I feel like I'm not understanding something here. Does the first rule apply to everything? Or is it superseded by the second rule for RU and below Pokemon, which makes no mention of an upper limit and means I could add more than 15 to a single stat?
- No more than 25 BST can be added to a Pokemon in a single submission, no more than 15 points can be added to or removed from any specific stat, and a maximum of 3 moves can be added.
- Pokemon RU and under may have up to 15 points removed from a stat to add to other stats, so long as there is still no more than a net addition of 25 BST.
My intent was that you could go ± any more than 15 in any particular stat. Pokemon in RU and below can have stats removed to add to other stats, again, no more than 15 points could be removed from a stat, and those RUBL and above could get stat buffs but not stat nerfs, to prevent people from minimaxing stuff that's already in a relatively decent spot. That hypothetical Swoobat spread wouldn't comply because it's getting more than 15 added in Attack and Speed. In essence, anything can get stat buffs as described in the first rule, but only those RU and below can have stat points "moved" from one stat to another, and it still can't be any more drastic than ±15 to any stat, if that answers your questionQuick question before anyone starts stat buffs, regarding the submission rules:
I feel like I'm not understanding something here. Does the first rule apply to everything? Or is it superseded by the second rule for RU and below Pokemon, which makes no mention of an upper limit and means I could add more than 15 to a single stat?
For example, could I theoretically take Swoobat (67/57/55/77/55/114, BST 425), which is below RU, and do this?
52 (-15)/102 (+45)/40 (-15)/62 (-15)/40 (-15)/139 (+25)
Stats without the garbage: 52/102/40/62/40/139 (BST 450)
The rules are not 100% clear on this and I'd rather have everyone know for certain now than make illegal submissions later. I'm assuming that the intention was for only RU and below to receive stat buffs, but are they also the only Pokemon eligible for movepool additions? And what about the situation I mentioned earlier?
+15 Speed on Vikavolt would only bring it to 58Vikavolt
Ability: Battery
Stats: 77 / 70 / 95 / 145 / 80 / 60 | 527
Stat Changes: +5/+5/+15
...
Golurk
Ability: Klutz
Stats: 89 / 139 / 80 / 55 / 80 / 70 | 503
Stat Changes: +10/+15
...
Barbaracle
Ability: Klutz
Stats: 82 / 105 / 120 / 54 / 90 / 73 | 525
Stat Changes: +11/+5/+4/+5
...
Passimian
Ability: Receiver
Stats: 105 / 125 / 90 / 40 / 60 / 105 | 525
Stat Changes: +5/+5/+15
Niche: Scarf and Band sets get better thanks to its increased speed tier. Getting fun abilities like Sheer Force or pairing it with a Weather sweeper to get effectively two ones is also pretty good (Sand in particular likes this).
shnowshner's Pincurchin
Heliolisk
Abilities: Dry Skin / Sand Veil / Solar Power / Battery
Stats: 72 (+10) / 55 / 52 / 119 (+10) / 94 / 109
New Moves: –
Competitive Niche: Powerful scarf. Like Vikavolt, its purpose is to dish out astronomic Volt Switches. Plus, with its new found special bulk, it has a lot more opportunities to switch in. It also has some tools to deal with ground types in Surf and Hyper Voice, though it's still hard walled by common defensive threats such as Soundproof Kommo-o and Seismitoad.
Heliolisk @ Choice Scarf
Ability: Battery
EVs: 252 SpA / 4 SpD / 252 Spe
Jolly Nature
- Volt Switch
- Thunderbolt
- Surf / Focus Blast
- Hyper Voice
Adou's Manectric
Pincurchin
Ability: Battery
Stats: 63/110/95/106/80/5 | 460
Stat Changes: +13/+12/0/+15/-5/-10
New Moves: Volt Switch, Spiky Shield, Parabolic Charge
Niche: Slow, moderately tanky Volt Switch pivot with situational power and useful team support options.
Battery boosts it's ability to use it's good mixed offenses as it pleases. Special sets are preferred due to the higher BP of Thunderbolt compared to Zing Zap, but it has some useful Physical moves at its disposal. Volt Switch, however, is the selling point. It's horrendous Speed is a boon here, as it provides an exceptionally slow pivot out into a teammate. Combined with good defensive stats and the immediate Charge boost to Special Defense (hence the slight drop in SpDf), it can take hits well, and then fire off a powerful Volt Switch to bring something in safely. Access to Water moves on both attacking sides complicates matters for many Ground-types looking to absorb an Electric Attack.
