Type Optimisation

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Steel/Ghost: Undecided, if i didnt edit later then Solarblades Klingklang
Dragon/Steel: Ebinola Kommo-o
Ghost/Fighting: Solarblade Mienshao
Normal/Bug: Origin0 Illumise
Ground/Poison: Origin0 Drapion

Normal/Fighting Normal/Fairy Normal/Electric
 
Steel/Ghost: Origin0's Stakataka
Dragon/Steel: Origin0's Dialga
Ghost/Fighting: Stitch98's Dusknoir
Normal/Bug: SolarBlade's Ninjask
Ground/Poison: Dilasc's Whiscash

Normal / Dark, Normal / Fairy, Normal / Dragon
 
Steel/Ghost: SolarBlade's Klinklang
Dragon/Steel: Stitch98's Haxorus
Ghost/Fighting: koista's Lucario
Normal/Bug: SolarBlade's Ninjask
Ground/Poison: Dilasc's Whiscash

Dragon / Fighting / Fairy
 
Also forgot to specify, voting lasts until 3rd of Sept, so just under 48 hours from now

Steel/Ghost: LordHelix's Stakataka
Dragon/Steel: Dilasc's Steelix
Ghost/Fighting: koista12's Lucario
Normal/Bug: Origin0's Illumise
Ground/Poison: Samtendo09's Swalot

Fairy / Dark / Fighting

edit: changed my mind about votes after thinking again
 
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And voting is over.

Congratulations to Stitch98's Steel/Dragon Haxorus, koista12's Ghost/Fighting Lucario and Solarblade's Bug/Normal Ninjask and Steel/Ghost Klinklang.

We will have a 24 hr tiebreaker for Ground/Poison though between Samtendo09's Swalot and Dilasc's Whiscash.

In the meantime here is the next slate! Slates will now be 4 types to get through the types quicker, but also I feel 5 is a bit much so this should be a nice balance.


Normal/Fighting, Normal/Fairy, Normal/Dark, Normal/Dragon
Submissions close at the 9th of September
 
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Gojiratar- thanks for catching that.



Pokemon: Mienshao
Type: Normal/Fighting
BST:
70 / 90 / 110 / 130 / 60 / 110 | 570 BST
Abilities:
Scrappy / Rattled / No Guard
New Moves: Hyper Voice, Vacuum Wave, Shadow Ball
Removed Moves: N/A
Niche: Oh hey hooray for repurposing submissions! Well, with a different idea this time, mostly focusing on being a special user of the Normal/Fighting combo. It can do things like Scrappy Aura Sphere/Vacuum Wave/Fake Out, or no-miss Focus Blasts. I also gave it Rattled as it can switch in on Bug/Dark type attacks with its solid Defense and gain a Speed boost out of it (and Normal means it is immune to Ghost anyway). Shadow Ball rounds out coverage since most Ghost types would like to switch in on Normal/Fighting.



Pokemon: Ursaring
Type: Normal/Fairy
BST:
90 / 130 / 125 / 50 / 75 / 100 | 570 BST
Abilities:
Poison Heal / Rattled / Guts
New Moves: Slack Off, Knock Off, Coil
Removed Moves: N/A
Niche: It has Play Rough so Fairy works out well for him (plus Fairies and Moon have a connection). A physical abuser of Rattled, with enough defense to withstand U-turns and the mostly physical Dark moves. Again, Normal type means it doesn't need to worry about Ghost attacks so it only has to focus on Bug/Dark for Rattled to activate.

Other than that, Ursaring can be a status absorber and turn the tide around with Guts for strong Facades. Alternatively, Poison Heal is if you want to go for a defensive tank role while still abusing Facade. The enemy also has to be aware that Poison attacks can activate its Poison Heal, so it might cause the opponent to try and use Steel type moves instead. Coil is to boost Attack, Defense and Accuracy of Play Rough/Stone Edge, and if you time the switch-in right, would be nice with a Rattled speed boost.



