Pet Mod Eternal Pokémon

:sv/krokorok:
Name: Eternal Krokorok
Stats: 95/100/92/45/116/70
Ability: Intimidate
Signature Move:
Heated Quake
Physical
Ground
110bp
10/16 pp
If the user doesn’t have the “Dry Skin” ability, gives the user the Dry Skin ability

Competitive: there r a lot of offensive mons in the meta, particularly specially offensive waters that r kinda scary, sig move changes abil to dry skin to allow krokorok to have a “secondary ability” of sorts. This is more of a check situation so the water can’t immediately switch in and one shot krokorok. Intim isn’t enough to deal with the likes of doublade as easily due to its access to close combat. Also a semi pair with eternal karp
 
just one veto this time and it's not for competitiveness
:sv/ekans:
Name: Eternal Ekans
Stats: 75/99/74/40/84/75
Ability: Shed Skin
Signature Move: Rocket Wrap (Poison, Physical, 20 bp, 85 acc, 32 pp, The user spends two to five turns using this move. Has a 3/8 chance to last two or three turns, and a 1/8 chance to last four or five turns. The damage calculated for the first turn is used for every other turn. The user cannot select a move and the target cannot execute a move during the effect, but both may switch out. If the user switches out, the target remains unable to execute a move during that turn. If the target switches out, the user uses this move again automatically, and if it had 0 PP at the time, it becomes 63. If the user or the target switch out, or the user is prevented from moving, the effect ends. This move can prevent the target from moving even if it has type immunity, but will not deal damage.)
Design: Ekans based around the appearance of Jessie from Team Rocket
Competitive: Eternal Ekans has Coil + Toxic + Gen 1 Wrap, but poor stats and the fact that it basically can't chip Steel-types makes it balanced.
sorry palpitoadchamp, but i think implementing gen 1 wrap with ALL the mechanics is just needlessly complex for anyone not familiar with rby. the PP overflow in particular should not be a thing, and neither should the constant damage roll or the move being reused on an opponent switching out.

but generally i'd suggest just making this a move with 100% chance to flinch that the user gets locked into for 2-5 turns (with the ratios you provided, that's fine). basically making it a bit more in-line with effects we have in pokémon today, because the user switching out and the opponent still not being able to move is very unintuitive. as well as making it unable to flinch immunities, like steel-types. this does nerf the move a good bit, but i think it's important to have counterplay to a 100% flinching move, especially on a pokémon that already has glare, and on a move that, while my understanding of rby is not good, seems like it at the best light problematic, and at the worst light broken.

so, please:
  • remove the PP overflow, constant damage, and the move being reused on an opponent switch out
and optionally:
  • implement the changes you like from above if you agree with my point of making the move more in-line with cg effects on pokémon.
that said, according to https://www.smogon.com/rb/articles/rby_trapping it seems like this kind of move isn't really well liked by the community, due to the reliance on rng, taking up many many turns, and neither player knowing when it will run out. and while i know it's an ekans using it of all pokémon, i still think you might wanna consider a signature move less frustrating to play with and against (but that can capture the ethos of gen 1 wrap in another way perhaps?)! but those are just optional suggestions as well

you have until wednesday 6pm -3 to make changes accordingly, sorry for being a killjoy '^^
 
voting time!

Eternal Ekans
onix.png

Ability: Shed Skin
Stats
: 88 HP (+53) | 113 Atk (+53) | 44 Def | 40 SpA | 54 SpD | 108 Spe (+53) | 447 BST
Signature Move: Sombering Rattle || Normal | Status | 10 PP | 100% Acc | Any Adjacent | Sound | Lowers the target's Attack, Defense, Special Attack, Special Defense, and Speed by one stage each.
Design: Ekans grows a bit longer and thicker, its rattle is bigger and more emphasized.
Flavor: Ekans's main difference to Arbok is its rattle, so I knew I wanted it to be the emphasis of its Eternal forme. Given the low stats I had to work with, I though an omnidebuff would be an interesting concept, especially since you can always switch out of it. It seems fitting with how rattles on rattlesnakes are thought to have evolved to scare predators, basically making the rattlesnake seem scarier than it actually is, and I think causing an omnidebuff is very fitting for that effect.
Competitive: This thing's main strength would be forcing switches while setting up with Coil. Glare and Sombering Rattle are very powerful and debilitating Status moves, but it isn't too hard to break through an Eternal Ekans with its poor defenses even at -1 and without it having any recovery abilities. And you'd have to drop one of Glare or Sombering Rattle to fit Gunk Shot, Coil, and a coverage for Steel-types (likely Earthquake, but maybe Fire Fang or Knock Off). Another positive is Shed Skin making it resistant to opposing status conditions at least! All in all, I think this would be an interesting Pokémon making use of its signature move to set up and force switches!
:ekans:
Name of the Eternal Pokémon: Eternal Ekans
New Stat distribution: 95/90/90/30/75/67
Signature Move: Scale Veil | Dragon | Status | - | 5PP | - | Self | - | Sets 1 turn of Scale Veil (or Aurora Veil) and switches out.
Chosen Ability: Intimidate
Competitive Analysis: Seems like there's a bunch of hard hitters (127 Atk/137 Spe Doublade with 100 BP STAB???). This is an attempt at a defensive... pivot thing. Knock Off and Glare are cool options that Ekans already has to cripple the opponent and force switches. Pseudo Shed Tail in Scale Veil is also a pretty strong tool to help teammates get in safely, while not being as problematic as an actual substitute.
:sv/ekans:
Name: Eternal Ekans
Stats: 75/99/74/40/84/75
Ability: Intimidate
Signature Move: Rocket Wrap (Poison, Physical, 40 bp, 100 acc, 32 pp, Has a 100% chance to cause the target to flinch. The user switches out. Fails if the user is the last member on your team. Contact)
Design: Ekans based around the appearance of Jessie from Team Rocket
Competitive: Eternal Ekans has a crazy pivoting move as it either goes slower, takes the hit, and pivots out; or goes first, flinches, and swaps out for slow pivot without the downside. Also packs utility such as TSpikes & Knock so it isn't a one trick pony.
Eternal Krokorok
onix.png

Ability: Intimidate
Stats
: 111 HP (+51) | 111 Atk (+29) | 111 Def (+66) | 74 SpA (+29) | 74 SpD (+29) | 37 Spe (-37) | 518 BST
Signature Move: Kleptomania || Dark | Physical | 10 PP | 50 BP | 100% Acc | Any Adjacent | Contact | This move's base power increases by 150 BP for everytime the user has successfully stolen an item via Covet, Thief, Magician, or Pickpocket.
Design: Krokorok grows a longer tail, is a bit more slender, and the black stripes on its body are a darker shade
Flavor: So Krokorok's line is based on among other things Sobek, which was an ancient egyptian crocodilian diety that loved stealing, this is also emphasized by their striped bodies and sunglasses-like outlines, alluding to a cartoonish robber type. So I knew I wanted a way to incentivize using Thief. Thus, Kleptomania as a move sounded like an interesting idea, by directly rewarding this with strong flavor!
Competitive: So, by starting the battle out with no item and using Thief once to grab a Leftovers or Heavy-Duty Boots, Eternal Krokorok gains a drawback-free 200 BP move. And if you're feeling extra gimmicky, you can always use Fling and try to steal another item for a whopping 350 BP move, but yes, that is a lot of hoops to jump through, which is probably good. Outside of this gimmick, Eternal Krookodile is a solid physically defensive pivot, with Intimidate especially making it hard to take down, and access to Stealth Rock; but unfortunately, it doesn't have reliable recovery. Maybe a Curse set with Power Trip could also be an option
:sv/krokorok:
Name: Eternal Krokorok
Stats: 95/103/75/55/75/115
Ability: Intimidate
Signature Move: Wild Vestige (Dark, Status, - bp, - acc, 8 pp, sets a layer of Spikes. User faints.)
Design: Krokorok based on a punk with sunglasses
Competitive: Eternal Krokorok sets Stealth Rock and Spikes, and then dies. Based on M4A Mega Krookodile. You can also hit things very hard with 103/115 offenses and be a general offensive threat.
:sv/krokorok:
Name: Eternal Krokorok
Stats: 95/100/92/45/116/70
Ability: Intimidate
Signature Move:
Heated Quake
Physical
Ground
110bp
10/16 pp
If the user doesn’t have the “Dry Skin” ability, gives the user the Dry Skin ability

Competitive: there r a lot of offensive mons in the meta, particularly specially offensive waters that r kinda scary, sig move changes abil to dry skin to allow krokorok to have a “secondary ability” of sorts. This is more of a check situation so the water can’t immediately switch in and one shot krokorok. Intim isn’t enough to deal with the likes of doublade as easily due to its access to close combat. Also a semi pair with eternal karp
Eternal Litleo
onix.png

