Now this is the meat and potatoes of the post. There's a lot to get into, so let's just get started.
Arbjorn
Logic: This mon's biggest problem is its opportunity cost. Why would you run Arbjorn when you could be running Swilein, or Alcespen, or even Bjorniorite? There's just not much this mon offers that can't be covered better by other mons.
Fix:
+ Synthesis
This is a massive buff for Arbjorn. First off, with reliable recovery, Arbjorn can actually compete with Swilein, now being able to leverage its better defensive profile into mons like Pthormign and Lytlegai in order to differentiate itself. Additionally, Synthesis is a huge buff to Bulk Up sets, giving them far more longevity and requiring opponents to bring actual counterplay rather than just relying on slowly chipping Arbjorn down.
Balirachnid
Logic: The big concern with buffing Balirachnid is its role as a cheese mon. However, Autotomize sets are currently less consistent than ever with the rise of Charcold, so I don't think this'll really be an issue.
Fix:
85 / 70 / 104 / 120 / 66 / 62
Balirachnid's two biggest issues are its pretty lacking bulk and its horrible Speed. Its new statline improves both of these, with increased Defense giving it better matchups into tough-to-break mons like Lytlegai and Dracolition. Meanwhile, 62 base Speed allows it to outspeed up to Lindelidae and Scarf Lytlegai after an Autotomize, making offensive counterplay much harder to come by.
Ballaboar
Logic: The nerf. Was not. Necessary.
Fix:
105 / 50 / 80 / 115 / 80 / 80
Also the rise of Alcremie provides another consistent defensive check to this mon.
Beartunnd
Logic: This mon sucks because there's too much Ice competition, and its profile is just way too ass for a mono-Ice. Also its signature ability is antithetical to its kit, as a slow breaker with a shit defensive typing is gonna be eating a lot of hits and taking a lot of damage from them.
Fix:
Ice/Fighting
Overconfidence: If above half health, deals 1.3x damage. When under, deals 0.8x.
Making Beartunnd Ice/Fighting removes its Stealth Rock weakness, while also giving it STAB on some of its most common coverage moves (Power-Up Punch and Close Combat). This also gives it a few more resistances, which it can hopefully use to make better use of its ability.
Due to Beartunnd being a slow breaker, it's extremely hard for it to use its ability effectively. Because of this, I think we can afford to make Overconfidence a good bit stronger. In this case, I recommend an increase to 1.3x damage boost while above half health.
Drakkrab
Logic: This mon is so close to being good, it really only needs a small push to come back into meta relevance. Drakkrab has all the makings of a fast, frail SD sweeper, with a strong offensive typing, an explosive offensive ability in Defiant, and perfect coverage into the entire meta off of STABs and Knock. The problem, however, is that Drakkrab isn't fast. 84 Speed is lower than every relevant offensive mon, including Lytlegai, which absolutely kills any potential Drakkrab may have.
Fix:
55 / 109 / 132 / 34 / 91 / 104
+20 Speed is perfect for Drakkrab, putting it just under base Fawntiful and Neifhemming (both of whom appreciate keeping the positive matchup), while outspeeding massively relevant threats like Strigpyre, Pthormign, and Skdaver. This makes running SD Drakkrab far easier, as the pool of faster offensive threats you need to take care of is far smaller. It also opens up Choice Band sets, as this new speed tier is comfortable enough for Band to get good value. And for those of you who might complain about Drakkrab straying from its original role, higher Speed is actually better for SubPunch sets, as faster Substitutes are easier to set up consistently.
Fawntiful / Fawntiful-Mega
Logic: The original version of this section recommended a buff to Mega Fawntiful. However, I've recently seen the light, and I don't think the mon actually needs any buffs. That being said, base Fawntiful lacks both the speed tier and access to Long Reach of its Mega, giving it much worse matchups into meta threats like Furumo and Charcold. It's also just severely lacking in the stats department, with nearly no reason to use it over its Mega form.
Fix:
Fawntiful:
86 / 119 / 73 / 59 / 90 / 105
Envious: Deals 1.5x damage if the target is at full HP.
