My vote is for
Samtendo's Swalot.
Pokemon: Machamp
Type: Normal/Fighting
Old Stats: 90 / 130 / 80 / 65 / 85 / 55 (505 BST)
New Stats: 100 (+10) / 155 (+25) / 135 (+55) / 30 (-35) / 30 (-55) / 70 (+15) (515 BST)
Abilities: Guts / Iron Fist / Reckless (HA)
New Moves: Head Smash, Drain Punch, Mach Punch
Goal: Physical bruiser who can’t do anything Specially.
With less Res than a Kartana but more physical ability than just about anything else in the Pokemon roster, Machamp lives up to its Pokedex rendition here by being strictly the best physical Pokemon you could ever want. With 155 Attack, and three power-boosting Abilities alongside its wide physical movepool, and extra STAB on normal moves making baiting Psychics not a problem, Machamp doesn’t care about his raw power, and could even invest into his physical bulk with a BASE attack just 4 points lower than a neutral base 110. Speaking of bulk, Machamp’s physical bulk with an Iron Fist set is incredible - with recovery in STAB Drain Punch and 100/135 physical bulk, taking him out physically is a challenge without boosts or an immense amount of damage.
Then… there’s the downsides of being a Machamp. Those physical attributes have a cost, that being its terrible Special Attack, Special Defense, and mediocre speed for Type Optimization. With 30 SpDef, even netural hits do absurd damage to him, some even being capable of outright OHKOing him if he’s not careful. His drop in Special Attack lowers his mixed capabilities to zero. He’s similar to Alakazam in this regard - Wherareas Alakazam has high Special Attack, Special Defense, and Speed, Machamp has high stats on the opposite ends.
Pokemon: Drampa
Type: Normal/Dragon
Old Stats: 78 / 60 / 85 / 135 / 91 / 36 (485 BST)
New Stats: 95 (+17) / 60 / 100 (+15) / 135 / 115 (+24) / 40 (+4) (545 BST)
Abilities: Solar Power / Hydration / Overcoat (HA)
New Moves: Weather Ball, Calm Mind, Thunder
Goal: A weather abuser that can function in all 4 forms of Weather in some form.
Drampa looks like the type to not care what weather it is, so here we turn him into one that functions best under weather. With a nearly global stat increase excluding his offenses (which he doesn't need any more of), we can turn Drampa into a weather machine.
Under Sun, Solar Power grants Drampa a huge amount of damage which he can keep sustained via Roost and turning off the Sun. With Weather Ball, he gets a more consistent version of Fire Blast and can launch Solarbeams. He also can resist Water for all of the Drought setters bar Bellossom and Electric for Charizard-Mega-Y.
In Rain, Drampa can run a Calm Mind Rest set akin to Manaphy in Overused. With full HP restores and a blanket immunity to Toxic until rain ends, Drampa can keep stocked up until Rain ends, then fire off Thunders or Draco Meteors until he falls to a physical threat. He is a strong resist for Fire, Electric, and Grass, all 3 types Rain teams tend to be weak to (Fire moreso for coverage to hit the Ferrothorns and Scizors rain runs).
In Sand and Hail, Drampa serves as a defogger and special nuke while ignoring the damage caused due to Overcoat. This is also Drampa's best overall ability, as immunity to Spore is valuable. If in Hail, Blizzard is a good option for dealing damage to opposing Grass-types with 100% accuracy, and in Sand Weather Ball is a surprisingly nice damage dealer against the many Fire-type Optimized Pokemon, as few teams will expect a 100 base power special rock-type move.
Pokemon: Fearow
Type: Normal/Dark
Old Stats: 65 / 90 / 65 / 61 / 61 / 100 (442 BST)
New Stats: 70 (+5) / 135 (+45) / 80 (+25) / 80 (+29) / 50 (-11) / 125 (+25) (540 BST)
Abilities: Levitate / Adaptability (HA)
New Moves: Knock Off, Sucker Punch, U-Turn
Goal: Strong damage dealer that pivots around to avoid the downsides of its defensive typing but abuses its good STABs.
While Fearow is no offensive powerhouse, or no speed demon like many other entries, Fearow can deal some pretty decent damage and function as a pivot with the ability to tank a physical hit when necessary. While Levitate allows Fearow to lean onto his Ground-immune old status, Adaptability is what you really want to look at: With only specific typings resistant (like Rock/Dark, Steel/Fighting, Steel/Dark, and Fighting/Rock), Fearow can run wild with its choice of Normal STAB and Knock Off, a proper addition to its movepool. It can function as a Pursuit trapper against slower Psychics, or a bait with Sucker Punch against faster ones who tend to be more frail like Lilligant. With Drill Run, all of its main STABs are covered, as Steel and Rock, typings that are resistant to Normal and required to resist the STABs, are weak. U-Turn is the move that finishes it all, as you can nail advantage over a target with Pursuit, Sucker Punch, or Pivot out on a switch. You even have Heat Wave for those quad weak to it, or Hidden Power Ice as options due to a decent Special Attack of base 80.
However, Fearow also sucks defensively. With 70/80/50 bulk, he looks more like his normal self than an 'optimized' mon despite all of the stats dumped into Attack and Speed. Without Drill Run, you lose to certain Steels and Rocks, but by dropping Pursuit or Sucker Punch, you lose the ability to trap Psychics and OHKO them or to outprioritize those that outspeed you. When running mixed, you're forced to run Naive or Hasty, which puts you at a bigger risk of getting one shot. And with its god awful defensive typing, keeping it out of situations where it's outsped is necessary - teams with faster mons not weak to Sucker Punch will make Fearow dead weight most of the time.
Pokemon: wip
Type: Normal/Fairy
Old Stats: wip
New Stats: wip
Abilities: wip
New Moves: