Pet Mod [Gen 8] CFM

Shall we relaunch CFM before or after the release of Gen 9?

  • ASAP!

    Votes: 0 0.0%
  • Wait until Gen 9

    Votes: 15 100.0%

  • Total voters
    15
  • Poll closed .
Thank you very much to all who voted and made submissions to the previous slate!
It was nice to see some submissions to a nearly dead meta, lol

Here are the winning entries:

Base Stats: 80 HP (-10) / 90 Atk (+5) / 100 Def (+10) / 125 SpA / 110 SpD (+10) / 95 Spe BST: 600 (+20)
Abilities: Competitive / No Guard / Tinted Lens
New Moves:
Aura Sphere, Ice Beam, Teleport, Laser Focus, Lock On, Steel Wing, Glare, Roost, Defog, Whirlwind, Razor Wind
Freezing Glare: 100 BP; 30% chance to lower the target's Speed + 10% chance to freeze
Reasoning:

Stats: Basically the same distribution as its vanilla stats but adjusted to the 600 BST and the numbers already established. Slight increase to most stats and -10 HP.
No Guard: "Its eyes can fire beams of psychic energy that leave its opponents stuck in place, as if frozen solid" (hard to miss attacks when your opponent is frozen in place"
Tinted Lens: Not really too much of a reason for this one but I imagine the way its eyes look (kind of like goggles) and the fact its psychic powers are heavily tied to its eyes, I think it would have a very unique perspective with its vision
New Moves: Aura Sphere because coverage and its psychic powers (no guard Focus Blast would be too much). Ice Beam because I also wanted to give it one ice move, and it shoots beams that freezes the target from its eyes. Teleport because this: "It also has the ability to create mirages of itself in order to fool its opponent and escape". Laser Focus and Lock On just to keep with the vision theme and give it the same number of new moves as Zapdos-G. Steel Wing because this "the blades on its wings can be used to slice through iron as easily as paper"


Base stats: 80 (-10) / 125 / 100 (+10) / 95 (+10) / 90 / 110 (+10) (BST: 600)
Abilities: Defiant / Limber (CFM: cannot be paralysed or lose Speed) / Quick Feet
Moves
: Roost, Focus Blast (CFM: 80% accurate), Wild Charge (CFM: recoil + 10% paralysis), Rolling Kick (CFM: 65BP, 100% chance to raise Speed)
↪ Thunderous Kick: 100 BP; 30% to lower the target's Defence + 10% chance to paralyse

Reasoning
: this is another monster that's already excellent, but its typing pushes it a tier above Articuno in my opinion. In fact, there's little that can be done without just making it stupidly good - so that's what I decided to. With 125/95/110 offensive stats with Sheer Force, this thing is a dangerous juggernaut - especially since it has dual STAB to abuse with it in a buffed (or nerfed?) Thunderous Kick with Drill Peck (CFM: Liquidation clone). Gave it some other toys to make it a little more interesting, if you consider using a move other than its physical STABs to smash everything in your way.


Base stats: 80 (-10) / 100 (+15) / 90 / 110 (+10) / 125 / 95 (+5) (BST: 600)
Abilities: Berserk (CFM: +2 to the higher offensive stat) / Intimidate / Flare Boost
Moves
: Roost, Defog, Will-o-Wisp, Heat Wave, Night Slash (CFM: 100BP, 95% accurate), Swords Dance, Drill Peck (CFM: Liquidation clone), Razor Wind (CFM: Flying-type Psyshock + 10% def drop chance)
↪ Fiery Wrath: 100BP; 30% chance to lower the target's Sp. Def + 10% chance to burn

Reasoning
: This is the one mon of the three that definitely feels like it was downgraded the most compared to its Gen I counterpart. From a powerful attacker to... a specially defensive Dark-type (lol) with no recovery or utility? Well, now it can actually be an effective defensive mon with Intimidate (from Bulbapedia: "The sinister energy that blazes from within its body is so oppressive that most Pokémon can't even approach it") along with reliable recovery and Defog and Will-o-Wisp! Mandibuzz, eat your heart out... On top of that, it regains some of its counterparts awesome offensive prowess on both the special and physical sides with great STABs, boosting moves, and even priority in Sucker Punch.
 
We've discussed it and we don't think the Galarian starters really need any changes - they'll already pretty diverse and interesting! Any other ideas?
 
