Metamons!

Approved by G-Luke

179490

There are currently over 800 Pokemon, with 441 fully evolved Pokemon and even some interesting NFEs. Despite this, A couple of games of OU will show a very centralized metagame, based around a few key Pokemon such as Toxapex, Lando-T, and Tapu Koko, to name a few. This leaves a lot of Pokemon with very interesting concepts in theory (such as Salazzle, a Poison Type that isnt afraid of Steel Types) woefully under-explored and under-utilized.
Enter Metamons.
Firstly, we are starting with a blank metagame. No existing Pokemon are usable in this hypothetical metagame, and as such it has no banlist, just the Sleep Clause Mod and the Species Clause.
I essentially want the submissions and Pokemon we make to form a completely new metagame of 50+ Pokemon, like OU but a bit more focused on niches and under-utilized strategies. Over time, I would like for the submissions to get more metagame centric, relating not to OU but to the metagame we are building here.

Submissions:
Every week there will a slate of 3 Pokemon and the basic concept they fulfill. You have ~five days to completely redesign this Pokemon, including giving it new stats, changing its typing, abilities and even alter its movepool. However, there are a few restrictions to how you may design this Pokemon:
  1. With a blank metagame, I want to get rid of the power creep, so please make sure you dont make your submissions overly bulky/strong. If I feel your submission is a little out of hand, I will ask you to nerf it bit.
  2. Refer to the spreadsheet linked below to see the power level of the meta.
  3. You may include custom abilities and moves, but only if you provide code for them or they are a clone of an existing ability/move.
There will also be more specific restrictions per Pokemon, that will be included on the slate.

Name:
Stats:
Typing:
Abilities:
Movepool Additions:
Movepool Removals:
Custom Elements:
How does this fulfill the concept?:
Sample Sets:

Voting:
You will vote for your top 3 choices in descending order. First vote counts for 3 points, Second for 2, and Third for 1.
Self-Voting is allowed, but only once per slate, and only in the third slot.

Other Important Stuff:
The first thing of note in this Pet Mod are a few mechanics changes, made to provide a metagame that I believe will be much more fun to play. Mechanics changes are down below, and if you have any to suggest please PM me.
  • Explosion works like it did back in Gen 4, halving defense before damage calculations.
  • There is a new item, Room Extender. It extends the duration of Trick Room, Wonder Room, and Magic Room by 3 turns.
  • Moonlight now has 16PP.


The council is show below.
Ardy
Yung Dramps
Demon Dragon




We also have a discord server! I highly encourage you all to join. The server can be found here.

The Current Slate will (usually) be found in the space below:


Archeops
Concept:
Extremely powerful Pokemon balanced by a hindering ability.
Restrictions:
-Must retain Defeatist as its sole ability, which cannot be buffed in any way.



Decidueye
Concept:
Physical Grass attacker that relies on a trapping move.
Restrictions:
-Must have 534 BST to line up with Swampert and Delphox.
-Must retain Spirit Shackle or another powerful trapping move and have its exploitation be its primary niche.
-Must be part Grass type.



Necrozma
Concept:
Psychic type all-rounder.
Restrictions:
-Must be at least part Psychic type.


Past winners of the slates will be found below:
Name: Ampharos
Stats: 90/70/95/110/95/50
Typing: Electric/Fairy
Abilities: Static/Thick Fat
Movepool Changes(if any): +Moonlight, +Moonblast, +Dazzling Gleam
Other Modifications?: Moonlight has 16 PP
How does this fulfill the concept?: While its movepool leaves some to be desired, Ampharos has a nice defensive typing and ability, and can provide slow pivoting and cleric support.
Sample Sets:
Ampharos @ Leftovers
Ability: Thick Fat
EVs: 252 HP / 252 Def / 4 SpA
Relaxed Nature
IVs: 0 Atk / 0 Spe
- Moonblast
- Heal Bell
- Moonlight
- Volt Switch




Name: Aurorus
Typing: Ice / Rock
Stats: 180 / 120 / 95 / 65 / 55 / 45
Abilities: Sap Sipper / Pressure | Snow Warning (HA)
Movepool Changes(if any): +Slack Off, +Superpower
Other Modifications?:
How does this fulfill the concept?:
Absurd physical bulk, an ability that negates one weakness, and great offensive presence should be enough to make up for the fact that half of the opponent's team will be able to do double if not quadruple damage to it. It's still got bad SpD so it won't completely dominate every attacker that doesn't have a type advantage.




Name: Avalugg
Stats: 103 / 112 / 140 / 44 / 73 / 48 (525)
Typing: Ice
Abilities: Sturdy, Heatproof, Fortress
Fortress: User takes half damage from Fighting and Rock type moves (Thick Fat clone)
Movepool Changes(if any): +Heavy Slam, Icicle Crash, Icicle Spear
How does this fulfill the concept?: With its immensely improved Special Defenses and ability catalogue, Avalugg is now a mighty wall that is only really held back by its bad typing. Nonetheless, its new abilities let it somewhat circumvent this, especially Fortress.




Name: Banette
Stats: 88 / 120 / 80 / 72 / 76 / 84 (515)
Typing: Ghost / Dark
Abilities: Insomnia, Intimidate, Unnerve
Movepool Changes(if any): +Bulk Up, Drain Punch, Memento
Other Modifications?: Shadow Claw: 90 BP, 20% chance to lower foe's Defense
How does this fulfill the concept?: Now that it doesn't have piss weak Ghost STAB, it can really exploit that 120 base Attack. Intimidate lets it set up with its typing and Bulk Up. i promise i didn't steal demon dragons' typing with similar stats


Name: Bastiodon
Stats: 65/47/148/47/148/45 (500 BST)
Typing: Steel
Abilities: Filter/Sand Stream
Other Modifications: N/A
Movepool Changes(if any): +Seismic Toss, +Slack Off
How does this fulfill the concept?: Bastiodon's versatility comes from its ability to support the team with sand, chipping many other walls, setting rocks, and phazing.
Sample Set:
Bastiodon @ Smooth Rock / Leftovers
Ability: Sand Stream / Filter
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
- Seismic Toss
- Stealth Rock
- Slack Off
- Toxic / Roar



Name: Bronzong
Stats: 70 / 70 / 85 / 125 / 125 / 55 (525)
Abilities: Heatproof, Heavy Metal, Analytic
Movepool Changes(if any): +Ice Beam, Calm Mind, Energy Ball, Heal Bell
Other Modifications?: Steel/Ghost
How does this fulfill the concept?: It has a great typing and stats and movepool adequate for the role it performs, but it loses the almighty Levitate and its physical bulk, while not terrible, does leave a bit to be desired.
Sample Sets:
Bronzong @ Air Balloon
Ability: Heatproof
EVs: 252 HP / 4 Def / 252 SpA
Modest Nature
IVs: 0 Atk
- Trick Room
- Calm Mind
- Ice Beam
- Shadow Ball / Flash Cannon




Type: Fire/Psychic
Stats: 75/69/72/114/100/104 (534 BST)
Abilities: Blaze/Regenerator
Movepool Changes(if any): +Focus Blast, +U-Turn
Other Modifications?: N/A
How does this fulfill the concept?: Can use Choice Specs, Choice Scarf, Life Orb, Z-Crystals, and Assault Vest well.


