Sylveria AKA Generation Seven

joim approved

Sylveria


Note: This is the OP. Any official changes will be added to THIS POST. It should take a maximum of 72 hours for changes to be added after approval. If it is not, or you have other concerns / questions, please send me an email: mlgstormofficial@gmail.com

Hello Smogon users! My name is mlgstorm. I've been playing competitive Pokémon since the beginning of Black 2 / White 2, and absorbing the metagame since I started, getting to know what each OU threat was, what their sets carried, and what their roles were. However, during this time I've also started to question things, such as why Lucario doesn't have Mach Punch.

Initially, Sylveria was called Blunt Trauma, to emphasize on the offense that it would bring. It was essentially a mission to improve OU, Ubers, and every other tier by making new abilities, moves, Pokémon, and everything else that seemed necessary. However, I eventually took a poll to see if people wanted a new Generation style pet mod (~90 new Pokémon, major changes) or a standard pet mod (~10 new Pokémon, minor changes). New Generation style pet mod won.

I have Bulbapedia's Pokédex, Move list, and Ability list all bookmarked, and have looked at all three several times. Now, I'd like to give you two reminders. First, I am a very offensive player. Second, this list will most likely be very biased, so you will probably disagree with some of my opinions. Now, let's get to it.
Tutors
A
Attack Order
Aura Sphere
B
Baton Pass
Bolt Strike
Bullet Punch
C
Close Combat
Cross Poison
D
Defend Order
E
F
Fake Out
Feint
Fire Kick
Fire Punch
Frost Blast
G
Gear Grind
H
Heal Bell
Heal Order
High Jump Kick
I
Ice Kick
Ice Punch
Ice Shard
Ice Spike
J
K
Knock Off
L
Leaf Blade
M
Mach Punch
Megahorn
N
Night Slash
O
P
Psycho Cut
Psystrike
Q
Quick Attack
R
Roar
S
Sacred Sword
Shadow Claw
Shadow Sneak
Slash
Spikes
Stealth Rock
T
Thunder Kick
Thunder Punch
Toxic Spikes
U
V
W
Whirlwind
Wild Charge
X
Y
Z

New Pokémon

Grass
Overgrow (HA: Sheer Force)
65 / 70 / 50 / 25 / 50 / 50 (310)


Grass / Rock
Overgrow (HA: Sheer Force)
80 / 105 / 70 / 25 / 70 / 55 (405)


Grass / Rock
Overgrow (HA: Sheer Force)
115 / 125 / 95 / 45 / 85 / 65 (530)
Earthquake
Bulldoze
Earth Power

Aromatherapy
Grass Knot
Sleep Powder
Ingrained
Leech Seed
Synthesis
Leaf Storm
Frenzy Plant
Wood Hammer
Leaf Blade
Solarbeam
Energy Ball
Giga Drain
Grass Pledge
Seed Bomb
Absorb
Mega Drain
Bullet Seed
Razor Leaf
Nature's Wrath (Grass, Physical, 8 PP, 100 BP, 100% Acc, 30% chance to lower defense by 1 stage)

Sandstorm
Stealth Rock
Head Smash
Stone Edge
Rock Slide
Rock Tomb
Rollout
Ancient Power

Explosion
Self-Destruct
Giga Impact
Hyper Beam
Double Edge
Take Down
Strength
Hidden Power
Nature Power
Cut
Protect
Roar
Swagger
Substitute
Refresh
Recycle
Natural Gift
Harden
Double Team
Attract
Sleep Talk
Tackle
Swords Dance

Iron Defense

Sunny Day

Crunch

Toxic

Rest

Superpower
credit Valzy for movepool




Fire
Blaze (HA: X)
50 / 25 / 50 / 70 / 50 / 65 (310)


Fire / Fairy
Blaze (HA: X)
55 / 25 / 55 / 125 / 55 / 90 (405)


Fire / Fairy
Blaze (HA: X)
65 / 45 / 75 / 140 / 85 / 120 (530)

FIRE STARTER

Level up
Inferno
Fire Spin
Flamethrower
Fire Blast
Flame Burst
Ember
Smokescreen
Charm
Disarming Voice
Fairy Wind
Misty Terrain
Moonlight
Dazzling Gleam
Play Rough
Leer
Swift
Scratch


TM/HM
Calm Mind
Toxic
Hidden Power
Sunny Day
Hyper Beam
Light Screen
Protect
Frustration
Solarbeam
Return
Double Team
Flamethrower
Fire Blast
Facade
Flame Charge
Rest
Attract
Round
Echoed Voice
Overheat
Fling
Incinerate
Will-O-Wisp
Giga Impact
Swagger
Sleep Talk
Substitute
Trick Room
Dazzling Gleam
Confide
Cut
Strength

Egg
Heat Wave
Weather Ball

Tutor:
Blast Burn
credit Valzy for movepool



Water
Torrent (HA: X)
75 / 25 / 60 / 60 / 60 / 40 (310)


Water / Poison
Torrent (HA: X)
105 / 25 / 85 / 70 / 85 / 60 (405)


