Pet Mod ViAbilities

Samtendo09

Ability: Light Power
is a Pre-Contributor
Iron Fist: Dilasc, guruu, shnowshner
Mummy: Gravity Monkey, shnowshner, guruu
Damp: Yoshiblaze, G-Luke
Healer: Adou. G-Luke, Dilasc
Gravity Monkey's Illuminate: Absolutely Yes
 
Iron Fist: Dilasc, guruu, shnowshner
Mummy: guruu, Gravity Monkey, Gravity Monkey
Healer: G-Luke (s/os to SylveMons Magic Healing), shnoshner, Adou
Illuminate: Yes
 
Iron Fist: guruu, Dilasc, shnowshner
Mummy: Gravity Monkey, shnowshner
Damp: G-Luke, Yoshiblaze
Healer: G-Luke, shnowshner, Adou (SV)
Illuminate: Yes
 
Iron Fist: shnowshner, G-Luke, Dilasc
Mummy: guruu, shnowshner, Gravity Monkey
Damp: G-Luke, Yoshiblaze
Healer: Dilasc, shnowshner, G-Luke
Illuminate: Yes
 
Last edited:

shnowshner

You've Gotta Try
is a Pre-Contributor
Iron Fist: Dilasc, shnowshner, guruu
Mummy: [abstain]
Damp: G-Luke, Yoshiblaze
Healer: G-Luke, Adou, shnowshner
Illuminate: Yes
 
The voting has now ended! The winners are as follows:

Iron Fist: Dilasc
Ability: Iron Fist
New Effect: Regardless of Type, Punch moves are always Super Effective (as in, deal 2x) against Fairies. Can be 4x is the other type is weak to that type (ie. Fire & Drain Punch would be 4x vs Magerna)
Thematic Reasoning: It's an IRON fist and these are fairies who are weak to Iron.
Competitive Reasoning: Fairy is THE best type in the game almost. And quite honestly, while the loss of 20% power is bad, the easing of prediction against Fae switchins in amazing! Clefable cannot switch in on a Pangoro, who no longer needs Poison Jab for any reason ever again and may just use Ice, Fire or Thunder Punch to lay smackdown on mons who may have quad weaknesses to those moves such as Primarina to TPunch. Fight type punch moves can obliterate the likes of A-Ninetales, Steel/Fairies when they return, and Grimmsnarl.
Buffed Mons: Ironically enough, the most buffed mons are the ones who needed a buff to begin with. Conk would rather have Guts, because well, it's a 50% power boost, a status blocker, and Facade pretty much does better against Fairies anyway and has coverage against a bunch of other types more importantly. Pangoro, on the other hand, has a fairy allergy, being a quad weak sufferer and is either slow enough to use Hammer Arm or can use Drain Punch for longevity alongside Knock Off for almost perfect coverage although its Bullet Punch loses the bonus damage but the tradeoffs for a type that no longer adds any coverage seems worth it. Hitmonchan, and eventually Infernape, can Mach Punch and Infernape gets amazing coverage in Thunder Punch to get around Primarina and eventually Water Tapu. Golurk's Shadow Punch is the only 4x attack vs. Psychic/Fairies and Mimikyu and it gets Elemental Punches although it has less to fear from Fairies than most. Ledian is a meme and isn't gen 8 anyway. Crabominable might not like the power hit but it almost only uses punches anyway so fairies gonna die!

One mon however is a big LOSER: Melmetal! It deserves to lose! It gets NOTHING, sure its elemental Punches and Drain Punches do more against Fairies but they're still weaker than DIB which it wants to click and a 20% loss in damage MIGHT just mean you lose that 1hko, or that 2hko. That can be big, but Melmetal sucks, the other Fisters deserve an option that gets around their biggest weakness.

