Pet Mod Multiverse - Gen 9 - Slate 10 FINAL

:rs/latias:
Name: Latias
Niche: ADV Ubers (Special Tank, Calm Mind)
Stats: 80/80/85/85/90/110 (530)
Type:
Dragon.png

Abilities: Levitate
Gen 3 Movepool:
Move Additions: Dragon Pulse, Calming Soul, Cleansing, Draco Meteor, Healing Wish, Defog
Move Removals: All attacking Psychic Moves
Name: Calming Soul
Power: -
Accuracy: -
PP: 20/32
Category:
Status.png

Type:
Normal.png

Effect: Heals the user by 50% of its max HP. Uses an additional PP if not holding an item.
Priority: 0
Flags: Snatch

Name: Cleansing
Power: -
Accuracy: -
PP: 20/32
Category:
Status.png

Type:
Normal.png

Effect: User cures its burn, poison, or paralysis.
Priority: 0
Flags: Snatch
Name: Soul Dew
Effect: If held by a Latias, its Sp. Atk and Sp. Def are 1.3x.
Can Be Knocked Off: Yes
Ignored by Klutz: Yes
Fling Power & Effect: 30 BP
:soul-dew:Calm Mind:soul-dew:
Latias (F) @ Soul Dew
Ability: Levitate
EVs: 252 HP / 4 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Dragon Pulse / Draco Meteor
- Thunderbolt / Cleansing
- Calm Mind
- Calming Soul

:soul-dew:Offensive Healing Wish:soul-dew:
Latias (F) @ Soul Dew
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Draco Meteor
- Thunderbolt
- Ice Beam
- Healing Wish

:soul-dew:Defensive:soul-dew:
Latias (F) @ Soul Dew
Ability: Levitate
EVs: 252 HP / 200 Def / 56 Spe
Bold Nature
IVs: 0 Atk
- Dragon Pulse
- Thunderbolt
- Calming Soul
- Defog

Description: I decided to for Latias here for its defensive utility and offensive prowess. Since its Psychic typing doesn't add anything to it, I decided to remove it and made it a pure Dragon. This gives it a useful set of resistances in Grass, Water, Fire and Electric with an added Ground immunity thanks to Levitate. Soul Dew was also buffed, since it is essential to its niche but I decreased its Special Attack and Special Defense and buffed Soul Dew to its strong state. However, it is now a 1.3x boost instead of 1.5x cause it would be too much and you can still comfortably calc with Protosynthesis boosts.

As far as metagame roles go, it checks a lot of Pokemon, most importantly Ho-Oh, Raikou, Venusaur while being able to check Donphan, although it isn't as good as checking it like the others. Knock Off ruins Latias because it looses its Soul Dew and Calming Soul (Gen 3 Recover clone) looses extra PP for each use. It threatens Donphan offensively with Draco Meteor or Ice Beam but it cannot switch into it. Burns and Poisons from the former three can be removed via Cleansing (Refresh clone), thus defensive sets maintain for offensive prowess thanks to the Soul Dew while checking these threats. However, offensive sets are also great. They give up the consistancy of checking other threats, for being an offensive threat themselves. Calm Mind and Healing Wish can be valuabe on Balance and Offense respectively.
 
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:dp/regirock:
flying rocks come bearing gifts
Pokémon: Regirock
Niche: DPP NU (Offensive Tank)
Stats: 80 / 105 / 200 / 50 / 100 / 45
Type: Rock / Flying
Abilities: Accretion
This Pokemon restores 1/16 of its maximum HP per turn.
New Moves: +Teleport
Removed Moves: None

Descriptions: In DPP NU, Regirock can serve as an offensive tank, good rock setter, and bulky "pivot." Accretion means that it has a form of passive recovery that it doesn't have to sacrifice boots for, and the added Flying typing removes its one weakness in the ubiquitous Earthquake. You can use powerful STAB Stone Edges, tank physical hits for centuries, and slowly pivot out with Teleport.

