Metamons!

G-Luke

Sugar, Spice and One For All
is a Community Contributoris a CAP Contributoris a Forum Moderator Alumnus

Name: Zoroark
Stats: 70 HP / 110 Atk / 70 Def / 120 SpA / 70 SpD / 111 Spe [BST 551]
Typing: Dark / Ghost
Ability: Illusion
Movepool Changes: +Spirit Shackle, +Bulk Up, +Shadow Sneak
Role: With its great speed tier and good dual STAB, Zoroark can lure in Pokemon into a false sense of security with Illusion and then proceed to boink them with its strong attacks, potentially trapping foes.


Name: Rotom-Frost
Stats: 50 HP / 55 Atk / 105 Def / 111 SpA / 105 SpD / 91 Spe
Ability: Levitate
Movepool Changes: +Ice Beam, +Nasty Plot
Role: A great wallbreaker that utilizes its dual STAB to break past defensive teams, but faces trouble against more offensive builds.
 

Name: Zoroark
Stats: 87 / 107 / 71 / 117 / 77 / 91 (550 BST)
Type: Dark / Fighting
Ability: Illusion
Movepool Changes: +Aura Sphere, Close Combat, Drain Punch, Fire Blast, Gunk Shot, Thunderbolt, Sludge Wave, Vacuum Wave, Mach Punch
Aura Sphere: back to its original BP of 90
How does this fulfill the concept?: Zoroark now has a much better offensive typing to abuse Illusion with, which is further helped by its new amazing coverage and STAB moves, as well as two ways to boost its power. Its only flaws are a somewhat mediocre speed tier for an offensive pokemon, as well as its typing being horrible defensively.

Name: Rotom-Frost
Stats: 60 / 68 / 105 / 101 / 105 / 81 (520 BST)
Type: Electric / Ice
Ability: Levitate / Refrigerate
Movepool Changes: +Tri Attack, Freeze-Dry
How does this fulfill the concept?: Anyone who is familiar with CFM should know where I got this from. Thanks to Refrigerate, Rotom-F now no longer has to rely on an inaccurate move for Ice-coverage. It also gets Freeze-Dry to nail Swampert, which it would have to waste a slot on HP Grass to do otherwise. However, it still suffers from its low HP, weakness to SR, mediocre speed for an offensive poke, and a hard time against special walls.

Name: Mothim
Stats: 72 / 101 / 64 / 111 / 64 / 98 (510 BST)
Type: Bug / Psychic (hey it learns Confusion, Psybeam AND Psychic naturally)
Ability: Tinted Lens / Swarm
Movepool Changes: +Psyshock, Leech Life, Sludge Bomb, Aura Sphere (see Zoroark), Zen Headbutt, Knock Off, Seed Bomb
How does this fulfill the concept?: Mothim now has a much better offensive typing to abuse Tinted Lens with, which is helped by some additional STABs, as well as extra coverage on the physical and special side, most notably Aura Sphere to hit those pesky Steels. Quiver Dance can help it wreck even more. However, despite its great offensive typing and offenses, it still has garbage bulk, a weakness to SR, and the fact that its new typing now leaves it weak to Dark and Ghost, meaning Banette and Electrode can KO this to oblivion, as well as four other types.
 

Name: Zoroark
Stats: 70 / 110 / 65 / 120 / 90 / 100 (555 BST)
Typing: Dark / Ghost
Abilities: Illusion
Movepool Additions: +Earth Power, +Energy Ball, +Fire Blast, +Ice Beam, +Aura Sphere, +Vacuum Wave
Movepool Removals: None
Custom Elements: None
How does this fulfill the concept?: Zoroark packs a significantly better defensive typing, which, despite lacking useable resistances, packs decent neutral coverage, so Zoroark can just about hit anything for either neutral or super effective damage. Its defensive typing in Dark / Ghost lets it abuse Illusion with more reward, while its new coverage moves in Energy Ball, Earth Power, Fire Blast, and / or Ice Beam give it a sense of unpredictability, easily catching foes off guard. Its main flaw lies in its defensive typing; while Dark / Ghost only packs one weakness defensively, not to mention Zoroark's good special bulk, that one weakness is quite common; foes such as Smeargle and Whismicott, while they can't exactly KO it from full given Zoroark's special bulk, can hit it hard and land it in range of a KO from another powerful foe, while its typing packs no resistances defensively; combine this with its admittedly poor physical bulk and strong physical attackers such as Rapidash being extremely common, can easily break through Illusion.
Sample Sets:
Zoroark @ Choice Specs
Ability: Illusion
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Dark Pulse
- Shadow Ball
- Energy Ball
- Earth Power / Fire Blast

