Yes, they were illegal - I pinged you on the Discord, but I guess you saw the thread first, oops! I meant to make a note explaining it in the compilation post like I usually do, but I forgot. OTL[Hematite, mine wasn't included, I don't know if the stats were illegal or what]
aaaaannnnnd i fixed it. (I had to take 10 points out of speed :|)Yes, they were illegal - I pinged you on the Discord, but I guess you saw the thread first, oops! I meant to make a note explaining it in the compilation post like I usually do, but I forgot. OTL
I'm not sure if you remember, but we had a conversation when you first submitted it about why it was illegal and how to fix it. You did satisfy the minmaxing rules at the time, but... then you edited it without saying anything - timestamps confirm that this was 17 hours and 52 minutes after that conversation - and your edit happened to break them again. XP
Like I told you when you asked the first time, if you're lowering its Defense by 30 points, at least 20 of those have to be "thrown away" and go into its lower offense, which in this case is Attack - you can't use that Defense reduction to get 120 points for Special Attack and Speed like you have right now.
Please either talk to me on the Discord or review the submission rules in the first post of the thread if you have any further questions!
As usual, you can be added back to the list of legal subs if you make the necessary change and tell me that you've done so! Sorry I didn't make this clear in the compilation post itself - it totally slipped my mind because I was posting it in a hurry.
/
Ability: Alchemist (If the opponent is inflicted with poison, upon using a damaging Poison move, a random effect will be inflicted. See spoiler for what these effects are.)
HP: 60Transform the target into a Seismitoad, Ariados, or Butterfree.
Inflict paralysis over poison
Inflict burn over poison
Confuse target
Inflict Encore
Inflict Torment
Inflict Toxic over poison
-1 in two random stats
-1 in one random stat, +1 in a random stat
+1 in two random stats
(Only if over 50% HP) Inflict curse
(Only if under 25% HP) Explode
Atk: 95 (+35)
Def: 95 (+35)
SpA: 135 (+35)
SpD: 110 (+5)
Spe: 95 (-10)
New Moves: Sludge Bomb, Sludge Wave, Toxic Spikes, Poison Fang, Parting Shot, Fling
Reasoning:
I'm gonna be real, I just wanted to have fun with this one; there is no real niche niche to be had here, but I really wanted to have a blast with the witch motif and create a fun mon. It's not meta defining by any means, but it's not really supposed to be, either. Though, I guess you could make a NP set work if you really wanted.
I think the real cream of the crop, though, comes in Alchemist's function in tandem with its new moves in the form of Sludge Bomb, Toxic Spikes, and Poison Fang: all Poison-spreading moves that can also deal damage. So, if you want to wring your opponent into a special kind of hell, then there's that to really ruin their day. Sludge Wave and Sludge Bomb are both pretty good STAB Poison moves on their own right! Parting Shot is there because I feel it has flavor, and can combine pretty nastily with Alchemist's side effects.
Flavor:
le cauldron witch has arrived.
Dex Entry:
Mega Mismagius is a mischievous Pokemon, that manifests its spells in the form of a new skill in alchemic brewing. Using the poisonous liquids it can emit with its body, it is able to spread a strange, magic effect more tangibly than its original counterpart.
Rotten-Infernape | Choice-Scarfed | Mossy Sandwich | kakaks | Mega-Flareon | Ausma | TheUltra-Finder | inkbug | TONE | Hodaka | Hema-temasis | BitBitio | |
---|---|---|---|---|---|---|---|---|---|---|---|---|
3 | kakaks, | hema2, | ultra, dr, | war, hema1, ink, botw, | moss, ausma, | zxg, | flareon, | |||||
2 | war, | flareon, | moss, | kakaks, botw, | dr, | ausma, | ultra, | hema1, ink, zxg, | hema2, | |||
1 | botw, | hema1, | war, flareon, ausma, | hema2, ink, | zxg, dr, | ultra, | kakaks, | moss, | ||||
TOTAL | 3 + 2 + 1 6 | 3 + 2 + 0 5 | 6 + 2 + 1 9 | 0 + 4 + 3 7 | 0 + 2 + 2 4 | 12 + 2 + 2 16 | 2 | 6 + 6 + 1 13 | 4 | 3 + 2 + 1 = 6 |
/
Ability: Blackmail (If an opponent is hit with a physical Dark-type attack, they are planted with a permanent ability "Orderly Target", which prevents the holder from ever being able to KO Mega Honchkrow with direct damage, leaving it always with 1 HP no matter the move. However, once this Dark-type attack is landed, the user's own ability is permanently replaced with Keen Eye.)
