What the title says - come up with a Pokémon, and then write a Smogonesque analysis of how it would fit into a current tier's metagame. By all means, mention other people's ideas if you wish. It can be completely original or a (pre)evolution/new forme of an existing Pokémon, or what you hope a Gen 6 Pokémon will be like. Go nuts! (but nothing too broken). Stuff in Red must be included. Pokémon's Name Type(s) Ability(s) Base Stats Description/Picture Pokédex Name Origin Analysis Rules Stick to the types we've already got. If you don't know, Fairy is strong against Dark, Dragon and Fighting, weak to Poison and Steel, resists Fighting, Bug and Dark and is immune to Dragon. Fairy type moves are not very effective on Fire, Steel and Poison types. Please no triple typed Pokémon - Pokémon is complicated enough. If you make up a move or ability, say what it does Tool that might help you: Showdown Damage Calculator. This lets you create your own moves and Pokémon, and it can give you a fair idea of how they'll perform in a certain metagame. ------------------------------------------------------------------ The first part of a new legendary trio I thought of. Will post the other 2 when I've got more time. Name: Amaluo Type: Grass/Dragon Ability: Wonder Skin Base Stats: HP: 125 Atk: 80 Def: 95 Special Attack: 120 Special Defence: 150 Speed: 110 Spoiler Description: Resembles a large bird (similar to Tornadus-T) crossed with a Dragon. Mostly green coloured, with flower patterns on its wings. Its talons resemble tree roots. Pokédex: It had a kind and gentle nature. Legends say it will always help people providing they do not spoil the landscape. Name Origin: Ama comes from Amaranth, a legendary flower which supposedly never fades. Luo comes from Youtan Poluo, a very rare flower thought to only exist in Buddhist mythology. Names aren't my strong point, so alternative suggestions are welcome.[/HIDE] Signature Moves Pollen Storm: 100 power, Grass, Special. Has 50% chance to Paralyse the enemy. Accuracy: 95%. 10 PP Re-Seed: Heals 40% HP and cures the user of Paralysis, Burn and Poison. 20 PP Amaluo is certainly an odd Pokémon. Is it a bulky attacker, is it a special sweeper, is it a supporter? It is all those things, and none of them. Its Dragon/Grass typing gives it super effective STAB against many of Ubers common threats like Groudon, Kyogre and the umpteen Dragon types. It also provides it with some very useful resistances to Ground, Water and Electric moves, although it is straddled with a problematic X4 weakness to Ice. It has the bulk to use those resistances as well - while its Defence is average at best, its HP and Special Defence are great. It's not Taunt bait either - with 120 Special Attack it can do a lot of damage, especially after a Calm Mind or 2. Its signature moves are the icing on the cake - Pollen Storm makes anything that values its speed think twice before switching in, while Re-Seed makes it impossible to stall out. It does have its issues though. Grass moves get poor coverage, so no matter what move combination Amaluo chooses it will always be walled by something. Dragon typing gives it common weaknesses too, and it faces stiff competition from the Eon twins and Shaymin-S. All that aside though, Amaluo is a Pokémon to watch out for. Bulky Calm Mind Nature: Timid (+Spd -Atk) Item: Leftovers/ Life Orb EV: 252 HP, 4 SAtk, 252 Spd Calm Mind Dragon Pulse Re-Seed Reflect/ Whirlwind/ Pollen Storm Designed to muscle through stall teams and defensive walls. Calm Mind brings Amalua's special attack up to usable levels, while making it unbelievably bulky on the special side. To put it into perspective how bulky it is after Calm Mind, Choice Specs Kyogre's Ice Beam doesn't OHKO at +1. Dragon Pulse is the main STAB. It's reliable, and gets great neutral coverage. Re-Seed keeps Amalua alive longer, allowing it to bag more boosts. Reflect patches up its poor defence; Whirlwind can be used to lure the opponent into a Calm Mind war and then phaze them out once you're at +6. Pollen Storm can be used to beat Kyogre - at +1 it OHKOs sets that don't invest in bulk most of the time. The EVs maximise its bulk while allowing it to tie with Lugia and the Eon Twins. There are several alternate set ups you could use. You could run 80 HP, 252 SAtk, 176 Spd to outspeed max speed Plakia while hitting much harder. However, it won't be able to take hits nearly as well. Leftovers is generally the best item to use, although Life Orb allows it to 2HKO Chansey and Blissey at +6 (the former after Stealth Rock) and Re-Seed heals off the recoil. Ho-Oh walls this set unless it's at +6, and if Amalua gets greedy it can simply Whirlwind it away. Therefore, teammates who can take it out are useful. Choice Scarf Kyogre drowns it with Water Spout, and greatly appreciates having Ferrothorn out of the way. Magic Coat can be used on this set as well, although the listed options are generally better. Offensive Calm Mind Nature: Timid (+Spd -Atk) Item: Life Orb EV: 252 SAtk, 4 SDef, 252 Spd Calm Mind Pollen Storm Dragon Pulse Focus Blast/ Weather Ball Rather than torturing the opponent with a slow drawn out sweep, this set gets straight to the point. Calm Mind gives Amaluo the power it needs to sweep. Pollen Storm gets STAB, and that 50% paralysis chance is a potential game breaker if it gets drawn into a Calm Mind war. Dragon Pulse is the alternative STAB, hitting opposing Dragon types for Super Effective damage. The last move comes down to personal preference. Focus Blast 2HKOs Ferrothron, and at +2 cleanly 2HKOs 4/252 Chansey. However, Weather Ball can be used in Sun to smash Ferrothorn, Forretress and Skarmory and rain or sand to beat Ho-Oh. The EVs couldn't be simpler - maximise Speed and Special Attack. This set is always walled by something. Pick Focus Blast, Ho-Oh walls it. Pick Weather Ball and outside Sun Ferrothorn walls it. Therefore, teammates who can beat the aforementioned walls work well. Terrakion can remove Ho-Oh and Ferrothorn from the equation, while Amalua will beat Giratina and Groudon most of the time, although it has to be careful switching in on both of them. Support Nature: Calm (+SDef -Atk) Item: Leftovers EV: 252 HP, 160 SDef, 96 Spd Re-Seed Pollen Storm Whirlwind/ Dragon Pulse Aromatherapy/ Healing Wish/ Whirlwind/ Dragon Pulse Taking a more defensive approach, this set aims to support the team by spreading paralysis and hazard damage. Re-Seed is obligatory, keeping Amalua alive and healthy for as long as possible. Pollen Storm is used as the main STAB for its high paralysis chance. Paralysis brings many Ubers Pokémon to their knees: Mewtwo, Darkrai and Palkia to name but a few. Whirlwind is recommended since it prevents Amalua being set up on while spreading paralysis and hopefully hazard damage. Aromatherapy keeps the entire team free of status. Healing Wish can be useful for when you don't need Amalua any more and you want to give a crippled sweeper a second chance. Dragon Pulse can be used in either of the last slots, although without investment it won't be hitting very hard. The EVs allow it to outrun max speed base 90s with a neutral nature. HP is maximised for optimum bulk - the leftovers are placed in Special Defence to help Amalua take Special hits. Strong slow attackers like Zekrom, Reshiram, Groudon and Kyogre are good partners for this set, since they can clear up the remains of the opponent's team once it's been sufficiently paralysed. Other Options A Dual Screens + Healing Wish set is possible, although Latios does a Dual Screens set better since it has Memento. Likewise a pure wall set with Light Screen, Whilwind, Re-Seed and Dragon Pulse can be used, but generally Lugia does that better with its superior bulk. You could drop Calm Mind on the 2nd set for an Offensive Cleric set - generally Healing Wish is the best move to substitute it with due to Amalua's high speed. Earth Power hits Dialga and Jirachi harder, although Dialga will lose to sets that carry Calm Mind anyway if it's already at +1, and Amalua would much rather leave Jirachi to its teammates. A Choice Scarf/Specs set is doable - it has the moves and stats to carry it off. But most of the other special Dragon types in the tier outclass it for that role. Checks and Counters Generally bulky Steel types do well, although they do have to watch out for Sun boosted Weather Balls and Focus Blasts. Ho-Oh can usually win one on one, only really fearing a Rain or Sandstorm boosted Weather Ball. It can either phaze it out if it gets too greedy, or just outright KO with Brave Bird due to Amalua's poor Defence. Kyurem-W can take an unboosted Dragon Pulse and OHKO back with a X4 Super Effective Ice Beam, but has great trouble switching in. The Support set is walled by most of the tier's Steel types, although it could just blow them away again or sacrifice itself with Healing Wish. Choice Scarf Kyogre can revenge kill with a X4 Ice Beam. However, a +1 Pollen Storm will OHKO after Stealth Rock. Chansey and Blissey can wall the Offensive Calm Mind set for a while, but will lose to the Bulky Calm Mind set eventually. And the Offensive one can 2HKO with Focus Blast at +2.
I'll see if I can get up a pic of something fun later on. I already have it drawn, I haven't scanned it though, and it needs some cleaning to take care of all the smudging.
Pokémon's Name: Dregoon Type(s): Dragon/Water Ability(s): Swift Swim, Sheer Force, DW: Rough Skin Base Stats: HP: 102 Attack: 100 Defense: 94 Special Attack: 100 Special Defense: 94 Speed: 120 Pokédex: Dregoon is said to have been Kyogre's brother. It dwells beneath the surface of a unknown Laggon, and is very Powerful. Name Origin: It comes from Draconic Lagoon, but Dragoon would look lik ea typo, so I made it more obvious a name of something. Signature Move: Harpoon, water type. Base 80, may make the opponent "bleed" (30%) (Basically, speed is halfed and 1/16th of health lost each turn.) 20 PP.
Part 2 of my trio: Wysidian Type: Rock/Dragon Ability: Sand Force Stats: HP: 95 Atk: 120 Defence:110 Special Attack: 150 Special Defence: 80 Speed: 125 Spoiler Description: It looks vaguely similar to Aerodactyl, with parts of its body being made of different types of stone. It has 4 wings; one blue, one red, one light yellow and one dull red. Its eyes are made of black stone. It has points on its wings and talons that look like diamond. Pokédex: It dwells on the top of mountains outside reach of humans. Rumours claim it caused an avalanche to prevent a mining operation. Name Origin: A Portmanteau of Wyvern and Obsidian. [/HIDE] Signature moves: Quartz Cannon: Rock, 125 power, Special. No secondary effect. 85% acc, 5 PP Replenish: Heals 60% HP In a game of Top Trumps, Wysidian has a lot going for it. With its 125 speed, it is the fastest Dragon type that exists. It also manages to do something no other Rock type does - use special attacks well. With that 150 base special attack and its signature move Quartz Cannon, Wysidian shows players that a special attacking Rock type is not just possible, it's downright terrifying. Dragon STAB is always a good thing in Ubers these days as well. Backing up Quartz Cannon on the special side is Draco Meteor, Dragon Pulse, Earth Power and Fire Blast. Don't think you can just send in your special wall either - that 120 Attack stat is backed by some impressive moves too. Outrage, Head Smash, Stone Edge, Earthquake and Superpower make switching into it a stomach ulcer inducing task. All that would be fine, but someone obviously "no, still not powerful enough". So they gave it Sand Force, allowing it to abuse a 161 power Quartz Cannon, a 195 power Head Smash and a 130 power Earthquake in a Sandstorm. The downside of Sand Force is that to get the best from Wysidian, it must be run alongside Tyranitar or Hippowdon, both of which have overlapping weaknesses. Wysidian can also be useful on Sun teams too, to check opposing Fire types that become even more dangerous under the sun. While it sounds too good to be true, it has several big flaws. While there's no doubt it can bring the pain, it sure as hell can't take it. Outside a Sandstorm its special defence is terrible. Its HP and Defence aren't worth writing home about either. And while Rock and Dragon are both great offensive types, defensively they're terrible. It has a bad 5 weaknesses, 3 of them to very common types (Dragon, Ice and Ground), although it does have a useful X4 Fire resistance. Strong neutral moves will quickly wear it down, especially if using a Life Orb. So while it may be tough to get Wysidian in, once it's there your opponent will be very nervous. Choice Specs Nature: Timid (+Spd -Atk)/ Modest (+SAtk -Atk) Item: Choice Specs EV: 4 HP, 252 SAtk, 252 Spd Quartz Cannon Draco Meteor Dragon Pulse Fire Blast/ Earth Power Switch in, smash stuff, switch out. If your name isn't Chansey or Blissey, you're not switching in. Quartz Cannon is the main STAB, and if a Sandstorm is raging it's more powerful than Draco Meteor. Draco Meteor is more consistently powerful, although it forces Wysidian out. Since its STABs are resisted by Steel types, Fire Blast or Earth Power can be used to injure them. Dragon Pulse is there in case you want a reliable STAB, since both Quartz Cannon and Draco Meteor have drawbacks. The EVs couldn't be simpler - maximise speed and special attack. Timid is the recommended nature to take advantage of Wysidian's almost unique speed tier (shared only with Darkrai). However, Modest can be run instead for the extra power, since it still outruns max speed Terrakion. Nasty Plot Nature: Timid (+Spd -Atk) Item: Life Orb EV: 4 HP, 252 SAtk, 252 Spd Nasty Plot Quartz Cannon Dragon Pulse Fire Blast/ Earth Power Oh yes, Wysidian can learn Nasty Plot. After using Nasty Plot, its Special Attack skyrockets to a whopping 798. After that, nothing is safe. Quart Cannon hits for a whopping 241 power in Sandstorm, and smashes anything that doesn't resist it. In a Sandstorm, even 4/252 Eviolite Chansey is cleanly 2HKOd. Dragon Pulse is the safe reliable STAB, and still packs a punch after a Nasty Plot boost. The last move lets you hit the Steel types that resist the STABs - Fire Blast gets Ferrothorn, Forretress and Skarmory while Earth Power nails Dialga and Heatran. The EVs are very straightforward, simply maximising Special Attack and Speed. Life Orb provides its moves with a bit of extra kick. Mixed Attacker Nature: Hasty (+Spd -Def) Item: Life orb EV: 40 Atk, 252 SAtk, 216 Spd Quartz Cannon Fire Blast Dragon Pulse Earthquake/ Superpower/ Head Smash Wysidian tends to draw out special walls and bulky Steel types. Once they're in, you can then smash them to bits. Quartz Cannon is Wysidian's most powerful attack. Fire Blast makes quick work of Ferrothorn, Forretress and Skarmory. Dragon Pulse is the reliable STAB, used when you don't want to risk a miss. Earthquake gets a solid 130 power in a Sandstorm, and hits the few Steel types not bothered by Fire Blast for heavy damage. Superpower 2HKOs Chansey and Normal Arceus. Head Smash is the most powerful move, hitting for a frightening 197 power in a Sandstorm with STAB. However, the huge recoil and sub par accuracy make it very risky to use. The EVs allow Wysidian to outrun max speed Arceus. Special Attack is maximised, with the remainder placed in Attack to juice up it its physical move. Another set up of 4 Atk, 252 SAtk, 252 Spd is usable if you absolutely need to tie with Darkrai. Hasty nature is chosen since most physical moves it draws in will OHKO regardless. Naive would waste the special defence boost it gets in a Sandstorm. Choice Scarf Nature: Modest (+SAtk -Atk) Item: Choice Scarf EV: 4 HP, 252 SAtk, 252 Spd Quartz Cannon Draco Meteor Dragon Pulse Fire Blast/ Earth Power Capitalising on its unique speed tier, this set makes for a formidable revenge killer. Quartz Cannon is the most powerful attack in Sandstorm, while Draco Meteor is the most consistent one outside of Sandstorm. Dragon Pulse is a more reliable STAB, for when you need consistency late game. Fire Blast or Earth Power can be used to hit the Steel types that resist Wysidian's STABs. Fire Blast hits more common Pokémon, but Earth Power is more reliable. The EVs maximise Speed and Special Attack. Although a Modest nature seems counter intuitive, it still outruns max speed Deoxys-S, and a Modest nature provides some extra firepower to make up for the lack of a boosting item. However, if you're paranoid about tying with Scarf Darkrai, a Timid Nature is usable. Other Options Wysidian's other signature move Replenish can be used alongside a Life Orb and 3 attacks set to keep it alive longer. Likewise, a Substitute + 3 Attacks set is usable too to try to ward off revenge killers. You could run a physically based mix set, although apart from OHKOing Chansey with Head Smash, the listed mixed set accomplishes everything that would. A Choice Band set with Outrage, Earthquake, Head Smash and Superpower is possible, although generally Zekrom and Rayquaza do Choice Band sets better thanks to their higher attack and, in Zekrom's case, bulk. Focus Blast can be used on any set, although Fire Blast and Earth Power hit most of what it would and are much more reliable. Checks and Counters Counter Wysidian? Yeah...not going to happen. To be a counter, it must be able to switch in on anything and either OHKO with nothing to fear or force the attacker out. And nothing can do that with Wysidian in a Sandstorm. Revenge killing it is a much safer option. Other Choice Scarf Dragons can give Wysidian a taste of its own medicine with their own STABs, although Dialga is the only one that can even think about switching in. And even then, a +2 Nasty Plot or a Specs boosted Draco Meteor will OHKO. And they all need to be wary of the Choice Scarf set. Ground and Fighting Arceus aren't hit for super effective damage by any of its moves, and can OHKO with their respective Judgments (or Earthquake in Ground's case). However, a Specs Draco Meteor or Nasty Plot boosted Dragon Pulse will cleanly 2HKO. Steel Arceus can check it too to a lesser extent; although it resists both of its STABs, Fire Blast, Earth Power and Superpower will really sting. Choice Scarf Terrakion outruns and OHKOs with Close Combat; Blaziken can use Protect once to outrun and OHKO with Hi Jump Kick. Blaziken will have to gamble on Protect working twice to beat the Choice Scarf set though. Choice Band Groudon can survive anything that isn't Draco Meteor or +2 Dragon Pulse and OHKO with Earthquake. @ Slowkii Like the Pokémon, but it would have been nice to see some sets.
Eh, was in a rush! xD It has moves like Crunch, Water Fall, Dragon Claw, Dragon Tail, Outrage, Hydro Pump, Dargon Pulse, Thunder Wave, Surf, Dive, X-Scissor etc
Mentaldes Psychic/Dark 80 70 80 130 100 130 Signature Move: Dark Shockwave, 120 BP Psychic Move: Can Hit Dark types at 2x damage 5pp Moveset Life Orb/Choice Scarf Dark Shockwave Dark Pulse Focus Blast Nasty Plot/Calm Mind/Shadow Ball Hello biggest Special Sweeper since mewtwo differences? Less bulk for starters and loses fight resist and gets 4x bug weakness however Ghost and Dark are now neutral Stats are for maximum Sweeping power without being Ubers Broken
Mewtwo has base 154 Sp. Attack, More bulk, Better Moveset, and 3 weaknesses. Mentaldes has 130 Sp Attack, less bulk, lesser moveset, better boosting moves (No NP on mewtwo), 1 weakness, gets neutral from SE on mewtwo, no fight resistance, and will obviously look different. I personally think Mentaldes should get 154 base speed, like mewtwos special attack, and the lesser bulk remedies this. If they switch on a nasty plot, they are more or less screwed without priority... xD
Link: http://axysyxa.deviantart.com/art/Saligia-368026578?q=gallery%3Aaxysyxa&qo=0 Name: Saligia Type: Dark/Ghost Ability: Levitate Stats: 90/80/105/125/120/80 You can also find that info at the link provided. Dex: A fearsome spirit composed of ectoplasm emanating from stone carvings. Studies of dormant Saligia suggest that the drawings on the stones were made during the dawn of civilization. ALT: This Pokemon wields the ectoplasm that makes up its body to create sharp-edged wings to use for combat and for travel. Egg group: Amorphous/Mineral Analysis: Ain't nobody got time for that. But I'm sure you can whip up something with what I'm giving you. I probably gave this guy too many moves, but considering that he was one of my favorite things to draw ever, I don't really find that surprising. Spoiler Moves: Level up, in no particular order: Default: Rock Throw, Ancientpower, Nasty Plot, Hidden Power, Slash, Wrap Dark Pulse Shadow Ball Shadow Claw Night Slash Shadow Sneak Sucker Punch Pain Split Recover Aura Sphere TM/HM: Hone Claws Dragon Claw Psyshock Calm Mind Toxic Hail Venoshock Hidden Power Taunt Ice Beam Blizzard Hyper Beam Protect Telekinesis Frustration Earthquake Return Dig Psychic Shadow Ball Brick Break Double Team Sludge Wave Sludge Bomb Sandstorm Rock Tomb Torment Facade Thief Round Echoed Voice Ally Switch Focus Blast False Swipe Fling Sky Drop Quash Will-o-wisp Embargo Explosion Shadow Claw Payback Retaliate Giga Impact Rock Polish Flash Stone Edge Thunder Wave Gyro Ball Swords Dance Psych Up Bulldoze Frost Breath Rock Slide X-Scissor Dragon Tail Work Up Poison Jab Dream Eater Swagger Substitute Flash Cannon Trick Room Rock Smash Cut Fly Surf Strength Tutor: Signal Beam Iron Head Uproar Seed Bomb Gunk Shot Iron Defense Block Icy Wind Iron Tail Aqua Tail Earth Power Zen Headbutt Foul Play Superpower Gravity Dragon Pulse Dark Pulse Bind Knock Off Roost Sky Attack Role Play Heat Wave Pain Split Tailwind Gastro Acid Magic Room Wonder Room Spite Trick Stealth Rock Outrage Endeavor Sleep Talk Skill Swap Snatch Egg: Destiny Bond Hypnosis Confuse Ray Curse Counter Mirror Coat Inferno Smog Teleport Imprison Mean Look Disable Grudge Memento Overheat Astonish Zap Cannon Lock-On Thunder Body Slam Meteor Mash Hex Rollout [/HIDE]
This one is for UU. Though, if it actually existed it would probably end up in OU. If I ever feel bored and want to draw, I might make a quick sketch (if I find any colored pencils, I'll color it too!) Wiltlow Type: Grass / Ghost Ability: Natural Cure / DW: Cursed Body (released) Stats: 85 / 55 / 90 / 105 / 105 / 85 (Total 525, which puts it at the same BST as the Eeveelutions) Semi-usable moves: Giga Drain, Shadow Ball, Leech Seed, Hidden Power, Substitute, Energy Ball, Grass Knot, Will-O-Wisp, Synthesis, Pain Split, Aromatherapy, Sleep Powder, Stun Spore, Toxic, Knock Off, Destiny Bond, Trick Room, Trick, Leaf Storm, Perish Song, Taunt. Sets: SubSeed Wiltlow @ Leftovers Trait: Natural Cure EVs: 252 SAtk / 4 Def / 252 Spd Timid Nature (+Spd, -Atk) - Leech Seed - Substitute - Giga Drain / Sleep Powder - Hidden Power Ice / Sleep Powder Wiltlow makes a fantastic SubSeed user in UU, thanks to its great bulk and useful typing. The EVs allow Wiltlow to outspeed as much of the tier as possible in order to set-up a sub and try to stall. Putting no EVs in HP allows for the most health restored with each Leech Seed, in order to keep the cycle going as long as possible. Giga Drain provides extra healing and is the obligatory STAB move. Hidden Power Ice hits the other Grass-types that may attempt to sponge the Leech Seed. Sleep Powder helps take something out of the match easily and can help with getting the all-important Substitute up. This Wiltlow appreciates extra hazards, as Leech Seed tends to cause a lot of switching. Wiltlow can also spinblock many things in UU to keep those hazards up. Wiltlow also partners well with Darmanitan and Victini. They both can U-turn out of bulky waters, which can barely touch Wiltlow, who can use the free switch to start the SubSeed cycle or to put something to sleep. Offensive Wiltlow @ Choice Specs Trait: Natural Cure EVs: 4 HP / 252 SpAtk / 252 Spd Timid Nature (+Spd, -Atk) / Modest Nature (+SpAtk, -Atk) -Leaf Storm / Giga Drain -Shadow Ball -Hidden Power Ice / Fire / Rock -Rest / Trick A more offensive take on Wiltlow; this set uses that quite nice 105 SpAtk to put a major dent in teams. Leaf Storm will blast holes through teams without a sturdy Grass-type resistance. Shadow Ball and Giga Drain are more reliable STAB moves, while Hidden Power can hit specific things very hard. Rest with Natural Cure makes Wiltlow very hard to kill, since it can restore all of its health and any statuses with a switch. Trick can let Wiltlow cripple a wall or whatnot. Wiltlow again appreciates hazards, although this time to gain a better chance of OHKO certain Pokemon. Pursuit users are very dangerous to this Wiltlow, since it requires so many switches, so a strong Dark-type resistance, such as Cobalion, is suggested. Defensive Wiltlow @ Leftovers Trait: Natural Cure EVs: 252 HP / 252 Def / 4 Spd OR 252 HP / 252 SpDef / 4 Spd Nature: Bold (+Def, -Atk) / Calm (+SpDef, -Atk) -Giga Drain -Synthesis / Rest -Sleep Powder / Will-O-Wisp / Stun Spore / Toxic -Hidden Power Ice / Fire Wiltlow also has fantastic defense and typing for walling in UU. Giga Drain is the obligatory STAB move. Synthesis is reliable healing in UU, while Rest can stop pesky statuses, but requires switching. The third move slot is dedicated to various statuses; Wiltlow is quite notable for being able to use all of the main statuses. The last slot allows Wiltlow to hit various dangerous Pokemon in UU, such Heracross or Zapdos. Perish Song can also be used as a pseudo-phazing move, but is quite risky. This Wiltlow makes a fantastic Spinblocker, since Blastoise and Claydol fear the Grass-type while Hitmontop is crippled with a burn or sleep. The choice of physically defensive or specially defensive depends on the team. It is important to note that Wiltlow has very unfortunate weaknesses on both spectrums. Ice-, Fire-, and Ghost-type weakness plaque the specially defensive set, while Dark- and Fire-type weakness hinder the physical set. Support / This thing has a lot of cool moves to use and it needs an entire set to do so / Other Option replacement Wiltlow @ Leftovers Trait: Natural Cure / Cursed Body EVs: 252 HP / 98 Def / 160 Spd Nature: Timid (+Spd, -Atk) -Giga Drain / Shadow Ball -Aromatherapy / Synthesis / Rest -Sleep Powder / Stun Spore / Will-O-Wisp / Toxic -Taunt / Substitute / Knock Off / Perish Song / Destiny Bond Wiltlow has a huge amount of interesting support moves to utilize. Aromatherapy, Taunt, Knock Off, Perish Song, all of the statuses, Destiny Bond, and Leech Seed round out Wiltlow's support and annoyance movepool. This set uses many of these moves and Wiltlow's decent Speed and Defenses to be very annoying. The EVs allow Wiltlow to outspeed Adamant Heracross, and anything slower, including Specs Chandelure. Taunt and Toxic make for a very dangerous combination against stall, while Will-O-Wisp and Knock Off can cripple a number of offensive Pokemon. Stun Spore and Perish Song can also give a number of set-up sweepers huge trouble. Checks and Counters This thing has a great deal of trouble touching the Fire- and Flying-types in the tier, especially the non-offensive sets. Arcanine, Zapdos, Togekiss, Houndoom, and Victini (who has to be careful of a Shadow Ball) all make good checks. Guts Heracross can use the statuses that Wiltlow throws around to gain a boost and retaliate with a powerful STAB move. Weavile can take an attack from the Spec'd sets, and use either STAB move to hurt Wiltlow a lot. Bisharp resists most of Wiltlow's common moves and can trap it with Pursuit. I might have went a bit overboard with this thing's power, but this would be so good in UU.
