Pet Mod SylveMons (Discussion Phase)

Rolycoly Line:
Heatproof --> Obstinacy
Added Moves: Rollout

I felt like the switching of Flame Body for Heatproof didn't really make sense in the first place considering it gets Flash Fire which is just better, unless I'm missing something. Obstinacy makes sense for Pokemon as bulky as these, and which also frankly aren't nearly as threatening as they look. As for Rollout, the first two stages of the line are literally described as using rolling around to move in their Pokedex entries so I have no idea why they don't already get this.
 
So off topic from the thread, but Light Ball... is it effecting Yamper line, morpeko or both?


Both would benefit:
Boltund would be wicked with his 126 speed and Morpeko can wheel it’s way into insanity with an effective endless speed boost.
 

AquaticPanic

Intentional Femboy Penguin
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Community Leader
So off topic from the thread, but Light Ball... is it effecting Yamper line, morpeko or both?


Both would benefit:
Boltund would be wicked with his 126 speed and Morpeko can wheel it’s way into insanity with an effective endless speed boost.
Just Morpeko
 

G-Luke

Sugar, Spice and One For All
is a Community Contributoris a CAP Contributoris a Forum Moderator Alumnus
Name: Eternabeam
Existing Move?: Y
Category: As before
Type: As before
PP: As before
Effect: Requires a recharge after hitting, unless it KOs the target.
Priority: As before
Misc.: As before
Z-Move: As before
Fling Info: As before
Niche: As Gen 1 Hyper Beam
Potential Pokemon With This Move: As before

Don't mind me just fixing this Gen's Hyper Beam clone and solidifying the potential dangers of a Choice Specs Eternalus.
 

scorbunnys

Don't dream your life, but live your dream. #Bunny
Name: Deep Charm
Existing Move?: No
Category: Special
Damage: 75
Accuracy: 100%
Type: Fairy
PP: 10 (max 16)
Special Effects: It has a 20% lower to -3 physical attack and special attack and heals 25% of their HP
Priority: Neither
Z-Move: Twinkle Tackle (140 BP)
Niche: It is a move that mons like Sylveon, Hatterene, Clefable and Togekiss, for example, take an excellent advantage, since it can heal a little life and in addition, can reduce the attack and the special attack of the rival in -3, which It causes many mixed, physical or special attackers to strike more weakly and force the change of Pokémon. Even if it hits weak, it is very good to move defensively for these mons who can hit and with this reduces the power of the rival.
Potential Pokemon With This Move: Sylveon, Clefable, Hatterene, Togekiss and if they count the pokemon that are not in the dex, I would say that Florges

Name: Icy Head
Existing Move?: Nah
Category: Physical
Damage: 150
Accuracy: 80%
Type: Ice and Fighting
PP: 5 (max 8)
Special Effects: Hit with all the power of your icy head, but in exchange for having maximum 50% recoil, ignore Substitutes, Protect, Spiky Shield, Baneful Bunker and Obstruct
Z-Move: Subzero Slammer (200 BP)
Niche: Thanks to the fact that it transfers all the moves related to protecting and also a substitute, it manages to be a move with a large niche and has two types (Fight and Ice), just like the Hawlucha move, but its offensive strengths come together regardless of whether there is a Offensive weakness of one of the two types covered by the other, if one is strong to one type, basically even if the other type is weak offensively, if one of the two is strong against that type, it will be super-effective against the rival (but if one it has offensive weakness and the other does not cover it, this move will still be ineffective), Mons offensive physical ice and fight love this move
Potential Pokemon With This Move: All Offensive Physical Attackers Ice and Fighting

Thank you for your attention, I wish you a Merry Christmas and a Happy New Year :blobwizard: cya
 

Solaros & Lunaris

Hold that faith that is made of steel
is a Site Content Manageris an official Team Rateris a Forum Moderatoris a Community Contributoris a Contributor to Smogon
Pokemon:
Dracovish (Stich98)
Dracozolt (Stich98)
Arctozolt (Stich98)
Arctovish (Stich98)
Grapploct (AquaticPanic)
Falinks (Samtendo90)

Moves:
Grav Apple (Dilasc)
Apple Acid (Dilasc)
Eternabeam (G-Luke)

