Ultra Space Variants (Submissions: TENTAQUIL and LOLWUTCAR)

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Incineroar-Ultra
Name: UB75 (cant think of a good name for this)
New Stats: 127/97/113/61/89/83 (BST 570)
New Typing: Fighting/Ground
Added Moves: Submission, Mud-Slap, Mud Shot, Rock Throw, Rock Slide, Stone Edge, Vital Throw, Circle Throw, Mud Sport, Poison Jab, Drain Punch, Stealth Rock, Thunder Wave, Shore Up(not compatible with Intimidate)
Removed Moves: Ember, Flamethrower, Fire Fang, Bite, Crunch, Flame Burst, Flare Blitz, Flame Charge, Fire Pledge, Blast Burn, Fire Blast, Lick, Will-o-Wisp
Abilities: Beast Boost (Intimidate)
Justification: Incineroar-Ultra is based off of a forgotten sport that was played at the Greek Olympics: Pankration, a fight that could end in death in which anything goes except for biting off an opponent's genitals (or something like that). These matches could last for a long time, and as the sport took place in the nude, it was a given that the fighters would get VERY dirty. So Incineroar took the "do anything to win" philosophy and milked it for all it's worth, being able to use the arena itself to attack its foes. No excuse for Thunder Wave except that I wanted a bulky paralysis spreader with some offensive presence.
Possible moveset(s):
Incineroar-Ultra @ Leftovers
Ability: Intimidate / Beast Boost
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Cross Chop / Stone Edge / Shore Up
- Stealth Rock
- Circle Throw / Thunder Wave
Congrats; you are our 300th post!
 
Incineroar-Ultra is based off of a forgotten sport that was played at the Greek Olympics: Pankration, a fight that could end in death in which anything goes except for biting off an opponent's genitals (or something like that). These matches could last for a long time, and as the sport took place in the nude, it was a given that the fighters would get VERY dirty. So Incineroar took the "do anything to win" philosophy and milked it for all it's worth, being able to use the arena itself to attack its foes.

Glad to see someone else here is into Ancient Greek sports. I believe the rules were no biting and no eye-gouging, but anything else was allowed.
 
Haven't seen it. I lost interest in the Marvel cinematic universe after The Avengers when it started getting too complex for me to follow.
 
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I wrote this up a couple days ago.

UB-785 Monsoon (Tapu Koko)
Base Stats: 71/103/79/113/53/151 (570)
Type: Water/Fairy
Ability: Drizzle
Removed Moves: All Electric-type moves except Thunder
Added Moves: Weather Ball, Moonblast, Play Rough, Hurricane, Gust, Whirlwind, Tailwind, Twister, Wing Attack, Drill Peck, Surf, Scald, Waterfall, Liquidation, Bubble Beam, Water Pulse, Water Sport, Dive, Aqua Jet, Aqua Ring, Muddy Water, Brine, Whirlpool, Water Spout, Hydro Pump, Origin Pulse
Description: Tapu Koko ended up on a watery planet with constant downpours of rain, and evolved to summon and control rain clouds and storm winds with precision. It can even ride the winds it summons, making it very fast.
Justification: Based on monsoon winds, winds that bring heavy rainfall, and the Rain weather condition. As Tapu Koko is already associated with lightning, I don't think rain is too big of a jump to make.
Competitive Analysis: Move over, Pelipper, there's a new Number One Rain Setter in town. With access to Drizzle, Thunder and Hurricane, as well as the powerful Moonblast and the insane rain-boosted Origin Pulse as STAB, and outspeeding nearly everything, Tapu Koko is by far the best rain setter in the game. It's the perfect lead to a rain team, and an excellent sweeper to boot.

"Wind blows, rain falls, and the strong prey upon the weak." -Monsoon, Metal Gear Rising: Revengeance

