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Pet Mod Generation X - The Next Chapter (Region 4: Brunica) [Slate 12: Pseudo-Legendary + Exceptional Evolution]

Should we have a Generational Gimmick akin to Mega Evolution, Z-Moves, Dynamax and Terastalizaiton?


  • Total voters
    31
  • Poll closed .
Kersei: This is easily my favorite of the bunch by far. Am I biased because it's where I'm from, yes. Am I biased because I know all the fucking weird shit about New Jersey, also yes! There is nothing I want more than for this to win because of all the things I can sub. Like yeah a Hadrosaurus sub is pretty evident, but what about a new dark/fighting marowak variant that evolves through the help of a bat pokemon (yes he is from New Jersey) or a giant steel/dragon rollercoaster snake to represent Kingda Ka. This isn't even mentioning shit from PA like a weird fairy type that appears to be some sort of green snouted creature. There is more potential here than you think.

Tropula: Look I think the Caribbean Islands can make for a great region. You have a lot of room to play with for regional variants, specifically those from Kalos, Galar, and Paldea. However there is one piece that puts it over the edge for me is Team Bucanero. Am I saying that I would like to sub pirate mons for them to use, yes. Could they be references to anything else, possibly.

Brunica: I think it being just New Brunswick can be interesting and I think there's a lot of potential for regional forms, mainly from Kalos since Acadia and all, that adapt to the harsher environment. Overall I think it's a solid pick.

Staulo: Rereading the entry for Staulo has kind of sold me on it a bit more. I think Smallmon is neat, I think the potential for all sorts of biomes is interesting, and I think it could make for some pretty neat regional variants.

Yuugen: I love Pokemon Legends: Ogerpon. I assume we're gonna get Kitakami in here for good measure since the real world basis for it is in the Tohoku region.

Helia: Honestly I think I prefer this over Calamen because it has to make me dig deeper into greek mythology. Like I said a prefer a more narrow field for that reason. That said I would heavily consider adding Crete as well here because Crete has some really interesting things about it, like the Minoans.

Calamen: I have a bias against big regions. I think smaller regions allow people to get more weird and flavorful with the subs because of the higher restriction. Fair warning this bias is going to come into play a lot. It does get some points for having Albania in the map. Perhaps Greatest Albania can come to fruition.

Jiaquo: I think China is a great place to make several regions out of. I think the various differences between the provinces could make for some interesting regions by themselves. The reason I place this lower is just because of my bias towards larger regions. China is almost as big as the US in terms of land area. If we can have state regions why shouldn't we have province regions for China?

Indux: I also think India is a great place for several regions, but also it is a damn subcontinent. Pretty much the same issue I had with Jianquo applies here. My bias against big regions is going to be my downfall.

Skaneya: Once again my bias is showing because big region me no like blah blah blah. However I feel like there should have been something else included in the region about Vikings. It feels incomplete for some reason. Like if Gen X did DLC as well it would really complete this viking inspired region, but for the life of me I can't land on what it ice.

Olus: I don't really have anything to say about this. It's neat but there are others I like more.

Acardia: I'm sorry but the AI involvement made me disinterested from the getgo.
 
Skaneya (Neat region, but would Sucker Punch stunlock Vhrallgyra since the attacker already moved?)

Divine Intervention works with all priority moves, Sucker Punch included. That said, it prevents Vhrallgyra from moving as well for balance reasons, so in a hypothetical team battle situation, Vhrallgyra's ability activating could open up an opportunity for someone else on the enemy side to get a hit in while she's helpless.

Can I just calrify that the game is set on Earth? It's just the humans that flew away, preserving all of existing pokemon on their new planet, but the protagonist has to re-colonize Earth (or at least the Pokemon world). Space theme is crucial in a lot of games of the main line, since sapphire and ruby, up until sun and moon (where you could travel to planets in another dimensions on the legendary Pokémon), I just think this can be the next step to that line. The two strongest themes in the Pokémon lore are mythology and technology (and I think this could have been expressed even better in Scarlet and Violet lore, but we've all seen how it went), so i really wanted to expand these concepts even more with a legends game.
Thanks for the final part btw, the theme is in fact inspired to a different game that I'm working on, but it's not the same story, just a particular concept that I wanted to expand. I also think After Earth is too bad of a movie to waste a so good idea ahaha

That does clarify a few things for me, though I admittedly still feel like your pitch is not as consistent with the general Pokémon franchise ethos as the rest of the subs. I've removed the mention of AI and appreciate that you recognized your misjudgment and intend to do better from now on. I look forward to seeing your original game idea and what direction you'd take with the concept outside of this mod!
 
Brunica [#teamcanadaregion]
Staulo [self vote]
Olus [love the theming here]
Tropula [handles the island theming well. could be alola 2]
Jiaquo [could lead to a very diverse region]
Helia [neutral]
Calamine [at the risk of sounding like IGN I think this has too much water and things would feel like they overlap]
Indus [too complicated for my tastes]
Kersai [feels too geographically limited to cover a full region]
Arcardia [don't want Legends mechanics here + want a real world region]
Yungen [don't want Legends mechanics here + tired of Japan regions]
Skaneya [feels like 'the edgy region'. Just off putting to me]
 
Well, I should have expected that the trend for the previous mod leader to succeed in the next iteration returning in some form. Third time is the charm indeed, and winning by the skin of their teeth...
Yuugen 10 + 6 + 10 + 0 + 9 + 8 + 2 + 11 + 3 = 59 + 10 = 69
Indux 9 + 9 + 8 + 7 + 11 + 4 + 5 + 4 + 12 = 69 + 7 = 73
Olus 5 + 5 + 4 + 3 + 4 + 2 + 10 + 2 + 4 = 39 + 9 = 48
Jiaquo 7 + 12 + 5 + 2 + 7 + 5 + 9 + 9 = 63 + 11 = 74
Calamen 11 + 10 + 7 + 1 + 12 + 6 + 6 + 5 + 5 = 63 + 5 = 68
Kersei 6 + 4 + 3 + 0 + 6 + 12 + 4 + 1 + 2 = 38 + 2 = 40
Acardia 1 + 1 + 1 + 0 + 2 + 1 + 3 + 7 + 1 = 17 + 12 = 29
Helia 2 + 7 + 2 + 5 + 3 + 7 + 7 + 12 + 10 = 55 + 9 = 65
Skaneya 3 + 11 + 9 + 6 + 5 + 3 + 1 + 8 + 7 = 53 + 6 = 59
Brunica 12 + 3 + 11 + 8 + 8 + 10 + 12 + 3 + 6 = 74 + 9 = 83
Staulo 4 + 2 + 12 + 4 + 1 + 9 + 11 + 6 + 8 = 57 + 1 = 58
Tropula 8 + 8 + 6 + 0 + 10 + 11 + 9 + 10 + 11 = 74 + 8 = 82

Slate 2 - Gimmick your Moves

-Generational Gimmick-


:SV/Rayquaza-Mega: :SwSh/Groudon-Primal: :SV/Necrozma-Ultra: :SwSh/Melmetal-GMax: :SV/Terapagos-Stellar:

Ever since Generation VI, the official Pokémon mainline games have their own mechanic that allowed a variety of Pokémon to turn the tide when used correctly. From Mega Evolution, Z-Moves, Dynamax and Terastalization, each of these have their own lore and flavor, as well as competitive impacts, but whether or not one succeeds to have a lasting impact for a majority of fans is another story.

As promised, for part one of this slate, aside from the option of "No Generational Gimmick", here is the other default option that will be on the poll, as explained by Samtendo...
Possible Gimmick: Specialized Type
Through the Soul Gem of matching type, the Pokémon can get an additional benefit that combines an additional Ability, move depending on higher Attack or Special Attack, and immunity to or ignorance of something (never to a type). A few type grants more than one immunity, or get a more impactful one, to compensate their less than ideal type.

