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Pet Mod Roulettemons 2 (Now Playable!)

super super out of it so take my words with more of a grain of salt than usual


Specifist: Practically a direct upgrade from Eleitan who people have been using a fair amount in the little playtesting we've gotten. Much higher stats outside of Defense, Sheer Force to boost its Thunderbolts, and still fairly good coverage. Not a good idea.

Wallashore: I feel like either Geomancy or Fluffy would have broken this but it got both. It may be a bit weak for itemless +2, haven't calced, but with that bulk and a pretty optimized Speed tier it should be enough for it to get by with the coverage/STABs it has. It also has a great physically defensive typing and bulk to soft check most physical stuff although again I haven't checked how many physical mons we have that run contact moves. I don't think it's too far of a stretch to say that I don't need to check this to determine it'll be stupid though.

Radiblade: Meh. Doesn't really do anything overly likable or unlikable. Fire doesn't have many resists because of our weird defensive mons here but it's probably locked into Boots and so its power might be underwhelming because of that. Does have some pretty interesting coverage though for what it's worth. Sludge Bomb is decent to click into stuff you don't match up into well because of the Poison chance, Psyshock hits mons with spreads that look like Koalpuff, and V-Create...might be worth something, I guess. I haven't calced this maybe it's just straight up bad. Grass Pledge also covers Waters and Rocks too. Maybe it's a good Hunttar answer? I can't think of anything specific this does otherwise. It's probably fine but I don't know.

Protola: God dang this thing is cool. Is it good though? Probably not but it's a bit weird so it's hard to tell. Good priority options are pretty rare in this meta so I could easily see this thing practically guaranteeing itself a free spin -> whatever with Boots provided there isn't a Ghost in its face. It's going to end up so horribly weak though without a boosting item, its only STAB move is 80 base power off of 107 Sp. Atk and it has nothing for Steels. It can Thunder Cage them to guarantee chip or maybe try to Sing them I guess but that's rough. It could also maybe ignore its Sp. Atk stat and go for Morning Sun / Rapid Spin / whatever / whatever, use its Speed to guarantee it can Morning Sun itself back to Multiscale range to check stuff? I dunno. I also don't know how this thing would match up into offense at all. Worth noting that Blizzard would be the functional equivalent of Focus Blast if not everything that had that also had Ice Beam which is 10x better. Maybe someone else can fill in the blanks here, there's a lot of fun to be had with something like this and I hope someone does find something.

Bonron: So first of all, we currently have 35 Pokemon and five of them are Steel-type. This won't be an issue for some people to make it 36 with 6 Steel-types either because they don't think it's that big of a majority or because Steel is a good type to do this with, but you can be the judge of that yourself. I'm in the camp that doesn't mind adding another Steel here, it can be nice to have more bulky options of the best defensive type and Ground/Steel definitely adds something in a vacuum, mainly an Electric immunity being really good. However, looking past that, we have a Pokemon that doesn't really get answered by any of our defensive Pokemon especially well other than Slowghast funny enough and might stuff out offensive Pokemon too easily across Take Heart and Strength Sap. This is why I was saying earlier on Discord that we really need more fatmons with good resists - we currently have no good Ground resists, unless you count Gastroal in which case I disagree because I specified "good" Ground resists. Maybe Bonedos also answers this decently as well but I don't like how overwhelmingly strong this thing probably does off of such little being needed for it to find itself an opportunity to start doing its thing if that makes sense.
 
