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Check out the relaunch of our general collection, with classic designs and new ones by our very own Pissog!
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Ability: Gluttony / Pickup / Strong Jaw Base Stats: 45 / 63 / 35 / 35 / 40 / 62 (BST: 280) Notable Moves: Hyper Fang, Crunch, Fire Fang, Thunder Fang, Ice Fang, Quick Attack, Swords Dance, Stomping Tantrum, Double-Edge New Features: Brave Bite: Fighting-type biting move | 80 BP | 100% Accuracy | 16 max PP | Physical | 20% chance to lower the target's Defense stat Flavour/Design: Based on a Brazilian squirrel, Nutsquire is nuts for nuts! Nutsquire is also a loyal squire that loves to assist its trainers and fellow Pokemon teammates in battle.
Name: Nutser (Nut + Ser [corruption if Sir]) Typing:
Ability: Scrappy / Pickup / Strong Jaw Base Stats: 65 / 93 / 55 / 55 / 70 / 92 (BST: 430) Notable Moves: Close Combat, Double-Edge, Hyper Fang, Crunch, Fire Fang, Thunder Fang, Ice Fang, Quick Attack, Swords Dance, Stomping Tantrum New Features: Brave Bite: Fighting-type biting move | 80 BP | 100% Accuracy | 16 max PP | Physical | 20% chance to lower the target's Defense stat Flavour/Design: Upon evolution, Nutser is now a knight that fights alongside its trainer. Its incisor has grown longer and are now much tougher. It has an incredibly painful bite! Potential Competitive Role: It has two good offensive abilities to choose from. It can either go for Strong Jaw for all-out powerful STABs and coverage moves, or it can also go for Scrappy for an unresisted STAB combo. It also has Quick Attack to pick off faster foes, which goes very well with Scrappy. It can also set up with Swords Dance, although it's very frail so it would prefer to just straight up attack its foes.
Name: Toazin (Partial anagram of Hoatzin meant to sound a bit like "Toxin") Typing:
Ability: Stench / Tough Claws / Gluttony Base Stats: 40 / 56 / 37 / 30 / 35 / 47 (BST 250) Notable Moves: Wing Attack, Belch, Roost, Brave Bird, Poison Jab, Aerial Ace, Scratch Height/Weight: 0.4m / 0.8kg Flavour/Design: A small, chartreuse colored bird mon with seafoam green around the eyes and a yellow beak. A purple talon adorns the tips of each wing, with each wing being black on the back. It can't fly that well, and instead ascends by climbing trees. It also doesn't smell the best, and this helps ward off would-be predators. The claws look poisonous, but the venom in them hasn't developed yet.
Name: Hoatzkratch (Hoatzin + Scratch) Typing:
Ability: Stench / Tough Claws / Gluttony Base Stats: 55 / 81 / 57 / 40 / 55 / 62 (BST 355) Notable Moves: See Toazin, plus Feather Dance, Cross-Poison Height/Weight: 0.8m / 5kg Flavour/Design: The bird is larger, with an orange mohawk starting to develop and its back starting to turn a darkish purple. The beak seems to be white rather than yellow. Its wings have also started to show feathers matching the insides visible from the back. However, the claws remain the same size as Toazin's. Its dexterity with its claws has atrophied in exchange for highly improved flight, and now focuses on its flight to move about. Regardless, its preferred food is still berries and leaves, and it'll even gladly eat toxic berries, since their claws are starting to develop venom as well and utilize toxins in these berries.
Ability: Stench / Tough Claws / Gluttony Base Stats: 70 / 121 / 77 / 60 / 75 / 87 (BST 490) Notable Moves: See Hoatzkratch, plus Dragon Claw, Throat Chop Height/Weight: 1.3m / 20kg Flavour/Design: Now quite sizable, its claws are now hidden underneath its wings, but the venom lacing them is even more toxic than that of Hoatzalon's. It is now a distinct golden yellow with sky-blue feathers around its eyes. A bit of research has suggested that the common ancestor between Opisthoclaw and the closest living species to it dates to roughly a couple million years after the worldwide populations of Omastar and Tyrantrum were wiped. Its back is now completely purple, with a massive pink line going down it. Potential Competitive Role: Tough Claws breaker that can work nicely as a scarfer, outspeeding everything up to Base 155. Only Ninjask, Deoxys-S, and Eleki would outspeed that without boosts, and why would you keep Ophistoclaw in on them even with a scarf?
Ability: Illuminate / Gluttony / Magician (HA) Base Stats: 45 / 30 / 40 / 50 / 40 / 55 (260 BST) Notable Moves: Hypnosis, Expanding Force, Psychic, Psyshock, Hyper Voice, Shadow Ball, Psychic Fangs, Return, Double-Edge, Ally Switch, Surf, Dive, Thunderbolt, Thunder Wave, Seed Bomb, Light Screen, Reflect, Flash, Calm Mind, Magic Coat, Worry Seed, Recycle Flavour/Design: Based on the paca (also known as the gibnut). Hypnuts are magicians in training, as they learn to harness the hypnotic properties of the patterns of the luminous stripes on the sides of their bodies. Their base level hypnotic techniques allow them to convince other Pokemon to give them food or protection, but not much else. It also doesn't work on humans. Potential Competitive Role: It can be a cheeky item remover with Magician and has a pretty decent SpAtk stat with good coverage, but it's overall not that impressive
Ability: Illuminate / Magical Seeds / Magician (HA) Base Stats: 90 / 50 / 60 / 90 / 60 / 110 (460 BST) Notable Moves: Hypnosis, Expanding Force, Psychic, Psyshock, Hyper Voice, Shadow Ball, Psychic Fangs, Return, Double-Edge, Ally Switch, Surf, Dive, Thunderbolt, Thunder Wave, Seed Bomb, Light Screen, Reflect, Flash, Calm Mind, Magic Coat, Worry Seed, Energy Ball, Natural Gift, Mystical Fire, Recycle, Substitute New Features: Magical Seeds - When this Pokémon eats a berry, its Special Attack goes up by 1 stage. Flavour/Design: Based on the paca (also known as the gibnut). Cienpaca are full blown magicians, having powerful hypnotic capabilities that allow them to temporarily control Pokemon and even compel humans to give them berries, of which they need a lot to keep up their brain power. Cienpaca are great at optimizing their berries, making them into magical berries that can boost their stats. Potential Competitive Role: Interesting Special sweeper that's pretty weak until it hits half health and gets essentially a Nasty Plot if it holds a Petaya Berry or a Special DDance if it holds a Salac Berry, which can be further bolstered by Calm Mind. However, it's extremely frail, so it has to be worried about being OHKO'd and thus not activating the berry, though you can mitigate this by using its high speed and Substitute.
Ability: Damp / Run Away (HA) Base Stats: 25 / 45 / 30 / 35 / 30 / 35 (200 BST) Notable Moves: Tackle, Bug Bite, String Shot, Sweet Scent, Water Sport, Rage Powder New Features: N/A Flavour/Design: Based on zizula larva. They are pretty weak and their scent gives away their location a lot, so they must constantly look for hiding spots to get away from predators, usually favoring the water because it can mask their smell and bird Pokemon can get into it, though fish Pokemon become a bit of a problem Potential Competitive Role: It's a caterpillar lmao
Ability: Clear Body / Overcoat (HA) Base Stats: 45 / 50 / 85 / 45 / 65 / 10 (300 BST) Notable Moves: Tackle, Bug Bite, String Shot, Sweet Scent, Water Sport, Rage Powder, Harden, Camouflage, Struggle Bug, Aqua Ring, Bug Buzz, Water Pulse, Water Gun, Rain Dance New Features: N/A Flavour/Design: Based on a cocoon. Corva need to be protected throughout their cocoon form in order to reach their final stage, so when they become Clarosulas, they employ an advanced camouflage technique, being able to appear invisible on the surface of water thanks to their almost completely clear color scheme. Thus, Clarosulas are usually safe from predators, though sometimes they fall victim to inadvertent attacks from fish Pokemon on the hunt Potential Competitive Role: It's a cocoon lmao
Ability: Clear Body / Damp / Swift Swim (HA) Base Stats: 60 / 55 / 50 / 111 / 50 / 119 (445 BST) Notable Moves: Hydro Pump, Camouflage, Bug Buzz, U-Turn, Stun Spore, Sleep Powder, Hurricane, Scald, Roost, Ice Beam, Blizzard, Calm Mind, Double Team, Giga Drain, Poison Powder, Agility, Mist, Haze New Features: N/A Flavour/Design: Based on the zizula. Zizazula share the same clear body trait as Clarosula's, being able to appear invisible when near water, allowing them to avoid predators when they're near their home rivers, or better yet, in the rain. Zizazulas are such precise flyers that they make sure to fly as close to raindrops as possible in order to appear as invisible as possible, this does, however, come with the caveat that Zizazulas are extremely frail if they do manage to get hit Potential Competitive Role: Pretty similar to Ribombee, being a fast and fairly powerful Bug-type, but it trades Sticky Web and Quiver Dance for more useful abilities and Sleep Powder, making it a powerful and potentially very annoying Specs wallbreaker with a pretty good STAB combo and Ice Beam or Hurricane for coverage, with U-Turn to pivot out
Ability: Early Bird / Rattled / Fluffy (HA) Base Stats: 41 / 52 / 44 / 32 / 37 / 39 (245 BST) Notable Moves: Defog, Roost, Brave Bird, Shadow Claw, U-Turn, Hone Claws, Charm, Air Slash, Quick Attack, Heat Wave, Screech, Feather Dance, Work Up, Fake Tears, Tailwind, Steel Wing New Features: N/A Flavour/Design: Based on the lesser moorhen, which can be found in Brazil, but it's very rare. Plumgalls are very shy, but are still popular among young trainers due to their extremely fluffy feathers that make them very fun to pet, though wild Plumgalls hate it when kids try to pet them and fly away. Potential Competitive Role: Fluffy gives Plumgall a good amount of physical bulk to try to check the many Fighting-types of LC, but it's still only meh at best
Ability: Early Bird / Rattled / Fluffy (HA) Base Stats: 51 / 77 / 64 / 42 / 52 / 59 (345 BST) Notable Moves: Defog, Roost, Brave Bird, Shadow Claw, U-Turn, Hone Claws, Charm, Air Slash, Quick Attack, Heat Wave, Screech, Feather Dance, Work Up, Fake Tears, Tailwind, Shadow Ball, Tearful Look, Steel Wing New Features: N/A Flavour/Design: Based on the lesser moorhen, which can be found in Brazil, but it's very rare. Secrehen's are much more reserved than their shy but more naive prevo, actively trying to avoid humans and other Pokemon. They still have extremely fluffy feathers, so much so that they feel like you're touching a cloud. Potential Competitive Role: Stats are likely too low across the board to be viable in NFE, but decent Attack and pretty good physical bulk with Fluffy let it make somewhat of a case.
