Pet Mod A New Legend: Hoopa

Yung Dramps

awesome gaming
And we're done! Say hello to your new starter trio!

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Venusaur-Hoenn


Abilities: Overgrow / Dream Therapy
Dream Therapy - If Opponent is Asleep, user's attacks will heal User by 50% of the damage dealt
Stats: 80 / 72 / 78 / 90 / 95 / 110 [525]
1.9 m | 90 Kg


New Moves (From Ivysaur):
Giga Impact, Zen Headbutt
Draining Kiss, Dream Eater, Florasomnia, Future Sight, Hyper Beam, Psychic, Psyshock, Terrain Pulse
Aromatherapy, Calm Mind, Grass Whistle, Healing Wish, Hypnosis, Magic Coat, Meditate, Psycho Shift, Refresh, Wish

Florasomnia - Psychic | Special | 65 BP | 24 PP | 100% Acc | 30% to inflict drowsy on the target. Deals double damage if the target has a status condition.


Competitive: The big idea with Venusaur is having a fast Psychic that reliably deals with Krookodile and has great utility in spreading Sleep. At the moment, it is the second fastest Psychic, right behind Alakazam and tied with Espeon, giving it some reason to be picked as your Psychic of choice among a meta full of other Psychics. Draining Kiss admitedly doesn't do much for it but threatens Hydreigon.

The general gameplan with Venusaur is to put your opponents to Sleep/Drowsy (You can pick between 75 acc Sleep Powder or 70 acc Hypnosis if you wanna hit grasses), and then use Florasomnia to either punish them with a powerful STAB if they stay in or threaten to put the foe's switch to Sleep as well since the sig itself has a fairly good chance to make the foe Drowsy. If the opponent is Drowsy, Venusaur will have incredible sustain as well thanks to Dream Therapy, effectively turning every move into Dream Eater. Venusaur's typing makes it rather frail as it doesn't have many useful resistances, so an ability that allows it to live for longer is definitely appreciated.

It is kept in check by Spectrosphere, as well as Steel-Types in general, notably Skarmory and Magcargo. It can try to whittle Steels that have no recovery by putting them to Sleep and chipping with Leech Seed, but it is a generally negative matchup for Venusaur. It is also notably weak to U-Turn and Knock Off, which is a massive downside, as well as getting trapped by Pursuit. Lastly, Haxorus' First Impression is also a notable flaw.


Lore: Venusaur lives deep within the Emerald Jungle. Due to the canopy of the rainforest obscuring sunlight, Venusaur could not do its usual procedure of Photosynthesis, which promptly led the species to adapt to the dark. Over time, Venusaur became a nocturnal species, and instead of getting its energy from sunlight, Venusaur is able to mentally connect itself with another species while they sleep to essentially share the feeling of being rested. To aid with this, Venusaur's flower has a calming aroma that makes those around it relaxed. Despite Venusaur living below many treetops, it seems to be fascinated by the night sky, curiously staring at stars whenever it has the chance.

Thanks to wall carvings discivered by the Ironwilled, it is known that Venusaur used to live in Hoenn many centuries before the events with Hoopa took place. It is theorized that they were driven to extinction by the overhunting of people o the past, who seeked Venusaur over a belief that its petals, when naturally dropped, had wish-granting properties. The discovery of this event is what led to Bulbasaur being brought to the Hoenn region by a repopulation institute, at a (successful) attempt to revive the long forgotten variant to its natural habitat.

Inspirations: Venusaur is inspired by the Nyorinji Temple in Kyushu. It is a Buddhist temple that, in recent years, has been filled with thousands of frog statues by a chief priest, in a desire to make the temple more appealing to visitors. Venusaur essentially marries the two phases of this temple, being a buddhist frog. The Lotus on its back is an extension of this concept, as it has many meanings of purity of mind and spirit in Buddhism. The whole Sleep motif present in its playstyle is inspired by concepts from buddhism such as meditation and relaxation. Venusaur is also partially inspired by the Starstruck with its wish-granting petals and stargazing concepts.




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Delphox-Hoenn


Abilities: Blaze / Magician
Stats: 81 / 64 / 100 / 110 / 78 / 101 [534]
1.7 m | 80 Kg


New Moves (From Braixen):
Bulldoze, Giga Impact, Rock Blast, Rock Throw, Stealth Rock
Ancient Power, Blast Burn, Dazzling Gleam, Earth Power, Hyper Beam, Meteor Beam, Power Gem, Sacred Jewel, Sand Tomb, Scorching Sands
Rock Polish, Sandstorm, Wish

Sacred Jewel - Rock | Special | 75 BP | 16 PP | 100% Acc | 100% chance to lower the foe's Guard by one stage (Sp Def clone of Mystical Fire)
Competitive: Rather straightforward but has a good offensive type combo with the iconic combo of Magician and Meteor Beam. It is our second fastest Fire mon tied with Ninetales and is tied with Blaziken for highest Sp Atk Fire mon, making it stand out a fair bit. Fire/Rock is a pretty good offensive typing and its Speed Tier and self-boosting allow it to stand out from Tyranitar fairly well.

The general gameplan with Delphox is to use Meteor Beam, get a boost and steal an item. From there, you will be using your signature to weaken switch-ins, Flamethrower or Fire Blast as your maindamage dealer and likely Grass Knot to snipe out Swampert. However, due to boosts being temporaary, you have to be careful to not waste your mommentum. Magician isn't the only viable set though, as Life Orb or even Choiced can work pretty well for Delphox. Its slightly above average bulk helps to give it switch in opportunities.

The main threats are bulky Waters and Krookodile. Delphox's damage output can't always threaten defensive mons, and it can't really afford to stay in on those as its quad weakness puts it at risk. Garchomp is also a big threat, although that one may just be unbalanced in general.


Lore: Delphox in the Hoenn region make use of the region's various minerals to channel its power. Delphox seems to have great interest for gems and jewels of any sort. It uses the reflective gem on its staff as a magnifying glass, letting sunlight pass through the gem to concentrate heat within an area. Although mysterious in nature, Delphox is known to appear to those in need of help, granting wishes and pacifying desires if Delphox deems one worthy. To cast its judgement, Delphox stares longingly at the jewel in its staff, which allows it to see the past.

Said past-vision capabilities are also what led researchers to discover that Delphox used to live in Hoenn region long before the events with Hoopa took place. It is believed that their sudden disappearance may simply be due to Delphox not finding anyone in the region worthy, as people's greed would often lead to Delphox's gems being robbed by people after their wishes were granted. Much like Bulbasaur, Fennekin were brought to Hoenn as means of rrpopulation for this variant.

Inspirations: Generally, Delphox is based on Monks and Mages, with the long cloak and the staff having a gem. The gem itself is inspired by the conflict between the Ironwilled and the Starstruck, as Delphox has a rare mineral that grants wishes, essentially fusing the concepts of the two plans, which was also the inspiration for its playstyle to focus around the interaction between the meteor-themed Rock move and Magician. However, much like the other starters, Delphox is partially inspired by Buddhism as well. The staff is based on this specific monk staff in shape. More largely, Delphox is based on the wish-fulfilling jewel, a buddhist belief of a rare gem that signifies the bestowal of blessing on all who suffer. Images of the wish-fulfilling jewel are also commonly seen on the roofs of Inari Shinto shrines, or in the mouth or under the paw of Inari’s messenger — the fox.



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Feraligatr-Hoenn


Abilities: Torrent / Water Veil
Stats: 95 / 110 / 105 / 69 / 93 / 58 [530]
1.4 m | 888.8 Kg


New Moves (From Croconaw):
Body Press, Bulldoze, Dragon Tail, Earthquake, Giga Impact, Heavy Slam, Iron Head, Jaw Lock, Metal Claw, Outrage, Royal Banquet
Dragon Pulse, Focus Blast, Hyper Beam
Aqua Ring, Iron Defense, King's Shield

Royal Banquet - Water | Physical | 80 BP | 16 PP | 100% Acc | Sets Aqua Ring on the user.


Competitive: Feraligatr is a defensive beast. Its a defensive Steel that an handle Fires with relative ease, and whereas Skarm prides itself in being the prominent Physdef Steel mon, Magcargo the prominent Spdef one and Jirachi sometimes runs mixed defensive sets, Feraligatr settles itself apart by being a defensive steel that minimizes the damage it takes so that it can heal itself though small but passive means. Its typing stands out both as a Dragon-Resting Water and a Fire-Neutral Steel, helping defensively oriented teams with the meta's influx of Dragons in general.

The general gameplan with Feraligatr is rather simple to be fair, as it is generally good at tanking hits and has good Attack to swing back strong. Feraligatr gets no direct form of recovery, but its signature move effectively gives it Leftovers after used, which you can stack with the actual Leftovers item to gain some neat passive healing. To further compliment this rather unique defensive profile, you have King's Shield to stall out for healing turns, and also as means of stalling out opponent's Stat boosts. Lastly, to help with the tiny healing, it is immune to various means of passive damage - Immune to Sandstorm, both forms of Poison and Water Veil prevents it from being Burned. Given its large stats and good defensive typing, alongside stalling turns with King's shield, you could even give Rest a try. Croconaw also gives it some interesting tools such as seismic Toss, Swords Dance, Curse and Aqua Jet.

Feraligatr's main weakness is the meta having some really good and popular Pokémon that can break past its typing - Spectrosphere, Galvantula and Seismitoad are all examples of this. So while Feraligatr has a great defensive profile on its own, it cannot really be your only defensive backbone as it alone won't carry you through your matches.


Lore: Long ago, (Johtonian) Feraligatr were believed by the people of Hoenn to be the incarnation of a deity. As such, Feraligatr were often gifted rich metals as offerings. Over time, the species adapted said minerals into its own body, becoming the variant that is known today. The added weight from the metal makes Feraligatr too heavy to stand on two legs, so its stance has permanently shifted to being quadrupedal as a result. However, this added weight makes its jaw much more poweful, and the steel coating provides a defensive layer. As Feraligatr could no longer rush down its opponents, its new prefered way of fighting consists of taking a hit from its opponent and use this closed distance to its advantage. Despite the movement on land being more restricted, it can swim just as well as its Johtonian counterpart. Centuries of being trested like a deity have cause Feraligatr to see itself as royalty, and as such it is a hard species to train. This also results on Feraligatr being heavily territorial, gathering around in front of temples that Feraligatr believe to be dedicated to themselves.

Even though Feraligatr's variant has been a part of Hoenn for centuries, it has been a notably rare specimen. Tals have been passed down through generations about how people of ancient times often attempted to force Feraligatr to guard their own space and belongings, promptibg Feraligatr to leave Hoenn as they believed they were better than this place, moving to somewhere unknown. Like the rest of the starters, Totodile was brought to Hoenn as an attempt to correct old mistakes and bring the variant back to the region.

Inspirations: Much like the previous two starters, Feraligatr plays with the concept of the two driving forces of our established plot. More specifically, its mineral theme plays off of the Ironwilled. A big part of Feraligatr's inspirations come from Johtonian Feraligatr's own dex entries mentioning how it sometimes can't stand up propperly because of its own weight. Hoennian takes that up to 11 by mixing that with the Mineral concept. The signature is meant to be a parallel to the offering people gave it, as if it was recieving a healing offering every turn. Furthermore, Feraligatr's Japanese name means "Emperror Crocodile", which allowed me to combine the mineral concept with a certain gargoyle-like creature from Buddhism called Makara - Mythical creatures that were often considered guardians to thrones and entry ways to temples, as well as often being depicted as means of transportation for water deities. They are also the most commonly recurring creatures in Buddhist temple iconography. Makara is a Sanskrit word which means "Crocodile"
AquaticPanic 23

Bloopyghost 19
Albatross 19

GoldenFeebas 6
MaskedFeraligatr 6

Mintly 5

WowOriginal 1
APaidActor 1


The next slate starts tomorrow! Until then, discuss our winners!
 

Yung Dramps

awesome gaming
Let's get it

Kleavor
Wyrdeer
Ursaluna

Slate 4: Evolutions
This slate's all about creating new evolutions of the non-regional variety for pre-existing Pokemon of your choice. Two things to note here:
-Despite not being in the format, I am banning evolutions to Pokemon who already have Megas. Splits of their preceding forms are ok, but not outright evolutions where Megas would be. Wanna err on the side of caution and promote more creative subs than just "Here's the Mega but as a normal Pokemon"
-While this isn't an explicit ban, I am HEAVILY discouraging the submission of new Fire, Ghost, Psychic and Water types. Those 4 are disproportionately represented in the current batch of new forms and Pokemon. If you insist on making something new with one of those 4 types, you gotta really articulately justify what makes it unique from the myriad of other examples of the type currently in the meta.

