OptiMons [Slate 22: Gen 4] {Voting}

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Bisharp [Optimized]
Abilities
: Defiant / Inner Focus / Iron Barbs (HA)
Stats: 80 HP / 130 Atk / 110 Def / 60 SpA / 90 SpD / 100 Spe | BST: 570
Added Moves: Parting Shot, Bullet Punch, Fire Punch, Ice Punch Thunder Punch, Meteor Mash
Summary of Changes: +15 HP, +5 Atk, +10 Def, +20 SpD, +30 Spe

Bisharp mainly uses Defiant to deter Defog users, and it is a Swords Dance user with powerful Knock Offs, Sucker Punches, and Iron Heads. However, it kind of fell out of use due to the persistent power and speed creeps as well as things like the introduction of the Island Guardians and the nerf to Sucker Punch. Optimized Bisharp gets Bullet Punch for an extra STAB priority as well as the elemental punches for coverage. Ice Punch in particular hits Pokemon like Landorus-T and Dragonite hard. Parting Shot provides a pivot move that supports its teammate. Iron Barbs, while not punishing Defog, allows Bisharp to punish contact attackers and Rapid Spin users.



Avalugg [Optimized]
Abilities
: Refrigerate / Ice Body / Sturdy (HA)
Stats: 110 HP / 117 Atk / 184 Def / 44 SpA / 86 SpD / 28 Spe | BST: 569
Added Moves: Icicle Crash, Aurora Veil, Stealth Rock, Explosion
Summary of Changes: +15 HP, +40 SpD

Avalugg is a Rapid Spinner with monstrous physical bulk and a good attack stat, but it had terrible special bulk and speed. It also didn't have a strong physical Ice STAB. Refrigerate is very useful for a Rapid Spin user, as it prevents Ghost-types from spin blocking just by being there. It also provides Avalugg with stronger Ice STABs in Return/Frustration and Double-Edge. It gains Explosion to go out with a bang, punching a hole in the opposing team. If used on a hail team, it can now set Aurora Veil as well to help support its team further.



Qwilfish [Optimized]
Abilities
: Saturate* / Swift Swim / Intimidate (HA)
Stats: 80 HP / 115 Atk / 85 Def / 55 SpA / 85 SpD / 105 Spe | BST: 525
Added Moves: Rapid Spin, Zen Headbutt, U-turn
Summary of Changes: +15 HP, +20 Atk, +30 SpD, +20 Spe

Saturate - Water-type -ate

Qwilfish absorbs Toxic Spikes, can set Spikes or Toxic Spikes itself, and uses Explosion to make holes. However, base 95 Attack was too low to be threatening without a Swords Dance, giving the opponent a chance to switch in a counter. It also had low bulk and only moderate speed, so it could be beaten before doing what it needed to do. Optimized Qwilfish gets Rapid Spin to help remove other hazards besides Toxic Spikes, and Zen Headbutt hits opposing Poison-types like Toxapex. While normally used with Swift Swim on rain teams, it gets a new custom ability in Saturate that turns its Rapid Spin and Explosion into Water-type attacks, with Saturate Explosion dealing huge damage to threatening Pokemon like Heatran, Landorus-T, and Volcarona.



Shuckle [Optimized]
Abilities
: Sturdy / Unaware / Magic Bounce (HA)
Stats: 50 HP / 10 Atk / 230 Def / 10 SpA / 230 SpD / 5 Spe | BST: 535
Added Moves: Haze, Recover, Aromatherapy, Formian Suplex*
Summary of Changes: +30 HP

Formian Suplex:
|
| -- BP | 100% Acc | 20 PP | Z-move: 100 BP Savage Spin-Out | Inflicts damage equal to user's level

Shuckle is best know for being a semi-bulky Sticky Web setter. It has no offensive presence due to extremely low offensive stats, though it did have Encore to discourage set up. Optimized Shuckle gains more hitpoints, reliable recovery, Aromatherapy for team support, and Haze to clear opponents' stat boosts. Formian Suplex is a Bug-type Seismic Toss which prevents Shuckle from being too passive, and no type is immune to it. While Sturdy can be useful for guaranteeing hazards, its increased bulk means it probably won't be knocked out by any one attack, so it gets Unaware to switch into set up attackers or Magic Bounce to prevent opposing hazards from being set as well as protecting it from moves like Toxic and Will-O-Wisp.​
 


Qwilfish [Optimized]
Abilities:
Skill Link / Swift Swim / Intimidate (HA)
Stats: 85 HP / 115 Atk / 85 Def / 55 SpA / 85 SpD / 100 Spe | BST: 525
Added Moves: U-turn, Defog, Drill Run, Zing Zap, Recover, Poison Sting (Buffed*)
Summary of Changes: +20 Hp, +20 Atk, +10 Def, +30 SpD, +15 Spe
Buffed Move: Poison Sting |
|
| 25 BP | 100 Acc | 20 PP | Hits 2-5 times. | Z-Move: 100 BP Acid Downpur.
Qwilfish now can fulfill more roles than before thanks to its stat buffs and the adition of Intimidate and new moves that can be useful ofensively and defensively. Some of these roles are hazard removal pivot with Defog, U-turn, Recover and Intimidate, an ofensive set with either Skill Link or Swift Swim.