Fawntiful-Mega:
86 / 129 / 88 / 94 / 110 / 125
Base Fawntiful would receive a +10 Defense buff because its bulk is extremely lackluster at the moment, making it really hard to bring in and prone to being revenge-killed. This makes up a good bit of the gap between base and Mega, while a buff to Envious would hopefully make up the rest. Envious is an ability that's very difficult to make work, as mons really aren't usually at 100%, especially not in a hazard-centric meta like this one, so I personally think a buff to make Envious do 1.5x damage to its targets would be reasonable. The +10 SpA buff to Mega Fawntiful is just for stat parity with base, though maybe this could enable special sets.
Freelpen
Logic: This may be the worst-designed mon in the entire meta, and that's really saying something. As it currently stands, Freelpen's niche is ostensibly as an SD sweeper, but it is far worse at that role than established SD mons like Naglrir, Strigpyre, and Mega Fawntiful. Losing to Lytlegai and being vulnerable to Flame Body burns in particular both make it very hard to run, and worst of all, its signature ability Dream Runner is completely useless.
Fix:
Dream Runner: This Pokemon gains +1 Speed when Sleeping another Pokemon.
This will be the first and only time I attempt to buff Freelpen by encouraging its role as a sleeper. Sleep Powder is really the only thing Freelpen offers over other, far more consistent sweeping options, and the fact that its signature ability is so ass is really a black stain on the mon. In this case, I think buffing Dream Runner to give the user a flat +1 Speed boost when putting a mon to sleep is the best possible solution for buffing the ability while sticking to the original flavor. Having extra Speed against sleeping opponents makes no sense - they are literally asleep and cannot move. Meanwhile, a static boost will persist when the sleeping Pokemon switches out, flipping Freelpen's matchups into faster mons like Lindelidae, Furumo, and Mega Fawntiful. This will hopefully give it more of a reason to be run as a setup sleeper.
Gravalley
Logic: This mon annoys me a lot, because it's so close to being good, but it's just not quite there. I think the biggest issue here is just a lack of stats and movepool compared to other options - it doesn't have enough bulk to be a good fatmon, and it doesn't have enough speed to work well offensively.
Fix:
80 / 50 / 60 / 115 / 125 / 100
This statline makes Gravalley a far better offensive option, with its new Speed tier giving it the jump on major meta threats like Pthormign and Skdaver. There's also really nothing competing in the role of a 100-ish Speed special breaker, and particularly not among the meta's Grass types, so Gravalley will easily stand out from the pack, not even mentioning the danger Corrosion brings to the table
Hulvine
Logic: This mon was always a gimmick, but after losing Fur Coat it really just fell off completely. As a defensive mon, its stats are extremely lackluster, and it competes with both Miauskog and Charcold for the role of a bulky Flame Body Fire-type, both of whom have shown to be better mons than Hulvine. When looking at its original prompt, the goal was a "Wall that doesn't care about setup". This doesn't reflect Hulvine's current niche at all, as the best way of breaking through it absolutely is setup. Due to this and the fact that its current typing is extremely heavy in competition, I propose a complete rework to the mon.
Fix:
Ghost
- Flame Body, + Unaware
105 / 60 / 100 / 115 / 75 / 30
This is a massive change, but let me explain. Hulvine's Fire typing does absolutely nothing for it besides making it yet another Ground-weak wall in a meta full of them. Losing the Fire typing gives it far better matchups into Pthormign, Naglrir, and paradoxically Dracolition (standard sets don't run Steel STAB anyway), among others, while also differentiating it from walls like Miauskog and Charcold, and giving it the ability to run Leftovers, which is MASSIVE on a wall without reliable recovery. As for the stats, Hulvine's stats were clearly designed around it having Fur Coat, and losing that made its terrible statline much more blatant. I think a statline of around 105 / 60 / 100 / 115 / 75 / 30 would make Hulvine far more threatening without being overbearing, especially when considering its newfound access to Unaware (which gives it far better matchups into Alcespen, Naglrir, etc.)
