Do you guys wanna start a new slate?
Kinda too early since we had just started resubmissions, but since the slate was since more than a week ago, I don't see any inconvenience.Do you guys wanna start a new slate?
...then you do it. You're the next slate dude.I'll have a side of background/worldbuilding with my new slate, please.
Since we got ourselves a planet, should we start on the new slate? I got a idea to go with Gardevoir (not my immortal black hole beast, but something to do with VOCAL andrOIDs).Thanks!
I enjoyed writing this worldbuilding, maybe I can do that another time as well.
It'll be as loaded with references as this one, of course.
I cannot overstate how happy I am that you added so much lore.UV-282 Seraph (Gardevoir)
Base Stats: 67/5/97/167/127/107 (570)
Type: Fairy/Fire
Ability: Drought (HA: Serene Grace)
Removed Moves: All Dark and Ghost-type moves, Rain Dance, Magical Leaf, Grass Knot
Added Moves: Fiery Dance, Roost, Air Slash, Defog, Flamethrower, Heat Wave, Fire Blast, Barrier, Solar Beam
Description: Gardevoir found that LLY-035 had an incredibly powerful magical aura surrounding it, which it used as a training ground to develop its psychic and magical powers so it could better control the solar winds. As a result, Gardevoir evolved into a six-winged angelic creature with advanced reality-altering and magical powers mostly focused on pyrokinesis. It can control the solar winds, heat and radiation of the planet and constantly emits excess energy in the form of a radiant glow. (Fun Fact: The wings are just used to create and alter wind currents, as Gardevoir can just float with telekinesis instead of trying to fly against the gale-force winds.)
Competitive Analysis: Fire and Fairy STAB allows near-perfect coverage, resisted only by other Fire-types. Psyshock is great for coverage against special walls, and Air Slash, Energy Ball and Thunderbolt are also there for good type coverage. Drought makes Solar Beam a viable option, mitigates damage from Water-types and turns Fire Blast into an absurdly powerful special nuke. Serene Grace, on the other hand, makes Fiery Dance a very scary move and lets you be very mean with Air Slash.
UV-327dear god whyFidget (Spinda)
Base Stats: 97/131/127/37/89/89 (570)
Type: Psychic/Steel
Abilities: Compound Eyes, Tinted Lens (HA: Magic Bounce)
Removed Moves: Water Pulse, Shock Wave, Shadow Ball, Psybeam, Icy Wind
Added Moves: Knock Off, Iron Head, Shift Gear, Gear Grind
Description: When scientists discovered this powerful and very strange Ultra Variant of Spinda residing on the surface of SHZ-035 and the water of RIN-035, they originally believed it to be a variant of Starmie, but were bewildered when DNA tests showed it was in fact Spinda. Essentially, it looks nothing like Spinda, the only real similarity being a pattern unique to every individual. This form of Spinda has a radically different body plan consisting of a three-pronged "head" with an insectlike compound eye on each prong, and a central "body" around which the "head" can spin. It spins its "head" at supersonic speeds using telekinesis, which has a hypnotic effect on its prey. Then, before its prey can react, it rams into them with its metallic spinning "head" to render them unconscious, devouring them with the mouth in the middle of its central "body". Occasionally, they have been observed manipulating psychic energy into more conventional "hands" which it can use for combat or fine-tuned object handling. Oddly enough, the hypnotic spinning appears to not only be ineffective against humans but can be used to alleviate some symptoms of several types of attention deficit disorders.
Competitive Analysis: Spinda has an expansive movepool and excellent stats, and can play several different roles on a team depending on how it is needed. I never thought I'd ever type that sentence. Rapid Spin (heh, get it?), Wish, Fake Out, Hypnosis, Disable,Baton Pass(apparently the OU council isn't skilled enough to learn how to play around that), Trick, Hypnosis and Teeter Dance are all fairly viable options for a defensive or support role along with Magic Bounce or Compound Eyes, and Shift Gear is great for setting up sweeps with Iron Head, Zen Headbutt, and coverage like Drain Punch, Knock Off or one of the three elemental punches, all with no worries about being resisted thanks to Tinted Lens.
UV-018 Burrower (Pidgeot)
Base Stats: 71/107/137/37/67/151 (570)
Type: Steel/Ground
Abilities: Quick Tunneler - Gives +1 Priority to this Pokémon's Ground-type moves when user is at full health (Ground-type Gale Wings), Sand Force (HA: Dynamic Entrance - Lowers the opponent's Defense on switch-in [Intimidate clone].)
