Pet Mod VGC 20XX [2.2 - Version Exclusives]

Which format do you enjoy most

  • 6v6 Singles

    Votes: 14 41.2%
  • VGC

    Votes: 18 52.9%
  • Battle Stadium Singles

    Votes: 2 5.9%

  • Total voters
    34
OK everyone, the votes are in! The winners are:

Monotype: Ahimstalag, Ulmiraj, Dustform and Magikite.
Honestly, there were all great creations, they all bring something unique to the table, and I couldn't choose between them, so I decided screw it, let's pull them all in!
500 BST: With 3 votes to 1, it's Valoseus!
The item Zoom Lens now also grants a 20% damage boost if the user moves second.

Congratulations to BlueRay , since your Pokemon had the most votes overall, you get to either choose a category for the next slate, or choose the next discussion topic! PM me or leave a comment on my profile with what you like. I'll start the next slate once I've heard your idea.
 
Alright, it's time for slate 6! And the categories are...

1. Min-Max

This is a Pokemon that has really good and really bad stats (think stuff like Sneasler, Rhyperior and Cursola).

2. Support

Every team needs both offensive and supportive Pokemon. So let's make one!

3. Signature Move

The next category focuses on Signature Moves, including those of previous winners and Let's Play Pikachu. You should try to do sth. interesting or unique with it. For instance, choosing Shadow Force over Phantom Force won't likely result in an interesting sub since these move are effectively the same; they just have different base powers. So, do be careful when you select a signature move. For transparency's sake, you are only allowed to choose one signature move. Moreover, you cannot come up with a new signature move for you sub since that would defeat the purpose of this category!

Discussion Topic

Should the gems make a comeback? Normal Gem still exists, albeit it's been nerfed form its Gen 5 glory days. Should they return to their Gen 5 glory days, should they come back but stay nerfed, should they gain any new effects, or should they just stay gone? Fairy Gem does exist in the coding btw.

Lastly, you may bring 1 pre-existing Pokemon back. Blacklist: Inclineroar, Amoonguss, all legendary Pokemon. Psuedo legendaries are fair game.

Good luck everyone!

So I don't have to triple post, here are my creations:

Name: Stoamyard
Type: Ground / Rock
Ability: Sand Force / Technician / Haunting
Haunting: Ghost type moves used by the user or their ally gain 50% power
Base stats
HP: 50
Attack: 130
Defence: 80
Special Attack: 50
Special Defence: 65
Speed: 105
Total: 480
Useful moves
Physical: Earthquake, Headlong Rush, Bone Rush, Bulldoze, Rock Slide, Stone Edge, Rock Blast, Rock Tomb, Close Combat, Shadow Sneak, Last Respects
Special: N/A
Status: Howl, Swords Dance, Taunt, Quick Guard
Weight: 0.3 kgs
Size: 0.25 m
Egg group: Field
Gender: Both
Competitive use: With good Speed and amazing Attack, Stoamyard is a fierce offensive threat, backed up by amazing offensive typing it can hit almost everything for neutral damage. It also has 3 good abilities, with Sand Force letting it smash stuff in Sand, Technician giving Rock Blast, Rock Tomb and Bone Rush a much needed boost, and a new ability that effectively lets it have 3 STABs while powering up its Ghost type allies.
Is it broken: While its typing is amazing offensively, defensively it's terrible, giving it a plethora of weaknesses (2 being 4x). Its bulk is middling too, especially on the special side.

Name: Torixy
Type: Water / Fairy
Ability: Dazzling / Drizzle / Pastel Veil
Base Stats: 120 / 100 / 80 / 70 / 75 / 50 (495 BST)
Useful moves
Physical: Play Rough, Waterfall, Aqua Jet, Wave Crash, Flip Turn, Ice Spinner, Drain Punch
Special: Icy Wind, Chilling Water, Scald
Status: Encore, Life Dew, Helping Hand, Rain Dance, Crafty Shield, Ally Switch
Egg Group: Water 1, Fairy
Size: 0.6 m
Weight: 44.4 kgs
Gender: Female only
Competitive use: With no Politoed or Pelipper, we don't have a strong Rain setter yet. While she's a bit slower than the other two, she makes up for it by being much bulkier than Pelipper, more powerful than Politoed, and having better defensive typing than both of them. It's not too passive either, boasting a solid base 100 attack stat with powerful STABs.
Is it broken? It is on the slow side, and while it does have STAB priority, it could struggle against faster paced more aggressive teams. Bulky grass types, already an issue for Rain teams, tend to give it problems as well.

Name: Ampharos-Galar
Type: Electric / Dark
Ability: Competitive / Cotton Down / Sap Sipper
Base stats: 90 / 55 / 95 / 130 / 95 / 45
Useful moves
Physical: Nuzzle
Special: Thunderbolt, Volt Switch, Discharge, Thunderclap, Dark Pulse, Power Gem, Focus Blast, Meteor Beam
Status: Nasty Plot, Eerie Impulse, Taunt, Helping Hand, Dragon Cheer
Gender: Both
Egg Group: Field
Size: 1.4 m
Weight: 61.5 kgs
Competitive use: It's mainly designed as a Trick Room sweeper, although since it has STAB priority, it isn't completely dependant on it. While Electric/Dark isn't great defensively, it still has solid bulk, so it can still take a neutral hit or two in a pinch. Competitive could give it massive power if it gets Intimidated, while Sap Sipper provides it with another immunity. You could use Cotton Down if you're not running a Trick Room team.
Is it broken? Slow, struggles with anything faster that resists Thunderclap, typing doesn't have many useful resistances.

Returning Pokemon: The Reuniclus line. No changes.

Gems
They grant a 30% power boost.
You can trigger them whenever you want a la Z moves
 
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Actually, the Signature Prompt is this: For transparency's sake, you choose one of the existing signature moves for your sub.

The next category focuses on Signature Moves, including those of previous winners and Let's Play Pikachu. You should try to do sth. interesting or unique with it. For instance, choosing Shadow Force over Phantom Force won't likely result in an interesting sub since these move are effectively the same; they just have different base powers. So, do be careful when you select a signature move. For transparency's sake, you are only allowed to choose one signature move. Moreover, you cannot come up with a new signature move for you sub since that would defeat the purpose of this category!
 
Full movepools for mons that win.

Name: Brutalon (Brutal + Talon)

Type: Fighting/Dark
Abilities: Mold Breaker / Tough Claws (H: Big Pecks)
Stats: 70/60/160/45/55/95 (BST: 485)

Movepool: Body Press, Bulk Up, Roost, Spikes, Ceasless Edge, Slash, Metal Claw, Superpower, Close Combat, Lash Out, Brave Bird, Tailwind, Iron Head, Beat Up, Seismic Toss, Aerial Ace, Air Cutter, Air Slash, Night Slash, Psycho Cut, X-Scissor, Cut, Swords Dance

Weight: 130.5 kg
Gender: 50 - 50
Design: Dark Souls Boss in Crow Form. Sword-like talons.

Description: Brutalon has extremely high defenses combined with a fast STAB Body Press that can be boosted further by Bulk Up. It also has Roost for recovery and Spikes/Ceaseless Edge for weakening switch ins. Dark moves off of its Att may seem weak, but they do hit Ghost-types that may switch in to deal with Body Press. Its biggest issues it lack of strong moves outside of Body Press because 60 Att is not hitting much. It also has a cripplingly weak SpD that leaves it open to counters.

Name: Araneidos (Araneidae + Ariados)

Type: Bug/Poison
Abilities: Swarm / Insomnia (H: Malignant)
Malignant - This Pokemon's single target status moves target both opposing Pokemon.
Stats: 80/105/105/65/95/45 (BST: 485)

Movepool Additions: Crunch, Feint, Heal Block, Memento, Moonlight, Powder, Quash, Snatch, Torment

Weight: 45.3 kg
Gender: 50 - 50
Design: Ariados but cool and emphasizing the face on back.

Description: Araneidos uses Toxic Thread + Venom Drench for immense stat drops. Can also combine other moves like Electroweb, Sticky Web, and Memento for mass stat drops. Other cool options are Heal Block, Quash, Torment, & Disable. It can keep itself health with Moonlight and has Rage Power to draw in attacks to protect its teammate. This used to be my mon for Signature but I determined it didn't actually use Toxic Thread very well as it has other options other than Venom Drench and also Toxic exists.

Name: Pixneous (Igneous + Pixie)

Type: Fire/Fairy
Abilities: Solar Power (H: Prankster)
Stats: 100/110/70/90/75/65 (BST: 510)

Movepool: Overheat, Moonblast, Dazzling Gleam, Flamethrower, Fire Blast, Will-O-Wisp, Heart Swap*, Superpower, Play Rough, Heal Pulse, Sunny Day, Thunderbolt, Thunder, Weather Ball, Hammer Arm, Gravity, Stone Edge, Stealth Rock

Weight: 4 kg
Gender: Genderless
Design: typical pixie but volcano vibes, idk

Description: Pixneous uses Heart Swap by stealing stats from set up mons and by removing its stat drops from Overheat & Superpower/Hammer Arm and giving them to others. You also have Prankster WoW, (Stealth Rock, and Sunny Day or Gravity for odd sets). Has solid bulk without going super high.

Adding them back with a 1.3x modifier overall seems fine by me.

Delcatty +20 Hp, +Normalize now boosts the moves by 1.5x.

Acrobatics, Acupressure, Agility, Alluring Voice, Amnesia, Ancient Power, Baby-Doll Eyes, Body Slam, Breaking Swipe, Brutal Swing, Bulk Up, Bulldoze, Calm Mind, Celebrate, Charm, Confide, Counter, Crunch, Curse, Dazzling Gleam, Dig, Disable, Double Kick, Double Team, Double-Edge, Dragon Cheer, Dragon Claw, Dragon Pulse, Dragon Rush, Dragon Tail, Draining Kiss, Drill Run, Dual Chop, Earth Power, Earthquake, Echoed Voice, Embargo, Endure, Entrainment, Facade, Fairy Wind, Feint, Flail, Fling, Focus Energy, Foul Play, Fury Attack, Giga Impact, Heal Block, Helping Hand, Horn Attack, Horn Drill, Hyper Beam, Ice Beam, Ice Fang, Iron Head, Leaf Blade, Leer, Low Sweep, Lunge, Mean Look, Megahorn, Metal Claw, Metronome, Mimimize, Misty Explosion, Outrage, Pin Missile, Poison Jab, Pounce, Power Trip, Protect, Play Rough, Psychic, Psycho Cut, Psyshock, Quick Attack, Recycle, Refresh, Rest, Roar, Scary Face, Simple Beam, Sleep Talk, Snarl, Snore, Spike Cannon, Spikes, Stored Power, Substitute, Swagger, Swords Dance, Taunt, Tera Blast, Terrain Pulse, Thunder, Thunder Fang, Thunder Wave, Thunderbolt, Toxic, Venoshock, Wish, Zen Headbutt
 
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I'm not sure if Spectrasyl is a good idea to include when there's already Matokoda, which too has Grass/Ghost, Friend Guard, and Rage Powder. I think if you insist on Spectrasyl, it should forego Intimidate, Friend Guard, and Rage Powder, otherwise, there won't be much of a reason to use Matokoda at all, let alone some of our Intimidate users that naturally resist Ground or Fighting, such as Vespiquen, Gyarados or Arbok. If we want a new Intimidate user, it would make more sense to me if it offered a different resistance profile and didn't overlap too much with our current pool of Intimidate users.

As for the Ariados evolution, I'm not sure why it's important to remove Scary Face when the Spinarak line naturally has access to String Shot, which affects all opposing Pokémon and lowers their Spe by 2 stages.
 
I'm not sure if Spectrasyl is a good idea to include when there's already Matokoda, which too has Grass/Ghost, Friend Guard, and Rage Powder. I think if you insist on Spectrasyl, it should forego Intimidate, Friend Guard, and Rage Powder, otherwise, there won't be much of a reason to use Matokoda at all, let alone some of our Intimidate users that naturally resist Ground or Fighting, such as Vespiquen, Gyarados or Arbok. If we want a new Intimidate user, it would make more sense to me if it offered a different resistance profile and didn't overlap too much with our current pool of Intimidate users.

As for the Ariados evolution, I'm not sure why it's important to remove Scary Face when the Spinarak line naturally has access to String Shot, which affects all opposing Pokémon and lowers their Spe by 2 stages.

Good point, forgot about Matakoda will edit later:
 
Below, you can find my submissions for the current slate. I might change Baronoor's stats later since it's too complicated to calc right now. Also, I might discuss gems and returning Pokémon later.
Name: Roserade-Delta

Ability: Emergency Exit
/ Sturdy // Technician
Type:
Grass / Steel

Stats:

HP: 63
Attack: 51
Defense: 81
Special Attack: 123
Special Defense: 93
Speed: 111
BST: 522

Height: 0.9 m
Weight: 24.5 kg
Gender Ratio: -


Physical MovesSpecial MovesStatus Moves
Doom Desire, Flash Cannon, Magnet Bomb, Shock Wave, Steel BeamGravity, Iron Defense, Sandstorm, Spiky Shield, Stealth Rock, Strength Sap

Description:
1) Concept
- Roserade-Delta is an interpretation of "What if chairman Rose from SwSh had a Steel-type Roserade to fit its name?". Moreover, it alludes to a project where thousands of beautiful metal roses were created to raise social awareness of homelessness; they essentially served as a warning to what would happen if we ignored people in need of help. Against this background, I decided to go for Doom Desire as the Signature Move prompt. Fwiw, there is a specific alloy made of bismuth, lead, and tin and known for a low melting point; it's the Rose's metal, which is often used for soldering and as a heat transfer medium.
- Roserade-Delta is a standalone Pokémon and not to be confused with a regional or covergent variant; it is more similar to Ursaluna-Bloodmoon, with the sole difference in that it is the result of a scientific experiment gone wrong, leading to the steelification of certain Pokémonn in the Hoenn region. Therefore, Roserade-Delta references TCG.
- As a side note, Roserade-Delta has access to base Roserade's movepool. Do remove all Poison moves, Life Dew, and Sunny Day.


Description:
2) Competitive
- In Singles, base Roserade is known as a lead and hit-and-run Pokémon; this is further emphasized by Natural Cure, which removes its status condition when it switches out. In VGC, I wanted to do something similar with Roserade-Delta. Grass/Steel gives it an amazing resistance profile, letting it find many opportunities to switch into an attack and survive. As a Steel-type, it naturally gets access to Steel Beam, greatly synergizing with Emergency Exit to generate momentum. Moreover, if a player predicts the opponent to switch out their Pokémon or scout with a move like Protect, Roserade-Delta could just click Doom Desire. Thus, Roserade-Delta greatly rewards skillful plays. This is made even more possible with moves like Sleep Powder or Strength Sap which naturally force an opponent into a defensive play, giving you therefore more opportunities to click Doom Desire. What's more, you can set Gravity while expecting the opponent to make you switch out with a move!
- Sturdy was chosen as a flavour option since some types of roses are resilient, especially if they are associated with steel or crafted for artistic purposes or social awareness. Nonetheless, there is good synergy between the ability and moves like Doom Desire, Sleep Powder, Giga Drain, and Strength Sap, the two latter potentially allowing it to retrigger Sturdy!
- While niche, Roserade-Delta can make use of Technician boosted Magical Leaf and Magnet Bomb to hit reliably!

Name: Baronoor

Ability: Curse Energy
(User takes away ally's negative stat boosts and absorbs them for itself. If one of user's stats has reached its negative limit, it cannot take away more negative stat boosts of that stat from the ally.)
Type: Ghost / Fairy

Stats:

HP: 48
Attack: 96
Defense: 120
Special Attack: 96
Special Defense: 120
Speed: 48
BST: 528

Height: 1.4 m
Weight: 130.6 kg
Gender Ratio: -

New Move:
- Cursed Wrath (Ghost, Physical, 60 BP, 5 PP, 100% acc, effect: +20 more damage for each negative stat drop on the user.)


Physical MovesSpecial MovesStatus Moves
Cursed Wrath, Facade, Giga Impact, Phantom Force, Rock Blast, Rock Slide, Rock Tomb, Stone EdgeAncient Power, Dazzling Gleam, Hex, Misty Explosion, Power Gem, Shadow Ball, Stored PowerCalm Mind, Curse, Gravity, Imprison, Iron Defense, Memento, Misty Terrain, Nasty Plot, Pain Split, Protect, Rest, Sandstorm, Sleep Talk, Stealth Rock, Substitute, Trick Room, Will-O-Wisp

Description:
1) Concept
- Baronoor is a combination of Moon of Baroda and Koh-i-noor; the former references a diamond from the 15th and 17th century said to bring death and misfortune to anyone wearing it, especially among rulers. The latter, on the other hand, translates to "mountain of light" in Persian and brings bad luck to guys but good fortune to women. Thus, against this background, I wanted to draw attention to this duality of fortune and misfortune. This is further stressed by the fact that diamonds are said to absorb negative energy, which is important to the competitive identity of this Pokémon. And if you can store negative energy, you can also release it, therefore referencing the purifying element of the Fairy type.
- Fwiw, Baronoor is not the object itself--the diamond, I mean--, but rather spirits that dwell in it, which explains why negative energy is drawn to and stored in it. They also explain the fact that these spirits can bring bad luck.


Description:
2) Competitive
- Thanks to Curse Energy, Baronoor can greatly support any team relying on stat lowering moves for high offensive damage output, such as Overheat, Close Combat, Draco Meteor, or Shell Smash. Type wise, Ghost/Fairy even pairs well enough with Fire, Dragon, Rock or Fighting Pokémon that often have access to one of the aforementioned moves. For instance, Fire Pokémon have trouble against Dragon Pokémon, which Fairy naturally beats.
- You can also use Curse Energy for defensive purposes if you want to dodge a fast ally suffering from a Speed or Attack drop from Icy Wind or Intimidate!
- What's more, Baronoor offers speed control in Trick Room and take advantage of opponents ignoring it if they would rather prefer taking out the more dangerous ally attacker as fast as possible. Baronoor can be obnoxious to the opponent by using Will-O-Wisp, Curse, Memento, or Pain Split. That way, even if it has too many negative stat boosts to exert offensive pressure, it can always fall back on these moves! Memento and Misty Explosion deserve special mention since it allows you to remove the stored negative stat boosts and Baronoor from the field, thus making room for another Pokémon.

Name: Cthulauder

Ability:
Contrary / Costar // Mind Control (While the user is on the field, all Pokémon are under Torment effect, except for Dark Pokémon. Torment effect disappears if user faints or switches out.)
Type: Dark / Psychic

Stats:

HP: 119
Attack: 134
Defense: 88
Special Attack: 99
Special Defense: 57
Speed: 45
BST: 528

Height: 3.4 m
Weight: 97.5 kg
Gender Ratio: 50.0% male, 50.0% female

New Move:
- Brainage (Psychic, Physical, Contact, 50 BP, 10 PP, 100% acc, effect: both user and target are trapped until either one of them faints. Target looses 1/8 of its HP every turn while user recovers this HP loss from it, like Leech Seed.)


Physical MovesSpecial MovesStatus Moves
BrainageMeteor BeamCurse

Description:
1) Concept
- Cthulauder is a reference to the cthuhlu monster from Lovecraft's stories. Moreover, Cthulauder is meant to be some kind of overlord, whether in space or in the deep waters--your call! It leads an army of Malamar and Inkay, dearly wishing to take control of your environment!
- Fwiw, Cthulauder's stats have clear intentions if you compare them with Inkay and Malamar's stats: +33 HP, shared by everyone; Malamar and Cthulauder share base 88 Def while Inkay and Cthulauder share base 45 Spe; +31 SpA is shared by everyone; Cthulauder's SpD is a reversion of Malamar's base 75 SpD to allude to the "contrary" evolution method. As for Atk and BST, I actually don't remember anymore, but I do know they were chosen for a reason. x)


Description:
2) Competitive
- Cthulauder fills the niche of a strong, bulky Trick Room setter, which is a rare combination in general and basically non-existent in this project. Unlike many other Trick Room abusers and setters, Cthulauder is not weak to Intimidate or Snarl that opponents often employ to slow down Trick Room. Since this Pokémon has a naturally high physical bulk and attack, especially when boosted by Contrary Superpower, it can use its EV flexibility to patch up its low special bulk or its mediocre SpA. Contrary + Stored Power is a potent option, especially on a Pokémon that has the stats to go mixed. Moreover, Cthulauder doesn't really have access to strong physical Psychic moves, so Stored Power can make up for it once it accumulated enough stat boosts.
- Brainage pairs well with defensive stat boosts, letting Cthulauder stick longer on the field. It also synergizes well with abilities like Costar or Mind Control. That said, generally speaking, if you don't make use of Contrary, I imagine pairing Costar with a Quiver Dance or Shell Smash user could be a neat idea, not only for Stored Power abuse but also for the fact that Cthulauder's dualtype is beneficial offensively. Shell Smash is often used by Rock Pokémon, which hate Fighting Pokémon. Quiver Dance is almost always learned by Bug Pokémon, which hate Ghost and Poison Pokémon. In turn, Rock Pokémon handle Bug Pokémon.
- As for Mind Control, it offers unique strategic advantage by getting around weaknesses or stopping an opponent's strategic move in a turn. This gives you the chance to set up Trick Room, Meteor Beam, Curse or Nasty Plot, among others!
- Even though Cthulauder has high BST and good stats in general, its Spe is low. Meaning, it's reliant on Trick Room to exert pressure. Moreover, it has low SpD and an atrocius 4x Bug weakness, giving you a good incentive to put a Bug Pokémon on your team!
 
OK Everyone, thank you so much for your creations, keep 'em coming! It's voting time. Vote for your favourite Pokemon in each category. You may not vote for your own. Voting closes on Monday 4th November.

Name: Stoamyard
Type: Ground / Rock
Ability: Sand Force / Technician / Haunting
Haunting: Ghost type moves used by the user or their ally gain 50% power
Base stats
HP: 50
Attack: 130
Defence: 80
Special Attack: 50
Special Defence: 65
Speed: 105
Total: 480
Useful moves
Physical: Earthquake, Headlong Rush, Bone Rush, Bulldoze, Rock Slide, Stone Edge, Rock Blast, Rock Tomb, Close Combat, Shadow Sneak, Last Respects
Special: N/A
Status: Howl, Swords Dance, Taunt, Quick Guard
Weight: 0.3 kgs
Size: 0.25 m
Egg group: Field
Gender: Both
Competitive use: With good Speed and amazing Attack, Stoamyard is a fierce offensive threat, backed up by amazing offensive typing it can hit almost everything for neutral damage. It also has 3 good abilities, with Sand Force letting it smash stuff in Sand, Technician giving Rock Blast, Rock Tomb and Bone Rush a much needed boost, and a new ability that effectively lets it have 3 STABs while powering up its Ghost type allies.
Is it broken: While its typing is amazing offensively, defensively it's terrible, giving it a plethora of weaknesses (2 being 4x). Its bulk is middling too, especially on the special side.

Name: Torixy
Type: Water / Fairy
Ability: Dazzling / Drizzle / Pastel Veil
Base Stats: 120 / 100 / 80 / 70 / 75 / 50 (495 BST)
Useful moves
Physical: Play Rough, Waterfall, Aqua Jet, Wave Crash, Flip Turn, Ice Spinner, Drain Punch
Special: Icy Wind, Chilling Water, Scald
Status: Encore, Life Dew, Helping Hand, Rain Dance, Crafty Shield, Ally Switch
Egg Group: Water 1, Fairy
Size: 0.6 m
Weight: 44.4 kgs
Gender: Female only
Competitive use: With no Politoed or Pelipper, we don't have a strong Rain setter yet. While she's a bit slower than the other two, she makes up for it by being much bulkier than Pelipper, more powerful than Politoed, and having better defensive typing than both of them. It's not too passive either, boasting a solid base 100 attack stat with powerful STABs.
Is it broken? It is on the slow side, and while it does have STAB priority, it could struggle against faster paced more aggressive teams. Bulky grass types, already an issue for Rain teams, tend to give it problems as well.

Name: Ampharos-Galar
Type: Electric / Dark
Ability: Competitive / Cotton Down / Sap Sipper
Base stats: 90 / 55 / 95 / 130 / 95 / 45
Useful moves
Physical: Nuzzle
Special: Thunderbolt, Volt Switch, Discharge, Thunderclap, Dark Pulse, Power Gem, Focus Blast, Meteor Beam
Status: Nasty Plot, Eerie Impulse, Taunt, Helping Hand, Dragon Cheer
Gender: Both
Egg Group: Field
Size: 1.4 m
Weight: 61.5 kgs
Competitive use: It's mainly designed as a Trick Room sweeper, although since it has STAB priority, it isn't completely dependant on it. While Electric/Dark isn't great defensively, it still has solid bulk, so it can still take a neutral hit or two in a pinch. Competitive could give it massive power if it gets Intimidated, while Sap Sipper provides it with another immunity. You could use Cotton Down if you're not running a Trick Room team.
Is it broken? Slow, struggles with anything faster that resists Thunderclap, typing doesn't have many useful resistances.

Name: Brutalon (Brutal + Talon)

Type: Fighting/Dark
Abilities: Mold Breaker / Tough Claws (H: Big Pecks)
Stats: 70/60/160/45/55/95 (BST: 485)

Movepool: Body Press, Bulk Up, Roost, Spikes, Ceasless Edge, Slash, Metal Claw, Superpower, Close Combat, Lash Out, Brave Bird, Tailwind, Iron Head, Beat Up, Seismic Toss, Aerial Ace, Air Cutter, Air Slash, Night Slash, Psycho Cut, X-Scissor, Cut, Swords Dance

Weight: 130.5 kg
Gender: 50 - 50
Design: Dark Souls Boss in Crow Form. Sword-like talons.

Description: Brutalon has extremely high defenses combined with a fast STAB Body Press that can be boosted further by Bulk Up. It also has Roost for recovery and Spikes/Ceaseless Edge for weakening switch ins. Dark moves off of its Att may seem weak, but they do hit Ghost-types that may switch in to deal with Body Press. Its biggest issues it lack of strong moves outside of Body Press because 60 Att is not hitting much. It also has a cripplingly weak SpD that leaves it open to counters.

Name: Araneidos (Araneidae + Ariados)

Type: Bug/Poison
Abilities: Swarm / Insomnia (H: Malignant)
Malignant - This Pokemon's single target status moves target both opposing Pokemon.
Stats: 80/105/105/65/95/45 (BST: 485)

Movepool Additions: Crunch, Feint, Heal Block, Memento, Moonlight, Powder, Quash, Snatch, Torment

Weight: 45.3 kg
Gender: 50 - 50
Design: Ariados but cool and emphasizing the face on back.

Description: Araneidos uses Toxic Thread + Venom Drench for immense stat drops. Can also combine other moves like Electroweb, Sticky Web, and Memento for mass stat drops. Other cool options are Heal Block, Quash, Torment, & Disable. It can keep itself health with Moonlight and has Rage Power to draw in attacks to protect its teammate. This used to be my mon for Signature but I determined it didn't actually use Toxic Thread very well as it has other options other than Venom Drench and also Toxic exists.

Name: Pixneous (Igneous + Pixie)

Type: Fire/Fairy
Abilities: Solar Power (H: Prankster)
Stats: 100/110/70/90/75/65 (BST: 510)

Movepool: Overheat, Moonblast, Dazzling Gleam, Flamethrower, Fire Blast, Will-O-Wisp, Heart Swap*, Superpower, Play Rough, Heal Pulse, Sunny Day, Thunderbolt, Thunder, Weather Ball, Hammer Arm, Gravity, Stone Edge, Stealth Rock

Weight: 4 kg
Gender: Genderless
Design: typical pixie but volcano vibes, idk

Description: Pixneous uses Heart Swap by stealing stats from set up mons and by removing its stat drops from Overheat & Superpower/Hammer Arm and giving them to others. You also have Prankster WoW, (Stealth Rock, and Sunny Day or Gravity for odd sets). Has solid bulk without going super high.

Adding them back with a 1.3x modifier overall seems fine by me.

Name: Roserade-Delta

Ability: Emergency Exit
/ Sturdy // Technician
Type:
Grass / Steel

Stats:

HP: 63
Attack: 51
Defense: 81
Special Attack: 123
Special Defense: 93
Speed: 111
BST: 522

Height: 0.9 m
Weight: 24.5 kg
Gender Ratio: -


Physical MovesSpecial MovesStatus Moves
Doom Desire, Flash Cannon, Magnet Bomb, Shock Wave, Steel BeamGravity, Iron Defense, Sandstorm, Spiky Shield, Stealth Rock, Strength Sap

Description:
1) Concept
- Roserade-Delta is an interpretation of "What if chairman Rose from SwSh had a Steel-type Roserade to fit its name?". Moreover, it alludes to a project where thousands of beautiful metal roses were created to raise social awareness of homelessness; they essentially served as a warning to what would happen if we ignored people in need of help. Against this background, I decided to go for Doom Desire as the Signature Move prompt. Fwiw, there is a specific alloy made of bismuth, lead, and tin and known for a low melting point; it's the Rose's metal, which is often used for soldering and as a heat transfer medium.
- Roserade-Delta is a standalone Pokémon and not to be confused with a regional or covergent variant; it is more similar to Ursaluna-Bloodmoon, with the sole difference in that it is the result of a scientific experiment gone wrong, leading to the steelification of certain Pokémonn in the Hoenn region. Therefore, Roserade-Delta references TCG.
- As a side note, Roserade-Delta has access to base Roserade's movepool. Do remove all Poison moves, Life Dew, and Sunny Day.


Description:
2) Competitive
- In Singles, base Roserade is known as a lead and hit-and-run Pokémon; this is further emphasized by Natural Cure, which removes its status condition when it switches out. In VGC, I wanted to do something similar with Roserade-Delta. Grass/Steel gives it an amazing resistance profile, letting it find many opportunities to switch into an attack and survive. As a Steel-type, it naturally gets access to Steel Beam, greatly synergizing with Emergency Exit to generate momentum. Moreover, if a player predicts the opponent to switch out their Pokémon or scout with a move like Protect, Roserade-Delta could just click Doom Desire. Thus, Roserade-Delta greatly rewards skillful plays. This is made even more possible with moves like Sleep Powder or Strength Sap which naturally force an opponent into a defensive play, giving you therefore more opportunities to click Doom Desire. What's more, you can set Gravity while expecting the opponent to make you switch out with a move!
- Sturdy was chosen as a flavour option since some types of roses are resilient, especially if they are associated with steel or crafted for artistic purposes or social awareness. Nonetheless, there is good synergy between the ability and moves like Doom Desire, Sleep Powder, Giga Drain, and Strength Sap, the two latter potentially allowing it to retrigger Sturdy!
- While niche, Roserade-Delta can make use of Technician boosted Magical Leaf and Magnet Bomb to hit reliably!

Name: Baronoor

Ability: Curse Energy
(User takes away ally's negative stat boosts and absorbs them for itself. If one of user's stats has reached its negative limit, it cannot take away more negative stat boosts of that stat from the ally.)
Type: Ghost / Fairy

Stats:

HP: 48
Attack: 96
Defense: 120
Special Attack: 96
Special Defense: 120
Speed: 48
BST: 528

Height: 1.4 m
Weight: 130.6 kg
Gender Ratio: -

New Move:
- Cursed Wrath (Ghost, Physical, 60 BP, 5 PP, 100% acc, effect: +20 more damage for each negative stat drop on the user.)


Physical MovesSpecial MovesStatus Moves
Cursed Wrath, Facade, Giga Impact, Phantom Force, Rock Blast, Rock Slide, Rock Tomb, Stone EdgeAncient Power, Dazzling Gleam, Hex, Misty Explosion, Power Gem, Shadow Ball, Stored PowerCalm Mind, Curse, Gravity, Imprison, Iron Defense, Memento, Misty Terrain, Nasty Plot, Pain Split, Protect, Rest, Sandstorm, Sleep Talk, Stealth Rock, Substitute, Trick Room, Will-O-Wisp

Description:
1) Concept
- Baronoor is a combination of Moon of Baroda and Koh-i-noor; the former references a diamond from the 15th and 17th century said to bring death and misfortune to anyone wearing it, especially among rulers. The latter, on the other hand, translates to "mountain of light" in Persian and brings bad luck to guys but good fortune to women. Thus, against this background, I wanted to draw attention to this duality of fortune and misfortune. This is further stressed by the fact that diamonds are said to absorb negative energy, which is important to the competitive identity of this Pokémon. And if you can store negative energy, you can also release it, therefore referencing the purifying element of the Fairy type.
- Fwiw, Baronoor is not the object itself--the diamond, I mean--, but rather spirits that dwell in it, which explains why negative energy is drawn to and stored in it. They also explain the fact that these spirits can bring bad luck.


Description:
2) Competitive
- Thanks to Curse Energy, Baronoor can greatly support any team relying on stat lowering moves for high offensive damage output, such as Overheat, Close Combat, Draco Meteor, or Shell Smash. Type wise, Ghost/Fairy even pairs well enough with Fire, Dragon, Rock or Fighting Pokémon that often have access to one of the aforementioned moves. For instance, Fire Pokémon have trouble against Dragon Pokémon, which Fairy naturally beats.
- You can also use Curse Energy for defensive purposes if you want to dodge a fast ally suffering from a Speed or Attack drop from Icy Wind or Intimidate!
- What's more, Baronoor offers speed control in Trick Room and take advantage of opponents ignoring it if they would rather prefer taking out the more dangerous ally attacker as fast as possible. Baronoor can be obnoxious to the opponent by using Will-O-Wisp, Curse, Memento, or Pain Split. That way, even if it has too many negative stat boosts to exert offensive pressure, it can always fall back on these moves! Memento and Misty Explosion deserve special mention since it allows you to remove the stored negative stat boosts and Baronoor from the field, thus making room for another Pokémon.

Name: Cthulauder

Ability:
Contrary / Costar // Mind Control (While the user is on the field, all Pokémon are under Torment effect, except for Dark Pokémon. Torment effect disappears if user faints or switches out.)
Type: Dark / Psychic

Stats:

HP: 119
Attack: 134
Defense: 88
Special Attack: 99
Special Defense: 57
Speed: 45
BST: 528

Height: 3.4 m
Weight: 97.5 kg
Gender Ratio: 50.0% male, 50.0% female

New Move:
- Brainage (Psychic, Physical, Contact, 50 BP, 10 PP, 100% acc, effect: both user and target are trapped until either one of them faints. Target looses 1/8 of its HP every turn while user recovers this HP loss from it, like Leech Seed.)


Physical MovesSpecial MovesStatus Moves
BrainageMeteor BeamCurse

Description:
1) Concept
- Cthulauder is a reference to the cthuhlu monster from Lovecraft's stories. Moreover, Cthulauder is meant to be some kind of overlord, whether in space or in the deep waters--your call! It leads an army of Malamar and Inkay, dearly wishing to take control of your environment!
- Fwiw, Cthulauder's stats have clear intentions if you compare them with Inkay and Malamar's stats: +33 HP, shared by everyone; Malamar and Cthulauder share base 88 Def while Inkay and Cthulauder share base 45 Spe; +31 SpA is shared by everyone; Cthulauder's SpD is a reversion of Malamar's base 75 SpD to allude to the "contrary" evolution method. As for Atk and BST, I actually don't remember anymore, but I do know they were chosen for a reason. x)


Description:
2) Competitive
- Cthulauder fills the niche of a strong, bulky Trick Room setter, which is a rare combination in general and basically non-existent in this project. Unlike many other Trick Room abusers and setters, Cthulauder is not weak to Intimidate or Snarl that opponents often employ to slow down Trick Room. Since this Pokémon has a naturally high physical bulk and attack, especially when boosted by Contrary Superpower, it can use its EV flexibility to patch up its low special bulk or its mediocre SpA. Contrary + Stored Power is a potent option, especially on a Pokémon that has the stats to go mixed. Moreover, Cthulauder doesn't really have access to strong physical Psychic moves, so Stored Power can make up for it once it accumulated enough stat boosts.
- Brainage pairs well with defensive stat boosts, letting Cthulauder stick longer on the field. It also synergizes well with abilities like Costar or Mind Control. That said, generally speaking, if you don't make use of Contrary, I imagine pairing Costar with a Quiver Dance or Shell Smash user could be a neat idea, not only for Stored Power abuse but also for the fact that Cthulauder's dualtype is beneficial offensively. Shell Smash is often used by Rock Pokémon, which hate Fighting Pokémon. Quiver Dance is almost always learned by Bug Pokémon, which hate Ghost and Poison Pokémon. In turn, Rock Pokémon handle Bug Pokémon.
- As for Mind Control, it offers unique strategic advantage by getting around weaknesses or stopping an opponent's strategic move in a turn. This gives you the chance to set up Trick Room, Meteor Beam, Curse or Nasty Plot, among others!
- Even though Cthulauder has high BST and good stats in general, its Spe is low. Meaning, it's reliant on Trick Room to exert pressure. Moreover, it has low SpD and an atrocius 4x Bug weakness, giving you a good incentive to put a Bug Pokémon on your team!

Gems
Vote for which idea(s) you like the most

Keep them banned (other than Normal)
All return granting a 30% power boost
They can be used whenever you want (like Z moves)

Returning Pokemon:
Skitty and Delcatty. Latter now has with +20 base HP. Normalize now grants a +50% power boost
Solosis, Duosion and Reuniclus

Good luck everyone!

My votes:
Min-Max: Cthulauder, that thing has one of the coolest abilities I've seen so far
Support: Araneidos, again another really cool ability. Spread Feint has incredible potential.
Signature move: Roserade-Delta, a nice new take on a mon that's never been very strong in VGC.
Gems: Yes to both suggestions
 
Below, my votes.
- Min/Max: Sugarbear's Stoamyard
- Support: Palpitoad's Araneidos
- Signature Move: Palpitoad's Pixneous

- keep gems banned, other than Normal Gem.

- returning Pokémon: Drampa. I noticed we are pretty low on Dragon Pokémon. Drampa makes for a neat Trick Room abuser and also comes with Cloud Nine if you struggle with weather teams.
 
Min/Max: BlueRay's Cthulauder
Offensive Support: BlueRay's Baronoor
Signature Move: BlueRay's Roserade-Delta

No to other gems, but Normal Gem can be used whenever you want ala Z-move.
 
The votes are in! The winners are:

BlueRay 's Cthulauder
PalpitoadChamp 's Araneidos
Signature move: BlueRay 's Roserade-Delta

With a 2-1 vote, only Normal Gem is returning but can now be activated whenever the user wishes.

As your creations had the most votes, BlueRay , you can choose either the next Discussion Topic or a new slate category!

Great work everyone!
 
Slate Number 7 is here people! Here are the following categories:

1: Ice-type

Ice types have historically struggled throughout VGC, so here's your chance to make a good one! No BST limit (within reason), doesn't have to be pure Ice

2: Limited dual typing

Pokémon that is (mostly) unable to use one of its types offensively. Think of Gyarados or Landorus-T who would have to rely on Bounce and Fly respectively, outside of generational features. The main appeal behind "limited dualtype" is that a Pokémon uses one of its types more for defensive or utility purposes while offensively, it acts more like a monotype attacker or has to rely on coverage moves to widen the pool of Pokémon it can hit.
No BST limit within reason.

3. New Moves

Create some new moves. No signature moves - these will be distribution among our new creations and old mons alike. 5 moves per user, though you can go back and edit them as many times as you wish before voting starts on Friday 15th November.

Discussion Topic


Are there any abilities that you think are overpowered and need to be nerfed? And if so, how?
 
Ice-type
It’s a fan evolution I made before, but one I’m proud of conceptualizing nonetheless.
Name: Keisberg (Eiscue evolution; latter doesn’t need Eviolite compatibility but may help for consistency)
Type: Ice / Steel
Ability: Eternal Ice
Eternal Ice: Always moves last on priority bracket, but immune to Fighting and Fire. Ignored by Mold Breaker and variants.
Base stats: 105 HP / 110 Atk / 110 Def / 75 SpA / 120 SpD / 25 Speed (545 BST)
Useful moves:
Physical: Ice Shard, Icicle Spear, Ice Spinner, Avalanche, Waterfall, Head Smash, Iron Head, Brick Break, Focus Punch, Play Rough, Aqua Jet, Flip Turn, Zen Headbutt, Heavy Slam, Gyro Ball, Body Press
Special: Icy Wind
Status: Iron Defense, Reflect, Light Screen, Substitute, Belly Drum, Swords Dance, Slack Off, Follow Me, Taunt
Weight: 555.5 kg
Gender: Both
Competitive use: Ice-type isn’t one defensive type but nonetheless lumped into slower Pokémon. Even with Trick Room into account, not many non-legendary Ice-type Pokémon are specialized enough or have good enough Ability to make their name in VGC. Even Eiscue struggled in that format despite the promising if gimmicky Ice Face Ability.

Enter Keisberg, with solid rounded stats except Special Attack and Speed, and turning Ice / Steel from one of the worst to one of the best thanks to it’s signature Ability, Eternal Ice, going for a different but more efficient gimmick by being immune to Fighting and Fire at cost of always moving last, even in Trick Room.

Gyro Ball serves as it’s hard hitting Steel STAB while it have a multitude of Ice moves, from Ice Shard to pick off weakened foes, Ice Spinner as anti-terrain, to Avalanche as effectively 120 BP due to always moving last. Brick Break, Body Press, or even Focus Punch, can help it breaks Steel that Eiscue struggle to break.

Swords Dance is it’s main set up move, while Iron Defense is for the Body Press set thay ignores Intimidate. Follow me is there to protect Fire-weak or Fighting-weak allies.
Is it broken?: While intended as a high tier slow Ice-type, Eternal Ice deprives it of using Trick Room as the Ability makes it move last on priority bracket, though it also means Keisberg won’t completely overshadow other slow Pokémon at least. While Burning it is only possible via Scald or Tri Attack, Intimidate is more reliable meaning unless it’s running Body Press, weakening Keisberg can make it deadweight unless it takes risk setting up. Always moving also means it can be easily revenge killed even with Ice Shard into account.

It is also weak to Ground, which while it’s bulk allows it to survive, it also means it cannot afford facing two Ground-type opponents at once as it can and will get double teamed upon with Ground STAB.

Size: 1.9 meters
Egg group: Water 1, Field
 
Below, my submissions for this slate. And before I forget, I noticed the Google spreadsheet doesn't have PalpitoadChamp's winning Hattlock. Moreover, I noticed "Cthaulander" had a wrong spelling; it's actually "Cthulauder".
:swsh/aegislash:

Name: Aegislash-Light

Ability: Stance Change
Type:
Electric / Fighting (shield form) - Electric / Psychic (blade form)

Stats:
HP: 70
Attack: 45 - 140
Defense: 140 - 45
Special Attack: 45- 140
Special Defense: 140 - 45
Speed: 60
BST: 500

Height: 1.7 m
Weight: 53.0 kg
Gender Ratio: - 50.0% male, 50.0% female


Physical MovesSpecial MovesStatus Moves
Aerial Ace, Brick Break, Counter, Facade, Fury Cutter, Giga Impact, Gyro Ball, Iron Head, Psyblade, Psycho Cut, Reversal, Sacred Sword, Slash, Spark, Supercell Charge, Wild ChargeAir Slash, Aura Sphere, Discharge, Expanding Force, Focus Blast, Flash Cannon, Hyper Beam, Psychic, Psychic Noise, Psywave, Shock Wave, Snore, Stored Power, Terrain Pulse, Vacuum Wave, Volt SwitchAgility, Barrier, Charge, Coaching, Eerie Impulse, Electric Terrain, Endure, Focus Energy, Heal Pulse, Helping Hand, King's Shield, Light Screen, Magnet Rise, Metal Sound, Power Trick, Protect, Psychic Terrain, Psycho Shift, Reflect, Rest, Retaliate, Safeguard, Screech, Sleep Talk, Substitute, Swords Dance, Thunder Wave, Wide Guard

Description:
1) Concept
- "May the force be with you!" is from the Star Wars franchise. And that's it, that's literally the reason why I came up with Aegislash-Light. It is such a customizable and fascinating Pokémon you could do so much with it. A flaming sword like in an RPG? What about the mythical grass cutting sword kusanagi from Japan? But I digress.
- Aegislash-Shield-Light has a secondary Fighting type because it references the Jedi Knight who's supposed to bring order and justice in the universe, from what limited knowledge I have of Star Wars. Aegislash-Blade-Light, on the other hand, has a secondary Psychic type because it alludes to space and a Jedi's "force".


Description:
2) Competitive
- Aegislash-Light uses its Fighting type purely for defensive and utility purposes, allowing it to comfortably switch into U-turn and Knock Off. The type also synergizes well enough with the Psychic type in Aegislash-Light's other form because it defends it from Bug and Dark moves. Since Aegislash-Light basically has the best of two worlds that the Psychic and Fighting type offer respectively, it can well support the team with screens or moves like Coaching and Heal Pulse.
- When necessary, it can quickly exert pressure in its blade form or generate momentum with Volt Switch. The latter deserves special mention since it lets Aegislash-Light attack a target, which would normally make it more vulnerable to an attack if the opponent survives and retaliates. However, since Volt Switch comes with a pivot effect, Aegislash-Light doesn't have to worry about its susceptibility in its blade form!
- While Sacred Sword was originally the signature move of the Swords of Justice, Aegislash from the Kalos region was the only Pokémon to receive this move in gen 6, to my knowledge, which makes sense given that it's literally a sword. Thus, I use this precedence to explain Iron Leaves's Psyblade on Aegislash-Light; both Pokémon are pretty much futuristic. That being said, I think it's important to give Aegislash-Light some incentive to run a physical or, at least, a mixed offensive set. Like Iron Leaves, Aegislash-Light would be able to take well advantage of terrain effects, even from Grassy Terrain and Misty Terrain! After all, the former reduces Eartquake Aegislash-Light is weak to and turns Terrain Pulse into a Grass-type move, letting it pressure Ground Pokémon. Misty Terrain, on the other hands, protects it from status conditions and turns Terrain Pulse into a Fairy-type move, which is useful against Dark Pokémon.
- With regard to the teambuilder, I imagine Grass and Bug Pokémon would love its presence as it pressures Flying and Poison Pokémon for them; in turn, Grass and Bug resist Ground. In the case of Grass, it can even pressure Ground easily. Bug, on the other hand, eases the Psychic match-up for Aegislash-Light.
- Now, Aegislash-Light might look pretty scary stat wise but bear in mind that it has very limited STAB options; moreover, they have low to moderate damage output; some of them even come with a downside, such as recoil! Electric/Psychic also isn't as potent as Ghost offensively nor as amazing as Steel/Ghost defensively.
:sv/avalugg:
Name: Crypsollugg

Ability: Cryptobiosis
(At or below 50% HP, user takes 50% less damage, including indirect damage.)
Type: Ice / Psychic

Stats:

HP: 99
Attack: 132
Defense: 187
Special Attack: 44
Special Defense: 55
Speed: 33
BST: 550

Height: 2.0 m
Weight: 505.0 kg
Gender Ratio: -


New Move:
- Frost Shield (Ice, Status, 5 PP, +3 prio, effect: Sets a side condition on user's side lasting 2 turns. On the first turn, Pokémon take 50% less damage from an opponent's move. Upon making contact with a Pokémon on the user's side, the opponent's Pokémon looses 1/8 of its health. On the second turn, it's 25% damage reduction and 1/16 contact damage instead. User must recharge afterwards.)

Physical MovesSpecial MovesStatus Moves
Psyshield BashExpanding Force, Psychic, PsywaveFrost Shield, Psychic Terrain, Trick Room

Description:
1) Concept
- This is essentially space Avalugg, modified for cryptogenic sleep in science fiction. For those who don't know, when you are traveling in space, you are put in a freezing cube and sleep there for a very, very long time until one day you reach your destination.
- As for Cryptobiosis, it's inspired by organisms like the tardygrade which is extremely resilient, even in space. It is perhaps the most resilient organism that we know of. When things get dire, the tardigrade will enter a cryptobiosis where it conserves energy and becomes much less susceptible to anything "hostile" to it. Space Avalugg is exactly like that; if it gets attacked, it will try to stay afloat to ensure that whatever and whoever it has sworn to protect is safe.
- Fwiw, space Avalugg has the same movepool as Avalugg. All of its stats are divisible by 11 to reference its strangeness.


Description:
2) Competitive
- Paldea has arguably the best Ice Pokémon on average; Baxcalibur, Chien-Pao, and Iron Bundle all have strong types and useful niches. Chien-Pao deserves special mention since its mix of offensive pressure and utility is very appealing and useful for so many teams relying on physical attackers. It really elevates them with its ability. While it's cool to see Ice Pokémon doing well in gen 9, I'd like to see if we can approach the type from a different angle. Enter space Avalugg, a Pokémon meant to stick long on the field and support the team.
- Being able to set up Trick Room and exert offensive pressure is already a good start since it means space Avalugg is not a sitting duck. Moreover, even outside of Trick Room, it can be useful with its signature move, which can greatly enable a dangerous ally. For instance, the ally could set-up, you could trigger Weakness Policy easier or ensure that it will most likely survive. The effect of the move favours ally whose typing invites contact making moves, such as Rock, Steel or Dark Pokémon who are all weak to Fighting, for instance. In turn, they pressure types space Avalugg doesn't want to deal with.
- Speaking of Fighting, there are so many of them in the metagame. So, having a secondary Psychic type isn't bad at all to mitigate Ice's weakness to Fighting while also pressuring it at the same time. What's more, with those stats and a resilient ability, space Avalugg isn't going to go down easily even if it has to recharge, outside of strong special hits.
- So, to sum up, space Avalugg offers three qualities to a team: it is a Trick Room setter and abuser, it is your prime answer against physical threats, and it provides utility with Frost Shield.
- That being said, space Avalugg has low special bulk, and it must recharge after using Frost Shield. Therefore, it should be reasonably balanced.
Fwiw, I've already coded the following moves. If they get accepted, whoever ends up coding this project can just ask me for the codes!

1) Exhumation
- Ghost, Status, 5 PP, 100% acc, effect: User raises one of its stats based on best stat of last fainted Pokémon on user's team before executing the latter's first move. If a move would hit a single Pokémon, target is chosen randomly among opposing Pokémon on the field. Fwiw, this is all within a turn!
- Move distribution: most Ghost Pokémon (not Gastly line, for instance), Muk / Alolan-Muk, Spinarak line.
- Explanation: Exhumation is pretty self-explanatory flavour wise; I always wanted to explore the idea of the graveyard in competitive. We already have stuff like Retaliate, Supreme Overlord or Last Respects, so, Exhumation is a natural extension of this concept.


2) Invocation
- Psychic, Status, 5 PP, 100% acc, effect: User raises one of its stats based on best stat of last unfainted Pokémon on user's team before executing the latter's first move. If a move would hit a single Pokémon, target is chosen randomly among opposing Pokémon on the field.
- Move distribution: most if not all Psychic Pokémon, Cutiefly line, Combee line, Seedot line, Skitty line, Spinarak line, Illophyr, Matokoda, Dustnoir, Dustform
- Explanation: For the most part, Invocation is related to spells but can also be linked to summoning. It's a sidegrade to Exhumation and emphasizes the bond between Pokémon since they must be alive to get the best use out of this move! Both Exhumation and Invocation can help patching up a Pokémon's limited movepool, both offensively and utility wise. This could lead to interesting stuff like "fast" Trick Room since the moment you either execute Exhumation or Invocation, you can set it up immediately afterwards.


3) Paranoia
- Bug, Special, 10 PP, 95%, effect: Hits all opposing Pokémon and quarters their HP, similar to how Superfang halfs HP. Moreover, it lowers their best stat by 1 stage.
- Move distribution: Spinarak line, Volbeat / Illumise, Shelmet line, Cutiefly line, Combee line, Wimpod line, Blipbug line, Ekans line, Trapinch line, Illophyr
- Explanation: Paranoia is originally the signature move of my legendary Bug quartet from my newest, as of yet unpublished project, and has shown to be an outstanding support move during testing, really emphasizing Bug's conceptual role as a disruptor. There's no doubt in my mind that this move would greatly compell you to run a Bug Pokémon yourself on a team to adapt to most opponents and slow them down. With this PetMod's want on promoting the Bug-type, Paranoia would thus be a potentially great tool to have to push this type.


4) Recalibration
- Electric, Status, 5 PP, 100%, effect: Raises user's accuracy (+1) and another stat (+2) based on target's best stat.
- Move distribution: Rotom, Golett line, Delphynan, Dustnoir, Ahimstalag?, Roserade-Delta
- Explanation: This move is mostly intended for inanimate objects of the Electric, Rock or Steel type. You can patch up a Pokémon's shoddy accuracy of a move but bear in mind this move could fail if the intended target suddenly fainted.
 
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Full movepools if they win

Name: Pierlion (Sea Lion + Pierce + Pier)

Type: Ice/Water
Abilities: Prankster / Hydration (H: Sharpness)
Stats: 110/125/60/55/65/85 (BST: 500)

Movepool: Icicle Spear, Icicle Crash, Ice Spinner, Ice Shard, Aqua Cutter, Flip Turn, Aqua Jet, Razor Shell, Waterfall, Liquidation, Snowscape, Rain Dance, Mud Sport, Water Sport, Life Dew, Icy Wind, Snarl, Aqua Ring, Spiky Shield, Seed Bomb, Agility, X-Scissor, Night Slash, Leaf Blade

Weight: 140 kg
Gender: 50-50
Design: Brown sea lion with razorblade fins and fishing aspects

Description: Pierlion is a strong offensive mon with 125/85 offenses backed by Agility or dual priority Aqua Jet/Ice Shard. It can run Sharpness Aqua Cutter sets with X-Scissor, Leaf Blade, and Night Slash as potential coverage. If you don't want to run Sharpness sets, you can also run Liquidation instead and can access Prankster with access to moves like Snowscape/Rain Dance, Mud/Water Sport, and Life Dew (this one is big). It also has cooler protect in the form of Spiky Shield.

Name: Brainia (Brainiac + Brain + Mania)

Type: Psychic/Fairy
Abilities: Hustle (H: Healer)
Stats: 40/115/145/60/110/97 (BST: 567)

Movepool: Psychic Fangs, Psycho Cut, Zen Headbutt, Play Rough, Superpower, Drain Punch, Knock Off, Jaw Lock, Crunch, False Surrender, Heal Pulse, Healing Wish, Wish, Ally Switch, Imprison, Light Screen, Reflect, Magic Coat, Teleport, Trick, Bulk Up, Agility, Calm Mind, Amnesia, Barrier, Stored Power, Dazzling Gleam, Nasty Plot

Weight: 80.4 kg
Gender: Genderless
Design: Ultra Beast + Mojo Jojo + Mewtwo

Description: Brainia is a Hustle monster, sporting powerful moves off of 115/97 offenses backed by Hustle. Brainia has very strong options in Psychic Fangs, Superpower, Drain Punch, Knock Off, & False Surrender. It does have STAB Play Rough, but Play Rough with Hustle is quite inaccurate, making its wider movepool more appealing. Brainia also has a large status set, which includes Heal Pulse, Healing Wish, Wish, Ally Switch, Imprison, Dual Screens, Trick, & Set-up. Brainia has large 4mss with stabs, coverage, setup, and utility, making it difficult to use the already inaccurate Play Rough, even though it does pack quite a punch. Brainia can also forgo Hustle for a more accurate but less impactful Healer, allowing minor assistance for your teammate and more accurate moves at a mass fall off in power. Brainia also has Stored Power with every stat boosting move imaginable, but at the cost of having 60 SpA which makes those sets not the greatest but still an interesting surprise set.

