Resource Solomods Megathread

Solomods made in Austria

Past Solomods
Mascot: :raichu-alola:
Spreadsheet

Summary of the Mod
Only Pokemon that obtained a Prevolution or an Evolution in a later generation will be available in this mod. For example, Clefable is available since Cleffa got introduced a gen later and Gliscor is allowed because it was introduced two gens after Gligar. This also affects Pokemon that evolve into different Pokemon, like how Slowpoke evolves into Slowbro and Slowking. Exclusions are Pokemon like Basculin-White and Sneasel-Hisui since they are introduced in the same generation as their evolution.

Banned Elements
Pokemon
:
:gardevoir-mega: Gardevoir-Mega
:ursaluna: Ursaluna

Items:
:bright-powder: Bright Powder
:focus-band: Focus Band
:kings-rock: King's Rock
:lax-incense: Lax Incense
:quick-claw: Quick Claw

Moves:
Baton Pass

Abilities:
Moody


Current Solomods
Mascot: :marshadow:
Spreadsheet

Summary of the Mod
Roovnen focuses on creating a region called Roovnen based on Austria, Switzerland and Germany, although admittingly, I based Pokemon less and less about these countries as I went along. While I want to create a story and characters around the region, I focused primarily on battling since this is a Solomod afterall. You can check out the list of changes here, since there's a lot of them I won't go over all of them. For now, I will go over some standouts.

Metagame Post
:sv/unown:Rotational Other Pet Mod Metagames:sv/unown:

This is an idea I had for a longer time but I hadn't had a chance to do this. You can already guess what this is all about. Rotational Other Pet Mod Metagames, or ROPMM for short, will add a precise of a OM to a Pet Mod. There will be two kinds of this, a random format determined by randomizing a Pet Mod and a OM and the other will be a community choice that is voted in.

Here's the list of all Pet Mods and OMs that are going to be used.
Hoenn Gaiden
Vaporemons
Fusion Evolution SV
Poketypos
Alternatium EX
Megas Revisited
Almost Any Ability
STABmons
Mix and Mega
Shared Power
Inheritance
Camomons
Pokébilities
Flipped

ROPMM Resources

For those who are curious, if a OM and Pet Mod do not work well, it gets rerolled for the random format. Hopefully community choices won't have problems like this.

Future Solomods
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Name of Mod: GSC Doubles Expansion Pack
Mascot (Optional):
farigiraf.png

Summary of the Mod: GSC Doubles, but with regional forms, signature moves, and later-introduced evolutions of existing Pokemon in Generation 2
Competitive Overview (Optional):
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Annihilape
Annihilape will be a monster, especially when paired up with a Pokémon with Beat Up. It has access to great STAB in Cross Chop and the amazing Rage Fist, can boost its stats with Meditate, and more.

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Alolan Ninetales
Alolan Ninetales has the niche of a Beller that is also a Fairy-type. Heal Bell will be great for recovering from common paralysis-based leads without the use of a Miracle Berry.

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Toedscruel
Easily the best sleeper in the game, with Spore. Since abilities do not exist in GSC, it no longer has to deal with Mycelium Might

Note: Approval was given by Portable Fridge
 
:meganium::typhlosion::feraligatr: JohtoMons :ho-oh::lugia::celebi:
Johtomons is a GEN1 solomod that adds the 2nd generation of Pokemon and some moves to the RBY metagame. It is mechanically unaltered, but, as you can imagine, adding about 40 new Pokemon to an existing format shakes it up quite intensely.

This mod wouldn't be possible without the work of Crystal_, who created RBY251 many, many years ago on the now defunct RBY2k20 server. A few of us had interest in reviving this mod and making it up to date (we didn't know all the cart inaccuracies in the simulators at the time of RBY251's release).

Many thanks to TehTayTeh, juoean and eshe0 for collaborating on building the mod and helping to import it to current gen.

What was added to RBY?
Every Gen 2 Pokemon and some moves
Aeroblast, Sacred Fire, Present, Spider Web, Megahorn, Extreme Speed, Vital Throw, Mach Punch, Morning Sun, Metal Claw, Steel Wing, Octazooka, Hidden Power, Outrage, Milk Drink, and Triple Kick

These are every signature move given out in Gen 2, when factoring in a RBY TM list. There were two exceptions to this: Pain Split, which would have made Misdreavus broken due to being impossible to break and rewarding degenerate Confuse Ray strategies, and Spikes, which doesn't translate to RBY's mechanics and, assuming Gen 2 Spikes, would've had a negative impact on the meta.

What about Dark/Steel types?
They're both here with their GSC type effectiveness! Bite is Dark-type.

Any Other Changes?
A few Pokemon had stat changes to accommodate parity between counterparts. This includes Feraligatr, Raikou and Ho-oh.

What about Shuckle?
Shuckle had a bit of an overhaul because it wouldn't work statistically in RBY as 230 special is unheard of. Its special was reduced and its HP was increased to create equivalent special bulk. Its stats are now: 70/10/230/70/5.

What about Smeargle?
Smeargle learns every move it could normally obtain in GSC.

What about Wobbuffet?
It learns Counter and Mimic. Have fun!

What about Unown?
It is the only user of Hidden Power, which follows the same rules as GSC. Note that the builder, as an RBY mod, doesn't support showing Hidden Power type and so you will have to manually set your Hidden Power type.

How were movepool changes decided?
RBY mons stayed the same unless they got a new move (Arcanine, Machamp, Hitmonchan, Dragonite). Otherwise, this is copied from RBY251.



I will link to the moveset data file on DH once it is live, which should hopefully be soon.

Metagame Analysis

:ursaring:
The best Pokemon in the tier. 130 attack Slash cleaves through the tier (thank you RBY crit mechanics!). Hyper Beam is also ludicrously strong and it gets Swords Dance too. Earthquake typically rounds out its set.

:miltank:
An insane defensive pick as a bulky normal with recovery (Milk Drink), it is one of the few things capable of withstanding Ursaring's assault while also not being an offensive slouch.

:zapdos:
Most of its checks (Rhydon/Golem) are walled by Miltank and so Zapdos is usually free to click Thunderbolt against most of the tier, while keeping Drill Peck for grasses.

:heracross:
So you know how RBY is dominated by Normal and Psychic types? Yeah so here's the Bug/Fighting type with the 120BP bug move...

:blissey:
The fattest mon in the tier and it shares Alakazam's gigantic special attack. A strong and versatile defensive piece.

:tyranitar:
A good Normal resist with great coverage and, especially, Thunder Wave access.

:porygon2:
Miltank sidegrade. This one can boost with Sharpen and has double the recovery PP, but lacks Body Slam's pressure.

:starmie:
Still as versatile as ever. Meta changes benefit it a ton!

:piloswine:
A new Amnesia user (+2 special) with a relative lack of common weaknesses makes it difficult to stop once it gets going.

:scizor:
Another Normal resist that isn't weak to Earthquake while packing Metal Claw to chunk Tyranitar.

:rhydon:
While getting around Miltank is a pain, it does well vs Ursaring and Zapdos.

:misdreavus:
Its a ghost and it isn't weak to Ground! Has worse stats than Gengar and lacks much of a movepool, but makes for a strong defensive piece.
Hello I bring you Johtmons content!

The mod is now playable and the tier is super fun. Very different in practice from KEP or MG1 and its cool how three mods with the same base can go in completely different directions.

A few other solomods players and I are planning a solomods team tour and so I wanted to update Johtomons with some resources, predominantly a preliminary VR, in case people want to check out this cool meta.

Le VR de Johtomons
Tier 1: :ursaring: :miltank:

These are the big two and should realistically be on every team. Ursaring acts as both a wallbreaker and revenge killer of paralyzed teams due to Swords Dance+Hyper Beam. There are options that can address it, such as Tyranitar, Scizor and Misdreavus but you generally have to work around Ursaring. With a meta full of physical attackers, Miltank emerges as the most physically defensive mon with a 50% recovery move, making it rather difficult to break while it spreads paralysis.

Tier 2: :scizor: :heracross: :piloswine:
This trio act as wallbreaking partners to facilitate the Ursaring sweep. Scizor is likely better because it acts as a Normal resist and also packs SD+Hyper Beam. However, nothing other than Scizor switches into Heracross, especially with its own Swords Dance up. Piloswine takes a different route due to Amnesia, and with an immunity to both Thunder Wave and freeze, it generally has to be faced head on instead of trying to cripple it.

Tier 3: :raikou: :tyranitar: :starmie:
These act as consistent paralysis spreaders. Raikou spreads paralysis very well due to its speed and special bulk, and Thunderbolt can let it chip Miltank. However, it invites in Piloswine every time. Tyranitar is a Normal resist for Ursaring and can chip it with Submission. However, it struggles with Heracross. Starmie's speed and Water STAB generally mean Piloswine can't switch into it, and Recover keeps it around for a while. Alakazam might be worth trying but its Tyranitar and Scizor matchups are really bad.

Tier 4: :gengar: :victreebel: :jynx: :poliwrath: :smeargle:
Given the offensive nature of this tier, sleep can kinda just win a game. Gengar is the fastest viable sleeper and trades well between sleep and Explosion. This tier being noticably slower than vanilla RBY allows Victreebel to shine as both a sleeper and a wrapper. Razor Leaf notably wins the Piloswine matchup while Piloswine is resting. Jynx is fast and sleeps reliably but doesn't do more than that. Poliwrath has a great MU against a lot of the tier and packs Amnesia as well as sleep. Smeargle is just like Jynx but likely a bit worse due to its speed.

Tier 5: :steelix: :misdreavus: :cloyster: :blissey: :rhydon: :zapdos:
This last group covers more niche options that can fill some other spots on a team. Steelix has a great Ursaring switch in, but is fairly passive without Explosion. Misdreavus is generally fairly passive but can work around Ursaring well. Cloyster is unchanged from normal RBY and benefits significantly from the slower metagame giving it more Clamp targets. While Blissey struggles vs all the physical attackers, it does as expected vs the few special ones (notably Piloswine). Rhydon invalidates Raikou while also doing acceptable damage to Tyranitar and Ursaring. Zapdos is a great Heracross switchin and can be a Raikou sidegrade.

Do Not Use: :jumpluff: :tauros: :snorlax: :chansey:
A few Pokemon seem pretty good but are kinda traps when teambuilding. Jumpluff, in theory, is the best sleeper due to having Gengar's speed tier with a more accurate move, but generally can't really deal with anything once sleep clause is active due to its movepool. Jynx and Smeargle have this issue, but are able to go for Psychic drops/freeze (Jynx) or trapping/transform (Smeargle) to still contribute. Tauros and Snorlax suffer from the meta being well equipped vs Normals and their damage output is no longer top tier (Miltank walls both forever). Chansey is invalidated by Blissey and there isn't reason to run both.
 
Hello I bring you Johtmons content!

The mod is now playable and the tier is super fun. Very different in practice from KEP or MG1 and its cool how three mods with the same base can go in completely different directions.

A few other solomods players and I are planning a solomods team tour and so I wanted to update Johtomons with some resources, predominantly a preliminary VR, in case people want to check out this cool meta.

Le VR de Johtomons
Tier 1: :ursaring: :miltank:

These are the big two and should realistically be on every team. Ursaring acts as both a wallbreaker and revenge killer of paralyzed teams due to Swords Dance+Hyper Beam. There are options that can address it, such as Tyranitar, Scizor and Misdreavus but you generally have to work around Ursaring. With a meta full of physical attackers, Miltank emerges as the most physically defensive mon with a 50% recovery move, making it rather difficult to break while it spreads paralysis.

Tier 2: :scizor: :heracross: :piloswine:
This trio act as wallbreaking partners to facilitate the Ursaring sweep. Scizor is likely better because it acts as a Normal resist and also packs SD+Hyper Beam. However, nothing other than Scizor switches into Heracross, especially with its own Swords Dance up. Piloswine takes a different route due to Amnesia, and with an immunity to both Thunder Wave and freeze, it generally has to be faced head on instead of trying to cripple it.

Tier 3: :raikou: :tyranitar: :starmie:
These act as consistent paralysis spreaders. Raikou spreads paralysis very well due to its speed and special bulk, and Thunderbolt can let it chip Miltank. However, it invites in Piloswine every time. Tyranitar is a Normal resist for Ursaring and can chip it with Submission. However, it struggles with Heracross. Starmie's speed and Water STAB generally mean Piloswine can't switch into it, and Recover keeps it around for a while. Alakazam might be worth trying but its Tyranitar and Scizor matchups are really bad.

Tier 4: :gengar: :victreebel: :jynx: :poliwrath: :smeargle:
Given the offensive nature of this tier, sleep can kinda just win a game. Gengar is the fastest viable sleeper and trades well between sleep and Explosion. This tier being noticably slower than vanilla RBY allows Victreebel to shine as both a sleeper and a wrapper. Razor Leaf notably wins the Piloswine matchup while Piloswine is resting. Jynx is fast and sleeps reliably but doesn't do more than that. Poliwrath has a great MU against a lot of the tier and packs Amnesia as well as sleep. Smeargle is just like Jynx but likely a bit worse due to its speed.

Tier 5: :steelix: :misdreavus: :cloyster: :blissey: :rhydon: :zapdos:
This last group covers more niche options that can fill some other spots on a team. Steelix has a great Ursaring switch in, but is fairly passive without Explosion. Misdreavus is generally fairly passive but can work around Ursaring well. Cloyster is unchanged from normal RBY and benefits significantly from the slower metagame giving it more Clamp targets. While Blissey struggles vs all the physical attackers, it does as expected vs the few special ones (notably Piloswine). Rhydon invalidates Raikou while also doing acceptable damage to Tyranitar and Ursaring. Zapdos is a great Heracross switchin and can be a Raikou sidegrade.

