Follow along with the video below to see how to install our site as a web app on your home screen.
Note: This feature may not be available in some browsers.
Welcome to Smogon! Take a moment to read the Introduction to Smogon for a run-down on everything Smogon, and make sure you take some time to read the global rules.
Christ so much of these nerfs are so excessive. The Kyurems still need to be viable in National Dex yk.
Pokémon: Kyurem-Black Types: Dragon / Ice Abilities: Teravolt Stats: 125 HP / 125 Atk / 105 Def / 85 SpA / 65 SpD / 85 Spe Movepool Changes: N/A Move Changes: Freeze Shock | Physical | Ice | BP: 85 | Acc: 90 | 30% chance to paralyze foe. Description: I scaled down Kyurem-Black's stats down to acceptable levels sans HP, which I think is pretty important to keep as is. A big chunk out of its SpD makes it harder to switch in, while 85 speed is pretty mediocre for an offensive Pokemon, even giving it enough leeway to be revengekilled by most Choice Scarf users. Freeze Shock becoming what is for all intents and purposes an equivalent to Icicle Crash will go a ways to leveraging its power.
Pokémon: Kyurem-Black Types: Dragon / Ice Abilities: Teravolt Stats: 125 HP / 80 Atk / 75 Def / 110 SpA / 90 SpD / 120 Spe Movepool Changes: N/A Move Changes: Ice Burn | Special | Ice | BP: 85 | Acc: 90 | 30% chance to burn target. Description: Kyurem base form is already quite viable in National Dex, and I am afraid if I went with a mirror of what Kyube spreads are it would either be worse or better Kyurem. So I decided to shift it to a completely different direction, and instead make it a speedy attacker. 115 Speed puts it ahead of most of the competition while the 110 SpA gives it respectable power, but nothing crazy.
24h Warning!
I'll give some quick thoughts on the current subs. Also in general, when I said that you can add flavor as to why the fusions are weaker than Kyurem, I meant their BST not their usability.
Pokémon: Kyurem-Black
Types: Dragon/Ice
Abilities: Teravolt
Stats: 120/125/105/95/75/80 (600 BST)
Movepool Changes: -Dragon Dance, -Flash Cannon, -Draco Meteor, +Ice Punch Freeze-Shock: 85 BP, 95 Accuracy. hits for electric type damage. 30% paralysis chance.
Description: it can no longer set-up with Dragon Dance, or hit pokemon with Draco Meteor or hit fairies with Flash Cannon, but now it has a better ice move in Ice Punch since it can no longer use dragon dance. Freeze Shock is now a better move, acting as a better Freeze-Dry due to its higher BP. it also now has higher physical bulk, wich would let it tank hits better and hit back with one of its moves (for example fusion bolt or dragon claw/freeze-shock). it would be specially powerful with a choice band or a choice scarf due to its relatively low speed.
Pokémon: Kyurem-White
Types: Dragon/Ice
Abilities: Turboblaze
Stats: 120/95/75/125/105/80 (600 BST)
Movepool Changes: -Dragon Dance, -Flash Cannon, -Draco Meteor, +Ice Punch Ice Burn: 85 BP, 95 Accuracy. hits for fire type damage. 30% burn chance.
Description: it can no longer hit pokemon with Draco Meteor or hit fairies with Flash Cannon, but now it has a better ice move in Ice Burn since it can no longer use Draco Meteor. it also now has higher special bulk, wich would let it tank hits better and hit back with one of its moves (for example ice burn or dragon pulse/ice beam). it would be specially powerful with a choice specs or a choice scarf due to its relatively low speed.
Pokémon: Darmanitan-Galar
Types: Ice
Abilities: Gorilla Tactics/Zen Mode
Stats: 105/85/95/30/80/85 (480 BST)
Movepool Changes: -Zen Headbutt, -Flare Blitz, -Icicle Crash, +Ice Shard, +Icicle Spear, +Fire Lash
Description: lost coverage and its main ice type STAB, but gained fire lash and ice shard. i still feel like you'd want to use the zen mode with its amazing offensive typing tho
Pokémon: Darmanitan-Galar-Zen
Types: Ice/Fire
Abilities: Zen Mode
Stats: 105/130/105/30/75/95 (540 BST)
Movepool Changes: -Zen Headbutt, -Flare Blitz, -Icicle Crash, +Ice Shard, +Icicle Spear, +Fire Lash
Description: lost coverage and its main ice type STAB, but gained fire lash and ice shard. ice shard and fire lash are the most benefitial, to get into this form you can just spam substitute. however you have to watch out for hazards, specially stealth rocks. it has amazing STAB and a amazing offensive typing, but it can no longer hit fighting types with zen headbutt.
Kyurems: The fusions are just worse Kyurem. There should be a justification for using them.
Darmanitan: Regular Darm-G feels a bit underwhelming, you could buff its speed a bit.
Galarian Darmanitan
Type: Ice Zen: Ice/Fire
Abilities: Gorilla Tactics (H: Zen Mode)
Stats: Unchanged
Movepool Changes: -Zen Headbutt, -Earthquake, +Ice Shard
Gorilla Tactics: original effect but disables choiced items.
Description: Now it can't take advantage of double choiced items. It also gets Ice Shard mainly for Zen Mode. It looses Earthquake and Zen Headbutt so it's easier to wall.
Kyurem, Kyurem Black, Kyurem White
Type: Reg - Ice/Dragon Black - Ice/Electric White - Ice/Fire
Abilities: Reg - Pressure Black - Teravolt White - Turboblaze
Stats Black: 125 / 130 / 90 / 90 / 70 / 95 (BST: 600)
Stats White: 125 / 90 / 70 / 130 / 90 / 95 (BST: 600)
Movepool Changes: -Draco Meteor, -Dragon Dance, -Dragon Claw, -Iron Head, -Flash Cannon, +Ice Punch
Ice Burn - Ice / Special / 90 BP / 100 acc / 16 PP / Has a 30% chance to burn.
Freeze Shock - Ice / Physical / 90 BP / 100 acc / 16 PP / Has a 30% chance to paralyze.
Description: Removal of their dragon type means that they no longer get Draco Meteor or Dragon stab. Black looses Dragon Dance and Iron Head but gains Ice Punch because it has ice for hands, Come on Gamefreak. White looses access to Flash Cannon as well. They both have ice burn and freeze shock as usable moves now. Please let me know if this still is broken. Thanks!
Darmanitan: Looks good. I think the ability change is enough,
Kyurems: Ngl, the nerfs went to far. I understand Dragon Dance, but Draco Meteor and Dragon Claw wouldn't be used much (same for Flash Cannon and Iron Head). This feels like a really unnecessary nerf to regular Kyurem.
Abilities: Gorilla Tactics, Zen Mode Stats: 105/120/75/30/75/75 Movepool Changes: Description: Becomes a little bulkier but is painfully slow and doesn't hit quite as hard as before. Its speed teir being above most walls however still allows it to do its wall breaking job albeit and easy to wear down and almost useless against offense. (unless if u use scarf but then u'll have a harder time breaking)
252 Atk Choice Band Gorilla Tactics Darmanitan-Galar Earthquake vs. 252 HP / 252+ Def Toxapex: 248-292 (81.5 - 96%) -- guaranteed 2HKO
252 Atk Choice Band Gorilla Tactics Darmanitan-Galar Icicle Crash vs. 252 HP / 252+ Def Clefable: 259-306 (65.7 - 77.6%) -- guaranteed 2HKO after Leftovers recovery
252 Atk Choice Band Gorilla Tactics Darmanitan-Galar Earthquake vs. 252 HP / 252+ Def Tapu Fini: 152-179 (44.1 - 52%) -- guaranteed 3HKO after Leftovers recovery
Pokémon: Darmanatian-Galar-Zen Types:
Abilities: Gorilla Tactics, Zen Mode Stats: Unchanged Movepool Changes: Description: With base darm being more bulky, it should be easier to set up those bdrums to make way for darmzen to put in some work. However, agaianst offensive teams, this will be still trash with base darmg not having a good enough speed tier to force any offensive mons out. (the only way would be to bluff a scarf but that is very rsiky and dont forget ash gren and scarf gren are everywhere.) Agaisnt stall teams it still will be hard to set up and win with unaware clef ,haze pex, alomaloa, and ditto being spammed. And against balance/BO it prob has the best matchup but conuterplay is still readily available and easy to fit.
