Pseudoak Ooh, Mega Typhlosion is great! I already know what I'm posting next, but I dunno how I'm going to write the analysis - it's an evolution of Sudowoodo, so I'll just have to see Sudowoodo's X/Y analysis on Smogon first. Granted, the Sudowoodo evolution does have a new typing and quite a few new moves, but its stats are just Sudowoodo exaggerated, so I don't expect a whole lot of play differences. EDIT: Ah, screw it. I'm going ahead and writing my analysis for Sudowoodo's evo - the Semi-Tree Pokémon, Pseudoak. Name: Psuedoak Type: Rock/Grass Ability: Rock Head/Sturdy Dream World Ability: Harvest Generation of Origin: Gen IV Egg Group: Mineral Evolves from Sudowoodo by trade while holding Big Root Base Stats: HP: 100 Attack: 120 Defense: 145 Special Attack: 45 Special Defense: 90 Speed: 40 Base Stat Total: 540 Miscellaneous Details: Spoiler Name Origin: "pseudo" + "oak" Movepool: Spoiler Level-Up Moves: Start: Growth Start: Harden Start: Ingrain Start: Karate Chop Start: Knock Off (Gen V & VI) Start: Razor Leaf Start: Worry Seed (Gen V & VI) Start: Wood Hammer Start: Copycat Start: Flail Start: Low Kick Start: Rock Throw Start: Mimic Start: Block 6: Flail 9: Low Kick 14: Rock Throw 17: Mimic 22: Block 25: Faint Attack 30: Rock Tomb 33: Rock Slide 38: Slam 41: Sucker Punch 46: Double-Edge 49: Hammer Arm 53: Ancientpower 57: Vital Throw (Gen IV) 57: Circle Throw (Gen V & VI) 62: Leech Seed 66: Seed Bomb 70: Briar Patch 73: Natural Gift 76: Synthesis 80: Submission 85: Wood Hammer 90: Stone Edge TM/HM Moves: TM01 (Gen IV): Focus Punch TM04: Calm Mind TM06: Toxic TM08: Bulk Up TM09 (Gen IV): Bullet Seed TM10: Hidden Power TM11: Sunny Day TM12: Taunt TM15: Hyper Beam TM17: Protect TM19 (Gen IV): Giga Drain TM21: Frustration TM22: Solarbeam TM23 (Gen V & VI): Smack Down TM26: Earthquake TM27: Return TM28: Dig TM31: Brick Break TM32: Double Team TM37: Sandstorm TM39: Rock Tomb TM41: Torment TM42: Façade TM43 (Gen IV)/TM94 (ORAS): Secret Power TM44: Rest TM45: Attract TM46: Thief TM47 (Gen V & VI): Low Sweep TM48 (Gen V & VI): Round TM52: Focus Blast TM53: Energy Ball TM56: Fling TM58 (Gen IV): Endure TM60 (Gen IV): Drain Punch TM60 (Gen V & VI): Quash TM64: Explosion TM66: Payback TM67 (Gen IV): Recycle TM68: Giga Impact TM69: Rock Polish TM71: Stone Edge TM74: Gyro Ball TM76 (Gen IV): Stealth Rock TM77: Psych Up TM78 (Gen IV): Captivate TM78 (Gen V & VI): Bulldoze TM80: Rock Slide TM82 (Gen IV)/TM88 (Gen VI): Sleep Talk TM83 (Gen IV): Natural Gift TM86: Grass Knot TM87: Swagger TM90: Substitute TM94 (Gen V & X & Y)/HM06 (Gen IV & ORAS): Rock Smash TM96 (Gen VI): Nature Power TM97 (Gen V)/TM102 (Gen VI): Cold Shoulder TM98 (Gen VI): Power-Up Punch TM100 (Gen VI): Confide HM04: Strength HM08 (Gen IV): Rock Climb Egg Moves: Curse (Gen V & VI) Defense Curl Endure (Gen V & VI) Harden Headbutt Rollout Sand Tomb Selfdestruct Stealth Rock (Gen V & VI) Reconstruction (Gen V & VI) Tutor Moves: AncientPower (Gen IV) After You (Gen V & VI) Block (Gen IV, V, & VI) Covet (Gen V & VI) Drain Punch (Gen V & VI) Earth Power (Gen IV, V, & VI) Fire Punch (Gen IV, V, & VI) Foul Play (Gen V & VI) Giga Drain (Gen V & VI) Headbutt (Gen IV) Helping Hand (Gen IV, V, & VI) Ice Punch (Gen IV, V, & VI) Iron Defense (Gen IV, V, & VI) Iron Head (Gen IV, V, & VI) Knock Off (Gen IV, V, & VI) Low Kick (Gen IV, V, & VI) Magic Coat (Gen IV, V, & VI) Mud-Slap (Gen IV) Recycle (Gen V & VI) Role Play (Gen IV, V, & VI) Rollout (Gen IV) Seed Bomb (Gen IV, V, & VI) Sleep Talk (Gen V) Snore (Gen IV, V, & VI) Stealth Rock (Gen V & VI) Superpower (Gen IV, V, & VI) Sucker Punch (Gen IV) Synthesis (Gen IV, V, & VI) ThunderPunch (Gen IV, V, & VI) Uproar (Gen IV, V, & VI) Worry Seed (Gen IV, V, & VI) Vacuum Wave (Gen IV) Zen Headbutt (Gen IV, V, & VI) Notable Custom Moves: Spoiler Name: Briar Patch Type: Grass Category: Other (Entry hazard) Power: N/A Accuracy: N/A PP: 20 Target: Opponent’s field Snatchable?: No Is Protect effective?: No Reflectable with Magic Coat/Magic Bounce?: Yes Description: The Pokémon launches seeds at the opponent's feet which sprout into thick thorny vines. Opposing Pokémon will be injured as they switch in. Effect: This is an entry hazard that works the same way as Stealth Rock, except that its damage is based on the opponent's vulnerability to Grass-type moves instead of Rock-type moves. This ability will trigger Sap Sipper, in which case the Pokémon with Sap Sipper will take no damage (regardless of what vulnerability it would otherwise have to Grass-type moves) and gain a +1 boost to Attack, and there will be a 20% chance that the Briar Patch will be removed (in a similar fashion to Poison-types absorbing Toxic Spikes.) Generation of Origin: Gen IV Imagine Stealth Rock as a Grass move. That's what Briar Patch is. Set this up, and your opponent's Grass-weak 'mons will not be happy campers. Name: Reconstruction Type: Rock Category: Other Power: N/A Accuracy: N/A PP: 10 Target: Self Snatchable?: Yes Description: The user repairs its body with surrounding materials, recovering HP and adding to its weight. Effect: This move heals its user for 50% of its max HP. In addition, the user's weight is increased by 100 kg (essentially a reverse Autotomize effect). This weight-increasing effect wears off when the user is withdrawn, and cannot be transferred to another Pokémon with Baton Pass. Notes: Regirock's Pokédex entries are why I decided to make this move a Rock-type move. "If its body is damaged in battle, this Pokémon seeks out suitable rocks to repair itself with." That's this move in a nutshell! Generation of Origin: Gen V This move is basically reliable recovery for Rock-types. It's learnable by the Geodude, Onix, Aron, and Nosepass lines, among others; in fact, that's how you'd get Reconstruction onto Pseudoak, considering that it's an Egg move. Overview Meet the physically bulkiest Grass-type in the game! Rock and Grass may be lackluster defensive types on their own, but together, they cover for many of each other's weaknesses, resulting in a 'mon with a highly unconventional set of weaknesses. Pseudoak also fits the classic Rock mold of extreme physical defense, but its special bulk isn't half bad.