Do Not Use: :jumpluff: :tauros: :snorlax: :chansey:
A few Pokemon seem pretty good but are kinda traps when teambuilding. Jumpluff, in theory, is the best sleeper due to having Gengar's speed tier with a more accurate move, but generally can't really deal with anything once sleep clause is active due to its movepool. Jynx and Smeargle have this issue, but are able to go for Psychic drops/freeze (Jynx) or trapping/transform (Smeargle) to still contribute. Tauros and Snorlax suffer from the meta being well equipped vs Normals and their damage output is no longer top tier (Miltank walls both forever). Chansey is invalidated by Blissey and there isn't reason to run both.

Some insight gathered from the games I have played:

:ursaring: It is as straight forward as you can get, there isn't much deviation in practice from slash, eq, hbeam and sd/slam, it still gets bubblebeam for some reason, so that might matter in some niche scenario.

:miltank: At first I treated it as a newer Chansey, but most mons hate being paralysed in this meta, its huge defenses mean that a special attacking set tends to win the mirror, it can also run counter to beat ursaring in a pinch, and submission is much more common with all the newcomers. Milk drink is obviously mandatory, the other moves tend to be any combination of: blizzard, ice beam, body slam, hyper beam, eartquake, thunder wave.

:raikou: Probably the most impactful addition to the lead metagame, it creates a new lead dynamic with starmie, gengar and zam, while not being too omnipresent to deny jynx or eggy leads, it only gets bite, electric moves, slam and hb, but you should for the most part just click thunderbolt and thunder wave anyway.

:heracross: swords dance, megahorn, earthquake, nothing enjoys switching on it, other than scizor, its 4th move can be submission or hyperbeam. It can 2HKO almost everything after a swords dance except for scizor

:scizor: unlike scyther, scizor does have stab in metal claw, it's not amazing coverage, but alongside swords dance it can get pretty scary. Other than that it only has normal moves and wing attack, which means it actually can't really hit other steels, but in practice it also can't be touched by most steels. I expect the metagame to evolve into running fire mons or at least fire coverage much more often that in vanilla RBY.

:piloswine: eq, rest, amnesia, blizzard/ice beam. High skill cap pokemon with a high reward, it's slow and not the best suited to tank physical hits, so games can devolve into a piloswine war which none of them win since the winner ends up getting revenged killed immediately after. It also loves facing Raikou leads.

:tyranitar: It can, in theory, run whatever it wants, but tends to run a supportive movepool with twave and specific coverage to patch up its team's weaknesses, it's also one of the few viable dark types that can actually bite and deal bit damage to psychics. Its quad weakness to fighting is a big factor in submission becoming a relevant move.

:houndoom: The other viable dark type, not as versatile as Tyranitar, but decisively beats steal types and switches in for free against all the psychic types not calles starmie. Unfortunately for it, it doesn't get fire spin, so its movepool tends to be just fire blast, body slam, hyper beam, bite.

:gengar: It is as good as ever, don't think it can switch into heracross freely because it doesn't actually resist bug, it hates the new dark types, but it can still click hypnosis, tbolt or nightshade, great lead. It also can't just run psychic as its main attacking move, otherwise it invites dark types. On the other hand if it runs thunderbolt it invites ground types, it's flawed but being the only ghost type in a metagame filled with normal and fighting moves it invaluable.

:misdreavus: on paper it looked like it was capable of something, don't bother, it gets like two attacking moves and neither of them are nightshade, the best it can do is click confuse ray.

:steelix: Finally, good Onix. stab eq is great, it doesn't really care about not having iron tail, which didn't make it into the mod. Bind explosion and rock slide is basically all you should expect from this (alongside eq, ofc). Alongside its great defensive typing that switches in for free against raikou it works as a great pivot, its ownly downside is that it doesn't learn wrap.

:jumpluff: It is bait, but if you wanna use it you will end up using leech seed or rest in the 4th moveslot if you want to have an attacking move, which is funny.

:blissey: Yes, the evolution to the pokemon that felt modded into the game is good, it's not as defining, though, since the biggest new threats are physical attackers, but it can certainly put in some work against most leads.

:smeargle: So present is in the game with gold and silver mechanics, which means smeargle can do things like 0HKOing kingdra consistently, I myself have not experimented much with it, but you can expect something like spore sd present explosion. It is more of a lower tier mon if you ask me.

:meganium: So you know how Venusaur is niche in vanilla OU as a swords dance sweeper? Well, Meganium is better Venusaur since it is pure grass, so it can switch into eq, its razor leaf deals around 70% to piloswine, it gets swords dance and earthquake itself, it requires mroe experimentation, but it looks very promising.

:starmie: It essentially works even better than it did in vanilla, nothing likes to be paralysed in this explosive metagame, but starmie has the additional advantage of beating ground types that would be immune to twave.

:alakazam: A slight sidegrade of starmie, instead of running coverage it runs toss for consistent damage, which can be better depending on the matchup, it's also not weak to Raikou and essentially is only weak to stab bite and megahorn.

:zapdos: It will probably have a similar dynamic with raikou as it did in gsc, but this time there are no spikes, so Raikou is probably better. since it tends to be a lead, Zapdos can still work as the lategame cleaner it is. Notably it's the only relevant mon with a relevant flying move, meaning it obliterates Heracross.

:poliwrath: This is kind of a weird one: it has stab submission, it gets hypnosis, while most of the new mons are much slower than it, and it can sit on steel types and boost with amnesia. It is still Poliwrath, but it certainly is more promissing than in vanilla.

:rhydon: I am 100% certain Rhydon and Steelix will have a Rhydon Golem dyamic, but slam is not as present and as such normal types don't run reflect as often, so Steelix boom can put in work, on top of that its rock slide doesn't get stab, but it has a pivotting option.

:victreebel: Everything is slower and psychics aren't as omnipresent. That should speak by itself.

:jynx: Just an ok lead, it still does what it usually does.

On top of all of these I believe mons like machamp and gyarados can have a spot in the meta, yet again, more games are needed to be certain, but this is fun af.
 
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Name of Mod: Patratdex
Mascot: :patrat:
Link to Changes: Repository, Gen 9 updates (in progress)
Summary of the Mod: Singles and Doubles format using Fakemon created by the Pokemon Club at GMU! It's currently playable as a Gen 8 format on DH, but we're going to release a massive wave of Gen 9 updates after the site supports it. It's called the Patratdex bc it's the club mascot.
Competitive Overview: This format undoes a lot of the power creep from the later generations (its power level is approximately that of Gen 4 NU or Gen 5 UU) with all of the conveniences of the most recent gen (Fairies, boots and so on). Quite a few mons got regional variants and evolutions, too.
 
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:sablenite:SM Random Other Custom Stones (ROCS) Mix and Mega :sablenite:
Mascot:
:audinite: :sv/lanturn:
Link to Changes (List of all Mega Stones and Custom Abilities):
Summary of the Mod:
Ever wondered "The Mega Stones of GF are bad and not enough, we need more Mega Stones"? Well, we bring to you Custom Mega Stones! In this format, Mega Stones and Primal Orbs (whether it may be the usual Mega Stones, or the custom ones!) can be used on almost any Fully Evolved Pokémon with no Mega Evolution limit. When that Pokémon then Mega Evolves, it undergoes the same stat modifications that the original user of that Mega Stone does, along with its ability and any type changes that the Mega Evolved form has compared to the base species, as in Mix and Mega.
For example:
1676100193759.png

Playability:
This format is playable on ROM, courtesy of urkerab!
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under Unofficial Metagames
Alternatively, you can use the challenge code given below:
Code:
 /challenge [username], [Gen 7] Mix and Mega ROCS
Now Custom Mega Stones, however, CANNOT be added directly from the items list, unlike regular ones. In order to add Custom Mega stones, follow the steps shown below:
1. Go to teambuilder
2. Add a Pokemon
3. Click Import/Export
4. Add @ [Custom Megastone] after the name of the Pokemon
5. Click Save
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Important Information [MUST READ]:
You, yes, you, the community, can, and are encouraged to submit custom Mega Stones! Now where can you do so? Do so in this thread, or, use our
:altarianite: DISCORD :altarianite:
GENERAL RULES AND GUIDELINES FOR MEGA STONE SUBMISSIONS:
  • Keep it simple, no broken stuff. For example, a stone which gives +70 offenses and +60 speed, with Adaptability is simply broken and will not be accepted​
  • Submissions for fictional or CAP Pokemon will not be accepted.​
  • Submissions for NFE or LC Pokemon will not be accepted.​
  • Try to keep your submission(s) unique.​
  • Submissions for Pokemon with 680 BST or above will not be accepted.​
  • The Megastone should strictly provide +100 BST.​
  • The Megastone should NOT boost HP.​
  • Submissions for Megastones of Pokemon with multiple formes (e.g: Ninetales) are NOT allowed.​
  • Try not to make your custom ability (in case you decide to submit one) too complex, with multiple functions. Custom abilities will be subject to coding ease.​
Example submission:
Code:
Pokemon: Tangrowth-Mega
Mega Stone: Tangrowthite
Ability: Triage

ATK/DEF/SPA/SPD/SPE:
+25/+35/+15/+25/+0
Now let us meet the people who will be going through your Mega Stone submissions.

The Custom Stones Check Team:
:lanturn: urkerab
:melmetal: zastra
:arbok: Clastia
:budew: BandedBodyPress

ROCS Mix and Mega Council:
(Looking for more people! If you are willing to contribute, please let me know! PM me or DM at ZAstra#6450!)
:melmetal: zastra [Co-leader]
:budew: BandedBodyPress [Co-leader]
:arbok: Clastia
:surskit: Mincera31
:chespin: Beartico
:Mewtwo: Tile Denial
Clauses: Ubers Clauses, Mega Stone / Orb Clause (only one of each stone on a team)
General Bans: Baton Pass, Electrify, Shadow Tag
Banned Stones: Beedrillite, Blazikenite, Gengarite, Kangaskhanite, Mawilite, Medichamite, Pidgeotite
Pokemon that can't Mega Evolve: Arceus, Deoxys-A, Deoxys-N, Deoxys-S, Dialga, Dragonite, Giratina, Groudon*, Ho-Oh, Kyogre*, Kyurem-Black, Kyurem-White, Lugia, Lunala, Marshadow, Mewtwo*, Naganadel, Necrozma-Dawn-Wings, Necrozma-Dusk-Mane, Palkia, Pheromosa, Rayquaza, Regigigas, Reshiram, Slaking, Solgaleo, Xerneas, Yveltal, Zekrom, Zygarde with Power Construct.

* indicates that this Pokémon is still permitted to hold native Mega Stones.
:pinsirite: Resources: :pinsirite:
1. Useful commands guide: (Usable on ROM!)
Code:
/stone [Custom Mega Stone], gen7mixandmegarocs
To view the stats of a Custom Mega Stone
Code:
/mnm [Pokemon]  @ [Custom Mega Stone], gen7mixandmegarocs
To view a Pokemon's stats, typing and ability holding a Custom Mega Stone
Code:
/dt [Custom Ability from a Custom Mega Stone], gen7mixandmegarocs
To view Custom abilities granted by a Custom Mega Stone.
(More TBA)
:blue_orb: FAQs :blue-orb:
Q: How many Pokémon may I mega evolve on a team?
A: You may Mega Evolve any number of Pokemon on the same team.

Q: Do Orbs activate instantly on switch-in?
A: Yes, if you use Red Orb or Blue Orb, the transformation occurs instantly upon switch-in.

Q: How do Mega Stones that add types function on Pokémon that are given a secondary type equivalent to their primary type?
A: If you use a Mega Stone or Orb that gives you a secondary typing that's the same as your primary typing, you no longer have a secondary typing (ie: Red Orb Charizard).

Q: Why does my Ash Greninja / Meloetta-Pirouette revert to its base form upon Mega Evolution?
A: Mega Evolutions cannot be based off of alternate in-game form changes, and hence they revert to their original forme.

Q: Can Knock Off, Trick, e.t.c. be used to remove a Mega Stone from its holder?
A: A Mega Stone or Orb cannot in any way removed from its holder if the holder can Mega Evolve / Primal Revert with it, regardless of whether the holder is the "correct" species or not.

Q: Can we submit stones for Pokemon which are FE in SM, but NFE in SV, say, Bisharp(ite)?
A: Nope. These Pokemon are still considered NFE.
SAMPLE TEAMS
(click on the sprites for the pokepaste!)
:buzzwole::kyogre::landorus::toxapex::mew::tapu-koko:
Machampite Buzzwole Balance by zastra
:chatot::keldeo::rhyperior::buzzwole::blacephalon::kartana:
Mega Chatot Bulky Offense by Mincera31
:arceus::garchomp::mew::genesect::gyarados::xerneas:
Lanturnite Garchomp Screens Offense by zastra
:toxapex::blissey::ditto::magearna::zygarde::gliscor:
Double Ground Stall by BandedBodyPress and zastra
 
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[Gen 3] Inverse OU
This is a mod of ADV OU that inverts learnsets. If a Pokemon can learn a move in Gen 3, that move is omitted. If it can't, it is included. Figured it'd be a fun experiment. It was playable on DH, but Scoopapa removed it on accident. Should be playable tomorrow.