Name: Passive Aggressive
Type: Psychic
Category: Status
BP: -
Acc: -
PP: 10 (16)
Effect: For the next 5 turns or until the user faints or switches out, every time your ally Pokemon uses a neutral priority status move, this pokemon first uses a 60 bp 100 acc Special move that matches the type of the status move.
Distribution: Volbeat, Illumise, Girafarig, Farigiraf, Dottler, Orbeetle, Delcatty, Solosis, Duosion, Reuniclus, Inkay, Malamar, Cthulander, Foongus-Enlightened, Brainia (if it wins), Crypsollugg (if it wins)

Name: Swarming Strike
Type: Bug
Category: Physical
BP: 30
Acc: 100
PP: 10 (16)
Effect: Hits once for each unfainted Bug-type Pokemon on the user's party. (This is under the assumption that unselected Pokemon don't count for being in your party. If they do count, drop the move down to 25 bp.)
Distribution: Tangela, Tangrowth, Volbeat, Illumise, Accelgor, Escavalier, Combee, Vespiquen, Vibrava, Flygon, Spinarak, Ariados, Araneidos, Illophyr, Phlocules

Name: Contrarian
Type: Dark
Category: Status
BP: -
Acc: -
PP: 20 (32)
Effect: Replaces the ability of all active Pokemon, including the user, with Contrary.
Distribution: Grimer-Alola, Muk-Alola, Arbok, Gastly, Haunter, Gengar, Golurk, Inkay, Malamar, Cthulander, Hattlock

Name: Extinguish
Type: Water
Category: Status
BP: -
Acc: -
PP: 20 (32)
Effect: Has +1 priority. Removes the Fire-type from all active Pokemon. Any Fire-type move used for the rest of the turn fails.
Distribution: Gyarados, Shelmet, Accelgor, Wimpod, Golisopod, Shellos, Gastrodon, Cubchew, Beartic, Feebas, Milotic, Croagunk, Toxicroak, Mycecroak, Delphynan, Valoseus

Name: Antagonize
Type: Dark
Category: Status
BP: -
Acc: -
PP: 10 (16)
Effect: Raises the Att & Def of all Pokemon by 1.
Distribution: Rotom (and forms), Makuhita, Hariyama, Sneasel, Weavile, Ninetales, Volbeat, Vespiquen, Grimer-Alola, Muk-Alola, Arbok, Tinkaton, Meowth-Galar, Perrserker, Nuzleaf, Shiftry, Haunter, Gengar, Inkay, Malamar, Cthulander, Spinarak, Ariados, Araneidos, Almgid, Fieratt

no
 
Last edited:
Below, my submissions for this slate. And before I forget, I noticed the Google spreadsheet doesn't have PalpitoadChamp's winning Hattlock. Moreover, I noticed "Cthaulander" had a wrong spelling; it's actually "Cthulauder".
:swsh/aegislash:

Name: Aegislash-Light

Ability: Stance Change
Type:
Electric / Fighting (shield form) - Electric / Psychic (blade form)

Stats:
HP: 70
Attack: 45 - 140
Defense: 140 - 45
Special Attack: 45- 140
Special Defense: 45 - 140
Speed: 60
BST: 500

Height: 1.7 m
Weight: 53.0 kg
Gender Ratio: - 50.0% male, 50.0% female


Physical MovesSpecial MovesStatus Moves
Aerial Ace, Brick Break, Counter, Facade, Fury Cutter, Giga Impact, Gyro Ball, Iron Head, Psyblade, Psycho Cut, Reversal, Sacred Sword, Slash, Spark, Supercell Charge, Wild ChargeAir Slash, Aura Sphere, Discharge, Expanding Force, Focus Blast, Flash Cannon, Hyper Beam, Psychic, Psychic Noise, Psywave, Shock Wave, Snore, Stored Power, Terrain Pulse, Vacuum Wave, Volt SwitchAgility, Barrier, Charge, Coaching, Eerie Impulse, Electric Terrain, Endure, Focus Energy, Heal Pulse, Helping Hand, King's Shield, Light Screen, Magnet Rise, Metal Sound, Power Trick, Protect, Psychic Terrain, Psycho Shift, Reflect, Rest, Retaliate, Safeguard, Screech, Sleep Talk, Substitute, Swords Dance, Thunder Wave, Wide Guard

Description:
1) Concept
- "May the force be with you!" is from the Star Wars franchise. And that's it, that's literally the reason why I came up with Aegislash-Light. It is such a customizable and fascinating Pokémon you could do so much with it. A flaming sword like in an RPG? What about the mythical grass cutting sword kusanagi from Japan? But I digress.
- Aegislash-Shield-Light has a secondary Fighting type because it references the Jedi Knight who's supposed to bring order and justice in the universe, from what limited knowledge I have of Star Wars. Aegislash-Blade-Light, on the other hand, has a secondary Psychic type because it alludes to space and a Jedi's "force".


Description:
2) Competitive
- Aegislash-Light uses its Fighting type purely for defensive and utility purposes, allowing it to comfortably switch into U-turn and Knock Off. The type also synergizes well enough with the Psychic type in Aegislash-Light's other form because it defends it from Bug and Dark moves. Since Aegislash-Light basically has the best of two worlds that the Psychic and Fighting type offer respectively, it can well support the team with screens or moves like Coaching and Heal Pulse.
- When necessary, it can quickly exert pressure in its blade form or generate momentum with Volt Switch. The latter deserves special mention since it lets Aegislash-Light attack a target, which would normally make it more vulnerable to an attack if the opponent survives and retaliates. However, since Volt Switch comes with a pivot effect, Aegislash-Light doesn't have to worry about its susceptibility in its blade form!
- While Sacred Sword was originally the signature move of the Swords of Justice, Aegislash from the Kalos region was the only Pokémon to receive this move in gen 6, to my knowledge, which makes sense given that it's literally a sword. Thus, I use this precedence to explain Iron Leaves's Psyblade on Aegislash-Light; both Pokémon are pretty much futuristic. That being said, I think it's important to give Aegislash-Light some incentive to run a physical or, at least, a mixed offensive set. Like Iron Leaves, Aegislash-Light would be able to take well advantage of terrain effects, even from Grassy Terrain and Misty Terrain! After all, the former reduces Eartquake Aegislash-Light is weak to and turns Terrain Pulse into a Grass-type move, letting it pressure Ground Pokémon. Misty Terrain, on the other hands, protects it from status conditions and turns Terrain Pulse into a Fairy-type move, which is useful against Dark Pokémon.
- With regard to the teambuilder, I imagine Grass and Bug Pokémon would love its presence as it pressures Flying and Poison Pokémon for them; in turn, Grass and Bug resist Ground. In the case of Grass, it can even pressure Ground easily. Bug, on the other hand, eases the Psychic match-up for Aegislash-Light.
- Now, Aegislash-Light might look pretty scary stat wise but bear in mind that it has very limited STAB options; moreover, they have low to moderate damage output; some of them even come with a downside, such as recoil! Electric/Psychic also isn't as potent as Ghost offensively nor as amazing as Steel/Ghost defensively.
:sv/avalugg:
Name: Crypsollugg

Ability: Cryptobiosis
(At or below 50% HP, user takes 50% less damage, including indirect damage.)
Type: Ice / Psychic

Stats:

HP: 99
Attack: 132
Defense: 187
Special Attack: 44
Special Defense: 55
Speed: 33
BST: 550

Height: 2.0 m
Weight: 505.0 kg
Gender Ratio: -


New Move:
- Frost Shield (Ice, Status, 5 PP, +3 prio, effect: Sets a side condition on user's side lasting 2 turns. On the first turn, Pokémon take 50% less damage from an opponent's move. Upon making contact with a Pokémon on the user's side, the opponent's Pokémon looses 1/8 of its health. On the second turn, it's 25% damage reduction and 1/16 contact damage instead. User must recharge afterwards.)

Physical MovesSpecial MovesStatus Moves
Psyshield BashExpanding Force, Psychic, PsywaveFrost Shield, Psychic Terrain, Trick Room

Description:
1) Concept
- This is essentially space Avalugg, modified for cryptogenic sleep in science fiction. For those who don't know, when you are traveling in space, you are put in a freezing cube and sleep there for a very, very long time until one day you reach your destination.
- As for Cryptobiosis, it's inspired by organisms like the tardygrade which is extremely resilient, even in space. It is perhaps the most resilient organism that we know of. When things get dire, the tardigrade will enter a cryptobiosis where it conserves energy and becomes much less susceptible to anything "hostile" to it. Space Avalugg is exactly like that; if it gets attacked, it will try to stay afloat to ensure that whatever and whoever it has sworn to protect is safe.
- Fwiw, space Avalugg has the same movepool as Avalugg. All of its stats are divisible by 11 to reference its strangeness.


Description:
2) Competitive
- Paldea has arguably the best Ice Pokémon on average; Baxcalibur, Chien-Pao, and Iron Bundle all have strong types and useful niches. Chien-Pao deserves special mention since its mix of offensive pressure and utility is very appealing and useful for so many teams relying on physical attackers. It really elevates them with its ability. While it's cool to see Ice Pokémon doing well in gen 9, I'd like to see if we can approach the type from a different angle. Enter space Avalugg, a Pokémon meant to stick long on the field and support the team.
- Being able to set up Trick Room and exert offensive pressure is already a good start since it means space Avalugg is not a sitting duck. Moreover, even outside of Trick Room, it can be useful with its signature move, which can greatly enable a dangerous ally. For instance, the ally could set-up, you could trigger Weakness Policy easier or ensure that it will most likely survive. The effect of the move favours ally whose typing invites contact making moves, such as Rock, Steel or Dark Pokémon who are all weak to Fighting, for instance. In turn, they pressure types space Avalugg doesn't want to deal with.
- Speaking of Fighting, there are so many of them in the metagame. So, having a secondary Psychic type isn't bad at all to mitigate Ice's weakness to Fighting while also pressuring it at the same time. What's more, with those stats and a resilient ability, space Avalugg isn't going to go down easily even if it has to recharge, outside of strong special hits.
- So, to sum up, space Avalugg offers three qualities to a team: it is a Trick Room setter and abuser, it is your prime answer against physical threats, and it provides utility with Frost Shield.
- That being said, space Avalugg has low special bulk, and it must recharge after using Frost Shield. Therefore, it should be reasonably balanced.
Fwiw, I've already coded the following moves. If they get accepted, whoever ends up coding this project can just ask me for the codes!

1) Exhumation
- Ghost, Status, 5 PP, 100% acc, effect: User raises one of its stats based on best stat of last fainted Pokémon on user's team before executing the latter's first move. If a move would hit a single Pokémon, target is chosen randomly among opposing Pokémon on the field. Fwiw, this is all within a turn!
- Move distribution: most Ghost Pokémon (not Gastly line, for instance), Muk / Alolan-Muk, Spinarak line.
- Explanation: Exhumation is pretty self-explanatory flavour wise; I always wanted to explore the idea of the graveyard in competitive. We already have stuff like Retaliate, Supreme Overlord or Last Respects, so, Exhumation is a natural extension of this concept.


2) Invocation
- Psychic, Status, 5 PP, 100% acc, effect: User raises one of its stats based on best stat of last unfainted Pokémon on user's team before executing the latter's first move. If a move would hit a single Pokémon, target is chosen randomly among opposing Pokémon on the field.
- Move distribution: most if not all Psychic Pokémon, Cutiefly line, Combee line, Seedot line, Skitty line, Spinarak line, Illophyr, Matokoda, Dustnoir, Dustform
- Explanation: For the most part, Invocation is related to spells but can also be linked to summoning. It's a sidegrade to Exhumation and emphasizes the bond between Pokémon since they must be alive to get the best use out of this move! Both Exhumation and Invocation can help patching up a Pokémon's limited movepool, both offensively and utility wise. This could lead to interesting stuff like "fast" Trick Room since the moment you either execute Exhumation or Invocation, you can set it up immediately afterwards.


3) Paranoia
- Bug, Special, 10 PP, 95%, effect: Hits all opposing Pokémon and quarters their HP, similar to how Superfang halfs HP. Moreover, it lowers their best stat by 1 stage.
- Move distribution: Spinarak line, Volbeat / Illumise, Shelmet line, Cutiefly line, Combee line, Wimpod line, Blipbug line, Ekans line, Trapinch line, Illophyr
- Explanation: Paranoia is originally the signature move of my legendary Bug quartet from my newest, as of yet unpublished project, and has shown to be an outstanding support move during testing, really emphasizing Bug's conceptual role as a disruptor. There's no doubt in my mind that this move would greatly compell you to run a Bug Pokémon yourself on a team to adapt to most opponents and slow them down. With this PetMod's want on promoting the Bug-type, Paranoia would thus be a potentially great tool to have to push this type.


4) Recalibration
- Electric, Status, 5 PP, 100%, effect: Raises user's accuracy (+1) and another stat (+2) based on target's best stat.
- Move distribution: Rotom, Golett line, Delphynan, Dustnoir, Ahimstalag?, Roserade-Delta
- Explanation: This move is mostly intended for inanimate objects of the Electric, Rock or Steel type. You can patch up a Pokémon's shoddy accuracy of a move but bear in mind this move could fail if the intended target suddenly fainted.