Pokémon: Kyurem-Black Types:
Abilities: Teravolt Stats: 125/130/95/85/80/85 Movepool Changes: (Not sure what u mean by affecting base kyurem since this gets fusion bolt separate from it.) +Ice Punch -dragon Dance *Freeze Shock
*This move has a 20% chance to paralyze. 80 bp, 100% acc. 15(24) pp no charge
Description: Kyurem loses some of its power in the fusion as they are not in complete synergy since it prefers working alone anyway. Great mon as a bolt beam breaker or a nice wall that helps with landot and tran. More suited now as before when it was allowed it didn't have ddance and with less attack, its not gonna be nuking everything with a base 80 bp move. It can also spread paras which is very helpful as a slower breaker. Ice punch for flavor.
252 SpA Heatran Magma Storm vs. 252 HP / 140 SpD Kyurem-Black: 168-198 (37 - 43.6%) -- guaranteed 3HKO after trapping damage
(rest into speed but u can even run calm so u run less spD) Pokémon: Kyurem-White Types:
Abilities: Turoblaze Stats: 125/85/80/130/95/85 Movepool Changes: +Ice Punch -dragon dance *Ice Burn
*This move has a 20% chance to burn. 80 bp, 100% acc. 15(24 pp) no charge
Description: Kyurem loses some of its power in the fusion as they are not in complete synergy since it prefers working alone anyway. Made its stats to reflect kyurem and they have similar uses. Kyurem outshines this pokemon as a breaker so its usefulness will come from the newfound fusion flare, turoblaze, and burn spreading. Also a much better hetran check then brother but worse lando check. Ice Punch for flavor.
Darmanitan: Darm-G is a bit too strong for my taste. Also, you mentioned how it is painfully slow, but in the calcs it has a Jolly nature. Realistically it will run an Adamant nature since it won't miss out on many Pokémon.
Kyurems: Same problem as some other subs. The fusions are worse than regular Kyurem and there isn't much of a reason to use them. Also with "Movepool changes will affect regular Kyurem" I mean that moves you add or remove will be added to or removed from regular Kyurem. Fusion Bolt/Fusion Flare and Freeze Shock/Ice Burn are just added to Kyurems existing moves.
View attachment 352061 Pokemon:Kyurem-B
Type: View attachment 352047 / View attachment 352048 Abilities: Teravolt
---------------------- Stats:
HP: 125
Attack: 145
Defense: 90
SpAtk: 80
SpDef: 90
Speed: 70
--------------------- Movepool Changes: +Flash, Dragon Rush Freeze Shock:
BP: 90 | Acc: 100 | 30% to paralyze, no charge. Description: I wasn't going for anything too interesting but Kyurem-B is basically just a slow DD user anyway, and slap on an ice type discharge that gives kyurem the physical ice move it always needed. if you're bold enough throw this thing on Trick Room and give it hone claws instead. It can still run special/mixed moves though its not nearly as strong as it used to be.
View attachment 352062 Pokemon: Kyurem-W
Type: View attachment 352047 / View attachment 352048 Abilities: Turboblaze
---------------------- Stats:
HP: 125
Attack: 80
Defense: 90
SpAtk: 145
SpDef: 90
Speed: 70
---------------------- Movepool Changes: +Flash, Dragon Rush Ice Burn:
BP: 90 | Acc: 100 | 30% to burn, no charge Description: If you were expecting anything different congratulations you have been severely disappointed. Its stats are what one would expect, to be fair, they are counterparts, it only makes sense their stats are somewhat similar. This thing can run a choice specs or scarf to wreak havoc to anything in its way, and attempt to burn pokemon that are foolish enough to switch in on its Ice Burn. You also have Freeze Dry as well, which is a pretty deadly combo. Honestly its probably got enough HP to take a hit or two so if you really want, give it a weakness policy. For whatever blizzard sheer cold shenanigans that you try to run, use a Blunder Policy. same pretty much applies to both forms if we're being honest
View attachment 352074View attachment 352077 Name: Darmanitan-Galar
Type: View attachment 352047 Type: View attachment 352047 / View attachment 352078 (Zen) Abilities: Gorilla Tactics (This pokemon's attack stat is 1.5x but it can only use the first move it selects in battle. Items that modify its attacking stats or speed, including Life Orb will temporarily negate the ability until the item is lost.) | Zen Mode
------------- Stats:
unchanged (both)
------------- Movepool Changes: ape Description: Zen Mode darmanitan is dogwater in comparison to Galarian Zen mode, so I kept the same stats for both forms. To be fair, nerfing Gorilla tactics was really all the pokemon needed, it probably doesn't seek any further buffs and I edited it to be this way since darmanitans stats aren't the problem here (goes for basically any previously OU-Uber pokemon, their stats aren't always the issue. I mean just look at it, its basically Darmanitan with a more gimmicky ability.) Anyway this version of Gorilla tactics is cool because you can kind of interact with it using Fling if you wanted to, or pull off some kind of knock off strategy by purposely taking damage. If possible I think weakness policy and blunder policy should interact with it too, which could work out but its not that useful. Zen Mode's only niche is just belly drum and sweep everything which is fine by me. If its running Ice/Fire coverage any Water type or Heatran can wall it. and lets be real here, Slowbro, Slowking, Toxapex, Tapu Fini, Kyogre? They'll show up enough to attempt to stop it. If you fail to then you probably did something wrong yourself
Pokémon: Kyurem-Black Types: Dragon / Ice Abilities: Teravolt Stats: 125 / 140 / 80 / 100 / 80 / 55 (600 BST) Movepool Changes: -Dragon Dance, -Flash Cannon, +Ice Shard Freeze Shock: 100 BP | 15 PP | 100% acc | Ice-type | Physical | Starts charging at the start of the turn, then executes the attack at -3 priority, like Beak Blast. Contact with the user while it's charging results in paralysis. Description: Kyu-B finally has a strong, reliable physical Ice STAB! Too bad it's a -3 priority move. Losing Dragon Dance means that it can't boost its Speed anymore, which combined with its poor defensive typing and awful Speed should keep it in check - though it does get Ice Shard to kind of make up for it. The electricity overwhelming its body keeps it in a perpetual state of muscle shock, hampering its movement.
Pokémon: Kyurem-White Types: Dragon / Ice Abilities: Turboblaze Stats: 125 / 100 / 65 / 140 / 65 / 85 (600 BST) Movepool Changes: -Dragon Dance, -Flash Cannon, +Ice Shard Ice Burn: 100 BP | 15 PP | 100% acc | Ice-type | Special | 20% chance to burn. The user takes 33% of the damage dealt as recoil. Description: Kyu-W is harder to balance, since it's still got Draco, Freeze-Dry, Earth Power, etc., but its new stats are a big cut to its survivability, and it can't nail Fairies anymore. Ice Burn is a bit stronger than Ice Beam with a more useful side-effect, but wears it down much faster. The massive amount of heat it generates has partially melted it, making it far more vulnerable.
Pokémon: Darmanitan-Galar Types: Ice Abilities: Sheer Force / Zen Mode (Hidden) Stats: Unchanged Movepool Changes: Unchanged Description: That's it. That's literally all it needs. Regular Darmanitan with its Sheer Force-boosted Flare Blitzes is nowhere near breaking OU, and neither is this one with its significantly weaker Icicle Crashes. Zen Mode is unchanged as well because Gorilla Tactics is the problem. Zen Mode Belly Drum can be a nasty sweeper, but one that can be answered way more effectively due to the existence of hazards, priority, and phazing.