Draceon Dragon Stats:158/140/123/110/238 HP:252 Ability:rough skin Analysis:the newest eevee evolution the coolest of all but maybe one of the weakest
Cewater Ice-type in frozen form, Water-type in melted form. 80 70 80 130 100 130 EDIT: If you are putting their movepool, remember to put their Dreamworld moves if your making a costum game with those moves, the fakemon your submitting on here, and any others that you thought were cool.
OK, going for something a bit different now. My latest CAP is Drasstern, an first stage evolved Dragon type. Drasstern Type: Dragon Ability(s): Adaptability, Adaptability Base stats: 31, 62, 45, 55, 41, 93 Will do analysis when I can be bothered Spoiler Egg Groups: Dragon, Monster Appearance: Resembles a small Frog with Dragon like teeth and claws. Pokedex: The Adaptation Pokémon. Able to survive just about anywhere, it will fight against any opponent. When evolving, it can incorporate nearby items into its own body. Name origin: Dra comes from Dragon, Drass is a corruption of drastic (what it will do to survive) Ern comes from Wynern another word for Dragon.[/HIDE] Spoiler Moves Moves in Bold always get STAB, moves in Italics sometimes get STAB. Levelling up: Level 1 - Pound, Growl Level 10 - Splash Level 18 - Camouflage Level 24 - Crush Claw Level 33 - Dragon Claw Level 37 - Dragon Pulse Level 55 - Outrage TM/HM Dragon Claw Calm Mind Toxic Hidden Power Protect Return Dig Brick Break Flamethrower Facade Rest Attract False Swipe Fling Shadow Claw Retaliate Sleep Talk Substitute Nature Power Strength Egg moves: Earth Power - Nidoking, Gible line, Deino line High Jump Kick - Scraggy line Dual Chop - Axew line Crunch - Larvitar line Double-Edge - Cubone line, Aron line, Rhyhorn line Hyper Voice - Whismur line Fury Cutter - Treecko line Tutor moves: Draco Meteor [/HIDE]
Carbeon, a Rock type Eeveelution. Type: Rock Ability(s): Rock Head/ Solid Rock Base Stats: 95, 110, 65, 60, 65, 130 Spoiler Appearance: Looks like a fox made stone. Its main body resembles coal, while its eyes resemble diamonds. Its ears and teeth resemble rubies. Name origin: Portmanteau of Carbon and the -eon suffix all Eeveelutions have. [/HIDE] Moves Spoiler Gets STAB Can get STAB Start: Stealth Rock, Helping Hand, Tackle, Tail Whip 5: Sand Attack 9: Rock Throw 13: Quick Attack 17: Sand Tomb 20: Power Gem 25: Rock Slide 29: Sandstorm 33: Rock Polish 37: Stone Edge 41: Last Resort 45: Head Smash TM/HM Roar Toxic Hidden Power Hyper Beam Protect Frustration Smack Down Earthquake Return Dig Double Team Sandstorm Rock Tomb Facade Rest Attract Retaliate Giga Impact Stone Edge Swords Dance Rock Slide Sleep Talk Substitute Rock Smash Nature Power Egg moves: Captivate Charm Covet Curse Detect Endure Fake Tears Flail Natural Gift Stored Power Synchronoise Tackle Wish Yawn [/HIDE] Analysis Meet Carbeon, the latest Eeveelution and it's one well worth remembering. It is one of the most powerful Pokémon you can currently use - that mighty STAB Head Smash pulverises anything that doesn't resist it, and thanks to Rock Head it's just Stone Edge with 50% more power. With 130 Speed it outruns the unboosted metagame, and with a great 110 attack it can do massive damage. So why wasn't this Pokémon banned? Well, for all its might it does have a few issues. While Rock typing is superb offensively, defensively it's one of the worst types out there - it has a bad 5 weaknesses, with 3 (Fighting, Ground, Water) to some very common types. Its weakness to common priority moves like Scizor's Bullet Punch and Breloom's Mach Punch make it difficult to sweep on its own. Then there's the matter of its bulk or rather lack of it. 95/65/65 defences are average at best, so most strong neutral moves will 2HKO. Those factors mean it can be tough to get Carbeon in safely, but when it is in you'd better watch out. Offensive Stealth Rock Nature: Jolly Item: Life Orb Ability: Rock Head EV: 4 HP, 252 Atk, 252 Spd Stealth Rock Head Smash Earthquake Return Set up Stealth Rock, then smash shit up. Stealth Rock is the crux of this set, providing aid to Carbeon and its teammates. Head Smash is the main STAB, and anything that doesn't resist it can expect to lose a lot of health. Earthquake gets superb coverage with Head Smash, although since a neutral Head Smash is stronger than a X2 Earthquake it should only be used on Pokémon that resist Head Smash. Return is mostly filler, although it does provide a reliable way to hit Breloom for consistent damage. The EVs couldn't be simpler. A Life Orb gives Carbeon some extra power. Swords Dance Nature: Jolly Item: Life Orb/Stone Plate/Lum Berry Ability: Rock Head EV: 4 HP, 252 Atk, 252 Spd Swords Dance Head Smash Earthquake Baton Pass/Substitute/Return Once Scizor, Breloom, Conkeldurr and Hippowdon are down this set is absolutely lethal. After using Swords Dance, Carbeon is sitting on a 638 Attack stat and wielding a 150 power STAB move. This set is so powerful, that 252/252 Impish Ferrothorn is cleanly 2HKOd by a +2 Head Smash after Stealth Rock. Earthquake forms a pseudo EdgeQuake with Head Smash, and turns most of OU's Steel types into scrap metal. Baton Pass is generally the best option in the last slot so if Carbeon comes up against anything that it can't OHKO it can just pass the boosts on. Substitute can be used to shield it from status reliant Pokémon - if you use Substitute, use a Stone Plate, since the recoil from Substitute and Life Orb quickly takes its toll. Return can be used as a more reliable attack. The EVs are self explanatory. A Lum Berry can be used if you fear burns. Substitute Nature: Jolly Item: Stone Plate/Leftovers Ability: Rock Head EV: 252 Atk, 4 SDef, 252 Spd Substitute Head Smash Earthquake Baton Pass Using this set is simple. Come in on something you scare out (Talonflame works well) set up a Sub and then either attack or pass the Sub. Head Smash is the obligatory STAB, and nothing that doesn't resist it is going to enjoy taking one. Earthquake gets some handy extra coverage. Baton Pass enables Carbeon to grab momentum