Edit: ok then, but CB Meteor Assault coming from Sirfetch’d would’ve been cool
 
Last edited:

AquaticPanic

Intentional Femboy Penguin
is a Community Leaderis a Community Contributor
Community Leader
Name: Deep Charm
Existing Move?: No
Category: Special
Damage: 75
Accuracy: 100%
Type: Fairy
PP: 10 (max 16)
Special Effects: It has a 20% lower to -3 physical attack and special attack and heals 25% of their HP
Priority: Neither
Z-Move: Twinkle Tackle (140 BP)
Niche: It is a move that mons like Sylveon, Hatterene, Clefable and Togekiss, for example, take an excellent advantage, since it can heal a little life and in addition, can reduce the attack and the special attack of the rival in -3, which It causes many mixed, physical or special attackers to strike more weakly and force the change of Pokémon. Even if it hits weak, it is very good to move defensively for these mons who can hit and with this reduces the power of the rival.
Potential Pokemon With This Move: Sylveon, Clefable, Hatterene, Togekiss and if they count the pokemon that are not in the dex, I would say that Florges

Name: Icy Head
Existing Move?: Nah
Category: Physical
Damage: 150
Accuracy: 80%
Type: Ice and Fighting
PP: 5 (max 8)
Special Effects: Hit with all the power of your icy head, but in exchange for having maximum 50% recoil, ignore Substitutes, Protect, Spiky Shield, Baneful Bunker and Obstruct
Z-Move: Subzero Slammer (200 BP)
Niche: Thanks to the fact that it transfers all the moves related to protecting and also a substitute, it manages to be a move with a large niche and has two types (Fight and Ice), just like the Hawlucha move, but its offensive strengths come together regardless of whether there is a Offensive weakness of one of the two types covered by the other, if one is strong to one type, basically even if the other type is weak offensively, if one of the two is strong against that type, it will be super-effective against the rival (but if one it has offensive weakness and the other does not cover it, this move will still be ineffective), Mons offensive physical ice and fight love this move
Potential Pokemon With This Move: All Offensive Physical Attackers Ice and Fighting

Thank you for your attention, I wish you a Merry Christmas and a Happy New Year :blobwizard: cya
Sorry, but we are not in submission phase right now

Eternabeam (G-Luke) (If this gets voted in, can we apply it to all recharge moves?)
Most already have been changed in past slates. I do think we should also apply it to Meteor Assault tho
 
Pokemon Adjustments:
Arctozolt (Stitch98)
Arctovish (Stitch98)
Grapploct (AquaticPanic)
Farfetch'd-Galar line (AquaticPanic)
Perrserker (AquaticPanic)
Falinks (Samtendo09)

Moves:
Grav Apple (Dilasc)
Apple Acid (Dilasc)
 
- Pokémon Adjustment:
Dracozolt (Me)
Dracovish (Me)
Arctozolt (Me)
Arctovish (Me)
Falinks (Samtendo09)
Grapploct (AquaticPanic)

- Moves:
Grav/Acid Apple (Dilasc)
Eternabeam (G-Luke)
 
Adjustments:
Dracovish - II
Dracozolt - II
Arctozolt - III
Arctovish - III
Grapploct - III
Falinks - III

Farfetch'd-Galar line - I
Perrserker - I

Moves:
Grav Apple - III
Apple Acid - III
Eternabeam - II


Moves:
1. Grav Apple by Dilasc - 80 BP, 100% Acc, 16 PP, Grass, Physical, 100% chance to lower the target's Defense and hits Flying-types super effectively
1. Apple Acid by Dilasc - 80 BP, 100% Acc, 16 PP, Grass, Special, 100% chance to lower the target's Special Defense and hits Steel-types super effectively
2. Eternabeam by G-Luke - 160 PP, 90% Acc, 16 PP, Dragon, Special, User cannot move next turn unless the target was KO'd with this move last turn

Adjustments:
1. Arctozolt by Stitch98
1. Arctovish by Stitch98
1. Grapploct by AquaticPanic
1. Falinks by Samtendo09
2. Dracovish by Stitch98
2. Dracozolt by Stitch98


And with that, SylveMons is ready to head into Gen 8!
We will start a Discussion phase, where you can theorymon about what new things we have in Gen 8 while work on getting everything coded

Some notes about Gen 8 Sylvemons metas
- Ignores Dexit
- Ignores Movexit
- Dynamax Clause is active (not active in Ubers)
- Mega Evolution is legal (and thus Mega Stones are released)
- Z-Moves are legal (and thus Z-Moves are released)
- Unreleased abilities are released
- Custap Berry and Plates are released

With that, it's time for a new beginning!
 
