Pet Mod Hidden Gems - Slate 7: Playtesting (Roomtour Sunday)

Yoshiblaze

ye
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And with my tiebreaker vote for Keldeo, chemicalmines' Keldeo wins the tiebreaker!
:sm/keldeo:
Pokémon: Keldeo
Gem: :fighting-gem: Fighting
Type After Activation:
Water
Fighting

Ability: No Guard
Stat Boosts: +1 SpA, +1 SpD
New Moves: n/a
Removed Moves: n/a
Competitive Overview: cm wallbreaker. choose between gem boosted secret sword to hit blissey or gem boosted focus blast for sheer power

Keldeo @ Fighting Gem
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Calm Mind
- Surf
- Secret Sword / Focus Blast
- Vacuum Wave
Now, for the next slate!

- Slate 2: Grass, Fire, Water -
:grass gem::fire gem::water gem:
Next are the classic starter types, Grass, Fire, and Water! With Fire and Water being great offensive typings, and Grass being quite versatile in its own right, you have plenty of options for powerful Hidden Gems here!​

Refer to the template in the OP for how to submit Hidden Gems users:
Blank Template:
:sm/pokemon:
Pokémon:
Gem:
Type After Activation:
Ability:
Stat Boosts:
New Moves:
Removed Moves:
Competitive Overview:

With Explanations:
:sm/pokemon:
Pokémon: The Pokemon you're making the Hidden Gem form for
Gem: Whichever of the 18 pre-existing gems used to activate the Pokemon's Hidden Gem form. Has to be one of the 3 Types slated
Type After Activation: The Pokemon's type after the Hidden Gem activates. The form must retain the user's primary type and they must have the type of their Gem
Ability: The Pokemon's ability after the Hidden Gem activates
Stat Boosts: The stats that get increased after the Hidden Gem activates. The stat boosts can add up to +3 total, with a maximum of +2 in one stat. Stats can't be given a negative boost and you don't have to use all 3 boosts. Be very careful about boosting Speed.
New Moves: New moves the Pokemon learns. Keep in mind that in order to activate a Gem, the Pokemon needs an offensive move of the Gem's type
Removed Moves: Moves removed from the Pokemon's movepool for balancing purposes. Note that removing moves will also remove them from the prevolution's movepool
Competitive Overview: A brief summary of what the Pokemon does in the metagame and why it should be added
Extra Notes:
- While not outright banned, I would generally recommend not giving starters Hidden Gems until we get to the Starter slate, which will either be in the middle of the mod or the end (though it would be really funny if a whole starter set won this slate in particular huh)

Submissions will end in 5 Days (Veto Phase in 4 Days)
 
:sm/brambleghast:
Pokémon: Brambleghast
Gem: Grass
Type After Activation: Grass/Ghost
Ability: Sand Rush
Stat Boosts: +1 Att +1 Def
New Moves: Spiky Shield, Swords Dance, Will-O-Wisp
Removed Moves: None
Competitive Overview: Sand Rush Brambleghast: a Pet Mod classic

:sm/zebstrika:
Pokémon: Zebstrika
Gem: Fire
Type After Activation: Electric/Fire
Ability: Powerhouse (This Pokemon's STAB moves use its higher attacking stat)
Stat Boosts: +1 Def, +2 Spe
New Moves: None
Removed Moves: None
Competitive Overview: Physical Overheat, Thunderbolt, Discharge

:sm/rhyperior:
Pokémon: Rhyperior
Gem: Water
Type After Activation: Ground/Water
Ability: Sap Sipper
Stat Boosts: +2 Spe
New Moves: Liquidation
Removed Moves: None
Competitive Overview: Trust
 
:sm/sudowoodo:
Pokémon: Sudowoodo
Gem: Grass Gem
Type After Activation: Rock/Grass
Ability: Magic Guard
Stat Boosts: +1 Atk, +1 Sp. Def, +1 Speed
New Moves: Agility, Accelrock, Wild Charge
Removed Moves: None
Competitive Overview: Offensive Magic Guard (Head Smash/Wood Hammer).






:sm/granbull:


Pokémon: Granbull
Gem: Fire
Type After Activation: Fairy/Fire
Ability: Tough Claws
Stat Boosts: +1 Def, +1 Sp. Def, +1 Speed
New Moves: Fire Lash, Flame Charge
Removed Moves: None (if it gets too strong remove Bulk Up)
Competitive Overview: hits hard, though still can be rather slow.

:sm/lanturn:
Pokémon: Lanturn
Gem: Water Gem
Type After Activation: Water/Electric
Ability: Earth Eater
Stat Boosts: +2 Def, +1 Sp. Def
New Moves: Calm Mind, Wish, Life Dew
Removed Moves: None
Competitive Overview: Defensive gem? Defensive gem.
 
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:sm/klawf:
Pokémon: Klawf
Gem: Water Gem
Type After Activation: Rock / Water
Ability: Weak Armor
Stat Boosts: +1 Atk, +1 SpA, +1 Spe
New Moves: Earthquake (jesus it really didn't learn this already. this pokemon is cooked)
Removed Moves: None
Competitive Overview: imagine if anger shell was a usable ability. klawf's high defense lets it naturally get speed buffs off weak armor, and it has a very good move for activating water gem with crabhammer. the +1 offenses and speed let it get the stats it need to keep catching kills even after it uses its gem.