:xy/glalie-mega:
how tf we got 0 ices
Pokémon: Glalie
Niche: XY RU (Wallbreaker)
Stats: 80 / 120 / 80 / 120 / 80 / 110
Type: Ice
Abilities: Ice Rage
Effects of Gen 6 Refrigerate (This Pokemon's Normal-type moves become Ice-type and have 1.3x power). This Pokemon's item has no effect. Entry hazards deal halved damage to this Pokemon.)
New Moves: (Gen 6 Movepool) +Headlong Rush, Earth Power, and Hyper Voice if it doesn’t have it
Removed Moves: None

Descriptions: I love Mega Glalie, I just really wish that it was viable. This version of it aims to be at least somewhat better. Significantly buffed offenses and a better Speed tier lets it serve better as a wallbreaker. Hyper Voice is a special option with Ice Rage that lets it viably use special sets in addition to physical sets with the stronger but more risky Double-Edge. Headlong Rush and Earth Power are stronger coverage, not much to be said about that. The klutz effect on Ice Rage is to prevent a MMX situation.
 
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:ss/absol-mega:
Pokémon: Absol
Niche: XY UU - SD, AOA
Stats: 70 / 130 / 60 / 115 / 60 / 115 | 550
Type: Dark / Steel
Abilities: Justified / Magic Bounce
New Moves (Gen 6 movepool as base): Blitzkrieg (pursuit 2), Iron Head
Description: outspeeds and traps the two ghosts in the tier. has good stabs for sd and magic bounce is very useful against the hazards that dont exist yet.

:ss/mawile:
Pokémon: Mawile
Niche: XY PU - SD, AOA, Physical Wall
Stats: 80 / 105 / 105 / 105 / 70 / 55 | 520
Type: Steel / Fairy
Abilities: Hyper Cutter / Intimidate / Sheer Force
New Moves (Gen 6 movepool as base): Recover
Description: really good rocker due to having coverage for the three spinners in the tier. also has a bulky sd set that might see use.

:ss/sceptile-mega:
Pokémon: Sceptile
Niche: XY UU - AOA, Substitute, SD
Stats: 70 / 100 / 75 / 115 / 75 / 135 | 570
Type: Grass / Dragon
Abilities: idk (This Pokemon is immune to Electric and raises its Atk or SpA by 1 stage when hit by one, whichever is higher.)
New Moves (Gen 6 movepool as base): Power Whip, Dragon Hammer, Draco Meteor, Stone Edge
Description: speed demon. can go special or mixed with 4 attacks or physical with sd.

:ss/latias-mega::ss/latias:
Pokémon: Latias
Niche: XY OU - CM, Defensive, Offensive Defog
Stats: 80 / 70 / 100 / 110 / 130 / 110 | 600
Type: Dragon / Psychic
Abilities: Levitate / Chromatosphere
Soul Dew: When held by Latias or Latios, its attacks have 1.3x power.
New Moves (Gen 6 movepool as base): Scald
Description: slightly better physbulk allows it to check stuff like mmx harder (if no ice punch) and also helping its cm sets be more sturdy. surf doesnt really hit much in the meta so to encourage water coverage it gets scald too. chromatosphere is for reflect type sets like starmie. soul dew change encourages offensive sets cause normally it wants to use defensive sets and life orb’s chip is a bit disappointing for it
 
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:xy/solrock:
Pokémon: Solrock
Niche: XY NU (Special/Mixed Wall)
Stats: 95 / 105 / 90 / 55 / 110 / 75
Type:
Rock
Poison

Abilities: Levitate
New Moves: Poison Jab
Removed Moves: ...
Descriptions: solrock was barely viable in xy nu, but it served as a special wall to check fire and normal types like pyroar and swellow. rock/poison + levitate is actually a pretty good defensive profile, leaving solrock unable to become poisoned, as well as removing its fighting and grass weaknesses.

Solrock @ Black Sludge
Ability: Levitate
EVs: 248 HP / 8 Atk / 252 SpD
Careful Nature
- Stealth Rock
- Morning Sun
- Will-O-Wisp
- Stone Edge

:sm/delcatty:
Pokemon: Delcatty
Niche: XY PU (Calm Mind)
Stats: 90 / 65 / 75 / 110 / 100 / 105
Type: Normal
Abilities: Wonder Skin / Adaptability
New Moves: Glare
Removed Moves: None
Descriptions: lol delcatty. i saw that it ran a cm set in smogon and decided to go w that and not the physical normalize set in sm to not clash with resident normal ursaring. the stats are geared toward being strong specially but being worse off physically and adaptability + glare is p much better normalize.
 