Dracovish is gonna be so broken with Dragon Dance and a Dragon stab boosted by Strong Jaw that it isn't even funny.
EDIT: Same applies for Dracozolt, now that it doesn't have that annoying chance of missing attacks with Hustle but yet presserves its power with Tough Claws and coverage moves such as Fire Fang being buffed.
 
Obligatory Discussion Post Time

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

So, Keldeo gets Knight's Blade boosted Air Slash now thanks to SwSh's TMs...
Gives it all the coverage Hidden Power [Ice] used to give it with only slightly less power, so it can still OHKO Serperior while now threatening Tapu Bulu, Mega Gallade, Kommo-o, and Mega Medicham. As if switching in to this thing wasn't hard enough already.
:sm/hawlucha:
Hawlucha @ Electric Seed / Weather Warrior's Crystal
Ability: Unburden
EVs: 96 HP / 252 Atk / 36 SpD / 124 Spe
Adamant Nature
- Brave Bird
- Swords Dance
- Close Combat
- Roost

Hawlucha fits on literally every terrain or weather team and now it has 2 much more spammable STABs. And the Tapus are back.
Help me
:sm/tapu_koko::sm/tapu_lele::sm/tapu_bulu::sm/tapu_fini:
Speaking of terrains, Gen 8 actually nerfed the power boost Terrains give from 1.5x to 1.3x, slightly nerfing Koko, Lele, Bulu, and due to the Misty Terrain buff SylveMons gave it last gen, Fini. While it won't be huge, it does make all 4 of these mons, especially Koko and Fini, quite a bit easier to switch into, though they'll still likely be present on the majority of teams.
:sm/jirachi:
Jirachi @ Heavy-Duty Boots
Ability: Housekeeping
EVs: 248 HP / 48 Def / 84 SpA / 128 Spe
Timid Nature
- U-turn
- Moonblast
- Hidden Power [Fire]
- Healing Wish / Wish

Safety Socks already existed in SylveMons and Game Freak copied our idea, but Heavy-Duty Boots/Safety Socks Jirachi does allow Rachi to completely avoid any sort of hazard chip damage, which is important as Spikes will be slightly more common thanks to Mew. Our resident S-Tier also got recovery in Life Dew, though it only heals 25%, so nothing to worry about there.
:sm/mew:
Mew @ Leftovers
Ability: Synchronize
EVs: 240 HP / 52 Def / 216 Spe
Jolly Nature
- Earthquake / Knock Off
- Will-O-Wisp
- Soft-Boiled
- Spikes

Mew @ Red Card / Firium Z / Groundium Z
Ability: Synchronize
EVs: 252 HP / 4 Atk / 252 Spe
Jolly Nature
- Taunt
- Stealth Rock
- Spikes
- Flare Blitz / Earthquake

Mew @ Firium Z
Ability: Synchronize
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Dragon Dance
- Psychic Fangs
- Flare Blitz
- Close Combat

Mew gaining a bunch cool new moves like Spikes, Dragon Dance, Close Combat, and Flare Blitz makes one of the most versatile Pokemon all that more versatile. Mew has a pretty decent niche in that it's a hazard stacker that can beat down Jirachi and Taunt Chansey while also being a dangerous sweeper on the physical or special side.
:sm/kommo-o:
Kommo-o @ Kommonium Z
Ability: Scrappy
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Clangorous Soul
- Clanging Scales
- Aura Sphere
- Flash Cannon

So, Game Freak created Clangorous Soul to make up for the fact that Kommo-o lost access to Clangorous Soulblaze in Sw/Sh
The problem for us is that Z-Moves still exist and thus Clangorous Soulblaze still exists and thus we have created this monster that's probably gonna have to be banned in some way (Banning Kommonium Z, Banning Clangorous Soul, Banning the combination of the two, Changing Soulbaze, etc)
:sm/flygon:
Flygon @ Choice Band
Ability: Tinted Lens
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- First Impression
- Fire Punch
- Earthquake
- U-turn