Ability: Moxie
Stats
: 92 HP (+30) | 115 Atk (+65) | 92 Def (+34) | 46 SpA (-27) | 69 SpD (+15) | 92 Spe (+20) | 506 BST
Signature Move: Fiery Provocation || Fire | Physical | 10 PP | - BP | 100% Acc | Any Adjacent | Contact | This move's base power is equal to the target's base Attack stat. Has a chance to burn the target equal to it's base Attack, caps out at 100%.
Design: Litleo grows small tufts of hair that start to resemble a mane in the shape of the 大 symbol seen on male Pyroar.
Flavor: Litleo is a very bland Pokémon in terms of inspiration, so I didn't have much to go off of. That said, lion cubs are known for sometimes provoking adult males, and the Pokédex talks about Litleo starting fights with bigger enemies, with the more powerful they are the more fired up it becomes itself, so that led to this interesting idea for a move!
Competitive: Eternal Litleo's signature move is very interesting, as its burn chance can reach pretty high levels even on Pokémon that don't have that much physical attack. Say 50% on a Pokémon with base 50 Attack, which is already pretty decent odds to make it more spammable, but otherwise, it can be very powerful against other physical attackers, especially ones slower than it, as you can guarantee a burn on anything with 100 base Attack or less so that they do much less damage to Eternal Litleo in return. Wild Charge can be valuable physical coverage, and Flare Blitz is also an option to hit things hard with physical Fire damage regardless of their base Attack stat. Lastly, Moxie can be useful for Litleo should it grab a KO or two, helping it snowball in power.
:sv/litleo:
Name: Eternal Litleo
Stats: 122/107/78/63/64/72
Ability: Moxie
Signature Move: Pylight Pounce (Fire, Physical, 90 bp, 100 acc, 24 pp, heals the user by 1/8 of its max hp and cures its status if this move KOs the target.)
Design: Litleo becomes Lion King (?)
Competitive: Eternal Litleo is a huge tank with a respectable 107 attack with Moxie and Pylight Pounce (based on Lethal Hug from Iron Fist), it can seem very frightening if it can get a KO off. You can punish switches with Yawn, Wisp, or Flame Charge to outspeed the switch in.

deadline is sunday 9pm UTC. since there are only two submissions for litleo, tiebreaker voting applies JUST for Eternal Litleo, i.e.:
  • just one vote for your favorite, no ordering needed
  • no self-voting allowed
you can vote for the other two Eternal Pokémon as normal
 
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sorry for the slight delay. i've had an important exam this week and couldn't find time to compile the votes during the week! i won't be voting on this round, as if i were to vote i'd have to vote for palpitoadchamp's litleo, and that would give a tie on pokémon with already only two submissions - so we'd be here eternally if the exact same set of people voted with the same votes).

as before, i'll leave my input here so that anyone can access this site, and double check my work!
  • :ekans::
Code:
palpitoadchamp>fragmented>lydian
palpitoadchamp>fragmented>lydian
fragmented>palpitoadchamp>lydian
  • :krokorok::
Code:
lydian>orangesodapop>palpitoadchamp
palpitoadChamp>lydian>orangesodapop
lydian>palpitoadchamp>orangesodapop
  • :litleo:: is just a two-submission vote, so the winner is lydian with 2 votes to palpitoadchamp's 1.

and with that, here are your winners:
:sv/ekans:
Name: Eternal Ekans
Stats: 75/99/74/40/84/75
Ability: Intimidate
Signature Move: Rocket Wrap (Poison, Physical, 40 bp, 100 acc, 32 pp, Has a 100% chance to cause the target to flinch. The user switches out. Fails if the user is the last member on your team. Contact)
Design: Ekans based around the appearance of Jessie from Team Rocket
Competitive: Eternal Ekans has a crazy pivoting move as it either goes slower, takes the hit, and pivots out; or goes first, flinches, and swaps out for slow pivot without the downside. Also packs utility such as TSpikes & Knock so it isn't a one trick pony.
Eternal Krokorok
onix.png

Ability: Intimidate
Stats
: 111 HP (+51) | 111 Atk (+29) | 111 Def (+66) | 74 SpA (+29) | 74 SpD (+29) | 37 Spe (-37) | 518 BST
Signature Move: Kleptomania || Dark | Physical | 10 PP | 50 BP | 100% Acc | Any Adjacent | Contact | This move's base power increases by 150 BP for everytime the user has successfully stolen an item via Covet, Thief, Magician, or Pickpocket.
Design: Krokorok grows a longer tail, is a bit more slender, and the black stripes on its body are a darker shade
Flavor: So Krokorok's line is based on among other things Sobek, which was an ancient egyptian crocodilian diety that loved stealing, this is also emphasized by their striped bodies and sunglasses-like outlines, alluding to a cartoonish robber type. So I knew I wanted a way to incentivize using Thief. Thus, Kleptomania as a move sounded like an interesting idea, by directly rewarding this with strong flavor!
Competitive: So, by starting the battle out with no item and using Thief once to grab a Leftovers or Heavy-Duty Boots, Eternal Krokorok gains a drawback-free 200 BP move. And if you're feeling extra gimmicky, you can always use Fling and try to steal another item for a whopping 350 BP move, but yes, that is a lot of hoops to jump through, which is probably good. Outside of this gimmick, Eternal Krookodile is a solid physically defensive pivot, with Intimidate especially making it hard to take down, and access to Stealth Rock; but unfortunately, it doesn't have reliable recovery. Maybe a Curse set with Power Trip could also be an option
Eternal Litleo
onix.png

Ability: Moxie
Stats
: 92 HP (+30) | 115 Atk (+65) | 92 Def (+34) | 46 SpA (-27) | 69 SpD (+15) | 92 Spe (+20) | 506 BST
Signature Move: Fiery Provocation || Fire | Physical | 10 PP | - BP | 100% Acc | Any Adjacent | Contact | This move's base power is equal to the target's base Attack stat. Has a chance to burn the target equal to it's base Attack, caps out at 100%.
Design: Litleo grows small tufts of hair that start to resemble a mane in the shape of the 大 symbol seen on male Pyroar.
Flavor: Litleo is a very bland Pokémon in terms of inspiration, so I didn't have much to go off of. That said, lion cubs are known for sometimes provoking adult males, and the Pokédex talks about Litleo starting fights with bigger enemies, with the more powerful they are the more fired up it becomes itself, so that led to this interesting idea for a move!
Competitive: Eternal Litleo's signature move is very interesting, as its burn chance can reach pretty high levels even on Pokémon that don't have that much physical attack. Say 50% on a Pokémon with base 50 Attack, which is already pretty decent odds to make it more spammable, but otherwise, it can be very powerful against other physical attackers, especially ones slower than it, as you can guarantee a burn on anything with 100 base Attack or less so that they do much less damage to Eternal Litleo in return. Wild Charge can be valuable physical coverage, and Flare Blitz is also an option to hit things hard with physical Fire damage regardless of their base Attack stat. Lastly, Moxie can be useful for Litleo should it grab a KO or two, helping it snowball in power.

so here is our next slate:

— Slate 5: Weather Ball —

onix.png
eevee.png
staryu.png
doublade.png


Eternal Weepinbell shall have 489 BST and can choose between Chlorophyll or Gluttony; Eternal Eevee shall have 524 BST and can choose between Run Away, Anticipation, or Adaptability; Eternal Dragonair shall have 599 BST and can choose between Shed Skin or Marvel Scale; Eternal Hippopotas shall have 524 BST and can choose between Sand Stream or Sand Force.

As an important reminder, be careful not to make these Pokémon outclass their evolved formes, especially with Chlorophyll Weepinbell and Sand Stream Hippopotas. Additionally be careful with power level on Eevee and Dragonair, due to Adaptability and 599 BST, respectively!

Deadline will be next Sunday 9PM UTC​
 
Eternal Weepinbell
onix.png

Ability: Gluttony
Stats
: 98 HP (+33) | 101 Atk (+11) | 83 Def (+33) | 85 SpA | 111 SpD (+66) | 11 Spe (-44) | 489 BST
Signature Move: Flytrap || Grass | Physical | 10 PP | 100 BP | 100% Acc | Any Adjacent | Contact | -3 Priority | The user charges up at the beginning of the turn, halving any damage it would take from contact moves until it attacks, all who make contact with the user during the charging phase are poisoned. Deals super-effective damage to Bug-types.
Design: Weepinbell's body gets longer and with more lush leaves on its sides.
Flavor: Eternal Weepinbell focus more on its venus flytrap inspiration. I think this move does a good job representing that inspiration by mechanically taking a page out of Toucannon's Beak Blast, but with some flavorful upside.
Competitive: Eternal Weepinbell is a defensive Pokémon, with its signature move being able to punish contact options, such as Knock Off, Rapid Spin, U-turn, and Flip Turn while it's on the field. Eternal Weepinbell itself can also provide Knock Off utility, on top of Toxic or Stun Spore as additional utility, and reliable recovery on Synthesis. The main problem is Eternal Weepinbell is a bit walled by Steel- and Poison-types, especially as they can still use contact moves against it as normal on Flytrap without being worried about getting poisoned, but they still can be crippled by Knock Off and/or Stun Spore.

Eternal Eevee
onix.png

Ability: Adaptability
Stats
: 110 HP (+55) | 60 Atk (+5) | 64 Def (+14) | 130 SpA (+85) | 65 SpD | 95 Spe (+40) | 524 BST
Signature Move: Evolution Confluence || Normal | Special | 10 PP | 15 BP | 100% Acc | Any Adjacent | This move hits a number of times equal to the amount of Dark-, Electric-, Fairy-, Fire-, Grass-, Ice-, Psychic-, and Water-type moves among active Pokémon on the user's party. No information about which types are counted is given. If this move would hit zero times, it fails instead.
Design: Eevee's ear and fail fur receive rainbow coloring on their very tips, alluding to the different elemental types a regular Eevee can evolve into.
Flavor: The flavor here is that Eevee draws upon its allied Pokémon to unleash a Normal-type move joining the energy of all types it could evolve into. The more types at offer, the stronger the move.
Competitive: At start, Eternal Eevee can have up to an effective 120 BP move with adaptability boost, which is very powerful, albeit still subject to weakness and resistances. But the more Pokémon on Eevee's party that faint, the weaker it gets, so it's a bit like Beat Up in that sense, but with an additional teambuilding challenge of trying to fit 8 different move types on your squad. Coverage is a bit lacking, but at least Specs Shadow Ball should be helpful against Ghost-types trying to block Evolution Confluence.

