Pet Mod A New Legend: Hoopa

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(it looked better in my head, alright?)

Pokémon: Serperior-Hoenn
Typing: Grass/Flying
Abilities: Overgrow/Wind Rider (If hit by a damaging Flying-type move, takes neutral damage and raises Speed by one stage.)
Stats: 75/110/90/65/70/100
New Moves: Wing Attack, Brave Bird, Fly, Hurricane, Tailwind, Roost, Dragon Rush, Lunge, Dragon Dance
Removed Moves: Aqua Tail, Bind, Wring Out

Fast physical attacker that becomes even faster with its ability.

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Pokémon: Delphox-Hoenn
Typing: Fire/Fairy
Abilities: Blaze/Weather Master (Sets a random weather condition [Not harsh sun or heavy rain] on switching in.)
Stats: 90/60/100/110/60/90
New Moves: Moonblast, Thunder
Removed Moves: Low Kick, Thunder Punch

A physically defensive special attacker that can choose to have a risk/reward setup, or just use Blaze.

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Pokémon: Feraligatr-Hoenn
Typing: Water/Steel
Abilities: Torrent/Transporter (This Pokemon's switch-out moves give a random +1 stat boost to the Pokemon that switches in [not accuracy or evasion].)
Stats: 60/70/110/40/100/90
New Moves: Flip Turn, U-Turn, Iron Head, Stealth Rock
Removed Moves: Dragon Dance, Earthquake

"Speedy tank" isn't a combination seen often, so I wanted to give it some love. It's a good pivot with its new moves and ability.
 
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Yung Dramps

awesome gaming
Ok so apologies for barging in with this but I feel like I gotta drop this now since it's a pretty important meta change that could affect some of y'all's submissions. Dunno why I didn't put this in the initial announcement but better late than never.


The Latwins are quickbanned.

A convergence of factors have pushed these two Pokemon into absurd regions they haven't seen in many other recent metas, modded or otherwise. The dramatically decreased power level and the mechanical buffs for Draco Meteor and Calm Mind give them a degree of power and versatility that little else can stand up to, especially not in such a Fairy-starved environment. Even if/when more viable Fairies emerge, these two have reasonable enough tools to outlast many of them with team support. Their departure can only be good for the metagame at this time.
 
The typings were inspired by speculation that the SV starters would be water/fire, fire/grass, and grass/water

:serperior:
Pokémon: Serperior-Hoenn
Typing: Grass/Fire
Abilities: Overgrow/Solar Power
Stats: 75/89/75/95/85/109

Will finish the move list later.
New Moves: Flamethrower, Floral Flash, Guillotine

Name: Floral flash
Base Power: 80
Accuracy: 100%
PP: 10
Category: Special
Type: Fire
Effect: 50% chance to lower target's special attack by 1
Priority: 0
Flags (ex: Contact, Sound): None

Removed Moves: Glare, Aqua Tail, Knock Off

Description: Serperior might have a niche on sun, but it's walled by fire types and just misses out on the 110 speed tier. Recoil and mediocre bulk doesn't help it either.

:cinderace:
Pokémon: Cinderace-Hoenn
Typing: Fire/Water
Abilities: Blaze/Swift Swim
Stats: 85/101/80/70/80/114

New Moves: Magnesium Blast, Liquidation, Flip Turn


Name: Magnesium Blast
Base Power: 70
Accuracy: 100%
PP: 10
Category: Physical
Type: Fire
Effect: Instead of being decreased by 50% in rain, its power is increased by 50%.
Priority: 0
Flags (ex: Contact, Sound): None

Removed Moves: Electro Ball/Gunk Shot/High Jump Kick/Court Change

Description: Flavor wise, instead of being based on a soccer player, cinderace is based on a swimmer.

Cinderace has the potential to be a good rain breaker, as it's able to pivot and defeat some grass types that trouble rain. However, 101 attack isn't a lot, and it's walled by bulky waters.

:empoleon:
Pokémon: Empoleon-Hoenn
Typing: Water/Grass
Abilities: Torrent/Justified
Stats: 84/106/93/81/96/70

New Moves: Tidal trap, roost, leaf blade, leech seed, haze

Name: Tidal trap
Base Power: 40
Accuracy: 100%
PP: 10
Category: Physical
Type: Water
Effect: Sets splinters (water-type stealth rock clone)
Priority: 0
Flags (ex: Contact, Sound): None

Removed Moves: Stealth Rock/ all Steel moves except for Steel wing/

Description: Empoleon is based on the Galapagos penguin. The grass typing comes from the fact that some of those penguins live near mangroves.

Empoleon-h has decent bulky, recovery, and some annoying utility moves, such as defog, leech seed, and haze.
 
