calm Mind, Recover, Lava Plume, Hydro Pump, Gelatinize, Pharaoh Shot, Remote Mine
Here's a Water-type that you can change mid-battle to improve a matchup against a certain team or fill in some other gap your team may have. You're very limited and might have a set specialized to a certain form, so it may not end up playing out that way, but the option's there if you run something simpler like Scald / Fire Blast / Ice Beam / Calm Mind or something. You could run Hundred form defensively but it's probably not amazing.
Hydread (New!) | Ghost/Dragon | 95/77/110/77/95/57 | Obrusive (The Roulette Wheel cannot activate while the user is active)
Notably learns Night Shade, Will-o-Wisp, Recover, Rapid Spin, Thunder Wave, Hex
What initially seems like an awkward typing actually ends up having an okay amount of use here. Still not amazing but better than standard. Otherwise it's just kind of a whatever defensive Rapid Spin user though. Has little to actually threaten its opponents outside of all three statuses, but that is a pretty nice thing to have.
Jewelode (Returning) | Rock/Fairy | 80/61/80/116/80/116 | Neutralizing Gas
Notably learns U-Turn, Power Gem, Moonblast, Teleport, Defog, Stealth Rock, Energy Ball, Flash Cannon, Healing Wish, Pharaoh Shot, Incense, Hyper Wind
This thing also plays extremely similar to Gen 8. Just a general offensive pivot with ability blocking and a lot of random stuff you can do with it. Typing is undeniably going to be a step down from Gen 8 when it had one of the best in the mod, so its stats got a fair boost to compensate.
Kuribandit (New!) | Dark/Flying | 90/60/110/110/60/60 | Magic Absorb (The user is immune to all non-Flying status moves and heals 25% of its max HP upon being hit by one)
Notably learns Dark Pulse, Nasty Plot, Agility, Calm Mind, Defog, Air Slash, Hyper Wind
Resident stallbreaker, here's Kuribandit. It still does not like Haze or Clear Smog but things like Toxic, Roar, and Thunder Wave do not bother it thanks to its ability. I specifically added the Flying limitation so this thing wouldn't block Defog but might go back on that, in hindsight it might actually be cooler if it could do that. This is also the intended abuser of Hyper Wind, which is why it doesn't have Hurricane. You have a very powerful STAB move that cannot miss, but is it worth handing over the hazard game to your opponent?
Mantelec (New!) | Bug/Electric | 70/120/30/70/170/70 | Sword of Ruin
Notably learns Zing Zap, Leaf Blade, Swords Dance, Lunge, Earthquake, U-Turn, Exo Bash, Poison Jab, One Trillion Arrows, Shadow Scratch
Coincidentally, right after the Hyper Wind abuser in alphabetical order comes the Exo Bash abuser. I haven't actually calced the base power of the move here but base 30 Defense should be low enough to make the move strong, especially against targets with low base HP. Just checking now though, I didn't give that many Pokemon low base HP so I could give them a higher Defense stat, so I'm gonna need to go back and change that unless the move is better than I'm expecting. I don't remember why I gave this thing U-Turn but hey, there you go I guess.
Mountough (New!) | Ground/Fighting | 90/120/120/70/90/44 | Heatproof
Notably learns Mach Punch, Earthquake, Close Combat, Stealth Rock, Poison Jab, Chilly Reception, Bulk Up, Knock Off, Drain Punch, Incense
Here's the resident bulky Ground of the meta. You get Stealth Rock, Incense, Knock Off, pivoting, and can run Bulk Up if you want to take this thing in that direction. Pretty standard otherwise. I also made this thing before Great Tusk was dominating OU, so it's cool to see that I ended up making something so similar.
Noxinobi (New!) | Poison | 70/120/70/70/70/110 | Unstable Claws (If the user's Dire Claw attempts to inflict a status, the user's type changes to match)
Notably learns Dire Claw, Wild Charge, Zen Headbutt, Bulk Up, Waterfall, Aqua Jet, Inkbrush, One Trillion Arrows, Polar Pounce, Shadow Scratch
There's not many new Pokemon I made explicitly to be gimmicks while ignoring competitive viability like Catelax or Spirox-A from last gen, and I wanted there to be at least one here, so I added Noxinobi. This thing is based on the same kind of animal as Toxapex but is a ninja. Something like that can only exist as a stupid concept, so it's too fitting for this to be the gimmick mon. You can change your type to Electric, Psychic, or back to Poison, but have zero control over it. Kinda like Terastallizing except not good at all.