Name: Electrode
Stats: 50/90/50/90/50/150
Typing: Electric/Dark
Abilities: Soundproof/Aftermath/Bulletproof
Movepool Changes(if any): +Knock Off, +Pursuit, +Zing Zap, +Dark Pulse, +Nasty Plot
Other Modifications?:
How does this fulfill the concept?: Electrode can Pursuit trap Psychics and Ghosts, even those with Focus Blast.
Sample Sets:
Electrode @ Choice Band
Ability: Bulletproof
EVs: 252 Atk / 4 SpD / 252 Soe
Jolly Nature
- Zing Zap
- Pursuit
- Knock Off
- Volt Switch

Electrode @ Darkinium Z
Ability: Bulletproof
EVs: 252 SpA / 4 SpD / 252 Soe
Timid Nature
- Nasty Plot
- Thunderbolt
- Dark Pulse
- Hidden Power [Ice]




Name: Pheromosa
Concept: Glass Cannon
Stats: 71 / 122 / 37 / 122 / 37 / 121 (510)
Typing: Bug/Fighting
Abilities: Wonder Skin, Limber
Movepool Changes(if any): -Drill Run, Ice Beam
Other Modifications?:
How does this fulfill the concept?:
With these changes, Pheromosa can now be beaten more easily by scarfers, as well as getting walled pretty handily by Salazzle and Bulk Up Swellow. The loss of Beast Boost also prevents dumb snowballing scenarios. Despite this, its speed and strength are still way above average, and it can make the foe second-guess as to whether its physical or specially-based.





Type: Normal
Ability: Technician / Quick Feet | Gluttony ( HA )
Stats: 90 / 92 / 52 / 88 / 78 / 115
Movepool: +Fake Out, +Coil, +U-turn, +Bulldoze, +Nasty Plot, -Belly Drum
Reasoning: Priority lovers eat your heart out. It even outspeeds Rapidash and hits it with Bulldoze, though it will need it weakened a bit to OHKO. The buffed Shadow Claw is another coverage option that it ( all Linoone subs ) gets. Fake Out / Extremespeed / Bulldoze / U-turn @ Silk Scarf or Life Orb is probably the most likely set. However, it has quite a few coverage moves it could use, as well as a few gimmick options with its other abilities.





Rapidash
Type: Fire / Ground
Concept: Fast Fire-type physical attacker
Stats: 85 / 100 / 70 / 80 / 60 / 110
Abilities: Flame Body / Rattled | Dazzling (HA)
Movepool: +Extremespeed, +U-turn, +Earth Power
Reasoning: This Rapidash is a powerful revenge killer; with great dual STAB of Flare Blitz and High Horsepower, Extremespeed, and Dazzling, it can stop many sweeps in their tracks. The speed tier is above most of the current attackers, but still leaves plenty of room for other things. Salazzle, Tyrantrum, Smeargle and Delphox all are bulkier, more powerful ( except Smeargle ), and have other outstanding traits, so this seems reasonable to me.



Name: Salazzle
Stats: 81 / 82 / 101 / 109 / 63 / 109
Type: Poison / Water
Abilities: Flash Fire / Corrosion | Light Runner*
*Light Runner - This pokemon takes 50% from Ground-type attacks.

Movepool Changes(if any): +Hydro Pump, +Surf, +Scald, -Flame Charge, -Will-o-Wisp, -Overheat
Other Modifications?: None
How does this fulfill the concept?: The problem that Fire/Poison Salazzle has when it comes to countering Steel types is being 4x weak to their most common coverage move, Earthquake. The only type that resists Steel and isn't weak to Ground is Water, so I went with that. The custom ability allows it to at least be neutral to Ground, and because it has solid physical bulk, it should have the ability to switch into defensive Steel types quite easily and set up. It retains a neutral STAB and Fire coverage for checking any other kind of Steel type.


Name: Smeargle
Stats: 85 / 100 / 85 / 100 / 85 / 100 ( 555 BST)
Typing: Normal / Fairy
Abilities: Trace / Technician | Protean (HA)
Other Modifications: Sketch works the same in battle but reverts back to Sketch at the end ( no longer allows it to learn every move ). Z-Sketch still boosts all stats 1 stage.
Movepool Additions:
Physical: Play Rough, Double Edge, Quick Attack, U-turn, Brick Break, Throat Chop, Shadow Claw,
Special: Hyper Voice, Moonblast, Shadow Ball, Aura Sphere, Vacuum Wave, Psychic
Status: Swords Dance, Stealth Rock, Taunt, Healing Wish

How does this fulfill the concept?: This Smeargle is an offensive pivot and has several traits that help it hold a team together. First, it has revenge-killing ability thanks to strong coverage and prioirity. It can also serve as a win condition with Swords Dance or Z-Sketch. It has decent bulk to check faster attackers, although it's more focused on revenge killing than switching in. Finally, it has Stealth Rock and Taunt to let it serve as a hazard setter or hazard lead, and Healing Wish for a possible Protean Scarf set.




Name: Swampert
Stats: 103 / 105 / 95 / 65 / 108 / 58 (534)
Typing: Water/Ground
Abilities: Torrent, Water Absorb
Movepool Changes(if any): -
How does this fulfill the concept?: Unlike Throh, Swampert is more of a special wall, in particular being just about the best check to Salazzle there is, although he still takes hits fine on the physical end. Other than that it does much the same things it has always done, set rocks, eat hits, you know the drill. The lack of reliable recovery is still a bummer for it though, and it does not want to face Whimsicott, Energy Ball Bronzong or even Salazzle with HP Grass.


Name: Swellow
Stats: 100/100/90/80/90/40 (500)
Typing: Normal / Flying
Abilities: Guts / Scrappy
Movepool Changes(if any): +Bulk Up, -Boomburst
Other Modifications?: None
How does this fulfill the concept?: Rather than exploiting Guts for being a faster breaker, this Swellow build aims to be a bulkier wallbreaker that uses Guts + Flame Orb as an easy way to absorb status. Its Attack stat isn't the best but I think having base 120 power and base 140 power STAB moves will more than make up for it.