Water / Poison
Torrent (HA: X)
120 / 55 / 95 / 90 / 105 / 65 (530)

Acid
Acid Armor
Toxic
Toxic Spikes
Venom Drench
Poison Jab
Sludge Wave
Sludge Bomb
Sludge
Venoshock

Aqua Ring
Rain Dance
Water Sport
Hydro Cannon
Hydro Pump
Surf
Scald
Water Pledge
Dive
Waterfall
Whirlpool
Water Gun
Water Pulse
Water Spout
Soak

Ice Beam
Hail
Blizzard
Haze

Recovery
Giga Impact
Hyper Beam
Hidden Power
Protect
Attract
Facade
Safeguard
Refresh
Swagger
Substitute
Double Team
Pound

Calm Mind
Light Screen
Rest

Knock Off
credit Valzy for movepool


#722 Kinzura [steel | ground] OU
[persistent | prankster] [100|75|125|75|125|100] (600)
Movepool
LEVEL UP
Fire Punch
Ice Punch
Thunder Punch
Disable
Counter
Seismic Toss
Recover
Amnesia
Spikes
Safeguard
Baton Pass
Encore
Rapid Spin
Mirror Coat
Fake Out
Knock Off
Meteor Mash
Iron Defense
Block
Bulk Up
Dragon Dance
Sucker Punch
Earth Power
Switcheroo
Nasty Plot
Bullet Punch
Iron Head
Stealth Rock
Autotomize

TM / HM
Calm Mind
Roar
Toxic
Hail
Bulk Up
Hidden Power
Sunny Day
Taunt
Light Screen
Protect
Rain Dance
Frustration
Smack Down
Earthquake
Return
Double Team
Reflect
Sandstorm
Torment
Facade
Rest
Low Sweep
Explosion
Payback
Giga Impact
Rock Polish
Stone Edge
Swords Dance
Bulldoze
Rock Slide
Swagger
Sleep Talk
U-turn
Substitute
Flash Cannon
Trick Room
Nature Power


#723 Rock / Dragon Mineroryu, Battle Armor, Bulletproof (HA Overcoat). 120/90/140/40/80/30 (500) OU.
Ankylosaurus with dark brown scales, large hammer-like tail, short bulky form.
Movepool
TBA


#724 Steel / Fighting Sentozoku, Magic Bounce, Mold Breaker (HA Download). 110/120/95/120/95/110 (650) Ubers.
Silver bulky form, dark red cannons under arms, large wings made of metal, three horns, bipedal.
Movepool
Mew clone w/ new tutors


#725 (icon) Sandarasu [water] OU
[drizzle] [100|65|90|95|105|75] (530)
Movepool
TBA


#726 (icon) Nikkarasu [fire] OU
[drought] [100|65|105|95|90|75] (530)
Movepool
TBA


#727 (icon) Sunaarasu [rock] OU
[sand stream] [100|105|95|75|90|65] (530)
Movepool
TBA


#728 (icon) Yukarasu [ice] OU
[snow warning] [65|75|90|105|95|100] (530)
Movepool
TBA


#729 (icon) Tetsei [steel | fairy] OU
[levitate] [85|55|130|80|100|50] (500)
Movepool
+Recover, +Moonblast, +Dazzling Gleam, +Stealth Rocks, +Defog, +Flash Cannon, +Body Slam, +Thunderbolt, +Thunder, +Sunny Day, +Rain Dance, +Iron Head, +Meteor Mash, +Play Rough, +Heal Bell, +Ice Beam, +Blizzard, +Wish, +Toxic, +Thunder Wave, +Substitute


#730 (icon) Ninkiryo [normal | ghost] OU
[unaware | prankster] [110|80|110|60|90|80] (530)
Movepool
+Recover, +Will-o-Wisp, +Shadow Claw, +Phantom Force, +Return, +Hyper Voice, +Shadow Ball, +Drain Punch, +Taunt, +Toxic, +Thunder Wave, +Curse, +Copycat, +Disable, +Substitute


70/100/90/70/107/70
Lightningrod/Battle Armor/Speed Boost (HA)
Magic/Steel
Dex 1:This Pokemon hates Pyroar.
Dex 2:The blade on its head sometime attracts lightning.
Dex 3:Pyroar have learned to protect themselves against Spythell attacks.
Iron Tail
Dragon Tail
Aqua Tail
Iron Head
Hypnosis
Glare
Coil
Calm Mind
Arcane Strike
Flash Cannon
Protect
Hidden Power
Return
Frustration
Toxic
Substitute
Life Drain
Arcane Blast
Dragon Rush
Outrage
Smack Down
Knock Off
Wrap
Aura Sphere
Feint
Swagger
Wild Charge
Volt Switch
U-Turn
Rock Slide
Rock Tomb
Stone Edge
Rock Smash
Earthquake
Bulldoze
Earth Power
Giga Drain
Poison Tail
Dig
Facade
Thief
Payback
Dark Pulse
Pursuit
Slam
Strength
Scary Face
Mega Horn
Horn Attack
Slash
Night Slash
Psycho Cut
Arcane Slash
Sacred Sword
Haze
Poison Jab
Thunderbolt
Thunder

Old Pokémon
#018 Pidgeot: + Boomburst
#038 Ninetales: 91/73/95/91/100/100 (550)
#052 Meowth: Normal -> Fairy, + Play Rough, + Dazzling Gleam, + Parting Shot
#053 Persian: Normal -> Fairy, 80/105/60/65/65/115, Limber -> Pixilate, Unnerve -> Mastery, + Dazzling Gleam, + Heal Bell
#078 Rapidash: + Jump Kick
#082 Magneton: + Tri Attack
#094 Gengar: - Perish Song. Mega: Ubers -> OU, 70/75/90/140/95/130 (700)
#106 Hitmonlee: + Elemental Kicks
#113 Chansey: Normal -> Fairy
#115 Kangaskhan: Mega: Ubers -> OU, 100/110/90/60/90/80
#130 Gyarados: Flying -> Dark, + Crunch
#137 Porygon: + Boomburst
#151 Mew: Psychic -> Fairy, + New Tutor Moves, + Moonblast
#154 Meganium: + Fairy, 100/82/100/88/100/80
#163 Hoothoot / Noctowl, Normal -> Ghost
#165 Ledyba: Flying -> Fighting, + Drain Punch
#166 Ledian: Flying -> Fighting, Early Bird -> Huge Power, + Drain Punch
#184 Azumarill: 110/50/100/80/100/50, + Slack Off, + Heal Bell, + Wish
#201 Unown: Levitate -> Protean, 50/25/50/125/50/100 (400)
#203 Girafarig: 75/75/65/110/65/110 (500)
#213 Shuckle: + Heal Order, + Spikes, Gluttony -> Oblivious
#233 Porygon2: + Focus Blast
#242 Blissey: Normal -> Fairy
#248 Tyranitar: 100/145/120/95/100/60. Mega: 120/165/150/95/120/70
#253 Grovyle: + Dragon, + Dragon Claw, + Outrage, + Draco Meteor, + Dragon Pulse, + Dragon Dance
#254 Sceptile: + Dragon, + Dragon Claw, + Outrage, + Draco Meteor, + Dragon Pulse, + Dragon Dance
#257 Blaziken: Ubers -> OU, + Thunder Kick, + Fire Kick. Mega: Ubers -> OU, 80/140/80/120/80/100 (600)
#262 Mightyena: 70/110/70/60/60/90 (460)
#275 Shiftry: 80/100/60/100/60/100 (500)
#302 Sableye: 75/100/75/75/100/75 (500)
#308 Medicham: + Elemental Kicks
#324 Torkoal: White Smoke -> Bulletproof, Shell Armor -> Heatproof, + Overcoat, + Steel, + Recover
#329 Vibrava: Ground -> Bug, + Attack Order
#330 Flygon: Ground -> Bug, + Bug Buzz
#350 Milotic: + Dragon
#362 Glalie: + Ice Spike
#364 Walrein: 110/80/100/95/100/65
#374 Salamence: + Air Slash, + Hurricane
#380 Latias: Psychic -> Fairy, + Moonblast, + Dazzling Gleam
#385 Jirachi: Psychic -> Fairy, + Moonblast, + Dazzling Gleam
#392 Infernape: + Thunder Kick, + Fire Kick
#397 Staraptor / Staravia: Normal -> Fighting
#405 Luxray: + Dark, + Strong Jaw, + Earthquake
#429 Mismagius: + Fairy, + Moonblast, + Dazzling Gleam
#454 Toxicroak: + Elemental Kicks
#461 Weavile: + Refrigerate, + Ice Kick
#475 Gallade: Psychic -> Fairy, + Play Rough, + Elemental Kicks
#479 Rotom-N: 50/65/107/105/107/86
#486 Regigigas: + Slack Off
#488 Cresselia: Psychic -> Fairy, + Moonblast, + Dazzling Gleam, + Play Rough
#490 Manaphy: + Fairy, + Moonblast, + Dazzling Gleam, + Play Rough
#492 Shaymin-Land: + Fairy, + Moonblast, + Dazzling Gleam, + Play Rough
#494 Victini: Psychic -> Fairy, + Play Rough, + Moonblast, + Dazzling Gleam
#505 Watchog: + Ghost, + Shadow Claw
#509 Purrloin: + Parting Shot
#521 Unfezant: + Brave Bird
#522 Blitzle: Lightningrod -> Technician, + Bolt Strike, + Jump Kick, + Elemental Kicks
#523 Zebstrika: Lightningrod -> Technician, + Bolt Strike, + Jump Kick, + Elemental Kicks
#539 Sawk: Sturdy -> Mastery, + Elemental Kicks
#555 Darmanitan: + V-Create
#566 Archen: Defeatist -> Sheer Force
#567 Archeops: Defeatist -> Sheer Force
#576 Gothitelle: Psychic -> Fairy, + Moonblast, + Dazzling Gleam
#612 Haxorus: Rivalry -> Mastery, 86/157/100/60/90/107
#619 Mienfoo: + Elemental Kicks
#625 Bisharp: 75/120/100/60/70/100
#627 Rufflet: Normal -> Fighting
#628 Braviary: Normal -> Fighting, + Close Combat
#648 Meloetta / Meloetta-Pirouette: Normal -> Fairy, + Swords Dance, + Close Combat, + Moonblast, + Play Rough, + Dazzling Gleam, + Boomburst
#650 Chespin: + Stealth Rock, + Swords Dance
#653 Fennekin: + Nasty Plot
#658 Greninja: + Elemental Kicks
#660 Diggersby: + Fire Kick
#671 Florges: + Synthesis, + Earth Power
#673 Gogoat: + Intimidate, + Jump Kick
#676 Furfrou: 85/80/70/65/108/92, + Slack Off, + Body Slam, + Knock Off, + Taunt
#679 Honedge: + Stealth Rock, 50/60/80/60/80/30, No Guard -> Bulletproof
#680 Doublade: + King's Shield, 60/100/110/100/110/40, No Guard -> Bulletproof
#681 Aegislash: 70/110/140/110/140/60, Stance Change -> Bulletproof
#706 Goodra: + Fairy, + Moonblast, + Play Rough, + Recover
#716 Xerneas: + Grass, + Energy Ball, + Giga Drain, + Grass Knot, + Leaf Storm, + Seed Flare, + Solar Beam, + Synthesis
#717 Yveltal: Flying -> Dragon, + Draco Meteor, + Dragon Claw, + Dragon Dance, + Dragon Pulse, + Dragon Tail, + Outrage, + Spacial Rend

