Pet Mod Solomods Megathread

Approved by G-Luke
Solomods Megathread

Welcome to the Solomods Megathread!

The purpose of this thread is simple: much like a tier's Team Bazaar thread, you can post your very own personal Solomods here in a casual environment and have other discuss and give feedback on them and maybe even get them coded!

What's a Solomod?
A Solomod is a Pet Mod where multiple changes are made to the game, usually changing the stuff about most pre-existing Pokemon, adding moves, items, and abilities, and even changing mechanics, that don't have any preset rules and, most importantly, are controlled by and have all of their changes applied by a single person or small group of people. A notable example of a Solomod is The PokeDex According to Spook.

Rules of the Thread
1. Solomod submissions should be posted using the template below or something similar, just so it looks neat.

2. Only 1 Solomod can be active per person because whenever you want changes made to your Solomod, nothing is stopping you from just adding them to your existing Solomod. If you really want to make a separate Solomod, you must state that the previous Solomod is no longer active so it can be removed from the archive.

3. After a Solomod is posted, other people can discuss and theorymon for it. Do this is in a respectful manner; give constructive feedback and don't spam someone with changes you want them to make. If your trying to completely alter someone's idea within their solomod, you could just make your own solomod for that. Solomod owners have all the right in the world to turn down making any changes to their mod - it is their mod, after all.

4. Particularly popular solomods can be moved to the Pet Mods Submission thread and then be given their own thread if they get accepted, or you can directly post your Solomod in the submission or workshop threads if you believe that it wouldn't fit in the megathread.
Name of Mod: (Doesn't have to be super creative, can literally just be something simple like "Yoshiblaze's Solomod")
Mascot (Optional): (An optional setting that allows a Pokemon sprite to be associated with the mod to make an archival listing look pretty. Must be an existing Pokemon)
Link to Changes: (Recommended that all changes are placed into a neat and easy to follow Google Sheets document or something similar)
Summary of the Mod: (State what changes in general, any special gimmicks, your mindset when creating it, etc.)
Competitive Overview (Optional): (Share some theorymonned competitive sets and/or give an overview of what the metagame could be like)


That's all! Have fun sharing your ideas!

-

Council
:combusken: Yoshiblaze :combusken:

Currently accepting council applications - your job would just be helping make sure that people are respectful and do submissions correctly

-

Links
Archive

 
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Archive
Coming soon


Past Gen Solomods
All of these Solomods were created for Generation 7 unless specified
:pikachu:[Gen 6] Choonmons δ - Created by Pikachuun
:snorlax:G-Luke's Ideal World - Created by G-Luke
:chimecho:The PokeDex According to Spook - Created by Spook
:clefairy:Cool Funky Mode (Gen 8 Pseudo Solomod) - Created by thechurchofcage and Yung Dramps
:ninetales:[Gen 1] Rose Red/Iris Blue - Created by KuraiTenshi26
:ditto:[Gen 1] The Indigo Meta - Created by CoolMan6001
:azumarill:[Gen 2] GSC Neo - Created by Yung Dramps
:sylveon:Revving Up - Created by Reviloja753
:swampert:Generation SD - Created by Samtendo09
:mr mime:Community Create-A-Pet Mod - Created by the Other Metagames room on Pokemon Showdown

Current Gen Solomods
:combusken:PKMN YB - Created by Yoshiblaze
:duosion:Duomod - Created by DuoM2
:hitmontop:Pokemon Triple Deluxe - Created by Yung Dramps
:giratina-origin:Stitch's Fantasy Mod - Created by Stitch98
:silvally:Elemontalism - Created by Mygavolt
:ditto:[Gen 1] The Indigo Meta (V2) - Created by CoolMan6001
:metagross:Logicmons (V2) - Created by Cryogonal Dood
:ho-oh:[Gen 2] Beta Gold - Created by Gliwick
:celebi: [Gen 2] Johtoification - Created by Petuuuhhh
:jirachi: [Gen 3] Gen 3 Updated - Created by FinalF


:necrozma:A-Moves - Created by Hematite
:deoxys:Permutations - Created by Petuuuhhh
 
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Example Submission

Name of Mod: PKMN YB
Mascot: :combusken:
Link to Changes: Click Here
Summary of the Mod: This Pet Mod mod simply brings multiple buffs and few nerfs to a multitude of Pokemon as well as a good number of new/edited moves, abilities, and items. The most unique part of the mod comes in the addition of 92 New Fakemon and 34 New Mega Evolutions to play around with, including 3 new Past Gen evolutions.
Competitive Overview: WIP, See HIDE box below
Here's a just a fraction of what's in store in the new world of PKMN YB

Things to keep in mind while reading:
- Mega Evolutions and Primal Reversions are back
- Movexit is ignored
- Dynamax is banned
- Z-Moves are back, but only Signature Z-Moves are allowed (Clangorous Soulbaze is banned, however)
- All Gen 8 and New Pokemon are given access to Return, Frustration, Hidden Power, and Confide

:sm/marowak-alola:
Marowak-Alola @ Thick Club
Ability: Rock Head
EVs: 248 HP / 252 Atk / 8 SpD
IVs: 0 Spe
Brave Nature
- Shadow Bone
- Flare Blitz
- Swords Dance
- Bonemerang

Just like in SylveMons, a Pokemon's signature item cannot be Knocked Off, so Marowak-Alola loses one of its biggest weaknesses and can afford to eat a Knock Off from something using it as coverage and proceed to decimate it in return with Shadow Bone or Flare Blitz

:sm/ampharos-mega:
Ampharos-Mega @ Ampharosite
Ability: Static
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Agility
- Tail Glow
- Thunderbolt
- Dragon Pulse / Focus Blast

Mega Ampharos now has 55 Speed like its pre-Mega form and access to Tail Glow, making it one of the most dangerous setup sweepers in the game. Bless your heart if you let this thing have 2 turns to itself and don't have any Unaware mons

:sm/steelix-mega:
Steelix @ Steelixite
Ability: Sturdy
EVs: 252 HP / 208 Def / 48 SpD
Relaxed Nature
IVs: 0 Spe
- Stealth Rock
- Gyro Ball
- Body Press
- Curse / Iron Defense

A lot of the initial changes of the mod were made before Sword and Shield were released, so there are some unintended but cool things that spawned by some of Gen 8's addition. In this case, Mega Steelix's new ability, Solidify, happens to pair perfectly with new moves that Steelix received in Iron Defense and Body Press because Solidify increases the user's Defense by 1.5x at the cost of halving their Speed. With the given EV spread, Steelix's Defense stat is a ridiculous 903, which it can immediately dish out Body Presses off of. Plus, the halved Speed makes Gyro Ball stronger most of the time, making this solid snake solidly a threat.

:sm/kingdra:
Kingdra @ Life Orb
Ability: Mega Launcher
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Hydro Pump
- Dragon Pulse
- Sludge Bomb
- Agility

A Pokemon you could basically count on making an appearance in OU at some point thanks to how good it is a Rain sweeper may have found a new niche all on its own thanks to new access to the expanded Mega Launcher. Already boosting Kingdra's STABs in Water Pulse, Octazooka, and Dragon Pulse, Mega Launcher now effects even more moves, including Kingdra's new coverage in Sludge Bomb to hit bulky Fairy and Grass-types extremely hard.

:sm/blaziken:
Blaziken @ Choice Band / Choice Scarf
Ability: Reckless
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Flare Blitz
- High Jump Kick
- Earthquake
- Knock Off

Blaziken is taken down just a few pegs as it has its Mega for Ubers Speed Boost shenanigans anyway, so here's Blaziken the nuke. Reckless-boosted STAB Flare Blitz and HJK is going to severely den almost anything it comes up against and if not (read: if you're name is Toxapex or Dragapult), Earthquake or Knock Off will probably do the job just fine

:sm/gardevoir-mega:
Gardevoir @ Gardevoirite
Ability: Trace
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Will-O-Wisp / Calm Mind
- Psyshock
- Hyper Voice
- Mystical Fire

Mega Gardevoir's stats now mirror Mega Gallade's, meaning that now it has stats of 68 / 65 / 95 / 165 / 115 / 110, giving it a much needed mudge to its physical bulk and a much better speed tier, now outpacing the dread base 100s and even the base 105s and 109s, making Gardevoir an extremely scary wallbreaker.

:sm/gallade-mega:
Gallade (M) @ Galladite
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Psycho Cut
- Sacred Sword
- Night Slash / Ice Punch

Just like in SylveMons, Gallade and its Mega get a new ability called Knight's Blade that boosts the power of slashing and cutting moves by 1.5x. This combined with new access to Sacred Sword makes Gallade a scary sweeper, with a great 110 Speed, ludicrous 165 Attack, and 2 spammable STABs that make it harder to revenge kill.

:sm/deoxys:
Deoxys @ Focus Sash
Ability: Pressure
EVs: 248 HP / 8 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Spikes
- Stealth Rock
- Psycho Boost
- Taunt

Deoxys @ Choice Specs
Ability: Pressure
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Psycho Boost
- Ice Beam
- Focus Blast
- Thunderbolt

Normal Deoxys' stats were nerfed to 50 / 110 / 110 / 110 / 110 / 110, so it can kind of act like a faster, more offensive Mew that's likely balanced enough to stay in OU

:sm/azelf:
Azelf @ Mental Herb
Ability: Sturdy
EVs: 28 HP / 228 Def / 252 Spe
Naive Nature
- Stealth Rock
- Explosion
- Thunder Wave
- Taunt

Azelf @ Salac Berry
Ability: Levitate
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Nasty Plot
- Psyshock
- Flamethrower
- Dazzling Gleam

Y'all remember Gen 6 lead Azelf? Now it has Sturdy. Sturdy also helps out its Nasty Plot set, making it much easier to setup and it can even use a Salac or Petaya Berry to boost up even further.

:sm/audino-mega:
Audino @ Audinite
Ability: Regenerator
EVs: 252 HP / 4 Def / 252 SpD
Careful Nature
- Knock Off
- Wish
- Heal Bell / Encore
- Toxic

There's a reason why giving Mega Audino literally any useful ability in Balanced Hackmons makes it amazing. So here, have Regenerator. Enjoy your stall Mega if Sableye doesn't cut it for you.

:sm/keldeo:
Keldeo-Resolute @ Choice Specs
Ability: Knight's Blade
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Hydro Pump
- Scald
- Secret Sword
- Air Slash

Reminder that Knight's Blade Keldeo is a thing in this meta, too

:sm/decidueye:
Decidueye @ Decidium Z
Ability: Overgrow
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Leaf Blade
- Spirit Shackle
- Shadow Sneak / Sucker Punch / Roost

Decidueye retaining its signature Z-Move plus its new 100 Speed gives it a small niche as a wallbreaker that threatens to nuke something in front at any moment. As for other signature Z-Move users to watch out for, Mew has a powerful tool in Genesis Supernova that's basically a Max Mindstorm in disguise, Mimikyu can try to break through walls with a boosted Let's Snuggle Forever, and the buffed Lycanrocs can surprise a wall with a Splintered Stormshards.

:sm/mudsdale:
Mudsdale @ Rocky Helmet
Ability: Stamina
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Earthquake
- Slack Off
- Stealth Rock
- Body Press

Remember what I was saying about Sw/Sh making some of these buffs way better than intended? Yeah, this thing is suddenly a nearly impenetrable physical wall after a hit or two with offensive power to boot

:sm/blacephalon:
Blacephalon @ Heavy-Duty Boots
Ability: Regenerator
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Shadow Ball
- Mind Blown
- Flamethrower
- Substitute / Psychic

Unlike the other Ultra Beasts, Blacephalon can actually opt to use its new Hidden Ability in Regenerator to make use of Min Blown + Heavy-Duty Boots to help mitigate the massive recoil the move help, making it much better at wallbreaking

:sm/cinderace:
Cinderace @ Life Orb
Ability: Libero
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Pyro Ball
- High Jump Kick
- Sucker Punch
- U-turn

Please don't crucify me for making Cinderace Fire/Fighting, to make it up to you I made Emboar Fire/Rock. Plus, with Libero, all this really means is that non-Court Change sets don't need to run Heavy-Duty Boots, so that's nice.

:sm/inteleon:
Inteleon @ Choice Specs / Focus Sash
Ability: Sniper
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Hydro Pump
- Frost Breath
- Focus Blast / Toxic Spikes
- U-turn

Sniper Frost Breath is a 135 BP coverage move that ignores Special Defense boosts. It's also Water/Ghost, so you have STAB Shadow Ball if you really want it

:sm/toxtricity:
Toxtricity @ Sitrus Berry / Shuca Berry
Ability: Punk Rock
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Boomburst
- Overdrive
- Belch
- Shift Gear

Belch received a big change as now it's a 70 BP Special Poison-type move that doubles in power if the user ate a berry. Thus, it can be used without eating or holding a berry, giving Toxtricity a new option to give itself a Poison-type Boomburst if it pleases. Hydregion can also use it as a coverage move in combination with Sitrus or Roseli Berry, since at +2 it'll still 2HKO most Fairies at 70 BP.
:sm/silvally:
With buffs to Memories making them exactly like the Plates, the already buffed Multi-Attack, and a multitude of new moves including Recover, Earthquake, Nasty Plot, Knock Off, Calm Mind, and Stealth Rock, Silvally can finally be the mini-Arceus it's always wanted to be, likely being best as a bulky Swords Dance/Nasty Plot sweeper with unpredictable coverage or hazard setting wall

:sm/arcanine:
Arcanine @ Choice Band
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Flare Blitz
- Extreme Speed
- Close Combat
- Wild Charge

Did someone say STAB Extreme Speed?

:sm/rapidash:
Rapidash @ Life Orb
Ability: Flash Fire
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Flare Blitz
- Full Moon Crash
- Extreme Speed / High Horsepower

Speaking of Fire-types with Extreme Speed, the new Fire/Fairy-type Rapidash packs 2 120 BP recoil-inducing STABs to breakthrough anything slower at +2 and can handle anything faster with a big +2 Extreme Speed. Full Moon Crash is a Fairy-type Double-Edge also given to many other physical Fairies like Azumarill and Tapu Bulu

:sm/dewgong:
Dewgong @ Sitrus Berry
Ability: Technician
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Belly Drum
- Ice Shard
- Aqua Jet
- Icicle Spear / Drill Run

This is a gimmick and a half, but if you can get it to work, boy that'll be hilarious

:sm/articuno:
Articuno @ Heavy-Duty Boots
Ability: Pressure
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Freeze-Dry
- Hurricane
- Roost
- Substitute

With a new stat spread of 95 / 85 / 100 / 90 / 85 / 125, Articuno is a fast and bulky pivot that can prove to be annoying to take down

:sm/ledian:
Ledian @ Choice Band
Ability: Huge Power
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Mach Punch / Ice Punch
- Close Combat
- Knock Off / Ice Punch
- U-turn

Bug/Fighting, 45 Atk, Huge Power. All that needs to be said

:sm/girafarig:
Girafarig @ Life Orb
Ability: Strong Jaw
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Hyper Fang
- Psychic Fangs
- Quick Attack / Crunch / Fire Fang

The forgotten giraffe is ready to take a bite out of crime with nuclear powered STABs in Strong Jaw-boosted Hyper Fang and Psychic Fangs plus priority in STAB Quick Attack or extremely strong coverage in Crunch or the now 70 BP Fire Fang

:sm/houndoom-mega:
Houndoom @ Houndoominite
Ability: Flash Fire
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Nature
- Nasty Plot
- Dark Pulse
- Fire Blast
- Sucker Punch / Hidden Power Grass

Mega Houndoom now gets Moxie, which now boosts the higher of Attack or Special Attack after a KO, allowing this thing to snowball very quickly after getting a KO

:sm/sceptile-mega:
Sceptile @ Sceptilite
Ability: Overgrow
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Leaf Storm
- Draco Meteor
- Focus Blast
- Substitute

With it spamming Leaf Storm and Draco Meteor all the time, Mega Sceptile has to switch out a lot, so good thing its Mega now packs Regenerator to help it do just that. Plus, it's something that actually outspeeds and KOes Dragapult, which is extremely valuable.

:sm/exploud:
Exploud @ Choice Specs
Ability: Cacophony
EVs: 252 HP / 252 SpA / 4 SpD
Modest Nature
IVs: 0 Atk
- Boomburst
- Fervent Screech
- Shadow Ball
- Surf

Cacophony is a new ability that's like Punk Rock without the extra effect of reducing damage taken from Sound moves, making Exploud a deadly wallbreaker with a ludicrously powerful 273 BP (after STAB) move to spam to its heart content. Plus, Fervent Screech is a Fire-type clone of Overdrive, giving it the same coverage as Fire Blast with similar power and 100% accuracy and going through Substitutes

:sm/camerupt: :sm/camerupt-mega:
Camerupt @ Cameruptite
Ability: Simple
EVs: 248 HP / 252 SpA / 8 SpD
Modest Nature
IVs: 0 Atk
- Growth
- Fire Blast
- Earth Power
- Stealth Rock / Stone Edge

Camerupt can be super scary on Trick Room teams as a setup sweeper thanks to it now sharing Simple with its prevo, so it can stay unmega'd for a turn and get up essentially a Nasty Plot and Swords Dance at the same time, then Mega Evolve and sweep. Also, if you manage to get up the Sun, the boosts to Attack and Special Attack become a monstrous +4 each

:sm/whiscash:
Whiscash @ Leftovers
Ability: Oblivious
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Dragon Dance
- Liquidation
- Earthquake
- Substitute

Whiscash now packs a whopping 130 HP stat and a pretty good 71 Speed stat, so it has the bulk to get up more than 1 Dragon Dance and enough speed almost every Pokemon and most Scarfers at +2 while also giving itself insurance with large HP Substitutes

:sm/banette-mega:
Banette @ Banettite
Ability: Frisk
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Copycat
- Swords Dance
- Return
- Shadow Punch

This little gimmick from SylveMons is here, too, making Mega Banette a niche sweeper with priority STAB Returns and buffed Shadow Punches thanks to the power of Prankster Copycat. Also, Eject Pack Shell Smash into Copycat Shell Smash is a thing now and this becomes a pretty good abuser of it

:sm/registeel:
Registeel @ Leftovers
Ability: Regenerator
EVs: 252 HP / 4 SpA / 252 SpD
Calm Nature
IVs: 0 Atk
- Flash Cannon
- Stealth Rock
- Thunder Wave
- Toxic

REGENERATE

:sm/kricketune:
Kricketune @ Choice Specs
Ability: Cacophony
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Boomburst
- Bug Buzz
- Hidden Power [Fire]
- Sticky Web

Kricketune packs 85 Special Attack, Boomburst, a new Bug/Normal-typing, and Cacophony now, allowing it to DELELELELELELELELWOOOOOOOOOOOOOOOOOP and have it actually kill some things

:sm/wormadam-sandy:
Wormadam-Sandy (F) @ Leftovers
Ability: Overcoat
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Earthquake
- Spikes
- Synthesis
- Toxic

Each Wormadam form received huge stat buffs and they all share their movepools, which importantly gives each form Synthesis and Earth Power, and they also gained Spikes. While Trash forms' 100/105/105 bulk, amazing defensive typing, and new access to Synthesis is amazing, Sandy form could very well be the best one with great 100/125/85 bulk, 79 Attack that gives it a bit of an offensive presence and a still pretty good Defensive typing of Bug/Ground

:sm/mothim:
Mothim (M) @ Heavy-Duty Boots
Ability: Tinted Lens
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Sleep Powder
- Quiver Dance
- Bug Buzz
- Roost

Mothim (M) @ Heavy-Duty Boots
Ability: Tinted Lens
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Lunge / Roost
- Seed Bomb / Sleep Powder
- Wing Attack
- Swords Dance

Since Wormadam got buffed, it was only fair to buff Mothim too. Mothim got some much needed stat buffs, with a small increase in bulk to 70/60/60, a small Attack and Special Attack increase to 104 each and a big Speed boost up to 86. Mothim also received a fair amount moves, including the buffed 85 BP Wing Attack, Double-Edge, Knock Off, Sleep Powder, and Swords Dance. All of this plus Gen 8's introduction of the Heavy-Duty Boots makes Mothim a much better seteup sweeper, being able to put something to sleep and spamming Quiver Dance or Swords Dance and sweeping with near unresisted STAB moves thanks to Tinted Lens.