Name: Throh
Stats: 120/100/85/50/85/40 (480 BST)
Typing: Fighting
Abilities: Persistence/Guts/Mold Breaker
Movepool Changes(if any):+Drain Punch
Other Modifications?: Persistence: Marvel Scale clone
How does this fulfill the concept?: Throh can utilize a RestTalk set to be incredibly physically bulky while phazing with Circle Throw and crippling with either Knock Off or Toxic. It can also use a wallbreaking set with Guts.
Sample Sets:
Throh (M) @ Leftovers
Ability: Persistence
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Rest
- Sleep Talk
- Circle Throw
- Knock Off / Toxic / Bulk Up



Name: Tyrantrum
Stats: 82 / 115 / 89 / 69 / 61 / 104 (520)
Abilities: Rock Head, Reckless, No Guard
Movepool Changes(if any): +Dragon Rush, Swords Dance, Wild Charge
Other Modifications?: n/a
How does this fulfill the concept?: It may be marginally weaker and way less physically bulky than its vanilla counterpart, but the immense boost to its speed (hopefully) more than makes up for that. Its trademark Head Smash now has a slew of new ways to be exploited. Pick your choice: No recoil, a further boost to its absurd damage output, or 100% accuracy alongside other neat coverage like Dragon Rush, Iron Tail and even Stone Edge for those Rock-weak foes that you don't need to expend HP on?


Name: Whimsicott
Stats: 70/57/115/77/95/116 (530)
Typing: Grass/Fairy
Abilities: Prankster/Infiltrator/Chlorophyll
Movepool Changes(if any): +Synthesis
How does this fulfill the concept?: This Whimsicott aims to be a fast support Pokemon with a little bit of longevity to it. The big thing here is that I can't make it too similar to Electrode, and I think I don't think I need to change much to make it good while keeping that in mind. Whimsicott already has a bunch of stuff to work with in its movepool, including Taunt, Memento, Encore, Knock Off, U-Turn, and if you really want to, Tailwind or Trick Room. I gave it enough bulk that it could likely choose to invest in one or the other and do okay on that end, but not as well on the other end.
 
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Viability Rankings
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1st Slate!


Bronzong
Concept: Perfect Trick Room Abuser
Restrictions:
-Speed must be lower than 60. To compensate, you may take one stat up till 110.
-Must learn Trick Room.


Salazzle
Concept:
Poison Type that Counters/Checks Steel Types
Restrictions:
-Must be poison type
-Must be offensively inclined


Ampharos
Concept:
Defensive Electric Type
Restrictions:
-Must be Electric Type
-Must learn some support moves
 
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Yung Dramps

awesome gaming
First off, cool idea, but I feel like having to make concessions for stats being higher than 105 is too restrictive. How about stats higher than 120?


Name: Bronzong
Stats: 70 / 70 / 85 / 125 / 125 / 55 (525)
Abilities:
Heatproof, Heavy Metal, Analytic
Movepool Changes(if any):
+Ice Beam, Calm Mind, Energy Ball, Heal Bell
Other Modifications?:
Steel/Ghost
How does this fulfill the concept?:
It has a great typing and stats and movepool adequate for the role it performs, but it loses the almighty Levitate and its physical bulk, while not terrible, does leave a bit to be desired.
Sample Sets:

Bronzong @ Air Balloon
Ability: Heatproof
EVs: 252 HP / 4 Def / 252 SpA
Modest Nature
IVs: 0 Atk
- Trick Room
- Calm Mind
- Ice Beam
- Shadow Ball / Flash Cannon



Name:
Salazzle
Stats: 68 / 64 / 60 / 111 / 60 / 117 (480 BST) (Unaltered)
Abilities:
Corrosion, Oblivious, Turboblaze
Movepool Changes(if any):
+Earth Power, Incinerate
Other Modifications?:
Incinerate is now a special Fire type clone of Knock Off (Code will be provided later)
How does this fulfill the concept?:
Its stats aren't overly different, but Turboblaze and its new moves are really what let it perform its niche much better.
Sample Sets:

Salazzle (F) @ Choice Specs
Ability: Turboblaze
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Earth Power
- Incinerate
- Sludge Wave
- Fire Blast

Salazzle (F) @ Firium Z
Ability: Turboblaze
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Nasty Plot
- Substitute / Earth Power
- Incinerate / Fire Blast
- Sludge Wave



Name: Ampharos
Stats: 90 / 75 / 115 / 85 / 105 / 55 (525 BST)
Abilities:
Static, Stamina, Serene Grace
Movepool Changes(if any):
+Wish, Dragon Tail, Tri Attack, Roar
Other Modifications?:
Electric/Normal type
How does this fulfill the concept?:
Good bulk, unique defensive typing and lots of support moves to help ol' Amphy with that role.
Sample Sets:

Ampharos @ Leftovers
Ability: Serene Grace
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Discharge / Tri Attack
- Wish
- Heal Bell
- Protect / Volt Switch
 

anaconja

long day at job
is a Community Contributoris a Tiering Contributor
Name: Bronzong
Stats: 67/109/106/89/106/23
Typing: Steel/Electric
Abilities: Levitate/Steelworker/Heavy Metal
Movepool Changes(if any): All Psychic moves removed (besides Trick Room), +Wild Charge, +Thunder Punch, +Ice Punch, +Bulk Up
How does this fulfill the concept?: Trick Room teams often struggle against bulky Water-types, so this solves that problem.
Sample Sets:
Bronzong @ Electrium Z
Ability: Steelworker
EVs: 252 HP / 252 Atk / 4 SpD
Brave Nature
IVs: 0 Spe
- Gyro Ball
- Wild Charge
- Ice Punch
- Trick Room / Bulk Up

Bronzong @ Room Extender / Mental Herb
Ability: Levitate
EVs: 252 HP / 4 Atk / 252 Def
Relaxed Nature
IVs: 0 Spe
- Stealth Rock
- Explosion
- Toxic
- Trick Room

Name: Salazzle
Stats: 68/44/70/111/70/117
Typing: Poison/Fire
Abilities: Corrosion/Oblivious/Sheer Force
Movepool Changes(if any): -Nasty Plot, +Thunderbolt
How does this fulfill the concept?: Salazzle is now a fast Sheer Force wallbreaker.
Sample Sets:
Salazzle (F) @ Life Orb
Ability: Sheer Force
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Fire Blast
- Sludge Wave
- Thunderbolt
- Taunt / Substitute / Will-O-Wisp

Name: Ampharos
Stats: 90/70/95/110/95/50
Typing: Electric/Fairy
Abilities: Static/Thick Fat
Movepool Changes(if any): +Moonlight, +Moonblast, +Dazzling Gleam
Other Modifications?: Moonlight has 16 PP
How does this fulfill the concept?: While its movepool leaves some to be desired, Ampharos has a nice defensive typing and ability, and can provide slow pivoting and cleric support.
Sample Sets:
Ampharos @ Leftovers
Ability: Thick Fat
EVs: 252 HP / 252 Def / 4 SpA
Relaxed Nature
IVs: 0 Atk / 0 Spe
- Moonblast
- Heal Bell
- Moonlight
- Volt Switch
 
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Lets compromise and keep it at 115. 120 seems a bit much.
Also I had forgotten to include typing in the original template, but its there now.


