OptiMons [Slate 22: Gen 4] {Voting}

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My vote for the tiebreak goes to Anaconja.


Lunatone [Optimised]
Ability:
Levitate (Lunatic)
New Ability: Lunatic - The dark side of the moon rearranges the Defense and Sp. Def stats!
When switched into battle, Lunatone sets Wonder Room for 5 turns.
Stats: 90 HP / 55 Atk / 65 Def / 115 SpA / 95 SpD / 110 Spe (+30 SpA, +30 SpD, +40 Spe) BST 560
New Moves:
Thunderbolt, Thunder, Shore Up, Moonlight* Meteor Shower
Move Change: Lunatone now learns Moonlight via level-up.
New Move: Meteor Shower |
|
| 90 BP | 90% Accuracy | 10 PP | 0 Priority | 20% chance of raising the user's Special Attack by 1 stage. | 185 BP Continental Crush
Justification: Maybe I take back what I said about custom abilities. A lot of people really want a Pokemon with an auto-TR ability, but where's the love for Wonder Room? Lunatic tries to make a strange move viable by giving it a mon that can set it. Wonder Room hinders anything that might want to come in to soak up Lunatone's special hits (read: SpD-oriented fat mons); what would otherwise answer Lunatone can no longer answer it, and vice versa. Since, AFAIK, Wonder Room is uncharted waters in terms of strategy (I've seen one Battle Spot team try and make use of it) it'd be really interesting to see what sort of teams develop from it.



Solrock [Optimised]
Ability:
Levitate (Solar Flare)
New Ability: Solar Flare - Solrock is hurt by its Solar Flare!
In Sun, Solrock's Attack and Speed are multiplied by 1.5x, but loses 1/8 of its max HP each turn.
Stats: 90 HP / 115 Atk / 95 Def / 55 SpA / 75 Def / 130 Spe (+20 Atk, +10 Def, +10 SpD, +60 Spe) BST 560
New Moves:
Sacred Fire, Accelrock, Rock Blast, Sun Strike, Morning Sun*
Move Change: Solrock now learns Morning Sun via level up.
New Move: Sun Strike |
|
| 90 BP | 100% Accuracy | 5 PP | 0 Priority | Does damage while ignoring the target's ability. | 185 BP Inferno Overdrive
Justification: This Solrock is supposed to serve as an ideal, non-Grass sun partner. Solar Flare is meant as a hybrid between Solar Power and Flower Gift; while the HP loss is an obvious drawback, Solrock is able to 2HKO a lot of things that resist its STABs. Scarfed Adamant outspeeds even Unburden Hitmonlee in the sun. Which brings to light (heh) its main drawback: it needs sun to function well. Sure, it hits relatively hard out of sun, but it's going to struggle against other weather teams as you fight to keep control over the weather.
Some calcs from stuff I picked out:
252+ Atk Solar Flare Solrock Stone Edge vs. 252 HP / 4 Def Clawitzer in Sun: 255-300 (73.2 - 86.2%) -- guaranteed 2HKO
252+ Atk Solar Flare Solrock Sacred Fire vs. 252 HP / 252+ Def Uxie in Sun: 217-256 (53.7 - 63.3%) -- guaranteed 2HKO
252+ Atk Solar Flare Solrock Flare Blitz vs. 252 HP / 252+ Def Filter Registeel in Sun: 360-424 (93.7 - 110.4%) -- 62.5% chance to OHKO after Leftovers recovery
252+ Atk Solar Flare Solrock Sun Strike vs. 252 HP / 252+ Def Registeel in Sun: 360-426 (93.7 - 110.9%) -- 62.5% chance to OHKO after Leftovers recovery (and yes, it melted, yes)
-1 252+ Atk Solar Flare Solrock Earthquake vs. 248 HP / 8 Def Qwilfish in Sun: 248-294 (61.5 - 72.9%) -- guaranteed 2HKO (assuming Intimidate)
252+ Atk Solar Flare Solrock Earthquake vs. 252 HP / 0 Def Wishiwashi in Sun: 282-332 (84.4 - 99.4%) -- guaranteed 2HKO
 

G-Luke

Sugar, Spice and One For All
is a Community Contributoris a CAP Contributoris a Forum Moderator Alumnus
A quick voting slate!



Solrock [Optimized]
Abilities: Levitate / Magic Guard
Stats: 90/125/115/55/95/70 (550 BST)
Added Moves: Bulk Up
Summary of Changes: +30 Atk, +30 Def, +30 SpD
Description: Solrock's main problem was its subpar typing both offensively and defensively. With a new Fire/Rock typing and improved offenses and defenses, it can better handle the meta thanks to it now having many resistances, especially with Levitate nullifying Ground-type attacks or Magic Guard for more offensive sets.



Lunatone [Optimized]
Abilities: Levitate / Magic Bounce
Stats: 90/55/95/125/115/70 (550 BST)
Summary of Changes: +30 Def, +30 SpA, +30 SpD
Description: Lunatone receives the same treament as Solrock, becoming a bulky set-up sweeper, though Lunatone can instead bounce back opposing hazards and pseudohazing moves.​


Lunatone [Optimized]
Abilities
: Levitate / Magic Bounce (HA)
Stats: 90 HP / 55 Atk / 90 Def / 120 SpA / 110 SpD / 80 Spe | BST: 545
Added Moves: Night Daze, Dark Pulse, Dazzling Gleam, Defog
Summary of Changes: +25 Def, +25 SpA, +25 SpD, +10 Spe

Lunatone was heavily overshadowed by better Psychic-types like Mesprit, Grumpig, and Mr. Mime in PU. Optimized Lunatone gets a full type change to the unique Dark/Fairy, representing the new and full moons and having almost perfect neutral STAB coverage. Lunatone has a wide range of other coverage moves like Earth Power and Ice Beam that can be used to hit lots of different opponents. While Levitate is never bad, Magic Bounce allows Lunatone to repel hazards and status while setting up or putting down its own Stealth Rock.
Lunatone @ Life Orb
Ability: Magic Bounce
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Moonblast
- Night Daze
- Earth Power
- Stealth Rock / Moonlight

Lunatone @ Psychicnium-Z
Ability: Magic Bounce
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Moonblast
- Night Daze
- Hypnosis
- Calm Mind