Removed Moves: Hurricane, Gust, Whirlwind, Twister, Roost, Tailwind, Air Slash, Rain Dance, Aerial Ace, Fly, Air Cutter, Brave Bird, Defog, Sky Attack, Ominous Wind, Heat Wave, Razor Wind
Added Moves: Earthquake, Bulldoze, Dig, Magnitude, Metal Claw, Iron Head, Rock Polish, Sandstorm, Rock Slide, Stone Edge, Stealth Rock
Description: As the strong winds of the planet prevented Pidgeot from flying, it burrowed underground. Now populating HNK-035, they move through dirt and rock as quickly and easily as regular Pidgeot flies through the air. They can sense microscopic seismic changes, allowing them to detect prey from thousands of miles underground and burst from the ground to catch their prey. They have also been known to cause catastrophic seismic activity when agitated.
Competitive Analysis: With its blistering Speed and access to U-Turn, this is one of the best pivots available. Quick Tunneler and Earthquake give Pidgeot access to a +1 priority 180-power STAB Tectonic Rage, Sand Force makes it a terrifying sweeper that works well alongside Mega Tyranitar, and Dynamic Entrance allows it to weaken normally-impenetrable physical walls to manageable levels.
UV-196 Glider (Espeon)
Base Stats: 97/7/67/61/79/191 (570)
Type: Flying
Abilities: Fur Coat, Fluffy (HA: Ride the Wind - Flying-type moves give +1 Speed to this Pokémon instead of affecting it [Flying-type clone of Sap Sipper with Speed])
Removed Moves: Confusion, Psybeam, Future Sight, Morning Sun, Psychic, Power Swap, Psyshock, Calm Mind, Psychic, Shadow Ball, Dream Eater, Trick Room, Stored Power, Synchronoise, Magic Coat, Magic Room, Signal Beam, Skill Swap, Zen Headbutt, Telekinesis
Added Moves: Roost, Gust, Whirlwind, Twister, Hurricane, Tailwind, Thunder Wave, Encore, Defog, U-Turn, Air Slash
Description: Espeon can be found in EMI-, MSH- and occasionally SHZ-035. Normal Espeon can sense minute changes in the air with their fur. However, in such a windy area, Espeon found a different use for its fur: it evolved to develop a thick, protective silvery fur coating and huge winglike structures protruding from its back which are made completely out of fur. This, along with its development of hollow bones, allows Espeon to glide on the planet's strong winds, making it incredibly fast. It can also use what vestigial telekinetic powers it has left to exert brief limited control over the winds surrounding it.
Competitive Analysis: Far too often has the mantle of "fast" been associated with "frail". Not so with Espeon. Besides outspeeding everything up to and including +1 base-110s with full Speed investment, it also has what would appear to be a fairly mediocre 97/67/79 defensive spread but can be bolstered by Fur Coat, giving it 466 Defense at 252 EVs and a neutral Nature. Its speed and physical bulk, combined with reliable recovery, U-Turn for generating momentum, and a great support movepool, makes Espeon a force to be reckoned with. Ride the Wind can be used instead of Fur Coat if you want to troll Defoggers, Aerilate users or one of the approximately three remaining people using Talonflame (how the mighty have fallen!). Fluffy doesn't have any real advantage over Fur Coat other than halving damage from weak niche special moves like Grass Knot and Draining Kiss, and it adds a Fire weakness and doesn't protect against the likes of Stone Edge, so it is not recommended for use on Espeon. With support moves like both screens, Heal Bell, Thunder Wave, Toxic, Defog, Tailwind, Whirlwind, Encore, Wish, Trick, Yawn, Sunny Day and Rain Dance coming off of the highest Speed in the game, Espeon can be used to support the rest of your team in any number of ways. Want something that can set up screens very quickly? Espeon. Need something to set up sun, rain or Tailwind for the rest of your team? Espeon. Need a cleric that can use Heal Bell and Wish but doesn't drain momentum? Espeon. Really, there aren't many things Espeon can't do, support-wise. While using Espeon, beware of Prankster Thunder Wave or Taunt. Though priority attacks aside from maybe Water Shuriken don't bother Fur Coat Espeon, Prankster Taunt can completely cripple your set and force you to U-Turn out, and Prankster Thunder Wave cuts Espeon's speed in half, making it much less of a threat to the opponent.