Hmm... we could do something like that, if people are interested! They haven't been buffed, per se, but they have been tweaked already and a number of them have had indirect buffs. Check 'em out:


Abilities: Water Absorb, Hydration, Rain Dish
Moves: Scald, Protect
↪Hydro Pump: 85% accurate
↪Water Absorb: in addition to its regular effect, recovers 1/16 HP per turn in rain
↪Rain Dish: recovers 1/6 HP per turn in rain


Abilities: Volt Absorb, Rough Skin, Quick Feet
↪Synchronoise: 90BP; hits the user's primary typing super effectively
↪Volt Absorb: recovers 1/16 HP per turn in Electric Terrain


Abilities: Flash Fire, Flame Body, Guts
↪Thunder Fang: 70BP, 100% accurate


Abilities: Telepathy, Anticipation, Magic Bounce
Moves: Nightmare, Teleport
↪Psychic: 20% chance to lower Sp. Def
↪Psyshock: 10% chance to lower Def
↪Teleport: neutral priority


Abilities: Synchronize, Insomnia, Unnerve
Moves: Protect
↪Unnerve: for one turn after switch-in; opposing monsters can't use Status moves
↪Toxic: every Eeveelution lost it, except this one!


Abilities: Natural Cure, Overgrow, Chlorophyll
↪Leaf Blade: 100BP, 95% accurate
↪Natural Gift: no longer consumes the held berry


Abilities: Ice Body, Slush Rush, Snow Warning
Moves: Aurora Veil, Triple Axel, Icicle Crash
↪Ice Body: a monster that attacks this monster has a 10% chance of being frozen; recovers 1/8 HP per turn in Hail
↪Icicle Crash: 90BP, 100% accurate; 20% chance to flinch the target


Abilities: Cute Charm, Friend Guard, Pixilate
↪Moonblast: 90BP; 10% chance to lower Sp. Atk
↪Pixilate: Normal-type moves become Fairy; ALL Fairy-type attacks (including Moonblast etc.) boosted by 20%
 
Next slate is here!


Boltund
Target tier: ZU-NU
Target BST: 490-500
Description:
Not much to say about this thing, other than the fact that it's a kind of bad physical Manectric languishing in the lowest tiers. It doesn't have the power on the physical side or the movepool on the special side to make it an offensive threat, and besides being a little faster offers little in the utility than Manectric (however, it doesn't even get Switcheroo).


Sandaconda
Target tier: ZU-NU
Target BST: 510-525
Description:
Besides its Atk and Def, this mon has pretty terrible stats and a limited movepool - although it has some nice utility in Stealth Rock and Glare and even set-up in Coil. However, other set-up mons outclass it and it's not terribly exciting as a utility mon with unreliable recovery, especially compared to Palossand.


Centiskorch
Target tier: PU-UU
Target BST: 525-530
Description:
A monster for which we already had a failed slate but failed to get enough submissions - so let's try it again! This thing has a cool movepool, typing and design, but it's let down by a mediocre stat distribution... Which such a high BST and great offensive movepool, it has a lot of potential.

Accepting submissions until 2nd April!
 
:ss/centiskorch:
Pokémon: Centiskorch
Typing: Fire / Bug
Stats: 100 / 115 / 65 / 65 (-25) / 90 / 90 (+25) (525 BST)
Abilities: Flash Fire / White Smoke / Long Reach (Hidden)
Moves: + Dragon Hammer, Steamroller
Tweaks to existing moves:
Flame Wheel: 40 BP, +1 priority, loses its burn chance, distribution reduced (specifically looking at Marowak-A, Entei, Darmanitan, and Infernape here)
How this makes it more interesting: Really too bad Megahorn isn't justifiable, but Centiskorch is already basically fine, it just suffers from having low Speed. Now it can Coil properly, Flame Wheel gives it access to a fun priority move, and it can choose from either Fire Lash or Inferno, both of which are viable Coil choices with the CFM buffs. It suffers a bit from four moveslot syndrome as usual, but it's much trickier to stop if it can manage a Coil or two. New moves are mostly flavour. Long Reach is niche, but lets it avoid effects like Static and Rocky Helmet.

:ss/boltund:
Pokémon: Boltund
Typing: Electric / Fairy
Stats: 69 / 95 (+5) / 60 / 95 (+5) / 60 / 121 (500 BST)
Abilities: Strong Jaw / Ball Fetch / Competitive (Hidden)
Moves: + Extreme Speed, Ice Fang, Weather Ball, Shadow Ball, Energy Ball, Focus Blast, Dazzling Gleam
Tweaks to existing abilities:
Ball Fetch: The user's ball and bomb moves also cause the user to switch out, as with U-turn. The user does not switch out if the move fails or misses.
How this makes it more interesting: The additional Fairy-type is because corgis are traditionally associated with pixies in Welsh folklore. The change to Ball Fetch gives it access to several novel pivoting moves, allowing special sets to pivot without running both Thunderbolt and Volt Switch, and Dazzling Gleam provides a new special STAB. On the physical side, Extreme Speed is always appreciated, and Ice Fang gives it physical BoltBeam coverage with Strong Jaw, especially with the buffs.