Name: Bronzong
Stats: 75 / 107 / 95 / 90 / 80 / 30
Typing: Steel/Flying
Abilities:
Shed Skin, Oblivious
Movepool Changes(if any):
+Drill Peck, +Ice Beam
Other Modifications?:
None
How does this fulfill the concept?:
With an arguably better typing and two decent abilities (Oblivious ensures that Trick Room can be set up without fear of taunt, while Shed Skin allows for Rest shenanigans), this is Bronzong with less bulk and more offensive power. With 30 speed and nerfed defenses, it would rely on Trick Room being set up to be as scary as possible, after which it could throw out its signature powerful STAB Gyro Ball.
Sample Sets:

Bronzong @ Room Extender / Life Orb / Leftovers
Ability: Shed Skin / Oblivious
EVs: 252 HP / 252 Atk / 4 SpD
Brave Nature
IVs: 0 Spe
- Trick Room
- Gyro Ball
- Earthquake / Rest / Drill Peck
- Explosion



Name: Salazzle
Stats: 68 / 64 / 60 / 111 / 60 / 117
Typing: Poison / Fire
Abilities:
Magnet Pull / Corrosion
Movepool Changes(if any):
None
Other Modifications?:
If a Steel Type switches into Toxic Spikes while a Pokemon with Corrosion is on the field, it will be affected by the TS unless immune by some other means (Air Balloon, Levitate, etc)
How does this fulfill the concept?:
All Salazzle really needed was Magnet Pull to make it instantly more viable. Its stats are exactly where it needs them, and it can deal with most Steel Types with a combination of Fire Blast and HP Ground. It does need to be careful though, as its bulk is extremely low, and it will more often than not be required to play a revenge-killing role. However, it will be extremely adept in such roles. It also has some annoying support moves, most notably getting both disable and encore.
Sample Sets:

Salazzle (F) @ Air Balloon
Ability: Magnet Pull
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Fire Blast
- Sludge Wave
- Hidden Power [Ground]
- Disable




Name: Ampharos
Stats: 90 / 75 / 100 / 85 / 80 / 70
Typing:
Electric
Abilities:
Natural Cure / Volt Absorb
Movepool Changes(if any):
+Wish, +Disable, +Taunt, +Hyper Voice, -Light Screen
Other Modifications?:
None
How does this fulfill the concept?:
Ampharos becomes a bulky pivot, with Wish and Heal Bell allowing it to act as a cleric. It has access to disruptive moves in Disable and Taunt, allowing it to cause some trouble on the field. I took away Light Screen because I didnt want it functioning solely as a DualScreener, and rather for it to become more diverse in its options. Right now, it can run a WishTect set with Heal Bell and a slowish Volt Switch, a Cotton Guard set with Thunderbolt / Hyper Voice / HP to act as a bulky attacker, a Rest / Natural Cure combo set, or a pure disruptive set focused around Disable and Taunt.
Sample Sets:

Ampharos @ Leftovers
Ability: Natural Cure
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Wish
- Protect
- Heal Bell
- Volt Switch

Ampharos @ Leftovers
Ability: Natural Cure
EVs: 252 HP / 4 SpA / 252 SpD
Calm Nature
IVs: 0 Atk
- Rest
- Disable
- Heal Bell
- Thunderbolt

Ampharos @ Leftovers
Ability: Natural Cure
EVs: 252 HP / 252 SpA / 4 SpD
Modest Nature
IVs: 0 Atk
- Rest
- Cotton Guard
- Hyper Voice
- Thunderbolt
 


Name:
Salazzle
Stats: 68 / 59 / 60 / 111 / 60 / 122 (480 BST) (-5 Atk, +5 Speed)
Abilities: Corrosion, (Adaptability)
Movepool Changes(if any): +Quiver Dance -Overheat/Fire Blast/Sludge Wave
Other Modifications?: Corrosion enables Poison attacks to SE vs. Steel and poison them. No longer includes poisons to be poisonable.
How does this fulfill the concept?: So if you want a steel countering Poison type, here you go. To make QD less oppressive, I've made its best STABs have 90 power maximum (LOL Belch and Gunkshot). Lets not pretend its weak, far from it, it just doesn't have much to stop rock or ground types. Steel however should fear its options. Magerna's days are numbered, as it takes a 4x hit from poison and can hit back best with... Psybeam or HP Ground.

Salazzle is far from perfect, being forced to run HP Ground, Water or Grass depending on team needs.



Name: Bronzong
Stats: 87 / 89 / 116 / 89 / 116 / 13 (+20 HP, -20 Speed)
Abilities: Levitate/Heat Proof (Time Warp - sets Trick room for 4 turns)
Movepool Changes(if any): +Recover, Heal Bell
Other Modifications?: None
How does this fulfill the concept?: Still plagued with Psychic, Bronzong is the ultimate Trick Room mon as it is THE trick room mon. Rain teams need Politoed Pelipper, Sand teams have Hippo or TTar, and sun and Hail.... um, well... they exist... ?? And all the Tapus run their terrain duties. Bronzong is central to Trick Room teams having the same low ass speed Staka has, without his massive 131 Atk or Ground weakness.




Name: Ampharos
Stats: 105 / 70 / 105 / 115 / 105 / 30 (530 BST)
Abilities: Dirt Chew (Ground type Water Absorb, (Minus)
Movepool Changes(if any): Calm Mind, Recover, Slack Off
Other Modifications?:
How does this fulfill the concept?:
105s across the defensive board with either ground absorb (can still be effected by grounded effects however like Spikes, Arena Trap and Tspikes).

Again with only Focus Blast, HP and STAB, Amphy still has a lot of troublesome mons if it doesn't have Hidden Power and with Hidden Power, it doesnt have a power move other than its commonly immunized STAB. It also isn’t immune to any chip damage.

It has 4mss with needing Tbolt/Focus Blast/HP Ice(or Grass maybe?), Heal Bell, Recovery, and Calm Mind. In this way, Ampharos is a good defensive yet slow support mon who can double as a defensive CM setuper.... if my understanding is correct.


Hopefully these aren’t unbalanced. I’m not the best at this craft, but I like to help shake things up.
 
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earl

(EVIOLITE COMPATIBLE)
is a Community Contributor
Personally not a fan of hard stat limits- limiting offensive stats to the same amount as defensive stats inevitably makes defense better due to 100/100 physical bulk being unbreakable by a mon with 100 physical attack (as an example). Personally I’d suggest no limit and instead just curate a lower power level

For an example of no stat limits working out check out Clean Slate- a very similar overall concept that only really had power creep issues at the very end of its run
 
Personally not a fan of hard stat limits- limiting offensive stats to the same amount as defensive stats inevitably makes defense better due to 100/100 physical bulk being unbreakable by a mon with 100 physical attack (as an example). Personally I’d suggest no limit and instead just curate a lower power level

I mean if things are oppressive then the best way to prevent it is with voting, right?