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AquaticPanic

Intentional Femboy Penguin
is a Community Leaderis a Community Contributor
Community Leader
venusaur-hoenn.png
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Venusaur-Hoenn


Abilities: Overgrow / Dream Therapy
Dream Therapy - If Opponent is Asleep, user's attacks will heal User by 50% of the damage dealt
Stats: 80 / 72 / 78 / 90 / 95 / 110 [525]
1.9 m | 90 Kg


New Moves (From Ivysaur):
Giga Impact, Zen Headbutt
Draining Kiss, Dream Eater, Florasomnia, Future Sight, Hyper Beam, Psychic, Psyshock, Terrain Pulse
Aromatherapy, Calm Mind, Grass Whistle, Healing Wish, Hypnosis, Magic Coat, Meditate, Psycho Shift, Refresh, Wish

Florasomnia - Psychic | Special | 65 BP | 24 PP | 100% Acc | 30% to inflict drowsy on the target. Deals double damage if the target has a status condition.


Competitive: The big idea with Venusaur is having a fast Psychic that reliably deals with Krookodile and has great utility in spreading Sleep. At the moment, it is the second fastest Psychic, right behind Alakazam and tied with Espeon, giving it some reason to be picked as your Psychic of choice among a meta full of other Psychics. Draining Kiss admitedly doesn't do much for it but threatens Hydreigon.

The general gameplan with Venusaur is to put your opponents to Sleep/Drowsy (You can pick between 75 acc Sleep Powder or 70 acc Hypnosis if you wanna hit grasses), and then use Florasomnia to either punish them with a powerful STAB if they stay in or threaten to put the foe's switch to Sleep as well since the sig itself has a fairly good chance to make the foe Drowsy. If the opponent is Drowsy, Venusaur will have incredible sustain as well thanks to Dream Therapy, effectively turning every move into Dream Eater. Venusaur's typing makes it rather frail as it doesn't have many useful resistances, so an ability that allows it to live for longer is definitely appreciated.

It is kept in check by Spectrosphere, as well as Steel-Types in general, notably Skarmory and Magcargo. It can try to whittle Steels that have no recovery by putting them to Sleep and chipping with Leech Seed, but it is a generally negative matchup for Venusaur. It is also notably weak to U-Turn and Knock Off, which is a massive downside, as well as getting trapped by Pursuit. Lastly, Haxorus' First Impression is also a notable flaw.


Lore: Venusaur lives deep within the Emerald Jungle. Due to the canopy of the rainforest obscuring sunlight, Venusaur could not do its usual procedure of Photosynthesis, which promptly led the species to adapt to the dark. Over time, Venusaur became a nocturnal species, and instead of getting its energy from sunlight, Venusaur is able to mentally connect itself with another species while they sleep to essentially share the feeling of being rested. To aid with this, Venusaur's flower has a calming aroma that makes those around it relaxed. Despite Venusaur living below many treetops, it seems to be fascinated by the night sky, curiously staring at stars whenever it has the chance.

Thanks to wall carvings discivered by the Ironwilled, it is known that Venusaur used to live in Hoenn many centuries before the events with Hoopa took place. It is theorized that they were driven to extinction by the overhunting of people o the past, who seeked Venusaur over a belief that its petals, when naturally dropped, had wish-granting properties. The discovery of this event is what led to Bulbasaur being brought to the Hoenn region by a repopulation institute, at a (successful) attempt to revive the long forgotten variant to its natural habitat.

Inspirations: Venusaur is inspired by the Nyorinji Temple in Kyushu. It is a Buddhist temple that, in recent years, has been filled with thousands of frog statues by a chief priest, in a desire to make the temple more appealing to visitors. Venusaur essentially marries the two phases of this temple, being a buddhist frog. The Lotus on its back is an extension of this concept, as it has many meanings of purity of mind and spirit in Buddhism. The whole Sleep motif present in its playstyle is inspired by concepts from buddhism such as meditation and relaxation. Venusaur is also partially inspired by the Starstruck with its wish-granting petals and stargazing concepts.




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Delphox-Hoenn


Abilities: Blaze / Magician
Stats: 81 / 64 / 100 / 110 / 78 / 101 [534]
1.7 m | 80 Kg


New Moves (From Braixen):
Bulldoze, Giga Impact, Rock Blast, Rock Throw, Stealth Rock
Ancient Power, Blast Burn, Dazzling Gleam, Earth Power, Hyper Beam, Meteor Beam, Power Gem, Sacred Jewel, Sand Tomb, Scorching Sands
Rock Polish, Sandstorm, Wish

Sacred Jewel - Rock | Special | 75 BP | 16 PP | 100% Acc | 100% chance to lower the foe's Guard by one stage (Sp Def clone of Mystical Fire)
Competitive: Rather straightforward but has a good offensive type combo with the iconic combo of Magician and Meteor Beam. It is our second fastest Fire mon tied with Ninetales and is tied with Blaziken for highest Sp Atk Fire mon, making it stand out a fair bit. Fire/Rock is a pretty good offensive typing and its Speed Tier and self-boosting allow it to stand out from Tyranitar fairly well.

The general gameplan with Delphox is to use Meteor Beam, get a boost and steal an item. From there, you will be using your signature to weaken switch-ins, Flamethrower or Fire Blast as your maindamage dealer and likely Grass Knot to snipe out Swampert. However, due to boosts being temporaary, you have to be careful to not waste your mommentum. Magician isn't the only viable set though, as Life Orb or even Choiced can work pretty well for Delphox. Its slightly above average bulk helps to give it switch in opportunities.

The main threats are bulky Waters and Krookodile. Delphox's damage output can't always threaten defensive mons, and it can't really afford to stay in on those as its quad weakness puts it at risk. Garchomp is also a big threat, although that one may just be unbalanced in general.


Lore: Delphox in the Hoenn region make use of the region's various minerals to channel its power. Delphox seems to have great interest for gems and jewels of any sort. It uses the reflective gem on its staff as a magnifying glass, letting sunlight pass through the gem to concentrate heat within an area. Although mysterious in nature, Delphox is known to appear to those in need of help, granting wishes and pacifying desires if Delphox deems one worthy. To cast its judgement, Delphox stares longingly at the jewel in its staff, which allows it to see the past.

Said past-vision capabilities are also what led researchers to discover that Delphox used to live in Hoenn region long before the events with Hoopa took place. It is believed that their sudden disappearance may simply be due to Delphox not finding anyone in the region worthy, as people's greed would often lead to Delphox's gems being robbed by people after their wishes were granted. Much like Bulbasaur, Fennekin were brought to Hoenn as means of rrpopulation for this variant.

Inspirations: Generally, Delphox is based on Monks and Mages, with the long cloak and the staff having a gem. The gem itself is inspired by the conflict between the Ironwilled and the Starstruck, as Delphox has a rare mineral that grants wishes, essentially fusing the concepts of the two plans, which was also the inspiration for its playstyle to focus around the interaction between the meteor-themed Rock move and Magician. However, much like the other starters, Delphox is partially inspired by Buddhism as well. The staff is based on this specific monk staff in shape. More largely, Delphox is based on the wish-fulfilling jewel, a buddhist belief of a rare gem that signifies the bestowal of blessing on all who suffer. Images of the wish-fulfilling jewel are also commonly seen on the roofs of Inari Shinto shrines, or in the mouth or under the paw of Inari’s messenger — the fox.



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Feraligatr-Hoenn


Abilities: Torrent / Water Veil
Stats: 95 / 110 / 105 / 69 / 93 / 58 [530]
1.4 m | 888.8 Kg


New Moves (From Croconaw):
Body Press, Bulldoze, Dragon Tail, Earthquake, Giga Impact, Heavy Slam, Iron Head, Jaw Lock, Metal Claw, Outrage, Royal Banquet
Dragon Pulse, Focus Blast, Hyper Beam
Aqua Ring, Iron Defense, King's Shield

Royal Banquet - Water | Physical | 80 BP | 16 PP | 100% Acc | Sets Aqua Ring on the user.


Competitive: Feraligatr is a defensive beast. Its a defensive Steel that an handle Fires with relative ease, and whereas Skarm prides itself in being the prominent Physdef Steel mon, Magcargo the prominent Spdef one and Jirachi sometimes runs mixed defensive sets, Feraligatr settles itself apart by being a defensive steel that minimizes the damage it takes so that it can heal itself though small but passive means. Its typing stands out both as a Dragon-Resting Water and a Fire-Neutral Steel, helping defensively oriented teams with the meta's influx of Dragons in general.

The general gameplan with Feraligatr is rather simple to be fair, as it is generally good at tanking hits and has good Attack to swing back strong. Feraligatr gets no direct form of recovery, but its signature move effectively gives it Leftovers after used, which you can stack with the actual Leftovers item to gain some neat passive healing. To further compliment this rather unique defensive profile, you have King's Shield to stall out for healing turns, and also as means of stalling out opponent's Stat boosts. Lastly, to help with the tiny healing, it is immune to various means of passive damage - Immune to Sandstorm, both forms of Poison and Water Veil prevents it from being Burned. Given its large stats and good defensive typing, alongside stalling turns with King's shield, you could even give Rest a try. Croconaw also gives it some interesting tools such as seismic Toss, Swords Dance, Curse and Aqua Jet.

Feraligatr's main weakness is the meta having some really good and popular Pokémon that can break past its typing - Spectrosphere, Galvantula and Seismitoad are all examples of this. So while Feraligatr has a great defensive profile on its own, it cannot really be your only defensive backbone as it alone won't carry you through your matches.


Lore: Long ago, (Johtonian) Feraligatr were believed by the people of Hoenn to be the incarnation of a deity. As such, Feraligatr were often gifted rich metals as offerings. Over time, the species adapted said minerals into its own body, becoming the variant that is known today. The added weight from the metal makes Feraligatr too heavy to stand on two legs, so its stance has permanently shifted to being quadrupedal as a result. However, this added weight makes its jaw much more poweful, and the steel coating provides a defensive layer. As Feraligatr could no longer rush down its opponents, its new prefered way of fighting consists of taking a hit from its opponent and use this closed distance to its advantage. Despite the movement on land being more restricted, it can swim just as well as its Johtonian counterpart. Centuries of being trested like a deity have cause Feraligatr to see itself as royalty, and as such it is a hard species to train. This also results on Feraligatr being heavily territorial, gathering around in front of temples that Feraligatr believe to be dedicated to themselves.

Even though Feraligatr's variant has been a part of Hoenn for centuries, it has been a notably rare specimen. Tals have been passed down through generations about how people of ancient times often attempted to force Feraligatr to guard their own space and belongings, promptibg Feraligatr to leave Hoenn as they believed they were better than this place, moving to somewhere unknown. Like the rest of the starters, Totodile was brought to Hoenn as an attempt to correct old mistakes and bring the variant back to the region.

Inspirations: Much like the previous two starters, Feraligatr plays with the concept of the two driving forces of our established plot. More specifically, its mineral theme plays off of the Ironwilled. A big part of Feraligatr's inspirations come from Johtonian Feraligatr's own dex entries mentioning how it sometimes can't stand up propperly because of its own weight. Hoennian takes that up to 11 by mixing that with the Mineral concept. The signature is meant to be a parallel to the offering people gave it, as if it was recieving a healing offering every turn. Furthermore, Feraligatr's Japanese name means "Emperror Crocodile", which allowed me to combine the mineral concept with a certain gargoyle-like creature from Buddhism called Makara - Mythical creatures that were often considered guardians to thrones and entry ways to temples, as well as often being depicted as means of transportation for water deities. They are also the most commonly recurring creatures in Buddhist temple iconography. Makara is a Sanskrit word which means "Crocodile"
 
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:ss/chesnaught:
Info:
Type: Grass/Rock
Abilities: Overgrow/Porcelain Armour
Stats: 92/110/132/74/70/50
New Moves: Stealth Rock, Accelrock, Stalagspike
Chespin are not native to the Hoenn region. They are a foreign import, originally taken to help carry heavy loads and protect vulnerable travellers. However, they quickly established a population, especially around major human settlements. Curious Chespin ventured into the Ironwilled’s vast cave systems, and found themselves at home amongst the many unique crystals. They began to collect and even consume these crystals, with the local miners signing off on this in exchange for help carrying ore. After many decades, Chesnaught’s body now contains many of these crystals, embedded into its shell. The strange properties of the earth in Hoenn’s cave systems causes rapid hardening of certain minerals when exposed to heat, giving Chesnaught an armour of iron-hard rock, similar in appearance to human-made porcelain.
Chesnaught’s hardened mineral armour grants it the defensive qualities of the steel type (resistances, weaknesses, immunities).
Chesnaught launches the mineral coated spikes on its back to inflict damage.

60BP, leaves the target with Grass Type Splinters. 24PP.
Chesnaught’s changes are meant to represent two things; the high amount of minerals present in Kyushu, and japan’s production of porcelain, which started and is mainly based in the city of Arita in Kyushu. Porcelain consists of minerals hardened through superheating, which while the science isn’t accurately represented here, makes for a great idea for a defensive Pokémon. As well, it is somewhat based on the JRPG concept of a miner/dwarf who collects crystals, which Chesnaught’s design somewhat reminds me of already. The connection came from Chesnaught’s giant armoured shell reminding me of a porcelain bowl. The ironwill, one of the major players in this story, would also find them extremely useful due to their large arms, which is where the lore comes from.
The goal of these changes is to make Chesnaught into a premier physical tank. It’s extremely unique Grass/rock/steel type gives it many resistances, and few weaknesses. Though these weaknesses (primarily to ground and fire) are common enough to be a real issue. As well, paper thin special defence and no speed mean it is easily revenge killed by special attackers.

:ss/Infernape:

Info:
Type: Fire/Fairy
Abilities: Blaze/Limber
Stats: 84/88/77/88/77/120
New Moves: Moonblast, Play Rough, Festival, Fiery Dance, Wish, Healing Wish
For thousands of years, colonies of Chimchar and Monferno have celebrated the event called the “wish”. They perform elaborate, beautiful dances and performances to honour what they see as the ultimate boon-giver. It was these original groups of Monferno that taught humans about the powers of the wish. Due to these celebrations Infernape began to evolve more colourful and elaborate face and body displays, with vivid red and white sleeves, face markings and dress-like fur. Their tails also began to be used in these displays, like a primitive form of fireworks.
Infernape does a performance to celebrate and harness the power of the great wish.

For 5 turns Infernape and its team members have increased critical hit chance, and stat boosts last 2 turns longer. However, lowered stats and any statuses affecting the user also last 2 turns longer. 8PP.
This idea came from the kabuki theatres scattered across Japan, many of which reside in the Kyushu region, Hoenn’s basis. The origin of the Infernape is from light shows across Japan, as well as “Kabuki” fireworks, which are vivid red and whites, like the Infernape line’s tails. Kabuki is considered a “dying” art in Japan, with many kabuki theatres closing down, perfect for a region set in the past. The connection between the “wish” and light shows seemed obvious to me when researching.