105 SAtk's high but not over the top. There are several Pokemon in the tier with higher, like Chandelure and Porygon-Z.
Name: Dragonaurus PokéDex number: 1337 Appearance: An extremely huge and fierce-looking half red and half blue winged dragon with yellow eyes and sharp teeth. Here is a picture: Height: 14'06" Weight: 750 lbs Species: Great Dragon God Pokémon Egg Group: No Eggs Type: Dragon Ability: Ultimate Power (Dragonaurus is a Pokémon which normally has only one type - Dragon. However, its ability, Ultimate Power allows it to gain either Fire, Ice or Flying as a secondary type temporarily, to either enable it to take less damage from an attack (for example, changing its secondary type to Fire or Ice when it is just about to be hit by an Ice-type attack to reduce the effectiveness of the attack against it from 2x to 1x, changing its secondary type to Fire or Flying when it is just about to be hit by a Bug-type attack to reduce the effectiveness of the attack from 1x to 0.5x, or changing its secondary type to Flying to avoid a Ground-type move. Dragonaurus does not gain a secondary type if there is no advantage to doing so, such as if it is about to be hit by a Rock-type move (since gaining Fire, Ice or Flying as a secondary type would make it be hit super-effectively) or a Psychic-type move (since the amount of damage Dragonaurus takes does not change regardless of which secondary type it gains). This means that unless Dragonaurus is attacked by a Pokémon with the Ability Mold Breaker, Turboblaze or Teravolt, Dragon is the only type of attack that can ever be super effective against Dragonaurus, as Dragonaurus's Dragon type is weak to Dragon-type moves, while Fire, Ice and Flying do not resist Dragon-type attacks), or to allow it to gain Same Type Attack Bonus for Fire, Ice or Flying-type moves when it is just about to use such attacks. Because Dragonaurus can change its secondary type to Flying, it also cannot be damaged by the move Sky Drop. However, this Ability is temporarily shut down if it in any way attempts to hinder the effect of an attack used by a Pokémon with the Ability Mold Breaker, Teravolt or Teravoltage. So for example, the effectiveness of Reshiram's Blue Flare against Dragonaurus is 0.5x instead of 0.25x, since Turboblaze prevents Dragonaurus from gaining Fire as a secondary type to reduce the damage it takes from Blue Flare, while a Mold Breaker Haxorus's Earthquake would deal neutral damage to Dragonaurus, as Mold Breaker prevents Dragonaurus from gaining Flying as a secondary type to avoid the attack. Mold Breaker, Turboblaze and Teravolt cannot force Dragonaurus to change its type though, so a Mold Breaker Rampardos's Head Smash would still deal neutral damage against Dragonaurus despite the fact that it would be hit for 2x damage if it gained any of its three secondary types. The fact that a Pokémon with Mold Breaker, Turboblaze or Teravolt can cancel out this Ability means that a Pokémon with one of the aforementioned Abilities using an Ice-type move is the only possible way to ever hit Dragonaurus for super effective damage using a move that is not of the Dragon type. Since Dragonaurus always changes its secondary type to Fire when it is just about to be hit by a Fire-type attack as this type combination best minimalizes the amount of damage it takes from such moves, it cannot be burned by any Fire-type moves, since Fire-type Pokémon are immune to this status effect. And when it is just about to be hit by any Ice-type attack not named Cold Burn, it changes its secondary type specifically to Ice instead of Fire (which reduces the damage Dragonaurus takes from Ice-type moves by the same amount), leaving there be no chance for Dragonaurus to be frozen by Ice-type moves, since Ice-type Pokémon are immune to this status effect. And whenever the move Cold Burn is used against Dragonaurus, its secondary type changes specifically to Fire in order to prevent it from being burned. This means that unless it is attacked by a Pokémon with the Ability Mold Breaker, Turboblaze or Teravolt, or the move Tri Attack or Scald, it is impossible to ever burn or freeze Dragonaurus. Finally, Ultimate Power can also change Dragonaurus's type at the instant as it enters the battlefield, depending on what entry hazards are in effect at that moment: - If any number of layers of Toxic Spikes is in effect, Dragonaurus always switches in with its secondary type as Flying, unless Stealth Rock is also in effect, Gravity is not in effect, Dragonaurus is not holding an Iron Ball, Dragonaurus is not Baton Passed Ingrain, and at least one of the following conditions is also met (in which case Dragonaurus switches in as a pure Dragon-type Pokémon): 1. Dragonaurus has exactly 25% or less of its total HP remaining. 2. Dragonaurus is already under a status condition as it switches in and no layers of Spikes is present on the field. - If no layers of Toxic Spikes is in effect and Stealth Rock is in effect, Dragonaurus always switches in as a pure Dragon-type Pokémon unless any number of layers of Spikes is in effect, in which case provided the condition that Gravity is not in effect, Dragonaurus is not holding an Iron Ball and it is not Baton Passed Ingrain, Dragonaurus would switch in as a Dragon/Flying-type Pokémon. - If Stealth Rock is not in effect and any number of layers of Spikes and/or Toxic Spikes is in effect, Dragonaurus always switches in as a Dragon/Flying-type Pokémon) Gender Ratio: Male: 0% Female: 0% Genderless: 100% Base stats: HP: 120 Attack: 202 Defense: 120 Speed: 150 Special Attack: 150 Special Defense: 120 Naturally learned moves: Start: Wing Attack Start: Dragon Claw Start: Dragon Dance Start: Hyper Voice Level 10: Crunch, Rest Level 20: Fire Fang, Ice Fang Level 30: Extremespeed Level 40: Ancientpower Level 50: Ice Beam, Flamethrower Level 60: Superpower Level 70: Blizzard, Flare Blitz Level 80: Outrage Level 90: Giga Impact Level 100: Hyper Beam TM/HM moves it can learn: TM01 Focus Punch TM02 Dragon Claw TM03 Water Pulse TM05 Roar TM06 Toxic TM07 Hail TM08 Bulk Up TM10 Hidden Power TM11 Sunny Day TM12 Taunt TM13 Ice Beam TM14 Blizzard TM15 Hyper Beam TM16 Light Screen TM17 Protect TM18 Rain Dance TM20 Safeguard TM21 Frustration TM22 SolarBeam TM23 Iron Tail TM24 Thunderbolt TM25 Thunder TM26 Earthquake TM27 Return TM28 Dig TM31 Brick Break TM32 Double Team TM33 Reflect TM34 Shock Wave TM35 Flamethrower TM37 Sandstorm TM38 Fire Blast TM39 Rock Tomb TM40 Aerial Ace TM42 Facade TM43 Secret Power TM44 Rest TM47 Steel Wing TM50 Overheat TM51 Roost TM52 Focus Blast TM53 Energy Ball TM56 Fling TM57 Charge Beam TM58 Endure TM59 Dragon Pulse TM61 Will-O-Wisp TM65 Shadow Claw TM66 Payback TM68 Giga Impact TM71 Stone Edge TM72 Avalanche TM73 Thunder Wave TM75 Swords Dance TM77 Psych Up TM80 Rock Slide TM82 Sleep Talk TM83 Natural Gift TM87 Swagger TM90 Substitute HM01 Cut HM02 Fly HM03 Surf HM04 Strength HM05 Defog HM05 Whirlpool HM06 Rock Smash HM07 Waterfall Move tutor moves: Air Cutter AncientPower Aqua Tail Blast Burn Dive Draco Meteor Earth Power Fire Punch Fury Cutter Gastro Acid Heat Wave Hydro Cannon Ice Punch Icy Wind Iron Head Last Resort Mud-Slap Ominous Wind Outrage Snore Superpower Swift ThunderPunch Twister Uproar Zen Headbutt Block Gravity Headbutt Super Fang Tailwind PokéDex descriptions: Pokémon Diamond: The embodiment of destruction. This Pokémon was born from a golden egg deep under the ocean, created by the combined power of the gods of fire, water, lightning, earth, and wind. Pokémon Pearl: With power far surpassing that of even the gods themselves, this Pokémon was begotten for the sole purpose of defeating the Original One, the embodiment of creation, and it succeeded. Pokémon Platinum: The golden egg containing this Pokémon did not hatch for over a millennium, because the egg served as a seal which could only be broken upon exposure to the light and justice of the Messiah. Pokémon HeartGold: This Pokémon was made by five gods to defeat the Original One which created the world. Consequently, its nature had to be of pure destruction, thus the gods forbade its birth until the Messiah came. Pokémon SoulSilver: The destructive nature of this Pokémon could only be suppressed by the Messiah, the only man who could tame this Beast. It helped to defeat the Original One and seal it in the heavens long ago.
I meant more along the lines of being to good for the tier its in, since OU would be very likely to steal that thing. Got another one for UU. This one is kinda what Rhyperior's defensive sets do, but with better typing and better Special Defense. Name: Grubble Type: Bug / Ground Abilities: Sturdy / Mold Breaker / DW: Solid Rock (released) Stats: 110 HP / 100 Atk / 105 Def / 43 SpAtk / 85 SpDef / 67 Spd (510 Total; Same as Weavile, Steelix, and Bravairy) Usable Moves: Earthquake, X-Scissor, Curse, Stealth Rock, Rock Blast, Rest, Sleep Talk, Stone Edge, Swords Dance, Rock Polish, Roar, Taunt. Sets: Wall Grubble @ Leftovers Trait: Solid Rock EVs: 252 HP / 4 Atk / 252 Def OR 252 HP / 4 Atk / 252 SpDef Impish Nature (+Def, -SpAtk) OR Careful Nature (+SpDef, -SpAtk) -Earthquake / X-Scissor -Rest / Stealth Rock -Sleep Talk / Roar -Roar / Rock Blast / X-Scissor This set gives this bug a huge amount of defense. The natural resistances provided by a Bug- / Ground-typing, alongside Solid Rock, augment its bulk greatly. The specially defensive set is an amazing check to the powerful Electric-types in UU, while the physical set provides great checks to powerful Fighting-types in UU. Rest and Sleep Talk are for the more defensively minded teams, while Stealth Rock and Roar help rack up damage on teams with Spikes or that have a weakness to set-up sweepers. Grubble is also not a slouch offensively; this beetle also has a good 100 Attack, and good STAB moves to boot. Rock Blast allows Grubble to beat most users of sub. Note that Mold Breaker can be used to hit Xatu with Stealth Rock and Roar and to hit Bronzong with Earthquake. The physically defensive set really like the support of a good special wall, especially one that resists Water-, Ice-, and Fire-types. Snorlax takes a lot of those weakness with Thick Fat, and has the Special Defense to take those attacks repeatedly. The specially defensive set enjoys the support from Pokemon that can take on Darmanitan, Victini, and the other fire-types in UU. Water-types like Slowbro are especially useful, due to their synergy. Curse Grubble @ Leftovers Trait: Solid Rock EVs: 252 HP / 4 Atk / 252 SpDef Careful Nature (+SpDef, - SpAtk) -Curse -Earthquake -X-Scissor -Rock Blast This set focuses on the fantastic offensive typing that Grubble has. Earthquake, Rock Blast, and X-Scissor are unresisted in UU. Curse boosts Grubbles already high Defense and good Attack to make this beetle a power house. While, Heracross has much more immediate power, Grubble has more bulk and can set-up more defensively and Solid Rock makes the defenses even better. This set needs phazers out of the way, especially Suicune. Zapdos, Raikou, and Shaymin all make reasonable switches to Suicune. This set also has no healing, so wish users such as Umbreon are helpful. This set is very weak to statuses, especially Poison. So, a Heal Bell user is also very important, Umbreon also learns Heal Bell. Blissey also has both of these moves, and can take any powerful special attacks that Grubble might not want to take. Other Options Grubble has a quite shallow movepool, so there aren't terribly many attacking options it has. A Rock Polish set is usable, but with only 100 Attack, and middling speed, Grubble will have trouble sweeping. Swords Dance can be used against Stall teams without Gligar, but its very slow and will struggle to find use against offensive teams. The two boosting moves can be used together, especially if it is brought along with a powerful wallbreaker like SD Heracross, but lacks great coverage and has trouble separating itself from other powerful Bug- and Ground-types. Toxic can be used to hit various Pokemon on the switch, but it lacks the moveslots on most of its sets. Checks and Counters Suicune is the number one threat to Grubble. With Roar and a powerful Scald, Grubble has very few ways to hurt Suicune. Milotic falls into the same category, only with a bit less Defense. Gligar resists almost all of the attacks that Grubble will carry and has huge defenses to take any boosted hits. Grubble generally doesn't have huge offensive presence, so anything not weak to whatever attacks Grubble has, is a decent switch. If Grubble lacks Mold Breaker, Bronzong can take a couple hits, while Grubble without a Rock attack, can only scratch the various Flying-types in UU. Some Calcs Spoiler Specially defensive 252 SpA LO Zapdos Heat Wave: 38.2% - 45.2% 252 SpA LO Zapdos Hidden Power Ice: 27% - 31.8% 252+ Choice Specs Raikou Hidden Power Ice: 31.8% - 37.6% 252 Togekiss Air Slash: 32% - 38.2% 252 Suicune Hydro Pump: 42.4% - 50% 0 Suicune +1 Scald: 32.5% - 38.7% 252+ Choice Specs Yanmega Air Slash: 77% - 91.2% I'll do more later For those who want the description; I was thinking of a large plain beetle with a brown shell, full of gravel, simple and easy to understand. Wiltlow is a weeping willow tree, with a shyish look to it.
Name; Persilisk (evolves from Seviper with the move Ancientpower at Lv.58) Type: Dragon/Poison Abilities: Intimidate / Shed Skin / DW Ability: Dry Skin Base Stats 100 HP / 137 Atk / 87 Def / 117 SpA / 87 SDef / 92 Spe Pokedéx Entry: Also refered to as "the king of serpents" in ancient Hoenn's mithology, its venomous skin is so vile that it shatters rocks whenever it touches them. Extremely vicious and cruel, Persilisk will pursue and kill anything that dares to cross its territory. Signature Move: Acid Strike (95 Base Power, 100 Accuracy, 16 PP, Poison Type, Physical) - Steel Types take neutral damage from this move. Useful Moves: Coil, Gunk Shot, Dragon Tail, Dragon Rush, Draco Meteor, Sucker Punch, Switcheroo, Sludge Wave, Fire Blast. Sets Bulky Coil Persilisk @Leftovers Trait: Shed Skin Nature: Careful (+SDef - SpA) Ev's: 252 HP / 252 SDef / 4 Atk - Coil - Acid Strike / Gunk Shot - Dragon Tail - Rest While 137 Base Stat Attack may imediatly scream "All-Out Offensive", this set atemps to a expose the opponent to a long, painfull sweep using Persilisk's respectable bulk and good defensive typing. Acid Strike gets almost perfect coverage with Dragon Tail, though Gunk Shot sheer power might seem more appealing, the first is prefered for its great ability to damage Steel Types and more PP. Rest prolongues its longetivity and works greatly with Shed Skin. Dragon Tail is a key move, as it phazes the opponent, and more importantly, prevents yourself for being phazed. After a couple Coil boosts, Persilisk becomes extremely hard to take down, and will only fall to attacks like Latios' Specs Draco Meteor or Dragonite's banded Outrages. Offensive Persilisk @ Life Orb Trait: Dry Skin Nature: Adamant / Naughty Ev's: 252 Atk / 252 Spe / 4 HP - Coil - Acid Strike / Gunk Shot - Dragon Rush / Fire Blast - Sucker Punch / Earthquake This set takes a more offensive approach,being a powerful wallbreaker. Dry Skin is the chosen ability as it makes you immune to water types and so you'll no long fear those annoying ever present Scalds. By using Coil, your already sky-high attack will reach jaw-dropping levels. Acid Strike and a Dragon move gives you almost perfect coverage. However Gunk Shot is an option to demolish everything that doesn't resist it, despite its poor STAB coverage. In the 3rd slot, Dragon Rush is a powerful STAB that gets an accuracy boost from Coil and also has a nice chance of flinching the opponent. Fire Blast goes better with Gunk Shot, incinerating Steel Types like Skarmory and Ferrothorn. In the last moveslot, Sucker Punch is a fantastic priority move that makes faster foes like Latios or Salamence think twice before they attack you. Earthquake, on the other hand allows you to OHKO Heatran and has great coverage with Fire Blast and Gunk Shot. Ssspecsssss 3.0 Persilisk @ Choice Specs Ability: Dry Skin Nature: Modest Ev's: 252 SpA / 252 Spe / 4 HP - Draco Meteor - Fire Blast - HP Ground - Switcheroo / Dragon Pulse / Sludge Wave Though 137 Attack may seem too good to give up, 117 Special Attack and great coverage moves, makes Persilisk an excellent Choice Specs user. At first glance it may look outclassed by stronger Special Attackers like Latios, Hydreigon and Kyurem who posses much better SpA stats. However, Persilisk has a much better movepool than Latios, being capable of destroying Steel Types and, unlike the latter 2, can trick a choice item to a certain counter, rendering it useless for the rest of the match. Draco Meteor, Fire Blast and HP Ground give you perfect coverage. In the last slot, Switcheroo is usually the best option, Dragon Pulse is a non-side effect option for situations where spamming Draco Meteor is not necessary. Sludge Wave, on the other hand, is a reliable secondary STAB , thought it doesn't give you any additional coverage. Other Options (not done yet) Checks and Counters (not done yet)
OK, I will try this out: Scythclopshu HP 70 Atk 125 Def 90 SpAtk 75 SpDef 75 Spe 95 Ghost/Steel Abilities: Hyper Cutter/Iron Fist/DWTechnician Usable Moves (List I cant remember): Meteor Mash Shadow Sneak Bullet Punch Focus Punch Disable Pain Split Iron Defense Substitute Metal Claw Drain Punch Dual Chop Shadow Punch Shadow Ball Viable OU sets: SubPunch Iron Fist/Technician 252 Atk 252 HP 4 Def, Adamant - Focus Punch - Bullet Punch/Disable/Meteor Mash - Shadow Sneak/Disable/Shadow Punch - Substitute This set is its best set, with no Pokemon able to resist all of its coverage moves. Its ability to run a sweep with no speed EVs is amazing, with the help of its double priority. And its Iron Fist Focus Punch is devestating, even without STAB. Punchathon 252 Atk 120 Def 120 SpDef 16 HP Iron Fist - Swords Dance - Meteor Mash - Hammer Arm - Shadow Punch This is a very effective set, with a very high attack stat and 2 boosting abilities, it can defeat at least 1 Pokemon throught the match with this set. Set up a SD and proceed to kill. Checks N/A Counters Fire and Ground type Pokemon that are not frail and are fast
Leviadrasen Dragon/Fire Abilities: Submarine (Raises evasiveness by 25% in rain)/DW Rain Dish HP 120 Atk 70 Def 140 SpAtk 110 SpDef 70 Spe 70 BST 580 Viable Moves: Hurricane Flamicane ( Pow: 120, Acc:70 [200 in rain], Fire Type, Special, 15% Confusion and Burn, also ignores rains fire type damage reduction) Air Slash Dragon Drain (Dragon Type Giga Drain) Scald Surf Recover Steam Gale ( Pow: 95 Acc: 100 Water Type, Effect: 50% to burn on Fire typing, 50% to confuse on Water typing) Dex Entry: A legendary beast said to be the spawn of steam. It lives deep down in the sea, blasting steam whirlpools at its prey, cooking the prey in the process. Dex 2: A legandary creature said to only appear in a deep fog across the sea. It is actually quite gentle to humans and often helps cook fishers' catches with steamed water. Drizzle Sweeper Submarine 252 SpAtk 252 HP 4 Def Modest Submarine - Flamicane - Hurricane - Steam Gale - Dragon Drain Rain is the key to this set Rain CM Sweeper Rain Dish 252 HP 152 Def 104 SpDef, Bold, Leftovers - Calm Mind - Scald/ Flamicane - Recover - Will-o-Wisp/Scald/Dragon Drain Simple stalling and Dragon Drain is optional for healing. Used in rain, and after 4 CMs, its unbeatable.
I really think, some people would draw pictures, or take help from the Arts and Graphics to make and/or animate Pokémon Pictures/Sprites! :cool: Or infact, if you're an Graphics expert (or something) that will be even more awesome in a sense that you can visit this thread for a whole contest (with real empty slots [as of 7/17/2013]) of Fakémon (and yes, it's actually Fakémon, not custom Pokés, lol) and be the winner (in making the Sprites, lol)... and yeah, just like I mentioned... Only then you can actually win the contest (in making the Sprites)! Underlined Text: Optional, I mean I underlined the Graphics and stuff part in Para 2 and the Sentence after the . Forget, the above/^ (strike-through'ed) shit...