Kyurems: Black looks kinda bad ngl, slow and an Ice-type with bad bulk, yikes. Kyurem-White could honestly need a bit of power, otherwise it's good.
Darmanitan: I like the simple idea behind it.
Christ so much of these nerfs are so excessive. The Kyurems still need to be viable in National Dex yk.
Pokémon: Kyurem-Black Types: Dragon / Ice Abilities: Teravolt Stats: 125 HP / 125 Atk / 105 Def / 85 SpA / 65 SpD / 85 Spe Movepool Changes: N/A Move Changes: Freeze Shock | Physical | Ice | BP: 85 | Acc: 90 | 30% chance to paralyze foe. Description: I scaled down Kyurem-Black's stats down to acceptable levels sans HP, which I think is pretty important to keep as is. A big chunk out of its SpD makes it harder to switch in, while 85 speed is pretty mediocre for an offensive Pokemon, even giving it enough leeway to be revengekilled by most Choice Scarf users. Freeze Shock becoming what is for all intents and purposes an equivalent to Icicle Crash will go a ways to leveraging its power.
Pokémon: Kyurem-Black Types: Dragon / Ice Abilities: Teravolt Stats: 125 HP / 80 Atk / 75 Def / 110 SpA / 90 SpD / 120 Spe Movepool Changes: N/A Move Changes: Ice Burn | Special | Ice | BP: 85 | Acc: 90 | 30% chance to burn target. Description: Kyurem base form is already quite viable in National Dex, and I am afraid if I went with a mirror of what Kyube spreads are it would either be worse or better Kyurem. So I decided to shift it to a completely different direction, and instead make it a speedy attacker. 115 Speed puts it ahead of most of the competition while the 110 SpA gives it respectable power, but nothing crazy.
Pokémon: Kyurem-Black Types: Ice/Dragon Abilities: Teravolt Stats: 100 / 140 / 95 / 105 / 80 / 80 [600] Movepool Changes: Freeze Shock: Physical Freeze-Dry clone, with chance to paralyze Description: Strong Dragon Dance breaker that is held back by poor bulk, a lacklustre initial speed tier and poor typing. Freeze Dry change just makes it interesting and more viable compared to DD Kyurem sets.
Pokémon: Kyurem-White Types: Ice/Dragon Abilities: Turboblaze Stats: 100 / 105 / 80 / 140 / 95 / 80 [600] Movepool Changes: Ice Burn: Special Flying Press clone. Ice-type move that also has Fire properties. No longer has chance to burn. Description: This one is kinda weird but Kyurem-White is already super good. Ice Burn's type chart hits Grass for x4, Ground/Flying/Bug for x2 and 4x resisted by Water and Fire, which isn't a great spread. Really, it's just the same mon but toned back in all areas.
Pokémon: Darmanitan-Galar Types: Ice Abilities: Gorilla Tactics. Disables the user's held item. Locks the user into the first attacking move they make. Stats: unchanged Movepool Changes: +Switcheroo Description: Fixes all of the problems with Darm-G. I added Switcheroo to give it a different avenue to wallbreaking by tricking an Assault Vest or Choice item to a wall, while also ensuring that this option is viable due to not being locked into Switcheroo.
Pokemon: Darmanitan-Galar Typing: Ice/Fire Ability: Adaptability Stats: Unchanged Movepool: +Ice Shard Description: Gorilla tactics is the main issue with Darmanitan Galar. Darmanitans Base form does well with sheer force so I decided to go in a similar but different way in a 1.3x damage ability(as Adaptability boosts your stab moves by that much on top of stab) I gave it the ice fire typing to let it better use adaptability, and gave it access to ice shard to remedy its subpar speed while not running scarf. This should prove to have a nice niche in Nat Dex OU, but not be too overbearing to be in Ubers
Pokémon: Darmanitan-Galar
Types: Ice
Abilities: Gorilla Tactics/Zen Mode
Stats: 105/85/95/30/70/95 (480 BST)
Movepool Changes: -Zen Headbutt, -Flare Blitz, -Icicle Crash, +Ice Shard, +Icicle Spear, +Fire Lash
Description: lost coverage and its main ice type STAB, but gained fire lash and ice shard. i still feel like you'd want to use the zen mode with its amazing offensive typing tho
Pokémon: Darmanitan-Galar-Zen
Types: Ice/Fire
Abilities: Zen Mode
Stats: 105/130/105/30/75/95 (540 BST)
Movepool Changes: -Zen Headbutt, -Flare Blitz, -Icicle Crash, +Ice Shard, +Icicle Spear, +Fire Lash
Description: lost coverage and its main ice type STAB, but gained fire lash and ice shard. ice shard and fire lash are the most benefitial, to get into this form you can just spam substitute. however you have to watch out for hazards, specially stealth rocks. it has amazing STAB and a amazing offensive typing, but it can no longer hit fighting types with zen headbutt.
Galarian Darmanitan
Type: Ice Zen: Ice/Fire
Abilities: Gorilla Tactics (H: Zen Mode)
Stats: Unchanged
Movepool Changes: -Zen Headbutt, -Earthquake, +Ice Shard
Gorilla Tactics: original effect but disables choiced items.
Description: Now it can't take advantage of double choiced items. It also gets Ice Shard mainly for Zen Mode. It looses Earthquake and Zen Headbutt so it's easier to wall.
Abilities: Gorilla Tactics, Zen Mode Stats: 105/105/75/45/75/75 (480) Movepool Changes: n/a Description: Becomes a little bulkier but is painfully slow and doesn't hit quite as hard as before. Its speed teir being above most walls however still allows it to do its wall breaking job albeit and easy to wear down and almost useless against offense. (unless if u use scarf but then u'll have a harder time breaking)
Pokémon: Darmanatian-Galar-Zen Types:
Abilities: Gorilla Tactics, Zen Mode Stats: Unchanged Movepool Changes: Description: With base darm being more bulky, it should be easier to set up those bdrums to make way for darmzen to put in some work. However, agaianst offensive teams, this will be still trash with base darmg not having a good enough speed tier to force any offensive mons out. (the only way would be to bluff a scarf but that is very rsiky and dont forget ash gren and scarf gren are everywhere.) Agaisnt stall teams it still will be hard to set up and win with unaware clef ,haze pex, alomaloa, and ditto being spammed. And against balance/BO it prob has the best matchup but conuterplay is still readily available and easy to fit.
View attachment 352074View attachment 352077 Name: Darmanitan-Galar
Type: View attachment 352047 Type: View attachment 352047 / View attachment 352078 (Zen) Abilities: Gorilla Tactics (This pokemon's attack stat is 1.5x but it can only use the first move it selects in battle. Items that modify its attacking stats or speed, including Life Orb will temporarily negate the ability until the item is lost.) | Zen Mode
------------- Stats:
unchanged (both)
------------- Movepool Changes: ape Description: Zen Mode darmanitan is dogwater in comparison to Galarian Zen mode, so I kept the same stats for both forms. To be fair, nerfing Gorilla tactics was really all the pokemon needed, it probably doesn't seek any further buffs and I edited it to be this way since darmanitans stats aren't the problem here (goes for basically any previously OU-Uber pokemon, their stats aren't always the issue. I mean just look at it, its basically Darmanitan with a more gimmicky ability.) Anyway this version of Gorilla tactics is cool because you can kind of interact with it using Fling if you wanted to, or pull off some kind of knock off strategy by purposely taking damage. If possible I think weakness policy and blunder policy should interact with it too, which could work out but its not that useful. Zen Mode's only niche is just belly drum and sweep everything which is fine by me. If its running Ice/Fire coverage any Water type or Heatran can wall it. and lets be real here, Slowbro, Slowking, Toxapex, Tapu Fini, Kyogre? They'll show up enough to attempt to stop it. If you fail to then you probably did something wrong yourself
Pokémon: Darmanitan-Galar Types: Ice Abilities: Gorilla Tactics. Disables the user's held item. Locks the user into the first attacking move they make. Stats: unchanged Movepool Changes: +Switcheroo Description: Fixes all of the problems with Darm-G. I added Switcheroo to give it a different avenue to wallbreaking by tricking an Assault Vest or Choice item to a wall, while also ensuring that this option is viable due to not being locked into Switcheroo.