:ss/sandaconda:
Pokémon: Sandaconda
Typing: Ground / Poison
Stats: 87 (+15) / 107 / 125 / 65 / 70 / 71 (525 BST)
Abilities: Sand Spit / Shed Skin / Dry Skin (Hidden)
Moves: + Shore Up, Spikes, Gunk Shot, Poison Jab, Poison Fang, Toxic, Sludge Bomb, Venom Drench
Tweaks to existing abilities:
Sand Spit: Summons a sandstorm for five turns when hit by an attack, unless a sandstorm is already present. Takes 25% less damage from attacks during a sandstorm.
How this makes it more interesting: Anacondas aren't poisonous, but cobras are, so whatever. Ground / Poison gives Sandaconda some key resistances to Fairy, Fighting, and Bug, while also making it neutral to Grass and immune to being poisoned, at the cost of Ground and Psychic weaknesses. The change to Sand Spit makes it more worth using, as it also beefs up Sandaconda's bulk during a sandstorm, which is especially dangerous combined with Toxic and Shore Up. However, for teams that don't want sand, Dry Skin enters as another fantastic option that lets Sandaconda regain health on Water-type moves. Of its new moves, Gunk Shot combines well with Coil, and Spikes offers another utility option.
 

Pokémon: Centiskorch
Typing: Bug / Fire (switching the types allows it to get more use out of Slam, which it already has, as its strongest Bug move)
Stats: 105 (+5) / 115 / 65 / 95 (+5) / 65 (-25) / 90 (+25) (535 BST)
Abilities: Flash Fire / White Smoke / Rivalry
New Moves:
Guillotine, Poison Fang, Flame Charge
Rivalry: On top of its normal effects, if Centiskorch/Sizzlipede has this ability and switches in on Scolipede, Whirlipede, or Venipede, it gets +1 to both attacking stats
How this makes it more interesting: Although its vanilla form had some cool specially defensive utility for a wallbreaker, I thought it was just way too slow to the point it didn't really make sense. So I switched its speed and special defense to make it a frailer physical or mixed attacker but with a lot more speed than before. A bit more HP and special attack to improve its bulk and mixed attacking. White Smoke gives its Overheat no drawback outside of 90% accuracy so I thought this might incentivize using mixed sets a little more. Outside of Overheat and Fire Spin (pursuit clone) it doesn't have much going for it on the special side. Guillotine sorta makes sense with its big Centipede mandibles and also works with White Smoke, so it could be cool as a pseudo STAB on a banded set or something. Poison Fang basically just because it fits, might not be that useful. Flame Charge could be pretty useful for late game cleaning and most physical fire types get it.
The Rivalry thing is more for fun since the chances of it happening are very slim because Scolipede is tiered much higher and not super common anyways, and you probably won't run into Whirlipede or Venipede either. Maybe Sizzlipede would find more use out of it in LC. The Pokedex entries for Venipede and Scolipede discuss how the two evolution lines live in different parts of Galar but fight to the death whenever they cross paths. It's just a pretty fun thing to have.


Pokémon: Boltund
Typing: Normal / Electric
Stats: 69 / 95 (+5) / 60 / 95 (+5) / 60 / 121 (500 BST)
Abilities: Strong Jaw / Ball Fetch / Competitive
New Moves: Hyper Fang, Ice Fang, U-turn, Quick Attack
Ball Fetch: After switching out from a pivoting move (U-turn/Volt Switch) the user will return to the field at the very end of the turn
How this makes it more interesting: Normal is actually a pretty cool secondary STAB in general and Hyper Fang boosted by Strong Jaw is slightly stronger than Return. Ice Fang because why the fuck doesn't it have Ice Fang already. U-turn because several dogs and cats and stuff have it and it helps get use out of its ability if Ball Fetch. Quick Attack because its fast and Espeed is very overkill with a Normal typing, and is really reserved for special Pokemon (Boltund is not special). Ball Fetch ability could be cool to wear down some checks over time with pivoting moves, and returning after pivoting out like returning while playing fetch makes sense. It seems like it could be obnoxious but with how we changed boots it's still guaranteed to take hazard damage while pivoting out repeatedly and this Pokemon is piss weak if it forgoes Strong Jaw.

Not making a Sandaconda nom because the one above me is awesome
 
Thanks for the great submissions, guys ^_^ I'll post mine very soon...

By the way, apologies for things being so quiet here! We're mostly on the CFM Discord - come along to chat about CFM, Showdown or gaming in general, and even some romhacking (i.e. game design) if you're into it!
 