My turn: Balistick (Balistic + Tick) Bug/Dark Abilities: Intimidate/Iron Jaw (NEW: Increases base power of biting moves by 20%; basically equivalent to Iron Fist for fang moves like Bite, Crunch, Bug Bite, and Fire Fang etc)/Aftermath (Dream World) Base Stats: 112 Hp 116 Attack 93 Defense 64 SpAtk 68 SpDef 77 Speed 530 BST Description/Picture: Imagine a giant, evil-looking tick with horns, claws, and HUGE fangs. I'd make an image but I suck at spriting. Maybe I'll scan a sketch? w/e Pokédex: [SECRET] <-------READ BEFORE SEEING ANALYSES The Giant Tick Pokemon Height: 3'9" Weight: 113.9 lbs (Low Kick/ Grass Knot has 80 Base) MOVES Level Up Lv 0 Fire Fang Lv 0 Ice Fang Lv 0 Thunder Fang Lv 0 Leech Life Lv 3 Leer Lv 8 Fury Swipes Lv 13 Forseight Lv 18 Bite Lv 23 Focus Energy Lv 28 Hyper Fang Lv 33 Bug Bite Lv 38 Hone Claws Lv 40 Scary Face (That's when it evolves) Lv 44 Life Drain (NEW: 100 Base Physical Attack; 10 PP; Bug Type; Steals 50% of damage that was inflicted to opponent, it's like an overpowered Leech Life; IT IS NOT BOOSTED BY IRON JAW!!!!) Lv 50 Bug Buzz Lv 56 Crunch Lv 62 Glare Egg moves (Bug group) Leech Seed Mega Drain Pursuit Sucker Punch Screech String Shot Poison Sting Baton Pass Bug Buzz TMs TM 01 Hone Claws TM 02 Dragon Claw TM 06 Toxic TM 08 Bulk Up TM 09 Venoshock TM 10 Hidden Power TM 11 Sunny Day TM 12 Taunt TM 15 Hyper Beam TM 17 Protect TM 20 Safeguard TM 21 Frustration TM 22 Solarbeam TM 23 Smack Down TM 26 Earthquake TM 27 Return TM 28 Dig TM 30 Shadow Ball TM 31 Brick Break TM 32 Double Team TM 36 Sludge Bomb TM 39 Rock Tomb TM 41 Torment TM 42 Facade TM 44 Rest TM 45 Attract TM 46 Thief TM 48 Round TM 49 Echoed Voice TM 52 Focus Blast TM 53 Energy Ball TM 54 False Swipe TM 56 Fling TM 60 Quash TM 63 Embargo TM 65 Shadow Claw TM 66 Payback TM 67 Retaliate TM 68 Giga Impact TM 75 Swords Dance TM 76 Struggle Bug TM 77 Psych Up TM 78 Bulldoze TM 81 X-Scissor TM 83 Work Up TM 84 Poison Jab TM 85 Dream Eater TM 87 Swagger TM 88 Pluck TM 90 Substitute TM 94 Rock Smash TM 95 Snarl HM 01 Cut HM 04 Strength Tutor Covet Bug Bite Signal Beam Super Fang Uproar Seed Bomb Dual Chop Gunk Shot Iron Defense Earth Power Foul Play Superpower Dark Pulse Snore Knock Off Giga Drain Worry Seed Gastro Acid Helping Hand Spite Outrage Endeavor Snatch Yeah......that's why I made it in a Secret Tag... [/SECRET] Some sets so far: Mad SubSeeder Balistick @ Leftovers Ability: Intimidate/Iron Jaws Nature: Adamant EVs: 240 Hp / 208 Atk / 20 Def / 40 Spd - Substitute - Leech Seed - Life Drain - Glare/Earthquake/Crunch
Magnefort Forme 1: Magnet Shell Forme [Description: 2 Magnemite below Forretress; with one Magnemite head and oversized magnet above like a horn] Type: Electric / Steel Method: Evolve Magneton and Forretress with Magneton holding a Polymer Tank (new item that can fuse-evolve Pokemon) Stats: HP: 80 Attack: 70 Defense: 70 Sp. Attack: 135 Sp. Defense: 115 Speed: 80 Abilities: Sturdy / Magnet Pull / Lightningrod Notable Moves: Rapid Spin, Revolt Virus, Thunderbolt, Thunder, Flash Cannon, Charge Beam, Zap Cannon, Iron Head, Volt Switch, U-turn - - - - - Forme 2: Crystal Shell Forme [Description: 3 Magnemite below Forretress; with a Sinestro-like helmet on top] Type: Bug / Steel Method: Evolve Magneton and Forretress with Forretress holding a Polymer Tank (new item that can fuse-evolve Pokemon) Stats: HP: 80 Attack: 80 Defense: 115 Sp. Attack: 135 Sp. Defense: 70 Speed: 80 Abilities: Sturdy / Magnet Pull / Fear Will Rise Notable Moves: Rapid Spin, Revolt Virus, Bug Bite, Bug Buzz, Flash Cannon, Iron Head, Thunderbolt, Volt Switch, U-turn, Thunder Fear Will Rise - Crystal Shell Forme Ability => Increases Special Attack by 1 stage when opponent's Pokemon tagged out before Crystal Shell Magnefort starts attacking. Revolt Virus - Signature Move => Type: Bug / Electric; depending on forme => Power: 100 => Accuracy: 100 => Category: Special => PP: 10 => Effect: 30% chance of afflicting "Viral Poison" or "Viral Paralysis" to opponent, depending on the dominant forme; Viral Poison - the outgoing Pokemon that was afflicted by the Viral Poison will spread normal poison to an incoming Pokemon; same with Paralysis. Magnefort is a very interesting Pokemon, as it can have two Formes upon evolution. Magnefort is one of the top-tiered Special Attackers, regardless of Forme. The signature move in Revolt Virus is a deadly one that can deal damage and deal either a specially deadly Paralysis or Poison, depending on what Forme you chose upon evolving. The Magnet Shell Magnefort's typing will resemble Magneton's, while the Crystal Shell Magnefort's typing will resemble Forretress's.
---- EDIT ---- It's come to my attention that this thing is kinda broken, lol. To try to balance it, consider Superpower and Drain Punch not in its movepool.
This one could use some completion by someone else as I have only half an idea, but it's a pretty neat idea. Pokémon's Name - I Don't Know Type - Normal Ability - This is the cool part. I was thinking about how smeargle could learn any move, and I thought, hey, why not have a Pokémon that could learn every ability? So that's what this does. The only ability it is unable to learn is wonder guard. It is the ability of, in-game, the first pokemon it is sent out to face, but after the battle KEEPS that ability. The effect is that, in wild, it almost always has the ability of other wild pokemon in the area, and there's a chance it will pick up the ability of the first pokemon you send out from your party. However, with breeding, you can obviously send it out to meet any other pokemon. This gives it an opportunity to have many cool abilities, such as Huge Power, Simple, and Shadow Tag. I hope it isn't too OP, but I thought it would be boring if it didn't have the base stats to make it interesting. Base Stats - 100/54/90/95/90/101 Description/Picture - Also lacking in ideas for Pokédex - Also lacking in ideas for Name Origin - Don't even know a name. Analysis Whilst I can't think up relevant signature moves, it should already really be a top-tier threat for the OU metagame/possibly even strong in the ubers. It's a normal type with a wide movepool, so here's some suggested types of set it could run: Sets with Huge Power: - Choice Band/Scarf sets - Sets using sword dance and 3 coverage moves, including a STAB in either return or double edge Sets with Shadow Tag: - If using with entrainment Durant, protect and a boosting move could always be entertaining. - Used to come in on set-up fodder. - Perish Song, as an anti-stall strategy. With this being bulky, however, it might be disallowed to ubers, or even no preview ubers, like shadow tag chandelure. Sets with Simple: - Offensive Calm Mind - Offensive Sword Dance - Stockpile, Rest-talk and an attack Sets with Magic Bounce: - As a general alternative to using Espeon/Xatu, though incapable of dual screens. Could run a calm mind set, or anything else that you want for that matter. Sets with Harvest: - This will seem uniquely bizarre to most of you, but you could put it on the end of a baton pass chain which contained imprison, aqua ring and ingrain, and thus have a leppa berry, and the moves substitute, protect, taunt (remember - imprison), and perish song. Then you can stall all of the PP of your opponents pokemon and they can do nothing whatsoever about it, as you won't run out of PP, HP, and you cannot be roared/taunted/perish songed. In this situation the only counter I can possibly think of is having a slow u-turner or volt-switcher that moves after you break your substitute, and go into a fast powerful attacker, or fast user of a status move. The only other weakness in the strategy is the baton pass chain itself, and acquiring an in-tact substitute to get you in safely. With Chlorophyl/Swift Swim/Sand Rush: - Can be an immense sweeper in each of these weathers, with sword dance to boost attack, calm mind for special attack, or alternatively just a life orb or choice item. With Flash Fire/Water Absorb/Sap Sipper/Volt Absorb - Can be a useful pivot and take an immunity to one of these types, and then run a set henceforth. With Drizzle/Drought/Sand Stream/Snow Stream: - A better weather setter than probably politoed and ninetales Other possible interesting abilitites: Poison Heal, Contrary, Victory Star, Regenerator, Magic Guard, Illusion, Imposter [well, it could do ditto's job better than ditto], Intimidate, Iron Barbs, Klutz, Magnet Pull, Mold Breaker, Multiscale, Moxie, Multitype [This might have its uses, although its stats are inferior to arceus's], Natural Cure, No Guard, Prankster [Its movepool probably is at best comparable with other prankster users however, e.g. thunder wave - it does have improved bulk though], Serene Grace, Shield Dust [This is more useful than you might think], Speed Boost, Sturdy, Technician, Toxic Boost. This pokemon might be so versatile and strong it might have to be reserved for ubers only, but I hope it's a fun concept. Possibly certain abilities could be disallowed in OU. Opinions?
Maybe give it a move to copy the opponent's ability (until it uses the move it has Trace)? That is a fun concept, stats and movepool would determine if it's broken or not.
Yeah I appreciate what your saying, maybe a move would be good, maybe the move could be called Trace too or something... those stats might be a little too much and make it a tad broken, at least in OU, but I just don't want it to be like mawile and spinda with great movepools and possibly abilities but stats that went down the toilet.
Pokémon's Name: Duskord Types: Steel/Ghost Abilities: Limber/Pressure/Sand Rush [When caught wild, in respective distribution of 50%-30%-20%], Dream World ability of Faint Guard [Neutral attacks do 0.66% damage they would ordinarily do] Base Stats 75/120/80/46/80/59 BST=460 Description: Looks like a ghoul similar to duskull, but with swords for arms, a bit like jousting spears. Although visually it levitates, it doesn't get levitate as an ability. Pokédex: This Pokémon skulks around Haunted Castle, capturing and haunting anyone who dares enter. Name Origin: Dusk + Sword, also sounds like Discord Significant Movepool: Boosting Moves: Agility, Nasty Plot, Sword Dance, Iron Defence, Amnesia, Autotomize Physical Attacks: Pursuit, Shadow Sneak, Sucker Punch, Bullet Punch, Drain Punch, Elemental Punches, Focus Punch, Zen Headbutt, Faint Attack, Knock Off, Punishment, Shadow Claw, Night Slash Special Attacks: Shadow Ball, Thunderbolt, Focus Blast, Hidden Power, Ice Beam, Blizzard, Dark Pulse, Flash Cannon, Hex Status Moves: Thunder Wave, Will-o-Wisp, Toxic, Swagger, Confuse Ray, Sing Miscellanious Moves: Perish Song, Gravity, Night Shade, Detect, Substitute, Disable, Mean Look, Metal Sound, Screech, Curse, Embargo, Foul Play, Guard Split, Power Split, Memento, Pain Split, Psycho Shift, Sandstorm, Rain Dance, Spite This Pokémon has a wide Movepool, and, despite a low BST (460, tied with breloom in OU), it should still be competitive in OU, even if not used enough to be forced into being OU only. Possessing Limber, combined with its typing, allows it to completely wall chansey/blissey. It is immune to toxic and seismic toss, and with limber is unaffected by thunder wave. It only has to be wary of flamethrower, thought will 75/80 Sp. Def it should be able to withstand an attack or two. It can use this opportunity to set up, for example with Agility or Autotomize, allowing it to fix its poor speed, and then run off of its base 120 attack. It alternatively could be used in trick room, and use this chance to set up sword dance. It has an alright but limited physical Movepool. Its priority moves are Bullet Punch, Shadow Sneak, and Sucker Punch, all of which are viable and useful. It is perfectly capable of pursuit-trapping many things, due to its granted mediocre bulk, tied with strong typing, especially with its dream-world ability faint guard, meaning it only has to fear ground and fire type attacks. Here are some sets it could run: Chansey Abuser Duskord @ Leftovers Trait: Limber Nature: Adamant Evs: 4 hp / 252 Atk / 252 Spd - Autotomize - Sucker Punch - Drain Punch - Ice Punch There's a lot of room for variation in this set, but the idea is to come in on a chansey, and be prepared to threaten with drain punch, but initially boost with autotomize, boosting its speed to effective levels. It could alternatively have sword dance over a coverage move, a different priority move, a different coverage move, jolly over adamant, life orb as a different item. Choice Item Duskord @ Choice Band/Choice Scarf Trait: Any except Pressure Nature: Adamant/Jolly Evs: 4 hp / 252 Atk / 252 Spd - Drain Punch - Bullet Punch - Ice punch - Fire Punch Clearly lots of room for team-unique variations, especially banded sand rush should be a very powerful set, with coverage moves to suit the team best. It could also run: A support set (e.g. with thunder wave, perish song, etc. - Only recovery is pain split however) A perish trapper set (Mean Look/Perish Song) Weather setter/Gravity Setter Trick Room sweeper - reasonable synergy with reunclius, good typing, strong boosting moves, good coverage. Other interesting options - Disable, SubDisable, SubPunch, Memento, Psycho Shift I hope I've created here another versatile and interesting Pokémon. Opinions?
That does look like a good Pokémon. Faint Guard is an interesting ability - I hope they give us one like that soon. Steel/Ghost is great defensive typing, but I think the first set needs some STABs. Maybe Shadow Claw, Iron Head and Drain Punch?
(LC) DANDHELI, the Floret Pokémon. DANDHELI spends its entire life afloat to bask in the sun's rays, either by following the wind's direction, or mildly propelling itself using its pair of enlarged sepals. Despite being easily carried by the wind, DANDHELI seem to touch the ground on rare occasions. Name Origin: DANDELIon and HELIcopter Type: Grass / Flying Ability: Chlorophyll or Leaf Guard Evolution 1: Dandheli ---Level 22---> Dandrelix Evolution 2: Dandheli ---Leaf Stone ---> Dandearth Moves Learned: Power Whip, Energy Ball, Bounce, Leaf Blade, Twister, Sleep Powder, Synthesis, Pin Missile, Cotton Spore, Rapid Spin, Razor Leaf, Stun Spore, PoisonPowder, Gust, Tail Whip, and starting moves Vine Whip and Splash; note that Dandheli cannot learn Fly because it is too light to carry its Trainer Base Stats: HP: 30 ATK: 25 DEF: 25 SP ATK: 25 SP DEF: 25 SPD: 50 TOTAL: 180 Stat-wise, Dandheli is a faster but weaker version of Sunkern, maintaining the same stat total at 180. Dandheli inherits Sunkern's 30 HP, while my Floret Pokémon's 50 Speed is based from Hoppip, the original wind-carried Pokémon. All the rest of Dandheli's stats are at 25, because it is just a light, thin flower-thingy. it Sucks... ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- (NU) DANDRELIX, the TripleFloret Pokémon. It is said that when three airborne DANDHELI gets tangled, they turn into DANDRELIX. Equipped with a strong cross sepals-propeller, DANDRELIX now moves faster that it rarely relies on the wind. It produces strong winds to FLY that it can even lift a GOLEM with little effort. The spin caused by its rotating sepals tightens its tangled vines, making DANDRELIX even more powerful. Name Origin: DANDELIon, tREs ['three' in Spanish], and hELIX [spiral in Greek; also the origin of 'heli-' in 'helicopter'] Type: Grass / Flying Ability: Chlorophyll or Leaf Guard Evolution: Dandheli --Level 22--> Dandrelix Moves Learned: Same movepool as Dandheli, but with Air Cutter upon evolution, hence: Power Whip, Energy Ball, Bounce, Leaf Blade, Twister, Sleep Powder, Synthesis, Pin Missile, Cotton Spore, Air Cutter, Rapid Spin, Razor Leaf, Stun Spore, PoisonPowder, Gust, Tail Whip, and starting moves Vine Whip and Splash; relearns Air Slash and Tri Attack; Dandrelix, unlike its pre-evo Dandheli, can learn Fly due to the power of its sepal-propeller [check Dex data for info on this] Base Stats: HP: 65 ATK: 75 DEF: 55 SP ATK: 75 SP DEF: 55 SPD: 100 TOTAL: 425 Stat-wise, Dandrelix has Sunflora's 425 total. Despite being rather weak, it actually has balance in stats except for that 100 Speed, just 10 points behind Jumpluff and 70 points more than Sunflora's. Being barely defensive [hey, it only has tangled stalk-vines for a body], Dandrelix has 55 on both defensive stats, while it is mildly offensive, having 75 on both attack stats. It has 65 HP, 10 less than both Sunflora and Jumpluff. It sucks too... ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- (NU) DANDEARTH, the Flower Pokémon. On very rare occasions, a DANDHELI lands on a LEAF STONE instead of just the ground. This triggers its evolution into DANDEARTH. With a bulkier body, DANDEARTH can now stay on the ground. The reason behind the overhaul of its anatomy via the evolutionary stone baffles scientists and Pokémon experts alike. Name Origin: DANDElion, DEARTH [scarcity, lack, or shortage], and EARTH Type: Grass / Ground Ability: Chlorophyll or Leaf Guard Evolution: Dandheli --Leaf Stone--> Dandearth Moves Learned: Movepool has tie-ins with Dandheli, but there are more differences than similarities, so I simply listed them instead of comparing them to the Floret Fakemon: Leaf Storm, Energy Ball, Earth Power, Petal Dance, Giga Drain, Spore, Synthesis, Swift, Ingrain, Mud Shot, Mud Slap, Mega Drain, Stun Spore, PoisonPowder, Gust, Tail Whip, starting moves Vine Whip and Splash, and relearnable-only moves Mud Bomb and Body Slam Base Stats: HP: 65 ATK: 55 DEF: 75 SP ATK: 100 SP DEF: 75 SPD: 55 TOTAL: 425 Dandearth is actually my Dandheli's Sunflora, with the Leaf Stone evolution method and the differing movesets. Dandearth still inherits a few of Dandheli's moves, though: Splash, Vine Whip, Tail Whip, Gust, PoisonPowder, Stun Spore, Synthesis, Spore, and Energy Ball. Being now part-Ground, Dandearth learns Mud Slap instead of Rapid Spin, Earth Power instead of Bounce, and Mud Shot and Mud Bomb in place of Dandrelix' Air Cutter and Air Slash, respectively. Being a fully grown plant with a flower, Dandearth gets Ingrain instead of Cotton Spore, Petal Dance instead of Leaf Blade, and Leaf Storm instead of Power Whip. Another lame Pokemon my MisHax...
The sets sort of just came from my head in a flash.. they're meant to be played around with - it's a very versatile pokemon. I didn't mention Iron Head in its moveset, I must have missed it - hopefully it's all I missed. Weirdly it's got a good defensive typing but bad offensive set of STABs, with a viable and interesting Movepool. It might not be top tier, but whatever tier it enters, it should certainly contain some versatility.
I'm intending to make this for UU tier as well. Scorsteel (scorpion+steel) Poison/Steel Levitate or Poison Point DW Ability: Pure Power Stats: Base Stats: HP: 65 ATK:85 DEF: 120 SP ATK:35 SP DEF:60 SPD:50 TOTAL:415 Appearance: A scorpion with wings and a metal feel/look to it. Sets: Sweeper Scorsteel@Expert Belt Trait: Pure Power Adamant Nature (+attack, - special attack) 252 attack, 252 defence, 4 in speed. ~Sucker Punch~ ~Gyro Ball~ ~X scissor~ ~Ice Punch~ I'm intending to be a pokemon who tries to sweep as much before it can die. Synergy: Variants without the levitate ability make good partners for any flying type. Counters: I'm also making empoleon it's sure fire counter resisting it's 2 stabs by 4X and 0X respectively. --------------------------------------------------------------------------------------------------------------- This time i wanna try to make one for OU. Snipier Poison/Ice Snow body or Dry Skin DW Ability:Prankster Stats HP:100 ATK:40 DEF:72 SP ATK:60 SP DEF:72 SPD:95 TOTAL:439 Appearance: A almost looking normal snake pokemon but with ice shards sticking out of it's body and Blue eyes. Sets: Annoyer Snipier@leftovers Trait: Prankster Timid Nature (speed -attack) 252 defence 252 special defence and 4 Hp. ~Featherdance/Whirlwind/will o wisp ~Attract/Glare/leech seed ~Recover/light screen/reflect ~Toxic This set is supposed to be modified easy. Like using light ball if your gonna use both screens, etc. Synergy: This mon shares a bit of common weaknesses, so any partner which resist's its weaknesses is good. Counters: A almost sure fire counter is a genderless steel pokemon, namely brongzong, however bronzong must be wary of leech seed or glare as it can cripple it.