:sm/tentacruel:
Pokémon: Tentacruel
Gem: Fire Gem
Type After Activation: Water / Fire
Ability: Flame Body
Stat Boosts: +1 Def, +1 SpA, +1 SpD
New Moves: Mystical Fire
Removed Moves: None
Competitive Overview: little bit of a defensive gem. Tentacruel's already excellent SpD is bolstered by the gem and mystical fire, and it gains flame body to help with physical attacks.

more to come
 
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Yoshiblaze

ye
is a Forum Moderatoris a Community Contributor
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:sm/iron leaves:
Pokémon: Iron Leaves
Gem: Grass Gem
Type After Activation:

Ability: Electric Surge
Stat Boosts: +1 SpD, +1 Spe, +1 Acc
New Moves: Parting Shot, Supercell Slam
Removed Moves: N/A
Competitive Overview: Was gonna save Electric Surge for the Electric slate, and I probably will still do that if this doesn't win, but this seems promising too. Instead of having to rely on Pincurchin to set up terrain for you, just do it yourself and get a no drawback Speed boost instead of having to lose out on some Attack for it. Does require you to both get a Swords Dance and a Grass move off before dying because of your awful typing, though. Also can support other Future Paradoxes, but only once and for just 3 turns at most, since you need to use the Gem and then switch with Parting Shot, though 3 turns of +1 Speed Specs Iron Valiant in the late game might be worth it. Parting Shot also gives non-Gem Iron Leaves something over the much better Iron Valiant, since Valiant can't pivot out of its few bad matchups.
Iron Leaves @ Grass Gem
Ability: Quark Drive
Tera Type: Grass
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Leaf Blade
- Psyblade
- Wild Charge / Close Combat

:sm/cyclizar:
Pokémon: Cyclizar
Gem: Fire Gem
Type After Activation:

Ability: Regenerator
Stat Boosts: +1 Atk, +2 SpA
New Moves: Flare Blitz, Flamethrower, Fire Blast, Surf, Fire Lash, Extreme Speed, Thunder Wave
Removed Moves: N/A
Competitive Overview: Sometimes your funny offensive Regenerator mon decides to catch on fire and kill things for little bit before going back to normal, what can I say. Basically a spinner that lures Gholdengo, murders it and maybe one of its teammates, then leaves and continues being a good spinner. Can also maybe do things with Shift Gear.
Cyclizar @ Fire Gem
Ability: Regenerator
Tera Type: Dragon
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Fire Blast
- Draco Meteor / Dragon Pulse
- Rapid Spin
- U-turn

Cyclizar @ Fire Gem
Ability: Regenerator
Tera Type: Dragon
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Fire Lash / Flare Blitz
- Knock Off
- Rapid Spin
- U-turn

:sm/overqwil:
Pokémon: Overqwil
Gem: Water Gem
Type After Activation:

Ability: Swift Swim
Stat Boosts: +1 Atk, +1 Def
New Moves: Sucker Punch
Removed Moves: N/A
Competitive Overview: It's very funny to give Overqwil a Gem that removes the very thing that makes it unique, but turning Overqwil into a Water-type Rain sweeper with an extra Attack boost is a buff nonetheless. You can flex Overqwil's unique Grass resistance early to pick off Grass-types and then click Liquidation and clean up lategame, or bait in a pesty Ground-type early and either KO as much as you can before going down or switch out and back in later to win with your Dark/Poison STAB instead with the Ground out of the way.
Overqwil @ Water Gem
Ability: Swift Swim
Tera Type: Dark
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Swords Dance
- Crunch
- Gunk Shot
- Liquidation
 
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:sv/revavroom:
Pokémon: Revavroom
Gem: :fire-gem: Fire
Type After Activation:
Steel
Fire

Ability: Filter
Stat Boosts: +1 Atk, +1 Def
New Moves: Blazing Torque
Removed Moves: N/A
Competitive Overview: rev with heatran's typing. sets up with shift gear like it usually does, but becomes weaker to rocks because of its fire typing.

:revavroom::fire-gem:
Revavroom @ Fire Gem
Ability: Filter
Tera Type: Steel
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Shift Gear
- Iron Head
- Blazing Torque
- High Horsepower

:sv/toedscruel:
Pokémon: Toedscruel
Gem: :grass-gem: Grass
Type After Activation:
Ground
Grass

Ability: Storm Drain
Stat Boosts: +1 Def, +1 SpA, +1 Spe
New Moves: N/A
Removed Moves: N/A
Competitive Overview: like before, toedscruel has great utility with spikes, rapid spin, taunt, etc, but it can use these tools more efficiently now because it no longer has mycelium might once it uses its gem; gaining storm drain is also useful vs stuff like walking wake and rain teams.


:toedscruel::grass-gem:
Toedscruel @ Grass Gem
Ability: Mycelium Might
Tera Type: Ground
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Leaf Storm
- Rapid Spin
- Earth Power
- Spikes
 
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Yoshiblaze

ye
is a Forum Moderatoris a Community Contributor
Moderator
Another 4 days into a slate, so it's time for the Veto / Review Phase!

As stated in the OP, the Veto / Review Phase is where I'll give quick feedback on everything submitted so far, including warnings on which subs may be disqualified from voting (vetoed) and how to prevent that. Submissions can still be freely added and edited during the Veto Phase, but new submissions may be vetoed without warning once voting starts tomorrow. Aside from veto warnings, all of these reviews are just my opinions on your subs, so feel free to not take my advice.

:sm/brambleghast:
Pokémon: Brambleghast
Gem: Grass
Type After Activation: Grass/Ghost
Ability: Sand Rush
Stat Boosts: +1 Att +1 Def
New Moves: Spiky Shield, Swords Dance, Will-O-Wisp
Removed Moves: None
Competitive Overview: Sand Rush Brambleghast: a Pet Mod classic

:sm/zebstrika:
Pokémon: Zebstrika
Gem: Fire
Type After Activation: Electric/Fire
Ability: Powerhouse (This Pokemon's STAB moves use its higher attacking stat)
Stat Boosts: +1 Def, +2 Spe
New Moves: None
Removed Moves: None
Competitive Overview: Physical Overheat, Thunderbolt, Discharge

:sm/rhyperior:
Pokémon: Rhyperior
Gem: Water
Type After Activation: Ground/Water
Ability: Sap Sipper
Stat Boosts: +2 Spe
New Moves: Liquidation
Removed Moves: None
Competitive Overview: Trust
:brambleghast:Very likely not good enough to save Sand, partially due to being weak and partially due to Sand setters sucking, but it's a neat option
:zebstrika:Super neat concept, might be a little weak just because of Zebstrika's poor stats though
:rhyperior:One of the more powerful subs this slate, can just sit there and be an unkillable monster and outspeeding most walls. It's pretty vulnerable while setting up so I don't think it's quite vetoworthy when it gets now other boosts, but yeah it's pretty scary

:sm/sudowoodo:
Pokémon: Sudowoodo
Gem: Grass Gem
Type After Activation: Rock/Grass
Ability: Magic Guard
Stat Boosts: +1 Atk, +1 Sp. Def, +1 Speed
New Moves: Agility, Accelrock, Wild Charge
Removed Moves: Thunder Punch
Competitive Overview: Offensive Magic Guard (Head Smash/Wood Hammer).






:sm/granbull:


Pokémon: Granbull
Gem: Fire
Type After Activation: Fairy/Fire
Ability: Tough Claws
Stat Boosts: +1 Def, +1 Sp. Def, +1 Speed
New Moves: Fire Lash, Flame Charge
Removed Moves: Bulk Up
Competitive Overview: hits hard, though still can be rather slow.

:sm/lanturn:
Pokémon: Lanturn
Gem: Water Gem
Type After Activation: Water/Electric
Ability: Earth Eater
Stat Boosts: +2 Def, +1 Sp. Def
New Moves: Calm Mind, Wish, Life Dew
Removed Moves: None
Competitive Overview: Defensive gem? Defensive gem.
:sudowoodo:Seems just alright, big wallbreaker but still very slow. Definitely doesn't need to lose Thunder Punch, since afaik Head Smash does much more damage to every relevant target
:granbull:Same opinion on this as Sudowoodo, though I do like Fire Lash for it in general. Probably doesn't need to lose Bulk Up
:lanturn:Seems like a pretty great wincon, like a slow Suicune that sets up way faster, and I like the general utility of Wish always giving Lanturn something to do

:sm/klawf:
Pokémon: Klawf
Gem: Water Gem
Type After Activation: Rock / Water
Ability: Weak Armor
Stat Boosts: +1 Atk, +1 SpA, +1 Spe
New Moves: Earthquake (jesus it really didn't learn this already. this pokemon is cooked)
Removed Moves: None
Competitive Overview: imagine if anger shell was a usable ability. klawf's high defense lets it naturally get speed buffs off weak armor, and it has a very good move for activating water gem with crabhammer. the +1 offenses and speed let it get the stats it need to keep catching kills even after it uses its gem.

:sm/tentacruel:
Pokémon: Tentacruel
Gem: Fire Gem
Type After Activation: Water / Fire
Ability: Flame Body
Stat Boosts: +1 Def, +1 SpA, +1 SpD
New Moves: Mystical Fire
Removed Moves: None
Competitive Overview: little bit of a defensive gem. Tentacruel's already excellent SpD is bolstered by the gem and mystical fire, and it gains flame body to help with physical attacks.

more to come
:klawf:Another just alright sub, though I can see this being kinda funny in combination with Anger Shell with like Endure or something
:tentacruel:Neat concept, though I do worry a bit that Tentacruel might just not run the Gem and stick to other defensive items

:sm/iron leaves:
Pokémon: Iron Leaves
Gem: Grass Gem
Type After Activation:

Ability: Electric Surge
Stat Boosts: +1 SpD, +1 Spe, +1 Acc
New Moves: Parting Shot, Supercell Slam
Removed Moves: N/A
Competitive Overview: Was gonna save Electric Surge for the Electric slate, and I probably will still do that if this doesn't win, but this seems promising too. Instead of having to rely on Pincurchin to set up terrain for you, just do it yourself and get a no drawback Speed boost instead of having to lose out on some Attack for it. Does require you to both get a Swords Dance and a Grass move off before dying because of your awful typing, though. Also can support other Future Paradoxes, but only once and for just 3 turns at most, since you need to use the Gem and then switch with Parting Shot, though 3 turns of +1 Speed Specs Iron Valiant in the late game might be worth it. Parting Shot also gives non-Gem Iron Leaves something over the much better Iron Valiant, since Valiant can't pivot out of its few bad matchups.
Iron Leaves @ Grass Gem
Ability: Quark Drive
Tera Type: Grass
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Leaf Blade
- Psyblade
- Wild Charge / Close Combat

:sm/cyclizar:
Pokémon: Cyclizar
Gem: Fire Gem
Type After Activation:

Ability: Regenerator
Stat Boosts: +1 Atk, +2 SpA
New Moves: Flare Blitz, Flamethrower, Fire Blast, Surf, Fire Lash, Extreme Speed, Thunder Wave
Removed Moves: N/A
Competitive Overview: Sometimes your funny offensive Regenerator mon decides to catch on fire and kill things for little bit before going back to normal, what can I say. Can also maybe do things with Shift Gear.
Cyclizar @ Fire Gem
Ability: Regenerator
Tera Type: Dragon
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Fire Blast
- Draco Meteor / Dragon Pulse
- Rapid Spin
- U-turn

Cyclizar @ Fire Gem
Ability: Regenerator
Tera Type: Dragon
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Fire Lash / Flare Blitz
- Knock Off
- Rapid Spin
- U-turn

:sm/overqwil:
Pokémon: Overqwil
Gem: Water Gem
Type After Activation:

Ability: Swift Swim
Stat Boosts: +1 Atk, +1 Def
New Moves: Sucker Punch
Removed Moves: N/A
Competitive Overview: It's very funny to give Overqwil a Gem that removes the very thing that makes it unique, but turning Overqwil into a Water-type Rain sweeper with an extra Attack boost is a buff nonetheless. You can flex Overqwil's unique Grass resistance early to pick off Grass-types and then click Liquidation and clean up lategame, or bait in a pesty Ground-type early and either KO as much as you can before going down or switch out and back in later to win with your Dark/Poison STAB instead with the Ground out of the way.
Overqwil @ Water Gem
Ability: Swift Swim
Tera Type: Dark
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Swords Dance
- Crunch
- Gunk Shot
- Liquidation
Not bad, kid

:sv/revavroom:
Pokémon: Revavroom
Gem: :fire-gem: Fire
Type After Activation:
Steel
Fire

Ability: Filter
Stat Boosts: +1 Atk, +1 Def
New Moves: Blazing Torque
Removed Moves: N/A
Competitive Overview: rev with heatran's typing. sets up with shift gear like it usually does, but becomes weaker to rocks because of its fire typing.

