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Resource Solomods Megathread

Introducing…
Untitled.png
https://cdn.discordapp.com/attachme...da6cc75c8e6831684fb8e62896acf4b79b9e47138014&
This Solomod teaches you the ethnic diversity and history of Canada, my home, through Pokemon! The mod, named after the Iroquois word for settlement, Kanata, is what Canada derives its name from. With the mod you can learn other Canadian facts, legends, or design notes for the Pokemon.

How will it be done?
I’m planning to create a standard solomod made true with fakemons and custom moves/abilities, but put into a random battle format. When you load in and send your Pokémon out, it will display you with information related to that Pokémon’s origins, facts, myths and legends, etc, in chat like SSB does with people saying their “catchphrases” or how in that one Monster Hunter mod it would display sprites.
All the facts and Pokemon will be made by me, a real Canadian, and my Council, the fake Canadians.
This mod is unfinished and will be finished around Christmas hopefully.
(If we have enough reaction I could recreate this later with other countries/continents)
Discord when I learn how to finish it
Spreadsheet coming within the next year

Council:
Appletunfan11 :Appletun:
AthenaStrive9 :lilligant:
Lurantisscreen :lurantis:

Coder Wanted
Reward: Whatever name color you want in the Kanata Mons discord
 
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Mascot: View attachment 842674 Cloud Strife
Name of Mod: Rpg Mod
Link to Changes: https://docs.google.com/spreadsheets/d/12cIzAzU-ek1-o1jxS0aZqyNgkIw33R-sAIssOcFfjpk/edit?gid=789698577#gid=789698577
Summary of the Mod: This is a solomod with "fakemon" based on characters from various turn-based RPG games. It has some custom moves and abilities that I think could be pretty cool. There a plans to add changes to the mod so treat this as the first beta of the mod.
Competitive Overview (Optional): I feel like valere and crono will be strong options in the metagame but time will tell.


Lots of additions have been made check the spreadsheet for more info. I've decided to make the doubles the main format due to a lot of the characters being doubles focused. This means balance patches in the future will focus mainly on the doubles metagame. However, I'll still keep singles in mind just to a lesser extent. I've also added some sample teams for doubles. That's all for now; I hope some more people can enjoy the metagame.
 
Tournament announcement
​
I will be hosting an ADV Solomod/Pet Mod tournament in the Solomods section starting on Sunday! Will feature:
  • Shadow Colosseum (Pet Mod)​
  • ADV Tradebacks (Solomod)​
  • ADV+ (Solomod)​
  • Hoennification (Solomod)​
See the ADV OM Hub for links to the Solomod forum posts. The tournament format will be similar to ADV OM Bonanza. The first format will be the randomly selected format of the week. Then, the loser picks their format of choice for the next game. Note that you will not be required to pick a "home" meta in this tournament like OM Bonanza. You can pick any format.

Also: I am currently holding a "suspect test" in Hoennification for quickbanning the following mons before the tourney:

Offensive:
  • absol-mega-z
  • archeops
  • chandelure-mega
  • charizard-mega-x
  • darkrai
  • deoxys-s
  • froslass-mega
  • garchomp
  • garchomp-mega
  • gothitelle
  • hawlucha
  • houndoom-mega
  • iron boulder
  • latios
  • lopunny-mega
  • lucario-mega
  • mew
  • naganadel
  • pyroar-mega
  • raichu-mega-y
  • sceptile-mega
  • terrakion
  • walking wake
  • zeraora
Defensive:
  • Celesteela
  • Chimecho-Mega
  • Deo-D
  • Golurk-Mega
  • Lando-T
  • Latias
  • Sableye-Mega
  • Slowbro-Mega
  • Ting Lu
  • Toedscruel
Head on over to the ADV OMs Discord to discuss. Edit: The QBs have been decided on! All of the aforementioned mons have been QBed. The new round of suspects for the week of signups will be much smaller, focusing on Azelf, Feraligatr-Mega, Keldeo, and Infernape.

One more thing: ADV Tradebacks will be legalizing 3-Ability mons and banning Knock Off for any non-Gen 3 move inheritances. Posting this on Nootathotep's behalf. (Also we haven't banned Speed Boost Blaziken yet; it was a coding oversight. If you play any games, make sure to practice without it.)
 
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Bad 'n Boosted as suggested in 2018!

Bad 'n Boosted was a successful yet rejected meta of mine in 2018, which I've always cherished and want to revive! And since I'll be working just privately on more custom mods for a bit, I decided to use my second mod slot for it! What is it? Well, the metagame has one simple rule: all base stats of 70 and lower are doubled! Let's take a look at some Pokemon as an example, starting at the (currently illegal) metagame mascot: Castform.
​
Pokemon​
HP​
Attack​
Defense​
Special Attack​
Special Defense​
Speed​
:sm/castform:​
140​
140​
140​
140​
140​
140​
:sm/araquanid:​
136​
140​
92​
100​
132​
84​
:sm/vibrava:​
100​
140​
100​
100​
100​
140​
​
What I find interesting about this meta is how many Pokemon became powerful and have a niche, yet few seem truly OP due to the way the meta plateaus. There are so many possible threats to explore!

The meta is Ubers based. It currently has the rules from [Gen 9] Ubers, in addition to Eviolite, Huge Power, and Pure Power being banned (due to obviously boosting stats that are usually supposed to be much lower).
Edit: Espathra is now banned too.
Edit2: Cyclizar and Polteageist are now banned.

The metagame is playable on Dragon Heaven, can be discussed in the Pet Mods room (or you can find me there for a match!) and has a newly created Discord Server now! If you want to discuss the meta, I'd love to have a chat!

Hope it'll be a success again, and I hope to soon return with some sample teams.

Sample Teams
:sm/bellsprout: Sun: https://pokepast.es/25c4e62cc7b97012
:sm/cyclizar: Shed Tail Offense: https://pokepast.es/4c19f2a10ec75de2 (Cyclizar banned now)
:sm/metagross: Steel Spam Balance: https://pokepast.es/573b6b5a0ef53521
:sm/blissey: Stall: https://pokepast.es/897d40ab00b991b3
I have the pleasure of taking what Snaquaza made and making it worse. Enjoy its counterpart.

Mod name: Good 'n Gutted
Mascot: ::phione: (its stats don't change, so it is surprisingly good)
Concept: Every stat above 90 is halved (rounded up). Perfect counterpart to Bad and Boosted for that exact reason.
Link to changes: Sheet Found Here (you will find it also has a page for Bad and Boosted because I was bored a year ago when I made this)
Banlist: Light Ball
Watchlist: Pecharunt, Blissey, Darkrai, Cloyster/Shell Smash, Quiver Dance, Huge Power/Pure Power, Eviolite

Please note that despite the spreadsheet having the stats for all Pokemon, the format will be using only SV Pokemon.