Ability: Infiltrator / Unnerve / Fluffy (HA) Base Stats: 71 / 122 / 94 / 52 / 72 / 89 (500 BST) Notable Moves: Poltergeist, Hurricane, Will-O-Wisp, Steel Wing, Curse, Shadow Sneak, Dual Wingbeat, Cotton Guard, Defog, Roost, Brave Bird, Shadow Claw, U-Turn, Hone Claws, Charm, Air Slash, Quick Attack, Heat Wave, Screech, Feather Dance, Work Up, Fake Tears, Tailwind, Shadow Ball, Tearful Look, Play Rough New Features: N/A Flavour/Design: Based on the lesser moorhen, which can be found in Brazil, but it's very rare. It's extremely rare to see Mourhens in the wild because they sought to avoid other Pokemon and people so much that they developed special extra soft feathers that allow them to pass through solid objects. Thus, if you do manage to pet one, it will feel like you're touching nothing at all, which is noted to be an extremely weird sensation Potential Competitive Role: Mourhen can serve as a great physical wall with Fluffy, Will-O-Wisp, Cotton Guard to dissuade physical offense, plus a great Attack stat to launch powerful Brave Birds and Poltergeists from. It's very lacking in the special bulk department and can't really deal with bulky Steel or Rock-types, but overall a good bulky attacker
Ability: Cute Charm / Harvest / Natural Cure (HA) Base Stats: 30 / 40 / 30 / 70 / 40 / 40 (250 BST) Notable Moves: Natural Gift, Seed Bomb, Knock Off, Sucker Punch, Crunch, Lash Out, Leech Seed, Swords Dance, Roar, Psychic Fangs, Fling, Grassy Glide, Grassy Terrain, Substitute, Scary Face, Sunny Day, Play Rough, Acid, Berry Blast, Nasty Plot, Sludge Bomb, Dark Pulse, Giga Drain, Energy Ball New Features: Berry Blast - Special clone of Natural Gift Flavour/Design: Based on a shiba inu that holds a berry in its tail. Citruffs are cute and very mischievous, often messing with other Pokemon by squeezing their berry to send acidic juices into other Pokemon's eyes, though they refrain from doing to this to bigger Pokemon or humans. Potential Competitive Role: LC Berry strats are really a thing since Eviolite and Berry Juice are so much better, but it has a decent enough Special Attack stat with a good offensive typing, so it's not that bad?
Ability: Gooey / Harvest / Natural Cure (HA) Base Stats: 75 / 70 / 60 / 125 / 70 / 80 (480 BST) Notable Moves: Natural Gift, Seed Bomb, Knock Off, Sucker Punch, Crunch, Lash Out, Leech Seed, Swords Dance, Roar, Psychic Fangs, Fling, Grassy Glide, Grassy Terrain, Substitute, Scary Face, Sunny Day, Play Rough, Acid, Sludge Bomb, Iron Tail, Wood Hammer, Acid Spray, Nasty Plot, Dark Pulse, Giga Drain, Energy Ball, Weather Ball, Solar Beam, Recycle, Citrusy Sting, Berry Blast New Features:
Citrusy Sting - 90% Acc Grass-type clone of Thunder Wave, cannot effect Grass-types, Electric-types, or Pokémon with Limber
Berry Blast - Special clone of Natural Gift Flavour/Design: Based on a shiba inu that holds a berry in its tail. Citrarks are very aggressive, using their berry juice to deter competitors in the wild in order to secure berries and prey for itself. Potential Competitive Role: Harvest + Berry Blast gives Citrark the option run any type of coverage it wants at the cost of a boosting item in order to tackle its checks, with Harvest making it a lot less punishing to mistime your Berry Blast. With Harvest, you can also run an effective SubSeed set with Leech Seed, Nasty Plot, Acid Spray, Giga Drain, and Citrusy Sting all there to annoy walls. If you don't want to use a berry, 125 Special Attack is still 125 Special Attack, so a Natural Cure set with Choice Scarf, Specs, or Life Orb and Nasty Plot with Sludge Bomb or Acid Spray as coverage can work as well.
Base Points: 65 Power Points: 15-24 Precision: 100% Miscellaneous: none Effect: Has 50% chance to confuse the target. Distribution: Volcarona, Frosmoth, Leavanny, Beautifly, Dustox
Flavour/Design: a Spectre Butterfly Potential Competitive Role: spreading status, Sticky Web and can also setup.
Evolves from Pupades with Friendship Name: Gemmoth (gem + moth) Counterpart(s): Specterfly Typing:
Base Points: -- Power Points: 20-32 Precision: --% Miscellaneous: Dance move Effect: Raises Def, SpA and SpD by 1. Distribution: Carbink, Diancie, Gigalith, Grumpig, Lunatone, Necrozma, Nihilego, Minior, Sableye, Solrock, Starmie, Vespiquen
Flavour/Design: a Crystal Moth. When left for too long inside its cocoon without being exposed to Dusk Stone's energy, the silk starts to crystallize and becomes hard as a stone. Potential Competitive Role: Defensive hazard setter or offensive setup sweeper.
Name: Zapatiel (zap + cockatiel) Typing:
Ability: Keen Eye / Big Pecks | Quick Feet Base Stats: 35 / 55 / 35 / 45 / 40 / 80 (BST 290) Flavour/Design: based on Cockatiel
Name: Thuncara (thunder + caracara) Typing:
Ability: Static / Big Pecks | Quick Feet Base Stats: 55 / 75 / 55 / 55 / 60 / 90 (BST 390) Flavour/Design: based on Caracara
Evolves from Zapatiel at level 36 Name: Carastorm (caracara + storm) Typing:
Name: Terrify Effect: On switch-in, this Pokemon lowers the Speed of adjacent opponents by 1 stage. Distribution: Druddigon, Hydreigon, Tyranitar
Name: Thunder Claw Type:
Base Points: 75 Power Points: 10-16 Precision: 95% Miscellaneous: Contact move Effect: 50% chance to lower opponent's Speed by 1. Distribution: Arctozolt, Boltund, Dracozolt, Eelektross, Heliolisk, Luxray, Raikou, Thundurus-Therian, Zapdos, Zekrom, Zeraora
Flavour/Design: based on Caracara and Roc, so it's a gigantic eagle.
Potential Competitive Role: A strong physical sweeper that can inflict serious damage, also through Lighting Rod, Volt Absorb and Motor Drive, and has an amazing typing.
New Features: Magical Seeds - This Pokémon eats berries earlier than usual. When this Pokémon eats a berry, its Special Attack goes up by 1 stage and its status conditions are healed.
I have to ask you to reduce these to 1 condition and 1 effect, they're too many at the moment (condition: 1/2 or 2/3 HP, effect: eats berry, raises SpA and heals status, 3 effects total). You've three possibilities:
- eating a berry heals status
- eating a berry raises SpA
- berries are eaten earlier (same as Gluttony)[/hide]
Ability: Oblivious / Pickup / Hydratation Base Stats: 55 / 40 / 53 / 38 / 35 / 35 (BST: 256) Design: Literally a capybara. Looks like a rectangle kinda. Is primary brown with one blue ring around its body. Cute.
Name: Capybagua Typing:
Ability: Fur Coat / Damp / Hydratation Base Stats: 97 / 80 / 73 / 58 / 55 / 45 (BST: 408) Notable Moves: Scald, Body Slam, Body Press, Super Fang, Bulk Up, Waterfall, Yawn, Life Dew, Iron Head, Crunch Design: A bigger rectangle lol. Is darker and less saturated. Kinda looks like a boat hull, also has blue spots mimicking portholes on its sides as well as on its cheeks. Its fur is really wet, it also has hair hiding its eyes. Niche: Finally something that can make use of Fur Coat as a wall. Is still a rodent tho.
Name: Chiwoof Typing:
Ability: Soundproof / Rattled / Own Tempo Base Stats: 30 / 40 / 32 / 54 / 32 / 45 (BST: 233) Design: Based on Chihuahuas. Black with golden brown and purple spots. Barks a lot. Looks annoying. Small.
Name: Chiwafoul Typing:
Ability: Soundproof / Moxie / Own Tempo Base Stats: 50 / 85 / 52 / 104 / 62 / 105 (BST: 458) Notable Moves: Pet Peeve*, Work Up, Dark Pulse, Hyper Voice, Snarl, Taunt, Perish Song, Mean Look, Sucker Punch, Elemental Fangs, Crunch, Psychic Fangs New Elements:
Type:
Base Points: 60 Power Points: 16 Precision: 90 Misc: Sound Effect: If this move is successful, the user is locked into this move and cannot make another move until it misses, 4 turns have passed, or the attack cannot be used. Power doubles with each successful hit of this move. Power is also doubled if the target is asleep. If the user has not fainted, the target wakes up.
Design: Sir barksalot. Lot more sly and aggressive looking. Still relatively small, comparable to a Torracat in proportions. Has fur spikes at some places, especially on its tail. Niche: Set yourself in a position where you can spam Pet Peeve and profit from dumb strong damage. At least as long as you get good rolls. If you're quick on your guns its easy to shut it down fast, but wait too long and you'll suffer.
Name: Humber (Hum + Bird) Typing: Normal/Flying Ability: Big Pecks/Sap Sipper H. Ability: Speed Boost Base Stats: 60 / 23 / 45 / 77 / 45 / 92 (BST) Flavor/Design: A tiny green bird, roughly the size of a Natu. It would have a large wingspan and a long yet thin beak, almost like a hypodermic needle. It's often found feeding on sugar-rich nectar and sap found in plants.
Name: Humloat (Hum + Float) Typing: Normal/Flying Ability: Big Pecks/Sap Sipper H. Ability: Speed Boost Base Stats: 72 / 36 / 54 / 94 / 74 / 120 (450) Flavor/Design: It grows a bit more, to around a foot in height. Its wingspan however would be 2 feet wide. Despite this, it can still flap its wings at an incredibly fast pace. It has an extremely fast metabolism as a result and needs to feed near constantly.
Name: Either Folibri or Folicoli (Foliage + Colibri) Typing: Grass/Flying Ability: Chlorophyll/Sap Sipper H. Ability: Speed Boost Base Stats: 81 / 39 / 60 / 114 / 81 / 120 (495) Notable Moves: Air Slash, Hurricane, Fly, Dazzling Gleam, Moonblast, Grass Knot, Solar Beam, Giga Drain, Energy Ball, Silver Wind, Ominous Wind, Quiver Dance, Icy Wind, Roost, Tailwind, Mirror Coat, Power Gem Flavor/Design: It has started to gain characteristics from the flowers it so frequently drinks from. Flowers bloom on its head as a source of emergency rations and to feed its children. Leaf-like rudders form on the tail to help with steering. And the beak gets longer and tougher too.
Name: Caveii Typing: Normal/Rock Ability: Sap Sipper/Sand Rush (Dry Skin) Base Stats: 55/35/50/69/50/56 (315) Design: A cave cavie. It looks like a cave and its body is made of rocks!
Name: Cavebara Typing: Normal/Rock Ability: Sap Sipper/Sand Rush (Dry Skin) Base Stats: 75/45/80/104/70/86 (460) Design: Less like a guinea pig and more like a stone Capybara. Niche: A Rock type special attacker for Sand Teams (hopefully with Boom Burst access) or a Dry Skin mon for Rain teams. It still has wheek(heh)nesses like all the priority moves. Probably going to best thrive lower tiered. It does have some respectable Coverage Notable Moves: Calm Mind, Power Gem, Boom Burst, U-Turn, Thunderbolt, Surf, Hyper Voice, Shadow Ball, Earth Power, Stealth Rock, Slack Off
Name: Rabidoo Typing: Dark/Poison Ability: Strong Jaw/Anger Point (Poison Touch) Base Stats: 47/73/60/35/67/62 (344) Design: Sad rabid dog likely poisoned in the far past. Has a bite that's strong and/or very poisonous. Can never get enough Dark/Poison types, can ya?
Name: Rabidoo Typing: Dark/Poison Ability: Strong Jaw/Anger Point (Poison Touch) Base Stats: 67/103/70/60/77/102 (477) Design: Angrier Rabid doggo. Watch yourself around its foamy mouth. Niche: Dark/Poison dog with 103/102 offenses and a Strong Jaw Crunch with fang support and Poison secondary? That's gotta have a real niche in there somewhere. Right? Possibly some TSpiking swiftness too. Notable Moves: Crunch, Poison Fang, Gunk Shot, Poison Jab, Fire/Ice/Thunder Fang, Sucker Punch, U-Turn, Howl, Close Combat, Play Rough
Name: Scalecrawlr Typing: Bug/Dragon Ability: Run Away/Rattled (Intimidate) Base Stats: 30/55/25/35/30/40 (220) Design: Based on a spider known as the Goliath Spider. Granted it's a newbown, but man it's gonna be big and nothing more goliath than a grand dragon!
