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 2 Solomods 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 Solomods. If you really want to make a third Solomod, you must state that one of your previous Solomods is no longer active so it can be removed from the archive. After posting your first solomod, you must wait a week before posting a second one.

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.

5. After retiring a Solomod, you must wait a week before you can post a new one or unretire it. If your mod was playable on DH and was retired, it will be removed from DH.
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
Discord
 
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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 (Playable HERE)
:duosion:Duomod - Created by DuoM2 (Playable HERE)
: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 (Playable HERE)
:gigalith: Braviary New World - Created by koista12
:shuckle:Pokemon Deluxe Edition + Shuckles - Created by LeExperimentator
:combee:CenturiMons - Created by holy_shiinotic
:regigigas:Ancient Alliance - Created by Heheus
:shaymin:Pokemon Order and Progress - Created by Catalisador
:pikachu-original:Ash Ketchum Tier - Created by Chemical_Jackfruit
:arceus:Ubermons: The Solomod - Created by kakaks
:mismagius:Miasmons - Created by Fragmented
:drapion:Journey to Kilirthy - Created by Magmajudis (Playable HERE)
:porygon:GPT2MONS - Created by readytolose (Playable HERE)
:spinarak:Random Pool 0 - Created by Squawkerz (Playable HERE)
:arceus:The 3-3-1 Typechart - Created by Cratersmash (Playable HERE)
:klink:Part By Part - Created by zxgzxg
:alcremie:Super Triples - Created by Genuine_Angus_B33F
:ninjask:Pokemon North & South - Created by Gravity Monkey (Playable HERE)
:meganium:Pokemon Legends Lotus - Created by SimpyShrimp
:sableye-mega:MonoThreat ReBalanced - Created by Samtendo09
:dodrio:Pupumons - Created by pupugugu (Playable HERE)
:corsola:Fusion Evolution: The Impostor's Cut - Created by A Golden Waddle Dee (Playable HERE)
:scorbunny:Plutonium - Created by scorbunnys
:rhydon:Boatmod - Created by Regic Boat (Playable HERE)
:eelektross:Pokemon Earth & Sky - Created by En Passant (Playable HERE)
:uxie:Blindstrictions - Created by PalpitoadChamp (Playable HERE)
:deoxys:Super Smash Roulette - Created by Low-Key
:ursaring:The Ema Mod - Created by Ema Skye (Playable HERE)
:togepi:Baby Boom - Created by Haunted Dittp (Playable HERE)
:dracovish:National Dex Everything Goes - Created by There is no user
:sableye:i forgor.xlsx - Created by anaconja (Playable HERE)
:castform:Under The Weather - Created by abismal (Playable HERE)
:snorlax:[Gen 2] GSC Doubles - Created by Portable Fridge (Playable HERE)
:chatot:Chatot Reimagination- Created by guttrainer
:clauncher:PanelinhaMons - Created by Moretto
:lucario:Solomod A Golden Experience - Created by Naronex
:seviper:Scootopia - Created by Scoopapa (Playable HERE)
:solosis:Roulettemons: The Solomod - Created by Low-Key (Playable HERE)
:hitmonlee:Yoshiblaze's Greatest Hits - Created by Yoshiblaze (Playable HERE)
:palpitoad:Chaos Chaos Chaos - Created by PalpitoadChamp (Playable HERE)
:togetic:IdealDex - Created by PokemonTrainerLui
:rayquaza-mega:[Gen 3] Emerald Kaizo OU - Created by BP, Based on a ROM Hack by SinisterHoodedFigures
:chansey:KantoDex - Created by NotCopen (Playable HERE)
:celebi:NaturalMons - Created by Aqua1272 (Playable anywhere)
:gengar:[Gen 3] Inverse Split - Created by analysis geek (Playable HERE)
:patrat:Patratdex Singles - Created by Galvanatic (Playable HERE)
:snorlax:[Gen 1] The RBY Expansion Pak - Created by May (Playable HERE) (RBY Forum Thread HERE)
:rillaboom:Doubled Tribute - Created by Samtendo09
:mienshao:Altermate Timeline - Created by Endrism
:tyranitar-mega:[Gen 3] Hoennification - Created by Yak Attack (Playable HERE)
:calyrex:AsOnemons - Created by JosJet (Playable HERE)
:porygon2:GPT3Mons - Created by anaconja (Playable HERE)
:pidgeot:Dex Reversal - Created by Ema Skye
:melmetal:Modern Gen 1 - Created by Copen (Playable on main)
:talonflame:Sky Cup - Created by RedwoodRogue
:giratina:Chaotic - Created by Regic Boat
:dragalge:Randomly Exist - Created by Lapzaplerq (Playable HERE)
:gigalith:Wild'mons - Created by Lord Zorz (Playable anywhere)
:snorlax:[Gen 2] Neo GSC - Created by grrgrrgrr
:heatran:Modern Gen 2 - Created by R8
:garchomp-mega:[Gen 1] Kantofication - Created by Yak Attack (Playable HERE)
:hypno:FnF Showdown - Created by Machoke (Playable HERE)
:suicune:[Gen 2] Tera Crystal - Created by RedwoodRogue
:hydreigon:Quintessence - Created by Beaf Cultist
:luvdisc:Kaen's Dex - Created by KaenSoul (Playable HERE)
Dance of the Dead - Created by DuoM2 (Playable HERE)

:necrozma:A-Moves - Created by Hematite
:victini:The Victory Star's Metagame - Created by A Golden Waddle Dee
:palpitoad:Palpitoad Mechanics - Created by PalpitoadChamp
:mew:Assemble - Created by ViZar (Was Playable HERE)
:snom:Make The LC Great Again - Created by SlowAndBruh
:palpitoad:The PC Micrometa - Created by PalpitoadChamp
:hitmontop:Pokemon Triple Deluxe - Created by Yung Dramps
:ditto:ChoicedScarf's Monstrous Lab Creations - Created by ChoiceScarfed
:calyrex:Calyrex's Cosmos and Creations - Created by A Golden Waddle Dee
:porygon2:Triple Randommons - Created by Low-Key
:palpitoad:CHAOS Incarnate - Created by PalpitoadChamp
:politoed:Metagame Madness - Created by ViZar (Was Playable HERE)
:goodra:Stardrop Mons - Created by Ema Skye
:unown-s:Abismons - Created by abismal (Playable HERE)
:tyranitar:[Gen 3] OU: Next Best Thing - Created by Yak Attack (Playable HERE)
:porygon-z:Randommons - Created by Yak Attack (Playable HERE)
:charizard-mega-y:National Dex VGC - Created by Portable Fridge
:silvally:MonoTyped - Created by ViZar (Playable HERE)
:swampert:ViZar's Bad Influence - Created by ViZar
:coalossal:Native Moves - Created by analysis geek (Playable HERE)
:keldeo:ViZar's 235 Metagame - Created by ViZar (Playable HERE)
:jirachi:ADV Now - Created by ViZar (Playable HERE)
:sceptile:Modern Gen 3 - Created by R8
 
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Example Submission


Name of Mod: PKMN YB v2
Mascot: :combusken:
Link to Changes: Click Here
Summary of the Mod: This Pet Mod simply brings multiple buffs and few nerfs to a multitude of Pokémon as well as a good number of new/edited moves, abilities, and items. This mod also adds 51 new Pokémon, 19 new Mega Evolutions, and 18 new signature Z-Moves
Competitive Overview: See below (WIP)
PKMN YB has been rebuilt from the ground up! While a lot of elements were taken from v1, I came into v2 with the mindset of "If I buff/nerf/change/add something, then it should be both fun to use and reasonably viable." Using this mindset, I believe I've created a much more focused metagame where almost anything can shine in the right hands. Of course, being a NatDex OU metagame, you can't expect every single mon to be good or even viable, but it was my goal to make everything I touched usable. For example, I wouldn't call Castform viable at all even after the buffs I gave it, but if you do use Castform, you'll be able to have fun with it and it'll be far from useless.

Before I go into what's new in PKMN YB v2, here some General information you should know before playing

- There are two metagames: OU and VGC. OU is based on NatDex OU with the added bans of non-signature Z-Crystals and Kommonium Z, while VGC is based on NatDex Doubles with VGC rules and a "regional dex" of ~220 Fully Evolved Pokemon + any NFEs I figured could be viable. Non-Signature Z-Crystals and Dynamax are both banned from VGC.
- Fairy-types no longer resist Bug, Fire and Water-types are immune to Hail, and Ice now resists Ground, Water, and Flying
With that, let's get into the fun part!
There are 50 New Fully Evolved Pokémon (+1 playable NFE). Here's a pokepaste featuring a sample set for each mon, but below I'll highlight some of my favorites

Synthinobi - Grass/Fighting - Abilities: Overgrow / Super Luck - Stats: 80 / 105 / 70 / 75 / 80 / 120
Synthinobi @ Scope Lens
Ability: Super Luck
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Leaf Blade
- Hidden Leaf Strike
- Night Slash / Stone Edge
- Swords Dance

Hidden Leaf Strike - 100 BP Fighting Physical move. High critical hit ratio and never misses

Starting off with one of the starters, we have Synthinobi, who's pretty simple. Scope Lens + Super Luck + a move with a high crit ratio = guaranteed critical hits and Synthinobi makes excellent use of this thanks to having 2 STABs in Leaf Blade and Hidden Leaf Strike and 2 useful coverage options in Night Slash and Stone Edge that all have a high crit chance. Combined with its high 120 Speed and adequate 105 Attack, Synthinobi is a terrifying wallbreaker, especially after a Swords Dance.

Chemicander - Fire/Poison - Abilities: Blaze / Merciless - Stats: 75 / 70 / 105 / 120 / 80 / 80
Chemicander @ Heavy-Duty Boots
Ability: Merciless
EVs: 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Corrosive Acid
- Recover
- Fire Blast
- Toxic Spikes

Corrosive Acid - 60 BP Special Poison move. 30% chance to inflict poison or burn; Deals 2x damage on burned or poisoned targets

A lot of Pokémon, both new and old, can effectively abuse poison in this mod and Chemicander is one of the best examples of that. With Corrosive Acid, Sludge Bomb, Toxic Spikes, and Toxic, Chemicander has no shortage of ways to inflict poison and with 120 Special Attack and Merciless, pretty much anything that's poisoned won't stay on the battlefield long. This plus its primary Fire-type scaring away poison-immune Steel-types makes Chemicander a great asset for any team that relies on Toxic Spikes

Chompean - Normal - Abilities: Elemental Teething / Pickup - Stats: 105 / 115 / 65 / 45 / 75 / 85
Chompean @ Life Orb / Choice Band
Ability: Elemental Teething
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Quick Attack / Double-Edge
- Crunch
- Psychic Fangs
- Swords Dance / Stomping Tantrum

Elemental Teething - Protean clone + 1.2x boost to fang moves

We all like Protean, right? This is Protean with a hint of Strong Jaw. Chompean's wide array of coverage with Crunch, Stomping Tantrum, Fire Fang, Ice Fang, Poison Fang, Psychic Fangs. and more hit like an absolute truck with a STAB boost and a 1.2x boost to biting moves plus Chompean's great 115 Attack. Not to mention, it can set up with Swords Dance, making it hit even harder.

Bloomivolt - Grass/Electric - Abilities: Flower Veil / Static / Leaf Guard - Stats: 73 / 56 / 89 / 119 / 119 / 47
Bloomivolt @ Leftovers
Ability: Flower Veil
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
- Volt Switch
- Giga Drain
- Synthesis
- Nuzzle / Toxic / Sleep Powder

Leaf Guard - Hydration clone for Sun
Volt Switch - 60 BP

Not enough Grass-types great Flower Veil (read: literally none do), so in this mod, 2 do. We'll talk about Meganium later, but here's Bloomivolt. Immunity to status, good 73/89/119 bulk, and a pretty decent defensive typing in Grass/Electric make Bloomivolt a sturdy special wall that can annoy the opposing team with Nuzzles, Sleep Powder, Leech Seeds, and Toxics or pivot out with Volt Switch.

Razorine - Normal/Steel - Abilities: Iron Barbs / Scrappy - Stats: 50 / 90 / 100 / 45 / 65 / 105
Razorine @ Life Orb
Ability: Scrappy
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Extreme Speed
- Swords Dance
- Iron Head
- Stomping Tantrum

ESpeed is a cool move, so here's a mon that can abuse it. 90 Attack is pretty poor, but being able to run an Adamant Nature thanks to ESpeed's priority, a STAB boost, and a Swords Dance all come to together to make Razorine a scary sweeper or revenge killer if you play your cards right. Normal/Steel is a pretty bad offensive typing, but it does pack a ton of useful resistances and a Ghost immunity to make getting that Swords Dance off a bit easier, plus coverage for Steels in Stomping Tantrum and Scrappy to hit Ghosts. Speaking of its typing, Normal/Steel is one of the many unique type combinations found on new Pokémon and changed old Pokémon. In fact, in this mod, there is at least 1 mon for every type combination!

Ghoulgoyle - Rock/Ghost - Abilities: Levitate / Solidify / Unnerve - Stats: 104 / 107 / 94 / 53 / 82 / 46
Ghoulgoyle @ Colbur Berry
Ability: Levitate
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
- Stalag-Bite
- Roost
- Stealth Rock / Defog
- Will-O-Wisp

Solidify - This Pokémon's Defense is boosted 1.5x but its Speed is halved
Stalag-Bite - Rock-type Crunch clone

Speaking of unique type combinations, here's the Rock/Ghost Ghoulgoyle. At face value, it's your typical physically bulky Rock-type, but thanks to the fact that gargoyles have wings, Ghoulgoyle's movepool is adorned with useful Flying-type moves like Roost and Defog, giving it two qualities that most slow bulky Rock-types can only dream of. That plus utility in Stealth Rock and Will-O-Wisp make Ghoulgoyle a unique wall.

Gammaroo - Fighting/Psychic- Abilities: No Guard / Filter / Static - Stats: 70 / 93 / 68 / 112 / 75 / 112
Gammaroo @ Choice Specs
Ability: No Guard
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Focus Blast
- Psychic
- Thunderbolt
- Shadow Ball

Don't you just hate missing Focus Blast? Do you just wish that you could hit all of your Focus Blasts? Well, have I got the Pokémon for you. Gammaroo is basically built to spam Focus Blast, with it having No Guard, STAB, and good 112 Special Attack plus the coverage in needs in Thunderbolt, Shadow Ball, and Flash Cannon. Pokémon is a lot more fun when your moves actually hit, unless you're using a Blunder Policy, so I know you'll have fun using Gammaroo.

Giraflame - Fire - Abilities: Long Reach / Flame Body / Magic Guard - Stats: 80 / 110 / 80 / 65 / 65 / 90
Giraflame @ Life Orb
Ability: Magic Guard
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Flare Blitz
- Earthquake
- Morning Sun
- Wild Charge / Will-O-Wisp

Wild Charge - 100 BP

Probably the singly most buffed new Pokemon between v1 and v2, Giraflame gets to abuse Magic Guard to fullest. Its Stealth Rock weakness goes away, it doesn't take recoil from its STAB Flare Blitzes or Wild Charges, won't take poison damage, and it won't take damage from any Iron Barbs, Rough Skin, or Rocky Helmet users from spamming its contact moves. Thus, Giraflame is a dangerous offensive mon that's hard to wear down, especially since it has recovery in Morning Sun, though its meh 80/80/65 bulk and only okay 90 Speed make it easy to KO in a hit or two.