Also never knew there was an angry response button, that’s kinda wicked cool.
 

anaconja

long day at job
is a Community Contributoris a Tiering Contributor
Other Modifications?: Corrosion enables Poison attacks to SE vs. Steel and poison them. No longer includes poisons to be poisonable.
This sounds pretty overcentralizing - Salazzle can then slap on a Choice Specs and spam Sludge Bomb to her heart’s content, even poisoning resistances like Rock and Ground. I would argue that making Steel resist Poison instead would better.

Name: Ampharos
Stats: 105 / 70 / 105 / 115 / 105 / 30 (530 BST)
Abilities: Dirt Chew (Ground type Water Absorb), (Fur Coat)
Movepool Changes(if any): +Tail Glow, Recover, Slack Off
This mon is overpowered - 105/105/105 bulk with Tail Glow and 115 Special Attack is ridiculous, and we are also submitting a Trick Room abuser to flip that 30 base speed. Tail Glow also encourages it to be used as something other than a defensive mon, defeating the point of the guideline. Thunderbolt/HP Ice/Focus Blast is already fine coverage.

252+ Atk Groudon Precipice Blades vs. 184 HP / 0+ Def Fur Coat Ampharos: 210-248 (52.8 - 62.4%) -- 99.6% chance to 2HKO after Leftovers recovery
It’s a fucking Groudon with 150+ Attack using a 120 BP supereffective move. What’s more important is that Ampharos is even living a hit, proving it to be broken.

Compared to its PU competition, Eelektross has more coverage and Lanturn has... more coverage, and Water typing and Scald, thats pretty big. In OU, Rotom-W has Lanturn's type, although no Scald, and it floats.
You know what these mons don’t have? More bulk than Mew, Fur Coat, and reliable recovery. The analogy is not accurate at all - with its bulk, it can easily find ways to heal, and its low speed tier helps it even to slow pivot or outspeed basically everyone in Trick Room.
 

Name: Bronzong
Stats: 90 / 110 / 101 / 125 / 81 / 18
Type: Steel
Abilities: Filter / Heatproof | Moxie (HA)
Movepool Changes(if any): +Volt Switch, Thunderbolt, Ice Beam
Other Modifications?: None
How does this fulfill the concept?: It has multiple traits useful to a Trick Room user, such as decent bulk, high offenses, and good coverage. Moxie lets it function as a Trick Room sweeper, Stealth Rock + Explosion or Volt Switch makes it a solid Trick Room lead, and Filter + Weakness Policy can make magic happen. 110 Atk isn't huge but 18 Speed with Gyro Ball gives it powerful STAB. It also has Ground/Ice/Electric/Grass coverage to help it adapt to whatever defensive threats might appear.



Name: Ampharos
Stats: 90 / 75 / 70 / 85 / 115 / 50
Type: Electric / Dragon
Abilities: Lightningrod / Illuminate | No Guard (HA)
Movepool Changes(if any): +Wish, +Slack Off, +Dragon Tail +Draco Meteor -Zap Cannon, -Dynamic Punch
Other Modifications?: None
How does this fulfill the concept?: Electric / Dragon has some precendent as a useful defensive Electric type, and also has precedent with Ampharos, so I went with that. 90 / 70 / 115 is a fairly balanced defensive spread that should support both special and mixed wall sets. No Guard isn't really a defensive ability but it ensures that Thunder Wave and Dragon Tail never miss and cost you the game. It also gives it access to Thunder and Focus Blast, which together with Draco Meteor give it reasonable offensive presence if it wants to have it.


Name: Bronzong
Stats: 81 / 82 / 101 / 109 / 63 / 109
Type: Poison / Water
Abilities: Flash Fire / Corrosion | Light Runner*
*Light Runner - This pokemon takes 50% from Ground-type attacks.

Movepool Changes(if any): +Hydro Pump, +Surf, +Scald, -Flame Charge, -Will-o-Wisp, -Overheat
Other Modifications?: None
How does this fulfill the concept?: The problem that Fire/Poison Salazzle has when it comes to countering Steel types is being 4x weak to their most common coverage move, Earthquake. The only type that resists Steel and isn't weak to Ground is Water, so I went with that. The custom ability allows it to at least be neutral to Ground, and because it has solid physical bulk, it should have the ability to switch into defensive Steel types quite easily and set up. It retains a neutral STAB and Fire coverage for checking any other kind of Steel type.
 
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This sounds pretty overcentralizing - Salazzle can then slap on a Choice Specs and spam Sludge Bomb to her heart’s content, even poisoning resistances like Rock and Ground. I would argue that making Steel resist Poison instead would better.


This mon is overpowered - 105/105/105 bulk with Tail Glow and 115 Special Attack is ridiculous, and we are also submitting a Trick Room abuser to flip that 30 base speed. Tail Glow also encourages it to be used as something other than a defensive mon, defeating the point of the guideline. Thunderbolt/HP/Focus Blast is already fine coverage.


It’s a fucking Groudon with 150+ Attack using a 120 BP supereffective move. What’s more important is that Ampharos is even living a hit, proving it to be broken.


You know what these mons don’t have? More bulk than Mew, Fur Coat, and reliable recovery. The analogy is not accurate at all - with its bulk, it can easily find ways to heal, and its low speed tier helps it even to slow pivot or outspeed basically everyone in Trick Room.

I took Fire Blast from Salazzle specifically to ensure it didn't have superbly powerful attacks. I'm thinking that mono Poison is as broken as you think it is. You may poison the rock type the turn it switches in, and then most likely it has Quake or Land Power to destroy it... or Rock Stab, this thing is frail after all. Of course there might be more to the meta that you know, and your knowledge helps this enthusiastic observer understand better.

Amph will get rebuilt a bit.
 
Personally not a fan of hard stat limits- limiting offensive stats to the same amount as defensive stats inevitably makes defense better due to 100/100 physical bulk being unbreakable by a mon with 100 physical attack (as an example). Personally I’d suggest no limit and instead just curate a lower power level

For an example of no stat limits working out check out Clean Slate- a very similar overall concept that only really had power creep issues at the very end of its run
Huh I never really considered that. Yeah, that makes sense, Ill remove the stat limits and just maybe individually ask for nerfs if its getting out of hand.



Name: Ampharos
Stats: 105 / 70 / 105 / 115 / 105 / 30 (530 BST)
Abilities: Dirt Chew (Ground type Water Absorb), (Fur Coat)
Movepool Changes(if any): +Tail Glow, Recover, Slack Off
Other Modifications?:
How does this fulfill the concept?:
105s across the defensive board with either ground absorb (can still be effected by grounded effects however like Spikes, Arena Trap and Tspikes) or Fur Coat is nifty. This bulk can let it set up Tail Glows, though its horrendous coverage holds back oppressiveness and needing a slot for Recover is also bad. I mean look at it:
Yeah I agree with anaconja here, Amp is a little too good rn. I really dont think it should get Fur Coat along with such high defense. Either take away Fur Coat or lower its defense quite a bit.
 
