From Untiereds to Ubers

Resub
spinda.gif

Type: Normal / Psychic
Abilities: Unaware / Prankster / Contrary
Stats: 95/80/95/70/105/65 (510)
New Moves: Taunt, Psycho Boost, Focus Blast, Aura Sphere (gotta give the option of power vs. accuracy)
Competitive (niche in Ubers): Balanced Unaware mon with some disruptive moves with the potential to be +1 priority due to Prankster (also meme potential with Assist and Copycat) as well as some offensive potential, if you want to go the Contrary route. You can either be a bulky booster with Superpower (which can also hit Dark- and Steel-types) or go on the special side with STAB Psycho Boost to boost up faster. However, Unaware sets are highly susceptible to Taunt, though this is less of a problem if Prankster or Contrary is opted for, though the former makes Yveltal an issue because of it being immune to Spinda’s priority status moves, while Contrary faces some competition from setup sweepers because they have more PP on their boosting moves and/or more initial power/bulk.

New subs
unown.gif

Type: Psychic/Dark
Ability: Levitate, Illusion, Neuroforce
Stats: 80/60/85/145/90/140 (600)
New Moves: Aeroblast, Boomburst, Cosmic Power, Defog, Earth Power, Focus Blast, Glare, Heal Order, Ice Beam, Judgment, Knock Off, Lava Plume, Moonblast, Night Daze, Oblivion Wing, Psystrike, Quiver Dance, Recycle, Stealth Rock, Toxic, U-turn, Venoshock, Will-o-Wisp, X-Scissor, Yawn, Zing Zap
Competitive (niche in Ubers): A fairly strong special attacker with a good amount of coverage, pretty much a weaker Mewtwo that’s faster. You could go offensive QD, three attacks + Recover, Magic Coat to disrupt leads, or four attacks plus a choice item to hit hard right away. Judgment with a plate means you can pick what you want to hit, whether it be opposing Psychic-types or Dark- and Steel-types. Illusion can be used to lure in checks.

beheeyem.gif

Type: Bug/Psychic (Bug-eyed aliens, pretty much)
Ability: Analytic, Magic Guard, Sheer Force
Stats: 90/85/100/140/130/55 (600)
New Moves: Bug Buzz, Ice Beam, Focus Blast, Aura Sphere
Custom item: Room Key: If held, makes all room moves last 8 turns instead of 5. (Mostly for consistency with Magic and Wonder Room)
Competitive (niche in Ubers): Bug/Psychic is actually a pretty good offensive typing, with it only being resisted by Steel-types. Sheer Force for Trick Room with Room Key for more turns sweeping or LO if just going for power, Analytic if you don’t mind moving last, and Magic Guard if you don’t mind trading power for immunity to indirect damage and the ability to have an easier time setting up with CM/NP.
 
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Type: Bug/Grass
Abilities: Chlorophyll, Filter
104/47/64/136/197/52 - 600

New moves: Powder, Leech Seed, Synthesis, Strength Sap, Sticky Web, Toxic Spikes, Spore, U-Turn, Aromatherapy, Power Trick, Trick Room

Competitive: Wormadam-Plant is a great special tank or wall with a good array of useful support moves. Spore lets it get opportunities to easily set up Sticky Web, Toxic Spikes, Leech Seed or Trick Room, after which it can U-Turn out. Aromatherapy is a great move for letting Wormadam-Plant act as a cleric. Strength Sap is a fantastic healing move for this Pokémon—not only does it tend to heal more than Synthesis because of the immense average power level of Ubers, it also helps Wormadam-Plant against physical attackers, which it’s quite weak against otherwise. Spore can also allow Wormadam-Plant to set up Quiver Dance, after which it can begin laying waste to the opposing team, though it still has to beware of fast Pokémon—several major threats still outspeed it at +1, and if you’re not investing heavily in Speed it can be outsped even at +2. Chlorophyll combined with a double resistance to Ground makes Wormadam-Plant a surprisingly good Primal Groudon check—even uninvested sets with Chlorophyll outspeed most PDon sets, and the threat of Spore or a very hard-hitting Leaf Storm is something PDon doesn’t like at all. However, thanks to its low Speed, middling physical bulk and horrific defensive typing, Wormadam-Plant is easily dealt with by many physical wallbreakers and sweepers, especially those carrying Fire or Flying moves (though Powder can, hilariously, let it act as a Fire-type lure). Ho-Oh is the bane of Wormadam-Plant’s existence.
Type: Bug/Ground
Abilities: Sand Rush, Solid Rock
104/136/197/47/64/52 - 600

New moves: Powder, Curse, Shore Up, Lunge, Leech Life, Spikes, Glare, U-Turn, Wish, Power Trick, Trick Room

Competitive: Wormadam-Sandy is a monstrous physical tank that can support its team with Wish, U-Turn, Spikes, Stealth Rock, Glare and Trick Room. Bug/Ground isn’t that bad of a defensive typing when combined with Solid Rock and massive physical bulk, especially if you choose to run an all-out attacker set with an Assault Vest. Though sand isn’t too popular thanks to the Great Big Super Weather Abilities running around invalidating most weather teams, if you do manage to swing a sand team Wormadam-Sandy can act as a Sand Rush sweeper with Shore Up as recovery. Power Trick makes Wormadam-Sandy an absolutely terrifying physical wallbreaker that still sports a respectable 104/136 physical bulk. Curse amplifies Wormadam-Sandy’s tankiness even further, and combined with Trick Room it can turn from a tank into a sweeper. Even with Solid Rock and an Assault Vest, super-effective special hits take a good chunk out of Wormadam-Sandy’s health (and the Assault Vest prevents it from recovering), so be wary of that.
Type: Bug/Steel
Abilities: Weak Armor, Heatproof
104/99/123/99/123/52 - 600

New moves: Powder, Shift Gear, Heal Order, Attack Order, Defend Order, Toxic Spikes, Will-o-Wisp, U-Turn, Heal Bell, Power Trick, Trick Room

Competitive: Much like the other two Wormadam forms, Wormadam-Trash is geared (pun intended) for both offense and defense. With access to Shift Gear and Quiver Dance plus strong STAB on both sides of the board, Wormadam-Trash can act as a frighteningly bulky setup sweeper. A phenomenal defensive type strengthened further by Heatproof, excellent bulk, a Toxic immunity, and access to reliable recovery all combine to make Wormadam-Trash a great wall as well (no, not that Great Wall, stop capitalizing it you idiot phone). Toxic Spikes, Stealth Rock, Will-o-Wisp, Heal Bell, Trick Room and U-Turn also make Wormadam-Trash a fantastic support Pokémon. You can even run a super-scummy Defend Order meme stall set if you’re a terrible person like me, or a Shift Gear/Power Trick set to improve your Attack even more. Even with Heatproof, Wormadam-Trash is very vulnerable to Fire attacks, especially from PDon, and many setup sweepers will outspeed Wormadam-Trash even at +2 and deal massive damage. Additionally, Wormadam-Trash has next to no physical moves that can deal significant damage to Steel-types or Fire-types, leaving its Shift Gear sets to be walled by a large number of common Pokémon. On the special side, it can patch up its lack of coverage with Hidden Power and it does get Shadow Ball, so it’s a little harder to wall Quiver Dance sets by just switching in a certain type of Pokémon, but it’s certainly still possible to wall.
The original Wormadam forms are built similarly to the Regi trio in their stat spreads—Plant is a special tank like Regice, Sandy is a physical tank like Regirock, and Trash is more of a mixed wall/jack-of-all-trades like Registeel. I took inspiration from that for these designs. I borrowed heavily from the golems’ stat spreads, adding some HP and lowering their weaker defensive stat to make them more reasonable to deal with (with the obvious exception of Trash, whose stats are evenly spread and who thusforely does not have a weaker defensive stat). For their Abilities, I went two ways for each one—each Wormadam form has an offensively useful and defensively useful Ability. Chlorophyll and Sand Rush are related to weathers commonly associated with the types of their respective Wormadam, with Trash getting Weak Armor instead because it’s the closest thing I could think of to a Speed-doubling Ability that makes sense to put on a Steel-type. Likewise, Plant and Sandy have Filter and Solid Rock respectively, which attempt to patch up the horrific defensive typings I decided to leave them with for some reason; Trash gets Heatproof, which has a similar practical effect since it only has one weakness. Even though Heatproof is stronger than the other two, Trash is doubly weak to Fire anyway, so it ends up kind of balancing out in the end. As for movepools, I chose to give them each an equal amount of moves that were somewhat related. They all get Powder, a flavor-appropriate recovery move, at least one hazard move (Plant gets two because it didn’t initially have any and the other two get Stealth Rock), a status-inducing move, U-Turn, a useful cleric-related move, Power Trick and Trick Room, plus a bit extra for each.
 