Venometta - Poison - Abilities: Poison Touch / Liquid Ooze / Unburden - Stats: 60 / 103 / 55 / 95 / 55 / 122
Venometta @ Life Orb
Ability: Poison Touch
EVs: 252 Atk / 4 SpA / 252 Spe
Hasty Nature
- Poison Jab
- Venoshock / Ice Punch
- Double Kick
- U-turn

Venometta @ Life Orb
Ability: Poison Touch
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Sludge Wave / Venoshock
- Grass Knot
- Hidden Power [Fire]
- U-turn

Venometta @ White Herb
Ability: Unburden
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Poison Jab
- Ice Punch
- Double Kick
- Curse

Double Kick - 50 BP, 90% Accuracy
U-Turn - 60 BP

The more I look at this mon, the more it's becoming my favorite out of the new Pokémon. 103/95 mixed offenses and Poison Touch with STAB Venoshock opens up some cool opportunities. You can go the mixed attacking route, with Double Kick not only being useful coverage for Steel-types but it gives you 2 chances to Poison any non-Steel-type opponent, plus Poison Jab having nearly a 50% chance to poison the foe. This leads to Venometta being able to deal big damage with Venoshock right after. Venometta also gets access to Grass Knot, which is a contact move and thus can spread poison via Poison Touch as well, allowing it to go all in with Special investment. Plus, while 1000% more of a gimmick than Poison Touch already is, it can abuse Unburden with Curse + White Herb to get double Speed and a Bulk Up boost, if that strikes your fancy.

:sm/jynx:
Frostonna - Ice/Psychic - Abilities: Oblivious / Demotivate / Dry Skin - Stats: 75 / 60 / 67 / 138 / 115 / 85 - Evolves from Jynx when traded holding a Frosterizer
Frostonna (F) @ Frosterizer
Ability: Demotivate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Lovely Kiss
- Nasty Plot
- Ice Beam
- Thunderbolt / Focus Blast

Frosterizer - When held by a Frostonna, the holder's Ice and Psychic-type move have 1.2x power; Can't be knocked off
Demotivate - Intimidate clone for Special Attack

Jynx's new evolution, ported straight from Missing Links, is here with a couple new tricks up its sleeve. First, instead of Dazzling, it now has a new ability in the SpA Intimidate clone Demotivate. This gives it more chances to land a Lovely Kiss and set up a Nasty Plot, letting it shred through opposing teams, especially since it packs BoltBeam coverage. Its evolution item, the Frosterizer, even helps it out by boosting its STABs and weakening the damage it takes from super effective Knock Offs.

:sm/eevee:
Geareon - Steel - Abilities: Light Metal / Steam Engine - Stats: 95 / 65 / 130 / 110 / 60 / 65 - Evolves from Eevee when traded holding a Metal Coat
Mytheon - Dragon - Abilities: Pressure / Tough Claws - Stats: 110 / 95 / 65 / 60 / 65 / 130 - Evolves from Eevee when traded holding a Dragon Scale
Geareon @ Leftovers
Ability: Steam Engine
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
IVs: 0 Atk
- Wish
- Protect
- Flash Cannon
- Stealth Rock

Mytheon @ Life Orb
Ability: Tough Claws
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Chip Away
- Double Kick
- Poison Fang

Chip Away - Dragon-type Darkest Lariat clone

Now you can make a Dragon/Fairy/Steel core with Eeveelutions! And Sylveon should gel pretty well with its two new cousins thanks to Geareon's great 95/130 physical bulk, multitude of useful resistances, and reliable recovery in Wish, a trait that's exceedingly rare for Steel-types. Meanwhile, Mytheon is the third fastest legal Dragon-type in the game, behind Mega Sceptile and Dragapult, and uses that great speed to get off powerful Tough Claws boosted Double Kicks, Poison Fangs, and STAB Chip Away. Plus, 110 HP makes it surprisingly sturdy for an offensive mon, allowing it to get a Swords Dance off fairly easily.
(Format shamelessly stolen from VGC's; Has old Pokémon only, new Pokémon roles listed below)

Megas & Z-Moves
Megas
::absol-mega::altaria-mega::banette-mega::bewear::butterfree::camerupt-mega::cinccino::drapion::duraludon::dusknoir::feraligatr::froslass::gallade-mega::gardevoir-mega::glalie-mega::granbull::heracross-mega::houndoom-mega::hydreigon::malamar::meganium::milotic::pidgeot-mega::pinsir-mega::sableye-mega::scizor-mega::sharpedo-mega::shiinotic::slowbro-mega::slowking::steelix-mega::talonflame::tentacruel::thievul::typhlosion:
Z-Moves::beheeyem::cherrim::copperajah::drampa::eevee::falinks::floette-eternal::honchkrow::krookodile::lickilicky::lycanroc::lycanroc-midnight::lycanroc-dusk::mismagius::noivern::pikachu::raichu-alola::rhyperior::roserade::togedemaru::turtonator::vespiquen::walrein:

Weather
Abuses All Weathers
::castform:

Sun
Setters::ninetales:
Setter via Z-Move::cherrim:
Chlorophyll::victreebel::jumpluff::vileplume::bellossom::exeggutor::exeggutor-alola::tropius:
Other::cherrim::houndoom-mega:

Rain
Setters::politoed:
Swift Swim::armaldo::drednaw::floatzel::poliwrath::qwilfish::seaking:
Other::jynx::shiinotic::tentacruel::toxicroak:

Sand
Setters::gigalith::sandaconda:
Sand Rush::dracovish::dracozolt::lycanroc::lycanroc-midnight::sandslash:
Other::dugtrio::dugtrio-alola::cacturne::gliscor::golem::palossand::probopass::wormadam-sandy:

Hail
Setters::aurorus::ninetales-alola::vanilluxe:
Slush Rush::arctovish::arctozolt::sandslash-alola:
Other::avalugg::froslass::glaceon::glalie::mamoswine::mr. mime-galar::mr. rime::walrein:

Other Field Effects
Tailwind
::altaria::altaria-mega::beautifly::butterfree::castform::comfey::crobat::drampa::drifblim::dustox::flygon::gliscor::honchkrow::hydreigon::illumise::ledian::masquerain::mothim::murkrow::noivern::pidgeot::pidgeot-mega::ribombee::scizor::scizor-mega::scyther::skarmory::staraptor::talonflame::tropius::vespiquen::volbeat::xatu::yanmega:
Trick Room Setters::beheeyem::chimecho::claydol::cofagrigus::comfey::dusclops::dusknoir::exeggutor::exeggutor-alola::gourgeist::hypno::jellicent::kecleon::musharna::oranguru::runerigus::slowbro::slowking::stonjourner::uxie:
Trick Room Abusers::arctozolt::arctovish::beheeyem::bewear::camerupt-mega::carnivine::clawitzer::copperajah::dracovish::drampa::dusknoir::exeggutor-alola::gigalith::golem::golem-alola::golurk::granbull::hariyama::kecleon::lickilicky::musharna::perrserker::rhyperior::sirfetchd::slowbro::slowking::vikavolt::vileplume::zweilous:
Gravity::beheeyem::gigalith:

Utility
Fake Out
::delcatty::dewgong::hariyama::infernape::jynx::kecleon::mienshao::morpeko::mr. mime::mr. mime-galar::mr. rime::oranguru::perrserker::persian::persian-alola::pikachu::purugly::raichu::sableye::salazzle::seaking::scrafty::simisage::simisear::simipour::togedemaru::toxicroak::weavile:
Helping Hand::azelf::bellossom::bewear::cherrim::cinccino::comfey::delcatty::dusclops::electabuzz::florges::hariyama::illumise::infernape::jigglypuff::jumpluff::magmar::mesprit::mienshao::milotic::minun::morpeko::mr. mime::mr. mime-galar::musharna::pachirisu::plusle::politoed::probopass::raichu::raichu-alola::ribombee::sableye::shuckle::stonjourner::tsareena::umbreon::uxie::volbeat::vaporeon:
Coaching::bewear::breloom::infernape::mienshao::minun::plusle:
Taunt::accelgor::ariados::azelf::banette-mega::bewear::comfey::crobat::drapion::dusclops::floatzel::froslass::krookodile::mienshao::mismagius::mr. mime::mr. mime-galar::murkrow::noivern::oranguru::persian::persian-alola::purugly::qwilfish::sableye::salazzle::scrafty::sharpedo::skuntank::talonflame::weavile::xatu:
Fake Tears::bewear::cinccino::froslass::illumise::minun::ninetales-alola::pachirisu::persian-alola::purugly::ribombee::salazzle::weavile:
Safeguard::azelf::comfey::raichu::ribombee:
Haze::cofagrigus::crobat::dusclops::minun::murkrow::politoed::tentacruel:
Wide Guard::avalugg::bewear::gallade-mega::gigalith::golem::granbull::hariyama::mienshao::mr. mime::probopass::stonjourner::turtonator:
Prankster::ariados::banette-mega::bewear::illumise::murkrow::sableye::volbeat:
Defiant::bisharp::falinks::passimian::purugly:
Competitive::boltund::empoleon::milotic::wigglytuff:
Rattled::granbull::sudowoodo:
Trapping::dugtrio::grapploct::lickilicky::misdreavus::murkrow:
Perish Song::altaria-mega::misdreavus::murkrow::politoed:
Imprison/Seal Away::azelf::banette-mega::claydol::dewgong::dusclops::dusknoir::mismagius::xatu:
Immune to Intimidate::crobat::gallade::glalie::lickilicky::mamoswine::mienshao::oranguru::simisage::sirfetchd::whiscash:
Royal Presence/Dazzling::bruxish::tsareena::vespiquen:
U-Turn::accelgor::azelf::cinccino::comfey::crobat::darmanitan::darmanitan-galar::eelektross::flygon::gliscor::illumise::infernape::jumpluff::hydreigon::ledian::masquerain::mienshao::noivern::passimian::persian::persian-alola::pidgeot-mega::purugly::scizor::staraptor::talonflame::togedemaru::tsareena::uxie::vespiquen::volbeat::wormadam-trash::xatu:
Volt Switch::boltund::electabuzz::jolteon::lanturn::luxray::pachirisu::plusle::probopass::raichu::raichu-alola:
Other Pivoting Moves::beheeyem::bruxish::claydol::dragalge::floatzel::hypno::jigglypuff::milotic::musharna::politoed::seaking::simipour::slowbro::slowking::umbreon:
Beat Up::dugtrio::dugtrio-alola::persian-alola::salazzle::weavile:

Redirection
Follow Me
::electabuzz::magmar::minun::mr. mime::pachirisu::raichu::stonjourner:
Rage Powder::ariados::butterfree::carnivine::dustox::jumpluff:
Ally Switch::azelf::claydol::cofagrigus::comfey::dusclops::dugtrio::florges::gourgeist::hypno::jigglypuff::mesprit::mienshao::misdreavus::probopass::ribombee::runerigus::sableye::uxie::wormadam-sandy::wormadam-trash::xatu:
Lightning Rod::electabuzz::plusle::raichu::rhyperior::seaking::togedemaru:
Storm Drain::cradily:

Speed Control
Icy Wind
::castform::chimecho::cramorant::delcatty::dewgong::dusclops::empoleon::floatzel::froslass::jellicent::jigglypuff::jynx::lanturn::masquerain::milotic::misdreavus::mismagius::murkrow::ninetales-alola::persian::quagsire::qwilfish::politoed::simipour::vaporeon::weavile:
Electroweb::butterfree::dustox::electabuzz::minun::mothim::pachirisu::raichu::raichu-alola:
Quash::murkrow::persian-alola::sableye:
Bulldoze::claydol::dusclops::hariyama::oranguru::runerigus::shuckle:
Cotton Spore/String Shot::ariados::butterfree::illumise::jumpluff::volbeat:
Toxic Thread::ariados:

Priority Attacks
Quick Attack::bibarel::glalie-mega::pinsir-mega::purugly::scyther::seaking::staraptor::zangoose:
Extreme Speed::lycanroc::pikachu:
Feint::breloom::grapploct::hariyama::infernape::kecleon::mienshao::persian::persian-alola::pinsir-mega::raichu::scizor::sylveon::tsareena::zangoose:
Mach Punch::breloom::infernape::ledian:
Ice Shard::dewgong::glalie::mamoswine::sandslash-alola::weavile:
Aqua Jet::bibarel::bruxish::dewgong::feraligatr::floatzel::qwilfish::sharpedo-mega:
Bullet Punch::hariyama::perrserker::scizor-mega:
Shadow Sneak::banette-mega::cherrim::dusknoir::gallade-mega::gourgeist::kecleon::sableye:
Vacuum Wave::infernape:
Accelerock::lycanroc::lycanroc-dusk:
Sucker Punch::absol-mega::arbok::bisharp::cacturne::delcatty::froslass::girafarig::grapploct::honchkrow::kecleon::luxray::lycanroc-midnight::victreebel:
Disarming Voice::altaria-mega::delcatty::florges::gardevoir::milotic::mr. mime::rapidash-galar::wigglytuff:
Web Sling::ariados::centiskorch:
Gale Wings::talonflame:
Triage::comfey::shiinotic:

Strongest Damage Dealers
Physical
::arctovish::arctozolt::breloom::cherrim-sunshine::copperajah::darmanitan::darmanitan-galar::dracovish::dracozolt::electivire::escavalier::flareon::gallade-mega::granbull::heracross-mega::ledian::luxray::lycanroc-dusk::mamoswine::perrserker::pinsir-mega::rhyperior::scizor-mega::sirfetchd::staraptor::stonjourner::tyrantrum::zangoose::zweilous:
Special::azelf::camerupt-mega::clawitzer::drampa::drifblim::espeon::exeggutor::exeggutor-alola::floette-eternal::gardevoir-mega::glaceon::hydreigon::magmortar::noivern::polteageist::roserade::vikavolt:

Boosting

Damage Reduction
Dual Screens:
Intimidate:
Demotivate::typhlosion::pyroar:
Charm:
Eerie Impulse:
Snarl/Struggle Bug:
Parting Shot:
Friend Guard::jigglypuff:

Status


Unown
Unown::unown:
 
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DuoM2

whao
is a Community Contributoris a Community Leader Alumnus
Name of Mod: Duomod v3
Mascot: :duosion:
Link to Changes: click
Summary of the Mod: A micrometa with a "Roulette Wheel" that can do one of 50 random things after each turn, wildly shifting the outcome of every battle
Competitive Overview: I linked a post above, check that out for a brief explanation of every Pokemon
 
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 for some abilities*; 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.

*Multitype, RKS System, Elemental Lord, Cloud Nine, Air Lock, Forecast, Delta Stream, Desolate Land, Primordial Sea and Pangea
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.

This has been coded already.

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
 
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

whao
is a Community Contributoris a Community Leader Alumnus
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.
 