and possibly give a teammate a Substitute to hide behind before boosting. EVs maximise speed and attack, with the leftovers in special defence to prevent Genesect getting a special attack boost. Stone Plate gives Head Smash some extra oomph Choice Band Nature: Jolly Item: Choice Band Ability: Rock Head EV: 4 HP, 252 Atk, 252 Spd Head Smash Earthquake Return Baton Pass Like the idea of the power of Swords Dance but don't like having to set up? In that case, I give you Choice Band. Choice Band Head Smash 2HKOs anything that doesn't resist it, and even some frailer things that do. Earthquake deals good damage to the Steel types that resist Head Smash. Return is mostly filler, although it gets a notable mention for 2HKOing Breloom. Baton Pass gains momentum, and helps scout switch ins. The EVs are standard - it's pointless running anything else on offensive Carbeon anyway. Other options Carbeon's movepool is, well, crap so this won't take long. Choice Scarf is an option, but Carbeon is already one of the quickest Pokémon around so the speed is often unnecessary. A DoubleDance set is possible, but again the speed is often unnecessary. A pure Baton Pass set with Rock Polish and Swords Dance can be run with Solid Rock should you desire it. A set up of 252 HP, 72 Def, 184 Spd is a good idea for such a set, to outrun Tornadus-T so you can pass the boosts before it Taunts you. Checks and Counters Quagsire can switch in on anything it does and 2HKO with Earthquake - thanks to Unaware it doesn't even care if it's at +2. Hippowdon does very well too, since Head Smash is only a at +2 3HKO without Spikes and its own Earthquake is almost always a OHKO. Physically defensive Gastrodon counters all sets bar Swords Dance, able to 2HKO with Earth Power or Scald without fearing a 2HKO in turn. Apart from those Pokémon, your only real option is revenge killing. With that mighty Head Smash, there's not that much that can switch in on Carbeon. Conkeldurr can survive most of its attacks and OHKO back with Drain Punch, although a +2 Head Smash will 2HKO. Breloom can end Carbeon with a priority Mach Punch, but Head Smash will still really sting. Scizor can do much the same, but is always OHKOd by a +2 Head Smash and after Stealth Rock 252/0 Scizor is OHKOd by a Choice Band Head Smash.
Name: shadowdy The shadow wolf pokemon type: regularly dark but gains a second type for each form u find. fire form is part fire, sound is part fairy, sky is part flying, bolt is part elec., quake is part ground , and distillia is part ghost. Ability: fire form is flame absorb (absorbs all fire type moves and restores hp a little) sound is fairy ray (increases fairy moves in a pinch) sky is levitate. bolt is voltage zap(imune to elec and can paraluze) quake is sturdy. and distillia is shadow care(heals all shadowdys uppon switching from ur team and raises all their stats. descripson: fire looks like a big black wolf. sky is a mix of a arciops and a wolf. sound is a mix of a bat and wolf. bolt is a mix of a zebra and wolf. quake is a mix of a anteater and a wolf. and distillia is a mix of a bongo and wolf. stats: hp: 152 attack: 98 defense: 68 sp. attack: 77 sp. defense: 76 speed: 89. pokedex- this pokemon came from a planet that has no oxygen or gravity. it is extremly territorial and will savagely attack and maul any intruder. Hight: 5'66" Weight: 30,654,899 lbs moves: shadow claw, flamethrower, slip flaire (a ghost type move that the user uses to escape from any terrain. no attack power), spirit bomb (massive amount of energy is hurled at foe. fairy type. 100 damage, dark relinquish (shadowdy's dark aura is hurled at the foe. never miss. dark type. 100 damage. Bolt flare (massive elec attack is rammed into the foe. elec type. 50/50 chance of hitting. Only move that can hit pokemon with lightning rod and volt asorb without activating ether one.) 50/50 For males or females. males are brown and females are in fire black, sky like arciops, sound black with purple inside the wings, bolt black and white striped, quake dark brown, distillia is purple with black and red striped horn. it is said it all started with the disillia form. My second one is called egetu. ancient shadow griffin pokemon. type: dark/fly weight: 673 lbs height: 8'56" Pokedex: the dark aura of egetu can put anyone in a bad mood. it has the ability to control dark energys. ability: flame guard (fire moves have no effect and raises attack and speed. stats: hp: 345, attack: 231, sp. attack: 190, sp. defense: 157, defense: 221, speed: 222 Attacks: shadow ball, fire blast, shadow wing(dark type. dark energy is released from wings), shadowbeam(dark type. like hyperbeam but with dark energy) Egetu also has a enemy named geto(will do him tomarrow). Name geto the light Griffin. pokemon Type: fairy/flying height: 8'56" Weight: 573 lbs stats: hp: 325, attack: 113, defense: 234, sp. attack: 67, sp. defense: 121, speed, 90 Decription: white Griffin moves: sky drop, light beam(like shadow beam but witha lighter energy. fairy type.), fly, acrobatics pokedex: it is said to have fought to protect humans from egetu. in the end it lost its earthly form when egetu was sealed away and was awakened when egetu was released 30,000 years later. Name: valcurole flame camel pokemon Height: 5'36" Weight: 360 lbs type: fire/ground evo from numel with frienship and holding the flame ring(raises speed on fire types) Ability: same as numel Stats: hp: 215, attack: 132, defense, 99, sp. attack, 111, sp. defense: 100, speed: 105 Description: orange ecept around its feet with r green. the green part is turfs of fur mixed with a blue flame. pokedex: the fire on this pokemon will never go out. it will travel for miles to get to where it wants to go. Oh yea forgot geto's ability. it is fairy light ray(heals a single pokemon wilth the cost of half its hp. it can even revive or heal status problems to.)
articunoxernias, I'm pretty sure there is a button where you can edit your post. So you don't have 5 consecutive posts even if you make a mistake in one post.