Activated as soon as switching in before hazards takes effect, and lasts until the holder faints. The Soul Gem cannot be interacted through move nor Abilities; it cannot be Knocked Off, for example. Only one Specialized Pokémon per team in one battle, though the team can hold multiple; if the Specialized Pokémon of the team faints, another of the same team cannot be Specialized. Moves given through the Soul Gem have only 5 PPs (as if acquired through Transform or Imposter), discouraging spamming and encouraging strategic use of the move. If holder already have the move, then the Extra Move won’t be given, but other mechanics will work fine.

Lorewise, the Soul Gems were the spirit of the Pokémon that went rogue and turned against their own Trainers before being vanquished, with their spirit slowly but surely purified once sealed in the gems. In ancient time, they were used to help villagers from dealing with strong wild Pokémon and invaders alike.

Additionally, if a Legendary or Mythical Pokémon, or another special kind of Pokémon (Ultra Beast, Paradox, possibly a new one) uses a Soul Gem, they will only get the new move. This is a “safety net” to prevent them from dominating even more than before in both 6v6 Singles and 4v4 VGC formats. The lore reason for this is due to their immense power lore-wise, even of the “lesser” ones, is preventing them from using the Soul Gems at full potential without risking of shattering the Soul Gems, permanently fleeing the spirit and rendering them unusable afterward.

Both Silvally and Arceus are exceptions of the safety net, both gameplay and lore-wise; Arceus is an exception partly thanks to it’s omnipotence, being the creator and all, and the resemblance to the Plates, while Silvally‘s RKS System allows it to circumvent this limit without breaking the held Soul Gem. Both even benefit of changing their type to the Soul Gem of that respective type, making them potential potent threats in tiers where they are allowed in.
Extra Ability, Extra Move (Physical / Special), Immunity
Only official moves and Abilities are used as examples
Normal: Sheer Force, Head Charge / Wring Out, immune to reducing it’s stats, even by itself.
Fighting: No Guard, Close Combat / Focus Blast, immune to Paralysis akin to Limber and Electric-type.
Flying: Wind Rider, Brave Bird / Hurricane, immune to Speed reducing stages from other Pokémon.
Ground: Unaware, Headlong Rush / Earth Power, immune to trapping akin of being a Ghost-type.
Rock: Solid Rock, Mighty Cleave / Power Gem, immune to non-direct damage akin to Magic Guard.
Poison: Technician, Poison Fang / Sludge Bomb, immune to Heal Block and Psychic Noise.
Bug: Compound Eyes, Megahorn / Pollen Puff, ignore redirection and immune to flinching.
Ghost: Cursed Body, Poltergeist / Shadow Ball, immune to Taunt, Torment and Disable.
Steel: Sturdy, Spin Out / Make It Rain, immune to Defense and Special Defense reducing from other Pokémon.
Fire: Steam Engine, Pyro Ball / Armor Cannon, ignore Rain mechanics.
Water: Thick Fat, Wave Crash / Hydro Pump, ignore Sun mechanics.
Grass: Grassy Surge, Power Whip / Chloroblast, immunity to both Burn and Freeze.
Electric: Intimidate, Volt Tackle / Thunder, immunity of priority moves as if in Psychic Terrain.
Psychic: Magic Guard, Psychic Fangs / Psycho Boost, immunity of Confusion akin to Own Tempo.
Ice: Refrigerate, Hyper Drill* / Hyper Voice*, (*both are Normal-type and not Ice-type, but notice Refrigerate), ignore entry hazards (akin to Heavy Duty Boots) and Status Moves (akin to Good as Gold).
Dragon: Stalwart, Outrage / Clinging Scales, immunity to Intimidate (and variants).
Dark: Infiltrator, Foul Play / Fiery Wrath, immunity to Sound-based moves akin to Soundproof.
Fairy: Pastel Veil, Play Rough / Moonblast, immunity to Sleep akin to Insomnia.
Rules:
  • You can either sub a past generational gimmicks or a new one. Past generational gimmicks include Mega Evolution (Gen 6 & Loria), Z-Moves (Gen 7), Dynamax (Gen 8), Terastalisation (Gen 9) and Wonder Masks (Desvega). Note that if you sub Dynamax, you'll have to sub a heavily nerfed version of it unless you specifically intend for it to be banned from singles metagame.
  • Each user can only final sub one mechanic. You can list out ideas for multiple respective mechanics, but be warned that only one of them will be considered for the sake of counting as an individual submission, not all.
  • Regional Forms, cross-generational evolutions, baby Pokémon, convergent Pokémon (Lookalikes), Ultra Beasts and Paradox Pokemon are not considered as Generational Gimmicks and are already part of the mod, Any submission involving them will be automatically vetoed.
  • Generational mechanics affect either the moves, stats, Ability or all of the above of a Pokémon.
  • While open-ended, please do consider the fact that the Pokémon Showdown engine has its limitations, so we encourage you to keep it simple and healthy for any original ideas. You will be informed if the idea sounds uncodeable or uncompetitive.
  • Your mechanic should be related to at least one of the legendaries, present and/or future. Any new mechanic (that is, not relating to a past generational gimmick, listed in the first rule) which is not related to any of the Elders of Nature legendary trio risks being vetoed.
Name: The name of your mechanic
Effect: How your mechanic works. Be sure to clearly explain how your mechanic works in detail
Universal?: Answer "Yes" if the mechanic can be used by all Pokémon, "No" if only certain Pokémon can use them, and "Yes, with Signatures" if all Pokémon can use it but certain Pokémon get signature versions
Flavor (Required): Explain why can Pokémon in Brunica utilise this mechanic. Does it have a connection to the Elders of Nature, or perhaps a different Legendary, or even Mythical?
Justification: Explain why your mechanic should be added and how it affects battles in a positive way.

In addition, following comments from the last iteration, we have (optionally) a new list of Teachable Moves, which are TMs and Tutor Moves; these will help you decide on the movepools for new Pokemon. Over the course of this slate, we want to hear feedback regarding which list you would prefer to be carried on for future iterations.
Please check the spreadsheet listed on page 22 for the new Brunica region. After the poll, I do NOT want to hear a n y o n e complaining about movepool issues.

This slate will last for at least 72 hours, depending on posting activity.
 
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Name: Deity Forms
Effect:
The mechanic is based on a held Item, we'll call it the "Deity Shard" as a placeholder, which is the fragment of a crystal or the scale of a mythical Pokémon.

A Pokémon holding the Deity Shard will transform into one of 18 different deities, which one is determined by its primary type.
The transformation happens when the Pokémon is switched in for the first time, and it remains as long as the Pokémon is holding the Deity Shard.
The primary type of the Pokémon will determine the appearance, the ability and the base stats of the Pokémon (which sum is always 600), while the secondary determines some boosts and drops to those base stats, whose net sum is +0.
The moves remain the same of the original Pokémon, but in its Deity Form, it won't be able to select non-STAB offensive moves, and peculiar moves, like Dark Void, will fail if used.

Each player is able to give just one Deity Shard as an held Item to a Pokémon in their team, but the Deity Shard can be stolen.
If a Pokémon uses Trick, Switcheroo or a specific move that any Pokémon can learn, Shardesire, that consumes held Item and steals the Deity Shard from the opponent (could be a Launch+Thief combination), but has very low priority (like Dragon Tail), it will steal the opponent's Deity Shard and turn into its Deity Form. These moves will fail if used by a Deity form, so the shards can only be stolen, not given. Knock Off will remove the shard and revert the Pokemon back to its regular form. Same goes with Thief and Covet, but they will turn the Pokemon that used them successfully into its Deity form.