That's about all, have fun!

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Oh yeah, excuse the deja vu, but we're quickbanning Salamence and Garchomp. Once again, kinda the same deal as the Latis where the relatively low power level just can't handle their presence. I understand that to some 4 quickbans this early on may be a bit sussy, so I'll just toss in a disclaimer and say that I am open to resuspecting at least one from this batch at a later point down the road. For now though, best to take them out considering the wide array of tools and raw stats they have.
 
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AquaticPanic

Intentional Femboy Penguin
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Community Leader
:tropius: --->
cornutropia.png

Cornutropia
The Fruitful Pokémon


Abilities: Ripen / Solar Power // Harvest
Stats: 104 / 98 / 83 / 92 / 87 / 71 [535]
9.4 m | 870 Kg


New Moves:
Berry Blast, Breaking Swipe, Dragon Tail, Grav Apple, Iron Tail, Wood Hammer
Apple Acid, Belch, Draco Meteor, Pollen Puff, Spit Up
Aromatherapy, Jungle Healing, Grassy Terrain, Stockpile, Swallow

Berry Blast - Grass | Physical | 55 BP | 100% Acc | 24 PP | Contact | Power doubles if user has no item


Competitive: Cornutropia inherits many interesting moves from Tropius: Earthquake, Dragon Dance, Outrage, Dragon Hammer, Swords Dance and Roost are all standouts. Cornutropia works as a DD Sweeper mostly, having pretty good bulk to secure a turn to set up and mixed offenses that allow it to run either physical or special sets as it pleases. Alongside this flexibility, it has Grav Apple and Apple Acid to help it it stand out among other Dragons, crippling switch-ins consistently with a STAB move. Ripen helps it tank hits it normally wouldn't have, notably taking only around 25 - 30% from Ice Punch Seismitoad without even needing mac defense investment.

Belch is also a pretty funny move to use as your way to hit fairies, even if not very reliable. Mon will try to run Berries one way or another, so while definitely a gimmick, I wouldn't completely discard Belch. Its signature is in a similar spot, having uses in some specific sets but not being an instant pick. Overall not a top tier threat, as it particularly dislikes Skarm andcompetes with Hydra/Hax for aa team slot, but is a pretty neat physical Grass option and its definitely a pretty fun mon to use.

Cornutropia @ Sitrus Berry
Ability: Ripen
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Dragon Dance
- Dragon Hammer
- Earthquake
- Grav Apple / Berry Blast


Cornutropia @ Sitrus Berry
Ability: Ripen
EVs: 252 HP / 252 SpA / 4 SpD
Modest Nature
IVs: 0 Atk
- Draco Meteor
- Apple Acid
- Belch
- Swords Dance



Lore: A rare sight, Cornutropia are usually only able to be spotted during Autumn. Their massive size and decayed leaves has cost this evolution Tropius' ability to fly, but its physical strength has increased greatly. Cornutropia's body is coated with fruits of various kinds, which it shares with people and Pokémon alike. As such, Cornutropia have quite a high status in the Hoenn region, as people greatly respect them for bringing food to hundreds of people each year. Their vestigial wings now work as insulators, helping to keep its fruits fresh. It is uknown where Cornutropia migrate to during other seasons of the year, but they always come back during Autumn.

Inspiration: Cornutropia is inspired by the japanese tradition of Koyo, essentially a tradition about appreciating autumn leaves with friends and family while you enjoy seasonal delicacies. Once learned about this tradition, I figured Tropius would've been a natural fit for an evolution. The idea for Cornutropia is relatively simple, being a huge fruit-bearing autumn beast that itself can feed whole villages out of its sheer size, essentially embodying Koyo culture in one mon. This tradition was originally reserved for the nobles, which is why its design has a slight Royal motiff, with the Pineapple Crown, Grape Collar and the decayed leaves looking like a king's robe.

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:tranquill: --->
dovinity-m.png
dovinity-f.png

Dovinity
The Luxuriant Pokémon

Male

Abilities: Big Pecks / Super Luck // Technician
Stats: 90 / 50 / 60 / 105 / 85 / 98 [488]
1.4 m | 34 Kg

Female

Abilities: Big Pecks / Super Luck // Fluffy
Stats: 90 / 105 / 80 / 55 / 55 / 103 [488]
1.3 m | 32 Kg


New Moves:
Brave Bird, Fling, Giga Impact, Heart Stamp (female only), Play Rough, Post Delivery, Sky Drop
Dazzling Gleam, Disarming Voice, Draining Kiss, Fairy Wind, Hurricane, Hyper Beam
Moonlight, Trick, Take Heart (male only)

Post Delivery - Fairy | Physical | 90 BP | 100 Acc | 24 PP | Hits two turns after use. Physical if user is Female, Special if user is Male



Competitive: Fairies! Dovinity essentially adds two new Fairy options to the mod, who themselves also have different possible sets. Male Dovinity is a bit more straightforward, with moves such as Heat Wave, Draining Kiss and Air Cutter coupled with Technician for a decently fast Fairy that can hit Steels. Notably speed reeps Hax by one point in Speed. Female Dovinity, meanwhile, can either go Physically Offensive or Physically Defensive, forming a petty nice core with Skarmory. Its signature move is specifically designed to make it harder for Dragons to switch in so freely. Physically, Dovinity can also slot in Night Slash with Super Luck if it wishes to break through Magcargo. Male can also set up incredibly well with Take Heart (From PLA; raises Offense, guard and heals user's status). Relevant moves from Tranquill include U-turn, Roost and Heat Wave, with a few more niche ones such as Wish, Tailwind and Hypnosis.

Despite being a firly good answer to Dragons, Dovinity can't always just freely switch into them, so it doesn't entirely invalidate our current Dragons. It simply gives them more to worry about while also serving as a switch-in on the hands of the right player. Dovinity is essentially designed around making Dragons have to think twice before they click their big damage move, rewarding the player for better reads. All in all, Dovinity is a fairly diverse mon, adding quite a few roles to Fairies while only really adding two new mons.

Dovinity (M) @ Leftovers
Ability: Technician
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Take Heart
- Draining Kiss
- Air Cutter
- Heat Wave


Dovinity (M) @ Choice Scarf
Ability: Technician
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- U-turn
- Draining Kiss
- Air Cutter
- Heat Wave


Dovinity (F) @ Leftovers
Ability: Fluffy
EVs: 252 HP / 252 Def / 4 Spe
Impish Nature
- Roost
- Play Rough
- U-turn
- Post Delivery


Dovinity (F) @ Scope Lens
Ability: Super Luck
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Roost
- Play Rough
- Brave Bird
- Night Slash



Lore: In the distant past, rather than evolving into Unfezant, Tranquill were only able to evolve into Dovinity. This is because people of the past had a great relationship with Tranquill, having them as message delievery partners and being a popular pet. This engagement with humans lets Tranquill evolve into Dovinity. This new evolution has excellent navigation skills, and is the main means of communication used by people. Dovinity has great affinity for teamwork and adores engaging with humankind, and people widely believe Dovinity to be a symbol of Human and Pokémon existing peacefully as equals. The male has more plumage, which it uses to attract females and scare opponents, but its flight is slightly crippled as a result.

Inspiration: Dovinity is mainly inspired by Messenger Doves and, alongside Unfezant, is a play on how doves were abandoned as domestic species over time and became feral. For a while, in the past, Pigeons and Doves were common domestic animals used for their excellent navigation skills, but as time went on, they were essentially abandoned - Dovinity plays off of that by being a natural ancient evolution of Tranquill who is very much found of humans and likes to participate in teamwork, but as time went on and people ignored Tranquill, it evolved into a new prideful, selfish and unpleasant evolution in modern times. Dovinity takes inspiration from many different Pigeons and Dove species, notably the Crested Pigeon, the Jacobin Pigeon, the victoria Croned Pigeon and the Nicobar Pigeon.

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:kecleon: --->
kaleideon.png

Kaleideon
The Color Swap Pokémon


Abilities: Colour Change // Protean
Stats: 80 / 90 / 70 / 80 / 70 / 110 [500]
1.6 m | 80 Kg


New Moves:
Camoscope, Giga Impact, Power Whip, Scale Shot, Skitter Smack, Spikes, Steel Wing
Acid Spray, Hyper Beam, Icy Wind, Snarl, Tri Attack
Calm Mind, Entrainment, Haze, Light Screen, Moonlight, Mirror Move, Reflect, Switcheroo, Tailwind

Camoscope - Normal | Physical | 100 BP | 100% Acc | 24 PP | Type varies based on the user's primary type.
(This move is also learned by Kecleon)



Competitive: Kaleideon is an utility Protean user, being able to abuse its high speed and diverse movepool to disrupt the opposing team in one way or another. Kecleon already had quite the diverse movepool with tools such as Knock, Fake Out, Recover, Thunder Wave, Sucker Punch, Trick and Stealth Rock. Kaleideon simply builds on that by giving it more utility. As far as offenses go, protean is balanced out by mediocre offensive stats. Kaleideon does have a fairly big arsenal of coverage to pick from thanks to Kecleon's movepool being pretty wide, but being stuck behing a pretty frail mon with mid offenses sets it back. Notably, its better moves are Special, while its Physical moevs are generally lower in BP, thus why I gave it less Sp atk than Phys Atk. Special has tools such as Flamethrower, Ice Beam, Thunderbolt and Hone Claws as an option to boost the accuracy of a few special moves.

The bigger idea with Kaleideon is to use Camoscope in conjunction with its utility moves for quite unique STABs. For an example, Tailwind will turn you into a Flying type when you use it, consequently turning Camoscope into a 100 BP Physical Flying STAB. Kaleideon learns at least one move of each type, allowing Camoscope to be whatever you want. Still probably a gimmicky move, but it is easly one of the most fun moves to consider.

However, that is not all! Kecleon would also gain access to Eviolite, which makes it a fairly interesting defensive option. Kecleon's constant type changing do make it rather tricky to use, but it already commonly runs AV in Vanilla so I can imagine Eviolite working pretty well. It is a bit passive, but it does have many tools to cripple opponents over time and access to Seismic Toss for what that is worth. Specially Defensive sets can even take on the likes of Hydreigon, making Kecleon a possible OU option.

Kaleideon @ Life Orb
Ability: Protean
EVs: 4 HP / 252 SpA / 252 Spe
Modest Nature
IVs: 0 Atk
- Ice Beam
- Thunderbolt
- Shadow Ball
- Recover


Kaleideon @ Leftovers
Ability: Protean
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Camoscope
- Knock Off
- Icy Wind / Calm Mind
- Scale Shot


Kecleon @ Eviolite
Ability: Protean
EVs: 252 HP / 4 Atk / 252 SpD
Sassy Nature
- Recover
- Revelation Dance
- Knock Off
- Toxic



Lore: For a long time, people of the Hoenn region were terrified of eerie apparitions that resembled floating faces, many believing it to be some sort of malevolent spirit. After years of research and observation, it was discored that these apparitions were caused by Kaleideon, a Pokémon who can mostly turn itself invisible - the exception being marks in its body, which it uses to scare others. Thanks to this, Kaleideon ends up being quite a prankster, purposefully going out of its way to shock people. However, Kaleideon's body also changes according to its mood. It is common practice for a Kaleideon to attempt to scare someone in a mean-spirited fashion, but get too excited about the prank and accidentally reveal itself as its body changes colour to match its emotions.

Inspiration: The idea for a Kecleon evo mainly comes from the ancient setting. In the modern Hoenn games, Kecleon is often a roadblock that you deal with by using the Devon Scope. In an age without such advanced technology, how would people react to Kecleon and how would it use its near invisibility to its advantage? The way I went about it is essentially making Kaleideon play off of Kecleon being unable to make its belly stripe invisible, essentially having scarry-looking marks to look like a creepy floating face when invisible. Kaleideon is a mix of a few different chameleon species, notably the Jackson's Chameleon (same species as Kecleon) and the Panther Chameleon.