Typing: Normal/Electric
Stats: 69 / 105 (+15) / 60 / 85 (-5) / 60 / 121 (BST: 500)
Abilities: Strong Jaw, Competitive, Motor Drive
Moves
: Hyper Fang, Ice Fang, Quick Attack, Grass Knot, Hidden Power, Charge Beam, Taunt
Description
: Given how this thing is a bad Manectric knock-off, I felt the most sensible thing to do to make it viable as to make it into a good Manectric knock-off! To distinguish it a bit though I leaned more into its physical side, given it an actual usable Attack stat at the expense of a little SpA while giving it a whole extra type (and STAB to work with). It has much better coverage giving it more versatility, as well as raw power in STAB Strong Jaw Hyper Fang.


Typing: Ground
Stats
: 75 (+3) / 110 (+3) / 125 / 65 / 70 / 80 (+9) (BST: 525)
Abilities: Sand Spit, Shed Skin, Sand Force
↪
Sand Spit: if attacked by a contact move - has a 50% chance to use the first "sand" move in its moveset; if a damaging move is selected, it will be at 50% power and ignore stat modifiers; this cannot activate if the monster is switched into an attack
Moves: Thunder Fang, Agility
↪
Sand Tomb: if used by Sandaconda/Silicobra: 80BP, 95% accurate
Description: this one was a little tricky because it really is kinda trash. Sand Spit is terrible - just a version of Sand Stream that isn't automatic and requires you to take direct damage - so I tried to buff it while keeping it consistent with its description on Bulbapedia. Hopefully that makes it more interesting? Otherwise, there isn't really much you can give it that fits - gave it Thunder Fang for coverage and Agility for the potential of a wicked double dance set - though it would still probably not be too viable, it would be quite interesting to see!


Typing: Fire/Bug
Stats: 120 (+20) / 115 / 65 / 65 (-25) / 80 (-10) / 80 (+15) (BST: 525)
Abilities: Flash Fire (CFM: boosts higher offensive stat by +1 when hit by a Fire move; grants immunity), White Smoke (CFM: prevents self-inflicted stat drops too), Flame Body
Moves: Vise Grip (CFM: Bug-type Double-Edge), Flame Charge, Tail Glow, Poison Tail (CFM: 100BP, 95% acc; 30% chance to Toxic poison), Sludge Bomb, Sludge Wave, Stomping Tantrum
Description
: I'm not sure these changes make it much more interesting, but they do make it scarier! Seriously though, Centiskorch's problem has always been the fact that it's kinda high risk, mediocre reward - hopefully it's a little more compelling now with powerful dual stabs in Vise Grip and Flare Blitz/Inferno (CFM: Fire/Physical, 120BP/80% acc; 20% burn), as well as Speed boosting potential in Flame Charge (why didn't it have this before??) with an actual usable speed stat. Tail Glow is an option that I also think is fitting and gives it more oomph on the special side - with the downside of requiring a turn of set-up to compensate for what is now a mediocre SpA.
 
Thank you very much for your submissions, boys and girls! Please vote for your favourites!
Please RANK the submissions in order of preference rather than picking just the one favourite! You cannot vote for your own submission as your most preferred.


Typing: Electric / Fairy
Stats: 69 / 95 (+5) / 60 / 95 (+5) / 60 / 121 (500 BST)
Abilities: Strong Jaw / Ball Fetch / Competitive (Hidden)
Moves: + Extreme Speed, Ice Fang, Weather Ball, Shadow Ball, Energy Ball, Focus Blast, Dazzling Gleam
Tweaks to existing abilities:
Ball Fetch: The user's ball and bomb moves also cause the user to switch out, as with U-turn. The user does not switch out if the move fails or misses.
How this makes it more interesting: The additional Fairy-type is because corgis are traditionally associated with pixies in Welsh folklore. The change to Ball Fetch gives it access to several novel pivoting moves, allowing special sets to pivot without running both Thunderbolt and Volt Switch, and Dazzling Gleam provides a new special STAB. On the physical side, Extreme Speed is always appreciated, and Ice Fang gives it physical BoltBeam coverage with Strong Jaw, especially with the buffs.
Typing: Normal / Electric
Stats: 69 / 95 (+5) / 60 / 95 (+5) / 60 / 121 (500 BST)
Abilities: Strong Jaw / Ball Fetch / Competitive
New Moves: Hyper Fang, Ice Fang, U-turn, Quick Attack
Ball Fetch: After switching out from a pivoting move (U-turn/Volt Switch) the user will return to the field at the very end of the turn
How this makes it more interesting: Normal is actually a pretty cool secondary STAB in general and Hyper Fang boosted by Strong Jaw is slightly stronger than Return. Ice Fang because why the fuck doesn't it have Ice Fang already. U-turn because several dogs and cats and stuff have it and it helps get use out of its ability if Ball Fetch. Quick Attack because its fast and Espeed is very overkill with a Normal typing, and is really reserved for special Pokemon (Boltund is not special). Ball Fetch ability could be cool to wear down some checks over time with pivoting moves, and returning after pivoting out like returning while playing fetch makes sense. It seems like it could be obnoxious but with how we changed boots it's still guaranteed to take hazard damage while pivoting out repeatedly and this Pokemon is piss weak if it forgoes Strong Jaw.
Typing: Normal/Electric
Stats: 69 / 105 (+15) / 60 / 85 (-5) / 60 / 121 (BST: 500)
Abilities: Strong Jaw, Competitive, Motor Drive
Moves
: Hyper Fang, Ice Fang, Quick Attack, Grass Knot, Hidden Power, Charge Beam, Taunt
Description
: Given how this thing is a bad Manectric knock-off, I felt the most sensible thing to do to make it viable as to make it into a good Manectric knock-off! To distinguish it a bit though I leaned more into its physical side, given it an actual usable Attack stat at the expense of a little SpA while giving it a whole extra type (and STAB to work with). It has much better coverage giving it more versatility, as well as raw power in STAB Strong Jaw Hyper Fang.