Flygon @ Leftovers / Groundium Z
Ability: Tinted Lens
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- First Impression
- Sticky Web
- Roost / Earthquake
- U-turn

Game Freak gave First Impression to this thing
It has Tinted Lens
Do you see where this is going
:sm/steelix-mega:
Steelix @ Steelixite
Ability: Sturdy
EVs: 252 HP / 4 Def / 252 SpD
Careful Nature
- Shield Slam
- Body Press
- Iron Defense
- Recrystalize

In another example of Game Freak copying our ideas, Body Press is basically a Fighting-type clone of Shield Slam and many of the Pokemon that are in Sw/Sh that learned Shield Slam also learn Body Press with Steelix being the best of them. Now, we have this monster, especially since Steelix finally learns Iron Defense in this gen, allowing it to basically Swords Dance up while boosting its bulk and sweep as Steel/Fighting ain't bad. This plus a good defensive typing in Steel/Ground and the plethora of move immunities in gains from Bulletproof makes Mega Steelix into a genuine threat.
:sm/gyarados:
Gyarados @ Groundium Z
Ability: Moxie / Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Dragon Dance
- Aquatic Assault
- Power Whip
- Earthquake

Yeah, Tapu Fini doesn't check this anymore...
:sm/jellicent:
Jellicent @ Colbur Berry
Ability: Water Absorb
EVs: 252 HP / 252 Def
Bold Nature
IVs: 0 Atk
- Strength Sap
- Will-O-Wisp
- Scald
- Hex

This thing already had a niche in checking Keldeo and Infernape and now thanks to Strength Sap and the existence of Dracovish, it just got way better, meaning that it's extremely scary for physical attackers to switch into it and even if they can still beat it at -1, they won't be nearly as scary for Jellicent's teammate to switch into
:sm/virizion:
Virizion @ Weather Warrior's Crystal
Ability: Knight's Blade
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Solar Blade
- Sacred Sword
- Stone Edge / Stalwart Sword
- Swords Dance

While not the best Sun sweeper due to the lack of Chlorophyll, Virizion's high natural Speed and absolutely nuclear Knight's Blade-boosted Solar Blade actually makes it a pretty big threat.
+1 252 Atk Virizion Solar Blade vs. 252 HP / 252+ Def Toxapex: approximately 62.6 - 74.4% -- guaranteed 2HKO after Black Sludge recovery
Very few things not named Dracovish are doing 70% to a Toxapex without a super effective hit and this is before you even click Swords Dance
:sm/silvally:
Anything you want really

Silvally-Steel @ Steel Memory
Ability: RKS System
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Multi-Attack
- Earthquake
- U-turn / Recover

Silvally-Fairy @ Fairy Memory
Ability: RKS System
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
- Multi-Attack
- Defog / Fire Fang
- Recover
- Fire Fang / U-Turn / Parting Shot

Multi-Attack was buffed to 120 BP, so this alongside the buffs RKS System and Memories gained in SylveMons makes Silvally a scary Swords Dance sweeper and makes it not very passive as a wall
:sm/excadrill:
Excadrill @ Leftovers / Steelium Z
Ability: Mold Breaker
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Swords Dance
- Earthquake
- Iron Head
- Rapid Spin

Honestly, this thing only dropped to UU because we forgot about it, but don't get it twisted, having something that can sweep with Swords Dance while simultaneously checking two of the most common hazard setters (Jirachi and Chansey) as well as Tapu Koko and Lele can be invaluable to some teams. Plus, with Rapid Spin's buff means that if it gets a chance to use Rapid Spin once or twice, it could be game over.
:sm/blastoise-mega:
Blastoise @ Blastoisinite
Ability: Torrent
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Shell Smash
- Hydro Pump
- Ice Beam / Earthquake
- Aura Sphere / Earthquake

So Mega Blastoise gets Shell Smash now...
Someone remind me to quickban this from RU and maybe UU too
:sm/kyurem:
Kyurem @ Leftovers / Safety Socks (AKA Heavy-Duty Boots)
Ability: Pressure
EVs: 52 HP / 204 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Freeze-Dry
- Earth Power
- Substitute
- Roost