UB-786 Mistral (Tapu Lele)
Base Stats: 71/79/53/151/103/113 (570)
Type: Ice/Fairy
Ability: Snow Warning
Removed Moves: Psyshock, Extrasensory, Confusion, Psybeam, Psywave, Psychic Terrain, Sunny Day, Aromatic Mist, Aromatherapy, Tickle
Added Moves: Weather Ball, Play Rough, Hail, Aurora Veil, Mist, Haze, Misty Terrain, Powder Snow, Icicle Crash, Aurora Beam, Freeze-Dry, Ice Beam, Blizzard, Sheer Cold, Ice Burn
Description: Tapu Lele ended up on a frozen planet far away from its star, where it evolved to summon ice and snow. It can whip up freezing winds and lower temperatures around it to near absolute zero, or condense the water in the air around it to summon huge clouds of mist.
Justification: Based on the mistral wind, a cold northwesterly Mediterranean wind that brings cold weather and snow, and the Hail weather condition. Don't really have a strong reason for why I chose Lele specifically, but the original Tapu Lele lives near a cemetery, and death and coldness have always gone hand in hand.
Competitive Analysis: With boosts to Special Attack and Speed and access to an always-accurate Blizzard, Tapu Lele becomes an even bigger special nuke than it already was. It's a major threat when you combine an always-hit Blizzard with Lele's powerful STAB Moonblast and coverage in the form of Psychic, Shadow Ball, Focus Blast, and the incredible Freeze-Dry, which has both STAB and better coverage than either Thunderbolt or Energy Ball provided you're not using it against something that resists Ice (that's what Focus Blast is for). For all you folks out there clamoring for a Tapu Lele ban, I sincerely apologize.

"I am a killer too. And a good one at that."
-Mistral, Metal Gear Rising: Revengeance

UB-787 Khamsin (Tapu Bulu)
Base Stats: 71/151/103/79/113/53 (570)
Type: Rock/Fairy
Ability: Sand Stream
Removed Moves: All Grass-type moves except Wood Hammer, Rototiller, Sunny Day
Added Moves: Weather Ball, Moonblast, Play Rough, Sandstorm, Stealth Rock, Sand-Attack, Rock Throw, Rock Wrecker, Head Smash, Sand Tomb, Rock Polish, Iron Defense, Earthquake, Shore Up, Iron Head, Precipice Blades
Description: Tapu Bulu ended up on a desert planet with constant huge sandstorms, where it evolved to take control of the landscape and control huge amounts of sand. Its blood has been replaced with a sandlike substance similar to Cacturne's, and rocky outcroppings cover its body.
Justification: Based on the khamsin wind, a hot, dry wind that blows from the south and causes sandstorms and dry weather in North Africa and the Arabian Peninsula, and the Sandstorm weather condition. The original Bulu lives in a desert, so it's not too farfetched to make it the Sand Guardian, Guardian of the Sand.
Competitive Analysis: Though it has low Speed and a terrible defensive typing, Tapu Bulu is a physical monster, with access to Precipice Blades, Stone Edge, Iron Head, Megahorn, Wood Hammer, Play Rough and Zen Headbutt and a base 151 Attack. Despite its horrible typing, Bulu also has respectable defenses, and its Special Defense is boosted by the constant sand. Running a specially tanky Assault Vest set isn't out of the question, but you lose access to a great setup move in Rock Polish and Bulu's only method of recovery in Shore Up, and you instantly die to Steel-type moves anyway, so craft your team with that in mind.

"We're bringin' freedom here if it kills us. Or better yet: them." -Khamsin, Metal Gear Rising: Revengeance

UB-788 Sundowner (Tapu Fini)
Base Stats: 71/53/103/113/151/79 (570)
Type: Fire/Fairy
Ability: Drought
Removed Moves: All Water-type moves, all Ice-type moves, Misty Terrain
Added Moves: Weather Ball, Play Rough, Sunny Day, Will-O'-Wisp, Ember, Flame Charge, Flame Burst, Fiery Dance, Heat Wave, Incinerate, Flamethrower, Fire Spin, Burn Up, Inferno, Fire Blast, Overheat, Mystical Fire, Flare Blitz, Solar Beam, Solar Blade, Morning Sun, Blue Flare
Description: Tapu Fini ended up on a planet very close to its sun, where sunlight had parched the landscape and made it nearly impossible for life to survive. It adapted to not only live in such harsh conditions but also to summon intense sunlight and use it to power up its attacks.
Justification: Based on the sundowner wind, a hot, dry northerly wind that is partly responsible for the starting of many wildfires in the western United States, and the Sun weather condition. I chose sun for Fini because it resides on Poni Island, where you can find the Altar of the Sunne (if you think Moon is the canon game then fight me) and Exeggutor Island (Exeggutor being a Pokémon that works best in strong sunlight).
Competitive Analysis: A great special tank, Tapu Fini gets access to a host of powerful moves it can use in the sun, like Solar Beam and Blue Flare. With a reliable recovery move in Morning Sun and great support capability with Defog, Will-O'-Wisp and good defenses, Fini can also act as bulky support. Its weaknesses to Ground and Water (though the latter is mitigated by the sun) can be removed altogether with Burn Up, although you will lose some good resistances and a great STAB type.