Voltran & Frostran Whoa, cool thread here. I'll put up a link to my own Create-A-Pokemon Kitchen for now. If I can manage to modify the profiles for my custom Fakemons to incorporate a Smogon-style analysis, I'll probably put them here as well. A lot of them were probably broken back in Gen V, but the Mega Evolutions make them look much less scary. :p. Also, I really, really like Amaluo, Wysidian, Grubble, Perselisk, Magnefort, Balistik, Leviadrasen... a lot of the 'mons in this thread, really. (Hey Dr. Doom, where's part 3 of your trio?) Anyone here play Pokémon Colosseum? How about Pokémon XD: Gale of Darkness? Well, anyone who’s played those games surely remembers Cipher, the sinister crime syndicate which terrorized the Orre region with its Shadow Pokémon. They were defeated twice, despite corrupting Lugia of all Pokémon on the second go-around; Lugia’s heart was shut as firmly as Cipher could manage, but it was purified nonetheless. We haven’t heard from them since, but it would be foolishness to think that they’re gone for good. No, they’ve been working on a superweapon able to make even the likes of Mewtwo feel inadequate in comparison… and its name is Voltran, the Thundercloud Pokémon! Name: Voltran Type: Electric/Dark Ability: Volt Absorb Dream World Ability: Static (Not released) Generation of Origin: Gen IV Egg Group: No Eggs (Legendary Pokémon) Height: 5'06'' (slightly smaller than Heatran) Weight: 50 lbs. (it's a freaking cloud) Base Stats: HP: 45 Attack: 50 Defense: 65 Special Attack: 160 Special Defense: 140 Speed: 140 Total: 600 Miscellaneous Details Spoiler Name Origin: Voltan's name comes from two major things. The first part of its name refers to volts, a measure of electric current. The second part heavily implies a strong connection with Heatran. Heatran, Voltran, and Frostran form the "Tran Trio", a trio of manifestations of fire, electricity, and ice in unconventional forms - specifically magma/volcanoes, thunderstorms, and snow/mountain peaks. They also all have unique type combinations (with the exception of Frostran, whose typing was unique until Generation VI). Finally, they all have a BST of 600 and very good Special Attack and Special Defense stats, albeit to different degrees; Heatran is very well-rounded compared to the other two members of the trio, which are held back by obvious Dump Stats (for Voltran, that's HP and the physical stats). Movepool Spoiler Level-Up Moves: Start: Parabolic Charge (Gen VI) Start: AncientPower 9: Leer 17: Thunder Fang 25: Metal Sound 33: Crunch 41: Scary Face 49: Discharge 57: Charge Beam 65: Dark Pulse 73: Earth Power 81: Intangibility 88: Dark Storm 96: Lightning Surge TM/HM Moves: TM03 (Gen V, VI, & VII): Psyshock TM04: Calm Mind TM05: Roar TM06: Toxic TM10: Hidden Power TM12: Taunt TM15: Hyper Beam TM16: Light Screen TM17: Protect TM18: Rain Dance TM19 (Gen V): Telekinesis TM20: Safeguard TM21: Frustration TM24: Thunderbolt TM25: Thunder TM27: Return TM29: Psychic TM30: Shadow Ball TM32: Double Team TM33: Reflect TM34 (Gen IV): Shock Wave TM41: Torment TM42: Facade TM43 (Gen IV)/TM94 (ORAS): Secret Power TM44: Rest TM45: Attract TM46: Thief TM48 (Gen IV): Skill Swap TM48 (Gen V & VI): Round TM49 (Gen IV): Snatch TM49 (Gen V & VI): Echoed Voice TM51 (Gen V): Ally Switch TM52: Focus Blast TM53: Energy Ball TM57: Charge Beam TM58: Endure TM59 (Gen IV): Dragon Pulse TM63: Embargo TM64: Explosion TM66: Payback TM68: Giga Impact TM70 (Gen IV, V, & VI): Flash TM 72 (Gen V & VI): Volt Switch TM73: Thunder Wave TM77: Psych Up TM78 (Gen IV): Captivate TM79 (Gen IV): Dark Pulse TM82 (Gen IV): Sleep Talk TM83 (Gen IV): Natural Gift TM83 (Gen V): Work Up TM83 (Gen VI): Infestation TM87: Swagger TM88 (Gen VI): Sleep Talk TM89: U-Turn TM90: Substitute TM93: Wild Charge TM95: Snarl TM96 (Gen VI): Nature Power TM97 (Gen VI): Dark Pulse TM98 (Gen V)/TM103 (Gen VI): Swift Strike TM99 (Gen V)/TM104 (Gen VI): Voltage Gust TM100 (Gen VI): Confide HM02 (Gen IV, V, & VI)/TM76 (Gen VII): Fly HM08 (Gen IV): Rock Climb Tutor Moves: AncientPower (Gen IV) Dark Pulse (Gen V) Dragon Pulse (Gen V & VI) Earth Power (Gen IV, V, & VI) Electro Ball (Gen V & VI; Must level up in the Day Care with a Pokémon that knows Electro Ball) Foul Play (Gen V & VI) Headbutt (Gen IV) Hyper Voice (Gen V & VI) Knock Off (Gen IV, V, & VI) Iron Head (Gen IV, V, & VI) Lightseeker (Gen V; Must level-up in the Day Care with a Pokémon that knows Lightseeker) Magnet Rise (Gen IV, V, & VI) Ominous Wind (Gen IV) Pain Split (Gen IV, V, & VI) Skill Swap (Gen V & VI) Sleep Talk (Gen V) Snatch (Gen V & VI) Snore (Gen IV, V, & VI) Spite (Gen V & VI) Thunderbeam (Gen V & VI; Must level up in the Day Care with a Pokémon that knows Thunderbeam) Uproar (Gen IV, V, & VI) Zen Headbutt (Gen IV, V, & VI) Notable Custom Moves Spoiler Name: Lightning Surge Type: Electric Category: Special (Makes contact) Power: 80 (95 until Gen VI) Accuracy: 75% (70% in Gen IV) PP: 5 Target: Single Pokémon Range: Long Is Protect effective?: Yes Description: The user transforms into an immense thundercloud and engulfs its foe, repeatedly electrocuting its victim. Effect: Hits 2 to 5 times. Generation of Origin: Gen IV Lightning Surge is Voltran’s signature move and by far its strongest asset. It’s equivalent to hitting your enemy with two to five Thunderbolts in a single turn. When you include STAB and Voltran’s absurdly high Special Attack, the damage output is simply insane. Even a x4 resistance isn’t quite good enough; you need to be immune to survive this attack. Pretty much the only thing keeping this move from being horribly broken is its low PP and horrible accuracy; Voltran simply cannot afford to miss, because with its paper-thin defenses, if it fails to OHKO its enemy, it’s at a strong risk of being OHKO’d itself. It's also a contact move, and thus can trigger stuff like Rough Skin, Flame Body, Effect Spore, and Cute Charm, so using it on Ferrothorn or Volcarona isn't exactly the wisest of plans. (Being a contact move also means that it gets its power halved by Fur Coat and Fluffy, but it'll still probably OHKO Furfrou.) Name: Dark Storm Type: Dark Category: Special (Energy-based) Power: 110 (120 until Gen VI) Accuracy: 85% PP: 5 Target: All other Pokémon Range: Normal Is Protect effective?: Yes Description: The user summons a cloud of malevolent power to engulf and assault its foe. Effect: This move inflicts damage. It has no secondary effect. Generation of Origin: Gen IV Dark Storm is arguably Voltran’s second-most powerful attack, and is basically Hydro Pump as a Dark-type move. Like Lightning Surge, the imperfect accuracy can get Voltran killed, but it’s definitely Voltran’s best option for handling most Ground-types (Groudon and Claydol are pretty much the only Ground-types whose Special Defense doesn’t suck (and, yes, I checked); the former is Uber and the latter is weak to Dark, so… yeah…). However, the whole accuracy thing means that you may want to use Dark Pulse for the sake of reliability. Name: Intangibility Type: Ghost Category: Other Power: N/A Accuracy: N/A PP: 5 Target: Self Snatchable?: Yes Description: The user fades out of the physical plane, becoming nigh-invulnerable against physical moves in exchange for some strength and speed. Effect: The Pokémon fades out, causing all physical attacks to miss it 75% of the time. In exchange, it sacrifices 12.5% of its max HP (akin to the 50% HP sacrifice for Ghost-Curse or Belly Drum or the 25% HP sacrifice for Substitute), and all of its stats (except for Accuracy and Evasion) decrease by 1 stage. The effect lasts until the user faints or switches out, and can be transferred by Baton Pass. This move will fail if the user does not have at least 12.5% of its max HP remaining upon its execution. Generation of Origin: Gen IV As awesome as this move looks on paper, it’s ultimately a gimmick. Voltran simply can’t afford to waste time setting up and really hates losing what little HP it has; losing some of its amazing Special Attack and Speed suits it even worse. It's a support move through and through, and Voltran ain't got no time for that. It's better-suited for a wall, which Voltran is not, even on the special side. Name: Voltage Gust Type: Electric Category: Special (Energy/wind-based) Power: 80 Accuracy: 90% PP: 15 Target: All opposing Pokémon Range: Normal Is Protect effective?: Yes Compatible with Sheer Force?: Yes Description: The user buffets its foes with an ionic wind. It has the potential to reduce the Special Attack of its victims. Effect: This move has a 30% chance to reduce the Special Attack of its victim(s) by 1 stage. The chance is checked separately for all affected Pokémon. Also, rain or a Tornado Cell elevates the secondary effect chance of this move to 50%, while a sandstorm lowers the secondary effect chance to 10% (this being before any boosts from Serene Grace or nullifications from Sheer Force or Shield Dust). It’s unaffected by strong sunlight, hail, or Simon Says. Generation of Origin: Gen V Voltage Gust isn't nearly as good as Lightning Surge, Thunder, or Thunderbolt for a Pokémon as offense-oriented as Voltran. It's only mentioned here to give you an indication of what it does and warn you not to use it. There are Pokémon that can use it effectively, but Voltran's not really one of them - it has much better options for Electric STAB. Overview With base 160 Special Attack and base 140 Speed, as well as a solid Special attacking movepool, Voltran blows Mewtwo, let alone its cousin Heatran, out of the water in terms of Special attacking potential. That’s not all it’s got going for it, though; it also has base 140 Special Defense. Many of its moves have blisteringly high might; its signature move, Lightning Surge, might as well be an OHKO move given how stupidly powerful it is. However, these extremely good stats are paid for with shoddy stats on the other end of the spectrum. Base 45 HP and base 65 Defense mean that it absolutely cannot take physical hits at all, and base 50 Attack means that it has no business trying to use physical attacks itself. However, if used wisely, Voltran can single-handedly lay waste to your opponent’s team, raze the soil of his country, and make the lamentations of his women ring out to the heavens. Sets Wrecking Ball Nature: Modest/Timid Ability: Volt Absorb Item: Life Orb/Choice Specs/Expert Belt EVs: 4 HP or Def/252 Sp Atk/252 Spd Lightning Surge/Thunderbolt/Thunder Dark Storm/Dark Pulse Earth Power Dragon Pulse/Psychic/Psyshock/Volt Switch This is Voltran’s most basic, and arguably most powerful, set. Packing an outrageous base 160 Special Attack and base 140 speed, Voltran hits like an atomic bomb (especially with Lightning Surge and Dark Storm); however, with base 45 HP and base 65 Defense, it takes hits like a house of cards. Electric/Dark/Ground is an extremely powerful offensive trinity; they don’t provide perfect coverage, but they hit a heck of a lot for massive damage. Even Blissey is hard-pressed to survive more than one round against this monster. Lightning Surge is a goddamned nuke, completely obliterating anything that isn't immune to it, but the 75% accuracy means that Voltran is going to miss and leave itself wide open to being snuffed out like an electric fire caught in a landslide roughly 1 out of 4 tries, so you might want to use Thunderbolt for more accuracy. If you use a rain team, you could always use Thunder instead. Dark Storm is stupidly powerful in its own right, but missing really sucks for a Pokémon as frail as Voltran, so nobody would blame you for using Dark Pulse instead; who knows, you might make up for losing an OHKO by causing the enemy to flinch. There is a very small list of Pokémon that resist Electric, Dark, and Ground together: Breloom, Virizion, Chesnaught, Shiftry, Cacturne, Hydreigon, Whimsicott, Tapu Bulu, end list. (If we include Smogon's CAPs, there's also Malaconda.) This is where the final move comes in. Psychic or Psyshock will absolutely destroy the Grass/Fighting types and heavily injure Whimsicott, but will make Voltran a sitting tortoise-thundercloud-thingy against Hydreigon (and Cacturne and Shiftry to a lesser extent). Psychic hits Chesnaught harder than Psyshock does; the inverse is true when dealing with Virizion. Either will probably score an OHKO with Voltran's absurd offensive power, though. Dragon Pulse, on the other hand, wrecks Hydreigon and has enough raw power to take down Breloom, Shiftry, and Cacturne despite not being supereffective; however, Whimsicott and Tapu Bulu laugh at it, and Virizion has enough special bulk to shrug it off. There isn’t much that outspeeds Voltran, but the Speed EVs are still important because the few things that do, including Deoxys, Ninjask, Accelgor, and especially Pheromosa, could easily smash it if allowed to outpace it; you may want to run a Timid or even Calm nature for this very reason. (A Bold nature isn’t recommended because it will not help Voltran survive a decently powerful physical attack; Voltran's Defense is just so plain terrible that you can't possibly salvage it.) Just keep in mind that while Voltran is nearly unstoppable once it's on the field, it's very hard to get it there without coming in for a revenge kill. Its horrible physical defense means that if it winds up switching into a physical attack, its role in the match is over right then and there. It can take one special attack, maybe, but it's not going to like that if it's running a Life Orb, especially once weather and entry hazard damage sets in. Likewise, running Choice Specs means that Voltran is much easier to check, forcing it to switch in and out much more often and increasing the chance of a misprediction spelling its doom. So you have to be very careful about when and how you deploy Voltran to get the most out of it. Other Options Voltran has an awesome base 140 Special Defense, so it could theoretically try a Calm Mind set, but its horrible base 45 HP means that it will do really, really poorly at it (and the opponent could just switch in a physical attacker to force it out; trying to set up on something with a physical attack is just asking for trouble). Hidden Power Flying or Ice is a nice catch-all option for doing good damage to all of Voltran’s usual nemeses (the only one not weak to the former is Hydreigon), but its Base Power is rather bad, making it an unappealing option compared to Dragon Pulse. Funnily enough, Voltran has quite a few support moves, including such rarities as Ally Switch and Intangibility, but trying to use them will just get it killed. Checks and Counters There's really no good way to counter Voltran due to its sheer speed and power, but the two Pokémon that come closest are Hydreigon and Virizion. They resist Voltran's core offense, have enough special bulk to survive a hit or two (except for Lightning Surge), and can easily smash Voltran with their high-powered attacks. However, this heavily depends on what Voltran is using for coverage; it will annihilate Hydreigon if it runs Dragon Pulse, while it will turn Virizion into a steaming pile of compost if it runs Psychic or (God help you) Psyshock. In Smogon's CAPs, a true counter emerges - Malaconda. With even greater special bulk than Virizion (and better physical Attack), immunity to Psychic, and access to Power Whip, Malaconda laughs at everything Voltran can do to it except Infestation or Hidden Power Bug (no, wait, it even laughs at those) and can easily destroy Voltran with Power Whip. Volt Absorb Cawmodore also walls it in Gen V, but Gen VI's nerf to Steel removes it as a contender. Checking Voltran is a lot easier, and revenge killing it is a cinch. Anything with supereffective priority (or just plain high-powered priority) will do the job just fine. Conkledurr and Breloom are the standout examples, but Scizor with a Choice Band has enough raw power to wipe Voltran out with Bullet Punch despite Voltran resisting it. Lucario and Infernape are honorable mentions; both are weak to Earth Power, but a boosting item gives them just enough oomph to OHKO with Mach Punch. Gen VII introduced the perfect check in the form of Pheromosa, who's actually faster than Voltran (significantly so) and can easily wipe it out with a STAB super-effective Lunge or High Jump Kick (hell, even a Jump Kick or Brick Break will wipe Voltran out coming from Pheromosa's base 137 Attack). Its paper-thin defenses make switching in on Voltran an absolutely terrible idea, though (it can't survive a Dark Storm, and it resists Dark; seriously, Pheromosa actually makes Voltran look sturdy in comparison). ----------------------------------------------------------------------------------------------------- Next up is the Pokémon meant to complete the Tran trio. It is a powerful tank that embodies the essence of frozen mountain peaks. Here's Frostran, the Frozen Peak Pokémon! Name: Frostran Type: Ice/Rock Ability: Flash Freeze (Negates damage from Ice-type attacks, and upon being struck by an Ice-type move, boosts the power of the user's Ice-type moves by 1.5 times.) Dream World Ability: Subzero Body (Has a 30% chance of freezing opponents that strike the user with a direct-contact move. This ability has a separate chance of activation for each hit of a multi-hit attack. If the enemy is frozen in the middle of its attack, the attack is immediately stopped.) (Not released) Generation of Origin: Gen IV Egg Group: No Eggs Height: 5'08'' (slightly larger than Heatran) Weight: 2,218 lbs. (it's a freaking mountain) Base Stats: HP: 100 Attack: 100 Defense: 120 Special Attack: 110 Special Defense: 125 Speed: 45 Base Stat Total: 600 Miscellaneous Details Spoiler Name: The first part of the name refers to frost, a common folk name for snow and chilly conditions. The second part of the name ties Frostran in with Heatran and Voltran, as the third member of the Tran trio. By the way, Frostran's Dump Stat is Speed. Movepool Spoiler Level-Up Moves: Start: Freeze Dry (Gen VI) Start: AncientPower 9: Leer 17: Ice Fang 25: Metal Sound 33: Crunch 41: Scary Face (Gen IV) 41: Autotomize (Gen V, VI, & VII) 49: Rock Slide (Gen IV) 49: Paleo Wave (Gen V, VI, & VII) 57: Avalanche 65: Iron Head (Gen IV) 65: Heavy Slam (Gen V, VI, & VII) 73: Earth Power 81: Bide (Gen IV) 81: Shell Smash (Gen V, VI, & VII) 88: Stone Edge (Gen IV) 88: Icicle Crash (Gen V, VI, & VII) 96: Snow Spiral TM/HM Moves: TM03 (Gen IV): Water Pulse TM05: Roar TM06: Toxic TM07: Hail TM10: Hidden Power TM12: Taunt TM13: Ice Beam TM14: Blizzard TM15: Hyper Beam TM17: Protect TM21: Frustration TM23 (Gen IV): Iron Tail TM23 (Gen V, VI, & VII): Smack Down TM26: Earthquake TM27: Return TM28 (Gen IV, V, & VI): Dig TM32: Double Team TM37: Sandstorm TM39: Rock Tomb TM41: Torment TM42: Facade TM43 (Gen IV)/TM94 (ORAS): Secret Power TM44: Rest TM45: Attract TM48 (Gen V, VI, & VII): Round TM58 (Gen IV): Endure TM59 (Gen IV): Dragon Pulse TM60 (Gen V, VI, & VII): Quash TM64: Explosion TM66: Payback TM67 (Gen V & VI): Retaliate TM68: Giga Impact TM69: Rock Polish TM70 (Gen VII): Aurora Veil TM71: Stone Edge TM72 (Gen IV): Avalanche TM76 (Gen IV): Stealth Rock TM78 (Gen IV): Captivate TM78 (Gen V, VI, & VII): Bulldoze TM79 (Gen IV): Dark Pulse TM79 (Gen V & VI): Frost Breath TM80: Rock Slide TM82 (Gen IV)/TM88 (Gen VI & VII): Sleep Talk TM83 (Gen IV): Natural Gift TM87: Swagger TM90: Substitute TM94 (Gen V & X & Y)/HM06 (Gen IV & ORAS): Rock Smash TM96 (Gen VI & VII): Nature Power TM97 (Gen V)/TM102 (Gen VI): Cold Shoulder TM97 (Gen VI & VII): Dark Pulse HM04: Strength HM08 (Gen IV): Rock Climb Move tutor moves: AncientPower (Gen IV) Avalanche (Gen V & VI; Must level-up in the Day Care with a Pokémon that knows Avalanche) Block (Gen V & VI) Bug Bite (Gen IV, V, & VI) Cryo Barrier (Gen V & VI; Must level-up in the Day Care with a Pokémon that knows Cryo Barrier) Dark Pulse (Gen V) Dragon Pulse (Gen V & VI) Earth Power (Gen IV, V, & VI) Headbutt (Gen IV) Icy Wind (Gen IV, V, & VI) Iron Defense (Gen IV, V, & VI) Iron Head (Gen IV, V, & VI) Mud-Slap (Gen IV) Reconstruction (Gen V & VI; Must level-up in the Day Care with a Pokémon that knows Reconstruction) Sleep Talk (Gen V) Snore (Gen IV, V, & VI) Stealth Rock (Gen V & VI) Super Fang (Gen V & VI) Superpower (Gen V & VI) Uproar (Gen IV, V, & VI) Water Pulse (Gen VI) Zen Headbutt (Gen IV, V, & VI) Notable Custom Moves Spoiler Name: Snow Spiral Type: Ice Category: Special Power: 80 (95 until Gen VI) Accuracy: 75% (70% in Generation IV) PP: 5 Target: Single Pokémon Range: Normal Priority: +0 on first turn, +4 on subsequent turns Is Protect effective?: Yes Description: The user summons a great blizzard to engulf and trap its opponent, thoroughly immobilizing the foe with sheer subzero temperatures. Effect: This move works the same way that Wrap and its variants worked in Red, Blue, and Yellow. When this move first connects, the opponent becomes incapable of attacking. For the next 1 to 4 turns (this move's total duration is 2 to 5 turns), whenever the user is commanded to attack, this move is automatically selected and executed (as if Encore had been used on it), but no additional PP is used. If Snow Spiral hits again, the opponent is prevented from executing its move. If the user is switched out, or if Snow Spiral misses, the opponent is allowed to execute its move. After 2 to 5 turns, Snow Spiral automatically ends; using Snow Spiral again will reset it to normal priority, and if the opponent moves before the user, the opponent will be allowed to act. Grip Claw will ensure that this move will last 5 turns (extends it to 8 turns in Gen IV). The move may be terminated prematurely at any time if either Pokémon switches out (the user will not be allowed to execute Snow Spiral if the opponent switches out). Generation of Origin: Gen IV This is Frostran's signature move, and it works just like Generation I Wrap. Unfortunately, this includes allowing the opponent to switch out, and Frostran doesn't have the speed to abuse the attack prevention part. Also, like Magma Storm and Lightning Surge, Snow Spiral has a mere 75% accuracy, which can cause it to suddenly fail to keep an enemy immobilized. As a result, its usefulness is somewhat questionable. Name: Paleo Wave Type: Rock Category: Special Power: 85 Accuracy: 100% PP: 15 Target: Single Pokémon Range: Normal Is Protect effective?: Yes Description: The user smothers the target in ancient energy, potentially reducing its Attack. Effect: This move has a 20% chance of reducing the target's Attack. Generation of Origin: Gen IV This may be a bit weak, but it's Frostran's best option for a Special Rock attack. As one of the very few Pokémon to learn this move (the only other one being Stratagem), Frostran might as well use it on its specially-oriented sets, as it's stronger and more accurate than Rock Slide, and has more PP as well. It's much better than AncientPower at any rate. Name: Cold Shoulder Type: Ice Category: Physical (Makes contact) Power: 60 Accuracy: 90% PP: 10 Target: Single Pokémon Range: Normal Priority: -6 Is Protect effective?: Yes Compatible with Sheer Force?: No Description: The user infuses its shoulder with frost energy and charges at its foe, forcing it out of the battlefield. Effect: It's the Ice-type equivalent to Dragon Tail and Circle Throw. The foe damaged by this move is forced out of the battlefield, and another Pokémon on its Trainer's team is randomly switched in to replace it. Generation of Origin: Gen II Like Dragon Tail, this move phazes and inflicts damage at the same time. Frostran can actually use this attack quite well, considering it has good Attack and defensive stats and is so slow that negative priority is irrelevant. Pair it with Stealth Rock for extra trolling goodness. Overview Frostran tries its hardest to pull its weight. Really, it does. It has the best Attack stat and defenses of the Tran Trio, with all of its stats save Speed being at or over the base 100 mark. However, its defensive role is severely let down by its Ice/Rock typing and its horrendously low base 45 Speed. On top of that, its Special Attack, while decent, doesn't measure up to Heatran or Voltran, and it's weak to Stealth Rock. However, with the right support, Frostran can use its all-around power, bulk, and awesome offensive STABs to outlast the enemy's team. Sets Mixed Tank Nature: Brave/Quiet Ability: Flash Freeze/Subzero Body Item: Leftovers/Expert Belt EVs: 252 HP/124 Atk/128 SpA Ice Beam/Blizzard/Snow Spiral/Freeze Dry/Icicle Crash/Avalanche Stone Edge/Paleo Wave Earthquake/Earth Power Hidden Power Fire/Hidden Power Grass/Stone Edge/Paleo Wave/Ice Beam This set focuses on Frostran’s very strong mixed capabilities by using both physical and special moves. Frostran has several options for Ice STAB, each of which has good and bad points. Ice Beam is strong, reliable Ice STAB. Blizzard is even stronger, but at the price of reliability; unless you play in hail, its accuracy is even worse than Snow Spiral, which may lead to misses at the worst possible moment. Snow Spiral is rather unreliable and doesn’t have much PP, but it’s always amusing to catch a counter on the switch-in and force the opponent to either switch said counter right back out or wait several turns (taking damage each time) before being able to attack. Freeze Dry is for the most part a weaker Ice Beam, but its ability to score super-effective hits on Water-types means that they are much less capable of walling Frostran. The main physical Ice options are Icicle Crash and Avalanche. Icicle Crash is somewhat more consistent in terms of power, but Avalanche is more accurate and is more powerful if Frostran takes damage; the negative priority is no problem, as Frostran is going to be going last in most cases anyways. There are only two good choices for a Rock-type move; Stone Edge and Paleo Wave (Paleo Wave outclasses Rock Slide in every way). Stone Edge is more powerful, even accounting for Frostran’s Special Attack exceeding its Attack, and its propensity to score critical hits can turn 3HKOs into 2HKOs and 2HKOs into OHKOs; however, it’s called “Stone Miss” for a reason. Paleo Wave is much more reliable and can help Frostran tank hits with its chance of lowering the target’s Attack, but the loss of power is a bit undesirable. Earthquake or Earth Power gel together very well with Stone Edge or Paleo Wave, completing the “EdgeQuake” coverage combo that hits most of the metagame for neutral damage (and the main Pokémon which resist it, the Grass/Fighting types, will not want to switch into Frostran for fear of an Ice-type move). The last moveslot is up to preference. Hidden Power Fire is Frostran’s best bet against Skarmory, Bronzong, Scizor, Ferrothorn, and Forretress, but you’re boned if Heatran switches into it. Hidden Power Grass works well against Water-types if you forgo Freeze Dry. You may also want to use Stone Edge, Paleo Wave, or Ice Beam here if you want a more powerful or more reliable alternative to one of your primary STABs. Either of Frostran’s abilities can be useful for this set. Flash Freeze gives Frostran an immunity that it can potentially switch in on and pump up its Ice-type moves. However, Subzero Body is a powerful deterrent to users of contact moves, which run the risk of getting frozen every time they hit Frostran. In fact, Subzero Body is the most reliable means of freezing opponents in the game; nothing beats the sheer amusement factor of switching Frostran into a contact move it resists, like a Talonflame’s Brave Bird, and freezing the enemy in its tracks. The EVs focus on survivability and strength with both physical and special attacks. If your moveset leans towards one end of the spectrum or the other, feel free to shift the EVs in that direction. Frostran doesn’t like Life Orb because it cuts into its ability to survive hits; Choice Scarf is useless for it because it’s not going to outrun much with a Choice Scarf that it wouldn’t outrun without it (Scrafty is pretty much the only thing Frostran might want a Choice Scarf for). As for Choice Band or Choice Specs, those are pretty bad ideas on a mixed set. Thus, the main choice comes down to Leftovers or Expert Belt. Leftovers is usually the preferred option because it helps Frostran tank more hits, but Expert Belt is usable if you’re going for greater type diversity in your attack options (especially if you use Freeze Dry, as that gives you one more type to score super-effective hits against). Other Options Smack Down can be useful to open up Skarmory and Bronzong to get creamed by your Ground-type move of choice, but its low power means that it isn’t useful for much beyond that (and it’s more likely that they’ll switch out before you have the chance to nail them). Shell Smash can make Frostran's attacks much stronger, but it won't like the defense drop, and it still doesn't outspeed much with a +2 Speed boost. Automatize, likewise, is nigh-worthless. Heavy Slam has a huge Base Power when Frostran uses it, but the lack of STAB means that Aggron is a better abuser. Checks and Counters STEEL-TYPES. Steel-types are Frostran's worst nightmare. The only thing it can really do to them, barring Hidden Power, is Earth Power or Earthquake, and most Steel-types will hit it first. Even Scizor has no need of priority to outrun Frostran (though it'll probably use Bullet Punch anyways, given that its only alternative Steel-type moves are Metal Claw and Iron Head). Speaking of Scizor, it's probably Frostran's worst enemy, considering that it has massive attack power (enough to 3HKO Frostran at the very least; a 2HKO or OHKO isn't outside the realm of possibility) and isn't weak to Earth Power. Forretress shrugs off Frostran's attacks easily but struggles to hit back. Skarmory and Bronzong are immune to Ground moves, but will struggle to do anything back to Frostran (it's so slow that Gyro Ball will barely faze it; Skarmory rarely uses Steel-type moves, its Brave Bird will barely do any damage, and Frostran can do decent damage back with Paleo Wave, Ice Beam, Blizzard, or Snow Spiral). Ferrothorn doesn't mind anything Frostran can do to it except maybe its Ice moves, and though it suffers the same "stalemate" problem as Forretress and Bronzong with Gyro Ball, Ferrothorn has Power Whip to maul Frostran with. Escavalier has even more attack power than Scizor and can do major damage with Iron Head, but is one of the few Pokémon Frostran outspeeds. Durant works well and can potentially hit even harder than Escavalier thanks to Hustle, but this is obviously risky. Lucario and Jirachi are honorable mentions - the former with Fighting-type moves to pick on Frostran's other 4x weakness and the latter with its infamous flinch-hax - but both have difficulty switching in due to the risk of Earth Power or Earthquake. Fighting-types are good checks for Frostran, but can't be called counters due to the lack of resistances. Conkledurr, Machamp, Blaziken, Breloom, and Terrakion all have a lot of attack power and can do heavy damage to Frostran, though it can likewise hit them all back pretty hard. Switch any one of them (except for Blaziken) in on a Rock-type move (or switch Blaziken in on an Ice-type move), though, and you leave Frostran with two choices - flee or die.
