Fusion Evolution V3 (Voting Phase)

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Hmm, it looks like Tapu Fini doesn't have a fusion yet. Let me try my hand...
DNA Donors: Tapu Fini / Gogoat
Offspring name: Fingoat
New Type: Water / Grass
Base Stats: 96 / 87 / 108 / 96 / 125 / 77 (+20 Def, +20 SpD) | 589 BST
New ability and desc: Unicorn Surge (Misty Surge + Grass Pelt) - Upon switching in, the user summons Misty Terrain for 5 turns. Additionally, if the user is affected by Misty Terrain, its Defense is boosted by a factor of 1.5.
Notable Moves: Scald, Hydro Pump, Giga Drain, Ice Beam, Moonblast, Nature's Madness, Waterfall, Horn Leech, Leaf Blade, Earthquake, Rock Slide, Defog, Taunt, Leech Seed, Milk Drink, Calm Mind, Bulk Up
Role Identification: Defensive Defogger / setup tank with decent typing offensively and defensively. Also makes better use of Misty Terrain than Tapu Fini.


CG: Cryo Gon.
DNA Donors: Silvally / Cryogonal
Offspring name: Silvagona
New Type: Normal / Ice
Base Stats: 95 / 75 / 80 / 105 / 115 / 111 (+8 HP, +3 Atk, +8 Def, +10 SpA, +11 Spe) | 581 BST
New ability and desc: HQ Rips (RKS System + Levitate) - If the user is holding a Memory, the type of the Memory determines its primary type and gives it immunity to attacks corresponding to the type in question. Otherwise, the user is immune to Ground.
Notable Moves: Ice Beam, Freeze-Dry, Tri Attack, Draco Meteor, Thunderbolt, Flamethrower, Surf, Shadow Ball, Flash Cannon, Signal Beam, Air Slash, U-turn, Knock Off, Ice Shard, Rapid Spin, Parting Shot, Recover
Role Identification: Offensively oriented type immunity abuser with decent coverage and a few support options.


When a rather dull-witted bird puts on some sort of strange armor...
DNA Donors: Archeops / Necrozma
Offspring name: Arzma
New Type: Rock / Psychic
Base Stats: 89 / 127 / 89 / 127 / 83 / 107 (+3 HP, +4 Atk, +6 Def, +8 SpA, +6 SpD, +13 Spe) | 622 BST
New ability and desc: Pyrite Armor (Defeatist + Prism Armor) - Above half HP, user takes 2/3 damage from super-effective attacks. Below half HP, user takes 4/3 damage from super-effective attacks. This Ability cannot be bypassed by other Abilities.
Notable Moves: Stone Edge, Head Smash, Zen Headbutt, Earthquake, Aqua Tail, Knock Off, U-turn, Power Gem, Psychic, Psyshock, Stored Power, Earth Power, Focus Blast, Heat Wave, Dark Pulse, Swords Dance, Calm Mind, Autotomize, Iron Defense, Roost, Stealth Rock, Defog, Thunder Wave, Switcheroo
Role Identification: All-around-ish mixed attacker, more offensively oriented but with a defensively oriented Ability, packing a multitude of movepool gems for all builds. Also one of few Rock-types able to put special STAB to good use.


A parent+child fusion? No one can pull it off like these mantes.
Parents: Scizor / Scyther
Shared egg group: Bug
Offspring name: Zorther
New type: Steel / Flying
New base stats: 85 / 135 / 105 / 70 / 95 / 100 (+15 all around) | 590 BST
New ability and desc: Technician (Technician + Technician) - Moves with a base power of 1-60 have their base power boosted by a factor of 1.5.
Notable moves: Iron Head, Bullet Punch, Aerial Ace, Superpower, Knock Off, U-turn, Quick Attack, Swords Dance, Agility, Roost, Defog, Baton Pass
Role Identification: All-around-ish physical attacker with great typing, reliable Flying STAB, usable coverage, boosting options, and perchance a few support options (notably Defog and Baton Pass).


Mega Evolution: Mega Zorther
New type: Steel / Flying
New base stats: 85 / 155 / 145 / 80 / 115 / 110 (+20 Atk, +40 Def, +10 SpA, +20 SpD, +10 Spe) | 690 BST
New ability: Technician
Notable moves: nothing new here
Role Identification: Improved offensive prowess and bulk. What more to say?


Eel and sand collide. We Super Mario Sunshine now?
Parents: Eelektross / Palossand
Shared egg group: Amorphous
Offspring name: Eelosand
New type: Electric / Ground
New base stats: 95 / 105 / 105 / 112 / 87 / 52 (+10 all around) | 556 BST
New ability and desc: Compact UFO (Levitate + Water Compaction) - The user is immune to Ground-type attacks and has its Defense boosted by 2 stages if targeted by one. User also cannot be trapped by Arena Trap or affected by (Toxic) Spikes.
Notable moves: Discharge, Volt Switch, Thunderbolt, Earth Power, Flamethrower, Shadow Ball, Giga Drain, Wild Charge, Thunder Punch, Earthquake, Stone Edge, Drain Punch, Aqua Tail, Fire Punch, Knock Off, U-turn, Shore Up, Coil, Rock Polish, Thunder Wave
Role Identification: Bulky attacker with plenty of offensive options and reliable recovery to boot. Not much utility besides, and no Ice coverage apart from Hidden Power, but what can ya do.


Puffy birb returns for another round.
Parents: Altaria / Swellow
Shared egg group: Flying
Offspring name: Altellow
New type: Dragon / Normal
New base stats: 77 / 87 / 85 / 82 / 87 / 112 (+10 all around) | 530 BST
New ability and desc: Puffy Cloud (Cloud Nine + Guts) - Negates weather effects. Powers up physical attacks by a factor of 1.5 while any weather is in play.
Notable moves: Dragon Claw, Return/Frustration, Quick Attack, Earthquake, U-turn, Dragon Dance, Roost, Defog, Heal Bell, Sunny Day, Rain Dance
Role Identification: Even if the Mega slot is taken, don't worry. If you have a weather supporter and/or are facing an opposing weather user, Altellow's physical prowess with Puffy Cloud may surprise you. With any form of boosting item (even a Muscle Band), Altellow's Return boosted by Puffy Cloud is even more powerful than Mega Altellow's Pixilate Return (and, even without a boosting item, non-Mega only falls short by roughly 3%). Not only that, but all of Altellow's physical attacks—including Dragon Claw, Earthquake, and U-turn—are boosted by Puffy Cloud. And, if you're feeling adventurous, you can add Dragon Dance to the mix (or, heck, even have it set up its own weather).


