Pokemon: Aromatisse
Type: Fairy
Old Stats: 101 / 72 / 72 / 99 / 89 / 29 (462 BST)
New Stats: 200 (+99) / 50 (-22) / 70 (-2) / 85 (-14) / 115 (+26) / 30 (+1) (550 BST)
Abilities: Natural Cure / Flare Boost / Regenerator (HA)
New Moves: Thunderbolt, Ice Beam, Will-O-Wisp
Justification:
This Aromatisse fills a niche usually reserved for the two other pink blobs, Chansey and Blissey: Fat glue that has the ability to patch up an entire team's HP with a single Wishpass. With a whopping 604 HP and the ability to nearly fully heal uninvested base 85 HP Pokemon, Aromatisse comes with the bonuses of a stronger Special Attack, no reliance on Eviolite to boost defenses, and a typing that allows it to function as a tank with proper resistances.. Natural Cure gives Aromatisse the ability to shrug off Sleep and Toxic, while Regenerator gives direct HP buffs when it wishpasses and Flare Boost helps offensive sets. BoltBeam adds to Aromatisse's currently shallow as hell offensive movepool, while Will-o-Wisp allows her to check physical attackers on switchin.
It's stats have also suffered probably the biggest Rework I've done to is point for a Pokemon, to give it a niche. It's HP is now gigantic, alongside its Special Defense, rivaling Chansey in contention for dedicated Special wall. All of its other stats have become worse, physically due to a lack of offense needed and a desire to not make Aromatisse unkillable and Specially offensively in order to keep Aromatisse towards its walling abilities, rather than running too offensive sets on a such a hard to kill mon.
However, even past this, Aromatisse suffers from the downfalls of the Fairy typing, notably weaknesses to Excadrill, Greninja's Gunk Shot, and a not overly scary STAB option. With a surprising lack of Special Attack Uninvested, and no access to Seismic Toss, it can struggle to perform offensively compared to things like Calm Mind Clefable and my reworked Drampa, or even do reasonable damage whatsoever. It also has a much smaller supporting movepool, mostly just consisting of Toxic, Wish, Aromatherapy, and Will-o-Wisp. However, it's unique set of tools allow it to function as an alternative on Stall teams to the ever-popular Chansey, as well as give it a slot on balance teams for a tank.
Pokemon: Drampa
Type: Fairy/Dragon
Old Stats: 78 / 60 / 85 / 135 / 91 / 36 (485 BST)
New Stats: 95 (+17) / 40 (-20) / 115 (+30) / 165 (+30) / 115 (+24) / 35 (-1) (565 BST)
Abilities: Berserk / Fluffy / Prankster (HA)
New Moves: Trick Room, Dazzling Gleam, Taunt
Justification:
Gimmick central is what surrounds Drampa here. Fairy/Dragon gives him far more utility than the awkward Normal/Dragon, and gives him several more resistances to set up with. Berserk remains here, as it is Drampa's 'signature' and provides him with just that little dose of extra power. Fluffy gives Drampa incredible physical survivability, but turns his resistance from Fire into neutral damage, removing a good switchin. Dazzling Gleam also enters the spotlight, alongside Taunt to shut down those who would dare set up alongside the God himself.
A moment, though, to speak on these stats, like Aromatisse. He's been given a sizable rework (less than her), with buffs to just about everything. A lack of use in that Attack has resulted in it being dropped, as he has even less of a need for it, in addition to his Speed being returned to a number that people might understand. His bulk is by far much better, although just around that of Altaria-Mega. His Special Attack now hits one of the highest in the entire series, with only specific Pokemon like Deoxys-Attack, Alakazam-Mega, and Xurkitree hitting harder.
These stats all compound down and magnify the effects of three additions: Trick Room, Prankster, and it's Fairy typing. Trick Room allows Drampa to click Calm Mind once and become a terrifying cleaner, forcing teams to rely on Bullet Punch, Extreme Speed, or other options for a last resort against him. But, should a team have these options, Drampa had one final trick up his sleeve: Prankster Nature Power. Under a Terrain such as Misty Terrain or Electric Terrain, Nature Power turns from a modest Tri Attack to the best STAB option he has, Moonblast, or into a free coverage option in Thunderbolt, with priority. This allows Drampa to clean house or even revenge kill opponents under Terrains not named Psychic, giving him a fun, yet usable, gimmick.
Pokemon: Nidoqueen
Type: Fairy/Ground
Old Stats: 90 / 92 / 87 / 75 / 85 / 76 (505 BST)
New Stats: 110 (+20) / 65 (-27) / 115 (+28) / 95 (+20) / 105 (+20) / 75 (-1) (565 BST)
Abilities: Mold Breaker / Multiscale / Sheer Force (HA)
New Moves: Moonblast, Spikes, Moonlight
Justification:
Nidoqueen isn't the Pokemon anyone else's rework before I'd get home from school, so why not rework it? Buffs to every stat besides the never used Attack mean Nidoqueen can perform its roles better than before, becoming a stronger offensive threat and a better defensive one as well. Access to Spikes and Moonlight allow it to consistently set up any hazard bar Sticky Web you could want, and Moonlight also helps the offensive set's longevity. Moonblast also is nice for a Fairy STAB, a type it can use well.
Since its stats aren't too much unfamiliar, instead the main point is it's abilities. Nidoqueen gets three fantastic abilities to abuse, including one old one familiar to anyone who's used the Nido lines before. Sheer Force boosts every coverage option and both STABs to absurd levels, in addition to removing Life Orb recoil. This allows Nidoqueen to utilize its role of a tank to the best, and providing offensive pressure if you decide to run Rocks or just giving you the ability to go fully offensive with Moonblast, Earth Power, and dual coverage moves. Multiscale nearly gaurentees it'll setup without dying, even without too many weaknesses to common offensive types, and lets you just recover HP and tank much longer than the Sheer Force set can. Mold Breaker's even nicer for setting up against Magic Bounce, ignoring Sturdy and Disguise, as well as ignoring Thick Fat and Filter. Nidoqueen's the allrounder of this bunch; you can set up hazards, tank hits until it dies, and be offensive if you feel the need to. Just don't expect Nidoqueen to do anything too special in one specific area that anything else can't do specifically better.
edit: thanks to everyone who let my Bronzong win!