Moves

Ice Spike: Ice type hazard move. Lays large ice spikes on opponents side of the field. Damage Calculations: Steel / Water, 3.125, Steel: 6.25, Normal: 12.5, Dragon: 25, Dragon / Ground: 50. Flying types are immune.

Frost Blast: Ice type status move. Freezes the target when hit. 85% accuracy. Affected by Prankster.

Soul Steal: Ghost contact physical move. 90 BP / 100% Accuracy. Primary effect: Hits the target's special defense instead of their physical defense. Secondary effect: None.

Fire Kick: Fire contact physical move. 95 BP / 90% Accuracy. Primary Effect: None. Secondary Effect: 30% chance to burn the target. Boosted by Sheer Force. "Elemental Kick."

Ice Kick: Ice contact physical move. 95 BP / 90% Accuracy. Primary Effect: None. Secondary Effect: 30% chance to freeze the target. Boosted by Sheer Force. "Elemental Kick."

Thunder Kick: Electric contact physical move. 95 BP / 90% Accuracy. Primary Effect: None. Secondary Effect: 30% chance to paralyze the target. Boosted by Sheer Force. "Elemental Kick."

Air Slash: 95% -> 100% Accuracy, 75 -> 85 BP
Blue Flare: 85% -> 100% Accuracy
Bolt Strike: 85% -> 100% Accuracy
Double Kick: 30 -> 40 BP
Dragon Claw: 80 -> 95 BP, 20% flinch chance
Dragon Rush: 100 -> 40 BP, 75% -> 100% Accuracy, +1 Priority
Drain Punch: 75 -> 80 BP
Feint: 30 -> 40 BP
Giga Drain: 75 -> 80 BP
Horn Leech: 75 -> 80 BP
Ice Beam / Flamethrower / Thunderbolt: 90 -> 95 BP
Slash and variations: 70 -> 90 BP
Parabolic Charge: 50 -> 80 BP
Play Rough: 90% -> 100% Accuracy
Sucker Punch: +1 -> +2 Priority
Volt Tackle: Superpower Clone
Wild Charge: 90 -> 120 BP

Abilities
Mastery: STAB moves have +1 Priority.
Sauna: This Pokemon heals 1/8th health from burns and doesn't get an attack drop. Prevents fire damage. (credit Dilasc)


Defeatist: Now activates below 25%.
Leaf Guard: Prevents user from having status conditions. This excludes Rest.
Persistent: Now a real ability. Increases the turns of status moves by three turns.
Scrappy: Acts as if the opponent has a Ring Target.

Mechanic Changes & Bans
Magic Type: New type still in development.
Flying Type: Now immune to ALL entry hazards. However, once grounded in any way (including Roost), they will take damage from entry hazards as if the Flying type had transformed into a Normal type (similar to damage after using Roost).
Acid Type: New type still in development.

Levitate: Now immune to hazards.
Weather Abilities: Generation 5 mechanics.

Standard OU Clauses are in place. Sand Veil & Snow Cloak are banned with Sandstorm or Hail and or Sand Stream or Snow Warning on the same team as their respective abilities.


]Evionite: Boosts the user's Attack and Special Attack by 1.5x if the user can evolve.