Here is a table with the base stats of each Deity, they've been calculated by seeing the average stats for each type and rescaling on a 600 total:
BST: 600Scaled HPScaled ATKScaled DEFScaled SPAScaled SPDScaled SPEScaled TOT
GRASS9510510011010090600
FIRE951059012010090600
WATER10510010510510085600
ELECTRIC859595110100115600
PSYCHIC909095120105100600
NORMAL110110909095105600
FIGHTING951309580100100600
FLYING951059010595110600
BUG851101109011095600
ROCK901201408010565600
GROUND105120120859080600
ICE9510010010511090600
POISON10011090100100100600
GHOST9010010011510590600
DRAGON1001101001109585600
DARK95125951009095600
STEEL851151359010570600
FAIRY1009010011012080600
AVG9510810310110191600

Stat averages were calculated by Bulbapedia and rounded by me, some corrections to final values has been applied to make all numbers multiples of 5, so calculations are easier. To do so, no more than 5 points were moved around.
Link to the full Google sheet: Calculator (with temporary values for bonuses and abilities)
Click on "File" -> "Create a copy" to edit the file and select the types.

The 18 new forms, abilities, and bonuses (and colors!) determined by each type will be decided through 1 single slate, where each user is free to submit these feartures for any number of types.

Whenever base HP are changed, their current value is rescaled in percentage over the new base value.
Single type Pokémon are considered as twice the same type, so both the base stats and stat bonuses are determined by the same type.

Let's make an example:
First I will come up with two Deities, they won't be submitted.
Let's have Grassalia, Deity of the Grass type, and Normalia, Deity of the Normal type, and take into consideration :arboliva: Arboliva (Grass/Normal) and :sawsbuck: Sawsbuck (Normal/Grass).
Grassalia's base stats are 95/105/100/110/100/90 (check the table), and its ability is "Flower Absorption", which gives a 50% boost to Grass type moves used by the holder whenever it is hit by a move of its secondary type (working like Flash Fire).
As a secondary type, let's say Grass gives a +10/+0/-15/+10/+10/-15 stat bonus combo, and its color is Green.
Normalia's base stats are 110/110/90/90/95/105 (check the table), and its ability is "Keen Adaptation", which makes the holder's Normal-type moves inflict double damage on opponents of its secondary type.
As a secondary type, let's say Normal gives a +10/+10/+10/-20/-10/+0 stat bonus combo, and its color is White.

Now, during the battle:
:arboliva: First turn, Arboliva is holding the Deity Shard, and when it switches in, it turns into Grassalia-White, its typing remains the same, its ability becomes Flower Absorption, and its stats become 95+10/105+10/100+10/110-20/100-10/90+0 => 105/115/110/80/90/90.
:sawsbuck: When Sawsbuck, holding the Deity Shard, switches in, it turns into Normalia-Green, so its typing is preserved, its ability becomes Keen Adaptation and its stats become 110+10/110+0/90-15/90+10/95+10/105-15 => 120/110/75/100/115/90.
:sawsbuck: Sawsbuck has more EV investment on Spe, so Normalia-Green hits first with Double Edge, inflicting double damage on Grassalia-White (because it's a Grass-type Pokémon), which resists with 4% HP.
:arboliva: Grassalia now uses Giga Drain, which has 50% more power thanks to its ability (because it's been hit by a Normal-type move).
Some example deity abilities:
Flower AbsorptionUnder Sunny Day, the holder inflicts 50% more damage with moves of its secondary type.
Fiery SpiritWhenever the holder is hit by a move of its secondary type, the power of Fire-type moves is boosted by 50%.
Humid SkinWhen holder is hit by a move of its secondary type, it recovers 25% HP instead of taking damage.
All-Source EngineBoosts Speed by +1 whenever the holder is hit by a move of its secondary type.
Mind ControlSets up Trick Room for 5 turns and as long as it's active, moves of its secondary type are inflict 30% more damage.
Keen AdaptationThe holder's Normal-type moves inflict double damage on opponents of its secondary type.
Screen BreakerMoves of the secondary type break through Protection and Substitute, and remove Screens from the field.
Typhoon BoostFlying-type moves have +1 priority when hitting a Pokemon of the holder's secondary type.
Coward FleeWhen hit by a move of the secondary type, the opponents get a -1 drop to Atk and SpA, and holder switches out.
Diamond BodyWhen holder is hit by a move supereffective on the secondary type, received damage is reduced by 75%.
Force FieldSets up Gravity for 5 turns and as long as it's active, moves of the secondary type have an additional 20% Precision.
Freezing TouchMoves of the holder's secondary type have an additional 20% chance of Freezing the target.
Toxic TouchMoves of the holder's secondary type have an additional 30% chance to Badly Poison the target.
TroughpasserMoves of the holder's secondary type ignore immunities based on typing and ability.
FerocityWhen the holder KOs an opponent with a move of the secondary type, the power of Dragon-type moves is boosted by 50% and Spe by +1.
Expert ThiefMoves of the secondary type have 50% chance to remove the opponent's item.
Shield RumbleWhen the holder is hit by a Contact or Sound move, the holder immediately uses a clone of Round that inflicts damage of the secondary type.
Fabled CureWhen a move of the secondary type is used by any Pokémon on the field, the holder recovers 1/8 of max HP.

Calculations are easy and all numbers are rounded, but there are 324 possible combinations, but it's more like 18 Pokémon with 18 forms each.
Between two Pokémon of the exact same typing (say Pidgeot and Fearow), the only difference becomes the movepool.
All the values can be easily reascaled to reach a total of 570, 580 or any number for the stats, I just chose 600 to make it similar to Megaevolution, so that these Pokémon reach a near-legendary like strength. We can discuss the BST value together, please consider this when voting.
Universal?: Almost (all Pokémon except Legendaries and Mythicals)
Flavor (Required): With the story of Terapagos we had some hints that types aren't a categorization created by humans to classify Pokémon moves and behavior, but the really carry an essence on their own, and they are all related to a specific hue for each of them.
The typical color of a type is not only reflected by the particles emitted while using the move, but also by the primary colors of Pokémon of a specific type.

In Brunica, 18 ancient deities, one of each type, left their souls to give power to the Pokémon in need of it (they can even be the Regis). When one of the deities, watching from above, feels pity for a Pokémon in a difficult situation, they give it their strength, transforming it into a simulacrum of their soul for a limited time. Terapagos is the last one of these deities alive, because it has decided to stay in the physical world to watch over all the types (Terapagos should't be relevant during the story or for the lore, it's just a link with previous generations).

To manage their link with the physical world, the deities trust a mythical Pokémon, whose scales carry the power to connect to the deities and unleash such forms. These scales can be easily found throughout the region, and trainers have learnt how to use them during battles, so they can turn their favorite Pokémon into a real Legendary one.
Justification: The aim of the generational gimmick was always to make strongest pokemon even more strong or different, or to let some minor Pokémon have their time to shine, adding new elements to the metagame. With a form determined only by the primary type, any Pokémon can turn into an actually viable form, only determined by its typing. I also really want to explore how a gimmick that can be stolen would actually go.

This mechanic is valuable on a Pokémon only based on its typing and moves, so this can really give some forgotten Pokémon the ability to shine. Think what would happen if Kilowattrel could become Zapdos, Scrafty could become Urshifu-Single Strike and Poliwrath or Quaquaval the other Urshifu. The aim of this gimmick is to put all Pokemon at the same level with these kinds of Pokemon, so that they can all really shine.

After Terastalization has shown us the potential of changing type, Deity Forms aim to make Pokémon take full advantage of their original typing.
PS: no artificial intelligence was used to generate this idea, only my natural stupidity :stunfisk:

I also wanted to say that anyone is free to submit a gimmick inspired to or even copied from my Twisted (dead but fully coded) Pet Mod.
 
