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Pet Mod Eternal Pokémon - Slate 3: Gyro Ball (Onix, Staryu, Doublade)

— Eternal Pokémon: —
— Everlasting —
XHkkwun.png

What if AZ could save more than just his Floette from the whims of the Kalos war? What if more Pokémon were eternally revived in this grotesque manner, faded to everlasting beauty?
Discord | Spreadsheet —​

To answer these questions, so returns the beloved Eternal Pokémon Pet Mod from generations 7 and 8. This time, due to the philosophy change of the Pet Mod since the last iterations, there are no returning Eternal Pokémon (oh the irony): submissions will be done from scratch, but submissions referencing previous Eternal Pokémon are not only welcome, but encouraged! Any relevant changes to the previous iterations of Eternal Pokémon are highlighted in bold!

— The Metagame

Eternal Pokémon a singles 6v6 format to be played with the Legends: Z-A Regional Pokédex as its basis, a current list of which can be found here, with Legends: Z-A learnsets (and provisiorily that of the most recent game that Pokémon has appeared in until the games release. If a submission changes too drastically by gaining or losing a move it will be edited accordingly by the council). All Eternal Pokémon created in this Pet Mod will be found in said regional Pokédex. The Pet Mod will follow Scarlet and Violet mechanics. Mega Evolution will be allowed (for any Mega Evolution available in Legends: Z-A). Terastalization will not.

Players must abide by the following clauses:
Players cannot use the following abilities:
Players cannot use the following items:
Players cannot use the following moves:
The council consists of:

— Submission Phase

In the submission phase, users get to submit the Eternal Formes for Pokémon currently slated, which can range from three to four Pokémon per slate.

Eternal Pokémon have the same typing of their base formes, and the same BST of their Final Evolution's -1 point, playing a completely different competitive role than their base forme's evolution with a brand-new stat distribution, ideally designed so the Eternal Pokémon don't outclass their base forme's evolution, and vice versa. Stats may be lowered from the base forme, but only do so if you have a good reason (i.e. strong flavor or working with really low BST). Eternal Pokémon are also given a brand new signature move in addition to their original movepool. Lastly, submitters are expected to choose among the abilities that the slated Pokémon has available to them, which one the slated Pokémon should be locked to, as Eternal Floette is always locked to Flower Veil, for instance. This doesn't apply to Pokémon slated that only have access to one ability.

When designing your submission, do note that Eternal Pokémon do not benefit from Eviolite, but do benefit from species-exclusive items, such as Light Ball for Pikachu, for example.

The Submission format is as follows:
Name of the Eternal Pokémon: (e.g. Eternal Floette)
New Stat distribution: (e.g. 74 (+20) / 65 (+20) / 67 (+20) / 125 (+50) / 128 (+30) / 92 (+40))
Signature Move: (e.g. Light of Ruin - Fairy, Special, 140 BP, 5 PP, 90 Acc, User takes 50% recoil)
Chosen Ability: (e.g. Flower Veil)
Design/Flavor (optional):
Competitive Analysis (optional):
Do keep in mind that these Pokémon are intended for an OU power level, no higher, no lower. Prior to voting, submissions that are evidently too strong may be vetoed and/or submitters may be asked to tweak certain problematic aspects. And after submissions have been voted in, if they're been proven to be too weak or too strong for the metagame, they will be accordingly buffed or nerfed, respectively.

— Voting Phase

Voting takes place in this thread. Users shall provide a list with their most preferred to least preferred options, and are allowed to vote for as many or as few submissions as they like. Users are allowed to vote for their own submissions, even as their "most preferred" option, as long as they vote for at least one other submission.

Please provide your votes with the exact Smogon username of the user you're voting for, each in a newline (ordered and unordered lists are fine as well), so that voting can be automated, e.g.:
  1. Calem
  2. Serena
  3. Xavier
  4. Yvonne
The voting system used will be Ranked Pairs. In the eventual case of any ties, the community will be reasked to vote.
 
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— Slate 1: Bounce —

magikarp-f.png
spinarak.png
skrelp.png

Eternal Magikarp shall have 539 BST and can choose between Swift Swim or Rattled; Eternal Spinarak shall have 399 BST and can choose between Swarm, Insomnia, or Sniper; Eternal Skrelp shall have 493 BST and can choose between Poison Point, Poison Touch, or Adaptability. You may now post!

Deadline will be next Sunday 9PM UTC

Additionally, if anyone would like to be part of the council please DM me @ .lydian on discord​
 
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:magikarp:
Name of the Eternal Pokémon: Eternal Magikarp
New Stat distribution: 60/90/100/90/60/139 (539)
Signature Move: Crash (Water, 8pp, 40 BP, 100 acu, Contact, Physical. This pokemon drastically raises its attack and special attack (+3)
Chosen Ability: Rattled
Design/Flavor (optional): buff magikarp
Competitive Analysis (optional): Kinda a shit offensive cleaner, but with karps abysmal movepool you really only have this as an option. The move is obviously based on z splash. This Pokemon is meant to function as a mixed late game cleaner, however kinda bricks into defensive mons that resist water as its stats aren’t that high
 
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Eternal Magikarp
MagikarpScarletViolet44.jpg
(illus. KIYOTAKA OSHIYAMA)
Water
Ability:
Rattled
Signature Move: Coronation
WaterIC_SV.png
StatusIC_Masters.png | - BP / - ACC / 1 PP | Raises the user's ATK, SPD, and SPE by 3 stages. The user cannot switch.
HP 79 / ATK 110 / DEF 120 / SPA 35 / SPD 110 / SPE 85 [BST: 539]
So. This thing is a monster with insane stats and boosting. I recognize this fact. I also recognize the fact that only having non-STAB Tackle and Flail as attacking moves can be a hitch in its plans. It does need team support to get in effectively, but if it can chunk a U-Turn to proc Rattled and set up a Coronation, even resists will get chipped down to nothing.

Eternal Spinarak
SpinarakDarknessAblaze102.jpg
(illus. Kyoko Umemoto)
Bug / Poison
Ability: Sniper
Signature Move: Pull Some Strings
BugIC_SV.png
PhysicalIC_Masters.png
| 100 BP / 100 ACC / 10 PP | If resisted, poisons the target and raises the user's critical hit-ratio by 2 stages. Non-contact.
HP 54 / ATK 80 / DEF 50 / SPA 40 / SPD 50 / SPE 125 [BST: 399]
Look out, we've got a speedster! With the ability to outpace a lot of other threats, the ability have its signature move resisted by almost-anything else to wear them down, and then fire off boosted guaranteed-crit Cross Poison and Night Slash as coverage, along with Sticky Web and Toxic Spikes access, Eternal Spinarak has the capacity to be a dangerous little support.