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For Unown, I’m very reluctant to add legendary signature moves to it, because they might be too strong. Mostly looking at Judgment in this case. Also, Smeargle is Untiered, but I think the ‘every move’ thing makes it too hard to balance for Ubers unless we go a completely new direction.
 
For Unown, I’m very reluctant to add legendary signature moves to it, because they might be too strong. Mostly looking at Judgment in this case. Also, Smeargle is Untiered, but I think the ‘every move’ thing makes it too hard to balance for Ubers unless we go a completely new direction.
Your Unown would never be used over base mewtwo even, it needs a massive buff to ever be worth using. For reference that thing is worse than Clean Slate Unown (they’re quite similar) and that’s a meta with way lower power levels
 
silvally.gif

Pokémon: Silvally
Typing: Normal
Abilities: Type Processor
Custom Ability Description (if applicable): Changes type based off of Silvally's held Z-crystal, Plate, or Memory.
Stats: 105 / 130 / 95 / 130 / 95 / 125 (680 BST)
New Moves: Bolt Strike, Blue Flare, Close Combat, Earthquake, Earth Power, Overheat, Knock Off, Nasty Plot, Recover, Spikes, Extreme Speed, Grass Knot, Shadow Force, Sludge Bomb, Sludge Wave, Stone Edge, Multi-Shot
Custom Move Information (if applicable): Normal-type, 100 BP, 100% Acc, Physical / Special, Does not make contact, 10 PP (max. 16)
Custom Move Description (what effects it has): Changes type and secondary effects based off of Silvally's held Z-crystal or Plate. It will be a physical or special attack depending on Silvally's highest attacking stat.
Competitive (niche in Ubers): Silvally's main niche in Ubers is that of a true "Offensive Arceus", trading away bulk for raw immediate power. Its high attacking stats and fantastic speed tier let it outspeed most of the tier, which is especially effective if it chooses to run an offensively-based defogger variant. In addition to this, Silvally also functions as an effective Spiker on more offensively-geared teams, which is something that the other resident Spiker, Ferrothorn, cannot do, and even carries the nice quality of being able to pivot out of a sticky situation (assuming MM2X, MM2Y, and Deoxys-A are out of the picture), which can be useful on Hyper Offense teams. Unfortunately, Silvally's defenses are merely average at best, meaning that if it fails to KO whatever is in front of it, especially if it carries a strong super effective or neutral foe, it will risk getting severely weakened or KOed, limiting it to either a late-game sweeper or an early-game lead. Moreover, Silvally's performance can be a bit match-up based at times given the high amount of pokemon that do not care about or are immune to Extreme Speed and its overall frailty causing it to struggle against bulkier, but not fully defensively-based playstyles.
Normal-type: No secondary effects
Bug-type: 30% chance to lower special defense by 1 to 3 stages
Dark-type: 30% chance to flinch
Dragon-type: 30% chance to lower the target's attack or special attack by 1 to 3 stages, depending on which attacking stat is higher
Electric-type: 30% chance to paralyze the target, regardless of immunities
Fairy-type: 30% chance to lower the target's attack or special attack by 1 to 3 stages, depending on which attacking stat is higher
Fighting-type: 30% chance to lower the target's defense or special defense by 1 to 3 stages, depending on which defensive stat is higher
Fire-type: 30% chance to burn the target, regardless of immunities
Flying-type: 30% chance to raise the user's speed by 1 stage
Ghost-type: 30% chance to purge the effects of the target's item
Grass-type: 30% chance to raise the user's attack or special attack by 1 stage, depending on which attacking stat is higher
Ground-type: 30% chance to raise the user's defense or special defense by 1 stage, depending on which attacking stat is higher
Ice-type: 30% chance to lower the target's speed by 1 to 3 stages
Poison-type: 30% chance to badly poison the target
Psychic-type: 30% chance to flinch
Rock-type: 30% chance to lower the target's defense by 1 to 3 stages
Steel-type: 30% chance to raise the user's defense or special defense by 1 stage, depending on which defensive stat is higher
Water-type: 30% chance to lower the target's defense, special defense, or speed, depending on which stat is higher
Base form Silvally:
Silvally @ Chople Berry / Normalium Z
Ability: Type Processor
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Swords Dance
- Multi-Shot
- Extreme Speed
- Earthquake / Knock Off

Silvally @ Normalium Z
Ability: Type Processor
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Nasty Plot
- Multi-Shot
- Earth Power
- Blue Flare / Ice Beam
Dark-type Silvally:
Silvally-Dark @ Dread Plate / Darkinium Z
Ability: Type Processor
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Swords Dance
- Multi-Shot
- Stone Edge
- Poison Jab / Bolt Strike

Silvally-Dark @ Dread Plate
Ability: Type Processor
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Parting Shot
- Multi-Shot
- Earth Power
- Ice Beam / Sludge Bomb
Fairy-type Silvally:
Silvally-Fairy @ Pixie Plate
Ability: Type Processor
EVs: 252 Atk / 4 SpA / 252 Spe
Hasty / Lonely Nature
- U-turn / Parting Shot
- Multi-Shot
- Knock Off / Earthquake
- Earthquake / Stone Edge
Ice-type Silvally (It's surprising, but whatever):
Silvally-Ice @ Icicle Plate
Ability: Type Processor
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Nasty Plot
- Multi-Shot
- Earth Power
- Blue Flare
Water-type Silvally:
Silvally-Water @ Splash Plate
Ability: Type Processor
EVs: 96 HP / 160 SpA / 252 Spe
Timid Nature
- Recover
- Multi-Shot
- Blue Flare
- Earth Power / Ice Beam

Silvally-Water @ Splash Plate
Ability: Type Processor
EVs: 252 Atk / 4 SpA / 252 Spe
Hasty Nature
- Multi-Shot
- Bolt Strike
- Earth Power
- U-turn
Dragon-type Silvally:
Silvally-Dragon @ Draco Plate
Ability: Type Processor
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Nasty Plot
- Multi-Shot
- Earth Power
- Sludge Wave
Electric-type Silvally:
Silvally-Electric @ Zap Plate
Ability: Type Processor
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Multi-Shot
- Earth Power
- Ice Beam
- U-turn
Fighting-type Silvally (also weird, but whatever):
Silvally-Fighting @ Fist Plate
Ability: Type Processor
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Spikes
- Multi-Shot
- Earthquake
- U-turn

Silvally-Fighting @ Fightinium Z
Ability: Type Processor
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Multi-Shot
- Earthquake
- Stone Edge
- Extreme Speed / Knock Off
Flying-type Silvally:
Silvally-Flying @ Sky Plate
Ability: Type Processor
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Nasty Plot
- Multi-Shot
- Earth Power
- Recover
Ghost-type Silvally:
Silvally-Ghost @ Ghostium Z
Ability: Type Processor
EVs: 252 Atk / 4 SpA / 252 Spe
Hasty Nature
- Multi-Shot
- Earthquake
- Extreme Speed
- Ice Beam
Grass-type Silvally:
Silvally-Grass @ Meadow Plate
Ability: Type Processor
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Multi-Shot
- Ice Beam
- Earth Power
- Blue Flare
Ground-type Silvally:
Silvally-Ground @ Earth Plate
Ability: Type Processor
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Swords Dance
- Multi-Shot
- Stone Edge
- Extreme Speed / Knock Off
Poison-type Silvally:
Sivally-Poison @ Toxic Plate
Ability: Type Processor
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Multi-Shot
- Earth Power
- Ice Beam
- Recover
Rock-type Sivally:
Silvally-Rock @ Rockium Z
Ability: Type Processor
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Nasty Plot
- Multi-Shot
- Earth Power
- Ice Beam
Steel-type Silvally:
Silvally-Steel @ Steelium Z
Ability: Type Processor
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Nasty Plot
- Multi-Shot
- Earth Power
- Ice Beam
Silvally-Bug: While not a bad Silvally form per se, Silvally-Bug's niche requires a lot of skill to get the most use out of it, making it hard to use on a team. As such, it won't be seen a whole lot once playtesting officially starts.
Silvally-Fire: I don't have to explain this lol. It's in the same situation as Arceus-Fire.
Silvally-Psychic: Offensive variants are outclassed by the superior Lunala and Dusk Mane Necrozma, while it can't even run a defensive variant due to its average defenses.