Name: Silklet Typing: Bug/Dragon Ability: Thick Fat/Shed Skin (Weak Armor) Base Stats: 45/50/65/35/70/20 (285) Design: Now wrapped in webs, this thing is defending up as it silkens its body. Just wait until it grows.
Name: Goliathrax Typing: Bug/Dragon Ability: Thick Fat/Adaptability (Intimidate) Base Stats: 90/105/75/65/80/90 (505) Design: Now that's one big spider! This badboy is known in its RL counterpart to eat birds and fish. Don't mess! It's bulked up, almost fat even. This giant spider eats birds btw. Did I mention that? Niche: A big fast bug/Dragon type is admittedly not the most intimidating thing for OU ever, especially when your strong U-Turns go counter to DDancing up and you don't really have the best duo STAB resisted by both Fairy and Steel types. There's Crunch and there's Gunk Shot but you rarely have room for all 4! 4MSS is real here. Plus there's the utility moves of Sticky Webs. Doesn't get any Fight or Ground moves. Notable Moves: Outrage, Dragon Rush, Dragon Dance, Draco Meteor, U-Turn, Leech Life, Crunch, Sucker Punch, Poison Jab, Gunk Shot, Poison Fang, Fire Fang, Thunder Fang, First Impression
Name: Rhinling Typing: Bug/Normal Ability: Anger Point/Guts (Lightninrod) Base Stats: 30/50/45/25/30/40 (220) Design: A rhino beetle. No, it's not a Heracross spotlight stealer, that's a Hercules beetle. This is a rhino beetle but is more like a beetle with rhino properties including field breedability. Stubby horn.
Name: Horndobe Typing: Bug/Normal Ability: Weak Armor/Guts (Rattled) Base Stats: 55/40/75/25/70/20 (285) Design: The Rhino horn is now an ivory palace. Literally a caccoon made of rhino horn!
Name: Rhinobeeter Typing: Bug/Normal Ability: Anger Point/Guts (Lightninrod) Base Stats: 80/110/85/95/80/65 (505) Design: Now a truly rhinocerable beetle. It has multiple spider legs but they're like Rhino hooves and the horn is razor sharp. Niche: Well now this is gonna sting. In a Regileki meta, you've just given this a powerful Boomburst. Otherwise its Bug/Normal coverage isn't shabby backed by Guts with STAB Facade and Sword Dance. Don't mess with this thing lightly. Also decently heavy spiderboy. Notable Moves: Body Slam, Facade, Boomburst, Bug Buzz, U-Turn, Close Combat, Drill Horn, Throat Chop, Bulk Up, Mega Horn, Horn Leech, Leech Life, Heavy Slam, Double Edge, Low Kick
Name: Flooming Typing: Fairy/Flying Ability: Aroma Veil/Magic Guard (Competitive) Base Stats: 80/40/60/75/60/55 (380) Design: A glamourous almost mystical flamingo fledgling. Its not very feathery yet but is grey and fluffly, it hasn't yet gotten its mother's pinkening milk (that's how they're pink)
Name: Pheoningo Typing: Fairy/Flying Ability: Aroma Veil/Magic Guard (Competitive) Base Stats: 100/65/80/95/80/80 (500) Design: Now fully grown, this glamour bird can take to skies with its beautious beak and phoenix like lavish plumes. Niche: Clefable has some genuine competition. An Earthquake immune, grass resistant Clefable might be what the doctor ordered. With comparable defenses and a healing move (Roost) not impeding any set capabilities, this thing can't do everything OU's dominant fairy can do, but has a bunch of its own viability albeit its coverage is not as great but the flying type does come in mighty handy. Notable Moves: U-Turn, Moon Blast, Calm Mind, Hurricane, Roost, Air Slash, Thunder Wave, Mystical Fire, Surf, Scald, Hydro Pump Knock Off, Spikes, Milk Drink, Heal Bell, Switcheroo, Nasty Plot, Parting Shot, Dark Pulse
Name: Brazubê (Brazil + bebê, Portuguese for baby) Typing:
Abilities: Poison Point / Rough Skin / Poison Touch (HA) Base Stats: 55 / 50 / 60 / 20 / 45 / 50 (280) Height/Weight: 0.3 m / 4 kg Flavour/Design: This line is based on the Brazilian porcupine, covered in spines and with a long prehensile tail. Brazubê is a baby porcupine with only small spines on its body. Its body is mostly black with purple tips on the spines and a pink face. Evolves into Brazupine at level 20.
Name: Brazupine (Brazil + porcupine) Typing:
Abilities: Poison Point / Rough Skin / Poison Touch (HA) Base Stats: 80 / 80 / 100 / 40 / 70 / 80 (450) Notable Moves: Spikes, Toxic Spikes, Spiky Shield, Baneful Bunker, Corrosive Gas, Clear Smog, Poison Jab, Zen Headbutt, Body Slam, Body Press Height/Weight: 1 m / 20 kg Flavour/Design: Full-grown porcupine. Brazupine rolls into a ball and erects its spines to fend off predators and attacks. If that isn't enough, it will fire spikes all around itself or emit a toxic smog to fight back. Competitive: Has decent physical bulk, access to Spikes and Toxic Spikes, with Spiky Shield, Baneful Bunker, and Rough Skin to annoy contact attackers, and Corrosive Gas to remove items. However, it's passive and lacks reliable recovery.
Name: Chissaro (chick +pássaro, Portuguese for bird) Typing:
Abilities: Klutz / Swift Swim / Hydration (HA) Base Stats: 35 / 35 / 40 / 50 / 40 / 55 (255) Height/Weight: 0.2 m / 1.8 kg Flavour/Design: Based on the hoatzin, a strange bird from the Amazon whose chicks will jump out of the nest into water below to escape predators. Chissaro is a small brown chick, and it will spray bubbles into attackers' faces to protect itself. Evolves into Tropezin at level 16.
Name: Tropezin (hoatzin + tropeçar, Portuguese for to trip over) Typing:
Abilities: Klutz / Swift Swim / Hydration (HA) Base Stats: 50 / 50 / 55 / 90 / 55 / 65 (365) Height/Weight: 0.8 m / 12 kg Flavour/Design: Tropezin is more developed than Chissaro, but its wings are still not fully developed. Both Tropezin and Hoajezado are described as clumsy because hoatzins are described as weak and clumsy fliers due to their large digestive systems. Evolves into Hoajezado at level 34.
Name: Hoajezado (hoatzin + desajeitado, Portuguese for clumsy) Typing:
Abilities: Klutz / Swift Swim / Hydration (HA) Base Stats: 80 / 70 / 75 / 110 / 75 / 85 (495) Notable Moves: Hurricane, Hydro Pump, Roost, U-turn, Flip Turn, Ice Beam, Shadow Ball, Sludge Bomb, Sludge Wave, Switcheroo Height/Weight: 1.4 m / 24 kg Flavour/Design: A hoatzin with long crest and tail feathers that flow like water. Hoajezado is a clumsy flier but a great swimmer, propelling itself at high speeds with its wings as its tail feathers stream behind it. It is believed that sightings of wild Hoajezado swimming may have inspired stories of "feathered serpents" because the feathers create the shape of a long, thin body. Competitive: Swift Swim rain sweeper with STAB Hurricane and Hydro Pump, or you could try a gimmicky Klutz Switcheroo set.
Name: Civiliant (civilian + ant) Typing:
Abilities: Swarm / Run Away (HA) Base Stats: 35 / 20 / 30 / 20 / 30 / 50 (185) Height/Weight: 0.3 m / 2.5 kg Flavour/Design: Based on army ants, Civiliant is just a small worker ant with small jaws. They prefer to avoid fighting, leaving it to their evolved forms instead. While small, Civiliant are very strong, easily carrying objects 20 times their own weight. Evolves into Escudant at level 12.
Name: Escudant (ant + escudo, "shield") Typing:
Abilities: Swarm / Bulletproof (HA) Base Stats: 60 / 40 / 75 / 40 / 75 / 55 (345) Height/Weight: 0.7 m / 9 kg Flavour/Design: Escudant are ant pupae that have cocoons tougher than steel. They are mostly immobile but are still aware of their surroundings and can launch themselves at attackers. In times of heated battle between colonies, Formigavor and Formigavel will pick up Escudant to use them as shields. Evolves at level 30 into Formigavor if male, or Formigavel if female.
Name: Formigavor (formiga + voar, "ant" and "to fly") Typing:
Abilities: Swarm / Compoundeyes (HA) Base Stats: 75 / 60 / 80 / 110 / 95 / 90 (510) Notable Moves: Bug Buzz, Focus Blast, Power Gem, Earth Power, Energy Ball, Nasty Plot, Calm Mind, Dark Pulse, U-turn, Hurricane, Taunt Height/Weight: 1.6 m / 55 kg Flavour/Design: Formigavor are winged male ants, attacking opponents from the air while the female Formigavel attack on the ground. They have traded some of their physical strength for enhanced mental strength and intelligence, functioning as both ranged combatants and strategists in battle. Competitive: Compoundeyes boosts the accuracy of Focus Blast and Hurricane, has Nasty Plot to set up, and a wealth of coverage.
Name: Formigavel (formiga + formidável, "ant" and "formidable") Typing:
Abilities: Swarm / Skill Link (HA) Base Stats: 75 / 110 / 95 / 60 / 80 / 90 (510) Notable Moves: Pin Missile, Close Combat, Rock Blast, Bone Rush, Bullet Seed, Swords Dance, Bulk Up, Knock Off, U-turn, Taunt Height/Weight: 1.6 m / 70 kg Flavour/Design: Formigavel stand on four of their six legs, with the front two being used as arms, kind of resembling a centaur. Formigavel carry weapons like rocks, bones, or hard berries as well as Escudant, attacking with their huge ant strength. While not considered as intelligent as Formigavor, they are very dependable and capable workers that value teamwork. Competitive: Skill Link with Pin Missile, Rock Blast, Bone Rush, and Bullet Seed, STAB Close Combat, Swords Dance or Bulk Up to set up.
Name: Raccofo (raccoon + fofo, "cute") Typing:
Abilities: Frisk / Pickpocket / Adaptability (HA) Base Stats: 45 / 65 / 45 / 55 / 45 / 75 (330) Height/Weight: 0.5 m / 13 kg Flavour/Design: Based on South American or crab-eating raccoons, Raccofo is a young raccoon with black cheek pouches for storing electrical charge. While adored by the people of the region for their small size and baby-like demeanor, Raccofo hide a darker side where they bully and steal from smaller or weaker Pokemon. They may even attempt to steal from people and Trainers, but their actions are often dismissed as cute and naughty rather than malicious. Evolves into Mangroon with full happiness at night.
Name: Mangroon (mangrove + raccoon) Typing:
Abilities: Frisk / Pickpocket / Adaptability (HA) Base Stats: 60 / 100 / 70 / 90 / 60 / 90 (470) Notable Moves: Knock Off, Sucker Punch, Crunch, Zing Zap, Nuzzle, Play Rough, Foul Play, U-turn, Volt Switch, Nasty Plot, Hone Claws, Dark Pulse, Thunderbolt, Thunder, Switcheroo, Taunt, Surf, Gunk Shot, Sludge Bomb Height/Weight: 1 m / 30 kg Flavour/Design: Mangroon is not considered as cute and innocent as Raccofo, or not by most people, that is. Mangroon prefer to sleep during the day, stealing food and trinkets from Pokemon and people at night. They typically avoid directly attacking their victims but may scare or stun them with electricity to make their targets drop any held items. Competitive: A physical set can run Adaptability-boosted STAB Knock Off, Sucker Punch, and Zing Zap with other options in U-turn, Hone Claws, or Gunk Shot. A special set could use Nasty Plot with Dark Pulse, Thunderbolt, and Surf or Sludge Bomb.
