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I don't think that you can remove stats. Also, what's with it having that attack stat without having any good STABs. Also, it's a witch, wtiches don't fight physically.
Witches can punch can't they ._.
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I don't think that you can remove stats. Also, what's with it having that attack stat without having any good STABs. Also, it's a witch, wtiches don't fight physically.
[/quote
I don't think that you can remove stats. Also, what's with it having that attack stat without having any good STABs. Also, it's a witch, wtiches don't fight physically.
Hope Y'all have green thumbs...
Slate 4: Herbal Remedies
View attachment 56957
Cacturne
Current Typing: Grass / Dark
Current Abilities: Sand Veil / Water Absorb
Current Stats:
HP: 70
Attack: 115
Defense: 60
Sp. Atk: 115
Sp. Def: 60
Speed: 55
BST: 475
View attachment 56958
Ludicolo
Current Typing: Water/Grass
Current Abilities: Rain Dish / Swiftswim / Own Tempo
Current Stats:
HP: 80
Attack: 70
Defense: 70
Sp. Atk: 90
Sp. Def: 100
Speed: 70
BST: 480
View attachment 56959
Sunflora
Current Typing: Grass
Current Abilities: Early Bird / Chlorophyll / Solar Power
Current Stats:
HP: 75
Attack: 75
Defense: 55
Sp. Atk: 105
Sp. Def: 85
Speed: 30
BST: 425
View attachment 56961
Jumpluff
Current Typing: Grass / Flying
Current Abilities: Chlorophyll / Infiltrator / Leaf Guard
Current Stats:
HP: 75
Attack: 55
Defense: 70
Sp. Atk: 55
Sp. Def: 95
Speed: 110
BST: 460
You know know the memo, so commence the submissions!
WIP
Name: Sunflora
New Stats: 90/65/85/135/125/90
New Typing: Grass/Fairy
Movepool Addition(s): Dazzling Gleam, Seed Flare, Moonblast, Sleep Powder
New Abilities: Chlorophyll/Solar Power/Flower Veil
Justification: So it's the only one besides Florges to learn Flower Shield- which is strangely a Fairy move! Its design seems light and fairy like and Fairy gives it a nice immunity, resistances and secondary STAB. Moonblast...well, technically the moon uses light from the sun?
Niche in OU: Turns the special attacker focus up to the eleventh, and adding more defensive power and speed to up its survivability, which it really lacked before. Good Special Defense and decent speed before a Chlorophyll boost will hopefully finally give it a good role in being a Specially-based wallbreaker.
Name: Jumpluff
New Stats: 95/55/110/105/115/110
New Typing: Grass/Flying
Movepool Addition(s): Hyper Voice, Roost, Defog, Spore
New Abilities: Chlorophyll/Prankster/Aerilate
Justification: Unfortunately for a Flying type, it doesn't get any decent Flying type moves that most Flying types have so I gave it the usual Roost, Defog and the option to use Aerilate Hyper Voice to finally use its second STAB. Spore because those white puffy things totally look like spores.
Niche in OU: Jumpluff finally gets some offensive presence and Aerilate Hyper Voice will finally do some damage. Prankster Powders are also very dangerous and with Prankster Roost, it can put its upgraded Defense and already high Special Defense to use. Flying still makes it weak to Stealth Rock though but it can Roost it off and also has Defog as a support option.
Name: Ludicolo
New Stats: 100/70/100/110/120/90
New Typing: Grass/Water
Movepool Addition(s): Aqua Ring, Baton Pass, Leaf Storm, Heal Bell
New Abilities: Swift Swim/Rain Dish/Storm Drain
Justification: Plants soak water during rain so Storm Drain gives it a more offensive ability with an extra immunity to Scald. It looks like it needs more HP than it currently has so HP and general defenses were raised. Leaf Storm gives it a more offensive Grass STAB and hey, a water lily is basically one giant leaf.
Niche in OU: Ultimate Water-type absorber that laughs at the face of Scald. Heal Bell gives it a way to support teammates who already are burned by Scald, and hey it has a dancer vibe and is shaped like a bell so it kind of fits. Can also Baton Pass Storm Drain boosts (even Aqua Ring as a thing although probably have no move slots for that).
Name: Cacturne
New Stats: 85/130/70/130/70/105
New Typing: Grass/Dark
Movepool Addition(s): Earth Power, Weather Ball, Knock Off, Wood Hammer
New Abilities: Sand Rush/Water Absorb/Sand Force
Justification: Gave it more useful desert-themed abilities. Sand Rush for more speed or Sand Force for a boost in the new Ground coverage, which helps against Steels. Wood Hammer because Maractus gets it, and gives it a high power physical Grass move.
Niche in OU: Can act as a Sand sweeper or powerful wallbreaker with either Sand Rush or Sand Force, although it still needs to watch out for Priority, especially Gale Wings. New Ground coverage gives it an option against Steels like Heatran. Weather Ball can also work with either Sand ability for a high specially-based Rock move, and good against a Talonflame trying to switch in. Can also work in Sun against Steels/Grass types. Sand Rush can also be interesting for a fast Spiker in sand teams.
Damn I just realised how Weather-influenced this slate is.