purugly.gif

Pokémon: Purugly
Typing: Normal
Abilities: Defiant / Scrappy
Stats: 104 / 122 / 91 / 70 / 70 / 143 (600 BST)
New Moves: Bulk Up, Earthquake, Superpower, Parting Shot
Competitive (niche in Ubers): Purugly finds a niche in Ubers as a powerful defog deterrent that can pivot out of poor matchups, be it with U-turn, or Parting Shot. Its high speed stat lets it outspeed the majority of the unboosted Ubers tier, bar Deoxys-A, Ninjask, and Deoxys-S, which do not want to eat any of Purugly's attacks on the switch. Its attack stat, while not the greatest, is at least good enough to land the needed KOes against the teams that Purugly exceeds against: Hyper Offense (and most offensive playstyles in general, bar Bulky Offense), while its decent bulk lets it stomach a hit from dangerous threats like, for example, Primal Groudon or Dusk Mane Necrozma. Unfortunately, Purugly's bulk is still average at best, and at the end of the day, leaves it threatened by faster foes that carry either strong neutral coverage or super effective coverage, like Deoxys-A or a boosted Xerneas. This also means that if Purugly fails to KO whatever's in front of it, it will be forced to take massive damage or get KOed, which makes it hard to fit and use outside of Hyper Offense teams.
Purugly @ Life Orb
Ability: Defiant
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Return
- Fake Out
- Knock Off / Earthquake
- Parting Shot

carbink.gif

Pokémon: Carbink
Typing: Rock / Fairy
Abilities: Sturdy / Clear Body / Crystalized Armor
Custom Ability Description (if applicable): If the pokemon with this ability is Carbink, it will take 50% less damage from Steel-type and Poison-type attacks.
Stats: 90 / 60 / 130 / 110 / 130 / 70 (600 BST)
New Moves: Recover, Calm Mind, Psyshock, Wish, Healing Wish, Heal Bell, Carbonite Pulse
Removed Moves: Trick Room (Carbink won't need this anymore)
Custom Move Information (if applicable): Rock-type, 100 BP, 100% Acc, Special, Does not make contact, 10 PP (max. 16)
Custom Move Description (what effects it has): 50% chance to raise the user's speed by 1 stage.
Competitive (niche in Ubers): Carbink finds a niche in Ubers as a bulky, albeit relatively powerful, Calm Mind sweeper that can also viably go on the defensive side of things depending on what its team's needs are. While its defenses did take a slight hit, they are still good enough to allow it to function as a defensive wall, while Carbink actually ends up not being as passive, letting it run offensive sets as well. With reliable recovery in Recover, a great support movepool, a useful ability that covers its Steel-type weakness, and a new and strong signature move which has a chance to boost its speed, Carbink is definitely something you should not ignore. Unfortunately, the presence of Dusk Mane Necrozma makes Carbink somewhat hard to use defensively, as in order for it to properly sweep, Carbink will need Dusk Mane Necrozma to be gone from the battlefield, as one Sunsteel Strike or Searing Sunraze Smash from Dusk Mane Necrozma will end Carbink's run on the battlefield. Moreover, Carbink's below-average speed tier means that even at +1 speed, it fails to outspeed most Choice Scarf users and naturally fast pokemon, like Mega Gengar, Deoxys-A, and Ninjask.
Carbink @ Leftovers
Ability: Crystalized Armor
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Stealth Rock
- Moonblast
- Toxic
- Recover

Carbink @ Rockium Z
Ability: Crystalized Armor
EVs: 252 SpA / 4 SpD / 252 Spe
Timid / Modest Nature
- Calm Mind
- Carbonite Pulse
- Moonblast
- Earth Power
 
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OM! Whenever you see this, thoughts on Unown and Silvally?
I’m on a quick break, but I’ll say it’s better to just give Unown 2 types, such as a Psychic / Dark type because it is always in caves, and has a dark tone to its omen-like presence (it’s not a good sign when you rely on Unown for clues, as they represent stories of unfortunate history). I would remove or replace all useless moves, like Water Pulse. If you will never use it on a set, why include it? Even if it made Flavor sense like Secret Power. Maybe just use my suggested moveset that I gave you last time?
 
raichu.gif

Pokémon: Raichu
Typing: Electric/Ground
Abilities: Galvanize/Bypassion (Scrappy for all types)/Sheer Force
Stats: 80/120/65/120/65/150 (600 BST)
New Moves: All event moves unlocked, Earth Power, Earthquake, Stone Edge, Superpower, Ice Punch, Fire Punch
Competitive (niche in Ubers): Raichu deserves better. It basically turns into ANOTHER glass cannon, but its distinction of being able to outspeed a lot more threads than usual. It also has STAB FakeSpeed, so go figure.

komala.gif

Pokémon: Komala
Typing: Normal/Ground
Abilities: Comatose
Stats: 115/115/105/75/125/65 (600 BST)
New Moves: Slack Off,
Competitive (niche in Ubers): Not sure if this is much, but I guess its enough for its role as a Rapid Spinner. Now with recovery! There may be more.
 
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1571184077692.gif

Pokémon: Beartic (Physical Offense)
Typing: Ice-Water
Abilities: Slush Rush, Refrigerate, Swift Swim
Custom Ability Description (if applicable):
Stats: 95 / 135 / 80 / 70 / 80 / 120 (BST 580)
New Moves: Extreme Speed, Earthquake
Custom Move Information (if applicable):
Custom Move Description (what effects it has):
Competitive (niche in Ubers):
This Polar Bear, once mocked at and shunned, is now one of the strongest Pokemon. A huge Attack stat (150) and a high Speed stat (120) makes Beartic extremely hard to stop. Unique sets like Focus Sash Swords Dance can allow Beartic to set-up safely, and proceed to KO the entire team priority Aqua Jet! The possibilities are endless, ranging from Substitute Focus Punch to an all-out set with Aqua Jet, Icicle Crash, Play Rough and Stone Edge. However, Marshadow outspeeds it and can deal huge damage with Close Combat, and Xerneas could potentially tank an unboosted hit and KO back with Thunder or Focus Blast. Despite this, Beartic could be a very dangerous opponent (do tell me if this thing deserves a nerf — which I perfectly expect).

Standard
Beartic @ Life Orb
Ability: Refrigerate
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Swords Dance
- Aqua Jet
- Extreme Speed / Icicle Crash
- Earthquake

Substitute
Beartic @ Leftovers / Life Orb
Ability: Refrigerate
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Substitute
- Focus Punch
- Extreme Speed / Aqua Jet
- Icicle Crash / Stone Edge / Swords Dance

Choice Band
Beartic @ Choice Band
Ability: Refrigerate
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Aqua Jet
- Icicle Crash / Extreme Speed
- Stone Edge
- Earthquake

Beartic has few true counters, as it’s almost perfect Defensive typing leaves few weaknesses which are hard to find. Zekrom would have been good had Beartic not had Refrigerate-boosted priority in Extreme Speed. This only leaves Fighting-types as the best checks, with the ideal one being Marshadow.

To add later

Pokemon that can handle Fighting-types are the only necessary teammates. Such Pokemon include Xerneas and Ninjask.

1571184123162.gif

Pokémon: Sudowoodo (JOAT: Physical Offense, Physical Defense)
Typing: Rock-Grass
Abilities: Solid Rock, Rock Head, Sturdy
Custom Ability Description (if applicable):
Stats
: 120 / 130 / 155 / 30 / 65 / 30 (BST 540)
New Moves: Synthesis
Custom Move Information (if applicable):
Custom Move Description (what effects it has):
Competitive (niche in Ubers):
Blessed with a new typing giving it splendid resistances and a decrease in weaknesses, Sudowoodo has also been given higher HP and Defense stats, making it a brilliant wall. A high Attack stat also allows it to make use of the brilliant and interesting combo of Rock Head + Head Smash, potentially destroying many Pokemon this way, and being very hard to kill. However, many things can still bypass this wall, and take advantage of the new weaknesses that it’s new part Grass typing opens up. These Pokemon are mainly newly buffed Bug-types Masquerain and Ninjask (which outspeed it utterly).