Ability: Gluttony / Pickup / Strong Jaw Base Stats: 45 / 63 / 35 / 35 / 40 / 62 (BST: 280) Notable Moves: Hyper Fang, Crunch, Fire Fang, Thunder Fang, Ice Fang, Quick Attack, Swords Dance, Stomping Tantrum, Double-Edge New Features: Brave Bite: Fighting-type biting move | 80 BP | 100% Accuracy | 16 max PP | Physical | 20% chance to lower the target's Defense stat Flavour/Design: Based on a Brazilian squirrel, Nutsquire is nuts for nuts! Nutsquire is also a loyal squire that loves to assist its trainers and fellow Pokemon teammates in battle.
Name: Nutser (Nut + Ser [corruption if Sir]) Typing:
Ability: Scrappy / Pickup / Strong Jaw Base Stats: 65 / 93 / 55 / 55 / 70 / 92 (BST: 430) Notable Moves: Close Combat, Double-Edge, Hyper Fang, Crunch, Fire Fang, Thunder Fang, Ice Fang, Quick Attack, Swords Dance, Stomping Tantrum New Features: Brave Bite: Fighting-type biting move | 80 BP | 100% Accuracy | 16 max PP | Physical | 20% chance to lower the target's Defense stat Flavour/Design: Upon evolution, Nutser is now a knight that fights alongside its trainer. Its incisor has grown longer and are now much tougher. It has an incredibly painful bite! Potential Competitive Role: It has two good offensive abilities to choose from. It can either go for Strong Jaw for all-out powerful STABs and coverage moves, or it can also go for Scrappy for an unresisted STAB combo. It also has Quick Attack to pick off faster foes, which goes very well with Scrappy. It can also set up with Swords Dance, although it's very frail so it would prefer to just straight up attack its foes.
Name: Toazin (Partial anagram of Hoatzin meant to sound a bit like "Toxin") Typing:
Ability: Stench / Tough Claws / Gluttony Base Stats: 40 / 56 / 37 / 30 / 35 / 47 (BST 250) Notable Moves: Wing Attack, Belch, Roost, Brave Bird, Poison Jab, Aerial Ace, Scratch Height/Weight: 0.4m / 0.8kg Flavour/Design: A small, chartreuse colored bird mon with seafoam green around the eyes and a yellow beak. A purple talon adorns the tips of each wing, with each wing being black on the back. It can't fly that well, and instead ascends by climbing trees. It also doesn't smell the best, and this helps ward off would-be predators. The claws look poisonous, but the venom in them hasn't developed yet.
Name: Hoatzkratch (Hoatzin + Scratch) Typing:
Ability: Stench / Tough Claws / Gluttony Base Stats: 55 / 81 / 57 / 40 / 55 / 62 (BST 355) Notable Moves: See Toazin, plus Feather Dance, Cross-Poison Height/Weight: 0.8m / 5kg Flavour/Design: The bird is larger, with an orange mohawk starting to develop and its back starting to turn a darkish purple. The beak seems to be white rather than yellow. Its wings have also started to show feathers matching the insides visible from the back. However, the claws remain the same size as Toazin's. Its dexterity with its claws has atrophied in exchange for highly improved flight, and now focuses on its flight to move about. Regardless, its preferred food is still berries and leaves, and it'll even gladly eat toxic berries, since their claws are starting to develop venom as well and utilize toxins in these berries.
Ability: Stench / Tough Claws / Gluttony Base Stats: 70 / 121 / 77 / 60 / 75 / 87 (BST 490) Notable Moves: See Hoatzkratch, plus Dragon Claw, Throat Chop Height/Weight: 1.3m / 20kg Flavour/Design: Now quite sizable, its claws are now hidden underneath its wings, but the venom lacing them is even more toxic than that of Hoatzalon's. It is now a distinct golden yellow with sky-blue feathers around its eyes. A bit of research has suggested that the common ancestor between Opisthoclaw and the closest living species to it dates to roughly a couple million years after the worldwide populations of Omastar and Tyrantrum were wiped. Its back is now completely purple, with a massive pink line going down it. Potential Competitive Role: Tough Claws breaker that can work nicely as a scarfer, outspeeding everything up to Base 155. Only Ninjask, Deoxys-S, and Eleki would outspeed that without boosts, and why would you keep Ophistoclaw in on them even with a scarf?
Ability: Illuminate / Gluttony / Magician (HA) Base Stats: 45 / 30 / 40 / 50 / 40 / 55 (260 BST) Notable Moves: Hypnosis, Expanding Force, Psychic, Psyshock, Hyper Voice, Shadow Ball, Psychic Fangs, Return, Double-Edge, Ally Switch, Surf, Dive, Thunderbolt, Thunder Wave, Seed Bomb, Light Screen, Reflect, Flash, Calm Mind, Magic Coat, Worry Seed, Recycle Flavour/Design: Based on the paca (also known as the gibnut). Hypnuts are magicians in training, as they learn to harness the hypnotic properties of the patterns of the luminous stripes on the sides of their bodies. Their base level hypnotic techniques allow them to convince other Pokemon to give them food or protection, but not much else. It also doesn't work on humans. Potential Competitive Role: It can be a cheeky item remover with Magician and has a pretty decent SpAtk stat with good coverage, but it's overall not that impressive
Ability: Illuminate / Magical Seeds / Magician (HA) Base Stats: 90 / 50 / 60 / 90 / 60 / 110 (460 BST) Notable Moves: Hypnosis, Expanding Force, Psychic, Psyshock, Hyper Voice, Shadow Ball, Psychic Fangs, Return, Double-Edge, Ally Switch, Surf, Dive, Thunderbolt, Thunder Wave, Seed Bomb, Light Screen, Reflect, Flash, Calm Mind, Magic Coat, Worry Seed, Energy Ball, Natural Gift, Mystical Fire, Recycle, Substitute New Features: Magical Seeds - When this Pokémon eats a berry, its Special Attack goes up by 1 stage. Flavour/Design: Based on the paca (also known as the gibnut). Cienpaca are full blown magicians, having powerful hypnotic capabilities that allow them to temporarily control Pokemon and even compel humans to give them berries, of which they need a lot to keep up their brain power. Cienpaca are great at optimizing their berries, making them into magical berries that can boost their stats. Potential Competitive Role: Interesting Special sweeper that's pretty weak until it hits half health and gets essentially a Nasty Plot if it holds a Petaya Berry or a Special DDance if it holds a Salac Berry, which can be further bolstered by Calm Mind. However, it's extremely frail, so it has to be worried about being OHKO'd and thus not activating the berry, though you can mitigate this by using its high speed and Substitute.
Ability: Damp / Run Away (HA) Base Stats: 25 / 45 / 30 / 35 / 30 / 35 (200 BST) Notable Moves: Tackle, Bug Bite, String Shot, Sweet Scent, Water Sport, Rage Powder New Features: N/A Flavour/Design: Based on zizula larva. They are pretty weak and their scent gives away their location a lot, so they must constantly look for hiding spots to get away from predators, usually favoring the water because it can mask their smell and bird Pokemon can get into it, though fish Pokemon become a bit of a problem Potential Competitive Role: It's a caterpillar lmao
Ability: Clear Body / Overcoat (HA) Base Stats: 45 / 50 / 85 / 45 / 65 / 10 (300 BST) Notable Moves: Tackle, Bug Bite, String Shot, Sweet Scent, Water Sport, Rage Powder, Harden, Camouflage, Struggle Bug, Aqua Ring, Bug Buzz, Water Pulse, Water Gun, Rain Dance New Features: N/A Flavour/Design: Based on a cocoon. Corva need to be protected throughout their cocoon form in order to reach their final stage, so when they become Clarosulas, they employ an advanced camouflage technique, being able to appear invisible on the surface of water thanks to their almost completely clear color scheme. Thus, Clarosulas are usually safe from predators, though sometimes they fall victim to inadvertent attacks from fish Pokemon on the hunt Potential Competitive Role: It's a cocoon lmao
Ability: Clear Body / Damp / Swift Swim (HA) Base Stats: 60 / 55 / 50 / 111 / 50 / 119 (445 BST) Notable Moves: Hydro Pump, Camouflage, Bug Buzz, U-Turn, Stun Spore, Sleep Powder, Hurricane, Scald, Roost, Ice Beam, Blizzard, Calm Mind, Double Team, Giga Drain, Poison Powder, Agility, Mist, Haze New Features: N/A Flavour/Design: Based on the zizula. Zizazula share the same clear body trait as Clarosula's, being able to appear invisible when near water, allowing them to avoid predators when they're near their home rivers, or better yet, in the rain. Zizazulas are such precise flyers that they make sure to fly as close to raindrops as possible in order to appear as invisible as possible, this does, however, come with the caveat that Zizazulas are extremely frail if they do manage to get hit Potential Competitive Role: Pretty similar to Ribombee, being a fast and fairly powerful Bug-type, but it trades Sticky Web and Quiver Dance for more useful abilities and Sleep Powder, making it a powerful and potentially very annoying Specs wallbreaker with a pretty good STAB combo and Ice Beam or Hurricane for coverage, with U-Turn to pivot out
Ability: Early Bird / Rattled / Fluffy (HA) Base Stats: 41 / 52 / 44 / 32 / 37 / 39 (245 BST) Notable Moves: Defog, Roost, Brave Bird, Shadow Claw, U-Turn, Hone Claws, Charm, Air Slash, Quick Attack, Heat Wave, Screech, Feather Dance, Work Up, Fake Tears, Tailwind, Steel Wing New Features: N/A Flavour/Design: Based on the lesser moorhen, which can be found in Brazil, but it's very rare. Plumgalls are very shy, but are still popular among young trainers due to their extremely fluffy feathers that make them very fun to pet, though wild Plumgalls hate it when kids try to pet them and fly away. Potential Competitive Role: Fluffy gives Plumgall a good amount of physical bulk to try to check the many Fighting-types of LC, but it's still only meh at best
Ability: Early Bird / Rattled / Fluffy (HA) Base Stats: 51 / 77 / 64 / 42 / 52 / 59 (345 BST) Notable Moves: Defog, Roost, Brave Bird, Shadow Claw, U-Turn, Hone Claws, Charm, Air Slash, Quick Attack, Heat Wave, Screech, Feather Dance, Work Up, Fake Tears, Tailwind, Shadow Ball, Tearful Look, Steel Wing New Features: N/A Flavour/Design: Based on the lesser moorhen, which can be found in Brazil, but it's very rare. Secrehen's are much more reserved than their shy but more naive prevo, actively trying to avoid humans and other Pokemon. They still have extremely fluffy feathers, so much so that they feel like you're touching a cloud. Potential Competitive Role: Stats are likely too low across the board to be viable in NFE, but decent Attack and pretty good physical bulk with Fluffy let it make somewhat of a case.