Typing: Ground / Poison
Stats: 87 (+15) / 107 / 125 / 65 / 70 / 71 (525 BST)
Abilities: Sand Spit / Shed Skin / Dry Skin (Hidden)
Moves: + Shore Up, Spikes, Gunk Shot, Poison Jab, Poison Fang, Toxic, Sludge Bomb, Venom Drench
Tweaks to existing abilities:
Sand Spit: Summons a sandstorm for five turns when hit by an attack, unless a sandstorm is already present. Takes 25% less damage from attacks during a sandstorm.
How this makes it more interesting: Anacondas aren't poisonous, but cobras are, so whatever. Ground / Poison gives Sandaconda some key resistances to Fairy, Fighting, and Bug, while also making it neutral to Grass and immune to being poisoned, at the cost of Ground and Psychic weaknesses. The change to Sand Spit makes it more worth using, as it also beefs up Sandaconda's bulk during a sandstorm, which is especially dangerous combined with Toxic and Shore Up. However, for teams that don't want sand, Dry Skin enters as another fantastic option that lets Sandaconda regain health on Water-type moves. Of its new moves, Gunk Shot combines well with Coil, and Spikes offers another utility option.
Typing: Ground
Stats
: 75 (+3) / 110 (+3) / 125 / 65 / 70 / 80 (+9) (BST: 525)
Abilities: Sand Spit, Shed Skin, Sand Force
↪
Sand Spit: if attacked by a contact move - has a 50% chance to use the first "sand" move in its moveset; if a damaging move is selected, it will be at 50% power and ignore stat modifiers; this cannot activate if the monster is switched into an attack
Moves: Thunder Fang, Agility
↪
Sand Tomb: if used by Sandaconda/Silicobra: 80BP, 95% accurate
Description: this one was a little tricky because it really is kinda trash. Sand Spit is terrible - just a version of Sand Stream that isn't automatic and requires you to take direct damage - so I tried to buff it while keeping it consistent with its description on Bulbapedia. Hopefully that makes it more interesting? Otherwise, there isn't really much you can give it that fits - gave it Thunder Fang for coverage and Agility for the potential of a wicked double dance set - though it would still probably not be too viable, it would be quite interesting to see!