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While you people come up with new ideas or returning an old gimmick, I managed to complete the learnset for my legend trio for Akulut, Wendora and Lutakon.

If there’s any universal move I missed, or if there’s anything that seems odd to you, let me know.
 
Council Leader Announcement: Only the level up movepool for the Elders of Nature are acknowledged at the moment. Regarding TMs and Tutors, as mentioned, the other thing that is decided in this slate is which Teachable Move List we will be using going forward and in future iterations of Gen X. Please check the spreadsheet on Post #526 on both lists.

Anyways, back as a
participant, here is my proposed gimmick:
Name: Type Balms
Effect: The first time the holder enters the battle, the new held item Type Balm is consumed, and the holder gains a third-type, akin to the effects of the moves Forest's Curse and Trick-Or-Treat, or the Ability Ice Curse of the Desvegan Pseudo-Legendary, also made by Samtendo09. Certain Pokemon will additional gain exclusive moves if they know a move that matches their third type: these exclusive moves replace the original move, and what Pokemon gain what exclusive moves will be decided in a later slate. The only effect you get for having a Pokemon hold a Type Balm of their type is freeing your item slot, which...I guess it helps with Unburden? The effects of the Type Balm last until the Pokémon faints or switches out.
Universal?: Yes, with Signatures
Flavor: "It happened many centuries ago. The ruffian known as Akulut emerged from the oceans to drown the lands of Brunica with its hate. Many people and Pokémon were lost. From their remains, came the ruffian known as Wendora. Born from the despair of those lost, it sought to turn the lands of Brunica into its frozen graveyard. At the height of the disaster, the first Pokémon who had bonded with a human in Brunica sought to intervene. In the heart of a vast forest, it poured forth the bonds between itself and its human into the lands, sending the ruffians into a deep slumber. But the damage to our lands was done. Even as it exhausted its strength, it could not heal the frostbite that poisoned Brunica, and it fell into a similar slumber afterward. At the same time, special herbs began to sprout. Those who consumed medicine made from these herbs felt great energy and vitality surge through their bodies. Some of them even became capable of moves that had never been seen before. I heard that there's a region where they used it to make sandwiches. Hmph. What a waste."
- A Brunican folktale as told by a Professor.

Justification: The premature love child between Terastalisation and Z-Crystals. Type matchups are going to become a headache for dual-types.
 
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Name: Vitali-Types

Effect:
A sort-of return to Mega Evolution, though with a few balancing tweaks. Notably, the actual form of the Pokémon wouldn't change, but the life force that empowers each and every Pokémon is especially prominent in certain Pokémon and can be called forth in battle, via special wooden charms known as Vitalismans. Notably, unlike with Mega Evolution, Vitali-Types do not change the user's stats, and cannot be of any type that the base form already has, meaning Charizard* would not be able to receive a Fire- or Flying-type Vitali-Type for instance. These Auras take on the properties (such as color) of their respective types, and implement a sort-of "third type" in that any attacking move of the user's primary type will instead inflict damage of the Vitali-Type (e.g., a Charizard with an Electric Vitali-Type will inflict Electric-type damage when using Flamethrower).

Universal?: "Yes, with Signatures"
Vitali-Types can be used by all Pokémon, with each aura having a different color; ordinarily, the Pokémon would emit a glow effect of this color when the Vitali-Type is active. Some Pokémon, however, can manifest a more complex Awakened Vitali-Type in the form of energy constructs surrounding at least parts of their anatomy, ranging from mystical armor to weaponized appendages to entire new creatures made entirely of Aura with the original Pokémon suspended within like a core. These special forms would be optional, but if anyone wants to include them in their submissions, they must include the type of the Vitali-Type and what appearance the aura has on the user. Only final- or single-stage Pokémon can receive a special Vitali-Type form, but they can have up to three different kinds of Awakened Vitali-Types depending on thematic and balancing rationales. Awakened or no, though, each specimen will have only one Vitali-Type which cannot be changed (e.g. you can catch a Charizard with an Electric-type Vitali-Type, but if you wanted one with a Dragon-type Aura you'd have to catch another).

Flavor (Required):
As Lutakon slumbers, its energy passively spreads throughout the ley lines of the Brunica region and infuses all of its Pokémon with a small portion of its divine power. It is through this connection to the life force of Brunica's guardian that through special amulets said to be carved from the wood of Lukaton's branches, Pokémon are able to access a special ability to wield types those who know of them wouldn't expect, the better to combat the terrible forces that could potentially threaten the whole region. Some specific varieties of Pokémon have been especially receptive to Lutakon's vitality and can access an even stronger form that enables this "Vitali-Type" to fully come into its own. It is said that should Akulut and Wendora return, Lutakon's awakening will call forth an entire garden of Vitali-Typed allies, united by their shared purpose of protecting the region they all call home...

Justification:
This is essentially, to me anyway, Terastrallizing but less hax - hopefully what I've proposed won't be as centralizing. It also opens up design opportunities for custom forms reflecting the changed type, calling back to the "custom Terastrallized forms" done by multiple fakemon artists - a missed opportunity for Paldea's gimmick. If anyone has feedback and suggestions for this, let me know and I'll be happy to consider them!
 
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Name: Legacy Idol
Effect: Upon pressing the 'Activate Idol' button, a third type is added to the Pokemon for the rest of the battle.
Universal?: Yes
Flavor (Required): In-game, the idols would be collected in the vein of Z-Crystals and, like the Tera... whatever it's called, they are activated by the trainer's bag instead of the held item. Functionally, this ends up working like a less-extreme Tera.

Lore-wise, Brunician mythology tells the story of a previous trainer had allied itself with Lutakon during a previous conflict between Wendora and Akulut. Lutakon rewarded the trainer's wisdom by leaving the trainer with 18 idols it empowered. Each idol took the form of one of the trainer's Pokemon. Over time, the idols were lost and became mythologized as legendary treasures to the modern people of Brunicia. As word of the treasures reached other regions (including neighbouring Unova), many have descended upon the region in the hopes of finding these special items.

Justification: triple type are fun. This does overlap with Ayecrusher King's sub but mine is more flexible and permanent without signatures. Whether those are advantages or not will be up to the individual voter.
 
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We now have six new gimmicks, half the amount of regions subbed and enough for me to start the official countdown.
You now have 24 hours, starting from this post, to sub a generational gimmick.
There are a couple that are unclear or may have issues, which I will now address:
Name: Vitali-Types
Universal?: "Yes, with Signatures"
Vitali-Types can be used by all Pokémon, with each aura having a different color; ordinarily, the Pokémon would emit a glow effect of this color when the Vitali-Type is active. Some Pokémon, however, can manifest a more complex Awakened Vitali-Type Only final- or single-stage Pokémon can receive a special Vitali-Type form, but they can have up to three different kinds of Awakened Vitali-Types depending on thematic and balancing rationales. Awakened or no, though, each specimen will have only one Vitali-Type which cannot be changed (e.g. you can catch a Charizard with an Electric-type Vitali-Type, but if you wanted one with a Dragon-type Aura you'd have to catch another).
There are parts of Vitali-types that confuses me, at least in terms of showdown mechanics. The normal Vitali-types I presume could be the same as Hidden Power & Terastalisation, and Awakened Vitali could operate like Ogerpon, but 1. how exactly do you activate and manifest these Vitali types? 2. what exactly do you mean by "an unchangeable Vitali-Type, awakened or not"? [Edit: Okay, but in that case, please give a (general) name for that unremovable item.]
Name: Type Idol
Effect: Upon pressing the 'Activate Idol' button, a third type is added to the Pokemon for the rest of the battle.
Universal?: "Yes,
First off, the item you're looking for is the Tera Orb. Second, I'd admit, I did consider making my Type Balms the same as your current suggestion, so I'm personally alright with your sub. However, I am going to request you to change the name of your gimmick, because it otherwise does feel like a rip-off to mine.
 