:revavroom::fire-gem:
Revavroom @ Fire Gem
Ability: Filter
Tera Type: Steel
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Shift Gear
- Iron Head
- Blazing Torque
- High Horsepower

:sv/toedscruel:
Pokémon: Toedscruel
Gem: :grass-gem: Grass
Type After Activation:
Ground
Grass

Ability: Storm Drain
Stat Boosts: +2 Def, +1 Spe
New Moves: N/A
Removed Moves: Spore
Competitive Overview: wip
:revavroom:Like this a lot, should be a pretty powerful sweeper after stacking this with a Shift Gear boost
:toedscruel:This mod is based on current Gen 9 OU, so Sleep Moves are banned, so removing Spore isn't necessary. That said, this appears to be a more defensive gem but it doesn't really seem worth running right now, maybe move one of the Defense boosts to Special Attack


That's all for now, see you tomorrow!
 
:sv/CHANDELURE:
Pokémon: Chandelure
Gem:
Fire
Type After Activation: Fire/Ghost
Ability:
Amorphous - This Pokemon's type changes to the type of the attacking move it's using (Pre-nerf Protean/Libero)
Stat Boosts: +1 DEF, +1 SPD
New Moves: Burn Up, Recover
Removed Moves: N/A
Competitive Overview: Fire Gem boosted Burn Up activation. Hidden Gem grants the Fire type back after use, and Protean lets it keep using it for as long as it can stay on the field. Chandelure has a handful of types available to it via Amorphous to let it use Protean's type changing both offensively and, thanks to its bulk, defensively. Fire and Dark are two great STABs and defensive types from Flamethrower/Wisp and Dark Pulse/Nasty Plot, respectively. Ghost and Normal have great synergy with each other from Shadow Ball and Recover to play both sides of the immunity windows trying to hit the other for SE. Burn Up also benefits from being STAB during use but leaving you typeless afterwards - removing all weakness at the cost of getting no resists. Calm Mind really emphasizes your bulk and pairs great with Wisp, but leaves you with a pretty terrible defensive type every time you use it. The biggest balancing factor holding this back is that it has huge 4mss so it can only use like a third of its great options at once - whatever it doesn't take leaves it open to something, and the opponent's job is scouting the set to know what it can and can't handle. It's not particularly fast, either, which means enemies get the advantage of getting the first chance to react to whatever type it is, while Chandelure has to predict and plan ahead.
 

Ludicrousity

You humour me greatly with your arrogance and c...
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:sm/Talonflame:
Pokémon: Talonflame
Gem: Fire Gem
Type After Activation: Fire / Flying
Ability: Rushdown (STAB moves have +1 Priority)
Stat Boosts: +1 Attack, +1 Def
New Moves: Close Combat
Removed Moves: N/A
Competitive Overview: Talonflame is back baby. Takes a turn to set up with fire gem since it can't just use priority Brave Bird and also can't hold boots for rocks meaning it's hard to pivot into unless you can remove them. The Close Combat addition gives it a new coverage option that forces you to leave either it, u-turn pivoting, or roost recovery.


:sm/Goodra:
Pokémon: Goodra
Gem: Water Gem
Type After Activation: Dragon / Water
Ability: Unaware
Stat Boosts: +1 Def, +1 SpA
New Moves: Recover
Removed Moves: N/A
Competitive Overview: Great defensive typing with good bulk, reliable recovery and enough SpA to not make it set up fodder. Also just like, completely ignore setup too.


:sm/Arboliva:
Pokémon: Arboliva
Gem: Grass Gem
Type After Activation: Grass / Normal
Ability: Tinted Lens
Stat Boosts: +1 Def, +1 SpA, +1 SpD
New Moves: N/A
Removed Moves: N/A
Competitive Overview: Takes a hit, sets up Grassy Terrain, and then nukes what it can with Boosted Energy Ball, Earth Power, and Hyper Voice. Has Strength Sap and Giga Drain for recovery if it wishes.
 

Yoshiblaze

ye
is a Forum Moderatoris a Community Contributor
Moderator
Voting time!

Voting rules can be found below and in the OP:
After the submission phase is over, voting will begin. This mod will be using the same voting system as Megas Revisited, where you can vote for as many submissions as you want, with each submission getting a certain number of points based on how you ranked it. An example can be seen below.
For a slate with the Normal Gem, Fighting Gem, and Bug Gem, for example, a ballot would look like this:
Normal: Pokemon 1, Pokemon 2, Pokemon 3
Fighting: Pokemon 4, Pokemon 5, Pokemon 6
Bug: Pokemon 7, Pokemon 8, Pokemon 9

With this ballot, Submission 1 for the Normal Gem would get 3 points, Submission 2 would get 2, and Submission 3 would get 1. The same goes for Submissions 4, 5, and 6 in the Fighting category and Submissions 7, 8, and 9 in the Bug category, with them getting 3, 2, and 1 point respectively.

You can add as many submissions are you'd like after your third vote, with each one getting 1 point.
Normal: Pokemon 1, Pokemon 2, Pokemon 3
Fighting: Pokemon 4, Pokemon 5, Pokemon 6
Bug: Pokemon 7, Pokemon 8, Pokemon 9, Pokemon 10, Pokemon 11
So, in this ballot, Submissions 10 and 11 would also get 1 point in the Bug category.

You can vote for your own submission, but it can't be in first place or your only vote in that category. Be sure to mark your self-vote by putting (SV) after it.
Normal: Pokemon 12 (SV), Pokemon 2, Pokemon 3
Fighting: Pokemon 4, Pokemon 5, Pokemon 6
Bug: Pokemon 7, Pokemon 8, Pokemon 9, Pokemon 10, Pokemon 11
This wouldn't be a legal ballot as the self-vote is in first place in the Normal category

Normal: Pokemon 12 (SV)
Fighting: Pokemon 4, Pokemon 5, Pokemon 6
Bug: Pokemon 7, Pokemon 8, Pokemon 9, Pokemon 10, Pokemon 11
This also wouldn't be a legal ballot as the self-vote is the only vote in the Normal category

Normal: Pokemon 2, Pokemon 12 (SV)
Fighting: Pokemon 4, Pokemon 12 (SV), Pokemon 6
Bug: Pokemon 7, Pokemon 8, Pokemon 12 (SV), Pokemon 10, Pokemon 11
This is a legal ballot because none of the self-votes are in first place or the only vote in a category.

If you vote for only 2 submissions in a category, the first place submission gets 2 points and the second place submission gets 1 point. If you vote for just one, then that submission gets 1 point.
Normal: Pokemon 1 (1 point)
Fighting: Pokemon 4 (2 points), Pokemon 5 (1 point)
Bug: Pokemon 7 (3 points), Pokemon 8 (2 points), Pokemon 9 (1 point), Pokemon 10 (1 point), Pokemon 11 (1 point)
The submission with the most points in a category will be added to the mod.
If multiple people the same Pokemon in the same category, please specify which submission you're voting for.
If the same Pokemon is submitted in multiple categories and ends up in first place in both, it will only win in the category where it received more points.
All submissions except for the following are eligible for voting:
None!


Voting will end in 24 hours. Good luck!
If your sub isn't here and wasn't vetoed then please let me know!
:sm/brambleghast:
Pokémon: Brambleghast
Gem: Grass
Type After Activation: Grass/Ghost
Ability: Sand Rush
Stat Boosts: +1 Att +1 Def
New Moves: Spiky Shield, Swords Dance, Will-O-Wisp
Removed Moves: None
Competitive Overview: Sand Rush Brambleghast: a Pet Mod classic
:sm/sudowoodo:
Pokémon: Sudowoodo
Gem: Grass Gem
Type After Activation: Rock/Grass
Ability: Magic Guard
Stat Boosts: +1 Atk, +1 Sp. Def, +1 Speed
New Moves: Agility, Accelrock, Wild Charge
Removed Moves: None
Competitive Overview: Offensive Magic Guard (Head Smash/Wood Hammer).
:sm/iron leaves:
Pokémon: Iron Leaves
Gem: Grass Gem
Type After Activation:

Ability: Electric Surge
Stat Boosts: +1 SpD, +1 Spe, +1 Acc
New Moves: Parting Shot, Supercell Slam
Removed Moves: N/A
Competitive Overview: Was gonna save Electric Surge for the Electric slate, and I probably will still do that if this doesn't win, but this seems promising too. Instead of having to rely on Pincurchin to set up terrain for you, just do it yourself and get a no drawback Speed boost instead of having to lose out on some Attack for it. Does require you to both get a Swords Dance and a Grass move off before dying because of your awful typing, though. Also can support other Future Paradoxes, but only once and for just 3 turns at most, since you need to use the Gem and then switch with Parting Shot, though 3 turns of +1 Speed Specs Iron Valiant in the late game might be worth it. Parting Shot also gives non-Gem Iron Leaves something over the much better Iron Valiant, since Valiant can't pivot out of its few bad matchups.
Iron Leaves @ Grass Gem
Ability: Quark Drive
Tera Type: Grass
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Leaf Blade
- Psyblade
- Wild Charge / Close Combat
:sv/toedscruel:
Pokémon: Toedscruel
Gem: :grass-gem: Grass
Type After Activation:
Ground
Grass

Ability: Storm Drain
Stat Boosts: +1 Def, +1 SpA, +1 Spe
New Moves: N/A
Removed Moves: N/A
Competitive Overview: like before, toedscruel has great utility with spikes, rapid spin, taunt, etc, but it can use these tools more efficiently now because it no longer has mycelium might once it uses its gem; gaining storm drain is also useful vs stuff like walking wake and rain teams.


:toedscruel::grass-gem:
Toedscruel @ Grass Gem
Ability: Mycelium Might
Tera Type: Ground
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Leaf Storm
- Rapid Spin
- Earth Power
- Spikes
:sm/Arboliva:
Pokémon: Arboliva
Gem: Grass Gem
Type After Activation: Grass / Normal
Ability: Tinted Lens
Stat Boosts: +1 Def, +1 SpA, +1 SpD
New Moves: N/A
Removed Moves: N/A
Competitive Overview: Takes a hit, sets up Grassy Terrain, and then nukes what it can with Boosted Energy Ball, Earth Power, and Hyper Voice. Has Strength Sap and Giga Drain for recovery if it wishes.
:sm/zebstrika:
Pokémon: Zebstrika
Gem: Fire
Type After Activation: Electric/Fire
Ability: Powerhouse (This Pokemon's STAB moves use its higher attacking stat)
Stat Boosts: +1 Def, +2 Spe
New Moves: None
Removed Moves: None
Competitive Overview: Physical Overheat, Thunderbolt, Discharge
:sm/granbull:


Pokémon: Granbull
Gem: Fire
Type After Activation: Fairy/Fire
Ability: Tough Claws
Stat Boosts: +1 Def, +1 Sp. Def, +1 Speed
New Moves: Fire Lash, Flame Charge
Removed Moves: None (if it gets too strong remove Bulk Up)
Competitive Overview: hits hard, though still can be rather slow.
:sm/tentacruel:
Pokémon: Tentacruel
Gem: Fire Gem
Type After Activation: Water / Fire
Ability: Flame Body
Stat Boosts: +1 Def, +1 SpA, +1 SpD
New Moves: Mystical Fire
Removed Moves: None
Competitive Overview: little bit of a defensive gem. Tentacruel's already excellent SpD is bolstered by the gem and mystical fire, and it gains flame body to help with physical attacks.
:sm/cyclizar:
Pokémon: Cyclizar
Gem: Fire Gem
Type After Activation:

Ability: Regenerator
Stat Boosts: +1 Atk, +2 SpA
New Moves: Flare Blitz, Flamethrower, Fire Blast, Surf, Fire Lash, Extreme Speed, Thunder Wave
Removed Moves: N/A
Competitive Overview: Sometimes your funny offensive Regenerator mon decides to catch on fire and kill things for little bit before going back to normal, what can I say. Basically a spinner that lures Gholdengo, murders it and maybe one of its teammates, then leaves and continues being a good spinner. Can also maybe do things with Shift Gear.
Cyclizar @ Fire Gem
Ability: Regenerator
Tera Type: Dragon
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Fire Blast
- Draco Meteor / Dragon Pulse
- Rapid Spin
- U-turn

Cyclizar @ Fire Gem
Ability: Regenerator
Tera Type: Dragon
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Fire Lash / Flare Blitz
- Knock Off
- Rapid Spin
- U-turn
:sv/CHANDELURE:
Pokémon: Chandelure
Gem:
Fire
Type After Activation: Fire/Ghost
Ability:
Amorphous - This Pokemon's type changes to the type of the attacking move it's using (Pre-nerf Protean/Libero)
Stat Boosts: +1 DEF, +1 SPD
New Moves: Burn Up, Recover
Removed Moves: N/A
Competitive Overview: Fire Gem boosted Burn Up activation. Hidden Gem grants the Fire type back after use, and Protean lets it keep using it for as long as it can stay on the field. Chandelure has a handful of types available to it via Amorphous to let it use Protean's type changing both offensively and, thanks to its bulk, defensively. Fire and Dark are two great STABs and defensive types from Flamethrower/Wisp and Dark Pulse/Nasty Plot, respectively. Ghost and Normal have great synergy with each other from Shadow Ball and Recover to play both sides of the immunity windows trying to hit the other for SE. Burn Up also benefits from being STAB during use but leaving you typeless afterwards - removing all weakness at the cost of getting no resists. Calm Mind really emphasizes your bulk and pairs great with Wisp, but leaves you with a pretty terrible defensive type every time you use it. The biggest balancing factor holding this back is that it has huge 4mss so it can only use like a third of its great options at once - whatever it doesn't take leaves it open to something, and the opponent's job is scouting the set to know what it can and can't handle. It's not particularly fast, either, which means enemies get the advantage of getting the first chance to react to whatever type it is, while Chandelure has to predict and plan ahead.
:sv/revavroom:
Pokémon: Revavroom
Gem: :fire-gem: Fire
Type After Activation:
Steel
Fire

Ability: Filter
Stat Boosts: +1 Atk, +1 Def
New Moves: Blazing Torque
Removed Moves: N/A
Competitive Overview: rev with heatran's typing. sets up with shift gear like it usually does, but becomes weaker to rocks because of its fire typing.

:revavroom::fire-gem:
Revavroom @ Fire Gem
Ability: Filter
Tera Type: Steel
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Shift Gear
- Iron Head
- Blazing Torque
- High Horsepower
:sm/Talonflame:
Pokémon: Talonflame
Gem: Fire Gem
Type After Activation: Fire / Flying
Ability: Rushdown (STAB moves have +1 Priority)
Stat Boosts: +1 Attack, +1 Def
New Moves: Close Combat
Removed Moves: N/A
Competitive Overview: Talonflame is back baby. Takes a turn to set up with fire gem since it can't just use priority Brave Bird and also can't hold boots for rocks meaning it's hard to pivot into unless you can remove them. The Close Combat addition gives it a new coverage option that forces you to leave either it, u-turn pivoting, or roost recovery.
:sm/rhyperior:
Pokémon: Rhyperior
Gem: Water
Type After Activation: Ground/Water
Ability: Sap Sipper
Stat Boosts: +2 Spe
New Moves: Liquidation
Removed Moves: None
Competitive Overview: Trust
:sm/lanturn:
Pokémon: Lanturn
Gem: Water Gem
Type After Activation: Water/Electric
Ability: Earth Eater
Stat Boosts: +2 Def, +1 Sp. Def
New Moves: Calm Mind, Wish, Life Dew
Removed Moves: None
Competitive Overview: Defensive gem? Defensive gem.
:sm/klawf:
Pokémon: Klawf
Gem: Water Gem
Type After Activation: Rock / Water
Ability: Weak Armor
Stat Boosts: +1 Atk, +1 SpA, +1 Spe
New Moves: Earthquake (jesus it really didn't learn this already. this pokemon is cooked)
Removed Moves: None
Competitive Overview: imagine if anger shell was a usable ability. klawf's high defense lets it naturally get speed buffs off weak armor, and it has a very good move for activating water gem with crabhammer. the +1 offenses and speed let it get the stats it need to keep catching kills even after it uses its gem.
:sm/overqwil:
Pokémon: Overqwil
Gem: Water Gem
Type After Activation:

Ability: Swift Swim
Stat Boosts: +1 Atk, +1 Def
New Moves: Sucker Punch
Removed Moves: N/A
Competitive Overview: It's very funny to give Overqwil a Gem that removes the very thing that makes it unique, but turning Overqwil into a Water-type Rain sweeper with an extra Attack boost is a buff nonetheless. You can flex Overqwil's unique Grass resistance early to pick off Grass-types and then click Liquidation and clean up lategame, or bait in a pesty Ground-type early and either KO as much as you can before going down or switch out and back in later to win with your Dark/Poison STAB instead with the Ground out of the way.
Overqwil @ Water Gem
Ability: Swift Swim
Tera Type: Dark
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Swords Dance
- Crunch
- Gunk Shot
- Liquidation
:sm/Goodra:
Pokémon: Goodra
Gem: Water Gem
Type After Activation: Dragon / Water
Ability: Unaware
Stat Boosts: +1 Def, +1 SpA
New Moves: Recover
Removed Moves: N/A
Competitive Overview: Great defensive typing with good bulk, reliable recovery and enough SpA to not make it set up fodder. Also just like, completely ignore setup too.
 
IMG_1054.png

Pokemon: Sinistcha
Gem: Grass Gem
Type After Activation: Grass/Ghost
Ability: Triage
Stat Boosts: +2 Crit Ratio, +1 Accuracy
New Moves: N/A
Removed Moves: N/A
Competitive Usage: Triage gives priority to Matcha Gotcha and Strength sap which negates Sinistcha’s biggest weakest: its speed. It will make it an incredible sweeper with calm mind and a never missing Matcha Gotcha (no more missing 3 Matcha Gotchas) and a strong wall with a fast strength sap.

I know this was submitted late but no one has voted yet so can this be added in?
 

Yoshiblaze

ye
is a Forum Moderatoris a Community Contributor
Moderator
Slate 2 Winners!

Grass
Iron Leaves - 3 + 3 + 1 + 2 + 3 = 12

Sudowoodo - 1 + 1 + 3 + 2 + 1 = 8
Arboliva - 1 + 3 + 2 = 6
Brambleghast - 2 + 3 = 5
Toedscruel - 2 + 2 + 1 = 5

Fire
Chandelure - 2 + 2 + 2 + 3 = 9

Zebstrika - 2 + 3 + 3 = 8
Cyclizar - 3 + 3 = 6
Revavroom - 1 + 2 + 2 = 5
Talonflame - 1 + 1 + 1 + 1 = 4
Tentacruel - 1 + 3 = 4

Water
Goodra - 3 + 1 + 1 + 3 + 1 = 9

Klawf - 3 + 2 + 3 = 8
Overqwil - 2 + 2 + 1 + 2 = 7
Rhyperior - 1 + 1 + 3 + 2 = 7
Lanturn - 2 + 3 = 5

WINNERS:
Grass Gem - Iron Leaves by Yoshiblaze
:sm/iron leaves:
Pokémon: Iron Leaves
Gem: Grass Gem
Type After Activation:

Ability: Electric Surge
Stat Boosts: +1 SpD, +1 Spe, +1 Acc
New Moves: Parting Shot, Supercell Slam
Removed Moves: N/A
Competitive Overview: Was gonna save Electric Surge for the Electric slate, and I probably will still do that if this doesn't win, but this seems promising too. Instead of having to rely on Pincurchin to set up terrain for you, just do it yourself and get a no drawback Speed boost instead of having to lose out on some Attack for it. Does require you to both get a Swords Dance and a Grass move off before dying because of your awful typing, though. Also can support other Future Paradoxes, but only once and for just 3 turns at most, since you need to use the Gem and then switch with Parting Shot, though 3 turns of +1 Speed Specs Iron Valiant in the late game might be worth it. Parting Shot also gives non-Gem Iron Leaves something over the much better Iron Valiant, since Valiant can't pivot out of its few bad matchups.
Iron Leaves @ Grass Gem
Ability: Quark Drive
Tera Type: Grass
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Leaf Blade
- Psyblade
- Wild Charge / Close Combat
Fire Gem - Chandelure by Seito Chinchou
:sv/CHANDELURE:
Pokémon: Chandelure
Gem:
Fire
Type After Activation: Fire/Ghost
Ability:
Amorphous - This Pokemon's type changes to the type of the attacking move it's using (Pre-nerf Protean/Libero)
Stat Boosts: +1 DEF, +1 SPD
New Moves: Burn Up, Recover
Removed Moves: N/A
Competitive Overview: Fire Gem boosted Burn Up activation. Hidden Gem grants the Fire type back after use, and Protean lets it keep using it for as long as it can stay on the field. Chandelure has a handful of types available to it via Amorphous to let it use Protean's type changing both offensively and, thanks to its bulk, defensively. Fire and Dark are two great STABs and defensive types from Flamethrower/Wisp and Dark Pulse/Nasty Plot, respectively. Ghost and Normal have great synergy with each other from Shadow Ball and Recover to play both sides of the immunity windows trying to hit the other for SE. Burn Up also benefits from being STAB during use but leaving you typeless afterwards - removing all weakness at the cost of getting no resists. Calm Mind really emphasizes your bulk and pairs great with Wisp, but leaves you with a pretty terrible defensive type every time you use it. The biggest balancing factor holding this back is that it has huge 4mss so it can only use like a third of its great options at once - whatever it doesn't take leaves it open to something, and the opponent's job is scouting the set to know what it can and can't handle. It's not particularly fast, either, which means enemies get the advantage of getting the first chance to react to whatever type it is, while Chandelure has to predict and plan ahead.
Water Gem - Goodra by Ludicrousity
:sm/Goodra:
Pokémon: Goodra
Gem: Water Gem
Type After Activation: Dragon / Water
Ability: Unaware
Stat Boosts: +1 Def, +1 SpA
New Moves: Recover
Removed Moves: N/A
Competitive Overview: Great defensive typing with good bulk, reliable recovery and enough SpA to not make it set up fodder. Also just like, completely ignore setup too.
With that, we'll begin another 24 hour discussion phase before the start of Slate 3!

Additionally, in order to playtest the 6 new Hidden Gems we have so far and to get a gauge on how powerful we're allowed to make Hidden Gems, we will have the first of our playtesting roomtours this weekend! I will give more details on the exact time of the roomtour by this time tomorrow, but it will likely take place on Sunday.

See you soon!
 

Yoshiblaze

ye
is a Forum Moderatoris a Community Contributor
Moderator
First things first, I'm here to announce that the first playtesting roomtour for Hidden Gems will take place this Sunday at 4 PM EST! If you're interested in joining the tour but can't make that time, please let me know ASAP so I can explore other time options (the tour does have to be on Sunday, however)

In the meantime, the next slate will begin in order to keep the weekly cycle of these slates in order, so let's get to it!

- Slate 3: Flying, Electric, Ice -
:flying gem::electric gem::ice gem:
Next are another 3 excellent offensive typings in Flying, Electric, and Ice! Flying is interesting in particular, since the Flying Gem is infamous for how insane it was in combination with Acrobatics, which is why I saved Flying for a little bit into the mod's lifespan, with the tournament this weekend hopefully giving us enough insight to know how to balance such a potentially powerful Hidden Gem.​

Refer to the template in the OP for how to submit Hidden Gems users:
Blank Template:
:sm/pokemon:
Pokémon:
Gem:
Type After Activation:
Ability:
Stat Boosts:
New Moves:
Removed Moves:
Competitive Overview:

With Explanations:
:sm/pokemon:
Pokémon: The Pokemon you're making the Hidden Gem form for
Gem: Whichever of the 18 pre-existing gems used to activate the Pokemon's Hidden Gem form. Has to be one of the 3 Types slated
Type After Activation: The Pokemon's type after the Hidden Gem activates. The form must retain the user's primary type and they must have the type of their Gem
Ability: The Pokemon's ability after the Hidden Gem activates
Stat Boosts: The stats that get increased after the Hidden Gem activates. The stat boosts can add up to +3 total, with a maximum of +2 in one stat. Stats can't be given a negative boost and you don't have to use all 3 boosts. Be very careful about boosting Speed.
New Moves: New moves the Pokemon learns. Keep in mind that in order to activate a Gem, the Pokemon needs an offensive move of the Gem's type
Removed Moves: Moves removed from the Pokemon's movepool for balancing purposes. Note that removing moves will also remove them from the prevolution's movepool
Competitive Overview: A brief summary of what the Pokemon does in the metagame and why it should be added
Extra Notes:
- While not outright banned, I would generally recommend not giving starters Hidden Gems until we get to the Starter slate, which will either be in the middle of the mod or the end

Submissions will end in 5 Days (Veto Phase in 4 Days)
 
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:sm/dodrio:
Pokémon: Dodrio
Gem: Flying Gem
Type After Activation: Normal/Flying
Ability: Rock Head
Stat Boosts: +1 Atk, +1 Def, +1 Sp. Def
New Moves: None
Removed Moves: None
Competitive Overview: No Damage Brave Birds and Double Edges.

EDIT: Added Attack Boost





:sm/dedenne:
Pokémon: Dedenne
Gem: Electric Gem
Type After Activation: Electric/Fairy
Ability: Triage
Stat Boosts: +1 Def, +1 Sp Atk, +1 Sp. Def
New Moves: Calm Mind
Removed Moves: None
Competitive Overview: Priority Draining Kiss/Parabolic Charge.

:sm/Iron-Thorns:
Pokémon: Iron Thorns
Gem: Ice Gem
Type After Activation: Rock/Ice
Ability: Skill Link
Stat Boosts: +1 Sp. Def, +1 Speed
New Moves: Icicle Spear
Removed Moves: Dragon Dance
Competitive Overview: An attempt to emulate the Loaded Dice Iron Thorns set in a way.
 
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:sm/mamoswine:
Pokémon: Mamoswine
Gem: :ice-gem: Ice
Type After Activation:
Ice
Ground

Ability: Technician
Stat Boosts: +1 Def, +1 Speed
New Moves: N/A
Removed Moves: N/A
Competitive Overview: similar mamoswine to before, but you trade the ability to run an item for speed and technician. technician in particular makes ice shard much stronger and bulldoze, rock tomb, and even avalanche viable attacking options.


:mamoswine::ice-gem:
Mamoswine @ Ice Gem
Ability: Thick Fat
Tera Type: Ice
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Icicle Crash / Avalanche
- Ice Shard
- Earthquake / Bulldoze
- Rock Tomb / Knock Off
 
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1710588013507.png

Pokemon: Electivire
Gem: :flying gem: Flying Gem
Type After Activation: Electric/Flying
Ability: Delta Stream
Stat Boosts: +1 Defense, +1 Speed
New Moves: Acrobatics
Removed Moves: N/A
Competitive Overview: Delta Stream gives Electivire no weaknesses, which allows it to survive a few attacks. It also just becomes a really strong attacker with acrobatics, supercell slam, and earthquake.

Edit: I’ve removed the attack boost

1710589307896.png

Pokemon: Volbeat
Gem: :electric gem: Electric Gem
Type After Activation: Bug/Electric
Ability: Speed Boost
Stat Boosts: +2 Sp Attack, +1 Defense
New Moves: Thunderbolt, Energy Ball
Removed Moves: N/A
Competitive Overview: He's a lightning bug so I think he deserve to finally be an electric type. With tail glow, thunderbolt, energy ball, and bug buzz, Volbeat can become a terrifying sweeper (even with its 47 base Sp Attack).

Edit: He trades off a Sp Attack boost for a defense boost
1710589862554.png

Pokemon: Abomasnow
Gem: :ice gem: Ice Gem
Type After Activation: Ice/Grass
Ability: Snowstorm - This pokemon does 50% more damage in snow
Stat Boosts: +1 Attack, +1 Sp Attack, +1 Speed
New Moves: N/A
Removed Moves: N/A
Competitive Overview: This is a mixed attacker that can be extremely strong in the snow it sets up. It also already has a decently wide movepool with options such as blizzard, leaf storm, energy ball, wood hammer, etc.
 
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:sm/decidueye-hisui:
Pokémon: Decidueye-Hisui
Gem: :flying-gem: Flying Gem
Type After Activation: Grass / Flying
Ability: Grand Strategy (Whenever this Pokemon uses a move, if it moved last this turn (or whatever the analytic condition is), it gets +1 Spe.)
Stat Boosts: +1 Atk, +1 Def, +1 SpD
New Moves:
Removed Moves: None
Competitive Overview: strange mon. gets buffs to Atk and defenses so it can survive moving last and get the Grand Strategy buff. With enough buffs from its ability and gem, it can be seriously threatening to a team, but takes some time to get going. i am not giving it acrobatics

:sm/politoed:
Pokémon: Politoed
Gem: :electric-gem: Electric Gem
Type After Activation: Water / Electric
Ability: Electric Surge
Stat Boosts: +1 SpA, +1 SpD, +1 Spe
New Moves: Parabolic Charge, Thunderbolt
Removed Moves: None
Competitive Overview: much less weird mon. drop a drizzle and then swap to electric mode for a thunderstorm. very powerful, with double boosted STABs when both rain and terrain are up, but comes at the downside of not being able to run a damp rock for maximum raininess.
 
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