Solrock [Optimized]
Abilities
: Levitate / Drought (HA)
Stats: 90 HP / 120 Atk / 110 Def / 55 SpA / 90 SpD / 80 Spe | BST: 545
Added Moves: Fire Lash, Solar Blade, Defog
Summary of Changes: +25 Atk, +25 Def, +25 SpD, +10 Spe

Solrock was in a similar position as Lunatone, though it had decent physical bulkiness with reliable recovery and Will-O-Wisp. However, Optimized Solrock gains Drought to set sun, which reduces its 4x weakness to Water and powers up it Fire STABs. While Rock/Fire is a notoriously bad defensive typing, Rock/Fire STABs with Grass or Ground coverage hit practically everything for at least neutral damage. It can even utilize Explosion to punch holes or remove an opponent’s Pokemon, potentially eliminating the hazard setter or remover.
Solrock @ Life Orb
Ability: Drought
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Flare Blitz / Fire Lash
- Stone Edge
- Solar Blade / Earthquake
- Stealth Rock / Morning Sun

Solrock @ Focus Sash
Ability: Levitate / Drought
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Stealth Rock
- Will-O-Wisp
- Stone Edge / Fire Lash
- Explosion


Also pahgawk3 for tiebreaker​

Name: Solrock [Optimized]
Stats: 120/120/115/55/65/72 (+30 HP, +25 Atk, +30 Def, +2 Spe, BST 547)
Ability: Levitate (HA: Flash Fire)
Typing:

New Moves: Curse, Flame Charge, Heat Crash, Play Rough, Recover, Swords Dance, Spikes
Justification: Solrock, despite receiving a decent stat buff in Generation VII, still is held back by a terrible typing and poor base stats. A Rock-Fairy typing gives it only 4 weaknesses, compared to 7 with its old typing. Levitate is already useful, but being the first non-Fire type to get Flash Fire increases Solrock's unpredictability. Its stat spread (inspired by Hippowdown), gives it more physical bulk than Zygarde while also letting it hit hard. The extra 2 points in Speed let it beat Pokémon such as Skarmory, Magearna, and Tyranitar. Solrock also receives physical Fairy STAB, Spikes, Curse, and Swords Dance to play with. Finally, Solrock gains Heat Crash and Flame Charge, which helps it beat its 4x weakness to Steel-types and use Flash Fire effectively.

I'm also going to follow Origin0 and include Sample sets. Hopefully my justifications won't be as long.
Solrock @ Life Orb
Ability: Levitate / Flash Fire
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Stone Edge / Rock Slide
- Flare Blitz / Heat Crash / Flame Charge
- Play Rough

Solrock @ Leftovers
Ability: Levitate / Flash Fire
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Stealth Rock / Spikes
- Spikes / Curse
- Recover
- Heat Crash / Will-O-Wisp



Name: Lunatone [Optimized]
Stats: 90/55/65/140/120/82 (+45 SpA, +35 SpD, +12 Spe, BST 552)
Ability: Levitate (HA: Dark Aura)
Typing:

New Moves:
Dark Pulse, Focus Blast, Lunar Dance, Moongiest Beam, Nasty Plot, Night Daze
Justification: Just like Solrock, Lunatone is another Pokémon that had nothing that separate it from other Rock- and Psychic-types. Gaining a Dark-typing gives Lunatone good STAB coverage while also reducing the amount of weaknesses it has. A massive increase to Lunatone's base Special Attack makes it a fearsome wallbreaker, while it also has better Special Defense to set up on threats. Dark Aura gives Lunatone monstrously powerful Dark moves, while the extra Speed lets it beat major competition in Hoopa-U. Lunatone also now has Fighting- and Ghost-type coverage to go along its old Psychic-moves. Finally, Lunatone gets Nasty Plot to set-up on defensive Pokémon, and Lunar Dance to give it more team support.

Lunatone @ Choice Specs
Ability: Dark Aura
EVs: 4 Def/ 252 SpA / 252 Spe
Jolly Nature
- Dark Pulse / Night Daze
- Psychic
- Focus Blast / Moonblast
- Moongeist Beam / Ancient Power / Lunar Dance

Lunatone @ Life Orb
Ability: Dark Aura / Levitate
EVs: 4 Def/ 252 SpA / 252 Spe
Jolly Nature
- Nasty Plot
- Dark Pulse / Night Daze
- Psychic
- Focus Blast / Moongeist Beam / Moonblast

Tiebreaker: Ebinola​
Anaconja for my vote!



Solrock [Optimized]
Stats:
100 HP / 125 Atk / 115 Def / 55 SpA / 75 SpD / 90 Spe
Abilities: Levitate / Rock Head
Moves Added: +Heat Crash, +Head Smash, +Recover, +Accelerock

So Solrock is a powerful physical attacker, who can chose between spamming Rock Head Flare Blitz and Head Smash, or use its respectable weight to run Heat Crash + Stone Edge with Levitate to provide it an immunity. It is notable that it walls Landorus-T with Levitate. It can also utilize powerful priority to revenge kill alot of threatening Pokemon.




Lunatone [Optimized]
Stats:
100 HP / 55 Atk / 75 Def / 125 SpA / 115 SpD / 90 Spe
Abilities: Levitate / Technician
Moves Added: +Ancient Power, +Recover, + Nasty Plot, +Defog


Lunatone is a great special wallbreaker with reliable recovery, which helps it to have a wide range of Pokemon it can threaten. Defog allows it provide a great means of hazard control in the metagame. Technician sets can run useful Hidden Powers to lure would be checks, and Ancient Power becomes a threatening tool.​
My vote for the tiebreak goes to Anaconja.


Lunatone [Optimised]
Ability:
Levitate (Lunatic)
New Ability: Lunatic - The dark side of the moon rearranges the Defense and Sp. Def stats!
When switched into battle, Lunatone sets Wonder Room for 5 turns.
Stats: 90 HP / 55 Atk / 65 Def / 115 SpA / 95 SpD / 110 Spe (+30 SpA, +30 SpD, +40 Spe) BST 560
New Moves:
Thunderbolt, Thunder, Shore Up, Moonlight* Meteor Shower
Move Change: Lunatone now learns Moonlight via level-up.
New Move: Meteor Shower |
|
| 90 BP | 90% Accuracy | 10 PP | 0 Priority | 20% chance of raising the user's Special Attack by 1 stage. | 185 BP Continental Crush
Justification: Maybe I take back what I said about custom abilities. A lot of people really want a Pokemon with an auto-TR ability, but where's the love for Wonder Room? Lunatic tries to make a strange move viable by giving it a mon that can set it. Wonder Room hinders anything that might want to come in to soak up Lunatone's special hits (read: SpD-oriented fat mons); what would otherwise answer Lunatone can no longer answer it, and vice versa. Since, AFAIK, Wonder Room is uncharted waters in terms of strategy (I've seen one Battle Spot team try and make use of it) it'd be really interesting to see what sort of teams develop from it.