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Name: Ancestrality
Effect: Once per battle, a Pokémon can activate a passive ability (Through the use of a special button) for all friendly Pokémon that lasts for the rest of the battle according to it's category. For example, Raichu, Raticate, and Sandslash would all have the same Ancestrality because they are all considered to be the Mouse Pokémon, and the same would apply to Breloom, Parasect and Amoongus, who are all considered to be the Mushroom Pokémon. This passive ability cannot be nullified by most means once activated, but certian other abilities, such as special attacks and other Ancestralities, can briefly disable them for a few turns. Activating the Ancestrality always goes first before any attacks. Only one friendly Pokémon can activate an Ancestrality per battle.
Example Shared Ancestrality: For Ninjask and Greninja, the Ninja Pokémon: Shadow Dodge: Once activated, if a friendly Pokémon is damaged by an attack three turns in a row, the next enemy attack has it's accuracy set to 0.
Example Unique Ancestrality: For Orbeetle, the only Seven Spot Pokémon: Gravity Star: Intensifies Gravity for the rest of the battle. The move Gravity becomes a 10BP Special Psychic attack that hits seven times.
Universal?: Yes, but categories that are unique to one Pokémon will have their Ancestrality be unique to them. For example, Espathra is the only Ostrich Pokémon, so it's Ancestrality would be unique.
Flavor (Required): When Lukaton sealed itself away to calm the rampaging Legendary Pokémon, he left behind one parting gift to allow the Pokémon of the region to fight back against them once their destructive instincts return, infusing the region with it's natural beauty, unknown to anyone but itself. Hidden within each Pokémon in the region is a special power that allows them to truly awaken the genes within them which were once sealed away by it's own evolution for being too much for nature to handle normally, enabling for unexpected powers that even the two Legendary Pokémon did not expect.
 
There are parts of Vitali-types that confuses me, at least in terms of showdown mechanics. The normal Vitali-types I presume could be the same as Hidden Power & Terastalisation, and Awakened Vitali could operate like Ogerpon, but 1. how exactly do you activate and manifest these Vitali types? 2. what exactly do you mean by "an unchangeable Vitali-Type, awakened or not"?

This gimmick would probably work in the same way as Mega Evolution, in which a certain non-removable item is used to activate it and can be used at any time during the battle, but lasts the rest of the match and can't be undone until afterward. The Awakened form would then be like Gigantamax compared to Dynamax - it's assumed automatically when the gimmick is activated.

By unchangeable, I mean it'd be specific to each individual Pokémon, akin to the Tera Type, in that each will have exactly one Vitali-Type that can't be altered; even among the same species, the Vitali-Type for one Pokémon will be different from that of the next.
 
Here are your proposed gimmicks for Brunica!
------
Specialized Type
Mega Evolution
Deity Forms
Type Balms
Vitali-Types
Legacy Idol
Ancestrality
------​

In addition, there is the decision to be made regarding our list of teachable moves. We will either continue to use the traditional list made by Hematite, or we will start using the revised list made by yours truly. If you are still unsure of which moves are found in either list, please check the spreadsheet, a link of which can be found either on post #526 or at our discord, also on the same post.

After this poll, all slates will be followed by a discussion phase, during which submitters of a winning submission are required to provide a full movepool, consisting of lvl up moves, egg moves, TMs and Tutor moves; new slates will N O T begin until every winning sub of the concurrent slate has a full movepool provided. Should the submitter go AWOL, the council will be given the right to create the finalised movepool of any incomplete subs for them.

You have been warned.

This is a ranked voting poll. The order of your preferences DOES matter, and your own gimmick cannot be your first nor only vote. You may vote for as many or as few options as you like, but we encourage you to vote as many options as possible as the more you vote for, the more points your individual votes will be weighted.

The voting options for Generational Gimmicks without formatting:

No Generational Gimmick
Specialized Type*
Mega Evolution
Deity Forms
Type Balms
Vitali-Types
Legacy Idol
Ancestrality
*Should there be a tie that involves this option, it will be prioritised for the purposes of tiebreaking.

The voting options for the list of teachable moves moving forward*:

Hermatite
Ayecrusher King
*Only vote for one option; if you vote for both, only your first | top choice will be acknowledged.

This poll will be open for at least 24 hours, and may be extended depending on the amount of votes counted.
 
Gimmicks:
Legacy Idol
Type Balms
Mega Evolution
Specialized Type*
Vitali-Types
Deity Forms
Ancestrality
No Generational Gimmick

Teachable moves:
Ayecrusher King
 
Gimmicks:
Type Balms
Legacy Idol
Vitali-Types
Specialized Type
No Generational Gimmick
Mega Evolution
Ancestrality
Deity Forms

Teachable moves: Ayecrusher King
 
Gimmicks:
Ancestrality
Vitali-Types
Specialized Type
Type Balms
Legacy Idol
Mega Evolution
Deity Forms
No Generational Gimmick

Teachable Moves: Ayecrusher
 
Gimmicks:
Deity Forms
Ancestrality
Mega Evolution
Legacy Idol
Type Balms
Specialized Type
Vitali-Types
Legacy Idol
No Generational Gimmick
Teachable moves:
Ayecrusher
 
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Gimmicks:
Type Balms
Deity Forms
Vitali-Types
Legacy Idol
Specialized Type
Mega Evolution
No Generational Gimmick
Ancestrality

Teachable Moves: Ayecrusher
 
The more immediate results are in: starting in Brunica, we bid farewell to the contributions of former Gen X council member Hermatite as we begin using the revised list of teachable moves made by yours truly. For the coders, this means every gendered sub will at least have the moves Take Down, Hidden Power, Protect, Frustration, Return, Double Team, Facade, Rest, Attract, Natural Gift, Sleep Talk, Snore and Substitute.
As for what our gimmick will be...
No Generational Gimmick 4 + 1 + 1 + 2 = 8 + 1 = 9
Specialized Type 5 + 6 + 3 + 4 = 18 + 5 = 23
Mega Evolution 3 + 3 + 6 + 3 = 15 + 6 = 21
Deity Forms 2 + 2 + 8 + 7 = 19 + 3 = 22
Type Balms 8 + 5 + 4 + 8 = 25 + 7 = 32
Vitali-Types 6 + 7 + 2 + 6 = 21 + 4 = 25
Legacy Idol 7 + 4 + 5 + 5 = 20 + 8 = 28
Ancestrality 1 + 8 + 7 + 1 = 17 + 2 = 19


Slate 3 - Your first friend
-Starters Slate-

:SV/Rillaboom::SV/Incineroar::SV/Greninja:

The iconic trio await at the start of every player’s journey; regardless of your choice, all will be a very useful companion throughout your adventure. While not every component of the trio may be loved equally, and only a few have managed to remain competitively viable since, they are, without a doubt, an iconic icon of their time for both casual first-timers as well as competitive veterans.

