Type Optimisation

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Pokemon: Whimsicott
Type: Grass/Ice (Was Grass/Fairy)
Old Stats: 60 / 67 / 85 / 77 / 75 / 116 (480 BST)
New Stats: 70 (+10) / 75 (+8) / 95 (+10) / 100 (+23) / 75 / 125 (+9) (540 BST)
Abilities: Snow Warning / Regenerator / Prankster (HA)
New Moves: Ice Beam, Blizzard, Ice Shard
Removed Moves: Sunny Day, Solar Beam
Justification/Niche: Whimsicott is one of those Pokemon that I believe have been left behind, dropping off sharply after BW and its Prankster shenanigans became increasingly obsolete, despite a Fairy retyping and moveset expansion as the two generations after its introduction have passed by. This is to revitalize my ice cream ball-looking friend, turning it from a pure supporter into a supporter with the capability to attack. With STAB Giga Drain, Energy Ball, Ice Beam, and Blizzard under Hail backed by a decent 100 Special Attack, Whimsicott can quickly harrass top tier typings like Ground and Dragon, then back out with U-Turn the moment things get hairy. With Ice Shard, revenge killing becomes easier and makes spammable priority not a great option. With Snow Warning, Regenerator, and Prankster, Whimsicott can chose to either improve its supportive abilities or to become more durable. However, even with Regenerator removing Life Orb recoil and Rocks damage every switch out, a 70/95/75 defensive spread isn't getting you anywhere with a typing more crud than the stuff my dogs leave on the floor, and a 75 base Attack means Ice Shard better be hitting focus sash levels of HP.

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Pokemon: Vileplume
Type: Grass/Poison
Old Stats: 75 / 80 / 85 / 100 / 90 / 50 (490 BST)
New Stats: 95 (+20) / 85 (+5) / 95 (+10) / 120 (+20) / 115 (+25) / 50 (560 BST)
Abilities: Corrosion / Merciless / Intimidate (HA)
New Moves: Focus Blast, Toxic Spikes
Removed Moves: None.
Justification/Niche: Another personal favorite, Vileplume is adorable and it's a shame nearly every single Grass/Poison in existence now outclasses it. As the original Grass/Poison that non-Bulbasaur owners could get, I believe Vileplume deserves love like Whimsicott. Retaining its good typing in Grass/Poison but receiving a stats reshuffling, you can look at new Vileplume as a slightly slower but better stats everywhere else Venusaur. With the addition of Focus Blast into its moveset, an offensive set is now feasible as it isn't hard walled by Steels like Heatran, Skarmory, and the like. With Toxic Spikes and Merciless, Vileplume can go from supportive Pokemon into offensive powerhouse, bolstering its own power while putting non-Levitaters, Poisons, Steels, and Flying types on an immediate timer. Corrosion means the middle two fear getting Toxic'd out of their invincibility, reducing their survivability against a Synthesising powerhouse. And if it wasn't scary enough, it clearly needed Intimidate for that extra fear attribute. Also to slow down Earthquakes, but that's besides the point.

All this SOUNDS good, except it's still a Vileplume. If faced down by one of the billions of Pokemon that carry super effective coverage onto Grass, like any Fire or Ice-type move, Vileplume suddenly can't outstall mons. Offensive sets lose to nearly any Special wall if it can't get its Poison spread around, but enemies also must be wary of Sleep Powder. Chansey is a generic answer but the best counter, as there's nothing it can do back. Faster Flying-types don't fear Toxic Spikes, can come in on Giga Drain or Focus Blast, and can OHKO it with nearly any STAB move since it's so slow. But it still holds a fun poisoning niche with a better offensive kit, making Vileplume, for once in its life, maybe a viable Pokemon.



I'll get to the rest in about 2 hours or so, but I'll probably be doing
Grass/Steel Forretress
Grass/Ghost Amoongus
 

Pokemon: Cherrim
Type: Grass/Ghost
BST: 70 / 60 / 75 / 120 / 120 / 125
Abilities: Flower Gift / Prankster / Thick Fat
New Moves: Shadow Ball, Fire Blast, Will-o-wisp
Justification/Niche: Cherry blossoms can symbolise death so have a Ghost Cherrim! (Also Cherrim needs something to stand out). Surprisingly, most of the current Grass/Ghost types are mostly physical-based, so have a special-based Grass/Ghost. The typing has really nice resistances to Ground, Water, Grass and Electric, and most of them are special-based. Thick Fat removes a Fire/Ice weakness (again, mostly special), which makes it easier to take special hits and leaving only Flying, Ghost and Dark as weaknesses. Fire Blast synergises well in Sun conditions while Will-o-wisp for Ghost flavour and to go with Prankster. Speaking of Prankster, you can have fun with access to moves like Leech Seed, Aromatherapy and Grasswhistle.


