OptiMons [Slate 22: Gen 4] {Voting}

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G-Luke

Sugar, Spice and One For All
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Big Announcements!

Firstly winners of the current slate.






Wishiwashi [Optimized]
Abilities
: Schooling* (modified)
Stats: Solo Forme - 65 HP / 70 Atk / 60 Def / 75 SpA / 65 SpD / 90 Spe | BST: 425
School Forme - 65 HP / 130 Atk / 120 Def / 130 SpA / 125 SpD / 60 Spe | BST: 630
Added Moves: Liquidation, Discharge, Parabolic Charge, Thunder, Thunder Wave, Thunderbolt, Volt Switch, Wild Charge, Dazzling Gleam, Flash Cannon, Signal Beam, Blizzard
Summary of Changes: Solo Forme: +20 HP, +50 Atk, +40 Def, +50 SpA, +40 SpD, +50 Spe
School Forme: +20 HP, -10 Atk, -10 Def, -10 SpA, -10 SpD, +30 Spe

Schooling* (modified): now also has a Regenerator effect


Ghost/Steel
Dhelmise [Optimized]
Abilities
: Gardener (Grass type Steelworker)
Stats: 100 HP / 131 Atk / 100 Def / 86 SpA / 100 SpD / 20 Spe | BST: 537
Added Moves: +30 HP, +10 SpD, -20 Speed
Summary of Changes: Trick Room, Recover, Leech Seeds




Vikavolt [Optimized]
Abilities
: Levitate / Compoundeyes (HA)
Stats: 77 HP / 70 Atk / 90 Def / 130 SpA / 90 SpD / 80 Spe | BST: 537
Added Moves: Hurricane, Focus Blast
Summary of Changes: -15 SpA, +15 SpD, +37 Spe



Crabominable [Optimized]
Ability:
Anger Point / Iron Fist (HA: Technician)
Stats: 97 HP / 142 Atk / 97 Def / 62 SpA / 87 SpD / 73 Spe (+10 Atk, +20 Def, +20 SpD, +30 Spe BST 558)
Typing:

Moves Added: Icicle Spear, Ice Shard, Mach Punch, Bullet Punch, Hammer Arm, Icicle Crash, Arm Thrust



Golisopod [Optimized]
Type:

Abilities:
Tinted Lens
Stats:
HP:
75 (+0)
Atk: 125 (+0)
Def: 140 (+0)
SpA: 60 (+0)
SpD: 90 (+0)
Spe: 55 (+15)
BST: 545 (+15)
Added Moves: U-Turn

Secondly, congrats again to Jucherz for winning the Open for OptiMons! The Open has provided us with a view of how the metagame looks and operates, and some Optimized Pokemon GREATLY out shined both its brethren and even top class Pokemon. So some nerfing occurred. Also, a few buffs were done, more on that later

Its just birbs



Decidueye [Optimized]
Abilities: Overgrow | [HA] Long Reach Mold Breaker
Stats: 88 HP / 112 Atk / 75 Def / 100 SpA / 125 SpD / 80 Spe [BST 580]
Added Moves: Will-o-Wisp, Taunt, Focus Blast, Leaf Storm, Shadow Sneak, Leech Seed, Hex
Summary of Changes: +10 HP, +5 Atk, +25 SpD, +10 Spe




Moltres [Optimized]
Abilities: Pressure | [HA] Regenerator
Stats: 90 HP / 100 Atk / 90 Def / 125 SpA / 85 SpD / 90 Spe [BST 580]
Added Moves: Earth Power, Superpower, Defog (Legal with Regenerator)
Summary of Changes: n/a






Articuno [Optimized]
Abilities: Pressure | [HA] Snow Warning
Stats: 90 HP / 85 Atk / 85 Def / 100 SpA / 95 SpD / 125 Spe (BST: 580)
Added Moves: Calm Mind, Defog (legal with Snow Warning), Aura Sphere(?), Nasty Plot, Oblivion Wing
Summary of Changes: Rearranged it's stats




Dragalge [Optimized]
Abilities: Poison Point | Corrosion | [HA] Adaptability
Stats: 100 HP / 65 Atk / 100 Def / 110 SpA / 125 SpD / 70 Spe | BST: 570
Added Moves: Recover, Poison Melt*, Moonlight
Summary of Changes: +35 HP, -10 Atk, +10 Def, +13 SpA, +2 SpD, +26 Spe

Poison Melt:
70 BP | 32 PP | 100% Accuracy |
| Z-Power: 140 BP
This attack hits Steel-types super effectively and has a 30% chance to decrease the target’s SpD by 1 stage.
"The user spits a poison strong enough to dissolve metal.
"

Clawitzer






Abilitiy: Mega Launcher
Stats: 72 HP | 60 Atk | 96 Def | 120 SpA | 96 SpD | 96 Spe (540 BST)
Added Moves: Origin Pulse, Draco Meteor, Hydro Pump (Gamefreak was hellbent on forcing this to run Water Pulse)
Summary of Changes: +1 HP, -13 Atk, +8 Def, +7 SpD, +37 Spe (+40 BST)







Primarina [Optimized]
Abilities: Torrent | [HA] Liquid Voice
Stats: 90 HP / 74 Atk / 94 Def / 126 SpA / 126 SpD / 70 Spe
Added Moves: Perish Song, Recover, Whirlpool, Signal Beam, Boomburst,
Summary of Changes: +10 HP, +20 Def, +10 SpD, +10 Spe




Uxie [Optimized]
Abilities:
Levitate Regenerator Marvel Scale
Stats: 80 Hp/90 Atk/135 Def/70 SpA/135 SpD/90 Spe/600 BST
Added Moves: Healing Wish, Slack Off, Will-O-Wisp, Passive-Agressivity*
Summary of Changes: + 5 Hp, +15Atk, +5 Def, -5 SpA, +5 SpD, -5 Spe, +20 BST.
*Passive Agressivity:
| 0 BP | 100% Accuracy | Special | Z-Power: 100 Bp | Does damage equal to the user's level. | 20% chance of raising the user's defences by 1 stage each.




Butterfree [Optimized]
Abilities
: Tinted Lens / Magic Guard (HA)
Stats: 75 HP / 50 Atk / 80 Def / 120 SpA / 105 SpD / 95 Spe BST: 525
Added Moves: Psyshock, Thunderbolt, Ice Beam, *Flutter Dust,
Summary of Changes: +15 HP, +30 Def, +30 SpA, +25 SpD, +25 Spe, +5 Atk

*Flutter Dust :
| 50 BP | 100% Acc | 10 PP |
| Z-move: 100 BP Savage Spin Out | Lowers the target's SpD, SpA and Spe by 1 stage


And about buffs, other than the minor buffs seen above, a couple OptiMons are in need of an overhaul! So instead of a regular submission phase, you all get the opportunity to redo unsatisfactory optimons.

Lol they are all bugs



Ninjask [Optimized]
Abilities: Speed Boost | [HA] Adaptability
Stats: 61 HP / 109 Atk / 45 Def / 50 SpA / 50 SpD / 175 Spe [BST 485]
Added Moves: Spikes, Toxic Spikes, Acrobatics, Lunge, Knock Off, Taunt
Summary of Changes: +19 Atk, +15 Spe





Abilities: Wonder Guard / [HA] Shed Skin
Stats: 1 HP / 100 Atk / 30 Def / 30 SpA / 30 SpD / 40 Spe [231 BST]
Added Moves: Bulldoze, Destiny Bond, Infestation, Spikes, U-turn
Summary of Changes: +10 Atk, -15 Def







Mothim [Optimized]
Abilities: Swarm | Simple | [HA] Tinted Lens
Stats: 80 HP / 104 Atk / 50 Def / 104 SpA / 70 SpD / 85 Spe
Added Moves: Hurricane, Fly, Power Whip
Summary of Changes: +10 HP, +10 Atk, +10 SpA, +20 SpD, +19 Spe







Beedrill [Optimized]
Abilities:
Sniper / Sheer Force (Technician)
Stats: 50 / 120 / 50 / 120 / 50 / 140
Added Moves: Wing Attack, Feint Attack, Sting Storm*
Summary of Changes: -15 HP, +50 Atk, +10 def, +105 Sp. Atk, -30 Sp. Def, +65

*Sting Storm: View attachment 115846 | 200 BP | 100% Acc | 8 PP | View attachment 115845 | Z-move: 180 BP | User faints after use.