I think the stats decree its defensiveness. Is it illegal to have a defensive/offensive hybrid?
Even going by stats, 115 Sp.Atk makes it a very potent attacker. Im fine with letting it have that level of special attack, but coupling it with Tail Glow is troubling.
In any case, you all have one more day to make submissions until voting time, so get those subs in guys!
 
Voting time!
You will be given 2 days to cast votes.

Cast your votes like this:

First Vote / Second Vote

Due to a relative lack of submissions, there will be no third vote. First Vote will be worth 2 points and Second will be worth 1. Incase of a tie, I will decide the winner. You may not vote for yourself.

Candidates:


Name: Bronzong
Stats: 70 / 70 / 85 / 125 / 125 / 55 (525)
Abilities: Heatproof, Heavy Metal, Analytic
Movepool Changes(if any): +Ice Beam, Calm Mind, Energy Ball, Heal Bell
Other Modifications?: Steel/Ghost
How does this fulfill the concept?: It has a great typing and stats and movepool adequate for the role it performs, but it loses the almighty Levitate and its physical bulk, while not terrible, does leave a bit to be desired.
Sample Sets:
Bronzong @ Air Balloon
Ability: Heatproof
EVs: 252 HP / 4 Def / 252 SpA
Modest Nature
IVs: 0 Atk
- Trick Room
- Calm Mind
- Ice Beam
- Shadow Ball / Flash Cannon


Name: Bronzong
Stats: 67/109/106/89/106/23
Typing: Steel/Electric
Abilities: Levitate/Steelworker/Heavy Metal
Movepool Changes(if any): All Psychic moves removed (besides Trick Room), +Wild Charge, +Thunder Punch, +Ice Punch, +Bulk Up
How does this fulfill the concept?: Trick Room teams often struggle against bulky Water-types, so this solves that problem.
Sample Sets:
Bronzong @ Electrium Z
Ability: Steelworker
EVs: 252 HP / 252 Atk / 4 SpD
Brave Nature
IVs: 0 Spe
- Gyro Ball
- Wild Charge
- Ice Punch
- Trick Room / Bulk Up

Bronzong @ Room Extender / Mental Herb
Ability: Levitate
EVs: 252 HP / 4 Atk / 252 Def
Relaxed Nature
IVs: 0 Spe
- Stealth Rock
- Explosion
- Toxic
- Trick Room


Name: Bronzong
Stats: 75 / 107 / 95 / 90 / 80 / 30
Typing: Steel/Flying
Abilities: Shed Skin, Oblivious
Movepool Changes(if any): +Drill Peck, +Ice Beam
Other Modifications?: None
How does this fulfill the concept?: With an arguably better typing and two decent abilities (Oblivious ensures that Trick Room can be set up without fear of taunt, while Shed Skin allows for Rest shenanigans), this is Bronzong with less bulk and more offensive power. With 30 speed and nerfed defenses, it would rely on Trick Room being set up to be as scary as possible, after which it could throw out its signature powerful STAB Gyro Ball.
Sample Sets:
Bronzong @ Room Extender / Life Orb / Leftovers
Ability: Shed Skin / Oblivious
EVs: 252 HP / 252 Atk / 4 SpD
Brave Nature
IVs: 0 Spe
- Trick Room
- Gyro Ball
- Earthquake / Rest / Drill Peck
- Explosion




Name: Bronzong
Stats: 87 / 89 / 116 / 89 / 116 / 13 (+20 HP, -20 Speed)
Abilities: Levitate/Heat Proof (Time Warp - sets Trick room for 4 turns)
Movepool Changes(if any): +Recover, Heal Bell
Other Modifications?: None
How does this fulfill the concept?: Still plagued with Psychic, Bronzong is the ultimate Trick Room mon as it is THE trick room mon. Rain teams need Politoed Pelipper, Sand teams have Hippo or TTar, and sun and Hail.... um, well... they exist... ?? And all the Tapus run their terrain duties. Bronzong is central to Trick Room teams having the same low ass speed Staka has, without his massive 131 Atk or Ground weakness.



Name: Bronzong
Stats: 90 / 110 / 101 / 125 / 81 / 18
Type: Steel
Abilities: Filter / Heatproof | Moxie (HA)
Movepool Changes(if any): +Volt Switch, Thunderbolt, Ice Beam
Other Modifications?: None
How does this fulfill the concept?: It has multiple traits useful to a Trick Room user, such as decent bulk, high offenses, and good coverage. Moxie lets it function as a Trick Room sweeper, Stealth Rock + Explosion or Volt Switch makes it a solid Trick Room lead, and Filter + Weakness Policy can make magic happen. 110 Atk isn't huge but 18 Speed with Gyro Ball gives it powerful STAB. It also has Ground/Ice/Electric/Grass coverage to help it adapt to whatever defensive threats might appear.




Name:
Salazzle
Stats: 68 / 64 / 60 / 111 / 60 / 117 (480 BST) (Unaltered)
Abilities: Corrosion, Oblivious, Turboblaze
Movepool Changes(if any): +Earth Power, Incinerate
Other Modifications?: Incinerate is now a special Fire type clone of Knock Off (Code will be provided later)
How does this fulfill the concept?: Its stats aren't overly different, but Turboblaze and its new moves are really what let it perform its niche much better.
Sample Sets:
Salazzle (F) @ Choice Specs
Ability: Turboblaze
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Earth Power
- Incinerate
- Sludge Wave
- Fire Blast

Salazzle (F) @ Firium Z
Ability: Turboblaze
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Nasty Plot
- Substitute / Earth Power
- Incinerate / Fire Blast
- Sludge Wave


Name: Salazzle
Stats: 68/44/70/111/70/117
Typing: Poison/Fire
Abilities: Corrosion/Oblivious/Sheer Force
Movepool Changes(if any): -Nasty Plot, +Thunderbolt
How does this fulfill the concept?: Salazzle is now a fast Sheer Force wallbreaker.
Sample Sets:
Salazzle (F) @ Life Orb
Ability: Sheer Force
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Fire Blast
- Sludge Wave
- Thunderbolt
- Taunt / Substitute / Will-O-Wisp