Gen 3 Updated
This mod would take the Gen 3 meta and add:
-Later Gen learnsets (still using Gen 3 moves)
-the Physical Special split
-later Gen move buffs/nerfs
-later Gen Pokemon buffs
-Mega Evolution (and Megas)
-Z-Moves
-Later Gen prevos/evos
-Dynamax/Gigantamax (and formes)
In addition, Dynamax and Gigantamax would be balanced by only being 1 turn and not doubling HP. It also would not be usable if a Z-Move was used, and vice versa.
I don't actually have a spreadsheet, but I will come up with one ASAP, listing changes and establishing a Role Compendium/Viability Rankings.
 
Name of Mod: Braviary New World
Mascot: Porygon-Z :porygon-z:
Link to Changes: https://docs.google.com/spreadsheet...fVJloYwi7fNvXp2shrV2lV1U8/edit#gid=1706707408
Summary of the Mod: This is a comprehensive overhaul mod, in which Pokemon, moves, abilities, items, and even game mechanics are updated to be more competitively viable. Its National Dex format, meaning almost all old Pokemon and moves return. There's a particular focus on giving all Pokemon 3 abilities and cloning moves across types for better coverage options. I have tried to de-gimmicky-ify the game to be more competitive, and as such do away with Z-moves and Dynamaxing, although Megas are back.
Competitive Overview:

  • National Dex format
  • Megas return, Z-moves and Dynamax are gone
  • Changes to 400+ moves, 100+ abilities, and 500+ Pokemon
    • Emphasis has been placed on cloning moves across types. Many types have access to clones of Fire Blast, Psychic, Future Sight, and Draco Meteor on the special side. On the physical side, many types have access to clones of Leaf Blade, Power Whip and Volt Tackle. For both, clones of Knock Off, Fire Lash, Anchor Shot, Freeze Dry and Psychic Fangs exist.
    • Hidden Power did NOT return except to Unown. As such, special attackers are forced to rely on their inherent movepools
    • Knock Off and its clones do not gain a boost in power for removing items. Dark types do get a powerful physical STAB in Lash Out now though, which is a Superpower clone
    • Toxic has severely reduced distribution except among Poison types, and Pokemon with a relation to Poison
  • New Megas, New regional formes, and new evolutions
  • New mechanic called Type Armour; Pokemon can wear Armour to gain an added typing, which also replaces their normal ability with a new one
  • New moves, items, and abilities
  • Freeze and Sleep have been replaced by Drowsiness and Frostbite, as per Pokemon Legends Arceus
  • New entry hazards! Hot Coals and Steel Shards are Fire- and Steel-type clones of Stealth Rock
  • In return, Heavy-Duty Boots only protect from Stealth Rock and its clones. Spikes and Webs are back!
  • Intrinsic Levitation - Pokémon with Levitate have been given new abilities
  • All reworked non-Legendary Pokemon have 3 abilities; All Legendary and Mythical Pokemon have 2 abilities (1 normal, 1 hidden)
  • Previously useless field effects have been reworked to be more viable
  • I have tried to increase the viability of more items, and added many new ones
  • Most Pokemon have modified to be viable in OU or UU, however the Uber tier should also be rather balanced
  • Ice type granted some new resistances
  • I have attempted to mark off as cleanly as I could which moves, abilities, stats, and types were changed or added throughout the spreadsheet
  • Still updating! I make new changes as I think of them, and have a personal spreadsheet of evolutions I plan to add in the future


While many of the ideas are original, I have taken heavy inspiration from such Pet Mods as Sylvemons as CFM, Sylvemons, G-Luke's Ideal World, r/stunfisk's Theorymon Thursday posts and other such broad overhaul Pet Mods. I have attempted to credit ideas to the originators, and especially give credit to artists from across the Internet.

Noticeably unfinished are complete movepools and data for new regional forms and new evolutions. Not gonna lie I'm probably gonna drag my feet in doing that lol.


Type: Fire / Normal
Abilities: Fur Coat / Flash Fire / Justified
Stats: 90 / 117 / 80 / 90 / 80 / 103 (560 BST)
Sample Moveset:
Arcanine @ Heavy-Duty Boots
Ability: Fur Coat
EVs: 88 HP / 252 Def / 168 Spe
Jolly Nature
- Flame Wheel
- Extreme Speed
- Will-o-Wisp
- Morning Sun

Arcanine gets a bevy of buffs that give it unique offensive and defensive abilities. Fur Coat now doubles defense flat out, but also makes the user take 2x damage from Fighting attacks. What this means is that, in conjunction with a normal typing, Arcanine can't take any sort of Fighting coverage without folding over. However, that normal typing also grants it STAB Extreme Speed, which partially makes up for the lack of investment. Flame Wheel is now a Fire type U-turn clone, which Arcanine can use in conjunction with its high speed to threaten a burn on a variety of physical attackers and pivot around for its team.


Arcanine @ Choice Band
Ability: Fur Coat
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Flame Wheel
- Extreme Speed
- Raging Fury / Flare Blitz
- Close Combat

Arcanine can also try a Choice Band set, boasting an immensely powerful Extreme Speed as well as the coverage to roast any steels or rocks that might take E-Speed. Flame Wheel now allows Arcanine to pivot out of bulky waters that previously laughed at it, although I suppose you could use the buffed Wild Charge over Close Combat to put a dent in them. Raging Fury is a non-contact Triple Axel clone, which will usually be superior to Flare Blitz, although its Base Power is lower on average. While using Fire types to pivot around in vanilla might be a risky proposition what with Stealth Rock, in Braviary New World, Fire types resist both Hot Coals and Steel Shards, and because only 1 of those 3 hazards can be active at a time, theres a good chance that Arcanine will only be taking a pittance from entry hazards.



Type: Water / Fighting
Abilities: Stamina / Damp / Contrary
Stats: 90 / 115 / 95 / 59 / 90 / 101 (BST: 550)
Sample Moveset:
Poliwrath @ Life Orb / Expert Belt
Ability: Contrary
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Ice Hammer
- Riptide / Liquidation
- Close Combat
- Flip Turn / Darkest Lariat / High Horsepower

Poliwrath can abuse Ice Hammer and Close Combat to gain Defense and Speed boosts while attacking, and Darkest Lariat (105 BP, 1/5 recoil) or High Horsepower (120 BP, 1/3 recoil) can be used for coverage or Flip Turn can be used to pivot before sweeping. Riptide is a physical Water type clone of Magma Storm, dealing damage and trapping the opponent. However, its shaky accuracy and low BP may make Liquidation a more consistent Water STAB. You could also try a defensive set, given that Poliwrath has access to Stamina and Damp (which now inflicts the Soak status when the opponent makes contact) and is one of the few non-Poison types to learn Toxic.


(Navabrine, an evolution of Qwilfish)
see this reddit post for the art of Navabrine
Type: Steel / Poison
Abilities: Aftermath / Water Compaction / Aftermath
Stats: 75 / 115 / 130 / 65 / 80 / 75 (545 BST)
Sample Movesets:
Koilrig @ Fell Armour / Imperial Armour / Heavy-Duty Boots
Ability: Water Compaction
EVs: 252 HP / 252 Atk / 4 Spe
Adamant Nature
- Spikes / Toxic Spikes / Steelsurge
- Baneful Bunker
- Anchor Shot
- Flip Turn

Navabrine works pretty well with Armours, employing its unique defensive typing to pick and choose its weaknesses and resists. It's a hazard layer extraordinaire, with both types of Spikes plus Steel Shards, a pivoting move in Flip Turn courtesy of Qwilfish, and Baneful Bunker to scout from the opponent. Anchor Shot is a nice STAB option that stops the opponent from pivoting. Water Compaction grants a useful immunity to Water type moves along with a defense boost when hit by them. Both Fell Armour and Imperial Armour offer unique benefits - the former trades a Fighting weakness for Dark and Ghost resists and a Psychic immunity; the latter downgrades that Water immunity to a resist, and picks up an Ice and Dragon neutrality, but in turn gains a Fire neutrality, and an Electric resist.


Koilrig @ Black Sludge
Ability: Water Compaction
EVs: 252 HP / 252 Atk / 4 Spe
Adamant Nature
- Puff Up
- Poison Tail
- Earthquake
- Liquidation / Baneful Bunker

Navabrine gets a nifty little move from its Water / Poison pre-evo: Puff Up. This move grants a 1 stage boost to Attack, Defense, Special Attack, and Special Defense, at the cost of lowering Evasion 1 stage. Puffing Up once or twice can pose a challenge to offensive teams once strong users of Ground type moves have been removed. Poison Tail and Earthquake provide decent coverage together, while Liquidation can be used to catch Ground types on the switch prior to setting up. Baneful Bunker can also be used for extra Leftovers recovery and put breakers on a timer.



Type: Dark / Fire
Abilities: Early Bird / Merciless / Unnerve => Dark Aura
Stats: 75 / 110 / 90 / 140 / 100 / 115 (630 BST)
Sample Moveset:
Houndoom @ Houndoominite
Ability: Unnerve
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Nasty Plot
- Baleful Barrage
- Fire Blast
- Scorching Sands / Sucker Punch

Houndoom doesn't get any overhauls, however it gains a few key additions that enhance its toolkit. Pre-Mega, it has Unnerve, which is now an Intimidate clone for SpA. It trades the near useless Solar Power for Dark Aura, and gains a superior Dark type STAB in Fiery Wrath, which comes with a 50% chance to burn! This allows its Dark type moves to do meaningful damage after a boost, cleaving through specially bulky walls after some chip. Scorching Sands allows it to wear down Heatran and Tyranitar throughout the match more reliably, or you can opt to use a Dark Aura boosted Sucker Punch to surprise faster opponents at lower HP.



Type: Ground / Psychic
Abilities: Power Spot / Pressure / Trace (Intrinsic Levitation!)
Stats: 80 / 70 / 105 / 100 / 120 / 75 (550 BST)
Sample Moveset:
Crawdaunt @ Leftovers / Heavy-Duty Boots / Ember Armour
Ability: Trace / Pressure
EVs: 252 HP / 252 SpD / 4 Spe
Calm Nature
- Scorching Sands / Earth Power
- Teleport
- Stealth Rock / Ice Beam
- Recover

Claydol has absurd bulk and serviceable SpA, and while its defensive typing is iffy, it can put fantastic use to Trace, copying Regenerators and Flash Fires to check a wide variety of foes. Recover is a key addition that provides Claydol the longevity it was lacking. Heavy-Duty Boots may be useful to avoid taking damage from Hot Coals and Steel Shards (Fire and Steel type clones of Stealth Rock) as it pivots about, although it still avoids Spikes due to intrinsic Levitation. Scorching Sands was an absolute blessing to this Pokemon, making it potentially hard to break through physically as well. Ember Armour is deceptively useful - Although it will lose Trace, Claydol will gain a neutrality against Bug and Ice, and resistances to Steel, Fairy, Fire, in exchange gaining a 4x weakness to Water and a Rock neutrality. A Calm Mind set that drops Teleport and Stealth Rocks may also be deadly against more offensive teams.


(Alolan Form!)
Type: Dark / Fairy
Abilities: Illuminate / Merciless / Technician
Stats: 75 / 70 / 65 / 125 / 115 / 95 (545 BST)
Sample Moveset:
Roserade @ Imperial Armour / Heavy Duty Boots
Ability: Merciless
EVs: 4 HP / 252 SpA / 252 Spe
Timid / Modest Nature
- Quiver Dance
- Moonblast / Draining Kiss
- Dark Pulse / Black Hole
- Earth Power / Toxic Spikes

Roserade-Alola has a superb STAB combo, and with a slightly nerfed Quiver Dance (doesn't raise SpD, now a special Dragon Dance clone), it can make a fearsome sweeper. It lacks stronger STAB options like Star Storm (special Fairy type Superpower clone, lowers SpA and SpD 1 stage) and Baleful Barrage, but it should get by with its STABs and Earth Power alone. It can even set its own Toxic Spikes to prepare for sweeps later! Imperial Armor grants the Dragon typing, which comes with a slew of useful defensive resists, while Heavy Duty Boots protects against Steel Shards (but no longer Spikes or Sticky Web!).


Roserade @ Choice Specs / Choice Scarf
Ability: Merciless
EVs: 4 HP / 252 SpA / 252 Spe
Timid / Modest Nature
- Moonblast / Draining Kiss
- Dark Pulse
- Trick / Lovely Kiss
- Earth Power

A Specs set with Merciless can also be used on Toxic Spikes teams and blast holes though anything not named Chansey or Blissey. Or equip a Choice Scarf for a revenge killer with good neutral coverage. Trick is preferred for its utility against defensive teams, although Lovely Kiss isn't a bad option, inflicting the Drowsy status, which replaces Sleep and acts like in PLA. When used against a target that can't heal its own status, it allows Roserade to prepare for busting holes later down the road.



Type: Steel / Psychic
Abilities: Drizzle / Mirror Armor / Heavy Metal (Intrinsic Levitation!)
Stats: 67 / 89 / 126 / 79 / 126 / 33 (530 BST)
Sample Moveset:
Bronzong @ Damp Rock
Ability: Drizzle
EVs: 252 HP / 252 SpD / 4 Spe
Calm Nature
- Steel Shards
- Psywave
- Heal Bell / Magnet Bomb
- Teleport

Bronzong got the ability its Pokedex entries always hinted at - Drizzle! Bronzong sadly no longer has Stealth Rock, but Steel Shards is serviceable, and Heal Bell + Teleport provides immense defensive utility for rain teams, or you can opt for Magnet Bomb, which acts a Steel type Pursuit. Psywave acts a Psychic-type Seismic Toss clone, getting around the issue of uninvested base 89 Atk. Bronzong enables rain teams to a degree that not even Pelipper can, allowing them to not stack up on too many Water types (And they need a bit of a buff, given that Ash-Greninja isn't in this Pet Mod).



Type: Rock
Abilities: Prism Armor / Sand Stream / Solar Power
Stats: 85 / 60 / 130 / 135 / 80 / 50 (540 BST)
Sample Moveset:
Gigalith @ Heavy-Duty Boots / Smooth Rock
Ability: Sand Steam / Prism Armor
EVs: 252 HP / 252 SpA / 4 Spe
Modest Nature
- Stealth Rock / Reconstruct
- Meteor Beam / Power Gem
- Mystical Fire
- Earth Power

Gigalith's Atk and SpA are reversed based on its Pokedex entries which talk about it firing beams everywhere. It can either act as sand support for its team or just as a tank in its own right - Prism Armor now makes it immune to Steel type moves and Steel Shards, and it heals 25% max HP when hit by a Steel type attack. Meteor Beam (120 BP, 100% accurate, Raises SpD 1 stage, no charge turn under Sandstorm) acts as a reliable STAB, or you can use Power Gem to ignore changing weather conditions. Reconstruct heals 1/3 max HP and heals any status Gigalith contracts if you have another hazards setter on the team. Sets without Sand Stream can also try running Energy Ball with Solar Power, which now provides a flat 30% boost to Fire and Grass type attacks regardless of the weather.