The goal here is to make Infernape into a blazing fast utility pokemon. Buffing its speed and defences means it can fire off moves like festival, wish and u-turn consistently, and access to slack off means it has significant staying power. In order to prevent an insanely stated sweeper from appearing in this low powered meta, its offensive stats were dropped significantly, though not enough for it to be toothless.

:ss/Primarina:
Info:
Type: Water/Ghost
Abilities: Torrent/Perish Body
Stats: 80/68/74/126/122/60
New Moves: Infernal Wail, Will-O-Wisp, Destiny Bond
After one of Hoopa’s dimensional shifts, a colony of Popplio was displaced into the waters around Sootopolis. In a harsh region, far from their homes, those Pokémon suffered. They were outcompeted by local Spheal populations who were adjusted to the high sulphur content in Hoenn’s waters. As well, predation from Crawdaunt and Sharpedo was rampant. But these small, determined Pokémon adapted to survive. Fading into the background, they incorporated the sulphur into their bodies, allowing them to give their attacks harsh burning effects. However, doing this made Primarina lose its once gracious voice, replaced with a howling, ghostly wail, matching the species struggle to phase from view entirely.
Primarina looses a ghastly, shrieking howl, enhanced with sulphurous burning.


8PP, 100BP, 10% chance to burn. Lowers Primarina’s attacking stats when used.
There are 21,000 hot spring facilities in Kyushu. That number represents both the local geography and general demand for establishments like that. So, why not bad a starter on it? Sulphur, the mineral which gives hot springs their warmth is known to be toxic, especially to creatures from areas outside of where it is prominent. This is where the basis of including a dimensionally warped Pokémon came from. Primarina was chosen to enhance how damaging dimensional shifts are. A Pokémon revered for its beautiful voice, reduced to horrible shrieks.

The tiny stat changes are there for a reason, as primarina’s stats are already extremely min maxed. The goal here is to essentially give Primarina the role as an offensive pivot, which is where perish body comes in. While it is somewhat frail physically, the great typing shores up for that by having few weaknesses. Making it more physically bulky may have made it too strong defensively. (This mon is also prime Jirachi hate!)
 
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Tapler

Coral Bitch
is a Top Social Media Contributor
Idk why people are reserving but ig I’ll queue up Grass/Ghost Serp, Fire/Electric Delphox, and Water/Fairy Inteleon. If someone else wants to use any of them go ahead, I just don’t want somebody to snipe one then get mad because they reserved it lol
 
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Yung Dramps

awesome gaming
View attachment 447691
(it looked better in my head, alright?)

Pokémon: Serperior-Hoenn
Typing: Grass/Flying
Abilities: Overgrow/Wind Rider (If hit by a Flying-type move, takes neutral damage and raises Speed by one stage.)
Stats: 75/110/90/65/70/90
New Moves: Wing Attack, Brave Bird, Fly, Hurricane, Tailwind, Roost, Dragon Rush, Lunge, Dragon Dance
Removed Moves: Aqua Tail, Bind, Wring Out

Fast physical attacker that becomes even faster with its ability.

Will add the rest later.
Mind editing this into your OG post rather than making it separate?
 
Ok, so this is my first time submitting a slate ever, so please do correct me if I err along the way (Or if I'm not allowed to submit at all :P), but here is what I have thus far:
:Venusaur:
Type: Grass/Ice
Abilities: Overgrow, Slush Rush
Stats: 70/105/98/82/90/90
Signature Move:
Physical, BP=85, Accuracy=100, PP=10(16)
The user summons it's bitter-cold vines to crush it's opponent, releasing a thick haze into the air that numbs it's surroundings with it's extremely low temperature. This reset's the targets stat changes before calculating damage, and has a 10% chance to inflict frostbite.
New Moves of Note: Icicle Crash, Icicle Spear, Avalanche, Blizzard, Ice Beam, Freeze Dry, Iron Head, Haze, Hail
Removed Moves of Note: Sludge Bomb, Sunny Day, Solar Beam (Also no longer learned by bulba/ivy in legends)