Pokemon: Darmanitan-Galar Typing: Ice/Fire Ability: Adaptability Stats: Unchanged Movepool: +Ice Shard Description: Gorilla tactics is the main issue with Darmanitan Galar. Darmanitans Base form does well with sheer force so I decided to go in a similar but different way in a 1.3x damage ability(as Adaptability boosts your stab moves by that much on top of stab) I gave it the ice fire typing to let it better use adaptability, and gave it access to ice shard to remedy its subpar speed while not running scarf. This should prove to have a nice niche in Nat Dex OU, but not be too overbearing to be in Ubers
Pokémon: Kyurem-Black
Types: Dragon/Ice
Abilities: Teravolt
Stats: 125/125/105/80/70/95 (600 BST)
Movepool Changes: -Dragon Dance, -Draco Meteor, +Ice Punch, +Earthquake, +Fire Punch Freeze-Shock: 85 BP, 95 Accuracy. hits for electric type damage. 30% paralysis chance.
Description: it can no longer set-up with Dragon Dance, or hit pokemon with Draco Meteor, but now it has a better ice move in Ice Punch since it can no longer use dragon dance. Freeze Shock is now a better move, acting as a better Freeze-Dry due to its higher BP. it also now has higher physical bulk, wich would let it tank hits better and hit back with one of its moves (for example fusion bolt or dragon claw/freeze-shock). it would be specially powerful with a choice band or a choice scarf due to its relatively low speed.
Pokémon: Kyurem-White
Types: Dragon/Ice
Abilities: Turboblaze
Stats: 125/80/70/125/105/95 (600 BST)
Movepool Changes: -Dragon Dance, -Draco Meteor, +Ice Punch, +Earthquake, +Fire Punch Ice Burn: 85 BP, 95 Accuracy. hits for fire type damage. 30% burn chance.
Description: it can no longer hit pokemon with Draco Meteor but now it has a better ice move in Ice Burn since it can no longer use Draco Meteor. it also now has higher special bulk, wich would let it tank hits better and hit back with one of its moves (for example ice burn or dragon pulse/ice beam). it would be specially powerful with a choice specs or a choice scarf due to its relatively low speed.
Kyurem, Kyurem Black, Kyurem White
Type: Reg - Ice/Dragon Black - Ice/Electric White - Ice/Fire
Abilities: Reg - Pressure Black - Teravolt White - Turboblaze
Stats Black: 125 / 130 / 90 / 90 / 70 / 95 (BST: 600)
Stats White: 125 / 90 / 70 / 130 / 90 / 95 (BST: 600)
Movepool Changes: -Draco Meteor, -Dragon Dance, -Dragon Claw, -Iron Head, -Flash Cannon, +Ice Punch
Ice Burn - Ice / Special / 90 BP / 100 acc / 16 PP / Has a 30% chance to burn.
Freeze Shock - Ice / Physical / 90 BP / 100 acc / 16 PP / Has a 30% chance to paralyze.
Description: Removal of their dragon type means that they no longer get Draco Meteor or Dragon stab. Black looses Dragon Dance and Iron Head but gains Ice Punch because it has ice for hands, Come on Gamefreak. White looses access to Flash Cannon as well. They both have ice burn and freeze shock as usable moves now. Please let me know if this still is broken. Thanks!
Abilities: Teravolt Stats: 125/150/100/70/70/85 (600) Movepool Changes: +Earthquake, -Dragon Dance
Freeze Shock: 90 BP, 10 PP, 95% Accuracy, 1.3x damage in Electric Terrain Description: Kyurem-Black gained a better physical Ice STAB and Earthquake, which makes it a better immediate attacker. Loosing Dragon Dance hurts, but it will managed with its new gained coverage.
Pokémon: Kyurem-White Types:
Abilities: Teravolt Stats: 125/70/70/150/100/85 (600) Movepool Changes: +Earthquake, -Dragon Dance
Ice Burn: 80 BP, 10 PP, 95% Accuracy, 1.5x damage in Sun Description: Kyurem-White is stronger than regular Kyurem, but it is slower and looses out on key Pokémon like Landorus-T and Garchomp-M. Ice Burn is a situational, but potentially devastating move against Sun.
Abilities: Teravolt Stats: 125/130/95/85/80/85 Movepool Changes: (Not sure what u mean by affecting base kyurem since this gets fusion bolt separate from it.) +Ice Punch -dragon Dance *Freeze Shock
*This move has a 20% chance to paralyze. 80 bp, 100% acc. 15(24) pp no charge
Description: Kyurem loses some of its power in the fusion as they are not in complete synergy since it prefers working alone anyway. Great mon as a bolt beam breaker or a nice wall that helps with landot and tran. More suited now as before when it was allowed it didn't have ddance and with less attack, its not gonna be nuking everything with a base 80 bp move. It can also spread paras which is very helpful as a slower breaker. Ice punch for flavor.
252 SpA Heatran Magma Storm vs. 252 HP / 140 SpD Kyurem-Black: 168-198 (37 - 43.6%) -- guaranteed 3HKO after trapping damage
(rest into speed but u can even run calm so u run less spD) Pokémon: Kyurem-White Types:
Abilities: Turoblaze Stats: 125/85/80/130/95/85 Movepool Changes: +Ice Punch -dragon dance *Ice Burn
*This move has a 20% chance to burn. 80 bp, 100% acc. 15(24 pp) no charge
Description: Kyurem loses some of its power in the fusion as they are not in complete synergy since it prefers working alone anyway. Made its stats to reflect kyurem and they have similar uses. Kyurem outshines this pokemon as a breaker so its usefulness will come from the newfound fusion flare, turoblaze, and burn spreading. Also a much better hetran check then brother but worse lando check. Ice Punch for flavor.
View attachment 352061 Pokemon: Kyurem-B
Type: View attachment 352047 / View attachment 352048 Abilities: Teravolt
---------------------- Stats:
HP: 125
Attack: 145
Defense: 90
SpAtk: 70
SpDef: 90
Speed: 80
--------------------- Movepool Changes: +Flash, Dragon Rush Freeze Shock:
BP: 90 | Acc: 100 | 30% to paralyze, no charge. Description: I wasn't going for anything too interesting but Kyurem-B is basically just a slow DD user anyway, and slap on an ice type discharge that gives kyurem the physical ice move it always needed. if you're bold enough throw this thing on Trick Room and give it hone claws instead. It can still run special/mixed moves though its not nearly as strong as it used to be.
View attachment 352062 Pokemon: Kyurem-W
Type: View attachment 352047 / View attachment 352048 Abilities: Turboblaze
---------------------- Stats:
HP: 125
Attack: 70
Defense: 90
SpAtk: 145
SpDef: 90
Speed: 80
---------------------- Movepool Changes: +Flash, Dragon Rush Ice Burn:
BP: 90 | Acc: 100 | 30% to burn, no charge Description: If you were expecting anything different congratulations you have been severely disappointed. Its stats are what one would expect, to be fair, they are counterparts, it only makes sense their stats are somewhat similar. This thing can run a choice specs or scarf to wreak havoc to anything in its way, and attempt to burn pokemon that are foolish enough to switch in on its Ice Burn. You also have Freeze Dry as well, which is a pretty deadly combo. Honestly its probably got enough HP to take a hit or two so if you really want, give it a weakness policy. For whatever blizzard sheer cold shenanigans that you try to run, use a Blunder Policy. same pretty much applies to both forms if we're being honest
Christ so much of these nerfs are so excessive. The Kyurems still need to be viable in National Dex yk.