Type: Ice / Steel
Abilities: Stalwart / Permafrost / Heatproof
Stats: 95 / 117 / 184 / 54 / 62 / 28 (540 BST)
Sample Moveset:
Avalugg @ Leftovers / Heavy-Duty Boots
Ability: Heatproof / Ice Body
EVs: 52 HP / 252 Atk / 204 Spe
Adamant Nature
- Steel Shards/ Rapid Spin
- Icicle Crash
- Rapid Spin / Body Press / Heavy Slam
- Recover

Avalugg is possibly the greatest example of how Braviary New World's Ice type mechanics create an absolute behemoth Its new Steel typing provides a host of important resistances, and while all of Ice's new resistances (Flying, Normal, and Fairy) are shared with Steel, Ice provides a decent mono-offensive type in Icicle Crash (90 BP, 100% accurate, 16 BP). Heatproof is the crux here, turning a 4x weakness into an immunity and providing immunity to Hot Coals, and it far outclasses Avalugg's other two abilities, although they are both good in a vacuum (Stalwart is a Defiant clone for Defense; Permafrost provides 1/16 HP healing per turn, and 1/8 in Hail. Permafrost functions as a replacement for Ice Body, which is now a Flame Body clone for frostbite). While Heavy Slam and Body Press are both decent attack, players will often find that the utility of Rapid Spin outweighs the benefits of coverage. One might be tempted to try out Armours such as Spectral or Fell Armour on Avalugg, but without Heatproof and an item it fears entry hazards quite a bit.



Type: Steel / Fire
Abilities: Full Metal Body / Solar Power
Stats: 137 / 137 / 113 / 107 / 89 / 97 (680 BST)
Sample Moveset:
Solgaleo @ Leftovers
Ability: Full Metal Body
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Sunsteel Strike
- Flame Wheel
- Flare Blitz / Blaze Kick / Earthquake
- Hot Coals / Steel Shards / Magnet Bomb

With these changes, Solgaleo will hopefully rise out of the trash bin of Ubers. Its typing is not quite unique, being shared with Heatmor and Heatran, but neither of them have the stats to make it in Ubers. Full Metal Body provides a complete immunity to the stat lowering effects of moves, abilities, and status effects, and Flame Wheel is now a Fire type U-turn clone. This means that Solgaleo can set up hazards and than pivot out of any slower defensive mons that resist its STABs (cough toxapex ho-oh cough). It's still not stellar, but it's better than it was and Hot Coals is a rare hazard in Ubers, where I purposefully didn't give it to Groudon (heheh).


Solgaleo @ Choice Scarf
Ability: Full Metal Body / Solar Power
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Sunsteel Strike
- Flame Wheel
- Flare Blitz / Blaze Kick
- Final Gambit / Wild Charge / Earthquake

Solgaleo's scarf set is also improved, with STAB Flare Blitz or Blaze Kick to roast steels. While its STABs don't provide stellar coverage by themselves, Flame Wheel can be used for pivoting and Final Gambit is highly effective at removing components of the opposing team in conjunction with Solgaleo's high HP stat. You can also opt for Wild Charge or Earthquake, and again, Solgaleo's high HP somewhat compensates for any recoil (Noting that recoil has been reduced overall, with Flare Blitz dealing 1/4 damage in recoil and Wild Charge at 105 BP, 1/5 damage dealt). A Swords Dance set with Solar Power might look appealing, however Solgaleo ends up running into issues with coverage, forced to choose between Solar Blade for Arceus-Water and Kyogre, Earthquake for Primal Groudon, and Wild Charge for Ho-oh.



Type: Electric / Dragon
Abilities: Fossilize / Hustle / Sand Rush
Stats: 90 / 123 / 100 / 70 / 80 / 77 (540 BST)
Sample Moveset:
Dracozolt @ Choice Band / Choice Scarf
Ability: Hustle
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Bolt Beak
- Outrage
- Volt Switch
- Fire Fang / Earthquake

OH GOD ITS HORRIFYING!!! Wait, what's that, Bolt Beak is only 80 BP and deals 1.5x damage when moving first? Yeahhh. While Bolt Beak is no longer as terrifying, Dracozolt has a few new tricks that make choice sets still appealing. Hustle now acts like Gorilla Tactics used to, boosting attack by 1.5x while locking Dracozolt into one move, meaning Bolt Beak is still quite strong and won't even miss now. Outrage no longer locks you in, and confusion allows you to hit your attacks while dealing some recoil. Dracozolt also gets a key tool in Volt Switch, letting it pivot out of unfavorable matchups vs Grasses and Fairies. The last slot is a toss up between coverage options but honestly, just stick to spamming your STABs.




Type: Fighting / Steel
Abilities: Dauntless Shield / Justified
Stats: 92 / 130 / 145 / 90 / 145 / 118 (720 BST)
Sample Moveset:
Zamazenta-C @ Rusted Shield
Ability: Dauntless Shield
EVs: 28 HP / 252 Def / 228 Spe
Jolly Nature
- Steelsurge / Taunt / Thunder Wave
- Body Press
- Behemoth Bash
- King's Shield / Roar

Zamazenta is another Uber rescued from the bottom of the barrel. It now gets Body Press, and Behemoth Bash works like a Steel type Body Press with a base power of 100! It has new utility options in Steelsurge, Taunt, Roar and Thunder Wave, offering more to its team than just soaking up hits. King's Shield is an interesting new toy that allows Zamazenta to play mind games with Pokemon such as Urshifu and Zekrom. It doesn't get Iron Defense, but Bulk Up gets the job done nicely. Unfortunately, Zamazenta took a harsh nerf to its Spe, always outsped by Mega Salamence and Arceus forms. Fortunately, the other two Gen 8 cover legends also took a hit - Zacian to 118 Spe, and Eternatus to 115 Spe. Still, the doggo is no longer the joke of the tier, hiding in the shadow of its sister - it's a genuine option for a defensive Steel type.



Type: Grass / Flying
Abilities: Grass Pelt / Flower Veil
Stats: 100 / 103 / 75 / 120 / 75 / 127 (600 BST)
Sample Moveset:
Shaymin-S @ Life Orb / Heavy-Duty Boots
Ability: Flower Veil / Grass Pelt
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Seed Flare
- Air Cutter
- Earth Power
- Wilting Wish / Healing Wish

First off the bat, I did straight up take Wilting Wish from someone's Sylvemons submission, and I do credit the post in the spreadsheet. Its a 200 BP special Grass type attack that causes the user to faint.

So Shaymin-Sky is legal in OU. This is because it no longer has Serene Grace. For good measure, Seed Flare now has a 50% chance to put Leech Seed on the target. However, it is still a powerful and fast breaker, and grass/flying/ground is pretty good coverage. Air Cutter is now 90 BP with a 10% chance to lower SpD 1 stage. Both of its abilities are quite useful - Flower Veil provides a complete immunity to status, while Grass Pelt reduce the damage it takes from Flying and Bug type moves by half, meaning it doesn't care as much about taking stray U-turns and First Impressions. Honestly not much to say here - its fast, strong, and still super cute.



Type: Dark / Psychic
Abilities: Suction Cups / Contrary / Moody
Stats: 86 / 105 / 88 / 97 / 81 / 93 (550 BST)
Sample Moveset:
Malamar @ Leftovers / Lum Berry / Chesto Berry
Ability: Contrary
EVs: 252 Atk / 4 Def/ 252 Spe
Jolly Nature
- Lash Out
- Superpower
- Psycho Cut / Rest
- Power Trip / Sleep Talk

Malamar has long been seen as a joke of a mon, and I'll be honest, its awful defensive typing and merely OK speed means this is probably a UU mon. However, it definitely poses a threat to stall even in OU. Lash Out is a Dark type Superpower clone, meaning Malamar can boost while dealing damage vs Psychic and Flying types. Psycho Cut is a physical clone of Psyshock, dealing damage based on the foes Special Defense. If you try to use an Unaware mon to deal with Malamar's boosts, it always has the option of throwing an obscenely strong Power Trip. You could also try a Special set with Psycho Boost, Baleful Barrage, Focus Blast, and Psyshock, although the lack of defensive boosts make this less appealing vs the type of team it could do well against (i.e. Stall).



Type: Water / Dragon
Abilities: Swift Swim / Hubris / Sniper
Stats: 85 / 100 / 95 / 100 / 95 / 85 (560 BST)
Sample Moveset:
Kingdra @ Choice Specs
Ability: Swift Swim
EVs: 252 SpA / 4 SpD / 252 Spe
Modest / Timid Nature
- Hydro Pump
- Dragon Energy
- Flip Turn
- Scald / Surf / Wash Out

Kingdra has fallen to the wayside in recent gens, replaced by Swift Swimmers such as Barraskewda and Mega Swampert. Dragon Energy is here to put the fear of god back into opponents, as a suped up Draco Meteor. Resisting Hot Coals and Steel Shards is helpful, meaning Kingdra can retain more HP and spam Dragon Energy. Beyond that, not much to see - some stat increases, a new ability in Hubris (Special Moxie clone), and a special Water type Rapid Spin in Wash Out.


(Aromague, an evolution of Aromatisse)
see here for the creator's artwork
Type: Fairy / Poison
Abilities: Curious Medicine / Immunity / Aroma Veil
Stats: 111 / 82 / 82 / 120 / 115 / 40 (550 BST)
Sample Moveset:
Aromague @ Leftovers / Plated Armour
Ability: Immunity / Healer
EVs: 252 HP / 188 Def / 68 Spe
Bold Nature
- Calm Mind
- Corrosive Gas / Mud Shot
- Draining Kiss / Moonblast
- Purify

Aromague is the plague doctor evolution of Aromatisse, and gains the never before seen Fairy / Poison type. It has 2 excellent abilities in Curious Medicine and Immunity - the former transfers its status conditions to the opponent at the end of the turn, while the latter grants it an immunity to Poison type attacks. Corrosive Gas is a Poison type clone of Freeze Dry that is super effective vs Steel types, although it only has a measly 8 PP, meaning you may want to run Mud Shot (80 PP, 100 Acc, 30% chance to lower Spe). For recovery, look no further than Purify ( a Roost clone for Poison typing) in combination with Draining Kiss (now a Giga Drain clone). If Calm Mind isn't needed, Aromague can run Clear Smog or Sludge Bomb. Plated Armour is an interesting option over Leftovers - Aromague is slow enough that it doesn't really mind Stall as an ability, considering it regains its Poison immunity as well as a whole slew of resistances. If running Plated Armour, ditch the Speed EVs, which speed creep Hippowdon. Aromatisse could also try a Trick Room set with either Nasty Plot + Corrosive Gas, or Mud Bomb + Acid Rain (a Poison type Fire Blast clone).



Type: Grass / Ground
Abilities: Overgrow / Drought / Solid Rock
Stats: 95 / 124 / 115 / 60 / 85 / 56 (535 BST)
Sample Moveset:
Torterra @ Heat Rock / Heavy-Duty Boots
Ability: Drought / Solid Rock
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
- Grav Apple
- Earthquake / Body Press
- Stealth Rock / Terraform / Heat Crash
- Synthesis / Shore Up

Old timers will remember Drought Torterra from the OU Theorymon Project of XY. If Bronzong is the savior of rain teams, than Torterra is the savior of sun. Its the first OU legal Drought setter that isnt Fire type, meaning it brings a rock, ground, and water resist with the sun that enables such teams. Grav Apple hits Flying types super effectively and allows Torterra to work around its lackluster STABs. Heat Crash is an option to hit levitating steels if you are using Hot Coals or Steel Shards over Stealth Rocks on your team. Terraform is also an option, as a Ground type Defog. You could also utilize Torterra as a pivot on Sand Teams, as it learns Shore Up, beats opposing Rock and Ground types, and its Hidden Ability, Solid Rock, grants its resistances to Steel and Fighting.



Type: Steel / Psychic
Abilities: Clear Body / Bulletproof / Neuroforce => Analytic
Stats: 80 / 135 / 130 / 95 / 90 / 70 => 80 / 145 / 150 / 110 / 110 / 105 (600 BST => 700 BST)
Sample Moveset:
Metagross @ Metagrossite
Ability: Clear Body => Analytic
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Meteor Mash
- Hammer Arm / Earthquake
- Psycho Cut / Ice Punch
- Thunder Punch / Magnet Bomb

Metagross returns to OU, with both forms being viable in different roles. Metagross got a lot: access to a buffed Meteor Mash (100 BP, 100% accurate, 30% chance to raise Atk), buffed Hammer Arm (110 BP, 100% accurate, lower Spe 1 stage), and Psycho Cut, which now hits the the opponents SpDef. Mega Metagross got some nerfs that should make it much more manageable to deal with - a 5 point drop in Speed is quite impactful, and Analytic is far inferior to Tough Claws. Hopefully it should fulfill the role of bulky, fast breaker without breaking the tier in two. Magnet Bomb gets a call out - its a Steel type Pursuit clone, useful for dealing with Rocks and Fairies.



Metagross @ Assault Vest
Ability: Bulletproof
EVs: 252 HP / 252 Atk / 4 Spe
Adamant Nature
- Magnet Bomb / Pursuit
- Meteor Mash
- Hammer Arm
- Psycho Cut / Bullet Punch

Assault Vest Metagross returns from the grave of XY OU with a vengeance. Bulletproof makes Metagross almost a foolproof check to Psychic and Fairy types, although Nightmare (Ghost type Fire Blast clone) means that Ghost types are no longer afraid. Magnet Bomb and Pursuit are both viable options, as Pursuit deals more damage against the Psychic types this set specifically targets. This could potentially be useful alongside Magnet Pull in a modern day version of DragMag.



Type: Rock / Ghost
Abilities: Beast Boost / Steelworker
Stats: 89 / 131 / 179 / 47 / 101 / 17 (570 BST)
Sample Moveset:
Stakataka @ Life Orb / Room Extender
Ability: Beast Boost / Steelworker
EVs: 252 HP / 252 Atk / 4 Def
Brave Nature
- Trick Room
- Boulder Bash / Stone Edge
- Phantom Force
- Earthquake / Earthquake

Stakataka finally gets the type that many feel it should've have all along, although it isn't quite unique in this Pet Mod (Necrozma-DW, Runerigus, and Lunatone are all also Ghost / Rock types now). With its new typing comes powerful new STABs in Phantom Force (90 BP, 100% accurate, 10% chance to drop Def, no charge turn) and Boulder Bash (physical Rock type Superpower clone). Beast Boost is the preferred ability with Boulder Bash, to maintain your Atk stat, while Steelworker (which now grants Steel as a typing for defensive, but not offensive, purposes) pairs better with Stone Edge (now 95 BP, 95 Acc, high crit rate). Its stats are reworked so that you no longer have to run Lonely nature to boost Atk, and can instead use Adamant.