Eternal Skrelp
SkrelpAlterGenesis33.jpg
(illus. sui)
Water / Poison
Ability: Poison Touch
Signature Move: Sink Or Swim
PoisonIC_SV.png
SpecialIC_Masters.png
| 60 BP / 85 ACC / 10 PP | Switches each Pokémon's ATK with their SPA until they switch. Contact.
HP 143 / ATK 60 / DEF 60 / SPA 85 / SPD 65 / SPE 80 [BST: 493]
Eternal Skrelp is going to stick around and be annoying. With the ability to fish for status on Sink Or Swim, Flip Turn, and Dragon Tail in tandem with its insane special bulk by virtue of its high HP, Eternal Skrelp can play on its own terms. Sink Or Swim really enables it to go mixed, and can really screw up opponents who are dependent on one attacking spectrum. Not having recovery beyond Rest is a bit of a thorn in its side, but it can make do.

In terms of flavor for all of my Eternal submissions, I wanted to go with something along the lines of a decorous dynasty on the verge of collapse. To achieve this, each Pokemon was the partner of some powerful political figure of AZ's time, each with some ultimately undoing and tragic factor. For Eternal Magikarp, this puts it with a child emperor believing they have all the power of the kingdom, despite being a puppet for advisors; in terms of the design, the scales turn a royal purple with crimson whiskers forming almost a collar, and its dorsal fins taking the shape of a golden crown. Eternal Spinarak, then, was the partner of a spymaster narrowly preventing all nearby states from declaring war, ultimately betrayed by their allies; its design turns its spike into an inkwell, scales its greens to a cool grey that turns to a pink on its legs, and turns its mandibles to crimson. It's weaving strings together, almost like a cat's-cradle. Finally, Eternal Skrelp was with a naval officer who, upon seeing the devastation unleashed by the war firsthand after only giving detached orders from afar, left the military for good. Eternal Skrelp, then, has the kelp of its head shaped much more into a pointed forest green, and its purple skin takes a much more rosy hue. Each one of their partners had to die in some way, and they exist as a legacy of tragedy.
 
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:sv/magikarp:
Name of the Eternal Pokémon:
- Eternal Magikarp
New Stat distribution:
- 89 HP, 80 Atk, 75 Def, 95 SpA, 80 SpD, 120 Spe
Signature Move:
- Call of Family (User boosts one of its stats by 2 stages based on the last fainted Pokémon on the user's team before executing the latter's first move. This happens in one turn! Info: Dragon, Status, 10 PP.)
Chosen Ability:
- Swift Swim, assuming you can't choose one of Gyarados's ability. But if you can, I'd go for Intimidate
Design/Flavor:
- In TCG, both Magikarp and Gyarados are known for their revenge strategies. For instance, they tend to have moves that become stronger the more fainted Magikarp or Gyarados you have in your discard pile or the less HP the user has remaining. Thus, I decided to come up with the signature move Call of Family. Moreover, it further underlines Magikarp's adaptability in any environment. It's not difficult if you can rely on family and friends in spirit. x)
Competitive Analysis:
- Call of Family turns Eternal Magikarp into a very customizable Pokémon. With base 120 Spe and a potential +2 offensive boost before doing damage, it can pressure some types and weakened Pokémon at the very least. Use this opportunity and go for Call of Family and do whatever you want to do: setting hazard, using a pivot move, boosting your stats, etc. The graveyard is your limit! As for ability, I went for Swift Swim since Rain is a very offensive playstyle. So, you can find yourself quickly sacrificing Pokémon and make Eternal Magikarp more potent. And with a reasonably good speed tier, it can function in and out of Rain, especially if you manage to get Spe boosts from Call of Family.

:sv/skrelp:
Name of the Eternal Pokémon:
- Eternal Skrelp
New Stat distribution:
- 63 HP, 100 Atk, 120 Def, 60 SpA, 120 SpD, 30 Spe
Signature Move:
- Spiral Drain (User recovers 50% of the damage dealt to the target and poisons it. Info: Water, Physical, 90 BP, 10 PP, contact.)
Chosen Ability:
- Adaptability
Design/Flavor:
- Might talk about flavour later.
Competitive Analysis:
- Poison/Water is a good defensive typing. Spiral Drain allows Eternal Skrelp to take advantage of it while not being passive at all. Moreover, it keeps it healthier throughout the game and can force switches due to the poisoning, giving you thus more opportunities to click this move. I imagine this Eternal Skrelp will be used as an offensive pivot with Assault Vest.
 
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skrelp.png

Name of the Eternal Pokémon: Eternal Skrelp
New Stat distribution: 81/70/105/80/108/49 (BST: 493) [+31 HP, +10 Atk, +45 Def, +20 SpA, +48 SpD, +19 Spe]
Signature Move: Kelp Feast (Poison, Status, - BP, - Acc, 8 Max PP. User recovers 50% of their Max HP and gains a Charge-like effect on their next Poison type move. (Flags: Snatch, Heal, Metronome))
Chosen Ability: Poison Touch
Design/Flavor (optional): Most of Skrelp's dex entries mentions that it hides in and eats rotten kelp to generate poison. Design-wise I have no idea.
Competitive Analysis (optional): Dragalge mainly functions as a bulky toxic spikes setting pivot or a specs breaker, so I wanted to make Skrelp-Eternal something different by giving it something the evolution doesn't have, reliable recovery. Now Skrelp-Eternal functions as a wall instead of a tank, but I cut some of its Special stats for improved physical bulk and some extra chip damage on Flip Turns and Dragon Tails, which it can use in tandem with Poison Touch and Toxic Spikes to spread Poison across the opponent's team.
magikarp.png

Name of the Eternal Pokémon: Eternal Magikarp
New Stat distribution: 80/130/80/60/80/109 (BST: 539) [+60 HP, +120 Atk, +25 Def, +45 SpA, +60 SpD, +29 Spe]
Signature Move: Magikarp's Revenge (Water, Physical, 120 BP, - Acc, 16 Max PP, Sets Rain, Aqua Ring, Magic Coat. User recovers 50% of the damage dealt. Confuses the opponent. Lowers opponents Defense and Special Attack by 1 stage. User must Recharge on the following turn. (Flags: Contact, Heal, Mirror, Recharge, Metronome)
Chosen Ability: Swift Swim
Design/Flavor (optional): Magikarp but angry and with Gyarados's color palette.
Competitive Analysis (optional): for all intents and purposes this is a joke sub, I just wanted to resub it from Gen 7's Eternal Pokemon, now with way more Attack since it no longer has access to Hydro Pump. For any competitive utility, Eternal Magikarp can click its big attack, Magikarp's Revenge, to hopefully set up rain, survive the next turn thanks to the healing from the drain and aqua ring or the opponent hitting itself in confusion, and then use the move again with boosted speed thanks to Swift Swim.
 