Tyranitar and Garchomp both got Mega Evolutions, I think some of the other pseudo legendaries should too. Metagross, one of my favourite Pokémon that has been failing competitively for a while now really deserves one IMO. So, without further ado... Type: Stee/Psychic Ability: Adaptability Base Stats: 80, 155, 130, 135, 90, 110 Stone: Metagrite Appearance: Its body is now black, with its claws, eyes and X marking being gold. It also now has 6 legs. So Metagross, a Pokémon who everyone thought would fall even further has received a big bailout in the form of a Mega Evolution. Metagross's once uninspiring base 70 speed has been boosted to a mighty 110, so it now ties with Latios and Gengar. Its already impressive attack got a slight boost too, sitting at an awesome 155. Its special defence got a great boost too, sitting at an impressive 135. While it may no longer be able to use boosting items, Adaptability remedies that, giving Metagross a 180 power Meteor Mash which can also make it even more powerful. Unfortunately, its old problems aren't entirely gone. It is still stuck with poor coverage (although Adaptability does somewhat remedy this), common weaknesses and 4 moveslot syndrome. Coupled with no reliable recovery and the fact that its bulk does not improve at all (although to be fair it's still impressive). Gaining 2 weaknesses to Ghost and Dark moves didn't help either. Nonetheless, if you think that's enough to prevent it being threatening you are dead wrong. Stealth Rock Metagross @ Metagrite Trait: Clear Body (Adaptability) Jolly Nature (+Spd -SAtk) EV: 252 Atk / 4 Def / 252 Spd Stealth Rock Meteor Mash / Iron Head Earthquake Ice Punch / Zen Headbutt / Bullet Punch Set up Stealth Rock, and smash some stuff up. Stealth Rock is the crux of this set, helping Metagross and its teammates get KOs they otherwise couldn't. Meteor Mash is the most powerful STAB, and its chance to raise Metagross's attack could be a game changer. Iron Head is more reliable however, and mega Metagross is fast enough to make use of its flinch chance. Earthquake gets good coverage with Metagross's Steel STAB, hitting the Fire, Steel and Electric types that resist it super effectively. Ice Punch cleanly 2HKOs Gliscor and Landorus-T, while Zen Headbutt also gets an Adaptability boost. Bullet Punch can be used if you desire priority. The EVs simply maximise speed and attack, with the leftovers in Defence to improve Metagross's physical bulk a bit. MixGross Metagross @ Metagrite Trait: Clear Body (Adaptability) Naive Nature (+Spd -SDef) EV: 76 Atk / 216 SAtk / 220 Spd Meteor Mash / Iron Head Earthquake Hidden Power Fire Psychic If you thought you could just send in your physical wall and all would be well, you were dead wrong. Once again, Meteor Mash or Iron Head could be used as the STAB depending on whether you prefer the extra 20 BP and chance to raise attack or perfect accuracy and the chance to flinch. Earthquake gets great coverage with the Steel STAB, OHKOing Heatran and 2HKOing Shield Forme Aegislash most of the time after Stealth Rock. Hidden Power Fire is MixGross's trump card, since Skarmory will expect to wall Metagross and will instead be cleanly 2HKOd. Psychic also gets STAB, and 2HKOs Gliscor, Landorus-T and physically defensive Rotom-W. The EVs allow Metagross to outrun 252 spd Jolly Mega Pinsir. 216 Special Attack EVs guarantee a 2HKO on physically defensive Skarmory even with no hazards. The rest is placed in Attack to buff up its physical moves. Hone Claws Metagross @ Metagrite Trait: Clear Body (Adaptability) Jolly Nature (+Spd -SAtk) EV: 252 Atk / 4 Def / 252 Spd Hone Claws Meteor Mash Earthquake Ice Punch / Zen Headbutt / Thunder Punch While MixGross and the Stealth Rock set are about helping other sweepers, Hone Claws Metagross is meant to sweep itself. Hone Claws fixes Meteor Mash's and Zen Headbutt's accuracy while sending its attack to a high 613. Meteor Mash is chosen as the STAB this time, since this set's all about the power and if it manages to boost Metagross's attack even further it makes Metagross all the more frightening. Earthquake is for coverage, OHKOing Heatran and other grounded Steel types foolish enough to switch in. Ice Punch is recommended to OHKO Gliscor at +1, while Zen Headbutt can be used for its high power. Thunder Punch 2HKOs Skarmory at +1 after Stealth Rock. The EVs simply maximise Speed and Attack. All Out Attacker Metagross @ Metagrite Trait: Clear Body (Adaptability) Jolly Nature (+Spd -SAtk) EV: 252 Atk / 4 Def / 252 Spd Meteor Mash / Iron Head Earthquake Ice Punch / Zen Headbutt Bullet Punch By forgoing Stealth Rock, Metagross has space for another attack, which in turn makes it harder to wall. Again, Meteor Mash or Iron Head could be used as the main STAB. Earthquake gets great coverage with it, while Ice Punch and Zen Headbutt can be used to 2HKO Gliscor or just have another power STAb respectively. Bullet Punch is a useful priority move, and helps it finish off weakened Pokémon. The EVs again maximise speed and power. Other Options Gravity could be used to allow Metagross to 2KHO Rotom-W and with Stealth Rock and some lucky damage rolls Skarmory. Grass Knot could be used on the mixed set to OHKO Quagsire and 2HKO Hippowdon, but beyond that it doesn't have much utility. Psychic already 2HKOs Rotom-W, one of Metagross's most common switch ins. Metagross could attempt to sweep with Agility, but Mega Metagross is already very fast and Hone Claws is better for sweeping. Toxic can be used to cripple incoming Rotom-W and other non Steel type walls, but Metagross simply doesn't have the space. Hammer Arm can be used to 2HKO Ferrothorn, but Ferrothorn poses little threat otherwise and reducing that great speed is not recommended. Checks and Counters Um...it doesn't really have any, since with the right set it can beat a lot of its checks. Even so, some Pokémon get pretty damn close. Slowbro only fears the rare Thunder Punch, while it can fish for a burn with Scald or 2HKO with Fire Blast. Rotom-W and Skarmory can handle the physical sets all day, while crippling with Will-O-Wisp and phasing out with Whirlwind respectively. However, both are 2HKOd by MixGross's Psychic and Hidden Power Fire respectively. Ferrothorn does well against the physical sets, but due to its lack of phasing moves the Hone Claws set can muscle through it if it lacks Thunder Wave. Bulky Landorus-I can OHKO Metagross most of the time and thanks to Intimidate can survive an Ice Punch. All bets are off if Metagross has bagged a Hone Claws boost though. Gliscor is in much the same boat, but doesn't do as well. Bisharp can OHKO with a Life Orb boosted Sucker Punch, but Earthquake will turn it into scrap metal. Chansey is only 3HKOd by MixGross, but the Hone Claws set uses it as set up fodder and the other physical sets cleanly 2HKO with Meteor Mash most of the time after Stealth Rock.