Typing: Fire / Bug
Stats: 100 / 115 / 65 / 65 (-25) / 90 / 90 (+25) (525 BST)
Abilities: Flash Fire / White Smoke / Long Reach (Hidden)
Moves: + Dragon Hammer, Steamroller
Tweaks to existing moves:
Flame Wheel: 40 BP, +1 priority, loses its burn chance, distribution reduced (specifically looking at Marowak-A, Entei, Darmanitan, and Infernape here)
How this makes it more interesting: Really too bad Megahorn isn't justifiable, but Centiskorch is already basically fine, it just suffers from having low Speed. Now it can Coil properly, Flame Wheel gives it access to a fun priority move, and it can choose from either Fire Lash or Inferno, both of which are viable Coil choices with the CFM buffs. It suffers a bit from four moveslot syndrome as usual, but it's much trickier to stop if it can manage a Coil or two. New moves are mostly flavour. Long Reach is niche, but lets it avoid effects like Static and Rocky Helmet.
Typing: Bug / Fire (switching the types allows it to get more use out of Slam, which it already has, as its strongest Bug move)
Stats: 105 (+5) / 115 / 65 / 95 (+5) / 65 (-25) / 90 (+25) (535 BST)
Abilities: Flash Fire / White Smoke / Rivalry
New Moves:
Guillotine, Poison Fang, Flame Charge
Rivalry: On top of its normal effects, if Centiskorch/Sizzlipede has this ability and switches in on Scolipede, Whirlipede, or Venipede, it gets +1 to both attacking stats
How this makes it more interesting: Although its vanilla form had some cool specially defensive utility for a wallbreaker, I thought it was just way too slow to the point it didn't really make sense. So I switched its speed and special defense to make it a frailer physical or mixed attacker but with a lot more speed than before. A bit more HP and special attack to improve its bulk and mixed attacking. White Smoke gives its Overheat no drawback outside of 90% accuracy so I thought this might incentivize using mixed sets a little more. Outside of Overheat and Fire Spin (pursuit clone) it doesn't have much going for it on the special side. Guillotine sorta makes sense with its big Centipede mandibles and also works with White Smoke, so it could be cool as a pseudo STAB on a banded set or something. Poison Fang basically just because it fits, might not be that useful. Flame Charge could be pretty useful for late game cleaning and most physical fire types get it.
The Rivalry thing is more for fun since the chances of it happening are very slim because Scolipede is tiered much higher and not super common anyways, and you probably won't run into Whirlipede or Venipede either. Maybe Sizzlipede would find more use out of it in LC. The Pokedex entries for Venipede and Scolipede discuss how the two evolution lines live in different parts of Galar but fight to the death whenever they cross paths. It's just a pretty fun thing to have.
Typing: Fire/Bug
Stats: 120 (+20) / 115 / 65 / 65 (-25) / 80 (-10) / 80 (+15) (BST: 525)
Abilities: Flash Fire (CFM: boosts higher offensive stat by +1 when hit by a Fire move; grants immunity), White Smoke (CFM: prevents self-inflicted stat drops too), Flame Body
Moves: Vise Grip (CFM: Bug-type Double-Edge), Flame Charge, Tail Glow, Poison Tail (CFM: 100BP, 95% acc; 30% chance to Toxic poison), Sludge Bomb, Sludge Wave, Stomping Tantrum
Description
: I'm not sure these changes make it much more interesting, but they do make it scarier! Seriously though, Centiskorch's problem has always been the fact that it's kinda high risk, mediocre reward - hopefully it's a little more compelling now with powerful dual stabs in Vise Grip and Flare Blitz/Inferno (CFM: Fire/Physical, 120BP/80% acc; 20% burn), as well as Speed boosting potential in Flame Charge (why didn't it have this before??) with an actual usable speed stat. Tail Glow is an option that I also think is fitting and gives it more oomph on the special side - with the downside of requiring a turn of set-up to compensate for what is now a mediocre SpA.

We will be voting until Friday!
 
Thank you for your votes (and apologies for the delay)! The winners are:


Typing: Normal/Electric
Stats: 69 / 105 (+15) / 60 / 85 (-5) / 60 / 121 (BST: 500)
Abilities: Strong Jaw, Competitive, Motor Drive
Moves
: Hyper Fang, Ice Fang, Quick Attack, Grass Knot, Hidden Power, Charge Beam, Taunt
Description
: Given how this thing is a bad Manectric knock-off, I felt the most sensible thing to do to make it viable as to make it into a good Manectric knock-off! To distinguish it a bit though I leaned more into its physical side, given it an actual usable Attack stat at the expense of a little SpA while giving it a whole extra type (and STAB to work with). It has much better coverage giving it more versatility, as well as raw power in STAB Strong Jaw Hyper Fang.


Typing: Ground / Poison
Stats: 87 (+15) / 107 / 125 / 65 / 70 / 71 (525 BST)
Abilities: Sand Spit / Shed Skin / Dry Skin (Hidden)
Moves: + Shore Up, Spikes, Gunk Shot, Poison Jab, Poison Fang, Toxic, Sludge Bomb, Venom Drench
Tweaks to existing abilities:
Sand Spit: Summons a sandstorm for five turns when hit by an attack, unless a sandstorm is already present. Takes 25% less damage from attacks during a sandstorm.
How this makes it more interesting: Anacondas aren't poisonous, but cobras are, so whatever. Ground / Poison gives Sandaconda some key resistances to Fairy, Fighting, and Bug, while also making it neutral to Grass and immune to being poisoned, at the cost of Ground and Psychic weaknesses. The change to Sand Spit makes it more worth using, as it also beefs up Sandaconda's bulk during a sandstorm, which is especially dangerous combined with Toxic and Shore Up. However, for teams that don't want sand, Dry Skin enters as another fantastic option that lets Sandaconda regain health on Water-type moves. Of its new moves, Gunk Shot combines well with Coil, and Spikes offers another utility option.