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:sv/magikarp:
Name: Eternal Magikarp
Stats: 40/150/105/65/70/109
Ability: Swift Swim
Signature Move: Primal Urge (Normal, Status, - bp, - acc, 1 pp, Raises the user's Att, Def, SpA, SpD, Spe, & Acc by 3.)
Design: Magikarp with Mega Gyarados changes
Competitive: Magikarp pops out with +3 Att & Spe with Tackle and Flail. It has 140/109 offenses and +3 in both but has the worst movepool the world has ever seen. Run Choice Band for super powerful Struggles if real.

:sv/spinarak:
Name: Eternal Spinarak
Stats: 83/90/73/40/73/40
Ability: Swarm
Signature Move: Web of Hatred (Bug, Physical, 90 bp, 100 acc, 24 pp, For the next 5 turns, all hazards can't be removed.)
Design: Spinarak goes Majora's Mask
Competitive: Reference to M4A Ariados. Its hard to make this fellow good, so a designated niche of giving a middle finger to hazard removers is a way to do it. Still has problems (primarily being terrible).

:sv/skrelp:
Name: Eternal Skrelp
Stats: 70/65/120/105/90/43
Ability: Adaptability
Signature Move: Tangle Kelp (Poison, Status, - bp, 100 acc, 32 pp, Badly Poisons and lowers the opposing Pokemon's Spe by 2.)
Design: Spinarak goes Majora's Mask
Competitive: Mix of Dragalge, Araquanid, and Joltemons Araquanid. Tangle Kelp functions as speed control and status at the same time, coming from Joltemons and being a PvZ reference.
 
magikarp.gif.m.1718075871

Name: Eternal Magikarp
Stats: 94/81/125/60/79/100
Ability: Swift Swim
Signature Move: Koil - Normal, Status, - bp, - acc, 5 pp, Sets a layer of Spikes. Switches out the user. The Pokemon that switches in has +1 Def and +1 Acc)
Design: A Magikarp with brilliant scales.
Competitive: Magikarp suuuucks with that movepool, so I might as well turn it into a weird gimmick mon. Sort of like how you'd play a suicide lead, this Pokemon forfeits a teamslot to boost your other 5 picks. I just don't think the Flail/Tackle package can succeed offensively! If the move ends up being degenerate, there are several ways to balance it.
 
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Pokmans

:dp/spinarak:

Spinarak-Eternal
Typing
:
bug.gif
poison.gif

Stats: 55(+15)/77(+17)/60(+20)/57(+17)/43(+3)/107(+77) BST: 399
Ability: Sniper

Signature Move: Vicious Venom*
Typing:
poison.gif

Category:
physical.png

BP: 25
PP: 10 (max 16)
Contact? Yes

Description: The user attacks the target with poisonous spikes three times, who will always result in a crit.

Description: Urshifu-Rapid if it was a spider. Spinarak ends up not being as bad as Urshifu by having lower stats, the signature being far more resisted and outright being negated by Steel types, and also because it lacks a pivot move like U-turn (why were they so evil with you Spinarak). Has nice STABs in Megahorn and Vicious Venom being a great damage dealer, while also being able to support it's team with hazards (Sticky Web and Toxic Spikes) and item removal (Knock Off).

Flavor: Based on the Spinyback Orbweaver (if you have Arachnophobia dont enter), this Spinarak can make incredibly venomous webs who trap and instantaneously kill small prey, while also being used to envelop it's spikes. Some say that the venom is so powerful that being infected by it is similar to the feeling of being hit by a cannonball.
 
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:spinarak:
Name: Spinarak-Eternal
Stats: 80/88/83/23/55/70
Signature Move:
Pierce: Poison | Physical | 90 BP | 10 PP | 100 Acc | Traps the target for one turn (like Fairy Lock) | 20% chance to Poison
Ability: Sniper
Competitive Analysis: Low BST really hinders what it's able to do. Made it a pseudo-trapper to assist with positioning.

:skrelp:
Name: Skrelp-Eternal
Stats: 110/45/90/100/95/53
Signature Move:
Refreshing Tide: Water | Status | - | 10 PP | - | Restores 25% Max HP to the user, heals the uder's status conditions, and removes hazards on the user's side.
Ability: Poison Point
Competitive Analysis: Bulky hazard removal. Pretty bulky, but recovery is a bit lacklustre.
 
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Eternal Magikarp
magikarp-f.png

Ability: Swift Swim
Stats: 113 HP (+93) - 142 Atk (+132) - 73 Def (+18) - 33 SpA (+18) - 59 SpD (+39) - 119 Spe (+39) // 539 BST
Signature Move: Upstream Swim // Water - Physical - 80 BP - 100% Acc - 10 PP - Contact - Ignores abilities when dealing damage. If the user KOes its target using this move, the user is given an omniboost.
Design: Eternal Magikarp has longer much longer barbels (the whisker-like thing), its body becomes a bit more slender and its scales turn into a more pink-gold color.
Flavor: this signature move references the longmen (Dragon's Gate) in chinese folklore - which says a carp upon jumping over it is transformed into a powerful dragon (Gyarados). While this Magikarp isn't quite leaping over it, it's climbing upstream through the waterfall to be closer to reach it, so it's signature move displays its strength and resilience, rewarding it whenever it gets closer, represented here by landing a KO, which also references its evolution's Moxie ability.
Competitive: The idea here is for Eternal Magikarp to be a powerful Swift Swimmer, albeit one with a very limited movepool. Unlike other Swift Swimmers that use coverage to get past resists and immunities, Eternal Magikarp relies solely on raw damage and bypassing immunities. But without tera or anything like that in its arsenal it might struggle to get past resists:
  • -1 252+ Atk Choice Band Eternal Magikarp Upstream Swim vs. 0 HP / 0 Def Gyarados in Rain: 135-160 (40.7 - 48.3%) -- guaranteed 3HKO
  • 252+ Atk Choice Band Eternal Magikarp Upstream Swim vs. 0 HP / 4 Def Multiscale Dragonite in Rain: 87-102 (26.9 - 31.5%) -- guaranteed 4HKO
  • 252+ Atk Choice Band Eternal Magikarp Upstream Swim vs. 252 HP / 252+ Def Vaporeon in Rain: 165-194 (35.5 - 41.8%) -- 83.4% chance to 3HKO after Leftovers recovery
Eternal Spinarak
spinarak.png