If there are any other Optimons, new or old that aren't on the buffing slate, but you feel deserves another look at, do not be afraid to voice your opinion. Just please provide reasonable explanation as to why exactly you think the mon in its current state is still unviable or extremely mediocre, and how your adjustments make it better. Replays are a good example.

So yeah guys have fun!
 

earl

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is a Community Contributor
Butterfree nerf and Moltres buff :psytear:


Ninjask [Re-Optimized]
Type:

Abilities: Speed Boost | Infiltrator (HA)
Stats: 61 / 100 / 65 / 50 / 70 / 174 (520 BST)
Added Moves: Power Trip, Sucker Punch, Pursuit, Spikes
Justification: S P E E D B O O S T P O W E R T R I P


Shedinja [Re-Optimzed]
Type:

Abilities:
Wonder Guard
Stats: 5 / 105 / 25 / 20 / 20 / 55 (230 BST)
Added Moves: Spikes, U-Turn, Spirit Shackle
Justification: No longer dies to any passive damage. Booyah
 
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G-Luke

Sugar, Spice and One For All
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Butterfree nerf and Moltres buff :psytear:
Moltres doesn't seem unviable at all, nor mediocre, it just needed a nudge, and being able to defog with its best ability fulfilled that.
And on Butterfree, I didn't think its as busted as all the hype makes it out to be. I'm sure people didn't adequately adjust to the changes present in the meta. Besides, it received a fair amount of both offensive and defensive counterplay since the tour's inception (Oricorios, Registeel, more priority) so I just notched its speed tier so offense has a much easier time of handling it. (For example Kyube of all things outpace it at +0, and its either tied or outspaced by every viable Scarfer in the meta at +1). I hope that makes everything alot easier to understand.
 

earl

(EVIOLITE COMPATIBLE)
is a Community Contributor
Moltres doesn't seem unviable at all, nor mediocre, it just needed a nudge, and being able to defog with its best ability fulfilled that.
And on Butterfree, I didn't think its as busted as all the hype makes it out to be. I'm sure people didn't adequately adjust to the changes present in the meta. Besides, it received a fair amount of both offensive and defensive counterplay since the tour's inception (Oricorios, Registeel, more priority) so I just notched its speed tier so offense has a much easier time of handling it. (For example Kyube of all things outpace it at +0, and its either tied or outspaced by every viable Scarfer in the meta at +1). I hope that makes everything alot easier to understand.
The Moltres buff, while minor, really does boost its usability as Defog+Regen is a really nice combo. As for Butterfree, it ties with Kyub, but otherwise yeah
 

Shedinja [Optimized]
Abilities
: Wonder Guard, Magic Guard
Stats: 1 / 130 / 1 / 30 / 1 / 130
Added Moves: Spectral Thief, Attack Order
Summary of Changes: +40 Atk, - 44 Def, -29 SpD, +90 Spe
Justification: Imagine if Shedinja had useful stat distribution. Now give it 2 good STAB moves and 2 abilities to play mind games with your opponent, and here you have Optimized Shedinja.
 

Shedinja [Re-Optimzed] Type:
/

Abilities:
Wonder Guard/Blunder Guard*
Stats: 1 / 105 / 20 / 105 / 20 / 105 (356 BST)
Added Moves: U-Turn, Spirit Shackle, Attack Order, Shell Smash, Water Shuriken
*Blunder Guard: The opposite of Wonder Guard, only takes damage from NvE moves.
Justification: At the very least, Ninja ghost in a shell here can buy a turn of free guessing games, and both abilities? They have their place. If anything, you can keep your enemies guessing long enough for your Shell Smashed 105/105/105 offensive spread. Bug/Ghost is a decent coverage, that, for the most part, partial normals are resistant to. We all know how powerful those partial normals are, other than MLop and possibly MPidgeot and Staraptor. Only Staraptor with his CC coverage can get around both abilities. MLopunny needs Fire Punch for Wonder, and Mega Pidg can't do much to Blunder.

For those wondering, these types can hit Blunder Guard
/
: Grass, Bug, Poison and Ground (Fight only if the attacker is Scrappy).

So, 3 uncommon coverage moves and Quake vs. Flying, Fire, Dark, Ghost and and Rock. Again, as one sided as it seems, both abilities have their place to cover for your team.
 
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Ninjask [Optimized]
Abilities
: Speed Boost / Aerilate (HA)
Stats: 70 HP / 110 Atk / 65 Def / 45 SpA / 70 SpD / 160 Spe | BST: 525
Added Moves: Quick Attack, Extreme Speed, First Impression, Spikes, Sticky Web, Acrobatics, Knock Off, Pursuit
Summary of Changes: +9 HP, +20 Atk, +20 Def, +20 SpD

Ninjask needs some extra bulk so it doesn't die to weak attacks, and while it's fast it can't hit hard enough without setting up a Swords Dance. Optimized Ninjask gets some priority moves to revenge kill more effectively and avoid being revenge killed itself, Aerilate gives it better Flying STABs like STAB Extreme Speed, and hazards go well with fast offensive Pokemon.



Shedinja [Optimized]
Abilities
: Wonder Guard
Stats: 1 HP / 110 Atk / 45 Def / 30 SpA / 30 SpD / 80 Spe | BST: 296
Added Moves: Spikes, Toxic Spikes, Sticky Web, Swords Dance, Powder, Trick, Taunt, Spirit Shackle, U-turn, Lunge, Haze, Disable
Summary of Changes: +20 Atk, +40 Spe

The gimmick of gimmicks, Optimized Shedinja was given plenty of utility to use while the opponent tries to get rid of it.



Mothim [Optimized]
Abilities
: Technician / Tinted Lens (HA)
Stats: 70 HP / 105 Atk / 75 Def / 105 SpA / 75 SpD / 90 Spe | BST: 521
Added Moves: Thunder Wave, Hurricane, Whirlwind, Power Whip, Bullet Seed, Swords Dance, Work Up
Summary of Changes: +11 Atk, +25 Def, +11 SpA, +25 SpD, +25 Spe

Mothim was meant to be a mixed offensive bug, but it was far too slow and frail, and Quiver Dance along with being a non-bird Flying type meant its attack stat went unused. Optimized Mothim gains Swords Dance to allow for a physical set, and Technician provides it with stronger physical moves in Aerial Ace, Bug Bite, Bullet Seed.


/

Beedrill [Optimized]
Abilities
: Skill Link / Sniper (HA)
Stats: 75 HP / 120 Atk / 70 Def / 45 SpA / 90 SpD / 125 Spe | BST: 520
Added Moves: Stinger Storm*
Summary of Changes: +10 HP, +30 Atk, +30 Def, +10 SpD, +50 Spe

Stinger Storm*:
| 25 BP | 95% Acc | 15 PP |
| Z-move: 140 BP Acid Downpour | Hits 2-5 times, 10% chance to poison

Beedrill was even more frail than Butterfree and other Bug-types, leaving it unable to switch in and set up. Base 75 Spe and base 90 Atk were too low to be immediately threatening. Its abilities were also generally useless, relying on having low health or on luck. Optimized Beedrill has much greater offensive presence, with higher attack and speed, useful abilities, and a new signature move. Skill Link allows its STAB moves Pin Missile and Stinger Storm to hit five times each to break through Substitutes, Focus Sashes, and Sturdy. It now can more easily threaten switches to set up with Swords Dance, or it can U-turn quickly to a teammate. totally not a resub
 
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Astra

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i'll give this a shot


Mothim [Re-Optimized]
Type:
Bug/Flying
Abilities: Swarm | Protean | [HA] Tinted Lens
Stats: 80 HP / 90 Atk / 50 Def / 105 SpA / 70 SpD / 108 Spe
Added Moves: All moves added when Optimized, Leech Life, Lunge, Sludge Bomb, Poison Jab
Summary of Changes: -14 Atk, +1 SpA, +23 Spe
Justification: It's hard for a Bug/Flying to "shine" when there's so many of them and when Rock-type move kill them in a flash, however the changes done to Mothim allow it to have a niche in that it can avoid said Rock-type moves via Protean. The additional moves give him better physical presence and Poison coverage. Its stat changes were made to fit the fast Bug-type role while preventing it being too strong by lowering it's ability to run a mixed set due to Protean being a very strong Ability.