Kyurem @ Choice Specs / Distress Glass / Agony Boots
Ability: Pressure
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Ice Beam
- Earth Power / Hidden Power [Fire]
- Freeze-Dry
- Draco Meteor

Tapu Fini who? Toxapex who? Manaphy who?
:sm/gengar:
Gengar @ Distress Glass
Ability: Etheral Fist
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Nasty Plot
- Shadow Punch
- Sludge Wave
- Drain Punch / Fire Punch

Yeah, you TRY taking a hit from this at +2

Dracovish @ Mystic Water
Ability: Strong Jaw
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Fishious Rend
- Dragon Fang / Crunch
- Psychic Fangs
- Dragon Dance

Dracozolt @ Magnet
Ability: Tough Claws
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Bolt Beak
- Fire Fang
- High Horsepower / Outrage
- Dragon Dance

There is a good reason why I didn't vote for these monsters
The combo DDance + Fishious Rend and Bolt Beak makes shudder just thinking about it.
These two will likely be the first things on the suspect radar since I don't see how this doesn't end badly, though they'll simply have Dragon Dance removed from them if things go awry

Rillaboom @ Agony Boots / Choice Scarf
Ability: Overgrow
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance / U-Turn
- Wood Hammer
- Knock Off / Thunder Clap
- Earthquake

On the surface, losing Grassy Surge would seem like a nerf to Rillaboom, but truthfully, it would probably just use Overgrow anyway, especially after the terrain boost nerf. Anyone who has used or played against a Tapu Bulu in Gen 7 knows the power of a STAB Wood Hammer that gets an extra 1.5x boost and Rillaboom over here has the same thing with just 5 less Attack, actually making it hit harder than Tapu Bulu in this gen due to the Terrain nerf. Loudspeaker is also an option which gives Rillaboom speed control from Loudspeaker-boosted Drum Beating while deal more damage to the likes of Celesteela and Corviknight with Thunder Clap.

Cinderace @ Agony Boots / Anguish Bandanna
Ability: Libero
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Pyro Ball
- High Jump Kick
- Gunk Shot
- U-turn

Blaze and Court Change are cool and still perfectly viable and all, but lol Libero is released and this thing has 3 moves with 120+ Base Power and U-Turn, spam those.

Inteleon @ Choice Specs
Ability: Torrent
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Hydro Pump
- Ice Beam
- Dark Pulse / Flame Bullet
- River Stream

Inteleon @ Scope Lens
Ability: Sniper
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Snipe Shot
- Frost Breath
- Flame Bullet / Dark Pulse
- Focus Energy

Specs Torrent Hydro Pump dents literally anything isn't immune to it, but if you really wanna use Sniper, we did give it Frost Breath, so there's that. It also gets Flame Bullet now, making this one of the best Scizor checks in the game

Corviknight @ Leftovers
Ability: Air Stream
EVs: 252 HP / 32 Def / 136 SpD / 88 Spe
Careful Nature
- Brave Bird / Shield Slam
- Substitute
- Bulk Up / Iron Defense
- Roost

Corviknight @ Leftovers
Ability: Pressure
EVs: 252 HP / 76 Def / 180 SpD
Impish Nature
- Shield Slam
- Roost
- Body Press
- Slipstream

I feel like giving this Air Stream was a bad idea but at least Magnezone and Heatran exist, especially since it struggles to fit Body Press on its Bulk Up/Iron Defense set

Boltund @ Anguish Bandanna
Ability: Strong Jaw
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Wild Charge / Thunder Fang
- Ice Fang
- Fire Fang
- Fairy Charge

As if we didn't have enough Electric-type nukes in the meta, here comes bootleg Zeraora with buffed Wild Charge at 150 BP, buffed Strong Jaw-boosted Fire Fang at 127.5 BP, new access to Ice Fang which also reaches 127.5 BP, and a lower risk option in STAB Thunder Fang which is 127.5 BP before STAB. Time will tell if this'll be too much for RU, as Zeraora still mostly outclasses it in UU and the rats outclass it in OU, but as a teammate to them, it puts much more strain on a team's Electric checks.