Typing: Fire/Bug
Stats: 120 (+20) / 115 / 65 / 65 (-25) / 80 (-10) / 80 (+15) (BST: 525)
Abilities: Flash Fire (CFM: boosts higher offensive stat by +1 when hit by a Fire move; grants immunity), White Smoke (CFM: prevents self-inflicted stat drops too), Flame Body
Moves: Vise Grip (CFM: Bug-type Double-Edge), Flame Charge, Tail Glow, Poison Tail (CFM: 100BP, 95% acc; 30% chance to Toxic poison), Sludge Bomb, Sludge Wave, Stomping Tantrum
Description
: I'm not sure these changes make it much more interesting, but they do make it scarier! Seriously though, Centiskorch's problem has always been the fact that it's kinda high risk, mediocre reward - hopefully it's a little more compelling now with powerful dual stabs in Vise Grip and Flare Blitz/Inferno (CFM: Fire/Physical, 120BP/80% acc; 20% burn), as well as Speed boosting potential in Flame Charge (why didn't it have this before??) with an actual usable speed stat. Tail Glow is an option that I also think is fitting and gives it more oomph on the special side - with the downside of requiring a turn of set-up to compensate for what is now a mediocre SpA.

And the next slate starts... immediately!
 
Next slate! Some mediocre mythicals...


Zarude
Target tier: UU-OU
Target BST: 600
Description:
Possibly the most disappointing mythical release since Calyrex, just what exactly were GF thinking when they came up with this thing? A Dark/Grass-type mythical that has very little defensive merit due to its typing and is somehow outclassed offensively by Shiftry thanks to the latter's access to actually useful abilities. This thing is pretty bland and could do with a good buff.


Calyrex
Target tier: RU-OU
Target BST: 500-600
Description:
When this mon leaked, I thought it was just a joke - then I saw its stats and abilities. This thing is basically the Phione of Gen 8 - but CFM worked its magic on Phione without even massively raising its BST, so perhaps we could achieve the same thing here?


Keldeo
Target tier: UU-OU
Target BST: 600
Description:
Keldeo? But isn't that mon already pretty great? Yes, but it actually has a secret form that nobody ever sees - its Ordinary Form, or the form that it takes when it doesn't have Secret Sword (and when was the last time you saw a Keldeo like that?). So, we thought we'd exploit this completely unused form in order to give it something to distinguish it from its Secret Sword equipped counterpart, and maybe make a neat addition to CFM UU or OU by effectively creating a brand new mon!

Please make your submissions by Sunday 17th April!
 
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Yung Dramps

awesome gaming

Pokémon: Keldeo
Typing:
/

Stats:
Base: 91 / 118 / 90 / 82 / 129 / 90 (600 BST)
Resolute: 91 / 82 / 90 / 129 / 90 / 118 (600 BST)
Moves: +Ice Beam
Abilities:
Base: Justified
Resolute: Quick Feet
How this makes it more interesting:
Doing the Giratina routine of making the base form functionally distinct from Resolute, as the OP suggested. My route for that was to do a physical attacker that can take advantage of Keldeo's pretty good physical movepool.


Pokémon: Calyrex
Typing:
/

Stats: 105 (+5) / 75 (-5) / 68 (-12) / 145 (+65) / 100 (+20) / 107 (+27) (600 BST)
Moves: +Petal Dance, Shadow Ball, Teleport
Abilities: Unnerve
How this makes it more interesting: If that statline seems familiar it's because it's meant as a parallel to CFM Urshifu. With Celebi now being Grass/Fairy I felt free to make Calyrex adopt a similar function to it but with that Pokemon's original typing.
 
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Gravity Monkey

Que des barz comme si jtais au hebs
is a Top Artist

Zarude
Target tier: RU-OU
Target BST: 600
Description:
Possibly the most disappointing mythical release since Calyrex, just what exactly were GF thinking when they came up with this thing? A Dark/Grass-type mythical that has very little defensive merit due to its typing and is somehow outclassed offensively by Shiftry thanks to the latter's access to actually useful abilities. This thing is pretty bland and could do with a good buff.
? isnt this mon already UU lol
 


Pokémon: Keldeo
Ability: Justified (CFM: This pokemon takes 50% less damage from Dark Type moves, and the higher of it's attack or special attack is raised by one when hit by a Dark Type move.)
Type:
Resolute:
/

Base:
Smart Strike - Steel-type
/
Brick Break - Fighting-type

Stats:

Resolute: 80/95/105/135/100/85 (600 BST)
Base: 83/138/79/121/63/116 (600 BST)
Moves:
Secret Sword Rework - BP 85 PP 10 Description: If the previous turn, this pokemon did not use Secret Sword, this move's power is raised to 105. If it has been used three or more times in a row, it's power decreases to 75.
+Iron Tail, Iron Head, Flash Cannon, Nasty Plot
-Hyper Beam

How this makes it more interesting: Keldeo now has distinct forms - A special set-up attacker and a glass cannon. Sacred sword now is somewhat special. If this is voted, please don't protect-spam Resolute.
 