Hurstyrhund
I don't wanna write anything for this mon tbh, I'm tired of talking about it. Just free Flare Blitz at this point
Lumigald
Logic: This mon has one major issue: it's just too weak. Between Lytlegai and Dracolition, most teams completely box Lumigald out, and unlike other mons like Fawntiful-Mega or Lumi's main competition, Pinnsten, there is no breaking through those mons over time. Lumi completely loses to them, with no means of recourse or meaningful damage besides hard predicting band CC over and over again, and that still doesn't do much of anything against PhysDef Lytlegai.
Fix:
80 / 120 / 85 / 60 / 60 / 115
+ Stone Axe
Buffing Lumigald's Attack from 110 to 120 gives it much better immediate power, making up for its poor offensive typing and making it more worth running. Meanwhile, Stone Axe gives it a way of making progress into teams even while Lytlegai and Dracolition are alive, setting up rocks on predicted switches.
Naglrir-Mega
Logic: This mon has been overshadowed by its base form for ages now, which is understandable considering base Naglrir is the best mon in the meta. However, with Naglrir being nerfed, I think it's important to take this opportunity to buff its Mega to prevent it from falling into further obscurity.
Fix:
142 / 124 / 74 / 75 / 74 / 101
Ragnarok: All other active Pokemon above 50% HP take 12.5% damage each turn.
To be clear, the stat nerf is just for parity with base Naglrir's -10 Attack. Now, for the meat of this buff, this Ragnarok change is MASSIVE. Free chip on opponents every turn without the horrendous downside of cutting Nagl's HP makes for a hugely powerful wallbreaking tool. I think a buff of this level is justified considering the amount of tools Nagl-Mega is losing from its base form being nerfed, combined with the fact that this mon hasn't been relevant since the very beginning of the meta. This is likely to be one of the more controversial buff suggestions, so I'm definitely willing to hear people's thoughts on if it's too strong.
Neightmare
Logic: Neightmare has two big problems. The first is its passivity - even with the recent Attack buff, this mon still has zero offensive presence in most games, made worse by its massive vulnerability to status (particularly Burn) and terrible matchup into Alcespen. Speaking of matchups, its second issue is that its matchups into the top tiers are HORRIBLE. Naglrir, Skdaver, Swilein, and even some Alcremie sets all beat it, while seemingly positive matchups like Lytlegai are able to cause Neightmare trouble through Knock Off.
Fix:
90 / 100 / 90 / 55 / 130 / 50
+ Strength Sap
The biggest thing here is Strength Sap. Access to reliable recovery is absolutely massive for Neightmare, giving it recourse into usually tough switchins like Naglrir and Alcespen while also making it much more comfortable eating hits from Pthormign and Lindelidae. To balance this out, I've nerfed its bulk slightly, as I think even with its bad matchups, 100/90/130 bulk might be a little crazy when paired with Sap. However, I've also raised Neightmare's Attack, making its Earthquakes and Poltergeists hit just a bit harder uninvested, giving it an easier time into mons like Skdaver and Lytlegai.
Noirpeck
Logic: This mon has always been extremely one-note, running Choice Band and spamming Brave Bird. Over time, though, that role has become less and less useful, as mons like Bicunnin, Charcold, and Raccatoskr screw over that gameplan with ease.
Fix:
70 / 100 / 75 / 41 / 116 / 101
+ Swords Dance
The buff here is twofold. First, Swords Dance expands Noirpeck's set horizons. No longer is it forced into running Band - now it can run SD and do basically the same thing !! As for the stat buffs, +5 Attack may not seem like much, but on a Tinted Lens mon, that extra bit of oomph can be majorly helpful. Meanwhile, +10 HP is great for absorbing more Brave Bird recoil, letting you spam your best move just a little bit more than before.
Pacrabsite
Logic: I had literally no idea this mon had such low BST. Honestly, it's comical how bad this thing is - Mind Warp is a really weak gimmick, so "balancing" the mon around it just ended up making it dogwater in all areas.