Defensive
Sudowoodo @ Leftovers
Ability: Solid Rock
EVs: 252 HP / 252 Def / 4 SpD
Relaxed Nature
- Toxic
- Synthesis
- Stone Edge
- Earthquake

RestTalk
Sudowoodo @ Leftovers
Ability: Solid Rock
EVs: 252 HP / 252 Def / 4 SpD
Relaxed Nature
- Toxic
- Rest
- Sleep Talk
- Stone Edge

Offensive
Sudowoodo @ Life Orb / Leftovers
Ability: Rock Head
EVs: 4 HP / 252 Atk / 252 Def
Brave Nature
- Head Smash
- Earthquake
- Wood Hammer
- Synthesis

Offensive Substitute
Sudowoodo @ Leftovers / Life Orb
Ability: Rock Head
EVs: 252 HP / 252 Atk / 4 Def
Brave Nature
- Substitute
- Focus Punch
- Head Smash
- Synthesis

Choice Band
Sudowoodo @ Choice Band
Ability: Rock Head
EVs: 4 HP / 252 Atk / 252 Def
Brave Nature
- Head Smash
- Wood Hammer
- Earthquake
- Hammer Arm

Bug-types: Special Bug-types like Ninjask and Masquerain aim for Sudowoodo’s weaker Special Defense, and a strong move on their part may mean an early end for Sudowoodo. Sudowoodo’s poor Speed also means it can’t fight back easily. However, if Sudowoodo can get a hit in, these Bug-types are definitely doomed.

Ice-types: Although they are in relative danger from Sudowoodo’s Rock-type attacks, the fact that these Ice-types are very fast means that they often kill it before even taking a hit. Good options include Kyurem-White and Icium Z Castform.

To add later

Pokemon that can handle Bug-types are appreciated, due to their strong stats making Sudowoodo’s life difficult. Such Pokemon are mainly Pokemon with Rock-type coverage like Groudon-Primal. Checks to Ice-types are appreciated. Pokemon that reliably counter them are Groudon-Primal, Marshadow, Lucario-Mega and Necrozma-DM. Xerneas can be used to counter Kyurem-White, burn Marshadow is the safest choice, it’s being the only reliable check to Beartic.

1571184171178.gif

Pokémon: Shiinotic (JOAT: Special Offense, Special Defense)
Typing: Grass-Fairy
Abilities: Effect Spore, Fungi Flourish, Rain Dish
Custom Ability Description (if applicable): All damaging moves have a 50% chance to restore 1/2 damage dealt.
Stats: 115 / 45 / 80 / 125 / 125 / 30 (BST 520)
New Moves: Wish, Psychic, Psyshock
Custom Move Information (if applicable):
Pixie Burst: Both Grass & Fairy-type, 80 Base Power, 100% Accuracy, Special, 16 PP. (Can gain STAB twice, if user is both types)
Custom Move Description (if applicable): No additional effect

Z-Move - Growing Blast: Both Grass & Fairy-type; 150 Base Power, Special. If successful, inflicts Leech Seed and Paralysis on the target. (Can gain STAB twice, if user is both types)
Competitive (niche in Ubers): Shiinotic now has boosted stats and good moves, giving it the ability to function as a two-in-one Special Attacker and Special Wall, and even providing Wish support for it’s teammates, making it extremely flexible. However, weaknesses to common Fire, Ice, Flying, Poison, Bug and Steel attacks make some of the most common (and a few uncommon) Pokemon capable of killing it mercilessly, like Groudon-Primal, Kyurem-White, Ninjask, Masquerain and Necrozma-DM, as well as certain Castform sets. This hinders it’s otherwise brilliant stats greatly, and prevents it from being too strong.

Specially Defensive
Shiinotic @ Leftovers
Ability: Fungi Flourish
EVs: 252 HP / 4 Def / 252 SpD
Sassy Nature
- Pixie Burst
- Toxic
- Synthesis
- Spore / Strength Sap

Substitute
Shiinotic @ Leftovers
Ability: Fungi Flourish
EVs: 4 HP / 252 SpA / 252 SpD
Quiet Nature
- Substitute
- Growth
- Pixie Burst
- Spore

Wish
Shiinotic @ Leftovers
Ability: Fungi Flourish
EVs: 252 HP / 4 Def / 252 SpD
Sassy Nature
- Pixie Burst
- Wish
- Protect
- Toxic

Assault Vest
Shiinotic @ Assault Vest
Ability: Fungi Flourish
EVs: 4 Def / 252 SpA / 252 SpD
Sassy Nature
- Pixie Burst
- Sludge Bomb
- Signal Beam / Charge Beam
- Psychic / Psyshock

Fire-types: Groudon-Primal kill Shiinotic easily if it has Fire Punch, as its high Attack stats is more than enough for Shiinotic’s abysmal Defense.

Ninjask: Ninjask can use Sound Burst and it’s high Attack stat to OHKO Shiinotic.

Steel-types: Steel-type Pokemon can kill Shiinotic easily: Necrozma-DM and Scizor-Mega are good representatives.

To add later

Pokemon that can KO Groudon-Primal are good partners, as they are usually Ground-types themselves and can defeat Necrozma-DM, another threat to Shiinotic. Premium Ground-type Pokemon that can defeat Groudon-Primal include Arceus-Ground and Zygarde-C. Pokemon that can handle Ninjask well include Groudon-Primal. Alternatively, a simple Stealth Rock setter can deter Ninjask.
 
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Resubbing Parasect, because I love the concept (with tweaks)

:sm/parasect:
Pokemon: Parasect
Typing: Bug/Ghost
Abilities: Effect Spore / Dry Skin | HA: Triage
Stats: 95/120/110/85/115/50 (BST:570)
New Attacks: Horn Leech, Drain Punch, Draining Kiss, Strength Sap, Shadow Ball, Shadow Sneak, Life Drain (from Shedinja Slate)

I've left Effect Spore and Dry Skin mainly for flavour purposes. Triage, on the other hand, is my idea of breaking the game. Being infected by a parasitic fungus, Parasect is more dead than alive anyway, hence the Ghost type. Additionally, due to the parasitic nature of the fungus, Parasect would be equipped to siphon the life of other living things.

Competitive Niche: Parasect functions as a revenge killer for offensive threats, like E-killer Arceus and Marshadow, or annoy things with Spore and Strength Sap. Triage helps to compensate for its mediocre speed, allowing it to out prioritize most of the metagame. Its bulk helps it to tank hits from uninvested bulky walls, giving it opportunities to set up and wreck, becoming a late game threat. However, as high as 125 Attack is, even with a Life Orb, it still falls short on knocking out several metagame threats at +2, like bulky Geomancy Xerneas and Primal Groudon. Ghost/Bug is also a poor defensive typing, and Bug isn't even a good offensive type. Despite the flaws, with a new ability and moves to abuse it with, this bug hopefully gets a new lease of life in the Ubers tier.

Now onto this week subs

Quoting pulsar512b, "im gonna make crabominable fast lel". So it has been said, so it shall be done.

:sm/crabominable:
Pokemon: Crabominable
Typing: Ice/Fighting
Abilities: Swift Swim/Iron Fist|HA: Semi-Aquatic
Semi-Aquatic: This pokemon's Water type moves do 1.5x more damage (Steelworker clone)
Stats: 107/142/97/62/97/91 BST: 586
New Attacks: Aqua Jet

Gamefreak really couldn't decide if this was going to be purely terrestrial or semi-aquatic. I'm going to stick with semi-aquatic because it's more interesting to work around. I've made it as fast as I think it reasonably should be. I mean, have you seen crabs scurrying? Hella fast. 91 base speed swift swim might seem too much, but remember that regular rain is a rare factor when P-Ogre and P-don exist, not to mention the many Delta Streamers (yes I'm calling them that) that now exist. 91 base speed is just to give it enough to scare out P-don, but not outspeed anything else. Semi-Aquatic gives it another reason to use its Water-type moves which it gets for some reason despite being based on a coconut crab, which is land-dwelling. Not much use to be honest other than to function like a pseudo-Poliwrath, but crabbier. (i might lower the speed tbh, 91 might be a bit too much)

Competitive Niche: Ubers has a ton of physical breakers already, and Crabominable's attack is naturally pretty high. Functioning as more of a bulky breaker, Crabominable can take on some attacks better due to its bulk. However, Ice is a horrible typing defensively and Crab might still find problems trying to switch in. Offensively however, it got all the tools it needs to hit everything for at least neutral damage. With access to Bulk Up, Crabominable can turn into a bulky win-con which can take advantage of more passive pokemon.

Crabominable @ Leftovers
Ability: Iron Fist
EVs: 196 HP / 96 Atk / 64 SpDef / 152 Spe
Adamant Nature
- Substitute
- Bulk Up
- Drain Punch
- Ice Punch / Earthquake

152 Speed allows you to outspeed typical RP P-don spreads, while 96 Atk with an Adamant nature allows you to guarantee 2HKO defensive variants of P-don at +2 (subject to change).