:sm/floatzel:
Floatzel @ Life Orb / Choice Band
Ability: Water Veil
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Liquidation
- Close Combat
- Aqua Jet
- Ice Punch / Crunch / Switcheroo

With a new Attack stat of 115 and a Water/Fighting-typing, Floatzel is basically a Water/Fighting Weavile with less Speed but the option to run Switcheroo to cripple something on Choiced sets

:sm/chatot:
Chatot @ Life Orb
Ability: Cacophony
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Boomburst
- Fervent Screech
- Hidden Power [Grass]
- Nasty Plot

Take what I said about Exploud and replace the bulk with Speed and Nasty Plot, though it is worth noting that both Chatot's Defenses were upped by 15 each

:sm/electivire::sm/magmortar:
Electivire @ Choice Scarf
Ability: Iron Fist
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Thunder Punch
- Close Combat
- Ice Punch
- Knock Off / Volt Switch

Magmortar @ Choice Specs / Choice Scarf
Ability: Mega Launcher
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Fire Blast
- Dark Pulse
- Aura Sphere
- Psychic

These two fan favorites have gotten some massive changes:
Electivire is now Electric/Fighting, has Iron Fist as a Hidden Ability, and gains numerous moves including Close Combat, Mach Punch, and Knock Off
Likewise, Magmortar is now Fire/Dark, has the buffed Mega Launcher as a Hidden Ability, and gained Dark Pulse, Aura Sphere, Sludge Bomb and more
At the end of the day, these two are strong (especially since Fire Blast is now Mega Launcher boosted), so you can just slap a choice item on them and start going to work.

As for Jynx, we'll get to it later

:sm/leafeon:
Leafeon @ Life Orb
Ability: Technician
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Bullet Seed
- Double Kick
- Quick Attack / Knock Off
- Swords Dance

Double Kick was buffed to be 50 BP on each hit and Leafeon now has an ability set of Chlorophyll and Technician. These two combined together to give Leafeon is crazy 150 BP Fighting coverage move in Double Kick, ready to bust through any Steel-type switch-ins. Outside of that, Leafeon also has the scary combo of Techician and STAB Bullet Seed, having at minimum 75 BP before STAB and on average 112.5 BP before STAB.

:sm/emboar:
Emboar @ Choice Band
Ability: Rock Head
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Flare Blitz
- Head Smash
- Wild Charge
- Sucker Punch

I made a passing mention earlier of the now Fire/Rock Emboar, so here it is. Since no two starters share a Hidden Ability, Emboar was given Rock Head, giving it much more longevity while spamming its huge recoil moves with no repercussions

:sm/luvdisc::sm/alomomola:
Alomomola @ Leftovers
Ability: Regenerator
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Scald
- Wish
- Protect
- Toxic

Luvdisc now evolves into Alomomola, so it can run Eviolite and is legal in LC and with this, Alomomola gains a good number of moves, though none of them are too terribly useful other then maybe Natural Gift. The bigger change is that both of these Pokemon are now Water/Fairy, giving both them a good number of resistances they can switch into

:sm/bouffalant:
Bouffalant @ Assault Vest
Ability: Sap Sipper
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Head Charge
- Head Smash
- Earthquake
- Megahorn

Gets Head Smash and is Normal/Rock now, lol

:sm/heatmor:
Heatmor @ Metronome
Ability: Flash Fire
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Fire Lash
- Earthquake
- Sucker Punch
- Bulk Up

Heatmor @ Leftovers
Ability: Flash Fire
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Fire Lash
- Substitute
- Taunt
- Bulk Up / Will-O-Wisp / Earthquake

Heatmor, now with 117 Attack ad 75 Speed, is the definition of a wall/stallbreaker since it's able to bust through the majority of physical walls in due time thanks to Fire Lash constantly chipping away at the foe's Defense. With this, Heatmor can try to break through bulky teams outright or use the switches that Defense lowering causes to set up Bulk Ups and Substitutes

:sm/meloetta-pirouette::sm/darmanitan-zen::sm/darmanitan-zen-galar::sm/wishiwashi-school:
Meloetta-Pirouette @ Relic Charm
Ability: Serene Grace
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Return
- Close Combat
- Knock Off
- U-turn

Darmanitan-Zen @ RageCandyBar
Ability: Sheer Force
EVs: 252 HP / 252 SpA / 4 SpD
Modest Nature
- Fire Blast
- Psychic
- Focus Blast
- U-turn

Darmanitan-Galar-Zen @ MintyRageCandyBar
Ability: Gorilla Tactics
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Icicle Crash
- Flare Blitz
- Earthquake
- U-turn

Wishiwashi-School @ Graduation Scale
Ability: Schooling
EVs: 252 HP / 4 Atk / 252 SpA
Quiet Nature
- Hydro Pump
- Earthquake
- Ice Beam / Pain Split
- U-turn

The form change items from SylveMons exist here, too. There's even a new one for Zen Mode Galarian Darmantian, though that's quickbanned cuz I don't think you want Gorilla Tactics Galarian Zen Darmanitan to exist

:sm/pyroar:
Pyroar (M) @ Choice Specs
Ability: Moxie / Cacophony
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Fire Blast
- Hyper Voice
- Dark Pulse
- Fervent Screech

Thanks to Moxie's buff, it's an actually useful ability for Pyroar now, though since it also gets Cacophony and Fervent Screech as well now, you'll have to choose between snowballing or breaking

:sm/malamar:
Malamar @ Assault Vest
Ability: Contrary
EVs: 248 HP / 252 Atk / 8 SpA
Brave Nature
- Knock Off
- Stored Power
- Overheat
- Superpower

A new 88 Special Attack stat and access to Overheat means that this can be really funny if you can get it to work, especially since Sw/Sh gave it Stored Power

:sm/gourgeist-super:
Gourgeist-Super @ Colbur Berry
Ability: Intimidate
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
IVs: 0 Atk
- Giga Drain
- Will-O-Wisp
- Leech Seed
- Synthesis

Gourgeist-Small @ Life Orb
Ability: Intimidate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Shadow Ball
- Energy Ball / Moonblast
- Fire Blast / Moonblast
- Nasty Plot

Gourgeist's Special Attack was flipped with its Attack and boosted by 10, allowing it to abuse its much wider Special movepool that includes Fire Blast, Focus Blast, Shadow Ball, Moonblast, and Psychic. In addition, it also gained Intimidate, so Super size can be a much harder to break through wall while it gets useful passive recovery off of Giga Drain while Small becomes an okay Nasty plot sweeper thanks to its coverage

:sm/noivern:
Noivern @ Choice Specs / Heavy-Duty Boots
Ability: Cacophony
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Hurricane
- Boomburst / Defog
- Fervent Screech
- U-turn

Take what I said about Chatot but replace STAB Boomburst and Nasty Plot with even higher speed and better bulk

:sm/oricorio-sensu:
Oricorio-Sensu @ Bright Powder / Heavy-Duty Boots
Ability: Serene Grace
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Revelation Dance
- Air Slash
- Fiery Dance
- Quiver Dance

This is kind of a meme, but if you get a Quiver Dance up, then you can either flinch everything down with Serene Grace Air Slash or try to snowball with Fiery Dances that are guaranteed to raise your Special Attack

:sm/lycanroc::sm/lycanroc-midnight::sm/lycanroc-dusk:
Lycanroc @ Lycanium Z
Ability: No Guard
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Stone Edge
- Double-Edge / Ice Fang / Fire Fang
- Accelerock
- Swords Dance

Lycanroc-Midnight @ Lycanium Z
Ability: Sand Rush
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Stone Edge
- Knock Off
- Fire Punch / Ice Punch
- Swords Dance

Lycanroc-Dusk @ Lycanium Z
Ability: Tough Claws
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Stone Edge
- Double Kick
- Accelerock / Knock Off
- Swords Dance

The Lycanrocs all received new secondary typings in Normal, Dark, and Fighting respectively, giving some moves that were previously coverage some extra oomph. Midday and Midnight also gained each other's abilities, so they can both be Sand sweepers or abuse No Guard Stone Edges. On top of that, they received some added coverage moves as well, notably Ice Fang (and Ice Punch for Midnight). Since they are some of the few legal Z-Move users, this makes the Lycanrocs all pretty good sweepers.

:sm/necrozma:
Necrozma @ Leftovers
Ability: Prism Armor
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Stored Power
- Calm Mind
- Moonlight
- Rock Polish / Iron Defense / coverage

Necrozma did get buffs in Focus Blast and Draco Meteor and you can always run Ultra Necrozma in Ubers, I'm just here to tell you that you run pseudo-Reuniclus but fast both here and in vanilla Pokemon with the set above

:sm/rillaboom:
Rillaboom @ Choice Scarf
Ability: Grassy Surge
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Wood Hammer
- Return / Knock Off
- High Horsepower
- U-turn

The now Grass/Normal Rillaboom may not be nearly as good as Tapu Bulu, but its higher Speed, access to a useful Ground move, and access to U-Turn do make it somewhat appealing as a Scarfer in comparison to Tapu Bulu

:sm/orbeetle:
Orbeetle @ Leftovers
Ability: Levitate
EVs: 252 HP / 4 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Quiver Dance
- Iron Defense
- Recover
- Stored Power

This was given Quiver Dance before it was realized how good dual dance Stored Power can be, so this thing is kinda just dumb now

:sm/perrserker:
Perrserker @ Choice Band
Ability: Steely Spirit
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Bullet Punch
- Iron Head
- Close Combat
- U-turn

Name 1 setup sweeper that doesn't resist Steel that wants to take a Choice Band Steely Spirit boosted Bullet Punch while they're trying to sweep. I'll wait

:sm/frosmoth:
Frosmoth @ Heavy-Duty Boots
Ability: Ice Scales
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Quiver Dance
- Ice Beam
- Bug Buzz
- Giga Drain

This thing has 85 Speed now, so it's at least 1 step closer to becoming the Ice Volcarona we all wanted it to be
Yes I'm about to give 1 set for every single new fully evolved Pokemon created. There's a lot of them, so for simplicity's sake here's a pokepaste containing all of them

All Fully Evolved new Fakemon, Yamaboucha to Ultratom

:meganium::typhlosion::feraligatr::slowking::froslass::butterfree::milotic::dragonite::dusknoir::flygon::hydreigon::mienshao::musharna::zoroark::zebstrika::goodra::talonflame::gogoat::barbaracle::meowstic-m::meowstic-f::golisopod::kommo-o::shiinotic::turtonator::drampa::corviknight::boltund::falinks::indeedee::indeedee-f::dragapult: as well as the new starters Synthinobi, Chemicander, Primadillo, and Slowbro-Galar (whose sprite doesn't work yet)

:sm/typhlosion:
Typhlosion @ Typhlosionite
Ability: Flash Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Eruption
- Focus Blast
- Extrasensory
- Fire Blast

Type: Fire
Ability: Adaptability
Stats: 78 / 114 / 88 / 139 / 105 / 110
139 SpA is fairly low for a Mega Evolution, but Mega Typhlosion more than makes up for it with its pretty good 110 Speed tier and Adaptability making a full health Eruption hit like a dumptruck. Fire Blast's power isn't shabby either, plus it can actually deal a good amount of damage to Toxapex, which Mega Charizard Y can only dream of doing.

:sm/slowking:
Slowking @ Slowkinite
Ability: Regenerator
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Calm Mind
- Scald
- Slack Off
- Substitute / Iron Defense

Slowking @ Slowkinite
Ability: Regenerator
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Teleport
- Scald
- Slack Off
- Thunder Wave

Type: Water/Psychic
Ability: Solid Rock
Stats: 95 / 75 / 80 / 130 / 180 / 30
Like the ridiculous physical bulk of its counterpart, Mega Slowking has ridiculous Special bulk with a pretty decent SpA stat to boot. Calm Mind/Iron Defense sets can be terrifying setup sweepers and newfound usefulness for Teleport can make it a great pivot, even unmega'd. Another good contender for stall's Mega slot.

:sm/butterfree:
Butterfree @ Butterfrite
Ability: Levitate / Compound Eyes
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Sleep Powder
- Bug Buzz / Roost / Energy Ball
- Psychic
- Quiver Dance

Type: Bug/Psychic
Ability: Magic Guard
Stats: 60 / 15 / 50 / 150 / 80 / 140
Butterfree is a super potent Quiver Dancer, as its blistering speed makes it easy to get off a Sleep Powder and a Quiver Dance or two before it mows through teams with its new dual STAB combination. Base Butterfree can either use Levitate to help switch in on Spikes or Ground-type moves or Compound Eyes to almost guarantee that a pre-Mega'd Sleep Powder hits.

:sm/milotic:
Milotic @ Milotite
Ability: Competitive
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Scald
- Recover
- Toxic
- Ice Beam / Coil

Type: Water/Fairy
Ability: Multiscale
Stats: 95 / 70 / 109 / 130 / 155 / 81
This thing is FAT, and with it being able to Recover to full to reactivate Multiscale, this thing will be a pain to take down without a strong physical attacker or Toxic, though even those can be foiled by Scald, Coil, and a teammate with Heal Bell or even Magic Coat.

:sm/dragonite:
Dragonite @ Dragonitite
Ability: Multiscale
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Dragon Dance
- Extreme Speed
- Earthquake / Fire Punch
- Roost

Typing: Dragon/Flying
Ability: Thick Fat
Stats: 91 / 164 / 105 / 130 / 130 / 80
Oh yeah, speaking of FAT, here's Mega Dragonite. Thick Fat mitigates Dragonite's only big weakness, so it can get DDances off a lot easier, especially with 91/105/130 bulk. Even without STAB, after 2 or 3 DDances, Extreme Speed and Earthquake are going to dent things coming off of a 164 Attack stat. Also, you could also toy with bulky Curse sets.

:sm/hydreigon:
Hydreigon @ Hydreigonite
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Nasty Plot
- Draco Meteor
- Flash Cannon
- Flamethrower

Typing: Dragon/Dark
Ability: Intimidate
Stats: 92 / 125 / 110 / 165 / 110 / 98
As if Hydregion getting off a Nasty Plot wasn't scary enough, now it has an even easier time doing so with Intimidate and 92/110/110 bulk while being able to hit for only slightly less than a Life Orb Hydra without recoil.

:sm/musharna:
Musharna @ Musharnite
Ability: Forewarn
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Calm Mind
- Moonblast
- Moonlight
- Hidden Power [Fire]

Musharna @ Musharnite
Ability: Forewarn
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Trick Room
- Moonblast
- Moonlight / Healing Wish / Hidden Power Fire
- Teleport

Typing: Psychic/Fairy
Ability: Comatose
Stats: 116 / 55 / 120 / 147 / 120 / 29
:HyperSharna:

:sm/zoroark:
Zoroark @ Zoroarkite
Ability: Illusion
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Nasty Plot
- Dark Pulse
- Extrasensory / Flamethrower / Focus Blast
- Sludge Bomb

Zoroark @ Zoroarkite
Ability: Illusion
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Sucker Punch
- Knock Off
- Low Kick
- U-turn / Swords Dance

Typing: Dark
Ability: Trace
Stats: 60 / 125 / 70 / 155 / 70 / 135
Zoroark can still play the same shenanigans it always did, but now it has the threat of suddenly jumping a bunch of speed tiers and Nasty Plotting up. Since Illusion can't work with the whole Mega Evolution animation thing, Trace is its ability instead which can still make Zoroark tricky to deal with, like switching in on a Sun Sweeper with Chlorophyll, or a Fire-type with Flash Fire.

:sm/golisopod:
Golisopod @ Golisopodite
Ability: Emergency Exit
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Leech Life
- Liquidation
- Swords Dance
- Sucker Punch / Aqua Jet

Golisopod @ Golisopodite
Ability: Emergency Exit
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Leech Life
- Liquidation
- First Impression
- Spikes

Golisopod @ Golisopodite
Ability: Emergency Exit
EVs: 252 HP / 4 Def / 252 SpD
Careful Nature
- Leech Life
- Liquidation
- Bulk Up
- Aqua Jet

Typing: Bug/Water
Ability: Intimidate
Stats: 75 / 155 / 160 / 80 / 120 / 40
Golisopod is now the one instilling fear in others with Intimidate and a great stat spread with 155 Attack and great 75/160/120 bulk, plus recovery in STAB Leech Life and priority in Aqua Jet, Sucker Punch, and First Impression

:sm/shiinotic:
Shiinotic @ Shiinotite
Ability: Effect Spore
EVs: 252 HP / 252 SpA / 4 SpD
Modest Nature
IVs: 0 Atk
- Spore
- Strength Sap
- Giga Drain
- Draining Kiss / Hidden Power Fire / Growth / Moonblast / Thunderbolt

Typing: Grass/Fairy
Ability: Triage
Stats: 60 / 45 / 110 / 130 / 140 / 20
With Triage and great bulk and a pretty good SpAtk stat, Shiinotic can be a great revenge killer with +3 priority STABs in Giga Drain and Draining Kiss bypassing its terrible 20 Speed. Combine this with priority Strength Sap weakening physical attackers before they can attack and all 3 of those moves healing Shiinotic and Spore on top of that, Shiinotic can be extremely annoying to deal with.

:sm/drampa:
Drampa @ Drampite
Ability: Sap Sipper
EVs: 248 HP / 252 SpA / 8 SpD
Modest Nature
IVs: 0 Atk
- Hyper Voice
- Draco Meteor
- Fire Blast
- Roost

Typing: Normal/Dragon
Ability: Adaptability
Stats: 78 / 80 / 105 / 175 / 121 / 26
252+ SpA Adaptability Drampa Draco Meteor vs. 252 HP / 4 SpD Toxapex: 286-338 (94 - 111.1%) -- 68.8% chance to OHKO
Not everything can go around OHKOing Toxapex with a neutral move like that. This thing will OHKO basically anything that doesn't resist its STABs and isn't a dedicated special wall. We are all lucky it's so slow that it can't outspeed Clefable without a Timid Nature.


Corviknight @ Corviknightite
Ability: Pressure / Mirror Armor
EVs: 252 HP / 4 Def / 252 SpD
Careful Nature
- Brave Bird
- Bulk Up
- Roost
- Taunt / Substitute

Typing: Flying / Steel
Ability: Battle Armor
Stats: 98 / 107 / 145 / 53 / 105 / 87
Even with Corviknight being only okay in NatDex (and when I mean "okay," I mean A- on the VR), this thing has the potential to be absolutely broken. Take Corviknight and trade Lefties with 40 more Defense, 20 more Special Defense and Attack, and immunity to critical hits and now we have a problem on our hands. After a couple of turns, its Bulk Up set can become nigh unkillable, maybe to the point of being banworthy.


Boltund @ Boltundite
Ability: Competitive
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Double-Edge
- Volt Switch
- Ice Fang
- Fire Fang / Play Rough

Boltund @ Boltundite
Ability: Competitive
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Hyper Voice
- Volt Switch
- Hidden Power [Ice]
- Nuzzle

Typing: Electric
Ability: Galvinize
Stats: 69 / 125 / 70 / 125 / 70 / 131
A Galvanize Double-Edge is gonna hurt any non-Ground-type and buffs to Fire Fang and Ice Fang making them 70 BP only helps Boltund's damage output, plus its good 131 Speed tier and Volt Switch can make it tricky to play around without a Ground-type. The special set is notably weaker, but it will make you think twice about switching a Landorus-T before it Mega Evolves, lest you activate Competitive and take a +2 Hidden Power Ice to the face.


Falinks @ Falinksite
Ability: Defiant
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- No Retreat / Swords Dance
- Close Combat / Zen Headbutt
- Spike Cannon
- Throat Chop / Zen Headbutt

Type: Fighting/Steel
Ability: Skill Link
Stats: 65 / 140 / 100 / 70 / 100 / 95
With 140 Attack and a pretty good 95 Speed Tier, Falinks becomes an extremely threatening sweeper with No Retreat and its new STAB in the buffed Spike Cannon, which is now a Steel Bullet Seed, which will always hit for 125 BP thanks to Skill Link. Combine this with any combination of Close Combat, Throat Chop, and Zen Headbutt, and Falinks can become the high risk high reward sweeper it was always destined to be.