I've got tons of CAP pokemon on Serebii's Create and/or Change anything and everything. This is one of my favourite ones I made. Shepmite, the Alsatian Pokemon. Pokedex numbers: #006 Orion, #728 National. Appearance: A large, bulky German Shepherd dog with a large, hot molten metal saddle, not unlike the molten metal on Heatran's back, and metal padded legs and muzzle. It's saddle can occasionally be seen erupting small plumes of molten metal. It's tail is usually seen in a scimitar-shaped relaxed position. The fur is red and the metal is grey in it's normal form. The molten metal on it's back is black. In it's shiny form, it's fur is golden brown and the metal is silver-white. Size: Height: ~65cm (~2ft, 2in), Length: ~100cm (~3ft, 4in), Weight: ~45kg. Flavour text: "Praised for its services during war and aiding police officers, it is now employed by many for its loyalty and protection. The saddle on its back melts when its active." Type: Fire/ Steel Abilities: Blaze/ Disarm (hidden ability, available). Notable moves: Cinder, Heal Bell, Inferno, Refresh, Earth Power, Flare Blitz, Fire Blast, Hone Claws, Earthquake, Volt Switch, U-Turn, Play Rough* (for flavour, being based on a pet), Close Combat*, Morning Sun*, Stealth Rock**, Bolt Cutter**. * Denotes Egg move. ** Detnotes Move Tutor move. Italics Denotes other moves I've created Base stats: HP: 85. Attack: 115. Defense: 79. Special Attack: 75. Special Defense: 77. Speed: 103. BST: 534. New moves and abilities introduced with Shepmite, with in-depth explanations for them Disarm: Flavour Text: "The pokemon neutralizes entry hazards on its side of the field." In-depth Effect: The user clears any entry hazards on its side of the field, remaining unaffected by them, when it comes in. Distribution: Shepmite, Stoutland and the Combee lines (for flavour, as bees are used to assist in locating landmines). Cinder (N/A BP, N/A Accuracy, 10/16 PP, Status, Foe's team, 0 priority, Fire type): Flavour text: "The user spreads a layer of smoldering charcoal over the opposing team to inflict damage on any pokemon entering." In-depth effect: The user lays a trap made of smoldering cinder blocks that inflicts damage equal to a 10 BP attack on pokemon coming out into the battle. It uses the Special Attack stat of the user with the highest overall Special Attack that has used it since the first layer was laid down, factoring boosts and STAB in. It's base power doubles each time a new layer is added, with a maxinum of 40 BP on three layers. Its power is affected by factors like weather and wherever the user gained STAB from it or not. Distribution: Many Fire types, especially legendaries like Ho-oh and Reshiram. Bolt Cutter (100 BP, 80 Accuracy, 5/8 PP, Physical (direct contact), Adjacent target, 0 priority, Electric type): Flavour text: "The user slashes the target with electrified claws or blades. This attack has a high critical hit ratio." In-depth effect: The attack has a high critical hit ratio (think Stone Edge). Distribution: Most Electric types plus many other pokemon, particularly Fire types, for coverage. -------------- Shepmite, originally a mixed attacker with 99/89 offenses (as seen on Serebii), I went back on that idea and made it more focused on Attack than Special Attack because I felt it was underwhelming especially considering Infernape, who has 104/104 offenses, was dropping out of favor and I did not want to weaken it's already underwhelming defenses. Primarily Shepmite is intended to be a fast volt-turner that gets rid of hazards as it goes, which is a big help to VoltTurn teams, and a general support pokemon thanks to a wide support movepool. Thanks to it's 115 Atk, I feel that it is much better. Where it is limited is it's lackluster defenses for a Steel type, vulnerability to priority (though it 4x resists Bullet Punch and resists Extremespeed - Common users of Aqua Jet and Mach Punch hurt it a LOT) and a lack of boosting moves, with Hone Claws being the only viable option for the job.
Sylctic Cold Chill Pokemon Type: Ice/Fairy Abilities: Refrigerate/Guts/Competitive (Hidden) Height: 1.1m Weight: 20kg HP: 66 Attack: 101 Defense: 66 Special Attack: 120 Special Defense: 66 Speed: 131 Total: 550 Level-Up Movepool Spoiler Level 0 - Freeze Dry Level 0 - Icicle Spear Level 0 - Icicle Crash (Move relearner moves) Level Start - Baby-Doll Eyes Level Start - Pound Level 7 - Powder Snow Level 11 - Charm Level 16 - Wing Attack Level 24 - Ice Shard Level 30 - Dazzling Gleam Level 36 - Play Rough Level 43 - Aqua Ring Level 50 - Baton Pass Level 60 - Sucker Punch Level 67 - Misty Terrain Level 99 - Quiver Dance Breeding Movepool Spoiler Ice Ball Aqua Jet Feint Nasty Plot Memento Sweet Kiss Spikes TM Movepool Spoiler TM06 Toxic TM07 Hail TM10 Hidden Power TM12 Taunt TM13 Ice Beam TM14 Blizzard TM15 Hyper Beam TM17 Protect TM18 Rain Dance TM19 Roost TM21 Frustration TM24 Thunderbolt TM27 Return TM31 Brick Break TM32 Double Team TM40 Aerial Ace TM42 Facade TM44 Rest TM45 Attract TM46 Thief TM48 Round TM49 Echoed Voice TM51 Steel Wing TM52 Focus Blast TM56 Fling TM62 Acrobatics TM66 Payback TM67 Retaliate TM68 Giga Impact TM70 Flash TM75 Swords Dance TM79 Frost Breath TM86 Grass Knot TM87 Swagger TM88 Sleep Talk TM89 U-Turn TM90 Substitute TM98 Power-Up Punch TM99 Dazzling Gleam TM100 Confide HM03 Surf I guess I'll write a short and poor analysis. Sylctic was made up when I got bored some time ago, and is supposed to act like a mixed glass cannon of some sort, but also has other options such as some of its boosting moves + aqua ring + baton pass. It also gets U-Turn and Roost, two almost invaluable moves, since it's going to be taking a bit of damage throughout the match, and has enough speed to escape using the former. Quiver Dance lets Sylctic set up and use its great speed and special attack to full advantage. A physical set with Swords Dance and Return, with Refrigerate as the ability would also work, especially with priority moves such as Ice Shard and Sucker Punch.
OK, so my latest is Dragowyn, the evolved forme of Drasstern. It's a Dragon type, and it evolves at level 40. If it's reaches level 40 at Mt. Pyre, it becomes a Dragon/Ghost type. It it reaches level 40 in Shoal Cave it becomes Dragon/Ice type. If it reaches level 40 in Victory Road it becomes Dragon/Fighting type. It it reaches level 40 on Route 11 (Hoenn) it becomes Dragon/Rock type. If it reaches level 40 in New Mauville, it becomes Dragon/Electric type. Anywhere else, it retains its pure Dragon typing. Base Stats: Abilities Spoiler Normal Forem: Adaptability / Adaptability Ghost forme: Undead (Normal moves become Ghost type and gain 30% power) / Cursed Body Ice Forme: Refrigerate / Ice Body Fighting Forme: Fighting Spirit (Normal moves become Fighting type and gain 30% power) / Guts Rock Forme: Stone Skin (same as above for Rock moves) / Technician Electric Forme: Electrify (same as above for Electric moves) / Volt Absorb Base Stats: 70, 108, 68, 102, 66, 116 Learnset Will list in order of normal forme, Ghost, Ice, Fighting, Rock, Electric. Always gets STAB. Sometimes gets STAB. Level up: Spoiler 1. Quick Attack 1. Dragon Breath 1. Screech 10. Take Down 30. Dragon Breath / Icicle Spear / Force Palm / Rock Blast / Thundershock 45. Dragon Rush 55. Dragon Pulse / Shadow Ball / Ice Beam / Focus Blast / Power Gem / Thunderbolt 61. Double-Edge 65. Outrage 70. Dragon Tail / Phantom Force / Icicle Crash / Close Combat / Stone Edge / Wild Charge Egg moves: Earth Power Aqua Tail Hyper Voice Dual Chop TM/HM Dragon Claw Calm Mind Roar Toxic Hidden Power Blizzard Hyper Beam Protect Frustration Smack Down Thunderbolt Thunder Earthquake Return Dig Shadow Ball Brick Break Double Team Flamethrower Fire Blast Rock Tomb Facade Rest Attract Low Sweep Focus Blast Fling Charge Beam Shadow Claw Retaliate Giga Impact Stone Edge Swords Dance Bulldoze Frost Breath Rock Slide Dragon Tail Grass Knot Wild Charge Sleep Talk Nature Power Strength Tutor Moves: Draco Meteor Designed to be a fast frail sweeper.
