Costume Combat [The New First Gen Side-Project, Submission Phase]

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Samtendo09

Ability: Light Power
is a Pre-Contributor
Witch Misdreavus line - 4
Golden Sunkern line - 1
Potion Shuckle - 2
Disco Ball Blacephalon - 3
Manatee Spheal line - 3
Cosmic Corsola - 3

Airship Wailord - 2
Desolation Shaymin - 2
Ronin/Shogun Rhyperior Line - 3

Dijin Gengar Line - 2
Sun Guardian Liligant line - 1
Bamboo Warrior Tepig/Pignite/Emboar - 2

Congratulations for the winners with bold text! Putting them into the spreadsheet right now, and Discussion Phase is now open! Any comments about the winners?

Oh, and Rhyperior becomes the first line to have two Costumes, so they cannot receive anymore of those.
 
Witch Mismagius is going to be a nasty special sweeper.

Same with Disco Ball Blacephelon

Stallrein is better and a new way to get rain up.

Cosmic Corsola is our answer to Stakataka

Shogun Rhyperior is a great physical tank.
 
Yatagarasu Murkrow
Typing
Dark/Fire
Z-Move Type - Fire
Item Glass Eye and Peg Leg
Abilities Levitate / Solar Power (Hidden)

HP 60
Atk 85
Def 42
SpA 95 (+10)
SpD 42
Spe 101 (+10)
BST 425

New Moves Flamethrower, Fire Blast, Sacred Fire, Will-o-Wisp, Morning Sun
Design Murkrow put the glass eye and peg leg like Honchkrow without really understanding the meaning.
Competitive A very, very poor man's Sunflower Xurkitree.

Yatagarasu Honchkrow
Typing
- Dark/Fire
Z-Move Type - Fire
Item Glass Eye and Peg Leg
Abilities Levitate / Drought (Hidden)

HP 120 (+20)
Atk 105 (-20)
Def 75 (+23)
SpA 105
SpD 70 (+18)
Spe 50 (-21)
BST 525

New Moves Flamethrower, Fire Blast, Sacred Fire, Will-o-Wisp, Morning Sun
Design Honchkrow put the glass eye and peg leg in addition to its eyes and legs, and is now trying to pass as a sun god. This somehow gives it fire powers.
Competitive Where Sunflower Xurkitree is the offensive Sun setter, Yatagarasu Honchkrow is the bulky one, while still having enough offensive presence to do serious damage with its fire moves.


Star Warrior Guzzlord
Typing
Dark/Flying
Z-Move Type - Flying
Item Warp Star
Abilities Aerilate

HP 223
Atk 101
Def 61 (+8)
SpA 101 (+4)
SpD 61 (+8)
Spe 43
BST 590

New Moves Slack Off, Extreme Speed, Boomburst, Rapid Spin, Sketch (only once, like Necturna)
Design Guzzlord is pink, wearing large red shoes and riding a star.
Competitive - Normal Guzzlord was terrible. Star Warrior Guzzlord gets the strongest drawback-free reliable priority and the strongest drawback-free move! It can also learn any move once, and has reliable recovery. It's easily able to compensate for not having a real item and lacking use for its Z-Move type.


Crane Kartana
Typing
- Grass/Flying
Z-Move Type - Flying
Item - Oversized Origami Paper
Abilities - Gale Wings

HP 109
Atk 181
Def 131
SpA 59
SpD 79
Spe 31
BST 590

New Moves - Brave Bird, Hurricane, Drill Peck, Roost, Tailwind
Design - Kartana folds itself and the Oversized Origami Paper into a giant paper crane with Kartana's "face".
Competitive - Sure, Gale Wings only gets off one move now - but a Supersonic Skystrike off 181 Attack should be enough for revenge killing. After that, it's a wallbreaker.
 
>Star Warrior Guzzlord

I see what you did there.

Anyways, let's see if I can give it a shot... Feedback would be appreciated.

Also, ALL OF THE REFERENCES!

Typing: Grass/Normal
Z-Move Type: Normal
Item: Power Sneakers
Ability: Speed Boost

HP: 95 (-5)
Atk: 120 (+20)
Def: 95 (-5)
SpA: 70 (-30)
SpD: 95 (-5)
Spe: 135 (+45)
BST: 620

New Moves: Ludicrous Speed, First Impression, Flame Charge, Pursuit, Spiky Shield.

Design: Shaymin's fur turns blue, and it's wearing red sneakers on its feet. Its body also becomes spikier, to keep in line with its hedgehog-esque origins.

Competitive: Gotta go fast! This new Shaymin is all about hitting fairly hard with its Physical Attacks, as an alternative to the more tricky and specially offensive nature of Shaymin's Sky Forme. It is also REALLY FREAKING FAST! While Shaymin does not have any means of boosting up its attack outside of Growth, And boy does it live up to that title with a decent base 120 in attack, and a blazing 145 base in speed, at the cost of dropping everything else a bit (Especially the SpA, my god). Speed Boost makes it even faster and harder to revenge kill considering its job. In case the stats and moves didn't give it away, the name of the game here is revenge killing. Utilizing Shaymin's absurd speed alongside excellent priority options like a handy dandy new STAB Ludicrous Speed, First Impression and Flame Charge for coverage, even Pursuit Trapping. Lastly, to give a bit of utility and make enemy priority users and Pursuit Trappers think carefully about trying to pick it off, it also comes packing Spiky Shield, because hedgehog spines are sharp! It also has Seed Bomb for Grass STAB, Zen Headbutt for Coverage, Synthesis for Recovery, and, if you need something a bit more supportive, you can also run Tailwind. However, due to a lot of this Shaymin's movepool relying on priority, it REALLY does not like seeing Psychic Terrain and thus DESPISES Tapu Lele. Bruxish and Tsareena are problematic for the speedy hedgehog too (Although Bruxish gets blown up by Seed Bomb and Tsareena gets hurt a lot by Flame Charge). The added Normal-Type also makes it weak to Fighting-type moves. Really, if you can shut down priority, you can shut down this Shaymin.

Chaos Shaymin (Sky Form)
Typing: Unchanged
Z-Move Type: Flying
Item: Power Sneakers
Ability: Dazzling

HP: 100
Atk: 130 (+27)
Def: 70 (-5)
SpA: 90 (-30)
SpD: 70 (-5)
Spe: 160 (+33)
BST: 620

New Moves: Ludicrous Speed, Flame Charge, First Impression, Pursuit, Dragon Ascent.

Design: Shaymin's fur becomes golden and it begins to sparkle. Instead of becoming a mohawk, though, the fur instead curves back to create a familiar golden spiky hair effect.

Competitive: FASTERFASTERGOTTAGOFASTEROHGODTOOFAST! Given how Skymin is already an Uber, let's talk about what's changed for it in the tier. The first and biggest change is that it's now a physical attacker. And while its Attack is nothing spectacular for Ubers, it does get the job done for what it needs to do, which is much the same as what its Land Forme equivalent does: Revenge Kill the hell outta everything. Thanks to Ludicrous Speed and Pursuit in Tandem, not to mention its utterly ridiculous base Speed Stat of 160, it can trap Deoxys-A and tear it apart unfazed 50% of the time. First Impression lets it deal with those pesky Mewtwos, giving another way to pressure Deoxys, and, for one turn only, also giving it a way to at least put a dent in Lugia, one of the things that hard walls it otherwise.. and Dazzling makes it itself tough to revenge kill and trap without taking damage first, by making it immune to those pesky Arceus and Rayquaza Extreme Speeds. However, it's not so good at crashing through Great Walls (Looking at you, Lugia), even with the ridiculously strong Dragon Ascent for Flying STAB, replacing the Land Forme's Spiky Shield [which, let's be honest, wouldn't make sense for Skymin anyway]. And it REALLY does not like seeing Ho-Oh or Primal Groudon show up to ruin its day, as they're both physically bulky enough to take its STABs of Dragon Ascent and Seed Bomb, and Shaymin doesn't really have anything that can break through either. It also loses the STAB Ludicrous Speed that its Land Forme equivalent gets.