Appletun @ Choice Specs
Ability: Disperal
EVs: 248 HP / 252 SpA / 8 SpD
Modest Nature
IVs: 0 Atk
- Apple Acid
- Draco Meteor
- Dragon Pulse
- Recover

Flapple and Appletun basically function normally with they're buffed STAB moves, but the gimmick of Choice Specs Appletun deserves a mention because Dispersal and Apple Acid being super effective against Steel-types (Apple Acid and Grav Apple were made into Seed moves) makes Specs Apple Acid extremely dangerous to switch into, as you'll either die or have your Special Defense drop which might result in a 2HKO

Sandaconda @ Leftovers / Smooth Rock
Ability: Sand Spit
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Earthquake
- Stealth Rock
- Glare
- Morning Sun

Sandaconda @ Leftovers
Ability: Shed Skin / Sand Spit
EVs: 252 HP / 4 Atk / 252 SpD
Careful Nature
- Earthquake
- Coil
- Ice Fang
- Morning Sun

Thanks to Morning Sun's SylveMons buff making it so that it heals 50% in all weathers, except Sun where it heals 66%, Sandaconda finally gets the reliable recovery it so desperately needed, making it a pretty good physical wall. While it has to compete with Lando, Hippowdon, and Gliscor, it does boast access to Glare to cripple sweepers

Barraskewda @ Anguish Bandanna
Ability: Obstinacy
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Aquatic Assault
- Close Combat
- Ice Fang
- River Stream

ACTIVATE INSTANT KILL

AquaticPanic (Grapploct) @ Choice Band / Assault Vest
Ability: Technician
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Revenge / Circle Throw
- Drain Punch
- River Stream
- Aquatic Assault / Payback / Aqua Jet / Sucker Punch

AquaticPanic (Grapploct) @ Leftovers
Ability: Technician / Limber
EVs: 252 HP / 4 Def / 252 Spe
Jolly Nature
- Drain Punch / Soak
- Octolock
- Rinse Off
- Protect / Soak

Grapploct can actually serve a purpose now thanks to the recent buffs it got in this slate. Fighting/Water coverage + Technician gives it a plethora of strong moves to use, including Revenge, Drain Punch, River Stream, Sucker Punch, Stomping Tantrum, Payback, Aqua Jet, and Circle Throw. With this, both Octolock and Offensive sets can be dangerous, especially since the former gains recovery in Rinse Off.

Hatterene (F) @ Life Orb / Room Extender
Ability: Magic Bounce / Psychic Surge
EVs: 252 HP / 252 SpA / 4 SpD
Quiet Nature
IVs: 0 Atk / 0 Spe
- Psychic
- Dazzling Gleam
- Mystical Fire / Aura Sphere
- Trick Room

Hatterene (F) @ Room Extender
Ability: Psychic Surge
EVs: 252 HP / 252 SpA / 4 SpD
Quiet Nature
IVs: 0 Atk / 0 Spe
- Dazzling Gleam
- Moonlight
- Teleport / Aura Sphere
- Trick Room

Not gonna lie, we did not realize how good this thing already was before went and gave it Aura Sphere, Psychic Surge, AND Moonlight, so this thing could also potentially be on the nerfing radar.

Corsola-Galar @ Eviolite
Ability: Cursed Body
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Strength Sap
- Will-O-Wisp
- Night Shade / Haunting Scream
- Stealth Rock

Corsola didn't get anything huge in terms of moves, but its ability did change in that Cursed Body now Taunts the opponent on switch-in, which can be huge if the opponent has no way to beat Corsola without setting up or Toxic, allowing it to get up rocks or weaken a switch-in. Haunting Scream is also kind of a gimmick that can also force switches.

Sirfetch'd @ Anguish Bandanna
Ability: Hasty / Knight's Blade
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Meteor Assault / Close Combat
- First Impression
- Knock Off
- Stalwart Sword / Sky Attack / Meteor Assault

Okay, lemme tell you about Sirfetch'd. We made its abilities match up with Kantonian Farfetch'd, so yeah it does lose Scrappy, what it gains more than makes up for that.
Firstly, Hasty allows Sirfetch'd to spam Meteor Assault to its heart's content and it should be pretty obvious that anything that's not a Ghost-type does not want to even entertain the idea of switching into a 150 BP STAB move from something with 135 Attack. Even if you want to switch in, Knock Off, Stalwart Sword, and Sky Attack will likely foil those plans, especially if it decides to run Knight's Blade instead, so Fairies and Toxapex are no longer switch-ins due to Stalwart Sword and Psycho Cut. Oh, and Meteor Assault is a blade move. Y'all lucky that Game Freak made this thing as slow as it is.