:sm/indeedee:
Indeedee (M) @ Indeedite
Ability: Psychic Surge
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Psychic
- Flamethrower
- Energy Ball / Calm Mind
- Dazzling Gleam

Typing: Psychic/Fire
Ability: Analytic
Stats: 60 / 75 / 55 / 145 / 125 / 115
Mega Indeedee is basically Mega Alakazam with worse stats and a worse defensive typing but the feared AAA combo of Psychic Surge into Mega Evolution and a much better movepool. Indeedee's prediction-based game is dangerous for almost any team. Do you stay in and let the Pokemon you have in get shredded by a Psychic Terrain-boosted Psychic off of 145 Special Attack, or do you risk switching to a Dark-type and get blasted by an Analytic-boosted Dazzling Gleam. Or, do you even risk switching in a Steel-type and have it be incinerated by a STAB Analytic-boosted Flamethrower?
Wallbreakers
Physical
- Bersawk, Chompean, Menursa, Muaytiger, Wolverflare, Photyrant, Kaclash, Petradvena, Ptarabola, Dominidon
Special - Chemicander-Mega, Photyrant, Gammaroo, Petradvena, Osprime, Ptarabola, Necrice
Mixed - Wolverflare, Ptarabola

Set-up Sweepers
Swords Dance
- Synthinobi, Synthinobi-Mega, Muaytiger, Razorine, Hareloom, Arbborry, Zapish, Sparsqueak, Petrasapien, Ingarde, Frixen, Dominidon
Nasty Plot - Neurowatt, Mustellar, Darsqueak, Petradvena, Yamaboucha
Bulk Up - Chompean, Photyrant
Calm Mind - Photyrant, Gammaroo, Creaviary, Plummuse
Other - Mothicoal (Quiver Dance), Fyrecho (Agility/Throat Spray), Buffalocean (Curse), Venometta (Curse + Unburden), Goblizz (Dragon Dance), Dominidon (Dragon Dance), Mytheon (Hone Claws)

Walls
Physical
- Primadillo, Primadillo-Mega, Electzal, Ghoulgoyle, Solinira, Buffalocean, Nimbless, Geareon
Special - Bloomivolt, Sanatee, Glaciarch, Plummuse
Mixed - Glaciarch, Nimbless

Pivots
Offensive
- Bersawk, Pyrogrine, Neurowatt, Kaclash, Zapish, Sparsqueak, Darsqueak, Osprime, Ingarde, Ptarabola, Mytheon
Defensive - Electzal, Bloomivolt, Sanatee, Nimbless, Geareon

Clerics
Wish
- Nimbless, Geareon, Mytheon
Heal Bell / Aromatherapy - Buffalocean
Healing Wish - Plummuse

Entry Hazards
Stealth Rock
- Primadillo, Primadillo-Mega, Ghoulgoyle, Solinira, Petrasapien, Petradvena, Necrice
Spikes - Razorine, Solinira
Toxic Spikes - Chemicander, Chemicander-Mega, Serpentorch, Solinira, Necrice
Sticky Web - N/A

Hazard Removal / Prevention
Defog
- Bersawk, Electzal, Ghoulgoyle, Plummuse, Fyrecho, Osprime, Nimbless, Goblizz, Ptarabola
Rapid Spin - Primadillo, Primadillo-Mega, Solinira
Magic Bounce - N/A

Field Effects
Setters and Abusers separated by | if applicable
Rain Abusers - Zapish, Osprime
Sun Abusers - Bloomivolt
Sand Abusers - N/A
Hail - Glaciarch, Necrice | Goblizz
Screens - Necrice (Snow Warning + Aurora Veil)
Terrain Abusers - Petrasapien (Unburden), Venometta (Unburden), Arbborry (Grassy Glide), Neurowatt (Rising Voltage/Expanding Force), Gammaroo (Rising Voltage/Expanding Force), Mustellar (Expanding Force), Petradvena (Expanding Force), Plummuse (Misty Explosion)
Trick Room - Petradvena, Photyrant | Menursa, Photyrant, Ghoulgoyle, Buffalocean, Necrice, Dominidon
New Pokemon Listed in Hide Boxes after role
Mega Stone Users - :butterfree::beedrill::alakazam::slowbro::pinsir::gyarados::dragonite::meganium::typhlosion::feraligatr::steelix::heracross::scizor::slowking::houndoom::gardevoir::manectric::sharpedo::camerupt::flygon::milotic::banette::glalie::metagross::garchomp::abomasnow::dusknoir::gallade::froslass::musharna::zebstrika::zoroark::mienshao::hydreigon::talonflame::gogoat::barbaracle::meowstic-m::meowstic-f::goodra::shiinotic::golisopod::turtonator::drampa::kommo-o::corviknight::boltund::falinks::indeedee::indeedee-f::dragapult:
Slowbro-Galar, Synthinobi, Chemicander, Primadillo

*Any time a normal sprite for a Pokemon that got a new Mega shows up, assume I mean the Mega (i.e. every Boltund refers to Mega Boltund)*

Notable Strong Physical Attackers - :beedrill-mega::arcanine::dewgong::marowak-alola::pinsir-mega::gyarados-mega::flareon::snorlax::dragonite::feraligatr::azumarill::heracross::heracross-mega::scizor-mega::hariyama::flygon::glalie-mega::metagross-mega::staraptor::floatzel::honchkrow::garchomp::garchomp-mega::weavile::dusknoir::gallade-mega::excadrill::krookodile::darmanitan::darmanitan-galar::darmanitan-galar-zen::cinccino::escavalier::ferrothorn::eelektross::mienshao::bisharp::durant::talonflame::gogoat::aegislash::tyrantrum::crabominable::lycanroc-dusk::araquanid::lurantis::passimian::silvally::mimikyu::kommo-o::rillaboom::cinderace::boltund::flapple::obstagoon::sirfetch:dragapult:
Synthinobi-Mega, Bersawk, Menursa, Muaytiger, Wolverflare, Zapish, Sparsqueak, Buffalocean, Ingarde, Frixen, Ptarabola, Dominidon, Mytheon

Notable Strong Special Attackers - :butterfree::raichu-alola::ninetales::alakazam-mega::victreebel::exeggutor-alola::gengar-mega::typhlosion::kingdra::houndoom-mega::ludicolo::shiftry::gardevoir-mega::manectric-mega::camerupt-mega::torkoal::milotic::mismagius::abomasnow-mega::magmortar::yanmega::rotom-wash::rotom-heat::rotom-mow::azelf::zoroark::eelektross::beheeyem::hydreigon::meowstic-f::aegislash::dragalge::clawitzer::aurorus::sylveon::gourgeist::oricorio-pom-pom::drampa::kommo-o::inteleon::toxtricity::pincurchin::mr. rime::indeedee::duraludon::dragapult:
Slowbro-Galar-Mega, Chemicander-Mega, Mustellar, Photyrant, Serpentorch, Gammaroo, Darsqueak, Petradvena, Ptarabola, Yamaboucha

Follow Me / Rage Powder - :clefairy::clefable::raichu::raichu-alola::magmar::furret::electivire::magmortar::indeedee-f:/:butterfree::tangrowth:
Neurowatt, Sparsqueak / Bloomivolt

Redirection Abilities - :pikachu::raichu::marowak::marowak-alola::seaking::manectric::lumineon::zebstrika::goodra::togedemaru::pincurchin:
Electzal, Mustellar, Zapish, Osprime

Anti-Redirection - :barraskewda::duraludon:
Fake Out - :pikachu::raichu::raichu-alola::dewgong::mr. mime::ludicolo::shiftry::hariyama::delcatty::spinda::kecleon::ambipom::purugly::weavile::simisage::simisear::simipour::mienshao::meowstic-m::meowstic-f::togedemaru::rillaboom::mr. rime:
Synthinobi, Synthinobi-Mega, Neurowatt, Muaytiger, Hareloom, Gammaroo, Sanatee, Sparsqueak, Darsqueak, Petrasapien, Frixen, Yamaboucha

Heal Pulse / Pollen Puff - :clefairy::clefable::wigglytuff::slowbro::meganium::slowking::gardevoir::gallade::alomomola::aromatisse::clawitzer::indeedee-f:/:butterfree::vileplume::ribombee::shiinotic::eldegoss:
Slowbro-Galar, Sanatee, Glaciarch / Bloomivolt

Tailwind Setters - :butterfree::beedrill-mega::crobat::xatu::murkrow::scizor::shiftry::swellow::pelipper::masquerain::volbeat::illumise::flygon::tropius::staraptor::mothim::drifblim::lumineon::yanmega::gliscor::sigilyph::swanna::hydreigon::talonflame::hawlucha::toucannon::oricorio-pom-pom::ribombee::silvally::drampa::corviknight::eldegoss:
Bersawk, Electzal, Pyrogrine, Fyrecho, Osprime, Ingarde, Goblizz

Screen & Aurora Veil Setters - :raichu::ninetales-alola::alakazam-mega::jolteon::espeon::abomasnow::azelf::meowstic-m::ribombee::inteleon:
Necrice

Trick Room Setters / Abusers - :slowbro-mega::exeggutor-alola::slowking::spinda::kecleon::dusclops::bronzong::dusknoir::uxie::musharna::cofagrigus::beheeyem::aromatisse::gourgeist::oranguru::runerigus: / :exeggutor-alola::marowak::marowak-alola::snorlax::azumarill::sunflora::steelix-mega::granbull::donphan::hariyama::camerupt-mega::torkoal::crawdaunt::clamperl::rampardos::abomasnow-mega::dusknoir::darmanitan-zen::escavalier::eelektross::druddigon::dragalge::clawitzer::sylveon::gumshoos::crabominable::wishiwashi-school::araquanid::lurantis::golisopod::drampa::dhelmise::sirfetch:pincurchin:
Photyrant, Petradvena / Menursa, Photyrant, Ghoulgoyle, Buffalocean, Necrice, Dominidon

Sun Setters / Abusers - :ninetales::sunflora::torkoal: / :vileplume::victreebel::exeggutor::flareon::typhlosion::bellossom::sunflora::houndoom-mega::shiftry::camerupt-mega::tangrowth::magmortar::leafeon::darmanitan::darmanitan-galar-zen::talonflame::gogoat::heliolisk::cinderace:
No setters / Pyrogrine, Bloomivolt, Fyrecho

Rain Setters / Abusers - :politoed::pelipper: / :raichu::golduck::poliwrath::tentacruel::seaking::gyarados-mega::feraligatr::azumarill::kingdra::sharpedo-mega::crawdaunt::huntail::gorebyss::floatzel::rotom-wash::seismitoad::swanna::ferrothorn::clawitzer::heliolisk::goodra::araquanid::inteleon::cramorant::barraskewda:
No Setters / Zapish, Osprime, Yamaboucha

Sand Setters / Abusers - :gigalith::palossand::sandaconda: / :sandslash::donphan::garchomp::gliscor::stoutland::excadrill::heliolisk::lycanroc::lycanroc-midnight:
N/A

Hail Setters / Abusers - :ninetales-alola::abomasnow::abomasnow-mega::aurorus: / :sandslash-alola::glalie-mega::glaceon::rotom-frost::eiscue:
Glaciarch, Necrice / Goblizz

Terrain Setters / Abusers - :weezing-galar::rillaboom::pincurchin::indeedee::indeedee-f: / :raichu-alola::alakazam-mega::drifblim::beheeyem::clawitzer::hawlucha::slurpuff::sirfetch
Petrasapien, Venometta (Unburden), Arbborry (Grassy Glide), Neurowatt (Rising Voltage/Expanding Force), Gammaroo (Rising Voltage/Expanding Force), Mustellar (Expanding Force), Petradvena (Expanding Force), Plummuse (Misty Explosion)

Intimidate - :arbok::arcanine::gyarados::granbull::stantler::mightyena::masquerain::manectric-mega::staraptor::luxray::stoutland::krookodile::hydreigon::gourgeist::golisopod:
N/A

Cute Charm (Special Intimidate) - :clefairy::clefable::wigglytuff::meganium::delcatty::milotic::cinccino::sylveon:
Neurowatt, Sanatee, Yamaboucha

Sleep Spreaders - :butterfree::clefairy::clefable::ninetales::ninetales-alola::vileplume::victreebel::hypno::snorlax::bellossom::politoed::umbreon::stantler::mothim::mismagius::tangrowth::musharna::shiinotic::eldegoss:
Bloomivolt, Yamaboucha
*Pending*
*pending*
 
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DuoM2

Funky Kong for Smash
is a Pre-Contributor
Name of Mod: Duomod
Mascot: Duosion.
Link to Changes: https://docs.google.com/spreadsheets/d/1K53qv2kt4OEsi9vWxKmz6bxX4cEw5K5uwWTF7DxLLVA/edit?usp=sharing
Summary of the Mod: A few major changes are made to make this a completely unique micrometa - there are no regional gimmicks like Megas or Z-Moves, instead of choosing one of up to three abilities any given Pokemon has three abilities that are always active at once, and most importantly, eight of the eighteen types currently in the game have been removed completely.
Competitive Overview:
The type cut has made quite a few changes to how things work in this game. Stealth Rock has changed into a Ground-type move, and because of this, it's going to factor off of Ground-type effectiveness. This means that it should be possible to be immune to Stealth Rock now, and it makes for a soft nerf to bulkier Steels that used to be fine with taking chip damage from it. I wasn't sure what to do with Spikes because they seemed a little bit too similar to Stealth Rock for my tastes, so I just removed them. As for Toxic Spikes, Poison is no longer a type in the game even if I did leave Toxic in, and Sticky Web changed to Grass but didn't really factor type effectiveness in the first place.

With the removal of the Electric, Fighting and Rock typings, we have two new type combinations with no weaknesses: Electric/Flying and pure Normal. Electric/Flying is immune to Ground and resists Steel, Flying, and Grass, and being immune to Ground also makes it immune to Stealth Rock. There's only one Pokemon in the entire metagame with this typing, and despite it having low bulk across the board, it still manages to have a decent amount of defensive utility thanks to this typing. It still technically does have a weakness to Water due to access to Drizzle, though. Normal is meant to be a neutral typing, and although it doesn't lose any matchups, it obviously doesn't win any either.

Since so many types were cut, a ton of items like resist berries, plates, and memories are left without a purpose, so I gave a new purpose to all of them. Most of them are meant to be for fun and if this ends up being coded, these could be left out. There are still a few potentially good ones I'd like to mention...

- Black Belt acts as a pseudo-Guts that only boosts damage by 1.2x, but ignoring burn could be very useful.
- Charti Berry makes the first attack used against the user do 0.75x its regular damage. A mini Multiscale might end up helping some setup sweepers, even if a boosting item will likely be better in some cases.
- Haban Berry makes the user faint at the end of the turn if its HP is below half, but it boosts the switchin's Attack and SpAtk by one stage, which could make it nice for bulkier suicide leads to have.
- Never-Melt Ice lowers the power of all incoming Attacks by 0.9x if the user is Water-type. There's only one bulky Water in the metagame, but it might find this to be pretty helpful.
- Poison Barb gives the user a 30% chance to badly poison the opponent with any contact move. There's one Pokemon that uses a partial trapping move a lot and might find this to be pretty useful for moveslot compression.
- Psychic Seed raises the user's Attack and SpAtk by one if there is any weather or terrain active, but it's one-time use. Out of the eighteen Pokemon in the current metagame, five can set some sort of weather or terrain, and although none are lategame sweepers, some could find this useful for wallbreaking regardless.
- Stone Plate makes the user use Protect upon switching in, but only once. Giving a fragile Pokemon a free switchin could still end up being very important.

There are a few items I might have missed, but those are the notable ones.

This is my solomod, and I think it's allowed, so this will be solely Fakemon-based. Many of these have come from other mods I've contributed to, although some come from my own Fakedex. The "filler" parts of most Pokemons' movepools have yet to be updated, but I'm going to avoid adding anything notable that hasn't already been added unless it's needed for balance. I also might tweak some of the sprites in the future. If Fakemon are not allowed or if this seems unbalanced in any sort of way, let me know.

Azurolt.png
- Azurolt is a sort of "jack of all trades, master of none." It can set Stealth Rock, has pretty good stats all across the board backed by access to Electric Surge, and it has boosting moves as well. However, it's not perfect at any of these roles: it lacks recovery so it can't be fully defensive, it has a pretty bad Speed tier, and all of its sets have their own counters. Its most notable counters are Debring and Monstratus, who are immune to both of its STABs and have enough immediate power to threaten it back.

Baloon.png
- Baloon does just what it did in the two other metas it's been a part of: it eats physical hits. I imagine its offensive sets would be lacking due to its poor Speed and special bulk, as well as it being forced to have Contrary keeping it from running Dragon Dance. Thanks to the metagame's type cut, its only weakness is to Steel, but the aforementioned special bulk and Speed are most likely going to keep it down, as well as its vulnerability to Toxic.

31 - Cadbunny.png
- Cadbunny has Regenerator, and it can be a good pivot for whatever role a team might need it for. It has just enough bulk to run a bulkier set if needed, and just enough power to run an offensive set if needed, but not both at once. It can struggle against Steel-types, and although it can get Magnet Pull support, a lot of Steel-types in this meta might not mind getting rid of their item for a Shed Shell. It also has a pretty lackluster Speed tier.

Cliety.png
- Cliety is this one of this meta's biggest stallbreakers, with an ability set that constantly keeps enemies away from blindly using Toxic. It has pretty nice offensive stats for the meta, especially since there are so few mixed walls here, and it might really appreciate Rain support from Monstratus to give it a boost in its breaking power as well as pivoting support. Its defensive stats are very lacking, though, and its Speed is bad as well.

Crazefly ((Flychotic)).png
- Crazefly is meant to be a specially-focused version of Baloon. I took most Pokemon from existing mods' BSTs and scaled them down if they were at 600, and although this is no exception, it still has great special bulk. Crazefly's typing lets it counter Monstratus, Nasty Plot Azurolt, offensive Floundrawn, and Mortemoth, as well as being a softer check to most other special attackers. It also has access to Rapid Spin as well as a newfound resistance to the Ground-type Stealth Rocks. It's insanely passive and a complete momentum sink, though, leaving things like Komodith and Flamepion to come in for free on it and keeping it from fitting on more offensive teams.

2 - Debring.png
(sprite needs reworked) - Debring has a good set of abilities that give it a particularly good matchup against defensive teams. Magic Guard and Magic Bounce are both very useful, and Levitate is also a good perk to have even if it's immune to Stealth Rock anyways. It also has some really helpful utility moves in Stealth Rock, Rapid Spin, and Topsy-Turvy, and if it wants it could be a nice suicide lead thanks to Explosion on top of all of that. Its stats and offensive movepool leave a lot to be desired and make it a relatively easy Pokemon to check in some way, but it has a lot of good qualities to make up for this.

1581685800545.png
(needs a sprite, this is just a bad MS Paint sketch) - Deliriophage might seem like a generic bulky Steel when you look at its stats, and while it's not too far off from that, it has plenty of tools to make it deter setup, which makes it less passive than it looks. One of its abilities gives it a +1 boost to all stats if the opponent's stats boost in any way while it is on the field, and it has a move that allows it to do bonus damage to opponents with boosts. This has the issue of relying on prediction to some extent, and because some setup users have super effective coverage for this Pokemon, it might be pretty risky to hard switch it into dangerous Pokemon like this. It also has good special bulk and Rapid Spin so it's not bad even without this, even if it might compete with Spirox as a bulky Steel.

Flamyle (New).png
- Detonuke has a unique role thanks to its access to Magnet Pull while still retaining good offensive capabilities otherwise. Drought helps boost the power of its Fire moves up, and Magnet Pull can help it pair well with some specific Pokemon in this metagame, including Hyperoach and Mortemoth. Its Speed stat is also the second highest in the meta, and under Electric Terrain, it becomes by far the fastest Pokemon. Its base Attack actually isn't that high, and it's somewhat reliant on Blaze Kick to deal most of its damage unless it's under Electric Terrain. Even despite that, it still does poorly against Monstratus and Floundrawn, and it's the only Pokemon in the metagame that is quad weak to Stealth Rock so it might be forced to run Heavy Duty Boots.

1581686625097.png
(needs a sprite, i promise it'll look more menacing once i'm done) - Falkick is an offensive pivot with a lot of nice smaller perks to go with it. Gale Wings is even more useful in this meta than in standard thanks to its immunity to Stealth Rock, and Delta Stream might be useful for beating out opposing weathers. This is a meta where Baloon is most likely going to end up being prominent, though, and it's most likely going to struggle against Pterrost and Azurolt as well.

Flamepion.png
- Flamepion is designed to threaten defensive teams as much as possible. It can easily switch into things like Baloon and Crazefly and either choose to trap something with Blaze Kick thanks to one of its abilities or it can choose to throw out Toxic, and because its Attack is the highest single stat in the metagame, nothing in the entire meta likes taking both. It can also set Stealth Rock or pivot out with Teleport if needed. It's also worth mentioning that if items get coded, Flamepion will be a great Poison Barb user and that might remove the need for it to run Toxic and allow it to run other moves from its interesting movepool. It's unfortunately the slowest Pokemon in the metagame with no Trick Room setters to speak of, and its special bulk is very bad.