Eternal Dragonair
onix.png

Ability: Marvel Scale
Stats
: 97 HP (+36) | 100 Atk (+16) | 90 Def (+25) | 119 SpA (+49) | 119 SpD (+49) | 74 Spe (+4) | 599 BST
Signature Move: Asklepian Panacea || Dragon | Status | 5 PP | Self | Fails if no Pokémon on the user's party is affected by a status ailment. Cures all status ailments on the user's party. The user is healed by ½ of its maximum HP if at least one status ailment is cured this way, and another ⅒ of its maximum HP for every other status ailment cured this way after the first.
Design: Dragonair grows longer and wraps around its own body resembling the Rod of Asclepius.
Flavor: Dragonair is theorized to draw inspiration from Hermes and his staff, the Caduceus, which would inspire the Rod of Asclepius which is the symbol for medicine today. I think this link is interesting to explore, especially since it's completely lost on the evolution to Dragonite. Dragonair's pearl also draws reference to the chinese flaming pearl many dragons have in their folklore, which can grant wishes, very fitting for the signature move, and also very fitting for a Pokémon incentivized to hold a Flame Orb.
Competitive: With Asklepian Panacea, Eternal Dragonair can become an interesting defensive option, with Marvel Scale making its bulk even greater, and its signature also aiding in removing status ailments, it can be quite useful for teams that want a defensive backbone. You could even pair it with a Guts user like Heracross or Flareon to consistently get some extra recovery, at the cost of these Pokémon having to re-activate their abilities. However, Eternal Dragonair does have an achiles heel. Getting Knocked Off or Tricked means it can only use its recovery move once more, otherwise it's freed of any status ailment, and thus cannot recover. At least without it or another Pokémon on the its team getting a status ailment inflicted on them. Eternal Dragonair likely prefers going special thanks to its combo with Flame Orb and higher Special Attack, but it can opt for a Dragon Dance Toxic Orb set, or just do away with trying to activate Marvel Scale completely and just trying to be a regular Dragon Dancer with an upgraded Heal Bell built-in.

Eternal Hippopotas
onix.png

Ability: Sand Force
Stats
: 87 HP (+19) | 57 Atk (-15) | 97 Def (+19) | 152 SpA (+114) | 99 SpD (+57) | 32 Spe | 524 BST
Signature Move: Sand Sneeze || Ground | Special | 10 PP | - BP | 100% Acc | Self | This move returns 1.5× the damage dealt by a foe's last attack this turn to said foe. Sets up a Sandstorm, even if no damage was taken by the user, but not if the user is KOed.
Design: Eternal Hippopotas's snout and nostrils get bigger.
Flavor: There's not much flavor to this line other than "dry hippo". So the idea here was to play with Hippopotas's exaggerated nostrils, a feature that shrinks on Hippowdon. The more damage it takes, the stronger the sneeze will be, but sand is set up regardless.
Competitive: While 152 base Special Attack may seem scary, this thing's only Special coverage is Teraless Tera Blast and Muddy Water. With the prevalence of Grass-types and Flying-types in the tier, Eternal Hippopotas shouldn't be too hard to switch into. But it can still annoy would-be switch-ins with sand chip as well as Grass- and Bug-types with a Scorching Sands burn chance. And if you manage to pressure your opponent into sacrificing their Grass- or Flying-type, then Sand Force boosted Earth Powers will HURT!
 
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:ss/hippopotas::hippowdon:
Name: Eternal Hippopotas
Stats: 88 HP (+20) / 52 Atk (-20) / 93 Def (+15) / 113 SpA (+75) / 83 SpD (+41) / 95 (+63) Spe | BST: 524
Ability
: Sand Stream
Signature Move: Sirocco - Ground | Special | 75 BP | 100% Acc | 15 PP | Has a 10% chance to burn the target. This move's type effectiveness against Grass is changed to be super effective no matter what this move's type is. Wind.
Design: A Hippopotas with a constant overflowing fountain of swirling sand out of its back. Eyes are black with red pupils.
Competitive: Eternal Hippopotas is a Ground type that makes it's role distinct from it's compatriots via it being a specially offensive attacker. Sirocco allows it to keenly have a way to hit Grass types, something it otherwise would have no means of touching. This allows it to fill a completely different niche from every other Ground in the tier, ensuring it's success. 95 Speed is solid in the metagame so far as well, getting the jump on many top tier threats in the metagame.

:ss/dragonair::dragonite:
Name: Eternal Dragonair
Stats: 90 HP (+29) / 119 Atk (+35) / 80 Def (+15) / 109 SpA (+39) / 130 SpD (+60) / 71 (+1) Spe | BST: 599
Ability
: Shed Skin
Signature Move: Twisting Tail - Dragon | Physical | 130 BP | 75% Acc | 8 PP | 20% Chance to lower Defense. Contact.
Design: Much more serpentine, with its ear wings being fairly larger, with a pair of wings on its tail too. Has three orbs around its's neck.
Competitive: Eternal Dragonair is a jack of all trades mixed breaker, that can either flex a strong specially offensive set, or try it's hand at being an offensive Dragon Dance user. Shed Skin is majorly useful at allowing it to shrug off Toxic or Will-O-Wisp while it sets up or wallbreaks. Twisting Tail gives Dragonair an interesting STAB move, something that hits extremely hard as what is akin to physical Dragon Focus Blast.
 
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:sv/weepinbell:
Stats: 95/99/95/55/90/55
Ability: Gluttony
Signature Move: Devour (Poison, Physical, 75 bp, 100 acc, 32 pp, Heals the user by 1/3 of the damage dealt. Super effective against Bug-types.)
Design: PvZ Chomp Thing
Competitive: Tank with Devour as an option to nuke Bug-types and heal. 95/95/90 bulk + Strength Sap + Knock allows for good defensive capabilities.

:sv/eevee:
Stats: 95/85/89/75/95/85
Ability: Adaptability
Signature Move: Continuous Steps (Normal, Physical, 50 bp, 50 acc, 64 pp, Hits up to 50 times. Each hit has independent accuracy checks ala Triple Axel. Ignores Accuracy and Evasion boostings and drops ala OHKO moves. Contact move)
Design: Eevee puts on Red's hat from the manga
Competitive: Let's go gambling. Otherwise, just a big attacker.

:sv/dragonair:
Stats: 95/94/95/115/120/80
Ability: Shed Skin
Signature Move: Nine-Orb Assault (Dragon, Special, 90 bp, 100 acc, 24 pp, The next time this Pokemon uses a Status move, they switch out afterwards.)
Design: Dragonair's orbs around its neck enlarge and circle it like little moons. It becomes extremely long and twisted in a large mass
Competitive: Super tanky pivot. Can use pivoting TWave or manual weather an instantly pivot out.

:sv/hippopotas:
Stats: 89/127/98/58/88/64
Ability: Sand Stream
Signature Move: Rock Out (Rock, Physical, 65 bp, 100 acc, 32 pp, Inflicts Taunt on the target for 2 turns. User switches out after use. Sound move)
Design: Hippopotas shoots sand out of its blowhole like a geyser. He also has a classic rock hairstyle made of sand. I did not cook with this one.
Competitive: Faster and stronger than Hippopotas with a Taunt + Pivot move in one at a cost of bulk, particularly Physical. It has a higher SpD than Hippopotas but due to lower Hp, I believe it still is weaker specially, though I didn't calc it.
 
voting time!

Eternal Weepinbell
onix.png

Ability: Gluttony
Stats
: 98 HP (+33) | 101 Atk (+11) | 83 Def (+33) | 85 SpA | 111 SpD (+66) | 11 Spe (-44) | 489 BST
Signature Move: Flytrap || Grass | Physical | 10 PP | 100 BP | 100% Acc | Any Adjacent | Contact | -3 Priority | The user charges up at the beginning of the turn, halving any damage it would take from contact moves until it attacks, all who make contact with the user during the charging phase are poisoned. Deals super-effective damage to Bug-types.
Design: Weepinbell's body gets longer and with more lush leaves on its sides.
Flavor: Eternal Weepinbell focus more on its venus flytrap inspiration. I think this move does a good job representing that inspiration by mechanically taking a page out of Toucannon's Beak Blast, but with some flavorful upside.
Competitive: Eternal Weepinbell is a defensive Pokémon, with its signature move being able to punish contact options, such as Knock Off, Rapid Spin, U-turn, and Flip Turn while it's on the field. Eternal Weepinbell itself can also provide Knock Off utility, on top of Toxic or Stun Spore as additional utility, and reliable recovery on Synthesis. The main problem is Eternal Weepinbell is a bit walled by Steel- and Poison-types, especially as they can still use contact moves against it as normal on Flytrap without being worried about getting poisoned, but they still can be crippled by Knock Off and/or Stun Spore.
:sv/weepinbell:
Stats: 95/99/95/55/90/55
Ability: Gluttony
Signature Move: Devour (Poison, Physical, 75 bp, 100 acc, 32 pp, Heals the user by 1/3 of the damage dealt. Super effective against Bug-types.)
Design: PvZ Chomp Thing
Competitive: Tank with Devour as an option to nuke Bug-types and heal. 95/95/90 bulk + Strength Sap + Knock allows for good defensive capabilities.
Eternal Eevee
onix.png