So the winwin is that the mons that need a buff, get a buff, the mons that dont (Conk) is literally unchanged and Melmetal gets a deserved nerf. A Winwinwin!
Mummy: Gravity Monkey
Ability: Mummy
New Effect: Upon switching in, all pokemon on the field get the "Heal Block" effect, including the user.
Flavor: Mummies are dead lol.
Reasoning: Transforms Cofag into a really potent stallbraker at the cost of its own longevity.
Damp: G-Luke
Ability: Damp
New Effect: Summons Water and Mud Sport upon switch in.
Competitive Reasoning: Water Sport and Mud Sport are moves were unfortunately snapped in the Movexit of Gen 8. But now they are back! With Damp, Jellicent for example turns its weakness to Electric type moves into an effective resistance, while turns Fire type moves into wet noodles in terms of damage output. The best part is that since it lasts for 5 turns, your team receives the same damage reduction! Ferothorn under Water Sport? God! Gyarados under Mud Sport? can probably survive a Thunderbolt! (probably)
Thematic Reasoning: If a Pokemon makes itself and the surroundings damp, fire would have a harder time to burn. And when the ground becomes damp, you get Mud.
Healer: G-Luke
Ability: Healer
New Effect: Heals itself and its allies for 1/16th of their maximum health at the end of each turn.
Competitive Reasoning: Bulky Pokemon getting wat is effectively another Leftovers its pretty godlike for them, essentially removing chip like weather damage and burns, allowing yourself to still have more HP if being seeded, and canceling out Poison chip.
Thematic Reasoning: Healers should be able to heal themselves and the members of their party. Its basic RPG logic.
Illuminate: Gravity Monkey
Ability: Illuminate
New Effect: User takes half damage from dark and ghost-type moves
Flavor: The light that cuts the darkness
Reasoning: Dark and Ghost are types that are spammed a lot in the OU metagame. Giving some mons those key resists could help them become more potent walls.
We'll now move into Stage 2 and buff the Pokemon with these abilities. Since all of these abilities have less than 5 legal users, they can all be added to additional Pokemon in this stage.

  • Iron Fist :golurk: :hitmonchan: :pangoro: + (Melmetal is currently in Ubers and would render a buff useless, and Conkeldurr frankly doesn't need a buff to its Attack anytime soon)
  • Mummy :cofagrigus: +
  • Damp :quagsire: :jellicent: +
  • Healer :aromatisse: :bellossom: :hatterene: +
  • Illuminate :lanturn: :shiinotic: +
As a side note, Golurk was buffed in a previous slate, so be sure to take those buffs into account in the event somebody chooses to buff it again. Refer to the spreadsheet for information on the changes to various Pokemon.
Dilasc - 20
shnowshner - 12
guruu - 13
G-Luke - 2
shnowshner - 12
Gravity Monkey - 16
guruu - 11
G-Luke - 19
Yoshiblaze - 16
Dilasc - 8
G-Luke - 19
shnowshner - 9
Adou - 12
all yes lol
 
Last edited:

shnowshner

You've Gotta Try
is a Pre-Contributor
:hitmonchan:
Pokemon: Hitmonchan
Ability: Iron Fist
Stats: 60/112/85/20/112/91 | 480
Stat Changes: +10/+7/+6/-15/+2/+15
New Moves: Hammer Arm, Knock Off, Taunt
I wanted to go more towards a utility role seeing as trying to compete with Conkeldurr's damage output is nigh impossible. Thankfully, it already has access to a lot of useful tools, many of which are affected by Iron Fist (Mach/Bullet/Drain/Ice/Fire/Thunder Punch). Patched up its ability to take physical hits, increased attacking prowess, and nuked Special Attack. I really like this spread.

Your special bulk is good enough to dodge the OHKO from a uninvested Clefable Moonblast even after Stealth Rock and a layer of Spikes, or no SR and 2 layers of Spikes, without having to dedicate any natures or EVs into it. A max attack Iron Fist Drain Punch can 2HKO 4 Def variants in return (not factoring in Protect) while healing off a good chunk of damage. With high Special Defense investment and an Assault Vest, you aren't even 2HKO'd and can actually gain HP off it.

Hammer Arm is, in fact, a punching move, so this was an easy choice. Knock Off was another pretty brainless inclusion. I decided on Taunt after being dissatisfied with other potential attacking moves, it feels like a natural fit on this Pokemon and you're plenty fast for its purposes (especially if you just used Rapid Spin).

:aromatisse:
Pokemon: Aromatisse
Ability: Healer
Stats: 111/62/82/99/89/41 | 484
Stat Changes: +10/-10/+10/0/0/+12
New Moves: Mystical Fire, Soft-Boiled, Defog
Outside of Speed, this is a statistically superior Clefable, but it lacks the same powerful ability and movepool to make it work. Healer solves the first issue, as it is much harder to wear down over time simply by removing its Leftovers, though it does make hazards and status more of a concern. Obviously you can run Leftovers + Healer alongside to get some serious passive regen. Or you can do a Reverse Clef and run HDB instead. Anyway, changes.

Swapped some Attack with Defense, increased HP, and also increased Speed to beat base 40s while still being slow enough to use for slow Pokemon purposes. Already this Pokemon has really strong defensive stats and good Special Attack, so I avoided going overboard with buffs. Mystical Fire is an odd omission considering most Fairys learn this move now, and it grants it valuable coverage and an annoying move in one. click soft boiled to not die. Defog is largely the result of its bird-like appearance and bird-like birdy prevolution. It gives Tisse something Clef actually can't do and I think that's really important. Beyond that, the main advantages are much better bulk, a naturally higher Special Attack stat, and the option of Trick Room.
 