Ability: Infiltrator / Unnerve / Fluffy (HA) Base Stats: 71 / 122 / 94 / 52 / 72 / 89 (500 BST) Notable Moves: Poltergeist, Hurricane, Will-O-Wisp, Steel Wing, Curse, Shadow Sneak, Dual Wingbeat, Cotton Guard, Defog, Roost, Brave Bird, Shadow Claw, U-Turn, Hone Claws, Charm, Air Slash, Quick Attack, Heat Wave, Screech, Feather Dance, Work Up, Fake Tears, Tailwind, Shadow Ball, Tearful Look, Play Rough New Features: N/A Flavour/Design: Based on the lesser moorhen, which can be found in Brazil, but it's very rare. It's extremely rare to see Mourhens in the wild because they sought to avoid other Pokemon and people so much that they developed special extra soft feathers that allow them to pass through solid objects. Thus, if you do manage to pet one, it will feel like you're touching nothing at all, which is noted to be an extremely weird sensation Potential Competitive Role: Mourhen can serve as a great physical wall with Fluffy, Will-O-Wisp, Cotton Guard to dissuade physical offense, plus a great Attack stat to launch powerful Brave Birds and Poltergeists from. It's very lacking in the special bulk department and can't really deal with bulky Steel or Rock-types, but overall a good bulky attacker
Ability: Cute Charm / Harvest / Natural Cure (HA) Base Stats: 30 / 40 / 30 / 70 / 40 / 40 (250 BST) Notable Moves: Natural Gift, Seed Bomb, Knock Off, Sucker Punch, Crunch, Lash Out, Leech Seed, Swords Dance, Roar, Psychic Fangs, Fling, Grassy Glide, Grassy Terrain, Substitute, Scary Face, Sunny Day, Play Rough, Acid, Berry Blast, Nasty Plot, Sludge Bomb, Dark Pulse, Giga Drain, Energy Ball New Features: Berry Blast - Special clone of Natural Gift Flavour/Design: Based on a shiba inu that holds a berry in its tail. Citruffs are cute and very mischievous, often messing with other Pokemon by squeezing their berry to send acidic juices into other Pokemon's eyes, though they refrain from doing to this to bigger Pokemon or humans. Potential Competitive Role: LC Berry strats are really a thing since Eviolite and Berry Juice are so much better, but it has a decent enough Special Attack stat with a good offensive typing, so it's not that bad?
Ability: Gooey / Harvest / Natural Cure (HA) Base Stats: 75 / 70 / 60 / 125 / 70 / 80 (480 BST) Notable Moves: Natural Gift, Seed Bomb, Knock Off, Sucker Punch, Crunch, Lash Out, Leech Seed, Swords Dance, Roar, Psychic Fangs, Fling, Grassy Glide, Grassy Terrain, Substitute, Scary Face, Sunny Day, Play Rough, Acid, Sludge Bomb, Iron Tail, Wood Hammer, Acid Spray, Nasty Plot, Dark Pulse, Giga Drain, Energy Ball, Weather Ball, Solar Beam, Recycle, Citrusy Sting, Berry Blast New Features:
Citrusy Sting - 90% Acc Grass-type clone of Thunder Wave, cannot effect Grass-types, Electric-types, or Pokémon with Limber
Berry Blast - Special clone of Natural Gift Flavour/Design: Based on a shiba inu that holds a berry in its tail. Citrarks are very aggressive, using their berry juice to deter competitors in the wild in order to secure berries and prey for itself. Potential Competitive Role: Harvest + Berry Blast gives Citrark the option run any type of coverage it wants at the cost of a boosting item in order to tackle its checks, with Harvest making it a lot less punishing to mistime your Berry Blast. With Harvest, you can also run an effective SubSeed set with Leech Seed, Nasty Plot, Acid Spray, Giga Drain, and Citrusy Sting all there to annoy walls. If you don't want to use a berry, 125 Special Attack is still 125 Special Attack, so a Natural Cure set with Choice Scarf, Specs, or Life Orb and Nasty Plot with Sludge Bomb or Acid Spray as coverage can work as well.
Base Points: 65 Power Points: 15-24 Precision: 100% Miscellaneous: none Effect: Has 50% chance to confuse the target. Distribution: Volcarona, Frosmoth, Leavanny, Beautifly, Dustox
Flavour/Design: a Spectre Butterfly Potential Competitive Role: spreading status, Sticky Web and can also setup.
Evolves from Pupades with Friendship Name: Gemmoth (gem + moth) Counterpart(s): Specterfly Typing:
Base Points: -- Power Points: 20-32 Precision: --% Miscellaneous: Dance move Effect: Raises Def, SpA and SpD by 1. Distribution: Carbink, Diancie, Gigalith, Grumpig, Lunatone, Necrozma, Nihilego, Minior, Sableye, Solrock, Starmie, Vespiquen
Flavour/Design: a Crystal Moth. When left for too long inside its cocoon without being exposed to Dusk Stone's energy, the silk starts to crystallize and becomes hard as a stone. Potential Competitive Role: Defensive hazard setter or offensive setup sweeper.
Name: Zapatiel (zap + cockatiel) Typing:
Ability: Keen Eye / Big Pecks | Quick Feet Base Stats: 35 / 55 / 35 / 45 / 40 / 80 (BST 290) Flavour/Design: based on Cockatiel
Name: Thuncara (thunder + caracara) Typing:
Ability: Static / Big Pecks | Quick Feet Base Stats: 55 / 75 / 55 / 55 / 60 / 90 (BST 390) Flavour/Design: based on Caracara
Evolves from Zapatiel at level 36 Name: Carastorm (caracara + storm) Typing:
Name: Terrify Effect: On switch-in, this Pokemon lowers the Speed of adjacent opponents by 1 stage. Distribution: Druddigon, Hydreigon, Tyranitar
Name: Thunder Claw Type:
Base Points: 75 Power Points: 10-16 Precision: 95% Miscellaneous: Contact move Effect: 50% chance to lower opponent's Speed by 1. Distribution: Arctozolt, Boltund, Dracozolt, Eelektross, Heliolisk, Luxray, Raikou, Thundurus-Therian, Zapdos, Zekrom, Zeraora
Flavour/Design: based on Caracara and Roc, so it's a gigantic eagle.
Potential Competitive Role: A strong physical sweeper that can inflict serious damage, also through Lighting Rod, Volt Absorb and Motor Drive, and has an amazing typing.
Rodent: Gravity Monkey, Emergence, Dilasc Bird: Dilasc, KirbyRider1337, Yoshiblaze Bug: Yoshiblaze, Emergence, Stitch98 Dark: Gravity Monkey, Yoshiblaze, Dilasc (why do the prevo and evo share the same name D:)
Name: Brazubê (Brazil + bebê, Portuguese for baby) Typing:
Abilities: Poison Point / Rough Skin / Poison Touch (HA) Base Stats: 55 / 50 / 60 / 20 / 45 / 50 (280) Height/Weight: 0.3 m / 4 kg Flavour/Design: This line is based on the Brazilian porcupine, covered in spines and with a long prehensile tail. Brazubê is a baby porcupine with only small spines on its body. Its body is mostly black with purple tips on the spines and a pink face. Evolves into Brazupine at level 20.
Name: Brazupine (Brazil + porcupine) Typing:
Abilities: Poison Point / Rough Skin / Poison Touch (HA) Base Stats: 80 / 80 / 100 / 40 / 70 / 80 (450) Notable Moves: Spikes, Toxic Spikes, Spiky Shield, Baneful Bunker, Corrosive Gas, Clear Smog, Poison Jab, Zen Headbutt, Body Slam, Body Press Height/Weight: 1 m / 20 kg Flavour/Design: Full-grown porcupine. Brazupine rolls into a ball and erects its spines to fend off predators and attacks. If that isn't enough, it will fire spikes all around itself or emit a toxic smog to fight back. Competitive: Has decent physical bulk, access to Spikes and Toxic Spikes, with Spiky Shield, Baneful Bunker, and Rough Skin to annoy contact attackers, and Corrosive Gas to remove items. However, it's passive and lacks reliable recovery.
Name: Civiliant (civilian + ant) Typing:
Abilities: Swarm / Run Away (HA) Base Stats: 35 / 20 / 30 / 20 / 30 / 50 (185) Height/Weight: 0.3 m / 2.5 kg Flavour/Design: Based on army ants, Civiliant is just a small worker ant with small jaws. They prefer to avoid fighting, leaving it to their evolved forms instead. While small, Civiliant are very strong, easily carrying objects 20 times their own weight. Evolves into Escudant at level 12.
Name: Escudant (ant + escudo, "shield") Typing:
Abilities: Swarm / Bulletproof (HA) Base Stats: 60 / 40 / 75 / 40 / 75 / 55 (345) Height/Weight: 0.7 m / 9 kg Flavour/Design: Escudant are ant pupae that have cocoons tougher than steel. They are mostly immobile but are still aware of their surroundings and can launch themselves at attackers. In times of heated battle between colonies, Formigavor and Formigavel will pick up Escudant to use them as shields. Evolves at level 30 into Formigavor if male, or Formigavel if female.
Name: Formigavor (formiga + voar, "ant" and "to fly") Typing:
Abilities: Swarm / Compoundeyes (HA) Base Stats: 75 / 60 / 80 / 110 / 95 / 90 (510) Notable Moves: Bug Buzz, Focus Blast, Power Gem, Earth Power, Energy Ball, Nasty Plot, Calm Mind, Dark Pulse, U-turn, Hurricane, Taunt Height/Weight: 1.6 m / 55 kg Flavour/Design: Formigavor are winged male ants, attacking opponents from the air while the female Formigavel attack on the ground. They have traded some of their physical strength for enhanced mental strength and intelligence, functioning as both ranged combatants and strategists in battle. Competitive: Compoundeyes boosts the accuracy of Focus Blast and Hurricane, has Nasty Plot to set up, and a wealth of coverage.
Name: Formigavel (formiga + formidável, "ant" and "formidable") Typing:
Abilities: Swarm / Skill Link (HA) Base Stats: 75 / 110 / 95 / 60 / 80 / 90 (510) Notable Moves: Pin Missile, Close Combat, Rock Blast, Bone Rush, Bullet Seed, Swords Dance, Bulk Up, Knock Off, U-turn, Taunt Height/Weight: 1.6 m / 70 kg Flavour/Design: Formigavel stand on four of their six legs, with the front two being used as arms, kind of resembling a centaur. Formigavel carry weapons like rocks, bones, or hard berries as well as Escudant, attacking with their huge ant strength. While not considered as intelligent as Formigavor, they are very dependable and capable workers that value teamwork. Competitive: Skill Link with Pin Missile, Rock Blast, Bone Rush, and Bullet Seed, STAB Close Combat, Swords Dance or Bulk Up to set up.
Ability: Early Bird / Rattled / Fluffy (HA) Base Stats: 41 / 52 / 44 / 32 / 37 / 39 (245 BST) Notable Moves: Defog, Roost, Brave Bird, Shadow Claw, U-Turn, Hone Claws, Charm, Air Slash, Quick Attack, Heat Wave, Screech, Feather Dance, Work Up, Fake Tears, Tailwind, Steel Wing New Features: N/A Flavour/Design: Based on the lesser moorhen, which can be found in Brazil, but it's very rare. Plumgalls are very shy, but are still popular among young trainers due to their extremely fluffy feathers that make them very fun to pet, though wild Plumgalls hate it when kids try to pet them and fly away. Potential Competitive Role: Fluffy gives Plumgall a good amount of physical bulk to try to check the many Fighting-types of LC, but it's still only meh at best
Ability: Early Bird / Rattled / Fluffy (HA) Base Stats: 51 / 77 / 64 / 42 / 52 / 59 (345 BST) Notable Moves: Defog, Roost, Brave Bird, Shadow Claw, U-Turn, Hone Claws, Charm, Air Slash, Quick Attack, Heat Wave, Screech, Feather Dance, Work Up, Fake Tears, Tailwind, Shadow Ball, Tearful Look, Steel Wing New Features: N/A Flavour/Design: Based on the lesser moorhen, which can be found in Brazil, but it's very rare. Secrehen's are much more reserved than their shy but more naive prevo, actively trying to avoid humans and other Pokemon. They still have extremely fluffy feathers, so much so that they feel like you're touching a cloud. Potential Competitive Role: Stats are likely too low across the board to be viable in NFE, but decent Attack and pretty good physical bulk with Fluffy let it make somewhat of a case.