Ability: Adaptability
Stats
: 110 HP (+55) | 60 Atk (+5) | 64 Def (+14) | 130 SpA (+85) | 65 SpD | 95 Spe (+40) | 524 BST
Signature Move: Evolution Confluence || Normal | Special | 10 PP | 15 BP | 100% Acc | Any Adjacent | This move hits a number of times equal to the amount of Dark-, Electric-, Fairy-, Fire-, Grass-, Ice-, Psychic-, and Water-type moves among active Pokémon on the user's party. No information about which types are counted is given. If this move would hit zero times, it fails instead.
Design: Eevee's ear and fail fur receive rainbow coloring on their very tips, alluding to the different elemental types a regular Eevee can evolve into.
Flavor: The flavor here is that Eevee draws upon its allied Pokémon to unleash a Normal-type move joining the energy of all types it could evolve into. The more types at offer, the stronger the move.
Competitive: At start, Eternal Eevee can have up to an effective 120 BP move with adaptability boost, which is very powerful, albeit still subject to weakness and resistances. But the more Pokémon on Eevee's party that faint, the weaker it gets, so it's a bit like Beat Up in that sense, but with an additional teambuilding challenge of trying to fit 8 different move types on your squad. Coverage is a bit lacking, but at least Specs Shadow Ball should be helpful against Ghost-types trying to block Evolution Confluence.
:sv/eevee:
Stats: 95/85/89/75/95/85
Ability: Adaptability
Signature Move: Continuous Steps (Normal, Physical, 50 bp, 50 acc, 64 pp, Hits up to 50 times. Each hit has independent accuracy checks ala Triple Axel. Ignores Accuracy and Evasion boostings and drops ala OHKO moves. Contact move)
Design: Eevee puts on Red's hat from the manga
Competitive: Let's go gambling. Otherwise, just a big attacker.
Eternal Dragonair
onix.png

Ability: Marvel Scale
Stats
: 97 HP (+36) | 100 Atk (+16) | 90 Def (+25) | 119 SpA (+49) | 119 SpD (+49) | 74 Spe (+4) | 599 BST
Signature Move: Asklepian Panacea || Dragon | Status | 5 PP | Self | Fails if no Pokémon on the user's party is affected by a status ailment. Cures all status ailments on the user's party. The user is healed by ½ of its maximum HP if at least one status ailment is cured this way, and another ⅒ of its maximum HP for every other status ailment cured this way after the first.
Design: Dragonair grows longer and wraps around its own body resembling the Rod of Asclepius.
Flavor: Dragonair is theorized to draw inspiration from Hermes and his staff, the Caduceus, which would inspire the Rod of Asclepius which is the symbol for medicine today. I think this link is interesting to explore, especially since it's completely lost on the evolution to Dragonite. Dragonair's pearl also draws reference to the chinese flaming pearl many dragons have in their folklore, which can grant wishes, very fitting for the signature move, and also very fitting for a Pokémon incentivized to hold a Flame Orb.
Competitive: With Asklepian Panacea, Eternal Dragonair can become an interesting defensive option, with Marvel Scale making its bulk even greater, and its signature also aiding in removing status ailments, it can be quite useful for teams that want a defensive backbone. You could even pair it with a Guts user like Heracross or Flareon to consistently get some extra recovery, at the cost of these Pokémon having to re-activate their abilities. However, Eternal Dragonair does have an achiles heel. Getting Knocked Off or Tricked means it can only use its recovery move once more, otherwise it's freed of any status ailment, and thus cannot recover. At least without it or another Pokémon on the its team getting a status ailment inflicted on them. Eternal Dragonair likely prefers going special thanks to its combo with Flame Orb and higher Special Attack, but it can opt for a Dragon Dance Toxic Orb set, or just do away with trying to activate Marvel Scale completely and just trying to be a regular Dragon Dancer with an upgraded Heal Bell built-in.
:ss/dragonair::dragonite:
Name: Eternal Dragonair
Stats: 90 HP (+29) / 119 Atk (+35) / 80 Def (+15) / 109 SpA (+39) / 130 SpD (+60) / 71 (+1) Spe | BST: 599
Ability
: Shed Skin
Signature Move: Twisting Tail - Dragon | Physical | 130 BP | 75% Acc | 8 PP | 20% Chance to lower Defense. Contact.
Design: Much more serpentine, with its ear wings being fairly larger, with a pair of wings on its tail too. Has three orbs around its's neck.
Competitive: Eternal Dragonair is a jack of all trades mixed breaker, that can either flex a strong specially offensive set, or try it's hand at being an offensive Dragon Dance user. Shed Skin is majorly useful at allowing it to shrug off Toxic or Will-O-Wisp while it sets up or wallbreaks. Twisting Tail gives Dragonair an interesting STAB move, something that hits extremely hard as what is akin to physical Dragon Focus Blast.
:sv/dragonair:
Stats: 95/94/95/115/120/80
Ability: Shed Skin
Signature Move: Nine-Orb Assault (Dragon, Special, 90 bp, 100 acc, 24 pp, The next time this Pokemon uses a Status move, they switch out afterwards.)
Design: Dragonair's orbs around its neck enlarge and circle it like little moons. It becomes extremely long and twisted in a large mass
Competitive: Super tanky pivot. Can use pivoting TWave or manual weather an instantly pivot out.
Eternal Hippopotas
onix.png

Ability: Sand Force
Stats
: 87 HP (+19) | 57 Atk (-15) | 97 Def (+19) | 152 SpA (+114) | 99 SpD (+57) | 32 Spe | 524 BST
Signature Move: Sand Sneeze || Ground | Special | 10 PP | - BP | 100% Acc | Self | This move returns 1.5× the damage dealt by a foe's last attack this turn to said foe. Sets up a Sandstorm, even if no damage was taken by the user, but not if the user is KOed.
Design: Eternal Hippopotas's snout and nostrils get bigger.
Flavor: There's not much flavor to this line other than "dry hippo". So the idea here was to play with Hippopotas's exaggerated nostrils, a feature that shrinks on Hippowdon. The more damage it takes, the stronger the sneeze will be, but sand is set up regardless.
Competitive: While 152 base Special Attack may seem scary, this thing's only Special coverage is Teraless Tera Blast and Muddy Water. With the prevalence of Grass-types and Flying-types in the tier, Eternal Hippopotas shouldn't be too hard to switch into. But it can still annoy would-be switch-ins with sand chip as well as Grass- and Bug-types with a Scorching Sands burn chance. And if you manage to pressure your opponent into sacrificing their Grass- or Flying-type, then Sand Force boosted Earth Powers will HURT!
:ss/hippopotas::hippowdon:
Name: Eternal Hippopotas
Stats: 88 HP (+20) / 52 Atk (-20) / 93 Def (+15) / 113 SpA (+75) / 83 SpD (+41) / 95 (+63) Spe | BST: 524
Ability
: Sand Stream
Signature Move: Sirocco - Ground | Special | 75 BP | 100% Acc | 15 PP | Has a 10% chance to burn the target. This move's type effectiveness against Grass is changed to be super effective no matter what this move's type is. Wind.
Design: A Hippopotas with a constant overflowing fountain of swirling sand out of its back. Eyes are black with red pupils.
Competitive: Eternal Hippopotas is a Ground type that makes it's role distinct from it's compatriots via it being a specially offensive attacker. Sirocco allows it to keenly have a way to hit Grass types, something it otherwise would have no means of touching. This allows it to fill a completely different niche from every other Ground in the tier, ensuring it's success. 95 Speed is solid in the metagame so far as well, getting the jump on many top tier threats in the metagame.
:sv/hippopotas:
Stats: 89/127/98/58/88/64
Ability: Sand Stream
Signature Move: Rock Out (Rock, Physical, 65 bp, 100 acc, 32 pp, Inflicts Taunt on the target for 2 turns. User switches out after use. Sound move)
Design: Hippopotas shoots sand out of its blowhole like a geyser. He also has a classic rock hairstyle made of sand. I did not cook with this one.
Competitive: Faster and stronger than Hippopotas with a Taunt + Pivot move in one at a cost of bulk, particularly Physical. It has a higher SpD than Hippopotas but due to lower Hp, I believe it still is weaker specially, though I didn't calc it.

deadline is wednesday 9pm UTC. since there are only two submissions for Weepinbell and Eevee, tiebreaker voting applies JUST for Eternal Weepinbell and Eevee, i.e.:
  • just one vote for your favorite, no ordering needed
  • no self-voting allowed
you can vote for the other two Eternal Pokémon as normal
 
wiggly - lydian
eevee - palpitoadchamp
dragonair - palpitoadchamp, lydian, g-luke
hippopotas - g-luke, lydian, palpitoadchamp
 
Weepinbell - lydian, PalpitoadChamp
Eevee - lydian, PalpitoadChamp
Dragonair - PalpitoadChamp, G-Luke, Lydian
Hippopotas - palpitoadchamp, G-Luke, lydian
 
here are my votes:
:weepinbell: palpitoadchamp
:eevee: palpitoadchamp
:dragonair: palpitoadchamp, lydian, g-luke
:hippopotas: g-luke, lydian, palpitoadchamp

and here are the results:

as before, i'll leave my input here so that anyone can access this site, and double check my work!
  • :weepinbell:: is just a two-submission vote, so the winner is lydian's with 3 votes to palpitoadchamp's 1. (assuming woo's vote for "wiggly" was meant for weepinbell, but even not counting it, the result would be the same).
  • :eevee:: is just a two-submission vote, so the winner is palpitoadchamp's with 3 votes to lydian's 1.
  • :dragonair:: the ranked pairs winner is PalpitoadChamp
Code:
lydian > palpitoadchamp > gluke
palpitoadchamp > lydian > gluke
palpitoadchamp > gluke > lydian
palpitoadchamp > lydian > gluke
  • :hippopotas:: the ranked pairs winner is G-Luke
Code:
gluke > palpitoadchamp > lydian
gluke > lydian > palpitoadchamp
palpitoadchamp > gluke > lydian
gluke > lydian > palpitoadchamp

and with that, here are your winners:

Eternal Weepinbell
onix.png

Ability: Gluttony
Stats
: 98 HP (+33) | 101 Atk (+11) | 83 Def (+33) | 85 SpA | 111 SpD (+66) | 11 Spe (-44) | 489 BST
Signature Move: Flytrap || Grass | Physical | 10 PP | 100 BP | 100% Acc | Any Adjacent | Contact | -3 Priority | The user charges up at the beginning of the turn, halving any damage it would take from contact moves until it attacks, all who make contact with the user during the charging phase are poisoned. Deals super-effective damage to Bug-types.
Design: Weepinbell's body gets longer and with more lush leaves on its sides.
Flavor: Eternal Weepinbell focus more on its venus flytrap inspiration. I think this move does a good job representing that inspiration by mechanically taking a page out of Toucannon's Beak Blast, but with some flavorful upside.
Competitive: Eternal Weepinbell is a defensive Pokémon, with its signature move being able to punish contact options, such as Knock Off, Rapid Spin, U-turn, and Flip Turn while it's on the field. Eternal Weepinbell itself can also provide Knock Off utility, on top of Toxic or Stun Spore as additional utility, and reliable recovery on Synthesis. The main problem is Eternal Weepinbell is a bit walled by Steel- and Poison-types, especially as they can still use contact moves against it as normal on Flytrap without being worried about getting poisoned, but they still can be crippled by Knock Off and/or Stun Spore.
:sv/eevee:
Stats: 95/85/89/75/95/85
Ability: Adaptability
Signature Move: Continuous Steps (Normal, Physical, 50 bp, 50 acc, 64 pp, Hits up to 50 times. Each hit has independent accuracy checks ala Triple Axel. Ignores Accuracy and Evasion boostings and drops ala OHKO moves. Contact move)
Design: Eevee puts on Red's hat from the manga
Competitive: Let's go gambling. Otherwise, just a big attacker.
:sv/dragonair:
Stats: 95/94/95/115/120/80
Ability: Shed Skin
Signature Move: Nine-Orb Assault (Dragon, Special, 90 bp, 100 acc, 24 pp, The next time this Pokemon uses a Status move, they switch out afterwards.)
Design: Dragonair's orbs around its neck enlarge and circle it like little moons. It becomes extremely long and twisted in a large mass
Competitive: Super tanky pivot. Can use pivoting TWave or manual weather an instantly pivot out.
:ss/hippopotas::hippowdon:
Name: Eternal Hippopotas
Stats: 88 HP (+20) / 52 Atk (-20) / 93 Def (+15) / 113 SpA (+75) / 83 SpD (+41) / 95 (+63) Spe | BST: 524
Ability
: Sand Stream
Signature Move: Sirocco - Ground | Special | 75 BP | 100% Acc | 15 PP | Has a 10% chance to burn the target. This move's type effectiveness against Grass is changed to be super effective no matter what this move's type is. Wind.
Design: A Hippopotas with a constant overflowing fountain of swirling sand out of its back. Eyes are black with red pupils.
Competitive: Eternal Hippopotas is a Ground type that makes it's role distinct from it's compatriots via it being a specially offensive attacker. Sirocco allows it to keenly have a way to hit Grass types, something it otherwise would have no means of touching. This allows it to fill a completely different niche from every other Ground in the tier, ensuring it's success. 95 Speed is solid in the metagame so far as well, getting the jump on many top tier threats in the metagame.

so here is our next and final slate of the first phase:

— Slate 6: Zen Headbutt —

onix.png
skiddo.png
staryu.png
doublade.png


Eternal Kirlia shall have 517 BST and can choose between Synchronize, Trace, or Telepathy; Eternal Skiddo shall have 530 BST and can choose between Sap Sipper or Grass Pelt; Eternal Pancham shall have 494 BST and can choose between Iron Fist, Mold Breaker, or Scrappy; Eternal Espurr shall have 465 BST and can choose between Keen Eye, Infiltrator, or Own Tempo.

Deadline will be next Thursday 9PM UTC. Right on time with Pokémon day, when we will hopefully get more info on PL:ZA!​
 
Eternal Pokémon: Eternal Kirlia
New Stats: 68 (+30) / 100 (+65) / 55 (+20) / 100 (+35) / 85 (+30) / 109 (+59)
Signature Move: Sufferage Waltz (Fairy, 70 BP, 100% Acc., 16 PP, Physical, inflicts Poison on the user before using the move. Has 2x BP if the target has a non-volatile status condition.)
Ability: Synchronize
Design/Flavor: Kirlia's hair gains a tint of dark purple on the edges as they become tattered and waved, and the horns on its head droop down and become sharper. The white part of its body turns black while the 2 extensions off to the side become longer and serrated with blades. Its legs also gain purple blades on its legs. This Kirlia is the same one mentioned in a old Kalosian folktale, where they say that if you see a lone woman crying in the middle of the night, surrounded by fog, don't go near it as the Kirlia will poison you with a neurotoxin that makes you slowly turn into one.
Competitive Analysis: Eternal Kirlia is meant to take use of Kirlia's decent physical options and a unique way to spread poison through its signature move, assuming that Synchronize works that way. Well-rounded attacking stats and solid coverage in Thunderbolt, Triple Axel, and Shadow Ball, as well as the myriad of status options that Kirlia has makes this a decent mixed attacker with stallbreaking potential. However, its quite frail and the fact that it has to poison itself to activate its own ability means its survivablilty is not long.
 
:sv/kirlia:
Name: Kirlia
Stats: 88/125/75/35/85/109
Ability: Trace
Signature Move: Fouette Brutte (Fairy, Physical, 70 bp, 100 acc, 16 pp, Heals the user by 1/16 of their max hp. Frees user from Hazards, Leech Seed, & Bind. Contact.)
Design: Ballet dancer design elements with its two horn thingies becoming a crown
Competitive: 125/109 offenses with unblockable and powerful spin. Its bulk is rather bad and its physical movepool isn't very good, but it also packs quite a lot of utility.

:sv/skiddo:
Name: Skiddo
Stats: 96/85/78/77/117/77
Ability: Grass Pelt
Signature Move: Moss Pit (Grass, Physical, 75 bp, 100 acc, 24 pp, If the user moves last or the target switched out, this move has 1.3x power and summons Grassy Terrain for 5 turns.)
Design: Skiddo gains design elements to look like a stereotypical bike gang member. It also obtains several musical elements and bumper car elements. This flavor comes from Mosh Pits and bikers (Gogoat is a motorcycle).
Competitive: Huge bulk. You will never die (if you get Grass Pelt + Defense boosts). 85 Att is rather pitiful, but 97.5 (75 * 1.3) stab Moss Pit hits rather hard and makes Skiddo even harder to kill.

:sv/pancham:
Name: Pancham
Stats: 87/108/82/56/68/93
Ability: Mold Breaker
Signature Move: Hurtful Hammer (Fighting, Physical, 45 bp, 100 acc, 16 pp, Hits once per unfainted Dark-type on the user's party. Contact, Punching.)
Design: Big bamboo from mouth, gangster outfit and sunglasses.
Competitive: Huge hitter but you have to stack Dark-types.

:sv/espurr:
Name: Espurr
Stats: 72/38/79/83/85/108
Ability: Own Tempo
Signature Move: Psycho Bomb (Psychic, Special, 150 bp, 100 acc, 8 pp, User loses 50% of their max hp. Extends the duration of screens on the user's side of the field by 1.)
Design: Stare into the void and it'll stare back.
Competitive: Set screens and explode.
 
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Eternal Kirlia
onix.png

Ability: Synchronize
Stats
: 66 HP (+28) | 66 Atk (+31) | 88 Def (+53) | 110 SpA (+65) | 121 SpD (+66) | 66 Spe (+16) | 517 BST
Signature Move: Sentimental Pirouette || Psychic | Physical | 10 PP | 70 BP | 100% Acc | Any Adjacent | Contact | Uses the user's Special Defense instead of its Attack to calculate damage. If the user's Special Defense is greater than its Speed, raises the user's Speed by one stage.
Design: Eternal Kirlia's skirt and hair grow bigger, with its hair also levitating like its skirt.
Flavor: Kirlia is very clearly a ballerina, something that connects it to its evolution, but Kirlia itself has that most presently in its design. On top of that, I decided to join that inspiration with its line role as "Emotion Pokémon" and tie both together referencing the dex entries like this one:
The cheerful spirit of its Trainer gives it energy for its psychokinetic power. It spins and dances when happy.
Competitive: Eternal Kirlia is a very unique Pokémon. Having the first "Sp. Def Body Press" is interesting, but it also comes with a usable Special Attack stat so that it can hit for both physical and special damage, and use options like Moonblast to cover for the Psychic immunities. Eternal Kirlia can also use its signature move to accrue Speed boosts, helping it overcome its otherwise paltry combination of bulk and speed. Assault Vest provides immediate power on its signature move, but not much other utility otherwise, whereas a Calm Mind set also boosts Moonblast and coverage, while allowing its Sp. Def to be boosted by more than one stage, that said, it can take a while to get going.

Eternal Skiddo
onix.png

Ability: Sap Sipper
Stats
: 96 HP (+30) | 110 Atk (+45) | 93 Def (+45) | 62 SpA | 102 SpD (+45) | 67 Spe (+15) | 530 BST
Signature Move: Combative Rearing || Normal | Status | 10 PP | 100% Acc | All Adjacent Foes | Decreases the Attack stat of all adjacent opponents, and raises the user's Attack stat and Speed stat by one stage each.
Design: Eternal Skiddo's horns grow longer and thicker, but still in the same direction.
Flavor: Ibices can also be seen rearing like horses before fighting, and I thought this would be an interesting parallel to Skiddo's motorbike inspirations, like it were doing a wheelie. This means it scares out the opponents, but increases its own confidence on Attack and nimbleness on Speed.
Competitive: Eternal Skiddo is a set up sweeper thanks to Combative Rearing, but one that also forces out physical attackers while setting up. To boot it has great bulk and reliable recovery, but it struggles to hit everything it wants with just one extra coverage move if it does elect to run Synthesis, and even still, the many weaknesses that come with its typing alongisde the low speed to start, could make setting up and sweeping difficult, especially when it has to split its EVs between bulk, speed, and attack.