Solrock [Optimised]
Ability:
Levitate (Solar Flare)
New Ability: Solar Flare - Solrock is hurt by its Solar Flare!
In Sun, Solrock's Attack and Speed are multiplied by 1.5x, but loses 1/8 of its max HP each turn.
Stats: 90 HP / 115 Atk / 95 Def / 55 SpA / 75 Def / 130 Spe (+20 Atk, +10 Def, +10 SpD, +60 Spe) BST 560
New Moves:
Sacred Fire, Accelrock, Rock Blast, Sun Strike, Morning Sun*
Move Change: Solrock now learns Morning Sun via level up.
New Move: Sun Strike |
|
| 90 BP | 100% Accuracy | 5 PP | 0 Priority | Does damage while ignoring the target's ability. | 185 BP Inferno Overdrive
Justification: This Solrock is supposed to serve as an ideal, non-Grass sun partner. Solar Flare is meant as a hybrid between Solar Power and Flower Gift; while the HP loss is an obvious drawback, Solrock is able to 2HKO a lot of things that resist its STABs. Scarfed Adamant outspeeds even Unburden Hitmonlee in the sun. Which brings to light (heh) its main drawback: it needs sun to function well. Sure, it hits relatively hard out of sun, but it's going to struggle against other weather teams as you fight to keep control over the weather.
Some calcs from stuff I picked out:
252+ Atk Solar Flare Solrock Stone Edge vs. 252 HP / 4 Def Clawitzer in Sun: 255-300 (73.2 - 86.2%) -- guaranteed 2HKO
252+ Atk Solar Flare Solrock Sacred Fire vs. 252 HP / 252+ Def Uxie in Sun: 217-256 (53.7 - 63.3%) -- guaranteed 2HKO
252+ Atk Solar Flare Solrock Flare Blitz vs. 252 HP / 252+ Def Filter Registeel in Sun: 360-424 (93.7 - 110.4%) -- 62.5% chance to OHKO after Leftovers recovery
252+ Atk Solar Flare Solrock Sun Strike vs. 252 HP / 252+ Def Registeel in Sun: 360-426 (93.7 - 110.9%) -- 62.5% chance to OHKO after Leftovers recovery (and yes, it melted, yes)
-1 252+ Atk Solar Flare Solrock Earthquake vs. 248 HP / 8 Def Qwilfish in Sun: 248-294 (61.5 - 72.9%) -- guaranteed 2HKO (assuming Intimidate)
252+ Atk Solar Flare Solrock Earthquake vs. 252 HP / 0 Def Wishiwashi in Sun: 282-332 (84.4 - 99.4%) -- guaranteed 2HKO
Vote for your favorite!

Also Anaconja won the tiebreaker.
 

G-Luke

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





Solrock [Optimized]
Stats:
100 HP / 125 Atk / 115 Def / 55 SpA / 75 SpD / 90 Spe
Abilities: Levitate / Rock Head
Moves Added: +Heat Crash, +Head Smash, +Recover, +Accelerock




Lunatone [Optimised]
Ability:
Levitate (Lunatic)
New Ability: Lunatic - The dark side of the moon rearranges the Defense and Sp. Def stats!
When switched into battle, Lunatone sets Wonder Room for 5 turns.
Stats: 90 HP / 55 Atk / 65 Def / 115 SpA / 95 SpD / 110 Spe (+30 SpA, +30 SpD, +40 Spe) BST 560
New Moves:
Thunderbolt, Thunder, Shore Up, Moonlight* Meteor Shower
Move Change: Lunatone now learns Moonlight via level-up.
New Move: Meteor Shower |
|
| 90 BP | 90% Accuracy | 10 PP | 0 Priority | 20% chance of raising the user's Special Attack by 1 stage. | 185 BP Continental Crush
Ok, so as I said, we are pausing submissions since playoffs will be soon, and I want the metagame to be stable. That being said - lets actually discuss the meta! I am gonna assemble the full list of Optimized Pokemon (its a bit long), but in the meantime, I wanna see some discussion on what is the state of the meta, what hot and whats not.
 

G-Luke

Sugar, Spice and One For All
is a Community Contributoris a CAP Contributoris a Forum Moderator Alumnus
Riveting discussion folks! Seeing that I don't want this Pet Mod to actually DIE, I'll just make it known that anything after Lunatone should not be considered for Playoffs that are coming up.

That being said, we got some fun stuff!

Slate 15: Manly Machos!


All these Pokemon are male only species! Lets get cracking!
Also will Tiksi complete his weird Hitmon Trio 0_o
 

Adeleine

after committing a dangerous crime
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E: 2000th post!!!


/

Abilities: Intimidate / Technician / Telepathy
Stats: 50 / 110 / 110 / 35 / 120 / 75 (BST: 500)
Stat Changes: +15 Atk, +15 Def, +10 SpD, +5 Spe
Added moves: Backspin Kick*, Warp Spin*, U-Turn, Hypnosis

Backspin Kick:

60 BP | 16 PP | 100% Accuracy | Physical
Applies Telekinesis to the opponent (for three turns).
"The user lands a spinning kick rapid enough to strain the spatial dimension."

Warp Spin:

40 BP | 64 PP | 100% Accuracy | Physical | Priority: -1
Removes binding, Leech Seed, and hazards from the user or user's field. If any targeted the user this turn, the user executes that move on the initial sender.
"A spinning attack that eliminates such moves as Bind and Spikes, while also aiming them at any foes who targeted it with them that turn."

It maintains unrivaled mastery of blurringly-fast, dangerously-fast spins in both attack and defense.

While its more stat-polarized brethren focus on harnessing elemental power, Hitmontop sharpens its mind as much as the spike on its head to become an excellent and versatile pivot. Warp Spin brings the peak of hazard management; only removing hazards on your side, hitting all types besides the Fighting-STAB-pulverized Dark-types, and putting the pressure on stally hazard-setters by sending Rocks and spikes to their field instead. Not only brining a Technician-STAB to hit Flying-types and the like with, Backspin Kick takes the initiative against tanks or defoggers by threatening an unmissable Stone Edge or Hypnosis...and if they switch out, simply U-Turn out to preserve the momentum!

