Pet Mod VGC 20XX [2.4 - New moves]

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
I think I'm almost done with coding. Are there any objections to the two following suggestions?

a) Araneidos 80 HP, 105 Atk, 105 Def, 65 SpA, 95 SpD, 45 Spe -> 80 HP, 105 Atk, 105 Def, 65 SpA, 105 SpD, 65 Spe?
-> This ensures that the Spinarak line has the same total amount of BST as the Ledyba line: 1175. That would be fitting since they used to be version exclusives. A base 65 Spe gives Araneidos more flexibility support wise as it's going to spam Scary Face or Toxic Thread most of the time. After a speed drop, it will have an easier time pulling off other disruptive combos before it gets taken down.

b) Feign Death ensuring that the ally takes 0.8 damage from Ghost moves is a little bit unusual since type damage reduction is normally 0.5, as far as I am aware of, which is easier to process. So, I'd personally prefer we leave out the damage reduction or we change it from 0.8 to 0.5.
 
I think I'm almost done with coding. Are there any objections to the two following suggestions?

a) Araneidos 80 HP, 105 Atk, 105 Def, 65 SpA, 95 SpD, 45 Spe -> 80 HP, 105 Atk, 105 Def, 65 SpA, 105 SpD, 65 Spe?
-> This ensures that the Spinarak line has the same total amount of BST as the Ledyba line: 1175. That would be fitting since they used to be version exclusives. A base 65 Spe gives Araneidos more flexibility support wise as it's going to spam Scary Face or Toxic Thread most of the time. After a speed drop, it will have an easier time pulling off other disruptive combos before it gets taken down.

b) Feign Death ensuring that the ally takes 0.8 damage from Ghost moves is a little bit unusual since type damage reduction is normally 0.5, as far as I am aware of, which is easier to process. So, I'd personally prefer we leave out the damage reduction or we change it from 0.8 to 0.5.
A) To be fair, the Spinarak line appeared in SV but not the Ledyba line so I don’t think they are treated as purely counterparts anymore. I won’t protest the stat buffs though.

B) I’d say make it 0.5x, since 0.8x seems too insignificant for Pokémon that aren’t at full or near full HP and Ghost STAB is easy to spam.
 
I think I'm almost done with coding. Are there any objections to the two following suggestions?

a) Araneidos 80 HP, 105 Atk, 105 Def, 65 SpA, 95 SpD, 45 Spe -> 80 HP, 105 Atk, 105 Def, 65 SpA, 105 SpD, 65 Spe?
-> This ensures that the Spinarak line has the same total amount of BST as the Ledyba line: 1175. That would be fitting since they used to be version exclusives. A base 65 Spe gives Araneidos more flexibility support wise as it's going to spam Scary Face or Toxic Thread most of the time. After a speed drop, it will have an easier time pulling off other disruptive combos before it gets taken down.

b) Feign Death ensuring that the ally takes 0.8 damage from Ghost moves is a little bit unusual since type damage reduction is normally 0.5, as far as I am aware of, which is easier to process. So, I'd personally prefer we leave out the damage reduction or we change it from 0.8 to 0.5.
Stat buff is cool. Feign Death at 0.5 would be fine as well.
 
New update

- all new additions and buffs from last slate are now on DH, including the secondary Fighting type on Doublade as there didn't seem any disagreements so far. If I forgot to include anything, like move, let me know. It never hurts if you check for yourself if your winning submission has all the moves you intended them to have.
- moving on, I have a surprise for you all! I included front and some back sprites this time. Since I wasn't sure if icons would work, I only included one, that being gen 3 Swampert icon. Other than that, when you click at one of the Pokémon (sub-legendary Ghost quartet, Solastor / Lullux, Roserade-Delta, Xelian and Rift starter Pokémon), you should be able to see the sprites. In case of the starter Pokémon, I only included the sprites from the earliest generations they appeared. I hope that's fine since watching a game full of Substitutes or broken images can be a little bit burdensome on the eye, and the base forms don't exist. So, it shouldn't cause confusions, especially when any new Pokémon has its types displayed. I don't know if those sprites will be shown in an actual match but it's a good sign that you can see them in the teambuilder. Again, if you don't want me to include a sprite for a certain Pokémon, let me know. I will experiment with icons next time now that I know the Swampert one works.
- while going through the list of Pokémon, I realized that, perhaps, we could add Electro Ball to the Ice/Electric Pokémon calleld Kolbolt as it has Technician. Electro Ball is already buffed in this format. So, seeing how fast Kolbolt is and considering its movepool (it has Icy Wind), I figured it could be a great opportunity to make good use of Electro Ball. Against slow targets, you naturally do a lot of damage but against fast targets, you do some okayish damage at the very least because of Technician. Would the addition of Electro Ball be fine?
- I think I mentioned it in one of my previous messages that the pledge moves working with any other Fire/Water/Grass move is hardcoded, which would make it impossible for me to trigger the field effect, unless it's a pledge move being combined with another pledge move. Currently, the pledge moves can be combined with another move of the Grass/Fire/Water type but unless they're a pledge move themselves, they won't trigger. So, perhaps, it's best to remove this combination? Because without the field effect, it is useless to have a pledge move combine with a non pledge move as only the second hit does damage. That forces you to run an additional move just so you aren't useless with a STAB pledge move. At the very least, we can keep the "it's physical if Atk > SpA, else special" thing.
- Lastly, I counted the number of types we have. Can you guess which type has the least and which type has the biggest representation? There were some types that surprised me but I suppose that due to how viable certain Pokémon are, these Pokémon can easily give the impression of a type being more commonly seen in a match.
I excluded NFE Pokémon. Now, while some types are underrepresented, I don't think it's necessarily a bad idea to keep certain types somewhat low; after all, not all types are equal. Some are so powerful that they can impact (negatively or positively) the presence of other types. Furthermore, due to how viable certain Pokémon of a type can be, they can make you think that a type is more commonly represented in a match. In any case, this is not meant to tell you shouldn't try to encourage certain (less developed) types, just that it can be normal to have certain types be featured more often than others. GameFreak does that as well. What I like about this mod is that everyone has their own preferences and ideas, and it's pretty exciting to see how this "unpredictable" nature will shape the metagame, leading to new and exciting developments. Imo, at least.
In any case, I think Dragon is severely underrepresented. It wouldn't hurt to have some new toys to play with, custom or not. Also, now that we have all weather setters, it might not hurt to include diverse abusers. Weather is only a consideration if the respective archetypes can actually perform well enough. I think Snow is in a good position. So, there can be more focus on other weathers, imo. Any way, take care!

12 Grass
16 Bug
10 Fire
11 Water
8 Ice
5 Electric (I only counted 1 Rotom instead of including all its other forms)
7 Psychic
13 Ghost
9 Fighting
7 Ground
9 Rock
12 Normal
10 Flying
4 Dragon
8 Steel
9 Dark
11 Poison (I only count one Muk instead of including its Alolan form)
6 Fairy
 
New update

- all new additions and buffs from last slate are now on DH, including the secondary Fighting type on Doublade as there didn't seem any disagreements so far. If I forgot to include anything, like move, let me know. It never hurts if you check for yourself if your winning submission has all the moves you intended them to have.
- moving on, I have a surprise for you all! I included front and some back sprites this time. Since I wasn't sure if icons would work, I only included one, that being gen 3 Swampert icon. Other than that, when you click at one of the Pokémon (sub-legendary Ghost quartet, Solastor / Lullux, Roserade-Delta, Xelian and Rift starter Pokémon), you should be able to see the sprites. In case of the starter Pokémon, I only included the sprites from the earliest generations they appeared. I hope that's fine since watching a game full of Substitutes or broken images can be a little bit burdensome on the eye, and the base forms don't exist. So, it shouldn't cause confusions, especially when any new Pokémon has its types displayed. I don't know if those sprites will be shown in an actual match but it's a good sign that you can see them in the teambuilder. Again, if you don't want me to include a sprite for a certain Pokémon, let me know. I will experiment with icons next time now that I know the Swampert one works.
- while going through the list of Pokémon, I realized that, perhaps, we could add Electro Ball to the Ice/Electric Pokémon calleld Kolbolt as it has Technician. Electro Ball is already buffed in this format. So, seeing how fast Kolbolt is and considering its movepool (it has Icy Wind), I figured it could be a great opportunity to make good use of Electro Ball. Against slow targets, you naturally do a lot of damage but against fast targets, you do some okayish damage at the very least because of Technician. Would the addition of Electro Ball be fine?
- I think I mentioned it in one of my previous messages that the pledge moves working with any other Fire/Water/Grass move is hardcoded, which would make it impossible for me to trigger the field effect, unless it's a pledge move being combined with another pledge move. Currently, the pledge moves can be combined with another move of the Grass/Fire/Water type but unless they're a pledge move themselves, they won't trigger. So, perhaps, it's best to remove this combination? Because without the field effect, it is useless to have a pledge move combine with a non pledge move as only the second hit does damage. That forces you to run an additional move just so you aren't useless with a STAB pledge move. At the very least, we can keep the "it's physical if Atk > SpA, else special" thing.
- Lastly, I counted the number of types we have. Can you guess which type has the least and which type has the biggest representation? There were some types that surprised me but I suppose that due to how viable certain Pokémon are, these Pokémon can easily give the impression of a type being more commonly seen in a match.
I excluded NFE Pokémon. Now, while some types are underrepresented, I don't think it's necessarily a bad idea to keep certain types somewhat low; after all, not all types are equal. Some are so powerful that they can impact (negatively or positively) the presence of other types. Furthermore, due to how viable certain Pokémon of a type can be, they can make you think that a type is more commonly represented in a match. In any case, this is not meant to tell you shouldn't try to encourage certain (less developed) types, just that it can be normal to have certain types be featured more often than others. GameFreak does that as well. What I like about this mod is that everyone has their own preferences and ideas, and it's pretty exciting to see how this "unpredictable" nature will shape the metagame, leading to new and exciting developments. Imo, at least.
In any case, I think Dragon is severely underrepresented. It wouldn't hurt to have some new toys to play with, custom or not. Also, now that we have all weather setters, it might not hurt to include diverse abusers. Weather is only a consideration if the respective archetypes can actually perform well enough. I think Snow is in a good position. So, there can be more focus on other weathers, imo. Any way, take care!

12 Grass
16 Bug
10 Fire
11 Water
8 Ice
5 Electric (I only counted 1 Rotom instead of including all its other forms)
7 Psychic
13 Ghost
9 Fighting
7 Ground
9 Rock
12 Normal
10 Flying
4 Dragon
8 Steel
9 Dark
11 Poison (I only count one Muk instead of including its Alolan form)
6 Fairy
I’ll say go ahead with adding Electro Ball for Kobolt and see if it is better off with or without that move.

I also think making the Pledge moves just do “Physical if Atk > SpA, else Special” thing so it’s more flexible to use without messing with the hardcoded things.
 
Hello everyone, I'm back from my holiday and ready to start another slate! When this mod first started, I promised we'd create more Weather and Terrain effects eventually. Well, eventually is now! In this slate, we will be creating a new weather and a new terrain! The move to summon the effect will be learned by a wide variety of Pokemon of that type. There WILL be abilities that summon them upon switching in - you may either create new Pokemon with those abilities, or give them to older Pokemon if you prefer. We will also be creating abilities that work with those field conditions (like Swift Swim, Protosynthesis, Quark Drive etc.). Again, you can either create new Pokemon with those or give them to older Pokemon. If your field effect(s) win the vote, any Pokemon you created with abilities that effect those will automatically go through. Oh yes, the weather will by default get a Rock that extends the duration and the terrain will get a Seed that boosts a stat when that terrain is active. But seeds that boost Atk/SpA are forbidden - Many years ago, I ran a Pet Mod called All Type Terrain, and those seeds were completely OP.

Everyone got that? Good! Voting begins on Sunday 18th May.
 
Another update. I would really like this Pet Mod to get more attention, since most of Smogon's userbase prefers 6v6 singles we don't get too much traffic here. So I have decided that I will try to get a Youtuber who does a lot of VGC content (and preferably has a strong Subscriber count) to try to cover this mod. Likely I'll need to become one of their top donators on Patreon. Anyone have any ideas of good ones to use?
 
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VGC Log, #643242. At last, Gravelord Wizareetin is at his mercy! Sollastor and Lullux, having won the votes, has managed to break into his castle to try and find a way to send him back to his home dimension...while, at the same time, trying to find out why he snapped. We think the library might hold a clue on how to stop him for good, but it'll take more than those two to take the gravelord down...luckily, a doctor and the goddess of holiday offer their help to try and get past the guards and find the vital information! UPDATE: And it seems like they've brought along some supporters as well....
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Name: Pillgrim (Pill + Grim = Pilgrim)
Type: ==
Stats: 43/73/86/90/110/88 (490)
Abilities: Regenerator/Power Of Alchemy/Afterlife Surge (Sets up Afterlife Terrain on switch-in)
Weight: 0.1 lbs.
Movepool:
Physical: Thief, Fling, Foul Play, Knock Off, Crunch, Throat Chop, Flame Charge, Flare Blitz, Temper Flare, Shadow Claw, Phantom Force, Poltergeist, Trailblaze, Seed Bomb, Take Down, Facade, Giga Impact, Poison Jab, Gunk Shot
Special: Second Chance, Shadow Sneak, Snarl, Dark Pulse, Fire Spin, Heat Wave, Flamethrower, Fire Blast, Overheat, Burning Jealousy, Hex, Night Shade, Shadow Ball, Giga Drain, Energy Ball, Hyper Beam, Tera Blast, Venoshock, Sludge Bomb, Acid Spray, Sludge Wave
Status: Afterlife Terrain, Leer, Purify, Baneful Bunker, Taunt, Confuse Ray, Spite, Curse, Protect, Substitute, Sleep Talk, Encore, Rest, Rain Dance
Flavor: Despite being a Poison/Ghost type with a threatening appearance, Pillgrim is actually a graceful Pokémon that can often be found near where people have died. It's body is made of a special material that supposedly allows anyone that touches it to access the afterlife when they perish, letting them be a lot more calmer about the inevitable time in which they will die. Supposedly, this Pokémon aims to keep those who have been sent to the afterlife in there as long as possible, making sure that no-one can revive them for their own scrutable purposes. It's pill-shaped body actually hides a set of razor sharp teeth, which made some scientists believe that the head on top is simply a decoy.
New Terrain: Afterlife Terrain: For five turns, grounded Pokémon, except Poison-types, can't restore health and have no abilities, while Ghost-type attacks gain a 50% chance to lower the target's attack by 1. Terrain Pulse becomes a Ghost-type move, but Mimicry Pokémon become Poison-type. This will activate the Afterlife Seed, consuming it to increase the holder's speed by 1. In addition to the Pokémon listed here, it can also be learnt by Gengar, Malitch, Mycecroak, Arbok, Sneasler, Golurk, Possmortem, Dustnoir, and the Undead Diamond Hand members (Nihilink, Upvybones, Mutinuncle, and Wizareetin) using TM230. (Tried to go for one that supports two types here!)
Role: Pillgrim's Afterlife Terrain has the power to cut off healing and abilities entirely, but be careful, it also affects your team as well. It can also serve as a sticky special defender.
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Name: Tardinfinite (Tardigrade + Infinite)
Type: =
Stats: 255/5/10/5/10/70 (355)
Abilities: Undying
Weight: 0.1 lbs.
Movepool:
Physical: Counter
Special: Mirror Coat, Metal Burst
Status: Afterlife Terrain, Harden, Aqua Ring, Recover, Sticky Web, Venom Drench, Purify, Fake Tears, Taunt, Sunny Day, Will-O-Wisp, Confuse Ray, Spite, Protect, Substitute, Sleep Talk, Encore, Helping Hand, Toxic Spikes, Toxic, Rest, Reflect, Light Screen, Imprison, Trick, Amnesia, Gravity, Rain Dance
Custom Elements:
Undying: While Afterlife Terrain is active, this Pokémon cannot faint. Instead, if would do so, it gains a condition called Fading Away. While this Pokémon has Fading Away, it cannot switch out, heal, or create Substitutes, and it's HP cannot lower, though it can still take damage. Once Afterlife Terrain ends, if Tardinfinite has Fading Away, it faints instantly. This ability cannot be removed or replaced.
Flavor: Tardinfinite is said to represent infinity itself, a spirit hiding within a discarded bug shell. It's true form is the bubbles that surround the shell, especially the one that resembles an infinity symbol. This Pokémon apparently can live forever, having lived since the dawn of time, though scientists claim that it does have a lifespan, and when it perishes, another shell forms around it. Apparently, every time one dies, it is a sign that a person who has also died has failed to reach the afterlife.
Role: A rather unique Pokémon that, while having pathetic stats and no attacking moves, cannot faint while Afterlife Terrain is up, allowing it to set up status moves while it is at 0 HP. It also has a lot of HP to begin with.
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Name: UThrills (You + Thrill)
Type: =
Stats: 78/75/76/100/77/100 (506)
Abilities: Flashback/Unnerve/Liquid Voice
Weight: 0.8 lbs.
Movepool:
Physical: Metal Claw, Steel Wing, Knock Off, Foul Play, Fling, Wild Charge, Supercell Slam, Shadow Claw, Phantom Force, Poltergeist, Take Down, Facade, Giga Impact
Special: Rock On, Second Chance, Metal Burst, Overdrive, Shadow Sneak, Snarl, Dark Pulse, Hex, Night Shade, Shadow Ball, Thunderbolt, Thunder, Electroweb, Aura Sphere, Focus Blast, Hyper Beam, Tera Blast, Hyper Voice, Uproar, Steel Beam, Flash Cannon
Status: Afterlife Terrain, Sing, Leer, Sunny Day, Confuse Ray, Spite, Curse, Protect, Substitute, Sleep Talk, Rest, Reflect, Light Screen, Iron Defense
Custom Elements:
Rock On: 110 BP Normal-type Sound Based Special Move with 100% accuracy, and 16 PP. This hits both targets in a double battle, and has a 30% chance to burn the target.
Second Chance: 60 BP Ghost-type Special move with 100% Accuracy and 16 PP. When used in Afterlife Terrain, this hits twice and targets both opponents.
Flashback: Prevents enemy Pokémon from using the same move twice in a row while Afterlife Terrain is active.
Flavor: UThrills is designed to be based off retired YouTubers, more notably AquaBlade11 by it's access to Rock On and Liquid Voice, as well as Michael Jackson. It's a spirit that appears near companies that have gone bankrupt, and it's said that seeing one inspires the viewer to try and revive it at all costs. Once the company has been revived again, however, UThrills will alter the landscape to make it go bust again, before feeding on the despair caused by it's closure, and repeating the cycle. Apparently, it's said to be the soul of a streamer that never got to their last video before they perished.
Role: A Steel-type Sound based Special Attacker who can either serve as a partner for Perrserker, or can destroy physical attackers by going into Afterlife Terrain and using Second Chance!
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Name: Junodia (Juno + Slight Corruption of Day)
Type: ==
Stats: 83/92/91/91/100/95 (552)
Abilities: Lightning Rod/Competitive/Paradise (Sets up Holiday on switch-in)
Weight: 21.2 lbs.
Movepool:
Physical: Calendar Smash, Spark, Thunder Punch, Wild Charge, Supercell Slam, Play Rough, Brick Break, Drain Punch, Body Press, Reversal, Close Combat, Focus Punch, Upper Hand, Acrobatics, Aerial Ace, Take Down, Facade, Giga Impact, Endeavor
Special: Thunder Shock, Fairy Wind, Parabolic Charge, Volt Switch, Electro Ball, Thunderbolt, Thunder, Electroweb, Disarming Voice, Draining Kiss, Dazzling Gleam, Alluring Voice, Aura Sphere, Focus Blast, Shadow Ball, Hyper Beam, Tera Blast, Hyper Voice, Weather Ball, Psybeam, Psyshock, Psychic, Psychic Noise, Future Sight
Status: Holiday, Play Nice, Thunder Wave, Electric Terrain, Charge, Charm, Misty Terrain, Bulk Up, Sunny Day, Protect, Substitute, Sleep Talk, Helping Hand, Rest, Calm Mind
Flavor: This Pokémon is based off the Roman God Juno, and is a female only species. It produces a strange aura from the ribbons that extend from it's body that makes anyone that feels them drop all their plans and relax, even if they were in the middle of something. As such, it's been revered as a deity of holidays, as it's appearance allowed people to know that it is time to take a break. Supposedly, it has a liking towards children, and will often stay by one as they grow up, ensuring that they can never stray off their dreams. In battle, it charges up the ribbons with enough electrical energy to destroy a skyscraper in a single strike.
New Weather: Holiday: For five turns, or eight if the user is holding a Party Rock, all Fairy-types use Psycho Shift at the end of their turns targeting the enemy Pokémon with the least health, and non-Fairy, Dragon and Flying-type attacks consume triple the amount of PP per use. Sky Attack will be used instantly without the need of a charging turn. Weather Ball becomes Fairy-type. Morning Sun heals for 2/3rds of the user's health, while Moonlight heals for 1/4. However, should this Weather end up winning, Sky Attack's power will be reduced to 110 to make it similar to Solar Beam, but with the ability to cause flinching. Holiday can be learned by the three Pokémon listed here, as well as all Fairy, Water, Flying, Dragon, and Normal-type Pokémon via TM231.
Role: A strong bulky setup mixed attacker that can set up Holiday! It also gives her a third STAB in Sky Attack.
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Name: Claws (Literally Claws, but can also be read as Claus, from Santa Claus)
Type: Ice
Stats: 125/115/98/65/90/45 (538)
Abilities: Season's Greetings/Tough Claws/Intimidate
Weight: 64.3 lbs.
Movepool:
Physical: Calendar Smash, Sky Attack, Scratch, Present, Crush Claw, Slash, Night Slash, Icicle Crash, Knock Off, Crunch, Dragon Tail, Dragon Claw, Outrage, Breaking Swipe, Play Rough, Brick Break, Focus Punch, Bulldoze, Stomping Tantrum, Earthquake, High Horsepower, Ice Fang, Avalanche, Ice Spinner, Ice Punch, Take Down, Facade, Giga Impact, Body Slam, Double-Edge, False Swipe, Zen Headbutt, Rock Slide, Stone Edge, Smack Down
Special: Powder Snow, Air Slash, Earth Power, Icy Wind, Ice Beam, Blizzard, Hyper Beam, Tera Blast
Status: Holiday, Leer, Hone Claws, Reflect Type, Dragon Cheer, Bulk Up, Curse, Snowscape, Protect, Substitute, Sleep Talk, Roar, Rest,
Custom Elements:
Season's Greetings: At the end of each turn, if Holiday is active, a random enemy Pokémon uses Bestow.
Calendar Smash: A 20 BP Physical Fairy-type contact move with 24 PP and 100% Accuracy. This move gains 20 power for every turn that has passed in the battle since the user was sent out, (20, 40, 60, 80, 100, 120 for six turns) or 30 if the weather is holiday. (20, 50, 80, 110, 140, 170 for six turns)
Flavor: Claws is a troll Pokémon based off Santa Claus himself, having originated from the same evolutionary tree as Delibird. However, Claws is a much more notorious Pokémon, if only because of how it gets it's presents. It approaches those who are about to die and steals all their possessions, before giving them to someone else. That way, nothing ever goes to waste. However, if it notices that the person that it gave it's presents to misuses them, or even worse throws them away, Claws will find that person and slice them to pits! True to it's name, it's got really sharp claws, supposedly the first ones to ever be evolved.
Role: A slow, but very deadly attacker with access to both Tough Claws and two pseudo STABs it can use while Holiday is active. Also comes with Intimidate!
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Name: Amorosol (Amore + Parasol)
Type: FightingFlying
Stats: 71/75/90/69/95/100 (500)
Abilities: Misty Surge/Day Off/Unaware
Weight: 1.1 lbs.
Movepool:
Physical: Calendar Smash, Sky Attack, U-Turn, Play Rough, Acrobatics, Aerial Ace, Fly, Take Down, Facade, Giga Impact, Zen Headbutt, Waterfall, Liquidation, Flip Turn
Special: Gust, Fairy Wind, Pollen Puff, Misty Explosion, Dazzling Gleam, Disarming Voice, Air Cutter, Air Slash, Hurricane, Shadow Ball, Energy Ball, Hyper Beam, Tera Blast, Hyper Voice, Psychic, Expanding Force, Water Pulse, Chilling Water, Surf, Scald, Hydro Pump,
Status: Holiday, Peace And Quiet, Play Nice, Quick Guard, Wide Guard, Tailwind, Charm, Misty Terrain, Sunny Day, Protect, Substitute, Sleep Talk, Rest, Agility, Reflect, Light Screen, Trick Room, Rain Dance
Custom Elements:
Peace And Quiet: A Fairy-type Protect clone, except it Protects both allied Pokémon at once. However, it will fail if the weather is not Holiday. It has 16 PP, and like all Protect clones, its chances of failing rise if used in succession.
Day Off: While the weather is Holiday, this Pokémon regains 1/8th of its HP at the end of it's turn. However, at the end of a turn in which any other weather condition is active, it will fall asleep.
Flavor: Amorosol is a tiny umbrella Pokémon that's said to be a symbol of both Valentine's and Summer. If you see a person holding one up, it is a sign that you have found your true love, as you head underneath the Amorosol. It will happily allow a couple to rest underneath it, and it absorbs any negative energy that the couple might produce. The first Amorosol was apparently created as a gift from a queen who tried everything to marry the king of a neighbouring kingdom, after she realized that love is worth more than riches and civilization.
Role: Deadly supporter with an even more deadly move it can use during Holiday, allowing it's partner to set up. It also has Misty Surge and Unaware to serve as an attacker.
 
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Here are my three subs for this slate.
Name: Orasundra

Ability: Intimidate
/ Photolysis / Rattled
Photolysis: Summons Acidic Rain which lasts for 5 turns. During those turns, non Poison Pokémon loose 1/16 of their HP at the end of the turn. Moreover, Steel Pokémon can now be hurt by offensive Poison moves for neutral damage. Certain elements like Poison Heal, Toxic Boost, Overcoat, Immunity, and Safety Goggles won't result in an HP loss even if the user is not a Poison type.

Type: Poison / Psychic

Stats:

HP: 100
Attack: 120
Defense: 84
Special Attack: 90
Special Defense: 94
Speed: 60
BST: 548

Height: 4.5 m
Weight: 100.0 kg
Gender Ratio: male (50.0%), female (50.0%)

New Moves: Acidic Rain, Enzymatic Bite

Acidic Rain: Poison, Status, 5 PP, effect: For 5 turns, non Poison Pokémon loose 1/16 of their HP at the end of the turn. Steel can now be hit by offensive Poison moves for neutral damage in this weather.
Enzymatic Bite: Poison, Physical, 85 BP, 100% acc, 10 PP, contact, effect: User recovers 50% of the damage dealt to the target.


Physical MovesSpecial MovesStatus Moves
Enzymatic BiteFreezing Glare, Hex, Oil Spill, Stored PowerAcidic Rain, Trick Room

Description:
1) Concept
- Orasundra is the final evolution of Arbok and references oracle and sun. The latter is further emphasized by the custom ability Photolysis, a process where sunlight (specifically UV radiation) breaks chemical bonds in molecules, initiating reactions that can create acid rains.
- Why the connection between sun, magic, and snakes? It's because snakes were considered magical creatures in Ancient Egypt, useful for healing, protection, and religious ceremonies.
- Fwiw, Orasundra can be considered a funny play on messengers or prophets predicting rain, in this case Acidic Rain.


Description:
2) Competitive
- Now that there is an Arbok evolution, Eviolite Arbok will naturally be more useful and bulky and doesn't come with the Ghost and Dark weakness. By contrast, Intimidate Orasundra can be more useful on more offensively inclined teams due to its higher offensive stats but at the cost of lower Speed and a weakness to Ghost and Dark. Furthermore, unlike Arbok, it has access to Enzymatic Bite to become more resilient. So, it's a trade-off; Eviolite Arbok and Intimidate Orasundra don't necessarily outclass each other.
- Rattled is an underutilised ability that Orasundra can make use of very well; in fact, given its bulk and dualtype, Orasundra takes good advantage of Weakness Policy. So, you can have a Beat Up ally to quickly raise its Speed and make its Stored Power deceptively strong. Or you could just rely on Orasundra's good bulk and Coil to tank super effective hits and retaliate.
- As Arbok already got Parting Shot from this PetMod's buff attempts, Orasundra will have no problems resetting Acidic Rain. What makes Orasundra useful as a weather setter is the fact that it also comes with speed control in Glare and provides Helping Hand! Furthermore, the secondary Psychic type can be useful to pressure opposing Poison Pokémon trying to get around the residual damage from this weather. Speaking of Psychic, weather teams tend to stack types. With Poison only being weak to Psychic and Ground, Orasundra's neutrality to Psychic makes it easier to stack Poison Pokémon.
- I choose Acidic Rain as a new weather since it's like one of those that can "exist natually" without being on the nose. Moreover, I've always been a fan of the residual 1/16 chip damage that Snow forewent, unfortunately. Thus, Acidic Rain fills the void and tries to make good use of it. After all, Poison is a good defensive type with useful resistances, like Fighting and Fairy. So, it can better make use of chip damage than Hail, especially since you can easily combine it with Poison and Toxic. Fwiw, historically, Poison Pokémon have been rarely used in VGC, outside of Amoonguss. Occasionally, you would see Nihilego or Glimmora, and in older formats, there was Mega Gengar. Therefore, by adding Acidic Rain, I hope to make Poison more prominent in VGC. It also helps that, with this weather, Poison moves can now hit Steel Pokémon, making other types like Rock or Ground more useful. After all, they do resist Poison even in this weather.
- If you were wondering why I included two custom moves, Acidic Rain is meant to be a generic move that many other Pokémon, specifically Poison Pokémon, can learn; I just added them here first for convenience's sake so that I won't have to repeat myself. So, technically, only Enzymatic Bite is a special move related to Orasundra.
- Orasundra should be well balanced by the fact that it's slow and has to be careful around some of the powerful Ghost, Dark, and Ground Pokémon in the format, notably Wizareetin, Intestinorm, and Cemmetar.
Name: Tokujira

Ability: Transmutation

Transmutation: If, at the end of the turn, Acidic Rain is still active, boosts user's worst stat by 1 stage. User is immune to 1/16 chip damage from Acidic Rain.

Type: Poison / Water

Stats:

HP: 170
Attack: 125
Defense: 65
Special Attack: 90
Special Defense: 65
Speed: 85
BST: 600

Height: 25.1 m
Weight: 874.1 kg
Gender Ratio: male (50.0%), female (50.0%)

New Moves: Acidic Breath

Acidic Breath: Poison, Special, 130 BP, 100% acc., 5 PP, effect: Skips in Acidic Rain. Burns target.

Physical MovesSpecial MovesStatus Moves
Aqua Tail, Aqua Jet, Crunch, Dive, Dragon Tail, Facade, Giga Impact, Gunk Shot, Ice Fang, Liquidation, Poison Fang, Superpower, Thunder Fang, Waterfall, Wave CrashAcid Spray, Acidic Breath, Ancient Power, Belch, Brine, Hyper Beam, Hydro Pump, Incinerate, Muddy Water, Overheat, Scald, Sludge Bomb, Sludge Wave, Thunder, VenoshockAcid Armor, Acidic Rain, Electric Terrain, Gastro Acid, Hone Claws, Protect, Rain Dance, Rest, Roar, Sleep Talk, Spikes, Substitute, Thunder Wave, Toxic, Toxic Spikes

Description:
1) Concept
- Tokujira's name comes from Japanese and is composed of toku (Toxic) and gojira (godzilla). Godzilla itself is based on a whale, among others. This is why all of Tokujira's stats are based on whale or godzilla related Pokémon. For instance, base 170 HP is shared by both Cetitan and Wailord. The 600 BST parallels Pokémon like Tyranitar or Archaludon who are based on kaijus themselves.


Description:
2) Competitive
- Tokujira complements Orasundra by pressuring Rock and Ground Pokémon that would give it some troubles otherwise. In turn, Orasundra threatens certain Poison Pokémon that can check or outright wall Tokujirah, like Hattlock (Grass, Poison) or Mycecroak (Poison, Fighting + Dry Skin).
- Usually, weather abusers tend to overwhelm opponents with speed and power. Tokujira, however, aims to be resilient and offensive. Poison/Water highlights its defensive strengths and synergizes well with Transmutation. The latter will most likely grant the user defensive boosts at the beginning since Tokujira's stats are more offensively inclined. Moreover, if you want to, you can go for a more disruptive strategy with stuff like Dragon Tail. Combined with Acidic Rain, Poison or Burn from Acidic Breath, this approach could wear down opponents effectively.
Name: Cacmora

Ability: Transmutation
/ Water Absorb / Coup de Grass
Coup de Grass: User moves first in its priority bracket with a non spread move if the intended target's HP is at or below 50%.

Type: Grass / Dark

Stats:

HP: 90
Attack: 130
Defense: 80
Special Attack: 130
Special Defense: 80
Speed: 45
BST: 545

Height: 2.1 m
Weight: 103.5 kg
Gender Ratio: male (50.0%), female (50.0%)

New Moves: Oil Spill

Oil Spill: Poison, Special, 90 BP, 100% acc., 10 PP, effect: Dual Poison/Water move hitting opposing Pokémon. Always poisons in Acidic Rain.

Physical MovesSpecial MovesStatus Moves
AssuranceBrine, Oil SpillAcidic Rain

Description:
1) Concept
- Cacmora is the final evolution of Cacturne who loves Acidic Rain. After all, did you know cacti benefit from acid as long as it's not excessive? Acid improves their growth and flowering. Realizing that, I had to include a non Poison Pokémon that could take advantage of Acidic Rain.
- Cacmora's secondary part of its name references doom. If you've ever seen one of those gen 3 design leaks (you can find them on reddit, in PokéLeaks), that sick and sinister looking Cacturne is exactly how I imagine Cacmora to be. It's not something you want to come across at night; it's a devastating silent and very patient hunter, waiting to strike when you expect it the least.
- Coup de Grass is Hematite's idea. He used it for his own Mega Cacturne which I've always been a fan of due to the great synergy and interaction as explained below.


Description:
2) Competitive
- As an Acidic Rain abuser, Cacmora can resist and pressure Psychic and Ground Pokémon that would trouble Poison Pokémon otherwise. Thus, Grass/Dark is very good defensively and offensively for Acidic Rain teams. Furthermore, between Giga Drain and the potential defensive boosts from Acidic Rain, Cacmora can become more resilient. It also doesn't mind the speed boost if you are aiming for Tailwind or Glare strategies.
- As a Coup de Grass user, Cacmora has plenty ways of abusing it. If you didn't understand the ability, let me explain. Let's say Cacmora were to target a Pokémon that has 50% HP or less left. This would mean that Cacmora's non spread move would turn into a 0.5 prio move. Yes, the ability can be triggered during a turn. For instance, an ally could spam Dazzling Gleam which could bring the target's HP down to 50% HP or less. As soon as the requirement is met, Cacmora can quickly try to finish it off. This effect synergizes extremely well with Assurance, Brine, Fell Stinger, etc. but can also extend to disruptive moves like Encore, Taunt, etc. Moreover, the ability also triggers itself if the intended target is the user itself. So, you can create mindgames with Destiny Bond, for instance. With tools like Spiky Shield, Oil Spill or hazards, Cacmora can have an easier time triggering its ability. This allows it to easily overcome its slow speed and defensive flaws of the Grass/Dark type.
- Fwiw, Oil Spill is meant to be a new generic Poison move that can be distributed to other Pokémon and is meant to encourage Acidic Rain as a weather. After all, Poison is a powerful status condition as it punishes passive plays. Moreover, while Acidic Rain bypasses Steel's immunity to offensive Poison moves, Oil Spill, in turn, deals, at least, neutral damage to Rock and Ground Pokémon that normally resist Poison. So, Oil Spill can be a great offensive move for many Poison Pokémon, especially if they have bad coverage. For now, Orasundra and Tokujira can learn Oil Spill as well. I think later we can suggest which other Pokémon could try to learn it should my Acidic Rain centred Pokémon win.
 
:SV/cobalion: :SV/rapidash-galar:
Prompt: New Terrain (setter)
Name: Deermetrius (Demetrius + Deer)
Type: Fighting / Fairy
Stats: 85/110/75/55/85/125 (535 BST)
Abilities: Justified / Grass Pelt (Vigor Surge)
Weight: 150 KG
Physical: Tackle, Take Down, Horn Attack, Play Rough, Spirit Break, Sacred Sword, Superpower, Double Kick, Mega Kick, Trop Kick, Slash, Low Sweep, Reversal, Upper Hand, Trailblaze, Reversal, Horn Leech, U-Turn, Night Slash, Leaf Blade, Psycho Cut, Aqua Cutter, Stomp, Jump Kick, Revenge, Retaliate, Giga Impact, Facade.

Special: Air Slash, Aura Sphere, Focus Blast, Dazzling Gleam, Air Slash, Draining Kiss, Hidden Power, Hyper Beam

Status: Mean Look, Leer, Agility, Bulk Up, After You, Coaching, Detect, Endure, Vigor Terrain, Protect, Substitute, Toxic, Calm Mind, Rest, Sleep Talk, Helping Hand, Quick Guard.
Role: Offensive Terrain setter, a-la Rillaboom or Tapu Lele that can also be ran as Grassy Terrain support or regular Vigor Terrain support.
Flavor: A Pokemon that aspires to be apart of the Swords of Justice. Its horn is in a similar state to Keldeo's, but it seems not to carry a special move.
Vigor Terrain: For 5 Turns, All grounded Fighting-type Pokemon have an increased Critical Hit Ratio of 1 and 10% more Accuracy. Fighting-type Moves also raise attack by 1 If the user manages to move last. Mimicry Pokemon become Fighting Type. Terrain Pulse also becomes a Fighting-Type move.

The item 'Vigor Seed" raises the holder's Defense by 1 when on Vigor Terrain. Destroyed upon use. (thanks BlueRay for the suggestions :D)

:SV/teddiursa: :SV/mimikyu: :SV/hawlucha: (like, all of them fused together.)
Prompt: New Terrain ABUSER!
Name: Wresteddy (Wrestler + Teddy Bear)
Type: Fighting / Normal
Stats: 110/115/85/60/80/50 (500 BST)
Abilities: Iron Fist / Cute Charm (Analytic)
Weight: 95 KG
Physical: Giga Impact, Pound, Body Slam, Facade, Last Resort, Double-Edge, Thunder Punch, Fire Punch, Ice Punch, Mach Punch, Drain Punch, Circle Throw, Mega Punch, Focus Punch, Dynamic Punch, Reckless Lariat, Darkest Lariat, Play Rough, Rock Slide

Special: Hidden Power, Hyper Beam, Hyper Voice, Alluring Voice, Final Gambit

Status: Vigor Terrain, Protect, Substitute, Toxic, Rest, Sleep Talk, Helping Hand, Bulk Up, Roar, Coaching, Psych Up, Wide Guard.
Role: Slow bulky-attacking Pokemon that uses the fun secondary part of Vigor Terrain to snowball along with the accuracy raising part.
Flavor: A large wrestler-luchador Teddy Bear
Reckless Lariat: 85 BP, 16 PP, 100% Accurate, Physical Fighting type Move. Contact move. Punching Move. Cannot be Redirected (darkest Lariat but with a Snipe Shot effect.)
 
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:SV/cobalion: :SV/rapidash-galar:
Prompt: New Terrain
Name: Deermetrius (Demetrius + Deer)
Type: Fighting / Fairy
Stats: 85/110/75/55/85/125 (535 BST)
Abilities: Justified / Super Luck (Vigor Surge)
Weight: 150 KG
Physical: Tackle, Take Down, Horn Attack, Play Rough, Spirit Break, Sacred Sword, Superpower, Double Kick, Mega Kick, Trop Kick, Slash, Low Sweep, Reversal, Upper Hand, Trailblaze, Reversal, Horn Leech, U-Turn, Night Slash, Leaf Blade, Psycho Cut, Aqua Cutter, Stomp, Jump Kick, Revenge, Retaliate, Return, Frustration, Giga Impact,

Special: Air Slash, Aura Sphere, Focus Blast, Dazzling Gleam, Air Slash, Draining Kiss, Hidden Power, Hyper Beam

Status: Mean Look, Leer, Agility, Bulk Up, After You, Coaching, Detect, Endure, Vigor Terrain, Protect, Substitute, Toxic, Calm Mind, Rest, Sleep Talk, Helping Hand, Quick Guard.
Role: Offensive Terrain setter, a-la Rillaboom or Tapu Lele.
Flavor: A Pokemon that aspires to be apart of the Swords of Justice. Its horn is in a similar state to Keldeo, but it seems not to carry a special move.
Vigor Terrain: For 5 Turns, All Fighting-type Pokemon have an increased Critical Hit Ratio of 1. Fighting-type Moves also raise attack by 1 If the user manages to move last. Mimicry Pokemon become Fighting Type. Terrain Pulse also becomes a Fighting-Type move.

The item 'Vigor Seed" raises the holder's Defense by 1 when on Vigor Terrain. Destroyed upon use.

that's all.. currently
- I think that's a pretty neat sub. Justified + Horn Leech is an interesting combo on a fast Pokémon and also feels quite fair since the healing part compensates for Deermetrius not having a physical spread damage and crazy STAB moves. I also appreciate the carefully selected movepool, especially the supportive moves to ensure this Pokémon can always be progressive and flexible depending on what you need.
- I assume Superluck is a flavour choice since there's good incentive to run Vigor Surge even if a terrain can be overriden. As Deermetrius is based on a deer, perhaps, an ability like Grass Pelt could replace Superluck? Grass Pelt makes it bulkier on the physical side and allows it to stay longer on the field to support the team or exert offensive pressure in Grassy Terrain. There's also synergy with Horn Leech. Sap Sipper is also an alternate option. Up to you!
- Now, fwiw, Terrain effects normally interact only with grounded Pokémon. So, it would make more sense if your effects were to apply only to grounded Pokémon. While I don't know how other people would feel about the suggestion, I personally wouldn't mind if grounded Fighting Pokémon had +1 crit ratio and 10% increased accuracy instead of just +1 crit ratio. Some of the most notable crit moves a Fighting Pokémon could have are Cross Chop and Stone Edge. 80% accuracy is quite bad in VGC; so, with a slight accuracy boost, those moves can become more consistent and won't scare players from ever running them.
 
VGC Log, #643242. At last, Gravelord Wizareetin is at his mercy! Sollastor and Lullux, having won the votes, has managed to break into his castle to try and find a way to send him back to his home dimension...while, at the same time, trying to find out why he snapped. We think the library might hold a clue on how to stop him for good, but it'll take more than those two to take the gravelord down...luckily, a doctor and the goddess of holiday offer their help to try and get past the guards and find the vital information! UPDATE: And it seems like they've brought along some supporters as well....
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Name: Pillgrim (Pill + Grim = Pilgrim)
Type: ==
Stats: 43/73/86/90/110/88 (490)
Abilities: Regenerator/Power Of Alchemy/Afterlife Surge (Sets up Afterlife Terrain on switch-in)
Weight: 0.1 lbs.
Movepool:
Physical: Thief, Fling, Foul Play, Knock Off, Crunch, Throat Chop, Flame Charge, Flare Blitz, Temper Flare, Shadow Claw, Phantom Force, Poltergeist, Trailblaze, Seed Bomb, Take Down, Facade, Giga Impact, Poison Jab, Gunk Shot
Special: Second Chance, Shadow Sneak, Snarl, Dark Pulse, Fire Spin, Heat Wave, Flamethrower, Fire Blast, Overheat, Burning Jealousy, Hex, Night Shade, Shadow Ball, Giga Drain, Energy Ball, Hyper Beam, Tera Blast, Venoshock, Sludge Bomb, Acid Spray, Sludge Wave
Status: Afterlife Terrain, Leer, Purify, Baneful Bunker, Taunt, Confuse Ray, Spite, Curse, Protect, Substitute, Sleep Talk, Encore, Rest, Rain Dance
Flavor: Despite being a Poison/Ghost type with a threatening appearance, Pillgrim is actually a graceful Pokémon that can often be found near where people have died. It's body is made of a special material that supposedly allows anyone that touches it to access the afterlife when they perish, letting them be a lot more calmer about the inevitable time in which they will die. Supposedly, this Pokémon aims to keep those who have been sent to the afterlife in there as long as possible, making sure that no-one can revive them for their own scrutable purposes. It's pill-shaped body actually hides a set of razor sharp teeth, which made some scientists believe that the head on top is simply a decoy.
New Terrain: Afterlife Terrain: For five turns, grounded Pokémon, except Poison-types, can't restore health and have no abilities, while Ghost-type attacks gain a 50% chance to lower the target's attack by 1. Terrain Pulse becomes a Ghost-type move, but Mimicry Pokémon become Poison-type. This will activate the Afterlife Seed, consuming it to increase the holder's speed by 1. (Tried to go for one that supports two types here!)
Role: Pillgrim's Afterlife Terrain has the power to cut off healing and abilities entirely, but be careful, it also affects your team as well. It can also serve as a sticky special defender.
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Name: Tardinfinite (Tardigrade + Infinite)
Type: =
Stats: 255/5/10/5/10/70 (355)
Abilities: Undying
Weight: 0.1 lbs.
Movepool:
Physical: Counter
Special: Mirror Coat, Metal Burst
Status: Afterlife Terrain, Harden, Aqua Ring, Recover, Sticky Web, Venom Drench, Purify, Fake Tears, Taunt, Sunny Day, Will-O-Wisp, Confuse Ray, Spite, Protect, Substitute, Sleep Talk, Encore, Helping Hand, Toxic Spikes, Toxic, Rest, Reflect, Light Screen, Imprison, Trick, Amnesia, Gravity, Rain Dance
Custom Elements:
Undying: While Afterlife Terrain is active, this Pokémon cannot faint. Instead, if would do so, it gains a condition called Fading Away. While this Pokémon has Fading Away, it cannot switch out, heal, or create Substitutes, and it's HP cannot lower, though it can still take damage. Once Afterlife Terrain ends, if Tardinfinite has Fading Away, it faints instantly. This ability cannot be removed or replaced.
Flavor: Tardinfinite is said to represent infinity itself, a spirit hiding within a discarded bug shell. It's true form is the bubbles that surround the shell, especially the one that resembles an infinity symbol. This Pokémon apparently can live forever, having lived since the dawn of time, though scientists claim that it does have a lifespan, and when it perishes, another shell forms around it. Apparently, every time one dies, it is a sign that a person who has also died has failed to reach the afterlife.
Role: A rather unique Pokémon that, while having pathetic stats and no attacking moves, cannot faint while Afterlife Terrain is up, allowing it to set up status moves while it is at 0 HP. It also has a lot of HP to begin with.
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Name: UThrills (You + Thrill)
Type: =
Stats: 78/75/76/100/77/100 (506)
Abilities: Steadfast/Unnerve/Liquid Voice
Weight: 0.8 lbs.
Movepool:
Physical: Metal Claw, Steel Wing, Knock Off, Foul Play, Fling, Wild Charge, Supercell Slam, Shadow Claw, Phantom Force, Poltergeist, Take Down, Facade, Giga Impact
Special: Rock On, Second Chance, Metal Burst, Overdrive, Shadow Sneak, Snarl, Dark Pulse, Hex, Night Shade, Shadow Ball, Thunderbolt, Thunder, Electroweb, Aura Sphere, Focus Blast, Hyper Beam, Tera Blast, Hyper Voice, Uproar, Steel Beam, Flash Cannon
Status: Afterlife Terrain, Sing, Leer, Sunny Day, Confuse Ray, Spite, Curse, Protect, Substitute, Sleep Talk, Rest, Reflect, Light Screen, Iron Defense
Custom Elements:
Rock On: 110 BP Normal-type Sound Based Special Move with 100% accuracy, and 16 PP. This hits both targets in a double battle, and has a 30% chance to burn the target.
Second Chance: 60 BP Ghost-type Special move with 100% Accuracy and 16 PP. When used in Afterlife Terrain, this hits twice and targets both opponents.
Flavor: UThrills is designed to be based off retired YouTubers, more notably AquaBlade11 by it's access to Rock On, as well as Michael Jackson. It's a spirit that appears near companies that have gone bankrupt, and it's said that seeing one inspires the viewer to try and revive it at all costs. Once the company has been revived again, however, UThrills will alter the landscape to make it go bust again, before feeding on the despair caused by it's closure, and repeating the cycle. Apparently, it's said to be the soul of a streamer that never got to their last video before they perished.
Role: A Steel-type Sound based Special Attacker who can either serve as a partner for Perrserker, or can destroy physical attackers by going into Afterlife Terrain and using Second Chance!
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Name: Junodia (Juno + Slight Corruption of Day)
Type: ==
Stats: 83/92/91/91/100/95 (552)
Abilities: Lightning Rod/Competitive/Paradise (Sets up Holiday on switch-in)
Weight: 21.2 lbs.
Movepool:
Physical: Calendar Smash, Spark, Thunder Punch, Wild Charge, Supercell Slam, Play Rough, Brick Break, Drain Punch, Body Press, Reversal, Close Combat, Focus Punch, Upper Hand, Acrobatics, Aerial Ace, Take Down, Facade, Giga Impact, Endeavor
Special: Thunder Shock, Fairy Wind, Parabolic Charge, Volt Switch, Electro Ball, Thunderbolt, Thunder, Electroweb, Disarming Voice, Draining Kiss, Dazzling Gleam, Alluring Voice, Aura Sphere, Focus Blast, Shadow Ball, Hyper Beam, Tera Blast, Hyper Voice, Weather Ball, Psybeam, Psyshock, Psychic, Psychic Noise, Future Sight
Status: Holiday, Play Nice, Thunder Wave, Electric Terrain, Charge, Charm, Misty Terrain, Bulk Up, Sunny Day, Protect, Substitute, Sleep Talk, Helping Hand, Rest, Calm Mind
Flavor: This Pokémon is based off the Roman God Juno, and is a female only species. It produces a strange aura from the ribbons that extend from it's body that makes anyone that feels them drop all their plans and relax, even if they were in the middle of something. As such, it's been revered as a deity of holidays, as it's appearance allowed people to know that it is time to take a break. Supposedly, it has a liking towards children, and will often stay by one as they grow up, ensuring that they can never stray off their dreams. In battle, it charges up the ribbons with enough electrical energy to destroy a skyscraper in a single strike.
New Weather: Holiday: For five turns, or eight if the user is holding a Party Rock, all Fairy-types shift any negative stat changes they have to a random enemy at the end of each turn, and non-Electric, Dragon, Psychic, and Fairy types can't use Status moves. Sky Attack will be used instantly without the need of a charging turn. Weather Ball becomes Fairy-type. Morning Sun heals for 2/3rds of the user's health, while Moonlight heals for 1/4. However, should this Weather end up winning, Sky Attack's power will be reduced to 110 to make it similar to Solar Beam, but with the ability to cause flinching.
Role: A strong bulky setup mixed attacker that can set up Taunt on the go with her Holiday weather, which also prevents anyone from lowering her stats and foiling her setup! It also gives her a third STAB in Sky Attack.
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Name: Claws (Literally Claws, but can also be read as Claus, from Santa Claus)
Type: Ice
Stats: 125/115/98/65/90/45 (538)
Abilities: Season's Greetings/Tough Claws/Intimidate
Weight: 64.3 lbs.
Movepool:
Physical: Calendar Smash, Sky Attack, Scratch, Present, Crush Claw, Slash, Night Slash, Icicle Crash, Knock Off, Crunch, Dragon Tail, Dragon Claw, Outrage, Breaking Swipe, Play Rough, Brick Break, Focus Punch, Bulldoze, Stomping Tantrum, Earthquake, High Horsepower, Ice Fang, Avalanche, Ice Spinner, Ice Punch, Take Down, Facade, Giga Impact, Body Slam, Double-Edge, False Swipe, Zen Headbutt, Rock Slide, Stone Edge, Smack Down
Special: Powder Snow, Air Slash, Earth Power, Icy Wind, Ice Beam, Blizzard, Hyper Beam, Tera Blast
Status: Holiday, Leer, Hone Claws, Reflect Type, Dragon Cheer, Bulk Up, Curse, Snowscape, Protect, Substitute, Sleep Talk, Roar, Rest,
Custom Elements:
Season's Greetings: At the end of each turn, if Holiday is active, a random enemy Pokémon uses Bestow.
Calendar Smash: A 20 BP Physical Fairy-type contact move with 24 PP and 100% Accuracy. This move gains 20 power for every turn that has passed in the battle since the user was sent out, (20, 40, 60, 80, 100, 120 for six turns) or 30 if the weather is holiday. (20, 50, 80, 110, 140, 170 for six turns)
Flavor: Claws is a troll Pokémon based off Santa Claus himself, having originated from the same evolutionary tree as Delibird. However, Claws is a much more notorious Pokémon, if only because of how it gets it's presents. It approaches those who are about to die and steals all their possessions, before giving them to someone else. That way, nothing ever goes to waste. However, if it notices that the person that it gave it's presents to misuses them, or even worse throws them away, Claws will find that person and slice them to pits! True to it's name, it's got really sharp claws, supposedly the first ones to ever be evolved.
Role: A slow, but very deadly attacker with access to both Tough Claws and two pseudo STABs it can use while Holiday is active. Also comes with Intimidate!
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Name: Amorosol (Amore + Parasol)
Type: FightingFlying
Stats: 71/75/90/69/95/100 (500)
Abilities: Misty Surge/Shield Dust/Unaware
Weight: 1.1 lbs.
Movepool:
Physical: Calendar Smash, Sky Attack, U-Turn, Play Rough, Acrobatics, Aerial Ace, Fly, Take Down, Facade, Giga Impact, Zen Headbutt, Waterfall, Liquidation, Flip Turn
Special: Gust, Fairy Wind, Pollen Puff, Misty Explosion, Dazzling Gleam, Disarming Voice, Air Cutter, Air Slash, Hurricane, Shadow Ball, Energy Ball, Hyper Beam, Tera Blast, Hyper Voice, Psychic, Expanding Force, Water Pulse, Chilling Water, Surf, Scald, Hydro Pump,
Status: Holiday, Peace And Quiet, Play Nice, Quick Guard, Wide Guard, Tailwind, Charm, Misty Terrain, Sunny Day, Protect, Substitute, Sleep Talk, Rest, Agility, Reflect, Light Screen, Trick Room, Rain Dance
Custom Elements:
Peace And Quiet: A Fairy-type Protect clone, except it Protects both allied Pokémon at once. However, it will fail if the weather is not Holiday. It has 16 PP, and like all Protect clones, its chances of failing rise if used in succession.
Flavor: Amorosol is a tiny umbrella Pokémon that's said to be a symbol of both Valentine's and Summer. If you see a person holding one up, it is a sign that you have found your true love, as you head underneath the Amorosol. It will happily allow a couple to rest underneath it, and it absorbs any negative energy that the couple might produce. The first Amorosol was apparently created as a gift from a queen who tried everything to marry the king of a neighbouring kingdom, after she realized that love is worth more than riches and civilization.
Role: Deadly supporter with an even more deadly move it can use during Holiday, allowing it's partner to set up. It also has Misty Surge and Unaware to serve as an attacker.
Now that I have a little bit more time, I'd recommend revising your new weather. The random element adds an uncompetitive element to the game that not everyone may like. Furthermore, preventing certain types from using Status moves is extremely powerful, especially because Protect is one of the most commonly run Status moves. You practically force people to run mostly certain types just so they aren't negatively affected by this weather. I understand that both sides are affected, but the player who makes use of this weather is generally in a much stronger position--I'd even go as far to say even to an unhealthy degree--because they can build their teams in a way to get around this impact. There's very limited counterplay for an opponent. Sure, you could try to override this weather with another one but the inability to click a Status move can't be changed during a turn.
 
Now that I have a little bit more time, I'd recommend revising your new weather. The random element adds an uncompetitive element to the game that not everyone may like. Furthermore, preventing certain types from using Status moves is extremely powerful, especially because Protect is one of the most commonly run Status moves. You practically force people to run mostly certain types just so they aren't negatively affected by this weather. I understand that both sides are affected, but the player who makes use of this weather is generally in a much stronger position--I'd even go as far to say even to an unhealthy degree--because they can build their teams in a way to get around this impact. There's very limited counterplay for an opponent. Sure, you could try to override this weather with another one but the inability to click a Status move can't be changed during a turn.
Done! Here's the new weather:
Holiday: For five turns, or eight if the user is holding a Party Rock, all Fairy-types use Psycho Shift at the end of their turns targeting the enemy Pokémon with the least health, and non-Fairy, Dragon and Flying-type attacks consume triple the amount of PP per use. Sky Attack will be used instantly without the need of a charging turn. Weather Ball becomes Fairy-type. Morning Sun heals for 2/3rds of the user's health, while Moonlight heals for 1/4. However, should this Weather end up winning, Sky Attack's power will be reduced to 110 to make it similar to Solar Beam, but with the ability to cause flinching.
 
:sv/zapdos::sv/pelipper::sv/kyogre:
Name: Derecho
Effect: All Ground-type moves deal 0.5x damage. If a non-Electric, Ground, or Rock-type Pokemon stays on the field for two turns, they become Paralyzed. Changes Weather Ball into an Electric-type move. Thunder/Hurricane don't miss. Solar Beam/Blade have halved bp. Charge Beam has 1.5x power and always raises SpA. Moonlight heals 2/3, Morning Sun & Synthesis heal 1/4.
Description:

Name: Squall Line
Type: Electric
Category: Status
BP: -
Acc: -
PP: 10 (16)
Effect: Summons Derecho for 5 turns.
Distribution: :aron:Ahimstalag, :pidgeotto:Cashatrew, :skitty:Skitty, :delcatty:Delcatty, :drampa:Drampa, :flamigo:Flamigo, :flygon:Flygon, :gyarados:Gyarados, :morgrem:Kobolt, :ledyba:Ledyba, :ledian:Ledian, :ledian:Ledellar, :pelipper:Lullux, :magikarp:Magikite, :milotic:Milotic, :orbeetle:Orbeetle, :cutiefly:Cutiefly, :ribombee:Ribombee, :scyther:Scyther, :scizor:Scizor, :kleavor:Kleavor, :charizard:Solastor, :blitzle:Blitzle, :zebstrika:Zebstrika, :zebstrika:Zebsonavolt

Name: Spearhead Winds
Effect: Upon switch in, summons Derecho for 5 turns.
Distribution: :zebstrika:Zebstrika (replaces Motor Drive)

Name: Conduction Zone
Effect: During Derecho, Pokemon will become Paralyzed one turn earlier. Immunity to becoming Paralyzed.
Distribution: :trapinch:Intestinorm, :rufflet:Eagluff, :mandibuzz:Mountalon

Name: Spark Pool
Effect: During Derecho, this Pokemon is healed by 1/8 of its max Hp at the end of each turn. Immunity to becoming Paralyzed.
Distribution: :morgrem:Kobolt (replaces Sturdy), :shellos: Shellos (replaces Sand Force), :gastrodon:Gastrodon (replaces Sand Force)

Name: Cloudy Rock
Effect: Derecho lasts for 8 turns instead of 5.
Fling: 50 bp

:sv/sandaconda-gmax::sv/tornadus::sv/brambleghast:
Name: Dustdemol (Dustdevil + Demolition)

Type: Electric/Ground
Abilities: Spearhead Winds
Stats: 82/158/83/79/97/61 (BST: 560)

Notable Moves: Earthquake, Earth Power, Thunderbolt, Thunder, Thunder Wave, Heat Wave, Sand Pit, Air Slash, Hurricane, Weather Ball, Air Cannon, Storm Slam, Rock Slide, Explosion, Self-Destruct, Stealth Rock, Spikes, Whirlwind, Wild Charge, Swords Dance, Spark, U-Turn, Nasty Plot, Ice Spinner, Squall Line

Weight: 390.5 kg
Gender: 50-50
Design: Big tornado of dust and dirt with electrical sparks (if Bramblin is allowed, this is allowed)

Description: Dustdemol seems rather frightening off the bat with usable defenses, SD, and a whopping 158 Att, but it has several limiting problems. 61 speed is an awkward spot that causes TR to have several things underspeed and most things overspeed. It also completely lacks notable Physical STAB due to its easily best ability actively hurting its usable stab and its other stab being limited to Wild Charge or Spark. It makes up for it by packing notable coverage in Rock Slide, Ice Spinner, and Heat Wave.

:sv/corviknight-gmax::sv/wishiwashi::sv/wattrel:
Name: Corviclism (Cataclism + Corvid)

Type: Flying/Dark
Abilities: Spark Pool / Intimidate // Spearhead Winds
Stats: 109/60/89/118/97/68 (BST: 541)

Notable Moves: Brave Bird, Hurricane, Air Cannon, Air Slash, Knock Off, Peck, Darkest Lariat, Roost, Thief, Snatch, Thunder, Thunderbolt, Thunder Wave, Wild Charge, Spark, Dark Pulse, Taunt, Brick Break, Superpower, Squall Line, Defog, Leer, Volt Switch, Switcheroo, Light Screen, Reflect

Weight: 264.5 kg
Gender: genderless (a swarm of corvids are all many genders which results in genderless)
Design: Large swarm of black crows with yellow highlights under their wings. Crows all form a larger crow like Gmax Corviknight.

Description: Additional Derecho setter with more reliable typing, but it doesn't provide much benefit on itself with the weather since its immune to Ground and can be paralyzed by the weather. Corviclism is also useable as a regular mon with Intimidate and Dual Screens.

:sv/altaria-mega::sv/salamence::sv/zygarde:
Name: Mythical Terrain
Effect: All grounded Pokemon's Dragon-type moves deal 1.3x power. All grounded Pokemon have a random one of their stat changes removed at the end of every turn (ex: If a mon has +2 Att and -1 Def, it may get -1 Att or +1 Def at the end of turn). Changes Terrain Pulse into a Dragon-type move. Nature Power becomes Dragon Pulse. Secret Power gets a 30% chance to lower the target's highest stat by 1. Camouflage changes user to Dragon-type. Mimicry changes user to Dragon-type. Dragon Rush can't miss while targeting a grounded Pokemon in Mythical Terrain.
Description: Mythical Terrain is used primarily on teams that don't want set up and enjoy not having to worry about stat drops. Loosing a random stat at end of turn can work as a way to weaken the opposing team's set up sweepers as well as keep your team free of stat drops.

Name: Mythical Terrain
Type: Dragon
Category: Status
BP: -
Acc: -
PP: 10 (16)
Effect: Summons Mythical Terrain for 5 turns.
Distribution: :doublade:Doublade-Light, :aegislash:Aegislash-Light, :ekans:Ekans, :arbok:Arbok, :pidgeotto:Cashatrew, :drampa:Drampa, :trapinch:Trapinch, :vibrava:Vibrava, :flygon:Flygon, :golett:Golett, :golurk:Golurk, :gyarados:Gyarados, :guzzlord:Judigon, :deino:Kagunawa, :milotic:Milotic, :minun:Ulmiraj

Name: Mythical Surge
Effect: Upon switch in, summons Mythical Terrain for 5 turns.
Distribution: :drampa:Drampa (replaces Sap Sipper)

Name: Dragonslayer
Effect: During Mythical Terrain, this Pokemon's Speed is 1.5x. This Pokemon can't have its stat boosts removed by Mythical Terrain.
Distribution: :tinkatuff:Tinkatuff (replaces Own Tempo), :tinkaton:Tinkaton (replaces Own Tempo), :escavalier:Escavalier (replaces Swarm)

Name: Spray On
Effect: While a Terrain is active, this Pokemon's attacks cause the target to gain the type of the current terrain as a third type (Electric/Electric, Grassy/Grass, Psychic/Psychic, Misty/Fairy, Mythical/Dragon).
Distribution: no current Pokemon

Name: Mythical Seed
Effect: Upon switch in, if Mythical Terrain is active, raises the user's Critical Hit ratio by 1. Single use.
Fling: 50 bp

:sv/drampa::sv/guzzlord::sv/dragonair:
Name: Eldigma (Enigma + Elder)

Type: Dragon
Abilities: Levitate // Mythical Surge
Stats: 84/119/71/99/108/87 (BST: 568)

Notable Moves: Dragon Rush, Outrage, Dragon Claw, Dragon Pulse, Draco Meteor, Flamethrower, Fire Blast, Thunder, Thunderbolt, Crunch, Fire Fang, Thunder Fang, Ice Fang, Psychic Fangs, Jaw Lock, Hurricane, Brave Bird, Air Cannon, Earthquake, Mythical Terrain

Weight: 185.0 kg
Gender: 50-50
Design: Serpentine, ancient dragon with a gaping lamprey maw

Description: Mythical Surge setter that can set for its allies or use the terrain for itself in order to blast off powerful no miss Dragon Rush and Draco Meteors that can have their downsides midigated by the terrain.

:sv/grapploct::sv/tentacruel::sv/pangoro:
Name: Hapalocko (Hapalochlaena + Octopus + Lock)

Type: Poison/Dark
Abilities: Spray On
Stats: 100/120/80/60/80/40 (BST: 480)

Notable Moves: Poison Jab, Gunk Shot, Sludge Wave, Sludge Bomb, Memento, Flip Turn, Beat Up, Knock Off, Paint Sling, Darkest Lariat, Dark Pulse, Throat Chop, Toxic, Toxic Spikes, Rock Slide, Bulk Up, Play Rough, Octolock, Superpower, Close Combat, Drain Punch, Focus Blast, Dazzling Gleam, Defog, Doodle, Psychic Terrain, Misty Terrain, Grassy Terrain, Electric Terrain, Mythical Terrain

Paint Sling (Dark, Special, 50 bp, 100 acc, 5 (8) pp, Has a 100% chance to lower the target's lowest stat by 2. If the target is an Ally, raises the stat instead.)

Weight: 15.6 kg
Gender: 50-50
Design: Grapploct but shiny, graffiti/gangster look, and less humanoid-ish.

Description: Hapalocko abuses terrain by plastering additional types onto opposing Pokemon in order to abuse their weaknesses. Grassy Terrain and Misty Terrain basically doesn't exist so rip. Hapalocko can provide solid support to terrain teams (despite overlapping the dark-type with the primary setter of Psychic Terrain) by providing a very unique approach to the team: Paint Sling provides a stat boosting move that also hurts the opponent. It also provides a way to distribute the terrain type to your ally, allowing mons without the STAB but solid coverage to get a bigger boost in the terrain. The move is special despite the abysmal SpA to provide the perfect way to abuse Weakness Policy as Dark weak mons get a +2 boost as well as a Weakness Policy boost to blow serious holes in teams.

Aerial Ace, Ally Switch, Baby-Doll Eyes, Baton Pass, Beat Up, Belch, Bite, Body Slam, Calm Mind, Counter, Cross Poison, Crunch, Crush Claw, Curse, Dark Pulse, Destiny Bond, Disable, Double Team, Double-Edge, Echoed Voice, Embargo, Endeavor, Endure, Facade, Fake Tears, Feint, Foul Play, Giga Impact, Grudge, Helping Hand, Hex, Hone Claws, Hyper Beam, Hyper Fang, Hyper Voice, Knock Off, Lash Out, Magic Coat, Me First, Mega Kick, Memento, Metronome, Misty Explosion, Mud-Slap, Night Shade, Night Slash, Ominous Wind, Pain Split, Perish Song, Poison Fang, Poltergeist, Pounce, Power Trip, Protect, Psych Up, Psychic, Psychic Terrain, Psyshock, Quick Attack, Recycle, Refresh, Rest, Rock Slide, Round, Sand Tomb, Sandstorm, Screech, Shadow Ball, Shadow Claw, Shadow Sneak, Sing, Slack Off, Slash, Sleep Talk, Snarl, Snore, Substitute, Super Fang, Swift, Switcheroo, Swords Dance, Tackle, Thief, Thunder, Thunder Wave, Thunderbolt, Torment, Toxic, Trailblaze, Weather Ball, Wild Charge

Acid Spray, Acrobatics, Aerial Ace, Air Cannon, Air Slash, Ancient Power, Block, Body Press, Brave Bird, Bullet Seed, Coil, Defog, Disable, Double Kick, Double Team, Dragon Claw, Dragon Rush, Drill Peck, Drill Run, Dual Wingbeat, Echoed Voice, Endure, Facade, Flame Burst, Flame Charge, Flash, Fly, Fury Attack, Gastro Acid, Giga Impact, Glare, Grassy Glide, Grassy Terrain, Growl, Growth, Heat Wave, Helping Hand, Hone Claws, Hyper Beam, Laser Focus, Leech Life, Lock-On, Magic Coat, Mean Look, Metronome, Mirror Coat, Natural Gift, Peck, Poison Tail, Power Whip, Protect, Recycle, Refresh, Rest, Rock Slide, Rock Tomb, Round, Sandstorm, Scary Face, Seed Bomb, Shell Sight, Sky Attack, Sleep Talk, Sludge Bomb, Snore, Solar Beam, Solar Blade, Spikes, Steel Wing, Subtitute, Sunny Day, Synthesis, Tailwind, Temper Flare, Torment, Toxic, Trailblaze, U-Turn, Vine Whip, Weather Ball, Whirlwind, Wide Guard, Will-O-Wisp, Worry Seed
 
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:SV/cobalion: :SV/rapidash-galar:
Prompt: New Terrain
Name: Deermetrius (Demetrius + Deer)
Type: Fighting / Fairy
Stats: 85/110/75/55/85/125 (535 BST)
Abilities: Justified / Grass Pelt (Vigor Surge)
Weight: 150 KG
Physical: Tackle, Take Down, Horn Attack, Play Rough, Spirit Break, Sacred Sword, Superpower, Double Kick, Mega Kick, Trop Kick, Slash, Low Sweep, Reversal, Upper Hand, Trailblaze, Reversal, Horn Leech, U-Turn, Night Slash, Leaf Blade, Psycho Cut, Aqua Cutter, Stomp, Jump Kick, Revenge, Retaliate, Return, Frustration, Giga Impact, Facade.

Special: Air Slash, Aura Sphere, Focus Blast, Dazzling Gleam, Air Slash, Draining Kiss, Hidden Power, Hyper Beam

Status: Mean Look, Leer, Agility, Bulk Up, After You, Coaching, Detect, Endure, Vigor Terrain, Protect, Substitute, Toxic, Calm Mind, Rest, Sleep Talk, Helping Hand, Quick Guard.
Role: Offensive Terrain setter, a-la Rillaboom or Tapu Lele that can also be ran as Grassy Terrain support or regular Vigor Terrain support.
Flavor: A Pokemon that aspires to be apart of the Swords of Justice. Its horn is in a similar state to Keldeo's, but it seems not to carry a special move.
Vigor Terrain: For 5 Turns, All grounded Fighting-type Pokemon have an increased Critical Hit Ratio of 1 and 10% more Accuracy. Fighting-type Moves also raise attack by 1 If the user manages to move last. Mimicry Pokemon become Fighting Type. Terrain Pulse also becomes a Fighting-Type move.

The item 'Vigor Seed" raises the holder's Defense by 1 when on Vigor Terrain. Destroyed upon use. (thanks BlueRay for the suggestions :D)

:SV/teddiursa: :SV/mimikyu: :SV/hawlucha: (like, all of them fused together.)
Prompt: New Terrain ABUSER!
Name: Wresteddy (Wrestler + Teddy Bear)
Type: Fighting / Normal
Stats: 110/115/85/60/80/50 (500 BST)
Abilities: Iron Fist / Mold Breaker (Analytic)
Weight: 95 KG
Physical: Return, Frustration, Giga Impact, Pound, Body Slam, Facade, Last Resort, Double-Edge, Thunder Punch, Fire Punch, Ice Punch, Mach Punch, Drain Punch, Circle Throw, Mega Punch, Focus Punch, Dynamic Punch, Reckless Lariat, Darkest Lariat, Play Rough, Rock Slide

Special: Hidden Power, Hyper Beam, Hyper Voice, Alluring Voice, Final Gambit

Status: Vigor Terrain, Protect, Substitute, Toxic, Rest, Sleep Talk, Helping Hand, Bulk Up, Roar, Coaching, Psych Up, Wide Guard.
Role: Slow bulky-attacking Pokemon that uses the fun secondary part of Vigor Terrain to snowball along with the accuracy raising part.
Flavor: A large wrestler-luchador Teddy Bear
Reckless Lariat: 85 BP, 16 PP, 100% Accurate, Physical Fighting type Move. Contact move. Cannot be Redirected (darkest Lariat but with a Snipe Shot effect.)
Since you updated again, I have one recommendation for you if you are interested. In this mod, the ability Cute Charm has been buffed; now, the user of the ability takes 50% less damage from moves that match its type. Currently, we don't have a viable Cute Charm user. So, your Wresteddy could be a potential candidate that takes great advantage of the ability. As a Fighting Pokémon with a secondary Normal type, it could "resist" Normal moves which is useful considering how dominant Snorlax has been so far. Being able to tank Facade is pretty good and being able to threaten Snorlax is even better. Furthermore, Wresteddy could technically become neutral to Fighting moves. Soo, it would only be weak to Psychic, Fairy, and Flying. On another note, Return and Frustration are dexited in this mod.
 
:sv/zapdos::sv/pelipper::sv/kyogre:
Name: Derecho
Effect: All Ground-type moves deal 0.5x damage. If a non-Electric, Ground, or Rock-type Pokemon stays on the field for two turns, they become Paralyzed. Changes Weather Ball into an Electric-type move. Thunder/Hurricane don't miss. Solar Beam/Blade have halved bp. Charge Beam has 1.5x power and always raises SpA. Moonlight heals 2/3, Morning Sun & Synthesis heal 1/4.
Description:

Name: Squall Line
Type: Electric
Category: Status
BP: -
Acc: -
PP: 10 (16)
Effect: Summons Derecho for 5 turns.
Distribution: :aron:Ahimstalag, :pidgeotto:Cashatrew, :skitty:Skitty, :delcatty:Delcatty, :drampa:Drampa, :flamigo:Flamigo, :flygon:Flygon, :gyarados:Gyarados, :morgrem:Kobolt, :ledyba:Ledyba, :ledian:Ledian, :ledian:Ledellar, :pelipper:Lullux, :magikarp:Magikite, :milotic:Milotic, :orbeetle:Orbeetle, :cutiefly:Cutiefly, :ribombee:Ribombee, :scyther:Scyther, :scizor:Scizor, :kleavor:Kleavor, :charizard:Solastor, :blitzle:Blitzle, :zebstrika:Zebstrika, :zebstrika:Zebsonavolt

Name: Spearhead Winds
Effect: Upon switch in, summons Derecho for 5 turns.
Distribution: :zebstrika:Zebstrika (replaces Motor Drive)

Name: Conduction Zone
Effect: During Derecho, Pokemon will become Paralyzed one turn earlier. Immunity to becoming Paralyzed.
Distribution: :trapinch:Intestinorm, :rufflet:Eagluff, :mandibuzz:Mountalon

Name: Spark Pool
Effect: During Derecho, this Pokemon is healed by 1/8 of its max Hp at the end of each turn. Immunity to becoming Paralyzed.
Distribution: :morgrem:Kobolt (replaces Sturdy), :shellos: Shellos (replaces Sand Force), :gastrodon:Gastrodon (replaces Sand Force)

Name: Cloudy Rock
Effect: Derecho lasts for 8 turns instead of 5.
Fling: 50 bp

:sv/sandaconda-gmax::sv/tornadus::sv/brambleghast:
Name: Dustdemol (Dustdevil + Demolition)

Type: Electric/Ground
Abilities: Spearhead Winds / Aftermath // Soundproof
Stats: 82/158/83/79/97/61 (BST: 560)

Notable Moves: Earthquake, Earth Power, Thunderbolt, Thunder, Thunder Wave, Heat Wave, Sand Pit, Air Slash, Hurricane, Weather Ball, Air Cannon, Storm Slam, Rock Slide, Explosion, Self-Destruct, Stealth Rock, Spikes, Whirlwind, Wild Charge, Swords Dance, Spark, U-Turn, Nasty Plot, Ice Spinner, Squall Line

Weight: 390.5 kg
Gender: 50-50
Design: Big tornado of dust and dirt with electrical sparks (if Bramblin is allowed, this is allowed)

Description: Dustdemol seems rather frightening off the bat with usable defenses, SD, and a whopping 158 Att, but it has several limiting problems. 61 speed is an awkward spot that causes TR to have several things underspeed and most things overspeed. It also completely lacks notable Physical STAB due to its easily best ability actively hurting its usable stab and its other stab being limited to Wild Charge or Spark. It makes up for it by packing notable coverage in Rock Slide, Ice Spinner, and Heat Wave.

:sv/corviknight-gmax::sv/wishiwashi::sv/wattrel:
Name: Corviclism (Cataclism + Corvid)

Type: Flying/Dark
Abilities: Spark Pool / Intimidate // Spearhead Winds
Stats: 109/60/89/118/97/68 (BST: 541)

Notable Moves: Brave Bird, Hurricane, Air Cannon, Air Slash, Knock Off, Peck, Darkest Lariat, Roost, Thief, Snatch, Thunder, Thunderbolt, Thunder Wave, Wild Charge, Spark, Dark Pulse, Taunt, Brick Break, Superpower, Squall Line, Defog, Leer, Volt Switch, Switcheroo, Light Screen, Reflect

Weight: 264.5 kg
Gender: genderless (a swarm of corvids are all many genders which results in genderless)
Design: Large swarm of black crows with yellow highlights under their wings. Crows all form a larger crow like Gmax Corviknight.

Description: Additional Derecho setter with more reliable typing, but it doesn't provide much benefit on itself with the weather since its immune to Ground and can be paralyzed by the weather. Corviclism is also useable as a regular mon with Intimidate and Dual Screens.

:sv/altaria-mega::sv/salamence::sv/zygarde:
Name: Mythical Terrain
Effect: All grounded Pokemon's Dragon-type moves deal 1.3x power. All grounded Pokemon have a random one of their stat changes removed at the end of every turn (ex: If a mon has +2 Att and -1 Def, it may get -1 Att or +1 Def at the end of turn). Changes Terrain Pulse into a Dragon-type move. Nature Power becomes Dragon Pulse. Secret Power gets a 30% chance to lower the target's highest stat by 1. Camouflage changes user to Dragon-type. Mimicry changes user to Dragon-type. Dragon Rush can't miss while targeting a grounded Pokemon in Mythical Terrain.
Description: Mythical Terrain is used primarily on teams that don't want set up and enjoy not having to worry about stat drops. Loosing a random stat at end of turn can work as a way to weaken the opposing team's set up sweepers as well as keep your team free of stat drops.

Name: Mythical Terrain
Type: Dragon
Category: Status
BP: -
Acc: -
PP: 10 (16)
Effect: Summons Mythical Terrain for 5 turns.
Distribution: :doublade:Doublade-Light, :aegislash:Aegislash-Light, :ekans:Ekans, :arbok:Arbok, :pidgeotto:Cashatrew, :drampa:Drampa, :trapinch:Trapinch, :vibrava:Vibrava, :flygon:Flygon, :golett:Golett, :golurk:Golurk, :gyarados:Gyarados, :guzzlord:Judigon, :deino:Kagunawa, :milotic:Milotic, :minun:Ulmiraj

Name: Mythical Surge
Effect: Upon switch in, summons Mythical Terrain for 5 turns.
Distribution: :drampa:Drampa (replaces Sap Sipper)

Name: Dragonslayer
Effect: During Mythical Terrain, this Pokemon's Speed is 1.5x. This Pokemon can't have its stat boosts removed by Mythical Terrain.
Distribution: :tinkatuff:Tinkatuff (replaces Own Tempo), :tinkaton:Tinkaton (replaces Own Tempo), :escavalier:Escavalier (replaces Swarm)

Name: Spray On
Effect: While a Terrain is active, this Pokemon's attacks cause the target to gain the type of the current terrain as a third type (Electric/Electric, Grassy/Grass, Psychic/Psychic, Misty/Fairy, Mythical/Dragon).
Distribution: no current Pokemon

:sv/drampa::sv/guzzlord::sv/dragonair:
Name: Eldigma (Enigma + Elder)

Type: Dragon
Abilities: Levitate // Mythical Surge
Stats: 84/119/71/99/108/87 (BST: 568)

Notable Moves: Dragon Rush, Outrage, Dragon Claw, Dragon Pulse, Draco Meteor, Flamethrower, Fire Blast, Thunder, Thunderbolt, Crunch, Fire Fang, Thunder Fang, Ice Fang, Psychic Fangs, Jaw Lock, Hurricane, Brave Bird, Air Cannon, Earthquake, Mythical Terrain

Weight: 185.0 kg
Gender: 50-50
Design: Serpentine, ancient dragon with a gaping lamprey maw

Description: Mythical Surge setter that can set for its allies or use the terrain for itself in order to blast off powerful no miss Dragon Rush and Draco Meteors that can have their downsides midigated by the terrain.

:sv/grapploct::sv/tentacruel::sv/pangoro:
Name: Hapalocko (Hapalochlaena + Octopus + Lock)

Type: Poison/Dark
Abilities: Spray On
Stats: 100/120/80/60/80/40 (BST: 480)

Notable Moves: Poison Jab, Gunk Shot, Sludge Wave, Sludge Bomb, Memento, Flip Turn, Beat Up, Knock Off, Paint Sling, Darkest Lariat, Dark Pulse, Throat Chop, Toxic, Toxic Spikes, Rock Slide, Bulk Up, Play Rough, Octolock, Superpower, Close Combat, Drain Punch, Focus Blast, Dazzling Gleam, Defog, Doodle, Psychic Terrain, Misty Terrain, Grassy Terrain, Electric Terrain, Mythical Terrain

Paint Sling (Dark, Special, 50 bp, 100 acc, 5 (8) pp, Has a 100% chance to lower the target's lowest stat by 2. If the target is an Ally, raises the stat instead.)

Weight: 15.6 kg
Gender: 50-50
Design: Grapploct but shiny, graffiti/gangster look, and less humanoid-ish.

Description: Hapalocko abuses terrain by plastering additional types onto opposing Pokemon in order to abuse their weaknesses. Grassy Terrain and Misty Terrain basically doesn't exist so rip. Hapalocko can provide solid support to terrain teams (despite overlapping the dark-type with the primary setter of Psychic Terrain) by providing a very unique approach to the team: Paint Sling provides a stat boosting move that also hurts the opponent. It also provides a way to distribute the terrain type to your ally, allowing mons without the STAB but solid coverage to get a bigger boost in the terrain. The move is special despite the abysmal SpA to provide the perfect way to abuse Weakness Policy as Dark weak mons get a +2 boost as well as a Weakness Policy boost to blow serious holes in teams.

Aerial Ace, Ally Switch, Baby-Doll Eyes, Baton Pass, Beat Up, Belch, Bite, Body Slam, Calm Mind, Counter, Cross Poison, Crunch, Crush Claw, Curse, Dark Pulse, Destiny Bond, Disable, Double Team, Double-Edge, Echoed Voice, Embargo, Endeavor, Endure, Facade, Fake Out, Fake Tears, Feint, Foul Play, Giga Impact, Grudge, Helping Hand, Hex, Hone Claws, Hyper Beam, Hyper Fang, Hyper Voice, Knock Off, Lash Out, Magic Coat, Me First, Mega Kick, Memento, Metronome, Misty Explosion, Mud-Slap, Night Shade, Night Slash, Ominous Wind, Pain Split, Perish Song, Poison Fang, Poltergeist, Pounce, Power Trip, Protect, Psych Up, Psychic, Psychic Terrain, Psyshock, Quick Attack, Recycle, Refresh, Rest, Rock Slide, Round, Sand Tomb, Sandstorm, Screech, Shadow Ball, Shadow Claw, Shadow Sneak, Sing, Slack Off, Slash, Sleep Talk, Snarl, Snore, Substitute, Super Fang, Swift, Switcheroo, Swords Dance, Tackle, Thief, Thunder, Thunder Wave, Thunderbolt, Torment, Toxic, Trailblaze, Weather Ball, Wild Charge

Acid Spray, Acrobatics, Aerial Ace, Air Cannon, Air Slash, Ancient Power, Block, Body Press, Brave Bird, Bullet Seed, Coil, Defog, Disable, Double Kick, Double Team, Dragon Claw, Dragon Rush, Drill Peck, Drill Run, Dual Wingbeat, Echoed Voice, Endure, Facade, Flame Burst, Flame Charge, Flash, Fly, Fury Attack, Gastro Acid, Giga Impact, Glare, Grassy Glide, Grassy Terrain, Growl, Growth, Heat Wave, Helping Hand, Hone Claws, Hyper Beam, Laser Focus, Leech Life, Lock-On, Magic Coat, Mean Look, Metronome, Mirror Coat, Natural Gift, Peck, Poison Tail, Power Whip, Protect, Recycle, Refresh, Rest, Rock Slide, Rock Tomb, Round, Sandstorm, Scary Face, Seed Bomb, Shell Sight, Sky Attack, Sleep Talk, Sludge Bomb, Snore, Solar Beam, Solar Blade, Spikes, Steel Wing, Subtitute, Sunny Day, Synthesis, Tailwind, Temper Flare, Torment, Toxic, Trailblaze, U-Turn, Vine Whip, Weather Ball, Whirlwind, Wide Guard, Will-O-Wisp, Worry Seed
I'm wary of the Electric/Ground Pokémon. If the best ability is supposed to keep one of its STABs restricted, then, it would make more sense to only have one ability to ensure the Pokémon can't use another ability instead to cheat. Since Explosion always crits in this mod, that's quite a dangerous move to have. Perhaps, Self-Destruct would be a tamer option because that doesn't have a crit effect.

That said, thanks for the added movepool. I'll include them after PMPL ends if VGC 20XX becomes part of it. There are a number of competitive relevant moves that could affect the metagame in an unpredictable way. So, it's best to stay safe. I was surprised the competitive relevant ones (like Fake Out or Feint) on Possmortem weren't mentioned in the original sub, iirc.
 
Update time. We now have a full Viability Rankings (thank you BlueRay ), and everything in S and A rank has an analysis. Some have more detail than others (the Pokemon I have experience using), and the EV spreads are highly subjective. I welcome all discussion re the viability rankings - personally I feel Eeryster could be higher, with its amazing bulk and typing.
 
If you weren't aware of already, Sugarbear updated the first page on this thread a second time. The resource thread packs a lot more information, such as a vast role and set compendium, the latter containing sets for basically every Pokémon. Moreover, the Ruleset & Banlist section comes with a more convenient Google spreadsheet. For those interested in submissions, it should be easier to digest information, like Pokémon availability, function of custom elements, etc. If you have any suggestions to improve the spreadsheet, let us know.

Now, since VGC 20XX didn't make it into PMPL, I will soon update this project to include the newest movepool Palpitoad had in mind for Cashatrew and Possmortem. This is a perfect opportunity to talk about potential buffs.

- Sugarbear recently brought up Gyarados, suggesting Wave Crash to make it a little bit more useful, kind of like Arcanine. Gyarados likes to run heavy bulk and disruption moves to make some progress but it can often feel very passive since Waterfall has a modest BP. With Wave Crash, you can trigger Sitrus Berry or Gaia Berry more reliably, and it makes Gyarados a more flexible option on balance or bulky offense teams.
- Imo, Karion is close to reaching some potential with its role as an offensive attacker. If it makes sense, I could see Burning Jealousy being added to give it some utility. Heat Wave can also help to make the special side a little bit more appealing but you will still run physical moves as well simply because of how lacklustre its special Fighting moves options are. Finally, Temper Flare could be another option to take advantage of Submission missing. With stuff like Coaching, etc., Karion still has good incentive to run Overheat.
- Keisberg. I think adding Curse could help to make it more versatile set wise. Moreover, it also allows it to better tank a Fighting move when it can't rely on an ally to take care of Fighting Pokémon. Body Press, Gyro Ball, Curse, and Protect could be a potential set.
- Cemmetar, while not in need of a buff, is a fairly "boring" Pokémon in that there isn't really any set diversity. Those are the moves I could see being added while not being too much or being more flavour oriented: Bulldoze (unusual speed control option, especially alongside an airborne Pokémon), Memento, Imprison, Curse, Trick, Rototiller, Scary Face (if it makes sense). Perhaps, Grassy Terrain as well?
- Parting Shot Delphox-Rift. It has Curious Medicine but it often has to wait for the right moment to switch-in, if at all, and you will likely only encounter it lategame, in the back. Parting Shot gives Choice Scarf a better option, allowing Delphox to be used even as a lead and then switch in and out when really needed.
- Hurricane replacing Air Slash Rotom-Fan? Air Slash is such an oddity when compared to the other moves its other forms get. With Hurricane, Rotom-Fan could be a more useful option, functioning like a budget Zapdos on Rain structures. Also has great synergy with Recalibration.
- Shell Sight rework. Since Casshatrew has a fantastic supportive movepool once it's updated, I fear it's unlikely to run Shell Sight since it's a very situational move to make use of. It also competes with many of the good Status moves, like Will-O-Wisp, Tailwind, Disable, Wide Guard, etc. To maintain the concept, perhaps, Shell Sight could work like an offensive move? Perhaps similar to Pollen Puff where you do damage to an opponent but don't to your own all? It still keeps the Rock-type Soak effect. BP could be like 80-85 or sth.
 
- Sugarbear recently brought up Gyarados, suggesting Wave Crash to make it a little bit more useful, kind of like Arcanine. Gyarados likes to run heavy bulk and disruption moves to make some progress but it can often feel very passive since Waterfall has a modest BP. With Wave Crash, you can trigger Sitrus Berry or Gaia Berry more reliably, and it makes Gyarados a more flexible option on balance or bulky offense teams.
- Imo, Karion is close to reaching some potential with its role as an offensive attacker. If it makes sense, I could see Burning Jealousy being added to give it some utility. Heat Wave can also help to make the special side a little bit more appealing but you will still run physical moves as well simply because of how lacklustre its special Fighting moves options are. Finally, Temper Flare could be another option to take advantage of Submission missing. With stuff like Coaching, etc., Karion still has good incentive to run Overheat.
- Keisberg. I think adding Curse could help to make it more versatile set wise. Moreover, it also allows it to better tank a Fighting move when it can't rely on an ally to take care of Fighting Pokémon. Body Press, Gyro Ball, Curse, and Protect could be a potential set.
- Cemmetar, while not in need of a buff, is a fairly "boring" Pokémon in that there isn't really any set diversity. Those are the moves I could see being added while not being too much or being more flavour oriented: Bulldoze (unusual speed control option, especially alongside an airborne Pokémon), Memento, Imprison, Curse, Trick, Rototiller, Scary Face (if it makes sense). Perhaps, Grassy Terrain as well?
- Parting Shot Delphox-Rift. It has Curious Medicine but it often has to wait for the right moment to switch-in, if at all, and you will likely only encounter it lategame, in the back. Parting Shot gives Choice Scarf a better option, allowing Delphox to be used even as a lead and then switch in and out when really needed.
- Hurricane replacing Air Slash Rotom-Fan? Air Slash is such an oddity when compared to the other moves its other forms get. With Hurricane, Rotom-Fan could be a more useful option, functioning like a budget Zapdos on Rain structures. Also has great synergy with Recalibration.
- Shell Sight rework. Since Casshatrew has a fantastic supportive movepool once it's updated, I fear it's unlikely to run Shell Sight since it's a very situational move to make use of. It also competes with many of the good Status moves, like Will-O-Wisp, Tailwind, Disable, Wide Guard, etc. To maintain the concept, perhaps, Shell Sight could work like an offensive move? Perhaps similar to Pollen Puff where you do damage to an opponent but don't to your own all? It still keeps the Rock-type Soak effect. BP could be like 80-85 or sth.
- Gyarados getting Wave Crash sounds like something it already should have, so I have no problem with it getting it.
- Burning Jealousy, Heat Wave, and Temper Flare all sound like solid additions to its kit that supports it's purpose as a mixed attacker.
- Curse sounds like a way to provide further diversity while playing into Keisberg's strengths.
- Bulldoze, Memento, Curse, Rototiller, and Scary Face all sound like great ways of fleshing out its Movepool. Imprison, Trick, and Grassy Terrain are fishy flavor wise, but I wouldn't be against their addition.
- Parting Shot sounds nice on this
- It should get Hurricane instead of Air Slash already. This makes it better while being more fitting flavor-wise
- Shell Sight (Grass / Physical / 80 BP / 100 acc / 15 (24) pp / Changes the target to pure Rock-type and and the end of every turn until they switch out, lowers their Speed by 1 (Octolock + Soak effect). Does no damage to Ally Pokemon.)
 
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Here are my field conditions.

Effect: Powers up Ghost and Dark type moves by 25%. Cuts the power of Psychic and Fairy moves by 25%. Weather Ball becomes Ghost type. Nature Power turns into Shadow Ball.
Name: Mistimoth
Type: Bug / Ghost
Ability: Swarm / Compound Eyes / Fogbound
Base stats:
61 / 82 / 103 / 94 / 85 / 76 [500]
Useful moves
Physical: U-turn, Shadow Sneak, First Impression
Special: Bug Buzz, Shadow Ball, Snarl, Dark Pulse, Focus Blast, Hurricane, Icy Wind, Fearful Blast
Status: Quiver Dance, Quash, Silk Trap, Sticky Web, String Shot, Tailwind, Crafty Shield, Stun Spore, Sleep Powder
Weight: 1.9 kg
Size: 0.7 m
Egg group: Bug
Gender: Both
Role: Its main role is setting up Fog, but its toolkit doesn't just limit it to that. With Compound Eyes it can throw around 97% accurate Sleep Powders and Stun Spores. It can also be a strong sweeper in its own right, since Bug / Ghost hits most Pokemon for at least neutral damage.
Name: Fog Cloud. Type: Ghost. Status. 8 max PP. Summons Fog for 5 turns (8 with the item Misty Rock)
Name: Fearful Blast. Type: Dark. Special. 120 BP. 8 max PP. Hits both opponents. May cause flinching (10%). 70% accuracy, but in Fog has 100%.
Name: Spectral Blade. Type: Ghost. Physical. 90 BP. 24 max PP. 100% accuracy, makes contact. In Fog, bypasses redirection, Screens and Substitute.
Misty Rock. Changes the number of turns Fog is summoned from 5 to 8.
Name: Mist Striker.
Effect: Users attacking moves gain +1 priority during Fog on the first turn Fog is on the battlefield.
Given to: Cursola, Honchkrow (instead of Insomnia), Pangoro (over Mold Breaker)

Name: Metallic Terrain
Effect: Steel type moves used by Pokemon on the ground gain 30% power. Pokemon on the ground don't flinch. Terrain Pulse becomes Steel type, Nature Power turns into Flash Cannon.
Name: Faerrum
Type: Steel / Fairy
Ability: Cute Charm / Rivalry / Metallic Surge
Base Stats
85 / 50 / 125 / 100 / 80 / 60 [500]
Useful moves
Physical: N/A
Special: Flash Cannon, Moonblast, Dazzling Gleam, Aura Sphere, Mystical Fire, Psychic, Misty Explosion
Status: Spotlight, Helping Hand, Trick Room, Nasty Plot, Calm Mind, Metallic Terrain, Encore, Disable
Role: It's a bulky support Pokemon that can still hit quite hard.
Weight: 144.7 kgs
Size: 0.75 m
Egg Group: Fairy and Field
Gender: Both
Name: Metallic Terrain. 16 max PP. Type: Steel. Status. Summons Metallic Terrain for 5 turns (8 if the user holds a Terrain Extender).
Item: Metallic Seed. Consumed if the user switches in while Metallic Terrain is active. Once consumed, the user is immune to Critical Hits for the rest of their time on the battlefield.
Name: Iron Shield. Effect: During Metallic Terrain, user and on field allies heal 12.5% HP at the end of every turn. Users: Hisuian Goodra, Escavalier (over Battle Armor), Bastiodon (slot 2)
 
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Here are my field conditions.

Effect: Powers up Ghost and Dark type moves by 25%. Cuts the power of Psychic and Fairy moves by 25%. Weather Ball becomes Ghost type. Nature Power turns into Shadow Ball.
Name: Mistimoth
Type: Bug / Ghost
Ability: Swarm / Compound Eyes / Fogbound
Base stats:
61 / 82 / 103 / 94 / 85 / 76 [500]
Useful moves
Physical: U-turn, Shadow Sneak, First Impression
Special: Bug Buzz, Shadow Ball, Snarl, Dark Pulse, Focus Blast, Hurricane, Icy Wind, Fearful Blast
Status: Quiver Dance, Quash, Silk Trap, Sticky Web, String Shot, Tailwind, Crafty Shield, Stun Spore, Sleep Powder
Weight: 1.9 kg
Size: 0.7 m
Egg group: Bug
Gender: Both
Role: Its main role is setting up Fog, but its toolkit doesn't just limit it to that. With Compound Eyes it can throw around 97% accurate Sleep Powders and Stun Spores. It can also be a strong sweeper in its own right, since Bug / Ghost hits most Pokemon for at least neutral damage.
Name: Fog Cloud. Type: Ghost. Status. 8 max PP. Summons Fog for 5 turns (8 with the item Misty Rock)
Name: Fearful Blast. Type: Dark. Special. 120 BP. 8 max PP. Hits both opponents. May cause flinching (10%). 70% accuracy, but in Fog has 100%.
Name: Spectral Blade. Type: Ghost. Physical. 90 BP. 24 max PP. 100% accuracy, makes contact. In Fog, bypasses redirection, Screens and Substitute.
Name: Mist Striker.
Effect: Users attacking moves gain +1 priority during Fog.
Given to: Cursola, Honchkrow (instead of Insomnia), Pangoro (over Mold Breaker)

Name: Metallic Terrain
Effect: Steel type moves used by Pokemon on the ground gain 30% power. Pokemon on the ground don't flinch.
Name: Faerrum
Type: Steel / Fairy
Ability: Cute Charm / Rivalry / Metallic Surge
Base Stats
85 / 50 / 125 / 100 / 80 / 60 [500]
Useful moves
Physical: N/A
Special: Flash Cannon, Moonblast, Dazzling Gleam, Aura Sphere, Mystical Fire, Psychic, Misty Explosion
Status: Spotlight, Helping Hand, Trick Room, Nasty Plot, Calm Mind, Metallic Terrain, Encore, Disable
Role: It's a bulky support Pokemon that can still hit quite hard.
Weight: 144.7 kgs
Size: 0.75 m
Egg Group: Fairy and Field
Gender: Both
Name: Metallic Terrain. 16 max PP. Type: Steel. Status. Summons Metallic Terrain for 5 turns (8 if the user holds a Terrain Extender).
Item: Metallic Seed. Consumed if the user switches in while Metallic Terrain is active. Once consumed, the user is immune to Critical Hits for the rest of their time on the battlefield.
Name: Iron Shield. Effect: During Metallic Terrain, user and on field allies heal 12.5% HP at the end of every turn. Users: Hisuian Goodra, Escavalier (over Battle Armor), Bastiodon (slot 2)
I'm wary of Mist Striker. That's an incredibly powerful effect forcing people to run Farigiraf most of the time or try to override terrain correctly. I'd recommend nerfing the ability to a more reasonable level to guarantee more teambuilding flexibility.
 
I'm wary of Mist Striker. That's an incredibly powerful effect forcing people to run Farigiraf most of the time or try to override terrain correctly. I'd recommend nerfing the ability to a more reasonable level to guarantee more teambuilding flexibility.

OK, what about if the attack stat is using is higher than the target’s?
 
OK, what about if the attack stat is using is higher than the target’s?
What if you only got priority on the first turn the Pokémon switches in / when new terrain activates? Pangoro has Parting Shot, so, it can do some mindgames. Honchkrow gets pseudo Prankster Tailwind but can also outprio +1 priority moves with Sucker Punch. Also has Haze, which can be useful to stop fast set-up sweepers.
 
OK everyone, it's voting time! Vote for your favourite Weather condition and your favourite Terrain. You may not vote for your own!

If your condition wins, that's a package deal - all new moves, abilities and Pokemon you suggested along with it go through.

Votes will be counted on Wednesday (or later if there haven't been enough). Good luck everyone!
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Name: Pillgrim (Pill + Grim = Pilgrim)
Type: ==
Stats: 43/73/86/90/110/88 (490)
Abilities: Regenerator/Power Of Alchemy/Afterlife Surge (Sets up Afterlife Terrain on switch-in)
Weight: 0.1 lbs.
Movepool:
Physical: Thief, Fling, Foul Play, Knock Off, Crunch, Throat Chop, Flame Charge, Flare Blitz, Temper Flare, Shadow Claw, Phantom Force, Poltergeist, Trailblaze, Seed Bomb, Take Down, Facade, Giga Impact, Poison Jab, Gunk Shot
Special: Second Chance, Shadow Sneak, Snarl, Dark Pulse, Fire Spin, Heat Wave, Flamethrower, Fire Blast, Overheat, Burning Jealousy, Hex, Night Shade, Shadow Ball, Giga Drain, Energy Ball, Hyper Beam, Tera Blast, Venoshock, Sludge Bomb, Acid Spray, Sludge Wave
Status: Afterlife Terrain, Leer, Purify, Baneful Bunker, Taunt, Confuse Ray, Spite, Curse, Protect, Substitute, Sleep Talk, Encore, Rest, Rain Dance
Flavor: Despite being a Poison/Ghost type with a threatening appearance, Pillgrim is actually a graceful Pokémon that can often be found near where people have died. It's body is made of a special material that supposedly allows anyone that touches it to access the afterlife when they perish, letting them be a lot more calmer about the inevitable time in which they will die. Supposedly, this Pokémon aims to keep those who have been sent to the afterlife in there as long as possible, making sure that no-one can revive them for their own scrutable purposes. It's pill-shaped body actually hides a set of razor sharp teeth, which made some scientists believe that the head on top is simply a decoy.
New Terrain: Afterlife Terrain: For five turns, grounded Pokémon, except Poison-types, can't restore health and have no abilities, while Ghost-type attacks gain a 50% chance to lower the target's attack by 1. Terrain Pulse becomes a Ghost-type move, but Mimicry Pokémon become Poison-type. This will activate the Afterlife Seed, consuming it to increase the holder's speed by 1. In addition to the Pokémon listed here, it can also be learnt by Gengar, Malitch, Mycecroak, Arbok, Sneasler, Golurk, Possmortem, Dustnoir, and the Undead Diamond Hand members (Nihilink, Upvybones, Mutinuncle, and Wizareetin) using TM230. (Tried to go for one that supports two types here!)
Role: Pillgrim's Afterlife Terrain has the power to cut off healing and abilities entirely, but be careful, it also affects your team as well. It can also serve as a sticky special defender.
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Name: Tardinfinite (Tardigrade + Infinite)
Type: =
Stats: 255/5/10/5/10/70 (355)
Abilities: Undying
Weight: 0.1 lbs.
Movepool:
Physical: Counter
Special: Mirror Coat, Metal Burst
Status: Afterlife Terrain, Harden, Aqua Ring, Recover, Sticky Web, Venom Drench, Purify, Fake Tears, Taunt, Sunny Day, Will-O-Wisp, Confuse Ray, Spite, Protect, Substitute, Sleep Talk, Encore, Helping Hand, Toxic Spikes, Toxic, Rest, Reflect, Light Screen, Imprison, Trick, Amnesia, Gravity, Rain Dance
Custom Elements:
Undying: While Afterlife Terrain is active, this Pokémon cannot faint. Instead, if would do so, it gains a condition called Fading Away. While this Pokémon has Fading Away, it cannot switch out, heal, or create Substitutes, and it's HP cannot lower, though it can still take damage. Once Afterlife Terrain ends, if Tardinfinite has Fading Away, it faints instantly. This ability cannot be removed or replaced.
Flavor: Tardinfinite is said to represent infinity itself, a spirit hiding within a discarded bug shell. It's true form is the bubbles that surround the shell, especially the one that resembles an infinity symbol. This Pokémon apparently can live forever, having lived since the dawn of time, though scientists claim that it does have a lifespan, and when it perishes, another shell forms around it. Apparently, every time one dies, it is a sign that a person who has also died has failed to reach the afterlife.
Role: A rather unique Pokémon that, while having pathetic stats and no attacking moves, cannot faint while Afterlife Terrain is up, allowing it to set up status moves while it is at 0 HP. It also has a lot of HP to begin with.
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Name: UThrills (You + Thrill)
Type: =
Stats: 78/75/76/100/77/100 (506)
Abilities: Flashback/Unnerve/Liquid Voice
Weight: 0.8 lbs.
Movepool:
Physical: Metal Claw, Steel Wing, Knock Off, Foul Play, Fling, Wild Charge, Supercell Slam, Shadow Claw, Phantom Force, Poltergeist, Take Down, Facade, Giga Impact
Special: Rock On, Second Chance, Metal Burst, Overdrive, Shadow Sneak, Snarl, Dark Pulse, Hex, Night Shade, Shadow Ball, Thunderbolt, Thunder, Electroweb, Aura Sphere, Focus Blast, Hyper Beam, Tera Blast, Hyper Voice, Uproar, Steel Beam, Flash Cannon
Status: Afterlife Terrain, Sing, Leer, Sunny Day, Confuse Ray, Spite, Curse, Protect, Substitute, Sleep Talk, Rest, Reflect, Light Screen, Iron Defense
Custom Elements:
Rock On: 110 BP Normal-type Sound Based Special Move with 100% accuracy, and 16 PP. This hits both targets in a double battle, and has a 30% chance to burn the target.
Second Chance: 60 BP Ghost-type Special move with 100% Accuracy and 16 PP. When used in Afterlife Terrain, this hits twice and targets both opponents.
Flashback: Prevents enemy Pokémon from using the same move twice in a row while Afterlife Terrain is active.
Flavor: UThrills is designed to be based off retired YouTubers, more notably AquaBlade11 by it's access to Rock On and Liquid Voice, as well as Michael Jackson. It's a spirit that appears near companies that have gone bankrupt, and it's said that seeing one inspires the viewer to try and revive it at all costs. Once the company has been revived again, however, UThrills will alter the landscape to make it go bust again, before feeding on the despair caused by it's closure, and repeating the cycle. Apparently, it's said to be the soul of a streamer that never got to their last video before they perished.
Role: A Steel-type Sound based Special Attacker who can either serve as a partner for Perrserker, or can destroy physical attackers by going into Afterlife Terrain and using Second Chance!
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Name: Junodia (Juno + Slight Corruption of Day)
Type: ==
Stats: 83/92/91/91/100/95 (552)
Abilities: Lightning Rod/Competitive/Paradise (Sets up Holiday on switch-in)
Weight: 21.2 lbs.
Movepool:
Physical: Calendar Smash, Spark, Thunder Punch, Wild Charge, Supercell Slam, Play Rough, Brick Break, Drain Punch, Body Press, Reversal, Close Combat, Focus Punch, Upper Hand, Acrobatics, Aerial Ace, Take Down, Facade, Giga Impact, Endeavor
Special: Thunder Shock, Fairy Wind, Parabolic Charge, Volt Switch, Electro Ball, Thunderbolt, Thunder, Electroweb, Disarming Voice, Draining Kiss, Dazzling Gleam, Alluring Voice, Aura Sphere, Focus Blast, Shadow Ball, Hyper Beam, Tera Blast, Hyper Voice, Weather Ball, Psybeam, Psyshock, Psychic, Psychic Noise, Future Sight
Status: Holiday, Play Nice, Thunder Wave, Electric Terrain, Charge, Charm, Misty Terrain, Bulk Up, Sunny Day, Protect, Substitute, Sleep Talk, Helping Hand, Rest, Calm Mind
Flavor: This Pokémon is based off the Roman God Juno, and is a female only species. It produces a strange aura from the ribbons that extend from it's body that makes anyone that feels them drop all their plans and relax, even if they were in the middle of something. As such, it's been revered as a deity of holidays, as it's appearance allowed people to know that it is time to take a break. Supposedly, it has a liking towards children, and will often stay by one as they grow up, ensuring that they can never stray off their dreams. In battle, it charges up the ribbons with enough electrical energy to destroy a skyscraper in a single strike.
New Weather: Holiday: For five turns, or eight if the user is holding a Party Rock, all Fairy-types use Psycho Shift at the end of their turns targeting the enemy Pokémon with the least health, and non-Fairy, Dragon and Flying-type attacks consume triple the amount of PP per use. Sky Attack will be used instantly without the need of a charging turn. Weather Ball becomes Fairy-type. Morning Sun heals for 2/3rds of the user's health, while Moonlight heals for 1/4. However, should this Weather end up winning, Sky Attack's power will be reduced to 110 to make it similar to Solar Beam, but with the ability to cause flinching. Holiday can be learned by the three Pokémon listed here, as well as all Fairy, Water, Flying, Dragon, and Normal-type Pokémon via TM231.
Role: A strong bulky setup mixed attacker that can set up Holiday! It also gives her a third STAB in Sky Attack.
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Name: Claws (Literally Claws, but can also be read as Claus, from Santa Claus)
Type: Ice
Stats: 125/115/98/65/90/45 (538)
Abilities: Season's Greetings/Tough Claws/Intimidate
Weight: 64.3 lbs.
Movepool:
Physical: Calendar Smash, Sky Attack, Scratch, Present, Crush Claw, Slash, Night Slash, Icicle Crash, Knock Off, Crunch, Dragon Tail, Dragon Claw, Outrage, Breaking Swipe, Play Rough, Brick Break, Focus Punch, Bulldoze, Stomping Tantrum, Earthquake, High Horsepower, Ice Fang, Avalanche, Ice Spinner, Ice Punch, Take Down, Facade, Giga Impact, Body Slam, Double-Edge, False Swipe, Zen Headbutt, Rock Slide, Stone Edge, Smack Down
Special: Powder Snow, Air Slash, Earth Power, Icy Wind, Ice Beam, Blizzard, Hyper Beam, Tera Blast
Status: Holiday, Leer, Hone Claws, Reflect Type, Dragon Cheer, Bulk Up, Curse, Snowscape, Protect, Substitute, Sleep Talk, Roar, Rest,
Custom Elements:
Season's Greetings: At the end of each turn, if Holiday is active, a random enemy Pokémon uses Bestow.
Calendar Smash: A 20 BP Physical Fairy-type contact move with 24 PP and 100% Accuracy. This move gains 20 power for every turn that has passed in the battle since the user was sent out, (20, 40, 60, 80, 100, 120 for six turns) or 30 if the weather is holiday. (20, 50, 80, 110, 140, 170 for six turns)
Flavor: Claws is a troll Pokémon based off Santa Claus himself, having originated from the same evolutionary tree as Delibird. However, Claws is a much more notorious Pokémon, if only because of how it gets it's presents. It approaches those who are about to die and steals all their possessions, before giving them to someone else. That way, nothing ever goes to waste. However, if it notices that the person that it gave it's presents to misuses them, or even worse throws them away, Claws will find that person and slice them to pits! True to it's name, it's got really sharp claws, supposedly the first ones to ever be evolved.
Role: A slow, but very deadly attacker with access to both Tough Claws and two pseudo STABs it can use while Holiday is active. Also comes with Intimidate!
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Name: Amorosol (Amore + Parasol)
Type: FightingFlying
Stats: 71/75/90/69/95/100 (500)
Abilities: Misty Surge/Day Off/Unaware
Weight: 1.1 lbs.
Movepool:
Physical: Calendar Smash, Sky Attack, U-Turn, Play Rough, Acrobatics, Aerial Ace, Fly, Take Down, Facade, Giga Impact, Zen Headbutt, Waterfall, Liquidation, Flip Turn
Special: Gust, Fairy Wind, Pollen Puff, Misty Explosion, Dazzling Gleam, Disarming Voice, Air Cutter, Air Slash, Hurricane, Shadow Ball, Energy Ball, Hyper Beam, Tera Blast, Hyper Voice, Psychic, Expanding Force, Water Pulse, Chilling Water, Surf, Scald, Hydro Pump,
Status: Holiday, Peace And Quiet, Play Nice, Quick Guard, Wide Guard, Tailwind, Charm, Misty Terrain, Sunny Day, Protect, Substitute, Sleep Talk, Rest, Agility, Reflect, Light Screen, Trick Room, Rain Dance
Custom Elements:
Peace And Quiet: A Fairy-type Protect clone, except it Protects both allied Pokémon at once. However, it will fail if the weather is not Holiday. It has 16 PP, and like all Protect clones, its chances of failing rise if used in succession.
Day Off: While the weather is Holiday, this Pokémon regains 1/8th of its HP at the end of it's turn. However, at the end of a turn in which any other weather condition is active, it will fall asleep.
Flavor: Amorosol is a tiny umbrella Pokémon that's said to be a symbol of both Valentine's and Summer. If you see a person holding one up, it is a sign that you have found your true love, as you head underneath the Amorosol. It will happily allow a couple to rest underneath it, and it absorbs any negative energy that the couple might produce. The first Amorosol was apparently created as a gift from a queen who tried everything to marry the king of a neighbouring kingdom, after she realized that love is worth more than riches and civilization.
Role: Deadly supporter with an even more deadly move it can use during Holiday, allowing it's partner to set up. It also has Misty Surge and Unaware to serve as an attacker.
Here are my three subs for this slate.
Name: Orasundra

Ability: Intimidate
/ Photolysis / Rattled
Photolysis: Summons Acidic Rain which lasts for 5 turns. During those turns, non Poison Pokémon loose 1/16 of their HP at the end of the turn. Moreover, Steel Pokémon can now be hurt by offensive Poison moves for neutral damage. Certain elements like Poison Heal, Toxic Boost, Overcoat, Immunity, and Safety Goggles won't result in an HP loss even if the user is not a Poison type.

Type: Poison / Psychic

Stats:

HP: 100
Attack: 120
Defense: 84
Special Attack: 90
Special Defense: 94
Speed: 60
BST: 548

Height: 4.5 m
Weight: 100.0 kg
Gender Ratio: male (50.0%), female (50.0%)

New Moves: Acidic Rain, Enzymatic Bite

Acidic Rain: Poison, Status, 5 PP, effect: For 5 turns, non Poison Pokémon loose 1/16 of their HP at the end of the turn. Steel can now be hit by offensive Poison moves for neutral damage in this weather.
Enzymatic Bite: Poison, Physical, 85 BP, 100% acc, 10 PP, contact, effect: User recovers 50% of the damage dealt to the target.


Physical MovesSpecial MovesStatus Moves
Enzymatic BiteFreezing Glare, Hex, Oil Spill, Stored PowerAcidic Rain, Trick Room

Description:
1) Concept
- Orasundra is the final evolution of Arbok and references oracle and sun. The latter is further emphasized by the custom ability Photolysis, a process where sunlight (specifically UV radiation) breaks chemical bonds in molecules, initiating reactions that can create acid rains.
- Why the connection between sun, magic, and snakes? It's because snakes were considered magical creatures in Ancient Egypt, useful for healing, protection, and religious ceremonies.
- Fwiw, Orasundra can be considered a funny play on messengers or prophets predicting rain, in this case Acidic Rain.


Description:
2) Competitive
- Now that there is an Arbok evolution, Eviolite Arbok will naturally be more useful and bulky and doesn't come with the Ghost and Dark weakness. By contrast, Intimidate Orasundra can be more useful on more offensively inclined teams due to its higher offensive stats but at the cost of lower Speed and a weakness to Ghost and Dark. Furthermore, unlike Arbok, it has access to Enzymatic Bite to become more resilient. So, it's a trade-off; Eviolite Arbok and Intimidate Orasundra don't necessarily outclass each other.
- Rattled is an underutilised ability that Orasundra can make use of very well; in fact, given its bulk and dualtype, Orasundra takes good advantage of Weakness Policy. So, you can have a Beat Up ally to quickly raise its Speed and make its Stored Power deceptively strong. Or you could just rely on Orasundra's good bulk and Coil to tank super effective hits and retaliate.
- As Arbok already got Parting Shot from this PetMod's buff attempts, Orasundra will have no problems resetting Acidic Rain. What makes Orasundra useful as a weather setter is the fact that it also comes with speed control in Glare and provides Helping Hand! Furthermore, the secondary Psychic type can be useful to pressure opposing Poison Pokémon trying to get around the residual damage from this weather. Speaking of Psychic, weather teams tend to stack types. With Poison only being weak to Psychic and Ground, Orasundra's neutrality to Psychic makes it easier to stack Poison Pokémon.
- I choose Acidic Rain as a new weather since it's like one of those that can "exist natually" without being on the nose. Moreover, I've always been a fan of the residual 1/16 chip damage that Snow forewent, unfortunately. Thus, Acidic Rain fills the void and tries to make good use of it. After all, Poison is a good defensive type with useful resistances, like Fighting and Fairy. So, it can better make use of chip damage than Hail, especially since you can easily combine it with Poison and Toxic. Fwiw, historically, Poison Pokémon have been rarely used in VGC, outside of Amoonguss. Occasionally, you would see Nihilego or Glimmora, and in older formats, there was Mega Gengar. Therefore, by adding Acidic Rain, I hope to make Poison more prominent in VGC. It also helps that, with this weather, Poison moves can now hit Steel Pokémon, making other types like Rock or Ground more useful. After all, they do resist Poison even in this weather.
- If you were wondering why I included two custom moves, Acidic Rain is meant to be a generic move that many other Pokémon, specifically Poison Pokémon, can learn; I just added them here first for convenience's sake so that I won't have to repeat myself. So, technically, only Enzymatic Bite is a special move related to Orasundra.
- Orasundra should be well balanced by the fact that it's slow and has to be careful around some of the powerful Ghost, Dark, and Ground Pokémon in the format, notably Wizareetin, Intestinorm, and Cemmetar.
Name: Tokujira

Ability: Transmutation

Transmutation: If, at the end of the turn, Acidic Rain is still active, boosts user's worst stat by 1 stage. User is immune to 1/16 chip damage from Acidic Rain.

Type: Poison / Water

Stats:

HP: 170
Attack: 125
Defense: 65
Special Attack: 90
Special Defense: 65
Speed: 85
BST: 600

Height: 25.1 m
Weight: 874.1 kg
Gender Ratio: male (50.0%), female (50.0%)

New Moves: Acidic Breath

Acidic Breath: Poison, Special, 130 BP, 100% acc., 5 PP, effect: Skips in Acidic Rain. Burns target.

Physical MovesSpecial MovesStatus Moves
Aqua Tail, Aqua Jet, Crunch, Dive, Dragon Tail, Facade, Giga Impact, Gunk Shot, Ice Fang, Liquidation, Poison Fang, Superpower, Thunder Fang, Waterfall, Wave CrashAcid Spray, Acidic Breath, Ancient Power, Belch, Brine, Hyper Beam, Hydro Pump, Incinerate, Muddy Water, Overheat, Scald, Sludge Bomb, Sludge Wave, Thunder, VenoshockAcid Armor, Acidic Rain, Electric Terrain, Gastro Acid, Hone Claws, Protect, Rain Dance, Rest, Roar, Sleep Talk, Spikes, Substitute, Thunder Wave, Toxic, Toxic Spikes

Description:
1) Concept
- Tokujira's name comes from Japanese and is composed of toku (Toxic) and gojira (godzilla). Godzilla itself is based on a whale, among others. This is why all of Tokujira's stats are based on whale or godzilla related Pokémon. For instance, base 170 HP is shared by both Cetitan and Wailord. The 600 BST parallels Pokémon like Tyranitar or Archaludon who are based on kaijus themselves.


Description:
2) Competitive
- Tokujira complements Orasundra by pressuring Rock and Ground Pokémon that would give it some troubles otherwise. In turn, Orasundra threatens certain Poison Pokémon that can check or outright wall Tokujirah, like Hattlock (Grass, Poison) or Mycecroak (Poison, Fighting + Dry Skin).
- Usually, weather abusers tend to overwhelm opponents with speed and power. Tokujira, however, aims to be resilient and offensive. Poison/Water highlights its defensive strengths and synergizes well with Transmutation. The latter will most likely grant the user defensive boosts at the beginning since Tokujira's stats are more offensively inclined. Moreover, if you want to, you can go for a more disruptive strategy with stuff like Dragon Tail. Combined with Acidic Rain, Poison or Burn from Acidic Breath, this approach could wear down opponents effectively.
Name: Cacmora

Ability: Transmutation
/ Water Absorb / Coup de Grass
Coup de Grass: User moves first in its priority bracket with a non spread move if the intended target's HP is at or below 50%.

Type: Grass / Dark

Stats:

HP: 90
Attack: 130
Defense: 80
Special Attack: 130
Special Defense: 80
Speed: 45
BST: 545

Height: 2.1 m
Weight: 103.5 kg
Gender Ratio: male (50.0%), female (50.0%)

New Moves: Oil Spill

Oil Spill: Poison, Special, 90 BP, 100% acc., 10 PP, effect: Dual Poison/Water move hitting opposing Pokémon. Always poisons in Acidic Rain.

Physical MovesSpecial MovesStatus Moves
AssuranceBrine, Oil SpillAcidic Rain

Description:
1) Concept
- Cacmora is the final evolution of Cacturne who loves Acidic Rain. After all, did you know cacti benefit from acid as long as it's not excessive? Acid improves their growth and flowering. Realizing that, I had to include a non Poison Pokémon that could take advantage of Acidic Rain.
- Cacmora's secondary part of its name references doom. If you've ever seen one of those gen 3 design leaks (you can find them on reddit, in PokéLeaks), that sick and sinister looking Cacturne is exactly how I imagine Cacmora to be. It's not something you want to come across at night; it's a devastating silent and very patient hunter, waiting to strike when you expect it the least.
- Coup de Grass is Hematite's idea. He used it for his own Mega Cacturne which I've always been a fan of due to the great synergy and interaction as explained below.