[Pokemon name] is afraid to finish off Honchkrow!
HP: 100
Atk: 145 (+20)
Def: 82 (+30)
SpA: 105
SpD: 102 (+50)
Spe: 71
New Moves: Parting Shot (give it to Murkrow too), Dual Wingbeat
Reasoning:
Honchkrow is one of my favorite mons, and I really need to do it justice; luckily, this Mega Honchkrow does just that in providing a flavorful, unique option to check offense. Its ability seems complex on paper, but in other words: you hit the foe with a Dark-type move like Pursuit, and their ability is not only removed, but the Pokemon in question can never kill Honchkrow, otherwise... if you do, your dirty little secret is revealed. I feel a Blackmail based ability is perfect for a mob boss, and I think it can have a ton of unique application in competitive, too. Through this, you are able to permanently incapacitate a Pokemon of your choice without outright trapping and eliminating it in an uncompetitive fashion. Though given it is a one time ability, you have to pick your target carefully, as Honchkrow gets a borderline useless ability after the fact. This is also balanced by the fact that Honchkrow needs to get off its Dark-type move to begin with, endangering itself in the process, and having to stay healthy so the ability remains relevant, making it an offense destroyer that requires skill to utilize to max effect. Offensively, it is no slouch either, and still has STAB Brave Bird/Pursuit/Sucker Punch that it can utilize with a Moxie boost pre-Mega. Most of the defensive spread is to allow Honchkrow to take a hit easier so it can get off its move, but balancing it in the sense that it retains its subpar speed.
It has one main move addition: Parting Shot. Honchkrow with a useful, flavorful momentum option such as this lets Honchkrow gain momentum on targets that will obviously switch out on a Pokemon they are literally incapable of killing. Honchkrow naturally has access to options such as Roost and Taunt that let it push the opponent more readily and focus on staying alive as well.
Flavor:
Obviously: a mob boss. I wanted Mega Honchkrow to fully embrace that and feel like the underlying, manipulative menace it's supposed to be, and a fearsome threat that you couldn't even see; and I hope I accomplished just that.
It is bulkier, now adorned with a rose in its hat, and a strange straw from its sharper beak, with its now piercing eyes hidden under its hat. Its wings act more like a trench coat, shaped in such a manner where the red plume from its chest is visible, resembling a tie.
Dex Entry:
Imbued with Mega energy, Mega Honchkrow's wicked nature goes into overdrive. Much unlike its aggressive original counterpart, it is much more calculated, and prefers to mentally combat its foes. It is extremely observant, and can find holes to exploit in any human or Pokemon it chooses to manipulate for its own gain; as such, it is very self indulgent and ruthless, thinking and feeling nothing of its goons.
3-point votes | 2-point votes | 1-point votes | TOTAL | |
---|---|---|---|---|
DrPumpkinz | kakaks, | flareon, dr, | zxg, | 3 + 4 + 1 = 8 |
ChoiceScarfed | ||||
Mossy Sandwich | zxg, | ink, dr, | 0 + 2 + 2 = 4 | |
kakaks | kakaks, | flareon, | 0 + 2 + 1 = 3 | |
MegaFlareon | war, | 2 | ||
BitBitio | war, ausma, | hema2, | 6 + 0 + 1 = 7 | |
Ausma | hema2, ink, zxg, botw, | moss, ausma, | war, hema1, | 12 + 4 + 2 = 18 |
TheUltraFinder | hema1, ultra, | 4 | ||
BotwNerd745 | dr, | moss, botw, | 3 + 0 + 2 = 5 | |
TONE | flareon, | 3 | ||
Hodaka | ultra, | 1 | ||
Hematite | hema2, ink, | 4 | ||
Hematemasis | ||||
IsoCon | hema1, moss, ultra, | botw, | kakaks, ausma, | 9 + 2 + 2 = 13 |
Mega Spiritomb
New Ability: Pressure/Infiltrator --> Regenerator
New Typing: Ghost/Dark (Unchanged)
New Stats:
HP: 50
ATK: 92 --> 108 (+16)
DEF: 108 --> 142 (+34)
SPA: 92 --> 108 (+16)
SPD: 108 --> 142 (+34)
SPE: 35 (--)
New Moves: Parting Shot
Desc: Behold! The bulky pivot from h e l l
Regenerator allows Spiritomb to easily Curse just about anything it wants, while giving it way more longevity than Pain Split does for base form. It can Curse-trap with Infestation, but has to switch out and break the trap in order to reliably recover, so it shouldn't be too hard to play around that sort of build. It also has Pursuit to pick off weakened foes that might try to retreat to clear the Curse status.