Avalugg [Optimized]
Abilities:
Ice Body / Sturdy / Filter (HA)
Stats: 105 HP / 117 Atk / 174 Def / 44 SpA / 82 SpD / 28 Spe | BST: 550
Added Moves: Icicle Crash, Ice Shard, Icicle Spear, Stealth Rock, Refresh, Haze
Summary of Changes: +10 Hp, -10 Def, +36 SpD
With better overall bulk, new useful ability on Filter and an actual support movepool, Avalugg now can be a decent bulky mon even with its shitty defensive typing. It also gained new Ice stabs on Icicle Crash, Spear and Ice Shard, which are decent for giving Avalugg decent power, I guess, Idk, I just gave it these because it made too much sense.​
 
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Ice/Steel
Avalugg [Optimized]
Abilities:
Sauna* / Punching Bag* / Sturdy (HA)
Stats: 115 HP / 117 Atk / 184 Def / 34 SpA / 86 SpD / 13 Spe | BST 529
Added Moves: Icicle Crash, Ice Shard, Stealth Rock, Heavy Slam, Metal Burst, Counter
Summary of Changes: +20 Hp, -10 SpA, +40 SpD, -25 Spe

Sauna/Punching Bag: Recovers 25% HP from fire/fight moves respectively.
You can see where I'm going with this, right? Pick your immunity, and mind fuck the enemy. Do they risk sending the wrong type in, or do they just get smug and try and quake you down only to eat a Metal Burst/Counter. With 13 speed, Gyro Ball is nasty strong! Avalugg just got a lot more versatile.



/

Qwilfish [Optimized]
Abilities:
Lightningrod / Swift Swim / Intimidate (HA)
Stats: 125 HP / 115 Atk / 105 Def / 55 SpA / 85 SpD / 85 Spe | BST: 560
Added Moves: Earthquake, Recover, Rapid Spin, Rockslide
Summary of Changes: +60 Hp, +20 Atk, +20 Def, +30 SpD
125/105/85 is respectable with the water/poison typing and intimidate. How good is it defensively?



-1 236+ Atk Groudon Precipice Blades vs. 248 HP / 252 Def Qwilfish: 228-270 (50.3 - 59.6%) -- guaranteed 2HKO

I'd say it's good enough. Nothing quite that strong in OU. Anything that is? Well you have 5 other members to cover you. If you want to use the spikes as Lightningrods instead, it makes a great partner with Skarm or Celesteela as they cover each other's biggest weaknesses unless the electric attack has Mold Breaker in the way.



/

Shuckle [Optimized]
Abilities
: Sturdy / Regenerator / Contrary (HA)
Stats: 60 HP / 10 Atk / 230 Def / 10 SpA / 230 SpD / 5 Spe | BST: 545
Added Moves: Stoneguard, Close Combat, Iron Defense, Leech Seed, Slack Off
Summary of Changes: +40 HP

Stone Guard:

|
| 85 BP | 100% Acc | 20 PP | Z-move: 100 BP Continental Crush | Calculates damage using user's Defense instead of attack if higher​

Close Combat enables the Shuckster to get the same effect as Shell Smash during Contrary and lets you avoid being taunt bait. This lets it in turn use Stone Guard effectively, while beefing its abnormally high defenses. Or go Iron Defense if not Contrary and dig into defensive Sword Dance, or Leech Seed the health back or do it with Slack Off. Shuckle's options are better than ever!
 
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Bisharp [Optimized]
Abilities
: Defiant / Inner Focus / Pressure (HA)
Stats: 90 HP / 125 Atk / 110 Def / 40 SpA / 100 SpD / 95 Spe | BST: 560
Added Moves: Parting Shot, Close Combat, Magnet Rise, Ice Punch, King's Shield, Checkmate*
Summary of Changes: +25 HP, +10 Def, -20 SpA, +30 SpD, +25 Spe

Checkmate:
1531436274619.png
|
| 90 BP | 100% Acc | 15 PP | Z-move: 160 BP Corkscrew-Crash | Prevents the target from switching out. (Spirit Shackle/ Anchor shot clone)

Focusing on the defiant ability and punishing defog users, Bisharp is now quite a bit more bulky. The added speed allows it to outspeed Lando-T and Gliscor, as well, set up a Magnet Rise or just Ice Punch (Only really worried about switching into an eq). Traps Latis much better now too and can actually switch into non-resisted hits. King's Shield helps ease prediction and just makes sense with Bisharp. Checkmate also eases prediction as mons switching into Bisharp will be stuck next round, eliminating the worry of doubles. Close Combat is just better coverage for hitting steels hard and Parting Shot is nice to pivot out on slower mons.



1531436034638.png


Avalugg [Optimized]
Abilities
: Absolute Zero / Ice Body / Sturdy (HA)
Stats: 100 HP / 127 Atk / 184 Def / 44 SpA / 81 SpD / 28 Spe | BST: 564
Added Moves: Icicle Crash, Heavy Slam, Haze, Stealth Rock, Metal Burst
Summary of Changes: +5 HP, +10 Atk, +35 SpD

Absolute Zero: Flash Fire clone, but instead raises power of ice type moves. Avalugg can't be burned as well.

Defensive Ice types are just flat out bad, but Avalugg is very clearly an ice type so I had to stick with it. A steel typing adds a decent amount of resists, while also compounding ice type weaknesses. Absolute Zero alleviates one of those major weaknesses while a bit of HP and some much needed SpD allows it to take some hits on the special side. The added attack with an actually decent ice stab and heavy slam, plus a possible boost through its ability gives Avalugg some offensive presence. The rest of the moves are just more support moves to add to Avaluggs surprisingly decent support movepool that fit thematically.






Qwilfish [Optimized]
Abilities
: Poison Point / Swift Swim / Intimidate (HA)
Stats: 100 HP / 125 Atk / 85 Def / 55 SpA / 85 SpD / 100 Spe | BST: 550
Added Moves: Gunk Shot, Zen Headbutt, U-turn, Spiky Shield, Recover
Summary of Changes: +35 HP, +30 Atk, +30 SpD, +15 Spe

Qwilfish is a solid toxic/spiker with a fairly solid typing. Intimidate give it some solid physical bulk and it now has respectable special bulk. The added speed and attack are to make Qwilfish a more formiddable offensive mon. Being either used as a bulky hazard setter and pivot with the newly added support moves or as an offensive sweeper. Under rain Qwilfish outspeeds almost everything and can either set-up with sword dance or just go flat out attacker with rain boosted Liquidation, Gunk Shot and Zen Headbut for coverage. U-turn allows it to switch out of bad matchups or just go boom when Qwilfish has used up its usefulness.