Heiroglyphic Flounder.png
- Floundrawn has two very different uses on two very different team archetypes. Its purely defensive set is almost undoubtedly going to be better, with its great typing and good stats allowing it to check things like Monstratus, Detonuke, and Debring. It also could potentially have a more offensive set if backed by Monstratus's Rain thanks to its good coverage, access to Swift Swim, and its decent enough SpAtk when backed by Calm Mind. Although it's prone to Toxic, it might not be the biggest issue in the world due to its access to Hydration and the presence of Monstratus, especially with Monstratus being one of the Pokemon it checks. A bigger issue though is its Grass weakness, with both the likely common Crazefly and the now Grass-type U-Turn threatening it hard, with things like Cliety and Falkick that it's suppsoed to be able to check gaining momentum from it easily.

Hyperoach.png
- Hyperoach is a slow, but somewhat bulky mixed wallbreaker. Even with its stats scaled down from its original mod, it has some of the best special bulk this meta has to offer while still keeping a decent offensive presence. Desolate Land with Growth is pretty nice, and Hype Overload is a potentially pretty nice ability if you have the moveslot for Explosion or Mind Blown. All of its sets are going to end up having different checks, but the easiest way to check it is by either exploiting its relatively low physical bulk and its low Speed or by exploiting its effective 4x weakness to Fire. It might also be confined to two moveslots for offensive moves thanks to Growth and one of the Hyper Overload moves, which will worsen its ability to wallbreak at the cost of being able to get one final attack off.

Komodith.png
(design needs updating) - Komodith is another slow, bulky wallbreaker similar to Hyperoach. Its defensive typing is really nice and allows it to switch in pretty safely on a lot of defensive Pokemon. Its coverage is absolutely fantastic, with a Steel/Dragon STAB combo hitting everything at least neutrally except for opposing Steels, which it has Earthquake for. Despite that, it's still pretty slow and it relies on its good typing for its bulk.

Monstratus (prevo).png
(design needs updating) - Monstratus has a lot of softer checks, but very few full-on defensive counters, which makes it a pretty potent wallbreaker. Its stats may not seem like much, but thanks to Drizzle, the high base power of its moves, and a boosting item, it has a deceptive amount of power behind its attacks. It also has an interesting amount of defensive utility in this mod thanks to its typing having no weaknesses and Volt Absorb making it immune to Electric, so it can check things like Azurolt and Detonuke pretty nicely. It has one very obvious defensive counter in Crazefly though thanks to its high special bulk, resistance to Water and Electric, and its full immunity to Flying moves. There are also quite a few things that don't fully counter it, but can do a nice job checking it, like Komodith, Electric Pterrost, and Hyperoach.

Mortemoth.png
- Mortemoth looks like a massive threat at first glance. This Pokemon has the highest SpAtk in the metagame, one point off from the highest SpDef in the metagame, and the third highest Speed in the metagame, all backed by Quiver Dance on a Pokemon that has a high enough Speed tier to the point where Detonuke in Electric Terrain is the only reasonable way to outspeed it when boosted. This Pokemon, at first glance, seems like a ridiculous sweeper. Its main downfall is its ability Deteriorate, which damages it every turn and puts a timer on how long it can do damage. It also is walled pretty hard by Crazefly, Spirox and Deliriophage, making this a Pokemon you have to work for to get the results it wants.

35 - Pterodactyl.png
- Pterrost is a utility Pokemon that has a lot of versatility behind it thanks to its good movepool and ability. Adaptation allows it to serve as a soft check to just about any parts of the metagame that you want depending on its typing. The best typing for it will most likely end up being Grass or Electric through U-Turn or Zing Zap. It also has access to Stealth Rock or Defog, Intimidate, the rare Taunt, and the highest Speed in the unboosted metagame, which will make it a nice pivot. Even though it's not passive, its biggest issue is that it's pretty weak and pretty easy to check for that reason.

5 - Spirox.png
- Spirox would be the mascot of this meta if not for it needing to be an existing Pokemon, but it will find a role on most teams given they're not hyper offense. It can be fully defensive if it wants, it can be a bulkier pivot with Teleport, or it could potentially run a Choice Specs or Choice Band set as well. It's also one of few Pokemon in the metagame with good mixed bulk. Despite everything it can offer, it loses to many of the offensive threats in the metagame, such as Komodith, Azurolt, and especially Detonuke, who traps it if it doesn't run Shed Shell or Teleport.

28 - Valianch.png
- Valianch is a powerful physical wallbreaker with access to Technician priority thanks to the buffed Leafage on top of Swords Dance. It also is very strong, with its 130 base Attack being the second highest in the metagame behind Flamepion, and it has good bulk and not terrible Speed behind that. The catch is that Grass is a pretty awful offensive typing in this metagame, with well over half of the current metagame resisting it, so it might have to rely on coverage a lot. This could make it feel weaker than you'd expect for having such a high Attack stat.

Once again, let me know if anything here seems unbalanced, whether it's here or on the Pet Mods Discord.
 
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Yung Dramps

awesome gaming
Name of Mod: Pokemon Triple Deluxe
Mascots:

Link to Changes: https://docs.google.com/spreadsheet...zGxfRfGNKBUrIRfJnP9MpFihA/edit#gid=1165431851
Summary of the Mod: In a bid to make Pokemon battling more like a traditional JRPG with hints of hero-shooter style balancing, this mod has players build teams of 3 and duke it out in triple battles with a much smaller, more intensively balanced roster of Pokemon with all their available abilities being active at the same time. The current base roster is mainly based on Pokemon which had interesting ideas for roles that just weren't cut out for either Singles or Doubles, whether it be because of being weak to begin with (Onix and Cherrim), getting powercrept (Hitmontop) or being borderline broken (Melmetal). Any additions will be added in with extreme caution depending on what the metagame needs, be it unfulfilled roles, types or checks to overly prominent Pokemon.
Competitive Overview: A lot of this is uncharted territory due to how underexplored Triples in general is, but I anticipate some trends already. For one thing I think Cherrim + Blacephalon will be one of the most powerful and synergistic cores with Blacephalon's access to fake out and insanely strong Fire moves nothing other than Alomomola resists, even despite how frail it is. In general I anticipate strategies and abilities popular in Doubles such as Fake Out and Intimidate to be popular. Speaking of which, Luxray and Hitmontop will have strong niches as the resident Intimidators in a meta with no shortage of physical attackers.
Resources:
File:806MS.png
Blacephalon Sun
By Yoshiblaze

File:405MS.png
Double Intimidate
By Yung Dramps

File:594MS.png
Melmetal Fat
By Yung Dramps
 
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Some ideas for the mods submitted so far
Name of Mod: Duomod
Mascot: Duosion.
Link to Changes: https://docs.google.com/spreadsheets/d/1K53qv2kt4OEsi9vWxKmz6bxX4cEw5K5uwWTF7DxLLVA/edit?usp=sharing
Summary of the Mod: A few major changes are made to make this a completely unique micrometa - there are no regional gimmicks like Megas or Z-Moves, instead of choosing one of up to three abilities any given Pokemon has three abilities that are always active at once, and most importantly, eight of the eighteen types currently in the game have been removed completely.

Monstratus @ Heavy-Duty Boots / Choice Specs
Ability: Drizzle
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Thunder
- Hurricane
- Surf
- Defog / Volt Switch

Now this is a throwback to the good ol' The New First Gen days. This things looks extremely fun, functioning similarly to how I imagine Drizzle Zapdos is going to once SylveMons gets updated to Gen 8 and Crown Tundra comes out, but this time with no weaknesses. Having no weaknesses but no recovery does kinda suck, but Cadbunny exists to pass Wishes, so that's not the end of the world or anything

Name of Mod: Pokemon Triple Deluxe
Mascots:

Link to Changes: https://docs.google.com/spreadsheet...zGxfRfGNKBUrIRfJnP9MpFihA/edit#gid=1165431851
Summary of the Mod: In a bid to make Pokemon battling more like a traditional JRPG with hints of hero-shooter style balancing, this mod has players build teams of 3 and duke it out in triple battles with a much smaller, more intensively balanced roster of Pokemon with all their available abilities being active at the same time. The current base roster is mainly based on Pokemon which had interesting ideas for roles that just weren't cut out for either Singles or Doubles, whether it be because of being weak to begin with (Onix and Cherrim), getting powercrept (Hitmontop) or being borderline broken (Melmetal). Any additions will be added in with extreme caution depending on what the metagame needs, be it unfulfilled roles, types or checks to overly prominent Pokemon.
Competitive Overview: A lot of this is uncharted territory due to how underexplored Triples in general is, but I anticipate some trends already. For one thing I think Cherrim + Blacephalon will be one of the most powerful and synergistic cores with Blacephalon's access to fake out and insanely strong Fire moves nothing other than Alomomola resists, even despite how frail it is. In general I anticipate strategies and abilities popular in Doubles such as Fake Out and Intimidate to be popular. Speaking of which, Luxray and Hitmontop will have strong niches as the resident Intimidators in a meta with no shortage of physical attackers.
:sm/cherrim::sm/blacephalon::sm/hitmontop:
Cherrim @ Life Orb
Ability: Drought
EVs: 252 Atk / 4 SpA / 252 Spe
Hasty Nature
- Petal Blizzard
- Solar Blade
- Weather Ball
- Protect

Blacephalon @ Life Orb
Ability: Beast Boost
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Nature
- Mind Blown
- Heat Wave / Protect
- Fake Out
- Shadow Ball

Hitmontop (M) @ Sitrus Berry
Ability: Intimidate
EVs: 248 HP / 252 Atk / 8 Spe
Adamant Nature
- Fake Out
- Wide Guard
- Triple Kick
- Taunt

Probably not the best sets for each of these, but you saying that Cherrim + Blace is gonna be huge in the meta sounds about right. From what I can tell, this kinda just beats everything if played right, with the only kinda scary thing I can without calcing it is Alcremie, though Cherrim can Solar Blade it, and something like Scarf Onix killing Blacephalon turn 1 or something
 
This is very WIP (!!)

Name of Mod: Pokémon Grey Platinum (RPG)
Mascot: :giratina-origin:
Link to Changes: document
Summary of the Mod: The ambientation of the Mod is a remake of Sinnoh with some regional formes and new evolutions for existing Pokémon. The aim is to create a world for a roleplay game played on Showdown with actual simulted battles.

Cyrus wants to destroy the actual Universe and start over with a new one, so he wants to gather the power of Sinnoh legends to control Space, Time and Anti-Matter. In this story you'll be able to visit the Distortion World and find some Distorted forms of old Pokémon (they'll work just like Regional Variants and Evolutions). Legendaries have gained the power to Gigantamax thanks to the absoption of their respective Orbs. Some other Pokémon have also Gigantamax forms because of the power released by the fragments of the Red Chain, once used to confine Giratina in the Distortion World. Power Spots are replaced by warps to the Distortion World, called Distortion Warps, open in the Wild Areas of Sinnoh, where Dynamax and Gigantamax Pokémon appear. This happens because when a Pokémon falls in one of these warps, the fragments of the Red Chain gather around it to protect it, giving it the energy to D/G-Max.

In this new game, Team Galactic has given some new forms to Rotom, including:
Rotom Dex
, added move: Psystrike
Rotom Drill
, added move: Earth Power

During a side-quest, you'll face the return of Gechis, that succesfully uses the DNA Splicers to reunite the Tao Trio in the Original Dragon, that is the Primal Reversion of Kyurem, obtained when on the field holding Up-Grade (that will take the place of the Key Item DNA Splicers, not available in PS).
Name: Primal Kuyrem
Type:

Ability: Ice Age - While the Pokémon is on the field, weather condition is set to Frozen Air; it has the same effects as Hail, but additionally other Pokémon's Abilities have no effect (except Cloud Nine, Air Lock, Forecast, Delta Stream, Desolate Land and Primordial Sea); Drought, Drizzle, Sand Stream and Snow Warning won't activate and Sunny Day, Rain Dance, Sandstorm and Hail will fail if used.
Stats: 125 / 170 / 100 / 170 / 100 / 95
New Move: Absolute Zero -
110 BP, 90% Acc., 5-8 PP, 10% chance to Freeze the target.
Regigigas will be found in Snowpoint Temple, it will be able to Primal Revert when holding Shiny Stone.
Name: Primal Regigigas
Type:

Ability: Pangea - While the Pokémon is on the field, weather condition is set to Desert Storm; it has the same effects as Sandstorm, but additionally stat boosts and drops have no effect (as if everyone's ability was Unaware); Drought, Drizzle, Sand Stream and Snow Warning won't activate and Sunny Day, Rain Dance, Sandstorm and Hail will fail if used.
Stats: 110 / 180 / 140 / 130 / 110 / 100
New Move: Giant Hand -
120 BP, 85% Acc., 5-8 PP, 30% chance to confuse the target.
Only the purest of heart will face the final quest, Ragnarok, which will tell the story of how Arceus was about to destroy the world to punish the evil of human kind. Arceus will be able to become Primal when holding a Oval Stone.
Name: Primal Arceus
Type:

Ability: Elemental Lord - Arceus's Type changes right before using a move into that move's Type; each damaging move it uses also activates the Dynamax effect corresponding to its Type after being used.
Stats: 120 / 140 / 140 / 140 / 140 / 140

Inside Distortion World, Pikachu and some other Pokémon can evolve into their Distorted Evolutions or they can be found in their Distorted Form. Pokémon catched in their Distorted Form do not revert back to their regular form when brought outside of Distortion World, except for Legendaries (namely Giratina, Tapus and [maybe] Lake Trio). That's because Legendaries are more used to travel to Distortion World and back, while Distorted forms of Pokémon were born in there, as a reflection of a Pokémon that live in the regular world (in Distortion World there is supposed to be a reflection of every being). On the other hand, Legendaries that travel between the two worlds developed interchangeable forms to adapt to different rules of spacetime inside Distortion World, just like how Giratina did.
Pikachu's Distorted evolution is Gorochu:
Name: Gorochu
Type:

Height: 1.8 m / 5'11''
Weight: 135.0 kg / 297.6 lbs
Ability: Static / Intimidate | HA: Soundproof
Stats: 100 / 100 / 120 / 80 / 55 / 70
New Moves: Bulldoze, Earthquake, Earth Power, Stone Edge, Rock Slide, Stealth Rock, Rock Polish, Sandstorm, Hammer Arm, Sucker Punch, Belly Drum
Tapus have a Distorted form, which changes only their typings and abilities. They can be found in this form in Distortion World and they keep it while in there, outside of that they have to hold Smooth / Icy / Damp / Heat Rock (respectively) to stay in this form. This obviously means that it cannot be removed via Knock Off, Trick or such from them, since their form cannot change during battle.
Distorted Tapu Bulu
, Ability: Sand Stream, New Moves: Sandstorm, Earthquake, Hammer Arm
Distorted Tapu Fini
, Ability: Snow Warning, New Moves: Aurora Veil, Hail
Distorted Tapu Koko
, Ability: Drizzle, New Moves: Hurricane
Distorted Tapu Lele
, Ability: Drought, New Moves: Mystical Fire, Sunny Day, Will-O-Wisp, Solar Beam

Gigantamax Vespiquen, Move: G-Max Swarming,
, inflicts Infestation's effect to the opponent(s).

Gigantamax Golurk, Move: G-Max Unlock,
, raises Golurk's Attack, Defense and Special Defense by 1.

Gigantamax Dhelmise, Move: G-Max Boarding,
, this move is also Grass-, Steel- and Water-type. Gigantamax Dialga (will resemble a sword), Move: G-Max Timebomb,
, sets up Trick Room after inflicting damage.
Gigantamax Palkia (will resemble a shield), Move: G-Max Forcefield,
, sets up Wonder Room after inflicting damage.
Gigantamax Giratina (will resemble a hand), Move: G-Max Inversion,
, sets up Magic Room after inflicting damage.
Name: Mega Silvally
Type:

Ability: RKS-ilate - Silvally's Type becomes the same as the held Memory, Normal-type moves' Type is changed to match its held Memory's Type and their power is boosted by 1.2x.
Stats: 95 / 115 / 115 / 115 / 115 / 115

Competitive Overview: The aim of this mod is to make the game as various as possible by toning down some threats and giving niches to forgotten Pokémon. So, this will be done by featuring Megas, Z-Moves and D/G-max, adding some formes, evolutions and fakemons. I added some moves to Pokémon movesets, abilities to slots and some new moves and abilities to the metagame. Also, I wanna make an attempt at making Dynamax and Gigantamax competitively viable, so these are the new rules for them:
Dynamax and Gigamax are allowed, but some changes are applied:
  • They both last 4 turns instead of 3.
  • The BPs of D-Max and G-Max moves is determined automatically in base of the base power of the move they replace:
    1. BP < 60 becomes 40 BP
    2. 60 <= BP < 90 becomes 60 BP
    3. 90 <= BP < 120 becomes 80 BP
    4. BP >= 120 becomes 100 BP
  • D-Max and G-Max moves' effects last only during Dynamax (including stat boosts and drops and weather conditions, terrains and rooms, and also Gravity, but not Statuses or hazards).
  • Items have no effect on Dynamaxed and Gigamaxed Pokémon.
  • A Megaevolved Pokémon, a Pokémon that has changed form with Battle Bond, a Pokémon that has used its Z-Move or a Pokémon gone through Primal Reversion cannot Dynamax or Gigamax.
  • A Pokemon that has Dynamaxed cannot use its Z-Move.
- Ice Type is resistant to Water and Dragon type.
- Under Hail, Ice-type Pokémon's Defense stat is 1.5x.
- Normal Poisoning (not Badly Poisoning) halves the Pokémon's Special Attack.
- Inside Magic Room Attack is swapped with Special Attack and Defense with Special Defense.
- Inside Wonder Room type effectiveness is the same as in Inverse Battles.

I have already a list of changes I want to apply to some Pokémon, updated until 5th Gen, I just have to move it to Google Pages.
Code: https://github.com/Stitch98/Pokemon-Showdown/tree/master/data/mods/greyplatinum
Here the sheet with changes: https://docs.google.com/spreadsheets/d/1DB84SURkph7OBmRTumAlS0tBt3vjVEOq7JCtHQmhtes/edit?usp=sharing
Ideas for the roleplay game: https://docs.google.com/document/d/1Ft4QcsNqTr6qLC56v-8NX6AjRxjsOxbNZkLaCdBfvVk/edit?usp=sharing
I am also very glad to receive any contribution. :)
 
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Name of Mod: Elemontalism (elementalism but with the "mon" from Pokémon)
Mascot: Silvally
Link to Changes: https://docs.google.com/spreadsheets/d/1ViXXQacs9UD5DwRZyJgdyDszr9hkfn54YIKSFSr9v68/edit?usp=sharing
Summary of the Mod: (NatDex)
In my spare time, I have been writing a novel containing concepts that can be integrated into Pokémon as replacement mechanics. (It has its fair share of perverted moments (which have nothing to do with the Solomod), and I'm no professional writer by any means, so read at your own risk.) Such mechanics are partly inspired by 6th-gen OMs Type CondensinG and Hawluchange.


Primarily, the eighteen types are reduced to eleven elements:
  • Matter <== Normal
  • Fire <== Fire
  • Water <== Water, Ice
  • Wind <== Flying
  • Earth <== Bug, Rock, Ground
  • Metal <== Steel
  • Fauna <== Fighting, Dragon
  • Flora <== Grass
  • Energy <== Electric
  • Spirit <== Psychic, Ghost, Fairy
  • Nether <== Poison, Dark
(Italicized types are prioritized in converting type-based items such as Plates.)
Matter is not part of the novel in question; it's in a class of its own because Normal is too generic a type to translate to any other element. The latter five and the other five are part of spectra that I call La Lune and Le Soleil respectively. Elements of the same spectrum check and balance each other as in rock-paper-scissors, but cross-spectrum relations are governed by a color-coded system (red Fire/Fauna, blue Water/Spirit, yellow Wind/Energy, green Earth/Flora, gray Metal/Nether) that makes things a little hairy. Here's an element chart for reference:

The type-to-element translation is direct for the most part, and a few terms are updated accordingly. Those and exceptions are in the Changes tab of the spreadsheet.
Elements.png


Second, dual-element Pokémon—except those with purposely shallow movepools or with Matter as an element—have access to physical and special Flying Press variants via tutor (with Flying Press itself unchanged), based on the concept of alchemy in the novel. (Prevolutions and mutable forms are factored into the distribution of such moves. Ironically, Alcremie cannot do alchemy.) These moves are super-effective against Matter unless affected by Normalize.
Some Flying Press variants are existing moves given new effects, e.g. Land's Wrath is physical Earth+Energy. Others are newly added moves, e.g. special Wind+Fauna is Luchadaura. These are listed in the Alchemy tab of the spreadsheet. (I am open to suggestions on this front.)