// aeroblast: ['3L1'],
// agility: ['3L1'],
// aromatherapy: ['3L1'],
// batonpass: ['3L1'],
// bellydrum: ['3L1'],
// block: ['3L1'],
// bonemerang: ['3L1'],
// bulkup: ['3L1'],
// calmmind: ['3L1'],
// confuseray: ['3L1'],
// conversion: ['3L1'],
// conversion2: ['3L1'],
// curse: ['3L1'],
// destinybond: ['3L1'],
// dragondance: ['3L1'],
// explosion: ['3L1'],
// extremespeed: ['3L1'],
// glare: ['3L1'],
// grasswhistle: ['3L1'],
// healbell: ['3L1'],
// knockoff: ['3L1'],
// leechseed: ['3L1'],
// lovelykiss: ['3L1'],
// lusterpurge: ['3L1'],
// meanlook: ['3L1'],
// megahorn: ['3L1'],
// memento: ['3L1'],
// meteormash: ['3L1'],
// metronome: ['3L1'],
// milkdrink: ['3L1'],
// mistball: ['3L1'],
// moonlight: ['3L1'],
// morningsun: ['3L1'],
// muddywater: ['3L1'],
// painsplit: ['3L1'],
// perishsong: ['3L1'],
// present: ['3L1'],
// psychoboost: ['3L1'],
// recover: ['3L1'],
// refresh: ['3L1'],
// sacredfire: ['3L1'],
// selfdestruct: ['3L1'],
// sing: ['3L1'],
// sketch: ['3L1'],
// skyuppercut: ['3L1'],
// slackoff: ['3L1'],
// sleeppowder: ['3L1'],
// softboiled: ['3L1'],
// spiderweb: ['3L1'],
// spikes: ['3L1'],
// spore: ['3L1'],
// stunspore: ['3L1'],
// superpower: ['3L1'],
// sweetkiss: ['3L1'],
// swordsdance: ['3L1'],
// synthesis: ['3L1'],
// tailglow: ['3L1'],
// teeterdance: ['3L1'],
// thunderwave: ['3L1'],
// transform: ['3L1'],
// trick: ['3L1'],
// volttackle: ['3L1'],
// willowisp: ['3L1'],
// wish: ['3L1'],
// yawn: ['3L1'],

Initial Impressions:
Jolteon now gets BoltBeam + Fire Blast + Surf. It is impossible to switch into, and can sweep, especially with Growth. Gengar likewise gets ThunderBeam + Fire Blast + Surf + Growth. Likewise, Aero can use Sharpen/Meditate together with Drill Peck. Not that big of a threat thanks to me banning a lot of good signature Physical coverage moves such as Megahorn, Meteor Mash, and Bonemerang, though.

Also, a lot of Pokemon can still inherit lots of moves thanks to their prevos having shoddy learnsets. One huge example of this is Metagross, which gets mostly its normal learnset (no Meteor Mash or Agility) plus great special moves like BoltBeam + Fire Blast + Surf. Another example is Gyarados, which still gets EQ, and now gets Drill Peck (though lack of DD really hurts it).

Should I ban move inheritance from certain Pokemon, like Eevee, Beldum, and Magikarp? Question for the community.

Update: Banning Jolteon, Alakazam, Sceptile, Starmie, Raikou, Espeon, and Gengar. They're just too fast and hit like trucks with their excellent coverage.
 
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Hello, here to give you another RTS update!

First of all, I completely forgot to say this, but Roulettemons: The Solomod is now supported for Gen 9! Thank you to Scoopapa for coding in Generation 9 for Dragon Heaven! Now you can mess around with the previously uncoded Gen 9 elements! And second of all, 5 new Pokemon have been added to the mod! Without further ado, here they are!:

Hamstora

Typing
:
Fairy.png

Abilities: Snow Warning / Aroma Veil / Drought
Stats: 52 / 136 / 151 / 97 / 137 / 27
Movepool: Power-Up Punch, Stone Edge, Acrobatics, Outrage, Torch Song, Freezing Glare, Extrasensory, Chloroblast, Glacial Lance, Psystrike, Flare Blitz, Head Smash, Draco Meteor, Scald, Bolt Beak, Super Fang, Fire Punch, Wish, Moonblast, Dragon Tail, Horn Attack, Sweet Scent, Fire Spin, Play Rough, Psycho Shift, Cross Poison, Astonish, Ominous Wind, Confusion, Whirlpool, Aqua Cutter, Rototiller, Ingrain, Fury Swipes, Fake Tears, Spider Web, Teatime, Curse, Twineedle, Smart Strike
Cabarrage

Typing
:
Grass.png
Ghost.png

Abilities: Light Metal / Illusion / Volt Absorb
Stats: 80 / 99 / 81 / 51 / 134 / 155
Movepool: Parting Shot, Taunt, Core Enforcer, Leaf Blade, Chilly Reception, Clear Smog, Strength Sap, Pursuit, Energy Ball, Protect, Plasma Fists, Reflect, Tidy Up, Magma Storm, Shadow Bone, Bitter Malice, Shadow Ball, Court Change, Dark Pulse, Spectral Thief, Hold Hands, Spotlight, Sand Attack, Doodle, Instruct, Stuff Cheeks, Arm Thrust, Me First, Accupressure, Bubble Beam, Egg Bomb, Rage Power, Absorb, Wake-Up Slap, Acid Armor, Burn Up, Simple Beam, Octazooka, Role Play, Tickle
Sumouse

Typing
:
Fighting.png

Abilities: Poison Heal / Liquid Voice / Punk Rock
Stats: 97 / 100 / 74 / 123 / 125 / 81
Movepool: Precipice Blades, Thunder Punch, Triple Dive, False Surrender, Attack Order, Dragon Pulse, Aura Sphere, Darkest Lariat, Lumina Crash, Wildbolt Storm, Relic Song, Thousand Waves, Axe Kick, Lava Plume, Beak Blast, Meteor Beam, Wood Hammer, Silk Trap, Aqua Tail, Obstruct, Take Down, Solar Beam, Blizzard, Mind Reader, Dragon Breath, Decorate, Magnet Rise, Double Slap, Water Sport, Teatime, Iron Defense, Ancient Power, Conversion 2, Sand Tomb, Guard Swap, Muddy Water, Lock-On, Recycle, Twineedle, Sky Uppercut
Electrorb

Typing
:
Electric.png

Abilities: Download / Damp
Stats: 100 / 99 / 91 / 99 / 127 / 84
Movepool: Blazing Torque, Sandsear Storm, Scorching Sands, Swords Dance, Ice Shard, Knock Off, Water Spout, Hurricane, Take Heart, Earth Power, Clear Smog, Drill Peck, Fusion Bolt, Protect, Revelation Dance, Calm Mind, Accelerock, Chloroblast, Leaf Storm, Dragon Energy, Twineedle, Frost Breath, Heavy Slam, Power Swap, Harden, Snore, Take Down, Poison Sting, Aromatic Mist, Charge, Water Pulse, Dig, Astonish, Fake Tears, Thunderbolt, Psycho Shift, Rototiller, Sparkling Aria, Heat Crash, Confusion
Horroling

Typing
:
Poison.png
Ghost.png

Abilities: Beast Boost / Air Lock / Mimicry
Stats: 139 / 101 / 100 / 80 / 70 / 110
Movepool: Shadow Bone, Shadow Ball, Dragon Dance, Poison Jab, Sludge Bomb, Destiny Bond, Focus Punch, No Retreat, Extrasensory, Power Gem, Sacred Fire, Scorching Sands, Body Press, Bitter Malice, Bitter Blade, Psychic Fangs, Mountain Gale, Obstruct, Tidy Up, Fire Blast, Ally Switch, String Shot, Snap Trap, Wring Out, Metronome, Punishment, Burn Up, Nightmare, Comeuppance, Revenge, Camoflauge, Smog, Sing, Torment, Barb Barrage, Feint Attack, Night Daze, Rolling Kick, Mega Kick, Karate Chop

Note that these Pokemon are already coded into Dragon Heaven, so feel free to mess around with them as they are! That's pretty much about it! 2 small, but huge announcements. Until next time, see you all!
 
:rb/arcanine: [Gen 1] Glitch OU (AKA MissingNo. Cup) :rb/rhydon:

38tWQR1STAuuCYU6XaoZZg.png
aKE0XpogR0C4lEQ5lraL3Q.png

(Above, left: Rhydon now gets access to Swords Dance and Explosion.)
(Above, right: Arcanine now gets access to a plethora of tools, such as Sleep Powder, Amnesia, and Blizzard.)


LA6Bet2lRdur1Nb5X4JaCg.png

(Above: Newcomer FA 250 Y is similar to Arcanine; it doesn't get sleep, but it has 20 more Special and access to Pump.)

Hello all! I posted in the Pet Mods Workshop about turning MissingNo. Cup into a Pet Mod (man, was that a salty reaction... Sorry guys) and you may have just written me off; well after writing a scraper from the Glitch City Wiki's GlitchDex section, I bring you [Gen 1] Glitch format (AKA MissingNo. Cup)! Features the 134 RBY glitch mons in all their glory, complete with Time Capsule Exploit (Johto Guard Glitch) tradeback move inheritance. Every prevo has been taken into careful consideration, meaning every mon inherits moves from whatever prevo (or prevos) it may have; this includes existing mons, too! (Some glitch mons evolve into existing mons.)

I have banned all glitch mons at or over 650 BST for your balanced meta needs. I also banned the Gengar hybrid with Spore/Amnesia/Recover/Fire Blast and the Starmie hybrid with Amnesia. You're welcome!

(Actually, as of 5/31, Amnesia is banned. Lol) Sleep Powder is banned, now, too
Update 7/2: Self-Destruct/Explosion are now banned (or actually, they have been for like a month :bloblul: )

The mod is playable on DH. Enjoy!
 
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:rb/arcanine: [Gen 1] Glitch OU (AKA MissingNo. Cup) :rb/rhydon:

38tWQR1STAuuCYU6XaoZZg.png
aKE0XpogR0C4lEQ5lraL3Q.png

(Above, left: Rhydon now gets access to Swords Dance and Explosion.)
(Above, right: Arcanine now gets access to a plethora of tools, such as Sleep Powder, Amnesia, and Blizzard.)


LA6Bet2lRdur1Nb5X4JaCg.png

(Above: Newcomer FA 250 Y is similar to Arcanine; it doesn't get sleep, but it has 20 more Special and access to Pump.)

Hello all! I posted in the Pet Mods Workshop about turning MissingNo. Cup into a Pet Mod (man, was that a salty reaction... Sorry guys) and you may have just written me off; well after writing a scraper from the Glitch City Wiki's GlitchDex section, I bring you [Gen 1] Glitch format (AKA MissingNo. Cup)! Features the 134 RBY glitch mons in all their glory, complete with Time Capsule Exploit (Johto Guard Glitch) tradeback move inheritance. Every prevo has been taken into careful consideration, meaning every mon inherits moves from whatever prevo (or prevos) it may have; this includes existing mons, too! (Some glitch mons evolve into existing mons.)

I have banned all glitch mons at or over 650 BST for your balanced meta needs. I also banned the Gengar hybrid with Spore/Amnesia/Recover/Fire Blast and the Starmie hybrid with Amnesia. You're welcome!

The mod is playable on DH. I have a stat scaling version and two Gen 2 versions that are playable here. Enjoy!

(Discord)
Hallo. It's me again. R8 , Copen and I were talking about including this format in an upcoming team tour, but we have some doubts due to its untested-ness. I'm gonna try and be somewhat helpful here, despite this metagame being relatively obscure. Here's what I got:
:exeggutor: :hypno: (FA 250 Y) :charizard: :slowbro: :arcanine:
:rhydon: :machamp: (EA 234 Y) :golem: :arcanine: (D3 211 Y) :kangaskhan: (F3 243 RB) :fearow: (C7 199 Y) :charizard:
Recover: (FB 251 RB) (CF 207 Y) :starmie: :alakazam: (D0 208 Y) :kadabra:
Softboiled: (F4 244 RB) :chansey: (C0 192 Y) (FA 250 Y) :charizard: :slowbro: :arcanine: :machamp: :golem: :rhydon: :kangaskhan: (C9 201 RB)
Thunder Wave: (C2 194 RB) (C8 200 RB) (D9 217 RB) (EA 234 RB) :zapdos: (F8 248 Y) :dragonite: :alakazam: :jolteon: :starmie: :arcanine: :hypno: :chansey: (C0 192 Y) (F0 240 Y) (FA 250 Y) (EA 234 Y) (F3 243 RB) :rhydon: :golem: :slowbro: (D3 211 Y) :kadabra: :kangaskhan: :fearow:
Glare: :exeggutor: (C7 199 Y) (EA 234 Y) (F5 245 Y) :golem: (D3 211 Y) :kangaskhan:
Stun Spore: :exeggutor: :kangaskhan: :fearow:
Spore: :golem:
Sleep Powder: (F8 248 Y) :exeggutor: :arcanine: (CF 207 Y) (FA 250 Y) (D4 212 Y) :rhydon: :nidoking: :machamp: :slowbro: :kangaskhan: :fearow:
Lovely Kiss: :jynx: (F8 248 Y) :nidoking:
Sing: :lapras: :chansey: (C7 199 Y) (EA 234 Y) :snorlax: :jynx:
Explosion: :rhydon: :golem: (C2 194 RB) (C8 200 RB) (D9 217 RB) (EA 234 RB) :cloyster: :exeggutor: (FA 250 Y) :nidoking: (F3 243 RB) :fearow: (F8 248 Y) :charizard: (C0 192 Y) :hypno: :gengar:
Self-Destruct: :machamp: :snorlax: (FA 250 Y) :kangaskhan: (C7 199 Y) (CD 205 Y)
:tauros: (D2 212 Y) (EA 234 Y) (F5 245 Y) :snorlax: (D3 211 Y) (E0 224 RB) (EB 235 RB) :dodrio: :kangaskhan: :fearow:
(F8 248 Y) :articuno: :cloyster: :lapras: :jynx:
:exeggutor: :alakazam: :starmie: :hypno: (C0 192 Y) :slowbro: :kadabra: :jynx:
:rhydon: :nidoking: :golem:
(F8 248 Y) :dragonite: :exeggutor: :gyarados: :lapras: :starmie: :arcanine: :chansey: (C7 199 Y) (FA 250 Y) :nidoking:
:exeggutor: :arcanine: (C7 199 Y) :charizard: (D4 212 Y) (EA 234 Y) (F5 235 Y) :snorlax: :rhydon: :nidoking: :machamp: :golem: (E0 224 RB) :kangaskhan: :fearow:
 
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saphor.png
Scootopia V.2
fenreil.png

Welcome to Scootopia Version 2! Scootopia has recieved updates for Gen 9, a large influx of new pokemon, some balance changes, and a new generational mechanic! Basically, a completely transformed metagame.
New Mechanic: Super Types
crystalorb.png
feralorb.png


Super types allow a pokemon to replace their secondary type with one of two powerful new types: Crystal or Feral.
- A pokemon's secondary type will change if they are holding either a Crystal Orb or a Feral Orb.
- This change happens right before the first time they switch in.
- Only one pokemon on a team can gain a Super Type.
- These items cannot be removed in battle. They also boost moves of their corresponding type by 20%.
- Crystal- and Feral-type moves can only be used by pokemon with the matching type.
crystal.png

Crystal is a defensively inclined type. It shares some matchups in common with Rock, and some of its matchups are based on its light-scattering properties. Water is resisted because it plays a crucial role in forming many crystals. It can't be frozen because it is already crystalized.