Ability: Sniper
Stats: 42 HP (+2) - 126 Atk (+66) - 42 Def (+2) - 42 SpA (+2) - 42 SpD (+2) - 105 Spe (+75) // 399 BST
Signature Move: Chelicera Prey // Bug - Physical - 70 BP - 100% Acc - 10 PP - Contact - Lands a critical hit if the target has its Speed stat lowered
Design: The frowning face on Spinarak's back is much more pronounced, its chelicera and horn grow bigger as well
Flavor: There isn't much of a flavor link here since Spinarak is a rather generic Pokémon, but I like how the signature move plays with Scary Face at least so symbolize the iconic frowny face on its back!
Competitive: Eternal Spinarak takes advantage of Toxic Thread and Sticky Web to pose the threat of having a very strong signature move with a whopping 157.5 effective BP if hitting into something slower, so this thing becomes a monster on Sticky Web, and it can set its own web as well, but it will likely need a Focus Sash to be able to both set webs and take advantage of its own signature move, leaving it vulnerable to hazards, sand, and non-grounded Pokémon that will only take regular damage from Chelicera Prey (unless it happens to roll a 1/24 critical hit by chance!), and well, Bug is a very easy-to-resist typing, and while this move IS strong it's still probably not one-shotting most resists. Instead of trying to go for webs straight on turn 1, Eternal Spinarak can also use Toxic Thread to force out whatever it's facing. And be in a mind game of setting up webs as they switch out, or stay in and KO the now speed-dropped Pokémon with Chelicera Prey. Anyway, here are some calcs:
  • 252 Atk Sniper Eternal Spinarak Chelicera Prey vs. 252 HP / 252+ Def Hippowdon on a critical hit: 163-195 (38.8 - 46.4%) -- guaranteed 3HKO
  • 252 Atk Sniper Eternal Spinarak Chelicera Prey vs. 252 HP / 252+ Def Vaporeon on a critical hit: 247-292 (53.2 - 62.9%) -- guaranteed 2HKO after Leftovers recovery
  • -1 252 Atk Sniper Eternal Spinarak Chelicera Prey vs. 0 HP / 0 Def Gyarados on a critical hit: 153-181 (46.2 - 54.6%) -- 62.1% chance to 2HKO (assuming Gyarados is hit with Toxic Thread)
  • -1 252 Atk Sniper Eternal Spinarak Chelicera Prey vs. 0 HP / 0 Def Dragonite on a critical hit: 132-156 (40.8 - 48.2%) -- guaranteed 3HKO
  • (assuming Dragonite is hit with Toxic Thread)
Eternal Skrelp
skrelp.png

Ability: Poison Touch
Stats: 119 HP (+69) - 119 Atk (+59) - 85 Def (+25) - 68 SpA (+8) - 68 SpD (+8) - 34 Spe (+4) // 493 BST
Signature Move: Rotten Kelp Whip // Poison - Physical - 120 BP - 85% Acc - 10 PP - Contact - 50% chance to badly poison the target. Traps the target.
Design: The kelp-like appendages on its tail grow much longer and gain a rotten-green-like gradient towards the bottom.
Flavor: Rotten kelp releases toxic gas and is the inspiration for the line's Poison-typing. I thought i'd play with that alongside the prehensile tail that many seahorses and seadragons have, to justify the combination of trapping + Poison. I wanted to go on a different route than the adaptability stuff, and hopefully I've landed on something interesting!
Competitive: The design space here is very inspired by that of Okidogi which is great at trading damage and inflicting poison as a way to pressure teams. The idea with Eternal Skrelp is pretty similar, it's similarly bulky and while it can't threaten setup, it can threaten trapping the opponent in to make that poison chip really sting, or pivot out with a poison-chance Flip Turn. Another item it can very easily slap in is Assault Vest as well, helping it stay on the field for longer especially against Special Attackers. Without Assault Vest, Toxic Spikes are also an option it could use, as well as Haze if needed, but it does struggle with the lack of recovery and thus longevity in longer games, especially with Assault Vest
 
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Hey, don't forget mine! After all...it's been 1,000 years.
smMGBvd.png

Name: Eternal Magikarp
Stats: 95/60/125/55/150/54 (539)
Ability: Swift Swim
Signature Move: Deluge of Determination: A Water-type Status move with 16 PP and +2 Priority. Turns the target's move used for the turn into Splash, then Eternal Magikarp uses the move the target would have used this turn. It's chances of failing rise if used in succession.
Role: Gimmick Wall
107B8Ek.png

Name: Eternal Spinarak
Stats: 59/100/20/90/20/110 (399)
Ability: Sniper
Signature Move: Web of Afterlife: 120 BP Physical Bug-type move with 8 PP, 0 Priority, and 80% Accuracy. If this move lands a critical hit, a Sticky Web is set up on the opposing side.
Role: Glass Cannon
YzADq2m.png

Name: Eternal Skrelp
Stats: 82/82/82/83/82/82 (493)
Ability: Poison Touch
Signature Move: Toxin of Future: 40 BP Special Poison-type move with 16 PP, +1 Priority, and 90% Accuracy. Badly poisons the target and confuses them.
Role: Balanced Sweeper
 
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:sv/Magikarp:
Name: Eternal Magikarp
Stats: 50 / 150 / 125 / 55 / 55 / 104 (539)
Signature Move: Big Splash: Water / 150 BP / 10 PP / Physical / 100% Accuracy / Has 1/2 recoil damage.
Chosen Ability: Swift Swim
Design/Flavor: Giant GOLDEN Magikarp.
Competitive Analysis: Does the strongest move imaginable in Rain and then dies instantly. Wonderful addition to the meta.
 
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time for the veto stage!

first and foremost i'd like to note that i'm currently alone on the council, and judging balance for a metagame no one has ever played can be pretty tricky, so if you think my accessment is wrong feel free to reach out on the eternal pokémon discord and share your pov! as before, i'm still welcoming council members if anyone is interested in helping out, just dm me on discord!

magikarp.gif.m.1718075871

Name: Eternal Magikarp
Stats: 94/81/125/60/79/100
Ability: Swift Swim
Signature Move: Koil - Normal, Status, - bp, - acc, 5 pp, Sets a layer of Spikes. Switches out the user. The Pokemon that switches in has +1 Atk, +1 Def, and +1 Acc)
Design: A Magikarp with brilliant scales.
Competitive: Magikarp suuuucks with that movepool, so I might as well turn it into a weird gimmick mon. Sort of like how you'd play a suicide lead, this Pokemon forfeits a teamslot to boost your other 5 picks. I just don't think the Flail/Tackle package can succeed offensively! If the move ends up being degenerate, there are several ways to balance it.
this one is tricky to consider the balance of, because it depends a lot on the sweepers we have access to. hawlucha, dragonite, and gyarados in particular look the scariest, but those could be problematic on their own without magikarp. so it's hard to tell. still, i think a free bulk up + spikes is a much too much utility regardless of the recepients in the meta. i'd like to see this without either the attack boost, the defense boost, or the spike layer!