Pokemon​
HP​
Attack​
Defense​
Special Attack​
Special Defense​
Speed​
:sv/pecharunt:​
88​
88​
80​
88​
88​
88​
:sv/phione: :sv/glalie:​
80​
80​
80​
80​
80​
80​
:sv/kyogre:​
50​
50​
90​
75​
70​
90​

Power level should be interesting. A good amount of ZU/NFE mons retain their stats, whereas a lot of Ubers and above lose a lot of their stats. Speed tiers are also interesting, with 90 being the cap for all mons except Regieleki, whose power is severely nerfed by this format.

goodnguttedmod: {
effectType: 'Rule',
name: "Good 'n Gutted Mod",
desc: "All of a Pokémon's base stats above 90 are halved.",
onBegin() {
this.add('rule', 'Good \'n Gutted Mod: All of a Pokemon\'s base stats above 90 are halved.');
},
onModifySpeciesPriority: 2,
onModifySpecies(species) {
const newSpecies = this.dex.deepClone(species);
newSpecies.bst = 0;
for (const stat in newSpecies.baseStats) {
if (newSpecies.baseStats[stat] > 90) {
newSpecies.baseStats[stat] = this.clampIntRange((newSpecies.baseStats[stat] + 1) / 2, 1, 255);
}
newSpecies.bst += newSpecies.baseStats[stat];
}
return newSpecies;
},
},

Format is not coded yet but thanks to Snaq handing me his blessing it should be easy enough to create. Hopefully will be as fun to play as Bad n Boosted was when it first came out.
 
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I have the pleasure of taking what Snaquaza made and making it worse. Enjoy its counterpart.

Mod name: Good 'n Gutted
Mascot: ::phione: (its stats don't change, so it is surprisingly good)
Concept: Every stat above 90 is halved (rounded up). Perfect counterpart to Bad and Boosted for that exact reason.
Link to changes: Sheet Found Here (you will find it also has a page for Bad and Boosted because I was bored a year ago when I made this)
Banlist: Light Ball
Watchlist: Pecharunt, Blissey, Darkrai, Cloyster/Shell Smash, Quiver Dance, Huge Power/Pure Power, Eviolite

Please note that despite the spreadsheet having the stats for all Pokemon, the format will be using only SV Pokemon.

Pokemon​
HP​
Attack​
Defense​
Special Attack​
Special Defense​
Speed​
:sv/pecharunt:​
88​
88​
80​
88​
88​
88​
:sv/phione: :sv/glalie:​
80​
80​
80​
80​
80​
80​
:sv/kyogre:​
50​
50​
90​
75​
70​
90​

Power level should be interesting. A good amount of ZU/NFE mons retain their stats, whereas a lot of Ubers and above lose a lot of their stats. Speed tiers are also interesting, with 90 being the cap for all mons except Regieleki, whose power is severely nerfed by this format.

goodnguttedmod: {
effectType: 'Rule',
name: "Good 'n Gutted Mod",
desc: "All of a Pokémon's base stats above 90 are halved.",
onBegin() {
this.add('rule', 'Good \'n Gutted Mod: All of a Pokemon\'s base stats above 90 are halved.');
},
onModifySpeciesPriority: 2,
onModifySpecies(species) {
const newSpecies = this.dex.deepClone(species);
newSpecies.bst = 0;
for (const stat in newSpecies.baseStats) {
if (newSpecies.baseStats[stat] > 90) {
newSpecies.baseStats[stat] = this.clampIntRange((newSpecies.baseStats[stat] + 1) / 2, 1, 255);
}
newSpecies.bst += newSpecies.baseStats[stat];
}
return newSpecies;
},
},

Format is not coded yet but thanks to Snaq handing me his blessing it should be easy enough to create. Hopefully will be as fun to play as Bad n Boosted was when it first came out.
90 strikes me as a low stat for a benchmark. If an attacker has 90 atk or spa it's pretty weak and reliant on setup (many ZU mons have more), if a pokemon has 90 speed it's not the fastest, 90/90 bulk means you're probably using a defensive mon for its ability. Having said this a benchmark of 100 would probably make Mew, Jirachi and Manaphy overpowered. Shaymin maybe. Potentially bannable if 100 is the benchmark?

Do with this opinion as you will but that's my first impression, I don't know if anyone else agrees or disagrees

edit: regardless

Flygon has
Earth Power, Roost, U-Turn, Flamethrower/Dragon Pulse/Psychic Noise/Boomburst

80/50/80/80/80/50

seems like a pretty good bulky attacker, maybe specs or a defensive item

Eviolite Stantler could potentially do well with Calm Mind. Misdreavus could be a guy. Gale Wings HDB Talonflame?
 
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90 strikes me as a low stat for a benchmark. If an attacker has 90 atk or spa it's pretty weak and reliant on setup (many ZU mons have more), if a pokemon has 90 speed it's not the fastest, 90/90 bulk means you're probably using a defensive mon for its ability. Having said this a benchmark of 100 would probably make Mew, Jirachi and Manaphy overpowered. Shaymin maybe. Potentially bannable if 100 is the benchmark?

Do with this opinion as you will but that's my first impression, I don't know if anyone else agrees or disagrees
I am investigating this now. With 99 as a cutoff, this means that anything with a stat of 100 or higher gets nerfed, meaning Mew and Shaymin are still nerfed into the dirt.

This new cutoff range would allow Pokemon like Abomasnow and Oricorio do do well, with unchanged stats. A number of other Pokemon with stats in the 90s appreciate having fewer stats nerfed, such as Gholdengo, Hydreigon, and Exeggutor.

If we change it to be this new range, Light Ball would likely be unbanned, as Pikachu no longer speed ties with the top of the tier. However, Rain looks very scary, with Kingdra and Poliwrath being two Pokemon with now some of the highest BSTs in the format.

The spreadsheet in my above post now has a page labelled "GnG (99)" which shows this version of the stats. I will look over this and decide if this threshold, while more open, is a more balanced or less balanced metagame to play in.

Edit: also making a GnG (100) Sheet to see how it looks in a world where those mythicals are also unchanged. Certain Pokemon like Venusaur amd Flygon also benefit from that change.