Samtendo09

Ability: Light Power
is a Pre-Contributor
:lanturn:
Pokemon: Lanturn
Ability: Illuminate
Stats: 125/43/68/91/91/67 | 485
Stat Changes: +0/-15/+10/+15/+15/+0
New Moves: Slack Off, Calm Mind, Nasty Plot

What Lanturn with the buffed Illuminate have that Rotom-Wash don't are taking half damage from Ghost and Dark, have access to recovery move in the Slack Off, access to Calm Mind, have Ice-type coverage against Ground and Grass, and much better Special bulk. Illuminate means that it can safely switch into a Ghost-type or Dark-type attack (Knock Off is not a safe thing to switch in no matter what), and allows it to pressure Aegislash does to resisting Ghost and Steel.

Lanturn can also pass Thunder Wave or, for physical threats, Scald to hinder their opponent. With Calm Mind or Nasty Plot, it can also set up and decimate would be walls, but as Lanturn is slow, slow pivoting in the form of Volt Switch may be preferable in some cases.
 
Pokemon: Shiinotic
Ability: Illuminate
Stats: 75/30/95/105/110/15 (430)
Stat Changes: +15/-15/+15/+15/+10/-15
New Moves: Mystical Fire, Earth Power, Trick Room

Shiinotic's best use is as a tanky wall who drains life. 75/95/110 defenses with a resistance combo to electric/grass/water/fight/dark/ground/ghost, it would have the long coveted Ghost/Fight resistance that no mon yet has had to date! Too bad big users such as Gengar or Aegislash have SE stab. Quad dark resist is nice in a Knock Off Heavy world. It can also be a good Trick Room setter if it gets in on the right enemy who wouldn't want to risk missing a 2HKO only to get Strength Sapped. This is usually a dragon that might not have room for a poison move with which to hit hard and relies heavily on Ground/Fight coverage alongside Dragon STAB or a Special Attacker that might lack an SE Move but Strength Sap doesn't really deter either their setup or their ability to hit hard and Shii just gets less payoff each time.


Pokemon: Hitmonchan
Ability: Iron Fist/Inner Focus (Keen Eye)
Stats: 65/120/94/20/105/76
Stat Changes: +15/+15/+15/-15/-5/0
New Moves: Shadow Punch, Dragon Dance

Hitmonchan has just enough speed to abuse DD. Most DDers don't get Drain Punch other than Kommo and Scrafty, both of who are far too allergic to faeries. Meanwhile Chan doesn't even need a steel move to waste coverage slots. It can use Fight and whatever other moves it wants! Do you want Thunderpunch for Slowbro and Toxapex (you could use Quake instead since TPunch isn't an assured KO at +1 even with SR) or Throat Chop for alaround great anti-ghost and and Anti-Psychic (Throat Chop +1 ensures a 2hKO on the OU Bro on Showdown's calculator even without hazards)

In truth, the coverage you can use is pretty great to obliterate all the fairies you want. Thunderpunch punishes Togekiss, Prima and eventually Fini. Fire Punch eats through Grass/Fairy types and Ribombee if it gets buffed, and Ice Punch will make the same Grass/Fairies and Togekiss as well and just is good neutral coverage for flying and a few other SE hits. You might be able to fit an EBelt since Iron Fist does indeed cause the punch moves to say that it is a Super Effective hit.


Pokemon: Vespiquen
Ability: Pressure/Damp (Unnerve)
Stats: 85/80/117/75/117/25
Stat Changes: +15/0/+15/-5/+15/-15 (net 25)
New Moves: Sucker Punch, Sticky Web, Earthquake

Damp Honey lets Vespiquen turn its Fire and Electric weaknesses into resistances which pairs well with HDB and great recovery and a very slow U-Turn pivot. It probably won't become a defining aspect of any tier but 85/117/117 defenses can easily get up a Sticky Web vs a lot of things without Rock, Flying or Ice moves.
 