Pokémon: Kyurem-Black Types: Dragon / Ice Abilities: Teravolt Stats: 125 HP / 125 Atk / 105 Def / 85 SpA / 65 SpD / 85 Spe Movepool Changes: N/A Move Changes: Freeze Shock | Physical | Ice | BP: 85 | Acc: 90 | 30% chance to paralyze foe. Description: I scaled down Kyurem-Black's stats down to acceptable levels sans HP, which I think is pretty important to keep as is. A big chunk out of its SpD makes it harder to switch in, while 85 speed is pretty mediocre for an offensive Pokemon, even giving it enough leeway to be revengekilled by most Choice Scarf users. Freeze Shock becoming what is for all intents and purposes an equivalent to Icicle Crash will go a ways to leveraging its power.
Pokémon: Kyurem-Black Types: Dragon / Ice Abilities: Teravolt Stats: 125 HP / 80 Atk / 75 Def / 110 SpA / 90 SpD / 120 Spe Movepool Changes: N/A Move Changes: Ice Burn | Special | Ice | BP: 85 | Acc: 90 | 30% chance to burn target. Description: Kyurem base form is already quite viable in National Dex, and I am afraid if I went with a mirror of what Kyube spreads are it would either be worse or better Kyurem. So I decided to shift it to a completely different direction, and instead make it a speedy attacker. 115 Speed puts it ahead of most of the competition while the 110 SpA gives it respectable power, but nothing crazy.
Pokémon: Kyurem-Black Types: Ice/Dragon Abilities: Teravolt Stats: 100 / 140 / 95 / 105 / 80 / 80 [600] Movepool Changes: Freeze Shock: Physical Freeze-Dry clone, with chance to paralyze Description: Strong Dragon Dance breaker that is held back by poor bulk, a lacklustre initial speed tier and poor typing. Freeze Dry change just makes it interesting and more viable compared to DD Kyurem sets.
Pokémon: Kyurem-White Types: Ice/Dragon Abilities: Turboblaze Stats: 100 / 105 / 80 / 140 / 95 / 80 [600] Movepool Changes: Ice Burn: Special Flying Press clone. Ice-type move that also has Fire properties. No longer has chance to burn. Description: This one is kinda weird but Kyurem-White is already super good. Ice Burn's type chart hits Grass for x4, Ground/Flying/Bug for x2 and 4x resisted by Water and Fire, which isn't a great spread. Really, it's just the same mon but toned back in all areas.
In the voting phase, users vote for their preferred submissions and the winning submissions are added to the role compendium and spreadsheet.
The voting format is as follows:
Role in question: 1st preferred option, 2nd preferred option, 3rd preferred option.
Note: These self voting rules and the explanation are from good user lyd, slightly adapted to fit this pet mod
If you want to vote for yourself now, it gets slightly more complicated. You can always keep voting for yourself as second, but you can change the order a bit, for as long as the number of self-votes equals 2x the number of submissions you made. Let's use some examples to make it more understandable:
So this voting format is good, cuz' Lyd voted for himself as second three times, and when you add everything up, he gave himself 6 votes, which is fine, as it is exactly the number of submissions he made for the slate x2. However, say he liked his Stallbreaker submission a lot, and he really wants it to win, he can play around with his votes a little bit:
So to make his Stallbreaker first vote, he moved his Defensive Pivot self-vote to last. Makes sense, right? And when you add up the votes, 3 + 2 + 1 = 6 which is exactly what he wants. Let's say that he likes his Special Wall and Defensive Pivot submissions more, and he didn't like his Stallbreaker submission too much. He can do this:
3 + 3 adds up to six, so he's good to that. Small note that this can't be done if he made no Stallbreaker submission because if that was the case, the number of submissions he made x2 would actually end up as 4, which isn't enough. Also, had he only made a single submission, he'd always have to self-vote as #2 or lower because making only one submission gives him only two self-vote points. We hope that was clear, if you had any trouble to understand this, feel free to PM anyone from the council and we'll explain it as best as we can.
Pokémon: Darmanitan-Galar Types: Ice Abilities: Gorilla Tactics. Disables the user's held item. Locks the user into the first attacking move they make. Stats: unchanged Movepool Changes: +Switcheroo Description: Fixes all of the problems with Darm-G. I added Switcheroo to give it a different avenue to wallbreaking by tricking an Assault Vest or Choice item to a wall, while also ensuring that this option is viable due to not being locked into Switcheroo.
Christ so much of these nerfs are so excessive. The Kyurems still need to be viable in National Dex yk.
Pokémon: Kyurem-Black Types: Dragon / Ice Abilities: Teravolt Stats: 125 HP / 125 Atk / 105 Def / 85 SpA / 65 SpD / 85 Spe Movepool Changes: N/A Move Changes: Freeze Shock | Physical | Ice | BP: 85 | Acc: 90 | 30% chance to paralyze foe. Description: I scaled down Kyurem-Black's stats down to acceptable levels sans HP, which I think is pretty important to keep as is. A big chunk out of its SpD makes it harder to switch in, while 85 speed is pretty mediocre for an offensive Pokemon, even giving it enough leeway to be revengekilled by most Choice Scarf users. Freeze Shock becoming what is for all intents and purposes an equivalent to Icicle Crash will go a ways to leveraging its power.
Pokémon: Kyurem-Black Types: Dragon / Ice Abilities: Teravolt Stats: 125 HP / 80 Atk / 75 Def / 110 SpA / 90 SpD / 120 Spe Movepool Changes: N/A Move Changes: Ice Burn | Special | Ice | BP: 85 | Acc: 90 | 30% chance to burn target. Description: Kyurem base form is already quite viable in National Dex, and I am afraid if I went with a mirror of what Kyube spreads are it would either be worse or better Kyurem. So I decided to shift it to a completely different direction, and instead make it a speedy attacker. 115 Speed puts it ahead of most of the competition while the 110 SpA gives it respectable power, but nothing crazy.
Excited to see those in action. I'll start coding them. Meanwhile you can submit for...
Slate 6: Escape From LA
Arena Trap and Shadow Tag are probably two of the most oppressive elements that were ever introduced to the game. Now we can make more enjoyable. There aren't many rules for this slate.
Just make sure that they won't be that broken. You are allowed to buff the Pokémon that currently have those abilities. You can give those abilities to other Pokémon, if you want to.
Subsmissions will last for 4 days from this post onwards.
Code:
[B]Ability[/B]:
[B]New Effect[/B]:
[B]New Users[/B] (If any):
[B]Description[/B]: (This is an essential part of the submission, just like the other aspects)
Arena Trap
New Effect: Traps pokemon that are 330.7 lbs (150.0 kg) or over
New Users: Keen Eye
Description: This allows these pokemon to trap heavyish pokemon
Shadow Tag
New Effect: Opposing Psychic types can't choose to switch.
New Users: Inner Focus, Keen Eye, Infiltrator
Description: Plenty of Legendary pokemon are Psychic types. This allows some of these pokemon to trap some of these Ubers legendaries. Shadow Tag may seem like it would trap Ghost types but the pokemon who get Shadow Tag normally loose to Ghost types and Ghost types have that thing where they can't be trapped so Psychic works.
Umbreon gains Knock Off
Ability: Shadow Tag New Effect: When a non-ghost type pokemon damages the user with an attack of base power 80 or higher, they become Trapped for 3 turns. New Users: (replacing Keen Eye) (replacing Insomnia) Description: This would make Shadow Tag still quite good on Wobbuffet, but not horrifically oppressive to deal with.
Ability: Arena Trap New Effect: When the user damages a grounded pokemon with an attack of base power 80 or higher, the target becomes Trapped for 3 turns. New Users: Description: The inverse to Shadow Tag. It's significantly easier to apply, but can be avoided with a well-timed switch.
Ability: Arena Trap New Effect: No new feild conditions can be removed or set when this pokemon is on the field. (Terrain,Hazards, Screens) New Users (If any) (over sheer force), , , , Description: The perfect ability for hazard stack and a cool move for terrain teams if there is a doubles format. Flavorwise, it traps everything in so that nothing can escape or enter. Like a lock down mode.