Type: Fairy / Flying
Abilities: Thick Fat / Serene Grace / Super Luck
Stats: 85 / 50 / 95 / 120 / 115 / 90 (555 BST)
Sample Moveset:
Togekiss @ Heavy-Duty Boots / Life Orb
Ability: Thick Fat
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Nasty Plot
- Hurricane / Air Cutter
- Moonblast / Star Storm
- Fire Blast / Flamethrower / Aura Sphere

Togekiss still has its old defensive Nasty Plot stallbreaking sets, but it can now also attempt an offensive Nasty Plot set to fare better against balance. It now learns Hurricane, which is a fair step up in power from the newly improved Air Cutter (90 BP, 100% accurate, 10% chance to drop SpD). It also gets Moonblast, although that now only has a 10% chance to drop SpA, and Aura Sphere has also gotten bumped back up to 90 BP. Star Storm is a special Fairy type clone of Superpower, and the extra BP could be useful despite the drops if not running Hurricane. Thick Fat is a fantastic ability in lieu of Serene Grace (and another relic of the Gen 6 OU Theorymon Project!), neutralizing the Ice weakness and providing a Fire resistance. A bump up to 90 speed puts Togekiss ahead of such Pokemon as Rotom, Excadrill and what is now the extremely crowded base 85 Speed tier (with such threats as Skarmory, Volcanion, Vikavolt, Golurk, and non Light-Metal Duraludon).


Togekiss @ Heavy-Duty Boots / Leftovers
Ability: Thick Fat / Serene Grace
EVs: 252 HP / 160 SpD / 96 Spe
Calm Nature
- Roost
- Defog
- Dazzling Gleam / Air Slash
- Thunder Wave

Defensive Togekiss appreciates the buffs to its stats, allowing it to choose either a physically or specially defensive role, while also only needing 96 Speed EVs to outspeed neutral natured max Speed base 70s, for instance. Thick Fat is fantastic, allowing Togekiss to better check fire types such as Turtonator, Incineroar, Blaziken, Mega Charizard, Centiskorch, and Mega Houndoom. However, another route to take is Serene Grace + Dazzling Gleam, which now has a 30% chance to lower the opponent's SpA, doubled to 60% with Serene Grace.



Type: Water / Ghost
Abilities: Water Absorb / Cursed Body / Poison Heal
Stats: 100 / 60 / 80 / 113 / 120 / 67 (540 BST)
Sample Moveset:
Jellicent @ Toxic Orb
Ability: Poison Heal
EVs: 236 HP / 156 SpD / 120 Spe
Calm Nature
- Strength Sap / Recover
- Hex
- Taunt
- Toxic / Will-o-Wisp

Poison Heal + 2 forms of reliable recovery? Jellicent is incredibly obnoxious to play against for both Stall and Offense - vs the former, it's immune to status, and can Taunt + Status + Hex, while vs the latter, it lowers your attack and recovers all its health at the same time. Jellicent is one of the few non-Poison types with access to Toxic, meaning it can be invaluable in wearing down defensive walls for balance teams that don't want to be pigeonholed into using Toxic Spikes. The Speed EVs let Jellicent outspeed neutral nature base 50s, and Jellicent's natural high SpDef + access to attack lowering options make that the defense to invest in. Strength Sap allows it to recover health and weaken the opponent at the same time, while Water + Ghost STAB has surprisingly few resists.



Type: Bug / Electric
Abilities: Battery / No Guard / Speed Boost (Intrinsic Levitation)
Stats: 77 / 59 / 90 / 145 / 75 / 84 (530 BST)
Sample Moveset:
Vikavolt @ Life Orb / Heavy Duty Boots
Ability: Speed Boost
EVs: 4 Def / 252 SpA / 252 Spe
Modest Nature
- Protect / Charge
- Thunderbolt / Parabolic Charge
- Bug Buzz
- Focus Blast

While Yanmega is a Bug / Dragon in this Pet Mod, I thought I'd cover Vikavolt, who has a few tricks up its sleeve that make it worth using over the dragonfly. First off, Electric / Bug is arguably less redundant coverage than Dragon / Bug, and with Focus Blast (110 BP, 85% accuracy) gives it really good coverage vs Steels. Charge (50% recovery move that heals more in Electric Terrain, although only for grounded users) and Protect both serve the same goal of stalling out turns to let Speed Boost work its magic, and with Vikavolt's decent defensive typing Roost isn't that farfetched a prospect. Parabolic Charge is an Electric type Giga Drain clone, allowing Life Orb Vikavolt to heal off recoil and hazards damage.


Vikavolt @ Choice Specs
Ability: No Guard / Battery
EVs: 4 Def / 252 SpA / 252 Spe
Timid / Modest Nature
- Struggle Bug
- Zap Cannon / Parabolic Charge
- Volt Switch / U-turn
- Focus Blast / Ion Deluge

Choice Specs makes Vikavolt absurdly powerful, especially when it can toss around Focus Blasts and Zap Cannons that don't miss. Struggle Bug is a Bug type Overheat clone, making it a safe nuke even vs resists like Excadrill, Duraludon and Magnezone. A certain tech that this set can run is Ion Deluge, which is an Electric type Future Sight clone, and can be used with U-turn to create interesting predicaments for your opponent. When running Ion Deluge, you can also opt for the Battery ability (grants a 30% boost to Electric moves) and Parabolic Charge, turning Vikavolt from a nuke into a more strategic pivot.


Vikavolt @ Heavy-Duty Boots
Ability: No Guard
EVs: 248 HP / 200 Def / 64 Spe
Bold Nature
- Focus Blast
- Zap Cannon / Parabolic Charge
- Sticky Web / Eerie Impulse / Ion Deluge
- Charge

Defensive Vikavolt isn't a terrible idea with the advent of Heavy-Duty Boots, and its combination of power and utility attacks make it much more appealing than in vanilla Pokemon. No Guard is the favored ability to spread paralysis with Zap Cannon, and also enhances key coverage in Focus Blast. Sticky Web is what Vikavolt really brings to the table that differentiates it from other defensive Electric types, as it provides a durable setter that can come in multiple times throughout the match, and has other utility besides just setting webs. If Sticky Webs aren't needed, Eerie Impulse (Special Electric Pursuit clone) or Ion Deluge (Special Electric Future Sight clone) can be used for other kinds of support. Charge provides key recovery that unlike Roost, does not ground Vikavolt.



Type: Ice / Rock
Abilities: Solid Rock / Ice Body / Moody=> Refrigerate (passive levitation!)
Stats: 80 / 140 / 100 / 120 / 100 / 100 (640 BST)
Sample Moveset:
Glalie @ Glalitite
Ability: Sturdy
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Spikes / Sculpt / Explosion
- Return
- Earthquake
- Boulder Bash

Glalie's new Rock typing isn't particularly outstanding defensively, but offers stronger coverage against Fire and Water types than un-STABed Earthquake. However, Earthquake is still practically mandatory to get stronger hits off against Heartran and Toxapex. Both base Glalie and its Mega get passive levitation that lets them hover over Spikes, which is incredibly useful when both formes are weak to Steelsurge and Stealth Rock, and only neutral to Hot Coals. Spikes is the standard choice for Glalie in vanilla, however it now possesses a new toy in Sculpt that brings cleaning potential. Sculpt raises Glalie's Atk, SpA, and Spe 1 stage in return for 33% of its health; however, if used under hail, it doesn't lose any health. With Sculpt, Glalie can limit itself from continually switching in and out, shredding its health on entry hazards. There are better physical sweepers on Hail than Glalie however, and it still is incredibly weak to common forms of priority. Psychic Terrain support is likely the better choice for sweeping with Glalie.

Glalie also has a greatly expanded special movepool, including Power Gem, Meteor Beam (now a Hurricane clone for Sandstorm!), and Earth Power. However, it doesn't really beat anything using special moves that it doesn't beat with a physical set. And lastly, don't worry about Moody, as it has been entirely reworked to no longer be a luck fishing boosting strategy. It now raises Atk and SpA after using a status move, and Def and SpD after using an attacking move. While still quite powerful it its own right, its no longer enough to break tiers apart, especially given the Pokemon it is on.



Type: Normal
Abilities: Comatose / Thick Fat / Gluttony
Stats: 160 / 120 / 75 / 65 / 110 / 30 (560 BST)
Sample Moveset:
Snorlax @ Leftovers
Ability: Comatose
Careful Nature
EVs: 252 HP / 252 SpD / 4 Spe
- Bulk Up
- Body Slam
- Crunch / Earthquake
- Slack Off

Curselax returns!!! Sort of. Curse is changed to an attacking move and had its distribution severely limited, so I attempted to give back a way to boost to a lot of old Curse Sweepers with Bulk Up. Bulk Up has a really small distribution in vanilla anyways, with only fighting types being able to make use of the move. Snorlax loves the status immunity that Comatose gives it, and with Slack Off it finally gets reliable (and flavorful) recovery. Crunch provides the best coverage alongside Body Slam in an environment with a lot of airborne steels, although Earthquake is otherwise superior. The EVs and nature can be modified to turn physical 2HKOs into 3HKOs depending on what you want Snorlax to set up on. This version of CurseLax is incredibly scary, as it can't be stopped by statusing it or forcing it to Rest, forcing opponents to either taunt it or brute force through it. While this likely still won't perform spectacularly in OU, it would fit well into UU, where its bulk remains impressive despite its typing.



Type: Water / Bug
Abilities: Damp / Soul-Heart
Stats: 100 / 100 / 100 / 100 / 100 / 100
Sample Moveset:
Manaphy @ Heavy-Duty Boots / Life Orb
Ability: Soul-Heart
Timid Nature
EVs: 252 SpA / 4 SpD / 252 Spe
- Tail Glow
- Hydro Pump
- Bug Buzz / Ice Beam
- Psychic

Manaphy being based on a sea slug, gains the Bug type! It also gets Soul Heart, although this revamped ability merely restores 25% HP when Manaphy knocks out a target. Bug + Water isnt the worst coverage in the world, and Psychic coverage pairs well with its STABs for breaking down balance.

Manaphy @ Choice Scarf / Choice Specs
Ability: Soul-Heart
Timid Nature
EVs: 252 SpA / 4 SpD / 252 Spe
- Struggle Bug
- Hydro Pump
- Flip Turn
- Psychic / Ice Beam

Thanks to better hazard removal, as well as resisting both new hazards, Manaphy can also opt for a Choiced set. Struggle Bug is a Bug type Draco Meteor clone, providing a high power option alongside Hydro Pump, and with Flip Turn, Manaphy can exit out of matchups it predicts to be unfavorable. Psychic on the Specs sit will hit poison types hard, however its so weak on a Scarf set that its better to just Flip Turn out of those matchups, with Ice Beam providing better coverage against the multitude of Speed boosting dragons.



Type: Dark / Poison
Abilities: Battle Armor / Sniper / Sand Rush
Stats: 85 / 90/ 124 / 60 / 75 / 96 (530 BST)
Sample Moveset:
Drapion @ Life Orb / Choice Band
Ability: Sniper
Jolly Nature
EVs: 252 Atk / 4 Def / 252 Spe
- Swords Dance / Pursuit / Toxic Spikes
- Wicked Blow
- Cross Chop / Earthquake
- Vampiric Fang

Yeah I copied Radical Red. Sniper Wicked Blow is disgustingly strong, OHKOing pretty much everything that doesn't resist it at +2. It also gets a cool new toy in Vampiric Fang, which a Poison type Horn Leech clone. Cross Chop or Earthquake round out the coverage, allowing Drapion to hit rocks and steels for better damage, with Earthquake hitting Steel / Fairies better and Cross Chop dealing with Dark types such as Tyranitar or Bisharp. With improved physical bulk, Drapion should have a much easier time setting up and staying in an OU metagame than vanilla. Choice Band is also an option if all you wish to do is spam nuclear powered Wicked Blows, although this sacrifices the ability to use Drapion's good coverage to mess with Wicked Blow switch-ins. Sand Rush is also an option, but sacrificing Wicked Blow spam is likely not to be the optimal choice.



Type: Psychic / Fairy
Abilities: Telepathy / Anticipation / Magic Bounce
Stats: 85 / 57 / 95 / 136 / 118 / 29 (550 BST)
Sample Moveset:
Hatterene @ Room Service / Room Extender / Shell Bell
Ability: Magic Bounce / Anticipation
Bold Nature
EVs: 248 HP / 104 Def / 156 SpA
- Trick Room / Calm Mind / Nasty Plot
- Draining Kiss
- Psyshock / Eerie Spell
- Mystical Fire / Earth Power

The Hat gets a smattering of buffs that enable it on its preferred team style, Trick Room. Draining Kiss is now a Giga Drain clone, allowing it deal respectable damage before boosting as well as after. The choice of Psychic type STAB is up to preference - Psyshock bypassing Blissey while Eerie Spell applies the Torment condition to opponents. The item choice depends on whether you want Hatterene to be a Trick Room setter or sweeper. Room Service now boosts both attacking stats 1 stage under Trick Room while lowering Speed 1 stage, and Room Extender gives 8 whole turns of Trick Room. Shell Bell allows the user to restore 1/4 of damage dealt to opponent's extending Hatterene's durability. The choice of ability is an important one - Magic Bounce protects Hatterene from status, while Anticipation will boost Hatterene's Def and SpD when entering if the opponent has a super effective attack. While usually inferior to Magic Bounce, this can allow Hatterne to set up defensive foes with weak super-effective attacks.



Type: Dark / Flying
Abilities: Big Pecks / Overcoat / Anticipation
Stats: 100 / 65 / 105 / 90 / 100 / 80 (550 BST)
Sample Moveset:
Mandibuzz @ Heavy-Duty Boots
Ability: Anticipation
Bold Nature
EVs: 248 HP / 60 Def / 144 SpD / 56 Spe
- Twister / Foul Play
- Roost
- Defog
- U-turn / Knock Off / Pluck

What's that? Another mon with Anticipation? Except this one has 100 / 105 / 100 Bulk? and 80 Spe? Its Mandibuzz! Mandibuzz appreciates the changs to Anticipation, and gets another buffed ability in Big Pecks, which raises Mandibuzz's SpD 1 stage when hit by a not very effective attack. On top of that, it gets a new toy in Twister, which is now a special, Flying type Dragon Tail clone. That means its no longer forced to run Foul Play, and can instead force out opponents that try to boost on it. U-turn still provides momentum, and for what its worth, Pluck is a Flying type Knock Off clone, although neither of them gain a power boost when removing items now. All in all, the choice to two more useful abilities should make Mandibuzz more consistent in higher tiers. (/s)



Type: Ghost / Dragon
Abilities: Null Gaze / Mold Breaker (passive levitation!)
Stats: 150 / 120 / 100 / 120 / 100 / 90
Sample Moveset:
Giratina-O @ Griseous Orb
Ability: Null Gaze
EVs: 252 Atk / 56 SpA / 200 Spe
Lonely Nature
- Shadow Sneak
- Shadow Force / Poltergeist
- Draco Meteor
- Defog

Rejoice, for Giratina's signature move is no longer completely useless! Shadow Force loses its charging/invulnerability turn and gains twice as much PP (16 total) in exchange for a downgrade to 100 BP. It retains its old effect of breaking through and lifting Protect on the target as well. While Poltergeist is still an option for more power, the imperfect accuracy and lower PP mean you must consider which one to run. Giratina also gains a shiny new ability in Null Gaze, which inflicts a permanent Heal Block on the opponent's side of the field as long as Giratina is active. Lastly, the Griseous Orb's STAB boost has been increased to 1.3x. All these changes make Giratina-O a potent threat in Ubers once again - although its Speed may be lacking, its ability to stallbreak with its STABs alone is unrivalled, and its bulk remains impressive.