Nice. Like the look of Athanine. 2 new legendary trios I thought of. The story is that when Xerneas and Yveltal went into hybernation, they each created 3 Pokémon to carry on their work or bringing life and death respectively. I'm calling them the Life Trio and the Death Trio. The Life Trio are all part Fairy type; the Death Trio are all part Dark type. They all have 130/110/110/80/80/70 base stats in varying orders. Life Trio have Serene Grace; Death have Sheer Force. Both trio are primarily Fire, Water and Ground type: Xerneas's represent the Sun, the Rain and the Soil; Yveltal's represent Fires, Floods and Earthquakes. The Life Trio have the signature move Song of Life - it heals 70% HP. The Death Trio have the move Song of Death - it raises Attack, Sp.Attack and Speed by 1 stage. The Life Trio Name: Sollite Type: Fire / Fairy Ability: Serene Grace Base Stats: 110 / 70 / 130 / 110 / 80 / 80 Movepool: Spoiler Bold gets STAB Level 1: Song of Life 1: Heal Bell 10: Ember 20: Draining Kiss 30: Sunny Day 40: Lava Plume 50: Moonblast 60: Fire Blast 70: Eruption TM/HM Calm Mind Toxic Hidden Power Sunny Day Hyper Beam Protect Safeguard Frustration Solar Beam Return Shadow Ball Double Team Flamethrower Fire Blast Facade Flame Charge Overheat Focus Blast Energy Ball Incinerate Will-O-Wisp Giga Impact Sleep talk Substitute Nature Power Dazzling Gleam Analysis Spoiler With Jirachi slipping out of OU, you might have thought that would be the end of the annoying Serene Grace abusers. Wrong! Sollite is here, bringing with it its Lava Plume with its 60% chance to Burn. This coupled with Calm Mind means things can quickly spiral out of control. Fire/Fairy is suprisingly good typing, giving it solid resistances to Bug, Fire, Fighting, Dark, Grass, Ice and an immunity to Dragon moves. Flaws? Well, its Speed is pretty average and it can never fit in all the moves it wants to. Physically Defensive Item: Leftovers Trait: Serene Grace Bold Nature (+Def -Atk) EV: 252 HP / 240 Def / 16 Spd Lava Plume Song of Life Heal Bell Toxic / Protect / Energy Ball Standard wall. With this set up, it can avoid a 2HKO from Scarf Terrakion's Stone Edge most of the time. Lava Plume serves as the STAB, and due to Serene Grace it burns 60% of the time. Song of Life restores a whopping 70% of Sollite's HP, making it hard to break. Heal Bell keeps you and your team free of status. Toxic is recommended in the final slot, since Heatran is the only Steel type that would ever switch in. Protect can buy you another turn of Leftovers recovery, while Energy Ball can be used to put a dent in the bulky Water types. EVs give enough Speed to outrun 252 Spd Adamant Mawile, with the rest in HP and Defence for bulk. Offensive Tank Item: Life Orb Nature: Modest (+SAtk -Atk) Trait: Serene Grace EV: 204 HP / 252 SAtk / 52 Spd Lava Plume Moonblast Focus Blast / Energy Ball Song of Life Is Sollite not hitting hard enough for you? Well, here's the solution. With max investment, Sollite hits 350 Special Attack, more than enough to put large dents into most of the tier. Lava Plume's 60% burn rate cripples any physical attacker hoping to switch in. Moonblast serves as the more powerful STAB, and also benefits greatly from Serene Grace, having a 60% chance to lower the opponent's Special Attack. The last slot depends on what you'd rather hit. Focus Blast hits Heatran and Tyranitar harder; Energy Ball hits Rotom-W and Azumarill harder. Song of Life keeps you alive and healthy, and heals off Life Orb recoil. EVs let Sollite outrun 0 Spd Rotom-W. The rest is in HP for extra bulk. Calm Mind Item: Leftovers Nature: Bold (+Def -Atk) Trait: Serene Grace EV: 252 HP / 204 Def / 52 Spd Calm Mind Lava Plume Focus Blast / Moonblast / Energy Ball Song of Life In addition to being a Wall or a Tank, Sollite also performs really well as a bulky booster. Calm Mind improves its great Special Attack and Special Defence, which coupled with Lava Plume's burns makes it very difficult to revenge kill. Focus Blast is recommended so Heatran doesn't completely wall you. However, Moonblast can be used as an alternate STAB while Energy Ball can be used to hit bulky Water types hard. The EVs maximise overall bulk with enough Speed to outrun 0 Speed Rotom-W. The rest is in Defence to improve the stat you're not boosting. Other Options A Choice Specs set with Eruption is possible, but Sollite performs best in the above roles. Will-O-Wisp can be used, but with Lava Plume having such a high burn rate why would you bother? A MonoAttacker Calm Mind set with either Substitute or Heal Bell in place of the coverage move can be used, although you will then be walled by Heatran. A Sunny Day support set can be used, but it doesn't achieve anything notable. A full on Calm Mind sweeper set is viable, trading bulk for raw muscle. Checks and Counters Heatran can wall any set that lacks Focus Blast and cripple with Toxic or phaze with Roar. Landorus-T, Garchomp and Excadrill all outrun and can do massive damage with Earthquake but all must be careful switching in because of Lava Plume's burns. Keldeo outruns and can smash it to bits with Hydro Pump, but it must be wary of Moonblast and Energy Ball. Mega Charizard-X can handle the defensive sets, being able to boost in its face and take it down with Earthquake. Again though, Toxic is a problem for it. Rorcia Type: Water/Fairy Ability: Serene Grace Base Stats: 130 / 80 / 110 / 80 / 110 / 70 Movepool Spoiler Bold gets STAB Level Up 1: Song of Life 1: Heal Bell 10: Bubblebeam 20: Draining Kiss 30: Rain Dance 40: Scald 50: Moonblast 60: Hydro Pump 70: Water Spout TM/HM Calm Mind Toxic Bulk Up Hidden Power Ice Beam Blizzard Hyper Beam Protect Rain Dance Safeguard Return Double Team Facade Rest Focus Blast Energy Ball Scald Giga Impact Sleep Talk Substitute Nature Power Dazzling Gleam Surf Waterfall Analysis Spoiler Forget Vaporeon. Forget Jellicent. Forget Quagsire. Rorcia is the bulkiest of all the bulky waters. Serene Grace gives its Scald a 60% chance to Burn, and with 130/110/110 defences and a recovery move that restores a whopping 70% of its HP it is VERY hard to bring down. You might think it's just a weak wall, but actually it can also perform the role of bulky sweeper with Calm Mind. However, it has its flaws. Its base speed is pretty sub par, and its lack of power (at least before boosting) means it can struggle against Pokémon unhindered by Burns. Specially Defensive Item: Leftovers Ability: Serene Grace Calm Nature (+SDef -Atk) EV: 252 HP / 4 Def / 252 SDef Scald Song of Life Heal Bell Moonblast / Ice Beam Say hello to one of the hardest Pokémon to break. Scald's 