Ability: Shadow Tag New Effect: Pokemon switching out on this pokemon lose 1/8. New Users: (over insomnia), , Description: Great punish for volt run however all the mons taht get it are trash bar maybe cors-g so it shouldn't be too strong.
Ability: Arena Trap New Effect: Prevents adjacent Ground-type foes from choosing to switch. New Users:, , , (Anger Point), (Lightning Rod), (Sand Force) Description: This would work as a Ground-type Magnet Pull. Like Magnet Pull, I made sure not to give it to any Pokémon that had super effective STAB against Ground-types and all the mons that received it were Ground-type themselves. The only Pokémon that have Ice-type coverage other than HP Ice are Hippowdon and Rhyperior and are too slow to abuse it against Ground-types that pivot.
Ability: Shadow Tag New Effect: This Pokémon’s Ghost-type attacks hit before a foe switches out. New Users:, , , , (Keen Eye) Description: This would work like a Ghost-type Pursuit without the damage boost. Like Pursuit, it would make its Ghost-type attacks work like semi-trapping moves that put offensive pressure on opponents. This could make less viable Ghost-types still an option over Pokémon like Marshadow, Dragapult, or Spectrier.
Arena Trap
New Effect: While this pokemon is active, leech seed and hazards cannot be used.
New Users: , (Heavy Metal),(Shell Armor), (Sturdy),(Sand Force),(Lighting Rod),(swarm)
Description: Hazard removal but better. since it blocks hazards from even beeing set. tho it also blocks leech seed, wich is super useful.
Shadow Tag
New Effect: Whenever the user lands a status move, the target of the move becomes Trapped for 2 turns.
New Users: (Infiltrator becomes secondary ability, shadow tag is HA.),,,,,
Description: gives for free set-up without having to sleep the target, wich is always nice and welcome. specially nice on zoroark, mismagius and gengar.
When an opposing pokemon switches out, they lose 1/8 of their maximum HP.
Now given to: & , (Insomnia), , (pickup), (anger point), , (unnerve)
Stats:
55 / 100 / 70 / 50 / 70 / 131 Movepool Changes: +U-Turn, Shore Up. Description: It's a fun idea to think of dugtrio as little pests that infiltrate structures built by humans and create sinkholes and earthquakes when really all they are doing is protecting the environment. Some bugs like bees also do things to help take care of the environment, pollenate. Bug/Ground is a pretty decent typing defensively and I just really want it. I think a fast u-turning ground type is something we all want and love and having just enough speed to kill tapu koko or threaten it for chip damage works too. It still works as a trapper, but if its constantly being hit by u-turns its gonna need better bulk and possibly some form of recovery to withstand it. All of the pokemon I gave arena trap to either A. Deserved it B. had some nice hazard options or C. had pursuit, which is what krookodile is. Get that little bit of damage off if pursuit doesn't KO for whatever reason.
Type:
Abilities: Frisk/Competitive/Shadow Tag
After landing a super-effective hit, the target is trapped.
Now given to: (flame body), , , , (frisk),
Stats:
70 / 55 / 105 / 95 / 110 / 65 Movepool Changes: +Will-O-Wisp, Knock Off, Teleport. Description: It's still a trapper, though this time it can just steal away any defogger you have with Thunderbolt. It can burn corviknight if it dares to switch, if gothitelle happens to be slower you'd run a bit of extra speed on it. HP Ice is pretty sweet why don't we make groudon's life even worse for it. Most of the pokemon that have shadow tag would just trap a pokemon and apply status conditions or set future sight. Dusknoir, Mimikyu, and Trevenant can abuse this with sucker punch or shadow sneak (i just want to see trevenant used) and chandelure technically deserves it. Though its a little tough to use so this will make it more threatening.
Type:
/
Abilities: Telepathy/Wonder Skin/Shadow Tag Description: Now its even more annoying to deal with because it only has 1 weakness. It can't hit anything super-effectively so shadow tag is useless on it but thats besides the point. I gave it wonder skin so it has a pseudo magic bounce but its still wobbuffet and i dont think any form of buff is saving this thing
Ability: Arena Trap New Users: New Effect: Prevents adjacent opposing Pokemon that are at full HP from choosing to switch out unless they are immune to trapping or are airborne.
Still oppressive as such an ability should be but not anymore as the ultimate revenge killing tool it currently is. It still makes dugtrio (and now flygon) threats to be reckoned with as powerful stallbreaking options, though now it requires additional reflection about when it should be used and how hazards should be handled.
Ability: Arena Trap New Users: (Limber), , , New Effect: At the end of each turn, adjacent grounded Pokémon have their Speed stat reduced 1 stage. Description: Reverse Speed Boost that helps with revenge killing, albeit much more indirectly. Still a very powerful effect, which is why I constrained it to weak things.
Ability: Shadow Tag New Users: (Insomnia), , , , (Pickup), (Pickup) New Effect: If the target switches out, the user and its replacement become afflicted with the Curse status. Description: Heavily punishes switching out, but with a pretty nasty drawback for the user as well. I went back and forth on whether to give it to Corsola-G or not; I don't think it's too much, since defensive Pokémon are arguably hit the hardest by the drawback, but if it ends up too strong it can be removed.
Arena Trap
New Effect: Traps pokemon that are 225.8 lbs or over
New Users: Keen Eye
Description: This allows these pokemon to trap Urshifu Single, Ferrothorn, Zacian, Charizard X, Scizor, Mewtwo, Naganadel, Magnezone, Zamazenta, Xerneas, Solgaleo, Zygarde, Groudon, & some others.
Dugtrio gains Zen Headbutt
Drapion gains Gunk Shot
Shadow Tag
New Effect: Opposing Psychic types can't choose to switch.
New Users: Inner Focus, Keen Eye, Infiltrator
Description: Plenty of Legendary pokemon are Psychic types. This allows some of these pokemon to trap some of these Ubers legendaries. Shadow Tag may seem like it would trap Ghost types but the pokemon who get Shadow Tag normally loose to Ghost types and Ghost types have that thing where they can't be trapped so Psychic works.
Umbreon gains Knock Off
Arena Trap: First off, please also put a kg messurement in your sub, because it makes it easier to understand and I'll use kg in the code and I want to be accurate as possible. Second, this ability is still too strong. The Pokémon that you listed are either Pokémon that aren't in the meta yet or those that Dugtrio or any other trapper can beat and Dugtrio alongside the new abusers are capable of beating down Tyranitar, Heatran and other checks to specific Pokémon or Stall. The ability still traps and removes the main targets of Dugtrio, in its current state.
Shadow Tag: It's kinda weird that you gave Shadow Tag to a Dark-type with Pursuit, but I don't complain. The ability is simple and the distribution isn't overbearing.
Ability: Shadow Tag New Effect: When a non-ghost type pokemon damages the user with an attack of base power 80 or higher, they become Trapped for 3 turns. New Users: (replacing Keen Eye) (replacing Insomnia) Description: This would make Shadow Tag still quite good on Wobbuffet, but not horrifically oppressive to deal with.
Ability: Arena Trap New Effect: When the user damages a grounded pokemon with an attack of base power 80 or higher, the target becomes Trapped for 3 turns. New Users: Description: The inverse to Shadow Tag. It's significantly easier to apply, but can be avoided with a well-timed switch.
Let me know if Xurkitree shouldn't have Arena Trap, it was mostly just an idea lmao
Arena Trap: I like the idea behind the ability and I think it's really unique and cool. I don't get the idea behind Xurkitree and it's probably broken with it. Remember, it has Tail Glow here. It can trap a wall and beat it 1v1, even if it's Blissey.
Shadow Tag: I kinda thought this ability was broken at first and then I realized which mons would have it. Like Arena Trap, unique and cool idea that I don't find to be broken in any mean.