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:sm/sableye-mega:
Pokémon: Sableye
Niche: SM OU
Stats: 65 / 105 / 110 / 95 / 105 / 20
Type:
Ghost.png
Dark.png

Abilities: Stall / Prankster / Magic Bounce(HA)
New Moves: N/A
Removed Moves: N/A
Descriptions: Mega Sableye + Sableye, since it suffered from being passive and having to forgo Prankster. Now, it's an option, greatly increasing stall Magic Bounce variants and Dual Screens Prankster variants


:dp/wailord:
Pokémon: Wailord
Niche: DPP UU
Stats: 170 / 90 / 55 / 95 / 55 / 65
Type:
Water.png

Abilities: Water Veil / Pressure / Whale Lord(HA)
New Moves: Energy Ball
Removed Moves: N/A
Descriptions: In DPP UU, Wailord was basically budget Kyogre, but could abuse Water Spout more, thanks to it's higher HP stat. I buffed up defenses, sp.atk and speed to give more viability to be usable.
Whale Lord = If this Pokemon is above 80% of it's health, it's moves deal 1.3x more damage

:xy/ninjask:
Pokémon: Ninjask
Niche: XY PU
Stats: 60 / 110 / 45 / 50 / 50 / 160
Type:
Bug.png
Flying.png

Abilities: Infiltrator / Speed Boost / Cicada
New Moves: Aerial Buzzer
Removed Moves: N/A
Descriptions: So Ninjask was known for being a revenge killer, set-up sweeper and pivot. Cicada is there because of the times Ninjask spams U-Turn it also uses Insect Plate
Cicada = This Pokemon's Bug moves have 1.5x power
Aerial Buzzer = 100 BP | 100 Acc% |
Flying.png
| Physical | 30% to confuse the opponent
 
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:bw/cradily:
Pokémon: Cradily
Niche: BW NU (Special Wall)
Stats: 86 / 101 / 97 / 81 / 117 / 43 [525 BST]
Type:
Rock
Grass.png

Abilities: Suction Cups / Hydropower
Hydropower: Raises Attack one stage when hit by a Water move. This Pokemon is immune to Water-type attacks.

New Moves: Salt Cure
Removed Moves: ...
Descriptions: THE special wall we’ve been waiting for. Matches up great into what I’m assuming are the current brokens, sponging hits from mons like Raikou and absolutely stuffing Ho-Oh with its powerful Rock moves. I tried to replicate and improve both of its standard BW sets here, so the mon both sets rocks effectively and can function as a wincon with Curse (though the meta is likely too fast for RestTalk shenanigans lol). Was a bit cautious with stat buffs, so let me know if you think I can pump them up a bit more.

:dp/kyogre:
Pokémon: Kyogre
Niche: DP Ubers
Stats: 80 / 60 / 80 / 85 / 140 / 75 [520 BST]
Type:
Water.png

Abilities: Water Bubble
New Moves: …
Removed Moves: Origin Pulse
Descriptions: He clicka da Water move. This guy runs funny Scarf Water Spout and eats teams for breakfast. Also has mid physbulk though so be sure to abuse that bit with the many available physical Grass and Electric options. Obviously we don’t want more weather so I went for Water Bubble over Drizzle (also gives it burn immunity for Ho-Oh because you’re definitely hard switching into that mon).
 
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shiftry.png

daymare's biggest (leaf) fan
Niche: DPP Ubers - Sun Sweeper
Type:
Grass.png
Dark.png

Abilities: Chlorophyll
Stats: 90 | 110 | 70 | 110 | 70 | 85 [BST= 535]
Movepool Changes: +Heat Wave, Parting Shot, Explosion replaced with Kaboom!
Description: Shiftry carved a niche for itself in its early appearances as an Ubers sun sweeper, having access to both Nasty Plot and Swords Dance. And what do ya know, we already have a mon to set up the sun for it via Rapidash! Heat Wave gives it both a better answer to steels and a figurative third STAB in sun. And when that sun is about to wear off or a counter switches in, it can either parting shot out or clear a path with the big boom. If you're feeling ballsy you can run a mixed set with Growth for setup, which in sun raises offenses by 2. Of course, its Grass/Dark typing makes it very volatile (something something U-turn), but at the same time it provides Shiftry a handful of resistances such as Ground and Ghost that the metagame is looking for right now.
numel.gif

hump day approacheth
(:eviolite: - compatible)
Niche: BW LC - Bulky Wall
Type:
Fire.png
Ground.png