Pokemon: Tauros
Type: Normal/Dark
BST:
105 / 125 / 115 / 40 / 70 / 115 | 570 BST
Abilities:
Magic Bounce / Unaware / Guts
New Moves: Knock Off, Sucker Punch, Fake Out
Removed Moves: N/A
Niche: Normal/Dark makes for a great anti-lead combination if you combine STAB Fake Out with Prankster immunity. If the enemy is a Ghost type it has to worry about the Dark STABs. Magic Bounce shuts down early hazard setters and status effects like Burn. On the flip-side, you can use status to your advantage and unleash a Guts-boosted Facade. Unaware + Sucker Punch could make for some interesting mind games as boosting to stall out Sucker Punch could mean wasted turns against Tauros. Assault Vest versions can be great checks against Ghost types and it even has Pursuit native to its movepool to trap pesky Ghosts or risk getting hit by a boosted Pursuit.

Also my vote is for Samtendo09's Swalot (although I found it hard to choose since there were 3 good submissions last slate)
 
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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:
 
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Pokemon: Lopunny
Type:

BST: 80 / 120 / 89 / 60 / 96 / 125 | BST: 570 (+15 HP, +44 Atk, +6 Def, +6 SpA, +20 Spe)
Abilities: Limber / Scrappy (HA)
New Moves: Rapid Spin, Mach Punch, Play Rough
Removed Moves: N/A
Justification/Niche: Fast physical attacker and spinner. Scrappy allows Lopunny to hit everything with its STAB combo, consisting mainly of High Jump Kick and Return. Rapid Spin also can't be spinblocked by Ghost-types.
Lopunny @ Life Orb
Ability: Scrappy
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- High Jump Kick
- Return
- Mach Punch
- Rapid Spin



Pokemon: Blissey
Type:

BST: 255 / 10 / 25 / 75 / 135 / 70 | BST: 570 (+15 Def, +15 Spe)
Abilities: Natural Cure / Oblivious / Healer (HA)
New Moves: Taunt, Moonblast, Reflect
Removed Moves: N/A
Justification/Niche: Thicc pink special wall blob/cleric. Normal/Fairy provides a Dragon immunity and neutrality to Fighting. Oblivious and Taunt allow Blissey to counter opposing stall and Taunt-based stallbreakers, or Natural Cure can be used to absorb status. Its physical bulk is rather paltry, however, though this does allow Counter to do heavy damage against physical attackers.
Blissey @ Leftovers
Ability: Natural Cure / Oblivious
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
IVs: 0 Atk
- Soft-Boiled
- Seismic Toss
- Toxic
- Taunt / Wish / Aromatherapy



Pokemon: Raticate-Alola
Type:

BST: 165 / 75 / 150 / 50 / 50 / 80 | BST: 570 (+90 HP, +4 Atk, +80 Def, +10 SpA, -30 SpD, +3 Spe)
Abilities: Gluttony / Thick Fat (HA)
New Moves: Night Shade, Recover, Wish
Removed Moves: Swords Dance
Justification/Niche: Chubby physical wall/stallbreaker. Night Shade provides a way to deal damage because of its low Attack, Recover provides reliable recovery, and Wish can either be recovery or allow it to be a cleric. Thick Fat gives it two more pseudo-resistances to enhance its bulk. It can use Taunt to stallbreak as well. Its special bulk can exploited though, and it has a 4x Fighting weakness. Swords Dance was removed so it can’t become a sweeper.
Raticate-Alola @ Leftovers
Ability: Thick Fat
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
IVs: 0 Atk
- Recover
- Toxic
- Night Shade
- Super Fang / Taunt



Pokemon: Exploud
Type:

BST: 104 / 91 / 80 / 120 / 80 / 95 | BST: 570 (+17 Def, +29 SpA, +7 SpD, +27 Spe)
Abilities: Soundproof / Competitive (HA)
New Moves: Dragon Pulse, Draco Meteor, Dragon Hammer
Removed Moves: N/A
Justification/Niche: Special wallbreaker. Exploud can run Soundproof to take -ate Hyper Voices and opposing Boombursts or Competitive to discourage Intimidate and Defog. It has lots of coverage moves like Fire Blast and Focus Blast to hit Steel-types that wall its STAB Boomburst and Draco Meteor. Scrappy was removed so it can’t Boomburst absolutely everything to death.
Exploud @ Choice Specs
Ability: Soundproof / Competitive
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Boomburst
- Draco Meteor
- Fire Blast
- Focus Blast