In-Battle Detail: A massive inverse to the default venusaur, it's hoennian counterpart has completely flipped from a bulky, special attacker to a speedy physical attacker that benefits greatly from it's delightful offensive type that is only resisted by two types- both handled by earthquake. In order to somewhat mirror the original venusaur, it was given slush rush, taking it's decent 90 speed tier and making it monstrous. Being an ice type, it was given a large variety of common ice moves to reflect the type change, the icicles especially their to emphasize the new ice crystals that coat it's body; it's signature move allows it to deal with bulky pokemon running calm mind or bulk up while still getting a large amount of damage in. However, this ice is also durable enough to give itself a way to get past the powerful, bulky fairies of the meta- iron head. Combined with swords dance and other tools from it's original moveset, Hoennian Venusaur proves itself to be a very competent offensive threat. Of course, there are limitations: hail is notorious for being a terrible weather, and without the hail boost from a good, yet unlikely, setter, Venusaur faces danger from the myraid of fire, fighting, and flying pokemon that can easily outspeed it and land a KO. In addition, Venusaur's defensive type makes it extremely hard to switch in, often forcing a sacrifice to get it in play at all. Despite this, Venusaur certainly provides enough pressure to make a niche for itself in the meta.
Flavor: Even for a tropical pokemon, Hoenn's hot, humid climate can easily hurt a plant pokemon, and with it's large, chubby body, Bulbasaur was at risk of overheating. While evolving into Ivysaur provided some necessary cooling function, the heat still proved to be overbearing for the poor frog. When it naturally moved to drastically increase the presence of cooling acids in it's body even further, both the sudden influx in poison canals and the large amounts of water it had collected from Hoenn's constant rain seasons caused the cooling acids to freeze up many of these canals, save for it's crucial blood vessels, entirely. This resulted in Venusaur not only becoming cool enough to withstand Hoenn's extreme heat, but produce enough of this cooling acid, now released in the form of nitrogen, to be considered an ice type. Becoming much leaner and durable with the plant's overall body weight mostly becoming firm, yet light ice crystals, Venusaur has become more agile and even somewhat more graceful, with the nitrogen flowing from it's body creating a borealis of sorts, and the ice covering it's former vines making them lethal weapons. While this adaption has proven to be vital in captivity, the creature will eventually melt inside and out in hoenn's heat when kept outside the pokeball for too long, and thus, efforts to introduce Bulbasaur beyond the confines of the Professor's lab into Goshetine Plains and Emerald Jungle have failed.
Obviously based on toads (Particularly the Honshu Toad) but I got the crystally-theme from the Ogama, a sort of Japanese spirit known to spring from a frog 100 years of age that becomes rainbow-like in color. Also took some note from the Lake Saiko ice festival- frozen trees look really, really cool, and it's a shame that almost all icy tree monsters (of which there is a surprising amount) in media seem to be a snow covered, usually Christmas trees.
:Emboar:
Fire/Psychic
Abilities: Blaze, Magic Guard
Stats: 115/73/95/105/95/55
Signature Move:
Special, BP=60, Accuracy=100, PP=5(8)
Moving through the astral plane, the user summons a dimensional rift that allows the user to move through space and time while warping it's surroundings. The user switches out immediately after attacking, and destroys screens on both sides of the field after said switch.
New Moves of Note: Psychic, Future Sight, Morning Sun, Psyshock, Expanding Force, Psychic Terrain, Psycho Shift, Steel Wing (Glitched from Calm Mind)
Removed Moves: Bulk Up, Hammer Arm, Focus Punch, Iron Head, Low Sweep, All Kicking Moves (Removed from tepig/pignite in legends when possible)
In-Battle Detail: As it stands, Slowbro is entirely absent from the current meta, which means that there is a sore lack of future sight. With the addition of Hoennian Emboar, future sight returns! Playing the role of a powerful, bulky pivot, Emboar combines it's strong roster of new psychic stabs with some of it's old coverage such as scald, focus blast, and grass knot to immediately make it self an offensive threat; and is only more threatening with the usage of the magic guard + life orb which make other psychic types such as kazam such a menace, albeit with a little less base juice. However, Emboar's usage extends far beyond mere offense- with 115/95/95 bulk, a whooping 7 resistances, and the ability to bypass chip damage, it quickly establishes itself as a behemoth on the defensive side too. This, paired with recovery and it's ability to pivot makes emboar an absolute pain to get off the field, and a great defensive mon for every team. Of course; there are drawbacks: unlike many other, bulky special attackers, an unfortunate glitch in the game's code (read: balancing) deprived Emboar of calm mind and gave it steel wing instead, making it less bulky than it seems on paper compared to it's peers. In addition, the seven resistances also come with 5 weaknesses, including those to the common types of water and rock jagged splinters, and while focus blast hits for massive damage, it's unreliable accuracy makes it easy fodder for dark types that can resist it's other moves such as Sharpedo and Hydreigon. It also serves as counter-intuitive to screens based teams due to removing them when attempting to pivot; and cannot pivot out of dark types like slowbro and slowking could. Overall, however, Emboar's diverse array of sets, strong bulk, and good offensive presence highlights it as a great successor to many psychic pokemon that couldn't make the cut (It can also run toxic orb + psycho shift; not really sure if that's the best way to use it).