Abilities: Simple
Stats: 85 | 100 | 65 | 90 | 65 | 50 [BST= 455]
Movepool Changes: +Slack Off, - Ancient Power, Growth
Description: Hey guys, Numel here to do Simple shenanigans - boost speed wit Flame Charge/Trailblaze, defense with Stockpile or Amnesia, or attack with Curse. Outside of that it also has Stealth Rock and WoW for utility options, and Slack Off gives much-needed recovery to compensate for the item slot being filled by Eviolite. The three waters we have so far are on the lower end of viability, so giving them an easy target to work towards would be appreciated.
crawdaunt.gif.m.1608618298

big meaty claws™
Niche: XY UU -Swords Dance or Choice Sweeper
Type:
Water.png
Dark.png

Abilities: Adaptability
Stats: 70 | 120 | 85 | 90 | 55 | 55 [BST= 475]
Movepool Changes: +Flip Turn, -Dragon Dance
Description: All it took was Adaptability and priority (also knock buff probably) for Crawdaunt to go from low-tier and forgettable to a potent physical attacker. The only tweaks I gave here was a slight HP buff and Flip Turn - Since Crawdaunt is quite slow it doesn't help much in terms of escaping its checks, but STAB + Adaptability allows it to do both big numbers and pivot at the same time. I was thinking about adding Sucker Punch, but Crawdaunt having a priority STAB combo that is only currently resisted by Chromatophore Starmie is, to put it one way, fucked up.
exploud.gif.m.1608618298

I wanna scream, and shout, and let it all out
Niche: SS NU - Wallbreaker
Type:
Normal.png

Abilities: Tenacious (Leftovers but an ability), Scrappy
Stats: 115 | 90 | 80 | 90 | 80 | 50 [BST= 505]
Movepool Changes: +Aura Sphere, Overdrive
Description: Haha stab Boomburst go brr. Rather than trying to make Exploud hit even harder though, I decided to go and fix its other weakness of frailty. So yeah Exploud is really fat now, with Leftovers as an ability to reserve its item slot for a Choice Specs or Life Orb. Of course, you can still run Scrappy if Shadow Ball doesn't feel like enough to handle Gastly and Gengar. Also now gets Aura Sphere for a more reliable option over Focus Blast and Overdive for that juicy BoltBeam coverage (Shock Wave doesn't count).
(Also just for future reference, all my subs use the movepool from the mon's latest appearance as a base)
 
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:rs/mawile:
Mawile
Niche
: ADV NU - Pivot, Atk or Def Baton Passer, SD Breaker
Stats: 70 / 115 / 105 / 65 / 65 / 50 | 470
Type: Steel
Abilities: Steel Mien: Upon switch in, the foes' Attack drops by 1 stage; Take 0.5* damage from Not Very Effective attacks; Take 0.25* damage from Ghost and Dark type attacks.
Movepool Changes (Gen 3 as base): + Iron Head, Poison Jab, Baton Pass Beta; - Ancient Power, Stockpile, Swallow, Spit Up

Baton Pass, but any positive stat stage changes are reduced to +1 before being passed to a partner.

Description: Mawile here is a classic low tier Steel type, using it's type matchups to make up for crummy stats. Its ability, in addition to Intimidate, also gives it what would be tje defensive profile of a pre Gen 6 Steel / Steel type, just with none of the 4* weaknesses and an advantage against Fairies. This is amazing, effectively giving it 12 0.25* resistances and an immunity. Additionally, it can abuse its many resistances to give teammates safe pivots thanks to Baton Pass Beta. (the removed moves are in the interest of limiting Baton Pass shenanigans)

It does need to utilize typing however, as even a buffed 70 / 105 / 65 defensive spread with Intimidate isn't sturdy enough to last forever without consistent recovery. It also doesn't have the most imposing offensive presence, relying on weak attacks like Iron Head, Crunch, and Brick Break for damage while lacking the common Earthquake.