Sample Set:
Hitmontop @ Leftovers / Lum Berry
Ability: Technician / Intimidate
EVs: 252 Atk / 4 Def / 252 Spe
- Backspin Kick
- Warp Spin
- Hypnosis / Stone Edge / U-Turn / ...
- High Jump Kick / Revenge / Stone Edge / Thief / U-Turn / ...

Hitmontop @ Leftovers / Rocky Helmet
Ability: Intimidate
EVs: 252 HP / 252 Def / 4 SpD
Relaxed Nature
IVs: 0 Spe
- Backspin Kick
- High Jump Kick / Revenge
- Stone Edge / Hypnosis / Warp Spin
- U-Turn
 
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Gallade [Optimized]
Type:

Ability: Defiant / Trace | HA: Guts
Old Stats: 68 / 125 / 65 / 65 / 115 / 80 | BST 518
New Stats: 85 / 125 / 85 / 55 / 105 / 100 | BST 555
New Moves: Play Rough


Nidoking [Optimized]
Type:

Ability: Sturdy / Rough Skin | HA: Sheer Force
Old Stats: 81 / 102 / 77 / 85 / 75 / 85 | BST 505
New Stats: 81 / 118 / 100 / 85 / 100 / 71 | BST 555
New Moves: Rock Polish, Gunk Shot, Hammer Arm, Spikes


Braviary [Optimized]
Type:

Ability: Defiant / Sheer Force | HA: Inner Focus
Old Stats: 100 / 123 / 75 / 57 / 75 / 80 | BST 510
New Stats: 100 / 125 / 85 / 55 / 95 / 100 | BST 560
New Moves: Sky Uppercut, Seismic Toss, Double Kick, Jump Kick, High Jump Kick, Acrobatics, Swords Dance
 

Name: Nidoking [Optimized]
Stats: 86/122/82/100/85/97 (+5 HP, +20 Atk, +5 Def, +15 SpA, +5 SpD +12 Spe, BST 567)
Ability: Poison Point/Rivalry (HA: Sheer Force)
Typing:

New Moves:
Dragon Dance, Gunk Shot, Work Up


Name: Tauros [Optimized]
Stats: 105/120/95/40/70/122 (+30 HP, +20 Atk, +12 Spe, BST 552)
Ability: Intimidate/Moxie (HA: Sheer Force)
Typing:

New Moves:
Close Combat, Drill Run, Head Charge, Head Smash


Name: Hitmontop [Optimized]
Stats: 75/95/95/35/130/70 (+25 HP, +20 SpD, BST 500)
Ability: Intimidate/Technician (HA: Steadfast)
Typing:

New Move:
Wild Spin
40 BP, 100%
If Wild Spin successfully removes any hazards, Hitmontop receives a +1 boost to Attack and Defense
New Moves: Fake Out, Recover, Taunt, Topsy-Turvy, U-Turn, Spikes


Name: Braviary [Optimized]
Stats: 115/123/95/57/95/82 (+10 HP, +20 Def, +20 SpD, +2 Spe, BST 562)
Ability: Aerilate/Sheer Force (HA: Defiant)
Typing:

New Moves:
Earthquake, Stone Edge


Name: Gallade [Optimized]
Stats: 68/125/45/95/95/136 (-20 Def, +30 SpA, -20 SpD, +56 Spe, BST 564)
Ability: Steadfast/Infiltrator (HA: Inner Focus)
Typing:

New Moves: Mach Punch, Meteor Mash, Ice Beam, Play Rough, Shadow Claw, Sucker Punch

*Justifications and Sets are WIP
I know there wasn't much discussion, so I'd be happy to leave my thoughts on any of the optimizations (I haven't been able to get the Teambuilder to work, so it would mostly be based on theory, but still)
 
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Nidoking [Optimized]
Abilities
: Poison Point / Rivalry / Sheer Force (HA)
Stats: 81 HP / 115 Atk / 77 Def / 105 SpA / 75 SpD / 100 Spe | BST: 553
Added Moves: Gunk Shot
Summary of Changes: +13 Atk, +20 SpA, +15 Spe

Nidoking suffered from mediocre offensive stats and speed, so the optimized Nidoking gets a modest boost to these. Its special sets still outshine its physical ones due to its much wider special movepool that gets boosted by Sheer Force, so it special attack was given a larger boost. Earth Power and Sludge Wave are its main STABs while Fire Blast and Ice Beam provide wide coverage against Steel or Flying types that are immune to its STAB combo. Gunk Shot is an alternative Poison STAB that hits harder than Sludge Wave and can allow Nidoking to hit specially bulky Pokemon.
Nidoking @ Life Orb
Ability: Sheer Force
EVs: 4 Def / 252 SpA / 252 Spe
Timid / Naive Nature
IVs: 0 Atk (if Timid)
- Earth Power
- Sludge Wave / Gunk Shot (if Naive)
- Fire Blast
- Ice Beam




Tauros [Optimized]
Abilities
: Intimidate / Anger Point / Sheer Force (HA)
Stats: 90 HP / 115 Atk / 95 Def / 40 SpA / 70 SpD / 120 Spe | BST: 530
Added Moves: Blaze Kick, Close Combat, Bulk Up
Summary of Changes: +15 HP, +15 Atk, +10 Spe

Tauros' mono-Normal typing and only average attack stat left it undesirable in upper tiers, even though its Sheer Force-boosted moves hit decently hard. Optimized Tauros gets a secondary Fighting typing which grants STAB to Close Combat, which hits very hard even when not boosted by Sheer Force. Blaze Kick is a useful coverage move that takes the place of Fire Blast, hitting airborne Steel-types more safely than Close Combat.
Tauros @ Life Orb
Ability: Sheer Force
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Body Slam
- Close Combat
- Earthquake
- Blaze Kick




Hitmontop [Optimized]
Abilities
: Intimidate / Technician / Steadfast (HA)
Stats: 90 HP / 105 Atk / 105 Def / 35 SpA / 110 SpD / 80 Spe | BST: 525
Added Moves: Drain Punch, Slack Off
Summary of Changes: +40 HP, +10 Atk, +10 Def, +10 Spe