Thanks for revival Luigiifan. Final part of my trio: Name: Horeco Type: Bug/Dragon Ability: Tinted Lens HP: 125 Atk: 150 Def: 95 Special Attack: 110 Special Defence: 80 Speed: 120 Spoiler Appearance: Resembles a large bloated hornet, with Dragon like wings and a long scorpion like tail. The Tail and wings both have stingers on the end. Its whole body has black and yellow stripes - one eye is yellow the other black. Pokedex: Worshipped in ancient times as the king of insects. The poison in its stingers is so powerful, one drop will kill a Wailord. Name Origin: Combination of hornet, regal and draco. [/HIDE] Signature moves: Leech Smash. Bug, physical, 110 Power, 90 accuracy. 60% of damage done heals the user Swarm Guard. Bug, stats. Self target. Functions the same as Protect, however if the attacker makes contact they get Poisoned Building on the foundations that Genesect started, Horeco is here to show the world that Bug types are no longer a joke. Stealth Rock is not as influential as it once was, and even if you can't get rid of the hazards it can still restore its HP with its signature move Leech Smash or by calling on its minions with Heal Order. One thing that hampers lesser Bug types is the poor coverage of their STAB. Not a problem for Horeco though - Tinted Lens means that only Klefki (lol) isn't hit for neutral damage by its STABs. Horeco also packs a mean punch - 150 base Attack is enough to put big holes in just about anything, and with 120 speed it outruns most of the metagame. Access to Extreme Speed lets Horeco say a massive screw you to the speed tiers, so it's difficult to revenge kill. While it despises hazards, it's not the end of the world if you can't get them up - with Leech Smash and Heal Order, it's not too phased by passive damage. The King of insects has its faults though. Dragon is not good defensive typing in Ubers, what with all the other Dragon types and the ubiquitous Ice Beam. Not to mention the new arrivals in Xerneas and Fairy Arceus. Its Bug typing also brings it a weakness to Stealth Rock, although the Dragon typing removes its Fire weakness. And despite 2 moves that restore HP, don't think Horeco likes to take hits - it doesn't. Most strong neutral moves will 2HKO. Horeco may have a tough time hitting the battlefield, but once it's there it will do serious damage. Life Orb + 3 Attacks Nature: Jolly Item: Life Orb EV: 252 Atk, 4 Def, 252 Spd Leech Smash Dragon Claw/Outrage Earthquake Heal Order Very straightforward - switch in, smash stuff, heal when you've got the chance, go back to smashing more stuff. Leech Smash is the main STAB - Tinted Lens negates its poor coverage, and its draining effect means you won't have to use Heal Order as often. Dragon Claw is recommended for consistency - due to the Fairies, clicking Outrage is not as safe as it used to be. However, if you need the power of Outrage nothing's stopping you - just make sure any Fairy types are down before clicking it. Earthquake gets some extra coverage, most notably on Heatran. Heal Order heals off Life Orb recoil and possible hazard damage. EVs are self explanatory - don't bother running anything else on Horeco. Swords Dance Nature: Jolly/Adamant Item: Life Orb EV: 252 Atk, 4 Def, 252 Spd Swords Dance Leech Smash Dragon Claw Extremespeed If you were looking at that 150 Attack and thinking "nah, not quite high enough" then here's your answer. Swords Dance takes its attack up to a frightening 798 with a Jolly nature! After that, get ready to start smashing. Leech Smash is your main STAB - thanks to Tinted Lens only Skarmory and Heatran don't take neutral damage from it. Dragon Claw is the alternate STAB - it OHKOs any Giratina at +2. Extremespeed lets Horeco flip a giant middle finger to faster Pokémon - if you're running an Adamant nature, Scarf Palkia is often OHKOd after Stealth Rock while Scarf Genesect doesn't even need that. To put this set's power into perspective, 252/252 Bold Poison Arceus takes a minimum of 74% damage from a +2 Leech Smash. EVs are self explanatory - Life Orb gives Horeco's attacks some more punch. Jolly nature is recommended to take advantage of the highly competitive speed tier - however, Adamant does give better power. Choice Nature: Jolly Item: Choice Scarf/Choice Band EV: 252 Atk, 4 Def, 252 Spd U-Turn Leech Smash Dragon Claw/Outrage Earthquake Capitalising on both Horeco's speed and power, this set can make a good revenge killer and wall breaker. Genesect proved how irritating spamming U-Turn is - Horeco takes it a step further, by having better attack and far fewer Pokémon resisting it. Leech Smash is the main STAB - its healing effect can also prove helpful if you haven't managed to get rid of Stealth Rock. Dragon Claw is the alternative STAB, and with a Choice Band 2HKOs any Giratina. On the other hand Outrage is much stronger but be wary of Xerneas and Fairy Arceus. Earthquake hits Dialga and Heatran harder than anything else on this set. EVs again maximise speed and power, with the leftovers in special defence to keep HP odd. Other Options Horeco's other signature move Swarm Guard looks interesting on paper, but it just can't fit it into any sets. A Substitute + 3 attacks set might sound interesting, but being weak to Stealth Rock means it gets worn down very quickly. A mixed set consisting of Leech Smash, Dragon Claw, Draco Meteor and Focus Blast could be used to smash Groudon. If you don't like Life Orb recoil, an Insect Plate gives similar levels of power to Leech Smash. Sleep Talk can be used on the Choice set to give Darkrai a nasty surprise. Checks and Counters Thanks to Tinted Lens, Horeco doesn't have any true counters. Groudon does well - the Support set can 2HKO with Stone Edge while avoiding a 2HKO in return. ParaDance Groudon can cripple Horeco with Thunder Wave, then shred it with Stone Edge. However, Groudon is always 2HKOd by a +2 Leech Smash. Physcially defensive Normal Arceus is in much the same boat, able to avoid a 2HKO from any unboosted attack and cripple with Will-O-Wisp, although it too will be 2HKOd by a +2 Leech Smash. Ho-Oh X4 resists Leech Smash and can OHKO in turn with Brave Bird, but Outrage will OHKO after Stealth Rock. If Lugia can keep its Multiscale active, it can survive any attack and phase Horeco out with Whirlwind. If it hasn't boosted yet, if can even set up Reflect to undo its Swords Dance. Defensive Dialga can take a Life Orb or Choice Band boosted attack, and OHKO with a Draco Meteor of its own, although it's still 2HKOd by both Leech Smash and Outrage, so it can't switch in.
Nice. Hey, did you say Horeco has minions? Because if it does, the following two moves would be very well-suited for it: Spoiler Name: All For One Type: Normal Category: Physical (makes contact) Power: 80 Accuracy: N/A (Always hits) PP: 20 Target: Single Pokémon Range: Normal Is Protect effective?: No Description: The user calls upon its allies to charge the foe, overwhelming any and all defenses. Effect: This move always hits the opponent, even if they are using Fly, Dig, Dive, Bounce, Shadow Force, Phantom Force, or Pounce. This move does not ignore stat boosts to Defense like Chip Away and Sacred Sword do, but it does ignore Reflect, Lucky Chant, Protect, Detect, King's Shield, and Spiky Shield. It also hits Ghost-types regardless of their usual immunity (in Gen V, it only has a 60% chance to do so). Notes: The reason for this move always hitting is because it’s meant to be used by Pokémon that are actually several entities, or can direct the action of several entities. In other words, it overwhelms the foe’s evasive action by ganging up on the foe to block off any and all maneuvers the foe could use to dodge it. Enemy’s flying? Hurl bodies at it to knock it out of the sky! Enemy went underground? Go down after it and beat the snot out of it! Enemy’s blocking? DOGPILE!!!!!!! Enemy went underwater? Chase it down! Enemy went intangible? Crowd its personal space and beat it up anyways! What do you mean it’s not awesome? While it’s mainly associated with “many creatures as a single entity” Pokémon, it’s also available to Pokémon that are just plain charismatic – for instance, the Legendary Beasts and Musketeer quartet. Generation of Origin: Gen V Distribution: Diglett line (Diglett cannot learn All For One), Magneton (must level-up in the Day Care with a Pokémon that knows All For One), Exeggcute (but not Exeggutor), Raikou, Entei, Suicune, Vespiquen, Bisharp, Cobalion, Terrakion, Virizion, Keldeo, Drathigar Name: One For All Type: Normal Category: Physical (makes contact) Power: 60 Accuracy: 80% PP: 20 Priority: +6 warning message, -4 until the user is targeted by a contact attack, at which point it immediately executes, even if other actions would have preceded it in the queue Target: Single Pokémon Range: Normal Description: The user calls upon its allies to huddle around it, working in concert to repel any direct attack. Effect: After the warning message (akin to that of Focus Punch or Brain Shatter), the user essentially tenses up and waits to be attacked. When an opponent tries to hit the user with a direct-contact move, that move is blocked (as if by Protect), and the user then immediately counterattacks that opponent with a 140-BP, always-hit Normal-type attack. The parameters above describe what happens if the user is not targeted by a contact attack; it instead executes the attack at -4 priority, and the move has only 60 base power and 80% accuracy. Notes: Again, this move is reliant upon several individuals acting together. That means it’s used by either a Pokémon that is actually made up of (or able to control) numerous individuals, such as Holearmy, Exeggcute, or Vespiquen, or a Pokémon that’s so charismatic that it’s capable of bringing pretty much the entire wild population to the area to assist it at a moment’s notice if it needs to (like, say, the Legendary Beasts and Musketeer quartet). For this move, the individuals are forming a defensive circle – when something tries to attack them, they swarm it, push it back, and then pummel the everloving crap out of it. And yeah, the names of both All For One and One For All are derived from the catchphrase of the Three Musketeers. (Hence, why I had to come up with some excuse for the Musketeer quartet to be able to learn them.) Generation of Origin: Gen V Distribution: Diglett line (Diglett cannot learn One For All), Magneton (must level-up in the Day Care with a Pokémon that knows One For All), Exeggcute (but not Exeggutor), Raikou, Entei, Suicune, Vespiquen, Bisharp, Cobalion, Terrakion, Virizion, Keldeo, Drathigar
Batman Type: Dark/Fighting Ability: Prankster/Insomnia Stats: HP: 90 Atk: 95 Defense: 85 Special Attack: 94 Special Defense: 75 Speed: 101
Magihexy The next idea I'm putting up is Magihexy, the the Dance Diva Pokémon and the evolved form of Jynx. (Sorry about the terrible name, but I couldn't come up with anything better. Plus, it's grown on me over the years.) Name: Magihexy Type: Ice/Psychic Ability: Oblivious/Forewarn Dream World Ability: Infiltrator (pre-Gen VII)/Dancer (Gen VII) Generation of Origin: Gen IV Egg Group: Humanshape (Female only) Height: 5'11'' Weight: 131.6 lbs. Evolves from Jynx by trading with Frosterizer Base Stats: HP: 75 Attack: 65 Defense: 45 Special Attack: 135 Special Defense: 110 Speed: 110 Base Stat Total: 540 Miscellaneous Details Spoiler Name Origin: "Magic"/"Magi" + "hex" + "sexy" Movepool Spoiler Level-Up Moves: Start: Rain Dance Start: Dragon Dance Start: Petal Dance Start: Featherdance Start: Cryo Barrier (Gen V, VI, & VII) Start: Draining Kiss (Gen VI & VII) Start: Perish Song (Gen VI & VII) Start: Pound Start: Lick Start: Lovely Kiss Start: Powder Snow 5: Lick 8: Lovely Kiss 11: Powder Snow 15: DoubleSlap 18: Ice Punch 21: Mean Look (Gen IV) 21: Heart Stamp (Gen V, VI, & VII) 23: ThunderPunch 25: Fake Tears (Gen IV) 25: Mean Look (Gen V, VI, & VII) 28: Wake-Up Slap (Gen IV) 28: Fake Tears (Gen V, VI, & VII) 30: Power Gem (Gen IV, VI, & VII) 30: Wake-Up Slap (Gen V) 33: Avalanche (Gen IV) 33: Wake-Up Slap (Gen VI & VII) 36: Earth Power 39: Body Slam (Gen IV) 39: Avalanche (Gen V, VI, & VII) 41: Psychic (Gen IV) 41: Body Slam (Gen V) 44: Wring Out (Gen IV & V) 44: Body Slam (Gen VI & VII) 49: Perish Song (Gen IV) 52: Lucky Chant (Gen IV) 52: Wring Out (Gen VI & VII) 55: Blizzard (Gen IV) 55: Perish Song (Gen V, VI, & VII) 58: Helping Hand 60: Hex (Gen V, VI, & VII) 62: Role Play 65: Blizzard (Gen V, VI, & VII) 68: Quiver Dance (Gen V, VI, & VII) 71: Entrainment (Gen V, VI, & VII) 74: Psyshock (Gen V, VI, & VII) 76: Fire Punch (Gen V & VI) 77: Fire Punch (Gen VII) 80: Fiery Dance (Gen V, VI, & VII) 84: Amygdala Warp (Gen V, VI, & VII) 90: Freeze Dry (Gen VI & VII) 100: Revelation Dance (Gen VII) [Note: Revelation Dance is an Ice-type move when Magihexy uses it.] TM/HM Moves: TM01 (Gen IV): Focus Punch TM03 (Gen IV): Water Pulse TM03 (Gen V, VI, & VII): Psyshock TM04: Calm Mind TM06: Toxic TM07: Hail TM10: Hidden Power TM12: Taunt TM13: Ice Beam TM14: Blizzard TM15: Hyper Beam TM16: Light Screen TM17: Protect TM18: Rain Dance TM19 (Gen V): Telekinesis TM21: Frustration TM24: Thunderbolt TM27: Return TM29: Psychic TM30: Shadow Ball TM31: Brick Break TM32: Double Team TM33: Reflect TM35: Flamethrower TM41: Torment TM42: Facade TM43 (Gen IV)/TM94 (ORAS): Secret Power TM44: Rest TM45: Attract TM46: Thief TM48 (Gen IV): Skill Swap TM48 (Gen V, VI, & VII) Round TM49 (Gen IV): Snatch TM49 (Gen V, VI, & VII): Echoed Voice TM51 (Gen V): Ally Switch TM52: Focus Blast TM53: Energy Ball TM56: Fling TM58 (Gen IV): Endure TM60 (Gen IV): Drain Punch TM62 (Gen V, VI, & VII): Acrobatics TM63: Embargo TM66: Payback TM67 (Gen IV): Recycle TM68: Giga Impact TM70 (Gen IV, V, & VI): Flash TM70 (Gen VII): Aurora Veil TM72 (Gen IV): Avalanche TM75: Swords Dance TM77: Psych Up TM78 (Gen IV): Captivate TM79 (Gen IV)/TM97 (Gen VI): Dark Pulse TM79 (Gen V, VI, & VII): Frost Breath TM82 (Gen IV): Sleep Talk TM83 (Gen IV): Natural Gift TM83 (Gen V): Work Up TM85: Dream Eater TM86: Grass Knot TM87: Swagger TM88 (Gen VI): Sleep Talk TM90: Substitute TM92: Trick Room TM96 (Gen VI & VII): Nature Power TM97 (Gen V)/TM102 (Gen VI & VII): Cold Shoulder TM98 (Gen V)/TM103 (Gen VI & VII): Swift Strike TM98 (Gen VI): Power-Up Punch TM99 (Gen VI & VII): Dazzling Gleam TM100 (Gen VI & VII): Confide HM04: Strength Egg Moves: Captivate (Gen V, VI, & VII) Fake Out Ice Punch Meditate Miracle Eye Nasty Plot (HGSS, Gen V, Gen VI, & Gen VII) Wake-Up Slap (Gen V, VI, & VII) Wish Tutor Moves: Covet (Gen V & VI) Dark Pulse (Gen V) Drain Punch (Gen V & VI) Earth Power (Gen IV, V, & VI) Fire Punch (Gen IV, V, & VI) Gravity (Gen IV, V, & VI) Headbutt (Gen IV) Heal Bell (Gen IV, V, & VI) Helping Hand (Gen IV, V, & VI) Icy Wind (Gen IV, V, & VI) Ice Punch (Gen IV, V, & VI) Lunar Dance (Gen IV, V, & VI; Learns by leveling up in the Day Care with a Cresselia that knows Lunar Dance) Magic Coat (Gen IV, V, & VI) Magic Room (Gen V & VI) Mud Slap (Gen IV) Recycle (Gen V & VI) Role Play (Gen IV, V, & VI) Signal Beam (Gen IV, V, & VI) Skill Swap (Gen V & VI) Sleep Talk (Gen V) Snatch (Gen V & VI) Snore (Gen IV, V, & VI) ThunderPunch (Gen IV, V, & VI) Trick (Gen IV, V, & VI) Water Pulse (Gen VI) Wonder Room (Gen V & VI) Zen Headbutt (Gen IV, V, & VI) Notable Custom Moves Spoiler Name: Cold Shoulder Type: Ice Category: Physical (Makes contact) Power: 60 Accuracy: 90% PP: 10 Target: Single Pokémon Range: Normal Priority: -6 Is Protect effective?: Yes Compatible with Sheer Force?: No Description: The user infuses its shoulder with frost energy and charges at its foe, forcing it out of the battlefield. Effect: It's the Ice-type equivalent to Dragon Tail and Circle Throw. The foe damaged by this move is forced out of the battlefield, and another Pokémon on its Trainer's team is randomly switched in to replace it. Generation of Origin: Gen II Like Dragon Tail, this move phazes and inflicts damage at the same time. However, Magihexy's physical Attack is crap, so don't use this unless you really want Magihexy phazing for some reason. However, I can't really conceive what that reason would be, as Magihexy's defenses are crap, too (well, okay, its Special Defense is far from terrible, but it's undermined by mediocre HP...). So, yeah, don't use this. Name: Cryo Barrier Type: Ice Category: Physical Power: 75 Accuracy: 80% PP: 5 Target: All opposing Pokémon Range: Normal Is Protect effective?: Yes Compatible with Sheer Force?: Yes Description: The user creates walls of ice that it then slides at the foe. If it hits, the foe will likely be crippled in some way. Effect: This move has numerous secondary effects that it can inflict. It has a 40% chance of lowering the target’s Speed by 1 stage, a 30% chance of making the foe flinch, a 20% chance of paralyzing the foe, a 10% chance of freezing the foe, and a 5% chance of being an instant KO. Each of these secondary effects is checked for in sequence, and if one is successful, the rest are skipped. (A check automatically fails if it would be inapplicable, such as a Speed drop to a Pokémon at -6 Speed (or with the Clear Body or White Smoke ability), flinching to a Pokémon that has already acted (or is immune), paralysis or freezing to a Pokémon that would be immune to it (or is already statused), or a one-hit KO against a Pokémon with Sturdy.) Sheer Force causes all of the checks to be skipped (as does Shield Dust on the target), and Serene Grace doubles the chance for each effect to occur independently of each other. Note that due to sequential checking, the chances of everything except for the Speed drop are lower than they appear; however, I can't be bothered to do the math. Generation of Origin: Gen V Okay, I won't lie, I created this move with the idea that, hey, Kyurem-B finally has physical Ice STAB that it can actually use on something that doesn't resist Ice-type attacks. (Other physically-oriented Ice-types, like Weavile, Mamoswine, and Beartic, would also benefit from this move existing.) But Magihexy? Hahahahaha no. Cryo Barrier's Base Power isn't all that good, with its main draw being its myriad secondary effects, and a Pokémon with rubbish physical Attack, like Magihexy, is just wasting a moveslot trying to make use of this. Name: Swift Strike Type: Psychic Category: Physical Power: 40 Accuracy: 100% PP: 30 Target: Single Pokémon Range: Long Priority: +1 Is Protect effective?: Yes Description: The user instantaneously teleports to its foe’s location and delivers a quick, but somewhat weak slap. Effect: It’s a Psychic-type variant of Quick Attack. Aside from the type matchups of the Psychic type (and being considered long-ranged for Triple battles), it’s no different from any other bread-and-butter priority attack, and is useful for the same circumstances and purposes. Generation of Origin: Gen V Blah blah blah, physical attack, blah blah blah, save it for a Psychic-type whose physical Attack isn't terrible. (Funnily enough, the flavor behind how this move is supposed to work is nearly identical to Hyperspace Hole (the main difference being that that move uses portals while this one just uses teleportation), but other than both being Psychic-type moves, they work completely differently. Regardless, I guess Hoopa Unbound could make good use of this move. But not Magihexy. No, no, most definitely no.) Name: Amygdala Warp Type: Psychic Category: Special Power: 60 Accuracy: N/A (Perfect) PP: 5 Target: Single Pokémon Range: Long Priority: +2 Is Protect effective?: Yes Description: The user reaches into the opponent’s mind and swiftly stimulates the pain centers of the foe’s brain, delivering a brief flash of intense pain. Effect: This is an enhanced-priority move on par with ExtremeSpeed. It’s a little weaker than ExtremeSpeed, but is guaranteed to work unless the opponent protects itself or is immune. Generation of Origin: Gen V This move is an interesting blend between "increased priority" and "perfect accuracy". It's actually in the same priority bracket as Extreme Speed, which is why its PP is so terrible, despite having less Base Power. Being a Special attack, and with STAB to boot, it could actually be used rather competently by Magihexy, but not as a primary attack; it just doesn't have the Base Power for that. It'd be fantastic for revenge kills, though. Overview Magihexy is to Jynx what Magmortar is to Magmar and Electivire is to Electabuzz... except not quite. Unlike its counterparts, Magihexy makes no sacrifices in the name of its BST; it is an improvement over its predecessor Jynx in every way... except for the Hidden Ability, which is changed from the very good (if somewhat situational) Dry Skin to the... extremely situational Infiltrator (until Gen VII, where it becomes the fantastic Dancer instead). However, while Magihexy has a Special Attack stat on par with Alakazam with the Speed of Gengar (and the physical frailty of both), where it really shines is its movepool. Like Electivire and Magmortar, Magihexy gains access to a host of attacks outside its specialty elements - most prominently Fire and Electric, but also having extra options for Ground, Grass, and Ghost. Furthermore, it has access to every dancing move in existence, so it can boost its stats in a myriad of ways. Magihexy may not be the fastest or sturdiest sweeper out there, but its sheer versatility makes it rather tricky to play against. Sets Choice Beatdown Nature: Modest/Timid Ability: Infiltrator/Dancer Item: Choice Specs/Choice Scarf EVs: 4 HP/252 SpA/252 Spd Ice Beam/Blizzard/Freeze Dry Flamethrower/Fiery Dance Thunderbolt/Focus Blast/Energy Ball Psychic/Psyshock/Shadow Ball/Earth Power/Dazzling Gleam/Trick This set, like all Choice sets, is highly straightforward. Its aim is to punch massive holes in the enemy team (if using Choice Specs) or to revenge kill speedy Pokémon (if using Choice Scarf). It wouldn't be too farfetched to claim that Magihexy is everything Electivire wishes it was; Magihexy has a large number of offensive options to play with, each of which have their uses. First and foremost is the Ice STAB, which are Magihexy's hardest-hitting moves other than Psychic. Ice Beam is strong and reliable; Blizzard is stronger, but not as reliable outside of hail. Freeze Dry is weaker than Ice Beam, but is super-effective on Water-type Pokémon, which means that Magihexy doesn't need Electric-type coverage (STAB Freeze Dry hits harder than Thunderbolt) and can use the third moveslot for something else. (The higher freeze chance is a nice bonus.) The next move is Fire-type coverage, to deal with pesky Steel-types like Skarmory and Ferrothorn (and Scizor, but only on the switch-in). Flamethrower is powerful and reliable. Fiery Dance is a bit less powerful than Flamethrower, but enables Magihexy to pull a nice Salamence impression, getting stronger over time for a late-game sweep. If you aren't running Freeze Dry, the third move should be either Thunderbolt or Energy Ball. Both hit Water-types super-effectively; Thunderbolt is stronger and can paralyze, but Energy Ball also hits Rock-types super-effectively and can drop Special Defense. (Thunderbolt also hits Flying-types and Energy Ball also hits Ground-types, but Magihexy's Ice STAB does both, so that's not what you'd use them for.) If you have Freeze Dry for Water-types, then you can use Focus Blast here to deal with Rock-types and Heatran (most other notable Steel-types have secondary typings that resist Fighting, and are thus hit harder by Flamethrower). The final move is filler for dealing with a select few threats. Psychic is Magihexy's strongest move other than its Ice STAB, due to getting STAB itself, but is really mostly good for dealing with Fighting- and Poison-types, neither of which are particularly large threats to Magihexy. Psyshock is mostly the same, except for hitting Defense instead of Special Defense, making it better for the Hitmons and pink blobs. Shadow Ball nails Ghost-types (and other Psychic-types) for good damage, though the biggest Ghost-type threat, Gengar, is hit harder by Psychic. (You could also use Dark Pulse here if you'd rather cause enemies to flinch than drop their Special Defense, but Shadow Ball has better neutral coverage.) Earth Power, like Focus Blast, is mostly useful for Rock and Steel-types; it hits Heatran harder than Focus Blast, but Tyranitar shrugs off Earth Power better. (There's also the whole power vs. reliability thing.) Dazzling Gleam is mostly redundant with Ice and Psychic STAB, but could be used to deal with Dark-types if you don't want to take a chance on Focus Blast. Just don't expect to OHKO Tyranitar with it, and remember that it's not super-effective against Houndoom. If you feel like Magihexy has good enough coverage with just three moves, you could use Trick in the last slot to try to screw over a setup sweeper or something, or Lovely Kiss to neutralize a counter (though with a Choice item, using Lovely Kiss means that you're going to have to switch afterwards, and by the way, you really shouldn't be using Lovely Kiss with Choice Specs). Life Orb/Expert Belt Nature: Modest/Timid Ability: Oblivious/Infiltrator Item: Life Orb/Expert Belt EVs: 252 SpA/4 SpD/252 Spd Nasty Plot/Lovely Kiss Ice Beam/Blizzard/Freeze Dry Flamethrower/Fiery Dance Thunderbolt/Energy Ball/Focus Blast/Psychic/Psyshock/Earth Power Much like Jynx's Life Orb set, this set aims to be an immediate threat that makes use of Magihexy's versatility without being locked into one move. There are two main options for the Other-category move. Nasty Plot boosts Magihexy's Special Attack and makes it much more of a threat (though not exactly an immediate one), while Lovely Kiss can effectively neuter a counter (preferably on the switch-in) and maybe generate some momentum by forcing the opponent to switch right back out. Like the Choice set, Ice-type STAB and Fire-type coverage are practically mandatory (though, since this set doesn't play hit-and-run, Blizzard is a really, really bad idea without hail support). For the final moveslot, you're basically picking what walls you. Go with Energy Ball or a Psychic move, and Heatran eats Magihexy alive. Go with Focus Blast, and Jellicent barely sees you as a speed bump (unless you pack Freeze Dry, which will probably sting, but Jellicent can survive and, unless it gets frozen, easily outlast Magihexy with a combination of Shadow Ball and Recover). Also, there's also the whole missing thing to worry about. Earth Power is basically a middle finger up Heatran's tailpipe, but it doesn't hurt Tyranitar enough to prevent the Godzilla-expy from raping Magihexy with whichever STAB it pleases. You could also run a second coverage move in place of Nasty Plot or Lovely Kiss, but this is kind of a bad idea, as it means that you may be completely boned when Tyranitar, Houndoom, or Heatran come in; Magihexy's best bet against these menaces is to put them to sleep or boost up so it can blow right past them, and if neither of those options is available, the only thing to do is make a run for it. Dazzling Gleam is not recommended because Ice/Fire/Fairy coverage is walled hard by Heatran. For Magihexy's boosting sets, your main choices are Oblivious and Infiltrator (Forewarn is mostly useless). Oblivious prevents Magihexy's fun from being ruined by Taunt and/or Attract (hey, there are people stupid enough to try the latter), while Infiltrator makes sure that Magihexy can't be stopped in its tracks by Light Screen or Substitute (and also prevents Safeguard from blocking Lovely Kiss). Long-Term Special Booster Nature: Timid Ability: Oblivious/Infiltrator Item: Leftovers EVs: 4 Def/252 SpA/252 Spd Nasty Plot/Quiver Dance Ice Beam/Freeze Dry Lovely Kiss/Flamethrower/Fiery Dance Substitute/Psyshock/Taunt Magihexy can run a very similar longevity set to Jynx, setting up from behind a Substitute until it can eventually obliterate even Ice resists with its Ice Beam (or Freeze Dry, if it really cares that much about Water-types trying to ruin its fun). Magihexy doesn't have Dry Skin to grab watery healing with, but it does have Quiver Dance as an alternative to Nasty Plot; this takes longer to get up to +6 SpA, but makes up for it by also increasing Special Defense and Speed along the way (which is why the extra EVs for this set are being put into Defense rather than Special Defense). Magihexy also has Flamethrower and Fiery Dance as alternatives to Lovely Kiss - attempting to fry counters rather than putting them to sleep. (Do note that Tyranitar won't be bothered at all unless you score that 1-in-10 chance of burning it with Flamethrower.) Lovely Kiss is able to deal with a wider variety of threats than Flamethrower/Fiery Dance, but killing Scizor as it comes in to shatter you can easily turn the whole game in your favor, and also has the advantage of not running afoul of the Sleep Clause. (On the other hand, if you accidentally use Flamethrower on Heatran or Houndoom, Magihexy is f**ked.) Like Jynx, Psyshock can be used to deal with many non-Steel-type Ice resists (and the pink blobs), but Substitute is strongly preferred for protection from status and OHKOs. Taunt is a more reasonable alternative, exchanging security for the ability to halt opposing hazards, setup, and status moves (though it does nothing to block status as a secondary effect of damaging moves). Other Options Magihexy has access to Swords Dance and Dragon Dance and a decent physical movepool, but its base Attack is too low for it to bother with going mixed, let alone a physical set. It also has Petal Dance as a more powerful alternative to Energy Ball, but being locked into a Grass-type move is practically an open invitation for Heatran or Scizor to come in and ruin Magihexy's day. Power Gem is an honorable mention for many of the above sets, but it doesn't really hit anything notable except for Fire-types, which Magihexy would have to be a fool to stay in on anyways. Entrainment is part of Magihexy's bag of tricks, but it's as gimmicky for Magihexy as it is for anything else, and Magihexy already has 4MSS bad enough as is. Amygdala Warp, however, could be worth considering as a revenge-kill option. Checks and Counters Scizor is a standout counter; Magihexy really has no business trying to deal with it, and no, carrying a Fire-type move won't help; unless Magihexy happens to already have a Substitute up, Scizor will wipe it out before it can move with Bullet Punch. Heatran and Tyranitar also make good counters, as unless Magihexy has the appropriate coverage move, they can easily one-shot it with their STAB moves while having little to fear from its attacks. Houndoom also has the potential to make Magihexy's life utter hell, especially if it grabs a Flash Fire boost (that goes for Heatran too, but Heatran has more to fear from Earth Power and I couldn't resist the hellhound-related pun).