Dilasc's Whiscash for tiebreaker
 
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Dilasc's Whiscash

salamence.gif

Pokemon: Salamence
Type:

BST: 100 / 130 / 90 / 65 / 90 / 95 | BST: 570
Abilities
: Levitate / Adaptability (Aerilate)
New Moves: Extreme Speed, Superpower, Dragon Hammer
Removed Moves: Dragon Dance
Justification/Niche: Mence returns to its glory days and once again becomes an offensive powerhouse. Normal / Dragon isn't a particularly good STAB combo, both having immunities, but Mence more than makes up for this with its great movepool - Extreme Speed and Dragon Hammer are decently powerful with no drawbacks, and are boosted by Adaptability. Aerilate and Levitate make sense flavor wise and hark back to Mence's old flying typing, with the former offering Mence it's 2nd immunity while the latter can act as "STAB" in liue of Normal type moves.

Edit: Did calcs with e-speed and removed Dragon Dance, that shits broke af. Rearranged stats slightly to compensate.
Sample sets:
Salamence @ Silk Scarf / Life Orb
Ability: Adaptability
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Extreme Speed
- Superpower / Earthquake
- Dragon Hammer
- Roost / Double Edge / Fire Fang

stoutland.gif

Pokemon: Stoutland
Type:

BST: 120 / 135 / 85 / 55 / 85 / 90 | BST: 570
Abilities
: Fluffy / Sand Rush (Scrappy)
New Moves: Slack Off, Bulk Up, Flare Blitz
Justification: Its a pupper, puppers are cute, fairies are cute too.
Niche: Either a Sand Rush Sweeper or a bulky fairy type tank, depending on what you need. Fluffy gives this doge insane physical bulk at the cost of an additional fire weakness, while Sand Rush can be used with Bulk Up as a better breaker for Sand teams that can actually hit Steel types. The downsides - Stoutland can't have both bulk and speed at the same time, and its movepool isn't particularly deep.

absol.gif

Pokemon: Absol
Type:

BST: 75 / 122 / 75 / 122 / 75 / 100 | BST: 570
Abilities
: Download / Super Luck (Justified)
New Moves: Hyper Voice, Earth Power, Blaze Kick
Removed Moves: Swords Dance
Niche: Genesect done right. This boi has Download coupled with a huge mixed movepool and a decent speed tier. While it has better coverage on the special side, (Elemental attacks ftw), it's physical STABs are more powerful and it gets physical priority. Removed Swords Dance to equalize the viability of physical and special sets, also +3 Sucker is fucking broken.
Absol @ Life Orb / Expert Belt / Darkinium-Z
Ability: Download
EVs: 252 Atk / 4 SpA / 252 Spe
Jolly / Naive Nature
- Return / Double Edge / Ice Beam
- Knock Off
- Sucker Punch
- Superpower / Blaze Kick

Absol @ Life Orb / Expert Belt / Darkinium-Z
Ability: Download
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Dark Pulse / Hyper Voice
- Fire Blast
- Ice Beam
- Earth Power
passimian.gif

Pokemon: Passimian
Type:

BST: 100 / 115 / 90 / 60 / 80 / 125 | BST: 570
Abilities
: Receiver / Defiant (Technician)
New Moves: Force Palm, Tail Slap, Ice Punch
Justification/Niche: A fast, strong, Fighting type with nice STAB and a multitude of coverage. Tail Slap ranges anywhere from 75 to 187.5 Base Power, amd Force Palm is an alternative to CC with a nice paralysis chance. Ice Punch covers grounds, while Gunk Shot, Knock Off, and U-turn all act as nice coverage and utility.
 