Type: Ground / Electric
Abilities: Static / Arena Trap / Water Absorb
Stats: 106 / 66 / 94 / 111 / 108 / 32 (520 BST)
Sample Moveset:
Stunfisk @ Leftovers / Rocky Helmet
Ability: Water Absorb / Arena Trap
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Scorching Sands / Mud Shot
- Discharge / Volt Switch
- Shore Up
- Tectonic Shift / Stealth Rock

Stunfisk returns to claim its place along the titans! Its defenses are titanic, and its SpAtk is enough to threaten the threats it walls. With its typing and Water Absorb, Stunfisk performs a roll that no other Ground-types can. Its dual STABs both threaten to inflict the opponent with status, although Mud Bomb can also be used to lower their Spe for Stunfisk's teammates. Shore Up provides the longevity Stunfisk needs throughout the match, meaning it no longer fears its item being removed as much. Tectonic Shift can be used for hazard removal, or Stealth Rock can be used if it wants a more reliable method to keep hazards up for its team. Arena Trap is a much less uncompetitive ability in this Pet Mod- if an opponent switches out on Stunfisk, it will lose 1/8 max HP on doing so. This can be useful against Regenerator pivots, who are only recovering 1/4 of their max HP in this metagame. Stunfisk is no longer a joke Tornadus check that flounders against the rest of the metagame - its a genuine threat!




Type: Normal
Abilities: Adaptability / Download / Surge Surfer (Intrinsic Levitation!)
Stats: 85 / 65 / 70 / 135 / 90 / 100 (545 BST)
Sample Moveset:
Porygon-Z @ Life Orb / Leftovers
Ability: Adaptability
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Shadow Ball / Dark Pulse / Flash Cannon / Water Pulse
- Thunderbolt
- Overheat / Nasty Plot
- Conversion

Porygon-Z has always played lesser candle to it pre-evo Porgon2, except for brief spell in Gen 7 with Z-Conversion sets. With no more Z-moves, one might think Porygon-Z is doomed to the obscurity of lower tiers again, but fear not! Conversion sets are back, and in some ways better than ever. Conversion now changes the user's type to the type of the first 2 moves in its moveslots, and raises the user's Spe 1 stage. Porygon-Z has always had fantastic coverage, and now it can use Adaptability with 2 types. To complement this, Porygon-Z has received a variety of new coverage moves -Energy Ball, Flash Cannon, Psyshock, Overheat, and Water Pulse. The duck can now abuse a wide variety of STAB combos, and with intrinsic Levitation, it also ignores much of defensive drawbacks of those typings. Some of the most promising type combinations are Fire / Water, Electric / Ice, Electric / Steel, Ghost / Steel, Water / Electric, and Electric / Dark, but there are even more combos to explore.


Porygon-Z @ Choice Specs / Life Orb
Ability: Surge Surfer
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
- Tri-Attack / Uproar
- Ice Beam
- Thunderbolt / Rising Voltage
- Hyper Voice / Nasty Plot

Porygon-Z is also a fantastic abuser of Surge Surfer! While its coverage isn't quite as variable on this set, its speed and power make it a menace against offensive teams. Tri-Attack is now a Special, Normal type clone of Triple Axel, offering immense power with Adaptability at the cost of some unreliability. Uproar is the alternative, at 120 BP but lowering Porygon-Z's SpA and SpD 1 stage each. Ice Beam and Thunderbolt are the classic duo, but Rising Voltage might also be of some use on a potential Nasty Plot set - it is still 70 BP, but gains +1 priority under Electric Terrain instead of doubled damage. Realistically though, just stick to spamming high powered Normal STAB at breakneck speeds while praying for all 3 hits to connect.
 
Last edited:

DuoM2

whao
is a Community Contributoris a Community Leader Alumnus
It's been five months, and I've been working on it slowly over time, but I'm updating Duomod again. I admittedly didn't put as much of a focus on balance as I did last time since I never really expect this to have any kind of playerbase, but I still did put enough to the point where I don't think there will be anything blatantly broken. This time around, I've changed or replaced a few of the older items, got a bunch of improved or outright new moves, including one signature for each Pokemon in the mod, and 12 new Pokemon to bring the total Pokemon count up to 36 from 24. Also before you read this, note that I'm going to take this post in kind of a weird order.

If anyone wants to see all the changes, I've added them to this spreadsheet - https://docs.google.com/spreadsheets/d/1K53qv2kt4OEsi9vWxKmz6bxX4cEw5K5uwWTF7DxLLVA/edit?usp=sharing

For this, I wanted to do one new move of each type, but I also wanted to both buff old moves and create new ones, so here I have to moves for each type. One of them will be an update, and the other will be brand new. The only exception is Normal-type moves, which I have three updated ones. I'm going to be going over what new moves each Pokemon gets later, and I'm going to save signature moves for then as well.

Last Resort
150 BP / 100% Acc | Normal, Physical, 8 PP
"This move can only be used if all other moves are used or if this is the only move the user has."

Happy Hour
--- BP / --- Acc | Normal, Status, 8 PP
"The user cannot act on the turn of use. On the second turn, the user gains a +1 boost to all stats."

Spikes
--- BP / --- Acc | Normal, Status, 24 PP
"Sets an airborne spike that all incoming Pokemon lose 12% of their max HP. Only one layer can be set."


Snap Trap
100 BP / 75% Acc | Grass, Physical, 16 PP
"Prevents the target from switching out for 4 or 5 turns."

Ice Burn
90 BP / 100% Acc | Fire, Special, 16 PP
"10% chance to Freeze the target."

Bubble Beam
75 BP / 100% Acc | Water, Special, 24 PP
"Drops the target's Speed by 2 stages."

Freeze Shock
90 BP / 100% Acc | Electric, Physical, 16 PP
"10% chance to Freeze the target."

Bulldoze
70 BP / 100% Acc | Ground, Physical, 32 PP
"Clears any active Terrain."

Air Cutter
70 BP / 100% Acc | Flying, Special, 32 PP
"Clears any active Weather."

Submission
120 BP / 100% Acc | Dragon, Physical, 16 PP
"Deals 33% recoil to the user."

Kinesis
--- BP / --- Acc | Fairy, Status, 32 PP
"Drops the target's evasion by 12 stages."

Gear Up
--- BP / --- Acc | Steel, Status, 16 PP
"Raises the user's Sp. Atk and Speed by 1 stage."

Reducing Punch
120 BP / 100% Acc | Normal, Physical, 8 PP
"When this move is used, its base power lowers by 15."

Dewy Flowers
--- BP / --- Acc | Grass, Status, 16 PP
"Sets Flowers on the user's side of the field. This acts as an entry hazard that heals 1/16th of a grounded ally's max HP every turn. However, they get removed if the user uses Rapid Spin or if either side uses Defog. If a grounded user wearing Heavy-Duty Boots comes into play, they will not heal."

Heated Blade
80 BP / 100% Acc | Fire, Physical, 24 PP
"If the user is Steel-type, that type is removed and the user gains a Fire-type. This move works even if the user is not Steel-type."

Cleansing Waters
90 BP / 95% Acc | Water, Special, 8 PP
"If the target is statused, this move deals 1.5x damage. This cures their condition."

Stormcloud
--- BP / --- Acc | Electric, Status, 24 PP
"Sets a Stormcloud on the opponent's side for 5 turns. If Rain is active, the target will lose 10% of their max HP per turn unless they are Ground-type."

Sand Stomp
80 BP / 100% Acc | Ground, Physical, 16 PP
"Sets up Sandstorm if successful."

Hyperspeed
--- BP / --- Acc | Flying, Status, 32 PP
"Raises the user's Speed by 3 stages."

Draconic Roar
--- BP / --- Acc | Dragon, Status, 24 PP
"Raises the user's Attack by 1 stage and forcibly switches out the target. -6 Priority." <- This move might be kinda toxic so I may change it out for something else

Destructive Blow
130 BP / 100% Acc | Steel, Physical, 8 PP
"If the target faints, the user faints as well."

Magic Dust
20 BP / 100% Acc | Fairy, Special, 16 PP
"100% chance to either burn, paralyze, or badly poison the target."


There are a lot of things I want to mention first. In this part, I'm also going to refresh you all on the Pokemons' stats, and ability set, since I imagine I'm the only person on the planet who would know all of that. I'm also going to give a competitive summary of what I think they all gained.

I gave Knock Off and Trick Room low distribution before now, so I'll be italicizing those instead because I gave those to a ton of Pokemon. The Isle of Armor moves didn't exist before now so I distributed those as well. Also, Roulettemons get IoA moves and moves that didn't exist before now distributed to them at random and their signature move was made randomly, but I won't go into specifics on either of those.

also some of these sprites need reworks or straight up are not finished lol

View attachment 280152
Azurolt (Duo Pokedex)
90 / 105 / 110 / 105 / 100 / 90
Ground / Electric
Sturdy / Iron Fist / Electric Surge
Notable Moves - Earthquake, Thunder Punch, Wild Charge, Bulk Up, Stealth Rock, Nasty Plot, Thunderbolt, Earth Power, Volt Switch, Flash Cannon, Iron Head, Bulldoze, Freeze Shock, Spikes, Trick Room, Knock Off, Stormcloud, Sand Stomp, Destructive Blow, Scorching Sands, Dewy Flowers, Crystal Surge (100 BP / 100 Acc | Special, Electric | The user becomes immune to Ground moves for 5 turns.)

...Yeah, I'm sorry. There's going to be a lot of information in each Pokemon, and I'm going to be going over all 36 of them. I'll try to keep things as brief as possible in terms of explanations for returning Pokemon. Anyways, Azurolt has a lot of new options. Knock Off, Scorching Sands, Spikes, and Dewy Flowers all have their place on utility sets. I could see Destructive Blow being a great coverage option for Bulk Up sets, and Crystal Surge is just better than Thunderbolt for a standard attack otherwise.

View attachment 280154
Baloon (Roulettemons)
137 / 124 / 142 / 102 / 12 / 83
Fairy
Contrary / Refrigerate (modified) / Roulette Spin (The user uses the move Roulette Wheel upon switchin)
Notable Moves - Play Rough, Heart Swap, Heal Order, Anchor Shot, Fire Punch, Clanging Scales, Misty Explosion, Steel Roller, Draconic Roar, Roulette Wheel (Status, Fairy | The user sets a random terrain and weather and gives the opponent one of three statuses).

Baloon gets a new move for phazing in Draconic Roar, and it may be the best Pokemon to use that move in that way despite it always lowering its Attack. But how about Roulette Wheel, huh? It's too unpredictable to run in an actual slot, but using it on switchin is kind of fun to screw with weather setters and having a good chance to screw something over with status.

View attachment 280155

Bismage (Duomod)
80 / 80 / 80 / 110 / 80 / 95
Steel / Fairy
Clear Body / Magician / Colored Rocks (-ate ability that turns Ground moves to Fairy)
Notable Moves - Flash Cannon, Moonblast, Earth Power, Doom Desire, Recover, Hydro Pump, Stealth Rock-Fairy, Taunt, Gear Up, Kinesis, Happy Hour, Magic Dust, Destructive Blow, Misty Explosion, Steel Roller, Core Cannon (150 BP / 90 Acc | Physical, Fairy | The user recharges if they fail to knock out the opponent.)

Pretty big winner this shift. Gear Up and Happy Hour are two great setup options for this thing since it has such a good defensive typing, and Core Cannon is a very strong move to go with it. Those moves don't fix any of its problems, those being its lacking +1 Speed tier and its poor coverage keeping it from breaking certain Pokemon, but this is a good buff regardless and I may nerf Core Cannon or remove the boosting moves if this ends up being too good.

View attachment 280157

Blastora (Roulettemons)
53 / 89 / 121 / 116 / 92 / 69
Fire
Light Metal / Forewarn / Aerilate
Notable Moves - Flamethrower, Hyper Voice, Glare, Defog, Autotomize, Nasty Plot, Synthesis, Calm Mind, Iron Defense, Sticky Web, Healing Wish, U-Turn, Flip Turn, Cleansing Waters, Hyperspeed, Draconic Roar, Magic Dust, Destructive Blow, Snipe Reader (113 BP / 87 Acc | Special, Steel | The user breaks the targets' Screens.)

Hyperspeed is nice, but not huge, since Blastora already had Autotomize. Cleansing Waters is the big one, but isn't completely game changing, and I doubt its signature move will be too helpful. Not a huge winner, but there's only so much you can do to give this Pokemon a better movepool.

View attachment 280158
Cadbunny (Two-Step 'Mons)
90 / 50 / 90 / 100 / 90 / 90
Normal / Fairy
Pickup / Run Away / Regenerator
Notable Moves - Flash Handoff (60 BP Normal-type pivoting move, it already had this), Hyper Voice, Moonblast, Knock Off, Stealth Rock, Agility, Wish, Last Resort, Reducing Punch, Magic Dust, Misty Explosion, Dewy Flowers, Chocolate Gift (Status, Normal | The target heals by 30%, but the user heals by 70%).

Being one of few fully defensive Dewy Flowers users is really nice, and a new item might make it useful on Stall teams with this purpose alongside Wishpassing. I have no idea how good Chocolate Gift will be though, if at all. Just thought it'd be cool honestly.

View attachment 280160
Catelax (Roulettemons)
84 / 76 / 116 / 26 / 79 / 119
Normal
Neutralizing Gas / No Guard / Shed Skin
Notable Moves - Return, Fake Out, Mach Punch, Octolock, U-Turn, Will-o-Wisp, Heal Block, Dual Wingbeat, Scorching Sands, Hyperspeed, Frenzy Web (59 BP / 100 Acc | Physical, Grass | The user heals 50% of the damage dealt.)

I highly doubt this Pokemon will run anything it gained here, making this one of the Pokemon that benefit the least from the changes. It had a really specific role as is. Next.

View attachment 280162
Cliety (Duo Pokedex)
70 / 100 / 40 / 110 / 60 / 75
Water / Fairy
Synchronize / Natural Cure / Poison Heal
Notable Moves - Scald, Surf, Hydro Pump, Moonblast, Play Rough, Liquidation, Waterfall, Wish, U-Turn, Bubble Beam, Kinesis, Magic Dust, Dual Wingbeat, Flip Turn, Misty Explosion, Toxic Tantrum (120 BP / 100 Acc | Special, Fairy | Can only be used if the user is badly poisoned)

Bubble Beam may be useful for this thing's poor Speed tier, but other than that I can only see it using Toxic Tantrum to reinforce that you cannot spam Toxic if your opponent has one of these.

View attachment 280165
Crazefly (Roulettemons)
99 / 99 / 15 / 96 / 121 / 74
Grass
Galvanize / Gooey / Windproof (Flying-type immunity)
Notable Moves - Lunge, Rapid Spin, Roost, Wish, Jump Kick, Fusion Flare, Psycho Boost, Quick Attack, Dual Wingbeat, Scorching Sands, Cleansing Waters, Sand Stomp, Mat Tantrum (101 BP / 100 Acc | Physical, Grass | Does 50% recoil if the user misses)

lol @ randomized secondary effects. That aside, Scorching Sands is pretty nice for both defensive and attacking sets, and you could probably use Cleansing Waters on offensive sets as well.