The tricky thing with raising the bar of what the cutoff is, it results in fewer Pokemon having stat changes, which completely changes the power level of the format. By leaving the number at 90, it allows underperformers like Phione to stand out in a case where they normally would not. A 99 or 100 cutoff ends up having already dominant Pokemon return to the forefront, like Clefable or Manaphy. The big question is of course going to be what number feels like it creates a healthier metagame that won't just fall back into the old flaws of other metas, like weather wars.
 
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MMGroupIllustration1.png


Solomod Name: Robot Masters

Solomod Mascot:
mega-man-helmet-8-bit-mega-man-helmet-11563173655fef06omic4.png


Description: The goal of this crossover-based solomod is to convert every Robot Master from the original Mega Man series to a Gen 9 (S/V) Pokemon. This project was initially going to be a petmod. Unfortunately, it didn't make the cut last round; so I decided to build each Robot Master myself using the following guidelines:
  • Abilities: Two abilities only, one for flavor and the other to pair with a signature move for competitive movesets. No customs. (The goal is to not duplicate abilities on multiple Robot Masters.)
  • Movepool: A short list of 12-15 moves. No customs, except for signature.
  • Signature: A single, custom move that only the respective Robot Master (and Mega Man) can learn.
  • Stats: Each Robot Master's stats are built on a "base" Pokemon, with no more than 20 points added (or subtracted if BST > 540) from each stat. A stat won't be lowered under 60 or increased over 130. The Base Stat Total will always be 540.
Also, I am definitely open to suggestions from the community. If you think a current Robot Master needs work, or you want to suggest one that I haven't built yet, feel free to send me a DM and I'll add your idea to the spreadsheet with credit.

Resources:

Spreadsheet

GameSheetCode
MM100%30%
MM290%0%
MM3100%0%
MM4100%0%
MM565%0%
MMV70%0%
MM695%0%

Status:
Building MM5/6/V, then going to code MM
Took a couple of months, but I was finally able to build most Robot Masters:

Spreadsheet

MM1 is coded as well (attached, looking for hosting.) I'll add more Robot Masters to the code if there's any interest in the mod.

Feel free to theorymon away (Gen 9 OU rules with Terastallization banned) or DM suggestions on how to improve my builds from a flavor/competitive standpoint.
 

Attachments

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Name of Mod: Geek's Sandbox
Mascot (Optional): :Palossand:
Link to Changes: Spreadsheet
Summary of the Mod: A Solomod that aims to be place for all my whacky ideas or my own personal playground of sorts.
Competitive Overview (Optional): I share an idea i had here: The ultimate metronome mon immune to status, taunt, running out of pp, weak to nothing, and finally built in leftovers all in one ability.
Spreadsheet added. This first group of mons belong to the micrometa of geek sandbox: Geekmicro. Geekmicro has 24 pokemon that are reimagined from their vanilla formes. All have been altered to have 500 BST and some have custom abilities, movepool changes, and type changes. I will be adding a preliminary vr and other resources once i get the mod sorted out on dh2.
 
Move On-Demand

During the battle, you can replace one move for each Pokemon with a move that is legal with the rest of its set.
Use a chat command like /setmove <pokemon prefix> <moveslot> <move prefix> where the prefixes must match 1 Pokemon on your team and 1 legal move for that Pokemon.
ex /setmove rill 4 grassyg

Because I don't think surprising your opponents with obscure moves is healthy, the move that is set will be shown in the chat for both players. To prevent setting a move and using it without your opponent being able to react, the move will be set at the end of the turn.
 
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:arceus: Monotype: Origins :arceus:

A long, long time ago, at the origin of the Pokemon universe, life, space, time, and the mind were formed of 18 key elements, each with a core essence that soon rose into prolific, legendary forces. At their genesis was the Original One, a being that constructed the Pokemon universe as we know it, including these 18 elements from purified eggs that would build the many facets we would grow to understand not only as types, but as key components of day-to-day life. Soon, they would grow, divide, and manifest into powerful legendary Pokemon and help the Original One shape the Pokemon universe.

This Solomod is less something I intend to fully flesh out into a dedicated, serious format like Clubmons, but more of a personal dive into the chemistry of the type chart with a layer of autistic flavor to both make a hypothetical metagame more feasible by introducing type gimmicks and to make the project more cohesive in its whole.

The premise is very simple and inspired by that of the Balls solomod, where there are 18 monotype Pokemon available in the format at about an UUBers power level. Unlike Balls, though, there is a great deal of continuity when it comes to aspects beyond monotypes: namely, in abliities and their signature moves. From the monotype premise, my goal is to balance each monotype to fare equally amidst each other and to accentuate their most distinguishing qualities as typings, both in the offensive and defensive department. Although the metagame is hypothetically very simple, there is a great deal of nuance you will soon come to see.

Before I dive into the Pokemon themselves, the last thing I want to say is that there are going to be two variants of this metagame: Embody Aspect only, and free-form. Free form is the default metagame, but the reason this is the case is because of the Normal and Dragon Pokemon. You will see why soon.

To keep it short: each Pokemon will have 600 BST, Embody Aspect, a hidden ability, and a signature move with extremely similar attributes.

600 BST:

600 BST to me is the gold standard when it comes to creating a baseline for a power level. Pseudo-legendaries and mythicals alike use this value, It's great for specializing stat spreads, but not in an egregious way one way or another, since things still need to be within reason. You could argue that this is flavorfully weird, but 1: fuck you and 2: these Pokemon are meant to be “hatchlings” of sorts that grow and branch off into legendaries.

Embody Aspect:

Embody Aspect may be a perplexing choice, but the justification to me lies in how the ability itself fluctuates across different typing-based forms of Ogerpon. This also means each flavor of Embody Aspect will be dfferent across the typings depending on which of their qualities I want to lean into with their designs. I wanted these Pokemon to all have a shared ability, too, and Embody Aspect was a way to reign them all together in a way that individualizes them but keeps their function intuitive to understand. As such, each form of Embody Aspect centers around stat changes.

Hidden Abilities

To me this is a pretty simple but effective way to branch off from the limitations of Embody Aspect and further diversify the gameplans of these Pokemon, but still keep things salient.