Zoroark @ Choice Scarf
Ability: Illusion
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Dark Pulse
- Shadow Ball
- Energy Ball
- Earth Power / Fire Blast


Name: Rotom-F
Stats: 65 / 50 / 100 / 130 / 100 / 106 (551 BST)
Typing: Ice / Electric
Abilities: Levitate / Adaptability
Movepool Additions: +Ice Beam, Energy Ball
Movepool Removals: -Will-O-Wisp
Custom Elements: None
How does this fulfill the concept?: Although Rotom-F still must contend with a Stealth Rock weakness and overall poor defensive typing, it can abuse BoltBeam to its fullest extent thanks to Adaptability-boosted STAB Thunderbolt and Ice Beam. It no longer has to rely on an inaccurate Ice-type move for STAB thanks to Ice Beam, while Energy Ball allows it to run Hidden Power Water for Rapidash or Salazzle or Hidden Power Fire for Bronzong, Pheromosa, and Avalugg instead of being forced to run Hidden Power Grass. While all of this does sound appealing, it still does own its fair share of flaws: It absolutely despises special walls, and it suffers quite a bit from its low HP stat undermining its otherwise decent defenses, not to mention that its speed tier, while it lets it outspeed the aforementioned Swampert, Bronzong, and Tyrantrum, leaves it outsped by common meta staples such as Pheromosa and Rapidash, while its poor defensive typing only worsens this issue even further, although Choice Scarf variants don't have to deal with this issue as much.
Sample Sets:
Rotom-F @ Choice Specs
Ability: Adaptability
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Ice Beam
- Thunderbolt
- Energy Ball
- Hidden Power Fire / Hidden Power Water

Rotom-F @ Choice Scarf
Ability: Adaptability
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Ice Beam
- Thunderbolt
- Energy Ball
- Volt Switch

(obviously this is WIP while I edit this)
 
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Yung Dramps

awesome gaming

Name: Zoroark
Stats: 70 / 110 / 70 / 140 / 100 / 110 (600 BST)
Typing: Dark / Ghost
Abilities: Illusion
Movepool Additions: +Earth Power, +Energy Ball, +Fire Blast, +Ice Beam, +Aura Sphere, +Vacuum Wave
Movepool Removals: None
Custom Elements: None
How does this fulfill the concept?: Zoroark packs a significantly better defensive typing, which, despite lacking useable resistances, packs decent neutral coverage, so Zoroark can just about hit anything for either neutral or super effective damage. Its defensive typing in Dark / Ghost lets it abuse Illusion with more reward, while its new coverage moves in Energy Ball, Earth Power, Fire Blast, and / or Ice Beam give it a sense of unpredictability, easily catching foes off guard. Its main flaw lies in its defensive typing; while Dark / Ghost only packs one weakness defensively, not to mention Zoroark's good special bulk, that one weakness is quite common; foes such as Smeargle and Whismicott, while they can't exactly KO it from full given Zoroark's special bulk, can hit it hard and land it in range of a KO from another powerful foe, while its typing packs no resistances defensively; combine this with its admittedly poor physical bulk and strong physical attackers such as Rapidash being extremely common, can easily break through Illusion.
Sample Sets:
Zoroark @ Choice Specs
Ability: Illusion
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Dark Pulse
- Shadow Ball
- Energy Ball
- Earth Power / Fire Blast

Zoroark @ Choice Scarf
Ability: Illusion
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Dark Pulse
- Shadow Ball
- Energy Ball
- Earth Power / Fire Blast