Cool - Jynx has been begging for an eve for years. The Gen 1 starters got Mega evolutions, so now here's my idea for Gen 2 mega starters: Mega Meganium Type: Grass/Fairy Ability: Restoration. When the Pokémon enters the battlefield, the weather is reset to Clear, screens and hazards are removed from both sides and Trick Room, Magic Room and Wonder Room are instantly ended. The effects do not return when it leaves the battlefield. Hazards do still have an effect. Appearance: It looks mostly the same as regular Meganium, except its entire body is covered in flowers with its feet resembling lily pads. Stats: 80, 82, 130, 98, 130, 80 It also now gets Dazzling Gleam If you want a lesson on how to make a crappy Pokémon viable, look no further than Meganium. In its Mega Forme, it removes hazards, weather and even Trick Room just by switching in. Therefore, if you have Pokémon that are weak to hazards Mega Meganium is a great partner. It's not a sitting duck either - it has a vast support move pool, with both screens and aromatherapy. Mega evolving also brings Mega Meganium new typing - while it is now X4 weak to Poison (lol) it loses its Bug weakness and gains handy resistances to Fighting and Dark moves, and a nice immunity to Dragon. It can pull its weight offensively too, although being a Grass type it's always walled by something. By virtue of its incredible ability, Meganium can finally stand tall. Specially Defensive Item: Meganiumite Nature: Calm (+Sdef -Atk) EV: 252 HP, 4 SAtk, 252 SDef Light Screen Synthesis Dazzling Gleam Toxic/Aromatherapy Simple wall set. Light Screen gives it such immense special bulk that even a Fire Blast from Life Orb Timid Heatran won't 2HKO. Synthesis keeps Meganium alive longer, and thanks to its ability it doesn't have to worry about it being gimped in bad weather. And Politoed, Hippowdon and Tyranitar pretty much never switch into it anyway. Dazzling Gleam is the main STAB - it does decent damage to anything not resisting it, and it gets better coverage than Grass moves. Toxic can be used in the last slot to cripple a Pokémon, or Aromatherapy can be used to act as a cleric. Tank Item: Meganiumite Nature: Modest EV: 252 HP, 252 SAtk, 4 SDef Dazzling Gleam Energy Ball Hidden Power Ground Synthesis This set can catch a lot of people off guard if they think Mega Meganium's just a harmless wall. Dazzling Gleam and Energy Ball get STAB. However, both moves are resisted by Fire, Steel and Poison type Pokémon. Hidden Power Ground hits those types for super effective damage. Synthesis keeps Meganium healthy, allowing it to take hits and return fire. The EVs maximise power and overall bulk. Other Options A Physically defensive set is perfectly viable - just run Reflect and move the EVs into Defence and use a Bold nature on the first set. Sadly Meganium's move pool is terrible - it doesn't get Stun Spore, Thunder Wave, Sleep Powder, Leech Seed or any really noteworthy moves. A Dual Screens set is possible, but outclassed since it can't hold Light Clay. A RestTalk set is possible, but generally Meganium prefers to use Aromatherapy to rid itself of status. Checks and Counters Scizor can come in on anything it has and smash it with Bullet Punch. Same for Skarmory with Brave Bird. Heatran isn't OHKOd by Hidden Power Ground, and can in turn OHKO with Fire Blast or Overheat. Venusaur resists its STABs and can OHKO back with its own STAB Sludge Bomb. Volcarona too resists both STABs, isn't phased at all by Hidden Power Ground and can set up in Meganium's face - it does have to watch out for Toxic though, unless it's using a Lum Berry or has Substitute. Will do Typhlosion and Feraligatr later, tired now.
Mistikal I cannot wait to see Mega Typhlosion. (BTW, Mega Meganium's stat changes add up to only +75 BST - a Mega Evolution's BST should increase by 100.) Anyways, here's my next idea - Mistikal, the Vile Fog Pokémon. It's Cipher's backup secret weapon, but it's much more subtle in its approach than Voltran - it invades its targets' bodies and controls their brains. Yes, you read that right. Name: Mistikal Type: Poison/Psychic Ability: Shadow Toxin (Opposing Pokémon that are poisoned have a 50% chance of "succumbing to shadows" every turn, which makes them waste their action (e. g. full paralysis); furthermore, poison damage is increased by 125%, which means that regular poison takes off 1/7 of the victim's HP every round, and that Toxic Poison starts at removing 1/14 of the victim's HP and keeps counting up from there at a similarly accelerated rate (2/14 on the second round, 3/14 on the third round, and so on, to a maximum of 13/14 (Gen IV & V) or 17/18 (Gen VI).) This ability is rendered inactive if Mistikal is controlling another Pokémon with Corruption; the victim's Ability is expressed instead.) Hidden Ability: Prankster (unreleased, added in Gen VI) Generation of Origin: Gen IV Egg group: No eggs (Genderless, Legendary) Height: 5'06'' Weight: 50 lbs. Base Stats: HP: 115 (110 in Gen IV & V) Attack: 65 Defense: 125 (120 in Gen IV & V) Special Attack: 120 (110 in Gen IV & V) Special Defense: 125 (120 in Gen IV & V) Speed: 110 (105 in Gen IV & V) Base Stat Total: 660 (630 in Gen IV & V) Miscellaneous Details Spoiler Name Origin: "Mist" + "Mystical" (Incorporating Tikal into the name is simply a happy coincidence; the real intent of substituting the "c" in "mystical" for a "k" is to invoke Xtreme Kool Letterz.) Movepool Spoiler Level-Up Moves: Start: Infestation (Gen VI) Start: Ominous Wind (Gen V & VI) Start: Eerie Impulse (Gen VI) Start: Follow Me Start: Simple Beam (Gen VI) Start: Recover (Gen VI) Start: Nasty Plot (Gen VI) Start: Confusion Start: Smog Start: Poison Gas Start: Disable 3: Astonish (Gen IV) 3: Hex (Gen V & VI) 6: Miracle Eye 9: Acid Armor 12: Heal Block 15: Amnesia 18: Acid 21: Confuse Ray 24: Hypnosis 27: Imprison 30: Switcheroo 33: Extrasensory 36: Shadow Ball (Gen IV & VI) 36: Ominous Wind (Gen V) 39: Magic Coat 42: Encore 45: Mind Rot 48: Follow Me (Gen IV) 48: Stored Power (Gen V & VI) 51: Psycho Shift 54: Snatch 57: Curse (Gen IV) 57: Clear Smog (Gen V & VI) 60: Toxic 63: Shadow Ball (Gen IV) 63: Wonder Room (Gen V) 63: Magic Room (Gen VI) 66: Role Play (Gen IV) 66: Entrainment (Gen V & VI) 69: Gastro Acid (Gen IV) 69: Magic Room (Gen V) 69: Topsy-Turvy (Gen VI) 72: Cosmic Power 75: Corruption 78: Agility (Gen IV) 78: Autotomize (Gen V & VI) 81: Spite 84: Nightmare 87: Memento 90: Intangibility 93: Psychic (Gen IV & VI) 93: Simple Beam (Gen V) 96: Destiny Bond 99: Dark Storm TM/HM Moves: TM03 (Gen V & VI): Psyshock TM04: Calm Mind TM06: Toxic TM09 (Gen V & VI): Venoshock TM10: Hidden Power TM12: Taunt TM15: Hyper Beam TM16: Light Screen TM17: Protect TM18: Rain Dance TM19 (Gen IV): Giga Drain TM19 (Gen V): Telekinesis TM20: Safeguard TM21: Frustration TM27: Return TM29: Psychic TM30: Shadow Ball TM32: Double Team TM33: Reflect TM34 (Gen IV): Shock Wave TM34 (Gen V & VI): Sludge Wave TM36: Sludge Bomb TM41: Torment TM42: Facade TM43 (Gen V)/TM94 (ORAS): Secret Power TM44: Rest TM46: Thief TM48 (Gen IV): Skill Swap TM48 (Gen V & VI): Round TM49 (Gen IV): Snatch TM49 (Gen V & VI): Echoed Voice TM51 (Gen V): Ally Switch TM56: Fling TM60 (Gen V & VI): Quash TM61: Will-O-Wisp TM62 (Gen IV): Silver Wind TM63: Embargo TM64: Explosion TM66: Payback TM67 (Gen IV): Recycle TM68: Giga Impact TM73: Thunder Wave TM77: Psych Up TM79 (Gen IV): Dark Pulse TM82 (Gen IV): Sleep Talk TM83 (Gen IV): Natural Gift TM83 (Gen V): Work Up TM83 (Gen VI): Infestation TM85: Dream Eater TM87: Swagger TM88 (Gen VI): Sleep Talk TM90: Substitute TM92: Trick Room TM93 (Gen IV)/TM96 (Gen V)/TM101 (Gen VI): Clear Skies TM95 (Gen V & VI): Snarl TM96 (Gen VI): Nature Power TM97 (Gen VI): Dark Pulse TM98 (Gen V)/TM103 (Gen VI): Swift Strike TM100 (Gen VI): Confide TM104 (Gen VI): Voltage Gust (Not compatible in Gen V) Move Tutor Moves: After You (Gen V & VI) Amygdala Warp (Gen V & VI; Must level-up in the Day Care with a Pokémon that knows Amygdala Warp) Block (Gen IV, V, & VI) Dark Pulse (Gen V; Must level-up in the Day Care with a Pokémon that knows Dark Pulse in Black & White) Entrainment (Gen V & VI; Must level-up in the Day Care with a Pokémon that knows Entrainment) Foul Play (Gen V & VI) Gravity (Gen IV, V, & VI) Gastro Acid (Gen IV, V, & VI; Must level-up in the Day Care with a Pokémon that knows Gastro Acid in Black & White) Heat Wave (Gen IV, V, & VI; Must level-up in the Day-Care with a Pokémon that knows Heat Wave in Black & White) Helping Hand (Gen V & VI) Hyper Voice (Gen V & VI) Icy Wind (Gen IV, V, & VI; Must level-up in the Day Care with a Pokémon that knows Icy Wind in Black & White) Knock Off (Gen IV, V, & VI) Lightseeker (Gen V & VI; Must level-up in the Day Care with a Pokémon that knows Lightseeker) Magic Coat (Gen IV, V, & VI) Magic Room (Gen V & VI) Ominous Wind (Gen IV) Pain Split (Gen IV, V, & VI) Recycle (Gen V & VI) Role Play (Gen IV, V, & VI; Must level-up in the Day Care with a Pokémon that knows Role Play in Black & White) Shock Wave (Gen V & VI; Must level-up in the Day Care with a Pokémon that knows Shock Wave in Gen V) Skill Swap (Gen V & VI; Must level-up in the Day Care with a Pokémon that knows Skill Swap in Black & White) Silver Wind (Gen V & VI; Must level-up in the Day Care with a Pokémon that knows Silver Wind) Simon Says (Gen IV, V, & VI; Must level-up in the Day Care with a Pokémon that knows Simon Says) Sleep Talk (Gen V) Snatch (Gen V & VI) Snore (Gen IV, V, & VI) Spite (Gen IV, V, & VI) Sucker Punch (Gen IV) Trick (Gen IV, V, & VI) Wonder Room (Gen V & VI) Notable Custom Moves Spoiler Name: Corruption Type: Poison Category: Other (Makes contact) Power: N/A Accuracy: 60% (30% in Sunny Day) PP: 5 Target: Single Pokémon Range: Long Snatchable?: No Is Protect effective?: Yes Reflectable with Magic Coat/Magic Bounce?: Yes Description: The user turns into poisonous mist and attempts to infiltrate and take over its foe's brain. Effect: You gain temporary control over the opponent's Pokémon, and it becomes poisoned. If the poison condition is cured, control of the infected Pokémon returns to your opponent. The opponent's Pokémon has a 40% chance of breaking free from your control and returning to your opponent at the end of each turn; this increases by 10% in sunny weather, and any light-based move used on the Pokémon raises the chance by 20%. If the Pokémon breaks free in this manner, it remains poisoned. Light-based moves will also affect the user of Corruption instead of the victim. If either the Corruption-user or victim faints, control is automatically given back to the opponent. You may also give up your turn to release control of your opponent's Pokémon (the user returns to play at the end of the round). This move is blocked by anything that could ordinarily block a Poison condition, including an already-existing status condition (including Poison), Safeguard, Leaf Guard, Immunity, and being a Poison-type or Steel-type. Successfully using this move on a wild Pokémon ends the battle and captures it, but its happiness value will be set to 0 (regardless of what the happiness value of a freshly-caught Pokémon of that species ordinarily would be); on the other hand, its accuracy against a wild Pokémon is changed to 15% plus 3 per level the user has above the wild Pokémon's (it won't work on a wild Pokémon whose level is higher than the user's). Generation of Origin: Gen IV Corruption is a huge, huge part of what makes Mistikal such a nightmare on the battlefield. Even with only a 60% chance to work, the potential to hijack one of your opponent’s Pokémon is unbelievably potent (in fact, it would be downright broken if not for the low accuracy). If the enemy doesn’t have any light-based moves (like Dazzling Gleam, Flash, Flash Cannon, Solarbeam, Aurora Beam, Mirror Shot, Techno Buster, Signal Beam, Judgment, etc.), then they have to either kill their own ‘mon, somehow stall and pray that hax restores it to their control, or watch it die. Even more fun ensues if the ‘mon you hijack has sacrificial moves like Explosion or Healing Wish, as then your opponent is only left with the last option. Note that light-based moves used on a Pokémon under the effects of Corruption will have their effects on Mistikal instead of its victim, so if the opponent does have such moves, they can still threaten Mistikal even while it’s possessing one of their ‘mons (and also increase the odds of getting their Pokémon back without it fainting). And before you ask – yes, if you have a Smeargle with this move use it, have it reflected by Magic Bounce or Magic Coat, and have it hit your Smeargle, your opponent gets your Smeargle. Hilarity ensues. (Mistikal can’t be poisoned due to its typing, and is thus completely safe from this outcome unless it gets Soaked or something ridiculous like that. Also, even if a Pokémon other than Mistikal uses Corruption successfully, they can still get forced out by light-based moves; even though flavor-wise Corruption's propensity to be thwarted by light is a property of Mistikal itself, it's a property of Corruption itself as far as game mechanics are concerned.) Corruption is a very complicated move, so it'll be discussed a bit more thoroughly in the analysis of the set centered on its use. Name: Dark Storm Type: Dark Category: Special (Energy-based) Power: 110 (120 until Gen VI) Accuracy: 85% PP: 5 Target: All other Pokémon Range: Normal Is Protect effective?: Yes Description: The user summons a cloud of malevolent power to engulf and assault its foe. Effect: This move inflicts damage. It has no secondary effect. Generation of Origin: Gen IV Yes, Dark Storm is part of Mistikal’s bag of tricks. However, considering Mistikal’s so-so Special Attack and lack of STAB, its main reason to use this move would be to smack Steel-, Psychic-, and Ghost-types around. Name: Intangibility Type: Ghost Category: Other Power: N/A Accuracy: N/A PP: 5 Target: Self Snatchable?: Yes Description: The user fades out of the physical plane, becoming nigh-invulnerable against physical moves in exchange for some strength and speed. Effect: The Pokémon fades out, causing all physical attacks to miss it 75% of the time. In exchange, it sacrifices 12.5% of its max HP (akin to the 50% HP sacrifice for Ghost-Curse or Belly Drum or the 25% HP sacrifice for Substitute), and all of its stats (except for Accuracy and Evasion) decrease by 1 stage. The effect lasts until the user faints or switches out, and can be transferred by Baton Pass. This move will fail if the user does not have at least 12.5% of its max HP remaining upon its execution. Generation of Origin: Gen IV Intangibility is also an option for Mistikal, and is great for making physically-based checks and counters rip their hair out. On the other hand, it’s highly reliant on hax to work and hurts Mistikal’s overall tankiness and speed, as well as making it hit less hard. (In case you’re wondering – Gengar gets this move too. Fun times.) Name: Mind Rot Type: Psychic Category: Special Power: 80 Accuracy: 80% PP: 10 Target: Single Pokémon Range: Normal Is Protect effective?: Yes Description: The user eats away at its foe's mind, confusing it and sharply lowering its Sp. Attack. Effect: When this move connects, it is guaranteed to confuse the foe and lower its Special Attack by 2 stages (unless the user has Sheer Force or the target has Shield Dust). Generation of Origin: Gen IV Mistikal’s other signature move, this is pretty chancey (though not nearly as much as Corruption), but when it works, it stops special sweepers cold and might as well phaze them, considering that it makes them nearly useless. Even Pokémon that don’t mind the Special Attack drop won’t be happy about getting confused and smacking themselves instead of Mistikal 50% of the time. Drop in a pinch of paralysis, then add in Jirachi or Togekiss, and watch your opponent rage-quit! :p Name: Clear Skies Type: Normal Category: Other (Weather) Power: N/A Accuracy: N/A PP: 5 Target: Field Snatchable?: No Description: The user dispels all meteorological effects in the vicinity, reverting the weather to a normal state. Effect: As the description says, this move dispels any weather effect on the field, reverting the weather to normal – that is, no weather effects will be active. Generation of Origin: Gen II The perfect solution to rampaging weather-abusers. Name: Voltage Gust Type: Electric Category: Special (Energy/wind-based) Power: 80 Accuracy: 90% PP: 15 Target: All opposing Pokémon Range: Normal Is Protect effective?: Yes Compatible with Sheer Force?: Yes Description: The user buffets its foes with an ionic wind. It has the potential to reduce the Special Attack of its victims. Effect: This move has a 30% chance to reduce the Special Attack of its victim(s) by 1 stage. The chance is checked separately for all affected Pokémon. Also, rain or a Tornado Cell elevates the secondary effect chance of this move to 50%, while a sandstorm lowers the secondary effect chance to 10% (this being before any boosts from Serene Grace or nullifications from Sheer Force or Shield Dust). It’s unaffected by strong sunlight, hail, or Simon Says. Generation of Origin: Gen V This move is mostly notable for being one of Mistikal’s few viable offensive moves not of the Psychic-, Poison-, Ghost-, or Dark-types. However, the chance to drop the foe’s Special Attack can help Mistikal absorb some more hits. Overview Say hello to the ultimate abuser of poison! With its signature Shadow Toxin ability, Mistikal takes what is otherwise an inferior counterpart to burn and makes it an absolutely crippling ailment that drains health at an alarming rate and has a 50% chance of immobilizing foes on every round. With 115/125/125 defenses and access to a plethora of supporting moves like Recover, Calm Mind, Intangibility, and Cosmic Power, Mistikal can outlast anything it can poison. It can also inflict just about any other status ailment on opponents, too. It can even literally take control of your opponent's Pokémon with its signature move, Corruption, allowing you to turn your enemy's team against itself. Its only real shortcoming is its pathetic offensive movepool, but it has enough to make use of its decent base 120 Special Attack, and it doesn't even need its obscure toys now that its Ghost and Dark-type moves can hit Steel-types for neutral effectiveness. Honestly, Mistikal gets so many options that the only real way to figure out what its best sets would be would be to actually plunk it into a metagame, which is why I'm trying to get its concept (ultimate disruptor) approved for Smogon's CAP project. If someone could actually implement this guy into a simulator, I'd really appreciate it. Here's some artwork for the spriters to use, courtesy of Zhoid (the rightmost design is my favorite, but the other two could be alternate formes or something). I will, however, try to propose a few sets that play to the strengths Mistikal was designed to have - namely, being second to none at wreaking utter havoc on your opponent's strategy. Sets Toxic Staller Ability: Shadow Toxin Nature: Bold/Calm/Timid Item: Leftovers EVs: 252 HP/4 Def/252 Spd Toxic Recover/Substitute Substitute/Protect/Mind Rot Mind Rot/Substitute/Infestation/Intangibility This set makes the most of Mistikal's troll-tastic ability to wear the opposition down. Toxic inflicts poison whose damage steadily grows, and thanks to Shadow Toxin, it's at its deadliest when wielded by Mistikal. Once the opponent is poisoned, the waiting game begins. Recover is nearly mandatory to heal off damage from using Substitute, which protects Mistikal from the harsh attacks of many sweepers, as well as from unpleasant status effects like burn, sleep, and paralysis. However, if you feel like you can depend on Mistikal's other moves and Shadow Toxin to stop the opponent from hitting it at all, you can forgo Recover and depend entirely on Leftovers instead. Protect is also usable to block attacks outright. Mind Rot blunts the power of special attackers and causes confusion; combined with the 50% chance of immobility from Shadow Toxin, this can prevent the opponent from doing anything at all. Infestation is one of Mistikal's favorite new toys from Gen VI; it traps the opponent and inflicts even more passive damage. Intangibility sacrifices some of Mistikal's precious stats, but can help keep it safe from physical attackers. This set suffers badly from 4MSS; Mistikal wishes it could do all of this at once, but something has to be left out. The EV spread is there to help Mistikal absorb blows and outspeed opponents. If you feel like it doesn't need all of its speed, you can invest the extra EVs into its defenses instead. Corruption Ability: Shadow Toxin Nature: Bold/Calm/Timid Item: Leftovers/Wide Lens EVs: 252 HP/4 SpA/252 Spd Corruption Recover/Clear Skies/Rain Dance/Protect/Gravity Mind Rot/Psychic/Psyshock/Voltage Gust/Heat Wave/Shadow Ball Venoshock/Hex This set exploits Mistikal's primary gimmick - the ability to seize control of your opponent's Pokémon. Corruption is one of the most dangerous moves in the game due to quite literally turning the opponent's power against them. Also, if you Corrupt your opponent's last Pokémon, you win the match right then and there. However, Corruption does have some limitations. First and foremost, as a balance to its insane utility, Corruption has a mere 60% accuracy and 8 PP - and the accuracy is reduced to 30% when Sunny Day is in effect, so this set absolutely requires some way to stop sunlight in order to succeed. Mistikal can do that itself with Clear Skies or Rain Dance, but if you want to conserve Mistikal's moveslots, you may want to leave weather control to a teammate - Mistikal doesn't particularly care what the weather is as long as it isn't sun. The low accuracy also means that it's a good idea to use Gravity and/or have Wide Lens equipped before firing off Corruption. Even once it hits, Corruption still has a limitation - the victim has a 40% chance of breaking free each turn. Most of your opponent's moves will hit the Corrupted Pokémon instead of Mistikal, but light-based moves will hit Mistikal and permanently raise the victim's chance of breaking free each turn by 20%. Even if luck is on your side and your victim never forces Mistikal out, Corruption poisons its target as part of its effect; indeed, the poison is how Mistikal exerts