Mega Evolution: Mega Altellow
New type: Dragon / Fairy
New base stats: 77 / 127 / 105 / 122 / 87 / 112 (+40 Atk, +20 Def, +40 SpA) | 630 BST
New ability: Pixilate
Notable moves: aforementioned + Dragon Pulse, Draco Meteor, Boomburst, Fire Blast, Agility, Work Up
Role Identification: Main reasons to use Mega Altellow: Slightly better physical bulk, better coverage with secondary STAB, reason to forgo primary STAB, objectively better defensive typing, and—most importantly—PIXILATE BOOMBURST. (Why does Swellow get that move again?) Also boasts a pivot move over standard Mega Altaria.
lol I made the exact same Scizor/Scyther fusion before. it didn't go accepted tho so yours is fine :P
these are really cool tho
 

DNA Donors: Pheromosa / Toxicroak
Offspring name: Pherocroak
New Type: Poison / Fighting
Base Stats: 77 / 131 / 51 / 131 / 51 / 128 (+10 Atk, +20 SpA, +10 Spe)
New ability and desc: Beast Skin (Beast Boost + Dry Skin) - Every time the holder is hit by a Water-type move, it receives no damage and its highest stat is raised by 2; under Rain, at the end of every turn, the highest stat of the holder is raised by 1; every time the holder is hit by a Fire-type move, its highest stat is lowered by 2; under Harsh Sunlight, at the end of every turn, the highest stat of the user is lowered by 1.
Notable Moves: Vacuum Wave, Sludge Bomb, Belch, Focus Blast, Nasty Plot, Ice Beam, Blizzard, Dark Pulse, Shadow Ball, Drain Punch, High Jump Kick, Poison Jab, Gunk Shot, Fake Out, Ice Punch, Thunder Punch, Bullet Punch, Sucker Punch, Knock Off, Rock Slide, Stone Edge, Earthquake
Role Identification: A mixer attacker is the best way to make this fusion shine imho: a Vacuum Wave+Gunk Shot+Ice Beam/Punch+Nasty Plot/Swords Dance would be the best for it, as you can combine the effect of the ability and a set-up move to double both your physical and Special Attack stats. Pherocroak is only weak to Ghost/Steel-types and Psychic, but thanks to its good Dark-type coverage it can defend from it very well.



DNA Donors: Electivire / Victini
Offspring name: Electini
New Type: Electric / Fire
Base Stats: 87 / 130 / 83 / 100 / 92 / 115 (+19 Atk, +3 SpA, +18 Spe)
New ability and desc: Victory Drive (Victory Star + Motor Drive) - Every time this Pokémon is hit by an Electric-type move, its accuracy is raised by 1.
Notable Moves: Fusion Bolt, Bolt Strike, Thunder Punch, Wild Charge, Zen Headbutt, V-create, Flare Blitz, Fire Punch, Flame Charge, Ice Punch, U-turn, Rock Slide, Hammer Arm, Dynamic Punch, Earthquake, Volt Switch, Thunderbolt, Thunder, Discharge, Psychic, Psyshock, Blue Flare, Overheat, Fire Blast, Flamethrower, Dazzling Gleam, Will-O-Wisp, Thunder Wave, Trick, Trick Room
Role Identification: This fusion cannot be paralysed nor burned and it learns the strongest physical and special Electric- and Fire-type moves. 4x weakness to Ground will balance its power.



DNA Donors: Mimikyu / Greninja
Offspring name: Miminja
New Type: Dark / Ghost
Base Stats: 63 / 112 / 78 / 76 / 88 / 124 (+20 Atk, +5 Def, +15 Spe)
Reborn: 63 / 162 / 78 / 126 / 88 / 134
New ability and desc: Resurrection (Disguise + Battle Bond) - When this Pokémon gets KOed for the first time, it gains 50% of its original HP and changes to Reborn form.
Notable Moves: Shadow Sneak, Shadow Claw, Night Slash, Play Rough, Waterfall, Wood Hammer, Swords Dance, Destiny Bond
Role Identification: 2 chances! Play it for the first time and then let it fight again in its Reborn form. It's only weak to Fairy-types.



DNA Donors: Necrozma / Serperior
Offspring name: Necrior
New Type: Grass / Psychic
Base Stats: 86 / 91 / 100 / 120 / 92 / 115 (+2 Def, +19 SpA, +19 Spe)
New ability and desc: Inverse Armour (Prism Armour + Contrary) - Type effectiveness of moves that the holder uses or is hit by is inverted (Inverse Battle rules apply; type effectiveness of moves used by Mold Breaker variants users is not influenced by this ability).
Notable Moves: Leaf Storm, Giga Drain, Energy Ball, Solar Beam, Psychic, Psyshock, Gem Power, Dragon Pulse, Dark Pulse, Calm Mind
Role Identification: Grass is one of the strongest types in Inverse Battle, and this fusion learns the strongest Grass-type moves. Also, I think this ability can introduce some interesting mechanics and tactics. It has also a good Defense stat that makes a CM set very viable.



DNA Donors: Uxie / Therian Landorus
Offspring name: Uxorus
New Type: Ground / Psychic
Base Stats: 100 / 110 / 110 / 110 / 105 / 95 (+18 HP, +20 SpA, +2 Spe)
New ability and desc: Terra the Terrible (Intimidate + Levitate) - Every time the holder uses a Ground-type move on the opponent, opponent's Attack is lowered by 1.
Notable Moves: Earthquake, Zen Headbutt, Knock Off, Ice Punch, Fire Punch, Thunder Punch, Rock Slide, Stone Edge, Hammer Arm, Swords Dance, Calm Mind, Earth Power, Psychic, Psyshock, Thunderbolt, Thunder, Shadow Ball, Giga Drain, Energy Ball, Sludge Bomb, Dazzling Gleam, Focus Blast, Foul Play, Stealth Rock, Thunder Wave, Yawn, Heal Bell
Role Identification: From support to setup attacker, this Fusion can fill a lot of roles with ease thanks to its versatile stat spread and its wide movepool. Its bulk is also useful to run CM, Bulk Up or to be an annoyer, a status spreader or a hazard setter.
 
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ok so FE Ubers is going to be a thing eventually because stuff always gets banned from any tier, and even if hardly anybody plays it it at least needs SOME variety, so I'm going to suggest some ridiculously powerful Greninja fusions since Battle Bond is OP.
all the following retain the 'water shuriken becomes 20 bp and always hits 3 times' thing after transforming
Parents: Pheromosa and Greninja (Battle Bond)
Shared egg group: DNA
Offspring name: Pheninja
New type: Fighting/Water
New base stats: Normal - 71/116/52/140 (+20)/54/156 (+20)
Ashen Beast: 71/166/52/190/52/166
New ability and desc: Beast Bond - Upon scoring a KO, this Pokemon transforms into Ashen Beast Pheninja and then its highest raw non-hp stat is boosted 1 stage. Even after transforming, the stat raise still occurs.
Notable moves: Waterfall, Hydro Pump, Rapid Spin, Quiver Dance, Dark Pulse, High Jump Kick, Lunge, U-Turn, Ice Beam, Poison Jab, Me First, Bug Buzz, Focus Blast, Roost, Water Shuriken, Spikes, Shadow Sneak, Taunt, Rock Slide, Grass Knot, Scald, Surf

Role identification: I think its fairly obvious what this beast does. First, it has a whopping 140 Special Attack to dent the vast majority of pokemon, 116 Attack so it can run mixed sets and abuse powerful U-Turns and 156 speed, which outspeeds nearly everything (For fusions, only Ninxys outspeeds unboosted). It has powerful STABS with Waterfall, HJK, Focus Blast and Hydro Pump while Fighting/Water coverage is really good - think of Keldeo. Then it has utility and coverage: Rapid Spin, Shadow Sneak, U-Turn, Poison Jab, Dark Pulse, Ice Beam, etc etc. In its normal form, it is already an incredibly strong, fast and versatile attacker.

Then you activate Beast Bond and the universe explodes out of sheer disgust. Seriously, what is with those attacking stats? It continues to do the same thing it already did but way better, and also snowballs with a stat boost every kill - feel free to customize EVs to choose what kind of boost you want. Since it usually gets a Special Attack boost AFAIK, it now has even less switchins. Want to kill it with priority? Get water shurikens to the face. I wish any pokemon good luck when trying to switch in to its STAB moves. Honestly, you can probably run HP Fighting for your Fighting STAB and it'll still destroy entire galaxies.