Name: Rotom-F
Stats: 65 / 50 / 112 / 130 / 112 / 106 (570 BST)
Typing: Ice / Electric
Abilities: Levitate / Adaptability
Movepool Additions: +Ice Beam, Energy Ball
Movepool Removals: -Will-O-Wisp
Custom Elements: None
How does this fulfill the concept?: Although Rotom-F still must contend with a Stealth Rock weakness and overall poor defensive typing, it can abuse BoltBeam to its fullest extent thanks to Adaptability-boosted STAB Thunderbolt and Ice Beam. It no longer has to rely on an inaccurate Ice-type move for STAB thanks to Ice Beam, while Energy Ball allows it to run Hidden Power Water for Rapidash or Salazzle or Hidden Power Fire for Bronzong, Pheromosa, and Avalugg instead of being forced to run Hidden Power Grass. While all of this does sound appealing, it still does own its fair share of flaws: It absolutely despises special walls, and it suffers quite a bit from its low HP stat undermining its otherwise good defenses, not to mention that its speed tier, while it lets it outspeed the aforementioned Swampert, Bronzong, and Tyrantrum, leaves it outsped by common meta staples such as Pheromosa and Rapidash, while its poor defensive typing only worsens this issue even further, although Choice Scarf variants don't have to deal with this issue as much.
Sample Sets:
Rotom-F @ Choice Specs
Ability: Adaptability
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Ice Beam
- Thunderbolt
- Energy Ball
- Hidden Power Fire / Hidden Power Water

Rotom-F @ Choice Scarf
Ability: Adaptability
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Ice Beam
- Thunderbolt
- Energy Ball
- Volt Switch

(obviously this is WIP while I edit this)
These subs seem far too power-creepy for my tastes. I would recommend toning down the BSTs into the low 500s. Looking at the doc for an idea of how stats should look like is also a good idea.
 
These subs seem far too power-creepy for my tastes. I would recommend toning down the BSTs into the low 500s. Looking at the doc for an idea of how stats should look like is also a good idea.
I fixed the BSTs for Zoroark and Rotom-F. (not submitting Mothim because no matter how you spin it it's likely going to suck)
EDIT: When it comes down to creating a new meta from scratch, there's always going to be some power creep. It's just working around that power creep that matters.
 
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EDIT: When it comes down to creating a new meta from scratch, there's always going to be some power creep. It's just working around that power creep that matters.
Lots of things are hard to completely avoid and yet still very worth trying to avoid. Balanced tiers are amazingly fun and broken ones are incredibly frustrating. Let's try to avoid unnecessary power creep by not doing some obvious things: ( this list is about my entire Pet Mods experience and noone in particular )

- making subs as fast and strong as the tier's glass cannons but without glass cannon defenses
- making subs as good at walling as the tier's walls but with better offensive presence or even sweeping ability
- making your sub excessively godlike to balance out one minor flaw
- fixating on a BST that is way higher than the rest of the tier resulting in a whole slate of broken Necrozmas

Ok that last one is a joke ( but we all did it ). The rest are shockingly common for how obvious they seem to be. The pattern here is compare your sub to the rest of the tier - and don't be satisfied if the result of that comparison is "it's much stronger". And use the average of the tier, don't just compare it to the strongest pokemon or two ( and then power creep them ).

Also in my experience a pokemon being too strong will result in people not using it because it's lame. On the flipside, a pokemon being hard to use but good in the right hands will result in it getting a cult following ( like Electrode ) and people generally being happy about using and playing against it.
 


Name: Zoroark
Stats: 70/ 103/ 60/ 110/ 75/ 102(520BST)
Type: Dark
Ability: Illusion
Movepool Changes: Brick Break Destiny Bond Phantom Force Shadow Sneak Explosion Parting Shot Aura Sphere Will-O-Wisp Mystical Fire Transform

*Phantom Force
one turn
*Night Daze
Power: 75
Secoundary effect: If Zoroark is in illusion then opponent gets the yawn effect. Illusion breaks.
How does this fulfill the concept?:
Zoroark is intended to take advantage of of illusion without being limited by it. Destiny Bond, Explosion, Parting Shot and Transform are for catching opponents of guard and creating momentum.