Ice Fairy of the Misty Lake Cleffa
Type: Ice/Fairy
Z-Move Type: Ice
Item: Ice Fairy's Wings
Ability: Snow Warning

HP: 40 (-10)
Attack: 9 (-16)
Defense: 25 (-3)
Special Attack: 70 (+15)
Special Defense: 50 (-5)
Speed: 49 (+34)
BST: 238

New Moves: Ice Beam, Dazzling Gleam, Hail

Design: Cleffa gains six tiny icicle-shaped wings on its back, the top of its head (around the little tuft) turns light blue, and it appears to wear a tiny deep blue dress.

Competitive: No... just no. Its stats are nowhere near high enough for use, even in Little Cup.

Ice Fairy of the Misty Lake Clefairy
Type: Ice/Fairy
Z-Move Type: Ice
Item: Ice Fairy's Wings
Ability: Ice Sign "Icicle Fall"
Custom Ability- Ice Sign "Icicle Fall": Automatically sets the weather to a Heavy Hailstorm for 5 turns.

Weather Effect- Heavy Hailstorm: In this weather, the speed of any Pokemon on the field that is not Fire- or Ice- Type is reduced by 1/4, on top of the normal Hail effects. Can be overwritten by other weather effects except Hail.

HP: 60 (-10)
Attack: 59 (+14)
Defense: 40 (-8)
Special Attack: 75 (+15)
Special Defense: 59 (-6)
Speed: 50 (+15)
BST: 343

New Moves: Hail, Arctic Blade, Ice Blitz, Freeze Dry, Play Rough

Design: Compared to its pre-evolved form, the icicle-shaped wings are larger, the blue colouration around the top of the head spreads a bit more (to take the appearance of hair) and its dress is a bit larger.

Competitive: Nooope. It's only marginally faster than Amaura (a Little Cup 'mon) and hits a bit harder, but has less bulk. The main reason you'd want to use it is that unique ability for the enhanced hail. Definitely not THE STRONGEST, that's for sure.

Ice Fairy of the Misty Lake Clefable
Type: Ice/Fairy
Z-Move Type: Ice
Item: Ice Fairy's Wings (Unique)
Ability: Ice Sign "Icicle Fall"

HP: 86 (-9)
Attack: 99 (+29)
Defense: 69 (-4)
Special Attack: 99 (+4)
Special Defense: 91 (+1)
Speed: 59 (-1)
BST: 493

New Moves: Hail, Arctic Blade, Ice Blitz, Freeze Dry, Play Rough

Design: Compared to Clefairy, it now appears to have full-on light blue hair and appears to be wearing a blue ribbon. Its icicle-shaped wings are a bit more densely packed together.

Competitive: This strange one is a bit of an oddball. It sacrifices some of normal Clefable's bulk for a unique ability that spawns both an enhanced speed-reducing hail and a frozen terrain to make up for its not-so-great bulk and low speed. It's also got decent offenses on both sides, with base 99 for both attack and defense. It also seems to have an obsession with the number 9 in its base stats. 9 is truly THE STRONGEST number, after all. However, it still works primarily best on Hail Teams and its main purpose in life is to assist other Ice-types, MOSTLY via its unique ability, by slowing down anything that ISN'T Ice-type or Fire-type (No safe spots directly in front of it here!). It's basically a big attempt to make the Ice-Type, often seen as a terrible type, more viable, by granting an empowered version of Hail with a realistic effect for bringing the temperature down so low: A form of speed control to help the slower Ice-types like Abomasnow and Aurorus. It can also hit decently hard on both sides of the spectrum with its Ice-Type moves, and it has decent coverage otherwise inherited from its base form with moves such as Meteor Mash, Zen Headbutt and Return/Body Slam on the physical side, while on the Special Side it gets BoltBeamThrower (Thunderbolt, Ice Beam, Flamethrower), Grass Knot, Moonblast and Psyshock. Play Rough is to give it a physical Fairy STAB.

Black Swordsman Ralts
Type: Fighting/Steel
Z-Move Type: Steel
Item: Blackwyrm Coat (Unique)
Ability: Swordsman
(Slashing and Sword-based moves are 33% more powerful)

HP: 28
Atk: 55 (+30)
Def: 35 (+10)
SpA: 25 (-20)
SpD: 25 (-10)
Spe: 50 (+10)
BST: 218

New Moves: Thunder Blade, Arctic Blade, Power Slash, Blade Slash, Sacred Sword
Design: Wears a short black coat and appears to wield two miniature swords. One pitch black the other a light cyan. Its head also appears to be black.
Competitive: Black Swordsman Gallade's Little Cup equivalent. It does pretty much what Black Swordsman Gallade does, but in Little Cup, with the prime difference being no Swords Dance, so it instead gets to pick from various coverage moves such as Fire Punch, those elemental blades, Shadow Sneak, or even supportive moves like Hypnosis or Taunt. But what REALLY makes it dangerous is that sweet, sweet typing. Steel/Fighting is a type combination never before seen in Little Cup, and it's a great one. It holds eight resistances and one immunity for only three weaknesses, only one of which is really common in Little Cup, and it has coverage moves for that particular threat anyway. But it isn't unstoppable. It's not extremely fast by LC standards, and its bulk leaves a lot to be desired.
Black Swordsman Kirlia
Type: Fighting/Steel
Z-Move Type: Steel
Item: Blackwyrm Coat (Unique)
Ability: Swordsman
(Slashing and Sword-based moves are 33% more powerful)

HP: 38
Atk: 75 (+40)
Def: 55 (+20)
SpA: 35 (-30)
SpD: 35 (-20)
Spe: 60 (+10)

New Moves: Thunder Blade, Arctic Blade, Power Slash, Blade Slash, Sacred Sword

Design: The coat is a bit longer and the swords are larger, and the hair stretches out a small amount, but for the most part it's just more of the same.

Competitive: Yeah... you're better off waiting until Gardevoir or Gallade to use it in competitive.
Black Swordsman Gardevoir
Type: Fighting/Steel
Z-Move Type: Steel
Item: Blackwyrm Coat (Unique)
Ability: Swordsman
(Slashing and Sword-based moves are 33% more powerful)

HP: 98 (+30)
Atk: 125 (+60)
Def: 105 (+40)
SpA: 65 (-60)
SpD: 105 (-10)
Spe: 40 (-40)

New Moves: Thunder Blade, Arctic Blade, Power Slash, Blade Slash, Sacred Sword

Design: It follows the designs of the previous forms more closely than its male-exclusive cousin, except the swords are full-sized now and the coat is a bit longer. The hair is short, black and neat, although a bit messier than Gallade's.

Competitive: In order to distinguish itself from its male-exclusive cousin, Gardevoir instead forsakes the speed of its cousin and the rest of the line, for an increase in bulk, in an attempt to be a more bulky offensive 'mon Trick Room, hoping to take advantage of the perks of the Fighting-Steel typing. It also functions quite well under Trick Room due to its low 40 speed, although it does pay for this added bulk and enhanced usability in Trick Room by not quite hitting as hard as Gallade, and missing out on a few of its coverage and utility moves like Psycho Cut, Leaf Blade and especially Swords Dance.
Black Swordsman Gallade
Type: Fighting/Steel
Z-Move Type: Steel
Item: Blackwyrm Coat (Unique)
Ability: Swordsman
(Slashing and Sword-based moves are 33% more powerful)

HP: 68
Atk: 145 (+20)
Def: 55 (-10)
SpA: 45 (-20)
SpD: 55 (-10)
Spe: 120 (+40)
BST: 538

New Moves: Thunderblade, Arctic Blade, Power Slash, Blade Slash, Sacred Sword

Design: Wears a black coat not too dissimilar to the cape of a Mega Gallade. He appears to have short black hair. One of his arm blades is coloured pitch black, the other a bright cyan colour, after the model swords that the previous forms wielded.