Signature Move

When I say extremely shared qualities, I mean nearly everything. Each move starts with “Origin” and the collective qualities of 50 BP, 5 (8) PP, 100% accuracy, and the ability to be Physical or Special depending on the user’s highest offense. They deviate in secondary effect and typing. The idea of this is to, again, keep things salient, and on an equal playing field, but still individualize their gameplans.
:arceus: Arceus-Origin :arceus:
:shaymin: Roots :zarude:
:ho-oh: Solaris :ho-oh:
:palkia: Aspect :palkia-origin:
:thundurus: Storm :kyogre:
:groudon: Precipice :landorus:
:rayquaza: Aethos :tornadus:
:diancie-mega: Eminence :diancie-mega:
:dialga: Chronos :dialga-origin:
:giratina: Distortion :giratina-origin:
:eternatus: Eternity :eternatus:
:kyurem-black: Arcana :kyurem-white:
:kyurem: Vacuum :necrozma:
:mesprit: Cognition :mew:
:ting-lu: Oblivion :yveltal:
:tapu-koko: Lifeblood:xerneas:
:medicham-mega: Chakra :lucario-mega:
:volcarona: Hivemind :vespiquen:
:ss/arceus:

Normal

Abilities:
Embody Aspect / Multitype

Embody Aspect (Normal): User gains +1 to their highest stat on KO.


HP: 100
Atk: 100
Def: 100
SpA: 100
SpD: 100
Spe: 100

Important Moves: Same as Arceus
—

What place better to start than the original one itself? This is basically a reeled down version of the Arceus you know, with a conventional mythical statline and an Embody Aspect that operates akin to Beast Boost. As such, it can provide teams with that iconic Arceus utility, letting teams stack up on an important type with any desired role, or lean into the Normal-type itself with EKiller at the helm.

In the context of this mod, letting Arceus be itself seems like a strange and pretty counter intuitive choice, but honestly I think it captures the identity of the Normal-type in a lot of ways. Bulky Normal-types adhere to the needs of their teams, and tend to have a boatload of goofy coverage for their purposes. And in order to attain a true snowball, it has to rely on raw Normal-type strength. Having the mod’s Normal-type basically be the flexible team member to an extreme I think is a generally healthy thing for the metagame, while having great flavor ramifications.

It’s also worth noting that this is the only Pokemon without a signature “Origin” move.
:ss/shaymin::ss/zarude::ss/celebi:

Grass

Abilities:
Embody Aspect / Chlorophyll

Embody Aspect (Grass): User’s Defense increases when using a Grass-type move while weather is active.


HP: 100
Atk: 70
Def: 130
SpA: 110
SpD: 130
Spe: 60

Important Moves: Leech Seed, Protect, Seed Flare, Growth, Earth Power, Dazzling Gleam, Weather Ball, Spikes, Jungle Healing, Calm Mind, Giga Drain, Aromatherapy, Synthesis, Origin Seed*

Origin Seed:
BP: 50
PP: 5 (8)
Acc: 100%
Type: Grass
User sets Grassy Terrain on hit. Hits with higher offense, and deals double damage if weather is active.
__

When I think of Grass, I often think of two things: raw resistances and utility. With this Pokemon, you get pretty much exactly that. Between its staggeringly high bulk relative to much of the other Pokemon as well as its vast utility movepool, it’s a solid general purpose wall. I also tend to think of situational abilities; many bulky Grass-types like Venusaur or Leafeon (for example) tend to have abilities that aren’t useless but are more difficult to attain consistent value from due to their conditional nature. Roots also has this quality, with both its Embody Aspect and hidden ability letting it operate particularly well under Sun both defensively and offensively. Though, it certainly doesn’t need either to succeed due to the strength and general flexibility of its kit otherwise.

Origin Seed is very simple, setting Grassy Terrain on hit. The recovery fits great into its gameplan while letting it support its team and boosting its solid damage output, especially under weather which Grass-types are often designed to accompany.
:ss/ho-oh:

Fire

Abilities
: Embody Aspect / Solar Power

Embody Aspect (Fire): User’s Speed is increased by 1 stage upon inflicting status.


HP: 96
Atk: 110
Def: 90
SpA: 120
SpD: 100
Spe: 84

Important Moves: Sacred Fire, Solar Beam, Earthquake, Morning Sun, Magnet Rise, Brave Bird, Flare Blitz, Fire Blast, Flamethrower, Overheat, Thunder Wave, Origin Flare*, Psychic, Lava Plume, Toxic, Will-O-Wisp

Origin Flare
BP: 50
PP: 5 (8)
Acc: 100
Type: Fire
Hits using the higher offense. 1.5x damage under sun, and another 2x damage if the opponent is not statused; 20% chance to burn.
__

Solaris leans into three things: Fire-types having the propensity to spread status, the ability to leverage useful resistances into progress-making opportunities, and literal firepower. As such, Solaris’s build is very much so that of an offensive utilitarian, though also packs a powerful breaking mode that rewards good positioning, much like canon Fire-types. Upon spreading status, it can begin dishing out powerful hits more aggressively with the Speed boost to help leverage it or simply keep it healthy with fast recovery.

Origin Flare is interesting as it actively is stronger when the opponent isn’t statused, which is designed for more dedicated breaker sets, but it loses spammability with the secondary effect, which incidentally leans into the intended gameplan anyway. It’s a cool tradeoff to me because it isn’t even a drawback, in fact one that is normally beneficial for it, but damages it in the breaking context!
:sv/palkia::sv/palkia-origin:

Water

Abilities
: Embody Aspect / Swift Swim

Embody Aspect (Water): User’s Special Defense increases upon taking direct damage.


HP: 100
Atk: 100
Def: 80
SpA: 130
SpD: 70
Spe: 120

Important Moves: Hydro Pump, Surf, Thunder, Electro Ball, Ice Beam, Spacial Rend, Origin Flux*, Taunt, Toxic, Thunder Wave, Bulk Up, Liquidation, Waterfall, Wave Crash, Dragon Pulse, Recover

Origin Flux
BP: 50
PP: 5 (8)
Acc: 100
Type: Water
Doubles in power if the user is faster. User’s defense lowers by 1 stage, but Speed increases by 1 stage. Hits using higher offense.
__

Water is sort of weird as a typing; on paper it’s very one dimensional, but when you put its offensive and defensive properties into practice, you often see how uniquely it excels at both. Many Water-types come with solid all-around bulk, resilience, and consistent threat factor (under rain and by merit of their typical coverage options/great neutral attacking type). That is what I aimed to explore with Aspect, a fast Water-type attacker/win condition with some innate defensive utility attached. Many tabs have been taken from Palkia itself, replicating its movepool very closely while rounding off its defensive qualities.

Origin Flux is a Scale Shot clone, let’s get that right. I opted for this approach because of how well it complements its Embody Aspect (designed to lean into Water’s defensive matchups), but also because I associate Water-type counterplay to often be in the form of direct damage and out-maneuvering. It fits Aspect’s gameplan while also diversifying its offensive permutations.
:sv/thundurus::sv/kyogre-primal:

Electric

Abilities:
Embody Aspect / Drizzle

Embody Aspect (Electric): Boosts Speed upon entering the field against a Pokemon weak to Electric.