Crabominable @ Assault Vest
Ability: Iron Fist
EVs: 252 HP / 232 Atk / 24 SpDef
Adamant Nature
- Drain Punch
- Ice Hammer
- Close Combat
- Thunder Punch / Earthquake / Stone Edge

252 SpA Choice Specs Yveltal Oblivion Wing vs. 252 HP / 24 SpD Assault Vest Crabominable: 264-312 (63.1 - 74.6%) -- guaranteed 2HKO
and you OHKO back with Ice Hammer

Crabominable @ Life Orb
Ability: Swift Swim
EVs: 252 Atk / 4 SpDef / 252 Spe
Jolly Nature
- Crabhammer
- Ice Hammer
- Close Combat
- Rain Dance/Aqua Jet

Obviously needs Rain support from normal Kyogre or it needs to set rain itself.

:sm/bellossom:
Pokemon: Bellossom
Typing: Grass/Fairy
Abilities: Chlorophyll/Filter|HA: Simple
Stats: 95/75/100/100/125/70 BST: 565
New Attacks: Earth Power, Weather Ball

Competitive Niche: Having the equivalent of a 1 turn Geomancy with Simple Quiver Dance, Bellossom can function as a bulky sweeper that shouldn't be trifled with. Gifted with Ground coverage, Bellossom can hit most of the tier for at least neutral damage. However, while is bulk is nothing to scoff at and makes revenge killing difficult, its offenses are sub-par at best in the Ubers tier and a +2 Speed Bellossom is still slower than some scarfers. Bellossom definitely requires a Quiver Dance under its belt before it can do anything, and you best hope you have Poison once it starts dancing.

Bellossom @ Fairium-Z
Ability: Simple
EVs: 252 HP/ 4 SpAtk / 252 Spe
Timid Nature
- Quiver Dance
- Moonblast
- Earth Power
- Strength Sap

Bellossom can function as a bulky win-con or a mid-game breaker thanks to Quiver Dance. Moonblast and Earth Power hits most things for neutral damage. Strength Sap allows Bellossom to continue to set up on weaker physical threats that can't do much back to it, while also allowing it to recover health and be a general nuisance.

Bellossom @ Leftovers
Ability: Filter
EVs: 244 HP / 208 Def / 56 Spe
Bold Nature
- Strength Sap
- Moonblast
- Earth Power/Aromatherapy
- Quiver Dance

A bulkier version of a Quiver Dancing set. You lose out on the double boost from Simple, but the EV spread along with filter allows you to tank Sunsteel Strike from Dusk-Mane after rocks and you can proceed to Strength Sap back your health (obviously don't switch into the Sunsteel Strike).
 
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Resub
spinda.gif

Type: Normal / Psychic
Abilities: Unaware / Prankster / Contrary
Stats: 95/80/95/70/105/65 (510 BST)
New Moves: Taunt, Psycho Boost, Focus Blast, Aura Sphere (gotta give the option of power vs. accuracy)
Competitive (niche in Ubers): Balanced Unaware mon with some disruptive moves with the potential to be +1 priority due to Prankster (also meme potential with Assist and Copycat) as well as some offensive potential, if you want to go the Contrary route. You can either be a bulky booster with Superpower (which can also hit Dark- and Steel-types) or go on the special side with STAB Psycho Boost to boost up faster. However, Unaware sets are highly susceptible to Taunt, though this is less of a problem if Prankster or Contrary is opted for, though the former makes Yveltal an issue because of it being immune to Spinda’s priority status moves, while Contrary faces some competition from setup sweepers because they have more PP on their boosting moves and/or more initial power/bulk.

New subs
unown.gif

Type: Psychic/Dark
Ability: Levitate, Illusion
Stats: 80/60/85/145/90/140 (600)
New Moves: Aeroblast, Boomburst, Cosmic Power, Defog, Earth Power, Focus Blast, Glare, Heal Order, Ice Beam, Judgment, Knock Off, Lava Plume, Moonblast, Night Daze, Oblivion Wing, Psystrike, Quiver Dance, Recycle, Stealth Rock, Toxic, U-turn, Venoshock, Will-o-Wisp, X-Scissor, Yawn, Zing Zap
Competitive (niche in Ubers): A fairly strong special attacker with a good amount of coverage, pretty much a weaker Mewtwo that’s faster. You could go offensive CM with a Z-move, three attacks + Recover, Magic Coat to disrupt leads, or four attacks plus a choice item to hit hard right away. Hypnotize makes Boomburst a very strong STAB move, along with Psystrike to beat special walls, though you could use Mind Plate Judgment to beat physical walls and an offensive Defogger set. Illusion can be used to lure in checks.

beheeyem.gif

Type: Bug/Psychic
Ability: Analytic, Magic Guard, Sheer Force
Stats: 90/85/100/140/130/55 (600)
New Moves: Bug Buzz, Ice Beam, Focus Blast, Aura Sphere
Competitive (niche in Ubers): Bug/Psychic is actually a pretty good offensive typing, with it only being resisted by Steel-types. Sheer Force for Trick Room, Analytic if you don’t mind moving last, and Magic Guard if you don’t mind trading power for immunity to indirect damage and the ability to have an easier time setting up with CM/NP.
Did you remove Silvally? Bc SteelixPrismGX has a sub of the same Pokemon?

What about just keeping it in concept and using a different Pokemon, like Delcatty?
It’s also all about type, and it would be funny to give it an ability that is the exact opposite of Normalize.

I was actually going to enact a Twinsies Clause:

“If 2 submissions of the same Pokemon are qualified as eligible winners for the same slate the 1 with less votes is changed into a different Pokemon but all else is the same, so both concepts can be victors. If they are tied, then the Slate Leader who counted the votes picks one. This also allows people who submit for the same Pokemon to also vote for eachother if they like the concept, regardless of the Pokemon being the same. The Pokemon can be thought of as costumes, but the concept is the person wearing the costume!”

Plus with a cute name, and the idea of costumes; this is perfect for Halloween! ;)

Don’t worry, we basically did a variation of that with the creation of Spinda, keeping the concept of Unaware + Normal, while letting Slaking function as its own separate submission and because of that we didn’t have to compromise it’s naturally good stats / moves so both could fulfill different concepts!

You don’t have to worry about Delcatty being different than Silvally for the sake of the item (Type Memories, etc.). Look at Latios and Latias sharing the same “signature” item. Different species and Pokemon completely, but relatable (through being similar enough) to use the same item. You could also just create a new item!

That gives me an idea!

•Catnip- While Delcatty, Liepard, Persian, etc. hold this item, their Contact Physical attacks have a 30% chance to cause Confusion on the opponent; holder cannot get confused. If qualified user gains this item (I.e. Trick) it cures Confusion (like Skill Swap on Own Tempo cures Confusion).

Just a random idea you could maybe play around with on if you decide to use Delcatty and wanted other niches.

Plus, you get to put in Delcatty as a “rival” to his Purugly. Cat fight!

Lastly, If you have doubts, I give you my undeniable Leader’s ultimate permission! So there, don’t hesitate to post your awesome ideas! I root for fun, and it’s not fun feeling you have to give up an idea!

:blobthumbsup:
——————
Now as for the feedback on Unown, I apologize I assumed it was the same person, bc the ABC move concept was similar. You don’t have to input Paleo Wave. I just wanted to think of alternative moves for the ones that didn’t help it. Here are the suggested changes I think could help... oh wait, you already fixed the unnecessary ones.

I also saw you removed Hypnotize, how about giving it Nueroforce? It will do 20% more damage when super effective? These Pokemon are smart and are known for thinking to have to form words with their bodies, so you know I think they are a fair fit. It’s a mild and situational boost that gives them a free Expert Belt, but it can also be played around.

For the other changes I approve. Afterall, Pheromosa is even faster, and has almost equal SpA, but a matching 136 Atk to her SpA, plus Beast Boost so don’t worry, your Pokemon is definitely not overpowered! You are great!

Thank you for asking for my feedback, personally... and this is just my opinion. So take it with a grain of salt - but...

You Rock! :)

Also, may I suggest Room Key on your Beheeyem sets? +3 Turns of Trick Room from an item? You bet! You are lucky it was an earlier submission, as I don’t think it would necessarily have been permitted now. Think of it as a key to its success!

It’s not OP since you still have to set it, power up, then sweep or switch, but it’s an asset that makes Beheeyem all the more viable in its Trick Room niche.