By the way, it's an open secret that it's a little tricky to find opportunities to play CFM - but I'll be around (most of) this weekend for battles so hop on the Discord server to keep in touch and join me on the Nephrite server to play! You can team build using the site to check CFM changes, or play CFM Factory to use randomised teams!
 

Stats: 105 / 130 (+10) / 95 (-10) / 70 / 95 / 105
Abilities: Intimidate / Anticipation / Leaf Guard
New Moves: Night Slash, Knock Off, Hone Claws

Ability: Parental Bond
Parental Bond: Boosts all damaging moves by 50%. For Mega Kangaskhan, attacks a second time for 50% damage instead.

Zarude is an interesting pokemon because it has so many things going for it competitively: great signature move, good STAB combo and typing, good stats. But it is also lacking a bit of power and its ability in vanilla is all but useless. Intimidate is Zarude is said to be feared by other Pokemon in the forest and frighten most other Pokemon, and gives it more defensive utility in a pivoting set. I figured 105/105 physical bulk was a little much so I moved a bit of defense to attack to help with that slight lack of power issue. Zarude also allegedly excels in combat with its sharp claws and wit, which are covered with Night Slash/Hone Claws and Anticipation. I think Anticipating your opponents moves reflects its wit, and with 7 weaknesses its one of the few Pokemon that could make consistent use of the ability (in CFM, Anticipation gives +1 speed if you switch in on an opponent with a super effective move). Night Slash (100 BP here) as well as Knock Off finally give it a much needed dark STAB stronger than Darkest Lariat. I also wanted to keep Leaf Guard because it is a guardian of the forest.
And onto the Dada version...I always thought it was pretty silly it was a purely cosmetic change. Parental bond makes way, WAY too much sense ("It's said that this Zarude derived unique strength from its bond to the adopted human child", "This Zarude's special strength stems from its love and care for an orphaned human child") besides the second hit, so I thought instead of scrapping the idea because of that detail it would be better to make the second hit exclusive to Mega Kang and just give Zarude an equivalent power boost. Dada would be clearly an Uber anyways (seriously, do some calcs with Gorilla Tactics and Choice Band to replicate the damage) but it doesn't have Seismic Toss or Super Fang anyways so none of those shenanigans would be an issue. Also we don't have to deal with whatever functional weirdness there is with a Parental Bond user with a Z-Move (yes, those are a thing in CFM) since only Mega Kangaskhan would get the multi hit and it obviously can't use Z-Moves.


Stats: 105 (+5) / 80 / 85 (+5) / 100 (+20) / 105 (+25) / 105 (+25) BST: 580 (+80)
Abilities: Unnerve / Harvest / Flower Veil
New Moves: Teleport, Future Sight, Shadow Ball, Stun Spore, Spore
I noticed we had Harvest as a second ability already so I kept it, it could run a cool SubSeed set with Harvest especially with this speed buff and having > 100 HP. Speaking of the speed boost, it looks like it should be way faster than 80 speed to me and also needed some higher special stats. 100 special attack isn't great but its usable offensively and it could be a cool offensive pivot with Teleport or be a nice set up sweeper, which I'll talk about a little more later. 580 BST is equal to Spectrier and Glastrier, which I think is fitting.
Teleport and Future Sight are mainly because it needs more moves that demonstrate its great Psychic power, and they are both helpful. Shadow Ball for some more coverage, and Stun Spore/Spore/Flower Veil are there because...its a flower with a big spore looking thing.
While it can be a good SubSeeder or just a support mon with pivoting, status, recovery, and Future Sight support, or maybe even a choice user with Trick and Teleport, I think the coolest thing Calyrex can do with these buffs is a Stored Power sweeper. It already has access to Stored Power, Calm Mind, AND Agility, so it could use a bulky Calm Mind/Synthesis set with Kee Berry and Harvest or a more dedicated sweeper on a screens team or something with Calm Mind and Agility with Unnerve for a free turn of set up and Weakness Policy or a Harvest + Kee berry combo.
I didn't have any ideas for major changes but I think all these additions make it a MUCH more viable and versatile Pokemon with a lot of cool options.
 
Happy Easter, everyone! Just a few updates from me:

Heroku is having some issues with git integration at the moment so unable to deploy updates to the website (and there were quite a few :/). Also prevented me from deploying a version of the server with a custom teambuilder, which sucks even harder. Hopefully those things will be possible in the next few days (weeks?) or so.

Since I didn't have time to work on my slate contribution, we'll be extending it by 24 hours ;)
 

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