Pokemon: Dhelmise
Type: Grass/Steel
BST: 93 / 131 / 110 / 86 / 110 / 40
Abilities: Steelworker / Triage / Prankster
New Moves: Defog, Aromatherapy, Horn Leech
Justification/Niche: A more offensive Ferrothorn with priority mindgames and cleric support options as opposed to Ferrothorn's hazard setting. Triage again, works well with Grass moves they mostly have to do with recovery (Horn Leech/Aromatherapy). Immunity to Toxic Spikes and resistance to Rocks makes it a neat defogger as well. Steelworker if you really want to have super powered Gyro ball/Anchor Shots.

Will be closing in less than a day so if others like PrincessGardevoir want to finish up their reserved mons feel free to do so. :)
 
Voting begins!

Use this template and try to have a vote for each one so we have less tiebreakers. You can vote for yourself.

Grass/Ice: Someone's Pokemon
Grass/Steel: Someone's Pokemon
Grass/Poison: Someone's Pokemon
Grass/Ghost: Someone's Pokemon

Voting ends in 48 hours

Next slate will be Electric. Types already done are Fighting, Grass, Ice, Poison, Ghost, Ground, Dragon, Fairy, Dark, Rock, Flying and Bug

My votes:

Grass/Ice: Author_Pendragon's Lurantis
Grass/Steel: G_Luke's Jumpluff
Grass/Poison: LordHelix's Cradily
Grass/Ghost: Author_Pendragon's Trevenant
 
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Err..I'll wait for at least 1 more vote since before moving on it'll be kind of strange to use only my votes to determine winners.

Oh and Electric slate votes are Psychic, Normal, Fire and Water
 
Grass/Ice: Author_Pendragon's Lurantis
Grass/Steel: G_Luke's Jumpluff
Grass/Poison: LordHelix’s Cradily
Grass/Ghost: Solarblade’s Cherrim

Psychic / Normal / Fire / Water
 
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Grass/Ice: Author_Pendagron Lurantis
Grass/Steel: Gluke Jumpluff (finally getting the love it deserves)
Grass/Poison: Princessgardevoir Vileplume (i love corrosion and i love vileplume, easy pick)
Grass/Ghost: Solarblade Cherrim
 
Alrighty, thanks for the votes!

And the winners are Author_Pendragon's Grass/Ice Lurantis, G-Luke's Grass/Steel Jumpluff and LordHelix's Grass/Poison Cradily.

I hope Vileplume wins something next time

There will be a 24 hour tiebreaker for Grass/Ghost between my Cherrim and Author_Pendragon's Trevenant.

In the meantime, next slate time!



Electric/Psychic, Electric/Fire, Electric/Normal, Electric/Water
Submissions close at the 26th of November
 


Pokemon: Rapidash
Type:

BST: 80 / 129 / 70 / 80 / 80 / 131 | BST: 570 (+15 HP, +29 Atk, +26 Spe)
Abilities: Magic Guard / Flame Body / Reckless (HA)
New Moves: Volt Tackle, High Jump Kick
Removed Moves: None
Justification/Niche: Electric/Fire is a fantastic offensive typing although very prone to being word down by hazard, especially when your main forms of STABs are recoil moves. Enter Magic Guard Rapidash. With enough defenses to now switch-in into SD Kartana's Leaf Blade (252 Atk Kartana Leaf Blade vs. 0 HP / 4 Def Rapidash: 126-148 (41.8 - 49.1%) -- guaranteed 3HKO) and pose an immediate threat thanks to recoil-free STAB moves boosted by an equally recoil-free Life Orb. It naturally gets Morning Sun too, which is very useful considering that Flare Blitz, Volt Tackle, High Horse Power or HJK give Rapidash nigh unresisted coverage already. The speed lets Rapidash outspeed everything below Tapu Koko, which is fitting considering its concept.
Its niche in the OU tier would be the one of the wallbreaker, being able to gallop (cause its a horse and gallop is its Japanese nape... heh) through most CelePex balances or stall builds without a Quag. It's also fast enough to threaten offense and force it to make Greninja and Scarf Lando come in and take hazard damage, which can be very important for your teammates in the back.
Or just don't care about hazards and destroy everything in sight with reckless. Your choice. You'll probably die after 2 moves plus hazard damage but who cares when reckless horse 2hko's everything.