HP: 79
Atk: 96
Def: 70
SpA: 125
SpD: 100
Spe: 130

Important Moves: Thunder, Rising Voltage, Volt Switch, Thunder Wave, Electro Ball, Reflect, Light Screen, Taunt, Toxic, Origin Spark*, Extreme Speed, Thunderclap, Knock Off, Defog, Wild Charge, Rain Dance, Bulk Up, Flash Flood, Calm Mind

Origin Spark
BP: 50
PP: 5 (8)
Acc: 100
Type: Electric
Hits using higher offense and hits like Future Sight. Sets Electric Terrain on hit.
—

I’m gonna keep it a buck: the Electric-type is as committal as an offensive type comes, up there with Ice. However unlike Ice, it comes with a staggeringly cool Achilles’ heel: Ground-types. Any Electric-type enthusiast will tell you how much of a bane this type is for it, and I think this matchup polarity is what truly defines it. Fast and explosive damage output is the bane of the game, and defined best by Volt Switch and its commanding offensive profile sans Ground-types.

Storm lives and dies by this dynamic. Ground-types near stonewall it, though not entirely. Storm is heavily inspired by SS OU, one of my favorite competitive designs, for its gameplan into Ground-types centering around progress-making mechanisms like Knock Off and Toxic, before having a powerful endgame with fast and powerful Electric-type attacks. Flash Flood also plays into this, not beating Ground-types but letting it use Drizzle more aggressively with more passive damage.

Origin Spark takes a bit of a unique angle on this gameplan, letting Storm make progress and maintain its threat factor in a different kind of way even in the face of Ground-types. In doing this, it also aligns in precedent with another Origin move you will see later.
:sv/landorus::sv/groudon-primal:

Ground

Abilities:
Embody Aspect / Drought

Embody Aspect (Ground): User gains a Defense boost on entry.


HP: 150
Atk: 140
Def: 110
SpA: 84
SpD: 66
Spe: 50

Important Moves: Earthquake, Precipice Blades, Earth Power, Stealth Rock, Spikes, Lava Plume, Stone Edge, Body Press, Grass Knot, Protect, Substitute, Eruption, Origin Tremor*, Scorching Sands, Flare Blitz, Flame Charge, Roar

Origin Tremor:
BP: 50
PP: 5 (8)
Acc: 100%
Type: Ground
BP increases by 50 for every hazard on the opponent’s side of the field. Hits using higher offense.
__

Ground-types are, fittingly, quite down-to-earth! So, I really wanted to lean into something more honest, with a gameplan akin to something like Landorus-Therian and Ting-Lu, two highly durable Ground-types that are immensely potent glues and role compressors, but prone to overload. Between its Embody Aspect and having the format’s greatest Physical bulk, removing this Pokemon will take some work, but it doesn’t have immense recovery to fully take advantage of it. While it sits on the field, it layers hazards like any Ground-type does, while having tools to exert a consistent threat. Drought is where things get a bit interesting, improving its Water- and Grass-type matchups while supporting its team in a bit of a flavorful and dynamic way.

Origin Tremor synergizes pretty much perfectly with its gameplan, encouraging it to hazard stack. Note that it doesn’t get Knock Off, which was an intentional omission to ensure it couldn’t be overtuned in the progress-making department.
:sv/tornadus::sv/rayquaza-mega:

Flying

Abilities:
Embody Aspect / Regenerator

Embody Aspect (Flying): Boosts Speed on every active turn the user isn’t attacking.


HP: 90
Atk: 90
Def: 85
SpA: 90
SpD: 85
Spe: 140

Important Moves: Dragon Ascent, Origin Zone*, Air Slash, Hurricane, Knock Off, U-turn, Superpower, Focus Blast, Toxic, Taunt, Dark Pulse, Roost, Defog, Calm Mind, Cosmic Power, Recover, Extreme Speed, Surf, Psychic, Whirlwind

Origin Zone
BP: 50
PP: 5 (8)
Acc: 100%
Type: Flying
User uses their Speed stat in damage calculation. 1.5x damage if the user is faster.
__

Tornadus-T is, in my opinion, the epitome of defensive role compression and progress-making that gets the job done in a lot of very deliberate and cool ways. When I think of the Flying-type, this is the dynamic that comes to mind: progress, and the usage of a valuable defensive profile to weave in and out of the battle. Many Flying-type Pokemon, too, aren’t quite the most durable, and this is why Tornadus-T as an inspiration is so perfect imo. This defensive profile in tandem with Regenerator lets it be that utilitarian Flying-type that can focus more on its utility than spending turns on staying healthy.

I enjoy this dichotomy against its Embody Aspect, which actively makes it stronger as the game progresses because of Origin Zone. Origin Zone is designed to encourage the user to lean into fast utility more reliably due to its very middling offenses. This is contrasted against its Embody Aspect to enable a potential setup angle, which is something else I loosely associate with Flying-types.
:sv/diancie-mega:

Rock

Abilities:
Embody Aspect / Sand Stream

Embody Aspect (Rock): User’s Defense is increased by 1 stage after using a Status move.

HP: 50
Atk: 130
Def: 140
SpA: 90
SpD: 140
Spe: 50

Important Moves: Diamond Storm, Stealth Rock, Pain Split, Body Press, Thunder Wave, Trick Room, Stone Edge, Rock Slide, Origin Tomb*, Protect, Substitute, Endure, Rest, Sleep Talk, Moonblast, Earthquake, Earth Power, Psychic, Mystical Fire, Rock Polish, Scorching Sands, Pain Split

Origin Tomb:
BP: 50
PP: 5 (8)
Acc: 100%
Type: Rock
Uses the user’s defense in damage calculation. Deals 2x more damage if the user is hitting a slower target.
__

Many Rock-types are designed to be tanks, boasting low Speed, high bulk, and potent offenses. Something else of notice with Rock-types is how they tend to use field conditions or setup to become better at accomplishing their intended role. Enter Eminence, a Pokemon that utilizes its sustain tools to become stronger and more effective at its job. Its Embody Aspect juxtaposes Diamond Storm, letting it snowball effectively on the physical side without needing to use the move, but granting diminishing returns by consuming a moveslot if used together and without Sand Stream.