"Kids are cruel. And I'm very in touch with my inner child." -Sundowner, Metal Gear Rising: Revengeance
 
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Name: Decidueye UB535: Griffin
New Stats: 79/149/73/101/59/109 (570)
New Typing: Flying/Fighting
Added Moves: Every other Flying move, Every other Fighting Move, Crush Claw, God Crusher
God Crusher: The user grips the target and crushes it with the power of the gods. This may flinch the target (100 BP, 90% Acc., 10 PP, Flying, 50% flinch rate).
Removed Moves: All Grass-type moves, Smack Down, Light Screen, Spirit Shackle
Abilities: Quick Reflexes (All Flying and Fighting type moves have +1 priority above 50% health. If it's at full health, it gets +2 priority. However, no priority is given below 50% Health) (Hidden: Aeriaite)
Design: It's basically a griffin with it's head and a cloak over it.
Justification: It had landed against a nest of griffins. It knew to become one, so it had beheaded a griffin, tacked on it's head, added a cloth of some kind, and became the king of all griffins in Ultra Space. Don't ask where it was, but it became weird. It also is pretty quick.
 
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I wrote this up a couple days ago.

UB-785 Monsoon (Tapu Koko)
Base Stats: 71/103/79/113/53/151 (570)
Type: Water/Fairy
Ability: Drizzle
Removed Moves: All Electric-type moves except Thunder
Added Moves: Weather Ball, Moonblast, Play Rough, Hurricane, Gust, Whirlwind, Tailwind, Twister, Wing Attack, Drill Peck, Surf, Scald, Waterfall, Liquidation, Bubble Beam, Water Pulse, Water Sport, Dive, Aqua Jet, Aqua Ring, Muddy Water, Brine, Whirlpool, Water Spout, Hydro Pump, Origin Pulse
Description: Tapu Koko ended up on a watery planet with constant downpours of rain, and evolved to summon and control rain clouds and storm winds with precision. It can even ride the winds it summons, making it very fast.
Justification: Based on monsoon winds, winds that bring heavy rainfall, and the Rain weather condition. As Tapu Koko is already associated with lightning, I don't think rain is too big of a jump to make.
Competitive Analysis: Move over, Pelipper, there's a new Number One Rain Setter in town. With access to Drizzle, Thunder and Hurricane, as well as the powerful Moonblast and the insane rain-boosted Origin Pulse as STAB, and outspeeding nearly everything, Tapu Koko is by far the best rain setter in the game. It's the perfect lead to a rain team, and an excellent sweeper to boot.

UB-786 Mistral (Tapu Lele)
Base Stats: 71/79/53/151/103/113 (570)
Type: Ice/Fairy
Ability: Snow Warning
Removed Moves: Psyshock, Extrasensory, Confusion, Psybeam, Psywave, Psychic Terrain, Sunny Day, Aromatic Mist, Aromatherapy, Tickle
Added Moves: Weather Ball, Play Rough, Hail, Aurora Veil, Mist, Haze, Misty Terrain, Powder Snow, Icicle Crash, Aurora Beam, Freeze-Dry, Ice Beam, Blizzard, Sheer Cold, Ice Burn
Description: Tapu Lele ended up on a frozen planet far away from its star, where it evolved to summon ice and snow. It can whip up freezing winds and lower temperatures around it to near absolute zero, or condense the water in the air around it to summon huge clouds of mist.
Justification: Based on the mistral wind, a cold northwesterly Mediterranean wind that brings cold weather and snow, and the Hail weather condition. Don't really have a strong reason for why I chose Lele specifically, but the original Tapu Lele lives near a cemetery, and death and coldness have always gone hand in hand.
Competitive Analysis: With boosts to Special Attack and Speed and access to an always-accurate Blizzard, Tapu Lele becomes an even bigger special nuke than it already was. It's a major threat when you combine an always-hit Blizzard with Lele's powerful STAB Moonblast and coverage in the form of Psychic, Shadow Ball, Focus Blast, and the incredible Freeze-Dry, which has both STAB and better coverage than either Thunderbolt or Energy Ball provided you're not using it against something that resists Ice (that's what Focus Blast is for). For all you folks out there clamoring for a Tapu Lele ban, I sincerely apologize.