Flavor: Compared to Unova, where Tepig and Pignite constantly conflicted with other, more warlike pokemon such as Darmanitan and Mandibuzz in order to survive, Hoenn was a much calmer enviroment, where Pignite was instead under the influence of calmer fighting types such as Medicham and Hariyama. As a result of this, Pignite focused on honing it's mind more, which ended up influencing it's new form. The fire cooling down from pignite's calmer attitude resulted in the production of smoke from it's body instead, forming a thick fog that seemed to glow like a starry-night sky from the small embers that flickered through it. Having focused on honing it's mind, of course, resulted in Emboar unlocking the secrets of the stars above, and utilized this knowledge to gain access to the powers of the astral plane. While it's legs are practically useless, Emboar simply moves through small rifts in space and time that it forms, constantly seeking out more knowledge. Unfortunately, attempts to bring Tepig out into the wild of Hoenn have failed, as due to Pignite's aggressive nature and weakness to psychic, it gets into conflict with local grumpig and are often wiped out by the local herds of the Morganite mountains.
Considering Emboar's original inspiration from Sun Wukong's porky travelling companion, Zhu Bajie, the only one of his fellow pilgrims that did not achieve enlightenment, I thought it would be fun to give Emboar the spiritual awakening it deserved. Naturally, Emboar is based quite a bit on the Buddhist cycle, hence why it is able to travel through space and time. It also takes a bit of inspiration from Hotei in that, despite it's jovial outlook, Emboar still seeks to focus on virtue and kindness.
:inteleon:
Water/Flying
Abilities: Torrent, Volt Absorb
Stats: 70/58/105/105/82/110
Signature Move:
Status, PP=10(16)
The user summons a massive raincloud, flying dauntingly above the battlefield, that pours down holy water upon the presence of an ally. When the user is replaced by an ally, whether via switching or fainting, said ally will recover 33% of it's maximum health and heal any and all status conditions at the end of the turn. This effect remains for five turns but goes away immediately when triggered.
New Moves of Note: Hurricane, Clear Smog, Thunderbolt, Thunder Defog, Thunder Wave, Heal Bell, Refresh
Removed Moves: Fell Stinger, Scale Shot, Swords Dance (Removed from sobble/drizzile in legends when possible)
In-Battle Detail: While originally intended to be more of a support focused mon, inteleon seems to be a perfect candidate for a fast, water sweeper in the current meta- it's speed only behind starmie. Access to the combination of hurricane, thunder, and weather ball gives inteleon huge utility in the rain, and it's wide offensive movepool allows it to hit all three of the meta's most common types- psychic pokemon via shadow ball, dragon types via ice beam, and water types via thunderbolt. Despite this, inteleon still retains plenty of interesting tools to give it a niche as a support mon- it can haze, pivot, remove hazards, set paralysis, and provide recovery to it's allies efficiently. On top of all this, it gains an immunity to electricity, making it's only weakness rock types that it can easily take care of and freeze dry. Of course, as the saying goes, Inteleon is the jack of all trades, but can't fit every role due to 4 moveslot syndrome. It's wide movepool makes it unpredictable, but also means that Inteleon has a very hard time accounting for every switch in- if it chooses to pivot, it risks being walled by dragon types, water types, or simply not having both of it's stabs available; and dropping U-Turn forces Inteleon to misses out on crucial switching opportunities'. While support doesn't suffer quite as much, Inteleon can only guide other's to a treasure it can't reach; and is forced to rely on leftovers for recovery. While it's bulk is rather solid, it's hp has much to be desired, and like emboar, it also has a sore weakness to rock-type jagged splinters. Despite these flaws, Inteleon high speed, special attack, and bulk combination easily make it stick out as a powerful choice despite the meta already being crowded by water types.
Flavor: In galar, the cowardly sobble adapted to it's surrounding by becoming a stealthy creature, hunting it's meals by sniping them from a distance. However, as sobble and drizzile absorbed more moisture than back at home, the final result was a rather air-headed creature in more ways than one- literally bathed in clouds, most of Inteleon's body had evaporated into a fluffy, cloud-like substance in the heat, allowing Inteleon to fly, and making the creature a rather impish, whimsical fiend. Possessing many of the same properties as a real cloud, Inteleon has been known to fire thunderbolts from it's clouds when swollen with water and summons rainstorms simply by flying too fast. In fact, despite being an innative pokemon, natives have already began to hail it disciple of Rayquaza, and the draconoids have began filling the tower with small, crude sketches of this creature. Unfortunately, tales of godlike power aren't equal to survival- sobble's loud, audible cries attract predators from all across Heliodor Shores, and thus, this creature is unable to survive outside of captivity.
Playing a role similar to the puckish Raitaro, the son of Raijin in mythology, Inteleon follows many of the conventions of friendlier yo-kai: aloof, impish, and dangerous to anger. Kyushu is also the most tropical part of Japan, as reflected in Hoenn; thus, I found that a rain-cloud based pokemon would fit in perfectly.
 