Ability: Arena Trap New Effect: No new feild conditions can be removed or set when this pokemon is on the field. (Terrain,Hazards, Screens) New Users (If any) (over sand force), , (over sheer force), , (sand force) (this bitch is litterally like THE landlord) Description: The perfect ability for hazard stack and a cool move for terrain teams if there is a doubles format. Flavorwise, it traps everything in so that nothing can escape or enter. Like a lock down mode.
Ability: Shadow Tag New Effect: This Pokémons contact moves have a 30% to burn. New Users (If any): (over klutz) Description: Poision Touch clone for burn because ghost is like the will o wisp central and touching them with it can do just that. U can also think of it as an offensive flame body, daring any physical attacker to come in on its 30% burn.
Arena Trap: The ability is really cool and my personal favourite, but I'm not a fan of the distribution. For some of them, this ability is working against their main roles () and they would probably run some of their other abilities. Also, not only doesn't make it much sense for Landorus but also Landorus doesn't need any buff at all.
Shadow Tag: The ability doesn't make sense at all. Shadow Tag doesn't have anything to do with Fire or Burns.
Ability: Arena Trap New Effect: Prevents adjacent Ground-type foes from choosing to switch. New Users:, , , (Anger Point), (Lightning Rod), (Sand Force) Description: This would work as a Ground-type Magnet Pull. Like Magnet Pull, I made sure not to give it to any Pokémon that had super effective STAB against Ground-types and all the mons that received it were Ground-type themselves. The only Pokémon that have Ice-type coverage other than HP Ice are Hippowdon and Rhyperior and are too slow to abuse it against Ground-types that pivot.
Ability: Shadow Tag New Effect: This Pokémon’s Ghost-type attacks hit before a foe switches out. New Users:, , , , (Keen Eye) Description: This would work like a Ghost-type Pursuit without the damage boost. Like Pursuit, it would make its Ghost-type attacks work like semi-trapping moves that put offensive pressure on opponents. This could make less viable Ghost-types still an option over Pokémon like Marshadow, Dragapult, or Spectrier.
I'll give my thoughts on both, since I have the same feelings. Same as Palpitoad's Shadow Tag, the effects are simple and the distribution isn't overbearing, since the Ground-types are usually bulky enough to tank hits and a Ghost vs Ghost match-up is risky.
Arena Trap
New Effect: While this pokemon is active, leech seed and hazards cannot be used.
New Users: , (Heavy Metal),(Shell Armor), (Sturdy),(Sand Force),(Lighting Rod),(swarm)
Description: Spinblockers but better, tho it also blocks leech seed, wich is super useful. (ferrothorn is basically useless with this ability btw)
Shadow Tag
New Effect: Whenever the user lands a status move, the target of the move becomes Trapped for 2 turns.
New Users: (Infiltrator becomes secondary ability, shadow tag is HA.),,,,,
Description: gives for free set-up without having to sleep the target, wich is always nice and welcome. specially nice on zoroark, mismagius and gengar.
Arena Trap: I'm a bit confused by the description, since it says "Spinblockers but better" but there isn't anything mentioned in the effect about blocking spins. Either way, I like the idea and the distribution looks good too. Also btw, Ferro wouldn't became totally useless.
Shadow Tag: Kinda like Neon's subs, but iirc they helped you with it, so it doesn't wonder me. I like the idea.
When an opposing pokemon switches out, they lose 1/8 of their maximum HP.
Now given to: & , (Insomnia), , (pickup), (anger point), , (unnerve)
Stats:
55 / 100 / 70 / 50 / 70 / 131 Movepool Changes: +U-Turn, Shore Up. Description: It's a fun idea to think of dugtrio as little pests that infiltrate structures built by humans and create sinkholes and earthquakes when really all they are doing is protecting the environment. Some bugs like bees also do things to help take care of the environment, pollenate. Bug/Ground is a pretty decent typing defensively and I just really want it. I think a fast u-turning ground type is something we all want and love and having just enough speed to kill tapu koko or threaten it for chip damage works too. It still works as a trapper, but if its constantly being hit by u-turns its gonna need better bulk and possibly some form of recovery to withstand it. All of the pokemon I gave arena trap to either A. Deserved it B. had some nice hazard options or C. had pursuit, which is what krookodile is. Get that little bit of damage off if pursuit doesn't KO for whatever reason.
After landing a super-effective hit, the target is trapped.
Now given to: (flame body), , , , (frisk),
Stats:
70 / 55 / 105 / 95 / 110 / 65 Movepool Changes: +Will-O-Wisp, Knock Off, Teleport. Description: It's still a trapper, though this time it can just steal away any defogger you have with Thunderbolt. It can burn corviknight if it dares to switch, if gothitelle happens to be slower you'd run a bit of extra speed on it. HP Ice is pretty sweet why don't we make groudon's life even worse for it. Most of the pokemon that have shadow tag would just trap a pokemon and apply status conditions or set future sight. Dusknoir, Mimikyu, and Trevenant can abuse this with sucker punch or shadow sneak (i just want to see trevenant used) and chandelure technically deserves it. Though its a little tough to use so this will make it more threatening.
View attachment 353364 Type: View attachment 353366 / View attachment 353367 Abilities: Telepathy/Wonder Skin/Shadow Tag Description: Now its even more annoying to deal with because it only has 1 weakness. It can't hit anything super-effectively so shadow tag is useless on it but thats besides the point. I gave it wonder skin so it has a pseudo magic bounce but its still wobbuffet and i dont think any form of buff is saving this thing
Arena Trap: First person who actually buffed Dugtrio significantly. Anyway, the ability is really cool and I like the punishments for switch move users.
Shadow Tag: Cool idea, which can be played around, I like it. Also I can't tell if the Wobbuffet is going to annoying or not, but if it's going to be, I'll smite you.
Ability: Arena Trap New Users: New Effect: Prevents adjacent opposing Pokemon that are at full HP from choosing to switch out unless they are immune to trapping or are airborne.
Still oppressive as such an ability should be but not anymore as the ultimate revenge killing tool it currently is. It still makes dugtrio (and now flygon) threats to be reckoned with as powerful stallbreaking options, though now it requires additional reflection about when it should be used and how hazards should be handled.
Arena Trap: It's kinda broken sometimes, but not always, so that's good. For real tho, I actually think that this is a really cool idea. Now, you have to be careful with Chip damage and such.
Ability: Arena Trap New Users: (Limber), , , New Effect: At the end of each turn, adjacent grounded Pokémon have their Speed stat reduced 1 stage. Description: Reverse Speed Boost that helps with revenge killing, albeit much more indirectly. Still a very powerful effect, which is why I constrained it to weak things.
Ability: Shadow Tag New Users: (Insomnia), , , , (Pickup), (Pickup) New Effect: If the target switches out, the user and its replacement become afflicted with the Curse status. Description: Heavily punishes switching out, but with a pretty nasty drawback for the user as well. I went back and forth on whether to give it to Corsola-G or not; I don't think it's too much, since defensive Pokémon are arguably hit the hardest by the drawback, but if it ends up too strong it can be removed.
Arena Trap: Again a unique ability. I think it could actually be worth using.
Shadow Tag: I actually don't know how to feel on that. It is a cool idea, but I don't like the idea of removing 1/4 of the maximum health with no way of removing it. Punishing pivoting is neat, but you don't have to be so extreme about it. Even when it affects your own mon.
Overall, the slate is really solid with some great and unique ideas.
Submissions end in 16 hours.
Cya!
Arena Trap
New Effect: Traps pokemon that are 330.7 lbs (150.0 kg) or over
New Users: Keen Eye
Description: This allows these pokemon to trap heavyish pokemon
Ability: Arena Trap New Effect: When the user damages a grounded pokemon with an attack of base power 80 or higher, the target becomes Trapped for 3 turns. New Users: Description: The inverse to Shadow Tag. It's significantly easier to apply, but can be avoided with a well-timed switch.
Ability: Arena Trap New Effect: No new feild conditions can be removed or set when this pokemon is on the field. (Terrain,Hazards, Screens) New Users (If any) (over sheer force), , , , Description: The perfect ability for hazard stack and a cool move for terrain teams if there is a doubles format. Flavorwise, it traps everything in so that nothing can escape or enter. Like a lock down mode.