Last edited:
Pokemon: Shiinotic
Ability: Illuminate
Stats: 110/45/110/110/115/30 (515)
Stat Changes: +50/0/30/20/15/0
New Moves: None

While this thing's stats seem overbearing, it still has assgarbage flavored coverage with no ground, fight, psychich or fire moves to nab powerful hits on Steel or Poison types who resist its STAB and only real coverage: Sludge Bomb. Shiinotic's best use is as a wall and with 110/110/115 defenses with a resistance combo to electric/grass/water/fight/dark/ground/ghost, it would have the long coveted Ghost/Fight resistance that no mon yet has had to date! Too bad big users such as Gengar (when he comes out) or Aegislash have SE stab. Quad dark resist is nice in a Knock Off Heavy metagame. The stats may seem too good at first glance but there's a nasty weakness to common poison, fire, ice and flying moves and Shii needs to almost always take a hit first.
Remember to follow the rules regarding stat changes in your submissions:
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: Gourgeist
Ability: Illuminate
Base Stats:
Super - 100 HP | 100 ATK | 122 DEF | 53 SPA | 90 SPD | 54 SPE
Large - 85 HP | 100 ATK | 122 DEF | 53 SPA | 85 SPD | 74 SPE
Base - 70 HP | 100 ATK | 122 DEF | 53 SPA | 80 SPD | 94 SPE
Small - 55 HP | 100 ATK | 122 DEF | 53 SPA | 75 SPD | 114 SPE
Stat Changes:
Super +15 HP, +0 ATK, +0 DEF, -5 SPA, +15 SPD, +0 SPE
Large +10 HP, +5 ATK, +0 DEF, -5 SPA, +10 SPD, +5 SPE
Base +5 HP, +10 ATK, +0 DEF, -5 SPA, +5 SPD, +10 SPE
Small +0 HP, +15 ATK, +0 DEF, -5 SPA, +0 SPD, +15 SPE
New Moves: Body Press, Spectral Thief, Head Smash

The goal of these additions is to turn Super-sized Gourgeist into a viable tank. A boost in HP and Special Defense combined with the removal of its Dark and Ghost weaknesses help out defensively... while the three new move additions help offensively and keep Gourgeist from being set-up fodder. Body Press pairs well with Gourgeist's already solid base defense to put pressure on certain Dark and Steel types like Ferrothron, Obstagoon, and Bisharp. Spectral Thief gives Gourgeist reliable Ghost STAB and stops set-up sweepers in their tracks by stealing their stat boosts. And Head Smash keeps the Fire, Flying, and Ice types that can break it from switching in freely. 4 move slot syndrome sucks though.

Flavor-wise, giving Gourgeist Illuminate is a bit of a reach since the ability translates to Luminescence (creating light without fire/heat). But I can look past it if you guys can.
Gourgeist-Super @ Leftovers
Impish Nature
Ability: Illuminate
EVs: 252 HP / 16 Def / 240 SpD
- Synthesis
- Power Whip
- Body Press / Head Smash
- Spectral Thief / Head Smash

Gourgeist-Small @ Life Orb / Choice Scarf
Jolly Nature
Ability: Illuminate
EVs: 252 Atk / 4 Def / 252 Spe
- Power Whip
- Spectral Thief
- Body Press
- Head Smash
 
Last edited:
Pokemon: Hatterene
Type: Psychic / Fairy
Ability Being Modified: Healer
Base Stats: 72 HP | 90 Atk | 100 Def | 136 SpA | 108 SpD | 29 Spe
Stat Changes: +15/0/+5/0/+5/0
New Moves: Ancient Power, Cosmic Power

The biggest issue with Hatterene is her low HP stat. While I could only raise it so high, the boost to HP alone would make it much harder to KO. Adding Healer's pseudo-leftovers effects will only help her risen bulk.

Sample Set:
Hatterene @ Leftovers
Ability: Healer
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Rest
- Psychic
- Sleep Talk
- Ancient Power
 
Last edited:

G-Luke

Sugar, Spice and One For All
is a Community Contributoris a CAP Contributoris a Forum Moderator Alumnus

Pokemon: Gourgeist
Ability: Illuminate
Stat Changes: +10 HP | +0 ATK | +0 DEF | +0 SPA | +15 SPD | +0 SPE
New Moves: Body Press, Spectral Thief, Head Smash

The goal of these additions is to turn Gourgeist into a viable tank. A boost in HP and Special Defense combined with the removal of its Dark and Ghost weaknesses help out defensively... while the three new move additions help offensively and keep Gourgeist from being set-up fodder. Body Press pairs well with Gourgeist's already solid base defense to put pressure on certain Dark and Steel types like Ferrothron, Obstagoon, and Bisharp. Spectral Thief gives Gourgeist reliable Ghost STAB and stops set-up sweepers in their tracks by stealing their stat boosts. And Head Smash keeps the Fire, Flying, and Ice types that can break it from switching in freely. 4 move slot syndrome sucks though.

Gourgeist-Super @ Leftovers
Impish Nature
Ability: Illuminate
EVs: 252 HP / 16 Def / 240 SpD
- Synthesis
- Power Whip
- Body Press / Head Smash
- Spectral Thief / Head Smash
Does this boost carry for all Gourgeist forms?
 