Name: Rotom-Frost
Stats: 71/ 60/ 112/ 115/ 97/ 65(520 BST)
Type: Electric / Ice
Ability: Levitate / Slush Rush
Movepool Changes: Ice Beam Aurora Veil Freeze-Dry Frost Breath Hail Freeze Shock Ice Shard Electric Terrain Magnet Rise Nasty Plot Agility

*Freeze Shock
power:75
type:Ice/Electric
one turn
How does this fulfill the concept?:
I made Rotom-Frost have versatile speed tier to allow it to be used as both a trick room and hail abuser.



Name: Mothim
Stats: 70/ 104/ 80/ 104/ 56/ 96(510 BST)
Type: Bug / Normal
Ability: Tinted Lens / Swarm / Normalize
Movepool Changes: Snatch Fake Out Reflect Hurricane Conversion Covet Sticky Web Whirlwind Drain Punch Play Rough Swords Dance
How does this fulfill the concept?: Mothim is designed to be able to take the role of support or set up sweeper. Normalize is more of a fun gimmick then anything else.
 


Name: Rotom-F
Stats: 65 / 50 / 75 / 115 / 115 / 95 ( 515 BST )
Typing: Ice / Electric
Abilities: Slush Rush / Refrigerate | Motor Drive (HA)
Movepool Additions: +Ice Beam, +Sheer Cold, +Calm Mind, +Explosion
Movepool Removals: -Will-O-Wisp
Custom Elements: Sheer Cold - Will-o-wisp clone that freezes the opponent
Freeze - only immobilizes for 1 turn. Frozen pokemon have halved Def ( Freeze Clause remains unchanged )
How does this fulfill the concept?: A middle-speed wall breaker with plenty of tricks up its sleeve. Sheer Cold is a solid move for gaining momentum, putting your opponent in a situation where they either give you a free switch or have a temporarily disabled pokemon on their bench. It's nasty in combo with Volt Switch as well. Slush Rush is unlikely but I can dream, Refrigerate turns Explosion into a nuke, and Motor Drive can patch up Rotom's middling Speed. Btw uninvested Refrigerate Explosion has a 2/3 chance to OHKO SpD Swampert from full ( no freeze ), so yes it is a nuke even with 50 Atk.



Name: Mothim
Stats: 65 / 110 / 75 / 100 / 85 / 100 ( 535 BST )
Typing: Bug / Dark
Abilities: Tinted Lens | Rattled (HA)
Movepool Additions: +Dark Pulse, +Sucker Punch, +Pursuit
How does this fulfill the concept?: The ever-useful Pursuit and Sucker Punch gain a big boost from Tinted Lens, giving physical sets a nice toolkit with Lunge / U-turn / Sucker Punch / Pursuit, while Quiver Dance sets might just go mono-attacking with Sub and Roost. Bug / Dark makes it a good switch-in to Necrozma. A metagame with Banette and Pheromosa should probably take this in stride.


Name: Zoroark
Stats: 80 / 65 / 55 / 125 / 95 / 90 ( 510 BST )
Typing: Dark
Abilities: Illusion (HA)
Movepool Additions: +Moonblast
Custom Elements: Night Daze - 85 BP | Special | Dark type | 100% Acc. | 10-16 PP | deals 50% more damage if the user has Illusion active, but breaks the Illusion effect
How does this fulfill the concept?: A natural Choice Scarfer or wallbreaker, Night Daze functions as a one-time nuke that your opponent might not see coming. Night Daze into Black Hole Eclipse puts out a ton of damage over 2 turns, while Scarf patches up its middling speed and lets avoid taking damage and losing Illusion. I wanted to avoid basing it around Swords Dance + Sucker Punch or a fast Nasty Plot, as setup + Illusion seems like it has massive potential to be frustrating.
 
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Zoroark: G-Luke, SteelixPrismGX, Scoopapa
Rotom-F: Yung Dramps (oh yeah, like your submissions!), SteelixPrismGX, Demon Dragon (like yours as well)
Mothim: Demon Dragon, Yung Dramps, Scoopapa

Also, if you're open to suggestions for slates, I might as well pop in one:

Heliolisk
Concept:
Fast, Versatile Electric-Type special attacker which can function as a check to water-types.
Restrictions:
- Must retain Dry Skin as its ability (adding on other abilities are fine)
- Must be part Electric-type
- Special attack must be higher than physical attack, and the same applies for special defense