These two core changes bring about a few particular intricacies:
To cover the nonexistent combinations Fire+Flora and Metal+Matter, Bellossom and Sunflora are changed to the former, while the Alolan Diglett line is changed to the latter.
Additionally, Oricorio-Sensu and the Alolan Grimer line are made Water/Wind and Metal/Nether respectively, to reduce the redundancy of the forms.
This leaves three non-Matter element combinations with only one user each, which are given new users.
  • Fire+Metal (Heatran): Stakataka
  • Fire+Energy (Rotom): Zeraora
  • Flora+Energy (Rotom): Bounsweet line
Each Pokémon listed above, excluding the Alolan Diglett line and Oricorio-Sensu, is given movepool additions according to its new element, e.g. Sunflora gets Fire Lash, Flamethrower, and Fire Blast.

There are no element-based immunities, so Scrappy, Foresight, Odor Sleuth, and Miracle Eye are changed to not be useless. The latter removes the target's resistance to Spirit, the middle two remove the target's resistance to Matter and Fauna, and the former bypasses the resistance of Spirit to the user's Fauna moves.
On the other hand, Smack Down would normally be negated by Levitate (now being Earth), so it is changed to work like Thousand Arrows. And even though Stealth Rock is also Earth, Levitate users are not immune to it.

Competitive Overview: Needless to say, element combinations differ greatly from type combinations. Here are some rankings for reference.
29: Fire+Fauna, Fire+Nether, Water+Wind, Water+Energy, Wind+Energy, Wind+Spirit, Metal+Fauna, Metal+Nether, Energy+Spirit
28: Fire+Water, Fire+Metal, Fire+Spirit, Water+Nether, Wind+Earth, Wind+Flora, Earth+Metal, Earth+Fauna, Earth+Energy, Metal+Flora, Fauna+Flora, Fauna+Nether, Flora+Energy, Spirit+Nether
9: Fire+Wind, Wind+Metal, Fauna+Energy, Energy+Nether
11: Matter
15: Fire+Energy, Water+Earth, Water+Flora, Wind+Fauna, Wind+Nether, Earth+Spirit, Metal+Energy, Flora+Spirit
18: Fire+Earth, Fire+Flora, Water+Metal, Water+Fauna, Earth+Nether, Metal+Spirit, Fauna+Spirit, Flora+Nether
27: Water+Wind, Water+Energy, Wind+Spirit, Energy+Spirit
26: Fire+Fauna, Fire+Nether, Wind+Earth, Wind+Flora, Wind+Energy, Earth+Energy, Metal+Fauna, Metal+Nether, Flora+Energy
10: Fire+Wind, Wind+Metal, Fauna+Energy, Energy+Nether
17: Fire+Energy, Water+Earth, Water+Flora, Wind+Fauna, Wind+Nether, Earth+Spirit, Metal+Energy, Flora+Spirit
21: Fire+Earth, Fire+Flora, Water+Metal, Water+Fauna, Earth+Nether, Metal+Spirit, Fauna+Spirit, Flora+Nether
Now, throwing Abilities into the mix...
|

Immunity-granting Abilities—Levitate, Lightning Rod, Motor Drive, Sap Sipper, Volt Absorb, Water Absorb, and Wonder Guard—are handy to have, given the lack of element-based immunities. Resistance Abilities (namely Thick Fat and Water Bubble) can help too.

On the other hand, Mold Breaker exists. Mega Gyarados breaks through Water Absorb and Thick Fat, with Earthquake being a perfect complement to its STAB. Mega Ampharos, the answer to Energy immunities, has one of the best element combinations for its low weakness count defensively and resistance count offensively. Excadrill, the Levitate slayer, requires Shadow Claw for perfect coverage, but it doesn't take up a Mega slot.

Other notables:
Water+Spirit is the best combination for alchemy, hitting four single elements for quadruple damage. (Earth+Flora is in the same boat, but it has far worse distribution and more Ability-based immunities.)
Fire, Metal, Fauna, and Nether are ideal elements for hazard removal. Water, Wind, Energy, and Spirit Pokémon might want to pack Emergency Boots.
Earth, Fauna, and Flora Pokémon are prone to Pursuit trapping and Knock Off.
The best elements to pair with Zoroark are Earth and Flora.
Scrappy Fauna is only resisted by Water and Nether. Therefore, the best coverage move for Mega Lopunny is Thunder Punch.
Matter can be a Pokémon's best friend or worst enemy. On one hand, it's the least resisted element and not weak to any single element. On the other hand, it has no super-effective coverage and is weak to every form of alchemy not affected by Normalize.
 
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This might just be me, but this seems super subjective and would probably go better with grads in a "Nature" type.

...but that particular substitution would be inconvenient because:
  • the elements in the novel are set in stone
  • I'm not adding any elements other than Matter
  • the elements of the Soleil spectrum (Fire, Water, Wind, Earth, and Metal) are collectively categorized as elements of nature

Still, I see where you're coming from. My only concern is the balance between spectra; Le Soleil has 8 converted types, while La Lune has 9, and the Soleil elements have an edge in how widely they are distributed.

With that in mind, would it be better if I were to change Poison to Water, Bug to Fauna, and Fighting to Energy?
 
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Sorry that activity has been down for almost a month, school and focusing on other hobbies got in the way, so let's get back into this.

Name of Mod: Pokémon Grey Platinum (RPG)
Mascot: :giratina-origin:
Link to Changes: document
Summary of the Mod: The ambientation of the Mod is a remake of Sinnoh with some regional formes and new evolutions for existing Pokémon. The aim is to create a world for a roleplay game played on Showdown with actual simulted battles.
:sm/rotom:
Rotom-Dex @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Thunderbolt
- Psystrike
- Nasty Plot
- Pain Split (/ Signal Beam assuming Movexit is ignored)

Rotom-Drill @ Leftovers
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Volt Switch
- Earth Power
- Defog
- Pain Split / Will-O-Wisp

Rotom-Dex looks like a great Nasty Plot sweeper as Psystrike has 0 drawbacks and Electric + Psychic coverage is extremely good (becoming even better if Signal Beam exists), so Rotodex can just rip through things. The only suggestion I'd make for this whole mod would be to give Rotodex Psycho Boost instead of Psytrike to be more in line with the other Rotoms, but at the end of the day is doesn't really matter.
Rotom-Drill, on the other hand, looks like a great Defogger as it resists Rock and is immune to all the other hazards plus it can Volt Switch for momentum. That plus Earth Power's lack of drawbacks means that Drill is probably the best Rotom at Defogging.

:sm/pikachu:
Gorochu @ Sitrus Berry
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Volt Tackle
- Extreme Speed
- Earthquake
- Belly Drum

Evolving an Extreme Speed Pikachu in the Distortion World sounds fun. Walled by Quagsire forever unless you give up a STAB for Grass Knot, but whatever.

:sm/tapu_koko::sm/tapu_lele::sm/tapu_bulu::sm/tapu_fini:
Tapu Koko @ Choice Specs
Ability: Drizzle
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Thunder
- Hurricane
- Hidden Power [Ice]
- Volt Switch

Tapu Lele @ Life Orb / Choice Specs
Ability: Drought
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Psyshock
- Mystical Fire
- Solar Beam
- Moonblast

Tapu Bulu @ Leftovers
Ability: Sand Stream
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
- Bulk Up
- Substitute / Eathquake
- Horn Leech
- Stone Edge / Earthquake

Tapu Fini @ Light Clay
Ability: Snow Warning
EVs: 248 HP / 8 SpA / 252 SpD
Calm Nature
IVs: 0 Atk
- Aurora Veil
- Defog / Nature's Madness
- Taunt
- Blizzard

Distorted Tapus all look pretty cool, here's a quick run down of them
Koko: Spam Specs Thunder + Hurricane lmao
Lele: Lack of a strong Fire STAB hurts, but it's Lele so Mystical Fire will still hit like a truck and comes with a nice Special Attack drop
Bulu: Bulk Up Bulu does not die and now it has EdgeQuake coverage, so you're basically done if you let it get a Sub or Bulk Up without statusing it
Fini: Extremely effective Aurora Veil setter thanks to Hail's 1.5x Defenese boost and Ice's new resistances, basically making setting Veil free. And since it's so bulky, it'll likely get Veil up multiple times a game

Lastly, since this is more of a roleplaying game rather than a metagame, it feels appropriate to theorymon what Cyrus' story team could look like
:honchkrow::dusknoir::dragalge::spiritomb::weavile::houndoom-mega:
Honchkrow @ Life Orb
Ability: Moxie
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Sucker Punch
- Brave Bird
- Superpower
- Roost

Dusknoir @ Assault Vest
Ability: Pressure
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Shadow Sneak
- Ice Punch
- Earthquake
- Power-Up Punch

Dragalge @ Black Sludge
Ability: Adaptability
EVs: 252 HP / 252 SpA / 4 SpD
Modest Nature
IVs: 0 Atk
- Draco Meteor
- Sludge Wave
- Thunderbolt
- Toxic Spikes

Spiritomb @ Leftovers
Ability: Pressure
EVs: 252 HP / 252 SpA / 4 SpD
Modest Nature
IVs: 0 Atk
- Calm Mind
- Shadow Ball
- Psychic
- Will-O-Wisp

Weavile @ Black Glasses
Ability: Pressure
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Knock Off
- Icicle Crash
- Ice Shard
- Poison Jab

Houndoom @ Houndoominite
Ability: Flash Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Nasty Plot
- Fire Blast
- Dark Pulse
- Sludge Bomb


Name of Mod: Elemontalism (elementalism but with the "mon" from Pokémon)
Mascot: Silvally
Link to Changes: https://docs.google.com/spreadsheets/d/1ViXXQacs9UD5DwRZyJgdyDszr9hkfn54YIKSFSr9v68/edit?usp=sharing
Summary of the Mod: (NatDex)
In my spare time, I have been writing a novel containing concepts that can be integrated into Pokémon as replacement mechanics. (It has its fair share of perverted moments (which have nothing to do with the Solomod), and I'm no professional writer by any means, so read at your own risk.) Such mechanics are partly inspired by 6th-gen OMs Type CondensinG and Hawluchange.
This mod is a lot to take in, so half of this stuff I theorymon might suck but that's fine
:sm/mamoswine:
Mamoswine @ Choice Band
Ability: Thick Fat
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Icicle Crash
- Ice Shard
- Earthquake
- Superpower

Water + Earth almost perfectly compliment each other and the two elements that can resist or take neutral from the combination are both weak to Superpower and Iron Head, so you can just have a field day with Mamoswine or Mega Swampert
:sm/wigglytuff:
Wigglytuff @ Leftovers
Ability: Frisk
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
- Stealth Rock
- Wish
- Seismic Toss
- Thunder Wave

Matter has almost no drawbacks defensively, as all it does is add 1 resistance and nothing else good or bad, so for whatever's stuck with it, might as well put it to use. Also, Seismic Toss not having any immunities to it is really nice.
:sm/corviknight-gmax:
Corviknight @ Leftovers
Ability: Pressure
EVs: 252 HP / 48 Def / 208 SpD
Careful Nature
- Brave Bird
- Defog
- Roost
- Body Press

> Wind/Metal is one of the few element combos with only 1 weakness
> Corviknight has it
yeah....
:sm/gyarados:
If I have this right, Gyarados (Water/Wind) dies in 1 hit from switching in if
- Rocks are up (-50%)
- 3 Layers of Spikes are up (-25%. With Wind being weak to Earth, I'm going to assuming intrinsic levitation doesn't exist, so Wind Pokemon get hit by Spikes and Toxic Spikes)
- 1 layer of Toxic Spikes are up (-12.5%)
- The Sea of Fire effect from G-Max Wildfire is up (-16.67%) or G-Max Steelsurge's Steel Spikes are up (-12.5%).
This is just really funny to me. The same thing can happen to a lot of things like Raichu-Alola, Ninetales-Alola, and Lugia, but Gyarados is the funniest to me.
Meanwhile, Volcarona previously got bodied by hazards and now only cares about the rare Steel Spikes
 
my attempt at a DuoMod team


Detonuke @ Heavy-Duty Boots
Ability: Magnet Pull / Drought / Surge Surfer
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Blaze Kick
- Fusion Bolt
- Bonemerang
- Heal Order

Valianch @ Sitrus Berry
Ability: Chlorophyll / Harvest / Technician
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Swords Dance
- Leaf Blade
- Play Rough
- Earthquake / Leafage

Floundrawn @ Leftovers
Ability: Water Absorb / Hydration / Swift Swim
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
IVs: 0 Atk
- Stealth Rock
- Recover
- Scald
- Earth Power

Peterrost @ Life Orb
Ability: Pressure / Intimidate / Adaptation
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Icicle Crash
- Dragon Claw
- Defog
- U-turn

Baloon @ Assault Vest
Ability: Contrary / Symbiosis / Roulette Spin
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Play Rough
- Fire Punch
- Anchor Shot
- Seismic Toss

Komodith @ Choice Specs
Ability: Liquid Voice / Beast Boost / Dancer
EVs: 252 HP / 252 SpA / 4 SpD
Modest Nature
IVs: 0 Atk
- Draco Meteor
- Flash Cannon
- Earth Power
- Overheat


I built this team around the Sun core of Detonuke and Valianch. Detonuke sets the sun and traps and kills Steel types that would get in Valianch's way. Heavy Duty Boots and Heal Order allow for Detonuke to switch in and out when needed, and can consistently set up the Sun. Valianch is the team's Sun Abuser and setup sweeper. Solar Blade can be used instead of Leaf Blade, but it is a choice between consistent damage and temporary higher damage. Earthquake can be used for a better matchup against Steels, while Leafage beats Floundrawn when in the rain. Falkick hard counters Valianch, so the next two pokemon were chosen to break down Falkick and other pokemon that beat Valianch. Floundrawn functions similarly to Seismitoad in the base game, being able to set up Stealth Rocks and wear down other Water and Ground types. With Adaptation, Pterrost beomes Dragon/Water, which is a 4x Fire resist. It mainly pivots and removes Stealth Rock, which can be harmful to Detonuke when Knocked Off, as well as Komodith. Baloon traps and wears down bulkier pokemon with Anchor Shot and Seismic Toss, as well as using sun boosted Fire Punch to break down Steels. Komodith breaks down walls with its high powered STABs and coverage.
 
Okay, wait, just to make sure I'm understanding this correctly - we're allowed to post things that are purely theoretical here, right? This is not playable anywhere and probably never will be, but I thought it was a neat concept to share, and I think this is the right place for it. Let me know if I'm wrong and I can delete this!! Sorry!!

Name of Mod: A-Moves
Mascot: :necrozma:
Link to Changes: A-Move spreadsheet
This spreadsheet comes with a list of move-Ability correspondences and a completely automatic stat calculator! Most of it is protected, but anyone should be free to edit the entirety of row 3 on the calculator sheet, which is where you input the information. You're welcome to play around with it and see what kinds of spreads you can get it to generate!

Summary of the Mod:
The idea here is... sort of a weird in-between of Mega Evolution and Z-Moves (which I guess in itself makes it comparable to Dynamax as well?), and like them, it's a once-per-battle mechanic.
If a Pokémon is holding the appropriate item (maybe just Z-Crystals repurposed, maybe a silly knockoff of them like "A-Crystals"), it can trigger a Mega Evolution-esque transformation that changes its stats, its Ability and maybe sometimes its type. However, rather than being designed individually around specific Pokémon like Mega Evolutions are, these transformations are centered on particular moves; the idea is that the stat changes, Ability and potential type changes are all meant to synergize with the effects of the selected move, creating a distinctive battling style.
Going with Necrozma as the "mascot" because it's a Pokémon that changes form by holding a Z-Crystal and that seemed as meaningful as this was gonna get, but there's not really a strong tie to any specific Pokémon, to be honest!

A-Move transformations are activated in the same way as Z-Moves (including being type-based - if you have more than one move of the same type, more than one transformation is available to you at any given moment).
A Pokémon can only transform if it selects the move in question (for example, if you're transforming based on Volt Switch, you have to use Volt Switch that turn), but once it's transformed, all of its regular moves stay available and it's just like any other form change.
After using an A-Move, the Pokémon's updated stats are fully revealed to the other player, since there's no way to expect people to learn every possible combination.

For the most part, the way A-Moves capitalize on the effects of individual moves is through Abilities that fit their secondary effects. There are a ton of different ways for this to manifest - an A-Move based on Volt Switch might change a Pokémon's Ability to Intimidate, facilitating its role as a pivot; one based on Scald might change it to Serene Grace, emphasizing the burn-inducing utility of the move rather than its power; and one based on Double Edge might change it to Reckless, making it hit harder (even without needing as much Attack, which might let it boost its Speed or bulk more instead).
Admittedly, not every move has a secondary effect or synergizes with a particular Ability, so some of them translate to A-Moves in more generic ways (like many Bug-type moves resulting in Tinted Lens and many Normal-type moves resulting in Scrappy) rather than always being unique to the move itself. Still, my current draft has about 117 different Abilities, so there should be plenty of variety in most movesets!
Even in cases with the same Ability, different moves do have the potential for different effects! Flame Burst has a lower power than Flamethrower, but an A-Move user with Flame Burst will get a higher offensive boost to compensate. If you would rather have as high a Special Attack boost as possible, Flame Burst is the better option, since it hits just as hard and now offers more of a boost to the power of your other moves; on the other hand, if you would rather leave more points for your bulk - or if your Special Attack is already above what either of them would boost anyway - Flamethrower is more likely to be your choice.

Some notes about stat changes:
- Save for some potential rounding errors, these form changes should adhere to the 100-point limits established by Mega Evolutions.
- Offensive stats correspond to the A-Move you choose. Each A-Move has an associated stat and value - for example, Volt Switch as an A-Move requires a Special Attack of at least 387, so if your Pokémon has less than that, it will be elevated to 387 when it uses its A-Move. On the other hand, if your Pokémon already has that Special Attack or more, it won't be brought down - it can stay where it is, and that just gives it more points to spare for other stats.
- Some moves with very low power have extremely high thresholds, while some moves with very high power will almost never affect a Pokémon's attacking stats at all. There are also some exceptions for moves that don't do damage (they still might raise offenses a little, to avoid ridiculous cases of +50 to each defense) and Pokémon that have exceptionally low attacking stats (if it would take an extreme number of stat points for a Pokémon to reach the threshold, it might just "give up" and go to a lower threshold instead - this is to avoid the opposite situation, like Toxapex pouring 70 points into its Special Attack). Note that natures can play a role here - for example, if its A-Move is Scald, Toxapex doesn't raise its Special Attack if it has a neutral nature, but a Toxapex with a Special Attack-boosting nature and at least 148 Special Attack EVs can hit the benchmark, and that means its Special Attack rockets way up (though, in return, its defenses increase by a smaller amount).
- Pokémon receive 10 extra base stat points of Speed if they have 252 Speed EVs. This is the only way for Speed to be altered.
- The rest mostly goes into Defense and Special Defense, but if they meet certain benchmarks in those stats, I did include a mechanism for "throwaway points" to go into the worse offensive stat. This was probably not necessary, since it's not like these are being meticulously balanced and I'm sure plenty of them will get out of hand anyway, but I feel better knowing it's there, haha.

Like I mentioned, I think it might be a viable option to change a Pokémon's type with these - specifically, the idea is that if a Pokémon knows a damaging move of another type, using that as its A-Move will change its secondary type so that it gets STAB on the move.
However, since out-of-nowhere type changes have the potential to be extremely gamebreaking, I think the surprise factor in particular might make this a bad idea.
I currently think the best way to approach this is if "off-type" A-Crystals were declared on entry like the Air Balloon. For example, an Altaria holding a Dragon-type "A-Crystal" can keep that a secret (and even maybe bluff another item if it wants), but an Altaria holding a Fairy-type one has its item explicitly revealed as soon as it's sent out so the opponent knows that it might become a Dragon/Fairy-type. I know that's a bit clunky, but I think it's important to avoid making type changes into a surprise factor; that would turn battles into too much of a guessing game.
Alternatively, I could always just allow non-STAB A-Moves and leave it at that - maybe your Probopass wants to reap the benefits of Volt Switch as its A-Move for the sake of Intimidate or something, but it's not going to hit as hard as Vikavolt with the same move.