Competitive: This Gallade is ALL about the swift swordplay. His bulk sucks and his Special Attack is even more pitiful than before, but he's also even faster than Mega Gallade and hits very hard with his wide physical movepool, especially the plethora of Sword attacks available to him now. On top of the already available Slash, Night Slash, Leaf Blade and Psycho Cut, there are the new moves he obtains, and on top of that, Gallade FINALLY has a good ability! He's a high-power physical sweeper relying on those sword skills of his (of the Dance variety) but he's frail as hell and prone to being revenge killed due to lack of priority. Still, it's basically got offensive power rivalling normal Gallade's Mega Form, but it's slightly faster and has a usable ability, at the cost of some bulk.

This last one is possibly Anything Goes-level broken, but it's also a freaking obvious reference that I can't help but make. Feel free to invalidate it if you wish, but I just had to throw it out there.

DIALGA (alt: Dialga Brando)
Type: Dragon/Fighting
Z-Move Type: Fighting (MUDAMUDAMUDA)
Item: Stand Arrow
Ability: Iron Fist/Life Drain/The World (Hidden Ability)
(Life Drain: Drains 20% of all damage dealt)
Custom Ability- The World: ZA WARUDO! TOKI YO TOMARE! When the user is sent out, plays this sound effect. While the user is on the field, all allied moves get +1 priority (so an allied Mach Punch, for instance would be +2) and all enemy moves get -1 priority (So an enemy Extreme Speed, for instance would be +1). Does not affect Protect, Detect, Quick Guard, Wide Guard, Crafty Shield, King's Shield, Spiky Shield or Mat Block. Switching and Pursuit following it play out as normal. Moves that would not normally trigger Dazzling or Psychic Terrain do not trigger them under this effect (So an enhanced Drain Punch would not trigger them, but Mach Punch and Bullet Punch, for instance, still would).

HP: 100
Atk: 130 (+10)
Def: 120
SpA: 130 (-20)
SpD: 100
Spe: 120 (+30)
BST: 700

New Moves: Close Combat, Bullet Punch, Mach Punch, Drain Punch, Meteor Mash

Design: Dialga's colour scheme changes to black and gold. Additionally, this can be seen floating behind Dialga.

Competitive: Dialga's grown even stronger?! This must be the work of an enemy 「Stand」! Dialga, with its newfound power, gains ridiculous amounts of control over priority (I mean come on! It governs time, why can it not slow down/stop time to its whim in a battle?) due to the incredible power of ZA WARUDO! It also gains nifty new and powerful physical steel and fighting moves in the form of Close Combat, Drain Punch, Meteor Mash, Mach Punch and Bullet Punch. Trying to outpace it with priority is absolutely MUDA (useless) due to ZA WARUDO's power, but Dialga itself has lost a lot of defensive utility in exchange for its new offensive clout: It's lost the Steel-Type for a Fighting-type. While this DOES mean Dialga doesn't fear Primal Groudon as much (Although Precipice Blades still hurts like hell), it also has to be careful of Flying-types (Ho-Oh hard-walls any variant not running rock coverage, Lugia's the Great Wall and doesn't really fear much save for Stone Edge and Dialga can now be poisoned), any Fairy-Type moves now destroy the hell out of Dialga which means that Xerneas spells trouble if it's not packing Meteor Mash, Bullet Punch, Iron Tail or Flash Cannon (Although if Xerneas already has Geomancy up the Special Set fails anyway). The Psychic weakness means that Dialga now has to worry about Mewtwo as well, who can annihilate Dialga with Psystrike, although it has to be sure of the one-shot, and come in safely. Lunala also poses problems thanks to Shadow Shield and its Ghost-typing rendering Close Combat absolutely MUDA, and Dawn Wings Necrozma isn't so different, although neither would appreciate a Hidden Power Dark. Mega Metagross is bulky enough to tank anything physical DIALGA sets can throw at it, and then reply back with Zen Headbutt, although it has to be wary of the special set running Fire Blast. Same goes for Dusk Mane Necrozma, who annihilates DIALGA with Photon Geyser (alternatively, it can lure an Earthquake then transform into Ultra Necrozma for an even more guaranteed nuke, although it has to worry about being hit by Dragon Claw, so it's a 50-50. For Special Sets, trade Earthquake with Fire Blast and Dragon Claw with Draco Meteor. Still a 50/50). Aegislash laughs at Dialga sets that aren't carrying Earthquake or Fire Blast. Zygarde-Complete can tank Dragon Claw and then nullify ZA WARUDO with Core Enforcer, leaving DIALGA open to revenge killing (assuming Core Enforcer doesn't gib it outright), but does not appreciate Draco Meteor. Mega 'Mence can neuter Dialga's physical offensive with Intimidate before Mega Evolving, and then waste it with an STAB Double-Edge or Hyper Voice, but gets wasted by Special Sets with Draco Meteor. Still, DIALGA can threaten a good portion of the metagame with ZA WARUDO's power. Arceus-Normal cannot use his E-Killer set against DIALGA to its maximum effect due to ZA WARUDO causing Extreme Speed to only speed tie, and has to worry about being gibbed by Close Combat or Aura Sphere. Rayquaza does not enjoy Dialga's presence either for the same reason, and Dragon Claw/Draco Meteor hurts a lot, although it can similarly threaten DIALGA with Dragon Ascent. Extreme Speed is, though, again, absolutely MUDA. Kyogre (whether Primal or Normal) doesn't enjoy Dialga's enhanced physical clout either, although it does like the fact that it's now weak to Ice. It also works admirably against the Special Sets. Blaziken (whether normal or Mega) does not appreciate having its Speed Boost rendered absolutely MUDA, nor does it appreciate that it can no longer hit Dialga super-effectively unless it runs Brave Bird, and fears getting quaked. Shaymin-Sky cannot flinch DIALGA at all, and it's not bulky enough to take hits from either (let alone Stone Edge), so it can't really abuse the SE Air Slash. Chaos Shaymin-Sky can at least get some chip-damage off with Ludicrous Speed, but otherwise falls the same way due to ZA WARUDO not causing moves that would not normally trigger Dazzling to do so. Same goes for Pheromosa and Naganadel, who cannot stop DIALGA due to ZA WARUDO's influence. Kyurem-White loses to Close Combat or Aura Sphere/Draco Meteor before it can fire its Ice STAB off. Same goes for Mega Lucario and Mega Kangaskhan. However, Dialga still has that great utility as a support Pokemon, even with its worse typing, thanks to the plethora of good support moves available to it, such as Stealth Rock and Thunder Wave. It can shut down key threats even if it cannot kill them outright (Although a few like Zekrom are a bit more troublesome). Only difference is now what it threatens and is threatened by has changed. It is also, notably, a powerful check to Mega Rayquaza, as, if it can get in safely (And it can, since only Dragon Ascent or Draco Meteor can do better than 3HKO bulky sets, and nothing puts it into the KO range for Extreme Speed, and it can take a +1 Extreme Speed regardless of investment from full health [Stealth Rocks does not change this]) it can force Mega Rayquaza to run for the hills, for fear of being wiped off of the face of the planet by a ZA WARUDO boosted Draco Meteor or Outrage, or even Roar of Time if you're willing to use that, and MRay will be unable to do anything about it.