UB-787 Khamsin (Tapu Bulu)
Base Stats: 71/151/103/79/113/53 (570)
Type: Rock/Fairy
Ability: Sand Stream
Removed Moves: All Grass-type moves except Wood Hammer, Rototiller, Sunny Day
Added Moves: Weather Ball, Moonblast, Play Rough, Sandstorm, Stealth Rock, Sand-Attack, Rock Throw, Rock Wrecker, Head Smash, Sand Tomb, Rock Polish, Iron Defense, Earthquake, Shore Up, Iron Head, Precipice Blades
Description: Tapu Bulu ended up on a desert planet with constant huge sandstorms, where it evolved to take control of the landscape and control huge amounts of sand. Its blood has been replaced with a sandlike substance similar to Cacturne's, and rocky outcroppings cover its body.
Justification: Based on the khamsin wind, a hot, dry wind that blows from the south and causes sandstorms and dry weather in North Africa and the Arabian Peninsula, and the Sandstorm weather condition. The original Bulu lives in a desert, so it's not too farfetched to make it the Sand Guardian, Guardian of the Sand.
Competitive Analysis: Though it has low Speed and a terrible defensive typing, Tapu Bulu is a physical monster, with access to Precipice Blades, Stone Edge, Iron Head, Megahorn, Wood Hammer, Play Rough and Zen Headbutt and a base 151 Attack. Despite its horrible typing, Bulu also has respectable defenses, and its Special Defense is boosted by the constant sand. Running a specially tanky Assault Vest set isn't out of the question, but you lose access to a great setup move in Rock Polish and Bulu's only method of recovery in Shore Up, and you instantly die to Steel-type moves anyway, so craft your team with that in mind.

UB-788 Sundowner (Tapu Fini)
Base Stats: 71/53/103/113/151/79 (570)
Type: Fire/Fairy
Ability: Drought
Removed Moves: All Water-type moves, all Ice-type moves, Misty Terrain
Added Moves: Weather Ball, Play Rough, Sunny Day, Will-O'-Wisp, Ember, Flame Charge, Flame Burst, Fiery Dance, Heat Wave, Incinerate, Flamethrower, Fire Spin, Burn Up, Inferno, Fire Blast, Overheat, Mystical Fire, Flare Blitz, Solar Beam, Solar Blade, Morning Sun, Blue Flare
Description: Tapu Fini ended up on a planet very close to its sun, where sunlight had parched the landscape and made it nearly impossible for life to survive. It adapted to not only live in such harsh conditions but also to summon intense sunlight and use it to power up its attacks.
Justification: Based on the sundowner wind, a hot, dry northerly wind that is partly responsible for the starting of many wildfires in the western United States, and the Sun weather condition. I chose sun for Fini because it resides on Poni Island, where you can find the Altar of the Sunne (if you think Moon is the canon game then fight me) and Exeggutor Island (Exeggutor being a Pokémon that works best in strong sunlight).
Competitive Analysis: A great special tank, Tapu Fini gets access to a host of powerful moves it can use in the sun, like Solar Beam and Blue Flare. With a reliable recovery move in Morning Sun and great support capability with Defog, Will-O'-Wisp and good defenses, Fini can also act as bulky support. Its weaknesses to Ground and Water (though the latter is mitigated by the sun) can be removed altogether with Burn Up, although you will lose some good resistances and a great STAB type.

Bonus points to anyone who spots the reference hidden in the UB codenames!
Hmmmm....not bad.

Anyways, slate ends tomorrow.
 
Name: Decidueye UB535: Griffin
New Stats: 79/149/73/101/59/109 (570)
New Typing: Flying/Fighting
Added Moves: Every other Flying move, Every other Fighting Move, Crush Claw, God Crusher
God Crusher: The user grips the target and crushes it with the power of the gods. This may flinch the target (150 BP, 100% Acc., 20 PP, Flying, 10% flinch rate).
Removed Moves: All Grass-type moves, Smack Down, Light Screen, Spirit Shackle
Abilities: Quick Reflexes (All Flying and Fighting type moves have +1 priority above 50% health. If it's at full health, it gets +2 priority. However, no priority is given below 50% Health) (Hidden: Aeriaite)
Design: It's basically a griffin with it's head and a cloak over it.
Justification: It had landed against a nest of griffins. It knew to become one, so it had beheaded a griffin, tacked on it's head, added a cloth of some kind, and became the king of all griffins in Ultra Space. Don't ask where it was, but it became weird. It also is pretty quick.
I like the idea! It's really good. But if I may make a suggestion, I think you should either lower the BP, PP, or Accuracy of God Crusher. I just find it a little overpowered. It's fine if you don't, but just a suggestion. (Also yeah I'm new here. I'm a little nervous to use stuff like "lol" because I don't want to be infracted instantly, so if someone could clarify that, that'd be great)
 
I wrote this up a couple days ago.