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:corsola:
Cruisola
The Coral Reef Pokémon


Abilities: Hustle / Natural Cure // Regenerator
Stats: 95 / 120 / 80 / 85 / 105 / 30 [510]
13 m | 530 Kg


New Moves:
Dive, Giga Impact, Wave Crash, Waterfall
Hyper Beam
Calming Tides, Hypnosis, Spikes, Spiky Shield

Calming Tides - Water | Status | 32 PP | Raises user's Offense, Guard and Accuracy by 1


Competitive: Cruisola is a tank, loosely inspired by AV glowking. The main driving force behind Cruisola is the idea of a hard-hitting Head Smash user that can heal off the Recoil damage. Corsola has some surprising tools up its sleeve with Earthquake, Explosion, Liquidation and Sucker Punch as possible Phys Offense moves. Explosion in particular is a pretty neat blanket coverage as it can heal off the recoil with Regen as well. Wave Crash (Imported from PLA; essentially Water Sucker Punch with 33% recoil) is also a nice STAB option to offset the low Speed.

Cruisola can also try to run bulkier sets, with Regen and AV making it a pretty interesting mon to look at, despite the competition for Bulky Waters. Notably, it completely walls Swellow. In that front, though, Corsola itself is pretty much usable as well: it is fairly more passive, but Eviolite makes it really bulky and can help against some OU threats such as Delphox and Hydra, or severely limits the movepool options of other mons, making many of the tier's Psychics have to swap out a move for Energy Ball.

Cruisola @ Assault Vest
Ability: Regenerator
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Liquidation
- Sucker Punch
- Earthquake
- Stone Edge


Cruisola @ Choice Band
Ability: Regenerator
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Liquidation
- Explosion / Sucker Punch
- Earthquake
- Head Smash


Corsola @ Eviolite
Ability: Regenerator
EVs: 252 HP / 4 Atk / 252 SpD
Careful Nature
- Toxic
- Recover
- Scald
- Icicle Spear



Lore: Lurking within the depths of the Aquamarine Archipelago, Cruisola is a keystone species of Hoenn's aquatic biome. Cruisola protect small fish Pokémon from predators, and has a symbiotic relationship with a lot of the species that inhabit Hoenn's seas. Cruisola not only protects and houses many Pokémon, but lets itself serve as a source of food as well - it can regrow its corals and is very resitant to pain, so it does not mind it when other Fish Pokémon nibble on its corals. Cruisola doesn't limit itself to just shores either, swimming out to sea while all of its mutual relatives travel along with it. A flotilla of half a dozen Cruisola is capable of housing thousands of individuals. All of this results in Cruisola rarely ever being attacked by other wild Pokémon, as they'd rather have it as an ally instead.

Inspiration: My main initial reason for a Corsola evo was the fact Hoenn has an entire locstion dedicated to Corsola Reefs, so it feels appropriate to give it a hoennian evolution. Partially inspired by Subnautica's Reefbacks, Cruisola takes the idea of a living Reef, a moving sea-faring home to many sea creatures and mixes that concept with a Cruise Ship, taking slight design inspiration from whales and narwhals for a round giant sea creature with a horn on its head.

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:onix: --->
sardonix.png

Sardonix
The Scorn Snake Pokémon


Abilities: Rock Head / Sturdy // Shield Dust
Stats: 75 / 85 / 75 / 55 / 170 / 50 [510]
9.2 m | 360 Kg


New Moves:
Aqua Tail, Constrict, Giga Impact, Spirit Break, Squeeze Dry, Wrap
Dazzling Gleam, Hyper Beam, Misty Explosion
Baby-Doll Eyes, Misty Terrain

Squeeze Dry - Fairy | Physical | 50 BP | 90 Acc | 24 PP | Contact | Traps and binds foe for 4-5 turn. If foe is already trapped, this move will set Taunt instead


Competitive: A mon tailor made against Hydra, Sardonix functions as a Special tank. It has a fairly easy time coming in, and then it can dish out fairly strong hits, despite its mediocre Attack, mostly thanks to a beastly STAB combo with fairly good moves to boot as well. Spirit Break makes it even better at taking hits, while Squeeze Dry works wonders to remove some specific mons from the opposing team. In simpler terms, Sardonix comes in, cripples a switch in with STAB Equake and slowly withers down the opponent's team. It also inherits Dragon Dance from Onix and while idt that'd be its main set, you can definitely try it out. Other relevant inherited Onix moves are Earthquake, Stone Edge, Stealth Rock, Roar and Curse.

As far as downsides go, 85 is still not too hard of an Attack stat to handle, which helps keep in check its great type combo. Physical Defense is also fairly lacking, and while its a great Special tank, it lacks any recovery outside of Rest. on the upside, the comically high bulk may let it try out Rest, but definitely still a downside overall.

Sardonix @ Leftovers
Ability: Shield Dust
EVs: 252 HP / 4 Atk / 252 SpD
Careful Nature
- Earthquake
- Spirit Break
- Toxic
- Squeeze Dry

Sardonix @ Leftovers
Ability: Shield Dust
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Earthquake
- Spirit Break
- Stone Edge
- Dragon Dance



Lore: Hoenn's mineral-rich land causes a change to occur within Onix, resulting in a new evolution, Sardonix. The smoother the Onix was before evolving, the stronger it will be as a Sardonix. This Pokémon has a hard personality to train, as it enjoys mockery and doesn't tend to take its trainer seriously very often. Many tunnel systems in Hoenn are formed by disputes of Onix, Sardonix and Steelix in search of food. Despite this, Sardonix has a rather positive relationship with Steelix, as one searches for rich soil and gems for food while the other is content with eating various kinds of metals for a diet. It is believed that the healthier a Sardonix is, the more stripes it will have.

Inspiration: Sardonix is literally Sardonyx. I wanted to make more Pokémon based on Hoenn being mineral-heavy, and irl Sardonyxes are a mix of a mineral called Sard and a rock called, obviously, onyx. This gave me reason to make a crossgen for Onix, playing off of how it gets smoother as it ages, given Sardonyxes are very smooth. Its personality is also a play on being Sardonic. That is not all, though - Sardonyxes are highly characterized by their orange palette with white stripes. With Onix being a snake, this let me make connections to some snake species, and as the title of "Scorn Snake Pokémon" implies, I went with Corn Snakes.

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Mintly

formerly Spook
is an Artist
i love reserving things

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chimabella.png

Pokémon: Chimabella

Typing:


Ability: Levitate

Stats: 95 / 55 / 80 / 105 / 110 / 75 (520 BST)

New Moves: Fairy Wind, Draining Kiss, Disarming Voice, Sing, Thunderbolt, Hyper Beam, Giga Impact, Tickle, Mystical Fire

Flavor: Big Bell



Pokémon: Abomoldie

Typing:


Ability: Stench / Sticky Hold

Stats: 65 / 100 / 100 / 50 / 96 / 64 (495 BST)

New Moves: Bulk Up, Body Press, Corrosive Gas, Curse, Drain Punch, Encore, Fake Tears, Gastro Acid, Giga Impact, Gunk Shot, Hyper Beam, Magic Room, Play Rough, Reflect, Safeguard, Skitter Smack, Sludge Sludge Bomb, Sludge Wave, Tickle, Tri Attack, Toxic Spikes

Flavor: Abomoldie are created when a Milcery is overspun, causing their creamy bodies to curdle into a messy cheese.


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paranoya.png

Pokémon: Paranoyd

Typing:


Ability: Effect Spore / Poison Heal / Damp

Stats: 100 / 115 / 90 / 70 / 90 / 35 (500 BST)

New Moves: Sticky Web, Earthquake, Bulldoze, Sand Tomb, Spikes, Lunge, First Impression, Electroweb, Night Slash

Flavor: Ancient Parasect have evolved to sport webbing capabilities, allowing them to trap Bug-type prey and feast on them. However, they are not immune to their own webbing, and have thus adapted a sedimentary lifestyle, turning their delicious hide into a sticky trap.

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sunkisste.png

Pokémon: Sunkisste

Typing:


Ability: Chlorophyll / Solar Power / Flower Veil

Stats: 105 / 75 / 85 / 115 / 95 / 40 (515 BST)

New Moves: Flamethrower, Leaf Tornado, Calm Mind, Dazzling Gleam, Focus Blast, Aromatherapy, Heat Wave, Psychic, Tickle, Flatter, Flower Shield, Magical Leaf, Pollen Puff

Flavor: As harsh suns coat the region, the large Sunflora population have adjusted to the warmer weather. By raising their necks to the sky they have been able to evolve to be more efficient at collecting sun before other weathers take control.
 
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zxgzxg

scrabble
is a Forum Moderator
:bw/crustle:--->
crusteroid.png

Pokemon: Crusteroid
Weight: 700 kg (+500)
Type:

Stats: 110 / 115 / 140 / 60 / 85 / 25 (BST: 540) [+40 / +10 / +15 / +0 / +10 / -20 ]
Ability: Sturdy / Weak Armor / Force of Gravity | Moves that set jagged splinters do double damage.
New Moves:
Giga Impact (Crustle loses this), Heat Crash, Pin Missile, Spikes
Focus Blast, Hyper Beam (Crustle loses this), Moonblast, Power Gem
Gravity, Moonlight, Taunt, Trick Room

Lore: The meteorites at Morganite Mountains caused the displaced Crustle to evolve. Its hemispheric shell is tough enough to block small meteors, and its enlarged claws can easily crush boulders. It was once thought Crusteroid's shell was a map of the world.
Competitive: Large offensive tank. Its bad defensive typing is offset by its massive defensive stats, allowing it to tank neutral hits fairly well. Additionally, its ability lets it utilize jagged splinters fairly well, the splinters mostly serving as extra power to relatively low BP moves. Also Eviolite Crustle woah!!!!???


:bw/toxicroak: ---> ???
Pokemon: Dartoxic
Type:

Ability: Poison Point / Dry Skin / Poison Touch
Stats: 94 / 116 / 71 / 91 / 71 / 102 (BST: 545) [ +11 / +10 / +6 / +5 / +6 / +17 ]
New Moves:
Close Combat (entire Croagunk line gets this now lol), Dart Off, Mach Punch, Poison Fang, Reversal, Spike Cannon, Spikes
Hyper Voice, Snarl
Toxic Spikes
Dart Off |
|
| 50 | 100 | 16 | Switches out the user. x1.5 power and poisons the incoming Pokemon if the user has Poison Point or Poison Touch. (Contact)
Lore: haven't thought about it yet lol!
Competitive: why is our fastest fighting primeape???? Anyways, fast fighting. Has good tools like high powered STABs, Knock, SD, and now pivoting, which comes at a hefty price if you're not using Dry Skin. Also Water immunity is cool.
 
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Samtendo09

Ability: Light Power
is a Pre-Contributor
:lanturn:
1661801800702.png

Abyssylar (evolved from Lanturn through leveling up with Thunder Fang)
Based off… well, being more accrate to real-life anglerfish by being scarier.
Name Meaning: Abyss + corruption of angler
(yes it is intentionally Dark / Electric)
Abilities: Water Absorb / Illuminate | Strong Jaw
Stats: 135 / 112 / 70 / 70 / 100 / 63 [550]
Female: 4.8 m | 100.6 Kg
Male: 2.4 m | 50.3 kg
New Moves (From Lanturn):
Crunch, Bite, Thunder Fang (also for Lanturn), Psychic Fang, Ice Fang, Storm of Light*, Jaw Lock, Liquidation, Flip Turn
Eerie Impulse, Dark Pulse, Snarl
Leer, Scary Face, Mean Look, Recover
Other notable moves are Thunder Wave, Waterfall, Hydro Pump, Soak, Volt Switch, Sucker Punch and Curse.

Storm of Light - Electric | Physical | 200 BP | 5 PP | 100% Acc | User loses 80% of max HP on use. Hits all adjacent targets.

Competitive: Dark-type Strong Jaw monster with STAB Crunch / Jaw Lock that that is effectively 120 before STAB. Storm of Light can be used as a sacrificial move, but will backfire if used on a Ground-type opponent. If for some reason you go instead as a special wall that is far from passive, go for Water Absorb.