Shuckle [Optimized]
Abilities
: Sturdy / Prankster / Contrary (HA)
Stats: 50 HP / 10 Atk / 230 Def / 10 SpA / 230 SpD / 5 Spe | BST: 535
Added Moves: Memento, Strength Sap, Skill Swap, Taunt
Summary of Changes: +30 HP

Sticking with Shuckle's extremely passive nature, only really an HP boost is necessary, but even a small boost drastically increases its bulk. Focusing more on a sort of bulky hazard setter, with the ability to stick around throughout the game, Shuckle gained recovery in the form of Strength Sap. In addition, Shuckle gained Skill Swap to deal with magic bounce and taunt to stop from getting set-up on or taunted. Memento is if one is going for a more suicide hazard lead. Prankster wraps this all up to boost the fact shuckle will be doing most its damage through support moves. Dark types will be able to ignore alot of moves Shuckle may go for, only really allowing it to set-up hazards.
 

G-Luke

Sugar, Spice and One For All
is a Community Contributoris a CAP Contributoris a Forum Moderator Alumnus



Avalugg [Optimized]
Abilities
: Refrigerate / Regenerator / Sturdy (HA)
Stats: 110 HP / 117 Atk / 184 Def / 44 SpA / 86 SpD / 28 Spe | BST: 569
Added Moves: Icicle Crash, Heavy Slam, Ice Shard, Haze, Stealth Rock, Explosion, Metal Burst
Summary of Changes: +15 HP, +40 SpD

While Avalugg multiplies its Fire and Fighting weakness, the immunity to Toxic, myriad of resistances and the SR neutrality it gains more than makes up for it. A pure Ice type rapid spinner is a bad idea anyways. It now gains a big bolster to its special bulk, now not faltering to any special attack. Gaining Icicle Crash and Heavy Slam gives it strong STAB options so it is not passive, and Haze, Metal Burst, and SR are to grant it utility options.





Shuckle [Optimized]
Abilities
: Sturdy / Unaware / Mold Breaker (HA)
Stats: 50 HP / 10 Atk / 230 Def / 10 SpA / 230 SpD / 5 Spe | BST: 535
Added Moves: Recover, Memento, U-Turn, Toxic Spikes, Cobblestone*, Aromatherapy
Summary of Changes: +30 HP

Cobblestone:
|
| -- BP | 100% Acc | 20 PP | Z-move: 100 BP Continental Crush | Deals x1.5 the damage of the foe's last attack.

Shuckle hates Magic Bounce mons, as it has zero way to deal with them. So Mold Breaker to the rescue! +30 HP is alot considering its massively minmaxed defense stats. Recover allows it to get up hazards throughout the course of a match, Memento gives it a good suicide lead set, and U-Turn most importantly makes it not a momentum sink for teams.​
 

G-Luke

Sugar, Spice and One For All
is a Community Contributoris a CAP Contributoris a Forum Moderator Alumnus
Also, Ebinola, please indicate what is the PP for Registeel's Regirest. And voting is in 24 hours if anyone is still interested in making subs. Plz dont make a double text.
 

dom

Banned deucer.
figured id do some pet mod stuff // wishes is cute



Bisharp [Optimized]
Abilities: Defiant / Sturdy / Mold Breaker
Stats: Stats: 85 HP / 115 Atk / 110 Def / 60 SpA / 90 SpD / 118 Spe | BST: 578

Added Moves: Spikes, Parting Shot, Moonlight, Explosion, Memento, Moonlight, Destiny Bond, Night Shade, Phantom Force, Shadow Sneak, Thunder punch, Fire Punch, Ice Punch
Summary of Changes: +20 hp - 10 att +10 def +0 spa +30 spdef +48 spe
Made this thing into instead of a defog deterer bad sweeper thing it tries to be into a good suicide lead / hazard setter for ou teams. Much faster and bulkier but less strong, because it's way more focused on setting up rocks/spikes than setting up an SD. With the ghost typing, it blocks rapid spin, while resisting fighting and kinda being an aegislash jr. With moonlight, it stays around as long as it needs to, keeping hazards up. Mold Breaker / Sturdy can set up hazards vs magic bounce pokemon / stall and let it have a built in focus sash, respectively. I kinda wanted to completely revamp because it's niche in ou is a. a bad sticky web mon and b. wish killer mon. Felt like I changed a lot but I like what I made.​
 
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G-Luke

Sugar, Spice and One For All
is a Community Contributoris a CAP Contributoris a Forum Moderator Alumnus
Voting is on!



Bisharp [Optimized]
Abilities
: Defiant / Inner Focus / Iron Barbs (HA)
Stats: 80 HP / 130 Atk / 110 Def / 60 SpA / 90 SpD / 100 Spe | BST: 570
Added Moves: Parting Shot, Bullet Punch, Fire Punch, Ice Punch Thunder Punch, Meteor Mash
Summary of Changes: +15 HP, +5 Atk, +10 Def, +20 SpD, +30 Spe

Bisharp mainly uses Defiant to deter Defog users, and it is a Swords Dance user with powerful Knock Offs, Sucker Punches, and Iron Heads. However, it kind of fell out of use due to the persistent power and speed creeps as well as things like the introduction of the Island Guardians and the nerf to Sucker Punch. Optimized Bisharp gets Bullet Punch for an extra STAB priority as well as the elemental punches for coverage. Ice Punch in particular hits Pokemon like Landorus-T and Dragonite hard. Parting Shot provides a pivot move that supports its teammate. Iron Barbs, while not punishing Defog, allows Bisharp to punish contact attackers and Rapid Spin users.