Ability: Infiltrator / Unnerve / Fluffy (HA) Base Stats: 71 / 122 / 94 / 52 / 72 / 89 (500 BST) Notable Moves: Poltergeist, Hurricane, Will-O-Wisp, Steel Wing, Curse, Shadow Sneak, Dual Wingbeat, Cotton Guard, Defog, Roost, Brave Bird, Shadow Claw, U-Turn, Hone Claws, Charm, Air Slash, Quick Attack, Heat Wave, Screech, Feather Dance, Work Up, Fake Tears, Tailwind, Shadow Ball, Tearful Look, Play Rough New Features: N/A Flavour/Design: Based on the lesser moorhen, which can be found in Brazil, but it's very rare. It's extremely rare to see Mourhens in the wild because they sought to avoid other Pokemon and people so much that they developed special extra soft feathers that allow them to pass through solid objects. Thus, if you do manage to pet one, it will feel like you're touching nothing at all, which is noted to be an extremely weird sensation Potential Competitive Role: Mourhen can serve as a great physical wall with Fluffy, Will-O-Wisp, Cotton Guard to dissuade physical offense, plus a great Attack stat to launch powerful Brave Birds and Poltergeists from. It's very lacking in the special bulk department and can't really deal with bulky Steel or Rock-types, but overall a good bulky attacker
Ability: Cute Charm / Harvest / Natural Cure (HA) Base Stats: 30 / 40 / 30 / 70 / 40 / 40 (250 BST) Notable Moves: Natural Gift, Seed Bomb, Knock Off, Sucker Punch, Crunch, Lash Out, Leech Seed, Swords Dance, Roar, Psychic Fangs, Fling, Grassy Glide, Grassy Terrain, Substitute, Scary Face, Sunny Day, Play Rough, Acid, Berry Blast, Nasty Plot, Sludge Bomb, Dark Pulse, Giga Drain, Energy Ball New Features: Berry Blast - Special clone of Natural Gift Flavour/Design: Based on a shiba inu that holds a berry in its tail. Citruffs are cute and very mischievous, often messing with other Pokemon by squeezing their berry to send acidic juices into other Pokemon's eyes, though they refrain from doing to this to bigger Pokemon or humans. Potential Competitive Role: LC Berry strats are really a thing since Eviolite and Berry Juice are so much better, but it has a decent enough Special Attack stat with a good offensive typing, so it's not that bad?
Ability: Gooey / Harvest / Natural Cure (HA) Base Stats: 75 / 70 / 60 / 125 / 70 / 80 (480 BST) Notable Moves: Natural Gift, Seed Bomb, Knock Off, Sucker Punch, Crunch, Lash Out, Leech Seed, Swords Dance, Roar, Psychic Fangs, Fling, Grassy Glide, Grassy Terrain, Substitute, Scary Face, Sunny Day, Play Rough, Acid, Sludge Bomb, Iron Tail, Wood Hammer, Acid Spray, Nasty Plot, Dark Pulse, Giga Drain, Energy Ball, Weather Ball, Solar Beam, Recycle, Citrusy Sting, Berry Blast New Features:
Citrusy Sting - 90% Acc Grass-type clone of Thunder Wave, cannot effect Grass-types, Electric-types, or Pokémon with Limber
Berry Blast - Special clone of Natural Gift Flavour/Design: Based on a shiba inu that holds a berry in its tail. Citrarks are very aggressive, using their berry juice to deter competitors in the wild in order to secure berries and prey for itself. Potential Competitive Role: Harvest + Berry Blast gives Citrark the option run any type of coverage it wants at the cost of a boosting item in order to tackle its checks, with Harvest making it a lot less punishing to mistime your Berry Blast. With Harvest, you can also run an effective SubSeed set with Leech Seed, Nasty Plot, Acid Spray, Giga Drain, and Citrusy Sting all there to annoy walls. If you don't want to use a berry, 125 Special Attack is still 125 Special Attack, so a Natural Cure set with Choice Scarf, Specs, or Life Orb and Nasty Plot with Sludge Bomb or Acid Spray as coverage can work as well.
Before the next submission phase starts, we're going to have a quick discussion phase. Feel free to post about our new winners, or anything else that would make sense for this thread!
Hey, I just asked Duo to pass on to Discussion Phase because I want to talk with you about when should we submit lists for TM/TR and Tutor moves, but also about movepools.
I feel like it's very early to establish which moves will have their usage amplified, because we have very few new mons and we still have to figure out how metagame will settle. In my opinion, we can start submitting level up and egg moves, but I can see they are influenced by moves each Pokémon learns by other ways.
So, we could simply submit them, then, when the Slate for the redistribution of moves is opened, we will see which Pokémon need what moves and if many Pokémon need the same move, we can add it as a TM/TR or Tutor. During the same Phase we will also go over each movepool submitted and change things in base of how TM/TR/Tutor moves list turns out to be.
This is how I had figured it to be.
But I'd like to hear from as many different points of view as possible, so we can decide the best way.
Do you think we need to talk about them at this point? If yes, why? If no, when?
I had to read what you said several times over to understand, that you want to create entire new TM/TR/Tutor move lists? imo I don't think we need to reinvent the wheel, especially since there are over 200 total moves in those lists. The way I would do it, I would use the TM/TR/Tutor lists we already have, and just add moves we want to the tutor list (e.g., former TMs/Tutor moves like Roost and Knock Off).
EDIT: Seems I still misunderstood. I agree with your idea.
I had to read what you said several times over to understand, that you want to create entire new TM/TR/Tutor move lists? imo I don't think we need to reinvent the wheel, especially since there are over 200 total moves in those lists. The way I would do it, I would use the TM/TR/Tutor lists we already have, and just add moves we want to the tutor list (e.g., former TMs/Tutor moves like Roost and Knock Off).
Sorry if I wasn't clear, but I didn't mean to say I want to make a new TM/TR/Tutor list from scrap, I'm just saying we can keep old lists and add and remove some moves, in base of what we need to be a widely learnable move. I'm looking on discord channel and a great discussion was already made, Hematite brang up some moves that are learned by every Pokémon of a type (or at least 80-90%). I feel like we can remove some moves from the SwSh list, like Focus Punch, Mega Punch, Mega Kick and Magical Leaf, which aren't really used in competitive nor in story mode (i guess).
I... I was gonna have to post in the thread eventually, right? I have no idea how I've managed not to do that yet.
Okay, hi everyone! Alleged council member Hematite here! Sorry I'm usually kind of useless for this mod!
I'm going to take this opportunity to guide the discussion on TMs, TRs and move tutors a bit, based on the "important" ones we've had in the past three Generations, and also to give my own thoughts on exactly what we should be trying to accomplish with respect to the TM list at this moment (as opposed to what we might be better off saving for later).
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First thing: what do we stand to gain by establishing a list of TMs and tutors for ourselves instead of just saying all of the official ones are fair game?
Other than a handful of specific moves that I'll be listing below, I can't see a TM list having much of a bearing on the competitively-relevant contents of our movepools so much as the flavor of them - plenty of moves are common without being TMs or, as will be shown below, relatively rare even as TMs especially after Gen VIII gave us a million pointless ones.
As far as I'm concerned, I think having a solid list is really a matter of presentation more than move distribution - these are based on pretty old statistics and may not be fully accurate, but I seem to recall that only something like 20% of the average Pokémon's full movepool came by level-up, so the TMs we choose to make available have a great deal of weight in influencing our full movepools both on a flavor level and a competitive one.
If we are meant to be making properly complete movepools with realistic flavor for every line and not just giving them all a handful of relevant moves, it would help a ton to have a list set in stone before anyone starts on that, so I appreciate that we're having this discussion now and strongly encourage waiting until it's over to ask anyone to work on full movepools - including level-up and Egg move lists, because plenty of important moves prefer to be TMs unless none exists and I guarantee that those lists would need to be redone once we know which ones can be - beyond the handful of moves specified in submissions.
For our purposes, I think I would personally support drafting a TM list of 100 with a healthy blend of competitive and flavor - perhaps with a handful of slots set aside for potential new moves to be added and numbered? (SM only made three new moves into TMs and SwSh only made two into TMs and TRs, so not necessarily very many! any more we add later can always be tutors as well) - and then also having a gradually-expanding tutor list of "whatever else doesn't fit that we actually care about competitively," preferably with any canon move inclusions being decided now and only new moves being added later.
I think this would be the simplest way to organize them up front, at least - I would really rather not make detailed, numbered lists of these things if we're just going to keep improvising and adding more as we go, so I think leaving "placeholders" for a new TMs to be decided later way later - after we have a picture of most of the Pokémon of those types in our dex and what tools are relevant to them, not early on and otherwise just choosing new moves' distribution as we make them would be best.
(But yeah, trust me - I've been working on an organizer along these lines lately for another purpose, and it's way harder to work with "any of the moves that have been TMs, TRs or tutors in the last three Generations" than a refined list specific to our project. It may look like reinventing the wheel, but I guarantee it will save everyone's time in the long run.) On that note, we seriously don't need 226 of them like SwSh. Can we not have 226 of them like SwSh? Please.
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Second thing: what impact might this decision have on our future movepools in general?
In general, certain moves, whenever they appear as TMs, TRs or tutors, have had notably wide distribution in a way that lets us make certain assumptions about how our learnsets would look if those moves were on our list.
Others have had notably restricted distribution, often limited mostly to Pokémon of one type (and not necessarily being universal even within that type!) even though they take a TM slot.
These factors, I think, are valuable for us to take into account when deciding what moves we want to include and what moves we don't.
This is definitely a big part of what I would choose to have in mind, at least!
I really enjoy the wide distribution of a move like Toxic, so that's a move I would support bringing back.
On the other hand, I feel like variety in Fighting-types is stifled by the omnipresence of Close Combat, and I've complained endlesslyoccasionally suggested that the choice to make it a TR in Generation VIII is one I don't really like. In that case, the information in this list would make me vote against having Close Combat as a TM, TR or move tutor so we can be more particular about its distribution.
Another thing worth noting: about half of all TM and tutor moves over the past three Generations are still more or less flavor.I mean, actually the average Pokémon only regularly uses like 15 to 20 moves competitively... but about half of them are flavor on almost everything that has them and only useful for in-game or in formats other than singles.
This means two things! First, I don't think filling our list with the 100 most competitively relevant moves will have a positive effect on our movepools' quality and would just result in either bloating of competitive options or unreasonably small movepools as we try to limit them.
But second, it's also worth remembering that that means flavor options don't have to be crammed into level-up and Egg movepools! Like I said, there are many Pokémon that learn about four times as many moves from TMs, tutors and breeding (breeding is usually like 3-8 at most, so still mainly TMs and tutors) as by level. TMs being usable for flavor is important to alleviate the space concerns of level-up movepools, which is another reason why I think it's best to have a TM list up front so people know how many moves they can reasonably fit rather than feeling constrained to prioritizing competitive options/moves that are more "important" at the cost of supporting their Pokémon's flavor identity.
Important clarification:
- All of these are "by default," but they are not required. There can still be exceptions if there's either a strong flavor reason or an important mechanical reason! It's just worth noting that these are the moves that will be the most affected and the most widely distributed by gaining TM or tutor status. There are one or two exceptions to almost all of these in canon already, but we do need to have some kind of starting point; I would much rather ask the few people who don't want one of them on their Fakemon to say so than be limited to only the people who know to mention these as competitive additions.