Rapidash-Galar @ Fairium Z / Choice Scarf
Ability: Pastel Veil
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Fairy Charge
- Wild Charge
- High Horsepower
- Swords Dance / Teleport

It doesn't get Reckless like its Kantonian cousin, but a +2 STAB Fairy Charge will still chunk the majority of things and it gets the 150 BP Wild Charge to help with that. It also gets Teleport to keep up momentum on a Choiced/Torment item set

Mr. Mime-Galar @ Eviolith
Ability: Technician
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Psybeam / Teleport
- Freeze-Dry / Sheer Cold
- Nasty Plot / Thunderbolt
- Focus Blast

Mr. Rime @ Heavy-Duty Boots
Ability: Technician
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Teleport
- Freeze-Dry
- Rapid Spin
- Focus Blast / Encore

Since Mr. Mime lost Technician, we decided that the Mr. Mime-Galar line should get Technician, thus blessing it with STAB Technician Freeze-Dry that absolutely destroys most Water-type switch-ins. Mr. Mime can use the Eviolith which makes it even more powerful and it even has Technician-boosted Teleport as a strong pivot move, while Mr. Rime is a ridiculously strong Rapid Spinning pivot.

Alcremie-Salted @ Choice Specs
Ability: Misty Surge
EVs: 252 HP / 252 SpA / 4 SpD
Modest Nature
IVs: 0 Atk
- Dazzling Gleam
- Fairy Wind
- Mystical Fire
- Energy Ball

Alcremie-Salted (F) @ Leftovers
Ability: Misty Surge / Hasty
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
IVs: 0 Atk
- Dazzling Gleam
- Calm Mind
- Mystical Fire / Hyper Beam / Psychic
- Recover

Alcremie gets Misty Surge now, and with 110 SpA, priority Fairy Wind can actually hit pretty hard with the new terrain boost. Otherwise, it's best as a Calm Mind sweeper with Misty Surge preventing it from getting crippled by Toxic or Thunder Wave, though it can use Hasty to use Hyper Beam as pretty good neutral coverage to hit Fire and Poison-types in one slot

Falinks @ Fightinium Z / Psychium Z
Ability: Defiant
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- No Retreat
- Close Combat
- Stalwart Sword
- Zen Headbutt

Falinks @ Leftovers
Ability: Stamina
EVs: 252 HP / 4 Atk / 252 SpD
Careful Nature
- No Retreat
- Iron Defense
- Fairy Lock / Protect
- Shield Slam

BY THE POPE

Frosmoth @ Heavy-Duty Boots
Ability: Snow Warning
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Blizzard
- Bug Buzz
- Quiver Dance
- Aurora Veil

Frosmoth @ Safety Socks
Ability: Ice Scales
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Ice Beam
- Quiver Dance
- Moonlight
- Substitute

Ice Volcarona with Timbs or Socks can either set up Hail, boosting its Defense a bit while letting use Aurora Veil to set stupid bulky and help its team if it dies or it can still use Ice Scales which lets it check Tapu Lele, Greninja, and Special Raichu

Stonjourner @ Room Extender
Ability: Sole Caliber
EVs: 252 HP / 252 Atk / 4 SpD
Brave Nature
IVs: 0 Spe
- Stealth Rock
- Stone Edge
- Trick Room
- Self-Destruct

Room then Boom, not much else here

Morpeko @ Light Ball
Ability: Hunger Switch
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Wild Charge
- Aura Wheel
- Ice Fang
- Parting Shot

I hate rats

Duraludon @ Agony Boots / Distress Glass
Ability: Stalwart
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Metal Sound
- Draco Meteor
- Thunderbolt
- Stealth Rock

*HIGH PITCHED METALLIC SCREECHING*

Dragapult @ Life Orb
Ability: Cursed Body
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Dragon Dance
- Shadow Charge
- Dragon Darts
- Psychic Fangs / Fire Blast

Dragapult @ Choice Specs
Ability: Cursed Body
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Shadow Ball
- Draco Meteor
- Incinerate / Thunderbolt
- Slipstream

Oh, this thing has actual Physical Ghost STAB now, fun...