Name: Salazzle
Stats: 68 / 64 / 60 / 111 / 60 / 117
Typing: Poison / Fire
Abilities: Magnet Pull / Corrosion
Movepool Changes(if any): None
Other Modifications?: If a Steel Type switches into Toxic Spikes while a Pokemon with Corrosion is on the field, it will be affected by the TS unless immune by some other means (Air Balloon, Levitate, etc)
How does this fulfill the concept?: All Salazzle really needed was Magnet Pull to make it instantly more viable. Its stats are exactly where it needs them, and it can deal with most Steel Types with a combination of Fire Blast and HP Ground. It does need to be careful though, as its bulk is extremely low, and it will more often than not be required to play a revenge-killing role. However, it will be extremely adept in such roles. It also has some annoying support moves, most notably getting both disable and encore.
Sample Sets:
Salazzle (F) @ Air Balloon
Ability: Magnet Pull
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Fire Blast
- Sludge Wave
- Hidden Power [Ground]
- Disable




Name:
Salazzle
Stats: 68 / 59 / 60 / 111 / 60 / 122 (480 BST) (-5 Atk, +5 Speed)
Abilities: Corrosion, (Adaptability)
Movepool Changes(if any): +Quiver Dance -Overheat/Fire Blast/Sludge Wave
Other Modifications?: Corrosion enables Poison attacks to SE vs. Steel and poison them. No longer includes poisons to be poisonable.
How does this fulfill the concept?: So if you want a steel countering Poison type, here you go. To make QD less oppressive, I've made its best STABs have 90 power maximum (LOL Belch and Gunkshot). Lets not pretend its weak, far from it, it just doesn't have much to stop rock or ground types. Steel however should fear its options. Magerna's days are numbered, as it takes a 4x hit from poison and can hit back best with... Psybeam or HP Ground.

Salazzle is far from perfect, being forced to run HP Ground, Water or Grass depending on team needs.



Name: Salazzle
Stats: 81 / 82 / 101 / 109 / 63 / 109
Type: Poison / Water
Abilities: Flash Fire / Corrosion | Light Runner*
*Light Runner - This pokemon takes 50% from Ground-type attacks.

Movepool Changes(if any): +Hydro Pump, +Surf, +Scald, -Flame Charge, -Will-o-Wisp, -Overheat
Other Modifications?: None
How does this fulfill the concept?: The problem that Fire/Poison Salazzle has when it comes to countering Steel types is being 4x weak to their most common coverage move, Earthquake. The only type that resists Steel and isn't weak to Ground is Water, so I went with that. The custom ability allows it to at least be neutral to Ground, and because it has solid physical bulk, it should have the ability to switch into defensive Steel types quite easily and set up. It retains a neutral STAB and Fire coverage for checking any other kind of Steel type.




Name: Ampharos
Stats: 90 / 75 / 115 / 85 / 105 / 55 (525 BST)
Abilities: Static, Stamina, Serene Grace
Movepool Changes(if any): +Wish, Dragon Tail, Tri Attack, Roar
Other Modifications?: Electric/Normal type
How does this fulfill the concept?: Good bulk, unique defensive typing and lots of support moves to help ol' Amphy with that role.
Sample Sets:
Ampharos @ Leftovers
Ability: Serene Grace
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Discharge / Tri Attack
- Wish
- Heal Bell
- Protect / Volt Switch


Name: Ampharos
Stats: 90/70/95/110/95/50
Typing: Electric/Fairy
Abilities: Static/Thick Fat
Movepool Changes(if any): +Moonlight, +Moonblast, +Dazzling Gleam
Other Modifications?: Moonlight has 16 PP
How does this fulfill the concept?: While its movepool leaves some to be desired, Ampharos has a nice defensive typing and ability, and can provide slow pivoting and cleric support.
Sample Sets:
Ampharos @ Leftovers
Ability: Thick Fat
EVs: 252 HP / 252 Def / 4 SpA
Relaxed Nature
IVs: 0 Atk / 0 Spe
- Moonblast
- Heal Bell
- Moonlight
- Volt Switch


Name: Ampharos
Stats: 90 / 75 / 100 / 85 / 80 / 70
Typing:
Electric
Abilities: Natural Cure / Volt Absorb
Movepool Changes(if any): +Wish, +Disable, +Taunt, +Hyper Voice, -Light Screen
Other Modifications?: None
How does this fulfill the concept?: Ampharos becomes a bulky pivot, with Wish and Heal Bell allowing it to act as a cleric. It has access to disruptive moves in Disable and Taunt, allowing it to cause some trouble on the field. I took away Light Screen because I didnt want it functioning solely as a DualScreener, and rather for it to become more diverse in its options. Right now, it can run a WishTect set with Heal Bell and a slowish Volt Switch, a Cotton Guard set with Thunderbolt / Hyper Voice / HP to act as a bulky attacker, a Rest / Natural Cure combo set, or a pure disruptive set focused around Disable and Taunt.
Sample Sets:
Ampharos @ Leftovers
Ability: Natural Cure
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Wish
- Protect
- Heal Bell
- Volt Switch

Ampharos @ Leftovers
Ability: Natural Cure
EVs: 252 HP / 4 SpA / 252 SpD
Calm Nature
IVs: 0 Atk
- Rest
- Disable
- Heal Bell
- Thunderbolt

Ampharos @ Leftovers
Ability: Natural Cure
EVs: 252 HP / 252 SpA / 4 SpD
Modest Nature
IVs: 0 Atk
- Rest
- Cotton Guard
- Hyper Voice
- Thunderbolt




Name: Ampharos
Stats: 105 / 70 / 105 / 115 / 105 / 30 (530 BST)
Abilities: Dirt Chew (Ground type Water Absorb, (Minus)
Movepool Changes(if any): Calm Mind, Recover, Slack Off
Other Modifications?:
How does this fulfill the concept?:
105s across the defensive board with either ground absorb (can still be effected by grounded effects however like Spikes, Arena Trap and Tspikes).

Again with only Focus Blast, HP and STAB, Amphy still has a lot of troublesome mons if it doesn't have Hidden Power and with Hidden Power, it doesnt have a power move other than its commonly immunized STAB. It also isn’t immune to any chip damage.

It has 4mss with needing Tbolt/Focus Blast/HP Ice(or Grass maybe?), Heal Bell, Recovery, and Calm Mind. In this way, Ampharos is a good defensive yet slow support mon who can double as a defensive CM setuper.... if my understanding is correct.



Name: Ampharos
Stats: 90 / 75 / 70 / 85 / 115 / 50
Type: Electric / Dragon
Abilities: Lightningrod / Illuminate | No Guard (HA)
Movepool Changes(if any): +Wish, +Slack Off, +Dragon Tail +Draco Meteor -Zap Cannon, -Dynamic Punch
Other Modifications?: None
How does this fulfill the concept?: Electric / Dragon has some precendent as a useful defensive Electric type, and also has precedent with Ampharos, so I went with that. 90 / 70 / 115 is a fairly balanced defensive spread that should support both special and mixed wall sets. No Guard isn't really a defensive ability but it ensures that Thunder Wave and Dragon Tail never miss and cost you the game. It also gives it access to Thunder and Focus Blast, which together with Draco Meteor give it reasonable offensive presence if it wants to have it.