Avalugg [Optimized]
Abilities
: Refrigerate / Ice Body / Sturdy (HA)
Stats: 110 HP / 117 Atk / 184 Def / 44 SpA / 86 SpD / 28 Spe | BST: 569
Added Moves: Icicle Crash, Aurora Veil, Stealth Rock, Explosion
Summary of Changes: +15 HP, +40 SpD

Avalugg is a Rapid Spinner with monstrous physical bulk and a good attack stat, but it had terrible special bulk and speed. It also didn't have a strong physical Ice STAB. Refrigerate is very useful for a Rapid Spin user, as it prevents Ghost-types from spin blocking just by being there. It also provides Avalugg with stronger Ice STABs in Return/Frustration and Double-Edge. It gains Explosion to go out with a bang, punching a hole in the opposing team. If used on a hail team, it can now set Aurora Veil as well to help support its team further.



Qwilfish [Optimized]
Abilities
: Saturate* / Swift Swim / Intimidate (HA)
Stats: 80 HP / 115 Atk / 85 Def / 55 SpA / 85 SpD / 105 Spe | BST: 525
Added Moves: Rapid Spin, Zen Headbutt, U-turn
Summary of Changes: +15 HP, +20 Atk, +30 SpD, +20 Spe

Saturate - Water-type -ate

Qwilfish absorbs Toxic Spikes, can set Spikes or Toxic Spikes itself, and uses Explosion to make holes. However, base 95 Attack was too low to be threatening without a Swords Dance, giving the opponent a chance to switch in a counter. It also had low bulk and only moderate speed, so it could be beaten before doing what it needed to do. Optimized Qwilfish gets Rapid Spin to help remove other hazards besides Toxic Spikes, and Zen Headbutt hits opposing Poison-types like Toxapex. While normally used with Swift Swim on rain teams, it gets a new custom ability in Saturate that turns its Rapid Spin and Explosion into Water-type attacks, with Saturate Explosion dealing huge damage to threatening Pokemon like Heatran, Landorus-T, and Volcarona.



Shuckle [Optimized]
Abilities
: Sturdy / Unaware / Magic Bounce (HA)
Stats: 50 HP / 10 Atk / 230 Def / 10 SpA / 230 SpD / 5 Spe | BST: 535
Added Moves: Haze, Recover, Aromatherapy, Formian Suplex*
Summary of Changes: +30 HP

Formian Suplex:
|
| -- BP | 100% Acc | 20 PP | Z-move: 100 BP Savage Spin-Out | Inflicts damage equal to user's level

Shuckle is best know for being a semi-bulky Sticky Web setter. It has no offensive presence due to extremely low offensive stats, though it did have Encore to discourage set up. Optimized Shuckle gains more hitpoints, reliable recovery, Aromatherapy for team support, and Haze to clear opponents' stat boosts. Formian Suplex is a Bug-type Seismic Toss which prevents Shuckle from being too passive, and no type is immune to it. While Sturdy can be useful for guaranteeing hazards, its increased bulk means it probably won't be knocked out by any one attack, so it gets Unaware to switch into set up attackers or Magic Bounce to prevent opposing hazards from being set as well as protecting it from moves like Toxic and Will-O-Wisp.​


Qwilfish [Optimized]
Abilities:
Skill Link / Swift Swim / Intimidate (HA)
Stats: 85 HP / 115 Atk / 85 Def / 55 SpA / 85 SpD / 100 Spe | BST: 525
Added Moves: U-turn, Defog, Drill Run, Zing Zap, Recover, Poison Sting (Buffed*)
Summary of Changes: +20 Hp, +20 Atk, +10 Def, +30 SpD, +15 Spe
Buffed Move: Poison Sting |
|
| 25 BP | 100 Acc | 20 PP | Hits 2-5 times. | Z-Move: 100 BP Acid Downpur.
Qwilfish now can fulfill more roles than before thanks to its stat buffs and the adition of Intimidate and new moves that can be useful ofensively and defensively. Some of these roles are hazard removal pivot with Defog, U-turn, Recover and Intimidate, an ofensive set with either Skill Link or Swift Swim.


Avalugg [Optimized]
Abilities:
Ice Body / Sturdy / Filter (HA)
Stats: 105 HP / 117 Atk / 174 Def / 44 SpA / 82 SpD / 28 Spe | BST: 550
Added Moves: Icicle Crash, Ice Shard, Icicle Spear, Stealth Rock, Refresh, Haze
Summary of Changes: +10 Hp, -10 Def, +36 SpD
With better overall bulk, new useful ability on Filter and an actual support movepool, Avalugg now can be a decent bulky mon even with its shitty defensive typing. It also gained new Ice stabs on Icicle Crash, Spear and Ice Shard, which are decent for giving Avalugg decent power, I guess, Idk, I just gave it these because it made too much sense.​


Ice/Steel
Avalugg [Optimized]
Abilities:
Sauna* / Punching Bag* / Sturdy (HA)
Stats: 115 HP / 117 Atk / 184 Def / 34 SpA / 86 SpD / 13 Spe | BST 529
Added Moves: Icicle Crash, Ice Shard, Stealth Rock, Heavy Slam, Metal Burst, Counter
Summary of Changes: +20 Hp, -10 SpA, +40 SpD, -25 Spe

Sauna/Punching Bag: Recovers 25% HP from fire/fight moves respectively.
You can see where I'm going with this, right? Pick your immunity, and mind fuck the enemy. Do they risk sending the wrong type in, or do they just get smug and try and quake you down only to eat a Metal Burst/Counter. With 13 speed, Gyro Ball is nasty strong! Avalugg just got a lot more versatile.



/

Qwilfish [Optimized]
Abilities:
Lightningrod / Swift Swim / Intimidate (HA)
Stats: 125 HP / 115 Atk / 105 Def / 55 SpA / 85 SpD / 85 Spe | BST: 560
Added Moves: Earthquake, Recover, Rapid Spin, Rockslide
Summary of Changes: +60 Hp, +20 Atk, +20 Def, +30 SpD
125/105/85 is respectable with the water/poison typing and intimidate. How good is it defensively?