Rules:
  • You must sub a Starter Trio, with the primary typings of each starter being Grass, Fire, and Water respectively. Any sub that doesn't have these primary types will be automatically vetoed.
  • Each Starter line must have 3 Stages, consist of no split evolutions, and have a unifying theme.
  • Starters must have exactly 2 abilities, with their primary ability being Overgrow (Grass), Blaze (Fire), or Torrent (Water).
  • Each Starter is limited to only have one signature move and/or Hidden Ability. You are permitted to include adjustments for previously introduced moves, though read the template for specifics rules.
  • The LC stage of each starter must have a 310-320 BST, the NFE stage must have 405-420 BST, and the FE stage must have 525-535 BST. Keeping the BST even between the starters is an option, while extreme minmaxed stat distributions is not.
  • As Brunica is not a Legends: setting, regional forms of previously established starters, whether they be mainline or of a previous Gen X iteration, will be automatically vetoed; while you are permitted to draw inspirations from previously established starters, your starters should still be distinct in their own way.
Name: (Include Etymology)
Counterparts:
Evolution Method
: (Fully Evolved starters are exempt from this)
Typing: the typing of your Pokemon, you can use these link for images: https://play.pokemonshowdown.com/sprites/types/Type.png.
Abilities: Ability | Hidden Ability
Base Stats: HP / Atk / Def / SpA / SpD / Spe (BST)
Height + Weight: How tall the Pokémon is in Meters (m) and how heavy the Pokémon is in Kilograms (kg). While the former is optional, the latter is important for weight-based moves
Notable Moves: List some moves that this Pokémon will learn, both viable and flavor moves, though the former is more important. Once your submission is voted in, you will create a full movepool for it in the discussion phase.
Flavor (Required): Describe the lore/design of your Pokémon.
*Custom Elements:
Name: Name of the move; try to use combinations of words never used before in Pokémon games, check t
Power: [Base Power of the Move, should be a multiple of 5]
Type: https://play.pokemonshowdown.com/sprites/types/Type.png
Category: https://play.pokemonshowdown.com/sprites/categories/Category.png (Physical, Special or Status)
Base Power: try to balance this, PP, effect and accuracy; only multiples of 5 are allowed as values.
Accuracy: write -- if it ignores accuracy and evasion checks; must be multiple of 5
Power Points: specify just the max PP if you want; allowed values are 1, 8, 16, 24, 32, 48, 64.
Effect: What the move does. Can be a secondary effect or an inherent effect like Throat Chop's. Also include whether or not the move is a spread move Note that custom elements are allowed, as long as they are distinct from already existing abilities/moves introduced as of Gen IX and/or Desvega, and are relatively simple to code (Which means no more custom field effects, we just introduced a new (Poison) terrain in Desvega and a 'Primal Reversion' terrain in Lutakon. Also, if you think it's codable but the coding team disagrees, then you'd better be prepared to code it yourself if it wins.)
Priority: (Optional) The priority bracket of the move. Unless specified, it is assumed to have the standard priority of 0.
Flags (ex: Contact, Sound): [Specify which flags the move has. A full list can be found in the spreadsheet.]
Distribution: Specify if the move is exclusive to a particular evolutionary line; otherwise, list the criteria of Pokémon that are eligible to receive the submitted move.
Justification: If this is adjusted from an existing move, explain why it should be changed, both competitive AND flavour wise. Note that any changes you propose will carry to the Move you suggested only, not to any similar Moves. On that note, be sure that it is not similar to any existing Move introduced in any Generation X iteration or up to SV, otherwise it will be vetoed.
Name: avoid using a name too similar-sounding of existing Abilities.
Effect: While custom elements are allowed, as long as they are distinct from already existing abilities/moves introduced as of Gen IX and/or Desvega, and are relatively simple to code (Which means no more custom field effects, we just introduced a new (Poison) terrain in Desvega and a 'Primal Reversion' terrain in Lutakon. Also, if you think it's codable but the coding team disagrees, then you'd better be prepared to code it yourself if it wins.)
Permanent (Yes or No): [Specify whether or not the ability can't be suppressed, Skill Swapped, or copied]
Ignorable (Yes or No): [Specify whether or not the ability is ignored by Mold Breaker]
Distribution: Specify if the Ability is exclusive to a particular evolutionary line; otherwise, list the criteria of Pokémon that are eligible to receive the submitted ability.
Justification: If this is adjusted from an existing Ability, explain why it should be changed, both competitive AND flavour wise. Note that any changes you propose will carry to the Ability you suggested only, not to any similar Abilities. On that note, be sure that it is not similar to any existing Ability introduced in any Generation X iteration or up to SV, otherwise it will be vetoed.
Name: [Name of the item]
Effect: [What the item does, these should not be similar to any existing and relevant competitive items]
Can Be Removed (Yes or No): (Specify whether or not the item can be Knocked Off.)
Ignored by Klutz (Yes or No): (Specify whether or not the item's effect is ignored by Klutz)
Fling Power & Effect: (The BP of Fling when used with this item and what secondary effect it could additionally have, like Light Ball causing paralysis)
Justification: If this is adjusted from an existing Item, explain why it should be changed, both competitive AND flavour wise. On that note, be sure that it is not similar to any existing Item introduced in a previous Generation X iteration or up to SV, otherwise it will be vetoed.
Potential Competitive Role (Optional): You can describe the role that your Fakemon will have in the new metagame.

This slate will last for at least 120 hours, depending on posting activity.
 
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Unifying Theme: Each line is based on an animal found exclusively in, or at least more associated with Canada. They additionally, from an in-game perspective, help teach the player about the benefits of Type Balms via their evolution.

Hognifer [Hognose + conifer]
Counterparts: Cubsine, Qimmiqua
Evolution Method: Lvl up starting at lvl 16
Typing: Grass
Ability: Overgrow / Hydration
Base Stats: 75 / 55 / 30 / 45 / 60 / 45 (315)
Height + Weight: 0.6m + 8.8kg
Flavour/Design: Based on the hog-nosed snake and the grass snake.

Temperace [Temperate + Racer]
Counterparts:
Evolution Method: Lvl up starting at lvl 32 while holding a Water Balm
Typing: Grass
Ability: Overgrow / Hydration
Base Stats: 90 / 70 / 50 / 60 / 80 / 60 (410)
Height + Weight: 0.6m + 8.8kg
Flavour/Design: Based additionally on the racer snake species.

Titanarboa [Titanoboa + arbor]
Counterparts: Grislivore, Newflowake
Typing: Grass/Water
Ability: Overgrow / Infiltrator
Base Stats: 115 / 95 / 70 / 75 / 100 / 75 (530)
Notable Moves: Trailblaze, Grassy Glide, Power Whip, Giga Drain, Energy Ball, Solar Beam, Grass Knot, Grassy Terrain, Leech Seed, Strength Sap, Waterfall, Aqua Tail, Surf, Hydro Pump, Rain Dance, Knock Off, Throat Chop, Foul Play, Dark Pulse, Choke Hold*, Snatch, Breaking Swipe, Dragon Tail, Dragon Hammer, Outrage, Dragon Pulse, Coil, Iron Tail, Shock Tail, Acrobatics, Aerial Ace, Bounce, Defog, U-Turn, Leech Life, Glare, Metronome, Nature Power
Height + Weight: 0.6m + 8.8kg
Flavour/Design: Based additionally on the rubber boa, watersnakes and the Titanoboa. Its mental fortitude allows it to see through the cracks of its prey's defensive strategies which it uses its brute force to shatter through.
Custom Elements:
Effect: Traps the target and lowers their Defense and Special Defense by one stage at the end of each turn.
Flags (ex: Contact, Sound): Contact
Distribution: Exclusive Balm Move to the Titanarbora evolutionary line; Requires Dark Balm.

Name: Cubsine (Cuisine + ursine + cub)
Counterparts: Hognifer, Qimmiqua
Evolution Method: Lvl up starting at lvl 16
Typing: Fire
Ability: Blaze / Grass Pelt
Base Stats: 65 / 45 / 55 / 70 / 50 / 30 (315)
Height + Weight: 0.6m + 8.8kg
Flavour/Design: Picture Honōguma from the Pokemon Gold Space World Demo with honey-covered paws and a collar of maple leaves.

Name: Flambear (Flambé + bear)
Counterparts: Racerpent, Splabador
Evolution Method: Lvl up starting at lvl 32 while holding a Grass Balm
Typing: Fire
Ability: Blaze / Grass Pelt
Base Stats: 80 / 55 / 85 / 90 / 60 / 40 (410)
Height + Weight: 1.8m + 136kg
Flavour/Design: Picture Borubeā from the Pokemon Gold Space World Demo except its flaming back is a result of it flambéing its cloak of herbs. It's learning how to roast food and people, hence it having an overconfident expression.