View attachment 280167
Debring (TNFG)
90 / 78 / 69 / 105 / 95 / 42
Ground
Levitate / Magic Guard / Magic Bounce
Notable Moves - Earth Power, Earthquake, Air Slash, Recover, Explosion, Topsy-Turvy, Rapid Spin, Stealth Rock, Psycho Shift, Bulldoze, Air Cutter, Knock Off, Reducing Punch, Destructive Blow, Sand Stomp, Scorching Sands, Rocksplosion (250 BP / 100 Acc | Special, Ground | The user faints, but sets Stealth Rock on the opponent's side.)

I don't know if this thing is going to want to run any defensive set, since it has tons of defensive Ground-type competition, but if it does then it'll probably run either Knock Off or Scorching Sands in one of its moveslots. Rocksplosion is great for lead sets.

View attachment 280172
Deliriophage (Two-Step 'Mons)
80 / 65 / 70 / 100 / 120 / 60
Normal / Steel
Aftermath / Unnerve / Rage Boost (Changed: After an opponent boosts any of their stats, all of their stats lower by 1 stage.)
Notable Moves - Inferiority Burst (doubles in power if the target has boosted stats), Flash Cannon, Recover, Rapid Spin, Knock Off, Spikes, Kinesis, Gear Up, Destructive Blow, Steel Roller, Injection (Status, Normal | Negative priority. The target transforms into the user.)

So, aside from Spikes being fantastic and setting it apart from the other bulky Steel here Injection's the big point of discussion. This is a fun way to basically reset any momentum on the field, since neither you nor your opponent will do much to each other, maybe unless the opponent wants to use any of the utility options you just gave them.

View attachment 280173
Detonuke (Roulettemons)
89 / 85 / 65 / 61 / 102 / 116
Fire / Electric
Magnet Pull / Drought / Surge Surfer
Notable Moves - Blaze Kick, Fusion Bolt, Heal Order, Trop Kick, Leaf Storm, Scorching Sands, Steel Roller, Hyperspeed, Destructive Blow, Wrap Shock (54 BP / 94 Acc | Electric, Physical | The user Encores the target.)

Wrap Shock is a cool stallbreaking move with its super high Speed, and Destructive Blow could help you break past Baloon, but these aren't the biggest buffs in the world.

View attachment 280174
Falkick (Duo Pokedex)
80 / 96 / 70 / 60 / 70 / 103
Fire / Flying
Flame Body / Delta Stream / Gale Wings
Notable Moves - Brave Bird, Air Slash, High Jump Kick, Flare Blitz, U-Turn, Swords Dance, Roost, Quick Attack, Ice Burn, Air Cutter, Knock Off, Hyperspeed, Dual Wingbeat, Burning Jealousy, Scorching Sands, Falcon Punch (180 BP / 100 Acc | Physical, Fire | Two-turn charge move.)

So now you have basically a Z-Move option in Falcon Punch (i had to) if you want to run Power Herb. Other than that, Dual Wingbeat is nice to avoid breaking Gale Wings.

View attachment 280176
Fantom (Duo Pokedex)
60 / 70 / 120 / 70 / 80 / 80
Flying
Illuminate / Motor Drive / Prevailing Wind (Sets Tailwind on switch)
Notable Moves - Hurricane, Air Slash, Roost, U-Turn, Defog, Rapid Spin, Knock Off, Haze, Whirlwind, Heal Bell, Air Cutter, Freeze Shock, Destructive Blow, Hyperspeed, Spinning Blades (40 BP / 100 Acc | Physical, Flying | Sets Tailwind and switches out)

This thing already had a really good movepool so there's not much improvement to be made. Having a backup option in case Tailwind goes out for whatever reason is nice though.

View attachment 280177
Flamepion (Roulettemons)
68 / 156 / 121 / 85 / 57 / 33
Fire
Static / Grass Pelt / Flame Trap (The user's Fire-type moves trap the opponent for 4-5 turns)
Notable Moves - Blaze Kick, Meteor Mash, Psychic Fangs, Roost, Stealth Rock, Wish, Teleport, Trick Room, Dual Wingbeat, Misty Explosion, Reducing Punch, Grassy Palm (86 BP / 100 Acc | Physical, Grass | +1 Priority, but fails if the opponent is not attacking)

Nothing really noteworthy except for the reintroduction of Trick Room and possibly what's in contention for one of the biggest buffs for a signature move. Grassy Palm provides Flamepion with not only good coverage against the Water-types and Ground-types that scare it out, but it also has instant Speed control to back its great Attack. It still hates Dragons but this is a welcome buff nonetheless.

View attachment 280179
Floundrawn (Duo Pokedex)
100 / 50 / 70 / 90 / 90 / 60
Water / Ground
Water Absorb / Hydration / Swift Swim
Notable Moves - Stealth Rock, Scald, Recover, Earth Power, Hydro Pump, Thunder, Calm Mind, Bubble Beam, Bulldoze, Cleansing Waters, Scorching Sands, Ancient Script (Status, Ground | If the user was hit by a Grass-type attack on this turn, they gain +2 in all stats. Negative priority.)

Scorching Sands is an alternative to Scald I guess, and Ancient Script may be a gimmick for some lure sets with Rindo Berry or something, but this Pokemon got very few buffs here.

03 - Fluidrake (Base).png

Fluidrake (Duo Pokedex)
50 / 80 / 50 / 110 / 100 / 60
Water / Dragon
Steelworker / Stench / Contaminate (20% chance to badly poison targets when using a Water move)
Notable Moves - Scald, Hydro Pump, Surf, Draco Meteor, Dragon Pulse, Flash Cannon, Stealth Rock, Bubble Beam, Submission, Knock Off, Destructive Blow, Scale Shot, Steel Roller, Rancid Rush (65 BP / 100 Acc | Special, Water | Double damage if the target is badly poisoned.)

As cool as Cleansing Waters would be for Fluidrake, it makes absolutely zero sense flavor-wise. Rancid Rush might compete with other moves too much for a slot, and the rest of its moves don't help it much.

Hyperoach.png

Hyperoach (Roulettemons)
121 / 99 / 41 / 87 / 89 / 69
Normal / Grass
Desolate Land / Power of Alchemy / Hype Overload (Deals 33% of the target's max HP when the user faints.)
Notable Moves - Return, Hyper Voice, Growth, Bug Buzz, X-Scissor, Earth Power, Sunsteel Strike, Wish, U-Turn, Rising Voltage, Dewy Flowers, Destructive Blow, Sucker Chop (75 BP, 85 Acc | Physical, Normal | The user sets Misty Terrain upon use.)

None of the new stuff is really fantastic even if I could see most of it being useful in some way. I doubt Sucker Chop will ever be run.

Komodith.png

Komodith (Roulettemons)
60 / 124 / 91 / 113 / 93 / 56
Steel / Dragon
Liquid Voice / Beast Boost / Rough Skin
Notable Moves - Boomburst, Brave Bird, Bulk Up, Draco Meteor, Dragon Claw, Dragon Pulse, Earth Power, Earthquake, Flash Cannon, Healing Wish, Ice Shard, Iron Head, Overheat, Psycho Boost, Zen Headbutt, Freeze Shock, Rising Voltage, Misty Explosion, Scorching Sands, Stormcloud, Volt Attack (108 BP / 100 Acc | Physical, Electric | 50% chance to drop the target's Defense)

That's probably the most moves I'll h ave to list out for one of these. Anyways, Komodith has basically every coverage option it'd ever need, so there's not much you can really add to that. Getting a buffed Freeze Shock would have been nice if not for Volt Attack being better. I think I may have made a mistake when entering this thing's base power, it might have been meant to be 48, but I'm just gonna keep this unless it's overpowered.

Monstratus (prevo).png

Monstratus (TNFG)
76 / 57 / 52 / 95 / 81 / 89
Electric / Flying
Rain Dish / Volt Absorb / Drizzle
Notable Moves - Thunder, Thunderbolt, Hurricane, Surf, Discharge, Volt Switch, Defog, Air Cutter, Freeze Shock, Bubble Beam, Knock Off, Reducing Punch, Cleansing Waters, Stormcloud, Draconic Roar, Dual Wingbeat, Rising Voltage, Stratus Shock (70 BP / 100 Acc | Special, Electric | Doubles in base power if any weather other than rain is active)

Cleansing Waters is an interesting alternative to Surf, but the secondary effect's tradeoff might not be worth it. This is likely the only viable user of Stormcloud but even then it might not wantto run it, and most of the weather setters in this format don't mind Stratus Shock so I doubt that'll see much use.

Mortemoth.png

Mortemoth (Duo Pokedex)
50 / 43 / 43 / 130 / 120 / 111
Flying
Frisk / Cursed Body / Deteriorate (The user loses 1/6th of its max HP each turn)
Notable Moves - Air Slash, Hurricane, Taunt, Giga Drain, Dazzling Gleam, Bug Buzz, Quiver Dance, Air Cutter, Sticky Web, Hyperspeed, Dual Wingbeat, Spirit Steal (60 BP / 100 Acc | Special, Flying | The user drains 3/4 of the damage dealt)

Spirit Steal is basically a Draining Kiss clone and this is a Pokemon strong enough to reasonably use it. It also has Sticky Web which is new because I forgot to distribute it earlier.

35 - Pterodactyl.png

Pterrost (Duo Pokedex)
80 / 90 / 80 / 60 / 80 / 120
Dragon / ???
Pressure / Intimidate / Adaptation (The user's secondary type is determined by their first moveslot)
Notable Moves - Taunt, Stealth Rock, Defog, Icicle Crash, Ice Shard, Dragon Claw, Zing Zap, U-Turn, Air Cutter, Freeze Shock, Submission, Hyperspeed, Draconic Roar, Dual Wingbeat, Scale Shot, Adaptive Claw (100 BP / 90 Acc | Physical, Normal | Type depends on the user's secondary type)

Lots of new tools here. Freeze Shock is better than Zing Zap, Submission is strong now, Draconic Roar and Scale Shot may be cool setup options and Adaptive Claw is great for sets that run Stealth Rock and Defog for the typings they provide.

sharmpedo.png

Sharmpedo (The Garbage)
60 / 3 / 60 / 53 / 60 / 64
Water
Klutz / Huge Power / Pure Power
Notable Moves - Every single Punch move, Reducing Punch, Shark Punch (90 BP / 100 Acc | Physical, Water | 30% chance to confuse the target.)

Now he doesn't have to rely on Ice Punch for STAB. Yippee.

5 - Spirox.png

Spirox (TNFG)
60 / 100 / 120 / 100 / 120 / 100
Steel
Battle Armor / Pickpocket / Power of Two (If the user has two moveslots empty, they gain a 1.5x boost in power)
Notable Moves - Iron Head, Flash Cannon, Recover, Thunderbolt, Dazzling Gleam, Thunder Punch, Play Rough, Teleport, Will-o-Wisp, Volt Switch, Gear Up, Kinesis, Last Resort, Knock Off, Reducing Punch, Destructive Blow, Steel Roller, Heated Blade, Clear Beam (70 BP / 100 Acc | Special, Steel | This move does not factor type effectiveness)

Here, there are a lot of good new options on a Pokemon that already was really versatile. Heated Blade, Clear Beam, and maybe Last Resort by itself will give Choice sets with Power of Two some big merit, Knock Off is good on utility sets, Gear Up is a good setup move, and Destructive Blow may be handy too.

28 - Valianch.png

Valianch (Duo Pokedex)
110 / 130 / 70 / 60 / 70 / 80
Grass
Chlorophyll / Harvest / Technician
Notable Moves - Leaf Blade, Swords Dance, Earthquake, Solar Beam, Giga Drain, Earth Power, Air Slash, Dragon Claw, Leafage (+1 priority here), Solar Blade, Play Rough, Aerial Ace, Snap Trap, Bulldoze, Knock Off, Reducing Punch, Dewy Flowers, Destructive Blow, Grassy Glide, Justice Slash (150 BP / 100 Acc | Physical, Grass | Fails if the user was not attacked on that turn.)

I don't know if any of these moves really help its main offensive set, but having a pseudo-counter is at least fun, right?


Note that not all of these have actual real art yet. I'll explain why later.

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Annelait (Duo Pokedex)
87 / 41 / 117 / 65 / 87 / 83
Ground
Sand Stream / Water Compaction / Angler (The user takes a quarter of the usual damage from Water-type moves and reflects some of the damage taken)
Notable Moves - Earth Power, Recover, Stealth Rock, Heal Bell, Bubble Beam, Bulldoze, Cleansing Waters, Flip Turn, Scorching Sands, Get Baited Idiot (70 BP / 100 Acc | Special, Ground | Super effective against Water-types)

A Ground-type that hard counters Water-types! This is mostly another pretty passive physical wall, since we need more defensive Pokemon in this format. I don't think Get Baited Idiot is going to be the best move but I may buff its base power to give it some use on an otherwise passive Pokemon.

04 - Arachwich (Base).png

Arachwich (Duo Pokedex)
13 / 59 / 162 / 87 / 161 / 61
Grass / Ground
Strong Jaw / Aroma Veil / Edible (The user resists Punch moves, but is weak to Bite moves)
Notable Moves - Giga Drain, Earth Power, Synthesis, Nasty Plot, Snap Trap, Bulldoze, Air Cutter, Knock Off, Dewy Flowers, Sand Stomp, Grassy Glide, Scorching Sands, Flavor Blast (25 BP / 100 Acc | Special, Ground | Hits 4 times. The opponent's Speed lowers by 1, but their Defense rises by 1.)

A moderately bulky, but not particularly strong Pokemon that relies on Nasty Plot and the ability to heal a bunch of HP from Giga Drain. This Pokemon's not very strong initially due to how weak its moves are but it often will be bulky enough to set up with its decent typing.

1601937621335.png
this was the only surviving picture i had
Blaydge (The Garbage)
66 / 106 / 66 / 66 / 66 / 106
Electric

Hyper Cutter / Dark Aura / Maximum Edge
( - Dark Aura now gives the user a Fairy weakness instead of its usual effect)
( - Maximum Edge damages the user in sunlight each turn. If they're in Desolate Land, well...)
Notable Moves - Behemoth Blade, Leaf Blade, Precipice Blades, Solar Blade, Sacred Sword, Secret Sword, Swords Dance, Stone Edge, Fire Pledge, Water Pledge, Grass Pledge, Double-Edge, Heated Blade, Nothing Personnel (80 BP / 100 Acc | Physical, Electric | Attacks before the target switches out)

So Sharmpedo was last slate's new 13 year old Duo joke mon, here's this slate's. I gave it every move with "edge" or "blade" in the name, abilities that are entirely meant for flavor and provide no competitive benefit, and a reference for its signature move misspelled and all. It's got a good Speed stat and Electric / Ground / Fire coverage is good even if there are several Pokemon in this format that don't mind eating those types.

