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Ultra Space Variants (Submissions: TENTAQUIL and LOLWUTCAR)

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Name: ULtra Wimpod - UB 30 Intimidation
New Stats: 149/101/127/41/127/23
New Typing: Bug/Dragon
Added Moves: Every hazard, Phasing, Bug and Dragon move + Recover
Abilities: Fearful: Whenever someone hits this mon, this someone is forced to switch out to a random ally
Appearance: Looks like that cockroach thing from MIB. Why? Idk I don't have time to create a desingn
Possible moveset(s): Hazard/Recovery/DTail/U-Turn. Let it be annoying.
 
Alright then, let's do this.

Name: UB-Meganium
New Stats: 113/31/131/103/131/31
New Typing: Grass/Electric
Added Moves: Leafibrillator*/Soothing Breath**/Wish/Healing Wish/Grassy Terrain/Pain Split/Parabolic Charge
*Leafibrillator : Type= Electric / Power= --- / Accuracy= 90% / PP= 5 (Max= 8)
Revives a fainted Pokemon with half its HP.
**Soothing Breath : Type= Grass / Power= --- / Accuracy= --- / PP= 10 (Max= 16)
The user breathes a healing gas wich cures the target of poisoning, a burn, paralysis and confusion.
Abilities: Triage / Healer
Appearance: Very (bad) quick doodle of it here. I will most likely change its design, I did it in like, 30 minutes tops. Basically Meganium but related to electricity.
Description : Meganium in Ultra Space was heavily influenced by the appearance of Xurkitrees. It adapted itself to the heavy bolts of lightening accidently thrown by Xurkitrees. The two species have a very good relationship, wich also explains the incredible survival of the Meganium specie.
Possible moveset(s): In singles, can work as a Wish Passer+Cleric. Its signature move, Leafibrillator, can give it an important role for both offensive and defensive teams.
In doubles, it can act as an interresting support, with access to its other signature move Soothing Breath, turning it into a useful healer.
Here's some example sets for both formats :

Meganium @ Leftovers
Ability: Triage
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Wish
- Aromatherapy / Toxic
- Giga Drain
- Leafibrillator
With priority Wish and Giga Drain, UB-Meganium can survive without the use of Protect like most Wish Passers. Its access to Leafibrillator is key, as it can bring back offensive mons back to half of their HP. If played correctly, a knocked out Pokemon can be brought back to life at full HP with a Wish.

Meganium @ Leftovers
Ability: Triage
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Heal Pulse
- Giga Drain
- Protect / Leafibrillator
- Soothing Breath
Priority Heal Pulse and access to Soothing Breath allows Meganium to support its partner in doubles, while priority Giga Drain can pick off weaker opponents thanks to its small special attack buff. Protect is preferred over Leafibrillator, as Meganium will most likely be the main target to take down.
Again, tried something balanced but still interresting to play with. Tell me if the link to its "design" works or not, I'll change it if necessary.
 
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Alright then, let's do this.

Name: UB-Meganium
New Stats: 113/31/131/103/131/31
New Typing: Grass/Electric
Added Moves: Leafibrillator*/Soothing Breath**/Wish/Healing Wish/Grassy Terrain/Pain Split/Parabolic Charge
*Leafibrillator : Type= Electric / Power= --- / Accuracy= 90% / PP= 5 (Max= 8)
Revives a fainted Pokemon with half its HP.
**Soothing Breath : Type= Grass / Power= --- / Accuracy= --- / PP= 10 (Max= 16)
The user breathes a healing gas wich cures the target of poisoning, a burn, paralysis and confusion.
Abilities: Triage / Healer
Appearance: Very (bad) quick doodle of it here. I will most likely change its design, I did it in like, 30 minutes tops. Basically Meganium but related to electricity.
Description : Meganium in Ultra Space was heavily influenced by the appearance of Xurkitrees. It adapted itself to the heavy bolts of lightening accidently thrown by Xurkitrees. The two species have a very good relationship, wich also explains the incredible survival of the Meganium specie.
Possible moveset(s): In singles, can work as a Wish Passer+Cleric. Its signature move, Leafibrillator, can give it an important role for both offensive and defensive teams.
In doubles, it can act as an interresting support, with access to its other signature move Soothing Breath, turning it into a useful healer.
Here's some example sets for both formats :

Meganium @ Leftovers
Ability: Triage
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Wish
- Aromatherapy / Toxic
- Giga Drain
- Leafibrillator
With priority Wish and Giga Drain, UB-Meganium can survive without the use of Protect like most Wish Passers. Its access to Leafibrillator is key, as it can bring back offensive mons back to half of their HP. If played correctly, a knocked out Pokemon can be brought back to life at full HP with a Wish.

Meganium @ Leftovers
Ability: Triage
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Heal Pulse
- Giga Drain
- Protect / Leafibrillator
- Soothing Breath
Priority Heal Pulse and access to Soothing Breath allows Meganium to support its partner in doubles, while priority Giga Drain can pick off weaker opponents thanks to its small special attack buff. Protect is preferred over Leafibrillator, as Meganium will most likely be the main target to take down.
Again, tried something balanced but still interresting to play with. Tell me if the link to its "design" works or not, I'll change it if necessary.
The design is...off. Make it look more like Xircutree.
 
I'm probably not going to do justifications for some of my variants anymore. Some of them don't really have much of a reason as to why they are what they are.

That being said, here are my submissions for the Johto starters!

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.

Feedback is greatly appreciated.
 
I'm probably not going to do justifications for some of my variants anymore. Some of them don't really have much of a reason as to why they are what they are.

That being said, here are my submissions for the Johto starters!

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.

Feedback is greatly appreciated.
All these look great!
 
Submissions end Wednesday!

Really? Guess I'd better make my submissions then.

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.
 
Incineroar-Ultra
Name: UB75 Death Match
New Stats: 127/97/113/61/89/83 (BST 570)
New Typing: Fighting/Ground
Added Moves: Submission, Vital Throw, Circle Throw, Drain Punch, Storm Throw, Mud-Slap, Mud Shot, Mud Sport, Shore Up(not compatible with Intimidate), Rock Throw, Smack Down, Rock Slide, Stone Edge, Stealth Rock, Poison Jab, Thunder Wave
Removed Moves: Ember, Flamethrower, Fire Fang, Will-o-Wisp, Flame Burst, Flare Blitz, Flame Charge, Fire Pledge, Blast Burn, Fire Blast, Lick, Bite, Crunch, U-Turn, Leech Life
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 and eye-gouging. 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. I'm willing to remove Shore Up entirely if this turns out to be too strong.
Possible moveset(s):
Incineroar-Ultra @ Leftovers
Ability: Intimidate / Beast Boost
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Storm Throw / Stone Edge / Shore Up
- Stealth Rock
- Circle Throw / Thunder Wave / Overheat

Incineroar-Ultra's movepool leaves it qualified to be a Rocker that can come in throughout the match and mess with common defoggers. Overheat fries Skarmory, Darkest Lariat smacks around Lati@s, and neither likes taking Thunder Wave. Additionally, it can take on its fair share of rockers by itself, outspeeding Heatran and Tyranitar and OHKOing them with a STAB move. However, this thing has MASSIVE 4MSS, having to choose between Stealth Rock, two STAB options, Thunder Wave, Shore Up, and a variety of coverage moves to hit various targets.
 
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