Oh, but while we're at it, this Pokemon is a water type, so you can easily throw it on a rain team and remove whatever switchins it had left. Disgusting. I mean, I suppose certain Toxicroak fusions MIGHT be able to switch in, but don't count on it.

When the second 250 or so fusions get added into the meta, this thing is definitely getting banned to FE Ubers if it actually wins, so don't actually worry about it killing the metagame - it won't have time.


in fact I really feel like showing the world how easy it is to make Battle Bond greninja OP because seriously it basically just slaps +50 to each attacking stat on some mons so here's another one
Parents: Genesect and Greninja
Shared egg group: DNA
Offspring name: Geninja
New type: Bug/Water
New base stats: 71/127 (+20)/81/127 (+16)/83/114 (+4)
V2 Form: 71/177/81/177/83/124
New ability and desc: New OS Update - Upon entering, transform into V2 Form then raise either Attack or Special Attack by 1 stage if your opponent has either lower defense or lower special defense, respectively.
Notable moves: U-Turn, Techno Blast, Flash Cannon, Thunderbolt, Ice Beam, Flamethrower, Fell Stinger, Bug Buzz, Tri Attack, Energy Ball, Rock Polish, X-Scissor, Dark Pulse, Shadow Claw, Charge Beam, Iron Head, Gunk Shot, Zen Headbutt, Water Shuriken, Hydro Pump, Spikes, Shadow Sneak, Grass Knot, Rock Slide, Waterfall, Surf, Scald, Taunt
Role identification: Making balanced pokemon was an interesting concept that did indeed intrigue me when I first heard of it, but after finding out about so-called 'wall-able pokemon' I was immediately turned away, so here we are. OK, so this thing...
- is fast. 124 base speed is great to start with and it's so offensively powerful it can run a choice scarf without much worry.
- is incredibly powerful for both kinds of attack, physical or special, with 177 in each offense, a download boost and great coverage. Admittedly, the coverage is much better on the special side, but physical sets are great too. Why not run mixed so you can hit ALL the walls?
- has great utility, with a very powerful U-Turn, access to both spikes, taunt, set up moves in Hone Claws and Rock Polish, and finally the ability to explode.
- is at least bulky enough to take most forms of priority. It resists Mach Punch, Vacuum Wave, Bullet Punch and Refrigerate Quick Attack/Extreme Speed, while it also has ok 71/81/83 bulk.
So basically its very difficult to revenge kill and has hardly any defensive counterplay at all, both of which are criteria for something getting banned from a tier, so to Ubers we go!

oh and now lets make one without water type cos you gotta have that type diversity in a metagame
Parents: Greninja and Deoxys-Attack
Shared egg group: DNA
Offspring name: Greninxys
New type: Dark/Psychic
New base stats: 61/137/43/161 (+20)/45/156 (+20)
Ashcended Form: 61/187/43/211/45/166
New ability and desc: Astral Bond - Opponent's moves use double the PP. When either an opponent uses a move or this Pokemon gets a KO, it transforms into its Ashcended Form.
Notable moves: Psycho Boost, Dark Pulse, Ice Beam, Hydro Pump, Water Shuriken, Brick Break, Drain Punch, Energy Ball, Fire Punch, Flash Cannon, Calm Mind, Focus Blast, Ice Punch, Knock Off, Meteor Mash, Poison Jab, Power-Up Punch, Psychic, Psyshock, Shadow Ball, Spikes, Toxic Spikes, Superpower, Taunt, Thunderbolt, Thunder, Zen Headbutt, Shadow Sneak, U-Turn, Surf, Waterfall, Rock Slide, Gunk Shot
Role identification: occasionally deals some minor damage but is walled by most pokemon, 0/10
if there's a fusion out there with a priority bug-type move then this thing's a goner.
Getting a kill to activate the ability shouldn't be hard, but you could just run Protect and let your opponent use a move to be sure.


Ok, enough OP greninja fusions, let's make something else.
Parents: Azumarill and Corsola
Shared egg group: Water 1
Offspring name: Azumarola
New type: Fairy/Water
New base stats: 87/62/92/72/92/52
New ability and desc: Daredevil - This Pokemon's physical attacks do 3x the damage and have half accuracy. Good luck!
Notable moves: Aqua Jet, Waterfall, Recover, Flail, Ice Beam, Earthquake, Liquidation, HEAD SMASH, Stealth Rock, Play Rough, Superpower, Knock Off, Ice Punch
Role identification: The RNG champion of fusion evolution (NU), this thing's Z-Moves are overpowered as all hell. Once it's used one, though, it just becomes a relentless amount of coin flips or even worse chances. It has OK bulk and garbage speed. Special attacks are 100% accurate but weak so meh. One thing you could try doing is making a Gravity team, which makes this thing's moves 83+1/3 accuracy and also allows it to abuse Earthquake hard. Certainly a fun way to make someone mad, be it you or your opponent.


Parents: Tapu Bulu and Zygarde
Shared egg group: DNA
Offspring name: Tapu Zulu
New type: Fairy/Ground
New base stats: 109 (+20)/135 (+20)/118/83/95/85
New ability and desc: Grassless Surge (Aura Break + Grassy Surge) - Upon entering the battlefield, set up Grassless Terrain, which is Grassy Terrain but with all effects inverted. Grass Type moves do 2/3 of their normal damage, while Earthquake, Bulldoze and Magnitude have their power doubled. Grounded Pokemon take 1/16 of their HP in damage at the end of each turn. Pokemon holding Grassy Seeds will have them activate, but they lower Defense instead of raising it. Secret Power may cause any of its potential effects except for sleep. Grassy Pelt lowers Defense instead of raising it. Camouflage makes the user a random type that isn't Grass type.
Notable moves: Camouflage for fun, Thousand Arrows, Thousand Waves, Earthquake, Extreme Speed, Nature's Madness, Superpower, Megahorn, Zen Headbutt, Taunt, Coil, Dragon Dance, Stone Edge, Crunch, Bulldoze, Dragon Pulse, Draco Meteor, Outrage, Dragon Tail, Brick Break, Pain Split, Iron Tail, Secret Power
Role identification: Use Earthquake and Thousand Arrows to knock things down and then nuke them because Grassless Terrain makes EQ really OP. After that, you should probably just run either RestTalk or set up moves/Pain Split. Extreme Speed is good too.


Parents: Aggron and Regirock
Shared egg group: DNA
Offspring name: A Rock
New type: Rock
New base stats: 95 (+20)/105/205 (+15)/55/85 (+5)/50
New ability and desc: Sturdy Head - Sturdy and Rock Head's effects combined.
Notable moves: Head Smash, Iron Head, Earthquake, Superpower, Hammer Arm, Iron Defense, Explosion, Thunder Wave, Elemental Punches, Drain Punch, Stealth Rock, Autotomize, Heavy Slam, Metal Burst, Taunt, Shadow Claw, Dragon Tail, Curse, Endeavor, Reversal, Outrage, Magnet Rise, Aqua Tail
Role identification: It has a lovely defense stat and recoil-less head smash but you should mega evolve it.
A Mega Rock
New type:
Rock/Steel
New base stats: 95/135/255/55/105/50
New ability: Filter
Role identification: Honestly I just made this fusion to hit the defense cap but this thing is very bulky. Shame the typing sucks, but against some things it can tank hits or set up SR. Filter is nice and the attack stat is alright too I suppose.
 
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It's been a while since I've made a fusion. Time to change that, because making fusions is fun.
Parents: Nihilego+Banette
Shared egg group: DNA
Offspring name: Nihilanth
New type: Poison/Ghost
New base stats: 86/94(+10)/76(+20)/105/97/94(+10)
New ability and desc: Hexer's Boost (Insomnia+Beast Boost)-Raises highest stat after successfully afflicting enemy with status condition
Notable moves: Hex, Will-O-Wisp, Thunder Wave, Gunk Shot, Destiny Bond, Knock Off, Shadow Sneak, Shadow Claw, Head Smash, Toxic, Stealth Rock, Poison Jab
Role identification: Nihilanth has an rather strange stat line, and doesn't excel in any particular areas but doesn't quite have any areas where it falls behind very noticeably except Defense. Its ability is quite interesting too. However, its Mega Evolution is where it shines the most.

Mega Nihilanth
New type:
Ghost/Poison
New base stats: 86/144/86/115/117/104
New ability and desc: Prankster
Notable moves: Same as above minus Hex
Role identification: Mega Nihilanth is a very powerful offensive presence, with 144 Attack and a decent Speed tier. It also has the ability to be a pretty major nuisance by spamming priority, with the ability to do this very well thanks to the changes to Mega Evolution that Gen 7 brought. However, it lacks a way to set up, so it may be best to inflict a status condition to boost Attack, which requires running 252+ (which is probably its best option anyways, mind you). It also has pretty solid STAB coverage which is only resisted by a small handful of type combinations.
 
What's the exact ruling on Mega Stones like Mawilite and Medichamite? Are they globally banned, or would you allow a fusion with one of those megas with 100 base attack?

Meant to be an offensive threat capable of being any type you wish
Parents: Silvally, Deoxys-Attack
Shared egg group: DNA
Offspring name: Silvoxys-Attack
New type: Normal / Psychic
New base stats:
72 / 147 (+10) / 57 / 147 (+10) / 57 / 142 (+20)
New ability and desc: RKS Pressure (RKS System + Pressure; Allows the Pokémon to change its normal typing to a different one based on the memory held and doubles the max PP of all the Pokémon's moves.)
Notable moves: Multi Attack, Extreme Speed, Drain Punch, Superpower, Poison Jab, Rock Slide, X-Scissor, U-Turn, Shadow Claw, Meteor Mash, Fire Punch, Thunder Punch, Zen Headbutt, Ice Punch, Dragon Claw, Crunch, Knock Off, Focus Blast, Air Slash, Signal Beam, Shadow Ball, Flash Cannon, Flamethrower, Surf, Energy Ball, Thunderbolt, Psychic, Psyshock, Psycho Boost, Ice Beam, Draco Meteor, Dark Pulse, Swords Dance, Nasty Plot
Role identification: meant to be an offensive mon. It has setup on both sides and good coverage on both sides too. It also has some utility such as Extreme Speed and U-Turn. Thanks to being any type it wants, it has a big suprise factor.
 
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G-Luke

Sugar, Spice and One For All
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Parents: Palossand and Weezing
Shared Egg Group: Amorphous
Offspring Name: Palosneezz
Typing: Ghost/Poison
Stats: 85/92/125/102/82/57
Ability and Desc:
Compact UFO(Levitate + Water Compaction) - The user is immune to Ground-type attacks and has its Defense boosted by 2 stages if targeted by one. User also cannot be trapped by Arena Trap or affected by (Toxic) Spikes.
Notable Moves: Will O Wisp, Toxic Spikes, Shadow Ball, Sludge Bomb, Shore Up, Fire Blast, Earth Power, Destiny Bomb, Hex, Pain Split
Role Description: Ghost/Poison is an interesting defensive typing when paired with a Ground immunity, and no mon can represent it as much as Palosneezz. Three immunities and several resistances give Palosneezz several switch in Opportunities.



DNA Donors: Gyarados and Pheromosa
Offspring Name: Gyaramosa
Typing: Fighting/Water
Stats: 93/141/68/108/68/126 [+10 Atk, +10 Def, +10 SpA, +10 Spe]
Ability and Desc: Beastly Fear (Intimidate + Beast Boost) - Lowers the opponent's most proficient stat by one stage.
Notable Moves: Dragon Dance, High Jump Kick, Waterfall, Earthquake, U-Turn, Substitute, Taunt, Rapid Spin, Fire Blast, Focus Blast, Quiver Dance, Thunderbolt, Ice Beam, Surf, Hydro Pump, Thunder Wave
Role Description: Every Phero fusion has trademark versatility, and Gyaramosa isn't different. With two different ways of setting up, spawning two very different checks and counters, Gyaramosa is versatility at its most viable. (Sorry Cremotaria. Half of your forms are too hard to achieve). Its ability is also great, as it basically guarentees a forced switch for Gyaramosa to nab momentum. But uk whats the biggest F U in terms of shufgling up checks and counters? When it megas.


DNA Donors: Gyarados and Pheromosa
Offspring: Mega Gyaramosa
Typing: Fighting/Dark
Stats: 93/171/98/118/98/126
Ability: Mold Breaker
Notable Moves: All of the above + Crunch, less emphasis on special attacks.
Role Description: Did you just plan on smashing a Thunderbolt my way? A Thundursaurus fired off a priority Leaf Storm? Did you really think Psychic was a good idea? If yes, well you got punked by Mega Gyaramosa! The power behind Nega Gyaramosa is unreal, as base 171 attack is great. While Mega Gyaramosa itself is quite one dimensional, the quite different checks of it and its base form are enough to keep you on its toes.



DNA Donors: Conkeldurr / Thundurus
Offspring name: Conkeldurus
New Type: Fighting / Electric
Base Stats: 92 / 135 / 92 / 90 / 92 / 80 (+0 HP, +8 Atk, +10 Def, +0 SpA, +20 SpD, +2 Spe) (BST: 581)
New ability and desc:Lightning Fist (Iron Fist + Prankster) - All punching moves have their priority increased by 1.
Notable Moves: Hammer Arm, Drain Punch, Thunder Punch, Fire Punch, Ice Punch, Power-Up Punch, Bulk Up, Knock Off?
Role Identification: Powerful priority attacker. Particular highlights include a Hammer Arm which usually goes first and effectively negates its penalty and a priority healing attack in the form of Drain Punch, as well as priority Electric/Fire/Ice coverage with the former getting STAB. Boosting is limited to Power-Up Punch (also priority) and Bulk Up, but a powerful force nonetheless.



DNA Donors: Keldeo x Espeon
Offspring: Keldeon
New Typing: Psychic/Water
New Stats: 80/68/75/139/100/129 (+2 HP, +10 SpA, +8 SpD, +20 Spe)
New Ability and Desc: [Justified + Magic Bounce]=Untaintable: Bounces back any Dark type moves targeted at it (Taunt, Knock Off etc)
Notable Moves: Psychic, Psyshock, Calm Mind, Substitute, Hydro Pump, Scald, Icy Wind, Shadow Ball, Focus Blast, Secret Sword, Hyper Beam, Rain Dance, Dazzling Gleam, Trick, Taunt
Role Description: A powerful special attacker with a wicked ability that not only makes it immune to Dark type moves, but actually bounces them back ala Magic Bounce. This makes Keldeon the ultimate Knock Off switchin, turns into an un-Pursuitable Psychic type, laughs at Taunt and generally makes everyone feel bad. A Specs set trashes alot of stuff, while Scarf and CM beats up offence and balance respectively.



Parents: Volcarona + Ribombee
Shared Egg Group: Bug
Offspring: Volcaribbon
New Typing: Fairy/Fire
New Stats: 82/67/72/125/97/123
New Ability and Desc: [Flame Body+Shield Dust]=Cloak of Fire - If this Pokemon is hit by a move with a secondary effect and it activates, the effect is ignored and the inflictor is burned.
Notable Moves: Fiery Dance, Moonblast, Quiver Dance, Hurricane, Roost, Overheat, Will O Wisp, Baton Pass, U-Turn
Role Description: Its a really fast Quiver Dancer that hits modestly hard after a boost, and has really great coverage between its STABs alone. Also Fuck Flinch Spam!
 
Tyraninja is too overpowered fam. You gave it automatic Forme change, no setback at all, sets up a weather, and also one last thing: when a Forme (like Wishiwashi-School in MnM) Mega evolves, don't they revert back to the original Forme then mega? If so, Tyraninja-Ashstorm-Mega shouldn't exist.
 
The spreadsheet has been finally updated. My internet was bad for the last few weeks ;-;



What doesn't kill you makes you a whole lot stronger
Role: Status Sweeper

Parents: Landorus-Therian + Zangoose
Shared egg group: DNA
Offspring name: Zangorus
New type: Normal - Ground
New base stats: 81 / 150 / 75 / 82 / 70 / 110 (BST: 568, +20 ATK, +20 SPE)
New ability and desc: Thrive (Toxic Boost + Intimidate): While this fusion is poisoned, it gets a 50% boost to its physical attacks. If this fusion is poisoned and it switches in, all opponents have their attack lowered two stages as well.
Notable moves: Facade, Earthquake, Swords Dance, Elemental Punches, U-Turn, Knock Off
Role identification: Get ready for the nuke of a physical attacker. Facade not only has 210 base power (before STAB of course), but launches super-powered moves off of a base 150 attack. Additionally, all of its moves are boosted, so Earthquake is 150 BP, all of the elemental punches are 112.5 BP, Knock off is 146.25 BP (same power as STAB-boosted dark types), and U-Turn is 105 BP. Zangorus also is effectively immune to non-volatile status, and has a fast base 110 speed. However, Zangorus is not immune to its own poison effect, meaning that it must switch out to reset its own toxic damage or else suffer instant death by its own poison. Zangorus gets U-Turn to encourage a hit-and-run playstyle, hitting hard and pairing well with a fusion that can give large wish passes to keep Zangorus in the game.

Edited ATK + DEF drop to ATK*2 drop



Definitely the most unique fusion I've ever made, and it has cannon fodder stats
Role: Tactical Weakling

Parents: Sableye + Porygon2
Shared egg group: DNA
Offspring name: Poryee
New type: Normal - Ghost
New base stats: 87 / 77 / 90 / 87 / 90 / 55 (BST: 486, +20 HP, +10 DEF, +2 SPA, +8 SPD)
New ability and desc: Tactician (Download + Prankster): Status moves used by Poryee have +1 priority (unless the opponent is a dark type). Additionally, Poryee uses the status move in its last move slot whenever it switches in.
(Note: only status moves will work, and it has the same priority as Intimidate, no matter what priority it had before)
(Note 2: I made the ability only work on Poryee because otherwise, anything with Tactician and roar/whirlwind astronomically broken)

Notable moves:
Status / Last Slot Moves: Conversion, Recover, Will-o-wisp, Thunder Wave, Agility, Trick, Magic Coat, Role Play, Conversion 2, Embargo, Torment, Taunt, Substitute, Rain Dance, Sunny Day, Recycle, Magnet Rise, Gravity, Nasty Plot, Imprison, Toxic, Protect / Detect, Confuse Ray, Trick Room
Attacking Moves: Tri-Attack, Thunder(bolt), Shadow Ball, Ice Beam / Blizzard, Psychic / Psyshock, Power Gem
Role identification: Poryee is possibly one of the most versatile and customize-able fusions to ever exist. There was an OM with a similar concept to the ability Tactician, and this concept massively changed the game. Poryee brings this concept into Fusion Evolution! Because of Tactician, there are a whole lot of things that Poryee can do automatically that other fusions cannot, and there are also a whole lot of status moves that Poryee can use viably that other fusions cannot. This makes Poryee incredibly unpredictable and able to fit on a variety of teams, despite not appearing that way at first. Poryee's neat defensive typing in Normal - Ghost provides three immunities and one weakness, which allows Poryee to switch in to a large variety of moves, encouraging the use of Tactician moves. Although Poryee does lack some moves that would benefit greatly from this ability, and does have some bad base stats for doing anything, Tactician remedies that by changing its role to become independent of base stats. Poryee can suffer some form of 3MSS depending on what move is used for Tactician in the last move slot.

Here is a list of many of the functions Poryee can perform instantly through use of Tactician.
  • Sunny Day = Drought
  • Rain Dance = Drizzle
  • Role Play = Trace
  • Agility = Light Speed (From FE)
  • Nasty Plot = Magnetic Surge (From FE)
  • Embargo = Half of Overwhelming Presence (From FE)
  • Conversion = Automatic strategic type change
  • Conversion 2 = Automatic advantageous type change
  • Magnet Rise = Levitate
  • Gravity = Anti-Levitate
  • Magic Coat = 1-turn Magic Bounce
  • Recover = Stronger, switch-in Regenerator
  • Taunt = Auto-anti-status, probably the best Tactician move
  • Substitute = Auto 75% HP and safe switch in
  • Protect / Detect = Auto-Safe switch-in
  • Imprison = Anti-taunt or Anti-recover (probably worse than Taunt)
  • Recycle = Recover limited items
  • Confuse Ray / Toxic / Will-o-wisp / Thunder Wave = Automatic status
  • Trick = Improved Trick user
  • Torment = Anti-single move spammers
  • Trick Room = Automatic Trick Room for TR teams

Poryee also has a mega, which happens to work very well with the base form to give it some boosts without even needing a turn before mega evolving.


Parents: Sableye-Mega + Porygon2
Shared egg group: DNA
Offspring name: Poryee-Mega
New type: Normal - Ghost
New base stats: 87 / 87 / 140 / 107 / 140 / 25 (BST: 586)
New ability and desc: Magic Bounce
Notable moves: All of Poryee's moves
Role identification: The mega form is interesting because it can get some benefits past normal Sablenite fusions through the use of Tactician. For example, you can get a free Nasty Plot boost to play on Poryee-Mega's strengthened special attack, or you can use Trick Room to use its slowness to its advantage. You can also use Substitute to give Poryee-Mega some durability, and many other status moves can give it some function beyond merely being a defensive mega.