Ema Skye

Work!
Pokemon: Beheeyem
Type: Psychic
Ability: Illuminate
Base Stats: 90 HP / 60 Atk / 90 Def / 125 SpA / 95 SpD / 50 Spe [Total: 510]
Stat Changes: +15/-15/+15/0/0/+10 (net gain: +25)
New Moves: Aura Sphere, Nasty Plot, Ice Beam

So I don't think it's any secret that this guy needs lots of help. With a new bulkier spread (90/90/95), it's now able to take on bulky roles, especially given that it's no longer weak to Dark or Ghost moves!

Bulk comparison with other Psychics
Reuniclus: 110/75/85
Hatterne: 57/95/103
Slowbro: 90/110/80
Necrozma: 97/101/89

For a Psychic-type, this ability is basically Solid Rock, except it doesn't apply to Bug moves. So it's very effective at making their bulky sets work. Due to only having one weakness, Beheeyem actually feels bulkier than a lot of stuff, and gives it a solid niche as a CM win condition. For the move additions, Aura Sphere compliments Psychic coverage well, hitting both Dark and Steel types. Nasty Plot gives it another boost option and Ice Beam rounds out the coverage options if you wanted to try bulky Specs.
 

G-Luke

Sugar, Spice and One For All
is a Community Contributoris a CAP Contributoris a Forum Moderator Alumnus
Pokemon: Beheeyem
Type: Psychic
Ability: Illuminate
Base Stats: 90 HP / 60 Atk / 90 Def / 125 SpA / 95 SpD / 50 Spe [Total: 510]
Stat Changes: +15/-15/+15/0/0/+10 (net gain: +25)
New Moves: Aura Sphere, Nasty Plot, Ice Beam

So I don't think it's any secret that this guy needs lots of help. With a new bulkier spread (90/90/95), it's now able to take on bulky roles, especially given that it's no longer weak to Dark or Ghost moves!

Bulk comparison with other Psychics
Reuniclus: 110/75/85
Hatterne: 57/95/103
Slowbro: 90/110/80
Necrozma: 97/101/89

For a Psychic-type, this ability is basically Solid Rock, except it doesn't apply to Bug moves. So it's very effective at making their bulky sets work. Due to only having one weakness, Beheeyem actually feels bulkier than a lot of stuff, and gives it a solid niche as a CM win condition. For the move additions, Aura Sphere compliments Psychic coverage well, hitting both Dark and Steel types. Nasty Plot gives it another boost option and Ice Beam rounds out the coverage options if you wanted to try bulky Specs.
it alr gets nasty plot
 
Pokemon: Hatterene
Type: Psychic / Fairy
Ability Being Modified: Healer
Base Stats: 72 HP | 80 Atk | 105 Def | 140 SpA | 113 SpD | 25 Spe
Stat Changes: +15/-10/±10/+4/+10/-4
New Moves: Ancient Power, Cosmic Power

The biggest issue with Hatterene is her low HP stat. While I could only raise it so high, the boost to HP alone would make it much harder to KO. Adding Healer's pseudo-leftovers effects will only help her risen bulk.

Sample Set:
Hatterene @ Leftovers
Ability: Healer
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Rest
- Psychic
- Sleep Talk
- Ancient Power
Be aware that only Pokemon in RU or below can have stats lowered to contribute to another stat.

Also, the submission phase will be ending in 3 days, so be sure to get any last-minute submissions in!
 

Gravity Monkey

Que des barz comme si jtais au hebs
is a Top Artist
:ss/cofagrigus:
Cofagrigus
Ability:
Mummy
Stats: 58 / 45 (-10) / 160 (+15) / 110 (+15) / 110 (+5) / 30
Moves: Flash Cannon, Power Gem

Coupled with the Mummy buff, this changes help solidify Cofag as a strong OU pick. It can semi-reliably switchin onto defensive staples like Corviknight or Clefable and punish them for trying to heal. It also has a plethora of options to punish switch ins, like Stats, Toxic spikes, or just new coverage. Finally, it has access to the only form of healing that works under Mummy which is Pain Split. Its still easily revenge killed by anything special though, and has some issues finding opportunities to switch on offensive mons.

:ss/ludicolo:
Ludicolo
Abilities:
Swift Swim / Rain Dish / Own Temo / Damp
Stats: 95 (+15) / 55 (-15) / 85 (+15) / 90 / 110 (+10) / 70
Moves: Teleport, Rapid Spin, Strength Sap

Cool pivot with damp
 
So dumb question since the DLC is going to bring back the rest of the old pokemon would the buffs still be in place for the ability? Also would there be a chance to buff certain pokemon with said ability when they get reintroduced, because Poliwrath needs some improvement.
 