——————


raichu.gif

Pokémon: Raichu
Typing: Electric/Ground
Abilities: Galvanize/Lightning Rod
Stats: 100/125/95/135/85/150 (690 BST)
New Moves: All event moves unlocked.
Competitive (niche in Ubers): Raichu deserves better.
600 BST limit. I think your set is salvageable with reducing its Speed by 20, and all other stats to the following:

How about 80 / 125 / 70 / 125 / 70 / 130 (600 BST)

For power give it Sheer Force and Earth Power for Special sets. For Physical, you could provide it a new ability over Lightning Rod.
“Fightchu!” - All Physical moves on Raichu gain a 30% chance to flinch.
View attachment 201087
Pokémon: Beartic (Physical Offense)
Typing: Ice-Water
Abilities: Slush Rush, Refrigerate, Swift Swim
Custom Ability Description (if applicable):
Stats: 95 / 150 / 80 / 70 / 80 / 120 (BST 595)
New Moves: Extreme Speed, Earthquake
Custom Move Information (if applicable):
Custom Move Description (what effects it has):
Competitive (niche in Ubers):
This Polar Bear, once mocked at and shunned, is now one of the strongest Pokemon. A huge Attack stat (150) and a high Speed stat (120) makes Beartic extremely hard to stop. Unique sets like Focus Sash Swords Dance can allow Beartic to set-up safely, and proceed to KO the entire team priority Aqua Jet! The possibilities are endless, ranging from Substitute Focus Punch to an all-out set with Aqua Jet, Icicle Crash, Play Rough and Stone Edge. However, Marshadow outspeeds it and can deal huge damage with Close Combat, and Xerneas could potentially tank an unboosted hit and KO back with Thunder or Focus Blast. Despite this, Beartic could be a very dangerous opponent (do tell me if this thing deserves a nerf — which I perfectly expect).

Standard
Beartic @ Life Orb
Ability: Refrigerate
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Swords Dance
- Aqua Jet
- Extreme Speed / Icicle Crash
- Earthquake

Substitute
Beartic @ Leftovers / Life Orb
Ability: Refrigerate
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Substitute
- Focus Punch
- Extreme Speed / Aqua Jet
- Icicle Crash / Stone Edge / Swords Dance

Beartic has few true counters, as it’s almost perfect Defensive typing leaves few weaknesses which are hard to find. Zekrom would have been good had Beartic not had Refrigerate-boosted priority in Extreme Speed. This only leaves Fighting-types as the best checks, with the ideal one being Marshadow.

To add later

Pokemon that can handle Fighting-types are the only necessary teammates. Such Pokemon include Xerneas and Ninjask.

View attachment 201088
Pokémon: Sudowoodo (JOAT: Physical Offense, Physical Defense)
Typing: Rock-Grass
Abilities: Solid Rock, Rock Head, Sturdy
Custom Ability Description (if applicable):
Stats
: 130 / 140 / 165 / 30 / 65 / 30 (BST 570)
New Moves: Synthesis
Custom Move Information (if applicable):
Custom Move Description (what effects it has):
Competitive (niche in Ubers):
Blessed with a new typing giving it splendid resistances and a decrease in weaknesses, Sudowoodo has also been given higher HP and Defense stats, making it a brilliant wall. A high Attack stat also allows it to make use of the brilliant and interesting combo of Rock Head + Head Smash, potentially destroying many Pokemon this way, and being very hard to kill. However, many things can still bypass this wall, and take advantage of the new weaknesses that it’s new part Grass typing opens up. These Pokemon are mainly newly buffed Bug-types Masquerain and Ninjask (which outspeed it utterly).

Defensive
Sudowoodo @ Leftovers
Ability: Solid Rock
EVs: 252 HP / 252 Def / 4 SpD
Relaxed Nature
- Toxic
- Synthesis
- Stone Edge
- Earthquake

RestTalk
Sudowoodo @ Leftovers
Ability: Solid Rock
EVs: 252 HP / 252 Def / 4 SpD
Relaxed Nature
- Toxic
- Rest
- Sleep Talk
- Stone Edge

Offensive
Sudowoodo @ Life Orb / Leftovers
Ability: Rock Head
EVs: 4 HP / 252 Atk / 252 Def
Brave Nature
- Head Smash
- Earthquake
- Wood Hammer
- Synthesis

Offensive Substitute
Sudowoodo @ Leftovers / Life Orb
Ability: Rock Head
EVs: 252 HP / 252 Atk / 4 Def
Brave Nature
- Substitute
- Focus Punch
- Head Smash
- Synthesis

Choice Band
Sudowoodo @ Choice Band
Ability: Rock Head
EVs: 4 HP / 252 Atk / 252 Def
Brave Nature
- Head Smash
- Wood Hammer
- Earthquake
- Hammer Arm

Bug-types: Special Bug-types like Ninjask and Masquerain aim for Sudowoodo’s weaker Special Defense, and a strong move on their part may mean an early end for Sudowoodo. Sudowoodo’s poor Speed also means it can’t fight back easily. However, if Sudowoodo can get a hit in, these Bug-types are definitely doomed.

Ice-types: Although they are in relative danger from Sudowoodo’s Rock-type attacks, the fact that these Ice-types are very fast means that they often kill it before even taking a hit. Good options include Kyurem-White and Icium Z Castform.

To add later

Pokemon that can handle Bug-types are appreciated, due to their strong stats making Sudowoodo’s life difficult. Such Pokemon are mainly Pokemon with Rock-type coverage like Groudon-Primal. Checks to Ice-types are appreciated. Pokemon that reliably counter them are Groudon-Primal, Marshadow, Lucario-Mega and Necrozma-DM. Xerneas can be used to counter Kyurem-White, burn Marshadow is the safest choice, it’s being the only reliable check to Beartic.

View attachment 201089
Pokémon: Shiinotic (JOAT: Special Offense, Special Defense)
Typing: Grass-Fairy
Abilities: Effect Spore, Fungi Flourish, Rain Dish
Custom Ability Description (if applicable): All damaging moves have a 50% chance to restore 1/2 damage dealt.
Stats: 140 / 45 / 80 / 150 / 150 / 30 (BST 595)
New Moves: Wish, Psychic, Psyshock
Custom Move Information (if applicable):
Pixie Burst: Both Grass & Fairy-type, 140 Base Power, 100% Accuracy, Special, 16 PP. (Can gain STAB twice, if user is both types)
Custom Move Description (if applicable): No additional effect

Z-Move - Growing Blast: Both Grass & Fairy-type; 200 Base Power, Special. If successful, inflicts Leech Seed and Paralysis on the target. (Can gain STAB twice, if user is both types)
Competitive (niche in Ubers): Shiinotic now has boosted stats and good moves, giving it the ability to function as a two-in-one Special Attacker and Special Wall, and even providing Wish support for it’s teammates, making it extremely flexible. However, weaknesses to common Fire, Ice, Flying, Poison, Bug and Steel attacks make some of the most common (and a few uncommon) Pokemon capable of killing it mercilessly, like Groudon-Primal, Kyurem-White, Ninjask, Masquerain and Necrozma-DM, as well as certain Castform sets. This hinders it’s otherwise brilliant stats greatly, and prevents it from being too strong.

Specially Defensive
Shiinotic @ Leftovers
Ability: Fungi Flourish
EVs: 252 HP / 4 Def / 252 SpD
Sassy Nature
- Pixie Burst
- Toxic
- Synthesis
- Spore / Strength Sap

Substitute
Shiinotic @ Leftovers
Ability: Fungi Flourish
EVs: 4 HP / 252 SpA / 252 SpD
Quiet Nature
- Substitute
- Growth
- Pixie Burst
- Spore

Wish
Shiinotic @ Leftovers
Ability: Fungi Flourish
EVs: 252 HP / 4 Def / 252 SpD
Sassy Nature
- Pixie Burst
- Wish
- Protect
- Toxic

Assault Vest
Shiinotic @ Assault Vest
Ability: Fungi Flourish
EVs: 4 Def / 252 SpA / 252 SpD
Sassy Nature
- Pixie Burst
- Sludge Bomb
- Signal Beam / Charge Beam
- Psychic / Psyshock

Fire-types: Groudon-Primal kill Shiinotic easily if it has Fire Punch, as its high Attack stats is more than enough for Shiinotic’s abysmal Defense.

Ninjask: Ninjask can use Sound Burst and it’s high Attack stat to OHKO Shiinotic.

