4/8/25 EDIT: G-Max moves are banned in this version of the mod, so I've changed G-Max Infernal Chasm into a Z-Move instead. I also nerfed the burn status chance to hopefully keep it from being too overpowered.
Pokémon: Diablo
Franchise/Origin: Primal Rage
Intended Tier: UU
Type: Rock/Fire
Ability: Strong Jaw,
Malevolent*, Anger Point (Hidden)
Notable moves: Ancient Power, Accelerock, Rock Blast, Rock Slide, Stone Edge, Tar Shot, Head Smash, Stealth Rock, Fire Fang, Flamethrower, Fire Blast, Incinerate, Burning Jealousy, Eruption, Fire Lash, Flame Charge, Flare Blitz, Heat Crash, Inferno, Lava Plume, Raging Fury, Overheat, Earth Power, Earthquake, Fissure, Crunch, Beat Up, Brutal Swing, Dark Pulse, Darkest Lariat, Foul Play, Jaw Lock, Nasty Plot, Night Slash, Lash Out, Throat Chop, Parting Shot, Will-O-Wisp, Agility, Hone Claws, Roar, Dragon Claw, Dragon Tail, Dragon Dance, Outrage
Custom Elements:
- Malevolent: Boosts the power of Dark-type moves (a la Steelworker or Rocky Payload).
- Inferno Flash (Fire, Special, 70 BP, 32 PP max, 100% accuracy) - Fire-type Volt Switch clone. Based on an actual move of his in-game where he teleports with a blast of fire... yes, really.
- Z-Move: Infernal Chasm (Fire, Special, 190 BP) - Requires holding a Diablum-Z and knowing the move Inferno. Literally his Infernal fatality, this move sees Diablo summon a mighty fissure in the ground to send the selected opponent down into the depths of the Earth's crust, before the titular chasm shoots up an absolutely massive geyser of lava that engulfs the unfortunate victim, which also has a 30% chance to be burned. Opponents using Dig will receive double damage, and their chance of being affected by a burn is increased to 60%.
Stats: 65 HP/110 Atk/65 Def/110 SpA/65 SpD/110 Spe =
525
Reasoning:
The premise of
Primal Rage is that at the end of the age of the dinosaurs, seven god-beasts did battle for control of the planet of Urth, only to be magically sealed away. Now, having been struck by a meteor, the planet is once again at the god-beasts' mercy... and Diablo, the leader of the destructive gods and ruler of the Inferno, is bringing Hell with him.
With this in mind, the typing choice for this dreadful dino should be self-explanatory. My other choice was Dark/Fire and although I had to stick with the tradition of fossil Pokémon being Rock-typed, I did add a pseudo-Dark STAB regardless; Fire is the secondary type because his moveset in the original game involves a lot more Fire-coded attacks and a
lot of lava especially. Strong Jaw was formerly the signature ability of Tyrantrum, and fits a beast who's partly tyrannosaur-like (though he seems more like an
Allosaurus, at least to me), and Anger Point is a reference to the rage mechanic in-game.
Competitive Info:
The God of Evil has had only one purpose in his long, long life, and that was and is to plunge all before him into a cataclysmic horror-scape of death, torture, and flesh-searing heat. A mixed attacker with respectable speed and impressive offensive stats, but not much in the way of HP, defense, or recovery, he makes up for his glaring lack of staying power with the ability to inflict tremendous damage with the right item usage and setup boosts, making him less of a true sweeper and more akin to a wallbreaking suicide-lead meant to clear the way for stronger but slower allies. With such potent STAB as Stone Edge, Head Smash, Fire Blast, and Overheat, along with pseudo-STAB options like Throat Chop, Night Slash, and even Darkest Lariat (
Primal Rage is a fighting game, after all), most of his movesets would be fairly straightforward with two STAB moves, one coverage or support move, and one boosting move, with Agility probably being his best bet alongside Choice item sets to give him enough speed to be able to land the first hit of each turn (though being faster than Tyrantrum doesn't hurt, either). Ground and Dragon coverage rounds out his movepool, but aside from Ground being strong against Rock, he has literally nothing to deal with any of the four types he's weak to, his double-weaknesses to Ground and Water especially. As such, trying to use him to straight-up flood the world with magma without caring about any good-aligned resistance is probably not the best course of action, and if anything, it's more likely that he'll be forced to do a
lot of switching out and back in depending on whomever dares to challenge him. Fortunately, Parting Shot's general utility and the fact that Inferno Flash, unlike Volt Switch, is not walled by any type whatsoever (Flash Fire notwithstanding) means Diablo essentially has two ways to get going when the going gets tough, giving him more opportunities to pick off weakened foes, force disadvantageous switch-ins, and generally cause mass chaos.