- This also extends to moves that are noted here as being "mostly exclusive" to a certain type. There are frequently exceptions made for "honorary members" of the type (like Comfey and Sirfetch'd for Grass) and sometimes just one or two outliers if the move has strong flavor significance.
Absolutely none of these are strict requirements, and none of them should be treated as such! However, they're very useful guidelines to follow and can help to provide a starting point for movepools, and I think it can be valuable to offer them as a starting point for our TM list.
Facade, Frustration, Giga Impact, Return, Hidden Power, Hyper Beam, Round, Snore, Attract for all Pokémon that can be male or female, Confide, Double Team, Endure, Protect, Sleep Talk, Substitute, Swagger, Toxic and Rest will go to every Pokémon by default.
Work Up, Sunny Day and Rain Dance will go to every Normal-type Pokémon by default.
Flame Charge, Fire Blast, Fire Spin, Flamethrower, Heat Wave, Incinerate, Overheat, Sunny Day, Will-o-Wisp and Solar Beam will go to every Fire-type Pokémon by default, and Fire-type Pokémon often learn Scorching Sands.
Surf, Rain Dance, Blizzard, Ice Beam, Icy Wind and Hail will go to every Water-type Pokémon by default, and Scald will go to every Water-type except part-Ice-types by default.
Charge Beam, Electro Ball, Rising Voltage, Thunder, Thunderbolt, Thunder Wave, Flash and Rain Dance will go to every Electric-type Pokémon by default, and Electric-type Pokémon often learn Electroweb and Volt Switch.
Seed Bomb, Energy Ball, Giga Drain, Grass Knot, Solar Beam, Sunny Day and Flash will go to every Grass-type Pokémon by default.
Blizzard, Ice Beam, Icy Wind, Hail and Rain Dance will go to every Ice-type Pokémon by default.
Brick Break, Close Combat, Revenge, Rock Smash, Focus Blast, Bulk Up, Coaching, Strength, Rock Slide, and Stone Edge will go to every Fighting-type Pokémon by default, and Fighting-type Pokémon often learn Bulldoze, Earthquake and Rock Tomb.
Sludge Bomb and Venoshock will go to every Poison-type Pokémon by default, and Poison-type Pokémon often learn Rain Dance.
Bulldoze, Earthquake, Earth Power, Strength, Rock Smash, Rock Slide and Rock Tomb will go to every Ground-type Pokémon by default, and Ground-type Pokémon often learn Dig, Stone Edge, Sandstorm and Stealth Rock.
Aerial Ace will go to every Flying-type Pokémon by default, and Flying-type Pokémon often learn Dual Wingbeat, Fly usually unless they're also Bug-types?, Air Slash, Defog, Roost, Tailwind, Steel Wing, Heat Wave and Rain Dance usually unless they have an unusual matchup against Fire or Water thanks to their secondary type?.
Dual Wingbeat, Defog, Steel Wing and Heat Wave are all particularly common among winged Pokémon in general. edit: updated Defog distribution based on feedback from Discord!
Expanding Force for all Psychic-type Pokémon that are affected by Psychic Terrain (not immune to Ground), Psychic, Psyshock, Calm Mind and Psych Up will go to every Psychic-type Pokémon by default, and Psychic-type Pokémon often learn Future Sight, Psyshock, Light Screen, Reflect, Trick Room, Rain Dance and Shadow Ball.
Struggle Bug will go to every Bug-type Pokémon by default, and Bug-type Pokémon often learn Electroweb.
Rock Blast, Rock Slide, Rock Tomb, Stone Edge, Rock Polish, Sandstorm, Stealth Rock, Bulldoze, Earthquake, Earth Power and Iron Defense will go to every Rock-type Pokémon by default, and Rock-type Pokémon often learn Smack Down and Meteor Beam.
Shadow Ball and Spite will go to every Ghost-type Pokémon by default, and Ghost-type Pokémon often learn Poltergeist, Hex and Will-o-Wisp.
Outrage, Draco Meteor and Dragon Pulse will go to every Dragon-type Pokémon by default, and Dragon-type Pokémon often learn Flamethrower and Focus Blast.
Lash Out, Payback, Dark Pulse and Taunt will go to every Dark-type Pokémon by default, and Dark-type Pokémon often learn Assurance, Foul Play, Thief and Snatch (all four of these usually unless their pre-evolutions aren't Dark-type?, as well as Snarl and Rain Dance usually unless they have an unusual matchup against Water thanks to their secondary type?.
Steel Beam and Iron Defense will go to every Steel-type Pokémon by default.
Dazzling Gleam will go to every Fairy-type Pokémon by default, and Fairy-type Pokémon often learn Draining Kiss and Rain Dance usually unless they have an unusual matchup against Water thanks to their secondary type?
Fire Pledge, Blast Burn, Water Pledge, Hydro Cannon, Grass Pledge and Frenzy Plant are mostly exclusive to starter Pokémon.
If you do make an exception to this one, it should be for a Pokémon that can be considered similar or related to starter Pokémon, and you should account for all six of these moves (such as in the context of Pokémon that come in a trio). It is not recommended that you give them to just any Pokémon that would benefit.
Dive, Flip Turn, Razor Shell or Waterfall are mostly exclusive to Water-type Pokémon.
Electro Ball, Rising Voltage, Volt Switch, Eerie Impulse and Electric Terrain are mostly exclusive to Electric-type Pokémon, but Steel-type Pokémon are more likely to be exceptions than other types.
Electroweb is mostly exclusive to Electric-type Pokémon and Bug-type Pokémon, but there are multiple exceptions in cases with strong flavor justifications. It seems to be equally associated with both types.
Grassy Glide, Leaf Blade, Grassy Terrain, Synthesis and Worry Seed are mostly exclusive to Grass-type Pokémon, but there are multiple exceptions to each in cases with strong flavor justifications.
In canon so far, Leaf Storm is fully exclusive to Grass-type Pokémon but remember that you can still break that if you want.
Frost Breath and Icicle Spear are mostly exclusive to Ice-type Pokémon, but Water-type Pokémon are more likely to be exceptions than other types.
In canon so far, Aurora Veil is fully exclusive to Ice-type Pokémon but remember that you can still break that if you want.
In canon so far, Hail is mostly exclusive to Ice-type Pokémon and Water-type Pokémon. It seems to be equally associated with both types.
Coaching is mostly exclusive to Fighting-type Pokémon, but there are multiple exceptions in cases with strong flavor justifications.
In canon so far, Corrosive Gas is fully exclusive to Poison-type Pokémon but remember that you can still break that if you want.
In canon so far, Scorching Sands is fully exclusive to Ground-type Pokémon and Fire-type Pokémon but remember that you can still break that if you want. It seems to be equally associated with both types.
Brave Bird and Sky Drop are mostly exclusive to Flying-type Pokémon, but there are multiple exceptions in cases with strong flavor justifications.
Expanding Force and Cosmic Power are mostly exclusive to Psychic-type Pokémon.
In canon so far, Psychic Terrain is fully exclusive to Psychic-type Pokémon but remember that you can still break that if you want.
Bug Buzz is mostly exclusive to Bug-type Pokémon.
In canon so far, Poltergeist is fully exclusive to Ghost-type Pokémon but remember that you can still break that if you want, and Phantom Force is mostly exclusive to Ghost-type Pokémon, but there are multiple exceptions in cases with strong flavor justifications.
In canon so far, Draco Meteor is fully exclusive to Dragon-type Pokémon other than certain external event distributions but remember that you can still break that if you want.
In canon so far, Steel Beam is fully exclusive to Steel-type Pokémon but remember that you can still break that if you want.
Misty Explosion is mostly exclusive to Fairy-type Pokémon.
(Huge thanks to the people who collaborated with me on this on the Discord!
I did end up manually going through the rest of the TMs, TRs and tutors after that like I promised, so I think it should be complete now, although there were a lot of them and I may have made some mistakes. Let me know if there are any other changes to be made!)
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Closing thought on how the movepool process might actually work once this list is decided:
To repeat something I've said on the Discord, I feel strongly that individual submitters should not be responsible for creating full movepools. It's a somewhat long process that can take moderate amounts of time and research to learn and probably takes more than a few minutes at a time, and I don't think it's reasonable to expect every submitter to put that time into it or to expect every submitter to be as familiar with it.
I would definitely support asking submitters to list competitively significant moves(perhaps in the context of sets they would like the Pokémon to be able to run?) and any and all moves they would like to put forward for flavor, but the task of expanding and organizing these into full learnsets should be a group effort on the Discord - there's simply no way that everyone who submits to the mod (nor even everyone who wins, which I think was your intended solution, but correct me if I'm wrong) will be willing or able to do this on their own.
(I also would not be surprised if anyone was prone to misjudging what moves are competitively relevant and what moves can be distributed liberally for flavor reasons - I know I would have been if I were on here two years or so ago. I feel it would not be a good idea to give complete control of this to the submitters after they win and the vote is concluded, which I think is what you intended to do?)
For right now - when people are submitting Fakemon and we don't have a TM list to work with yet - I personally would strongly encourage submitters to take into account the list we have in canon and assume for the moment that moves will have fairly consistent distributions (especially with the ones I listed above - some key moves like Stone Edge on Fighting-types or Volt Switch on Electric-types are kind of important, and it seems like a bad idea to leave them out just because we don't know they'll be TMs, especially if you feel the need to compensate in other ways). We can figure out exactly how they can be learned later on, but if you think a move is worth listing, go for it and trust that we'll be able to fit it later!
But don't, like, specify them as coming from level or breeding or TM. I would recommend against trying to settle on a full level-up movepool when we don't know which moves need to come by level, you know? It would be best for that to wait until this discussion is closed (which is why, like I mentioned, I support having this conversation early - if Fakemon are supposed to have full movepools, we want to prepare for that as soon as possible and not wait until we have to deal with dozens of them all at once!).
In any case, there are many of us here and on the Discord who would be happy to help with the process, and I think it would be much more realistic - and much less pressuring on submitters - if everyone in the mod was free to pitch in as a group and the original submitter had no obligation beyond the moves they line out initially in their sub; I would definitely not put the expectation on each submitter to construct a full movepool for their own submissions, wherever we end up with our TM list.
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TL;DR because this was way too long:
- Let's definitely try to get a solid list sooner rather than later so we can make real progress on movepools before there are too many to cover at once.
- I think we should collaborate - either in the thread or on the Discord, but absolutely in public and with involvement from anyone who's interested - on picking our top hundred most-valued TMs, with a healthy balance of flavor and competitive moves (probably close to 50/50) and a few free spaces for custom moves to be decided later.
- After that, we can also get together a list of the most important tutors that we can't afford to drop, but I would like to avoid inflating the number more than necessary, so let's stick to widely-used competitive moves for this. I also do not think we should plan to continue adding official tutor moves to this list in the future - once we have our initial tutor list, we should probably be adding only new moves we introduce and want to give wider distribution.
- If we do introduce new moves with wide distribution (not just signature ones for new lines, which I think are fine to do at the same time as the line itself), we should save those for close to the end of the project when we have a broad picture of our dex's competitive needs overall.
- Please don't give us a list as big as SwSh's I'm begging - there are so many things I hate about TRs
- When deciding which moves should be included or excluded as TMs, the contents of the first spoiler ("Moves to Assume by Default") are the most important moves to decide right away, and I would love to see people share their thoughts on any they want to keep and any they want to drop!
- Those are also moves you should always have in mind for your own movepool submissions (and the spoiler after, "Moves to Avoid," is also always good to check if you ever aren't sure on including a move). I know it looks long, but only about three bullet points will be relevant to any given sub (the fully universal moves + moves associated with your one or two types), so I would encourage people to check it every time!