Steel-types: Steel-type Pokemon can kill Shiinotic easily: Necrozma-DM and Scizor-Mega are good representatives.

To add later

Pokemon that can KO Groudon-Primal are good partners, as they are usually Ground-types themselves and can defeat Necrozma-DM, another threat to Shiinotic. Premium Ground-type Pokemon that can defeat Groudon-Primal include Arceus-Ground and Zygarde-C. Pokemon that can handle Ninjask well include Groudon-Primal. Alternatively, a simple Stealth Rock setter can deter Ninjask.
I feel because the Ice-type is such a good offensive typing Beartic deserves a nerf. Maybe 135 Attack? It’s Speed tier means it can hold onto a Choice Band and likely sweep. Its a mild drop, but I feel it’s fair.

If it lacks Refrigerate, don’t forget that Shaymin-Sky is a true check, as it can switch into Water moves, and KO with a STAB Seed Flare.

People always forget about the ultimate Grass-type!

As for Shiinotic, it’s bulkier than Xerneas and Kyogre-Primal, and I feel it’s too strong. Let’s lower its HP, SpA and SpD by 25 each. It’s very strong as is, so I feel it needs a strong nerf:

115 HP / 125 SpA / 125 SpD

It’s ability is very powerful, and I am concerned with all of the Double STAB base power it can heal a lot!

Let’s lower the Double STAB moves to 80 Base power (80 x 1.5 = 120 x 1.5 = 180 after both STABs)

Let’s lower the Z-Move to 150 Base power (150 x 1.5 = 225 x 1.5 = 337 after both STABs, that’s still almost too powerful!)

I feel that’s pretty fair off the new stats, because it can literally heal off of 180 base power STAB.
——————
Let’s nerf Sudowoodo by 10 HP, 10 Atk, and 10 Defense, a mild nerf, but suitable. Otherwise it likely replaces Rocks like Tyranitar. It’s already capable with Sandstream support, but let’s not make it OP.
 
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OM! Deserves an award:

37670137-3581-4EDE-BAE1-A4C0CB786733.jpeg

You sir, have put in had work and effort to create and sustain this thread, making comments to nerf Pokemon and supporting everyone all the way, while not being rude in the slightest!
Kudos to you!

And no, Shaymin will never check Beartic because it will usually run Refrigerate.
 
6C2D733B-D06A-450E-ADAC-0FFAC98CD54B.gif


Pokémon: Golduck
Typing: Water / Psychic
Abilities: Cloud Nine, Dry Skin, Third Eye
Custom Ability Description: Third Eye - Third Eye - All charge-up moves like Ice Burn, Skull Bash, etc. occur in 1 turn; all multi-turn moves now occur in 1 turn (Wish, Yawn, Future Sight, etc.). Removes the end of turn condition.
Stats: 105 HP / 95 Atk / 95 Def / 100 SpA / 95 SpD / 85 Spe | 575 BST
New Moves: New Moves: Wish, Doom Desire, Ice Burn, Skull Bash, Envision Wave
Custom Move Description: Envision Wave, Psychic-type, Status move category, 8 PP. Charges up turn 1, activates turn 2 (like Geomancy) - Raises Golduck’s SpA, Accuracy, and SpD by 2 Stages. Golduck exclusive move.
Z-Move Effect: Fully heals user, then does the regular effect.
Competitive (niche in Ubers): Golduck Envisions victory with its new ability Third Eye, as a Special Wallbreaker.

While able to immediately take advantage of its newfound STAB in Future Sight, and Hydro Pump, it is not overpowered bc it cannot boost Speed, and relies on low PP moves for dealing decent damage.

Still, it’s secret weapon lies in Envision Wave. By doubling its SpA and SpD in a single turn, while boosting its Accuracy, all of its high-powered moves, like Focus Blast, and Hypnosis will hit the foe without fail - regardless of ability.
Envision that! Cuz Golduck already did:blobwizard:

Goalduck!

Golduck @ Life Orb
Ability: Third Eye
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
- Envision Waves
- Yawn / Wish
- Ice Burn
- Future Sight

Survive long enough to boost, and then punish the opponent with newfound strength. Ice Burn let’s the foe feel the Burn 30% of the time, while Future Sight hits off 120 base power before STAB. Yawn functions like a real Sleep move, and Psychium-Z let’s it recover once off of Envision Waves or deal massive damage with Future Sight.

——————

Go Duck!

Golduck @ Power Herb
Ability: Cloud Nine
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Envision Waves
- Hydro Pump
- Hypnosis
- Ice Beam

Power through the opponent, no need for recovery. Hydro Pump can deal with the Steels and Fire Types - including Groudon-Primal! Ice Beam handles Dragons and Grass types, not to mention Flying-types like Yveltal that will switch into Golduck bc it’s a Psychic type weak to Dark. The lure has become the trap!
 
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Suggested move set that you gave me? I thought someone else submitted Unown. Unless I should include Alpha Wave as well.
Yeah, that was me. I give you full permission to take whatever you want from my Unown sub, which I’ll include here for reference:
Alpha Wave, Aeroblast, Boomburst, Cosmic Power, Defog, Earth Power, Focus Blast, Glare, Heal Order, Ice Beam, Judgment, King’s Shield, Leech Seed, Moonblast, Night Daze, Overheat, Photon Geyser, Quiver Dance, Recycle, Stealth Rock, Toxic, U-Turn, Venoshock, Will-o-Wisp, X-Scissor, Yawn, Zing Zap

Alpha Wave - 90 power, 100% Accuracy, 10 PP, Psychic type, Special. 50% chance to inflict one of these effects on the opponent (chosen at random): Confusion, Curse, Leech Seed, Trapped, Infatuated, Embargo, Heal Block, Taunt, Telekinesis, Torment.
raichu.gif

Pokémon: Raichu
Typing: Electric/Ground
Abilities: Galvanize/Lightning Rod
Stats: 100/125/95/135/85/150 (690 BST)
New Moves: All event moves unlocked.
Competitive (niche in Ubers): Raichu deserves better.
First of all, even though I love that the BST contains the funny meme number, definitely tone that down a lot. 600 is the limit for non-Legendaries, and I think the stat spread OM! gave you is good. I’d also like to second the suggestions of including Sheer Force and Earth Power, and also replacing Lightning Rod with something a bit more useful. I remember someone making a Pikachu sub a while back with a custom Ability called “Aim for the Horn” that lets Electric moves hit Ground-types; something like that would be a good replacement. Oh, and Earthquake. You can’t have a Ground-type with 125 Attack and just not give it Earthquake.
View attachment 201195

Pokémon: Golduck
Typing: Water / Psychic
Abilities: Cloud Nine, Dry Skin, Third Eye
Custom Ability Description: Third Eye - All multi-turn moves occur in 1 turn (no turn of invulnerability, Skull Bash boosts Def & damages in a single turn, etc.). If they originally triggered damage or effects at the end of a turn, then now they trigger at the end of the same turn it was used.
Stats: 105 HP / 95 Atk / 95 Def / 100 SpA / 95 SpD / 85 Spe | 575 BST
New Moves: Hydro Cannon, Wish, Roar of Time, Prismatic Laser, Doom Desire, Ice Burn, Blast Burn, Frenzy Plant, Skull Bash, Envision Wave,
Custom Move Description: Envision Wave, Water-type, Status move category, 8 PP. Charges up turn 1, activates at the end of turn 2 (like Wish) - Raises user’s SpA, Accuracy, and SpD by 2 Stages.
Competitive (niche in Ubers): Golduck Envisions victory with its new ability Third Eye, as a Special Wallbreaker.

While able to immediately take advantage of its newfound STAB in Prismatic Laser, and Hydro Cannon, it is not overpowered bc it cannot heal with Wish, or sleep with Yawn until the end of the turn. In some ways this is advantageous, as when Golduck outspeeds foes it would rather heal with Wish at the end of the turn, than before it is struck.

Still, in many ways it is worse, such as Yawn compared to Spore, as Yawn can be bypassed when the foe uses pivot moves like U-Turn... but I didn’t say “all ways” because it can still bypass Grass-types and Safety Goggles.

Further, Future Sight, and Doom Desire can work around U-Turn and other pivot moves, because you can finish off the incoming foe with the delayed attack at the end of the turn, while the opponent thought they were safely switching a Pokemon in.

Still, it’s secret weapon lies in Envision Wave. By doubling its SpA and SpD in a single turn, while boosting its Accuracy, all of its high-powered moves, like Focus Blast, or impactful low accuracy moves like Hypnosis, will hit the foe without fail.