WIP

If you have any comments or criticisms, feel free to tell me.

edit: Also, for the Summary of Changes, do I refer to the old Optimized stats or the actual vanilla stats of Mothim?
 
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anaconja

long day at job
is a Community Contributoris a Tiering Contributor



Ninjask [Optimized]
Abilities:
Speed Boost / Illusion
Stats: 55 HP / 110 Atk / 50 Def / 50 SpA / 50 SpD / 175 Spe (BST: 490)
Added Moves: Spikes, Toxic Spikes, Acrobatics, Lunge, Knock Off, Fly, Taunt
Summary of Changes: -6 HP, +20 Atk, +5 Def, +15 Spe
Ninjask becomes a setter to rival those of Accelgor and Smeargle, as well as having another role in an Illusion set-up sweeper. It is countered by the likes of Sableye-Mega, Clefable, and Quagsire, however.



Shedinja [Optimized]
Abilities:
Wonder Guard / Magic Guard
Stats: 1 HP / 100 Atk / 10 Def / 10 SpA / 10 SpD / 100 Spe (BST: 231)
Added Moves: Destiny Bond, Spirit Shackle, U-Turn, Infestation
Summary of Changes: +10 Atk, -35 Def, -20 SpA, -20 SpD, +60 Spe
Shedinja gains a new set of tricks up its sleeve, able to trap and KO mons that are unable to hurt it.



Mothim [Optimized]
Abilities:
Swarm / Magic Guard / Tinted Lens
Stats: 80 HP / 105 Atk / 70 Def / 105 SpA / 50 SpD / 90 Spe (BST: 500)
Added Moves: Psyshock, Dark Pulse, Focus Blast, Calm Mind
Summary of Changes: +10 HP, +11 Atk, +20 Def, +11 SpA, +24 Spe
While it is difficult to switch Mothim in, it can be incredibly dangerous if allowed to set up, boasting two potent abilities in Magic Guard, which nullifies Stealth Rock and status damage, and Tinted Lens, which allows it to break through Steel-types better.




Beedrill [Optimized]
Abilities:
Poison Touch / Frisk / Sheer Force
Stats: 50 / 120 / 80 / 15 / 80 / 135 (BST: 480)
Added Moves: Lunge, Throat Chop, Sting Storm*
Summary of Changes: -15 HP, +30 Atk, +40 Def, - 30 SpA, +60 Spe
*Sting Storm:
| 70 BP | 100% Acc | 20 BP |
| Z-Move: 140 BP | Contact | User switches out after damaging the target.
With these changes, Beedrill becomes the ultimate offensive pivot, annoying stall by poisoning walls, as well as outspeeding key offensive mons and KO'ing them. It can also be a physical attacker thanks to Sheer Force coupled with Lunge, Poison Jab, and Throat Chop.
 
Wishiwashi:anaconja, pahgawk3, origin0
Dhelmis:dilasc, origin0 , anaconja
Edit:opss.... My bad, i thought that the notification telling me to vote was New
 
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Ninjask [Optimized]
Abilities: Speed Boost | [HA] Adaptability
Stats: 70 HP / 110 Atk / 90 Def / 50 SpA / 50 SpD / 160 Spe [BST 530]
Added Moves: Earthquake, Earth Power, Stealth Rock, Spikes, Toxic Spikes, Acrobatics, Lunge, Knock Off, Taunt
Summary of Changes: +9 HP, +20 Atk, +45 Def

I noticed a few things about the old Optimized Ninjask. First of all, what are you expecting to outspeed with 15 more points in speed, when you already have 160 Speed and Speed Boost? Second, what good is Adaptability when your STAB combo is Bug/Flying? I also noticed a thing about Ninjask in general, namely that it has a worse typing and worse Defense than its pre-evo. So I fixed that. I fixed all of that.

In other words, Ninjask now survives much longer. Its Bug/Ground type means it now takes 1x damage from Stealth Rock instead of 4x, and its increased HP and drastically increased Defense protect it from physical attacks - particularly priority. This gives Ninjask much more time to do its thing. Speaking of Stealth Rock, it can now set that. (Making a Ground-type ninja and depriving it of Stealth Rock just felt wrong.) It also gets STAB Earthquake, but that's less significant. Other than that, it functions like the old Optimized Ninjask.​
 

Name: NInjask [Re-Optimized]
Stats: 61/120/45/105/50/175 (+30 Atk, +55 SpA, +15 Spe, BST 556)
Ability: Speed Boost/Infiltrator (HA: Aerialate)
Typing:

New Moves: Acrobatics, Drill Run, Earth Power, Volt Switch, Thunderbolt, Focus Blast, Quiver Dance
Justification: Ninjask is a cool looking Pokémon with two great abilities, a phenomenal Speed stat, and a myriad of boosting moves. Unfortunately, Ninjask's offense are sub-par, and in combination with its poor coverage and abysmal STAB, means that there is little reason to ever use Ninjask. In fact, it is even completely outclassed as a Bug-Flying Speed Boost sweeper by Yanmega, who is in RU (and looks cooler). The new Ninjask has been transformed into one of the best OU revenge killers and sweepers. A 90-point boost to it's offenses allows it to attack effectively from either side of the spectrum. Although they are not amazing in an OU environment, it also has its new 175 base Speed tier (one of the things the old submission got right). NInjask outspends Timid Mega Alakazam wihout a speed boosting nature; with Jolly it now outspeeds +1 base 100s such as Volcarona. Bug and Flying is a horrible STAB combination, which makes Ninjask's pitiful move pool all the worse. As such, Ninjask now has access to a variety of coverage moves including Drill Run and Thunderbolt. Quiver Dance alongside the already present Swords Dance gives Ninjask the ability to punish switches harshly. Finally, Aerialate gives Ninjask a unique option to power up its STAB, in contrast to Speed Boost preventing revenge-killers and Infiltrator breaking Substitutes. Of course, Ninjask still dies to nearly any priority (or hit in general), but its unpredictability and speed bring a lot to OU.



Name: Shedinja [Re-Optimized]
Stats: 1/120/45/70/30/82 (+35 Atk, +40 SpA, +42 Spe, BST 353)
Ability: Wonder Guard
Typing:

New Move:
Sealed Tomb:
|
| 140 BP | 100% Accuracy | 5 PP | 0 Priority | Physical version of Doom Desire
New Moves: Spikes, Stealth Rock, Rapid Spin, Infestation, Hypnosis, Destiny Bond, Magic Room, Trick Room, Reflect, Light Screen, Speed Swap, Bullet Punch, Metal Claw, Iron Head (also, fixing any Swords Dance legality issues)
Justification: The highlight of Shedinja's new optimization is its fantastic Bug/Steel typing. This gives Shedinja only one weakness to worry about with Wonder Guard, and Shedinja doesn't care that it is a 4x weakness. It's Steel typing gives it a few new STAB options, including Sealed Tomb and Bullet Punch. This forces opponents to play very carefully and limit the amount of time Shedinja is in the battle (remembering that it also has Swords Dance). Bug, steel, and Ghost (now coverage) allow it to hit nearly every Pokémon for at least neutral damage. Should Shedinja be on a more defensive team, it can also help out with a large number of support options, allowing it to set up hazards and screens, status the opponent or cripple a faster foe with Speed Swap, trap opponents, clear any hazards that are set up when it is in play, set up Trick Room, or take an opponent out with Destiny Bond. This also prevents it from being dead weight against Fire-types. Shedinja is risky to play with, as it can be instantly taken out with a Fire-type coverage move or continued entry hazard support, but if played well can net your team quite a few KOs throughout the match.​