control. Thus, there is a hard time limit on how long you can maintain control of a Corrupted Pokémon; once the victim faints, the fun is over. The victim is automatically freed if the poison is cured, and Corruption doesn't even work in the first place if the target can't be poisoned - this includes Pokémon that are already poisoned or have another status condition. Thus, Mistikal can only Corrupt a given Pokémon once unless the poison is later cured, and there is absolutely no way you're going to hijack something like a Heatran, Lucario, Venusaur, or Dragalge without ridiculous type-changing gimmicks. Corruption is the crux of this set, as the benefits of literally taking control of an opposing Pokémon is the reason you would want to use it to begin with. However, Mistikal still has three more moveslots, so you might as well use them. The second move is intended to help Mistikal survive in between hijackings. The primary option is Recover, whose merits are obvious. Mistikal is the one who gets hurt if the opponent uses a light-based move (especially Dazzling Gleam) on a Corrupted Pokémon, and though this set works best if you make an effort to eliminate all of your opponent's light-move-users first, it's still possible that you could get caught off-guard by a Flash Cannon, Mirror Shot, or Aurora Beam (to provide a few examples) straight out of left field (let's face it, it's near-impossible to predict a noob precisely because of their fondness for sub-optimal moves). Also, Corruption's unreliability means that Mistikal is going to waste its turn two-fifths of the time when attempting to use it. This means that Mistikal is likely to take some stray hits when using a Corruption-centered strategy, and thus appreciates being able to regain health (especially if using Wide Lens instead of Leftovers). If you don't think Recover is necessary, other supporting options include Rain Dance or Clear Skies (for eliminating sun), Protect (for fending off attacks), and Gravity (to lower evasion and thus make Corruption more likely to work). The last two moves are filler, and thus are selected to provide Mistikal with ways to get past Pokémon immune to Corruption. Psychic STAB goes a very long way in eliminating opposing Poison-types (except for Drapion and Skuntank), while Steel-types are best handled by Heat Wave, Voltage Gust, Shadow Ball, or Dark Storm. However, the biggest obstacle is likely to be Pokémon that have already broken free from Corruption, or are already statused from something else. For these Pokémon, the best options are Venoshock and Hex. Venoshock is stronger and gets STAB, but only gets a boost to Base Power against a poisoned opponent. Hex is generally weaker and is walled by Normal-types, but is an alternative to Shadow Ball for hitting Steel-types (allowing the third moveslot to focus on eliminating Poison-types) and gets a boost to its Base Power on an opponent with any status condition, not just poison. For reference, light-based moves include Dazzling Gleam, Moonblast, Solarbeam, Flash Cannon, Mirror Shot, Power Gem, Flash, Mist Ball, Luster Purge, Judgment, Aurora Beam, Doom Desire, Hidden Power, Mirror Coat, Techno Buster, Confuse Ray, Signal Beam, and Reactive Blast. Topsy-Turvy Ability: Shadow Toxin Nature: Bold/Calm/Timid Item: Leftovers EVs: 252 HP/4 Def/252 Spd Topsy-Turvy Swagger Psyshock/Giga Drain/Heat Wave Sludge Bomb/Sludge Wave/Heat Wave/Thunder Wave Mistikal is the only Pokémon other than Inkay and Malamar to get Topsy-Turvy, one of the trolliest moves ever seen in the Pokémon franchise. Topsy-Turvy inverts all stat buffs and drops on the target. Thus, Mistikal can use this move to ruin the day of setup sweepers - and unlike Malamar, it has the bulk and resistances to reliably pull it off. It can also completely ruin a Baton Pass chain in just one move. Just in case the opponent doesn't boost itself, Mistikal can also run Swagger to force an Attack boost onto its foe (and then flip it with Topsy-Turvy). The other two moves are somewhat filler, but still need to be selected carefully. When using Topsy-Turvy, Mistikal does not want to drop the foe's stats, as those drops will become boosts once Topsy-Turvy is used. Thus, Mind Rot, Psychic, Shadow Ball, and Voltage Gust are pretty much ruled out. Psyshock is strong Psychic STAB with no chance of causing a stat reduction. Giga Drain, Heat Wave, Sludge Bomb, and Sludge Wave are all powerful moves that don't lower stats (the Attack drop caused by a burn isn't counted by Topsy Turvy). Giga Drain has the additional benefit of recovering health without forcing Mistikal to squeeze Recover into its moveset. Thunder Wave can be used to cause paralysis – the Speed drop that results also won't be flipped by Topsy-Turvy. Checks and Counters The Toxic Staller set is handily countered by Drapion, Skuntank, and Bisharp, who are immune to Toxic and Mind Rot. They're also immune to Corruption, but this is true of all Poison and Steel-types. However, more offensive varieties of Mistikal can damage Drapion, Skuntank, and Bisharp quite a bit. Still, Mistikal will more often than not lose to those three one-on-one unless it carries Will-O-Wisp or Heat Wave. Dazzling Gleam is super-effective against Mistikal, dealing 2x the damage instead of 1/2x as would be standard for Mistikal's typing. This is for the same reason that it can help a Pokémon break free from the effects of Corruption - because Mistikal has a very strong aversion to light. Dazzling Gleam's super-effectiveness on Mistikal is a specific move-and-mon interaction; like any other Fairy-type move, Dazzling Gleam is not very effective on Poison-types other than Mistikal, and all other Fairy-type moves are not very effective on Mistikal, just as they are on any other Poison-type. (Moonblast is not super-effective on Mistikal, as the "light" aspect of the move takes a backseat to the "lunar power" aspect. That, and I wanted to give Dazzling Gleam something to make it not totally inferior to Moonblast.)
This started out with the question: How to make Deoxys-A better? Assaultist (Assault + Artist, Smeargle evo with attitude problems) Type: Normal Ability: Assaulter - gives +1 priority and 1.5 boost to all damaging moves Base: 65/190/10/190/10/135, 600 total Signature Moves 1- Sketch - learned at level 10, 20, ..., 100 - You know what this thing does so why bother talking about it 2- Ragging - learned at level 15, 35, ..., 95 - 70/100 Normal Physical, secondary effect: forces the target to use only attacking moves for 2 - 5 turns (not sure if this is the number for taunt) and removes its held item. Whatever Knock Off can't remove, this can't remove as well. - Abuses the target in attempt to enrage them 3- Trash Talk - learned at level 5, 25, ..., 85 - Exactly the same as Ragging but special instead - Insults the target with a high pitched voice in attempt to enrage them I would like to post an analysis, but this really will be just another extremely offensive pokemon with whatever it wishes to run so... Here's a set anyway. Assaultist @ Life Orb/Focus Sash 44 HP 252 SpA 212 Spe Modest - Psystrike - Aura Sphere/Flamethrower/Flame Dance/Ice Beam/Whatever - Trash Talk - Shell Smash Functions like Mewtwo, just a lot better. Shuts down walls with Trash Talk and start netting the boost. This thing only have Ekiller to fear. Not even boosted Xerneas can do much against this guy if sash is intact since it can boost and then Psystrike will probably kill. Check and counters: Depends on the set but the one above can be stopped by defensive Aegislash for non fire or ground variants. The rest will be frustrated to death by Lugia. It suffers from heavy 4MsS. I don't generally like physical variants since the moves either kill you too fast or too weak or just bad. But you get Extreme Speed which is the only priority worth using by this guy. Edit: The EV can be quite icky, since it wants to be just faster than common users of moves one priority bracket over it. In any case I think the EV above is dumb, you should use something like neutral 212 Spe instead, as this allows it to avoid Thun-I's TWave and less commonly, MegaLuke's Bullet Punch. This thing is so frail so yup. And is it really broken? Lol, this is meant for ubers so I don't think it's so bad.
Panyck Good God, Assaultist is broken! Well, Mistikal's broken too, I guess, but in an entirely different way. But enough about that. It's time for my next concept - Panyck, the Demon Drill Pokémon. It is Fearow's evolution, and takes its carnivorous and malicious traits to the next level. Name: Panyck Type: Dark/Flying Ability: Keen Eye Dream World Ability: Sniper Generation of Origin: Gen III Egg Group: Flying Height: 6'08'' Weight: 162 lbs. (Yes, this thing is almost twice as big as Fearow. And yet it manages to be even faster. Are you scared yet?) Evolves from Fearow by level-up while holding Meat Strip Base Stats: HP: 70 Attack: 120 Defense: 70 Special Attack: 100 Special Defense: 65 Speed: 125 Base Stat Total: 550 Miscellaneous Details Spoiler Name Origin: "Panic" (plays off of Fearow's name by embodying fear taken up to eleven) Movepool Spoiler Level-Up Moves: Start: Scary Face Start: Faint Attack Start: Nasty Plot (Gen IV, V, & VI) Start: Leech Life Start: Hex (Gen V & VI) Start: Pluck (Gen IV, V, & VI) Start: Drill Run (Gen VI) Start: Peck Start: Growl Start: Leer Start: Fury Attack 5: Leer 9: Fury Attack 13: Pursuit 17: Aerial Ace (Gen IV, V, & VI) 23: Mirror Move 29: Agility 35: Assurance (Gen IV, V, & VI) 41: Roost (Gen IV, V, & VI) 47: Drill Peck 53: Drill Run (Gen V & VI) 60: Megahorn 67: Dark Drill 72: Brave Bird (Gen IV, V, & VI) 77: Dark Pulse (Gen V & VI) 84: Hurricane (Gen V & VI) 90: Foul Play (Gen V & VI) 97: Night Daze (Gen V & VI) TM/HM Moves: TM01 (Gen V & VI): Hone Claws TM05: Roar TM06: Toxic TM10: Hidden Power TM11: Sunny Day TM12: Taunt TM15: Hyper Beam TM17: Protect TM18: Rain Dance TM19 (Gen III & IV): Giga Drain TM19 (Gen VI): Roost TM21: Frustration TM26: Earthquake TM27: Return TM28: Dig TM30: Shadow Ball TM31: Brick Break TM32: Double Team TM40: Aerial Ace TM41: Torment TM42: Façade TM43 (Gen III & IV)/TM94 (ORAS): Secret Power TM43 (Gen V & VI): Flame Charge TM44: Rest TM45: Attract TM46: Thief TM47 (Gen III & IV): Steel Wing TM48 (Gen V & VI): Round TM49 (Gen III & IV): Snatch TM49 (Gen V & VI): Echoed Voice TM51 (Gen IV): Roost TM51 (Gen VI): Steel Wing TM54: False Swipe TM56: Fling TM58 (Gen IV): Endure TM58 (Gen V & VI): Sky Drop TM62 (Gen IV): Silver Wind TM62 (Gen V & VI): Acrobatics TM63: Embargo TM66: Payback TM67 (Gen V & VI): Retaliate TM68: Giga Impact TM72 (Gen V & VI): Volt Switch TM75: Swords Dance TM76 (Gen V & VI): Struggle Bug TM78 (Gen IV): Captivate TM78 (Gen V & VI): Bulldoze TM79 (Gen IV)/TM 97 (Gen VI): Dark Pulse TM82 (Gen IV): Sleep Talk TM83 (Gen IV): Natural Gift TM83 (Gen V): Work Up TM84: Poison Jab TM85: Dream Eater TM87: Swagger TM88 (Gen V): Pluck TM88 (Gen VI): Sleep Talk TM89: U-Turn TM90: Substitute TM93: Wild Charge TM94 (Gen V & X & Y)/HM06 (Gen III & IV & ORAS): Rock Smash TM95: Snarl TM96 (Gen V): Nature Power TM99 (Gen V)/TM104 (Gen VI): Voltage Gust TM100 (Gen VI): Confide HM01: Cut HM02: Fly HM04: Strength HM05 (DPPt): Defog Tutor Moves: Air Cutter (Gen IV) Covet (Gen V & VI) Dark Pulse (Gen V) Double-Edge (Gen III) Drill Run (Gen V & VI) Endeavor (Gen V & VI) Endure (Gen III) Foul Play (Gen V & VI) Giga Drain (Gen V & VI) Heat Wave (Gen IV, V, & VI) Hyper Voice (Gen V & VI) Icy Wind (Gen IV, V, & VI (not Gen III)) Lightseeker (Gen V & VI; Must level-up in the Day Care with a Pokémon that knows Lightseeker) Mimic (Gen III) Mud-Slap (Gen III & IV) Ominous Wind (Gen IV & V; must level-up in the Day Care with a Pokémon that knows Ominous Wind in Gen V) Outrage (Gen V & VI (not Gen IV)) Pain Split (Gen IV (HGSS only), V, & VI) Roost (Gen V) Signal Beam (Gen IV, V, & VI) Sky Attack (Gen IV, V, & VI) Sleep Talk (Gen III & V) Snatch (Gen V & VI) Snore (Gen III, IV, V, & VI) Substitute (Gen III) Swagger (Gen III) Swift (Gen III & IV) Swords Dance (Gen III) Tailwind (Gen IV, V, & VI) Twister (Gen IV) Uproar (Gen V & VI) Egg Moves: Astonish Dark Storm Faint Attack Featherdance Quick Attack Razor Wind Scary Face Sky Attack Steel Wing Tri Attack Uproar Whirlwind Notable Custom Moves Spoiler Name: Dark Drill Type: Dark Category: Physical (makes contact) Power: 100 Accuracy: 100% PP: 10 Target: Single Pokémon Range: Normal Is Protect effective?: Yes Description: The user savagely drills into its foe with the intention of causing brutal injuries. Effect: No added effects. Generation of Origin: Gen III Dark Drill is basically Drill Peck with 20 additional BP as a Dark-type move. It's mainly given to Pokémon with sharp pointy things and the inclination to use them in nasty ways. Name: Voltage Gust Type: Electric Category: Special (Energy/wind-based) Power: 80 Accuracy: 90% PP: 15 Target: All opposing Pokémon Range: Normal Is Protect effective?: Yes Compatible with Sheer Force?: Yes Description: The user buffets its foes with an ionic wind. It has the potential to reduce the Special Attack of its victims. Effect: This move has a 30% chance to reduce the Special Attack of its victim(s) by 1 stage. The chance is checked separately for all affected Pokémon. Also, rain or a Tornado Cell elevates the secondary effect chance of this move to 50%, while a sandstorm lowers the secondary effect chance to 10% (this being before any boosts from Serene Grace or nullifications from Sheer Force or Shield Dust). It’s unaffected by strong sunlight, hail, or Simon Says. Generation of Origin: Gen V Like Heat Wave, Voltage Gust is one of those moves that almost every bird-based 'mon gets, and Panyck is no exception. Say goodbye to enemy Water- and Flying-types! Overview What do you get when you take a Fearow and make it bigger, meaner, and bloodthirstier? You get Panyck, a brutal mixed sweeper exploiting one of the best STAB combinations in the game. This brutal bird impales people on its cruel jagged beak, tears them open by tossing its head around, and hurls them to the ground to finish them off. Panyck are not easy to tame - it takes a diligent effort to keep your Panyck from trying to eat you. But if you can get it to trust and acknowledge you as its master, then you've got the mightiest bird in Kanto at your beck and call to rip your enemies a new asshole. Sure it's frail, but when it's practically mini-Yveltal, who cares? With its mighty Dark and Flying attacks plus Drill Run, Panyck is sure to make your opponents, well, panic when it comes to devour their 'mons alive. Sets All-Out Physical Offense Nature: Adamant/Jolly Ability: Sniper Item: Life Orb/Choice Band EVs: 4 HP/252 Atk/252 Spd Brave Bird/Drill Peck Dark Drill Drill Run U-Turn/Megahorn/Wild Charge This set aims to start ripping up the opponent's team as soon as it comes in. Panyck has a wider movepool than Fearow, and can put this to very good use. The main move Panyck has that Fearow doesn't is Brave Bird; it can use this to rip massive holes in your opponent's walls and outright OHKO 'mons without any bulk. However, Brave Bird recoil combined with a Life Orb means that Panyck will drop itself very quickly, even assuming that you can OHKO everything your opponent throws at you without ever taking any hits or suffering any other forms of passive damage; if something like Stealth Rock, sandstorm, or poison sets in, Panyck is going to go down incredibly quickly. Thus, Drill Peck may be preferred if you want Panyck's rampage to last a little longer. Just watch out for missed OHKOs, as they may do more damage to you than the Brave Bird would! As for the second STAB, Dark Drill is the obvious choice; pretty much only Regigigas, Slaking, Rampardos, and other Pokémon with base 145+ Attack are going to be hit harder by Foul Play. The best choice for the third move is Drill Run, which Panyck runs for similar reasons to Fearow - getting rid of the Rock- and Electric-types that could otherwise maul it, as well as exploiting Sniper. The final move is up to choice. U-Turn maintains momentum for a hit-and-run style, making it great with a Choice Band. Megahorn can hit like a truck, but is largely redundant with Panyck's STAB; thus, you'll mostly want it for Dark-types. Wild Charge is a decent surprise move for zapping Water and Flying-types (and is a great middle finger to Azumarill and Togekiss), but other than those two, it doesn't hit much that Panyck particularly needs to hit. Boosting Physical Offense Nature: Adamant/Jolly Ability: Sniper Item: Life Orb/Muscle Band EVs: 4 HP/252 Atk/252 Spd Sword Dance Brave Bird/Drill Peck Dark Drill Drill Run How can a Pokémon as frail as Panyck run a boosting set? The answer is to pose an immediate threat, so that the opponent will be uncomfortable with taking a chance on allowing you to attack right away. As such, this set aims to mimic the all-out attacker set. Switch in on something that is greatly threatened by Panyck (and ideally can't really threaten it back), then set up as they flee in terror. After that, all you have to do is make it past the opponent's counters and you're golden. Speaking of which, while Panyck at +2 Attack can maul several Pokémon that would otherwise counter or check it with that base 125 Speed, it would be a better idea to remove the counters before trying to start your sweep, especially if running Life Orb. Muscle Band is an alternative option primarily to avoid wasting your boost(s) by self-destructing, though it offers less power in exchange. All-Out Special Offense Nature: Modest/Timid Ability: Sniper Item: Life Orb/Choice Specs EVs: 4 HP/252 SAtk/252 Spd Dark Pulse/Night Daze Hurricane Heat Wave/Giga Drain Volt Switch/Voltage Gust/Heat Wave/Giga Drain I'll be honest with you – Panyck's pure special sets aren't as good as its physical sets, because of the lack of Drill Run – or, more precisely, Ground-type coverage. That said, Panyck has enough brute force and coverage to make it work. Dark Pulse and Night Daze are equally viable STAB; both have good secondary effects (flinch vs. accuracy drops), and Night Daze is stronger but less accurate than Dark Pulse. Panyck's only viable special Flying STAB is Hurricane, which has terrible accuracy outside of rain. Heat Drain and Giga Drain both try to stand in for Drill Run, but fail in different ways; Heat Wave is resisted by Rock-types, while Giga Drain is resisted by Steel-types (it should be noted that each is supereffective on the type that resists the other, except in the case of Heatran, who walls both of them). Also, neither is super-effective on Electric-types (but will still hit harder than Mud-Slap, which is both laughably weak and illegal with Sniper). Giga Drain is useful for healing and Heat Wave can burn, though, so that's something (but Heat Wave in the rain is just going to be laughed at). Volt Switch is the stand-in for U-turn, maintaining momentum unless a Ground-type or Electric absorber comes in. Voltage Gust is a marginally harder-hitting option that doesn't switch out and can reduce Special Attack. You may also want to run both Heat Wave and Giga Drain. Boosting Special Offense Nature: Modest/Timid Ability: Sniper Item: Life Orb/Wise Glasses EVs: 4 HP/252 SAtk/252 Spd Nasty Plot Dark Pulse/Night Daze Hurricane Heat Wave/Giga Drain/Voltage Gust Yep, Panyck can use Nasty Plot too. Like the Sword Dance set, this set aims to boost at an opportune moment and then rape the opponent's team. This may be best accomplished by masquerading as the all-out Special set. Giga Drain can be very helpful to keep Panyck in the match longer, but is the weakest of its useful coverage moves. Heat Wave is the strongest and has a chance to burn, but gets ruined by the rain needed for Hurricane. Voltage Gust is barely stronger than Giga Drain, but benefits from rain and can neuter special attackers. Mixed Attacker Nature: Naughty/Naive/Lonely/Hasty/Naughty/Rash Ability: Sniper Item: Life Orb EVs: 180 Atk/78 SpA/252 Spd Brave Bird/Drill Peck/Hurricane Dark Drill/Dark Pulse/Night Daze Drill Run Giga Drain/Heat Wave/Work Up This set tries to combine the best features of all the above sets. Generally, your best bets are physical Flying STAB and special Dark STAB. Brave Bird is, despite the recoil, a far better attack than Hurricane outside of rain. Of course, recoil from a move on top of Life Orb recoil means that Panyck will take itself down very quickly, so Drill Peck can be used to sacrifice some power for longevity. Both Dark Pulse and Night Daze sacrifice some power compared to Dark Drill, but have really nifty secondary effects. Drill Run is pretty much mandatory for ruining the fun of Electric, Rock, and Steel-types. The last moveslot is mostly up to what you want to cover. Giga Drain offsets Life Orb recoil and tends to hit most Rock-types harder than Drill Run, due to their trends of awesome physical Defense and horrible Special Defense. Heat Wave roasts Steel-types that happen to be immune or neutral to Ground, and is also good for Ice-types. Work Up can be used to simultaneously boost Attack and Special Attack, but a second coverage move is generally preferred. Other Options Poison Jab is an alternative option for those afraid of Fairies, but STAB Brave Bird hits just as hard, so... I guess it's good if you want to inflict poison? Sort of? Or are terrified of Dedenne? ...Why the hell are you scared of Dedenne?!? Drill Run wrecks it like any other Electric-type not named Zapdos/Emolga/Thundurus/Rotom/Eelektross! So, yeah, Poison Jab's not worth it. Panyck also has the ability to Baton Pass any offensive boost it pleases, but it doesn't have the defenses to be able to survive for several turns without applying offensive pressure, so it is generally outclassed by the likes of Mew, Celebi, Ninjask, or Blaziken at such roles. Likewise, Panyck's defenses are so poor that even the reliable recovery offered by Roost can't help it succeed in a defensive role. Checks and Counters Counters? Are you kidding me? Panyck's power and coverage are so vast that nothing's totally safe from this vicious predator. However, Panyck does have trouble with the few Pokémon able to outspeed it. Jolteon, Electrode, Voltran, and Aerodactyl are particularly problematic for Panyck due to super-effective STAB, but the first three are going to be wiped out if they switch into Drill Run.