Hitmontop's low HP stat and lack of reliable recovery prevented it from being the bulky Fighting-type it wanted to be. Optimized Hitmontop gains Slack Off and Drain Punch to assist its bulky sets, plus a large boost to its HP.
Hitmontop @ Leftovers
Ability: Intimidate
EVs: 248 HP / 8 Def / 252 SpD
Impish Nature
- Drain Punch
- Earthquake
- Rapid Spin
- Slack Off




Braviary [Optimized]
Abilities
: Keen Eye / Sheer Force / Defiant (HA)
Stats: 100 HP / 123 Atk / 85 Def / 57 SpA / 85 SpD / 85 Spe | BST: 535
Added Moves: Close Combat, Drill Peck
Summary of Changes: +10 Def, +10 SpD, +5 Spe

Braviary was just another Normal/Flying type, though it did get access to Superpower to hit the Rock and Steel types that walled its STAB combo. Optimized Braviary gains the Fighting typing it wanted, as well as Close Combat which can be used without Attack drops. Sheer Force unfortunately doesn't serve it well, as none of its main STABs benefit from it, so it runs Defiant to net Attack boosts when faced with Intimidate or Defog users.
Braviary @ Leftovers
Ability: Defiant
EVs: 248 HP / 8 Atk / 252 SpD
Careful Nature
- Bulk Up
- Brave Bird
- Superpower / Close Combat
- Roost




Gallade [Optimized]
Abilities
: Stamina / Justified (HA)
Stats: 75 HP / 125 Atk / 80 Def / 65 SpA / 115 SpD / 95 Spe | BST: 560
Added Moves: Recover, Agility
Summary of Changes: +7 HP, +15 Def, +15 Spe

Gallade's mediocre speed and low physical bulk made it easily forced out by strong physical or faster attackers before being able to set up a Swords Dance, not to mention its heavy competition with Pure Power Medicham who had greater immediate offenses. Optimized Gallade gains a useful ability in Stamina which boosts its lower physical bulk it battle, as well as a better speed tier. Agility can be used against offense while Swords Dance is useful for sweeping or wallbreaking.
Gallade @ Life Orb
Ability: Stamina
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Close Combat
- Zen Headbutt
- Knock Off
- Swords Dance / Agility
 
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Tauros [Optimized]

Abilities
: Intimidate / Sheer Force (HA)
Stats: 80 HP / 120 Atk / 95 Def / 80 SpA / 70 SpD / 110 Spe | BST: 555
New Moves: Milk Drink, Horn Leech, Play Rough, Waterfall
Summary of Changes: +5 HP, +20 Atk, +40 SpA

0 SpA Life Orb Sheer Force Tauros Fire Blast vs. 248 HP / 8 SpD Skarmory: 294-348 (88.2 - 104.5%) -- guaranteed OHKO after Stealth Rock

Yea, that's pretty much the big theme of this change, getting around Skarmory without any risk from using Fire Blast. I mean, Blaze kick gets a worse chance at a 2HKO, if it had it.
 




Nidoking [Optimized]
Abilities
: Poison Point / Rivalry / Sheer Force (HA)
Stats: 81 HP / 112 Atk / 77 Def / 100 SpA / 75 SpD / 105 Spe | BST: 550
Added Moves: Gunk Shot, Bulk Up, Nasty Plot
Summary of Changes: +10 Atk, +15 SpA, +20 Spe

Nidoking already has a solid ability and a great movepool. Really just a bit more punch and some speed are all that's needed to make Nidoking better. Gunk Shot gives Nidoking a solid Physical stab boosted by Sheer Force, while Bulk Up and Nasty Plot give Nidoking the ability to boost on either side of the spectrum.






Tauros [Optimized]
Abilities
: Intimidate / Reckless / Sheer Force (HA)
Stats: 75 HP / 120 Atk / 95 Def / 40 SpA / 70 SpD / 125 Spe | BST: 525
Added Moves: Head Smash, Head Charge, Sword Dance
Summary of Changes: +20 Atk, +15 Spe

Tauros just seems like the perfect fit with Reckless, with boosted speed and attack, on top of stab Head Charge. While Tauors doesn't get stab on Head Smash, it still hits incredibly hard, and doesn't give Tauros the nasty weaknesses rock typing comes with. The ground typing also boosts Earthquakes power while giving a stealth rock resist and an electric immunity to switch in on. Sword Dance is just another option if a choiced set isn't used.






Hitmontop [Optimized]
Abilities
: Intimidate / Technician / Scrappy (HA)
Stats: 80 HP / 95 Atk / 115 Def / 35 SpA / 120 SpD / 70 Spe | BST: 515
Added Moves: Drain Punch, Acrobatics, Bounce, Defog, Slack Off
Summary of Changes: +30 HP, +20 Def, +10 SpD

Hitmontop's low HP was really the main downfall, as even Intimidate and solid special defense couldn't allow it to be a solid defensive mon, especially with no recovery. The flying type may seem weird, but tops spin, kinda like tornados, and every fighting flying mon seems to be offensive. The flying type adds some interesting resistances to grass and 4x to bug, as well as a ground immunity. Scrappy can be used for unblockable rapid spin, as well as using fighting moves more freely, while defog can be used on Intimidate sets if you are worried about ghosts.





Braviary [Optimized]
Abilities
: Keen Eye / Sheer Force / Defiant (HA)
Stats: 115 HP / 138 Atk / 75 Def / 57 SpA / 75 SpD / 80 Spe | BST: 540
Added Moves: Power Trip, Close Combat, Extreme Speed
Summary of Changes: +15 Hp, +15 Atk

Focusing on Defiant more, Braviary's boosted bulk allows it to switch in better, while the boosted attack lets it hit even harder. Close Combat is just a better fighting move then Super Power, Power Trip can be used on top of a defiant and possible Bulk Up boost, and Extreme Speed covers Braviary's less then stellar speed.






Gallade [Optimized]
Abilities
: Steadfast / Dazzling / Justified (HA)
Stats: 68 HP / 125 Atk / 80 Def / 65 SpA / 115 SpD / 125 Spe | BST: 563
Added Moves: Photon Geyser, Meteor Mash
Summary of Changes: +45 Spe
Boosting Gallade's speed allows it to be an actual offensive threat, while Dazzling prevents it from being revenged by any priority. Photon Geyser gives Gallade an actual good psychic stab and Meteor Mash can be used as coverage to hit fairy types.​
 

G-Luke

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

E: 2000th post!!!


/

Abilities: Intimidate / Technician / Telepathy
Stats: 50 / 110 / 110 / 35 / 120 / 75 (BST: 500)
Stat Changes: +15 Atk, +15 Def, +10 SpD, +5 Spe
Added moves: Backspin Kick*, Warp Spin*, U-Turn, Hypnosis

Backspin Kick:

60 BP | 16 PP | 100% Accuracy | Physical
Applies Telekinesis to the opponent (for three turns).
"The user lands a spinning kick rapid enough to strain the spatial dimension."

Warp Spin:

40 BP | 64 PP | 100% Accuracy | Physical | Priority: -1
Removes binding, Leech Seed, and hazards from the user or user's field. If any targeted the user this turn, the user executes that move on the initial sender.
"A spinning attack that eliminates such moves as Bind and Spikes, while also aiming them at any foes who targeted it with them that turn."

It maintains unrivaled mastery of blurringly-fast, dangerously-fast spins in both attack and defense.

While its more stat-polarized brethren focus on harnessing elemental power, Hitmontop sharpens its mind as much as the spike on its head to become an excellent and versatile pivot. Warp Spin brings the peak of hazard management; only removing hazards on your side, hitting all types besides the Fighting-STAB-pulverized Dark-types, and putting the pressure on stally hazard-setters by sending Rocks and spikes to their field instead. Not only brining a Technician-STAB to hit Flying-types and the like with, Backspin Kick takes the initiative against tanks or defoggers by threatening an unmissable Stone Edge or Hypnosis...and if they switch out, simply U-Turn out to preserve the momentum!

Sample Set:
Hitmontop @ Leftovers / Lum Berry
Ability: Technician / Intimidate
EVs: 252 Atk / 4 Def / 252 Spe
- Backspin Kick
- Warp Spin
- Hypnosis / Stone Edge / U-Turn / ...
- High Jump Kick / Revenge / Stone Edge / Thief / U-Turn / ...

Hitmontop @ Leftovers / Rocky Helmet
Ability: Intimidate
EVs: 252 HP / 252 Def / 4 SpD
Relaxed Nature
IVs: 0 Spe
- Backspin Kick
- High Jump Kick / Revenge
- Stone Edge / Hypnosis / Warp Spin
- U-Turn

Gallade [Optimized]
Type:

Ability: Defiant / Trace | HA: Guts
Old Stats: 68 / 125 / 65 / 65 / 115 / 80 | BST 518
New Stats: 85 / 125 / 85 / 55 / 105 / 100 | BST 555
New Moves: Play Rough


Nidoking [Optimized]
Type:

Ability: Sturdy / Rough Skin | HA: Sheer Force
Old Stats: 81 / 102 / 77 / 85 / 75 / 85 | BST 505
New Stats: 81 / 118 / 100 / 85 / 100 / 71 | BST 555
New Moves: Rock Polish, Gunk Shot, Hammer Arm, Spikes


Braviary [Optimized]
Type:

Ability: Defiant / Sheer Force | HA: Inner Focus
Old Stats: 100 / 123 / 75 / 57 / 75 / 80 | BST 510
New Stats: 100 / 125 / 85 / 55 / 95 / 100 | BST 560
New Moves: Sky Uppercut, Seismic Toss, Double Kick, Jump Kick, High Jump Kick, Acrobatics, Swords Dance

Name: Nidoking [Optimized]
Stats: 86/122/82/100/85/97 (+5 HP, +20 Atk, +5 Def, +15 SpA, +5 SpD +12 Spe, BST 567)
Ability: Poison Point/Rivalry (HA: Sheer Force)
Typing:

New Moves:
Dragon Dance, Gunk Shot, Work Up


Name: Tauros [Optimized]
Stats: 105/120/95/40/70/122 (+30 HP, +20 Atk, +12 Spe, BST 552)
Ability: Intimidate/Moxie (HA: Sheer Force)
Typing:

New Moves:
Close Combat, Drill Run, Head Charge, Head Smash


Name: Hitmontop [Optimized]
Stats: 75/95/95/35/130/70 (+25 HP, +20 SpD, BST 500)
Ability: Intimidate/Technician (HA: Steadfast)
Typing:

New Move:
Wild Spin
40 BP, 100%
If Wild Spin successfully removes any hazards, Hitmontop receives a +1 boost to Attack and Defense
New Moves: Fake Out, Recover, Taunt, Topsy-Turvy, U-Turn, Spikes


Name: Braviary [Optimized]
Stats: 115/123/95/57/95/82 (+10 HP, +20 Def, +20 SpD, +2 Spe, BST 562)
Ability: Aerilate/Sheer Force (HA: Defiant)
Typing:

New Moves:
Earthquake, Stone Edge


Name: Gallade [Optimized]
Stats: 68/125/45/95/95/136 (-20 Def, +30 SpA, -20 SpD, +56 Spe, BST 564)
Ability: Steadfast/Infiltrator (HA: Inner Focus)
Typing:

New Moves: Mach Punch, Meteor Mash, Ice Beam, Play Rough, Shadow Claw, Sucker Punch

*Justifications and Sets are WIP
I know there wasn't much discussion, so I'd be happy to leave my thoughts on any of the optimizations (I haven't been able to get the Teambuilder to work, so it would mostly be based on theory, but still)


Nidoking [Optimized]
Abilities
: Poison Point / Rivalry / Sheer Force (HA)
Stats: 81 HP / 115 Atk / 77 Def / 105 SpA / 75 SpD / 100 Spe | BST: 553
Added Moves: N/A
Summary of Changes: +13 Atk, +20 SpA, +15 Spe

Nidoking suffered from mediocre offensive stats and speed, so the optimized Nidoking gets a modest boost to these. Its special sets still outshine its physical ones due to its much wider special movepool that gets boosted by Sheer Force, so it special attack was given a larger boost. Earth Power and Sludge Wave are its main STABs while Fire Blast and Ice Beam provide wide coverage against Steel or Flying types that are immune to its STAB combo. Gunk Shot is an alternative Poison STAB that hits harder than Sludge Wave and can allow Nidoking to hit specially bulky Pokemon.
Nidoking @ Life Orb
Ability: Sheer Force
EVs: 4 Def / 252 SpA / 252 Spe
Timid / Naive Nature
IVs: 0 Atk (if Timid)
- Earth Power
- Sludge Wave / Gunk Shot (if Naive)
- Fire Blast
- Ice Beam