Name: Mothim [Re-Optimized]
Stats: 95/84/60/104/110/66 (+15 HP, -10 Atk, +10 Def, +10 SpA +60 SpD, BST 509)
Ability: Swarm/Compound Eyes
Typing:

New Moves: Sleep Powder, Focus Blast, Earth Power, Hurricane
Justification: Like Old Mothim, Optimized Mothim is a potent Quiver Dance sweeper, especially after a few boosts. However, before its buffs, Mothim had trouble setting up due to its terrible defenses, low Speed, and mediocre offenses. With roughly the same special bulk as Deoxys-D, Mothim has no trouble setting up against special attackers such as Greninja and Mega Latios. Compound Eyes differentiates Mothim from Volcarona, giving it coverage in Focus Blast and Hurricane (now with 91% accuracy). In addition to its other powder moves, Sleep Powder gives Mothim a 97.5% chance to have a free turn of set up, which is important given Mothim's moderate Special Attack and low Speed. Earth Power is a coverage option if you want a way to hit Electric-types or Hurricane/Focus Blast's accuracy is off putting. An extra 10 base points to Special Attack gives Mothim just a little bit more punch.


Name: Beedrill [Re-Optimized]
Stats: 65/140/40/45/80/111 (+50 Atk, +36 Spe, BST 481)
Ability: Swarm/Sniper (HA: Technician)
Typing:

New Moves: Wing Attack, Feint Attack, Needle Arm, Bullet Punch, Mach Punch, Power-Up Punch, Fire Punch, Thunder Punch, Ice Punch, Arm Thrust, Bulldoze
Justification: Technician Beedrill is a really cool idea that the previous optimization had, but fell short because Beedrill didn't need mixed attacking stats, still had poor moves, and had even less bulk. Furthermore, because Beedrill had a poor special move pool, there was very little to separate it from its Mega Evolution. Beedrill gets a truckload of new moves, most of which are based on punches or arm thrusts to go with Beedrill's design. Not only does Beedrill gain coverage and priority with these options, but many of these moves have low base power, giving them a Technician boost. While Beedrill retains its poor bulk, it is much harder to revenge kill thanks to its access to priority and good 111 base Speed. Beedrill also has more special bulk than Buzzwole, Tapu Koko, and Greninja, meaning it can take a hit or two if needed. A 140 base Attack stat lets it rival the other main OU Technician user (Mega Scizor). This allows it to serve as a wallbreaker that can outspeed Mega Latios, Kartana, and Zapdos. It is also worth pointing out that Beedrill's Feel Stinger does more damage than its Mega Evolution, even without an item. Beedrill can use its larger move pool to attack and receive some boosts before Mega Evolving and sweeping. Alternatively, with a Life Orb or Choice item, Beedrill can muscle its way through bulky walls without wasting a Mega slot.​
 
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You can't kill me. I'm already dead.

Shedinja [Re-Optimised]
Ability:
Wonder Guard
Stats: 1 HP / 110 Atk / 45 Def / 100 SpA / 30 SpD / 80 Spe (+20 Atk, +70 SpA, +40 Spe) BST 366
Added Moves:
Bulldoze, Destiny Bond, Spikes, Infestation, U-turn, Knock Off, Parting Shot, Memento, Snatch, Whirlwind, Swords Dance (via TM), Quiver Dance, Dark Pulse, Pursuit, Sucker Punch, Camouflage, Taunt, Nature Power, Trick Room
Justification: Honestly, everyone else has done what I was initially thinking of doing, but instead of following the crowd I thought I'd try and do something a little different. In trying to stick to ScarfWynaut's original concept of making Shedinja a better utility mon, I went ahead and gave it even more options to play with: Parting Shot bypasses the issue of having to make contact with U-Turn; Taunt stops the odd Will-o-Wisp or Toxic should you be faster; Whirlwind is always nice for phasing things you don't like; and because it forces switches, it can use that free tempo to set up TR for its teammates. Its ability to force switches is also why I gave it Pursuit. Bug/Dark isn't meant to be a buff as much as it is an exchange: Shedinja loses its immunity to Fairy and Bug and gains new immunities to Ghost and Dark. I also gave Shedinja 100 SpA so that you have the option of going special if desired. Camouflage I think fits pretty well with Shedinja's design concept, and allows it to function extremely well with Tapu Fini. Fini can take on the types Shedinja is weak to, provides status immunity, while Shedinja can take on the types that Fini is weak to; and under Misty Terrain, Camouflage turns Shedinja into a Fairy-type, making it weak to only Poison and Steel. It's gimmicky, and it's my opinion that that's precisely what Shedinja embodies. If played right, it can be a real pain to deal with.


something something naruto

Ninjask [Re-Optimised]
Abilties:
Speed Boost / Infiltrator (Adaptability)
Stats: 71 HP / 115 Atk / 65 Def / 50 SpA / 65 SpD / 160 Spe (+10 HP, +25 Atk, +25 Def, +15 SpD) BST 531
Added Moves: Spikes, Toxic Spikes, Acrobatics, Lunge, Knock Off, Taunt, Parting Shot, Memento, Snatch, Whirlwind, Sucker Punch, Pursuit, Shadow Claw, Shadow Ball, Shadow Sneak, Phantom Force, Superpower
New Move: Shadow Strike (yes I know this is the Japanese name for Shadow Sneak and the name of Kitsunoh's signature move but I couldn't think of anything else tbh) |
|
| 40 BP | 15 PP | 90% Accuracy | 0 Priority | Makes contact | Ninjask creates a shadow double and attacks with it. This move always hits twice. | 100 BP Never-Ending Nightmare
Justification: Making Shedinja Bug/Dark allows me to throw this into the ring: an offensive Bug/Ghost with three fantastic offensive abilities and a signature move that breaks subs, sashes, and Disguise. Superpower is available to hit Steel types but if you're running Adaptability 95% of the time Shadow Strike hits harder. While it appreciates the extra bulk, it's still weak to SR, residual damage, and though Shadow Strike hits hard, I think you should leave Steel-types to something else.​
 
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Ninjask [Optimized]
Abilities:
Speed Boost / Mold Breaker / Ninja Veil*
Stats: 61 HP / 125 Atk / 85 Def / 50 SpA / 50 SpD / 160 Spe (BST: 531)
Added Moves: Spikes, Brave Bird, Close Combat, Pursuit, Taunt, Knock Off, Memento
Summary of Changes: +35 Atk, +40 Def
*Ninja Veil: Magic Guard clone.
Giving Ninjask two different options, either an unblockable suicide lead, or a quick revenge killer. Using Mold Breaker Ninjask can set-up spikes on even the likes of Mega-Sableye, it has an unbelievably quick taunt as well as the ability to block rapid spin with either memento or final gambit. Ninja Veil allows Ninjask to take a more offensive role, taking no damage from stealth rocks anymore, while taking no recoil from Brave Bird on top of a life orb. Close Combat really aides in coverage against steel types, while Pursuit and Knock Off are nice options for annoying the opponent. Thanks to Ninjask's ridiculous speed, and with a sizable attack buff, Ninjask can solidly revenge kill plenty of mons, while also acting as a strong sweeper with Sword Dance. The added defense is so Ninjask can actually take some priority a little better.





Shedinja [Optimized]
Abilities:
Wonder Guard
Stats: 1 HP / 90 Atk / 45 Def / 145 SpA / 30 SpD / 40 Spe (BST: 351)
Added Moves: Tail glow, Aura Sphere, Focus Blast, Trick Room, Parting Shot
Summary of Changes: +100 SpA
Changing things up I made Shedinja an extremely scary special sweeper. Being able to boost it's already titanic SpAtk with tail glow, and use its perfect coverage between Shadow Ball and Aura Sphere/Focus Blast, as well as additional stab in Bug Buzz. Trick Room helps remedy Shedinja's poor speed, but isn't neccessary if the opponent struggles to hit Shedinja super-effectively. Parting Shot is a better pivot move for Shedinja then U-turn, as Shedinja dies to any Rocky Helmet, Iron Barbs or Rough Skin damage. Shedinja still dies to any entry hazards however, in addition to status or Hail/Sand.