:dp/spinarak:

Spinarak-Eternal
Typing
:
bug.gif
poison.gif

Stats: 55(+15)/77(+17)/60(+20)/57(+17)/43(+3)/107(+77) BST: 399
Ability: Sniper

Signature Move: Vicious Venom*
Typing:
poison.gif

Category:
physical.png

BP: 25
PP: 10 (max 16)
Contact? Yes

Description: The user attacks the target with poisonous spikes three times, who will always result in a crit. Each attack has a 15% chance of poisoning the target.
Description: Urshifu-Rapid if it was a spider. Spinarak ends up not being as bad as Urshifu by having lower stats, the signature being far more resisted and outright being negated by Steel types, and also because it lacks a pivot move like U-turn (why were they so evil with you Spinarak). Has nice STABs in Megahorn and Vicious Venom being a great damage dealer, while also being able to support it's team with hazards (Sticky Web and Toxic Spikes) and item removal (Knock Off).

Flavor: Based on the Spinyback Orbweaver (if you have Arachnophobia dont enter), this Spinarak can make incredibly venomous webs who trap and instantaneously kill small prey, while also being used to envelop it's spikes. Some say that the venom is so powerful that being infected by it is similar to the feeling of being hit by a cannonball.
we talked about this on discord but i don't think you mentioned the poison chance, right? with 3 hits it's an effective 38.5% chance to poison, and I think that's a bit much for a move already that strong, e.g.:
252 Atk Choice Band Sniper Eternal Spinarak Vicious Venom (3 hits) vs. 252 HP / 252+ Def Vaporeon on a critical hit: 297-351 (64 - 75.6%) -- approx. 2HKO after Leftovers recovery
and i think being able to force a poison on non-steel resists like hippowdon probably pushes it a bit over the edge in my eyes. It can still hard toxic resists like hippowdown or use knock off, but then it's not all vicious venom's doing and it actually has to choose what it wants to do instead of clicking the free move every turn. i guess on this meta you should be able to expect every team to have a steel (at least for as long as aegislash is free, if it does have to get banned). i think it'd be a bit more balanced if it either didn't have the poison chance, dropped to 20 BP, or lowered its attack to base 50 or so!

those small nitpicks are all for this slate. you have until wednesday 9PM UTC to fix these! and from there we'll proceed with voting. new submissions are not allowed!
 
pardon the double post, i should have checked this earlier (and i can't edit into my own post otherwise it won't notify). but some stats aren't adding up here '^^
Hey, don't forget mine! After all...it's been 1,000 years.
smMGBvd.png

Name: Eternal Magikarp
Stats: 140/60/125/55/150/54 (524)
Ability: Swift Swim
Signature Move: Deluge of Determination: A Water-type Status move with 16 PP and +2 Priority. Turns the target's move used for the turn into Splash, then Eternal Magikarp uses the move the target would have used this turn. It's chances of failing rise if used in succession.
Role: Gimmick Wall
the stats here add up to 584. they should add up to 539 (i accidentally made my own eternal magikarp 524 bst so i get where you got the supposed total from, that's my bad haha) so you have 45 points to remove.
107B8Ek.png

Name: Eternal Spinarak
Stats: 59/100/20/90/20/90 (399)
Ability: Sniper
Signature Move: Web of Afterlife: 120 BP Physical Bug-type move with 8 PP, 0 Priority, and 80% Accuracy. If this move lands a critical hit, a Sticky Web is set up on the opposing side.
Role: Glass Cannon
the stats here add up to 379. you have 20 points to add
 
we talked about this on discord but i don't think you mentioned the poison chance, right? with 3 hits it's an effective 38.5% chance to poison, and I think that's a bit much for a move already that strong, e.g.:

and i think being able to force a poison on non-steel resists like hippowdon probably pushes it a bit over the edge in my eyes. It can still hard toxic resists like hippowdown or use knock off, but then it's not all vicious venom's doing and it actually has to choose what it wants to do instead of clicking the free move every turn. i guess on this meta you should be able to expect every team to have a steel (at least for as long as aegislash is free, if it does have to get banned). i think it'd be a bit more balanced if it either didn't have the poison chance, dropped to 20 BP, or lowered its attack to base 50 or so!

those small nitpicks are all for this slate. you have until wednesday 9PM UTC to fix these! and from there we'll proceed with voting. new submissions are not allowed!
Changes done. thx for the feedback!
 
It's voting time! Here are the submissions:

:magikarp:
Name of the Eternal Pokémon: Eternal Magikarp
New Stat distribution: 60/90/100/90/60/139 (539)
Signature Move: Crash (Water, 8pp, 40 BP, 100 acu, Contact, Physical. This pokemon drastically raises its attack and special attack (+3)
Chosen Ability: Rattled
Design/Flavor (optional): buff magikarp
Competitive Analysis (optional): Kinda a shit offensive cleaner, but with karps abysmal movepool you really only have this as an option. The move is obviously based on z splash. This Pokemon is meant to function as a mixed late game cleaner, however kinda bricks into defensive mons that resist water as its stats aren’t that high
Eternal Magikarp
MagikarpScarletViolet44.jpg
(illus. KIYOTAKA OSHIYAMA)
Water
Ability:
Rattled
Signature Move: Coronation
WaterIC_SV.png
StatusIC_Masters.png | - BP / - ACC / 1 PP | Raises the user's ATK, SPD, and SPE by 3 stages. The user cannot switch.
HP 79 / ATK 110 / DEF 120 / SPA 35 / SPD 110 / SPE 85 [BST: 539]
So. This thing is a monster with insane stats and boosting. I recognize this fact. I also recognize the fact that only having non-STAB Tackle and Flail as attacking moves can be a hitch in its plans. It does need team support to get in effectively, but if it can chunk a U-Turn to proc Rattled and set up a Coronation, even resists will get chipped down to nothing.
:sv/magikarp:
Name of the Eternal Pokémon:
- Eternal Magikarp
New Stat distribution:
- 89 HP, 80 Atk, 75 Def, 95 SpA, 80 SpD, 120 Spe
Signature Move:
- Call of Family (User boosts one of its stats by 2 stages based on the last fainted Pokémon on the user's team before executing the latter's first move. This happens in one turn! Info: Dragon, Status, 10 PP.)
Chosen Ability:
- Swift Swim, assuming you can't choose one of Gyarados's ability. But if you can, I'd go for Intimidate
Design/Flavor:
- In TCG, both Magikarp and Gyarados are known for their revenge strategies. For instance, they tend to have moves that become stronger the more fainted Magikarp or Gyarados you have in your discard pile or the less HP the user has remaining. Thus, I decided to come up with the signature move Call of Family. Moreover, it further underlines Magikarp's adaptability in any environment. It's not difficult if you can rely on family and friends in spirit. x)
Competitive Analysis:
- Call of Family turns Eternal Magikarp into a very customizable Pokémon. With base 120 Spe and a potential +2 offensive boost before doing damage, it can pressure some types and weakened Pokémon at the very least. Use this opportunity and go for Call of Family and do whatever you want to do: setting hazard, using a pivot move, boosting your stats, etc. The graveyard is your limit! As for ability, I went for Swift Swim since Rain is a very offensive playstyle. So, you can find yourself quickly sacrificing Pokémon and make Eternal Magikarp more potent. And with a reasonably good speed tier, it can function in and out of Rain, especially if you manage to get Spe boosts from Call of Family.
magikarp.png