Tauros [Optimized]
Abilities
: Intimidate / Anger Point / Sheer Force (HA)
Stats: 90 HP / 115 Atk / 95 Def / 40 SpA / 70 SpD / 120 Spe | BST: 530
Added Moves: Blaze Kick, Close Combat, Bulk Up
Summary of Changes: +15 HP, +15 Atk, +10 Spe

Tauros' mono-Normal typing and only average attack stat left it undesirable in upper tiers, even though its Sheer Force-boosted moves hit decently hard. Optimized Tauros gets a secondary Fighting typing which grants STAB to Close Combat, which hits very hard even when not boosted by Sheer Force. Blaze Kick is a useful coverage move that takes the place of Fire Blast, hitting airborne Steel-types more safely than Close Combat.
Tauros @ Life Orb
Ability: Sheer Force
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Body Slam
- Close Combat
- Earthquake
- Blaze Kick




Hitmontop [Optimized]
Abilities
: Intimidate / Technician / Steadfast (HA)
Stats: 90 HP / 105 Atk / 105 Def / 35 SpA / 110 SpD / 80 Spe | BST: 525
Added Moves: Drain Punch, Slack Off
Summary of Changes: +40 HP, +10 Atk, +10 Def, +10 Spe

Hitmontop's low HP stat and lack of reliable recovery prevented it from being the bulky Fighting-type it wanted to be. Optimized Hitmontop gains Slack Off and Drain Punch to assist its bulky sets, plus a large boost to its HP.
Hitmontop @ Leftovers
Ability: Intimidate
EVs: 248 HP / 8 Def / 252 SpD
Impish Nature
- Drain Punch
- Earthquake
- Rapid Spin
- Slack Off




Braviary [Optimized]
Abilities
: Keen Eye / Sheer Force / Defiant (HA)
Stats: 100 HP / 123 Atk / 85 Def / 57 SpA / 85 SpD / 85 Spe | BST: 535
Added Moves: Close Combat, Drill Peck
Summary of Changes: +10 Def, +10 SpD, +5 Spe

Braviary was just another Normal/Flying type, though it did get access to Superpower to hit the Rock and Steel types that walled its STAB combo. Optimized Braviary gains the Fighting typing it wanted, as well as Close Combat which can be used without Attack drops. Sheer Force unfortunately doesn't serve it well, as none of its main STABs benefit from it, so it runs Defiant to net Attack boosts when faced with Intimidate or Defog users.
Braviary @ Leftovers
Ability: Defiant
EVs: 248 HP / 8 Atk / 252 SpD
Careful Nature
- Bulk Up
- Brave Bird
- Superpower / Close Combat
- Roost




Gallade [Optimized]
Abilities
: Stamina / Justified (HA)
Stats: 75 HP / 125 Atk / 80 Def / 65 SpA / 115 SpD / 95 Spe | BST: 560
Added Moves: Recover, Agility
Summary of Changes: +7 HP, +15 Def, +15 Spe

Gallade's mediocre speed and low physical bulk made it easily forced out by strong physical or faster attackers before being able to set up a Swords Dance, not to mention its heavy competition with Pure Power Medicham who had greater immediate offenses. Optimized Gallade gains a useful ability in Stamina which boosts its lower physical bulk it battle, as well as a better speed tier. Agility can be used against offense while Swords Dance is useful for sweeping or wallbreaking.
Gallade @ Life Orb
Ability: Stamina
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Close Combat
- Zen Headbutt
- Knock Off
- Swords Dance / Agility
Tauros [Optimized]

Abilities
: Intimidate / Sheer Force (HA)
Stats: 80 HP / 120 Atk / 95 Def / 80 SpA / 70 SpD / 110 Spe | BST: 555
New Moves: Milk Drink, Horn Leech, Play Rough, Waterfall
Summary of Changes: +5 HP, +20 Atk, +40 SpA

0 SpA Life Orb Sheer Force Tauros Fire Blast vs. 248 HP / 8 SpD Skarmory: 294-348 (88.2 - 104.5%) -- guaranteed OHKO after Stealth Rock

Yea, that's pretty much the big theme of this change, getting around Skarmory without any risk from using Fire Blast. I mean, Blaze kick gets a worse chance at a 2HKO, if it had it.




Nidoking [Optimized]
Abilities
: Poison Point / Rivalry / Sheer Force (HA)
Stats: 81 HP / 112 Atk / 77 Def / 100 SpA / 75 SpD / 105 Spe | BST: 550
Added Moves: Gunk Shot, Bulk Up, Nasty Plot
Summary of Changes: +10 Atk, +15 SpA, +20 Spe

Nidoking already has a solid ability and a great movepool. Really just a bit more punch and some speed are all that's needed to make Nidoking better. Gunk Shot gives Nidoking a solid Physical stab boosted by Sheer Force, while Bulk Up and Nasty Plot give Nidoking the ability to boost on either side of the spectrum.






Tauros [Optimized]
Abilities
: Intimidate / Reckless / Sheer Force (HA)
Stats: 75 HP / 120 Atk / 95 Def / 40 SpA / 70 SpD / 125 Spe | BST: 525
Added Moves: Head Smash, Head Charge, Sword Dance
Summary of Changes: +20 Atk, +15 Spe

Tauros just seems like the perfect fit with Reckless, with boosted speed and attack, on top of stab Head Charge. While Tauors doesn't get stab on Head Smash, it still hits incredibly hard, and doesn't give Tauros the nasty weaknesses rock typing comes with. The ground typing also boosts Earthquakes power while giving a stealth rock resist and an electric immunity to switch in on. Sword Dance is just another option if a choiced set isn't used.






Hitmontop [Optimized]
Abilities
: Intimidate / Technician / Scrappy (HA)
Stats: 80 HP / 95 Atk / 115 Def / 35 SpA / 120 SpD / 70 Spe | BST: 515
Added Moves: Drain Punch, Acrobatics, Bounce, Defog, Slack Off
Summary of Changes: +30 HP, +20 Def, +10 SpD

Hitmontop's low HP was really the main downfall, as even Intimidate and solid special defense couldn't allow it to be a solid defensive mon, especially with no recovery. The flying type may seem weird, but tops spin, kinda like tornados, and every fighting flying mon seems to be offensive. The flying type adds some interesting resistances to grass and 4x to bug, as well as a ground immunity. Scrappy can be used for unblockable rapid spin, as well as using fighting moves more freely, while defog can be used on Intimidate sets if you are worried about ghosts.