Mothim [Optimized]
Abilities:
Swarm / Magic Bounce / Tinted Lens
Stats: 90 HP / 94 Atk / 70 Def / 106 SpA / 100 SpD / 100 Spe (BST: 560)
Added Moves: Moongeist Beam, Moonblast, Lunar Dance, Moonlight, Ice Beam, Focus Blast
Summary of Changes: +20 HP, +20 Def, +12 SpA, +50 SpD, +34 Spe
Making Mothim pretty much a mini Volcarona, but with much better abilities. Ghost is a great offensive stab, and sticking with a night/moon theme, coverage in Moonblast, Ice Beam and Focus Blast help hit the few resists. For a more offensive Quiver Dance set, Tinted Lens is probably the better ability. For a more bulky set-up sweeper, Magic Bounce allows Mothim to block status/taunts and can recover with roost.






Beedrill [Optimized]
Abilities:
Adaptibility
Stats: 65 / 150 / 40 / 15 / 80 / 145 (BST: 495)
Added Moves: Cross Chop, Gunk Shot, Megahorn, Taunt, Quick Attack
Summary of Changes: +60 Atk, - 30 SpA, +70 Spe
I got lazy and pretty much just gave Mega-Beedrill strong stabs and a decent coverage move. Having an item actually helps Mega-Beedrill alot as it can run Tectonic Rage or All-Out-Pummeling to hit the steel types that plague it. Band makes U-turn hit even harder, while Megahorn and Gunkshot are huge upgrades to X-scissor and Poison Jab. Taunt and Quick Attack are just niche options for certain scenarios.​
 

G-Luke

Sugar, Spice and One For All
is a Community Contributoris a CAP Contributoris a Forum Moderator Alumnus
Closing submissions in 24 Hours.

And yh I think Shedinja is hardcoded to 1 HP, so gotta work with those contraints.
 

G-Luke

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


Beedrill [Optimized]
Abilities
: Defiant / Technician (HA)
Stats: 80 HP / 120 Atk / 70 Def / 45 SpA / 90 SpD / 125 Spe | BST: 520
Added Moves: Sucker Punch, Dark Pulse, Beat Up
Summary of Changes: +15 HP, +30 Atk, +30 Def, +10 SpD, +50 Spe

This version of Beedrill stands out from its mega, allowing both to have an actual niche concurrently.



Mothim [Optimized]
Abilities:
Prankster / Protean
Stats: 70/114/60/114/70/112 (BST: 540)
Added Moves: Rock Slide, Quick Attack, Knock Off, Thunderbolt, Stealth Rock, Hurricane, Sleep Powder, Drill Run, Seed Bomb, Flash Cannon, Megahorn, U-Turn
Summary of Changes: +20 Atk, +10 Def, +20 SpA, +20 SpD, +40 Spe

Instead of making another Pokemon based around Quiver Dance, I decided to rehash an idea I saw earlier, of Protean attacker. You might wonder why not just Quiver Dance AND sweep with Protean? Well have you seen its bulk? It tries to set up and it most likely dies. So it instead focuses on an All out Attacker role. I gave it colourful coverage on both sides of the spectrum, so it can execute lots of varying sets. But like ninja it doesn't have amazing moves from every type, having some moves that Pokemon that have the typing would usually look over.
Well voting is now open!

Butterfree nerf and Moltres buff :psytear:

Ninjask [Re-Optimized]
Type:

Abilities: Speed Boost | Infiltrator (HA)
Stats: 61 / 100 / 65 / 50 / 70 / 174 (520 BST)
Added Moves: Power Trip, Sucker Punch, Pursuit, Spikes
Justification: S P E E D B O O S T P O W E R T R I P


Shedinja [Re-Optimzed]
Type:

Abilities:
Wonder Guard
Stats: 5 / 105 / 25 / 20 / 20 / 55 (230 BST)
Added Moves: Spikes, U-Turn, Spirit Shackle
Justification: No longer dies to any passive damage. Booyah

Shedinja [Optimized]
Abilities
: Wonder Guard, Magic Guard
Stats: 1 / 130 / 1 / 30 / 1 / 130
Added Moves: Spectral Thief, Attack Order
Summary of Changes: +40 Atk, - 44 Def, -29 SpD, +90 Spe
Justification: Imagine if Shedinja had useful stat distribution. Now give it 2 good STAB moves and 2 abilities to play mind games with your opponent, and here you have Optimized Shedinja.

Shedinja [Re-Optimzed] Type:
/

Abilities:
Wonder Guard/Blunder Guard*
Stats: 1 / 105 / 20 / 105 / 20 / 105 (356 BST)
Added Moves: U-Turn, Spirit Shackle, Attack Order, Shell Smash, Water Shuriken
*Blunder Guard: The opposite of Wonder Guard, only takes damage from NvE moves.
Justification: At the very least, Ninja ghost in a shell here can buy a turn of free guessing games, and both abilities? They have their place. If anything, you can keep your enemies guessing long enough for your Shell Smashed 105/105/105 offensive spread. Bug/Ghost is a decent coverage, that, for the most part, partial normals are resistant to. We all know how powerful those partial normals are, other than MLop and possibly MPidgeot and Staraptor. Only Staraptor with his CC coverage can get around both abilities. MLopunny needs Fire Punch for Wonder, and Mega Pidg can't do much to Blunder.

For those wondering, these types can hit Blunder Guard
/
: Grass, Bug, Poison and Ground (Fight only if the attacker is Scrappy).

So, 3 uncommon coverage moves and Quake vs. Flying, Fire, Dark, Ghost and and Rock. Again, as one sided as it seems, both abilities have their place to cover for your team.


Ninjask [Optimized]
Abilities
: Speed Boost / Aerilate (HA)
Stats: 70 HP / 110 Atk / 65 Def / 45 SpA / 70 SpD / 160 Spe | BST: 525
Added Moves: Quick Attack, Extreme Speed, First Impression, Spikes, Sticky Web, Acrobatics, Knock Off, Pursuit
Summary of Changes: +9 HP, +20 Atk, +20 Def, +20 SpD

Ninjask needs some extra bulk so it doesn't die to weak attacks, and while it's fast it can't hit hard enough without setting up a Swords Dance. Optimized Ninjask gets some priority moves to revenge kill more effectively and avoid being revenge killed itself, Aerilate gives it better Flying STABs like STAB Extreme Speed, and hazards go well with fast offensive Pokemon.



Shedinja [Optimized]
Abilities
: Wonder Guard
Stats: 1 HP / 110 Atk / 45 Def / 30 SpA / 30 SpD / 80 Spe | BST: 296
Added Moves: Spikes, Toxic Spikes, Sticky Web, Swords Dance, Powder, Trick, Taunt, Spirit Shackle, U-turn, Lunge, Haze, Disable
Summary of Changes: +20 Atk, +40 Spe

The gimmick of gimmicks, Optimized Shedinja was given plenty of utility to use while the opponent tries to get rid of it.



Mothim [Optimized]
Abilities
: Technician / Tinted Lens (HA)
Stats: 70 HP / 105 Atk / 75 Def / 105 SpA / 75 SpD / 90 Spe | BST: 521
Added Moves: Thunder Wave, Hurricane, Whirlwind, Power Whip, Bullet Seed, Swords Dance, Work Up
Summary of Changes: +11 Atk, +25 Def, +11 SpA, +25 SpD, +25 Spe

Mothim was meant to be a mixed offensive bug, but it was far too slow and frail, and Quiver Dance along with being a non-bird Flying type meant its attack stat went unused. Optimized Mothim gains Swords Dance to allow for a physical set, and Technician provides it with stronger physical moves in Aerial Ace, Bug Bite, Bullet Seed.