Submissions

shnowshner's Hitmonchan
Pokemon: Hitmonchan
Ability: Iron Fist
Stats: 60/112/85/20/112/91 | 480
Stat Changes: +10/+7/+6/-15/+2/+15
New Moves: Hammer Arm, Knock Off, Taunt
I wanted to go more towards a utility role seeing as trying to compete with Conkeldurr's damage output is nigh impossible. Thankfully, it already has access to a lot of useful tools, many of which are affected by Iron Fist (Mach/Bullet/Drain/Ice/Fire/Thunder Punch). Patched up its ability to take physical hits, increased attacking prowess, and nuked Special Attack. I really like this spread.

Your special bulk is good enough to dodge the OHKO from a uninvested Clefable Moonblast even after Stealth Rock and a layer of Spikes, or no SR and 2 layers of Spikes, without having to dedicate any natures or EVs into it. A max attack Iron Fist Drain Punch can 2HKO 4 Def variants in return (not factoring in Protect) while healing off a good chunk of damage. With high Special Defense investment and an Assault Vest, you aren't even 2HKO'd and can actually gain HP off it.

Hammer Arm is, in fact, a punching move, so this was an easy choice. Knock Off was another pretty brainless inclusion. I decided on Taunt after being dissatisfied with other potential attacking moves, it feels like a natural fit on this Pokemon and you're plenty fast for its purposes (especially if you just used Rapid Spin).
Dilasc's Hitmonchan
Pokemon: Hitmonchan
Ability: Iron Fist/Inner Focus (Keen Eye)
Stats: 65/120/94/20/105/76
Stat Changes: +15/+15/+15/-15/-5/0
New Moves: Shadow Punch, Dragon Dance

Hitmonchan has just enough speed to abuse DD. Most DDers don't get Drain Punch other than Kommo and Scrafty, both of who are far too allergic to faeries. Meanwhile Chan doesn't even need a steel move to waste coverage slots. It can use Fight and whatever other moves it wants! Do you want Thunderpunch for Slowbro and Toxapex (you could use Quake instead since TPunch isn't an assured KO at +1 even with SR) or Throat Chop for alaround great anti-ghost and and Anti-Psychic (Throat Chop +1 ensures a 2hKO on the OU Bro on Showdown's calculator even without hazards)

In truth, the coverage you can use is pretty great to obliterate all the fairies you want. Thunderpunch punishes Togekiss, Prima and eventually Fini. Fire Punch eats through Grass/Fairy types and Ribombee if it gets buffed, and Ice Punch will make the same Grass/Fairies and Togekiss as well and just is good neutral coverage for flying and a few other SE hits. You might be able to fit an EBelt since Iron Fist does indeed cause the punch moves to say that it is a Super Effective hit.
Gravity Monkey's Cofagrigus
Cofagrigus
Ability:
Mummy
Stats: 58 / 45 (-10) / 160 (+15) / 110 (+15) / 110 (+5) / 30
Moves: Flash Cannon, Power Gem

Coupled with the Mummy buff, this changes help solidify Cofag as a strong OU pick. It can semi-reliably switchin onto defensive staples like Corviknight or Clefable and punish them for trying to heal. It also has a plethora of options to punish switch ins, like Stats, Toxic spikes, or just new coverage. Finally, it has access to the only form of healing that works under Mummy which is Pain Split. Its still easily revenge killed by anything special though, and has some issues finding opportunities to switch on offensive mons.
Dilasc's Vespiquen
Pokemon: Vespiquen
Ability: Pressure/Damp (Unnerve)
Stats: 85/80/117/75/117/25
Stat Changes: +15/0/+15/-5/+15/-15 (net 25)
New Moves: Sucker Punch, Sticky Web, Earthquake

Damp Honey lets Vespiquen turn its Fire and Electric weaknesses into resistances which pairs well with HDB and great recovery and a very slow U-Turn pivot. It probably won't become a defining aspect of any tier but 85/117/117 defenses can easily get up a Sticky Web vs a lot of things without Rock, Flying or Ice moves.
Gravity Monkey's Ludicolo
:ss/ludicolo:
Ludicolo
Abilities:
Swift Swim / Rain Dish / Own Temo / Damp
Stats: 95 (+15) / 55 (-15) / 85 (+15) / 90 / 110 (+10) / 70
Moves: Teleport, Rapid Spin, Strength Sap

Cool pivot with damp
shnowshner's Aromatisse
:aromatisse:
Pokemon: Aromatisse
Ability: Healer
Stats: 111/62/82/99/89/41 | 484
Stat Changes: +10/-10/+10/0/0/+12
New Moves: Mystical Fire, Soft-Boiled, Defog
Outside of Speed, this is a statistically superior Clefable, but it lacks the same powerful ability and movepool to make it work. Healer solves the first issue, as it is much harder to wear down over time simply by removing its Leftovers, though it does make hazards and status more of a concern. Obviously you can run Leftovers + Healer alongside to get some serious passive regen. Or you can do a Reverse Clef and run HDB instead. Anyway, changes.