Mega-Milotic @ Milotite
Water / Fairy
130 / 60 / 114 / 110 / 140 / 86
Ability: Multiscale

Mega-Metagross X @ Metagronite X
Steel / Fighting
115 / 170 / 140 / 95 / 140 / 40
Ability: Analytic

Mega-Salamence Y @ Salamencite Y
Dragon / Flying
100 / 150 / 90 / 150 / 80 / 130
Ability: Sheer Force

Omega Groudon @ Radiant Ruby

Ground / Fire

100 / 150 / 140 / 100 / 90 / 90 (Groudon)

110 / 170 / 140 / 110 / 90 / 100 (Omega)

Ability: Eternal Drought

Summons a weather condition called "Eternal Drought". Eternal Drought is a weather condition that boosts the power of Fire type moves by 2.0x and cannot be ended unless a Pokemon with the ability Air Lock comes into play. If the weather condition "Eternal Drizzle" is activated or active, both of their effects take place, however all Pokemon lose 1/16th of their health each turn.

Alpha Kyogre @ Shining Sapphire

Water / Electric

100 / 100 / 90 / 150 / 140 / 90 (Kyogre)

110 / 110 / 90 / 170 / 140 / 100 (Alpha)

Ability: Eternal Drizzle

Summons a weather condition called "Eternal Drizzle". Eternal Drizzle is a weather condition that boosts the power of Water type moves by 2.0x and cannot be ended unless a Pokemon with the ability Air Lock comes into play. If the weather condition "Eternal Drought" is activated or active, both of their effects take place, however all Pokemon lose 1/16th of their health each turn.

Delta Rayquaza @ Elegant Emerald

Dragon / Flying

105 / 150 / 90 / 150 / 90 / 95 (Rayquaza)

105 / 170 / 90 / 170 / 90 / 105 (Delta)

Ability: Air Lock

Note: Omega Groudon, Alpha Kyogre, and Delta Rayquaza are forms, not mega evolutions. They are not usable without their respective items, just as Giratina-Origin is not usable without the Griseous Orb.

Mega-Swampert X @ Swampertite X

Water / Ground

100 / 110 / 90 / 85 / 90 / 60 (Swampert)

130 / 115 / 120 / 95 / 115 / 60 (Mega)

Ability: Hydration

Mega-Sceptile X @ Sceptinite X

Grass / Dragon

70 / 85 / 65 / 105 / 85 / 120 (Sceptile)

80 / 125 / 65 / 130 / 85 / 145 (Mega)

Ability: Chlorophyll​
This will be a community project. This means that I'm open to any suggestions, and provide constructive criticism. Thank you for reading this!

Update Log
5/2/2014 19:42 editted leaf guard, meganium, goodra, florges, salamence, luxray, and air slash
5/3/2014 10:54 editted luxray. flygon, and dragon rush & fixed an ice spike typo
5/3/2014 12:27 changed type changes category to mechanic changes & bans category. editted persistent and feint. added quick attack, feint, and fake out to tutors

Mega-Milotic @ Milotite

Water / Fairy

95 / 60 / 79 / 100 / 125 / 81 (Milotic)

130 / 60 / 114 / 110 / 140 / 86 (Mega)

Ability: Multiscale
Mega-Milotic @ Milotite

Water / Fairy

95 / 60 / 79 / 100 / 125 / 81 (Milotic)

130 / 60 / 114 / 110 / 140 / 86 (Mega)

Ability: Multiscale
Mega-Milotic @ Milotite

Water / Fairy

95 / 60 / 79 / 100 / 125 / 81 (Milotic)

130 / 60 / 114 / 110 / 140 / 86 (Mega)

Ability: Multiscale
Mega-Milotic @ Milotite

Water / Fairy

95 / 60 / 79 / 100 / 125 / 81 (Milotic)

130 / 60 / 114 / 110 / 140 / 86 (Mega)

Ability: Multiscale
Mega-Milotic @ Milotite

Water / Fairy

95 / 60 / 79 / 100 / 125 / 81 (Milotic)

130 / 60 / 114 / 110 / 140 / 86 (Mega)

Ability: Multiscale
 
Last edited:

ryo yamada2001

ryo yamada2001
is a Community Contributor Alumnusis a Tiering Contributor Alumnusis a Top Contributor Alumnus
Why is Poison super effective against Steel? It doesn't make sense to me.

And a small biased thing: Could you give Meloetta Boomburst? :P
That move was like made to fit Meloetta o_O
 
Frost Blast seems way too overpowered.

Freeze is one of the strongest status conditions in the game. There's only a 20% thaw chance each turn, which means that, on average, you stay frozen for five turns. It's like having sleep induced on you twice.

This is balanced out, in-game, by having all of the freeze moves have only a 10% chance of freezing the target. This move, though, has an 85% chance, which is ridiculous. Actually, want to see something really silly?

Smeargle @ Focus Sash
Ability: Own Tempo / Moody (depending on whether or not Moody Clause is active)
- Coil
- Frost Blast
- Crunch
- Last Resort

Here's the plan: Use Coil on Turn 1 to get an accuracy boost, and then Frost Blast will ALWAYS hit. Freeze the opponent's entire team, and then they only have a 20% chance of hitting you each turn. Meanwhile, you take the Attack boost of Coil and use it with Crunch and Last Resort for perfect coverage and a good STAB move.

As for teammates:

Togekiss @ Leftovers / Sitrus Berry (depending on whether play is at Level 100 (Smogon) or Level 50 (Nintendo))
Ability: Serene Grace
- Thunder Wave
- Air Slash
- Defog (to clear hazards)
- Roost

Jirachi @ Leftovers
Ability: Serene Grace
- Thunder Wave / Body Slam
- Iron Head
- Wish
- Protect / Substitute / U-turn

Yep, the Serene Grace flinchers. These guys make it so that even if the opponent DOES get lucky and manages to thaw out, they still won't be attacking very often. They wear down the opponent's team enough for you to use a sweeper after that and the opponent will be too crippled to successfully counter it.
 
Fire Kick: Fire contact physical move. 95 BP / 90% Accuracy. Primary Effect: None. Secondary Effect: 30% chance to burn the target. Boosted by Sheer Force. "Elemental Kick."
canon said:
Blaze Kick: Fire contact physical move. 85 BP / 90% Accuracy. Primary Effect: High critical hit chance. Secondary Effect: 10% chance to burn the target.
Just change Blaze Kick?
 
Just change Blaze Kick?
I have other plans for Blaze Kick. I plan on making it a very special move, but I won't tell them.
Frost Blast OP
I am making it so Fire & Ice types are immune to freeze, as well as boosting the chance to unthaw up to 33%.
Why is Poison super effective against Steel? It doesn't make sense to me.
Pre-Acid type change.
And a small biased thing: Could you give Meloetta Boomburst? :P
That move was like made to fit Meloetta o_O
I thought I did. My bad.
what you should be asking is why the hell an acid type exists in the first place.
Instead of mimicking simsims2800 & Brokemons, I'm converting acid moves to Acid type, as well as a new entry hazard in the form of "Acid Pit".

Personally, I'm surprised no one has mentioned the overpowered-ness of Haxorus. Does anyone want to be added to the balancing council?
 
I have other plans for Blaze Kick. I plan on making it a very special move, but I won't tell them.

I am making it so Fire & Ice types are immune to freeze, as well as boosting the chance to unthaw up to 33%.

Pre-Acid type change.

I thought I did. My bad.

Instead of mimicking simsims2800 & Brokemons, I'm converting acid moves to Acid type, as well as a new entry hazard in the form of "Acid Pit".

Personally, I'm surprised no one has mentioned the overpowered-ness of Haxorus. Does anyone want to be added to the balancing council?
Thanks for the acknowledgement.
 
Instead of mimicking simsims2800 & Brokemons, I'm converting acid moves to Acid type, as well as a new entry hazard in the form of "Acid Pit".
So you're making a whole new type with its own type interactions for five moves (Acid, Acid Armor, Acid Spray, Gastro Acid, and Acid Pit) and the two (Gulpin line), maybe five (Bellsprout line) Pokemon that fit its concept more than Poison. I highly suggest reconsidering.
 

Monte Cristo

Banned deucer.
how to stall in this meta pls help Adrian Marin
Anyways, on a more serious note, stall needs a buff as all this mod mainly seems to me is "make every offensive moves flaws not exist and buff every offensive mon or every mon to become offensive"

anyways, Keep Yveltal the same pls, yveltal is great in ubers, some would say one of the best in ubers, A+ in viability. Making it another standard dragon just makes it a worse stall breaker with little way to break ho-oh (foul play set) anymore and in general more of a niche mon with only speed giving it reason over Zard X(arcelec check, not weak to ice, even it is niche over ray) and rayquaza (espeed ddance outrage EQ fire moves pls)

goodra and latias overlap

DONT GIVE XERNEAS SEED FLARE ITS HARD ENOUGH TO DEAL WITH IN UBERS HELP PLS
 
Personally, I'm surprised no one has mentioned the overpowered-ness of Haxorus. Does anyone want to be added to the balancing council?
I would, but I have an AP exam next week and SAT tomorrow. I would like the be on the balancing council after those though.
Meganium needs a movepool and/or typing buff. It would greatly appreciate Rock Slide, Growth, Double Kick among others (I can't think of any defensive moves that it needs atm, but it surely needs some of those as well) and you could think about giving it a Grass/Dragon or Grass/Fairy type though it can be fine being pure Grass. Harvest could also be an interesting ability for it over Leaf Guard.
Goodra needs recovery in some form (maybe just Recover?)
Florges could get Synthesis and Earth Power as buffs.
Salamence could get Air Slash or Hurricane.
Flygon should get Bug Buzz.
Luxray should get Earthquake and it would be nice for Strong Jaw to replace Rivalry for it.
It would also be a good idea to make Chansey Normal and Blissey Fairy so that they can have some individuality.
I think that I will like this pet mod and its offensive feel. More defensive stuff should probably be addressed, but I the offense doesn't seem to be too overwhelming. Good luck mlgstorm.
 