Thanks, have fixed. Couple of questions about Exhumation and Invocation, does it apply to moves targeting your team, or used by your team? And is it the highest stat of the last (un)fainted Pokemon that gets boosted?

Paranoia also seems a bit OP right now. It's basically spread Guardian of Alola that can be used multiple times, that also drops the target's highest stat. Maybe go to half HP instead? Or drop the accuracy to 70%? A spread Super Fang that also drops stats is still really good.
 
Thanks, have fixed. Couple of questions about Exhumation and Invocation, does it apply to moves targeting your team, or used by your team? And is it the highest stat of the last (un)fainted Pokemon that gets boosted?

Paranoia also seems a bit OP right now. It's basically spread Guardian of Alola that can be used multiple times, that also drops the target's highest stat. Maybe go to half HP instead? Or drop the accuracy to 70%? A spread Super Fang that also drops stats is still really good.
I think there's been some misunderstanding. Paranoia quarters a target's HP. So, the target would loose 1/4 of its HP, not 3/4. As for Exhumation and Invocation, they "summon" any first move of a Pokémon from your team. If it's a self targeting move like Swords Dance, user would get the +2 Atk from this move. If it's Tailwind, the user's side would be affected. If it targets any other single Pokémon, like Tackle or Heal Pulse, one of the Pokémon on the opponent's side would be affected. The pre best stat boost is dependent on the last (un)fainted Pokémon. If it's Def, user has its Def boosted.
 
I hope it's fine if I mention this but I noticed we have a low number of returning Pokémon; iirc, it's around 90 while it's around 20 for custom Pokémon. So, we have roughly 110 different Pokémon. I mention this because I found it fairly difficult to come up with new moves that could benefit this pool of Pokémon because we don't have many options at the moment. This is not criticism, by the way. It's definitely a good idea to start promoting new moves at some point as it makes it easier for the people here to work with them in mind whenever they submit a concept. So, I hope at some point we'll get another chance to revisit this category to ensure newly introduced Pokémon also get the chance to benefit from this project's work!

Fwiw, and this is just my opinion, a customized regional VGC metagame filled with 300-400 different Pokémon, including pre-evolutions, has been a sweet number for me so far; it's good enough to have fun and diversity. Perhaps, we could try to aim for this number? What do other people think about this?
 
When the world needed him most...He returned. All aboard the Polar Express, the Ice-type!
WTLmHJO.png

Name: Allepus (All Aboard + Lepus)
Type: ==
Stats: 54/93/89/82/94/120 (532)
Abilities: Slush Rush / Prankster / Sturdy
Weight: 0.4 kg.
Movepool: Polar Express, Tackle, Growl, Powder Snow, Chilly Reception, Aurora Veil, Shift Gear, Gear Grind, Pounce, Lunge, U-Turn, Skitter Smack, Fake Tears, Thief, Snarl, Fling, Foul Play, Taunt, Knock Off, Lash Out, Throat Chop, Crunch, Thunder Fang, Volt Switch, Thunder Wave, Thunderbolt, Thunder, Supercell Slam, Wild Charge, Charm, Disarming Voice, Dazzling Gleam, Play Rough, Low Sweep, Brick Break, Drain Punch, Aura Sphere, Reversal, Upper Hand, Acrobatics, Tailwind, Confuse Ray, Trailblaze, Ice Fang, Icy Wind, Ice Beam, Blizzard, Snowscape, Avalanche, Ice Punch, Ice Spinner, Haze, Triple Axel, Take Down, Protect, Facade, Swift, Endure, Body Slam, Sleep Talk, Metronome, Swords Dance, Substitute, Hyper Voice, Encore, Helping Hand, Giga Impact, Hyper Beam, Tera Blast, Super Fang, Weather Ball, Endeavor, Rest, Amnesia, Flash Cannon, Iron Head, Iron Defense, Steel Beam, Rain Dance, Surf, Liquidation, Flip Turn
Role: Snowscape Support Trickster. Outspeed the competition and become defensive by setting up Snowscape, hit your foes with a priority status move, or endure a hit and dish out one in return! Then, pivot away to come back for another day!
Flavor: All aboard! This Arctic Hare Train Conductor Pokémon is excellent at conducting long lines of smaller Pokémon into battle. In the wild, the largest Allepus commands it's fellow Allepuses to gather food for the long winter by huddling together in the shape of a train, which the leader then rides. In battle, it commands forces of icy wind to make the opponent feel like they are being hit by a massive locomotive!
Custom Elements: Polar Express: 70 BP Physical Ice-type biting move with 32 PP. After use, the user switches out.
X2UwlPW.png

Name: Nisahage (Nise, Japanese for Fake + Namahage)
Type: =
All-Out Pummeling - FIGHTING

Stats: 98/112/99/50/100/70 (529)
Abilities: Intimidate / Unaware / Stalwart
Weight: 128.4 kg.
Movepool: Scratch, Torment, Bite, Quick Guard, Assurance, Poison Fang, Darkest Lariat, Spirit Break, Disable, Counter, Seismic Toss, U-Turn, Lunge, Thief, Snarl, Foul Play, Fling, Taunt, Dark Pulse, Crunch, Knock Off, Lash Out, Throat Chop, Dragon Tail, Dragon Claw, Dragon Dance, Thunder Fang, Thunderbolt, Thunder, Wild Charge, Supercell Slam, Play Rough, Bulk Up, Coaching, Play Rough, Sunny Day, Flame Charge, Fire Fang, Flare Blitz, Confuse Ray, Shadow Ball, Shadow Claw, Trailblaze, Stomping Tantrum, Earthquake, Earth Power, Take Down, Protect, Facade, Endure, Body Slam, Scary Face, Sleep Talk, Metronome, Swords Dance, Substitute, Encore, Helping Hand, Giga Impact, Hyper Beam, Tera Blast, Poison Tail, Sludge Bomb, Venoshock, Poison Jab, Sludge Wave, Toxic, Rest, Amnesia, Agility, Trick Room, Rain Dance
Role: Offensive Smasher. This Dark/Fighting type has no Fighting moves that deal damage asides from Counter and Seismic Toss, both of which deal fixed damage, instead using it's typing to only have three weaknesses, all of which they can counter with it's other moves. Once this smasher gets going, nothing stands in his way!
Flavor: This Namahage Pokémon is a master of throwing it's opponents off guard. When it appears to be fighting with one style, it's actually fighting with another, using it's dirty tricks to ensure that no-one can prepare for this Pokémon's strategies. It's actual face is the eerie face on the top of the head, with what appears to be a set of jaws actually a set of horns that pierce the opponent's defences where they'd least expect it.
 
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And here are my creations

Name: Tundrapier
Type: Ice / Fighting
Ability: Inner Focus / Armor Piercer / Refrigerate
Base stats: 55 / 120 / 60 / 65 / 75 / 125 (500 BST)
Useful moves
Physical: Ice Punch, Icicle Crash, Ice Spinner, Close Combat, Sacred Sword, Earthquake, Stomping Tantrum, Thunder Punch, Fire Punch, Rock Slide, Mighty Blow, Feint
Special: N/A
Status: Quick Guard, Detect, Taunt, Sword Dance, Aurora Veil
Size: 2.3 m
Weight: 122.4 kgs
Egg group: Human-like
Gender: Both
Competitive use: It's a fast, powerful attacker that can either soften up teams early game, or sweep through the remains later on in the match. It's got 3 solid abilities - Inner Focus blocks Intimidate and Fake Out, Armor Piercer lets it break through Protect, while Refrigerate can give it an Ice type Mighty Blow and Feint.
Is it broken? Bad defensive typing and low bulk. Speed is great, but not massive.

Name: Spirisheet
Type: Ghost / Normal
Ability: Haunting / Perish Body / Prankster
Haunting: Powers up Ghost type moves used by the user and their ally by 50%
Base stats: 51 / 51 / 99 / 139 / 91 / 89 ( 520 BST)
Useful moves
Physical: N/A
Special: Shadow Ball, Focus Blast, Aura Sphere, Energy Ball, Mystical Fire, Icy Wind, Psychic Noise
Status: Taunt, Perish Song, Disable, Curse, Will-o-Wisp, Nasty Plot, Imprison
Size: 1.5m
Weight: 0.8 kgs
Egg group: Amorphous
Gender: None
Competitive use: It doesn't learn any special Normal type moves, so its typing is purely defensive, granting just one weakness to Dark as well as 3 immunities and 2 resistances. Spirisheet's can perform a number of roles, it can either use Haunting alongside Specs, Scarf or Nasty Plot to smash non Ghost-resists to pieces, or it can run a more utility focused set with Prankster. With Perish Body it can even function on Perish trap teams, since it doesn't need to waste a slot on the move. You could even try it with an Eject Button (wouldn't personally recommend, but you never know).
Is it broken? Aside from Special Attack, the rest of its stats range from average to poor. Decent defences are let down by low base HP, and base 89 Speed isn't winning any prizes either.

Name: Attack Mode
Category: Status
Type: Normal
Max PP: 8
Accuracy: 101
Target: Self
Priority: 0
Effect: Boosts user's Attack, Special Attack, Speed and Accuracy by 1 stage each. User cannot then use status moves until they switch out. Mental Herb negates this once, Pokemon with Oblivious can still use status moves freely after using Attack Mode.
Users: Rotom (all formes), Pokemon based on mechanical/robotic life forms or Pokemon who are described as being very calm and focused
Competitive use: It's a powerful boosting move, letting you improve Speed and power while also letting you use less accurate moves.
Is it broken? The fact that you can't Protect afterwards makes you very prone to Fake Out, and you need protection against being Encored into this move.

Name: Primal Fury
Category: Status
Type: Normal
Max PP: 8
Accuracy: 101
Target: Self
Priority: 0
Effect: Boosts user's Attack, Special Attack, Speed and Critical Hit Ratio by 1 stage each. User cannot then use status moves until they switch out. Mental Herb negates this once, Pokemon with Oblivious can still use status moves freely after using Primal Fury.
Users: Gyarados, ancient/fossil Pokemon and other Pokemon whose lore mentions them being prone to anger
Competitive use: A Focus Energy that also boosts Speed, Attack and Special Attack? Yes please!
Is it broken? See Attack Mode.

Name: Cable Thrash
Category: Physical
Type: Electric
Max PP: 8
Accuracy: 85%
Base power: 120
Target: 1 opponent
Makes contact
Priority: 0
No secondary effect
Users: Electric types
Competitive use: Gives physical Electric types a strong STAB move to use
Is it broken? Base 85% accuracy will let you down at the worst times

Name: Air Cannon
Category: Special
Type: Flying
Max PP: 16
Accuracy: 100%
Base power: 90
Target: 1 opponent
No contact
Priority: 0
May drop target's Speed (10% chance)
Users: Flying-types
Competitive use: It's a reliable Special Flying-STAB, no longer forcing you to choose between the weak Air Slash and the unreliable Hurricane
Is it broken? Base 90 Power isn't setting the world on fire, and a 10% chance to drop Speed is nothing special either

Name: Dimensional Hole
Category: Status
Type: Psychic
Max PP: 8
Accuracy: 101%
Target: Self
Priority: -7
Sets Trick Room, then switches the user out
Users: The Pokemon who learn Trick Room, other Pokemon whose lore mentions them warping dimensions
Competitive use: A good move for more support-orientated Trick Room setters to let their slow powerful teammates come in for free
Is it broken? I think it will help Trick Room teams, but more aggressive users (Reuniclus) would prefer to stay on the field rather than switch.
 
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Alright everyone, it's voting time! Vote for your favourite Pokemon in each category (you may not vote for your own creation.) For moves, just put yes or no next to them. You can vote yes to your own moves. Voting closes on Monday the 18th of November.

Pokemon:
Ice-type
It’s a fan evolution I made before, but one I’m proud of conceptualizing nonetheless.
Name: Keisberg (Eiscue evolution; latter doesn’t need Eviolite compatibility but may help for consistency)
Type: Ice / Steel
Ability: Eternal Ice
Eternal Ice: Always moves last on priority bracket, but immune to Fighting and Fire. Ignored by Mold Breaker and variants.
Base stats: 105 HP / 110 Atk / 110 Def / 75 SpA / 120 SpD / 25 Speed (545 BST)
Useful moves:
Physical: Ice Shard, Icicle Spear, Ice Spinner, Avalanche, Waterfall, Head Smash, Iron Head, Brick Break, Focus Punch, Play Rough, Aqua Jet, Flip Turn, Zen Headbutt, Heavy Slam, Gyro Ball, Body Press
Special: Icy Wind
Status: Iron Defense, Reflect, Light Screen, Substitute, Belly Drum, Swords Dance, Slack Off, Follow Me, Taunt
Weight: 555.5 kg
Gender: Both
Competitive use: Ice-type isn’t one defensive type but nonetheless lumped into slower Pokémon. Even with Trick Room into account, not many non-legendary Ice-type Pokémon are specialized enough or have good enough Ability to make their name in VGC. Even Eiscue struggled in that format despite the promising if gimmicky Ice Face Ability.

Enter Keisberg, with solid rounded stats except Special Attack and Speed, and turning Ice / Steel from one of the worst to one of the best thanks to it’s signature Ability, Eternal Ice, going for a different but more efficient gimmick by being immune to Fighting and Fire at cost of always moving last, even in Trick Room.

Gyro Ball serves as it’s hard hitting Steel STAB while it have a multitude of Ice moves, from Ice Shard to pick off weakened foes, Ice Spinner as anti-terrain, to Avalanche as effectively 120 BP due to always moving last. Brick Break, Body Press, or even Focus Punch, can help it breaks Steel that Eiscue struggle to break.