-1 236+ Atk Groudon Precipice Blades vs. 248 HP / 252 Def Qwilfish: 228-270 (50.3 - 59.6%) -- guaranteed 2HKO

I'd say it's good enough. Nothing quite that strong in OU. Anything that is? Well you have 5 other members to cover you. If you want to use the spikes as Lightningrods instead, it makes a great partner with Skarm or Celesteela as they cover each other's biggest weaknesses unless the electric attack has Mold Breaker in the way.



/

Shuckle [Optimized]
Abilities
: Sturdy / Regenerator / Contrary (HA)
Stats: 60 HP / 10 Atk / 230 Def / 10 SpA / 230 SpD / 5 Spe | BST: 545
Added Moves: Stoneguard, Close Combat, Iron Defense, Leech Seed, Slack Off
Summary of Changes: +40 HP

Stone Guard:
|
| 85 BP | 100% Acc | 20 PP | Z-move: 100 BP Continental Crush | Calculates damage using user's Defense instead of attack if higher​

Close Combat enables the Shuckster to get the same effect as Shell Smash during Contrary and lets you avoid being taunt bait. This lets it in turn use Stone Guard effectively, while beefing its abnormally high defenses. Or go Iron Defense if not Contrary and dig into defensive Sword Dance, or Leech Seed the health back or do it with Slack Off. Shuckle's options are better than ever!




Bisharp [Optimized]
Abilities
: Defiant / Inner Focus / Pressure (HA)
Stats: 90 HP / 125 Atk / 110 Def / 40 SpA / 100 SpD / 95 Spe | BST: 560
Added Moves: Parting Shot, Close Combat, Magnet Rise, Ice Punch, King's Shield, Checkmate*
Summary of Changes: +25 HP, +10 Def, -20 SpA, +30 SpD, +25 Spe

Checkmate: View attachment 127090 |
| 90 BP | 100% Acc | 15 PP | Z-move: 160 BP Corkscrew-Crash | Prevents the target from switching out. (Spirit Shackle/ Anchor shot clone)

Focusing on the defiant ability and punishing defog users, Bisharp is now quite a bit more bulky. The added speed allows it to outspeed Lando-T and Gliscor, as well, set up a Magnet Rise or just Ice Punch (Only really worried about switching into an eq). Traps Latis much better now too and can actually switch into non-resisted hits. King's Shield helps ease prediction and just makes sense with Bisharp. Checkmate also eases prediction as mons switching into Bisharp will be stuck next round, eliminating the worry of doubles. Close Combat is just better coverage for hitting steels hard and Parting Shot is nice to pivot out on slower mons.



View attachment 127089

Avalugg [Optimized]
Abilities
: Absolute Zero / Ice Body / Sturdy (HA)
Stats: 100 HP / 127 Atk / 184 Def / 44 SpA / 81 SpD / 28 Spe | BST: 564
Added Moves: Icicle Crash, Heavy Slam, Haze, Stealth Rock, Metal Burst
Summary of Changes: +5 HP, +10 Atk, +35 SpD

Absolute Zero: Flash Fire clone, but instead raises power of ice type moves. Avalugg can't be burned as well.

Defensive Ice types are just flat out bad, but Avalugg is very clearly an ice type so I had to stick with it. A steel typing adds a decent amount of resists, while also compounding ice type weaknesses. Absolute Zero alleviates one of those major weaknesses while a bit of HP and some much needed SpD allows it to take some hits on the special side. The added attack with an actually decent ice stab and heavy slam, plus a possible boost through its ability gives Avalugg some offensive presence. The rest of the moves are just more support moves to add to Avaluggs surprisingly decent support movepool that fit thematically.






Qwilfish [Optimized]
Abilities
: Poison Point / Swift Swim / Intimidate (HA)
Stats: 100 HP / 125 Atk / 85 Def / 55 SpA / 85 SpD / 100 Spe | BST: 550
Added Moves: Gunk Shot, Zen Headbutt, U-turn, Spiky Shield, Recover
Summary of Changes: +35 HP, +30 Atk, +30 SpD, +15 Spe

Qwilfish is a solid toxic/spiker with a fairly solid typing. Intimidate give it some solid physical bulk and it now has respectable special bulk. The added speed and attack are to make Qwilfish a more formiddable offensive mon. Being either used as a bulky hazard setter and pivot with the newly added support moves or as an offensive sweeper. Under rain Qwilfish outspeeds almost everything and can either set-up with sword dance or just go flat out attacker with rain boosted Liquidation, Gunk Shot and Zen Headbut for coverage. U-turn allows it to switch out of bad matchups or just go boom when Qwilfish has used up its usefulness.






Shuckle [Optimized]
Abilities
: Sturdy / Prankster / Contrary (HA)
Stats: 50 HP / 10 Atk / 230 Def / 10 SpA / 230 SpD / 5 Spe | BST: 535
Added Moves: Memento, Strength Sap, Skill Swap, Taunt
Summary of Changes: +30 HP

Sticking with Shuckle's extremely passive nature, only really an HP boost is necessary, but even a small boost drastically increases its bulk. Focusing more on a sort of bulky hazard setter, with the ability to stick around throughout the game, Shuckle gained recovery in the form of Strength Sap. In addition, Shuckle gained Skill Swap to deal with magic bounce and taunt to stop from getting set-up on or taunted. Memento is if one is going for a more suicide hazard lead. Prankster wraps this all up to boost the fact shuckle will be doing most its damage through support moves. Dark types will be able to ignore alot of moves Shuckle may go for, only really allowing it to set-up hazards.