It's still got passable (albeit nerfed) special attack, though, so it can still run special moves which it can use to get around physical walls who would otherwise stop it, or even run mixed offenses and rely on ZA WARUDO's screwing around with time to outspeed stuff. Still, DIALGA has 4MSS, and there's always gonna be something that can put a hard-stop to it, regardless of what moveset it runs. But its biggest use is undoubtedly in doubles, where DIALGA's ally also benefits from the effects of ZA WARUDO, which is exactly as terrifying as it sounds.
 
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Snowy Slugma Line
Typing - Water/Ice
Z-Move Type - Ice
Item - Eternal Ice
Abilities - Slush Rush, Ice Body, Subzero (HA, Freezes all fire attacks and uses them to regain HP)

Slugma Stats
HP
- 40
Atk - 20
Def - 40
SpA - 70
SpD - 40
Spe - 60 (40 +20)
BST - 270

Magcargo Stats
HP
- 60
Atk - 30
Def - 80
SpA - 120
SpD - 50
Spe - 110 (90 + 20)
BST - 450

New Moves - Hydro Pump, Hail, Blizzard, Frozen Water (Exclusive move, 12pp, 70bp and the type effective of Ice is added to the Water type) Earth Power
Design - They would be a light blue color and the lava part would be like half frozen, slushy water. The 'ears' and 'waddles' would be icicles and the eyes would be a dark blue. Magcargo's shell would be all ice with ice spikes sticking out and some more slush water seeping out of cracks.
Competitive - Magcargo would definitely be placed up in UU or OU with this new form as almost all of it's weaknesses are countered. Water is weak to Grass and Electric, Blizzard/Icicle Crash covers Grass and Earth Power would slaughter Electric types, Ice is weak to Fighting and Steel, Steel can usually be countered with Earth Power and Fighting types are typically slow with no SpD so Magcargo's improved speed would greatly help as well as potentially running HP Flying. The only thing that is a downside is the low BST of 450 as well as the greatly lowered defenses so most scarfed threats can potentially move first and OHKO it.

Snowy Beldum Line
Typing - Steel/Fire
Z-Move Type - Fire
Item - Plasma Crystal
Abilities - Levitate, Melting Point

HP - 40
Atk - 35 (-20)
Def - 60 (-20)
SpA - 55 (+20)
SpD - 80 (+20)
Spe - 50 (+20)
BST - 320

New Moves - Heat Wave, Bullet Punch
Design - Beldum is now far more aerodynamic, is a light grey color and has purple lines resembling a circuit running through it along with the eye being a purple-red color. The claws on the end have transformed into a jet engine.
Competitive - It most likely won't do well in LC due to low SpA.

Jet Engine Metang
Typing - Steel/Fire
Z-Move Type - Fire
Item - Plasma Crystal
Abilities - Levitate, Melting Point

HP - 60
Atk - 55 (-20)
Def - 80 (-20)
SpA - 75 (+20)
SpD - 100 (+20)
Spe - 70 (+20)
BST - 440

New Moves - Flaming Barrier, Heat Wave, Bullet Punch
Design - The two 'arms' on Metang now face backwards and are also styled after jet engines with the same coloring and features as Beldum. The point on Metang's nose has opened up revealing a small cannon.
Competitive - It's insane SpA allows it so sweep almost anything with Heat Wave and burn Physical attackers with Flaming Barrier.

Jet Engine Metagross
Typing - Steel/Fire
Z-Move Type - Fire
Item - Plasma Crystal
Abilities - Levitate, Melting Point

HP - 80
Atk - 95 (-40)
Def - 90 (-40)
SpA - 155 (+60)
SpD - 130 (+40)
Spe - 70
BST - 620

New Moves - Mega Melt, Flaming Barrier, Heat Wave, Bullet Punch
Design - Metagross has the same cosmetic features as Metang but now the 4 arm/engines are used to hover. The X on it's face has opened up into a cannon.
Competitive - With Levitate, the only thing Metagross has to worry about is Excadrill due to it's Mold Breaker ability and usage of Earthquake. It's insane SpA allows it so sweep almost anything.

Jet Engine Mega Metagross
Typing - Steel/Fire
Z-Move Type - Fire
Item - Plasma Crystal
Abilities - Cast Master

HP - 80
Atk - 105 (-40)
Def - 110 (-40)
SpA - 145 (+40)
SpD - 150 (+40)
Spe - 130 (+20)
BST - 720

New Moves - Mega Melt, Flaming Barrier, Heavy Slam, Heat Wave, Bullet Punch
Design - Mega-Metagross has the same cosmetic features as Metagross but now the 4 arm/engines are similar to Metang and the 4 other arms are massive cannons. The larger X on it's face has opened up into a larger cannon.
Competitive - With Cast Master it can abuse Bullet Punch with it's monstrous 165 SpA and can tank a Earth Power or HP Ground due to it's 150 SpD. If there is a Excadrill, switching into a flying type is highly advised.

Cosmic Lunatone
Typing - Dark/Psychic
Z-Move Type - Dark
Item - Plasma Crystal
Abilities - Swordsman


HP - 60 (-30)
Atk - 115 (+60)
Def - 75 (+10)
SpA - 35 (-60)
SpD - 35 (-50)
Spe - 160 (+90)
BST - 480


New Moves - Cosmic Slam, Blade Slash, Swords Dance, Despicable Strike, Thunderblade.
Design - The rock encasing Lunatone melts away and it's true form is revealed. It is pitch black, has a scythe shape and a red eye in the center. When using physical attacks, one edge of it will glow in the color of the type of the move being used. When using special attacks, the eye glows in the color of the type of the move being used.
Competitive - Now that it's true form has been unleashed, Lunatone is a insane physical attacker with amazing coverage and STABs. It's speed of 160 makes it able to outspeed almost all foes and slaughter with the STAB Despicable Strike or use coverage moves like Plasma Claw to kill fast mons like Greninja. It's strength could potentially place it up in Ubers.

Cosmic Solrock
Typing - Fire/Psychic
Z-Move Type - Fire
Item - Plasma Crystal
Abilities - Luminous Burst


HP - 60 (-30)
Atk - 35 (-60)
Def - 35 (-50)
SpA - 115 (+60)
SpD - 75 (+10)
Spe - 160 (+90)
BST - 480


New Moves - Mega Melt, Star Burst, Nasty Plot, Laser Blast, Fire Blast
Design - The rock encasing Solrock melts away and it's true form is revealed. It is a blindingly bright mix of yellow and orange and looks almost identical to it's old form except it is made of plasma. It's color changes based on the type of move being used.
Competitive - Now that it's true form has been unleashed, Solrock is a insane special attacker with decent STABs. It's speed of 160 makes it able to outspeed almost all foes and slaughter with the STAB Fire Blast and finish with the priority Laser Blast.

Slime Voltorb
Typing
- Poison/Steel
Z-Move Type - Poison
Item - Corrupting Sludge
Abilities - Gooey, Clear Body, Gel Body (HA, Makes contact damage raise defense and attack.)

HP - 60 (+20)
Atk - 50 (+20)
Def - 100 (+50)
SpA - 35 (-20)
SpD - 75 (+20)
Spe - 10 (-90)
BST - 350

New Moves - Acid Armor, Soft-Boiled, Envelop (Signature Move, Poison Type, 24 pp, 50 bp, lowers opponents Speed 1 stage, Physical, Contact)
Design - It is a blob of hard, steel-like goo that highly resembles a Safari Ball. It is always smiling and has a face like this: ^w^
Competitive - Voltorb sacrifices it's insane speed for very high bulk and weak offenses, it has a 4x weakness to Ground moves so a Air Balloon is suggested or early use of Magnet Rise.