Name of the Eternal Pokémon: Eternal Magikarp
New Stat distribution: 80/130/80/60/80/109 (BST: 539) [+60 HP, +120 Atk, +25 Def, +45 SpA, +60 SpD, +29 Spe]
Signature Move: Magikarp's Revenge (Water, Physical, 120 BP, - Acc, 16 Max PP, Sets Rain, Aqua Ring, Magic Coat. User recovers 50% of the damage dealt. Confuses the opponent. Lowers opponents Defense and Special Attack by 1 stage. User must Recharge on the following turn. (Flags: Contact, Heal, Mirror, Recharge, Metronome)
Chosen Ability: Swift Swim
Design/Flavor (optional): Magikarp but angry and with Gyarados's color palette.
Competitive Analysis (optional): for all intents and purposes this is a joke sub, I just wanted to resub it from Gen 7's Eternal Pokemon, now with way more Attack since it no longer has access to Hydro Pump. For any competitive utility, Eternal Magikarp can click its big attack, Magikarp's Revenge, to hopefully set up rain, survive the next turn thanks to the healing from the drain and aqua ring or the opponent hitting itself in confusion, and then use the move again with boosted speed thanks to Swift Swim.
:sv/magikarp:
Name: Eternal Magikarp
Stats: 40/150/105/65/70/109
Ability: Swift Swim
Signature Move: Primal Urge (Normal, Status, - bp, - acc, 1 pp, Raises the user's Att, Def, SpA, SpD, Spe, & Acc by 3.)
Design: Magikarp with Mega Gyarados changes
Competitive: Magikarp pops out with +3 Att & Spe with Tackle and Flail. It has 140/109 offenses and +3 in both but has the worst movepool the world has ever seen. Run Choice Band for super powerful Struggles if real.
magikarp.gif.m.1718075871

Name: Eternal Magikarp
Stats: 94/81/125/60/79/100
Ability: Swift Swim
Signature Move: Koil - Normal, Status, - bp, - acc, 5 pp, Sets a layer of Spikes. Switches out the user. The Pokemon that switches in has +1 Def and +1 Acc)
Design: A Magikarp with brilliant scales.
Competitive: Magikarp suuuucks with that movepool, so I might as well turn it into a weird gimmick mon. Sort of like how you'd play a suicide lead, this Pokemon forfeits a teamslot to boost your other 5 picks. I just don't think the Flail/Tackle package can succeed offensively! If the move ends up being degenerate, there are several ways to balance it.
Eternal Magikarp
magikarp-f.png

Ability: Swift Swim
Stats: 113 HP (+93) - 142 Atk (+132) - 73 Def (+18) - 33 SpA (+18) - 59 SpD (+39) - 119 Spe (+39) // 539 BST
Signature Move: Upstream Swim // Water - Physical - 80 BP - 100% Acc - 10 PP - Contact - Ignores abilities when dealing damage. If the user KOes its target using this move, the user is given an omniboost.
Design: Eternal Magikarp has longer much longer barbels (the whisker-like thing), its body becomes a bit more slender and its scales turn into a more pink-gold color.
Flavor: this signature move references the longmen (Dragon's Gate) in chinese folklore - which says a carp upon jumping over it is transformed into a powerful dragon (Gyarados). While this Magikarp isn't quite leaping over it, it's climbing upstream through the waterfall to be closer to reach it, so it's signature move displays its strength and resilience, rewarding it whenever it gets closer, represented here by landing a KO, which also references its evolution's Moxie ability.
Competitive: The idea here is for Eternal Magikarp to be a powerful Swift Swimmer, albeit one with a very limited movepool. Unlike other Swift Swimmers that use coverage to get past resists and immunities, Eternal Magikarp relies solely on raw damage and bypassing immunities. But without tera or anything like that in its arsenal it might struggle to get past resists:
  • -1 252+ Atk Choice Band Eternal Magikarp Upstream Swim vs. 0 HP / 0 Def Gyarados in Rain: 135-160 (40.7 - 48.3%) -- guaranteed 3HKO
  • 252+ Atk Choice Band Eternal Magikarp Upstream Swim vs. 0 HP / 4 Def Multiscale Dragonite in Rain: 87-102 (26.9 - 31.5%) -- guaranteed 4HKO
  • 252+ Atk Choice Band Eternal Magikarp Upstream Swim vs. 252 HP / 252+ Def Vaporeon in Rain: 165-194 (35.5 - 41.8%) -- 83.4% chance to 3HKO after Leftovers recovery
smMGBvd.png

Name: Eternal Magikarp
Stats: 95/60/125/55/150/54 (539)
Ability: Swift Swim
Signature Move: Deluge of Determination: A Water-type Status move with 16 PP and +2 Priority. Turns the target's move used for the turn into Splash, then Eternal Magikarp uses the move the target would have used this turn. It's chances of failing rise if used in succession.
Role: Gimmick Wall
:sv/Magikarp:
Name: Eternal Magikarp
Stats: 50 / 150 / 125 / 55 / 55 / 104 (539)
Signature Move: Big Splash: Water / 150 BP / 10 PP / Physical / 100% Accuracy / Has 1/2 recoil damage.
Chosen Ability: Swift Swim
Design/Flavor: Giant GOLDEN Magikarp.
Competitive Analysis: Does the strongest move imaginable in Rain and then dies instantly. Wonderful addition to the meta.
Eternal Spinarak
SpinarakDarknessAblaze102.jpg
(illus. Kyoko Umemoto)
Bug / Poison
Ability: Sniper
Signature Move: Pull Some Strings
BugIC_SV.png
PhysicalIC_Masters.png
| 100 BP / 100 ACC / 10 PP | If resisted, poisons the target and raises the user's critical hit-ratio by 2 stages. Non-contact.
HP 54 / ATK 80 / DEF 50 / SPA 40 / SPD 50 / SPE 125 [BST: 399]
Look out, we've got a speedster! With the ability to outpace a lot of other threats, the ability have its signature move resisted by almost-anything else to wear them down, and then fire off boosted guaranteed-crit Cross Poison and Night Slash as coverage, along with Sticky Web and Toxic Spikes access, Eternal Spinarak has the capacity to be a dangerous little support.
:sv/spinarak:
Name: Eternal Spinarak
Stats: 83/90/73/40/73/40
Ability: Swarm
Signature Move: Web of Hatred (Bug, Physical, 90 bp, 100 acc, 24 pp, For the next 5 turns, all hazards can't be removed.)
Design: Spinarak goes Majora's Mask
Competitive: Reference to M4A Ariados. Its hard to make this fellow good, so a designated niche of giving a middle finger to hazard removers is a way to do it. Still has problems (primarily being terrible).
:dp/spinarak:

Spinarak-Eternal
Typing
:
bug.gif
poison.gif

Stats: 55(+15)/77(+17)/60(+20)/57(+17)/43(+3)/107(+77) BST: 399
Ability: Sniper

Signature Move: Vicious Venom*
Typing:
poison.gif

Category:
physical.png

BP: 25
PP: 10 (max 16)
Contact? Yes

Description: The user attacks the target with poisonous spikes three times, who will always result in a crit.
Description: Urshifu-Rapid if it was a spider. Spinarak ends up not being as bad as Urshifu by having lower stats, the signature being far more resisted and outright being negated by Steel types, and also because it lacks a pivot move like U-turn (why were they so evil with you Spinarak). Has nice STABs in Megahorn and Vicious Venom being a great damage dealer, while also being able to support it's team with hazards (Sticky Web and Toxic Spikes) and item removal (Knock Off).

Flavor: Based on the Spinyback Orbweaver (if you have Arachnophobia dont enter), this Spinarak can make incredibly venomous webs who trap and instantaneously kill small prey, while also being used to envelop it's spikes. Some say that the venom is so powerful that being infected by it is similar to the feeling of being hit by a cannonball.
:spinarak:
Name: Spinarak-Eternal
Stats: 80/88/83/23/55/70
Signature Move:
Pierce: Poison | Physical | 90 BP | 10 PP | 100 Acc | Traps the target for one turn (like Fairy Lock) | 20% chance to Poison
Ability: Sniper
Competitive Analysis: Low BST really hinders what it's able to do. Made it a pseudo-trapper to assist with positioning.
Eternal Spinarak
spinarak.png

Ability: Sniper
Stats: 42 HP (+2) - 126 Atk (+66) - 42 Def (+2) - 42 SpA (+2) - 42 SpD (+2) - 105 Spe (+75) // 399 BST
Signature Move: Chelicera Prey // Bug - Physical - 70 BP - 100% Acc - 10 PP - Contact - Lands a critical hit if the target has its Speed stat lowered
Design: The frowning face on Spinarak's back is much more pronounced, its chelicera and horn grow bigger as well
Flavor: There isn't much of a flavor link here since Spinarak is a rather generic Pokémon, but I like how the signature move plays with Scary Face at least so symbolize the iconic frowny face on its back!
Competitive: Eternal Spinarak takes advantage of Toxic Thread and Sticky Web to pose the threat of having a very strong signature move with a whopping 157.5 effective BP if hitting into something slower, so this thing becomes a monster on Sticky Web, and it can set its own web as well, but it will likely need a Focus Sash to be able to both set webs and take advantage of its own signature move, leaving it vulnerable to hazards, sand, and non-grounded Pokémon that will only take regular damage from Chelicera Prey (unless it happens to roll a 1/24 critical hit by chance!), and well, Bug is a very easy-to-resist typing, and while this move IS strong it's still probably not one-shotting most resists. Instead of trying to go for webs straight on turn 1, Eternal Spinarak can also use Toxic Thread to force out whatever it's facing. And be in a mind game of setting up webs as they switch out, or stay in and KO the now speed-dropped Pokémon with Chelicera Prey. Anyway, here are some calcs:
  • 252 Atk Sniper Eternal Spinarak Chelicera Prey vs. 252 HP / 252+ Def Hippowdon on a critical hit: 163-195 (38.8 - 46.4%) -- guaranteed 3HKO
  • 252 Atk Sniper Eternal Spinarak Chelicera Prey vs. 252 HP / 252+ Def Vaporeon on a critical hit: 247-292 (53.2 - 62.9%) -- guaranteed 2HKO after Leftovers recovery
  • -1 252 Atk Sniper Eternal Spinarak Chelicera Prey vs. 0 HP / 0 Def Gyarados on a critical hit: 153-181 (46.2 - 54.6%) -- 62.1% chance to 2HKO (assuming Gyarados is hit with Toxic Thread)
  • -1 252 Atk Sniper Eternal Spinarak Chelicera Prey vs. 0 HP / 0 Def Dragonite on a critical hit: 132-156 (40.8 - 48.2%) -- guaranteed 3HKO
  • (assuming Dragonite is hit with Toxic Thread)
107B8Ek.png

Name: Eternal Spinarak
Stats: 59/100/20/90/20/110 (399)
Ability: Sniper
Signature Move: Web of Afterlife: 120 BP Physical Bug-type move with 8 PP, 0 Priority, and 80% Accuracy. If this move lands a critical hit, a Sticky Web is set up on the opposing side.
Role: Glass Cannon
Eternal Skrelp
SkrelpAlterGenesis33.jpg
(illus. sui)
Water / Poison
Ability: Poison Touch
Signature Move: Sink Or Swim
PoisonIC_SV.png
SpecialIC_Masters.png
| 60 BP / 85 ACC / 10 PP | Switches each Pokémon's ATK with their SPA until they switch. Contact.
HP 143 / ATK 60 / DEF 60 / SPA 85 / SPD 65 / SPE 80 [BST: 493]
Eternal Skrelp is going to stick around and be annoying. With the ability to fish for status on Sink Or Swim, Flip Turn, and Dragon Tail in tandem with its insane special bulk by virtue of its high HP, Eternal Skrelp can play on its own terms. Sink Or Swim really enables it to go mixed, and can really screw up opponents who are dependent on one attacking spectrum. Not having recovery beyond Rest is a bit of a thorn in its side, but it can make do.