Swapped some Attack with Defense, increased HP, and also increased Speed to beat base 40s while still being slow enough to use for slow Pokemon purposes. Already this Pokemon has really strong defensive stats and good Special Attack, so I avoided going overboard with buffs. Mystical Fire is an odd omission considering most Fairys learn this move now, and it grants it valuable coverage and an annoying move in one. click soft boiled to not die. Defog is largely the result of its bird-like appearance and bird-like birdy prevolution. It gives Tisse something Clef actually can't do and I think that's really important. Beyond that, the main advantages are much better bulk, a naturally higher Special Attack stat, and the option of Trick Room.
Bmw6446's Hatterene
Pokemon: Hatterene
Type: Psychic / Fairy
Ability Being Modified: Healer
Base Stats: 72 HP | 90 Atk | 100 Def | 136 SpA | 108 SpD | 29 Spe
Stat Changes: +15/0/+5/0/+5/0
New Moves: Ancient Power, Cosmic Power

The biggest issue with Hatterene is her low HP stat. While I could only raise it so high, the boost to HP alone would make it much harder to KO. Adding Healer's pseudo-leftovers effects will only help her risen bulk.

Sample Set:
Hatterene @ Leftovers
Ability: Healer
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Rest
- Psychic
- Sleep Talk
- Ancient Power
Samtendo09's Lanturn
:lanturn:
Pokemon: Lanturn
Ability: Illuminate
Stats: 125/43/68/91/91/67 | 485
Stat Changes: +0/-15/+10/+15/+15/+0
New Moves: Slack Off, Calm Mind, Nasty Plot

What Lanturn with the buffed Illuminate have that Rotom-Wash don't are taking half damage from Ghost and Dark, have access to recovery move in the Slack Off, access to Calm Mind, have Ice-type coverage against Ground and Grass, and much better Special bulk. Illuminate means that it can safely switch into a Ghost-type or Dark-type attack (Knock Off is not a safe thing to switch in no matter what), and allows it to pressure Aegislash does to resisting Ghost and Steel.

Lanturn can also pass Thunder Wave or, for physical threats, Scald to hinder their opponent. With Calm Mind or Nasty Plot, it can also set up and decimate would be walls, but as Lanturn is slow, slow pivoting in the form of Volt Switch may be preferable in some cases.
Dilasc's Shiinotic
Pokemon: Shiinotic
Ability: Illuminate
Stats: 75/30/95/105/110/15 (430)
Stat Changes: +15/-15/+15/+15/+10/-15
New Moves: Mystical Fire, Earth Power, Trick Room

Shiinotic's best use is as a tanky wall who drains life. 75/95/110 defenses with a resistance combo to electric/grass/water/fight/dark/ground/ghost, it would have the long coveted Ghost/Fight resistance that no mon yet has had to date! Too bad big users such as Gengar or Aegislash have SE stab. Quad dark resist is nice in a Knock Off Heavy world. It can also be a good Trick Room setter if it gets in on the right enemy who wouldn't want to risk missing a 2HKO only to get Strength Sapped. This is usually a dragon that might not have room for a poison move with which to hit hard and relies heavily on Ground/Fight coverage alongside Dragon STAB or a Special Attacker that might lack an SE Move but Strength Sap doesn't really deter either their setup or their ability to hit hard and Shii just gets less payoff each time.
guruu's Gourgeist

Pokemon: Gourgeist
Ability: Illuminate
Base Stats:
Super - 100 HP | 100 ATK | 122 DEF | 53 SPA | 90 SPD | 54 SPE
Large - 85 HP | 100 ATK | 122 DEF | 53 SPA | 85 SPD | 74 SPE
Base - 70 HP | 100 ATK | 122 DEF | 53 SPA | 80 SPD | 94 SPE
Small - 55 HP | 100 ATK | 122 DEF | 53 SPA | 75 SPD | 114 SPE
Stat Changes:
Super +15 HP, +0 ATK, +0 DEF, -5 SPA, +15 SPD, +0 SPE
Large +10 HP, +5 ATK, +0 DEF, -5 SPA, +10 SPD, +5 SPE
Base +5 HP, +10 ATK, +0 DEF, -5 SPA, +5 SPD, +10 SPE
Small +0 HP, +15 ATK, +0 DEF, -5 SPA, +0 SPD, +15 SPE
New Moves: Body Press, Spectral Thief, Head Smash