Swords Dance is it’s main set up move, while Iron Defense is for the Body Press set thay ignores Intimidate. Follow me is there to protect Fire-weak or Fighting-weak allies.
Is it broken?: While intended as a high tier slow Ice-type, Eternal Ice deprives it of using Trick Room as the Ability makes it move last on priority bracket, though it also means Keisberg won’t completely overshadow other slow Pokémon at least. While Burning it is only possible via Scald or Tri Attack, Intimidate is more reliable meaning unless it’s running Body Press, weakening Keisberg can make it deadweight unless it takes risk setting up. Always moving also means it can be easily revenge killed even with Ice Shard into account.

It is also weak to Ground, which while it’s bulk allows it to survive, it also means it cannot afford facing two Ground-type opponents at once as it can and will get double teamed upon with Ground STAB.

Size: 1.9 meters
Egg group: Water 1, Field
Below, my submissions for this slate. And before I forget, I noticed the Google spreadsheet doesn't have PalpitoadChamp's winning Hattlock. Moreover, I noticed "Cthaulander" had a wrong spelling; it's actually "Cthulauder".
:swsh/aegislash:

Name: Aegislash-Light

Ability: Stance Change
Type:
Electric / Fighting (shield form) - Electric / Psychic (blade form)

Stats:
HP: 70
Attack: 45 - 140
Defense: 140 - 45
Special Attack: 45- 140
Special Defense: 140 - 45
Speed: 60
BST: 500

Height: 1.7 m
Weight: 53.0 kg
Gender Ratio: - 50.0% male, 50.0% female


Physical MovesSpecial MovesStatus Moves
Aerial Ace, Brick Break, Counter, Facade, Fury Cutter, Giga Impact, Gyro Ball, Iron Head, Psyblade, Psycho Cut, Reversal, Sacred Sword, Slash, Spark, Supercell Charge, Wild ChargeAir Slash, Aura Sphere, Discharge, Expanding Force, Focus Blast, Flash Cannon, Hyper Beam, Psychic, Psychic Noise, Psywave, Shock Wave, Snore, Stored Power, Terrain Pulse, Vacuum Wave, Volt SwitchAgility, Barrier, Charge, Coaching, Eerie Impulse, Electric Terrain, Endure, Focus Energy, Heal Pulse, Helping Hand, King's Shield, Light Screen, Magnet Rise, Metal Sound, Power Trick, Protect, Psychic Terrain, Psycho Shift, Reflect, Rest, Retaliate, Safeguard, Screech, Sleep Talk, Substitute, Swords Dance, Thunder Wave, Wide Guard

Description:
1) Concept
- "May the force be with you!" is from the Star Wars franchise. And that's it, that's literally the reason why I came up with Aegislash-Light. It is such a customizable and fascinating Pokémon you could do so much with it. A flaming sword like in an RPG? What about the mythical grass cutting sword kusanagi from Japan? But I digress.
- Aegislash-Shield-Light has a secondary Fighting type because it references the Jedi Knight who's supposed to bring order and justice in the universe, from what limited knowledge I have of Star Wars. Aegislash-Blade-Light, on the other hand, has a secondary Psychic type because it alludes to space and a Jedi's "force".


Description:
2) Competitive
- Aegislash-Light uses its Fighting type purely for defensive and utility purposes, allowing it to comfortably switch into U-turn and Knock Off. The type also synergizes well enough with the Psychic type in Aegislash-Light's other form because it defends it from Bug and Dark moves. Since Aegislash-Light basically has the best of two worlds that the Psychic and Fighting type offer respectively, it can well support the team with screens or moves like Coaching and Heal Pulse.
- When necessary, it can quickly exert pressure in its blade form or generate momentum with Volt Switch. The latter deserves special mention since it lets Aegislash-Light attack a target, which would normally make it more vulnerable to an attack if the opponent survives and retaliates. However, since Volt Switch comes with a pivot effect, Aegislash-Light doesn't have to worry about its susceptibility in its blade form!
- While Sacred Sword was originally the signature move of the Swords of Justice, Aegislash from the Kalos region was the only Pokémon to receive this move in gen 6, to my knowledge, which makes sense given that it's literally a sword. Thus, I use this precedence to explain Iron Leaves's Psyblade on Aegislash-Light; both Pokémon are pretty much futuristic. That being said, I think it's important to give Aegislash-Light some incentive to run a physical or, at least, a mixed offensive set. Like Iron Leaves, Aegislash-Light would be able to take well advantage of terrain effects, even from Grassy Terrain and Misty Terrain! After all, the former reduces Eartquake Aegislash-Light is weak to and turns Terrain Pulse into a Grass-type move, letting it pressure Ground Pokémon. Misty Terrain, on the other hands, protects it from status conditions and turns Terrain Pulse into a Fairy-type move, which is useful against Dark Pokémon.
- With regard to the teambuilder, I imagine Grass and Bug Pokémon would love its presence as it pressures Flying and Poison Pokémon for them; in turn, Grass and Bug resist Ground. In the case of Grass, it can even pressure Ground easily. Bug, on the other hand, eases the Psychic match-up for Aegislash-Light.
- Now, Aegislash-Light might look pretty scary stat wise but bear in mind that it has very limited STAB options; moreover, they have low to moderate damage output; some of them even come with a downside, such as recoil! Electric/Psychic also isn't as potent as Ghost offensively nor as amazing as Steel/Ghost defensively.
:sv/avalugg:
Name: Crypsollugg

Ability: Cryptobiosis
(At or below 50% HP, user takes 50% less damage, including indirect damage.)
Type: Ice / Psychic

Stats:

HP: 99
Attack: 132
Defense: 187
Special Attack: 44
Special Defense: 55
Speed: 33
BST: 550

Height: 2.0 m
Weight: 505.0 kg
Gender Ratio: -


New Move:
- Frost Shield (Ice, Status, 5 PP, +3 prio, effect: Sets a side condition on user's side lasting 2 turns. On the first turn, Pokémon take 50% less damage from an opponent's move. Upon making contact with a Pokémon on the user's side, the opponent's Pokémon looses 1/8 of its health. On the second turn, it's 25% damage reduction and 1/16 contact damage instead. User must recharge afterwards.)

Physical MovesSpecial MovesStatus Moves
Psyshield BashExpanding Force, Psychic, PsywaveFrost Shield, Psychic Terrain, Trick Room

Description:
1) Concept
- This is essentially space Avalugg, modified for cryptogenic sleep in science fiction. For those who don't know, when you are traveling in space, you are put in a freezing cube and sleep there for a very, very long time until one day you reach your destination.
- As for Cryptobiosis, it's inspired by organisms like the tardygrade which is extremely resilient, even in space. It is perhaps the most resilient organism that we know of. When things get dire, the tardigrade will enter a cryptobiosis where it conserves energy and becomes much less susceptible to anything "hostile" to it. Space Avalugg is exactly like that; if it gets attacked, it will try to stay afloat to ensure that whatever and whoever it has sworn to protect is safe.
- Fwiw, space Avalugg has the same movepool as Avalugg. All of its stats are divisible by 11 to reference its strangeness.


Description:
2) Competitive
- Paldea has arguably the best Ice Pokémon on average; Baxcalibur, Chien-Pao, and Iron Bundle all have strong types and useful niches. Chien-Pao deserves special mention since its mix of offensive pressure and utility is very appealing and useful for so many teams relying on physical attackers. It really elevates them with its ability. While it's cool to see Ice Pokémon doing well in gen 9, I'd like to see if we can approach the type from a different angle. Enter space Avalugg, a Pokémon meant to stick long on the field and support the team.
- Being able to set up Trick Room and exert offensive pressure is already a good start since it means space Avalugg is not a sitting duck. Moreover, even outside of Trick Room, it can be useful with its signature move, which can greatly enable a dangerous ally. For instance, the ally could set-up, you could trigger Weakness Policy easier or ensure that it will most likely survive. The effect of the move favours ally whose typing invites contact making moves, such as Rock, Steel or Dark Pokémon who are all weak to Fighting, for instance. In turn, they pressure types space Avalugg doesn't want to deal with.
- Speaking of Fighting, there are so many of them in the metagame. So, having a secondary Psychic type isn't bad at all to mitigate Ice's weakness to Fighting while also pressuring it at the same time. What's more, with those stats and a resilient ability, space Avalugg isn't going to go down easily even if it has to recharge, outside of strong special hits.
- So, to sum up, space Avalugg offers three qualities to a team: it is a Trick Room setter and abuser, it is your prime answer against physical threats, and it provides utility with Frost Shield.
- That being said, space Avalugg has low special bulk, and it must recharge after using Frost Shield. Therefore, it should be reasonably balanced.
[/spoiler]
Full movepools if they win

Name: Pierlion (Sea Lion + Pierce + Pier)

Type: Ice/Water
Abilities: Prankster / Hydration (H: Sharpness)
Stats: 110/125/60/55/65/85 (BST: 500)

Movepool: Icicle Spear, Icicle Crash, Ice Spinner, Ice Shard, Aqua Cutter, Flip Turn, Aqua Jet, Razor Shell, Waterfall, Liquidation, Snowscape, Rain Dance, Mud Sport, Water Sport, Life Dew, Icy Wind, Snarl, Aqua Ring, Spiky Shield, Seed Bomb, Agility, X-Scissor, Night Slash, Leaf Blade

Weight: 140 kg
Gender: 50-50
Design: Brown sea lion with razorblade fins and fishing aspects

Description: Pierlion is a strong offensive mon with 125/85 offenses backed by Agility or dual priority Aqua Jet/Ice Shard. It can run Sharpness Aqua Cutter sets with X-Scissor, Leaf Blade, and Night Slash as potential coverage. If you don't want to run Sharpness sets, you can also run Liquidation instead and can access Prankster with access to moves like Snowscape/Rain Dance, Mud/Water Sport, and Life Dew (this one is big). It also has cooler protect in the form of Spiky Shield.

Name: Briania (Brainiac + Brain + Mania)

Type: Psychic/Fairy
Abilities: Hustle (H: Healer)
Stats: 40/115/145/60/110/97 (BST: 567)

Movepool: Psychic Fangs, Psycho Cut, Zen Headbutt, Play Rough, Superpower, Drain Punch, Knock Off, Jaw Lock, Crunch, False Surrender, Heal Pulse, Healing Wish, Wish, Ally Switch, Imprison, Light Screen, Reflect, Magic Coat, Teleport, Trick, Bulk Up, Agility, Calm Mind, Amnesia, Barrier, Stored Power, Dazzling Gleam, Nasty Plot

Weight: 80.4 kg
Gender: Genderless
Design: Ultra Beast + Mojo Jojo + Mewtwo

Description: Brainia is a Hustle monster, sporting powerful moves off of 115/97 offenses backed by Hustle. Brainia has very strong options in Psychic Fangs, Superpower, Drain Punch, Knock Off, & False Surrender. It does have STAB Play Rough, but Play Rough with Hustle is quite inaccurate, making its wider movepool more appealing. Brainia also has a large status set, which includes Heal Pulse, Healing Wish, Wish, Ally Switch, Imprison, Dual Screens, Trick, & Set-up. Brainia has large 4mss with stabs, coverage, setup, and utility, making it difficult to use the already inaccurate Play Rough, even though it does pack quite a punch. Brainia can also forgo Hustle for a more accurate but less impactful Healer, allowing minor assistance for your teammate and more accurate moves at a mass fall off in power. Brainia also has Stored Power with every stat boosting move imaginable, but at the cost of having 60 SpA which makes those sets not the greatest but still an interesting surprise set.
When the world needed him most...He returned. All aboard the Polar Express, the Ice-type!
WTLmHJO.png

Name: Allepus (All Aboard + Lepus)
Type: ==
Stats: 54/93/89/82/94/120 (532)
Abilities: Slush Rush / Prankster / Sturdy
Weight: 0.4 kg.
Movepool: Polar Express, Tackle, Growl, Powder Snow, Chilly Reception, Aurora Veil, Shift Gear, Gear Grind, Pounce, Lunge, U-Turn, Skitter Smack, Fake Tears, Thief, Snarl, Fling, Foul Play, Taunt, Knock Off, Lash Out, Throat Chop, Crunch, Thunder Fang, Volt Switch, Thunder Wave, Thunderbolt, Thunder, Supercell Slam, Wild Charge, Charm, Disarming Voice, Dazzling Gleam, Play Rough, Low Sweep, Brick Break, Drain Punch, Aura Sphere, Reversal, Upper Hand, Acrobatics, Tailwind, Confuse Ray, Trailblaze, Ice Fang, Icy Wind, Ice Beam, Blizzard, Snowscape, Avalanche, Ice Punch, Ice Spinner, Haze, Triple Axel, Take Down, Protect, Facade, Swift, Endure, Body Slam, Sleep Talk, Metronome, Swords Dance, Substitute, Hyper Voice, Encore, Helping Hand, Giga Impact, Hyper Beam, Tera Blast, Super Fang, Weather Ball, Endeavor, Rest, Amnesia, Flash Cannon, Iron Head, Iron Defense, Steel Beam, Rain Dance, Surf, Liquidation, Flip Turn
Role: Snowscape Support Trickster. Outspeed the competition and become defensive by setting up Snowscape, hit your foes with a priority status move, or endure a hit and dish out one in return! Then, pivot away to come back for another day!
Flavor: All aboard! This Arctic Hare Train Conductor Pokémon is excellent at conducting long lines of smaller Pokémon into battle. In the wild, the largest Allepus commands it's fellow Allepuses to gather food for the long winter by huddling together in the shape of a train, which the leader then rides. In battle, it commands forces of icy wind to make the opponent feel like they are being hit by a massive locomotive!
Custom Elements: Polar Express: 70 BP Physical Ice-type biting move with 32 PP. After use, the user switches out.
X2UwlPW.png

Name: Nisahage (Nise, Japanese for Fake + Namahage)
Type: =
All-Out Pummeling - FIGHTING