Name: Grislivore (Grill + Grizzly + vorare, of the suffix -vore)
Counterpart(s): Titanarbora, Newflowake
Typing: Fire / Grass
Ability: Blaze / Purifying Salt
Base Stats: 100 / 75 / 105 / 110 / 90 / 50 (530)
Notable Moves: Fire Punch, Temper Flare, Heat Crash, Fire Blast, Sunny Day, Will-O-Wisp, Grassy Glide, Bush Claws, Wood Hammer, Giga Drain, Energy Ball, Solar Beam, Aromatherapy, Grassy Terrain, Scald, Surf, Drain Fang, Phantom Force, Poltergeist, Hex, Shadow Ball, Cleansing Smoke* Hone Claws, Knock Off, Foul Play, Snarl, Taunt, Dig, Earthquake, Earth Power, Rototiller, Super Fang, Hyper Voice, Pain Split, Roar
Height + Weight: 2.6m + 295kg
Flavour/Design: Based on the Kermode bear, the Provisional Mammal of British Colombia (New Brunswick has no such animals), as well as a shoutout to MasterChef Canada. A stern mentor that arrived in Brunica alongside earlier settlers, the aromatic herbs that grow on its body are used in cooking and incenses.
Custom Elements:
Effect: Cures the user's party of all status conditions.
Flags (ex: Contact, Sound): Wind
Distribution: Exclusive Balm Move to the Grislivore evolutionary line; requires Ghost Balm.

Name: Qimmiqua [qimmiq (Inuit language word for "dog") + aqua]
Counterparts: Hognifer, Cubsine
Evolution Method: Lvl up starting at lvl 16
Typing: Water
Ability: Torrent / Fluffy
Base Stats: 65 / 55 / 55 / 45 / 45 / 55 (315)
Height + Weight: 0.4m + 4.1kg
Flavour/Design: Based on the Canadian Inuit Dog

Name: Splabador [Splash + Labrador]
Counterparts: Racerpent, Flambear
Evolution Method: Lvl up starting at lvl 32 while holding a Fire Balm
Typing: Water
Ability: Torrent / Fluffy
Base Stats: 75 / 85 / 70 / 55 / 60 / 65 (410)
Height + Weight: 0.8m + 16kg
Flavour/Design: Based on the St. John's water dog or the lesser Newfoundland.

Name: Newflowake [Newfoundland + wake + flow]
Counterpart(s): Titanarbora, Grislivore
Typing: Water / Fire
Ability: Torrent / Guard Dog
Base Stats: 95 / 115 / 90 / 60 / 80 / 90 (530)
Notable Moves: Triple Dive, Aqua Jet, Waterfall, Wave Crash, Scald, Surf, Hydro Pump, Life Dew, Rain Dance, Temper Flare, Flare Blitz, Fire Blast, Upper Hand, Body Press, Superpower, Hunker Down*, Bulk Up, Knock Off, Crunch, Snarl, Nasty Plot, Triple Axel, Ice Spinner, Icy Wind, Ice Beam, Blizzard, Dig, U-Turn, Acrobatics, Bounce, Iron Head, Play Rough, Jaws of Life [From Loria], Super Fang, Hyper Voice, Pain Split
Height + Weight: 1.2 m + 61.0kg
Flavour/Design: Based on the Newfoundland, as in the dog breed, not the location. Newflowake's protective nature makes them popular options as lifeguards and companions for the sickly, determined to save the growing amount of their new best friends.
Custom Elements:
Effect: Protects the user and its allies from moves that hit multiple targets until the end of the turn.
Flags (ex: Contact, Sound): None
Distribution: Exclusive Balm Move of the Newflowake evolutionary line. Requires Fighting Balm.
 
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Name: Everling (Self explanatory)
Counterparts:
Evolution Method
: not applicable
Typing:
Grass.png

Abilities: Overgrow | Magic Guard (HA)
Base Stats: 70 HP / 58 Atk / 34 Def / 65 SpA / 55 SpD / 38 Spe (320 BST)
Height + Weight:
Notable Moves: Wood Hammer, Ice Shard, Synthesis, Earth Power, Icicle Spear, Bullet Seed
Flavor (Required): Evergreen Pokemon
Potential Competitive Role (Optional): broke lc


Name: i hate middle stage naming its hard
Counterparts:
Evolution Method
: level 18
Typing:
Grass.png
Ice.png

Abilities: Overgrow | Magic Guard (HA)
Base Stats: 95 HP / 68 Atk / 60 Def / 90 SpA / 75 SpD / 75 Spe (420 BST)
Height + Weight:
Notable Moves: Wood Hammer, Blizzard, Icicle Crash, Ice Beam, Ice Shard, Synthesis, Earth Power, Icicle Spear
Flavor (Required): Evergreen Pokemon
*Custom Elements:
Needleblast, 80 bp 16 pp grass special attack, next ice move this Pokemon uses heals the user for 33.3% rounded down
Potential Competitive Role (Optional): mguard breaker

Name: Tsugaternal, the Long Life pokemon (Tsuga, part of Canadian evergreen scientific + eternal)
Counterparts:
Evolution Method
: Level 36
Typing:
Grass.png
Ice.png

Abilities: Overgrow | Magic Guard (HA)
Base Stats: 110 HP / 91 Atk / 68 Def / 106 SpA / 85 SpD / 75 Spe (535 BST)
Height + Weight:
Notable Moves: Needleblast, Wood Hammer, Blizzard, Icicle Crash, Ice Beam, Ice Shard, Synthesis, Earth Power, Icicle Spear, Synthesis, Leech Seed, Spikes
Flavor (Required): Evergreen Pokemon
*Custom Elements:
Needleblast (bullet-like), 80 bp 16 pp grass special attack, next ice move this Pokemon uses heals the user for 25%
Potential Competitive Role (Optional): mguard breaker
Name: Bliswild the Wildfire Pokemon (blister + wild)
Counterparts:
Evolution Method
: Level 34
Typing:
Fire.png
Flying.png

Abilities: Blaze | Wind Rider (HA)
Base Stats: 80 HP / 110 Atk / 85 Def / 70 SpA / 80 SpD / 105 Spe (530 BST)
Height + Weight:
Notable Moves: Firestorm, Lava Plume, Fire Lash, Heat Wave, Air Slash, Hurricane, Drill Peck, U-Turn, Recover, Will-o-Wisp, Knock Off
Flavor (Required):
*Custom Elements:
Firestorm (wind), 85 bp 16 pp Fire Physical attack, makes the next flying move this pokemon uses a critical hit
Potential Competitive Role (Optional): Fire flying versatile mon. Aka required starter anamon (see samu h)


Name: Kindmmin (Kindle +humming)
Counterparts:
Evolution Method
: N/A
Typing:
Fire.png
Flying.png

Abilities: Blaze | Wind Rider (HA)
Base Stats: 80 HP / 110 Atk / 85 Def / 70 SpA / 80 SpD / 105 Spe (530 BST)
Height + Weight:
Notable Moves: Firestorm, Lava Plume, Fire Lash, Heat Wave, Air Slash, Hurricane, Drill Peck, U-Turn, Recover, Will-o-Wisp, Knock Off
Flavor (Required): small humming bird
*Custom Elements:
Firestorm (wind), 85 bp 16 pp Fire Physical attack, makes the next flying move this pokemon uses a critical hit
Potential Competitive Role (Optional): Fire flying versatile mon. Aka required starter anamon (see samu h)


Name: Bliswild the Wildfire Pokemon (blister + wild)
Counterparts:
Evolution Method
: Level 34
Typing:
Fire.png
Flying.png