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I vote for the whiscash (brainfart i meant whish, thanks for correction)

(starts out as pirouette first, and uses relic if it wants to go aria)
Typing: Normal/Fighting
Ability: Serene Grace, Scrappy, Iron Fist(HA)
Stats: 84(-16) / 128 / 90 / 60 (-17) / 77 / 131 (+3)
New moves: Swords Dance, Mach Punch, Headbutt (tell me ur opinion if i should remove this lol)
Justification: to make this pokemon USEABLE IN BATTLE
Niche: basically what mega lopunny does but with a set up move, priority and a bit more hax. Might remove mach punch if ends up too oppressive
Meloetta-Pirouette @ Life Orb
Ability: Serene Grace
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Headbutt
- Close Combat
- Knock Off
- U-turn

Meloetta-Pirouette @ Fightinium Z
Ability: Scrappy
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Return
- Close Combat
- Mach Punch



Typing: Normal/Fairy
Ability: Aroma Veil, Klutz, Tough Claws
Stats: 120 / 125 / 80 / 55 / 90 (+30) / 100 (+40)
New Moves: Softboiled, Play Rough, Stealth Rocks
Removed Moves: Hammer Arm, Superpower, Low Kick
Justification: its pink and fluffy
Niche: a powerful swords dance fairy that can plow through teams, even without fighting coverage it can destroy teams thanks to earthquake as coverage. Could also use defensive sr set to utilize the fattest fairy physical wall anyone can find
Bewear @ Choice Scarf
Ability: Tough Claws
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Double-Edge
- Play Rough
- Earthquake
- Stone Edge

Bewear @ Normalium Z
Ability: Tough Claws
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Double-Edge
- Play Rough
- Earthquake

Bewear @ Leftovers
Ability: Aroma Veil
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Stealth Rock
- Soft-Boiled
- Facade
- Taunt



Typing: Normal/Dark
Ability: Fur Coat, Technician, Dazzling (HA)
Stats: 90 (+25) / 110 (+50) / 80 (+20) / 95 (+20) / 80 (+15) / 115
New Moves: Swords Dance, Double Kick, Recover
Niche: Persian now becomes very versatile able to function as a revenge killer with technician fake outs, an excellent set up sweeper using sd or np with almost unresisted stabs, or a pivot using parting shot and recover
Persian-Alola @ Life Orb
Ability: Technician
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Bite
- Return
- Double Kick

Persian-Alola @ Life Orb
Ability: Dazzling / Technician
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Nasty Plot
- Dark Pulse
- Hyper Voice
- Hidden Power [Fighting]

Persian-Alola @ Leftovers
Ability: Fur Coat
EVs: 252 HP / 4 Atk / 252 Spe
Jolly Nature
- Knock Off
- Taunt / Fake Out
- Recover
- Parting Shot



Typing: Normal/Dragon
Ability: Reckless, Bulletproof, Soundproof (HA)
Stats: 110 (+15) / 120 (+10) / 105 (+10) / 60 (+20) / 105 (+10) / 80 (+25)
New Moves: Dragon Hammer, Moonlight, Rapid Spin
Niche: trying to go for a defensive dragon hazard remover since we dont really have that. Its a great defensive rapid spinner with good offensive presence and able to use taunt, bulletproof enables it to switch on sludge bomb, focus blast and gyro ball while soundproof lets it come on bug buzzes, hyper voices and clanging scales
Bouffalant @ Leftovers
Ability: Bulletproof
EVs: 252 HP / 4 Atk / 252 SpD
Careful Nature
- Rapid Spin
- Dragon Hammer
- Facade / Taunt
- Moonlight

Bouffalant @ Choice Band
Ability: Reckless
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Head Charge
- Dragon Hammer
- Earthquake
- Iron Head


Edit: Removed fluffy for Bewear cause its disgusting. Added Persian-Alola, added Bouffalant
 
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Tiebreaker winner is Dilasc's Whiscash! Congratulations!