Pokemon: Lanturn
Type:

BST: 135 / 58 / 88 / 96 / 106 / 77 | BST: 560 (+10 HP, +30 Def, +20 SpAtk,+30 SpDef, +10 Spe)
Abilities: Regenerator / Water Absorb / Volt Absorb (HA)
New Moves: Recover, Foul Play, Grass Knot
Removed Moves: None
Justification/Niche: This new stat distribution cements Lanturn as a very passive, albeit strong, fat electric water. Regenerator and Recover let this mon be one of the most reliable switch-in to threatening sweepers and wallbreakers like Kyu-B, Ash-Gren, Mega Zam and Timid Heatran, surprisingly (252 SpA Heatran Earth Power vs. 252 HP / 248+ SpD Lanturn: 136-162 (28.6 - 34.1%) -- 99% chance to 4HKO after Leftovers recovery) if running a Calm Nature. The speed allows Lanturn to be naturally faster than Scizor and below, being able to not rely on Scald burns to beat it consistently.
Its niche comes from learning Heal Bell, which is absolutely fantastic for a Regen mon, able not only to get rid of status but for its teammates too: have fun trying to break through a Celesteela whose burn will get healed anyway.
Its second niche comes from being able to viably run a RegenVest set, thanks to Discharge and Scald giving the Light Pokémon the ability to spread status with wide-coverage spammable STAB moves.
I can see Lanturn being very often strapped for moveslots, but Grass Knot and Foul Play give Lanturn either coverage or the ability to not be total set-up bait for certain 'mons without including out-of-flavor choices like Heat Wave.


Are moves like Pika Pow Pow legal?
 
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I'll vote for my Trevenant

Pokemon: Rapidash
Type: Electric Fire
BST: 75/100/70/100/85/125 (555 BST)
Abilities: Rock Head, Sheer Force, Technician
New Moves: Volt Tackle, Thunderbolt, Electro Ball
Removed Moves: None
Justification/Niche: Rapidash is a rather mediocre Pokemon normally. It’s low HP stat and lack of a good fire STAB without Recoil is a major problem. The fact that it’s main coverage move (Wild Charge) has Recoil makes it even worse. Now Rapidash has STAB on Wild Charge, a higher special attack stat, and three useful abilities that make it a good revenge killer and sweeper.

Pokemon: Beheeyem
Type: Electric Psychic
BST: 75/75/90/135/115/50 (540 BST)
Abilities: Magnet Pull, Illusion, Analytic
New Moves: Volt Switch, Parabolic Charge, Overheat
Removed Moves: None
Justification/Niche: Beheeyem is now a pony of many tricks. Formerly, it’s only use was as a Trick Room setter and sweeper. However, now Beheeyem is an effective Steel Trapper and can play mind games with Illusion, depending on the set.

Pokemon: Linoone
Type: Electric Normal
BST: 80/90/85/70/70/120 (570 BST)
Abilities: Gluttony, Unburden, Hustle
New Moves: Thunder Fang, Wild Charge, Nuzzle
Removed Moves: None
Justification/Niche: Now Linoone can run it’s Belly Drum Shenanigans even better than before. It can also run Terrain Seed sets similar to Hawlucha. The stat changes might not look impressive at first, but Linoone makes the most out of them with it’s new sets.

Pokemon: Seaking
Type: Electric Water
BST: 80/150/60/60/60/100 (570 BST)
Abilities: Motor Drive, Sturdy, Dancer
New Moves: Dragon Dance, Zing Zap, Wild Charge
Removed Moves: Mud Shot, Mud Slap, Drill Run.
Justification/Niche: Seaking was always a bit of a glass cannon. Now it has a serviceable speed stat and a much needed boost to its attack stat
 

Pokemon: Raichu-Alola
Type:

BST: 75 / 75 / 75 / 115 / 100 / 130 | BST: 570 (+15 HP, -10 Atk, +25 Def, +20 SpA, +15 SpD, +20 Spe)
Abilities: Surge Surfer / Levitate (HA)
New Moves: Energy Ball, Dazzling Gleam, Shadow Ball
Removed Moves: N/A
Justification/Niche: Nasty Plot sweeper, especially with Surge Surfer and Electric Terrain support. Raichu-Alola gains some more coverage moves like Energy Ball which does more reliable damage than Grass Knot and Shadow Ball for opposing Psychic-types.