In addition, with both Spikes, Recover, Scald, Discharge, T-Wave, and new tools in Spiky Shield or a potentially jacked-up Parabolic Charge, it can be a solid defensively-oriented pivot as well, able to get hazards up, chip away at opponents, heal off damage, or perhaps burn an opponent with Scald. You could even run AV if you wanted! That's probably a bad idea, but you could do it! It even tanks two Specs Earth Powers from Modest Kyurem if invested enough!
Slow Pivot
Pincurchin @ Leftovers / Heavy Duty Boots
Ability: Battery
EVs: 4 Def / 252 SpA / 252 SpD
Quiet Nature
IVs: 0 Atk
- Volt Switch
- Scald
- Parabolic Charge / Recover
- Spikes / Toxic Spikes
Maximum Special Attack to make Volt Switch as strong as possible, and also boosts Parabolic Charge, which returns a decent chunk of HP on non-resisted hits due to lower HP and good offenses (especially if Charge boosted). If you want more reliable recovery, go ahead, but be sure to invest more in HP as a result. Full SpDf to get the most out of the +1 from Battery. Scald provides additional utility and patches up it's average Physical Defense if it gets a burn. Your choice of Spikes lets it abuse free turns or take advantage of a predicted switch (such as Seismitoad, which otherwise walls you out.)
Bonus set for those who stuck it out thus far
Pincurchin @ Assault Vest
Ability: Battery
EVs: 252 HP / 4 SpA / 252 SpD
Sassy Nature
- Volt Switch
- Parabolic Charge / Discharge
- Scald / Discharge
- Poison Jab / Discharge
Maximum Special bulk to increase it's ability to tank hits on the Special side, while retaining some offensive presense thanks to the doubled Electric attacks and some status moves. Volt Switch helps it come in on attacks and provide safe entry for a teammate. Parabolic Charge provides recovery in attacking-move form. Scald can punish physical attackers and gives it something to do in more neutral matchups. Poison Jab is similar, but is effective against bulky Waters which don't fear burn or paralysis, like Toad. Discharge can be slotted somewhere if you'd rather go for a Paralysis chance. Due note that this is probably complete garbage, but it is kinda funny.
G-Luke's VikavoltAdou said:
Pokemon: Manectric
Ability: Battery
Stats: 70/75/60/105/60/105
Stat Changes: None
New Moves: Energy Ball, Dragon Pulse
Sample Set:
Manectric @ Life Orb
Ability: Battery
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Thunderbolt
- Flamethrower / Energy Ball
- Dragon Pulse
- Volt Switch
G-Luke's Jolteon
Vikavolt
Ability: Battery
Stats: 77 / 70 / 95 / 145 / 80 / 58 | 527
Stat Changes: +5/+5/+15
New Moves: N / A
Niche: Speed buff allows it to actually have a chance to sweep with Agility, and to threaten more Pokemon in general. Bulk buff is nice too, especially considering what Charge does.
Demon Dragon's Raichu-AlolaG-Luke said:
Jolteon
Ability: Battery, -Quick Feet
New Moves: Nasty Plot, Spikes
Niche: Jolteon finally has the tools necessary to no longer be seen as the meme of its evolution familiy, with access to Spikes, Nasty Plot and Battery making its Electric nuke upon switchin.
Pokemon: Raichu-Alola
Ability: Battery
Stats: 80 / 70 / 55 / 110 / 85 / 110
Stat Changes: +20/-15/+5/+15/±0/±0
New Moves: Dazzling Gleam
Sample Set:
Raichu-Alola @ Life Orb
Ability: Battery
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Nasty Plot
- Thunderbolt
- Psyshock
- Grass Knot / Dazzling Gleam
Alolan Raichu carves a unique niche in OU by virtue of Battery and its typing, which allows it to take on foes like Toxapex, Kommo-o, Corviknight and Mandibuzz. Nasty Plot and its Psychic typing distinguishes it from other Electric types and Dazzling Gleam allows it to defeat foes that would otherwise wall it such as Hydreigon (and once the new DLCs are released, Latios and Latias as well).
G-Luke's Golurk
Bewear
Ability: Klutz
Stats: 108/135/95/40/75/72 | 525
Stat Changes: -12/+10/+15/-15/+15/+12
New Moves: Circle Throw, Fake Out, Power-Up Punch
Niche: Knock Off but it's every attack you use.
Better explanation:
The stat changes give Bewear better overall bulk by reducing HP and increasing defensive stats. More Physical attack and higher Speed increases it's capability to dish out damage, making Choiced sets more reliable (Choice items actually sound pretty interesting, you could justify running moves like Bulk Up you normally wouldn't run with Band or Scarf since losing your item is extremely common). 72 Speed lets it comfortably outspeed Base 70s, but doesn't make it too fast.