UB-785 Monsoon (Tapu Koko)
Base Stats: 71/103/79/113/53/151 (570)
Type: Water/Fairy
Ability: Drizzle
Removed Moves: All Electric-type moves except Thunder
Added Moves: Weather Ball, Moonblast, Play Rough, Hurricane, Gust, Whirlwind, Tailwind, Twister, Wing Attack, Drill Peck, Surf, Scald, Waterfall, Liquidation, Bubble Beam, Water Pulse, Water Sport, Dive, Aqua Jet, Aqua Ring, Muddy Water, Brine, Whirlpool, Water Spout, Hydro Pump, Origin Pulse
Description: Tapu Koko ended up on a watery planet with constant downpours of rain, and evolved to summon and control rain clouds and storm winds with precision. It can even ride the winds it summons, making it very fast.
Justification: Based on monsoon winds, winds that bring heavy rainfall, and the Rain weather condition. As Tapu Koko is already associated with lightning, I don't think rain is too big of a jump to make.
Competitive Analysis: Move over, Pelipper, there's a new Number One Rain Setter in town. With access to Drizzle, Thunder and Hurricane, as well as the powerful Moonblast and the insane rain-boosted Origin Pulse as STAB, and outspeeding nearly everything, Tapu Koko is by far the best rain setter in the game. It's the perfect lead to a rain team, and an excellent sweeper to boot.

UB-786 Mistral (Tapu Lele)
Base Stats: 71/79/53/151/103/113 (570)
Type: Ice/Fairy
Ability: Snow Warning
Removed Moves: Psyshock, Extrasensory, Confusion, Psybeam, Psywave, Psychic Terrain, Sunny Day, Aromatic Mist, Aromatherapy, Tickle
Added Moves: Weather Ball, Play Rough, Hail, Aurora Veil, Mist, Haze, Misty Terrain, Powder Snow, Icicle Crash, Aurora Beam, Freeze-Dry, Ice Beam, Blizzard, Sheer Cold, Ice Burn
Description: Tapu Lele ended up on a frozen planet far away from its star, where it evolved to summon ice and snow. It can whip up freezing winds and lower temperatures around it to near absolute zero, or condense the water in the air around it to summon huge clouds of mist.
Justification: Based on the mistral wind, a cold northwesterly Mediterranean wind that brings cold weather and snow, and the Hail weather condition. Don't really have a strong reason for why I chose Lele specifically, but the original Tapu Lele lives near a cemetery, and death and coldness have always gone hand in hand.
Competitive Analysis: With boosts to Special Attack and Speed and access to an always-accurate Blizzard, Tapu Lele becomes an even bigger special nuke than it already was. It's a major threat when you combine an always-hit Blizzard with Lele's powerful STAB Moonblast and coverage in the form of Psychic, Shadow Ball, Focus Blast, and the incredible Freeze-Dry, which has both STAB and better coverage than either Thunderbolt or Energy Ball provided you're not using it against something that resists Ice (that's what Focus Blast is for). For all you folks out there clamoring for a Tapu Lele ban, I sincerely apologize.

UB-787 Khamsin (Tapu Bulu)
Base Stats: 71/151/103/79/113/53 (570)
Type: Rock/Fairy
Ability: Sand Stream
Removed Moves: All Grass-type moves except Wood Hammer, Rototiller, Sunny Day
Added Moves: Weather Ball, Moonblast, Play Rough, Sandstorm, Stealth Rock, Sand-Attack, Rock Throw, Rock Wrecker, Head Smash, Sand Tomb, Rock Polish, Iron Defense, Earthquake, Shore Up, Iron Head, Precipice Blades
Description: Tapu Bulu ended up on a desert planet with constant huge sandstorms, where it evolved to take control of the landscape and control huge amounts of sand. Its blood has been replaced with a sandlike substance similar to Cacturne's, and rocky outcroppings cover its body.
Justification: Based on the khamsin wind, a hot, dry wind that blows from the south and causes sandstorms and dry weather in North Africa and the Arabian Peninsula, and the Sandstorm weather condition. The original Bulu lives in a desert, so it's not too farfetched to make it the Sand Guardian, Guardian of the Sand.
Competitive Analysis: Though it has low Speed and a terrible defensive typing, Tapu Bulu is a physical monster, with access to Precipice Blades, Stone Edge, Iron Head, Megahorn, Wood Hammer, Play Rough and Zen Headbutt and a base 151 Attack. Despite its horrible typing, Bulu also has respectable defenses, and its Special Defense is boosted by the constant sand. Running a specially tanky Assault Vest set isn't out of the question, but you lose access to a great setup move in Rock Polish and Bulu's only method of recovery in Shore Up, and you instantly die to Steel-type moves anyway, so craft your team with that in mind.