Wrote the whole post before seeing Hitmontop was part Steel already, please just put links to the previous winning submissions in easy to reach places I beg of thee
 
:bw/registeel:
Pokémon: Registeel
Type: Steel/Water
Niche: SS RU (Special Wall)
Stats: 80/75/110/75/110/80
Abilities: Clear Body / Superconductor
Movepool Changes: +Waterfall, Spikes, - Amnesia, Iron Defense (SS Moveset)
Custom Elements:
When hit by a supereffective attack, gain +1 to Def/Spd
Description: Punishes SE attacks on switchin and can quickly become an unkillable wall after catching a few stray volt switches or even attempts to kill it and can become quite menacing with Body Press. Few other ways to boost make it ineffective against the Gengar bros and other ghost types as well as anything capable of lowering defenses, with its middling attack and high amount of passivity outside of setting Spikes making it useless in some matchups.

:bw/latios:
Pokémon: Latios (no soul dew)
Type: Psychic/Dragon
Niche: DPP Ubers (Special Sweeper)
Stats: 80/90/80/95/85/110
Abilities: Levitiate / Soul Aura
Movepool: -Calm Mind (dpp movepool)
Custom Elements:
All Dragon and Psychic attacks have 1.3x power
Description:
169 power Draco Meteor hits hard off of 95 special attack + specs/lo, and it has decent enough defenses and a high enough speed tier to be a menace to nearly anything in the tier. It can be walled though, and its ability boosting opponent Dragons plus its just ok defenses mean it can be potentially OHKOed by something that lives one of its attacks.
 
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Childhood Red would be so proud of what I’m about to do
:sm/blaziken::blaziken-mega:
Niche: SM Ubers (SD Speed Boost Sweeper)
Stats: 80 HP / 120 Atk / 70 Def / 100 SpA / 70 SpD / 90 Spe (530 BST)
Type: Fire / Fighting
Abilities
: Blaze
New Moves: Trailblaze
Removed Moves: N/A
Custom Item:
Can’t be flung or knocked off, and if held by Blaziken, every attack that raises this Pokémon’s speed stat as a side effect (i.e. Flame Charge) gets its base power doubled.
Descriptions: Blaziken speaks for itself as a Speed Booster with notable offenses, to the point where it may prove too centralizing in its own. So I took some creative liberties in making the mon’s speed boosting quality a more active factors than a passive one, requiring both an item slot and a move slot (and then clicking that move) to access a major part in what makes Blaziken unique. Trailblaze (especially with 100 BP) also serves as a good coverage tool for effective wallbreaking, as water and ground mons tend to run on the bulky side and we’re starting to see beginnings of a defensive meta. Hopefully the biggest bird here could help keep this iteration of multiverse mechanically diverse.
 
Submissions are closed, here are the vetoes. You have 24h to fix them
:relicanth: - This Pokemon is fine on paper but Dragon Dance can be too much on it. I don't expect that this Pokemon is checked defensively but it should be pretty solidly checked offensively and DD elimantes that to an extend. I would just remove that, if it struggles to keep up we can give it DD back.

:trapinch: - STAB Fimp in combination with Arena Trap elimates a lot of Pokemon and Arena Trap isn't something that the meta needs. You don't even need to be weak to Bug, just okay when it comes to physical defense and neutral. In addition, the meta lacks the threat level to abuse a free turn that a CB Fimp creates.

:absol: - The problem with this sub is that it is too strong on either side of the spectrum and it has the tools to fully abuse it. Not having an item isn't significant enough for it to be balanced (also on a side note, having Klutz means that you are able to use Toxic/Flame Orb or Sticky Barbs to cripple Trick users). I would lower its attacking stats by a bit.

:glalie: - The issue is its optimized offensive prowess. Those attacking stats alongside Gen 6 Refrigerate and amazing Ground coverage on either side is just too much. Also Judgement is just salt in the wound. It either adds a 130 BP, no downside, STAB on special sets or a really strong coverage move of any type. Lower its attacking stats and remove Judgement.