Fix:
90 / 40 / 90 / 110 / 120 / 65
+ Strength Sap
I think a new statline would be the best thing we can do for this mon. The main goal here is to improve Pacrabsite's Calm Mind sets, as they help differentiate it from other walls. With a major +20 Special Attack buff, Pacrabsite is able to hit much harder without investment, enabling it to be more present on the battlefield. An additional 25 Speed also enables it to naturally outspeed a ton of additional mons, including major threats like Alcremie-Nodean, Azumarill-Nodean, and Dracolition. Strength Sap is partly a flavor addition, and partly gives it more utility into the many physical threats that dominate the meta, particularly in the case of enabling setup with Calm Mind sets.

/
Polipid / Polipid-Mega
Logic: This mon's main issue is that its stats are ASS. I don't even think the concept is bad, since base Polipid has shown to be a functional screens setter. That being said, Mega Polipid is extremely unoptimized, and that lack of optimization leads to it being near impossible to run successfully.
Fix:
Polipid:
80 / 40 / 90 / 90 / 75 / 128
Polipid-Mega
80 / 79 / 140 / 140 / 102 / 62
A +10 HP boost to base Polipid makes it slightly more consistent as a screens setter while also providing a major bulk boost to its mega. Meanwhile, moving some of Mega Polipid's Attack boosts into SpAtk would make it far stronger and more threatening in order to make up for its terrible typing.
Snipythic
Logic: The second mon to have been killed by being overnerfed. Snipythic's issue is really simple - it offers nothing over Skdaver, as while STAB Hurricane is indeed strong, Skdaver is stronger, faster, and has better utility.
Fix:
Phase In: For 5 turns, halves Speed and Attack of user, but user takes 0.5x contact damage.
This reverts part of the most recent nerf Snipythic received. I was always of the opinion that removing Thunderbolt would balance Snipythic on its own, but the playerbase was rabid for the mon to be nerfed into the ground, and Jump caved to the pressure. Reverting this portion of the nerf should make Snipythic a competitive option once again.
Solfreyr
Logic: This mon's concept is flawed on its face. Grass/Psychic is insanely bad defensively, and Solfreyr's bulk isn't good enough to eat hits either, so it just ends up being a slow breaker that's completely incapable of setting up the tools it needs in order to actually wallbreak (not to mention the fact that it doesn't even wallbreak all that well). Trick Room also has like, zero support as a playstyle, with only two other setters even existing.
Fix:
110 / 40 / 85 / 140 / 90 / 30
Neightmare / Polipid: + Trick Room
Solfreyr's new statline will emphasize its role as a Trick Room abuser, making it more consistent and more worth the severe cost of trying to set it up. At the same time, giving Trick Room to Polipid and Neightmare will greatly boost the playstyle, as Polipid-Mega (with its buffs) will be an amazing OTR mon while Neightmare will be a very consistent setter. While Solfreyr's concept is kind of inherently flawed, these changes are about the best that can be done for the mon while preserving its original role.
Vintriol
Logic: I can tell you exactly why this mon is so bad: it has NO bulk. The concept of a slow, powerful NP breaker is both interesting and unique to the meta, and Flash Fire is an incredible ability here, but none of that matters when Vintriol is completely unable to switch into any hits it isn't immune to.
Fix:
112 / 88 / 60 / 148 / 90 / 64
This reworked statline gives Vintriol far better bulk overall, while also swapping to a specialization in Special Defense, giving it much easier entry versus mons like Alcremie-Nodean, Furumo, and even Molusket with prediction.
Wyrmdelse
Logic: This thing is like, already almost functional, but it's extremely gimmicky and hard to set up with. Also its signature ability is hot ass.
Fix:
Ouroboros: Metronome but with double boosts. When broken, take damage.
+ Dragon Dance
I honestly don't know why this mon doesn't already get DD, but it fits flavor well and is a much more consistent setup option than Coil + Scale Shot. Meanwhile, Ouroboros is a dogshit ability. It's literally Metronome, a bad item, but with a DOWNSIDE. Like what was even the thought process behind making this? It's easily the worst custom in the entire mod, and is so bad that Wyrmdelse would rather use Run Away, an ability that literally does nothing. Personally, I don't think this will even be enough, but my suggestion would be to have it be Metronome effects but the boosts are doubled. This would make the boosts stack much quicker, with the only issue being that both of Wyrmdelse's STABs still have extremely common immunities, and the downside is really really bad, but hey, it's something.