Avalugg [Optimized]
Abilities
: Refrigerate / Regenerator / Sturdy (HA)
Stats: 110 HP / 117 Atk / 184 Def / 44 SpA / 86 SpD / 28 Spe | BST: 569
Added Moves: Icicle Crash, Heavy Slam, Ice Shard, Haze, Stealth Rock, Explosion, Metal Burst
Summary of Changes: +15 HP, +40 SpD

While Avalugg multiplies its Fire and Fighting weakness, the immunity to Toxic, myriad of resistances and the SR neutrality it gains more than makes up for it. A pure Ice type rapid spinner is a bad idea anyways. It now gains a big bolster to its special bulk, now not faltering to any special attack. Gaining Icicle Crash and Heavy Slam gives it strong STAB options so it is not passive, and Haze, Metal Burst, and SR are to grant it utility options.





Shuckle [Optimized]
Abilities
: Sturdy / Unaware / Mold Breaker (HA)
Stats: 50 HP / 10 Atk / 230 Def / 10 SpA / 230 SpD / 5 Spe | BST: 535
Added Moves: Recover, Memento, U-Turn, Toxic Spikes, Cobblestone*, Aromatherapy
Summary of Changes: +30 HP

Cobblestone:
|
| -- BP | 100% Acc | 20 PP | Z-move: 100 BP Continental Crush | Deals x1.5 the damage of the foe's last attack.

Shuckle hates Magic Bounce mons, as it has zero way to deal with them. So Mold Breaker to the rescue! +30 HP is alot considering its massively minmaxed defense stats. Recover allows it to get up hazards throughout the course of a match, Memento gives it a good suicide lead set, and U-Turn most importantly makes it not a momentum sink for teams.​
figured id do some pet mod stuff // wishes is cute



Bisharp [Optimized]
Abilities: Defiant / Sturdy / Mold Breaker
Stats: Stats: 85 HP / 115 Atk / 110 Def / 60 SpA / 90 SpD / 118 Spe | BST: 578

Added Moves: Spikes, Parting Shot, Moonlight, Explosion, Memento, Moonlight, Destiny Bond, Night Shade, Phantom Force, Shadow Sneak, Thunder punch, Fire Punch, Ice Punch
Summary of Changes: +20 hp - 10 att +10 def +0 spa +30 spdef +48 spe
Made this thing into instead of a defog deterer bad sweeper thing it tries to be into a good suicide lead / hazard setter for ou teams. Much faster and bulkier but less strong, because it's way more focused on setting up rocks/spikes than setting up an SD. With the ghost typing, it blocks rapid spin, while resisting fighting and kinda being an aegislash jr. With moonlight, it stays around as long as it needs to, keeping hazards up. Mold Breaker / Sturdy can set up hazards vs magic bounce pokemon / stall and let it have a built in focus sash, respectively. I kinda wanted to completely revamp because it's niche in ou is a. a bad sticky web mon and b. wish killer mon. Felt like I changed a lot but I like what I made.​
Here are the options for voting. Remember order does matter.

Bisharp: Origin0, dom, pahgawk3
Avalugg: G-Luke, Origin0, pahgawk3
Qwilfish: pahgawk3, Origin0, Dilasc
Shuckle: Origin0, G-Luke, pahgawk3

Here my votes. May the best sub win!
 
Bisharp: pahgawk3, Origin0, dom
Avalugg: G-Luke, Origin0, pahgawk3
Qwilfish: pahgawk3, Origin0, Gojiratar
Shuckle: Origin0, G-Luke, pahgawk3
 
Bisharp: pahgawk3, Origin0, dom,
Avalugg: G-Luke, Origin0, pahgawk3
Qwilfish: pahgawk3, Gojirator, Dilasc
Shuckle: G-Luke, pahgawk3, Origin0
 
Bisharp: pahgawk3, Origin0, dom,
Avalugg: G-Luke, Origin0, pahgawk3
Qwilfish: pahgawk3, Gojiratar, Dilasc
Shuckle: G-Luke, pahgawk3, Origin0
 

G-Luke

Sugar, Spice and One For All
is a Community Contributoris a CAP Contributoris a Forum Moderator Alumnus
IK I said 24 hours, but I got stuff to do for the week (CAPTT) so gonna wrap up voting today




Bisharp [Optimized]
Abilities
: Defiant / Inner Focus / Pressure (HA)
Stats: 90 HP / 125 Atk / 110 Def / 40 SpA / 100 SpD / 95 Spe | BST: 560
Added Moves: Parting Shot, Close Combat, Magnet Rise, Ice Punch, King's Shield, Checkmate*
Summary of Changes: +25 HP, +10 Def, -20 SpA, +30 SpD, +25 Spe

Checkmate:
|
| 90 BP | 100% Acc | 15 PP | Z-move: 160 BP Corkscrew-Crash | Prevents the target from switching out.​





Avalugg [Optimized]
Abilities
: Refrigerate / Regenerator / Sturdy (HA)
Stats: 110 HP / 117 Atk / 184 Def / 44 SpA / 86 SpD / 28 Spe | BST: 569
Added Moves: Icicle Crash, Heavy Slam, Ice Shard, Haze, Stealth Rock, Explosion, Metal Burst
Summary of Changes: +15 HP, +40 SpD





Qwilfish [Optimized]
Abilities
: Poison Point / Swift Swim / Intimidate (HA)
Stats: 100 HP / 125 Atk / 85 Def / 55 SpA / 85 SpD / 100 Spe | BST: 550
Added Moves: Gunk Shot, Zen Headbutt, U-turn, Spiky Shield, Recover
Summary of Changes: +35 HP, +30 Atk, +30 SpD, +15 Spe





Shuckle [Optimized]
Abilities
: Sturdy / Unaware / Mold Breaker (HA)
Stats: 50 HP / 10 Atk / 230 Def / 10 SpA / 230 SpD / 5 Spe | BST: 535
Added Moves: Recover, Memento, U-Turn, Toxic Spikes, Cobblestone*, Aromatherapy
Summary of Changes: +30 HP

Cobblestone:
|
| -- BP | 100% Acc | 20 PP | Z-move: 100 BP Continental Crush | Deals x1.5 the damage of the foe's last attack.

And now to announce the next slate......its.................................