:kyogre: - When it comes to speed and bulk, this Pokemon is fine but the issue comes from Water Bubble. This Pokemon almost hits as hard as vanilla Kyogre. No kidding, calcs below. The meta has generally good checks in Quagsire, Venusaur and Lanturn but a little less force would be appreciated. I would lower its Special Attack by a bit, not much.

252+ SpA Choice Specs Kyogre Water Spout (150 BP) vs. 252 HP / 252+ SpD Lanturn in Rain: 266-313 (58.5 - 68.9%) -- guaranteed 2HKO after Leftovers recovery
252+ SpA Choice Specs Water Bubble Kyogre Water Spout (150 BP) vs. 252 HP / 252+ SpD Lanturn: 248-292 (54.6 - 64.3%) -- guaranteed 2HKO after Leftovers recovery
252+ SpA Choice Specs Kyogre Water Spout (150 BP) vs. 252 HP / 252+ SpD Venusaur in Rain: 227-267 (62.3 - 73.3%) -- guaranteed 2HKO after Leftovers recovery
252+ SpA Choice Specs Water Bubble Kyogre Water Spout (150 BP) vs. 252 HP / 252+ SpD Venusaur: 211-249 (57.9 - 68.4%) -- guaranteed 2HKO after Leftovers recovery
(Hydro Pump also hits hard enough to score 2HKOs after Rocks)

:exploud: - The issue with vanilla Exploud has always been its low speed and low bulk but it rewarded the user with great, almost unstoppable damage. Removing one of those drawbacks and giving it coverage for its two resists and pivoting is just too much. This sub is really optimized, you should either remove the moves or some of its bulk.

Voting will start after 24h
 
sorry for the delay (again lmao)
You cannot vote for the following:
:trapinch: (Gekokeso)

Here are the voting rules:
Please note that this is the most points you’re able to get through self voting, since can’t vote for your own Pokémon in first place, and if you SV for second place, you can’t put another one of your submissions in third place. Another quick reminder that the position you put these in matters, as first place gets 7 points, second gets 6 points, third gets 5 points, and so on.

Voting will last for 72 hours. Good Luck!
 
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Congrats to the following these people
:rs/solrock:
Pokémon: Solrock
Niche: ADV UU (Physical Wall, Wallbreaker, Tank)
Stats: 90/135/125/55/75/70 (550 BST) (+40 Atk, +40 Def, +10 SpDef)
Type: Rock/Fairy
Abilities: Levitate
New Moves: Kaboom*, Play Rough, Refresh, Solar Blade, Spirit Break
Removed Moves: Calm Mind, Cosmic Power, Meteor Beam, Swords Dance
*Kaboom: Explosion, but halves the target's defense.

Descriptions: Solrock has a ton of appealing traits for a potential physical wall, notably being immune to Ground and neutral to Fighting and Rock alongside a Normal resistance. All of those traits are phenomenal in ADV UU which lets it be one of the best mons in the tier. However, throughout the years, its type and stats have become much worse, especially with its new weaknesses to Knock Off and U-Turn. Rock/Fairy lets it keep all its old traits while actually making it resistant to those moves. This version of Solrock becomes an amazing counter to Dragonite and Ho-Oh while also giving Donphan and Quagsire a hard time. It can burn a lot of these targets, stay healthy with Morning Sun and Refresh and even setup Rocks if it wants to, especially since Donphan can barely hurt it. It's also bulky enough to be a pain for Machamp and Ursaring. Solrock's defensive qualities are not the end of it though, far from it actually. It's also extremely offensively potent with potential for a Choice Band set using powerful Stone Edges and Play Rough with its stabs nicely rounded off with Earthquake. Those sets can then run what they want in their last slot; Stealth Rock for more support, Kaboom to blow a hole in the opposing team or even the risky Solar Blade to be able to take out the Ground-types with Sun up. It also has the potential to try to make Rock Polish work, though it lacks a way to boost its attack. Solrock has a few rough weaknesses, notably to Steel, Water and Grass as it has trouble properly hitting those types. This means that Hitmontop and Venusaur for example are absolutely awful for it to fight. Its low SpDef stat is also rather abusable as it'll have trouble taking moves from pokemon such as Raikou. However, Solrock is an extremely useful pokemon with a role that can be compared to Tyranitar's in regular metagames as it can wall a variety of mons and hit extremely hard.
:dp/regirock:
flying rocks come bearing gifts
Pokémon: Regirock
Niche: DPP NU (Offensive Tank)
Stats: 80 / 105 / 200 / 50 / 100 / 45
Type: Rock / Flying
Abilities: Accretion
This Pokemon restores 1/16 of its maximum HP per turn.
New Moves: +Teleport
Removed Moves: None