Reposting Cinshado, but I modified some of its stats and redid its explanation
This fusion probably matches the best definition of "ninja"
Role: Multi-hitting Machine

Parents: Cinccino + Marshadow
Shared egg group: DNA
Offspring name: Cinshado
New type: Normal - Fighting
New base stats: 82 / 130 / 70 / 77 / 75 / 140 (BST: 574, +20 ATK, +20 SPE)
New ability and desc: Frenzy (Skill Link + Technician) - Multi-hit moves used by this pokemon are guaranteed to hit five times and are boosted 50%.
Notable moves: Tail Slap, Bullet Seed, Rock Blast, Drain Punch, Close Combat, U-Turn, Spectral Thief, Knock Off
Role identification: Frenzy is quite possibly one of the strongest offensive abilities to ever enter Fusion Evolution, and Cinshado is built to use it to a great extent. Armed with Tail Slap, Bullet Seed, and Rock Blast, (all 187.5 BP) Cinshado can smash through a whole ton of walls using its very powerful moves. Cinshado also gets a good offensive typing in Normal / Fighting that hits everything outside of ghosts hard with its STAB moves. Cinshado has both Knock Off and Spectral Thief to dismiss them, however, and each move provides utility benefit. Cinshado also has U-Turn to get out of a bad situation, which will allow it to escape most encounters with a blistering (and 4th best in non-mega FE) base speed.


Yanapede is from way back when, all the way at one of the earlier pages of FE2...
Role: Impending Doom

Parents: Yanmega + Scolipede
Shared egg group: Bug
Offspring name: Yanapede
New type: Bug
New base stats: 83 / 98 / 97 / 95 / 72 / 113 (BST: 558)
New ability and desc: Swarm Lord (Speed Boost + Swarm): While this fusion is on the field, all pokemon on the field have their Bug type moves boosted by a value that increases by one attack stage each turn that this fusion is on the field. (1 turn = 1.5x, 2 turns = 2x, 3 turns = 2.5x 4 turns = 3x, 5 turns = 3.5x, 6 turns = 4x) This maxes out after 6 turns. If this fusion switches out, then this value starts counting down once each turn, until a fusion with this ability switches in or the value is reset to 0.
Notable moves: Protect, Substitute, Agility, Bug Buzz, X-Scissor, U-turn, Shadow Ball, EQ
Role identification: Yanapede is rather mediocre at first, with a decently high speed being its only notable feature, until Swarm Lord is brought into the question. With the ability to boost its own Bug moves by merely spamming Protect and Substitute, Yanapede can become an incredibly powerful attacker just by waiting a few turns (in two turns, its coverage moves become useless). Because of this, Yanapede is a threat that can become terrifying if not immedeately dealt with, especially when used with Mono-Bug type teams. However, Yanapede can be countered by some common attacks, as it has a bad defensive typing and stats that aren't nearly good enough to stand a super-effective wallbreaker move. Overall, Yanapede is a high-risk, high-reward fusion.


Possibly one of the most complicated abilities ever made
Role: Chaining Moves

Parents: Entei + Shaymin-Sky
Shared egg group: DNA
Offspring name: Skeimin
New type: Grass - Fire
New base stats: 107 / 115 / 80 / 115 / 80 / 132 (BST: 629, +6 ATK, +10 SPA, +5 SPD, +19 SPE)
New ability and desc: Combo Breaker (Serene Grace + Pressure): If this fusion uses a move with a chance for a secondary effect or a status move which does not inflict a volatile or nonvolatile status, then uses a different move with a secondary effect (including draining HP and recoil), the previous effect is carried over and added onto the next move. This pool of secondary effects is unaffected by using the same move twice, and will not re-use the secondary effect of the current move, even if it is in the pool. However, for each extra secondary effect in the pool, the move used to make them happen costs an extra PP.
For example, if Skeimin uses Sunny Day on its first turn, then Solar Beam on its second turn, then Solar Beam gains a 100% chance to set the weather to sunny, and costs 2 PP, but breaks the chain. If Skeimin uses Seed Flare, then Sacred Fire, each move's effect have a separate chance to activate, so any moves with secondary effects (that aren't Seed Flare or Sacred Fire) used after obtain a 40% chance to harshly drop special defense and a 50% chance to burn, but cost 3 PP.

(Note: Status moves can only start a chain, not carry it.) (Note 2: For balance, this ability does not work on status moves with lowered PP such as Roar.)
Notable moves: Not all of the possible ones, but most of the good ones
Chain-Starting status moves: Sunny Day, Tailwind, Leech Seed, Worry Seed, Aromatherapy, Reflect, Synthesis
Chain-Building secondary effect moves: Seed Flare, Sacred Fire, Fire Spin, Air Slash, Giga Drain, Flame Charge
Chain-Holding high PP secondary effect moves: Flamethrower, Lava Plume, Air Slash, Grass Knot

Chain-Breaking ordinary moves: Solar Beam, Seed Bomb, Eruption, Shadow Ball, Psychic, Dazzling Gleam
Role identification: Skeimin has an incredibly complicated ability. Basically, it can chain secondary effects, as long as it keeps using moves that give them, but the resulting moves cost more PP. Because of this, Skeimin becomes an incredibly unique attacker that does not necessarily focus on dealing damage to the opponent, but instead debuffing them by chaining together some incredibly strong debuffing moves. This ability gives usage to moves that normally aren't very good because of low base power or situational use, such as Fire Spin and Worry Seed. The only real problem is that these moves require more and more PP to use the better they get. For example, once a chain gets to 3 PP, the most that it can be used is 10-11 times before it is no longer useable. This means that Skeimin has to play carefully, using moves that are normally subpar for unique reasons, such as Flamethrower for its high PP, and Seed Bomb to end a chain. Overall, Skeimin is a very complicated fusion, but can do some incredible things using some less-used moves.
 
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Tyraninja is too overpowered fam. You gave it automatic Forme change, no setback at all, sets up a weather, and also one last thing: when a Forme (like Wishiwashi-School in MnM) Mega evolves, don't they revert back to the original Forme then mega? If so, Tyraninja-Ashstorm-Mega shouldn't exist.
the whole point was that they're supposed to be op lol
valid point for the second bit tho
 

AquaticPanic

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Smh I swear my notifications keep just deciding wether they show or not.


Insert "TRIGGERED" joke here
Parents: Gengar|Chandelure
Shared egg group: Amorphous
Offspring name: Gender
New type: Ghost.png Fire.png
New base stats: 70 | 70 | 85 | 147 | 92 | 105
New ability and desc: Infiltrator + Cursed Body = Blessed Protection: Infiltrator effects + when a move break this Pokémon’s substitute, that move gets disabled until the target switches out
Notable moves: Substitute, Shadow Ball, Focus Blast, Energy Ball, Flamethrower, Fire Blast, Sludge Wave, Will-O-Wisp, Memento, Pain Split, Taunt, Trick, Dazzling Gleam, Perish Song, Thunderbolt, Haze
Role identification: Having Just 5 points lower in speed than Gengar and two points more in Special Attack than Chandelure, this mon combines two good aspects of both parents, becoming a somewhat speedy nuke. It’s bulk is also very okay for the role it plays since it’s not supposed to be there taking hits all day but rather focusing on attack. While yes, it’s not the speediest of the fusions in the meta, it can utilize a scarf quite well since it’s raw Special Attack can be reliable to deliver strong attacks (Considering it’s stabs and coverage are actually pretty good, it can even hit Ground, Rock and Water with Energy Ball and Dark with Dazzling Gleam or Focus Blast). It’s ability allows it to ignore Substitutes and things like Aurora Veil and the likes, while also taking advantage of the fact that it can force out some switches to put up a substitute of it’s own making the foe have to choose wisely what move to use to break it, or having to switch out again (Which allows Gender to put up another sub). Another possible sets are Trick Choiced, and carring Memento or Perish Song to deliver one last forced switch when you’re on low HP.
Overall, it plays similar to both of it’s parents with slightly inferior speed to Gengar at the cost of more Power, a bit more bulk and a better ability, as well as new moves to mess around with.