UB-788 Sundowner (Tapu Fini)
Base Stats: 71/53/103/113/151/79 (570)
Type: Fire/Fairy
Ability: Drought
Removed Moves: All Water-type moves, all Ice-type moves, Misty Terrain
Added Moves: Weather Ball, Play Rough, Sunny Day, Will-O'-Wisp, Ember, Flame Charge, Flame Burst, Fiery Dance, Heat Wave, Incinerate, Flamethrower, Fire Spin, Burn Up, Inferno, Fire Blast, Overheat, Mystical Fire, Flare Blitz, Solar Beam, Solar Blade, Morning Sun, Blue Flare
Description: Tapu Fini ended up on a planet very close to its sun, where sunlight had parched the landscape and made it nearly impossible for life to survive. It adapted to not only live in such harsh conditions but also to summon intense sunlight and use it to power up its attacks.
Justification: Based on the sundowner wind, a hot, dry northerly wind that is partly responsible for the starting of many wildfires in the western United States, and the Sun weather condition. I chose sun for Fini because it resides on Poni Island, where you can find the Altar of the Sunne (if you think Moon is the canon game then fight me) and Exeggutor Island (Exeggutor being a Pokémon that works best in strong sunlight).
Competitive Analysis: A great special tank, Tapu Fini gets access to a host of powerful moves it can use in the sun, like Solar Beam and Blue Flare. With a reliable recovery move in Morning Sun and great support capability with Defog, Will-O'-Wisp and good defenses, Fini can also act as bulky support. Its weaknesses to Ground and Water (though the latter is mitigated by the sun) can be removed altogether with Burn Up, although you will lose some good resistances and a great STAB type.

Bonus points to anyone who spots the reference hidden in the UB codenames!
I really like these guys! Even though this isn't their slate, I want these to become official variants. Replacing each terrain with a weather condition is such a neat idea!
 
I submitted these:
UB-154 Crystal (Meganium)
Base Stats: 79/67/127/113/101/83 (570)
Type: Grass/Ice
Ability: Refractive Petals: 1.5x power to beam/cannon moves used by this Pokémon*. Moves with a charging turn charge in one turn. Fire-type moves do neutral damage to this Pokémon regardless of type. (HA: Chlorophyll)
Removed Moves: Sweet Scent, Aromatherapy, Refresh
Added Moves: Ice Beam, Blizzard, Signal Beam, Flash Cannon, Aurora Beam, Charge Beam, Psybeam, Hail, Aurora Veil, Flash, Power Gem, Diamond Storm, Prismatic Laser
Description: Meganium ended up on an ice planet with very little sunlight. The water in its body came to the surface and froze, creating ice crystals all over its body and turning its petals into huge crystalline structures. The crystals gather light into Meganium's body, allowing it to photosynthesize, and absorb heat, dispersing it throughout the body so the icy crystals are not melted and Meganium is not harmed by high levels of heat. A side effect of the crystals is that Meganium can use them to enhance the power of some of its moves.
Competitive Analysis: Though this form of Meganium has serious trouble acting as a cleric without Aromatherapy, its amazing ability, decent bulk and access to moves of several excellent types make it good at dishing out and taking damage. It has great STAB moves in Ice Beam and Solar Beam, which are both boosted by its ability, and excellent boosted coverage in Flash Cannon, Psybeam and Signal Beam. Its formerly glaring 4x Fire weakness is reduced to neutral damage, making Grass/Ice a slightly less terrible defensive typing. If you really wanted to, you could run a Chlorophyll set with Solar Beam, but I wouldn't really recommend it. Also an option is a spot on a hail team with moves like Blizzard, Aurora Veil, and maybe even Hail itself, but that's probably not the best way to go with this form of Meganium either.
List of beam/cannon moves: Aurora Beam, Bubble Beam, Charge Beam, Flash Cannon, Fleur Cannon, Hydro Cannon, Hyper Beam, Ice Beam, Light of Ruin, Moongeist Beam, Prismatic Laser, Psybeam, Signal Beam, Solar Beam, Spike Cannon, Techno Blast, Zap Cannon