Ability: Arena Trap New Effect: Prevents adjacent Ground-type foes from choosing to switch. New Users:, , , (Anger Point), (Lightning Rod), (Sand Force) Description: This would work as a Ground-type Magnet Pull. Like Magnet Pull, I made sure not to give it to any Pokémon that had super effective STAB against Ground-types and all the mons that received it were Ground-type themselves. The only Pokémon that have Ice-type coverage other than HP Ice are Hippowdon and Rhyperior and are too slow to abuse it against Ground-types that pivot.
Arena Trap
New Effect: While this pokemon is active, leech seed and hazards cannot be used.
New Users: , (Heavy Metal),(Shell Armor), (Sturdy),(Sand Force),(Lighting Rod),(swarm)
Description: Hazard removal but better. since it blocks hazards from even beeing set. tho it also blocks leech seed, wich is super useful.
When an opposing pokemon switches out, they lose 1/8 of their maximum HP.
Now given to: & , (Insomnia), , (pickup), (anger point), , (unnerve)
Stats:
55 / 100 / 70 / 50 / 70 / 131 Movepool Changes: +U-Turn, Shore Up. Description: It's a fun idea to think of dugtrio as little pests that infiltrate structures built by humans and create sinkholes and earthquakes when really all they are doing is protecting the environment. Some bugs like bees also do things to help take care of the environment, pollenate. Bug/Ground is a pretty decent typing defensively and I just really want it. I think a fast u-turning ground type is something we all want and love and having just enough speed to kill tapu koko or threaten it for chip damage works too. It still works as a trapper, but if its constantly being hit by u-turns its gonna need better bulk and possibly some form of recovery to withstand it. All of the pokemon I gave arena trap to either A. Deserved it B. had some nice hazard options or C. had pursuit, which is what krookodile is. Get that little bit of damage off if pursuit doesn't KO for whatever reason.
Ability: Arena Trap New Users: New Effect: Prevents adjacent opposing Pokemon that are at full HP from choosing to switch out unless they are immune to trapping or are airborne.
Still oppressive as such an ability should be but not anymore as the ultimate revenge killing tool it currently is. It still makes dugtrio (and now flygon) threats to be reckoned with as powerful stallbreaking options, though now it requires additional reflection about when it should be used and how hazards should be handled.
Ability: Arena Trap New Users: (Limber), , , New Effect: At the end of each turn, adjacent grounded Pokémon have their Speed stat reduced 1 stage. Description: Reverse Speed Boost that helps with revenge killing, albeit much more indirectly. Still a very powerful effect, which is why I constrained it to weak things.
Shadow Tag
New Effect: Opposing Psychic types can't choose to switch.
New Users: Inner Focus, Keen Eye, Infiltrator
Description: Plenty of Legendary pokemon are Psychic types. This allows some of these pokemon to trap some of these Ubers legendaries. Shadow Tag may seem like it would trap Ghost types but the pokemon who get Shadow Tag normally loose to Ghost types and Ghost types have that thing where they can't be trapped so Psychic works.
Umbreon gains Knock Off
Ability: Shadow Tag New Effect: When a non-ghost type pokemon damages the user with an attack of base power 80 or higher, they become Trapped for 3 turns. New Users: (replacing Keen Eye) (replacing Insomnia) Description: This would make Shadow Tag still quite good on Wobbuffet, but not horrifically oppressive to deal with.
Ability: Shadow Tag New Effect: Pokemon switching out on this pokemon lose 1/8. New Users: (over insomnia), , Description: Great punish for volt run however all the mons taht get it are trash bar maybe cors-g so it shouldn't be too strong.
Ability: Shadow Tag New Effect: This Pokémon’s Ghost-type attacks hit before a foe switches out. New Users:, , , , (Keen Eye) Description: This would work like a Ghost-type Pursuit without the damage boost. Like Pursuit, it would make its Ghost-type attacks work like semi-trapping moves that put offensive pressure on opponents. This could make less viable Ghost-types still an option over Pokémon like Marshadow, Dragapult, or Spectrier.
Shadow Tag
New Effect: Whenever the user lands a status move, the target of the move becomes Trapped for 2 turns.
New Users: (Infiltrator becomes secondary ability, shadow tag is HA.),,,,,
Description: gives for free set-up without having to sleep the target, wich is always nice and welcome. specially nice on zoroark, mismagius and gengar.
After landing a super-effective hit, the target is trapped.
Now given to: (flame body), , , , (frisk),
Stats:
70 / 55 / 105 / 95 / 110 / 65 Movepool Changes: +Will-O-Wisp, Knock Off, Teleport. Description: It's still a trapper, though this time it can just steal away any defogger you have with Thunderbolt. It can burn corviknight if it dares to switch, if gothitelle happens to be slower you'd run a bit of extra speed on it. HP Ice is pretty sweet why don't we make groudon's life even worse for it. Most of the pokemon that have shadow tag would just trap a pokemon and apply status conditions or set future sight. Dusknoir, Mimikyu, and Trevenant can abuse this with sucker punch or shadow sneak (i just want to see trevenant used) and chandelure technically deserves it. Though its a little tough to use so this will make it more threatening.
View attachment 353364 Type: View attachment 353366 / View attachment 353367 Abilities: Telepathy/Wonder Skin/Shadow Tag Description: Now its even more annoying to deal with because it only has 1 weakness. It can't hit anything super-effectively so shadow tag is useless on it but thats besides the point. I gave it wonder skin so it has a pseudo magic bounce but its still wobbuffet and i dont think any form of buff is saving this thing
Ability: Shadow Tag New Users: (Insomnia), , , , (Pickup), (Pickup) New Effect: If the target switches out, the user and its replacement become afflicted with the Curse status. Description: Heavily punishes switching out, but with a pretty nasty drawback for the user as well. I went back and forth on whether to give it to Corsola-G or not; I don't think it's too much, since defensive Pokémon are arguably hit the hardest by the drawback, but if it ends up too strong it can be removed.
In the voting phase, users vote for their preferred submissions and the winning submissions are added to the role compendium and spreadsheet.
The voting format is as follows:
Role in question: 1st preferred option, 2nd preferred option, 3rd preferred option.
Note: These self voting rules and the explanation are from good user lyd, slightly adapted to fit this pet mod
If you want to vote for yourself now, it gets slightly more complicated. You can always keep voting for yourself as second, but you can change the order a bit, for as long as the number of self-votes equals 2x the number of submissions you made. Let's use some examples to make it more understandable:
So this voting format is good, cuz' Lyd voted for himself as second three times, and when you add everything up, he gave himself 6 votes, which is fine, as it is exactly the number of submissions he made for the slate x2. However, say he liked his Stallbreaker submission a lot, and he really wants it to win, he can play around with his votes a little bit:
So to make his Stallbreaker first vote, he moved his Defensive Pivot self-vote to last. Makes sense, right? And when you add up the votes, 3 + 2 + 1 = 6 which is exactly what he wants. Let's say that he likes his Special Wall and Defensive Pivot submissions more, and he didn't like his Stallbreaker submission too much. He can do this:
3 + 3 adds up to six, so he's good to that. Small note that this can't be done if he made no Stallbreaker submission because if that was the case, the number of submissions he made x2 would actually end up as 4, which isn't enough. Also, had he only made a single submission, he'd always have to self-vote as #2 or lower because making only one submission gives him only two self-vote points. We hope that was clear, if you had any trouble to understand this, feel free to PM anyone from the council and we'll explain it as best as we can.
Shadow Tag: JosJet, VoolPool, NeonNitroGlycerin Arena Trap: NeonNitroGlycerin, Gravity Monkey, Abismal
Ngl I'm pretty much ok with any Arena Trap winning as long as Flygon and Vibrava get it.
However, I do think that it would be best to keep the spirit of the abilities, punishing/limiting switches.