The three new moves all provide some other benefit/utility to Bewear in addition to the Klutz effect. You already have plenty of strong moves so I pretty much just threw some things together that sounded interesting. Circle Throw removes an opponent's item and messes with their positioning. Fake Out provides immediate pressure, able to cripple something and waste a turn, but can only be used one time per switch. Power-Up Punch combines set-up opportunity with disruption.
Klutz Bewear is a certified breaker and offensive support Pokemon in one. It's ability to strip the team of their items is complimented by a powerful array of Fighting-type Attacks, good neutral coverage with Normal STAB, various supportive attacking options, and a wide attacking movepool containing Ice Punch, Thunder Punch, High Horsepower/EQ, and even Darkest Lariat to hit the Ghost-Types which might be tempted to switch-in. It can also use it's respectable defenses to get a Swords Dance off, or maybe win late-game with Bulk Up.
At the same time, it's tried-and-true Fluffy set is more viable than ever thanks to the improved stats and new moves introduced.
All-Out Attacker
Bewear @ Choice Band
Ability: Klutz
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Close Combat
- Body Slam
- Darkest Lariat
- High Horsepower/Earthquake/Thunder Punch
Dual STAB + Lariat to hit Ghost-Types. High Horsepower benefits from Klutz, but is weaker and less accurate than EQ, so you could still run the latter if you wanted. Thunder Punch in an alternative that dents stuff like Corviknight and Toxapex in the same moveslot, which can ease prediction (or if you'd rather not drop defenses).
G-Luke's Barbaracle
Golurk
Ability: Klutz
Stats: 89 / 139 / 80 / 50 / 80 / 70 | 503
Stat Changes: +15/-5/+15
New Moves: Shadow Sneak, Shadow Claw, Swords Dance
Niche: Speed buff means it can hit a much larger range of Pokemon and remove their items. Getting some reputable Ghost type STAB also helps in that department. You can run Choice Band, and when you lose it, have Swords Dance in the back to continue where you left off.
G-Luke said:
Barbaracle
Ability: Klutz
Stats: 82 / 105 / 120 / 54 / 90 / 73 | 525
Stat Changes: +10/+5/+4/+5
New Moves: High Horsepower, Close Combat
Niche: Barbaracle commonly runs consumable items, so losing its item is a non issue here. But its Liquidations removing items from other Pokemon? Now that is legit. Bumped the speed and bulk of Barabacle so it can have much easier times getting off a Shell Smash.
Adou's Toxicroak
Eevee line
New Moves: High Horsepower, Earth Power, Play Rough
Competitive: What the Eevee line really lacks to be effective is coverage. This can help all offensive eeveelutions to be more potent revenge killers.
Flareon @ Choice Band
Ability: Anticipation
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Flare Blitz
- High Horsepower
- Superpower / Play Rough
- Filler (Quick Attack / W-o-w / Toxic...)
Jolteon @ Choice Specs
Ability: Anticipation
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Volt Switch
- Thunderbolt / Thunder
- Earth Power
- Shadow Ball / Weather Ball
Espeon @ Choice Specs
Ability: Anticipation
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Earth Power
- Psychic
- Psyshock
- Dazzling Gleam
Glaceon @ Choice Specs
Ability: Anticipation
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Nature
IVs: 0 Atk
- Ice Beam
- Earth Power
- Freeze-Dry
- Filler
Leafeon @ Choice Band
Ability: Anticipation
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Leaf Blade
- High Horsepower
- Play Rough
- Knock Off
Sylveon @ Choice Specs
Ability: Anticipation
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Moonblast
- Mystical Fire
- Earth Power
- Filler
G-Luke's WhiscashAdou said:
Pokemon: Toxicroak
Ability: Anticipation
Stats: 83/116/65/86/65/95
Stat Changes: ±0/+10/±0/±0/±0/+10
New Moves: High Jump Kick
Sample Set:
Toxicroak @ Life Orb
Ability: Anticipation
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Poison Jab / Gunk Shot
- High Jump Kick / Drain Punch
- Earthquake
- Thunder Punch
Demon Dragon's Rapidash-Galar
Whiscash
Ability: Anticipation
Stats: 110 / 93 / 73 / 71 / 71 / 75 | 493
Stat Changes: +15/-5/+15
New Moves: Swords Dance, Aqua Jet, Power Whip
Niche: Its hard to buff Whiscash, but this is the best I could come up with. Its largely still a mediocre Pokemon, but now its probs an RU threat instead of a ZU one.