Pokemon: Kecleon
Type: Normal/Dragon
BST: 65 / 60 / 130 / 90 / 130 / 95 | BST: 570
Abilities
: Poison Heal, Trace, Contrary
New Moves: Will-o-wisp, Draco Meteor, Hyper Voice
Justification/Niche: It's a chameleon, and reptiles are close enough to dragons. So because of Type Optimisation's concept I had to ditch Protean and Color Change. Replacing them are Trace because it's similar enough to a chameleon's ability to adapt depending on the situation, Poison Heal and here's the kicker- Contrary. Yup, Contrary Draco Meteor! Its stats are mostly defensive so it can use Dragon type's resistances to find the opportunity to set up. That said, it is still held back a bit by low HP and only 95 base speed compared to the speed demons in the metagame. Once you can get it set up though, you can go to town.

Hyper Voice is neutral STAB against Fairies while it can use Fire Blast/Flamethrower for Steel switch-ins. It also has that nice Normal type movepool with options such as Boltbeam and Shadow Ball. Even if you don't want to use Contrary (for example, a bulky Poison Heal boosting set) it still has the option of Nasty Plot to boost its special offense (and maybe even offset the Special Attack drop from Draco Meteor). Plus, it has Trick to swap Toxic Orb to someone! Will-o-wisp can be a nice utility option if you want a support Kecleon. Actually, with Trace it can have a nice niche of using Wow/Thunder Wave against Weather teams sweepers.

Other notable moves it already has include Stealth Rock, Recover to heal off damage and Fake Out (even if his Atk is lowered it is still a great STAB utility move).
 
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Staraptor
Typing
: Normal/Fighting
Ability: Reckless/Magic Guard, Intimidate(HA)
Stats: 100/130/90/35/90/130 BST: 570
New Moves: High Jump Kick, Swords Dance, Headsmash

The magic fight bird either kills to kill itself, or does less damage, or TAKES less damage with 100/90/90 defenses. Most of the moves are self-explanatory. Either a suicidal revenge killer, or a safer option.


Granbull
Typing
: Normal/Fairy
Ability: Intimidate/Quick Feet (Strong Jaw)
Stats: 110/130/100/60/80/90 (570)
New Moves: Poison Fang, Psychic Fangs, Hyper Fang

The physically bulky Intimidator who bites. With Intimidate you Bulk Up to be a physical wall who tries to spread Toxic bites, or you can bite really hard, or you can Quick Feet with Façade. That hurts too.


Noivern
Typing
: Dragon/Normal
Ability: Soundproof/Levitate (No Guard)
Stats: 70/85/80/112/90/133 (570)
New Moves: Hydro Pump, Calm Mind, Thunder

Another meta where Noivern gets STAB Boomburst.
Well no... well yes, it's that... mostly that...….. entirely that. It also has some new No Guard Toys. But yes, it's to make another mod where Noivern gets STAB boomburst.
 
Voting time!

Use this template and try to have a vote for each one so we have less tiebreakers. Reminder that you can't vote for yourself.

Normal/Fighting: Someone's Pokemon
Normal/Fairy: Someone's Pokemon
Normal/Dark: Someone's Pokemon
Normal/Dragon: Someone's Pokemon

And you can also vote for the next slates type which will be Water

Type 1 / Type 2 / Type 3 / Type 4

Types already used are Bug, Fire, Fighting and Grass

Voting ends 48 hours

My votes:

Normal/Fighting: koista12's Passimian
Normal/Fairy: Dilasc's Granbull
Normal/Dark: koista12's Absol
Normal/Dragon: PrincessGardevoir's Drampa

For Water slate: Psychic, Normal, Ice, Rock
 
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Normal/Fighting: Solarblade's Mienshao
Normal/Fairy: Origin0's Blissey
Normal/Dark: LordHelix's Persian-A
Normal/Dragon: Solarblade's Kecleon

Water Slate: Fairy, Dragon, Ghost, Steel
 
Normal/Fighting: SolarBlade’s Mienshao
Normal/Fairy: koista12’s Stoutland
Normal/Dark: LordHelix’s Persian-Alola
Normal/Dragon: PrincessGardevoir’s Drampa

Fairy / Psychic / Steel / Ice
 

G-Luke

Sugar, Spice and One For All
is a Community Contributoris a CAP Contributoris a Forum Moderator Alumnus
Water

Ghost / Ice / Normal / Ekectric

Normal/Fighting: koista12's Passimian
Normal/Fairy: Dilasc's Granbull
Normal/Dark: Origin0's Raticate-A
Normal/Dragon: Origin0's Exploud
 
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Alright, voting is over!