Alright, so with 3 for yes and 3 for no, Protola makes it in!
NAME: Meowivet
STATS: 52/143/117/101/118/69
TYPING: Psychic/Steel
ABILITIES: Lingering Aroma / Cursed Body | Guard Dog
MOVES: Zen Headbutt, Psychic, Iron Head, Flash Cannon, Attack Order, Bitter Blade, Headlong Rush, Light of Ruin, Precipice Blades, Power Whip, Ice Spinner, Dragon Claw, Taunt, Destiny Bond, Draining Kiss, Aqua Step, Morning Sun, Frustration, Leaf Storm, Make It Rain
UNVIABLE MOVES: Bind, String Shot, Torment, Scratch, Hydro Cannon, Swallow, Assurance, Magnitude, Signal Beam, Flatter, Noble Roar, Heal Pulse, Rock Tomb, Instruct, Assist, Tickle, Aurora Beam, Withdraw, Dragon Breath, Future Sight

NAME: Monstrokick
STATS: 71/99/53/108/146/123
TYPING: Fighting
ABILITIES: Battle Bond / Triage | Contrary
MOVES: Sky Uppercut, Aura Sphere, Play Rough, Parting Shot, Flash Cannon, Will-o-Wisp, Armor Cannon, Morning Sun, Double Shock, Shadow Ball, Detect, Octolock, Wild Charge, Triple Arrows, Belly Drum, Toxic Spikes, Petal Blizzard, Psyshock, Spiky Shield, Spirit Break
UNVIABLE MOVES: Heart Swap, Parabolic Charge, Venoshock, Floral Healing, Water Sport, Smack Down, Scratch, Synchronoise, Cut, Frost Breath, Forest's Curse, Phantom Force, Barrage, Belch, Storm Throw, Wring Out, Power Trip, Reversal, Bubble, Eerie Impulse

NAME: Searamel
STATS: 141/116/35/139/128/41
TYPING: Fire/Fighting
ABILITIES: Effect Spore / --- | Gooey
MOVES: Blaze Kick, Flamethrower, Sky Uppercut, Aura Sphere, Leech Life, Clear Smog, Glare, Dragon Energy, Meteor Mash, Stored Power, Explosion, Petal Blizzard, Knock Off, Make It Rain, Extrasensory, Chloroblast, Yawn, Horn Leech, Shelter, Secret Sword
UNVIABLE MOVES: Fling, Gyro Ball, Magic Powder, Smog, Luster Purge, Needle Arm, Sand Tomb, Screech, Torment, Signal Beam, Telekinesis, Hail, Transform, Power Shift, Peck, Sparkling Aria, Powder Snow, Ancient Power, Power Swap, Hyperspace Fury

NAME: Mudow
STATS: 76/108/42/187/93/94
TYPING: Bug/Ground
ABILITIES: Pixilate / Telepathy | Grassy Surge
MOVES: X-Scissor, Bug Buzz, Earthquake, Earth Power, Astral Barrage, Knock Off, Power Whip, Sacred Sword, Spacial Rend, Petal Blizzard, Pain Split, Petal Dance, Vacuum Wave, Hyper Voice, Corrosive Gas, Fiery Dance, Fillet Away, Tailwind, Gear Grind, Springtide Storm
UNVIABLE MOVES: Powder Snow, Muddy Water, Rage Powder, Poison Sting, Submission, Luster Purge, Fire Pledge, Psychic Terrain, Mean Look, Meteor Assault, Brine, Mirror Coat, Venoshock, Disable, Bite, Twineedle, Purify, Razor Leaf, Dragon Rage, Heart Stamp

NAME: Zephyrelp
STATS: 116/56/98/63/99/168
TYPING: Fairy/Flying
ABILITIES: Stakeout / Libero | Filter
MOVES: Play Rough, Moonblast, Drill Peck, Air Slash, Darkest Lariat, Foul Play, Roost, Cotton Guard, Photon Geyser, Zing Zap, Armor Cannon, Obstruct, Combat Torque, Blue Flare, Leaf Blade, Hex, Psycho Cut, Stored Power, Make It Rain, Esper Wing
UNVIABLE MOVES: Flame Burst, Infestation, Low Sweep, Magic Powder, Misty Explosion, Snap Trap, Covet, Entrainment, Camouflage, Powder, Magnitude, Bounce, Doom Desire, Smog, Speed Swap, Pollen Puff, Dynamic Punch, Signal Beam, Electroweb, Quash
 