Also the illegal mega because curiosity:
New base stats: 70 | 70 | 105 | 187 | 112 | 125
New ability and desc: Shadow Tag





Flinch God + Smurf = Hell
Parents: Jirachi|Manaphy
Shared egg group: DNA
Offspring name: Jiraphy
New type: Water.png Steel.png
New base stats
: 100 | 110 | 100 | 110 | 100 | 120 (+10 Atk|+10 Sp. Atk| +20 Speed)
New ability and desc: Serene Grace + Hydration = Serene Rain: This Pokemon's moves have their secondary effect chance doubled. Whenever a secondary effect happens, this mon is cured of it's status conditions. Under rain, it will always heal it's status conditions and the chance of secondary effects happening is 2.5.
Notable moves:
Special: Scald, Flash Cannon, Ice Beam, Energy Ball, Psychic, Moonblast, Shadow Ball, Thunderbolt, Doom Desire, Psyshock

Physical: Waterfall, Iron Head, Meteor Mash, Play Rough, U-Turn, Knock Off, Thunder Punch, Ice Punch, Fire Punch

Status: Tail Glow, Thunder Wave, Stealth Rocks, Calm Mind, Cosmic Power, Wish, Healing Wish, Light Screen, Reflect, Trick, Heal Bell

Relevant when under rain: Thunder, Rest, Iron Head, Ancient Power, Ice Beam, Ice Punch, Scald, Water Pulse, Waterfall, Meteor Mash, Moonblast


Role identification: Jiraphy is a very versatile mon. It's attacking stats are the same and it's coverage (And utility) are almost equal in both sides, with Special gaining a bit more advantage. It's typing is superior than both of it's parents', having only three weaknesses (One of them being Ground, which is weak to one of your STAB, and the other is Fighting which you have plenty of coverage to hit), one imunity and ten resistances (Two of which are 4x). Offensive wise, it's STABs have good coverage as well, only not hitting Water, which you can get rid of with Energy Ball, Thunderbolt or Thunder Punch. It's bulk is really fine too, being able to utilize more tanky offensive sets, or even support sets.

But it's main role is: Abuse it's ability. 60% burn chance Scald is wonderful. Not having to worry that much about Status is also really good. But let's get it under Rain, and you have a tiny demon on your side: Thunder will always hit and has 75% Paralyzis chance, Scald will be boosted and will have 75% burn chance, Moonblast has 75% of lowering Foe's Special Attack, even Flash Cannon has 25% of chance to lower foe's Special Defense. Both Ice Beam and Punch have 25% Freeze chance. And the main selling point: Iron Head has 75% flinch chance. Now, I know this is busted, but it's not permanent, it only lasts for the duration of the rain. Not to mention, 120 base Speed is good but there are tons of things that will simply outspeed it. Even things that don't outspeed can hold out til the rain ends since 110 isn't the most threatning offensive stat in the meta. Substitute also shuts the flinch frenzy down.

Overall, it's the conjunction of okay, but not amazing, stats all-around and godd coverage with sinergy with it's ability plus good Typing that make this a good Mon.





GOTTA GO FA- Wait, wrong franchise...
Parents: Cryogonal|Shiftry
Shared egg group: DNA
Offspring name: Yoshi (Cryogonal + Shiftry)
New type: Ice.png Dark.png
New base stats: 105 | 75 | 55 | 112 | 97 | 92 (+20 Sp. Atk|+20 HP)
New ability and desc: Chlorophyl + Levitate = Floater: As long as this Mon is in the air, it’s speed is doubled. It also has the effects of Levitate
Notable moves: Nasty Plot, Dark Pulse, Ice Beam, Energy Ball, Focus Blast, Hurricane, Leaf Storm, Shadow Ball, Flash Cannon, Confuse Ray, Haze, Magic Coat, Defog, Tailwind
Role identification: With the ability, it basically has a base speed of 208. It outspeeds the entire Mod, Megas included. Now, I won’t lie and say I didn’t do it for the name, but it does have a good use. Since no one uses Smack Down anyways, and Gravity is somewhat rare, you’ll mostly always have a good speed (Darn you, Zygarde). Nasty Plot is a good move to have, Ice Beam and Dark Pulse are it’s main STABs and weirdly enough it has Hurricane. Okay Sp. Def and Hp are there. I’d say Specs is a good enough set, or maybe Nasty Plot LO.





Today's fusion is brought to you by the letter V
Parents: Victini|Vivillon
Shared egg group: DNA
Offspring name: Vivillini
New type: Fire.png Flying.png
New base stats
: 90 | 76 | 75 | 115 | 75 | 114
New ability and desc: (Compound Eyes + Victory Star): No Guard
Notable moves: Sleep Powder, Thunder, Inferno, Blue Flare, Hurricane, Quiver Dance, Roost, Energy Ball, Focus Blast, Psyshock, Trick, U-Turn, Glaciate, Giga Drain, Bug Buzz
Role identification: Vivillini has a great ability, can Quiver Dance and also shoot Hurricanes and Blue Flare without missing. Thunder for coverage, Sleep Powder for sleep. It’s like Vivillon but better. There's not much else to say.





Ciao, indeed.
Parents: Mienshao|Granbull
Shared egg group: Field
Offspring name: Granshao
New type: Fighting.png Fairy.png
New base stats
: 88 |133 | 78 | 88 | 70 | 85
New ability and desc: Gran' Ciao (Intimidate + Regenerator): When this mon switches out, it regains 33% of it’s Max HP and the oponent has the attack stage lowered by one stage
Notable moves: HJK, Play Rough, U-Turn, Fake Out, Stone Edge, Drain Punch, SD, Poison Jab, Crunch
Role identification: U-Turn has never felt so pleasing in a mon. Feel like you are in trouble and need to get away? Or to regen HP for missing HJK? Then switch out and have a safer switch-in because you’ll also lower the oponent’s Attack by one stage. My only issue with this one is the speed. Not bad but could be better (Damn you, Granbull)





GRANNY IS GONNA GRAB YA
Parents: Granbull|Lopunny
Shared egg group: Field
Offspring name: Granny
New type: Fairy.png Normal.png
New base stats
: 87 | 108 | 89 | 67 | 88 | 85
New ability and desc: Intimidate + Cute Charm = Irresistable: Upon switchin in infatuates foe regardless of gender (Or lack of it)
Notable moves: Return, Play Rough, Close Combat, Crunch, Earthquake, Stone Edge, Taunt, Fake Out, Heall Bell, Switcheroo
Role identification: Force a switch, perhaps? You honestly won't find much in the base form. The mega, on the other hand...


Stone: Loppunite
Form name: Granny-Mega
New type: Fairy.png Fighting.png
New base stats: 87 | 168 | 99 | 67 | 88 | 115
New ability and desc: Scrappy
Notable moves: Same as above
Role identification: Fast physical sweeper. It's STAB combo is one of the best in the game, and then you throw in Scrappy and good coverage. Overall, it's play style is very simple yet very effective.
 
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Okay, so I am planning to make a Malamar + Zygarde fusion whose ability reverses the effects of everyone else's ability as well as the stat changes for everyone. Would that be too hard to code? I have a backup if it is, but this is what I want to do if possible.