Pokemon: Rapidash-Galar
Ability: Anticipation
Stats: 75 / 110 / 75 / 75 / 80 / 110
Stat Changes: +10/+10/+5/-5/±0/+5
New Moves: U-turn, Knock Off, Blaze Kick
Sample Sets:
Rapidash-Galar @ Life Orb
Ability: Anticipation
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Play Rough
- Zen Headbutt
- Blaze Kick
Rapidash-Galar @ Choice Band
Ability: Anticipation
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Play Rough
- Zen Headbutt
- Blaze Kick / Knock Off
- U-turn
Galarian Rapidash has a great offensive typing that lets it defeat the multitude of Dragons in OU, as well as foes such as Hawlucha, Grimmsnarl, and Toxapex. Anticipation allows it to get a quick speed boost so it can outrun even speedy foes like Zeraora and Dragapult. Blaze Kick was added to dispatch Steel-types, while U-turn and Knock Off are useful on Choice sets to act as a great offensive pivot.
G-Luke's PassimianAdou said:
Pokemon: Boltund
Ability: Receiver
Stats: 69/90/60/105/60/121
Stat Changes: ±0/±0/±0/+15/±0/±0
New Moves: Energy Ball, Shadow Ball, Parabolic Charge
Sample Set:
Boltund @ Life Orb
Ability: Receiver
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Parabolic Charge / Thunderbolt
- Shadow Ball
- Energy Ball
- Volt Switch
Passimian
Ability: Receiver
Stats: 105 / 125 / 90 / 40 / 60 / 95 | 525
Stat Changes: +5/+5/+15
Niche: Scarf and Band sets get better thanks to its increased speed tier. Getting fun abilities like Sheer Force or pairing it with a Weather sweeper to get effectively two ones is also pretty good (Sand in particular likes this).
Dilasc's Goodra
Skuntank
Abilities: Stench / Aftermath / Keen Eye
Stats: 113 (+10) / 93 / 67 / 86 (+15) / 76 (+15) / 69 (-15)
New Moves: Slack Off, Toxic Spikes, Earthquake
Competitive Niche: Created as an answer to the rising core of Primarina + Salazzle. Can idealy absorb anything thrown at it with SpDef investment and has tools to fight back with poison/ground coverage. Can also take advantage of the abundance of Clefables in the metagame.
Skuntank @ Leftovers
Ability: Stench
EVs: 252 HP / 4 SpA / 252 SpD
Sassy Nature
- Sludge Bomb
- Toxic Spikes / Toxic
- Earthquake / Flamethrower / Fire Blast
- Slack Off
Demon Dragon's VileplumeGoodra
Abilities: Hydration/Sap Sipper, Stench (Gooey)
Stats: Unchanged
New Moves: Poison Gas, Acid Armor
Competitive Niche: It's a smelly slime dragon whose immune to fairies! If that's not a niche unto itself I don't know what a niche even is any more.
6Roggenrolas's Garbodor
Pokemon: Vileplume
Ability: Stench
Stats: 95 / 65 / 95 / 110 / 100 / 50
Stat Changes: +20/-15/+10/±0/+10/±0
New Moves: Toxic Spikes, Spore, Earth Power
Sample Sets:
Vileplume @ Black Sludge
Ability: Stench
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Spore
- Strength Sap
- Sludge Bomb
- Earth Power / Toxic Spikes
Vileplume may seem underwhelming at first compared to Toxapex, but an immunity to Fairy-types, access to utility moves such as Strength Sap and Spore, and ability to take on threats Toxapex loses to, such as Zeraora and Excadrill, gives it a unique place in the meta. The immunity to Fairy-types is very useful due to how it is able to easily take care of Clefable not running Flamethrower, as well as being able to defeat others such as Grimmsnarl, Hatterene, and Primarina.
Garbodor
Ability: Stench
Stats: 105 / 100 / 87 / 45 / 92 / 75 |504|
Stat Changes: +20 HP, +5 Attack, +5 Defense, -15 Sp. Atk, +10 Sp. Def
New Moves: Knock Off, Sticky Web, Taunt
Niche: Sticky Web means Garbodor can be a good pick for teams that want more speed control, and not just spikes. And unlike other setters, it really scares off Hatterene. Taunt goes along nicely with Webs to stop defoggers like Corviknight, and also ensures Garbodor can easily set hazards against mons like Ferrothorn without reprisal. Knock Off allows it to make up for Poison's iffy coverage by hindering a variety of the Pokemon forced in to handle its Fairy immunity. Bulk is given an all-around boost so it can stay healthy despite its lack of reliable recovery.
Sample Set:
Garbodor @ Black Sludge
Ability: Stench
EVs: 248 HP / 232 Def / 28 SpD
Impish Nature
- Gunk Shot
- Sticky Web
- Taunt
- Knock Off
(Spikes and Body Press are also good options depending on your needs- the 28 SpD guarantees Hatterene won't be OHKOing with anything it throws out.)