Lore: The pressure by competition in the abyssal depth of ancient Hoenn region‘s ocean caused Lanturn to become more aggressive, to the point that it started to bite when the exploring humans least expected. As it evolve into Abyssylar, it becomes larger and scarier-looking, lurking in the deepest depth of Hoenn’s ocean. The lights it emits will cause prey to be attracted, which then the prey gets quickly devoured if too near. A female Abyssylar and their smaller mate will occasionally leap up to the surface of the sea, which is when even Sharpedo become terrified of it’s presence.
:volbeat:+:illumise:
1662041456330.png

Rebelight (evolved from Volbeat through holding a Pixie Powder), male only
Based of firefly, greaser (a 60s fashion) and Minamoto warriors
Name Origin: Rebel + light

Abilities: Illuminate / No Guard | Defiant
Stats: 75 / 103 / 75 / 57 / 100 / 135 [545]
1.6 m | 65 Kg
New Moves (From Volbeat):
Giga Impact, Light Spear*, Fire Punch, Flare Blitz, Bounce, High Jump Kick, Stomping Tantrum
Disarming Voice, Hyper Beam, Draining Kiss, Flamethrower, Fire Blast
Sweet Kiss, Wish
Other notable moves are Thunder Punch, Ice Punch, Play Rough, Lunge, Thunder Wave, Roost, Zen Headbutt, Brick Break, U-Turn, Defog

Light Spear - Bug | Physical | 75 BP | 10 PP | 100% Acc | Hits Steel-type Pokémon super effectively.

Competitive: With real fast base Speed of 135 and hit Steel through Light Spear, Rebelight can serve as a set up sweeper with Tail Glow, or disrupt potential threats with Lunge, Thunder Wave and Bounce. 103 is mediocre and if not running No Guard, Play Rough can miss, so keep those in mind. No Guard Bounce is also threatening as it have 30% chance of paralysis and cannot miss, which dearly threatens any non Electric-type switch-in.

Lore: As their number begins to dwindle thanks to Hoopa‘s involement, Volbeat evolve into a feminine and fierce warrior with indominable spirit that will fights for their close ones until it dies. Their spear of light it can create can pierces metal, making it dangerous for armored human warriors to fight without Pokémon backup. They work with Stormady of the same clan, but will attack other Rebelight and Stormady of an enemy clan head-first.

1662041515211.png

Stormady (evolved from Illumise through holding an Electrizer), female only
Based of firefly, flapper (a 40s fashion) and Taira warriors
Name Origin: Storm + Lady

Abilities: Aroma Veil / Tinted Lens | Competitive
Stats: 115 / 57 / 100 / 123 / 100 / 55 [545]
2.6 m | 454 Kg
New Moves (From Illumise):
Giga Impact, Fire Punch, Flare Blitz, Wild Charge, Bite, Thunder Fang, Earthquake
Disarming Voice, Hyper Beam, Hyper Voice, Bolt Barrage*, Flamethrower, Fire Blast, Volt Switch, Earth Power
Bulk Up, Wish
Other notable moves are Thunder Punch, Ice Punch, Play Rough, Acrobatics, Thunder Wave, Roost, Zen Headbutt, Brick Break, U-Turn, Defog

Bolt Barrage - Electric | Special | 100 BP | 10 PP | 100% Acc | User becomes fixated with this move.

Competitive: Bug / Electric leaves it weak to only Rock and Fire, and provide helpful resistance to Fighting, Steel, Grass and Electric. Bulk Up allows it to become even bulkier temporary, and Earth Power punishes switch-in of Fire-type and Rock-type. Volt Switch can be used for slow pivoting, especially if also handling Wish. Competitive will make it a dangerous threat as it is already slow and wouldn’t care too much about reduced Speed by Sticky Web. Bolt Barrage functions as a wallbreaking attack against anything that isn’t resistant or immune to Electric.

Lore: As their number begins to dwindle thanks to Hoopa‘s involement, Illumise evolve into a more masculine and fierce warrior with indominable will that will often keep fighting until their threat is no more. Their barrage of mist-powered electricity will tear down a whole building, meaning that it is best not provoke it into a fight in a city. They work with Rebelight of the same clan, but will attract enemy Rebelight through arousing mist in an attempt to eat them.
:beartic:
Bearealis (evolved from Beartic holding Frostbite Salt at night, in any place but not inside caves)
Based off a polar bear, with traits of the polar bear’s ancestor, the brown bear aka grizzly bear.
Name Meaning: Bear + aurora borealis

Abilities: Intimidate / Slush Rush | Chilling Aura*
Chilling Aura - If hit by a move that do not have a contact flag, the user will have 30% chance of inflicting Frostbite on the attacker.
Stats: 120 / 140 / 95 / 50 / 95 / 50 [550]
3.3 m | 333 Kg
New Moves (From Beartic):
Earthquake, Hammer Arm, Ice Shard, Crunch, Triple Axel, Rapid Spin
Vacuum Wave, Aurora Beam
Aurora Veil, Slack Off, Hone Claws
Other notable moves are Bulk Up, Liquidation, Aqua Jet, Brick Break, Throat Chop, Stone Edge, Ice Punch, Icicle Spear, Heavy Slam, Avalanche, Night Slash, Focus Punch, Substitute, Yawn, Icicle Crash

Competitive: Intimidate allows it to tank from their opponent even more on switch-in, or Chilling Aura to punish Special Attackers in general, and either can stack with Bearealis wearing Assault Vest. Hammer Arm and Ice Shard are an odd but interesting combo, with Ice Shard circumventing Hammer Arm’s self-inflicting speed decreasing effect. Bulk Up allows Bearealis to be even bulkier, Hone Claws allows it to hit Hammer Arm and especially Triple Axel more consistently, and Slack Off is something that not many Ice-type have; reliable recovery.

Lore: A rare, special kind of salt called the “Frostbite Salt” become a true rarity in modern Hoenn, but is a common sight in past Hoenn where Cubchoo and Beartic were more common in Shoal Cave. When a Beartic exits Shoal Cave during the day holding plenty of Frostbite Salt and night falls, it evolve into Bearealis, with it becoming quadruped not unlike a peculiar species called Ursaluna of the Hisui Region. Bearealis sprouts aurora out of their fur, and the icy, crystal-shaped salts allows it to slide through and even spin in place. Unique among the Pokémon in Hoenn is the ability to learn Triple Axel through level up, which the move is then forgotten due to Bearealis no longer around Hoenn; the move itself resurfaces as a tutor move in the Isle of Armor of the Galar region for a variety of Pokémon to learn.
:delcatty:
Regaltto (evolved from Delcatty holding Never Melt Ice and using Skill Swap five times.)
Based of asian leopard cats, with traits of a lynx
Name Meaning: Regal + gato (cat in Spanish or Portugese)

Abilities: Eternal Ice* / Normalize | Wonder Skin
Eternal Ice - User usually always move last (-1 priority), but is fully immune to Fire-type and Fighting-type moves.
Stats: 90 / 65 / 100 / 105 / 85 / 90 [535]
1.7 m | 53.1 Kg
New Moves (From Delcatty):
Ice Fang, Bite, Crunch, Knock Off
Aurora Beam, Focus Blast, Flash Cannon, Freeze-Dry, Psychic
Hail, Skill Swap (also for Delcatty), Sub-Zero Touch*
Other notable moves are Hyper Voice, Ice Beam, Shadow Ball, Fake Out, Wish, Calm Mind, Hyper Beam, Heal Bell, Toxic, Thunderbolt, Substitute

*Sub-Zero Touch - Ice - Status - 15 PP (max 24) - 85% accuracy - Contact flag - Bouncable by Magic Coat and Magic Bounce - Inflict Frostbite on opponent. No effect on Ice-type Pokémon. If this submission wins, it will also be available for at least a few other Ice-type Pokémon depending on the council’s discretion.

Competitive: This one will be an oddball among Ice-type. It got two Abilities to get around crippling weakness to Fighting; Eternal Ice, which makes it always move last but provide helpful immunity to Fire and Fighting, in which completely blocks Ghost and Fighting combination, or Normalize, normally detrimental but now it have Skill Swap to screw over whatever STABs their non-Normal opponent has, punishing any potential switch-in. Sub-Zero Touch will provide Frostbite against opponent, perferably Special oriented opponents. It also got BoltBeam coverage, one of which obviously gets STAB.

Lore: As the environement of Hoenn was far harsher during ancient time, especially with Hoopa involved, the Skitty line are not expected to be able to survive the unpredictable weather due to their especially lax nature. This all change when Delcatty is discovered to evolve further through use of Skill Swap while getting some ice stuck on their fur, allowing the newly rediscovered evolution, Regaltto, to protect Skitty and Delcatty from harsh heat waves and grueling blizzards alike through years. It also became a lot more defensive, and will not hesitate to fight back if it or their close ones are threatened.
 
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new
:zangoose:
Name: Zinder (Cinder, with the C replaced with a Z.)
Abilities: Immunity / Technician / Toxic Boost
Type: Normal / Fire
Stats: 73/135/90/60/60/90
New Moves (From Zangoose):

Flare Blitz, Heated Rage, Blaze Kick
Fire Spin, Ember
Will-o-Wisp

Heated Rage | Fire | Physical | 90 BP | 100 Accuracy | 16 PP | User becomes fixated.

Competitive: wip

Lore: This pokemon evolves when holding a fire stone and surviving a fire attack on red HP, then KOing the target. For that reason, its uncommon in the wild. In ancient hoenn, there were groups of zangoose, with their leader being Zinder. they dont stop their attack until the opponent is defeated. they light up their claws with fire and attack to attack the opponent. they use brute force rather than strategy to win battles. groups of Seviper and Zangoose battle when they see eachother.
:seviper:
Name: Plasmiper (Seviper - Sev + Plasma)
Abilities: Shed Skin / Wonder Skin / Infiltrator
Type: Poison / Electric
Stats: 73/110/60/115/65/85
New Moves (From Seviper):

Wild Charge, Thunder Fang, Spark
Volt Switch, Thunderbolt, Thunder, Shock Wave, Thundershock, Zap Cannon, Smite
Charge, Thunder Wave

Smite | Electric | Special | 120 BP | 100 Accuracy | 24 PP | Has 33% recoil.

Competitive: wip

Lore: This pokemon evolves when holding a thunder stone and surviving a electric attack on red HP, then KOing the target. For that reason, its uncommon in the wild. In ancient hoenn, there were groups of seviper, with their leader being Plasmiper. they use strategy to win battles rather than brute force. their golden scales produce electricity, and their tail blade and fangs release it. they use their tail blade to smite enemies with electricity. groups of Seviper and Zangoose battle when they see eachother.
 
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Yung Dramps

awesome gaming

Pokémon: Terribull
Typing:
/

Ability: Emergency Exit
Stats: 95 / 134 / 80 / 60 / 80 / 81 (530 BST)
New Moves: Body Press, Double Kick, High Horsepower, Play Dead
Play Dead: +1 priority, cuts the user's HP by 25%. If they are swapped out within 2 turns, their offenses and speed will be boosted by 1 stage when they return.
Flavor: As Hoopa's rampage kicked into high gear, people and Pokemon began looking for someone to protect them. This expectation was hoisted onto the Granbull population of Hoenn, who rapidly evolved to fight against the new threat. Despite putting on a facade of noble bravery, they are still the same timid cowards at heart, in part due to the suddenness of their evolution. Nonetheless they'll keep it up for food and shelter, formulating escape plans in their heads at all times for when things go south.


Pokémon: Twisda
Typing:

Abilities: Tangled Feet, Dancer, Contrary
Stats: 79 / 99 / 71 / 69 / 67 / 100 (490 BST)
New Moves: Acrobatics, Bounce, Gust, Twister, Whirlwind
Flavor: When Bellossom are partaking in their rituals, they have to watch out for this Pokemon. Compared to its previous form, Twisda now has greatly expanded control over its frenetic movements, leaping high in the air and spinning around like a top to disorient foes with packs taking advantage of their unique spot patterns to further leave them confounded. When voyaging into territory where Twisda reside it is necessary for Bellossom to be accompanied by Vileplume so that their trickery is warded off by the threat of its Effect Spore.


Pokémon: Phionirva
Typing:
/

Ability: Sunbather
Sunbather: In Sun, this Pokemon's Water moves are not weakened and it heals 1/16 HP each turn.
Stats: 90 / 80 / 90 / 80 / 90 / 110 (540 BST)
New Moves: Morning Sun, Play Rough, Take Heart (from PLA, also given to Phione)
Flavor: While it is unknown where they come from, a lucky few Phione seem to drift from a faraway land all the way to Hoenn as it has the perfect conditions for their further growth. Upon arrival they hide deep in the underwater caverns below Sootopolis where they enter a sort of hibernation. Local tales speak about how the emerging Phionirva is greeted by a full entourage of Water Pokemon as it emerges in its new, beautiful form and returns to the surface, its body now reflecting the sun that gave its previous form warmth and that now serves as a source of energy.
 