G-Luke AquaticPanic tyarrow1
Idk, but I'd say it'd be hard literally just cuz it'd be tough deciding what the reverse effects of some abilities do. I think it'd just be simpler to reverse stat changes for the opponent, ist, but I don't think that'd be too hard to code. I like the idea of that though! It's pretty cool!
 

AquaticPanic

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Okay, so I am planning to make a Malamar + Zygarde fusion whose ability reverses the effects of everyone else's ability as well as the stat changes for everyone. Would that be too hard to code? I have a backup if it is, but this is what I want to do if possible.

G-Luke AquaticPanic tyarrow1
I have no idea why you tagged me since I've never really worked with codes before. But I do think that it'd be way too complex since the abilities' effects vary a lot from each other
 
What's the exact ruling on Mega Stones like Mawilite and Medichamite? Are they globally banned, or would you allow a fusion with one of those megas with 100 base attack?

You must pick one type, but it gets the power of those moves doubled
Parents: Silvally, Deoxys-Attack
Shared egg group: DNA
Offspring name: Silvoxys-Attack
New type: Normal / Psychic
New base stats:
72 / 147 (+10) / 57 / 147 (+10) / 57 / 142 (+20)
New ability and desc: RKS Pressure (RKS System + Pressure; Allows the Pokémon to change its normal typing to a different one based on the memory held and doubles the power of moves of that type, including Multi Attack. Does not double the power of normal moves if no memory is held.)
Notable moves: Multi Attack, Extreme Speed, Drain Punch, Superpower, Poison Jab, Rock Slide, X-Scissor, U-Turn, Shadow Claw, Meteor Mash, Fire Punch, Thunder Punch, Zen Headbutt, Ice Punch, Dragon Claw, Crunch, Knock Off, Focus Blast, Air Slash, Signal Beam, Shadow Ball, Flash Cannon, Flamethrower, Surf, Energy Ball, Thunderbolt, Psychic, Psyshock, Psycho Boost, Ice Beam, Draco Meteor, Dark Pulse, Swords Dance, Nasty Plot
Role identification: An offensive Pokémon with a crap ton of power. It even one-shots Oxybliss-Defense:

252+ Atk RKS Pressure Silvoxys-Attack Knock Off (97.5 BP) vs. 252 HP / 252+ Def Oxybliss-Defense: 530-626 (100.3 - 118.5%) -- guaranteed OHKO

Yeah, have fun dealing with this...
How did you get the doubling attack power? The only slightly possible way I could see this is you ripped "double" from Pressure and added "attack" or something onto it.
 

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What the heck is this garbage?
Parents: Magearna + Darmanitan
Shared egg group: DNA
Offspring name: Magartan
New type: Fire/Fairy
New base stats: 100 (+8)/117/90 (+5)/100 (+20)/90 (+5)/82 (+2)
New ability and desc: Soul Buster Mode - If Magartan, changes mode to Soul Buster if at 1/2 MAX HP or less right when it would become 1/2 MAX HP or less, then raises Sp. Atk 1 stage. Does not raise Sp. Atk if already Magartan-Soul Buster
Notable moves: Flash Cannon, Shift Gear, Fire Blast, Flamethrower, Grass Knot, Will-O-Wisp, EQ, Superpower, Taunt, Zen Headbutt, Ice Beam, Aura Sphere, Thunderbolt, Volt Switch, Dazzling Gleam, Energy Ball.
Role identification: Magartan isn't too impressive really, it does have nice stats, a good movepool, Shift Gear, and good coverage in Magearna's movepool. Why use this, you ask? Below vvvv

Broken garbage, sir.
Parents: Magearna + Darmanitan
Shared egg group: DNA
Offspring name: Magartan-Soul Buster
New type: Fire/Psychic
New base stats: 100/17/130/210/130/42
New ability and desc: Soul Buster Mode
Notable moves: aforementioned, highlighting special attacks.
Role identification: Here is your answer. In exchange for ending up having godawful attack and speed, it now has 100/130/130 bulk, 210 special attack with the boost, amazing coverage, Shift Gear if you like, but 42 spe isn't a lot. Really all that needs to be said. You also have Taunt + Wisp if you'd like to stall. Just. y'know. Kill everything.
Actually, Darmanitan fusions Swaps it's offenses, gains +50 in both defenses and looses 40 Speed in it's Zen Mode, as well as adding Psychic as the secondary type. Soul Buster should have 117 Special Attack, not 210.
 

G-Luke

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DNA Donors: Meloetta and Minior-Meteor
Offspring: Minioletta-Cosmo
Typing: Flying/Normal
Stats: 80/78/98/114/114/105 (+10 Atk, +10 Def, +20 SpA)
Ability and Desc: Serene Shields (Serene Grace + Shields Down) - Whenever this Pokémon uses an attack with a secondary effect, it transforms into its Astro forme then executes the attack.
Notable Moves: Not much in this form. Notably Shell Smash. Elemental Punches, Rock Slide, Hyper Voice maybe?
Role Description: Just set up and go Astro!


DNA Donors: Meloetta-Pirouette and Minior
Offspring: Minioletta-Astro
Typing: Flying/Fighting
Stats: 80/154/65/118/37/174
(First it goes to Pirouette, then gets the Core boosts.)
Notable Moves: Shell Smash, Acrobatics, Close Combat, Rock Slide, Earthquake, U-Turn, Knock Off, Elemental Punches, Zen Headbutt, Explosion
Role Description: Ultimate glass cannon. With a blistering 174 base speed, it outpaces all of the unboosted metagame and even several boosted threats, it is easily a menace to offensive teams. Its frail asf tho, so pair it up with a priority buster.
 

AquaticPanic

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Is voting open?
I don't think so, the title just hasn't changed since the last Voting Phase, but the submissions tend to last a whole week.


Also are we really alowing a fusion that changes form simply when switching in or when foe uses a move for Greninja? I get that the point is to make them broken but that's a bit too much.
 

DNA Donors: Meloetta and Minior-Meteor
Offspring: Minioletta-Cosmo
Typing: Flying/Normal
Stats: 80/78/98/114/114/105 (+10 Atk, +10 Def, +20 SpA)
Ability and Desc: Serene Shields (Serene Grace + Shields Down) - Whenever this Pokémon uses an attack with a secondary effect, it transforms into its Astro forme then executes the attack.
Notable Moves: Not much in this form. Notably Shell Smash. Elemental Punches, Rock Slide, Hyper Voice maybe?
Role Description: Just set up and go Astro!


DNA Donors: Meloetta-Pirouette and Minior
Offspring: Minioletta-Astro
Typing: Flying/Fighting
Stats: 80/154/65/118/37/174
(First it goes to Pirouette, then gets the Core boosts.)
Notable Moves: Shell Smash, Acrobatics, Close Combat, Rock Slide, Earthquake, U-Turn, Knock Off, Elemental Punches, Zen Headbutt, Explosion
Role Description: Ultimate glass cannon. With a blistering 174 base speed, it outpaces all of the unboosted metagame and even several boosted threats, it is easily a menace to offensive teams. Its frail asf tho, so pair it up with a priority buster.
wait hold on, shouldn't there be 4 forms and you have to use the relic song move to turn into pirouette?

also since it keeps its ability on form change it'll keep changing won't it?
 

AquaticPanic

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wait hold on, shouldn't there be 4 forms and you have to use the relic song move to turn into pirouette?

also since it keeps its ability on form change it'll keep changing won't it?
To be fair it doesn't say anywhere that it'll change bck when using a move that doesn't have a secondary effect
 
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