Pokemon: Manectric
Type:

BST: 80 / 75 / 80 / 125 / 80 / 130 | BST: 570 (+10 HP, +20 Def, +20 SpA, +20 SpD, +25 Spe)
Abilities: Lightningrod / Flash Fire (HA)
New Moves: Fire Blast, Will-O-Wisp, Solar Beam
Removed Moves: N/A
Justification/Niche: Fast special sweeper.


Pokemon: Raichu
Type:

BST: 75 / 115 / 75 / 75 / 100 / 130 | BST: 570 (+15 HP, +25 Atk, +20 Def, -15 SpA, +20 SpD, +20 Spe)
Abilities: Guts / Motor Drive (HA)
New Moves: Extreme Speed, Zing Zap, Play Rough
Removed Moves: N/A
Justification/Niche: Guts sweeper and revenge killer. Raichu has STAB Extreme Speed for priority as well as Volt Tackle for a powerful Electric STAB. Zing Zap provides a safer STAB with a flinch chance. Play Rough can be used to hit Fighting-types and Dragon-types.


Pokemon: Swanna
Type:

BST: 90 / 95 / 85 / 110 / 85 / 105 | BST: 570 (+15 HP, +8 Atk, +22 Def, +23 SpA, +22 SpD, +7 Spe)
Abilities: Levitate / Swift Swim / Drizzle (HA)
New Moves: Thunder, Hydro Pump, Zing Zap
Removed Moves: N/A
Justification/Niche: Rain setter and sweeper. Swanna gets STAB Hydro Pump and Thunder along with Hurricane which can all be abused in the rain.
 
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Pokemon: Zebstrika
Type: Electric/Fire
BST: 75 / 120 / 75 / 95 / 75 / 130 | BST: 570
Abilities: Magic Guard / Reckless / Levitate
New Moves: Flare Blitz, Zing Zap, Fire Lash
Removed Moves: N/A
Justification/Niche: Fast and offensive physical sweeper, with decent special attack for Volt Switch uses. Magic Guard for safe recoil moves and hazards immunity while Reckless powers up Wild Charge/Flare Blitz. Zing Zap/Fire Lash are safer moves for Levitate sets (since 4x Ground weakness can hurt).


Pokemon: Unown
Type: Electric/Psychic
BST: 75 / 40 / 105 / 120 / 105 / 125 | BST: 570
Abilities: Levitate / Magic Bounce / Illusion
New Moves: Thunderbolt, Psyshock, Quiver Dance
Removed Moves: N/A
Justification/Niche: Unown has a full moveset! Plus Electric sort of makes sense flavour-wise with the waves they emit. Anyway, a limited movepool means it needs to be as optimised as possible to make up for the lack of versatility. STAB moves, Psyshock for pink blobs and Hidden Power for types that are immune to your STABs (Fighting for Dark or Ice for Ground/Dragon types). Quiver Dance ensure it can keep the momentum going when faced with special sponges. Magic Bounce to counter Taunt/status while Illusion allows it to pose as another Pokemon to make it easier to setup, since it's Dark/Ground types are immune to its STABs. Also Illusion is a reference to the 3rd movie. Balanced defenses make it easier to soak Fighting/Steel/Flying moves such as priority Bullet Punch/Mach Punch.



Pokemon: Heliolisk
Type: Electric/Normal
BST: 70 / 50 / 70 / 130 / 95 / 115 | BST: 570
Abilities: Dry Skin / Overcoat / Chlorophyll
New Moves: Ice Beam, Fire Blast, Blizzard
Removed Moves: N/A
Justification/Niche: Now Heliolisk can work in all types of weather! Sand Veil is kind of moot in competitive battles, so I replaced it with Overcoat so it can function in both Sand and Hail. No-miss Blizzards in Hail teams would be fun, but Ice Beam is also an option for a consistent Ice STAB for Boltbeam coverage. Dry Skin as usual makes it a great Rain counter and I bumped up it's Special Attack to just do more damage in general, and so I can give a Sun-based ability that doesn't lose HP in Chlorophyll. Fire Blast is also added for Sun playstyles.