Slime Electrode
Typing
- Poison/Steel
Z-Move Type - Poison
Item - Corrupting Sludge
Abilities - Gooey, Clear Body, Gel Body (HA, Makes contact damage raise defense and attack.)

HP - 60
Atk - 150 (+100)
Def - 130 (+60)
SpA - 40 (-40)
SpD - 120 (+40)
Spe - 10 (-140)
BST - 510

New Moves - Gyro Ball, Earthquake
Design - The cute little slime has sadly matured and evolved into a grumpy slime that has grown out several steel spikes and it's face now resembles: >:O
Competitive - Gyro Ball will hit hard with the attack of 150, STAB from the Steel typing and the low speed of 10 making it slower than another Gyro Ball threat, Stakataka and can counter it with Earthquake (Plz leave suggestions for a slightly weaker ground move that takes advantage of it's high attack!! Help is appreciated ^w^). However, due to the low speed and the 4x weakness to Ground, it will most likely be in PU.

Beehive Poipole
Typing
- Bug
Z-Move Type - Poison
Item - Queen's Nectar
Abilities - Power of The Hive (When another mon with this ability is on the field, boosts attack and special attack by 1.5x. If not, doubles the power of bug moves.)

HP - 60 (-7)
Atk - 100 (+27)
Def - 60 (-7)
SpA - 80 (+7)
SpD - 60 (-7)
Spe - 80 (+7)
BST - 440

New Moves - Fell Stinger, Swarm Attack (Hits one time for every non-fainted bug type, 65 bp, 12 pp, 100 acc.), Sticky Web.
Design - The purple on it turns to yellow, the pink turns to black and the eyes glow orange and the stingers are yellow and far sharper.
Competitive - Poipole isn't very remarkable on it's own, it would need a party with several bug types to be able to hit hard and it would be extremely vulnerable to rocks and ice types. It would be best not to use it in NFE.

Beehive Nagandel
Typing
- Bug/Dragon
Z-Move Type - Poison
Item - Queen's Nectar
Abilities - Power of The Hive (When another mon with this ability is on the field, boosts attack and special attack by 1.5x. If not, doubles the power of bug moves.)

HP - 73
Atk - 127 (+54)
Def - 73
SpA - 113 (-14)
SpD - 73
Spe - 101 (-20)
BST - 580

New Moves - Fell Stinger, Swarm Attack (Hits one time for every non-fainted bug type up to a max of 3 times, 35 bp, 12 pp, 100 acc.), Sticky Web, Dragon Rush, Swords Dance.
Design - The purple on it turns to yellow, the pink turns to black and the eyes glow orange, the stingers are far sharper.
Competitive - Nagandel has become a beast with it's 127 attack and still has moderate SpA to abuse it's insane special movepool. You can set up a Swords Dance turn 1 and sweep with Dragon Rush or kill them with Fell Stinger for the attack boost or if you are running a bug team you can sweep with Swarm Attack. This thing would be godly on a Mono Bug team.
 
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Samtendo09

Ability: Light Power
is a Pre-Contributor
>Star Warrior Guzzlord

I see what you did there.

Anyways, let's see if I can give it a shot... Feedback would be appreciated.

Also, ALL OF THE REFERENCES!

Note: Shaymin in this forme CANNOT transform into Sky Forme. You have to remove the costume first.
Typing: Grass/Normal
Z-Move Type: Normal
Item: Power Sneakers
Ability: Hyperspeed

HP: 95 (-5)
Atk: 110 (+10)
Def: 95 (-5)
SpA: 70 (-30)
SpD: 95 (-5)
Spe: 145 (+55)
BST: 620

New Moves: Ludicrous Speed, First Impression, Flame Charge, Pursuit, Spiky Shield.

Design: Shaymin's fur turns blue, and it's wearing red sneakers on its feet. Its body also becomes spikier, to keep in line with its hedgehog-esque origins.

Competitive: Gotta go fast! This new Shaymin is all about hitting fairly hard with its Physical Attacks, as an alternative to the more tricky and specially offensive nature of Shaymin's Sky Forme. It is also REALLY FREAKING FAST! While Shaymin does not have any means of boosting up its attack outside of Growth, Hyperspeed is not only thematically appropriate, but renders that a moot point with its ability to allow it to strike twice and allows it to further focus on what it actually wants- to be the fastest damn thing alive. And boy does it live up to that title with a decent base 110 in attack, and a blazing 145 base in speed, at the cost of dropping everything else a bit (Especially the SpA, my god). In case the stats and moves didn't give it away, the name of the game here is revenge killing. Utilizing Shaymin's absurd speed alongside excellent priority options like a handy dandy new STAB Ludicrous Speed, First Impression and Flame Charge for coverage, even Pursuit Trapping. Lastly, to give a bit of utility and make enemy priority users and Pursuit Trappers think carefully about trying to pick it off, it also comes packing Spiky Shield, because hedgehog spines are sharp! It also has Seed Bomb for Grass STAB, Zen Headbutt for Coverage, Synthesis for Recovery, and, if you need something a bit more supportive, you can also run Tailwind. However, due to a lot of this Shaymin's movepool relying on priority, it REALLY does not like seeing Psychic Terrain and thus DESPISES Tapu Lele. Bruxish and Tsareena are problematic for the speedy hedgehog too (Although Bruxish gets blown up by Seed Bomb and Tsareena gets hurt a lot by Flame Charge). The added Normal-Type also makes it weak to Fighting-type moves. Really, if you can shut down priority, you can shut down this Shaymin.

Ice Fairy of the Misty Lake Cleffa
Type: Ice/Fairy
Z-Move Type: Ice
Item: Ice Fairy's Wings
Ability: Snow Warning

HP: 40 (-10)
Attack: 9 (-16)
Defense: 25 (-3)
Special Attack: 70 (+15)
Special Defense: 50 (-5)
Speed: 49 (+34)
BST: 238

New Moves: Ice Beam, Dazzling Gleam, Hail

Design: Cleffa gains six tiny icicle-shaped wings on its back, the top of its head (around the little tuft) turns light blue, and it appears to wear a tiny deep blue dress.

Competitive: No... just no. Its stats are nowhere near high enough for use, even in Little Cup.

Ice Fairy of the Misty Lake Clefairy
Type: Ice/Fairy
Z-Move Type: Ice
Item: Ice Fairy's Wings
Ability: Ice Sign "Icicle Fall"
Custom Ability- Ice Sign "Icicle Fall": Automatically sets the weather to a Heavy Hailstorm for 5 turns.

Weather Effect- Heavy Hailstorm: In this weather, the speed of any Pokemon on the field that is not Fire- or Ice- Type is reduced by 1/4, on top of the normal Hail effects. Can be overwritten by other weather effects except Hail.

HP: 60 (-10)
Attack: 59 (+14)
Defense: 40 (-8)
Special Attack: 75 (+15)
Special Defense: 59 (-6)
Speed: 50 (+15)
BST: 343

New Moves: Hail, Arctic Blade, Ice Blitz, Freeze Dry, Play Rough

Design: Compared to its pre-evolved form, the icicle-shaped wings are larger, the blue colouration around the top of the head spreads a bit more (to take the appearance of hair) and its dress is a bit larger.

Competitive: Nooope. It's only marginally faster than Amaura (a Little Cup 'mon) and hits a bit harder, but has less bulk. The main reason you'd want to use it is that unique ability for the enhanced hail. Definitely not THE STRONGEST, that's for sure.