Origin Tomb is designed to lean into utility sets utilizing Embody Aspect and complement Body Press variants, boosting in power as the user inflicts status and spreads Stealth Rock, but has a reverse dichotomy with Diamond Storm, encouraging use of its regular Embody Aspect.
:sv/dialga::sv/dialga-origin:

Steel

Abilities:
Embody Aspect / Sand Force

Embody Aspect (Steel): User’s Defense increases upon taking direct damage.


HP: 100
Atk: 100
Def: 120
SpA: 130
SpD: 70
Spe: 80

Important Moves: Roar of Time, Flash Cannon, Stealth Rock, Body Press, Fire Blast, Doom Desire, Earth Power, Thunderbolt, Shift Gear, Iron Head, Heavy Slam, Earthquake, Gear Grind, Gyro Ball, Toxic, Protect, Substitute, Origin Clock*, Volt Switch, Calm Mind, Roar

Origin Clock:
BP: 50
PP: 5 (8)
Acc: 100%
Type: Steel
Doubles in power if user is faster. User’s Speed increases, but Special Defense decreases. Uses higher offense.
__

Admittedly, Chronos is probably the Pokemon that deviates the most from the average perceived view of the type, but stick with me here. Yes, this is a bit more of an offensive angle, acting much like an Archaludon in its tanking prowess and potential wallbreaking abilities. Many Steel-types often use their defensive typing as means to leverage themselves and, in doing so, fielding the wrath dangerous types. The game plan of Chronos is moreso to lean into these abstract Steel-types that provide simultaneous defensive utility and those that have bizarre progress-making/breaking tools.

I took heavy inspiration from Iron Crown, Jirachi, and Archaludon in how they use their Steel-type to reinforce structures and convert this position into positive momentum or progress. Doom Desire, Stealth Rock, and Thunder Wave all enable a more aggressively supportive angle for teams that wish it.

Obviously as this is meant to contrast Aspect/Palkia, its ability and origin move are inverses, but in doing so, capture the winning power I would see in a tanky Steel-type, utilizing Body Press and/or resilience to leverage a potential winning position. Sand Force also can operate as an alternative way to make use of this design alongside Shift Gear and Calm Mind.
:sv/giratina::sv/giratina-origin:

Ghost

Abilities:
Embody Aspect / Levitate

Embody Aspect (Ghost): User’s Speed increases at the end of every turn when opponent is afflicted with status.


HP: 150
Atk: 90
Def: 90
SpA: 90
SpD: 90
Spe: 90

Important Moves: Will-O-Wisp, Hex, Shadow Ball, Shadow Force, Origin Warp*, Thunder Wave, Defog, Rest, Sleep Talk, Shadow Sneak, Dragon Pulse, Earth Power, Outrage, Earthquake, Toxic Spikes, Roar

Origin Warp
BP: 50
PP: 5 (8)
Acc: 100%
Type: Ghost
Sets a side condition that lowers the foe’s highest stat for 3 turns. Uses higher offense.
__

Ghost-types in recent generations have been frustratingly overtuned at utilizing their offensive profile. On paper though it’s quite interesting, often being positioned with status as a means to enforce consistent pressure throughout the game. Nearly every offensive Ghost-type fits this into their gameplan in some way, and alongside their exceedingly special defensive profile, is what inspired Distortion. The WispHex gameplan is on full display here, with a Levitate mode to additionally improve upon the Ghost-type’s inherent defensive profile as a spinblocker.

Origin Warp is designed to synergize alongside its Embody Aspect and Shadow Force to generate empty turns, letting Distortion more efficiently batter away at its checks without outright being able to blow right past them. This can carry over into defensive switchins, letting it consistently apply pressure with and without status, but rewarding good positioning if you can land Origin Warp and a status of some kind.
:ss/eternatus-eternamax:

Poison

Abilities:
Embody Aspect / Regenerator

Embody Aspect (Poison): If the opponent is poisoned at the end of the turn, opponent’s Special Defense lowers.


HP: 130
Atk: 50
Def: 90
SpA: 110
SpD: 90
Spe: 130

Important Moves: Sludge Wave, Sludge Bomb, Dynamax Cannon, Mortal Spin, Toxic Spikes, Venoshock, Protect, Toxic, Recover, Origin Shock*, Flamethrower, Weather Ball, Taunt, Recover, Teleport, Growth, Stored Power, Roar

Origin Shock
BP: 50
PP: 5 (8)
Acc: 100%
Type: Poison
30% chance to inflict Toxic. Doubles in damage when foe is poisoned. Uses higher offense.
__

Poison is one of the best defensive types in the game, holders of which are often paired with insane resilience by merit of raw bulk, resistances, and strong recovery tools. Offensively it is fine, it’s not amazing but it gets the job done as a STAB, but where it shines the most is spreading status and using its resilience to snowball and win games. I think of Tera Poison Pokemon, Galarian Slowking, and Iron Moth as great sources of inspiration here, often needing a lot of support to position themselves for a winning position, but being near unstoppable once they are good to go. Aside from that, there is a great deal of raw defensive application that Eternity provides, with insane Speed to complement Regenerator, Teleport, and a whole kit’s worth of utility that you would expect from a Poison-type. Its Embody Aspect leans into both, letting it pass a lowered Special Defense to a teammate, or simply being a means to enforce a bit of damage for a more flexible end-game. It can also use Weather a bit, too!

Origin Toxin operates like Barb Barrage, being a way for it to exert consistent damage while also spreading status efficiently. For setup and utility sets alike, it is a near perfect tool for its diverse set of gameplans.
:ss/kyurem-black::ss/kyurem-white:

Dragon

Abilities:
Embody Aspect / Truth & Ideals

Embody Aspect (Dragon): User will gain a boost to their highest offense upon KO.

Truth & Ideals: User’s secondary type is determined by the plate being held. Adaptability if Draco Plate.


HP: 105
Atk: 130
Def: 70
SpA: 130
SpD: 70
Spe: 95

Moves: Origin Aura*, Fusion Bolt, Fusion Flare, Glaciate, Ice Burn, Freeze Shock, Draco Meteor, Dragon Pulse, Outrage, Dragon Claw, Roost, Earth Power, Iron Head, Shadow Claw, Toxic, Rock Slide, Stone Edge, Ice Beam, Thunderbolt, Flamethrower, Earth Power, Roar, Rest, Sleep Talk

Origin Aura
BP: 50
PP: 5 (8)
Acc: 100%
Type: Dragon
Doubles in power if user is holding a plate. Typing changes to reflect the new typing, if so. Uses higher offense.
__

Arcana is far and away the most complicated and nuanced option in the metagame, sporting a pseudo-Multitype and the format’s best mixed offensive profile. When I think of Dragon-types, I often think of their complementary types, and how their FWG resists can factor into the resistance profiles of other types. The identity of the Dragon-type is very much so rooted in offensive flexibility and operating often as offensive checks through their hard-to-exploit weaknesses and anti-archetypal resistances, making them a phenomenal secondary type in many cases. In order to help create a more sustainable metagame, having the ability to possess a secondary typing of your choice is a pretty big deal in gluing structures and improving particularly poor matchups. Embody Aspect and the Adaptability component of Truth & Ideals reward leaning into mono-Dragon all the same, though, so it’s not just a glue simulator. Arcana is a huge reason why I intend for there to be two versions of the format, since it shakes up the typing-based dynamics of the format rather substantially akin to Arceus-Origin.