The goal of these additions is to turn Super-sized Gourgeist into a viable tank. A boost in HP and Special Defense combined with the removal of its Dark and Ghost weaknesses help out defensively... while the three new move additions help offensively and keep Gourgeist from being set-up fodder. Body Press pairs well with Gourgeist's already solid base defense to put pressure on certain Dark and Steel types like Ferrothron, Obstagoon, and Bisharp. Spectral Thief gives Gourgeist reliable Ghost STAB and stops set-up sweepers in their tracks by stealing their stat boosts. And Head Smash keeps the Fire, Flying, and Ice types that can break it from switching in freely. 4 move slot syndrome sucks though.

Flavor-wise, giving Gourgeist Illuminate is a bit of a reach since the ability translates to Luminescence (creating light without fire/heat). But I can look past it if you guys can.
Ema Skye's Beheyeem
Pokemon: Beheeyem
Type: Psychic
Ability: Illuminate
Base Stats: 90 HP / 60 Atk / 90 Def / 125 SpA / 95 SpD / 50 Spe [Total: 510]
Stat Changes: +15/-15/+15/0/0/+10 (net gain: +25)
New Moves: Aura Sphere, Nasty Plot, Ice Beam

So I don't think it's any secret that this guy needs lots of help. With a new bulkier spread (90/90/95), it's now able to take on bulky roles, especially given that it's no longer weak to Dark or Ghost moves!

Bulk comparison with other Psychics
Reuniclus: 110/75/85
Hatterne: 57/95/103
Slowbro: 90/110/80
Necrozma: 97/101/89

For a Psychic-type, this ability is basically Solid Rock, except it doesn't apply to Bug moves. So it's very effective at making their bulky sets work. Due to only having one weakness, Beheeyem actually feels bulkier than a lot of stuff, and gives it a solid niche as a CM win condition. For the move additions, Aura Sphere compliments Psychic coverage well, hitting both Dark and Steel types. Nasty Plot gives it another boost option and Ice Beam rounds out the coverage options if you wanted to try bulky Specs.

Voting Template

[B]Iron Fist:[/B] Vote for shnowshner's Hitmonchan or Dilasc's Hitmonchan
[B]Gravity Monkey's Cofagrigus (Mummy):[/B] Vote Yes or No
[B]Dilasc's Vespiquen (Damp):[/B] Vote Yes or No
[B]Gravity Monkey's Ludicolo (Damp):[/B] Vote Yes or No
[B]shnowshner's Aromatisse (Healer):[/B] Vote Yes or No
[B]Bmw6446's Hatterene (Healer):[/B] Vote Yes or No
[B]Illuminate: [/B]Vote for three submissions. The first gets 3 points, the second gets 2 points, and the last gets 1 point. The 3 with the most points will win.

Voting will last until 8 PM EST tomorrow.

So dumb question since the DLC is going to bring back the rest of the old pokemon would the buffs still be in place for the ability? Also would there be a chance to buff certain pokemon with said ability when they get reintroduced, because Poliwrath needs some improvement.
After the next slate, we'll be taking a break from submissions in order to do some playtesting, and when we come back, I'd certainly be down to run a small "catch-up" slate where we add abilities to Pokemon from the DLC.
 
Last edited:
Iron Fist: shnowshner
Mummy: Yes
Damp (Dilasc): No
Damp (Gravity Monkey): Yes
Healer (shnowshner): Yes
Healer (Bmw6446): Yes
Illuminate: Samtendo09, guruu, Ema Skye
 
Iron Fist: shnowshner's Hitmonchan
Gravity Monkey's Cofagrigus (Mummy): Yes
Dilasc's Vespiquen (Damp): Yes
Gravity Monkey's Ludicolo (Damp): Yes
shnowshner's Aromatisse (Healer): Yes
Bmw6446's Hatterene (Healer): No
Illuminate: Samtendo09's Lanturn, Ema Skye's Beheyeem, Dilasc's Shiinotic
 

Gravity Monkey

Que des barz comme si jtais au hebs
is a Top Artist
Iron Fist: shnowshner's Hitmonchan
Gravity Monkey's Cofagrigus (Mummy): Yes
Dilasc's Vespiquen (Damp): Yes
Gravity Monkey's Ludicolo (Damp): Yes
shnowshner's Aromatisse (Healer): Yes
Bmw6446's Hatterene (Healer): Yes
Illuminate: guruu, Samtendo09, Ema Skye
 

Users Who Are Viewing This Thread (Users: 1, Guests: 0)

Top