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:solrock::lunatone:
Pokémon: Planabyss
Typing: Psychic
Abilities: Black Hole (both forms)
The sheer density of this Pokemon's core forms a black hole, which sucks in so much light, it strengthens the Pokemon's Dark-type moves. (The user's Dark-type moves are boosted by 50%)
Stats: 100/125/115/55/60/75 (Solar Eclipse form) 100/55/65/125/115/75 (Lunar Eclipse form)
New Moves: (both forms) Dark Pulse, Nasty Plot, Taunt, Torment, Switcheroo, Memento, Hyperspace Hole, Quasar Beam
BP: 95
Accuracy: 80
PP: 10
Category: Physical/Special*
Type: Psychic
Description: The user shoots a beam of energy with extreme temperatures from its black hole core. Depending on the form of the user, this attack will deal either physical or special damage, and can either burn or freeze. (Physical attack with a 20% chance of burning if the user is Planabyss Solar Eclipse Form, Special damage with a 20% chance of freezing if the user is Planabyss Lunar Eclipse form)
Each form of Planabyss also keeps their pre-evolutions' exclusive moves (for example, only Planabyss Solar Eclipse Form can learn Flamethrower, Fire Blast, and Flare Blitz, while only Planabyss Lunar Eclipse Form can learn Ice Beam, Blizzard, and Moonblast)
Removed Moves: None
Evolution Method: Evolves from Solrock (Solar Eclipse Form) or Lunatone (Lunar Eclipse Form) when exposed to a Hyperspace Ring at day (Solar Eclipse Form) or night (Lunar Eclipse form)
Appearance: Looks like a Solrock (Solar Eclipse Form) or a Lunatone (Lunar Eclipse Form) that has been shattered into pieces. The majority of its "body" is now made up of a miniature black hole, with shards of Solrock/Lunatone orbiting around the black hole, only kept in place by a Hoopa Ring that encircles the black hole, making it look a bit like Saturn. A small orange ring encircles the center of the black hole, making it look like an eye.
Flavor: A Planabyss is the result of a Solrock or a Lunatone that has been unfortunate enough to come across one of Hoopa's abandoned rings. The teleportation powers emitted from Hoopa's rings and the cosmic energy in Solrock and Lunatone's bodies creates a reaction so powerful that it literally splits apart Solrock/Lunatone's body, leaving only shards of their original bodies. The aftermath of the explosion - and the majority of Planabyss's new "body" - is a strange black void that seems to suck in any items in a ten-foot vicinity. Even other Pokemon and Trainers often struggle to get away from Planabyss's vortex - professors theorize that if the vortex was any larger, it could just as easily suck them in too. Those who have been unfortunate enough to touch Planabyss's core come away with severe burns or frostbite from the energy it sucks in. Planabyss itself seems to show no reaction to these events. Some professors wonder if it even has the ability to think at all, or if the traumatic process of evolution took away its free will as well.
:vigoroth:
Pokémon: Hyperoth
Typing: Normal/Electric
Abilities: Speed Boost
Stats: 80/120/80/120/55/55
New Moves: Charge, Nuzzle, Thunder Fang, Rising Voltage, Charge Beam, Thunder Wave, Volt Switch, Wild Charge, Shock Claws
BP: 40
Accuracy: 90
PP: 10
Category: Physical
Type: Electric
Description: The user slashes at the opponent twice with electrically charged claws. The target is hit twice in a row, and may also be inflicted with paralysis. (10% to cause paralysis)
Removed Moves: None
Evolution Method: Evolves from Vigoroth after getting hit by Electric-type attacks 20 times
Description: A longer, lankier version of Vigoroth, much more similar to it evolutionarily than Slaking, Its fur is bright yellow, prickly (as if it's just stuck its finger in an outlet), and crackles of electricity often run down it. Its eyes are pure yellow with round white pupils, and it has a long tuft of yellow fur on the top of its head that acts like a lightning rod. Its arms and front claws are very long, with the claws being transparent, blue electricity constantly being visible within them.
Flavor: When Hoopa first attacked the Hoenn region, many Slakoths, Vigoroths, and Slakings were forced to venture out of their forest homes in search of food. Since Slakoth and Slaking were still too lazy to learn to hunt, it fell upon Vigoroth to gather food for them. However, they often had to compete for resources with Electric-type Pokemon, such as Electrike, Luxio, and Galvantula. It is this competition that led to their new evolution, as repeated exposure to electricity slowly and literally started to infuse into their blood. Indeed, Hyperoth's blood is speculated to be at least 60% electricity, and like its pre-evolution, it is almost always moving. Professors have recorded instances of Hyperoth staying awake for over three weeks! Hyperoth is a very jittery and nervous Pokemon, watching any humans that enter its territory with unease. It is usually quite slow, but if its babies or its food is harmed, it will fly into a rage, the electricity coursing through its blood and increasing its energy level tremendously. When in this state, a Hyperoth can run at speeds up to 200 km/h!

:dewgong:
Pokémon: Manatear
Typing: Water/Ice
Abilities: Thick Fat/Pure Power/Ice Body (HA)
Stats: 100/70/110/90/120/50
New Moves: Liquidation, Icicle Crash, Crunch, Throat Chop, Iron Head, Frost Tail
BP: 50
Accuracy: 90
PP: 25
Category: Physical
Type: Ice
Description: The user hits the target with its ice-covered tail. This may also freeze the target. Critical hits land more easily. (10% chance to freeze + increased critical hit ratio)
Removed Moves: None
Evolution Method: Evolves from Dewgong after using Frost Tail 20 times in Strong Style
:grapploct:
Pokémon: Cephaludo
Typing: Fighting
Abilities: Limber/Technician (HA)
Stats: 100/138/90/60/90/42
New Moves: Thunder Punch, Earthquake, Throat Chop
Removed Moves: None
Evolution Method: Evolves from Grapploct after knocking out 10 Sharpedos and 10 Walreins
:shiinotic:
Pokémon: Buna-Spelji
Typing: Grass/Fairy
Abilities: Synchronize/Effect Spore/Rain Dish (HA)
Stats: 80/65/90/110/125/30
New Moves: Psychic, Psyshock, Grassy Terrain, Misty Terrain, Psychic Terrain
Removed Moves: None
Evolution Method: Evolves from Shiinotic when exposed to a Shiny Stone
 
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Congrats to Aquatic Panic for winning! Their starters are all excellent; and should be very fun to use (magician+meteor beam!). I can't say mine hold a candle to some of the other's work, but here our my submissions:

Joruphila.jpg

Bug/Dark
Category
: Stalking Pokemon
Height: 5'02" (1.5 m) Weight: 121.6 (55.5 kg)
Abilities: Technician, Insomnia, Sniper
Stats: 80/141/75/95/75/63 (529)
New Moves of Note: Parting Shot, Dark Pulse, Phantom Force, Hex, Burning Jealousy, *Ice Shard*, *First Impression* (Egg Moves)
Signature Move:
BP=40, PP=10(16), Acc=100, Bug, Physical
Preparing a trap from the shadows of it's side of the field, the user patiently awaits an attack. If the opponent uses an attacking move, the user launches in excitement, and this move's power is magnified by 1.5x and becomes priority.
Evolves from Ariados :Ariados: when leveled up holding a Reaper Cloth at night time
Pokedex: Little is known about this massive insectoid, other than it's unpleasant, signature stench from hanging in graveyards and the power of it's fangs, which are said to be able to cleave through the hardest armor like fruit. While rarely found in groups in most cases, Joruphila are willing to work with not only others of it's kind but even other nocturnal pokemon in order to hunt prey
Competitive: Did somebody call the ghostbuster? Well, with a massive attack that reaches levels only bested by Slaking, a plethora of priority moves, and technician to boot, Joruphila quickly punishes any sweeper that makes the mistake of possessing a weakness to one of it's triad of attacking types, hitting the likes of alakazam :alakazam:, spectrosphere, and hydreigon :hydreigon: for an easy OHKO, especially after sneaking in a swords dance. In spite of it's mediocre bulk and lacking defensive type, this menace can also take advantage of forced switches with it's lovely support moveset consisting of u-turn, parting shot, sticky web, and pin missile, among other things. Of course, while this spider can do everything a spider can, it also can't do much a spider can't. Most notably, it's stab combination is walled entirely by fairies, and even it's lethal sucker punch makes it have a hard time getting past fire types such as h-tyranitar, arcanine :arcanine:, and potentially even h-delphox. While it still hits pretty hard on neutral, it's bulk is rather mediocre, and anything that can tank it's moves, of which there are suprisingly many, can easily punish it with a kill, forcing it to rely on chip damage before getting in a sweep. Overall, however, Joruphila proves to be an extremely lethal menace that can punish anyone hoping to get by with a fast sweeper.
Lore: Joruphila is combination of the Jorugumo (see etymology) and Ushi-Onni, a cow-headed spider yokai that stalks attacks those who dare to roam the shores that both Western Japan and Hoenn share, and was the reason for the scythe-foot motifs and the strange, bullhorns on the center of the creature's head. While it does have somewhat of ghostly appearance, it's menacing appearance and nocturnal habits, along with a lack of anything specifically ghostlike, made it veer towards being a dark type instead. The reason Ariados had adopted this evolution would be, of course, to fill the role of an apex predator in a region where the strongest insects are mostly small, moth-like creatures; and it likely died down as a combination of humans eventually warding the sickly creature away from settlements and natural erosion on beachside areas. Perhaps the best, or even only redeeming, feature of my half-rate art is the fact that Joruphila would be the first spider pokemon to possess a full set of eight legs.
Etymology: Joru comes from Jorugumo, a feminine yo-kai that lured unfortunate travelers into it's den to devour, and phila, along with somewhat playing into "arachnophilia" (love of spiders) is mostly derived from the scientific-name for golden silk-orb weavers, Trichonephila clavipes, an extremely impressive web-weaver that both inspired the yellow colorscheme and sinister pattern that Joruphila is decorated with as well as being the real-life inspiration behind jorugumo
Note: I understand 141 attack may be a bit much, but dear lord, the poor thing really has trouble on neutral matchups without having a massive base attack to back it up; and a bite that supposedly crushes through the strongest armor really should be able to do some wall breaking.
20220830_073537 (1).jpg

