
Pokemon: Eternatus
Roles: Offensive Pivot, Choice Specs, Hazards, Defensive Pivot, Choice Scarf
Type:


Abilities: Pressure
Stat Distribution: 105 / 60 / 90 / 110 / 90 / 145 (600 BST)
Movepool Additions: Knock Off, Outrage, Dragon Claw, Dark Pulse
Movepool Removals: Cosmic Power
Custom Elements: Using Eternabeam transforms Eternatus into Eternatus-Eternamax. Does not work retroactively. Eternabeam is now Dark-type. Heals HP in the same manner as Zygarde's Power Construct.
Justification: It's literally just a toned down Eternatus. We know what this does. Walled to hell and back by Walrein and Cursola, struggles against stuff like Orbeetle, Drizzle Dhelmise, Aerodactyl. Outspeeds and switches in on Cherrim, which is always appreciated. Great speed control for teams, and is spooky to play against courtesy of what it can become if given a few free turns...

Pokemon: Eternatus-Eternamax
Roles: Special Wall, Physical Wallbreaker, Mixed Wall, Hazards
Type:


Abilities: Pure Power
Stat Distribution: 215 / 60 / 90 / 110 / 90 / 115 (680 BST)
Justification: You transform into this monster. Before you go screaming broken (215/90/90 bulk with recover and effective 160ish attack?), remember how this functions- You have to devote a moveslot to godawful Eternabeam, fire it off safely, and then survive the recharge turn. If you pull that off, though, you have a pretty damn chunky lad at your disposal. Given, it's stuck with 3 moveslots so you're either giving up recovery/a STAB or accepting you're walled by all fairies for eternity. Leads me to think a defensive set with Knock/Eternabeam/Toxic/Recover or something along those lines will be better. Regardless, isn't nearly as threatening as it looks and is pretty difficult to actually get on the field. Should be fun to try to see how people maneuver around fairies in order to safely play it, though. A late-game defensive wincon!

Pokemon: Zamazenta
Roles: Offensive Pivot, Choice Scarf
Type:

Abilities: Intimidate
Stats: 92 / 120 / 115 / 80 / 115 / 108 (630 BST)
Movepool Additions: Knock Off, U-Turn, Spikes, Parting Shot, Toxic, Drain Punch
Movepool Removals: Psychic Fangs
Custom Elements: If holding Rusted Shield, transforms into Zamazenta-Crowned the first time it is sent out (Intimidate still triggers).
Justification: Resub? What? The counterpart to Zacian, trading speed and power for some more bulk and a better typing to check Stonjourner with. It's also something for Zacian to check, finally. It also checks Gumshoos, Dhelmise, and Necrozma. Should be a great asset for Offense to handle Stonjourner and finally ease the whole "wait this just loses to Stonjourner" vibe we have going on right now.

Pokemon: Zamazenta-Crowned
Roles: Defensive Pivot, Hazards
Type:


Abilities: Dauntless Shield
Stats: 92 / 120 / 145 / 80 / 145 / 98 (680 BST)
Justification: I originally gave this thing Body Press, but then I did some calcs and decided against it. Shit's stupid powerful. Anyways, Zamazenta-Crowned functions chiefly as a defensive pivot that sets spikes, slaps stuff with decently powered STABs, or switches out with U-Turn/Parting Shot. Another defensive Steel that hard-checks Stonjourner (Superpower still hurts, though) and boasts the most raw bulk by far, but lacks recovery.

Pokemon: Drifblim
Roles: Hazard Control, Set-up Sweeper, Hazard Deterrent, Stallbreaker, Mixed Wall
Type:


Abilities: Levitate / Malware | Contrary
Stats: 190 / 111 / 48 / 111 / 63 / 87 (610 BST)
Movepool Additions: Vicious Mockery, Superpower, Darkest Lariat, Mystical Fire, Power Trip
Movepool Removals: None
Justification: A submission designed to control the flow of the hazards game- Possesses Defog itself, but also discourages opposing Defogs due to Contrary boosting evasion (the only acceptable form of evasion boosting). Ghost typing blocks Rapid Spin from Torkoal and Dhelmise. Also has Strength Sap to sustain itself, but the low HP prevents it from being a truly reliable healing option. Cool tech is that Magic Bounce bounces back Strength Sap, boosting Drifblim further and indirectly nerfing the (apparently) very good Necrozma. Held back by how it's forced to go mixed a lot of the time and has pretty subpar bulk before boosting. I was inspired to make this sub after seeing how subpar the hazard control options were, either due to better options in movepool (Dunsparce, Togekiss) or lack of splashability (Weezing).
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