The mod wouldn't feature any canon Mega Evolution, Z-Moves or Dynamax, but it would probably be based on National Dex OU so that as many Pokémon and as many moves as possible can be used with the mechanic.


Example Set:

I am not even going to attempt a "competitive overview" - I have no idea how this would work, and I think most of the fun will come from people doing crazy and creative sets I didn't anticipate, so I can't pretend to have a grip on the strongest options! That said, I'm happy to give an example of how different A-Moves might work.
As an example, let's look at the way a Manectric set might manifest if it chooses to use an Electric-type A-Crystal (and how it compares to Mega Manectric):

:manectric: Manectric @ Electrium-A (?)
Ability: Lightning Rod
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Volt Switch
- Overheat
- Thunderbolt
- HP Ice

If Manectric chooses to use Volt Switch as its A-Move, it actually becomes very similar to Mega Manectric!
The resulting Manectric stays a pure Electric-type, and its Ability would change to Intimidate.
The Special Attack benchmark for Volt Switch is 387, while this Manectric's Special Attack is currently only 309. That means that the first step is to boost its Special Attack, taking 39 base stat points.
Next, Manectric has the maximum possible Speed, so it meets the criteria for a Speed boost of 10 base stat points; since it's Timid, that means moving from 339 to 361.
That leaves 51 base stat points to devote to its defenses; in this case, it works out to be +15 Defense and +35 Special Defense, and rounding does not seem to give it that whole 51st point (but it's actually split between its defenses).
This Manectric, if it uses Volt Switch as its A-Move, now has a stat spread of 281 HP / 167 Attack / 187 Defense / 387 Special Attack / 227 Special Defense / 361 Speed.
That translates roughly (in base stats) to 70 HP / 75 Attack / 75 Defense (+15) / 144 Special Attack (+39) / 95 Special Defense (+35) / 115 Speed (+10).

If Manectric chooses to use Thunderbolt as its A-Move, its Ability changes to Electric Surge instead of Intimidate, and its stats also end up a bit different.
The Special Attack benchmark for Thunderbolt is lower - only 347 - so rather than raising its base Special Attack by 39, it only needs to raise it by 19. This is because Electric Surge is already boosting the damage of Thunderbolt; despite a lower Special Attack, it actually hits significantly harder than the other set! In turn, that frees up more points for its other stats.
Manectric's Speed benchmark is the same no matter which move it uses, so it still puts 22 stat points into Speed and reaches 361.
This time around, it has 71 stat points left over! In this case, it seems like the defenses work out to be base 79 and 99, and then 12 throwaway points go into Attack; I'm not sure if that was strictly necessary (I'm sure there are some issues to work out of the formula), but short of any actual playtesting, let's just go with it!
The same Manectric, if it uses Thunderbolt instead of Volt Switch as its A-Move, now has a stat spread of 281 HP / 189 Attack / 195 Defense / 347 Special Attack / 235 Special Defense / 361 Speed, which translates roughly (in base stats) to 70 HP / 87 Attack (+12) / 79 Defense (+35) / 124 Special Attack (+19) / 99 Special Defense (+35) / 115 Speed (+10).

Manectric can't use an A-Move based on Overheat or HP Ice if the one it's holding is Electric-type, so these are the only two options that this particular Manectric can use in any given battle. Still, they seem totally different! One of them is an Intimidate-using pivot that supports its team defensively and helps them to take physical hits, while the other can set Electric Terrain every time it comes in, letting it hit much harder than the Volt Switch variant and supporting its team offensively by boosting the power of their moves and preventing Rest.
Update: hello! It's me from the future (three months and five days after posting this)! Now that I've gone deeper into exploring pet mods and have a better understanding of what goes into them, I don't think it's worth holding onto this one.
Admittedly, while I still think this was kind of a cool idea (and it makes me super happy to see people still using the spreadsheet from time to time!), the actual execution was really just a one-day spreadsheet project I did for fun; I'm working on some other long-term projects, and while they won't be done for a while, I would rather make a solomod out of something created with that kind of time and effort (and who knows? maybe I'll have a completed mod based on my Fakedex one day!) than this one-day gimmick project.
That's a long way in the future, but I mean, this project obviously isn't going anywhere - it was "completed" in a single day, and it's not like I have any plans of trying to make a playable version myself - so it just doesn't make sense to leave it here with everyone else's in-depth and constantly evolving projects.
I'm leaving the original post here so everything is still intact if anyone is curious to see what it was, but I think it should be removed from the list of solomods if that's alright! Thank you for understanding! C:
 
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Name of Mod: The Indigo Meta
Mascot :ditto: (nice choice. i'll take it even if most people wouldn't use Ditto in the mod)
Link to Changes: https://docs.google.com/document/d/1s0yfwkN1gRXKl7ighoxg65DjN5r7T1TqhGeI4RrbFMc (it's a document listing changes to the type chart, moves, and each mon's moveset)
Summary of the Mod: This mod aims to make Gen 1 a bit more representative of everything. The goal is to create sustainable metagames that represents each type at least once while encouraging variety in teams. (OG Gen 1 did not encourage variety with the big 4) This will be done by having an OU, UU, (specifics later) and LC tier, and done also by giving buffs to types underrepresented (like Fighting and Bug) and giving nerfs to overrepresented-types (like Normal). This does not necessarily mean every mon will be viable in one given tier, as the mons themselves will be spread between OU and UU.
Competitive Overview:
Keep in mind that these aren't the only things that could be viable.

Charizard really appreciates the buffs it has been given. Now sporting more coverage in Rock Slide and Strength (Fighting-Type), Real Flying-STAB in Razor Wind (80 BP no additional effects) and higher offensive stats in 80/100/110 to use with the new tools. It still has it's weakness to common types in Water and Electric, but it is way more viable than it was in vanilla RBY.

Set idea: Swords Dance
Charizard
- Swords Dance
- Fire Punch
- Razor Wind
- Earthquake

Swords Dance lets Charizard deal more damage. Fire Punch and Razor Wind are Physical STABs for the set. They each cover a few threats the other can't. Earthquake is viable on this set because it KOs Golem and Rhydon on the switch.

Set idea: All-out Attacker
Charizard
- Fire Blast
- Razor Wind
- Earthquake
- Body Slam / Hyper Beam

Fire Blast is the first STAB move, hitting The grass and bug types the metagame has. It also gets good damage on Articuno and Missingno. (Check OP for info on the new Ghost/Ice type) Razor Wind is the other STAB, hitting more things like Fighting Types and Chansey (Because Fire Blast is Special) for more damage. Earthquake helps chip Golem/Rhydon on the switch (it will not KO in time before they do) and other rock types. Body Slam lets it fish for paralysis, while Hyper Beam lets it net KOs on a few targets.

I do admit that Fire and Flying have similar coverage, so if the team doesn't need one or the other, it can instead opt for Strength or Rock Slide on the Swords Dance set. Strength hits the normals for more damage, while Rock Slide gets more damage on a couple of flying types like Zapdos and Dragonite. It also can use Whirlwind if there's not enough space on the team elswhere, but it does appreciate it's moveslots.


With real STABs in Leech Life (70 BP) and Razor Wind (80 BP no additional effects), Scyther can finally get to work and be a good Bug-Type for the tier. It's the fastest of the bugs clocking in at 110 base speed and a 110 Attack to hit things with. It dislikes how many weakness it has and it's lack of coverage, but it already offers a decent amount.

Set idea: Standard
Scyther
- Leech Life
- Razor Wind
- Swords Dance / Agility
- Hyper Beam

Leech Life and Razor Wind are both the STABs of the set, Leech Life hits Psychics for good damage, and Razor Wind offers a strong move when Leech Life won't cut it. Swords Dance or Agility lets it boost in the match and Hyper Beam lets it get finishing KOs on a few targets.

Slash is still a cool neutral move that still does decent damage and is the best move it has against Zapdos, but it has little use ouside of that and only works with Agility instead of Swords Dance. Quick Attack allows Scyther to get revenge kills on a few faster threats, but most faster threats either get taken out by Scyther, or take Scyther out. It also works better with Swords Dance if it is used.


Pinsir exists along with Scyther thanks to a few key traits it offers over it. Namely it has real coverage in Earthquake, Rock Slide, and Mega Pu (Fighting-Type) and has higher initial Attack making it a bit less needy of Swords Dance. (but it would probably still run it as a filler move) It's weaknesses are being slower without a way to boost it's Speed and only having one STAB.

Set idea: Standard
Pinsir
- Leech Life
- Earthquake
- Rock Slide / Strength
- Swords Dance

Leech Life is the STAB, hitting grass and psychic types for good damage. Earthquake and either Rock Slide or Srength hit Pokemon who resist or take little from Leech Life, such as Rhydon, Zapdos, and more. Swords Dance allows Pinsir to deal more damage to it's opponents.

Pinsir lacks a lot of other options. Body Slam exists to fish for paralysis, but Pinsir wants moveslots. Hyper Beam also exists to do a finishing blow, but again, Pinsir wants it's moveslots.


In a metagame where status is everywhere, Mist being able to prevent it for 5 turns is really amazing. Vaporeon stands out as it's only user that can reliably recover its HP, letting it come in to the field multiple times to set up Mist. It's quite useful 130/65/110 bulk helps too, and it's good special of 110 prevents it from being passive

Set idea: Mist setter
Vaporeon
- Mist
- Recover
- Surf / Hydro Pump
- Haze / Ice Beam

Mist and Soft-Boiled are the obvious moves that give Vaporeon it's entire niche, setting status-prevention and staying healthy respectively. Either Surf or Hydro Pump acts as the STAB, Surf being used for reliability and Hydro Pump used for extra power. Haze stops set-up sweeping, while Ice Beam can be used instead to hit Grasses and Dragonite if the utility of Haze is not needed.

Acid Armor exists for a few weird sets, but ideally, Vaporeon shouldn't be on the field that long. Reflect also exists as a support option over Haze, not having much uses, but existing.


Zapdos gained quite literately nothing. That doesn't mean the end of the world for it however, as Electric/Flying is a really cool type to have and Zapdos still has the stats to pull off what it does best. In addition it also has a few more targets to take on like Scyther, Vaporeon, and Poliwrath.

Set idea: standard
Zapdos
- Thunderbolt
- Drill Peck
- Thunder Wave
- Reflect / Light Screen / Agility

Thunderbolt and Drill Peck Maintain their status as STABs that hit Water, Grass, Fighting, Bug, and Flying-types. Thunder Wave allows Zapdos to cripple something by slowing it to help an ally take something out. The last slot ends up being mostly filler, Reflect and Light Screen are now actual team support moves, while Agility lets it possibly sweep. (obviously take out that Rhydon first before attempting)

There's not a lot of other things Zapdos could run. Toxic lets it inflict a different status, but Thunder Wave probably helps more against more offensive teams. Rest allows Zapdos to recover HP, but leaves it open to attacks.


Lots of things has changed for Exeggutor. Fighting-types actually exist for it to take on, and a few more Water-Types are out there as well. It appreciates the buff to Mega Drain. It dislikes Fire and Bug-types existing, and also Gengar's presence. It gained access to more utility, but ends up running into 4MSS. Overall, it's likely to stay around, but most likely not be dominating.

Set idea: standard
Exeggutor
- Mega Drain
- Psychic
- Sleep Powder / Stun Spore / Leech Seed
- Explosion / Stun Spore / Leech Seed

Mega Drain and Psychic together work as STABs hitting off a 125 attacking stat; Psychic does more Damage, and Mega Drain keeps Exeggutor healthy. Sleep Powder allows it to cripple one target thanks to sleep, (not as powerful as it used to be, but still a threat) and Explosion lets it nuke something before it dies. Stun Spore can be used as an alternative to Sleep Powder, or alongside it to work around Sleep Clause, and Leech Seed can help Exeggutor stay healthier for longer.

Toxic would be rarely seen, if at all, because Exeggutor would be focusing on either sleep or paralysis. Hyper Beam also exists, but other moves would be wanted more.
 
Permutations
This would be easy to run as a solomod, so I'm posting this here. It's a repeat of a post in the OM Workshop. In this metagame, you pick a Pokemon, as usual. That gives you access to that Pokemon's BST. Then, you pick your type combination from the existing pool of type combinations. After that, you pick an ability from any ability that an existing Pokemon can have, bar BH ability bans. Finally, you pick a moveset to inherit out of all existing movesets, bar Mew and Smeargle's movesets. You can't use Chatter, Boomburst, Extremespeed, Fishous Rend, or Bolt Beak, but any other moves are fair game. All we would need to discuss is bans. This would use Nat Dex OU. Also, Slaking and Regigigas are banned.
Unused types: https://pokemondb.net/type/unused
Sample team(s): https://pokepast.es/8de26f5c7d8fede2

This has been coded already and is playable on http://showdown-test-client.herokuapp.com.

https://streamable.com/0tj7n1

Questions:
Any other potential bans? Quiver Dance? Shell Smash? Tail Glow? Steel/Bug with Flash Fire? Fire/Ground with Desolate Land? Serene Grace + Diamond Storm? Stuff like that.
 
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Okay, wait, just to make sure I'm understanding this correctly - we're allowed to post things that are purely theoretical here, right? This is not playable anywhere and probably never will be, but I thought it was a neat concept to share, and I think this is the right place for it. Let me know if I'm wrong and I can delete this!! Sorry!!

Name of Mod: A-Moves
Mascot: :necrozma:
Link to Changes: A-Move spreadsheet
This spreadsheet comes with a list of move-Ability correspondences and a completely automatic stat calculator! Most of it is protected, but anyone should be free to edit the entirety of row 3 on the calculator sheet, which is where you input the information. You're welcome to play around with it and see what kinds of spreads you can get it to generate!
This definitely seems fun to theorymon for, even if a lot of the stuff I'll find likely isn't that viable, so here's a few fun things

:sm/archeops:
Archeops @ Flyinium A
Ability: Defeatist
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Aerial Ace
- Rock Tomb / Stone Edge
- U-turn
- Earthquake
Ability becomes Technician
Stats: 75 / 176 / 81 / 112 / 102 / 120

Yeah, this is kinda busted. EdgeQuake coverage with an amazing Speed tier, giant 176 Attack stat, and U-Turn to help stay out of trouble. It can even actually take a hit now with pretty decent 102 SpD, making Archeops a scary wallbreaker.

:sm/decidueye:
Decidueye @ Ghostium A
Ability: Overgrow
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Spirit Shackle
- Roost
- Protect
- Toxic
Ability becomes Perish Body
Stats: 78 / 108 / 105 / 117 / 150 / 70
This is a gimmick and a half, but a really funny one. Basically try to trap anything that can make contact and Toxic them into making a move, then switch before you die like a standard Perish Trap. Toxic is also nice if you trap anything that can't make contact and isn't a Steel or Poison-type. 78/105/150 bulk is very good for a Perish Trapper, ensuring that you'll more than likely survive the whole trapping process.
If you want something similar with more power and bulk, but slower, Anchor Shot Dhelmise can do the same thing with 151 Attack and 70/130/140 bulk, but has a worse recovery move in Synthesis.

:sm/hatterene:
Hatterene (F) @ Fairium A
Ability: Magic Bounce
EVs: 252 HP / 252 SpA / 4 SpD
Bold Nature
IVs: 0 Atk
- Calm Mind
- Draining Kiss
- Giga Drain / Mystical Fire
- Psyshock
Ability becomes Triage
Stats: 57 / 93 / 123 / 153 / 153 / 29
Calm Mind sweeper with 57/123/153 bulk, 153 Special Attack, a +3 priority STAB move, another +3 priority 75 Base Power move, and Magic Bounce pre-transformation in case you want to Toxic it or something.
Yeah, kinda busted

:sm/kyurem:
Kyurem @ Icium A
Ability: Pressure
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Freeze-Dry
- Earth Power
- Roost
- Substitute / Focus Blast / Flash Cannon
Ability becomes Sheer Force
Stats: 125 / 130 / 101 / 174 / 124 / 105
Sheer Force Freeze-Dry and Earth Power plus a ridiculous stat line of 125/101/124 bulk, 105 Speed, and 174 Special Attack makes Kyurem look like the original Dragon

:sm/keldeo:
Keldeo @ Waterium Z
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Bubble Beam
- Focus Blast
- Icy Wind / Air Slash / Secret Sword
- Scald
Ability becomes Sheer Force
Stats: 91 / 72 / 92 / 191 / 115 / 118
Speaking of Sheer Force

:sm/sceptile::sm/xurkitree::sm/gengar:
Sceptile @ Fightinium A
Ability: Overgrow
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Giga Drain
- Focus Blast
- Grass Whistle
- Leaf Storm

Xurkitree @ Electrium A
Ability: Beast Boost
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Hypnosis
- Tail Glow
- Zap Cannon
- Energy Ball

Gengar @ Fightinium A
Ability: Cursed Body
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Hypnosis
- Shadow Ball
- Focus Blast
- Nasty Plot
Abilities become No Guard
Sceptile: 70 / 89 / 85 / 120 / 135 / 130
Xurkitree: 89 / 112 / 93 / 173 / 115 / 93
Gengar: 60 / 88 / 79 / 130 / 121 / 120

These 3 all have 1 thing in common: Perfect Accuracy Sleeping moves. Sceptile is the fastest thing that can use the combination of No Guard and a sleeping move, with Focus Blast (or Dynamic Punch if you wanna run Swords Dance) and Grass Whistle, making it an extremely annoying status spreader. Grass Whistle is also a sound move, so it can bypass Substitute as well. Xurkitree isn't very fast, but it's ludicrously powerful and with a perfect accuracy Hypnosis, it can find an opportunity to Tail Glow up and perfect accuracy Zap Cannons are extremely powerful and paralyze anything they touch, so it can hax its way through the very few things that can actually take a +3 Zap Cannon. Gengar has a great speed tier in its own right and a setup move in Nasty Plot to abuse after it hits a Hypnosis.

:sm/heliolisk:
Heliolisk @ Electrium A
Ability: Dry Skin
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Electrify
- Toxic
- Hyper Voice / Thunderbolt
- Substitute
Ability becomes Volt Absorb
Stats: don't really matter that much other than 119 Speed

The combination of Electrify and Volt Absorb means that Heliolisk can't be attacked by anything slower than it that doesn't have Mold Breaker or an ability ignoring move, which just sounds super annoying, though you can beat it with status before it subs up or phazing or just switching out to a faster mon.

:sm/swoobat:
Swoobat @ Flyinium A
Ability: Simple
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Nasty Plot
- Air Slash
- Thunder Wave
- Roost
Ability becomes Serene Grace
Stats: 67 / 57 / 63 / 131 / 82 / 124

What if Togekiss was fast and even stronger and could set up to +4 in one turn if it wanted to?

:sm/polteageist:
Polteageist @ Psychium A
Ability: Weak Armor
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Shell Smash
- Shadow Ball
- Stored Power
- Giga Drain
Ability becomes Simple
Stats: 60 / 84 / 85 / 134 / 164 / 80

All I need to say is Simple Shell Smash + Stored Power and I think you get the idea.
See also: Dual Dance Stored Power Reuniclus now with Simple and the fact that Sleep Talk won't boost your offenses but also gives you Simple

:sm/raichu:
Raichu @ Normalium A
Ability: Static
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Extreme Speed
- Present
- Volt Tackle
- Knock Off / Fake Out / Volt Switch
Ability becomes Huge Power
Stats: 60 / 90 / 73 / 112 / 129 / 120

Pros: Huge Power FakeSpeed
Cons: you have to run Present

Name of Mod: The Indigo Meta
Mascot :ditto: (nice choice. i'll take it even if most people wouldn't use Ditto in the mod)
Link to Changes: https://docs.google.com/document/d/1s0yfwkN1gRXKl7ighoxg65DjN5r7T1TqhGeI4RrbFMc (it's a document listing changes to the type chart, moves, and each mon's moveset)
Summary of the Mod: This mod aims to make Gen 1 a bit more representative of everything. The goal is to create sustainable metagames that represents each type at least once while encouraging variety in teams. (OG Gen 1 did not encourage variety with the big 4) This will be done by having an OU, UU, (specifics later) and LC tier, and done also by giving buffs to types underrepresented (like Fighting and Bug) and giving nerfs to overrepresented-types (like Normal). This does not necessarily mean every mon will be viable in one given tier, as the mons themselves will be spread between OU and UU.
Glad to see this one come back, both of the Gen 1 metas were pretty cool last gen and early this Gen

:rb/dodrio:
Dodrio
- Hyper Beam / Body Slam
- Swords Dance
- Jump Kick
- Drill Peck
Dodrio buffs are always welcome and now with its modern movepool and stats, Dodrio becomes a great Swords Dance sweeper. It can even beat Rhydon on a predicted switch-in at +2 and doesn't even die to Rock Slide

+2 Dodrio Jump Kick vs. Rhydon: 219-258 (53 - 62.4%) -- guaranteed 2HKO
Rhydon Rock Slide vs. Dodrio: 246-290 (76.1 - 89.7%) -- guaranteed 2HKO

:rb/aerodactyl:
Aerodactyl
- Rock Slide
- Razor Wind
- Hyper Beam
- Fire Blast
Speaking of Flying-types that needed fixing, this proves that Aerodactyl was 2 STAB moves away from becoming a very very good mon in Gen 1

:rb/articuno:
Articuno
- Ice Beam
- Mist
- Agility / Hyper Beam / Razor Wind
- Surf
Vaporeon is likely still the best Mist user in the game, but it is worth noting that Articuno is the fastest Mist user in the game and can beat a lot of the old guard thanks to Ice Beam + Surf and sweep with Agility and crits once Chansey and Waters are dealt with while not being able to get paralyzed as it tries to sweep.