Meowivet: Bulky Steel, good offenses and movepool. I don't mind it.
Monstrokick: Pretty interesting mon. Main draw is Octolock to trap and wear down checks. Triage gives it priority Parabolic Charge and Morning Sun, while Contrary Armor Cannon makes it harder to take down. Battle Bond can potentially perform sweeps, but 108 SpAtk is still wallable. Pretty cool mon with a lot of possibilities.
Searamel: I don't think it's particularly interesting, but Glare and Effect Spore is an annoying combo. It also gets other utility options. It's like a SpDef Fierutor with no recovery, but isn't forced into boots.
Mudow: 187 SpAtk seems pretty overwhelming, and Grassy Terrain can sort of recuperate the HP lost from Fillet Away. Dual STAB is resisted by Fierutor (49 SpDef and slow), Goosceon (gets blasted by Astral Barrage), and Spritpit. Looking quite strong.
Zephyrelp: The opposite of Spritpit, and feels like a Scream Tail; a fast, bulky mon. Filter is nice to tank more hits, while Stakeout can help with damage output occasionally. Obstruct and Foul Play form a nice combo to punish physical attackers. Would be a useful defensive addition, potentially synergising well if the many fat Steels already present.
 
Meowivet: So the bulk is just a bit below average actually, but that should be more than adequate for a Steel-type. Its Fire/Ice/Ground coverage is honestly strong enough to be concerning, and it has Aqua Step, Power Whip, and other stuff like Taunt and Morning Sun just for kicks. Haven't checked the calcs but this hits a ridiculous amount of our mons super effectively, so I'm really not huge on it.

EDIT - Second thought it's probably fine, it's still slow and not especially bulky


Monstrokick: Contrary Belly Drum sounds worthless...until you whip out Heart Swap for the ultimate tech option! This seems pretty cool for a specially bulky mon until you get to Contrary Armor Cannon, which completely ruins this thing's chances in my eyes. Pure Fighting is a typing that never really feels like it has a lot of relevant weaknesses and unless I'm missing something the same applies to this meta, so it probably wouldn't be difficult to get this to +6 and blow past stuff with Power Trip. Anything it can't break with that can also be trapped and have its Defense continuously dropped with Octolock, although I forget how that move works with Ghosts. Slap on reliable recovery and we've got a problem on our hands.

Searamel: Decently similar to Radiblade from last slate, it's just kind of a do-nothing Fire-type breaker. Only things this has over that are ridiculous special bulk, Glare, and a STAB Secret Sword to hit the weird mixed defense stuff instead of nonSTAB Psyshock. Even has a random strong "unviable" move learned primarily by starters as coverage for the Rocks that Fighting STAB fails to hit. Lumimorph and Bellena are decent answers to this but it seems annoying enough for me to not want to vote it in anyways due to that special bulk.

Mudow: Dumb strong breaker with decent enough Speed and even Fillet Away if it has the balls to run that... No thanks, I'll state once again that our meta has no good Ground resists.

Zephyrelp: ...well, lookie here. A good Ground resist, and it's an interesting Pokemon and one I think might potentially have a decent spot here to boot. Fairy/Flying really is not the strongest typing defensively, not even close, but luckily this Pokemon has a special way of fixing that. It has one of the highest Speed stats the generator is likely to give us in addition to Libero, which basically allows this to customize its set of resists depending on the situation. It can be Steel, Fire, Fighting, Ground (Magnitude), or potentially a lot more if you want. There is one giant concern, though - Cotton Guard might get out of hand way too easily on a Pokemon this fast. This meta is pretty hostile towards both Grass and Fairy/Flying as defensive typings so this would be a pretty flawed strategy, and without Leftovers it could be especially easy to drain this thing of its healing PP. I've argued a lot that a defensive Pokemon lacking utility won't justify themselves being good choices easily but the utility of soft checking basically whatever your moveslots allow you to is enough to make this stand apart from those. I'm going to be looking at this more in-depth later, I really do hope this Pokemon would be good here because it'd be literally perfect if it is. It's such an awesome idea and its ability to soft check stuff with different typings could potentially help so many Pokemon get the added defensive answers they might need in order to be proper fits for the meta.