Defensive:
Immune to: Burn Status, Sandstorm
Resists: Normal, Water, Fire, Ground, Rock, Dark, Crystal, Feral
Weak to: Electric, Fighting, Steel
Offensive:
Strong Against: Fire, Dark, Ghost
Resisted By: Electric, Fighting, Steel, Crystal

feral.png

Feral is an offensively inclined type. Its matchups mostly revolve around wreaking havoc on the environment, while being weak to natural hazards and particularly fearsome beasts. The mutual resist between Feral and Ghost references the Normal type.

Defensive:
Immune to: Sleep Status
Resists: Ice, Ghost, Fairy
Weak to: Fire, Poison, Dragon
Offensive:
Strong Against: Normal, Grass, Water, Flying, Bug, Fairy
Resisted By: Fire, Ghost, Dragon, Crystal
These moves can only be used by pokemon with the corresponding Super Type.

crystal.png

Crystal CutterPhysical50 BP | 15 PP | Always Crits, 100% to drop AtkContact, Slicing
Crystal TailPhysical120 BP | 5 PP | 85% Acc. | 20% to Drop AtkContact
Crystal BashPhysical100 BP | 10 PP | 10% to drop AtkContact
Crystal BeamSpecial90 BP | 15 PP | 30% to drop SpA
Crystal CageSpecial85 BP | 10 PP | 80% Acc. | Traps and damages for 4-5 turns.
Crystal BurstSpecial120 BP | 5 PP | Lowers user's SpA by 1 stage.
Crystal HealingStatusCures the team's Status and starts effect similar to Aqua Ring
Crystal FortificationStatusUser gains +1 Def and +1 SpD, clears negative stat changes
Crystal ShardStatusSets a layer of Spikes

feral.png

Feral BitePhysical90 BP | 15 PP | 30% chance to PoisonContact, Biting
Feral ShredPhysical20 BP | 15 PP | Hits twice, lowers Def by 1 on each hitContact
Feral RushPhysical120 BP | 10 PP | User takes 1/3 recoil, 20% to drop DefContact
Feral ShriekSpecial90 BP | 15 PP | Sound move | 20% to lower foe's SpDSound
Feral PowerSpecial110 BP | 5 PP | Lowers user's SpD by 1
Feral BreathSpecial80 BP | 15 PP | 60% to lower SpD by 1Wind
Feral RoarStatus-6 Priority; Foe: Forced to switch; User: +1 Atk, +1 SpA,Sound
Feral SprayStatusFoe: Poisoned, User: +1 Atk, +1 SpA
Feral ResilienceStatusUser: Status cured, +1 Atk, +1 SpA
These pokemon will be in Pokemon Scoop Version if you want to avoid spoilers for that.
Just some random examples, there are many more!

axolacred.png

Axolacred
Type: Dragon / Flying
Abilities: Shield Dust / Regenerator | Beads of Ruin
Stats: 60 / 55 / 85 / 95 / 95 / 85 | BST: 475
Notable Moves:
Physical: U-turn,
Special: Draco Meteor, Air Slash, Scald, Shadow Ball,
Status: Revival Blessing, Shed Tail, Stealth Rock,
Description: Revival Blessing and Shed Tail on a Regenerator pokemon, please everyone come play my mod <3. Fortunately, Shed Tail works a bit differently in this mod: it still takes 50% of the users HP, but the incoming pokemon takes 50% less damage for the rest of the turn (including indirect) and heals 25% upon entering. Axolacred provides powerful support, but it's either very passive (Regenerator) or very squishy (Beads of Ruin).

elemadillo.png

Elemadillo
Type: Steel / Electric
Abilities: Weak Armor / Motor Drive | Stalwart
Stats: 67 / 94 / 73 / 103 / 64 / 129 | BST: 530
Notable Moves:
Physical: Double Shock, Iron Head, High Horsepower, Rapid Spin, U-turn
Special: Thunderbolt, Volt Switch, Electro Ball, Flash Cannon, Earth Power, Energy Ball,
Super Type: Crystal Burst, Crystal Shard, Feral Power, Feral Spray
Description: An offensive pivot with pretty solid coverage and a great defensive typing to make up for its low defenses. I think Specs is its main set, but it can reach similar levels of power (and gain even better defensive typing) by using a Super Type orb - Feral is more spammable, and gains moves that can boost it's SpA, while Crystal can set Spikes with Crystal Shard.

barracoth.png

Barracoth
Type: Ice / Water
Abilities: Filter / Thick Fat | Mutli-Scale
Stats: 140 / 115 / 110 / 55 / 65 / 35 | BST: 520
Notable Moves:
Physical: Liquidation, Flip Turn, Triple Axel, Earthquake, Body Press, Dragon Tail, Slack Off,
Status: Chilly Reception, Roar, Curse, Sheer Cold,
Description: Stays fairly true to Roulettemons Barracoth's kit, but it's a physical behemoth rather than a passive mixed wall. Flip Turn and Dragon Tail should allow it to keep momentum fairly well, with Triple Axel / Body Press / Sheer Cold as other options. Sheer Cold inflicts Freeze in this mod, which functions like Frostbite in PL:A.

saphor.png

Saphor
Type: Ground / Normal
Abilities: Thick Fat / Crystal Heart
Stats: 95 / 100 / 105 / 100 / 105 / 95 | BST: 600
Notable Moves:
Physical: Headlong Rush, Earthquake, Double Edge, Body Slam, Stone Edge, Superpower, Body Press, Heavy Slam, Wild Charge, Trailblaze,
Special: Earth Power, Scorching Sands, Hyper Voice, Focus Blast, Shadow Ball, Giga Drain,
Status: Stealth Rock, Calm Mind, Bulk Up, Heal Bell, Roar,
Super Type: All Crystal moves, no Feral moves.
Description: The mascot for the Crystal type. A versatile tank with great bulk and movepool, and a workable typing thanks to Thick Fat. It can run Choice Band, AV, or bulky Wincon sets. It can also make use of Crystal Orb well, gaining a great offensive and defensive type combo. Crystal Heart makes its typing pure Crystal without using up your Super Type slot, and provides a significant boost to Def and SpD - turning it into an Uber. As an Uber it can spam dual hazards or set up stat boosts with Giratina-level bulk and arguably better typing.

fenreil.png

Fenreil
Type: Normal / Dark
Abilities:
Stats: 80 / 105 / 100 / 105 / 100 / 110 | BST: 600
Notable Moves:
Physical: Double Edge, Body Slam, Knock Off, Jaw Lock, U-Turn, Superpower, Psychic Fangs, Play Rough, Stone Edge, Flame Charge,
Special: Hyper Voice, Dark Pulse, Earth Power, Focus Blast,
Status: Swords Dance, Nasty Plot, Taunt,
Super Type: All Feral moves, no Crystal moves.
Description: The mascot for the Feral type. An offensive pivot or setup-based wall breaker. Normal / Dark gives it a great offensive type, and probably works best with its physical movepool. With a Feral Orb, however, it appreciates its Ground coverage on the special side and can use Nasty Plot well. Wild Heart turns its typing to pure Feral and gives a significant boost to Atk and SpA - turning it into an Uber. As an Uber it is a glass cannon wall breaker that spams its Feral STABs.
I know the new mechanic makes the meta tougher to learn, so I tried to assemble some resources on the Spreadsheet to make it easier. This page shows the defensive matchups for every type combination involving a Super Type. The Dragon Heaven Client is the best place to see what the pokemon can do. I tried to make the type matchups make sense and not be overly complex, but you can also use the /weak command in battle to check the weaknesses of your opponent's Super Type pokemon.

That's about all, I hope you enjoy Scootopia 2!
 
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Name of Mod: a sleep-deprived discord moderator makes the worst thing you've ever seen in record time
Mascot: my gigantic forehead (just do Deoxys-Speed lmao)
Spreadsheet: here you go
Overview: So, a while ago, Mossy Sandwich had the idea to spend a full 24 hours making a balanced micrometa completely from scratch as a bit of a challenge. It sounded like a very fun idea, but one problem - I don't think 24 hours fit my image of how I would do something like this. To me, 24 hours seems a bit too relaxed. It'd definitely still be a challenge for sure, but a part of the fun of stuff like this to me is seeing exactly how unpolished the result is. Why not...an hour or two? I'll split it down the middle, an hour and a half sounds good. I thought would wait until the perfect day to start this, completely devoid of work and full of drive. I was pulling an all-nighter because long story and it happened to line right up with a time that would work with this. Perfect. Doing this on a day where I get literally no freaking sleep is perfect for this.
So since this is an idea I've been thinking about doing for a while, the one "headstart" I gave myself was the extremely basic outline for six mons. This really isn't going to help too much since I came up with most of this in a matter of minutes. Trust me, it did not change what the end result looks like much. I'll say now that I initially had around 30 Pokemon in mind, but was willing to go a little bit over or under that if either was better for this. I'll be adding flavor moves to these, but nothing that should be especially relevant. Alright onto the actual mons lmao

The Pokemon I mapped out a little bit

#1 - Huntlith | 95/105/85/65/65/125 (540) | Rock/--- | No Guard | Salt Cure, U-Turn, Stone Edge, Rapid Spin, Taunt
#2 - Moltora | 80/110/80/70/80/115 (535) | Bug/Fire | Regenerator | U-Turn, Flare Blitz, Morning Sun, Lunge, Bitter Blade, Leech Life
#3 - Ironite | 80/90/100/90/130/20 (510) | Steel/Dragon | Flash Fire | Core Enforcer, Dragon Tail, Doom Desire, U-Turn, Spikes, Stealth Rock
#4 - Dewtoat | 50/50/130/80/160/70 (540) | Water/Electric | Static | Scald, Volt Switch, Discharge, Haze, Heal Bell, Recover
#5 - Sandpod | 100/110/110/100/60/50 (530) | Ground/Flying | Magic Guard | Earthquake, Dual Wingbeat, Roost, Stealth Rock
#6 - Pixipike | 130/70/60/110/80/40 (490) | Grass/Fairy | Intimidate | Giga Drain, Moonblast, Synthesis, Spiky Shield, Defog

Alright, so let's talk about the first two. I knew these two would make for a pretty fun pair to center the mod around aaaaaand I forgot to give Huntlith actual Bug STAB. I wanted this thing to get Megahorn but I guess that's not gonna happen now. I'll be giving these mons more flavor moves later, but nothing that should impact their competitive usage. Anyways, I wanted to see what Salt Cure would be like on an extremely frail Pokemon, and Regen pivots that are weak to Knock Off always end up cool aaaaaaaaand only three Pokemon in the whole meta have Knock Off. That's great. The first two Pokemon and there's already several problems. Truly a wonderful start.

I should use the next four to mention that the plans I had gone into this were as follows - a not bulky, not strong Salt Cure pivot, an offensive Knock-weak Regen pivot, and then four fat mons consisting of a Steel-type, Water-type, Ground-type, and Flying-type. I forgot until midway through that the plan was to make the fourth a Flying-type and not a Grass-type. Oops. But the stats, secondary typing, abilities, and moves were all decided during this. Also I used a random Pokemon name generator for the names on literally everything here.

I ended up deciding that the Steel should not have recovery, letting one hazard setter beat our hazard-removing pivot and the other losing to it, and just arbitrarily slapping a pivoting move onto one and Defog onto the other. Spikes was kind of an afterthought on Ironite but I felt U-Turn fit it because of that. This is the only Spikes setter in the whole meta. Spiky Shield is a vestige from Pixipike having Leech Seed as its only recovery at one point. I like having Magic Guard on the Ground here so it's immune to Salt Cure and Toxic, the latter of which every Pokemon gets by default in this mod. I made note of that on the sheet the moment I opened it so don't worry.

The Pokemon I made with as much care as I could

#7 - Joltapi | 70/70/70/115/75/140 (540) | Electric/--- | Emergency Exit | Volt Switch, Thunderbolt, Hyper Voice, Trick, Rapid Spin, Psychic
#8 - Autokick | 70/130/70/70/100/70 (510) | Fighting/Poison | Serene Grace | Dire Claw, Triple Arrows, Gunk Shot, Close Combat, Mach Punch, Earthquake, Ice Punch, Fire Punch, Thunder Punch, Swords Dance
#9 - Doomoss | 100/80/60/140/90/30 (500) | Dark/Grass | Sticky Hold | Dark Pulse, Seed Flare, Giga Drain, Sludge Bomb, Teleport
#10 - Lobsting | 87/133/101/49/49/117 (536) | Water/--- | Dazzling | Surging Strikes, Aqua Jet, Healing Wish, Knock Off, Poison Jab
#11 - Elesper | 50/100/30/145/70/85 (480) | Fire/Psychic | Magic Guard | Torch Song, Mystical Power, Overheat, Fire Blast, Psychic, Psyshock, U-Turn, Recover
#12 - Cobrshell | 50/55/110/75/130/105 (525) | Ground/Poison | Sand Stream | Teleport, Scorching Sands, Poison Fang, Stealth Rock, Slack Off, Whirlwind
#13 - Grimlow | 60/120/120/60/90/75 (525) | Rock/Ghost | Sand Rush | Poltergeist, Stone Edge, Shadow Sneak, Rapid Spin, Earthquake, Poison Jab, Iron Head
#14 - Spritbro | 105/55/65/65/75/165 (530) | Normal/Fairy | Oblivious | Reflect, Light Screen, Magic Coat, Misty Explosion, Spirit Break
#15 - Hydrawing | 90/130/90/70/70/90 (540) | Ice/Dragon | Unburden | Icicle Spear, Triple Axel, Dragon Hammer, Dragon Dance, Curse, Icicle Crash, Outrage, Close Combat
#16 - Phantith | 60/60/60/100/120/120 (520) | Ghost/--- | Berserk | Bitter Malice, Nasty Plot, Focus Blast, Hex, Giga Drain

After about fifteen minutes, I was done with those first six mons. Sounds great! But every time you make a new mon, you ideally need to look over how it effects every single other one in some capacity. As you add more and more Pokemon, it will take longer and longer to add each new one unless you want to put in less effort.