Eternal Pancham
onix.png

Ability: Scrappy
Stats
: 101 HP (+34) | 102 Atk (+20) | 82 Def (+20) | 48 SpA (+2) | 50 SpD (+2) | 111 Spe (+68) | 494 BST
Signature Move: Clement Clobbering || Fighting | Physical | 10 PP | 130 BP | 100% Acc | Any Adjacent | Contact | Leaves the target with 1 HP if it would otherwise cause it to faint.
Design: Eternal Pancham grows bigger fists now with white details.
Flavor: While Pangoro evolves to fight dirty, Pancham retains its innoncence and clemency, leading to its signature move. There isn't much other flavor with this line to pull inspiration from, as far as I could tell.
Competitive: Eternal Pancham's niche is having a very powerful move, but one that cannot KO anything on its own. Still, with its signature move alongside Scrappy it can hit a lot of Pokémon for good damage and pick them off in the following turn, should they be outsped. Rock coverage helps the Flying- and Bug-types that resist its coverage, and one of Iron Head, Poison Jab, or Gunk Shot can be useful to cover for fairies. Still, Eternal Pancham has a relatively lackluster attack stat which shows when its not using its signature move.

Eternal Espurr
onix.png

Ability: Infiltrator
Stats
: 72 HP (+10) | 48 Atk | 64 Def (+10) | 123 SpA (+60) | 70 SpD (+10) | 88 Spe (+20) | 465 BST
Signature Move: Psionic Outburst || Psychic | Special | 5 PP | 150 BP | 100% Acc | All Adjacent | This move's base power is equal to 150 × (HPmax + 1 - HPcurrent) ÷ HPmax. If the user has less than or equal to ⅓ of its maximum HP remaining, sets up Psychic Terrain for 5 turns.
Design: Eternal Espurr's eyes are bigger and depict a starry background, like Olympia's cape.
Flavor: There's not much to go off of for Eternal Espurr other than its line being based on nekomata, so I thought I'd draw from the Pokédex entries that explain its blank stare by it withholding extremely powerful psychic energy. The more damage it's taken, the more of it it can let out.
Competitive: Eternal Espurr can be a breaker and a sweeper, should the stars align for it, with a potentially extremely powerful signature move, that can be boosted further by its high Special Attack stat and Nasty Plot, few non-Dark-types can be safe against it. Endure is an option to make its signature move more consistent, possibly alongside a Salac Berry, and while this strategy lets it protect itself from priority moves should it be able to get a Psionic outburst in first, its still succeptible to sandstorm damage and will not be able to come back in with hazards. Still, its bulk makes setting up a Nasty Plot on top of the Endure tricky, and it's possible for the opponent to position in a priority user before Eternal Espurr can use Psionic Outburst at low HP. Additionally, by fitting its signature move, Nasty Plot, and Endure, Eternal Espurr only has one coverage slot, which means its STAB won't do anything if it's at or near full HP. Finally, it struggles to hit Dark-types for good damage, with its only special Fairy move being Disarming Voice, which is weaker than Thunderbolt or Energy Ball on a neutral Dark-type.
 
:ss/espurr::meowstic:
Name: Eternal Espurr
Stats: 92 HP (+30) / 28 Atk (-20) / 88 Def (+34) / 115 SpA (+52) / 111 SpD (+51) / 31 (-37) Spe | BST: 465
Ability
: Infiltrator
Signature Move: Cat's Eye - Psychic | Status | - BP | - Acc | 10 PP | Heals by 33% of its max HP plus an extra 33% and +1 SpA for every Dark-type on the field. All Dark-types on the field lose 1/3 max HP (including the user).
Design: A black and purple Espurr with three tails and the tuft of hair on its head swirling to form a structure resembling an eye.
Competitive: Eternal Espurr fills out the niche of being the tier's resident bulky Psychic type, a niche not yet fulfilled. And Espurr fulfills that niche astoundingly well thanks to its solid bulk and its unique signature move - Cat's Eye, which allows it to turn the Dark types that it otherwise cannot harm into a form of set up and sustainibility. Otherwise, it is a competent Fighting check with a unique form of healing, really hates status and REALLY hate's Aegislash, so prepare for that when you use it.

:ss/kirlia::gardevoir::gallade:
Name: Eternal Kirlia
Stats: 78 HP (+40) / 110 Atk (+75) / 80 Def (+45) / 40 SpA (-25) / 99 SpD (+34) / 110 (+60) Spe | BST: 517
Ability
: Trace
Signature Move: Soul Stamp - Fairy | Physical | 130 BP | 100% Acc | 10 PP | Deals damage two turns after this move is used. At the end of that turn, the damage is calculated at that time and dealt to the Pokemon at the position the target had when the move was used.
Design: N/A
Competitive: Eternal Kirlia is an offensive utility Pokémon with access to alot of cool options, like Encore, Will-O-Wisp and Destiny Bond. Soul Search makes it a real threat versus targets like Pangoro, while allowing it to set up combos for other wallbreakers to be a real threat to face. Since this variant is more focused on supporting it's teammates than doing the damage itself, it isn't that focused on damage output.

:ss/skiddo::gogoat:
Name: Eternal Skiddo
Stats: 90 HP (+24) / 130 Atk (+65) / 72 Def (+24) / 80 SpA (+18) / 68 SpD (+9) / 90 (+38) Spe | BST: 530
Ability
: Grass Pelt
Signature Move: Horn of Plenty - Grass | Physical | 100 BP | 100% Acc | 10 PP | Contact | Summons Grassy Terrain if no Terrain is active. Does 1.3 damage under Grassy Terrain.
Design: A Skiddo with massive curled horns and a Grass pelt that covers it's entire body.
Competitive: Eternal Skiddo is a straight wallbreaker, nothing else. Pure Grass as a wallbreaker in this metagame is rough, due to so much x4 resistances and even immunities running around. But if E-Skiddo can get off a Horn of Plenty it can pave the way to a strong sweep.

:ss/pancham::pangoro:
Name: Eternal Pancham
Stats: 89 HP (+22) / 120 Atk (+38) / 79 Def (+17) / 39 SpA (-7) / 59 SpD (+11) / 108 (+65) Spe | BST: 494
Ability
: Iron Fist
Signature Move: Corkscrew Punch - Fighting | Physical | 95 BP | 100% Acc | 5 PP | Contact, Punch | If this move is successful and the user has not fainted, the effects of Leech Seed and binding moves end for the user, and all hazards are removed from the user's side of the field.
Design: Wears a leaf cape and has a mask ala a raccoon with white hands and feet
Competitive: Offensive pivot with a strong signature move that also doubles as hazard control. Its low PP and ability to be blocked by Aegislash should ensure that it isn't a replacement for Rapid Spin, but only a cool additional tool for particularly hazard weak teams. Otherwise it is a great offensive pivot, it's strong, fast and has solid pivot moves.
 
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:sv/skiddo:
Name: Skiddo
Stats: 126/85/78/77/87/77
Ability: Grass Pelt
Signature Move: Moss Pit (Grass, Physical, 75 bp, 100 acc, 24 pp, If the user moves last or the target switched out, this move has 1.3x power and summons Grassy Terrain for 5 turns.)
Design: Skiddo gains design elements to look like a stereotypical bike gang member. It also obtains several musical elements and bumper car elements. This flavor comes from Mosh Pits and bikers (Gogoat is a motorcycle).
Competitive: Huge bulk. You will never die. 85 Att is rather pitiful, but 97.5 (75 * 1.3) stab Moss Pit hits rather hard and makes Skiddo even harder to kill.
hi, so this is a very small veto, and not for competitive reasons. but i just think this is kinda just like directly outclassing gogoat in every possible way? i know gogoat isn't already a very notable pokémon so it's not hard to outclass. but this feels like it's just doing the same niche but with better bulk and a self-reinforcing signature move! it doesn't really CHANGE the gogoat ethos like an eternal forme should if that makes sense imo. so if you do wanna go with this bulkier route, i personally think it'd be more interesting if it had one of the two defenses that was significantly lower with the other being higher, right? so maybe it moves some of those hp points, to like maybe 86~96 into 117~127 special defense, so that it really wants those bulk up boosts and to trigger grass pelt to patch up its weaker defense, but if you can get a physical attacker positioned correctly, it can take advantage of that lower defense? alternatively you could have it have a lot of defense, maybe 108~118, that it can increase even further by triggering grass pelt, but instead it's always prone on the special side with something like 47~57 special defense? i'm not really sure i think there are some ways you could mess with the stats here to make it more interesting! let me know what you think! or if you wanna try something completely different too that's fine if you'd like!

deadline sunday 9pm utc
 
voting time!