Origin Aura leans into this multitype component, however also has the ability to reward using the mono-Dragon mode. It’s a pretty generic, but expectedly important tool for a Pokemon able to change typings.
:sv/kyurem::sv/necrozma:

Ice

Abilities:
Embody Aspect / Pale Winds

Embody Aspect (Ice): User’s defense is boosted at the end of every turn under Hail.


HP: 55
Atk: 90
Def: 90
SpA: 120
SpD: 145
Spe: 95

Important Moves: Blizzard, Ice Beam, Origin Void*, Strength Sap, Frost Breath, Aurora Veil, Body Press, Toxic, Endure, Rest, Sleep Talk, Dragon Pulse, Hail, Icicle Spear, Explosion, Memento, Calm Mind, Protect, Substitute, Agility, Mirror Coat, Counter, Metal Burst, Taunt, Curse, Ice Shard

Origin Void
BP: 50
PP: 5 (8)
Acc: 100%
Type: Ice
User completely cleanses the field of hazards and side conditions. If this occurs, set Hail. Uses higher offense.
__

Although Ice is a really awful defensive typing, I ironically associate quite a bit of the typing’s identity around Game Freak’s desperation to make a defensive Ice-type work. Vacuum leans into this, being a pretty potent Special wall, but also utilizes Ice’s other massive draw: it being one of the best offensive types in the game, further augmented by Hail’s residual chip damage. This is where Pale Winds comes in, being a way to accentuate its offenses through boosting hail chip, while still leaning into a utility wall. But, it can still outright commit to walling through its Embody Aspect and being a powerful disruptor.

Origin Void justifies the heavy hail lean, being the only Origin move to near fully commit to being a utility move. Not only does it clear hazards, leaning into the dynamic of Defog with Stealth Rock weak Pokemon I really like, but in doing so, sets Hail, making it easier to make use of its abilities to enforce progress while providing a valuable utility to its team.
:ss/mesprit::ss/uxie::ss/azelf::ss/mew:

Psychic

Abilities:
Embody Aspect / Prankster

Embody Aspect (Psychic): User gains a Special Attack boost at the end of every turn. Once a Special move is used, stat boosts are cleared. Boosts will not begin again until the user switches out.


HP: 80
Atk: 110
Def: 110
SpA: 110
SpD: 110
Spe: 80

Important Moves: Psycho Boost, Mystical Power, Knock Off, Reflect, Light Screen, Stored Power, Thunder Wave, Volt Switch, Dazzling Gleam, Transform, Encore, Taunt, Power Trip, Swords Dance, Calm Mind, Trick Room, Magic Room, Wonder Room, Focus Blast, Teleport, Ice Beam, Thunderbolt, Nasty Plot, Recover, Origin Sight*, Imprison, Yawn, Zen Headbutt

Origin Sight
BP: 50
PP: 5 (8)
Acc: 100%
Type: Psychic
Hits like Future Sight and with the higher offense. Sets Psychic Terrain on hit.
__

Psychic, to me, is all about those goofy status moves. It is far and away the most bizarre typing when it comes to support options, but that is what makes it such a tantalizing utility typing to explore. This is the core idea behind Cognition, utilizing Prankster and the deep pit’s worth of wacky utility moves to wreak havoc and support different archetypes like Screens offense and Trick Room. Psychic is also about disruption, and disruption it has: Encore, Taunt, Thunder Wave, etc.. However, another major aspect of Psychic is its affinity for snowballing. I wanted to explore this, but I also wanted to do so in a way that was compelling. This is where its Embody Aspect comes in, letting it become immensely potent at becoming a wallbreaker for just existing, but only letting you utilize the stat once before boosts are cleared, letting it be an explosive stallbreaker on both ends of raw power and utility. Psycho Boost takes advantage of both aspects of Embody Aspect, including the stat cleansing, to give you a powerful nuke more than once per switch-in. Though if you wish to hold onto those boosts, you can do so to enable Power Trip variants!

Origin Sight leans directly into the goofy offensive and utility-based identity I see of Psychic, letting it provide both Future Sight support and setting a valuable terrain for offensive structures.
:ss/yveltal::sv/ting-lu::sv/chien-pao::sv/wo-chien::sv/chi-yu:

Dark

Abilities:
Embody Aspect / Dark Aura

Embody Aspect (Dark): Gains +1 Attack upon taking resisted damage.


HP: 60
Atk: 90
Def: 100
SpA: 115
SpD: 105
Spe: 120

Important Moves: Knock Off, Pursuit, Sucker Punch, Dark Pulse, Foul Play, Nasty Plot, Shadow Ball, Ruination, Ice Beam, Giga Drain, Earth Power, Burning Jealousy, Psychic, Taunt, Will-O-Wisp, Hyper Voice, Psychic, Pain Split, Night Slash, Origin Spite*

Origin Spite
BP: 50
PP: 5 (8)
Acc: 100%
Type: Dark
Inflicts Heal Block upon hit. Uses higher offense.
__

There are two words to describe near perfectly what the goal is here: offensive utility. Pursuit, Knock Off, Sucker Punch, Foul Play, the works; all of these moves inflict pressure while providing valuable utilities to the team, and aiming for an endgame in which either the user or teammates can sweep things up. This is also why Oblivion’s offenses lean toward Special Attack, as this way the utility moves in question lean toward their utility based roles, but the cleaning route is very much there. Dark’s typing is intrinsically valuable defensively, too, which is where its Embody Aspect comes in for teams that want to lean more into its defensive typing, and potentially opening up an endgame for Knock Off/Sucker Punch.

Origin Spite is simple enough, leaning directly into that progress making while letting damage stick. Psychic Noise is basically the embodiment of this concept, and I think it’s a really neat complement to its other moves in the context of its gameplan.
:ss/xerneas::ss/tapu-koko::ss/tapu-lele::ss/tapu-fini::ss/tapu-bulu:

Fairy

Abilities:
Embody Aspect / Fairy Aura

Embody Aspect: User’s Special Defense increases upon dealing Special damage.