Joltapi i was kind of clueless for what to do. I gave it Psychic for Cobrshell and it kinda sorta also hits Pixipike and Sandpod but not really. Hyper Voice is a vestige of me making it part Normal, I have no idea why I got rid of that. This thing probably sucks it's just Jolteon. Autokick and Doomoss I built around their typings. Didn't do anything special with their abilities, but I did like Sticky Hold to make Doomoss a big deterrent to Knock Off and Serene Grace was funny with Dire Claw and Triple Arrows.

Lobsting and Elesper were the scarfers. Lobsting I actually had to rebuild from the ground up midway through because I remembered how Kartana does against Rain and said "yeah, let's do this again for the sand core." It needs basically every fat mon in the meta to die but for some reason I gave it Surging Strikes instead of Triple Dive when it's that strong so it's going to be obnoxious for offense. Also has Knock Off and Healing Wish to make it not useless there. Elesper has STAB Torch Song and STAB Mystical Power for much easier snowballing, but it loses badly to Ironite and will be way harder to get to its peak. This thing changed extremely little.

Cobrshell and Grimlow are the sand core. I wanted to put the archetype here just to have some semblance of every archetype here. I decided on their typings pretty quickly so I didn't spend much time on these - just gotta make sure Cobrshell isn't the best thing defensively and Grimlow has Poltergeist and the funny minmaxy weather mon Speed tier. Pretty straightforward. Spritbro is also here for Screens, similarly enough. I like having a supportive mon as the fastest thing in the meta and thought Oblivious would be cool. But...why did I give it Magic Coat too? That'd have been way cooler if it could use it to block Taunt but there's not much of a point to that now. Oh well.

Last here, we have the two potentially lategame boosting mons. Hydrawing is there for Dragon Dance or potentially Curse with White Herb Unburden, should be cool. I had the idea to add a terrain setter to give this thing more options but that never happened. Thing did not to be this strong with Dragon Hammer, Triple Axel, and Close Combat as its main attacking moves. Probably super strong even without boosting. Phantith got a lot of little changes, like I had no idea what to do with its ability because a Ghost like this could go very wrong very quickly. I ended up deciding on Berserk because....I dunno, it seemed interesting and not always especially impactful for something this frail.

I accidentally gave way too much stuff coverage for Steels.... This is a problem I always have, and it made it all the more difficult when I had so much to keep track of at once. I'm sure Ironite will be fine as a pivot at the absolute worst, but cracks were starting to show even here. My lack of sleep was starting to have even clearer effects on my thought process. There were minutes at a time where I'd just completely blank and lose my train of thought, then get overwhelmed at all of the stuff I'd need to change. And then...

The Pokemon where I stopped caring

#17 - Hyperoach | 100/120/60/60/100/80 (520) | Normal/Bug | Multiscale | ExtremeSpeed, First Impression, Roost, U-Turn, Jungle Healing, Body Slam, Knock Off
#18 - Bismoth | 90/110/110/70/70/50 (500) | Bug/Steel | Iron Barbs | Leech Seed, Stealth Rock, Double Iron Bash, U-Turn
#19 - Terrdos | 100/130/100/65/65/65 (525) | Ground/--- | Defiant | Earthquake, Swords Dance, Stone Edge,
#20 - Aracshell | 100/100/100/100/100/100 (600) | Dark/Poison | Limber | Knock Off, Defog, Recover, Poison Fang, Sludge Bomb, Will-o-Wisp

....I started to run out of ideas, actually. I was 50 minutes into the 90 minute project by the time I started with Bismoth, and these four were where I started to care much less about quality. I had a pretty clear idea for them and did make some effort to see them through, but not much. Hyperoach I actually made around the same time as the ones in the list above this, but I'm lumping it here because I barely even looked at it over the course of this mod's creation. It just...sat there.

Bismoth I wanted a second Steel-type to cover the weaknesses Ironite had in case the meta needed a different Steel. They're extremely similar, but if I screwed up with the coverage, here's this. Also I didn't write it down but these all will have the Gen 9 universal moves, so it will get Protect with its Leech Seed. Terrdos I didn't even give a fourth move, but I wanted another slow Pokemon to help enable hyper offense more and another offensive Ground-type. Aracshell I wanted a Toxic immune and another Ghost resist, but didn't really think any harder than that. I slapped Will-o-Wisp onto this because nothing else had it. But hey! I gave this one strong STAB moves!

That's the full extent to what I thought about these mons. I put thought into things I didn't mention like the Speed tiers and specific matchups with the mons above Hyperoach, but I didn't do anything similar here. These Pokemon almost just exist in their own vacuum separate from the balance of the first 16, built to vaguely match a similar power level but without a meta in mind.

And then things got worse.

The Pokemon I made in panic

#21 - Wallagong | 70/80/80/100/100/77 (507) | Rock/Ice | Speed Boost | Meteor Beam, Ice Beam, Freeze-Dry, Work Up
#22 - Toaruption | 82/112/52/72/82/102 (502) | Fire/--- | Overcoat | Fire Lash, Close Combat, Bitter Blade, Bulk Up
#23 - Wintabura | 107/107/87/107/43/53 (504) | Fighting/Ice | Simple | Cotton Guard, Body Press, Jungle Healing, Freezy Frost

Before I started with Wallagong, I believe I had around 10 minutes left? I wanted to hit 30 mons at the start of this, but there was no way I was making 10 more mons in 10 minutes. Why? A bunch of that time was dumped into polishing and sometimes making massive shifts to the first 16 mons. Now I had to make a mad dash to try and add stuff, just SOMETHING to even get CLOSE to the quota even if there was no way I'd get there. And I was completely out of ideas by this point! I could not decide what to do for the life of me. Do I add more mons that might make the meta completely unplayable if balanced poorly, do I make stuff deliberately undertuned and hope they don't mess with the balance of the meta by accident, do I stop and re-evaluate existing mons, or do I just take it slow to try and make a few quality Pokemon? No matter what I did there were problems here, so let's see how I did in the face of that.

My brain earlier wanted to give the Unburden mon Meteor Beam, but I was too far into the process to go back and change it. I decided I'd just recycle the idea and give Speed Boost to a Rock/Ice-type aaaaaaaand it doesn't have Power Gem. That's probably fine because Ice Beam and Freeze-Dry are broke, as is Meteor Beam. You still have Protect with the last slot so if you get to +1, getting to +2 shouldn't be especially hard. Just watch for priority.

Toaruption I genuinely have no idea what I was doing for. Fire Lash is a cool move, maybe something offensive to help against the two new fat mons? Boots reliance should make this thing not especially strong. But what do I do from there? What coverage do I give it? How do I fill four moves? What kind of ability would this thing want without it whipping it overboard? I just checked to see if the Speed tier tied with anything and moved on.

Wintabura I had the idea of Simple Cotton Guard Body Press from a Roulettemon I saw not long ago. But how do I nerf it? By putting it onto a slow, specially-fragile Ice-type, great idea! Also make its only Ice move get rid of the boosts! Jungle Healing should be...well probably worthless, but I guess cool. It's going to be better than any other move it gets unless it wants Toxic there which it possibly could, I don't know at this point.

And that's where the meta ends. 23 mons out of the 30 I wanted. 76% of the goal...I guess that's a C, which as a college student like myself would say, "Cs make degrees." This does not apply to a Pokemon meta though, where a C makes for something that'll be extremely centralized and probably bad. An unbalanced set of 23 is going to be even worse, and that's exactly what this is going to be. Was a fun mental test for a bit, maybe something people can screw around with for a minute or two, but I'll be making an ACTUAL Solomod at some point soon. I've had a few ideas floating around that I'm not super sold on, and as for which I'll pick we'll just need to wait and see.
Will try to make playable soon, going to put this with someone else's Solomod updates for DH
 
what about :

Regional Dex

mascot is ixon

imagine a region with only regional forms, that's it the mod is for that

(i've done some mons, but it's note finished yet)

https://docs.google.com/spreadsheets/d/1pOr_O87NLgZjZrYfWJADLl_ptWtpPrUFnSu0sTIPGVI/edit?usp=sharing

all of the reigonal forms are new pokemon (and i make it all)

for now 2 things are really dangerous shuckle and bidoof, because of shuckle bulk and bidoof ability + being able to use eviolite or wonder guard with no types

i think that some mons will be good at their job and maybe they'll be a new mechanic
 
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PaldeanVS!.png

Name of Mod: Paldea VS!
Mascot:
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Skeledirge

Link to Changes: https://pokepast.es/1918a0af10de3ce3 These are the only legal pokemon, with these sets.

Summary of the Mod: You cannot modify the pokemon sets. And that's it; the only customization allowed is what team of 6 mons you'll bring, plus nicknames if you want. These special sets are handcrafted for a micrometa and include more than 4 moves - and yes, you do get to bring all moves into battle. Terra and shiny pokemon are banned, for now.

Also - not everything has the moves and abilities they have in-game. For example, Baxcalibur has Snow Warning and Dondozo has Parental Bond!
This tier is playable on the main server, with Custom Game. Sleep Clause in effect.

Competitive Overview: Due to the rental nature of the tier the tier is focused on being fun to play rather than to build; making a team is as easy as 6 copy and pastes but in-game you have tons of options! In a normal 1v1 pokemon battle you only have 9 options per turn: You either choose one of 4 attacks or you switch into one of 5 teammates. Here, you have 14, 15 or even more options per turn, due to the increased movesets of every pokemon!

As for the meta itself, Skeledirge is the big boy; a lot of the meta's expression of skill comes from positioning so the opponent's Skeledirge can't come in safely and to bring your own safely. There is a good amount of Dark types around to check it, alongside Dondozo and Garganacl for a harder check. There are teams outside of Dirge too, with Dondozo Rain, Stall or just a regular Dirge-less balance team being some of the teams I've found in my early testing.

What y'all think?
 
Played some games of Paldea VS! Didn't saved most of them sadly, but got these 2 vs Gravity Monkey :
https://replay.pokemonshowdown.com/gen9customgame-1848926148
https://replay.pokemonshowdown.com/gen9customgame-1848933275

Here's some thoughts on mons:
Skeledirge is very good. I kinda regret giving it Sing. It's probably manageable, tho; it has some explotable weaknesses that can keep it in check, but still a very scary mon.

Annihilape falls into a similar boat: Extremely, extremely scary, but it needs the right situation to do stuff and flat-out can't touch some mons. A ton of stuff gets berries in this format so its Unnerve ability genuinely comes up a lot and lets it kill stuff a lot more easily than otherwise you'd think.

Greninja is sadly terrible. Having basically no damage really cripples it.

Dondozo does really, really cool stuff, and stopping Skeledirge is nice. Threatening Scald burn on Annihilape also is very nice.

Flamigo is incredibly fun. Like, genuinely, if you're gonna give this tier a try pick up Flamigo. It gets Flying Press, a unique dual Flying and Fighting move with 100 BP. Add in that Flamigo has Scrappy, allowing it to hit Ghost mons with Flying means this move is super vs Annihilape, making its cool unique coverage even more unique. It also gets Endure, Acrobatics and a Berry.

Cyclizar is cool but doesn't do much - Shed Tail is amazing but there's not many setup sweepers that can abuse it, and it doesn't have many good enough moves to run.

What does everyone think?
 

Some of my own thoughts on Paldea Vs:
  • The greatest defining aspect of this solomod is mons being able to use more than 4 moves on a set - it really opens the door to what they are able to do and the roles they can perform for a team. But I think sets should be limited to around 8 moves going forward, especially as more mons get added to the mod.
    • Weather-setting moves might actually be good, since you no longer have to commit a move slot to utilize them. This would be particularly good for mons with weather-based abilities, as they no longer have to rely on a weather setter to work at full power.
      • For example, Cetitan using Snowscape essentially gets a one-turn Bulk Up + Agility... I'd say that's pretty good
  • With the above being said, some of the move choices are... interesting, to say the least. Some of them are reasonable, such as Annihilape having to use its inferior SpAtk for priority or Goldhengo having non-noptimal STABs, but others seem like niche tools or unnecessary nerfs.
    • Skeledirge's choice between the consistent Yawn and immediacy of Sing is interesting... not when it always has access to both, however. Having two sleep moves just feels unnecessary.
    • Yeah Greninja sucks, and it mostly comes down to bad STABs: Water Shuriken is inconsistent and Feint Attack is simply too low-power.
    • Flamigo having Water moves is cute and all, but why, out of all attacks, would you give it Water Pulse?
  • Accuracy and Evasion shenanigans are not fun. Remove Smokescreen from Greninja and Baxcalibur.
  • Item diversity is lacking: most mons have berries, and its a 50/50 split between Wiki berry and Sitrus berry. While it's nice to see an ability like Unnerve being actually useful for once, it wouldn't kill at all to have a wider variety of items present.
  • It would be interesting to see a mon having multiple possible sets with their own strengths and weaknesses, such as Lokix with worse STABs but access to Tinted Lens, or Moxie Quaquaval.
 