Eternal Pokémon: Eternal Kirlia
New Stats: 68 (+30) / 100 (+65) / 55 (+20) / 100 (+35) / 85 (+30) / 109 (+59)
Signature Move: Sufferage Waltz (Fairy, 70 BP, 100% Acc., 16 PP, Physical, inflicts Poison on the user before using the move. Has 2x BP if the target has a non-volatile status condition.)
Ability: Synchronize
Design/Flavor: Kirlia's hair gains a tint of dark purple on the edges as they become tattered and waved, and the horns on its head droop down and become sharper. The white part of its body turns black while the 2 extensions off to the side become longer and serrated with blades. Its legs also gain purple blades on its legs. This Kirlia is the same one mentioned in a old Kalosian folktale, where they say that if you see a lone woman crying in the middle of the night, surrounded by fog, don't go near it as the Kirlia will poison you with a neurotoxin that makes you slowly turn into one.
Competitive Analysis: Eternal Kirlia is meant to take use of Kirlia's decent physical options and a unique way to spread poison through its signature move, assuming that Synchronize works that way. Well-rounded attacking stats and solid coverage in Thunderbolt, Triple Axel, and Shadow Ball, as well as the myriad of status options that Kirlia has makes this a decent mixed attacker with stallbreaking potential. However, its quite frail and the fact that it has to poison itself to activate its own ability means its survivablilty is not long.
:sv/kirlia:
Name: Kirlia
Stats: 88/125/75/35/85/109
Ability: Trace
Signature Move: Fouette Brutte (Fairy, Physical, 70 bp, 100 acc, 16 pp, Heals the user by 1/16 of their max hp. Frees user from Hazards, Leech Seed, & Bind. Contact.)
Design: Ballet dancer design elements with its two horn thingies becoming a crown
Competitive: 125/109 offenses with unblockable and powerful spin. Its bulk is rather bad and its physical movepool isn't very good, but it also packs quite a lot of utility.
Eternal Kirlia
onix.png

Ability: Synchronize
Stats
: 66 HP (+28) | 66 Atk (+31) | 88 Def (+53) | 110 SpA (+65) | 121 SpD (+66) | 66 Spe (+16) | 517 BST
Signature Move: Sentimental Pirouette || Psychic | Physical | 10 PP | 70 BP | 100% Acc | Any Adjacent | Contact | Uses the user's Special Defense instead of its Attack to calculate damage. If the user's Special Defense is greater than its Speed, raises the user's Speed by one stage.
Design: Eternal Kirlia's skirt and hair grow bigger, with its hair also levitating like its skirt.
Flavor: Kirlia is very clearly a ballerina, something that connects it to its evolution, but Kirlia itself has that most presently in its design. On top of that, I decided to join that inspiration with its line role as "Emotion Pokémon" and tie both together referencing the dex entries like this one:

"The cheerful spirit of its Trainer gives it energy for its psychokinetic power. It spins and dances when happy."

Competitive: Eternal Kirlia is a very unique Pokémon. Having the first "Sp. Def Body Press" is interesting, but it also comes with a usable Special Attack stat so that it can hit for both physical and special damage, and use options like Moonblast to cover for the Psychic immunities. Eternal Kirlia can also use its signature move to accrue Speed boosts, helping it overcome its otherwise paltry combination of bulk and speed. Assault Vest provides immediate power on its signature move, but not much other utility otherwise, whereas a Calm Mind set also boosts Moonblast and coverage, while allowing its Sp. Def to be boosted by more than one stage, that said, it can take a while to get going.
:ss/kirlia::gardevoir::gallade:
Name: Eternal Kirlia
Stats: 78 HP (+40) / 110 Atk (+75) / 80 Def (+45) / 40 SpA (-25) / 99 SpD (+34) / 110 (+60) Spe | BST: 517
Ability
: Trace
Signature Move: Soul Stamp - Fairy | Physical | 130 BP | 100% Acc | 10 PP | Deals damage two turns after this move is used. At the end of that turn, the damage is calculated at that time and dealt to the Pokemon at the position the target had when the move was used.
Design: N/A
Competitive: Eternal Kirlia is an offensive utility Pokémon with access to alot of cool options, like Encore, Will-O-Wisp and Destiny Bond. Soul Search makes it a real threat versus targets like Pangoro, while allowing it to set up combos for other wallbreakers to be a real threat to face. Since this variant is more focused on supporting it's teammates than doing the damage itself, it isn't that focused on damage output.
:sv/skiddo:
Name: Skiddo
Stats: 96/85/78/77/117/77
Ability: Grass Pelt
Signature Move: Moss Pit (Grass, Physical, 75 bp, 100 acc, 24 pp, If the user moves last or the target switched out, this move has 1.3x power and summons Grassy Terrain for 5 turns.)
Design: Skiddo gains design elements to look like a stereotypical bike gang member. It also obtains several musical elements and bumper car elements. This flavor comes from Mosh Pits and bikers (Gogoat is a motorcycle).
Competitive: Huge bulk. You will never die (if you get Grass Pelt + Defense boosts). 85 Att is rather pitiful, but 97.5 (75 * 1.3) stab Moss Pit hits rather hard and makes Skiddo even harder to kill.
Eternal Skiddo
onix.png

Ability: Sap Sipper
Stats
: 96 HP (+30) | 110 Atk (+45) | 93 Def (+45) | 62 SpA | 102 SpD (+45) | 67 Spe (+15) | 530 BST
Signature Move: Combative Rearing || Normal | Status | 10 PP | 100% Acc | All Adjacent Foes | Decreases the Attack stat of all adjacent opponents, and raises the user's Attack stat and Speed stat by one stage each.
Design: Eternal Skiddo's horns grow longer and thicker, but still in the same direction.
Flavor: Ibices can also be seen rearing like horses before fighting, and I thought this would be an interesting parallel to Skiddo's motorbike inspirations, like it were doing a wheelie. This means it scares out the opponents, but increases its own confidence on Attack and nimbleness on Speed.
Competitive: Eternal Skiddo is a set up sweeper thanks to Combative Rearing, but one that also forces out physical attackers while setting up. To boot it has great bulk and reliable recovery, but it struggles to hit everything it wants with just one extra coverage move if it does elect to run Synthesis, and even still, the many weaknesses that come with its typing alongisde the low speed to start, could make setting up and sweeping difficult, especially when it has to split its EVs between bulk, speed, and attack.
:ss/skiddo::gogoat:
Name: Eternal Skiddo
Stats: 90 HP (+24) / 130 Atk (+65) / 72 Def (+24) / 80 SpA (+18) / 68 SpD (+9) / 90 (+38) Spe | BST: 530
Ability
: Grass Pelt
Signature Move: Horn of Plenty - Grass | Physical | 100 BP | 100% Acc | 10 PP | Contact | Summons Grassy Terrain if no Terrain is active. Does 1.3 damage under Grassy Terrain.
Design: A Skiddo with massive curled horns and a Grass pelt that covers it's entire body.
Competitive: Eternal Skiddo is a straight wallbreaker, nothing else. Pure Grass as a wallbreaker in this metagame is rough, due to so much x4 resistances and even immunities running around. But if E-Skiddo can get off a Horn of Plenty it can pave the way to a strong sweep.
:sv/pancham:
Name: Pancham
Stats: 87/108/82/56/68/93
Ability: Mold Breaker
Signature Move: Hurtful Hammer (Fighting, Physical, 45 bp, 100 acc, 16 pp, Hits once per unfainted Dark-type on the user's party. Contact, Punching.)
Design: Big bamboo from mouth, gangster outfit and sunglasses.
Competitive: Huge hitter but you have to stack Dark-types.
Eternal Pancham
onix.png

Ability: Scrappy
Stats
: 101 HP (+34) | 102 Atk (+20) | 82 Def (+20) | 48 SpA (+2) | 50 SpD (+2) | 111 Spe (+68) | 494 BST
Signature Move: Clement Clobbering || Fighting | Physical | 10 PP | 130 BP | 100% Acc | Any Adjacent | Contact | Leaves the target with 1 HP if it would otherwise cause it to faint.
Design: Eternal Pancham grows bigger fists now with white details.
Flavor: While Pangoro evolves to fight dirty, Pancham retains its innoncence and clemency, leading to its signature move. There isn't much other flavor with this line to pull inspiration from, as far as I could tell.
Competitive: Eternal Pancham's niche is having a very powerful move, but one that cannot KO anything on its own. Still, with its signature move alongside Scrappy it can hit a lot of Pokémon for good damage and pick them off in the following turn, should they be outsped. Rock coverage helps the Flying- and Bug-types that resist its coverage, and one of Iron Head, Poison Jab, or Gunk Shot can be useful to cover for fairies. Still, Eternal Pancham has a relatively lackluster attack stat which shows when its not using its signature move.
:ss/pancham::pangoro:
Name: Eternal Pancham
Stats: 89 HP (+22) / 120 Atk (+38) / 79 Def (+17) / 39 SpA (-7) / 59 SpD (+11) / 108 (+65) Spe | BST: 494
Ability
: Iron Fist
Signature Move: Corkscrew Punch - Fighting | Physical | 95 BP | 100% Acc | 5 PP | Contact, Punch | If this move is successful and the user has not fainted, the effects of Leech Seed and binding moves end for the user, and all hazards are removed from the user's side of the field.
Design: Wears a leaf cape and has a mask ala a raccoon with white hands and feet
Competitive: Offensive pivot with a strong signature move that also doubles as hazard control. Its low PP and ability to be blocked by Aegislash should ensure that it isn't a replacement for Rapid Spin, but only a cool additional tool for particularly hazard weak teams. Otherwise it is a great offensive pivot, it's strong, fast and has solid pivot moves.
:sv/espurr:
Name: Espurr
Stats: 72/38/79/83/85/108
Ability: Own Tempo
Signature Move: Psycho Bomb (Psychic, Special, 150 bp, 100 acc, 8 pp, User loses 50% of their max hp. Extends the duration of screens on the user's side of the field by 1.)
Design: Stare into the void and it'll stare back.
Competitive: Set screens and explode.
Eternal Espurr
onix.png