UB-157 Archmage (Typhlosion)
Base Stats: 101/79/83/127/113/67 (570)
Type: Fire/Psychic
Ability: Pyrokinetic - 1.5x power to Fire-type moves used by this Pokémon. Special moves used by this Pokémon have 30% chance to burn in addition to other effects. (HA: Flame Body)
Removed Moves: Quick Attack, Thrash, Earthquake, Reversal, Howl, Fury Swipes, Flare Blitz, Double-Edge, Double Kick, Crush Claw, Bulldoze, Wild Charge, Aerial Ace, Flame Charge, Shadow Claw, Giga Impact, Rock Slide, Rock Tomb, Rollout
Added Moves: Psychic, Confusion, Psybeam, Psychic Terrain, Confuse Ray, Telekinesis, Ally Switch, Calm Mind, Future Sight, Miracle Eye, Hypnosis, Psyshock, Stored Power, Teleport, Charge Beam, Thunderbolt, Ancient Power, Dazzling Gleam, Energy Ball, Shadow Ball, Dark Pulse, Aura Sphere, Searing Shot, Psystrike
Description: Typhlosion ended up in an ancient ruin filled with thousands of ancient scrolls and magical texts. It memorized them and became a powerful pyromancer, gaining amazing control over heat and flames. It also developed telekinetic powers, which it uses in conjunction with its heat-controlling abilities to burn its opponents.
Competitive Analysis: This form of Typhlosion might not be famous for hitting the gym, but its opponents are sure to be feeling the burn. Its Speed might not be the best, but with respectable bulk, a good Special Attack backed up by an amazing movepool, and a great ability, Typhlosion works well as a special tank. Pyrokinetic-boosted Searing Shot has effectively 150 power (before STAB) and a 60% chance to burn. Psystrike might not get the power boost from Pyrokinetic, but with a base 100 power and a 30% chance to burn combined with its property of doing physical damage, it's going to hurt a lot of things that Psychic won't even scratch (Hi, Chansey!). Typhlosion isn't lacking for coverage as well, with moves like Thunderbolt, Aura Sphere, Focus Blast, Ancient Power, Energy Ball, Dazzling Gleam, Shadow Ball and Dark Pulse, all with Scald's chance to burn on top of their original effects. Specially, this form of Typhlosion is an all-around good Pokémon.

UB-160 Voltage (Feraligatr)
Base Stats: 83/127/113/67/79/101 (570)
Type: Water/Electric
Ability: Paralyzing Bite - 2x power to biting moves used by this Pokémon. Biting moves used by this Pokémon have 30% chance to paralyze in addition to other effects. (HA: Sheer Force)
Removed Moves: None.
Added Moves: Thunder Punch, Thunder Fang, Liquidation, Hyper Fang, Psychic Fangs, Thunderbolt, Thunder, Thunder Wave, Thousand Arrows, Steam Eruption
Description: Feraligatr ended up on a stormy planet with frequent lightning strikes. As it endured lightning strike after lightning strike, Feraligatr evolved to use electrical powers itself. It latches onto prey with its powerful jaws and pumps powerful electric currents into them with its fangs. The result is an extremely powerful bite that can instantly paralyze an opponent.
Competitive Analysis: Though its Ability might be the most restricted of this trio, moves-wise, it also gives Feraligatr a massive boost to several key moves. Dragon Dance is a great setup move that you should probably run, and Thousand Arrows is a must for ridiculous amounts of coverage. Waterfall or Liquidation are powerful STAB moves that hit a lot of things for decent damage, and for the last slot you can either run an excellent boosted STAB move in the form of Thunder Fang or boosted coverage in the form of Crunch, Ice Fang or Psychic Fangs.