Ice/Steel
Category: Wardrum
Height: 3'09" (1.1 m) Weight: 72.9 (33.1 kg)
Abilities: Vital Spirit, Soundproof, Moxie
Stats: 65/105/85/70/60/100 (485)
New Moves of Note: Drum Beating, Iron Head, Belly Drum (Though not useful in this meta lol), Roar, Steel Beam, Flash Cannon, Hyper Voice
Signature Move:
BP=65, PP=5(8), Acc=100, Steel, Physical
Slamming the drums of war, the user deafens the air with the shrill sound of metal. Always filled with vigor and passion, this attack is at it's best when the battle is fresh, gaining double it's original power upon it's first turn in battle.
Evolves from Delibird :Delibird: after knocking out 5 grass pokemon and 5 steel pokemon.
Pokedex: Living deep in the mountains, Hagemasu only visits the slowly-growing towns of Hoenn one month in an entire year. Like it's previous form, Hagemasu is incredibly kind hearted, and upon witnessing the acts of kindness of humans, particularly children, when sneaking throughout the villages, said good-dooers often find strange, yet pretty metal trinkets, baskets of food, and ornaments of steel. On the other hand, however, Hagemasu will fly into a rage upon witnessing wrongdoing and will spend the night in an endless drum dance of intimidation in front of the perpetrator's house.
Competitive: Looks like everyone has been very naughty for Christmas, as this bird is here to assert. Despite moxie being a bit less useful and belly drum being entirely too risky in this meta, Hagemasu's high stats, incredibly rare typing choices (especially offensively) and useful set of abilities allow it to stick from the crowd. Hagemasu's main niche is to lead with Banzai on a chipped foe, gain a moxie boost, and make use of it's strong ice stab to sweep. While it does face trouble getting past many of the bulkier pokemon in the meta, Hagemasu has an answer for nearly all of them; brave bird/dual wingbeat powers through Conkeldurr :conkeldurr: and Machamp :machamp:, drum beating squashes it's fellow ice h-jynx as well as Milotic :milotic: and :swampert:, and drill run (Still surprises me that delibird gets this) powers through everything from h-tyranitar to h-magcargo to Metagross :metagross:. Of course, while Hagemasu is unmistakibly an offensive threat, it's defensive side is a little worse off; with not one but two 4x weaknesses and relatively low defense stats, it finds having great difficulty switching in. Faster offensive threats such as H-Delphox and Focus Blast Alakazam :Alakazam: find any Hagemasu that wishes to make use of it's coverage an easy target, and with four moveslot syndrome, Hagemasu can't possibly handle all it's counters, giving it several bulky pokemon that send Santa straight out the chimney. Despite all these factors, it's incredible offense paired on a rare offensive type, as well as a good dash of wild cards, allow Hagemasu to thrive in the new, limited meta
Lore: Based off of the Namahage (See Etymology), Delibird goes entirely rouge with it's evolution, keeping some of it's kind traits but also gaining some unhinged (and somewhat annoying) menace. Thematically, I really like the idea of knocking out certain pokemon to gain access to a tool/accessory upon evolution, which is why the bird has such a weird and convoluted evolution. Just as it's origin, Hagemasu revolves entirely around drums, and while it may have some difficulty doing so, seeing as that it's drumstick is latched in it's legs and the drum is set on it's back, Hagemasu at least retains some of it's wings functionality; thus, it seemed fitting to give it access to our currently limited roster of drum moves- belly drum and drum beating. Finally, it's not really based on a certain bird, but I did take some queues from the Merlin, a rather widespread sort of predatory bird. Overall, like it's origin, this particular evolution is admittedly rather ugly, especially with the mask on; all those who prefer the cuter delibird should, however, enjoy it's newfound access to eviolite.
Etymology: Hage comes from namahage, a japanese demon that comes out during the new year to terrorize women and children, known particularly for going to family homes and asking "any bad children here?", a ritual Hagemasu would agree on, albeit with the opportunity to be rewarded for good behavior. They are also often depicted in festivities as wearing masks, which was then given to Hagemasu rather than make it a straight-up demon. "Masu" comes from "Kurisumasu" the japanese christmas season; while it lacks the christian overtones found in the US, it still remains a rather festive (and expensive) holiday, and it fit in rather well with the bird's continued christmas theme, what with the santa beard peeking from under the mask.
20220903_122846 (1).jpg

Fairy/Poison
Category: Mindmelting
Height: 3'00" (0.9 m) Weight: 27.5 (12.5 kg)
Abilities: Sweet Veil, Neurotoxin
When endangered by mental trickery from psychic-type moves (hit by a psychic move), the user reduces such damage to 1/3 and releases a mind-numbing gas that lowers the attacker's offensive stats (Outside of a legends format, this would simply lower the foe's special attack by 1 stage)
Stats: 85/75/75/115/131/59 (540)
New Moves of Note: Toxic, Sludge Bomb, Venoshock, Toxic Spikes, Clear Smog, Haze, Poison Jab, Gunk Shot, Foul Play
Removed Moves from evolutionary line (For balancing purposes only; can be restored if it isn't broken with said move): Mystical Fire
Evolves from Alcremie :Alcremie: when spun backwards while holding a toxic orb or black sludge; or simply leveling it up with such items by level 45 or higher.
Pokedex: Long before the ages where Alcremie and humans lived side by side, the delicious creature lived deep in caves, and was forced to evolve without such comforts. As Mochikubi, the creature tasted perhaps even more delicious, and the aroma it released from the strange, bone-like structures on it's back smelled heavenly; but anything that risked consuming Mochikubi would find itself entranced by it's aroma and it's mental capabilities gone, and would be broken into pieces, slowly but surely, by acid produced deep within the creature's body. Those who had broken in such a way are then consumed by the creature in a way still unknown to humankind, perhaps for the best.
Competitive: Unlike it's predecessors, Mochikubi neither looks good for eating nor is content to let itself be trampled over by hungrier pokemon. With Neurotoxin and a massive special bulk of 85/131, little to nothing in the meta is capable of troubling Mochikubi offensively, allowing it to play a powerful, defensive role akin to tapu fini, although calm mind's additional buffs give it a physical edge as well. Neurotoxin's protection from viscous psychic moves also allows for the dessert to totally wall what would otherwise be threats such as Alakazam :Alakazam:, Girafgiraf, and of course, the many dragon, fighting, bug, grass, and dark pokemon that are walled by it's lovely defensive typing. In fact, Mochikubi's lovely movepool, great defense and offense, and lack of obvious weaknesses might have pushed it over the edge if not for one thing: steel. Thanks to it's loss of mystical fire and low physical defense, nearly all steel types, such as Metagross :Metagross:, H-Magcargo, and Skarmory :Skarmory: entirely wall Mochikubi, and while foul play can somewhat help, it is forced to switch out almost immediately on such threats. 4-moveslot syndrome, low speed, and mediocre base physical defense can also allow it to be shredded through like paper; and the common use of earthquake means that a strong physical attacker should be able to remove Mochikubi from the field if needed. Despite all these flaws, Mochikubi's sheer special bulk and amazing array of move's make it instantly gain a niche in the current meta. Eviolite alcremie also likely has a niche as an extremely bulky fairy type with strong recovery and array of good moves, although it is much more suspectible to toxic.
Lore: Based off of the Rokurokubi and Mochi (See Etymology), this intoxicating creature is based on quite a few other things. The odd tubes that decorate it's body are in fact based on poki sticks, a popular sweet globally, with the ones on it's back doubling as rather pleasant-smelling smokestacks. Naturally, the "evil dessert" phenomenon is rooted in classic fairy tales of witches luring children in with promises of candy (Hansel and Gretel) but also based on the very real and terrifying phenomon of over-sugar consumption- the atrophy and shrinking of your brain. Finally, the small jaw on it's body is based very mildly on the Kuchisake Onna, a yokai known for covering it's mouth in a mask and walking up to young men, asking "do I look beautiful?". Saying no will simply result in being cut by her scissors, but saying yes will cause her to reveal her mouth and ask again- the result of which is death either way. This didn't impact the final result very much, but is why the hideous body-mouth exists in the first place. This design is probably just a bit too, erm, "shin megami tensei", for pokemon, so feel free to ignore the design if you wish.
Etymology: "Mochi" stands for exactly what Mochi is- a soft, delicious, japanese dessert in which the creature's body is entirely made of. The "kubi" comes from the Rokurokubi, a japanese demon that is known for her rather extensive, yet retractable neck that she hides when among humans. While Mochikubi's neck is perhaps a little more stiff, the long neck remains, as does it's motive of lulling it's victims into a false sense of security before it's encroaching torment.
:phantump:
Grass/Rock
Category: Cedar
Height: 4'09" (1.4 m) Weight: 196.5 (89 kg)
Abilities: Natural Cure, Solid Rock, Harvest
Stats: 80/50/116/95/87/46 (474)
New Moves of Note: Head Smash, Stone Edge, Power Gem, Rock Polish, Meteor Beam, Earth Power, Stealth Rock, Life Dew, Light Screen, Dazzling Gleam
Important moves only learnt by trevenant: Drain Punch, Hone Claws, X-Scissor
Evolves from Phantump :Phantump: at least level 29 with 200 happiness (any lower and it will attempt to evolve into Trevenant :Trevenant: instead.
Pokedex: Reunited with humankind, Phantump had evolved into a new form to both reunite with the earth where it's body is buried and protect it's people from the various plagues that afflict it's home even in the afterlife. Swarms of insects are caught in amber it produces, harvests are improved through the energy it transfer's through its roots, and floods are blocked by massive walls of stone and strong, fertile soil. However, Amboku almost never moves, and if not for the single, kind eye that illuminates it's stalk, one might mistake it simply for an old, fossilized tree.
Competitive: A rare, specially-oriented rock/grass type, Amboku's overall stats are lower than Cradily's, but it has quite a few things going for it that make it stand out. The additions of calm mind, coupled with higher offensive stats and a very strong physical bulk, make Amboku very hard to tear down. Nearly all of it's abilities have a niche: Natural Cure protects itself from frostbite and toxic (drowzy too, in the case of a matchup vs h-venusaur), Solid Rock protects it from strong fighting and ice moves, as well as U-turn, and harvest is an (albiet gimmicky) form of recovery from a mon that otherwise lacks it. Thanks to Phantump's extremely diverse array of moves, Amboku has the capability to suprise counter nearly any pokemon it wishes- Shadow Ball can tear the likes of Spectrosphere and Alakazam :Alakazam: to shreds, Earth Power suprises H-Ttar and H-Delphox, and even psychic can help it withstand the likes of Conkeldurr :Conkeldurr: and Machamp :Machamp:. Naturally, it's lack of strong, reliable recovery coupled with, as always, 4 moveslot syndrome, do limit the extent Amboku can go, and Jynx-Hoenn can entirely cripple it with a trapping Blizzard, but it's reliable bulk is enough to give Amboku a reasonable shot at playing a defensive role on any team.
Lore: As always, see etymology for descriptions of Amber. Amboku is mainly based on Kami- powerful nature spirits that ranged from gods and goddesses to minor nature spirits, where Amboku sticks somewhere in between. While I sadly was unable to design this lovely fellow in time, it's design is primarly based on the "Jomon Sugi"- the oldest tree in japan and one it's largest, which had supported the country in it's own way- the intrigue of the tree attracted both forest-saving movements and tourism to Yakushima, a small, tropical island in the Osumi region of Japan. Phantump's origin is overall rather depressing, so I did want to give the poor ghost a chance for a happier future.
Etymology: "Amb" obviously is derived from Amber, which covers Amboku's trunk from head to toe due to it's age and is the reason for it's overall bulkiness. "Boku" is derived from Shinboku, the term for Trees in Old Shinto, where the creature's guardian roots are derived from.
Also, apologies for rushing the last two out last minute! This has been a really stressful week, so I do hope you excuse me for bringing up Alakazam in every single analysis and making 3/4 of these slower than my internet speed.
 
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:hitmonchan: :hitmonlee: :hitmontop:
Pokémon: Shujinchan (Shujin - “Master” in Japanese + chan)
Typing: Fighting / Rock
Ability: Keen Eye / Iron Fist / Inner Focus
Stats: 70 (+20) / 110 (+5) / 89 (+10) / 35 / 110 / 91 (+15) {BST: 505}
New Moves: + Rock Throw, Smack Down, Rock Polish, Rock Blast, Rockhard Punch
Name: Rockhard Punch
Base Power: 85
Accuracy: 100%
PP: 10
Category: Physical
Type: Ground
Effect: 100% chance to lower the foe’s Attack by 1.
Priority: 0
Flags (ex: Contact, Sound): None
Evolution Method: Use a “punch” move (Iron-Fist boosted moves) 20 times in battle.
Flavor:

Pokémon: Shujinlee (Shujin - “Master” in Japanese + lee)
Typing: Fighting / Dragon
Ability: Limber / Reckless / Kicker
This Pokemon’s Kick-based attacks have 1.2x power (Blaze Kick, Double Kick, High Jump Kick, Low Kick, Mega Kick, Jump Kick, Rolling Kick, Thunderous Kick, Triple Kick, Trop Kick, Triple Axel
Stats: 70 (+20) / 120 / 68 (+15) / 35 / 110 / 102 (+15) {BST: 505}
New Moves: + Outrage, Dragon Rush, Dragon Pulse, Draco Meteor, Dragon Kick
Name: Dragon Kick
Base Power: 85
Accuracy: 100%
PP: 10
Category: Physical
Type: Dragon
Effect: 100% chance to lower foe’s Special Attack by 1.
Priority: 0
Flags (ex: Contact, Sound): Contact
Evolution Method: Use a “kick” move (Kicker boosted moves) 20 times in battle.
Flavor:

Pokémon: Shujintop (Shujin - “Master” in Japanese + top)
Typing: Fighting / Ground
Ability: Intimidate / Technician / Steadfast
Stats: 70 (+20) / 110 (+15) / 110 (+15) / 35 / 110 / 70 {BST: 505}
New Moves: + Magnitude, High Horsepower, Fissure, Drilling Spin
Name: Clawing Quicksand
Base Power: 70
Accuracy: 100%
PP: 10
Category: Physical
Type: Ground
Effect: Frees user from hazards/bind/Leech Seed.
Priority: 0
Flags (ex: Contact, Sound): Contact
Evolution Method: Evolves after using Rolling Kick 20 times in battle.
Flavor:

:fearow:
Pokémon: Sneerow (Sneer + Sparrow)
Typing: Dark / Flying
Ability: Keen Eye / Defiant
Stats: 95 (+30) / 105 (+15) / 90 (+25) / 61 / 71(+10) / 100 {BST: 522}
New Moves: + Sucker Punch, Knock Off, Dark Pulse, Foul Play, Lash Out, Fake Tears, Payback, Snarl, Torment, Rogue Pierce
Name: Rogue Pierce
Base Power: 80
Accuracy: 100%
PP: 10
Category: Physical
Type: Dark
Effect: If this move KOs the target, the user's Attack is raised by 1.
Priority: 0
Flags (ex: Contact, Sound): None
Evolution Method: Evolves after using 40 Dark-type moves in battle.
Flavor: Based on cranes, Japanese spears, and spearmanship. Sneerow gains 2 spikes on each side of its beak, resembling yari - Japanese spears, significantly longer legs, a black stripe along its back, as well as the tips of its beak and wings being black. Its body shape now resembles cranes more so now, and its rooster mohawk(?) on the top of its head now resembles a Japanese straw hat that samurai used. It often targets weak Pokemon, tormenting them until their guard is down, then striking them.