Ice Fairy of the Misty Lake Clefable
Type: Ice/Fairy
Z-Move Type: Ice
Item: Ice Fairy's Wings (Unique)
Ability: Ice Sign "Icicle Fall"

HP: 86 (-9)
Attack: 99 (+29)
Defense: 69 (-4)
Special Attack: 99 (+4)
Special Defense: 91 (+1)
Speed: 59 (-1)
BST: 493

New Moves: Hail, Arctic Blade, Ice Blitz, Freeze Dry, Play Rough

Design: Compared to Clefairy, it now appears to have full-on light blue hair and appears to be wearing a blue ribbon. Its icicle-shaped wings are a bit more densely packed together.

Competitive: This strange one is a bit of an oddball. It sacrifices some of normal Clefable's bulk for a unique ability that spawns both an enhanced speed-reducing hail and a frozen terrain to make up for its not-so-great bulk and low speed, to make it viable as an offensive presence. It also seems to have an obsession with the number 9 in its base stats. 9 is truly THE STRONGEST number, after all. However, it still works primarily best on Hail Teams and its main purpose in life is to assist other Ice-types, MOSTLY via its unique ability, by slowing down anything that ISN'T Ice-type or Fire-type (No safe spots directly in front of it here!). It's basically a big attempt to make the Ice-Type, often seen as a terrible type, more viable, by granting an empowered version of Hail with a realistic effect for bringing the temperature down so low: A form of speed control to help the slower Ice-types like Abomasnow and Aurorus. It can also hit decently hard on both sides of the spectrum with its Ice-Type moves, and it has decent coverage otherwise inherited from its base form with moves such as Meteor Mash, Zen Headbutt and Return/Body Slam on the physical side, while on the Special Side it gets BoltBeamThrower (Thunderbolt, Ice Beam, Flamethrower), Grass Knot, Moonblast and Psyshock. Play Rough is to give it a physical Fairy STAB.

(NOTE: Does not apply to Ralts, Kirlia or Gardevoir, this is explicitly for Gallade only)
Type: Fighting/Steel
Z-Move Type: Steel
Item: Blackwyrm Coat (Unique)
Ability: Swordsman
(Slashing and Sword-based moves are 33% more powerful)

HP: 68
Atk: 145 (+20)
Def: 55 (-10)
SpA: 45 (-20)
SpD: 55 (-10)
Spe: 120 (+40)
BST: 538

New Moves: Thunderblade, Arctic Blade, Power Slash, Blade Slash, Sacred Sword

Design: Wears a black coat not too dissimilar to the cape of a Mega Gallade. He appears to have short black hair. One of his arm blades is coloured pitch black, the other a bright cyan colour.

Competitive: This Gallade is ALL about the swift swordplay. His bulk sucks and his Special Attack is even more pitiful than before, but he's also even faster than Mega Gallade and hits very hard with his wide physical movepool, especially the plethora of Sword attacks available to him now. On top of the already available Slash, Night Slash, Leaf Blade and Psycho Cut, there are the new moves he obtains, and on top of that, Gallade FINALLY has a good ability! He's a high-power physical sweeper relying on those sword skills of his but he's not very bulky and prone to being revenge killed due to lack of priority.
Snowy Slugma/Magcargo
Typing
- Water/Ice
Z-Move Type - Ice
Item - Frozen Cloak (Boosts power of Water and Ice moves by 20%)
Abilities - Slush Rush, Ice Body, Subzero (HA, Freezes all fire attacks and uses them to regain HP)

Slugma Stats
HP
- 40
Atk - 20
Def - 40
SpA - 70
SpD - 40
Spe - 60 (40 +20)
BST - 270

Magcargo Stats
HP
- 60
Atk - 30
Def - 80
SpA - 120
SpD - 50
Spe - 110 (90 + 20)
BST - 450

New Moves - Hydro Pump, Hail, Blizzard, Icicle Crash, Earth Power
Design - They would be a light blue color and the lava part would be like half frozen, slushy water. The 'ears' and 'waddles' would be icicles and the eyes would be a dark blue. Magcargo's shell would be all ice with ice spikes sticking out and some more slush water seeping out of cracks.
Competitive - Magcargo would definitely be placed up in UU or OU with this new form as almost all of it's weaknesses are countered. Water is weak to Grass and Electric, Blizzard/Icicle Crash covers Grass and Earth Power would slaughter Electric types, Ice is weak to Fighting and Steel, Steel can usually be countered with Earth Power and Fighting types are typically slow with no SpD so Magcargo's improved speed would greatly help as well as potentially running HP Flying. The only thing that is a downside is the low BST of 450 as well as the greatly lowered defenses so most scarfed threats can potentially move first and OHKO it.
I appreciate your participations, but there are three things to note;
* Hyperspeed allows the user to use the move twice at the same turn without penalty. This can make any Costumes broken if the submissions are not handled correctly.
* Discounting held item related forms (Silvally-Memory, Giratina-Origin and Arceus-Plate), Mega Evolutions and Primal Reversion, all Pokémon of the same line must have the same costume available. You can make brenched evolutions to have different name and type as long as they go with the costume's theme.
* Costumes offers no further boost than access to the selected type of Z-Move and the +20 BST.

Thank you for understanding.
 
Island Turtwig
Typing
– Water/Rock

Z-Move Type - Water
Item – Swimsuit
Abilities – Solid Rock/Comatose





HP – 60(+ 5)
Atk – 68
Def – 74 (+ 10)
SpA – 45
SpD – 60 (+ 5)
Spe – 11 (- 20)

BST – 338 (+20)

New Moves – Aqua Ring, Rain Dance, Razor Shell, Soak, Surf

Design – Turtwig covers its back with rocks and grows flippers.
Competitive – You become even more of a tank at the cost of speed. You can even reduce our weaknesses or gain status immunity..

Island Grotle
Typing
– Water/Rock

Z-Move Type - Water
Item – Swimsuit
Abilities – Solid Rock/Comatose





HP – 80(+ 5)
Atk – 89
Def – 95 (+ 10)
SpA – 55
SpD – 70 (+ 5)
Spe – 16 (- 20)

BST – 425 (+20)

New Moves – Aqua Ring, Rain Dance, Razor Shell, Soak, Surf

Design – Grotle covers its back with rocks and grows flippers.
Competitive – You become even more of a tank at the cost of speed. You can even reduce our weaknesses or gain status immunity.






Island Torterra
Typing
– Water/Rock

Z-Move Type - Water
Item – Swimsuit
Abilities – Solid Rock/Comatose





HP – 100(+ 5)
Atk – 109
Def – 115 (+ 10)
SpA – 75
SpD – 90 (+ 5)
Spe – 36 (- 20)

BST – 545 (+20)

New Moves – Aqua Ring, Rain Dance, Razor Shell, Soak, Surf

Design – Torterra covers its back with rocks and grows flippers.
Competitive – You become even more of a tank at the cost of speed. You can even reduce our weaknesses or gain status immunity.


Trickster Chimchar
Typing
– Dark/Psychic
Z-Move Type - Dark
Item – Dark Cape
Abilities – Prankster / Long Reach



HP – 34 (- 10)
Atk – 63 (+ 5)
Def – 44
SpA – 63 (+ 5)
SpD – 44
Spe – 81 (+ 20)

BST – 329 (+20)
New Moves – Brutal Swing, Foul Play, Sucker Punch, Psybeam, Zen Headbutt
Design – Chimchar carries a long, wooden pole, has, blonde, spiky hair and wears an orange gi and cape.

Competitive – You gain a lot more speed and slightly better offenses to become an even better mixed sweeper at the cost of HP. You can avoid contact if you want to, or gain priority for status moves.