UV-171 Angler (Lanturn)
Base Stats: 71/101/109/137/79/73 (570)
Type: Electric/Dark
Abilities: Strong Jaw, Motor Drive (HA: Water Bubble)
Removed Moves: None.
Added Moves: Dark Pulse, Bite, Crunch, Thunder Fang, Ice Fang, Super Fang, Hyper Fang, Psychic Fangs
Description: This form of Lanturn was only officially documented very recently by scientists studying the planet; however, it is rumored that it was known of long before that but never made it into the documentation because nobody who saw it came back alive. Its natural habitat is in the darkest depths of SHZ-035, but some have reportedly been observed manipulating bubbles of RIN-035's magnetically charged water around themselves and traveling on land at nighttime; sightings have only been reported in LLY-035. Lanturn has developed a massive set of jaws and a mouth that takes up most of its body, with bioluminescent lights all over its skin. It uses these lights to attract prey, then dispatches it in one of many ways—it usually utilizes electric shocks, but it has been observed freezing prey by extracting its heat energy through an unknown process, blinding the prey with its lights, flashing its lights in patterns that cause seizures or unconsciousness in its prey, drowning land-based prey in its charged bubble of water, or simply swallowing its prey whole. Wild Lanturn are extremely predatory in nature and are very hostile and dangerous; however, they become very docile when captured but are still fierce battlers.
Competitive Analysis: Lanturn has decent bulk, some great Abilities, good attacking stats and a wide movepool, making it a good choice for a physical or special attacker. Strong Jaw gives it powerful STAB in both Crunch and Thunder Fang, plus strong coverage in Ice Fang and Psychic Fangs. Water Bubble, on the other hand, gives it an effective Fire resistance and doubles the power of its Water moves, giving it extremely powerful coverage options in Scald or Hydro Pump. Motor Drive makes Lanturn a great switch-in on an Electric-type move, giving it the speed it needs to start dismantling the opponent. A special Assault Vest set with Water Bubble and Dark Pulse, Volt Switch, Hydro Pump/Scald and Ice Beam/Blizzard works quite well.
UV-539 Shinobi (Sawk)
Base Stats: 71/113/79/97/61/149 (570)
Type: Poison/Dark
Abilities: Martial Artist - 1.5x power to Fighting-type moves used by this Pokémon (Steelworker clone), Infiltrator (HA: Technician)
Removed Moves: Sunny Day, Rain Dance
Added Moves: Water Shuriken, Shadow Sneak, Cross Poison, Night Slash, Shadow Claw, Phantom Force, Shadow Punch, Slash, Smokescreen, Spikes, Toxic Spikes, Mat Block, Quick Attack, Feint Attack, Haze, Aerial Ace, Fake Out, Acrobatics, Camouflage, Cross Chop
Description: Sawk are found in LLY-035, and are a bit of an anomaly on the planet in that they have undergone barely any physical changes to adapt to the planet. Aside from being a bit more nimble and slender than the ordinary Sawk, there isn't really any bodily change; however, there is a significant change in tactics and dress. This form of Sawk has swapped out its karate gi for a full-body garment made of color-changing materials that blend into the surroundings. It hides in shadow, waiting for the perfect moment to strike its prey; it has adopted a number of techniques allowing it to do so. In addition to its normal repertoire of martial arts, this form of Sawk uses techniques such as smoke bombs, throwing stars, makeshift blades, poison, and improvised weapons to take down targets.
Competitive Analysis: High Speed combined with an expansive movepool and great Abilities make Sawk fairly threatening. Infiltrator allows it to ignore Substitute and screens, and Technician gives it strong Dark STAB in Feint Attack (though Knock Off is generally still better) and great coverage or priority options in Aerial Ace, Shadow Sneak, Shadow Punch and Fake Out. Martial Artist effectively gives Sawk a third STAB, boosting the power of moves like Close Combat and Cross Chop. Sawk can also serve as a fast, offensive entry-hazard setter with Spikes and/or Toxic Spikes.
Someone involved in my life (this is someone I don't particularly get along with) attempted to burn these in a forest.Also, in case anyone didn't get the reference in my Spinda variation...
I need Ultra Sun and Moon info, dude. I need itThere was a main-series game announced on the Switch, cool your jets
The way you said that sounds like the intro to a 1980s drug PSA.I need Ultra Sun and Moon info, dude. I need it