Pokemon: Eelektross
Type: Electric/Water
BST: 85 / 115 / 80 / 115 / 80 / 95 | BST: 570
Abilities: Levitate / Swift Swim / Regenerator
New Moves: Scald, Liquidation, Recover
Removed Moves: N/A
Justification/Niche: Well it is an electric eel and the Dex mention it comes from the ocean. Water/Electric is a very good typing both offensively and defensively, and Eelektross can be versatile with its movepool. You can go for a Swift Swim set, and go either physical with Coil/Wild Charge/Liquidation or special with Thunder/Scald. You can go with a bulky set with Coil/Recover or have a pivoting role with U-turn/Volt Switch/Regenerator. It also has access to some nice moves like Knock Off and Super Fang for utility defensive sets.
----

And now voting begins!

Use this template and try to have a vote for each one so we have less tiebreakers. You can vote for yourself and anyone can vote.

Electric/Psychic: Someone's Pokemon
Electric/Fire: Someone's Pokemon
Electric/Normal: Someone's Pokemon
Electric/Water: Someone's Pokemon

Voting ends in 48 hours

So you can vote for the next slate's typing which will be Dark.

Type 1 / Type 2 / Type 3 / Type 4

Types already done are Fire, Bug, Poison, Ice, Grass, Electric, Fairy, Normal, Steel, Dragon, Rock and Fighting.
 

G-Luke

Sugar, Spice and One For All
is a Community Contributoris a CAP Contributoris a Forum Moderator Alumnus
Electric/Psychic: Origin0's Raichu-Alola
Electric/Fire: Sabbio's Rapidash
Electric/Normal: Solarblade's Heliolisk
Electric/Water: Solarblade's Eelektross (you shall win)

Types for Dark

Water / Ground / Psychic / Ghost
 
Electric/Psychic: Origin0’s Raichu-Alola
Electric/Fire: Sabbio's Rapidash
Electric/Normal: Solarblade's Heliolisk
Electric/Water: Solarblade's Eelektross

also

Water / Ground / Flying / Ghost
 
Electric/Psychic: Author_Pendragon's Beheeyem
Electric/Fire: Sabbio's Rapidash
Electric/Normal: Origin0's Raichu
Electric/Water: Origin0's Swanna

Water / Ground / Flying / Psychic

So voting is over!

Congratulations to Origin0's Electric/Psychic Raichu Alola,Sabbio's Electric/Fire Rapidash and Solarblade's Electric/Normal Heliolisk and Electric/Water Eelektross!

Now the next slate-



Dark/Water, Dark/Ground, Dark/Flying, Dark/Psychic
Submissions close at the 2nd of December

 
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Pokemon: Huntail
Type: Dark / Water
BST: 70/135/120/65/110/70 (570 BST)
Abilities: Sheer Force, Strong Jaw, Poison Heal
New Moves: Dragon Dance, Knock Off, Liquidation
Removed Moves: None that I can think of.
Justification/Niche: Huntail has amazing attack and above average bulk. It can run as a Sheer Force + Life Orb Wallbreaker, Setup with Shell Smash/Dragon Dance, or even pivot around with Poison Heal. It’s coverage is fantastic and both of it’s STABS hit incredibly hard when boosted by Sheer Force.

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Pokemon: Marowak
Type: Dark / Ground
BST: 80/85/120/50/80/80 (495 BST)
Abilities: Sand Rush, Weak Armor, Sturdy
New Moves: Sucker Punch, Shore Up, U Turn
Removed Moves: None that I can think of.
Justification/Niche: Marowak is now a wallbreaker who can do more than 1 for 1 trade. While still weak to being revenge killed, It now has two ways to increase its speed stat. Sand Rush makes it an incredible Sand Sweeper, outdoing the original Excadrill. Weak Armor is also very useful, as after a single hit, Marowak outspeeds most of the metagame. STAB Sucker Punch gives it a useful form of priority, while Shore Up/U Turn are utility moves.

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Pokemon: Honchkrow
Type: Dark / Flying
BST: 105/115/70/110/85/85 (570 BST)
Abilities: Prankster, Regenerator, Aerilate
New Moves: Parting Shot, Quick Attack, Nature Power
Removed Moves: (optional, if you don't feel it makes sense with new typing) Didn't change type. No reason to change its moveset
Justification/Niche: Honchkrow is a bit of a strange case. Its best set is as a pivot even though its bulk is only average. While it gets two fantastic abilities in Regenerator and Aerilate, It’s niche lies in using Prankster. It can cripple foes, heal itself, and switch out, all with +1 priority. Nature Power gives it a strong priority attack by turning into Tri Attack. I can also see it using RegenVest and Utility Darkium Z.