Congrats to Dilasc's Normal/Fairy Granbull, LordHelix's Normal/Dark Alolan Persian and PrincessGardevoir's Normal/Dragon Drampa!

There will be a 24 hour tiebreaker for Normal/Fighting between Solarblade's Mienshao and koista12's Passimian.

Now for the next slate-


Water/Ice, Water/Normal, Water/Psychic, Water/Ghost
Submissions close at the 16th of September

(Had to use a randomiser for the types with 1 vote but don't worry Steel and Fairy will be up in the future so you can try submitting those again)
 
> Mfw I wanna win but Solarblade's Mienshao is fucking lit

walrein.gif

Pokemon: Walrein
Type: Water / Ice
BST: 110 / 135 / 110 / 35 / 95 / 85 | BST: 570
Abilities
: Thick Fat / Sheer Force (Slush Rush)
New Moves: Icicle Crash, Superpower, Slack Off
Justification/Niche: thick boi
But yeah the typing is shit so I had to give some drastic stat buffs. Walrein is fat as fuck now and it has recovery, so it can switch in on neutral or resisted hits pretty well. It's abilities are all decent and flavorful but not spectacular - Thick Fat gives it back it's Fire resistance, Sheer Force boosts both it's STABs, and Slush Rush makes it pretty stronk in Hail if you're brave enough to use that. Superpower rounds out coverage for steels and water types.

jellicent.gif

Pokemon: Jellicent
Type: Water / Ghost
BST: 95 / 70 / 80 / 123 / 127 / 75 | BST: 570
Abilities
: Cursed Body / Water Absorb (Poison Heal)
New Moves: Nasty Plot
Justification/Niche: Water / Ghost is a good typing for taking special hits, and Poison Heal enables Jellicent to do that better than ever - the enormous passive recovery combined a status immunity make Jellicent a kind of counterpart to Gliscor, and like Gliscor it can even boost! Unlike Gliscor, it can even circumvent it's lower physical bulk with Will-o-Wisp. Unlike Gliscor, it has slightly low speed meaning it won't be able to use minimal investment to outspeed slower wallbreakers. At least it beats out bulky mons tho. It can either stallbreak with hex nasty plot and wisp (with either recover or water stab on the side), or it can pivot in and wall mons like Keldeo and other water types.

bruxish.gif

Pokemon: Bruxish
Type: Water / Psychic
BST: 90 / 125 / 95 / 65 / 90 / 105 | BST: 570
Abilities
: Dazzling / Strong Jaw (Wonder Skin)
New Moves: Superpower
Justification/Niche: Frankly it's just an optimization of Bruxish. Her old problem was that she was too weak too slow and too frail. Welp, that's all fixed now. She's strong, bulkier than Keldeo, and has a perfectly good speed tier. Strong Jaw gives Psychic Fangs 191.5 base power with STAB factored in, and Crunch becomes a pseudo-STAB that deals good neutral damage alongside Liquidation. Superpower can hit some steels for better damage than anything else in Bruxish's kit, and eases prediction. Remember, Bruxish naturally learns Aqua Jet and Swords Dance, which can make it a threatening late game sweeper.

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Pokemon: Samurott
Type: Water / Normal
BST: 85 / 125 / 115 / 70 / 80 / 95 | BST: 570
Abilities
: Torrent (Guts)
New Moves: Extreme Speed, Double Edge
Removed Moves: Swords Dance
Justification/Niche: Samurott finally lives up to it's name as the Formidable Pokemon. It has an incredibly powerful Extreme Speed, along with fantastic supporting coverage consisting of Megahorn, Knock Off and Superpower. Megahorn hits bulky Grasses like Tangrowth, Knock Off gets waters like my above sub of Jellicent, and Superpower hits steels like Ferrothorn hard. Swords Dance had to go - Rott has just enough speed that the few offensive mons that can take a +2 E Speed or Aqua Jet would fall to it's one of it's coverage moves.
 