Description:
2) Competitive
- As an Acidic Rain abuser, Cacmora can resist and pressure Psychic and Ground Pokémon that would trouble Poison Pokémon otherwise. Thus, Grass/Dark is very good defensively and offensively for Acidic Rain teams. Furthermore, between Giga Drain and the potential defensive boosts from Acidic Rain, Cacmora can become more resilient. It also doesn't mind the speed boost if you are aiming for Tailwind or Glare strategies.
- As a Coup de Grass user, Cacmora has plenty ways of abusing it. If you didn't understand the ability, let me explain. Let's say Cacmora were to target a Pokémon that has 50% HP or less left. This would mean that Cacmora's non spread move would turn into a 0.5 prio move. Yes, the ability can be triggered during a turn. For instance, an ally could spam Dazzling Gleam which could bring the target's HP down to 50% HP or less. As soon as the requirement is met, Cacmora can quickly try to finish it off. This effect synergizes extremely well with Assurance, Brine, Fell Stinger, etc. but can also extend to disruptive moves like Encore, Taunt, etc. Moreover, the ability also triggers itself if the intended target is the user itself. So, you can create mindgames with Destiny Bond, for instance. With tools like Spiky Shield, Oil Spill or hazards, Cacmora can have an easier time triggering its ability. This allows it to easily overcome its slow speed and defensive flaws of the Grass/Dark type.
- Fwiw, Oil Spill is meant to be a new generic Poison move that can be distributed to other Pokémon and is meant to encourage Acidic Rain as a weather. After all, Poison is a powerful status condition as it punishes passive plays. Moreover, while Acidic Rain bypasses Steel's immunity to offensive Poison moves, Oil Spill, in turn, deals, at least, neutral damage to Rock and Ground Pokémon that normally resist Poison. So, Oil Spill can be a great offensive move for many Poison Pokémon, especially if they have bad coverage. For now, Orasundra and Tokujira can learn Oil Spill as well. I think later we can suggest which other Pokémon could try to learn it should my Acidic Rain centred Pokémon win.
:SV/cobalion: :SV/rapidash-galar:
Prompt: New Terrain (setter)
Name: Deermetrius (Demetrius + Deer)
Type: Fighting / Fairy
Stats: 85/110/75/55/85/125 (535 BST)
Abilities: Justified / Grass Pelt (Vigor Surge)
Weight: 150 KG
Physical: Tackle, Take Down, Horn Attack, Play Rough, Spirit Break, Sacred Sword, Superpower, Double Kick, Mega Kick, Trop Kick, Slash, Low Sweep, Reversal, Upper Hand, Trailblaze, Reversal, Horn Leech, U-Turn, Night Slash, Leaf Blade, Psycho Cut, Aqua Cutter, Stomp, Jump Kick, Revenge, Retaliate, Giga Impact, Facade.

Special: Air Slash, Aura Sphere, Focus Blast, Dazzling Gleam, Air Slash, Draining Kiss, Hidden Power, Hyper Beam

Status: Mean Look, Leer, Agility, Bulk Up, After You, Coaching, Detect, Endure, Vigor Terrain, Protect, Substitute, Toxic, Calm Mind, Rest, Sleep Talk, Helping Hand, Quick Guard.
Role: Offensive Terrain setter, a-la Rillaboom or Tapu Lele that can also be ran as Grassy Terrain support or regular Vigor Terrain support.
Flavor: A Pokemon that aspires to be apart of the Swords of Justice. Its horn is in a similar state to Keldeo's, but it seems not to carry a special move.
Vigor Terrain: For 5 Turns, All grounded Fighting-type Pokemon have an increased Critical Hit Ratio of 1 and 10% more Accuracy. Fighting-type Moves also raise attack by 1 If the user manages to move last. Mimicry Pokemon become Fighting Type. Terrain Pulse also becomes a Fighting-Type move.

The item 'Vigor Seed" raises the holder's Defense by 1 when on Vigor Terrain. Destroyed upon use. (thanks BlueRay for the suggestions :D)

:SV/teddiursa: :SV/mimikyu: :SV/hawlucha: (like, all of them fused together.)
Prompt: New Terrain ABUSER!
Name: Wresteddy (Wrestler + Teddy Bear)
Type: Fighting / Normal
Stats: 110/115/85/60/80/50 (500 BST)
Abilities: Iron Fist / Cute Charm (Analytic)
Weight: 95 KG
Physical: Giga Impact, Pound, Body Slam, Facade, Last Resort, Double-Edge, Thunder Punch, Fire Punch, Ice Punch, Mach Punch, Drain Punch, Circle Throw, Mega Punch, Focus Punch, Dynamic Punch, Reckless Lariat, Darkest Lariat, Play Rough, Rock Slide

Special: Hidden Power, Hyper Beam, Hyper Voice, Alluring Voice, Final Gambit

Status: Vigor Terrain, Protect, Substitute, Toxic, Rest, Sleep Talk, Helping Hand, Bulk Up, Roar, Coaching, Psych Up, Wide Guard.
Role: Slow bulky-attacking Pokemon that uses the fun secondary part of Vigor Terrain to snowball along with the accuracy raising part.
Flavor: A large wrestler-luchador Teddy Bear
Reckless Lariat: 85 BP, 16 PP, 100% Accurate, Physical Fighting type Move. Contact move. Punching Move. Cannot be Redirected (darkest Lariat but with a Snipe Shot effect.)
:sv/zapdos::sv/pelipper::sv/kyogre:
Name: Derecho
Effect: All Ground-type moves deal 0.5x damage. If a non-Electric, Ground, or Rock-type Pokemon stays on the field for two turns, they become Paralyzed. Changes Weather Ball into an Electric-type move. Thunder/Hurricane don't miss. Solar Beam/Blade have halved bp. Charge Beam has 1.5x power and always raises SpA. Moonlight heals 2/3, Morning Sun & Synthesis heal 1/4.
Description:

Name: Squall Line
Type: Electric
Category: Status
BP: -
Acc: -
PP: 10 (16)
Effect: Summons Derecho for 5 turns.
Distribution: :aron:Ahimstalag, :pidgeotto:Cashatrew, :skitty:Skitty, :delcatty:Delcatty, :drampa:Drampa, :flamigo:Flamigo, :flygon:Flygon, :gyarados:Gyarados, :morgrem:Kobolt, :ledyba:Ledyba, :ledian:Ledian, :ledian:Ledellar, :pelipper:Lullux, :magikarp:Magikite, :milotic:Milotic, :orbeetle:Orbeetle, :cutiefly:Cutiefly, :ribombee:Ribombee, :scyther:Scyther, :scizor:Scizor, :kleavor:Kleavor, :charizard:Solastor, :blitzle:Blitzle, :zebstrika:Zebstrika, :zebstrika:Zebsonavolt

Name: Spearhead Winds
Effect: Upon switch in, summons Derecho for 5 turns.
Distribution: :zebstrika:Zebstrika (replaces Motor Drive)

Name: Conduction Zone
Effect: During Derecho, Pokemon will become Paralyzed one turn earlier. Immunity to becoming Paralyzed.
Distribution: :trapinch:Intestinorm, :rufflet:Eagluff, :mandibuzz:Mountalon

Name: Spark Pool
Effect: During Derecho, this Pokemon is healed by 1/8 of its max Hp at the end of each turn. Immunity to becoming Paralyzed.
Distribution: :morgrem:Kobolt (replaces Sturdy), :shellos: Shellos (replaces Sand Force), :gastrodon:Gastrodon (replaces Sand Force)

Name: Cloudy Rock
Effect: Derecho lasts for 8 turns instead of 5.
Fling: 50 bp

:sv/sandaconda-gmax::sv/tornadus::sv/brambleghast:
Name: Dustdemol (Dustdevil + Demolition)

Type: Electric/Ground
Abilities: Spearhead Winds
Stats: 82/158/83/79/97/61 (BST: 560)

Notable Moves: Earthquake, Earth Power, Thunderbolt, Thunder, Thunder Wave, Heat Wave, Sand Pit, Air Slash, Hurricane, Weather Ball, Air Cannon, Storm Slam, Rock Slide, Explosion, Self-Destruct, Stealth Rock, Spikes, Whirlwind, Wild Charge, Swords Dance, Spark, U-Turn, Nasty Plot, Ice Spinner, Squall Line

Weight: 390.5 kg
Gender: 50-50
Design: Big tornado of dust and dirt with electrical sparks (if Bramblin is allowed, this is allowed)

Description: Dustdemol seems rather frightening off the bat with usable defenses, SD, and a whopping 158 Att, but it has several limiting problems. 61 speed is an awkward spot that causes TR to have several things underspeed and most things overspeed. It also completely lacks notable Physical STAB due to its easily best ability actively hurting its usable stab and its other stab being limited to Wild Charge or Spark. It makes up for it by packing notable coverage in Rock Slide, Ice Spinner, and Heat Wave.

:sv/corviknight-gmax::sv/wishiwashi::sv/wattrel:
Name: Corviclism (Cataclism + Corvid)

Type: Flying/Dark
Abilities: Spark Pool / Intimidate // Spearhead Winds
Stats: 109/60/89/118/97/68 (BST: 541)

Notable Moves: Brave Bird, Hurricane, Air Cannon, Air Slash, Knock Off, Peck, Darkest Lariat, Roost, Thief, Snatch, Thunder, Thunderbolt, Thunder Wave, Wild Charge, Spark, Dark Pulse, Taunt, Brick Break, Superpower, Squall Line, Defog, Leer, Volt Switch, Switcheroo, Light Screen, Reflect

Weight: 264.5 kg
Gender: genderless (a swarm of corvids are all many genders which results in genderless)
Design: Large swarm of black crows with yellow highlights under their wings. Crows all form a larger crow like Gmax Corviknight.

Description: Additional Derecho setter with more reliable typing, but it doesn't provide much benefit on itself with the weather since its immune to Ground and can be paralyzed by the weather. Corviclism is also useable as a regular mon with Intimidate and Dual Screens.

:sv/altaria-mega::sv/salamence::sv/zygarde:
Name: Mythical Terrain
Effect: All grounded Pokemon's Dragon-type moves deal 1.3x power. All grounded Pokemon have a random one of their stat changes removed at the end of every turn (ex: If a mon has +2 Att and -1 Def, it may get -1 Att or +1 Def at the end of turn). Changes Terrain Pulse into a Dragon-type move. Nature Power becomes Dragon Pulse. Secret Power gets a 30% chance to lower the target's highest stat by 1. Camouflage changes user to Dragon-type. Mimicry changes user to Dragon-type. Dragon Rush can't miss while targeting a grounded Pokemon in Mythical Terrain.
Description: Mythical Terrain is used primarily on teams that don't want set up and enjoy not having to worry about stat drops. Loosing a random stat at end of turn can work as a way to weaken the opposing team's set up sweepers as well as keep your team free of stat drops.

Name: Mythical Terrain
Type: Dragon
Category: Status
BP: -
Acc: -
PP: 10 (16)
Effect: Summons Mythical Terrain for 5 turns.
Distribution: :doublade:Doublade-Light, :aegislash:Aegislash-Light, :ekans:Ekans, :arbok:Arbok, :pidgeotto:Cashatrew, :drampa:Drampa, :trapinch:Trapinch, :vibrava:Vibrava, :flygon:Flygon, :golett:Golett, :golurk:Golurk, :gyarados:Gyarados, :guzzlord:Judigon, :deino:Kagunawa, :milotic:Milotic, :minun:Ulmiraj

Name: Mythical Surge
Effect: Upon switch in, summons Mythical Terrain for 5 turns.
Distribution: :drampa:Drampa (replaces Sap Sipper)

Name: Dragonslayer
Effect: During Mythical Terrain, this Pokemon's Speed is 1.5x. This Pokemon can't have its stat boosts removed by Mythical Terrain.
Distribution: :tinkatuff:Tinkatuff (replaces Own Tempo), :tinkaton:Tinkaton (replaces Own Tempo), :escavalier:Escavalier (replaces Swarm)

Name: Spray On
Effect: While a Terrain is active, this Pokemon's attacks cause the target to gain the type of the current terrain as a third type (Electric/Electric, Grassy/Grass, Psychic/Psychic, Misty/Fairy, Mythical/Dragon).
Distribution: no current Pokemon

Name: Mythical Seed
Effect: Upon switch in, if Mythical Terrain is active, raises the user's Critical Hit ratio by 1. Single use.
Fling: 50 bp

:sv/drampa::sv/guzzlord::sv/dragonair:
Name: Eldigma (Enigma + Elder)

Type: Dragon
Abilities: Levitate // Mythical Surge
Stats: 84/119/71/99/108/87 (BST: 568)

Notable Moves: Dragon Rush, Outrage, Dragon Claw, Dragon Pulse, Draco Meteor, Flamethrower, Fire Blast, Thunder, Thunderbolt, Crunch, Fire Fang, Thunder Fang, Ice Fang, Psychic Fangs, Jaw Lock, Hurricane, Brave Bird, Air Cannon, Earthquake, Mythical Terrain

Weight: 185.0 kg
Gender: 50-50
Design: Serpentine, ancient dragon with a gaping lamprey maw

Description: Mythical Surge setter that can set for its allies or use the terrain for itself in order to blast off powerful no miss Dragon Rush and Draco Meteors that can have their downsides midigated by the terrain.

:sv/grapploct::sv/tentacruel::sv/pangoro:
Name: Hapalocko (Hapalochlaena + Octopus + Lock)

Type: Poison/Dark
Abilities: Spray On
Stats: 100/120/80/60/80/40 (BST: 480)

Notable Moves: Poison Jab, Gunk Shot, Sludge Wave, Sludge Bomb, Memento, Flip Turn, Beat Up, Knock Off, Paint Sling, Darkest Lariat, Dark Pulse, Throat Chop, Toxic, Toxic Spikes, Rock Slide, Bulk Up, Play Rough, Octolock, Superpower, Close Combat, Drain Punch, Focus Blast, Dazzling Gleam, Defog, Doodle, Psychic Terrain, Misty Terrain, Grassy Terrain, Electric Terrain, Mythical Terrain

Paint Sling (Dark, Special, 50 bp, 100 acc, 5 (8) pp, Has a 100% chance to lower the target's lowest stat by 2. If the target is an Ally, raises the stat instead.)

Weight: 15.6 kg
Gender: 50-50
Design: Grapploct but shiny, graffiti/gangster look, and less humanoid-ish.

Description: Hapalocko abuses terrain by plastering additional types onto opposing Pokemon in order to abuse their weaknesses. Grassy Terrain and Misty Terrain basically doesn't exist so rip. Hapalocko can provide solid support to terrain teams (despite overlapping the dark-type with the primary setter of Psychic Terrain) by providing a very unique approach to the team: Paint Sling provides a stat boosting move that also hurts the opponent. It also provides a way to distribute the terrain type to your ally, allowing mons without the STAB but solid coverage to get a bigger boost in the terrain. The move is special despite the abysmal SpA to provide the perfect way to abuse Weakness Policy as Dark weak mons get a +2 boost as well as a Weakness Policy boost to blow serious holes in teams.

Here are my field conditions.

Effect: Powers up Ghost and Dark type moves by 25%. Cuts the power of Psychic and Fairy moves by 25%. Weather Ball becomes Ghost type. Nature Power turns into Shadow Ball.
Name: Mistimoth
Type: Bug / Ghost
Ability: Swarm / Compound Eyes / Fogbound
Base stats:
61 / 82 / 103 / 94 / 85 / 76 [500]
Useful moves
Physical: U-turn, Shadow Sneak, First Impression
Special: Bug Buzz, Shadow Ball, Snarl, Dark Pulse, Focus Blast, Hurricane, Icy Wind, Fearful Blast
Status: Quiver Dance, Quash, Silk Trap, Sticky Web, String Shot, Tailwind, Crafty Shield, Stun Spore, Sleep Powder
Weight: 1.9 kg
Size: 0.7 m
Egg group: Bug
Gender: Both
Role: Its main role is setting up Fog, but its toolkit doesn't just limit it to that. With Compound Eyes it can throw around 97% accurate Sleep Powders and Stun Spores. It can also be a strong sweeper in its own right, since Bug / Ghost hits most Pokemon for at least neutral damage.
Name: Fog Cloud. Type: Ghost. Status. 8 max PP. Summons Fog for 5 turns (8 with the item Misty Rock)
Name: Fearful Blast. Type: Dark. Special. 120 BP. 8 max PP. Hits both opponents. May cause flinching (10%). 70% accuracy, but in Fog has 100%.
Name: Spectral Blade. Type: Ghost. Physical. 90 BP. 24 max PP. 100% accuracy, makes contact. In Fog, bypasses redirection, Screens and Substitute.
Misty Rock. Changes the number of turns Fog is summoned from 5 to 8.
Name: Mist Striker.
Effect: Users attacking moves gain +1 priority during Fog on the first turn Fog is on the battlefield.
Given to: Cursola, Honchkrow (instead of Insomnia), Pangoro (over Mold Breaker)

Name: Metallic Terrain
Effect: Steel type moves used by Pokemon on the ground gain 30% power. Pokemon on the ground don't flinch. Terrain Pulse becomes Steel type, Nature Power turns into Flash Cannon.
Name: Faerrum
Type: Steel / Fairy
Ability: Cute Charm / Rivalry / Metallic Surge
Base Stats
85 / 50 / 125 / 100 / 80 / 60 [500]
Useful moves
Physical: N/A
Special: Flash Cannon, Moonblast, Dazzling Gleam, Aura Sphere, Mystical Fire, Psychic, Misty Explosion
Status: Spotlight, Helping Hand, Trick Room, Nasty Plot, Calm Mind, Metallic Terrain, Encore, Disable
Role: It's a bulky support Pokemon that can still hit quite hard.
Weight: 144.7 kgs
Size: 0.75 m
Egg Group: Fairy and Field
Gender: Both
Name: Metallic Terrain. 16 max PP. Type: Steel. Status. Summons Metallic Terrain for 5 turns (8 if the user holds a Terrain Extender).
Item: Metallic Seed. Consumed if the user switches in while Metallic Terrain is active. Once consumed, the user is immune to Critical Hits for the rest of their time on the battlefield.
Name: Iron Shield. Effect: During Metallic Terrain, user and on field allies heal 12.5% HP at the end of every turn. Users: Hisuian Goodra, Escavalier (over Battle Armor), Bastiodon (slot 2)
 
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