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Pokemon: Grumpig
Type: Dark / Psychic
BST: 95/40/70/125/140/100
Abilities: Magic Bounce, Compound Eyes, Technician
New Moves: Dark Pulse, Parting Shot, Snarl
Removed Moves: (optional, if you don't feel it makes sense with new typing) Again, I can't think of anything.
Justification/Niche: Grumpig is a form of controlling the foe’s status moves. It can easily destroy stall teams, but also works well switching in on an expected status move in any situation. It’s Special Attack and Speed are also relatively high, so Technician Snarl could see some use.
 

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Yo, Solarblade, send me a message when voting starts so I don't miss it. It comes up on my alerts on my phone.

Either way, onto Dark-types!

Pokemon: Kingler
Type: Water/Dark
New Stats: 75 (+20) / 155 (+25) / 130 (+15) / 50 / 30 (-20) / 85 (+10) (525 BST)
Abilities: Sheer Force / Adaptability / Shell Armor (HA)
New Moves: Sucker Punch
Removed Moves: N/A
Justification/Niche: Physical nuke with terrible Special Attack, Special Defense, and mediocre Speed and HP. Kingler lives and dies by STAB Knock Off and Crabhammer, and Sucker Punch merely makes it possible for Kinger to survive in such a hostile, offensive environment. On the other hand, you could go Sheer Force with Liquidation and Rock Slide with Swords Dance to become a stallbreaker capable of OHKOing a majority of mons when wielding a Life Orb at +2. Just avoid those special hits.

Pokemon: Fearow
Type: Dark / Flying
New Stats: 65 / 130 (+40) / 65 / 65 (+4) / 65 (+4) / 130 (+30) (520 BST)
Abilities: Guts / Adaptability (HA)
New Moves: Knock Off, U-Turn
Removed Moves: None
Justification/Niche: I do sincerely hate Fearow, as I've run into far too many of them while trying to get a Minior. Due to this, I have given it the dark type as it is an incredibly evil Pokemon. Past that, just basic Dark/Flying offense that you might expect. Gets Pursuit naturally, Knock Off/Brave Bird make good STAB, and he doesn't really do much more past that. Drill Run is there, though, alongside Heat Wave if you wanna be special with him. Kind of a filler slot for me.

Pokemon: Meowstic (Male)
Type: Dark / Psychic
New Stats: 74 / 54 (+6) / 94 (+18) / 84 (+1) / 104 (+23) / 114 (+10) (524 BST)
Abilities: Infiltrator / Prankster / Illusion (HA)
New Moves: Parting Shot, Stealth Rock, Taunt
Removed Moves: None
Justification/Niche: Dark/Psychic is a fun tech option full of interesting options built around supporting and harassing the enemy team into overextending themselves to take out one threat. I like Meowstic, and it's worth to demonstrate what he might be able to do with such a typing. Already being a strong supporter, access to an immunity and several more tech options, namely Taunt, Hazards, and Parting Shot give it staying power. With Taunt and Stealth Rock, it's able to temporarily slow down enemy sweepers and stallmons, all the while not being useless against Hyper Offense teams. Parting Shot gives you a moment to bait the opponent with Illusion, then to switch into an appropriate counter. With Darkinium-Z, Illusion breaks, but you proceed to switch out anyways, which works in the grand scheme of things. You also happen to have access to Psyshock, Dark Pulse, and Hidden Power if (for some reason) you choose to go offensive with Meowstic.

Pokemon: Stunfisk
Type: Ground/Dark
New Stats: 120 (+11) / 90 (+24) / 125 (+41) / 120 (+39) / 95 (-4) / 20 (-12) (570 BST)
Abilities: Galvanize / Static / Regenerator (HA)
New Moves: Dark Pulse, Parting Shot, Trick Room
Removed Moves: N/A
Justification/Niche: Clearly the harbinger of doom, destruction, and everything evil when he appears, Stunfisk is here as a pathetically slow but terrifying otherwise Pokemon. With the ability to Trick Room then Parting Shot into anything else alongside terrifyingly good bulk, Stunfisk is the ultimate in supportive technology. With Dark Pulse, Earth Power, and your choice of other special moves, it can turn itself into a Specs cleaner and a pivoter all in once! Just ignore the fact that it dies to strong Fighting, Water, Ice, Grass, or Fairy move and I swear Stunfisk will be good!

more like Stunfisk is the next mon I want optimized after Aggron.
 
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