Eelektross
Concept:
Slow, Bulky Electric-type
Restrictions:
- Must be part Electric-type
- Speed cannot be above 65

Electivire
Concept:
Fast Mixed Wallbreaker
Restrictions:
- Must be part Electric-type
 

G-Luke

Sugar, Spice and One For All
is a Community Contributoris a CAP Contributoris a Forum Moderator Alumnus
Zoroark: Scoopapa, G-Luke, SteelixPrismGX
Rotom-F: Yung Dramps, G-Luke, Demon Dragon
Mothim: Demon Dragon, Yung Dramps, Scoopapa
 
Zoroark: Yung Dramps, G-Luke, Scoopapa
Rotom-F: Yung Dramps, Demon Dragon, Scoopapa
Mothim: Scoopapa, Yung Dramps, VernonN
 
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Okay, and voting has officially ended! Here are the winners for this slate!

Zoroark: G-Luke

Name: Zoroark
Stats: 70 HP / 110 Atk / 70 Def / 120 SpA / 70 SpD / 111 Spe [BST 551]
Typing: Dark / Ghost
Ability: Illusion
Movepool Changes: +Spirit Shackle, +Bulk Up, +Shadow Sneak
Role: With its great speed tier and good dual STAB, Zoroark can lure in Pokemon into a false sense of security with Illusion and then proceed to boink them with its strong attacks, potentially trapping foes.
Rotom-F: Yung Dramps

Name: Rotom-Frost
Stats: 65 / 50 / 104 / 111 / 104 / 91 (525)
Typing:
/

Abilities: Levitate, Download
Movepool Changes(if any): +Freeze-Dry, Ice Beam, -Will-O-Wisp
How does this fulfill the concept?: With its abilities, stats and typing, Rotom-Frost abuses BoltBeam primarily by being a Scarfer. Aside from this though, Special walls can give it trouble, even with Download.
Mothim: Demon Dragon

Name: Mothim
Stats: 72 / 101 / 64 / 111 / 64 / 98 (510 BST)
Type: Bug / Psychic (hey it learns Confusion, Psybeam AND Psychic naturally)
Ability: Tinted Lens / Swarm
Movepool Changes: +Psyshock, Leech Life, Sludge Bomb, Aura Sphere, Zen Headbutt, Knock Off, Seed Bomb
Aura Sphere: now 90 BP
How does this fulfill the concept?: Mothim now has a much better offensive typing to abuse Tinted Lens with, which is helped by some additional STABs, as well as extra coverage on the physical and special side, most notably Aura Sphere to hit those pesky Steels. Quiver Dance can help it wreck even more. However, despite its great offensive typing and offenses, it still has garbage bulk, a weakness to SR, and the fact that its new typing now leaves it weak to Dark and Ghost, meaning Banette and Electrode can KO this to oblivion, as well as four other types.
I will post the new slate soon!
 
New slate hype!

Drampa
Concept:
Specially offensive Dragon-type
Restrictions:
-Typing must remain Normal / Dragon
-Stats must lean toward its role in vanilla (i.e. a powerful special attacker)


Turtonator
Concept:
Defensive Fire-type
Restrictions:
-Typing must remain Fire / Dragon
-Stats, moves and ability must lean it toward a physically defensive role (as Defense is its highest vanilla stat)


Medicham
Concept:
Pure Power abuser
Restrictions:
-Must keep Pure Power
-Must keep Fighting-type
-Keep in mind the power level of this mod before you get all crazy with your subs

Good luck!
 

G-Luke

Sugar, Spice and One For All
is a Community Contributoris a CAP Contributoris a Forum Moderator Alumnus
We out here about to grab the clout.


drampa's grandpa
Name: Drampa
Stats: 78 / 65 / 75 / 129 / 90 / 88 (525)
Typing:

Abilities: Beserk, Cloud Nine
Movepool Changes(if any): +Agility, -Glare
How does this fulfill the concept?: Drampa is a powerful wallbreaker that has the potential to attempt an Agility sweep. I removed Glare because it might be able to abuse it too well with its new found speed tier.