Pokat (Returning) | Grass/Normal | 90/70/110/100/130/20 | Sticky Starch (If any opponent attempts to use a pivoting move, it fails and they get trapped for one turn)
Notably learns Synthesis, Giga Drain, Will-o-Wisp, Lava Plume, Knock Off, Body Slam, Incense
This thing's typing sucks so much without Flash Fire that I felt the need to give it an absurdly broken ability. Trapping also was very inconsistent in Gen 8 Duomod but this might end up being a legitimate trapper. Some specially offensive pivots are designed to lose to this thing, and its stats are insanely beefy overall. You also cannot use U-Turn to break it since even the attacking portion of the move is blocked, and the ability exists as a failsafe for Shed Tail as well since that's a pivoting move. Pretty crazy but not all pivots lose to this so I doubt pivotspam cores will be dead from this.
Sanbatter (New!) | Ghost/Fighting | 95/95/65/80/80/35 | Respawn Punisher (If the user knocks out an opponent or targets one that is switching in, they gain a 1.3x boost to all attacks)
Notably learns Drain Punch, Poltergeist, Close Combat, Mach Punch, Shadow Sneak, Swords Dance, Bulk Up, Iron Head, Shadow Scratch, Belly Drum, Blue Shell
Pretty sure everyone knows how strong Ghost/Fighting STAB is at this point, especially when you're backed with Iron Head as an option against Baloon. If you switch out against this thing or let it get a kill, it gets a Tough Claws boost to all of its attacks until it's forced out. I'm unsure what the best set for this Pokemon will be but it has enough variety in its STAB moves and boosting options to the point where I think it'll find something to do no matter what.
Shroominesce (Returning) | Grass/Electric | 60/60/60/120/120/75 | Electromorphosis
Notably learns Volt Switch, Thunderbolt, Giga Drain, Energy Ball, Agility, Moonblast, Moonlight, Defog, Discharge, Outburst
Another rare case of a Pokemon largely unchanged by the transition to Gen 9. Electromorphosis is a cool ability I guess, and Outburst might help make Agility sets more viable since knocking something out with it removes its drawback, but that's really about it. Stats got slightly changed but it shouldn't be too relevant for its primary role.
Spirox (Returning) | Steel/Ghost | 70/90/120/100/120/100 | Draw Four (If the user knocks out an opponent, it will learn all of its moves. The user cannot learn more than 12 moves)
Notably learns Shadow Ball, Flash Cannon, Nasty Plot, Will-o-Wisp, Recover, Thunderbolt, Volt Switch, Calm Mind, Infernal Parade, Doom Desire, Make It Rain, Memento, Trick, Spikes, Hex, Haze, Night Shade
Spirox has fittingly always been the jack of all trades, and that continues into Gen 9. This Pokemon should be able to cover any defensive or offensive role it wants to in a broad sense, but it will be missing some of the tools to make it dominant in any invidivual role. I went back and forth between this and redesigning it to match how it played in another Gen 8 Pet Mod since it was a really cool top tier there, but I also wanted to give it a move-learning gimmick like Spirox-A had before and felt it'd be best to keep the jack of all trades idea for that.
Temporand (New!) | Ground/Psychic | 95/75/75/95/95/95 | Purifying Salt
Notably learns Scorching Sands, Calm Mind, Recover, Stealth Rock, Haze, Psychic, Psyshock, Air Slash, Dazzling Gleam, Trick, Earth Power, Pharaoh Shot
Purifying Salt is a really cool ability, and here's a mon it fit right onto. Losing a weakness to Ghost and Toxic is great for this kinda mon, and you're able to run CM or Stealth Rock sets if you want. It does have two pretty appropriate moves to punish stuff that targets its lower defensive stat as well, as it's the only Pokemon with a viable Scorching Sands in the mod and possibly the best Pharaoh Shot abuser.
Treemu (Returning) | Grass/Flying | 77/110/77/54/136/34 | Protean
Notably learns Leaf Blade, Knock Off, Bolt Beak, Brave Bird, Dual Wingbeat, Roost, Defog, ExtremeSpeed, Shadow Scratch
genuinely do not know what i was thinking when i gave it protean after deciding it would have bolt beak and extremespeed but i'm keeping it because it's funny
goddem lmao
goddem lmao x2
This is something I feel pretty strongly about. While you could definitely figure out what they all are, a part of the magic that comes from playing Duomod for the first time is getting to learn what all can happen yourself. It's not like knowing anything about it gives any specific advantage outside of more general strategy that you wouldn't know without playing the mod anyways. If you want to know what all the Roulette Wheel can do, play the mod!
- The mod's playable, here's the server! It also has a random battle format, and most people seemed to prefer that in Gen 8.
- Here's the spreadsheet compiling all information on this mod, plus some changes I plan on making in the future!
- Duomod does not have its own Discord server, but you're free to use the Solomods Discord to discuss the mod or look for games!
- here's a tiermaker thing if you want it
- I WANT TO HEAR YOUR OPINIONS AND FEEDBACK! The fact that this is a Solomod may let me do what I want, but the one thing I take seriously at Duomod inc. is community feedback. Is there something broken? Do you think a Pokemon would be more fun with or without a certain tool? Let me know!
Last edited: