Moon Time Babyyyyy!
Name: Haunter
(Not eviolite compatible, I just thought it looked cool for the design I'm going for)
Role(s): Weather Setter (Night, awooga), Weather Abuser, Pivot
Type:
Abilities: Defiant/
Duskbringer - Sets the arena effect nighttime (sun clone, but +ghost type moves -fire types moves and scald)
Stats:
70/120/50/90/90/100 (550)
New Moves: Hone Claws, Parting Shot
Removed Moves: Will-O-Wisp, Explosion, Sucker Punch, Fire Punch, Ice Punch, Thunder Punch
Custom Elements: Duskbringer - Sets the arena effect nighttime (sun clone, but +ghost type moves -fire types moves and scald) "the night settles in" or smth. Also, I think it's worth mentioning that it is 5 turns or 8 turns when holding the reaper cloth. Moonlight recovers 3/4ths health, and synthesis and morning sun only recover 1/3rd health. The move disable fails as well.
Justification: I really like Lunala's design and wanted to build something around it this Haunter is a really interesting specimen as it can slightly abuse its own weather. With the move hone claws, Haunter's poltergeists and knock offs become a force to be reckoned with. With that being said, the night weather does nothing to mitigate any weaknesses for ghost - merely hampering a different type in fire - so it can still be brought down by the few dark types in the meta. Parting shot is helpful for ghosts and gets in the abuser in ways similar to Pelipper u-turn.
Please just let me have something that wins a slate, I have not won a slate ever XP.
Name: Lunala
Role(s): Weather Abuser, Choice Specs
Type:
Ability: Moonview Highway
Stats:
79/89/71/109/73/109 (530, all prime numbers cause it's Lunala XP)
New Moves: Oblivion Wing
Removed Moves: Heat Wave, Psyshock, Defog, Meteor Beam, Calm Mind, Roost
Custom Elements: Moonview Highway - Chlorophyll/Swift Swim clone for night time
Justification: Bat-truck time!!! In exchange for a lot of versatility, I made this thing into a very heavy hitter in the right circumstances! I love the idea of a bat swooping through the field at night and blasting opponents, but if it gets hit even once, it may not take the hit due to poor defenses. I got rid of defog, roost, and calm mind to get rid of a lot of the versatility Lunala has, and I got rid of psyshock because it's dumb (some of the other things I got rid of no longer made sense on the pokemon), but in exchange, I gave it a very dangerous new toy in the form of oblivion wing. Imagine stab nighttime boosted choice specs shadow balls, and you get a shudder, and the mon can heal back up with its new stab as well, which is nice. This thing is definitely balanced, though. Weakness to sucker punch and rocks on a supposed weather sweeper is really rough, and I took away its setup capabilities as well just to be safe. Additionally, it's nothing special without nighttime, so there's that. I hope you enjoy!
Expect the other one later, pals. Out of ideas and running on fumes :/.
Speaking of "nighttime" >:)...
Name: Darkrai
Role(s): Sleep setter/abuser, physdef wall, pivot
Ability: Heat Factor
Type:
Stats:
90 (+20) / 90 / 110 (+20) / 90 (-45) / 80 (-10) / 85 (-40) (545)
New Moves: U-turn, Pain Split, Flamethrower
Removed moves: Nasty plot, calm mind, spacial rend, knock off
Custom Elements: Heat Factor - Bad Dreams for burn.
Justification: Swaglivia here to give you guys the sweet deets on Darkrai, the sleep abuser. After hitting a wisp, Darkrai's ability - heat factor - triggers, which causes the opponent to lose 1/8th health, and then they can u-turn out on the switch to gain tempo. This creates a new form of teamstyle that focuses on getting good matchups for abusers and weakens physical attackers, but there are a fair amount of powers that keeps this menace in balance. For starters, wisp - it's best burn move - is merely 85% accurate, which makes it difficult to rely on wisps hitting. Additionally, I thieved its setup options so it cannot self abuse sleep as easily, which is the trade off for me giving it survivability and pivot options. It has generally underwhelming stats aside from its physical bulk, and the dark/fire type is not an excellent defensive type with weaknesses to fighting, fairy, water, rock,
and ground. I hope you guys enjoy!
Name: Seviper
Role(s): Choice specs/life orb special attacker, breaker, status spreader
Ability: Shed Skin/Infiltrator
Type:
73/100/60/135 (+35)/60/107 (+42) (535)
New Moves: Afterburn, Will-O-Wisp, Energy Ball, Inferno
Removed Moves: Knock Off
Custom Elements: Afterburn - Venoshock but for burn (Fire type base 65 power, base 130 power for burned opponents)
Justification: This is the other half of the burn core. Poison/fire is a very fun, underexplored type combination, and I decided to give Seviper the go because I think it is a pretty underwhelming and non-unique pokemon. Seviper's movepool is very vast and allows it to be a unique special attacker, and its access to glare and will o wisp makes it a great status spreader. However, its main strength comes from afterburn. Afterburn allows it to put burned opponents on blast, and it pairs very nicely with Darkrai's heat factor. I gave it inferno for an ice way to burn opponents if you're willing to take the accuracy risk. This makes it extremely dangerous under the correct set of circumstances, but its not the easiest thing to set up either. For starters, it has a weak defensive typing with a x4 weakness to ground, and weaknesses to water and psychic. I gave it energy ball to hopefully mitigate these weaknesses, but it still is not pretty. Additionally, inferno and afterburn are both situational moves, and flamethrower / sludge wave is slightly above average dual stab. Similarly, while it hits like a truck, it is quite frail. Despite this, Crewviper is a very dope pokemon under the right set of circumstances, and I hope that you can see that it is balanced.