60% chance to Burn makes any physical attacker think twice before switching in, and that coupled with max special defence investment makes it extremely difficult to bring down. Song of Life keeps Rorcia alive longer, while Heal Bell keeps it (and the rest of your team) free of status. Moonblast is recommended in the final slot, since it gets STAB and hurts the Dragon types that resist Scald. Ice Beam trades Moonblast's power for hitting Grass types as well. EVs are self explanatory. Calm Mind Item: Leftovers Nature: Bold (+Def -Atk) Ability: Serene Grace EV: 252 HP / 252 Def / 4 SDef Calm Mind Scald Song of Life Heal Bell / Substitute Running a stall team and your opponent has this set? Bad luck. Calm Mind is the crux of this set, boosting both Special Attack and Special Defence to immense levels. Although Rocia lacks power, after a couple of boosts it's extremely difficult to take down. Scald is the STAB move, and is perfect for a slow bulky sweeper like Rorcia. Song of Life keeps you healthy. Heal Bell rids you of status while Substitute can be used to avoid Leech Seed. EVs maximise physical defence, since you're not boosting that stat. Other Options None really. A Bulk Up set could be done, but Rorcia's physical movepool is dire and the Calm Mind set is so much better. It also gets Water Spout, but before boosting is far too weak. Another attack could replace Heal Bell or Substitute for more coverage on the Calm Mind set. Moonblast is probably the best one to use in that case, as it gets STAB and also greatly benefits from Serene Grace. Checks and Counters Bulky Grass types are generally good. Mega Venusaur can put Rorcia to sleep while smashing it with its super effective STABs, and if running a special set won't mind a burn either. Poison Heal Breloom can put Rorcia to sleep with Spore and then wear it down with Seed Bomb. Gastrodon is immune to Scald, but can't do much back. Tricking it Choice items is a good way of shutting it down, as is Taunting.
Fire types are kinda rare so: Sunogidus (Fire in tagalog+blitz in latin, im bad at names e.e) Fire type Looks: Based On Cheetah+Sphinx with a red color to it. HP:60 Atk:60 Def:78 SpAtk:130 SpDef:76 Spd:142 Notable Moves: Lava Plume Fire Blast Giga drain Earth Power Recover Abilities: 1) Keen Eye Dream World: Blitz (The users first move when sent out has +3 priority. Effect disappears after user's first turn.) Flavour: Sunogidus spends all day bathing in the suns energy. When night finally comes, it attacks prey in their sleep at thier prime.
I thought up a legendary trio consisting of three Ground-types, with secondary types of Rock, Fire, and Ice, symbolizing landslides, pyroclastic flows, and avalanches, respectively. I haven't really bothered to flesh them out, save that they're all Glass Cannons.
Name: Meetaon (Meat-aion) Type: Steel/Ground Ability: Sturdy/ DW Shell Armor Stats: 75/ 95/ 80/ 70/ 100/ 110 Most common sets: Meetaon @Choice Scarf - Earthquake - Iron Head - Crunch - Surf Meetaon @Choice Band - Earthquake - Iron Head - Crunch - Surf Meetaon @Life Orb - Swords Dance - Baton Pass - Earthquake - Iron Head Hope you like my idea :grin:
Name: Vibranshee Type: Normal/Ghost Ability: Soundproof / Analytic / Serene Grace Stats: 60/55/100/140/90/30 Level Up: Spoiler START Echoed Voice START Confuse Ray Level 8 Spite Level 14 Nasty Plot Level 18 Uproar Level 24 Ominous Wind Level 30 Grudge Level 30 Destiny Bond Level 33 Hyper Voice Level 39 Parting Shot Level 45 Hex Level 50 Vacuum Wave Level 57 Perish Song Level 68 Boomburst TM/HM: Spoiler TM04 Calm Mind TM05 Roar TM06 Toxic TM07 Hail TM10 Hidden Power TM12 Taunt TM13 Ice Beam TM14 Blizzard TM15 Hyper Beam TM20 Safeguard TM21 Frustration TM27 Return TM30 Shadow Ball TM32 Double Team TM41 Torment TM42 Facade TM44 Rest TM45 Attract TM48 Round TM49 Echoed Voice TM52 Focus Blast TM56 Fling TM61 Will-o-Wisp TM63 Embargo TM65 Shadow Claw TM68 Giga Impact TM77 Psych Up TM79 Frost Breath TM85 Dream Eater TM86 Grass Knot TM87 Swagger TM88 Sleep Talk TM90 Substitute TM92 Trick Room TM94 Secret Power TM99 Dazzling Gleam TM100 Confide HM04 Strength Move Tutor: Spoiler S1T2: Covet S1T12 Uproar S2T1 Magic Coat S2T11 Icy Wind S2T16 Hyper Voice S3T2 Snore S3T6 Role Play S3T7 Heal Bell S3T10 Pain Split S4T3 Spite S4T6 Trick S4T11 Recycle S4T12 Snatch S4T14 Sleep Talk Here's a set, I guess: Vibranshee @ Choice Specs Ability: Analytic Modest Nature (+SAtk -Atk) EVs: 252 HP/252 SAtk/4Def - Boomburst - Shadow Ball - Dazzling Gleam - Trick
Thanks for reviving Cirno. STAB Analytic Boomburst holy shit that would wreck. Some starters I thought would be cool. Beginning with the Fire one, Flaazinx. Type: Fire/Rock Ability: Blaze/Rock Head (released) Base Stats: 103/131/80/50/80/79 Choice Band Flaazinx @ Choice Band Trait: Rock Head EVs: 252 Atk / 4 Def / 252 Spd Head Smash Flare Blitz Earthquake Double-Edge The best physical wallbreaker in OU Spoiler: Magcargo is Flaazinx 252+ Atk Choice Band Magcargo Head Smash vs. 4 HP / 252+ Def Eviolite Chansey: 538-634 (83.8 - 98.7%) -- 75% chance to OHKO after Stealth Rock 252+ Atk Choice Band Magcargo Head Smash vs. 244 HP / 252+ Def Gliscor: 250-295 (71 - 83.8%) -- guaranteed 2HKO 252+ Atk Choice Band Magcargo Head Smash vs. 252 HP / 252+ Def Skarmory: 231-273 (69.1 - 81.7%) -- guaranteed 2HKO 252+ Atk Choice Band Magcargo Head Smash vs. 252 HP / 240+ Def Mega Venusaur: 255-301 (70 - 82.6%) 252+ Atk Choice Band Magcargo Head Smash vs. 252 HP / 212+ Def Rotom-W: 288-340 (94.7 - 111.8%) -- 68.8% chance to OHKO 252+ Atk Choice Band Magcargo Flare Blitz vs. 252 HP / 252+ Def Hippowdon: 208-246 (49.5 - 58.5%) -- 98.8% chance to 2HKO after Stealth Rock 252+ Atk Choice Band Magcargo Flare Blitz vs. 252 HP / 252+ Def Filter Mega Aggron: 189-222 (54.9 - 64.5%) -- guaranteed 2HKO -1 252+ Atk Choice Band Magcargo Head Smash vs. 252 HP / 252+ Def Landorus-T: 210-247 (54.9 - 64.6%) -- guaranteed 2HKO 252+ Atk Choice Band Magcargo Head Smash vs. 252 HP / 252+ Def Shell Armor Mega Slowbro: 190-225 (48.2 - 57.1%) -- 91.8% chance to 2HKO 252+ Atk Choice Band Magcargo Flare Blitz vs. 0 HP / 0 Def Keldeo: 177-209 (54.7 - 64.7%) --guaranteed 2HKO 252+ Atk Choice Band Magcargo Head Smash vs. 0 HP / 4 Def Breloom: 243-286 (93.1 - 109.5%) -- 93.8% chance to OHKO after Stealth Rock Rock Polish Flaazinx @ Life Orb Trait: Rock Head EVs: 72 HP / 252 Atk / 184 Spd Jolly Nature Rock Polish Flare Blitz Head Smash Earthquake Late game sweeper. Offensive Stealth Rock Flaazinx @ Life Orb Trait: Rock Head EVs: 252 Atk / 4 Def / 252 Spd Flare Blitz Head Smash Earthquake Stealth Rock Hazard setter that also beats all the defoggers.