Descriptions: In DPP NU, Regirock can serve as an offensive tank, good rock setter, and bulky "pivot." Accretion means that it has a form of passive recovery that it doesn't have to sacrifice boots for, and the added Flying typing removes its one weakness in the ubiquitous Earthquake. You can use powerful STAB Stone Edges, tank physical hits for centuries, and slowly pivot out with Teleport.
:rs/latias:
Name: Latias
Niche: ADV Ubers (Special Tank, Calm Mind)
Stats: 80/80/85/85/90/110 (530)
Type:
Dragon.png

Abilities: Levitate
Gen 3 Movepool:
Move Additions: Dragon Pulse, Calming Soul, Cleansing, Draco Meteor, Healing Wish, Defog
Move Removals: All attacking Psychic Moves
Name: Calming Soul
Power: -
Accuracy: -
PP: 20/32
Category:
Status.png

Type:
Normal.png

Effect: Heals the user by 50% of its max HP. Uses an additional PP if not holding an item.
Priority: 0
Flags: Snatch

Name: Cleansing
Power: -
Accuracy: -
PP: 20/32
Category:
Status.png

Type:
Normal.png

Effect: User cures its burn, poison, or paralysis.
Priority: 0
Flags: Snatch
Name: Soul Dew
Effect: If held by a Latias, its Sp. Atk and Sp. Def are 1.3x.
Can Be Knocked Off: Yes
Ignored by Klutz: Yes
Fling Power & Effect: 30 BP
:soul-dew:Calm Mind:soul-dew:
Latias (F) @ Soul Dew
Ability: Levitate
EVs: 252 HP / 4 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Dragon Pulse / Draco Meteor
- Thunderbolt / Cleansing
- Calm Mind
- Calming Soul

:soul-dew:Offensive Healing Wish:soul-dew:
Latias (F) @ Soul Dew
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Draco Meteor
- Thunderbolt
- Ice Beam
- Healing Wish

:soul-dew:Defensive:soul-dew:
Latias (F) @ Soul Dew
Ability: Levitate
EVs: 252 HP / 200 Def / 56 Spe
Bold Nature
IVs: 0 Atk
- Dragon Pulse
- Thunderbolt
- Calming Soul
- Defog

Description: I decided to for Latias here for its defensive utility and offensive prowess. Since its Psychic typing doesn't add anything to it, I decided to remove it and made it a pure Dragon. This gives it a useful set of resistances in Grass, Water, Fire and Electric with an added Ground immunity thanks to Levitate. Soul Dew was also buffed, since it is essential to its niche but I decreased its Special Attack and Special Defense and buffed Soul Dew to its strong state. However, it is now a 1.3x boost instead of 1.5x cause it would be too much and you can still comfortably calc with Protosynthesis boosts.

As far as metagame roles go, it checks a lot of Pokemon, most importantly Ho-Oh, Raikou, Venusaur while being able to check Donphan, although it isn't as good as checking it like the others. Knock Off ruins Latias because it looses its Soul Dew and Calming Soul (Gen 3 Recover clone) looses extra PP for each use. It threatens Donphan offensively with Draco Meteor or Ice Beam but it cannot switch into it. Burns and Poisons from the former three can be removed via Cleansing (Refresh clone), thus defensive sets maintain for offensive prowess thanks to the Soul Dew while checking these threats. However, offensive sets are also great. They give up the consistancy of checking other threats, for being an offensive threat themselves. Calm Mind and Healing Wish can be valuabe on Balance and Offense respectively.
:ss/absol-mega:
Pokémon: Absol
Niche: XY UU - SD, AOA
Stats: 70 / 130 / 60 / 115 / 60 / 115 | 550
Type: Dark / Steel
Abilities: Justified / Magic Bounce
New Moves (Gen 6 movepool as base): Blitzkrieg (pursuit 2), Iron Head
Description: outspeeds and traps the two ghosts in the tier. has good stabs for sd and magic bounce is very useful against the hazards that dont exist yet.
:SV/cacturne:
Name: Cacturne
Niche: [SV NU] Physical Wallbreaker, Mixed Wallbreaker, Spikes setter
Stats: 75 HP / 120 Atk / 85 Def / 115 SpA / 80 SpD / 90 Spe | BST: 555
Type:
Grass.png
Dark.png