Mega Feraligatr Type: Water Ability: Sheer Force Stats: 85, 145, 125, 79, 88, 108 Looks much the same as regular Feraligatr, just more streamlined, with black and gold accents and red fins. Having been forever doomed to linger in Gyarados's shadow, Feraligatr finally gets a chance to shine with its new mega evolution. Its lacklustre speed and attack power have both been remedied, and it even has better bulk too. Sheer Force is a superb ability for any offensive Pokémon, and Feraligatr has the moves to use it. Its Waterfall is boosted to a nice 156 power with STAB, and backing up Waterfall are Ice Punch, Crunch, Superpower and Low Kick, with the latter meaning Feraligatr can do something most Water types dream of: smash Ferrothorn. Oh, and if 145 base attack wasn't high enough for you, don't worry: it gets Swords Dance and Dragon Dance. Really, the only drawbacks to using Feraligatr are that its only OK bulk and the fact that it takes up your mega slot. It more than deserves that spot though. Dragon Dance Nature: Jolly (+Spd -SAtk) Item: Feraligatite EV: 4HP, 252 Atk, 252 Spd Dragon Dance Waterfall Ice Punch Low Kick/Superpower Say hello to one of the most dangerous sweepers in OU. Dragon Dance lets Feraligatr outrun everything that isn't holding a Choice Scarf, and gives it a handy power boost. Waterfall gets STAB and a Sheer Force boost, and at +1 anything that doesn't resist it or isn't a dedicated physical wall is at worst 2HKOd. Ice Punch also gets a Sheer Force boost, and can take out the Grass and Dragon types that resist Waterfall. Gliscor and Landorus-T are always OHKOd at +1, while specially defensive Celebi is OHKOd most of the time after Stealth Rock. Low Kick 2HKOs Specially Defensive Ferrothorn at +1. Superpower on the other hand, guarantees a OHKO on specially defensive Ferrothorn after Stealth Rock, but the stat penalties will hinder Feraligatr's sweep. The EVs are self explanatory. GATR time 2.0 Nature: Jolly Item: Feraligatite EVs: 4 HP, 252 Atk, 252 Spd Swords Dance Waterfall Ice Punch Low Kick While this set does look almost identical to the last one, it functions in a very different way. The Dragon Dance set is supposed to clean up late game; this set is supposed to come in on something it scares out, set up and rip some holes in the opponent's team. As for moves, it uses the same moves as last time for the same reasons. THere's no need for Superpower, since at +2 Low Kick gets all the same KOs Superpower would at +1. The EVs are self explanatory. Aqua Jet can be used over Waterfall, but since Feraligatr's already very quick it's not really needed. All out attacker Nature: Jolly Item: Feraligatite EV: 4 HP, 252 Atk, 252 Spd Waterfall Aqua Jet Ice Punch Superpower By forgoing a boosting move, Feraligatr has space for a priority move. This set plays differently than the others - while they intend to stay in and do as much damage as possible, this set is more of a hit and run attacker. Waterfall is yet again the main STAB. Aqua Jet is useful for picking off heavily weakened opponents. Ice Punch puts a dent in most of the Dragon and Grass types. Superpower makes a big hole in the pink blobs and gets some extra coverage in general. The stat penalties aren't really a problem, since this set doesn't normally stay in for more than 2 or 3 turns at a time. The EVs simply maximise speed and power. Other options A SubPunch set can cause trouble for Rotom-W, although beyond that it's not especially useful. Crunch scores a neutral hit on Rotom-W, and hits Jirachi and Bronzong for super effective damage. Feraligatr has a hard time fitting that move in though, since the coverage Ice Punch and the Fighting moves bring is often just too good to give up. While Feraligatr has Dragon Tail, a defensive set is out of the question. Its special defence is poor, and Jellicent is far superior in that role. Checks and Counters Rotom-W is the biggest pain for Mega Feraligatr. It resists its STABs, and can zap it right back with its own Electric STAB, or just cripple it with Will-O-Wisp. Mega Venusaur can take anything it has and calmly swat it aside with its own Grass moves. Jellicent walls Feraligatr to hell and back if it lacks Crunch, and can cripple Feraligatr with Will-O-Wisp. Slowbro can do much the same, but if Scald doesn't burn Feraligatr Slowbro will eventually fall. Skarmory walls the all out attacker set, but after Stealth Rock can be 2HKOd by a boosted Waterfall. Quagsire can usually deal with its assaults and stall it out with Toxic.
Dollmise Cool Mega Feraligatr, bro. Anyways, I'll step up again by posting my idea for a Banette evo – Dollmise, the Vengeance Pokémon. Name: Dollmise Type: Ghost/Normal Ability: Insomnia/Frisk Dream World Ability: Cursed Body Generation of Origin: Gen IV Egg Group: Indeterminate Height: 4'01'' Weight: 72 lbs. Evolves from Banette via trade while holding Hatred Cloth Base Stats: HP: 70 Attack: 120 Defense: 90 Special Attack: 90 Special Defense: 90 Speed: 65 Base Stat Total: 525 Mega Evolution Type: Ghost/Normal Ability: Cursed Aura (Automatically inflicts Curse pseudo-status on the opponent upon Mega Evolving or switching in.) Height: 5'8'' Weight: 158 lbs. HP: 70 Attack: 180 (+60) Defense: 120 (+30) Special Attack: 90 Special Defense: 120 (+30) Speed: 45 (-20) Base Stat Total: 625 (+100) Miscellaneous Details Spoiler Name Origin: "Doll" + "Demise" Movepool Spoiler Level-Up Moves: Start: Shadow Punch Start: Lucky Chant Start: Mean Look Start: Perish Song Start: Memento Start: Knock Off Start: Screech Start: Night Shade Start: Curse Start: Spite Start: Shadow Sneak 4: Screech (Gen VI) 5: Screech (Gen IV) 5: Night Shade (Gen V) 7: Night Shade (Gen VI) 8: Night Shade (Gen IV) 8: Screech (Gen V) 10: Spite (Gen VI) 13: Curse (Gen IV & V) 13: Will-O-Wisp (Gen VI) 16: Spite (Gen IV & V) 16: Shadow Sneak (Gen VI) 19: Curse (Gen VI) 20: Shadow Sneak (Gen IV & V) 22: Feint Attack (Gen VI) 23: Will-O-Wisp (Gen IV & V) 26: Hex (Gen VI) 28: Feint Attack (Gen IV & V) 30: Shadow Ball (Gen VI) 31: Shadow Ball (Gen IV) 31: Hex (Gen V) 34: Sucker Punch (Gen VI) 35: Sucker Punch (Gen IV) 35: Shadow Ball (Gen V) 40: Heal Block (Gen VI) 42: Heal Block (Gen IV) 42: Sucker Punch (Gen V) 46: Snatch (Gen VI) 47: Hypnosis (Gen IV) 47: Heal Block (Gen V) 51: Snatch (Gen IV) 51: Hypnosis (Gen V) 52: Destiny Bond (Gen VI) 58: Destiny Bond (Gen IV) 58: Switcheroo (Gen VI) 62: Nightmare 66: Switcheroo (Gen IV) 66: Destiny Bond (Gen V) 66: Hypnosis (Gen VI) 75: Dark Storm (Gen IV) 75: Switcheroo (Gen V) 81: Dark Storm (Gen V & VI) 87: Dread Curse (Gen IV) 87: Soul Slicer (Gen V & VI) 95: Dread Curse (Gen V & VI) TM/HM Moves: TM01 (Gen IV): Focus Punch TM01 (Gen V & VI): Hone Claws TM03 (Gen V & VI): Psyshock TM04: Calm Mind TM05: Roar TM06: Toxic TM08: Bulk Up TM09 (Gen V & VI): Venoshock TM10: Hidden Power TM11: Sunny Day TM12: Taunt TM13: Ice Beam TM14: Blizzard TM15: Hyper Beam TM17: Protect TM18: Rain Dance TM19 (Gen V): Telekinesis TM21: Frustration TM24: Thunderbolt TM25: Thunder TM27: Return TM29: Psychic TM30: Shadow Ball TM31: Brick Break TM32: Double Team TM34 (Gen IV): Shock Wave TM35: Flamethrower TM38: Fire Blast TM40: Aerial Ace TM41: Torment TM42: Façade TM43 (Gen IV)/TM94 (Gen VI): Secret Power TM44: Rest TM45: Attract TM46: Thief TM48 (Gen IV): Skill Swap TM48 (Gen V & VI): Round TM49 (Gen IV): Snatch TM49 (Gen V & VI): Echoed Voice TM50: Overheat TM52: Focus Blast TM54: False Swipe TM56: Fling TM57: Charge Beam TM58 (Gen IV): Endure TM59 (Gen V & VI): Incinerate TM60 (Gen IV): Drain Punch TM60 (Gen V & VI): Quash TM61: Will-O-Wisp TM63: Embargo TM64: Explosion TM65: Shadow Claw TM66: Payback TM67 (Gen IV): Recycle TM67 (Gen V & VI): Retaliate TM68: Giga Impact TM70: Flash TM73: Thunder Wave TM75: Swords Dance TM77: Psych Up TM78 (Gen IV): Captivate TM79 (Gen IV)/TM97 (Gen VI): Dark Pulse TM82 (Gen IV): Sleep Talk TM83 (Gen IV): Natural Gift TM83 (Gen V): Work Up TM83 (Gen VI): Infestation TM84: Poison Jab TM85: Dream Eater TM87: Swagger TM90: Substitute TM92: Trick Room TM93: Wild Charge TM94 (Gen V & X & Y)/HM06 (Gen IV & ORAS):Rock Smash TM95: Snarl TM96 (Gen V)/TM101 (Gen VI): Clear Skies TM97 (Gen V)/TM102 (Gen VI): Cold Shoulder TM98 (Gen VI): Power-Up Punch TM99 (Gen VI): Dazzling Gleam TM100 (Gen VI): Confide HM01: Cut HM04: Strength Egg Moves: Astonish Confuse Ray Destiny Bond Disable Foresight Gunk Shot (Gen V & VI) Imprison Lightseeker (Gen V & VI) Ominous Wind (Gen V & VI) Payback (Gen IV) Phantom Force (Gen VI) Pursuit Shadow Sneak Tutor Moves: Covet (Gen V & VI) Dark Pulse (Gen V) Drain Punch (Gen V & VI) Endeavor (Gen IV, V, & VI) Fire Punch (Gen V & VI (not Gen IV)) Foul Play (Gen V & VI) Headbutt (Gen IV) Ice Punch (Gen V & VI (not Gen IV)) Icy Wind (Gen IV, V, & VI) Knock Off (Gen IV, V, & VI) Last Resort (Gen IV, V, & VI) Magic Coat (Gen IV, V, & VI) Mud-Slap (Gen IV) Ominous Wind (Gen IV) Pain Split (Gen IV, V, & VI) Recycle (Gen V & VI) Role Play (Gen IV, V, & VI) Skill Swap (Gen V & VI) Sleep Talk (Gen V) Snatch (Gen V & VI) Snore (Gen IV, V, & VI) Spite (Gen IV, V, & VI) Sucker Punch (Gen IV) Superpower (Gen IV, V, & VI) ThunderPunch (Gen V & VI (not Gen IV)) Trick (Gen IV, V, & VI) Uproar (Gen IV, V, & VI) Vacuum Wave (Gen IV) Zen Headbutt (Gen IV, V, & VI) Notable Custom Moves Spoiler Name: Dark Storm Type: Dark Category: Special (Energy-based) Power: 110 (120 until Gen VI) Accuracy: 85% PP: 5 Target: All other Pokémon Range: Normal Is Protect effective?: Yes Description: The user summons a cloud of malevolent power to engulf and assault its foe. Effect: This move inflicts damage. It has no secondary effect. Generation of Origin: Gen IV Yes, Dark Storm's here, too. It's given to Pokémon that generally have a mean streak and mastery over the darkness; Gengar, Mewtwo, Houndoom, Tyranitar, Spiritomb, Darkrai, Zoroark, and Chandelure, among others. Dollmise, however, has no reason to be using this move, as its Special Attack is crap compared to its physical Attack. Name: Soul Slicer Type: Ghost Category: Physical (Category flipper) Power: 95 Accuracy: 100% PP: 10 Target: Single Pokémon Range: Normal Is Protect effective?: Yes Description: The user slashes at the foe’s very soul, inflicting spiritual damage. Effect: Though this move is in the Physical category (and therefore works off of its user’s Attack stat), it is guarded against by the target’s Special Defense rather than its Defense. Or, to say that in fewer words, its damage is calculated with the user’s Attack stat and the defender’s Special Defense stat. So, it’s the Physical counterpart to Psyshock, Psystrike, and Secret Sword. Generation of Origin: Gen V Say hello to great physical Ghost STAB! This powerful move is great for breaking through physical walls. This is probably going to be Dollmise's STAB move of choice, along with Return. And don't worry - Banette gets it too! (Dollmise does have a Mega Evolution, but it plays a completely different role from Mega Banette.) Name: Dread Curse Type: Ghost (??? prior to Generation V) Category: Other Power: N/A Accuracy: N/A (infinite) PP: 10 Target: Self (non-Ghost version) or Single Pokémon (Ghost version) Range: Normal (Ghost version only) Is Protect effective?: No Reflectable with Magic Coat/Bounce?: No (not like there’d be anything to reflect it to) Snatchable?: No Description: The user uses its life as fuel to cast an unbreakable curse. Effect: A non-Ghost Pokémon that uses this move will sacrifice 8.25% of its max HP to boost its Special Attack and Special Defense by 1 stage each (basically a worse Calm Mind, not unlike how Curse is a worse Bulk Up). A Ghost-type that uses this move will KO itself, but it will afflict a Curse on the opponent that doesn't go away if the afflicted Pokémon switches out; in fact, it doesn't even go away after the battle ends! Not even a Pokémon Center can deal with it!!! The afflicted Pokémon must eat 50 "trash" berries (Cornn, Magost, Razz, Bluk, Wepear, etc.) in order to get rid of the Dread Curse. (However, a Dread Curse is only permanent if inflicted during an in-game battle; a Dread Curse inflicted in the course of an "extra-game" battle (such as a wireless battle, a Wi-Fi battle, a Battle Tower/Frontier/Subway match, an official tournament battle, a battle in a "tournament fighting" game such as Pokémon Battle Revolution (but not Story Mode battles in Pokémon Colosseum or Pokémon XD: Gale of Darkness), or a battle on an online simulator) will go away after the end of the battle.) Generation of Origin: Gen II It's Curse with much more... persistence. In-game, this is a huge pain in the ass when used by high-level wild Ghosts. On a simulator, it's still a great way to utterly cripple a wall - even one with recovery - for the rest of the match. Unlike Destiny Bond, it's impossible to play around, but it doesn't eliminate the foe right away. It is a sacrificial move, though, so you may want to hold off on it until you think Dollmise is about to faint anyways. Name: Cold Shoulder Type: Ice Category: Physical (Makes contact) Power: 60 Accuracy: 90% PP: 10 Target: Single Pokémon Range: Normal Priority: -6 Is Protect effective?: Yes Compatible with Sheer Force?: No Description: The user infuses its shoulder with frost energy and charges at its foe, forcing it out of the battlefield. Effect: It's the Ice-type equivalent to Dragon Tail and Circle Throw. The foe damaged by this move is forced out of the battlefield, and another Pokémon on its Trainer's team is randomly switched in to replace it. Generation of Origin: Gen II Like Dragon Tail, this move phazes and inflicts damage at the same time. Dollmise could theoretically use it to shuffle the opponent's team around for entry hazard damage, but its defenses aren't quite good enough to perform well at that role. Overview No, you're not hallucinating. Dollmise is the first Pokémon to feature the coveted Ghost/Normal typing, granting it total immunity to the popular Ghost/Fighting coverage combo. Its Normal sub-typing makes it an awesome threat to other Ghost-types, being able to threaten them with its STAB Shadow Claw or Soul Slicer while enjoying immunity to the enemy's STAB. It also boasts better defenses than Banette and a solid Attack stat. Normal STAB may seem unimpressive, but with the recent buff to Ghost, it actually has synergy with Ghost almost equal to Ghost/Fighting in terms of resistances (read: only other Ghost/Normal Pokémon, plus Dark/Steel (Bisharp) and Rock/Dark (Tyranitar)). Granted, Fighting is super-effective on more stuff, but it's also resisted by more (though the resists are completely different), so it sort of balances out. Sets Soul Reaver Nature: Adamant Item: Life Orb/Dollmisenite/Choice Band Ability: Insomnia EVs: 252 HP/252 Atk/4 Def Soul Slicer Return Drain Punch/Swords Dance/Fire Punch/Ice Punch/ThunderPunch/Superpower/Shadow Sneak/Bulk Up Drain Punch/Swords Dance/Fire Punch/Ice Punch/ThunderPunch/Superpower/Shadow Sneak/Bulk Up This is a basic, no-frills set that aims to capitalize on Dollmise's solid Attack stat. Soul Slicer and Return are practically mandatory, due to being Dollmise's best STAB attacks. The other two moves depend on what you want Dollmise to accomplish. Drain Punch and Superpower are great for smacking Dark-types in the kiwis; Drain Punch also bolsters longevity (and offsets Life Orb recoil if you choose to go with that), but fails to OHKO Tyranitar, who is the main reason you'd want a Fighting move in the first place. Superpower does much more damage, but practically requires Dollmise to switch out afterwards. Swords Dance and Bulk Up are for setting up, making Dollmise's power even scarier, but require sacrificing a coverage move (and are downright stupid with a Choice Band). The elemental punches are mainly there to avoid being walled by opposing Dollmise; any of the three can be a good pick, but which one to use is mainly up to what else you need Dollmise to cover that the rest of your team doesn't. Shadow Sneak can be used to get around Dollmise's low Speed, but is redundant with Soul Slicer. Perish Trap Nature: Relaxed/Sassy/Impish/Careful Item: Leftovers Ability: Insomnia/Cursed Body EVs: 4 HP/252 Def/252 SpD Soul Slicer Mean Look/Infestation Perish Song Substitute/Protect/Drain Punch This set aims to use Dollmise's decent defenses and offensive presence to pull off a surprise Perish Trap. The opening move of this set is Mean Look or Infestation, immediately followed up by Perish Song. Afterwards, you stall out the three turns of Perish Song by using Protect, Substitute, and/or Drain Punch. Soul Slicer's main reasons to be on this set are to pose an offensive threat and to avoid being Taunt bait. Thus, it can be excluded if you use Infestation and/or Drain Punch, allowing Protect and Substitute to coexist on the set. Other Options Dollmise has a lot of support moves to play with, including Hypnosis, Will-O-Wisp, Dread Curse, Snatch, Swagger, and more, but its defenses aren't good enough for it to dedicate itself to such a role, and it has no way to obtain Prankster. It also has a surprisingly expansive Special movepool, but its Special Attack is mediocre, making this an unappealing option. Checks and Counters Tyranitar is perhaps the best counter available, taking little damage from anything Dollmise can throw at it except Fighting-type moves. Bisharp likewise has little to fear from Dollmise except for a potential Fighting attack. Dollmise also has a penchant for being walled by itself, leading to a stalemate.
Mega Typhlosion Type: Fire Ability: No Guard Stats: 78, 104, 88, 139, 95, 120 Enter Mega Typhlosion, a Pokémon set to take the title of "Hardest Pokémon to switch into". 104/139 attacking stats ensure that it can bring the pain, and thanks to No Guard it doesn't have to worry about throwing out miss hax. With No Guard, Inferno is now Will-O-Wisp with 100 base power (150 with STAB) and Focus Blast is no longer that move which always misses when you don't want it to. There are only 3 drawbacks to Mega Typhlosion. 1: Its move pool is pretty small. 2: Inferno only has 8 PP, which can be gone before you know it. And 3: it hates entry hazards, so you will need to bring along something with either Defog or Rapid Spin. When you bear those things in mind and plan accordingly, Mega Typhlosion is an asset to any team. Mixed Attacker Typhlosion @ Typhlosionite Hasty Nature (+Spd -Def) EV: 4 Atk, 252 SAtk, 252 Spd Inferno Focus Blast Earthquake/Hidden Power Rock Wild Charge Designed to break walls. Inferno gets STAB, and anything that values its Attack won't be switching in. Focus Blast nails Tyranitar, Terrakion, and Air Balloon Heatran. Earthquake hits specially defensive Heatran and Charizard-X hard; alternatively, Hidden Power Rock deals huge damage to Volcarona and Talonflame. Wild Charge 2HKOs Specially Defensive Jellient most of the time after Stealth Rock. The EVs are self explanatory. Here comes the Sun! Typhlosion @ Typhlosionite Nature: Timid (+Spd -Atk) EV: 252 SAtk, 4 SDef, 252 Spd Sunny Day Inferno Solar Beam Focus Blast Don't you just hate those bulky waters? Well now you don't have to worry about them walling you. In the Sun, they are but pointless puddles. In Sun, Typhlosion loses its Water weakness, gains a no charge Solar Beam and its Inferno hits 225 power with STAB. Sunny Day is the crux of this set, making Typhlosion even more dangerous. Inferno is again the STAB move - it exchanges Fire Blast's 10 BP for a guaranteed Burn, which is generally better. Solar Beam smashes the bulky Rock and Water types, 2HKOing both Jellicent and defensive Rotom-W (former needs Stealth Rock to guarantee the 2HKO). Focus Blast OHKOs 252/0 Tyranitar after Stealth Rock. Other Options Not many really. A Flame Charge sweeper set is possible, but you need to have all the special walls down first. A SubPunch set is possible too, to 2HKO Chansey after Stealth Rock but with Typhlosion's hazard weakness it will get worn down very quickly. Flare Blitz can go on the mixed set, but doesn't accomplish anything in particular. Checks and Counters Chansey can take anything it has and cripple it with Toxic. Gastrodon walls the mixed set, and can 2HKO with Scald. It will be OHKOd by a Solar Beam in Sun though. Azumarill can take it down, but the Burn from Inferno will make it dead weight after that. Assault Vest Tyranitar is never OHKOd by Focus Blast and can OHKO in turn with Stone Edge - it won't like a burn one bit though. Defensive Rotom-W can handle the mixed set well, while Scarf Rotom-W can win one on one. Both will lose to the Sunny Day set if it's already set up Sun though. Latias can handle anything Typhlosion has, and either Calm Mind in its face or drown it with Surf.