I would, but I have an AP exam next week and SAT tomorrow. I would like the be on the balancing council after those though.
Meganium needs a movepool and/or typing buff. It would greatly appreciate Rock Slide, Growth, Double Kick among others (I can't think of any defensive moves that it needs atm, but it surely needs some of those as well) and you could think about giving it a Grass/Dragon or Grass/Fairy type though it can be fine being pure Grass. Harvest could also be an interesting ability for it over Leaf Guard.
Goodra needs recovery in some form (maybe just Recover?)
Florges could get Synthesis and Earth Power as buffs.
Salamence could get Air Slash or Hurricane.
Flygon should get Bug Buzz.
Luxray should get Earthquake and it would be nice for Strong Jaw to replace Rivalry for it.
It would also be a good idea to make Chansey Normal and Blissey Fairy so that they can have some individuality.
I think that I will like this pet mod and its offensive feel. More defensive stuff should probably be addressed, but I the offense doesn't seem to be too overwhelming. Good luck mlgstorm.
1: GL on your tests.
2: You're already in the balancing council, it was the original conversation.
3: I can't really find anything wrong with any of these ideas. The only ones I see are Flygon and Luxray. I'm trying to avoid junk moves and keep the flavor in mind. Flygon can't really use special moves unless I'm having a memory lapse, and an electric type having EQ...
4: ty :D
EDIT: I'd rather not do the thing with chans/bliss simply because they're essentially the same thing, but one has a niche over the other, but one niche breaks the other niche, into an loop.
So you're making a whole new type with its own type interactions for five moves (Acid, Acid Armor, Acid Spray, Gastro Acid, and Acid Pit) and the two (Gulpin line), maybe five (Bellsprout line) Pokemon that fit its concept more than Poison. I highly suggest reconsidering.
Although I agree, I definitely think that this change needs to be put into place.
how to stall in this meta pls help Adrian Marin
Anyways, on a more serious note, stall needs a buff as all this mod mainly seems to me is "make every offensive moves flaws not exist and buff every offensive mon or every mon to become offensive"

anyways, Keep Yveltal the same pls, yveltal is great in ubers, some would say one of the best in ubers, A+ in viability. Making it another standard dragon just makes it a worse stall breaker with little way to break ho-oh (foul play set) anymore and in general more of a niche mon with only speed giving it reason over Zard X(arcelec check, not weak to ice, even it is niche over ray) and rayquaza (espeed ddance outrage EQ fire moves pls)

goodra and latias overlap

DONT GIVE XERNEAS SEED FLARE ITS HARD ENOUGH TO DEAL WITH IN UBERS HELP PLS
XERNGOD
Let's be honest. When we first saw Yveltal, we thought "omg another fkngg dragn kmn" and when we saw Xerneas we thought "wtf a grass forest deer thing". These changes were quick without much thought, I'll admit. But before we change something, we must have a reason to change it, and we can't tell how overpowered or underpowered anything is until seeing it play. I want a major stall update by 5/9/2014. Goodra / Latias shall be fixed in time.

If you want, I could add you (OiawesomeDG) to the council as a stall sergeant or something, along with Adrian Marin.
 
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You say in the OP that flying types are immune to ALL entry hazards but in the OP it says that flying types aren't immune to ice spikes. So maybe reword it to say "Flying types are immune to all entry hazards other than ice spikes". Also what will acid pit do? Will it be similar to toxic spikes? Also I'd like to suggest that Toxic become acid type residual damage based on the type chart.

Edit: not everyone knows about CAP put the effects of persistent in the OP. make quick attack a tutor move like all the other priority moves; you could also do the same with fake out if you want. on a similar note I'd suggest buffing feint's base power to 40 or its original value of 50. also BOOMburst shouldn't affect pokemon with bulletproof.
 
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You say in the OP that flying types are immune to ALL entry hazards but in the OP it says that flying types aren't immune to ice spikes. So maybe reword it to say "Flying types are immune to all entry hazards other than ice spikes". Also what will acid pit do? Will it be similar to toxic spikes? Also I'd like to suggest that Toxic become acid type residual damage based on the type chart.
Forget the Ice Spike mishap, they're immune to it. Toxic Spikes shall remain as they are, and Acid Pit is an Acid type SR. A possibility would be 1/16 residual damage for 16 turns. I'm open to suggestions.
 
Forget the Ice Spike mishap, they're immune to it. Toxic Spikes shall remain as they are, and Acid Pit is an Acid type SR. A possibility would be 1/16 residual damage for 16 turns. I'm open to suggestions.
I suppose you mean toxic. anyway maybe acid pit should do what I suggested by means of a major status called "corrosion".
 
Acid Type means Acid Type. And no, Toxic is a permanent status condition unless healed by something such as Heal Bell or Aromatherapy. Please elaborate on "Corrosion", it's interesting me.
 