Ability: Infiltrator
Stats
: 72 HP (+10) | 48 Atk | 64 Def (+10) | 123 SpA (+60) | 70 SpD (+10) | 88 Spe (+20) | 465 BST
Signature Move: Psionic Outburst || Psychic | Special | 5 PP | 150 BP | 100% Acc | All Adjacent | This move's base power is equal to 150 × (HPmax + 1 - HPcurrent) ÷ HPmax. If the user has less than or equal to ⅓ of its maximum HP remaining, sets up Psychic Terrain for 5 turns.
Design: Eternal Espurr's eyes are bigger and depict a starry background, like Olympia's cape.
Flavor: There's not much to go off of for Eternal Espurr other than its line being based on nekomata, so I thought I'd draw from the Pokédex entries that explain its blank stare by it withholding extremely powerful psychic energy. The more damage it's taken, the more of it it can let out.
Competitive: Eternal Espurr can be a breaker and a sweeper, should the stars align for it, with a potentially extremely powerful signature move, that can be boosted further by its high Special Attack stat and Nasty Plot, few non-Dark-types can be safe against it. Endure is an option to make its signature move more consistent, possibly alongside a Salac Berry, and while this strategy lets it protect itself from priority moves should it be able to get a Psionic outburst in first, its still succeptible to sandstorm damage and will not be able to come back in with hazards. Still, its bulk makes setting up a Nasty Plot on top of the Endure tricky, and it's possible for the opponent to position in a priority user before Eternal Espurr can use Psionic Outburst at low HP. Additionally, by fitting its signature move, Nasty Plot, and Endure, Eternal Espurr only has one coverage slot, which means its STAB won't do anything if it's at or near full HP. Finally, it struggles to hit Dark-types for good damage, with its only special Fairy move being Disarming Voice, which is weaker than Thunderbolt or Energy Ball on a neutral Dark-type.
:ss/espurr::meowstic:
Name: Eternal Espurr
Stats: 92 HP (+30) / 28 Atk (-20) / 88 Def (+34) / 115 SpA (+52) / 111 SpD (+51) / 31 (-37) Spe | BST: 465
Ability
: Infiltrator
Signature Move: Cat's Eye - Psychic | Status | - BP | - Acc | 10 PP | Heals by 33% of its max HP plus an extra 33% and +1 SpA for every Dark-type on the field. All Dark-types on the field lose 1/3 max HP (including the user).
Design: A black and purple Espurr with three tails and the tuft of hair on its head swirling to form a structure resembling an eye.
Competitive: Eternal Espurr fills out the niche of being the tier's resident bulky Psychic type, a niche not yet fulfilled. And Espurr fulfills that niche astoundingly well thanks to its solid bulk and its unique signature move - Cat's Eye, which allows it to turn the Dark types that it otherwise cannot harm into a form of set up and sustainibility. Otherwise, it is a competent Fighting check with a unique form of healing, really hates status and REALLY hate's Aegislash, so prepare for that when you use it.

deadline is monday 9pm UTC
 
:kirlia: lydian, G-Luke, palpitoadchamp, T.I.A
:skiddo: palpitoadchamp, G-Luke, lydian
:pancham: G-Luke, lydian, palpitoadchamp
:espurr: G-Luke, lydian, palpitoadchamp
 
sorry for the slight delay. i forgor. here are my votes:
:kirlia: PalpitoadChamp, lydian, G-Luke, T.I.A
:skiddo: G-Luke, lydian, PalpitoadChamp
:pancham: PalpitoadChamp, lydian, G-Luke
:espurr: lydian, PalpitoadChamp, G-Luke

as before, i'll leave the input here so that anyone can access this site, and double check my work!
  • :kirlia::
Code:
lydian>gluke>palpitoadchamp>tia
lydian>gluke>palpitoadchamp>tia
palpitoadchamp>lydian>gluke>tia
  • :skiddo::
Code:
palpitoadchamp>gluke>lydian
palpitoadchamp>gluke>lydian
gluke>lydian>palpitoadchamp
  • :pancham::
Code:
gluke>lydian>palpitoadchamp
gluke>palpitoadchamp>lydian
palpitoadchamp>lydian>gluke
  • :espurr::
Code:
gluke>lydian>palpitoadchamp
gluke>lydian>palpitoadchamp
lydian>palpitoadchamp>gluke

and with that, here are your winners:
Eternal Kirlia
onix.png

Ability: Synchronize
Stats
: 66 HP (+28) | 66 Atk (+31) | 88 Def (+53) | 110 SpA (+65) | 121 SpD (+66) | 66 Spe (+16) | 517 BST
Signature Move: Sentimental Pirouette || Psychic | Physical | 10 PP | 70 BP | 100% Acc | Any Adjacent | Contact | Uses the user's Special Defense instead of its Attack to calculate damage. If the user's Special Defense is greater than its Speed, raises the user's Speed by one stage.
Design: Eternal Kirlia's skirt and hair grow bigger, with its hair also levitating like its skirt.
Flavor: Kirlia is very clearly a ballerina, something that connects it to its evolution, but Kirlia itself has that most presently in its design. On top of that, I decided to join that inspiration with its line role as "Emotion Pokémon" and tie both together referencing the dex entries like this one:
The cheerful spirit of its Trainer gives it energy for its psychokinetic power. It spins and dances when happy.
Competitive: Eternal Kirlia is a very unique Pokémon. Having the first "Sp. Def Body Press" is interesting, but it also comes with a usable Special Attack stat so that it can hit for both physical and special damage, and use options like Moonblast to cover for the Psychic immunities. Eternal Kirlia can also use its signature move to accrue Speed boosts, helping it overcome its otherwise paltry combination of bulk and speed. Assault Vest provides immediate power on its signature move, but not much other utility otherwise, whereas a Calm Mind set also boosts Moonblast and coverage, while allowing its Sp. Def to be boosted by more than one stage, that said, it can take a while to get going.
:sv/skiddo:
Name: Skiddo
Stats: 96/85/78/77/117/77
Ability: Grass Pelt
Signature Move: Moss Pit (Grass, Physical, 75 bp, 100 acc, 24 pp, If the user moves last or the target switched out, this move has 1.3x power and summons Grassy Terrain for 5 turns.)
Design: Skiddo gains design elements to look like a stereotypical bike gang member. It also obtains several musical elements and bumper car elements. This flavor comes from Mosh Pits and bikers (Gogoat is a motorcycle).
Competitive: Huge bulk. You will never die (if you get Grass Pelt + Defense boosts). 85 Att is rather pitiful, but 97.5 (75 * 1.3) stab Moss Pit hits rather hard and makes Skiddo even harder to kill.
:ss/pancham::pangoro:
Name: Eternal Pancham
Stats: 89 HP (+22) / 120 Atk (+38) / 79 Def (+17) / 39 SpA (-7) / 59 SpD (+11) / 108 (+65) Spe | BST: 494
Ability
: Iron Fist
Signature Move: Corkscrew Punch - Fighting | Physical | 95 BP | 100% Acc | 5 PP | Contact, Punch | If this move is successful and the user has not fainted, the effects of Leech Seed and binding moves end for the user, and all hazards are removed from the user's side of the field.
Design: Wears a leaf cape and has a mask ala a raccoon with white hands and feet
Competitive: Offensive pivot with a strong signature move that also doubles as hazard control. Its low PP and ability to be blocked by Aegislash should ensure that it isn't a replacement for Rapid Spin, but only a cool additional tool for particularly hazard weak teams. Otherwise it is a great offensive pivot, it's strong, fast and has solid pivot moves.

:ss/espurr::meowstic:
Name: Eternal Espurr
Stats: 92 HP (+30) / 28 Atk (-20) / 88 Def (+34) / 115 SpA (+52) / 111 SpD (+51) / 31 (-37) Spe | BST: 465
Ability
: Infiltrator
Signature Move: Cat's Eye - Psychic | Status | - BP | - Acc | 10 PP | Heals by 33% of its max HP plus an extra 33% and +1 SpA for every Dark-type on the field. All Dark-types on the field lose 1/3 max HP (including the user).
Design: A black and purple Espurr with three tails and the tuft of hair on its head swirling to form a structure resembling an eye.
Competitive: Eternal Espurr fills out the niche of being the tier's resident bulky Psychic type, a niche not yet fulfilled. And Espurr fulfills that niche astoundingly well thanks to its solid bulk and its unique signature move - Cat's Eye, which allows it to turn the Dark types that it otherwise cannot harm into a form of set up and sustainibility. Otherwise, it is a competent Fighting check with a unique form of healing, really hates status and REALLY hate's Aegislash, so prepare for that when you use it.

and that wraps up the first phase of Eternal Pokémon! we already have more Pokémon confirmed to be in the game as per the new trailers of the most recent Pokémon presents. but i want to finish coding this metagame so we can start playing it before moving on to the next phase, stay tuned :)
 
hi everyone! i apologize for the delays, i was busy with the end of the semester (it was offset for me due to a strike in my university) and then travelling during my break

after some games i've decided to act on the elements i've found were the most egregious, after that we'll hold an inaugural tournament for phase i, and hopefully weed out anything that's still problematic after with more of a sample size. so far the changes are:
  • :aerodactyl-mega: Mega Aerodactyl: is now banned
    • Tough Claws Dual Wingbeat and Dragon Dance pushes this mon very much beyond the edge. It has a fantastic speed tier and is very hard to handle right now outside of Hippowdown. I realize the meta is a bit limited right now, so this may be revisited once we have more options, but right now Mega Aerodactyl is way too strong and overcentralizing

  • :litleo: Eternal Litleo: Fiery Provocation's chance to burn is now equal to the target's base Attack divided by 255, instead of being the raw base Attack in percentage capped at 100.
    • To clarify the changes, a mon with base 102 Attack now for example has a 40% chance to be burned, and a mon with base 170 has a 66.7% chance to be burned. As it was before, always burning anything with base 100 Attack or more whilst having a very high BP was very difficult to deal with, and even things with low base Attack that were supposed to be able to stomach the burn chance would have a high risk of getting burned still. The move's power is left unchanged, but the burn chance is now much more reasonable, and hopefully should make it easier for Choice Scarf or Flame Charged Eternal Litleo not to trivialize any physical attacker going after it.

  • :doublade: Eternal Doublade: +17 base SpA, -17 base Spe
    • Eternal Doublade felt a bit too fast and strong for its role. It was supposed to be kept in check for its relative frailty, but that wasn't enough to combat the fantastic coverage, speed, and the difficulty of most dual-typed Pokémon to tank its signature move comfortably. It could be nerfed more in the future if needed, but keeping the speed down should help Pokémon like Noivern and Talonflame get the jump on it while still keeping its role as a faster glass cannon.
These changes will be added via pull request as soon as possible and then we'll have a tournament with sign-ups starting on the coming week!
 
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