My votes are as follows:

Bronzong: Yung Dramps, Dilasc
Salazzle: Scoopapa, Yung Dramps
Ampharos: Anaconja, Scoopapa
 
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The results are in!

Bronzong: Yung Dramps
Salazzle: Scoopapa
Ampharos: Anaconja

Congratulations to the winners!
Also welcome Yung Dramps to the council!

The next slate:

Electrode
Concept: Very speedy supporter
Restrictions:

-Highest stat must be speed
-Decent-ish offensive presence


Aurorus
Concept: Pokemon that overcomes its weak defensive typing
Restrictions:

-Must be Rock/Ice or some similarly poor typing.


Tyrantrum
Concept: Head Smash abuser
Restrictions:

-Must learn Head Smash and have a good incentive to use it.



Looking forward to seeing creative slates from you all, especially Aurorus. Itll be interesting seeing how far typing can be overcome.
 
Last edited:

anaconja

long day at job
is a Community Contributoris a Tiering Contributor
Name: Electrode
Stats: 50/90/50/90/50/150
Typing: Electric/Dark
Abilities: Soundproof/Aftermath/Bulletproof
Movepool Changes(if any): +Knock Off, +Pursuit, +Zing Zap, +Dark Pulse, +Nasty Plot
Other Modifications?:
How does this fulfill the concept?: Electrode can Pursuit trap Psychics and Ghosts, even those with Focus Blast.
Sample Sets:
Electrode @ Choice Band
Ability: Bulletproof
EVs: 252 Atk / 4 SpD / 252 Soe
Jolly Nature
- Zing Zap
- Pursuit
- Knock Off
- Volt Switch

Electrode @ Darkinium Z
Ability: Bulletproof
EVs: 252 SpA / 4 SpD / 252 Soe
Timid Nature
- Nasty Plot
- Thunderbolt
- Dark Pulse
- Hidden Power [Ice]

Name: Aurorus
Stats: 93/77/72/99/92/88
Typing: Rock/Ice
Abilities: Snow Warning / Lightning Rod
Movepool Changes(if any): +Recover, +Aurora Veil
Other Modifications?:
How does this fulfill the concept?: Veil setter with rocks, or a fairly bulky switch-in to BoltBeam.
Sample Sets:
Aurorus @ Light Clay
Ability: Snow Warning
EVs: 252 HP / 4 SpA / 252 Spe
Timid Nature
- Aurora Veil
- Stealth Rock
- Blizzard
- Encore / Thunder Wave

Aurorus @ Life Orb
Ability: Lightning Rod
EVs: 252 HP / 4 SpA / 252 Spe
Timid Nature
- Ice Beam
- Earth Power
- Thunderbolt
- Recover

Name: Tyrantrum
Stats: 72/120/100/69/59/91
Typing: Rock/Dragon
Abilities: Strong Jaw / Reckless
Movepool Changes(if any):
Other Modifications?: Reckless reduces damage taken from recoil by 50%
How does this fulfill the concept?: Head Smash does big damage
Sample Sets:
Tyrantrum @ Choice Band
Ability: Reckless
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly / Adamant Nature
- Head Smash
- Outrage
- Earthquake
- Fire Punch
 
Last edited:

Yung Dramps

awesome gaming


Name: Electrode
Stats: 75 / 80 / 70 / 80 / 70 / 150 (525)
Abilities: Soundproof, Teravolt, Speed Boost
Movepool Changes(if any): +Nuzzle, Endeavor, Extreme Speed, U-turn, Electroweb
Other Modifications?: Electric/Normal
How does this fulfill the concept?: The return of my attempted Electric/Normal shenanigans from last slate, now with a whole new twist! Electrode can now support its teams in various ways, from being a near-unrockable anti-lead to being a general nuisance, neither of which have any hope of being outsped, especially if you run Speed Boost. Outside of those roles, however, it's not tanking notable hits anytime soon, nor will it be cleaving through even more offensive teams outside of Explosion due to its improved but still middling offenses.
Sample Sets:
Anti-Lead (Electrode) @ Focus Sash
Ability: Teravolt
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Endeavor
- Extreme Speed
- Taunt / Magic Coat
- U-turn

Offensive Support (Electrode) @ Leftovers / Life Orb
Ability: Teravolt / Speed Boost
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Explosion
- U-turn
- Nuzzle
- Taunt



Name: Tyrantrum
Stats: 82 / 115 / 89 / 69 / 61 / 104 (520)
Abilities: Rock Head, Reckless, No Guard
Movepool Changes(if any): +Dragon Rush, Swords Dance, Wild Charge
Other Modifications?: n/a
How does this fulfill the concept?: It may be marginally weaker and way less physically bulky than its vanilla counterpart, but the immense boost to its speed (hopefully) more than makes up for that. Its trademark Head Smash now has a slew of new ways to be exploited. Pick your choice: No recoil, a further boost to its absurd damage output, or 100% accuracy alongside other neat coverage like Dragon Rush, Iron Tail and even Stone Edge for those Rock-weak foes that you don't need to expend HP on?
Sample Sets:
Sweeper (Tyrantrum) @ Rockium Z / Dragonium Z / Fightinium Z
Ability: Rock Head
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Swords Dance / Dragon Dance
- Head Smash
- Outrage
- Earthquake / Superpower

Choice Scarf (Tyrantrum) @ Choice Scarf
Ability: No Guard
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Head Smash
- Dragon Rush
- Iron Tail / Earthquake
- Stone Edge / Earthquake

Choice Band (Tyrantrum) @ Choice Band
Ability: Rock Head / Reckless
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Head Smash
- Wild Charge
- Earthquake
- Outrage



Name: Aurorus
Stats: 122 / 77 / 86 / 105 / 92 / 38 (520)
Abilities: Snow Warning, Dazzling, Ice Body
Movepool Changes(if any): +Power Gem, Volt Switch, Tail Glow, Aurora Veil, Ice Shard
Other Modifications?: n/a
How does this fulfill the concept?: T R I C K R O O M G O D. Aside from that, it can now set the dreaded Aurora Veil. It can even set Veil during Trick Room for extra jank! Snow Warning's usually the best, but Dazzling has a niche on TR to avert priority.
Sample Sets:
Aurora Veil Setter (Aurorus) @ Focus Sash
Ability: Snow Warning
EVs: 252 HP / 4 Atk / 252 SpA
Quiet Nature
- Aurora Veil
- Volt Switch
- Blizzard
- Ice Shard

Trick Room Sweeper (Aurorus) @ Icium Z
Ability: Snow Warning / Dazzling
EVs: 252 HP / 252 SpA / 4 SpD
Quiet Nature
IVs: 0 Atk / 0 Spe
- Tail Glow
- Blizzard / Ice Beam
- Power Gem
- Freeze-Dry
 

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