EDIT - It should technically be fine but if you want to argue that (non-Flazam) physical breakers shouldn't need to deal with this when they already have to get through Slowghast being omnipresent then I'd get it, probably abstaining.
 
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Meowivet: Really cool stallbreaker. Despite being yet another Steel-type, we only have 2 Psychic-types (also we have more Rocks than Steels), so I don't mind personally. Lingering Aroma + Taunt + high attack is cool. Aqua Step isn't really saving it from having abysmal speed (for Roulettemons standards).

Monstrokick: We only have 2 Fighting-types in the meta. Despite low attacks, this thing also gets interesting options in Battle Bond + Belly Drum + Power Trip, and Contrary + Armor Cannon + Power Trip. This would be an instant YES for me... but with Octolock, it might be too strong.

Searamel: Annoying (in a good way) utility mon with Clear Smog, Glare, Knock Off, Yawn combined with Gooey. Ironically Glare/Gooey into Transform might be good on this mon. Not sure what else it could even do.

Mudow: Too strong.

Zephyrelp: The previous discussion posts convinced me to not vote No on this, but I'm still not voting Yes either. Best set is by far Libero + Esper Wing, Cotton Guard, Stored Power, Roost. You can change types to check things, but then you're able to do absolutely nothing... or you run the same sweeper set as before, with Blue Flare/Make it Rain instead of Esper Wing... AKA no speed boosting. Clicking Esper Wing instead of Cotton Guard also gives you Psychic STAB for Stored Power, insted of a bad Grass-typing, so dropping it to "soft check" mons is pretty bad. It has zero utility moves or pivotting (Non-STAB Foul Play is its best defensive option) so it's not running a defensive set ever IMO.
 
Meowivet: Abstain
Monstrokick: No
Searamel: No
Mudow: No
Zephyrelp: Abstain
 
Meowivet and Zephyrelp have been added!
NAME: Doomderm
STATS: 81/194/107/76/48/94
TYPING: Ghost
ABILITIES: Inner Focus / Vital Spirit | Harvest
MOVES: Shadow Bone, Shadow Ball, Ice Hammer, Energy Ball, Focus Blast, Shadow Claw, Stone Edge, Sucker Punch, Tailwind, Hyper Drill, Hex, Strange Steam, Pyro Ball, Hone Claws, Pain Split, Dazzling Gleam, Mach Punch, Slack Off, Autotomize, Searing Shot
UNVIABLE MOVES: Hyper Fang, Kinesis, Ion Deluge, Misty Terrain, Purify, Spark, Grass Pledge, Mimic, Peck, Spider Web, Sing, Needle Arm, Magnet Rise, Burn Up, Meteor Assault, Power Trick, Confide, Hold Back, Jump Kick, Absorb

NAME: Spookpet
STATS: 65/163/45/133/92/102
TYPING: Fairy/Ghost
ABILITIES: Mummy / As One (G) | Water Veil
MOVES: Play Rough, Moonblast, Shadow Bone, Shadow Ball, Mystical Fire, Reflect Type, Psychic Fangs, Hurricane, Leaf Blade, Super Fang, Quick Attack, Shell Side Arm, Petal Blizzard, Oblivion Wing, Crunch, Cross Chop, Cotton Guard, Belly Drum, Air Slash, Switcheroo
UNVIABLE MOVES: Jump Kick, Gastro Acid, Smog, Aura Wheel, Secret Power, Rage Powder, Lunar Blessing, Lucky Chant, Fire Pledge, Bide, Force Palm, Spite, Fly, Pollen Puff, Leaf Tornado, Mist Ball, Cotton Spore, Skill Swap, Skull Bash, Mud Sport

NAME: Rosemire
STATS: 126/96/73/80/86/139
TYPING: Grass/Electric
ABILITIES: Opportunist / --- | Early Bird
MOVES: Leaf Blade, Energy Ball, Zing Zap, Thunderbolt, Close Combat, Spacial Rend, Wood Hammer, Stone Edge, Meteor Beam, Sunsteel Strike, Eruption, Anchor Shot, Drum Beating, U-Turn, Darkest Lariat, Lava Plume, Flamethrower, Slack Off, Discharge, Bulk Up
UNVIABLE MOVES: Parabolic Charge, Psych Up, Doom Desire, Rage Powder, Pay Day, Land's Wrath, Spark, Phantom Force, Throat Chop, Entrainment, Frost Breath, Decorate, Low Sweep, False Swipe, Ice Burn, After You, Pollen Puff, Twin Beam, Aqua Cutter, Heat Crash

NAME: Dinomite
STATS: 105/134/78/89/160/34
TYPING: Ice/Fire
ABILITIES: Fur Coat / Battle Armor | Queenly Majesty
MOVES: Icicle Crash, Ice Beam, Blaze Kick, Flamethrower, Shadow Force, Headlong Rush, Rock Blast, Double Iron Bash, Bullet Punch, Oblivion Wing, Drum Beating, Psystrike, Esper Wing, Thunder Wave, Techno Blast, Superpower, Fire Blast, Power Gem, Sandsear Storm, Beak Blast
UNVIABLE MOVES: Charm, Charge, Stuff Cheeks, Growl, Dive, Nightmare, Laser Focus, Trick-or-Treat, Forest's Curse, After You, Dark Void, Bounce, Fell Stinger, Grassy Glide, Mega Drain, Metal Claw, Rock Throw, Steel Wing, Whirlpool, Frenzy Plant

NAME: Lumionite
STATS: 102/107/88/91/84/128
TYPING: Normal/Fighting
ABILITIES: Sniper / --- | Toxic Debris
MOVES: Strength, Hyper Voice, Sky Uppercut, Aura Sphere, Fillet Away, Secret Sword, Low Kick, Final Gambit, Dragon Hammer, Grass Knot, Gear Grind, Apple Acid, Water Shuriken, Icicle Crash, Hidden Power, Aromatherapy, Mach Punch, Anchor Shot, Extrasensory, Spin Out
UNVIABLE MOVES: Stockpile, Purify, Metal Claw, False Swipe, Brine, Steel Roller, Dig, Scratch, Foresight, Captivate, Mud-Slap, Embargo, Fly, Harden, Electric Terrain, Steel Wing, Solar Beam, Dual Chop, Reversal, Aqua Ring
 
Doomderm: Looks very strong, has high BP Ice/Fire/Rock coverage, can boost speed with Autotomize or Tailwind. Probably too good.

Spookpet: Ghost/Fairy/Fighting coverage is very good and it gets Belly Drum and Moxie+. Speed isn't super great and it'll probably be prone to getting revenge killed. Don't think anything enjoys switching in though.

Rosemire: I like this one. Can run BU, U-turn around, and annoy with Drum Beating. Not exceptionally strong or bulky and pales in comparison to Rhinoshroom as a sweeper, though it has better STAB and coverage. Very cool, would vote yes.

Dinomite: Cool offensive typing, good special bulk, but that's about it. Kind of meh as a special tank, being forced to run boots all the time, having no reliable recovery and being slow as molasses.

Lumionite: Doesn't have particularly strong STAB, though it could potentially run either physical or special sets (I'm assuming Hidden Power is usable). Slowghast and Fierutor can handle physical sets decently well, Radimite can avoid the 2HKO with defensive investment, and Cateloon only really has to worry about Icicle Crash. Special sets might be more problematic (despite SpAtk being lower) since it can pretty much customize its coverage with Hidden Power and weaken checks further with Apple Acid, targetting the weaker SpDef stat of checks that switch in thinking that Lumionite is running physical. I don't think it's overly broken, but can understand why it might be problematic.
 
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