To prevent it from being overpowered, I have Envision Waves activate at the end of the turn, plus many of its high-powered moves will have low PP.

But... that’s not all! Envision Wave effectively bypasses slower Haze users because the boost occurs at the end of the turn! This means you can strike hard the following turn, before the enemy can react, since Haze won’t stop you before you receive the boosts!
Envision that! Cuz Golduck already did:blobwizard:

Goalduck!

Golduck @ Life Orb
Ability: Third Eye
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
- Envision Waves
- Prismatic Laser / Hypnosis
- Wish
- Hydro Cannon / Ice Burn

Survive long enough to boost, and then punish the opponent with newfound strength. Prismatic Laser is 160 x 1.5 after STAB = 240. Yes, that’s almost as strong as V-Create! Golduck is powerful but slow, and has 5 weaknesses so it needs to rely on Wish to stay alive.

——————

Go Duck!

Golduck @ Life Orb
Ability: Third Eye
EVs: 252 SpA / 4 SpD / 252 Spe
Bold Nature
- Envision Waves
- Prismatic Laser
- Ice Burn
- Hydro Cannon

Envision Waves means do not hold back! Go! For Power! Go! For Speed! Go! With... Cannon Lasers that Burn! Go Mighty Duck!
Yes yes yes! Loving the custom Ability!
 
View attachment 201195

Pokémon: Golduck
Typing: Water / Psychic
Abilities: Cloud Nine, Dry Skin, Third Eye
Custom Ability Description: Third Eye - All multi-turn moves occur in 1 turn (no turn of invulnerability, Skull Bash boosts Def & damages in a single turn, etc.). If they originally triggered damage or effects at the end of a turn, then now they trigger at the end of the same turn it was used.
Stats: 105 HP / 95 Atk / 95 Def / 100 SpA / 95 SpD / 85 Spe | 575 BST
New Moves: Hydro Cannon, Wish, Roar of Time, Prismatic Laser, Doom Desire, Ice Burn, Blast Burn, Frenzy Plant, Skull Bash, Envision Wave,
Custom Move Description: Envision Wave, Water-type, Status move category, 8 PP. Charges up turn 1, activates at the end of turn 2 (like Wish) - Raises user’s SpA, Accuracy, and SpD by 2 Stages.
Competitive (niche in Ubers): Golduck Envisions victory with its new ability Third Eye, as a Special Wallbreaker.

While able to immediately take advantage of its newfound STAB in Prismatic Laser, and Hydro Cannon, it is not overpowered bc it cannot heal with Wish, or sleep with Yawn until the end of the turn. In some ways this is advantageous, as when Golduck outspeeds foes it would rather heal with Wish at the end of the turn, than before it is struck.

Still, in many ways it is worse, such as Yawn compared to Spore, as Yawn can be bypassed when the foe uses pivot moves like U-Turn... but I didn’t say “all ways” because it can still bypass Grass-types and Safety Goggles.

Further, Future Sight, and Doom Desire can work around U-Turn and other pivot moves, because you can finish off the incoming foe with the delayed attack at the end of the turn, while the opponent thought they were safely switching a Pokemon in.

Still, it’s secret weapon lies in Envision Wave. By doubling its SpA and SpD in a single turn, while boosting its Accuracy, all of its high-powered moves, like Focus Blast, or impactful low accuracy moves like Hypnosis, will hit the foe without fail.

To prevent it from being overpowered, I have Envision Waves activate at the end of the turn, plus many of its high-powered moves will have low PP.

But... that’s not all! Envision Wave effectively bypasses slower Haze users because the boost occurs at the end of the turn! This means you can strike hard the following turn, before the enemy can react, since Haze won’t stop you before you receive the boosts!
Envision that! Cuz Golduck already did:blobwizard:

Goalduck!

Golduck @ Life Orb
Ability: Third Eye
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
- Envision Waves
- Prismatic Laser / Hypnosis
- Wish
- Hydro Cannon / Ice Burn

Survive long enough to boost, and then punish the opponent with newfound strength. Prismatic Laser is 160 x 1.5 after STAB = 240. Yes, that’s almost as strong as V-Create! Golduck is powerful but slow, and has 5 weaknesses so it needs to rely on Wish to stay alive.

——————

Go Duck!

Golduck @ Life Orb
Ability: Third Eye
EVs: 252 SpA / 4 SpD / 252 Spe
Bold Nature
- Envision Waves
- Prismatic Laser
- Ice Burn
- Hydro Cannon

Envision Waves means do not hold back! Go! For Power! Go! For Speed! Go! With... Cannon Lasers that Burn! Go Mighty Duck!

eh just minor nitpicks. love the idea btw of ignoring the charging up turn. however, moves like hydro cannon, prismatic laser and roar of time aren't multi turn moves technically by definition, they're 1 turn moves that require an additional turn to recharge,so I don't think they fall under the same category. there is also no real reason to give golduck frenzy plant and blast burn in this case, and being able to spam base 140 moves is kind of op, even if its only coming from a base 100 spatk (see victini and v-create). envision waves and future sight already make nice spammable stab, and doom desire allows it to hit fairies as well. the effect of envision wave might be a bit overpowered, essentially getting a free nasty plot boost every turn while dealing damage is just broken. maybe reduce it to 1 stage to make it more manageable? that's all i got, but i really love the idea
 
The problem is that it’s 168 BP without drawbacks and fairly spammable apart from Psychic resists/immunities.
That’s just numbers. There’s so many common resists/immunities that a a frail only semi-fast psychic mon will definitely be fine even with a strong STAB
 
eh just minor nitpicks. love the idea btw of ignoring the charging up turn. however, moves like hydro cannon, prismatic laser and roar of time aren't multi turn moves technically by definition, they're 1 turn moves that require an additional turn to recharge,so I don't think they fall under the same category. there is also no real reason to give golduck frenzy plant and blast burn in this case, and being able to spam base 140 moves is kind of op, even if its only coming from a base 100 spatk (see victini and v-create). envision waves and future sight already make nice spammable stab, and doom desire allows it to hit fairies as well. the effect of envision wave might be a bit overpowered, essentially getting a free nasty plot boost every turn while dealing damage is just broken. maybe reduce it to 1 stage to make it more manageable? that's all i got, but i really love the idea
But Envision Waves doesn’t do any damage, it’s a pure status move with no base power (like a weaker Geomancy). It also doesn’t boost until the end of the turn, so the +2 Stats including SpD won’t help it, even if the opponent is slower than Golduck. Think of Wish, you cast a wish but it doesn’t heal until the end of the turn, so if the foe finishes you off before then you cannot benefit.

This is crucial because it allows say Kyogre with no Speed investment to use Thunder on Golduck on the same turn Golduck boosts, and Golduck is literally a sitting duck since the boosts occur at the end of the turn, even if it outspeeds Thunder when it casts the boosts.
The problem is that it’s 168 BP without drawbacks and fairly spammable apart from Psychic resists/immunities.
Between Necrozma and Yveltal having ~50% usage each and both resisting or being nearly outright immune to psychic I think it’s fine
Strong psychic STAB isn’t overwhelming in Ubers tbh
That’s just numbers. There’s so many common resists/immunities that a a frail only semi-fast psychic mon will definitely be fine even with a strong STAB
Also Fragmented - why is Unown encouraged to use a STAB Psychic move at 168 base power off of 145 Base Attack, but Golduck cannot use a 160 base power Psychic move off of 100 SpA?
Golduck won’t have the same Speed Tier, and Unown can even use Quiver Dance to further boost even Speed.

I just wanted to confirm.

If I remove all recharge moves like Frenzy Plant, Blast Burn, Hydro Cannon, Ice Burn, Roar of Time (which “time” fits with the theme of reducing turns), then all that will Benefit off of Third Eye will be Yawn, Doom Desire, Future Sight, Wish and Envision Waves.

No one will use Doom Desire without STAB, Future Sight is resisted by a lot, and Wish is still weaker than Recover bc it heals at the end of the turn.

Skull Bash won’t be helpful enough without STAB or a good Attack stat/boost, even with the damage + Defense boost, and it would basically be only helpful for Yawn, and the Future Sight which only activate at the end of the turn (allowing U-Turners and Volt Switchers, etc. which are already super effective Vs Golduck - to escape and switch to a Dark/Shedinja, or anti-Sleep Comatoser such as Slaking).

Golduck loses momentum bc it can only use end of turn effects, barring Skull Bash. I wanted to give it options for coverage and so it doesn’t risk being played around completely.
 
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