SILVALLY!

thanks to leonard (from big bang theory) for the bright idea. Remember that memories cannot be altered, and buffs are across the board. Its neigh impossible to make 18 mons viable at once, but at least some of the formes can get a buff. Also tagging Yung Dramps cuz ik he is a sucker for Silvally slates.
 


Silvally [Optimized]
Abilities
: RKS System
Stats: 100 HP / 110 Atk / 100 Def / 110 SpA / 100 SpD / 100 Spe | BST: 620
Added Moves: Recover, Nasty Plot, Topsy-Turvy, Moonblast, Giga Drain, Psychic, Power Gem, Sludge Bomb, Aura Sphere, Dark Pulse, Earthquake, Earth Power, Multi-Dash*
Summary of Changes
: +5 HP, +15 Atk, +5 Def, +15 SpA, +5 SpD, +5 Spe

Multi-Dash*:
|
| 40 BP | 100% Acc | 25 PP | Z-move: 100 BP Breakneck Blitz | +1 priority. The held memory changes the move's type. Damage inflicted depends on the user's higher offensive stat and the target's corresponding defensive stat.​
 
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Yung Dramps

awesome gaming

this gon b gud



Silvally [Optimized]
Abilities: RKS System
RKS System: Now only changes Silvally's primary type.
Stats: 100 / 110 / 100 / 110 / 100 / 110 (630)
Added Moves: Calm Mind, Recover, Spikes, Close Combat, Aura Sphere, Earthquake, Superpower, Wild Charge, Fire Blast, Taunt, Extreme Speed, Psychic, Stealth Rock, Overheat
Summary of Changes: Silvally can now access the best offensive types in the game, including Ghost/Fighting, Fire/Fighting and Ice/Fighting. It can also do some other stuff as well, like hazard setting and pivoting.
 
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G-Luke Regireset has 10 base PP.



Silvally [Optimised]
Abilities:
RKS System
Ability Change: RKS System is retconned to work with memory discs, drives, and Z-crystals (but not Arceus' plates).
Move Change: Multi-Attack now has a high critical-hit ratio.
Stats: 107 HP / 107 Atk / 107 Def / 107 SpA / 107 SpD / 107 Spe (+12 All) BST 642
Added Moves:
Techno Blast, Extreme Speed, Recover, Earthquake, Solar Beam, Energy Ball, Grass Knot, Play Rough, Stone Edge, Volt Switch, Blizzard, Fire Blast, Thunder, Bulk Up, Calm Mind, Psyshock, Psychic, Sludge Bomb, Will-o-Wisp, Poison Jab, Dragon Pulse, Iron Tail, Liquidation, Stealth Rock, Taunt, Torment, Trick Room yes hello where are my moves ffs
Summary: +12 to all stats, buffed signature move, buffed ability, added moves.
Justification: Pretty sure that at the beginning of Gen 7 I wasn't the only one who overestimated how good Silvally would be in singles. It's trash. The obvious things that stand out are mediocre stats and mediocre movepool. 107 base stats across the board makes Silvally a better all-rounder (and 107 is a prime number, not the reason why I went for 107 though) and gives it a significant bulk increase. Then you have to give it moves so it can use those stats: Hazards, setup, recovery. Sludge Bomb and Poison Jab give Silvally coverage for Fairy-types; Blizzard/Fire Blast/Thunder are more powerful options in exchange for less accuracy; Extreme Speed for priority, and to bring Ekiller Arceus to OU; Stealth Rock for Hazards; everything else is added for harder-hitting coverage. Silvally also has access to Techno Blast, and with RKS System's buffed effect, Silvally has a spammable 120 BP STAB that never misses (though it has its own set of pros and cons, power and accuracy for a type lock).

EDIT: Ammended as per Yung Dramps's pointing out that changing memories isn't fair game.​
 
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Yung Dramps

awesome gaming
G-Luke Regireset has 10 base PP.



Silvally [Optimised]
Abilities:
RKS System
Ability Change: RKS System is retconned to work with memory discs, drives, and Z-crystals (but not Arceus' plates).
Item Change: Silvally's memory discs raise the power of their corresponding type's moves by 20%.
Move Change: Multi-Attack now has a high critical-hit ratio.
Stats: 107 HP / 107 Atk / 107 Def / 107 SpA / 107 SpD / 107 Spe (+12 All) BST 642
Added Moves:
Techno Blast, Extreme Speed, Recover, Earthquake, Solar Beam, Energy Ball, Grass Knot, Play Rough, Stone Edge, Volt Switch, Blizzard, Fire Blast, Thunder, Bulk Up, Calm Mind, Psyshock, Psychic, Sludge Bomb, Will-o-Wisp, Poison Jab, Dragon Pulse, Iron Tail, Liquidation, Stealth Rock, Taunt, Torment, Trick Room yes hello where are my moves ffs
Summary: +12 to all stats, buffed signature move, buffed ability, added moves.
Justification: Pretty sure that at the beginning of Gen 7 I wasn't the only one who overestimated how good Silvally would be in singles. It's trash. The obvious things that stand out are mediocre stats and mediocre movepool. 107 base stats across the board makes Silvally a better all-rounder (and 107 is a prime number, not the reason why I went for 107 though) and gives it a significant bulk increase. Then you have to give it moves so it can use those stats: Hazards, setup, recovery. Sludge Bomb and Poison Jab give Silvally coverage for Fairy-types; Blizzard/Fire Blast/Thunder are more powerful options in exchange for less accuracy; Extreme Speed for priority, and to bring Ekiller Arceus to OU; Stealth Rock for Hazards; everything else is added for harder-hitting coverage. Silvally also has access to Techno Blast, and with RKS System's buffed effect, Silvally has a spammable 120 BP STAB that never misses (though it has its own set of pros and cons, power and accuracy for the plates' BP increase and a type lock).
The Memories cannot be altered.
 

anaconja

long day at job
is a Community Contributoris a Tiering Contributor
Silvally [Optimized]
Abilities: RKS System / Regenerator
Stats: 103/107/103/107/103/107 BST 630 (+8/+12/+8/+12/+8/+12)
Added Moves: Stealth Rock, Calm Mind, Nasty Plot, Recover, Earthquake, Knock Off, Superpower, Focus Blast, Scald, Rapid Spin
Summary of Changes: I tried to make Silvally OU tier but not too overcentralizing. Obviously, Silvally is held back by its lack of recovery or coverage, so I added enough to cover most mons. I then added a viable Regenvest set using Scald, Rapid Spin, Knock Off, and U-Turn.
 


Silvally [Optimized]
Abilities: RKS System* / Unaware (Hidden)
*RKS System: In addition to previous effects, grants the effects of another ability, depending on the memory held.
Fire: Drought
Water: Drizzle
Electric: Electric Surge
Grass: Grassy Surge
Ice: Snow Warning
Fighting: Scrappy
Poison: Corrosion
Ground: Sand Rush
Flying: Multiscale
Psychic: Psychic Surge
Bug: Compound Eyes
Rock: Sandstorm
Ghost: Prankster
Dragon: Mold Breaker
Dark: Magic Bounce
Steel: Clear Body
Fairy: Misty Surge

Stats: 100/100/100/100/100/100 (600)
Added Moves: Recover, Calm Mind, Bulk Up, Dragon Dance, Brick Break, Focus Blast, Drill Peck, Poison Jab, Sludge Bomb, Earthquake, Earth Power, Stone Edge, Flare Blitz, Fire Blast, Fire Pledge, Waterfall, Scald, Water Pledge, Seed Bomb, Energy Ball, Wild Charge, Thunder, Psychic, Psyshock, Icicle Crash, Blizzard, Dragon Pulse, Play Rough, Dazzling Gleam
Summary of Changes: +5 to all stats
The revised RKS system allows Silvally to compensate for its RKS system forms lacking a proper item by giving it access to various powerful abilities. A boost to its stats makes Silvally not actively underwhelming. Finally, Silvally's movepool is vastly expanded, giving it far superior coverage, as well as the ability to set up.​
 




Silvally [Optimized]
Abilities
: RKS System
Stats: 101 HP / 101 Atk / 101 Def / 101 SpA / 101 SpD / 101 Spe | BST: 606
Added Moves: Recover, Quiver Dance, Extreme Speed, Earthquake, Bug Buzz, Dark Pulse, Dragon Pulse, Volt Switch, Moonblast, Aura Sphere, Searing Shot, Hurricane, Ominous Wind, Energy Ball, Earth Power, Sludge Bomb Freeze-dry, Psychic, Power Gem, Scald and Mirror Shot.
Summary of Changes: +6 All
Slight stat buff helps, out speeds base 100's and seemed right to keep all the stats the same. Working off the mini Arceus idea, gave it Extreme Speed and Earthquake for coverage. Recover makes defensive variants actually usable. Going off a Stabmons like Silvally, I added Quiver Dance and one new special move for each type as Silvally already has "perfect" coverage thanks to Multi-Attack on the physical side. This gives Silvally the ability to be threatening on both sides of the spectrum.

 

G-Luke

Sugar, Spice and One For All
is a Community Contributoris a CAP Contributoris a Forum Moderator Alumnus



Silvally [Optimized]
Abilities
: RKS System*
Stats: 103/103/103/103/103/103 | BST: 618
Added Moves: Earthquake, Sucker Punch, Recover, Aura Sphere, Sludge Bomb, Psychic, Extreme Speed, Wish, Refresh, Blizzard, Thunder, Fire Blast, Hurricane, Taunt, Volt Switch, Toxic Spikes, Nasty Plot, Thunder Wave, Shadow Sneak, Wish, Power Gem
Summary of Changes: +8 to all stats
RKS System: Boosts the power of all moves that share its held memory's type by 20% in addition to old effects

What's that G-Luke? Abusing the system? The system was maaaaade to be abused!!! But on a more serious note, stats are the bare minimum of Silvally's old worries. In standard, it simply could not do anything that any existing mon could already do. So I decided to make sure it could stand out on its own. No Normal Espeeders, BoltBeam abusers, bulky fairy Toxic Spike setters exist! And that is what Silvally will set out to do, perform niches that other Pokemon that share its typing cannot do. It helps that RKS System now picks up the slack for the memories, making Silvally hit alot harder than in standard​
 
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Silvally [Optimized]
Abilities: RKS System
Stats: 100 HP / 105 Atk / 105 Def / 105 SpA / 105 SpD / 100 Spe | BST: 620
Added Moves:recover,Blizzard, thunder, fire blast,parting short, Moonblast,multi-attack*, Work up,cosmic power, giga drain, extreme speed, Power gem.
Summary of Changes:5+ to Spe and HP and 10+all the other stats (50+ total)​
Multi-Attack*:has different added effect based on its type.
bug=20% chance to lower the opponent's speed
Dark=20% to flinch
Dragon=20% chancey to raises the user's attack
Electric=10% to paralyz
Fairy=20% chancey to lower the opponent attack
Fighting:ignores the opponent's stat changes
Fire=10%chance to burn the opponent
Flying=30% chance to lower evasivness
Ghost=doesn't checks accuracy
Grass=10% to leech seed the opponent
Ground=20% to lower the opponent's accuracy
Ice=10% chance to freeze
Normal:removes light Screen,reflact and aurora vail fro the opponent's side of the field
Posion=20% chance to poison the opponent
Psychic=10% chance to confuse the opponent
Rock=20% chance to lower the opponent's Def
Steel=high critical hit ritio
Water=the user is cursed from its major status condtions
Justifaction:it's meant to be a Customizable pokemon as it's a mini arceus so it's allowed to have as much of elamental coverage as possible, Recover gives it.. Duh,and the reworked multi-attack is also based on the idea customizability.
 
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