Trickster Monferno
Typing
– Dark/Psychic
Z-Move Type - Dark
Item – Dark Cape
Abilities – Prankster / Long Reach



HP – 54 (- 10)
Atk – 83 (+ 5)
Def – 52
SpA – 83 (+ 5)
SpD – 52
Spe – 101 (+ 20)

BST – 425 (+20)

New Moves – Brutal Swing, Foul Play, Sucker Punch, Psybeam, Zen Headbutt
Design – Monferno carries a long, wooden pole, has, blonde, spiky hair and wears an orange gi and cape.

Competitive – You gain a lot more speed and slightly better offenses to become an even better mixed sweeper at the cost of HP. You can avoid contact if you want to, or gain priority for status moves.





Trickster Infernape
Typing
– Dark/Psychic
Z-Move Type - Dark
Item – Dark Cape
Abilities – Prankster / Long Reach



HP – 66 (- 10)
Atk – 109 (+ 5)
Def – 71
SpA – 109 (+ 5)
SpD – 71
Spe – 128 (+ 20)

BST – 554 (+20)

New Moves – Brutal Swing, Foul Play, Sucker Punch, Psybeam, Zen Headbutt
Design – Infernape carries a long, wooden pole, has, blonde, spiky hair and wears an orange gi and cape.

Competitive – You gain a lot more speed and slightly better offenses to become an even better mixed sweeper at the cost of HP. You can avoid contact if you want to, or gain priority for status moves.


Conqueror Piplup
Typing
– Fighting/Fairy
Z-Move Type - Fighting
Item – Power Band
Abilities – Envy / Tropical

*Custom Ability/ies* -Envy: Copies the opponent’s status moves which change its stats. (Dancer clone).

*Custom Ability/ies* -Tropical: Healed by Sun and Fire. Takes extra damage from Ice and Hail. (Dry Skin clone).


HP – 43 (- 10)
Atk – 71 (+ 20)
Def – 43 (- 10)
SpA – 81 (+ 20)
SpD – 56
Spe – 40

BST – 334 (+20)

New Moves – Aura Sphere, Close Combat, Vacuum Wave, Play Rough, Dazzling Gleam
Design – Piplup wears a French military uniform and Napoleon hat.

Competitive – You gain a lot more power from your attacks at the cost of Defense. Your speed is still bad too. However, you still have Aqua Jet, even if if is no longer STAB, and you can either punish set up, or gain an imunity and healing in the Sun, if you are prepared to fear Ice.




Conqueror Prinplup
Typing
– Fighting/Fairy
Z-Move Type - Fighting
Item – Power Band
Abilities – Envy / Tropical

*Custom Ability/ies* -Envy: Copies the opponent’s status moves which change its stats. (Dancer clone).

*Custom Ability/ies* -Tropical: Healed by Sun and Fire. Takes extra damage from Ice and Hail. (Dry Skin clone).


HP – 54 (- 10)
Atk – 86 (+ 20)
Def – 58 (- 10)
SpA – 101 (+ 20)
SpD – 76
Spe – 50

BST – 425 (+20)

New Moves – Aura Sphere, Close Combat, Vacuum Wave, Play Rough, Dazzling Gleam
Design – Prinplup wears a French military uniform and Napoleon hat.

Competitive – You gain a lot more power from your attacks at the cost of Defense. Your speed is still bad too. However, you still have Aqua Jet, even if if is no longer STAB, and you can either punish set up, or gain an imunity and healing in the Sun, if you are prepared to fear Ice.





Conqueror Empoleon
Typing
– Fighting/Fairy
Z-Move Type - Fighting
Item – Power Band
Abilities – Envy / Tropical

*Custom Ability/ies* -Envy: Copies the opponent’s status moves which change its stats. (Dancer clone).

*Custom Ability/ies* -Tropical: Healed by Sun and Fire. Takes extra damage from Ice and Hail. (Dry Skin clone).


HP – 74 (- 10)
Atk – 106 (+ 20)
Def – 78 (- 10)
SpA – 131 (+ 20)
SpD – 101
Spe – 60

BST – 550 (+20)

New Moves – Aura Sphere, Close Combat, Vacuum Wave, Play Rough, Dazzling Gleam
Design – Empolean wears a French military uniform and Napoleon hat.

Competitive – You gain a lot more power from your attacks at the cost of Defense. Your speed is still bad too. However, you still have Aqua Jet, even if if is no longer STAB, and you can either punish set up, or gain an imunity and healing in the Sun, if you are prepared to fear Ice.




Wolverine Zangoose
Typing
– Steel/Ground

Z-Move Type - Steel
Item – Imperial Katana
Abilities – Tough Claws, Envenom

*Custom Ability/ies* -Envenom: Draws in Poison Attacks to Raise Attack. (Sap Sipper clone)

HP – 83 (+ 10)
Atk – 125 (+ 10)

Def – 80 (+ 20)
SpA – 40 (- 20)
SpD – 60

Spe – 90
BST – 478 (+ 20)

New Moves – Bulldoze, Dig, Earthquake, Magnitude, Stomping Tantrum



Design – Zangoose decided to get a typing to give it an edge over its rival. It coats its claws in steel and covers itself with dirt. You last longer too, especially against physical attacks.

Competitive – You may lose Toxic Boost, but you still have abilities and stats to boost the powe r of your physical moves.

Fencer Seviper
Typing
– Steel/Fighting
Z-Move Type - Steel
Item – Imperial Katana
Abilities – Sheer Force, Riposte
*Custom Ability/ies* -Riposte: Provides +1 priority to Cutting moves.


HP – 73
Atk – 110 (+ 10)
Def – 70 (+ 10)
SpA – 100
SpD – 40 (- 20)
Spe – 85 (+ 20)
BST – 478 (+20)

New Moves – Close Combat, Karate Chop, Revenge, Reversal, Sacred Sword

Design – Seviper decided to overcome its rival with a new typing by turning its tail spike into a steel sword and learning the art of fencing. Its tail is now metal.
Competitive – Your Speed improve a bit and you have a better Attack and Defense Watch out for Special moves though.
 
I appreciate your participations, but there are three things to note;
* Hyperspeed allows the user to use the move twice at the same turn without penalty. This can make any Costumes broken if the submissions are not handled correctly.
* Discounting held item related forms (Silvally-Memory, Giratina-Origin and Arceus-Plate), Mega Evolutions and Primal Reversion, all Pokémon of the same line must have the same costume available. You can make brenched evolutions to have different name and type as long as they go with the costume's theme.
* Costumes offers no further boost than access to the selected type of Z-Move and the +20 BST.

Thank you for understanding.
Edit: Altered Blue Blur Shaymin (Land) [Removed Hyperspeed, Added Speed Boost, reduced speed and increased attack slightly), added Chaos Shaymin (Sky), finished Black Swordsman Ralts Line.
 
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Mandrake Drowzee
Typing:

Z-Move Type:

Item:
Antropomorphous Root
Abilities: Germinate / Grassy Surge / Natal Scream (HA)
Natal Scream: On switch-in uses its first move on its moveslot.
HP: 70 (+20)
Atk: 38 (-10)
Def: 55 (+10)
SpA: 65 (+22)
SpD: 90
Spe: 20 (-22)
BST: 348 (+20)
New Moves: Leech Seed, Giga Drain, Boomburst (mandrakes scream when they're out of ground), Moonlight, Moonblast.
Design:

Competitive: Revenge killer, staller, wallbreaker, grassy terrain setter...Wow, this guy now can do SOMETHING at lc. Still hates being slow and quad weak to Poison, but that's still better than nothing. Oh yeah, and you can evolve it too...