Some of my own thoughts on Paldea Vs:
  • The greatest defining aspect of this solomod is mons being able to use more than 4 moves on a set - it really opens the door to what they are able to do and the roles they can perform for a team. But I think sets should be limited to around 8 moves going forward, especially as more mons get added to the mod.
    • Weather-setting moves might actually be good, since you no longer have to commit a move slot to utilize them. This would be particularly good for mons with weather-based abilities, as they no longer have to rely on a weather setter to work at full power.
      • For example, Cetitan using Snowscape essentially gets a one-turn Bulk Up + Agility... I'd say that's pretty good
  • With the above being said, some of the move choices are... interesting, to say the least. Some of them are reasonable, such as Annihilape having to use its inferior SpAtk for priority or Goldhengo having non-noptimal STABs, but others seem like niche tools or unnecessary nerfs.
    • Skeledirge's choice between the consistent Yawn and immediacy of Sing is interesting... not when it always has access to both, however. Having two sleep moves just feels unnecessary.
    • Yeah Greninja sucks, and it mostly comes down to bad STABs: Water Shuriken is inconsistent and Feint Attack is simply too low-power.
    • Flamigo having Water moves is cute and all, but why, out of all attacks, would you give it Water Pulse?
  • Accuracy and Evasion shenanigans are not fun. Remove Smokescreen from Greninja and Baxcalibur.
  • Item diversity is lacking: most mons have berries, and its a 50/50 split between Wiki berry and Sitrus berry. While it's nice to see an ability like Unnerve being actually useful for once, it wouldn't kill at all to have a wider variety of items present.
  • It would be interesting to see a mon having multiple possible sets with their own strengths and weaknesses, such as Lokix with worse STABs but access to Tinted Lens, or Moxie Quaquaval.

After my testings I agree - there's definitely a good idea in here, it just needs a lot of work now that I've done some games with it. A lot of the format's problems were me trying to be too cute with the movesets - Greninja's bad stabs, for example, was me trying to tick to the NInja theme. Same with Skeledirge getting Sing - thematically very cute and fun, in-game a nightmare to deal with and to play with.

Here's my plan for version 2.0:
  • Many moveset changes.
    • Skeledirge is losing Sing and Yawn. Sleep lets is get past stuff it really shouldn't, like Dondozo or Garganacl. Without these tools sweeping is a lot harder, and it's much easier to contain Skele. It still remains a beast and very relevant but should no longer be mandatory. I hope.
    • I am cutting down on the gimmicks on many mons. Sticky Barb Tinkaton, Terrain Extender Cyclizar and Trick/Magic/Wonder Room Gholdengo are really awkward and either never get into play or are actively detrimental to the mon. They'll be getting revamped.
    • Many misc changes to other mons as well, like Flamigo getting a better Water move, cutting the evasion moves, etc. Expect almost every mon to get a move change or two.
  • Regarding the items.
    • I really, really like the consumables. Having Bug Bite regenerate 50% or 33% of your HP is very novel and very interesting on Lokix; Unnerve Annihilape really does come up and playing with Thief, Acrobatics and other losing item related moves feels flat-out awesome. It brings another very interesting wrinkle to the format that couldn't be achieved otherwise.
    • So I decided to make all items consumables. There were non-zero the amounts I thought to myself "Darn, only if my opponent's mon didn't have Damp Rock / Terrain Extender / etc I would have been able to do a really cool Thief play!". Plus, no mon that uses a permanent item really cares: Damp Rock, Terrain Extender, Sticky Barb, none of these are good or impactful.
      • I made one exception: Annihilape is getting the Iron Ball. That thing has no business being fast with how bulky and strong it is. Plus it fits with Annihilape's entire aesthetic.
    • That being said I will try to diversify the item lineup; for example Flamigo will get Salac Berry (+1 Speed at 1/4rth HP), Cyclizar will get Eject Button (Auto switch-out when damaged for the first time) and my absolute favorite: Tinkaton now comes into the fight with an Air Baloon.
  • Regarding multiple posible sets per pokemon:
    • One of the key aspects of this petmod that I want to keep is the ability of knowing the opponent's mon just by looking at it, to not be surprised when someone has a coverage you didn't expect and lose on the spot because of that. With more knowledge from the getgo you can more effectively plan a gameplan and win condition from the team preview alone
    • HOWEVER I am, in fact, going to implement this idea: With Shiny pokemon. That way you can tell if a mon has the alternative moveset if it's shiny or not. For example, Reg!Dashbun (regular Dashbun) would have Well-Baked Body but Alt!Dashbun would have Magic Bounce.
  • A few roster changes:
    • I am cutting Greninja. Sorry my beloved but you don't belong here.
    • Ceruledge and Armarougue are being added in. They will act as a way to both reliably deal with Skeledirge but also being able to hit Annihilape with Ghost STAB they help provide answers to some of the meta's scariest threats, doing excellent role compression.
    • I am adding Spideops, opening fun Sticky Web possibilities.
    • Alt!Fidough will act as a interesting way of dealing with the new and old fire types with Well-Baked Body.
Thoughts on these outlines, or any specific suggestion or change y'all would like to see? I'm very open to suggestions and ideas for v2.0.
 
Name of Mod: Kaen's Dex
Mascot: :luvdisc: Luvdisc
Link to Changes: Google Sheet
Summary of the Mod: Fakemons made by me.
fasmiwood-png.456193
burstrat-png.456197
merdolph-png.456200
With over 160 new monsters, moves and abilities, it is pretty much its own generation, all the fully evolved Fakemons are made with the idea of being at least viable and the only banned one is the cover legendary at the end of the list. You can also go and use some of the classic official Pokémon that are receiving an evolution, Hypno, Luvdisc, Shuckle and Arbok for the eviolite experience.
Playable on Dragon Heaven.
(Currently Gen 8, will change to Gen 9 eventually)
drapede.png
quetzal.png
granjaguar.png
It's been some months now and a lot has changed, so here is a list of changes, it has received enough to be its own generation now.

jumpfurr.png
There are over 200 fakemons now, around 115 fully evolved forms ready to fight.
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There is also 80 new moves, 41 new abilities and 7 new items not counting Mega Stones, Z-Crystals and similar.
frozenbeak.png
Hail now also has the effect of Snow, so it deals damage to non-Ice Types and boost the Defense of Ice Types.
molvel.png
Freeze was changed to work like in PLA, so it halves SpA and deals damage each turn now.
peayes.png
Similarly, Sleep was nerfed, now is only a 1/4 chance to not move, Sleep inducing moves now have higher Acc to compensate.
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Recharge moves no longer stop you from using a different move next turn, similar to Gigaton Hammer, but have lower BP.
donter.png
Check out all the details in the spreadsheet!
 
Name of Mod: WonkyMons Returns
Mascot: :Palkia: (in memory of Contrary Palkia)
Link to Changes: https://docs.google.com/spreadsheets/d/11AUoKWIyoO2OVh4YmMff7rE-LsT-0_bcIn90rQqFo3w/edit
Summary of the Mod: NatDex format with Z-Moves, Dynamax and Terastalization banned - Based of the first and second iterations of WonkyMons made by (now banned) EV, the SoloMod is about randomly assigning three Abilities for each Pokémon. Several also get additional moves to go with some of their replacing Abilities.
Competitive Overview: Because of the randomness involved, there is no certain about what Pokémon became much better and which of them became became less good. It does involve complex bans, which means some Pokémon cannot use one of their given Abilities due to being too powerful by it, and overpowered moves will get banned, not the sole user. With a few exception, Mega Evolution ended not worth the use.

Hardcoded Abilities and Wonder Guard remains within their original wielders, and all pre-evolutions shares the Ability pool with the first fully evolved form in the line; as examples, Ralts and Kirlia inherits from Gardevoir, Eevee inherits from Vaporeon, Tyrogue inherits from Hitmonlee, Petilil inherit from regular Lilligant and not Hisuain Lilligant, etc.
Most of the Mega Evolution only have one Ability, and most of which don’t have an useful Ability, resulting a plummeted viability at worst. There are still several who have an useful Ability or become overpowered, listed in National Dex order.
  • :venusaur-mega: Mega Venusaur have stolen Mega Abomasnow’s Ability! With Aurora Veil and naturally high bulk, Mega Venusaur can either stay and tank hits, or allow it’s allies to bring the pain. It also have perfectly accurate Blizzard as long as Snow stays active.
  • :beedrill-mega: Although Mega Beedrill’s Swarm isn’t helpful due to it’s frailty, base Beedrill have Simple, which means that if it manages to set up a Swords Dance, or score a KO with Fell Stinger, then troubles will be brewing. The base Beedrill is very bad on it’s own, though, so it is easy to KO before it can sweep. Still, not something to sleep on, and can demolish unprepared defensive teams.
  • :kangaskhan-mega: It remained overpowered, but for a different reason; Ice Scales. This means Special moves always deal half damage against it. That said, since it cost Kangaskhan‘s held item, and that Power-Up Punch and Seismic Throw become a lot less useful for it, there’s still judgement required if Mega Kangaskhan is less powerful or somehow even more powerful.
  • :mewtwo-mega-x: :mewtwo-mega-y: The two Mega Evolution of Mewtwo now have useful Ability, compared to the too-situational Abilities they used to have. Mega Mewtwo X gets Soul-Heart to be a mixed or pure Special Sweeper, while Mega Mewtwo Y appreciates stronger Ice-type coverage in the form of Ice Hyper Voice.
  • :houndoom-mega: Houndoom’s Mega Evolution summon the grassy field with Grassy Surge… to burn all Water-type, Rock-type and Ground-type foes standing on it’s way with it’s newly gained Grass-type coverage.
  • :swampert-mega: Mega Swampert only have Lingering Aroma, which is situational despite Mega Swampert’s naturally high physical bulk. The secret comes in with base Swampert’s Glastrier version of As One, allowing the base Swampert to rack up Attack boosts, then Mega Evolve when needed as a late game sweeper.
  • :gardevoir-mega: With Protean, Mega Gardevoir can switch it’s type on the spot to power up it’s first move, be it Mystical Fire, Charge Beam or Shadow Ball. Remember that Protean and Libero were nerfed to work only once per switch-in, which means Mega Gardevoir have to switch-out if it want to activate the Ability again.
  • :mawile-mega: Losing Huge Power caused Mega Mawile to lose a lot of viability as a wallbreaker… but it can go for a set-up sweeper instead in a Snow Team thanks to Slush Rush.
    • By the time of the 2024 Update, it now have Hospitability instead, which makes it more Doubles oriented but otherwise now unusable in Singles.
  • :manectric-mega: As if Intimidate isn’t good enough for it, Mega Manectric now have a permanent doubled physical bulk. This allows Mega Manectric to be a special sweeper with an outrageous physical bulk. Might be banned to Uber if proved too much.
  • :banette-mega: Alongside the following additional moves (Sacred Sword, Aqua Cutter, Night Slash, Bitter Blade, Stone Axe), Mega Banette’s new Ability in the form of Sharpness grants it much needed power boost. While it’s other stats remain cumbersome, it can be a terror with Sticky Web support.
  • :rayquaza-mega: Due to a modified clause that disallows Rayquaza to hold any item if it have Dragon Ascent, Mega Rayquaza have to contend with effectively no item (in-line with other Mega Evolution) as well as the nearly useless Magma Armor as it’s Ability. Their Attack and Special Attack are still sky-high, which allows for a rare role of an unorthodox mixed sweeper.
  • :garchomp-mega: While the other Mega Pseudo-Legends have less powerful Ability to balance them out, Mega Garchomp instead have Contrary. Which allows it to finally make use of it’s base 120 Special Attack via Draco Meteor. Whoops.
  • :lucario-mega: Mega Lucario remained banned since, despite Tough Claws being strictly physical, it a significant boost to almost all of Mega Lucario’s best moves, including Extreme Speed, making it just as offensively oppressive, if not even more.
  • :gallade-mega: Mega Medicham lost Pure Power in favor of Desolate Land. Meanwhile, Mega Gallade is the one who gets Pure Power. You can see why it’s an immediate ban from me.
  • As for the Primal Reversions (:groudon-primal: + :kyogre-primal:) and Ultra Nrcrozma (:necrozma-ultra:), Groudon lost it’s valuable Desolate Land in favor of the useless-in-singles Propeller Tail, while Kyogre at least enjoys Aerilate for extra coverage if it Primal Reverse. Ultra Necrozma’s Dazzling is less helpful, but nonetheless allows it for seamless sweeping without fear of priority moves.
You’ll have to discover what replacing Abilities all Pokémon got in the spreadsheet link posted within “Link to Changes”.
 
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Name of Mod: WonkyMons Returns
Mascot: :Palkia: (in memory of Contrary Palkia)
Link to Changes: https://docs.google.com/spreadsheets/d/11AUoKWIyoO2OVh4YmMff7rE-LsT-0_bcIn90rQqFo3w/edit
Summary of the Mod: NatDex format with Dynamax banned - Based of the first and second iterations of WonkyMons made by (now banned) EV, the SoloMod is about randomly assigning three Abilities for each Pokémon. Several also get additional moves to go with some of their replacing Abilities.
Competitive Overview: Because of the randomness involved, there is no certain about what Pokémon became much better and which of them became became less good. It does involve complex bans, which means some Pokémon cannot use one of their given Abilities due to being too powerful by it, and overpowered moves will get banned, not the sole user. With a few exception, Mega Evolution ended not worth the use.