Name: Turtonator
Stats: 88 / 90 / 129 / 78 / 75 / 65 (525)
Typing:

Abilities: Aftermath, Rough Skin
Movepool Changes(if any): +Recover, +Lava Plume, +Shell Trap*, -Shell Smash
Custom Element: Shell Trap 100 BP | 15 PP | 100% Acc | -3 Priority | If the user is hit by a contact move this turn before it can execute this move, user sacrifices half of its current health and the BP is boosted by 1.2x and the foe is burned.
How does this fulfill the concept?: Losing its precious Shell Smash might seem cruel, but Turtonator instead becomes a powerful defensive wall that can, at the cost of its health, deal massive damage to physical threats that try to contact it.



This is assuming this variant of Medicham cannot mega evolve.
Name: Drampa
Stats: 65 / 70 / 95 / 80 / 95 / 80 (485)
Typing:

Abilities: Pure Power
Movepool Changes(if any): None bruh.
How does this fulfill the concept?: Medicham is now comparable to its Mega Evolution, and trades a much higher speed tier for improved bulk and an attack stat that is effectively higher when factoring in a held item
252 Atk Life Orb Pure Power Medicham Zen Headbutt vs. 0 HP / 0 Def Manaphy: 227-269 (66.5 - 78.8%) -- guaranteed 2HKO

252 Atk Pure Power Medicham-Mega Zen Headbutt vs. 0 HP / 0 Def Manaphy: 219-258 (64.2 - 75.6%) -- guaranteed 2HKO

Other than that it should play the same way how Medicham-Mega plays out in standard, not liking its poor speed tier but flexing on anything wants to switch in with its nukes.
 
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Drampa
Stats: 88/60/85/135/91/36
Typing: Normal/Dragon
Abilities: Berserk/Sap Sipper/Comatose
Movepool Changes: None
Yeah, basically the same thing, hits hard with a great movepool, except now with a third great Ability and slightly more HP.


Turtonator
Stats: 88/60/135/91/85/36
Typing: Fire/Dragon
Abilities: Shell Armor/Bulletproof
Movepool Changes: +Shell Trap (Now acts as Baneful Bunker for Burn), +Slack Off, +Lava Plume
Don't touch it. Slightly bulkier than before with a decent Special Attack. Remains slow so Shell Smashing is still an option, but not amazingly powerful.


Medicham
Stats: 70/60/90/60/90/60
Typing: Fighting/Psychic
Abilities: Huge Power/Pure Power (Now doubles Sp.Atk)
Movepool Changes: +Mach Punch, +Aura Sphere
Medicham increases its bulk, allowing it to use its setup moves better and get more use out of Recover. HP is kept low to make more use of Drain Punch, although its Substitutes are easily broken by Night Shade and the like. It now also has the option to go Special.
 

Name: Drampa
Stats: 85 / 65 / 90 / 130 / 115 / 35 (515 BST)
Typing: Normal / Dragon
Abilities: Mold Breaker / Filter / Berserk
Movepool Additions: +Power Gem, Boomburst, Earth Power
Movepool Removals: -Hurricane, Fly
Custom Elements: Berserk - If an attack brings Drampa below 50% of its max HP, the user of that move will lose 1/8 of their max HP
How does this fulfill the concept?: Thanks to its good bulk and high special attack, Drampa can take a hit or two and then retalitate back with a powerful attack, potentially KOing foes and taking out vital parts of the opponent's team.
Sample Sets:
Drampa @ Choice Specs
Ability: Mold Breaker
EVs: 4 HP / 252 SpA / 252 Spe
Modest Nature
- Draco Meteor
- Boomburst
- Fire Blast / Earth Power
- Focus Blast


Name: Turtonator
Stats: 75 / 75 / 130 / 110 / 90 / 35 (515 BST)
Typing: Fire / Dragon
Abilities: Rough Skin / Bulletproof / Aftermath
Movepool Additions: +Recover, Shell Trap, Lava Plume, Stealth Rock
Movepool Removals: None
Custom Elements: Shell Trap - 150 BP | 5 PP | 100% Accuracy | -3 Priority | If the user is hit by a contact move before it can execute this move, the user faints but this attack's BP is multiplied by 1.5 and the target is burned and its defense is reduced by two stages.
How does this fulfill the concept?: It beomes a slow, yet powerful special attacker which can function as a slow suicide lead thanks to its access to Stealth Rock and Shell Trap, which is now an Explosion clone which activates when it is hit with a contact move, which it can easily take advantage of thanks to its high physical bulk, while it can make for a reliable Shell Smash sweeper as well given its good bulk.
Sample Sets:
Turtonator @ Focus Sash
Ability: Rough Skin
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Stealth Rock
- Shell Trap
- Lava Plume
- Toxic