Drakloak @ Eviolith / Eviolite
Ability: Cursed Body
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Dragon Dance
- Shadow Charge
- Outrage
- Psychic Fangs / Steel Wing / Will-O-Wisp

Probably nothing special, but Drakloak seems like a fun DDancer in RU or even UU with Eviolith and Shadow Charge

Zacian-Crowned @ Rusted Sword
Ability: Intrepid Sword
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Fairy Charge
- Behemoth Blade
- Close Combat / Sacred Sword
- Wild Charge

What if I told you that SylveMons buffs this thing

Zamazenta-Crowned @ Rusted Shield
Ability: Dauntless Shield / Guard Up
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
- Iron Defense
- Shield Slam
- Fire Fang
- Psychic Fangs

While it unfortunately doesn't learn Body Press, Zamazenta here does learn Shield Slam, so you can run your super strong + super bulky shenanigans all the same


Very excited to see what breaks the meta next!
If you want to help with coding, talk to me, AquaticPanic, Brodaha, or charizard8888 on here or on the Pet Mod or SylveMons Discords (links below)
 
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I wonder when will the next sub phase be.
I already had some submission ideas planned.
Unfortunately, there won't be another submission slate for awhile as the meta already quite loaded. We're currently working on that massive project that is coding so we can playtest and balance. If necessary, the next slate will be balancing or when Isle of Armor comes out
 
how herculean of a task could reading the post directly above yours possibly be, no its not still active
I was referring to this line:
We're currently working on that massive project that is coding so we can playtest and balance.
...and the post doesn't even mention Rev. How herculean of a task could it be to not be a dick?
 

AquaticPanic

Intentional Femboy Penguin
is a Community Leaderis a Community Contributor
Community Leader
I was referring to this line:
We're currently working on that massive project that is coding so we can playtest and balance.
...and the post doesn't even mention Rev. How herculean of a task could it be to not be a dick?
We do have a few plans for it but the mod has been dead for a while (Mostly after DH itself fell down)

As for Rev I haven't heard from her in a pretty long time, last time I saw her was in the Fusion Evolution discord just announcing she was gonna step down as leader and get off the server
 

AquaticPanic

Intentional Femboy Penguin
is a Community Leaderis a Community Contributor
Community Leader
With the DLC adding new moves, we have made a few changes to the added moves for the sake of consistency with older moves in this mod. What changes is the following:

- Triple Axel has now been added to the list of moves boosted by Sole Caliber

- Meteor Beam activates instantly under Sandstorm

- Dual Wingbeat is now 50 BP

With all that said, here are some interesting sets to note:



Grapploct @ Choice Band
Ability: Technician
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- River Stream
- Brick Break
- Sucker Punch
- Skitter Smack

Thanks to Technician, Skitter Smack hits 105 BP. This makes both Grass and Psychic types less safe switch-ins against Grapploct. This might not be meta-defining but it does increase the octopus' viability





Raichu-Alola @ Light Ball
Ability: Surge Surfer
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Ion Absorb
- Rising Voltage
- Psychic
- Surf

252 SpA Charge Light Ball Raichu-Alola Rising Voltage vs. 248 HP / 8 SpD Eviolite Chansey in Electric Terrain: 456-537 (64.8 - 76.3%) -- guaranteed 2HKO
I think this says everything you need to know.




Tsareena (F) @ Life Orb
Ability: Sole Caliber
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- High Jump Kick
- Power Whip
- Triple Axel
- Play Rough

Adds interesting coverage. 2 hits equal 72 base power already, with 3 hits going all up to 154.




All of them gain the new terrain moves. All of these also have their respective surges. This could lead to very interesting sets



However, the absolute highlight of the DLC is...



Scyther @ Eviolith
Ability: Technician
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- U-turn
- Swords Dance
- Dual Wingbeat
- Brick Break / Night Slash

This thing is straight up insane. Thanks to Technician, Dual Wingbeat hits 150 Base Power, before even STAB. Thankfully this thing is held back by Fighting-resistant Steel mons and by Stealth Rock, but it still is very likely to shoot up some tiers, maybe even hit UU.
 

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