Faun Hypno
Typing:

Z-Move Type:

Item:
Antropomorphous Root
Abilities: Germinate / Grassy Surge / Natal Scream (HA)
Natal Scream: On switch-in uses its first move on its moveslot.
HP: 105 (+20)
Atk: 100 (+27)
Def: 80 (+10)
SpA: 50 (-23)
SpD: 115
Spe: 53 (-14)
BST: 503 (+20)
New Moves: Leech Seed, Horn Leech, High Horsepower, Moonlight, Play Rough.
Design:

Competitive:


Succubus Pheromosa
Typing:

Z-Move Type:

Item:
Demonic Wings
Abilities: Forced Love
Forced Love:
On switch-in infatuates the foe ignoring gender.
HP: 83 (+12)
Atk: 67 (-70)
Def: 67 (+30)
SpA: 153 (+16)
SpD: 67 (+30)
Spe: 153 (+2)
BST: 590 (+20)
New Moves: Moonblast, Dark Pulse, Heat Wave, Nasty Plot & Foul Play.
Design: Its body turns red and black, and has demonic wings and horns instead of antenae.
Competitive: The original form will be still shit at Ubers, but hey, now it has an actually viable form! Great Ability, almost unresisted STAB combination, huge specially offensive stats and 2 forms of boosting its SpA, this thing is ready for sweeping at the Ubers tier. It obviously has flaws like being walled by some fairies like Magearna (but it learns Heat Wave, so fug it) and having still a pretty lackluster overall bulk, but these won't stop Pheromosa's sweeping skills.


Marshmallow Monster Munchlax
Typing:

Z-Move Type:

Item:
Sugar Filler
Abilities: Unaware / Thick Fat / Pain Sweetener (HA)
HP: 140 Hp (+5)
Atk: 90 (+5)
Def: 60 (+20)
SpA: 25 (-15)
SpD: 90 (+5)
Spe: 5
BST: 410 (+20)
New Moves: Play Rough, Slack Off, Knock Off & Rapid Spin.
Design:
Competitive:


Marshmallow Monster Snorlax
Typing:

Z-Move Type:

Item:
Sugar Filler
Abilities: Intimidate / Thick Fat / Pain Sweetener (HA)
HP: 160
Atk: 130 (+20)
Def: 80 (+15)
SpA: 30 (-35)
SpD: 130 (+20)
Spe: 30 (-5)
BST: 560 (+20)
New Moves: Play Rough, Shaded Claws, Shadow Sneak, Slack Off & Rapid Spin.
Design:
Competitive:
 
Last edited:
I appreciate your participations, but there are three things to note;
* Hyperspeed allows the user to use the move twice at the same turn without penalty. This can make any Costumes broken if the submissions are not handled correctly.
* Discounting held item related forms (Silvally-Memory, Giratina-Origin and Arceus-Plate), Mega Evolutions and Primal Reversion, all Pokémon of the same line must have the same costume available. You can make brenched evolutions to have different name and type as long as they go with the costume's theme.
* Costumes offers no further boost than access to the selected type of Z-Move and the +20 BST.

Thank you for understanding.
Yeah, I was editing it, can you plz consider it now with the edit things done?
 

Mandrake Drowzee
Typing:

Z-Move Type:

Item:
Antropomorphous Root
Abilities: Germinate / Grassy Surge / Natal Scream (HA)
Natal Scream: On switch-in uses its first move on its moveslot.
HP: 70 (+20)
Atk: 38 (-10)
Def: 55 (+10)
SpA: 65 (+22)
SpD: 90
Spe: 20 (-22)
BST: 348 (+20)
New Moves: Leech Seed, Giga Drain, Boomburst (mandrakes scream when they're out of ground), Moonlight, Moonblast.
Design:

Competitive: Revenge killer, staller, wallbreaker, grassy terrain setter...Wow, this guy now can do SOMETHING at lc. Still hates being slow and quad weak to Poison, but that's still better than nothing. Oh yeah, and you can evolve it too...

Faun Hypno
Typing:

Z-Move Type:

Item:
Antropomorphous Root
Abilities: Germinate / Grassy Surge / Natal Scream (HA)
Natal Scream: On switch-in uses its first move on its moveslot.
HP: 105 (+20)
Atk: 100 (+27)
Def: 80 (+10)
SpA: 50 (-23)
SpD: 115
Spe: 53 (-14)
BST: 503 (+20)
New Moves: Leech Seed, Horn Leech, High Horsepower, Moonlight, Play Rough.
Design:

Competitive:
I feel like Natal Scream + Boomburst is a little OP or Germinate (I assume it is the grass variant of Pixilate??) Would also be very powerful with Boomburst. I feel like it would need a bad SpA or maybe Hyper Voice to balance it out.
 
I feel like Natal Scream + Boomburst is a little OP or Germinate (I assume it is the grass variant of Pixilate??) Would also be very powerful with Boomburst. I feel like it would need a bad SpA or maybe Hyper Voice to balance it out.
Yeah, maybe. I mean, if you're using Boomburst with Natal Scream you don't get STAB from it, while if you use it with Germinate you loose priority and will be forced to move last due to its low speed. Also, Grass isn't really good offensively.
 

Undead Watchog
Typing
- Normal/Ghost
Z-Move Type - Ghost
Item - Cursed Tombstone
Abilities - Mummy / Cursed Body / Nightmare Trap (HA)

HP 80 (+20)
Atk 75 (-10)
Def 89 (+20)
SpA 50 (-10)
SpD 89 (+20)
Spe 57 (-20)
BST 440 (+20)

New Moves - Curse, Slack Off, Night Shade, Spirit Shackle, Shadow Sneak
Competitive - Undead Watchog is a good defensive Pokemon. It has a great defensive typing and Nightmare Trap removes its only weakness. It can heal itself with Slack Off and even trap something with Spirit Shackle.
 
What does Nightmare Trap do?? Make it so dark moves dont hit?? I feel like it will be annoying with that.
It wouldn't be THAT annoying due to its below average bulk and somewhat lackluster supportive movepool, and Normal/Ghost doesn't offer any useful resistance outside of Bug and Poison. And one proof of this is my own custome Dream Catcher Klefki :p
 
Holy Gulpin
Typing: Poison/Psychic
Z-Move Type: Psychic
Item: Holy Pendant
Abilities: Holy Aura, Gooey, Dazzling
(Holy Aura: Contact moves does 25% less to this pokemon)

HP: 70
Atk: 33 (-10)
Def: 73 (+20)
SpA: 53 (+10)
SpD: 53
Spe: 40
BST: 322

New Moves: Psychic, Thunderbolt, Calm Mind, Slack Off, Stealth Rock
Design: Gulpin become white & purple with the yellow thing on its head looking more like a small cross.
Competitive: A pretty decent wall with a pretty decent typing. With some pretty good ability, it can do well in LC. It can be a pretty solid stealth rocker.

Holy Swalot
Typing: Poison/Psychic
Z-Move Type: Psychic
Item: Holy Pendant
Abilities: Holy Aura, Gooey, Dazzling
(Holy Aura: Contact moves does 25% less to this pokemon)

HP: 100
Atk: 63 (-10)
Def: 103 (+20)
SpA: 93 (+20)
SpD: 83
Spe: 45 (-10)
BST: 487

New Moves: Psychic, Thunderbolt, Calm Mind, Slack Off, Stealth Rock
Design: Swalot wears a silver pendant and become white & purple. It wear a silver cape.
Competitive: A good physical wall with Holy Aura. The ability to take less from physical hits. It can run a effective calm mind set due to it natural bulk and being immune to toxic. It can recover any prior damage with Slack Off.
 

Samtendo09

Ability: Light Power
is a Pre-Contributor
Skarmoleaf I implore you to put all of your entries on the same post, by adding further submission with the Edit option of your first post. This way it will save time for me to search for your submissions.

I am aware that it is your first time, but it is for the better that you should take note of my advice.
 
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