06 - Cephalopire (Base).png

Cephalopire (Roulettemons)
84 / 119 / 69 / 71 / 53 / 116
Water
Unaware / Flame Body / Camo Body (The user gains a type to match any active terrain. This typing stays after the terrain fades assuming the user switched in before it left).
Notable Moves - Ice Hammer, Waterfall, Sacred Fire, Megahorn, Stealth Rock, Sticky Web, Misty Explosion, Scorching Sands, Stormcloud, Foam Claws (45 BP / 99 Acc | Physical, Water | Hits twice.)

I feel bad for the poor soul that misses a crucial Foam Claws...anyways, I rerolled this thing's stat spread because I didn't like it. Now it's a pretty fast, pretty strong attacker that can set two kinds of hazards. There's no blanket statement I can make for what counters this, but there are specific Pokemon, like Baloon, Pterrost, and probably something like Annelait.

16 - Chemiclysm.png

Chemiclysm (Duo Pokedex)
71 / 85 / 107 / 105 / 91 / 47
Steel / Electric
Stench / Tinted Lens / Radioactive Gas (On switchin, the user removes the item of all active Pokemon on the field)
Notable Moves - Flash Cannon, Thunderbolt, Discharge, Flamethrower, Knock Off, Explosion, Recover, Gear Up, Freeze Shock, Stormcloud, Rising Voltage, Steel Roller, Burning Jealousy, Caustic Fluid (80 BP / 100 Acc | Special, Steel | 30% chance to badly poison the target)

I intended to give this Corrosion but decided against it. Anyways, removing items is IMPORTANT in this format. Removing a Shed Shell and a new item called the Danger Siren may potentially screw over entire Pokemon just on switchin, all at the one-time cost of your own item slot. This has the potential to bea game changer, so I gave it lower stats to compensate.

1601939197132.png
(sprite will need to be shrunk as this goes over the 96x96 limit)
Crypterid (Duo Pokedex)
77 / 92 / 92 / 71 / 71 / 77
Ground
Solid Rock / Poison Touch / Fortification (The user's Attack and Defense rise by 1 stage at the end of each turn)
Notable Moves - Earthquake, Stone Edge, Rock Tomb, Waterfall, Dragon Claw, Rock Polish, Bulldoze, Submission, Knock Off, Reducing Punch, Sand Stomp, Draconic Roar, Flip Turn, Breaking Stone (50 BP / 100 Acc | Physical, Ground | Lower's the target's Sp.Atk by 1 stage.)

Kind of like the last one, middling stats but an ability to make up for it. Getting a free Bulk Up after each turn means you have the potential to snowball hard, and Breaking Stone and Rock Polish only help that. Having things like Draconic Roar and Flip Turn probably wouldn't hurt either.

1601939645656.png

Draxplosion (TPR)
88 / 85 / 78 / 89 / 75 / 119
Fire / Dragon
Blaze / Flash Fire / Lightbringer (If Sun is active, the user clears it on switchin and sets it again to reset its active turns)
Notable Moves - Fire Blast, Flamethrower, Fire Punch, Flare Blitz, Dragon Pulse, Draco Meteor, Dragon Claw, Air Slash, Dragon Dance, U-Turn, Submission, Ice Burn, Bulldoze, Last Resort, Reducing Punch, Heated Blade, Hyperspeed, Draconic Roar, Burning Jealousy, Scale Shot, Starstrike (60 BP / 100 Acc | Special, Fire | +1 Priority if used in the Sun)

This Pokemon is meant to be a natural fit to sun teams, or at the very least to make a strong sun core with Detonuke. Fire / Dragon is very scary STAB combination that not many Pokemon are going to like taking. Having such a strong priority option may be nice as well even if you're tied as the second fastest Pokemon in the format. I gave this thing Solar Beam and Solar Blade at first but removed them out of fear of this being too good of a breaker, but I might reconsider if this format gets played and it's balanced.

egg1.png
07 - Egg Jellyfish.png

Egg + Egg-Cracked (Duo Pokedex)
55 / 25 / 120 / 25 / 120 / 55 (Egg)
55 / 110 / 25 / 110 / 25 / 75 (Egg-Cracked)
Normal
Liquid Ooze / Weak Armor / Fragile (Disguise clone)
Notable Moves - Hyper Voice, Surf, Hydro Pump, Waterfall, Aqua Jet, Flare Blitz, Shell Smash, Taunt, Bubble Beam, Last Resort, Happy Hour, Cleansing Waters, Yolk Blast (90 BP / 100 Acc | Special, Normal | Suppresses the target's ability set)

If you get hit once, you transform. Get hit again and you probably die. This is the only Pokemon I'll give a form change and also quite possibly the only one I'll give Shell Smash. It may suffer similar problems as Minior where it needs you to change its form, but it has Taunt to alleviate that to some extent...even then, you're sacrificing a valuable coverage slot by doing that. Maybe someone could try Substitute + Shell Smash + Taunt? I dunno.

Specyte.png

Grievenge (TNFG)
37 / 83 / 37 / 37 / 37 / 119
Flying
Inner Focus / Infiltrator / Death's Call (Traps both the user and the opponent)
Notable Moves - Acrobatics, Psycho Cut, Dragon Claw, Close Combat, Swords Dance, Air Cutter, Submission, Knock Off, Heated Blade, Hyperspeed, Destructive Blow, Soul Slash (110 BP / 80 Acc | Physical, Flying | Deals 8x the usual damage if the opponent is at or under 30% of their health.)

There's a theme of the last few Pokemon here having really bad stats but making up for it with good custom abilities...whatever, hopefully that leads to the Pokemon being more interesting. Anyways, Grievenge is a trapper, but it's going to probably need some help to successfully trap stuff. Anything in the 30% range of Soul Slash is very dead, as even a quad resist is still the equivalent of being 2x weak to something thanks to the modifier. However, if this Pokemon fails to kill whatever it's trying to trap in one or two turns then it most likely failed at its job and dies, and if your opponent has a Shed Shell then you're ultra screwed.

1601943008934.png

Magicida (Roulettemons Ubers)
94 / 114 / 72 / 144 / 44 / 61
Fairy
Bag of Tricks / Disappearance / Sleight of Hand
( - Bag of Tricks makes the user and target switch items if hit by a super-effective move)
( - Disappearance makes the target switch out if they knock the user below 50% of its max health)
( - Sleight of Hand gives Punch moves +1 priority)
Notable Moves - Psycho Boost, Light of Ruin, Play Rough, Moonblast, Drill Peck, Thunderbolt, Fire Lash, Bullet Punch, Power Gem, Ice Beam, Earthquake, Strength Sap, Ice Burn, Burning Jealousy, Misty Explosion, Destructive Blow, Charge Gem (40 BP / 100 Acc | Special, Electric | Raises the user's Defense by 1.)

I've been giving most new Pokemon this slate their own custom abilities, and in Roulettemons this one has kinda garbage ability options (Torrent, Emergency Exit, and I think something else) so I felt it'd be fun to replace all three. This Pokemon has a very good movepool on top of what is currently the highest Special Attack stat in the format by a big margin, but it's fragile and kind of reliant on Ice Punch or maybe even +2 Priority Bullet Punch to do anything against offense. Even so, those two moves may cut into its coverage, and I imagine it'll want to run all of its moves as different coverage options.

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Robit (Duo Pokedex)
100 / 90 / 70 / 70 / 70 / 60
Steel / Electric
Analytic / Neuroforce / Volt Diversion (Gives the user a 1.3x boost to Electric-type moves, but deals 10% of their max HP as recoil)
Notable Moves - Iron Head, Wild Charge, Thunder Punch, Double-Edge, Autotomize, Gear Up, Freeze Shock, Last Resort, Heated Blade, Stormcloud, Destructive Blow, Rising Voltage, Steel Roller, Outburst (110 BP / 100 Acc | Special, Electric | Changes the target's ability to Lightningrod)

This is an old one, one of the earliest sprites I've ever made from scratch. This Pokemon just clicks Electric moves, boosted by Volt Diversion, a boosting item, and potentially Outburst as well. Outburst will be VERY strong when backed by all of this even if it goes off of its lower attacking stat, but you can only use it once before you can't use your better STAB option anymore and are forced out. There are also things like Floundrawn that completely stonewall this.

Ostria.png

Treemu (Roulettemons)
70 / 97 / 70 / 47 / 127 / 37
Grass / Flying
Anticipation / Shed Skin / Protean
Notable Moves - Drill Peck, Defog, Ice Punch, Iron Head, Leaf Blade, Sacred Fire, Moonlight, Outrage, Dual Wingbeat, Sand Stomp, Shadow Swipe (89 BP / 100 Acc | Physical, Flying | Cures the target's burn.)

Last Pokemon has no special ability or anything of the sort. This Pokemon has Protean, though, which has to make it at least a decent wallbreaker. As a special wall, it might be interesting. In the sense that it can change its typing at will. It becomes Fairy when it heals, it becomes presumably Fire when attacking, and it becomes Flying when clearing hazards. No way around the type change, but maybe it's for the best; it'd suffer a lot of competition as a Grass-type special wall.


As for new items, there aren't that many. So far I'm just going to have the 10 type-based items, some of which are revised.

Danger Siren - The user switches out if any of their attacks deal less than 10% of an opponent's maximum HP.

Just reminding everyone that this still exists, and might be important to the description of some of the other items.

Rainbow Card - Normal-type only - If the user gets this item removed, they will steal the opponent's and gain +1 in their highest stat. -> Gray Scarf - The user gains +1 priority on all Normal-type moves.

Lots of interesting moves could count for this. Knock Off, Spikes, Taunt, Injection, and Hyperoach's STAB options. Hyperoach will have to take a cut in power though and bulkier Pokemon can't use any of the other great item options.

Fresh Herb - Grass-type only - If the user switches out, they regain 25% of their maximum HP.

This one's still the same.

Dry Torch - Fire-type only - Upon getting hit by a Fire-type move hitting a Fire-type move, the user will gain a 1.5x boost to their own Fire-type moves.

I just made this a clone of Flash Fire but without the immunity. It's a very matchup-specific item so I doubt this will see use now.

Water Bucket - Water-type only - The user takes half the usual damage from resisted hits and twice the usual damage from super effective ones.

I doubt I'd need to give a downside to an already pretty niche item. But still, against particularly strong breakers, on the one defensive Water-type in the format, this might come in handy.

Light Feather - Flying-type only - If the user acts before the opponent, they gain a 1.2x boost to their power.

No changes here. I think Mortemoth will love this item with its new Draining Kiss clone and high Sp. Atk.

Power Generator - Electric-type only - the user takes five turns to charge up, when it gets +1 in all stats. -> Nine-Volt Battery - On the first turn, the user gains +1 Speed on switchin, but every following turn, they lose -12.

The user gets a pseudo Scarf, but only for one turn. After that, they lose all their Speed, and the Pokemon that will typically want to be +1 are all fragile. The exception is Azurolt, whose Speed tier is fine but not perfect.

Ancient Relic - Ground-type only - if the opponent uses the same attack on the user for 2 consecutive turns, that move will become Disabled. -> Bright Jewel - If the opponent attempts to remove the user's item in any way, the item will not be removed and the opponent will lose 1/6th of their max HP.

This is meant solely to discourage constant Knock Off screwing over Pokemon that may want to run Danger Siren. There are a lot of bulky Ground-types that wouldn't mind using something like this, a lot of which could fit easily on bulky offense and balance, where Danger Siren shines.

Odd Scale - Dragon-type only - The user can only use attacking moves, but their Attack and Sp.Atk rise by 1 whenever they get hit.

No changes here. Something like Pterrost that is already fast and moderately bulky may appreciate this, possibly alongside Scale Shot.

Brittle Alloy - Steel-type only - The user's Defense and Sp.Def are multiplied by 0.7x, but their Speed multiplies by 1.5x.

No changes here either. I calced Spirox's unboosted bulk with this item, and it's on the level of approx 60/70/70. Pretty big tradeoff.

Star Wand - Fairy-type only - If the user is Fairy-type, upon switchin, both the user's and the opponent's item will be removed. -> Serene Balloon - The user gains a 1.2x boost in Defense, Sp.Def, and Speed and cannot use attacking moves.

There are quite a few bulkier Fairy-types in this format, and some of them really might appreciate just a touch more bulk. That's what this item aims to do. Taunt is rare but if you want to attack your opponent, you're going to have to use something like Toxic that may not be perfect for every situation.


And that's it! The reason I pushed this post out before making so many of the sprites is that I actually fully coded this, minus some of the custom items as specified on the sheet and minus any of the sprites. You can find so here (http://lake-valor.glitch.me-80.psim.us/), but you'll have to ask me to open it up first because I don't have any way of keeping it open when I'm away from my computer. The Danger Siren also doesn't block moves that flinch yet so please don't use it with Fake Out if you happen to play lol
 
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I call this game mode "Pokemon: Definitive Edition Deluxe + Shuckles!"
Basically, in this gamemode (which is a nat dex format with Partner Eevee/Pika and Cosplay Pika, but without non signature Z-Moves), all the types have been reworked with different matchups (for instance, Steel lost its Psychic resistance).
Also, Dual-type moves have been introduced, and thus multiple moves have been given this new luxury
I even made the Cosmic and Sound types!
edit: I might make two versions of this for OU and Ubers respectively.
potential bannables:
Clefable- too much defensive utility, as Fairy has good defense.
Xerneas- Same story- too hard to take down.
M-Ray and Primals- I don't like the existence of these Pokemon.
Zacian-C- NO.
Clangorous Soulblaze- ABSOLUTUELY NOT. banned from OU version.
Necrozma-Ultra, Necrozma Dawn Wings, Necrozma Dusk Mane- Dusk Mane and Dawn Wings are banned so Lunala and Solgaleo can be more viable, and Necrozma-Ultra because that also bans Light that Burns the Sky.
Any Uber-specific Z-move- Signature Z-moves were kept in this mode to give Pokemon that might face too much competition that doesn't have the best stats to back it up. The Z-Moves that are specific to Ubers would create the antithesis to this.
Let's Snuggle Forever: Mimikyu probably doesn't need this to be viable, as the universal type changes benefit them immensely. Banned from OU.
Regieleki: 200 base speed and electric type. not happening.
Calyrex-Shadow: i'm banning this one from the OU version if it doesn't get banned to Ubers after the tier changes in base OU.


Metagame: I think that it will be dominated by fairy and fire types, and Arceus will most likely be great as well.
Also, should I make multiple tiers for this format?
I attached the documents to the post that contain all the changes I've made. Keep in mind that this is still a work in progress.
Here's the Discord: https://discord.gg/uXBqhFj

I should warn you that every update on the announcement board, #declarations, will use @ here. thx!

Edit: Smack Down is Fighting Type.

Edit 2: Cosplay Pikachu will have a different ability (as well as a stat buff and secondary typing depending on the costume), with the only exception being PhD, who does not change type.
Rock Star- 90 Def, +steel
Libre: 85 Atk, +fighting
Pop Star: 110 Speed, +Sound
PhD: 75 Sp. Atk, No type change
Belle: 95 Sp. Def, + Ice
Rock Star: Moxie
Libre: Intimidate
Pop Star: Pixilate
PhD: Electric Surge
Belle: Serene Grace
 

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