Stats: 98/112/99/50/100/70 (529)
Abilities: Intimidate / Unaware / Stalwart
Weight: 128.4 kg.
Movepool: Scratch, Torment, Bite, Quick Guard, Assurance, Poison Fang, Darkest Lariat, Spirit Break, Disable, Counter, Seismic Toss, U-Turn, Lunge, Thief, Snarl, Foul Play, Fling, Taunt, Dark Pulse, Crunch, Knock Off, Lash Out, Throat Chop, Dragon Tail, Dragon Claw, Dragon Dance, Thunder Fang, Thunderbolt, Thunder, Wild Charge, Supercell Slam, Play Rough, Bulk Up, Coaching, Play Rough, Sunny Day, Flame Charge, Fire Fang, Flare Blitz, Confuse Ray, Shadow Ball, Shadow Claw, Trailblaze, Stomping Tantrum, Earthquake, Earth Power, Take Down, Protect, Facade, Endure, Body Slam, Scary Face, Sleep Talk, Metronome, Swords Dance, Substitute, Encore, Helping Hand, Giga Impact, Hyper Beam, Tera Blast, Poison Tail, Sludge Bomb, Venoshock, Poison Jab, Sludge Wave, Toxic, Rest, Amnesia, Agility, Trick Room, Rain Dance
Role: Offensive Smasher. This Dark/Fighting type has no Fighting moves that deal damage asides from Counter and Seismic Toss, both of which deal fixed damage, instead using it's typing to only have three weaknesses, all of which they can counter with it's other moves. Once this smasher gets going, nothing stands in his way!
Flavor: This Namahage Pokémon is a master of throwing it's opponents off guard. When it appears to be fighting with one style, it's actually fighting with another, using it's dirty tricks to ensure that no-one can prepare for this Pokémon's strategies. It's actual face is the eerie face on the top of the head, with what appears to be a set of jaws actually a set of horns that pierce the opponent's defences where they'd least expect it.
And here are my creations

Name: Tundrapier
Type: Ice / Fighting
Ability: Inner Focus / Armor Piercer / Refrigerate
Base stats: 55 / 120 / 60 / 65 / 75 / 125 (500 BST)
Useful moves
Physical: Ice Punch, Icicle Crash, Ice Spinner, Close Combat, Sacred Sword, Earthquake, Stomping Tantrum, Thunder Punch, Fire Punch, Rock Slide, Mighty Blow, Feint
Special: N/A
Status: Quick Guard, Detect, Taunt, Sword Dance, Aurora Veil
Size: 2.3 m
Weight: 122.4 kgs
Egg group: Human-like
Gender: Both
Competitive use: It's a fast, powerful attacker that can either soften up teams early game, or sweep through the remains later on in the match. It's got 3 solid abilities - Inner Focus blocks Intimidate and Fake Out, Armor Piercer lets it break through Protect, while Refrigerate can give it an Ice type Mighty Blow and Feint.
Is it broken? Bad defensive typing and low bulk. Speed is great, but not massive.

Name: Spirisheet
Type: Ghost / Normal
Ability: Haunting / Perish Body / Prankster
Haunting: Powers up Ghost type moves used by the user and their ally by 50%
Base stats: 51 / 51 / 99 / 139 / 91 / 89 ( 520 BST)
Useful moves
Physical: N/A
Special: Shadow Ball, Focus Blast, Aura Sphere, Energy Ball, Mystical Fire, Icy Wind, Psychic Noise
Status: Taunt, Perish Song, Disable, Curse, Will-o-Wisp, Nasty Plot, Imprison
Size: 1.5m
Weight: 0.8 kgs
Egg group: Amorphous
Gender: None
Competitive use: It doesn't learn any special Normal type moves, so its typing is purely defensive, granting just one weakness to Dark as well as 3 immunities and 2 resistances. Spirisheet's can perform a number of roles, it can either use Haunting alongside Specs, Scarf or Nasty Plot to smash non Ghost-resists to pieces, or it can run a more utility focused set with Prankster. With Perish Body it can even function on Perish trap teams, since it doesn't need to waste a slot on the move. You could even try it with an Eject Button (wouldn't personally recommend, but you never know).
Is it broken? Aside from Special Attack, the rest of its stats range from average to poor. Decent defences are let down by low base HP, and base 89 Speed isn't winning any prizes either.

Moves:

1) Exhumation
- Ghost, Status, 5 PP, 100% acc, effect: User raises one of its stats based on best stat of last fainted Pokémon on user's team before executing the latter's first move. If a move would hit a single Pokémon, target is chosen randomly among opposing Pokémon on the field. Fwiw, this is all within a turn!
- Move distribution: most Ghost Pokémon (not Gastly line, for instance), Muk / Alolan-Muk, Spinarak line.
- Explanation: Exhumation is pretty self-explanatory flavour wise; I always wanted to explore the idea of the graveyard in competitive. We already have stuff like Retaliate, Supreme Overlord or Last Respects, so, Exhumation is a natural extension of this concept.


2) Invocation
- Psychic, Status, 5 PP, 100% acc, effect: User raises one of its stats based on best stat of last unfainted Pokémon on user's team before executing the latter's first move. If a move would hit a single Pokémon, target is chosen randomly among opposing Pokémon on the field.
- Move distribution: most if not all Psychic Pokémon, Cutiefly line, Combee line, Seedot line, Skitty line, Spinarak line, Illophyr, Matokoda, Dustnoir, Dustform
- Explanation: For the most part, Invocation is related to spells but can also be linked to summoning. It's a sidegrade to Exhumation and emphasizes the bond between Pokémon since they must be alive to get the best use out of this move! Both Exhumation and Invocation can help patching up a Pokémon's limited movepool, both offensively and utility wise. This could lead to interesting stuff like "fast" Trick Room since the moment you either execute Exhumation or Invocation, you can set it up immediately afterwards.


3) Paranoia
- Bug, Special, 10 PP, 95%, effect: Hits all opposing Pokémon and quarters their HP, similar to how Superfang halfs HP. Moreover, it lowers their best stat by 1 stage.
- Move distribution: Spinarak line, Volbeat / Illumise, Shelmet line, Cutiefly line, Combee line, Wimpod line, Blipbug line, Ekans line, Trapinch line, Illophyr
- Explanation: Paranoia is originally the signature move of my legendary Bug quartet from my newest, as of yet unpublished project, and has shown to be an outstanding support move during testing, really emphasizing Bug's conceptual role as a disruptor. There's no doubt in my mind that this move would greatly compell you to run a Bug Pokémon yourself on a team to adapt to most opponents and slow them down. With this PetMod's want on promoting the Bug-type, Paranoia would thus be a potentially great tool to have to push this type.


4) Recalibration
- Electric, Status, 5 PP, 100%, effect: Raises user's accuracy (+1) and another stat (+2) based on target's best stat.
- Move distribution: Rotom, Golett line, Delphynan, Dustnoir, Ahimstalag?, Roserade-Delta
- Explanation: This move is mostly intended for inanimate objects of the Electric, Rock or Steel type. You can patch up a Pokémon's shoddy accuracy of a move but bear in mind this move could fail if the intended target suddenly fainted.

[/spoiler]
Name: Passive Aggressive
Type: Psychic
Category: Status
BP: -
Acc: -
PP: 10 (16)
Effect: For the next 5 turns or until the user faints or switches out, every time your ally Pokemon uses a neutral priority status move, this pokemon first uses a 60 bp 100 acc Special move that matches the type of the status move.
Distribution: Volbeat, Illumise, Girafarig, Farigiraf, Dottler, Orbeetle, Delcatty, Solosis, Duosion, Reuniclus, Inkay, Malamar, Cthulander, Foongus-Enlightened, Brainia (if it wins), Crypsollugg (if it wins)

Name: Swarming Strike
Type: Bug
Category: Physical
BP: 30
Acc: 100
PP: 10 (16)
Effect: Hits once for each unfainted Bug-type Pokemon on the user's party. (This is under the assumption that unselected Pokemon don't count for being in your party. If they do count, drop the move down to 25 bp.)
Distribution: Tangela, Tangrowth, Volbeat, Illumise, Accelgor, Escavalier, Combee, Vespiquen, Vibrava, Flygon, Spinarak, Ariados, Araneidos, Illophyr, Phlocules

Name: Contrarian
Type: Dark
Category: Status
BP: -
Acc: -
PP: 20 (32)
Effect: Replaces the ability of all active Pokemon, including the user, with Contrary.
Distribution: Grimer-Alola, Muk-Alola, Arbok, Gastly, Haunter, Gengar, Golurk, Inkay, Malamar, Cthulander, Hattlock

Name: Extinguish
Type: Water
Category: Status
BP: -
Acc: -
PP: 20 (32)
Effect: Has +1 priority. Removes the Fire-type from all active Pokemon. Any Fire-type move used for the rest of the turn fails.
Distribution: Gyarados, Shelmet, Accelgor, Wimpod, Golisopod, Shellos, Gastrodon, Cubchew, Beartic, Feebas, Milotic, Croagunk, Toxicroak, Mycecroak, Delphynan, Valoseus

Name: Antagonize
Type: Dark
Category: Status
BP: -
Acc: -
PP: 10 (16)
Effect: Raises the Att & Def of all Pokemon by 1.
Distribution: Rotom (and forms), Makuhita, Hariyama, Sneasel, Weavile, Ninetales, Volbeat, Vespiquen, Grimer-Alola, Muk-Alola, Arbok, Tinkaton, Meowth-Galar, Perrserker, Nuzleaf, Shiftry, Haunter, Gengar, Inkay, Malamar, Cthulander, Spinarak, Ariados, Araneidos, Almgid, Fieratt

no
Name: Attack Mode
Category: Status
Type: Normal
Max PP: 8
Accuracy: 101
Target: Self
Priority: 0
Effect: Boosts user's Attack, Special Attack, Speed and Accuracy by 1 stage each. User cannot then use status moves until they switch out. Mental Herb negates this once, Pokemon with Oblivious can still use status moves freely after using Attack Mode.
Users: Rotom (all formes), Pokemon based on mechanical/robotic life forms or Pokemon who are described as being very calm and focused
Competitive use: It's a powerful boosting move, letting you improve Speed and power while also letting you use less accurate moves.
Is it broken? The fact that you can't Protect afterwards makes you very prone to Fake Out, and you need protection against being Encored into this move.

Name: Primal Fury
Category: Status
Type: Normal
Max PP: 8
Accuracy: 101
Target: Self
Priority: 0
Effect: Boosts user's Attack, Special Attack, Speed and Critical Hit Ratio by 1 stage each. User cannot then use status moves until they switch out. Mental Herb negates this once, Pokemon with Oblivious can still use status moves freely after using Primal Fury.
Users: Gyarados, ancient/fossil Pokemon and other Pokemon whose lore mentions them being prone to anger
Competitive use: A Focus Energy that also boosts Speed, Attack and Special Attack? Yes please!
Is it broken? See Attack Mode.

Name: Cable Thrash
Category: Physical
Type: Electric
Max PP: 8
Accuracy: 85%
Base power: 120
Target: 1 opponent
Makes contact
Priority: 0
No secondary effect
Users: Electric types
Competitive use: Gives physical Electric types a strong STAB move to use
Is it broken? Base 85% accuracy will let you down at the worst times

Name: Air Cannon
Category: Special
Type: Flying
Max PP: 16
Accuracy: 100%
Base power: 90
Target: 1 opponent
No contact
Priority: 0
May drop target's Speed (10% chance)
Users: Flying-types
Competitive use: It's a reliable Special Flying-STAB, no longer forcing you to choose between the weak Air Slash and the unreliable Hurricane
Is it broken? Base 90 Power isn't setting the world on fire, and a 10% chance to drop Speed is nothing special either

Name: Dimensional Hole
Category: Status
Type: Psychic
Max PP: 8
Accuracy: 101%
Target: Self
Priority: -7
Sets Trick Room, then switches the user out
Users: The Pokemon who learn Trick Room, other Pokemon whose lore mentions them warping dimensions
Competitive use: A good move for more support-orientated Trick Room setters to let their slow powerful teammates come in for free
Is it broken? I think it will help Trick Room teams, but more aggressive users (Reuniclus) would prefer to stay on the field rather than switch.

Move list (copy and paste this for easier voting)
Exhumation
Invocation
Paranoia
Recalibration
Passive Aggressive
Swarming Strike
Contrarian
Extinguish
Antagonize
Attack Mode
Primal Fury
Air Cannon
Cable Thrash
Dimensional Hole

My votes:
Ice type: Samtendo09 's Keisberg
Limited Dual type: BlueRay 's Aegislash-Light
Moves:
Exhumation: No
Invocation: No
Paranoia: Yes
Recalibration: Yes
Passive Aggressive: Yes
Swarming Strike: No
Contrarian: Yes
Extinguish: Yes
Antagonize: No
Attack Mode: Yes
Primal Fury: Yes
Air Cannon: Yes
Cable Thrash: Yes
Dimensional Hole: No
 
Ice type: Sugarbear’s Tundrapier (felt like I cannot self-vote for this one)
Limited Dual type: BlueRay's Aegislash-Light
Moves:
Exhumation: No
Invocation: No
Paranoia: Yes
Recalibration: Yes
Passive Aggressive: Yes
Swarming Strike: Yes
Contrarian: No
Extinguish: No
Antagonize: No
Attack Mode: Yes
Primal Fury: Yes
Air Cannon: Yes
Cable Thrash: Yes
Dimensional Hole: Yes
 
Last edited:
Ice type: Sugarbear’s Tundrapier (felt like I cannot self-vote for this one)
Limited Dual type: BlueRay's Aegislash-Light
Moves:
Exhumation: No
Invocation: No
Paranoia: Yes
Recalibration: Yes
Passive Aggressive: Yes
Swarming Strike: No
Contrarian: Yes
Extinguish: Yes
Antagonize: No
Attack Mode: Yes
Primal Fury: Yes
Air Cannon: Yes
Cable Thrash: Yes
Dimensional Hole: No

Just curious, did you vote for the same moves as me intentionally?
 
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