Braviary [Optimized]
Abilities
: Keen Eye / Sheer Force / Defiant (HA)
Stats: 115 HP / 138 Atk / 75 Def / 57 SpA / 75 SpD / 80 Spe | BST: 540
Added Moves: Power Trip, Close Combat, Extreme Speed
Summary of Changes: +15 Hp, +15 Atk

Focusing on Defiant more, Braviary's boosted bulk allows it to switch in better, while the boosted attack lets it hit even harder. Close Combat is just a better fighting move then Super Power, Power Trip can be used on top of a defiant and possible Bulk Up boost, and Extreme Speed covers Braviary's less then stellar speed.






Gallade [Optimized]
Abilities
: Steadfast / Dazzling / Justified (HA)
Stats: 68 HP / 125 Atk / 80 Def / 65 SpA / 115 SpD / 125 Spe | BST: 563
Added Moves: Photon Geyser, Meteor Mash
Summary of Changes: +45 Spe
Boosting Gallade's speed allows it to be an actual offensive threat, while Dazzling prevents it from being revenged by any priority. Photon Geyser gives Gallade an actual good psychic stab and Meteor Mash can be used as coverage to hit fairy types.​
Also Origin0 I assume you meant to add Gunk Shot to Nidoking? As tho you mention it twice in your submission, it isnt in the movepool additions.

Anyways have fun voting!
 
Also Origin0 I assume you meant to add Gunk Shot to Nidoking? As tho you mention it twice in your submission, it isnt in the movepool additions.
I did! Thanks for catching that. Will edit votes in later.

Nidoking: pahgawk3, Origin0, God of Llamas
Tauros: God of Llamas, Dilasc, pahgawk3
Hitmontop: Tiksi, pahgawk3, God Llamas
Braviary: Stitch98, Origin0, God of Llamas
Gallade: Stitch98, pahgawk3, Origin0
 
Last edited:

G-Luke

Sugar, Spice and One For All
is a Community Contributoris a CAP Contributoris a Forum Moderator Alumnus
Oh yh I forgot this :/
I'll leave it open for 24 more hours then tally up
pahgawk3 Stitch98 God of Llamas Dilasc your votes are requested

Nidoking: pahgawk3, Origin0, Stitch98
Tauros: pahgawk3, Dilasc, Origin0
Hitmontop: Tiksi, pahgawk3, God of Llamas
Braviary: pahgawk3, Origin0, God of Llamas
Gallade: Stitch98, pahgawk3, Origin0
 
Haven’t had a lot of time (sorry!)

Nidoking: Origin0, God of Llamas, pahgawk3
Tauros: pahgawk3, God of Llamas, Origin0
Hitmontop: Tiksi, pahgawk3, God of Llamas
Braviary: God of Llamas, pahgawk3, Stitch98
Gallade: Stitch98, Origin0, pahgawk3
 

G-Luke

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



Nidoking [Optimized]
Abilities
: Poison Point / Rivalry / Sheer Force (HA)
Stats: 81 HP / 112 Atk / 77 Def / 100 SpA / 75 SpD / 105 Spe | BST: 550
Added Moves: Gunk Shot, Bulk Up, Nasty Plot
Summary of Changes: +10 Atk, +15 SpA, +20 Spe


Hitmontop [Optimized]
/

Abilities: Intimidate / Technician / Telepathy
Stats: 50 / 110 / 110 / 35 / 120 / 75 (BST: 500)
Stat Changes: +15 Atk, +15 Def, +10 SpD, +5 Spe
Added moves: Backspin Kick*, Warp Spin*, U-Turn, Hypnosis

Backspin Kick:


60 BP | 16 PP | 100% Accuracy | Physical
Applies Telekinesis to the opponent (for three turns).
"The user lands a spinning kick rapid enough to strain the spatial dimension."

Warp Spin:


40 BP | 64 PP | 100% Accuracy | Physical | Priority: -1
Removes binding, Leech Seed, and hazards from the user or user's field. If any targeted the user this turn, the user executes that move on the initial sender.



Name: Braviary [Optimized]
Stats: 115/123/95/57/95/82 (+10 HP, +20 Def, +20 SpD, +2 Spe, BST 562)
Ability: Aerilate/Sheer Force (HA: Defiant)
Typing:

New Moves:
Earthquake, Stone Edge



Gallade [Optimized]
Type:


Ability: Defiant / Trace | HA: Guts
Old Stats: 68 / 125 / 65 / 65 / 115 / 80 | BST 518
New Stats: 85 / 125 / 85 / 55 / 105 / 100 | BST 555
New Moves: Play Rough

A tiebreaker for Tauros between pahgawk3 and Dilasc awaits! I vote for Dil.

Straight to the complimentary slate, Femme Fatalés!



Slate 16: Femme Fatalés!
 

G-Luke

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

Poison/Fire
Salazzle [Optimized]
Abilities:
Dry Skin / Corrosion / Oblivious
Stats: 88 HP / 64 Atk / 70 Def / 117 SpA / 75 SpD / 121 Spe [535 BST]
Moves Added: Giga Drain, Energy Ball, Lava Plume, Toxic Spikes
Summary of Changes: +20 HP, +10 Def, +6 SpA, +15 SpD, +4 Spe


Normal/Ground
Kangaskhan [Optimized]
Abilities:
Mold Breaker / Gluttony / Scrappy
Stats: 105 HP / 115 Atk / 105 Def / 40 SpA / 105 SpD / 90 Spe [BST 560]
Moves Added: Belly Drum, Shore Up, Stealth Rock, Bulk Up, Quick Attack, Wide Guard
Summary of Changes: +20 Atk, +20 Def, +20 SpD


Poison/Ground
Nidoking [Optimized]
Abilities:
Rivalry / Poison Point / Sheer Force
Stats: 100 HP / 92 Atk / 107 Def / 85 SpA / 95 SpD / 76 Spe
Moves Added: Gunk Shot, Wish, Spikes
Summary of Changes: +10 HP, +20 Def, +10 SpA, +10 SpD

 
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