Hardcoded Abilities and Wonder Guard remains within their original wielders, and all pre-evolutions shares the Ability pool with the first fully evolved form in the line; as examples, Ralts and Kirlia inherits from Gardevoir, Eevee inherits from Vaporeon, Tyrogue inherits from Hitmonlee, Petilil inherit from regular Lilligant and not Hisuain Lilligant, etc.
Most of the Mega Evolution only have one Ability, and most of which don’t have an useful Ability, resulting a plummeted viability at worst. There are still several who have an useful Ability or become overpowered, listed in National Dex order.
  • :venusaur-mega: Mega Venusaur have stolen Mega Abomasnow’s Ability! With Aurora Veil and naturally high bulk, Mega Venusaur can either stay and tank hits, or allow it’s allies to bring the pain. It also have perfectly accurate Blizzard as long as Snow stays active.
  • :beedrill-mega: Although Mega Beedrill’s Swarm isn’t helpful due to it’s frailty, base Beedrill have Simple, which means that if it manages to set up a Swords Dance, or score a KO with Fell Stinger, then troubles will be brewing. The base Beedrill is very bad on it’s own, though, so it is easy to KO before it can sweep. Still, not something to sleep on, and can demolish unprepared defensive teams.
  • :kangaskhan-mega: It remained overpowered, but for a different reason; Ice Scales. This means Special moves always deal half damage against it. That said, since it cost Kangaskhan‘s held item, and that Power-Up Punch and Seismic Throw become a lot less useful for it, there’s still judgement required if Mega Kangaskhan is less powerful or somehow even more powerful.
  • :mewtwo-mega-x: :mewtwo-mega-y: The two Mega Evolution of Mewtwo now have useful Ability… a bit too useful in Mega Mewtwo X’s case, as Soul-Heart now turns it into a mixed of full-on Special Attacker that can snowball out of control. As a result, Mega Mewtwo X is banned even from Uber. Mega Mewtwo Y appreciates a stronger Ice-type coverage in the form of Hyper Voice.
  • :houndoom-mega: Houndoom’s Mega Evolution summon the grassy field with Grassy Surge… to burn all Water-type, Rock-type and Ground-type foes standing on it’s way with it’s newly gained Grass-type coverage.
  • :swampert-mega: Mega Swampert only have Lingering Aroma, which is situational despite Mega Swampert’s naturally high physical bulk. The secret comes in with base Swampert’s Glastrier version of As One, allowing the base Swampert to rack up Attack boosts, then Mega Evolve when needed as a late game sweeper.
  • :gardevoir-mega: With Protean, Mega Gardevoir can switch it’s type on the spot to power up it’s first move, be it Mystical Fire, Charge Beam or Shadow Ball. Remember that Protean and Libero were nerfed to work only once per switch-in, which means Mega Gardevoir have to switch-out if it want to activate the Ability again.
  • :mawile-mega: Losing Huge Power caused Mega Mawile to lose a lot of viability as a wallbreaker… but it can go for a set-up sweeper instead in a Snow Team thanks to Slush Rush.
  • :manectric-mega: As if Intimidate isn’t good enough for it, Mega Manectric now have a permanent doubled physical bulk. This allows Mega Manectric to be a special sweeper with an outrageous physical bulk. Might be banned to Uber if proved too much.
  • :banette-mega: Alongside the following additional moves (Sacred Sword, Aqua Cutter, Night Slash, Bitter Blade, Stone Axe), Mega Banette’s new Ability in the form of Sharpness grants it much needed power boost. While it’s other stats remain cumbersome, it can be a terror with Sticky Web support.
  • :rayquaza-mega: Due to a modified clause that disallows Rayquaza to hold any item if it have Dragon Ascent, Mega Rayquaza have to contend with effectively no item (in-line with other Mega Evolution) as well as the nearly useless Magma Armor as it’s Ability. Their Attack and Special Attack are still sky-high, which allows for a rare role of an unorthodox mixed sweeper.
  • :garchomp-mega: While the other Mega Pseudo-Legends have less powerful Ability to balance them out, Mega Garchomp instead have Contrary. Which allows it to finally make use of it’s base 120 Special Attack via Draco Meteor. Whoops.
  • :lucario-mega: Although Tough Claws is a strong Ability, it’s not as absurd as Adaptability in theory, and it’s nowhere as bulky as Mega Metagross. Whether or not it is less powerful or remained overpowered remain to be seen.
  • :gallade-mega: Mega Medicham lost Pure Power in favor of Desolate Land. Meanwhile, Mega Gallade is the one who gets Pure Power. You can see why it’s an immediate ban from me.
  • As for the Primal Reversions (:groudon-primal: + :kyogre-primal:) and Ultra Nrcrozma (:necrozma-ultra:), Groudon lost it’s valuable Desolate Land in favor of the useless-in-singles Propeller Tail, while Kyogre at least enjoys Aerilate for extra coverage if it Primal Reverse. Ultra Necrozma’s Dazzling is less helpful, but nonetheless allows it for seamless sweeping without fear of priority moves.
You’ll have to discover what replacing Abilities all Pokémon got in the spreadsheet link posted within “Link to Changes”.
Decided to make a quick team for this, since I really like this concept:

:hatterene: :ampharos-mega: :copperajah::toxapex::brute-bonnet: :mandibuzz: (Click for the Pokepaste!)

Hatterene is the star of the show, thanks to it getting Beads of Ruin as an ability which makes Hatterene an absolutely terrifying nuke if it sets up its own Trick Room. To compliment this, I ran 3 other offensive Trick Room Pokemon like Mega Ampharos (who gets Wandering Spirit,) Copperajah (my offensive hazard setter on this team,) and Brute Bonnet (witch can be another great breaker thanks to it getting Tinted Lens.) Toxapex is still amazing due to getting Triage which allows it to get priority on Recover and Mandibuzz got an amazing buff in Regenerator to make it work as a defensive pivot. This team does have its weaknesses though, like having 3 Pokemon weak to Ground-type moves, but you can play around that by bringing in Mandibuzz, my Ground-type immunity for this team (which is very much needed) or Brute Bonnet who resists Ground. The metagame only released yesterday though so there could be some sort of counterplay to this team in the near future, but I'm unsure of that for now.
 
Name of Mod: WonkyMons Returns

Glad this has a spiritual successor! Actually was considering doing something similar to this, so why not make a big fat post out of it? Let's talk about some mons that jump out to me...

:charizard: - Everyone knows how strong Solar Power Charizard is, now imagine that without the sun. Fire coverage alone is really good but most stuff that resists that is going to get nuked by Hurricane. Just for reference, full Sp. Def Toxapex has a 25% chance to get OHKOd from full by Specs Hurricane. The fact that it's decently fast and has a very good offensive typing would also help it force switches more easily. I'm not expecting this to be any good because of how consistent it'd be since it needs hazard removal to have any kind of defensive utility and relies on prediction but it should be fun either way.

:cloyster: - This thing gets Fluffy to help it set up easier. I don't think I need to elaborate much more because the implications of that should be obvious. Cloyster already has crazy physical bulk and is dangerous once it gets going so it might boil down to how well the meta's fat Water ends up answering this.

:aerodactyl: - Aerodactyl gets Comaphasing here. I don't think this was meant to be legal but I'd ban it if I were you. Kabutops also already knows Flip Turn so I'd mention that on the spreadsheet.

:mewtwo-mega-x: - I'm gonna be honest, I don't see this being immediate AG material. Keep in mind that this has a significantly worse initial offensive presence than something like Mega Mewtwo Y that wasn't even great in Ubers to begin with, or something like Ultra Necrozma that's very similar but has a base form that gives it a very strong defensive profile. It's not the fastest thing in the tier either which will mess with its ability to clean, and running Agility would either sacrifice some valuable coverage or further damage your initial offensive presence by losing Calm Mind. This is also Ubers where a Pokemon needs to be way more extreme to see a ban. Keep it for now, see if it's broken if you end up playing it.

:typhlosion-hisui: - Magic Guard fixes the biggest issue this typing has, that being hazard weakness, while playing completely to Typhlosion's strengths as a Pokemon. This thing's going to be way more consistent in getting full-power Eruptions off and its Calm Mind sets are going to be significantly more dangerous than before. I love this Pokemon so I'm probably biased but this would be the Pokemon I'd be most excited to use if I were to play this meta.

:scizor: - NatDex learnsets means that this thing gets Roost and Defog alongside Intimidate, meaning more defensive movesets are actually worth considering again. This thing's bulk is actually extremely similar to Landorus-T with the benefit of a typing that is both pretty good neutrally from a physically defensive standpoint and notably strong from a specially defensive one. I did notice Supreme Overlord and those sets might be alright too even if I don't see this thing being anything but a significantly worse Kingambit.

:suicune: - Unburden could be really sick with this, you can basically run sets that would already be close to standard and just have doubled Speed. Like imagine Sub/CM/Ice Beam/Surf, does way worse against fat stuff but still might do fine enough and it anti-offenses extremely well now. This thing's natural bulk is actually super good, 100/115/115, so it's not going to struggle to get into Sitrus or maybe like Petaya Berry range. There's also the obvious terrain seed but at the time of writing this I have no idea if we'll get anything that sets terrain well or not.

:celebi: - We already know how scary Greninja is with this ability, now cut some of the Speed and give it way better bulk and coverage and you have something potentially really dangerous on your hands. Potentially notable moves include Aura Sphere, Moonblast / Light of Ruin, Earth Power, and Shadow Ball. You also get Nasty Plot, Stealth Rock, U-Turn, and Synthesis as fun little options if you want those, and this also gets Seed Flare now for some reason.

:exploud: - It's hard to say much about Hoenn since most of the more interesting mons in this part of the dex fall short imo but this is the closest we get to a big, relevant buff. You trade off the ability to hit Ghosts, something that admittedly is more relevant now than ever, for free 33% healing to make you resistant to chip, care less about stray hits, and whatever else. This thing's bulk is pretty nice for what it is even if its ability to come in on Ghosts is also way more limited. Thing mostly just does way better into fat teams now and I don't know what more you could ask for.

:lucario-mega: - Why was this thing unbanned exactly? Tough Claws lets its STAB moves hit almost the exact same power level as Adaptability did (1.95x vs 2x) on top of boosting Extreme Speed. Swords Dance sets were always what this Pokemon did best, so if anything this is a direct upgrade from the base form. I'd leave this banned if I were you.

:toxicroak: - Quark Drive on this could be pretty cool. Don't know if I'd call it good exactly but this thing's really resilient to chip as is across Toxic immunity and Stealth Rock resistance so getting rid of Life Orb for Booster Energy could be nice too. You do lose Dry Skin though which was really what made this thing tick in the first place.

:dialga: :palkia: - Lumping these two together but god dang do they look cool. Magic Bounce and Regen really are awesome for these two, they were struggling in Ubers as is and this would breathe the life into them that they've needed for quite some time now.

:victini: - Probably the strongest thing here. This thing basically went from having no ability to having free unbreakable Sun to bolster what was already one of the single most dangerous moves in the meta. Still has literally everything else that made Victini so great in the first place, with the only possible exception being that it may have less defensive utility if Heatran and Tapu Lele and stuff go away and nothing pops up in their place. Looks really insane and possibly banworthy but I wouldn't quickban.

:conkeldurr: - Why is Chilling Neigh banned on this??? Heracross never used Moxie because of it having Guts which is straight up better and I see this not being any different of a case than that. Only real counterexample I could think is with Mach Punch off of a higher attacking stat but Fighting is still an imperfect offensive type with plenty of resistances so the counterplay of "faster Fighting resists" would still be there just like usual.

:archeops: - This thing's always better in metas where it gets to not have Defeatist anymore but Purifying Salt is a really cool ability to go in its place here. It's not going to be completely game changing like something like Tough Claws or Magic Guard but it's a nice bonus for a mon like this to have. Its offensive presence is scary enough as is so this is how it should be honestly.

:chandelure: - Holy mother of jesus why did this thing get Speed Boost?? This thing was already really hard to switch into, it didn't need to be fast too... Its Speed tier isn't incredible at +1 but that didn't stop Blaziken from being Uber for 3 generations in a row, and unlike Blaziken this thing doesn't kill itself when it attacks. Probably locked into boots but Chandelure is going to be super dangerous now. So that makes two Fire/Ghosts that are way better now. Cool.

:stunfisk: - Of course this thing would still get Limber. Very on-brand.

:mandibuzz: - I knew going into this that something fat would be getting Regen. Mandibuzz's typing has always felt like a bit of a double-edged sword for it, really cool resists but some awful weaknesses and a really big susceptibility to chip damage. Regenerator is going to help patch that up even if the problem will still be there for sure. This is the kind of Pokemon that'll fit on all kinds of teams now because of its good stats and Regen pivoting so I think this is a really great boost, mon's always been really close to good and I think this'll cement its place in OU.

:hydreigon: - Trading a Ground immunity for a big, big boost to its Fire moves should be really interesting for this thing. I don't know how great Sun teams will be since I haven't been looking for abusers (although Pyroar has Solar Power which I just saw so maybe that'll be worthwhile) but it might not be bad for those as well, but in general having effective STAB Fire moves is always going to be appreciated.

:cobalion: - Cobalion's biggest issue was that it's always felt a little bit weak, and Guts is sure to improve that by a lot. This is one of few Pokemon quad resistant to Stealth Rock too which is nice, and it should still be fat enough to run Swords Dance. Coverage isn't perfect but it should be just enough for it to get by, and it's very fast for something this bulky. Cool mon, although it's kind of a shame it doesn't get Drain Punch.

:heliolisk: - We already know how much of a menace Transistor makes Regieleki offensively, now here's something with less Speed in exchange for actual coverage. Legitimately could be super scary now, especially since this boosts its main pivoting move as well. Pretty straightforward.

:lycanroc: - So the base form gets Contrary with Close Combat and will be fast enough to get at least one pretty consistently. It's still a fragile Pokemon and this won't fix all of its issues but it should be a fun little boost. It's worth note as well that this completely locks you out of Swords Dance and you also can't really run a choice item to make the most of this, but it's really not a huge deal. I doubt this'll have a place in the main tier, should be a fun gimmick option to mess with.