Turtonator @ Dragonium Z
Ability: Bulletproof
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Shell Smash
- Draco Meteor
- Lava Plume
- Dragon Pulse
 


Name: Turtonator
Stats: 65 / 105 / 180 / 85 / 95 / 25 | 520 BST
Typing: Fire / Dragon
Abilities: Fortress / Shell Armor | Sturdy (HA)
Movepool Additions: Spikes, Rapid Spin, Spiky Shield
Movepool Removals: Shell Smash
Custom Elements: Shell Trap - Physical Dragon-type Magma Storm clone
How does this fulfill the concept?: A very sturdy physical tank. On the plus side, it has a superb set of resistances with Fortress, massive Def, and great support moves to use them with. It can also stack passive damage with Shell Trap, Spiky Shield, and Spikes ( also provides a defensive Spiker ). On the negative side, it lacks recovery, is weak to Stealth Rock, and has somewhat inconsistent attacks.



Name: Medicham
Stats: 65 / 110 / 80 / 95 / 80 / 80 | 520 BST
Typing: Fighting / Psychic
Abilities: Pure Power
Movepool Removals: Fake Out
Custom Elements: Pure Power - Now doubles the power of moves with 60 BP or less
How does this fulfill the concept?: Still a wall breaker, but this it's based on having strong moves with great secondary effects. It would eschew High Jump Kick, Zen Headbutt, and punches in favor of Force Palm, Power-up Punch, Rock Tomb, Bullet Punch, Vacuum Wave, and Hidden Power. However, its Speed tier relegates it to outspeeding walls, ( between Force Palm, Rock Tomb, and priority it can get around the speed problem ), so things like Banette can revenge kill it.



Name: Drampa
Stats: 70 / 60 / 80 / 115 / 130 / 30 | 485 BST
Typing: Dragon / Normal
Abilities: Serene Grace / Oblivious | Spirit Guide (HA)
Movepool Removals: Roost
Custom Elements: Spirit Guide - this Pokemon is immune to Dark-type attacks and gains +1 Def when hit by one
How does this fulfill the concept?: Similar to Bronzong, but a bit more focused around being a great Assualt Vest user. Being immune to Dark gives it amazing dual immunities that will give certain dual-type pokemon in the tier pause ( they can still hit it SE though ). This patches up a lot of defensive holes in the tier currently, but it still gets Draco Meteor and all its other great attacks with 115 base SpA to satisfy the concept.
 
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Yung Dramps

awesome gaming

Name: God
Stats: 101 / 74 / 109 / 120 / 53 / 53 (510 BST)
Typing:
/

Abilities: Berserk, Scrappy
Berserk: Stamina clone that raises SpA
Movepool Changes(if any): -
How does this fulfill the concept?: This version of Drampa is designed to be a Calm Mind abuser with high physical bulk and Special Attack. You can also go for Specs sets with Scrappy. The Dramps:tm: is a nearly perfect being, but you still gotta watch out for special attackers that can hit you hard before you get a chance to act as well as working around that improved but still mediocre speed tier.


Name: Turtonator
Stats: 61 / 53 / 140 / 94 / 109 / 53 (510 BST)
Typing:
/

Abilities: Stamina, Rough Skin
Movepool Changes(if any): +Lava Plume, Pain Split, Rapid Spin, Spikes
How does this fulfill the concept?: He eats hits and does annoying shit to the foe's side of the field. Just beware of Rocks and the lack of solid recovery this guy has.


Name: Medicham
Stats: 80 / 60 / 75 / 60 / 75 / 100 (450 BST)
Typing:
/

Abilities: Pure Power
Movepool Changes(if any): +Aura Sphere, Moonblast, Play Rough
How does this fulfill the concept?: Yeah, you're not switching into this thing. On the flip side, it can't switch into anything itself and 100 speed isn't exactly top-tier.
 
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