- Full movepools should absolutely be a public/group endeavor, not an individual one! I particularly disagree with expecting submitters to finish them on their own after their submissions are voted in (or really having total control over any step of competitive relevance after voting is over).
WHEW
That's all now - sorry :'D
EDIT: ah, update since Sharpen42 was able to respond!
By my own request on the Discord, I am no longer a council member - I've found that I don't really have a ton of time to contribute to this and feel bad not generally making it a priority, and there are definitely more consistently engaged members of the community who absolutely deserve the position (congrats to the person I think is replacing me by the way!!! I was really hoping you'd be added : D) - but I will still be contributing to stuff like movepools and coding on my own time!
I might occasionally make opinionated rambles like this in the future as well, haha.
I think the default assumption moves are most of the 80 and 90 power moves are worth saving they're just great options for all mons in general if the coverage is right. Likewise the 110-125 power moves are also potent to keep around as TM/Rs as they're just plain useful.
Most of the TRs are incredibly invaluable: a few outliers of less than competing value are Focus Energy, X-Scissor (outclassed by other Bug moves of similar power, such as Leech Life having same power but a good effect), Uproar is a joke to have especially with Hyper Voice available. Nobody uses Muddy Water unless they want accuracy hax in which case Scald hax is more useful and actually competitive.
Seed Bomb always seems like it should've been a better move. Most physical Grassers have a better grass STAB to use such as Leaf Blade unless we add a 10-30% seeding chance but there might be a rare case I'm forgetting.
Electroball is so gimmicky that even a 200 speed Pokemon is better off with Thunderbolt.
I suppose Endure/Reversal deserves mention as gimmicky but Endure's been such a move for many gens now. And Baton Pass... just... it was fine as a non-Tutor move, let it become as such again.
Pollen Puff is strange but maybe it's a doubles move? Still, what grass type, which is like most of the TR learner's types, says "I REALLY need bug coverage asap"
As for TMs
Cross Poison is done better by Poison Jab and Gunk Shot. Razor Shell is absolutely outclassed for every mon that can learn it gets either Liquidation, Waterfall or Crabhammer, all of these moves more accurate AND stronger and unlike Rock Tomb, Mud Shot or Icy Wind, its effect doesn't happen often enough to accept its outclassedness. Steelwing is in a similar situation, that even the rare case where you MIGHT want it, there's better coverage anyway. All learners, EVERY learner has better coverage and/or utility. Why take Steel coverage when U-Turn/Roost/Defog are a much better choice?
Brick Break was cool a few gens ago when fighting moves were a lot more sparingly given but most who have Brick has Superpower, Drain Punch or CC.
Brine's a gimmick at best, woulda been way better if it worked in reverse since if it's enough to half something's health, then so is a better move that's stronger with a second effect.
Round is bad. Tailslap is already learned by level on the Pokemon who actually cares about it unless we give it to Toucanon (very fitting for a Brazilian region) one day and I won't hold my tongue over it.
Moves to bring back: Roost, Knock Off and Superfang for me. The first 2 are most beloved but Superfang can be useful on the right defensive mon to avoid taunts and chunk something just a little. There could be argument for the return of Double Edge as well for the riskiest of Normal types.
I also think maybe if we're keeping Wild Charge around, it might need to be a bit more useful than slightly better Electric type Takedown.
Sorry for the ramble.
There might be a few moves that might be cool to see: Leech Seeds, Quiver Dance, Nuzzle, Moonblast, Icehammer, Freeze Dry, Headsmash, Wood Hammer - useful moves that just are way too stingily shared.
Hey, everyone! Gravity Monkey, Dilasc and I had a fair bit of discussion on the Discord, and we ended up with this list as a first draft of our potential list of TMs and tutors:
This list currently features 97 TMs and 60 tutors (including the Pledges, the Ultimate Moves, Draco Meteor and Steel Beam) and intentionally leaves room for three new moves to be TMs (in the slots TM31, TM57 and TM85), which is fairly standard for a modern Pokémon region - Generations VI and VII introduced three new TMs each, and Generation VIII only introduced one TM and one TR.
That said, any more new moves that people feel should have wider distribution can also be put forward as tutors, which aren't specifically numbered/there can be as many as people want. This isn't a hard cap of three new moves - it's just what I felt was the most flavorfully plausible number of TM slots to reserve for that purpose.
160 moves is certainly a lot of moves, and if there are any on here that stand out as being seem safe to cut, it would be worth bringing that up; moves that are only wanted by a few Pokémon and can be covered just as well by level and breeding don't strictly need to be TMs, after all. That said, we were mostly satisfied with this list!
Most importantly, it's much better than the 295 we had when we started the conversation, and 160 is much more like what the average region would have after accounting for tutor additions, as opposed to something ridiculously massive like SwSh's list. Like I've previously mentioned, I would personally be happy to help with making full movepools, and I feel pretty comfortable working with this selection myself!
Important notes:
- HIDDEN POWER is currently on this list as TM10, but that is very much not a final call.
The matter is by no means settled - it's a somewhat controversial move in general, especially in light of its universal distribution, and there are legitimate reasons to want to exclude it.
This is something that absolutely warrants discussion(preferably with a group of more than two people being involved in the final decision) and probably the biggest issue that needs to be settled before this TM list can be used.
I would recommend asking people to share their thoughts on Hidden Power either in the thread or on the Discord? I don't know if this is considered the time for a discussion phase in the thread right now or if we're about to start a new slate, but there could also probably be a vote on it at the same time voting for the next slate starts if nothing else. (If Hidden Power is removed, I'm thinking we could have Double-Edge graduate from move tutor to TM10? It's had the number before!)
- It was decided that Toxic should return as a TM (and still have reasonably wide distribution, I hope!), but it should not have universal distribution this time around. Whether a Fakemon receives Toxic can be decided on a case-by-case basis when the movepool is created - it will no longer be assumed by default.
That's about it, I think! Hopefully this is helpful as a first take and mostly addresses the problem of people not having a usable list until now - there are certainly still issues to work out, though, so I would appreciate any feedback on the list so far. C:
I don't like Hidden Power, especially since there is no physical version, it creates a bias towards special attackers for having this extra coverage move that can be of (almost) any type they want.
I don't like Hidden Power, especially since there is no physical version, it creates a bias towards special attackers for having this extra coverage move that can be of (almost) any type they want.
I second this and, since Natural Gift is listed as a TM and Citruff won with Berry Blast, if we want to keep the "surprise coverage" concept but with a downside like with Natural Gift, Hidden Power could be replaced with Berry Blast as TM/Tutor
I don't like Hidden Power, especially since there is no physical version, it creates a bias towards special attackers for having this extra coverage move that can be of (almost) any type they want.
I actually don't agree with this particular argument! I see it often, but I think it's pretty reductive in the scheme of things.
Physical attackers and special attackers are asymmetrical in almost every way - they get completely different options from one another in a way that makes it borderline impossible to call one of them better or worse on the whole or to build a team with only one of them.
With occasional exceptions from the rare signatures, only physical attackers get...
- item control
- priority
- trapping (Pursuit)
- Rapid Spin
- Explosion
- phasing
- multi-strike moves
- breaking protection for doubles
- Fake Out for doubles
- Sky Drop for doubles
There are also more Abilities that boost physical damage than special ones (and none at all that interact specifically with non-contact moves), boosting moves like Swords Dance and Dragon Dance have much wider distribution than their closest special counterparts, physical moves broadly have higher base power for comparable effects (especially after Gen VI - remember how most special moves were directly nerfed, while physical moves were barely touched except for occasional buffs and making Knock Off what it is?), the strongest physical moves are generally more spammable (only one single physical move lowers the user's Attack, and physical moves with recoil are significantly more lenient than the only two special moves with recoil)...
Even in terms of items, the Choice Band existed before the Choice Specs and wasn't necessarily even meant to have a counterpart when it was created, though I guess Game Freak changed their minds on that one, haha. U-turn also existed before Volt Switch - and crucially, U-turn is often still preferred on special attackers (especially Electric-types!!) because Volt Switch can be nullified by Ground switch-ins and U-turn can't, making Volt Switch generally the inferior option despite ostensibly being a "clone" with the same power. That was on purpose, I guarantee you.
In exchange, physical attackers suffer more from burns, Intimidate, Foul Play, confusion and the many effects that punish contact, and more widespread Abilities exist to mitigate the damage from or otherwise punish physical moves and contact-moves than special ones (Ice Scales is exclusive to one line, and not a single Ability exists that interacts exclusively with non-contact moves).
Hidden Power is actually one of very few unique, valuable things that's "exclusive" to special attackers on a widespread level, really.
Other notable recurring qualities... it could be said that special moves are often easier to boost individually (moves with controllable conditions based on weather/terrain/status/health and so on) to compensate for the relative rarity of special stat boosting options, and special sweepers tend to have more of a focus on reliability, with the drawbacks of their own moves generally being more likely to hinder them offensively than put them in more danger of revenging - even the two existing special recoil moves arguably have fully "predictable" drawbacks as well, even at the same time that they're more drastic (doing exactly the same amount of damage to the user unconditionally).
But for the most part, the variety and value of effects from special attacks is disproportionately low - only a few of them are useful for anything other than damage in different degrees, and that's what makes Hidden Power important as a special-aligned quality. Generally speaking, special attacks get to offer coverage that physical ones lack because physical moves get to offer utility that special ones don't - there is already a tradeoff going on here, and physical attackers are not owed anything that they don't already have.
In general, special attackers are much more often forced to rely on status moves instead of damaging ones for utility - which most of them do have in abundance! but it's a difference from physical attackers all the same - and their attacking movepools tend to offer more variety in coverage than in effects in exchange, which is exactly why Hidden Power belongs to special attackers and not physical ones.
The frequency of special attackers that still run physical moves for utility is actually kind of telling in itself - as is the number of mixed attackers that would normally prefer to go physical but have to rely on special moves for coverage (Hidden Power included!). Mixed attackers only exist because one side of the spectrum doesn't have everything!
I really like these not being equivalent and strongly prefer each category having different tools to offer - I would hate for Hidden Power to be turned into a generic move every Pokémon can use with equal efficacy when it currently gets to be... well... a generic move that every Pokémon can use with unequal efficacy.
Hidden Power is currently valued a different amount by each of the Pokémon that run it, and that's a good thing! Its value in raw damage is not only proportionate to base Special Attack but inversely proportionate to the base power of the Pokémon's other moves (the stronger your other attacks, the less often a 60 BP move will actually outdamage them), and sometimes it partially helps a movepool that's deliberately set up to lack more than one Hidden Power type's worth of coverage coughs in pure Electric-types, while other times it lets a Pokémon tech for highly specific threats with double-weaknesses and Pokémon with double-weaknesses very often have them on purpose, specifically to make it easier to tech for them, and are otherwise among the strongest while having next to no value against anything else.
Just isolating one single move that special attackers get and physical attackers don't is anything but a sign of unfairness in special attackers' - it's part of a long-running trend of keeping the two functionally distinct and avoiding making perfect comparisons, and I would hate to ruin that by introducing a physical Hidden Power.
I do totally get why people want Hidden Power gone for other reasons, but this is something I absolutely want to put out there before people dismiss it or (please no) make a physical version of it. Or get carried away with making physical and special clones of other moves, for that matter.
I'm not sure how much anyone actually cares about this kind of thing, and I know this is a low-stakes and very casual mod where the implications of this don't really need to be taken seriously, but I at least wanted to give my two cents on why Hidden Power being exclusive to special attackers is absolutely not a bad thing and it is extremely unnecessary to "compensate" for physical attackers more than the series already does.
Sorrythisisareallyunnecessaryrambleandbyenow
edit: sorry, I accidentally left a sentence unfinished .w. fixed that