:maractus:
Pokémon: Maractoasis (Maractus + Oasis)
Typing: Grass / Ground
Ability: Water Absorb / Chlorophyll / Storm Drain
Stats: 105 (+30) / 86 / 92 (+25) / 106 / 82 (+15) / 60 {BST: 531}
New Moves: + Stealth Rock, Rock Slide, Power Gem, Stone Edge, Rock Tomb, Smack Down, Sand Tomb, Sandstorm, Scorching Sands, Sand Attack, Earth Power, Earthquake, Bulldoze, Body Press, Desert Fruit
Name: Desert Fruit
Base Power: -
Accuracy: -
PP: 10
Category: Status
Type: Ground
Effect: User and allies: Healed ¼ HP. Boosts Defense by 1.
Priority: 0
Flags (ex: Contact, Sound): None
Evolution Method: Use moves to heal 500 or more HP in battle.
Flavor: Maractoasis provides a great shelter for desert Pokemon due to its large size providing good shade, and it also produces edible fruits for said animals. When it dances, it releases water stored inside it, often causing Pokemon to flock towards it to drink it. It is based on the Mexican giant cactus as well as the prickly pear cactus, gaining 2 more arms resembling how that cactus can have a multitude of branches.[/SPOILER]
 
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:mismagius:
Pokémon: Griefrost
Typing: Ice/Ghost
Ability: Snowborn: When this Pokemon faints, its Ice-typing is added to the Pokemon that knocked it out.
Stats: 105/60/105/90/75/60
New Moves: Ice Beam, Blizzard, Charm
Removed Moves: None
:cutiefly:
Pokémon: Swarmbombee
Typing: Bug/Normal
Abilities: Compound Eyes/Shield Dust/Swarm (HA)
Stats: 80/95/60/45/40/144
New Moves: Lunge, Double Slap
Removed Moves: All Fairy moves except Play Rough, Psychic, Energy Ball


:drilbur:
Pokémon: Excaslate
Typing: Rock/Ground
Ability: Sand Force
Stats: 90/125/70/50/65/118
New Moves: none
Removed Moves: Metal Claw, Steel Beam

:lurantis:
Pokémon: Surmantis
Typing: Grass/Flying
Abilities: Leaf Guard/Hyper Cutter/Contrary (HA)
Stats: 50/105/80/70/80/95
New Moves: Drill Peck, Brave Bird, Fly
Removed Moves: Dual Chop
:ledian:
Pokémon: Lenscrap
Typing: Bug/Fighting
Abilities: Iron Fist/Mold Breaker/Intimidate (HA)
Stats: 55/110/50/55/35/85
New Moves: None
Removed Moves: None
 
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:boltund:
Pokémon: Bolthunt
Typing: Electric / Fighting
Ability: Strong Jaw, Hustle, Competitive (H)
Stats: 79/100/70/90/70/121 (530)
New Moves: Superpower, extreme speed, focus blast, zap blast
Zap blast - Electric, Physical 60 BP, 30 PP, This move does not check accuracy (electric type aerial ace clone)
Flavor: Like boltund, it's based off a foxhound and sighthound.

:luxio:
Pokémon: Luxatus
Typing: Electric/Fire
Ability: Guts/ Intimidate/ Speed Boost
Stats: 80/95/70/79/70/129 (523)
New Moves: Blazing Bolt, Flare blitz, flame charge
Blazing Bolt - Electric, Physical, Varying BP, 10 PP, Physical Electro Ball Clone
Flavor: Based off a cheetah

Question: If I make multiple forms of one pokemon, do those forms count as separate submissions?
 
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Yung Dramps

awesome gaming
:boltund:
:doublade:
:luxray:

Question: If I make multiple forms of one pokemon, do those forms count as separate submissions?
Depends on how drastic the differences are. If it's relatively subtle like the Meowstic forms, then it's one. If they are effectively split evolutions in terms of how drastically different they are in-battle, it's multiple.

Also I assume you're planning a Luxio split because we're not doing 4th stages if you couldn't tell lol
 
Megaloseasus.
:bw/Sawsbuck:
The goal with this Pokemon is to give all of Sawsbuck's forms an individual, important use.
Stats:
HP 85
Attack 105
Defense 80
Sp. Atk 105
Sp. Def 80
Speed 90
BST: 545

Stellar Charge: 80BP. 24PP. Physical. Type and effect changes based on the user's form.
New moves: Petal Dance, Earth Power.

Spring:
Grass/Fairy
Megalosawsus - Spring.png

Abilities: Tangled Feet/Sap Sipper/Serene Grace
Stellar Charge: Fairy Type. Becomes a special move.

Spring form aims to be an effective special sweeper. Petal dance + Tangled Feet will up the speed of this pokemon, and allow it to clean up a damaged team. However, low powered stab and need of setup mean that this form will need serious support before being sent in.

Summer:
Grass/Water
Megalosawsus.png

Abilities: Water Absorb/Sap Sipper/Serene Grace
Stellar Charge: Water type. 50% chance of restoring user's berry.

Summer form commits fully to be a defensive switch in to rain. It effectively counters Seismitoad, and can one hit it with a horn leech. This pokemon can shore up its mediocre bulk with bulk up, however it can still be easily overpowered by choice and setup sweepers.

Autumn:
Grass/Ground
Megalosawsus - Autumn.png

Abilities: Chlorophyll/Sap Sipper/Serene Grace
Stellar Charge: Ground type. Lowers opponent's offensive stats.

Autumn form keeps all of the abilities of its previous stage. This is to allow it to fill the role of an effective sun sweeper. Stellar charge allows the autumn form to be an effective pivot to keep up the momentum by nerfing opposing mons on hit. Its heavy ice weakness means it cannot stay in forever though.

Winter
Grass/Ice
Megalosawsus - Winter.png

Abilities: Snow Warning/Sap Sipper/Serene Grace
Stellar Charge: Ice type. 30% chance to inflict frostbite.

Winter form is a simple hail setter. The aim is to give this format a way to access hail, in a way that is not simply a-ninetales again. Access to recovery and strong stab makes it similar to Pelipper, but also has setup options. Grass/Ice is a very weak defensive type, so switching it in to access hail is made to not be free.

Lore:
Erratic weather patterns in the Hoenn region have been common since before Hoopa even arrived. However, after the appearance of Hoopa, weather patterns became even more extreme. Sawsbuck, known for changing based on the seasons, had to deal with this during their migrations to the Hoenn region. However, the changes were so extreme that Sawsbuck could no longer spend the energy changing every time. Thus, each of the seasonal forms began to specify within the different areas of the Hoenn region which corresponded to their season. The rainforests, plains, tundra, and rocky outcrops.
These pokemon grew elaborate horn displays and markings to show their differences. These markings have been used as heraldic crests by Hoennians since time immemorial. There are many observed differences between the four forms of this pokemon.
The summer form has begun to grow fruits to be eaten by the pokemon's young in order for them to grow quickly.
The autumn form's leaves fall off and then enrich the soil beneath it, helping grow more plants in sparse areas. The leaves are also used to confuse and debilitate their foes.
The winter form has adapted to the frozen ice in the tundra, using it to make their horns more dangerous.
The spring form's horns have become fragile and are no longer useful for ramming. Magical incantations using the constantly growing blossoms on the horns are the pokemon's main way of attacking and communicating.

Explanation:
This pokemon is based on Japan's very well-known patterns of erratic weather. Hoenn is extremely similar, with very harsh, combative terrain, and in a world with a crazed dimensional shifter, the seasons are likely to be even more erratic. The crests on this pokemon are supposed to resemble weapons and are there specifically to add more differences between the forms. Deer are extremely important in ancient Japanese culture, as is the passing of the seasons, so combining all of that in a past version of Hoenn seemed perfect to me.

For those wondering, i've been told by Dramps that these forms count as 4 submissions, but voting should only count it as a single submission.
 
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Yung Dramps

awesome gaming
Pokémon: Hyperoth
Typing: Normal/Electric
Abilities: Speed Boost
Stats: 80/120/80/120/55/55/150
New Moves:
Removed Moves:
Evolution Method: Evolves from Vigoroth after getting hit by Electric-type attacks 20 times
Flavor:
Ok, absolutely not with those stats. You accidentally put 7 so I assume you meant 80/120/80/120/55/150. If that's your intended statline, this thing is completely busted, no ifs, ands or buts. Even if it doesn't get a single new move from Vigoroth it can run a Bulk Up + 3 Attacks set with 120/120/150 offenses. Physical, special, mixed, whatever you go it also has half STAB BoltBeam to its name. Now, if the intent was instead 80/120/80/120/55/55, then it's fine. With the former tho? Nah, you gotta drop them stats, and drop em pretty hard.

Planabyss is fine from a balance perspective, but I do think that having another Psychic/Dark tied to Hoopa rings is a bit repetitive with Hoennian Girafarig.
 

Yung Dramps

awesome gaming
:mismagius:
Pokémon: Griefrost
Typing: Ice/Ghost
Ability: Snowborn: When this Pokemon faints, its Ice-typing is added to the Pokemon that knocked it out.
Stats: 105/60/105/90/75/60
New Moves: Ice Beam, Blizzard, Charm
Removed Moves: Power Gem, Thunder
:cutiefly:
Pokémon: Swarmbombee
Typing: Bug/Normal
Abilities: Compound Eyes/Shield Dust/Swarm (HA)
Stats: 80/95/70/55/40/144
New Moves: Lunge, Double Slap
Removed Moves: All Fairy moves except Play Rough, Psychic, Energy Ball
Two things to note here:
1) You can't remove Power Gem and Thunder from Griefrost since Misdreavus gets them. If that was intended as a balancing act for your submission, you'll have to find something else whether it be stat adjustments or nerfing the ability (for the record I think it'll be fine even with those moves, but in the end it's your call).
2) Swarmbombee has 484 BST, which is incongruent with Ribombee's 464. Hyperoth was only allowed a different BST for a split due to the highly unique nature of Slaking

One more thing I should remind everyone of is that subs will be ending on Monday as it'll be a week from when the slate started. I bring this up because I noticed a lot of reservations still haven't been filled in fully or at all. I assume you're working on them in the background, but make sure to be cognizant of the deadline!
 

Ema Skye

Work!
what if :ursaring: got another one?
Pokémon: Bursarka [berserker + ursa]
Typing: :fairy: / :normal:
Ability: Levitate / Bulletproof | Unnerve
Stats: 85 / 100 / 80 / 115 / 85 / 85 [550]
New Moves: Moonblast, Dazzling Gleam, Flamethrower, Fire Blast, Thunder, Thunderbolt, Ice Beam, Blizzard
Flavor: An Ursaring evolution that, despite being used to stop Hoopa's power, went extinct as Hoopa took the species through a portal. It channels the power of the moon using the moon on its forehead, which glows different colors depending on the moon's phase. Some believe it was due to cosmic energy that caused Ursaring's evolution, and when the species went extinct, it is believed that compelled the region's future interest in space exploration and natural conservation. The Teddiursa population was well adapted to the lands that would once become Meteor Falls, but future plans to reintroduce the species to this area of modern Hoenn would not be successful. The Safari Zone was viewed as an acceptable location to attempt to raise the species resiliance.
 