In terms of flavor for all of my Eternal submissions, I wanted to go with something along the lines of a decorous dynasty on the verge of collapse. To achieve this, each Pokemon was the partner of some powerful political figure of AZ's time, each with some ultimately undoing and tragic factor. For Eternal Magikarp, this puts it with a child emperor believing they have all the power of the kingdom, despite being a puppet for advisors; in terms of the design, the scales turn a royal purple with crimson whiskers forming almost a collar, and its dorsal fins taking the shape of a golden crown. Eternal Spinarak, then, was the partner of a spymaster narrowly preventing all nearby states from declaring war, ultimately betrayed by their allies; its design turns its spike into an inkwell, scales its greens to a cool grey that turns to a pink on its legs, and turns its mandibles to crimson. It's weaving strings together, almost like a cat's-cradle. Finally, Eternal Skrelp was with a naval officer who, upon seeing the devastation unleashed by the war firsthand after only giving detached orders from afar, left the military for good. Eternal Skrelp, then, has the kelp of its head shaped much more into a pointed forest green, and its purple skin takes a much more rosy hue. Each one of their partners had to die in some way, and they exist as a legacy of tragedy.
:sv/skrelp:
Name of the Eternal Pokémon:
- Eternal Skrelp
New Stat distribution:
- 63 HP, 100 Atk, 120 Def, 60 SpA, 120 SpD, 30 Spe
Signature Move:
- Spiral Drain (User recovers 50% of the damage dealt to the target and poisons it. Info: Water, Physical, 90 BP, 10 PP, contact.)
Chosen Ability:
- Adaptability
Design/Flavor:
- Might talk about flavour later.
Competitive Analysis:
- Poison/Water is a good defensive typing. Spiral Drain allows Eternal Skrelp to take advantage of it while not being passive at all. Moreover, it keeps it healthier throughout the game and can force switches due to the poisoning, giving you thus more opportunities to click this move. I imagine this Eternal Skrelp will be used as an offensive pivot with Assault Vest.
skrelp.png

Name of the Eternal Pokémon: Eternal Skrelp
New Stat distribution: 81/70/105/80/108/49 (BST: 493) [+31 HP, +10 Atk, +45 Def, +20 SpA, +48 SpD, +19 Spe]
Signature Move: Kelp Feast (Poison, Status, - BP, - Acc, 8 Max PP. User recovers 50% of their Max HP and gains a Charge-like effect on their next Poison type move. (Flags: Snatch, Heal, Metronome))
Chosen Ability: Poison Touch
Design/Flavor (optional): Most of Skrelp's dex entries mentions that it hides in and eats rotten kelp to generate poison. Design-wise I have no idea.
Competitive Analysis (optional): Dragalge mainly functions as a bulky toxic spikes setting pivot or a specs breaker, so I wanted to make Skrelp-Eternal something different by giving it something the evolution doesn't have, reliable recovery. Now Skrelp-Eternal functions as a wall instead of a tank, but I cut some of its Special stats for improved physical bulk and some extra chip damage on Flip Turns and Dragon Tails, which it can use in tandem with Poison Touch and Toxic Spikes to spread Poison across the opponent's team.
:sv/skrelp:
Name: Eternal Skrelp
Stats: 70/65/120/105/90/43
Ability: Adaptability
Signature Move: Tangle Kelp (Poison, Status, - bp, 100 acc, 32 pp, Badly Poisons and lowers the opposing Pokemon's Spe by 2.)
Design: Spinarak goes Majora's Mask
Competitive: Mix of Dragalge, Araquanid, and Joltemons Araquanid. Tangle Kelp functions as speed control and status at the same time, coming from Joltemons and being a PvZ reference.
:skrelp:
Name: Skrelp-Eternal
Stats: 110/45/90/100/95/53
Signature Move:
Refreshing Tide: Water | Status | - | 10 PP | - | Restores 25% Max HP to the user, heals the uder's status conditions, and removes hazards on the user's side.
Ability: Poison Point
Competitive Analysis: Bulky hazard removal. Pretty bulky, but recovery is a bit lacklustre.
Eternal Skrelp
skrelp.png

Ability: Poison Touch
Stats: 119 HP (+69) - 119 Atk (+59) - 85 Def (+25) - 68 SpA (+8) - 68 SpD (+8) - 34 Spe (+4) // 493 BST
Signature Move: Rotten Kelp Whip // Poison - Physical - 120 BP - 85% Acc - 10 PP - Contact - 50% chance to badly poison the target. Traps the target.
Design: The kelp-like appendages on its tail grow much longer and gain a rotten-green-like gradient towards the bottom.
Flavor: Rotten kelp releases toxic gas and is the inspiration for the line's Poison-typing. I thought i'd play with that alongside the prehensile tail that many seahorses and seadragons have, to justify the combination of trapping + Poison. I wanted to go on a different route than the adaptability stuff, and hopefully I've landed on something interesting!
Competitive: The design space here is very inspired by that of Okidogi which is great at trading damage and inflicting poison as a way to pressure teams. The idea with Eternal Skrelp is pretty similar, it's similarly bulky and while it can't threaten setup, it can threaten trapping the opponent in to make that poison chip really sting, or pivot out with a poison-chance Flip Turn. Another item it can very easily slap in is Assault Vest as well, helping it stay on the field for longer especially against Special Attackers. Without Assault Vest, Toxic Spikes are also an option it could use, as well as Haze if needed, but it does struggle with the lack of recovery and thus longevity in longer games, especially with Assault Vest
YzADq2m.png

Name: Eternal Skrelp
Stats: 82/82/82/83/82/82 (493)
Ability: Poison Touch
Signature Move: Toxin of Future: 40 BP Special Poison-type move with 16 PP, +1 Priority, and 90% Accuracy. Badly poisons the target and confuses them.
Role: Balanced Sweeper

As a reminder, these are the voting rules:

— Voting Phase

Voting takes place in this thread. Users shall provide a list with their most preferred to least preferred options, and are allowed to vote for as many or as few submissions as they like. Users are allowed to vote for their own submissions, even as their "most preferred" option, as long as they vote for at least one other submission.

Please provide your votes with the exact Smogon username of the user you're voting for, each in a newline (ordered and unordered lists are fine as well), so that voting can be automated, e.g.:
The voting system used will be Ranked Pairs. In the eventual case of any ties, the community will be reasked to vote.

voting lasts until sunday 9PM UTC!
 
:magikarp:lydian, PalpitoadChamp, Orangesodapop, DarkFairy
:spinarak:memebitatxt, lydian, Ubertrainer2000
:skrelp:BlueRay, Fragmented (sv), lydian, Squawkerz
 
:magikarp: blueray, lydian, orangesodapop, darkfairy, palpitoadchamp, loginator
:spinarak: lydian, darkfairy, palpitoadchamp, memebitatxt., fragmented
:skrelp: squawkerz, lydian, blueray, palpitoadchamp
 
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