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koista12 I know that feeling but I also can't say no to buffing Passimian, so koista12's Passimian gets my vote


Pokemon: Golduck
Type: Water/Psychic
BST: 80 / 80 / 105 / 110 / 85 / 110 | BST: 570
Abilities
: No Guard, Unaware, Swift Swim
New Moves: Thunder, Thunderbolt, Slack Off
Justification/Niche: Since Starmie is now Ice/Psychic, the niche of a fast Water/Psychic is empty. Golduck is perfect since it already learns a lot of Psychic moves. Think of this new Golduck as the middle ground between the slow, bulky Slowbro and the fast, ex-Water/Psychic Starmie, albeit a tad slower in normal conditions because it has Swift Swim. Thunder/Thunderbolt is to complete Boltbeam coverage and Thunder works well for Rain teams. Otherwise, if you want to be more independent outside rain, No Guard is an option to fire off accurate Thunder, Focus Blast, Hydro Pump and Blizzard. It also has No Guard Hypnosis for utility.

As seen with Mega Slowbro, Water/Psychic has some nice Fighting/Steel/Fire resistances. I bumped up its defense to resist the mostly Fighting type moves but also common physical priority like Aqua Jet/Mach Punch/Bullet Punch/Ice Shard. Unaware can be a good ability if going defensive- it has access to Slack Off to heal off damage and can also pull off a Calm Mind set.


Pokemon: Basculin
Type: Water/Normal
BST: 70 / 120 / 95 / 80 / 95 / 110 | BST: 570
Abilities
: Marvel Scale, Guts, Rock Head (blue)/Reckless (red)
New Moves: Earthquake, Switcheroo, Recover
Justification/Niche: Basculin are common in Unova, so Normal works. Anyway, my main idea that I forgot to add in the Normal slate was someone to abuse Marvel Scale + Facade, so Basculin gets to have this combo (plus fish have scales). It can be deceptively tanky with double defense, and you can either go tanky offensive with Assault Vest and Scald/Facade, or be an actual tank with Recover (it has useful resistances to Fire/Steel/Water/Ice) and Scald for burn fishing. Plus it now has access to Switcheroo so it can swap a status orb to its opponent. Alternatively, you can go full offensive with Guts- the mind games between Marvel Scale and Guts can make the opponent think twice about throwing status effects randomly.

Recover also goes well Reckless sets, as it can now have an actual STAB on Double Edge. Of course you can still use the other Basculin and ignore recoil with Rock Head. If Ghosts want to switch in on Double Edge, then you have Dark moves like Crunch to deal with those. If going Moldbreaker, Earthquake is a fine coverage choice to ignore Levitating opponents.



Pokemon: Dewgong
Type: Water/Ice
BST: 90 / 115 / 70 / 115 / 70 / 110 | BST: 570
Abilities
: Skill Link, Technician, Slush Rush
New Moves: Water Shuriken, Freeze Dry, Aurora Veil
Justification/Niche: Can be a mixed Skill Link abuser with Icicle Spear + Water Shuriken. Or Techinician priority abuser with Fake Out/Aqua Jet/Ice Shard- maybe even use Technician Frost Breath for a surprise. Sacrifices its bulk for a more offensive statline, since Water/Ice are very good offensive types. Slush Rush is to add a sweeper for Hail teams (Rain already has enough Swift Swimmers)- the Water STAB will also help when combating against Fire types. Freeze Dry is so Water types don't wall you while Aurora Veil supports the team and also gives you a bit more survivability especially when you're susceptible to priority. Water/Ice works well in Hail since you 4x resist Blizzards in case the enemy also likes Hail.
 
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Isn’t Ice/Steel now an unused combo, since Alolan Sandslash is Ice/Bug? Also, what about Ghost/Dragon? Only Giratina has it iirc.
Ah, I keep forgetting about Alolan Sandslash. Thanks for reminding me

Well next slate I'm planning is Steel anyway so I'll just add Ice/Steel in that slate.

Also Guzzlord is Ghost/Dragon.
 
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