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Bloopyghost

guging
is a Pre-Contributor
oh hey this is a convenient way to break out of my art block


Serperior-Hoenn
Typing
:

Abilities: Overgrow | Poison Heal
Stats: 75 HP / 65 Atk / 75 Def / 105 SpA / 95 SpD / 113 Spe / 528 BST
New Moves: Dazzling Gleam, Expanding Force, Future Sight, Flower Shield, Healing Wish, Magical Blossom, Magic Room, Mystical Fire, Psychic, Psychic Terrain, Psyshock, Recover
Type:

Category:

Base Power: 90
Accuracy: 100
PP: 10 (Max 16)
Effect: For 3 turns, all Pokemon on the user's side have 1/16 of their maximum HP, rounded down, restored at the end of each turn, including the last turn. No additional effect if the effect is already active on the user's side.
Priority: 0
Flags: Heal, Protect
"The flowers blooming along its length purify airborne pollutants, releasing a fragrant scent afterwards. When this rare form of Serperior sheds these blossoms, it heralds the arrival of spring."

Loosely inspired by Chinese and Japanese dragons and mixed with sakura blossoms. Sakura is the name of several species of cherry trees that develop pink blossoms, usually in the spring, with sakura petals in the wind practically being a form of weather in Japan.
Comp: While there may be a lotta Psychics here and Grass/Psychic is straddled with many weaknesses, its unique typing allows it to check/pressure several different mons such as Conkeldurr, Roserade and Krookodile. Serperior's incredible Speed in tandem with its decent bulk means it does particularly well against bulky Waters such as Alomomola and Swampert, further bolstered by PHeal preventing Scald burns and Toxic damage. PHeal also generally makes it harder to wear down, which is useful for CM or more defensive sets. Serperior's high Speed further compliments its good support moves, as it would be the fastest user of all three of Aromatherapy, Glare and HWish. Mystical Fire is also very useful for it, not only providing valuable coverage against Steels but also inflicting Offense Drop on the target to weaken incoming attacks. Dazzling Gleam can also be used to nail Dragons, most notably Hydreigon who shrugs off its attacks otherwise. Its signature move Blessed Blossom offers some slight healing for Serperior and potentially its teammates as well.


Delphox-Hoenn
Typing
:

Abilities: Blaze | Snow Cloak
Stats: 75 HP / 69 Atk / 72 Def / 114 SpA / 100 SpD / 104 Spe / 534 BST
New Moves: Blizzard, Frost Breath, Hail, Ice Beam, Ice Punch, Icy Wind, Powder Snow, Winter Light
Type:

Category:

Base Power: 60
Accuracy: 100
PP: 15 (Max 24)
Effect: If the target is afflicted by Offense Drop, has a 50% chance to burn the target. This move's power is doubled if the target has a status condition.
Priority: 0
Flags: Protect
"Able to create icy mist, this rare form of Delphox delivers scorching hot and freezing cold attacks with harmonious synergy. It's not certain how Hoenn's tropical climate enabled such a feat."

Had to do Delphox cause kitsune. White kitsune in folklore are generally considered to be benevolent and serve the gods and also arctic foxes are white so that's the color scheme I ended up with. I took some inspiration from Okami too.
Comp: Here's an Ice-type in a meta that lacks good Ice types. This typing would hate Stealth Rock, so good thing that's not a hazard anymore. Its great Speed and Ice-typing make it a good offensive check to Dragons, notably outpacing Garchomp and Hydreigon. The stats are exactly the same tho so this will just use CM, LO or Scarf as always. Its signature move Winter Light is essentially a variant of Infernal Parade, it has a higher burn chance but it only procs if the target has Offense Drop, which pairs well with Mystical Fire.


Inteleon-Hoenn
Typing
:

Abilities: Torrent | Cursed Body
Stats: 65 HP / 105 Atk / 80 Def / 85 SpA / 80 SpD / 115 Spe / 530 BST
New Moves: Grudge, Hex, Ominous Wind, Phantom Force, Shadow Claw, Shadow Sneak, Spite, Vengeful Downpour, Will-O-Wisp
Removed Moves: Snipe Shot
Type:

Category:

Base Power: 90
Accuracy: 100
PP: 15 (Max 24)
Effect: If the target is afflicted by Offense Drop and/or Guard Drop, has a 50% chance to extend the target's Offense Drop/Guard Drop by 1 turn.
Priority: 0
Flags: Protect
"This rare form of Inteleon is said to harbor the despaired souls of those who perished by drowning. Rainy nights is when it appears most often, anyone who is alone outside will not be seen again."

Based on ame-onna (rain woman), a yokai with the appearance of a grotesque hag that appears during rainfall who is known for licking the rain off of her arms and swiftly snatching away newborn children. Also inspired by the typical long-haired ghost girl ubiquitous in Japanese urban legends and horror media. Yeah I just looked at Drizzile and went "mmm funny hair" and pushed it further. The long tail surrounded by floating water is meant to evoke a hitodama, those small blue fireballs often associated with yokai and Japanese ghosts.
Comp: A Water/Ghost that differentiates itself from Jellicent, and by extension all Ghosts in the meta, by being a speedy physical breaker. Its Speed and Ghost typing make Inteleon a great offensive check to Psychics, only being outsped by Alakazam which it can take care of with priority attacks in Sucker, Sneak and Jet. With its potent STAB combo, Inteleon can be an offensive pivot with U-Turn or a SD sweeper. Vengeful Downpour is a spammable physical Ghost STAB that can keep stat-dropped foes stat-dropped for longer, which can encourage a switch to be captialized on.
 
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