:ss/oranguru:
Pokémon: Haitoguru (悖徳 - haitoku meaning corruption + guru)
Type: Normal/Dark
Abilities: Telepathy / Levitate / Symbiosis
Stats: 90/60/91/110/129/60 (540)
Added Moves: Dark Pulse, False Enlightment
False Enlightment - Dark | Special | 110 BP | 8 PP | 90% Acc | Lowers the user's offensive stats.

Competitive: Bulky special attacker with three immunities. Fighting types keep it in check with its slow speed unless it has Trick Room up, which it can set for itself to abuse said slow speed. Though priority moves like Mach Punch and First Impression still does big damage. False Enlightment is just a Overheat/Leaf Storm move that hits hard, though it has lower BP because i don't want it to just run through the metagame. Might still need some adjusting.

Lore: Oranguru are one of the many Pokémon living in Emerald Jungle, helping out the tribes and even setting shops for humans and Pokémon alike. Like their modern counterpart, they're highly intelligent and act as instructors, providing guidance as they themselves continue to meditate in their spare time high up in the trees.

It's during Hoopa's mayhem that the evolution of Oranguru started to emerge. Unfortunate groups of Oranguru that travel to Heliodor Shores to battle with Slowking would end up falling victim to Hoopa's mindcontrol, their fans cursed with dark energy which evolves them into Haitoguru. Achieving what they would call as "complete enlightment", these Pokémon think of themselves as superior beings and wreak havoc to those they see as inferior.

Once they are tamed and broken free of the mindcontrol, they will start to become resentful of their actions and the consequences they have caussd. Knowing that they'll never undo their evolution, they can only hope to repent their sins by doing good deeds.
 

Tapler

Coral Bitch
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fuck reservations we posting everything at once

:ss/wurmple:
Name: Saccoon
Typing:

Abilities: Shed Skin
Stats: 50 / 35 / 55 / 25 / 25 / 15 [BST: 205] (wt=10.7 kg)
Wurmple's Movepool + Harden, Iron Defense

Name: Floccoth
Typing:

Abilities: Fluffy / Tinted Lens
Stats: 60 / 50 / 95 / 70 / 50 / 65 [BST: 390] (wt=30.0 kg)
|
| 90 bp | 100% acc | 16pp
Inflicts Powder on the target with +1 priority. If the Powder is ignited before this move hits, it deals halved damage. (Think Focus Punch having different priority brackets for its effect and its damage.)
Priority: -1 | Powder | Targets one adjacent mon
Saccoon's Movepool + Acrobatics, Aerial Ace, Air Cutter, Attract, Bug Buzz, Captivate, Confide, Dazzling Gleam, Defog, Double Team, Double-Edge, Endure, Energy Ball, Facade, Fairy Wind, Flash, Frustration, Giga Drain, Giga Impact, Gust, Hidden Power, Hyper Beam, Infestation, Laser Focus, Mimic, Moonblast, Natural Gift, Ominous Wind, Protect, Psychic, Quiver Dance, Reflect, Rest, Return, Roost, Round, Secret Power, Shadow Ball, Signal Beam, Silver Wind, Pixie Dust, Sleep Talk, Solar Beam, Strength Sap, Struggle Bug, Substitute, Sunny Day, Swagger, Swift, Tailwind, Thief, Toxic, Twister, U-turn, Venoshock, Whirlwind
Flavour: The Wurmple lines are clearly based on divergent evolution, where populations of one species evolve in different ways to create multiple species. Floccoth is based on the same idea, a Pokemon that both Beautifly and Dustox evolved from, before they outcompeted it due to them being more successful in the niches they've evolved for and having super-effective STAB on it, hence its rarity in the modern day. The mon itself is based on the Japanese Oak Silkmoth, a species historically used to produce silk in Japan, though its use is now rare compared to the Domestic Silk Moth. Design-wise, I'm picturing a fuzzy silkmoth face (google them they're adorable) with its wings draped over it like a blanket. Oh, and Saccoon is pretty much the same as the other two Wurmple mid-stages, including the same stats and movepool, and named after a Sack because it feels like a reasonable middle ground between Silk and a Cask.

Competitive: We could use a defensive Fairy or two, but it's hard to make them stand out from Clefable. Floccoth's bulk and typing allows it to wall out threats like Krookodile(!), Conkeldurr, Gyarados, and non-PJab Haxorus, not to mention being a thorn in the side of any Physical attacker that can't hit it super-effectively thanks to the combination of Fluffy and Strength Sap. Pixie Dust makes it a lot harder to exploit this thing's massive Fire weakness, though you can still nuke it on the switch. Beyond defensive sets, Quiver Dance is pretty strong for the omniboost, though the lack of coverage means you're not sweeping entire teams with this unless you catch someone off-guard with TLens.

:ss/binacle:
Typing:

Abilities: Sticky Hold / Sniper / Regenerator
Stats: 82 / 64 / 125 / 115 / 96 / 18 [BST: 500] (wt=163 kg)
Binacle's Movepool + Brutal Swing, Dark Pulse, Dive, Earth Power, Focus Blast, Foul Play, Giga Impact, Hyper Beam, Laser Focus, Meteor Beam, Parting Shot, Power Gem, Skull Bash, Snatch, Whirlpool
Flavour: An alternate Binacle evolution specialized towards a more sedentary lifestyle like Binacle itself, feeding off of the abundance of plankton around Hoenn's reefs. Based on my favourite family of corals, the Dendrophylliidae, Dendrogorgon's heads evolve from hands into polyps (hence Sticky Hold replacing Tough Claws), capturing microscopic prey in the water column and occasionally larger prey that dwell too close. The rock that they anchor on is significantly taller, shaped almost like the torso of a damaged statue. Two polyps are positioned like the statue's hands, each having a single eye where the polyp's mouth would be, much like Barbaracle's one-eyed limbs. The head polyp is the largest of the three, and instead has two eyes on the front, with the polyp's tentacles hanging down to partially cover them, and otherwise extending wildly around the head. Basically, coral Medusa.

Competitive: It's got Regen, so you already have some idea of where this one's going. It's got great bulk but a mediocre typing, resulting in a weird blanket wall, pivoting around to take hits and weaken opposing mons. Its surprisingly big special movepool combined with decent SpAtk makes it harder than you'd expect to switch into, in a similar way to Tangrowth or Glowking. Parting Shot and Regen in particular help this mon to stand apart from broken Krookodile, giving you an actual choice in which bulky Dark to run.

:ss/purugly:
Typing:

Abilities: Thick Fat / Own Tempo / Defiant
Stats: 82 / 98 / 75 / 75 / 70 / 123 [BST: 523] (wt=48.4 kg)
Purugly's Movepool + Beat Up, Burning Jealousy, Copycat, Dark Pulse, Double Edge, Lash Out, Nasty Plot, Night Slash, Snarl, Switcheroo
Flavour: Domestic cats are believed to have been introduced to Japan alongside Buddhism, being brought on ships with holy scriptures to make sure they wouldn't be eaten by mice and rats. With Buddhist-inspired starters, it makes sense to have THE house cat mon around too. However, plenty of domestic cats escaped and began to interbreed, resulting in them becoming one of the most invasive species in Japan, and that's where Gnyarly comes in. Gnyarly is effectively a feral cat, living in a colony in the forest where they fight each other for dominance, resulting in frequent injuries and a bit of a raggedy appearance. When tamed, they’ll regularly attempt to play-fight their Trainer instead, making them difficult to care for and fairly unpopular with people.

Competitive: I don't like that Alakazam and Spectrosphere speed tie as the fastest things in the format besides Swellow, so I wanted a mon that could outrun and threaten both, and here it is. Gnyarly is the Dragapult to Swellow's Zeraora, underspeeding one fast threat but outrunning everything else bar scarfers, and spamming STABs with great neutral coverage. However, its relatively low attack leaves its coverage weak and forces it to pivot often, generating momentum but not being truly destructive until the opposing team's been weakened enough for it to clean up. As far as things Pult doesn't do, in exchange for Pult's great coverage (though Play Rough and Stomping Tantrum are both decent for this mon), you've got Knock Off and Switcheroo to take over the item game. Defiant is much appreciated for preventing Intimidate drops and threatening a sweep if you predict a Defog, though Thick Fat to ease switchins might be usable too.
 
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Zweilous evo:

:zweilous::cherrim-sunshine::litwick:
Name: Orocherro (Orochi, cherry, and ocho (eight))
Type: Grass / Dragon
Ability: Flash Fire
Stats: 125 / 96 / 87 / 112 / 102 / 78 (600)
New Moves: Energy Ball, Fiery Dance, Fire Blast, Flamethrower, Giga Drain, Hex, Ingrain, Petal Dance, Petal Blizzard, Poltergeist, Shadow Ball, Shadow Sneak, Will-O-Wisp
Role: Fairly standard fat offensive mon, can wall Fires and Waters and threaten Ghosts and Psychics with plenty of Dark and Ghost coverage.
"Orocherro are often seen around sites of death and birth. As such, the people of Hoenn believe it to guide souls to their next lives. Orocherro's service is celebrated through annual festivals."

Orocherro, like Hydreigon, is based on Yamato no Orochi of Japanese myth. Orochi is described in stories as having vegetation growing on its body and eyes resembling the Alkekengi officinarum, also called the bladder cherry. The bladder cherry is used as an offering to guide the souls of the dead to their next incarnation. As such, Orocherro's whole shtick is guiding souls to their next lives, hence all the Ghost coverage it gets. The bladder cherry is also known as the Chinese lantern and the Japanese-lantern. Therefore, Flash Fire and Fire coverage. They'd probably be found at the southeastern parts of the Emerald Jungle, making it pretty close to Sootopolis.
Orocherro @ Leftovers
Ability: Flash Fire
EVs: 252 HP / 252 SpA / 4 SpD
Quiet Nature
- Will-O-Wisp
- Giga Drain
- Hex
- Superpower

Orocherro @ Choice Specs
Ability: Flash Fire
EVs: 252 HP / 252 SpA / 4 SpD
Modest Nature
- Draco Meteor
- Dragon Pulse
- Energy Ball / Giga Drain / Petal Blizzard
- Fire Blast / Flamethrower

Orocherro @ Choice Scarf
Ability: Flash Fire
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
- Draco Meteor
- Giga Drain / Energy Ball
- Fire Blast / Flamethrower
- Superpower
 
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Yung Dramps

awesome gaming
Alright, I'm gonna be extending subs by ONE (1) more day for two reasons. First off, some reservations still haven't been filled in.
:alcremie: Mochikubi Fairy/Poison
:phantump: Amboku Grass/Rock
:hitmonchan: :hitmonlee: :hitmontop: Fighting / Ground(?)
:Fearow: Dark / Flying
:Komala:Normal / Grass(?)
Desert Power
:onix: Dragon/Ground
The Golisopod with no EE
:wimpod: Bug/Fighting
Lizerd :)
:Heliolisk:
Electric/Flying
Let’s give the Sneasel line a break
:snorunt: Ice/Dark
PLEASE get these done by tomorrow! If you fail to do so, your subs will be kicked out of voting for obvious reasons.

:boltund:
Pokémon:
Typing: Electric / Fighting
Ability: Strong Jaw, Hustle, Competitive (H)
Stats: 79/110/70/90/70/131 (550)
New Moves: Close combat, extreme speed, focus blast, zapb last
Zap blast - Electric, Physical 60 BP, 30 PP, This move does not check accuracy (electric type aerial ace clone)
Flavor: Like boltund, it's based off a foxhound and sighthound.

:doublade:
Pokémon:
Typing: Steel/Ghost
Ability: No Guard/Ceaseless Sword(H) - This Pokémon's attack stat rises by 1 stage when it knocks out a pokemon (Moxie clone)
Stats: 70/140/80/70/80/60
New Moves: Swift Stab
Swift Stab - Steel, Physical, 60 BP, 10 PP, Raises speed by 1 stage after use (steel type flame charge clone)
Removed Moves: None
Flavor: Essentially a bigger sword
Aside from not having names yet, I am also expressing balance concerns with these two. The Boltund evo has way too good of a statline considering its movepool and ability selection, same with the Doublade split especially with its Ghost/Steel typing and the fact it would add Aegislash into the meta who would probably in itself outclass a good chunk of our pre-existing Steels is no good. I would genuinely recommend outright scrapping this alternate spooky sword and nerfing the Boltund lest that be disqualified as well.
 

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