:kartana: :magearna: - Why was Kartana banned and Magearna not? Kartana's offensive typing is still horrible and the base power of its moves get in the way of what it could be capable of, and as nice as Shadow Shield is I don't think it'll break this thing. It'll be forced to run Boots to make use of it and it'll still struggle to break through the same defensive Pokemon that have always given it trouble. Magearna was not broken by its ability - it was broken by the fact that Choice Specs and CMSG were both very overtuned sets on their own and had entirely different counterplay, so it was very easy to, say, send your Toxapex out expecting CMSG only for it to blast you with Thunderbolt or Trick you its choice item. Now it gets Spikes as well because it needed that.

:urshifu: :spectrier: - Okay, one uninteresting Gen 8 later and we have more ban talk. Neuroforce should not be banned from Urshifu. This thing broke stuff by hitting it neutrally, not super effectively, and winning matchups that you already win even harder will not be a problem for a Pokemon like this. The only real impact I see it having is like chipping something U-Turn weak down more on your Choice sets which is hardly going to break it, especially with Swords Dance being a bigger issue. And like Magearna, Grim Neigh was not the problem with Spectrier, it's that this thing could run basically whatever set it wanted and was absurdly strong, fast, and just bulky enough for its typing. Mandibuzz definitely being better would not fix how centralizing this thing will inevitably be. I'm starting to find more and more gripes about your bans the more I go down (Soul-Heart Cyclizar is banned????) but it's best to not flood the post with this and just stop here.

:spidops: - Back to other cool Pokemon, Spidops gets Toxic Debris now. This perfectly fits the kind of job this Pokemon is trying to have and the base version is bad enough to the point where I think this is a perfectly fine boost. Might even see usage on teams that don't really care about Webs that much, which is honestly pretty cool. I don't think Webs is very good and pinning it to an a Pokemon your team might want anyways is an interesting thing here.

:brute-bonnet: - Tinted Lens! It was already difficult enough to switch into this thing and it's going to be a nightmare now. The only remotely relevant Pokemon that quad resists Dark is Grimmsnarl unless there's something weird I missed that suddenly becomes relevant.

:iron-hands: - Lastly, this thing ended up with Iron Fist somehow. It's going to heal a lot more off of Drain Punch and in general a lot of the moves it already enjoyed running are going to be a lot scarier now. Iron Hands has felt like it's just barely on the edge of viability in Singles and this little push could go a really long way.


That's all I have to say for now. This isn't all that I could talk about, like I think Boufallant, Dodrio, and Zeraora could potentially be cool too. I was running out of steam as I got later into the post though so I figured I'd end it off there.
 
Glad this has a spiritual successor! Actually was considering doing something similar to this, so why not make a big fat post out of it? Let's talk about some mons that jump out to me...

:charizard: - Everyone knows how strong Solar Power Charizard is, now imagine that without the sun. Fire coverage alone is really good but most stuff that resists that is going to get nuked by Hurricane. Just for reference, full Sp. Def Toxapex has a 25% chance to get OHKOd from full by Specs Hurricane. The fact that it's decently fast and has a very good offensive typing would also help it force switches more easily. I'm not expecting this to be any good because of how consistent it'd be since it needs hazard removal to have any kind of defensive utility and relies on prediction but it should be fun either way.

:cloyster: - This thing gets Fluffy to help it set up easier. I don't think I need to elaborate much more because the implications of that should be obvious. Cloyster already has crazy physical bulk and is dangerous once it gets going so it might boil down to how well the meta's fat Water ends up answering this.

:aerodactyl: - Aerodactyl gets Comaphasing here. I don't think this was meant to be legal but I'd ban it if I were you. Kabutops also already knows Flip Turn so I'd mention that on the spreadsheet.

:mewtwo-mega-x: - I'm gonna be honest, I don't see this being immediate AG material. Keep in mind that this has a significantly worse initial offensive presence than something like Mega Mewtwo Y that wasn't even great in Ubers to begin with, or something like Ultra Necrozma that's very similar but has a base form that gives it a very strong defensive profile. It's not the fastest thing in the tier either which will mess with its ability to clean, and running Agility would either sacrifice some valuable coverage or further damage your initial offensive presence by losing Calm Mind. This is also Ubers where a Pokemon needs to be way more extreme to see a ban. Keep it for now, see if it's broken if you end up playing it.

:typhlosion-hisui: - Magic Guard fixes the biggest issue this typing has, that being hazard weakness, while playing completely to Typhlosion's strengths as a Pokemon. This thing's going to be way more consistent in getting full-power Eruptions off and its Calm Mind sets are going to be significantly more dangerous than before. I love this Pokemon so I'm probably biased but this would be the Pokemon I'd be most excited to use if I were to play this meta.

:scizor: - NatDex learnsets means that this thing gets Roost and Defog alongside Intimidate, meaning more defensive movesets are actually worth considering again. This thing's bulk is actually extremely similar to Landorus-T with the benefit of a typing that is both pretty good neutrally from a physically defensive standpoint and notably strong from a specially defensive one. I did notice Supreme Overlord and those sets might be alright too even if I don't see this thing being anything but a significantly worse Kingambit.

:suicune: - Unburden could be really sick with this, you can basically run sets that would already be close to standard and just have doubled Speed. Like imagine Sub/CM/Ice Beam/Surf, does way worse against fat stuff but still might do fine enough and it anti-offenses extremely well now. This thing's natural bulk is actually super good, 100/115/115, so it's not going to struggle to get into Sitrus or maybe like Petaya Berry range. There's also the obvious terrain seed but at the time of writing this I have no idea if we'll get anything that sets terrain well or not.

:celebi: - We already know how scary Greninja is with this ability, now cut some of the Speed and give it way better bulk and coverage and you have something potentially really dangerous on your hands. Potentially notable moves include Aura Sphere, Moonblast / Light of Ruin, Earth Power, and Shadow Ball. You also get Nasty Plot, Stealth Rock, U-Turn, and Synthesis as fun little options if you want those, and this also gets Seed Flare now for some reason.

:exploud: - It's hard to say much about Hoenn since most of the more interesting mons in this part of the dex fall short imo but this is the closest we get to a big, relevant buff. You trade off the ability to hit Ghosts, something that admittedly is more relevant now than ever, for free 33% healing to make you resistant to chip, care less about stray hits, and whatever else. This thing's bulk is pretty nice for what it is even if its ability to come in on Ghosts is also way more limited. Thing mostly just does way better into fat teams now and I don't know what more you could ask for.

:lucario-mega: - Why was this thing unbanned exactly? Tough Claws lets its STAB moves hit almost the exact same power level as Adaptability did (1.95x vs 2x) on top of boosting Extreme Speed. Swords Dance sets were always what this Pokemon did best, so if anything this is a direct upgrade from the base form. I'd leave this banned if I were you.

:toxicroak: - Quark Drive on this could be pretty cool. Don't know if I'd call it good exactly but this thing's really resilient to chip as is across Toxic immunity and Stealth Rock resistance so getting rid of Life Orb for Booster Energy could be nice too. You do lose Dry Skin though which was really what made this thing tick in the first place.

:dialga: :palkia: - Lumping these two together but god dang do they look cool. Magic Bounce and Regen really are awesome for these two, they were struggling in Ubers as is and this would breathe the life into them that they've needed for quite some time now.

:victini: - Probably the strongest thing here. This thing basically went from having no ability to having free unbreakable Sun to bolster what was already one of the single most dangerous moves in the meta. Still has literally everything else that made Victini so great in the first place, with the only possible exception being that it may have less defensive utility if Heatran and Tapu Lele and stuff go away and nothing pops up in their place. Looks really insane and possibly banworthy but I wouldn't quickban.

:conkeldurr: - Why is Chilling Neigh banned on this??? Heracross never used Moxie because of it having Guts which is straight up better and I see this not being any different of a case than that. Only real counterexample I could think is with Mach Punch off of a higher attacking stat but Fighting is still an imperfect offensive type with plenty of resistances so the counterplay of "faster Fighting resists" would still be there just like usual.

:archeops: - This thing's always better in metas where it gets to not have Defeatist anymore but Purifying Salt is a really cool ability to go in its place here. It's not going to be completely game changing like something like Tough Claws or Magic Guard but it's a nice bonus for a mon like this to have. Its offensive presence is scary enough as is so this is how it should be honestly.

:chandelure: - Holy mother of jesus why did this thing get Speed Boost?? This thing was already really hard to switch into, it didn't need to be fast too... Its Speed tier isn't incredible at +1 but that didn't stop Blaziken from being Uber for 3 generations in a row, and unlike Blaziken this thing doesn't kill itself when it attacks. Probably locked into boots but Chandelure is going to be super dangerous now. So that makes two Fire/Ghosts that are way better now. Cool.

:stunfisk: - Of course this thing would still get Limber. Very on-brand.

:mandibuzz: - I knew going into this that something fat would be getting Regen. Mandibuzz's typing has always felt like a bit of a double-edged sword for it, really cool resists but some awful weaknesses and a really big susceptibility to chip damage. Regenerator is going to help patch that up even if the problem will still be there for sure. This is the kind of Pokemon that'll fit on all kinds of teams now because of its good stats and Regen pivoting so I think this is a really great boost, mon's always been really close to good and I think this'll cement its place in OU.

:hydreigon: - Trading a Ground immunity for a big, big boost to its Fire moves should be really interesting for this thing. I don't know how great Sun teams will be since I haven't been looking for abusers (although Pyroar has Solar Power which I just saw so maybe that'll be worthwhile) but it might not be bad for those as well, but in general having effective STAB Fire moves is always going to be appreciated.

:cobalion: - Cobalion's biggest issue was that it's always felt a little bit weak, and Guts is sure to improve that by a lot. This is one of few Pokemon quad resistant to Stealth Rock too which is nice, and it should still be fat enough to run Swords Dance. Coverage isn't perfect but it should be just enough for it to get by, and it's very fast for something this bulky. Cool mon, although it's kind of a shame it doesn't get Drain Punch.

:heliolisk: - We already know how much of a menace Transistor makes Regieleki offensively, now here's something with less Speed in exchange for actual coverage. Legitimately could be super scary now, especially since this boosts its main pivoting move as well. Pretty straightforward.

:lycanroc: - So the base form gets Contrary with Close Combat and will be fast enough to get at least one pretty consistently. It's still a fragile Pokemon and this won't fix all of its issues but it should be a fun little boost. It's worth note as well that this completely locks you out of Swords Dance and you also can't really run a choice item to make the most of this, but it's really not a huge deal. I doubt this'll have a place in the main tier, should be a fun gimmick option to mess with.

:kartana: :magearna: - Why was Kartana banned and Magearna not? Kartana's offensive typing is still horrible and the base power of its moves get in the way of what it could be capable of, and as nice as Shadow Shield is I don't think it'll break this thing. It'll be forced to run Boots to make use of it and it'll still struggle to break through the same defensive Pokemon that have always given it trouble. Magearna was not broken by its ability - it was broken by the fact that Choice Specs and CMSG were both very overtuned sets on their own and had entirely different counterplay, so it was very easy to, say, send your Toxapex out expecting CMSG only for it to blast you with Thunderbolt or Trick you its choice item. Now it gets Spikes as well because it needed that.

:urshifu: :spectrier: - Okay, one uninteresting Gen 8 later and we have more ban talk. Neuroforce should not be banned from Urshifu. This thing broke stuff by hitting it neutrally, not super effectively, and winning matchups that you already win even harder will not be a problem for a Pokemon like this. The only real impact I see it having is like chipping something U-Turn weak down more on your Choice sets which is hardly going to break it, especially with Swords Dance being a bigger issue. And like Magearna, Grim Neigh was not the problem with Spectrier, it's that this thing could run basically whatever set it wanted and was absurdly strong, fast, and just bulky enough for its typing. Mandibuzz definitely being better would not fix how centralizing this thing will inevitably be. I'm starting to find more and more gripes about your bans the more I go down (Soul-Heart Cyclizar is banned????) but it's best to not flood the post with this and just stop here.

:spidops: - Back to other cool Pokemon, Spidops gets Toxic Debris now. This perfectly fits the kind of job this Pokemon is trying to have and the base version is bad enough to the point where I think this is a perfectly fine boost. Might even see usage on teams that don't really care about Webs that much, which is honestly pretty cool. I don't think Webs is very good and pinning it to an a Pokemon your team might want anyways is an interesting thing here.

:brute-bonnet: - Tinted Lens! It was already difficult enough to switch into this thing and it's going to be a nightmare now. The only remotely relevant Pokemon that quad resists Dark is Grimmsnarl unless there's something weird I missed that suddenly becomes relevant.

:iron-hands: - Lastly, this thing ended up with Iron Fist somehow. It's going to heal a lot more off of Drain Punch and in general a lot of the moves it already enjoyed running are going to be a lot scarier now. Iron Hands has felt like it's just barely on the edge of viability in Singles and this little push could go a really long way.


That's all I have to say for now. This isn't all that I could talk about, like I think Boufallant, Dodrio, and Zeraora could potentially be cool too. I was running out of steam as I got later into the post though so I figured I'd end it off there.
I generally agree with most of what you said. There things I like to add.

I def agree that Hoenn tend to be severely lacking in terms of actually viable mons, and the likes of Torkoal, Pelipper and Breloom losing their well known Ability does hurt them, too. It might feel a little cheating, but I might think about adding a few of my fanmade evolutions (and pre-evos for some extra LC content too) to give some Hoenn mons much needed edge; they will share the Abilities of the official Pokémon, which means Zangoose and Seviper’s respective evolution will have the same Ability as the pre-evos. Not guarantee to make them all OU material, but definitely allows some more Hoenn reps in tiers beyond PU.

I did unbanned most of what you suggest to unban, be it single Pokémon or unban the complex bans, as well as quickbanning the Pokémon you suggested me to re-ban. I also put Hoopa-Unbound + Huge Power back to just banned from OU, since Hoopa-Unbound‘s problems such as poor Defense and awkward Speed in Ubers standard are holding it back.

If you have other suggestions, let me know in Discord or in a private conversation.

UPDATE for everyone else to see (May 2nd 2023): Might as well not include my fan evolutions for sake of keeping the premise simple.
 
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