:rb/electrode:
Electrode
- Light Screen
- Reflect
- Thunder Wave
- Teleport
Set Dual Screens then Teleport out like it's Gen 8. For Electrode, Explosion is likely better than Teleport since it's not gonna be any use attacking anyway, but the idea is still there and multiple other Pokemon also get these 4 moves, namely Electabuzz and Clefable.

:rb/magmar:
Magmar
- Fire Blast
- Submission
- Teleport
- Hyper Beam / Psywave
Magmar is one of my favorite Gen 1 mons and while it's probably still outclassed by Charizard, Magmar does have a couple tricks up its sleeve with Teleport and Psywave. Teleport allows it to bait in Pokemon like Rhydon and Vaporeon and then switch to a teammate, which is huge in Gen 1 and Magmar's exploitable typing makes it one of the best at doing this along with Electabuzz and Electrode. Psywave is also an extremely cool disruptive move that can cripple any special attacker in the game, which prompts switches and thus let's you get the advantage with Teleport.

:rb/arbok:
Arbok
- Bind
- Sludge
- Glare / Toxic
- Toxic / Mega Drain / Hyper Beam
Arbok is the fastest thing with a "lol you can't move" type of move in Bind and that combined with Glare and Toxic makes Arbok seem super annoying to deal with in the right setup. Imagine being a Golem or something, switching in on a Toxic, then getting Binded until you're eventually in Mega Drain range or being an Alakazam and getting Glared on switch in and having the same thing happen.

:rb/gengar:
Gengar
- Night Shade
- Thunderbolt
- Explosion
- Hypnosis

Gengar goes form just good to absolutely amazing thanks to Night Shade's buff, Ghost resisting Psychic and being super effective against Psychic, and Ghost being Special, meaning that it can dent so much of the metagame and still has 110 Speed with Explosion, and Hypnosis.

Permutations
This would be easy to run as a solomod, so I'm posting this here. It's a repeat of a post in the OM Workshop. In this metagame, you pick a Pokemon, as usual. That gives you access to that Pokemon's BST. Then, you pick your type combination from the existing pool of type combinations. After that, you pick an ability from any ability that an existing Pokemon can have, bar BH ability bans. Finally, you pick a moveset to inherit out of all existing movesets, bar Mew and Smeargle's movesets. You can't use Chatter, Boomburst, Extremespeed, Fishious Rend, or Bolt Beak, but any other moves are fair game. All we would need to discuss is bans. This would use Nat Dex OU.
This is a pretty cool, super open-ended meta, basically Sketchmons x4 + Almost Any Ability + Inheritance + Camomons, so the possibilities are basically endless to the point where it's too big to theorymon

Although off the top of my head, No Guard with any movepool in the game sounds amazing and Inheriting Breloom or Shiinotic's movepool for Spore and other utiltiy like Swords Dance or Strength Sap sounds great
 
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Name of Mod: Logicmons (Gen 8)
Mascot: :metagross:
Link to Changes
: https://www.smogon.com/forums/threads/logicmons-v2-facts-dont-care-about-your-feelings.3650892/
Summary of the Mod: The goal is to make changes in line with the dex entries
Competitive Overview: Here are some good sets:
:escavalier: @ Silk Scarf
Ability: Overcoat
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
- Swords Dance
- Megahorn
- Iron Head
- Extreme Speed
:bronzong: @ Leftovers
Ability: Drizzle
EVs: 252 HP / 4 Atk / 252 SpD
Sassy Nature
IVs: 0 Spe
- Stealth Rock
- Gyro Ball
- Toxic
- Earthquake
 
Name of Mod: Logicmons (Gen 8)
Mascot: :metagross:
Link to Changes
: https://www.smogon.com/forums/threads/logicmons-v2-facts-dont-care-about-your-feelings.3650892/
Summary of the Mod: The goal is to make changes in line with the dex entries
Competitive Overview: Here are some good sets:
:escavalier: @ Silk Scarf
Ability: Overcoat
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
- Swords Dance
- Megahorn
- Iron Head
- Extreme Speed
:bronzong: @ Leftovers
Ability: Drizzle
EVs: 252 HP / 4 Atk / 252 SpD
Sassy Nature
IVs: 0 Spe
- Stealth Rock
- Gyro Ball
- Toxic
- Earthquake
I'll add this to the archive since I assume that Yung Dramps liking this post confirms that he gives you permission to inherit this Solomod
 
Here's some offensive presence in Permutations:

Zeraora @ Focus Sash (Malamar)
Ability: Simple
EVs: 252 Atk / 252 SpA / 4 Spe
Lonely Nature
- Nasty Plot
- Swords Dance
- Stored Power
- Power Trip
Set up depending on your opponent and sweep. Gimmicky but is highly effective.

Dragapult @ Life Orb (Groudon-Primal)
Ability: Sheer Force
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Flare Blitz
- Precipice Blades
- Swords Dance
- Diamond Storm
Great neutral coverage with some powerful moves.
 
Name of Mod: [Gen 2] Beta Gold Mod

Mascot


Link to Changes:
Pokemon, moves and items spreadsheet https://docs.google.com/spreadsheets/d/1MoJ_D96McPfhGB7RNwiBfQOJHFmuqLgAs5znKsDf1us/edit?usp=sharing
Beta Pokemon learnsets https://pastebin.com/hRBGP9wd
Typechart https://external-preview.redd.it/hk...bp&s=9e3ae4f247cf73a0503deb156fbb8fa9bf9508e8
Steel type doubles user's Defense (justification in spreadsheet)

Summary of the Mod: This mod is based on '97 Beta Gold leaks and gen II mechanics. Gen II Pokemon that don't exist in beta are unavailable
All info originates from here https://web.archive.org/web/20200425004703/https://gssource.neocities.org/sprites.html
Learnsets weren't there, but I had level-up moves saved before all the info was wiped https://pastebin.com/RP35Gh6E
Typechart is from Reddit, I have my doubts about its authenticity, but it's an interesting change

Obviously I couldn't leave Pokemon stats, moves/items effects, etc. as is sincethey were clearly unfinished, so I had to take educated guesses here and there

Gen 1 Pokemon had Special stat split into attack and defense, so some stats are different from the original. I didn't apply direct nerfs to non-beta stats except for Snorlax, who kinda deserves it
Beta gen 2 Pokemon all have extremely low BST. If they have a non-trivial distribution, I raised BST to the levels of similar non-beta Pokemon, but the distribution stays the same. For those with 50 across all stats, I copied stats from another Pokemon
I applied all the beta move changes except for 100% accuracy, which is clearly a stub. For moves with unclear description, I tried to find a fitting and usable effect
Many items have different names in beta, but I left original names for simplicity

Competitive Overview:
The biggest change, I think, is Leftovers healing constant 30 HP instead of 1/16 of max, so Pokemon with less than 140 base HP will heal more.
Second biggest change is, Snorlax is nerfed a lot. Leftovers heal less, there is no non-Ghost Curse, Belly Drum is just Swords Dance clone, and its spdef is lowered by 10 points. Also Hitmontop might be viable because of Triple Kick buff, so there is at least one Fighting type against it.
I'm not an expert on GSC OU, so I can't really say more.

Playability:
Format is fully coded and playable on Pokeliga server. I also have Random Battle format for this
 
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DuoM2

Funky Kong for Smash
is a Pre-Contributor
Alright, so because it's allowed, I'm updating Duomod. I'm not going to do this too often, but I had a few cool ideas for items and Pokemon that I could add to this. I felt it'd be fun to have a post where I go through what they all are and including how good I think they would be if this meta were to ever become completely playable.

34 - Bismyth.png

Bismage (Duo Pokedex)
80 / 80 / 80 / 110 / 80 / 95
Steel / Fairy
Clear Body / Magician / Colored Rocks (This Pokemon's Ground-type moves become Fairy-type and have 1.2x power. Additionally, if this Pokemon lays Stealth Rock, the hazards become Fairy-type.)
Learns Flash Cannon, Moonblast, Earth Power, Doom Desire, Recover, Hydro Pump, Stealth Rock, Taunt

So, Bismage doesn't have the worst Speed tier, doesn't have the worst bulk, and has decent power behind it. Seems really good on paper, and while it most likely still will be at least decent, its offensive typing isn't the best and will likely let it down a decent bit. It has nothing to hit Spirox or Deliriophage, and if it forgoes Hydro Pump then it loses out to Falkick and Detonuke as well. I'm not sure how its matchup is against Crazefly or Floundrawn either, since Colored Rocks Earth Power might end up being strong enough to muscle through them but I'm not certain. I think its best set will either be an offensive utility rocker that uses its defensive typing and decent bulk to keep things in check or some kind of Choice Scarf set since its Speed tier isn't bad.

On top of this, it has something really unique going for it - Fairy-type Stealth Rocks. I'm not sure if it'll be fantastic, but it'll be fun either way. Fairy's type effectiveness means that Steel and Fire-types resist it, while only Dragons are weak to it. This could end up allowing it to have much more consistent chip damage in general as opposed to Ground having many things immune to it, especially since certain Steel or Fire-types may want to run Heavy-Duty Boots instead. It's also worth mentioning that it's still Stealth Rock so it will not stack with Ground-type Rocks.

Blastora (By Duo).png

Blastora (Roulettemons)
53 / 89 / 121 / 116 / 92 / 69
Fire
Light Metal / Forewarn / Aerilate
Learns Attack Order, Autotomize, Behemoth Blade, Blaze Kick, Calm Mind, Defend Order, Defog, Dragon Claw, Flamethrower, Glare, Healing Wish, Hyper Voice, Iron Head, Nasty Plot, Sticky Web, Synthesis, U-Turn

Blastora's a Pokemon I really wanted here from Roulettemons, but I felt like making some changes to it. We currently have three other Fire-types in Duomod, all of which are physical attackers, and I don't want it getting too crammed. I swapped its Attack and Sp. Atk as well as its Defense and Sp. Def so it could do exactly what it does in Roulettemons while still being different from the others. I also got rid of Swords Dance and the now unusable Coil in exchange for Nasty Plot and Calm Mind. It doesn't have Parting Shot anymore so I gave it U-Turn, and it can't use Return viably anymore so I gave it Hyper Voice.

So, Blastora can still do many, many different things for a team, even if its scaled down stats aren't as impressive as they were before being scaled. It can pivot with Defog, it can wallbreak with Nasty Plot, it can clean in the late-game with Autotomize, and it's currently the only Sticky Web user in the metagame if I'm not mistaken. However, no matter what it runs, its special bulk is pretty unimpressive without any boosts. Its low Speed stat and weakness to Stealth Rock is pretty unfortunate on top of this. It still regardless will most likely prove to be a pretty good Pokemon for its versatility and immediate power.

Catelax.png

Catelax (Roulettemons)
84 / 76 / 116 / 26 / 79 / 119
Normal
Neutralizing Gas / No Guard / Shed Skin
Learns Strength, Hyper Voice, Brick Break, Bug Buzz, Draco Meteor, Fake Out, Final Gambit, Flamethrower, Healing Wish, Mach Punch, Octolock, Scald, Strange Steam, Super Fang, Tail Slap, Techno Blast, Thunderbolt, U-Turn, Will-o-Wisp, X-Scissor

Catelax is just about the same as it was in Roulettemons, but there are a few things worth noting here. Because of the Fighting-type's removal, this Pokemon has STAB Fake Out and STAB Mach Punch. However, I don't know how useful that will be due to its base 76 Attack and the fact that it's already the second fastest Pokemon in the meta behind only Pterrost. Because of the idea of ability sets, Neutralizing Gas is effectively the only ability Catelax can ever have, so No Guard and Shed Skin don't matter.

Still, I think its main draw will be as a pivot of some kind. Octolock still exists as a Normal-type move, and that alongside U-Turn will still help scare away defensive Pokemon or let Catelax take them out itself. The fact that it has STAB Fake Out as well now could improve its matchup against more offensive teams, but I'm not sure what moveslots it would really want to run. Either way, it's still not the strongest thing in the world, and some of the Pokemon it may want to trap get trapped by Detonuke as well, so those may see more incentive to run Shed Shell.

01 - Fantom (Base).png

Fantom (Duo Pokedex)
60 / 70 / 120 / 70 / 80 / 80
Flying
Illuminate / Motor Drive / Prevailing Wind (Upon switchin, the user sets Tailwind for their side of the field.)
Learns Hurricane, Air Slash, Roost, U-Turn, Defog, Rapid Spin, Knock Off, Haze, Whirlwind, Heal Bell

Are you guys ready for another Pokemon with no weaknesses, unless Catelax uses Thunderbolt on it? Since Ice and Rock are no longer in the game, Flying-types' only weakness is to Electric, and Motor Drive gives it an immunity to that. I didn't even notice this until after I had given it to this Pokemon. Its movepool is fantastic on top of this, with it having just about every option a defensive Pokemon would ever want. I think what will bring this Pokemon down is that its stats really aren't fantastic, with that special bulk especially being a huge letdown for it.

One thing that may potentially make this Pokemon stand out though - its ability Prevailing Wind. Tailwind doesn't last very long, but there are wallbreakers like Monstratus and Komodith that don't even really need setup to have a huge wallbreaking presence. Even something like Flamepion can become pretty fast, since with Adamant it can hit an effective Base ~115 Speed, leaving it only outspeed by Detonuke, Catelax, Pterrost, and various boosted Pokemon. Its stats may not be good, but similar to Blastora, it has enough it can do that I'm sure it'll find some niche.

03 - Fluidrake (Base).png

Fluidrake (Duo Pokedex)
50 / 80 / 50 / 110 / 100 / 60
Water / Dragon
Steelworker / Stench / Contaminate (The user's Water-type moves have a 20% chance to badly poison their targets. This chance is boosted to 100% if the opponent is Water-type.)
Learns Scald, Hydro Pump, Surf, Draco Meteor, Dragon Pulse, Flash Cannon, Stealth Rock

Here's Fluidrake. A really shallow Pokemon, pretty one-dimensional, but it hits very hard with its effective triple STABs thanks to Steelworker. There isn't a single Pokemon in this metagame that resists all of Steel, Dragon, and Water coverage, and the only possible types that can do that are Grass / Steel and Water / Steel if I'm not mistaken. Crazefly is the only Pokemon that can reliably switch into its Choice Specs set, and it has to be pretty healthy to do so. It would be imperative for defensive teams to not let this thing get in, and it wouldn't be easy for it to get in due to low Speed and terribly physical bulk. It's also worth noting that Tailwind support might end up helping this Pokemon a lot.

So, Contaminate might end up being pretty helpful, but not for the Water-types that it's guaranteed to poison. Cliety isn't the sturdiest Pokemon, but would most likely be able to switch into a predicted Hydro Pump in a pinch. Its ability set would then allow it to poison Fluidrake back, and it would be able to at least heal off a little bit of the damage done. Floundrawn is immune to Water, and opposing Fluidrake would likely get a bunch of momentu mfrom taking a quad resisted Hydro Pump. I think its biggest use would be poisoning things like Crazefly, bulkier Cadbunny variants, or Valianch.

Smaller final note - I may end up tweaking this Pokemon in the future. I'm not sure how to go about balancing this, or if it even will end up wanting to run Choice Specs. I may also tweak Contaminate since I don't think it's ideal to have it rely on RNG most of the time.

sharmpedo.png

Sharmpedo (The Garbage)
60 / 3 / 60 / 53 / 60 / 64
Water
Huge Power / Pure Power / Klutz
Learns Ice Punch, Bullet Punch, Double Iron Bash, Drain Punch, Dynamic Punch, Fire Punch, Focus Punch, Hammer Arm, Mach Punch, Mega Punch, Meteor Mash, Plasma Fists, Power-Up Punch, Thunder Punch, DOES NOT learn any of the universal moves

I feel like I had to include one of the sprites I made when I was 12 in this. Debring kinda counts since I made that one when I was 12 but the design idea there actually wasn't bad. Sharmpedo's kind of become a meme between my friends and I, and even if I think its design is horrendous now, I can't help but include it here. Plus I had a funny competitive idea to go with funny leg shark.

The first thing that stands out about this Pokemon is that its stats are atrocious, among the worst of any fully-evolved Pokemon. Its stats are highly comparable to Spinda, which is a terrible sign. However, this Pokemon has Huge Power on top of Pure Power (and Klutz because real sharks cannot walk), which gives it an effective base 160 Attack! Because it has arms, I gave it all punching moves, which leads to it having stellar Water / Steel / Fire / Electric coverage through Ice Punch, Double Iron Bash, Fire Punch, and Plasma Fists. Its stats other than Attack still suck, and things like Floundrawn and Pterrost will end up being very annoying matchups for it.


So those are the 6 new Pokemon. I liked adding these in groups of 6 when I first made it, so I'll probably keep doing that if I add more updates.

So, the main draw from this is that I wanted each Pokemon to gain access to two "special" items. I wanted one for each type, plus one that only single-typed Pokemon could use. I tried to be "unique" with all of them, or at least as unique as my brain could imagine, and I'm sure not all of them are going to be as good as others. I'll probably modify some of them later for this reason. I have a few others at the end of this post as well that apply to all Pokemon, though.

Rainbow Card - "If the user is Normal-type, if this item is removed in any way, they will steal the opponent's item and gain +1 in their highest stat." This is just meant to be a fun, anti-Knock Off measure of sorts. Not many Pokemon get Knock Off now but I might change that if I ever get around to going back to add things to Pokemons' movepools. There are only three Normal-types in the meta, being Catelax, Hyperoach, and Cadbunny, and while Catelax and Cadbunny's items are really important, Hyperoach may not care if it runs this. I'd bet it would still prefer something else though, and this is an item I'm probably going to change in the future.

Fresh Herb - "If the user is Grass-type, upon switching out, they will regain 25% of their maximum HP. " Regenerator, but as an item! Leftovers might be better on the more stally ones for longer games, but for ones that are meant to be pivots, this might be a better option. The current Grass-types are Hyperoach, Valianch, and Crazefly, who I'm not sure would really want this either due to being overly offensive or overly defensive. Maybe Crazefly will end up using it on bulky offense teams? I'm thinking the best abuser is none of those three - it'll be Pterrost. Pterrost will get more incentive to become Grass-type through U-Turn, and it may be great as an offensive pivot with both Intimidate and Regenerator.

Dry Torch - "If the user is Fire-type, upon successfully using a Fire-type attack, all Fire-type moves they use gain a 1.5x boost in power. Wears off upon switching out." So this basically applies Flash Fire to the user if they use a Fire attack. This is a pretty big boost, but it only applies to one type and the Pokemon that switch into these may end up forcing them out. All of Falkick, Detonuke, Blastora, and Flamepion are offensive, so I could reasonably see any of them wanting this. I'd bet Detonuke may prefer Heavy-Duty Boots and Flamepion may prefer Poison Barb, though.

Water Bucket - "If the user is Water-type, they take half damage from not very effective hits and double damage from super effective hits. " If you lose to a Pokemon then you'll lose harder, if you beat a Pokemon then you'll beat them harder. Pretty simple in how it'd play out. The only defensive Water-type here is Floundrawn, who only resists two types and is weak to one, so I'd imagine something more consistent like Leftovers would be better unless something with the Dry Torch ends up being really good.

Light Feather - "If the user is Flying-type, if they act before their opponent, their move gains a 1.2x boost in power." Flying-types are typically seen as fast Pokemon, so why not make an item like this for them? This meta is no different either, with the slowest of the four technically being Monstratus, who even then has a base 89 Speed, which isn't even that bad. We also have Mortemoth with Base 111 Speed, Fantom with Tailwind, Falkick with Base 103 Speed, and Defog Pterrost with Base 120 Speed. Life Orb gives a bigger boost in power, so Monstratus may end up preferring something like that, but not taking recoil damage may be especially beneficial to something like Mortemoth with Deteriorate or Falkick with Gale Wings.

Power Generator - "If the user is Electric-type, if they are on the field for 5 consecutive turns, they will gain 1 stage in all five main stats." Kind of a weird item, works a lot like Slow Start. Question is: what Electric-type Pokemon will want to stall for Five Turns? Most of them lack recovery, and none of them can have Leftovers, so that would be very challenging if at all possible. I think it'd be possible with both Detonuke and Monstratus, even if insanely difficult, since Detonuke has great special bulk and recovery while Monstratus has Rain Dish and Substitute + Protect. I doubt it'd be ideal for either of them though since they both really appreciate weather for their power and may end up being too weak without them. Still would be worth testing though, I'd say.

Ancient Relic - "If the user is Ground-type, if the opponent uses the same attack on the user for 2 consecutive turns, that move will become Disabled." Could potentially be useful to mess with choice item users or people who are trying to overpredict you really hard, or maybe if you plan to catch someone by surprise. I think the best user of this would likely be Floundrawn, maybe Debring, but I doubt this one will be worth your time over other items. This is mostly meant to be a more "fun" option.

Odd Scale - "If the user is Dragon-type, upon switchin, they will gain the "Rage" and "Taunt" semistatuses." I changed Rage so it boosts both Attack and Sp. Atk. You would effectively get the same boost as a choice item, but you have to take a hit to do so, and you can't use any supportive or setup moves while doing so. I think Fluidrake would be able to use this best due to its ability to switch in on bulkier Steels or maybe a Floundrawn using Scald, but I don't know for sure. Maybe something like Komodith could end up doing something similar.

Brittle Alloy - "If the user is Steel-type, their Def and Sp. Def are reduced to 0.7x, but their Speed is boosted by 1.5x." So this is a Choice Scarf for some Steel-types at the cost of a big chunk of their bulk. The slowest Steel-type, Komodith, gets boosted to an effective base 109 Speed if it decides to run Jolly, which only means that the other three will outspeed the entire unboosted metagame. Komodith and Bismage become pretty fragile when doing this, but it might not be a bad option for them since they're still decently strong. I think this will be best for Spirox, though, who has a fantastic Speed tier even without Scarf and can patch up its lowered special bulk with Calm Mind. I may look into Brittle Alloy Spirox a bit more to see if it'll end up being broken, and if it's broken I'd think about which of the two things I'd need to nerf. Spirox may still end up lacking power when at +1, but I think it'll be fantastic at the very least.

Star Wand - "If the user is Fairy-type, upon switchin, both the user's and the opponent's item will be removed." This is one of the more fun items than anything else, so I may change it later, but the only Fairy I could see not really needing their item is some defensive Baloon variant. Being able to rid a Pokemon of its boosting item may be very beneficial, and being able to potentially remove the Shed Shell of a Steel-type may be huge. The consistency of Leftovers may be preferred but I can see this having merit on Baloon in some teams.

One-Type Badge - "If the user has only one active type, moves of all other types gain a 1.3x boost in power." Here's a mini-Protean for the Pokemon that only have STAB on one type. I was VERY tempted to make this a 1.2x boost, but I wasn't certain if 1.3x would be too much even if I was doubtful. I figured "I can re-balance it later if needed" because chances are this won't ever get played and I'm going to be looking back at other stuff to balance later. The two Pokemon that stick out to me the most for using this would be Valianch and Mortemoth, who I would expect to use their coverage options more than any other single-typed Pokemon. Mortemoth may prefer the Light Feather boosting its STAB move as well over the tiny bump in power that all other moves it has would get, and Valianch may prefer the Life Orb for the same reason, but it'll at least be worth considering regardless.

Quick Band - "The user gains an extra flat 10 points in Speed." The first new item that can be used on any Pokemon. This is just an idea that I think Gen 2 Alpha had, but I thought was interesting, so I felt like putting it in here too. This would bring a fully-invested Base 100 Pokemon to around Base 104, which is very little, but Speed is so important in a game like this that it just might be worth it. Just as an example, a Detonuke holding this would become faster than the entire unboosted metagame. I'm doubtful that it would be worth dropping an item slot on Detonuke specifically, and it might not be worth dropping an item slot on any Pokemon for this. But it doesn't hurt anything if I add a pointless item to the metagame, right?

Mystic Egg - "At the end of every other turn, if the user holding this item is on the field, the user and the opponent will exchange items." Here's the most chaotic concept for an item you'll ever see. This goes back to the "can't hurt to add something pointless" idea from last time - I highly doubt any Pokemon would want to run an item as weird or inconsistent as this, but it sounds like some really chaotic fun to me. Maybe someone else will like the idea too.

Glass Lens - "The user's attacking moves with 80 base accuracy or more cannot miss." For those of you who hate hax. Focus Blast isn't gonna ever be used in this mod, so just about every move in the mod like Hydro Pump and Stone Edge that is prone to missing in important times is covered here. If you're unsure what item to give an offensive Pokemon that doesn't particularly need anything, maybe you can give it something like this to save you the pain of having a Play Rough miss.

Reverse Card - "If one of the user's stats drops, they will gain +2 in that stat. One-time use." Another item for those who can't think of anything better. This will be a useful countermeasure against things like Sticky Web, as well as maybe something nice to allow you to click Draco Meteor or Overheat one more time. Thinking back at it though, I could see people using this against Defog, so if this were to get coded I'd probably make sure this does not count accuracy or evasion.

Danger Siren - "The user switches out if any of their attacks deal less than 10% of an opponent's maximum HP. This discludes moves that do no damage or heal the opponent." Another item whose idea just interested me. If you want your Pokemon to become a decent pivot, then just run this alongside Constrict or something equally worthless to turn it into a pivot. All of the Roulettemons most likely have something worthless that they could do this with, but I'll add flavor moves to the rest of the Pokemon just to allow them to use this. It helps that even the strongest wallbreakers will rarely use a move that does such a small amount of damage. Interestingly, I think this is an item Sharmpedo could run as well - since its base attack is 3, when all of its abilities are suppressed, it becomes ridiculously weak. If Catelax switches into it, Sharmpedo hits it with any attack, and back to safety it goes. It has Klutz so there's nothing else it could really want to run, unless it runs nothing to avoid bonus Knock Off damage for any reason. Other great contenders are passive things like Baloon and especially Rapid Spinners like Crazefly. If this centers the meta too much around pivoting then I can nerf it or remove it, but I'm eager to test this; it seems like an awesome idea.

That's about it! I also wanted to say that, if I recall correctly, Petuuuhhh coded all parts of this except for the custom elements / the new update parts and hosted this on his own client, but I may be wrong about this and I'll definitely edit this part out of the message later if I am wrong. Feel free to let me know if anything seems too broken or something, I finished this all late at night and got poor sleep in general today so I may not be seeing something that's clearly broken. I may update this meta a few more times, but they won't be frequent, so I promise I won't flood the thread with stuff like this.

https://docs.google.com/spreadsheets/d/1K53qv2kt4OEsi9vWxKmz6bxX4cEw5K5uwWTF7DxLLVA/edit?usp=sharing - Here's the link if you want to see the spreadsheet once again with all of the updated stuff.
 
Okay, wait, just to make sure I'm understanding this correctly - we're allowed to post things that are purely theoretical here, right? This is not playable anywhere and probably never will be, but I thought it was a neat concept to share, and I think this is the right place for it. Let me know if I'm wrong and I can delete this!! Sorry!!

Name of Mod: A-Moves
Mascot: :necrozma:
Link to Changes: A-Move spreadsheet
This spreadsheet comes with a list of move-Ability correspondences and a completely automatic stat calculator! Most of it is protected, but anyone should be free to edit the entirety of row 3 on the calculator sheet, which is where you input the information. You're welcome to play around with it and see what kinds of spreads you can get it to generate!

Summary of the Mod:
The idea here is... sort of a weird in-between of Mega Evolution and Z-Moves (which I guess in itself makes it comparable to Dynamax as well?), and like them, it's a once-per-battle mechanic.
If a Pokémon is holding the appropriate item (maybe just Z-Crystals repurposed, maybe a silly knockoff of them like "A-Crystals"), it can trigger a Mega Evolution-esque transformation that changes its stats, its Ability and maybe sometimes its type. However, rather than being designed individually around specific Pokémon like Mega Evolutions are, these transformations are centered on particular moves; the idea is that the stat changes, Ability and potential type changes are all meant to synergize with the effects of the selected move, creating a distinctive battling style.
Going with Necrozma as the "mascot" because it's a Pokémon that changes form by holding a Z-Crystal and that seemed as meaningful as this was gonna get, but there's not really a strong tie to any specific Pokémon, to be honest!

A-Move transformations are activated in the same way as Z-Moves (including being type-based - if you have more than one move of the same type, more than one transformation is available to you at any given moment).
A Pokémon can only transform if it selects the move in question (for example, if you're transforming based on Volt Switch, you have to use Volt Switch that turn), but once it's transformed, all of its regular moves stay available and it's just like any other form change.
After using an A-Move, the Pokémon's updated stats are fully revealed to the other player, since there's no way to expect people to learn every possible combination.

For the most part, the way A-Moves capitalize on the effects of individual moves is through Abilities that fit their secondary effects. There are a ton of different ways for this to manifest - an A-Move based on Volt Switch might change a Pokémon's Ability to Intimidate, facilitating its role as a pivot; one based on Scald might change it to Serene Grace, emphasizing the burn-inducing utility of the move rather than its power; and one based on Double Edge might change it to Reckless, making it hit harder (even without needing as much Attack, which might let it boost its Speed or bulk more instead).
Admittedly, not every move has a secondary effect or synergizes with a particular Ability, so some of them translate to A-Moves in more generic ways (like many Bug-type moves resulting in Tinted Lens and many Normal-type moves resulting in Scrappy) rather than always being unique to the move itself. Still, my current draft has about 117 different Abilities, so there should be plenty of variety in most movesets!
Even in cases with the same Ability, different moves do have the potential for different effects! Flame Burst has a lower power than Flamethrower, but an A-Move user with Flame Burst will get a higher offensive boost to compensate. If you would rather have as high a Special Attack boost as possible, Flame Burst is the better option, since it hits just as hard and now offers more of a boost to the power of your other moves; on the other hand, if you would rather leave more points for your bulk - or if your Special Attack is already above what either of them would boost anyway - Flamethrower is more likely to be your choice.

Some notes about stat changes:
- Save for some potential rounding errors, these form changes should adhere to the 100-point limits established by Mega Evolutions.
- Offensive stats correspond to the A-Move you choose. Each A-Move has an associated stat and value - for example, Volt Switch as an A-Move requires a Special Attack of at least 387, so if your Pokémon has less than that, it will be elevated to 387 when it uses its A-Move. On the other hand, if your Pokémon already has that Special Attack or more, it won't be brought down - it can stay where it is, and that just gives it more points to spare for other stats.
- Some moves with very low power have extremely high thresholds, while some moves with very high power will almost never affect a Pokémon's attacking stats at all. There are also some exceptions for moves that don't do damage (they still might raise offenses a little, to avoid ridiculous cases of +50 to each defense) and Pokémon that have exceptionally low attacking stats (if it would take an extreme number of stat points for a Pokémon to reach the threshold, it might just "give up" and go to a lower threshold instead - this is to avoid the opposite situation, like Toxapex pouring 70 points into its Special Attack). Note that natures can play a role here - for example, if its A-Move is Scald, Toxapex doesn't raise its Special Attack if it has a neutral nature, but a Toxapex with a Special Attack-boosting nature and at least 148 Special Attack EVs can hit the benchmark, and that means its Special Attack rockets way up (though, in return, its defenses increase by a smaller amount).
- Pokémon receive 10 extra base stat points of Speed if they have 252 Speed EVs. This is the only way for Speed to be altered.
- The rest mostly goes into Defense and Special Defense, but if they meet certain benchmarks in those stats, I did include a mechanism for "throwaway points" to go into the worse offensive stat. This was probably not necessary, since it's not like these are being meticulously balanced and I'm sure plenty of them will get out of hand anyway, but I feel better knowing it's there, haha.

Like I mentioned, I think it might be a viable option to change a Pokémon's type with these - specifically, the idea is that if a Pokémon knows a damaging move of another type, using that as its A-Move will change its secondary type so that it gets STAB on the move.
However, since out-of-nowhere type changes have the potential to be extremely gamebreaking, I think the surprise factor in particular might make this a bad idea.
I currently think the best way to approach this is if "off-type" A-Crystals were declared on entry like the Air Balloon. For example, an Altaria holding a Dragon-type "A-Crystal" can keep that a secret (and even maybe bluff another item if it wants), but an Altaria holding a Fairy-type one has its item explicitly revealed as soon as it's sent out so the opponent knows that it might become a Dragon/Fairy-type. I know that's a bit clunky, but I think it's important to avoid making type changes into a surprise factor; that would turn battles into too much of a guessing game.
Alternatively, I could always just allow non-STAB A-Moves and leave it at that - maybe your Probopass wants to reap the benefits of Volt Switch as its A-Move for the sake of Intimidate or something, but it's not going to hit as hard as Vikavolt with the same move.

The mod wouldn't feature any canon Mega Evolution, Z-Moves or Dynamax, but it would probably be based on National Dex OU so that as many Pokémon and as many moves as possible can be used with the mechanic.


Example Set:

I am not even going to attempt a "competitive overview" - I have no idea how this would work, and I think most of the fun will come from people doing crazy and creative sets I didn't anticipate, so I can't pretend to have a grip on the strongest options! That said, I'm happy to give an example of how different A-Moves might work.
As an example, let's look at the way a Manectric set might manifest if it chooses to use an Electric-type A-Crystal (and how it compares to Mega Manectric):

:manectric: Manectric @ Electrium-A (?)
Ability: Lightning Rod
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Volt Switch
- Overheat
- Thunderbolt
- HP Ice

If Manectric chooses to use Volt Switch as its A-Move, it actually becomes very similar to Mega Manectric!
The resulting Manectric stays a pure Electric-type, and its Ability would change to Intimidate.
The Special Attack benchmark for Volt Switch is 387, while this Manectric's Special Attack is currently only 309. That means that the first step is to boost its Special Attack, taking 39 base stat points.
Next, Manectric has the maximum possible Speed, so it meets the criteria for a Speed boost of 10 base stat points; since it's Timid, that means moving from 339 to 361.
That leaves 51 base stat points to devote to its defenses; in this case, it works out to be +15 Defense and +35 Special Defense, and rounding does not seem to give it that whole 51st point (but it's actually split between its defenses).
This Manectric, if it uses Volt Switch as its A-Move, now has a stat spread of 281 HP / 167 Attack / 187 Defense / 387 Special Attack / 227 Special Defense / 361 Speed.
That translates roughly (in base stats) to 70 HP / 75 Attack / 75 Defense (+15) / 144 Special Attack (+39) / 95 Special Defense (+35) / 115 Speed (+10).

If Manectric chooses to use Thunderbolt as its A-Move, its Ability changes to Electric Surge instead of Intimidate, and its stats also end up a bit different.
The Special Attack benchmark for Thunderbolt is lower - only 347 - so rather than raising its base Special Attack by 39, it only needs to raise it by 19. This is because Electric Surge is already boosting the damage of Thunderbolt; despite a lower Special Attack, it actually hits significantly harder than the other set! In turn, that frees up more points for its other stats.
Manectric's Speed benchmark is the same no matter which move it uses, so it still puts 22 stat points into Speed and reaches 361.
This time around, it has 71 stat points left over! In this case, it seems like the defenses work out to be base 79 and 99, and then 12 throwaway points go into Attack; I'm not sure if that was strictly necessary (I'm sure there are some issues to work out of the formula), but short of any actual playtesting, let's just go with it!
The same Manectric, if it uses Thunderbolt instead of Volt Switch as its A-Move, now has a stat spread of 281 HP / 189 Attack / 195 Defense / 347 Special Attack / 235 Special Defense / 361 Speed, which translates roughly (in base stats) to 70 HP / 87 Attack (+12) / 79 Defense (+35) / 124 Special Attack (+19) / 99 Special Defense (+35) / 115 Speed (+10).

Manectric can't use an A-Move based on Overheat or HP Ice if the one it's holding is Electric-type, so these are the only two options that this particular Manectric can use in any given battle. Still, they seem totally different! One of them is an Intimidate-using pivot that supports its team defensively and helps them to take physical hits, while the other can set Electric Terrain every time it comes in, letting it hit much harder than the Volt Switch variant and supporting its team offensively by boosting the power of their moves and preventing Rest.
Update: hello! It's me from the future (three months and five days after posting this)! Now that I've gone deeper into exploring pet mods and have a better understanding of what goes into them, I don't think it's worth holding onto this one.
Admittedly, while I still think this was kind of a cool idea (and it makes me super happy to see people still using the spreadsheet from time to time!), the actual execution was really just a one-day spreadsheet project I did for fun; I'm working on some other long-term projects, and while they won't be done for a while, I would rather make a solomod out of something created with that kind of time and effort (and who knows? maybe I'll have a completed mod based on my Fakedex one day!) than this one-day gimmick project.
That's a long way in the future, but I mean, this project obviously isn't going anywhere - it was "completed" in a single day, and it's not like I have any plans of trying to make a playable version myself - so it just doesn't make sense to leave it here with everyone else's in-depth and constantly evolving projects.
I'm leaving the original post here so everything is still intact if anyone is curious to see what it was, but I think it should be removed from the list of solomods if that's alright! Thank you for understanding! C:
I know I'm late, but I just saw this and this is some cool stuff. Once I figured out how the calculator worked, I came up with a few things.


Corviknight @ Buginium A
Ability: Pressure -> Regenerator
EVs: 252 HP / 48 Atk / 208 Def
Adamant Nature
- Iron Head / Body Press / Brave Bird
- Defog
- Roost
- U-turn
Final stat spread: 400/387/320/127/254/170 (Base stats: 98/152/116/53/109/67)

Even though I found this literally yesterday, U-turn already seems like a phenomenal A-Move. Have you ever wanted more options for a Regen core? Access to U-turn grants you that. Corviknight + Toxapex as a Regen core seems incredible, since they cover each other's weaknesses well with the exception of Electric. Regenerator also helps Corviknight make up for not having the passive recovery of Leftovers or the get-out-of-Rocks-free card of Heavy-Duty Boots.

The Attack EVs combined with an Adamant nature ensure Corviknight gets the stat boost to its Attack, with the rest of the EVs being put into HP and Defense for bulk. Defog is for hazard removal, a role Corviknight can perform multiple times in a game if need be thanks to Regenerator. Roost provides reliable recovery, further improving Corviknight's longevity. U-turn is the crux of the set, not only allowing Corviknight access to Regenerator, but acting as a capable pivoting move even before that. The last slot is up to personal preference: Iron Head is a solid STAB option that, with Corviknight's stat boosts, hits as hard as an unboosted, Adamant Bisharp's Iron Head. Body Press can be run instead to better deal with Dark- and Steel-types, and Brave Bird is a more powerful STAB option at the cost of recoil.



Salazzle @ Darkinium Z
Ability: Corrosion -> Poison Touch
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Beat Up
- Venoshock
- Fire Blast
- Toxic
Final stat spread: 277/203/195/321/235/388 (Base stats: 68/95/79/111/99/127)

This set is one giant meme but damn if it isn't funny. Beat Up really isn't used for its damage as much as for it giving Poison Touch as an A-Move. If your entire team is still alive when you use it, you have six 30% chances to poison your target, which is where the fun kicks in. If they don't have a Heal Bell user and they're poisoned, Venoshock chews them up and spits them out. Fire Blast is for Steel-types, who are immune to Venoshock anyway, and Toxic is for guaranteed badly poisoned status, aided by having Corrosion before the form change. EVs are really self-explanatory.

More may be coming later.
 

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