Abilities: Blaze | Wind Rider (HA)
Base Stats: 80 HP / 110 Atk / 85 Def / 70 SpA / 80 SpD / 105 Spe (530 BST)
Height + Weight:
Notable Moves: Fire Lash, Air Slash, Drill Peck, U-Turn, Will-o-Wisp, Knock Off
Flavor (Required):

Potential Competitive Role (Optional):


[/hide]


Name: Ogoloch, The Fleeting Pokemon(ogopogo + loch)
Counterparts:
Evolution Method
: Level 32
Typing:
Water.png
Dragon.png

Abilities: Torrent | Sticky Hold
Base Stats: 90 HP / 104 Atk / 85 Def / 116 SpA / 75 SpD / 55 Spe (525 BST)
Height + Weight:
Notable Moves: Hydro Pump, Draco Meteor, Flip Turn, Thunderbolt, Thunder, Outrage, Aqua Jet, Earthquake, Superpower, Knock Off, Dragon Pulse
Flavor (Required): Lake Monster
*Custom Elements:
Tideshift 90 bp 16 pp water physical attack, next dragon move the user uses switches the user out
Potential Competitive Role (Optional): required water starter oumon
 
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VERY WIP

Grass:
Name: Sproutalo (sprout + buffalo)
Counterparts: Kindlepup / Frysh
Evolution Method: Lv18
Typing: Grass
Abilities: Overgrow | Thick Fat
Base Stats: 60 HP / 70 Atk / 60 Def / 50 SpA / 50 SpD / 30 Spe (320 BST)
Height + Weight: How tall the Pokémon is in Meters (m) and how heavy the Pokémon is in Kilograms (kg). While the former is optional, the latter is important for weight-based moves
Notable Moves: List some moves that this Pokémon will learn, both viable and flavor moves, though the former is more important. Once your submission is voted in, you will create a full movepool for it in the discussion phase.
Flavor (Required): Describe the lore/design of your Pokémon.
*Custom Elements:

Name: Leafalo (leaf + buffalo)
Counterparts: Flarewolf / Streamon
Evolution Method: Lv38
Typing: Grass
Abilities: Overgrow | Thick Fat
Base Stats: 80 HP / 90 Atk / 80 Def / 60 SpA / 60 SpD / 50 Spe (420 BST)
Height + Weight: How tall the Pokémon is in Meters (m) and how heavy the Pokémon is in Kilograms (kg). While the former is optional, the latter is important for weight-based moves
Notable Moves: List some moves that this Pokémon will learn, both viable and flavor moves, though the former is more important. Once your submission is voted in, you will create a full movepool for it in the discussion phase.
Flavor (Required): Describe the lore/design of your Pokémon.
*Custom Elements:

Name: Paskibison (paskiwaw [Cree for bison] + bison)
Counterparts: Mahikflame / Sockespirit
Typing: Grass/Rock
Abilities: Ability | Rock Head
Base Stats: 100 HP / 120 Atk / 130 Def / 60 SpA / 75 SpD / 50 Spe (535 BST)
Height + Weight: How tall the Pokémon is in Meters (m) and how heavy the Pokémon is in Kilograms (kg). While the former is optional, the latter is important for weight-based moves
Notable Moves: List some moves that this Pokémon will learn, both viable and flavor moves, though the former is more important. Once your submission is voted in, you will create a full movepool for it in the discussion phase.
Flavor (Required): Describe the lore/design of your Pokémon.
*Custom Elements:

Fire:
Name: Kindlepup [kindle + pup]
Counterparts: Sproutalo / Frysh
Evolution Method: Lv14
Typing: Fire
Abilities: Blaze | Flame Body
Base Stats: 45 HP / 65 Atk / 40 Def / 60 SpA / 40 SpD / 55 Spe (305 BST)
Height + Weight: How tall the Pokémon is in Meters (m) and how heavy the Pokémon is in Kilograms (kg). While the former is optional, the latter is important for weight-based moves
Notable Moves: List some moves that this Pokémon will learn, both viable and flavor moves, though the former is more important. Once your submission is voted in, you will create a full movepool for it in the discussion phase.
Flavor (Required): Describe the lore/design of your Pokémon.
*Custom Elements:

Name: Flarewolf [flare + wolf]
Counterparts: Leafalo / Streamon
Evolution Method: Lv34
Typing: Fire
Abilities: Blaze | Flame Body
Base Stats: 65 HP / 85 Atk / 55 Def / 80 SpA / 55 SpD / 70 Spe (420 BST)
Height + Weight: How tall the Pokémon is in Meters (m) and how heavy the Pokémon is in Kilograms (kg). While the former is optional, the latter is important for weight-based moves
Notable Moves: List some moves that this Pokémon will learn, both viable and flavor moves, though the former is more important. Once your submission is voted in, you will create a full movepool for it in the discussion phase.
Flavor (Required): Describe the lore/design of your Pokémon.
*Custom Elements:

Name: Mahikflame [mahihkan [wolf in Cree]+flame]
Counterparts: Paskibison / Sockespirit
Typing: Fire/Steel
Abilities: Blaze | Flame Body
Base Stats: 80 HP / 120 Atk / 85 Def / 90 SpA / 80 SpD / 80 Spe (535 BST)
Height + Weight: How tall the Pokémon is in Meters (m) and how heavy the Pokémon is in Kilograms (kg). While the former is optional, the latter is important for weight-based moves
Notable Moves: List some moves that this Pokémon will learn, both viable and flavor moves, though the former is more important. Once your submission is voted in, you will create a full movepool for it in the discussion phase.
Flavor (Required): Describe the lore/design of your Pokémon.
*Custom Elements:

Water:
Name: Frysh [fry + splash]
Counterparts: Sproutalo / Kindlepup
Evolution Method: Lv16
Typing: Water
Abilities: Torrent | Multiscale
Base Stats: 50 HP / 50 Atk / 50 Def / 60 SpA / 50 SpD / 60 Spe (320 BST)
Height + Weight: How tall the Pokémon is in Meters (m) and how heavy the Pokémon is in Kilograms (kg). While the former is optional, the latter is important for weight-based moves
Notable Moves: List some moves that this Pokémon will learn, both viable and flavor moves, though the former is more important. Once your submission is voted in, you will create a full movepool for it in the discussion phase.
Flavor (Required): Describe the lore/design of your Pokémon.
*Custom Elements:

Name: Streamon [stream + salmon]
Counterparts: Leafalo / Flarewolf
Evolution Method: Lv34
Typing: Water
Abilities: Torrent | Multiscale
Base Stats: 70 HP / 65 Atk / 65 Def / 75 SpA / 65 SpD / 80 Spe (420 BST)
Height + Weight: How tall the Pokémon is in Meters (m) and how heavy the Pokémon is in Kilograms (kg). While the former is optional, the latter is important for weight-based moves
Notable Moves: List some moves that this Pokémon will learn, both viable and flavor moves, though the former is more important. Once your submission is voted in, you will create a full movepool for it in the discussion phase.
Flavor (Required): Describe the lore/design of your Pokémon.
*Custom Elements:

Name: Sockespirit [sockeye + spirit]
Counterparts: Paskibison / Mahikflame
Typing: Water/Ghost
Abilities: Torrent / Multiscale
Base Stats: 85 HP / 65 Atk / 90 Def / 110 SpA / 105 SpD / 80 Spe (535 BST)
Height + Weight: How tall the Pokémon is in Meters (m) and how heavy the Pokémon is in Kilograms (kg). While the former is optional, the latter is important for weight-based moves
Notable Moves: List some moves that this Pokémon will learn, both viable and flavor moves, though the former is more important. Once your submission is voted in, you will create a full movepool for it in the discussion phase.
Flavor (Required): Describe the lore/design of your Pokémon.
*Custom Elements:
 
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