Abilities: Water Absorb | HA: Rough Skin
Move Additions: Knock Off, Wood Hammer, Close Combat
Move Removals: N/A

Cacturne is an interesting prospect, adding a well needed Spikes setter to the tier to chip down the multiple beef cakes in the tier rn. Knock Off access is also very useful, for general damage output and to remove Boots that block spikes (or Rocks in Ho-Oh's case). Having the ability to go mixed or fully special will be great for offensive pressure mixing and matching what can check it.

:Cacturne: Mixed Spikes setter
Cacturne @ Heavy Duty Boots / Black Glasses
EVs: 252 Atk / 4 SpA / 252 Spe
Ability: Water Absorb
Naive Nature
- Spikes
- Knock Off
- Leaf Storm
- Sucker Punch / Encore / Spiky Shield

:Cacturne: Swords Dance
Cacturne @ Black Glasses
EVs: 252 Atk / 4 Def / 252 Spe
Ability: Water Absorb
Jolly Nature
- Swords Dance
- Knock Off
- Sucker Punch
- Wood Hammer / Close Combat

:Sm/Glalie::glalie-mega:
Pokémon: Glalie
Niche: [SM RU] Physical Wallbreaker
Stats: 80 HP / 120 Atk / 80 Def / 80 SpA / 80 SpD / 100 Spe | BST: 540 (+40 Atk, +20 Spe)
Type:
Ice.png

Abilities: Refrigerate | HA: Moody
New Moves: Fake Out, Bulk Up
(Based on Gen 8 Movepool)

Another offensive Spikes setter for the tier, this time also being the tier's first Ice type addition. Luckily we aren't particularly short on bulky Waters that can take it's hits. Freeze Dry might be neat but it's still 80 SpA so it may not hit certain targets both current and future as good as it wants.

:Glalie: Offensive
Glalie @ Heavy Duty Boots / Never Melt Ice
EVs: 252 Atk / 4 SpD / 252 Spe
Ability: Refrigerate
Jolly Nature
- Spikes / Fake Out
- Double-Edge
- Earthquake
- Fake Out / Ice Shard / Explosion

:sm/Altaria::altaria-mega:
Pokémon: Altaria
Niche: [SM OU] Physical Set Up Sweeper
Stats: 80 HP / 110 Atk / 95 Def / 110 SpA / 105 SpD / 80 Spe | BST: 580
Type:
Dragon.png
Fairy.png

Abilities: Natural Cure | HA: Pixilate
New Moves: Refresh, Revival*
Revival - clone of Return
(Based on Gen 6 Movepool)

Altaria can serve as a pretty solid defensive and offensive addition to the tier, checking the likes of Gastly, utility Starmie and Raikou. Natural Cure does what it does to help pivot around Toxic spam, and Pixilate gives Dragon Dance sets alot of power behind it.

:Altaria: Dragon Dance
Altaria @ Leftovers / Pixie Plate
Ability: Pixilate
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Dragon Dance
- Revival
- Earthquake
- Roost

:Altaria: Defensive
Altaria @ Leftovers
Ability: Natural Cure
EVs: 252 HP / 200 Def / 56 Spe
Bold Nature
- Moonblast
- Flamethrower
- Defog / Heal Bell
- Roost
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Feel free to share your thoughts on the winners. We will have to figure out how we move on from now, but the likely scenario is that we will get into a playtesting phase. For that, I will code all slates asap and try to get it to the new server. When this is not the case, we will move onto Generation 4.
 
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