Acid Type means Acid Type. And no, Toxic is a permanent status condition unless healed by something such as Heal Bell or Aromatherapy. Please elaborate on "Corrosion", it's interesting me.
First off when I said "I suppose you mean toxic" it was because I hadn't suggested a change in tspikes. Corrosion would be per turn damage: 1/4 4x, 1/8 2x, 1/16 neutral, 1/32 1/2x, 1/64 1/4x OR twice that rate for each type OR 1/4 supereffective, 1/8 neutral, 1/16 notveryeffective.
Also I would suggest making priority for more types.

Edit: Acid types would be immune to corrosion. Also Oiawesome, if mlgstorm likes this it'll help stall (not that I'm a stall player).
 
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Monte Cristo

Banned deucer.
1: GL on your tests.
2: You're already in the balancing council, it was the original conversation.
3: I can't really find anything wrong with any of these ideas. The only ones I see are Flygon and Luxray. I'm trying to avoid junk moves and keep the flavor in mind. Flygon can't really use special moves unless I'm having a memory lapse, and an electric type having EQ...
4: ty :D
EDIT: I'd rather not do the thing with chans/bliss simply because they're essentially the same thing, but one has a niche over the other, but one niche breaks the other niche, into an loop.

Although I agree, I definitely think that this change needs to be put into place.

XERNGOD
Let's be honest. When we first saw Yveltal, we thought "omg another fkngg dragn kmn" and when we saw Xerneas we thought "wtf a grass forest deer thing". These changes were quick without much thought, I'll admit. But before we change something, we must have a reason to change it, and we can't tell how overpowered or underpowered anything is until seeing it play. I want a major stall update by 5/9/2014. Goodra / Latias shall be fixed in time.

If you want, I could add you (OiawesomeDG) to the council as a stall sergeant or something, along with Adrian Marin.
thanks, also at the very least, looking at the bright side, xern can set up easier on non fire move groudon and both can check Elec Arceus harder :)
 
1: GL on your tests.
Thanks :)
2: You're already in the balancing council, it was the original conversation.
Oh right lol.
3: I can't really find anything wrong with any of these ideas. The only ones I see are Flygon and Luxray. I'm trying to avoid junk moves and keep the flavor in mind. Flygon can't really use special moves unless I'm having a memory lapse, and an electric type having EQ...
Flygon's decent base 80 Sp. Attack allows it to use moves like Fire Blast, Draco Meteor and Earth Power every now and then, so having Bug Buzz as Special Bug STAB isn't too farfetched IMO. As for Luxray, Electrivire and Stunfisk I guess also have Earthquake and Luxray is a pretty big cat. He doesn't really need it, but the extra coverage would be good for it. Your call.
Glad to help :)
EDIT: I'd rather not do the thing with chans/bliss simply because they're essentially the same thing, but one has a niche over the other, but one niche breaks the other niche, into an loop.
That makes sense.
 
Priority Outrage pls no

Haxorus is 2spooky with priority 120 BP STAB moves, even with fairies. Sawk is ok, being able to spam quick CCs w/o a scarf is always nice. Persian is a weirder one, but it could do things.
 
1Although I agree, I definitely think that this change needs to be put into place.
Because...? Making a new type is a huge thing - Dark and Steel were added in Gen II to help balance Psychic and Fairy was added in Gen VI to balance Dragon. Is there anything that an Acid-type would do that would justify making a change to a core part of the series?
 
Because...? Making a new type is a huge thing - Dark and Steel were added in Gen II to help balance Psychic and Fairy was added in Gen VI to balance Dragon. Is there anything that an Acid-type would do that would justify making a change to a core part of the series?
First off dark and steel also helped balance out ghost and steel helped balance dragon. second mlgstorm doesn't have to have a reason for making new types although his/her reason has been stated: he/she doesn't want to change the type chart for existing types he/she might also have another reason to add new types but that has already been answered.
 
First off dark and steel also helped balance out ghost and steel helped balance dragon. second mlgstorm doesn't have to have a reason for making new types although his/her reason has been stated: he/she doesn't want to change the type chart for existing types he/she might also have another reason to add new types but that has already been answered.
And Dark and Steel balanced out Fighting types as well, and Steel balanced Normal types. But this is completely off topic.

I'm wondering how these new types are gonna interact with the existing types, particularly Magic.
 
Good stuff happened with me asleep. But I'll just answer everything individually.
#1: It was a huge mistake on my part to call Acid type a "type". I called it that to ease confusion, but it riled it up anyways. It will just be a Poison type that is super effective against Steel, but for all purposes it should be considered a type.
#2: Magic type is currently my main priority. I think Sylveria is about 40% done, and the last 20% will be coding, balancing, tiering, etc. so I want to get something as major as Magic type finished ASAP. However, I don't want it to seem rushed at all in the long run.
#3: I'm male.
#4: I've ranked Haxorus as S+ in the current balancing table, and S+ is reserved for things that can be considered "Broken".
#5: I reconsidered Luxray getting Earthquake and Flygon getting Bug Buzz. I'll add it immediately.
#6: I'm still confused about corrosion. Do you mean for it to be like stealth rock, but turn-by-turn damage? Because that makes sense.

BAPAPAPAPPAAA
 

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