Sightraph, the Eye Pokėmon Type: Electric/Psychic Ability: Balancer (All moves are neutral against it) Stats: 60 HP/40 Atk/60 Def/190 SpA/60 SpD/190 Spe BST: 600 Signature move: Psionic Bender (See my post in the Create-a-Move thread) Basically, it's either kill of be killed with this guy. Sightraph@Life Orb Ability: Balancer 4 HP/252 SpA/252 Spe Nature: Modest -Thunder -Blizzard -Dazzling Gleam -Psionic Bender
bunp This time with Touhoumon because I was bored Fujiwara no Mokou Type: Fire Ability: Blaze, Regenerator HP: 129 Attack: 103 Defense: 65 Special Attack: 103 Special Defense: 65 Speed: 99 Level-Up Movepool Spoiler Start - Ember Start - Tackle Lvl 9 - Flame Wheel Lvl 14 - Agility Lvl 20 - Morning Sun Lvl 23 - Air Slash Lvl 27 - Jump Kick Lvl 32 - Tailwind Lvl 35 - Flare Blitz Lvl 40 - Lava Plume Lvl 46 - High Jump Kick Lvl 53 - Counter Lvl 58 - Pain Split Lvl 63 - Blaze Kick Lvl 70 - Inferno TM/HM Movepool Spoiler TM06 - Toxic TM08 - Bulk Up TM10 - Hidden Power TM11 - Sunny Day TM15 - Hyper Beam TM17 - Protect TM20 - Safeguard TM21 - Frustration TM22 - Solar Beam TM27 - Return TM28 - Dig TM31 - Brick Break TM32 - Double Team TM35 - Flamethrower TM38 - Fire Blast TM40 - Aerial Ace TM42 - Facade TM43 - Flame Charge TM44 - Rest TM48 - Round TM49 - Echoed Voice TM50 - Overheat TM59 - Incinerate TM61 - Will-O-Wisp TM64 - Explosion TM66 - Payback TM67 - Retaliate TM68 - Giga Impact TM87 - Swagger TM88 - Sleep Talk TM89 - U-Turn TM90 - Substitute TM98 - Power-Up Punch TM100 - Confide Move Tutors Spoiler Snore Low Kick Thunder Punch Fire Punch Drain Punch Endeavor Heat Wave Superpower Sky Attack Pain Split Spite Tailwind Mokou@Choice Scarf Ability: Regenerator EVs: 252 Atk/4 Def/252 Spd Nature: Jolly (+Spd, -SAtk) - Flare Blitz - U-Turn - Superpower - SKY ATTACK good set needs no changes.
Clownpiece Type: Fairy/Dark Ability: Justified, Flash Fire, Victory Star HP: 50 Attack: 97 Defense: 79 Special Attack: 99 Special Defense: 76 Speed: 129 BST: 530 Level-Up Movepool: Spoiler Start - Pursuit Start - Smokescreen Lvl 1 - Switcheroo Lvl 1 - Quiver Dance Lvl 1 - Teeter Dance Lvl 1 - Parting Shot Lvl 5 - Flame Charge Lvl 10 - Play Nice Lvl 14 - Feint Attack Lvl 19 - Draining Kiss Lvl 25 - Fire Spin Lvl 30 - Foul Play Lvl 36 - Taunt Lvl 36 - Torment Lvl 40 - Play Rough Lvl 45 - Moonblast Lvl 50 - Flame Burst Lvl 55 - Moonlight Lvl 60 - Sucker Punch TM/HM Movepool Spoiler TM06 - Toxic TM10 - Hidden Power TM11 - Sunny Day TM12 - Taunt TM15 - Hyper Beam TM17 - Protect TM21 - Frustration TM22 - Solarbeam TM27 - Return TM30 - Shadow Ball TM31 - Brick Break TM32 - Double Team TM35 - Flamethrower TM38 - Fire Blast TM40 - Aerial Ace TM41 - Torment TM42 - Facade TM43 - Flame Charge TM44 - Rest TM45 - Attract TM48 - Round TM49 - Echoed Voice TM56 - Fling TM61 - Will-o-Wisp TM63 - Embargo TM66 - Payback TM68 - Giga Impact TM87 - Swagger TM88 - Sleep Talk TM90 - Substitute TM97 - Dark Pulse TM99 - Dazzling Gleam TM100 - Confide Move Tutors Spoiler Snore Covet Endeavor Uproar Heat Wave Hyper Voice Foul Play Role Play After You Trick Heal Bell Breeding Moves Spoiler Confuse Ray Baton Pass Fairy Lock Night Shade Misty Terrain Inferno Clownpiece is an American Clown Fairy from Hell. EDIT: 500TH MESSAGE WHOO
check out the file down below to see the pokedex info for this new pokemon all of the things i did for a school project on creating a pokemon is in the links below so check them out and hope you have a good day peoples
Hey, this thread's still alive? Cool. I have more fakemons in store... I already put up a Dropbox link, but I'm not sure who I want to write an analysis for. I'm thinking Insego, 'cause I really like it as a concept. It's basically Ghetsis's brainchild that revolted against him and joined forces with N instead.
Mega Shedinja -20 Def, -20 SpD, +50 Atk, +90 Spe Bug / Fairy Doppelgänger (See my post in Ability Creation thread) Pretty much from pathetic thingy to insane sweeper.