/

Beedrill [Optimized]
Abilities
: Skill Link / Sniper (HA)
Stats: 75 HP / 120 Atk / 70 Def / 45 SpA / 90 SpD / 125 Spe | BST: 520
Added Moves: Stinger Storm*
Summary of Changes: +10 HP, +30 Atk, +30 Def, +10 SpD, +50 Spe

Stinger Storm*:
| 25 BP | 95% Acc | 15 PP |
| Z-move: 140 BP Acid Downpour | Hits 2-5 times, 10% chance to poison

Beedrill was even more frail than Butterfree and other Bug-types, leaving it unable to switch in and set up. Base 75 Spe and base 90 Atk were too low to be immediately threatening. Its abilities were also generally useless, relying on having low health or on luck. Optimized Beedrill has much greater offensive presence, with higher attack and speed, useful abilities, and a new signature move. Skill Link allows its STAB moves Pin Missile and Stinger Storm to hit five times each to break through Substitutes, Focus Sashes, and Sturdy. It now can more easily threaten switches to set up with Swords Dance, or it can U-turn quickly to a teammate. totally not a resub
i'll give this a shot


Mothim [Re-Optimized]
Type:
Bug/Flying
Abilities: Swarm | Protean | [HA] Tinted Lens
Stats: 80 HP / 90 Atk / 50 Def / 105 SpA / 70 SpD / 108 Spe
Added Moves: All moves added when Optimized, Leech Life, Lunge, Sludge Bomb, Poison Jab
Summary of Changes: -14 Atk, +1 SpA, +23 Spe
Justification: It's hard for a Bug/Flying to "shine" when there's so many of them and when Rock-type move kill them in a flash, however the changes done to Mothim allow it to have a niche in that it can avoid said Rock-type moves via Protean. The additional moves give him better physical presence and Poison coverage. Its stat changes were made to fit the fast Bug-type role while preventing it being too strong by lowering it's ability to run a mixed set due to Protean being a very strong Ability.

WIP

If you have any comments or criticisms, feel free to tell me.

edit: Also, for the Summary of Changes, do I refer to the old Optimized stats or the actual vanilla stats of Mothim?



Ninjask [Optimized]
Abilities:
Speed Boost / Illusion
Stats: 55 HP / 110 Atk / 50 Def / 50 SpA / 50 SpD / 175 Spe (BST: 490)
Added Moves: Spikes, Toxic Spikes, Acrobatics, Lunge, Knock Off, Fly, Taunt
Summary of Changes: -6 HP, +20 Atk, +5 Def, +15 Spe
Ninjask becomes a setter to rival those of Accelgor and Smeargle, as well as having another role in an Illusion set-up sweeper. It is countered by the likes of Sableye-Mega, Clefable, and Quagsire, however.



Shedinja [Optimized]
Abilities:
Wonder Guard / Magic Guard
Stats: 1 HP / 100 Atk / 10 Def / 10 SpA / 10 SpD / 100 Spe (BST: 231)
Added Moves: Destiny Bond, Spirit Shackle, U-Turn, Infestation
Summary of Changes: +10 Atk, -35 Def, -20 SpA, -20 SpD, +60 Spe
Shedinja gains a new set of tricks up its sleeve, able to trap and KO mons that are unable to hurt it.



Mothim [Optimized]
Abilities:
Swarm / Magic Guard / Tinted Lens
Stats: 80 HP / 105 Atk / 70 Def / 105 SpA / 50 SpD / 90 Spe (BST: 500)
Added Moves: Psyshock, Dark Pulse, Focus Blast, Calm Mind
Summary of Changes: +10 HP, +11 Atk, +20 Def, +11 SpA, +24 Spe
While it is difficult to switch Mothim in, it can be incredibly dangerous if allowed to set up, boasting two potent abilities in Magic Guard, which nullifies Stealth Rock and status damage, and Tinted Lens, which allows it to break through Steel-types better.




Beedrill [Optimized]
Abilities:
Poison Touch / Frisk / Sheer Force
Stats: 50 / 120 / 80 / 15 / 80 / 135 (BST: 480)
Added Moves: Lunge, Throat Chop, Sting Storm*
Summary of Changes: -15 HP, +30 Atk, +40 Def, - 30 SpA, +60 Spe
*Sting Storm:
| 70 BP | 100% Acc | 20 BP |
| Z-Move: 140 BP | Contact | User switches out after damaging the target.
With these changes, Beedrill becomes the ultimate offensive pivot, annoying stall by poisoning walls, as well as outspeeding key offensive mons and KO'ing them. It can also be a physical attacker thanks to Sheer Force coupled with Lunge, Poison Jab, and Throat Chop.


Ninjask [Optimized]
Abilities: Speed Boost | [HA] Adaptability
Stats: 70 HP / 110 Atk / 90 Def / 50 SpA / 50 SpD / 160 Spe [BST 530]
Added Moves: Earthquake, Earth Power, Stealth Rock, Spikes, Toxic Spikes, Acrobatics, Lunge, Knock Off, Taunt
Summary of Changes: +9 HP, +20 Atk, +45 Def

I noticed a few things about the old Optimized Ninjask. First of all, what are you expecting to outspeed with 15 more points in speed, when you already have 160 Speed and Speed Boost? Second, what good is Adaptability when your STAB combo is Bug/Flying? I also noticed a thing about Ninjask in general, namely that it has a worse typing and worse Defense than its pre-evo. So I fixed that. I fixed all of that.

In other words, Ninjask now survives much longer. Its Bug/Ground type means it now takes 1x damage from Stealth Rock instead of 4x, and its increased HP and drastically increased Defense protect it from physical attacks - particularly priority. This gives Ninjask much more time to do its thing. Speaking of Stealth Rock, it can now set that. (Making a Ground-type ninja and depriving it of Stealth Rock just felt wrong.) It also gets STAB Earthquake, but that's less significant. Other than that, it functions like the old Optimized Ninjask.​

Name: NInjask [Re-Optimized]
Stats: 61/120/45/105/50/175 (+30 Atk, +55 SpA, +15 Spe, BST 556)
Ability: Speed Boost/Infiltrator (HA: Aerialate)
Typing:

New Moves: Acrobatics, Drill Run, Earth Power, Volt Switch, Thunderbolt, Focus Blast, Quiver Dance
Justification: Ninjask is a cool looking Pokémon with two great abilities, a phenomenal Speed stat, and a myriad of boosting moves. Unfortunately, Ninjask's offense are sub-par, and in combination with its poor coverage and abysmal STAB, means that there is little reason to ever use Ninjask. In fact, it is even completely outclassed as a Bug-Flying Speed Boost sweeper by Yanmega, who is in RU (and looks cooler). The new Ninjask has been transformed into one of the best OU revenge killers and sweepers. A 90-point boost to it's offenses allows it to attack effectively from either side of the spectrum. Although they are not amazing in an OU environment, it also has its new 175 base Speed tier (one of the things the old submission got right). NInjask outspends Timid Mega Alakazam wihout a speed boosting nature; with Jolly it now outspeeds +1 base 100s such as Volcarona. Bug and Flying is a horrible STAB combination, which makes Ninjask's pitiful move pool all the worse. As such, Ninjask now has access to a variety of coverage moves including Drill Run and Thunderbolt. Quiver Dance alongside the already present Swords Dance gives Ninjask the ability to punish switches harshly. Finally, Aerialate gives Ninjask a unique option to power up its STAB, in contrast to Speed Boost preventing revenge-killers and Infiltrator breaking Substitutes. Of course, Ninjask still dies to nearly any priority (or hit in general), but its unpredictability and speed bring a lot to OU.



Name: Shedinja [Re-Optimized]
Stats: 1/120/45/70/30/82 (+35 Atk, +40 SpA, +42 Spe, BST 353)
Ability: Wonder Guard
Typing:

New Move:
Sealed Tomb:
|
| 140 BP | 100% Accuracy | 5 PP | 0 Priority | Physical version of Doom Desire
New Moves: Spikes, Stealth Rock, Rapid Spin, Infestation, Hypnosis, Destiny Bond, Magic Room, Trick Room, Reflect, Light Screen, Speed Swap, Bullet Punch, Metal Claw, Iron Head (also, fixing any Swords Dance legality issues)
Justification: The highlight of Shedinja's new optimization is its fantastic Bug/Steel typing. This gives Shedinja only one weakness to worry about with Wonder Guard, and Shedinja doesn't care that it is a 4x weakness. It's Steel typing gives it a few new STAB options, including Sealed Tomb and Bullet Punch. This forces opponents to play very carefully and limit the amount of time Shedinja is in the battle (remembering that it also has Swords Dance). Bug, steel, and Ghost (now coverage) allow it to hit nearly every Pokémon for at least neutral damage. Should Shedinja be on a more defensive team, it can also help out with a large number of support options, allowing it to set up hazards and screens, status the opponent or cripple a faster foe with Speed Swap, trap opponents, clear any hazards that are set up when it is in play, set up Trick Room, or take an opponent out with Destiny Bond. This also prevents it from being dead weight against Fire-types. Shedinja is risky to play with, as it can be instantly taken out with a Fire-type coverage move or continued entry hazard support, but if played well can net your team quite a few KOs throughout the match.​




Name: Mothim [Re-Optimized]
Stats: 95/84/60/104/110/66 (+15 HP, -10 Atk, +10 Def, +10 SpA +60 SpD, BST 509)
Ability: Swarm/Compound Eyes
Typing:

New Moves: Sleep Powder, Focus Blast, Earth Power, Hurricane
Justification: Like Old Mothim, Optimized Mothim is a potent Quiver Dance sweeper, especially after a few boosts. However, before its buffs, Mothim had trouble setting up due to its terrible defenses, low Speed, and mediocre offenses. With roughly the same special bulk as Deoxys-D, Mothim has no trouble setting up against special attackers such as Greninja and Mega Latios. Compound Eyes differentiates Mothim from Volcarona, giving it coverage in Focus Blast and Hurricane (now with 91% accuracy). In addition to its other powder moves, Sleep Powder gives Mothim a 97.5% chance to have a free turn of set up, which is important given Mothim's moderate Special Attack and low Speed. Earth Power is a coverage option if you want a way to hit Electric-types or Hurricane/Focus Blast's accuracy is off putting. An extra 10 base points to Special Attack gives Mothim just a little bit more punch.


Name: Beedrill [Re-Optimized]
Stats: 65/140/40/45/80/111 (+50 Atk, +36 Spe, BST 481)
Ability: Swarm/Sniper (HA: Technician)
Typing:

New Moves: Wing Attack, Feint Attack, Needle Arm, Bullet Punch, Mach Punch, Power-Up Punch, Fire Punch, Thunder Punch, Ice Punch, Arm Thrust, Bulldoze
Justification: Technician Beedrill is a really cool idea that the previous optimization had, but fell short because Beedrill didn't need mixed attacking stats, still had poor moves, and had even less bulk. Furthermore, because Beedrill had a poor special move pool, there was very little to separate it from its Mega Evolution. Beedrill gets a truckload of new moves, most of which are based on punches or arm thrusts to go with Beedrill's design. Not only does Beedrill gain coverage and priority with these options, but many of these moves have low base power, giving them a Technician boost. While Beedrill retains its poor bulk, it is much harder to revenge kill thanks to its access to priority and good 111 base Speed. Beedrill also has more special bulk than Buzzwole, Tapu Koko, and Greninja, meaning it can take a hit or two if needed. A 140 base Attack stat lets it rival the other main OU Technician user (Mega Scizor). This allows it to serve as a wallbreaker that can outspeed Mega Latios, Kartana, and Zapdos. It is also worth pointing out that Beedrill's Feel Stinger does more damage than its Mega Evolution, even without an item. Beedrill can use its larger move pool to attack and receive some boosts before Mega Evolving and sweeping. Alternatively, with a Life Orb or Choice item, Beedrill can muscle its way through bulky walls without wasting a Mega slot.​


You can't kill me. I'm already dead.

Shedinja [Re-Optimised]
Ability:
Wonder Guard
Stats: 1 HP / 110 Atk / 45 Def / 100 SpA / 30 SpD / 80 Spe (+20 Atk, +70 SpA, +40 Spe) BST 366
Added Moves:
Bulldoze, Destiny Bond, Spikes, Infestation, U-turn, Knock Off, Parting Shot, Memento, Snatch, Whirlwind, Swords Dance (via TM), Quiver Dance, Dark Pulse, Pursuit, Sucker Punch, Camouflage, Taunt, Nature Power, Trick Room
Justification: Honestly, everyone else has done what I was initially thinking of doing, but instead of following the crowd I thought I'd try and do something a little different. In trying to stick to ScarfWynaut's original concept of making Shedinja a better utility mon, I went ahead and gave it even more options to play with: Parting Shot bypasses the issue of having to make contact with U-Turn; Taunt stops the odd Will-o-Wisp or Toxic should you be faster; Whirlwind is always nice for phasing things you don't like; and because it forces switches, it can use that free tempo to set up TR for its teammates. Its ability to force switches is also why I gave it Pursuit. Bug/Dark isn't meant to be a buff as much as it is an exchange: Shedinja loses its immunity to Fairy and Bug and gains new immunities to Ghost and Dark. I also gave Shedinja 100 SpA so that you have the option of going special if desired. Camouflage I think fits pretty well with Shedinja's design concept, and allows it to function extremely well with Tapu Fini. Fini can take on the types Shedinja is weak to, provides status immunity, while Shedinja can take on the types that Fini is weak to; and under Misty Terrain, Camouflage turns Shedinja into a Fairy-type, making it weak to only Poison and Steel. It's gimmicky, and it's my opinion that that's precisely what Shedinja embodies. If played right, it can be a real pain to deal with.


something something naruto

Ninjask [Re-Optimised]
Abilties:
Speed Boost / Infiltrator (Adaptability)
Stats: 71 HP / 115 Atk / 65 Def / 50 SpA / 65 SpD / 160 Spe (+10 HP, +25 Atk, +25 Def, +15 SpD) BST 531
Added Moves:
Spikes, Toxic Spikes, Acrobatics, Lunge, Knock Off, Taunt, Parting Shot, Memento, Snatch, Whirlwind, Sucker Punch, Pursuit, Shadow Claw, Shadow Ball, Shadow Sneak, Phantom Force, Superpower
New Move: Shadow Strike (yes I know this is the Japanese name for Shadow Sneak and the name of Kitsunoh's signature move but I couldn't think of anything else tbh) |
|
| 40 BP | 15 PP | 90% Accuracy | 0 Priority | Makes contact | Ninjask creates a shadow double and attacks with it. This move always hits twice. | 100 BP Never-Ending Nightmare
Justification: Making Shedinja Bug/Dark allows me to throw this into the ring: an offensive Bug/Ghost with three fantastic offensive abilities and a signature move that breaks subs, sashes, and Disguise. Superpower is available to hit Steel types but if you're running Adaptability 95% of the time Shadow Strike hits harder. While it appreciates the extra bulk, it's still weak to SR, residual damage, and though Shadow Strike hits hard, I think you should leave Steel-types to something else.​


You can't kill me. I'm already dead.

Shedinja [Re-Optimised]
Ability:
Wonder Guard
Stats: 1 HP / 110 Atk / 45 Def / 100 SpA / 30 SpD / 80 Spe (+20 Atk, +70 SpA, +40 Spe) BST 366
Added Moves:
Bulldoze, Destiny Bond, Spikes, Infestation, U-turn, Knock Off, Parting Shot, Memento, Snatch, Whirlwind, Swords Dance (via TM), Quiver Dance, Dark Pulse, Pursuit, Sucker Punch, Camouflage, Taunt, Nature Power, Trick Room
Justification: Honestly, everyone else has done what I was initially thinking of doing, but instead of following the crowd I thought I'd try and do something a little different. In trying to stick to ScarfWynaut's original concept of making Shedinja a better utility mon, I went ahead and gave it even more options to play with: Parting Shot bypasses the issue of having to make contact with U-Turn; Taunt stops the odd Will-o-Wisp or Toxic should you be faster; Whirlwind is always nice for phasing things you don't like; and because it forces switches, it can use that free tempo to set up TR for its teammates. Its ability to force switches is also why I gave it Pursuit. Bug/Dark isn't meant to be a buff as much as it is an exchange: Shedinja loses its immunity to Fairy and Bug and gains new immunities to Ghost and Dark. I also gave Shedinja 100 SpA so that you have the option of going special if desired. Camouflage I think fits pretty well with Shedinja's design concept, and allows it to function extremely well with Tapu Fini. Fini can take on the types Shedinja is weak to, provides status immunity, while Shedinja can take on the types that Fini is weak to; and under Misty Terrain, Camouflage turns Shedinja into a Fairy-type, making it weak to only Poison and Steel. It's gimmicky, and it's my opinion that that's precisely what Shedinja embodies. If played right, it can be a real pain to deal with.


something something naruto

Ninjask [Re-Optimised]
Abilties:
Speed Boost / Infiltrator (Adaptability)
Stats: 71 HP / 115 Atk / 65 Def / 50 SpA / 65 SpD / 160 Spe (+10 HP, +25 Atk, +25 Def, +15 SpD) BST 531
Added Moves:
Spikes, Toxic Spikes, Acrobatics, Lunge, Knock Off, Taunt, Parting Shot, Memento, Snatch, Whirlwind, Sucker Punch, Pursuit, Shadow Claw, Shadow Ball, Shadow Sneak, Phantom Force, Superpower
New Move: Shadow Strike (yes I know this is the Japanese name for Shadow Sneak and the name of Kitsunoh's signature move but I couldn't think of anything else tbh) |
|
| 40 BP | 15 PP | 90% Accuracy | 0 Priority | Makes contact | Ninjask creates a shadow double and attacks with it. This move always hits twice. | 100 BP Never-Ending Nightmare
Justification: Making Shedinja Bug/Dark allows me to throw this into the ring: an offensive Bug/Ghost with three fantastic offensive abilities and a signature move that breaks subs, sashes, and Disguise. Superpower is available to hit Steel types but if you're running Adaptability 95% of the time Shadow Strike hits harder. While it appreciates the extra bulk, it's still weak to SR, residual damage, and though Shadow Strike hits hard, I think you should leave Steel-types to something else.​




Ninjask [Optimized]
Abilities:
Speed Boost / Mold Breaker / Ninja Veil*
Stats: 61 HP / 125 Atk / 85 Def / 50 SpA / 50 SpD / 160 Spe (BST: 531)
Added Moves: Spikes, Brave Bird, Close Combat, Pursuit, Taunt, Knock Off, Memento
Summary of Changes: +35 Atk, +40 Def
*Ninja Veil: Magic Guard clone.
Giving Ninjask two different options, either an unblockable suicide lead, or a quick revenge killer. Using Mold Breaker Ninjask can set-up spikes on even the likes of Mega-Sableye, it has an unbelievably quick taunt as well as the ability to block rapid spin with either memento or final gambit. Ninja Veil allows Ninjask to take a more offensive role, taking no damage from stealth rocks anymore, while taking no recoil from Brave Bird on top of a life orb. Close Combat really aides in coverage against steel types, while Pursuit and Knock Off are nice options for annoying the opponent. Thanks to Ninjask's ridiculous speed, and with a sizable attack buff, Ninjask can solidly revenge kill plenty of mons, while also acting as a strong sweeper with Sword Dance. The added defense is so Ninjask can actually take some priority a little better.





Shedinja [Optimized]
Abilities:
Wonder Guard
Stats: 1 HP / 90 Atk / 45 Def / 145 SpA / 30 SpD / 40 Spe (BST: 351)
Added Moves: Tail glow, Aura Sphere, Focus Blast, Trick Room, Parting Shot
Summary of Changes: +100 SpA
Changing things up I made Shedinja an extremely scary special sweeper. Being able to boost it's already titanic SpAtk with tail glow, and use its perfect coverage between Shadow Ball and Aura Sphere/Focus Blast, as well as additional stab in Bug Buzz. Trick Room helps remedy Shedinja's poor speed, but isn't neccessary if the opponent struggles to hit Shedinja super-effectively. Parting Shot is a better pivot move for Shedinja then U-turn, as Shedinja dies to any Rocky Helmet, Iron Barbs or Rough Skin damage. Shedinja still dies to any entry hazards however, in addition to status or Hail/Sand.





Mothim [Optimized]
Abilities:
Swarm / Magic Bounce / Tinted Lens
Stats: 90 HP / 94 Atk / 70 Def / 106 SpA / 100 SpD / 100 Spe (BST: 560)
Added Moves: Moongeist Beam, Moonblast, Lunar Dance, Moonlight, Ice Beam, Focus Blast
Summary of Changes: +20 HP, +20 Def, +12 SpA, +50 SpD, +34 Spe
Making Mothim pretty much a mini Volcarona, but with much better abilities. Ghost is a great offensive stab, and sticking with a night/moon theme, coverage in Moonblast, Ice Beam and Focus Blast help hit the few resists. For a more offensive Quiver Dance set, Tinted Lens is probably the better ability. For a more bulky set-up sweeper, Magic Bounce allows Mothim to block status/taunts and can recover with roost.






Beedrill [Optimized]
Abilities:
Adaptibility
Stats: 65 / 150 / 40 / 15 / 80 / 145 (BST: 495)
Added Moves: Cross Chop, Gunk Shot, Megahorn, Taunt, Quick Attack
Summary of Changes: +60 Atk, - 30 SpA, +70 Spe
I got lazy and pretty much just gave Mega-Beedrill strong stabs and a decent coverage move. Having an item actually helps Mega-Beedrill alot as it can run Tectonic Rage or All-Out-Pummeling to hit the steel types that plague it. Band makes U-turn hit even harder, while Megahorn and Gunkshot are huge upgrades to X-scissor and Poison Jab. Taunt and Quick Attack are just niche options for certain scenarios.​
pahgawk3 I am confused by your Beedrill submission. Is it Mega-Beedrill, as if thats the case it has to be thrown out the window. As we are optimizzing its base form. Idk, its just that every other sub optimizied Beedrill without completely crapping on its mega (remember classic Mega Drill can use every move added)

Anyways, yh vote for your favourite subs.
 

earl

(EVIOLITE COMPATIBLE)
is a Community Contributor
My vote goes to option number 1, I think “Butterfree nerf and Moltres Buff :psytear:“ is an unconventional yet effective way of buffing these bugs
 
Ya people can ignore my Beedrill one, there weren't many so I thought I'd throw something in. The main problem with Beedrill is I think his Mega perfectly encapsulates what he should be, but having to use a mega stone sucks lol.

Beedrill: Origin0, Anaconja, God of Llamas
Mothim: pahgawk3, Anaconja, G-Luke
Shedinja: Dilasc, pahgawk3, God of Llamas
Ninjask: Pika Xreme, leonard (from big bang theory), pahgawk3
 
Beedrill: Anaconja, God of Llamas, Origin0
Mothim: pahgawk3, G-Luke, God of Llamas
Shedinja: Origin0, God of Llamas, Ebinola
NInjask: Origin0, pahgawk3, leonard (from big bang theory)
 

anaconja

long day at job
is a Community Contributoris a Tiering Contributor
Beedrill: Anaconja, Origin0, God of Llamas
Mothim: God of Llamas, Anaconja, Origin0
Shedinja: Ebionola, Origin0, God of Llamas
Ninjask: pahgawk3, Ebinola, Anaconja
 

G-Luke

Sugar, Spice and One For All
is a Community Contributoris a CAP Contributoris a Forum Moderator Alumnus
Beedrill: G-Luke, God of Llamas, Origin0
Mothim: Estronic, G-Luke, pahgawk3
Shedinja: Origin0, God of Llamas, Ebinola
NInjask: Origin0, Pika Xreme, leonard (from big bang theory)
 
Beedrill: G-Luke, Origin0, God of Llamas
Mothim: G-Luke, Estronic, Anaconja
Shedinja: Ebinola, Origin0, Dilasc
NInjask: Pika Xreme, leonard (from big bang theory), Origin0
 
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