UB-724 Reaper (Decidueye)
Base Stats: 83/131/83/131/83/59 (570)
Type: Grass/Dark
Ability: Deadeye - All non-contact moves used by this Pokémon are guaranteed critical hits. (HA: Skill Link)
Removed Moves: Baton Pass, Spirit Shackle
Added Moves: Bullet Seed, Focus Blast, Beak Blast, Rock Blast, Pin Missile, Spike Cannon, Seed Bomb, Dark Pulse, Hyper Beam, Flash Cannon, Hunter's Snare (Dark-type clone of Spirit Shackle)
Description: Prey on the planet where Decidueye was deposited mainly consisted of large arthropods, which were extremely difficult (though not impossible) to bring down with arrows alone on account of their tough shells. To hunt them, Decidueye evolved a gunlike beak, similar to our world's Toucannon, to blast through their hard exoskeletons. Its talent for accuracy has served it well, as it can either puncture arthropods' shells with the powerful shots from its beak or bring them down with a well-placed arrow shot to a joint or gap in the armor.
Competitive Analysis: Decent bulk, great offenses and two great abilities make this an excellent Pokémon for wallbreaking, physically or specially, or for running a mixed sweeper set on a Trick Room team. Deadeye makes nearly the entirety of Decidueye's movepool into guaranteed crits, so you can attack without worrying about pesky defensive boosts. Physical Deadeye sets work well, with moves like Hunter's Snare, Beak Blast, and Seed Bomb that always crit and deal lots of damage. On the other hand, special sets have moves like Focus Blast, Shadow Ball, Dark Pulse, Flash Cannon and Energy Ball to work with. Skill Link is also an option, with access to Rock Blast, Bullet Seed, Pin Missile and Spike Cannon, but you lose the ability to have automatic crits. Swords Dance and Nasty Plot are good for setting up their respective sets, and Decidueye also gets moves like Haze and Defog if you want some support capability.

UB-727 Face (Incineroar)
Base Stats: 83/131/83/59/131/83 (570)
Type: Fire/Fighting
Ability: Weight Advantage - If this Pokémon is heavier than its opponent, it gains +1 Attack and +1 Defense; if it is lighter, it gets -1 Attack and -1 Defense. This boost is applied whenever a new opponent enters the battle. (HA: Guts)
Removed Moves: Fury Swipes, Scary Face, Outrage, all Dark-type moves
Added Moves: Heat Crash, Flying Press, Circle Throw, Storm Throw, Dynamic Punch, Slam, Hero's Lariat (Fighting-type clone of Darkest Lariat)
Description: Incineroar entered a brutal post-apocalyptic world where fighting tournaments were held for status and survival. This would have suited it well, but its personality was unscrupulous and the rules of the matches were strictly enforced. As a result, Incineroar from Ultra Space are significantly more fair and less underhanded than their base form, while still just as adept at drawing cheers from a crowd.
Competitive Analysis: This form of Incineroar is significantly heftier than its base form, allowing it to get a Weight Advantage boost on a lot of things. With moves like Hero's Lariat, Circle Throw, Storm Throw, Body Slam, Flare Blitz and Flying Press, this Pokémon is heavily geared towards physical attacks, and with respectable special bulk, a specially tanky Assault Vest tank could also work, especially since you don't even need to set up if your opponent is lighter than you. Flame Charge allows you to boost your Speed on top of the Attack and Defense boosts you'll likely be getting. Incineroar works especially well later in the game, after you remove all of the heavier threats that can cause Incineroar to lose valuable stats.

UB-730 Siren (Primarina)
Base Stats: 83/59/131/131/83/83 (570)
Type: Water/Psychic
Ability: Siren Song - Sound-based moves used by this Pokémon trap targets. (HA: Pitch Perfect - Sound-based moves used by this Pokémon are guaranteed critical hits.)
Removed Moves: Aromatic Mist, Sparkling Aria
Added Moves: Synchronoise, Siren's Call (Psychic-type clone of Sparkling Aria), Whirlpool
Description: Primarina was deposited on a planet almost entirely covered by water and populated by extremely fast-swimming creatures which it could not catch using speed alone. Thus, it developed the ability to read the minds of its prey, lure it in by singing about the prey's deepest desire, and trap the prey in whirlpools to eat it.
Competitive Analysis: Primarina can get big damage from auto-crit Siren's Call and Hyper Voice if you so desire, with Scald/Surf and Moonblast for STAB and coverage, but that's not nearly the most useful thing this Pokémon can do. Siren's Song causes all sound-based moves to become trapping moves—and I mean all of them. That's right, say hello to your worst nightmare and the best perish trapper outside of Ubers. Unless your opponent has a switching move, a Shed Shell or a Ghost-type, if they can't kill Primarina in three turns, they are going to die. Aside from perish-trapping nearly everything, Primarina is a good trapper in general, trapping and killing a number of threats if your opponent doesn't make the right plays.
 
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