Parting Shot is kind of unnecessary but pairs well with Regenerator and also its just fun. It also gets Taunt, Toxic, and Disable as other fun support pivot options.
Choice-Scarfed | Mossy Sandwich | War Incarnate | MegaFlareon | Ausma | TheUltra-Finder | inkbug | TONE | Hodaka | BitBitio | |
---|---|---|---|---|---|---|---|---|---|---|
3 | hema1, ink, | ausma, | kakaks, zxg, | ultra, dr, | flareon, | moss, botw, | war, | hema2, | ||
2 | moss, | war, flareon, | ultra, | hema2, ink, ausma, dr, | botw, | kakaks, hema1, | zxg, | |||
1 | war, | flareon, | kakaks, hema1, moss, | hema2, | ink, | zxg, dr, botw, | ausma, ultra, | |||
TOTAL | 6 + 2 + 1 = 9 | 3 + 4 + 0 = 7 | 6 + 0 + 1 = 7 | 6 + 0 + 3 = 9 | 3 + 2 + 1 = 6 | 6 + 8 + 0 = 14 | 3 | 3 + 4 + 3 10 | 3 + 2 + 2 7 |
For Mega Ariados, you are not obligated to follow the current stat rules! You still need to have +100 BST, but the rules restricting lowered stats do not apply here.
For Ariados, you can lower Attack or Special Attack by up to 25 points or lower Defense, Special Defense or Speed to add 35 points to relevant stats of your choice (25 points more than the normal rules allow).
As Gourgeist's forms do not share the same base HP, they will require different stat spreads, and it's up to you how much you want to differentiate them! That said, each submission should include all of these spreads, and they will be voted as a set rather than each form having a separate poll.
Small New Ability: Hollow Win: User's Ghost-type moves have a 20% chance to flinch the target. New stats: HP: 55 -> 55 Attack: 85 -> 115 (+30) Defense: 122 -> 122 Special Attack: 58 -> 68 (+10) Special Defense: 75 -> 95 (+20) Speed: 99 -> 139 (+40) BST: 494 -> 594 | Average New Ability: Hallow Win: User's Ghost-type moves are super-effective against Dark-type Pokemon. New stats: HP: 65 -> 65 Attack: 90 -> 140 (+50) Defense: 122 -> 142 (+20) Special Attack: 58 -> 68 (+10) Special Defense: 75 -> 75 Speed: 84 -> 104 (+20) BST: 494 -> 594 | Large New Ability: Halo Ring: User's Ghost-type moves have a 20% chance to boost the user's Speed by 1 stage. New stats: HP: 75 -> 75 Attack: 95 -> 95 Defense: 122 -> 122 Special Attack: 58 -> 138 (+80) Special Defense: 75 -> 75 Speed: 69 -> 89 (+20) BST: 494 -> 594 | Super New Ability: Hell Win: User's Ghost-type have a 20% chance to burn the target HP: 85 -> 85 Attack: 100 -> 120 (+20) Defense: 122 -> 162 (+40) Special Attack: 58 -> 58 Special Defense: 75 -> 105 (+30) Speed: 54 -> 54 BST: 494 -> 594 |
Gourgeist-smol | Gourgeist | Gourgeist-lonk | Gourgeist-giant |
55, 125, 122, 58, 75, 159 | 65, 160, 132, 68, 85, 84 | 75, 105, 122, 58, 165, 69 | 85, 130, 192, 58, 75, 54 |
+40, +60 | +70, +10, +10, +10 | +10, +90 | +30, +70 |
Mega Gourgeist (Small) New Ability: Prankster Typing: Ghost/Grass (Unchanged) | Mega Gourgeist (Medium) New Ability: Weak Armor Typing: Ghost/Grass (Unchanged) | Mega Gourgeist (Large) New Ability: Flash Fire Typing: Ghost/Grass (Unchanged) | Mega Gourgeist (Super) New Ability: Stamina Typing: Fire/Grass |