HP: 60
Atk: 115
Def: 120
SpA: 90
SpD: 100
Spe: 105

Moves: Nature’s Madness, Moonblast, Taunt, Encore, Jungle Healing, Calm Mind, Draining Kiss, Psychic, Surf, Giga Drain, Wish, Protect, Thunderbolt, Heart Swap, Pain Split, Spirit Break, Close Combat, Superpower, Flatter, Swagger, Growth, Bulk Up, Drain Punch, Aromatherapy, Trick, Wild Charge, Zen Headbutt, Wave Crash, Wood Hammer, Origin Shimmer*, Misty Explosion

Origin Shimmer
BP: 50
PP: 5 (8)
Acc: 100%
Type: Fairy
Uses higher offense. Sets Misty Terrain on hit; if a terrain is already active, power is boosted by 2x.
__

Perhaps this is a bit of a weird take for a Fairy-type, but I think that weirdness is part of the identity, in a way. Fairy-types are durable, powerful, and highly potent win conditions, and typically involved in being clerics. While Lifeblood has the tools to do this, it is actually shaped to be a physical attacker, weirdly enough. This was intentional, in order to lean into Drain Punch as a leeching coverage option and contrasting Draining Kiss as a STAB leeching move.

Using Fairy Aura, it can use its Fairy-type STAB in Origin Shimmer to wreak havoc and exert reliable pressure to build toward an end-game, while also being able to set Misty Terrain to provide itself the Fairy-type’s commonly observed flexibility into status. Its Embody Aspect, fittingly, embodies this offensive-defensive gameplan, letting it grow more defensively potent by dishing out damage.
:sv/medicham-mega:

Fighting

Abilities: Embody Aspect / Technician

Embody Aspect (Fighting): Boosts Defense upon taking direct damage.


HP: 110
Atk: 120
Def: 100
SpA: 130
SpD: 70
Spe: 70

Important Moves: Superpower, Body Press, Origin Art, Psychic, Force Palm, Focus Blast, Aura Sphere, Shadow Ball, Earthquake, Vacuum Wave, Work Up, Nasty Plot, Low Sweep, Recover, U-turn, Toxic, Taunt, Extreme Speed, Mach Punch, Circle Throw, Fake Out, Knock Off, Agility, Grass Knot, Bulldoze

Origin Art
BP: 50
PP: 5 (8)
Acc: 100%
Type: Fighting
Uses higher offense. Hits 2 times, each hit having a 20% chance to lower their highest offense. Makes contact.
__

Fighting-types are rough, tough, and always able to hit hard with a good STAB and pack strong coverage/complementary offensive utility. They also come packed with resistances to Knock Off and U-turn, two immensely common moves, and one’s Chakra too can take advantage of. In a contrast to Lifeblood, the typically Physical Fighting-type is partially reimagined into a Special Attacker with a potent Physical mode, packing the ability to do a bulky snowball sweep, or using the Technician-boosted moves that Fighting-types often possess. You can get an immensely fun mixed wallbreaker with powerful priority using Technician, or run a powerful mixed wall with Embody Aspect, Body Press, and Recover to really lean into the resistance profile often used to deter common progress-making moves.

Origin Art leans hard into Technician, but is by itself a reliable Fighting-type STAB that goes all in on Fighting types often being affected by adverse c effects, but having high reward for testing them.
:ss/vespiquen::ss/volcarona:

Bug

Abilities:
Embody Aspect / Swarm

Embody Aspect (Bug): Opponent’s Defense is decreased by one stage upon being hit by resisted damage.


HP: 50
Atk: 100
Def: 132
SpA: 66
SpD: 132
Spe: 120

Important Moves: U-turn, Quiver Dance, Attack Order, Defend Order, Infestation, Toxic, Will-O-Wisp, Twineedle, Psychic, Dark Pulse, Pain Split, Sludge Bomb, Shadow Ball, Origin Swarm*, Giga Drain, Substitute, Rest, Sleep Talk, Facade, Endure, Protect, Defog, Spikes, Zen Headbutt, Play Rough, Bug Buzz, First Impression

Origin Swarm
BP: 50
PP: 5 (8)
Acc: 100%
Type: Bug
Hits using the higher offense. Gains +50 BP for every stat change on the field, but clears them all after.
__

Bug as a type is defined by two things: being dogshit offensively, but weirdly promising defensively. Hivemind leans pretty hard into both of these, but in the offensive department actually uses the Bug-type’s offensive mediocrity to its advantage, pairing well with U-turn, Pin Missile, and Origin Swarm to exert overwhelming damage or position a teammate to exploit its Embody Aspect. Alternatively, there’s Quiver Dance, a move also associated with Bug-types as a funny contrast due to its immense strength as a boosting move. What you overall get from this is an offensive utility demon, using its amazing resistances, Speed tier, and good bulk to leverage teammates or be an abstract wallbreaker, akin to many offensive Bug-types seen in canon. Swarm can also play into this brute force method, pairing nicely with Quiver Dance particularly.

Origin Swarm is designed to complement both Quiver Dance and Embody Aspect, also working well with Swarm to be the pinnacle brute force move that requires precision to get the most of, akin to Cognition.

Last, regarding coding, this is something that may take a while due to my own IRL situation, and also because I’m not really sure if there would be a ton of interest in a metagame like this either. Either way, I hope this thought experiment was interesting enough to read, and that you had as much fun looking through it as I had theorycrafting it!
Screenshot 2026-10-14 015033.png

Monotype: Origins is live on DH!
I made a spreadsheet also
 
Hedgemons

​
My first ever Solomod, it's Pokémon but using the characters and enemies from the universe the Sonic the Hedgehog franchise ! 134 Pokémon, 21 Mega Evolutions, 13 custom Abilities, 17 custom moves, 27 custom items (with only one being non-exclusive and even then) and as much speed creep as you could ever wish for, it's all finally complete !

I have made both a spreadsheet of all the Pokémon, Abilities, etc. and their basic information in alphabetical order, and a document with all of their learnsets in the same order.

Link to spreadsheet:https://docs.google.com/spreadsheet...IPBwjuC4s7UBX0G1eyFsgpi2RwuaVfilncAsV/pubhtml
Link to document: https://docs.google.com/document/d/...ueFVsj8m9rNKNm5IHSAcRvcWRii__jI-25bLvnyRM/pub
 
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